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 1.4 2002/06/09 04:41:26 relnev
19 * added copyright header
21 * Revision 1.3 2002/05/26 22:06:17 relnev
22 * makefile: disable stand_gui for now.
24 * rest: staticize some globals
26 * Revision 1.2 2002/05/07 03:16:52 theoddone33
27 * The Great Newline Fix
29 * Revision 1.1.1.1 2002/05/03 03:28:10 root
33 * 12 7/19/99 12:02p Andsager
34 * Allow AWACS on any ship subsystem. Fix sexp_set_subsystem_strength to
35 * only blow up subsystem if its strength is > 0
37 * 11 7/09/99 5:54p Dave
38 * Seperated cruiser types into individual types. Added tons of new
39 * briefing icons. Campaign screen.
41 * 10 7/07/99 2:55p Andsager
42 * fix ai_get_subsystem_type to recognize "radara" as an awacs type
43 * subsystem as model_read.
45 * 9 6/03/99 8:58p Andsager
46 * Fix bug where player's target is lost. Alpha wing had clear wing
47 * goals, and this was applied to alpha1.
49 * 8 5/27/99 12:14p Andsager
50 * Some fixes for live debris when more than one subsys on ship with live
51 * debris. Set subsys strength (when 0) blows off subsystem.
52 * sexp_hits_left_subsystem works for SUBSYSTEM_UNKNOWN.
54 * 7 4/23/99 12:01p Johnson
57 * 6 3/26/99 4:49p Dave
58 * Made cruisers able to dock with stuff. Made docking points and paths
61 * 5 1/07/99 1:52p Andsager
62 * Initial check in of Sexp_variables
64 * 4 12/23/98 2:53p Andsager
65 * Added ship activation and gas collection subsystems, removed bridge
67 * 3 11/05/98 5:55p Dave
68 * Big pass at reducing #includes
70 * 2 10/07/98 10:53a Dave
73 * 1 10/07/98 10:51a Dave
75 * 173 6/09/98 10:31a Hoffoss
76 * Created index numbers for all xstr() references. Any new xstr() stuff
77 * added from here on out should be added to the end if the list. The
78 * current list count can be found in FreeSpace.cpp (search for
81 * 172 6/01/98 11:43a John
82 * JAS & MK: Classified all strings for localization.
84 * 171 5/21/98 9:57a Mike
85 * Massively improve firing of bombs at big ships. Improve willingness to
86 * take incoming fire to deliver bomb. Make a little easier to gain
89 * 170 5/12/98 10:06a Mike
90 * Fix a jillion bugs preventing ships from firing bombs at Lucifer in
93 * 169 5/11/98 11:20a Sandeep
95 * 168 5/10/98 12:02a Mike
96 * Only Alpha wing will form on player's wing, not any player wing.
98 * 167 4/23/98 1:49a Allender
99 * major rearm/repair fixes for multiplayer. Fixed respawning of AI ships
100 * to not respawn until 5 seconds after they die. Send escort information
103 * 166 4/23/98 12:31a Mike
104 * Fix the sm1-04a Comet:Omega bug. Was putting a goal on hold if a ship
105 * was docked, but should only have done that if not docked with self.
107 * 165 4/22/98 5:00p Allender
108 * new multiplayer dead popup. big changes to the comm menu system for *
109 * team vs. team. Start of debriefing stuff for team vs. team Make form
110 * on my wing work with individual ships who have high priority
113 * 164 4/18/98 9:53p Mike
114 * Add debug code to track down Comet warpout problems in sm1-04a, then
115 * comment it out for checkin.
117 * 163 4/09/98 12:36p Allender
118 * nasty repair problems fixed when ordering it to warp out while
119 * repairing (and on way) and when aborting process while he's completing
122 * 162 3/31/98 5:19p John
123 * Removed demo/save/restore. Made NDEBUG defined compile. Removed a
124 * bunch of debug stuff out of player file. Made model code be able to
125 * unload models and malloc out only however many models are needed.
128 * 161 3/19/98 4:43p Allender
129 * allow player ships to follow certain orders
131 * 160 3/19/98 2:55p Allender
132 * when ship gets disabled, have him put dock goals on hold
134 * 159 3/09/98 9:35p Mike
135 * Suppress warning messages.
137 * 158 3/09/98 5:12p Mike
138 * Make sure Pl_objp uses are valid.
139 * Throw asteroids at ships in asteroid field, not "Gal"
140 * Support ships warp out if no goals after 30 seconds.
142 * 157 3/07/98 3:50p Lawrance
143 * Add lead indicator for asteroids
145 * 156 3/06/98 2:58p Allender
146 * moved assert to more appropriate place
148 * 155 3/06/98 11:55a Lawrance
149 * Don't process mission orders for player ships
151 * 154 3/05/98 9:35a Allender
152 * don't allow ships to be repaired when departing or dying
154 * 153 2/26/98 10:08p Hoffoss
155 * Rewrote state saving and restoring to fix bugs and simplify the code.
157 * 152 2/23/98 8:59p Allender
158 * fixed two docking bugs: 1) don't move cargo when ship it's docked with
159 * is undocking. 2) aigoal code was clearing dock goals when it shouldn't
162 * 151 2/22/98 4:17p John
163 * More string externalization classification... 190 left to go!
165 * 150 2/19/98 12:04a Allender
166 * more multiplayer rearm/dock stuff. Fix bug in HUD code when finding
167 * support ship reaming player. show repair as order on Hud extended
170 * 149 2/18/98 10:34p Allender
171 * repair/rearm system (for single and multi) about finished.
172 * dock/undock and ai goals packets implemented for multiplayer
174 * 148 2/16/98 10:13p Allender
175 * initial work on being able to target weapons (bombs specifically).
176 * Work on getting rearm/repair working under multiplayer
178 * 147 2/16/98 4:07p Sandeep
179 * fixed a bug with deleting waypoints
181 * 146 2/16/98 3:43p Sandeep
182 * Fixed bug with Ai_warp still expected to have an object reference in a
185 * 145 2/13/98 3:21p Lawrance
186 * Set up allowed goals for escape pods.
188 * 144 2/13/98 2:57p Allender
189 * correct code using unitialized variable
191 * 143 2/09/98 10:46a Allender
192 * fixed bug with docking where multiple orders to dock with same object
195 * 142 2/05/98 12:52p Jim
196 * fix race conditions to get to subsystem index for attacking subsystem
199 * 141 2/02/98 4:02p Mike
200 * Allender: Fix bug which caused ships to sometimes undock just as they
203 * 140 1/30/98 11:00a Allender
204 * tidied up the code to get an index for a new goal. Made all code (for
205 * both ships and wings) go through this function.
207 * 139 1/30/98 10:01a Allender
208 * made large ships able to attack other ships. Made goal code recognize
209 * when ships removed from wings during ship select
211 * 138 1/29/98 12:14p Lawrance
212 * show 'waypoints' as a mission order.
214 * 137 1/20/98 9:33a Allender
215 * fixed bug with wing goals from players
217 * 136 1/16/98 1:11p Sandeep
218 * fix bug when trying to purge goals with no ship_name
220 * 135 1/16/98 11:43a Allender
221 * made it so certain orders (see PURGE_ORDERS) cause other ai goals to
222 * get purged. This step it to help the AI do the right thing.
224 * 134 1/16/98 11:33a Mike
225 * Fix bug in targeting subsystems on protected ships.
227 * 133 1/13/98 5:36p Lawrance
228 * Change Ai_goal_text[] to not return anything for waypoints.
230 * 132 1/05/98 10:10p Mike
231 * Comment out an obsolete function (discovered while searching for
234 * 131 1/02/98 1:55p Duncan
235 * added back in case for undocking when checking for goal complete status
237 * 130 12/30/97 4:48p Allender
238 * work with ignore my target command. Added new keyboard hotkey. Made
241 * 129 12/26/97 12:15p Mike
242 * Put in debug code for tracking down ships disabling, rather than
243 * destroying, enemies.
245 * 128 12/15/97 5:25p Allender
246 * fix problem with docked ships receiving another dock goal. They now
249 * 127 12/12/97 5:21p Lawrance
250 * fix some problems with ai mode changing when arriving/departing from
253 * 126 12/04/97 12:24p Allender
254 * made support ship orders other than rearm be super low priority.
255 * Support ship orders now won't get removed incorrectly either
257 * 125 11/26/97 9:55a Allender
258 * minor changed to comm window for rearming. Fixed some repair bugs --
259 * player's repair was getting aborted by code when he was hit. Repair
260 * ship wasn't properly removing repair goals
262 * 124 11/23/97 6:21p Lawrance
263 * update goal text, used on HUD
265 * 123 11/17/97 6:39p Lawrance
266 * add AI_goal_text[] array, used by HUD code to show text description of
269 * 122 11/09/97 2:21p Mike
270 * Comment out Int3() and email Mark about it.
272 * 121 11/05/97 9:30p Mike
273 * Add play dead mode.
274 * Enable undock to complete when dockee moves.
275 * Make ships in waypoint mode react to enemy fire.
276 * Support ships not form on player's wing.
278 * 120 11/05/97 4:43p Allender
279 * reworked medal/rank system to read all data from tables. Made Fred
280 * read medals.tbl. Changed ai-warp to ai-warp-out which doesn't require
281 * waypoint for activation
283 * 119 10/31/97 4:03p Allender
284 * test code to help find rearm/repair problems
286 * 118 10/29/97 10:02p Allender
287 * be sure that player starting wings that arrive late also form on the
288 * players wing if there are no goals
290 * 117 10/29/97 9:32p Allender
291 * remove undock goal if we can't find docked sihp when docker trying to
292 * undock. Could be that docked ship was destroyed
294 * 116 10/29/97 3:41p Sandeep
295 * Allender put in dock debug code
297 * 115 10/28/97 10:30a Allender
298 * rest AIF_FORMATION_OBJECT bit when new order is given to a ship
300 * 114 10/24/97 10:40a Allender
301 * player wings with no initial orders now form on players wing by
304 * 113 10/23/97 4:41p Allender
305 * lots of new rearm/repair code. Rearm requests now queue as goals for
306 * support ship. Warp in of new support ships functional. Support for
307 * stay-still and play-dead.
309 * 112 10/23/97 4:12p Mike
310 * Support for AIM_STAY_NEAR.
312 * 111 10/22/97 1:46p Allender
313 * get ship_name field for ai-stay-still
315 * 110 10/22/97 1:44p Allender
316 * more work on stay-still and play-dead
318 * 109 10/22/97 11:07a Allender
319 * Hooked in form on my wing into Mikes AI code
321 * 108 10/22/97 1:03a Mike
324 * fix mysterious code in find_enemy that used goal_objnum instead of
327 * 107 10/12/97 11:23p Mike
328 * About ten fixes/changes in the docking system.
329 * Also, renamed SIF_REARM_REPAIR to SIF_SUPPORT.
331 * 106 10/10/97 5:03p Allender
332 * started work on ai-stay-still
334 * 105 9/24/97 4:51p Allender
335 * got rid pf default_player_ship_name variable.
337 * 104 9/23/97 4:35p Allender
338 * added two function to add "internal" goals to ships and wings. Used by
339 * AI when it needs to do something special
341 * 103 9/09/97 2:42p Allender
342 * fix bug where guarding a wing that hasn't arrived caused goal code to
345 * 102 9/09/97 11:28a Johnson
346 * Fixed bug: Code is not Fred-aware.
348 * 101 9/08/97 1:04p Allender
349 * put code in ai_post_process_mission() to set orders for ships before
350 * mission starts. Prevents ships from following orders N seconds after
351 * mission actually starts
353 * 100 9/05/97 5:05p Lawrance
354 * memset string to 0 during restore for safety
356 * 99 8/18/97 1:16p Allender
357 * added ignore goal into sexpressions
359 * 98 8/16/97 3:09p Mike
360 * If telling a ship to attack a protected ship, unprotect that ship.
362 * 97 8/16/97 2:40p Mike
363 * Move unmoving ship if it's attacking a large ship and it sees incoming
365 * Also, don't set protected bit in a ship if someone has attacked a
366 * subsystem. Only do if someone was told to disarm or disable.
368 * 96 8/15/97 11:50a Duncan
369 * Fixed bug with ai functions assuming ai_goal_undock takes a ship
370 * target, which it doesn't.
372 * 95 8/15/97 10:05a Hoffoss
373 * One more change to ai_query_goal_valid() to allow for AI_GOAL_NONE.
375 * 94 8/15/97 9:59a Hoffoss
376 * Changed ai_query_goal_valid() again. I can't think of any time you
377 * wouldn't find it easier just to pass in a ship instead of a ship_info
378 * flag structure filtered of all flags that aren't ship type bits. Since
379 * I'll call this quite a few times, it will make my life easier.
381 * 93 8/15/97 9:49a Hoffoss
382 * Changed ai_query_goal_valid() slightly for Fred. Fred can be more
383 * detailed with error messages should these situations happen, and
384 * recover from them better.
386 * 92 8/14/97 10:00p Allender
387 * made ai goals bitfields so that we can have set of orders that certain
388 * ship types are allowed to receive. Added function for Hoffoss to check
389 * goal vs. ship type validity
391 * 91 8/12/97 9:58a Hoffoss
392 * Fixed ai_update_goal_references() and query_referended_in_ai_goals().
394 * 90 8/12/97 8:01a Allender
395 * when adding goals to wing structures, replace the oldest entry of the
396 * goals if there are no empty entries
398 * 89 8/12/97 1:55a Hoffoss
399 * Made extensive changes to object reference checking and handling for
400 * object deletion call.
402 * 88 8/10/97 4:24p Hoffoss
403 * Made initial orders revert back to none if it has invalid data
406 * 87 8/08/97 1:30p Allender
407 * added commands (and ai goals) for support ships. stay near ship (which
408 * could be player or current target), and keep safe distance
410 * 86 8/07/97 11:11a Allender
411 * fixed problem with wings completing waypoint goals
413 * 85 8/06/97 9:41a Allender
414 * renamed from ai_goal function. made a function to remove a goal from a
415 * wing (used strictly for waypoints now). ai-chase-wing and
416 * ai-guard-wing now appear to user as ai-chase and ai-guard. Tidied up
417 * function which deals with sexpression goals
419 * 84 8/06/97 8:06a Lawrance
420 * add more stuff to save/restore
422 * 83 8/01/97 11:51a Dave
423 * Changed calls to timer_get_fixed_seconds() to simply Missiontime.
424 * Solves a lot of demo related problems.
426 * 82 7/30/97 11:01p Mike
427 * Set submode when setting mode from player order.
428 * Increase distance to circle when ignoring player's target.
430 * 81 7/28/97 10:28a Mike
431 * Use forward_interpolate() to prevent weird banking behavior.
433 * Suppress a couple annoying mprints and clarify another.
435 * 80 7/25/97 12:10p Mike
436 * Better default behavior.
438 * 79 7/24/97 4:55p Allender
439 * added ai-evade-ship to fred and to Freespace
441 * 78 7/24/97 4:20p Mike
442 * Add goal and Fred hook for evade behavior.
444 * 77 7/24/97 2:17p Jasen
445 * Fixed a bug with mission loading.
447 * 76 7/24/97 12:10a Mike
448 * Suppress problems when loadign pain.fsm.
450 * 75 7/23/97 6:49p Hoffoss
451 * Fixed bug in ai goal adding code. It was using a pointer that was
454 * 74 7/23/97 11:25a Allender
455 * more robust sexpression checking. Fixed problem with some ai goals not
456 * being named properly
462 #include "freespace.h"
465 #include "missionlog.h"
466 #include "missionparse.h"
467 #include "model.h" // for subsystem types
468 #include "linklist.h"
471 #include "multimsgs.h"
474 // all ai goals dealt with in this code are goals that are specified through
475 // sexpressions in the mission file. They are either specified as part of a
476 // ships goals in the #Object section of the mission file, or are created (and
477 // removed) dynamically using the #Events section. Default goal behaviour and
478 // dynamic goals are not handled here.
480 // defines for player issued goal priorities
481 #define PLAYER_PRIORITY_MIN 90
482 #define PLAYER_PRIORITY_SHIP 100
483 #define PLAYER_PRIORITY_WING 95
484 #define PLAYER_PRIORITY_SUPPORT_LOW 10
486 // define for which goals cause other goals to get purged
487 #define PURGE_GOALS (AI_GOAL_IGNORE | AI_GOAL_DISABLE_SHIP | AI_GOAL_DISARM_SHIP)
489 // goals given from the player to other ships in the game are also handled in this
493 #define AI_GOAL_ACHIEVABLE 1
494 #define AI_GOAL_NOT_ACHIEVABLE 2
495 #define AI_GOAL_NOT_KNOWN 3
496 #define AI_GOAL_SATISFIED 4
498 int Ai_goal_signature;
499 int Num_ai_dock_names = 0;
500 char Ai_dock_names[MAX_AI_DOCK_NAMES][NAME_LENGTH];
502 // AL 11-17-97: A text description of the AI goals. This is used for printing out on the
503 // HUD what a ship's current orders are. If the AI goal doesn't correspond to something that
504 // ought to be printable, then NULL is used.
505 // JAS: Converted to a function in order to externalize the strings
506 char *Ai_goal_text(int goal)
510 return XSTR( "attack ", 474);
512 return XSTR( "dock ", 475);
514 return XSTR( "waypoints", 476);
516 return XSTR( "waypoints", 476);
518 return XSTR( "destroy ", 477);
520 return XSTR( "form on ", 478);
522 return XSTR( "undock ", 479);
524 return XSTR( "attack ", 474);
526 return XSTR( "guard ", 480);
528 return XSTR( "disable ", 481);
530 return XSTR( "disarm ", 482);
532 return XSTR( "guard ", 480);
534 return XSTR( "evade ", 483);
536 return XSTR( "rearm ", 484);
539 // Avoid compiler warning
543 // function to maybe add the form on my wing goal for a player's starting wing. Called from below and when a
544 // player wing arrives.
545 void ai_maybe_add_form_goal( wing *wingp )
549 // iterate through the ship_index list of this wing and check for orders. We will do
550 // this for all ships in the wing instead of on a wing only basis in cases some ships
551 // in the wing actually have different orders than others
552 for ( j = 0; j < wingp->current_count; j++ ) {
555 Assert( wingp->ship_index[j] != -1 ); // get Allender
557 aip = &Ai_info[Ships[wingp->ship_index[j]].ai_index];
558 // don't process Player_ship
559 if ( aip == Player_ai )
562 // it is sufficient enough to check the first goal entry to see if it has a valid
564 if ( aip->goals[0].ai_mode == AI_GOAL_NONE ) {
565 // need to add a form on my wing goal here. Ships are always forming on the player's wing.
566 ai_add_ship_goal_player( AIG_TYPE_PLAYER_SHIP, AI_GOAL_FORM_ON_WING, -1, Player_ship->ship_name, aip );
571 void ai_post_process_mission()
576 // Check ships in player starting wings. Those ships should follow these rules:
577 // (1) if they have no orders, they should get a form on my wing order
578 // (2) if they have an order, they are free to act on it.
580 // So basically, we are checking for (1)
581 if ( !Fred_running ) {
582 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.
583 if ( Starting_wings[i] != -1 ) {
586 wingp = &Wings[Starting_wings[i]];
588 ai_maybe_add_form_goal( wingp );
594 // for every valid ship object, call process_mission_orders to be sure that ships start the
595 // mission following the orders in the mission file right away instead of waiting N seconds
596 // before following them. Do both the created list and the object list for safety
597 for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
598 if ( objp->type != OBJ_SHIP )
600 ai_process_mission_orders( OBJ_INDEX(objp), &Ai_info[Ships[objp->instance].ai_index] );
602 for ( objp = GET_FIRST(&obj_create_list); objp != END_OF_LIST(&obj_create_list); objp = GET_NEXT(objp) ) {
603 if ( (objp->type != OBJ_SHIP) || Fred_running )
605 ai_process_mission_orders( OBJ_INDEX(objp), &Ai_info[Ships[objp->instance].ai_index] );
611 // function which determines is a goal is valid for a particular type of ship
612 int ai_query_goal_valid( int ship, int ai_goal )
616 if (ai_goal == AI_GOAL_NONE)
617 return 1; // anything can have no orders.
620 switch (Ship_info[Ships[ship].ship_info_index].flags & SIF_ALL_SHIP_TYPES) {
623 Int3(); // get Hoffoss or Allender -- cargo containers shouldn't have a goal!!!
627 if ( ai_goal & AI_GOAL_ACCEPT_FIGHTER ){
632 if ( ai_goal & AI_GOAL_ACCEPT_BOMBER ){
637 if ( ai_goal & AI_GOAL_ACCEPT_CRUISER ){
642 if ( ai_goal & AI_GOAL_ACCEPT_FREIGHTER ){
647 if ( ai_goal & AI_GOAL_ACCEPT_CAPITAL ){
652 if ( ai_goal & AI_GOAL_ACCEPT_TRANSPORT ){
657 if ( ai_goal & AI_GOAL_ACCEPT_SUPPORT ){
662 if ( ai_goal & AI_GOAL_ACCEPT_ESCAPEPOD ){
667 if ( ai_goal & AI_GOAL_ACCEPT_SUPERCAP ){
672 if ( ai_goal & AI_GOAL_ACCEPT_STEALTH ){
677 if ( ai_goal & AI_GOAL_ACCEPT_CORVETTE ){
682 if ( ai_goal & AI_GOAL_ACCEPT_GAS_MINER ){
687 if ( ai_goal & AI_GOAL_ACCEPT_AWACS ){
691 case SIF_NO_SHIP_TYPE:
693 Int3(); // HUH? doesn't make sense
698 Int3(); // get allender or hoffos -- unknown ship type
706 // remove an ai goal from it's list. Uses the active_goal member as the goal to remove
707 void ai_remove_ship_goal( ai_info *aip, int index )
709 // only need to set the ai_mode for the particular goal to AI_GOAL_NONE
710 // reset ai mode to default behavior. Might get changed next time through
712 Assert ( index >= 0 ); // must have a valid goal
714 aip->goals[index].ai_mode = AI_GOAL_NONE;
715 aip->goals[index].signature = -1;
716 aip->goals[index].priority = -1;
717 aip->goals[index].flags = 0; // must reset the flags since not doing so will screw up goal sorting.
718 if ( index == aip->active_goal )
719 aip->active_goal = AI_GOAL_NONE;
721 // mwa -- removed this line 8/5/97. Just because we remove a goal doesn't mean to do the default
722 // behavior. We will make the call commented out below in a more reasonable location
723 //ai_do_default_behavior( &Objects[Ships[aip->shipnum].objnum] );
726 void ai_clear_ship_goals( ai_info *aip )
730 for (i = 0; i < MAX_AI_GOALS; i++)
731 ai_remove_ship_goal( aip, i ); // resets active_goal and default behavior
733 aip->active_goal = AI_GOAL_NONE; // for good measure
735 // next line moved here on 8/5/97 by MWA
736 // Dont reset player ai (and hence target)
737 if ( !((Player_ship != NULL) && (&Ships[aip->shipnum] == Player_ship)) ) {
738 ai_do_default_behavior( &Objects[Ships[aip->shipnum].objnum] );
742 void ai_clear_wing_goals( int wingnum )
745 wing *wingp = &Wings[wingnum];
748 // clear the goals for all ships in the wing
749 for (i = 0; i < wingp->current_count; i++) {
750 int num = wingp->ship_index[i];
753 ai_clear_ship_goals( &Ai_info[Ships[num].ai_index] );
757 // clear out the goals for the wing now
758 for (i = 0; i < MAX_AI_GOALS; i++) {
759 wingp->ai_goals[i].ai_mode = AI_GOAL_NONE;
760 wingp->ai_goals[i].signature = -1;
761 wingp->ai_goals[i].priority = -1;
767 // routine which marks a wing goal as being complete. We get the wingnum and a pointer to the goal
768 // structure of the goal to be removed. This process is slightly tricky since some member of the wing
769 // might be pursuing a different goal. We will have to compare based on mode, submode, priority,
770 // and name.. This routine is only currently called from waypoint code!!!
771 void ai_mission_wing_goal_complete( int wingnum, ai_goal *remove_goalp )
773 int mode, submode, priority, i;
778 wingp = &Wings[wingnum];
780 // set up locals for faster access.
781 mode = remove_goalp->ai_mode;
782 submode = remove_goalp->ai_submode;
783 priority = remove_goalp->priority;
784 name = remove_goalp->ship_name;
786 Assert ( name ); // should not be NULL!!!!
788 // remove the goal from all the ships currently in the wing
789 for (i = 0; i < wingp->current_count; i++ ) {
793 num = wingp->ship_index[i];
795 aip = &Ai_info[Ships[num].ai_index];
796 for ( j = 0; j < MAX_AI_GOALS; j++ ) {
797 aigp = &(aip->goals[j]);
799 // don't need to worry about these types of goals since they can't possibly be a goal we are looking for.
800 if ( (aigp->ai_mode == AI_GOAL_NONE) || !aigp->ship_name )
803 if ( (aigp->ai_mode == mode) && (aigp->ai_submode == submode) && (aigp->priority == priority) && !stricmp(name, aigp->ship_name) ) {
804 ai_remove_ship_goal( aip, j );
805 ai_do_default_behavior( &Objects[Ships[aip->shipnum].objnum] ); // do the default behavior
806 break; // we are all done
811 // now remove the goal from the wing
812 for (i = 0; i < MAX_AI_GOALS; i++ ) {
813 aigp = &(wingp->ai_goals[i]);
814 if ( (aigp->ai_mode == AI_GOAL_NONE) || !aigp->ship_name )
817 if ( (aigp->ai_mode == mode) && (aigp->ai_submode == submode) && (aigp->priority == priority) && !stricmp(name, aigp->ship_name) ) {
818 wingp->ai_goals[i].ai_mode = AI_GOAL_NONE;
819 wingp->ai_goals[i].signature = -1;
820 wingp->ai_goals[i].priority = -1;
827 // routine which is called with an ai object complete it's goal. Do some action
828 // based on the goal what was just completed
830 void ai_mission_goal_complete( ai_info *aip )
832 // if the active goal is dynamic or none, just return. (AI_GOAL_NONE is probably an error, but
833 // I don't think that this is a problem)
834 if ( (aip->active_goal == AI_GOAL_NONE) || (aip->active_goal == AI_ACTIVE_GOAL_DYNAMIC) )
837 ai_remove_ship_goal( aip, aip->active_goal );
838 ai_do_default_behavior( &Objects[Ships[aip->shipnum].objnum] ); // do the default behavior
842 int ai_get_subsystem_type( char *subsystem )
844 if ( strstr(subsystem, "engine") ) {
845 return SUBSYSTEM_ENGINE;
846 } else if ( strstr(subsystem, "radar") ) {
847 return SUBSYSTEM_RADAR;
848 } else if ( strstr(subsystem, "turret") ) {
849 return SUBSYSTEM_TURRET;
850 } else if ( strstr(subsystem, "navigation") ) {
851 return SUBSYSTEM_NAVIGATION;
852 } else if ( !strnicmp(subsystem, NOX("communication"), 13) ) {
853 return SUBSYSTEM_COMMUNICATION;
854 } else if ( !strnicmp(subsystem, NOX("weapons"), 7) ) {
855 return SUBSYSTEM_WEAPONS;
856 } else if ( !strnicmp(subsystem, NOX("sensors"), 7) ) {
857 return SUBSYSTEM_SENSORS;
858 } else if ( !strnicmp(subsystem, NOX("solar"), 5) ) {
859 return SUBSYSTEM_SOLAR;
860 } else if ( !strnicmp(subsystem, NOX("gas"), 3) ) {
861 return SUBSYSTEM_GAS_COLLECT;
862 } else if ( !strnicmp(subsystem, NOX("activator"), 9) ) {
863 return SUBSYSTEM_ACTIVATION;
864 } else { // If unrecognized type, set to engine so artist can continue working...
866 // Int3(); // illegal subsystem type -- find allender
869 return SUBSYSTEM_UNKNOWN;
873 // function to prune out goals which are no longer valid, based on a goal pointer passed in.
874 // for instance, if we get passed a goal of "disable X", then any goals in the given goal array
875 // which are destroy, etc, should get removed. goal list is the list of goals to purge. It is
876 // always MAX_AI_GOALS in length. This function will only get called when the goal which causes
877 // purging becomes valid.
878 void ai_goal_purge_invalid_goals( ai_goal *aigp, ai_goal *goal_list )
883 int mode, ship_index, wingnum;
885 // get locals for easer access
886 name = aigp->ship_name;
887 mode = aigp->ai_mode;
889 // these goals cannot be associated to wings, but can to a ship in a wing. So, we should find out
890 // if the ship is in a wing so we can purge goals which might operate on that wing
891 ship_index = ship_name_lookup(name);
892 if ( ship_index == -1 ) {
893 Int3(); // get allender -- this is sort of odd
896 wingnum = Ships[ship_index].wingnum;
898 purge_goal = goal_list;
899 for ( i = 0; i < MAX_AI_GOALS; purge_goal++, i++ ) {
900 int purge_ai_mode, purge_wing;
902 purge_ai_mode = purge_goal->ai_mode;
904 // don't need to process AI_GOAL_NONE
905 if ( purge_ai_mode == AI_GOAL_NONE )
908 // goals must operate on something to be purged.
909 if ( purge_goal->ship_name == NULL )
912 // determine if the purge goal is acting either on the ship or the ship's wing.
913 purge_wing = wing_name_lookup( purge_goal->ship_name, 1 );
915 // if the target of the purge goal is a ship (purge_wing will be -1), then if the names
916 // don't match, we can continue; if the wing is valid, don't process if the wing numbers
918 if ( purge_wing == -1 ) {
919 if ( stricmp(purge_goal->ship_name, name ) )
921 } else if ( purge_wing != wingnum )
925 // ignore goals should get rid of any kind of attack goal
927 if ( purge_ai_mode & (AI_GOAL_DISABLE_SHIP | AI_GOAL_DISARM_SHIP | AI_GOAL_CHASE | AI_GOAL_CHASE_WING | AI_GOAL_DESTROY_SUBSYSTEM) )
928 purge_goal->flags |= AIGF_PURGE;
931 // disarm/disable goals should remove any general attack
932 case AI_GOAL_DISABLE_SHIP:
933 case AI_GOAL_DISARM_SHIP:
934 if ( purge_ai_mode & (AI_GOAL_CHASE | AI_GOAL_CHASE_WING) )
935 purge_goal->flags |= AIGF_PURGE;
941 // function to purge the goals of all ships in the game based on the incoming goal structure
942 void ai_goal_purge_all_invalid_goals( ai_goal *aigp )
947 mode = aigp->ai_mode;
949 // only purge goals if a new goal is one of the types in next statement
950 if ( !(mode & PURGE_GOALS) )
953 for ( sop = GET_FIRST(&Ship_obj_list); sop != END_OF_LIST(&Ship_obj_list); sop = GET_NEXT(sop) ) {
956 shipp = &Ships[Objects[sop->objnum].instance];
957 ai_goal_purge_invalid_goals( aigp, Ai_info[shipp->ai_index].goals );
960 // we must do the same for the wing goals
961 for (i = 0; i < num_wings; i++ )
962 ai_goal_purge_invalid_goals( aigp, Wings[i].ai_goals );
965 // function to fix up dock point references for objects.
966 // passed are the pointer to goal we are working with. aip if the ai_info pointer
967 // of the ship with the order. aigp is a pointer to the goal (of aip) of which we are
968 // fixing up the docking points
969 void ai_goal_fixup_dockpoints(ai_info *aip, ai_goal *aigp)
971 int shipnum, dockee_index, docker_index;
973 Assert ( aip->shipnum != -1 );
974 shipnum = ship_name_lookup( aigp->ship_name );
978 // look for docking points of the appriopriate type. Use cargo docks for cargo ships.
980 if ( Ship_info[Ships[shipnum].ship_info_index].flags & SIF_CARGO ) {
981 docker_index = model_find_dock_index(Ships[aip->shipnum].modelnum, DOCK_TYPE_CARGO );
982 dockee_index = model_find_dock_index(Ships[shipnum].modelnum, DOCK_TYPE_CARGO );
983 } else if ( Ship_info[Ships[aip->shipnum].ship_info_index].flags & SIF_SUPPORT ) {
984 docker_index = model_find_dock_index( Ships[aip->shipnum].modelnum, DOCK_TYPE_REARM );
985 dockee_index = model_find_dock_index( Ships[shipnum].modelnum, DOCK_TYPE_REARM );
988 // if we didn't find dockpoints above, then we should just look for generic docking points
989 if ( docker_index == -1 )
990 docker_index = model_find_dock_index(Ships[aip->shipnum].modelnum, DOCK_TYPE_GENERIC );
991 if ( dockee_index == -1 )
992 dockee_index = model_find_dock_index(Ships[shipnum].modelnum, DOCK_TYPE_GENERIC );
994 aigp->docker.index = docker_index;
995 aigp->dockee.index = dockee_index;
996 aigp->flags &= ~(AIGF_DOCKER_NAME_VALID | AIGF_DOCKEE_NAME_VALID);
999 // these functions deal with adding goals sent from the player. They are slightly different
1000 // from the mission goals (i.e. those goals which come from events) in that we don't
1001 // use sexpressions for goals from the player...so we enumerate all the parameters
1003 void ai_add_goal_sub_player(int type, int mode, int submode, char *shipname, ai_goal *aigp )
1005 Assert ( (type == AIG_TYPE_PLAYER_WING) || (type == AIG_TYPE_PLAYER_SHIP) );
1007 aigp->time = Missiontime;
1008 aigp->type = type; // from player for sure -- could be to ship or to wing
1009 aigp->ai_mode = mode; // major mode for this goal
1010 aigp->ai_submode = submode; // could mean different things depending on mode
1012 if ( mode == AI_GOAL_WARP )
1013 aigp->wp_index = submode;
1015 if ( mode == AI_GOAL_CHASE_WEAPON ) {
1016 aigp->wp_index = submode; // submode contains the instance of the weapon
1017 aigp->weapon_signature = Objects[Weapons[submode].objnum].signature;
1020 if ( shipname != NULL )
1021 aigp->ship_name = ai_get_goal_ship_name( shipname, &aigp->ship_name_index );
1023 aigp->ship_name = NULL;
1025 // special case certain orders from player so that ships continue to do the right thing
1027 // make priority for these two support ship orders low so that they will prefer repairing
1028 // a ship over staying near a ship.
1029 if ( (mode == AI_GOAL_STAY_NEAR_SHIP) || (mode == AI_GOAL_KEEP_SAFE_DISTANCE) )
1030 aigp->priority = PLAYER_PRIORITY_SUPPORT_LOW;
1032 else if ( aigp->type == AIG_TYPE_PLAYER_WING )
1033 aigp->priority = PLAYER_PRIORITY_WING; // player wing goals not as high as ship goals
1035 aigp->priority = PLAYER_PRIORITY_SHIP;
1038 int ai_goal_find_empty_slot( ai_goal *goals )
1040 int gindex, empty_index, oldest_index;
1044 for ( gindex = 0; gindex < MAX_AI_GOALS; gindex++ ) {
1045 if ( goals[gindex].time < goals[oldest_index].time )
1046 oldest_index = gindex;
1048 if ( (empty_index == -1) && (goals[gindex].ai_mode == AI_GOAL_NONE) ) // get the index for this goal
1049 empty_index = gindex;
1052 // if we didn't find an empty slot, find the oldest goal and use it's slot
1053 if ( empty_index == -1 )
1054 empty_index = oldest_index;
1056 Assert ( empty_index < MAX_AI_GOALS );
1061 // adds a goal from a player to the given ship's ai_info structure. 'type' tells us if goal
1062 // is issued to ship or wing (from player), mode is AI_GOAL_*. submode is the submode the
1063 // ship should go into. shipname is the object of the action. aip is the ai_info pointer
1064 // of the ship receiving the order
1065 void ai_add_ship_goal_player( int type, int mode, int submode, char *shipname, ai_info *aip )
1070 empty_index = ai_goal_find_empty_slot( aip->goals );
1072 // get a pointer to the goal structure
1073 aigp = &aip->goals[empty_index];
1074 ai_add_goal_sub_player( type, mode, submode, shipname, aigp );
1076 // if the goal is to dock, then we must determine which dock points on the two ships to use.
1077 // If the target of the dock is a cargo type container, then we should use DOCK_TYPE_CARGO
1078 // on both ships. Code is here instead of in ai_add_goal_sub_player() since a dock goal
1079 // should only occur to a specific ship.
1081 if ( (mode == AI_GOAL_REARM_REPAIR) || ((mode == AI_GOAL_DOCK) && (submode == AIS_DOCK_0)) ) {
1082 ai_goal_fixup_dockpoints( aip, aigp );
1085 aigp->signature = Ai_goal_signature++;
1089 // adds a goal from the player to the given wing (which in turn will add it to the proper
1090 // ships in the wing
1091 void ai_add_wing_goal_player( int type, int mode, int submode, char *shipname, int wingnum )
1094 wing *wingp = &Wings[wingnum];
1096 // add the ai goal for any ship that is currently arrived in the game.
1097 if ( !Fred_running ) { // only add goals to ships if fred isn't running
1098 for (i = 0; i < wingp->current_count; i++) {
1099 int num = wingp->ship_index[i];
1100 if ( num == -1 ) // ship must have been destroyed or departed
1102 ai_add_ship_goal_player( type, mode, submode, shipname, &Ai_info[Ships[num].ai_index] );
1106 // add the sexpression index into the wing's list of goal sexpressions if
1107 // there are more waves to come. We use the same method here as when adding a goal to
1108 // a ship -- find the first empty entry. If none exists, take the oldest entry and replace it.
1109 empty_index = ai_goal_find_empty_slot( wingp->ai_goals );
1110 ai_add_goal_sub_player( type, mode, submode, shipname, &wingp->ai_goals[empty_index] );
1114 // common routine to add a sexpression mission goal to the appropriate goal structure.
1115 void ai_add_goal_sub_sexp( int sexp, int type, ai_goal *aigp )
1117 int node, dummy, op;
1120 Assert ( Sexp_nodes[sexp].first != -1 );
1121 node = Sexp_nodes[sexp].first;
1124 aigp->signature = Ai_goal_signature++;
1126 aigp->time = Missiontime;
1130 op = find_operator( text );
1134 case OP_AI_WAYPOINTS_ONCE:
1135 case OP_AI_WAYPOINTS: {
1138 ref_type = Sexp_nodes[CDR(node)].subtype;
1139 if (ref_type == SEXP_ATOM_STRING) { // referenced by name
1140 // save the waypoint path name -- the index will get resolved when the goal is checked
1141 // for acheivability.
1142 aigp->ship_name = ai_get_goal_ship_name(CTEXT(CDR(node)), &aigp->ship_name_index); // waypoint path name;
1143 aigp->wp_index = -1;
1148 aigp->priority = atoi( CTEXT(CDR(CDR(node))) );
1149 aigp->ai_mode = AI_GOAL_WAYPOINTS;
1150 if ( op == OP_AI_WAYPOINTS_ONCE )
1151 aigp->ai_mode = AI_GOAL_WAYPOINTS_ONCE;
1155 case OP_AI_DESTROY_SUBSYS:
1156 aigp->ai_mode = AI_GOAL_DESTROY_SUBSYSTEM;
1157 aigp->ship_name = ai_get_goal_ship_name( CTEXT(CDR(node)), &aigp->ship_name_index );
1158 // store the name of the subsystem in the docker_name field for now -- this field must
1159 // get fixed up when the goal is valid since we need to locate the subsystem on the ship's
1161 aigp->docker.name = ai_get_goal_ship_name(CTEXT(CDR(CDR(node))), &dummy);
1162 aigp->flags |= AIGF_SUBSYS_NAME_VALID;
1163 aigp->priority = atoi( CTEXT(CDR(CDR(CDR(node)))) );
1166 case OP_AI_DISABLE_SHIP:
1167 aigp->ai_mode = AI_GOAL_DISABLE_SHIP;
1168 aigp->ship_name = ai_get_goal_ship_name( CTEXT(CDR(node)), &aigp->ship_name_index );
1169 aigp->ai_submode = -SUBSYSTEM_ENGINE;
1170 aigp->priority = atoi( CTEXT(CDR(CDR(node))) );
1173 case OP_AI_DISARM_SHIP:
1174 aigp->ai_mode = AI_GOAL_DISARM_SHIP;
1175 aigp->ship_name = ai_get_goal_ship_name( CTEXT(CDR(node)), &aigp->ship_name_index );
1176 aigp->ai_submode = -SUBSYSTEM_TURRET;
1177 aigp->priority = atoi( CTEXT(CDR(CDR(node))) );
1180 case OP_AI_WARP_OUT:
1181 aigp->ai_mode = AI_GOAL_WARP;
1182 aigp->priority = atoi( CTEXT(CDR(node)) );
1185 // the following goal is obsolete, but here for compatibility
1187 aigp->ai_mode = AI_GOAL_WARP;
1188 aigp->ship_name = ai_get_goal_ship_name(CTEXT(CDR(node)), &aigp->ship_name_index); // waypoint path name;
1189 //aigp->wp_index = atoi( CTEXT(CDR(node)) ); // this is the index into the warp points
1190 aigp->wp_index = -1;
1191 aigp->priority = atoi( CTEXT(CDR(CDR(node))) );
1195 aigp->ship_name = NULL;
1196 aigp->priority = atoi( CTEXT(CDR(node)) );
1197 aigp->ai_mode = AI_GOAL_UNDOCK;
1198 aigp->ai_submode = AIS_UNDOCK_0;
1201 case OP_AI_STAY_STILL:
1202 aigp->ai_mode = AI_GOAL_STAY_STILL;
1203 aigp->ship_name = ai_get_goal_ship_name(CTEXT(CDR(node)), &aigp->ship_name_index); // waypoint path name;
1204 aigp->priority = atoi( CTEXT(CDR(CDR(node))) );
1208 aigp->ship_name = ai_get_goal_ship_name( CTEXT(CDR(node)), &aigp->ship_name_index );
1209 aigp->docker.name = ai_add_dock_name(CTEXT(CDR(CDR(node))));
1210 aigp->dockee.name = ai_add_dock_name(CTEXT(CDR(CDR(CDR(node)))));
1211 aigp->flags |= ( AIGF_DOCKER_NAME_VALID | AIGF_DOCKEE_NAME_VALID );
1212 aigp->priority = atoi( CTEXT(CDR(CDR(CDR(CDR(node))))) );
1214 aigp->ai_mode = AI_GOAL_DOCK;
1215 aigp->ai_submode = AIS_DOCK_0; // be sure to set the submode
1218 case OP_AI_CHASE_ANY:
1219 aigp->priority = atoi( CTEXT(CDR(node)) );
1220 aigp->ai_mode = AI_GOAL_CHASE_ANY;
1223 case OP_AI_PLAY_DEAD:
1224 aigp->priority = atoi( CTEXT(CDR(node)) );
1225 aigp->ai_mode = AI_GOAL_PLAY_DEAD;
1228 case OP_AI_KEEP_SAFE_DISTANCE:
1229 aigp->priority = atoi( CTEXT(CDR(node)) );
1230 aigp->ai_mode = AI_GOAL_KEEP_SAFE_DISTANCE;
1235 case OP_AI_GUARD_WING:
1236 case OP_AI_CHASE_WING:
1237 case OP_AI_EVADE_SHIP:
1238 case OP_AI_STAY_NEAR_SHIP:
1240 aigp->ship_name = ai_get_goal_ship_name( CTEXT(CDR(node)), &aigp->ship_name_index );
1241 aigp->priority = atoi( CTEXT(CDR(CDR(node))) );
1243 if ( op == OP_AI_CHASE ) {
1244 aigp->ai_mode = AI_GOAL_CHASE;
1246 // in the case of ai_chase (and ai_guard) we must do a wing_name_lookup on the name
1247 // passed here to see if we could be chasing a wing. Hoffoss and I have consolidated
1248 // sexpression operators which makes this step necessary
1249 if ( wing_name_lookup(aigp->ship_name, 1) != -1 )
1250 aigp->ai_mode = AI_GOAL_CHASE_WING;
1252 } else if ( op == OP_AI_GUARD ) {
1253 aigp->ai_mode = AI_GOAL_GUARD;
1254 if ( wing_name_lookup(aigp->ship_name, 1) != -1 )
1255 aigp->ai_mode = AI_GOAL_GUARD_WING;
1257 } else if ( op == OP_AI_EVADE_SHIP ) {
1258 aigp->ai_mode = AI_GOAL_EVADE_SHIP;
1260 } else if ( op == OP_AI_GUARD_WING ) {
1261 aigp->ai_mode = AI_GOAL_GUARD_WING;
1262 } else if ( op == OP_AI_CHASE_WING ) {
1263 aigp->ai_mode = AI_GOAL_CHASE_WING;
1264 } else if ( op == OP_AI_STAY_NEAR_SHIP ) {
1265 aigp->ai_mode = AI_GOAL_STAY_NEAR_SHIP;
1266 } else if ( op == OP_AI_IGNORE ) {
1267 aigp->ai_mode = AI_GOAL_IGNORE;
1269 Int3(); // this is impossible
1274 Int3(); // get ALLENDER -- invalid ai-goal specified for ai object!!!!
1277 if ( aigp->priority >= PLAYER_PRIORITY_MIN ) {
1278 nprintf (("AI", "bashing sexpression priority of goal %s from %d to %d.\n", text, aigp->priority, PLAYER_PRIORITY_MIN-1));
1279 aigp->priority = PLAYER_PRIORITY_MIN-1;
1283 // adds an ai goal for an individual ship
1284 // type determines who has issues this ship a goal (i.e. the player/mission event/etc)
1285 void ai_add_ship_goal_sexp( int sexp, int type, ai_info *aip )
1289 gindex = ai_goal_find_empty_slot( aip->goals );
1290 ai_add_goal_sub_sexp( sexp, type, &aip->goals[gindex] );
1293 // code to add ai goals to wings.
1294 void ai_add_wing_goal_sexp(int sexp, int type, int wingnum)
1297 wing *wingp = &Wings[wingnum];
1299 // add the ai goal for any ship that is currently arrived in the game (only if fred isn't running
1300 if ( !Fred_running ) {
1301 for (i = 0; i < wingp->current_count; i++) {
1302 int num = wingp->ship_index[i];
1303 if ( num == -1 ) // ship must have been destroyed or departed
1305 ai_add_ship_goal_sexp( sexp, type, &Ai_info[Ships[num].ai_index] );
1309 // add the sexpression index into the wing's list of goal sexpressions if
1310 // there are more waves to come
1311 if ((wingp->num_waves - wingp->current_wave > 0) || Fred_running) {
1314 gindex = ai_goal_find_empty_slot( wingp->ai_goals );
1315 ai_add_goal_sub_sexp( sexp, type, &wingp->ai_goals[gindex] );
1319 // function for internal code to add a goal to a ship. Needed when the AI finds itself in a situation
1320 // that it must get out of by issuing itself an order.
1322 // objp is the object getting the goal
1323 // goal_type is one of AI_GOAL_*
1324 // other_name is a character string objp might act on (for docking, this is a shipname, for guarding
1325 // this name can be a shipname or a wingname)
1326 // docker_point and dockee_point are used for the AI_GOAL_DOCK command to tell two ships where to dock
1327 // immediate means to process this order right away
1328 void ai_add_goal_ship_internal( ai_info *aip, int goal_type, char *name, int docker_point, int dockee_point, int immediate )
1333 // find an empty slot to put this goal in.
1334 gindex = ai_goal_find_empty_slot( aip->goals );
1336 aigp = &(aip->goals[gindex]);
1338 aigp->signature = Ai_goal_signature++;
1340 aigp->time = Missiontime;
1341 aigp->type = AIG_TYPE_DYNAMIC;
1342 aigp->flags = AIGF_GOAL_OVERRIDE;
1344 switch ( goal_type ) {
1346 aigp->ship_name = name;
1347 aigp->docker.index = docker_point;
1348 aigp->dockee.index = dockee_point;
1349 aigp->priority = 100;
1351 aigp->ai_mode = AI_GOAL_DOCK;
1352 aigp->ai_submode = AIS_DOCK_0; // be sure to set the submode
1355 case AI_GOAL_UNDOCK:
1356 aigp->ship_name = NULL;
1357 aigp->priority = 100;
1358 aigp->ai_mode = AI_GOAL_UNDOCK;
1359 aigp->ai_submode = AIS_UNDOCK_0;
1363 aigp->ai_mode = AI_GOAL_GUARD;
1364 if ( wing_name_lookup(name, 1) != -1 )
1365 aigp->ai_mode = AI_GOAL_GUARD_WING;
1368 case AI_GOAL_REARM_REPAIR:
1369 aigp->ai_mode = AI_GOAL_REARM_REPAIR;
1370 aigp->ai_submode = 0;
1371 aigp->ship_name = name;
1372 aigp->priority = PLAYER_PRIORITY_MIN-1; // make the priority always less than what the player's is
1373 aigp->flags &= ~AIGF_GOAL_OVERRIDE; // don't override this goal. rearm repair requests should happen in order
1374 ai_goal_fixup_dockpoints( aip, aigp );
1378 Int3(); // unsupported internal goal -- see Mike K or Mark A.
1383 // process the orders immediately so that these goals take effect right away
1385 ai_process_mission_orders( Ships[aip->shipnum].objnum, aip );
1388 // function to add an internal goal to a wing. Mike K says that the goal doesn't need to persist
1389 // across waves of the wing so we merely need to add the goal to each ship in the wing. Certain
1390 // goal are simply not valid for wings (like dock, undock). Immediate parameter gets passed to add_ship_goal
1391 // to say whether or not we should process this goal right away
1392 void ai_add_goal_wing_internal( wing *wingp, int goal_type, char *name, int immediate )
1396 // be sure we are not trying to issue dock or undock goals to wings
1397 Assert ( (goal_type != AI_GOAL_DOCK) || (goal_type != AI_GOAL_UNDOCK) );
1399 for (i = 0; i < wingp->current_count; i++) {
1400 int num = wingp->ship_index[i];
1401 if ( num == -1 ) // ship must have been destroyed or departed
1403 ai_add_goal_ship_internal( &Ai_info[Ships[num].ai_index], goal_type, name, -1, -1, immediate);
1407 // this function copies goals from a wing to an ai_info * from a ship.
1408 void ai_copy_mission_wing_goal( ai_goal *aigp, ai_info *aip )
1412 for ( j = 0; j < MAX_AI_GOALS; j++ ) {
1413 if ( aip->goals[j].ai_mode == AI_GOAL_NONE )
1416 Assert ( j < MAX_AI_GOALS );
1417 aip->goals[j] = *aigp;
1421 #define SHIP_STATUS_GONE 1
1422 #define SHIP_STATUS_NOT_ARRIVED 2
1423 #define SHIP_STATUS_ARRIVED 3
1424 #define SHIP_STATUS_UNKNOWN 4
1426 // function to determine if an ai goal is achieveable or not. Will return
1427 // one of the AI_GOAL_* values. Also determines is a goal was successful.
1429 int ai_mission_goal_achievable( int objnum, ai_goal *aigp )
1437 // these orders are always achievable.
1438 if ( (aigp->ai_mode == AI_GOAL_KEEP_SAFE_DISTANCE) || (aigp->ai_mode == AI_GOAL_WARP)
1439 || (aigp->ai_mode == AI_GOAL_CHASE_ANY) || (aigp->ai_mode == AI_GOAL_STAY_STILL)
1440 || (aigp->ai_mode == AI_GOAL_PLAY_DEAD) )
1441 return AI_GOAL_ACHIEVABLE;
1443 // form on my wing is always achievable, but need to set the override bit so that it
1444 // always gets executed next
1445 if ( aigp->ai_mode == AI_GOAL_FORM_ON_WING ) {
1446 aigp->flags |= AIGF_GOAL_OVERRIDE;
1447 return AI_GOAL_ACHIEVABLE;
1450 // check to see if we have a valid index. If not, then try to set one up. If that
1451 // fails, then we must pitch this order
1452 if ( (aigp->ai_mode == AI_GOAL_WAYPOINTS_ONCE) || (aigp->ai_mode == AI_GOAL_WAYPOINTS) ) {
1453 if ( aigp->wp_index == -1 ) {
1456 for (i = 0; i < Num_waypoint_lists; i++) {
1457 if (!stricmp(aigp->ship_name, Waypoint_lists[i].name)) {
1462 if ( i == Num_waypoint_lists ) {
1463 Warning(LOCATION, "Unknown waypoint %s. not found in mission file. Killing ai goal", aigp->ship_name );
1464 return AI_GOAL_NOT_ACHIEVABLE;
1467 return AI_GOAL_ACHIEVABLE;
1470 objp = &Objects[objnum];
1471 Assert( objp->instance != -1 );
1472 ai_shipname = Ships[objp->instance].ship_name;
1473 aip = &Ai_info[Ships[objp->instance].ai_index];
1475 return_val = AI_GOAL_SATISFIED;
1477 // next, determine if the goal has been completed successfully
1478 switch ( aigp->ai_mode ) {
1481 case AI_GOAL_CHASE_WING:
1482 case AI_GOAL_UNDOCK:
1483 //status = mission_log_get_time( LOG_SHIP_DOCK, ai_shipname, aigp->ship_name, NULL);
1484 //status = mission_log_get_time( LOG_SHIP_UNDOCK, ai_shipname, aigp->ship_name, NULL );
1485 //MWA 3/20/97 -- cannot short circuit a dock or undock goal already succeeded -- we must
1486 // rely on the goal removal code to just remove this goal. This is because docking/undock
1487 // can happen > 1 time per mission per pair of ships. The above checks will find only
1488 // if the ships docked or undocked at all, which is not what we want.
1491 case AI_GOAL_DESTROY_SUBSYSTEM: {
1495 // shipnum could be -1 depending on if the ship hasn't arrived or died. only look for subsystem
1496 // destroyed when shipnum is valid
1497 shipnum = ship_name_lookup( aigp->ship_name );
1499 // can't determine the status of this goal if ship not valid or the subsystem
1500 // name *is* still valid (meaning we haven't found a valid index yet).
1501 if ( (shipnum == -1) || (aigp->flags & AIGF_SUBSYS_NAME_VALID) ) {
1506 // if the ship is not in the mission or the subsystem name is still being stored, mark the status
1507 // as 0 so we can continue. (The subsystem name must be turned into an index into the ship's subsystems
1508 // for this goal to be valid).
1509 Assert ( aigp->ai_submode >= 0 );
1510 ssp = ship_get_indexed_subsys( &Ships[shipnum], aigp->ai_submode );
1511 status = mission_log_get_time( LOG_SHIP_SUBSYS_DESTROYED, aigp->ship_name, ssp->system_info->name, NULL );
1515 case AI_GOAL_DISABLE_SHIP:
1516 status = mission_log_get_time( LOG_SHIP_DISABLED, aigp->ship_name, NULL, NULL );
1518 case AI_GOAL_DISARM_SHIP:
1519 status = mission_log_get_time( LOG_SHIP_DISARMED, aigp->ship_name, NULL, NULL );
1522 // to guard or ignore a ship, the goal cannot continue if the ship being guarded is either destroyed
1525 case AI_GOAL_IGNORE:
1526 case AI_GOAL_EVADE_SHIP:
1528 case AI_GOAL_STAY_NEAR_SHIP:
1529 case AI_GOAL_REARM_REPAIR: {
1532 // MWA -- 4/22/98. Check for the ship actually being in the mission before
1533 // checking departure and destroyed. In multiplayer, since ships can respawn,
1534 // they get log entries for being destroyed even though they have respawned.
1535 shipnum = ship_name_lookup( aigp->ship_name );
1536 if ( shipnum == -1 ) {
1537 status = mission_log_get_time( LOG_SHIP_DEPART, aigp->ship_name, NULL, NULL);
1539 status = mission_log_get_time( LOG_SHIP_DESTROYED, aigp->ship_name, NULL, NULL);
1541 return_val = AI_GOAL_NOT_ACHIEVABLE;
1549 case AI_GOAL_GUARD_WING:
1550 status = mission_log_get_time( LOG_WING_DEPART, aigp->ship_name, NULL, NULL );
1552 status = mission_log_get_time( LOG_WING_DESTROYED, aigp->ship_name, NULL, NULL);
1554 return_val = AI_GOAL_NOT_ACHIEVABLE;
1558 // the following case statement returns control to caller on all paths!!!!
1559 case AI_GOAL_CHASE_WEAPON:
1560 // for chase weapon, we simply need to look at the weapon instance that we are trying to
1561 // attack and see if the object still exists, and has the same signature that we expect.
1562 if ( Weapons[aigp->wp_index].objnum == -1 )
1563 return AI_GOAL_NOT_ACHIEVABLE;
1565 // if the signatures don't match, then goal isn't achievable.
1566 if ( Objects[Weapons[aigp->wp_index].objnum].signature != aigp->weapon_signature )
1567 return AI_GOAL_NOT_ACHIEVABLE;
1569 // otherwise, we should be good to go
1570 return AI_GOAL_ACHIEVABLE;
1580 // if status is true, then the mission log event was found and the goal was satisfied. return
1581 // AI_GOAL_SATISFIED which should allow this ai object to move onto the next order
1585 // determine the status of the shipname that this object is acting on. There are a couple of
1586 // special cases to deal with. Both the chase wing and undock commands will return from within
1587 // the if statement.
1588 if ( (aigp->ai_mode == AI_GOAL_CHASE_WING) || (aigp->ai_mode == AI_GOAL_GUARD_WING) ) {
1589 int num = wing_name_lookup( aigp->ship_name );
1590 wing *wingp = &Wings[num];
1592 if ( wingp->flags & WF_WING_GONE )
1593 return AI_GOAL_NOT_ACHIEVABLE;
1594 else if ( wingp->total_arrived_count == 0 )
1595 return AI_GOAL_NOT_KNOWN;
1597 return AI_GOAL_ACHIEVABLE;
1598 } else if ( aigp->ai_mode == AI_GOAL_UNDOCK ) {
1599 return AI_GOAL_ACHIEVABLE;
1601 if ( ship_name_lookup( aigp->ship_name ) != -1 )
1602 status = SHIP_STATUS_ARRIVED;
1603 else if ( !mission_parse_ship_arrived(aigp->ship_name) )
1604 status = SHIP_STATUS_NOT_ARRIVED;
1605 else if ( ship_find_exited_ship_by_name(aigp->ship_name) != -1 )
1606 status = SHIP_STATUS_GONE;
1608 Int3(); // get ALLENDER
1609 status = SHIP_STATUS_UNKNOWN;
1613 // if the goal is an ignore/disable/disarm goal, then
1614 if ( (status == SHIP_STATUS_ARRIVED) && (aigp->ai_mode & PURGE_GOALS) && !(aigp->flags & AIGF_GOALS_PURGED) ) {
1615 ai_goal_purge_all_invalid_goals( aigp );
1616 aigp->flags |= AIGF_GOALS_PURGED;
1620 // if we are docking, validate the docking indices on both ships. We might have to change names to indices.
1621 // only enter this calculation if the ship we are docking with has arrived. If the ship is gone, then
1622 // this goal will get removed.
1623 if ( (aigp->ai_mode == AI_GOAL_DOCK) && (status == SHIP_STATUS_ARRIVED) ) {
1624 int index, modelnum, shipnum;
1625 char docker_name[NAME_LENGTH], dockee_name[NAME_LENGTH];
1627 // debug code to save off the name of the dockpoints (if they exist).
1628 docker_name[0] = dockee_name[0] = '\0';
1629 if ( aigp->flags & AIGF_DOCKER_NAME_VALID ) {
1630 strcpy(docker_name, aigp->docker.name);
1631 modelnum = Ships[objp->instance].modelnum;
1632 index = model_find_dock_name_index(modelnum, aigp->docker.name);
1633 aigp->docker.index = index;
1634 aigp->flags &= ~AIGF_DOCKER_NAME_VALID;
1636 if ( aigp->flags & AIGF_DOCKEE_NAME_VALID ) {
1637 shipnum = ship_name_lookup(aigp->ship_name);
1638 if ( shipnum != -1 ) {
1639 strcpy(dockee_name, aigp->dockee.name);
1640 modelnum = Ships[shipnum].modelnum;
1641 index = model_find_dock_name_index(modelnum, aigp->dockee.name);
1642 aigp->dockee.index = index;
1643 aigp->flags &= ~AIGF_DOCKEE_NAME_VALID;
1645 aigp->dockee.index = -1; // this will force code into if statement below making goal not achievable.
1647 if ( (aigp->dockee.index == -1) || (aigp->docker.index == -1) ) {
1648 Int3(); // for now, allender wants to know about these things!!!!
1649 return AI_GOAL_NOT_ACHIEVABLE;
1652 // we must also determine if this ship which is supposed to dock with something is currently
1653 // docked with something else. If so, then return the ON_HOLD until it is not docked anymore
1654 shipnum = ship_name_lookup(aigp->ship_name);
1655 Assert( shipnum != -1 );
1657 // if ship is disabled, dont' know if it can dock or not
1658 if ( Ships[objp->instance].flags & SF_DISABLED )
1659 return AI_GOAL_NOT_KNOWN;
1661 // if the ship that I am supposed to dock with is docked with something else, then I need to put my
1663 // [MK, 4/23/98: With Mark, we believe this fixes the problem of Comet refusing to warp out after docking with Omega.
1664 // This bug occurred only when mission goals were validated in the frame in which Comet docked, which happened about
1665 // once in 10-20 tries.]
1666 if ( Ai_info[Ships[shipnum].ai_index].ai_flags & AIF_DOCKED )
1667 if (aip->dock_objnum != Ships[shipnum].objnum)
1668 return AI_GOAL_NOT_KNOWN;
1670 // if this ship is docked and needs to get docked with something else, then undock this
1672 if ( aip->ai_flags & AIF_DOCKED ) {
1674 // if we are trying to dock with a different ship, then force this ship to undock
1675 if ( aip->dock_objnum != Ships[shipnum].objnum ) {
1676 // if this goal isn't on hold yet, then issue the undock goal and return NOT_KNOWN
1677 // which will then place the goal on hold until the undocking is complete.
1678 if ( !(aigp->flags & AIGF_GOAL_ON_HOLD) )
1679 ai_add_goal_ship_internal( aip, AI_GOAL_UNDOCK, NULL, -1, -1, 0 );
1681 return AI_GOAL_NOT_KNOWN;
1683 // if this ship is already docked with the guy this order tells him to dock with,
1684 // then mark the goal as satisfied.
1685 // MWA 2/23/98 -- don't return anything. Since this item is a goal, the ai_dock code
1686 // should remove the goal!!!!
1687 //return AI_GOAL_SATISFIED;
1691 } else if ( (aigp->ai_mode == AI_GOAL_DESTROY_SUBSYSTEM) && (status == SHIP_STATUS_ARRIVED) ) {
1692 // if the ship has arrived, and the goal is destroy subsystem, then check to see that we
1693 // have fixed up the subsystem name (of the subsystem to destroy) into an index into
1694 // the ship's subsystem list
1695 if ( aigp->flags & AIGF_SUBSYS_NAME_VALID ) {
1698 shipnum = ship_name_lookup( aigp->ship_name );
1699 if ( shipnum != -1 ) {
1700 aigp->ai_submode = ship_get_subsys_index( &Ships[shipnum], aigp->docker.name );
1701 aigp->flags &= ~AIGF_SUBSYS_NAME_VALID;
1704 return AI_GOAL_NOT_ACHIEVABLE; // force this goal to be invalid
1707 } else if ( (aigp->ai_mode == AI_GOAL_IGNORE) && (status == SHIP_STATUS_ARRIVED) ) {
1711 // for ignoring a ship, call the ai_ignore object function, then declare the goal satisfied
1712 shipnum = ship_name_lookup( aigp->ship_name );
1713 Assert( shipnum != -1 ); // should be true because of above status
1714 ignored = &Objects[Ships[shipnum].objnum];
1715 ai_ignore_object(objp, ignored, 100);
1716 return AI_GOAL_SATISFIED;
1719 switch ( aigp->ai_mode ) {
1723 case AI_GOAL_DESTROY_SUBSYSTEM:
1724 case AI_GOAL_UNDOCK:
1726 case AI_GOAL_GUARD_WING:
1727 case AI_GOAL_DISABLE_SHIP:
1728 case AI_GOAL_DISARM_SHIP:
1729 case AI_GOAL_IGNORE:
1730 case AI_GOAL_EVADE_SHIP:
1731 case AI_GOAL_STAY_NEAR_SHIP:
1732 if ( status == SHIP_STATUS_ARRIVED )
1733 return AI_GOAL_ACHIEVABLE;
1734 else if ( status == SHIP_STATUS_NOT_ARRIVED )
1735 return AI_GOAL_NOT_KNOWN;
1736 else if ( status == SHIP_STATUS_GONE )
1737 return AI_GOAL_NOT_ACHIEVABLE;
1738 else if ( status == SHIP_STATUS_UNKNOWN )
1739 return AI_GOAL_NOT_KNOWN;
1740 Int3(); // get allender -- bad logic
1743 // for rearm repair ships, a goal is only achievable if the support ship isn't repairing anything
1744 // else at the time, or is set to repair the ship for this goal. All other goals should be placed
1745 // on hold by returning GOAL_NOT_KNOWN.
1746 case AI_GOAL_REARM_REPAIR: {
1749 // short circuit a couple of cases. Ship not arrived shouldn't happen. Ship gone means
1750 // we mark the goal as not achievable.
1751 if ( status == SHIP_STATUS_NOT_ARRIVED ) {
1752 Int3(); // get Allender. this shouldn't happen!!!
1753 return AI_GOAL_NOT_ACHIEVABLE;
1756 if ( status == SHIP_STATUS_GONE )
1757 return AI_GOAL_NOT_ACHIEVABLE;
1759 Assert( aigp->ship_name );
1760 shipnum = ship_name_lookup( aigp->ship_name );
1762 // if desitnation currently being repaired, then goal is stil active
1763 if ( Ai_info[Ships[shipnum].ai_index].ai_flags & AIF_BEING_REPAIRED )
1764 return AI_GOAL_ACHIEVABLE;
1766 // if the destination ship is dying or departing (but not completed yet), the mark goal as
1768 if ( Ships[shipnum].flags & (SF_DYING | SF_DEPARTING) )
1769 return AI_GOAL_NOT_ACHIEVABLE;
1771 // if the destination object is no longer awaiting repair, then remove the item
1772 if ( !(Ai_info[Ships[shipnum].ai_index].ai_flags & AIF_AWAITING_REPAIR) )
1773 return AI_GOAL_NOT_ACHIEVABLE;
1775 // not repairing anything means that he can do this goal!!!
1776 if ( !(aip->ai_flags & AIF_REPAIRING) )
1777 return AI_GOAL_ACHIEVABLE;
1780 if ( aip->goal_objnum == -1 ) {
1781 // -- MK, 11/9/97 -- I was always hitting this: Int3();
1782 return AI_GOAL_ACHIEVABLE;
1785 // if he is repairing something, he can satisfy his repair goal (his goal_objnum)
1786 // return GOAL_NOT_KNOWN which is kind of a hack which puts the goal on hold until it can be
1788 if ( aip->goal_objnum != Ships[shipnum].objnum )
1789 return AI_GOAL_NOT_KNOWN;
1791 return AI_GOAL_ACHIEVABLE;
1795 Int3(); // invalid case in switch:
1798 return AI_GOAL_NOT_KNOWN;
1801 // Compare function for system qsort() for sorting ai_goals based on priority.
1802 // Return values set to sort array in _decreasing_ order.
1803 int ai_goal_priority_compare(const void *a, const void *b)
1810 // first, sort based on whether or not the ON_HOLD flag is set for the goal.
1811 // If the flag is set, don't push the goal higher in the list even if priority
1812 // is higher since goal cannot currently be achieved.
1814 if ( (ga->flags & AIGF_GOAL_ON_HOLD) && !(gb->flags & AIGF_GOAL_ON_HOLD) )
1816 else if ( !(ga->flags & AIGF_GOAL_ON_HOLD) && (gb->flags & AIGF_GOAL_ON_HOLD) )
1819 // check whether or not the goal override flag is set. If it is set, then push this goal higher
1822 else if ( (ga->flags & AIGF_GOAL_OVERRIDE) && !(gb->flags & AIGF_GOAL_OVERRIDE) )
1824 else if ( !(ga->flags & AIGF_GOAL_OVERRIDE) && (gb->flags & AIGF_GOAL_OVERRIDE) )
1827 // now normal priority processing
1829 if (ga->priority > gb->priority)
1831 else if ( ga->priority < gb->priority )
1834 if ( ga->time > gb->time )
1836 else // if ( ga->time < gb->time ) // this way prevents element swapping if times happen to be equal (which they should not)
1841 // Prioritize goal list.
1842 // First sort on priority.
1843 // Then sort on time for goals of equivalent priority.
1844 // objnum The object number to act upon. Redundant with *aip.
1845 // *aip The AI info to act upon. Goals are stored at aip->goals
1846 void prioritize_goals(int objnum, ai_info *aip)
1849 // First sort based on priority field.
1850 qsort(aip->goals, MAX_AI_GOALS, sizeof(ai_goal), ai_goal_priority_compare);
1854 // Scan the list of goals at aip->goals.
1855 // Remove obsolete goals.
1856 // objnum Object of interest. Redundant with *aip.
1857 // *aip contains goals at aip->goals.
1858 void validate_mission_goals(int objnum, ai_info *aip)
1862 // loop through all of the goals to determine which goal should be followed.
1863 // This determination will be based on priority, and the time at which it was issued.
1864 for ( i = 0; i < MAX_AI_GOALS; i++ ) {
1868 aigp = &aip->goals[i];
1870 // quick check to see if this goal is valid or not, or if we are trying to process the
1872 if (aigp->ai_mode == AI_GOAL_NONE)
1875 // purge any goals which should get purged
1876 if ( aigp->flags & AIGF_PURGE ) {
1877 ai_remove_ship_goal( aip, i );
1881 state = ai_mission_goal_achievable( objnum, aigp );
1883 // if this order is no longer a valid one, remove it
1884 if ( (state == AI_GOAL_NOT_ACHIEVABLE) || (state == AI_GOAL_SATISFIED) ) {
1885 ai_remove_ship_goal( aip, i );
1889 // if the status is achievable, and the on_hold flag is set, clear the flagb
1890 if ( (state == AI_GOAL_ACHIEVABLE) && (aigp->flags & AIGF_GOAL_ON_HOLD) )
1891 aigp->flags &= ~AIGF_GOAL_ON_HOLD;
1893 // if the goal is not known, then set the ON_HOLD flag so that it doesn't get counted as
1894 // a goal to be pursued
1895 if ( state == AI_GOAL_NOT_KNOWN )
1896 aigp->flags |= AIGF_GOAL_ON_HOLD; // put this goal on hold until it becomes true
1899 // if we had an active goal, and that goal is now in hold, make the mode AIM_NONE. If a new valid
1900 // goal is produced after prioritizing, then the mode will get reset immediately. Otherwise, setting
1901 // the mode to none will force ship to do default behavior.
1902 if ( (aip->goals[0].ai_mode != AI_GOAL_NONE) && (aip->goals[0].flags & AIGF_GOAL_ON_HOLD) )
1903 aip->mode = AIM_NONE;
1905 // if the active goal is a rearm/repair goal, the put all other valid goals (which are not repair goals)
1907 if ( (aip->goals[0].ai_mode == AI_GOAL_REARM_REPAIR) && (aip->ai_flags & AIF_DOCKED) ) {
1908 for ( i = 1; i < MAX_AI_GOALS; i++ ) {
1909 if ( (aip->goals[i].ai_mode == AI_GOAL_NONE) || (aip->goals[i].ai_mode == AI_GOAL_REARM_REPAIR) )
1911 aip->goals[i].flags |= AIGF_GOAL_ON_HOLD;
1917 static char *Goal_text[5] = {
1926 extern char *Mode_text[MAX_AI_BEHAVIORS];
1928 // code to process ai "orders". Orders include those determined from the mission file and those
1929 // given by the player to a ship that is under his control. This function gets called for every
1930 // AI object every N seconds through the ai loop.
1931 void ai_process_mission_orders( int objnum, ai_info *aip )
1933 object *objp = &Objects[objnum];
1935 ai_goal *current_goal;
1936 int wingnum, shipnum;
1937 int original_signature;
1939 /* if (!stricmp(Ships[objp->instance].ship_name, "gtt comet")) {
1940 for (int i=0; i<MAX_AI_GOALS; i++) {
1941 if (aip->goals[i].signature != -1) {
1942 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));
1945 nprintf(("AI", "\n"));
1949 // AL 12-12-97: If a ship is entering/leaving a docking bay, wait until path
1950 // following is finished before pursuing goals.
1951 if ( aip->mode == AIM_BAY_EMERGE || aip->mode == AIM_BAY_DEPART ) {
1955 // Goal #0 is always the active goal, as we maintain a sorted list.
1956 // Get the signature to see if sorting it again changes it.
1957 original_signature = aip->goals[0].signature;
1959 validate_mission_goals(objnum, aip);
1961 // Sort the goal array by priority and other factors.
1962 prioritize_goals(objnum, aip);
1964 // Make sure there's a goal to pursue, else return.
1965 if (aip->goals[0].signature == -1) {
1966 if (aip->mode == AIM_NONE)
1967 ai_do_default_behavior(objp);
1971 // If goal didn't change, return.
1972 if ((aip->active_goal != -1) && (aip->goals[0].signature == original_signature))
1975 // if the first goal in the list has the ON_HOLD flag, set, there is no current valid goal
1977 if ( aip->goals[0].flags & AIGF_GOAL_ON_HOLD )
1980 // Kind of a hack for now. active_goal means the goal currently being pursued.
1981 // It will always be #0 since the list is prioritized.
1982 aip->active_goal = 0;
1984 //nprintf(("AI", "New goal for %s = %i\n", Ships[objp->instance].ship_name, aip->goals[0].ai_mode));
1986 current_goal = &aip->goals[0];
1988 if ( MULTIPLAYER_MASTER ){
1989 send_ai_info_update_packet( objp, AI_UPDATE_ORDERS );
1992 // if this object was flying in formation off of another object, remove the flag that tells him
1993 // to do this. The form-on-my-wing command is removed from the goal list as soon as it is called, so
1994 // we are safe removing this bit here.
1995 aip->ai_flags &= ~AIF_FORMATION_OBJECT;
1997 // AL 3-7-98: If this is a player ship, and the goal is not a formation goal, then do a quick out
1998 if ( (objp->flags & OF_PLAYER_SHIP) && (current_goal->ai_mode != AI_GOAL_FORM_ON_WING) ) {
2002 switch ( current_goal->ai_mode ) {
2005 if ( current_goal->ship_name ) {
2006 shipnum = ship_name_lookup( current_goal->ship_name );
2007 Assert (shipnum != -1 ); // shouldn't get here if this is false!!!!
2008 other_obj = &Objects[Ships[shipnum].objnum];
2010 other_obj = NULL; // we get this case when we tell ship to engage enemy!
2012 // Mike -- debug code!
2013 // If a ship has a subobject on it, attack that instead of the main ship!
2014 ai_attack_object( objp, other_obj, current_goal->priority, NULL);
2017 case AI_GOAL_CHASE_WEAPON:
2018 Assert( Weapons[current_goal->wp_index].objnum != -1 );
2019 other_obj = &Objects[Weapons[current_goal->wp_index].objnum];
2020 ai_attack_object( objp, other_obj, current_goal->priority, NULL );
2024 shipnum = ship_name_lookup( current_goal->ship_name );
2025 Assert (shipnum != -1 ); // shouldn't get here if this is false!!!!
2026 other_obj = &Objects[Ships[shipnum].objnum];
2027 // shipnum and other_obj are the shipnumber and object pointer of the object that you should
2029 if (objp != other_obj) {
2030 ai_set_guard_object(objp, other_obj);
2031 aip->submode_start_time = Missiontime;
2033 mprintf(("Warning: Ship %s told to guard itself. Goal ignored.\n", Ships[objp->instance].ship_name));
2035 // -- What the hell is this doing here?? -- MK, 7/30/97 -- ai_do_default_behavior( objp );
2038 case AI_GOAL_GUARD_WING:
2039 wingnum = wing_name_lookup( current_goal->ship_name );
2040 Assert (wingnum != -1 ); // shouldn't get here if this is false!!!!
2041 ai_set_guard_wing(objp, wingnum);
2042 aip->submode_start_time = Missiontime;
2045 case AI_GOAL_WAYPOINTS: // do nothing for waypoints
2046 case AI_GOAL_WAYPOINTS_ONCE: {
2049 if ( current_goal->ai_mode == AI_GOAL_WAYPOINTS)
2050 flags |= WPF_REPEAT;
2051 ai_start_waypoints(objp, current_goal->wp_index, flags);
2055 case AI_GOAL_DOCK: {
2056 shipnum = ship_name_lookup( current_goal->ship_name );
2057 Assert (shipnum != -1 ); // shouldn't get here if this is false!!!!
2058 other_obj = &Objects[Ships[shipnum].objnum];
2060 // be sure that we have indices for docking points here! If we ever had names, they should
2061 // get fixed up in goal_achievable so that the points can be checked there for validity
2062 Assert ( !(current_goal->flags & AIGF_DOCKER_NAME_VALID) );
2063 Assert ( !(current_goal->flags & AIGF_DOCKEE_NAME_VALID) );
2064 ai_dock_with_object( objp, other_obj, current_goal->priority, AIDO_DOCK, current_goal->docker.index, current_goal->dockee.index );
2065 aip->submode_start_time = Missiontime;
2069 case AI_GOAL_UNDOCK:
2070 // try to find the object which which this object is docked with. Use that object as the
2071 // "other object" for the undocking proceedure. If "other object" isn't found, then the undock
2072 // goal cannot continue. Spit out a warning and remove the goal.
2073 other_obj = ai_find_docked_object( objp );
2074 if ( other_obj == NULL ) {
2076 // assume that the guy he was docked with doesn't exist anymore. (i.e. a cargo containuer
2077 // can get destroyed while docked with a freighter.) We should just remove this goal and
2078 // let this ship pick up it's next goal.
2079 ai_mission_goal_complete( aip ); // mark as complete, so we can remove it and move on!!!
2082 ai_dock_with_object( objp, other_obj, current_goal->priority, AIDO_UNDOCK, 0, 0 );
2083 aip->submode_start_time = Missiontime;
2087 // when destroying a subsystem, we can destroy a specific instance of a subsystem
2088 // or all instances of a type of subsystem (i.e. a specific engine or all engines).
2089 // the ai_submode value is > 0 for a specific instance of subsystem and < 0 for all
2090 // instances of a specific type
2091 case AI_GOAL_DESTROY_SUBSYSTEM:
2092 case AI_GOAL_DISABLE_SHIP:
2093 case AI_GOAL_DISARM_SHIP: {
2094 shipnum = ship_name_lookup( current_goal->ship_name );
2095 other_obj = &Objects[Ships[shipnum].objnum];
2096 ai_attack_object( objp, other_obj, current_goal->priority, NULL);
2097 ai_set_attack_subsystem( objp, current_goal->ai_submode ); // submode stored the subsystem type
2098 if (current_goal->ai_mode != AI_GOAL_DESTROY_SUBSYSTEM) {
2099 if (aip->target_objnum != -1) {
2100 // Only protect if _not_ a capital ship. We don't want the Lucifer accidentally getting protected.
2101 if (!(Ship_info[Ships[shipnum].ship_info_index].flags & SIF_HUGE_SHIP))
2102 Objects[aip->target_objnum].flags |= OF_PROTECTED;
2104 } else // Just in case this ship had been protected, unprotect it.
2105 if (aip->target_objnum != -1)
2106 Objects[aip->target_objnum].flags &= ~OF_PROTECTED;
2111 case AI_GOAL_CHASE_WING:
2112 wingnum = wing_name_lookup( current_goal->ship_name );
2113 ai_attack_wing(objp, wingnum, current_goal->priority);
2116 case AI_GOAL_CHASE_ANY:
2117 ai_attack_object( objp, NULL, current_goal->priority, NULL );
2120 case AI_GOAL_WARP: {
2123 index = current_goal->wp_index;
2124 ai_set_mode_warp_out( objp, aip );
2128 case AI_GOAL_EVADE_SHIP:
2129 shipnum = ship_name_lookup( current_goal->ship_name );
2130 other_obj = &Objects[Ships[shipnum].objnum];
2131 ai_evade_object( objp, other_obj, current_goal->priority );
2134 case AI_GOAL_STAY_STILL:
2135 // for now, ignore any other parameters!!!!
2136 // clear out the object's goals. Seems to me that if a ship is staying still for a purpose
2137 // then we need to clear everything out since there is not a real way to get rid of this goal
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 ai_stay_still( objp, NULL );
2143 case AI_GOAL_PLAY_DEAD:
2144 // if a ship is playing dead, MWA says that it shouldn't try to do anything else.
2145 // clearing out goals is okay here since we are now what mode to set this AI object to.
2146 ai_clear_ship_goals( aip );
2147 aip->mode = AIM_PLAY_DEAD;
2151 case AI_GOAL_FORM_ON_WING:
2152 // for form on wing, we need to clear out all goals for this ship, and then call the form
2154 // clearing out goals is okay here since we are now what mode to set this AI object to.
2155 ai_clear_ship_goals( aip );
2156 shipnum = ship_name_lookup( current_goal->ship_name );
2157 other_obj = &Objects[Ships[shipnum].objnum];
2158 ai_form_on_wing( objp, other_obj );
2161 // labels for support ship commands
2163 case AI_GOAL_STAY_NEAR_SHIP: {
2164 shipnum = ship_name_lookup( current_goal->ship_name );
2165 other_obj = &Objects[Ships[shipnum].objnum];
2166 // todo MK: hook to keep support ship near other_obj -- other_obj could be the player object!!!
2167 float dist = 300.0f; // How far away to stay from ship. Should be set in SEXP?
2168 ai_do_stay_near(objp, other_obj, dist);
2172 case AI_GOAL_KEEP_SAFE_DISTANCE:
2173 // todo MK: hook to keep support ship at a safe distance
2176 case AI_GOAL_REARM_REPAIR:
2177 shipnum = ship_name_lookup( current_goal->ship_name );
2178 other_obj = &Objects[Ships[shipnum].objnum];
2179 ai_rearm_repair( objp, other_obj, current_goal->priority, current_goal->docker.index, current_goal->dockee.index );
2189 void ai_update_goal_references(ai_goal *goals, int type, char *old_name, char *new_name)
2191 int i, mode, flag, dummy;
2193 for (i=0; i<MAX_AI_GOALS; i++) // loop through all the goals in the Ai_info entry
2195 mode = goals[i].ai_mode;
2200 case REF_TYPE_PLAYER:
2205 case AI_GOAL_DESTROY_SUBSYSTEM:
2207 case AI_GOAL_DISABLE_SHIP:
2208 case AI_GOAL_DISARM_SHIP:
2209 case AI_GOAL_IGNORE:
2210 case AI_GOAL_EVADE_SHIP:
2211 case AI_GOAL_STAY_NEAR_SHIP:
2219 case AI_GOAL_CHASE_WING:
2220 case AI_GOAL_GUARD_WING:
2225 case REF_TYPE_WAYPOINT:
2228 case AI_GOAL_WAYPOINTS:
2229 case AI_GOAL_WAYPOINTS_ONCE:
2237 case AI_GOAL_WAYPOINTS:
2238 case AI_GOAL_WAYPOINTS_ONCE:
2245 if (flag) // is this a valid goal to parse for this conversion?
2246 if (!stricmp(goals[i].ship_name, old_name)) {
2247 if (*new_name == '<') // target was just deleted..
2248 goals[i].ai_mode = AI_GOAL_NONE;
2250 goals[i].ship_name = ai_get_goal_ship_name(new_name, &dummy);
2255 int query_referenced_in_ai_goals(ai_goal *goals, int type, char *name)
2259 for (i=0; i<MAX_AI_GOALS; i++) // loop through all the goals in the Ai_info entry
2261 mode = goals[i].ai_mode;
2270 case AI_GOAL_DESTROY_SUBSYSTEM:
2272 case AI_GOAL_DISABLE_SHIP:
2273 case AI_GOAL_DISARM_SHIP:
2274 case AI_GOAL_IGNORE:
2275 case AI_GOAL_EVADE_SHIP:
2276 case AI_GOAL_STAY_NEAR_SHIP:
2284 case AI_GOAL_CHASE_WING:
2285 case AI_GOAL_GUARD_WING:
2290 case REF_TYPE_WAYPOINT:
2293 case AI_GOAL_WAYPOINTS:
2294 case AI_GOAL_WAYPOINTS_ONCE:
2302 case AI_GOAL_WAYPOINTS:
2303 case AI_GOAL_WAYPOINTS_ONCE:
2309 if (flag) // is this a valid goal to parse for this conversion?
2311 if (!stricmp(goals[i].ship_name, name))
2319 char *ai_add_dock_name(char *str)
2324 Assert(strlen(str) < NAME_LENGTH - 1);
2325 for (i=0; i<Num_ai_dock_names; i++)
2326 if (!stricmp(Ai_dock_names[i], str))
2327 return Ai_dock_names[i];
2329 Assert(Num_ai_dock_names < MAX_AI_DOCK_NAMES);
2330 ptr = Ai_dock_names[Num_ai_dock_names++];