Files
fs2open.github.com/code/ai/aicode.cpp
T
taylor 01d9f454ee minor cleanup
address numerous out-of-bounds issues
add some better error checking and Assert()'s around
2006-03-25 10:38:44 +00:00

16120 lines
507 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
/*
* $Logfile: /Freespace2/code/Ship/AiCode.cpp $
* $Revision: 1.66 $
* $Date: 2006-03-25 10:38:44 $
* $Author: taylor $
*
* AI code that does interesting stuff
*
* $Log: not supported by cvs2svn $
* Revision 1.65 2006/03/20 06:19:03 taylor
* add ai_profiles flag to get rid of limit on minimum speed a docked ship can move
* (not going to Int3() here from < 0.1 speed by default, a support ship actually hit it)
*
* Revision 1.64 2006/02/25 21:46:59 Goober5000
* spelling
*
* Revision 1.63 2006/02/25 19:03:39 Goober5000
* some tweaks to the ignore code
*
* Revision 1.62 2006/02/20 07:59:26 Goober5000
* fixed several more things in the new ignore code
* --Goober5000
*
* Revision 1.61 2006/02/20 02:13:07 Goober5000
* added ai-ignore-new which hopefully should fix the ignore bug
* --Goober5000
*
* Revision 1.60 2006/02/19 22:00:09 Goober5000
* restore original ignore behavior and remove soon-to-be-obsolete ai-chase-any-except
* --Goober5000
*
* Revision 1.59 2006/01/23 13:51:11 taylor
* another NaN/div-by-0 bug
*
* Revision 1.58 2006/01/22 22:41:16 taylor
* add fixes for capships that hit waypoints and just spin around
* try and fix a big ship guard NaN error that is the result of an incredibly small forward speed value
*
* Revision 1.57 2006/01/22 14:09:01 taylor
* more class type name fixage (maybe an AltName: line for objettypes.tbl in the future?)
* if a ship has no class_type in ai_chase() then assume it's ok to chase, but log it in debug
* (uncomment Int3() here after this has been tested a little more)
*
* Revision 1.56 2006/01/22 01:28:06 taylor
* handle NULL ptr ref in debug message (needs to be reconsidered as to whether the function should actually return here or not)
*
* Revision 1.55 2006/01/21 02:43:23 taylor
* long way to go for a simple div-by-0 fix
*
* Revision 1.54 2006/01/17 03:48:25 phreak
* Make sure the rearm eta isn't recalcuated until the player docks again with a support ship
*
* Revision 1.53 2006/01/16 11:02:23 wmcoolmon
* Various warning fixes, scripting globals fix; added "plr" and "slf" global variables for in-game hooks; various lua functions; GCC fixes for scripting.
*
* Revision 1.52 2006/01/14 19:54:54 wmcoolmon
* Special shockwave and moving capship bugfix, (even more) scripting stuff, slight rearrangement of level management functions to facilitate scripting access.
*
* Revision 1.51 2006/01/13 03:30:59 Goober5000
* übercommit of custom IFF stuff :)
*
* Revision 1.50 2006/01/11 21:15:15 wmcoolmon
* Somewhat better turret comments
*
* Revision 1.49 2005/12/29 08:08:33 wmcoolmon
* Codebase commit, most notably including objecttypes.tbl
*
* Revision 1.48 2005/12/06 03:15:47 taylor
* add a couple of Assert()'s that it doesn't otherwise check for
*
* Revision 1.47 2005/12/04 19:07:48 wmcoolmon
* Final commit of codebase
*
* Revision 1.46 2005/11/24 08:46:11 Goober5000
* * cleaned up mission_do_departure
* * fixed a hidden crash (array index being -1; would only
* be triggered for ships w/o subspace drives under certain conditions)
* * removed finding a new fighterbay target because it might screw up missions
* * improved clarity, code flow, and readability :)
* * added custom AI flag for disabling warpouts if navigation subsystem fails
* --Goober5000
*
* Revision 1.45 2005/11/23 00:46:26 phreak
* Calculate player repair timer when the support ship docks to him.
*
* Revision 1.44 2005/11/21 03:47:51 Goober5000
* bah and double bah
* --Goober5000
*
* Revision 1.43 2005/11/21 02:43:30 Goober5000
* change from "setting" to "profile"; this way makes more sense
* --Goober5000
*
* Revision 1.42 2005/11/21 00:46:05 Goober5000
* add ai_settings.tbl
* --Goober5000
*
* Revision 1.41 2005/11/08 01:03:59 wmcoolmon
* More warnings instead of Int3s/Asserts, better Lua scripting, weapons_expl.tbl is no longer needed nor read, added "$Disarmed ImpactSnd:", fire-beam fix
*
* Revision 1.40 2005/10/30 06:44:55 wmcoolmon
* Codebase commit - nebula.tbl, scripting, new dinky explosion/shockwave stuff, moving muzzle flashes
*
* Revision 1.39 2005/10/22 22:22:41 Goober5000
* rolled back UnknownPlayer's commit
* --Goober5000
*
* Revision 1.37 2005/10/10 17:21:02 taylor
* remove NO_NETWORK
*
* Revision 1.36 2005/10/09 09:13:28 wmcoolmon
* Added warpin/warpout speed override values to ships.tbl
*
* Revision 1.35 2005/10/09 03:13:13 wmcoolmon
* Much better laser weapon/pof handling, removed a couple unneccessary
* warnings (used to try and track down a bug)
*
* Revision 1.34 2005/10/08 19:29:08 wmcoolmon
* Attempt to fix crash bug on 'Mystery of the Trinity'
*
* Revision 1.33 2005/10/08 18:46:38 wmcoolmon
* Error checking for dock error
*
* Revision 1.32 2005/09/24 01:41:21 Goober5000
* this isn't needed because of is_support_allowed
* --Goober5000
*
* Revision 1.31 2005/09/16 02:59:55 taylor
* when a wing is departing to a bay have ships break formation when playing follow-the-leader
*
* Revision 1.30 2005/09/01 04:14:03 taylor
* various weapon_range cap fixes for primary, secondary weapons and hud targetting info
*
* Revision 1.29 2005/08/31 00:59:35 Goober5000
* fixed yet another docking bug, based on taylor's original fix :p
* --Goober5000
*
* Revision 1.28 2005/08/25 00:48:19 taylor
* don't let ai keep firing primary and secondary weapons for fighters and bombers if they are dying (fixes player deathroll too)
*
* Revision 1.27 2005/08/16 20:06:24 Kazan
* [hopefully] Fix the bug i introduced in the show memory usage code, and the convergence bug during autopilot [also saves cpu cycles - MANY of them]
*
* Revision 1.26 2005/08/01 09:57:52 taylor
* never could get Ai_class_names to realloc properly but this does the job just as well
*
* Revision 1.25 2005/07/31 01:29:21 taylor
* Temporarily add an empty AIM_GET_BEHIND case to ai_execute_behavior() to avoid hitting Int3() in TBP
*
* Revision 1.24 2005/07/27 18:27:49 Goober5000
* verified that submode_start_time is updated whenever submode is changed
* --Goober5000
*
* Revision 1.23 2005/07/27 17:22:22 Goober5000
* more tweaks to the dock code
* --Goober5000
*
* Revision 1.22 2005/07/25 03:13:23 Goober5000
* various code cleanups, tweaks, and fixes; most notably the MISSION_FLAG_USE_NEW_AI
* should now be added to all places where it is needed (except the turret code, which I still
* have to to review)
* --Goober5000
*
* Revision 1.21 2005/07/24 20:12:55 Goober5000
* cleaned up some rotating submodel code
* --Goober5000
*
* Revision 1.20 2005/07/23 21:06:24 Goober5000
* fixed ai issue where some ships would never call for rearm
* --Goober5000
*
* Revision 1.19 2005/07/23 11:42:54 Goober5000
* fix the support ship bug; taylor should be happy now ;)
* --Goober5000
*
* Revision 1.18 2005/07/22 10:18:36 Goober5000
* CVS header tweaks
* --Goober5000
*
* Revision 1.17 2005/07/22 09:19:39 wmcoolmon
* Dynamic AI Class number commit. KNOWN BUG: When AI_CLASS_INCREMENT is hit and vm_realloc is called, memory corruption seems to
* result. Not at all sure what causes this; if this can't be resolved soon, we can always treat _INCREMENT like _MAX
*
* Revision 1.16 2005/07/22 03:54:45 taylor
* better error checking/handling for when you fire primary/beam weapons without a target selected
*
* Revision 1.15 2005/07/13 02:50:48 Goober5000
* remove PreProcDefine #includes in FS2
* --Goober5000
*
* Revision 1.14 2005/07/13 02:30:52 Goober5000
* removed autopilot #define
* --Goober5000
*
* Revision 1.13 2005/06/02 03:20:20 Goober5000
* ugh... reverting taylor's change for now; I'll have to take another look at this
* --Goober5000
*
* Revision 1.11 2005/05/30 04:38:33 Goober5000
* Taylor's the real SCP leader; I just play one on the Internet
* --Goober5000
*
* Revision 1.10 2005/05/11 11:38:03 Goober5000
* fixed a docking bug
* --Goober5000
*
* Revision 1.9 2005/04/28 05:29:28 wmcoolmon
* Removed FS2_DEMO defines that looked like they wouldn't cause the universe to collapse
*
* Revision 1.8 2005/04/25 00:04:30 wmcoolmon
* MAX_SHIP_CLASSES -> Num_ship_classes
*
* Revision 1.7 2005/04/16 04:16:57 wmcoolmon
* More optional tag-making for ships.tbl
*
* Revision 1.6 2005/04/11 05:42:01 taylor
* some demo related fixes (Jens Granseuer)
*
* Revision 1.5 2005/04/05 05:53:13 taylor
* s/vector/vec3d/g, better support for different compilers (Jens Granseuer)
*
* Revision 1.4 2005/03/29 07:03:15 wmcoolmon
* Removed some warnings under Linux/GCC
*
* Revision 1.3 2005/03/27 12:28:31 Goober5000
* clarified max hull/shield strength names and added ship guardian thresholds
* --Goober5000
*
* Revision 1.2 2005/03/25 07:01:53 wmcoolmon
* Added taylor's old-weapon code fix
*
* Revision 1.1 2005/03/25 06:45:12 wmcoolmon
* Initial AI code move commit - note that aigoals.cpp has some escape characters in it, I'm not sure if this is really a problem.
*
* Revision 2.99 2005/03/14 02:52:58 phreak
* Got rid of the stealth check that only applied to cloaked ships. This should
* fix some errorneous behavior that caused the ai to target the player
*
* Revision 2.98 2005/03/12 23:53:27 phreak
* extra checks in find_parent_rotating_submodel()
*
* Revision 2.97 2005/03/10 08:00:14 taylor
* change min/max to MIN/MAX to fix GCC problems
* add lab stuff to Makefile
* build unbreakage for everything that's not MSVC++ 6
* lots of warning fixes
* fix OpenGL rendering problem with ship insignias
* no Warnings() in non-debug mode for Linux (like Windows)
* some campaign savefile fixage to stop reverting everyones data
*
* Revision 2.96 2005/03/07 20:12:36 Goober5000
* rolled back my original code on the support ship CTD; thanks taylor :)
* --Goober5000
*
* Revision 2.95 2005/03/06 16:43:40 taylor
* don't Assert() when repair_objp is NULL (support ship object is invalid until it's done with warpin)
*
* Revision 2.94 2005/03/03 06:41:40 Goober5000
* removed the "error" in the new docking code
* --Goober5000
*
* Revision 2.93 2005/03/03 03:55:03 wmcoolmon
* Turret AI code optimizations. If freaky stuff happens, call WMC()
*
* Revision 2.92 2005/03/02 21:24:46 taylor
* more network/inferno goodness for Windows, takes care of a few warnings too
*
* Revision 2.91 2005/03/01 06:55:43 bobboau
* oh, hey look I've commited something :D
* animation system, weapon models detail box alt-tab bug, probly other stuff
*
* Revision 2.90 2005/02/28 00:29:52 wmcoolmon
* Removed unneccessary variable
*
* Revision 2.89 2005/02/20 23:13:00 wmcoolmon
* Trails stuff, moved ship docking func declaration so FRED could get to it.
*
* Revision 2.88 2005/02/15 00:03:35 taylor
* don't try and draw starfield bitmaps if they aren't valid
* make AB thruster stuff in ship_create() a little less weird
* replace an Int3() with debug warning and fix crash in docking code
* make D3D Textures[] allocate on use like OGL does, can only use one anyway
*
* Revision 2.87 2005/02/04 20:06:07 taylor
* merge with Linux/OSX tree - p0204-2
*
* Revision 2.86 2005/01/28 11:06:22 Goober5000
* changed a bunch of transpose-rotate sequences to use unrotate instead
* --Goober5000
*
* Revision 2.85 2005/01/28 09:01:04 Goober5000
* finished implementing docking to a rotating submodel
* --Goober5000
*
* Revision 2.84 2005/01/27 11:26:22 Goober5000
* dock points on rotating submodels is *almost* working
* --Goober5000
*
* Revision 2.83 2005/01/26 01:26:09 Goober5000
* dockpoints now rotate with rotating subobjects
* --Goober5000
*
* Revision 2.82 2005/01/18 06:14:29 Goober5000
* fixed a silly error
* --Goober5000
*
* Revision 2.81 2005/01/13 02:25:52 phreak
* difficulty table changes. this lets modders specify how the difficulty level affect
* how the AI behaves and controls advantages given to the player based on the
* skill level.
*
* --phreak
*
* Revision 2.80 2005/01/12 00:52:41 Goober5000
* two minor but important bugfixes to the multiple ship docking
* --Goober5000
*
* Revision 2.79 2005/01/11 21:38:48 Goober5000
* multiple ship docking :)
* don't tell anyone yet... check the SCP internal
* --Goober500
*
* Revision 2.78 2005/01/01 10:38:23 taylor
* asteroid targetting code for capships, enabled by default, matches FS1 behavior
*
* Revision 2.77 2004/12/31 03:13:08 argv
* I've just been informed that turrets do not shoot asteroids in the retail
* game, and that this implementation causes them to shoot at the parent ship,
* too. I'll deal with this later; in the mean time, use
* "#define TURRETS_SHOOT_ASTEROIDS" to cause turrets to shoot asteroids.
*
* -- _argv[-1]
*
* Revision 2.76 2004/12/30 08:07:52 argv
* * For some reason, turret AI wasn't shooting at asteroids. It never has,
* but it did in the retail game, and it should. The code to target asteroids
* was apparently missing, so I reimplemented it, and turrets shoot at
* asteroids again.
*
* Revision 2.75 2004/12/14 14:46:11 Goober5000
* allow different wing names than ABGDEZ
* --Goober5000
*
* Revision 2.74 2004/12/05 22:01:12 bobboau
* sevral feature additions that WCS wanted,
* and the foundations of a submodel animation system,
* the calls to the animation triggering code (exept the procesing code,
* wich shouldn't do anything without the triggering code)
* have been commented out.
*
* Revision 2.73 2004/10/31 22:06:42 taylor
* compiler warning fixes, maybe fix issue that would cause cap ships to not fire beam weapons
*
* Revision 2.72 2004/10/11 22:29:24 Goober5000
* added the no-bank ship flag (which works) and the affected-by-gravity flag
* (which won't work until I implement gravity points)
* --Goober5000
*
* Revision 2.71 2004/10/03 21:41:11 Kazan
* Autopilot convergence collision fix for ai_fly_to_ship() and ai_waypoints() -- mathematically expensive, only usable by autopilot
*
* Revision 2.70 2004/09/28 22:51:41 Kazan
* fix autopilot formation bug
*
* Revision 2.69 2004/09/10 13:54:21 et1
* Implemented "+WeaponMinRange" token. Fixed a crash issue with fighter launch checks
*
* Revision 2.68 2004/09/01 01:26:20 phreak
* MISSION_FLAG_USE_NEW_AI fixes for bomber+ missile selection, rapid dumbfire
* firing and primary weapons selection
*
* Revision 2.67 2004/07/31 08:54:38 et1
* Fixed inaccuracy problems with non-homing swarmers
*
* Revision 2.66 2004/07/29 23:41:22 Kazan
* bugfixes
*
* Revision 2.65 2004/07/27 18:04:09 Kazan
* i love it when bugs go crunch (autopilot ai fixup)
*
* Revision 2.64 2004/07/26 20:47:50 Kazan
* remove MCD complete
*
* Revision 2.63 2004/07/25 19:27:51 Kazan
* only disable afterburning during AIM_WAYPOINTS and AIM_FLY_TO_SHIP while AutoPilotEngaged
*
* Revision 2.62 2004/07/25 18:46:29 Kazan
* -fred_no_warn has become -no_warn and applies to both fred and fs2
* added new ai directive (last commit) and disabled afterburners while performing AIM_WAYPOINTS or AIM_FLY_TO_SHIP
* fixed player ship speed bug w/ player-use-ai, now stays in formation correctly and manages speed
* made -radar_reduce ignore itself if no parameter is given (ignoring launcher bug)
*
* Revision 2.61 2004/07/25 00:31:30 Kazan
* i have absolutely nothing to say about that subject
*
* Revision 2.60 2004/07/12 16:33:04 Kazan
* MCD - define _MCD_CHECK to use memory tracking
*
* Revision 2.59 2004/05/25 00:26:25 wmcoolmon
* cleared up an ambiguous call for VC7
*
* Revision 2.58 2004/04/06 16:19:11 Goober5000
* commented out one of Bobboau's hacks because it was messing stuff up
* --Goober5000
*
* Revision 2.57 2004/03/17 04:07:31 bobboau
* new fighter beam code
* fixed old after burner trails
* had to bump a few limits, working on some dynamic solutions
* a few fixed to background POF rendering
* fixing asorted bugs
*
* Revision 2.56 2004/03/06 23:28:24 bobboau
* fixed motion debris
* animated laser textures
* and added a new error check called a safepoint, mostly for tracking the 'Y bug'
*
* Revision 2.55 2004/03/05 09:01:51 Goober5000
* Uber pass at reducing #includes
* --Goober5000
*
* Revision 2.54 2004/02/28 01:36:20 Goober5000
* commented something that I missed before
* --Goober5000
*
* Revision 2.53 2004/02/27 04:09:56 bobboau
* fixed a Z buffer error in HTL submodel rendering,
* and glow points,
* and other stuff
*
* Revision 2.52 2004/02/23 07:45:38 Goober5000
* removed an old function
* --Goober5000
*
* Revision 2.51 2004/02/04 08:41:02 Goober5000
* made code more uniform and simplified some things,
* specifically shield percentage and quadrant stuff
* --Goober5000
*
* Revision 2.50 2004/01/30 07:39:05 Goober5000
* whew - I just went through all the code I ever added (or at least, that I could
* find that I commented with a Goober5000 tag) and added a bunch of Asserts
* and error-checking
* --Goober5000
*
* Revision 2.49 2004/01/20 22:13:06 Goober5000
* er... corrected some inexplicable code... Bobboau, mind explaining?
* --Goober5000
*
* Revision 2.48 2003/12/19 05:58:44 phreak
* fixed a null pointer
*
* Revision 2.47 2003/12/17 16:42:20 phreak
* added ai code for "small only" weapons. works for turrets at the moment
*
* Revision 2.46 2003/12/15 21:32:59 phreak
* made turrets use bob's $shots code
*
* Revision 2.45 2003/11/11 02:15:40 Goober5000
* ubercommit - basically spelling and language fixes with some additional
* warnings disabled
* --Goober5000
*
* Revision 2.44 2003/09/13 08:27:28 Goober5000
* added some minor things, such as code cleanup and the following:
* --turrets will not fire at cargo
* --MAX_SHIELD_SECTIONS substituted for the number 4 in many places
* --supercaps have their own default message bitfields (distinguished from capships)
* --turrets are allowed on fighters
* --jump speed capped at 65m/s, to avoid ship travelling too far
* --non-huge weapons now scale their damage, instead of arbitrarily cutting off
* ----Goober5000
*
* Revision 2.43 2003/09/13 06:02:03 Goober5000
* clean rollback of all of argv's stuff
* --Goober5000
*
* Revision 2.40 2003/08/28 20:42:18 Goober5000
* implemented rotating barrels for firing primary weapons
* --Goober5000
*
* Revision 2.39 2003/08/03 23:38:08 phreak
* ai now properly uses rapid fire dumbfires
*
* Revision 2.38 2003/07/15 02:51:01 phreak
* fixed a warning.
* previous cvs message should read: cloaked ship will decloak if a turret fires
*
* Revision 2.37 2003/07/15 02:41:41 phreak
* cloaked ships now are less visible with distance
*
* Revision 2.36 2003/07/02 03:31:27 phreak
* ai now properly fires bomber+ missiles at capital ships.
*
* Revision 2.35 2003/06/25 03:16:32 phreak
* changed around ai code to take into account a limited lock range for local ssms
*
* Revision 2.34 2003/06/14 21:22:42 phreak
* capital ship turrets that use the "huge" flag will not target bombs
* this will prevent large beams from shooting the player if he shoots a bomb at a destroyer
*
* Revision 2.33 2003/06/12 16:53:16 phreak
* turrets now properly use local ssms
*
* Revision 2.32 2003/06/11 03:03:16 phreak
* the ai can now use local ssms. they are able to use them at *very* long range
*
* Revision 2.31 2003/06/04 15:31:49 phreak
* fixed a small bug
* ai_select_primary_weapon may have a null pointer passed to it.
*
* Revision 2.30 2003/04/29 01:03:21 Goober5000
* implemented the custom hitpoints mod
* --Goober5000
*
* Revision 2.29 2003/03/30 04:34:37 Goober5000
* preliminary work on ai facing sexp
* --Goober5000
*
* Revision 2.28 2003/03/19 09:05:25 Goober5000
* more housecleaning, this time for debug warnings
* --Goober5000
*
* Revision 2.27 2003/03/18 01:44:30 Goober5000
* fixed some misspellings
* --Goober5000
*
* Revision 2.26 2003/02/25 06:22:49 bobboau
* fixed a bunch of fighter beam bugs,
* most notabley the sound now works corectly,
* and they have limeted range with atenuated damage (table option)
* added bank specific compatabilities
*
* Revision 2.25 2003/02/16 05:14:29 bobboau
* added glow map nebula bug fix for d3d, someone should add a fix for glide too
* more importantly I (think I) have fixed all major bugs with fighter beams, and added a bit of new functionality
*
* Revision 2.24 2003/01/27 07:46:32 Goober5000
* finished up my fighterbay code - ships will not be able to arrive from or depart into
* fighterbays that have been destroyed (but you have to explicitly say in the tables
* that the fighterbay takes damage in order to enable this)
* --Goober5000
*
* Revision 2.23 2003/01/19 22:25:10 Goober5000
* removed unreferenced variable
* --Goober5000
*
* Revision 2.22 2003/01/19 22:20:22 Goober5000
* fixed a bunch of bugs -- the support ship sexp, the "no-subspace-drive" flag,
* and departure into hangars should now all work properly
* --Goober5000
*
* Revision 2.21 2003/01/19 09:10:40 Goober5000
* more tweaky bug fixes
* --Goober5000
*
* Revision 2.20 2003/01/19 07:13:05 Goober5000
* oops - forgot a bit of departure code :)
* --Goober5000
*
* Revision 2.19 2003/01/19 07:02:15 Goober5000
* fixed a bunch of bugs - "no-subspace-drive" should now work properly for
* all ships, and all ships who have their departure anchor set to a capital ship
* should exit to that ship when told to depart
* --Goober5000
*
* Revision 2.18 2003/01/19 01:07:42 bobboau
* redid the way glowmaps are handeled, you now must set the global int GLOWMAP (no longer an array) before you render a poly that uses a glow map then set GLOWMAP to -1 when you're done with, fixed a few other misc bugs it
*
* Revision 2.17 2003/01/18 23:25:38 Goober5000
* made "no-subspace-drive" applicable to all ships and fixed a really *STUPID*
* bug that made FRED keep crashing (missing comma, bleagh!)
* --Goober5000
*
* Revision 2.16 2003/01/18 09:25:40 Goober5000
* fixed bug I inadvertently introduced by modifying SIF_ flags with sexps rather
* than SF_ flags
* --Goober5000
*
* Revision 2.15 2003/01/15 07:09:09 Goober5000
* changed most references to modelnum to use ship instead of ship_info --
* this will help with the change-model sexp and any other instances of model
* changing
* --Goober5000
*
* Revision 2.14 2003/01/07 20:06:44 Goober5000
* added ai-chase-any-except sexp
* --Goober5000
*
* Revision 2.13 2003/01/06 22:57:23 Goober5000
* implemented keep-safe-distance
* --Goober5000
*
* Revision 2.12 2003/01/03 21:58:07 Goober5000
* Fixed some minor bugs, and added a primitive-sensors flag, where if a ship
* has primitive sensors it can't target anything and objects don't appear
* on radar if they're outside a certain range. This range can be modified
* via the sexp primitive-sensors-set-range.
* --Goober5000
*
* Revision 2.11 2002/12/31 18:59:42 Goober5000
* if it ain't broke, don't fix it
* --Goober5000
*
* Revision 2.9 2002/12/10 05:43:33 Goober5000
* Full-fledged ballistic primary support added! Try it and see! :)
*
* Revision 2.8 2002/10/19 19:29:28 bobboau
* initial commit, trying to get most of my stuff into FSO, there should be most of my fighter beam, beam rendering, beam shield hit, ABtrails, and ssm stuff. one thing you should be happy to know is the beam texture tileing is now set in the beam section section of the weapon table entry
*
* Revision 2.7 2002/08/01 01:41:09 penguin
* The big include file move
*
* Revision 2.6 2002/07/18 14:36:53 unknownplayer
* no message
*
* Revision 2.5 2002/07/18 09:55:26 unknownplayer
*
* Revised AI primary selection code again to be more intelligent.
*
* Revision 2.4 2002/07/18 05:38:28 unknownplayer
*
* Rewrote my original algorithm to search by proportional hull damage.
* Does the same thing a little better.
*
* Revision 2.3 2002/07/18 03:27:38 unknownplayer
*
* Fixed AI problems with using the maxim on fighters.
*
* Revision 2.2 2002/07/17 23:58:46 unknownplayer
*
* Minor commenting added to two functions.
*
* Revision 2.1 2002/07/07 19:55:59 penguin
* Back-port to MSVC
*
* Revision 2.0 2002/06/03 04:02:28 penguin
* Warpcore CVS sync
*
* Revision 1.4 2002/05/13 21:09:28 mharris
* I think the last of the networking code has ifndef NO_NETWORK...
*
* Revision 1.3 2002/05/10 20:42:44 mharris
* use "ifndef NO_NETWORK" all over the place
*
* Revision 1.2 2002/05/03 22:07:09 mharris
* got some stuff to compile
*
* Revision 1.1 2002/05/02 18:03:12 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 107 9/15/99 4:42a Mikek
* Make any big ship attacking Colossus, or Colossus attacking any large
* ship not use big cruiser movement code.
*
* 106 9/15/99 3:28a Jimb
* Make all big ships in sm3-08 not do cruiser chase code when attacking
* Colossus. Added so Beast doesn't swerve away from Colossus.
*
* 105 9/14/99 4:18p Andsager
* hack for mission sm3-08 to abort cruiser_chase as sathanas is about to
* begin circling colossus.
*
* 104 9/08/99 10:44p Andsager
* Make HUGE ships not die when warping out, after warp effect started.
*
* 103 9/03/99 11:40p Mikek
* Comment out an annoying nprintf().
*
* 102 9/01/99 11:26p Dave
* Fixed release build warnings.
*
* 101 9/01/99 9:12p Mikek
* Make it a boatload harder to become a traitor from hitting a large
* ship.
*
* 100 9/01/99 4:01p Andsager
* Make sure BIG|HUGE ships do not respond to shockwaves
*
* 99 9/01/99 10:09a Dave
* Pirate bob.
*
* 98 8/31/99 4:24p Andsager
* Reduce collisions when attacking big ships.
*
* 97 8/31/99 7:33a Mikek
* Improvements in formation flying, less silly behavior, especially when
* leader is moving very slowly.
*
* 96 8/31/99 5:48a Mikek
* Making ships not overshoot so much in formation flying. Intermediate
* checkin.
*
* 95 8/30/99 12:03a Mikek
* Make guard behavior much less annoying. Guarders don't get quite so
* close and they try to avoid striking the target they are guarding.
*
* 94 8/29/99 4:18p Andsager
* New "burst" limit for friendly damage. Also credit more damage done
* against large friendly ships.
*
* 93 8/28/99 7:29p Dave
* Fixed wingmen persona messaging. Make sure locked turrets don't count
* towards the # attacking a player.
*
* 92 8/26/99 10:46p Andsager
* Apply shockwave damage to lethality.
*
* 91 8/26/99 8:52p Dave
* Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes.
*
* 90 8/26/99 5:14p Andsager
*
* 89 8/24/99 8:55p Dave
* Make sure nondimming pixels work properly in tech menu.
*
* 88 8/23/99 6:21p Jefff
* added "no traitor" option to missions (and fred)
*
* 87 8/20/99 3:36p Andsager
* Make sure we don;t miss stealth sweep points.
*
* 86 8/16/99 8:21a Andsager
* fix link error
*
* 85 8/16/99 8:19a Andsager
* Add project_point_onto_bbox() to fvi and include in aicode
*
* 84 8/15/99 1:30p Dave
* Removed some bounding box code because of link errors. Assuming needed
* function just needs to get checked in by DaveA.
*
* 83 8/15/99 11:59a Andsager
* For targing big/huge ships, find nearest distance to bbox, not center.
*
* 82 8/13/99 2:20p Andsager
* Add speed modification to chances turret will find stealth ship
*
* 81 8/13/99 10:49a Andsager
* Knossos and HUGE ship warp out. HUGE ship warp in. Stealth search
* modes dont collide big ships.
*
* 80 8/10/99 5:02p Andsager
* Fix bug where AI gets stuck in SM_EVADE_WEAPON with no target.
*
* 79 8/10/99 11:58a Andsager
* Allow turrets to sometimes see stealth.
*
* 78 7/31/99 2:57p Dave
* Scaled flak aim and jitter by weapon subsystem strength.
*
* 77 7/27/99 10:33p Andsager
* improve ai for attacking stealth. reduced jitter in aim. reduced
* error in position when avoiding. skill level support for attacking
* stealth. Made target error same for team vs. team.
*
* 76 7/27/99 10:49a Andsager
* Make turret fire rate independent of team for HUGE turrets, and also
* for mult team vs. team.
*
* 75 7/26/99 12:14p Andsager
* Apply cap to how much slower a transport flies with cargo. Remove
* limit on waypoint speed for training. Enemy ai get stealth exact pos
* when stealth fires
*
* 74 7/20/99 1:49p Dave
* Peter Drake build. Fixed some release build warnings.
*
* 73 7/19/99 2:13p Dave
* Added some new strings for Heiko.
*
* 72 7/19/99 12:02p Andsager
* Allow AWACS on any ship subsystem. Fix sexp_set_subsystem_strength to
* only blow up subsystem if its strength is > 0
*
* 71 7/15/99 9:20a Andsager
* FS2_DEMO initial checkin
*
* 70 7/14/99 1:44p Andsager
* modify ai_guard for BIG ships to circle around the long axis
*
* 69 7/09/99 5:54p Dave
* Seperated cruiser types into individual types. Added tons of new
* briefing icons. Campaign screen.
*
* 68 7/08/99 4:32p Andsager
* fix bug with turret-tagged-only
*
* 67 7/08/99 12:06p Andsager
* Add turret-tagged-only and turret-tagged-clear sexp.
*
* 66 7/02/99 3:49p Andsager
* Remove debug code. Allow targeting of stealth from any weapon it
* fires.
*
* 65 7/02/99 2:01p Andsager
* Fix bug where big ship tries to evade dumpfire weapon.
*
* 64 7/02/99 10:58a Andsager
* Put in big ship - big ship attack mode. Modify stealth sweep ai.
*
* 63 6/30/99 5:53p Dave
* Put in new anti-camper code.
*
* 62 6/28/99 3:22p Anoop
* Fix turret optimization, where ship may not have any valid subsystems
* (all blown off).
*
* 61 6/25/99 5:56p Andsager
* First real pass on stealth ai.
*
* 60 6/25/99 3:08p Dave
* Multiple flyby sounds.
*
* 59 6/25/99 1:12p Danw
* DKA: Make sure big ship has subsystems before trying to target them.
*
* 58 6/25/99 10:56a Johnson
* Fixed dumb ai code.
*
* 57 6/24/99 5:15p Dave
* Make sure stride is always at least one for checking turret subsystem
* targets.
*
* 56 6/24/99 4:59p Dave
* Significant speedups to turret firing.
*
* 55 6/23/99 5:51p Andsager
* Add waypoint-cap-speed. Checkin stealth ai - inactive.
*
* 54 6/16/99 10:21a Dave
* Added send-message-list sexpression.
*
* 53 6/15/99 9:25a Andsager
* Make guard and dynamic chase (who hit you) work with stealth
*
* 52 6/14/99 3:21p Andsager
* Allow collisions between ship and its debris. Fix up collision pairs
* when large ship is warping out.
*
* 51 6/14/99 10:45a Dave
* Made beam weapons specify accuracy by skill level in the weapons.tbl
*
* 50 6/03/99 8:11a Andsager
*
* 49 6/02/99 5:41p Andsager
* Reduce range of secondary weapons not fired from turrets in nebula.
* Reduce range of beams fired from turrrets in nebula
*
* 48 6/02/99 3:23p Andsager
* Make AI aware of team visibility. Allow player targeting with team
* visibility info. Make stealth ships not targetable by AI in nebula
* unless tagged.
*
* 47 6/02/99 12:52p Andsager
* Added team-wide ship visibility. Implemented for player.
*
* 46 6/01/99 8:35p Dave
* Finished lockarm weapons. Added proper supercap weapons/damage. Added
* awacs-set-radius sexpression.
*
* 45 5/28/99 5:35p Andsager
* Make ai nebula aware
*
* 44 5/24/99 9:55a Dave
* Fixed stream weapon ai firing problem. ick.
*
* 43 5/20/99 7:00p Dave
* Added alternate type names for ships. Changed swarm missile table
* entries.
*
* 42 5/18/99 1:30p Dave
* Added muzzle flash table stuff.
*
* 41 5/12/99 2:55p Andsager
* Implemented level 2 tag as priority in turret object selection
*
* 40 5/12/99 10:42a Andsager
* Fix turret bug allowing HUGE turrets to fire at fighters
*
* 39 5/06/99 11:46a Andsager
* Bug fixes. Don't get into illegal strafe submode. Don't choose turret
* enemy objnum for beam protected.
*
* 38 5/03/99 10:50p Andsager
* Make Asteroid_obj_list. Change get_nearest_turret_objnum() to use
* Asteroid_obj_list, Ship_obj_list and Missile_obj_list vs.
* obj_used_list.
*
* 37 4/29/99 2:29p Dave
* Made flak work much better in multiplayer.
*
* 36 4/28/99 11:36p Dave
* Tweaked up subspace missile strike a bit,
*
* 35 4/28/99 3:11p Andsager
* Stagger turret weapon fire times. Make turrets smarter when target is
* protected or beam protected. Add weaopn range to weapon info struct.
*
* 34 4/26/99 10:58a Andsager
* Add OF_BEAM_PROTECTED flag to keep object from being targeted for zing.
*
* 33 4/23/99 12:12p Andsager
* Modify wing positions when player is wing leader to prevent some
* collisions.
*
* 32 4/23/99 12:01p Johnson
* Added SIF_HUGE_SHIP
*
* 31 4/22/99 11:06p Dave
* Final pass at beam weapons. Solidified a lot of stuff. All that remains
* now is to tweak and fix bugs as they come up. No new beam weapon
* features.
*
* 30 4/20/99 6:39p Dave
* Almost done with artillery targeting. Added support for downloading
* images on the PXO screen.
*
* 29 4/20/99 3:40p Andsager
* Changes to big ship ai. Uses bounding box as limit where to fly to
* when flying away.
*
* 28 4/16/99 5:54p Dave
* Support for on/off style "stream" weapons. Real early support for
* target-painting lasers.
*
* 27 4/02/99 9:55a Dave
* Added a few more options in the weapons.tbl for beam weapons. Attempt
* at putting "pain" packets into multiplayer.
*
* 26 3/28/99 5:58p Dave
* Added early demo code. Make objects move. Nice and framerate
* independant, but not much else. Don't use yet unless you're me :)
*
* 25 3/19/99 9:51a Dave
* Checkin to repair massive source safe crash. Also added support for
* pof-style nebulae, and some new weapons code.
*
* 24 3/08/99 7:03p Dave
* First run of new object update system. Looks very promising.
*
* 23 3/05/99 3:55p Anoop
* Handle some asserts properly.
*
* 22 3/04/99 6:09p Dave
* Added in sexpressions for firing beams and checking for if a ship is
* tagged.
*
* 21 3/02/99 9:25p Dave
* Added a bunch of model rendering debug code. Started work on fixing
* beam weapon wacky firing.
*
* 20 2/25/99 2:32p Anoop
* (Alan). Fixed ai path following code for AI_BAY_EMERGE. Put in sanity
* check so that when the last point on the path is reached, it finishes.
*
* 19 2/19/99 2:11p Anoop
* Put in some nice handling code for wacky support ship problems (like no
* docking paths)
*
* 18 2/17/99 2:11p Dave
* First full run of squad war. All freespace and tracker side stuff
* works.
*
* 17 2/11/99 5:22p Andsager
* Fixed bugs, generalized block Sexp_variables
*
* 16 1/29/99 5:07p Dave
* Fixed multiplayer stuff. Put in multiplayer support for rapid fire
* missiles.
*
* 15 1/29/99 2:25p Andsager
* Added turret_swarm_missiles
*
* 14 1/27/99 9:56a Dave
* Temporary checkin of beam weapons for Dan to make cool sounds.
*
* 13 1/24/99 11:37p Dave
* First full rev of beam weapons. Very customizable. Removed some bogus
* Int3()'s in low level net code.
*
* 12 1/21/99 10:44a Dave
* More beam weapon stuff. Put in warmdown time.
*
* 11 1/12/99 5:45p Dave
* Moved weapon pipeline in multiplayer to almost exclusively client side.
* Very good results. Bandwidth goes down, playability goes up for crappy
* connections. Fixed object update problem for ship subsystems.
*
* 10 1/08/99 2:08p Dave
* Fixed software rendering for pofview. Super early support for AWACS and
* beam weapons.
*
* 9 12/23/98 2:53p Andsager
* Added ship activation and gas collection subsystems, removed bridge
*
* 8 11/12/98 12:13a Dave
* Tidied code up for multiplayer test. Put in network support for flak
* guns.
*
* 7 11/05/98 5:55p Dave
* Big pass at reducing #includes
*
* 6 10/26/98 9:42a Dave
* Early flak gun support.
*
* 5 10/23/98 3:51p Dave
* Full support for tstrings.tbl and foreign languages. All that remains
* is to make it active in Fred.
*
* 4 10/20/98 1:39p Andsager
* Make so sparks follow animated ship submodels. Modify
* ship_weapon_do_hit_stuff() and ship_apply_local_damage() to add
* submodel_num. Add submodel_num to multiplayer hit packet.
*
* 3 10/13/98 9:29a Dave
* Started neatening up freespace.h. Many variables renamed and
* reorganized. Added AlphaColors.[h,cpp]
*
* 2 10/07/98 10:53a Dave
* Initial checkin.
*
* 1 10/07/98 10:51a Dave
*
*
* $NoKeywords: $
*/
// This module contains the actual AI code that does interesting stuff
// to objects. The code in Ai.cpp is just for bookkeeping, allocating
// ai slots and linking them to ships.
#include "ai/ai.h"
#include "globalincs/linklist.h"
#include "object/object.h"
#include "physics/physics.h"
#include "ship/ship.h"
#include "model/model.h"
#include "render/3d.h"
#include "playerman/player.h"
#include "freespace2/freespace.h"
#include "mission/missiongoals.h"
#include "mission/missionlog.h"
#include "io/timer.h"
#include "ai/aigoals.h"
#include "gamesnd/gamesnd.h"
#include "mission/missionmessage.h"
#include "cmeasure/cmeasure.h"
#include "math/staticrand.h"
#include "ship/afterburner.h"
#include "ship/shipfx.h"
#include "ship/shiphit.h"
#include "ai/aibig.h"
#include "hud/hud.h"
#include "object/objcollide.h"
#include "asteroid/asteroid.h"
#include "hud/hudlock.h"
#include "mission/missiontraining.h"
#include "gamesequence/gamesequence.h"
#include "io/joy_ff.h"
#include "localization/localize.h"
#include "weapon/weapon.h"
#include "weapon/flak.h"
#include "weapon/beam.h"
#include "weapon/swarm.h"
#include "ship/awacs.h"
#include "math/fvi.h"
#include "parse/parselo.h"
#include "object/objectdock.h"
#include "ai/aiinternal.h"
#include "iff_defs/iff_defs.h"
#include "network/multimsgs.h"
#include "network/multiutil.h"
//#include "network/multi_team.h"
#include "network/multi.h"
#include "ai/ai_profiles.h"
#include "autopilot/autopilot.h"
#pragma optimize("", off)
#pragma auto_inline(off)
#define UNINITIALIZED_VALUE -99999.9f
#define INSTRUCTOR_SHIP_NAME NOX("instructor")
#define AICODE_SMALL_MAGNITUDE 0.001f // cosider a vector NULL if mag is less than this
#define NEXT_REARM_TIMESTAMP (60*1000) // Ships will re-request rearm, typically, after this long.
// AIM_CHASE submode defines
// SM_STEALTH_FIND
#define SM_SF_AHEAD 0
#define SM_SF_BEHIND 1
#define SM_SF_BAIL 2
// SM_STEALTH_SWEEP
#define SM_SS_SET_GOAL -1
#define SM_SS_BOX0 0
#define SM_SS_LR 1
#define SM_SS_UL 2
#define SM_SS_BOX1 3
#define SM_SS_UR 4
#define SM_SS_LL 5
#define SM_SS_BOX2 6
#define SM_SS_DONE 7
//XSTR:OFF
char *Mode_text[MAX_AI_BEHAVIORS] = {
"CHASE",
"EVADE",
"GET_BEHIND",
"CHASE_LONG",
"SQUIGGLE",
"GUARD",
"AVOID",
"WAYPOINTS",
"DOCK",
"NONE",
"BIGSHIP",
"PATH",
"BE_REARMED",
"SAFETY",
"EV_WEAPON",
"STRAFE",
"PLAY_DEAD",
"BAY_EMERGE",
"BAY_DEPART",
"SENTRYGUN",
"WARP_OUT",
};
// Submode text is only valid for CHASE mode.
char *Submode_text[] = {
"undefined",
"CONT_TURN",
"ATTACK ",
"E_SQUIG ",
"E_BRAKE ",
"EVADE ",
"SUP_ATTAK",
"AVOID ",
"BEHIND ",
"GET_AWAY ",
"E_WEAPON ",
"FLY_AWAY ",
"ATK_4EVER",
"STLTH_FND",
"STLTH_SWP",
"BIG_APPR",
"BIG_CIRC",
"BIG_PARL"
};
char *Strafe_submode_text[5] = {
"ATTACK",
"AVOID",
"RETREAT1",
"RETREAT2",
"POSITION"
};
//XSTR:ON
/*
// Used for global ignore of objects. If an object appears in the Ignore_objects array,
// no one will attack it.
#define MAX_IGNORE_OBJECTS 16
typedef struct {
int objnum;
int signature;
} ignore_object;
ignore_object Ignore_objects[MAX_IGNORE_OBJECTS];
*/
control_info AI_ci;
object *Pl_objp;
object *En_objp;
waypoint_list Waypoint_lists[MAX_WAYPOINT_LISTS];
#define REARM_SOUND_DELAY (3*F1_0) // Amount of time to delay rearm/repair after mode start
#define REARM_BREAKOFF_DELAY (3*F1_0) // Amount of time to wait after fully rearmed to breakoff.
#define MIN_DIST_TO_WAYPOINT_GOAL 5.0f
#define MAX_GUARD_DIST 250.0f
#define BIG_GUARD_RADIUS 500.0f
#define MAX_EVADE_TIME (15 * 1000) // Max time to evade a weapon.
// defines for repair ship stuff.
#define MAX_REPAIR_SPEED 25.0f
#define MAX_UNDOCK_ABORT_SPEED 2.0f
// defines for EMP effect stuff
#define MAX_EMP_INACCURACY 50.0f
// defines for stealth
#define MAX_STEALTH_INACCURACY 50.0f // at max view dist
#define STEALTH_MAX_VIEW_DIST 400 // dist at which 1) stealth no longer visible 2) firing inaccuracy is greatest
#define STEALTH_VIEW_CONE_DOT 0.707 // (half angle of 45 degrees)
ai_class *Ai_classes = NULL;
int Ai_firing_enabled = 1;
int Num_ai_classes;
int Num_alloced_ai_classes;
int AI_FrameCount = 0;
int Ship_info_inited = 0;
int AI_watch_object = 0; // Debugging, object to spew debug info for.
int Num_waypoint_lists = 0;
int Mission_all_attack = 0; // !0 means all teams attack all teams.
char *Skill_level_names(int level, int translate)
{
char *str = NULL;
#if NUM_SKILL_LEVELS != 5
#error Number of skill levels is wrong!
#endif
if(translate){
switch( level ) {
case 0:
str = XSTR("Very Easy", 469);
break;
case 1:
str = XSTR("Easy", 470);
break;
case 2:
str = XSTR("Medium", 471);
break;
case 3:
str = XSTR("Hard", 472);
break;
case 4:
str = XSTR("Insane", 473);
break;
default:
Int3();
}
} else {
switch( level ) {
case 0:
str = NOX("Very Easy");
break;
case 1:
str = NOX("Easy");
break;
case 2:
str = NOX("Medium");
break;
case 3:
str = NOX("Hard");
break;
case 4:
str = NOX("Insane");
break;
default:
Int3();
}
}
return str;
}
#define DELAY_TARGET_TIME (12*1000) // time in milliseconds until a ship can target a new enemy after an order.
pnode Path_points[MAX_PATH_POINTS];
pnode *Ppfp; // Free pointer in path points.
float AI_frametime;
char** Ai_class_names = NULL;
// globals for dealing with when to fire huge secondary weapons
#define MAX_HUGE_SECONDARY_INFO 10
typedef struct {
int team;
int weapon_index;
int max_fire_count;
char *shipname;
} huge_fire_info;
huge_fire_info Ai_huge_fire_info[MAX_HUGE_SECONDARY_INFO];
int Ai_last_arrive_path; // index of ship_bay path used by last arrival from a fighter bay
// forward declarations
int ai_return_path_num_from_dockbay(object *dockee_objp, int dockbay_index);
void create_model_exit_path(object *pl_objp, object *mobjp, int path_num, int count=1);
void copy_xlate_model_path_points(object *objp, model_path *mp, int dir, int count, int path_num, pnode *pnp, int randomize_pnt=-1);
void ai_cleanup_rearm_mode(object *objp);
void ai_cleanup_dock_mode_subjective(object *objp);
void ai_cleanup_dock_mode_objective(object *objp);
// Goober5000
typedef struct {
vec3d docker_point;
vec3d dockee_point;
int dock_mode;
int submodel;
vec3d submodel_pos;
float submodel_r;
float submodel_w;
} rotating_dockpoint_info;
// Goober5000
// Move to a position relative to a dock bay using thrusters.
float dock_orient_and_approach(object *docker_objp, int docker_index, object *dockee_objp, int dockee_index, int dock_mode, rotating_dockpoint_info *rdinfo = NULL);
// ai_set_rearm_status takes a team (friendly, hostile, neutral) and a time. This function
// sets the timestamp used to tell is it is a good time for this team to rearm. Once the timestamp
// is no longer valid, then rearming is not a "good time"
// not safe. Called from sexpression code.
void ai_set_rearm_status(int team, int time)
{
Assert( time >= 0 );
Iff_info[team].ai_rearm_timestamp = timestamp(time * 1000);
}
// int ai_good_time_to_rearm returns true(1) or false(0) if it is "safe" for the given
// object to rearm. "safe" is currently defined by the mission designer using the good/bad
// time to rearm sexpressions. This status is currently team based. This function could
// be easily expended to further the definition of "safe"
int ai_good_time_to_rearm(object *objp)
{
int team;
Assert(objp->type == OBJ_SHIP);
team = Ships[objp->instance].team;
return timestamp_valid(Iff_info[team].ai_rearm_timestamp);
}
// functions to deal with letting the ai know about good times to fire powerful secondary
// weapons.
// this function is entry point from sexpression code to set internal data for use by ai code.
void ai_good_secondary_time( int team, int weapon_index, int max_fire_count, char *shipname )
{
int i, index;
// find an open slot to put this data
for ( i = 0; i < MAX_HUGE_SECONDARY_INFO; i++ ) {
if ( Ai_huge_fire_info[i].weapon_index == -1 )
break;
}
Assert( i < MAX_HUGE_SECONDARY_INFO ); // we've run out of room
Ai_huge_fire_info[i].weapon_index = weapon_index;
Ai_huge_fire_info[i].team = team;
Ai_huge_fire_info[i].max_fire_count = max_fire_count;
Ai_huge_fire_info[i].shipname = ai_get_goal_ship_name( shipname, &index );
}
// function called internally to the ai code to tell whether or not weapon_num can be fired
// from firer_objp at target_objp. This function will resolve the team for the firer.
// returns:
// -1 -- when conditions don't allow firer to fire weapon_num on target_objp
// >=0 -- when conditions allow firer to fire. Return value is max number of weapon_nums
// which can be fired on target_objp
int is_preferred_weapon(int weapon_num, object *firer_objp, object *target_objp)
{
int i, firer_team, target_signature;
ship *firer_ship;
huge_fire_info *hfi = NULL;
Assert( firer_objp->type == OBJ_SHIP );
firer_ship = &Ships[firer_objp->instance];
firer_team = firer_ship->team;
// get target object's signature and try to find it in the list.
target_signature = target_objp->signature;
for ( i = 0; i < MAX_HUGE_SECONDARY_INFO; i++ ) {
int ship_index, signature;
hfi = &Ai_huge_fire_info[i];
if ( hfi->weapon_index == -1 )
continue;
ship_index = ship_name_lookup( hfi->shipname );
if ( ship_index == -1 )
continue;
signature = Objects[Ships[ship_index].objnum].signature;
// sigatures, weapon_index, and team must match
if ( (signature == target_signature) && (hfi->weapon_index == weapon_num) && (hfi->team == firer_team) )
break;
}
// return -1 if not found
if ( i == MAX_HUGE_SECONDARY_INFO )
return -1;
// otherwise, we can return the max number of weapons we can fire against target_objps
return hfi->max_fire_count;
}
// function to clear out secondary firing infomration between levels
void ai_init_secondary_info()
{
int i;
// clear out the data for dealing with when ai ships can fire huge secondary weapons
for (i = 0; i < MAX_HUGE_SECONDARY_INFO; i++ ) {
Ai_huge_fire_info[i].weapon_index = -1;
Ai_huge_fire_info[i].team = -1;
Ai_huge_fire_info[i].max_fire_count = -1;
Ai_huge_fire_info[i].shipname = NULL;
}
}
// Garbage collect the Path_points buffer.
// Scans all objects, looking for used Path_points records.
// Compresses Path_points buffer, updating aip->path_start and aip->path_cur indices.
// Updates Ppfp to point to first free record.
// This function is fairly fast. Its worst-case running time is proportional to
// 3*MAX_PATH_POINTS + MAX_OBJECTS
// Things to do to optimize this function:
// 1. if (t != 0) xlt++; can be replaced by xlt += t; assuming t can only be 0 or 1.
// 2. When pp_xlate is getting stuffed the first time, note highest index and use that
// instead of MAX_PATH_POINTS in following two for loops.
void garbage_collect_path_points()
{
int i;
int pp_xlate[MAX_PATH_POINTS];
object *A;
ship_obj *so;
// Scan all objects and create Path_points xlate table.
for (i=0; i<MAX_PATH_POINTS; i++)
pp_xlate[i] = 0;
// in pp_xlate, mark all used Path_point records
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
A = &Objects[so->objnum];
ship *shipp = &Ships[A->instance];
if (shipp->ai_index != -1) {
ai_info *aip = &Ai_info[shipp->ai_index];
if ((aip->path_length > 0) && (aip->path_start > -1)) {
for (i=aip->path_start; i<aip->path_start + aip->path_length; i++) {
Assert(pp_xlate[i] == 0); // If this is not 0, then two paths use this point!
pp_xlate[i] = 1;
}
}
}
}
// Now, stuff xlate index in pp_xlate. This is the number to translate any path_start
// or path_cur index to.
int xlt = 0;
for (i=0; i<MAX_PATH_POINTS; i++) {
int t = pp_xlate[i];
pp_xlate[i] = xlt;
if (t != 0)
xlt++;
}
// Update global Path_points free pointer.
Ppfp = &Path_points[xlt];
// Now, using pp_xlate, fixup all aip->path_cur and aip->path_start indices
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
A = &Objects[so->objnum];
ship *shipp = &Ships[A->instance];
if (shipp->ai_index != -1) {
ai_info *aip = &Ai_info[shipp->ai_index];
if ((aip->path_length > 0) && (aip->path_start > -1)) {
Assert(aip->path_start < MAX_PATH_POINTS);
aip->path_start = pp_xlate[aip->path_start];
Assert((aip->path_cur >= 0) && (aip->path_cur < MAX_PATH_POINTS));
aip->path_cur = pp_xlate[aip->path_cur];
}
}
}
// Now, compress the buffer.
for (i=0; i<MAX_PATH_POINTS; i++)
if (i != pp_xlate[i])
Path_points[pp_xlate[i]] = Path_points[i];
}
// Hash two values together, return result.
// Hash function: curval shifted right circular by one, newval xored in.
int hash(unsigned int curval, int newval)
{
int addval = curval & 1;
curval >>= 1;
if (addval)
curval |= 0x80000000;
curval ^= newval;
return curval;
}
// Hash some information in an object together.
// On 2/20/97, the information is position and orientation.
int create_object_hash(object *objp)
{
int *ip;
unsigned int hashval = 0;
int i;
ip = (int *) &objp->orient;
for (i=0; i<9; i++) {
hashval = hash(hashval, *ip);
ip++;
}
ip = (int *) &objp->pos;
for (i=0; i<3; i++) {
hashval = hash(hashval, *ip);
ip++;
}
return hashval;
}
void free_ai_stuff()
{
if(Ai_classes != NULL)
vm_free(Ai_classes);
if(Ai_class_names != NULL)
vm_free(Ai_class_names);
}
void parse_ai_class()
{
ai_class *aicp = &Ai_classes[Num_ai_classes];
required_string("$Name:");
stuff_string(aicp->name, F_NAME, NULL);
Ai_class_names[Num_ai_classes] = aicp->name;
required_string("$accuracy:");
parse_float_list(aicp->ai_accuracy, NUM_SKILL_LEVELS);
required_string("$evasion:");
parse_float_list(aicp->ai_evasion, NUM_SKILL_LEVELS);
required_string("$courage:");
parse_float_list(aicp->ai_courage, NUM_SKILL_LEVELS);
required_string("$patience:");
parse_float_list(aicp->ai_patience, NUM_SKILL_LEVELS);
}
void reset_ai_class_names()
{
ai_class *aicp;
for (int i = 0; i < Num_ai_classes; i++) {
aicp = &Ai_classes[i];
Ai_class_names[i] = aicp->name;
}
}
#define AI_CLASS_INCREMENT 10
void parse_aitbl()
{
// open localization
lcl_ext_open();
read_file_text("ai.tbl");
reset_parse();
//Just in case parse_aitbl is called twice
free_ai_stuff();
Num_ai_classes = 0;
Num_alloced_ai_classes = AI_CLASS_INCREMENT;
Ai_classes = (ai_class*) vm_malloc(Num_alloced_ai_classes * sizeof(ai_class));
Ai_class_names = (char**) vm_malloc(Num_alloced_ai_classes * sizeof(char*));
required_string("#AI Classes");
while (required_string_either("#End", "$Name:")) {
parse_ai_class();
Num_ai_classes++;
if(Num_ai_classes >= Num_alloced_ai_classes)
{
Num_alloced_ai_classes += AI_CLASS_INCREMENT;
Ai_classes = (ai_class*) vm_realloc(Ai_classes, Num_alloced_ai_classes * sizeof(ai_class));
// Ai_class_names doesn't realloc all that well so we have to do it the hard way.
// Luckily, it's contents can be easily replaced so we don't have to save anything.
vm_free(Ai_class_names);
Ai_class_names = (char **) vm_malloc(Num_alloced_ai_classes * sizeof(char*));
reset_ai_class_names();
}
}
// close localization
lcl_ext_close();
atexit(free_ai_stuff);
}
LOCAL int ai_inited = 0;
//========================= BOOK-KEEPING FUNCTIONS =======================
// Called once at game start-up
void ai_init()
{
if ( !ai_inited ) {
// Do the first time initialization stuff here
int rval;
if ((rval = setjmp(parse_abort)) != 0) {
Error(LOCATION, "Error parsing 'ai.tbl'\r\nError code = %i.\r\n", rval);
} else {
parse_aitbl();
}
ai_inited = 1;
}
init_semirand();
ai_level_init();
}
// this inits the ai. You should be able to call this between
// levels to reset everything.
void ai_level_init()
{
int i;
// Do the stuff to reset all ai stuff here
for (i=0; i<MAX_AI_INFO ; i++) {
Ai_info[i].shipnum = -1;
}
Ai_goal_signature = 0;
for (i = 0; i < Num_iffs; i++)
Iff_info[i].ai_rearm_timestamp = timestamp(-1);
// clear out the stuff needed for AI firing powerful secondary weapons
ai_init_secondary_info();
Ai_last_arrive_path=0;
}
// BEGIN STEALTH
// -----------------------------------------------------------------------------
// Check if object is a stealth ship
bool is_object_stealth_ship(object* objp)
{
if (objp->type == OBJ_SHIP) {
if (Ships[objp->instance].flags2 & SF2_STEALTH) {
return true;
}
}
// not stealth ship
return false;
}
// -----------------------------------------------------------------------------
// Init necessary ai info for new stealth target
void init_ai_stealth_info(ai_info *aip, object *stealth_objp)
{
Assert(is_object_stealth_ship(stealth_objp));
// set necessary ai info for new stealth target
aip->stealth_last_pos = stealth_objp->pos;
aip->stealth_velocity = stealth_objp->phys_info.vel;
aip->stealth_last_visible_stamp = timestamp();
}
// -----------------------------------------------------------------------------
// Check whether Pl_objp can see a stealth ship object
#define STEALTH_INVISIBLE 0
#define STEALTH_VISIBLE 1
#define STEALTH_FULLY_TARGETABLE 2
float get_skill_stealth_dist_scaler()
{
// return dist scaler based on skill level
switch (Game_skill_level) {
case 0: // very easy
return 0.65f;
case 1: // easy
return 0.9f;
case 2: // medium
return 1.0f;
case 3: // hard
return 1.1f;
case 4: // insane
return 1.3f;
default:
Int3();
}
return 1.0f;
}
float get_skill_stealth_dot_scaler()
{
// return multiplier on dot based on skill level
switch (Game_skill_level) {
case 0: // very easy
return 1.3f;
case 1: // easy
return 1.1f;
case 2: // medium
return 1.0f;
case 3: // hard
return 0.9f;
case 4: // insane
return 0.7f;
default:
Int3();
}
return 1.0f;
}
int ai_is_stealth_visible(object *viewer_objp, object *stealth_objp)
{
ship *shipp;
vec3d vec_to_stealth;
float dot_to_stealth, dist_to_stealth, max_stealth_dist;
Assert(stealth_objp->type == OBJ_SHIP);
shipp = &Ships[stealth_objp->instance];
Assert(viewer_objp->type == OBJ_SHIP);
// check if stealth ship
Assert(shipp->flags2 & SF2_STEALTH);
// check if in neb and below awac level for visible
if ( !ship_is_visible_by_team(stealth_objp, &Ships[viewer_objp->instance]) ) {
vm_vec_sub(&vec_to_stealth, &stealth_objp->pos, &viewer_objp->pos);
dist_to_stealth = vm_vec_mag_quick(&vec_to_stealth);
dot_to_stealth = vm_vec_dotprod(&viewer_objp->orient.vec.fvec, &vec_to_stealth) / dist_to_stealth;
// get max dist at which stealth is visible
max_stealth_dist = get_skill_stealth_dist_scaler() * STEALTH_MAX_VIEW_DIST;
// now check if within view frustrum
float needed_dot_to_stealth;
if (dist_to_stealth < 100) {
needed_dot_to_stealth = 0.0f;
} else {
needed_dot_to_stealth = get_skill_stealth_dot_scaler() * float(STEALTH_VIEW_CONE_DOT) * (dist_to_stealth / max_stealth_dist);
}
if (dot_to_stealth > needed_dot_to_stealth) {
if (dist_to_stealth < max_stealth_dist) {
return STEALTH_VISIBLE;
}
}
// not within frustrum
return STEALTH_INVISIBLE;
}
// visible by awacs level
return STEALTH_FULLY_TARGETABLE;
}
// END STEALTH
// Compute dot product of direction vector and forward vector.
// Direction vector is vector from one object to other object.
// Forward vector is the forward vector of the ship.
// If from_dot == NULL, don't fill it in.
float compute_dots(object *objp, object *other_objp, float *to_dot, float *from_dot)
{
vec3d v2o;
float dist;
dist = vm_vec_normalized_dir(&v2o, &other_objp->pos, &objp->pos);
*to_dot = vm_vec_dot(&objp->orient.vec.fvec, &v2o);
if (from_dot != NULL)
*from_dot = - vm_vec_dot(&other_objp->orient.vec.fvec, &v2o);
return dist;
}
// -----------------------------------------------------------------------------
// update estimated stealth info
// this is a "cheat" update
// error increases with time not seen, true distance away, dot to enemey
// this is done only if we can not see the stealth target
// need to infer its position either by weapon fire pos or last know pos
void update_ai_stealth_info_with_error(ai_info *aip/*, int no_error*/)
{
object *ship;
object *stealth_objp;
/*
float error_time_mult, error_dist_mult, error_dot_mult, error_mult;
float pos_error, vel_error;
vec3d error_vec, vec_to_stealth;
float dist_to_stealth, dot_to_stealth;
float delta_time, delta_capped;
*/
// make sure I am targeting a stealth ship
Assert( is_object_stealth_ship(&Objects[aip->target_objnum]) );
stealth_objp = &Objects[aip->target_objnum];
// my_ship
ship = &Objects[Ships[aip->shipnum].objnum];
// if update is due to weapon fire, get exact stealth position
// if (no_error) {
aip->stealth_last_pos = stealth_objp->pos;
aip->stealth_velocity = stealth_objp->phys_info.vel;
aip->stealth_last_visible_stamp = timestamp();
// return;
// }
/*
// get time since last seen
delta_time = 0.001f * (timestamp() - aip->stealth_last_visible_stamp);
// we don't want our "cheat" guess to more off than what we would get from extrapolating from last visible
// only update if stealth info is "old"
if ( (delta_time) < 0.5 ) {
return;
}
// find vec_to_stealth and dist
vm_vec_sub(&vec_to_stealth, &stealth_objp->pos, &ship->pos);
dist_to_stealth = vm_vec_normalize_quick(&vec_to_stealth);
dot_to_stealth = vm_vec_dotprod(&vec_to_stealth, &ship->orient.fvec);
// put cap on time
delta_capped = delta_time;
if (delta_time > 5.0) {
delta_capped = 5.0f;
}
// erorr_time_mult (for 0-5) -> (1-6)
error_time_mult = (1.0f + delta_capped);
// error_dot_mult (-1 to 1) -> (1-3)
error_dot_mult = (2 - dot_to_stealth);
// error_dist_mult (0-1000+) -> (1-4)
error_dist_mult = dist_to_stealth * 4.0f * 0.001f;
if (error_dist_mult < 1) {
error_dist_mult = 1.0f;
} else if (error_dist_mult > 4) {
error_dist_mult = 4.0f;
}
// multiply error out
error_mult = error_time_mult * error_dot_mult * error_dist_mult;
float base_pos_error = 10;
float base_vel_error = 2;
// find the position and velocity error magnitude;
pos_error = base_pos_error * error_mult;
vel_error = base_vel_error * error_mult;
// get an error that changes slowly over time
static_randvec( ((int)aip ^ (Missiontime >> 18)) & 7, &error_vec);
vm_vec_zero(&error_vec);
// update pos and vel with error
vm_vec_scale_add(&aip->stealth_velocity, &stealth_objp->phys_info.vel, &error_vec, vel_error);
// revise last "known" position to arrive at last pos with given error
vm_vec_scale_add(&aip->stealth_last_pos, &stealth_objp->pos, &error_vec, pos_error);
vm_vec_scale_add2(&aip->stealth_last_pos, &aip->stealth_velocity, -(0.001f * delta_time));
*/
}
// Update danger_weapon_objnum and signature in ai_info to say this weapon is to be avoided.
void ai_update_danger_weapon(int attacked_objnum, int weapon_objnum)
{
object *objp, *weapon_objp;
ai_info *aip;
float old_dist, new_dist;
float old_dot, new_dot;
object *old_weapon_objp = NULL;
if ((attacked_objnum == -1) || (weapon_objnum == -1)) {
return;
}
objp = &Objects[attacked_objnum];
// AL 2-24-98: If this isn't a ship, we don't need to worry about updating weapon_objnum (ie it would be
// an asteroid or bomb).
if ( objp->type != OBJ_SHIP ) {
return;
}
weapon_objp = &Objects[weapon_objnum];
aip = &Ai_info[Ships[objp->instance].ai_index];
// if my taraget is a stealth ship and is not visible
if (aip->target_objnum >= 0) {
if ( is_object_stealth_ship(&Objects[aip->target_objnum]) ) {
if ( ai_is_stealth_visible(objp, &Objects[aip->target_objnum]) == STEALTH_INVISIBLE ) {
// and the weapon is coming from that stealth ship
if (weapon_objp->parent == aip->target_objnum) {
// update my position estimate for stealth ship
update_ai_stealth_info_with_error(aip/*, 1*/);
}
}
}
}
if (aip->danger_weapon_objnum != -1) {
old_weapon_objp = &Objects[aip->danger_weapon_objnum];
if ((old_weapon_objp->type == OBJ_WEAPON) && (old_weapon_objp->signature == aip->danger_weapon_signature)) {
;
} else {
aip->danger_weapon_objnum = -1;
}
}
new_dist = compute_dots(weapon_objp, objp, &new_dot, NULL);
if (aip->danger_weapon_objnum == -1) {
if (new_dist < 1500.0f) {
if (new_dot > 0.5f) {
aip->danger_weapon_objnum = weapon_objnum;
aip->danger_weapon_signature = weapon_objp->signature;
}
}
} else {
Assert(old_weapon_objp != NULL);
old_dist = compute_dots(old_weapon_objp, objp, &old_dot, NULL);
if (old_dot < 0.5f) {
aip->danger_weapon_objnum = -1;
old_dist = 9999.9f;
}
if ((new_dot > 0.5f) && (new_dot > old_dot-0.01f)) {
if (new_dist < old_dist) {
aip->danger_weapon_objnum = weapon_objnum;
aip->danger_weapon_signature = weapon_objp->signature;
}
}
}
}
// If rvec != NULL, use it to match bank by calling vm_matrix_interpolate.
// (rvec defaults to NULL)
void ai_turn_towards_vector(vec3d *dest, object *objp, float frametime, float turn_time, vec3d *slide_vec, vec3d *rel_pos, float bank_override, int flags, vec3d *rvec, int sexp_flags)
{
//matrix goal_orient;
matrix curr_orient;
vec3d vel_in, vel_out, desired_fvec, src;
float delta_time;
physics_info *pip;
vec3d vel_limit, acc_limit;
float delta_bank;
// Don't allow a ship to turn if it has no engine strength.
// AL 3-12-98: objp may not always be a ship!
if ( (objp->type == OBJ_SHIP) && !(sexp_flags & AITTV_VIA_SEXP) ) {
if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f)
return;
}
//nprintf(("AI", "Ship %s turning towards point %7.3f %7.3f %7.3f\n", Ships[objp->instance].ship_name, dest->x, dest->y, dest->z));
pip = &objp->phys_info;
vel_in = pip->rotvel;
curr_orient = objp->orient;
delta_time = flFrametime;
if(turn_time > 0.0f)
{
// Scale turn_time based on skill level and team.
if (!(flags & AITTV_FAST) && !(sexp_flags & AITTV_VIA_SEXP) ){
if (objp->type == OBJ_SHIP){
if (iff_x_attacks_y(Player_ship->team, Ships[objp->instance].team)) {
turn_time *= The_mission.ai_profile->turn_time_scale[Game_skill_level];
}
}
}
// Set max turn rate.
vel_limit.xyz.x = 2*PI/turn_time;
vel_limit.xyz.y = 2*PI/turn_time;
vel_limit.xyz.z = 2*PI/turn_time;
}
else
{
vm_vec_zero(&vel_limit);
}
// Set rate at which ship can accelerate to its rotational velocity.
// For now, weapons just go much faster.
acc_limit = vel_limit;
if (objp->type == OBJ_WEAPON)
vm_vec_scale(&acc_limit, 8.0f);
src = objp->pos;
if (rel_pos != NULL) {
vec3d gun_point;
vm_vec_unrotate(&gun_point, rel_pos, &objp->orient);
vm_vec_add2(&src, &gun_point);
}
vm_vec_normalized_dir(&desired_fvec, dest, &src);
// Since ship isn't necessarily moving in the direction it's pointing, sometimes it's better
// to be moving towards goal rather than just pointing. So, if slide_vec is !NULL, try to
// make ship move towards goal, not point at goal.
if (slide_vec != NULL) {
vm_vec_add2(&desired_fvec, slide_vec);
vm_vec_normalize(&desired_fvec);
}
// Should be more general case here. Currently, anything that is not a weapon will bank when it turns.
// Goober5000 - don't bank if sexp says not to
// Goober5000 - also don't bank if ship doesn't bank
if ( (objp->type == OBJ_WEAPON) || (sexp_flags & AITTV_IGNORE_BANK ) || (Ships[objp->instance].flags2 & SF2_NO_BANK) )
delta_bank = 0.0f;
else if ((bank_override) && (iff_x_attacks_y(Ships[objp->instance].team, Player_ship->team))) { // Theoretically, this will only happen for Shivans.
delta_bank = bank_override;
//nprintf(("AI", "%i: %7.3f\n", Framecount, bank_override));
} else {
delta_bank = vm_vec_dot(&curr_orient.vec.rvec, &objp->last_orient.vec.rvec);
delta_bank = 100.0f * (1.0f - delta_bank);
if (vm_vec_dot(&objp->last_orient.vec.fvec, &objp->orient.vec.rvec) < 0.0f)
delta_bank = -delta_bank;
//nprintf(("AI", "%s: Frame %i: delta bank = %7.3f\n", Ships[objp->instance].ship_name, Framecount, delta_bank));
}
// Dave Andsager: The non-indented lines here are debug code to help you track down the problem in the physics
// that is causing ships to inexplicably rotate very far. If you hit the Int3(), set the next statement to be
// the one marked "HERE". (Do this clicking the cursor there, then right clicking. Choose the right option.)
// This will allow you to rerun vm_forward_interpolate() with the values that caused the error.
// Note, you'll need to enable the Int3() about ten lines below.
#ifndef NDEBUG
vec3d tvec = objp->orient.vec.fvec;
vec3d vel_in_copy;
matrix objp_orient_copy;
vel_in_copy = vel_in;
objp_orient_copy = objp->orient;
vel_in = vel_in_copy; // HERE
objp->orient = objp_orient_copy;
#endif
if (rvec != NULL) {
matrix out_orient, goal_orient;
vm_vector_2_matrix(&goal_orient, &desired_fvec, NULL, rvec);
vm_matrix_interpolate(&goal_orient, &curr_orient, &vel_in, delta_time, &out_orient, &vel_out, &vel_limit, &acc_limit);
objp->orient = out_orient;
} else {
vm_forward_interpolate(&desired_fvec, &curr_orient, &vel_in, delta_time, delta_bank, &objp->orient, &vel_out, &vel_limit, &acc_limit);
}
#ifndef NDEBUG
if (!((objp->type == OBJ_WEAPON) && (Weapon_info[Weapons[objp->instance].weapon_info_index].subtype == WP_MISSILE))) {
if (delta_time < 0.25f && vm_vec_dot(&objp->orient.vec.fvec, &tvec) < 0.1f)
Int3(); // Get Andsager. A ship has turned too far in one frame.
}
#endif
pip->rotvel = vel_out;
}
void init_ship_info()
{
int i;
if (Ship_info_inited)
return;
for (i=0; i<Num_ship_classes; i++) {
Ship_info[i].min_speed = - Ship_info[i].max_rear_vel;
Ship_info[i].max_accel = Ship_info[i].max_vel.xyz.z;
}
Ship_info_inited = 1;
}
// Set aip->target_objnum to objnum
// Update aip->previous_target_objnum.
// If new target (objnum) is different than old target, reset target_time.
int set_target_objnum(ai_info *aip, int objnum)
{
/*
char old_name[32], new_name[32];
if (!timestamp_elapsed(aip->ok_to_target_timestamp))
return aip->target_objnum;
if (Player_ship && (Ships[aip->shipnum].team == Player_ship->team)) {
if (aip->target_objnum == -1)
strcpy(old_name, "none");
else
strcpy(old_name, Ships[Objects[aip->target_objnum].instance].ship_name);
if (objnum == -1)
strcpy(new_name, "none");
else
strcpy(new_name, Ships[Objects[objnum].instance].ship_name);
nprintf(("AI", "Ship %s changing target from %s to %s\n", Ships[aip->shipnum].ship_name, old_name, new_name));
}
*/
// AL 2-25-97: Ensure that a protected ship isn't being set as a target (for non-players only)
/*
if ( objnum >= 0 ) {
if ( !(Objects[Ships[aip->shipnum].objnum].flags & OF_PLAYER_SHIP) ) {
if ( Objects[objnum].flags & OF_PROTECTED ) {
// AL 2-26-97: removing Int3() until issue with setting OF_PROTECTED in ai_set_attack_subsystem()
//Int3(); // this should not happen
return aip->target_objnum; // don't change targets
}
}
}
*/
if ((aip != Player_ai) && (!timestamp_elapsed(aip->ok_to_target_timestamp))) {
return aip->target_objnum;
}
if (aip->target_objnum == objnum) {
aip->previous_target_objnum = aip->target_objnum;
} else {
aip->previous_target_objnum = aip->target_objnum;
// ignore this assert if a multiplayer observer
if((Game_mode & GM_MULTIPLAYER) && (aip == Player_ai) && (Player_obj->type == OBJ_OBSERVER)){
} else {
Assert(objnum != Ships[aip->shipnum].objnum); // make sure not targeting self
}
// if stealth target, init ai_info for stealth
if ( (objnum > 0) && is_object_stealth_ship(&Objects[objnum]) ) {
init_ai_stealth_info(aip, &Objects[objnum]);
}
aip->target_objnum = objnum;
aip->target_time = 0.0f;
aip->target_signature = (objnum > 0) ? Objects[objnum].signature : -1;
// clear targeted subsystem
set_targeted_subsys(aip, NULL, -1);
}
return aip->target_objnum;
}
int ai_select_primary_weapon(object *objp, object *other_objp, int flags);
// Make new_subsys the targeted subsystem of ship *aip.
ship_subsys *set_targeted_subsys(ai_info *aip, ship_subsys *new_subsys, int parent_objnum)
{
Assert(aip != NULL);
aip->last_subsys_target = aip->targeted_subsys;
aip->targeted_subsys = new_subsys;
aip->targeted_subsys_parent = parent_objnum;
if ( new_subsys ) {
// Make new_subsys target
if (new_subsys->system_info->type == SUBSYSTEM_ENGINE) {
if ( aip != Player_ai ) {
Assert( aip->shipnum >= 0 );
ai_select_primary_weapon(&Objects[Ships[aip->shipnum].objnum], &Objects[parent_objnum], WIF_PUNCTURE);
ship_primary_changed(&Ships[aip->shipnum]); // AL: maybe send multiplayer information when AI ship changes primaries
}
}
if ( aip == Player_ai ) {
hud_lock_reset(0.5f);
}
} else {
// Cleanup any subsys path information if it exists
ai_big_subsys_path_cleanup(aip);
}
return aip->targeted_subsys;
}
// called to init the data for single ai object. At this point,
// the ship and the object and the ai_info are are correctly
// linked together. Ai_info[ai_index].shipnum is the only valid field
// in ai_info.
// This is called right when the object is parsed, so you can't assume much
// has been initialized. For example, wings, waypoints, goals are probably
// not yet loaded. --MK, 10/8/96
void ai_object_init(object * obj, int ai_index)
{
ai_info *aip;
Assert(ai_index >= 0 && ai_index < MAX_AI_INFO);
aip = &Ai_info[ai_index];
aip->type = 0; // 0 means not in use.
aip->wing = -1; // Member of what wing? -1 means none.
aip->ai_class = Ship_info[Ships[obj->instance].ship_info_index].ai_class;
aip->behavior = AIM_NONE;
}
// If *aip is docked, set max acceleration to A->mass/(A->mass + B->mass) where A is *aip and B is dock object
void adjust_accel_for_docking(ai_info *aip)
{
object *objp = &Objects[Ships[aip->shipnum].objnum];
if (object_is_docked(objp))
{
float ratio = objp->phys_info.mass / dock_calc_total_docked_mass(objp);
// put cap on how much ship can slow down
if ( (ratio < 0.8f) && !(The_mission.ai_profile->flags & AIPF_NO_MIN_DOCK_SPEED_CAP) ) {
ratio = 0.8f;
}
// make sure we at least some velocity
if (ratio < 0.1f) {
// Int3();
ratio = 0.1f;
}
if (AI_ci.forward > ratio) {
AI_ci.forward = ratio;
}
}
}
// -------------------------------------------------------------------
void accelerate_ship(ai_info *aip, float accel)
{
aip->prev_accel = accel;
AI_ci.forward = accel;
adjust_accel_for_docking(aip);
}
// --------------------------------------------------------------------------
void change_acceleration(ai_info *aip, float delta_accel)
{
float new_accel;
if (delta_accel < 0.0f) {
if (aip->prev_accel > 0.0f)
aip->prev_accel = 0.0f;
} else if (aip->prev_accel < 0.0f)
aip->prev_accel = 0.0f;
new_accel = aip->prev_accel + delta_accel * flFrametime;
if (new_accel > 1.0f)
new_accel = 1.0f;
else if (new_accel < -1.0f)
new_accel = -1.0f;
aip->prev_accel = new_accel;
AI_ci.forward = new_accel;
adjust_accel_for_docking(aip);
}
void set_accel_for_target_speed(object *objp, float tspeed)
{
float max_speed;
ai_info *aip;
aip = &Ai_info[Ships[objp->instance].ai_index];
max_speed = Ships[objp->instance].current_max_speed;
if (max_speed > 0.0f) {
AI_ci.forward = tspeed/max_speed;
} else {
AI_ci.forward = 0.0f;
}
aip->prev_accel = AI_ci.forward;
adjust_accel_for_docking(aip);
}
// Stuff perim_point with a point on the perimeter of the sphere defined by object *objp
// on the vector from the center of *objp through the point *vp.
void project_point_to_perimeter(vec3d *perim_point, vec3d *pos, float radius, vec3d *vp)
{
vec3d v1;
float mag;
vm_vec_sub(&v1, vp, pos);
mag = vm_vec_mag(&v1);
if (mag == 0.0f) {
Warning(LOCATION, "projectable point is at center of sphere.");
vm_vec_make(&v1, 0.0f, radius, 0.0f);
} else {
vm_vec_normalize(&v1);
vm_vec_scale(&v1, 1.1f * radius + 10.0f);
}
vm_vec_add2(&v1, pos);
*perim_point = v1;
}
// Stuff tan1 with tangent point on sphere. tan1 is point nearer to *p1
// *p0 is point through which tangents pass.
// *centerp is center of sphere.
// *p1 is another point in space to define the plane in which tan1, tan2 reside.
// radius is the radius of the sphere.
// Note, this is a very approximate function just for AI.
// Note also: On 12/26/96, p1 is used to define the plane perpendicular to that which
// contains the tangent point.
void get_tangent_point(vec3d *tan1, vec3d *p0, vec3d *centerp, vec3d *p1, float radius)
{
vec3d dest_vec, v2c, perp_vec, temp_vec, v2;
float dist, ratio;
// Detect condition of point inside sphere.
if (vm_vec_dist(p0, centerp) < radius)
project_point_to_perimeter(tan1, centerp, radius, p0);
else {
vm_vec_normalized_dir(&v2c, centerp, p0);
// Compute perpendicular vector using p0, centerp, p1
vm_vec_normal(&temp_vec, p0, centerp, p1);
vm_vec_sub(&v2, centerp, p0);
vm_vec_cross(&perp_vec, &temp_vec, &v2);
vm_vec_normalize(&perp_vec);
dist = vm_vec_dist_quick(p0, centerp);
ratio = dist / radius;
if (ratio < 2.0f)
vm_vec_scale_add(&dest_vec, &perp_vec, &v2c, ratio-1.0f);
else
vm_vec_scale_add(&dest_vec, &v2c, &perp_vec, (1.0f + 1.0f/ratio));
vm_vec_scale_add(tan1, p0, &dest_vec, dist + radius);
}
}
// --------------------------------------------------------------------------
// Given an object and a point, turn towards the point, resulting in
// approach behavior.
void turn_towards_point(object *objp, vec3d *point, vec3d *slide_vec, float bank_override)
{
ai_info *aip;
aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
// check if in formation and if not leader, don't change rotvel.z (bank to match leader elsewhere)
if (aip->ai_flags & AIF_FORMATION) {
if (&Objects[aip->goal_objnum] != objp) {
float rotvel_z = objp->phys_info.rotvel.xyz.z;
ai_turn_towards_vector(point, objp, flFrametime, Ship_info[Ships[objp->instance].ship_info_index].srotation_time, slide_vec, NULL, bank_override, 0);
objp->phys_info.rotvel.xyz.z = rotvel_z;
}
} else {
// normal turn
ai_turn_towards_vector(point, objp, flFrametime, Ship_info[Ships[objp->instance].ship_info_index].srotation_time, slide_vec, NULL, bank_override, 0);
}
}
// --------------------------------------------------------------------------
// Given an object and a point, turn away from the point, resulting in avoidance behavior.
// Note: Turn away at full speed, not scaled down by skill level.
void turn_away_from_point(object *objp, vec3d *point, float bank_override)
{
vec3d opposite_point;
vm_vec_sub(&opposite_point, &objp->pos, point);
vm_vec_add2(&opposite_point, &objp->pos);
ai_turn_towards_vector(&opposite_point, objp, flFrametime, Ship_info[Ships[objp->instance].ship_info_index].srotation_time, NULL, NULL, bank_override, AITTV_FAST);
}
// --------------------------------------------------------------------------
// Given an object and a point, turn tangent to the point, resulting in
// a circling behavior.
// Make object *objp turn around the point *point with a radius of radius.
// Note that this isn't the same as following a circle of radius radius with
// center *point, but it should be adequate.
// Note that if you want to circle an object without hitting it, you should use
// about twice that object's radius for radius, else you'll certainly bump into it.
// Return dot product to goal point.
float turn_towards_tangent(object *objp, vec3d *point, float radius)
{
vec3d vec_to_point;
vec3d goal_point;
vec3d perp_point; // point radius away from *point on vector to objp->pos
vec3d up_vec, perp_vec;
vm_vec_normalized_dir(&vec_to_point, point, &objp->pos);
vm_vec_crossprod(&up_vec, &vec_to_point, &objp->orient.vec.fvec);
vm_vec_crossprod(&perp_vec, &vec_to_point, &up_vec);
vm_vec_scale_add(&perp_point, point, &vec_to_point, -radius);
if (vm_vec_dot(&objp->orient.vec.fvec, &perp_vec) > 0.0f) {
vm_vec_scale_add(&goal_point, &perp_point, &perp_vec, radius);
} else {
vm_vec_scale_add(&goal_point, &perp_point, &perp_vec, -radius);
}
// Ai_info[Ships[objp->instance].ai_index].goal_point = goal_point;
turn_towards_point(objp, &goal_point, NULL, 0.0f);
vec3d v2g;
vm_vec_normalized_dir(&v2g, &goal_point, &objp->pos);
return vm_vec_dot(&objp->orient.vec.fvec, &v2g);
}
float turn_toward_tangent_with_axis(object *objp, object *center_objp, float radius)
{
vec3d r_vec, theta_vec;
vec3d center_vec, vec_on_cylinder, sph_r_vec;
float center_obj_z;
// find closest z of center objp
vm_vec_sub(&sph_r_vec, &objp->pos, &center_objp->pos);
center_obj_z = vm_vec_dotprod(&sph_r_vec, &center_objp->orient.vec.fvec);
// find pt on axis with closest z
vm_vec_scale_add(&center_vec, &center_objp->pos, &center_objp->orient.vec.fvec, center_obj_z);
// get r_vec
vm_vec_sub(&r_vec, &objp->pos, &center_vec);
// float r_mag = vm_vec_normalize_quick(&r_vec);
// mprintf(("cur_r: %.1f, desired_r: %.1f\n", r_mag, radius));
Assert( (vm_vec_dotprod(&r_vec, &center_objp->orient.vec.fvec) < 0.0001));
// get theta vec - perp to r_vec and z_vec
vm_vec_crossprod(&theta_vec, &center_objp->orient.vec.fvec, &r_vec);
#ifndef NDEBUG
float mag;
mag = vm_vec_normalize(&theta_vec);
Assert(mag > 0.9999 && mag < 1.0001);
#endif
vec3d temp;
vm_vec_crossprod(&temp, &r_vec, &theta_vec);
#ifndef NDEBUG
float dot;
dot = vm_vec_dotprod(&temp, &center_objp->orient.vec.fvec);
Assert( dot >0.9999 && dot < 1.0001);
#endif
// find pt on clylinder with closest z
vm_vec_scale_add(&vec_on_cylinder, &center_vec, &r_vec, radius);
vec3d goal_pt, v2g;
vm_vec_scale_add(&goal_pt, &vec_on_cylinder, &theta_vec, radius);
// Ai_info[Ships[objp->instance].ai_index].goal_point = goal_pt;
turn_towards_point(objp, &goal_pt, NULL, 0.0f);
vm_vec_normalized_dir(&v2g, &goal_pt, &objp->pos);
return vm_vec_dot(&objp->orient.vec.fvec, &v2g);
}
// Returns a point radius units away from *point that *objp should turn towards to orbit *point
void get_tangent_point(vec3d *goal_point, object *objp, vec3d *point, float radius)
{
vec3d vec_to_point;
vec3d perp_point; // point radius away from *point on vector to objp->pos
vec3d up_vec, perp_vec;
vm_vec_normalized_dir(&vec_to_point, point, &objp->pos);
vm_vec_crossprod(&up_vec, &vec_to_point, &objp->orient.vec.fvec);
vm_vec_crossprod(&perp_vec, &vec_to_point, &up_vec);
vm_vec_normalize(&perp_vec);
vm_vec_scale_add(&perp_point, point, &vec_to_point, -radius);
if (vm_vec_dot(&objp->orient.vec.fvec, &perp_vec) > 0.0f) {
vm_vec_scale_add(goal_point, &perp_point, &perp_vec, radius);
} else {
vm_vec_scale_add(goal_point, &perp_point, &perp_vec, -radius);
}
}
int Player_attacking_enabled = 1;
// -----------------------------------------------------------------------------
// Determine whether an object is targetable within a nebula
int object_is_targetable(object *target, ship *viewer)
{
int stealth_ship = 0;
// if target is ship, check if visible by team
if (target->type == OBJ_SHIP)
{
stealth_ship = (Ships[target->instance].flags2 & SF2_STEALTH);
if ( ship_is_visible_by_team(target, viewer) == 1)
{
return 1;
}
}
// for AI partially targetable works as fully targetable, except for stealth ship
if (stealth_ship) {
// if not team targetable, check if within frustrum
if ( ai_is_stealth_visible(&Objects[viewer->objnum], target) == STEALTH_VISIBLE ) {
return 1;
} else {
return 0;
}
}
// if not fully targetable by team, check awacs level with viewer
// allow targeting even if only only partially targetable to player
float radar_return = awacs_get_level(target, viewer);
if ( radar_return > 0.4 ) {
return 1;
} else {
return 0;
}
}
// Return number of enemies attacking object objnum
//
// AL 10.26.97: Also include turrets on large ships when couting enemies attacking
int num_enemies_attacking(int objnum)
{
object *objp;
ship *sp;
ship_subsys *ssp;
ship_obj *so;
int count;
count = 0;
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
objp = &Objects[so->objnum];
Assert(objp->instance != -1);
sp = &Ships[objp->instance];
if (Ai_info[sp->ai_index].target_objnum == objnum)
count++;
// consider turrets that may be attacking objnum (but only turrets on SIF_BIG_SHIP ships)
if ( Ship_info[sp->ship_info_index].flags & SIF_BIG_SHIP ) {
// loop through all the subsystems, check if turret has objnum as a target
ssp = GET_FIRST(&sp->subsys_list);
while ( ssp != END_OF_LIST( &sp->subsys_list ) ) {
if ( ssp->system_info->type == SUBSYSTEM_TURRET ) {
if ( (ssp->turret_enemy_objnum == objnum) && (ssp->current_hits > 0) ) {
count++;
}
}
ssp = GET_NEXT( ssp );
} // end while
}
}
return count;
}
// Scan all the ships in *objp's wing.
// Return the lowest maximum speed of a ship in the wing.
// Current maximum speed (based on energy settings) is shipp->current_max_speed
float get_wing_lowest_max_speed(object *objp)
{
ship *shipp;
ai_info *aip;
float lowest_max_speed;
int wingnum;
object *o;
ship_obj *so;
Assert(objp->type == OBJ_SHIP);
Assert((objp->instance >= 0) && (objp->instance < MAX_OBJECTS));
shipp = &Ships[objp->instance];
Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
aip = &Ai_info[shipp->ai_index];
wingnum = aip->wing;
lowest_max_speed = shipp->current_max_speed;
if ( wingnum == -1 )
return lowest_max_speed;
Assert(wingnum >= 0);
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
o = &Objects[so->objnum];
ship *oshipp = &Ships[o->instance];
ai_info *oaip = &Ai_info[oshipp->ai_index];
if ((oaip->mode == AIM_WAYPOINTS) && (oaip->wing == wingnum)) {
// Note: If a ship in the wing has a super low max speed, probably its engines are disabled. So, fly along and
// ignore the poor guy.
float cur_max = oshipp->current_max_speed;
if (object_is_docked(o)) {
cur_max *= o->phys_info.mass / dock_calc_total_docked_mass(o);
}
if ((oshipp->current_max_speed > 5.0f) && (cur_max < lowest_max_speed)) {
lowest_max_speed = cur_max;
}
}
}
return lowest_max_speed;
}
/*
// Tell everyone to ignore object objnum.
void set_global_ignore_object(int objnum)
{
int i;
Assert(Objects[objnum].type == OBJ_SHIP);
nprintf(("AI", "Telling everyone to ignore object %s\n", Ships[Objects[objnum].instance].ship_name));
for (i=0; i<MAX_IGNORE_OBJECTS; i++) {
if (Ignore_objects[i].objnum == -1) {
Ignore_objects[i].objnum = objnum;
Ignore_objects[i].signature = Objects[objnum].signature;
break;
}
}
if (i == MAX_IGNORE_OBJECTS) {
// Couldn't find a free slot, but maybe one of these objects has died.
for (i=0; i<MAX_IGNORE_OBJECTS; i++) {
int o = Ignore_objects[i].objnum;
if (Objects[o].type != OBJ_SHIP)
break; // Not a ship, so use this slot.
if (Objects[o].signature != Ignore_objects[i].signature)
break; // Signatures don't match, so use this slot.
}
if (i != MAX_IGNORE_OBJECTS) {
Ignore_objects[i].objnum = objnum;
Ignore_objects[i].signature = Objects[objnum].signature;
} else {
nprintf(("Warning", "Ignore_objects buffer full. Stealing a slot to ignore object #%i\n"));
Int3();
int r;
r = objnum % MAX_IGNORE_OBJECTS;
Ignore_objects[r].objnum = objnum;
Ignore_objects[r].signature = Objects[objnum].signature;
}
}
}
*/
// Goober5000 - fixed up a bit
// Determine if object objnum is supposed to be ignored by object with ai_info *aip.
// Return:
// TRUE if objnum is aip->ignore_objnum (and signatures match)
// or objnum is in ignore wing
// FALSE otherwise
int is_ignore_object_sub(int *ignore_objnum, int *ignore_signature, int objnum)
{
/* // First, scan all objects in global array of objects to be ignored.
for (int i=0; i<MAX_IGNORE_OBJECTS; i++)
if (Ignore_objects[i].objnum != -1)
if (objnum == Ignore_objects[i].objnum)
if (Objects[Ignore_objects[i].objnum].signature == Ignore_objects[i].signature)
return 1;
*/
// Didn't find in global list. Now check
// Not ignoring anything.
if (*ignore_objnum == UNUSED_OBJNUM)
{
return 0;
}
// This means it's ignoring an object, not a wing.
else if (*ignore_objnum >= 0)
{
// see if this object became invalid
if (Objects[*ignore_objnum].signature != *ignore_signature)
{
// reset
*ignore_objnum = UNUSED_OBJNUM;
}
// objects and signatures match
else if (*ignore_objnum == objnum)
{
// found it
return 1;
}
return 0;
}
// Ignoring a wing.
else
{
Int3(); // Should never happen. I thought I removed this behavior! -- MK, 5/17/98
return 0;
/*
int ignore_wingnum = -(*ignore_objnum + 1);
Assert(ignore_wingnum < MAX_WINGS);
return (Ships[Objects[objnum].instance].wingnum == ignore_wingnum);
*/
}
}
// Goober5000
int find_ignore_new_object_index(ai_info *aip, int objnum)
{
int i;
for (i = 0; i < MAX_IGNORE_NEW_OBJECTS; i++)
{
if (is_ignore_object_sub(&aip->ignore_new_objnums[i], &aip->ignore_new_signatures[i], objnum))
return i;
}
return -1;
}
// Goober5000
int is_ignore_object(ai_info *aip, int objnum, int just_the_original = 0)
{
// check original (retail) ignore
if (is_ignore_object_sub(&aip->ignore_objnum, &aip->ignore_signature, objnum))
return 1;
// check new ignore
if (!just_the_original)
{
if (find_ignore_new_object_index(aip, objnum) >= 0)
return 1;
}
return 0;
}
// -----------------------------------------------------------------------------
// given a ship with bounding box and a point, find the closest point on the bbox
int get_nearest_bbox_point(object *ship_obj, vec3d *start, vec3d *box_pt)
{
vec3d temp, rf_start;
polymodel *pm;
pm = model_get(Ships[ship_obj->instance].modelnum);
// get start in ship rf
vm_vec_sub(&temp, start, &ship_obj->pos);
vm_vec_rotate(&rf_start, &temp, &ship_obj->orient);
// find box_pt
int inside = project_point_onto_bbox(&pm->mins, &pm->maxs, &rf_start, &temp);
// get box_pt in world rf
vm_vec_unrotate(box_pt, &temp, &ship_obj->orient);
vm_vec_add2(box_pt, &ship_obj->pos);
return inside;
}
typedef struct eval_nearest_objnum {
int objnum;
object *trial_objp;
int enemy_team_mask;
int enemy_wing;
float range;
int max_attackers;
int nearest_objnum;
float nearest_dist;
int check_danger_weapon_objnum;
} eval_nearest_objnum;
void evaluate_object_as_nearest_objnum(eval_nearest_objnum *eno)
{
ai_info *aip;
ship_subsys *attacking_subsystem;
ship *shipp = &Ships[eno->trial_objp->instance];
aip = &Ai_info[Ships[Objects[eno->objnum].instance].ai_index];
attacking_subsystem = aip->targeted_subsys;
if ((attacking_subsystem != NULL) || !(eno->trial_objp->flags & OF_PROTECTED)) {
if ( OBJ_INDEX(eno->trial_objp) != eno->objnum ) {
#ifndef NDEBUG
if (!Player_attacking_enabled && (eno->trial_objp == Player_obj))
return;
#endif
// If only supposed to attack ship in a specific wing, don't attack other ships.
if ((eno->enemy_wing != -1) && (shipp->wingnum != eno->enemy_wing))
return;
// Don't keep firing at a ship that is in its death throes.
if (shipp->flags & SF_DYING)
return;
if (is_ignore_object(aip, OBJ_INDEX(eno->trial_objp)))
return;
if (eno->trial_objp->flags & OF_PROTECTED)
return;
if (shipp->flags & SF_ARRIVING)
return;
ship_info *sip = &Ship_info[shipp->ship_info_index];
if (sip->flags & (SIF_NO_SHIP_TYPE | SIF_NAVBUOY))
return;
if (iff_matches_mask(shipp->team, eno->enemy_team_mask)) {
float dist;
int num_attacking;
// Allow targeting of stealth in nebula by his firing at me
// This is done for a specific ship, not generally.
if ( !eno->check_danger_weapon_objnum ) {
// check if can be targeted if inside nebula
if ( !object_is_targetable(eno->trial_objp, &Ships[Objects[eno->objnum].instance]) ) {
// check if stealth ship is visible, but not "targetable"
if ( !((shipp->flags2 & SF2_STEALTH) && ai_is_stealth_visible(&Objects[eno->objnum], eno->trial_objp)) ) {
return;
}
}
}
// if objnum is BIG or HUGE, find distance to bbox
if (sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
vec3d box_pt;
// check if inside bbox
int inside = get_nearest_bbox_point(eno->trial_objp, &Objects[eno->objnum].pos, &box_pt);
if (inside) {
dist = 10.0f;
// on the box
} else {
dist = vm_vec_dist_quick(&Objects[eno->objnum].pos, &box_pt);
}
} else {
dist = vm_vec_dist_quick(&Objects[eno->objnum].pos, &eno->trial_objp->pos);
}
// Make it more likely that fighters (or bombers) will be picked as an enemy by scaling up distance for other types.
if ((Ship_info[shipp->ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER))) {
dist = dist * 0.5f;
}
num_attacking = num_enemies_attacking(eno->trial_objp-Objects);
if ((sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) || (num_attacking < eno->max_attackers)) {
if (!(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))){
dist *= (float) (num_attacking+2)/2.0f; // prevents lots of ships from attacking same target
}
if (eno->trial_objp->flags & OF_PLAYER_SHIP){
// Goober5000: oh dear, it looks like this was originally meant to scale
// the distance according to skill, but as it is, the effect appears negligible.
// I could fix it with parentheses, but we all know how quickly AI pilots
// die usually, so the overall effect would probably be worse. So I left
// this unchanged.
dist *= 1.0f + (NUM_SKILL_LEVELS - Game_skill_level - 1)/NUM_SKILL_LEVELS; // Favor attacking non-players based on skill level.
}
if (dist < eno->nearest_dist) {
eno->nearest_dist = dist;
eno->nearest_objnum = eno->trial_objp-Objects;
}
}
}
}
}
}
// Given an object and an enemy team, return the index of the nearest enemy object.
// Unless aip->targeted_subsys != NULL, don't allow to attack objects
// with OF_PROTECTED bit set.
// Ship must be within range "range".
// Don't attack a ship that already has at least max_attackers attacking it.
int get_nearest_objnum(int objnum, int enemy_team_mask, int enemy_wing, float range, int max_attackers)
{
object *danger_weapon_objp;
ai_info *aip;
ship_obj *so;
// initialize eno struct
eval_nearest_objnum eno;
eno.enemy_team_mask = enemy_team_mask;
eno.enemy_wing = enemy_wing;
eno.max_attackers = max_attackers;
eno.objnum = objnum;
eno.range = range;
eno.nearest_dist = range;
eno.nearest_objnum = -1;
eno.check_danger_weapon_objnum = 0;
// go through the list of all ships and evaluate as potential targets
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
eno.trial_objp = &Objects[so->objnum];
evaluate_object_as_nearest_objnum(&eno);
}
// check if danger_weapon_objnum has will show a stealth ship
aip = &Ai_info[Ships[Objects[objnum].instance].ai_index];
if (aip->danger_weapon_objnum >= 0) {
danger_weapon_objp = &Objects[aip->danger_weapon_objnum];
// validate weapon
if (danger_weapon_objp->signature == aip->danger_weapon_signature) {
Assert(danger_weapon_objp->type == OBJ_WEAPON);
// check if parent is a ship
if (danger_weapon_objp->parent >= 0) {
if ( is_object_stealth_ship(&Objects[danger_weapon_objp->parent]) ) {
// check if stealthy
if ( ai_is_stealth_visible(&Objects[objnum], &Objects[danger_weapon_objp->parent]) != STEALTH_FULLY_TARGETABLE ) {
// check if weapon is laser
if (Weapon_info[Weapons[danger_weapon_objp->instance].weapon_info_index].subtype == WP_LASER) {
// check stealth ship by its laser fire
eno.check_danger_weapon_objnum = 1;
eno.trial_objp = &Objects[danger_weapon_objp->parent];
evaluate_object_as_nearest_objnum(&eno);
}
}
}
}
}
}
// If only looking for target in certain wing and couldn't find anything in
// that wing, look for any object.
if ((eno.nearest_objnum == -1) && (enemy_wing != -1)) {
return get_nearest_objnum(objnum, enemy_team_mask, -1, range, max_attackers);
}
return eno.nearest_objnum;
}
// Given an object and an enemy team, return the index of the nearest enemy object.
// Unlike find_enemy or find_nearest_objnum, this doesn't care about things like the protected flag or number
// of enemies attacking.
// It is used to find the nearest enemy to determine things like whether to rearm.
int find_nearby_threat(int objnum, int enemy_team_mask, float range, int *count)
{
int nearest_objnum;
float nearest_dist;
object *objp;
ai_info *aip;
ship_obj *so;
nearest_objnum = -1;
nearest_dist = range;
aip = &Ai_info[Ships[Objects[objnum].instance].ai_index];
*count = 0;
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
objp = &Objects[so->objnum];
if ( OBJ_INDEX(objp) != objnum ) {
if (Ships[objp->instance].flags & SF_DYING)
continue;
if (Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_NO_SHIP_TYPE | SIF_NAVBUOY))
continue;
if (iff_matches_mask(Ships[objp->instance].team, enemy_team_mask)) {
float dist;
dist = vm_vec_dist_quick(&Objects[objnum].pos, &objp->pos) - objp->radius*0.75f;
if (dist < range) {
(*count)++;
if (dist < nearest_dist) {
nearest_dist = dist;
nearest_objnum = objp-Objects;
}
}
}
}
}
return nearest_objnum;
}
// nubmer of live turrets with target_objnum
int num_turrets_attacking(object *turret_parent, int target_objnum)
{
ship_subsys *ss;
ship *shipp;
int count = 0;
shipp = &Ships[turret_parent->instance];
Assert(turret_parent->type == OBJ_SHIP);
Assert(Objects[target_objnum].type == OBJ_SHIP);
for (ss=GET_FIRST(&shipp->subsys_list); ss!=END_OF_LIST(&shipp->subsys_list); ss=GET_NEXT(ss)) {
// check if subsys is alive
if (ss->current_hits <= 0.0f) {
continue;
}
// check if it's a turret
if (ss->system_info->type != SUBSYSTEM_TURRET) {
continue;
}
// if the turret is locked
if(ss->weapons.flags & SW_FLAG_TURRET_LOCK){
continue;
}
// check if turret is targeting target_objnum
if (ss->turret_enemy_objnum == target_objnum) {
count++;
}
}
return count;
}
// Return timestamp until a ship can find an enemy.
// Yes, no parameters. Based solely on skill level.
int get_enemy_timestamp()
{
return (NUM_SKILL_LEVELS - Game_skill_level) * ( (myrand() % 500) + 500);
}
// -------------------------------------------------------------------
// Return objnum if enemy found, else return -1;
// Don't attack a ship that already has at least max_attackers attacking it.
int find_enemy(int objnum, float range, int max_attackers)
{
int enemy_team_mask;
enemy_team_mask = iff_get_attackee_mask(obj_team(&Objects[objnum]));
// if target_objnum != -1, use that as goal.
ai_info *aip = &Ai_info[Ships[Objects[objnum].instance].ai_index];
if (timestamp_elapsed(aip->choose_enemy_timestamp)) {
aip->choose_enemy_timestamp = timestamp(get_enemy_timestamp());
if (aip->target_objnum != -1) {
int target_objnum = aip->target_objnum;
// DKA don't undo object as target in nebula missions.
// This could cause attack on ship on fringe on nebula to stop if attackee moves our of nebula range. (BAD)
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)) {
// 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;
}
}
return get_nearest_objnum(objnum, enemy_team_mask, aip->enemy_wing, range, max_attackers);
} else {
aip->target_objnum = -1;
aip->target_signature = -1;
return -1;
}
}
// If issued an order to a ship that's awaiting repair, abort that process.
// However, do not abort process for an object that is currently being repaired -- let it finish.
void ai_set_goal_maybe_abort_dock(object *objp, ai_info *aip)
{
if (aip->ai_flags & AIF_AWAITING_REPAIR) {
object *repair_obj;
if (aip->support_ship_objnum == -1) {
repair_obj = NULL;
} else {
repair_obj = &Objects[aip->support_ship_objnum];
}
ai_do_objects_repairing_stuff( objp, repair_obj, REPAIR_INFO_ABORT );
}
aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP); // Might request again after 30 seconds.
}
void force_avoid_player_check(object *objp, ai_info *aip)
{
if (Ships[objp->instance].team == Player_ship->team){
aip->avoid_check_timestamp = timestamp(0); // Force a check for collision next frame.
}
}
// --------------------------------------------------------------------------
// Set *attacked as object to attack for object *attacker
// If attacked == NULL, then attack any enemy object.
// Attack point *rel_pos on object. This is for supporting attacking subsystems.
void ai_attack_object(object *attacker, object *attacked, int priority, ship_subsys *ssp)
{
int temp;
ai_info *aip;
Assert(attacker != NULL);
Assert(attacker->instance != -1);
Assert(Ships[attacker->instance].ai_index != -1);
aip = &Ai_info[Ships[attacker->instance].ai_index];
force_avoid_player_check(attacker, aip);
aip->ok_to_target_timestamp = timestamp(0); // Guarantee we can target.
// if (!strnicmp(Ships[attacker->instance].ship_name, NOX("Kami"), 4)) {
// aip->ai_flags |= AIF_KAMIKAZE;
// aip->ai_flags |= AIF_NO_DYNAMIC;
// }
if (attacker == attacked) {
Int3(); // Bogus! Who tried to get me to attack myself! Trace out and fix!
return;
}
// Only set to chase if a fighter or bomber, otherwise just return.
if (!(Ship_info[Ships[attacker->instance].ship_info_index].flags & SIF_SMALL_SHIP) && (attacked != NULL)) {
// nprintf(("AI","Note: AI ship %s refusing to set AI mode to AIM_CHASE\n", Ships[attacker->instance].ship_name));
// return;
nprintf(("AI", "AI ship %s is large ship ordered to attack %s\n", Ships[attacker->instance].ship_name, Ships[attacked->instance].ship_name));
}
// This is how "engage enemy" gets processed
if (attacked == NULL) {
aip->choose_enemy_timestamp = timestamp(0);
// nebula safe
set_target_objnum(aip, find_enemy(attacker-Objects, 99999.9f, 4));
} else {
// check if we can see atacked in nebula
if (aip->target_objnum != attacked - Objects) {
aip->aspect_locked_time = 0.0f;
}
set_target_objnum(aip, attacked - Objects);
}
// Goober5000
// The two lines in the inner IF blocks appear in practically every other targeting function,
// including ai_attack_wing, but for some reason aren't included here... so trigger them with new AI
if (aip->target_objnum >= 0)
{
// allow the rearm timestamp to eventually expire
if (The_mission.ai_profile->flags & AIPF_AI_CHASE_ALLOWS_REARM)
ai_set_goal_maybe_abort_dock(attacker, aip);
// keep target for a short time
if (The_mission.ai_profile->flags & AIPF_AI_CHASE_DISABLES_DYNAMIC_TARGETING_TEMPORARILY)
aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME); // No dynamic targeting for 7 seconds.
}
// Goober5000
if ((temp = find_ignore_new_object_index(aip, aip->target_objnum)) >= 0)
{
aip->ignore_new_objnums[temp] = UNUSED_OBJNUM;
}
else if (is_ignore_object(aip, aip->target_objnum, 1))
{
aip->ignore_objnum = UNUSED_OBJNUM;
}
aip->mode = AIM_CHASE;
aip->submode = SM_ATTACK; // AL 12-15-97: need to set submode? I got an assert() where submode was bogus
aip->submode_start_time = Missiontime; // for AIM_CHASE... it may have been not set correctly here
if (ssp == NULL) {
set_targeted_subsys(aip, NULL, -1);
if (aip->target_objnum != -1) {
//nprintf(("AI", "Unprotecting ship %s\n", Ships[Objects[aip->target_objnum].instance].ship_name));
Objects[aip->target_objnum].flags &= ~OF_PROTECTED; // If ship had been protected, unprotect it.
}
} else {
Int3(); // Not supported yet!
}
}
// --------------------------------------------------------------------------
// Set *attacked as object to attack for object *attacker
// Attack point *rel_pos on object. This is for supporting attacking subsystems.
void ai_attack_wing(object *attacker, int wingnum, int priority)
{
ai_info *aip;
Assert(attacker != NULL);
Assert(attacker->instance != -1);
Assert(Ships[attacker->instance].ai_index != -1);
aip = &Ai_info[Ships[attacker->instance].ai_index];
aip->enemy_wing = wingnum;
aip->mode = AIM_CHASE;
aip->submode = SM_ATTACK; // AL 12-15-97: need to set submode? I got an assert() where submode was bogus
aip->submode_start_time = Missiontime; // for AIM_CHASE... it may have been not set correctly here
aip->ok_to_target_timestamp = timestamp(0); // Guarantee we can target.
int count = Wings[wingnum].current_count;
if (count > 0) {
int index;
index = (int) (frand() * count);
if (index >= count)
index = 0;
set_target_objnum(aip, Ships[Wings[wingnum].ship_index[index]].objnum);
ai_set_goal_maybe_abort_dock(attacker, aip);
aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME); // No dynamic targeting for 7 seconds.
}
}
// --------------------------------------------------------------------------
// Set *evaded as object for *evader to evade.
void ai_evade_object(object *evader, object *evaded, int priority)
{
ai_info *aip;
Assert(evader != NULL);
Assert(evaded != NULL);
Assert(evader->instance != -1);
Assert(Ships[evader->instance].ai_index != -1);
if (evaded == evader) {
Int3(); // Bogus! Who tried to get me to evade myself! Trace out and fix!
return;
}
aip = &Ai_info[Ships[evader->instance].ai_index];
set_target_objnum(aip, evaded - Objects);
aip->mode = AIM_EVADE;
}
// Goober5000
// returns total number of ignored objects.
// "force" means we forget the oldest object
int compact_ignore_new_objects(ai_info *aip, int force = 0)
{
if (force)
aip->ignore_new_objnums[0] = UNUSED_OBJNUM;
for (int current_index = 0; current_index < MAX_IGNORE_NEW_OBJECTS; current_index++)
{
int next_occupied_index = -1;
// skip occupied slots
if (aip->ignore_new_objnums[current_index] != UNUSED_OBJNUM)
{
// prune invalid objects
if (Objects[aip->ignore_new_objnums[current_index]].signature != aip->ignore_new_signatures[current_index])
aip->ignore_new_objnums[current_index] = UNUSED_OBJNUM;
else
continue;
}
// find an index to move downward
for (int i = current_index + 1; i < MAX_IGNORE_NEW_OBJECTS; i++)
{
// skip empty slots
if (aip->ignore_new_objnums[i] == UNUSED_OBJNUM)
continue;
// found one
next_occupied_index = i;
break;
}
// are all higher slots empty?
if (next_occupied_index < 0)
return current_index;
// move the occupied slot down to this one
aip->ignore_new_objnums[current_index] = aip->ignore_new_objnums[next_occupied_index];
aip->ignore_new_signatures[current_index] = aip->ignore_new_signatures[next_occupied_index];
// empty the occupied slot
aip->ignore_new_objnums[next_occupied_index] = UNUSED_OBJNUM;
aip->ignore_new_signatures[next_occupied_index] = -1;
}
// all slots are occupied
return MAX_IGNORE_NEW_OBJECTS;
}
// Ignore some object without changing mode.
void ai_ignore_object(object *ignorer, object *ignored, int priority, int ignore_new)
{
ai_info *aip;
Assert(ignorer != NULL);
Assert(ignored != NULL);
Assert(ignorer->instance != -1);
Assert(Ships[ignorer->instance].ai_index != -1);
Assert(ignorer != ignored);
aip = &Ai_info[Ships[ignorer->instance].ai_index];
// MK, 5/17/98, removing ignoring of wings.
// It's too confusing. It often causes mysterious behavior in which fighters unexpectedly refuse to attack anything.
/* if (Ships[ignored->instance].wingnum > -1) {
int wingnum, i;
wingnum = Ships[ignored->instance].wingnum;
aip->ignore_objnum = -(wingnum+1);
// set protected bit for each ship in a wing
// MK, 4/23/98: Only set for fighters if they are the original "ignored" object
for (i = 0; i < Wings[wingnum].current_count; i++ ) {
object *objp;
objp = &Objects[Ships[Wings[wingnum].ship_index[i]].objnum];
if (objp != ignored) {
if (Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER))
continue;
}
Objects[Ships[Wings[wingnum].ship_index[i]].objnum].flags |= OF_PROTECTED;
}
} else {
*/
// Goober5000 - new behavior
if (ignore_new)
{
int num_objects;
// compact the array
num_objects = compact_ignore_new_objects(aip);
// make sure we're not adding a duplicate
if (find_ignore_new_object_index(aip, OBJ_INDEX(ignored)) >= 0)
return;
// if we can't add a new one; "forget" one
if (num_objects >= MAX_IGNORE_NEW_OBJECTS)
num_objects = compact_ignore_new_objects(aip, 1);
// add it
aip->ignore_new_objnums[num_objects] = OBJ_INDEX(ignored);
aip->ignore_new_signatures[num_objects] = ignored->signature;
}
// retail behavior
else
{
aip->ignore_objnum = OBJ_INDEX(ignored);
aip->ignore_signature = ignored->signature;
aip->ai_flags &= ~AIF_TEMPORARY_IGNORE;
ignored->flags |= OF_PROTECTED; // set protected bit of ignored ship.
}
}
// Ignore some object without changing mode.
void ai_ignore_wing(object *ignorer, int wingnum, int priority)
{
ai_info *aip;
Assert(ignorer != NULL);
Assert(ignorer->instance != -1);
Assert(Ships[ignorer->instance].ai_index != -1);
Assert((wingnum >= 0) && (wingnum < MAX_WINGS));
aip = &Ai_info[Ships[ignorer->instance].ai_index];
aip->ignore_objnum = -(wingnum +1);
aip->ai_flags &= ~AIF_TEMPORARY_IGNORE;
}
// Add a path point in the global buffer Path_points.
// modify_index = index in Path_points at which to store path point.
// If modify_index == -1, then create a new point.
// If a new point is created (ie, modify_index == -1), then Ppfp is updated.
void add_path_point(vec3d *pos, int path_num, int path_index, int modify_index)
{
pnode *pnp;
if (modify_index == -1) {
Assert(Ppfp-Path_points < MAX_PATH_POINTS-1);
pnp = Ppfp;
Ppfp++;
} else {
Assert((modify_index >= 0) && (modify_index < MAX_PATH_POINTS-1));
pnp = &Path_points[modify_index];
}
pnp->pos = *pos;
pnp->path_num = path_num;
pnp->path_index = path_index;
}
// Given two points on a sphere, the center of the sphere and the radius, return a
// point on the vector through the midpoint of the chord on the sphere.
void bisect_chord(vec3d *p0, vec3d *p1, vec3d *centerp, float radius)
{
vec3d tvec;
vec3d new_pnt;
vm_vec_add(&tvec, p0, p1);
vm_vec_sub2(&tvec, centerp);
vm_vec_sub2(&tvec, centerp);
if (vm_vec_mag_quick(&tvec) < 0.1f) {
vm_vec_sub(&tvec, p0, p1);
if (fl_abs(tvec.xyz.x) <= fl_abs(tvec.xyz.z)){
tvec.xyz.x = -tvec.xyz.z;
} else {
tvec.xyz.y = -tvec.xyz.x;
}
}
vm_vec_normalize(&tvec);
vm_vec_scale(&tvec, radius);
vm_vec_add(&new_pnt, centerp, &tvec);
add_path_point(&new_pnt, -1, -1, -1);
}
// Create a path from the current position to a goal position.
// The current position is in the current object and the goal position is
// in the goal object.
// It is ok to intersect the current object, but not the goal object.
// This function is useful for creating a path to an initial point near a large
// object.
//
// input: subsys_path: optional param (default 0), indicates this is a path to a subsystem
void create_path_to_point(vec3d *curpos, vec3d *goalpos, object *curobjp, object *goalobjp, int subsys_path)
{
// If can't cast vector to goalpos, then create an intermediate point.
if (pp_collide(curpos, goalpos, goalobjp, curobjp->radius)) {
vec3d tan1;
float radius;
// If this is a path to a subsystem, use SUBSYS_PATH_DIST as the radius for the object you are
// trying to avoid. This is needed since subsystem paths extend out to SUBSYS_PATH_DIST, and we
// want ships to reach their path destination without flying to points that sit on the radius of
// a small ship
radius = goalobjp->radius;
if (subsys_path) {
if ( SUBSYS_PATH_DIST > goalobjp->radius ) {
radius = SUBSYS_PATH_DIST;
}
}
// The intermediate point is at the intersection of:
// tangent to *goalobjp sphere at point *goalpos
// tangent to *goalobjp sphere through point *curpos in plane defined by *curpos, *goalpos, goalobjp->pos
// Note, there are two tangents through *curpos, unless *curpos is on the
// sphere. The tangent that causes the nearer intersection (to *goalpos) is chosen.
get_tangent_point(&tan1, curpos, &goalobjp->pos, goalpos, radius);
// If we can't reach tan1 from curpos, insert a new point.
if (pp_collide(&tan1, curpos, goalobjp, curobjp->radius))
bisect_chord(curpos, &tan1, &goalobjp->pos, radius);
add_path_point(&tan1, -1, -1, -1);
// If we can't reach goalpos from tan1, insert a new point.
if (pp_collide(goalpos, &tan1, goalobjp, curobjp->radius))
bisect_chord(goalpos, &tan1, &goalobjp->pos, radius);
}
}
// Given an object and a model path, globalize the points on the model
// and copy into the global path list.
// If pnp != NULL, then modify, in place, the path points. This is used to create new
// globalized points when the base object has moved.
// input: randomize_pnt => optional parameter (default value -1), add random vector in sphere to this path point
void copy_xlate_model_path_points(object *objp, model_path *mp, int dir, int count, int path_num, pnode *pnp, int randomize_pnt)
{
polymodel *pm;
int i, modelnum;
vec3d v1;
int pp_index; // index in Path_points at which to store point, if this is a modify-in-place (pnp ! NULL)
int start_index, finish_index;
vec3d submodel_offset, local_vert;
bool rotating_submodel;
// nprintf(("AI", "Creating path for object %s in frame #%i\n", Ships[objp->instance].ship_name, AI_FrameCount));
// Initialize pp_index.
// If pnp == NULL, that means we're creating new points. If not NULL, then modify in place.
if (pnp == NULL)
pp_index = -1; // This tells add_path_point to create a new point.
else
pp_index = 0; // pp_index will get assigned to index in Path_points to reuse.
if (dir == 1) {
start_index = 0;
finish_index = MIN(count, mp->nverts);
} else {
Assert(dir == -1); // direction must be up by 1 or down by 1 and it's neither!
start_index = mp->nverts-1;
finish_index = MAX(-1, mp->nverts-1-count);
}
// Goober5000 - check for rotating submodels
modelnum = Ships[objp->instance].modelnum;
pm = model_get(modelnum);
if ((mp->parent_submodel >= 0) && (pm->submodel[mp->parent_submodel].movement_type >= 0))
{
rotating_submodel = true;
// start submodel calculation
ship_model_start(objp);
model_find_submodel_offset(&submodel_offset, modelnum, mp->parent_submodel);
}
else
{
rotating_submodel = false;
}
int offset = 0;
for (i=start_index; i != finish_index; i += dir)
{
// Globalize the point.
// Goober5000 - handle rotating submodels
if (rotating_submodel)
{
// movement... find location of point like with docking code and spark generation
vm_vec_sub(&local_vert, &mp->verts[i].pos, &submodel_offset);
model_find_world_point(&v1, &local_vert, modelnum, mp->parent_submodel, &objp->orient, &objp->pos);
}
else
{
// no movement... calculate as in original code
vm_vec_unrotate(&v1, &mp->verts[i].pos, &objp->orient);
vm_vec_add2(&v1, &objp->pos);
}
if ( randomize_pnt == i ) {
vec3d v_rand;
static_randvec(OBJ_INDEX(objp), &v_rand);
vm_vec_scale(&v_rand, 30.0f);
vm_vec_add2(&v1, &v_rand);
}
if (pp_index != -1)
pp_index = pnp-Path_points + offset;
add_path_point(&v1, path_num, i, pp_index);
offset++;
}
// stop submodel calculation
if (!rotating_submodel)
{
ship_model_stop(objp);
}
}
// For pl_objp, create a path along path path_num into mobjp.
// The tricky part of this problem is creating the entry to the first point on the
// predefined path. The points on this entry path are based on the location of Pl_objp
// relative to the start of the path.
//
// input:
// subsys_path: optional param (default 0), indicating this is a path to a subsystem
void create_model_path(object *pl_objp, object *mobjp, int path_num, int subsys_path)
{
ship *shipp = &Ships[pl_objp->instance];
ai_info *aip = &Ai_info[shipp->ai_index];
// ship_info *osip = &Ship_info[Ships[mobjp->instance].ship_info_index];
polymodel *pm = model_get(Ships[mobjp->instance].modelnum);
int num_points;
model_path *mp;
pnode *ppfp_start = Ppfp;
vec3d gp0;
Assert(path_num >= 0);
// Do garbage collection if necessary.
if (Ppfp-Path_points + 64 > MAX_PATH_POINTS) {
garbage_collect_path_points();
ppfp_start = Ppfp;
}
aip->path_start = Ppfp - Path_points;
Assert(path_num < pm->n_paths);
mp = &pm->paths[path_num];
num_points = mp->nverts;
Assert(Ppfp-Path_points + num_points + 4 < MAX_PATH_POINTS);
vm_vec_unrotate(&gp0, &mp->verts[0].pos, &mobjp->orient);
vm_vec_add2(&gp0, &mobjp->pos);
if (pp_collide(&pl_objp->pos, &gp0, mobjp, pl_objp->radius)) {
vec3d perim_point1;
vec3d perim_point2;
perim_point2 = pl_objp->pos;
// If object that wants to dock is inside bounding sphere of object it wants to dock with, make it fly out.
// Assume it can fly "straight" out to the bounding sphere.
if (vm_vec_dist_quick(&pl_objp->pos, &mobjp->pos) < mobjp->radius) {
project_point_to_perimeter(&perim_point2, &mobjp->pos, mobjp->radius, &pl_objp->pos);
add_path_point(&perim_point2, path_num, -1, -1);
}
// If last point on pre-defined path is inside bounding sphere, create a new point on the surface of the sphere.
if (vm_vec_dist_quick(&mobjp->pos, &gp0) < mobjp->radius) {
project_point_to_perimeter(&perim_point1, &mobjp->pos, mobjp->radius, &gp0);
create_path_to_point(&perim_point2, &perim_point1, pl_objp, mobjp, subsys_path);
add_path_point(&perim_point1, path_num, -1, -1);
} else { // The predefined path extends outside the sphere. Create path to that point.
create_path_to_point(&perim_point2, &gp0, pl_objp, mobjp, subsys_path);
}
}
// AL 12-31-97: If following a subsystem path, add random vector to second last path point
if ( subsys_path ) {
copy_xlate_model_path_points(mobjp, mp, 1, mp->nverts, path_num, NULL, mp->nverts-2);
} else {
copy_xlate_model_path_points(mobjp, mp, 1, mp->nverts, path_num, NULL);
}
aip->path_cur = aip->path_start;
aip->path_dir = PD_FORWARD;
aip->path_objnum = mobjp-Objects;
aip->mp_index = path_num;
aip->path_length = Ppfp - ppfp_start;
aip->path_next_check_time = timestamp(1);
aip->path_goal_obj_hash = create_object_hash(&Objects[aip->path_objnum]);
aip->path_next_create_time = timestamp(1000); // OK to try to create one second later
aip->path_create_pos = pl_objp->pos;
aip->path_create_orient = pl_objp->orient;
aip->ai_flags &= ~AIF_USE_EXIT_PATH; // ensure this flag is cleared
}
// For pl_objp, create a path along path path_num into mobjp.
// The tricky part of this problem is creating the entry to the first point on the
// predefined path. The points on this entry path are based on the location of pl_objp
// relative to the start of the path.
void create_model_exit_path(object *pl_objp, object *mobjp, int path_num, int count)
{
ship *shipp = &Ships[pl_objp->instance];
ai_info *aip = &Ai_info[shipp->ai_index];
// ship_info *osip = &Ship_info[Ships[mobjp->instance].ship_info_index];
polymodel *pm = model_get(Ships[mobjp->instance].modelnum);
int num_points;
model_path *mp;
pnode *ppfp_start = Ppfp;
aip->path_start = Ppfp - Path_points;
Assert(path_num < pm->n_paths);
mp = &pm->paths[path_num];
num_points = mp->nverts;
Assert(Ppfp-Path_points + num_points + 4 < MAX_PATH_POINTS);
copy_xlate_model_path_points(mobjp, mp, -1, count, path_num, NULL);
aip->path_cur = aip->path_start;
aip->path_dir = PD_FORWARD;
aip->path_objnum = mobjp-Objects;
aip->mp_index = path_num;
aip->path_length = Ppfp - ppfp_start;
aip->path_next_check_time = timestamp(1);
aip->ai_flags |= AIF_USE_EXIT_PATH; // mark as exit path, referenced in maybe
}
// Return true if the vector from curpos to goalpos intersects with any ship other than the ignore objects.
// Calls pp_collide
int pp_collide_any(vec3d *curpos, vec3d *goalpos, float radius, object *ignore_objp1, object *ignore_objp2, int big_only_flag)
{
ship_obj *so;
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
object *objp = &Objects[so->objnum];
if (big_only_flag) {
if (!(Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)))
continue;
}
if ((objp != ignore_objp1) && (objp != ignore_objp2)) {
if (pp_collide(curpos, goalpos, objp, radius))
return OBJ_INDEX(objp);
}
}
return -1;
}
// Used to create docking paths and other pre-defined paths through ships.
// Creates a path in absolute space.
// Create a path into the object objnum.
//
// input:
// pl_objp: object that will use the path
// objnum: Object to find path to.
// path_num: model path index to use
// exit_flag: true means this is an exit path in the model
// subsys_path: optional param (default 0) that indicates this is a path to a subsystem
// Exit:
// ai_info struct in Pl_objp gets stuffed with information to enable Pl_objp to fly the path.
void ai_find_path(object *pl_objp, int objnum, int path_num, int exit_flag, int subsys_path)
{
ai_info *aip = &Ai_info[Ships[pl_objp->instance].ai_index];
Assert(path_num >= 0);
// This is test code, find an object with paths.
if (objnum != -1) {
object *objp = &Objects[objnum];
if (objp->type == OBJ_SHIP) {
polymodel *pm;
ship *shipp = &Ships[objp->instance];
pm = model_get( shipp->modelnum );
if(pm->n_paths <= path_num)
Error(LOCATION,"ai_find_path tring to find a path (%d) that doesn't exist, on ship %s", path_num, shipp->ship_name);
// Assert(pm->n_paths > path_num);
aip->goal_objnum = objp-Objects;
aip->goal_signature = objp->signature;
if (exit_flag)
create_model_exit_path(pl_objp, objp, path_num);
else
create_model_path(pl_objp, objp, path_num, subsys_path);
return;
}
}
}
extern int vector_object_collision(vec3d *start_pos, vec3d *end_pos, object *objp, float radius_scale);
// Maybe make *objp avoid a player object.
// For now, 4/6/98, only check Player_obj.
// If player collision would occur, set AIF_AVOIDING_SMALL_SHIP bit in ai_flags.
// Set aip->avoid_goal_point
int maybe_avoid_player(object *objp, vec3d *goal_pos)
{
ai_info *aip;
vec3d cur_pos, new_goal_pos;
object *player_objp;
vec3d n_vec_to_goal, n_vec_to_player;
aip = &Ai_info[Ships[objp->instance].ai_index];
if (!timestamp_elapsed(aip->avoid_check_timestamp))
return 0;
player_objp = Player_obj;
float speed_time;
// How far two ships could be apart and still collide within one second.
speed_time = player_objp->phys_info.speed + objp->phys_info.speed;
float obj_obj_dist;
obj_obj_dist = vm_vec_dist_quick(&player_objp->pos, &objp->pos);
if (obj_obj_dist > speed_time*2.0f)
return 0;
cur_pos = objp->pos;
new_goal_pos = *goal_pos;
float dist = vm_vec_normalized_dir(&n_vec_to_goal, goal_pos, &objp->pos);
vm_vec_normalized_dir(&n_vec_to_player, &player_objp->pos, &objp->pos);
if (dist > speed_time*2.0f) {
vm_vec_scale_add(&new_goal_pos, &objp->pos, &n_vec_to_goal, 200.0f);
}
if (vector_object_collision(&objp->pos, &new_goal_pos, player_objp, 1.5f)) {
aip->ai_flags |= AIF_AVOIDING_SMALL_SHIP;
vec3d avoid_vec;
vm_vec_sub(&avoid_vec, &n_vec_to_goal, &n_vec_to_player);
if (vm_vec_mag_quick(&avoid_vec) < 0.01f) {
vm_vec_copy_scale(&avoid_vec, &objp->orient.vec.rvec, frand()-0.5f);
vm_vec_scale_add2(&avoid_vec, &objp->orient.vec.uvec, frand()-0.5f);
vm_vec_normalize(&avoid_vec);
} else {
vec3d tvec1;
vm_vec_normalize(&avoid_vec);
vm_vec_crossprod(&tvec1, &n_vec_to_goal, &avoid_vec);
vm_vec_crossprod(&avoid_vec, &tvec1, &n_vec_to_player);
}
// Now, avoid_vec is a vector perpendicular to the vector to the player and the direction *objp
// should fly in to avoid the player while still approaching its goal.
vm_vec_scale_add(&aip->avoid_goal_point, &player_objp->pos, &avoid_vec, 400.0f);
aip->avoid_check_timestamp = timestamp(1000);
return 1;
} else {
aip->ai_flags &= ~AIF_AVOIDING_SMALL_SHIP;
aip->avoid_check_timestamp = timestamp((int) (obj_obj_dist/200.0f) + 500);
return 0;
}
}
// Make object *still_objp enter AIM_STILL mode.
// Make it point at view_pos.
void ai_stay_still(object *still_objp, vec3d *view_pos)
{
ship *shipp;
ai_info *aip;
Assert(still_objp->type == OBJ_SHIP);
Assert((still_objp->instance >= 0) && (still_objp->instance < MAX_OBJECTS));
shipp = &Ships[still_objp->instance];
Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
aip = &Ai_info[shipp->ai_index];
aip->mode = AIM_STILL;
// If view_pos not NULL, point at that point. Else, point at a point directly in front of ship. Ie, don't turn.
if (view_pos != NULL)
aip->goal_point = *view_pos;
else
vm_vec_scale_add(&aip->goal_point, &still_objp->pos, &still_objp->orient.vec.fvec, 100.0f);
}
// code which is called from ai_dock_with_object and ai_dock to set flags and apprioriate variable
// when two objects have completed docking. used because we can dock object initially at misison load
// time (meaning that ai_dock() might never get called). docker has docked with dockee (i.e. docker
// would be a freighter and dockee would be a cargo).
void ai_do_objects_docked_stuff(object *docker, int docker_point, object *dockee, int dockee_point)
{
Assert((docker != NULL) && (dockee != NULL));
// make sure they're not already docked!
if (dock_check_find_direct_docked_object(docker, dockee))
{
Warning(LOCATION, "Call to ai_do_objects_docked_stuff when objects are already docked! Trace out and fix!\n");
return;
}
// if this is a multi game, we currently only support one-on-one docking
if (Game_mode & GM_MULTIPLAYER)
{
if (object_is_docked(docker))
{
Error(LOCATION, "Ship %s tried to dock to more than one object. Multiplayer currently does not support multiple ship docking.\n", Ships[docker->instance].ship_name);
return;
}
if (object_is_docked(dockee))
{
Error(LOCATION, "Ship %s tried to dock to more than one object. Multiplayer currently does not support multiple ship docking.\n", Ships[dockee->instance].ship_name);
return;
}
}
// link the two objects
dock_dock_objects(docker, docker_point, dockee, dockee_point);
if (docker->type == OBJ_SHIP && dockee->type == OBJ_SHIP)
{
// maybe set support ship info
if ((Ship_info[Ships[docker->instance].ship_info_index].flags & SIF_SUPPORT)
|| (Ship_info[Ships[dockee->instance].ship_info_index].flags & SIF_SUPPORT))
{
ai_info *docker_aip = &Ai_info[Ships[docker->instance].ai_index];
ai_info *dockee_aip = &Ai_info[Ships[dockee->instance].ai_index];
#ifndef NDEBUG
// support ship can only dock with one thing at a time
if (Ship_info[Ships[docker->instance].ship_info_index].flags & SIF_SUPPORT)
Assert(docker->dock_list->next == NULL);
else
Assert(dockee->dock_list->next == NULL);
#endif
// set stuff for both objects
docker_aip->support_ship_objnum = OBJ_INDEX(dockee);
dockee_aip->support_ship_objnum = OBJ_INDEX(docker);
docker_aip->support_ship_signature = dockee->signature;
dockee_aip->support_ship_signature = docker->signature;
}
}
// add multiplayer hook here to deal with docked objects. We need to only send information
// about the object that is docking. Both flags will get updated.
if ( MULTIPLAYER_MASTER )
send_ai_info_update_packet( docker, AI_UPDATE_DOCK );
}
// code which is called when objects become undocked. Equivalent of above function.
// Goober5000 - dockee must always be non-NULL
void ai_do_objects_undocked_stuff( object *docker, object *dockee )
{
Assert((docker != NULL) && (dockee != NULL));
// make sure they're not already undocked!
if (!dock_check_find_direct_docked_object(docker, dockee))
{
Warning(LOCATION, "Call to ai_do_objects_undocked_stuff when objects are already undocked! Trace out and fix!\n");
return;
}
// add multiplayer hook here to deal with undocked objects. Do it before we
// do anything else. We don't need to send info for both objects, since multi
// only supports one docked object
if ( MULTIPLAYER_MASTER )
send_ai_info_update_packet( docker, AI_UPDATE_UNDOCK );
if (docker->type == OBJ_SHIP && dockee->type == OBJ_SHIP)
{
ai_info *docker_aip = &Ai_info[Ships[docker->instance].ai_index];
ai_info *dockee_aip = &Ai_info[Ships[dockee->instance].ai_index];
// clear stuff for both objects
docker_aip->ai_flags &= ~AIF_BEING_REPAIRED;
dockee_aip->ai_flags &= ~AIF_BEING_REPAIRED;
docker_aip->support_ship_objnum = -1;
dockee_aip->support_ship_objnum = -1;
docker_aip->support_ship_signature = -1;
docker_aip->support_ship_signature = -1;
}
// unlink the two objects
dock_undock_objects(docker, dockee);
}
// --------------------------------------------------------------------------
// Interface from goals code to AI.
// Cause *docker to dock with *dockee.
// priority is priority of goal from goals code.
// dock_type is:
// AIDO_DOCK set goal of docking
// AIDO_DOCK_NOW immediately dock, used for ships that need to be docked at mission start
// AIDO_UNDOCK set goal of undocking
void ai_dock_with_object(object *docker, int docker_index, object *dockee, int dockee_index, int priority, int dock_type)
{
Assert(docker != NULL);
Assert(dockee != NULL);
Assert(docker->instance != -1);
Assert(dockee->instance != -1);
Assert(Ships[docker->instance].ai_index != -1);
Assert(Ships[dockee->instance].ai_index != -1);
Assert(docker_index != -1);
Assert(dockee_index != -1);
ai_info *aip = &Ai_info[Ships[docker->instance].ai_index];
// ai_info *dockee_aip = &Ai_info[Ships[dockee->instance].ai_index];
/* Goober5000 - as MWA says, the is_goal_achievable code should take care of this
if (object_is_docked(docker) && (dock_type == AIDO_DOCK)) {
// MWA -- 2/9/98. use the goal code to undock the ships since goals might need to get removed
// and that code will do it properly. I'd actually be surprised if we got into this code anymore
// since the outer layer goal code should deal with this issue....but who knows...
ai_add_goal_ship_internal( ... AI_GOAL_UNDOCK ... );
// old code below
//ai_dock_with_object( ... AIDO_UNDOCK ... );
nprintf(("AI", "Ship %s told to dock with %s, but it was already docked with %s.\n", Ships[docker->instance].ship_name, Ships[dockee->instance].ship_name, Ships[dock_get_first_docked_object(docker)->instance].ship_name));
nprintf(("AI", "...so ship %s will now undock.\n", Ships[docker->instance].ship_name));
return;
}
*/
aip->goal_objnum = OBJ_INDEX(dockee);
aip->goal_signature = dockee->signature;
aip->mode = AIM_DOCK;
switch (dock_type) {
case AIDO_DOCK:
aip->submode = AIS_DOCK_0;
aip->submode_start_time = Missiontime;
break;
case AIDO_DOCK_NOW:
aip->submode = AIS_DOCK_4A;
aip->submode_start_time = Missiontime;
break;
case AIDO_UNDOCK:
aip->submode = AIS_UNDOCK_0;
aip->submode_start_time = Missiontime;
break;
default:
Int3(); // Bogus dock_type.
}
// Goober5000 - we no longer need to set dock_path_index because it's easier to grab the path from the dockpoint
// a debug check would be a good thing here, though
#ifndef NDEBUG
if (dock_type == AIDO_UNDOCK)
{
polymodel *pm = model_get(Ships[dockee->instance].modelnum);
Assert( pm->docking_bays[dockee_index].num_spline_paths > 0 );
}
#endif
// dock instantly
if (dock_type == AIDO_DOCK_NOW)
{
dock_orient_and_approach(docker, docker_index, dockee, dockee_index, DOA_DOCK_STAY);
ai_do_objects_docked_stuff( docker, docker_index, dockee, dockee_index );
}
// pick a path to use to start docking
else
{
int path_num = ai_return_path_num_from_dockbay(dockee, dockee_index);
// make sure we have a path
if (path_num < 0)
{
Error(LOCATION, "Cannot find a dock path for ship %s, dock index %d. Aborting dock.\n", Ships[dockee->instance].ship_name, dockee_index);
ai_mission_goal_complete(aip);
return;
}
ai_find_path(docker, OBJ_INDEX(dockee), path_num, 0);
}
}
// Cause a ship to fly tword a ship.
void ai_start_fly_to_ship(object *objp, int shipnum)
{
ai_info *aip;
//nprintf(("AI", "Frame %i: Ship %s instructed to fly waypoint list #%i\n", AI_FrameCount, Ships[objp->instance].ship_name, waypoint_list_index));
aip = &Ai_info[Ships[objp->instance].ai_index];
aip->ai_flags |= AIF_FORMATION_WING;
aip->ai_flags &= ~AIF_FORMATION_OBJECT;
aip->mode = AIM_FLY_TO_SHIP;
aip->submode_start_time = Missiontime;
aip->target_objnum = Ships[shipnum].objnum;
Assert(aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC);
}
// Cause a ship to fly its waypoints.
// flags tells:
// WPF_REPEAT Set -> repeat waypoints.
void ai_start_waypoints(object *objp, int waypoint_list_index, int wp_flags)
{
ai_info *aip;
Assert(waypoint_list_index < Num_waypoint_lists);
//nprintf(("AI", "Frame %i: Ship %s instructed to fly waypoint list #%i\n", AI_FrameCount, Ships[objp->instance].ship_name, waypoint_list_index));
aip = &Ai_info[Ships[objp->instance].ai_index];
if ( (aip->mode == AIM_WAYPOINTS) && (aip->wp_index == waypoint_list_index) )
return;
aip->ai_flags |= AIF_FORMATION_WING;
aip->ai_flags &= ~AIF_FORMATION_OBJECT;
aip->wp_list = waypoint_list_index;
aip->wp_index = 0;
aip->wp_flags = wp_flags;
aip->mode = AIM_WAYPOINTS;
Assert(aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC);
}
// Make *objp stay within dist units of *other_objp
void ai_do_stay_near(object *objp, object *other_objp, float dist)
{
ai_info *aip;
Assert(objp != other_objp); // Bogus! Told to stay near self.
Assert(objp->type == OBJ_SHIP);
Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
aip = &Ai_info[Ships[objp->instance].ai_index];
aip->mode = AIM_STAY_NEAR;
aip->submode = -1;
aip->submode_start_time = Missiontime;
aip->stay_near_distance = dist;
aip->goal_objnum = other_objp-Objects;
aip->goal_signature = other_objp->signature;
}
// Goober5000 - enter safety mode (used by support ships, now possibly by fighters too)
void ai_do_safety(object *objp)
{
ai_info *aip;
Assert(objp->type == OBJ_SHIP);
Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
aip = &Ai_info[Ships[objp->instance].ai_index];
aip->mode = AIM_SAFETY;
aip->submode = AISS_1;
aip->submode_start_time = Missiontime;
}
// Make object *objp form on wing of object *goal_objp
void ai_form_on_wing(object *objp, object *goal_objp)
{
ai_info *aip;
ship *shipp;
ship_info *sip;
// objp == goal_objp sometimes in multiplayer when someone leaves a game -- make a simple
// out for this case.
if ( Game_mode & GM_MULTIPLAYER ) {
if ( objp == goal_objp ) {
return;
}
}
Assert(objp != goal_objp); // Bogus! Told to form on own's wing!
shipp = &Ships[objp->instance];
sip = &Ship_info[shipp->ship_info_index];
// Only fighters or bombers allowed to form on wing.
if (!(sip->flags & (SIF_FIGHTER | SIF_BOMBER))) {
nprintf(("AI", "Warning: Ship %s tried to form on player's wing, but not fighter or bomber.\n", shipp->ship_name));
return;
}
aip = &Ai_info[Ships[objp->instance].ai_index];
aip->ai_flags &= ~AIF_FORMATION_WING;
aip->ai_flags |= AIF_FORMATION_OBJECT;
aip->goal_objnum = goal_objp-Objects;
ai_set_goal_maybe_abort_dock(objp, aip);
aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME*4); // Super extra long time until can target another ship.
}
// Given an object and an object on whose wing to form, return slot to use.
// Optimize:
// This function is called per object in formation per frame. Should store slot in ai_info struct.
int ai_formation_object_get_slotnum(int objnum, object *objp)
{
int slotnum = 1; // Note: Slot #0 means leader, which isn't someone who was told to form-on-wing.
object *o;
for ( o = GET_FIRST(&obj_used_list); o != END_OF_LIST(&obj_used_list); o = GET_NEXT(o) ) {
if (objp == o)
break;
else if (o->type == OBJ_SHIP)
if (Ai_info[Ships[o->instance].ai_index].ai_flags & AIF_FORMATION_OBJECT)
if (Ai_info[Ships[o->instance].ai_index].goal_objnum == objnum)
slotnum++;
}
Assert(o != END_OF_LIST(&obj_used_list)); // Didn't find objp in list of used ships. Impossible!
return slotnum;
}
#define BIGNUM 100000.0f
int Debug_k = 0;
// Given an attacker's position and a target's position and velocity, compute the time of
// intersection of a weapon fired by the attacker with speed weapon_speed.
// Return this value. Return value of 0.0f means no collision is possible.
float compute_collision_time(vec3d *targpos, vec3d *targvel, vec3d *attackpos, float weapon_speed)
{
vec3d vec_to_target;
float pos_dot_vel;
float vel_sqr;
float discrim;
vm_vec_sub(&vec_to_target, targpos, attackpos);
pos_dot_vel = vm_vec_dot(&vec_to_target, targvel);
vel_sqr = vm_vec_dot(targvel, targvel) - weapon_speed*weapon_speed;
discrim = pos_dot_vel*pos_dot_vel - vel_sqr*vm_vec_dot(&vec_to_target, &vec_to_target);
if (discrim > 0.0f) {
float t1, t2, t_solve;
t1 = (-pos_dot_vel + fl_sqrt(discrim)) / vel_sqr;
t2 = (-pos_dot_vel - fl_sqrt(discrim)) / vel_sqr;
t_solve = BIGNUM;
if (t1 > 0.0f)
t_solve = t1;
if ((t2 > 0.0f) && (t2 < t_solve))
t_solve = t2;
if (t_solve < BIGNUM-1.0f) {
return t_solve + Debug_k * flFrametime;
}
}
return 0.0f;
}
// --------------------------------------------------------------------------
// If far away, use player's speed.
// If in between, lerp between player and laser speed
// If close, use laser speed.
// Want to know how much time it will take to get to the enemy.
// This function doesn't account for the fact that by the time the player
// (or his laser) gets to the current enemy position, the enemy will have moved.
// This is dealt with in polish_predicted_enemy_pos.
float compute_time_to_enemy(float dist_to_enemy, object *pobjp, object *eobjp)
{
float time_to_enemy;
float pl_speed = pobjp->phys_info.speed;
float max_laser_distance, max_laser_speed;
int bank_num, weapon_num;
ship *shipp = &Ships[pobjp->instance];
bank_num = shipp->weapons.current_primary_bank;
weapon_num = shipp->weapons.primary_bank_weapons[bank_num];
max_laser_speed = Weapon_info[weapon_num].max_speed;
max_laser_distance = MIN((max_laser_speed * Weapon_info[weapon_num].lifetime), Weapon_info[weapon_num].weapon_range);
// If pretty far away, use player's speed to predict position, else
// use laser's speed because when close, we care more about hitting
// with a laser than about causing ship:ship rendezvous.
if (dist_to_enemy > 1.5 * max_laser_distance) {
if (pl_speed > 0.0f)
time_to_enemy = dist_to_enemy/pl_speed;
else
time_to_enemy = 1.0f;
} else if (dist_to_enemy > 1.1*max_laser_distance) {
if (pl_speed > 0.1f) {
float scale;
scale = (float) ((dist_to_enemy - max_laser_distance) / max_laser_distance);
time_to_enemy = (float) (dist_to_enemy/(pl_speed * scale + max_laser_speed * (1.0f - scale)));
} else
time_to_enemy = 2.0f;
} else
time_to_enemy = (float) (dist_to_enemy/max_laser_speed);
// return time_to_enemy * (1.0f + Ai_info[Ships[pobjp->instance].ai_index].lead_scale);
return time_to_enemy + flFrametime;
}
// Stuff *dot and *tts.
// *dot is always computed. If dot is less than zero, the magnitude is
// incorrect, not having been divided by distance.
// If *dot is > 0.0f, then tts is computed. This is the time it will take object
// *objp to get to *pos, assuming it moves right at it.
void fds_aux(float *dot, float *tts, vec3d *pos, float dtime, object *objp)
{
vec3d v2s;
vm_vec_sub(&v2s, pos, &objp->pos);
*dot = vm_vec_dot(&v2s, &objp->orient.vec.fvec);
if (*dot > 0.0f) {
float dist;
dist = vm_vec_dist(&objp->pos, pos);
if (dist > 0.1f)
*dot /= dist;
else
*dot = 1.0f;
if (objp->phys_info.speed > 0.1f)
*tts = dist / objp->phys_info.speed;
else
*tts = dist * 100.0f;
}
}
/*
// Return index of weapon that could hit object *sobjp within dtime seconds.
// Actual time until impact returned in *atime.
int find_danger_weapon(object *sobjp, float dtime, float *atime, float dot_threshhold)
{
object *objp, *best_objp = NULL;
float best_tts = 1000.0f;
for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
if ((objp->type == OBJ_WEAPON) && (sobjp-Objects != objp->parent)) {
float dot, tts;
// vec3d psp; // Predicted ship position.
// Get dot and time to current ship position.
fds_aux(&dot, &tts, &sobjp->pos, dtime, objp);
// If dot and tts are in plausible range, do more expensive stuff.
if (dot > 0.98f) {
// float dot_from_sobjp;
vec3d v2e;
vm_vec_normalized_dir(&v2e, &objp->pos, &sobjp->pos);
// dot_from_sobjp = vm_vec_dot(&sobjp->orient.fvec, &v2e);
// if (dot_from_sobjp >= dot_threshhold)
if (tts < dtime) {
if (tts < best_tts) {
best_tts = tts;
best_objp = objp;
}
}
}
}
}
*atime = best_tts;
if (best_objp != NULL)
return best_objp-Objects;
else
return -1;
}
*/
// --------------------------------------------------------------------------
void ai_set_positions(object *pl_objp, object *en_objp, ai_info *aip, vec3d *player_pos, vec3d *enemy_pos)
{
*player_pos = pl_objp->pos;
if (aip->next_predict_pos_time > Missiontime) {
*enemy_pos = aip->last_predicted_enemy_pos;
} else {
*enemy_pos = en_objp->pos;
aip->next_predict_pos_time = Missiontime + The_mission.ai_profile->predict_position_delay[Game_skill_level];
aip->last_predicted_enemy_pos = *enemy_pos;
}
}
// --------------------------------------------------------------------------
int find_nearest_waypoint(object *objp)
{
int i;
float dist, min_dist, dot;
int min_ind;
ship *shipp;
int wp_listnum;
waypoint_list *wpl;
shipp = &Ships[objp->instance];
wp_listnum = Ai_info[Ships[objp->instance].ai_index].wp_list;
Assert(wp_listnum > 0);
wpl = &Waypoint_lists[wp_listnum];
min_dist = 999999.0f;
min_ind = -1;
for (i=0; i<wpl->count; i++) {
dist = vm_vec_dist_quick(&objp->pos, &wpl->waypoints[i]);
dot = vm_vec_dot_to_point(&objp->orient.vec.fvec, &objp->pos, &wpl->waypoints[i]);
dist = (float) (dist * (1.25 - dot));
if (dist < min_dist) {
min_dist = dist;
min_ind = i;
}
}
Assert(min_ind != -1);
return min_ind;
}
// Given an ai_info struct, by reading current goal and path information,
// extract base path information and return in pmp and pmpv.
// Return true if found, else return false.
// false means the current point is not on the original path.
int get_base_path_info(int path_cur, int goal_objnum, model_path **pmp, mp_vert **pmpv)
{
pnode *pn = &Path_points[path_cur];
ship *shipp = &Ships[Objects[goal_objnum].instance];
// ship_info *sip = &Ship_info[shipp->ship_info_index];
polymodel *pm = model_get(shipp->modelnum);
//static int debug_last_index = -1;
*pmpv = NULL;
*pmp = NULL;
if (pn->path_num != -1) {
*pmp = &pm->paths[pn->path_num];
if (pn->path_index != -1)
*pmpv = &(*pmp)->verts[pn->path_index];
else
return 0;
} else
return 0;
/* if (debug_last_index != *pmpv-(*pmp)->verts) {
debug_last_index = *pmpv-(*pmp)->verts;
nprintf(("AI", "Point %i has %i turrets: ", *pmpv-(*pmp)->verts, (*pmpv)->nturrets));
for (int i=0; i<(*pmpv)->nturrets; i++) {
nprintf(("AI", "%i ", (*pmpv)->turret_ids[i]));
}
nprintf(("AI", "\n"));
}
*/
return 1;
}
// Modify, in place, the points in a global model path.
// Only modify those points that are defined in the model path. Don't modify the
// leadin points, such as those that are necessary to get the model on the path.
void modify_model_path_points(object *objp)
{
ai_info *aip = &Ai_info[Ships[objp->instance].ai_index];
object *mobjp = &Objects[aip->path_objnum];
// ship_info *osip = &Ship_info[Ships[mobjp->instance].ship_info_index];
polymodel *pm = model_get(Ships[mobjp->instance].modelnum);
pnode *pnp;
int path_num, dir;
Assert((aip->path_start >= 0) && (aip->path_start < MAX_PATH_POINTS));
pnp = &Path_points[aip->path_start];
while ((pnp->path_index == -1) && (pnp-Path_points - aip->path_start < aip->path_length))
pnp++;
path_num = pnp->path_num;
Assert((path_num >= 0) && (path_num < pm->n_paths));
Assert(pnp->path_index != -1); // If this is -1, that means we never found the model path points
dir = 1;
if ( aip->ai_flags & AIF_USE_EXIT_PATH ) {
dir = -1;
}
copy_xlate_model_path_points(mobjp, &pm->paths[path_num], dir, pm->paths[path_num].nverts, path_num, pnp);
}
// Return an indication of the distance between two matrices.
// This is the sum of the distances of their dot products from 1.0f.
float ai_matrix_dist(matrix *mat1, matrix *mat2)
{
float t;
t = 1.0f - vm_vec_dot(&mat1->vec.fvec, &mat2->vec.fvec);
t += 1.0f - vm_vec_dot(&mat1->vec.uvec, &mat2->vec.uvec);
t += 1.0f - vm_vec_dot(&mat1->vec.rvec, &mat2->vec.rvec);
return t;
}
// Paths are created in absolute space, so a moving object needs to have model paths within it recreated.
// This uses the hash functions which means the slightest movement will cause a recreate, though the timestamp
// prevents this from happening too often.
// force_recreate_flag TRUE means to recreate regardless of timestamp.
// Returns TRUE if path recreated.
float maybe_recreate_path(object *objp, ai_info *aip, int force_recreate_flag, int override_hash = 0)
{
int hashval;
Assert(&Ai_info[Ships[objp->instance].ai_index] == aip);
if ((aip->mode == AIM_BAY_EMERGE) || (aip->mode == AIM_BAY_DEPART))
if ((OBJ_INDEX(objp) % 4) == (Framecount % 4))
force_recreate_flag = 1;
// If no path, that means we don't need one.
if (aip->path_start == -1)
return 0.0f;
// AL 11-12-97: If AIF_USE_STATIC_PATH is set, don't try to recreate. This is needed when ships
// emerge from fighter bays. We don't need to recreate the path.. and in case the
// parent ship dies, we still want to be able to continue on the path
if ( aip->ai_flags & AIF_USE_STATIC_PATH )
return 0.0f;
if (force_recreate_flag || timestamp_elapsed(aip->path_next_create_time)) {
object *path_objp;
path_objp = &Objects[aip->path_objnum];
hashval = create_object_hash(path_objp);
if (override_hash || (hashval != aip->path_goal_obj_hash)) {
float dist;
dist = vm_vec_dist_quick(&path_objp->pos, &aip->path_create_pos);
dist += ai_matrix_dist(&path_objp->orient, &aip->path_create_orient) * 25.0f;
if (force_recreate_flag || (dist > 2.0f)) {
aip->path_next_create_time = timestamp(1000); // Update again in as little as 1000 milliseconds, ie 1 second.
aip->path_goal_obj_hash = hashval;
modify_model_path_points(objp);
aip->path_create_pos = path_objp->pos;
aip->path_create_orient = path_objp->orient;
return dist;
}
}
}
return 0.0f;
}
// Set acceleration for ai_dock().
void set_accel_for_docking(object *objp, ai_info *aip, float dot, float dot_to_next, float dist_to_next, float dist_to_goal, ship_info *sip)
{
float prev_dot_to_goal = aip->prev_dot_to_goal;
aip->prev_dot_to_goal = dot;
if (objp->phys_info.speed < 0.0f) {
accelerate_ship(aip, 1.0f/32.0f);
} else if ((prev_dot_to_goal-dot) > 0.01) {
if (prev_dot_to_goal > dot + 0.05f) {
accelerate_ship(aip, 0.0f);
} else {
change_acceleration(aip, -1.0f); // -1.0f means subtract off flFrametime from acceleration value in 0.0..1.0
}
} else {
if ((aip->mode == AIM_DOCK) && (dist_to_next < 150.0f) && (aip->path_start + aip->path_length - 2 == aip->path_cur)) {
set_accel_for_target_speed(objp, sip->max_speed * MAX(dist_to_next/500.0f, 1.0f));
//mprintf(("dist = %7.3f, speed = %7.3f\n", dist_to_next, objp->phys_info.speed));
} else if ((dot_to_next >= dot * .9) || (dist_to_next > 100.0f)) {
if (dist_to_goal > 200.0f)
set_accel_for_target_speed(objp, sip->max_speed * (dot + 1.0f) / 2.0f);
else {
float xdot;
xdot = (dot_to_next + dot)/2.0f;
if (xdot < 0.0f)
xdot = 0.0f;
// AL: if following a path not in dock mode, move full speed
if (( aip->mode != AIM_DOCK ) && (dot > 0.9f)) {
set_accel_for_target_speed(objp, sip->max_speed*dot*dot*dot);
} else {
if ((aip->path_cur - aip->path_start < aip->path_length-2) && (dist_to_goal < 2*objp->radius)) {
//nprintf(("AI", "Target speed = %7.3f\n", dist_to_goal/8.0f));
set_accel_for_target_speed(objp, dist_to_goal/8.0f + 2.0f);
} else {
set_accel_for_target_speed(objp, sip->max_speed * (2*xdot + 0.25f)/4.0f);
}
}
}
} else {
float xdot;
xdot = MAX(dot_to_next, 0.1f);
if ( aip->mode != AIM_DOCK ) {
set_accel_for_target_speed(objp, sip->max_speed);
} else {
float speed;
if ((aip->path_cur - aip->path_start < aip->path_length-2) && (dist_to_goal < 2*objp->radius)) {
speed = dist_to_goal/8.0f + 2.0f;
} else if (dist_to_goal < 4*objp->radius + 50.0f) {
speed = dist_to_goal/4.0f + 4.0f;
} else {
speed = sip->max_speed * (3*xdot + 1.0f)/4.0f;
}
if (aip->mode == AIM_DOCK) {
speed = speed * 2.0f + 1.0f;
if (aip->goal_objnum != -1) {
speed += Objects[aip->goal_objnum].phys_info.speed;
}
}
set_accel_for_target_speed(objp, speed);
}
}
}
}
// --------------------------------------------------------------------------
// Follow a path associated with a large object, such as a capital ship.
// The points defined on the path are in the object's reference frame.
// The object of interest is goal_objnum.
// The paths are defined in the model. The path of interest is wp_list.
// The next goal point in the path is wp_index.
// wp_flags contain special information specific to the path.
// The path vertices are defined by model_path structs:
// typedef struct model_path {
// char name[MAX_NAME_LEN]; // name of the subsystem. Probably displayed on HUD
// int nverts;
// vec3d *verts;
// } model_path;
// The polymodel struct for the object contains the following:
// int n_paths;
// model_path *paths;
// Returns distance to goal point.
float ai_path()
{
polymodel *pm;
int num_paths, num_points;
float dot, dist_to_goal, dist_to_next, speed, dot_to_next;
ship *shipp = &Ships[Pl_objp->instance];
ship_info *sip = &Ship_info[shipp->ship_info_index];
ai_info *aip;
vec3d nvel_vec;
float mag, prev_dot_to_goal;
vec3d temp_vec, *slop_vec;
object *gobjp;
ship *gshipp;
vec3d *cvp, *nvp, next_vec, gcvp, gnvp; // current and next vertices in global coordinates.
aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
Assert(aip->goal_objnum != -1);
Assert(Objects[aip->goal_objnum].type == OBJ_SHIP);
gobjp = &Objects[aip->goal_objnum];
gshipp = &Ships[gobjp->instance];
pm = model_get( gshipp->modelnum );
num_paths = pm->n_paths;
Assert(num_paths > 0);
if (aip->path_start == -1) {
Assert(aip->goal_objnum >= 0 && aip->goal_objnum < MAX_OBJECTS);
int path_num;
Assert(aip->active_goal >= 0);
ai_goal *aigp = &aip->goals[aip->active_goal];
Assert(aigp->flags & AIGF_DOCK_INDEXES_VALID);
path_num = ai_return_path_num_from_dockbay(&Objects[aip->goal_objnum], aigp->dockee.index);
ai_find_path(Pl_objp, aip->goal_objnum, path_num, 0);
}
// nprintf(("AI", "Frame: %i, Path index = %i/%i\n", AI_FrameCount, aip->path_cur-aip->path_start, aip->path_length));
maybe_recreate_path(Pl_objp, aip, 0);
num_points = aip->path_length;
// Set cvp and nvp as pointers to current and next vertices of interest on path.
cvp = &Path_points[aip->path_cur].pos;
if ((aip->path_cur + aip->path_dir - aip->path_start < num_points) || (aip->path_cur + aip->path_dir < aip->path_start))
nvp = &Path_points[aip->path_cur + aip->path_dir].pos;
else {
// If this is 0, then path length must be 1 which means we have no direction!
Assert((aip->path_cur - aip->path_dir >= aip->path_start) && (aip->path_cur - aip->path_dir - aip->path_start < num_points));
// Cleanup for above Assert() which we hit too near release. -- MK, 5/24/98.
if (aip->path_cur - aip->path_dir - aip->path_start >= num_points) {
if (aip->path_dir == 1)
aip->path_cur = aip->path_start;
else
aip->path_cur = aip->path_start + num_points - 1;
}
vec3d delvec;
vm_vec_sub(&delvec, cvp, &Path_points[aip->path_cur - aip->path_dir].pos);
vm_vec_normalize(&delvec);
vm_vec_scale_add(&next_vec, cvp, &delvec, 10.0f);
nvp = &next_vec;
}
// Interrupt if can't get to current goal point. Debug only.
/* if (pp_collide(&Pl_objp->pos, cvp, gobjp, Pl_objp->radius)) {
Int3();
}
*/
// See if can reach next point (as opposed to current point)
// However, don't do this if docking and next point is last point.
// That is, we don't want to pursue the last point under control of the
// path code. In docking, this is a special hack.
if ((aip->mode != AIM_DOCK) || ((aip->path_cur-aip->path_start) < num_points - 2)) {
if ((aip->path_cur + aip->path_dir > aip->path_start) && (aip->path_cur + aip->path_dir < aip->path_start + num_points-2)) {
if ( timestamp_elapsed(aip->path_next_check_time)) {
aip->path_next_check_time = timestamp( 3000 );
if (!pp_collide(&Pl_objp->pos, nvp, gobjp, 1.1f * Pl_objp->radius)) {
cvp = nvp;
aip->path_cur += aip->path_dir;
nvp = &Path_points[aip->path_cur].pos;
//nprintf(("AI", "Reach: Advancing from point %i to %i of %i points.\n", aip->path_cur-aip->path_dir, aip->path_cur, num_points));
}
}
}
}
gcvp = *cvp;
gnvp = *nvp;
speed = Pl_objp->phys_info.speed;
dist_to_goal = vm_vec_dist_quick(&Pl_objp->pos, &gcvp);
dist_to_next = vm_vec_dist_quick(&Pl_objp->pos, &gnvp);
// Can't use fvec, need to use velocity vector because we aren't necessarily
// moving in the direction we're facing.
// if (IS_VEC_NULL(&Pl_objp->phys_info.vel)) {
if ( vm_vec_mag_quick(&Pl_objp->phys_info.vel) < AICODE_SMALL_MAGNITUDE ) {
mag = 0.0f;
vm_vec_zero(&nvel_vec);
} else
mag = vm_vec_copy_normalize(&nvel_vec, &Pl_objp->phys_info.vel);
// If moving not-very-slowly and sliding, then try to slide at goal, rather than
// point at goal.
slop_vec = NULL;
if (mag < 1.0f)
nvel_vec = Pl_objp->orient.vec.fvec;
else if (mag > 5.0f) {
float nv_dot;
nv_dot = vm_vec_dot(&Pl_objp->orient.vec.fvec, &nvel_vec);
if ((nv_dot > 0.5f) && (nv_dot < 0.97f)) {
slop_vec = &temp_vec;
vm_vec_sub(slop_vec, &nvel_vec, &Pl_objp->orient.vec.fvec);
}
}
if (dist_to_goal > 0.1f)
ai_turn_towards_vector(&gcvp, Pl_objp, flFrametime, sip->srotation_time, slop_vec, NULL, 0.0f, 0);
// Code to control speed is MUCH less forgiving in path following than in waypoint
// following. Must be very close to path or might hit objects.
prev_dot_to_goal = aip->prev_dot_to_goal;
dot = vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, &gcvp);
dot_to_next = vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, &gnvp);
set_accel_for_docking(Pl_objp, aip, dot, dot_to_next, dist_to_next, dist_to_goal, sip);
aip->prev_dot_to_goal = dot;
//mprintf(("Goal index = %i, dist = %7.3f, dot = %7.3f\n", wp_index, dist_to_goal, dot));
// If moving at a non-tiny velocity, detect attaining path point by its being close to
// line between previous and current object location.
if ((dist_to_goal < MIN_DIST_TO_WAYPOINT_GOAL) || (vm_vec_dist_quick(&Pl_objp->last_pos, &Pl_objp->pos) > 0.1f)) {
vec3d nearest_point;
float r, min_dist_to_goal;
r = find_nearest_point_on_line(&nearest_point, &Pl_objp->last_pos, &Pl_objp->pos, &gcvp);
// Set min_dist_to_goal = how close must be to waypoint to pick next one.
// If docking and this is the second last waypoint, must be very close.
if ((aip->mode == AIM_DOCK) && (aip->path_cur >= aip->path_length-2))
min_dist_to_goal = MIN_DIST_TO_WAYPOINT_GOAL;
else
min_dist_to_goal = MIN_DIST_TO_WAYPOINT_GOAL + Pl_objp->radius;
if ( (vm_vec_dist_quick(&Pl_objp->pos, &gcvp) < min_dist_to_goal) ||
((r >= 0.0f) && (r <= 1.0f)) && (vm_vec_dist_quick(&nearest_point, &gcvp) < (MIN_DIST_TO_WAYPOINT_GOAL + Pl_objp->radius))) {
aip->path_cur += aip->path_dir;
//nprintf(("AI", " Near: Advancing from point %i to %i of %i points.\n", aip->path_cur-aip->path_dir, aip->path_cur, num_points));
if (((aip->path_cur - aip->path_start) > (num_points+1)) || (aip->path_cur < aip->path_start)) {
Assert(aip->mode != AIM_DOCK); // If docking, should never get this far, getting to last point handled outside ai_path()
aip->path_dir = -aip->path_dir;
// aip->path_cur += aip->path_dir;
}
}
}
return dist_to_goal;
}
void update_min_max(float val, float *min, float *max)
{
if (val < *min)
*min = val;
else if (val > *max)
*max = val;
}
// Stuff bounding box of all enemy objects within "range" units of object *my_objp.
// Stuff ni min_vec and max_vec.
// Return value: Number of enemy objects in bounding box.
int get_enemy_team_range(object *my_objp, float range, int enemy_team_mask, vec3d *min_vec, vec3d *max_vec)
{
object *objp;
ship_obj *so;
int count = 0;
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
objp = &Objects[so->objnum];
if (iff_matches_mask(Ships[objp->instance].team, enemy_team_mask)) {
if (Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER | SIF_CRUISER | SIF_CAPITAL | SIF_SUPERCAP | SIF_DRYDOCK | SIF_CORVETTE | SIF_AWACS | SIF_GAS_MINER))
if (vm_vec_dist_quick(&my_objp->pos, &objp->pos) < range) {
if (count == 0) {
*min_vec = objp->pos;
*max_vec = objp->pos;
count++;
} else {
update_min_max(objp->pos.xyz.x, &min_vec->xyz.x, &max_vec->xyz.x);
update_min_max(objp->pos.xyz.y, &min_vec->xyz.y, &max_vec->xyz.y);
update_min_max(objp->pos.xyz.z, &min_vec->xyz.z, &max_vec->xyz.z);
}
}
}
}
return count;
}
// Pick a relatively safe spot for objp to fly to.
// Problem:
// Finds a spot away from any enemy within a bounding box.
// Doesn't verify that "safe spot" is not near some other enemy.
void ai_safety_pick_spot(object *objp)
{
int objnum;
int enemy_team_mask;
vec3d min_vec, max_vec;
vec3d vec_to_center, center;
vec3d goal_pos;
objnum = OBJ_INDEX(objp);
enemy_team_mask = iff_get_attacker_mask(obj_team(&Objects[objnum]));
if (get_enemy_team_range(objp, 1000.0f, enemy_team_mask, &min_vec, &max_vec)) {
vm_vec_avg(&center, &min_vec, &max_vec);
vm_vec_normalized_dir(&vec_to_center, &center, &objp->pos);
vm_vec_scale_add(&goal_pos, &center, &vec_to_center, 2000.0f);
} else
vm_vec_scale_add(&goal_pos, &objp->pos, &objp->orient.vec.fvec, 100.0f);
Ai_info[Ships[objp->instance].ai_index].goal_point = goal_pos;
}
// Fly to desired safe point.
// Returns distance to that point.
float ai_safety_goto_spot(object *objp)
{
float dot, dist;
ai_info *aip;
vec3d vec_to_goal;
ship_info *sip;
float dot_val;
sip = &Ship_info[Ships[objp->instance].ship_info_index];
aip = &Ai_info[Ships[objp->instance].ai_index];
dist = vm_vec_normalized_dir(&vec_to_goal, &aip->goal_point, &objp->pos);
dot = vm_vec_dot(&vec_to_goal, &objp->orient.vec.fvec);
dot_val = (1.1f + dot) / 2.0f;
if (dist > 200.0f) {
set_accel_for_target_speed(objp, sip->max_speed * dot_val);
} else
set_accel_for_target_speed(objp, sip->max_speed * dot_val * (dist/200.0f + 0.2f));
return dist;
}
void ai_safety_circle_spot(object *objp)
{
vec3d goal_point;
ship_info *sip;
float dot;
sip = &Ship_info[Ships[objp->instance].ship_info_index];
goal_point = Ai_info[Ships[objp->instance].ai_index].goal_point;
dot = turn_towards_tangent(objp, &goal_point, 250.0f); // Increased from 50 to 250 to make circling not look so wacky.
set_accel_for_target_speed(objp, 0.5f * (1.0f + dot) * sip->max_speed/4.0f);
// float dist = vm_vec_dist_quick(&goal_point, &Pl_objp->pos);
// nprintf(("AI", "Ship %s circling %7.3f %7.3f %7.3f. Distance = %7.3f\n", Ships[Pl_objp->instance].ship_name, goal_point.x, goal_point.y, goal_point.z, dist));
}
// --------------------------------------------------------------------------
void ai_safety()
{
ai_info *aip;
aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
switch (aip->submode) {
case AISS_1:
ai_safety_pick_spot(Pl_objp);
aip->submode = AISS_2;
aip->submode_start_time = Missiontime;
break;
case AISS_1a: // Pick a safe point because we just got whacked!
Int3();
break;
case AISS_2:
if (ai_safety_goto_spot(Pl_objp) < 25.0f) {
aip->submode = AISS_3;
aip->submode_start_time = Missiontime;
}
break;
case AISS_3:
ai_safety_circle_spot(Pl_objp);
break;
default:
Int3(); // Illegal submode for ai_safety();
break;
}
}
// --------------------------------------------------------------------------
// make Pl_objp fly tword a ship
// Goal created by Kazan
// code adapted from waypoints
void ai_fly_to_ship()
{
vec3d *target_pos;
float dot, dist_to_goal, speed;
ship *shipp = &Ships[Pl_objp->instance];
ship_info *sip = &Ship_info[shipp->ship_info_index];
ai_info *aip;
vec3d nvel_vec;
float mag;
float prev_dot_to_goal;
vec3d temp_vec;
vec3d *slop_vec;
int target_object=-1;
aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
int i,j ;
for (i = 0; i < MAX_AI_GOALS && target_object == -1; i++)
{
if (aip->goals[i].ai_mode == AIM_FLY_TO_SHIP || aip->goals[i].ai_mode == AI_GOAL_FLY_TO_SHIP)
{
for (j = 0; j < MAX_SHIPS; j++)
{
if (Ships[j].objnum != -1 && !stricmp(aip->goals[i].ship_name, Ships[j].ship_name))
{
target_object = Ships[j].objnum;
break;
}
}
}
}
target_pos = &Objects[target_object].pos;
speed = Pl_objp->phys_info.speed;
dist_to_goal = vm_vec_dist_quick(&Pl_objp->pos, target_pos);
// Can't use fvec, need to use velocity vector because we aren't necessarily
// moving in the direction we're facing.
// AL 23-3-98: Account for very small velocities by checking result of vm_vec_mag().
// If we don't vm_vec_copy_normalize() will think it is normalizing a null vector.
// if (IS_VEC_NULL(&Pl_objp->phys_info.vel)) {
if ( vm_vec_mag_quick(&Pl_objp->phys_info.vel) < AICODE_SMALL_MAGNITUDE ) {
mag = 0.0f;
vm_vec_zero(&nvel_vec);
} else {
mag = vm_vec_copy_normalize(&nvel_vec, &Pl_objp->phys_info.vel);
}
// If moving not-very-slowly and sliding, then try to slide at goal, rather than
// point at goal.
slop_vec = NULL;
if (mag < 1.0f) {
nvel_vec = Pl_objp->orient.vec.fvec;
} else if (mag > 5.0f) {
float nv_dot;
nv_dot = vm_vec_dot(&Pl_objp->orient.vec.fvec, &nvel_vec);
if ((nv_dot > 0.5f) && (nv_dot < 0.97f)) {
slop_vec = &temp_vec;
vm_vec_sub(slop_vec, &nvel_vec, &Pl_objp->orient.vec.fvec);
}
}
// If a wing leader, take turns more slowly, based on size of wing.
int scale;
if (Ai_info[Ships[Pl_objp->instance].ai_index].wing >= 0) {
scale = Wings[Ai_info[Ships[Pl_objp->instance].ai_index].wing].current_count;
scale = (int) ((scale+1)/2);
} else {
scale = 1;
}
// ----------------------------------------------
// if in autopilot mode make sure to not collide
// and "keep reasonable distance" if a capship
// ----------------------------------------------
if (AutoPilotEngaged && sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) // capital ship and AutoPilotEngaged
{
/*
int collide_objnum = pp_collide_any(&Objects[shipp->objnum].pos, target_pos, // current point, destination point
model_get_core_radius( sip->modelnum ) * 1.5f, // radius w/ buffer
Pl_objp, NULL, 0);
// fly parrel to collider - so figure out vector between collider and radius
if (collide_objnum != -1)
{*/
/*
vec3d col_vec, col_direct;
vm_vec_copy_normalize(&col_vec, &Objects[collide_objnum].phys_info.vel);
vm_vec_sub(&col_direct, &col_vec, &Objects[collide_objnum].orient.vec.fvec);
*/
vec3d tmp, proj_pos;
//vm_vec_scale
memcpy(&tmp, &Objects[Player_ship->objnum].phys_info.vel, sizeof(vec3d));
vm_vec_scale(&tmp, 1000); // let's target the players's position 1000 seconds from now
// this makes tmp a displacement
vm_vec_add(&proj_pos, &tmp, &Pl_objp->pos); // add the displacement to the current position
ai_turn_towards_vector(&proj_pos, Pl_objp, flFrametime, sip->srotation_time*3.0f*scale, slop_vec, NULL, 0.0f, 0);
/*
}
else
{
if (dist_to_goal > 0.1f) {
ai_turn_towards_vector(target_pos, Pl_objp, flFrametime, sip->srotation_time*3.0f*scale, slop_vec, NULL, 0.0f, 0);
}
}*/
}
else
{
if (dist_to_goal > 0.1f) {
ai_turn_towards_vector(target_pos, Pl_objp, flFrametime, sip->srotation_time*3.0f*scale, slop_vec, NULL, 0.0f, 0);
}
}
// ----------------------------------------------
prev_dot_to_goal = aip->prev_dot_to_goal;
dot = vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, target_pos);
aip->prev_dot_to_goal = dot;
// nprintf(("AI", "Wp #%i, dot = %6.3f, next dot = %6.3f, dist = %7.2f\n", wp_index, dot, dot_to_next, dist_to_goal));
if (Pl_objp->phys_info.speed < 0.0f) {
accelerate_ship(aip, 1.0f/32);
} else if (prev_dot_to_goal > dot+0.01f) {
// We are further from pointing at our goal this frame than last frame, so slow down.
set_accel_for_target_speed(Pl_objp, Pl_objp->phys_info.speed * 0.95f);
} else if (dist_to_goal < 100.0f) {
float slew_dot = vm_vec_dot(&Pl_objp->orient.vec.fvec, &nvel_vec);
if (fl_abs(slew_dot) < 0.9f) {
accelerate_ship(aip, 0.0f);
} else if (dot < 0.88f + 0.1f*(100.0f - dist_to_goal)/100.0f) {
accelerate_ship(aip, 0.0f);
} else {
accelerate_ship(aip, 0.5f * dot * dot);
}
} else {
float dot1;
if (dist_to_goal < 250.0f) {
dot1 = dot*dot*dot; // Very important to be pointing towards goal when nearby. Note, cubing preserves sign.
} else {
if (dot > 0.0f) {
dot1 = dot*dot;
} else {
dot1 = dot;
}
}
if (dist_to_goal > 100.0f + Pl_objp->radius * 2) {
if (dot < 0.2f) {
dot1 = 0.2f;
}
}
if (sip->flags & SIF_SMALL_SHIP) {
set_accel_for_target_speed(Pl_objp, dot1 * dist_to_goal/5.0f);
} else {
set_accel_for_target_speed(Pl_objp, dot1 * dist_to_goal/10.0f);
}
}
// Make sure not travelling too fast for someone to keep up.
float max_allowed_speed = 9999.9f;
if (shipp->wingnum != -1) {
max_allowed_speed = 0.9f * get_wing_lowest_max_speed(Pl_objp);
}
// check if waypoint speed cap is set and adjust max speed
if (aip->waypoint_speed_cap > 0) {
max_allowed_speed = (float) aip->waypoint_speed_cap;
}
if (aip->prev_accel * shipp->current_max_speed > max_allowed_speed) {
accelerate_ship(aip, max_allowed_speed / shipp->current_max_speed);
}
if ( (dist_to_goal < MIN_DIST_TO_WAYPOINT_GOAL) || (vm_vec_dist_quick(&Pl_objp->last_pos, &Pl_objp->pos) > 0.1f) ) {
vec3d nearest_point;
float r;
r = find_nearest_point_on_line(&nearest_point, &Pl_objp->last_pos, &Pl_objp->pos, target_pos);
if ( (vm_vec_dist_quick(&Pl_objp->pos, target_pos) < (MIN_DIST_TO_WAYPOINT_GOAL + fl_sqrt(Pl_objp->radius) + vm_vec_dist_quick(&Pl_objp->pos, &Pl_objp->last_pos))) ||
((r >= 0.0f) && (r <= 1.0f)) && (vm_vec_dist_quick(&nearest_point, target_pos) < (MIN_DIST_TO_WAYPOINT_GOAL + fl_sqrt(Pl_objp->radius)))) {
int treat_as_ship;
// when not repeating waypoints -- mark the goal as done and put and entry into the mission log
// we must be careful when dealing with wings. A ship in a wing might be completing
// a waypoint for for the entire wing, or it might be completing a goal for itself. If
// for itself and in a wing, treat the completion as we would a ship
treat_as_ship = 1;
if ( Ships[Pl_objp->instance].wingnum != -1 ) {
int type;
// I don't think that you can fly waypoints as dynamic goals!!!
// -- This is legal, just stupid. -- Assert( (aip->active_goal != AI_GOAL_NONE) && (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC) );
// Clean up from above Assert, just in case we ship without fixing it. (Encountered by JimB on 2/9/98)
if ( (aip->active_goal == AI_GOAL_NONE) || (aip->active_goal == AI_ACTIVE_GOAL_DYNAMIC) ) {
aip->mode = AIM_NONE;
Int3(); // Look at the ship, find out of it's supposed to be flying waypoints. -- MK.
}
type = aip->goals[aip->active_goal].type;
if ( (type == AIG_TYPE_EVENT_WING) || (type == AIG_TYPE_PLAYER_WING) ) {
treat_as_ship = 0;
} else {
treat_as_ship = 1;
}
}
// if the ship is not in a wing, remove the goal and continue on
if ( treat_as_ship ) {
ai_mission_goal_complete( aip ); // this call should reset the AI mode
//mission_log_add_entry(LOG_WAYPOINTS_DONE, Ships[Pl_objp->instance].ship_name, wpl->name, -1 );
} else {
// this ship is in a wing. We must mark the goal as being completed for all ships
// in the wing. We will also mark an entry in the log that the wing completed the goal
// not the individual ship.
ai_mission_wing_goal_complete( Ships[Pl_objp->instance].wingnum, &(aip->goals[aip->active_goal]) );
//mission_log_add_entry( LOG_WAYPOINTS_DONE, Wings[Ships[Pl_objp->instance].wingnum].name, wpl->name, -1 );
}
//wp_index = wpl->count-1;
}
}
}
// --------------------------------------------------------------------------
// make Pl_objp fly waypoints.
void ai_waypoints()
{
int wp_index;
vec3d *wp_cur, *wp_next;
float dot, dist_to_goal, dist_to_next, speed, dot_to_next;
ship *shipp = &Ships[Pl_objp->instance];
ship_info *sip = &Ship_info[shipp->ship_info_index];
waypoint_list *wpl;
ai_info *aip;
vec3d nvel_vec;
float mag;
float prev_dot_to_goal;
vec3d temp_vec;
vec3d *slop_vec;
aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
wp_index = aip->wp_index;
if (wp_index == -1) {
ai_start_waypoints(Pl_objp, 0, WPF_REPEAT);
wp_index = aip->wp_index;
aip->wp_dir = 1;
}
wpl = &Waypoint_lists[Ai_info[Ships[Pl_objp->instance].ai_index].wp_list];
Assert(wpl->count); // What? Is this zero? Probably wp_index never got initialized!
wp_cur = &wpl->waypoints[wp_index];
wp_next = &wpl->waypoints[(wp_index+1) % wpl->count];
speed = Pl_objp->phys_info.speed;
dist_to_goal = vm_vec_dist_quick(&Pl_objp->pos, wp_cur);
dist_to_next = vm_vec_dist_quick(&Pl_objp->pos, wp_next);
// Can't use fvec, need to use velocity vector because we aren't necessarily
// moving in the direction we're facing.
// AL 23-3-98: Account for very small velocities by checking result of vm_vec_mag().
// If we don't vm_vec_copy_normalize() will think it is normalizing a null vector.
// if (IS_VEC_NULL(&Pl_objp->phys_info.vel)) {
if ( vm_vec_mag_quick(&Pl_objp->phys_info.vel) < AICODE_SMALL_MAGNITUDE ) {
mag = 0.0f;
vm_vec_zero(&nvel_vec);
} else {
mag = vm_vec_copy_normalize(&nvel_vec, &Pl_objp->phys_info.vel);
}
// If moving not-very-slowly and sliding, then try to slide at goal, rather than
// point at goal.
slop_vec = NULL;
if (mag < 1.0f) {
nvel_vec = Pl_objp->orient.vec.fvec;
} else if (mag > 5.0f) {
float nv_dot;
nv_dot = vm_vec_dot(&Pl_objp->orient.vec.fvec, &nvel_vec);
if ((nv_dot > 0.5f) && (nv_dot < 0.97f)) {
slop_vec = &temp_vec;
vm_vec_sub(slop_vec, &nvel_vec, &Pl_objp->orient.vec.fvec);
}
}
// If a wing leader, take turns more slowly, based on size of wing.
int scale;
if (Ai_info[Ships[Pl_objp->instance].ai_index].wing >= 0) {
scale = Wings[Ai_info[Ships[Pl_objp->instance].ai_index].wing].current_count;
scale = (int) ((scale+1)/2);
} else {
scale = 1;
}
// ----------------------------------------------
// if in autopilot mode make sure to not collide
// and "keep reasonable distance" if a capship
// ----------------------------------------------
if (AutoPilotEngaged && sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) // capital ship and AutoPilotEngaged
{
//int collide_objnum = pp_collide_any(&Objects[shipp->objnum].pos, wp_cur, // current point, destination point
// model_get_core_radius( sip->modelnum ) * 1.5f, // radius w/ buffer
// Pl_objp, NULL, 0);
// fly parrel to collider - so figure out vector between collider and radius
//if (collide_objnum != -1)
//{
/*
vec3d col_vec, col_direct;
vm_vec_copy_normalize(&col_vec, &Objects[collide_objnum].phys_info.vel);
vm_vec_sub(&col_direct, &col_vec, &Objects[collide_objnum].orient.vec.fvec);
*/
vec3d tmp, proj_pos;
//vm_vec_scale
memcpy(&tmp, &Objects[Player_ship->objnum].phys_info.vel, sizeof(vec3d));
vm_vec_scale(&tmp, 1000); // let's target the players's position 1000 seconds from now
// this makes tmp a displacement
vm_vec_add(&proj_pos, &tmp, &Pl_objp->pos); // add the displacement to the current position
ai_turn_towards_vector(&proj_pos, Pl_objp, flFrametime, sip->srotation_time*3.0f*scale, slop_vec, NULL, 0.0f, 0);
/*}
else
{
if (dist_to_goal > 0.1f) {
ai_turn_towards_vector(wp_cur, Pl_objp, flFrametime, sip->srotation_time*3.0f*scale, slop_vec, NULL, 0.0f, 0);
}
}*/
}
else
{
if (dist_to_goal > 0.1f) {
ai_turn_towards_vector(wp_cur, Pl_objp, flFrametime, sip->srotation_time*3.0f*scale, slop_vec, NULL, 0.0f, 0);
}
}
// ----------------------------------------------
prev_dot_to_goal = aip->prev_dot_to_goal;
dot = vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, wp_cur);
dot_to_next = vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, wp_next);
aip->prev_dot_to_goal = dot;
// If there is no next point on the path, don't care about dot to next.
if (wp_index + 1 >= wpl->count) {
dot_to_next = dot;
}
// nprintf(("AI", "Wp #%i, dot = %6.3f, next dot = %6.3f, dist = %7.2f\n", wp_index, dot, dot_to_next, dist_to_goal));
if (Pl_objp->phys_info.speed < 0.0f) {
accelerate_ship(aip, 1.0f/32);
} else if (prev_dot_to_goal > dot+0.01f) {
// We are further from pointing at our goal this frame than last frame, so slow down.
set_accel_for_target_speed(Pl_objp, Pl_objp->phys_info.speed * 0.95f);
} else if (dist_to_goal < 100.0f) {
float slew_dot = vm_vec_dot(&Pl_objp->orient.vec.fvec, &nvel_vec);
if (fl_abs(slew_dot) < 0.9f) {
accelerate_ship(aip, 0.0f);
} else if (dot < 0.88f + 0.1f*(100.0f - dist_to_goal)/100.0f) {
accelerate_ship(aip, 0.0f);
} else {
accelerate_ship(aip, 0.5f * dot * dot);
}
} else {
float dot1;
if (dist_to_goal < 250.0f) {
dot1 = dot*dot*dot; // Very important to be pointing towards goal when nearby. Note, cubing preserves sign.
} else {
if (dot > 0.0f) {
dot1 = dot*dot;
} else {
dot1 = dot;
}
}
if (dist_to_goal > 100.0f + Pl_objp->radius * 2) {
if (dot < 0.2f) {
dot1 = 0.2f;
}
}
if (sip->flags & SIF_SMALL_SHIP) {
set_accel_for_target_speed(Pl_objp, dot1 * dist_to_goal/5.0f);
} else {
set_accel_for_target_speed(Pl_objp, dot1 * dist_to_goal/10.0f);
}
}
// Make sure not travelling too fast for someone to keep up.
float max_allowed_speed = 9999.9f;
if (shipp->wingnum != -1) {
max_allowed_speed = 0.9f * get_wing_lowest_max_speed(Pl_objp);
}
// check if waypoint speed cap is set and adjust max speed
if (aip->waypoint_speed_cap > 0) {
max_allowed_speed = (float) aip->waypoint_speed_cap;
}
if (aip->prev_accel * shipp->current_max_speed > max_allowed_speed) {
accelerate_ship(aip, max_allowed_speed / shipp->current_max_speed);
}
if ( (dist_to_goal < MIN_DIST_TO_WAYPOINT_GOAL) || (vm_vec_dist_quick(&Pl_objp->last_pos, &Pl_objp->pos) > 0.1f) ) {
vec3d nearest_point;
float r;
r = find_nearest_point_on_line(&nearest_point, &Pl_objp->last_pos, &Pl_objp->pos, wp_cur);
if ( (vm_vec_dist_quick(&Pl_objp->pos, wp_cur) < (MIN_DIST_TO_WAYPOINT_GOAL + fl_sqrt(Pl_objp->radius) + vm_vec_dist_quick(&Pl_objp->pos, &Pl_objp->last_pos))) ||
((r >= 0.0f) && (r <= 1.0f)) && (vm_vec_dist_quick(&nearest_point, wp_cur) < (MIN_DIST_TO_WAYPOINT_GOAL + fl_sqrt(Pl_objp->radius)))) {
wp_index++;
if (wp_index >= wpl->count)
if (aip->wp_flags & WPF_REPEAT) {
wp_index = 0;
} else {
int treat_as_ship;
// when not repeating waypoints -- mark the goal as done and put and entry into the mission log
// we must be careful when dealing with wings. A ship in a wing might be completing
// a waypoint for for the entire wing, or it might be completing a goal for itself. If
// for itself and in a wing, treat the completion as we would a ship
treat_as_ship = 1;
if ( Ships[Pl_objp->instance].wingnum != -1 ) {
int type;
// I don't think that you can fly waypoints as dynamic goals!!!
// -- This is legal, just stupid. -- Assert( (aip->active_goal != AI_GOAL_NONE) && (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC) );
// Clean up from above Assert, just in case we ship without fixing it. (Encountered by JimB on 2/9/98)
if ( (aip->active_goal == AI_GOAL_NONE) || (aip->active_goal == AI_ACTIVE_GOAL_DYNAMIC) ) {
aip->mode = AIM_NONE;
Int3(); // Look at the ship, find out of it's supposed to be flying waypoints. -- MK.
}
type = aip->goals[aip->active_goal].type;
if ( (type == AIG_TYPE_EVENT_WING) || (type == AIG_TYPE_PLAYER_WING) ) {
treat_as_ship = 0;
} else {
treat_as_ship = 1;
}
}
// if the ship is not in a wing, remove the goal and continue on
if ( treat_as_ship ) {
ai_mission_goal_complete( aip ); // this call should reset the AI mode
mission_log_add_entry(LOG_WAYPOINTS_DONE, Ships[Pl_objp->instance].ship_name, wpl->name, -1 );
} else {
// this ship is in a wing. We must mark the goal as being completed for all ships
// in the wing. We will also mark an entry in the log that the wing completed the goal
// not the individual ship.
ai_mission_wing_goal_complete( Ships[Pl_objp->instance].wingnum, &(aip->goals[aip->active_goal]) );
mission_log_add_entry( LOG_WAYPOINTS_DONE, Wings[Ships[Pl_objp->instance].wingnum].name, wpl->name, -1 );
}
//wp_index = wpl->count-1;
}
aip->wp_index = wp_index;
}
}
}
// Make Pl_objp avoid En_objp
// Not like evading. This is for avoiding a collision!
// Note, use sliding if available.
void avoid_ship()
{
// To avoid an object, turn towards right or left vector until facing away from object.
// To choose right vs. left, pick one that is further from center of avoid object.
// Keep turning away from until pointing away from ship.
// Stay in avoid mode until at least 3 enemy ship radii away.
// Speed setting:
// If inside sphere, zero speed and turn towards outside.
// If outside sphere, inside 2x sphere, set speed percent of max to:
// max(away_dot, (dist-rad)/rad)
// where away_dot is dot(Pl_objp->fvec, vec_En_objp_to_Pl_objp)
vec3d vec_to_enemy;
float away_dot;
float dist;
ship *shipp = &Ships[Pl_objp->instance];
ship_info *sip = &Ship_info[shipp->ship_info_index];
ai_info *aip = &Ai_info[shipp->ai_index];
vec3d player_pos, enemy_pos;
// if we're avoiding a stealth ship, then we know where he is, update with no error
if ( is_object_stealth_ship(En_objp) ) {
update_ai_stealth_info_with_error(aip/*, 1*/);
}
ai_set_positions(Pl_objp, En_objp, aip, &player_pos, &enemy_pos);
vm_vec_sub(&vec_to_enemy, &enemy_pos, &Pl_objp->pos);
dist = vm_vec_normalize(&vec_to_enemy);
away_dot = -vm_vec_dot(&Pl_objp->orient.vec.fvec, &vec_to_enemy);
if ((sip->max_vel.xyz.x > 0.0f) || (sip->max_vel.xyz.y > 0.0f)) {
if (vm_vec_dot(&Pl_objp->orient.vec.rvec, &vec_to_enemy) > 0.0f) {
AI_ci.sideways = -1.0f;
} else {
AI_ci.sideways = 1.0f;
}
if (vm_vec_dot(&Pl_objp->orient.vec.uvec, &vec_to_enemy) > 0.0f) {
AI_ci.vertical = -1.0f;
} else {
AI_ci.vertical = 1.0f;
}
}
//nprintf(("AI", "Frame %i: Sliding: %s %s\n", Framecount, AI_ci.sideways < 0 ? "left" : "right", AI_ci.vertical < 0 ? "down" : "up" ));
// nprintf(("AI", "away_dot = %6.3f, dist = %7.2f, dist/radsum = %6.3f\n", away_dot, dist, dist/(Pl_objp->radius + En_objp->radius)));
// If in front of enemy, turn away from it.
// If behind enemy, try to get fully behind it.
if (away_dot < 0.0f) {
turn_away_from_point(Pl_objp, &enemy_pos, Pl_objp->phys_info.speed);
} else {
vec3d goal_pos;
vm_vec_scale_add(&goal_pos, &En_objp->pos, &En_objp->orient.vec.fvec, -100.0f);
turn_towards_point(Pl_objp, &goal_pos, NULL, Pl_objp->phys_info.speed);
}
// Set speed.
float radsum = Pl_objp->radius + En_objp->radius;
if (dist < radsum)
accelerate_ship(aip, MAX(away_dot, 0.2f));
else if (dist < 2*radsum)
accelerate_ship(aip, MAX(away_dot, (dist - radsum) / radsum)+0.2f);
else
accelerate_ship(aip, 1.0f);
}
// Maybe it's time to resume the previous AI mode in aip->previous_mode.
// Each type of previous_mode has its own criteria on when to resume.
// Return true if previous mode was resumed.
int maybe_resume_previous_mode(object *objp, ai_info *aip)
{
// Only (maybe) resume previous goal if current goal is dynamic.
if (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC)
return 0;
if (aip->mode == AIM_EVADE_WEAPON) {
if (timestamp_elapsed(aip->mode_time) || (((aip->nearest_locked_object == -1) || (Objects[aip->nearest_locked_object].type != OBJ_WEAPON)) && (aip->danger_weapon_objnum == -1))) {
Assert(aip->previous_mode != AIM_EVADE_WEAPON);
aip->mode = aip->previous_mode;
aip->submode = aip->previous_submode;
aip->submode_start_time = Missiontime;
aip->active_goal = AI_GOAL_NONE;
aip->mode_time = -1; // Means do forever.
return 1;
}
} else if ( aip->previous_mode == AIM_GUARD) {
if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
object *guard_objp;
float dist;
guard_objp = &Objects[aip->guard_objnum];
dist = vm_vec_dist_quick(&guard_objp->pos, &objp->pos);
// If guarding ship is far away from guardee and enemy is far away from guardee,
// then stop chasing and resume guarding.
if (dist > (MAX_GUARD_DIST + guard_objp->radius) * 6) {
if ((En_objp != NULL) && (En_objp->type == OBJ_SHIP)) {
if (vm_vec_dist_quick(&guard_objp->pos, &En_objp->pos) > (MAX_GUARD_DIST + guard_objp->radius) * 6) {
Assert(aip->previous_mode == AIM_GUARD);
aip->mode = aip->previous_mode;
aip->submode = AIS_GUARD_PATROL;
aip->submode_start_time = Missiontime;
aip->active_goal = AI_GOAL_NONE;
return 1;
}
}
}
}
}
return 0;
}
// Call this function if you want something to happen on average every N quarters of a second.
// The truth value returned by this function will be the same for any given quarter second interval.
// The value "num" is only passed in to get asynchronous behavior for different objects.
// modulus == 1 will always return true.
// modulus == 2 will return true half the time.
// modulus == 16 will return true for one quarter second interval every four seconds.
int static_rand_timed(int num, int modulus)
{
if (modulus < 2)
return 1;
else {
int t;
t = Missiontime >> 18; // Get time in quarters of a second
t += num;
return !(t % modulus);
}
}
// Maybe fire afterburner based on AI class
int ai_maybe_fire_afterburner(object *objp, ai_info *aip)
{
if (aip->ai_class == 0)
return 0; // Lowest level never aburners away
else {
// Maybe don't afterburner because of a potential collision with the player.
// If not multiplayer, near player and player in front, probably don't afterburner.
if (!(Game_mode & GM_MULTIPLAYER)) {
if (Ships[objp->instance].team == Player_ship->team) {
float dist;
dist = vm_vec_dist_quick(&objp->pos, &Player_obj->pos) - Player_obj->radius - objp->radius;
if (dist < 150.0f) {
vec3d v2p;
float dot;
vm_vec_normalized_dir(&v2p, &Player_obj->pos, &objp->pos);
dot = vm_vec_dot(&v2p, &objp->orient.vec.fvec);
if (dot > 0.0f) {
if (dot * dist > 50.0f)
return 0;
}
}
}
}
if (aip->ai_class >= Num_ai_classes-2)
return 1; // Highest two levels always aburner away.
else {
return static_rand_timed(objp-Objects, Num_ai_classes - aip->ai_class);
}
}
}
// Maybe engage afterburner after being hit by an object.
void maybe_afterburner_after_ship_hit(object *objp, ai_info *aip, object *en_objp)
{
// Only do if facing a little away.
if (en_objp != NULL) {
vec3d v2e;
vm_vec_normalized_dir(&v2e, &en_objp->pos, &objp->pos);
if (vm_vec_dot(&v2e, &objp->orient.vec.fvec) > -0.5f)
return;
}
if (!( objp->phys_info.flags & PF_AFTERBURNER_ON )) {
if (ai_maybe_fire_afterburner(objp, aip)) {
afterburners_start(objp);
aip->afterburner_stop_time = Missiontime + F1_0/2;
}
}
}
// Return true if object *objp is an instructor.
// Is an instructor if name begins INSTRUCTOR_SHIP_NAME else not.
int is_instructor(object *objp)
{
return !strnicmp(Ships[objp->instance].ship_name, INSTRUCTOR_SHIP_NAME, strlen(INSTRUCTOR_SHIP_NAME));
}
// Evade the weapon aip->danger_weapon_objnum
// If it's not valid, do a quick out.
// Evade by accelerating hard.
// If necessary, turn hard left or hard right.
void evade_weapon()
{
object *weapon_objp = NULL;
object *unlocked_weapon_objp = NULL, *locked_weapon_objp = NULL;
vec3d weapon_pos, player_pos, goal_point;
vec3d vec_from_enemy;
float dot_from_enemy, dot_to_enemy;
float dist;
ship *shipp = &Ships[Pl_objp->instance];
ai_info *aip = &Ai_info[shipp->ai_index];
if (is_instructor(Pl_objp))
return;
// Make sure we're actually being attacked.
// Favor locked objects.
if (aip->nearest_locked_object != -1) {
if (Objects[aip->nearest_locked_object].type == OBJ_WEAPON)
locked_weapon_objp = &Objects[aip->nearest_locked_object];
}
if (aip->danger_weapon_objnum != -1)
if (Objects[aip->danger_weapon_objnum].signature == aip->danger_weapon_signature)
unlocked_weapon_objp = &Objects[aip->danger_weapon_objnum];
else
aip->danger_weapon_objnum = -1; // Signatures don't match, so no longer endangered.
if (locked_weapon_objp != NULL) {
if (unlocked_weapon_objp != NULL) {
if (vm_vec_dist_quick(&locked_weapon_objp->pos, &Pl_objp->pos) < 1.5f * vm_vec_dist_quick(&unlocked_weapon_objp->pos, &Pl_objp->pos))
weapon_objp = locked_weapon_objp;
else
weapon_objp = unlocked_weapon_objp;
} else
weapon_objp = locked_weapon_objp;
} else if (unlocked_weapon_objp != NULL)
weapon_objp = unlocked_weapon_objp;
else {
if (aip->mode == AIM_EVADE_WEAPON)
maybe_resume_previous_mode(Pl_objp, aip);
return;
}
Assert(weapon_objp != NULL);
if (weapon_objp->type != OBJ_WEAPON) {
if (aip->mode == AIM_EVADE_WEAPON)
maybe_resume_previous_mode(Pl_objp, aip);
return;
}
weapon_pos = weapon_objp->pos;
player_pos = Pl_objp->pos;
// Make speed based on skill level, varying at highest skill level, which is harder to hit.
accelerate_ship(aip, 1.0f);
dist = vm_vec_normalized_dir(&vec_from_enemy, &player_pos, &weapon_pos);
dot_to_enemy = -vm_vec_dot(&Pl_objp->orient.vec.fvec, &vec_from_enemy);
dot_from_enemy = vm_vec_dot(&weapon_objp->orient.vec.fvec, &vec_from_enemy);
//nprintf(("AI", "dot from enemy = %7.3f\n", dot_from_enemy));
// If shot is incoming...
if (dot_from_enemy < 0.3f) {
if (weapon_objp == unlocked_weapon_objp)
aip->danger_weapon_objnum = -1;
return;
} else if (dot_from_enemy > 0.7f) {
if (dist < 200.0f) {
if (!( Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
//nprintf(("AI", "Frame %i, turning on afterburner.\n", AI_FrameCount));
afterburners_start(Pl_objp);
aip->afterburner_stop_time = Missiontime + F1_0/2;
}
}
}
// If we're sort of pointing towards it...
if ((dot_to_enemy < -0.5f) || (dot_to_enemy > 0.5f)) {
float rdot;
// Turn hard left or right, depending on which gets out of way quicker.
rdot = vm_vec_dot(&Pl_objp->orient.vec.rvec, &vec_from_enemy);
if ((rdot < -0.5f) || (rdot > 0.5f))
vm_vec_scale_add(&goal_point, &Pl_objp->pos, &Pl_objp->orient.vec.rvec, -200.0f);
else
vm_vec_scale_add(&goal_point, &Pl_objp->pos, &Pl_objp->orient.vec.rvec, 200.0f);
turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
}
}
}
// Use sliding and backwards moving to face enemy.
// (Coded 2/20/98. Works fine, but it's hard to see how to integrate it into the AI system.
// Typically ships are moving so fast that a little sliding isn't enough to gain an advantage.
// It's currently used to avoid collisions and could be used to evade weapon fire, but the latter
// would be frustrating, I think.
// This function is currently not called.)
void slide_face_ship()
{
ship_info *sip;
sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
// If can't slide, return.
if ((sip->max_vel.xyz.x == 0.0f) && (sip->max_vel.xyz.y == 0.0f))
return;
vec3d goal_pos;
float dot_from_enemy, dot_to_enemy;
vec3d vec_from_enemy, vec_to_goal;
float dist;
float up, right;
ai_info *aip;
aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
dist = vm_vec_normalized_dir(&vec_from_enemy, &Pl_objp->pos, &En_objp->pos);
ai_turn_towards_vector(&En_objp->pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
dot_from_enemy = vm_vec_dot(&vec_from_enemy, &En_objp->orient.vec.fvec);
dot_to_enemy = -vm_vec_dot(&vec_from_enemy, &Pl_objp->orient.vec.fvec);
if (vm_vec_dot(&vec_from_enemy, &En_objp->orient.vec.rvec) > 0.0f)
right = 1.0f;
else
right = -1.0f;
if (vm_vec_dot(&vec_from_enemy, &En_objp->orient.vec.uvec) > 0.0f)
up = 1.0f;
else
up = -1.0f;
vm_vec_scale_add(&goal_pos, &En_objp->pos, &En_objp->orient.vec.rvec, right * 200.0f);
vm_vec_scale_add(&goal_pos, &En_objp->pos, &En_objp->orient.vec.uvec, up * 200.0f);
vm_vec_normalized_dir(&vec_to_goal, &goal_pos, &Pl_objp->pos);
if (vm_vec_dot(&vec_to_goal, &Pl_objp->orient.vec.rvec) > 0.0f)
AI_ci.sideways = 1.0f;
else
AI_ci.sideways = -1.0f;
if (vm_vec_dot(&vec_to_goal, &Pl_objp->orient.vec.uvec) > 0.0f)
AI_ci.vertical = 1.0f;
else
AI_ci.vertical = -1.0f;
if (dist < 200.0f) {
if (dot_from_enemy < 0.7f)
accelerate_ship(aip, -1.0f);
else
accelerate_ship(aip, dot_from_enemy + 0.5f);
} else {
if (dot_from_enemy < 0.7f) {
accelerate_ship(aip, 0.2f);
} else {
accelerate_ship(aip, 1.0f);
}
}
}
// General code for handling one ship evading another.
// Problem: This code is also used for avoiding an impending collision.
// In such a case, it is not good to go to max speed, which is often good
// for a certain kind of evasion.
void evade_ship()
{
vec3d player_pos, enemy_pos, goal_point;
vec3d vec_from_enemy;
float dot_from_enemy;
float dist;
ship *shipp = &Ships[Pl_objp->instance];
ship_info *sip = &Ship_info[shipp->ship_info_index];
ai_info *aip = &Ai_info[shipp->ai_index];
float bank_override = 0.0f;
ai_set_positions(Pl_objp, En_objp, aip, &player_pos, &enemy_pos);
// Make speed based on skill level, varying at highest skill level, which is harder to hit.
if (Game_skill_level == NUM_SKILL_LEVELS-1) {
int rand_int;
float accel_val;
rand_int = static_rand(Pl_objp-Objects);
accel_val = (float) (((Missiontime^rand_int) >> 14) & 0x0f)/32.0f + 0.5f;
accelerate_ship(aip, accel_val);
//nprintf(("AI", "Accel value = %7.3f\n", accel_val));
} else
accelerate_ship(aip, (float) (Game_skill_level+2) / (NUM_SKILL_LEVELS+1));
if ((Missiontime - aip->submode_start_time > F1_0/2) && (sip->afterburner_fuel_capacity > 0.0f)) {
float percent_left = 100.0f * shipp->afterburner_fuel / sip->afterburner_fuel_capacity;
if (percent_left > 30.0f + ((Pl_objp-Objects) & 0x0f)) {
afterburners_start(Pl_objp);
aip->afterburner_stop_time = Missiontime + F1_0 + static_rand(Pl_objp-Objects)/4;
}
}
vm_vec_sub(&vec_from_enemy, &player_pos, &enemy_pos);
dist = vm_vec_normalize(&vec_from_enemy);
dot_from_enemy = vm_vec_dot(&En_objp->orient.vec.fvec, &vec_from_enemy);
if (dist > 250.0f) {
vec3d gp1, gp2;
// If far away from enemy, circle, going to nearer of point far off left or right wing
vm_vec_scale_add(&gp1, &enemy_pos, &En_objp->orient.vec.rvec, 250.0f);
vm_vec_scale_add(&gp2, &enemy_pos, &En_objp->orient.vec.rvec, -250.0f);
if (vm_vec_dist_quick(&gp1, &Pl_objp->pos) < vm_vec_dist_quick(&gp2, &Pl_objp->pos))
goal_point = gp1;
else
goal_point = gp2;
} else if (dot_from_enemy < 0.1f) {
// If already close to behind, goal is to get completely behind.
vm_vec_scale_add(&goal_point, &enemy_pos, &En_objp->orient.vec.fvec, -1000.0f);
} else if (dot_from_enemy > 0.9f) {
// If enemy pointing almost right at self, and self pointing close to enemy, turn away from
vec3d vec_to_enemy;
float dot_to_enemy;
vm_vec_sub(&vec_to_enemy, &enemy_pos, &player_pos);
vm_vec_normalize(&vec_to_enemy);
dot_to_enemy = vm_vec_dot(&Pl_objp->orient.vec.fvec, &vec_to_enemy);
if (dot_to_enemy > 0.75f) {
// Used to go to En_objp's right vector, but due to banking while turning, that
// caused flying in an odd spiral.
vm_vec_scale_add(&goal_point, &enemy_pos, &Pl_objp->orient.vec.rvec, 1000.0f);
if (dist < 100.0f)
bank_override = Pl_objp->phys_info.speed;
} else {
bank_override = Pl_objp->phys_info.speed; // In enemy's sights, not pointing at him, twirl away.
// nprintf(("Mike", " Do sumpin' else."));
goto evade_ship_l1;
}
} else {
evade_ship_l1: ;
if (aip->ai_evasion > myrand()*100.0f/32767.0f) {
int temp;
float scale;
float psrandval; // some value close to zero to choose whether to turn right or left.
psrandval = (float) (((Missiontime >> 14) & 0x0f) - 8); // Value between -8 and 7
psrandval = psrandval/16.0f; // Value between -1/2 and 1/2 (approx)
// If not close to behind, turn towards his right or left vector, whichever won't cross his path.
if (vm_vec_dot(&vec_from_enemy, &En_objp->orient.vec.rvec) > psrandval) {
scale = 1000.0f;
} else {
scale = -1000.0f;
}
vm_vec_scale_add(&goal_point, &enemy_pos, &En_objp->orient.vec.rvec, scale);
temp = ((Missiontime >> 16) & 0x07);
temp = ((temp * (temp+1)) % 16)/2 - 4;
if ((psrandval == 0) && (temp == 0))
temp = 3;
scale = 200.0f * temp;
vm_vec_scale_add2(&goal_point, &En_objp->orient.vec.uvec, scale);
} else {
// No evasion this frame, but continue with previous turn.
// Reason: If you don't, you lose rotational momentum. Turning every other frame,
// and not in between results in a very slow turn because of loss of momentum.
if ((aip->prev_goal_point.xyz.x != 0.0f) || (aip->prev_goal_point.xyz.y != 0.0f) || (aip->prev_goal_point.xyz.z != 0.0f))
goal_point = aip->prev_goal_point;
else
vm_vec_scale_add(&goal_point, &enemy_pos, &En_objp->orient.vec.rvec, 100.0f);
}
}
// nprintf(("Mike", "Goal point = %7.1f %7.1f %7.1f\n", goal_point.x, goal_point.y, goal_point.z));
turn_towards_point(Pl_objp, &goal_point, NULL, bank_override);
aip->prev_goal_point = goal_point;
}
// --------------------------------------------------------------------------
// Fly in a manner making it difficult for opponent to attack.
void ai_evade()
{
evade_ship();
}
/*
// -------------------------------------------------------------------
// Refine predicted enemy position because enemy will move while we move
// towards predicted enemy position.
// last_delta_vec is stuffed with size of polishing in last step. This small amount
// can be used to perturb the predicted position to make firing not be exact.
// This function will almost always undershoot actual position, assuming both ships
// are moving at constant speed. But with even one polishing step, the error should
// be under 1%. The number of polishing steps is specified in the parameter num_polish_steps.
void polish_predicted_enemy_pos(vec3d *predicted_enemy_pos, object *pobjp, object *eobjp, float dist_to_enemy, vec3d *last_delta_vec, int num_polish_steps) // Not used:, float time_to_enemy)
{
int iteration;
vec3d player_pos = pobjp->pos;
vec3d enemy_pos = *predicted_enemy_pos;
physics_info *en_physp = &eobjp->phys_info;
float time_to_enemy;
vec3d last_predicted_enemy_pos = *predicted_enemy_pos;
vm_vec_zero(last_delta_vec);
for (iteration=0; iteration < num_polish_steps; iteration++) {
dist_to_enemy = vm_vec_dist_quick(predicted_enemy_pos, &player_pos);
time_to_enemy = compute_time_to_enemy(dist_to_enemy, pobjp, eobjp);
vm_vec_scale_add(predicted_enemy_pos, &eobjp->pos, &eobjp->phys_info.vel, time_to_enemy);
vm_vec_sub(last_delta_vec, predicted_enemy_pos, &last_predicted_enemy_pos);
last_predicted_enemy_pos= *predicted_enemy_pos;
}
}
*/
/*
Relevant variables are:
best_dot_to_enemy best dot product to enemy in last BEST_DOT_TIME seconds
best_dot_to_time time at which best dot occurred
best_dot_from_enemy best dot product for enemy to player in last BEST_DOT_TIME seconds
best_dot_from_time time at which best dot occurred
submode_start_time time at which we entered the current submode
previous_submode previous submode, get it?
Legal submodes are:
CONTINUOUS_TURN vector_id {0..3 = right, -right, up, -up}
ATTACK
EVADE_SQUIGGLE
EVADE_BRAKE
*/
float G_collision_time;
vec3d G_predicted_pos, G_fire_pos;
/*
void show_firing_diag()
{
float dot;
vec3d v2t;
vec3d pos1, pos2;
float dist;
if (G_collision_time == 0.0f)
return;
mprintf(("Fired from %5.1f, %5.1f %5.1f at time = %5.1f, predict collision in %5.2f seconds at %5.1f %5.1f %5.1f\n",
Pl_objp->pos.x, Pl_objp->pos.y, Pl_objp->pos.z, (float) Missiontime/1000.0f, G_collision_time, G_predicted_pos.x, G_predicted_pos.y, G_predicted_pos.z));
vm_vec_normalized_dir(&v2t, &G_predicted_pos, &G_fire_pos);
dot = vm_vec_dot(&v2t, &Pl_objp->orient.fvec);
mprintf(("Dot of fvec and vector to predicted position = %10.7f (%7.3f degrees)\n", dot, acos(dot)*180.0f/3.141592654f));
vm_vec_scale_add(&pos1, &En_objp->pos, &En_objp->phys_info.vel, G_collision_time);
vm_vec_scale_add(&pos2, &G_fire_pos, &Pl_objp->orient.fvec, G_collision_time*300.0f);
dist = vm_vec_dist(&pos1, &pos2);
mprintf(("Enemy, laser pos, distance: [%5.1f %5.1f %5.1f] [%5.1f %5.1f %5.1f] %6.2f\n", pos1.x, pos1.y, pos1.z, pos2.x, pos2.y, pos2.z, dist));
}
*/
//old version of this fuction, this will be useful for playing old missions and not having the new primary
//selection code throw off the balance of the mission.
// If:
// flags & WIF_PUNCTURE
// Then Select a Puncture weapon.
// Else
// Select Any ol' weapon.
// Returns primary_bank index.
int ai_select_primary_weapon_OLD(object *objp, object *other_objp, int flags)
{
ship *shipp = &Ships[objp->instance];
ship_weapon *swp = &shipp->weapons;
ship_info *sip;
//Assert( other_objp != NULL );
Assert( shipp->ship_info_index >= 0 && shipp->ship_info_index < Num_ship_classes);
sip = &Ship_info[shipp->ship_info_index];
if (flags & WIF_PUNCTURE) {
if (swp->current_primary_bank >= 0) {
int bank_index;
bank_index = swp->current_primary_bank;
if (Weapon_info[swp->primary_bank_weapons[bank_index]].wi_flags & WIF_PUNCTURE) {
//nprintf(("AI", "%i: Ship %s selecting weapon %s\n", Framecount, Ships[objp->instance].ship_name, Weapon_info[swp->primary_bank_weapons[bank_index]].name));
return swp->current_primary_bank;
}
}
for (int i=0; i<swp->num_primary_banks; i++) {
int weapon_info_index;
weapon_info_index = swp->primary_bank_weapons[i];
if (weapon_info_index > -1){
if (Weapon_info[weapon_info_index].wi_flags & WIF_PUNCTURE) {
swp->current_primary_bank = i;
//nprintf(("AI", "%i: Ship %s selecting weapon %s\n", Framecount, Ships[objp->instance].ship_name, Weapon_info[swp->primary_bank_weapons[i]].name));
return i;
}
}
}
// AL 26-3-98: If we couldn't find a puncture weapon, pick first available weapon if one isn't active
if ( swp->current_primary_bank < 0 ) {
if ( swp->num_primary_banks > 0 ) {
swp->current_primary_bank = 0;
}
}
} else { // Don't need to be using a puncture weapon.
if (swp->current_primary_bank >= 0) {
if (!(Weapon_info[swp->primary_bank_weapons[swp->current_primary_bank]].wi_flags & WIF_PUNCTURE)){
return swp->current_primary_bank;
}
}
for (int i=0; i<swp->num_primary_banks; i++) {
if (swp->primary_bank_weapons[i] > -1) {
if (!(Weapon_info[swp->primary_bank_weapons[i]].wi_flags & WIF_PUNCTURE)) {
swp->current_primary_bank = i;
nprintf(("AI", "%i: Ship %s selecting weapon %s\n", Framecount, Ships[objp->instance].ship_name, Weapon_info[swp->primary_bank_weapons[i]].name));
return i;
}
}
}
// Wasn't able to find a non-puncture weapon. Stick with what we have.
}
Assert( swp->current_primary_bank != -1 ); // get Alan or Allender
return swp->current_primary_bank;
}
// If:
// flags & WIF_PUNCTURE
// Then Select a Puncture weapon.
// Else
// Select Any ol' weapon.
// Returns primary_bank index.
/**
* Etc. Etc. This is like the 4th rewrite of the code here. Special thanks to Bobboau
* for finding the get_shield_strength function.
*
* The AI will now intelligently choose the best weapon to use based on the overall shield
* status of the target.
*
* ##UnknownPlayer##
*/
int ai_select_primary_weapon(object *objp, object *other_objp, int flags)
{
// Pointer Set Up
ship *shipp = &Ships[objp->instance];
ship_weapon *swp = &shipp->weapons;
ship_info *sip;
// Debugging
if (other_objp==NULL)
{
// this can be NULL in the case of a target death and attacker weapon
// change. using notification message instead of a fault
// Int3();
mprintf(("'other_objpp == NULL' in ai_select_primary_weapon(), line %i", __LINE__));
return -1;
}
//not using the new AI, use the old version of this function instead.
if (!(The_mission.ai_profile->flags & AIPF_SMART_PRIMARY_WEAPON_SELECTION))
{
return ai_select_primary_weapon_OLD(objp, other_objp, flags);
}
Assert( shipp->ship_info_index >= 0 && shipp->ship_info_index < Num_ship_classes);
// Debugging //
sip = &Ship_info[shipp->ship_info_index];
//made it so it only selects puncture weapons if the active goal is to disable something -Bobboau
if ((flags & WIF_PUNCTURE) && (Ai_info[shipp->ai_index].goals[0].ai_mode & AI_GOAL_DISARM_SHIP | AI_GOAL_DISABLE_SHIP))
// if (flags & WIF_PUNCTURE)
{
if (swp->current_primary_bank >= 0)
{
int bank_index;
bank_index = swp->current_primary_bank;
if (Weapon_info[swp->primary_bank_weapons[bank_index]].wi_flags & WIF_PUNCTURE)
{
//nprintf(("AI", "%i: Ship %s selecting weapon %s\n", Framecount, Ships[objp->instance].ship_name, Weapon_info[swp->primary_bank_weapons[bank_index]].name));
return swp->current_primary_bank;
}
}
for (int i=0; i<swp->num_primary_banks; i++)
{
int weapon_info_index;
weapon_info_index = swp->primary_bank_weapons[i];
if (weapon_info_index > -1)
{
if (Weapon_info[weapon_info_index].wi_flags & WIF_PUNCTURE)
{
swp->current_primary_bank = i;
//nprintf(("AI", "%i: Ship %s selecting weapon %s\n", Framecount, Ships[objp->instance].ship_name, Weapon_info[swp->primary_bank_weapons[i]].name));
return i;
}
}
}
// AL 26-3-98: If we couldn't find a puncture weapon, pick first available weapon if one isn't active
// ##UnknownPlayer## - removed.
}
float enemy_remaining_shield = get_shield_pct(other_objp);
// Is the target shielded by say only 5%?
if (enemy_remaining_shield <= 0.05f)
{
// Then it is safe to start using a heavy hull damage weapon such as the maxim
int i;
float i_hullfactor_prev = 0; // Previous weapon bank hull factor (this is the safe way to do it)
int i_hullfactor_prev_bank = -1; // Bank which gave us this hull factor
// Find the weapon with the highest hull * damage / fire delay factor
for (i = 0; i < swp->num_primary_banks; i++)
{
if (swp->primary_bank_weapons[i] > -1) // Make sure there is a weapon in the bank
{
if ((((Weapon_info[swp->primary_bank_weapons[i]].armor_factor) * (Weapon_info[swp->primary_bank_weapons[i]].damage)) / Weapon_info[swp->primary_bank_weapons[i]].fire_wait) > i_hullfactor_prev)
{
// This weapon is the new candidate
i_hullfactor_prev = ( ((Weapon_info[swp->primary_bank_weapons[i]].armor_factor) * (Weapon_info[swp->primary_bank_weapons[i]].damage)) / Weapon_info[swp->primary_bank_weapons[i]].fire_wait );
i_hullfactor_prev_bank = i;
}
}
}
if (i_hullfactor_prev_bank == -1) // In the unlikely instance we don't find at least 1 candidate weapon
{
i_hullfactor_prev_bank = 0; // Just switch to the first one
}
swp->current_primary_bank = i_hullfactor_prev_bank; // Select the best weapon
return i_hullfactor_prev_bank; // Return
}
//if the shields are above lets say 10% defanantly use a pierceing weapon if there are any-Bobboau
if (enemy_remaining_shield >= 0.10f){
if (swp->current_primary_bank >= 0)
{
int bank_index;
bank_index = swp->current_primary_bank;
if (Weapon_info[swp->primary_bank_weapons[bank_index]].wi_flags2 & WIF2_PIERCE_SHIELDS)
{
return swp->current_primary_bank;
}
}
for (int i=0; i<swp->num_primary_banks; i++)
{
int weapon_info_index;
weapon_info_index = swp->primary_bank_weapons[i];
if (weapon_info_index > -1)
{
if (Weapon_info[weapon_info_index].wi_flags2 & WIF2_PIERCE_SHIELDS)
{
swp->current_primary_bank = i;
return i;
}
}
}
}
// Is the target shielded by less then 50%?
if (enemy_remaining_shield <= 0.50f)
{
// Should be using best balanced shield gun
int i;
float i_hullfactor_prev = 0; // Previous weapon bank hull factor (this is the safe way to do it)
int i_hullfactor_prev_bank = -1; // Bank which gave us this hull factor
// Find the weapon with the highest average hull and shield * damage / fire delay factor
for (i = 0; i < swp->num_primary_banks; i++)
{
if (swp->primary_bank_weapons[i] > -1) // Make sure there is a weapon in the bank
{
if ((((Weapon_info[swp->primary_bank_weapons[i]].armor_factor + Weapon_info[swp->primary_bank_weapons[i]].shield_factor) * Weapon_info[swp->primary_bank_weapons[i]].damage) / Weapon_info[swp->primary_bank_weapons[i]].fire_wait) > i_hullfactor_prev )
{
// This weapon is the new candidate
i_hullfactor_prev = ((((Weapon_info[swp->primary_bank_weapons[i]].armor_factor + Weapon_info[swp->primary_bank_weapons[i]].shield_factor) * Weapon_info[swp->primary_bank_weapons[i]].damage) / Weapon_info[swp->primary_bank_weapons[i]].fire_wait));
i_hullfactor_prev_bank = i;
}
}
}
if (i_hullfactor_prev_bank == -1) // In the unlikely instance we don't find at least 1 candidate weapon
{
i_hullfactor_prev_bank = 0; // Just switch to the first one
}
swp->current_primary_bank = i_hullfactor_prev_bank; // Select the best weapon
return i_hullfactor_prev_bank; // Return
}
else
{
// Should be using best shield destroying gun
int i;
float i_hullfactor_prev = 0; // Previous weapon bank hull factor (this is the safe way to do it)
int i_hullfactor_prev_bank = -1; // Bank which gave us this hull factor
// Find the weapon with the highest average hull and shield * damage / fire delay factor
for (i = 0; i < swp->num_primary_banks; i++)
{
if (swp->primary_bank_weapons[i] > -1) // Make sure there is a weapon in the bank
{
if ((((Weapon_info[swp->primary_bank_weapons[i]].shield_factor) * Weapon_info[swp->primary_bank_weapons[i]].damage) / Weapon_info[swp->primary_bank_weapons[i]].fire_wait) > i_hullfactor_prev )
{
// This weapon is the new candidate
i_hullfactor_prev = ( ((Weapon_info[swp->primary_bank_weapons[i]].shield_factor) * (Weapon_info[swp->primary_bank_weapons[i]].damage)) / Weapon_info[swp->primary_bank_weapons[i]].fire_wait );
i_hullfactor_prev_bank = i;
}
}
}
if (i_hullfactor_prev_bank == -1) // In the unlikely instance we don't find at least 1 candidate weapon
{
i_hullfactor_prev_bank = 0; // Just switch to the first one
}
swp->current_primary_bank = i_hullfactor_prev_bank; // Select the best weapon
return i_hullfactor_prev_bank; // Return
}
// Somehow no weapons were found - just take the first one
if ( swp->current_primary_bank < 0 )
{
if ( swp->num_primary_banks > 0 )
{
swp->current_primary_bank = 0;
}
}
Assert( swp->current_primary_bank != -1 ); // get Alan or Allender
return swp->current_primary_bank;
}
// --------------------------------------------------------------------------
// Maybe link primary weapons.
void set_primary_weapon_linkage(object *objp)
{
ship *shipp;
ship_info *sip;
ai_info *aip;
ship_weapon *swp;
weapon_info *wip;
int total_ammo;
int current_ammo;
float ammo_pct;
int i;
shipp = &Ships[objp->instance];
sip = &Ship_info[shipp->ship_info_index];
aip = &Ai_info[shipp->ai_index];
shipp->flags &= ~SF_PRIMARY_LINKED;
swp = &shipp->weapons;
if (Num_weapons > (int) (MAX_WEAPONS * 0.75f)) {
if (shipp->flags & SF_PRIMARY_LINKED)
nprintf(("AI", "Frame %i, ship %s: Unlinking primaries.\n", Framecount, shipp->ship_name));
shipp->flags &= ~SF_PRIMARY_LINKED;
return; // If low on slots, don't link.
}
shipp->flags &= ~SF_PRIMARY_LINKED;
// AL: ensure target is a ship!
if ( (aip->target_objnum != -1) && (Objects[aip->target_objnum].type == OBJ_SHIP) ) {
// If trying to destroy a big ship (i.e., not disable/disarm), always unleash all weapons
if ( ship_get_SIF(&Ships[Objects[aip->target_objnum].instance]) & SIF_BIG_SHIP) {
if ( aip->targeted_subsys == NULL ) {
shipp->flags |= SF_PRIMARY_LINKED;
shipp->flags |= SF_SECONDARY_DUAL_FIRE;
return;
}
}
}
// AL 2-11-98: If ship has a disarm or disable goal, don't link unless both weapons are
// puncture weapons
if ( (aip->active_goal != AI_GOAL_NONE) && (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC) )
{
if ( aip->goals[aip->active_goal].ai_mode & (AI_GOAL_DISABLE_SHIP|AI_GOAL_DISARM_SHIP) )
{
// only continue if both primaries are puncture weapons
if ( swp->num_primary_banks == 2 ) {
if ( !(Weapon_info[swp->primary_bank_weapons[0]].wi_flags & WIF_PUNCTURE) )
return;
if ( !(Weapon_info[swp->primary_bank_weapons[1]].wi_flags & WIF_PUNCTURE) )
return;
}
}
}
// Don't want all ships always linking weapons at start, so asynchronize.
if (Missiontime < i2f(30))
return;
else if (Missiontime < i2f(120))
{
int r = static_rand((Missiontime >> 17) ^ OBJ_INDEX(objp));
if ( (r&3) != 0)
return;
}
// regular lasers
if (shipp->weapon_energy > The_mission.ai_profile->link_energy_levels_always[Game_skill_level]) {
shipp->flags |= SF_PRIMARY_LINKED;
} else if (shipp->weapon_energy > The_mission.ai_profile->link_energy_levels_maybe[Game_skill_level]) {
if (objp->hull_strength < shipp->ship_max_hull_strength/3.0f)
shipp->flags |= SF_PRIMARY_LINKED;
}
// also check ballistics - Goober5000
if (sip->flags & SIF_BALLISTIC_PRIMARIES)
{
total_ammo = 0;
current_ammo = 0;
// count ammo, and do not continue unless all weapons are ballistic
for (i = 0; i < swp->num_primary_banks; i++)
{
wip = &Weapon_info[swp->primary_bank_weapons[i]];
if (wip->wi_flags2 & WIF2_BALLISTIC)
{
total_ammo += swp->primary_bank_start_ammo[i];
current_ammo += swp->primary_bank_ammo[i];
}
else
{
return;
}
}
Assert(total_ammo); // Goober5000: div-0 check
ammo_pct = float (current_ammo) / float (total_ammo) * 100.0f;
// link according to defined levels
if (ammo_pct > The_mission.ai_profile->link_ammo_levels_always[Game_skill_level])
{
shipp->flags |= SF_PRIMARY_LINKED;
}
else if (ammo_pct > The_mission.ai_profile->link_ammo_levels_maybe[Game_skill_level])
{
if (objp->hull_strength < shipp->ship_max_hull_strength/3.0f)
{
shipp->flags |= SF_PRIMARY_LINKED;
}
}
}
}
// --------------------------------------------------------------------------
// Fire the current primary weapon.
// *objp is the object to fire from.
//I changed this to return a true false flag on weather
//it did or did not fire the weapon sorry if this screws you up-Bobboau
int ai_fire_primary_weapon(object *objp)
{
ship *shipp = &Ships[objp->instance];
ship_weapon *swp = &shipp->weapons;
ship_info *sip;
ai_info *aip;
object *enemy_objp;
Assert( shipp->ship_info_index >= 0 && shipp->ship_info_index < Num_ship_classes);
sip = &Ship_info[shipp->ship_info_index];
aip = &Ai_info[shipp->ai_index];
// If low on slots, fire a little less often.
if (Num_weapons > (int) (0.9f * MAX_WEAPONS)) {
if (frand() > 0.5f) {
nprintf(("AI", "Frame %i, %s not fire.\n", Framecount, shipp->ship_name));
return 0;
}
}
if (!Ai_firing_enabled){
return 0;
}
if (aip->target_objnum != -1){
enemy_objp = &Objects[aip->target_objnum];
} else {
enemy_objp = NULL;
}
if ( (swp->current_primary_bank < 0) || (swp->current_primary_bank >= swp->num_primary_banks) || timestamp_elapsed(aip->primary_select_timestamp)) {
int flags = 0;
// AL 2-11-98: If attacking any subsystem (not just engines), use disrupter weapon
// if ((aip->targeted_subsys != NULL) && (aip->targeted_subsys->system_info->type == SUBSYSTEM_ENGINE)) {
if ( aip->targeted_subsys != NULL ) {
flags = WIF_PUNCTURE;
}
ai_select_primary_weapon(objp, enemy_objp, flags);
ship_primary_changed(shipp); // AL: maybe send multiplayer information when AI ship changes primaries
aip->primary_select_timestamp = timestamp(5 * 1000); // Maybe change primary weapon five seconds from now.
}
// If pointing nearly at predicted collision point of target, bash orientation to be perfectly pointing.
float dot;
vec3d v2t;
// if (!IS_VEC_NULL(&G_predicted_pos)) {
if (!( vm_vec_mag_quick(&G_predicted_pos) < AICODE_SMALL_MAGNITUDE )) {
if ( !vm_vec_cmp(&G_predicted_pos, &G_fire_pos) ) {
nprintf(("Warning", "Avoid NULL vector assert.. why are G_predicted_pos and G_fire_pos the same?\n"));
} else {
vm_vec_normalized_dir(&v2t, &G_predicted_pos, &G_fire_pos);
dot = vm_vec_dot(&v2t, &objp->orient.vec.fvec);
if (dot > .998629534f){ // if within 3.0 degrees of desired heading, bash
vm_vector_2_matrix(&objp->orient, &v2t, &objp->orient.vec.uvec, NULL);
}
}
}
// Make sure not firing at a protected ship unless firing at a live subsystem.
// Note: This happens every time the ship tries to fire, perhaps every frame.
// Should be wrapped in a timestamp, same one that enables it to fire, but that is complicated
// by multiple banks it can fire from.
if (aip->target_objnum != -1) {
object *tobjp = &Objects[aip->target_objnum];
if (tobjp->flags & OF_PROTECTED) {
if (aip->targeted_subsys != NULL) {
int type;
type = aip->targeted_subsys->system_info->type;
if (ship_get_subsystem_strength(&Ships[tobjp->instance], type) == 0.0f) {
aip->target_objnum = -1;
return 0;
}
} else {
aip->target_objnum = -1;
return 0;
}
}
}
// If enemy is protected, not firing a puncture weapon and enemy's hull is low, don't fire.
if ((enemy_objp != NULL) && (enemy_objp->flags & OF_PROTECTED)) {
// AL: 3-6-98: Check if current_primary_bank is valid
if ((enemy_objp->hull_strength < 750.0f) &&
((aip->targeted_subsys == NULL) || (enemy_objp->hull_strength < aip->targeted_subsys->current_hits + 50.0f)) &&
(swp->current_primary_bank >= 0) ) {
if (!(Weapon_info[swp->primary_bank_weapons[swp->current_primary_bank]].wi_flags & WIF_PUNCTURE)) {
//nprintf(("AI", "Ship %s not firing at protected ship %s because not using disruptor.\n", Ships[objp->instance].ship_name, Ships[enemy_objp->instance].ship_name));
swp->next_primary_fire_stamp[swp->current_primary_bank] = timestamp(1000);
return 0;
}
/*
int num_attacking;
num_attacking = num_enemies_attacking(enemy_objp-Objects);
if (enemy_objp->hull_strength / num_attacking < 200.0f) {
if (frand() < 0.75f) {
nprintf(("AI", "Ship %s not firing at protected ship %s because too many attacking.\n", Ships[objp->instance].ship_name, Ships[enemy_objp->instance].ship_name));
swp->next_primary_fire_stamp[swp->current_primary_bank] = timestamp(500);
return;
}
}
*/
}
}
set_primary_weapon_linkage(objp);
// I think this will properly solve the problem
// fire non-streaming weapons
ship_fire_primary(objp, 0);
// fire streaming weapons
shipp->flags |= SF_TRIGGER_DOWN;
ship_fire_primary(objp, 1);
shipp->flags &= ~SF_TRIGGER_DOWN;
return 1;//if it got down to here then it tryed to fire
}
// --------------------------------------------------------------------------
// Return number of nearby enemy fighters.
// threshold is the distance within which a ship is considered near.
//
// input: enemy_team_mask => teams that are considered as an enemy
// pos => world position to measure ship distances from
// threshold => max distance from pos to be considered "near"
//
// exit: number of ships within threshold units of pos
int num_nearby_fighters(int enemy_team_mask, vec3d *pos, float threshold)
{
ship_obj *so;
object *ship_objp;
int count = 0;
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
ship_objp = &Objects[so->objnum];
if (iff_matches_mask(Ships[ship_objp->instance].team, enemy_team_mask)) {
if (Ship_info[Ships[ship_objp->instance].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER)) {
if (vm_vec_dist_quick(pos, &ship_objp->pos) < threshold)
count++;
}
}
}
return count;
}
// --------------------------------------------------------------------------
// Select secondary weapon to fire.
// Currently, 1/16/98:
// If 0 secondary weapons available, return -1
// If 1 available, use it.
// If 2 or more, if the current weapon is one of them, stick with it, otherwise choose a random one.
// priority1 and priority2 are Weapon_info[] bitmasks such as WIF_HOMING_ASPECT. If any weapon has any bit in priority1
// set, that weapon will be selected. If not, apply to priority2. If neither, return -1, meaning no weapon selected.
// Note, priorityX have default values of -1, meaning if not set, they will match any weapon.
// Return value:
// bank index
// Should do this:
// Favor aspect seekers when attacking small ships faraway.
// Favor rapid fire dumbfire when attacking a large ship.
// Ignore heat seekers because we're not sure how they'll work.
void ai_select_secondary_weapon(object *objp, ship_weapon *swp, int priority1 = -1, int priority2 = -1)
{
int num_weapon_types;
int weapon_id_list[MAX_WEAPON_TYPES], weapon_bank_list[MAX_WEAPON_TYPES];
int i;
int ignore_mask;
int initial_bank;
initial_bank = swp->current_secondary_bank;
// Ignore bombs unless one of the priorities asks for them to be selected.
if (WIF_HUGE & (priority1 | priority2))
ignore_mask = 0;
else
ignore_mask = WIF_HUGE;
if (!(WIF_BOMBER_PLUS & (priority1 | priority2)))
ignore_mask |= WIF_BOMBER_PLUS;
#ifndef NDEBUG
for (i=0; i<MAX_WEAPON_TYPES; i++) {
weapon_id_list[i] = -1;
weapon_bank_list[i] = -1;
}
#endif
if ((The_mission.ai_profile->flags & AIPF_SMART_SECONDARY_WEAPON_SELECTION) && (priority1 == 0))
ignore_mask |= WIF_HOMING;
// Stuff weapon_bank_list with bank index of available weapons.
num_weapon_types = get_available_secondary_weapons(objp, weapon_id_list, weapon_bank_list);
int priority2_index = -1;
for (i=0; i<num_weapon_types; i++) {
int wi_flags;
wi_flags = Weapon_info[swp->secondary_bank_weapons[weapon_bank_list[i]]].wi_flags;
if (!(wi_flags & ignore_mask)) { // Maybe bombs are illegal.
if (wi_flags & priority1) {
swp->current_secondary_bank = weapon_bank_list[i]; // Found first priority, return it.
break;
} else if (wi_flags & priority2)
priority2_index = weapon_bank_list[i]; // Found second priority, but might still find first priority.
}
}
if ((The_mission.ai_profile->flags & AIPF_SMART_SECONDARY_WEAPON_SELECTION) && (priority2 == 0))
ignore_mask |= WIF_HOMING;
// If didn't find anything above, then pick any secondary weapon.
if (i == num_weapon_types) {
swp->current_secondary_bank = priority2_index; // Assume we won't find anything.
if (priority2_index == -1) {
for (i=0; i<num_weapon_types; i++) {
int wi_flags;
wi_flags = Weapon_info[swp->secondary_bank_weapons[weapon_bank_list[i]]].wi_flags;
if (!(wi_flags & ignore_mask)) { // Maybe bombs are illegal.
if (swp->secondary_bank_ammo[i] > 0) {
swp->current_secondary_bank = i;
break;
}
}
}
}
}
ai_info *aip = &Ai_info[Ships[objp->instance].ai_index];
// If switched banks, force reacquisition of aspect lock.
if (swp->current_secondary_bank != initial_bank) {
aip->aspect_locked_time = 0.0f;
aip->current_target_is_locked = 0;
}
weapon_info *wip=&Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]];
// phreak -- rapid dumbfire? let it rip!
if ((The_mission.ai_profile->flags & AIPF_ALLOW_RAPID_SECONDARY_DUMBFIRE) && !(wip->wi_flags & WIF_HOMING) && (wip->fire_wait < .5f))
{
aip->ai_flags |= AIF_UNLOAD_SECONDARIES;
}
ship_secondary_changed(&Ships[objp->instance]); // AL: let multiplayer know if secondary bank has changed
// nprintf(("AI", "Ship %s selected weapon %s\n", Ships[objp->instance].ship_name, Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]].name));
}
// Return number of objects homing on object *target_objp
int compute_num_homing_objects(object *target_objp)
{
object *objp;
int count = 0;
for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
if (objp->type == OBJ_WEAPON) {
if (Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags & WIF_HOMING) {
if (Weapons[objp->instance].homing_object == target_objp) {
count++;
}
}
}
}
return count;
}
// Object *firing_objp just fired weapon weapon_index (index in Weapon_info).
// If it's a shockwave weapon, tell your team about it!
void ai_maybe_announce_shockwave_weapon(object *firing_objp, int weapon_index)
{
if ((firing_objp->type == OBJ_SHIP) && (Weapon_info[weapon_index].shockwave.speed > 0.0f)) {
ship_obj *so;
int firing_ship_team;
firing_ship_team = Ships[firing_objp->instance].team;
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
object *A = &Objects[so->objnum];
Assert(A->type == OBJ_SHIP);
if (Ships[A->instance].team == firing_ship_team) {
ai_info *aip = &Ai_info[Ships[A->instance].ai_index];
// AL 1-5-98: only avoid shockwave if not docked or repairing
if ( !object_is_docked(A) && !(aip->ai_flags & (AIF_REPAIRING|AIF_BEING_REPAIRED)) ) {
aip->ai_flags |= AIF_AVOID_SHOCKWAVE_WEAPON;
}
}
}
}
}
// Return total payload of all incoming missiles.
float compute_incoming_payload(object *target_objp)
{
missile_obj *mo;
float payload = 0.0f;
for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
object *objp;
objp = &Objects[mo->objnum];
Assert(objp->type == OBJ_WEAPON);
if (Weapons[objp->instance].homing_object == target_objp) {
payload += Weapon_info[Weapons[objp->instance].weapon_info_index].damage;
}
}
return payload;
}
// --------------------------------------------------------------------------
// Return true if OK for *aip to fire its current weapon at its current target.
// Only reason this function returns false is:
// weapon is a homer
// targeted at player
// OR: player has too many homers targeted at him
// Missiontime in that dead zone in which can't fire at this player
// Note: If player is attacking a ship, that ship is allowed to fire at player. Otherwise, we get in a situation in which
// player is attacking a large ship, but that large ship is not defending itself with missiles.
int check_ok_to_fire(int objnum, int target_objnum, weapon_info *wip)
{
int num_homers = 0;
object *tobjp = &Objects[target_objnum];
if (target_objnum > -1) {
// AL 3-4-98: Ensure objp target is a ship first
if ( tobjp->type == OBJ_SHIP ) {
// 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;
}
if (Ship_info[Ships[tobjp->instance].ship_info_index].flags & SIF_SMALL_SHIP) {
num_homers = compute_num_homing_objects(&Objects[target_objnum]);
}
}
// If player, maybe fire based on Skill_level and number of incoming weapons.
// If non-player, maybe fire based on payload of incoming weapons.
if (wip->wi_flags & WIF_HOMING) {
if ((target_objnum > -1) && (tobjp->flags & OF_PLAYER_SHIP)) {
if (Ai_info[Ships[tobjp->instance].ai_index].target_objnum != objnum) {
// Don't allow AI ships to fire at player for fixed periods of time based on skill level.
// With 5 skill levels, at Very Easy, they fire in 1/7 of every 10 second interval.
// At Easy, 2/7...at Expert, 5/7
int t = ((Missiontime /(65536*10)) ^ target_objnum ^ 0x01) % (NUM_SKILL_LEVELS+2);
if (t > Game_skill_level) {
//nprintf(("AI", "Not OK to fire homer at time thing %i\n", t));
return 0;
}
}
//nprintf(("AI", " IS OK to fire homer at time thing %i ***\n", t));
int swarmers = 0;
if (wip->wi_flags & WIF_SWARM)
swarmers = 2; // Note, always want to be able to fire swarmers if no currently incident homers.
if (The_mission.ai_profile->max_allowed_player_homers[Game_skill_level] < num_homers + swarmers) {
return 0;
}
} else if (num_homers > 3) {
float incoming_payload;
incoming_payload = compute_incoming_payload(&Objects[target_objnum]);
if (incoming_payload > tobjp->hull_strength) {
return 0;
}
}
}
}
return 1;
}
// --------------------------------------------------------------------------
// Fire a secondary weapon.
// Maybe choose to fire a different one.
// priority1 and priority2 are optional parameters with defaults = -1
int ai_fire_secondary_weapon(object *objp, int priority1, int priority2)
{
ship_weapon *swp;
ship *shipp;
ship_info *sip;
int current_bank;
int rval = 0;
#ifndef NDEBUG
if (!Ai_firing_enabled)
return rval;
#endif
Assert( objp != NULL );
Assert(objp->type == OBJ_SHIP);
shipp = &Ships[objp->instance];
swp = &shipp->weapons;
Assert( shipp->ship_info_index >= 0 && shipp->ship_info_index < Num_ship_classes);
sip = &Ship_info[shipp->ship_info_index];
// Select secondary weapon.
current_bank = swp->current_secondary_bank; //ai_select_secondary_weapon(objp, swp, priority1, priority2);
//nprintf(("AI", "Frame %i: Current bank = %i, ammo remaining = %i\n", Framecount, current_bank, swp->secondary_bank_ammo[current_bank]));
if (current_bank == -1) {
swp->next_secondary_fire_stamp[current_bank] = timestamp(500);
return rval;
}
Assert(current_bank < shipp->weapons.num_secondary_banks);
weapon_info *wip = &Weapon_info[shipp->weapons.secondary_bank_weapons[current_bank]];
if ((wip->wi_flags & WIF_HOMING_ASPECT) && (!Ai_info[shipp->ai_index].current_target_is_locked)) {
//nprintf(("AI", "Not firing secondary weapon because not aspect locked.\n"));
swp->next_secondary_fire_stamp[current_bank] = timestamp(250);
} else if ((wip->wi_flags & WIF_BOMB) || (vm_vec_dist_quick(&objp->pos, &En_objp->pos) > 50.0f)) {
// This might look dumb, firing a bomb even if closer than 50 meters, but the reason is, if you're carrying
// bombs, delivering them is probably more important than surviving.
ai_info *aip;
aip = &Ai_info[shipp->ai_index];
// Note, maybe don't fire if firing at player and any homers yet fired.
// Decreasing chance to fire the more homers are incoming on player.
if (check_ok_to_fire(OBJ_INDEX(objp), aip->target_objnum, wip)) {
if (ship_fire_secondary(objp)) {
rval = 1;
swp->next_secondary_fire_stamp[current_bank] = timestamp(500);
//nprintf(("AI", "Frane %i: Ship %s fired secondary %s\n", Framecount, Ships[objp->instance].ship_name, Weapon_info[swp->secondary_bank_weapons[current_bank]].name));
}
} else {
swp->next_secondary_fire_stamp[current_bank] = timestamp(500);
}
}
return rval;
}
// Return true if it looks like obj1, if continuing to move along current vector, will
// collide with obj2.
int might_collide_with_ship(object *obj1, object *obj2, float dot_to_enemy, float dist_to_enemy, float duration)
{
if (obj1->phys_info.speed * duration + 2*(obj1->radius + obj2->radius) > dist_to_enemy)
if (dot_to_enemy > 0.8f - 2*(obj1->radius + obj2->radius)/dist_to_enemy)
return objects_will_collide(obj1, obj2, duration, 2.0f);
// BABY -
// CONDITION 1, dist_to_enemy < o1_rad + o2_rad + (obj1.speed + obj2.speed) * time + 50
return 0;
}
// --------------------------------------------------------------------------
// Return true if ship *objp firing a laser believes it will hit a teammate.
int might_hit_teammate(object *firing_objp)
{
int team;
object *objp;
ship_obj *so;
team = Ships[firing_objp->instance].team;
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
objp = &Objects[so->objnum];
if (Ships[objp->instance].team == team) {
float dist, dot;
vec3d vec_to_objp;
vm_vec_sub(&vec_to_objp, &firing_objp->pos, &objp->pos);
dist = vm_vec_mag_quick(&vec_to_objp);
dot = vm_vec_dot(&firing_objp->orient.vec.fvec, &vec_to_objp)/dist;
if (might_collide_with_ship(firing_objp, objp, dot, dist, 2.0f))
return 1;
}
}
return 0;
}
//int Team_not_fire_count=0, Team_hit_count = 0;
void render_all_ship_bay_paths(object *objp)
{
int i,j,color;
ship *sp = &Ships[objp->instance];
polymodel *pm;
model_path *mp;
pm = model_get(sp->modelnum);
vec3d global_path_point;
vertex v, prev_vertex;
if ( pm->ship_bay == NULL )
return;
for ( i = 0; i < pm->ship_bay->num_paths; i++ ) {
mp = &pm->paths[pm->ship_bay->paths[i]];
for ( j = 0; j < mp->nverts; j++ ) {
vm_vec_unrotate(&global_path_point, &mp->verts[j].pos, &objp->orient);
vm_vec_add2(&global_path_point, &objp->pos);
g3_rotate_vertex(&v, &global_path_point);
color = 255 - j*50;
if ( color < 50 )
color = 100;
gr_set_color(0, color, 0);
if ( j == mp->nverts-1 ) {
gr_set_color(255, 0, 0);
}
g3_draw_sphere( &v, 1.5f);
if ( j > 0 )
g3_draw_line(&v, &prev_vertex);
prev_vertex = v;
}
}
}
// debug function to show all path points associated with an object
void render_all_subsys_paths(object *objp)
{
int i,j,color;
ship *sp = &Ships[objp->instance];
polymodel *pm;
model_path *mp;
pm = model_get(sp->modelnum);
vec3d global_path_point;
vertex v, prev_vertex;
if ( pm->ship_bay == NULL )
return;
for ( i = 0; i < pm->n_paths; i++ ) {
mp = &pm->paths[i];
for ( j = 0; j < mp->nverts; j++ ) {
vm_vec_unrotate(&global_path_point, &mp->verts[j].pos, &objp->orient);
vm_vec_add2(&global_path_point, &objp->pos);
g3_rotate_vertex(&v, &global_path_point);
color = 255 - j*50;
if ( color < 50 )
color = 100;
gr_set_color(0, color, 0);
if ( j == mp->nverts-1 ) {
gr_set_color(255, 0, 0);
}
g3_draw_sphere( &v, 1.5f);
if ( j > 0 )
g3_draw_line(&v, &prev_vertex);
prev_vertex = v;
}
}
}
void render_path_points(object *objp)
{
ship *shipp = &Ships[objp->instance];
ai_info *aip = &Ai_info[shipp->ai_index];
object *dobjp;
polymodel *pm;
render_all_subsys_paths(objp);
render_all_ship_bay_paths(objp);
if (aip->goal_objnum < 0)
return;
dobjp = &Objects[aip->goal_objnum];
pm = model_get(Ships[dobjp->instance].modelnum);
vec3d dock_point, global_dock_point;
vertex v;
ship_model_start(&Objects[aip->goal_objnum]);
if (pm->n_docks) {
dock_point = pm->docking_bays[0].pnt[0];
model_find_world_point(&global_dock_point, &dock_point, Ships[dobjp->instance].modelnum, 0, &dobjp->orient, &dobjp->pos );
g3_rotate_vertex(&v, &global_dock_point);
gr_set_color(255, 255, 255);
g3_draw_sphere( &v, 1.5f);
}
if (aip->path_start != -1) {
vertex prev_vertex;
pnode *pp = &Path_points[aip->path_start];
int num_points = aip->path_length;
int i;
for (i=0; i<num_points; i++) {
vertex v0;
g3_rotate_vertex( &v0, &pp->pos );
gr_set_color(0, 128, 96);
if (i != 0)
g3_draw_line(&v0, &prev_vertex);
if (pp-Path_points == aip->path_cur)
gr_set_color(255,255,0);
g3_draw_sphere( &v0, 4.5f);
// Connect all the turrets that can fire upon this point to this point.
/* if (0) { //pp->path_index != -1) {
model_path *pmp;
mp_vert *pmpv;
get_base_path_info(pp->path_index, aip->goal_objnum, &pmp, &pmpv);
if (pmpv->nturrets) {
for (int j = 0; j<pmpv->nturrets; j++) {
vertex v1;
vec3d turret_pos;
ship_subsys *ssp;
ssp = ship_get_indexed_subsys(&Ships[Objects[aip->goal_objnum].instance], pmpv->turret_ids[j]);
model_find_world_point(&turret_pos, &ssp->system_info->pnt, Ships[dobjp->instance].modelnum, 0, &dobjp->orient, &dobjp->pos );
g3_rotate_vertex(&v1, &turret_pos);
gr_set_color(255, 255, 0);
g3_draw_line(&v0, &v1);
g3_draw_sphere( &v1, 1.5f);
}
}
} */
prev_vertex = v0;
pp++;
}
}
ship_model_stop(&Objects[aip->goal_objnum]);
}
// Return the distance that the current AI weapon will travel
float ai_get_weapon_dist(ship_weapon *swp)
{
int bank_num, weapon_num;
bank_num = swp->current_primary_bank;
weapon_num = swp->primary_bank_weapons[bank_num];
// If weapon_num is illegal, return a reasonable value. A valid weapon
// will get selected when this ship tries to fire.
if (weapon_num == -1) {
// Int3();
return 1000.0f;
}
return MIN((Weapon_info[weapon_num].max_speed * Weapon_info[weapon_num].lifetime), Weapon_info[weapon_num].weapon_range);
}
float ai_get_weapon_speed(ship_weapon *swp)
{
int bank_num, weapon_num;
bank_num = swp->current_primary_bank;
if (bank_num < 0)
return 100.0f;
weapon_num = swp->primary_bank_weapons[bank_num];
if (weapon_num == -1) {
//Int3();
return 100.0f;
}
return Weapon_info[weapon_num].max_speed;
}
// Compute the predicted position of a ship to be fired upon from a turret.
// This is based on position of firing gun, enemy object, weapon speed and skill level constraints.
// Return value in *predicted_enemy_pos.
// Also, stuff globals G_predicted_pos, G_collision_time and G_fire_pos.
// *pobjp object firing the weapon
// *eobjp object being fired upon
void set_predicted_enemy_pos_turret(vec3d *predicted_enemy_pos, vec3d *gun_pos, object *pobjp, vec3d *enemy_pos, vec3d *enemy_vel, float weapon_speed, float time_enemy_in_range)
{
ship *shipp = &Ships[pobjp->instance];
float range_time;
//weapon_speed = ai_get_weapon_speed(&shipp->weapons);
if (weapon_speed < 1.0f)
weapon_speed = 1.0f;
range_time = 2.0f;
// Make it take longer for enemies to get player's allies in range based on skill level.
if (iff_x_attacks_y(Ships[pobjp->instance].team, Player_ship->team))
range_time += The_mission.ai_profile->in_range_time[Game_skill_level];
//nprintf(("AI", "time enemy in range = %7.3f\n", aip->time_enemy_in_range));
if (time_enemy_in_range < range_time) {
float dist;
dist = vm_vec_dist_quick(&pobjp->pos, enemy_pos);
vm_vec_scale_add(predicted_enemy_pos, enemy_pos, enemy_vel, time_enemy_in_range * dist/weapon_speed);
} else {
float collision_time, scale;
vec3d rand_vec;
ai_info *aip = &Ai_info[shipp->ai_index];
collision_time = compute_collision_time(enemy_pos, enemy_vel, gun_pos, weapon_speed);
if (collision_time == 0.0f){
collision_time = 100.0f;
}
vm_vec_scale_add(predicted_enemy_pos, enemy_pos, enemy_vel, collision_time);
if (time_enemy_in_range > 2*range_time){
scale = (1.0f - aip->ai_accuracy) * 4.0f;
} else {
scale = (1.0f - aip->ai_accuracy) * 4.0f * (1.0f + 4.0f * (1.0f - time_enemy_in_range/(2*range_time)));
}
static_randvec(((pobjp-Objects) ^ (Missiontime >> 16)) & 7, &rand_vec);
vm_vec_scale_add2(predicted_enemy_pos, &rand_vec, scale);
G_collision_time = collision_time;
G_fire_pos = *gun_pos;
}
G_predicted_pos = *predicted_enemy_pos;
}
// Compute the predicted position of a ship to be fired upon.
// This is based on current position of firing object, enemy object, relative position of gun on firing object,
// weapon speed and skill level constraints.
// Return value in *predicted_enemy_pos.
// Also, stuff globals G_predicted_pos, G_collision_time and G_fire_pos.
void set_predicted_enemy_pos(vec3d *predicted_enemy_pos, object *pobjp, object *eobjp, ai_info *aip)
{
float weapon_speed, range_time;
ship *shipp = &Ships[pobjp->instance];
Assert( eobjp != NULL );
weapon_speed = ai_get_weapon_speed(&shipp->weapons);
weapon_speed = MAX(weapon_speed, 1.0f); // set not less than 1
range_time = 2.0f;
// Make it take longer for enemies to get player's allies in range based on skill level.
// but don't bias team v. team missions
if ( !((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)) )
{
if (iff_x_attacks_y(Ships[pobjp->instance].team, Player_ship->team))
range_time += The_mission.ai_profile->in_range_time[Game_skill_level];
}
//nprintf(("AI", "time enemy in range = %7.3f\n", aip->time_enemy_in_range));
if (aip->time_enemy_in_range < range_time) {
float dist;
dist = vm_vec_dist_quick(&pobjp->pos, &eobjp->pos);
vm_vec_scale_add(predicted_enemy_pos, &eobjp->pos, &eobjp->phys_info.vel, aip->time_enemy_in_range * dist/weapon_speed);
} else {
float collision_time;
vec3d gun_pos, pnt;
polymodel *po = model_get( shipp->modelnum );
// Compute position of gun in absolute space and use that as fire position.
if(po->gun_banks != NULL){
pnt = po->gun_banks[0].pnt[0];
} else {
pnt = Objects[shipp->objnum].pos;
}
vm_vec_unrotate(&gun_pos, &pnt, &pobjp->orient);
vm_vec_add2(&gun_pos, &pobjp->pos);
collision_time = compute_collision_time(&eobjp->pos, &eobjp->phys_info.vel, &gun_pos, weapon_speed);
if (collision_time == 0.0f) {
collision_time = 100.0f;
}
vm_vec_scale_add(predicted_enemy_pos, &eobjp->pos, &eobjp->phys_info.vel, collision_time);
// set globals
G_collision_time = collision_time;
G_fire_pos = gun_pos;
}
// Now add error terms (1) regular aim (2) EMP (3) stealth
float scale = 0.0f;
vec3d rand_vec;
// regular skill level error in aim
if (aip->time_enemy_in_range > 2*range_time) {
scale = (1.0f - aip->ai_accuracy) * 4.0f;
} else {
scale = (1.0f - aip->ai_accuracy) * 4.0f * (1.0f + 4.0f * (1.0f - aip->time_enemy_in_range/(2*range_time)));
}
// if this ship is under the effect of an EMP blast, throw his aim off a bit
if (shipp->emp_intensity > 0.0f) {
// never go lower than 1/2 of the EMP effect max, otherwise things aren't noticeable
scale += (MAX_EMP_INACCURACY * (shipp->emp_intensity < 0.5f ? 0.5f : shipp->emp_intensity));
mprintf(("AI miss scale factor (EMP) %f\n",scale));
}
// if stealthy ship, throw his aim off, more when farther away and when dot is small
if ( aip->ai_flags & AIF_STEALTH_PURSUIT ) {
float dist = vm_vec_dist_quick(&pobjp->pos, &eobjp->pos);
vec3d temp;
vm_vec_sub(&temp, &eobjp->pos, &pobjp->pos);
vm_vec_normalize_quick(&temp);
float dot = vm_vec_dotprod(&temp, &pobjp->orient.vec.fvec);
float st_err = 3.0f * (1.4f - dot) * (1.0f + dist / (get_skill_stealth_dist_scaler() * STEALTH_MAX_VIEW_DIST)) * (1 - aip->ai_accuracy);
scale += st_err;
// mprintf(("error term: %.1f, total %.1f, dot %.3f\n", st_err, scale, dot));
}
// get a random vector that changes slowly over time (1x / sec)
static_randvec(((pobjp-Objects) ^ (Missiontime >> 16)) & 7, &rand_vec);
vm_vec_scale_add2(predicted_enemy_pos, &rand_vec, scale);
// set global
G_predicted_pos = *predicted_enemy_pos;
}
// Handler of submode for Chase. Go into a continuous turn for awhile.
void ai_chase_ct()
{
vec3d tvec;
ship_info *sip;
ai_info *aip;
Assert(Ships[Pl_objp->instance].ship_info_index >= 0);
sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
Assert(Ships[Pl_objp->instance].ai_index >= 0);
aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
// Make a continuous turn towards any combination of possibly negated
// up and right vectors.
tvec = Pl_objp->pos;
if (aip->submode_parm0 & 0x01)
vm_vec_add2(&tvec, &Pl_objp->orient.vec.rvec);
if (aip->submode_parm0 & 0x02)
vm_vec_sub2(&tvec, &Pl_objp->orient.vec.rvec);
if (aip->submode_parm0 & 0x04)
vm_vec_add2(&tvec, &Pl_objp->orient.vec.uvec);
if (aip->submode_parm0 & 0x08)
vm_vec_sub2(&tvec, &Pl_objp->orient.vec.uvec);
// Detect degenerate cases that cause tvec to be same as player pos.
if (vm_vec_dist_quick(&tvec, &Pl_objp->pos) < 0.1f) {
aip->submode_parm0 &= 0x05;
if (aip->submode_parm0 == 0)
aip->submode_parm0 = 1;
vm_vec_add2(&tvec, &Pl_objp->orient.vec.rvec);
}
ai_turn_towards_vector(&tvec, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
accelerate_ship(aip, 1.0f);
}
// ATTACK submode handler for chase mode.
void ai_chase_eb(ai_info *aip, ship_info *sip, vec3d *predicted_enemy_pos, float dist_to_enemy)
{
vec3d _pep;
float dot_to_enemy, dot_from_enemy;
compute_dots(Pl_objp, En_objp, &dot_to_enemy, &dot_from_enemy);
// If we're trying to slow down to get behind, then point to turn towards is different.
_pep = *predicted_enemy_pos;
if ((dot_to_enemy > dot_from_enemy + 0.1f) || (dot_to_enemy > 0.9f))
vm_vec_scale_add(&_pep, &Pl_objp->pos, &En_objp->orient.vec.fvec, 100.0f);
ai_turn_towards_vector(&_pep, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
accelerate_ship(aip, 0.0f);
}
// Return time until weapon_objp might hit ship_objp.
// Assumes ship_objp is not moving.
// Returns negative time if not going to hit.
// This is a very approximate function, but is pretty fast.
float ai_endangered_time(object *ship_objp, object *weapon_objp)
{
float to_dot, from_dot, dist;
dist = compute_dots(ship_objp, weapon_objp, &to_dot, &from_dot);
// Note, this is bogus. It assumes only the weapon is moving.
// Only proceed if weapon sort of pointing at object and object pointing towards or away from weapon
// (Ie, if object moving at right angle to weapon, just continue for now...)
if (weapon_objp->phys_info.speed < 1.0f)
return dist + 1.0f;
else if ((from_dot > 0.1f) && (dist/(from_dot*from_dot) < 48*ship_objp->radius)) //: don't require them to see it, they have instruments!: && (fl_abs(to_dot) > 0.5f))
return dist / weapon_objp->phys_info.speed;
else
return -1.0f;
}
// Return time until danger weapon could hit this ai object.
// Return negative time if not endangered.
float ai_endangered_by_weapon(ai_info *aip)
{
object *weapon_objp;
if (aip->danger_weapon_objnum == -1) {
return -1.0f;
}
weapon_objp = &Objects[aip->danger_weapon_objnum];
if (weapon_objp->signature != aip->danger_weapon_signature) {
aip->danger_weapon_objnum = -1;
return -1.0f;
}
return ai_endangered_time(&Objects[Ships[aip->shipnum].objnum], weapon_objp);
}
// Return true if this ship is near full strength.
// Goober5000: simplified and accounted for shields being 0
int ai_near_full_strength(object *objp)
{
return (get_hull_pct(objp) > 0.9f) || (get_shield_pct(objp) > 0.8f);
}
// Set acceleration while in attack mode.
void attack_set_accel(ai_info *aip, float dist_to_enemy, float dot_to_enemy, float dot_from_enemy)
{
float speed_ratio;
if (En_objp->phys_info.speed > 1.0f)
speed_ratio = Pl_objp->phys_info.speed/En_objp->phys_info.speed;
else
speed_ratio = 5.0f;
// Sometimes, told to attack slowly. Allows to get in more hits.
if (aip->ai_flags & AIF_ATTACK_SLOWLY) {
if ((dist_to_enemy > 200.0f) && (dist_to_enemy < 800.0f)) {
if ((dot_from_enemy < 0.9f) || ai_near_full_strength(Pl_objp)) {
//nprintf(("AI", " slowly "));
accelerate_ship(aip, MAX(1.0f - (dist_to_enemy-200.0f)/600.0f, 0.1f));
return;
}
} else
aip->ai_flags &= ~AIF_ATTACK_SLOWLY;
}
if (dist_to_enemy > 200.0f + vm_vec_mag_quick(&En_objp->phys_info.vel) * dot_from_enemy + Pl_objp->phys_info.speed * speed_ratio) {
//nprintf(("AI", "1"));
if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
if (dist_to_enemy > 800.0f) {
if (!( Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
float percent_left;
ship *shipp;
ship_info *sip;
shipp = &Ships[Pl_objp->instance];
sip = &Ship_info[shipp->ship_info_index];
if (sip->afterburner_fuel_capacity > 0.0f) {
percent_left = 100.0f * shipp->afterburner_fuel / sip->afterburner_fuel_capacity;
if (percent_left > 30.0f + ((Pl_objp-Objects) & 0x0f)) {
afterburners_start(Pl_objp);
aip->afterburner_stop_time = Missiontime + F1_0 + static_rand(Pl_objp-Objects)/4;
}
}
}
}
}
accelerate_ship(aip, 1.0f);
} else if ((Missiontime - aip->last_hit_time > F1_0*7)
&& (En_objp->phys_info.speed < 10.0f)
&& (dist_to_enemy > 25.0f)
&& (dot_to_enemy > 0.8f)
&& (dot_from_enemy < 0.8f)) {
accelerate_ship(aip, 0.0f); // No one attacking us, so don't need to move.
} else if ((dot_from_enemy < 0.25f) && (dot_to_enemy > 0.5f)) {
set_accel_for_target_speed(Pl_objp, En_objp->phys_info.speed);
} else if (Pl_objp->phys_info.speed < 15.0f) {
accelerate_ship(aip, 1.0f);
} else if (Pl_objp->phys_info.speed > En_objp->phys_info.speed - 1.0f) {
if (dot_from_enemy > 0.75f)
accelerate_ship(aip, 1.0f);
else
set_accel_for_target_speed(Pl_objp, En_objp->phys_info.speed*0.75f + 3.0f);
} else {
change_acceleration(aip, 0.5f);
}
}
// Pl_objp (aip) tries to get behind En_objp.
// New on 2/21/98: If this ship can move backwards and slide, maybe do that to get behind.
void get_behind_ship(ai_info *aip, ship_info *sip, float dist_to_enemy)
{
vec3d new_pos;
float dot;
vec3d vec_from_enemy;
float dist;
dist = vm_vec_normalized_dir(&vec_from_enemy, &Pl_objp->pos, &En_objp->pos);
vm_vec_scale_add(&new_pos, &En_objp->pos, &En_objp->orient.vec.fvec, -100.0f); // Pick point 100 units behind.
ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
dot = vm_vec_dot(&vec_from_enemy, &En_objp->orient.vec.fvec);
if (dot > 0.25f) {
accelerate_ship(aip, 1.0f);
} else {
accelerate_ship(aip, (dot + 1.0f)/2.0f);
}
}
int avoid_player(object *objp, vec3d *goal_pos)
{
maybe_avoid_player(Pl_objp, goal_pos);
ai_info *aip = &Ai_info[Ships[objp->instance].ai_index];
if (aip->ai_flags & AIF_AVOIDING_SMALL_SHIP) {
ship_info *sip = &Ship_info[Ships[objp->instance].ship_info_index];
if (aip->ai_flags & AIF_AVOIDING_SMALL_SHIP) {
ai_turn_towards_vector(&aip->avoid_goal_point, objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
accelerate_ship(aip, 0.5f);
return 1;
}
}
return 0;
}
// Determine if a cylinder of width radius from p0 to p1 will collide with big_objp.
// If so, stuff *collision_point.
int will_collide_pp(vec3d *p0, vec3d *p1, float radius, object *big_objp, vec3d *collision_point)
{
mc_info mc;
mc.model_num = Ships[big_objp->instance].modelnum; // Fill in the model to check
mc.orient = &big_objp->orient; // The object's orient
mc.pos = &big_objp->pos; // The object's position
mc.p0 = p0; // Point 1 of ray to check
mc.p1 = p1;
mc.flags = MC_CHECK_MODEL | MC_CHECK_SPHERELINE | MC_SUBMODEL; // flags
mc.radius = radius;
// Only check the 2nd lowest hull object
polymodel *pm = model_get(Ships[big_objp->instance].modelnum);
mc.submodel_num = pm->detail[0]; //pm->submodel->num_details-2];
model_collide(&mc);
if (mc.num_hits)
*collision_point = mc.hit_point_world;
return mc.num_hits;
}
// Return true/false if *objp will collide with *big_objp
// Stuff distance in *distance to collision point if *objp will collide with *big_objp within delta_time seconds.
// Global collision point stuffed in *collision_point
int will_collide_with_big_ship(object *objp, vec3d *goal_point, object *big_objp, vec3d *collision_point, float delta_time)
{
float radius;
vec3d end_pos;
radius = big_objp->radius + delta_time * objp->phys_info.speed;
if (vm_vec_dist_quick(&big_objp->pos, &objp->pos) > radius) {
return 0;
}
if (goal_point == NULL) {
vm_vec_scale_add(&end_pos, &objp->pos, &objp->phys_info.vel, delta_time); // Point 2 of ray to check
} else {
end_pos = *goal_point;
}
return will_collide_pp(&objp->pos, &end_pos, objp->radius, big_objp, collision_point);
}
// Return true if *objp is expected to collide with a large ship.
// Stuff global collision point in *collision_point.
// If *goal_point is not NULL, use that as the point towards which *objp will be flying. Don't use *objp velocity
// *ignore_objp will typically be the target this ship is pursuing, either to attack or guard. We don't want to avoid it.
int will_collide_with_big_ship_all(object *objp, object *ignore_objp, vec3d *goal_point, vec3d *collision_point, float *distance, float delta_time)
{
ship_obj *so;
object *big_objp;
int collision_obj_index = -1;
float min_dist = 999999.9f;
float collision_time = -1.0f;
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
float time = 0.0f;
big_objp = &Objects[so->objnum];
if (big_objp == ignore_objp)
continue;
if (Ship_info[Ships[big_objp->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
vec3d cur_collision_point;
float cur_dist;
if (will_collide_with_big_ship(objp, goal_point, big_objp, &cur_collision_point, delta_time)) {
cur_dist = vm_vec_dist(&cur_collision_point, &objp->pos);
if (cur_dist < min_dist) {
min_dist = cur_dist;
*collision_point = cur_collision_point;
collision_time = time;
collision_obj_index = OBJ_INDEX(big_objp);
}
}
}
}
*distance = min_dist;
return collision_obj_index;
}
typedef struct {
float dist;
int collide;
vec3d pos;
} sgoal;
//int will_collide_pp(vec3d *p0, vec3d *p1, float radius, object *big_objp, vec3d *collision_point)
// Pick a point for *objp to fly towards to avoid a collision with *big_objp at *collision_point
// Return result in *avoid_pos
void mabs_pick_goal_point(object *objp, object *big_objp, vec3d *collision_point, vec3d *avoid_pos)
{
matrix mat1;
sgoal goals[4];
vec3d v2b;
vm_vec_normalized_dir(&v2b, collision_point, &objp->pos);
vm_vector_2_matrix(&mat1, &v2b, NULL, NULL);
int found = 0;
// Try various scales, in 0.5f, 0.75f, 1.0f, 1.25f.
// First try 0.5f to see if we can find a point that near the center of the target ship, which presumably
// means less of a turn.
// Try going as far as 1.25f * radius.
float s;
for (s=0.5f; s<1.3f; s += 0.25f) {
int i;
for (i=0; i<4; i++) {
vec3d p = big_objp->pos;
float ku = big_objp->radius*s + objp->radius * (OBJ_INDEX(objp) % 4)/4; // This objp->radius stuff to prevent ships from glomming together at one point
float kr = big_objp->radius*s + objp->radius * ((OBJ_INDEX(objp) % 4) ^ 2)/4;
if (i&1)
ku = -ku;
if (i&2)
kr = -kr;
vm_vec_scale_add2(&p, &mat1.vec.uvec, ku);
vm_vec_scale_add2(&p, &mat1.vec.rvec, kr);
goals[i].pos = p;
goals[i].dist = vm_vec_dist_quick(&objp->pos, &p);
goals[i].collide = will_collide_pp(&objp->pos, &p, objp->radius, big_objp, collision_point);
if (!goals[i].collide)
found = 1;
}
// If we found a point that doesn't collide, find the nearest one and make that the *avoid_pos.
if (found) {
float min_dist = 9999999.9f;
int min_index = -1;
for (i=0; i<4; i++) {
if (!goals[i].collide && (goals[i].dist < min_dist)) {
min_dist = goals[i].dist;
min_index = i;
}
}
Assert(i != -1);
if (i != -1) {
*avoid_pos = goals[min_index].pos;
return;
}
}
}
// Drat. We tried and tried and could not find a point that did not cause a collision.
// Get this dump pilot far away from the problem ship.
vec3d away_vec;
vm_vec_normalized_dir(&away_vec, &objp->pos, collision_point);
vm_vec_scale_add(avoid_pos, &objp->pos, &away_vec, big_objp->radius*1.5f);
}
// Return true if a large ship is being ignored.
int maybe_avoid_big_ship(object *objp, object *ignore_objp, ai_info *aip, vec3d *goal_point, float delta_time)
{
if (timestamp_elapsed(aip->avoid_check_timestamp)) {
float distance;
vec3d collision_point;
int ship_num;
if ((ship_num = will_collide_with_big_ship_all(Pl_objp, ignore_objp, goal_point, &collision_point, &distance, delta_time)) != -1) {
aip->ai_flags |= AIF_AVOIDING_BIG_SHIP;
mabs_pick_goal_point(objp, &Objects[ship_num], &collision_point, &aip->avoid_goal_point);
float dist = vm_vec_dist_quick(&aip->avoid_goal_point, &objp->pos);
aip->avoid_check_timestamp = timestamp(2000 + MIN(1000, (int) (dist * 2.0f))); // Delay until check again is based on distance to avoid point.
aip->avoid_ship_num = ship_num;
} else {
aip->ai_flags &= ~AIF_AVOIDING_BIG_SHIP;
aip->ai_flags &= ~AIF_AVOIDING_SMALL_SHIP;
aip->avoid_ship_num = -1;
aip->avoid_check_timestamp = timestamp(1500);
}
}
if (aip->ai_flags & AIF_AVOIDING_BIG_SHIP) {
ship_info *sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
vec3d v2g;
ai_turn_towards_vector(&aip->avoid_goal_point, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
vm_vec_normalized_dir(&v2g, &aip->avoid_goal_point, &Pl_objp->pos);
float dot = vm_vec_dot(&objp->orient.vec.fvec, &v2g);
float d2 = (1.0f + dot) * (1.0f + dot);
accelerate_ship(aip, d2/4.0f);
return 1;
}
return 0;
}
// Set desired right vector for ships flying towards another ship.
// Since this is governed only by vector to target, it causes ships to align bank and look less chaotic.
void compute_desired_rvec(vec3d *rvec, vec3d *goal_pos, vec3d *cur_pos)
{
vec3d v2e;
vm_vec_normalized_dir(&v2e, goal_pos, cur_pos);
rvec->xyz.x = v2e.xyz.z;
rvec->xyz.y = 0.0f;
rvec->xyz.z = -v2e.xyz.x;
if (vm_vec_mag_squared(rvec) < 0.001f)
rvec->xyz.y = 1.0f;
}
// Handler for stealth find submode of Chase.
void ai_stealth_find()
{
ai_info *aip;
ship_info *sip;
vec3d new_pos, vec_to_enemy;
float dist_to_enemy, dot_to_enemy, dot_from_enemy;
Assert(Ships[Pl_objp->instance].ship_info_index >= 0);
sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
Assert(Ships[Pl_objp->instance].ai_index >= 0);
aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
// get time since last seen
int delta_time = (timestamp() - aip->stealth_last_visible_stamp);
// if delta_time is really big, i'm real confused, start sweep
if (delta_time > 10000) {
aip->submode_parm0 = SM_SF_BAIL;
}
// guestimate new position
vm_vec_scale_add(&new_pos, &aip->stealth_last_pos, &aip->stealth_velocity, (delta_time * 0.001f));
// if I think he's behind me, go to the goal point
if ( aip->submode_parm0 == SM_SF_BEHIND ) {
new_pos = aip->goal_point;
}
// check for collision with big ships
if (maybe_avoid_big_ship(Pl_objp, En_objp, aip, &new_pos, 10.0f)) {
// reset ai submode to chase
return;
}
// if dist is near max and dot is close to 1, accel, afterburn
vm_vec_sub(&vec_to_enemy, &new_pos, &Pl_objp->pos);
dist_to_enemy = vm_vec_normalize_quick(&vec_to_enemy);
dot_to_enemy = vm_vec_dotprod(&vec_to_enemy, &Pl_objp->orient.vec.fvec);
// if i think i should see him ahead and i don't, set goal pos and turn around, but only if I haven't seen him for a while
if ( (delta_time > 800) && (aip->submode_parm0 == SM_SF_AHEAD) && (dot_to_enemy > .94) && (dist_to_enemy < get_skill_stealth_dist_scaler()*STEALTH_MAX_VIEW_DIST + 50) ) {
// do turn around)
vm_vec_scale_add(&aip->goal_point, &Pl_objp->pos, &Pl_objp->orient.vec.fvec, -300.0f);
aip->submode_parm0 = SM_SF_BEHIND;
vm_vec_sub(&vec_to_enemy, &new_pos, &Pl_objp->pos);
dist_to_enemy = vm_vec_normalize_quick(&vec_to_enemy);
dot_to_enemy = vm_vec_dotprod(&vec_to_enemy, &Pl_objp->orient.vec.fvec);
}
if ( (dist_to_enemy > get_skill_stealth_dist_scaler()*STEALTH_MAX_VIEW_DIST) && (dot_to_enemy > 0.94f) ) { // 20 degree half angle
// accelerate ship
accelerate_ship(aip, 1.0f);
// engage afterburner
if (!( Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
afterburners_start(Pl_objp);
aip->afterburner_stop_time = Missiontime + 3*F1_0/2;
}
}
ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
return;
}
// If enemy more than 500 meters away, all ships flying there will tend to match bank.
// They do this by using their vector to their target to compute their right vector and causing ai_turn_towards_vector
// to interpolate a matrix rather than just a vector.
if (dist_to_enemy > 500.0f) {
vec3d rvec;
compute_desired_rvec(&rvec, &new_pos, &Pl_objp->pos);
ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0, &rvec);
} else {
ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
}
dot_from_enemy = -vm_vec_dotprod(&vec_to_enemy, &En_objp->orient.vec.fvec);
attack_set_accel(aip, dist_to_enemy, dot_to_enemy, dot_from_enemy);
}
// -----------------------------------------------------------------------------
// try to find stealth ship by sweeping an area
void ai_stealth_sweep()
{
ai_info *aip;
ship_info *sip;
Assert(Ships[Pl_objp->instance].ship_info_index >= 0);
sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
Assert(Ships[Pl_objp->instance].ai_index >= 0);
aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
vec3d goal_pt;
vec3d forward, right, up;
int lost_time;
// time since stealth last seen
lost_time = (timestamp() - aip->stealth_last_visible_stamp);
// determine which pt to fly to in sweep by keeping track of parm0
if (aip->submode_parm0 == SM_SS_SET_GOAL) {
// don't make goal pt more than 2k from current pos
vm_vec_scale_add(&goal_pt, &aip->stealth_last_pos, &aip->stealth_velocity, (0.001f * lost_time));
// make box size based on speed of stealth and expected time to intercept (keep box in range 200-500)
float box_size = vm_vec_mag_quick(&aip->stealth_velocity) * (0.001f * lost_time);
box_size = MIN(200.0f, box_size);
box_size = MAX(500.0f, box_size);
aip->stealth_sweep_box_size = box_size;
aip->goal_point = goal_pt;
aip->submode_parm0 = SM_SS_BOX0;
}
// GET UP, RIGHT, FORWARD FOR BOX based on stealth ship's velocity
// if velocity changes in stealth mode, then ship is *seen*, and falls out of sweep mode
// if stealth has no velocity make a velocity
if ( vm_vec_mag_quick(&aip->stealth_velocity) < 1 ) {
vm_vec_rand_vec_quick(&aip->stealth_velocity);
}
// get "right" vector for box
vm_vec_crossprod(&right, &aip->stealth_velocity, &vmd_y_vector);
if ( vm_vec_mag_quick(&right) < 0.01 ) {
vm_vec_crossprod(&right, &aip->stealth_velocity, &vmd_z_vector);
}
vm_vec_normalize_quick(&right);
// get forward for box
vm_vec_copy_normalize_quick(&forward, &aip->stealth_velocity);
// get "up" for box
vm_vec_crossprod(&up, &forward, &right);
// lost far away ahead (do box)
switch(aip->submode_parm0) {
case SM_SS_BOX0:
goal_pt = aip->goal_point;
break;
// pt1 -U +R
case SM_SS_LR:
vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, -aip->stealth_sweep_box_size);
vm_vec_scale_add2(&goal_pt, &right, aip->stealth_sweep_box_size);
vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
break;
// pt2 +U -R
case SM_SS_UL:
vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, aip->stealth_sweep_box_size);
vm_vec_scale_add2(&goal_pt, &right, -aip->stealth_sweep_box_size);
vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
break;
// pt3 back
case SM_SS_BOX1:
goal_pt = aip->goal_point;
break;
// pt4 +U +R
case SM_SS_UR:
vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, aip->stealth_sweep_box_size);
vm_vec_scale_add2(&goal_pt, &right, aip->stealth_sweep_box_size);
vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
break;
// pt5 -U -R
case SM_SS_LL:
vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, -aip->stealth_sweep_box_size);
vm_vec_scale_add2(&goal_pt, &right, -aip->stealth_sweep_box_size);
vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
break;
// pt6 back
case SM_SS_BOX2:
goal_pt = aip->goal_point;
break;
default:
Int3();
}
// when close to goal_pt, update next goal pt
float dist_to_goal = vm_vec_dist(&goal_pt, &Pl_objp->pos);
if (dist_to_goal < 15) {
aip->submode_parm0++;
}
// check for collision with big ship
if (maybe_avoid_big_ship(Pl_objp, En_objp, aip, &goal_pt, 10.0f)) {
// skip to the next pt on box
aip->submode_parm0++;
return;
}
ai_turn_towards_vector(&goal_pt, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
float dot = 1.0f;
if (dist_to_goal < 100) {
vec3d vec_to_goal;
vm_vec_normalized_dir(&vec_to_goal, &goal_pt, &Pl_objp->pos);
dot = vm_vec_dotprod(&vec_to_goal, &Pl_objp->orient.vec.fvec);
}
accelerate_ship(aip, 0.8f*dot);
}
// ATTACK submode handler for chase mode.
void ai_chase_attack(ai_info *aip, ship_info *sip, vec3d *predicted_enemy_pos, float dist_to_enemy, int modelnum)
{
int start_bank;
float dot_to_enemy, dot_from_enemy; //, time_to_hit;
float bank_override = 0.0f;
if (avoid_player(Pl_objp, predicted_enemy_pos))
return;
compute_dots(Pl_objp, En_objp, &dot_to_enemy, &dot_from_enemy);
polymodel *po = model_get( modelnum );
vec3d *rel_pos;
float scale;
vec3d randvec;
vec3d new_pos;
start_bank = Ships[aip->shipnum].weapons.current_primary_bank;
if (po->n_guns && start_bank != -1 ) {
rel_pos = &po->gun_banks[start_bank].pnt[0];
} else
rel_pos = NULL;
// If ship moving slowly relative to its size, then don't attack its center point.
// How far from center we attack is based on speed, size and distance to enemy
if (En_objp->radius > En_objp->phys_info.speed) {
static_randvec(Pl_objp-Objects, &randvec);
scale = dist_to_enemy/(dist_to_enemy + En_objp->radius) * En_objp->radius;
scale *= 0.5f * En_objp->radius/(En_objp->phys_info.speed + En_objp->radius); // scale downward by 1/2 to 1/4
vm_vec_scale_add(&new_pos, predicted_enemy_pos, &randvec, scale);
} else
new_pos = *predicted_enemy_pos;
if (dist_to_enemy < 250.0f) {
if (dot_from_enemy > 0.7f) {
bank_override = Pl_objp->phys_info.speed;
}
}
// If enemy more than 500 meters away, all ships flying there will tend to match bank.
// They do this by using their vector to their target to compute their right vector and causing ai_turn_towards_vector
// to interpolate a matrix rather than just a vector.
if (dist_to_enemy > 500.0f) {
vec3d rvec;
compute_desired_rvec(&rvec, predicted_enemy_pos, &Pl_objp->pos);
ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, rel_pos, bank_override, 0, &rvec);
} else {
ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, rel_pos, bank_override, 0);
}
attack_set_accel(aip, dist_to_enemy, dot_to_enemy, dot_from_enemy);
}
// EVADE_SQUIGGLE submode handler for chase mode.
// Changed by MK on 5/5/97.
// Used to evade towards a point off the right or up vector.
// Now, evade straight away to try to get far away.
// The squiggling should protect against laser fire.
void ai_chase_es(ai_info *aip, ship_info *sip)
{
vec3d tvec;
fix timeslice;
fix scale;
float bank_override = 0.0f;
tvec = Pl_objp->pos;
timeslice = (Missiontime >> 16) & 0x0f;
scale = ((Missiontime >> 16) & 0x0f) << 14;
if (timeslice & 0x01)
vm_vec_scale_add2(&tvec, &Pl_objp->orient.vec.rvec, f2fl(scale ^ 0x10000));
if (timeslice & 0x02)
vm_vec_scale_sub2(&tvec, &Pl_objp->orient.vec.rvec, f2fl(scale));
if (timeslice & 0x04)
vm_vec_scale_add2(&tvec, &Pl_objp->orient.vec.uvec, f2fl(scale ^ 0x10000));
if (timeslice & 0x08)
vm_vec_scale_sub2(&tvec, &Pl_objp->orient.vec.uvec, f2fl(scale));
while (vm_vec_dist_quick(&tvec, &Pl_objp->pos) < 0.1f) {
tvec.xyz.x += frand();
tvec.xyz.y += frand();
}
bank_override = Pl_objp->phys_info.speed;
ai_turn_towards_vector(&tvec, Pl_objp, flFrametime/2, sip->srotation_time, NULL, NULL, bank_override, 0);
accelerate_ship(aip, 1.0f);
}
// Trying to get away from opponent.
void ai_chase_ga(ai_info *aip, ship_info *sip)
{
// If not near end of this submode, evade squiggly. If near end, just fly straight for a bit
vec3d tvec;
float bank_override;
vec3d vec_from_enemy;
if (En_objp != NULL) {
vm_vec_normalized_dir(&vec_from_enemy, &Pl_objp->pos, &En_objp->pos);
} else
vec_from_enemy = Pl_objp->orient.vec.fvec;
static_randvec(Missiontime >> 15, &tvec);
vm_vec_scale(&tvec, 100.0f);
vm_vec_scale_add2(&tvec, &vec_from_enemy, 300.0f);
vm_vec_add2(&tvec, &Pl_objp->pos);
bank_override = Pl_objp->phys_info.speed;
ai_turn_towards_vector(&tvec, Pl_objp, flFrametime/2, sip->srotation_time, NULL, NULL, bank_override, 0);
accelerate_ship(aip, 2.0f);
if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
if (!(Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
float percent_left = 100.0f * Ships[Pl_objp->instance].afterburner_fuel / sip->afterburner_fuel_capacity;
if (percent_left > 30.0f + ((Pl_objp-Objects) & 0x0f)) {
afterburners_start(Pl_objp);
aip->afterburner_stop_time = Missiontime + 3*F1_0/2;
}
afterburners_start(Pl_objp);
aip->afterburner_stop_time = Missiontime + 3*F1_0/2;
}
}
}
// Make object *objp attack subsystem with ID = subnum.
// Return true if found a subsystem to attack, else return false.
// Note, can fail if subsystem exists, but has no hits.
int ai_set_attack_subsystem(object *objp, int subnum)
{
int temp;
ship *shipp, *attacker_shipp;
ai_info *aip;
ship_subsys *ssp;
object *attacked_objp;
Assert(objp->type == OBJ_SHIP);
Assert(objp->instance >= 0);
attacker_shipp = &Ships[objp->instance];
Assert(attacker_shipp->ai_index >= 0);
aip = &Ai_info[attacker_shipp->ai_index];
// MWA -- 2/27/98. Due to AL's changes, target_objnum is now not always valid (at least sometimes
// in terms of goals). So, bail if we don't have a valid target.
if ( aip->target_objnum == -1 )
return 0;
attacked_objp = &Objects[aip->target_objnum];
shipp = &Ships[attacked_objp->instance]; // need to get our target's ship pointer!!!
ssp = ship_get_indexed_subsys(shipp, subnum, &objp->pos);
if (ssp == NULL)
return 0;
set_targeted_subsys(aip, ssp, aip->target_objnum);
if (aip->ignore_objnum == aip->target_objnum)
aip->ignore_objnum = UNUSED_OBJNUM;
// Goober5000
if ((temp = find_ignore_new_object_index(aip, aip->target_objnum)) >= 0)
{
aip->ignore_new_objnums[temp] = UNUSED_OBJNUM;
}
else if (is_ignore_object(aip, aip->target_objnum, 1))
{
aip->ignore_objnum = UNUSED_OBJNUM;
}
// -- Done at caller in ai_process_mission_orders -- attacked_objp->flags |= OF_PROTECTED;
ai_set_goal_maybe_abort_dock(objp, aip);
aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME);
return 1;
}
void ai_set_guard_vec(object *objp, object *guard_objp)
{
ai_info *aip;
float radius;
aip = &Ai_info[Ships[objp->instance].ai_index];
// Handle case of bogus call in which ship is told to guard self.
Assert(objp != guard_objp);
if (objp == guard_objp) {
vm_vec_rand_vec_quick(&aip->guard_vec);
vm_vec_scale(&aip->guard_vec, 100.0f);
return;
}
// check if guard_objp is BIG
radius = 5.0f * (objp->radius + guard_objp->radius) + 50.0f;
if (radius > 300.0f) {
radius = guard_objp->radius * 1.25f;
}
vm_vec_sub(&aip->guard_vec, &objp->pos, &guard_objp->pos);
if (vm_vec_mag(&aip->guard_vec) > 3.0f*radius) {
// Far away, don't just use vector to object, causes clustering of guard ships.
vec3d tvec, rvec;
float mag;
mag = vm_vec_copy_normalize(&tvec, &aip->guard_vec);
vm_vec_rand_vec_quick(&rvec);
vm_vec_scale_add2(&tvec, &rvec, 0.5f);
vm_vec_copy_scale(&aip->guard_vec, &tvec, mag);
}
vm_vec_normalize_quick(&aip->guard_vec);
vm_vec_scale(&aip->guard_vec, radius);
}
// Make object *objp guard object *other_objp.
// To be called from the goals code.
void ai_set_guard_wing(object *objp, int wingnum)
{
ship *shipp;
ai_info *aip;
int leader_objnum, leader_shipnum;
Assert(wingnum >= 0);
Assert(objp->type == OBJ_SHIP);
Assert(objp->instance >= 0);
// shouldn't set the ai mode for the player
if ( objp == Player_obj ) {
return;
}
shipp = &Ships[objp->instance];
Assert(shipp->ai_index >= 0);
aip = &Ai_info[shipp->ai_index];
force_avoid_player_check(objp, aip);
ai_set_goal_maybe_abort_dock(objp, aip);
aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME);
// This function is called whenever a guarded ship is destroyed, so this code
// prevents a ship from trying to guard a non-existent wing.
if (Wings[wingnum].current_count < 1) {
aip->guard_objnum = -1;
aip->guard_wingnum = -1;
aip->mode = AIM_NONE;
} else {
leader_shipnum = Wings[wingnum].ship_index[0];
leader_objnum = Ships[leader_shipnum].objnum;
Assert((leader_objnum >= 0) && (leader_objnum < MAX_OBJECTS));
//Assert(leader_objnum != objp-Objects); // Don't allow ships to guard themselves.
if (leader_objnum == OBJ_INDEX(objp)) {
//Int3(); // Seems illegal, but let's clean up. Get MikeK.
return;
}
aip->guard_wingnum = wingnum;
aip->guard_objnum = leader_objnum;
aip->guard_signature = Objects[leader_objnum].signature;
aip->mode = AIM_GUARD;
aip->submode = AIS_GUARD_STATIC;
aip->submode_start_time = Missiontime;
ai_set_guard_vec(objp, &Objects[leader_objnum]);
}
}
// Make object *objp guard object *other_objp.
// To be called from the goals code.
void ai_set_evade_object(object *objp, object *other_objp)
{
ship *shipp;
ai_info *aip;
int other_objnum;
Assert(objp->type == OBJ_SHIP);
Assert(objp->instance >= 0);
shipp = &Ships[objp->instance];
Assert(shipp->ai_index >= 0);
aip = &Ai_info[shipp->ai_index];
other_objnum = OBJ_INDEX(other_objp);
Assert(other_objnum >= 0);
Assert(other_objnum != Ships[aip->shipnum].objnum); // make sure not targeting self
aip->target_objnum = other_objnum;
aip->mode = AIM_EVADE;
}
// Make objp guard other_objp
// If other_objp is a member of a wing, objp will guard that whole wing
// UNLESS objp is also a member of the wing!
void ai_set_guard_object(object *objp, object *other_objp)
{
ship *shipp;
ai_info *aip;
int other_objnum;
Assert(objp->type == OBJ_SHIP);
Assert(objp->instance >= 0);
Assert(objp != other_objp);
shipp = &Ships[objp->instance];
Assert(shipp->ai_index >= 0);
aip = &Ai_info[shipp->ai_index];
aip->avoid_check_timestamp = timestamp(1);
// If ship to guard is in a wing, guard that whole wing.
ai_info *other_aip = &Ai_info[Ships[other_objp->instance].ai_index];
if ((other_aip->wing != -1) && (other_aip->wing != aip->wing)) {
ai_set_guard_wing(objp, Ai_info[Ships[other_objp->instance].ai_index].wing);
} else {
other_objnum = other_objp-Objects;
aip->guard_objnum = other_objnum;
aip->guard_signature = other_objp->signature;
aip->guard_wingnum = -1;
aip->mode = AIM_GUARD;
aip->submode = AIS_GUARD_STATIC;
aip->submode_start_time = Missiontime;
Assert(other_objnum >= 0); // Hmm, bogus object and we need its position for guard_vec.
// vm_vec_sub(&aip->guard_vec, &objp->pos, &Objects[other_objnum].pos);
ai_set_guard_vec(objp, &Objects[other_objnum]);
ai_set_goal_maybe_abort_dock(objp, aip);
aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME);
}
}
// Update the aspect_locked_time field based on whether enemy is in view cone.
// Also set/clear AIF_SEEK_LOCK.
void update_aspect_lock_information(ai_info *aip, vec3d *vec_to_enemy, float dist_to_enemy, float enemy_radius)
{
float dot_to_enemy;
int num_weapon_types;
int weapon_id_list[MAX_WEAPON_TYPES], weapon_bank_list[MAX_WEAPON_TYPES];
ship *shipp;
ship_weapon *swp;
weapon_info *wip;
shipp = &Ships[aip->shipnum];
swp = &shipp->weapons;
// AL 3-7-98: This probably should never happen, but check to ensure that current_secondary_bank is valid
if ( (swp->current_secondary_bank < 0) || (swp->current_secondary_bank > swp->num_secondary_banks) ) {
return;
}
num_weapon_types = get_available_secondary_weapons(Pl_objp, weapon_id_list, weapon_bank_list);
wip = &Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]];
if (num_weapon_types && (wip->wi_flags & WIF_HOMING_ASPECT)) {
if (dist_to_enemy > 300.0f - MIN(enemy_radius, 100.0f))
aip->ai_flags |= AIF_SEEK_LOCK;
else
aip->ai_flags &= ~AIF_SEEK_LOCK;
// Update locking information for aspect seeking missiles.
aip->current_target_is_locked = 0;
dot_to_enemy = vm_vec_dot(vec_to_enemy, &Pl_objp->orient.vec.fvec);
float needed_dot = 0.9f - 0.5f * enemy_radius/(dist_to_enemy + enemy_radius); // Replaced MIN_TRACKABLE_DOT with 0.9f
if (dot_to_enemy > needed_dot) {
aip->aspect_locked_time += flFrametime;
// nprintf(("AI", "+ Lock time = %7.3f\n", aip->aspect_locked_time));
if (aip->aspect_locked_time >= wip->min_lock_time) {
aip->aspect_locked_time = wip->min_lock_time;
aip->current_target_is_locked = 1;
}
} else {
aip->aspect_locked_time -= flFrametime*2;
// nprintf(("AI", "- Lock time = %7.3f\n", aip->aspect_locked_time));
if (aip->aspect_locked_time < 0.0f)
aip->aspect_locked_time = 0.0f;
}
//nprintf(("AI", "dot = %7.3f, time = %7.3f\n", dot_to_enemy, aip->aspect_locked_time));
} else {
aip->current_target_is_locked = 0;
aip->aspect_locked_time = 0.0f; // Used to be this, why?: wip->min_lock_time;
aip->ai_flags &= ~AIF_SEEK_LOCK;
}
}
// We're in chase mode and we've recently collided with our target.
// Fly away from it!
void ai_chase_fly_away(object *objp, ai_info *aip)
{
int abort_flag = 0;
if (aip->ai_flags & AIF_TARGET_COLLISION) {
aip->ai_flags &= ~AIF_TARGET_COLLISION; // Don't process this hit again next frame.
aip->submode = SM_FLY_AWAY; // Focus on avoiding target
aip->submode_start_time = Missiontime;
}
if ((aip->target_objnum == -1) || (Objects[aip->target_objnum].signature != aip->target_signature)) {
abort_flag = 1;
}
if (abort_flag || (Missiontime > aip->submode_start_time + F1_0)) {
aip->last_attack_time = Missiontime;
aip->submode = SM_ATTACK;
aip->submode_start_time = Missiontime;
} else {
vec3d v2e;
float dot;
vm_vec_normalized_dir(&v2e, &Objects[aip->target_objnum].pos, &objp->pos);
dot = vm_vec_dot(&objp->orient.vec.fvec, &v2e);
if (dot < 0.0f)
accelerate_ship(aip, 1.0f);
else
accelerate_ship(aip, 1.0f - dot);
turn_away_from_point(objp, &Objects[aip->target_objnum].pos, 0.0f);
}
}
// Return bank index of favored secondary weapon.
// Return -1 if nothing favored.
// "favored" means SEXPs have specified the weapon as being good to fire at en_objp.
int has_preferred_secondary(object *objp, object *en_objp, ship_weapon *swp)
{
// int is_preferred_weapon(int weapon_num, object *firer_objp, object *target_objp)
int i;
for (i=0; i<swp->num_secondary_banks; i++) {
if (swp->secondary_bank_capacity[i] > 0) {
if (swp->secondary_bank_ammo[i] > 0) {
if (is_preferred_weapon(swp->secondary_bank_weapons[i], objp, en_objp) != -1){
return i;
}
}
}
}
return -1;
}
// Choose which secondary weapon to fire.
// Note, this is not like ai_select_secondary_weapon(). "choose" means make a choice.
// "select" means execute an order. Get it?
// This function calls ai_select_secondary_weapon() with the characteristics it should search for.
void ai_choose_secondary_weapon(object *objp, ai_info *aip, object *en_objp)
{
float subsystem_strength = 0.0f;
int is_big_ship, priority1, priority2;
ship_weapon *swp;
ship_info *esip;
if ( en_objp->type == OBJ_SHIP ) {
esip = &Ship_info[Ships[en_objp->instance].ship_info_index];
} else {
esip = NULL;
}
swp = &Ships[objp->instance].weapons;
// AL 3-5-98: do a quick out if the ship has no secondaries
if ( swp->num_secondary_banks <= 0 ) {
swp->current_secondary_bank = -1;
return;
}
int preferred_secondary = has_preferred_secondary(objp, en_objp, swp);
if (preferred_secondary != -1) {
if (swp->current_secondary_bank != preferred_secondary) {
aip->current_target_is_locked = 0;
aip->aspect_locked_time = 0.0f;
swp->current_secondary_bank = preferred_secondary;
}
//nprintf(("AI", "Favored secondary = %s\n", Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]].name));
aip->ai_flags |= AIF_UNLOAD_SECONDARIES;
} else {
aip->ai_flags &= ~AIF_UNLOAD_SECONDARIES;
if (aip->targeted_subsys) {
subsystem_strength = aip->targeted_subsys->current_hits;
}
if ( esip ) {
is_big_ship = esip->flags & (SIF_HUGE_SHIP | SIF_BIG_SHIP);
} else {
is_big_ship=0;
}
if (is_big_ship)
{
priority1 = WIF_HUGE;
priority2 = (The_mission.ai_profile->flags & AIPF_SMART_SECONDARY_WEAPON_SELECTION) ? WIF_BOMBER_PLUS : WIF_HOMING;
}
else if ( (esip != NULL) && (esip->flags & SIF_BOMBER) )
{
priority1 = WIF_BOMBER_PLUS;
priority2 = WIF_HOMING;
}
else if (subsystem_strength > 100.0f)
{
priority1 = WIF_PUNCTURE;
priority2 = WIF_HOMING;
}
else if ((The_mission.ai_profile->flags & AIPF_SMART_SECONDARY_WEAPON_SELECTION) && (en_objp->type == OBJ_ASTEROID)) //prefer dumbfires if its an asteroid
{
priority1 = 0;
priority2 = 0;
}
else
{
priority1 = WIF_HOMING;
priority2 = 0;
}
ai_select_secondary_weapon(objp, swp, priority1, priority2);
}
// nprintf(("AI", "Frame %i: Chose secondary %s\n", Framecount, Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]].name));
}
// Return time, in seconds, at which this ship can next fire its current secondary weapon.
float set_secondary_fire_delay(ai_info *aip, ship *shipp, weapon_info *swip)
{
float t = swip->fire_wait; // Base delay for this weapon.
if (shipp->team == Player_ship->team) {
// On player's team, _lower_ skill level = faster firing
t = t * (Game_skill_level+2) / (NUM_SKILL_LEVELS);
} else { // Not on player's team, higher skill level = faster firing
t = t * (NUM_SKILL_LEVELS - Game_skill_level+2) / (NUM_SKILL_LEVELS);
}
t += (Num_ai_classes - aip->ai_class + 1) * 0.5f;
t *= frand_range(0.8f, 1.2f);
// For the missiles that fire fairly quickly, occasionally add an additional substantial delay.
if (t < 5.0f)
if (frand() < 0.5f)
t = t * 2.0f + 2.0f;
return t;
}
void ai_chase_big_approach_set_goal(vec3d *goal_pos, object *attack_objp, object *target_objp, float *accel)
{
float dist_to_goal;
// head straight toward him and maybe circle later
vm_vec_avg(goal_pos, &attack_objp->pos, &target_objp->pos);
// get distance to goal
dist_to_goal = vm_vec_dist(goal_pos, &attack_objp->pos);
// set accel
if (dist_to_goal > 400.0f) {
*accel = 1.0f;
} else {
*accel = dist_to_goal/400.0f;
}
}
void ai_chase_big_circle_set_goal(vec3d *goal_pos, object *attack_objp, object *target_objp, float *accel)
{
get_tangent_point(goal_pos, attack_objp, &target_objp->pos, attack_objp->radius + target_objp->radius + 100.0f);
*accel = 1.0f;
}
// get the current and desired horizontal separations between target
void ai_chase_big_get_separations(object *attack_objp, object *target_objp, vec3d *horz_vec_to_target, float *desired_separation, float *cur_separation)
{
float temp, r_target, r_attacker, h_attacker, h_target;
float perp_dist;
vec3d vec_to_target;
polymodel *pm;
// get parameters of ships (as cylinders - radius and height)
// get radius of attacker (for rotations about forward)
pm = model_get(Ships[attack_objp->instance].modelnum);
temp = MAX(pm->maxs.xyz.x, pm->maxs.xyz.y);
r_attacker = MAX(-pm->mins.xyz.x, -pm->mins.xyz.y);
r_attacker = MAX(temp, r_attacker);
h_attacker = MAX(-pm->mins.xyz.z, pm->maxs.xyz.z);
// get radius of target (for rotations about forward)
pm = model_get(Ships[attack_objp->instance].modelnum);
temp = MAX(pm->maxs.xyz.x, pm->maxs.xyz.y);
r_target = MAX(-pm->mins.xyz.x, -pm->mins.xyz.y);
r_target = MAX(temp, r_target);
h_target = MAX(-pm->mins.xyz.z, pm->maxs.xyz.z);
// find separation between cylinders [if parallel]
vm_vec_sub(&vec_to_target, &attack_objp->pos, &target_objp->pos);
// find the distance between centers along forward direction of ships
perp_dist = vm_vec_dotprod(&vec_to_target, &target_objp->orient.vec.fvec);
// subtract off perp component to get "horizontal" separation vector between cylinders [ASSUMING parallel]
vm_vec_scale_add(horz_vec_to_target, &vec_to_target, &target_objp->orient.vec.fvec, -perp_dist);
*cur_separation = vm_vec_mag_quick(horz_vec_to_target);
// choose "optimal" separation of 1000 + r_target + r_attacker
*desired_separation = 1000 + r_target + r_attacker;
}
void ai_chase_big_parallel_set_goal(vec3d *goal_pos, object *attack_objp, object *target_objp, float *accel)
{
int opposing;
float temp, r_target, r_attacker, h_attacker, h_target;
float separation, optimal_separation;
vec3d horz_vec_to_target;
polymodel *pm;
// get parameters of ships (as cylinders - radius and height)
// get radius of attacker (for rotations about forward)
pm = model_get(Ships[attack_objp->instance].modelnum);
temp = MAX(pm->maxs.xyz.x, pm->maxs.xyz.y);
r_attacker = MAX(-pm->mins.xyz.x, -pm->mins.xyz.y);
r_attacker = MAX(temp, r_attacker);
h_attacker = MAX(-pm->mins.xyz.z, pm->maxs.xyz.z);
// get radius of target (for rotations about forward)
pm = model_get(Ships[attack_objp->instance].modelnum);
temp = MAX(pm->maxs.xyz.x, pm->maxs.xyz.y);
r_target = MAX(-pm->mins.xyz.x, -pm->mins.xyz.y);
r_target = MAX(temp, r_target);
h_target = MAX(-pm->mins.xyz.z, pm->maxs.xyz.z);
// are we opposing (only when other ship is not moving)
opposing = ( vm_vec_dotprod(&attack_objp->orient.vec.fvec, &target_objp->orient.vec.fvec) < 0 );
ai_chase_big_get_separations(attack_objp, target_objp, &horz_vec_to_target, &optimal_separation, &separation);
// choose dist (2000) so that we don't bash
float dist = 2000;
if (opposing) {
dist = - dist;
}
// set the goal pos as dist forward from target along target forward
vm_vec_scale_add(goal_pos, &target_objp->pos, &target_objp->orient.vec.fvec, dist);
// then add horizontal separation
vm_vec_scale_add2(goal_pos, &horz_vec_to_target, optimal_separation/separation);
// find the distance between centers along forward direction of ships
vec3d vec_to_target;
vm_vec_sub(&vec_to_target, &target_objp->pos, &attack_objp->pos);
float perp_dist = vm_vec_dotprod(&vec_to_target, &target_objp->orient.vec.fvec);
float match_accel = 0.0f;
float length_scale = attack_objp->radius;
if (Ship_info[Ships[attack_objp->instance].ship_info_index].max_vel.xyz.z != 0.0f) {
match_accel = target_objp->phys_info.vel.xyz.z / Ship_info[Ships[attack_objp->instance].ship_info_index].max_vel.xyz.z;
}
// if we're heading toward enemy ship, we want to keep going if we're ahead
if (opposing) {
perp_dist = -perp_dist;
}
if (perp_dist > 0) {
// falling behind, so speed up
*accel = match_accel + (1.0f - match_accel) / length_scale * (perp_dist);
} else {
// up in front, so slow down
*accel = match_accel - match_accel / length_scale * -perp_dist;
*accel = MAX(0.0f, *accel);
}
}
// Return *goal_pos for one cruiser to attack another (big ship).
// Choose point fairly nearby that is not occupied by another cruiser.
void ai_cruiser_chase_set_goal_pos(vec3d *goal_pos, object *pl_objp, object *en_objp)
{
ai_info *aip;
aip = &Ai_info[Ships[pl_objp->instance].ai_index];
float accel;
switch (aip->submode) {
case SM_BIG_APPROACH:
// do approach stuff;
ai_chase_big_approach_set_goal(goal_pos, pl_objp, en_objp, &accel);
break;
case SM_BIG_CIRCLE:
// do circle stuff
ai_chase_big_circle_set_goal(goal_pos, pl_objp, en_objp, &accel);
break;
case SM_BIG_PARALLEL:
// do parallel stuff
ai_chase_big_parallel_set_goal(goal_pos, pl_objp, en_objp, &accel);
break;
}
}
int maybe_hack_cruiser_chase_abort()
{
ship *shipp = &Ships[Pl_objp->instance];
ship *eshipp = &Ships[En_objp->instance];
ai_info *aip = &Ai_info[shipp->ai_index];
// mission sm3-08, sathanos chasing collosus
if ( stricmp(Mission_filename, "sm3-08.fs2") == 0 ) {
if (( stricmp(eshipp->ship_name, "colossus") == 0 ) || ( stricmp(shipp->ship_name, "colossus") == 0 )) {
// Changed so all big ships attacking the Colossus will not do the chase code.
// Did this so Beast wouldn't swerve away from Colossus. -- MK, 9/14/99
//if ( stricmp(shipp->ship_name, "Sathanas") == 0 ) {
// do cool hack stuff here
ai_clear_ship_goals( aip );
aip->mode = AIM_NONE;
return 1;
//}
}
}
return 0;
}
// Make a big ship pursue another big ship.
// (Note, called "ai_cruiser_chase" because we already have ai_chase_big() which means fighter chases big ship.
void ai_cruiser_chase()
{
//ship_info *sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
ship *shipp = &Ships[Pl_objp->instance];
ai_info *aip = &Ai_info[shipp->ai_index];
//WMC - We don't need/want this anymore.
/*
if (!(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
Int3(); // Hmm, not a very big ship, how did we get in this function?
aip->mode = AIM_NONE;
return;
}*/
if (En_objp->type != OBJ_SHIP) {
Int3();
return;
}
if (En_objp->instance < 0) {
Int3();
return;
}
ship *eshipp;
ship_info *esip;
eshipp = &Ships[En_objp->instance];
esip = &Ship_info[eshipp->ship_info_index];
vec3d goal_pos;
float turn_time = Ship_info[Ships[Pl_objp->instance].ship_info_index].srotation_time;
// kamikaze - ram and explode
if (aip->ai_flags & AIF_KAMIKAZE) {
ai_turn_towards_vector(&En_objp->pos, Pl_objp, flFrametime, turn_time, NULL, NULL, 0.0f, 0);
accelerate_ship(aip, 1.0f);
}
// really track down and chase
else {
// check valid submode
Assert( (aip->submode == SM_ATTACK) || (aip->submode == SM_BIG_APPROACH) || (aip->submode == SM_BIG_CIRCLE) || (aip->submode == SM_BIG_PARALLEL) );
// just entering, approach enemy ship
if (aip->submode == SM_ATTACK) {
aip->submode = SM_BIG_APPROACH;
aip->submode_start_time = Missiontime;
}
// desired accel
float accel = 0.0f;
vec3d *rvecp = NULL;
switch (aip->submode) {
case SM_BIG_APPROACH:
// do approach stuff;
ai_chase_big_approach_set_goal(&goal_pos, Pl_objp, En_objp, &accel);
// maybe set rvec
break;
case SM_BIG_CIRCLE:
// do circle stuff
ai_chase_big_circle_set_goal(&goal_pos, Pl_objp, En_objp, &accel);
// maybe set rvec
break;
case SM_BIG_PARALLEL:
// do parallel stuff
ai_chase_big_parallel_set_goal(&goal_pos, Pl_objp, En_objp, &accel);
//maybe set rvec
break;
}
// now move as desired
ai_turn_towards_vector(&goal_pos, Pl_objp, flFrametime, turn_time, NULL, NULL, 0.0f, 0, rvecp);
accelerate_ship(aip, accel);
// maybe switch to new mode
vec3d vec_to_enemy;
float dist_to_enemy;
int moving = (En_objp->phys_info.vel.xyz.z > 0.5f);
vm_vec_sub(&vec_to_enemy, &En_objp->pos, &Pl_objp->pos);
dist_to_enemy = vm_vec_mag_quick(&vec_to_enemy);
switch (aip->submode) {
case SM_BIG_APPROACH:
if ( dist_to_enemy < (Pl_objp->radius + En_objp->radius)*1.25f + 200.0f ) {
// moving
if (moving) {
// if within 90 degrees of en forward, go into parallel, otherwise circle
if ( vm_vec_dotprod(&En_objp->orient.vec.fvec, &Pl_objp->orient.vec.fvec) > 0 ) {
aip->submode = SM_BIG_PARALLEL;
aip->submode_start_time = Missiontime;
}
}
// otherwise cirle
if ( !maybe_hack_cruiser_chase_abort() ) {
aip->submode = SM_BIG_CIRCLE;
aip->submode_start_time = Missiontime;
}
}
break;
case SM_BIG_CIRCLE:
// moving
if (moving) {
vec3d temp;
float desired_sep, cur_sep;
// we're behind the enemy ship
if (vm_vec_dotprod(&vec_to_enemy, &En_objp->orient.vec.fvec) > 0) {
// and we're turning toward the enemy
if (vm_vec_dotprod(&En_objp->orient.vec.fvec, &Pl_objp->orient.vec.fvec) > 0) {
// get separation
ai_chase_big_get_separations(Pl_objp, En_objp, &temp, &desired_sep, &cur_sep);
// and the separation is > 0.9 desired
if (cur_sep > 0.9 * desired_sep) {
aip->submode = SM_BIG_PARALLEL;
aip->submode_start_time = Missiontime;
}
}
}
} else {
// still
vec3d temp;
float desired_sep, cur_sep;
// we're behind the enemy ship
if (vm_vec_dotprod(&vec_to_enemy, &En_objp->orient.vec.fvec) > 0) {
// and we're turning toward the enemy
if (vm_vec_dotprod(&En_objp->orient.vec.fvec, &Pl_objp->orient.vec.fvec) > 0) {
// get separation
ai_chase_big_get_separations(Pl_objp, En_objp, &temp, &desired_sep, &cur_sep);
//and the separation is [0.9 to 1.1] desired
if ( (cur_sep > 0.9f * desired_sep) ) {
aip->submode = SM_BIG_PARALLEL;
aip->submode_start_time = Missiontime;
}
}
}
// in front of ship
else {
// and we're turning toward the enemy
if (vm_vec_dotprod(&En_objp->orient.vec.fvec, &Pl_objp->orient.vec.fvec) < 0) {
// get separation
ai_chase_big_get_separations(Pl_objp, En_objp, &temp, &desired_sep, &cur_sep);
//and the separation is [0.9 to 1.1] desired
if ( (cur_sep > 0.9f * desired_sep) ) {
aip->submode = SM_BIG_PARALLEL;
aip->submode_start_time = Missiontime;
}
}
}
}
break;
case SM_BIG_PARALLEL:
// we're opposing
if ( vm_vec_dotprod(&Pl_objp->orient.vec.fvec, &En_objp->orient.vec.fvec) < 0 ) {
// and the other ship is moving
if (moving) {
// and we no longer overlap
if ( dist_to_enemy > (0.75 * (En_objp->radius + Pl_objp->radius)) ) {
aip->submode = SM_BIG_APPROACH;
aip->submode_start_time = Missiontime;
}
}
}
break;
}
}
}
// --------------------------------------------------------------------------
// Make object Pl_objp chase object En_objp
void ai_chase()
{
float dist_to_enemy, time_to_enemy;
float dot_to_enemy, dot_from_enemy, real_dot_to_enemy;
vec3d player_pos, enemy_pos, predicted_enemy_pos, real_vec_to_enemy, predicted_vec_to_enemy;
ship_info *sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
ship *shipp = &Ships[Pl_objp->instance];
ship_weapon *swp = &shipp->weapons;
ai_info *aip = &Ai_info[shipp->ai_index];
int enemy_sip_flags, enemy_shipp_flags2;
int has_fired = -1;
if (aip->mode != AIM_CHASE) {
Int3();
}
bool go_after_it = false;
if(sip->class_type > -1 && En_objp->type == OBJ_SHIP)
{
ship_info *esip = &Ship_info[Ships[En_objp->instance].ship_info_index];
if(esip->class_type > -1)
{
ship_type_info *stp = &Ship_types[sip->class_type];
for(uint i = 0; i < stp->ai_actively_pursues.size(); i++)
{
if(stp->ai_actively_pursues[i] == esip->class_type) {
go_after_it = true;
break;
}
}
}
else
{
// if there was no class type then assume we can go after it ...
go_after_it = true;
// ... but also log this in debug so it doesn't go unchecked (NOTE that this can completely flood a debug log!)
mprintf(("AI-WARNING: No class_type specified for '%s', assuming that it's ok to chase!\n", esip->name));
// Int3();
}
}
//WMC - Guess we do need this
if (!go_after_it) {
aip->mode = AIM_NONE;
return;
}
if (sip->class_type > -1 && (Ship_types[sip->class_type].ai_bools & STI_AI_ATTEMPT_BROADSIDE)) {
ai_cruiser_chase();
return;
}
//WMC - go away.
/*
if (!(sip->flags & (SIF_FIGHTER | SIF_BOMBER | SIF_ESCAPEPOD))) {
Warning(LOCATION, "Ship %s is not 'small', but is in chase mode.\nSwitching to AI=none.\n", shipp->ship_name);
aip->mode = AIM_NONE;
return;
}
*/
//nprintf(("AI", "%7s ", Submode_text[aip->submode]));
Assert( En_objp != NULL );
if ( En_objp->type == OBJ_SHIP ) {
enemy_sip_flags = Ship_info[Ships[En_objp->instance].ship_info_index].flags;
enemy_shipp_flags2 = Ships[En_objp->instance].flags2;
} else {
enemy_sip_flags = 0;
enemy_shipp_flags2 = 0;
}
if ( enemy_sip_flags > 0 ) {
if (enemy_sip_flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
ai_big_chase();
return;
}
}
// If collided with target_objnum last frame, avoid that ship.
// This should prevent the embarrassing behavior of ships getting stuck on each other
// as if they were magnetically attracted. -- MK, 11/13/97.
if ((aip->ai_flags & AIF_TARGET_COLLISION) || (aip->submode == SM_FLY_AWAY)) {
ai_chase_fly_away(Pl_objp, aip);
return;
}
ai_set_positions(Pl_objp, En_objp, aip, &player_pos, &enemy_pos);
dist_to_enemy = vm_vec_dist_quick(&player_pos, &enemy_pos);
time_to_enemy = compute_time_to_enemy(dist_to_enemy, Pl_objp, En_objp);
vm_vec_sub(&real_vec_to_enemy, &enemy_pos, &player_pos);
vm_vec_normalize(&real_vec_to_enemy);
real_dot_to_enemy = vm_vec_dot(&real_vec_to_enemy, &Pl_objp->orient.vec.fvec);
int is_stealthy_ship = 0;
if ( (enemy_sip_flags > 0) && (enemy_shipp_flags2 & SF2_STEALTH) ) {
if ( ai_is_stealth_visible(Pl_objp, En_objp) != STEALTH_FULLY_TARGETABLE ) {
is_stealthy_ship = 1;
}
}
// Can only acquire lock on a target that isn't hidden from sensors
if ( !(Ships[En_objp->instance].flags & SF_HIDDEN_FROM_SENSORS) && !is_stealthy_ship ) {
update_aspect_lock_information(aip, &real_vec_to_enemy, dist_to_enemy, En_objp->radius);
} else {
aip->current_target_is_locked = 0;
aip->ai_flags &= ~AIF_SEEK_LOCK;
}
// If seeking lock, try to point directly at ship, else predict position so lasers can hit it.
// If just acquired target, or target is not in reasonable cone, don't refine believed enemy position.
if ((real_dot_to_enemy < 0.25f) || (aip->target_time < 1.0f) || (aip->ai_flags & AIF_SEEK_LOCK)) {
predicted_enemy_pos = enemy_pos;
} else {
// Set predicted_enemy_pos.
// See if attacking a subsystem.
if (aip->targeted_subsys != NULL) {
Assert(En_objp->type == OBJ_SHIP);
if (get_shield_pct(En_objp) < HULL_DAMAGE_THRESHOLD_PERCENT) {
//int rval;
if (aip->targeted_subsys != NULL) {
get_subsystem_pos(&enemy_pos, En_objp, aip->targeted_subsys);
predicted_enemy_pos = enemy_pos;
predicted_vec_to_enemy = real_vec_to_enemy;
} else {
set_predicted_enemy_pos(&predicted_enemy_pos, Pl_objp, En_objp, aip);
set_target_objnum(aip, -1);
}
// nprintf(("AI", "Attacking subsystem: rval = %i, pos = %7.3f %7.3f %7.3f\n", rval, predicted_enemy_pos.x, predicted_enemy_pos.y, predicted_enemy_pos.z));
} else {
set_predicted_enemy_pos(&predicted_enemy_pos, Pl_objp, En_objp, aip);
// nprintf(("AI", "Attacking subsystem: pos = %7.3f %7.3f %7.3f\n", predicted_enemy_pos.x, predicted_enemy_pos.y, predicted_enemy_pos.z));
}
} else {
set_predicted_enemy_pos(&predicted_enemy_pos, Pl_objp, En_objp, aip);
}
}
vm_vec_sub(&predicted_vec_to_enemy, &predicted_enemy_pos, &player_pos);
vm_vec_normalize(&predicted_vec_to_enemy);
dot_to_enemy = vm_vec_dot(&Pl_objp->orient.vec.fvec, &predicted_vec_to_enemy);
dot_from_enemy= - vm_vec_dot(&En_objp->orient.vec.fvec, &real_vec_to_enemy);
//
// Set turn and acceleration based on submode.
//
switch (aip->submode) {
case SM_CONTINUOUS_TURN:
ai_chase_ct();
break;
case SM_STEALTH_FIND:
ai_stealth_find();
break;
case SM_STEALTH_SWEEP:
ai_stealth_sweep();
break;
case SM_ATTACK:
case SM_SUPER_ATTACK:
case SM_ATTACK_FOREVER:
if (vm_vec_dist_quick(&Pl_objp->pos, &predicted_enemy_pos) > 100.0f + En_objp->radius * 2.0f) {
if (maybe_avoid_big_ship(Pl_objp, En_objp, aip, &predicted_enemy_pos, 10.0f))
return;
}
ai_chase_attack(aip, sip, &predicted_enemy_pos, dist_to_enemy, shipp->modelnum);
break;
case SM_EVADE_SQUIGGLE:
ai_chase_es(aip, sip);
break;
case SM_EVADE_BRAKE:
ai_chase_eb(aip, sip, &predicted_enemy_pos, dist_to_enemy);
break;
case SM_EVADE:
evade_ship();
break;
case SM_AVOID:
avoid_ship();
break;
case SM_GET_BEHIND:
get_behind_ship(aip, sip, dist_to_enemy);
break;
case SM_GET_AWAY: // Used to get away from opponent to prevent endless circling.
ai_chase_ga(aip, sip);
break;
case SM_EVADE_WEAPON:
evade_weapon();
break;
default:
// Int3();
aip->last_attack_time = Missiontime;
aip->submode = SM_ATTACK;
aip->submode_start_time = Missiontime;
}
//
// Maybe choose a new submode.
//
if ( (aip->submode != SM_AVOID) && (aip->submode != SM_ATTACK_FOREVER) ) {
// If a very long time since attacked, attack no matter what!
if ( (aip->submode != SM_SUPER_ATTACK) && (aip->submode != SM_GET_AWAY) && !(aip->ai_flags & AIF_STEALTH_PURSUIT) ) {
if (Missiontime - aip->last_attack_time > i2f(6)) {
aip->submode = SM_SUPER_ATTACK;
aip->submode_start_time = Missiontime;
aip->last_attack_time = Missiontime;
}
}
// If a collision is expected, pull out!
// If enemy is pointing away and moving a bit, don't worry about collision detection.
if ((dot_from_enemy > 0.5f) || (En_objp->phys_info.speed < 10.0f)) {
if (might_collide_with_ship(Pl_objp, En_objp, dot_to_enemy, dist_to_enemy, 4.0f)) {
if ((Missiontime - aip->last_hit_time > F1_0*4) && (dist_to_enemy < Pl_objp->radius*2 + En_objp->radius*2)) {
accelerate_ship(aip, -1.0f);
} else {
aip->submode = SM_AVOID;
aip->submode_start_time = Missiontime;
}
}
}
}
switch (aip->submode) {
case SM_CONTINUOUS_TURN:
if (Missiontime - aip->submode_start_time > i2f(3)) {
aip->last_attack_time = Missiontime;
aip->submode = SM_ATTACK;
aip->submode_start_time = Missiontime;
}
break;
case SM_ATTACK:
// if taraget is stealth and stealth not visible, then enter stealth find mode
if ( (aip->ai_flags & AIF_STEALTH_PURSUIT) && (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_INVISIBLE) ) {
aip->submode = SM_STEALTH_FIND;
aip->submode_start_time = Missiontime;
aip->submode_parm0 = SM_SF_AHEAD;
} else if (ai_near_full_strength(Pl_objp) && (Missiontime - aip->last_hit_target_time > i2f(3)) && (dist_to_enemy < 500.0f) && (dot_to_enemy < 0.5f)) {
aip->submode = SM_SUPER_ATTACK;
aip->submode_start_time = Missiontime;
aip->last_attack_time = Missiontime;
} else if ((Missiontime - aip->last_hit_target_time > i2f(6)) &&
(dist_to_enemy < 500.0f) && (dot_to_enemy < 0.2f) &&
(frand() < (float) Game_skill_level/NUM_SKILL_LEVELS)) {
aip->submode = SM_GET_AWAY;
aip->submode_start_time = Missiontime;
aip->last_hit_target_time = Missiontime;
} else if ((enemy_sip_flags & SIF_SMALL_SHIP)
&& (dot_to_enemy < dot_from_enemy)
&& (En_objp->phys_info.speed > 15.0f)
&& (dist_to_enemy < 200.0f)
&& (dist_to_enemy > 50.0f)
&& (dot_to_enemy < 0.1f)
&& (Missiontime - aip->submode_start_time > i2f(2))) {
aip->submode = SM_EVADE_BRAKE;
aip->submode_start_time = Missiontime;
} else if ((dot_to_enemy > 0.2f) && (dot_from_enemy > -0.2f) && (dot_from_enemy < 0.1f)) {
aip->submode = SM_GET_BEHIND;
aip->submode_start_time = Missiontime;
} else if ((enemy_sip_flags & SIF_SMALL_SHIP) && (dist_to_enemy < 150.0f) && (dot_from_enemy > dot_to_enemy + 0.5f + aip->ai_courage*.002)) {
if ((Missiontime - aip->last_hit_target_time > i2f(5)) && (frand() < (float) (aip->ai_class + Game_skill_level)/(Num_ai_classes + NUM_SKILL_LEVELS))) {
aip->submode = SM_GET_AWAY;
aip->submode_start_time = Missiontime;
aip->last_hit_target_time = Missiontime;
} else {
aip->submode = SM_EVADE_SQUIGGLE;
aip->submode_start_time = Missiontime;
}
} else if ((enemy_sip_flags & SIF_SMALL_SHIP) && (Missiontime - aip->submode_start_time > F1_0*2)) {
if ((dot_to_enemy < 0.8f) && (dot_from_enemy > dot_to_enemy)) {
if (frand() > 0.5f) {
aip->submode = SM_CONTINUOUS_TURN;
aip->submode_start_time = Missiontime;
aip->submode_parm0 = myrand() & 0x0f;
} else {
aip->submode = SM_EVADE;
aip->submode_start_time = Missiontime;
}
} else {
aip->submode_start_time = Missiontime;
}
}
aip->last_attack_time = Missiontime;
break;
case SM_EVADE_SQUIGGLE:
if ((Missiontime - aip->submode_start_time > i2f(5)) || (dist_to_enemy > 300.0f)) {
if ((dist_to_enemy < 100.0f) && (dot_to_enemy < 0.0f) && (dot_from_enemy > 0.5f)) {
aip->submode = SM_EVADE_BRAKE;
aip->submode_start_time = Missiontime;
} else {
aip->last_attack_time = Missiontime;
aip->submode = SM_ATTACK;
aip->submode_start_time = Missiontime;
}
}
break;
case SM_EVADE_BRAKE:
if ((dist_to_enemy < 15.0f) || (En_objp->phys_info.speed < 10.0f)) {
aip->submode = SM_AVOID;
aip->submode_start_time = Missiontime;
} else if ((dot_to_enemy > 0.9f) || ((dot_from_enemy > 0.9f) && (Missiontime - aip->submode_start_time > i2f(1)))) {
aip->last_attack_time = Missiontime;
aip->submode = SM_ATTACK;
aip->submode_start_time = Missiontime;
} else if (Missiontime - aip->submode_start_time > i2f(4)) {
aip->last_attack_time = Missiontime;
aip->submode = SM_ATTACK;
aip->submode_start_time = Missiontime;
}
break;
case SM_EVADE:
// Modified by MK on 5/5/97 to keep trying to regain attack mode. It's what a human would do.
if ((dot_to_enemy < 0.2f) && (dot_from_enemy < 0.8f) && (dist_to_enemy < 100.0f) && (En_objp->phys_info.speed > 15.0f)) {
aip->last_attack_time = Missiontime;
aip->submode = SM_EVADE_BRAKE;
aip->submode_start_time = Missiontime;
} else if (((dot_to_enemy > dot_from_enemy - 0.1f)
&& (Missiontime > aip->submode_start_time + i2f(1)))
|| (dist_to_enemy > 150.0f + 2*(Pl_objp->radius + En_objp->radius))) {
aip->last_attack_time = Missiontime;
aip->submode = SM_ATTACK;
aip->submode_start_time = Missiontime;
} else if (Missiontime - aip->submode_start_time > i2f(2))
if (dot_from_enemy > 0.8f) {
aip->submode = SM_EVADE_SQUIGGLE;
aip->submode_start_time = Missiontime;
}
break;
case SM_SUPER_ATTACK:
// if stealth and invisible, enter stealth find mode
if ( (aip->ai_flags & AIF_STEALTH_PURSUIT) && (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_INVISIBLE) ) {
aip->submode = SM_STEALTH_FIND;
aip->submode_start_time = Missiontime;
aip->submode_parm0 = SM_SF_AHEAD;
} else if ((dist_to_enemy < 100.0f) && (dot_to_enemy < 0.8f) && (enemy_sip_flags & SIF_SMALL_SHIP) && (Missiontime - aip->submode_start_time > i2f(5) )) {
aip->ai_flags &= ~AIF_ATTACK_SLOWLY; // Just in case, clear here.
switch (myrand() % 5) {
case 0:
aip->submode = SM_CONTINUOUS_TURN;
aip->submode_start_time = Missiontime;
break;
case 1:
aip->submode_start_time = Missiontime; // Stay in super attack mode
break;
case 2:
case 3:
if (frand() < (float) 0.5f * (aip->ai_class + Game_skill_level)/(Num_ai_classes + NUM_SKILL_LEVELS)) {
aip->submode = SM_GET_AWAY;
aip->submode_start_time = Missiontime;
} else {
aip->submode = SM_EVADE;
aip->submode_start_time = Missiontime;
}
break;
case 4:
if (dot_from_enemy + (NUM_SKILL_LEVELS - Game_skill_level) * 0.1f > dot_to_enemy) { // Less likely to GET_AWAY at lower skill levels.
aip->submode = SM_EVADE;
aip->submode_start_time = Missiontime;
} else {
aip->submode = SM_GET_AWAY;
aip->submode_start_time = Missiontime;
}
break;
default:
Int3(); // Impossible!
}
}
aip->last_attack_time = Missiontime;
break;
case SM_AVOID:
if ((dot_to_enemy > -0.2f) && (dist_to_enemy / (dot_to_enemy + 0.3f) < 100.0f)) {
aip->submode_start_time = Missiontime;
} else if (Missiontime - aip->submode_start_time > i2f(1)/2)
if (might_collide_with_ship(Pl_objp, En_objp, dot_to_enemy, dist_to_enemy, 3.0f)) {
aip->submode_start_time = Missiontime;
} else {
aip->submode = SM_GET_BEHIND;
aip->submode_start_time = Missiontime;
}
break;
case SM_GET_BEHIND:
if ((dot_from_enemy < -0.7f) || (Missiontime - aip->submode_start_time > i2f(2))) {
aip->submode = SM_ATTACK;
aip->submode_start_time = Missiontime;
aip->last_attack_time = Missiontime;
}
break;
case SM_GET_AWAY:
if (Missiontime - aip->submode_start_time > i2f(2)) {
float rand_dist;
rand_dist = ((Missiontime >> 17) & 0x03) * 100.0f + 200.0f; // Some value in 200..500
if ((Missiontime - aip->submode_start_time > i2f(5)) || (dist_to_enemy > rand_dist) || (dot_from_enemy < 0.4f)) {
aip->ai_flags |= AIF_ATTACK_SLOWLY;
aip->submode = SM_ATTACK;
aip->submode_start_time = Missiontime;
aip->time_enemy_in_range = 2.0f; // Cheat. Presumably if they were running away from you, they were monitoring you!
aip->last_attack_time = Missiontime;
}
}
break;
case SM_EVADE_WEAPON:
if (aip->danger_weapon_objnum == -1) {
aip->submode = SM_ATTACK;
aip->submode_start_time = Missiontime;
aip->last_attack_time = Missiontime;
}
break;
// Either change to SM_ATTACK or AIM_FIND_STEALTH
case SM_STEALTH_FIND:
// if time > 5 sec change mode to sweep
if ( !(aip->ai_flags & AIF_STEALTH_PURSUIT) || (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_VISIBLE) ) {
aip->submode = SM_ATTACK;
aip->submode_start_time = Missiontime;
aip->last_attack_time = Missiontime;
// sweep if I can't find in 5 sec or bail from find
} else if ( ((Missiontime - aip->submode_start_time) > i2f(5)) || (aip->submode_parm0 == SM_SF_BAIL) ) {
// begin sweep mode
aip->submode = SM_STEALTH_SWEEP;
aip->submode_start_time = Missiontime;
aip->last_attack_time = Missiontime;
aip->submode_parm0 = SM_SS_SET_GOAL;
}
break;
case SM_STEALTH_SWEEP:
if ( !(aip->ai_flags & AIF_STEALTH_PURSUIT) || (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_VISIBLE) ) {
aip->submode = SM_ATTACK;
aip->submode_start_time = Missiontime;
aip->last_attack_time = Missiontime;
} else if ( (timestamp() - aip->stealth_last_visible_stamp) < 5000 ) {
// go back to find mode
aip->submode = SM_STEALTH_FIND;
aip->submode_start_time = Missiontime;
aip->submode_parm0 = SM_SF_AHEAD;
} else if ( /*(Missiontime - aip->submode_start_time) > i2f(30) || */(aip->submode_parm0 == SM_SS_DONE) ) {
// set target objnum = -1
set_target_objnum(aip, -1);
// set submode to attack
aip->submode = SM_ATTACK;
aip->submode_start_time = Missiontime;
aip->last_attack_time = Missiontime;
}
break;
case SM_ATTACK_FOREVER: // Engines blown, just attack.
break;
default:
//Int3();
aip->submode = SM_ATTACK;
aip->submode_start_time = Missiontime;
aip->last_attack_time = Missiontime;
}
//
// Maybe fire primary weapon and update time_enemy_in_range
//
//nprintf(("AI", "time_enemy_in_range = %7.3f, dot = %7.3f\n", aip->time_enemy_in_range, dot_to_enemy));
if (aip->mode != AIM_EVADE) {
if (dot_to_enemy > 0.95f - 0.5f * En_objp->radius/MAX(1.0f, En_objp->radius + dist_to_enemy)) {
aip->time_enemy_in_range += flFrametime;
// Chance of hitting ship is based on dot product of firing ship's forward vector with vector to ship
// and also the size of the target relative to distance to target.
if (dot_to_enemy > MAX(0.5f, 0.90f + aip->ai_accuracy/10.0f - En_objp->radius/MAX(1.0f,dist_to_enemy))) {
ship *temp_shipp;
ship_weapon *tswp;
temp_shipp = &Ships[Pl_objp->instance];
tswp = &temp_shipp->weapons;
if ( tswp->num_primary_banks > 0 ) {
float scale;
Assert(tswp->current_primary_bank < tswp->num_primary_banks);
weapon_info *pwip = &Weapon_info[tswp->primary_bank_weapons[tswp->current_primary_bank]];
// Less likely to fire if far away and moving.
scale = pwip->max_speed/(En_objp->phys_info.speed + pwip->max_speed);
if (scale > 0.6f)
scale = (scale - 0.6f) * 1.5f;
else
scale = 0.0f;
if (dist_to_enemy < pwip->max_speed * (1.0f + scale)) {
if(ai_fire_primary_weapon(Pl_objp) == 1){
has_fired = 1;
}else{
has_fired = -1;
// ship_stop_fire_primary(Pl_objp);
}
}
// Don't fire secondaries at a protected ship.
if (!(En_objp->flags & OF_PROTECTED)) {
ai_choose_secondary_weapon(Pl_objp, aip, En_objp);
int current_bank = tswp->current_secondary_bank;
weapon_info *swip = &Weapon_info[tswp->secondary_bank_weapons[tswp->current_secondary_bank]];
if (current_bank > -1) {
if (aip->ai_flags & AIF_UNLOAD_SECONDARIES) {
if (timestamp_until(swp->next_secondary_fire_stamp[current_bank]) > swip->fire_wait*1000.0f) {
swp->next_secondary_fire_stamp[current_bank] = timestamp((int) (swip->fire_wait*1000.0f));
}
}
if (timestamp_elapsed(swp->next_secondary_fire_stamp[current_bank])) {
if (tswp->current_secondary_bank >= 0) {
float firing_range;
if (swip->wi_flags2 & WIF2_LOCAL_SSM)
firing_range=swip->lssm_lock_range; //that should be enough
else if (swip->wi_flags & WIF_BOMB)
firing_range = MIN((swip->max_speed * swip->lifetime * 0.75f), swip->weapon_range);
else
firing_range = MIN((swip->max_speed * swip->lifetime * (Game_skill_level + 1 + aip->ai_class/2)/NUM_SKILL_LEVELS), swip->weapon_range);
// reduce firing range in nebula
extern int Nebula_sec_range;
if ((The_mission.flags & MISSION_FLAG_FULLNEB) && Nebula_sec_range) {
firing_range *= 0.8f;
}
// If firing a spawn weapon, distance doesn't matter.
int spawn_fire = 0;
if (swip->wi_flags & WIF_SPAWN) {
int count;
count = num_nearby_fighters(iff_get_attackee_mask(obj_team(Pl_objp)), &Pl_objp->pos, 1000.0f);
if (count > 3)
spawn_fire = 1;
else if (count >= 1) {
float hull_percent = Pl_objp->hull_strength/temp_shipp->ship_max_hull_strength;
if (hull_percent < 0.01f)
hull_percent = 0.01f;
if (frand() < 0.25f/(30.0f*hull_percent) * count) // With timestamp below, this means could fire in 30 seconds if one enemy.
spawn_fire = 1;
}
}
if (spawn_fire || (dist_to_enemy < firing_range)) {
if (ai_fire_secondary_weapon(Pl_objp)) {
// Only if weapon was fired do we specify time until next fire. If not fired, done in ai_fire_secondary...
float t;
if (aip->ai_flags & AIF_UNLOAD_SECONDARIES) {
t = swip->fire_wait;
} else {
t = set_secondary_fire_delay(aip, temp_shipp, swip);
}
//nprintf(("AI", "Next secondary to be fired in %7.3f seconds.\n", t));
swp->next_secondary_fire_stamp[current_bank] = timestamp((int) (t*1000.0f));
}
} else {
swp->next_secondary_fire_stamp[current_bank] = timestamp(250);
}
}
}
}
}
}
}
} else {
aip->time_enemy_in_range *= (1.0f - flFrametime);
}
} else
aip->time_enemy_in_range *= (1.0f - flFrametime);
if(has_fired == -1){
ship_stop_fire_primary(Pl_objp);
}
}
// Make the object *objp move so that the point *start moves towards the point *finish.
// Return distance.
float dock_move_towards_point(object *objp, vec3d *start, vec3d *finish, float speed_scale, float other_obj_speed = 0.0f, rotating_dockpoint_info *rdinfo = NULL)
{
physics_info *pi = &objp->phys_info;
float dist; // dist to goal
vec3d v2g; // vector to goal
dist = vm_vec_dist_quick(start, finish);
if (dist > 0.0f) {
float speed;
dist = vm_vec_normalized_dir(&v2g, finish, start);
speed = fl_sqrt(dist) * speed_scale;
// Goober5000 - if we're on a rotating submodel and we're rotating with it, adjust velocity for rotation
if (rdinfo && (rdinfo->submodel >= 0))
{
speed *= 1.25f;
switch (rdinfo->dock_mode)
{
case DOA_APPROACH:
// ramp submodel's linear velocity according to distance
speed += (rdinfo->submodel_r * rdinfo->submodel_w) / (dist);
break;
case DOA_DOCK:
case DOA_UNDOCK_1:
// use docker's linear velocity and don't ramp
speed += (vm_vec_dist(&rdinfo->submodel_pos, &objp->pos) * rdinfo->submodel_w);
break;
}
}
if (other_obj_speed < MAX_REPAIR_SPEED*0.75f)
speed += other_obj_speed;
else
speed += MAX_REPAIR_SPEED*0.75f;
vm_vec_copy_scale(&pi->desired_vel, &v2g, speed);
} else
vm_vec_zero(&pi->desired_vel);
return dist;
}
// Set the orientation in the global reference frame for an object to attain
// to dock with another object. Resultant global matrix returned in dom.
// Revised by Goober5000
void set_goal_dock_orient(matrix *dom, vec3d *docker_p0, vec3d *docker_p1, vec3d *docker_p0_norm, matrix *docker_orient, vec3d *dockee_p0, vec3d *dockee_p1, vec3d *dockee_p0_norm, matrix *dockee_orient)
{
vec3d fvec, uvec, temp;
matrix m1, m2, m3;
// Compute the global orientation of the dockee's docking bay.
// get the rotated (local) fvec
vm_vec_rotate(&fvec, dockee_p0_norm, dockee_orient);
vm_vec_negate(&fvec);
// get the rotated (local) uvec
vm_vec_normalized_dir(&temp, dockee_p1, dockee_p0);
vm_vec_rotate(&uvec, &temp, dockee_orient);
// create a rotation matrix
vm_vector_2_matrix(&m1, &fvec, &uvec, NULL);
// get the global orientation
vm_matrix_x_matrix(&m3, dockee_orient, &m1);
// Compute the matrix given by the docker's docking bay.
// get the rotated (local) fvec
vm_vec_rotate(&fvec, docker_p0_norm, docker_orient);
// get the rotated (local) uvec
vm_vec_normalized_dir(&temp, docker_p1, docker_p0);
vm_vec_rotate(&uvec, &temp, docker_orient);
// create a rotation matrix
vm_vector_2_matrix(&m2, &fvec, &uvec, NULL);
// Pre-multiply the orientation of the source object (docker_orient) by the transpose
// of the docking bay's orientation, ie unrotate the source object's matrix.
vm_transpose_matrix(&m2);
vm_matrix_x_matrix(dom, &m3, &m2);
}
// Goober5000
// Return the rotating submodel on which is mounted the specified dockpoint, or -1 for none.
int find_parent_rotating_submodel(polymodel *pm, int dock_index)
{
int path_num, submodel;
// make sure we have a spline path to check against before going any further
if (pm->docking_bays[dock_index].num_spline_paths <= 0)
{
return -1;
}
// find a path for this dockpoint (c.f. ai_return_path_num_from_dockbay)
path_num = pm->docking_bays[dock_index].splines[0];
// path must exist
if ((path_num >= 0) && (path_num < pm->n_paths))
{
// find the submodel for the path for this dockpoint
submodel = pm->paths[path_num].parent_submodel;
// submodel must exist and must move
if ((submodel >= 0) && (submodel < pm->n_models) && (pm->submodel[submodel].movement_type >= 0))
{
return submodel;
}
}
// if path doesn't exist or the submodel doesn't exist or the submodel doesn't move
return -1;
}
// Goober5000
void find_adjusted_dockpoint_info(vec3d *global_p0, vec3d *global_p1, vec3d *global_p0_norm, object *objp, polymodel *pm, int modelnum, int submodel, int dock_index)
{
// are we basing this off a rotating submodel?
if (submodel >= 0)
{
vec3d submodel_offset;
vec3d local_p0, local_p1;
ship_model_start(objp);
// calculate the dockpoint locations relative to the unrotated submodel
model_find_submodel_offset(&submodel_offset, modelnum, submodel);
vm_vec_sub(&local_p0, &pm->docking_bays[dock_index].pnt[0], &submodel_offset);
vm_vec_sub(&local_p1, &pm->docking_bays[dock_index].pnt[1], &submodel_offset);
// find the dynamic positions of the dockpoints
model_find_world_point(global_p0, &local_p0, modelnum, submodel, &objp->orient, &objp->pos);
model_find_world_point(global_p1, &local_p1, modelnum, submodel, &objp->orient, &objp->pos);
// find the normal of the first dockpoint
model_find_world_dir(global_p0_norm, &pm->docking_bays[dock_index].norm[0], modelnum, submodel, &objp->orient, &objp->pos);
ship_model_stop(objp);
}
// use the static dockpoints
else
{
vm_vec_unrotate(global_p0, &pm->docking_bays[dock_index].pnt[0], &objp->orient);
vm_vec_add2(global_p0, &objp->pos);
vm_vec_unrotate(global_p1, &pm->docking_bays[dock_index].pnt[1], &objp->orient);
vm_vec_add2(global_p1, &objp->pos);
vm_vec_unrotate(global_p0_norm, &pm->docking_bays[dock_index].norm[0], &objp->orient);
}
}
#define DOCK_BACKUP_RETURN_VAL 99999.9f
// Make docker_objp dock with dockee_objp
// Returns distance to goal, defined as distance between corresponding dock points, plus 10.0f * rotational velocity vector (DOA_DOCK only)
// DOA_APPROACH means approach point aip->path_cur
// DOA_DOCK means dock
// DOA_UNDOCK_1 means undock, moving to point nearest dock bay
// DOA_UNDOCK_2 means undock, moving to point nearest dock bay and facing away from ship
// DOA_UNDOCK_3 means undock, moving directly away from ship
// DOA_DOCK_STAY means rigidly maintain position in dock bay.
float dock_orient_and_approach(object *docker_objp, int docker_index, object *dockee_objp, int dockee_index, int dock_mode, rotating_dockpoint_info *rdinfo)
{
ship_info *sip0, *sip1;
polymodel *pm0, *pm1;
ai_info *aip;
matrix dom, nm;
vec3d docker_p0, docker_p1, docker_p0_norm;
vec3d dockee_p0, dockee_p1, dockee_p0_norm;
vec3d docker_point, dockee_point;
float fdist = UNINITIALIZED_VALUE;
docker_objp->phys_info.forward_thrust = 0.0f; // Kill thrust so we don't have a sputtering thruster.
// Goober5000 - moved out here to save calculations
if (dock_mode != DOA_DOCK_STAY)
if (ship_get_subsystem_strength(&Ships[docker_objp->instance], SUBSYSTEM_ENGINE) <= 0.0f)
return 9999.9f;
aip = &Ai_info[Ships[docker_objp->instance].ai_index];
sip0 = &Ship_info[Ships[docker_objp->instance].ship_info_index];
sip1 = &Ship_info[Ships[dockee_objp->instance].ship_info_index];
pm0 = model_get( sip0->modelnum );
pm1 = model_get( sip1->modelnum );
Assert( docker_index >= 0 );
Assert( dockee_index >= 0 );
Assert(pm0->docking_bays[docker_index].num_slots == 2);
Assert(pm1->docking_bays[dockee_index].num_slots == 2);
// Goober5000 - check if we're attached to a rotating submodel
int dockee_rotating_submodel = find_parent_rotating_submodel(pm1, dockee_index);
// Goober5000 - move docking points with submodels if necessary, for both docker and dockee
find_adjusted_dockpoint_info(&docker_p0, &docker_p1, &docker_p0_norm, docker_objp, pm0, sip0->modelnum, -1, docker_index);
find_adjusted_dockpoint_info(&dockee_p0, &dockee_p1, &dockee_p0_norm, dockee_objp, pm1, sip1->modelnum, dockee_rotating_submodel, dockee_index);
// Goober5000 - find average of point
vm_vec_avg(&docker_point, &docker_p0, &docker_p1);
vm_vec_avg(&dockee_point, &dockee_p0, &dockee_p1);
// Goober5000
vec3d submodel_pos = ZERO_VECTOR;
float submodel_radius = 0.0f;
float submodel_omega = 0.0f;
if ((dockee_rotating_submodel >= 0) && (dock_mode != DOA_DOCK_STAY))
{
vec3d submodel_offset;
vec3d dockpoint_temp;
ship_model_start(dockee_objp);
// get submodel center
model_find_submodel_offset(&submodel_offset, sip1->modelnum, dockee_rotating_submodel);
vm_vec_add(&submodel_pos, &dockee_objp->pos, &submodel_offset);
// get angular velocity of dockpoint
//WMC - hack(?) to fix bug where sii might not exist
if(pm1->submodel[dockee_rotating_submodel].sii != NULL) {
submodel_omega = pm1->submodel[dockee_rotating_submodel].sii->cur_turn_rate;
}
// get radius to dockpoint
vm_vec_avg(&dockpoint_temp, &dockee_p0, &dockee_p1);
submodel_radius = vm_vec_dist(&submodel_pos, &dockpoint_temp);
ship_model_stop(dockee_objp);
}
// Goober5000
rotating_dockpoint_info rdinfo_buf;
if (rdinfo == NULL)
rdinfo = &rdinfo_buf;
rdinfo->docker_point = docker_point;
rdinfo->dockee_point = dockee_point;
rdinfo->dock_mode = dock_mode;
rdinfo->submodel = dockee_rotating_submodel;
rdinfo->submodel_pos = submodel_pos;
rdinfo->submodel_r = submodel_radius;
rdinfo->submodel_w = submodel_omega;
// If dockee has moved much, then path will be recreated.
// Might need to change state if moved too far.
if ((dock_mode != DOA_DOCK_STAY) && (dock_mode != DOA_DOCK)) {
// Goober5000 - maybe force recreate
int force_recreate = (dockee_rotating_submodel >= 0) && ((dock_mode == DOA_APPROACH) || (dock_mode == DOA_UNDOCK_1));
if (maybe_recreate_path(docker_objp, aip, force_recreate, force_recreate) > 5.0f)
{
/* if (dock_mode == DOA_APPROACH) {
return DOCK_BACKUP_RETURN_VAL;
} else if (dock_mode == DOA_DOCK) {
return DOCK_BACKUP_RETURN_VAL;
}
*/ }
}
float speed_scale = 1.0f;
if (sip0->flags & SIF_SUPPORT) {
speed_scale = 3.0f;
}
switch (dock_mode) {
case DOA_APPROACH:
{
vec3d *goal_point;
// Compute the desired global orientation matrix for the docker's station.
// That is, the normal vector of the docking station must be the same as the
// forward vector and the vector between its two points must be the uvec.
set_goal_dock_orient(&dom, &docker_p0, &docker_p1, &docker_p0_norm, &docker_objp->orient, &dockee_p0, &dockee_p1, &dockee_p0_norm, &dockee_objp->orient);
// Compute new orientation matrix and update rotational velocity.
vec3d omega_in, omega_out, vel_limit, acc_limit;
float tdist, mdist, ss1;
omega_in = docker_objp->phys_info.rotvel;
vel_limit = docker_objp->phys_info.max_rotvel;
vm_vec_copy_scale(&acc_limit, &vel_limit, 0.3f);
if (sip0->flags & SIF_SUPPORT)
vm_vec_scale(&acc_limit, 2.0f);
// 1 at end of line prevent overshoot
vm_matrix_interpolate(&dom, &docker_objp->orient, &omega_in, flFrametime, &nm, &omega_out, &vel_limit, &acc_limit, 1);
docker_objp->phys_info.rotvel = omega_out;
docker_objp->orient = nm;
// Translate towards goal and note distance to goal.
goal_point = &Path_points[aip->path_cur].pos;
mdist = ai_matrix_dist(&docker_objp->orient, &dom);
tdist = vm_vec_dist_quick(&docker_objp->pos, goal_point);
// If translation is badly lagging rotation, speed up translation.
if (mdist > 0.1f) {
ss1 = tdist/(10.0f * mdist);
if (ss1 > 2.0f)
ss1 = 2.0f;
} else
ss1 = 2.0f;
// if we're docking to a rotating submodel, speed up translation
if (dockee_rotating_submodel >= 0)
ss1 = 2.0f;
// nprintf(("AI", "speed scale = %7.3f\n", ss1));
speed_scale *= 1.0f + ss1;
fdist = dock_move_towards_point(docker_objp, &docker_objp->pos, goal_point, speed_scale, dockee_objp->phys_info.speed, rdinfo);
// Note, we're interested in distance from goal, so if we're still turning, bash that into return value.
// nprintf(("AI", "matrix dist = %7.3f, threshold = %7.3f\n", mdist, 2*flFrametime));
fdist += 2.0f * mdist;
break;
}
case DOA_DOCK:
case DOA_DOCK_STAY:
{
// Compute the desired global orientation matrix for the docker's station.
// That is, the normal vector of the docking station must be the same as the
// forward vector and the vector between its two points must be the uvec.
set_goal_dock_orient(&dom, &docker_p0, &docker_p1, &docker_p0_norm, &docker_objp->orient, &dockee_p0, &dockee_p1, &dockee_p0_norm, &dockee_objp->orient);
// Compute distance between dock bay points.
if (dock_mode == DOA_DOCK) {
vec3d omega_in, omega_out, vel_limit, acc_limit;
// Compute new orientation matrix and update rotational velocity.
omega_in = docker_objp->phys_info.rotvel;
vel_limit = docker_objp->phys_info.max_rotvel;
vm_vec_copy_scale(&acc_limit, &vel_limit, 0.3f);
if (sip0->flags & SIF_SUPPORT)
vm_vec_scale(&acc_limit, 2.0f);
vm_matrix_interpolate(&dom, &docker_objp->orient, &omega_in, flFrametime, &nm, &omega_out, &vel_limit, &acc_limit);
docker_objp->phys_info.rotvel = omega_out;
docker_objp->orient = nm;
fdist = dock_move_towards_point(docker_objp, &docker_point, &dockee_point, speed_scale, dockee_objp->phys_info.speed, rdinfo);
// Note, we're interested in distance from goal, so if we're still turning, bash that into return value.
fdist += 10.0f * vm_vec_mag_quick(&omega_out);
} else {
vec3d offset;
Assert(dock_mode == DOA_DOCK_STAY);
docker_objp->orient = dom;
vm_vec_sub(&offset, &dockee_point, &docker_point);
vm_vec_add2(&docker_objp->pos, &offset);
}
break;
}
case DOA_UNDOCK_1:
{
// Undocking.
// Move to point on dock path nearest to dock station.
Assert(aip->path_length >= 2);
fdist = dock_move_towards_point(docker_objp, &docker_objp->pos, &Path_points[aip->path_start + aip->path_length-2].pos, speed_scale, 0.0f, rdinfo);
break;
}
case DOA_UNDOCK_2:
{
// Undocking.
// Move to point on dock path nearest to dock station and orient away from big ship.
int desired_index;
Assert(aip->path_length >= 2);
// if (aip->path_length >= 3)
// desired_index = aip->path_length-3;
// else
desired_index = aip->path_length-2;
fdist = dock_move_towards_point(docker_objp, &docker_objp->pos, &Path_points[aip->path_start + desired_index].pos, speed_scale, 0.0f, rdinfo);
break;
}
case DOA_UNDOCK_3:
{
vec3d goal_point;
float dist, goal_dist;
vec3d away_vec;
goal_dist = docker_objp->radius + dockee_objp->radius + 25.0f;
dist = vm_vec_normalized_dir(&away_vec, &docker_objp->pos, &dockee_objp->pos);
vm_vec_scale_add(&goal_point, &dockee_objp->pos, &away_vec, goal_dist);
if (vm_vec_dist_quick(&goal_point, &dockee_objp->pos) < vm_vec_dist_quick(&docker_objp->pos, &dockee_objp->pos))
fdist = 0.0f;
else
{
float dot, accel;
float turn_time = Ship_info[Ships[docker_objp->instance].ship_info_index].srotation_time;
ai_turn_towards_vector(&goal_point, docker_objp, flFrametime, turn_time, NULL, NULL, 0.0f, 0);
dot = vm_vec_dot(&docker_objp->orient.vec.fvec, &away_vec);
accel = 0.1f;
if (dot > accel)
accel = dot;
if (dist > goal_dist/2)
accel *= 1.2f - 0.5f*goal_dist/dist;
accelerate_ship(aip, accel);
fdist = vm_vec_dist_quick(&docker_objp->pos, &goal_point);
}
break;
}
}
#ifndef NDEBUG
// For debug purposes, compute global orientation of both dock vectors and show
// how close they are.
/*
vec3d d0, d1;
if (dock_mode == DOA_UNDOCK_3)
{
docker_index = 0;
dockee_index = 0;
}
vm_vec_unrotate(&d0, &pm0->docking_bays[docker_index].norm[0], &docker_objp->orient);
vm_vec_unrotate(&d1, &pm1->docking_bays[dockee_index].norm[0], &dockee_objp->orient);
*/
//nprintf(("AI", "or/app: dist = %7.3f/%7.3f, dot = %7.3f, global dot = %7.3f\n",
// vm_vec_dist_quick(&goal_point, &docker_objp->pos), fdist,
// vm_vec_dot(&docker_objp->orient.fvec, &dom.fvec),
// vm_vec_dot(&d0, &d1)));
#endif
// -- Note, A lot of callers don't care about fdist, so OK to return ERROR value: Assert(fdist != UNINITIALIZED_VALUE);
return fdist;
}
void debug_find_guard_object()
{
ship *shipp = &Ships[Pl_objp->instance];
object *objp;
for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
if ((Pl_objp != objp) && (objp->type == OBJ_SHIP)) {
if (objp->instance != -1) {
if (Ships[objp->instance].team == shipp->team) {
// nprintf(("AI", "Setting guard object for %s to %s\n", shipp->ship_name, Ships[objp->instance].ship_name));
ai_set_guard_object(Pl_objp, objp);
}
}
}
}
}
// Given an object number, return the number of ships attacking it.
int num_ships_attacking(int target_objnum)
{
object *attacking_objp;
ai_info *attacking_aip;
ship_obj *so;
int count = 0;
int target_team = Ships[Objects[target_objnum].instance].team;
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) )
{
attacking_objp = &Objects[so->objnum];
if (attacking_objp->instance < 0)
continue;
attacking_aip = &Ai_info[Ships[attacking_objp->instance].ai_index];
// don't count instructor
int is_training_mission();
if (is_training_mission() && is_instructor(attacking_objp))
continue; // Goober5000 10/06/2005 changed from break
if (iff_x_attacks_y(Ships[attacking_objp->instance].team, target_team))
{
if (attacking_aip->target_objnum == target_objnum)
{
if ( ((Game_mode & GM_MULTIPLAYER) && (attacking_objp->flags & OF_PLAYER_SHIP))
|| (attacking_aip->mode == AIM_CHASE) )
{
count++;
}
}
}
}
return count;
}
// For all objects attacking object #objnum, remove the one that is farthest away.
// Do this by resuming previous behavior, if any. If not, set target_objnum to -1.
void remove_farthest_attacker(int objnum)
{
object *objp, *objp2, *farthest_objp;
ship_obj *so;
float farthest_dist;
objp2 = &Objects[objnum];
farthest_dist = 9999999.9f;
farthest_objp = NULL;
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
objp = &Objects[so->objnum];
if ( !(objp->flags & OF_PLAYER_SHIP)) {
if (objp->instance != -1) {
ai_info *aip2;
aip2 = &Ai_info[Ships[objp->instance].ai_index];
if ((aip2->mode == AIM_CHASE) && (aip2->target_objnum == objnum)) {
if (iff_x_attacks_y(Ships[objp->instance].team, Ships[objp2->instance].team)) {
float dist;
dist = vm_vec_dist_quick(&objp->pos, &objp2->pos);
if (dist < farthest_dist) {
farthest_dist = dist;
farthest_objp = objp;
}
}
}
}
}
}
if (farthest_objp != NULL) {
ai_info *aip;
Assert(farthest_objp->type == OBJ_SHIP);
Assert((farthest_objp->instance > -1) && (farthest_objp->instance < MAX_SHIPS));
Assert(Ships[farthest_objp->instance].ai_index > -1);
aip = &Ai_info[Ships[farthest_objp->instance].ai_index];
if (!maybe_resume_previous_mode(Pl_objp, aip))
{
// If already ignoring something under player's orders, don't ignore current target.
if ((aip->ignore_objnum == UNUSED_OBJNUM) || (aip->ai_flags & AIF_TEMPORARY_IGNORE))
{
aip->ignore_objnum = aip->target_objnum;
aip->ignore_signature = Objects[aip->target_objnum].signature;
aip->ai_flags |= AIF_TEMPORARY_IGNORE;
aip->ignore_expire_timestamp = timestamp(((myrand() % 10) + 20) * 1000); // OK to attack again in 20 to 24 seconds.
}
aip->target_objnum = -1;
ai_do_default_behavior(farthest_objp);
}
}
}
// Maybe limit the number of attackers on attack_objnum. For now, only limit attackers
// in attacked_objnum is the player
// input: attacked_objnum => object index for ship we want to limit attacks on
//
// exit: 1 => num attackers exceeds maximum, abort
// 0 => removed the farthest attacker
// -1 => nothing was done
int ai_maybe_limit_attackers(int attacked_objnum)
{
int rval=-1;
// limit the number of ships attacking the _player_ only
// if ( attacked_objnum == OBJ_INDEX(Player_obj) ) {
if ( Objects[attacked_objnum].flags & OF_PLAYER_SHIP) {
int num_attacking;
num_attacking = num_ships_attacking(attacked_objnum);
if (num_attacking == The_mission.ai_profile->max_attackers[Game_skill_level]) {
remove_farthest_attacker(attacked_objnum);
rval=0;
} else if (num_attacking > The_mission.ai_profile->max_attackers[Game_skill_level]) {
rval=1;
}
//nprintf(("AI", "Num attacking player = %i\n", num_attacking));
}
return rval;
}
// Object being guarded by object *guard_objp was hit by object *hitter_objp
void guard_object_was_hit(object *guard_objp, object *hitter_objp)
{
int hitter_objnum;
ai_info *aip;
aip = &Ai_info[Ships[guard_objp->instance].ai_index];
if (guard_objp == hitter_objp) {
// Int3(); // Bogus! Who tried to get me to attack myself! Trace out and fix!
return;
}
if (guard_objp->type == OBJ_GHOST || hitter_objp->type == OBJ_GHOST)
return;
if (aip->ai_flags & AIF_NO_DYNAMIC) // Not allowed to pursue dynamic goals. So, why are we guarding?
return;
Assert( (hitter_objp->type == OBJ_SHIP) || (hitter_objp->type == OBJ_ASTEROID) || (hitter_objp->type == OBJ_WEAPON) );
hitter_objnum = OBJ_INDEX(hitter_objp);
if ( hitter_objp->type == OBJ_SHIP ) {
// If the hitter object is the ignore object, don't attack it.
if (is_ignore_object(aip, OBJ_INDEX(hitter_objp)))
return;
// If hitter is on same team as me, don't attack him.
if (Ships[guard_objp->instance].team == Ships[hitter_objp->instance].team)
return;
// limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
return;
}
// dont attack if you can't see him
if ( awacs_get_level(hitter_objp, &Ships[aip->shipnum], 1) < 1 ) {
// if he's a stealth and visible, but not targetable, ok to attack.
if ( is_object_stealth_ship(hitter_objp) ) {
if ( ai_is_stealth_visible(guard_objp, hitter_objp) != STEALTH_VISIBLE ) {
return;
}
}
}
}
if (aip->target_objnum == -1) {
aip->ok_to_target_timestamp = timestamp(0);
}
if ((aip->submode == AIS_GUARD_PATROL) || (aip->submode == AIS_GUARD_STATIC)) {
if ( hitter_objp->type == OBJ_SHIP ) {
if (!(Ship_info[Ships[guard_objp->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
return;
}
// limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
return;
}
}
if (aip->target_objnum != hitter_objnum) {
aip->aspect_locked_time = 0.0f;
}
aip->ok_to_target_timestamp = timestamp(0);
set_target_objnum(aip, hitter_objnum);
//if (aip->target_objnum == -1) nprintf(("AI", "Frame %i: Attacking NONE\n",Framecount)); else nprintf(("AI", "Frame %i: Attacking %s\n", Framecount, Ships[Objects[aip->target_objnum].instance].ship_name));
aip->previous_mode = AIM_GUARD;
aip->previous_submode = aip->submode;
aip->mode = AIM_CHASE;
aip->submode = SM_ATTACK;
aip->submode_start_time = Missiontime;
aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
} else if (aip->previous_mode == AIM_GUARD) {
if (aip->target_objnum == -1) {
if ( hitter_objp->type == OBJ_SHIP ) {
// limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
return;
}
}
set_target_objnum(aip, hitter_objnum);
//if (aip->target_objnum == -1) nprintf(("AI", "Frame %i: Attacking NONE\n",Framecount)); else nprintf(("AI", "Frame %i: Attacking %s\n", Framecount, Ships[Objects[aip->target_objnum].instance].ship_name));
aip->mode = AIM_CHASE;
aip->submode = SM_ATTACK;
aip->submode_start_time = Missiontime;
aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
} else {
int num_attacking_cur, num_attacking_new;
num_attacking_cur = num_ships_attacking(aip->target_objnum);
if (num_attacking_cur > 1) {
num_attacking_new = num_ships_attacking(hitter_objnum);
if (num_attacking_new < num_attacking_cur) {
if ( hitter_objp->type == OBJ_SHIP ) {
// limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
return;
}
}
set_target_objnum(aip, hitter_objp-Objects);
//if (aip->target_objnum == -1) nprintf(("AI", "Frame %i: Attacking NONE\n",Framecount)); else nprintf(("AI", "Frame %i: Attacking %s\n", Framecount, Ships[Objects[aip->target_objnum].instance].ship_name));
aip->mode = AIM_CHASE;
aip->submode = SM_ATTACK;
aip->submode_start_time = Missiontime;
aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
}
}
}
}
}
// Ship object *hit_objp was hit by ship object *hitter_objp.
// See if anyone is guarding hit_objp and, if so, do something useful.
void maybe_update_guard_object(object *hit_objp, object *hitter_objp)
{
object *objp;
ship_obj *so;
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
objp = &Objects[so->objnum];
if (objp->instance != -1) {
ai_info *aip;
aip = &Ai_info[Ships[objp->instance].ai_index];
if ((aip->mode == AIM_GUARD) || (aip->active_goal == AI_ACTIVE_GOAL_DYNAMIC)) {
if (aip->guard_objnum == hit_objp-Objects) {
guard_object_was_hit(objp, hitter_objp);
} else if ((aip->guard_wingnum != -1) && (aip->guard_wingnum == Ai_info[Ships[hit_objp->instance].ai_index].wing)) {
guard_object_was_hit(objp, hitter_objp);
}
}
}
}
}
// Scan missile list looking for bombs homing on guarded_objp
// return 1 if bomb is found (and targeted by guarding_objp), otherwise return 0
int ai_guard_find_nearby_bomb(object *guarding_objp, object *guarded_objp)
{
missile_obj *mo;
object *bomb_objp, *closest_bomb_objp=NULL;
float dist, dist_to_guarding_obj,closest_dist_to_guarding_obj=999999.0f;
weapon *wp;
weapon_info *wip;
for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
Assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
bomb_objp = &Objects[mo->objnum];
wp = &Weapons[bomb_objp->instance];
wip = &Weapon_info[wp->weapon_info_index];
if ( !(wip->wi_flags & WIF_BOMB) ) {
continue;
}
if ( wp->homing_object != guarded_objp ) {
continue;
}
if (wp->lssm_stage==3){
continue;
}
dist = vm_vec_dist_quick(&bomb_objp->pos, &guarded_objp->pos);
if (dist < (MAX_GUARD_DIST + guarded_objp->radius)*3) {
dist_to_guarding_obj = vm_vec_dist_quick(&bomb_objp->pos, &guarding_objp->pos);
if ( dist_to_guarding_obj < closest_dist_to_guarding_obj ) {
closest_dist_to_guarding_obj = dist_to_guarding_obj;
closest_bomb_objp = bomb_objp;
}
}
}
if ( closest_bomb_objp ) {
guard_object_was_hit(guarding_objp, closest_bomb_objp);
return 1;
}
return 0;
}
// Scan enemy ships and see if one is near enough to guard object to be pursued.
void ai_guard_find_nearby_ship(object *guarding_objp, object *guarded_objp)
{
ship *guarding_shipp = &Ships[guarding_objp->instance];
ai_info *guarding_aip = &Ai_info[guarding_shipp->ai_index];
ship_obj *so;
object *enemy_objp;
float dist;
for (so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so))
{
enemy_objp = &Objects[so->objnum];
if (enemy_objp->instance < 0)
{
continue;
}
ship *eshipp = &Ships[enemy_objp->instance];
if (iff_x_attacks_y(guarding_shipp->team, eshipp->team))
{
// Don't attack a cargo container or other harmless ships
if (Ship_info[eshipp->ship_info_index].class_type >= 0 && (Ship_types[Ship_info[eshipp->ship_info_index].class_type].ai_bools & STI_AI_GUARDS_ATTACK))
{
dist = vm_vec_dist_quick(&enemy_objp->pos, &guarded_objp->pos);
if (dist < (MAX_GUARD_DIST + guarded_objp->radius)*3)
{
guard_object_was_hit(guarding_objp, enemy_objp);
}
else if ((dist < 3000.0f) && (Ai_info[eshipp->ai_index].target_objnum == guarding_aip->guard_objnum))
{
//nprintf(("AI", "%i: Enemy %s targeting guard object (%s), %s will attack!!\n", Framecount, eshipp->ship_name, Ships[Objects[guarding_aip->guard_objnum].instance].ship_name, guarding_shipp->ship_name));
guard_object_was_hit(guarding_objp, enemy_objp);
}
}
}
}
}
// Scan for nearby asteroids. Favor asteroids which have their collide_objnum set to that of the
// guarded ship. Also, favor asteroids that are closer to the guarding ship, since it looks cooler
// when a ship blows up an asteroid then goes after the pieces that break off.
void ai_guard_find_nearby_asteroid(object *guarding_objp, object *guarded_objp)
{
float dist;
object *closest_asteroid_objp=NULL, *danger_asteroid_objp=NULL, *asteroid_objp;
float dist_to_self, closest_danger_asteroid_dist=999999.0f, closest_asteroid_dist=999999.0f;
for ( asteroid_objp = GET_FIRST(&obj_used_list); asteroid_objp != END_OF_LIST(&obj_used_list); asteroid_objp = GET_NEXT(asteroid_objp) ) {
if ( asteroid_objp->type == OBJ_ASTEROID ) {
// Attack asteroid if near guarded ship
dist = vm_vec_dist_quick(&asteroid_objp->pos, &guarded_objp->pos);
if ( dist < (MAX_GUARD_DIST + guarded_objp->radius)*2) {
dist_to_self = vm_vec_dist_quick(&asteroid_objp->pos, &guarding_objp->pos);
if ( OBJ_INDEX(guarded_objp) == asteroid_collide_objnum(asteroid_objp) ) {
if( dist_to_self < closest_danger_asteroid_dist ) {
danger_asteroid_objp=asteroid_objp;
closest_danger_asteroid_dist=dist_to_self;
}
}
if ( dist_to_self < closest_asteroid_dist ) {
// only attack if moving slower than own max speed
if ( vm_vec_mag_quick(&asteroid_objp->phys_info.vel) < guarding_objp->phys_info.max_vel.xyz.z ) {
closest_asteroid_dist = dist_to_self;
closest_asteroid_objp = asteroid_objp;
}
}
}
}
}
if ( danger_asteroid_objp ) {
guard_object_was_hit(guarding_objp, danger_asteroid_objp);
} else if ( closest_asteroid_objp ) {
guard_object_was_hit(guarding_objp, closest_asteroid_objp);
}
}
// Scan potential harmful objects and see if one is near enough to guard object to be pursued.
void ai_guard_find_nearby_object()
{
ship *shipp = &Ships[Pl_objp->instance];
ai_info *aip = &Ai_info[shipp->ai_index];
object *guardobjp;
int bomb_found=0;
guardobjp = &Objects[aip->guard_objnum];
// highest priority is a bomb fired on guarded ship
bomb_found = ai_guard_find_nearby_bomb(Pl_objp, guardobjp);
if ( !bomb_found ) {
// check for ships if there are no bombs fired at guarded ship
ai_guard_find_nearby_ship(Pl_objp, guardobjp);
// if not attacking anything, go for asteroid close to guarded ship
if ( (aip->target_objnum == -1) && asteroid_count() ) {
ai_guard_find_nearby_asteroid(Pl_objp, guardobjp);
}
}
}
// gets closest point on extended axis of cylinder, r_vec, and radius of cylinder
// returns z of axis_point in cyl_objp reference frame
float get_cylinder_points(object *other_objp, object *cyl_objp, vec3d *axis_pt, vec3d *r_vec, float *radius)
{
Assert(other_objp->type == OBJ_SHIP);
Assert(cyl_objp->type == OBJ_SHIP);
// get radius of cylinder
polymodel *pm = model_get(Ships[cyl_objp->instance].modelnum);
float tempx, tempy;
tempx = MAX(-pm->mins.xyz.x, pm->maxs.xyz.x);
tempy = MAX(-pm->mins.xyz.y, pm->maxs.xyz.y);
*radius = MAX(tempx, tempy);
// get vec from cylinder to other_obj
vec3d r_sph;
vm_vec_sub(&r_sph, &other_objp->pos, &cyl_objp->pos);
// get point on axis and on cylinder
// extended_cylinder_z is along extended cylinder
// cylinder_z is capped within cylinder
float extended_cylinder_z = vm_vec_dotprod(&r_sph, &cyl_objp->orient.vec.fvec);
// get pt on axis of extended cylinder
vm_vec_scale_add(axis_pt, &cyl_objp->pos, &cyl_objp->orient.vec.fvec, extended_cylinder_z);
// get r_vec (pos - axis_pt) normalized
vm_vec_normalized_dir(r_vec, &other_objp->pos, axis_pt);
return extended_cylinder_z;
}
// handler for guard behavior when guarding BIG ships
// When someone has attacked guarded ship, then attack that ship.
// To attack another ship, switch out of guard mode into chase mode.
void ai_big_guard()
{
ship *shipp = &Ships[Pl_objp->instance];
ai_info *aip = &Ai_info[shipp->ai_index];
object *guard_objp;
// sanity checks already done in ai_guard()
guard_objp = &Objects[aip->guard_objnum];
switch (aip->submode) {
case AIS_GUARD_STATIC:
case AIS_GUARD_PATROL:
{
vec3d axis_pt, r_vec, theta_vec;
float radius, extended_z;
// get random [0 to 1] based on OBJNUM
float objval = static_randf(Pl_objp-Objects);
// get position relative to cylinder of guard_objp
extended_z = get_cylinder_points(Pl_objp, guard_objp, &axis_pt, &r_vec, &radius);
vm_vec_crossprod(&theta_vec, &guard_objp->orient.vec.fvec, &r_vec);
// half ships circle each way
if (objval > 0.5f) {
vm_vec_negate(&theta_vec);
}
float min_guard_dist = radius + Pl_objp->radius + 50.0f;
float desired_guard_dist = min_guard_dist + 0.5f * ((1.0f + objval) * MAX_GUARD_DIST);
float max_guard_dist = min_guard_dist + 1.0f * ((1.0f + objval) * MAX_GUARD_DIST);
// get z extents
float min_z, max_z, length;
polymodel *pm = model_get(Ships[guard_objp->instance].modelnum);
min_z = pm->mins.xyz.z;
max_z = pm->maxs.xyz.z;
length = max_z - min_z;
// get desired z
// how often to choose new desired_z
// 1*(64) sec < 2000, 2*(64) < 2-4000 3*(64) > 4-8000, etc (Missiontime >> 22 is 64 sec intervals)
int time_choose = int(floor(log(length * 0.001f) / log(2.0f)));
float desired_z = min_z + length * static_randf( Pl_objp-Objects ^ (Missiontime >> (22 + time_choose)) );
// get r from guard_ship
float cur_guard_rad = vm_vec_dist(&Pl_objp->pos, &axis_pt);
// is ship within extents of cylinder of ship it is guarding
int inside = (extended_z > min_z) && (extended_z < min_z + length);
vec3d goal_pt;
// maybe go into orbit mode
if (cur_guard_rad < max_guard_dist) {
if ( cur_guard_rad > min_guard_dist ) {
if (inside) {
// orbit
vm_vec_scale_add(&goal_pt, &axis_pt, &r_vec, desired_guard_dist);
vm_vec_scale_add2(&goal_pt, &theta_vec, desired_guard_dist);
} else {
// move to where I can orbit
if (extended_z < min_z) {
vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.vec.fvec, min_z);
} else {
vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.vec.fvec, max_z);
}
vm_vec_scale_add2(&goal_pt, &r_vec, desired_guard_dist);
vm_vec_scale_add2(&goal_pt, &theta_vec, desired_guard_dist);
}
} else {
// too close for orbit mode
if (inside) {
// inside (fly straight out and return circle)
vm_vec_scale_add(&goal_pt, &axis_pt, &r_vec, max_guard_dist);
} else {
// outside (fly to edge and circle)
if (extended_z < min_z) {
vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.vec.fvec, min_z);
} else {
vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.vec.fvec, max_z);
}
vm_vec_scale_add2(&goal_pt, &r_vec, max_guard_dist);
vm_vec_scale_add2(&goal_pt, &theta_vec, desired_guard_dist);
}
}
// make sure we have a forward velocity worth calculating (values too low can produce NaN in goal_pt) - taylor
if (Pl_objp->phys_info.fspeed > 0.0001f) {
// modify goal_pt to take account moving guard objp
float dist = vm_vec_dist_quick(&Pl_objp->pos, &goal_pt);
float time = dist / Pl_objp->phys_info.fspeed;
vm_vec_scale_add2(&goal_pt, &guard_objp->phys_info.vel, time);
// now modify to move to desired z (at a max of 20 m/s)
float delta_z = desired_z - extended_z;
float v_z = delta_z * 0.2f;
if (v_z < -20) {
v_z = -20.0f;
} else if (v_z > 20) {
v_z = 20.0f;
}
vm_vec_scale_add2(&goal_pt, &guard_objp->orient.vec.fvec, v_z*time);
}
} else {
// cast vector to center of guard_ship adjusted by desired_z
float delta_z = desired_z - extended_z;
vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.vec.fvec, delta_z);
}
// try not to bump into things along the way
if ( (cur_guard_rad > max_guard_dist) || (extended_z < min_z) || (extended_z > max_z) ) {
if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_pt, 5.0f)) {
return;
}
if (avoid_player(Pl_objp, &goal_pt)) {
return;
}
} else {
if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_pt, 5.0f)) {
return;
}
}
// got the point, now let's go there
ai_turn_towards_vector(&goal_pt, Pl_objp, flFrametime, Ship_info[Ships[Pl_objp->instance].ship_info_index].srotation_time, NULL, NULL, 0.0f, 0);
// aip->goal_point = goal_pt;
accelerate_ship(aip, 1.0f);
// Periodically, scan for a nearby ship to attack.
if (((AI_FrameCount ^ (Pl_objp-Objects)) & 0x07) == 0) {
ai_guard_find_nearby_object();
}
}
break;
case AIS_GUARD_ATTACK:
// The guarded ship has been attacked. Do something useful!
ai_chase();
break;
default:
Int3(); // Illegal submode for Guard mode.
// AL 06/03/97 comment out Int3() to allow milestone to get out the door
aip->submode = AIS_GUARD_PATROL;
aip->submode_start_time = Missiontime;
break;
}
}
// Main handler for guard behavior.
// When someone has attacked guarded ship, then attack that ship.
// To attack another ship, switch out of guard mode into chase mode.
void ai_guard()
{
ship *shipp = &Ships[Pl_objp->instance];
ai_info *aip = &Ai_info[shipp->ai_index];
object *guard_objp;
ship *gshipp;
float dist_to_guardobj, dot_to_guardobj;
vec3d vec_to_guardobj;
/* // Debug code, find an object to guard.
int finding_guard_objnum = 0; // Debug code, to see if body of "if" below gets executed.
if (aip->guard_objnum == -1) {
finding_guard_objnum = 1;
debug_find_guard_object();
if (aip->guard_objnum == -1)
return;
}
*/
if (aip->guard_objnum == -1) {
aip->mode = AIM_NONE;
return;
}
Assert(aip->guard_objnum != -1);
guard_objp = &Objects[aip->guard_objnum];
if (guard_objp == Pl_objp) {
Int3(); // This seems illegal. Why is a ship guarding itself?
aip->guard_objnum = -1;
return;
}
// check that I have someone to guard
if (guard_objp->instance == -1) {
return;
}
// Not sure whether this should be impossible, or a reasonable cleanup condition.
// For now (3/31/97), it's getting trapped by an Assert, so clean it up.
if (guard_objp->type != OBJ_SHIP) {
aip->guard_objnum = -1;
return;
}
// handler for gurad object with BIG radius
if (guard_objp->radius > BIG_GUARD_RADIUS) {
ai_big_guard();
return;
}
gshipp = &Ships[guard_objp->instance];
float objval;
vec3d goal_point;
vec3d rel_vec;
float dist_to_goal_point, dot_to_goal_point, accel_scale;
vec3d v2g, rvec;
// get random [0 to 1] based on OBJNUM
objval = static_randf(Pl_objp-Objects);
switch (aip->submode) {
case AIS_GUARD_STATIC:
case AIS_GUARD_PATROL:
// Stay near ship
dist_to_guardobj = vm_vec_normalized_dir(&vec_to_guardobj, &guard_objp->pos, &Pl_objp->pos);
dot_to_guardobj = vm_vec_dot(&Pl_objp->orient.vec.fvec, &vec_to_guardobj);
rel_vec = aip->guard_vec;
vm_vec_add(&goal_point, &guard_objp->pos, &rel_vec);
vm_vec_normalized_dir(&v2g, &goal_point, &Pl_objp->pos);
dist_to_goal_point = vm_vec_dist_quick(&goal_point, &Pl_objp->pos);
dot_to_goal_point = vm_vec_dot(&v2g, &Pl_objp->orient.vec.fvec);
accel_scale = (1.0f + dot_to_goal_point)/2.0f;
// If far away, get closer
if (dist_to_goal_point > MAX_GUARD_DIST + 1.5 * (Pl_objp->radius + guard_objp->radius)) {
if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_point, 5.0f)) {
return;
}
if (avoid_player(Pl_objp, &goal_point)) {
return;
}
// quite far away, so try to go straight to
compute_desired_rvec(&rvec, &goal_point, &Pl_objp->pos);
ai_turn_towards_vector(&goal_point, Pl_objp, flFrametime, Ship_info[shipp->ship_info_index].srotation_time, NULL, NULL, 0.0f, 0, &rvec);
accelerate_ship(aip, accel_scale * (0.25f + dist_to_goal_point/700.0f));
} else {
if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_point, 2.0f)) {
return;
}
// get max of guard_objp (1) normal speed (2) dock speed
float speed = guard_objp->phys_info.speed;
if (guard_objp->type == OBJ_SHIP) {
if (object_is_docked(guard_objp)) {
speed = dock_calc_docked_speed(guard_objp);
}
}
// Deal with guarding a small object.
// If going to guard_vec might cause a collision with guarded object, pick a new guard point.
if (vm_vec_dot(&v2g, &vec_to_guardobj) > 0.8f) {
if (dist_to_guardobj < dist_to_goal_point) {
ai_set_guard_vec(Pl_objp, guard_objp); // OK to return here.
return;
}
}
if (speed > 10.0f) {
// If goal ship is moving more than a tiny bit, don't orbit it, get near it.
if (vm_vec_dist_quick(&goal_point, &Pl_objp->pos) > 40.0f) {
if (vm_vec_dot(&Pl_objp->orient.vec.fvec, &v2g) < 0.0f) {
// Just slow down, don't turn.
set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed - dist_to_goal_point/10.0f);
} else {
// Goal point is in front.
// If close to goal point, don't change direction, just change speed.
if (dist_to_goal_point > Pl_objp->radius + 10.0f) {
turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
}
set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed + (dist_to_goal_point-40.0f)/20.0f);
}
} else {
if (dot_to_goal_point > 0.8f) {
turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed + dist_to_goal_point*0.1f);
} else {
set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed - dist_to_goal_point*0.1f - 1.0f);
}
}
// consider guard object STILL
} else if (guard_objp->radius < 50.0f) {
if (dist_to_goal_point > 15.0f) {
turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
set_accel_for_target_speed(Pl_objp, (dist_to_goal_point-10.0f)/2.0f);
} else if (Pl_objp->phys_info.speed < 1.0f) {
turn_away_from_point(Pl_objp, &guard_objp->pos, 0.0f);
}
// It's a big ship
} else if (dist_to_guardobj > MAX_GUARD_DIST + Pl_objp->radius + guard_objp->radius) {
// Orbiting ship, too far away
float dot = turn_towards_tangent(Pl_objp, &guard_objp->pos, (1.0f + objval/2) * guard_objp->radius);
accelerate_ship(aip, (1.0f + dot)/2.0f);
} else if (dist_to_guardobj < Pl_objp->radius + guard_objp->radius) {
// Orbiting ship, got too close
turn_away_from_point(Pl_objp, &guard_objp->pos, 0.0f);
if ((dist_to_guardobj > guard_objp->radius + Pl_objp->radius + 50.0f) && (guard_objp->phys_info.speed > Pl_objp->phys_info.speed - 1.0f))
change_acceleration(aip, 0.25f);
else
accelerate_ship(aip, 0.5f + objval/4.0f);
} else {
// Orbiting ship, about the right distance away.
float dot = turn_towards_tangent(Pl_objp, &guard_objp->pos, (1.5f + objval/2.0f)*guard_objp->radius);
if ((dist_to_guardobj > guard_objp->radius + Pl_objp->radius + 50.0f) && (guard_objp->phys_info.speed > Pl_objp->phys_info.speed - 1.0f))
set_accel_for_target_speed(Pl_objp, (0.5f * (1.0f + dot)) * (guard_objp->phys_info.speed + (dist_to_guardobj - guard_objp->radius - Pl_objp->radius)/10.0f));
else
accelerate_ship(aip, 0.5f * (1.0f + dot) * (0.3f + objval/3.0f));
}
}
// Periodically, scan for a nearby ship to attack.
if (((AI_FrameCount ^ (Pl_objp-Objects)) & 0x07) == 0) {
ai_guard_find_nearby_object();
}
break;
case AIS_GUARD_ATTACK:
// The guarded ship has been attacked. Do something useful!
ai_chase();
break;
default:
Int3(); // Illegal submode for Guard mode.
// AL 06/03/97 comment out Int3() to allow milestone to get out the door
aip->submode = AIS_GUARD_PATROL;
aip->submode_start_time = Missiontime;
break;
}
}
// define for the points subtracted from score for a rearm started on a player.
#define REPAIR_PENALTY 50
// function to clean up ai flags, variables, and other interesting information
// for a ship that was getting repaired. The how parameter is useful for multiplayer
// only in that it tells us why the repaired ship is being cleaned up.
void ai_do_objects_repairing_stuff( object *repaired_objp, object *repair_objp, int how )
{
ai_info *aip, *repair_aip;
int stamp = -1;
// repaired_objp should not be null, but repair_objp will be null when a support ship is just warping in
Assert(repaired_objp != NULL);
Assert( repaired_objp->type == OBJ_SHIP);
aip = &Ai_info[Ships[repaired_objp->instance].ai_index];
// multiplayer
int p_index;
p_index = -1;
if(Game_mode & GM_MULTIPLAYER){
p_index = multi_find_player_by_object(repaired_objp);
} else {
if(repaired_objp == Player_obj){
p_index = Player_num;
}
}
switch( how ) {
case REPAIR_INFO_BEGIN:
aip->ai_flags |= AIF_BEING_REPAIRED;
aip->ai_flags &= ~AIF_AWAITING_REPAIR;
stamp = timestamp(-1);
// if this is a player ship, then subtract the repair penalty from this player's score
if ( repaired_objp->flags & OF_PLAYER_SHIP ) {
if ( !(Game_mode & GM_MULTIPLAYER) ) {
Player->stats.m_score -= (int)(REPAIR_PENALTY * scoring_get_scale_factor()); // subtract the penalty
} else {
/*
int pnum;
// multiplayer game -- find the player, then subtract the score
pnum = multi_find_player_by_object( repaired_objp );
if ( pnum != -1 ) {
Net_players[pnum].player->stats.m_score -= (int)(REPAIR_PENALTY * scoring_get_scale_factor());
// squad war
multi_team_maybe_add_score(-(int)(REPAIR_PENALTY * scoring_get_scale_factor()), Net_players[pnum].p_info.team);
} else {
nprintf(("Network", "Couldn't find player for ship %s for repair penalty\n", Ships[repaired_objp->instance].ship_name));
}
*/
}
}
break;
case REPAIR_INFO_BROKEN:
aip->ai_flags &= ~AIF_BEING_REPAIRED;
aip->ai_flags |= AIF_AWAITING_REPAIR;
stamp = timestamp((int) ((30 + 10*frand()) * 1000));
break;
case REPAIR_INFO_END:
// when only awaiting repair, and the repair is ended, then set support to -1.
if ( aip->ai_flags & AIF_AWAITING_REPAIR ){
aip->support_ship_objnum = -1;
}
aip->ai_flags &= ~(AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED );
stamp = timestamp((int) ((30 + 10*frand()) * 1000));
break;
case REPAIR_INFO_QUEUE:
aip->ai_flags |= AIF_AWAITING_REPAIR;
if ( aip == Player_ai ){
hud_support_view_start();
}
stamp = timestamp(-1);
break;
case REPAIR_INFO_ABORT:
case REPAIR_INFO_KILLED:
// undock if necessary (we may be just waiting for a repair in which case we aren't docked)
if ((repair_objp != NULL) && dock_check_find_direct_docked_object(repair_objp, repaired_objp))
{
ai_do_objects_undocked_stuff(repair_objp, repaired_objp);
}
// 5/4/98 -- MWA -- Need to set support objnum to -1 to let code know this guy who was getting
// repaired (or queued for repair), isn't really going to be docked with anyone anymore.
aip->support_ship_objnum = -1;
aip->ai_flags &= ~(AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED );
if (repair_objp != NULL) {
repair_aip = &Ai_info[Ships[repair_objp->instance].ai_index];
repair_aip->ai_flags &= ~(AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED );
}
if ( p_index >= 0 ) {
hud_support_view_abort();
// send appropriate message to player here
if ( how == REPAIR_INFO_KILLED ){
message_send_builtin_to_player( MESSAGE_SUPPORT_KILLED, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_SOON, 0, 0, p_index, -1 );
} else {
if ( repair_objp ){
message_send_builtin_to_player( MESSAGE_REPAIR_ABORTED, &Ships[repair_objp->instance], MESSAGE_PRIORITY_NORMAL, MESSAGE_TIME_SOON, 0, 0, p_index, -1 );
}
}
}
// add log entry if this is a player
if ( repaired_objp->flags & OF_PLAYER_SHIP ){
mission_log_add_entry(LOG_PLAYER_REARM_ABORT, Ships[repaired_objp->instance].ship_name, NULL);
}
stamp = timestamp((int) ((30 + 10*frand()) * 1000));
break;
case REPAIR_INFO_COMPLETE:
// clear the being repaired flag -- and
if ( p_index >= 0 ) {
Assert( repair_objp );
hud_support_view_stop();
message_send_builtin_to_player(MESSAGE_REPAIR_DONE, &Ships[repair_objp->instance], MESSAGE_PRIORITY_LOW, MESSAGE_TIME_SOON, 0, 0, p_index, -1);
}
stamp = timestamp((int) ((30 + 10*frand()) * 1000));
break;
case REPAIR_INFO_ONWAY:
// need to set the signature so that clients in multiplayer games rearm correctly
Assert( repair_objp );
aip->support_ship_signature = repair_objp->signature;
aip->support_ship_objnum = OBJ_INDEX(repair_objp);
stamp = timestamp(-1);
break;
default:
Int3(); // bogus type of repair info
}
if (repair_objp){
Ai_info[Ships[repair_objp->instance].ai_index].warp_out_timestamp = stamp;
}
// repair_objp might be NULL is we are cleaning up this mode because of the support ship
// getting killed.
if ( repair_objp ) {
aip = &Ai_info[Ships[repair_objp->instance].ai_index];
switch ( how ) {
case REPAIR_INFO_ONWAY:
Assert( repaired_objp != NULL );
aip->goal_objnum = OBJ_INDEX(repaired_objp);
aip->ai_flags |= AIF_REPAIRING;
break;
case REPAIR_INFO_BROKEN:
break;
case REPAIR_INFO_END:
case REPAIR_INFO_ABORT:
case REPAIR_INFO_KILLED:
if ( how == REPAIR_INFO_ABORT )
aip->goal_objnum = -1;
aip->ai_flags &= ~AIF_REPAIRING;
break;
case REPAIR_INFO_QUEUE:
ai_add_rearm_goal( repaired_objp, repair_objp );
break;
case REPAIR_INFO_BEGIN:
case REPAIR_INFO_COMPLETE:
break;
default:
Int3(); // bogus type of repair info
}
}
multi_maybe_send_repair_info( repaired_objp, repair_objp, how );
}
// Goober5000 - clean up my own dock mode
void ai_cleanup_dock_mode_subjective(object *objp)
{
// get ai of object
ai_info *aip = &Ai_info[Ships[objp->instance].ai_index];
// if the object is in dock mode, force them to near last stage
if ( (aip->mode == AIM_DOCK) && (aip->submode < AIS_UNDOCK_3) )
{
aip->submode = AIS_UNDOCK_3;
aip->submode_start_time = Missiontime;
}
}
// Goober5000 - clean up the dock mode of everybody around me
// (This function should ONLY need to be called from a ship doing a deathroll.
// It ensures that any ship docking or undocking with it will finish gracefully.)
void ai_cleanup_dock_mode_objective(object *objp)
{
// process all directly docked objects
for (dock_instance *ptr = objp->dock_list; ptr != NULL; ptr = ptr->next)
ai_cleanup_dock_mode_subjective(ptr->docked_objp);
}
// Goober5000
// (This function should ONLY need to be called from a ship doing a deathroll.
// It ensures that any support ship stuff will be wrapped up gracefully.)
void ai_cleanup_rearm_mode(object *objp)
{
ai_info *aip = &Ai_info[Ships[objp->instance].ai_index];
if (aip->ai_flags & AIF_REPAIRING) {
Assert( aip->goal_objnum != -1 );
ai_do_objects_repairing_stuff( &Objects[aip->goal_objnum], objp, REPAIR_INFO_KILLED );
} else if ( aip->ai_flags & AIF_BEING_REPAIRED ) {
// MWA/Goober5000 -- note that we have to use support object here instead of goal_objnum.
Assert( aip->support_ship_objnum != -1 );
ai_do_objects_repairing_stuff( objp, &Objects[aip->support_ship_objnum], REPAIR_INFO_ABORT );
} else if ( aip->ai_flags & AIF_AWAITING_REPAIR ) {
// MWA/Goober5000 -- note that we have to use support object here instead of goal_objnum.
// MWA -- 3/38/98 Check to see if this guy is queued for a support ship, or there is already
// one in the mission
if ( mission_is_repair_scheduled(objp) ) {
mission_remove_scheduled_repair( objp ); // this function will notify multiplayer clients.
} else {
if ( aip->support_ship_objnum != -1 )
ai_do_objects_repairing_stuff( objp, &Objects[aip->support_ship_objnum], REPAIR_INFO_ABORT );
else
ai_do_objects_repairing_stuff( objp, NULL, REPAIR_INFO_ABORT );
}
}
}
/*
// Make dockee_objp shake a bit due to docking.
void ai_dock_shake(object *docker_objp, object *dockee_objp)
{
vec3d tangles;
matrix rotmat, tmp;
float scale;
angles *ap;
scale = 0.25f; // Compute this based on mass and speed at time of docking.
vm_vec_rand_vec_quick(&tangles);
vm_vec_scale(&tangles, scale);
ap = (angles *) &tangles;
vm_angles_2_matrix(&rotmat, ap);
vm_matrix_x_matrix( &tmp, &dockee_objp->orient, &rotmat );
dockee_objp->orient = tmp;
vm_orthogonalize_matrix(&dockee_objp->orient);
dock_orient_and_approach(docker_objp, dockee_objp, DOA_DOCK_STAY);
}
*/
// Make Pl_objp point at aip->goal_point.
void ai_still()
{
ship *shipp;
ai_info *aip;
Assert(Pl_objp->type == OBJ_SHIP);
Assert((Pl_objp->instance >= 0) && (Pl_objp->instance < MAX_OBJECTS));
shipp = &Ships[Pl_objp->instance];
Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
aip = &Ai_info[shipp->ai_index];
turn_towards_point(Pl_objp, &aip->goal_point, NULL, 0.0f);
}
// Make *Pl_objp stay near another ship.
void ai_stay_near()
{
ai_info *aip;
int goal_objnum;
aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
goal_objnum = aip->goal_objnum;
if ((goal_objnum < 0) || (Objects[goal_objnum].type != OBJ_SHIP) || (Objects[goal_objnum].signature != aip->goal_signature)) {
aip->mode = AIM_NONE;
} else {
float dist, max_dist, scale;
vec3d rand_vec, goal_pos, vec_to_goal;
object *goal_objp;
goal_objp = &Objects[goal_objnum];
// Make not all ships pursue same point.
static_randvec(Pl_objp-Objects, &rand_vec);
// Make sure point is in front hemisphere (relative to Pl_objp's position.
vm_vec_sub(&vec_to_goal, &goal_objp->pos, &Pl_objp->pos);
if (vm_vec_dot(&rand_vec, &vec_to_goal) > 1.0f) {
vm_vec_negate(&rand_vec);
}
// Scale the random vector by an amount proportional to the distance from Pl_objp to the true goal.
dist = vm_vec_dist_quick(&goal_objp->pos, &Pl_objp->pos);
max_dist = aip->stay_near_distance;
scale = dist - max_dist/2;
if (scale < 0.0f)
scale = 0.0f;
vm_vec_scale_add(&goal_pos, &goal_objp->pos, &rand_vec, scale);
if (max_dist < Pl_objp->radius + goal_objp->radius + 25.0f)
max_dist = Pl_objp->radius + goal_objp->radius + 25.0f;
if (dist > max_dist) {
turn_towards_point(Pl_objp, &goal_pos, NULL, 0.0f);
accelerate_ship(aip, dist / max_dist - 0.8f);
}
}
}
// Warn player if dock path is obstructed.
int maybe_dock_obstructed(object *cur_objp, object *goal_objp, int big_only_flag)
{
vec3d *goalpos, *curpos;
float radius;
ai_info *aip;
int collide_objnum;
aip = &Ai_info[Ships[cur_objp->instance].ai_index];
Ai_info[Ships[goal_objp->instance].ai_index].ai_flags &= ~AIF_REPAIR_OBSTRUCTED;
if (goal_objp != Player_obj)
return -1;
curpos = &cur_objp->pos;
radius = cur_objp->radius;
goalpos = &Path_points[aip->path_cur].pos;
collide_objnum = pp_collide_any(curpos, goalpos, radius, cur_objp, goal_objp, big_only_flag);
if (collide_objnum != -1)
Ai_info[Ships[goal_objp->instance].ai_index].ai_flags |= AIF_REPAIR_OBSTRUCTED;
return collide_objnum;
}
int Dock_path_warning_given = 0;
// Docking behavior.
// Approach a ship, follow path to docking platform, approach platform, after awhile,
// undock.
void ai_dock()
{
ship *shipp = &Ships[Pl_objp->instance];
ai_info *aip = &Ai_info[shipp->ai_index];
// Make sure we still have a dock goal.
// Make sure the object we're supposed to dock with or undock from still exists.
if ( ((aip->active_goal < 0) && (aip->submode != AIS_DOCK_4A))
|| (aip->goal_objnum == -1) || (Objects[aip->goal_objnum].signature != aip->goal_signature) )
{
ai_cleanup_dock_mode_subjective(Pl_objp);
}
ship_info *sip = &Ship_info[shipp->ship_info_index];
int docker_index, dockee_index;
// get the active goal
ai_goal *aigp;
if (aip->active_goal >= 0)
aigp = &aip->goals[aip->active_goal];
else
aigp = NULL;
// get the object being acted upon
object *goal_objp;
if (aip->goal_objnum >= 0)
goal_objp = &Objects[aip->goal_objnum];
else
goal_objp = NULL;
// get the indexes
if ((aip->submode == AIS_DOCK_2) || (aip->submode == AIS_DOCK_3) || (aip->submode == AIS_DOCK_4))
{
// get them from the active goal
Assert(aigp != NULL);
Assert(aigp->flags & AIGF_DOCK_INDEXES_VALID);
docker_index = aigp->docker.index;
dockee_index = aigp->dockee.index;
}
else if ((aip->submode == AIS_UNDOCK_0) || (aip->submode == AIS_UNDOCK_1) || (aip->submode == AIS_UNDOCK_2))
{
// get them from the guy I'm docked to
Assert(goal_objp != NULL);
docker_index = dock_find_dockpoint_used_by_object(Pl_objp, goal_objp);
dockee_index = dock_find_dockpoint_used_by_object(goal_objp, Pl_objp);
}
else
{
// indexes aren't needed or (in case of AIS_UNDOCK_3) aren't actually used
docker_index = 0;
dockee_index = 0;
}
// For docking submodes (ie, not undocking), follow path. Once at second last
// point on path (point just before point on dock platform), orient into position.
//
// For undocking, first mode pushes docked ship straight back from docking point
// second mode turns ship and moves to point on docking radius
switch (aip->submode)
{
// This mode means to find the path to the docking point.
case AIS_DOCK_0:
{
//aip->path_start = -1;
//nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
ai_path();
if (!Dock_path_warning_given && (aip->path_length < 4)) {
Warning( LOCATION, "Ship '%s' has only %i points on dock path. Docking will look strange. Contact Adam.", shipp->ship_name, aip->path_length );
Dock_path_warning_given = 1; // This is on a mission-wide basis, but it's just a hack for now...
}
aip->submode = AIS_DOCK_1;
aip->submode_start_time = Missiontime;
aip->path_start = -1;
break;
}
// This mode means to follow the path until just before the end.
case AIS_DOCK_1:
{
float dist;
int r;
if ((r = maybe_dock_obstructed(Pl_objp, goal_objp, 1)) != -1) {
int r1;
if ((r1 = maybe_avoid_big_ship(Pl_objp, goal_objp, aip, &goal_objp->pos, 7.0f)) != 0) {
nprintf(("AI", "Support ship %s avoiding large ship %s\n", Ships[Pl_objp->instance].ship_name, Ships[Objects[r1].instance].ship_name));
break;
} /*else {
nprintf(("AI", "Dock 1: Obstructed by %s\n", Ships[Objects[r].instance].ship_name));
accelerate_ship(aip, 0.0f);
aip->submode = AIS_DOCK_0;
aip->submode_start_time = Missiontime;
} */
} //else {
{
dist = ai_path();
//nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
//nprintf(("AI", "Dock 1: Frame: %i, goal point = %i, dist = %7.3f\n", Framecount, aip->path_cur-aip->path_start, dist));
if (aip->path_cur-aip->path_start >= aip->path_length-1) { // If got this far, advance no matter what.
aip->submode = AIS_DOCK_2;
aip->submode_start_time = Missiontime;
aip->path_cur--;
Assert(aip->path_cur-aip->path_start >= 0);
} else if (aip->path_cur-aip->path_start >= aip->path_length-2) {
if (Pl_objp->phys_info.speed > goal_objp->phys_info.speed + 1.5f) {
set_accel_for_target_speed(Pl_objp, goal_objp->phys_info.speed);
} else {
// ship_start_animation_type(shipp, TRIGGER_TYPE_DOCKING, aip->dock_index, 1);
aip->submode = AIS_DOCK_2;
aip->submode_start_time = Missiontime;
}
}
}
break;
}
// This mode means to drag oneself right to the second last point on the path.
// Path code allows it to overshoot.
case AIS_DOCK_2:
{
float dist;
int r;
if ((r = maybe_dock_obstructed(Pl_objp, goal_objp,0)) != -1) {
nprintf(("AI", "Dock 2: Obstructed by %s\n", Ships[Objects[r].instance].ship_name));
accelerate_ship(aip, 0.0f);
aip->submode = AIS_DOCK_1;
aip->submode_start_time = Missiontime;
} else {
//nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
dist = dock_orient_and_approach(Pl_objp, docker_index, goal_objp, dockee_index, DOA_APPROACH);
Assert(dist != UNINITIALIZED_VALUE);
if (dist == DOCK_BACKUP_RETURN_VAL) {
Assert(aip->goal_objnum >= 0 && aip->goal_objnum < MAX_OBJECTS);
int path_num;
aip->submode = AIS_DOCK_1;
aip->submode_start_time = Missiontime;
path_num = ai_return_path_num_from_dockbay(goal_objp, dockee_index);
ai_find_path(Pl_objp, aip->goal_objnum, path_num, 0);
break;
}
//nprintf(("AI", "Dock 2: dist = %7.3f\n", vm_vec_dist_quick(&Pl_objp->pos, &goal_point)));
float tolerance;
if (goal_objp->flags & OF_PLAYER_SHIP)
tolerance = 6*flFrametime + 1.0f;
else
tolerance = 4*flFrametime + 0.5f;
if ( dist < tolerance) {
aip->submode = AIS_DOCK_3;
aip->submode_start_time = Missiontime;
aip->path_cur++;
}
}
break;
}
case AIS_DOCK_3:
{
Assert(aip->goal_objnum != -1);
int r;
if ((r = maybe_dock_obstructed(Pl_objp, goal_objp,0)) != -1) {
nprintf(("AI", "Dock 1: Obstructed by %s\n", Ships[Objects[r].instance].ship_name));
accelerate_ship(aip, 0.0f);
aip->submode = AIS_DOCK_2;
aip->submode_start_time = Missiontime;
} else {
rotating_dockpoint_info rdinfo;
//nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
float dist = dock_orient_and_approach(Pl_objp, docker_index, goal_objp, dockee_index, DOA_DOCK, &rdinfo);
Assert(dist != UNINITIALIZED_VALUE);
if (dist == DOCK_BACKUP_RETURN_VAL) {
aip->submode = AIS_DOCK_2;
aip->submode_start_time = Missiontime;
break;
}
//nprintf(("AI", "Dock 3: dist = %7.3f\n", dist));
float tolerance = 2*flFrametime * (1.0f + fl_sqrt(goal_objp->phys_info.speed));
// Goober5000
if (rdinfo.submodel >= 0)
{
tolerance += 4*flFrametime * (rdinfo.submodel_r * rdinfo.submodel_w);
}
if (dist < tolerance)
{
// - Removed by MK on 11/7/97, causes errors for ships docked at mission start: maybe_recreate_path(Pl_objp, aip, 1);
dist = dock_orient_and_approach(Pl_objp, docker_index, goal_objp, dockee_index, DOA_DOCK);
Assert(dist != UNINITIALIZED_VALUE);
physics_ship_init(Pl_objp);
ai_do_objects_docked_stuff( Pl_objp, docker_index, goal_objp, dockee_index );
if (aip->submode == AIS_DOCK_3) {
// ship_start_animation_type(shipp, TRIGGER_TYPE_DOCKED, aip->dockee_index, 1);
// ship_start_animation_type(shipp, TRIGGER_TYPE_DOCKED, 1);
snd_play_3d( &Snds[SND_DOCK_ATTACH], &Pl_objp->pos, &View_position );
hud_maybe_flash_docking_text(Pl_objp);
hud_maybe_flash_docking_text(goal_objp);
// ai_dock_shake(Pl_objp, goal_objp);
if ((Pl_objp == Player_obj) || (goal_objp == Player_obj))
joy_ff_docked(); // shake player's joystick a little
}
// If this ship is repairing another ship...
if (aip->ai_flags & AIF_REPAIRING) {
aip->submode = AIS_DOCK_4; // Special rearming only dock mode.
aip->submode_start_time = Missiontime;
} else {
aip->submode = AIS_DOCK_4A;
aip->submode_start_time = Missiontime;
}
}
}
break;
}
// Yes, we just sit here. We wait for further orders. No, it's not a bug.
case AIS_DOCK_4A:
{
//nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
//nprintf(("AI", "."));
if (aigp == NULL) { // Can happen for initially docked ships.
ai_do_default_behavior( &Objects[Ships[aip->shipnum].objnum] ); // do the default behavior
} else {
mission_log_add_entry(LOG_SHIP_DOCK, Ships[Pl_objp->instance].ship_name, Ships[goal_objp->instance].ship_name);
if (aigp->ai_mode == AI_GOAL_DOCK) {
ai_mission_goal_complete( aip ); // Note, this calls ai_set_default_behavior().
}
}
break;
}
case AIS_DOCK_4:
{
// This mode is only for rearming/repairing.
// The ship that is performing the rearm enters this mode after it docks.
Assert((aip->goal_objnum >= -1) && (aip->goal_objnum < MAX_OBJECTS));
//nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
float dist = dock_orient_and_approach(Pl_objp, docker_index, goal_objp, dockee_index, DOA_DOCK);
Assert(dist != UNINITIALIZED_VALUE);
Assert(goal_objp->type == OBJ_SHIP);
ship *goal_shipp = &Ships[goal_objp->instance];
ai_info *goal_aip = &Ai_info[goal_shipp->ai_index];
//nprintf(("AI", "Dock 4: dist = %7.3f\n", dist));
// Goober5000 - moved from call_doa
// Abort if the ship being repaired exceeds my max speed
if (goal_objp->phys_info.speed > MAX_REPAIR_SPEED)
{
// call the ai_abort rearm request code
ai_abort_rearm_request( Pl_objp );
}
// Make sure repair has not broken off.
else if (dist > 5.0f) // Oops, too far away!
{
if ( goal_aip->ai_flags & AIF_BEING_REPAIRED )
ai_do_objects_repairing_stuff( goal_objp, Pl_objp, REPAIR_INFO_BROKEN);
if (dist > Pl_objp->radius*2 + goal_objp->radius*2) {
// Got real far away from goal, so move back a couple modes and try again.
aip->submode = AIS_DOCK_2;
aip->submode_start_time = Missiontime;
}
}
else
{
if ( goal_aip->ai_flags & AIF_AWAITING_REPAIR )
ai_do_objects_repairing_stuff( goal_objp, Pl_objp, REPAIR_INFO_BEGIN );
}
break;
}
case AIS_UNDOCK_0:
{
int path_num;
// First stage of undocking.
//nprintf(("AI", "Undock 0:\n"));
// set up the path points for the undocking procedure
path_num = ai_return_path_num_from_dockbay(goal_objp, dockee_index);
Assert(path_num >= 0);
ai_find_path(Pl_objp, OBJ_INDEX(goal_objp), path_num, 0);
// Play a ship docking detach sound
snd_play_3d( &Snds[SND_DOCK_DETACH], &Pl_objp->pos, &View_position );
aip->submode = AIS_UNDOCK_1;
aip->submode_start_time = Missiontime;
break;
}
case AIS_UNDOCK_1:
{
// Using thrusters, exit from dock station to nearest next dock path point.
float dist;
rotating_dockpoint_info rdinfo;
//nprintf(("AI", "Undock 1: time in this mode = %7.3f\n", f2fl(Missiontime - aip->submode_start_time)));
if (Missiontime - aip->submode_start_time < REARM_BREAKOFF_DELAY)
{
break; // Waiting for one second to elapse to let detach sound effect play out.
}
else if ( !(aigp->flags & AIGF_DOCK_SOUND_PLAYED))
{
snd_play_3d( &Snds[SND_DOCK_DEPART], &Pl_objp->pos, &View_position );
aigp->flags |= AIGF_DOCK_SOUND_PLAYED;
// ship_start_animation_type(shipp, TRIGGER_TYPE_DOCKED, aip->dockee_index, -1);
}
dist = dock_orient_and_approach(Pl_objp, docker_index, goal_objp, dockee_index, DOA_UNDOCK_1, &rdinfo);
Assert(dist != UNINITIALIZED_VALUE);
float dist_to_dock;
// Goober5000 - if via submodel, calc distance to point, not center
if (rdinfo.submodel >= 0)
dist_to_dock = vm_vec_dist_quick(&Pl_objp->pos, &rdinfo.dockee_point);
else
dist_to_dock = vm_vec_dist_quick(&Pl_objp->pos, &goal_objp->pos);
// Move to within 0.1 units of second last point on path before orienting, or just plain far away from docked-to ship.
// This allows undock to complete if first ship flies away.
if ((dist < 2*flFrametime) || (dist_to_dock > 2*Pl_objp->radius)) {
aip->submode = AIS_UNDOCK_2;
aip->submode_start_time = Missiontime;
}
break;
}
case AIS_UNDOCK_2:
{
float dist;
ai_info *other_aip;
// get pointer to docked object's aip to reset flags, etc
Assert( aip->goal_objnum != -1 );
other_aip = &Ai_info[Ships[goal_objp->instance].ai_index];
// Second stage of undocking.
dist = dock_orient_and_approach(Pl_objp, docker_index, goal_objp, dockee_index, DOA_UNDOCK_2);
Assert(dist != UNINITIALIZED_VALUE);
//nprintf(("AI", "Undock 2: dist = %7.3f\n", dist));
// If at goal point, or quite far away from dock object
if ((dist < 2.0f) || (vm_vec_dist_quick(&Pl_objp->pos, &goal_objp->pos) > (Pl_objp->radius + goal_objp->radius)*2) || (goal_objp->phys_info.speed > MAX_UNDOCK_ABORT_SPEED) ) {
// reset the dock flags. If rearm/repair, reset rearm repair flags for those ships as well.
if ( sip->flags & SIF_SUPPORT ) {
ai_do_objects_repairing_stuff( &Objects[aip->support_ship_objnum], Pl_objp, REPAIR_INFO_END );
}
// clear out dock stuff for both objects.
ai_do_objects_undocked_stuff( Pl_objp, goal_objp );
physics_ship_init(Pl_objp);
aip->submode = AIS_UNDOCK_3; // The do-nothing mode, until another order is issued
aip->submode_start_time = Missiontime;
// don't add undock log entries for support ships.
if ( !(sip->flags & SIF_SUPPORT) ) {
mission_log_add_entry(LOG_SHIP_UNDOCK, Ships[Pl_objp->instance].ship_name, Ships[goal_objp->instance].ship_name);
}
}
break;
}
case AIS_UNDOCK_3:
{
if (goal_objp == NULL)
{
// this might happen when a goal is cancelled before docking has finished
aip->submode = AIS_UNDOCK_4;
aip->submode_start_time = Missiontime;
}
else
{
float dist = dock_orient_and_approach(Pl_objp, docker_index, goal_objp, dockee_index, DOA_UNDOCK_3);
Assert(dist != UNINITIALIZED_VALUE);
if (dist < Pl_objp->radius/2 + 5.0f) {
// ship_start_animation_type(shipp, TRIGGER_TYPE_DOCKING, aip->dockee_index, -1);
aip->submode = AIS_UNDOCK_4;
aip->submode_start_time = Missiontime;
}
// possible that this flag hasn't been cleared yet. When aborting a rearm, this submode might
// be entered directly.
if ( (sip->flags & SIF_SUPPORT) && (aip->ai_flags & AIF_REPAIRING) ) {
ai_do_objects_repairing_stuff( goal_objp, Pl_objp, REPAIR_INFO_ABORT );
}
}
break;
}
case AIS_UNDOCK_4:
{
aip->mode = AIM_NONE;
// only call mission goal complete if this was indeed an undock goal
if ( aip->active_goal >= 0 ) {
if ( aigp->ai_mode == AI_GOAL_UNDOCK )
ai_mission_goal_complete( aip ); // this call should reset the AI mode
//else
// aip->active_goal = -1; // this ensures that this ship might get new goal
}
break;
}
default:
{
Int3(); // Error, bogus submode
}
} // end of switch statement
}
#ifndef NDEBUG
//void model_debug_draw_turret(int model_num, vec3d *pos, matrix *orient, model_subsystem *turret, bsp_info *gun, angles *gun_angles, bsp_info *base, angles *base_angles)
/*void ship_debug_draw_turret(ship *shipp, ship_subsys *ss)
{
model_subsystem *turret = ss->system_info;
object *objp = &Objects[shipp->objnum];
polymodel * pm;
pm = model_get(shipp->modelnum);
bsp_info * gun = &pm->submodel[turret->turret_gun_sobj];
bsp_info * base = &pm->submodel[turret->subobj_num];
angles *gun_angles = &ss->submodel_info_2.angs;
angles *base_angles = &ss->submodel_info_1.angs;
//======================================================
// DEBUG code to draw the normal out of this gun and a circle
// at the gun point.
vec3d tmp;
vec3d tmp1;
vertex dpnt1, dpnt2;
model_clear_instance(shipp->modelnum);
gun->angs.p = gun_angles->p;
base->angs.h = base_angles->h;
g3_start_frame(1);
model_find_world_point(&tmp, &vmd_zero_vector, shipp->modelnum, turret->turret_gun_sobj, &objp->orient, &objp->pos );
gr_set_color(255,0,0);
g3_rotate_vertex( &dpnt1, &tmp );
gr_set_color(255,0,0);
g3_draw_sphere(&dpnt1,1.0f);
vm_vec_copy_scale( &tmp1, &turret->turret_matrix.vec.fvec, 10.0f );
model_find_world_point(&tmp, &tmp1, shipp->modelnum, turret->turret_gun_sobj, &objp->orient, &objp->pos );
g3_rotate_vertex( &dpnt2, &tmp );
gr_set_color(0,255,0);
g3_draw_line(&dpnt1,&dpnt2);
gr_set_color(0,128,0);
g3_draw_sphere(&dpnt2,0.2f);
vm_vec_copy_scale( &tmp1, &turret->turret_matrix.vec.rvec, 10.0f );
model_find_world_point(&tmp, &tmp1, shipp->modelnum, turret->turret_gun_sobj, &objp->orient, &objp->pos );
g3_rotate_vertex( &dpnt2, &tmp );
gr_set_color(0,0,255);
g3_draw_line(&dpnt1,&dpnt2);
vm_vec_copy_scale( &tmp1, &turret->turret_matrix.vec.uvec, 10.0f );
model_find_world_point(&tmp, &tmp1, shipp->modelnum, turret->turret_gun_sobj, &objp->orient, &objp->pos );
g3_rotate_vertex( &dpnt2, &tmp );
gr_set_color(255,0,0);
g3_draw_line(&dpnt1,&dpnt2);
g3_end_frame();
}*/
#define MAX_AI_DEBUG_RENDER_STUFF 100
typedef struct ai_render_stuff {
ship_subsys *ss;
int parent_objnum;
} ai_render_stuff;
ai_render_stuff AI_debug_render_stuff[MAX_AI_DEBUG_RENDER_STUFF];
int Num_AI_debug_render_stuff = 0;
void ai_debug_render_stuff()
{
vertex vert1, vert2;
vec3d gpos2;
int i;
/*
//WMC - something's buggy with this code
ship *shipp;
for (i=0; i<MAX_SHIPS; i++)
{
if (Ships[i].objnum > -1)
{
shipp = &Ships[i];
ship_subsys *pss;
for ( pss = GET_FIRST(&shipp->subsys_list); pss !=END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
ship_debug_draw_turret(shipp, pss);
}
}
}
*/
for (i=0; i<Num_AI_debug_render_stuff; i++) {
ship_subsys *ss;
int parent_objnum;
vec3d gpos, gvec;
model_subsystem *tp;
ss = AI_debug_render_stuff[i].ss;
tp = ss->system_info;
parent_objnum = AI_debug_render_stuff[i].parent_objnum;
ship_get_global_turret_info(&Objects[parent_objnum], tp, &gpos, &gvec);
g3_rotate_vertex(&vert1, &gpos);
vm_vec_scale_add(&gpos2, &gpos, &gvec, 20.0f);
g3_rotate_vertex(&vert2, &gpos2);
gr_set_color(0, 0, 255);
g3_draw_sphere(&vert1, 2.0f);
gr_set_color(255, 0, 255);
g3_draw_sphere(&vert2, 2.0f);
g3_draw_line(&vert1, &vert2);
}
// draw from beta to its goal point
/* for (i=0; i<6; i++) {
ai_info *aip = &Ai_info[i];
gr_set_color(0, 0, 255);
g3_rotate_vertex(&vert1, &Objects[i].pos);
g3_rotate_vertex(&vert2, &aip->goal_point);
g3_draw_line(&vert1, &vert2);
} */
Num_AI_debug_render_stuff = 0;
}
#endif
#ifndef NDEBUG
int Msg_count_4996 = 0;
#endif
// --------------------------------------------------------------------------
// Process subobjects of object objnum.
// Deal with engines disabled.
void process_subobjects(int objnum)
{
ship_subsys *pss;
object *objp = &Objects[objnum];
ship *shipp = &Ships[objp->instance];
ai_info *aip = &Ai_info[shipp->ai_index];
ship_info *sip = &Ship_info[shipp->ship_info_index];
//Look for enemies. If none are present, we don't have to move turrets
int enemies_present = -1;
model_subsystem *psub;
for ( pss = GET_FIRST(&shipp->subsys_list); pss !=END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
psub = pss->system_info;
// Don't process destroyed objects
if ( pss->current_hits <= 0.0f )
continue;
switch (psub->type) {
case SUBSYSTEM_TURRET:
if ( psub->turret_num_firing_points > 0 )
{
if(enemies_present == -1)
{
enemies_present = 0;
for(unsigned int i = 0; i < MAX_OBJECTS; i++)
{
objp = &Objects[i];
switch(objp->type)
{
case OBJ_SHIP:
case OBJ_DEBRIS:
// case OBJ_CMEASURE:
case OBJ_WEAPON:
if(obj_team(objp) != shipp->team)
enemies_present = 1;
break;
case OBJ_ASTEROID:
enemies_present = 1;
break;
}
if(enemies_present==1)
break;
}
//Reset objp
objp = &Objects[objnum];
}
//Only move turrets if enemies are present
if(enemies_present == 1 || pss->turret_enemy_objnum >= 0)
ai_fire_from_turret(shipp, pss, objnum);
} else {
#ifndef NDEBUG
if (!Msg_count_4996) {
Warning( LOCATION, "Ship '%s' has turrets with no guns!\nProbably a model problem, so get an artist!", shipp->ship_name );
Msg_count_4996++;
}
#endif
}
break;
case SUBSYSTEM_ENGINE:
case SUBSYSTEM_NAVIGATION:
case SUBSYSTEM_COMMUNICATION:
case SUBSYSTEM_WEAPONS:
case SUBSYSTEM_SENSORS:
case SUBSYSTEM_UNKNOWN:
break;
// next set of subsystems may rotation
case SUBSYSTEM_RADAR:
case SUBSYSTEM_SOLAR:
case SUBSYSTEM_GAS_COLLECT:
case SUBSYSTEM_ACTIVATION:
break;
default:
Error(LOCATION, "Illegal subsystem type.\n");
}
// do solar/radar/gas/activator rotation here
ship_do_submodel_rotation(shipp, psub, pss);
}
// Deal with a ship with blown out engines.
if (ship_get_subsystem_strength(shipp, SUBSYSTEM_ENGINE) == 0.0f) {
if ( (sip->flags & (SIF_FIGHTER | SIF_BOMBER)) && !(shipp->flags & SF_DYING) ) {
// AL: Only attack forever if not trying to depart to a docking bay. Need to have this in, since
// a ship may get repaired... and it should still try to depart. Since docking bay departures
// are not handled as goals, we don't want to leave the AIM_BAY_DEPART mode.
if ( aip->mode != AIM_BAY_DEPART ) {
ai_attack_object(objp, NULL, 99, NULL); // Regardless of current mode, enter attack mode.
aip->submode = SM_ATTACK_FOREVER; // Never leave attack submode, don't avoid, evade, etc.
aip->submode_start_time = Missiontime;
}
}
}
}
// Given an object and the wing it's in, return its index in the wing list.
// This defines its location in the wing formation.
// If the object can't be found in the wing, return -1.
// *objp object of interest
// wingnum the wing *objp is in
int get_wing_index(object *objp, int wingnum)
{
wing *wingp;
int i;
Assert((wingnum >= 0) && (wingnum < MAX_WINGS));
wingp = &Wings[wingnum];
for (i=wingp->current_count-1; i>=0; i--)
if ( objp->instance == wingp->ship_index[i] )
break;
return i; // Note, returns -1 if string not found.
}
// Given a wing, return a pointer to the object of its leader.
// Asserts if object not found.
// Currently, the wing leader is defined as the first object in the wing.
// wingnum Wing number in Wings array.
// If wing leader is disabled, swap it with another ship.
object * get_wing_leader(int wingnum)
{
wing *wingp;
int ship_num;
Assert((wingnum >= 0) && (wingnum < MAX_WINGS));
wingp = &Wings[wingnum];
Assert(wingp->current_count != 0); // Make sure there is a leader
ship_num = wingp->ship_index[0];
// If this ship is disabled, try another ship in the wing.
int n = 0;
while (ship_get_subsystem_strength(&Ships[ship_num], SUBSYSTEM_ENGINE) == 0.0f) {
n++;
if (n >= wingp->current_count)
break;
ship_num = wingp->ship_index[n];
}
if (( n != 0) && (n != wingp->current_count)) {
int t = wingp->ship_index[0];
wingp->ship_index[0] = wingp->ship_index[n];
wingp->ship_index[n] = t;
}
return &Objects[Ships[ship_num].objnum];
}
#define DEFAULT_WING_X_DELTA 1.0f
#define DEFAULT_WING_Y_DELTA 0.25f
#define DEFAULT_WING_Z_DELTA 0.75f
#define DEFAULT_WING_MAG (fl_sqrt(DEFAULT_WING_X_DELTA*DEFAULT_WING_X_DELTA + DEFAULT_WING_Y_DELTA*DEFAULT_WING_Y_DELTA + DEFAULT_WING_Z_DELTA*DEFAULT_WING_Z_DELTA))
// next constant is higher that MAX_SHIPS_IN_WINGS to deal with forming on player's wing
#define MAX_FORMATION_ROWS 4
// Given a position in a wing, return the desired location of the ship relative to the leader
// *_delta_vec OUTPUT. delta vector based on wing_index
// wing_index position in wing.
void get_wing_delta(vec3d *_delta_vec, int wing_index)
{
int wi0;
Assert(wing_index >= 0);
int k, row, column;
int bank = wing_index / (MAX_FORMATION_ROWS*(MAX_FORMATION_ROWS+1)/2);
wi0 = wing_index % (MAX_FORMATION_ROWS * (MAX_FORMATION_ROWS+1)/2);
k = 0;
for (row=1; row<MAX_FORMATION_ROWS+1; row++) {
k += row;
if (wi0 < k)
break;
}
row--;
column = wi0 - k + row + 1;
_delta_vec->xyz.x = ((float) column - (float) row/2.0f) * DEFAULT_WING_X_DELTA/DEFAULT_WING_MAG;
_delta_vec->xyz.y = ((float)row + (float)bank*2.25f) * DEFAULT_WING_Y_DELTA/DEFAULT_WING_MAG;
_delta_vec->xyz.z = - ((float)row + 0.5f * (float) bank) * DEFAULT_WING_Z_DELTA/DEFAULT_WING_MAG;
}
// Compute the largest radius of a ship in a *objp's wing.
float gwlr_1(object *objp, ai_info *aip)
{
int wingnum = aip->wing;
float max_radius;
object *o;
ship_obj *so;
Assert(wingnum >= 0);
max_radius = objp->radius;
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
o = &Objects[so->objnum];
if (Ai_info[Ships[o->instance].ai_index].wing == wingnum)
if (o->radius > max_radius)
max_radius = o->radius;
}
return max_radius;
}
// Compute the largest radius of a ship forming on *objp's wing.
float gwlr_object_1(object *objp, ai_info *aip)
{
float max_radius;
object *o;
ship_obj *so;
max_radius = objp->radius;
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
o = &Objects[so->objnum];
if (Ai_info[Ships[o->instance].ai_index].goal_objnum == OBJ_INDEX(objp))
if (o->radius > max_radius)
max_radius = o->radius;
}
return max_radius;
}
// For the wing that *objp is part of, return the largest ship radius in that wing.
float get_wing_largest_radius(object *objp, int formation_object_flag)
{
ship *shipp;
ai_info *aip;
Assert(objp->type == OBJ_SHIP);
Assert((objp->instance >= 0) && (objp->instance < MAX_OBJECTS));
shipp = &Ships[objp->instance];
Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
aip = &Ai_info[shipp->ai_index];
if (formation_object_flag) {
return gwlr_object_1(objp, aip);
} else {
return gwlr_1(objp, aip);
}
}
float Wing_y_scale = 2.0f;
float Wing_scale = 1.0f;
DCF(wing_y_scale, "")
{
dc_get_arg(ARG_FLOAT);
Wing_y_scale = Dc_arg_float;
}
DCF(wing_scale, "")
{
dc_get_arg(ARG_FLOAT);
Wing_scale = Dc_arg_float;
}
// Given a wing leader and a position in the wing formation, return the desired absolute location to fly to.
// Returns result in *result_pos.
void get_absolute_wing_pos(vec3d *result_pos, object *leader_objp, int wing_index, int formation_object_flag)
{
vec3d wing_delta, rotated_wing_delta;
float wing_spread_size;
get_wing_delta(&wing_delta, wing_index); // Desired location in leader's reference frame
wing_spread_size = MAX(50.0f, 3.0f * get_wing_largest_radius(leader_objp, formation_object_flag) + 15.0f);
// for player obj (1) move ships up 20% (2) scale formation up 20%
if (leader_objp->flags & OF_PLAYER_SHIP) {
wing_delta.xyz.y *= Wing_y_scale;
wing_spread_size *= Wing_scale;
}
vm_vec_scale(&wing_delta, wing_spread_size * (1.0f + leader_objp->phys_info.speed/70.0f));
vm_vec_unrotate(&rotated_wing_delta, &wing_delta, &leader_objp->orient); // Rotate into leader's reference.
vm_vec_add(result_pos, &leader_objp->pos, &rotated_wing_delta); // goal_point is absolute 3-space point.
}
#ifndef NDEBUG
int Debug_render_wing_phantoms;
void render_wing_phantoms(object *objp)
{
int i;
ship *shipp;
ai_info *aip;
int wingnum;
int wing_index; // Index in wing struct, defines 3-space location in wing.
vec3d goal_point;
Assert(objp->type == OBJ_SHIP);
Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
shipp = &Ships[objp->instance];
Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
aip = &Ai_info[shipp->ai_index];
wingnum = aip->wing;
if (wingnum == -1)
return;
wing_index = get_wing_index(objp, wingnum);
// If this ship is NOT the leader, abort.
if (wing_index != 0)
return;
for (i=0; i<32; i++)
if (Debug_render_wing_phantoms & (1 << i)) {
get_absolute_wing_pos(&goal_point, objp, i, 0);
vertex vert;
gr_set_color(255, 0, 128);
g3_rotate_vertex(&vert, &goal_point);
g3_draw_sphere(&vert, 2.0f);
}
Debug_render_wing_phantoms = 0;
}
void render_wing_phantoms_all()
{
object *objp;
ship_obj *so;
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
ship *shipp;
ai_info *aip;
int wingnum;
int wing_index; // Index in wing struct, defines 3-space location in wing.
objp = &Objects[so->objnum];
Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
shipp = &Ships[objp->instance];
Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
aip = &Ai_info[shipp->ai_index];
wingnum = aip->wing;
if (wingnum == -1)
continue;
wing_index = get_wing_index(objp, wingnum);
// If this ship is NOT the leader, abort.
if (wing_index != 0)
continue;
render_wing_phantoms(objp);
return;
}
}
#endif
// Hook from goals code to AI.
// Force a wing to fly in formation.
// Sets AIF_FORMATION bit in ai_flags.
// wingnum Wing to force to fly in formation
void ai_fly_in_formation(int wingnum)
{
object *objp;
ship *shipp;
ship_obj *so;
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
objp = &Objects[so->objnum];
Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
shipp = &Ships[objp->instance];
Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
if (Ai_info[shipp->ai_index].wing == wingnum) {
Ai_info[shipp->ai_index].ai_flags |= AIF_FORMATION_WING;
Ai_info[shipp->ai_index].ai_flags &= ~AIF_FORMATION_OBJECT;
}
}
}
// Hook from goals code to AI.
// Force a wing to abandon formation flying.
// Clears AIF_FORMATION bit in ai_flags.
// wingnum Wing to force to fly in formation
void ai_disband_formation(int wingnum)
{
object *objp;
ship *shipp;
ship_obj *so;
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
objp = &Objects[so->objnum];
Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
shipp = &Ships[objp->instance];
Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
if (Ai_info[shipp->ai_index].wing == wingnum) {
Ai_info[shipp->ai_index].ai_flags &= ~AIF_FORMATION_WING;
}
}
}
float Leader_chaos = 0.0f;
int Chaos_frame = -1;
// Return true if objp is flying in an erratic manner
// Only true if objp is a player
int formation_is_leader_chaotic(object *objp)
{
if (Game_mode & GM_MULTIPLAYER)
return 0;
if (objp != Player_obj)
return 0;
if (Framecount != Chaos_frame) {
float speed_scale;
float fdot, udot;
speed_scale = 3.0f + objp->phys_info.speed * 0.1f;
fdot = 5.0f * (1.0f - vm_vec_dot(&objp->orient.vec.fvec, &objp->last_orient.vec.fvec)) * flFrametime;
udot = 8.0f * (1.0f - vm_vec_dot(&objp->orient.vec.uvec, &objp->last_orient.vec.uvec)) * flFrametime;
Leader_chaos += fdot * speed_scale + udot * speed_scale;
Leader_chaos *= (1.0f - flFrametime*0.2f);
if (Leader_chaos < 0.0f)
Leader_chaos = 0.0f;
else if (Leader_chaos > 1.7f)
Leader_chaos = 1.7f;
//nprintf(("AI", "Frame %i: chaos = %7.4f\n", Framecount, Leader_chaos));
Chaos_frame = Framecount;
}
return (Leader_chaos > 1.0f);
}
void ai_most_massive_object_of_its_wing_of_all_docked_objects_helper(object *objp, dock_function_info *infop)
{
// check that I am a ship
if (objp->type == OBJ_SHIP)
{
// check that wings match
if (Ai_info[Ships[objp->instance].ai_index].wing == infop->parameter_variables.int_value)
{
// if this guy has a higher mass, he is now the most massive object
if (objp->phys_info.mass > infop->maintained_variables.objp_value->phys_info.mass)
{
infop->maintained_variables.objp_value = objp;
}
// if masses are equal, then check if this guy has a higher signature - if so, he is now the most massive object
else if (objp->phys_info.mass == infop->maintained_variables.objp_value->phys_info.mass)
{
if (objp->signature > infop->maintained_variables.objp_value->signature)
{
infop->maintained_variables.objp_value = objp;
}
}
}
}
}
// Fly in formation.
// Make Pl_objp assume its proper place in formation.
// If the leader of the wing is doing something stupid, like fighting a battle,
// then the poor sap wingmates will be in for a "world of hurt"
// Return TRUE if we need to process this object's normal mode
int ai_formation()
{
object *leader_objp;
ship *shipp;
ai_info *aip, *laip;
int wingnum;
int wing_index; // Index in wing struct, defines 3-space location in wing.
int player_wing; // index of the players wingnum
vec3d goal_point, future_goal_point_5, future_goal_point_2, future_goal_point_x, future_goal_point_1000x, vec_to_goal, dir_to_goal;
float dot_to_goal, dist_to_goal, leader_speed;
Assert(Pl_objp->type == OBJ_SHIP);
Assert((Pl_objp->instance >= 0) && (Pl_objp->instance < MAX_SHIPS));
shipp = &Ships[Pl_objp->instance];
Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
aip = &Ai_info[shipp->ai_index];
Assert((aip->ai_flags & AIF_FORMATION) != AIF_FORMATION); // Make sure not both types of formation flying in effect.
// Determine which kind of formation flying.
// If tracking an object, not in waypoint mode:
if (aip->ai_flags & AIF_FORMATION_OBJECT) {
if ((aip->goal_objnum < 0) || (aip->goal_objnum >= MAX_OBJECTS) || (aip->mode == AIM_BAY_DEPART)) {
aip->ai_flags &= ~AIF_FORMATION_OBJECT;
return 1;
}
wing_index = ai_formation_object_get_slotnum(aip->goal_objnum, Pl_objp);
leader_objp = &Objects[aip->goal_objnum];
} else { // Formation flying in waypoint mode.
Assert(aip->ai_flags & AIF_FORMATION_WING);
if (aip->mode != AIM_WAYPOINTS && aip->mode != AIM_FLY_TO_SHIP) {
aip->ai_flags &= ~AIF_FORMATION_WING;
return 1;
}
wingnum = aip->wing;
if (wingnum == -1)
return 1;
// disable formation flying for any ship in the players wing
player_wing = Ships[Player_obj->instance].wingnum;
if ( (player_wing != -1) && (wingnum == player_wing) && !AutoPilotEngaged)
return 1;
wing_index = get_wing_index(Pl_objp, wingnum);
leader_objp = get_wing_leader(wingnum);
}
// if Pl_objp is docked with a ship in his own wing, only the most massive one
// in the whole assembly actually flies in formation
// Goober5000 - this is really stupid code
if (object_is_docked(Pl_objp))
{
// assume I am the most massive
dock_function_info dfi;
dfi.parameter_variables.int_value = aip->wing;
dfi.maintained_variables.objp_value = Pl_objp;
// check docked objects
dock_evaluate_all_docked_objects(Pl_objp, &dfi, ai_most_massive_object_of_its_wing_of_all_docked_objects_helper);
// if I am not the most massive, return
if (dfi.maintained_variables.objp_value != Pl_objp)
{
return 0;
}
}
Assert(leader_objp != NULL);
laip = &Ai_info[Ships[leader_objp->instance].ai_index];
// Make sure we're really in this wing.
if (wing_index == -1)
return 1;
// If this ship is the leader, abort, as he doesn't have to follow anyone.
if (wing_index == 0) {
// nprintf(("AI", "Hmm, wing leader %s in ai_formation for no good reason.\n", shipp->ship_name));
return 1;
}
if (aip->mode == AIM_WAYPOINTS) {
aip->wp_list = laip->wp_list;
if (laip->wp_index < Waypoint_lists[laip->wp_list].count)
aip->wp_index = laip->wp_index;
else
aip->wp_index = Waypoint_lists[laip->wp_list].count - 1;
aip->wp_flags = laip->wp_flags;
aip->wp_dir = laip->wp_dir;
}
#ifndef NDEBUG
Debug_render_wing_phantoms |= (1 << wing_index);
#endif
leader_speed = leader_objp->phys_info.speed;
vec3d leader_vec = leader_objp->phys_info.vel;
get_absolute_wing_pos(&goal_point, leader_objp, wing_index, aip->ai_flags & AIF_FORMATION_OBJECT);
vm_vec_scale_add(&future_goal_point_5, &goal_point, &leader_vec, 10.0f);
vm_vec_scale_add(&future_goal_point_2, &goal_point, &leader_vec, 5.0f);
vm_vec_scale_add(&future_goal_point_x, &goal_point, &leader_objp->orient.vec.fvec, 10.0f); // used when very close to destination
vm_vec_scale_add(&future_goal_point_1000x, &goal_point, &leader_objp->orient.vec.fvec, 1000.0f); // used when very close to destination
// Now, get information telling this object how to turn and accelerate to get to its
// desired location.
vm_vec_sub(&vec_to_goal, &goal_point, &Pl_objp->pos);
if ( vm_vec_mag_quick(&vec_to_goal) < AICODE_SMALL_MAGNITUDE )
vec_to_goal.xyz.x += 0.1f;
vm_vec_copy_normalize(&dir_to_goal, &vec_to_goal);
//dot_to_goal = vm_vec_dot(&dir_to_goal, &leader_objp->orient.fvec);
dot_to_goal = vm_vec_dot(&dir_to_goal, &Pl_objp->orient.vec.fvec);
dist_to_goal = vm_vec_dist_quick(&Pl_objp->pos, &goal_point);
float dist_to_goal_2 = vm_vec_dist_quick(&Pl_objp->pos, &future_goal_point_2);
// nprintf(("AI", "dot = %7.3f, dist = %8.3f, speed = %7.3f, leader speed = %7.3f\n", dot_to_goal, dist_to_goal, Pl_objp->phys_info.speed, leader_objp->phys_info.speed));
int chaotic_leader = 0;
chaotic_leader = formation_is_leader_chaotic(leader_objp); // Set to 1 if leader is player and flying erratically. Causes ships to not aggressively pursue formation location.
if (dist_to_goal > 500.0f) {
turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
accelerate_ship(aip, 1.0f);
} else if (dist_to_goal > 200.0f) {
if (dot_to_goal > -0.5f) {
turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
float range_speed = shipp->current_max_speed - leader_speed;
if (range_speed > 0.0f)
set_accel_for_target_speed(Pl_objp, leader_speed + range_speed * (dist_to_goal+100.0f)/500.0f);
else
set_accel_for_target_speed(Pl_objp, shipp->current_max_speed);
} else {
turn_towards_point(Pl_objp, &future_goal_point_5, NULL, 0.0f);
if (leader_speed > 10.0f)
set_accel_for_target_speed(Pl_objp, leader_speed *(1.0f + dot_to_goal));
else
set_accel_for_target_speed(Pl_objp, 10.0f);
}
} else {
vec3d v2f2;
float dot_to_f2;
float dist_to_f2;
dist_to_f2 = vm_vec_normalized_dir(&v2f2, &future_goal_point_2, &Pl_objp->pos);
dot_to_f2 = vm_vec_dot(&v2f2, &Pl_objp->orient.vec.fvec);
// Leader flying like a maniac. Don't try hard to form on wing.
if (chaotic_leader) {
turn_towards_point(Pl_objp, &future_goal_point_2, NULL, 0.0f);
set_accel_for_target_speed(Pl_objp, MIN(leader_speed*0.8f, 20.0f));
} else if (dist_to_goal > 75.0f) {
turn_towards_point(Pl_objp, &future_goal_point_2, NULL, 0.0f);
float delta_speed;
float range_speed = shipp->current_max_speed - leader_speed;
if (range_speed > 0.0f)
delta_speed = dist_to_goal_2/500.0f * range_speed;
else
delta_speed = shipp->current_max_speed - leader_speed;
if (dot_to_goal < 0.0f) {
delta_speed = -delta_speed;
if (-delta_speed > leader_speed/2)
delta_speed = -leader_speed/2;
}
if (leader_speed < 5.0f)
if (delta_speed < 5.0f)
delta_speed = 5.0f;
float scale = dot_to_f2;
if (scale < 0.1f)
scale = 0.0f;
else
scale *= scale;
set_accel_for_target_speed(Pl_objp, scale * (leader_speed + delta_speed));
} else {
//nprintf(("AI", "Dot = %7.3f\n", dot_to_goal));
if (leader_speed < 5.0f) {
// Leader very slow. If not close to goal point, get very close. Note, keep trying to get close unless
// moving very slowly, else momentum can carry far away from goal.
if ((dist_to_goal > 10.0f) || ((Pl_objp->phys_info.speed > leader_speed + 2.5f) && (dot_to_goal > 0.5f))) {
//nprintf(("MK", "(1) "));
turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
set_accel_for_target_speed(Pl_objp, leader_speed + dist_to_goal/10.0f);
} else {
if (Pl_objp->phys_info.speed < 0.5f) {
//nprintf(("MK", "(2) "));
turn_towards_point(Pl_objp, &future_goal_point_1000x, NULL, 0.0f);
} else {
//nprintf(("MK", "(3) "));
}
set_accel_for_target_speed(Pl_objp, leader_speed);
}
//nprintf(("MK", "dist: %7.3f, dot: %6.3f, speed: %7.3f\n", dist_to_goal, dot_to_goal, Pl_objp->phys_info.speed));
} else if (dist_to_goal > 10.0f) {
float dv;
turn_towards_point(Pl_objp, &future_goal_point_2, NULL, 0.0f);
if (dist_to_goal > 25.0f) {
if (dot_to_goal < 0.3f)
dv = -0.1f;
else
dv = dot_to_goal - 0.2f;
set_accel_for_target_speed(Pl_objp, leader_speed + dist_to_goal/5.0f * dv);
} else {
set_accel_for_target_speed(Pl_objp, leader_speed + 1.5f * dot_to_goal - 1.0f);
}
} else {
if (Pl_objp->phys_info.speed < 0.1f)
turn_towards_point(Pl_objp, &future_goal_point_1000x, NULL, 0.0f);
else
turn_towards_point(Pl_objp, &future_goal_point_x, NULL, 0.0f);
set_accel_for_target_speed(Pl_objp, 0.0f);
}
}
}
// See how different this ship's bank is relative to wing leader
float up_dot = vm_vec_dot(&leader_objp->orient.vec.uvec, &Pl_objp->orient.vec.uvec);
if (up_dot < 0.996f) {
vec3d w_out;
matrix new_orient;
vec3d angular_accel;
vm_vec_copy_scale(&angular_accel, &Pl_objp->phys_info.max_rotvel, 0.2f);
vm_matrix_interpolate(&leader_objp->orient, &Pl_objp->orient, &Pl_objp->phys_info.rotvel, flFrametime, &new_orient, &w_out, &Pl_objp->phys_info.max_rotvel, &angular_accel, 1);
// nprintf(("AI", "Frame %d Bashing formation orient. Dot was %6.3f, becomes %6.3f\n", Framecount, up_dot, vm_vec_dot(&leader_objp->orient.uvec, &new_orient.uvec)));
Pl_objp->orient = new_orient;
Pl_objp->phys_info.rotvel = w_out;
// Pl_objp->phys_info.desired_rotvel = w_out;
} else {
Pl_objp->phys_info.rotvel.xyz.z = 0.0f;
}
return 0;
}
// Return index of object repairing object objnum.
/* Goober5000 - this seems to be old code; it was only referenced (commented) in ai_do_repair_frame. I would
use it in the new docking code, but it looks like it would be very slow. Using support_ship_objnum seems
to be the best solution.
int find_repairing_objnum(int objnum)
{
object *objp;
ship *shipp;
ship_info *sip;
ship_obj *so;
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
objp = &Objects[so->objnum];
Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
shipp = &Ships[objp->instance];
sip = &Ship_info[shipp->ship_info_index];
if (sip->flags & SIF_SUPPORT) {
ai_info *aip;
aip = &Ai_info[shipp->ai_index];
if (aip->goal_objnum == objnum) {
return objp-Objects;
}
}
}
return -1;
}
*/
// If object *objp is being repaired, deal with it!
void ai_do_repair_frame(object *objp, ai_info *aip, float frametime)
{
static bool rearm_eta_found=false;
if (Ships[objp->instance].team == Iff_traitor) {
ai_abort_rearm_request(objp);
return;
}
if (aip->ai_flags & (AIF_BEING_REPAIRED | AIF_AWAITING_REPAIR)) {
int support_objnum;
ai_info *repair_aip;
support_objnum = aip->support_ship_objnum; // find_repairing_objnum(objp-Objects);
if (support_objnum == -1)
return;
// Curious -- object numbers match, but signatures do not.
// Must mean original repair ship died and was replaced by current ship.
Assert(Objects[support_objnum].signature == aip->support_ship_signature);
repair_aip = &Ai_info[Ships[Objects[support_objnum].instance].ai_index];
//Assert(repair_aip->mode == AIM_DOCK);
if (aip->ai_flags & AIF_BEING_REPAIRED) {
// Assert(repair_aip->submode == AIS_DOCK_4);
// Wait awhile into the mode to synchronize with sound effect.
if (Missiontime - repair_aip->submode_start_time > REARM_SOUND_DELAY) {
int repaired;
if (!rearm_eta_found && objp==Player_obj && Player_rearm_eta <= 0)
{
rearm_eta_found = true;
Player_rearm_eta = ship_calculate_rearm_duration(objp);
}
repaired = ship_do_rearm_frame( objp, frametime ); // hook to do missile rearming
// See if fully repaired. If so, cause process to stop.
if ( repaired && (repair_aip->submode == AIS_DOCK_4)) {
repair_aip->submode = AIS_UNDOCK_0;
repair_aip->submode_start_time = Missiontime;
// if repairing player object -- tell him done with repair
if ( !MULTIPLAYER_CLIENT ) {
ai_do_objects_repairing_stuff( objp, &Objects[support_objnum], REPAIR_INFO_COMPLETE );
}
}
}
} else if (aip->ai_flags & AIF_AWAITING_REPAIR) {
// If this ship has been awaiting repair for 90+ seconds, abort.
if ( !MULTIPLAYER_CLIENT ) {
if ((Game_mode & GM_MULTIPLAYER) || (objp != Player_obj)) {
if ((repair_aip->goal_objnum == OBJ_INDEX(objp)) && (timestamp_elapsed(aip->abort_rearm_timestamp))) {
ai_abort_rearm_request(objp);
aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP);
}
}
}
}
} else {
// AL 11-24-97: If this is the player ship, ensure the repair sound isn't playing. We need to
// do this check, since this is a looping sound, and may continue on if rearm/repair
// finishes abnormally once sound begins looping.
if ( objp == Player_obj ) {
Player_rearm_eta = 0;
rearm_eta_found = false;
player_stop_repair_sound();
}
}
}
// Shell around dock_orient_and_approach to detect whether dock process should be aborted.
// Goober5000 - The child should always keep up with the parent.
void call_doa(object *child, object *parent)
{
Assert(dock_check_find_direct_docked_object(parent, child));
// get indexes
int parent_index = dock_find_dockpoint_used_by_object(parent, child);
int child_index = dock_find_dockpoint_used_by_object(child, parent);
// child keeps up with parent
dock_orient_and_approach(child, child_index, parent, parent_index, DOA_DOCK_STAY);
}
// Maybe launch a countermeasure.
// Also, detect a supposed homing missile that no longer exists.
void ai_maybe_launch_cmeasure(object *objp, ai_info *aip)
{
float dist;
ship_info *sip;
ship *shipp;
shipp = &Ships[objp->instance];
sip = &Ship_info[shipp->ship_info_index];
if (!(sip->flags & (SIF_SMALL_SHIP | SIF_TRANSPORT)))
return;
if (!shipp->cmeasure_count)
return;
if ( !timestamp_elapsed(shipp->cmeasure_fire_stamp) )
return;
// If not on player's team and Skill_level + ai_class is low, never fire a countermeasure. The ship is too dumb.
if (iff_x_attacks_y(Player_ship->team, shipp->team)) {
if (Game_skill_level + aip->ai_class < 4){
return;
}
}
if ((aip->nearest_locked_object != -1) && (Objects[aip->nearest_locked_object].type == OBJ_WEAPON)) {
object *weapon_objp;
weapon *weaponp;
weapon_info *wip;
weapon_objp = &Objects[aip->nearest_locked_object];
weaponp = &Weapons[weapon_objp->instance];
wip = &Weapon_info[weaponp->weapon_info_index];
if ((dist = vm_vec_dist_quick(&objp->pos, &weapon_objp->pos)) < weapon_objp->phys_info.speed*2.0f) {
aip->nearest_locked_distance = dist;
// Verify that this object is really homing on us.
float fire_chance;
// For ships on player's team, have constant, average chance to fire.
// For enemies, increasing chance with higher skill level.
if (shipp->team == Player_ship->team)
fire_chance = The_mission.ai_profile->cmeasure_fire_chance[NUM_SKILL_LEVELS/2];
else
fire_chance = The_mission.ai_profile->cmeasure_fire_chance[Game_skill_level];
// Decrease chance to fire at lower ai class.
fire_chance *= (float) aip->ai_class/Num_ai_classes;
float r = frand();
if (fire_chance < r) {
//nprintf(("AI", "Not firing countermeasure due to skill level: %7.3f < %7.3f\n", fire_chance, r));
shipp->cmeasure_fire_stamp = timestamp(CMEASURE_WAIT + (int) (fire_chance*2000)); // Wait 1/2 second (CMEASURE_WAIT) + additional delay to decrease chance of firing very soon.
return;
}
if (weapon_objp->type == OBJ_WEAPON) {
if (weapon_objp->instance >= 0) {
//nprintf(("AI", "Firing countermeasure at time t=%7.3f\n", f2fl(Missiontime)));
ship_launch_countermeasure(objp);
shipp->cmeasure_fire_stamp = timestamp(2*CMEASURE_WAIT);
return;
}
}
}
}
return;
}
// --------------------------------------------------------------------------
void ai_preprocess_ignore_objnum(object *objp, ai_info *aip)
{
// if (aip->ignore_objnum == UNUSED_OBJNUM)
// return;
if (aip->ai_flags & AIF_TEMPORARY_IGNORE)
{
if (timestamp_elapsed(aip->ignore_expire_timestamp))
aip->ignore_objnum = UNUSED_OBJNUM;
}
if (is_ignore_object(aip, aip->goal_objnum))
{
aip->goal_objnum = -1;
// AL 12-11-97: If in STRAFE mode, we need to ensure that target_objnum is also
// set to -1
if (aip->mode == AIM_STRAFE)
aip->target_objnum = -1;
}
if (is_ignore_object(aip, aip->target_objnum))
aip->target_objnum = -1;
}
/*
void ai_safety_circle_spot()
{
vec3d goal_point;
ship_info *sip;
sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
goal_point = Ai_info[Ships[Pl_objp->instance].ai_index].goal_point;
turn_towards_tangent(Pl_objp, &goal_point, 50.0f);
set_accel_for_target_speed(Pl_objp, sip->max_speed/4.0f);
// float dist = vm_vec_dist_quick(&goal_point, &Pl_objp->pos);
// nprintf(("AI", "Ship %s circling %7.3f %7.3f %7.3f. Distance = %7.3f\n", Ships[Pl_objp->instance].ship_name, goal_point.x, goal_point.y, goal_point.z, dist));
}
*/
#define CHASE_CIRCLE_DIST 100.0f
void ai_chase_circle(object *objp)
{
float dist_to_goal;
float target_speed;
vec3d goal_point;
ship_info *sip;
ai_info *aip;
sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
target_speed = sip->max_speed/4.0f;
aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
Assert(vm_vec_mag(&aip->goal_point) >= 0.0f); // Supposedly detects bogus vector
goal_point = aip->goal_point;
if (aip->ignore_objnum == UNUSED_OBJNUM) {
dist_to_goal = vm_vec_dist_quick(&aip->goal_point, &objp->pos);
if (dist_to_goal > 2*CHASE_CIRCLE_DIST) {
vec3d vec_to_goal;
// Too far from circle goal, create a new goal point.
vm_vec_normalized_dir(&vec_to_goal, &aip->goal_point, &objp->pos);
vm_vec_scale_add(&aip->goal_point, &objp->pos, &vec_to_goal, CHASE_CIRCLE_DIST);
}
goal_point = aip->goal_point;
} else if (is_ignore_object(aip, aip->ignore_objnum)) {
object *ignore_objp = &Objects[aip->ignore_objnum];
vec3d tvec1;
float dist;
dist = vm_vec_normalized_dir(&tvec1, &Pl_objp->pos, &ignore_objp->pos);
if (dist < ignore_objp->radius*2 + 1500.0f) {
vm_vec_scale_add(&goal_point, &Pl_objp->pos, &tvec1, ignore_objp->radius*2 + 1400.0f);
if (dist < ignore_objp->radius*2 + 1300.0f)
target_speed = sip->max_speed * (1.25f - dist/(ignore_objp->radius*2 + 1500.0f));
}
}
Assert(vm_vec_mag(&aip->goal_point) >= 0.0f); // Supposedly detects bogus vector
turn_towards_tangent(Pl_objp, &goal_point, 10*objp->radius + 200.0f);
set_accel_for_target_speed(Pl_objp, target_speed);
}
#define SHIELD_BALANCE_RATE 0.2f // 0.1f -> takes 10 seconds to equalize shield.
// Transfer shield energy to most recently hit section from others.
void ai_transfer_shield(object *objp, int quadrant_num)
{
int i;
float transfer_amount;
float transfer_delta;
float max_quadrant_strength;
max_quadrant_strength = get_max_shield_quad(objp);
transfer_amount = 0.0f;
transfer_delta = (SHIELD_BALANCE_RATE/2) * max_quadrant_strength;
if (objp->shield_quadrant[quadrant_num] + (MAX_SHIELD_SECTIONS-1)*transfer_delta > max_quadrant_strength)
transfer_delta = (max_quadrant_strength - objp->shield_quadrant[quadrant_num])/(MAX_SHIELD_SECTIONS-1);
for (i=0; i<MAX_SHIELD_SECTIONS; i++)
if (i != quadrant_num) {
if (objp->shield_quadrant[i] >= transfer_delta) {
objp->shield_quadrant[i] -= transfer_delta;
transfer_amount += transfer_delta;
} else {
transfer_amount += objp->shield_quadrant[i];
objp->shield_quadrant[i] = 0.0f;
}
}
objp->shield_quadrant[quadrant_num] += transfer_amount;
}
void ai_balance_shield(object *objp)
{
int i;
float shield_strength_avg;
float delta;
shield_strength_avg = get_shield_strength(objp)/MAX_SHIELD_SECTIONS;
delta = SHIELD_BALANCE_RATE * shield_strength_avg;
for (i=0; i<MAX_SHIELD_SECTIONS; i++)
if (objp->shield_quadrant[i] < shield_strength_avg) {
add_shield_strength(objp, delta);
if (objp->shield_quadrant[i] > shield_strength_avg)
objp->shield_quadrant[i] = shield_strength_avg;
} else {
add_shield_strength(objp, -delta);
if (objp->shield_quadrant[i] < shield_strength_avg)
objp->shield_quadrant[i] = shield_strength_avg;
}
}
// Manage the shield for this ship.
// Try to max out the side that was most recently hit.
void ai_manage_shield(object *objp, ai_info *aip)
{
ship_info *sip;
sip = &Ship_info[Ships[objp->instance].ship_info_index];
if (timestamp_elapsed(aip->shield_manage_timestamp)) {
float delay;
// Scale time until next manage shield based on Skill_level.
// Ships on player's team are treated as if Skill_level is average.
if (iff_x_attacks_y(Player_ship->team, Ships[objp->instance].team))
{
delay = The_mission.ai_profile->shield_manage_delay[Game_skill_level];
}
else
{
delay = The_mission.ai_profile->shield_manage_delay[NUM_SKILL_LEVELS/2];
}
// Scale between 1x and 3x based on ai_class
delay = delay + delay * (float) (3*(Num_ai_classes - aip->ai_class - 1) / (Num_ai_classes - 1));
// set timestamp
aip->shield_manage_timestamp = timestamp((int) (delay * 1000.0f));
if (sip->flags & SIF_SMALL_SHIP) {
if (Missiontime - aip->last_hit_time < F1_0*10)
ai_transfer_shield(objp, aip->last_hit_quadrant);
else
ai_balance_shield(objp);
}
// nprintf(("AI", "Time: %7.3f Next: %7.3f, Shields: %7.3f %7.3f %7.3f %7.3f\n", f2fl(Missiontime), f2fl(Missiontime) + delay, objp->shield_quadrant[0], objp->shield_quadrant[1], objp->shield_quadrant[2], objp->shield_quadrant[3]));
}
}
// See if object *objp should evade an incoming missile.
// *aip is the ai_info pointer within *objp.
void ai_maybe_evade_locked_missile(object *objp, ai_info *aip)
{
ship *shipp;
ship_info *sip;
shipp = &Ships[objp->instance];
sip = &Ship_info[shipp->ship_info_index];
// Only small ships evade an incoming missile. Why would a capital ship try to swerve?
if (!(Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
return;
}
if (aip->ai_flags & (AIF_NO_DYNAMIC | AIF_KAMIKAZE)) { // If not allowed to pursue dynamic objectives, don't evade. Dumb? Maybe change. -- MK, 3/15/98
return;
}
if (aip->nearest_locked_object != -1) {
object *missile_objp;
missile_objp = &Objects[aip->nearest_locked_object];
if (Weapons[missile_objp->instance].homing_object != objp) {
//nprintf(("AI", "\nMissile lost home!"));
aip->nearest_locked_object = -1;
return;
}
if ((missile_objp->type == OBJ_WEAPON) && (Weapon_info[Weapons[missile_objp->instance].weapon_info_index].wi_flags & WIF_HOMING)) {
float dist = vm_vec_dist_quick(&missile_objp->pos, &objp->pos);
float dist2 = 4.0f * vm_vec_mag_quick(&missile_objp->phys_info.vel);
if (dist < dist2) {
switch (aip->mode) {
// If in AIM_STRAFE mode, don't evade if parent of weapon is targeted ship.
case AIM_STRAFE:
if ((missile_objp->parent != -1) && (missile_objp->parent == aip->target_objnum)) {
;
} else {
; // Alan -- If you want to handle incoming weapons from someone other than the ship
// the strafing ship is attacking, do it here.
}
break;
case AIM_CHASE:
// Don't always go into evade weapon mode. Usually, a countermeasure gets launched.
// If low on countermeasures, more likely to try to evade. If 8+, never evade due to low cmeasures.
if (((((Missiontime >> 18) ^ OBJ_INDEX(objp)) & 3) == 0) ||
(objp->phys_info.speed < 40.0f) ||
(frand() < 1.0f - (float) shipp->cmeasure_count/8.0f)) {
if (aip->submode != SM_ATTACK_FOREVER) { // SM_ATTACK_FOREVER means engines blown.
aip->submode = SM_EVADE_WEAPON;
aip->submode_start_time = Missiontime;
}
}
break;
case AIM_DOCK: // Ships in dock mode can evade iif they are not currently repairing or docked.
if (object_is_docked(objp) || (aip->ai_flags & (AIF_REPAIRING|AIF_BEING_REPAIRED)))
break;
case AIM_GUARD:
// If in guard mode and far away from guard object, don't pursue guy that hit me.
if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
if (vm_vec_dist_quick(&objp->pos, &Objects[aip->guard_objnum].pos) > 500.0f) {
return;
}
}
case AIM_EVADE:
case AIM_GET_BEHIND:
case AIM_STAY_NEAR:
case AIM_STILL:
case AIM_AVOID:
case AIM_WAYPOINTS:
case AIM_NONE:
case AIM_BIGSHIP:
case AIM_PATH:
case AIM_BE_REARMED:
case AIM_SAFETY:
case AIM_BAY_EMERGE:
case AIM_FLY_TO_SHIP:
aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
aip->previous_mode = aip->mode;
aip->previous_submode = aip->submode;
aip->mode = AIM_EVADE_WEAPON;
aip->submode = -1;
aip->submode_start_time = Missiontime;
aip->mode_time = timestamp(MAX_EVADE_TIME); // Max time to evade.
//nprintf(("AI", "%s Evade weapon in frame #%i\n", Ships[objp->instance].ship_name, AI_FrameCount));
break;
case AIM_EVADE_WEAPON: // Note: We don't want to change mode on another evasion, or previous_mode will get bashed.
case AIM_PLAY_DEAD:
case AIM_BAY_DEPART:
case AIM_SENTRYGUN:
break;
case AIM_WARP_OUT:
break;
default:
Int3(); // Hey, what mode is it?
break;
}
}
} else {
aip->nearest_locked_object = -1;
}
}
}
// Maybe evade a dumbfire weapon that was fired when Pl_objp was targeted.
// Have an 80% chance of evading in a second
void maybe_evade_dumbfire_weapon(ai_info *aip)
{
// Only small ships evade an incoming missile. Why would a capital ship try to swerve?
if (!(Ship_info[Ships[Pl_objp->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
return;
}
// Make sure in a mode in which we evade dumbfire weapons.
switch (aip->mode) {
case AIM_CHASE:
if (aip->submode == SM_ATTACK_FOREVER) {
return;
}
case AIM_GUARD:
// If in guard mode and far away from guard object, don't pursue guy that hit me.
if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
if (vm_vec_dist_quick(&Objects[Ships[aip->shipnum].objnum].pos, &Objects[aip->guard_objnum].pos) > 500.0f) {
return;
}
}
case AIM_STILL:
case AIM_STAY_NEAR:
case AIM_EVADE:
case AIM_GET_BEHIND:
case AIM_AVOID:
case AIM_PATH:
case AIM_NONE:
case AIM_WAYPOINTS:
case AIM_SAFETY:
break;
case AIM_STRAFE:
case AIM_BIGSHIP:
case AIM_DOCK:
case AIM_PLAY_DEAD:
case AIM_EVADE_WEAPON:
case AIM_BAY_EMERGE:
case AIM_BAY_DEPART:
case AIM_SENTRYGUN:
case AIM_WARP_OUT:
case AIM_FLY_TO_SHIP:
return;
default:
Int3(); // Bogus mode!
return;
}
if (is_instructor(&Objects[Ships[aip->shipnum].objnum]))
return; // Instructor doesn't evade.
float t = ai_endangered_by_weapon(aip);
if ((t > 0.0f) && (t < 1.0f)) {
// Check if this weapon is from a large ship Pl_objp is attacking... if so, enter strafe mode
if ( ai_big_maybe_enter_strafe_mode(Pl_objp, aip->danger_weapon_objnum) ) {
return;
}
switch (aip->mode) {
case AIM_CHASE:
switch (aip->submode) {
case SM_EVADE:
case SM_ATTACK_FOREVER:
case SM_AVOID:
case SM_GET_AWAY:
case SM_EVADE_WEAPON:
break;
default:
if (ai_near_full_strength(Pl_objp)) {
//mprintf(("Ship %s entered super mode at %7.3f\n", Ships[Pl_objp->instance].ship_name, 1.0f * Missiontime / (1<<16)));
aip->submode = SM_SUPER_ATTACK;
aip->submode_start_time = Missiontime;
aip->last_attack_time = Missiontime;
} else {
//mprintf(("Ship %s entered dumbfire evade mode at %7.3f\n", Ships[Pl_objp->instance].ship_name, 1.0f * Missiontime / (1<<16)));
aip->submode = SM_EVADE_WEAPON;
aip->submode_start_time = Missiontime;
}
break;
}
break;
case AIM_GUARD:
case AIM_STILL:
case AIM_STAY_NEAR:
case AIM_EVADE:
case AIM_GET_BEHIND:
case AIM_AVOID:
case AIM_PATH:
case AIM_NONE:
case AIM_WAYPOINTS:
case AIM_FLY_TO_SHIP:
case AIM_SAFETY:
if (!(aip->ai_flags & (AIF_NO_DYNAMIC | AIF_KAMIKAZE)) && (Ship_info[Ships[aip->shipnum].ship_info_index].flags & SIF_SMALL_SHIP)) {
aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
aip->previous_mode = aip->mode;
aip->previous_submode = aip->submode;
aip->mode = AIM_EVADE_WEAPON;
aip->submode = -1;
aip->submode_start_time = Missiontime;
aip->mode_time = timestamp(MAX_EVADE_TIME); // Evade for up to five seconds.
}
break;
case AIM_STRAFE:
case AIM_BIGSHIP:
case AIM_DOCK:
case AIM_PLAY_DEAD:
case AIM_EVADE_WEAPON:
case AIM_BAY_EMERGE:
case AIM_BAY_DEPART:
case AIM_SENTRYGUN:
break;
default:
Int3(); // Bogus mode!
}
}
}
//does all the stuff regarding fighterbay doors
//returns weather or not the opening animation is done playing
bool bay_process_doors(object *pl_objp, int dir){
ai_info *aip = &Ai_info[Ships[pl_objp->instance].ai_index];
ship *parent_ship = &Ships[Objects[aip->goal_objnum].instance];
bool open = false;
if(dir > 0)open = (aip->path_cur <= aip->path_start + 1);
else open = true;
if(open){
//we're at the end of the path
if(!Ships[pl_objp->instance].bay_doors_want_open){
//for emergeing this should never actualy be reached
//I have yet to tell my parent that I want the bay doors open
//so i should probly do that now
parent_ship->bay_number_wanting_open++; //open the pod bay doors Hal
Ships[pl_objp->instance].bay_doors_want_open = true; //I'm sorry dave I can't do that
}
}else{
//alright I want the doors to close now
if(Ships[pl_objp->instance].bay_doors_want_open){
//mommy still thinks I want them open though, better set her straight
parent_ship->bay_number_wanting_open--;
Ships[pl_objp->instance].bay_doors_want_open = false;
}
}
if(!parent_ship->bay_doors_open){
//if the parent ship's bay doors are closed
if(parent_ship->bay_number_wanting_open > 0){
//but they should be open, open them
ship_start_animation_type(parent_ship, TRIGGER_TYPE_DOCK_BAY_DOOR, Ships[pl_objp->instance].launched_from, 1);
parent_ship->bay_doors_open = true;
parent_ship->bay_doors_open_time = ship_get_animation_time_type(parent_ship, TRIGGER_TYPE_DOCK_BAY_DOOR, Ships[pl_objp->instance].launched_from);
}
}else{
//if the parent ship's bay doors are open
if(parent_ship->bay_number_wanting_open <= 0){
//but they should be closed, close them
ship_start_animation_type(parent_ship, TRIGGER_TYPE_DOCK_BAY_DOOR, Ships[pl_objp->instance].launched_from, -1);
parent_ship->bay_doors_open = false;
}
}
return parent_ship->bay_doors_open_time < timestamp();;
}
// determine what path to use when emerging from a fighter bay
// input: pl_objp => pointer to object for ship that is arriving
// pos => output parameter, it is the starting world pos for path choosen
// fvec => output parameter, this is the forward vector that ship has when arriving
//
// exit: -1 => path could not be located
// 0 => success
int ai_acquire_emerge_path(object *pl_objp, int parent_objnum, vec3d *pos, vec3d *fvec)
{
int path_index, sb_path_index;
ship *parent_sp = NULL;
polymodel *pm;
ai_info *aip;
ship_bay *sb;
pnode *pnp;
vec3d *next_point;
aip = &Ai_info[Ships[pl_objp->instance].ai_index];
if ( parent_objnum == -1 ) {
Int3();
return -1;
}
parent_sp = &Ships[Objects[parent_objnum].instance];
Assert(parent_sp != NULL);
pm = model_get( parent_sp->modelnum );
sb = pm->ship_bay;
if ( sb == NULL )
return -1;
if ( sb->num_paths <= 0 )
return -1;
// try to find a bay path that is not taken
path_index = -1;
sb_path_index = Ai_last_arrive_path++;
if ( sb_path_index >= sb->num_paths ) {
sb_path_index=0;
Ai_last_arrive_path=0;
}
path_index = sb->paths[sb_path_index];
Ships[pl_objp->instance].launched_from = sb_path_index;
if ( path_index == -1 )
return -1;
parent_sp->bay_number_wanting_open++;//one more ship wants the bay open
Ships[pl_objp->instance].bay_doors_want_open = true;//my parent knows that I want the bay open
// create the path for pl_objp to follow
create_model_exit_path(pl_objp, &Objects[parent_objnum], path_index, pm->paths[path_index].nverts);
// Set this flag, so we don't bother recreating the path... we won't need to update the path
// that has just been created.
// aip->ai_flags |= AIF_USE_STATIC_PATH;
// now return to the caller what the starting world pos and starting fvec for the ship will be
Assert((aip->path_start >= 0) && (aip->path_start < MAX_PATH_POINTS));
pnp = &Path_points[aip->path_start];
*pos = pnp->pos;
// calc the forward vector using the starting two points of the path
pnp = &Path_points[aip->path_start+1];
next_point = &pnp->pos;
vm_vec_normalized_dir(fvec, next_point, pos);
// record the parent objnum, since we'll need it once we're done with following the path
aip->goal_objnum = parent_objnum;
aip->goal_signature = Objects[parent_objnum].signature;
aip->mode = AIM_BAY_EMERGE;
aip->submode_start_time = Missiontime;
// set up starting vel
/*
//moved to the emerge handeling code
vec3d vel;
float speed;
speed = Ship_info[Ships[pl_objp->instance].ship_info_index].max_speed;
vel = *fvec;
vm_vec_scale( &vel, speed );
pl_objp->phys_info.vel = vel;
pl_objp->phys_info.desired_vel = vel;
pl_objp->phys_info.prev_ramp_vel.xyz.x = 0.0f;
pl_objp->phys_info.prev_ramp_vel.xyz.y = 0.0f;
pl_objp->phys_info.prev_ramp_vel.xyz.z = speed;
pl_objp->phys_info.forward_thrust = 0.0f; // How much the forward thruster is applied. 0-1.
*/
//due to the door animations the ship has to remain still untill the doors are open
vec3d vel = ZERO_VECTOR;
pl_objp->phys_info.vel = vel;
pl_objp->phys_info.desired_vel = vel;
pl_objp->phys_info.prev_ramp_vel.xyz.x = 0.0f;
pl_objp->phys_info.prev_ramp_vel.xyz.y = 0.0f;
pl_objp->phys_info.prev_ramp_vel.xyz.z = 0.0f;
pl_objp->phys_info.forward_thrust = 0.0f; // How much the forward thruster is applied. 0-1.
return 0;
}
// clean up path data used for emerging from a fighter bay
void ai_emerge_bay_path_cleanup(ai_info *aip)
{
aip->path_start = -1;
aip->path_cur = -1;
aip->path_length = 0;
aip->mode = AIM_NONE;
}
// handler for AIM_BAY_EMERGE
void ai_bay_emerge()
{
ai_info *aip;
int parent_died=0;
aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
// if no path to follow, leave this mode
if ( aip->path_start < 0 ) {
aip->mode = AIM_NONE;
return;
}
// ensure parent ship is still alive
if ( aip->goal_objnum < 0 ) {
parent_died=1;
}
if ( !parent_died ) {
if ( Objects[aip->goal_objnum].signature != aip->goal_signature ) {
parent_died=1;
}
}
if ( !parent_died ) {
Assert(Objects[aip->goal_objnum].type == OBJ_SHIP);
if ( Ships[Objects[aip->goal_objnum].instance].flags & SF_DYING ) {
parent_died = 1;
}
}
if ( parent_died ) {
ai_emerge_bay_path_cleanup(aip);
return;
}
if(bay_process_doors(Pl_objp, 1)){
if(!Ships[Objects[aip->goal_objnum].instance].bay_doors_open_last_frame){
vec3d vel;
float speed;
speed = Ship_info[Ships[Pl_objp->instance].ship_info_index].max_speed;
vel = Pl_objp->orient.vec.fvec;
vm_vec_scale( &vel, speed );
Pl_objp->phys_info.vel = vel;
Pl_objp->phys_info.desired_vel = vel;
Pl_objp->phys_info.prev_ramp_vel.xyz.x = 0.0f;
Pl_objp->phys_info.prev_ramp_vel.xyz.y = 0.0f;
Pl_objp->phys_info.prev_ramp_vel.xyz.z = speed;
Pl_objp->phys_info.forward_thrust = 0.0f; // How much the forward thruster is applied. 0-1.
Ships[Objects[aip->goal_objnum].instance].bay_doors_open_last_frame = true;
}
// follow the path to the final point
ai_path();
}else{
Ships[Objects[aip->goal_objnum].instance].bay_doors_open_last_frame = false;
Pl_objp->pos = Path_points[aip->path_start].pos; // drag it along untill it's time to launch
}
//if we are on the last segment of the path and the bay doors are not open, ope them
//if we are on any other segment of the path, close them
// New test: must have been in AI_EMERGE mode for at least 10 seconds, and be a minimum distance from the start point
if ( ( (Missiontime - aip->submode_start_time) > 10*F1_0 ) && (vm_vec_dist_quick(&Pl_objp->pos, &Objects[aip->goal_objnum].pos) > 0.75f * Objects[aip->goal_objnum].radius)) {
// erase path
ai_emerge_bay_path_cleanup(aip);
}
// 2-25-99: Need this check to fix an assert for supercap ships... maybe we'll only do this check for supercaps
if (aip->path_cur > (aip->path_start+aip->path_length-1)) {
ai_emerge_bay_path_cleanup(aip);
}
}
// Select the closest depart path
//
// input: aip => ai info pointer to ship seeking to depart
// pm => pointer to polymodel for the ship contining the ship bay/depart paths
//
// exit: >=0 => ship bay path index for depart path (ie index into sb->paths[])
// -1 => no path could be found
//
// NOTE: this function should only be used for calculating closest depart paths for ai mode
// AI_BAY_DEPART. It tries to find the closest path that isn't already in use
int ai_find_closest_depart_path(ai_info *aip, polymodel *pm)
{
int i, j, best_path, best_free_path;
float dist, min_dist, min_free_dist;
vec3d *source;
model_path *mp;
ship_bay *sb;
sb = pm->ship_bay;
best_free_path = best_path = -1;
min_free_dist = min_dist = 1e20f;
Assert(aip->shipnum >= 0);
source = &Objects[Ships[aip->shipnum].objnum].pos;
for ( i = 0; i < sb->num_paths; i++ ) {
mp = &pm->paths[sb->paths[i]];
for ( j = 0; j < mp->nverts; j++ ) {
dist = vm_vec_dist_squared(source, &mp->verts[j].pos);
if ( dist < min_dist ) {
min_dist = dist;
best_path = i;
}
// If this is a free path
if ( !(sb->depart_flags & (1<<i)) ) {
if ( dist < min_free_dist ) {
min_free_dist = dist;
best_free_path = i;
}
}
}
}
if ( best_free_path >= 0 ) {
return best_free_path;
}
return best_path;
}
// determine what path to use when trying to depart to a fighter bay
// NOTE: this should be called when AIM_BAY_DEPART mode is set
//
// input: pl_objp => pointer to object for ship that is departing
//
// exit: -1 => could not find depart path
// 0 => found depart path
int ai_acquire_depart_path(object *pl_objp, int parent_objnum)
{
int objnum, path_index;
polymodel *pm;
ai_info *aip;
ship_bay *sb;
aip = &Ai_info[Ships[pl_objp->instance].ai_index];
objnum = parent_objnum;
if ( objnum < 0 )
{
// try to locate a capital ship on the same team:
int shipnum = ship_get_ship_with_dock_bay(Ships[pl_objp->instance].team);
if (shipnum >= 0)
objnum = Ships[shipnum].objnum;
}
aip->path_start = -1;
if ( objnum < 0 )
return -1;
pm = model_get( Ships[Objects[objnum].instance].modelnum );
sb = pm->ship_bay;
if ( sb == NULL )
return -1;
if ( sb->num_paths <= 0 )
return -1;
/*
path_index = -1;
for ( i = 0; i < sb->num_paths; i++ ) {
if ( !(sb->depart_flags & (1<<i)) ) {
sb->depart_flags |= (1<<i);
path_index = sb->paths[i];
aip->submode_parm0 = i; // use mode-specific parameter to record ship bay path index
break;
}
}
*/
// take the closest path we can find
int ship_bay_path;
ship_bay_path = ai_find_closest_depart_path(aip, pm);
path_index = sb->paths[ship_bay_path];
aip->submode_parm0 = ship_bay_path;
sb->depart_flags |= (1<<ship_bay_path);
if ( path_index == -1 ) {
return -1;
}
Assert(pm->n_paths > path_index);
ai_find_path(pl_objp, objnum, path_index, 0);
// Set this flag, so we don't bother recreating the path... we won't need to update the path
// that has just been created.
aip->ai_flags &= ~AIF_USE_STATIC_PATH;
aip->goal_objnum = objnum;
aip->goal_signature = Objects[objnum].signature;
aip->mode = AIM_BAY_DEPART;
Ships[pl_objp->instance].flags |= SF_DEPART_DOCKBAY;
return 0;
}
// handler for AIM_BAY_DEPART
void ai_bay_depart()
{
ai_info *aip;
int anchor_shipnum;
aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
// if no path to follow, leave this mode
if ( aip->path_start < 0 ) {
aip->mode = AIM_NONE;
return;
}
// check if parent ship valid; if not, abort depart
// ( aip->goal_signature != Objects[aip->goal_objnum].signature) )
anchor_shipnum = ship_name_lookup(Parse_names[Ships[Pl_objp->instance].departure_anchor]);
if (anchor_shipnum >= 0)
{
// make sure not dying or departing
if ( Ships[anchor_shipnum].flags & (SF_DYING | SF_DEPARTING))
{
anchor_shipnum = -1;
}
// make sure fighterbays not destroyed
else if ( ship_fighterbays_all_destroyed(&Ships[anchor_shipnum]) )
{
anchor_shipnum = -1;
}
}
if (anchor_shipnum < 0)
{
aip->mode = AIM_NONE;
Ships[Pl_objp->instance].flags &= ~SF_DEPART_DOCKBAY;
return;
}
// Bobboau
bay_process_doors(Pl_objp, -1);
// follow the path to the final point
ai_path();
//if we are on the last segment of the path and the bay doors are not open, open them
//if we are on any other segment of the path, close them
// if the final point is reached, let default AI take over
if ( aip->path_cur >= (aip->path_start+aip->path_length) ) {
// Bobboau - ok, I'm in so close the doors now
ship* parent_ship = &Ships[Objects[aip->goal_objnum].instance];
parent_ship->bay_number_wanting_open--;//one less ship wants the bay open
Ships[Pl_objp->instance].bay_doors_want_open = false;//my parent knows that I want the bay closed
if(parent_ship->bay_doors_open){
//if the parent ship's bay doors are open
if(parent_ship->bay_number_wanting_open <= 0){
//but they should be closed, close them
ship_start_animation_type(parent_ship, TRIGGER_TYPE_DOCK_BAY_DOOR, Ships[Pl_objp->instance].launched_from, -1);
parent_ship->bay_doors_open = false;
}
}
// Volition bay code
polymodel *pm;
ship_bay *sb;
pm = model_get( Ships[Objects[aip->goal_objnum].instance].modelnum );
sb = pm->ship_bay;
if ( sb != NULL ) {
sb->depart_flags &= ~(1<<aip->submode_parm0);
}
// make ship disappear
Pl_objp->flags |= OF_SHOULD_BE_DEAD;
ship_departed( Pl_objp->instance );
// clean up path stuff
aip->path_start = -1;
aip->path_cur = -1;
aip->path_length = 0;
aip->mode = AIM_NONE;
}
}
// Handler for AIM_SENTRYGUN. This AI mode is for sentry guns only (ie floating turrets).
void ai_sentrygun()
{
// Nothing to do here. Turret firing is handled via process_subobjects().
// If you want the sentry guns to do anything beyond firing their turrets at enemies, add it here!
}
// --------------------------------------------------------------------------
// Execute behavior given by aip->mode.
void ai_execute_behavior(ai_info *aip)
{
switch (aip->mode) {
case AIM_CHASE:
if (En_objp) {
ai_chase();
} else if (aip->submode == SM_EVADE_WEAPON) {
evade_weapon();
// maybe reset submode
if (aip->danger_weapon_objnum == -1) {
aip->submode = SM_ATTACK;
aip->submode_start_time = Missiontime;
aip->last_attack_time = Missiontime;
}
} else {
// Don't circle if this is the instructor.
ship *shipp = &Ships[aip->shipnum];
ship_info *sip = &Ship_info[shipp->ship_info_index];
if (strnicmp(shipp->ship_name, INSTRUCTOR_SHIP_NAME, strlen(INSTRUCTOR_SHIP_NAME))) {
if (sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
aip->mode = AIM_NONE;
} else {
ai_chase_circle(Pl_objp);
}
}
}
break;
case AIM_EVADE:
if (En_objp) {
ai_evade();
} else {
vec3d tvec;
vm_vec_scale_add(&tvec, &Pl_objp->pos, &Pl_objp->orient.vec.rvec, 100.0f);
turn_towards_point(Pl_objp, &tvec, NULL, 0.0f);
accelerate_ship(aip, 0.5f);
}
break;
case AIM_STILL:
ai_still();
break;
case AIM_STAY_NEAR:
ai_stay_near();
break;
case AIM_GUARD:
ai_guard();
break;
case AIM_WAYPOINTS:
ai_waypoints();
break;
// AI Mode Added by Kazan
case AIM_FLY_TO_SHIP:
ai_fly_to_ship();
break;
case AIM_DOCK:
ai_dock();
break;
case AIM_NONE:
// ai_formation();
break;
case AIM_BIGSHIP:
ai_big_ship(Pl_objp);
break;
case AIM_PATH: {
int path_num;
path_num = ai_return_path_num_from_dockbay(&Objects[aip->goal_objnum], 0);
ai_find_path(Pl_objp, aip->goal_objnum, path_num, 0);
ai_path();
break;
}
case AIM_SAFETY:
ai_safety();
break;
case AIM_EVADE_WEAPON:
evade_weapon();
break;
case AIM_STRAFE:
if (En_objp) {
Assert(En_objp->type == OBJ_SHIP);
ai_big_strafe(); // strafe a big ship
} else {
aip->mode = AIM_NONE;
}
break;
case AIM_BAY_EMERGE:
ai_bay_emerge();
break;
case AIM_BAY_DEPART:
ai_bay_depart();
break;
case AIM_SENTRYGUN:
ai_sentrygun();
break;
case AIM_WARP_OUT:
break; // Note, handled directly from ai_frame().
case AIM_GET_BEHIND:
// FIXME: got this from TBP and added it here to skip the Int3() but don't really want to handle it
// properly until after 3.6.7 just to avoid delaying release or breaking something - taylor
break;
default:
Int3(); // This should never happen -- MK, 5/12/97
break;
}
if ( !(ship_get_SIF(aip->shipnum) & SIF_NOT_FLYABLE) ) {
maybe_evade_dumbfire_weapon(aip);
}
}
// Auxiliary function for maybe_request_support.
// Return 1 if subsystem "type" is worthy of repair, else return 0.
// Since subsystems cannot be repaired if they are at 0 strength, don't return 1 if subsystem is dead.
int mrs_subsystem(ship *shipp, int type)
{
float t;
t = ship_get_subsystem_strength(shipp, type);
if (t > 0.0f) {
return (int) ((1.0f - t) * 3);
} else {
return 3;
}
}
// Return number of ships on *objp's team that are currently rearming.
int num_allies_rearming(object *objp)
{
ship_obj *so;
int team;
int count = 0;
team = Ships[objp->instance].team;
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
object *A;
Assert (so->objnum != -1);
A = &Objects[so->objnum];
if (Ships[A->instance].team == team) {
if (Ai_info[Ships[A->instance].ai_index].ai_flags & (AIF_REPAIRING | AIF_AWAITING_REPAIR)) {
count++;
}
}
}
return count;
}
// Maybe ship *objp should request support (rearm/repair).
// If it does, return TRUE, else return FALSE.
int maybe_request_support(object *objp)
{
ship_info *sip;
ship *shipp;
ai_info *aip;
weapon_info *wip;
int desire;
int i;
float r;
Assert(objp->type == OBJ_SHIP);
shipp = &Ships[objp->instance];
aip = &Ai_info[shipp->ai_index];
sip = &Ship_info[shipp->ship_info_index];
if (!timestamp_elapsed(aip->next_rearm_request_timestamp))
return 0;
// Only fighters and bombers request support.
if (!(sip->flags & (SIF_FIGHTER | SIF_BOMBER)))
return 0;
// A ship that is currently awaiting does not need support!
if (aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED))
return 0;
if (!is_support_allowed(objp))
return 0;
// Compute a desire value.
// Desire of 0 means no reason to request support.
// 1 is slight, 2 more, etc. Maximum is around 20. Anything larger than 3 is pretty strong.
desire = 0;
// Set desire based on hull strength.
// Note: We no longer repair hull, so this would cause repeated repair requests.
// Added back in upon mission flag condition - Goober5000
if (The_mission.flags & MISSION_FLAG_SUPPORT_REPAIRS_HULL)
{
desire += 6 - (int) (get_hull_pct(objp) * 6.0f);
}
// Set desire based on key subsystems.
desire += 2*mrs_subsystem(shipp, SUBSYSTEM_ENGINE); // Note, disabled engine forces repair request, regardless of nearby enemies.
desire += mrs_subsystem(shipp, SUBSYSTEM_COMMUNICATION);
desire += mrs_subsystem(shipp, SUBSYSTEM_WEAPONS);
desire += mrs_subsystem(shipp, SUBSYSTEM_SENSORS);
// Set desire based on percentage of secondary weapons.
ship_weapon *swp = &shipp->weapons;
for ( i = 0; i < swp->num_secondary_banks; i++ ) {
if (swp->secondary_bank_start_ammo[i] > 0) {
// r = (float) swp->secondary_bank_ammo[i]*Weapon_info[swp->secondary_bank_weapons[i]].cargo_size/swp->secondary_bank_capacity[i];
r = (float) swp->secondary_bank_ammo[i]/swp->secondary_bank_start_ammo[i];
desire += (int) ((1.0f - r) * 3.0f);
}
}
// Set desire based on ballistic weapons - Goober5000
if (sip->flags & SIF_BALLISTIC_PRIMARIES)
{
for (i = 0; i < swp->num_primary_banks; i++)
{
wip = &Weapon_info[swp->primary_bank_weapons[i]];
if (wip->wi_flags2 & WIF2_BALLISTIC)
{
r = (float) swp->primary_bank_ammo[i] / swp->primary_bank_start_ammo[i];
// cube ammo level for better behavior, and adjust for number of banks
desire += (int) ((1.0f - r)*(1.0f - r)*(1.0f - r) * (5.0f / swp->num_primary_banks));
}
}
}
// If no reason to repair, don't bother to see if it's safe to repair.
if (desire == 0){
return 0;
}
// Compute danger threshold.
// Balance this with desire and maybe request support.
if (ai_good_time_to_rearm( objp )) {
ai_issue_rearm_request(objp);
return 1;
} else if (num_allies_rearming(objp) < 2) {
if (desire >= 8) { // guarantees disabled will cause repair request
ai_issue_rearm_request(objp);
} else if (desire >= 3) { // >= 3 means having a single subsystem fully blown will cause repair.
int count;
int objnum = find_nearby_threat(OBJ_INDEX(objp), iff_get_attacker_mask(obj_team(objp)), 2000.0f, &count);
if ((objnum == -1) || (count < 2) || (vm_vec_dist_quick(&objp->pos, &Objects[objnum].pos) > 3000.0f*count/desire)) {
ai_issue_rearm_request(objp);
return 1;
} else {
//nprintf(("AI", "Would like to rearm, but enemy only %7.3f units away.\n", vm_vec_dist_quick(&objp->pos, &Objects[objnum].pos)));
}
}
}
return 0;
}
void ai_set_mode_warp_out(object *objp, ai_info *aip)
{
ai_abort_rearm_request(objp);
if (aip->mode != AIM_WARP_OUT) {
aip->mode = AIM_WARP_OUT;
aip->submode = AIS_WARP_1;
aip->submode_start_time = Missiontime;
}
}
// Maybe make ship depart (Goober5000 - changed from always warp ship out)
// Shivan and HoL fighter/bomber warp out if their weapons subsystems have been destroyed.
void ai_maybe_depart(object *objp)
{
ship *shipp;
ship_info *sip;
// don't do anything if in a training mission.
if ( The_mission.game_type & MISSION_TYPE_TRAINING )
return;
Assert(objp->type == OBJ_SHIP);
shipp = &Ships[objp->instance];
ai_info *aip = &Ai_info[shipp->ai_index];
sip = &Ship_info[shipp->ship_info_index];
if (aip->mode == AIM_WARP_OUT || aip->mode == AIM_BAY_DEPART)
return;
// If a support ship with no goals and low hull, depart. Be sure that there are no pending goals
// in the support ships ai_goal array. Just process this ships goals.
if (sip->flags & SIF_SUPPORT) {
if ( timestamp_elapsed(aip->warp_out_timestamp) ) {
ai_process_mission_orders( OBJ_INDEX(objp), aip );
if ( (aip->support_ship_objnum == -1) && (get_hull_pct(objp) < 0.25f) ) {
if (!(shipp->flags & SF_DEPARTING))
mission_do_departure(objp);
}
}
}
// some iffs don't warp out, they'll eventually request support.
if (Iff_info[shipp->team].flags & IFFF_SUPPORT_ALLOWED)
return;
if (!(shipp->flags & SF_DEPARTING)) {
if (sip->flags & (SIF_FIGHTER | SIF_BOMBER)) {
if (aip->warp_out_timestamp == 0) {
//if (ship_get_subsystem_strength(shipp, SUBSYSTEM_WEAPONS) == 0.0f) {
// aip->warp_out_timestamp = timestamp(((myrand() % 10) + 10) * 1000);
//}
} else if (timestamp_elapsed(aip->warp_out_timestamp)) {
mission_do_departure(objp);
}
}
}
}
// Warp this ship out.
void ai_warp_out(object *objp)
{
ship *shipp = &Ships[objp->instance];
ai_info *aip = &Ai_info[shipp->ai_index];
// if dying, don't warp out.
if (shipp->flags & SF_DYING)
return;
// Goober5000 - I seriously don't think this needs a custom AI flag,
// but if it turns out it does, this is where to add it
// if (whatever)
{
// Goober5000 - check for engine or navigation failure
if (!ship_engine_ok_to_warp(shipp) || !ship_navigation_ok_to_warp(shipp))
{
// you shouldn't hit this... if you do, then I need to add a check for it
// in whatever function initiates a warpout
Assert (!(shipp->flags2 & SF2_NO_SUBSPACE_DRIVE));
// flag us as trying to warp so that this function keeps getting called
// (in other words, if we can't warp just yet, we want to warp at the first
// opportunity)
aip->submode = AIS_WARP_1;
aip->ai_flags |= AIF_TRYING_UNSUCCESSFULLY_TO_WARP;
return;
}
// Goober5000 - make sure the flag is clear (if it was previously set)
aip->ai_flags &= ~AIF_TRYING_UNSUCCESSFULLY_TO_WARP;
}
switch (aip->submode) {
case AIS_WARP_1:
aip->force_warp_time = timestamp(10*1000); // Try to avoid a collision for up to ten seconds.
aip->submode = AIS_WARP_2;
aip->submode_start_time = Missiontime;
break;
case AIS_WARP_2: // Make sure won't collide with any object.
if (timestamp_elapsed(aip->force_warp_time) || !collide_predict_large_ship(objp, objp->radius*2.0f + 100.0f)) {
aip->submode = AIS_WARP_3;
aip->submode_start_time = Missiontime;
// maybe recalculate collision pairs.
if (ship_get_warpout_speed(objp) > ship_get_max_speed(shipp)) {
// recalculate collision pairs
OBJ_RECALC_PAIRS(objp);
}
aip->force_warp_time = timestamp(4*1000); // Try to attain target speed for up to 4 seconds.
} else {
vec3d goal_point;
vm_vec_scale_add(&goal_point, &objp->pos, &objp->orient.vec.uvec, 100.0f);
turn_towards_point(objp, &goal_point, NULL, 0.0f);
accelerate_ship(aip, 0.0f);
}
break;
case AIS_WARP_3:
// Rampup desired_vel in here from current to desired velocity and set PF_USE_VEL. (not sure this is the right flag)
// See shipfx#572 for sample code.
float speed, goal_speed;
goal_speed = ship_get_warpout_speed(objp);
// HUGE ships go immediately to AIS_WARP_4
if (Ship_info[shipp->ship_info_index].flags & SIF_HUGE_SHIP) {
aip->submode = AIS_WARP_4;
aip->submode_start_time = Missiontime;
break;
}
//compute_warpout_stuff(objp, &goal_speed, &warp_time, &warp_pos);
//goal_speed = 80.0f;
//set_accel_for_target_speed(objp, 40.0f);
// DKA 8/11/99 objp->phys_info.flags |= PF_USE_VEL; This flag is set in object code if warping out and AIS_WARP >= 3, properly accounting for blown engines
speed = goal_speed * flFrametime + objp->phys_info.speed * (1.0f - flFrametime);
vm_vec_copy_scale(&objp->phys_info.vel, &objp->orient.vec.fvec, speed);
objp->phys_info.desired_vel = objp->phys_info.vel;
// nprintf(("AI", "Frame %i, speed = %7.3f, goal = %7.3f\n", Framecount, vm_vec_mag_quick(&objp->phys_info.vel), goal_speed));
if (timestamp_elapsed(aip->force_warp_time) || (fl_abs(objp->phys_info.speed - goal_speed) < 2.0f)) {
aip->submode = AIS_WARP_4;
aip->submode_start_time = Missiontime;
}
break;
case AIS_WARP_4: {
shipfx_warpout_start(objp);
aip->submode = AIS_WARP_5;
aip->submode_start_time = Missiontime;
break;
}
case AIS_WARP_5:
break;
default:
Int3(); // Illegal submode for warping out.
}
}
// Return object index of weapon that could produce a shockwave that should be known about to *objp.
// Return nearest one.
int ai_find_shockwave_weapon(object *objp, ai_info *aip)
{
missile_obj *mo;
float nearest_dist = 999999.9f;
int nearest_index = -1;
for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
object *A;
weapon *wp;
weapon_info *wip;
Assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
A = &Objects[mo->objnum];
Assert(A->type == OBJ_WEAPON);
Assert((A->instance >= 0) && (A->instance < MAX_WEAPONS));
wp = &Weapons[A->instance];
wip = &Weapon_info[wp->weapon_info_index];
Assert( wip->subtype == WP_MISSILE );
if (wip->shockwave.speed > 0.0f) {
float dist;
dist = vm_vec_dist_quick(&objp->pos, &A->pos);
if (dist < nearest_dist) {
nearest_dist = dist;
nearest_index = mo->objnum;
}
}
}
return nearest_index;
}
#define EVADE_SHOCKWAVE_DAMAGE_THRESHOLD 100.0f
// Tell all ships to avoid a big ship that is blowing up.
// Only avoid if shockwave is fairly large.
// OK to tell everyone to avoid. If they're too far away, that gets cleaned up in the frame interval.
void ai_announce_ship_dying(object *dying_objp)
{
float damage = ship_get_exp_damage(dying_objp);
if (damage >= EVADE_SHOCKWAVE_DAMAGE_THRESHOLD) {
ship_obj *so;
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
object *A = &Objects[so->objnum];
Assert(A->type == OBJ_SHIP);
if (Ship_info[Ships[A->instance].ship_info_index].flags & (SIF_SMALL_SHIP | SIF_FREIGHTER | SIF_TRANSPORT)) {
ai_info *aip = &Ai_info[Ships[A->instance].ai_index];
// AL 1-5-98: only avoid shockwave if not docked or repairing
if ( !object_is_docked(A) && !(aip->ai_flags & (AIF_REPAIRING|AIF_BEING_REPAIRED)) ) {
aip->ai_flags |= AIF_AVOID_SHOCKWAVE_SHIP;
}
}
}
}
}
// Return object index of weapon that could produce a shockwave that should be known about to *objp.
// Return nearest one.
int ai_find_shockwave_ship(object *objp, ai_info *aip)
{
ship_obj *so;
float nearest_dist = 999999.9f;
int nearest_index = -1;
for ( so = GET_NEXT(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
object *A;
ship *shipp;
Assert(so->objnum >= 0 && so->objnum < MAX_OBJECTS);
A = &Objects[so->objnum];
Assert(A->type == OBJ_SHIP);
Assert((A->instance >= 0) && (A->instance < MAX_SHIPS));
shipp = &Ships[A->instance];
// Only look at objects in the process of dying.
if (shipp->flags & SF_DYING) {
float damage = ship_get_exp_damage(objp);
if (damage >= EVADE_SHOCKWAVE_DAMAGE_THRESHOLD) { // Only evade quite large blasts
float dist;
dist = vm_vec_dist_quick(&objp->pos, &A->pos);
if (dist < nearest_dist) {
nearest_dist = dist;
nearest_index = so->objnum;
}
}
}
}
return nearest_index;
}
int aas_1(object *objp, ai_info *aip, vec3d *safe_pos)
{
// MAKE SURE safe_pos DOES NOT TAKE US TOWARD THE A SHIP WE'RE ATTACKING.
if (aip->ai_flags & AIF_AVOID_SHOCKWAVE_WEAPON) {
// If we don't currently know of a weapon to avoid, try to find one.
// If we can't find one, then clear the bit so we don't keep coming here.
if (aip->shockwave_object == -1) {
int shockwave_weapon = ai_find_shockwave_weapon(objp, aip);
if (shockwave_weapon == -1) {
aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
return 0;
} else {
aip->shockwave_object = shockwave_weapon;
}
}
// OK, we have reason to believe we should avoid aip->shockwave_object.
Assert(aip->shockwave_object > -1);
object *weapon_objp = &Objects[aip->shockwave_object];
if (weapon_objp->type != OBJ_WEAPON) {
aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
aip->shockwave_object = -1;
return 0;
}
weapon *weaponp = &Weapons[weapon_objp->instance];
weapon_info *wip = &Weapon_info[weaponp->weapon_info_index];
object *target_ship_obj = NULL;
if (wip->shockwave.speed == 0.0f) {
aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
aip->shockwave_object = -1;
return 0;
}
float danger_dist;
vec3d expected_pos; // Position at which we expect the weapon to detonate.
int pos_set = 0;
danger_dist = wip->shockwave.outer_rad;
// Set predicted position of detonation.
// If an aspect locked missile, assume it will detonate at the homing position.
// If not, which is not possible in a default FreeSpace weapon, then predict it will detonate at some
// time in the future, this time based on max lifetime and life left.
if (wip->wi_flags & WIF_HOMING_ASPECT) {
expected_pos = weaponp->homing_pos;
if (weaponp->homing_object && weaponp->homing_object->type == OBJ_SHIP) {
target_ship_obj = weaponp->homing_object;
}
pos_set = 1;
if (IS_VEC_NULL(&weaponp->homing_pos)) {
pos_set = 0;
if (weaponp->target_num != -1) {
if (Objects[weaponp->target_num].type == OBJ_SHIP) {
target_ship_obj = &Objects[weaponp->target_num];
expected_pos = target_ship_obj->pos;
pos_set = 1;
}
}
}
}
if (!pos_set) {
float time_scale;
if (wip->lifetime - weaponp->lifeleft > 5.0f) {
time_scale = 1.0f;
} else {
time_scale = weaponp->lifeleft/2.0f;
}
vm_vec_scale_add(&expected_pos, &weapon_objp->pos, &weapon_objp->orient.vec.fvec, time_scale);
}
// See if too far away to care about shockwave.
if (vm_vec_dist_quick(&objp->pos, &expected_pos) > danger_dist*2.0f) {
//aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
return 0;
} else {
// try to find a safe position
vec3d vec_from_exp;
float dir = 1.0f;
vm_vec_sub(&vec_from_exp, &objp->pos, &expected_pos);
float dot = vm_vec_dotprod(&vec_from_exp, &weapon_objp->orient.vec.fvec);
if (dot > -30) {
// if we're already on the other side of the explosion, don't try to fly behind it
dir = -1.0f;
}
// Fly towards a point behind the weapon.
vm_vec_scale_add(safe_pos, &weapon_objp->pos, &weapon_objp->orient.vec.fvec, -50000.0f*dir);
// verify safe_pos will not make us collide with our target objnum, else try 2 other vecs
// don't bang your head, else go
// int go_safe = FALSE;
int go_safe = TRUE;
/* if (target_ship_obj) {
if (pp_collide(&objp->pos, safe_pos, target_ship_obj, objp->radius)) {
// try up to 2 other random directions
vec3d dir_vec, rand_vec;
int idx;
for (idx=0; idx<2; idx++) {
vm_vec_rand_vec_quick(&rand_vec);
vm_vec_scale_add(&dir_vec, &weapon_objp->orient.fvec, &rand_vec, 0.5f);
vm_vec_scale_add(safe_pos, &weapon_objp->pos, &dir_vec, -50000.0f*dir);
if ( !pp_collide(&objp->pos, safe_pos, target_ship_obj, objp->radius) ) {
go_safe = TRUE;
break;
}
}
} else { // direct path is safe
go_safe = TRUE;
}
} else { // no target_obj_ship
go_safe = TRUE;
} */
if (go_safe) {
return 1;
} else {
// can't figure out a good way to go
return 0;
}
}
} else if (aip->ai_flags & AIF_AVOID_SHOCKWAVE_SHIP) {
if (aip->shockwave_object == -1) {
int shockwave_ship = ai_find_shockwave_ship(objp, aip);
if (shockwave_ship == -1) {
aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_SHIP;
return 0;
} else {
aip->shockwave_object = shockwave_ship;
}
}
Assert(aip->shockwave_object > -1);
object *ship_objp = &Objects[aip->shockwave_object];
if (ship_objp == objp) {
aip->shockwave_object = -1;
return 0;
}
if (ship_objp->type != OBJ_SHIP) {
aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_SHIP;
return 0;
}
// Optimize note! Don't really have to normalize. We only need a point away from the blowing-up ship.
vec3d safe_vec;
vm_vec_normalized_dir(&safe_vec, &objp->pos, &ship_objp->pos);
vm_vec_scale_add(safe_pos, &ship_objp->pos, &safe_vec, 50000.0f); // Fly away from the ship.
float outer_rad = ship_get_exp_outer_rad(ship_objp);
if (vm_vec_dist_quick(&objp->pos, &ship_objp->pos) > outer_rad*1.5f) {
aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
return 0;
}
return 1;
} else {
Int3(); // Illegal -- supposedly avoiding a shockwave, but neither ship nor weapon. What is it!?
}
return 0;
}
/*
int rct_done = 0;
void rand_chance_test()
{
int i;
float frametime;
if (rct_done)
return;
rct_done = 1;
for (frametime=0.02f; frametime<0.25f; frametime *= 1.25f) {
float chance;
nprintf(("AI", "%6.4f: ", frametime));
for (chance=0.25f; chance<2.5f; chance += 0.25f) {
int count = 0;
for (i=0; i<100.0f/frametime; i++) {
if (rand_chance(frametime, chance))
count++;
}
nprintf(("AI", "%3i ", count));
}
nprintf(("AI", "\n"));
}
}
*/
// --------------------------------------------------------------------------
// Make object *objp avoid the nearest dangerous shockwave-producing weapon.
// If it looks like there is no valid shockwave-producing weapon then clear the AIF_AVOID_SHOCKWAVE_WEAPON bit in ai_flags and return.
// Return 1 if avoiding a shockwave, else return 0.
int ai_avoid_shockwave(object *objp, ai_info *aip)
{
vec3d safe_pos;
//rand_chance_test();
// BIG|HUGE do not respond to shockwaves
if (Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) {
// don't come here again
aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE;
return 0;
}
// Don't all react right away.
if (!(aip->ai_flags & AIF_AVOID_SHOCKWAVE_STARTED))
if (!rand_chance(flFrametime, (float) aip->ai_class/4.0f + 0.25f)) // Chance to avoid in 1 second is 0.25 + ai_class/4
return 0;
if (!aas_1(objp, aip, &safe_pos)) {
aip->ai_flags |= AIF_AVOID_SHOCKWAVE_STARTED;
return 0;
}
aip->ai_flags |= AIF_AVOID_SHOCKWAVE_STARTED;
// OK, evade the shockwave!
turn_towards_point(objp, &safe_pos, NULL, 0.0f);
vec3d vec_to_safe_pos;
float dot_to_goal;
vm_vec_normalized_dir(&vec_to_safe_pos, &safe_pos, &objp->pos);
dot_to_goal = vm_vec_dot(&objp->orient.vec.fvec, &vec_to_safe_pos);
if (dot_to_goal < -0.5f)
accelerate_ship(aip, 0.3f);
else {
accelerate_ship(aip, 1.0f + dot_to_goal);
if (dot_to_goal > 0.2f) {
if (!(objp->phys_info.flags & PF_AFTERBURNER_ON )) {
afterburners_start(objp);
aip->afterburner_stop_time = Missiontime + 2*F1_0;
}
}
}
return 1;
}
// Awaiting repair. Be useful.
// Probably fly towards incoming repair ship.
// Return true if this ship is close to being repaired, else return false.
int ai_await_repair_frame(object *objp, ai_info *aip)
{
if (!(aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED)))
return 0;
if (aip->support_ship_objnum == -1)
return 0;
ship *shipp;
ship_info *sip;
shipp = &Ships[Objects[aip->support_ship_objnum].instance];
sip = &Ship_info[shipp->ship_info_index];
aip->ai_flags &= ~AIF_FORMATION_OBJECT; // Prevents endless rotation.
if (!(sip->flags & SIF_SUPPORT))
return 0;
vec3d goal_point;
object *repair_objp;
repair_objp = &Objects[aip->support_ship_objnum];
if (Ships[repair_objp->instance].team == Iff_traitor) {
ai_abort_rearm_request(repair_objp);
return 0;
}
vm_vec_scale_add(&goal_point, &repair_objp->pos, &repair_objp->orient.vec.uvec, -50.0f); // Fly towards point below repair ship.
vec3d vtr;
float dist = vm_vec_normalized_dir(&vtr, &goal_point, &objp->pos);
float dot = vm_vec_dot(&vtr, &objp->orient.vec.fvec);
if (dist > 200.0f) {
//nprintf(("AI", "%s flying towards %s for repair, dist = %7.3f\n", Ships[objp->instance].ship_name, &Ships[repair_objp->instance].ship_name, dist));
accelerate_ship(aip, (0.9f + dot) * dist/1500.0f);
turn_towards_point(objp, &goal_point, NULL, 0.0f);
} else {
accelerate_ship(aip, 0.0f);
//nprintf(("AI", "%s sitting still awaiting repair from %s, dist = %7.3f\n", Ships[objp->instance].ship_name, &Ships[repair_objp->instance].ship_name, dist));
}
return 1;
}
// Maybe cause this ship to self-destruct.
// Currently, any small ship (SIF_SMALL_SHIP) that has been disabled will self-destruct after awhile.
// Maybe should only do this if they are preventing their wing from re-entering.
void ai_maybe_self_destruct(object *objp, ai_info *aip)
{
// Some IFFs can be repaired, so no self-destruct.
// In multiplayer, just don't self-destruct. I figured there would be a problem. -- MK, 3/19/98.
if ((Iff_info[Ships[objp->instance].team].flags & IFFF_SUPPORT_ALLOWED) || (Game_mode & GM_MULTIPLAYER))
return;
// Small ships in a wing blow themselves up after awhile if engine or weapons system has been destroyed.
// Reason: Don't want them to prevent a re-emergence of the wing.
// Note: Don't blow up if not in a wing for two reasons: One, won't affect re-emergence of waves and (1) disable the Dragon
// mission would be broken.
if ((Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_SMALL_SHIP) && (Ships[objp->instance].wingnum != -1)) {
if ((ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) ||
(ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_WEAPONS) <= 0.0f)) {
if (aip->self_destruct_timestamp < 0)
aip->self_destruct_timestamp = timestamp(90 * 1000); // seconds until self-destruct
} else {
aip->self_destruct_timestamp = -1;
}
if (aip->self_destruct_timestamp < 0) {
return;
}
if (timestamp_elapsed(aip->self_destruct_timestamp)) {
ship_apply_local_damage( objp, objp, &objp->pos, objp->hull_strength*flFrametime + 1.0f, MISS_SHIELDS);
}
}
}
// Determine if pl_objp needs a new target, called from ai_frame()
int ai_need_new_target(object *pl_objp, int target_objnum)
{
object *objp;
if ( target_objnum < 0 ) {
return 1;
}
objp = &Objects[target_objnum];
if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_ASTEROID) && (objp->type != OBJ_WEAPON) ) {
return 1;
}
if ( objp->type == OBJ_SHIP ) {
if ( Ships[objp->instance].flags & SF_DYING ) {
return 1;
} else if (Ships[objp->instance].team == Ships[pl_objp->instance].team)
return 1;
}
return 0;
}
// If *objp is recovering from a collision with a big ship, handle it.
// Return true if recovering.
int maybe_big_ship_collide_recover_frame(object *objp, ai_info *aip)
{
float dot, dist;
vec3d v2g;
if (aip->ai_flags & AIF_BIG_SHIP_COLLIDE_RECOVER_1) {
ai_turn_towards_vector(&aip->big_recover_pos_1, objp, flFrametime, Ship_info[Ships[objp->instance].ship_info_index].srotation_time, NULL, NULL, 0.0f, 0, NULL);
dist = vm_vec_normalized_dir(&v2g, &aip->big_recover_pos_1, &objp->pos);
dot = vm_vec_dot(&objp->orient.vec.fvec, &v2g);
accelerate_ship(aip, dot);
// If close to desired point, or 15+ seconds since entered this mode, continue to next mode.
if ((timestamp_until(aip->big_recover_timestamp) < -15*1000) || (dist < (0.5f + flFrametime) * objp->phys_info.speed)) {
aip->ai_flags &= ~AIF_BIG_SHIP_COLLIDE_RECOVER_1;
aip->ai_flags |= AIF_BIG_SHIP_COLLIDE_RECOVER_2;
}
return 1;
} else if (aip->ai_flags & AIF_BIG_SHIP_COLLIDE_RECOVER_2) {
ai_turn_towards_vector(&aip->big_recover_pos_2, objp, flFrametime, Ship_info[Ships[objp->instance].ship_info_index].srotation_time, NULL, NULL, 0.0f, 0, NULL);
dist = vm_vec_normalized_dir(&v2g, &aip->big_recover_pos_2, &objp->pos);
dot = vm_vec_dot(&objp->orient.vec.fvec, &v2g);
accelerate_ship(aip, dot);
// If close to desired point, or 30+ seconds since started avoiding collision, done avoiding.
if ((timestamp_until(aip->big_recover_timestamp) < -30*1000) || (dist < (0.5f + flFrametime) * objp->phys_info.speed)) {
aip->ai_flags &= ~AIF_BIG_SHIP_COLLIDE_RECOVER_2;
aip->ai_flags &= ~AIF_TARGET_COLLISION;
}
return 1;
}
if (aip->ai_flags & AIF_TARGET_COLLISION) {
aip->ai_flags &= ~AIF_TARGET_COLLISION;
}
return 0;
}
void validate_mode_submode(ai_info *aip)
{
switch (aip->mode) {
case AIM_CHASE:
// check valid submode
switch (aip->submode) {
case SM_CONTINUOUS_TURN:
case SM_ATTACK:
case SM_EVADE_SQUIGGLE:
case SM_EVADE_BRAKE:
case SM_EVADE:
case SM_SUPER_ATTACK:
case SM_AVOID:
case SM_GET_BEHIND:
case SM_GET_AWAY:
case SM_EVADE_WEAPON:
case SM_FLY_AWAY:
case SM_ATTACK_FOREVER:
break;
default:
Int3();
}
break;
case AIM_STRAFE:
// check valid submode
switch(aip->submode) {
case AIS_STRAFE_ATTACK:
case AIS_STRAFE_AVOID:
case AIS_STRAFE_RETREAT1:
case AIS_STRAFE_RETREAT2:
case AIS_STRAFE_POSITION:
break;
default:
Int3();
}
break;
}
}
// --------------------------------------------------------------------------
// Process AI object "objnum".
void ai_frame(int objnum)
{
ship *shipp = &Ships[Objects[objnum].instance];
ai_info *aip = &Ai_info[shipp->ai_index];
int target_objnum;
// validate_mode_submode(aip);
Assert((aip->mode != AIM_WAYPOINTS) || (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC));
// Set globals defining the current object and its enemy object.
Pl_objp = &Objects[objnum];
// warping out?
if ((aip->mode == AIM_WARP_OUT) || (aip->ai_flags & AIF_TRYING_UNSUCCESSFULLY_TO_WARP))
{
ai_warp_out(Pl_objp);
// Goober5000 - either we were never trying unsuccessfully, or we were but now
// we're successful... in either case, since we're actually warping we simply return
if (!(aip->ai_flags & AIF_TRYING_UNSUCCESSFULLY_TO_WARP))
return;
}
// if (!strnicmp(Ships[Pl_objp->instance].ship_name, "cancer", 6))
// nprintf(("AI", "Ship %s: mode = %s, submode = %i\n", Ships[Pl_objp->instance].ship_name, Mode_text[aip->mode], aip->submode));
ai_maybe_self_destruct(Pl_objp, aip);
// if ( timestamp_elapsed(aip->goal_check_time) ) {
ai_process_mission_orders( objnum, aip );
// aip->goal_check_time = timestamp_rand(1000,2000);
// }
// Avoid a shockwave, if necessary. If a shockwave and rearming, stop rearming.
if (aip->ai_flags & AIF_AVOID_SHOCKWAVE) {
if (ai_avoid_shockwave(Pl_objp, aip)) {
aip->ai_flags &= ~(AIF_BIG_SHIP_COLLIDE_RECOVER_1 | AIF_BIG_SHIP_COLLIDE_RECOVER_2);
if (aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED))
ai_abort_rearm_request(Pl_objp);
return;
}
} else {
aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_STARTED;
}
// moved call to ai_do_repair frame here from below because of the subsequent if statment returning
// if the ship is getting repaired
// If waiting to be repaired, just stop and sit.
ai_do_repair_frame(Pl_objp, aip, flFrametime);
if ((aip->ai_flags & AIF_AWAITING_REPAIR) || (aip->ai_flags & AIF_BEING_REPAIRED)) {
if (ai_await_repair_frame(Pl_objp, aip))
return;
}
if (aip->mode == AIM_PLAY_DEAD)
return;
// If recovering from a collision with a big ship, don't continue.
if (maybe_big_ship_collide_recover_frame(Pl_objp, aip))
return;
ai_preprocess_ignore_objnum(Pl_objp, aip);
target_objnum = set_target_objnum(aip, aip->target_objnum);
// nprintf(("AI", "Frame %i: Coords = %7.3f %7.3f %7.3f\n", AI_FrameCount, Pl_objp->pos.x, Pl_objp->pos.y, Pl_objp->pos.z));
Assert(objnum != target_objnum);
ai_manage_shield(Pl_objp, aip);
if ( maybe_request_support(Pl_objp) ) {
if ( Ships[Pl_objp->instance].flags & SF_FROM_PLAYER_WING ) {
ship_maybe_tell_about_rearm(shipp);
}
}
ai_maybe_depart(Pl_objp);
/*
// If this ship is attacking an object's subsystems and someone else destroyed
// the subsystem, it could continue attacking the ship. Need to invalidate the objnum.
if (target_objnum >= 0)
if (Objects[target_objnum].flags & OF_PROTECTED) {
// if (aip->targeted_subsys != NULL)
// ; //nprintf(("AI", "subsys hits = %7.3f\n", aip->targeted_subsys->current_hits));
if ((aip->targeted_subsys == NULL) || (aip->targeted_subsys->current_hits <= 0.0f)) {
target_objnum = -1;
aip->target_objnum = -1;
}
}
*/
// Find an enemy if don't already have one.
En_objp = NULL;
if ( ai_need_new_target(Pl_objp, target_objnum) ) {
if ((aip->mode != AIM_EVADE_WEAPON) && (aip->active_goal == AI_ACTIVE_GOAL_DYNAMIC)) {
aip->resume_goal_time = -1;
aip->active_goal = AI_GOAL_NONE;
} else if (aip->resume_goal_time == -1) {
// AL 12-9-97: Don't allow cargo and navbuoys to set their aip->target_objnum
if ( Ship_info[shipp->ship_info_index].class_type > -1 && (Ship_types[Ship_info[shipp->ship_info_index].class_type].ai_bools & STI_AI_AUTO_ATTACKS) ) {
target_objnum = find_enemy(objnum, MAX_ENEMY_DISTANCE, The_mission.ai_profile->max_attackers[Game_skill_level]); // Attack up to 25K units away.
if (target_objnum != -1) {
if (aip->target_objnum != target_objnum)
aip->aspect_locked_time = 0.0f;
set_target_objnum(aip, target_objnum);
En_objp = &Objects[target_objnum];
}
}
}
} else if (target_objnum >= 0) {
En_objp = &Objects[target_objnum];
}
// set base stealth info each frame
aip->ai_flags &= ~AIF_STEALTH_PURSUIT;
if (En_objp && En_objp->type == OBJ_SHIP) {
if (Ships[En_objp->instance].flags2 & SF2_STEALTH) {
int stealth_state = ai_is_stealth_visible(Pl_objp, En_objp);
float dist = vm_vec_dist_quick(&En_objp->pos, &Pl_objp->pos);
if (stealth_state != STEALTH_FULLY_TARGETABLE) {
aip->ai_flags |= AIF_STEALTH_PURSUIT;
}
if ( (stealth_state == STEALTH_FULLY_TARGETABLE) || (stealth_state == STEALTH_VISIBLE) ) {
aip->stealth_last_visible_stamp = timestamp();
aip->stealth_last_cheat_visible_stamp = aip->stealth_last_visible_stamp;
aip->stealth_last_pos = En_objp->pos;
aip->stealth_velocity = En_objp->phys_info.vel;
} else if (dist < 100) {
// get cheat timestamp
aip->stealth_last_cheat_visible_stamp = timestamp();
// set approximate pos and vel, with increasing error as time from last_visible_stamp increases
update_ai_stealth_info_with_error(aip/*, 0*/);
}
}
}
/* if ((Pl_objp != NULL) && (En_objp != NULL)) {
slide_face_ship();
return;
}
*/
// AL 12-10-97: ensure that cargo and navbuoys aip->target_objnum is always -1.
if ( Ship_info[shipp->ship_info_index].class_type > -1 && !(Ship_types[Ship_info[shipp->ship_info_index].class_type].ai_bools & STI_AI_AUTO_ATTACKS)) {
aip->target_objnum = -1;
}
if ((En_objp != NULL) && (En_objp->pos.xyz.x == Pl_objp->pos.xyz.x) && (En_objp->pos.xyz.y == Pl_objp->pos.xyz.y) && (En_objp->pos.xyz.z == Pl_objp->pos.xyz.z)) {
mprintf(("Warning: Object and its enemy have same position. Object #%i\n", Pl_objp-Objects));
En_objp = NULL;
}
if (aip->mode == AIM_CHASE) {
if (En_objp == NULL) {
aip->active_goal = -1;
}
}
// If there is a goal to resume and enough time has elapsed, resume the goal.
if ((aip->resume_goal_time > 0) && (aip->resume_goal_time < Missiontime)) {
aip->active_goal = AI_GOAL_NONE;
aip->resume_goal_time = -1;
target_objnum = find_enemy(objnum, 2000.0f, The_mission.ai_profile->max_attackers[Game_skill_level]);
if (target_objnum != -1) {
if (aip->target_objnum != target_objnum) {
aip->aspect_locked_time = 0.0f;
}
set_target_objnum(aip, target_objnum);
}
}
// check if targeted subsystem has been destroyed, if so, move onto another subsystem
// if trying to disable or disarm the target
if ((En_objp != NULL) && ( aip->targeted_subsys != NULL )) {
Assert(En_objp->type == OBJ_SHIP);
if ( aip->targeted_subsys->current_hits <= 0.0f ) {
int subsys_type;
if ( aip->goals[0].ai_mode == AI_GOAL_DISABLE_SHIP ) {
subsys_type = SUBSYSTEM_ENGINE;
} else if ( aip->goals[0].ai_mode == AI_GOAL_DISARM_SHIP ) {
subsys_type = SUBSYSTEM_TURRET;
} else {
subsys_type = -1;
}
if ( subsys_type != -1 ) {
ship_subsys *new_subsys;
new_subsys = ship_return_next_subsys(&Ships[En_objp->instance], subsys_type, &Pl_objp->pos);
if ( new_subsys != NULL ) {
set_targeted_subsys(aip, new_subsys, aip->target_objnum);
} else {
// AL 12-16-97: no more subsystems to attack... reset targeting info
aip->target_objnum = -1;
set_targeted_subsys(aip, NULL, -1);
}
} else {
// targeted subsys is destroyed, so stop attacking it
set_targeted_subsys(aip, NULL, -1);
}
}
}
ai_maybe_launch_cmeasure(Pl_objp, aip);
ai_maybe_evade_locked_missile(Pl_objp, aip);
aip->target_time += flFrametime;
int in_formation = 0;
if (aip->ai_flags & AIF_FORMATION) {
in_formation = !ai_formation();
}
if ( !in_formation ) {
ai_execute_behavior(aip);
}
process_subobjects(objnum);
maybe_resume_previous_mode(Pl_objp, aip);
if (Pl_objp->phys_info.flags & PF_AFTERBURNER_ON ) {
if (Missiontime > aip->afterburner_stop_time) {
//nprintf(("AI", "Frame %i, turning off afterburner.\n", AI_FrameCount));
afterburners_stop(Pl_objp);
}
}
// validate_mode_submode(aip);
}
int Waypoints_created = 0;
/* Goober5000 - deprecated; use ship_info_lookup
// Find the ship with the name *name in the Ship_info array.
int find_ship_name(char *name)
{
int i;
for (i=0; i<Num_ship_classes; i++)
if (!strcmp(Ship_info[i].name, name))
return i;
return -1;
}*/
void create_waypoints()
{
int i, j, z;
// Waypoints_created = 1;
if (Waypoints_created)
return;
for (j=0; j<Num_waypoint_lists; j++)
for (i=0; i<Waypoint_lists[j].count; i++) {
z = obj_create(OBJ_WAYPOINT, 0, j * 65536 + i, NULL,
&Waypoint_lists[j].waypoints[i], 0.0f, OF_RENDERS);
}
Waypoints_created = 1;
}
int Last_ai_obj = -1;
void ai_process( object * obj, int ai_index, float frametime )
{
// if (Ships[obj->instance].flags & SF_DYING)
// nprintf(("AI", "Frame: %i Ship %s is dying!\n", Framecount, Ships[obj->instance].ship_name));
if (obj->flags & OF_SHOULD_BE_DEAD)
return;
// return if ship is dead, unless it's a big ship...then its turrets still fire, like I was quoted in a magazine. -- MK, 5/15/98.
if ((Ships[obj->instance].flags & SF_DYING ) && !(Ship_info[Ships[obj->instance].ship_info_index].flags & (SIF_HUGE_SHIP | SIF_BIG_SHIP))){
return;
}
int rfc = 1; // Assume will be Reading Flying Controls.
Assert( obj->type == OBJ_SHIP );
Assert( ai_index >= 0 );
init_ship_info();
create_waypoints();
AI_frametime = frametime;
if (obj-Objects <= Last_ai_obj) {
AI_FrameCount++;
}
memset( &AI_ci, 0, sizeof(AI_ci) );
ai_frame(OBJ_INDEX(obj));
AI_ci.pitch = 0.0f;
AI_ci.bank = 0.0f;
AI_ci.heading = 0.0f;
// the ships maximum velocity now depends on the energy flowing to engines
obj->phys_info.max_vel.xyz.z = Ships[obj->instance].current_max_speed;
ai_info *aip = &Ai_info[Ships[obj->instance].ai_index];
// In certain circumstances, the AI says don't fly in the normal way.
// One circumstance is in docking and undocking, when the ship is moving
// under thruster control.
switch (aip->mode) {
case AIM_DOCK:
if ((aip->submode >= AIS_DOCK_2) && (aip->submode != AIS_UNDOCK_3))
rfc = 0;
break;
case AIM_WARP_OUT:
if (aip->submode >= AIS_WARP_3)
rfc = 0;
break;
// case AIM_NONE:
// if (aip->submode == AIS_NONE_FORMATION)
// rfc = 0;
// break;
default:
break;
}
if (rfc == 1) {
vec3d copy_desired_rotvel = obj->phys_info.rotvel;
physics_read_flying_controls( &obj->orient, &obj->phys_info, &AI_ci, frametime);
// if obj is in formation and not flight leader, don't update rotvel
if (aip->ai_flags & AIF_FORMATION) {
if (&Objects[aip->goal_objnum] != obj) {
obj->phys_info.desired_rotvel = copy_desired_rotvel;
obj->phys_info.rotvel = copy_desired_rotvel;
}
}
}
Last_ai_obj = obj-Objects;
}
// Initialize ai_info struct of object objnum.
void init_ai_object(int objnum)
{
int i, ship_index, ai_index, ship_type;
ai_info *aip;
object *objp;
vec3d near_vec; // A vector nearby and mainly in front of this object.
objp = &Objects[objnum];
ship_index = objp->instance;
ai_index = Ships[ship_index].ai_index;
Assert((ai_index >= 0) && (ai_index < MAX_AI_INFO));
aip = &Ai_info[ai_index];
ship_type = Ships[ship_index].ship_info_index;
vm_vec_scale_add(&near_vec, &objp->pos, &objp->orient.vec.fvec, 100.0f);
vm_vec_scale_add2(&near_vec, &objp->orient.vec.rvec, 10.0f);
// Things that shouldn't have to get initialized, but initialize them just in case!
aip->ai_flags = 0;
aip->previous_mode = AIM_NONE;
aip->mode_time = -1;
aip->target_objnum = -1;
aip->target_signature = -1;
aip->previous_target_objnum = -1;
aip->target_time = 0.0f;
aip->enemy_wing = -1;
aip->attacker_objnum = -1;
aip->goal_objnum = -1;
aip->goal_signature = -1;
aip->guard_objnum = -1;
aip->guard_signature = -1;
aip->guard_wingnum = -1;
aip->submode = 0;
aip->previous_submode = 0;
aip->best_dot_to_enemy = -1.0f;
aip->best_dot_from_enemy = -1.0f;
aip->best_dot_to_time = 0;
aip->best_dot_from_time = 0;
aip->submode_start_time = 0;
aip->submode_parm0 = 0;
aip->active_goal = -1;
aip->goal_check_time = timestamp(0);
aip->last_predicted_enemy_pos = near_vec;
aip->prev_goal_point = near_vec;
aip->goal_point = near_vec;
aip->time_enemy_in_range = 0.0f;
aip->last_attack_time = 0;
aip->last_hit_time = 0;
aip->last_hit_quadrant = 0;
aip->hitter_objnum = -1;
aip->hitter_signature = -1;
aip->resume_goal_time = -1;
aip->prev_accel = 0.0f;
aip->prev_dot_to_goal = 0.0f;
aip->ignore_objnum = UNUSED_OBJNUM;
aip->ignore_signature = -1;
// Goober5000
for (i = 0; i < MAX_IGNORE_NEW_OBJECTS; i++)
{
aip->ignore_new_objnums[i] = UNUSED_OBJNUM;
aip->ignore_new_signatures[i] = -1;
}
// aip->mode = AIM_NONE;
// End of Things that shouldn't have to get initialized, but initialize them just in case!
aip->ai_courage = Ai_classes[Ship_info[ship_type].ai_class].ai_courage[Game_skill_level];
aip->ai_patience = Ai_classes[Ship_info[ship_type].ai_class].ai_patience[Game_skill_level];
aip->ai_evasion = Ai_classes[Ship_info[ship_type].ai_class].ai_evasion[Game_skill_level];
aip->ai_accuracy = Ai_classes[Ship_info[ship_type].ai_class].ai_accuracy[Game_skill_level];
if (Num_waypoint_lists > 0) {
aip->wp_index = -1;
aip->wp_list = -1;
} else {
aip->wp_index = -1;
aip->wp_list = -1;
}
aip->attacker_objnum = -1;
aip->goal_signature = -1;
Objects[objnum].phys_info.prev_fvec = Objects[objnum].orient.vec.fvec;
aip->last_predicted_enemy_pos.xyz.x = 0.0f; // Says this value needs to be recomputed!
aip->time_enemy_in_range = 0.0f;
aip->resume_goal_time = -1; // Say there is no goal to resume.
aip->active_goal = -1;
aip->path_start = -1;
aip->path_goal_dist = -1;
aip->path_length = 0;
aip->path_subsystem_next_check = 1;
aip->support_ship_objnum = -1;
aip->support_ship_signature = -1;
aip->danger_weapon_objnum = -1;
aip->danger_weapon_signature = -1;
aip->lead_scale = 0.0f;
aip->last_hit_target_time = Missiontime;
aip->nearest_locked_object = -1;
aip->nearest_locked_distance = 99999.0f;
aip->targeted_subsys = NULL;
aip->last_subsys_target = NULL;
aip->targeted_subsys_parent = -1;
// The next two fields are used to time the rearming to allow useful sound effects for missile rearming
aip->rearm_first_missile = TRUE; // flag to indicate that next missile to load is the first missile
aip->rearm_first_ballistic_primary = TRUE; // flag to indicate that next ballistic to load is the first ballistic
aip->rearm_release_delay = 0; // timestamp to delay the separation of docked ships after rearm
aip->next_predict_pos_time = 0;
aip->afterburner_stop_time = 0;
aip->last_objsig_hit = -1; // object signature of the ship most recently hit by aip
aip->path_next_create_time = timestamp(1);
aip->path_create_pos = Objects[objnum].pos;
aip->path_create_orient = Objects[objnum].orient;
aip->ignore_expire_timestamp = timestamp(1);
aip->warp_out_timestamp = 0;
aip->next_rearm_request_timestamp = timestamp(1);
aip->primary_select_timestamp = timestamp(1);
aip->secondary_select_timestamp = timestamp(1);
aip->scan_for_enemy_timestamp = timestamp(1);
aip->choose_enemy_timestamp = timestamp(3*(NUM_SKILL_LEVELS-Game_skill_level) * ((rand_alt() % 500) + 500));
aip->shockwave_object = -1;
aip->shield_manage_timestamp = timestamp(1);
aip->self_destruct_timestamp = -1; // This is a flag that we have not yet set this.
aip->ok_to_target_timestamp = timestamp(1);
aip->pick_big_attack_point_timestamp = timestamp(1);
vm_vec_zero(&aip->big_attack_point);
aip->avoid_check_timestamp = timestamp(1);
aip->abort_rearm_timestamp = -1;
// artillery stuff
aip->artillery_objnum = -1;
aip->artillery_sig = -1;
// waypoint speed cap
aip->waypoint_speed_cap = -1;
// set lethality to enemy team
aip->lethality = 0.0f;
}
void init_ai_objects()
{
int i;
for (i=0; i<num_objects; i++){
if (Objects[i].type == OBJ_SHIP){
init_ai_object(i);
}
}
}
void init_ai_system()
{
// MWA -- removed next line of code on 11/12/97. When a ship is created
// it calls init_ai_object() on it's objnum. Doing this init at the point where
// this function gets called messes things up.
//init_ai_objects();
Ppfp = Path_points;
Waypoints_created = 0;
Dock_path_warning_given = 0;
/* for (int i=0; i<MAX_IGNORE_OBJECTS; i++) {
Ignore_objects[i].objnum = -1;
Ignore_objects[i].signature = -1;
}
*/
}
void ai_set_default_behavior(object *obj, int classnum)
{
ai_info *aip;
Assert(obj != NULL);
Assert(obj->instance != -1);
Assert(Ships[obj->instance].ai_index != -1);
aip = &Ai_info[Ships[obj->instance].ai_index];
aip->behavior = classnum;
}
void ai_do_default_behavior(object *obj)
{
ai_info *aip;
int ship_flags;
Assert(obj != NULL);
Assert(obj->instance != -1);
Assert(Ships[obj->instance].ai_index != -1);
aip = &Ai_info[Ships[obj->instance].ai_index];
ship_flags = Ship_info[Ships[obj->instance].ship_info_index].flags;
if (!is_instructor(obj) && (ship_flags & (SIF_FIGHTER | SIF_BOMBER)))
{
int enemy_objnum = find_enemy(OBJ_INDEX(obj), 1000.0f, The_mission.ai_profile->max_attackers[Game_skill_level]);
set_target_objnum(aip, enemy_objnum);
aip->mode = AIM_CHASE;
aip->submode = SM_ATTACK;
aip->submode_start_time = Missiontime;
}
else if (ship_flags & (SIF_SUPPORT))
{
aip->mode = AIM_SAFETY;
aip->submode = AISS_1;
aip->submode_start_time = Missiontime;
aip->ai_flags &= ~(AIF_REPAIRING);
}
else if ( ship_flags & SIF_SENTRYGUN )
{
aip->mode = AIM_SENTRYGUN;
}
else
{
aip->mode = AIM_NONE;
}
aip->submode_start_time = Missiontime;
aip->active_goal = AI_GOAL_NONE;
}
#define FRIENDLY_DAMAGE_THRESHOLD 50.0f // Display a message at this threshold. Note, this gets scaled by Skill_level
// send the given message from objp. called from the maybe_process_friendly_hit
// code below when a message must get send to the player when he fires on friendlies
void process_friendly_hit_message( int message, object *objp )
{
int index;
// no traitor in multiplayer
if(Game_mode & GM_MULTIPLAYER){
return;
}
// don't send this message if a player ship was hit.
if ( objp->flags & OF_PLAYER_SHIP ){
return;
}
// check if objp is a cargo contianer -- if so, then find a new ship to send the message
index = objp->instance;
if ( !(Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_FIGHTER|SIF_BOMBER)) ){
index = -1;
}
// if the message is "oops" (the don't hit me message), always make come from Terran command
if ( message == MESSAGE_OOPS ){
index = -1;
}
if ( index >= 0){
message_send_builtin_to_player( message, &Ships[index], MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_ANYTIME, 0, 0, -1, -1 );
} else {
message_send_builtin_to_player( message, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_ANYTIME, 0, 0, -1, -1 );
}
}
extern void ship_set_subsystem_strength( ship *shipp, int type, float strength );
// Object *objp_weapon, fired by *objp_hitter, hit object *objp_ship.
void maybe_process_friendly_hit(object *objp_hitter, object *objp_hit, object *objp_weapon)
{
// no turning traitor in multiplayer
if ( Game_mode & GM_MULTIPLAYER ) {
return;
}
// ditto if mission says no traitors allowed
if (The_mission.flags & MISSION_FLAG_NO_TRAITOR) {
return;
}
if ((obj_team(objp_hitter) == obj_team(objp_hit)) && (objp_hitter == Player_obj)) {
// AL 12-4-97: It is possible the Player is a OBJ_GHOST at this point. If so, bail out.
if ( objp_hitter->type != OBJ_SHIP ) {
return;
}
Assert(objp_hitter->type == OBJ_SHIP);
Assert(objp_hit->type == OBJ_SHIP);
Assert(objp_weapon->type == OBJ_WEAPON);
ship *shipp_hitter = &Ships[objp_hitter->instance];
ship *shipp_hit = &Ships[objp_hit->instance];
if (shipp_hitter->team != shipp_hit->team) {
return;
}
// get the player
player *pp = &Players[Player_num];
// wacky stuff here
if (pp->friendly_hits != 0) {
float time_since_last_hit = f2fl(Missiontime - pp->friendly_last_hit_time);
if ((time_since_last_hit >= 0.0f) && (time_since_last_hit < 10000.0f)) {
if (time_since_last_hit > 60.0f) {
pp->friendly_hits = 0;
pp->friendly_damage = 0.0f;
} else if (time_since_last_hit > 2.0f) {
pp->friendly_hits -= (int) time_since_last_hit/2;
pp->friendly_damage -= time_since_last_hit;
}
if (pp->friendly_damage < 0.0f) {
pp->friendly_damage = 0.0f;
}
if (pp->friendly_hits < 0) {
pp->friendly_hits = 0;
}
}
}
float damage; // Damage done by weapon. Gets scaled down based on size of ship.
damage = Weapon_info[Weapons[objp_weapon->instance].weapon_info_index].damage;
// wacky stuff here
ship_info *sip = &Ship_info[Ships[objp_hit->instance].ship_info_index];
if (shipp_hit->ship_max_hull_strength > 1000.0f) {
float factor = shipp_hit->ship_max_hull_strength / 1000.0f;
factor = MIN(100.0f, factor);
damage /= factor;
}
// Don't penalize much at all for hitting cargo
if (sip->class_type > -1) {
damage *= Ship_types[sip->class_type].ff_multiplier;
}
// Hit ship, but not targeting it, so it's not so heinous, maybe an accident.
if (Ai_info[shipp_hitter->ai_index].target_objnum != OBJ_INDEX(objp_hit)) {
damage /= 5.0f;
}
pp->friendly_last_hit_time = Missiontime;
pp->friendly_hits++;
// cap damage and number of hits done this frame
float accredited_damage = MIN(MAX_BURST_DAMAGE, pp->damage_this_burst + damage) - pp->damage_this_burst;
pp->friendly_damage += accredited_damage;
pp->damage_this_burst += accredited_damage;
// Done with adjustments to damage. Evaluate based on current friendly_damage
nprintf(("AI", "Friendly damage: %.1f, threshold: %.1f, inc damage: %.1f, max burst: %d\n", pp->friendly_damage, FRIENDLY_DAMAGE_THRESHOLD * (1.0f + (float) (NUM_SKILL_LEVELS + 1 - Game_skill_level)/3.0f), pp->damage_this_burst, MAX_BURST_DAMAGE ));
if (is_instructor(objp_hit)) {
// it's not nice to hit your instructor
if (pp->friendly_damage > FRIENDLY_DAMAGE_THRESHOLD) {
message_send_builtin_to_player( MESSAGE_INSTRUCTOR_ATTACK, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, -1);
pp->last_warning_message_time = Missiontime;
ship_set_subsystem_strength( Player_ship, SUBSYSTEM_WEAPONS, 0.0f);
training_fail();
// Instructor leaves.
mission_do_departure(objp_hit);
gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_START_FORCED ); // Force player to warp out.
//ship_apply_global_damage( objp_hitter, objp_hit, NULL, 2*(get_shield_strength(objp_hitter) + shipp_hitter->ship_max_hull_strength) );
//ship_apply_global_damage( objp_hitter, objp_hit, NULL, 1.0f );
} else if (Missiontime - pp->last_warning_message_time > F1_0*4) {
// warning every 4 sec
// use NULL as the message sender here since it is the Terran Command persona
message_send_builtin_to_player( MESSAGE_INSTRUCTOR_HIT, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, -1);
pp->last_warning_message_time = Missiontime;
}
// not nice to hit your friends
} else if (pp->friendly_damage > FRIENDLY_DAMAGE_THRESHOLD * (1.0f + (float) (NUM_SKILL_LEVELS + 1 - Game_skill_level)/3.0f)) {
process_friendly_hit_message( MESSAGE_HAMMER_SWINE, objp_hit );
mission_goal_fail_all();
ai_abort_rearm_request( Player_obj );
Player_ship->team = Iff_traitor;
} else if ((damage > frand()) && (Missiontime - pp->last_warning_message_time > F1_0*4) && (pp->friendly_damage > FRIENDLY_DAMAGE_THRESHOLD)) {
// no closer than 4 sec intervals
// Note: (damage > frand()) added on 12/9/97 by MK. Since damage is now scaled down for big ships, we could get too
// many warnings. Kind of tedious. frand() returns a value in 0..1, so this won't affect legit hits.
process_friendly_hit_message( MESSAGE_OOPS, objp_hit );
pp->last_warning_message_time = Missiontime;
}
}
}
// Maybe make ship with ai_info *aip attack hitter_objnum as a dynamic goal
void maybe_set_dynamic_chase(ai_info *aip, int hitter_objnum)
{
Assert(Ship_info[Ships[aip->shipnum].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER));
// limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
return;
}
// only set as target if can be targeted.
if (awacs_get_level(&Objects[hitter_objnum], &Ships[aip->shipnum], 1) < 1) {
return;
}
if (aip->target_objnum != hitter_objnum)
aip->aspect_locked_time = 0.0f;
set_target_objnum(aip, hitter_objnum);
aip->resume_goal_time = Missiontime + i2f(20); // Only chase up to 20 seconds.
aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
set_targeted_subsys(aip, NULL, -1); // Say not attacking any particular subsystem.
aip->previous_submode = aip->mode;
aip->mode = AIM_CHASE;
aip->submode = SM_ATTACK;
aip->submode_start_time = Missiontime;
}
// Return true if *objp has armed an aspect seeking bomb.
// This function written so a ship with an important bomb to fire will willingly take hits in the face to fire its bomb.
int firing_aspect_seeking_bomb(object *objp)
{
ship *shipp;
int bank_index;
ship_weapon *swp;
shipp = &Ships[objp->instance];
swp = &shipp->weapons;
bank_index = swp->current_secondary_bank;
if (bank_index != -1)
if (swp->secondary_bank_ammo[bank_index] > 0) {
if (Weapon_info[swp->secondary_bank_weapons[bank_index]].wi_flags & WIF_BOMB) {
if (Weapon_info[swp->secondary_bank_weapons[bank_index]].wi_flags & WIF_HOMING_ASPECT) {
return 1;
}
}
}
return 0;
}
// *objp collided with big ship *big_objp at global point *collide_pos
// Make it fly away from the collision point.
// collision_normal is NULL, when a collision is imminent and we just want to bug out.
void big_ship_collide_recover_start(object *objp, object *big_objp, vec3d *collide_pos, vec3d *collision_normal)
{
ai_info *aip;
Assert(objp->type == OBJ_SHIP);
aip = &Ai_info[Ships[objp->instance].ai_index];
if (!timestamp_elapsed(aip->big_recover_timestamp) && (aip->ai_flags & AIF_BIG_SHIP_COLLIDE_RECOVER_1))
return;
//nprintf(("AI", "Ship %s beginning to avoid ship %s at time %7.3f", Ships[objp->instance].ship_name, Ships[big_objp->instance].ship_name, f2fl(Missiontime)));
if (collision_normal) {
aip->big_recover_timestamp = timestamp(2000);
aip->big_collision_normal = *collision_normal;
// nprintf(("AI", " normal\n"));
} else {
aip->big_recover_timestamp = timestamp(500);
// nprintf(("AI", " no normal\n"));
}
aip->ai_flags &= ~AIF_BIG_SHIP_COLLIDE_RECOVER_2;
aip->ai_flags |= AIF_BIG_SHIP_COLLIDE_RECOVER_1;
// vec3d out_vec;
// vm_vec_normalized_dir(&out_vec, &objp->pos, collide_pos);
// big_recover_pos_1 is 100 m out along normal
vec3d direction;
if (collision_normal) {
direction = *collision_normal;
} else {
vm_vec_copy_scale(&direction, &objp->orient.vec.fvec, -1.0f);
}
vm_vec_scale_add(&aip->big_recover_pos_1, &objp->pos, &direction, 100.0f);
// go out 200 m from box closest box point
get_world_closest_box_point_with_delta(&aip->big_recover_pos_2, big_objp, &aip->big_recover_pos_1, NULL, 300.0f);
accelerate_ship(aip, 0.0f);
/*
if (vm_vec_dot(collision_normal, &objp->orient.fvec) > 0.5f) {
// vm_vec_scale_add(&aip->big_recover_pos_1, &objp->pos, &out_vec, big_objp->radius/2.0f);
// vm_vec_scale_add(&aip->big_recover_pos_2, &aip->big_recover_pos_1, &objp->orient.uvec, big_objp->radius/2.0f);
// vm_vec_scale_add(&aip->big_recover_pos_2, &objp->pos, &out_vec, big_objp->radius*2.0f);
accelerate_ship(aip, 2.0f);
} else {
// vm_vec_scale_add(&aip->big_recover_pos_1, &objp->pos, &out_vec, big_objp->radius/2.0f);
// vm_vec_scale_add(&aip->big_recover_pos_2, &aip->big_recover_pos_1, &objp->orient.uvec, big_objp->radius/2.0f);
accelerate_ship(aip, 0.0f);
} */
}
float max_lethality = 0.0f;
void ai_update_lethality(object *ship_obj, object *other_obj, float damage)
{
// Goober5000 - stop any trickle-down errors from ship_do_damage
Assert(other_obj);
if (!other_obj)
{
return;
}
Assert(ship_obj); // Goober5000
Assert(ship_obj->type == OBJ_SHIP);
Assert(other_obj->type == OBJ_WEAPON || other_obj->type == OBJ_SHOCKWAVE);
int dont_count = FALSE;
int parent = other_obj->parent;
if (Objects[parent].type == OBJ_SHIP) {
if (Objects[parent].signature == other_obj->parent_sig) {
// check damage done to enemy team
if (iff_x_attacks_y(Ships[ship_obj->instance].team, Ships[Objects[parent].instance].team)) {
// other is weapon
if (other_obj->type == OBJ_WEAPON) {
weapon *wp = &Weapons[other_obj->instance];
weapon_info *wif = &Weapon_info[wp->weapon_info_index];
// if parent is BIG|HUGE, don't count beam
if (Ship_info[Ships[Objects[parent].instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) {
if (wif->wi_flags & WIF_BEAM) {
dont_count = TRUE;
}
}
}
if (!dont_count) {
float lethality = 0.025f * damage; // 2 cyclops (@2000) put you at 100 lethality
// increase lethality weapon's parent ship
ai_info *aip = &Ai_info[Ships[Objects[parent].instance].ai_index];
aip->lethality += lethality;
aip->lethality = MIN(110.0f, aip->lethality);
// if you hit, don;t be less than 0
aip->lethality = MAX(0.0f, aip->lethality);
// if (aip->lethality > max_lethality) {
// max_lethality = aip->lethality;
// mprintf(("new lethalilty high: %.1f\n", max_lethality));
// }
// if parent is player, show his lethality
// if (Objects[parent].flags & OF_PLAYER_SHIP) {
// mprintf(("Player lethality: %.1f\n", aip->lethality));
// }
}
}
}
}
}
// Object *objp_ship was hit by either weapon *objp_weapon or collided into by ship hit_objp at point *hitpos.
void ai_ship_hit(object *objp_ship, object *hit_objp, vec3d *hitpos, int shield_quadrant, vec3d *hit_normal)
{
int hitter_objnum = -2;
object *objp_hitter = NULL;
ship *shipp;
ai_info *aip, *hitter_aip;
shipp = &Ships[objp_ship->instance];
aip = &Ai_info[shipp->ai_index];
if (objp_ship->flags & OF_PLAYER_SHIP)
return;
if ((aip->mode == AIM_WARP_OUT) || (aip->mode == AIM_PLAY_DEAD))
return;
if (hit_objp->type == OBJ_SHIP) {
// If the object that this ship collided with is a big ship
if (Ship_info[Ships[hit_objp->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
// And the current object is _not_ a big ship
if (!(Ship_info[Ships[objp_ship->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
// Recover from hitting a big ship. Note, if two big ships collide, they just pound away at each other. Oh well. Recovery looks dumb and it's very late.
big_ship_collide_recover_start(objp_ship, hit_objp, hitpos, hit_normal);
}
}
}
if (hit_objp->type == OBJ_WEAPON) {
// Make sure the object that fired this weapon is still alive. If not, abort.
// Assert(hit_objp->parent >= 0);
if(hit_objp->parent < 0){
return;
}
if ( hit_objp->parent_sig != Objects[hit_objp->parent].signature ){
return;
}
// Hit by a protected ship, don't attack it.
if (Objects[hit_objp->parent].flags & OF_PROTECTED) {
if ((Ship_info[shipp->ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER)) && (aip->target_objnum == -1)) {
if (aip->mode == AIM_CHASE) {
if (aip->submode != SM_EVADE_WEAPON) {
aip->mode = AIM_CHASE;
aip->submode = SM_EVADE_WEAPON;
aip->submode_start_time = Missiontime;
}
} else if (aip->mode != AIM_EVADE_WEAPON) {
aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
aip->previous_mode = aip->mode;
aip->previous_submode = aip->submode;
aip->mode = AIM_EVADE_WEAPON;
aip->submode = -1;
aip->submode_start_time = Missiontime;
aip->mode_time = timestamp(MAX_EVADE_TIME); // Evade for up to five seconds.
}
}
return;
}
hitter_objnum = hit_objp->parent;
Assert((hitter_objnum >= 0) && (hitter_objnum < MAX_OBJECTS));
objp_hitter = &Objects[hitter_objnum];
maybe_process_friendly_hit(objp_hitter, objp_ship, hit_objp); // Deal with player's friendly fire.
ship_maybe_ask_for_help(shipp);
} else if (hit_objp->type == OBJ_SHIP) {
if (shipp->team == Ships[hit_objp->instance].team) // Don't have AI react to collisions between teammates.
return;
objp_hitter = hit_objp;
hitter_objnum = hit_objp-Objects;
} else {
Int3(); // Hmm, what kind of object hit this if not weapon or ship? Get MikeK.
return;
}
// Collided into a protected ship, don't attack it.
if (hit_objp->flags & OF_PROTECTED)
return;
Assert(objp_hitter != NULL);
hitter_aip = &Ai_info[Ships[objp_hitter->instance].ai_index];
hitter_aip->last_hit_target_time = Missiontime;
// store the object signature of objp_ship into ai_info, since we want to track the last ship hit by 'hitter_objnum'
hitter_aip->last_objsig_hit = objp_ship->signature;
aip->last_hit_time = Missiontime;
if (aip->ai_flags & (AIF_NO_DYNAMIC | AIF_KAMIKAZE)) // If not allowed to pursue dynamic objectives, don't evade. Dumb? Maybe change. -- MK, 3/15/98
return;
// If this ship is awaiting repair, abort!
if (aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED)) {
if (get_hull_pct(objp_ship) < 0.3f) {
// Note, only abort if hull below a certain level.
aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP/2); // Might request again after 15 seconds.
if ( !(objp_ship->flags & OF_PLAYER_SHIP) ) // mwa -- don't abort rearm for a player
ai_abort_rearm_request(objp_ship);
}
}
// If firing a bomb, ignore enemy fire so we can gain lock drop the bomb.
// Only ignore fire if aspect_locked_time > 0.5f, as this means we're in range.
if (firing_aspect_seeking_bomb(objp_ship)) {
if ((aip->ai_flags & AIF_SEEK_LOCK) && (aip->aspect_locked_time > 0.1f))
return;
}
// If in AIM_STRAFE mode and got hit by target, maybe attack turret if appropriate
if (aip->mode == AIM_STRAFE) {
Assert(hitter_objnum != -2);
if (aip->target_objnum == hitter_objnum) {
if ( hit_objp->type == OBJ_WEAPON ) {
ai_big_strafe_maybe_attack_turret(objp_ship, hit_objp);
}
return;
}
else {
// AL 11-10-97:
; // do nothing here, we'll attack this hitter if it is a fighter or bomber (this is handled
// in code later in this function
}
}
if ((objp_ship == Player_obj) && !Player_use_ai) // Goober5000 - allow for exception
return; // We don't do AI for the player.
maybe_update_guard_object(objp_ship, objp_hitter);
// Big ships don't go any further.
if (!(Ship_info[shipp->ship_info_index].flags & SIF_SMALL_SHIP))
return;
// If the hitter object is the ignore object, don't attack it.
ship_info *sip = &Ship_info[shipp->ship_info_index];
if ((is_ignore_object(aip, objp_hitter-Objects)) && (sip->flags & (SIF_BOMBER | SIF_FIGHTER))) {
if (aip->mode == AIM_NONE) {
aip->mode = AIM_CHASE; // This will cause the ship to move, if not attack.
aip->submode = SM_EVADE;
aip->submode_start_time = Missiontime;
}
return;
}
// Maybe abort based on mode.
switch (aip->mode) {
case AIM_CHASE:
if (aip->submode == SM_ATTACK_FOREVER)
return;
if ( hit_objp->type == OBJ_WEAPON ) {
if ( ai_big_maybe_enter_strafe_mode(objp_ship, OBJ_INDEX(hit_objp), 1) )
return;
}
case AIM_GUARD:
// If in guard mode and far away from guard object, don't pursue guy that hit me.
if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
if (vm_vec_dist_quick(&objp_ship->pos, &Objects[aip->guard_objnum].pos) > 500.0f) {
return;
}
}
case AIM_STILL:
case AIM_STAY_NEAR:
// Note: Dealt with above, at very top. case AIM_PLAY_DEAD:
case AIM_STRAFE:
break;
case AIM_EVADE_WEAPON:
case AIM_EVADE:
case AIM_GET_BEHIND:
case AIM_AVOID:
case AIM_DOCK:
case AIM_BIGSHIP:
case AIM_PATH:
case AIM_NONE:
case AIM_BAY_DEPART:
case AIM_SENTRYGUN:
return;
case AIM_BAY_EMERGE:
// If just leaving the docking bay, don't react to enemy fire... just keep flying away from docking bay
if ( (Missiontime - aip->submode_start_time) < 5*F1_0 ) {
return;
}
break;
case AIM_WAYPOINTS:
if (sip->flags & (SIF_FIGHTER | SIF_BOMBER))
break;
else
return;
break;
case AIM_SAFETY:
if ((aip->submode != AISS_1) || (Missiontime - aip->submode_start_time > i2f(1))) {
aip->submode = AISS_1;
aip->submode_start_time = Missiontime;
}
return;
break;
case AIM_WARP_OUT:
return;
break;
default:
Int3(); // Bogus mode!
}
if (timestamp_elapsed(aip->ok_to_target_timestamp))
aip->ai_flags &= ~AIF_FORMATION; // If flying in formation, bug out!
aip->hitter_objnum = hitter_objnum;
aip->hitter_signature = Objects[hitter_objnum].signature;
// If the hitter is not on the same team as the hittee, do some stuff.
if (iff_x_attacks_y(shipp->team, Ships[objp_hitter->instance].team)) {
//nprintf(("AI", "Object %i attacking %i, who just hit him!\n", objp_ship-Objects, hitter_objnum));
if ((hitter_objnum != aip->target_objnum) && (sip->flags & (SIF_FIGHTER | SIF_BOMBER))) {
maybe_set_dynamic_chase(aip, hitter_objnum);
maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
} else {
if ((aip->mode == AIM_CHASE) && ai_near_full_strength(objp_ship)) {
switch (aip->submode) {
case SM_ATTACK:
case SM_SUPER_ATTACK:
case SM_GET_AWAY:
break;
default:
if (sip->flags & (SIF_FIGHTER | SIF_BOMBER)) {
maybe_set_dynamic_chase(aip, hitter_objnum);
}
maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
break;
}
} else if (aip->mode == AIM_CHASE) {
switch (aip->submode) {
case SM_ATTACK:
aip->submode = SM_EVADE;
aip->submode_start_time = Missiontime;
break;
case SM_SUPER_ATTACK:
if (Missiontime - aip->submode_start_time > i2f(1)) {
aip->submode = SM_EVADE;
aip->submode_start_time = Missiontime;
}
break;
case SM_EVADE_BRAKE:
break;
case SM_EVADE_SQUIGGLE:
aip->submode = SM_EVADE;
aip->submode_start_time = Missiontime;
break;
default:
if (sip->flags & (SIF_BOMBER | SIF_FIGHTER)) {
maybe_set_dynamic_chase(aip, hitter_objnum);
maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
}
break;
}
} else {
// AL 3-15-98: Prevent escape pods from entering chase mode
if ( (sip->flags & (SIF_BOMBER | SIF_FIGHTER)) ) {
maybe_set_dynamic_chase(aip, hitter_objnum);
}
maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
}
}
}
}
// Ship shipnum has been destroyed.
// Cleanup.
// the parameter 'method' is used to tell is this ship was destroyed or it departed normally.
// This function will get called in either case, and there are things that should be done if
// the ship actually gets destroyed which shouldn't get done if it departed.
void ai_ship_destroy(int shipnum, int method)
{
int objnum;
object *other_objp;
ship *shipp;
ship_obj *so;
ai_info *dead_aip;
Assert((shipnum >= 0) && (shipnum < MAX_SHIPS));
objnum = Ships[shipnum].objnum;
dead_aip = &Ai_info[Ships[shipnum].ai_index];
// if I was getting repaired, or awaiting repair, then cleanup the repair mode. When awaiting repair, the support objnum
// is -1. When the support ship is on the way, the suppoort objnum >= 0 (points to support ship).
if ( dead_aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED) ) {
if ( dead_aip->support_ship_objnum >= 0 )
ai_do_objects_repairing_stuff( &Objects[objnum], &Objects[dead_aip->support_ship_objnum], REPAIR_INFO_END);
else
ai_do_objects_repairing_stuff( &Objects[objnum], NULL, REPAIR_INFO_END );
}
// For all objects that had this ship as a target, wipe it out, forcing find of a new enemy.
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
other_objp = &Objects[so->objnum];
Assert(other_objp->instance != -1);
shipp = &Ships[other_objp->instance];
Assert(shipp->ai_index != -1);
ai_info *aip = &Ai_info[shipp->ai_index];
/* Goober5000 - this should not be needed with the new docking code. So far all reports of the "error"
have been for support ships that were departing while docked to something, which doesn't satisfy
any of the conditions required to abort a repair. The "error" should have actually been inside
the inner if block, but it seems to have served its purpose anyway.
// If the destroyed ship was on its way to repair the current ship
if (aip->support_ship_objnum == objnum)
{
// just a check to see what's going on
Error(LOCATION, "Contact Goober5000 if you get this error. Let him know whether any support ships left the area or were destroyed. Check whether everything else keeps working properly. Click OK to keep playing.\n");
if ( aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED) )
{
int abort_reason;
if ( method == SEF_DEPARTED ) {
abort_reason = REPAIR_INFO_ABORT;
} else {
abort_reason = REPAIR_INFO_KILLED;
}
ai_do_objects_repairing_stuff( other_objp, NULL, abort_reason );
}
}
*/
if (aip->target_objnum == objnum) {
set_target_objnum(aip, -1);
// If this ship had a dynamic goal of chasing the dead ship, clear the dynamic goal.
if (aip->resume_goal_time != -1)
aip->active_goal = AI_GOAL_NONE;
}
if (aip->goal_objnum == objnum) {
aip->goal_objnum = -1;
aip->goal_signature = -1;
}
if (aip->guard_objnum == objnum) {
aip->guard_objnum = -1;
aip->guard_signature = -1;
}
if ((aip->guard_wingnum != -1) && (aip->guard_wingnum == Ai_info[Ships[Objects[objnum].instance].ai_index].wing)) {
if (aip->guard_wingnum != aip->wing)
ai_set_guard_wing(other_objp, aip->guard_wingnum);
}
if (aip->hitter_objnum == objnum)
aip->hitter_objnum = -1;
}
}
/*
// Interface function to goals code.
// Make object *objp fly to point *vp and warp out.
void ai_warp_out(object *objp, vec3d *vp)
{
ai_info *aip;
aip = &Ai_info[Ships[objp->instance].ai_index];
if ((aip->mode != AIM_WARP_OUT) && (aip->mode != AIM_BAY_DEPART)) {
mission_do_departure(objp);
}
float dist;
float dot;
vec3d v2v;
ai_info *aip;
dist = vm_vec_normalized_dir(&v2v, vp, &objp->pos);
if (dist < objp->radius + 5.0f) {
// Start the warp out effect
shipfx_warpout_start(objp);
} else {
dot = vm_vec_dot(&objp->orient.fvec, &v2v);
aip = &Ai_info[Ships[objp->instance].ai_index];
if (dist > 500.0f)
accelerate_ship(aip, 1.0f);
else
accelerate_ship(aip, (3*dot + 1.0f)/4.0f);
turn_towards_point(objp, vp, NULL, 0.0f);
}
}
*/
// Do stuff at start of deathroll.
void ai_deathroll_start(object *ship_objp)
{
// make sure this is a ship
Assert(ship_objp->type == OBJ_SHIP);
// clean up any rearm-related stuff
ai_cleanup_rearm_mode(ship_objp);
// clean up anybody docking or undocking to me
ai_cleanup_dock_mode_objective(ship_objp);
// clear my ai mode (originally in the previous function)
Ai_info[Ships[ship_objp->instance].ai_index].mode = AIM_NONE;
}
// Object *requester_objp tells rearm ship to abort rearm.
// Returns true if it succeeded, else false.
// To succeed means you were previously rearming.
int ai_abort_rearm_request(object *requester_objp)
{
ship *requester_shipp;
ai_info *requester_aip;
Assert(requester_objp->type == OBJ_SHIP);
if(requester_objp->type != OBJ_SHIP){
return 0;
}
Assert((requester_objp->instance >= 0) && (requester_objp->instance < MAX_SHIPS));
if((requester_objp->instance < 0) || (requester_objp->instance >= MAX_SHIPS)){
return 0;
}
requester_shipp = &Ships[requester_objp->instance];
Assert((requester_shipp->ai_index >= 0) && (requester_shipp->ai_index < MAX_AI_INFO));
if((requester_shipp->ai_index < 0) || (requester_shipp->ai_index >= MAX_AI_INFO)){
return 0;
}
requester_aip = &Ai_info[requester_shipp->ai_index];
if (requester_aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED)){
// support objnum is always valid once a rearm repair has been requested. It points to the
// ship that is coming to repair me.
if (requester_aip->support_ship_objnum != -1) {
object *repair_objp;
ai_info *repair_aip;
repair_objp = &Objects[requester_aip->support_ship_objnum];
repair_aip = &Ai_info[Ships[repair_objp->instance].ai_index];
// Make sure signatures match. This prevents nasty bugs in which an object
// that was repairing another is destroyed and is replaced by another ship
// before this code comes around.
if (repair_objp->signature == requester_aip->support_ship_signature) {
Assert( repair_objp->type == OBJ_SHIP );
// if support ship is in the process of undocking, don't do anything.
if ( repair_aip->submode < AIS_UNDOCK_0 ) {
ai_do_objects_repairing_stuff( requester_objp, repair_objp, REPAIR_INFO_ABORT );
if ( repair_aip->submode == AIS_DOCK_4 )
{
repair_aip->submode = AIS_UNDOCK_0;
repair_aip->submode_start_time = Missiontime;
}
else
{
repair_aip->submode = AIS_UNDOCK_3;
repair_aip->submode_start_time = Missiontime;
}
} else {
nprintf(("AI", "Not aborting rearm since already undocking\n"));
}
}
} else {
// setting these flags is the safe things to do. There may not be a corresponding repair
// ship for this guys since a repair ship may be currently repairing someone else.
ai_do_objects_repairing_stuff( requester_objp, NULL, REPAIR_INFO_ABORT );
// try and remove this guy from an arriving support ship.
mission_remove_scheduled_repair(requester_objp);
}
return 1;
} else if ( requester_aip->ai_flags & AIF_REPAIRING ) {
// a support ship can request to abort when he is told to do something else (like warp out).
// see if this support ships goal_objnum is valid. If so, then issue this ai_abort comment
// for the ship that he is enroute to repair
if ( requester_aip->goal_objnum != -1 ) {
int val;
val = ai_abort_rearm_request( &Objects[requester_aip->goal_objnum] );
return val;
}
}
return 0;
}
// function which gets called from ai-issue_rearm_request and from code in missionparse.cpp
// to actually issue the rearm goal (support_obj to rearm requester_obj);
void ai_add_rearm_goal( object *requester_objp, object *support_objp )
{
ship *support_shipp, *requester_shipp;
ai_info *support_aip, *requester_aip;
support_shipp = &Ships[support_objp->instance];
requester_shipp = &Ships[requester_objp->instance];
requester_aip = &Ai_info[requester_shipp->ai_index];
Assert( support_shipp->ai_index != -1 );
support_aip = &Ai_info[support_shipp->ai_index];
// if the requester is a player object, issue the order as the squadmate messaging code does. Doing so
// ensures that the player get a higher priority!
requester_aip->ai_flags |= AIF_AWAITING_REPAIR; // Tell that I'm awaiting repair.
if ( requester_objp->flags & OF_PLAYER_SHIP )
ai_add_ship_goal_player( AIG_TYPE_PLAYER_SHIP, AI_GOAL_REARM_REPAIR, -1, requester_shipp->ship_name, support_aip );
else
ai_add_goal_ship_internal( support_aip, AI_GOAL_REARM_REPAIR, requester_shipp->ship_name, -1, -1 );
}
// Object *requester_objp requests rearming.
// Returns objnum of ship coming to repair requester on success
// Success means you found someone to rearm you and you weren't previously rearming.
int ai_issue_rearm_request(object *requester_objp)
{
object *objp;
ship *requester_shipp;
ai_info *requester_aip;
Assert(requester_objp->type == OBJ_SHIP);
Assert((requester_objp->instance >= 0) && (requester_objp->instance < MAX_SHIPS));
requester_shipp = &Ships[requester_objp->instance];
Assert((requester_shipp->ai_index >= 0) && (requester_shipp->ai_index < MAX_AI_INFO));
requester_aip = &Ai_info[requester_shipp->ai_index];
// Make sure not already awaiting repair.
if (requester_aip->ai_flags & AIF_AWAITING_REPAIR) {
nprintf(("AI", "Ship %s already awaiting rearm by ship %s.\n", requester_shipp->ship_name, &Ships[Objects[requester_aip->support_ship_objnum].instance].ship_name));
return -1;
}
if ( !is_support_allowed(requester_objp) )
return -1;
//nprintf(("AI", "Ship %s requesting rearming.\n", requester_shipp->ship_name));
requester_aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP); // Might request again after this much time.
// call ship_find_repair_ship to get a support ship. If none is found, then we will warp one in. This
// function will return the next available ship which can repair requester
objp = ship_find_repair_ship( requester_objp );
ai_do_objects_repairing_stuff( requester_objp, objp, REPAIR_INFO_QUEUE );
if ( objp ) {
// MWA 5/14/98 -- moved next item into the ai_do_objects_repairing_stuff function so that clients
// would properly update their hud support view
//ai_add_rearm_goal( requester_objp, objp );
return OBJ_INDEX(objp);
} else {
// call to warp in repair ship!!!! for now, warp in any number of ships needed. Should cap it to
// some reasonable max (or let support ships warp out). We should assume here that ship_find_repair_ship()
// would have returned a valid object if there are too many support ships already in the mission
mission_bring_in_support_ship( requester_objp );
return -1;
}
}
// make objp rearm and repair goal_objp
void ai_rearm_repair( object *objp, int docker_index, object *goal_objp, int dockee_index, int priority )
{
ai_info *aip, *goal_aip;
aip = &Ai_info[Ships[objp->instance].ai_index];
aip->goal_objnum = OBJ_INDEX(goal_objp);
// nprintf(("AI", "Ship %s preparing to rearm ship %s.\n", shipp->ship_name, requester_shipp->ship_name));
ai_dock_with_object(objp, docker_index, goal_objp, dockee_index, priority, AIDO_DOCK);
aip->ai_flags |= AIF_REPAIRING; // Tell that repair guy is busy trying to repair someone.
goal_aip = &Ai_info[Ships[goal_objp->instance].ai_index];
goal_aip->support_ship_objnum = OBJ_INDEX(objp); // Tell which object is coming to repair.
goal_aip->support_ship_signature = objp->signature;
ai_do_objects_repairing_stuff( goal_objp, objp, REPAIR_INFO_ONWAY );
goal_aip->abort_rearm_timestamp = timestamp(NEXT_REARM_TIMESTAMP*3/2);
}
// Given a dockee object and the index of the dockbay for that object (ie the dockbay index
// into polymodel->dockbays[] for the model associated with the object), return the index
// of a path_num associated with than dockbay (this is an index into polymodel->paths[])
int ai_return_path_num_from_dockbay(object *dockee_objp, int dockbay_index)
{
if ( dockbay_index < 0 || dockee_objp == NULL ) {
Int3(); // should never happen
return -1;
}
if ( dockee_objp->type == OBJ_SHIP ) {
int path_num;
polymodel *pm;
pm = model_get( Ships[dockee_objp->instance].modelnum );
// sanity checks
Assert(pm->n_docks > dockbay_index);
Assert(pm->docking_bays[dockbay_index].num_spline_paths > 0);
Assert(pm->docking_bays[dockbay_index].splines != NULL);
if(pm->n_docks <= dockbay_index){
return -1;
}
if(pm->docking_bays[dockbay_index].num_spline_paths <= 0){
return -1;
}
if(pm->docking_bays[dockbay_index].splines == NULL){
return -1;
}
// We only need to return one path for the dockbay, so return the first
path_num = pm->docking_bays[dockbay_index].splines[0];
return path_num;
} else {
return -1;
}
}
// Actually go ahead and fire the synaptics.
void cheat_fire_synaptic(object *objp, ship *shipp, ai_info *aip)
{
ship_weapon *swp;
swp = &shipp->weapons;
int current_bank = swp->current_secondary_bank;
ai_select_secondary_weapon(objp, swp, WIF_SPAWN, 0);
if (timestamp_elapsed(swp->next_secondary_fire_stamp[current_bank])) {
if (ship_fire_secondary(objp)) {
nprintf(("AI", "ship %s cheat fired synaptic!\n", shipp->ship_name));
swp->next_secondary_fire_stamp[current_bank] = timestamp(2500);
}
}
}
// For the subspace mission (sm3-09a)
// for delta wing
// if they're sufficiently far into the mission
// if they're near one or more enemies
// every so often
// fire a synaptic if they have one.
void maybe_cheat_fire_synaptic(object *objp, ai_info *aip)
{
// Only do in sm3-09a
if ( !strcmp(The_mission.name, "Good Luck") ) {
ship *shipp;
int num, time;
shipp = &Ships[objp->instance];
if (!(strnicmp(shipp->ship_name, NOX("delta"), 5))) {
num = shipp->ship_name[6] - '1';
if ((num >= 0) && (num <= 3)) {
time = Missiontime >> 16; // Convert to seconds.
time -= 2*60; // Subtract off two minutes.
if (time > 0) {
int modulus = 17 + num*3;
if ((time % modulus) < 2) {
int count = num_nearby_fighters(iff_get_attackee_mask(obj_team(objp)), &objp->pos, 1500.0f);
if (count > 0) {
cheat_fire_synaptic(objp, shipp, aip);
}
}
}
}
}
}
}