#include "globalincs/systemvars.h" #include "ship/ship.h" #include "weapon/weapon.h" #include "freespace2/freespace.h" #include "asteroid/asteroid.h" #include "globalincs/linklist.h" #include "weapon/beam.h" #include "weapon/swarm.h" #include "io/timer.h" #include "render/3d.h" #include "gamesnd/gamesnd.h" #include "ship/shipfx.h" #include "network/multimsgs.h" #include "weapon/flak.h" #include "math/staticrand.h" #include "network/multi.h" #include "ai/aibig.h" #include "object/objectdock.h" #include "ai/aiinternal.h" //Included last, so less includes are needed #include "iff_defs/iff_defs.h" #include "weapon/muzzleflash.h" #include "parse/scripting.h" #include "debugconsole/console.h" #include // How close a turret has to be point at its target before it // can fire. If the dot of the gun normal and the vector from gun // to target is greater than this, the turret fires. The smaller // the sloppier the shooting. #define AICODE_TURRET_DUMBFIRE_ANGLE (0.8f) #define AICODE_TURRET_HEATSEEK_ANGLE (0.7f) #define AICODE_TURRET_MAX_TIME_IN_RANGE (5.0f) #define BEAM_NEBULA_RANGE_REDUCE_FACTOR (0.8f) float Lethality_range_const = 2.0f; DCF(lethality_range, "N for modifying range: 1 / (1+N) at 100") { dc_stuff_float(&Lethality_range_const); } float Player_lethality_bump[NUM_SKILL_LEVELS] = { // 0.0f, 5.0f, 10.0f, 25.0f, 40.0f 0.0f, 0.0f, 0.0f, 0.0f, 0.0f }; char *Turret_target_order_names[NUM_TURRET_ORDER_TYPES] = { "Bombs", "Ships", "Asteroids", }; #define EEOF_BIG_ONLY (1<<0) // turret fires only at big and huge ships #define EEOF_SMALL_ONLY (1<<1) // turret fires only at small ships #define EEOF_TAGGED_ONLY (1<<2) // turret fires only at tagged ships #define EEOF_BEAM (1<<3) // turret is a beam #define EEOF_FLAK (1<<4) // turret is flak #define EEOF_LASER (1<<5) // turret is a laser #define EEOF_MISSILE (1<<6) // turret is a missile typedef struct eval_enemy_obj_struct { int turret_parent_objnum; // parent of turret float weapon_travel_dist; // max targeting range of turret weapon int enemy_team_mask; int weapon_system_ok; // is the weapon subsystem of turret ship ok int eeo_flags; vec3d *tpos; vec3d *tvec; ship_subsys *turret_subsys; int current_enemy; float nearest_attacker_dist; // nearest ship int nearest_attacker_objnum; float nearest_homing_bomb_dist; // nearest homing bomb int nearest_homing_bomb_objnum; float nearest_bomb_dist; // nearest non-homing bomb int nearest_bomb_objnum; float nearest_dist; // nearest ship attacking this turret int nearest_objnum; } eval_enemy_obj_struct; /** * Is object in turret field of view? * * @param objp Pointer to object to test * @param ss Ship turret subsystem to test from * @param tvec Turret initial vector * @param tpos Turret initial position * @param dist Distance from turret to center point of object * * @return 1 if objp is in fov of the specified turret. Otherwise return 0. */ int object_in_turret_fov(object *objp, ship_subsys *ss, vec3d *tvec, vec3d *tpos, float dist) { vec3d v2e; float size_mod; bool in_fov; vm_vec_normalized_dir(&v2e, &objp->pos, tpos); size_mod = objp->radius / (dist + objp->radius); in_fov = turret_fov_test(ss, tvec, &v2e, size_mod); if ( in_fov ) { return 1; } return 0; } bool is_object_radius_in_turret_fov(object *objp, ship_subsys *ss, vec3d *tvec, vec3d *tpos, vec3d *v2e, vec3d *predicted_pos, float distance) { float target_dist = distance; if (distance == 0.0f) target_dist = vm_vec_dist(predicted_pos,tpos); if (object_in_turret_fov(objp, ss, tvec, tpos, target_dist + objp->radius)) { // so the targeted spot in not in fov but the enemy + radius is // lets align the darn gun and try shooting there vec3d temp_vec; float multiplier = 0; model_subsystem *tp = ss->system_info; // project v2e_from_turret to turret normal // substract resultant vector from the temp_vec (v2e_from_turret) // adjust z component as necessary // calculate multiplier for the resultant vector // use multiplier and the z component and compose a new vector float dot = vm_vec_dot(v2e, tvec); vm_vec_scale_add(&temp_vec, v2e, tvec, -dot); if (IS_VEC_NULL_SQ_SAFE(&temp_vec)) { // return false, target is perfectly aligned over or below the turret // safe bet is to allow turret to reacquire better target return false; } // normalize the vec, it needs to be done regardless vm_vec_normalize(&temp_vec); bool fix_elevation = false; bool fix_base_rot = false; if (dot < tp->turret_fov) { dot = tp->turret_fov; fix_elevation = true; } if (dot > tp->turret_max_fov) { dot = tp->turret_max_fov; fix_elevation = true; } if (tp->flags & MSS_FLAG_TURRET_ALT_MATH) { vec3d temp_vec2; vm_vec_rotate(&temp_vec2, &temp_vec, &ss->world_to_turret_matrix); // now in turrets frame of reference // check if math is actually possible if (!((temp_vec2.xyz.x == 0) && (temp_vec2.xyz.y == 0))) { float temp_z = temp_vec2.xyz.z; temp_vec2.xyz.z = 0.0f; // make sure null vecs wont happen if (!IS_VEC_NULL_SQ_SAFE(&temp_vec2)) { vm_vec_normalize(&temp_vec2); // only do this if it actually is required if (-temp_vec2.xyz.y < tp->turret_y_fov) { float check_pos = 1; fix_base_rot = true; temp_vec2.xyz.y = -tp->turret_y_fov; if (temp_vec2.xyz.x < 0) check_pos = -1; temp_vec2.xyz.x = check_pos * sqrtf(1 - (temp_vec2.xyz.y*temp_vec2.xyz.y)); // restore z component float scaler = sqrtf(1 - (temp_z*temp_z)); vm_vec_scale(&temp_vec2,scaler); temp_vec2.xyz.z = temp_z; // back to world frame vm_vec_unrotate(&temp_vec, &temp_vec2, &ss->world_to_turret_matrix); } } } } if (fix_elevation || fix_base_rot) { if (fix_elevation) { multiplier = sqrtf(1 - (dot*dot)); // keep the temp_vec scaled with the tweaked vector vm_vec_scale(&temp_vec, multiplier); } vm_vec_scale_add(v2e, &temp_vec, tvec, dot); // and we are done with v2e... vm_vec_scale_add(predicted_pos, tpos, v2e, target_dist); // and we are done with predicted position return true; } else { mprintf(("Warning: Function 'is_object_radius_in_turret_fov' was called\nwithout need to fix turret alignments\n")); return false; } } // outside of the expanded radii, unable to align, return false return false; } /** * Is bomb headed towards given ship? * * @param bomb_objp Bomb specified * @param ship_objp Ship specified * * @return 1 if bomb_objp is headed towards ship_objp */ int bomb_headed_towards_ship(object *bomb_objp, object *ship_objp) { float dot; vec3d bomb_to_ship_vector; vm_vec_normalized_dir(&bomb_to_ship_vector, &ship_objp->pos, &bomb_objp->pos); dot = vm_vec_dot(&bomb_objp->orient.vec.fvec, &bomb_to_ship_vector); if ( dot > 0 ) { return 1; } return 0; } // Set active weapon for turret //This really isn't needed...but whatever -WMC /** * Returns the best weapon on turret for target * * @note All non-negative return values are expressed in what I like to call "widx"s. * @return -1 if unable to find a weapon for the target at all. */ int turret_select_best_weapon(ship_subsys *turret, object *target) { //TODO: Fill this out with extraodinary gun-picking algorithms if(turret->weapons.num_primary_banks > 0) return 0; else if(turret->weapons.num_secondary_banks > 0) return MAX_SHIP_PRIMARY_BANKS; else return -1; } /** * Returns true if all weapons in swp have the specified flag * * @note doesn't work for WIF2 */ bool all_turret_weapons_have_flags(ship_weapon *swp, int flags) { int i; for(i = 0; i < swp->num_primary_banks; i++) { if(!(Weapon_info[swp->primary_bank_weapons[i]].wi_flags & flags)) return false; } for(i = 0; i < swp->num_secondary_banks; i++) { if(!(Weapon_info[swp->secondary_bank_weapons[i]].wi_flags & flags)) return false; } return true; } /** * Returns true if all weapons in swp have the specified flag * * @note does work for WIF2, but not WIF */ bool all_turret_weapons_have_flags2(ship_weapon *swp, int flags) { int i; for(i = 0; i < swp->num_primary_banks; i++) { if(!(Weapon_info[swp->primary_bank_weapons[i]].wi_flags2 & flags)) return false; } for(i = 0; i < swp->num_secondary_banks; i++) { if(!(Weapon_info[swp->secondary_bank_weapons[i]].wi_flags2 & flags)) return false; } return true; } /** * Returns true if any of the weapons in swp have flags * * @note doesn't work for WIF2 */ bool turret_weapon_has_flags(ship_weapon *swp, int flags) { Assert(swp != NULL); int i = 0; for(i = 0; i < swp->num_primary_banks; i++) { if(swp->primary_bank_weapons[i] >=0) { if(Weapon_info[swp->primary_bank_weapons[i]].wi_flags & flags) return true; } } for(i = 0; i < swp->num_secondary_banks; i++) { if(swp->secondary_bank_weapons[i] >=0) { if(Weapon_info[swp->secondary_bank_weapons[i]].wi_flags & flags) return true; } } return false; } /** * Returns true if any of the weapons in swp have flags * * @note does work for WIF2, but not WIF */ bool turret_weapon_has_flags2(ship_weapon *swp, int flags) { Assert(swp != NULL); int i = 0; for(i = 0; i < swp->num_primary_banks; i++) { if(swp->primary_bank_weapons[i] >=0) { if(Weapon_info[swp->primary_bank_weapons[i]].wi_flags2 & flags) return true; } } for(i = 0; i < swp->num_secondary_banks; i++) { if(swp->secondary_bank_weapons[i] >=0) { if(Weapon_info[swp->secondary_bank_weapons[i]].wi_flags2 & flags) return true; } } return false; } /** * Just gloms all the flags from all the weapons into one variable. More efficient if all you need to do is test for the existence of a flag. */ int turret_weapon_aggregate_flags(ship_weapon *swp) { Assert(swp != NULL); int i = 0, flags = 0; for (i = 0; i < swp->num_primary_banks; i++) { if (swp->primary_bank_weapons[i] >= 0) { flags |= Weapon_info[swp->primary_bank_weapons[i]].wi_flags; } } for (i = 0; i < swp->num_secondary_banks; i++) { if (swp->secondary_bank_weapons[i] >= 0) { flags |= Weapon_info[swp->secondary_bank_weapons[i]].wi_flags; } } return flags; } /** * Just gloms all the flags from all the weapons into one variable. More efficient if all you need to do is test for the existence of a flag. */ int turret_weapon_aggregate_flags2(ship_weapon *swp) { Assert(swp != NULL); int i = 0, flags2 = 0; for (i = 0; i < swp->num_primary_banks; i++) { if (swp->primary_bank_weapons[i] >= 0) { flags2 |= Weapon_info[swp->primary_bank_weapons[i]].wi_flags2; } } for (i = 0; i < swp->num_secondary_banks; i++) { if (swp->secondary_bank_weapons[i] >= 0) { flags2 |= Weapon_info[swp->secondary_bank_weapons[i]].wi_flags2; } } return flags2; } /** * Returns true if any of the weapons in swp have the subtype specified * * @note It might be a little faster to optimize based on WP_LASER should only appear in primaries * and WP_MISSILE in secondaries. but in the interest of future coding I leave it like this. */ bool turret_weapon_has_subtype(ship_weapon *swp, int subtype) { Assert(swp != NULL); int i = 0; for(i = 0; i < swp->num_primary_banks; i++) { if(swp->primary_bank_weapons[i] >=0) { if(Weapon_info[swp->primary_bank_weapons[i]].subtype == subtype) return true; } } for(i = 0; i < swp->num_secondary_banks; i++) { if(swp->secondary_bank_weapons[i] >=0) { if(Weapon_info[swp->secondary_bank_weapons[i]].subtype == subtype) return true; } } return false; } /** * Use for getting a Weapon_info pointer, given a turret and a turret weapon indice * * @return a pointer to the Weapon_info for weapon_num */ weapon_info *get_turret_weapon_wip(ship_weapon *swp, int weapon_num) { Assert(weapon_num < MAX_SHIP_WEAPONS); Assert(weapon_num >= 0); if(weapon_num >= MAX_SHIP_PRIMARY_BANKS) return &Weapon_info[swp->secondary_bank_weapons[weapon_num - MAX_SHIP_PRIMARY_BANKS]]; else return &Weapon_info[swp->primary_bank_weapons[weapon_num]]; } int get_turret_weapon_next_fire_stamp(ship_weapon *swp, int weapon_num) { Assert(weapon_num < MAX_SHIP_WEAPONS); Assert(weapon_num >= 0); if(weapon_num >= MAX_SHIP_PRIMARY_BANKS) return swp->next_secondary_fire_stamp[weapon_num - MAX_SHIP_PRIMARY_BANKS]; else return swp->next_primary_fire_stamp[weapon_num]; } /** * Returns the longest-ranged weapon on a turret * * @todo This function is kinda slow */ float longest_turret_weapon_range(ship_weapon *swp) { float longest_range_so_far = 0.0f; float weapon_range; weapon_info *wip; int i = 0; for(i = 0; i < swp->num_primary_banks; i++) { wip = &Weapon_info[swp->primary_bank_weapons[i]]; if (wip->wi_flags2 & WIF2_LOCAL_SSM) weapon_range = wip->lssm_lock_range; else weapon_range = MIN(wip->lifetime * wip->max_speed, wip->weapon_range); if(weapon_range > longest_range_so_far) longest_range_so_far = weapon_range; } for(i = 0; i < swp->num_secondary_banks; i++) { wip = &Weapon_info[swp->secondary_bank_weapons[i]]; if (wip->wi_flags2 & WIF2_LOCAL_SSM) weapon_range = wip->lssm_lock_range; else weapon_range = MIN(wip->lifetime * wip->max_speed, wip->weapon_range); if(weapon_range > longest_range_so_far) longest_range_so_far = weapon_range; } return longest_range_so_far; } /** * Is valid turret target? * * @param objp Object that turret is considering as an enemy * @param turret_parent Object of ship that turret sits on * * @return !0 if objp can be considered for a turret target, 0 otherwise */ int valid_turret_enemy(object *objp, object *turret_parent) { if ( objp == turret_parent ) { return 0; } if ( objp->type == OBJ_ASTEROID ) { return 1; } if ( objp->type == OBJ_SHIP ) { Assert( objp->instance >= 0 ); ship *shipp; ship_info *sip; shipp = &Ships[objp->instance]; sip = &Ship_info[shipp->ship_info_index]; // don't fire at ships with protected bit set!!! if ( objp->flags & OF_PROTECTED ) { return 0; } // don't shoot at ships without collision check if (!(objp->flags & OF_COLLIDES)) { return 0; } // don't shoot at arriving ships if (shipp->flags & SF_ARRIVING) { return 0; } // Goober5000 - don't fire at cargo containers (now specified in ship_types) if ( (sip->class_type >= 0) && !(Ship_types[sip->class_type].ai_bools & STI_AI_TURRETS_ATTACK) ) { return 0; } return 1; } if ( objp->type == OBJ_WEAPON ) { Assert( objp->instance >= 0 ); weapon *wp = &Weapons[objp->instance]; weapon_info *wip = &Weapon_info[wp->weapon_info_index]; if (wip->subtype == WP_LASER && !(wip->wi_flags3 & WIF3_TURRET_INTERCEPTABLE)) { // If the thing can't be shot down, don't try. -MageKing17 return 0; } if ( (!((wip->wi_flags & WIF_BOMB) || (wip->wi_flags3 & WIF3_TURRET_INTERCEPTABLE)) && !(Ai_info[Ships[turret_parent->instance].ai_index].ai_profile_flags & AIPF_ALLOW_TURRETS_TARGET_WEAPONS_FREELY) ) ) { return 0; } if ( (wip->wi_flags2 & WIF2_LOCAL_SSM) && (wp->lssm_stage == 3) ) { return 0; } if ( !iff_x_attacks_y(obj_team(turret_parent), wp->team) ) { return 0; } return 1; } return 0; } extern int Player_attacking_enabled; void evaluate_obj_as_target(object *objp, eval_enemy_obj_struct *eeo) { object *turret_parent_obj = &Objects[eeo->turret_parent_objnum]; ship *shipp; ship_subsys *ss = eeo->turret_subsys; float dist, dist_comp; bool turret_has_no_target = false; // Don't look for bombs when weapon system is not ok if (objp->type == OBJ_WEAPON && !eeo->weapon_system_ok) { return; } if ( !valid_turret_enemy(objp, turret_parent_obj) ) { return; } #ifndef NDEBUG if (!Player_attacking_enabled && (objp == Player_obj)) { return; } #endif if ( objp->type == OBJ_SHIP ) { shipp = &Ships[objp->instance]; // check on enemy team if ( !iff_matches_mask(shipp->team, eeo->enemy_team_mask) ) { return; } // check if protected if (objp->flags & OF_PROTECTED) { return; } // check if beam protected if (eeo->eeo_flags & EEOF_BEAM) { if (objp->flags & OF_BEAM_PROTECTED) { return; } } // check if flak protected if (eeo->eeo_flags & EEOF_FLAK) { if (objp->flags & OF_FLAK_PROTECTED) { return; } } // check if laser protected if (eeo->eeo_flags & EEOF_LASER) { if (objp->flags & OF_LASER_PROTECTED) { return; } } // check if missile protected if (eeo->eeo_flags & EEOF_MISSILE) { if (objp->flags & OF_MISSILE_PROTECTED) { return; } } // don't shoot at small ships if we shouldn't if (eeo->eeo_flags & EEOF_BIG_ONLY) { if (!(Ship_info[shipp->ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) { return; } } // don't shoot at big ships if we shouldn't if (eeo->eeo_flags & EEOF_SMALL_ONLY) { if ((Ship_info[shipp->ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) { return; } } // check if turret flagged to only target tagged ships // Note: retail behaviour was turrets with tagged-only could fire at bombs // and could fire their spawn weapons // this check is almost redundant; see the almost identical check in ai_fire_from_turret // however if this is removed turrets still track targets but don't fire at them (which looks silly) if (eeo->eeo_flags & EEOF_TAGGED_ONLY) { if (!ship_is_tagged(objp) && ( (The_mission.ai_profile->flags2 & AIPF2_STRICT_TURRET_TAGGED_ONLY_TARGETING) || ( !(objp->type == OBJ_WEAPON) && !(turret_weapon_has_flags(&eeo->turret_subsys->weapons, WIF_SPAWN))) )) { return; } } // check if valid target in nebula if ( !object_is_targetable(objp, &Ships[Objects[eeo->turret_parent_objnum].instance]) ) { // BYPASS ocassionally for stealth int try_anyway = FALSE; if ( is_object_stealth_ship(objp) ) { float turret_stealth_find_chance = 0.5f; float speed_mod = -0.1f + vm_vec_mag_quick(&objp->phys_info.vel) / 70.0f; if (frand() > (turret_stealth_find_chance + speed_mod)) { try_anyway = TRUE; } } if (!try_anyway) { return; } } } else { shipp = NULL; } // modify dist for BIG|HUGE, getting closest point on bbox, if not inside vec3d vec_to_target; vm_vec_sub(&vec_to_target, &objp->pos, eeo->tpos); dist = vm_vec_mag_quick(&vec_to_target) - objp->radius; if (dist < 0.0f) { dist = 0.0f; } dist_comp = dist; // if weapon has optimum range set then use it float optimum_range = ss->optimum_range; if (optimum_range > 0.0f) { if (dist < optimum_range) { dist_comp = (2*optimum_range) - dist; } } // if turret has been told to prefer targets from the current direction then do so float favor_one_side = ss->favor_current_facing; if (favor_one_side >= 1.0f) { vm_vec_normalize(&vec_to_target); float dot_to_target = vm_vec_dot(&ss->turret_last_fire_direction, &vec_to_target); dot_to_target = 1.0f - (dot_to_target / favor_one_side); dist_comp *= dot_to_target; } // check if object is a bomb attacking the turret parent // check if bomb is homing on the turret parent ship bool check_weapon = true; if ((Ai_info[Ships[turret_parent_obj->instance].ai_index].ai_profile_flags & AIPF_PREVENT_TARGETING_BOMBS_BEYOND_RANGE) && (dist > eeo->weapon_travel_dist)) { check_weapon = false; } if ((objp->type == OBJ_WEAPON) && check_weapon) { //Maybe restrict the number of turrets attacking this bomb if (ss->turret_max_bomb_ownage != -1) { int num_att_turrets = num_turrets_attacking(turret_parent_obj, OBJ_INDEX(objp)); if (num_att_turrets > ss->system_info->turret_max_bomb_ownage) { return; } } if ( Weapons[objp->instance].homing_object == &Objects[eeo->turret_parent_objnum] ) { if ( dist_comp < eeo->nearest_homing_bomb_dist ) { if (!(ss->flags & SSF_FOV_REQUIRED) && (eeo->current_enemy == -1)) { turret_has_no_target = true; } if ( (turret_has_no_target) || object_in_turret_fov(objp, ss, eeo->tvec, eeo->tpos, dist + objp->radius) ) { eeo->nearest_homing_bomb_dist = dist_comp; eeo->nearest_homing_bomb_objnum = OBJ_INDEX(objp); } } // if not homing, check if bomb is flying towards ship } else if ( bomb_headed_towards_ship(objp, &Objects[eeo->turret_parent_objnum]) ) { if ( dist_comp < eeo->nearest_bomb_dist ) { if (!(ss->flags & SSF_FOV_REQUIRED) && (eeo->current_enemy == -1)) { turret_has_no_target = true; } if ( (turret_has_no_target) || object_in_turret_fov(objp, ss, eeo->tvec, eeo->tpos, dist + objp->radius) ) { eeo->nearest_bomb_dist = dist_comp; eeo->nearest_bomb_objnum = OBJ_INDEX(objp); } } } } // end weapon section // maybe recalculate dist for big or huge ship // if (shipp && (Ship_info[shipp->ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) { // fvi_ray_boundingbox(min, max, start, direction, hit); // dist = vm_vec_dist_quick(hit, tvec); // } // check for nearest attcker if ( (shipp) && (dist < eeo->weapon_travel_dist) ) { ai_info *aip = &Ai_info[shipp->ai_index]; // modify distance based on number of turrets from my ship attacking enemy (add 10% per turret) // dist *= (num_enemies_attacking(OBJ_INDEX(objp))+2)/2; // prevents lots of ships from attacking same target int num_att_turrets = num_turrets_attacking(turret_parent_obj, OBJ_INDEX(objp)); dist_comp *= (1.0f + 0.1f*num_att_turrets); // return if we're over the cap // int max_turrets = 3 + Game_skill_level * Game_skill_level; int max_turrets = The_mission.ai_profile->max_turret_ownage_target[Game_skill_level]; if (objp->flags & OF_PLAYER_SHIP) { max_turrets = The_mission.ai_profile->max_turret_ownage_player[Game_skill_level]; } // Apply the per-turret limit for small targets, if there is one and this is a small target if (ss->turret_max_target_ownage != -1 && (Ship_info[shipp->ship_info_index].flags & (SIF_SMALL_SHIP))) { max_turrets = MIN(max_turrets, ss->system_info->turret_max_target_ownage); } if (num_att_turrets > max_turrets) { return; } // modify distance based on lethality of objp to my ship float active_lethality = aip->lethality; if (objp->flags & OF_PLAYER_SHIP) { active_lethality += Player_lethality_bump[Game_skill_level]; } dist_comp /= (1.0f + 0.01f*Lethality_range_const*active_lethality); // Make level 2 tagged ships more likely to be targeted if (shipp->level2_tag_left > 0.0f) { dist_comp *= 0.3f; } // check if objp is targeting the turret's ship, or if objp has just hit the turret's ship if ( aip->target_objnum == eeo->turret_parent_objnum || aip->last_objsig_hit == Objects[eeo->turret_parent_objnum].signature ) { // A turret will always target a ship that is attacking itself... self-preservation! if ( aip->targeted_subsys == eeo->turret_subsys ) { dist_comp *= 0.5f; // highest priority } } // maybe update nearest attacker if ( dist_comp < eeo->nearest_attacker_dist ) { if (!(ss->flags & SSF_FOV_REQUIRED) && (eeo->current_enemy == -1)) { turret_has_no_target = true; } if ( (turret_has_no_target) || object_in_turret_fov(objp, ss, eeo->tvec, eeo->tpos, dist + objp->radius) ) { // nprintf(("AI", "Nearest enemy = %s, dist = %7.3f, dot = %6.3f, fov = %6.3f\n", Ships[objp->instance].ship_name, dist, vm_vec_dot(&v2e, tvec), tp->turret_fov)); eeo->nearest_attacker_dist = dist_comp; eeo->nearest_attacker_objnum = OBJ_INDEX(objp); } } } // end ship section // check if object is an asteroid attacking the turret parent - taylor if (objp->type == OBJ_ASTEROID) { if ( eeo->turret_parent_objnum == asteroid_collide_objnum(objp) ) { // give priority to the closest asteroid *impact* (ms intervals) dist_comp *= 0.9f + (0.01f * asteroid_time_to_impact(objp)); if (dist_comp < eeo->nearest_dist ) { if (!(ss->flags & SSF_FOV_REQUIRED) && (eeo->current_enemy == -1)) { turret_has_no_target = true; } if ( (turret_has_no_target) || object_in_turret_fov(objp, ss, eeo->tvec, eeo->tpos, dist + objp->radius) ) { eeo->nearest_dist = dist_comp; eeo->nearest_objnum = OBJ_INDEX(objp); } } } } // end asteroid selection } /** * Is target beam valid? * * @return 0 only if objnum is beam protected and turret is beam turret */ int is_target_beam_valid(ship_weapon *swp, object *objp) { // check if turret has beam weapon if (all_turret_weapons_have_flags(swp, WIF_BEAM)) { if (objp->flags & OF_BEAM_PROTECTED) { return 0; } if (all_turret_weapons_have_flags(swp, WIF_HUGE)) { if (objp->type == OBJ_SHIP && !(Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) ) { return 0; } } } return 1; } /** * Given an object and an enemy team, return the index of the nearest enemy object. * * @param turret_parent_objnum Parent objnum for the turret * @param turret_subsys Pointer to system_info for the turret subsystem * @param enemy_team_mask OR'ed TEAM_ flags for the enemy of the turret parent ship * @param tpos Position of turret (world coords) * @param tvec Forward vector of turret (world coords) * @param current_enemy Objnum of current turret target * @param big_only_flag * @param small_only_flag * @param tagged_only_flag * @param beam_flag * @param flak_flag * @param laser_flag * @param missile_flag */ int get_nearest_turret_objnum(int turret_parent_objnum, ship_subsys *turret_subsys, int enemy_team_mask, vec3d *tpos, vec3d *tvec, int current_enemy, bool big_only_flag, bool small_only_flag, bool tagged_only_flag, bool beam_flag, bool flak_flag, bool laser_flag, bool missile_flag) { //float weapon_travel_dist; int weapon_system_ok; object *objp; eval_enemy_obj_struct eeo; ship_weapon *swp = &turret_subsys->weapons; // list of stuff to go thru ship_obj *so; missile_obj *mo; //wip=&Weapon_info[tp->turret_weapon_type]; //weapon_travel_dist = MIN(wip->lifetime * wip->max_speed, wip->weapon_range); //if (wip->wi_flags2 & WIF2_LOCAL_SSM) // weapon_travel_dist=wip->lssm_lock_range; // Set flag based on strength of weapons subsystem. If weapons subsystem is destroyed, don't let turrets fire at bombs weapon_system_ok = 0; if ( ship_get_subsystem_strength( &Ships[Objects[turret_parent_objnum].instance], SUBSYSTEM_WEAPONS ) > 0 ) { weapon_system_ok = 1; } // Initialize eeo struct. eeo.turret_parent_objnum = turret_parent_objnum; eeo.weapon_system_ok = weapon_system_ok; eeo.weapon_travel_dist = longest_turret_weapon_range(swp); // set flags eeo.eeo_flags = 0; if (big_only_flag) eeo.eeo_flags |= EEOF_BIG_ONLY; if (small_only_flag) eeo.eeo_flags |= EEOF_SMALL_ONLY; if (tagged_only_flag) eeo.eeo_flags |= EEOF_TAGGED_ONLY; // flags for weapon types if (beam_flag) eeo.eeo_flags |= EEOF_BEAM; else if (flak_flag) eeo.eeo_flags |= EEOF_FLAK; else if (laser_flag) eeo.eeo_flags |= EEOF_LASER; else if (missile_flag) eeo.eeo_flags |= EEOF_MISSILE; eeo.enemy_team_mask = enemy_team_mask; eeo.current_enemy = current_enemy; eeo.tpos = tpos; eeo.tvec = tvec; eeo.turret_subsys = turret_subsys; eeo.nearest_attacker_dist = 99999.0f; eeo.nearest_attacker_objnum = -1; eeo.nearest_homing_bomb_dist = 99999.0f; eeo.nearest_homing_bomb_objnum = -1; eeo.nearest_bomb_dist = 99999.0f; eeo.nearest_bomb_objnum = -1; eeo.nearest_dist = 99999.0f; eeo.nearest_objnum = -1; // here goes the new targeting priority setting int n_tgt_priorities; int priority_weapon_idx = -1; // check for turret itself first n_tgt_priorities = turret_subsys->num_target_priorities; // turret had no priorities set for it.. try weapons if (n_tgt_priorities <= 0) { if (swp->num_primary_banks > 0) // first try highest primary slot... priority_weapon_idx = swp->primary_bank_weapons[0]; else // ...and then secondary slot priority_weapon_idx = swp->secondary_bank_weapons[0]; if (priority_weapon_idx > -1) n_tgt_priorities = Weapon_info[priority_weapon_idx].num_targeting_priorities; } if (n_tgt_priorities > 0) { for(int i = 0; i < n_tgt_priorities; i++) { // courtesy of WMC... ai_target_priority *tt; if (priority_weapon_idx == -1) tt = &Ai_tp_list[turret_subsys->target_priority[i]]; else tt = &Ai_tp_list[Weapon_info[priority_weapon_idx].targeting_priorities[i]]; int n_types = (int)tt->ship_type.size(); int n_s_classes = (int)tt->ship_class.size(); int n_w_classes = (int)tt->weapon_class.size(); bool found_something; object *ptr = GET_FIRST(&obj_used_list); while (ptr != END_OF_LIST(&obj_used_list)) { found_something = false; if(tt->obj_type > -1 && (ptr->type == tt->obj_type)) { found_something = true; } if( ( n_types > 0 ) && ( ptr->type == OBJ_SHIP ) ) { for (int j = 0; j < n_types; j++) { if ( Ship_info[Ships[ptr->instance].ship_info_index].class_type == tt->ship_type[j] ) { found_something = true; } } } if( ( n_s_classes > 0 ) && ( ptr->type == OBJ_SHIP ) ) { for (int j = 0; j < n_s_classes; j++) { if ( Ships[ptr->instance].ship_info_index == tt->ship_class[j] ) { found_something = true; } } } if( ( n_w_classes > 0 ) && ( ptr->type == OBJ_WEAPON ) ) { for (int j = 0; j < n_w_classes; j++) { if ( Weapons[ptr->instance].weapon_info_index == tt->weapon_class[j] ) { found_something = true; } } } if( ( (tt->wif2_flags != 0) || (tt->wif_flags != 0) ) && (ptr->type == OBJ_WEAPON) ) { if( ( (Weapon_info[Weapons[ptr->instance].weapon_info_index].wi_flags & tt->wif_flags ) == tt->wif_flags) && ( (Weapon_info[Weapons[ptr->instance].weapon_info_index].wi_flags2 & tt->wif2_flags ) == tt->wif2_flags) ) { found_something = true; } } if( ( ( tt->sif_flags != 0 ) || ( tt->sif2_flags != 0 ) ) && (ptr->type == OBJ_SHIP) ) { if( ( (Ship_info[Ships[ptr->instance].ship_info_index].flags & tt->sif_flags) == tt->sif_flags) && ( (Ship_info[Ships[ptr->instance].ship_info_index].flags2 & tt->sif2_flags) == tt->sif2_flags) ) { found_something = true; } } if((tt->obj_flags != 0) && !((ptr->flags & tt->obj_flags) == tt->obj_flags)) { found_something = true; } if(!(found_something)) { //we didnt find this object within this priority group //skip to next without evaluating the object as target ptr = GET_NEXT(ptr); continue; } evaluate_obj_as_target(ptr, &eeo); ptr = GET_NEXT(ptr); } //homing weapon entry... /* if ( eeo.nearest_homing_bomb_objnum != -1 ) { // highest priority is an incoming homing bomb return eeo.nearest_homing_bomb_objnum; //weapon entry... } else if ( eeo.nearest_bomb_objnum != -1 ) { // next highest priority is an incoming dumbfire bomb return eeo.nearest_bomb_objnum; //ship entry... } else if ( eeo.nearest_attacker_objnum != -1 ) { // next highest priority is an attacking ship return eeo.nearest_attacker_objnum; //something else entry... } else if ( eeo.nearest_objnum != -1 ) { return eeo.nearest_objnum; } */ // if we got something... if ( ( eeo.nearest_homing_bomb_objnum != -1 ) || ( eeo.nearest_bomb_objnum != -1 ) || ( eeo.nearest_attacker_objnum != -1 ) || ( eeo.nearest_objnum != -1 ) ) { // ...start with homing bombs... int return_objnum = eeo.nearest_homing_bomb_objnum; float return_distance = eeo.nearest_homing_bomb_dist; // ...next test non-homing bombs... if ( eeo.nearest_bomb_dist < return_distance ) { return_objnum = eeo.nearest_bomb_objnum; return_distance = eeo.nearest_bomb_dist; } // ...then attackers... if ( eeo.nearest_attacker_dist < return_distance ) { return_objnum = eeo.nearest_attacker_objnum; return_distance = eeo.nearest_attacker_dist; } // ...and finally the rest of the lot... if ( eeo.nearest_dist < return_distance ) { return_objnum = eeo.nearest_objnum; } // ...and return the objnum to the closest target regardless return return_objnum; } } } else { for(int i = 0; i < NUM_TURRET_ORDER_TYPES; i++) { ai_info *aip = &Ai_info[Ships[Objects[eeo.turret_parent_objnum].instance].ai_index]; switch(turret_subsys->turret_targeting_order[i]) { case -1: //Empty priority slot break; case 0: //Return if a bomb is found //don't fire anti capital ship turrets at bombs. if ( !((aip->ai_profile_flags & AIPF_HUGE_TURRET_WEAPONS_IGNORE_BOMBS) && big_only_flag) ) { // Missile_obj_list for( mo = GET_FIRST(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) { objp = &Objects[mo->objnum]; Assert(objp->type == OBJ_WEAPON); if ((Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags & WIF_BOMB) || (Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags3 & WIF3_TURRET_INTERCEPTABLE)) { evaluate_obj_as_target(objp, &eeo); } } // highest priority if ( eeo.nearest_homing_bomb_objnum != -1 ) { // highest priority is an incoming homing bomb return eeo.nearest_homing_bomb_objnum; } else if ( eeo.nearest_bomb_objnum != -1 ) { // next highest priority is an incoming dumbfire bomb return eeo.nearest_bomb_objnum; } } break; case 1: //Return if a ship is found // Ship_used_list for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) { objp = &Objects[so->objnum]; evaluate_obj_as_target(objp, &eeo); } Assert(eeo.nearest_attacker_objnum < 0 || is_target_beam_valid(swp, &Objects[eeo.nearest_attacker_objnum])); // next highest priority is attacking ship if ( eeo.nearest_attacker_objnum != -1 ) { // next highest priority is an attacking ship return eeo.nearest_attacker_objnum; } break; case 2: //Return if an asteroid is found // asteroid check - taylor asteroid_obj *ao; // don't use turrets that are better for other things: // - no cap ship beams // - no flak // - no heat or aspect missiles // - no spawn type missiles/bombs // do use for sure: // - lasers // - dumbfire type missiles // - AAA beams if ( !all_turret_weapons_have_flags(swp, WIF_HUGE | WIF_FLAK | WIF_HOMING | WIF_SPAWN) ) { // Asteroid_obj_list for ( ao = GET_FIRST(&Asteroid_obj_list); ao != END_OF_LIST(&Asteroid_obj_list); ao = GET_NEXT(ao) ) { objp = &Objects[ao->objnum]; evaluate_obj_as_target(objp, &eeo); } if (eeo.nearest_objnum != -1) { return eeo.nearest_objnum; } } break; default: Int3(); //Means invalid number passed. } } } return -1; } int Use_parent_target = 0; DCF_BOOL(use_parent_target, Use_parent_target) /** * Return objnum if enemy found, else return -1; * * @param turret_subsys Pointer to turret subsystem * @param objnum Parent objnum for the turret * @param tpos Position of turret (world coords) * @param tvec Forward vector of turret (world coords) * @param current_enemy Objnum of current turret target */ int find_turret_enemy(ship_subsys *turret_subsys, int objnum, vec3d *tpos, vec3d *tvec, int current_enemy) { int enemy_team_mask, enemy_objnum; ship_info *sip; enemy_team_mask = iff_get_attackee_mask(obj_team(&Objects[objnum])); bool big_only_flag = all_turret_weapons_have_flags(&turret_subsys->weapons, WIF_HUGE); bool small_only_flag = all_turret_weapons_have_flags2(&turret_subsys->weapons, WIF2_SMALL_ONLY); bool tagged_only_flag = all_turret_weapons_have_flags2(&turret_subsys->weapons, WIF2_TAGGED_ONLY) || (turret_subsys->weapons.flags & SW_FLAG_TAGGED_ONLY); bool beam_flag = turret_weapon_has_flags(&turret_subsys->weapons, WIF_BEAM); bool flak_flag = turret_weapon_has_flags(&turret_subsys->weapons, WIF_FLAK); bool laser_flag = turret_weapon_has_subtype(&turret_subsys->weapons, WP_LASER); bool missile_flag = turret_weapon_has_subtype(&turret_subsys->weapons, WP_MISSILE); // If a small ship and target_objnum != -1, use that as goal. ai_info *aip = &Ai_info[Ships[Objects[objnum].instance].ai_index]; sip = &Ship_info[Ships[Objects[objnum].instance].ship_info_index]; if ((Ship_types[sip->class_type].ship_bools & STI_TURRET_TGT_SHIP_TGT) && (aip->target_objnum != -1)) { int target_objnum = aip->target_objnum; if (Objects[target_objnum].signature == aip->target_signature) { if (iff_matches_mask(Ships[Objects[target_objnum].instance].team, enemy_team_mask)) { if ( !(Objects[target_objnum].flags & OF_PROTECTED) ) { // check this flag as well // nprintf(("AI", "Frame %i: Object %i resuming goal of object %i\n", AI_FrameCount, objnum, target_objnum)); return target_objnum; } } } else { aip->target_objnum = -1; aip->target_signature = -1; } // Not small or small with target objnum } else { // maybe use aip->target_objnum as next target if ((frand() < 0.8f) && (aip->target_objnum != -1) && Use_parent_target) { //check if aip->target_objnum is valid target int target_flags = Objects[aip->target_objnum].flags; if ( target_flags & OF_PROTECTED ) { // AL 2-27-98: why is a protected ship being targeted? set_target_objnum(aip, -1); return -1; } // maybe use ship target_objnum if valid for turret // check for beam weapon and beam protected, etc. bool skip = false; if ( (target_flags & OF_BEAM_PROTECTED) && beam_flag ) skip = true; else if ( (target_flags & OF_FLAK_PROTECTED) && flak_flag ) skip = true; else if ( (target_flags & OF_LASER_PROTECTED) && laser_flag ) skip = true; else if ( (target_flags & OF_MISSILE_PROTECTED) && missile_flag ) skip = true; if (!skip) { if ( Objects[aip->target_objnum].type == OBJ_SHIP ) { // check for huge weapon and huge ship if ( !big_only_flag || (Ship_info[Ships[Objects[aip->target_objnum].instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) ) { // check for tagged only and tagged ship if ( tagged_only_flag && ship_is_tagged(&Objects[aip->target_objnum]) ) { // select new target if aip->target_objnum is out of field of view vec3d v2e; float dist; bool in_fov; dist = vm_vec_normalized_dir(&v2e, &Objects[aip->target_objnum].pos, tpos); in_fov = turret_fov_test(turret_subsys, tvec, &v2e); if (turret_subsys->flags & SSF_FOV_EDGE_CHECK) { if (in_fov == false) if (object_in_turret_fov(&Objects[aip->target_objnum], turret_subsys, tvec, tpos, dist + Objects[aip->target_objnum].radius)) in_fov = true; } // MODIFY FOR ATTACKING BIG SHIP // dot += (0.5f * Objects[aip->target_objnum].radius / dist); if (in_fov) { return aip->target_objnum; } } } } } } } enemy_objnum = get_nearest_turret_objnum(objnum, turret_subsys, enemy_team_mask, tpos, tvec, current_enemy, big_only_flag, small_only_flag, tagged_only_flag, beam_flag, flak_flag, laser_flag, missile_flag); if ( enemy_objnum >= 0 ) { Assert( !((Objects[enemy_objnum].flags & OF_BEAM_PROTECTED) && beam_flag) ); Assert( !((Objects[enemy_objnum].flags & OF_FLAK_PROTECTED) && flak_flag) ); Assert( !((Objects[enemy_objnum].flags & OF_LASER_PROTECTED) && laser_flag) ); Assert( !((Objects[enemy_objnum].flags & OF_MISSILE_PROTECTED) && missile_flag) ); if ( Objects[enemy_objnum].flags & OF_PROTECTED ) { Int3(); enemy_objnum = aip->target_objnum; } } return enemy_objnum; } /** * Given an object and a turret on that object, return the global position and forward vector * of the turret. * * @param objp Pointer to object * @param tp Turrent model system on that object * @param gpos [Output] Global absolute position of gun firing point * @param gvec [Output] Global vector * * @note The gun normal is the unrotated gun normal, (the center of the FOV cone), not * the actual gun normal given using the current turret heading. But it _is_ rotated into the model's orientation * in global space. */ void ship_get_global_turret_info(object *objp, model_subsystem *tp, vec3d *gpos, vec3d *gvec) { // vm_vec_unrotate(gpos, &tp->turret_avg_firing_point, &objp->orient); vm_vec_unrotate(gpos, &tp->pnt, &objp->orient); vm_vec_add2(gpos, &objp->pos); vm_vec_unrotate(gvec, &tp->turret_norm, &objp->orient); } /** * Given an object and a turret on that object, return the actual firing point of the gun and its normal. * * @note This uses the current turret angles. We are keeping track of which * gun to fire next in the ship specific info for this turret subobject. Use this info * to determine which position to fire from next. * * @param objp Pointer to object * @param ssp Pointer to turret subsystem * @param gpos Absolute position of gun firing point * @param gvec Vector from *gpos to *targetp * @param use_angles Use current angles * @param targetp Pointer to target object */ void ship_get_global_turret_gun_info(object *objp, ship_subsys *ssp, vec3d *gpos, vec3d *gvec, int use_angles, vec3d *targetp) { vec3d * gun_pos; model_subsystem *tp = ssp->system_info; //ship_model_start(objp); gun_pos = &tp->turret_firing_point[ssp->turret_next_fire_pos % tp->turret_num_firing_points]; //model_find_world_point(gpos, gun_pos, tp->model_num, tp->turret_gun_sobj, &objp->orient, &objp->pos ); model_instance_find_world_point(gpos, gun_pos, tp->model_num, Ships[objp->instance].model_instance_num, tp->turret_gun_sobj, &objp->orient, &objp->pos); if (use_angles) model_instance_find_world_dir(gvec, &tp->turret_norm, tp->model_num, Ships[objp->instance].model_instance_num, tp->turret_gun_sobj, &objp->orient, &objp->pos ); else { //vector gun_pos2; //vm_vec_add(&gun_pos2, gpos, gun_pos); vm_vec_normalized_dir(gvec, targetp, gpos); } //ship_model_stop(objp); // per firingpoint based changes go here for turrets } /** * Update turret aiming data based on max turret aim update delay */ void turret_ai_update_aim(ai_info *aip, object *En_Objp, ship_subsys *ss) { if (Missiontime >= ss->next_aim_pos_time) { ss->last_aim_enemy_pos = En_Objp->pos; ss->last_aim_enemy_vel = En_Objp->phys_info.vel; ss->next_aim_pos_time = Missiontime + fl2f(frand_range(0.0f, aip->ai_turret_max_aim_update_delay)); } else { //Update the position based on the velocity (assume no velocity vector change) vm_vec_scale_add2(&ss->last_aim_enemy_pos, &ss->last_aim_enemy_vel, flFrametime); } } /** * Rotate a turret towards an enemy. * * Some obscure model thing only John Slagel knows about. * Sets predicted enemy position. * If the turret (*ss) has a subsystem targeted, the subsystem is used as the predicted point. * * @return TRUE if caller should use angles in subsequent rotations. */ int aifft_rotate_turret(ship *shipp, int parent_objnum, ship_subsys *ss, object *objp, object *lep, vec3d *predicted_enemy_pos, vec3d *gvec) { int ret_val __attribute__((__unused__)) = 0; // to be used in future, see comment @ end of function if (ss->turret_enemy_objnum != -1) { model_subsystem *tp = ss->system_info; vec3d gun_pos, gun_vec, target_moving_direction; //float weapon_speed; float weapon_system_strength; //HACK HACK HACK -WMC //This should use the best weapon variable //It doesn't, because I haven't implemented code to set it yet -WMC int best_weapon_tidx = turret_select_best_weapon(ss, lep); //This turret doesn't have any good weapons if (best_weapon_tidx < 0) return 0; weapon_info *wip = get_turret_weapon_wip(&ss->weapons, best_weapon_tidx); // weapon_system_strength scales time enemy in range in 0..1. So, the lower this is, the worse the aiming will be. weapon_system_strength = ship_get_subsystem_strength(shipp, SUBSYSTEM_WEAPONS); ship_get_global_turret_info(&Objects[parent_objnum], tp, &gun_pos, &gun_vec); //Update "known" position and velocity of target. Only matters if max_aim_update_delay is set. turret_ai_update_aim(&Ai_info[shipp->ai_index], &Objects[ss->turret_enemy_objnum], ss); //Figure out what point on the ship we want to point the gun at, and store the global location //in enemy_point. vec3d enemy_point; if ((ss->targeted_subsys != NULL) && !(ss->flags & SSF_NO_SS_TARGETING)) { if (ss->turret_enemy_objnum != -1) { vm_vec_unrotate(&enemy_point, &ss->targeted_subsys->system_info->pnt, &Objects[ss->turret_enemy_objnum].orient); vm_vec_add2(&enemy_point, &ss->last_aim_enemy_pos); } } else { if ((lep->type == OBJ_SHIP) && (Ship_info[Ships[lep->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) { ai_big_pick_attack_point_turret(lep, ss, &gun_pos, &gun_vec, &enemy_point, tp->turret_fov, MIN(wip->max_speed * wip->lifetime, wip->weapon_range)); } else { enemy_point = ss->last_aim_enemy_pos; } } target_moving_direction = ss->last_aim_enemy_vel; //Try to guess where the enemy will be, and store that spot in predicted_enemy_pos if (The_mission.ai_profile->flags & AIPF_USE_ADDITIVE_WEAPON_VELOCITY) { vm_vec_scale_sub2(&target_moving_direction, &objp->phys_info.vel, wip->vel_inherit_amount); } set_predicted_enemy_pos_turret(predicted_enemy_pos, &gun_pos, objp, &enemy_point, &target_moving_direction, wip->max_speed, ss->turret_time_enemy_in_range * (weapon_system_strength + 1.0f)/2.0f); //Mess with the turret's accuracy if the weapon system is damaged. if (weapon_system_strength < 0.7f) { vec3d rand_vec; static_randvec(Missiontime >> 18, &rand_vec); // Return same random number for two seconds. // Add to predicted_enemy_pos value in .45 to 1.5x radius of enemy ship, so will often miss, but not by a huge amount. vm_vec_scale_add2(predicted_enemy_pos, &rand_vec, (1.0f - weapon_system_strength)*1.5f * lep->radius); } //Get the normalized dir between the turret and the predicted enemy position. //If the dot product is smaller than or equal to the turret's FOV, try and point the gun at it. vec3d v2e; vm_vec_normalized_dir(&v2e, predicted_enemy_pos, &gun_pos); bool in_fov; in_fov = turret_fov_test(ss, gvec, &v2e); if (ss->flags & SSF_FOV_EDGE_CHECK) { if (in_fov == false) in_fov = is_object_radius_in_turret_fov(&Objects[ss->turret_enemy_objnum], ss, gvec, &gun_pos, &v2e, predicted_enemy_pos, 0.0f); } if (in_fov) { ret_val = model_rotate_gun(Ship_info[shipp->ship_info_index].model_num, tp, &Objects[parent_objnum].orient, &ss->submodel_info_1.angs, &ss->submodel_info_2.angs, &Objects[parent_objnum].pos, predicted_enemy_pos, shipp->objnum); } else if ((tp->flags & MSS_FLAG_TURRET_RESET_IDLE) &&(timestamp_elapsed(ss->rotation_timestamp))) { ret_val = model_rotate_gun(Ship_info[shipp->ship_info_index].model_num, tp, &Objects[parent_objnum].orient, &ss->submodel_info_1.angs, &ss->submodel_info_2.angs, &Objects[parent_objnum].pos, predicted_enemy_pos, shipp->objnum, true); } } else if ((ss->system_info->flags & MSS_FLAG_TURRET_RESET_IDLE) && (timestamp_elapsed(ss->rotation_timestamp))) { ret_val = model_rotate_gun(Ship_info[shipp->ship_info_index].model_num, ss->system_info, &Objects[parent_objnum].orient, &ss->submodel_info_1.angs, &ss->submodel_info_2.angs, &Objects[parent_objnum].pos, predicted_enemy_pos, shipp->objnum, true); } // by default "ret_val" should be set to 1 for multi-part turrets, and 0 for single-part turrets // but we need to keep retail behavior by default, which means always returning 0 unless a special // flag is used. the "ret_val" stuff is here is needed/wanted at a later date however. //return ret_val; // return 0 by default (to preserve retail behavior) but allow for a per-subsystem option // for using the turret normals for firing if (ss->system_info->flags & MSS_FLAG_FIRE_ON_NORMAL) return 1; return 0; } /** * Determine if subsystem *enemy_subsysp is hittable from objp. * * @return Dot product of vector from point abs_gunposp to *enemy_subsysp, if hittable */ float aifft_compute_turret_dot(object *objp, object *enemy_objp, vec3d *abs_gunposp, ship_subsys *turret_subsysp, ship_subsys *enemy_subsysp) { float dot_out; vec3d subobj_pos, vector_out; vm_vec_unrotate(&subobj_pos, &enemy_subsysp->system_info->pnt, &enemy_objp->orient); vm_vec_add2(&subobj_pos, &enemy_objp->pos); if (ship_subsystem_in_sight(enemy_objp, enemy_subsysp, abs_gunposp, &subobj_pos, 1, &dot_out, &vector_out)) { vec3d turret_norm; vm_vec_unrotate(&turret_norm, &turret_subsysp->system_info->turret_norm, &objp->orient); float dot_return = vm_vec_dot(&turret_norm, &vector_out); if (Ai_info[Ships[objp->instance].ai_index].ai_profile_flags & AIPF_SMART_SUBSYSTEM_TARGETING_FOR_TURRETS) { if (dot_return > turret_subsysp->system_info->turret_fov) { // target is in sight and in fov return dot_return; } else { // target is in sight but is not in turret's fov return -1.0f; } } else { // target is in sight and we don't care if its in turret's fov or not return dot_return; } } else return -1.0f; } // NOTE: Do not change this value unless you understand exactly what it means and what it does. // It refers to how many (non-destroyed) subsystems (and turrets) will be scanned for possible // targeting, per turret, per frame. A higher value will process more systems at once, // but it will be much slower to scan though them. It is not necessary to scan all // non-destroyed subsystem each frame for each turret. Also, "aifft_max_checks" is balanced // against the original value, be sure to account for this discrepancy with any changes. #define MAX_AIFFT_TURRETS 60 ship_subsys *aifft_list[MAX_AIFFT_TURRETS]; float aifft_rank[MAX_AIFFT_TURRETS]; int aifft_list_size = 0; int aifft_max_checks = 5; DCF(mf, "Adjusts the maximum number of tries an AI may do when trying to pick a subsystem to attack (Default is 5)") { dc_stuff_int(&aifft_max_checks); if (aifft_max_checks <= 0) { dc_printf("Value must be a non-negative, non-zero integer\n"); dc_printf("aifft_max_checks set to default value of 5\n"); aifft_max_checks = 5; } } /** * Pick a subsystem to attack on enemy_objp. * Only pick one if enemy_objp is a big ship or a capital ship. * * @return Dot product from turret to subsystem in *dot_out */ ship_subsys *aifft_find_turret_subsys(object *objp, ship_subsys *ssp, object *enemy_objp, float *dot_out) { ship *eshipp, *shipp; ship_info *esip; ship_subsys *best_subsysp = NULL; float dot; Assert(enemy_objp->type == OBJ_SHIP); eshipp = &Ships[enemy_objp->instance]; esip = &Ship_info[eshipp->ship_info_index]; shipp = &Ships[objp->instance]; float best_dot = 0.0f; *dot_out = best_dot; // Compute absolute gun position. vec3d abs_gun_pos; vm_vec_unrotate(&abs_gun_pos, &ssp->system_info->pnt, &objp->orient); vm_vec_add2(&abs_gun_pos, &objp->pos); // Only pick a turret to attack on large ships. if (!(esip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) return best_subsysp; // Make sure big or huge ship *actually* has subsystems (ie, knossos) if (esip->n_subsystems == 0) { return best_subsysp; } // first build up a list subsystems to traverse ship_subsys *pss; aifft_list_size = 0; for ( pss = GET_FIRST(&eshipp->subsys_list); pss !=END_OF_LIST(&eshipp->subsys_list); pss = GET_NEXT(pss) ) { model_subsystem *psub = pss->system_info; // if we've reached max turrets bail if(aifft_list_size >= MAX_AIFFT_TURRETS){ break; } // Don't process destroyed objects if ( pss->current_hits <= 0.0f ){ continue; } switch (psub->type) { case SUBSYSTEM_WEAPONS: aifft_list[aifft_list_size] = pss; aifft_rank[aifft_list_size++] = 1.4f; break; case SUBSYSTEM_TURRET: aifft_list[aifft_list_size] = pss; aifft_rank[aifft_list_size++] = 1.2f; break; case SUBSYSTEM_SENSORS: case SUBSYSTEM_ENGINE: aifft_list[aifft_list_size] = pss; aifft_rank[aifft_list_size++] = 1.0f; break; } } // DKA: 6/28/99 all subsystems can be destroyed. //Assert(aifft_list_size > 0); if (aifft_list_size == 0) { return best_subsysp; } // determine a stride value so we're not checking too many turrets int stride = aifft_list_size > aifft_max_checks ? aifft_list_size / aifft_max_checks : 1; if(stride <= 0){ stride = 1; } int offset = (int)frand_range(0.0f, (float)(aifft_list_size % stride)); int idx; float dot_fov_modifier = 0.0f; if (Ai_info[shipp->ai_index].ai_profile_flags & AIPF_SMART_SUBSYSTEM_TARGETING_FOR_TURRETS) { if (ssp->system_info->turret_fov < 0) dot_fov_modifier = ssp->system_info->turret_fov; } for(idx=offset; idx best_dot) { best_dot = (dot - dot_fov_modifier)*aifft_rank[idx]; best_subsysp = aifft_list[idx]; } } Assert(best_subsysp != &eshipp->subsys_list); *dot_out = best_dot; return best_subsysp; } /** * @return !0 if the specified target should scan for a new target, otherwise return 0 */ int turret_should_pick_new_target(ship_subsys *turret) { // int target_type; if ( timestamp_elapsed(turret->turret_next_enemy_check_stamp) ) { return 1; } /* if ( turret->turret_enemy_objnum == -1 ) { return 1; } target_type = Objects[turret->turret_enemy_objnum].type; if ( (target_type != OBJ_SHIP) && (target_type != OBJ_ASTEROID) ) { return 1; } */ return 0; } /** * Set the next fire timestamp for a turret, based on weapon type and ai class */ void turret_set_next_fire_timestamp(int weapon_num, weapon_info *wip, ship_subsys *turret, ai_info *aip) { Assert(weapon_num < MAX_SHIP_WEAPONS); float wait = 1000.0f; if (wip->burst_shots > turret->weapons.burst_counter[weapon_num]) { wait *= wip->burst_delay; turret->weapons.burst_counter[weapon_num]++; } else { wait *= wip->fire_wait; if ((wip->burst_shots > 0) && (wip->burst_flags & WBF_RANDOM_LENGTH)) { turret->weapons.burst_counter[weapon_num] = (myrand() % wip->burst_shots); } else { turret->weapons.burst_counter[weapon_num] = 0; } } int *fs_dest; if(weapon_num < MAX_SHIP_PRIMARY_BANKS) fs_dest = &turret->weapons.next_primary_fire_stamp[weapon_num]; else fs_dest = &turret->weapons.next_secondary_fire_stamp[weapon_num - MAX_SHIP_PRIMARY_BANKS]; //Check for the new cooldown flag if(!((wip->wi_flags2 & WIF2_SAME_TURRET_COOLDOWN) || ((wip->burst_shots > 0) && (wip->burst_flags & WBF_FAST_FIRING)))) { // make side even for team vs. team if (MULTI_TEAM) { // flak guns need to fire more rapidly if (wip->wi_flags & WIF_FLAK) { wait *= aip->ai_ship_fire_delay_scale_friendly * 0.5f; if (aip->ai_class_autoscale) wait += (Num_ai_classes - aip->ai_class - 1) * 40.0f; } else { wait *= aip->ai_ship_fire_delay_scale_friendly; if (aip->ai_class_autoscale) wait += (Num_ai_classes - aip->ai_class - 1) * 100.0f; } } else { // flak guns need to fire more rapidly if (wip->wi_flags & WIF_FLAK) { if (Ships[aip->shipnum].team == Player_ship->team) { wait *= aip->ai_ship_fire_delay_scale_friendly * 0.5f; } else { wait *= aip->ai_ship_fire_delay_scale_hostile * 0.5f; } if (aip->ai_class_autoscale) wait += (Num_ai_classes - aip->ai_class - 1) * 40.0f; } else if (wip->wi_flags & WIF_HUGE) { // make huge weapons fire independently of team wait *= aip->ai_ship_fire_delay_scale_friendly; if (aip->ai_class_autoscale) wait += (Num_ai_classes - aip->ai_class - 1) * 100.0f; } else { // give team friendly an advantage if (Ships[aip->shipnum].team == Player_ship->team) { wait *= aip->ai_ship_fire_delay_scale_friendly; } else { wait *= aip->ai_ship_fire_delay_scale_hostile; } if (aip->ai_class_autoscale) wait += (Num_ai_classes - aip->ai_class - 1) * 100.0f; } } // vary wait time +/- 10% wait *= frand_range(0.9f, 1.1f); } if(turret->rof_scaler != 1.0f) wait /= get_adjusted_turret_rof(turret); (*fs_dest) = timestamp((int)wait); } /** * Decide if a turret should launch an aspect seeking missile */ int turret_should_fire_aspect(ship_subsys *turret, weapon_info *wip, bool in_sight) { if ( in_sight && (turret->turret_time_enemy_in_range >= MIN(wip->min_lock_time,AICODE_TURRET_MAX_TIME_IN_RANGE)) ) { return 1; } return 0; } /** * Update how long current target has been in this turrets range */ void turret_update_enemy_in_range(ship_subsys *turret, float seconds) { turret->turret_time_enemy_in_range += seconds; if ( turret->turret_time_enemy_in_range < 0.0f ) { turret->turret_time_enemy_in_range = 0.0f; } if ( turret->turret_time_enemy_in_range > AICODE_TURRET_MAX_TIME_IN_RANGE ) { turret->turret_time_enemy_in_range = AICODE_TURRET_MAX_TIME_IN_RANGE; } } /** * Fire a weapon from a turret */ bool turret_fire_weapon(int weapon_num, ship_subsys *turret, int parent_objnum, vec3d *turret_pos, vec3d *turret_fvec, vec3d *predicted_pos = NULL, float flak_range_override = 100.0f) { matrix turret_orient; int weapon_objnum; ai_info *parent_aip; ship *parent_ship; float flak_range = 0.0f; weapon_info *wip; weapon *wp; object *objp; bool last_shot_in_salvo = true; if (turret->system_info->flags & MSS_FLAG_TURRET_SALVO) { if ((turret->turret_next_fire_pos + 1) == (turret->system_info->turret_num_firing_points)) { last_shot_in_salvo = true; } else { last_shot_in_salvo = false; } } //WMC - Limit firing to firestamp if((!timestamp_elapsed(get_turret_weapon_next_fire_stamp(&turret->weapons, weapon_num))) && last_shot_in_salvo) return false; parent_aip = &Ai_info[Ships[Objects[parent_objnum].instance].ai_index]; parent_ship = &Ships[Objects[parent_objnum].instance]; wip = get_turret_weapon_wip(&turret->weapons, weapon_num); int turret_weapon_class = WEAPON_INFO_INDEX(wip); #ifndef NDEBUG // moved here from check_ok_to_fire if (turret->turret_enemy_objnum >= 0) { object *tobjp = &Objects[turret->turret_enemy_objnum]; // should not get this far. check if ship is protected from beam and weapon is type beam if ( (wip->wi_flags & WIF_BEAM) && (tobjp->flags & OF_BEAM_PROTECTED) ) { Int3(); return 0; } // should not get this far. check if ship is protected from flak and weapon is type flak else if ( (wip->wi_flags & WIF_FLAK) && (tobjp->flags & OF_FLAK_PROTECTED) ) { Int3(); return 0; } // should not get this far. check if ship is protected from laser and weapon is type laser else if ( (wip->subtype == WP_LASER) && (tobjp->flags & OF_LASER_PROTECTED) ) { Int3(); return 0; } // should not get this far. check if ship is protected from missile and weapon is type missile else if ( (wip->subtype == WP_MISSILE) && (tobjp->flags & OF_MISSILE_PROTECTED) ) { Int3(); return 0; } } #endif if (check_ok_to_fire(parent_objnum, turret->turret_enemy_objnum, wip)) { vm_vector_2_matrix(&turret_orient, turret_fvec, NULL, NULL); turret->turret_last_fire_direction = *turret_fvec; // set next fire timestamp for the turret if (last_shot_in_salvo) turret_set_next_fire_timestamp(weapon_num, wip, turret, parent_aip); // if this weapon is a beam weapon, handle it specially if (wip->wi_flags & WIF_BEAM) { // if this beam isn't free to fire if (!(turret->weapons.flags & SW_FLAG_BEAM_FREE)) { return false; } beam_fire_info fire_info; // stuff beam firing info memset(&fire_info, 0, sizeof(beam_fire_info)); fire_info.accuracy = 1.0f; fire_info.beam_info_index = turret_weapon_class; fire_info.beam_info_override = NULL; fire_info.shooter = &Objects[parent_objnum]; fire_info.target = &Objects[turret->turret_enemy_objnum]; if (wip->wi_flags2 & WIF2_ANTISUBSYSBEAM) fire_info.target_subsys = turret->targeted_subsys; else fire_info.target_subsys = NULL; fire_info.turret = turret; // fire a beam weapon beam_fire(&fire_info); turret->flags |= SSF_HAS_FIRED; //set fired flag for scripting -nike return true; } // don't fire swam, but set up swarm info instead else if ((wip->wi_flags & WIF_SWARM) || (wip->wi_flags & WIF_CORKSCREW)) { turret_swarm_set_up_info(parent_objnum, turret, wip, turret->turret_next_fire_pos); turret->flags |= SSF_HAS_FIRED; //set fired flag for scripting -nike return true; } // now do anything else else { for (int i = 0; i < wip->shots; i++) { // zookeeper - Firepoints should cycle normally between shots, // so we need to get the position info separately for each shot ship_get_global_turret_gun_info(&Objects[parent_objnum], turret, turret_pos, turret_fvec, 1, NULL); weapon_objnum = weapon_create( turret_pos, &turret_orient, turret_weapon_class, parent_objnum, -1, 1, 0,0.0f, turret); weapon_set_tracking_info(weapon_objnum, parent_objnum, turret->turret_enemy_objnum, 1, turret->targeted_subsys); //nprintf(("AI", "Turret_time_enemy_in_range = %7.3f\n", ss->turret_time_enemy_in_range)); if (weapon_objnum != -1) { objp = &Objects[weapon_objnum]; wp = &Weapons[objp->instance]; wip = &Weapon_info[wp->weapon_info_index]; parent_ship->last_fired_turret = turret; turret->last_fired_weapon_info_index = wp->weapon_info_index; wp->target_num = turret->turret_enemy_objnum; // AL 1-6-97: Store pointer to turret subsystem wp->turret_subsys = turret; Script_system.SetHookObjects(3, "Ship", &Objects[parent_objnum], "Weapon", objp, "Target", &Objects[turret->turret_enemy_objnum]); Script_system.RunCondition(CHA_ONTURRETFIRED, 0, NULL, &Objects[parent_objnum]); // if the gun is a flak gun if (wip->wi_flags & WIF_FLAK) { // show a muzzle flash flak_muzzle_flash(turret_pos, turret_fvec, &Objects[parent_ship->objnum].phys_info, turret_weapon_class); if(predicted_pos != NULL) { // pick a firing range so that it detonates properly flak_pick_range(objp, turret_pos, predicted_pos, ship_get_subsystem_strength(parent_ship, SUBSYSTEM_WEAPONS)); // determine what that range was flak_range = flak_get_range(objp); } else { flak_set_range(objp, flak_range_override); } } // otherwise just do mflash if the weapon has it else if (wip->muzzle_flash >= 0) { mflash_create(turret_pos, turret_fvec, &Objects[parent_ship->objnum].phys_info, wip->muzzle_flash); } // in multiplayer (and the master), then send a turret fired packet. if ( MULTIPLAYER_MASTER && (weapon_objnum != -1) ) { int subsys_index; subsys_index = ship_get_index_from_subsys(turret, parent_objnum ); Assert( subsys_index != -1 ); if(wip->wi_flags & WIF_FLAK){ send_flak_fired_packet( parent_objnum, subsys_index, weapon_objnum, flak_range ); } else { send_turret_fired_packet( parent_objnum, subsys_index, weapon_objnum ); } } if ( wip->launch_snd != -1 ) { // Don't play turret firing sound if turret sits on player ship... it gets annoying. if ( parent_objnum != OBJ_INDEX(Player_obj) || (turret->flags & SSF_PLAY_SOUND_FOR_PLAYER) ) { snd_play_3d( &Snds[wip->launch_snd], turret_pos, &View_position ); } } } turret->turret_next_fire_pos++; } turret->turret_next_fire_pos--; // reset any animations if we need to // (I'm not sure how accurate this timestamp would be in practice - taylor) if (turret->turret_animation_position == MA_POS_READY) turret->turret_animation_done_time = timestamp(100); } } //Not useful -WMC else if (!(parent_aip->ai_profile_flags & AIPF_DONT_INSERT_RANDOM_TURRET_FIRE_DELAY) && last_shot_in_salvo) { float wait = 1000.0f * frand_range(0.9f, 1.1f); turret->turret_next_fire_stamp = timestamp((int) wait); } turret->flags |= SSF_HAS_FIRED; //set has fired flag for scriptng - nuke //Fire animation stuff model_anim_start_type(turret, TRIGGER_TYPE_TURRET_FIRED, ANIMATION_SUBTYPE_ALL, 1); return true; } //void turret_swarm_fire_from_turret(ship_subsys *turret, int parent_objnum, int target_objnum, ship_subsys *target_subsys) void turret_swarm_fire_from_turret(turret_swarm_info *tsi) { int weapon_objnum; matrix turret_orient; vec3d turret_pos, turret_fvec; // parent not alive, quick out. if (Objects[tsi->parent_objnum].type != OBJ_SHIP) { return; } // if fixed fp make sure to use constant fp if (tsi->turret->system_info->flags & MSS_FLAG_TURRET_FIXED_FP) tsi->turret->turret_next_fire_pos = tsi->weapon_num; // change firing point ship_get_global_turret_gun_info(&Objects[tsi->parent_objnum], tsi->turret, &turret_pos, &turret_fvec, 1, NULL); tsi->turret->turret_next_fire_pos++; //check if this really is a swarm. If not, how the hell did it get here? Assert((Weapon_info[tsi->weapon_class].wi_flags & WIF_SWARM) || (Weapon_info[tsi->weapon_class].wi_flags & WIF_CORKSCREW)); // *If it's a non-homer, then use the last fire direction instead of turret orientation to fix inaccuracy // problems with non-homing swarm weapons -Et1 if ( (Weapon_info[tsi->weapon_class].subtype == WP_LASER) || ((The_mission.ai_profile->flags & AIPF_HACK_IMPROVE_NON_HOMING_SWARM_TURRET_FIRE_ACCURACY) && !(Weapon_info[tsi->weapon_class].wi_flags & WIF_HOMING)) ) { turret_fvec = tsi->turret->turret_last_fire_direction; } // make turret_orient from turret_fvec -- turret->turret_last_fire_direction vm_vector_2_matrix(&turret_orient, &turret_fvec, NULL, NULL); // create weapon and homing info weapon_objnum = weapon_create(&turret_pos, &turret_orient, tsi->weapon_class, tsi->parent_objnum, -1, 1, 0, 0.0f, tsi->turret); weapon_set_tracking_info(weapon_objnum, tsi->parent_objnum, tsi->target_objnum, 1, tsi->target_subsys); // do other cool stuff if weapon is created. if (weapon_objnum > -1) { Weapons[Objects[weapon_objnum].instance].turret_subsys = tsi->turret; Weapons[Objects[weapon_objnum].instance].target_num = tsi->turret->turret_enemy_objnum; // muzzle flash? if (Weapon_info[tsi->weapon_class].muzzle_flash >= 0) { mflash_create(&turret_pos, &turret_fvec, &Objects[tsi->parent_objnum].phys_info, Weapon_info[tsi->weapon_class].muzzle_flash); } // maybe sound if ( Weapon_info[tsi->weapon_class].launch_snd != -1 ) { // Don't play turret firing sound if turret sits on player ship... it gets annoying. if ( tsi->parent_objnum != OBJ_INDEX(Player_obj) ) { snd_play_3d( &Snds[Weapon_info[tsi->weapon_class].launch_snd], &turret_pos, &View_position ); } } // in multiplayer (and the master), then send a turret fired packet. if ( MULTIPLAYER_MASTER && (weapon_objnum != -1) ) { int subsys_index; subsys_index = ship_get_index_from_subsys(tsi->turret, tsi->parent_objnum ); Assert( subsys_index != -1 ); send_turret_fired_packet( tsi->parent_objnum, subsys_index, weapon_objnum ); } } } int Num_ai_firing = 0; int Num_find_turret_enemy = 0; int Num_turrets_fired = 0; /** * Given a turret tp and its parent parent_objnum, fire from the turret at its enemy. */ extern int Nebula_sec_range; void ai_fire_from_turret(ship *shipp, ship_subsys *ss, int parent_objnum) { float weapon_firing_range; // *Weapon minimum firing range -Et1 float WeaponMinRange; vec3d v2e; object *lep; // Last enemy pointer model_subsystem *tp = ss->system_info; ship_weapon *swp = &ss->weapons; vec3d predicted_enemy_pos = vmd_zero_vector; object *objp; //ai_info *aip; // Reset the points to target value ss->points_to_target = -1.0f; ss->base_rotation_rate_pct = 0.0f; ss->gun_rotation_rate_pct = 0.0f; if (!Ai_firing_enabled) { return; } if (ss->current_hits <= 0.0f) { return; } if ( ship_subsys_disrupted(ss) ){ // AL 1/19/98: Make sure turret isn't suffering disruption effects return; } // Check turret free if (ss->weapons.flags & SW_FLAG_TURRET_LOCK) { return; } // check if there is any available weapon to fire int weap_check; bool valid_weap = false; for (weap_check = 0; (weap_check < swp->num_primary_banks) && !valid_weap; weap_check++) { if (swp->primary_bank_weapons[weap_check] >= 0) valid_weap = true; } if (!valid_weap) { for (weap_check = 0; (weap_check < ss->weapons.num_secondary_banks) && !valid_weap; weap_check++) { if (ss->weapons.secondary_bank_weapons[weap_check] >= 0) valid_weap = true; } if (!valid_weap) return; } // If beam weapon, check beam free if ( all_turret_weapons_have_flags(swp, WIF_BEAM) && !(swp->flags & SW_FLAG_BEAM_FREE) ) { return; } if (ss->turret_animation_position == MA_POS_SET) { if ( timestamp_elapsed(ss->turret_animation_done_time) ) { ss->turret_animation_position = MA_POS_READY; // setup a reversal (closing) timestamp at 1 second // (NOTE: this will probably get changed by other parts of the code (swarming, beams, etc) to be // a more accurate time, but we need to give it a long enough time for the other parts of the code // to change the timestamp before it gets acted upon - taylor) ss->turret_animation_done_time = timestamp(200); } else { return; } } Assert((parent_objnum >= 0) && (parent_objnum < MAX_OBJECTS)); objp = &Objects[parent_objnum]; Assert(objp->type == OBJ_SHIP); Assert( shipp->objnum == parent_objnum ); // Monitor number of calls to ai_fire_from_turret Num_ai_firing++; if ( (ss->turret_enemy_objnum < 0 || ss->turret_enemy_objnum >= MAX_OBJECTS) || (ss->turret_enemy_sig != Objects[ss->turret_enemy_objnum].signature)) { ss->turret_enemy_objnum = -1; lep = NULL; } else { lep = &Objects[ss->turret_enemy_objnum]; } //aip = &Ai_info[Ships[objp->instance].ai_index]; // Wanderer - make sure turrets already have all the data if ( !(tp->flags & MSS_FLAG_TURRET_MATRIX) ) { if (!(tp->turret_gun_sobj == tp->subobj_num)) { model_make_turret_matrix(Ship_info[shipp->ship_info_index].model_num, tp ); } } // Use the turret info for all guns, not one gun in particular. vec3d gvec, gpos; ship_get_global_turret_info(&Objects[parent_objnum], tp, &gpos, &gvec); if (tp->flags & MSS_FLAG_TURRET_ALT_MATH) { vm_matrix_x_matrix( &ss->world_to_turret_matrix, &Objects[parent_objnum].orient, &tp->turret_matrix ); } // Rotate the turret even if time hasn't elapsed, since it needs to turn to face its target. int use_angles = aifft_rotate_turret(shipp, parent_objnum, ss, objp, lep, &predicted_enemy_pos, &gvec); if ((tp->flags & MSS_FLAG_FIRE_ON_TARGET) && (ss->points_to_target >= 0.0f)) { // value probably needs tweaking... could perhaps be made into table option? if (ss->points_to_target > 0.010f) return; } if ( !timestamp_elapsed(ss->turret_next_fire_stamp) ) { return; } // Don't try to fire beyond weapon_limit_range //WMC - OTC //weapon_firing_range = MIN(Weapon_info[tp->turret_weapon_type].lifetime * Weapon_info[tp->turret_weapon_type].max_speed, Weapon_info[tp->turret_weapon_type].weapon_range); //WMC - build a list of valid weapons. Fire spawns if there are any. float dist_to_enemy = 0.0f; if(lep != NULL) { if (The_mission.ai_profile->flags2 & AIPF2_TURRETS_IGNORE_TARGET_RADIUS) dist_to_enemy = MAX(0,vm_vec_normalized_dir(&v2e, &predicted_enemy_pos, &gpos)); else dist_to_enemy = MAX(0,vm_vec_normalized_dir(&v2e, &predicted_enemy_pos, &gpos) - lep->radius); } int valid_weapons[MAX_SHIP_PRIMARY_BANKS + MAX_SHIP_SECONDARY_BANKS]; int num_valid = 0; weapon_info *wip; int num_ships_nearby = num_nearby_fighters(iff_get_attackee_mask(obj_team(&Objects[parent_objnum])), &gpos, 1500.0f); int i; int secnum = 0; for(i = 0; i < (MAX_SHIP_WEAPONS); i++) { //WMC - Only fire more than once if we have multiple guns flag set. if(num_valid > 0 && !(tp->flags & MSS_FLAG_USE_MULTIPLE_GUNS)) break; if(i < MAX_SHIP_PRIMARY_BANKS) { if(i >= swp->num_primary_banks) { //set to MAX_SHIP_PRIMARY_BANKS - 1 since i is incremented at the top of the loop //otherwise, we would pass over the first secondary weapon in the bank i = MAX_SHIP_PRIMARY_BANKS - 1; //we are done with primaries continue; } if ( !timestamp_elapsed(swp->next_primary_fire_stamp[i])) { continue; } wip = &Weapon_info[swp->primary_bank_weapons[i]]; } else { secnum = i - MAX_SHIP_PRIMARY_BANKS; if(secnum >= swp->num_secondary_banks) break; //we are done. if ( !timestamp_elapsed(swp->next_secondary_fire_stamp[secnum])) { continue; } wip = &Weapon_info[swp->secondary_bank_weapons[secnum]]; } //If this is a spawning type weapon, shoot it! //If 'smart spawn' just use it like normal weapons if ( (wip->wi_flags & WIF_SPAWN) && !(wip->wi_flags2 & WIF2_SMART_SPAWN) ) { if (( num_ships_nearby >= 3 ) || ((num_ships_nearby >= 2) && (frand() < 0.1f))) { turret_fire_weapon(i, ss, parent_objnum, &gpos, &ss->turret_last_fire_direction); } else { ss->turret_next_fire_stamp = timestamp(1000); // Regardless of firing rate, don't check whether should fire for awhile. } //we're done with this weapon mount continue; } if(wip->wi_flags2 & WIF2_LOCAL_SSM) { weapon_firing_range=wip->lssm_lock_range; WeaponMinRange = 0.0f; } else { weapon_firing_range = MIN(wip->lifetime * wip->max_speed, wip->weapon_range); WeaponMinRange = wip->WeaponMinRange; } if (wip->wi_flags & WIF_BEAM) { if ( !((shipp->tag_left > 0) || (shipp->level2_tag_left > 0)) ) { if (Nebula_sec_range) { weapon_firing_range *= BEAM_NEBULA_RANGE_REDUCE_FACTOR; // *Scale minimum weapon range in nebula -Et1 //Why? - WMC //Commented this out, because it doesn't make sense - WMC //WeaponMinRange *= BEAM_NEBULA_RANGE_REDUCE_FACTOR; } } } if(lep != NULL) { if( (dist_to_enemy <= weapon_firing_range) && (dist_to_enemy >= WeaponMinRange) ) { if ( wip->wi_flags & WIF_HUGE ) { if ( lep->type != OBJ_SHIP ) { continue; } if ( !(Ship_info[Ships[lep->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) ) { continue; } } if ( wip->wi_flags2 & WIF2_SMALL_ONLY ) { if ( (lep->type == OBJ_SHIP) && (Ship_info[Ships[lep->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) ) { continue; } } bool tagged_only = ((wip->wi_flags2 & WIF2_TAGGED_ONLY) || (ss->weapons.flags & SW_FLAG_TAGGED_ONLY)); if (lep->type == OBJ_SHIP) { // Check if we're targeting a protected ship if (lep->flags & OF_PROTECTED) { ss->turret_enemy_objnum = -1; ss->turret_time_enemy_in_range = 0.0f; continue; } // Check if we're targeting a beam protected ship with a beam weapon if ( (lep->flags & OF_BEAM_PROTECTED) && (wip->wi_flags & WIF_BEAM) ) { ss->turret_enemy_objnum = -1; ss->turret_time_enemy_in_range = 0.0f; continue; } // Check if we're targeting a flak protected ship with a flak weapon else if ( (lep->flags & OF_FLAK_PROTECTED) && (wip->wi_flags & WIF_FLAK) ) { ss->turret_enemy_objnum = -1; ss->turret_time_enemy_in_range = 0.0f; continue; } // Check if we're targeting a laser protected ship with a laser weapon else if ( (lep->flags & OF_LASER_PROTECTED) && (wip->subtype == WP_LASER) ) { ss->turret_enemy_objnum = -1; ss->turret_time_enemy_in_range = 0.0f; continue; } // Check if we're targeting a missile protected ship with a missile weapon else if ( (lep->flags & OF_MISSILE_PROTECTED) && (wip->subtype == WP_MISSILE) ) { ss->turret_enemy_objnum = -1; ss->turret_time_enemy_in_range = 0.0f; continue; } // Check if weapon or turret is set to tagged-only // must check here in case turret has multiple weapons and not all are tagged-only else if (!ship_is_tagged(lep) && tagged_only) { continue; } } else { // check tagged-only for non-ship targets if (tagged_only && (!(lep->type == OBJ_WEAPON) || (The_mission.ai_profile->flags2 & AIPF2_STRICT_TURRET_TAGGED_ONLY_TARGETING))) { continue; } } //Add it to the list valid_weapons[num_valid++] = i; } } } //none of our guns can hit the enemy, so find a new one if(num_valid < 1) ss->turret_enemy_objnum = -1; // Maybe pick a new enemy, unless targeting has been taken over by scripting if ( turret_should_pick_new_target(ss) && !ss->scripting_target_override ) { Num_find_turret_enemy++; int objnum = find_turret_enemy(ss, parent_objnum, &gpos, &gvec, ss->turret_enemy_objnum); //Assert(objnum < 0 || is_target_beam_valid(tp, objnum)); if (objnum >= 0 && is_target_beam_valid(&ss->weapons, &Objects[objnum])) { if (ss->turret_enemy_objnum == -1) { ss->turret_enemy_objnum = objnum; ss->targeted_subsys = NULL; // Turret has retargeted; reset subsystem - Valathil for Mantis #2652 ss->turret_enemy_sig = Objects[objnum].signature; // why return? return; } else { ss->turret_enemy_objnum = objnum; ss->targeted_subsys = NULL; // Turret has retargeted; reset subsystem - Valathil for Mantis #2652 ss->turret_enemy_sig = Objects[objnum].signature; } } else { ss->turret_enemy_objnum = -1; } if (ss->turret_enemy_objnum != -1) { float dot = 1.0f; lep = &Objects[ss->turret_enemy_objnum]; if (( lep->type == OBJ_SHIP ) && !(ss->flags & SSF_NO_SS_TARGETING)) { ss->targeted_subsys = aifft_find_turret_subsys(objp, ss, lep, &dot); } ss->turret_next_enemy_check_stamp = timestamp((int) (MAX(dot, 0.5f)*2000.0f) + 1000); } else { ss->turret_next_enemy_check_stamp = timestamp((int) (2000.0f * frand_range(0.9f, 1.1f))); // Check every two seconds } } // If still don't have an enemy, return. Or, if enemy is protected, return. if (ss->turret_enemy_objnum != -1) { // Don't shoot at ship we're docked with. if (dock_check_find_docked_object(objp, &Objects[ss->turret_enemy_objnum])) { ss->turret_enemy_objnum = -1; return; } // Goober5000 - Also, don't shoot at a ship we're docking with. Volition // had this in the code originally but messed it up so that it didn't work. ai_info *aip = &Ai_info[shipp->ai_index]; if ((aip->mode == AIM_DOCK) && (aip->goal_objnum == ss->turret_enemy_objnum)) { ss->turret_enemy_objnum = -1; return; } if (Objects[ss->turret_enemy_objnum].flags & OF_PROTECTED) { // This can happen if the enemy was selected before it became protected. ss->turret_enemy_objnum = -1; return; } lep = &Objects[ss->turret_enemy_objnum]; } else { if (timestamp_until(ss->turret_next_fire_stamp) < 500) { ss->turret_next_fire_stamp = timestamp(500); } return; } if ( lep == NULL ){ mprintf(("last enemy is null\n")); return; } //This can't happen. See above code //Assert(ss->turret_enemy_objnum != -1); float dot; bool in_fov; in_fov = turret_fov_test(ss, &gvec, &v2e); // Ok, the turret is lined up... now line up a particular gun. bool ok_to_fire = false; bool something_was_ok_to_fire=false; vec3d tv2e; //so flak can get their jitter without screwing up other guns if (in_fov ) { // Do salvo thing separately - to prevent messing up things int number_of_firings; if (tp->flags & MSS_FLAG_TURRET_SALVO) { number_of_firings = tp->turret_num_firing_points; ss->turret_next_fire_pos = 0; } else { number_of_firings = num_valid; } for(i = 0; i < number_of_firings; i++) { if (tp->flags & MSS_FLAG_TURRET_FIXED_FP) { int ffp_pos = 0; int ffp_bank; ffp_bank = valid_weapons[i]; if (ffp_bank < MAX_SHIP_PRIMARY_BANKS) { ffp_pos = ffp_bank; } else { ffp_pos = ffp_bank - MAX_SHIP_PRIMARY_BANKS + ss->weapons.num_primary_banks; } ss->turret_next_fire_pos = ffp_pos; } ship_get_global_turret_gun_info(&Objects[parent_objnum], ss, &gpos, &gvec, use_angles, &predicted_enemy_pos); // Fire in the direction the turret is facing, not right at the target regardless of turret dir. vm_vec_sub(&v2e, &predicted_enemy_pos, &gpos); dist_to_enemy = vm_vec_normalize(&v2e); dot = vm_vec_dot(&v2e, &gvec); if (tp->flags & MSS_FLAG_TURRET_SALVO) wip = get_turret_weapon_wip(&ss->weapons, valid_weapons[0]); else wip = get_turret_weapon_wip(&ss->weapons, valid_weapons[i]); // We're ready to fire... now get down to specifics, like where is the // actual gun point and normal, not just the one for whole turret. // moved here as if there are two weapons with indentical fire stamps // they would have shared the fire point. tv2e = gvec; // make sure to reset this for current weapon ok_to_fire = false; // if the weapon is a flak gun, add some jitter to its aim so it fires in a "cone" // to make a cool visual effect and make them less lethal if(wip->wi_flags & WIF_FLAK){ flak_jitter_aim(&tv2e, dist_to_enemy, ship_get_subsystem_strength(shipp, SUBSYSTEM_WEAPONS), wip); } // Fire if: // dumbfire and nearly pointing at target. // heat seeking and target in a fairly wide cone. // aspect seeking and target is locked. //turret_weapon_class = tp->turret_weapon_type; bool in_sight = false; if (The_mission.ai_profile->flags & AIPF_USE_ONLY_SINGLE_FOV_FOR_TURRETS) { // we have already passed the FOV test of the turret so... in_sight = true; } else { if (wip->wi_flags & WIF_HOMING_HEAT) { if (dot > AICODE_TURRET_HEATSEEK_ANGLE) { in_sight = true; } } else { if (dot > AICODE_TURRET_DUMBFIRE_ANGLE) { in_sight = true; } } } if ( !(wip->wi_flags & WIF_HOMING) ) { if ((dist_to_enemy < 75.0f) || in_sight) { turret_update_enemy_in_range(ss, 2*wip->fire_wait); ok_to_fire = true; } } else if ( wip->wi_flags & WIF_HOMING_HEAT ) { // if heat seekers if ((dist_to_enemy < 50.0f) || in_sight) { turret_update_enemy_in_range(ss, 2*wip->fire_wait); ok_to_fire = true; } } else if ( wip->wi_flags & WIF_HOMING_ASPECT ) { // if aspect seeker if ((dist_to_enemy < 50.0f) || in_sight) { turret_update_enemy_in_range(ss, 2*wip->fire_wait); } if ( turret_should_fire_aspect(ss, wip, in_sight) ) { ok_to_fire = true; } } else if ( wip->wi_flags & WIF_HOMING_JAVELIN ) { // if javelin heat seeker if ((dist_to_enemy < 50.0f) || in_sight) { turret_update_enemy_in_range(ss, 2*wip->fire_wait); } // Check if turret should fire and enemy's engines are // in line of sight if (turret_should_fire_aspect(ss, wip, in_sight) && ship_get_closest_subsys_in_sight(&Ships[lep->signature], SUBSYSTEM_ENGINE, &gpos)) { ok_to_fire = true; } } if ( ok_to_fire && (tp->flags & MSS_FLAG_TURRET_HULL_CHECK) ) { int model_num = Ship_info[shipp->ship_info_index].model_num; vec3d end; vm_vec_scale_add(&end, &gpos, &gvec, model_get_radius(model_num)); mc_info hull_check; mc_info_init(&hull_check); hull_check.model_instance_num = shipp->model_instance_num; hull_check.model_num = model_num; hull_check.orient = &objp->orient; hull_check.pos = &objp->pos; hull_check.p0 = &gpos; hull_check.p1 = &end; hull_check.flags = MC_CHECK_MODEL | MC_CHECK_RAY; if ( model_collide(&hull_check) ) { ok_to_fire = false; } } if ( ok_to_fire ) { // starting animation checks if (ss->turret_animation_position == MA_POS_NOT_SET) { if ( model_anim_start_type(shipp, TRIGGER_TYPE_TURRET_FIRING, ss->system_info->subobj_num, 1) ) { ss->turret_animation_done_time = model_anim_get_time_type(shipp, TRIGGER_TYPE_TURRET_FIRING, ss->system_info->subobj_num); ss->turret_animation_position = MA_POS_SET; } } //Wait until the animation is done to actually fire if (tp->flags & MSS_FLAG_TURRET_ANIM_WAIT && (ss->turret_animation_position != MA_POS_READY)) { ok_to_fire = false; } } if ( ok_to_fire ) { something_was_ok_to_fire = true; Num_turrets_fired++; //Pass along which gun we are using if (tp->flags & MSS_FLAG_TURRET_SALVO) turret_fire_weapon(valid_weapons[0], ss, parent_objnum, &gpos, &tv2e, &predicted_enemy_pos); else turret_fire_weapon(valid_weapons[i], ss, parent_objnum, &gpos, &tv2e, &predicted_enemy_pos); } else { // make sure salvo fire mode does not turn into autofire if ((tp->flags & MSS_FLAG_TURRET_SALVO) && ((i + 1) == number_of_firings)) { ai_info *parent_aip = &Ai_info[Ships[Objects[parent_objnum].instance].ai_index]; turret_set_next_fire_timestamp(valid_weapons[0], wip, ss, parent_aip); } } ss->turret_next_fire_pos++; } if(!something_was_ok_to_fire) { mprintf(("nothing ok to fire\n")); if (ss->turret_best_weapon >= 0) { //Impose a penalty on turret accuracy for losing site of its goal, or just not being able to fire. turret_update_enemy_in_range(ss, -4*Weapon_info[ss->turret_best_weapon].fire_wait); } ss->turret_next_fire_stamp = timestamp(500); // If nothing is OK to fire (lost track of the target?) // reset the target (so we don't continue to track what we can't hit) if (tp->flags2 & MSS_FLAG2_TURRET_ONLY_TARGET_IF_CAN_FIRE) { ss->turret_enemy_objnum = -1; // Reset enemy objnum, find a new one next frame. ss->turret_time_enemy_in_range = 0.0f; } } else { ss->turret_next_fire_stamp = INT_MAX; //something did fire, get the lowest valid timestamp for (i = 0; i < MAX_SHIP_WEAPONS; i++) { if (i < MAX_SHIP_PRIMARY_BANKS) { //timestamp range is 2 to INT_MAX/2 if (swp->next_primary_fire_stamp[i] < 2) continue; if (swp->next_primary_fire_stamp[i] < ss->turret_next_fire_stamp) { ss->turret_next_fire_stamp = swp->next_primary_fire_stamp[i]; } } else { //timestamp range is 2 to INT_MAX/2 if (swp->next_secondary_fire_stamp[i - MAX_SHIP_PRIMARY_BANKS] < 2) continue; if (swp->next_secondary_fire_stamp[i - MAX_SHIP_PRIMARY_BANKS] < ss->turret_next_fire_stamp) { ss->turret_next_fire_stamp = swp->next_secondary_fire_stamp[i - MAX_SHIP_PRIMARY_BANKS]; } } } // Wanderer -- sanity check // if timestamp is still at int_max reset the wait to 100 ms instead of locking the turret for the rest of the game if (ss->turret_next_fire_stamp == INT_MAX) ss->turret_next_fire_stamp = timestamp(100); } } else { // Lost him! ss->turret_enemy_objnum = -1; // Reset enemy objnum, find a new one next frame. ss->turret_time_enemy_in_range = 0.0f; } } bool turret_std_fov_test(ship_subsys *ss, vec3d *gvec, vec3d *v2e, float size_mod) { model_subsystem *tp = ss->system_info; float dot = vm_vec_dot(v2e, gvec); if (((dot + size_mod) >= tp->turret_fov) && ((dot - size_mod) <= tp->turret_max_fov)) return true; return false; } bool turret_adv_fov_test(ship_subsys *ss, vec3d *gvec, vec3d *v2e, float size_mod) { model_subsystem *tp = ss->system_info; float dot = vm_vec_dot(v2e, gvec); if (((dot + size_mod) >= tp->turret_fov) && ((dot - size_mod) <= tp->turret_max_fov)) { vec3d of_dst; vm_vec_rotate( &of_dst, v2e, &ss->world_to_turret_matrix ); if ((of_dst.xyz.x == 0) && (of_dst.xyz.y == 0)) { return true; } else { of_dst.xyz.z = 0; if (!IS_VEC_NULL_SQ_SAFE(&of_dst)) { vm_vec_normalize(&of_dst); // now we have 2d vector with lenght of 1 that points at the targets direction after being rotated to turrets FOR if ((-of_dst.xyz.y + size_mod) >= tp->turret_y_fov) return true; } } } return false; } bool turret_fov_test(ship_subsys *ss, vec3d *gvec, vec3d *v2e, float size_mod) { bool in_fov = false; if (ss->system_info->flags & MSS_FLAG_TURRET_ALT_MATH) in_fov = turret_adv_fov_test(ss, gvec, v2e, size_mod); else in_fov = turret_std_fov_test(ss, gvec, v2e, size_mod); return in_fov; } float get_adjusted_turret_rof(ship_subsys *ss) { float tempf = ss->rof_scaler; // optional reset switch (negative value) if (tempf < 0) { ss->rof_scaler = 1.0f; return 1.0f; } if (tempf == 0) { // special case returning the number of firingpoints ss->rof_scaler = (float) ss->system_info->turret_num_firing_points; tempf = ss->rof_scaler; // safety check to avoid div/0 issues if (tempf == 0) { ss->rof_scaler = 1.0f; return 1.0f; } } return tempf; }