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fs2open.github.com/code/ai/aicode.cpp
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wookieejedi 50935e540e Fix scripting copy-paste bug and other minor optimizations (#7684)
* Fix scripting copy-paste bug

The iterators for secondary banks for lua access had a copy-paste bug from primaries, so we should fix that. The early == -1 break masks it whenever a ship uses 3 or fewer secondary banks, which is probably why it went unnoticed.

Also add some additional low-hanging fruit optimizations.

* radar distance and other cleanup

* clang
2026-08-05 23:09:57 -04:00

17212 lines
579 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.
*
*/
/**
* @file
* 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 "ai/ai_profiles.h"
#include "ai/aibig.h"
#include "ai/aigoals.h"
#include "ai/aiinternal.h"
#include "ai/ailua.h"
#include "asteroid/asteroid.h"
#include "autopilot/autopilot.h"
#include "cmeasure/cmeasure.h"
#include "debris/debris.h"
#include "debugconsole/console.h"
#include "freespace.h"
#include "gamesequence/gamesequence.h"
#include "gamesnd/gamesnd.h"
#include "globalincs/linklist.h"
#include "hud/hud.h"
#include "hud/hudets.h"
#include "hud/hudlock.h"
#include "iff_defs/iff_defs.h"
#include "io/joy_ff.h"
#include "io/timer.h"
#include "localization/localize.h"
#include "math/fvi.h"
#include "math/staticrand.h"
#include "mission/missiongoals.h"
#include "mission/missionlog.h"
#include "mission/missionmessage.h"
#include "mission/missionparse.h"
#include "mission/missiontraining.h"
#include "model/model.h"
#include "network/multi.h"
#include "network/multimsgs.h"
#include "network/multi_turret_manager.h"
#include "network/multiutil.h"
#include "object/deadobjectdock.h"
#include "object/objcollide.h"
#include "object/object.h"
#include "object/objectdock.h"
#include "object/objectshield.h"
#include "object/waypoint.h"
#include "parse/parselo.h"
#include "physics/physics.h"
#include "playerman/player.h"
#include "render/3d.h"
#include "scripting/api/objs/waypoint.h"
#include "scripting/api/objs/wing.h"
#include "scripting/scripting.h"
#include "scripting/global_hooks.h"
#include "ship/afterburner.h"
#include "ship/awacs.h"
#include "ship/ship.h"
#include "ship/shipfx.h"
#include "ship/shiphit.h"
#include "ship/subsysdamage.h"
#include "utils/Random.h"
#include "weapon/beam.h"
#include "weapon/flak.h"
#include "weapon/swarm.h"
#include "weapon/weapon.h"
#include <map>
#include <climits>
#ifdef _MSC_VER
#pragma optimize("", off)
#pragma auto_inline(off)
#endif
#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.
#define CIRCLE_STRAFE_MAX_DIST 300.0f //Maximum distance for circle strafe behavior.
// 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
const 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",
"FLY_TO_SHIP",
"LUA_AI"
};
// Submode text is only valid for CHASE mode.
const 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",
"GLIDE_ATK",
"CIR_STRAFE"
};
const char *Strafe_submode_text[5] = {
"ATTACK",
"AVOID",
"RETREAT1",
"RETREAT2",
"POSITION"
};
//XSTR:ON
// few forward decs i needed - kazan
object * get_wing_leader(int wingnum);
int get_wing_index(object *objp, int wingnum);
control_info AI_ci;
object *Pl_objp;
object *En_objp;
#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.
// Select guard options are now exposed to modders --wookieejedi
#define MIN_DIST_TO_WAYPOINT_GOAL 5.0f
#define MAX_GUARD_DIST 250.0f
#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 AI_watch_object = 0; // Debugging, object to spew debug info for.
int Mission_all_attack = 0; // !0 means all teams attack all teams.
// Constant for flag, Name of flag
ai_flag_name Ai_flag_names[] = {
{AI::AI_Flags::No_dynamic, "no-dynamic", },
{AI::AI_Flags::Free_afterburner_use, "free-afterburner-use", },
{AI::AI_Flags::Waypoints_no_formation, "waypoints-no-formation" },
};
ai_flag_description Ai_flag_descriptions[] = {
{AI::AI_Flags::No_dynamic, "Will stop allowing the AI to pursue dynamic goals (eg: chasing ships it was not ordered to)."},
{AI::AI_Flags::Free_afterburner_use, "Will allow AI to use afterburners when attacking a big ship, flying to a target position, guarding a ship, and flying in formation."},
{AI::AI_Flags::Waypoints_no_formation, "Ship will not form up with its wingmates while running waypoints with them." },
{AI::AI_Flags::Kamikaze, "Ship will attack big ships by colliding with them and exploding."},
};
extern const int Num_ai_flag_names = sizeof(Ai_flag_names) / sizeof(ai_flag_name);
extern const size_t Num_ai_flag_descriptions = sizeof(Ai_flag_descriptions) / sizeof(ai_flag_description);
const char *Skill_level_names(int level, int translate)
{
const 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:
UNREACHABLE("Unhandled difficulty level of '%d' was passed to Skill_level_names().", level);
}
} 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:
UNREACHABLE("An invalid difficulty level of '%d' was passed to Skill_level_names().", level);
}
}
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;
//used for good-primary-time
typedef struct {
object_ship_wing_point_team subject;
object_ship_wing_point_team target;
int weapon_index;
} primary_fire_info;
static SCP_vector<primary_fire_info> Preferred_primary_info;
typedef struct {
int team;
int weapon_index;
int max_fire_count;
int ship_registry_index;
} huge_fire_info;
static SCP_vector<huge_fire_info> Ai_huge_fire_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, bool deathroll);
void ai_cleanup_dock_mode_subjective(object *objp);
void ai_cleanup_dock_mode_objective(object *objp);
// The object that is declared to be the leader of the group formation for
// the "autopilot"
object *Autopilot_flight_leader = NULL;
static inline float ai_guard_threshold(const object* guarded_objp, float threshold)
{
if (guarded_objp != nullptr && guarded_objp->type == OBJ_SHIP && guarded_objp->instance >= 0) {
const float configured = Ships[guarded_objp->instance].max_guard_radius;
if (configured > 0.0f) {
return configured;
}
}
return threshold;
}
/**
* Sets the timestamp used to tell is it is a good time for this team to rearm.
* Ends a 'bad rearm time'
* Once the timestamp is no longer valid, then rearming is not a "good time" (may or may not rearm)
*
* @param team Team (friendly, hostile, neutral)
* @param time Time to rearm
*/
void ai_set_good_rearm_time(int team, int time)
{
Assert( time >= 0 );
Iff_info[team].ai_good_rearm_timestamp = _timestamp(time * MILLISECONDS_PER_SECOND);
Iff_info[team].ai_bad_rearm_timestamp = TIMESTAMP::invalid();
}
/**
* Sets the timestamp used to tell is it is a bad time for this team to rearm.
* Ends a 'good rearm time'
* Once the timestamp is no longer valid, then rearming is not a "bad time" (may or may not rearm)
*
* @param team Team (friendly, hostile, neutral)
* @param time Time to rearm
*/
void ai_set_bad_rearm_time(int team, int time)
{
Assert(time >= 0);
Iff_info[team].ai_bad_rearm_timestamp = _timestamp(time * MILLISECONDS_PER_SECOND);
Iff_info[team].ai_good_rearm_timestamp = TIMESTAMP::invalid();
}
/**
* "safe" is currently defined by the mission designer using the good/bad time to rearm sexpressions. This status is currently team based.
*
* @return true(1) or false(0) if it is "safe" for the given object to rearm.
* @todo This function could be easily expended to further the definition of "safe"
*/
bool ai_good_time_to_rearm(object *objp)
{
int team;
Assert(objp->type == OBJ_SHIP);
team = Ships[objp->instance].team;
if (The_mission.ai_profile->flags[AI::Profile_Flags::Fix_good_rearm_time_bug])
return Iff_info[team].ai_good_rearm_timestamp.isValid() && !timestamp_elapsed(Iff_info[team].ai_good_rearm_timestamp);
else
return Iff_info[team].ai_good_rearm_timestamp.isValid();
}
/**
* "unsafe" is currently defined by the mission designer using the good/bad time to rearm sexpressions. This status is currently team based.
*
* @return true(1) or false(0) if it is "unsafe" for the given object to rearm.
*/
bool ai_bad_time_to_rearm(object* objp)
{
int team;
Assert(objp->type == OBJ_SHIP);
team = Ships[objp->instance].team;
return Iff_info[team].ai_bad_rearm_timestamp.isValid() && !timestamp_elapsed(Iff_info[team].ai_bad_rearm_timestamp);
}
/**
* 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, const char *shipname )
{
Assert(shipname != nullptr);
huge_fire_info new_info;
new_info.weapon_index = weapon_index;
new_info.team = team;
new_info.max_fire_count = max_fire_count;
new_info.ship_registry_index = ship_registry_get_index(shipname);
Ai_huge_fire_info.push_back(new_info);
}
/**
* 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.
*
* @return -1 when conditions don't allow firer to fire weapon_num on target_objp
* @return >=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 firer_team, target_signature;
ship *firer_ship;
SCP_vector<huge_fire_info>::iterator hfi;
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 (hfi = Ai_huge_fire_info.begin(); hfi != Ai_huge_fire_info.end(); ++hfi)
{
if ( hfi->weapon_index == -1 )
continue;
if ( hfi->ship_registry_index == -1 )
continue;
auto ship_entry = &Ship_registry[hfi->ship_registry_index];
if (!ship_entry->has_objp())
continue;
int signature = ship_entry->objp()->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 ( hfi == Ai_huge_fire_info.end() )
return -1;
// otherwise, we can return the max number of weapons we can fire against target_objps
return hfi->max_fire_count;
}
/**
* Clear out secondary firing information between levels
*/
void ai_init_secondary_info()
{
Ai_huge_fire_info.clear();
}
/**
* 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
*
* @todo 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];
if (A->flags[Object::Object_Flags::Should_be_dead])
continue;
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];
if (A->flags[Object::Object_Flags::Should_be_dead])
continue;
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];
}
void reset_ai_path_points()
{
memset(Path_points, 0, sizeof(Path_points)); // optional: zero out for safety
Ppfp = Path_points;
// Also clear any AI path state
for (int i = 0; i < MAX_SHIPS; ++i) {
Ai_info[i].path_start = -1;
Ai_info[i].path_cur = -1;
Ai_info[i].path_length = 0;
}
}
/**
* 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);
}
int ai_get_autoscale_index(int absolute_index)
{
int index = 0;
// getting the total number of autoscale classes uses the same logic but with the size in place of absolute_index
if (absolute_index < 0)
absolute_index = Num_ai_classes;
for (int i = 0; i < absolute_index; i++)
{
if (Ai_classes[i].ai_class_autoscale)
index++;
}
// sanity check
Assertion(index > 0 || absolute_index != Num_ai_classes, "When called for autoscaling calculations, there must be at least one autoscaling AI class!");
return index;
}
int ai_maybe_autoscale(int absolute_index)
{
if (The_mission.ai_profile->flags[AI::Profile_Flags::Adjusted_AI_class_autoscale])
return ai_get_autoscale_index(absolute_index);
else
return absolute_index;
}
/**
* Initialize an AI class's nonrequired values to defaults
* Boolean overrides are unset, others initialized to FLT_MIN or INT_MIN (used as the "not set" state)
*/
void init_ai_class(ai_class *aicp)
{
// AI Class main attributes
for (int i = 0; i < NUM_SKILL_LEVELS; i++)
{
aicp->ai_cmeasure_fire_chance[i] = FLT_MIN;
aicp->ai_in_range_time[i] = FLT_MIN;
aicp->ai_link_ammo_levels_maybe[i] = FLT_MIN;
aicp->ai_link_ammo_levels_always[i] = FLT_MIN;
aicp->ai_primary_ammo_burst_mult[i] = FLT_MIN;
aicp->ai_link_energy_levels_maybe[i] = FLT_MIN;
aicp->ai_link_energy_levels_always[i] = FLT_MIN;
aicp->ai_predict_position_delay[i] = INT_MIN;
aicp->ai_shield_manage_delay[i] = FLT_MIN;
aicp->ai_ship_fire_delay_scale_friendly[i] = FLT_MIN;
aicp->ai_ship_fire_delay_scale_hostile[i] = FLT_MIN;
aicp->ai_ship_fire_secondary_delay_scale_friendly[i] = FLT_MIN;
aicp->ai_ship_fire_secondary_delay_scale_hostile[i] = FLT_MIN;
aicp->ai_turn_time_scale[i] = FLT_MIN;
aicp->ai_glide_attack_percent[i] = FLT_MIN;
aicp->ai_circle_strafe_percent[i] = FLT_MIN;
aicp->ai_glide_strafe_percent[i] = FLT_MIN;
aicp->ai_random_sidethrust_percent[i] = FLT_MIN;
aicp->ai_stalemate_time_thresh[i] = FLT_MIN;
aicp->ai_stalemate_dist_thresh[i] = FLT_MIN;
aicp->ai_chance_to_use_missiles_on_plr[i] = INT_MIN;
aicp->ai_max_aim_update_delay[i] = FLT_MIN;
aicp->ai_turret_max_aim_update_delay[i] = FLT_MIN;
// Set the lowest values here so the table can be modular
aicp->ai_accuracy[i] = FLT_MIN;
aicp->ai_evasion[i] = FLT_MIN;
aicp->ai_courage[i] = FLT_MIN;
aicp->ai_patience[i] = FLT_MIN;
}
aicp->ai_profile_flags.reset();
aicp->ai_profile_flags_set.reset();
//AI Class autoscale overrides
//INT_MIN and FLT_MIN represent the "not set" state
for (int i = 0; i < NUM_SKILL_LEVELS; i++)
{
aicp->ai_aburn_use_factor[i] = INT_MIN;
aicp->ai_shockwave_evade_chance[i] = FLT_MIN;
aicp->ai_get_away_chance[i] = FLT_MIN;
aicp->ai_secondary_range_mult[i] = FLT_MIN;
}
aicp->ai_class_autoscale = true; //Retail behavior is to do the stupid autoscaling
}
void set_aic_flag(ai_class *aicp, const char *name, AI::Profile_Flags flag)
{
auto flags = &(aicp->ai_profile_flags);
auto set = &(aicp->ai_profile_flags_set);
if (optional_string(name))
{
bool val;
stuff_boolean(&val);
flags->set(flag, val);
set->set(flag);
}
else
set->remove(flag);
}
static ai_class* get_ai_class_pointer(const char* class_name)
{
for (int i = 0; i < Num_ai_classes; i++) {
if (!stricmp(class_name, Ai_classes[i].name)) {
return &Ai_classes[i];
}
}
// Didn't find anything.
return nullptr;
}
static bool class_added_in_tbm = false;
void parse_ai_class()
{
ai_class *aicp;
bool create_if_not_found = true;
char thisName[NAME_LENGTH];
required_string("$Name:");
stuff_string(thisName, F_NAME, NAME_LENGTH);
if (optional_string("+nocreate")) {
if (!Parsing_modular_table) {
Warning(LOCATION, "+nocreate flag used for ai class in non-modular table\n");
}
create_if_not_found = false;
}
// Does this class exist already?
// If so, load this new info into it
aicp = get_ai_class_pointer(thisName);
if (aicp != nullptr) {
if (!Parsing_modular_table) {
error_display(1, "Error: AI Class %s already exists. All class names must be unique.", thisName);
}
} else {
// Don't create class if it has +nocreate and is in a modular table.
if (!create_if_not_found && Parsing_modular_table) {
return;
}
// Setup a new ai class
aicp = &Ai_classes[Num_ai_classes];
strcpy(aicp->name, thisName);
init_ai_class(aicp);
Ai_class_names[Num_ai_classes] = aicp->name;
Num_ai_classes++;
if (Parsing_modular_table) {
mprintf(("New Ai Class '%s' found in modular table\n", aicp->name));
class_added_in_tbm = true;
}
}
if (optional_string("$accuracy:"))
parse_float_list(aicp->ai_accuracy, NUM_SKILL_LEVELS);
if (optional_string("$evasion:"))
parse_float_list(aicp->ai_evasion, NUM_SKILL_LEVELS);
if (optional_string("$courage:"))
parse_float_list(aicp->ai_courage, NUM_SKILL_LEVELS);
if (optional_string("$patience:"))
parse_float_list(aicp->ai_patience, NUM_SKILL_LEVELS);
if (optional_string("$Afterburner Use Factor:"))
parse_int_list(aicp->ai_aburn_use_factor, NUM_SKILL_LEVELS);
if (optional_string("$Shockwave Evade Chances Per Second:"))
parse_float_list(aicp->ai_shockwave_evade_chance, NUM_SKILL_LEVELS);
if (optional_string("$Get Away Chance:"))
parse_float_list(aicp->ai_get_away_chance, NUM_SKILL_LEVELS);
if (optional_string("$Secondary Range Multiplier:"))
parse_float_list(aicp->ai_secondary_range_mult, NUM_SKILL_LEVELS);
if (optional_string("$Autoscale by AI Class Index:"))
stuff_boolean(&aicp->ai_class_autoscale);
//Parse optional values for stuff imported from ai_profiles
if (optional_string("$AI Countermeasure Firing Chance:"))
parse_float_list(aicp->ai_cmeasure_fire_chance, NUM_SKILL_LEVELS);
if (optional_string("$AI In Range Time:"))
parse_float_list(aicp->ai_in_range_time, NUM_SKILL_LEVELS);
if (optional_string("$AI Always Links Ammo Weapons:"))
parse_float_list(aicp->ai_link_ammo_levels_always, NUM_SKILL_LEVELS);
if (optional_string("$AI Maybe Links Ammo Weapons:"))
parse_float_list(aicp->ai_link_ammo_levels_maybe, NUM_SKILL_LEVELS);
if (optional_string("$Primary Ammo Burst Multiplier:"))
parse_float_list(aicp->ai_primary_ammo_burst_mult, NUM_SKILL_LEVELS);
if (optional_string("$AI Always Links Energy Weapons:"))
parse_float_list(aicp->ai_link_energy_levels_always, NUM_SKILL_LEVELS);
if (optional_string("$AI Maybe Links Energy Weapons:"))
parse_float_list(aicp->ai_link_energy_levels_maybe, NUM_SKILL_LEVELS);
// represented in fractions of F1_0
if (optional_string("$Predict Position Delay:")) {
int iLoop;
float temp_list[NUM_SKILL_LEVELS];
parse_float_list(temp_list, NUM_SKILL_LEVELS);
for (iLoop = 0; iLoop < NUM_SKILL_LEVELS; iLoop++)
aicp->ai_predict_position_delay[iLoop] = fl2f(temp_list[iLoop]);
}
if (optional_string("$AI Shield Manage Delay:") || optional_string("$AI Shield Manage Delays:"))
parse_float_list(aicp->ai_shield_manage_delay, NUM_SKILL_LEVELS);
if (optional_string("$Friendly AI Fire Delay Scale:"))
parse_float_list(aicp->ai_ship_fire_delay_scale_friendly, NUM_SKILL_LEVELS);
if (optional_string("$Hostile AI Fire Delay Scale:"))
parse_float_list(aicp->ai_ship_fire_delay_scale_hostile, NUM_SKILL_LEVELS);
if (optional_string("$Friendly AI Secondary Fire Delay Scale:"))
parse_float_list(aicp->ai_ship_fire_secondary_delay_scale_friendly, NUM_SKILL_LEVELS);
if (optional_string("$Hostile AI Secondary Fire Delay Scale:"))
parse_float_list(aicp->ai_ship_fire_secondary_delay_scale_hostile, NUM_SKILL_LEVELS);
if (optional_string("$AI Turn Time Scale:"))
parse_float_list(aicp->ai_turn_time_scale, NUM_SKILL_LEVELS);
if (optional_string("$Glide Attack Percent:")) {
parse_float_list(aicp->ai_glide_attack_percent, NUM_SKILL_LEVELS);
for (int i = 0; i < NUM_SKILL_LEVELS; i++) {
if (aicp->ai_glide_attack_percent[i] < 0.0f || aicp->ai_glide_attack_percent[i] > 100.0f) {
aicp->ai_glide_attack_percent[i] = 0.0f;
Warning(LOCATION, "$Glide Attack Percent should be between 0 and 100.0 (read %f). Setting to 0.", aicp->ai_glide_attack_percent[i]);
}
aicp->ai_glide_attack_percent[i] /= 100.0;
}
}
if (optional_string("$Circle Strafe Percent:")) {
parse_float_list(aicp->ai_circle_strafe_percent, NUM_SKILL_LEVELS);
for (int i = 0; i < NUM_SKILL_LEVELS; i++) {
if (aicp->ai_circle_strafe_percent[i] < 0.0f || aicp->ai_circle_strafe_percent[i] > 100.0f) {
aicp->ai_circle_strafe_percent[i] = 0.0f;
Warning(LOCATION, "$Circle Strafe Percent should be between 0 and 100.0 (read %f). Setting to 0.", aicp->ai_circle_strafe_percent[i]);
}
aicp->ai_circle_strafe_percent[i] /= 100.0;
}
}
if (optional_string("$Glide Strafe Percent:")) {
parse_float_list(aicp->ai_glide_strafe_percent, NUM_SKILL_LEVELS);
for (int i = 0; i < NUM_SKILL_LEVELS; i++) {
if (aicp->ai_glide_strafe_percent[i] < 0.0f || aicp->ai_glide_strafe_percent[i] > 100.0f) {
aicp->ai_glide_strafe_percent[i] = 0.0f;
Warning(LOCATION, "$Glide Strafe Percent should be between 0 and 100.0 (read %f). Setting to 0.", aicp->ai_glide_strafe_percent[i]);
}
aicp->ai_glide_strafe_percent[i] /= 100.0;
}
}
if (optional_string("$Random Sidethrust Percent:")) {
parse_float_list(aicp->ai_random_sidethrust_percent, NUM_SKILL_LEVELS);
for (int i = 0; i < NUM_SKILL_LEVELS; i++) {
if (aicp->ai_random_sidethrust_percent[i] < 0.0f || aicp->ai_random_sidethrust_percent[i] > 100.0f) {
aicp->ai_random_sidethrust_percent[i] = 0.0f;
Warning(LOCATION, "$Random Sidethrust Percent should be between 0 and 100.0 (read %f). Setting to 0.", aicp->ai_random_sidethrust_percent[i]);
}
aicp->ai_random_sidethrust_percent[i] /= 100.0;
}
}
if (optional_string("$Stalemate Time Threshold:"))
parse_float_list(aicp->ai_stalemate_time_thresh, NUM_SKILL_LEVELS);
if (optional_string("$Stalemate Distance Threshold:"))
parse_float_list(aicp->ai_stalemate_dist_thresh, NUM_SKILL_LEVELS);
if (optional_string("$Chance AI Has to Fire Missiles at Player:"))
parse_int_list(aicp->ai_chance_to_use_missiles_on_plr, NUM_SKILL_LEVELS);
if (optional_string("$Max Aim Update Delay:"))
parse_float_list(aicp->ai_max_aim_update_delay, NUM_SKILL_LEVELS);
if (optional_string("$Turret Max Aim Update Delay:"))
parse_float_list(aicp->ai_turret_max_aim_update_delay, NUM_SKILL_LEVELS);
set_aic_flag(aicp, "$big ships can attack beam turrets on untargeted ships:", AI::Profile_Flags::Big_ships_can_attack_beam_turrets_on_untargeted_ships);
set_aic_flag(aicp, "$smart primary weapon selection:", AI::Profile_Flags::Smart_primary_weapon_selection);
set_aic_flag(aicp, "$smart secondary weapon selection:", AI::Profile_Flags::Smart_secondary_weapon_selection);
set_aic_flag(aicp, "$smart shield management:", AI::Profile_Flags::Smart_shield_management);
set_aic_flag(aicp, "$smart afterburner management:", AI::Profile_Flags::Smart_afterburner_management);
set_aic_flag(aicp, "$free afterburner use:", AI::Profile_Flags::Free_afterburner_use);
set_aic_flag(aicp, "$allow rapid secondary dumbfire:", AI::Profile_Flags::Allow_rapid_secondary_dumbfire);
set_aic_flag(aicp, "$huge turret weapons ignore bombs:", AI::Profile_Flags::Huge_turret_weapons_ignore_bombs);
set_aic_flag(aicp, "$don't insert random turret fire delay:", AI::Profile_Flags::Dont_insert_random_turret_fire_delay);
set_aic_flag(aicp, "$prevent turrets targeting too distant bombs:", AI::Profile_Flags::Prevent_targeting_bombs_beyond_range);
set_aic_flag(aicp, "$smart subsystem targeting for turrets:", AI::Profile_Flags::Smart_subsystem_targeting_for_turrets);
set_aic_flag(aicp, "$allow turrets target weapons freely:", AI::Profile_Flags::Allow_turrets_target_weapons_freely);
set_aic_flag(aicp, "$allow vertical dodge:", AI::Profile_Flags::Allow_vertical_dodge);
set_aic_flag(aicp, "$no extra collision avoidance vs player:", AI::Profile_Flags::No_special_player_avoid);
set_aic_flag(aicp, "$all ships manage shields:", AI::Profile_Flags::All_ships_manage_shields);
set_aic_flag(aicp, "$ai can slow down when attacking big ships:", AI::Profile_Flags::Ai_can_slow_down_attacking_big_ships);
set_aic_flag(aicp, "$use actual primary range:", AI::Profile_Flags::Use_actual_primary_range);
set_aic_flag(aicp, "$firing requires exact los:", AI::Profile_Flags::Require_exact_los);
set_aic_flag(aicp, "$AI balances shields instead of directs when attacked:", AI::Profile_Flags::AI_balances_shields_when_attacked);
}
void reset_ai_class_names()
{
ai_class *aicp;
for (int i = 0; i < Num_ai_classes; i++) {
aicp = &Ai_classes[i];
Ai_class_names[i] = aicp->name;
}
}
#define AI_CLASS_INCREMENT 10
void parse_aitbl(const char* filename)
{
try {
read_file_text(filename, CF_TYPE_TABLES);
reset_parse();
required_string("#AI Classes");
while (required_string_either("#End", "$Name:")) {
parse_ai_class();
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();
}
}
}
catch (const parse::ParseException& e)
{
mprintf(("TABLES: Unable to parse '%s'! Error message = %s.\n", filename, e.what()));
return;
}
}
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
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*));
parse_aitbl("ai.tbl");
parse_modular_table("*-aic.tbm", parse_aitbl);
if (class_added_in_tbm) {
mprintf(("One or more Ai Classes were added in a modular table. This may affect "
"ai autoscaling. If that's not desired then use a tbl instead of a tbm!\n"));
}
// autoscaling is meaningless if only one AI class has it, and will produce either ineffectual or
// divide-by-zero math expressions if $use adjusted AI class autoscale: is enabled
int num_autoscaled_classes = 0;
int autoscaled_class_index = -1;
for (int i = 0; i < Num_ai_classes; ++i) {
if (Ai_classes[i].ai_class_autoscale) {
num_autoscaled_classes++;
autoscaled_class_index = i;
}
}
if (num_autoscaled_classes == 1) {
Warning(LOCATION, "Autoscaling is meaningless when only one AI class has autoscaling enabled. Turning off autoscaling for %s.", Ai_classes[autoscaled_class_index].name);
Ai_classes[autoscaled_class_index].ai_class_autoscale = false;
}
atexit(free_ai_stuff);
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 < (int)Iff_info.size(); i++) {
Iff_info[i].ai_good_rearm_timestamp = TIMESTAMP::invalid();
Iff_info[i].ai_bad_rearm_timestamp = TIMESTAMP::invalid();
}
// clear out the stuff needed for AI firing powerful secondary weapons
ai_init_secondary_info();
Ai_last_arrive_path=0;
// clear out the preferred primaries so that it doesn't persist between missions or between mission reloads
Preferred_primary_info.clear();
}
// BEGIN STEALTH
// -----------------------------------------------------------------------------
/**
* Check if object is a stealth ship
*/
bool is_object_stealth_ship(const object *objp)
{
if (objp->type == OBJ_SHIP) {
if (Ships[objp->instance].flags[Ship::Ship_Flags::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_NOT_IN_FRUSTUM 0
#define STEALTH_IN_FRUSTUM 1
#define STEALTH_FULLY_TARGETABLE 2
/**
* Return dist scaler based on skill level
*/
float get_skill_stealth_dist_scaler()
{
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:
UNREACHABLE("An invalid difficulty level of %d was passed to get_skill_stealth_dist_scaler().", Game_skill_level);
}
return 1.0f;
}
/**
* Return multiplier on dot based on skill level
*/
float get_skill_stealth_dot_scaler()
{
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:
UNREACHABLE("An invalid difficulty level of %d was passed to get_skill_stealth_dot_scaler().", Game_skill_level);
}
return 1.0f;
}
int ai_is_stealth_visible(const object *viewer_objp, const 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->flags[Ship::Ship_Flags::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_dot(&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 frustum
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_IN_FRUSTUM;
}
}
// not within frustum
return STEALTH_NOT_IN_FRUSTUM;
}
// 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(const object *objp, const 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 enemy
* 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)
{
object *stealth_objp;
// make sure I am targeting a stealth ship
Assert( is_object_stealth_ship(&Objects[aip->target_objnum]) );
stealth_objp = &Objects[aip->target_objnum];
// if update is due to weapon fire, get exact stealth position
aip->stealth_last_pos = stealth_objp->pos;
aip->stealth_velocity = stealth_objp->phys_info.vel;
aip->stealth_last_visible_stamp = timestamp();
}
/**
* 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 = nullptr;
// any object number less than 0 is invalid
if ((attacked_objnum < 0) || (weapon_objnum < 0)) {
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 target 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_NOT_IN_FRUSTUM ) {
// 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);
}
}
}
}
weapon_info* wip = &Weapon_info[Weapons[weapon_objp->instance].weapon_info_index];
if (wip->wi_flags[Weapon::Info_Flags::No_evasion])
return;
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, nullptr); // NOLINT(readability-suspicious-call-argument)
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 != nullptr);
old_dist = compute_dots(old_weapon_objp, objp, &old_dot, nullptr); // NOLINT(readability-suspicious-call-argument)
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;
}
}
}
}
// Asteroth - Manipulates retail inputs to produce the outputs that would match retail behavior
// vel and acc_limit should already be sent in with retail values
// A more in-depth explanation can be found in the #2740 PR description
void ai_compensate_for_retail_turning(vec3d* vel_limit, vec3d* acc_limit, float rotdamp, bool is_weapon) {
if (is_weapon) {
// Missiles accelerated instantly technically, but this should do.
*acc_limit = *vel_limit * 1000.f;
// Approximately what you'd get at 60fps
*vel_limit *= 0.128f;
return;
}
// If we're a ship instead things get a bit hairier
// This is the polynomial approximation of the 'combination' effects of
// angular_move and physics_sim_rot
for (int i = 0; i < 3; i++) {
float& vel = vel_limit->a1d[i];
float& acc = acc_limit->a1d[i];
float v1 = 2 * acc * rotdamp;
float v2 = 2 * vel;
if (v1 <= v2) {
vel = v1;
}
else {
vel = v2;
if (v1 == 0)
acc = 1000.f;
else
acc = acc * (2 - v2 / v1);
}
}
}
// If rvec != NULL, use it to match bank by calling vm_angular_move_matrix.
// (rvec defaults to NULL)
// optionally specified turnrate_mod contains multipliers for each component of the turnrate (RATE, so 0.5 = slower)
void ai_turn_towards_vector(const vec3d* dest, object* objp, const vec3d* slide_vec, const vec3d* rel_pos, float bank_override, int flags, const vec3d* rvec, const vec3d* turnrate_mod)
{
matrix curr_orient;
vec3d vel_in, vel_out, desired_fvec, src;
float delta_time;
physics_info *pip;
float bank;
Assertion(objp->type == OBJ_SHIP || objp->type == OBJ_WEAPON, "ai_turn_towards_vector called on a non-ship non-weapon object!");
// 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) && !(flags & AITTV_VIA_SEXP) ) {
if (!Ships[objp->instance].flags[Ship::Ship_Flags::Maneuver_despite_engines] && ship_subsystems_blown(&Ships[objp->instance], SUBSYSTEM_ENGINE))
return;
}
// Don't allow a ship to turn if it's prevented from turning.
if (objp->flags.any_of(Object::Object_Flags::Dont_change_orientation,Object::Object_Flags::Immobile)) {
return;
}
pip = &objp->phys_info;
vel_in = pip->rotvel;
curr_orient = objp->orient;
delta_time = flFrametime;
vec3d vel_limit, acc_limit;
vm_vec_zero(&vel_limit);
// get the turn rate if we have Use_axial_turnrate_differences
if (objp->type == OBJ_SHIP && The_mission.ai_profile->flags[AI::Profile_Flags::Use_axial_turnrate_differences]) {
vel_limit = Ship_info[Ships[objp->instance].ship_info_index].max_rotvel;
} else { // else get the turn time
float turn_time = 0.f;
if (objp->type == OBJ_WEAPON) {
turn_time = Weapon_info[Weapons[objp->instance].weapon_info_index].turn_time;
}
else if (objp->type == OBJ_SHIP) {
turn_time = Ship_info[Ships[objp->instance].ship_info_index].srotation_time;
}
//and then turn it into turnrate
if (turn_time > 0.0f)
{
vel_limit.xyz.x = PI2 / turn_time;
vel_limit.xyz.y = PI2 / turn_time;
vel_limit.xyz.z = PI2 / turn_time;
}
}
// maybe modify the ship's turnrate if caller wants
if (turnrate_mod) {
vel_limit.xyz.x *= turnrate_mod->xyz.x;
vel_limit.xyz.y *= turnrate_mod->xyz.y;
vel_limit.xyz.z *= turnrate_mod->xyz.z;
}
// Scale turnrate based on skill level and team.
if (!(flags & AITTV_FAST) && !(flags & AITTV_VIA_SEXP)) {
if (objp->type == OBJ_SHIP) {
if (iff_x_attacks_y(Player_ship->team, Ships[objp->instance].team)) {
if (Ai_info[Ships[objp->instance].ai_index].ai_turn_time_scale != 0.f) {
vm_vec_scale(&vel_limit, 1/Ai_info[Ships[objp->instance].ai_index].ai_turn_time_scale);
}
}
}
}
acc_limit = ai_get_acc_limit(&vel_limit, objp);
// for formation flying
if ((flags & AITTV_SLOW_BANK_ACCEL)) {
acc_limit.xyz.z *= 0.2f;
}
// finally, maybe override the limits based on some ship flags
if (objp->type == OBJ_SHIP) {
ship_info* sip = &Ship_info[Ships[objp->instance].ship_info_index];
if (sip->flags[Ship::Info_Flags::Dont_clamp_max_velocity])
vel_limit = vm_vec_new(200.0f, 200.0f, 200.0f); // 200 rad/s should be enough to get anywhere within a 1/60th of a second
if (sip->flags[Ship::Info_Flags::Instantaneous_acceleration])
acc_limit = vm_vec_new(12000.0f, 12000.0f, 12000.0f); // enough to get to 200 rad/s in 1/60th of a second
}
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 or ship says not to
if (flags & AITTV_FORCE_DELTA_BANK)
bank = bank_override;
else if ( (objp->type == OBJ_WEAPON) || (flags & AITTV_IGNORE_BANK ) )
bank = 0.0f;
else if (objp->type == OBJ_SHIP && Ship_info[Ships[objp->instance].ship_info_index].flags[Ship::Info_Flags::Dont_bank_when_turning])
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.
bank = bank_override;
} else {
bank = vm_vec_dot(&curr_orient.vec.rvec, &objp->last_orient.vec.rvec);
bank = 200.0f * (1.0f - bank) * pip->delta_bank_const;
if (vm_vec_dot(&objp->last_orient.vec.fvec, &objp->orient.vec.rvec) < 0.0f)
bank = -bank;
}
bank *= vel_limit.xyz.z;
matrix out_orient;
if (rvec != NULL) {
matrix goal_orient;
vm_vector_2_matrix_norm(&goal_orient, &desired_fvec, nullptr, rvec);
vm_angular_move_matrix(&goal_orient, &curr_orient, &vel_in, delta_time,
&out_orient, &vel_out, &vel_limit, &acc_limit, The_mission.ai_profile->flags[AI::Profile_Flags::No_turning_directional_bias]);
} else {
vm_angular_move_forward_vec(&desired_fvec, &curr_orient, &vel_in, delta_time, bank,
&out_orient, &vel_out, &vel_limit, &acc_limit, The_mission.ai_profile->flags[AI::Profile_Flags::No_turning_directional_bias]);
}
if (Framerate_independent_turning) {
if (IS_MAT_NULL(&pip->ai_desired_orient)) {
pip->ai_desired_orient = out_orient;
pip->desired_rotvel = vel_out;
} // if ai_desired_orient is NOT null, that means a SEXP is trying to move the ship right now, and the AI should defer to it
}
else {
objp->orient = out_orient;
pip->rotvel = vel_out;
}
}
//vel_limit can be modified if the object is a weapon and retail behaviour is enabled
vec3d ai_get_acc_limit(vec3d* vel_limit, const object* objp) {
// Set rate at which ship can accelerate to its rotational velocity.
// For now, weapons just go much faster.
vec3d acc_limit = *vel_limit;
if (objp->type == OBJ_WEAPON)
acc_limit *= 8.0f;
const physics_info* pip = &objp->phys_info;
// do _proper_ handling of acc_limit and vel_limit if this flag is set
if (Framerate_independent_turning) {
// handle modifications to rotdamp (that could affect acc_limit and vel_limit)
// handled in its entirety in physics_sim_rot
float rotdamp = pip->rotdamp;
float shock_fraction_time_left = 0.f;
if (pip->flags & PF_IN_SHOCKWAVE) {
shock_fraction_time_left = timestamp_until(pip->shockwave_decay) / (float)SW_BLAST_DURATION;
if (shock_fraction_time_left > 0)
rotdamp = pip->rotdamp + pip->rotdamp * (SW_ROT_FACTOR - 1) * shock_fraction_time_left;
}
if (Ai_respect_tabled_turntime_rotdamp) {
// We're assuming the turn rate here is accurate so leave it as is
// but we'll use the ship's rotdamp to modify acc_limit
// (this is the polynomial approximation of the exponential effect rotdamp has on players)
if (rotdamp == 0.f)
acc_limit *= 1000.f;
else
acc_limit = *vel_limit * (0.5f / rotdamp);
}
else {
// else, calculate the retail-friendly vel and acc values
ai_compensate_for_retail_turning(vel_limit, &acc_limit, rotdamp, objp->type == OBJ_WEAPON);
// handle missile turning accel (which is bundled into rotdamp)
if (objp->type == OBJ_WEAPON && rotdamp != 0.f) {
acc_limit = *vel_limit * (0.5f / rotdamp);
}
}
}
return acc_limit;
}
// 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)
{
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->time_enemy_near = 0.0f; //SUSHI: Reset the "time near" counter whenever the target is changed
aip->last_hit_target_time = Missiontime; //Also, the "last hit target" time should be reset when the target changes
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, Weapon::Info_Flags 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], Weapon::Info_Flags::Puncture);
ship_primary_changed(&Ships[aip->shipnum]); // AL: maybe send multiplayer information when AI ship changes primaries
}
}
if ( aip == Player_ai ) {
if (aip->last_subsys_target != aip->targeted_subsys) {
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->ai_class = Ship_info[Ships[obj->instance].ship_info_index].ai_class;
aip->mode = 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[AI::Profile_Flags::No_min_dock_speed_cap]) ) {
ratio = 0.8f;
}
// make sure we at least some velocity
if (ratio < 0.1f) {
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 = objp->phys_info.max_vel.xyz.z;
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.
*
* @param tan1 is point nearer to *p1
* @param *p0 is point through which tangents pass.
* @param *centerp is center of sphere.
* @param *p1 is another point in space to define the plane in which tan1, tan2 reside.
* @param 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. Optional argument target_orient to attempt to match bank with
*/
void turn_towards_point(object *objp, vec3d *point, vec3d *slide_vec, float bank_override, matrix* target_orient, int flags)
{
vec3d* rvec = nullptr;
vec3d goal_rvec;
if (target_orient != nullptr) {
rvec = &goal_rvec;
vec3d goal_fvec;
vm_vec_normalized_dir(&goal_fvec,point, &objp->pos);
vm_match_bank(rvec, &goal_fvec, target_orient);
}
ai_turn_towards_vector(point, objp, slide_vec, nullptr, bank_override, flags, rvec);
}
/**
* 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, nullptr, nullptr, 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;
vec3d v2g;
vm_vec_normalized_dir(&vec_to_point, point, &objp->pos);
vm_vec_cross(&up_vec, &vec_to_point, &objp->orient.vec.fvec);
vm_vec_cross(&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);
}
turn_towards_point(objp, &goal_point, NULL, 0.0f);
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_dot(&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);
Assert( (vm_vec_dot(&r_vec, &center_objp->orient.vec.fvec) < 0.0001));
// get theta vec - perp to r_vec and z_vec
vm_vec_cross(&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_cross(&temp, &r_vec, &theta_vec);
#ifndef NDEBUG
float dot;
dot = vm_vec_dot(&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);
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_cross(&up_vec, &vec_to_point, &objp->orient.vec.fvec);
while (IS_VEC_NULL(&up_vec)) {
vec3d rnd_vec;
vm_vec_rand_vec_quick(&rnd_vec);
vm_vec_add2(&rnd_vec, &objp->orient.vec.fvec);
vm_vec_cross(&up_vec, &vec_to_point, &rnd_vec);
}
vm_vec_cross(&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
*/
bool object_is_targetable(const object *target, const ship *viewer)
{
// if target is ship, check if visible by team
if (target->type == OBJ_SHIP)
{
if (ship_is_visible_by_team(target, viewer)) {
return 1;
}
// for AI partially targetable works as fully targetable, except for stealth ship
if (Ships[target->instance].flags[Ship::Ship_Flags::Stealth]) {
// if not team targetable, check if within frustum
if ( ai_is_stealth_visible(&Objects[viewer->objnum], target) == STEALTH_IN_FRUSTUM ) {
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
*/
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];
if (objp->flags[Object::Object_Flags::Should_be_dead])
continue;
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].is_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 objp->phys_info.max_vel.xyz.z
*/
float get_wing_lowest_max_speed(object *objp)
{
ship *shipp;
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];
wingnum = shipp->wingnum;
lowest_max_speed = objp->phys_info.max_vel.xyz.z;
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];
if (o->flags[Object::Object_Flags::Should_be_dead])
continue;
ship *oshipp = &Ships[o->instance];
ai_info *oaip = &Ai_info[oshipp->ai_index];
if ((oaip->mode == AIM_WAYPOINTS) && (oshipp->wingnum == 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 = o->phys_info.max_vel.xyz.z;
if (object_is_docked(o)) {
cur_max *= o->phys_info.mass / dock_calc_total_docked_mass(o);
}
if ((o->phys_info.max_vel.xyz.z > 5.0f) && (cur_max < lowest_max_speed)) {
lowest_max_speed = cur_max;
}
}
}
return lowest_max_speed;
}
/**
* Scan all the ships in *objp's wing. Return the lowest average speed with afterburner of a ship in the wing.
*/
float get_wing_lowest_av_ab_speed(object *objp)
{
ship *shipp;
ai_info *aip;
float lowest_max_av_ab_speed;
float recharge_scale;
int wingnum;
object *o;
ship_obj *so;
ship_info *sip;
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];
sip = &Ship_info[shipp->ship_info_index];
wingnum = shipp->wingnum;
if (((shipp->flags[Ship::Ship_Flags::Afterburner_locked]) || !(sip->flags[Ship::Info_Flags::Afterburner])) || (objp->phys_info.max_vel.xyz.z < 5.0f) ||
(objp->phys_info.afterburner_max_vel.xyz.z <= objp->phys_info.max_vel.xyz.z) || !(aip->ai_flags[AI::AI_Flags::Free_afterburner_use]
|| aip->ai_profile_flags[AI::Profile_Flags::Free_afterburner_use])) {
lowest_max_av_ab_speed = objp->phys_info.max_vel.xyz.z;
}
else
{
recharge_scale = ets_power_factor(objp) * Energy_levels[shipp->engine_recharge_index] * 2.0f * The_mission.ai_profile->afterburner_recharge_scale[Game_skill_level];
recharge_scale = sip->afterburner_recover_rate * recharge_scale / (sip->afterburner_burn_rate + sip->afterburner_recover_rate * recharge_scale);
lowest_max_av_ab_speed = recharge_scale * (objp->phys_info.afterburner_max_vel.xyz.z - objp->phys_info.max_vel.xyz.z) + objp->phys_info.max_vel.xyz.z;
}
if ( wingnum == -1 )
return lowest_max_av_ab_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];
if (o->flags[Object::Object_Flags::Should_be_dead])
continue;
ship *oshipp = &Ships[o->instance];
ai_info *oaip = &Ai_info[oshipp->ai_index];
ship_info *osip = &Ship_info[oshipp->ship_info_index];
if ((oaip->mode == AIM_WAYPOINTS) && (oshipp->wingnum == wingnum) &&
(oaip->ai_flags.any_of(AI::AI_Flags::Formation_object,AI::AI_Flags::Formation_wing))) {
float cur_max;
if ((oshipp->flags[Ship::Ship_Flags::Afterburner_locked]) || !(osip->flags[Ship::Info_Flags::Afterburner]) || (o->phys_info.afterburner_max_vel.xyz.z <= o->phys_info.max_vel.xyz.z) || !(oaip->ai_flags[AI::AI_Flags::Free_afterburner_use] || oaip->ai_profile_flags[AI::Profile_Flags::Free_afterburner_use])) {
cur_max = o->phys_info.max_vel.xyz.z;
}
else
{
recharge_scale = ets_power_factor(o) * Energy_levels[oshipp->engine_recharge_index] * 2.0f * The_mission.ai_profile->afterburner_recharge_scale[Game_skill_level];
recharge_scale = osip->afterburner_recover_rate * recharge_scale / (osip->afterburner_burn_rate + osip->afterburner_recover_rate * recharge_scale);
cur_max = recharge_scale * (o->phys_info.afterburner_max_vel.xyz.z - o->phys_info.max_vel.xyz.z) + o->phys_info.max_vel.xyz.z;
}
if (object_is_docked(o)) {
cur_max *= o->phys_info.mass / dock_calc_total_docked_mass(o);
}
// 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.
if ((o->phys_info.max_vel.xyz.z > 5.0f) && (cur_max < lowest_max_av_ab_speed)) {
lowest_max_av_ab_speed = cur_max;
}
}
}
return lowest_max_av_ab_speed;
}
/**
* 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
* @return FALSE otherwise
*/
int is_ignore_object_sub(int *ignore_objnum, int *ignore_signature, int objnum)
{
// Should never happen. I thought I removed this behavior! -- MK, 5/17/98
Assertion(((*ignore_objnum <= UNUSED_OBJNUM) || (*ignore_objnum >= 0)), "Unexpected value for ignore_objnum %d. This is a coder error, please report.", *ignore_objnum);
// whether this is an invalid OBJNUM or the official UNUSED_OBJNUM, we should just return here.
// As a note, if it was set to UNUSED_OBJNUM, it would be trying to ignore a wing and not an object. (at least according to previously written comments)
if (*ignore_objnum < 0) {
return 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;
}
// 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;
}
typedef struct eval_nearest_objnum {
int objnum;
object *trial_objp;
int enemy_team_mask;
int enemy_ship_info_index;
int enemy_class_type;
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[Object::Object_Flags::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;
// If only supposed to attack ships of a certain ship class, don't attack other ships.
if ((eno->enemy_ship_info_index >= 0) && (shipp->ship_info_index != eno->enemy_ship_info_index))
return;
// If only supposed to attack ships of a certain ship type, don't attack other ships.
if ((eno->enemy_class_type >= 0) && (Ship_info[shipp->ship_info_index].class_type != eno->enemy_class_type))
return;
// Don't keep firing at a ship that is in its death throes.
if (shipp->flags[Ship::Ship_Flags::Dying])
return;
if (is_ignore_object(aip, OBJ_INDEX(eno->trial_objp)))
return;
if (eno->trial_objp->flags[Object::Object_Flags::Protected])
return;
if (shipp->is_arriving())
return;
ship_info *sip = &Ship_info[shipp->ship_info_index];
if (sip->flags[Ship::Info_Flags::No_ship_type] || sip->flags[Ship::Info_Flags::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->flags[Ship::Ship_Flags::Stealth]) && ai_is_stealth_visible(&Objects[eno->objnum], eno->trial_objp)) ) {
return;
}
}
}
// if objnum is BIG or HUGE, find distance to bbox
if (sip->is_big_or_huge()) {
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].is_fighter_bomber()) {
dist = dist * 0.5f;
}
num_attacking = num_enemies_attacking(OBJ_INDEX(eno->trial_objp));
if (!sip->is_big_or_huge() && num_attacking < eno->max_attackers) {
dist *= (float)(num_attacking + 2) / 2.0f; // prevents lots of ships from attacking same target
}
if ((sip->is_big_or_huge()) || (num_attacking < eno->max_attackers)) {
if (eno->trial_objp->flags[Object::Object_Flags::Player_ship]){
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 = OBJ_INDEX(eno->trial_objp);
}
}
}
}
}
}
/**
* 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.
*
* @param objnum Object number
* @param enemy_team_mask Mask to apply to enemy team
* @param enemy_wing Enemy wing chosen
* @param range Ship must be within range "range".
* @param max_attackers Don't attack a ship that already has at least max_attackers attacking it.
* @param ship_info_index If >=0, the enemy object must be of the specified ship class
* @param class_type If >=0, the enemy object must be of the specified ship type
*/
int get_nearest_objnum(int objnum, int enemy_team_mask, int enemy_wing, float range, int max_attackers, int ship_info_index, int class_type)
{
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_ship_info_index = ship_info_index;
eno.enemy_class_type = class_type;
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) ) {
if (Objects[so->objnum].flags[Object::Object_Flags::Should_be_dead])
continue;
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, ship_info_index, class_type);
}
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;
ship_obj *so;
nearest_objnum = -1;
nearest_dist = range;
*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 (objp->flags[Object::Object_Flags::Should_be_dead])
continue;
if ( OBJ_INDEX(objp) != objnum ) {
if (Ships[objp->instance].flags[Ship::Ship_Flags::Dying])
continue;
if (Ship_info[Ships[objp->instance].ship_info_index].flags[Ship::Info_Flags::No_ship_type] || Ship_info[Ships[objp->instance].ship_info_index].flags[Ship::Info_Flags::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 = OBJ_INDEX(objp);
}
}
}
}
}
return nearest_objnum;
}
/**
* Number of live turrets with target_objnum
*/
int num_turrets_attacking(const 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);
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[Ship::Weapon_Flags::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.
*/
int get_enemy_timestamp()
{
return (NUM_SKILL_LEVELS - Game_skill_level) * Random::next(500, 999);
}
/**
* Return objnum if enemy found, else return -1;
*
* @param objnum Object number
* @param range Range within which to look
* @param max_attackers Don't attack a ship that already has at least max_attackers attacking it.
* @param ship_info_index If specified, restrict the search to enemies with this ship class
* @param class_type If specified, restrict the search to enemies with this ship type
*/
int find_enemy(int objnum, float range, int max_attackers, int ship_info_index, int class_type)
{
int enemy_team_mask;
if (objnum < 0)
return -1;
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 out of nebula range. (BAD)
if (Objects[target_objnum].signature == aip->target_signature) {
ship* target_shipp = (Objects[target_objnum].type == OBJ_SHIP) ? &Ships[Objects[target_objnum].instance] : nullptr;
if (target_shipp && iff_matches_mask(target_shipp->team, enemy_team_mask)) {
if (ship_info_index < 0 || ship_info_index == target_shipp->ship_info_index) {
if (class_type < 0 || (target_shipp->ship_info_index >= 0 &&
class_type == Ship_info[target_shipp->ship_info_index].class_type)) {
if (!(Objects[target_objnum].flags[Object::Object_Flags::Protected])) {
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, ship_info_index, class_type);
} 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_abort_support_call(object *objp, ai_info *aip)
{
if (aip->ai_flags[AI::AI_Flags::Awaiting_repair]) {
object *repair_obj;
if (aip->support_ship_objnum == -1) {
repair_obj = nullptr;
} else {
Assertion(aip->support_ship_objnum >= 0, "%s has a nonsense support_ship_objnum of %d, please report!", Ships[aip->shipnum].ship_name, aip->support_ship_objnum);
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 ship_info_index, int class_type)
{
int temp;
ai_info* aip;
Assert(attacker != nullptr);
Assert(attacker->instance >= 0);
Assert(attacker->type == OBJ_SHIP);
Assert(Ships[attacker->instance].ai_index != -1);
// Bogus! Who tried to get me to attack myself!
if (attacker == attacked) {
Warning(LOCATION, "%s was told to attack itself! This may be an error in the mission file. If that checks out, please report to a coder!", Ships[attacker->instance].ship_name);
return;
}
if (attacker == nullptr || attacker->instance == -1) {
return;
}
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.
// Only set to chase if a fighter or bomber, otherwise just return.
if (!(Ship_info[Ships[attacker->instance].ship_info_index].is_small_ship()) && (attacked != NULL)) {
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 == nullptr) {
aip->choose_enemy_timestamp = timestamp(0);
// nebula safe
set_target_objnum(aip, find_enemy(OBJ_INDEX(attacker), 99999.9f, 4, ship_info_index, class_type));
} else {
// check if we can see attacked in nebula
if (aip->target_objnum != OBJ_INDEX(attacked)) {
aip->aspect_locked_time = 0.0f;
}
set_target_objnum(aip, OBJ_INDEX(attacked));
}
// don't abort a support call if you're disabled!
if (!ship_subsystems_blown(&Ships[attacker->instance], SUBSYSTEM_ENGINE))
ai_set_goal_abort_support_call(attacker, aip);
aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME); // No dynamic targeting for 7 seconds.
// Goober5000
temp = find_ignore_new_object_index(aip, aip->target_objnum);
if (temp >= 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
set_targeted_subsys(aip, nullptr , -1);
if (aip->target_objnum != -1) {
Objects[aip->target_objnum].flags.remove(Object::Object_Flags::Protected); // If ship had been protected, unprotect it.
}
}
/**
* 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)
{
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_abort_support_call(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)
{
ai_info *aip;
Assert(evader != NULL);
Assert(evaded != NULL);
Assert(evader->instance != -1);
Assert(Ships[evader->instance].ai_index != -1);
Assertion(evaded != evader, "Ship %s is trying to evade itself. Please report to the SCP!", Ships[evader->instance].ship_name); // Bogus! Who tried to get me to evade myself! Trace out and fix!
if (evaded == evader) {
return;
}
aip = &Ai_info[Ships[evader->instance].ai_index];
set_target_objnum(aip, OBJ_INDEX(evaded));
aip->mode = AIM_EVADE;
}
/**
* Returns total number of ignored objects.
*
* @param aip AI info
* @param 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 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];
// 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.remove(AI::AI_Flags::Temporary_ignore);
ignored->flags.set(Object::Object_Flags::Protected); // set protected bit of ignored ship.
}
}
/**
* Ignore some object without changing mode.
*/
void ai_ignore_wing(object *ignorer, int wingnum)
{
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.remove(AI::AI_Flags::Temporary_ignore);
}
/**
* Add a path point in the global buffer Path_points.
*
* If modify_index == -1, then create a new point.
* If a new point is created (ie, modify_index == -1), then Ppfp is updated.
*
* @param pos Position in vector space
* @param path_num Path numbers
* @param path_index Index into path
* @param modify_index Index in Path_points at which to store path point.
*/
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.
*
* @param curpos Current position in vector space
* @param goalpos Goal position in vector space
* @param curobjp Current object pointer
* @param goalobjp Goal object pointer
* @param 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.
*
* @param objp Object pointer
* @param mp Model path
* @param dir Directory type
* @param count Count of items
* @param path_num Path number
* @param pnp Node on a path
* @param 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)
{
int i;
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 moving_submodel;
// 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);
}
auto pmi = model_get_instance(Ships[objp->instance].model_instance_num);
auto pm = model_get(pmi->model_num);
// Goober5000 - check for moving submodels
if ((mp->parent_submodel >= 0) && ((pm->submodel[mp->parent_submodel].rotation_type >= 0) || (pm->submodel[mp->parent_submodel].translation_type >= 0)))
{
moving_submodel = true;
model_find_submodel_offset(&submodel_offset, pm, mp->parent_submodel);
}
else
{
moving_submodel = false;
}
int offset = 0;
for (i=start_index; i != finish_index; i += dir)
{
// Globalize the point.
// Goober5000 - handle moving submodels
if (moving_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_instance_local_to_global_point(&v1, &local_vert, pm, pmi, 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 = (int)(pnp-Path_points) + offset;
add_path_point(&v1, path_num, i, pp_index);
offset++;
}
}
/**
* 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.
*
* @param pl_objp Player object
* @param mobjp Model object
* @param path_num Number of path
* @param 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(Ship_info[Ships[mobjp->instance].ship_info_index].model_num);
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 = (int)(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 = OBJ_INDEX(mobjp);
aip->mp_index = path_num;
aip->path_length = (int)(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;
//Get path departure orientation from ships.tbl if it exists, otherwise zero it
SCP_string pathName(mp->name);
if (osip->pathMetadata.find(pathName) != osip->pathMetadata.end() && !IS_VEC_NULL(&osip->pathMetadata[pathName].departure_rvec))
vm_vec_copy_normalize(&aip->path_depart_rvec, &osip->pathMetadata[pathName].departure_rvec);
else if (aip->ai_profile_flags[AI::Profile_Flags::Fighterbay_departures_use_carrier_orient])
aip->path_depart_rvec = vmd_x_vector; // this will be later rotated into the carrier's frame of reference
else
vm_vec_zero(&aip->path_depart_rvec);
aip->ai_flags.remove(AI::AI_Flags::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];
polymodel *pm = model_get(Ship_info[Ships[mobjp->instance].ship_info_index].model_num);
int num_points;
model_path *mp;
pnode *ppfp_start = Ppfp;
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 = (int)(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 = OBJ_INDEX(mobjp);
aip->mp_index = path_num;
aip->path_length = (int)(Ppfp - ppfp_start);
aip->path_next_check_time = timestamp(1);
aip->ai_flags.set(AI::AI_Flags::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 (objp->flags[Object::Object_Flags::Should_be_dead])
continue;
if (big_only_flag) {
if (!Ship_info[Ships[objp->instance].ship_info_index].is_big_or_huge())
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(Ship_info[shipp->ship_info_index].model_num);
if(path_num >= pm->n_paths)
Error(LOCATION,"ai_find_path tring to find a path (%d) that doesn't exist, on ship %s", path_num, shipp->ship_name);
aip->goal_objnum = objnum;
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.set(AI::AI_Flags::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_cross(&tvec1, &n_vec_to_goal, &avoid_vec);
vm_vec_cross(&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.remove(AI::AI_Flags::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, bool update_clients)
{
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;
}
// 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[Ship::Info_Flags::Support])
|| (Ship_info[Ships[dockee->instance].ship_info_index].flags[Ship::Info_Flags::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[Ship::Info_Flags::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.
if ( MULTIPLAYER_MASTER && update_clients)
send_ai_info_update_packet( docker, AI_UPDATE_DOCK, dockee );
}
// 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, dockee );
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.remove(AI::AI_Flags::Being_repaired);
dockee_aip->ai_flags.remove(AI::AI_Flags::Being_repaired);
docker_aip->support_ship_objnum = -1;
dockee_aip->support_ship_objnum = -1;
docker_aip->support_ship_signature = -1;
dockee_aip->support_ship_signature = -1;
// clear out points for docker
docker_aip->path_start = -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 dock_type)
{
Assert(docker != NULL);
Assert(dockee != NULL);
Assert(docker->type == OBJ_SHIP);
Assert(dockee->type == OBJ_SHIP);
Assert(docker->instance >= 0);
Assert(dockee->instance >= 0);
Assert(Ships[docker->instance].ai_index >= 0);
Assert(Ships[dockee->instance].ai_index >= 0);
Assert(docker_index >= 0);
Assert(dockee_index >= 0);
ai_info *aip = &Ai_info[Ships[docker->instance].ai_index];
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:
UNREACHABLE("Unknown dock type in ai_dock_with_object of %d. Please report to the SCP!", dock_type); // 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(Ship_info[Ships[dockee->instance].ship_info_index].model_num);
Assert( pm->docking_bays[dockee_index].num_spline_paths > 0 );
}
#endif
// dock instantly
if (dock_type == AIDO_DOCK_NOW)
{
// set model animations correctly
// (fortunately, this function is called AFTER model_anim_set_initial_states in the sea of ship creation
// functions, which is necessary for model animations to start from t=0 at the correct positions)
ship *shipp = &Ships[docker->instance];
ship *goal_shipp = &Ships[dockee->instance];
ship_info* sip = &Ship_info[shipp->ship_info_index];
ship_info* goal_sip = &Ship_info[goal_shipp->ship_info_index];
polymodel_instance* shipp_pmi = model_get_instance(shipp->model_instance_num);
polymodel_instance* goal_shipp_pmi = model_get_instance(goal_shipp->model_instance_num);
(sip->animations.getAll(shipp_pmi, animation::ModelAnimationTriggerType::Docking_Stage1, docker_index)
+ sip->animations.getAll(shipp_pmi, animation::ModelAnimationTriggerType::Docking_Stage2, docker_index)
+ sip->animations.getAll(shipp_pmi, animation::ModelAnimationTriggerType::Docking_Stage3, docker_index)
+ sip->animations.getAll(shipp_pmi, animation::ModelAnimationTriggerType::Docked, docker_index)).start(animation::ModelAnimationDirection::FWD, true, true);
(goal_sip->animations.getAll(goal_shipp_pmi, animation::ModelAnimationTriggerType::Docking_Stage1, dockee_index)
+ goal_sip->animations.getAll(goal_shipp_pmi, animation::ModelAnimationTriggerType::Docking_Stage2, dockee_index)
+ goal_sip->animations.getAll(goal_shipp_pmi, animation::ModelAnimationTriggerType::Docking_Stage3, dockee_index)
+ goal_sip->animations.getAll(goal_shipp_pmi, animation::ModelAnimationTriggerType::Docked, dockee_index)).start(animation::ModelAnimationDirection::FWD, true, true);
dock_orient_and_approach(docker, docker_index, dockee, dockee_index, DOA_DOCK_STAY);
ai_do_objects_docked_stuff( docker, docker_index, dockee, dockee_index, false );
}
// 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)
{
Warning(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 its waypoints.
// flags tells:
// WPF_REPEAT Set -> repeat waypoints.
// WPF_BACKTRACK Go in reverse.
void ai_start_waypoints(object *objp, int wp_list_index, int wp_flags, int start_index, bool force)
{
auto aip = &Ai_info[Ships[objp->instance].ai_index];
if (Waypoint_lists.empty())
{
Warning(LOCATION, "No waypoint lists in mission!");
aip->mode = AIM_NONE;
return;
}
auto wp_list = find_waypoint_list_at_index(wp_list_index);
if (!wp_list)
{
Warning(LOCATION, "wp_list_index %d must be a valid waypoint list index!", wp_list_index);
wp_list_index = 0;
wp_list = find_waypoint_list_at_index(wp_list_index);
}
if (wp_list->get_waypoints().empty())
{
Warning(LOCATION, "Waypoint list '%s' is empty!", wp_list->get_name());
aip->mode = AIM_NONE;
return;
}
auto wp = find_waypoint_at_index(wp_list, start_index);
if (!wp)
{
Warning(LOCATION, "Starting index for %s on '%s' is out of range!", Ships[objp->instance].ship_name, wp_list->get_name());
start_index = (wp_flags & WPF_BACKTRACK) ? (int)wp_list->get_waypoints().size() - 1 : 0;
}
if ( (aip->mode == AIM_WAYPOINTS) && (aip->wp_list_index == wp_list_index) && !force )
{
if (aip->wp_index == INVALID_WAYPOINT_POSITION)
{
Warning(LOCATION, "aip->wp_index should have been assigned already!");
aip->wp_index = start_index;
}
return;
}
if (The_mission.flags[Mission::Mission_Flags::Use_ap_cinematics] && AutoPilotEngaged)
{
aip->ai_flags.remove(AI::AI_Flags::Formation_wing);
}
else
{
aip->ai_flags.set(AI::AI_Flags::Formation_wing);
}
aip->ai_flags.remove(AI::AI_Flags::Formation_object);
aip->wp_list_index = wp_list_index;
aip->wp_index = start_index;
aip->wp_flags = wp_flags;
aip->mode = AIM_WAYPOINTS;
aip->submode_parm0 = start_index; // keep track of the start index because we need it for Fix_ai_path_order_bug
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, int additional_data)
{
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->submode_float0 = dist;
aip->submode_parm0 = additional_data;
aip->goal_objnum = OBJ_INDEX(other_objp);
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->is_fighter_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.remove(AI::AI_Flags::Formation_wing);
aip->ai_flags.set(AI::AI_Flags::Formation_object);
// if this goal is going to stick around for a while, change the mode
if (The_mission.ai_profile->flags[AI::Profile_Flags::Do_not_clear_goals_when_running_form_on_wing])
{
aip->mode = AIM_NONE;
aip->submode = -1;
aip->submode_start_time = Missiontime;
}
aip->goal_objnum = OBJ_INDEX(goal_objp);
ai_formation_object_recalculate_slotnums(aip->goal_objnum);
ai_set_goal_abort_support_call(objp, aip);
aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME*4); // Super extra long time until can target another ship.
}
/**
* Redistributes slotnums to all ships flying off a given formation object
* In the case this is needed because it has left the field or died, its objnum is needed to explicitly exclude it
*/
void ai_formation_object_recalculate_slotnums(int form_objnum, int exiting_objnum)
{
Assertion(form_objnum >= 0, "Invalid object number in ai_formation_object_recalculate_slotnums!");
int slotnum = 1; // Note: Slot #0 means leader, which isn't someone who was told to form-on-wing.
for (ship_obj* ship = GET_FIRST(&Ship_obj_list); ship != END_OF_LIST(&Ship_obj_list); ship = GET_NEXT(ship) ) {
if (Objects[ship->objnum].flags[Object::Object_Flags::Should_be_dead])
continue;
ai_info* aip = &Ai_info[Ships[Objects[ship->objnum].instance].ai_index];
if (ship->objnum == exiting_objnum)
continue;
if (aip->ai_flags[AI::AI_Flags::Formation_object]) {
if (aip->goal_objnum == form_objnum) {
aip->form_obj_slotnum = slotnum;
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(const vec3d *targpos, const vec3d *targvel, const 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)
{
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 + flFrametime;
}
// --------------------------------------------------------------------------
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 + aip->ai_predict_position_delay;
aip->last_predicted_enemy_pos = *enemy_pos;
}
}
/**
* Updates AI aim automatically based on targeted enemy.
*
* @param aip Pointer to AI info
*/
void ai_update_aim(ai_info *aip)
{
if (Missiontime >= aip->next_aim_pos_time)
{
aip->last_aim_enemy_pos = En_objp->pos;
aip->last_aim_enemy_vel = En_objp->phys_info.vel;
aip->next_aim_pos_time = Missiontime + fl2f(frand_range(0.0f, aip->ai_max_aim_update_delay));
}
else
{
//Update the position based on the velocity (assume no velocity vector change)
vm_vec_scale_add2(&aip->last_aim_enemy_pos, &aip->last_aim_enemy_vel, flFrametime);
}
}
// returns if the currently active goal trying to afterburn hard
bool ai_willing_to_afterburn_hard(ai_info* aip) {
return aip->active_goal == AI_ACTIVE_GOAL_DYNAMIC ?
The_mission.ai_profile->flags[AI::Profile_Flags::Dynamic_goals_afterburn_hard] :
(aip->active_goal > -1 && aip->goals[aip->active_goal].flags[AI::Goal_Flags::Afterburn_hard]);
}
// pedal to the metal!!1!
void ai_afterburn_hard(object* objp, ai_info* aip) {
ship* shipp = &Ships[objp->instance];
if (!(objp->phys_info.flags & PF_AFTERBURNER_ON)) {
if (shipp->afterburner_fuel > Ship_info[shipp->ship_info_index].afterburner_fuel_capacity * 0.3) {
afterburners_start(Pl_objp);
aip->afterburner_stop_time = Missiontime + 5 * F1_0;
}
}
else {
if (shipp->afterburner_fuel > 0.0f) {
afterburners_start(Pl_objp);
aip->afterburner_stop_time = Missiontime + 5 * F1_0;
}
}
accelerate_ship(aip, 1.0f);
};
// 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];
polymodel *pm = model_get(Ship_info[shipp->ship_info_index].model_num);
*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;
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];
polymodel *pm = model_get(Ship_info[Ships[mobjp->instance].ship_info_index].model_num);
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[AI::AI_Flags::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[AI::AI_Flags::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;
//Get path departure orientation from ships.tbl if it exists, otherwise zero it
ship_info *osip = &Ship_info[Ships[path_objp->instance].ship_info_index];
model_path *mp = &model_get(osip->model_num)->paths[aip->mp_index];
SCP_string pathName(mp->name);
if (osip->pathMetadata.find(pathName) != osip->pathMetadata.end() && !IS_VEC_NULL(&osip->pathMetadata[pathName].departure_rvec))
vm_vec_copy_normalize(&aip->path_depart_rvec, &osip->pathMetadata[pathName].departure_rvec);
else if (aip->ai_profile_flags[AI::Profile_Flags::Fighterbay_departures_use_carrier_orient])
aip->path_depart_rvec = vmd_x_vector; // this will be later rotated into the carrier's frame of reference
else
vm_vec_zero(&aip->path_depart_rvec);
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 max_allowed_speed, object *gobjp)
{
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 (max_allowed_speed <= 0.0f && ai_willing_to_afterburn_hard(aip) && dist_to_goal > 1000.0f && dot > 0.99f) {
// BOOK IT
ai_afterburn_hard(Pl_objp, aip);
} else {
float max_bay_speed = sip->max_speed;
// Maybe gradually ramp up/down the speed of a ship flying a fighterbay path
if (aip->mode == AIM_BAY_EMERGE || (aip->mode == AIM_BAY_DEPART && aip->path_cur != aip->path_start)) {
ship_info *gsip = &Ship_info[Ships[gobjp->instance].ship_info_index];
polymodel *pm = model_get(gsip->model_num);
SCP_string pathName(pm->paths[Path_points[aip->path_start].path_num].name);
float speed_mult = FLT_MIN;
if (aip->mode == AIM_BAY_EMERGE) { // Arriving
if (gsip->pathMetadata.find(pathName) != gsip->pathMetadata.end()) {
speed_mult = gsip->pathMetadata[pathName].arrive_speed_mult;
}
if (speed_mult == FLT_MIN) {
speed_mult = The_mission.ai_profile->bay_arrive_speed_mult;
}
} else { // Departing
if (gsip->pathMetadata.find(pathName) != gsip->pathMetadata.end()) {
speed_mult = gsip->pathMetadata[pathName].depart_speed_mult;
}
if (speed_mult == FLT_MIN) {
speed_mult = The_mission.ai_profile->bay_depart_speed_mult;
}
}
if (speed_mult != FLT_MIN && speed_mult != 1.0f) {
// We use the distance between the first and last point on the path here; it's not accurate
// if the path is not straight, but should be good enough usually; can be changed if necessary.
float total_path_length = vm_vec_dist_quick(&Path_points[aip->path_start].pos, &Path_points[aip->path_start + aip->path_length - 1].pos);
float dist_to_end;
if (aip->mode == AIM_BAY_EMERGE) { // Arriving
dist_to_end = vm_vec_dist_quick(&Pl_objp->pos, &Path_points[aip->path_start].pos);
} else { // Departing
dist_to_end = vm_vec_dist_quick(&Pl_objp->pos, &Path_points[aip->path_start + aip->path_length - 1].pos);
}
// Calculate max speed, but respect the waypoint speed cap if it's lower
max_bay_speed = sip->max_speed * (speed_mult + (1.0f - speed_mult) * (dist_to_end / total_path_length));
}
}
// Cap speed to max_allowed_speed, if it's set
if (max_allowed_speed <= 0)
max_allowed_speed = max_bay_speed;
else
max_allowed_speed = MIN(max_allowed_speed, max_bay_speed);
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, max_allowed_speed * MAX(dist_to_next/500.0f, 1.0f));
} else if ((dot_to_next >= dot * .9) || (dist_to_next > 100.0f)) {
if (dist_to_goal > 200.0f) {
set_accel_for_target_speed(objp, max_allowed_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, max_allowed_speed*dot*dot*dot);
} else {
if ((aip->path_cur - aip->path_start < aip->path_length-2) && (dist_to_goal < 2*objp->radius)) {
set_accel_for_target_speed(objp, dist_to_goal/8.0f + 2.0f);
} else {
set_accel_for_target_speed(objp, max_allowed_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, max_allowed_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 = max_allowed_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_0()
{
int num_points;
float dot, dist_to_goal, dist_to_next, 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;
vec3d temp_vec, *slop_vec;
object *gobjp;
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];
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[AI::Goal_Flags::Dockee_index_valid] && aigp->flags[AI::Goal_Flags::Docker_index_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);
}
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;
}
// 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;
}
}
}
}
gcvp = *cvp;
gnvp = *nvp;
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 ( 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, slop_vec, nullptr, 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.
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, 0, gobjp);
aip->prev_dot_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;
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;
}
}
}
return dist_to_goal;
}
// --------------------------------------------------------------------------
// Alternate version of ai_path
// 1.
float ai_path_1_or_2(bool allow_path_shortcut)
{
int num_points;
float dot, dist_to_goal, dist_to_next, 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;
object *gobjp;
vec3d *pvp, *cvp, *nvp, next_vec, gpvp, gcvp, gnvp; // previous, 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];
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[AI::Goal_Flags::Dockee_index_valid] && aigp->flags[AI::Goal_Flags::Docker_index_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);
}
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;
}
if (allow_path_shortcut) {
// See if can reach next point (as opposed to current point)
// However, don't do this if docking and next point is last point.
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;
}
}
}
}
}
// Set pvp to the previous vertex of interest on the path (if there is one)
int prev_point = aip->path_cur - aip->path_dir;
if (prev_point >= aip->path_start && prev_point <= aip->path_start + num_points)
pvp = &Path_points[prev_point].pos;
else
pvp = NULL;
gpvp = (pvp != NULL) ? *pvp : *cvp;
gcvp = *cvp;
gnvp = *nvp;
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 ( 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 (mag < 1.0f)
nvel_vec = Pl_objp->orient.vec.fvec;
// For departures, optionally rotate so the ship is pointing the correct direction
// (so you can always have "wheels-down" landings)
vec3d rvec;
vec3d *prvec = NULL;
if ( aip->mode == AIM_BAY_DEPART && !IS_VEC_NULL(&aip->path_depart_rvec) ) {
vm_vec_unrotate(&rvec, &aip->path_depart_rvec, &Objects[aip->path_objnum].orient);
prvec = &rvec;
}
// Turn toward a point between where we are on the path and the goal. This helps keep the ship flying
// "down the line"
if (dist_to_goal > 0.1f) {
//Get nearest point on line between current and previous path points
vec3d closest_point;
float r = find_nearest_point_on_line(&closest_point, &gpvp, &gcvp, &Pl_objp->pos);
//Turn towards the 1/3 point between the closest point on the line and the current goal point
//(unless we are already past the current goal)
if (r <= 1.0f) {
vec3d midpoint;
vm_vec_avg3(&midpoint, &gcvp, &closest_point, &closest_point);
ai_turn_towards_vector(&midpoint, Pl_objp, nullptr, nullptr, 0.0f, 0, prvec);
}
else {
ai_turn_towards_vector(&gcvp, Pl_objp, nullptr, nullptr, 0.0f, 0, prvec);
}
}
// 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.
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);
// This path mode respects the "cap-waypoint-speed" SEXP
float max_allowed_speed = 0.0f;
if ( aip->waypoint_speed_cap > 0) {
max_allowed_speed = (float) aip->waypoint_speed_cap;
}
set_accel_for_docking(Pl_objp, aip, dot, dot_to_next, dist_to_next, dist_to_goal, sip, max_allowed_speed, gobjp);
aip->prev_dot_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_start >= aip->path_length-1)) {
min_dist_to_goal = MIN_DIST_TO_WAYPOINT_GOAL;
}
// If this is not the last waypoint, include a term to compensate for inertia
else if (aip->path_cur - aip->path_start < aip->path_length - (aip->mode == AIM_DOCK ? 0 : 1)) {
vec3d cp_rel;
vm_vec_sub(&cp_rel, &gcvp, &Pl_objp->pos);
float goal_mag = 0.0f;
if (vm_vec_mag(&cp_rel) > 0.0f) {
vm_vec_normalize(&cp_rel);
goal_mag = vm_vec_dot(&Pl_objp->phys_info.vel, &cp_rel);
}
min_dist_to_goal = MIN_DIST_TO_WAYPOINT_GOAL + Pl_objp->radius + (goal_mag * sip->damp);
}
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;
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;
}
}
}
return dist_to_goal;
}
float ai_path()
{
switch (The_mission.ai_profile->ai_path_mode)
{
case AI_PATH_MODE_NORMAL:
return ai_path_0();
break;
case AI_PATH_MODE_ALT1:
return ai_path_1_or_2(false);
break;
case AI_PATH_MODE_ALT2:
return ai_path_1_or_2(true);
break;
default:
Error(LOCATION, "Invalid path mode found: %d\n", The_mission.ai_profile->ai_path_mode);
return ai_path_0();
}
}
// NOTE: this is not the same thing as CLAMP()! CLAMP() adjusts the value, while this adjusts the bounds.
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 (objp->flags[Object::Object_Flags::Should_be_dead])
continue;
if (iff_matches_mask(Ships[objp->instance].team, enemy_team_mask)) {
ship_info* sip = &Ship_info[Ships[objp->instance].ship_info_index];
if (sip->is_fighter_bomber() || sip->flags[Ship::Info_Flags::Cruiser] || sip->flags[Ship::Info_Flags::Capital] || sip->flags[Ship::Info_Flags::Supercap] || sip->flags[Ship::Info_Flags::Drydock] || sip->flags[Ship::Info_Flags::Corvette] || sip->flags[Ship::Info_Flags::Awacs] || sip->flags[Ship::Info_Flags::Gas_miner])
if (vm_vec_dist_quick(&my_objp->pos, &objp->pos) < range) {
if (count == 0) {
*min_vec = objp->pos;
*max_vec = objp->pos;
} 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);
}
count++;
}
}
}
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 fvec_from_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(&fvec_from_center, &objp->pos, &center);
vm_vec_scale_add(&goal_pos, &center, &fvec_from_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));
if (The_mission.ai_profile->flags[AI::Profile_Flags::Fix_keep_safe_distance]) {
// hey, let's try actually aiming toward our goal!
turn_towards_point(objp, &aip->goal_point, nullptr, 0.0f);
}
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);
}
// --------------------------------------------------------------------------
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_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;
case AISS_1a: // Pick a safe point because we just got whacked!
default:
UNREACHABLE("Bad AI submode for ai_safety mode of %d. Please report to the SCP!", aip->submode); // Illegal submode for ai_safety();
break;
}
}
// --------------------------------------------------------------------------
// make Pl_objp fly to its target's position
// optionally returns true if Pl_objp (pl_done_p) has reached the target position (can be NULL)
// optionally returns true if Pl_objp's (pl_treat_as_ship_p) fly to order was issued to him directly,
// or if the order was issued to his wing (returns false) (can be NULL, and result is only
// valid if Pl_done_p was not NULL and was set true by function.
void ai_fly_to_target_position(const vec3d* target_pos, bool* pl_done_p=NULL, bool* pl_treat_as_ship_p=NULL)
{
float dot, dist_to_goal;
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 j;
bool ab_allowed = true;
Assert( target_pos != NULL );
if ( pl_done_p != NULL ) {
// initialize this to false now incase we leave early so that that
// the caller of this function doesn't get any funny ideas about
// the status of the waypoint
*pl_done_p = false;
}
aip = &Ai_info[shipp->ai_index];
/* I shouldn't be flying to position for what ever called me any more.
Set mode to none so that default dynamic behaviour gets started up again. */
if ( (aip->active_goal == AI_ACTIVE_GOAL_NONE) || (aip->active_goal == AI_ACTIVE_GOAL_DYNAMIC) ) {
aip->mode = AIM_NONE;
}
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 ( 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 (shipp->wingnum >= 0) {
scale = Wings[shipp->wingnum].current_count;
scale = (int) ((scale+1)/2);
} else {
scale = 1;
}
// ----------------------------------------------
// if in autopilot mode make sure to not collide
// and "keep reasonable distance"
// this needs to be done for ALL SHIPS not just capships STOP CHANGING THIS
// ----------------------------------------------
vec3d goal_point;
bool carry_flag = ((shipp->flags[Ship::Ship_Flags::Navpoint_carry]) || ((shipp->wingnum >= 0) && (Wings[shipp->wingnum].flags[Ship::Wing_Flags::Nav_carry])));
float waypoint_turnrate = 1 / (3.0f * scale);
// for retail compatability reasons, have to take into account rotdamp so that ships with less than 1 rotdamp have increased waypoint turnrate
// please see PR #2740 and #3494 for more information
if (Pl_objp->phys_info.rotdamp < 1.0f )
// start increasing the turnrate to 2x at 0.5 rotdamp and 3x at 0
waypoint_turnrate *= (3 - 2 * Pl_objp->phys_info.rotdamp);
vec3d turnrate_mod;
vm_vec_make(&turnrate_mod, waypoint_turnrate, waypoint_turnrate, waypoint_turnrate);
if (AutoPilotEngaged)
ab_allowed = false;
if (AutoPilotEngaged
&& timestamp_elapsed(LockAPConv)
&& carry_flag
&& ((The_mission.flags[Mission::Mission_Flags::Use_ap_cinematics]) || (Pl_objp != Autopilot_flight_leader)) )
{
vec3d perp;
Assertion( Autopilot_flight_leader != NULL, "When under autopilot there must be a flight leader" );
// snap wings into formation
if (The_mission.flags[Mission::Mission_Flags::Use_ap_cinematics]) {
if (shipp->wingnum != -1) {
int wing_index = get_wing_index(Pl_objp, shipp->wingnum);
object *wing_leader = get_wing_leader(shipp->wingnum);
if (wing_leader != Pl_objp) {
// not wing leader.. get my position relative to wing leader
get_absolute_wing_pos(&goal_point, wing_leader, shipp->wingnum, wing_index, aip->ai_flags[AI::AI_Flags::Formation_object], true);
} else {
// Am wing leader.. get the wings position relative to the flight leader
j = 1+int( (float)floor(double(autopilot_wings[shipp->wingnum]-1)/2.0) );
switch (autopilot_wings[shipp->wingnum] % 2) {
case 1: // back-left
vm_vec_copy_normalize(&perp, &Autopilot_flight_leader->orient.vec.rvec);
vm_vec_scale(&perp, -166.0f*j); // 166m is supposedly the optimal range according to tolwyn
vm_vec_add(&goal_point, &Autopilot_flight_leader->pos, &perp);
break;
default: //back-right
case 0:
vm_vec_copy_normalize(&perp, &Autopilot_flight_leader->orient.vec.rvec);
vm_vec_scale(&perp, 166.0f*j);
vm_vec_add(&goal_point, &Autopilot_flight_leader->pos, &perp);
break;
}
}
Pl_objp->pos = goal_point;
}
vm_vec_normalized_dir(&perp, Navs[CurrentNav].GetPosition(), &Autopilot_flight_leader->pos);
vm_vector_2_matrix_norm(&Pl_objp->orient, &perp, nullptr, nullptr);
} else {
vm_vec_scale_add(&perp, &Pl_objp->pos, &Autopilot_flight_leader->phys_info.vel, 1000.0f);
ai_turn_towards_vector(&perp, Pl_objp, slop_vec, nullptr, 0.0f, 0, nullptr, &turnrate_mod);
}
} else {
if (dist_to_goal > 0.1f) {
ai_turn_towards_vector(target_pos, Pl_objp, slop_vec, nullptr, 0.0f, 0, nullptr, &turnrate_mod);
}
}
// ----------------------------------------------
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;
if (Pl_objp->phys_info.speed < 0.0f) {
accelerate_ship(aip, 1.0f/32);
ab_allowed = false;
} 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);
ab_allowed = false;
} 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);
}
ab_allowed = false;
} 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->is_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);
}
if (dot1 < 0.8f)
ab_allowed = false;
}
if (!(sip->flags[Ship::Info_Flags::Afterburner]) || (shipp->flags[Ship::Ship_Flags::Afterburner_locked]) ||
!(aip->ai_flags[AI::AI_Flags::Free_afterburner_use] ||
aip->ai_profile_flags[AI::Profile_Flags::Free_afterburner_use] ||
ai_willing_to_afterburn_hard(aip)))
{
ab_allowed = false;
}
// Make sure not travelling too fast for someone to keep up.
float max_allowed_speed = 9999.9f;
float max_allowed_ab_speed = 10000.1f;
float self_ab_speed = 10000.0f;
if (shipp->wingnum != -1 && !ai_willing_to_afterburn_hard(aip)) {
max_allowed_speed = 0.9f * get_wing_lowest_max_speed(Pl_objp);
max_allowed_ab_speed = 0.95f * get_wing_lowest_av_ab_speed(Pl_objp);
if (ab_allowed) {
float self_ab_scale = ets_power_factor(Pl_objp) * Energy_levels[shipp->engine_recharge_index] * 2.0f * The_mission.ai_profile->afterburner_recharge_scale[Game_skill_level];
self_ab_scale = sip->afterburner_recover_rate * self_ab_scale / (sip->afterburner_burn_rate + sip->afterburner_recover_rate * self_ab_scale);
self_ab_speed = 0.95f * (self_ab_scale * (Pl_objp->phys_info.afterburner_max_vel.xyz.z - Pl_objp->phys_info.max_vel.xyz.z) + Pl_objp->phys_info.max_vel.xyz.z);
}
}
// 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;
max_allowed_ab_speed = max_allowed_speed;
}
if ((self_ab_speed < 5.0f) || (max_allowed_ab_speed < 5.0f)){ // || ((shipp->wingnum != -1) && (dist_to_goal / max_allowed_ab_speed < 5.0f))){
ab_allowed = false;
} else if (max_allowed_ab_speed < Pl_objp->phys_info.max_vel.xyz.z) {
if (max_allowed_speed < max_allowed_ab_speed) {
max_allowed_speed = max_allowed_ab_speed;
} else {
ab_allowed = false;
}
}
if (ab_allowed) {
if (self_ab_speed <= (1.001 * max_allowed_ab_speed)){
if (!(Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
float percent_left = 100.0f * shipp->afterburner_fuel / sip->afterburner_fuel_capacity;
if (percent_left > 30.0f) {
afterburners_start(Pl_objp);
aip->afterburner_stop_time = Missiontime + 5 * F1_0;
}
}
} else {
float switch_value;
if ((self_ab_speed - max_allowed_ab_speed) > (0.2f * max_allowed_ab_speed)) {
switch_value = 0.2f * max_allowed_ab_speed;
} else {
switch_value = self_ab_speed - max_allowed_ab_speed;
}
if (!(Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
float percent_left = 100.0f * shipp->afterburner_fuel / sip->afterburner_fuel_capacity;
if ((Pl_objp->phys_info.speed < (max_allowed_ab_speed - switch_value)) && (percent_left > 30.0f)){
afterburners_start(Pl_objp);
aip->afterburner_stop_time = Missiontime + 5 * F1_0;
}
} else {
if (Pl_objp->phys_info.speed > (max_allowed_ab_speed + 0.9 * switch_value)){
afterburners_stop(Pl_objp);
}
}
}
if (!(Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
if (aip->prev_accel * Pl_objp->phys_info.max_vel.xyz.z > max_allowed_ab_speed) {
accelerate_ship(aip, max_allowed_ab_speed / Pl_objp->phys_info.max_vel.xyz.z);
}
}
} else {
if (Pl_objp->phys_info.flags & PF_AFTERBURNER_ON ) {
afterburners_stop(Pl_objp);
}
if (aip->prev_accel * Pl_objp->phys_info.max_vel.xyz.z > max_allowed_speed) {
accelerate_ship(aip, max_allowed_speed / Pl_objp->phys_info.max_vel.xyz.z);
}
}
float dist_to_cover_this_frame = (Pl_objp->phys_info.speed * flFrametime);
// Retail's completion distance of sqrt(radius) is only ~32m for a capital ship with a 1000m radius --
// far smaller than such a ship's turning circle -- and retail also skipped the completion check
// entirely unless the ship covered 0.1m in a single frame, a framerate-dependent gate that excludes
// exactly the slow speeds at which a big ship could aim precisely. Together these could trap a
// capital ship in an endless overshoot-turnaround-miss loop at its final waypoint. With the flag
// set, big ships complete a waypoint anywhere within their own radius of it, and the check always runs.
bool fix_waypoint_completion = The_mission.ai_profile->flags[AI::Profile_Flags::Fix_big_ship_waypoint_completion];
float waypoint_tolerance = MIN_DIST_TO_WAYPOINT_GOAL + ((fix_waypoint_completion && sip->is_big_or_huge()) ? Pl_objp->radius : fl_sqrt(Pl_objp->radius));
if ( fix_waypoint_completion || (dist_to_goal < MIN_DIST_TO_WAYPOINT_GOAL) || dist_to_cover_this_frame > 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 ( (dist_to_goal < (waypoint_tolerance + dist_to_cover_this_frame))
|| (((r >= 0.0f) && (r <= 1.0f)) && (vm_vec_dist_quick(&nearest_point, target_pos) < waypoint_tolerance)))
{
int treat_as_ship;
// 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 ( shipp->wingnum != -1 ) {
// protect array access from invalid indexes
if ((aip->active_goal >= 0) && (aip->active_goal < MAX_AI_GOALS)) {
auto type = aip->goals[aip->active_goal].type;
if ( (type == ai_goal_type::EVENT_WING) || (type == ai_goal_type::PLAYER_WING) ) {
treat_as_ship = 0;
} else {
treat_as_ship = 1;
}
}
}
// setup out parameters
if ( pl_done_p != NULL ) {
*pl_done_p = true;
if ( pl_treat_as_ship_p != NULL ) {
if ( treat_as_ship ) {
*pl_treat_as_ship_p = true;
} else {
*pl_treat_as_ship_p = false;
}
}
} else {
Assertion( pl_treat_as_ship_p != NULL,
"pl_done_p cannot be NULL while pl_treat_as_ship_p is not NULL" );
}
}
}
}
// --------------------------------------------------------------------------
// make Pl_objp fly waypoints.
void ai_waypoints()
{
ai_info *aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
// sanity checking for stuff that should never happen
Assertion(aip->wp_index != INVALID_WAYPOINT_POSITION, "Waypoints should have been started already!");
if (aip->wp_index == INVALID_WAYPOINT_POSITION) {
ai_start_waypoints(Pl_objp, (aip->wp_list_index < 0) ? 0 : aip->wp_list_index, WPF_REPEAT, 0);
}
auto wp_list = find_waypoint_list_at_index(aip->wp_list_index);
Assert(wp_list && !wp_list->get_waypoints().empty()); // What? Is this zero? Probably never got initialized!
bool done, treat_as_ship;
ai_fly_to_target_position(wp_list->get_waypoints()[aip->wp_index].get_pos(), &done, &treat_as_ship);
if ( done ) {
bool reached_end;
// go on to next waypoint in path
if (aip->wp_flags & WPF_BACKTRACK) {
--aip->wp_index;
reached_end = (aip->wp_index == -1);
} else {
++aip->wp_index;
reached_end = (aip->wp_index == static_cast<int>(wp_list->get_waypoints().size()));
}
if (reached_end) {
// have reached the last waypoint. Do I repeat?
if ( aip->wp_flags & WPF_REPEAT ) {
// go back to the start.
if (aip->wp_flags & WPF_BACKTRACK) {
aip->wp_index = static_cast<int>(wp_list->get_waypoints().size()) - 1;
} else {
aip->wp_index = 0;
}
} else {
// stay on the last waypoint.
if (aip->wp_flags & WPF_BACKTRACK) {
++aip->wp_index;
} else {
--aip->wp_index;
}
// Log a message that the wing or ship reached his waypoint and
// remove the goal from the AI goals of the ship pr wing, respectively.
// Whether we should treat this as a ship or a wing is determined by
// ai_fly_to_target_position when it marks the AI directive as complete
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, wp_list->get_name(), -1 );
} else {
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, wp_list->get_name(), -1 );
}
// adds scripting hook for 'On Waypoints Done' --wookieejedi
if (scripting::hooks::OnWaypointsDone->isActive()) {
scripting::hooks::OnWaypointsDone->run(scripting::hooks::ShipSourceConditions{ &Ships[Pl_objp->instance] },
scripting::hook_param_list(
scripting::hook_param("Ship", 'o', Pl_objp),
scripting::hook_param("Wing", 'o', scripting::api::l_Wing.Set(Ships[Pl_objp->instance].wingnum)),
scripting::hook_param("Waypointlist", 'o', scripting::api::l_WaypointList.Set(scripting::api::waypointlist_h(wp_list)))
));
}
}
}
}
}
// 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;
}
}
// 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, 1.0f);
} 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, 1.0f);
}
// 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_ACTIVE_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 > ai_guard_threshold(guard_objp, (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) > ai_guard_threshold(guard_objp, (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_ACTIVE_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 (SUSHI: this comment is wrong! It's actually every 4 seconds!)
t += num;
return !(t % modulus);
}
}
/**
* Maybe fire afterburner based on AI class
*/
int ai_maybe_fire_afterburner(object *objp, ai_info *aip)
{
// bail if the ship doesn't even have an afterburner
if (!(Ship_info[Ships[objp->instance].ship_info_index].flags[Ship::Info_Flags::Afterburner])) {
return 0;
}
if (aip->ai_aburn_use_factor == INT_MIN && ai_maybe_autoscale(aip->ai_class) == 0) {
return 0; // Lowest [autoscaled] level never aburners away (unless ai_aburn_use_factor is specified)
}
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 ai_aburn_use_factor is not specified, calculate a number based on the AI class. Otherwise, use that value.
if (aip->ai_aburn_use_factor == INT_MIN)
{
if (The_mission.ai_profile->flags[AI::Profile_Flags::Adjusted_AI_class_autoscale])
{
// Highest two levels always aburner away
if (ai_get_autoscale_index(aip->ai_class) >= ai_get_autoscale_index(Num_ai_classes) - 2)
return 1;
return static_rand_timed(OBJ_INDEX(objp), ai_get_autoscale_index(Num_ai_classes) - ai_get_autoscale_index(aip->ai_class));
}
else
{
// Highest two levels always aburner away
if (aip->ai_class >= Num_ai_classes-2)
return 1;
return static_rand_timed(OBJ_INDEX(objp), Num_ai_classes - aip->ai_class);
}
}
else
return static_rand_timed(OBJ_INDEX(objp), aip->ai_aburn_use_factor);
}
}
/**
* 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;
}
}
}
/**
* Is an instructor if name begins INSTRUCTOR_SHIP_NAME else not.
* @return true if object *objp is an instructor.
*/
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);
// 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) {
bool should_afterburn = dist < 200.0f;
int aburn_time = F1_0 / 2;
// within 200m bad, within 1.5 seconds good
if (The_mission.ai_profile->flags[AI::Profile_Flags::Improved_missile_avoidance]) {
should_afterburn = dist < weapon_objp->phys_info.speed * 1.5f;
aburn_time = F1_0 + F1_0 / 2;
}
if (should_afterburn) {
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 + aburn_time;
}
}
}
// Fancy (read: effective) dodging
// Try to go perpindicular to the incoming missile, and pick the quickest direction to get there
if (The_mission.ai_profile->flags[AI::Profile_Flags::Improved_missile_avoidance]) {
vec3d avoid_point;
vm_project_point_onto_plane(&avoid_point, &vec_from_enemy, &Pl_objp->orient.vec.fvec, &vmd_zero_vector);
vm_vec_normalize(&avoid_point);
if (vm_vec_dot(&Pl_objp->orient.vec.fvec, &vec_from_enemy) > 0.f)
vm_vec_negate(&avoid_point);
vm_vec_scale_add(&avoid_point, &Pl_objp->pos, &avoid_point, 200.0f);
turn_towards_point(Pl_objp, &avoid_point, nullptr, 0.0f);
}
// If we're sort of pointing towards it...
else if ((dot_to_enemy < -0.5f) || (dot_to_enemy > 0.5f)) {
float rdot;
float udot;
// Turn hard left or right, depending on which gets out of way quicker.
//SUSHI: Also possibly turn up or down.
rdot = vm_vec_dot(&Pl_objp->orient.vec.rvec, &vec_from_enemy);
udot = vm_vec_dot(&Pl_objp->orient.vec.uvec, &vec_from_enemy);
if (aip->ai_profile_flags[AI::Profile_Flags::Allow_vertical_dodge] && fl_abs(udot) > fl_abs(rdot))
{
if ((udot < -0.5f) || (udot > 0.5f))
vm_vec_scale_add(&goal_point, &Pl_objp->pos, &Pl_objp->orient.vec.uvec, -200.0f);
else
vm_vec_scale_add(&goal_point, &Pl_objp->pos, &Pl_objp->orient.vec.uvec, 200.0f);
}
else
{
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;
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, nullptr, nullptr, 0.0f, 0);
dot_from_enemy = vm_vec_dot(&vec_from_enemy, &En_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(OBJ_INDEX(Pl_objp));
accel_val = (float) (((Missiontime^rand_int) >> 14) & 0x0f)/32.0f + 0.5f;
accelerate_ship(aip, 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 + ((OBJ_INDEX(Pl_objp)) & 0x0f)) {
afterburners_start(Pl_objp);
if (aip->ai_profile_flags[AI::Profile_Flags::Smart_afterburner_management]) {
aip->afterburner_stop_time = (fix) (Missiontime + F1_0 + static_randf(OBJ_INDEX(Pl_objp)) * F1_0 / 4);
} else {
aip->afterburner_stop_time = Missiontime + F1_0 + static_rand(OBJ_INDEX(Pl_objp))/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 = 1.0f;
} else {
bank_override = 1.0f; // In enemy's sights, not pointing at him, twirl away.
goto evade_ship_l1;
}
} else {
evade_ship_l1: ;
if (aip->ai_evasion > Random::next()*Random::INV_F_MAX_VALUE*100.0f) {
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);
}
}
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();
}
float G_collision_time;
vec3d G_predicted_pos, G_fire_pos;
/*
* plieblang
* Used by the good-primary-time sexp to store the info supplied from there
* weapon_idx indexes into Weapon_info if the primary preference is being set
*/
void ai_set_or_clear_preferred_primary_weapon(bool set_it, const object_ship_wing_point_team *subject, const object_ship_wing_point_team *target, int weapon_idx)
{
// force the ai to reselect a primary instead of possibly waiting the normal elapsed time
for (auto so : list_range(&Ship_obj_list))
{
auto subject_objp = &Objects[so->objnum];
if (subject_objp->flags[Object::Object_Flags::Should_be_dead])
continue;
auto subject_shipp = &Ships[subject_objp->instance];
if (!subject->matches(subject_shipp))
continue;
auto subject_aip = &Ai_info[subject_shipp->ai_index];
if (subject_aip->target_objnum < 0)
continue;
auto target_objp = &Objects[subject_aip->target_objnum];
if (target_objp->type != OBJ_SHIP || !target->matches(&Ships[target_objp->instance]))
continue;
// for AIs that match this subject-target pair, select a new primary immediately
subject_aip->primary_select_timestamp = timestamp(1);
}
if (set_it)
{
for (auto& ppi : Preferred_primary_info)
{
if (ppi.subject == *subject && ppi.target == *target)
{
ppi.weapon_index = weapon_idx;
return;
}
}
// not found, so add a new entry
Preferred_primary_info.push_back({ *subject, *target, weapon_idx });
}
else
{
Preferred_primary_info.erase(
std::remove_if(Preferred_primary_info.begin(), Preferred_primary_info.end(), [&](const primary_fire_info& ppi) {
return ppi.subject == *subject && ppi.target == *target;
}), Preferred_primary_info.end()
);
}
}
// find the first primary bank that actually contains a weapon, since banks might be empty for various reasons
static int ai_first_loaded_primary_bank(const ship_weapon *swp)
{
for (int i = 0; i < swp->num_primary_banks; i++)
if (swp->primary_bank_weapons[i] >= 0)
return i;
return -1;
}
//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 & Weapon::Info_Flags::Puncture
// Then Select a Puncture weapon.
// Else
// Select Any ol' weapon.
// Returns primary_bank index.
static int ai_select_primary_weapon_OLD(const object *objp, Weapon::Info_Flags flags)
{
ship *shipp = &Ships[objp->instance];
ship_weapon *swp = &shipp->weapons;
Assert( shipp->ship_info_index >= 0 && shipp->ship_info_index < ship_info_size());
if (flags == Weapon::Info_Flags::Puncture) {
if (swp->current_primary_bank >= 0 && swp->primary_bank_weapons[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[Weapon::Info_Flags::Puncture]) {
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[Weapon::Info_Flags::Puncture]) {
swp->current_primary_bank = i;
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 ) {
swp->current_primary_bank = ai_first_loaded_primary_bank(swp);
}
} else { // Don't need to be using a puncture weapon.
if (swp->current_primary_bank >= 0 && swp->primary_bank_weapons[swp->current_primary_bank] >= 0) {
if (!(Weapon_info[swp->primary_bank_weapons[swp->current_primary_bank]].wi_flags[Weapon::Info_Flags::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[Weapon::Info_Flags::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.
}
// this can legitimately be -1 if no bank contains a weapon
return swp->current_primary_bank;
}
// If:
// flags == Weapon::Info_Flags::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.
*/
int ai_select_primary_weapon(object *objp, object *other_objp, Weapon::Info_Flags flags)
{
// Pointer Set Up
ship *shipp = &Ships[objp->instance];
ship *other_shipp = nullptr;
ship_weapon *swp = &shipp->weapons;
// 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
mprintf(("'other_objpp == NULL' in ai_select_primary_weapon()\n"));
return -1;
}
// if the ship has no primary banks, there is nothing to select
// (this can happen when e.g. a turreted gunship is ordered to disable another ship)
if (swp->num_primary_banks <= 0)
return -1;
bool other_is_ship = (other_objp->type == OBJ_SHIP);
if (other_is_ship)
{
other_shipp = &Ships[other_objp->instance];
//if the good-primary-time sexp has been used, return that weapon immediately
//if smart primary weapon selection isn't set, turning this override behavior off might not do anything
//however this seems acceptable
for (const auto &ppi : Preferred_primary_info)
{
if (ppi.subject.matches(shipp) && ppi.target.matches(other_shipp))
{
int weapon_idx = ppi.weapon_index;
//figure out what bank the weapon belongs to
int bank_num = -1;
for (int i = 0; i < MAX_SHIP_PRIMARY_BANKS; i++) {
if (weapon_idx == swp->primary_bank_weapons[i]) {
bank_num = i;
break;
}
}
//if it's a valid bank, set it and return
if (bank_num != -1) {
//forcing a ship to use a certain primary should prevent it from linking weapons
shipp->flags.set(Ship::Ship_Flags::Force_primary_unlinking);
swp->current_primary_bank = bank_num;
return bank_num;
}
}
}
}
// we're not prioritizing a specific primary weapon
shipp->flags.remove(Ship::Ship_Flags::Force_primary_unlinking);
//not using the new AI, use the old version of this function instead.
if (!(Ai_info[shipp->ai_index].ai_profile_flags[AI::Profile_Flags::Smart_primary_weapon_selection]))
{
return ai_select_primary_weapon_OLD(objp, flags);
}
Assert( shipp->ship_info_index >= 0 && shipp->ship_info_index < ship_info_size());
//made it so it only selects puncture weapons if the active goal is to disable something -Bobboau
if ((flags == Weapon::Info_Flags::Puncture) && ai_goal_is_disable_or_disarm(Ai_info[shipp->ai_index].goals[0].ai_mode))
{
if (swp->current_primary_bank >= 0 && swp->primary_bank_weapons[swp->current_primary_bank] >= 0)
{
int bank_index = swp->current_primary_bank;
if (Weapon_info[swp->primary_bank_weapons[bank_index]].wi_flags[Weapon::Info_Flags::Puncture])
{
return swp->current_primary_bank;
}
}
for (int i=0; i<swp->num_primary_banks; i++)
{
int weapon_info_index = swp->primary_bank_weapons[i];
if (weapon_info_index >= 0)
{
if (Weapon_info[weapon_info_index].wi_flags[Weapon::Info_Flags::Puncture])
{
swp->current_primary_bank = i;
return i;
}
}
}
}
float enemy_remaining_shield = get_shield_pct(other_objp);
if ( other_is_ship )
{
ship_info* other_sip = &Ship_info[other_shipp->ship_info_index];
if (other_sip->class_type >= 0 && Ship_types[other_sip->class_type].flags[Ship::Type_Info_Flags::Targeted_by_huge_Ignored_by_small_only]) {
//Check if we have a capital+ weapon on board
for (int i = 0; i < swp->num_primary_banks; i++)
{
if (swp->primary_bank_weapons[i] >= 0) // Make sure there is a weapon in the bank
{
auto wip = &Weapon_info[swp->primary_bank_weapons[i]];
if (wip->wi_flags[Weapon::Info_Flags::Capital_plus])
{
// handle shielded big/huge ships (non FS-verse)
// only pick capital+ if the target has no shields; or the weapon is an ok shield-breaker anyway
if (enemy_remaining_shield <= 0.05f || (wip->shield_factor * 1.33f > wip->armor_factor))
{
swp->current_primary_bank = i;
nprintf(("AI", "%i: Ship %s selecting weapon %s (capital+) vs target %s\n", Framecount, shipp->ship_name, wip->name, other_shipp->ship_name));
return i;
}
}
}
}
}
}
// 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
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 (int i = 0; i < swp->num_primary_banks; i++)
{
if (swp->primary_bank_weapons[i] >= 0) // Make sure there is a weapon in the bank
{
auto wip = &Weapon_info[swp->primary_bank_weapons[i]];
if ((((wip->armor_factor) * (wip->damage)) / wip->fire_wait) > i_hullfactor_prev)
{
if ( !(wip->wi_flags[Weapon::Info_Flags::Capital_plus]) )
{
// This weapon is the new candidate
i_hullfactor_prev = ( ((wip->armor_factor) * (wip->damage)) / wip->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 = ai_first_loaded_primary_bank(swp); // Just switch to the first one with a weapon in it
if (i_hullfactor_prev_bank == -1) // no bank contains a weapon
return -1;
}
swp->current_primary_bank = i_hullfactor_prev_bank; // Select the best weapon
nprintf(("AI", "%i: Ship %s selecting weapon %s (no shields) vs target %s\n", Framecount, shipp->ship_name, Weapon_info[swp->primary_bank_weapons[i_hullfactor_prev_bank]].name, (other_is_ship ? other_shipp->ship_name : "non-ship") ));
return i_hullfactor_prev_bank; // Return
}
//if the shields are above lets say 10% definitely use a pierceing weapon if there are any-Bobboau
if (enemy_remaining_shield >= 0.10f)
{
if (swp->current_primary_bank >= 0 && swp->primary_bank_weapons[swp->current_primary_bank] >= 0)
{
auto wip = &Weapon_info[swp->primary_bank_weapons[swp->current_primary_bank]];
if ((wip->wi_flags[Weapon::Info_Flags::Pierce_shields]) && !(wip->wi_flags[Weapon::Info_Flags::Capital_plus]))
{
nprintf(("AI", "%i: Ship %s selecting weapon %s (>10%% shields)\n", Framecount, shipp->ship_name, wip->name));
return swp->current_primary_bank;
}
}
for (int i=0; i<swp->num_primary_banks; i++)
{
if (swp->primary_bank_weapons[i] >= 0)
{
auto wip = &Weapon_info[swp->primary_bank_weapons[i]];
if ((wip->wi_flags[Weapon::Info_Flags::Pierce_shields]) && !(wip->wi_flags[Weapon::Info_Flags::Capital_plus]))
{
swp->current_primary_bank = i;
nprintf(("AI", "%i: Ship %s selecting weapon %s (>10%% shields)\n", Framecount, shipp->ship_name, wip->name));
return i;
}
}
}
}
// Is the target shielded by less then 50%?
if (enemy_remaining_shield <= 0.50f)
{
// Should be using best balanced shield/hull gun
float i_balancedfactor_prev = 0; // Previous weapon bank "balanced" factor (this is the safe way to do it)
int i_balancedfactor_prev_bank = -1; // Bank which gave us this "balanced" factor
// Find the weapon with the highest average hull and shield * damage / fire delay factor
for (int i = 0; i < swp->num_primary_banks; i++)
{
if (swp->primary_bank_weapons[i] >= 0) // Make sure there is a weapon in the bank
{
auto wip = &Weapon_info[swp->primary_bank_weapons[i]];
if ((((wip->armor_factor + wip->shield_factor) * wip->damage) / wip->fire_wait) > i_balancedfactor_prev)
{
if ( !(wip->wi_flags[Weapon::Info_Flags::Capital_plus]) )
{
// This weapon is the new candidate
i_balancedfactor_prev = ((((wip->armor_factor + wip->shield_factor) * wip->damage) / wip->fire_wait));
i_balancedfactor_prev_bank = i;
}
}
}
}
if (i_balancedfactor_prev_bank == -1) // In the unlikely instance we don't find at least 1 candidate weapon
{
i_balancedfactor_prev_bank = ai_first_loaded_primary_bank(swp); // Just switch to the first one with a weapon in it
if (i_balancedfactor_prev_bank == -1) // no bank contains a weapon
return -1;
}
swp->current_primary_bank = i_balancedfactor_prev_bank; // Select the best weapon
nprintf(("AI", "%i: Ship %s selecting weapon %s (<50%% shields)\n", Framecount, shipp->ship_name, Weapon_info[swp->primary_bank_weapons[i_balancedfactor_prev_bank]].name));
return i_balancedfactor_prev_bank; // Return
}
else
{
// Should be using best shield destroying gun
float i_shieldfactor_prev = 0; // Previous weapon bank shield factor (this is the safe way to do it)
int i_shieldfactor_prev_bank = -1; // Bank which gave us this shield factor
// Find the weapon with the highest average hull and shield * damage / fire delay factor
for (int i = 0; i < swp->num_primary_banks; i++)
{
if (swp->primary_bank_weapons[i] >= 0) // Make sure there is a weapon in the bank
{
auto wip = &Weapon_info[swp->primary_bank_weapons[i]];
if ((((wip->shield_factor) * wip->damage) / wip->fire_wait) > i_shieldfactor_prev)
{
if ( !(wip->wi_flags[Weapon::Info_Flags::Capital_plus]) )
{
// This weapon is the new candidate
i_shieldfactor_prev = ( ((wip->shield_factor) * (wip->damage)) / wip->fire_wait );
i_shieldfactor_prev_bank = i;
}
}
}
}
if (i_shieldfactor_prev_bank == -1) // In the unlikely instance we don't find at least 1 candidate weapon
{
i_shieldfactor_prev_bank = ai_first_loaded_primary_bank(swp); // Just switch to the first one with a weapon in it
if (i_shieldfactor_prev_bank == -1) // no bank contains a weapon
return -1;
}
swp->current_primary_bank = i_shieldfactor_prev_bank; // Select the best weapon
nprintf(("AI", "%i: Ship %s selecting weapon %s (>50%% shields)\n", Framecount, shipp->ship_name, Weapon_info[swp->primary_bank_weapons[i_shieldfactor_prev_bank]].name));
return i_shieldfactor_prev_bank; // Return
}
}
/**
* 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;
shipp = &Ships[objp->instance];
if (Num_weapons > (int) (MAX_WEAPONS * 0.75f)) {
if (shipp->flags[Ship::Ship_Flags::Primary_linked]) {
nprintf(("AI", "Frame %i, ship %s: Unlinking primaries.\n", Framecount, shipp->ship_name));
shipp->flags.remove(Ship::Ship_Flags::Primary_linked);
}
return; // If low on slots, don't link.
}
sip = &Ship_info[shipp->ship_info_index];
aip = &Ai_info[shipp->ai_index];
swp = &shipp->weapons;
shipp->flags.remove(Ship::Ship_Flags::Primary_linked);
//bail if it's been included in a good-primary-time
if (shipp->flags[Ship::Ship_Flags::Force_primary_unlinking]) {
return;
}
// 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_info[Ships[Objects[aip->target_objnum].instance].ship_info_index].is_big_ship() ) {
if ( aip->targeted_subsys == nullptr ) {
if (!sip->flags[Ship::Info_Flags::No_primary_linking] ) {
shipp->flags.set(Ship::Ship_Flags::Primary_linked);
}
shipp->flags.set(Ship::Ship_Flags::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_ACTIVE_GOAL_NONE) && (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC) )
{
if ( ai_goal_is_disable_or_disarm(aip->goals[aip->active_goal].ai_mode) )
{
// only continue if both primaries are puncture weapons
if ( swp->num_primary_banks == 2 ) {
if ( !(Weapon_info[swp->primary_bank_weapons[0]].wi_flags[Weapon::Info_Flags::Puncture]) )
return;
if ( !(Weapon_info[swp->primary_bank_weapons[1]].wi_flags[Weapon::Info_Flags::Puncture]) )
return;
}
}
}
// Don't want all ships always linking weapons at start, so asynchronize.
if (!(The_mission.ai_profile->flags[AI::Profile_Flags::Allow_primary_link_at_start]))
{
if (Missiontime < i2f(30))
return;
else if (Missiontime < i2f(120))
{
int r = static_rand((Missiontime >> 17) ^ OBJ_INDEX(objp));
if ( (r&3) != 0)
return;
}
}
// get energy level
float energy;
if (The_mission.ai_profile->flags[AI::Profile_Flags::Fix_linked_primary_bug]) {
energy = shipp->weapon_energy / sip->max_weapon_reserve * 100.0f;
} else {
energy = shipp->weapon_energy;
}
// make linking decision based on weapon energy
// but only if primary linking is allowed --wookieejedi
if (!sip->flags[Ship::Info_Flags::No_primary_linking]) {
if (energy > aip->ai_link_energy_levels_always) {
shipp->flags.set(Ship::Ship_Flags::Primary_linked);
} else if (energy > aip->ai_link_energy_levels_maybe) {
if (objp->hull_strength < shipp->ship_max_hull_strength / 3.0f) {
shipp->flags.set(Ship::Ship_Flags::Primary_linked);
}
}
}
// also check ballistics - Goober5000
int total_ammo = 0;
int current_ammo = 0;
bool all_ballistic = true;
// count ammo, and do not continue unless all weapons are ballistic
for (int i = 0; i < swp->num_primary_banks; i++)
{
wip = &Weapon_info[swp->primary_bank_weapons[i]];
if (wip->wi_flags[Weapon::Info_Flags::Ballistic])
{
total_ammo += swp->primary_bank_start_ammo[i];
current_ammo += swp->primary_bank_ammo[i];
}
else
{
all_ballistic = false;
break;
}
}
if (all_ballistic)
{
Assert(total_ammo); // Goober5000: div-0 check
float ammo_pct = float (current_ammo) / float (total_ammo) * 100.0f;
// link according to defined levels
if (ammo_pct > aip->ai_link_ammo_levels_always)
{
shipp->flags.set(Ship::Ship_Flags::Primary_linked);
}
else if (ammo_pct > aip->ai_link_ammo_levels_maybe)
{
if (objp->hull_strength < shipp->ship_max_hull_strength / 3.0f)
{
shipp->flags.set(Ship::Ship_Flags::Primary_linked);
}
}
}
}
const int MULTILOCK_CHECK_INTERVAL = 250; // every quarter of a second
// This function returns if the ship could theoretically have fully locked all available targets
// given the current time it's been locking on its primary target
// If so, it cheats a little bit and assumes that's what it has done, and fills
// the ai's missile_locks_firing vector, and to be fired at those targets
bool ai_do_multilock(ai_info* aip, weapon_info* wip) {
if (!timestamp_elapsed(aip->multilock_check_timestamp))
return false;
object* primary_target = &Objects[aip->target_objnum];
struct multilock_target {
object* objp;
ship_subsys* subsys;
float dot;
};
// First we accrue all available targets into this vector which we will later sort by dot
SCP_vector<multilock_target> multilock_targets;
if (wip->target_restrict == LR_CURRENT_TARGET)
multilock_targets.push_back(multilock_target{ primary_target, aip->targeted_subsys, 1.0f });
else if (wip->target_restrict == LR_CURRENT_TARGET_SUBSYS) {
if (primary_target->type != OBJ_SHIP)
multilock_targets.push_back(multilock_target{ primary_target, nullptr, 1.0f });
else {
ship* sp = &Ships[primary_target->instance];
ship_subsys* ss;
if (Ship_info[sp->ship_info_index].is_big_or_huge()) {
for (ss = GET_FIRST(&sp->subsys_list); ss != END_OF_LIST(&sp->subsys_list); ss = GET_NEXT(ss)) {
float dot;
if (!weapon_multilock_can_lock_on_subsys(Pl_objp, primary_target, ss, wip, &dot))
continue;
// this will guarantee the ship will send always send some missiles at its actual target
if (aip->targeted_subsys == ss)
dot = 1.0f;
multilock_targets.push_back(multilock_target{ primary_target, ss, dot });
}
} else
multilock_targets.push_back(multilock_target{ primary_target, nullptr, 1.0f });
}
} else { // any target
for (ship_obj* so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so)) {
object* target_objp = &Objects[so->objnum];
if (target_objp->flags[Object::Object_Flags::Should_be_dead])
continue;
ship* target_ship = &Ships[target_objp->instance];
float dot;
if (!weapon_multilock_can_lock_on_target(Pl_objp, target_objp, wip, &dot))
continue;
if (Ship_info[target_ship->ship_info_index].is_big_or_huge()) {
// add ALL the valid subsystems as possible targets
// dont check range or lock fov, the sub function will do that for subsystems
ship_subsys* ss;
for (ss = GET_FIRST(&target_ship->subsys_list); ss != END_OF_LIST(&target_ship->subsys_list); ss = GET_NEXT(ss)) {
if (!weapon_multilock_can_lock_on_subsys(Pl_objp, target_objp, ss, wip, &dot))
continue;
// this will guarantee the ship will send always send some missiles at its actual target
if (aip->targeted_subsys == ss)
dot = 1.0f;
multilock_targets.push_back(multilock_target{ target_objp, ss, dot });
}
} else {
// just a small target, now we check range and fov
if (!weapon_secondary_world_pos_in_range(Player_obj, wip, &target_objp->pos))
continue;
if (dot < wip->lock_fov)
continue;
// this will guarantee the ship will send always send some missiles at its actual target
if (primary_target == target_objp)
dot = 1.0f;
multilock_targets.push_back(multilock_target{ target_objp, nullptr, dot });
}
}
}
// before any sorting let's first determine if we're maximally locked
int allocatable_missiles = MIN(weapon_get_max_missile_seekers(wip), (int)multilock_targets.size() * wip->max_seekers_per_target);
float missiles_allocated = wip->max_seeking * (aip->aspect_locked_time / wip->min_lock_time);
// we could still lock more missiles! wait for it (or couldn't find any targets??)
if (missiles_allocated < allocatable_missiles || allocatable_missiles == 0) {
aip->multilock_check_timestamp = timestamp(MULTILOCK_CHECK_INTERVAL);
return false;
}
// we're fully locked! sort by dot and let them fly!
std::sort(multilock_targets.begin(), multilock_targets.end(), [](multilock_target &a, multilock_target &b)
{ return a.dot < b.dot; });
aip->ai_missile_locks_firing.clear();
int missiles = weapon_get_max_missile_seekers(wip);
int remaining_seekers_per_target = wip->max_seekers_per_target;
for (size_t i = multilock_targets.size() - 1;; i--) {
std::pair<int, ship_subsys*> lock;
lock.first = OBJ_INDEX(multilock_targets.at(i).objp);
lock.second = multilock_targets.at(i).subsys;
aip->ai_missile_locks_firing.push_back(lock);
missiles--;
// out of missiles, we're done
if (missiles == 0)
break;
// still more missiles, but exhausted our targets, time to loop over them all again
// and start double-locking triple-locking etc
if (i == 0) {
remaining_seekers_per_target--;
// exhausted our seekers per target, we're done
if (remaining_seekers_per_target == 0)
break;
// reset i and go through the whole list again
i = multilock_targets.size();
}
}
return true;
}
// --------------------------------------------------------------------------
// 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 *enemy_sip;
ai_info *aip;
object *enemy_objp;
Assert( shipp->ship_info_index >= 0 && shipp->ship_info_index < ship_info_size());
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];
enemy_sip = (enemy_objp->type == OBJ_SHIP) ? &Ship_info[Ships[enemy_objp->instance].ship_info_index] : NULL;
} else {
enemy_objp = NULL;
enemy_sip = NULL;
}
//plieblang - added check for size of Preferred_primaries to force reevaluation if good-primary-time has been used in the meantime
if ( (swp->current_primary_bank < 0) || (swp->current_primary_bank >= swp->num_primary_banks) || timestamp_elapsed(aip->primary_select_timestamp)) {
Weapon::Info_Flags flags = Weapon::Info_Flags::NUM_VALUES;
if ( aip->targeted_subsys != NULL ) {
flags = Weapon::Info_Flags::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 * MILLISECONDS_PER_SECOND); // Maybe change primary weapon five seconds from now.
}
// if the ship has no primary weapon selected, whether because it has no primary banks or because no bank contains a weapon, then there is nothing to fire
if (swp->current_primary_bank < 0 || swp->primary_bank_weapons[swp->current_primary_bank] < 0)
return 0;
//We can only check LoS if we have a target defined
weapon_info* wip = &Weapon_info[swp->primary_bank_weapons[swp->current_primary_bank]];
if (aip->target_objnum != -1 && (The_mission.ai_profile->flags[AI::Profile_Flags::Require_exact_los] || wip->wi_flags[Weapon::Info_Flags::Require_exact_los])) {
//Check if th AI has Line of Sight and is allowed to fire
if (!check_los(OBJ_INDEX(objp), aip->target_objnum, The_mission.ai_profile->los_min_detection_radius, swp->current_primary_bank, -1, nullptr)) {
return 0;
}
}
// If pointing nearly at predicted collision point of target, bash orientation to be perfectly pointing.
float dot;
vec3d v2t;
bool condition;
if (The_mission.ai_profile->flags[AI::Profile_Flags::Fix_ramming_stationary_targets_bug]) {
// fixed by Mantis 3147 - Avoid bashing orientation if trying to avoid a collision.
condition = !(vm_vec_mag_quick(&G_predicted_pos) < AICODE_SMALL_MAGNITUDE) && (aip->submode != SM_AVOID);
} else {
// retail behavior
condition = !(vm_vec_mag_quick(&G_predicted_pos) < AICODE_SMALL_MAGNITUDE);
}
if ( condition ) {
if ( vm_vec_cmp(&G_predicted_pos, &G_fire_pos) ) {
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_norm(&objp->orient, &v2t, &objp->orient.vec.uvec, nullptr);
}
}
}
//SUSHI: Burst-fire for ballistic primaries.
if (The_mission.ai_profile->primary_ammo_burst_mult[Game_skill_level] > 0 && //Make sure we are using burst fire
enemy_objp != NULL && enemy_sip != NULL && //We need a target, obviously
(enemy_objp->phys_info.speed >= 1.0f) && //Only burst for moving ships
(enemy_sip->is_small_ship() || enemy_sip->flags[Ship::Info_Flags::Transport]) && //Only burst for small ships (transports count)
swp->primary_bank_start_ammo[swp->current_primary_bank] > 0 && //Prevent div by 0
Weapon_info[swp->primary_bank_weapons[swp->current_primary_bank]].wi_flags[Weapon::Info_Flags::Ballistic]) //Current weapon must be ballistic
{
float percentAmmoLeft = ((float)swp->primary_bank_ammo[swp->current_primary_bank] / (float)swp->primary_bank_start_ammo[swp->current_primary_bank]);
float distToTarget = vm_vec_dist(&enemy_objp->pos, &objp->pos);
float weaponRange = Weapon_info[swp->primary_bank_weapons[swp->current_primary_bank]].weapon_range;
float distanceFactor = 1.0f - distToTarget/weaponRange;
vec3d vecToTarget;
vm_vec_normalized_dir(&vecToTarget, &enemy_objp->pos, &objp->pos);
float dotToTarget = vm_vec_dot(&vecToTarget, &objp->orient.vec.fvec);
//This makes the dot a tiny bit more impactful (otherwise nearly always over 0.98 or so)
//square twice = raise to the 4th power
dotToTarget *= dotToTarget;
dotToTarget *= dotToTarget;
float fof_spread_cooldown_factor = 1.0f - swp->primary_bank_fof_cooldown[swp->current_primary_bank];
//Combine factors
float burstFireProb = ((0.6f * percentAmmoLeft) + (0.4f * distanceFactor)) * dotToTarget * aip->ai_primary_ammo_burst_mult * fof_spread_cooldown_factor;
//Possibly change values every half-second
if (static_randf((Missiontime + static_rand(aip->shipnum)) >> 15) > burstFireProb)
return 0;
}
// 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[Object::Object_Flags::Protected]) {
if (aip->targeted_subsys != NULL) {
int type;
type = aip->targeted_subsys->system_info->type;
if (ship_subsystems_blown(&Ships[tobjp->instance], type)) {
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[Object::Object_Flags::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[Weapon::Info_Flags::Puncture])) {
swp->next_primary_fire_stamp[swp->current_primary_bank] = timestamp(1000);
return 0;
}
}
}
set_primary_weapon_linkage(objp);
ship_fire_primary(objp);
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, const 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 (ship_objp->flags[Object::Object_Flags::Should_be_dead])
continue;
if (iff_matches_mask(Ships[ship_objp->instance].team, enemy_team_mask)) {
if (Ship_info[Ships[ship_objp->instance].ship_info_index].is_fighter_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:
// true if an appropriate weapon was found and switched to, false if no valid weapons, and should not fire
// 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.
bool ai_select_secondary_weapon(object *objp, ship_weapon *swp, flagset<Weapon::Info_Flags>* priority1 = NULL, flagset<Weapon::Info_Flags>* priority2 = NULL)
{
int num_weapon_types;
int weapon_id_list[MAX_WEAPON_TYPES], weapon_bank_list[MAX_WEAPON_TYPES];
int i;
flagset<Weapon::Info_Flags> ignore_mask, ignore_mask_without_huge, prio1, prio2;
int initial_bank;
ai_info *aip = &Ai_info[Ships[objp->instance].ai_index];
bool rval = false;
initial_bank = swp->current_secondary_bank;
if (priority1 != NULL)
prio1 = *priority1;
if (priority2 != NULL)
prio2 = *priority2;
// set up ignore masks
ignore_mask.reset();
// Ignore bombs unless one of the priorities asks for them to be selected.
if (!(prio1[Weapon::Info_Flags::Huge] || prio2[Weapon::Info_Flags::Huge])) {
ignore_mask.set(Weapon::Info_Flags::Huge);
}
// Ignore capital+ unless one of the priorities asks for it.
if (!(prio1[Weapon::Info_Flags::Capital_plus] || prio2[Weapon::Info_Flags::Capital_plus])) {
ignore_mask.set(Weapon::Info_Flags::Capital_plus);
}
// Ignore bomber+ unless one of the priorities asks for them to be selected
if (!(prio1[Weapon::Info_Flags::Bomber_plus] || prio2[Weapon::Info_Flags::Bomber_plus])) {
ignore_mask.set(Weapon::Info_Flags::Bomber_plus);
}
// Ignore mines in normal combat... they must be explicitly prioritized via SEXP
if (!(prio1[Weapon::Info_Flags::Mine] || prio2[Weapon::Info_Flags::Mine])) {
ignore_mask.set(Weapon::Info_Flags::Mine);
}
#ifndef NDEBUG
for (i=0; i<MAX_WEAPON_TYPES; i++) {
weapon_id_list[i] = -1;
weapon_bank_list[i] = -1;
}
#endif
// Stuff weapon_bank_list with bank index of available weapons.
num_weapon_types = get_available_secondary_weapons(objp, weapon_id_list, weapon_bank_list);
// If there are no valid choices, bail
if (num_weapon_types == 0)
return false;
// Ignore homing weapons if we didn't specify a flag - for priority 1
if ((aip->ai_profile_flags[AI::Profile_Flags::Smart_secondary_weapon_selection]) && (prio1.none_set())) {
ignore_mask.set(Weapon::Info_Flags::Homing_aspect).set(Weapon::Info_Flags::Homing_heat).set(Weapon::Info_Flags::Homing_javelin);
}
ignore_mask_without_huge = ignore_mask;
ignore_mask_without_huge.remove(Weapon::Info_Flags::Huge).remove(Weapon::Info_Flags::Capital_plus);
int priority2_index = -1;
for (i=0; i<num_weapon_types; i++) {
auto wi_flags = Weapon_info[swp->secondary_bank_weapons[weapon_bank_list[i]]].wi_flags;
auto ignore_mask_to_use = ((aip->ai_profile_flags[AI::Profile_Flags::Smart_secondary_weapon_selection]) && (wi_flags[Weapon::Info_Flags::Bomber_plus])) ? ignore_mask_without_huge : ignore_mask;
if (!(wi_flags & ignore_mask_to_use).any_set()) { // Maybe bombs are illegal.
if ((wi_flags & prio1).any_set()) {
swp->current_secondary_bank = weapon_bank_list[i]; // Found first priority, return it.
rval = true;
break;
} else if ((wi_flags & prio2).any_set())
priority2_index = weapon_bank_list[i]; // Found second priority, but might still find first priority.
}
}
// Ignore homing weapons if we didn't specify a flag - for priority 2
if ((aip->ai_profile_flags[AI::Profile_Flags::Smart_secondary_weapon_selection]) && (prio2.none_set())) {
ignore_mask.set(Weapon::Info_Flags::Homing_aspect).set(Weapon::Info_Flags::Homing_heat).set(Weapon::Info_Flags::Homing_javelin);
}
// If didn't find anything above, then pick any secondary weapon.
if (i == num_weapon_types) {
if (priority2_index == -1) {
for (i=0; i<num_weapon_types; i++) {
auto wi_flags = Weapon_info[swp->secondary_bank_weapons[weapon_bank_list[i]]].wi_flags;
auto ignore_mask_to_use = ((aip->ai_profile_flags[AI::Profile_Flags::Smart_secondary_weapon_selection]) && (wi_flags[Weapon::Info_Flags::Bomber_plus])) ? (ignore_mask - Weapon::Info_Flags::Huge) : ignore_mask;
if (!(wi_flags & ignore_mask_to_use).any_set()) { // Maybe bombs are illegal.
if (ship_secondary_has_ammo(swp, weapon_bank_list[i])) {
priority2_index = weapon_bank_list[i];
break;
}
}
}
}
// if we have a valid priority2, use that
if (priority2_index >= 0) {
swp->current_secondary_bank = priority2_index;
rval = true;
}
}
Assertion(swp->current_secondary_bank >= 0, "ai_select_secondary_weapon assigned a -1 secondary bank to %s", Ships[objp->instance].ship_name);
// if we got an invalid bank somehow, just put it back and bail
if (swp->current_secondary_bank < 0) {
swp->current_secondary_bank = initial_bank;
return false;
}
// 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;
}
if (swp->current_secondary_bank >= 0 && swp->current_secondary_bank < MAX_SHIP_SECONDARY_BANKS)
{
weapon_info *wip=&Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]];
// phreak -- rapid dumbfire? let it rip!
if ((aip->ai_profile_flags[AI::Profile_Flags::Allow_rapid_secondary_dumbfire]) && !(wip->is_homing()) && (wip->fire_wait < .5f))
{
aip->ai_flags.set(AI::AI_Flags::Unload_secondaries);
}
}
ship_secondary_changed(&Ships[objp->instance]); // AL: let multiplayer know if secondary bank has changed
return rval;
}
/**
* @return number of objects homing on object *target_objp
*/
int compute_num_homing_objects(const object *target_objp)
{
int count = 0;
for (auto mop: list_range(&Missile_obj_list)) {
auto objp = &Objects[mop->objnum];
if (objp->flags[Object::Object_Flags::Should_be_dead])
continue;
if (objp->type == OBJ_WEAPON) {
if (Weapon_info[Weapons[objp->instance].weapon_info_index].is_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];
if (A->flags[Object::Object_Flags::Should_be_dead])
continue;
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.none_of(AI::AI_Flags::Repairing,AI::AI_Flags::Being_repaired)) {
aip->ai_flags.set(AI::AI_Flags::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) ) {
auto objp = &Objects[mo->objnum];
if (objp->flags[Object::Object_Flags::Should_be_dead])
continue;
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
// OR: secondary los flag is set but no line of sight is availabe
// 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.
bool check_ok_to_fire(int objnum, int target_objnum, const weapon_info *wip, int secondary_bank, const vec3d *firing_pos_global)
{
int num_homers = 0;
if (target_objnum >= 0) {
object *tobjp = &Objects[target_objnum];
// AL 3-4-98: Ensure objp target is a ship first
if ( tobjp->type == OBJ_SHIP ) {
if (Ship_info[Ships[tobjp->instance].ship_info_index].is_small_ship()) {
num_homers = compute_num_homing_objects(&Objects[target_objnum]);
}
}
if (The_mission.ai_profile->flags[AI::Profile_Flags::Require_exact_los] || wip->wi_flags[Weapon::Info_Flags::Require_exact_los]) {
//Check if th AI has Line of Sight and is allowed to fire
if (!check_los(objnum, target_objnum, The_mission.ai_profile->los_min_detection_radius, -1, secondary_bank, firing_pos_global)) {
return false;
}
}
// 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->is_homing()) {
if ((target_objnum > -1) && (tobjp->flags[Object::Object_Flags::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 > Ai_info[Ships[tobjp->instance].ai_index].ai_chance_to_use_missiles_on_plr) {
return false;
}
}
int swarmers = 0;
if (wip->wi_flags[Weapon::Info_Flags::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 false;
}
} else if (num_homers > 3) {
float incoming_payload;
incoming_payload = compute_incoming_payload(&Objects[target_objnum]);
if (incoming_payload > tobjp->hull_strength) {
return false;
}
}
}
}
return true;
}
// --------------------------------------------------------------------------
// Returns true if *aip has a line of sight to its current target.
// threshold defines the minimum radius for an object to be considered relevant for LoS
bool check_los(int objnum, int target_objnum, float threshold, int primary_bank, int secondary_bank, const vec3d *firing_pos_global) {
//Do both checks over an XOR-Check for more detailed messages
int sources = (primary_bank != -1 ? 1 : 0) + (secondary_bank != -1 ? 1 : 0) + (firing_pos_global != nullptr ? 1 : 0);
Assertion(sources >= 1, "Cannot check line of sight from a model with neither a primar bank, nor secondary bank nor a turret set as a source.");
Assertion(sources <= 1, "Cannot check line of sight from a model with more than one source set.");
vec3d start;
object* firing_ship = &Objects[objnum];
if (firing_pos_global != nullptr) {
start = *firing_pos_global;
} else {
bool is_primary = secondary_bank == -1;
ship *shipp = &Ships[firing_ship->instance];
ship_weapon *swp = &shipp->weapons;
weapon_info *wip = &Weapon_info[is_primary ? swp->primary_bank_weapons[primary_bank] : swp->secondary_bank_weapons[secondary_bank]];
polymodel* pm = model_get(Ship_info[shipp->ship_info_index].model_num);
vec3d pnt = is_primary ? pm->gun_banks[primary_bank].pnt[swp->primary_next_slot[primary_bank]] : pm->missile_banks[secondary_bank].pnt[swp->secondary_next_slot[secondary_bank]];
vec3d firing_point;
polymodel* weapon_model = nullptr;
if (wip->external_model_num >= 0) {
weapon_model = model_get(wip->external_model_num);
}
// use the same firing point the next shot will use
int external_bank = is_primary ? primary_bank : secondary_bank + MAX_SHIP_PRIMARY_BANKS;
vec3d external_fp_offset = ship_get_external_model_fp_offset(swp, wip, weapon_model, external_bank, false);
vm_vec_add2(&pnt, &external_fp_offset);
vm_vec_unrotate(&firing_point, &pnt, &firing_ship->orient);
vm_vec_add(&start, &firing_point, &firing_ship->pos);
}
vec3d end = Objects[target_objnum].pos;
//Don't collision check against ourselves or our target
return test_line_of_sight(&start, &end, {objnum, target_objnum}, threshold);
}
// --------------------------------------------------------------------------
// Fire a secondary weapon.
// Maybe choose to fire a different one.
int ai_fire_secondary_weapon(object *objp)
{
ship_weapon *swp;
ship *shipp;
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 < ship_info_size());
// Select secondary weapon.
current_bank = swp->current_secondary_bank;
if (current_bank == -1) {
return rval;
}
Assert(current_bank < shipp->weapons.num_secondary_banks);
weapon_info *wip = &Weapon_info[shipp->weapons.secondary_bank_weapons[current_bank]];
if ((wip->is_locked_homing()) && (!Ai_info[shipp->ai_index].current_target_is_locked)) {
swp->next_secondary_fire_stamp[current_bank] = timestamp(250);
} else if ((wip->wi_flags[Weapon::Info_Flags::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, current_bank, nullptr)) {
if (wip->multi_lock && !ai_do_multilock(aip, wip))
return rval;
if (ship_fire_secondary(objp)) {
rval = 1;
swp->next_secondary_fire_stamp[current_bank] = timestamp(500);
if (wip->multi_lock && wip->launch_reset_locks) {
aip->aspect_locked_time = 0.0f;
aip->current_target_is_locked = 0;
}
}
} 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);
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 (objp->flags[Object::Object_Flags::Should_be_dead])
continue;
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;
}
void render_all_ship_bay_paths(object *objp)
{
int i,j,clr;
polymodel *pm;
model_path *mp;
pm = model_get(Ship_info[Ships[objp->instance].ship_info_index].model_num);
vec3d global_path_point;
vertex v, prev_vertex;
if ( pm->ship_bay == NULL )
return;
memset(&v, 0, sizeof(v));
for ( i = 0; i < pm->ship_bay->num_paths; i++ ) {
mp = &pm->paths[pm->ship_bay->path_indexes[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);
clr = 255 - j*50;
if ( clr < 50 )
clr = 100;
gr_set_color(0, clr, 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,clr;
polymodel *pm;
model_path *mp;
pm = model_get(Ship_info[Ships[objp->instance].ship_info_index].model_num);
vec3d global_path_point;
vertex v, prev_vertex;
if ( pm->ship_bay == NULL )
return;
memset(&v, 0, sizeof(v));
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);
clr = 255 - j*50;
if ( clr < 50 )
clr = 100;
gr_set_color(0, clr, 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;
render_all_subsys_paths(objp);
render_all_ship_bay_paths(objp);
if (aip->goal_objnum < 0)
return;
dobjp = &Objects[aip->goal_objnum];
vec3d dock_point, global_dock_point;
vertex v;
auto pmi = model_get_instance(Ships[dobjp->instance].model_instance_num);
auto pm = model_get(pmi->model_num);
if (pm->n_docks) {
dock_point = pm->docking_bays[0].pnt[0];
model_instance_local_to_global_point(&global_dock_point, &dock_point, pm, pmi, 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;
memset(&v0, 0, sizeof(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);
prev_vertex = v0;
pp++;
}
}
}
/**
* 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) {
return 1000.0f;
}
Assertion(weapon_num >= 0, "A ship's weapon has a nonsense index of %d, but the ship's name is not accessible from this function. Please report!", weapon_num);
return MIN((Weapon_info[weapon_num].max_speed * Weapon_info[weapon_num].lifetime), Weapon_info[weapon_num].weapon_range);
}
float ai_get_weapon_speed(const 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) {
return 100.0f;
}
Assertion(weapon_num >= 0, "A ship's weapon has a nonsense index of %d, but the ship's name is not accessible from this function. Please report!", weapon_num);
return Weapon_info[weapon_num].max_speed;
}
weapon_info* ai_get_weapon(ship_weapon *swp)
{
int bank_num, weapon_num;
bank_num = swp->current_primary_bank;
if (bank_num < 0)
return nullptr;
weapon_num = swp->primary_bank_weapons[bank_num];
if (weapon_num == -1) {
return nullptr;
}
Assertion(weapon_num >= 0, "A ship's weapon has a nonsense index of %d, but the ship's name is not accessible from this function. Please report!", weapon_num);
return &Weapon_info[weapon_num];
}
// 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, const vec3d *gun_pos, const object *pobjp, const vec3d *enemy_pos, const vec3d *enemy_vel, float weapon_speed, float time_enemy_in_range)
{
ship *shipp = &Ships[pobjp->instance];
float range_time;
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 += Ai_info[shipp->ai_index].ai_in_range_time;
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(((OBJ_INDEX(pobjp)) ^ (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.
//SUSHI: Modified to take in a position and accel value instead of reading it directly from the enemy object
void set_predicted_enemy_pos(vec3d *predicted_enemy_pos, object *pobjp, vec3d *enemy_pos, vec3d *enemy_vel, ai_info *aip)
{
float weapon_speed, range_time;
ship *shipp = &Ships[pobjp->instance];
weapon_info *wip;
vec3d target_moving_direction;
Assert( enemy_pos != NULL );
Assert( enemy_vel != NULL );
wip = ai_get_weapon(&shipp->weapons);
target_moving_direction = *enemy_vel;
if (wip != NULL && The_mission.ai_profile->flags[AI::Profile_Flags::Use_additive_weapon_velocity])
vm_vec_scale_sub2(&target_moving_direction, &pobjp->phys_info.vel, wip->vel_inherit_amount);
if (wip != NULL)
weapon_speed = wip->max_speed;
else
weapon_speed = 100.0f;
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 ( !(MULTI_TEAM) )
{
if (iff_x_attacks_y(shipp->team, Player_ship->team))
range_time += aip->ai_in_range_time;
}
if (aip->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, &target_moving_direction, aip->time_enemy_in_range * dist/weapon_speed);
} else {
float collision_time;
vec3d gun_pos, pnt;
polymodel *pm = model_get(Ship_info[shipp->ship_info_index].model_num);
// Compute position of gun in absolute space and use that as fire position
// ...unless we want to just use the ship center
if(pm->gun_banks != NULL && !(The_mission.ai_profile->flags[AI::Profile_Flags::Ai_aims_from_ship_center])){
pnt = pm->gun_banks[0].pnt[0];
} else {
//Use the convergence offset, if there is one
vm_vec_copy_scale(&pnt, &Ship_info[shipp->ship_info_index].convergence_offset, 1.0f);
}
vm_vec_unrotate(&gun_pos, &pnt, &pobjp->orient);
vm_vec_add2(&gun_pos, &pobjp->pos);
collision_time = compute_collision_time(enemy_pos, &target_moving_direction, &gun_pos, weapon_speed);
if (collision_time == 0.0f) {
collision_time = 100.0f;
}
vm_vec_scale_add(predicted_enemy_pos, enemy_pos, &target_moving_direction, 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[AI::AI_Flags::Stealth_pursuit] ) {
float dist = vm_vec_dist_quick(&pobjp->pos, enemy_pos);
vec3d temp;
vm_vec_sub(&temp, enemy_pos, &pobjp->pos);
vm_vec_normalize_quick(&temp);
float dot = vm_vec_dot(&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;
}
// get a random vector that changes slowly over time (1x / sec)
static_randvec(((OBJ_INDEX(pobjp)) ^ (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;
ai_info *aip;
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, nullptr, nullptr, 0.0f, 0);
accelerate_ship(aip, 1.0f);
}
/**
* ATTACK submode handler for chase mode.
*/
static void ai_chase_eb(ai_info *aip, vec3d *predicted_enemy_pos)
{
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, nullptr, nullptr, 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(const object *ship_objp, const 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;
}
Assertion(aip->danger_weapon_objnum >= 0, "%s has a nonsense danger_weapon_objnum of %d. Please report!", Ships[aip->shipnum].ship_name, aip->danger_weapon_objnum);\
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);
}
void do_random_sidethrust(ai_info *aip, ship_info *sip)
{
//Sidethrust vector is initially based on the velocity vector representing the ship's current sideways motion.
vec2d side_vec;
//Length to hold circle strafe is random (1-3) + slide accel time, changes every 4 seconds
int strafeHoldDirAmount = (int)(sip->slide_accel) + static_rand_range((Missiontime + static_rand(aip->shipnum)) >> 18, 1, 3);
//Get a random float using some of the more significant chunks of the missiontime as a seed (>>16 means it changes every second)
//This means that we get the same random values for a little bit.
//Using static_rand(shipnum) as a crude hash function to make sure that the seed is different for each ship and direction
//The *2 ensures that y and x stay separate.
if (strafeHoldDirAmount > 0) { //This may look unnecessary, but we're apparently still getting div by zero errors on Macs here.
side_vec.x = static_randf_range((((Missiontime + static_rand(aip->shipnum)) >> 16) / strafeHoldDirAmount) , -1.0f, 1.0f);
side_vec.y = static_randf_range((((Missiontime + static_rand(aip->shipnum)) >> 16) / strafeHoldDirAmount) * 2, -1.0f, 1.0f);
} else {
Warning(LOCATION, "Division by zero in do_random_sidethrust averted. Please tell a coder.\n");
side_vec.x = 1.0f;
side_vec.y = 1.0f;
}
//Scale it up so that the longest dimension is length 1.0. This ensures we are always getting as much use out of sidethrust as possible.
vm_vec_boxscale(&side_vec, 1.0f);
AI_ci.sideways = side_vec.x;
AI_ci.vertical = side_vec.y;
}
const float AI_DEFAULT_ATTACK_APPROACH_DIST = 200.0f;
/**
* Set acceleration while in attack mode.
*/
void attack_set_accel(ai_info *aip, ship_info *sip, 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[AI::AI_Flags::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)) {
accelerate_ship(aip, MAX(1.0f - (dist_to_enemy-200.0f)/600.0f, 0.1f));
return;
}
}
else
aip->ai_flags.remove(AI::AI_Flags::Attack_slowly);
}
//Glide attack: we turn on glide to maintain current vector while aiming at the enemy
//The aiming part should already be taken care of.
if (aip->submode == AIS_CHASE_GLIDEATTACK) {
Pl_objp->phys_info.flags |= PF_GLIDING;
accelerate_ship(aip, 0.0f);
return;
}
//Circle Strafe: We try to maintain a constant distance from the target while using sidethrust to move in a circle
//around the target
if (aip->submode == AIS_CHASE_CIRCLESTRAFE) {
//If glide is available, use it (smooths things out a bit)
if (sip->can_glide == true)
Pl_objp->phys_info.flags |= PF_GLIDING;
//Try to maintain a distance between 50% and 75% of maximum circle strafe distance
if (dist_to_enemy <= CIRCLE_STRAFE_MAX_DIST * .5)
accelerate_ship(aip, -1.0f);
else if (dist_to_enemy >= CIRCLE_STRAFE_MAX_DIST * 0.75)
accelerate_ship(aip, 1.0f);
else
accelerate_ship(aip, 0.0f);
do_random_sidethrust(aip, sip);
return;
}
// assume the original retail value of a 200m range
float optimal_range = AI_DEFAULT_ATTACK_APPROACH_DIST;
ship_weapon* weapons = &Ships[Pl_objp->instance].weapons;
weapon_info* wip = nullptr;
ship* shipp = &Ships[Pl_objp->instance];
// see if we can get a better one
if (weapons->num_primary_banks >= 1 && weapons->current_primary_bank >= 0 && !shipp->flags[Ship::Ship_Flags::Primaries_locked]) {
wip = &Weapon_info[weapons->primary_bank_weapons[weapons->current_primary_bank]];
} else if (weapons->num_secondary_banks >= 1 && weapons->current_secondary_bank >= 0 && !shipp->flags[Ship::Ship_Flags::Secondaries_locked]) {
wip = &Weapon_info[weapons->secondary_bank_weapons[weapons->current_secondary_bank]];
}
if (wip != nullptr && wip->optimum_range > 0)
optimal_range = wip->optimum_range;
// Standoff for mines: keep at least 1.2x the target mine's proximity radius
// so we shoot it from outside its detonation zone.
if (En_objp->type == OBJ_WEAPON) {
weapon_info *target_wip = &Weapon_info[Weapons[En_objp->instance].weapon_info_index];
if (target_wip->is_mine() && target_wip->proximity_radius > 0.0f) {
float standoff = target_wip->proximity_radius * 1.2f;
// Don't stand off farther than our weapon can actually reach, or we'd hold
// position outside firing range and never destroy the mine. If the weapon
// can't outrange the detonation zone, close in and accept the risk.
if (wip != nullptr)
standoff = MIN(standoff, MIN(wip->max_speed * wip->lifetime, wip->weapon_range));
optimal_range = MAX(optimal_range, standoff);
}
}
if (dist_to_enemy > optimal_range + vm_vec_mag_quick(&En_objp->phys_info.vel) * dot_from_enemy + Pl_objp->phys_info.speed * speed_ratio) {
if (dist_to_enemy > optimal_range + 600.0f) {
if (ai_willing_to_afterburn_hard(aip)) {
ai_afterburn_hard(Pl_objp, aip);
} else if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
if (!( Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
float percent_left;
ship_info *sip_local;
sip_local = &Ship_info[shipp->ship_info_index];
if (sip_local->afterburner_fuel_capacity > 0.0f) {
percent_left = 100.0f * shipp->afterburner_fuel / sip_local->afterburner_fuel_capacity;
if (percent_left > 30.0f + ((OBJ_INDEX(Pl_objp)) & 0x0f)) {
afterburners_start(Pl_objp);
if (aip->ai_profile_flags[AI::Profile_Flags::Smart_afterburner_management]) {
float max_ab_vel;
float time_to_exhaust_25pct_fuel;
float time_to_fly_75pct_of_distance;
float ab_time;
// Max afterburner speed - make sure we don't devide by 0 later
max_ab_vel = sip_local->afterburner_max_vel.xyz.z > 0.0f ? sip_local->afterburner_max_vel.xyz.z : sip_local->max_vel.xyz.z;
max_ab_vel = max_ab_vel > 0.0f ? max_ab_vel : 0.0001f;
// Time to exhaust 25% of the remaining fuel
time_to_exhaust_25pct_fuel = shipp->afterburner_fuel * 0.25f / sip_local->afterburner_burn_rate;
// Time to fly 75% of the distance to the target
time_to_fly_75pct_of_distance = dist_to_enemy * 0.75f / max_ab_vel;
// Get minimum
ab_time = MIN(time_to_exhaust_25pct_fuel, time_to_fly_75pct_of_distance);
aip->afterburner_stop_time = (fix) (Missiontime + F1_0 * ab_time);
} else {
aip->afterburner_stop_time = Missiontime + F1_0 + static_rand(OBJ_INDEX(Pl_objp))/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.
static void get_behind_ship(ai_info *aip)
{
vec3d new_pos;
float dot;
vec3d vec_from_enemy;
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, nullptr, nullptr, 0.0f, 0);
dot = vm_vec_dot(&vec_from_enemy, &En_objp->orient.vec.fvec);
if (ai_willing_to_afterburn_hard(aip) && dot > 0.9f && vm_vec_dist_squared(&Pl_objp->pos, &En_objp->pos) > 1000.0f * 1000.0f) {
ai_afterburn_hard(Pl_objp, aip);
} else 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[AI::AI_Flags::Avoiding_small_ship]) {
ai_turn_towards_vector(&aip->avoid_goal_point, objp, nullptr, nullptr, 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)
{
polymodel *pm = model_get(Ship_info[Ships[big_objp->instance].ship_info_index].model_num);
mc_info mc;
mc.model_instance_num = -1;
mc.model_num = pm->id; // 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
mc.submodel_num = pm->detail[0];
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;
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
big_objp = &Objects[so->objnum];
if (big_objp->flags[Object::Object_Flags::Should_be_dead])
continue;
if (big_objp == ignore_objp)
continue;
if (Ship_info[Ships[big_objp->instance].ship_info_index].is_big_or_huge()) {
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_obj_index = OBJ_INDEX(big_objp);
}
}
}
}
*distance = min_dist;
return collision_obj_index;
}
typedef struct {
float dist;
int collide;
vec3d pos;
} sgoal;
// 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_norm(&mat1, &v2b, nullptr, nullptr);
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.
*/
bool maybe_avoid_big_ship(object *objp, object *ignore_objp, ai_info *aip, vec3d *goal_point, float delta_time, float time_scale = 1.f)
{
if (timestamp_elapsed(aip->avoid_check_timestamp)) {
float distance;
vec3d collision_point;
int ship_num;
int next_check_time;
if ((ship_num = will_collide_with_big_ship_all(Pl_objp, ignore_objp, goal_point, &collision_point, &distance, delta_time)) != -1) {
aip->ai_flags.set(AI::AI_Flags::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);
next_check_time = fl2i(2000.0f + MIN(1000.0f, (dist * 2.0f)) * time_scale); // Delay until check again is based on distance to avoid point.
aip->avoid_check_timestamp = timestamp(next_check_time);
aip->avoid_ship_num = ship_num;
} else {
aip->ai_flags.remove(AI::AI_Flags::Avoiding_big_ship);
aip->ai_flags.remove(AI::AI_Flags::Avoiding_small_ship);
aip->avoid_ship_num = -1;
next_check_time = (int) (1500 * time_scale);
aip->avoid_check_timestamp = timestamp(next_check_time);
}
}
if (aip->ai_flags[AI::AI_Flags::Avoiding_big_ship]) {
vec3d v2g;
ai_turn_towards_vector(&aip->avoid_goal_point, Pl_objp, nullptr, nullptr, 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);
if (ai_willing_to_afterburn_hard(aip) && dot > 0.99f)
ai_afterburn_hard(Pl_objp, aip);
return true;
}
return false;
}
/**
* Return true if small ship and it will likely collide with large ship
* developed by Asteroth
*/
bool better_collision_avoidance_triggered(bool flag_to_check, float avoidance_aggression, object* pl_objp, object* ignore_objp)
{
ship* shipp = &Ships[pl_objp->instance];
ship_info* sip = &Ship_info[shipp->ship_info_index];
if ((flag_to_check) && sip->is_small_ship()) {
vec3d collide_vec = pl_objp->phys_info.vel * (avoidance_aggression / (PI2 / sip->srotation_time));
float radius_contribution = (pl_objp->phys_info.speed + pl_objp->radius) / pl_objp->phys_info.speed;
collide_vec *= radius_contribution;
collide_vec += pl_objp->pos;
return (maybe_avoid_big_ship(pl_objp, ignore_objp, &Ai_info[shipp->ai_index], &collide_vec, 0.f, 0.1f));
}
return false;
}
/**
* 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, const vec3d *goal_pos, const 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;
vm_vec_normalize_safe(rvec); // since messing with the bank will make it un-normalized
}
/**
* 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_dot(&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_dot(&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, nullptr, nullptr, 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, nullptr, nullptr, 0.0f, 0, &rvec);
} else {
ai_turn_towards_vector(&new_pos, Pl_objp, nullptr, nullptr, 0.0f, 0);
}
dot_from_enemy = -vm_vec_dot(&vec_to_enemy, &En_objp->orient.vec.fvec);
attack_set_accel(aip, sip, 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;
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_cross(&right, &aip->stealth_velocity, &vmd_y_vector);
if ( vm_vec_mag_quick(&right) < 0.01 ) {
vm_vec_cross(&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_cross(&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:
UNREACHABLE("Bad submode in ai_steath_sweep of %d. Please report to the SCP!", aip->submode_parm0);
break;
}
// 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, nullptr, nullptr, 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_dot(&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;
float bank_override = 0.0f;
if (!(aip->ai_profile_flags[AI::Profile_Flags::No_special_player_avoid]) && 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 && !(The_mission.ai_profile->flags[AI::Profile_Flags::Ai_aims_from_ship_center])) {
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(OBJ_INDEX(Pl_objp), &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;
//SUSHI: Don't change bank while circle strafing or glide attacking
if (dist_to_enemy < 250.0f && dot_from_enemy > 0.7f && aip->submode != AIS_CHASE_CIRCLESTRAFE && aip->submode != AIS_CHASE_GLIDEATTACK) {
bank_override = 1.0f;
}
// 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, nullptr, rel_pos, bank_override, 0, &rvec);
} else {
ai_turn_towards_vector(&new_pos, Pl_objp, nullptr, rel_pos, bank_override, 0);
}
attack_set_accel(aip, sip, 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)
{
vec3d tvec;
fix timeslice;
fix scale;
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();
}
ai_turn_towards_vector(&tvec, Pl_objp, nullptr, nullptr, 1.0f, 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;
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);
ai_turn_towards_vector(&tvec, Pl_objp, nullptr, nullptr, 1.0f, 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 + ((OBJ_INDEX(Pl_objp)) & 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;
Assertion(aip->target_objnum >= 0, "The target_objnum for %s has become a nonsense value of %d. Please report!",attacker_shipp->ship_name ,aip->target_objnum);
attacked_objp = &Objects[aip->target_objnum];
shipp = &Ships[attacked_objp->instance]; // need to get our target's ship pointer!!!
// When subnum is >= 0, it indicates a specific subsystem. Otherwise it is a subsystem type. See ai_submode
if (subnum >= 0)
ssp = ship_get_indexed_subsys(shipp, subnum);
else
ssp = ship_find_first_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
temp = find_ignore_new_object_index(aip, aip->target_objnum);
if (temp >= 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 .add(Object::Object_Flags::Protected);
ai_set_goal_abort_support_call(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_abort_support_call(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));
if (leader_objnum == OBJ_INDEX(objp)) {
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 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, unless the appropriate flag has been set
auto other_shipp = &Ships[other_objp->instance];
if ((other_shipp->wingnum != -1) && (other_shipp->wingnum != shipp->wingnum) && !(The_mission.ai_profile->flags[AI::Profile_Flags::Ai_guards_specific_ship_in_wing])) {
ai_set_guard_wing(objp, other_shipp->wingnum);
} else {
other_objnum = OBJ_INDEX(other_objp);
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.
ai_set_guard_vec(objp, &Objects[other_objnum]);
ai_set_goal_abort_support_call(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 *tshpp;
ship_weapon *swp;
weapon_info *wip;
object *tobjp = &Objects[aip->target_objnum];
shipp = &Ships[aip->shipnum];
tshpp = NULL;
swp = &shipp->weapons;
object *aiobjp = &Objects[shipp->objnum];
// 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;
}
if (tobjp->type == OBJ_SHIP) {
tshpp = &Ships[tobjp->instance];
}
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->is_locked_homing()) && !(shipp->flags[Ship::Ship_Flags::No_secondary_lockon])) {
aip->ai_flags.set(AI::AI_Flags::Seek_lock, dist_to_enemy > 300.0f - MIN(enemy_radius, 100.0f));
// Update locking information for aspect seeking missiles.
aip->current_target_is_locked = 0;
dot_to_enemy = vm_vec_dot(vec_to_enemy, &aiobjp->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 &&
(wip->wi_flags[Weapon::Info_Flags::Homing_aspect] ||
(wip->wi_flags[Weapon::Info_Flags::Homing_javelin] &&
(tshpp == NULL ||
ship_get_closest_subsys_in_sight(tshpp, SUBSYSTEM_ENGINE, &aiobjp->pos))))) {
aip->aspect_locked_time += flFrametime;
if (aip->aspect_locked_time >= wip->min_lock_time) {
aip->current_target_is_locked = 1;
}
} else {
if (aip->aspect_locked_time > wip->min_lock_time)
aip->aspect_locked_time = wip->min_lock_time;
aip->aspect_locked_time -= flFrametime*2;
if (aip->aspect_locked_time < 0.0f)
aip->aspect_locked_time = 0.0f;
}
} 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.remove(AI::AI_Flags::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[AI::AI_Flags::Target_collision]) {
aip->ai_flags.remove(AI::AI_Flags::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;
Assertion(aip->target_objnum >= 0, "This ship's target objnum is nonsense. It is %d instead of a positive number or -1.", aip->target_objnum);
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 i;
for (i=0; i<swp->num_secondary_banks; i++) {
if (swp->secondary_bank_capacity[i] > 0) {
if (ship_secondary_has_ammo(swp, i)) {
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.
// return true if an appropriate weapon was found and switched to, false if no valid weapons, and should not fire
bool ai_choose_secondary_weapon(object *objp, ai_info *aip, object *en_objp)
{
float subsystem_strength = 0.0f;
bool is_big_ship;
flagset<Weapon::Info_Flags> wif_priority1, wif_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 false;
}
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;
}
aip->ai_flags.set(AI::AI_Flags::Unload_secondaries);
return true;
} else {
aip->ai_flags.remove(AI::AI_Flags::Unload_secondaries);
if (aip->targeted_subsys) {
subsystem_strength = aip->targeted_subsys->current_hits;
}
if ( esip ) {
is_big_ship = esip->class_type >= 0 && Ship_types[esip->class_type].flags[Ship::Type_Info_Flags::Targeted_by_huge_Ignored_by_small_only];
} else {
is_big_ship = false;
}
if (is_big_ship)
{
wif_priority1.set(Weapon::Info_Flags::Huge).set(Weapon::Info_Flags::Capital_plus);
if (aip->ai_profile_flags[AI::Profile_Flags::Smart_secondary_weapon_selection]) {
wif_priority2.set(Weapon::Info_Flags::Bomber_plus);
}
else {
wif_priority2.set(Weapon::Info_Flags::Homing_aspect).set(Weapon::Info_Flags::Homing_heat).set(Weapon::Info_Flags::Homing_javelin);
}
}
else if ( (esip != NULL) && (esip->flags[Ship::Info_Flags::Bomber]) )
{
wif_priority1.set(Weapon::Info_Flags::Bomber_plus);
wif_priority2.set(Weapon::Info_Flags::Homing_aspect).set(Weapon::Info_Flags::Homing_heat).set(Weapon::Info_Flags::Homing_javelin);
}
else if (subsystem_strength > 100.0f)
{
wif_priority1.set(Weapon::Info_Flags::Puncture);
wif_priority2.set(Weapon::Info_Flags::Homing_aspect).set(Weapon::Info_Flags::Homing_heat).set(Weapon::Info_Flags::Homing_javelin);
}
else if ((aip->ai_profile_flags[AI::Profile_Flags::Smart_secondary_weapon_selection]) && (en_objp->type == OBJ_ASTEROID)) //prefer dumbfires if its an asteroid
{
wif_priority1.reset();
wif_priority2.reset();
}
else
{
wif_priority1.set(Weapon::Info_Flags::Homing_aspect).set(Weapon::Info_Flags::Homing_heat).set(Weapon::Info_Flags::Homing_javelin);
wif_priority2.reset();
}
return ai_select_secondary_weapon(objp, swp, &wif_priority1, &wif_priority2);
}
}
/**
* 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, bool burst)
{
float t;
if (burst) {
t = swip->burst_delay;
} else {
t = swip->fire_wait; // Base delay for this weapon.
}
if (shipp->team == Player_ship->team) {
t *= aip->ai_ship_fire_secondary_delay_scale_friendly;
} else {
t *= aip->ai_ship_fire_secondary_delay_scale_hostile;
}
if (aip->ai_class_autoscale)
{
if (The_mission.ai_profile->flags[AI::Profile_Flags::Adjusted_AI_class_autoscale])
t += (ai_get_autoscale_index(Num_ai_classes) - ai_get_autoscale_index(aip->ai_class) + 1) * 0.5f;
else
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;
float perp_dist;
vec3d vec_to_target;
// get parameters of ships (as cylinders - radius and height)
polymodel *pm = model_get(Ship_info[Ships[attack_objp->instance].ship_info_index].model_num);
// get radius of attacker (for rotations about forward)
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);
// get radius of target (for rotations about forward)
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);
// 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_dot(&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;
float separation, optimal_separation;
vec3d horz_vec_to_target;
// get parameters of ships (as cylinders - radius and height)
polymodel *pm = model_get(Ship_info[Ships[attack_objp->instance].ship_info_index].model_num);
// get radius of attacker (for rotations about forward)
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);
// get radius of target (for rotations about forward)
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);
// are we opposing (only when other ship is not moving)
opposing = ( vm_vec_dot(&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_dot(&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
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 *shipp = &Ships[Pl_objp->instance];
ai_info *aip = &Ai_info[shipp->ai_index];
Assertion(En_objp->type == OBJ_SHIP, "En_objp is of type %d which is illegal in ai_cruiser_chase. Please report to the SCP!", En_objp->type);
if (En_objp->type != OBJ_SHIP) {
return;
}
Assertion(En_objp->instance > -1, "En_objp has a bad instance of %d which is illegal in ai_cruiser_chase. Please report to the SCP!", En_objp->instance);
if (En_objp->instance < 0) {
return;
}
vec3d goal_pos;
// kamikaze - ram and explode
if (aip->ai_flags[AI::AI_Flags::Kamikaze]) {
// point toward the subsystem if we're targeting one; otherwise point toward the center
if (aip->targeted_subsys) {
get_subsystem_pos(&goal_pos, En_objp, aip->targeted_subsys);
} else {
goal_pos = En_objp->pos;
}
ai_turn_towards_vector(&goal_pos, Pl_objp, nullptr, nullptr, 0.0f, 0);
accelerate_ship(aip, 1.0f);
float dot = vm_vec_dot_to_point(&Pl_objp->orient.vec.fvec, &Pl_objp->pos, &goal_pos);
if (ai_willing_to_afterburn_hard(aip) && dot > 0.99f)
ai_afterburn_hard(Pl_objp, aip);
}
// 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, nullptr, nullptr, 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_dot(&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_dot(&vec_to_enemy, &En_objp->orient.vec.fvec) > 0) {
// and we're turning toward the enemy
if (vm_vec_dot(&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 > (0.9f * 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_dot(&vec_to_enemy, &En_objp->orient.vec.fvec) > 0) {
// and we're turning toward the enemy
if (vm_vec_dot(&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 > (0.9f * 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_dot(&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 > (0.9f * desired_sep)) {
aip->submode = SM_BIG_PARALLEL;
aip->submode_start_time = Missiontime;
}
}
}
}
break;
case SM_BIG_PARALLEL:
// we're opposing
if ( vm_vec_dot(&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;
}
}
}
constexpr int DEFAULT_WEAPON_RANGE = 700;
/**
* Make object Pl_objp chase object En_objp
*/
void ai_chase()
{
float dist_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 *shipp = &Ships[Pl_objp->instance];
ship_info *sip = &Ship_info[shipp->ship_info_index];
ship_info *enemy_sip = NULL;
ship_weapon *swp = &shipp->weapons;
ai_info *aip = &Ai_info[shipp->ai_index];
flagset<Ship::Info_Flags> enemy_sip_flags;
flagset<Ship::Ship_Flags> enemy_shipp_flags;
int has_fired = -1;
Assertion(aip->mode == AIM_CHASE, "ai_chase was called but the ship was not in the chase ai mode. It is in %d instead. This is a fundamental problem and needs to be reported to the SCP, right away!", aip->mode);
// by default we try to chase anything
bool go_after_it = true;
if ( (sip->class_type > -1) && (En_objp->type == OBJ_SHIP) )
{
// default to not chasing for ships
go_after_it = false;
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];
size_t ap_size = stp->ai_actively_pursues.size();
for(size_t i = 0; i < ap_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));
}
}
//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].flags[Ship::Type_Info_Flags::AI_attempt_broadside])) {
ai_cruiser_chase();
return;
}
Assert( En_objp != NULL );
if ( En_objp->type == OBJ_SHIP ) {
enemy_sip_flags = Ship_info[Ships[En_objp->instance].ship_info_index].flags;
enemy_sip = &Ship_info[Ships[En_objp->instance].ship_info_index];
enemy_shipp_flags = Ships[En_objp->instance].flags;
} else {
enemy_sip_flags.reset();
enemy_shipp_flags.reset();
}
// 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[AI::AI_Flags::Target_collision]) || (aip->submode == SM_FLY_AWAY)) {
ai_chase_fly_away(Pl_objp, aip);
return;
}
if (better_collision_avoidance_triggered(
The_mission.ai_profile->flags[AI::Profile_Flags::Better_combat_collision_avoidance],
The_mission.ai_profile->better_collision_avoid_aggression_combat,
Pl_objp,
The_mission.ai_profile->flags[AI::Profile_Flags::Better_combat_collision_avoid_includes_target] ? nullptr : En_objp)) {
return;
}
if (enemy_sip_flags.any_set()) {
if (enemy_sip->is_big_or_huge()) {
ai_big_chase();
return;
}
}
ai_set_positions(Pl_objp, En_objp, aip, &player_pos, &enemy_pos);
dist_to_enemy = vm_vec_dist_quick(&player_pos, &enemy_pos);
vm_vec_sub(&real_vec_to_enemy, &enemy_pos, &player_pos);
//Enemy position for the purpose of aiming is already calculated differently, do it explicitly here
ai_update_aim(aip);
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.any_set() ) && (enemy_shipp_flags[Ship::Ship_Flags::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 ( En_objp->type == OBJ_SHIP && !(Ships[En_objp->instance].flags[Ship::Ship_Flags::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.remove(AI::AI_Flags::Seek_lock);
}
// only ever false for failed ballistic trajectories, to prevent firing, true for everything else
bool has_valid_ballistic_trajectory = true;
// 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)) {
predicted_enemy_pos = enemy_pos;
} else if (aip->ai_flags[AI::AI_Flags::Seek_lock] && !(The_mission.ai_profile->flags[AI::Profile_Flags::Ignore_aspect_when_leading]) ) {
if (The_mission.ai_profile->flags[AI::Profile_Flags::Fix_ramming_stationary_targets_bug]) {
// fixed by Mantis 3147 - Bash orientation if aspect seekers are equipped.
set_predicted_enemy_pos(&predicted_enemy_pos, Pl_objp, &aip->last_aim_enemy_pos, &aip->last_aim_enemy_vel, aip); // Set G_fire_pos
predicted_enemy_pos = enemy_pos;
G_predicted_pos = predicted_enemy_pos;
} else {
// retail behavior
predicted_enemy_pos = enemy_pos;
}
} else {
// Set predicted_enemy_pos.
// See if attacking a subsystem.
weapon_info* wip = ai_get_weapon(&shipp->weapons);
if (wip) {
bool ballistic = !IS_VEC_NULL(&The_mission.gravity) && wip->gravity_const != 0.0f;
if (aip->targeted_subsys != NULL && get_shield_pct(En_objp) < HULL_DAMAGE_THRESHOLD_PERCENT) {
Assert(En_objp->type == OBJ_SHIP);
vec3d target_pos;
get_subsystem_pos(&target_pos, En_objp, aip->targeted_subsys);
if (!ballistic)
predicted_enemy_pos = target_pos;
else {
vec3d gravity_vec = The_mission.gravity * wip->gravity_const;
has_valid_ballistic_trajectory =
physics_lead_ballistic_trajectory(&Pl_objp->pos, &target_pos, &aip->last_aim_enemy_vel, wip->max_speed, &gravity_vec, &predicted_enemy_pos);
if (has_valid_ballistic_trajectory)
predicted_enemy_pos = Pl_objp->pos + predicted_enemy_pos * vm_vec_dist(&Pl_objp->pos, &target_pos);
else
predicted_enemy_pos = target_pos;
}
predicted_vec_to_enemy = real_vec_to_enemy;
} else {
if (!ballistic)
set_predicted_enemy_pos(&predicted_enemy_pos, Pl_objp, &aip->last_aim_enemy_pos, &aip->last_aim_enemy_vel, aip);
else {
vec3d gravity_vec = The_mission.gravity * wip->gravity_const;
has_valid_ballistic_trajectory =
physics_lead_ballistic_trajectory(&Pl_objp->pos, &aip->last_aim_enemy_pos, &aip->last_aim_enemy_vel, wip->max_speed, &gravity_vec, &predicted_enemy_pos);
if (has_valid_ballistic_trajectory)
predicted_enemy_pos = Pl_objp->pos + predicted_enemy_pos * vm_vec_dist(&Pl_objp->pos, &aip->last_aim_enemy_pos);
else
set_predicted_enemy_pos(&predicted_enemy_pos, Pl_objp, &aip->last_aim_enemy_pos, &aip->last_aim_enemy_vel, 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:
case AIS_CHASE_GLIDEATTACK:
case AIS_CHASE_CIRCLESTRAFE:
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, sip->model_num);
break;
case SM_EVADE_SQUIGGLE:
ai_chase_es(aip);
break;
case SM_EVADE_BRAKE:
ai_chase_eb(aip, &predicted_enemy_pos);
break;
case SM_EVADE:
evade_ship();
break;
case SM_AVOID:
avoid_ship();
break;
case SM_GET_BEHIND:
get_behind_ship(aip);
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:
aip->last_attack_time = Missiontime;
aip->submode = SM_ATTACK;
aip->submode_start_time = Missiontime;
}
//Maybe apply random sidethrust, depending on the current submode
//The following are valid targets for random sidethrust (circle strafe uses it too, but that is handled separately)
if (aip->submode == SM_ATTACK ||
aip->submode == SM_SUPER_ATTACK ||
aip->submode == SM_EVADE_SQUIGGLE ||
aip->submode == SM_EVADE ||
aip->submode == SM_GET_AWAY ||
aip->submode == AIS_CHASE_GLIDEATTACK)
{
float current_weapon_range;
// check that we have a valid index or not.
if (swp->num_primary_banks >= 1 && swp->current_primary_bank >= 0 && swp->primary_bank_weapons[swp->current_primary_bank] >= 0) {
current_weapon_range = Weapon_info[swp->primary_bank_weapons[swp->current_primary_bank]].weapon_range;
} else {
// if we didn't have a valid index (very rare) use this default weapon range which is close to average weapon range
current_weapon_range = DEFAULT_WEAPON_RANGE;
}
//Re-roll for random sidethrust every 2 seconds
//Also, only do this if we've recently been hit or are in current primary weapon range of target
if (static_randf((Missiontime + static_rand(aip->shipnum)) >> 17) < aip->ai_random_sidethrust_percent &&
((Missiontime - aip->last_hit_time < i2f(5) && aip->hitter_objnum >= 0) || dist_to_enemy < current_weapon_range))
{
do_random_sidethrust(aip, sip);
}
}
// 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 (Missiontime - aip->last_attack_time > i2f(6)) {
if ( (aip->submode != SM_SUPER_ATTACK) && (aip->submode != SM_GET_AWAY) && !(aip->ai_flags[AI::AI_Flags::Stealth_pursuit]) ) {
aip->submode = SM_SUPER_ATTACK;
aip->submode_start_time = Missiontime;
aip->last_attack_time = Missiontime;
}
}
//SUSHI: Alternate stalemate dection method: if nobody has hit each other for a while
//(and we've been near that whole time), shake things up somehow
//Only do this if stalemate time threshold > 0
if (aip->ai_stalemate_time_thresh > 0.0f &&
Missiontime - aip->last_hit_target_time > fl2f(aip->ai_stalemate_time_thresh) &&
Missiontime - aip->last_hit_time > fl2f(aip->ai_stalemate_time_thresh) &&
aip->time_enemy_near > aip->ai_stalemate_time_thresh &&
(dot_to_enemy < 0.95f - 0.5f * En_objp->radius/MAX(1.0f, En_objp->radius + dist_to_enemy)))
{
//Every second, evaluate whether or not to break stalemate. The more patient the ship, the less likely this is.
if (static_randf((Missiontime + static_rand(aip->shipnum)) >> 16) > (aip->ai_patience * .01))
{
if ((sip->can_glide == true) && (frand() < aip->ai_glide_attack_percent)) {
//Maybe use glide attack
aip->submode = AIS_CHASE_GLIDEATTACK;
aip->submode_start_time = Missiontime;
aip->last_hit_target_time = Missiontime;
aip->time_enemy_near = 0.0f;
} else {
//Otherwise, try to get away
aip->submode = SM_GET_AWAY;
aip->submode_start_time = Missiontime;
aip->last_hit_target_time = Missiontime;
aip->time_enemy_near = 0.0f;
}
}
}
// 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 we're in circle strafe mode, don't worry about colliding with the target
if (aip->submode != AIS_CHASE_CIRCLESTRAFE && 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 target is stealth and stealth not visible, then enter stealth find mode
if ( (aip->ai_flags[AI::AI_Flags::Stealth_pursuit]) && (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_NOT_IN_FRUSTUM) ) {
aip->submode = SM_STEALTH_FIND;
aip->submode_start_time = Missiontime;
aip->submode_parm0 = SM_SF_AHEAD;
} else if (dist_to_enemy < CIRCLE_STRAFE_MAX_DIST + En_objp->radius &&
(En_objp->phys_info.speed < MAX(sip->max_vel.xyz.x, sip->max_vel.xyz.y) * 1.5f) &&
(static_randf((Missiontime + static_rand(aip->shipnum)) >> 19) < aip->ai_circle_strafe_percent)) {
aip->submode = AIS_CHASE_CIRCLESTRAFE;
aip->submode_start_time = Missiontime;
aip->last_attack_time = Missiontime;
} 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 != NULL && (enemy_sip->is_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 != NULL && (enemy_sip->is_small_ship()) && (dist_to_enemy < 150.0f) && (dot_from_enemy > dot_to_enemy + 0.5f + aip->ai_courage*.002)) {
float get_away_chance = (aip->ai_get_away_chance == FLT_MIN)
? (float)(ai_maybe_autoscale(aip->ai_class) + Game_skill_level)/(ai_maybe_autoscale(Num_ai_classes) + NUM_SKILL_LEVELS)
: aip->ai_get_away_chance;
if ((Missiontime - aip->last_hit_target_time > i2f(5)) && (frand() < get_away_chance)) {
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 != NULL && (enemy_sip->is_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 = Random::next() & 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;
} else if ((Pl_objp->phys_info.speed >= Pl_objp->phys_info.max_vel.xyz.z / 2.0f) && (sip->can_glide == true) && (frand() < aip->ai_glide_attack_percent)) {
aip->last_attack_time = Missiontime;
aip->submode = AIS_CHASE_GLIDEATTACK;
} 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[AI::AI_Flags::Stealth_pursuit]) && (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_NOT_IN_FRUSTUM) ) {
aip->submode = SM_STEALTH_FIND;
aip->submode_start_time = Missiontime;
aip->submode_parm0 = SM_SF_AHEAD;
} else if (dist_to_enemy < CIRCLE_STRAFE_MAX_DIST + En_objp->radius &&
(En_objp->phys_info.speed < MAX(sip->max_vel.xyz.x, sip->max_vel.xyz.y) * 1.5f) &&
(static_randf((Missiontime + static_rand(aip->shipnum)) >> 19) < aip->ai_circle_strafe_percent)) {
aip->submode = AIS_CHASE_CIRCLESTRAFE;
aip->submode_start_time = Missiontime;
aip->last_attack_time = Missiontime;
} else if ((dist_to_enemy < 100.0f) && (dot_to_enemy < 0.8f) && (enemy_sip != NULL) && (enemy_sip->is_small_ship()) && (Missiontime - aip->submode_start_time > i2f(5) )) {
aip->ai_flags.remove(AI::AI_Flags::Attack_slowly); // Just in case, clear here.
float get_away_chance = (aip->ai_get_away_chance == FLT_MIN)
? (float)(ai_maybe_autoscale(aip->ai_class) + Game_skill_level)/(ai_maybe_autoscale(Num_ai_classes) + NUM_SKILL_LEVELS)
: aip->ai_get_away_chance;
switch (Random::next(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 * get_away_chance) {
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:
UNREACHABLE("Somehow we changed a call to get a random number in ai_chase so it's not 0-4, please report to the SCP!"); // 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)) {
//Sometimes use a glide attack instead (if we can)
if ((sip->can_glide == true) && (frand() < aip->ai_glide_attack_percent)) {
aip->submode = AIS_CHASE_GLIDEATTACK;
}
else {
aip->ai_flags.set(AI::AI_Flags::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[AI::AI_Flags::Stealth_pursuit]) || (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_IN_FRUSTUM) ) {
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[AI::AI_Flags::Stealth_pursuit]) || (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_IN_FRUSTUM) ) {
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 ( 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;
case AIS_CHASE_GLIDEATTACK:
//Glide attack lasts at least as long as it takes to turn around and fire for a couple seconds.
if (Missiontime - aip->submode_start_time > i2f((int)(sip->rotation_time.xyz.x) + 4 + static_rand_range(Missiontime >> 19, 0, 3))) {
aip->submode = SM_ATTACK;
aip->submode_start_time = Missiontime;
aip->last_attack_time = Missiontime;
}
aip->last_attack_time = Missiontime;
break;
case AIS_CHASE_CIRCLESTRAFE:
//Break out of circle strafe if the target is too far, moving too fast, or we've been doing this for a while
if ((dist_to_enemy > CIRCLE_STRAFE_MAX_DIST + En_objp->radius) ||
(Missiontime - aip->submode_start_time > i2f(8)) ||
(En_objp->phys_info.speed > MAX(sip->max_vel.xyz.x, sip->max_vel.xyz.y) * 1.5)) {
aip->submode = SM_ATTACK;
aip->submode_start_time = Missiontime;
aip->last_attack_time = Missiontime;
}
aip->last_attack_time = Missiontime;
break;
default:
aip->submode = SM_ATTACK;
aip->submode_start_time = Missiontime;
aip->last_attack_time = Missiontime;
}
//Update time enemy near
//Ignore for stealth ships that can't be seen
//If we're trying to get away, recent counter
//Only do this if stalemate distance threshold > 0
if (aip->ai_stalemate_dist_thresh > 0.0f &&
dist_to_enemy < aip->ai_stalemate_dist_thresh &&
aip->submode != SM_GET_AWAY && aip->submode != AIS_CHASE_GLIDEATTACK && aip->submode != SM_FLY_AWAY &&
(!(aip->ai_flags[AI::AI_Flags::Stealth_pursuit]) || (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_IN_FRUSTUM)))
{
aip->time_enemy_near += flFrametime;
}
else
{
aip->time_enemy_near *= (1.0f - flFrametime);
if (aip->time_enemy_near < 0.0f)
aip->time_enemy_near = 0.0f;
}
// Maybe fire primary weapon and update time_enemy_in_range
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 > std::max(0.5f, 0.90f + aip->ai_accuracy / 10.0f - En_objp->radius / std::max(1.0f, dist_to_enemy))) {
ship *temp_shipp;
ship_weapon *tswp;
temp_shipp = &Ships[Pl_objp->instance];
tswp = &temp_shipp->weapons;
// if this is a ballistic weapon has_valid_ballistic_trajectory will stop us from firing if we dont have a trajectory
// will allow in all other cases
if ( tswp->num_primary_banks > 0 && has_valid_ballistic_trajectory) {
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;
float range_min = 0.0f;
float range_max = pwip->max_speed * (1.0f + scale);
if (aip->ai_profile_flags[AI::Profile_Flags::Use_actual_primary_range]) {
range_max = std::min({range_max, pwip->max_speed * pwip->lifetime, pwip->weapon_range});
range_min = pwip->weapon_min_range;
}
if ((dist_to_enemy < range_max) && (dist_to_enemy >= range_min)) {
if(ai_fire_primary_weapon(Pl_objp) == 1){
has_fired = 1;
}else{
has_fired = -1;
}
}
}
if ( tswp->num_secondary_banks > 0) {
// Don't fire secondaries at a protected ship.
if (!(En_objp->flags[Object::Object_Flags::Protected])) {
bool valid_secondary = ai_choose_secondary_weapon(Pl_objp, aip, En_objp);
int current_bank = tswp->current_secondary_bank;
if (current_bank > -1 && valid_secondary) {
weapon_info *swip = &Weapon_info[tswp->secondary_bank_weapons[current_bank]];
if (aip->ai_flags[AI::AI_Flags::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]) && weapon_target_satisfies_lock_restrictions(swip, En_objp)) {
if (current_bank >= 0) {
float firing_range;
if (swip->wi_flags[Weapon::Info_Flags::Local_ssm])
firing_range=swip->lssm_lock_range; //that should be enough
else if (swip->wi_flags[Weapon::Info_Flags::Bomb])
firing_range = MIN((swip->max_speed * swip->lifetime * 0.75f), swip->weapon_range);
else
{
float secondary_range_mult;
// Cyborg: need to check for division by zero, coverity 1523419
if (aip->ai_secondary_range_mult == FLT_MIN && (ai_maybe_autoscale(Num_ai_classes) > 1))
secondary_range_mult = (float)(Game_skill_level + 1 + (3 * ai_maybe_autoscale(aip->ai_class)/(ai_maybe_autoscale(Num_ai_classes) - 1)))/NUM_SKILL_LEVELS;
else if (aip->ai_secondary_range_mult == FLT_MIN)
secondary_range_mult = (float)(Game_skill_level + 2)/NUM_SKILL_LEVELS; // default to using the default retail class Captain out of the seven there are total when we don't have enough autoscale classes or just one regular class. (This simplifies to 2 + Game_skill_level / Num of skill levels)
else
secondary_range_mult = aip->ai_secondary_range_mult;
firing_range = MIN((swip->max_speed * swip->lifetime * secondary_range_mult), swip->weapon_range);
}
// reduce firing range in nebula
extern int Nebula_sec_range;
if ((The_mission.flags[Mission::Mission_Flags::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[Weapon::Info_Flags::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;
int current_bank_adjusted = MAX_SHIP_PRIMARY_BANKS + current_bank;
if ((aip->ai_flags[AI::AI_Flags::Unload_secondaries]) || (swip->burst_flags[Weapon::Burst_Flags::Fast_firing])) {
if (swip->burst_shots > swp->burst_counter[current_bank_adjusted]) {
t = swip->burst_delay;
swp->burst_counter[current_bank_adjusted]++;
} else {
t = swip->fire_wait;
if ((swip->burst_shots > 0) && (swip->burst_flags[Weapon::Burst_Flags::Random_length])) {
swp->burst_counter[current_bank_adjusted] = Random::next(swip->burst_shots);
} else {
swp->burst_counter[current_bank_adjusted] = 0;
}
swp->burst_seed[current_bank_adjusted] = Random::next();
}
} else {
if (swip->burst_shots > swp->burst_counter[current_bank_adjusted]) {
t = set_secondary_fire_delay(aip, temp_shipp, swip, true);
swp->burst_counter[current_bank_adjusted]++;
} else {
t = set_secondary_fire_delay(aip, temp_shipp, swip, false);
if ((swip->burst_shots > 0) && (swip->burst_flags[Weapon::Burst_Flags::Random_length])) {
swp->burst_counter[current_bank_adjusted] = Random::next(swip->burst_shots);
} else {
swp->burst_counter[current_bank_adjusted] = 0;
}
swp->burst_seed[current_bank_adjusted] = Random::next();
}
}
swp->next_secondary_fire_stamp[current_bank] = timestamp((int) (t*1000.0f));
}
} else {
swp->next_secondary_fire_stamp[current_bank] = timestamp(250);
}
}
}
}
}
}
}
} else {
if (flFrametime < 1.0f)
aip->time_enemy_in_range *= (1.0f - flFrametime);
else
aip->time_enemy_in_range = 0;
}
} else {
if (flFrametime < 1.0f)
aip->time_enemy_in_range *= (1.0f - flFrametime);
else
aip->time_enemy_in_range = 0;
}
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, matrix *docker_dock_orient, matrix *docker_orient, matrix *dockee_dock_orient, matrix *dockee_orient)
{
vec3d fvec, uvec;
matrix m1, m2, m3;
// Compute the global orientation of the dockee's docking bay.
// get the rotated (local) fvec
vm_vec_rotate(&fvec, &dockee_dock_orient->vec.fvec, dockee_orient);
vm_vec_negate(&fvec);
// get the rotated (local) uvec
vm_vec_rotate(&uvec, &dockee_dock_orient->vec.uvec, dockee_orient);
// create a rotation matrix
vm_vector_2_matrix(&m1, &fvec, &uvec, nullptr); // we need to normalize the input vectors here to prevent floating point errors from compounding
// 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_dock_orient->vec.fvec, docker_orient);
// get the rotated (local) uvec
vm_vec_rotate(&uvec, &docker_dock_orient->vec.uvec, docker_orient);
// create a rotation matrix
vm_vector_2_matrix(&m2, &fvec, &uvec, nullptr); // we need to normalize the input vectors here to prevent floating point errors from compounding
// 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(&m2);
vm_matrix_x_matrix(dom, &m3, &m2);
}
// Goober5000
// Return the moving submodel on which is mounted the specified dockpoint, or -1 for none.
int find_parent_moving_submodel(polymodel *pm, int dock_index)
{
Assertion(pm != nullptr, "pm cannot be null!");
Assertion(dock_index >= 0 && dock_index < pm->n_docks, "for model %s, dock_index %d must be >= 0 and < %d!", pm->filename, dock_index, pm->n_docks);
int path_num, submodel;
// if this is explicitly defined, then we're done
if (pm->docking_bays[dock_index].parent_submodel >= 0)
{
return pm->docking_bays[dock_index].parent_submodel;
}
// otherwise infer the submodel using the path...
// 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].rotation_type >= 0) || (pm->submodel[submodel].translation_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_dock_point, matrix *global_dock_orient, object *objp, polymodel *pm, int submodel, int dock_index)
{
Assertion(global_dock_point != nullptr && global_dock_orient != nullptr && objp != nullptr && pm != nullptr, "arguments cannot be null!");
Assertion(dock_index >= 0 && dock_index < pm->n_docks, "for model %s, dock_index %d must be >= 0 and < %d!", pm->filename, dock_index, pm->n_docks);
vec3d fvec, uvec;
// are we basing this off a moving submodel?
if (submodel >= 0)
{
vec3d submodel_offset;
vec3d local_p0, local_p1;
auto shipp = &Ships[objp->instance];
auto pmi = model_get_instance(shipp->model_instance_num);
Assert(pmi->model_num == pm->id);
// calculate the dockpoint locations relative to the submodel in its original position
model_find_submodel_offset(&submodel_offset, pm, 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
vec3d global_p0, global_p1;
model_instance_local_to_global_point(&global_p0, &local_p0, pm, pmi, submodel, &objp->orient, &objp->pos);
model_instance_local_to_global_point(&global_p1, &local_p1, pm, pmi, submodel, &objp->orient, &objp->pos);
vm_vec_avg(global_dock_point, &global_p0, &global_p1);
vm_vec_normalized_dir(&uvec, &global_p1, &global_p0);
// find the normal of the first dockpoint
model_instance_local_to_global_dir(&fvec, &pm->docking_bays[dock_index].norm[0], pm, pmi, submodel, &objp->orient);
vm_vector_2_matrix_norm(global_dock_orient, &fvec, &uvec);
}
// use the static dockpoints
else
{
vec3d local_point, local_uvec, local_fvec;
vm_vec_avg(&local_point, &pm->docking_bays[dock_index].pnt[0], &pm->docking_bays[dock_index].pnt[1]);
vm_vec_normalized_dir(&local_uvec, &pm->docking_bays[dock_index].pnt[1], &pm->docking_bays[dock_index].pnt[0]);
local_fvec = pm->docking_bays[dock_index].norm[0];
vm_vec_unrotate(global_dock_point, &local_point, &objp->orient);
vm_vec_unrotate(&uvec, &local_uvec, &objp->orient);
vm_vec_unrotate(&fvec, &local_fvec, &objp->orient);
vm_vec_add2(global_dock_point, &objp->pos);
vm_vector_2_matrix_norm(global_dock_orient, &fvec, &uvec);
}
}
// 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, out_orient;
vec3d docker_point, dockee_point;
float fdist = UNINITIALIZED_VALUE;
aip = &Ai_info[Ships[docker_objp->instance].ai_index];
docker_objp->phys_info.linear_thrust.xyz.z = 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 (!Ships[docker_objp->instance].flags[Ship::Ship_Flags::Maneuver_despite_engines] && ship_subsystems_blown(&Ships[docker_objp->instance], SUBSYSTEM_ENGINE))
return 9999.9f;
// 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)) {
maybe_recreate_path(docker_objp, aip, 0);
}
sip0 = &Ship_info[Ships[docker_objp->instance].ship_info_index];
sip1 = &Ship_info[Ships[dockee_objp->instance].ship_info_index];
pm0 = model_get( sip0->model_num );
pm1 = model_get( sip1->model_num );
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 moving submodel
int dockee_moving_submodel = find_parent_moving_submodel(pm1, dockee_index);
matrix docker_dock_orient, dockee_dock_orient;
// Goober5000 - move docking points with submodels if necessary, for both docker and dockee
find_adjusted_dockpoint_info(&docker_point, &docker_dock_orient, docker_objp, pm0, -1, docker_index);
find_adjusted_dockpoint_info(&dockee_point, &dockee_dock_orient, dockee_objp, pm1, dockee_moving_submodel, dockee_index);
// Goober5000
vec3d submodel_pos = ZERO_VECTOR;
float submodel_radius = 0.0f;
float submodel_omega = 0.0f;
if ((dockee_moving_submodel >= 0) && (dock_mode != DOA_DOCK_STAY))
{
vec3d submodel_offset;
// get submodel center
model_find_submodel_offset(&submodel_offset, pm1, dockee_moving_submodel);
vm_vec_add(&submodel_pos, &dockee_objp->pos, &submodel_offset);
polymodel_instance *pmi1 = model_get_instance(Ships[dockee_objp->instance].model_instance_num);
// get angular velocity of dockpoint
submodel_omega = pmi1->submodel[dockee_moving_submodel].current_turn_rate;
// get radius to dockpoint
submodel_radius = vm_vec_dist(&submodel_pos, &dockee_point);
}
// 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_moving_submodel;
rdinfo->submodel_pos = submodel_pos;
rdinfo->submodel_r = submodel_radius;
rdinfo->submodel_w = submodel_omega;
float speed_scale = 1.0f;
if (sip0->flags[Ship::Info_Flags::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_dock_orient, &docker_objp->orient, &dockee_dock_orient, &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[Ship::Info_Flags::Support])
vm_vec_scale(&acc_limit, 2.0f);
if(Framerate_independent_turning)
ai_compensate_for_retail_turning(&vel_limit, &acc_limit, docker_objp->phys_info.rotdamp, false);
// true at end of line prevent overshoot
vm_angular_move_matrix(&dom, &docker_objp->orient, &omega_in, flFrametime, &out_orient, &omega_out, &vel_limit, &acc_limit, false, true);
if (Framerate_independent_turning) {
docker_objp->phys_info.desired_rotvel = omega_out;
docker_objp->phys_info.ai_desired_orient = out_orient;
}
else {
docker_objp->phys_info.rotvel = omega_out;
docker_objp->orient = out_orient;
}
// 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 moving submodel, speed up translation
if (dockee_moving_submodel >= 0)
ss1 = 2.0f;
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.
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_dock_orient, &docker_objp->orient, &dockee_dock_orient, &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[Ship::Info_Flags::Support])
vm_vec_scale(&acc_limit, 2.0f);
if(Framerate_independent_turning)
ai_compensate_for_retail_turning(&vel_limit, &acc_limit, docker_objp->phys_info.rotdamp, false);
vm_angular_move_matrix(&dom, &docker_objp->orient, &omega_in, flFrametime, &out_orient, &omega_out, &vel_limit, &acc_limit, false);
if (Framerate_independent_turning) {
docker_objp->phys_info.desired_rotvel = omega_out;
docker_objp->phys_info.ai_desired_orient = out_orient;
}
else {
docker_objp->phys_info.rotvel = omega_out;
docker_objp->orient = out_orient;
}
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 {
Assert(dock_mode == DOA_DOCK_STAY);
matrix temp, m_offset;
vec3d origin_docker_point, adjusted_docker_point, v_offset;
// find out the rotation matrix that will get us from the old to the new rotation
// (see Mantis #2787)
vm_copy_transpose(&temp, &docker_objp->orient);
vm_matrix_x_matrix(&m_offset, &temp, &dom);
// now find out the new docker point after being adjusted for the new orientation
vm_vec_sub(&origin_docker_point, &docker_point, &docker_objp->pos);
vm_vec_rotate(&adjusted_docker_point, &origin_docker_point, &m_offset);
vm_vec_add2(&adjusted_docker_point, &docker_objp->pos);
// find the vector that will get us from the old to the new position
vm_vec_sub(&v_offset, &dockee_point, &adjusted_docker_point);
// now set the new rotation and move to the new position
docker_objp->orient = dom;
vm_vec_add2(&docker_objp->pos, &v_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);
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;
ai_turn_towards_vector(&goal_point, docker_objp, nullptr, nullptr, 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;
}
}
return fdist;
}
/**
* 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 = obj_team(&Objects[target_objnum]);
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->flags[Object::Object_Flags::Should_be_dead])
continue;
if (attacking_objp->instance < 0)
continue;
attacking_aip = &Ai_info[Ships[attacking_objp->instance].ai_index];
// don't count instructor
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[Object::Object_Flags::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[Object::Object_Flags::Should_be_dead])
continue;
if ( !(objp->flags[Object::Object_Flags::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[AI::AI_Flags::Temporary_ignore]))
{
aip->ignore_objnum = aip->target_objnum;
aip->ignore_signature = Objects[aip->target_objnum].signature;
aip->ai_flags.set(AI::AI_Flags::Temporary_ignore);
aip->ignore_expire_timestamp = timestamp(Random::next(20, 29) * 1000); // OK to attack again in 20 to 29 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;
if ( Objects[attacked_objnum].flags[Object::Object_Flags::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;
}
}
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) {
return;
}
if (guard_objp->type == OBJ_GHOST || hitter_objp->type == OBJ_GHOST)
return;
if (aip->ai_flags[AI::AI_Flags::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 the hitter is protected, ignore it
if (The_mission.ai_profile->flags[AI::Profile_Flags::Guards_ignore_protected_attackers] &&
hitter_objp->flags[Object::Object_Flags::Protected])
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;
}
// don't attack if you can't see it
if ( awacs_get_level(hitter_objp, &Ships[aip->shipnum], true) < 1.0f ) {
// if it's stealthed 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_IN_FRUSTUM ) {
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].is_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);
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);
aip->mode = AIM_CHASE;
aip->submode = SM_ATTACK;
aip->submode_start_time = Missiontime;
aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
} else {
// This section used to be a lot simpler, but some "invalid" object types were probably getting into num_ships_attacking
// below, so we have to manually return for some object types and make sure to assert for other object types
// that are symptomatic of a larger problem with the engine.
// This just checks to see that the target was a valid type. If it is not one of these, something really
// could be drastically wrong in the engine.
Assertion(Objects[aip->target_objnum].type == OBJ_SHIP || Objects[aip->target_objnum].type == OBJ_WEAPON || Objects[aip->target_objnum].type == OBJ_DEBRIS || Objects[aip->target_objnum].type == OBJ_ASTEROID || Objects[aip->target_objnum].type == OBJ_WAYPOINT,
"This function just discovered that %s has an invalid target object type of %d. This is bad. Please report!",
Ships[aip->shipnum].ship_name, Objects[aip->target_objnum].type);
if (!(Objects[aip->target_objnum].type == OBJ_SHIP || Objects[aip->target_objnum].type == OBJ_WEAPON || Objects[aip->target_objnum].type == OBJ_ASTEROID || Objects[aip->target_objnum].type == OBJ_DEBRIS)){
// it's probably a valid target, but retail would not count those cases, so just return.
return;
}
int num_attacking_cur = num_ships_attacking(aip->target_objnum);
if (num_attacking_cur > 1) {
int 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, OBJ_INDEX(hitter_objp));
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->flags[Object::Object_Flags::Should_be_dead])
continue;
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)) {
// Only attack ship if allowed to
ship *eshipp = &Ships[hitter_objp->instance];
if ((Ship_info[eshipp->ship_info_index].class_type >= 0 && (Ship_types[Ship_info[eshipp->ship_info_index].class_type].flags[Ship::Type_Info_Flags::AI_guards_attack]))) {
if (aip->guard_objnum == OBJ_INDEX(hit_objp)) {
guard_object_was_hit(objp, hitter_objp);
} else if ((aip->guard_wingnum != -1) && (aip->guard_wingnum == Ships[hit_objp->instance].wingnum)) {
guard_object_was_hit(objp, hitter_objp);
}
}
}
}
}
}
// Find the closest hostile mine threatening 'against_objp', ranked by distance from 'from_objp'.
// If 'against_objp' is null, defaults to 'from_objp' (i.e. find mines threatening the searcher itself).
// imminent_only: also requires the mine to be within proximity_radius * 1.5 of against_objp;
// used to preempt a current target when the mine is about to detonate.
static object *ai_find_nearby_mine_threat(object *from_objp, object *against_objp = nullptr, bool imminent_only = false)
{
if (against_objp == nullptr)
against_objp = from_objp;
object *closest_mine = nullptr;
float closest_dist_from = std::numeric_limits<float>::max();
for (const auto *mo : list_range(&Missile_obj_list)) {
Assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
object *mine_objp = &Objects[mo->objnum];
if (mine_objp->flags[Object::Object_Flags::Should_be_dead])
continue;
weapon *wp = &Weapons[mine_objp->instance];
weapon_info *wip = &Weapon_info[wp->weapon_info_index];
if (!wip->is_mine())
continue;
// Only engage destructible mines
if (!wip->wi_flags[Weapon::Info_Flags::Fighter_Interceptable])
continue;
// Only engage mines hostile to the threatened ship
if (!iff_x_attacks_y(wp->team, obj_team(against_objp)))
continue;
float dist_against = vm_vec_dist(&mine_objp->pos, &against_objp->pos);
// Mine must be within its own targetable range of the threatened ship
if (dist_against > wip->mine_targetable_range)
continue;
// Imminent gate: only consider mines about to detonate on the threatened ship.
// proximity_radius is always > 0 for mines (parser enforces).
if (imminent_only && dist_against > wip->proximity_radius * 1.5f)
continue;
float dist_from = (from_objp == against_objp) ? dist_against : vm_vec_dist(&mine_objp->pos, &from_objp->pos);
if (dist_from < closest_dist_from) {
closest_dist_from = dist_from;
closest_mine = mine_objp;
}
}
return closest_mine;
}
// Scan the missile list for a threat to guarded_objp and, if one is found, target it with guarding_objp.
// Bombs homing on guarded_objp take priority; if none are found, fall back to the closest hostile mine
// threatening guarded_objp (mines are stationary so they can't home, hence the lower priority).
// Returns 1 if a threat was found and targeted, otherwise 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];
if (bomb_objp->flags[Object::Object_Flags::Should_be_dead])
continue;
wp = &Weapons[bomb_objp->instance];
wip = &Weapon_info[wp->weapon_info_index];
if ( !((wip->wi_flags[Weapon::Info_Flags::Bomb]) || (wip->wi_flags[Weapon::Info_Flags::Fighter_Interceptable])) ) {
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 < ai_guard_threshold(guarded_objp, (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;
}
// No homing threat found... check for mines threatening the guarded ship.
// Mines are stationary so they won't home; handle them as a lower priority threat.
if (object *closest_mine_objp = ai_find_nearby_mine_threat(guarding_objp, guarded_objp)) {
guard_object_was_hit(guarding_objp, closest_mine_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->flags[Object::Object_Flags::Should_be_dead])
continue;
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].flags[Ship::Type_Info_Flags::AI_guards_attack]))
{
dist = vm_vec_dist_quick(&enemy_objp->pos, &guarded_objp->pos);
if (dist < ai_guard_threshold(guarded_objp, (MAX_GUARD_DIST + guarded_objp->radius) * 3))
{
guard_object_was_hit(guarding_objp, enemy_objp);
} else if ((dist < ai_guard_threshold(guarded_objp, 3000.0f)) &&
(Ai_info[eshipp->ai_index].target_objnum == guarding_aip->guard_objnum))
{
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 (auto aop: list_range(&Asteroid_obj_list)) {
asteroid_objp = &Objects[aop->objnum];
if (asteroid_objp->flags[Object::Object_Flags::Should_be_dead])
continue;
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 < ai_guard_threshold(guarded_objp, (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);
}
// if still not attacking anything and flag is set, engage mines near the guarding ship itself
if (aip->target_objnum == -1 && The_mission.ai_profile->flags[AI::Profile_Flags::Ships_intercept_mines]) {
object *mine_objp = ai_find_nearby_mine_threat(Pl_objp);
if (mine_objp)
guard_object_was_hit(Pl_objp, mine_objp);
}
}
}
/**
* Gets closest point on extended axis of cylinder, r_vec, and radius of cylinder
* @return 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(Ship_info[Ships[cyl_objp->instance].ship_info_index].model_num);
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_dot(&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(OBJ_INDEX(Pl_objp));
// get position relative to cylinder of guard_objp
extended_z = get_cylinder_points(Pl_objp, guard_objp, &axis_pt, &r_vec, &radius);
vm_vec_cross(&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(Ship_info[Ships[guard_objp->instance].ship_info_index].model_num);
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( (OBJ_INDEX(Pl_objp)) ^ (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)) {
if (Pl_objp->phys_info.flags & PF_AFTERBURNER_ON) {
afterburners_stop(Pl_objp);
}
return;
}
if (avoid_player(Pl_objp, &goal_pt)) {
if (Pl_objp->phys_info.flags & PF_AFTERBURNER_ON) {
afterburners_stop(Pl_objp);
}
return;
}
} else {
if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_pt, 5.0f)) {
if (Pl_objp->phys_info.flags & PF_AFTERBURNER_ON) {
afterburners_stop(Pl_objp);
}
return;
}
}
// got the point, now let's go there
ai_turn_towards_vector(&goal_pt, Pl_objp, nullptr, nullptr, 0.0f, 0);
accelerate_ship(aip, The_mission.ai_profile->guard_big_orbit_max_speed_percent);
bool free_ab_use = aip->ai_flags[AI::AI_Flags::Free_afterburner_use] || aip->ai_profile_flags[AI::Profile_Flags::Free_afterburner_use];
if (!(shipp->flags[Ship::Ship_Flags::Afterburner_locked]) &&
(free_ab_use || ai_willing_to_afterburn_hard(aip)) &&
(cur_guard_rad > 1.1f * max_guard_dist))
{
vec3d v2g;
float dot_to_goal_point;
vm_vec_normalized_dir(&v2g, &goal_pt, &Pl_objp->pos);
dot_to_goal_point = vm_vec_dot(&v2g, &Pl_objp->orient.vec.fvec);
if (dot_to_goal_point > 0.75f) {
if (ai_willing_to_afterburn_hard(aip))
ai_afterburn_hard(Pl_objp, aip);
else if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
afterburners_start(Pl_objp);
aip->afterburner_stop_time = Missiontime + 3 * F1_0;
}
}
} else if (Pl_objp->phys_info.flags & PF_AFTERBURNER_ON) {
afterburners_stop(Pl_objp);
}
// Periodically, scan for a nearby ship to attack.
if (((AI_FrameCount ^ (OBJ_INDEX(Pl_objp))) & 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:
UNREACHABLE("Illegal submode of %d for guard mode in ai_big_guard. Please report to the SCP!", aip->submode);
// 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;
float dist_to_guardobj;
vec3d vec_to_guardobj;
if (aip->guard_objnum == -1) {
aip->mode = AIM_NONE;
return;
}
Assert(aip->guard_objnum != -1);
guard_objp = &Objects[aip->guard_objnum];
Assertion(guard_objp != Pl_objp, "The ship %s has been found to be guarding itself in ai_guard. Please report to the SCP!", shipp->ship_name); // This seems illegal. Why is a ship guarding itself?
if (guard_objp == Pl_objp) {
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;
}
if (better_collision_avoidance_triggered(
The_mission.ai_profile->flags[AI::Profile_Flags::Better_guard_collision_avoidance],
The_mission.ai_profile->better_collision_avoid_aggression_guard,
Pl_objp,
En_objp)) {
return;
}
// handler for guard object with BIG radius
if (guard_objp->radius > The_mission.ai_profile->guard_big_orbit_above_target_radius) {
ai_big_guard();
return;
}
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(OBJ_INDEX(Pl_objp));
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);
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)) {
if (Pl_objp->phys_info.flags & PF_AFTERBURNER_ON) {
afterburners_stop(Pl_objp);
}
return;
}
if (avoid_player(Pl_objp, &goal_point)) {
if (Pl_objp->phys_info.flags & PF_AFTERBURNER_ON) {
afterburners_stop(Pl_objp);
}
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, nullptr, nullptr, 0.0f, 0, &rvec);
bool free_ab_use = aip->ai_flags[AI::AI_Flags::Free_afterburner_use] || aip->ai_profile_flags[AI::Profile_Flags::Free_afterburner_use];
if (!(shipp->flags[Ship::Ship_Flags::Afterburner_locked]) &&
(free_ab_use || ai_willing_to_afterburn_hard(aip)) &&
(accel_scale * (0.25f + dist_to_goal_point/700.0f) > 0.8f))
{
if (ai_willing_to_afterburn_hard(aip))
ai_afterburn_hard(Pl_objp, aip);
else if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
afterburners_start(Pl_objp);
aip->afterburner_stop_time = Missiontime + 3*F1_0;
}
accelerate_ship(aip, 1.0f);
} else {
if (Pl_objp->phys_info.flags & PF_AFTERBURNER_ON) {
afterburners_stop(Pl_objp);
}
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)) {
if (Pl_objp->phys_info.flags & PF_AFTERBURNER_ON) {
afterburners_stop(Pl_objp);
}
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, nullptr, 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, nullptr, 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, nullptr, 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) {
if (aip->ai_profile_flags[AI::Profile_Flags::Align_to_target_when_guarding_still]) {
vec3d goal_vec = guard_objp->orient.vec.fvec + Pl_objp->pos;
turn_towards_point(Pl_objp, &goal_vec, nullptr, 0.0f, &guard_objp->orient);
} else {
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));
}
if (Pl_objp->phys_info.flags & PF_AFTERBURNER_ON) {
afterburners_stop(Pl_objp);
}
}
// Periodically, scan for a nearby ship to attack.
if (((AI_FrameCount ^ (OBJ_INDEX(Pl_objp))) & 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:
UNREACHABLE("Illegal ai submode of %d for guard mode in ai_guard for ship %s. Pleae report to the SCP!", aip->submode, shipp->ship_name);
// 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;
}
}
// 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;
int p_index;
int p_team;
p_index = -1;
p_team = -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];
if(Game_mode & GM_MULTIPLAYER){
p_index = multi_find_player_by_object(repaired_objp);
if (p_index >= 0) {
p_team = Net_players[p_index].p_info.team;
}
} else {
if(repaired_objp == Player_obj){
p_index = Player_num;
}
}
switch( how ) {
case REPAIR_INFO_BEGIN:
aip->ai_flags.set(AI::AI_Flags::Being_repaired);
aip->ai_flags.remove(AI::AI_Flags::Awaiting_repair);
stamp = timestamp(-1);
if (repair_objp != nullptr && scripting::hooks::OnSupportRearmStarted->isActive()) {
scripting::hooks::OnSupportRearmStarted->run(
scripting::hook_param_list(scripting::hook_param("Support Ship", 'o', repair_objp),
scripting::hook_param("Target Ship", 'o', repaired_objp)));
}
// if this is a player ship, then subtract the repair penalty from this player's score
if ( repaired_objp->flags[Object::Object_Flags::Player_ship] ) {
if ( !(Game_mode & GM_MULTIPLAYER) ) {
Player->stats.m_score -= The_mission.ai_profile->repair_penalty[Game_skill_level]; // subtract the penalty
}
}
break;
case REPAIR_INFO_BROKEN:
aip->ai_flags.remove(AI::AI_Flags::Being_repaired);
aip->ai_flags.set(AI::AI_Flags::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[AI::AI_Flags::Awaiting_repair] ){
aip->support_ship_objnum = -1;
}
aip->ai_flags.remove(AI::AI_Flags::Being_repaired);
aip->ai_flags.remove(AI::AI_Flags::Awaiting_repair);
stamp = timestamp((int) ((30 + 10*frand()) * 1000));
break;
case REPAIR_INFO_QUEUE:
aip->ai_flags.set(AI::AI_Flags::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.remove(AI::AI_Flags::Being_repaired);
aip->ai_flags.remove(AI::AI_Flags::Awaiting_repair);
if (repair_objp != NULL) {
repair_aip = &Ai_info[Ships[repair_objp->instance].ai_index];
repair_aip->ai_flags.remove(AI::AI_Flags::Being_repaired);
repair_aip->ai_flags.remove(AI::AI_Flags::Awaiting_repair);
}
if ( p_index >= 0 ) {
hud_support_view_abort();
// send appropriate messages here
if (Game_mode & GM_NORMAL || MULTIPLAYER_MASTER) {
if ( how == REPAIR_INFO_KILLED ){
message_send_builtin(MESSAGE_SUPPORT_KILLED, nullptr, nullptr, p_index, p_team);
} else {
if ( repair_objp ){
message_send_builtin(MESSAGE_REPAIR_ABORTED, &Ships[repair_objp->instance], nullptr, p_index, p_team);
}
}
}
}
// add log entry if this is a player
if ( repaired_objp->flags[Object::Object_Flags::Player_ship] ){
mission_log_add_entry(LOG_PLAYER_ABORTED_REARM, Ships[repaired_objp->instance].ship_name, NULL);
}
if (repair_objp != nullptr && scripting::hooks::OnSupportRearmFinished->isActive()) {
scripting::hooks::OnSupportRearmFinished->run(
scripting::hook_param_list(scripting::hook_param("Support Ship", 'o', repair_objp),
scripting::hook_param("Target Ship", 'o', repaired_objp)));
}
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();
if (Game_mode & GM_NORMAL || MULTIPLAYER_MASTER) {
message_send_builtin(MESSAGE_REPAIR_DONE, &Ships[repair_objp->instance], nullptr, p_index, p_team);
}
}
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:
UNREACHABLE("Illegal repair info type of %d in ai_do_objects_repairing_stuff. Pleae report to the SCP!", how);
}
// repair_objp might be NULL if we are cleaning up this mode because of the support ship
// getting killed.
if ( repair_objp ) {
Ai_info[Ships[repair_objp->instance].ai_index].warp_out_timestamp = stamp;
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.set(AI::AI_Flags::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.remove(AI::AI_Flags::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:
UNREACHABLE("Illegal repair info type of %d in ai_do_objects_repairing_stuff. Pleae report to the SCP!", how);
}
}
multi_maybe_send_repair_info( repaired_objp, repair_objp, how );
}
// Goober5000 - helper function that is also called from ai_dock()
void ai_get_dock_goal_indexes(object *objp, ai_info *aip, ai_goal *aigp, object *goal_objp, int &docker_index, int &dockee_index)
{
// get the indexes
switch (aip->submode)
{
case AIS_DOCK_1:
case AIS_DOCK_2:
case AIS_DOCK_3:
Warning(LOCATION, "Normally dock indexes should be calculated for only AIS_DOCK_0 and AIS_UNDOCK_0. Trace out and debug.");
FALLTHROUGH;
case AIS_DOCK_0:
{
// get them from the active goal
Assert(aigp != NULL);
Assert(aigp->flags[AI::Goal_Flags::Dockee_index_valid] && aigp->flags[AI::Goal_Flags::Docker_index_valid]);
docker_index = aigp->docker.index;
dockee_index = aigp->dockee.index;
Assert(docker_index >= 0);
Assert(dockee_index >= 0);
break;
}
case AIS_DOCK_4:
case AIS_DOCK_4A:
case AIS_UNDOCK_1:
case AIS_UNDOCK_2:
Warning(LOCATION, "Normally dock indexes should be calculated for only AIS_DOCK_0 and AIS_UNDOCK_0. Trace out and debug.");
FALLTHROUGH;
case AIS_UNDOCK_0:
{
// get them from the guy I'm docked to
Assert(goal_objp != NULL);
docker_index = dock_find_dockpoint_used_by_object(objp, goal_objp);
dockee_index = dock_find_dockpoint_used_by_object(goal_objp, objp);
Assert(docker_index >= 0);
Assert(dockee_index >= 0);
break;
}
case AIS_UNDOCK_3:
case AIS_UNDOCK_4:
{
Warning(LOCATION, "Normally dock indexes should be calculated for only AIS_DOCK_0 and AIS_UNDOCK_0. Additionally, dock indexes can't always be determined for AIS_UNDOCK_3 or AIS_UNDOCK_4. Trace out and debug.");
docker_index = -1;
dockee_index = -1;
break;
}
default:
{
Error(LOCATION, "Unknown docking submode!");
docker_index = -1;
dockee_index = -1;
break;
}
}
}
void ai_dock_do_animations(ship* shipp, int from_dockstage, int to_dockstage, int dock_index)
{
if (shipp == nullptr)
return;
//ordered DOCK / UNDOCK in order of "docked more".
const int dockstages_ordered[] = { AIS_DOCK_0, AIS_DOCK_1, AIS_DOCK_2, AIS_DOCK_3, AIS_DOCK_4, AIS_UNDOCK_4, AIS_UNDOCK_3, AIS_UNDOCK_2, AIS_UNDOCK_1, AIS_UNDOCK_0 };
//AIS_DOCK_4A behaves identical to AIS_DOCK_4 here
if (from_dockstage == AIS_DOCK_4A)
from_dockstage = AIS_DOCK_4;
if (to_dockstage == AIS_DOCK_4A)
to_dockstage = AIS_DOCK_4;
constexpr size_t num_dockstages = sizeof(dockstages_ordered) / sizeof(dockstages_ordered[0]);
size_t currentIdx = num_dockstages, targetIdx = num_dockstages;
for (size_t idx = 0; idx < num_dockstages; idx++) {
if (from_dockstage == dockstages_ordered[idx])
currentIdx = idx;
if (to_dockstage == dockstages_ordered[idx])
targetIdx = idx;
}
Assertion(currentIdx != num_dockstages, "Couldn't find current dockstage %d for docking animations.", from_dockstage);
Assertion(targetIdx != num_dockstages, "Couldn't find target dockstage %d for docking animations.", to_dockstage);
Assertion(targetIdx != currentIdx, "Cannot perform docking animations when not actually switching dock stages.");
Assertion((currentIdx < 5 && targetIdx < 5) || (currentIdx >= 5 && targetIdx >= 5), "Cannot perform animations from a AIS_DOCK to AIS_UNDOCK stage!");
bool isDocking = currentIdx < targetIdx;
animation::ModelAnimationDirection direction = isDocking ? animation::ModelAnimationDirection::FWD : animation::ModelAnimationDirection::RWD;
const animation::ModelAnimationSet& animations = Ship_info[shipp->ship_info_index].animations;
polymodel_instance* pmi = model_get_instance(shipp->model_instance_num);
SCP_string dock_name = model_get_dock_name(Ship_info[shipp->ship_info_index].model_num, dock_index);
for (size_t i = currentIdx; i != targetIdx; i += isDocking ? 1 : -1) {
switch (dockstages_ordered[i + (isDocking ? 1 : 0)]) {
case AIS_DOCK_1:
case AIS_UNDOCK_3:
//Catches new-table animations with dock port name
(animations.get(pmi, animation::ModelAnimationTriggerType::Docking_Stage1, dock_name) +
//Catches new-table animations with no name and no subtype, as well as legacy-table animations with no subtype
animations.get(pmi, animation::ModelAnimationTriggerType::Docking_Stage1, "") +
//Catches new-table animations with subtype, as well as legacy-table animations with subtype
animations.getAll(pmi, animation::ModelAnimationTriggerType::Docking_Stage1, dock_index, true)).start(direction);
break;
case AIS_DOCK_2:
case AIS_UNDOCK_2:
(animations.get(pmi, animation::ModelAnimationTriggerType::Docking_Stage2, dock_name) +
animations.get(pmi, animation::ModelAnimationTriggerType::Docking_Stage2, "") +
animations.getAll(pmi, animation::ModelAnimationTriggerType::Docking_Stage2, dock_index, true)).start(direction);
break;
case AIS_DOCK_3:
case AIS_UNDOCK_1:
(animations.get(pmi, animation::ModelAnimationTriggerType::Docking_Stage3, dock_name) +
animations.get(pmi, animation::ModelAnimationTriggerType::Docking_Stage3, "") +
animations.getAll(pmi, animation::ModelAnimationTriggerType::Docking_Stage3, dock_index, true)).start(direction);
break;
case AIS_DOCK_4:
case AIS_UNDOCK_0:
(animations.get(pmi, animation::ModelAnimationTriggerType::Docked, dock_name) +
animations.get(pmi, animation::ModelAnimationTriggerType::Docked, "") +
animations.getAll(pmi, animation::ModelAnimationTriggerType::Docked, dock_index, true)).start(direction);
break;
case AIS_DOCK_0:
case AIS_UNDOCK_4:
default:
//No animation here
break;
}
}
}
// Goober5000 - clean up my own dock mode
void ai_cleanup_dock_mode_subjective(object *objp)
{
ship *shipp = &Ships[objp->instance];
// get ai of object
ai_info *aip = &Ai_info[shipp->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) )
{
// get the object being acted upon
object *goal_objp;
ship *goal_shipp;
if (aip->goal_objnum >= 0)
{
goal_objp = &Objects[aip->goal_objnum];
Assert(goal_objp->type == OBJ_SHIP);
goal_shipp = &Ships[goal_objp->instance];
}
else
{
goal_objp = nullptr;
goal_shipp = nullptr;
}
// get the indexes from the saved parameters
int docker_index = aip->submode_parm0;
int dockee_index = aip->submode_parm1;
// undo all the appropriate triggers
switch (aip->submode)
{
case AIS_UNDOCK_0:
case AIS_UNDOCK_1:
case AIS_UNDOCK_2:
ai_dock_do_animations(shipp, aip->submode, AIS_UNDOCK_3, docker_index);
ai_dock_do_animations(goal_shipp, aip->submode, AIS_UNDOCK_3, dockee_index);
break;
case AIS_DOCK_4:
case AIS_DOCK_4A:
case AIS_DOCK_3:
case AIS_DOCK_2:
ai_dock_do_animations(shipp, aip->submode, AIS_DOCK_1, docker_index);
ai_dock_do_animations(goal_shipp, aip->submode, AIS_DOCK_1, dockee_index);
break;
}
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. [Addendum - or ai_ship_destroy().]
// It ensures that any support ship stuff will be wrapped up gracefully.)
void ai_cleanup_rearm_mode(object *objp, bool deathroll)
{
ai_info *aip = &Ai_info[Ships[objp->instance].ai_index];
auto how = deathroll ? REPAIR_INFO_ABORT : REPAIR_INFO_END;
if (aip->ai_flags[AI::AI_Flags::Repairing]) {
Assert( aip->goal_objnum != -1 );
ai_do_objects_repairing_stuff( &Objects[aip->goal_objnum], objp, deathroll ? REPAIR_INFO_KILLED : REPAIR_INFO_END);
} else if ( aip->ai_flags[AI::AI_Flags::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], how );
} else if ( aip->ai_flags[AI::AI_Flags::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], how );
else
ai_do_objects_repairing_stuff( objp, NULL, how );
}
}
}
// 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()
{
auto aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
int 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;
}
// "escort" behavior
else if (aip->submode_parm0 != 0) {
vec3d rand_vec, center_to_goal, center_to_objp;
auto goal_objp = &Objects[goal_objnum];
float max_dist = std::max(aip->submode_float0, 1.0f);
// Figure out a goal point to fly to
// Make not all ships pursue same point.
// Calculate the seed from both shipnums so the same Pl_objp doesn't always choose the same spot
static_randvec((goal_objp->instance * MAX_SHIPS) + (Pl_objp->instance), &rand_vec);
aip->goal_point = goal_objp->pos + max_dist * rand_vec;
// Make sure point is on the near side of goal_objp (relative to Pl_objp's position).
center_to_goal = aip->goal_point - goal_objp->pos;
center_to_objp = Pl_objp->pos - goal_objp->pos;
if (vm_vec_dot(&center_to_goal, &center_to_objp) < 0.0f) {
vm_vec_negate(&rand_vec);
aip->goal_point = goal_objp->pos + max_dist * rand_vec;
}
// Fly to the point
auto dist = vm_vec_dist_quick(&goal_objp->pos, &Pl_objp->pos);
if (dist > max_dist) {
turn_towards_point(Pl_objp, &aip->goal_point, nullptr, 0.0f);
accelerate_ship(aip, dist / max_dist - 0.8f);
float dot = vm_vec_dot_to_point(&Pl_objp->orient.vec.fvec, &Pl_objp->pos, &aip->goal_point);
if (ai_willing_to_afterburn_hard(aip) && dot > 0.99f && dist - max_dist > 700.0f)
ai_afterburn_hard(Pl_objp, aip);
}
}
// standard behavior
else {
vec3d rand_vec, goal_pos, vec_to_goal;
auto goal_objp = &Objects[goal_objnum];
float max_dist = std::max(aip->submode_float0, 1.0f);
// Make not all ships pursue same point.
// Calculate the seed from both shipnums so the same Pl_objp doesn't always choose the same spot
static_randvec((goal_objp->instance * MAX_SHIPS) + (Pl_objp->instance), &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.
float dist = vm_vec_dist_quick(&goal_objp->pos, &Pl_objp->pos);
float scale = dist - max_dist/2;
if (scale < 0.0f)
scale = 0.0f;
vm_vec_scale_add(&goal_pos, &goal_objp->pos, &rand_vec, scale);
// Fly to the point
if (dist > max_dist) {
turn_towards_point(Pl_objp, &goal_pos, nullptr, 0.0f);
accelerate_ship(aip, dist / max_dist - 0.8f);
float dot = vm_vec_dot_to_point(&Pl_objp->orient.vec.fvec, &Pl_objp->pos, &goal_pos);
if (ai_willing_to_afterburn_hard(aip) && dot > 0.99f && dist - max_dist > 700.0f)
ai_afterburn_hard(Pl_objp, aip);
}
}
}
// 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.remove(AI::AI_Flags::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.set(AI::AI_Flags::Repair_obstructed);
return collide_objnum;
}
// 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 < 0)
|| (Objects[aip->goal_objnum].signature != aip->goal_signature) )
{
ai_cleanup_dock_mode_subjective(Pl_objp);
}
ship_info *sip = &Ship_info[shipp->ship_info_index];
// we need to keep the dock indexes stored in the submode because the goal may become invalid at any point
// (when we first dock or first undock, we'll calculate and overwrite these for the first time)
int docker_index = aip->submode_parm0;
int dockee_index = aip->submode_parm1;
// 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;
ship *goal_shipp;
if (aip->goal_objnum >= 0)
{
goal_objp = &Objects[aip->goal_objnum];
Assert(goal_objp->type == OBJ_SHIP);
goal_shipp = &Ships[goal_objp->instance];
}
else
{
goal_objp = NULL;
goal_shipp = NULL;
}
// 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:
{
// save the dock indexes we're currently using
ai_get_dock_goal_indexes(Pl_objp, aip, aigp, goal_objp, docker_index, dockee_index);
aip->submode_parm0 = docker_index;
aip->submode_parm1 = dockee_index;
ai_path();
if (aip->path_length < 4)
{
Assert(goal_objp != nullptr);
ship_info *goal_sip = &Ship_info[goal_shipp->ship_info_index];
char *goal_ship_class_name = goal_sip->name;
char *goal_dock_path_name = model_get(goal_sip->model_num)->paths[aip->mp_index].name;
mprintf(("Ship class %s has only %i points on dock path \"%s\". Recommended minimum number of points is 4. "\
"Docking along that path will look strange. You may wish to edit the model.\n", goal_ship_class_name, aip->path_length, goal_dock_path_name));
}
aip->submode = AIS_DOCK_1;
aip->submode_start_time = Missiontime;
ai_dock_do_animations(shipp, AIS_DOCK_0, AIS_DOCK_1, docker_index);
ai_dock_do_animations(goal_shipp, AIS_DOCK_0, AIS_DOCK_1, dockee_index);
aip->path_start = -1;
break;
}
// This mode means to follow the path until just before the end.
case AIS_DOCK_1:
{
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 {
{
ai_path();
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;
ai_dock_do_animations(shipp, AIS_DOCK_1, AIS_DOCK_2, docker_index);
ai_dock_do_animations(goal_shipp, AIS_DOCK_1, AIS_DOCK_2, dockee_index);
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 {
aip->submode = AIS_DOCK_2;
aip->submode_start_time = Missiontime;
ai_dock_do_animations(shipp, AIS_DOCK_1, AIS_DOCK_2, docker_index);
ai_dock_do_animations(goal_shipp, AIS_DOCK_1, AIS_DOCK_2, dockee_index);
}
}
}
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;
ai_dock_do_animations(shipp, AIS_DOCK_2, AIS_DOCK_1, docker_index);
ai_dock_do_animations(goal_shipp, AIS_DOCK_2, AIS_DOCK_1, dockee_index);
} else {
dist = dock_orient_and_approach(Pl_objp, docker_index, goal_objp, dockee_index, DOA_APPROACH);
Assert(dist != UNINITIALIZED_VALUE);
float tolerance;
if (goal_objp->flags[Object::Object_Flags::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;
ai_dock_do_animations(shipp, AIS_DOCK_2, AIS_DOCK_3, docker_index);
ai_dock_do_animations(goal_shipp, AIS_DOCK_2, AIS_DOCK_3, dockee_index);
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;
ai_dock_do_animations(shipp, AIS_DOCK_3, AIS_DOCK_2, docker_index);
ai_dock_do_animations(goal_shipp, AIS_DOCK_3, AIS_DOCK_2, dockee_index);
} else {
rotating_dockpoint_info rdinfo;
float dist = dock_orient_and_approach(Pl_objp, docker_index, goal_objp, dockee_index, DOA_DOCK, &rdinfo);
Assert(dist != UNINITIALIZED_VALUE);
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) {
// Play a ship docking attach sound
snd_play_3d( gamesnd_get_game_sound(GameSounds::DOCK_ATTACH), &Pl_objp->pos, &View_position );
// start the dock animation
ai_dock_do_animations(shipp, AIS_DOCK_3, AIS_DOCK_4, docker_index);
ai_dock_do_animations(goal_shipp, AIS_DOCK_3, AIS_DOCK_4, dockee_index);
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[AI::AI_Flags::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:
{
if (aigp == NULL) { // Can happen for initially docked ships.
// this now "just sits here" for docked ships
ai_do_default_behavior( &Objects[Ships[aip->shipnum].objnum] ); // do the default behavior
} else {
mission_log_add_entry(LOG_SHIP_DOCKED, shipp->ship_name, goal_shipp->ship_name);
if (aigp->ai_mode == AI_GOAL_DOCK) {
ai_mission_goal_complete( aip ); // Note, this calls ai_do_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));
float dist = dock_orient_and_approach(Pl_objp, docker_index, goal_objp, dockee_index, DOA_DOCK);
Assert(dist != UNINITIALIZED_VALUE);
ai_info *goal_aip = &Ai_info[goal_shipp->ai_index];
// 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 );
// Goober5000 - add missionlog for support ships, per Mantis #2999
mission_log_add_entry(LOG_SHIP_UNDOCKED, shipp->ship_name, goal_shipp->ship_name);
}
// Make sure repair has not broken off.
else if (dist > 5.0f) // Oops, too far away!
{
if ( goal_aip->ai_flags[AI::AI_Flags::Being_repaired] ) {
ai_do_objects_repairing_stuff( goal_objp, Pl_objp, REPAIR_INFO_BROKEN);
// Goober5000 - add missionlog for support ships, per Mantis #2999
mission_log_add_entry(LOG_SHIP_UNDOCKED, shipp->ship_name, goal_shipp->ship_name);
}
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;
ai_dock_do_animations(shipp, AIS_DOCK_4, AIS_DOCK_2, docker_index);
ai_dock_do_animations(goal_shipp, AIS_DOCK_4, AIS_DOCK_2, dockee_index);
}
}
else
{
if ( goal_aip->ai_flags[AI::AI_Flags::Awaiting_repair] ) {
ai_do_objects_repairing_stuff( goal_objp, Pl_objp, REPAIR_INFO_BEGIN );
// Goober5000 - add missionlog for support ships, per Mantis #2999
mission_log_add_entry(LOG_SHIP_DOCKED, shipp->ship_name, goal_shipp->ship_name);
}
}
break;
}
case AIS_UNDOCK_0:
{
// First stage of undocking.
int path_num;
// If this is the first frame for this submode, play the animation and set the timestamp
if (aip->mode_time < 0)
{
// save the dock indexes we're currently using
ai_get_dock_goal_indexes(Pl_objp, aip, aigp, goal_objp, docker_index, dockee_index);
aip->submode_parm0 = docker_index;
aip->submode_parm1 = dockee_index;
// start the detach animation (opposite of the dock animation)
Assert(goal_objp != nullptr);
ai_dock_do_animations(shipp, AIS_UNDOCK_0, AIS_UNDOCK_1, docker_index);
ai_dock_do_animations(goal_shipp, AIS_UNDOCK_0, AIS_UNDOCK_1, dockee_index);
// calculate time until animations elapse
int time = sip->animations.getAll(model_get_instance(shipp->model_instance_num), animation::ModelAnimationTriggerType::Docked, docker_index).getTime();
if (goal_shipp != nullptr) {
ship_info* goal_sip = &Ship_info[goal_shipp->ship_info_index];
int time2 = goal_sip->animations.getAll(model_get_instance(goal_shipp->model_instance_num), animation::ModelAnimationTriggerType::Docked, dockee_index).getTime();
time = MAX(time, time2);
}
aip->mode_time = timestamp(time);
}
// if not enough time has passed, just wait
if (!timestamp_elapsed(aip->mode_time))
break;
// clear timestamp
aip->mode_time = -1;
// 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( gamesnd_get_game_sound(GameSounds::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;
// Waiting for one second to elapse to let detach sound effect play out.
if (Missiontime - aip->submode_start_time < REARM_BREAKOFF_DELAY)
break;
// play the depart sound, but only once, since this mode is called multiple times per frame
if ( !(aigp->flags[AI::Goal_Flags::Depart_sound_played]))
{
snd_play_3d( gamesnd_get_game_sound(GameSounds::DOCK_DEPART), &Pl_objp->pos, &View_position );
aigp->flags.set(AI::Goal_Flags::Depart_sound_played);
}
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;
ai_dock_do_animations(shipp, AIS_UNDOCK_1, AIS_UNDOCK_2, docker_index);
ai_dock_do_animations(goal_shipp, AIS_UNDOCK_1, AIS_UNDOCK_2, dockee_index);
}
break;
}
case AIS_UNDOCK_2:
{
float dist;
// get pointer to docked object's aip to reset flags, etc
Assert( aip->goal_objnum != -1 );
// Second stage of undocking.
dist = dock_orient_and_approach(Pl_objp, docker_index, goal_objp, dockee_index, DOA_UNDOCK_2);
Assert(dist != UNINITIALIZED_VALUE);
// If at goal point, or quite far away from dock object
// NOTE: the speed check has an etra 5 thousandths added on to account for some floating point error
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 + 0.005f) > MAX_UNDOCK_ABORT_SPEED) ) {
// reset the dock flags. If rearm/repair, reset rearm repair flags for those ships as well.
if ( sip->flags[Ship::Info_Flags::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;
aip->submode_start_time = Missiontime;
ai_dock_do_animations(shipp, AIS_UNDOCK_2, AIS_UNDOCK_3, docker_index);
ai_dock_do_animations(goal_shipp, AIS_UNDOCK_2, AIS_UNDOCK_3, dockee_index);
// don't add undock log entries for support ships.
// Goober5000 - deliberately contravening Volition's above comment - add missionlog for support ships, per Mantis #2999
mission_log_add_entry(LOG_SHIP_UNDOCKED, shipp->ship_name, goal_shipp->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;
ai_dock_do_animations(shipp, AIS_UNDOCK_3, AIS_UNDOCK_4, docker_index);
ai_dock_do_animations(goal_shipp, AIS_UNDOCK_3, AIS_UNDOCK_4, dockee_index);
}
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) {
aip->submode = AIS_UNDOCK_4;
aip->submode_start_time = Missiontime;
ai_dock_do_animations(shipp, AIS_UNDOCK_3, AIS_UNDOCK_4, docker_index);
ai_dock_do_animations(goal_shipp, AIS_UNDOCK_3, AIS_UNDOCK_4, dockee_index);
}
// possible that this flag hasn't been cleared yet. When aborting a rearm, this submode might
// be entered directly.
if ( (sip->flags[Ship::Info_Flags::Support]) && (aip->ai_flags[AI::AI_Flags::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
}
break;
}
default:
{
UNREACHABLE("Illegal dock submode of %d in ai_dock. Pleae report to the SCP!", aip->submode);
}
} // end of switch statement
}
#ifndef NDEBUG
#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;
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);
}
Num_AI_debug_render_stuff = 0;
}
#endif
// --------------------------------------------------------------------------
// Process whatever AI behavior is associated with subobjects of object objnum.
// Deal with engines disabled.
void ai_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];
bool in_lab = gameseq_get_state() == GS_STATE_LAB;
// non-player ships that are playing dead do not process subsystems or turrets unless we're in the lab
if (gameseq_get_state() != GS_STATE_LAB) {
if ((!(objp->flags[Object::Object_Flags::Player_ship]) || Player_use_ai) && aip->mode == AIM_PLAY_DEAD)
return;
}
polymodel_instance *pmi = model_get_instance(shipp->model_instance_num);
polymodel *pm = model_get(pmi->model_num);
for ( pss = GET_FIRST(&shipp->subsys_list); pss !=END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
auto psub = pss->system_info;
// Don't process destroyed objects (but allow subobjects with hitpoints disabled -nuke)
if (pss->max_hits > 0 && pss->current_hits <= 0.0f) {
continue;
}
switch (psub->type) {
case SUBSYSTEM_TURRET:
{ // brace so that we can declare a variable in a case statement.
// Don't process multipart turrets if we can't rotate.
if ((psub->subobj_num != psub->turret_gun_sobj) && (psub->turret_gun_sobj >= 0) && shipp->flags[Ship::Ship_Flags::Subsystem_movement_locked])
break;
int old_target = pss->turret_enemy_objnum;
// Don't process a turret for a ship being repaired, if the support ship is close
// (previously in ship_evaluate_ai (previously in ship_process_post))
// Cyborg -- Unfortunately Ai info is not reliable and should just not be accessed here.
// It will have no real effect on gameplay, since the server decides when turrets fire
if (!MULTIPLAYER_CLIENT && (aip->ai_flags.any_of(AI::AI_Flags::Being_repaired,AI::AI_Flags::Awaiting_repair))) // NOLINT(readability-simplify-boolean-expr)
{
if (aip->support_ship_objnum >= 0)
{
if (vm_vec_dist_quick(&objp->pos, &Objects[aip->support_ship_objnum].pos) < (objp->radius + Objects[aip->support_ship_objnum].radius) * 1.25f)
break;
}
}
// we need to update client data here.
if (MULTIPLAYER_CLIENT) {
turret_packet network_turret_data;
if (Multi_Turret_Manager.get_latest_packet(objp->net_signature, ship_get_subsys_index(pss), &network_turret_data)) {
pss->info_from_server_stamp = network_turret_data.time;
pss->turret_enemy_objnum = network_turret_data.target_objnum;
pss->turret_enemy_sig = (pss->turret_enemy_objnum > -1) ? Objects[pss->turret_enemy_objnum].signature : 0;
// if the remote instance had a nullptr, first will be false. second holds the actual angle.
if (network_turret_data.angle1.first && pss->submodel_instance_1 != nullptr){
pss->submodel_instance_1->cur_angle = network_turret_data.angle1.second;
}
if (network_turret_data.angle2.first && pss->submodel_instance_2 != nullptr){
pss->submodel_instance_2->cur_angle = network_turret_data.angle2.second;
}
}
}
// handle ending animations
if ( (pss->turret_animation_position == MA_POS_READY) && timestamp_elapsed(pss->turret_animation_done_time) ) {
ship_info* turret_sip = &Ship_info[shipp->ship_info_index];
polymodel_instance* turret_pmi = model_get_instance(shipp->model_instance_num);
//For legacy animations using subtype for turret number
bool started = (turret_sip->animations.getAll(turret_pmi, animation::ModelAnimationTriggerType::TurretFiring, pss->system_info->subobj_num, true)
//For modern animations using proper triggered-by-subsys name
+ turret_sip->animations.get(turret_pmi, animation::ModelAnimationTriggerType::TurretFiring, animation::anim_name_from_subsys(pss->system_info)))
.start(animation::ModelAnimationDirection::RWD);
if (started) {
pss->turret_animation_position = MA_POS_NOT_SET;
}
}
if ( psub->turret_num_firing_points > 0 )
{
if (!in_lab) {
ai_turret_execute_behavior(shipp, pss);
}
} else {
Warning( LOCATION, "Turret %s on ship %s has no firing points assigned to it.\nThis needs to be fixed in the model.\n", psub->name, shipp->ship_name );
}
// If we're not using FIT, the AI stuff will happen after the object and its submodels move,
// so in that case be sure to keep the turret submodels up to date
if (!Framerate_independent_turning) {
if (psub->subobj_num >= 0) {
model_replicate_submodel_instance(pm, pmi, psub->subobj_num, pss->flags);
}
if ((psub->subobj_num != psub->turret_gun_sobj) && (psub->turret_gun_sobj >= 0)) {
model_replicate_submodel_instance(pm, pmi, psub->turret_gun_sobj, pss->flags);
}
}
// For multi, if there's a new target for this turret on the server, send an update to clients.
if (MULTIPLAYER_MASTER && old_target != pss->turret_enemy_objnum){
Multi_Turret_Manager.add_packet_to_queue(objp->net_signature, ship_get_subsys_index(pss));
}
break;
}
case SUBSYSTEM_ENGINE:
case SUBSYSTEM_NAVIGATION:
case SUBSYSTEM_COMMUNICATION:
case SUBSYSTEM_WEAPONS:
case SUBSYSTEM_SENSORS:
case SUBSYSTEM_UNKNOWN:
break;
case SUBSYSTEM_RADAR:
case SUBSYSTEM_SOLAR:
case SUBSYSTEM_GAS_COLLECT:
case SUBSYSTEM_ACTIVATION:
break;
default:
Error(LOCATION, "Illegal subsystem type %d.\n", psub->type);
}
// NOTE: Subsystem submodels are no longer rotated here. See ship_move_subsystems().
}
// Lab doesn't need to do anything else here
if (in_lab) {
return;
}
// Clients must not make actual AI changes! So bail here.
if (MULTIPLAYER_CLIENT) {
return;
}
// Deal with a ship with blown out engines.
if (ship_subsystems_blown(shipp, SUBSYSTEM_ENGINE)) {
// Karajorma - if Player_use_ai is ever fixed to work on multiplayer it should be checked that any player ships
// aren't under AI control here
if ((!(objp->flags[Object::Object_Flags::Player_ship])) && (sip->is_fighter_bomber()) && !(shipp->flags[Ship::Ship_Flags::Dying])) {
// Goober5000 - don't do anything if docked
if (!object_is_docked(objp)) {
// 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, nullptr); // 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;
}
}
}
}
// Goober5000 and wookieejedi - conversely, if the engines are no longer blown (e.g. after repair), resume normal chase behavior.
// The rest of the AI assumes SM_ATTACK_FOREVER implies blown engines,
// so don't leave the submode set after the engines recover, or the ship will never evade and will ignore being hit.
else if (The_mission.ai_profile->flags[AI::Profile_Flags::Fix_small_ai_recover_after_engines_repaired] && ((aip->mode == AIM_CHASE) && (aip->submode == SM_ATTACK_FOREVER))) {
aip->submode = SM_ATTACK;
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 = 0;
if (wingnum < 0) {
return NULL;
}
Assert( 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 (!Ships[ship_num].flags[Ship::Ship_Flags::Maneuver_despite_engines] && ship_subsystems_blown(&Ships[ship_num], SUBSYSTEM_ENGINE)) {
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, int wingnum)
{
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 (o->flags[Object::Object_Flags::Should_be_dead])
continue;
if (Ships[o->instance].wingnum == 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.
*/
static float gwlr_object_1(object *objp)
{
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 (o->flags[Object::Object_Flags::Should_be_dead])
continue;
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, bool formation_object_flag)
{
ship *shipp;
Assert(objp->type == OBJ_SHIP || objp->type == OBJ_START);
Assert((objp->instance >= 0) && (objp->instance < MAX_OBJECTS));
shipp = &Ships[objp->instance];
if (formation_object_flag) {
return gwlr_object_1(objp);
} else {
return gwlr_1(objp, shipp->wingnum);
}
}
float Wing_y_scale = 2.0f;
float Wing_scale = 1.0f;
DCF(wing_y_scale, "Adjusts the wing formation scale along the Y axis (Default is 2.0)")
{
dc_stuff_float(&Wing_y_scale);
}
DCF(wing_scale, "Adjusts the wing formation scale. (Default is 1.0f)")
{
dc_stuff_float(&Wing_scale);
}
/**
* Given an object to fly off of, a wing and a position in the wing formation, return the desired absolute location to fly to.
* @return result in *result_pos.
*/
void get_absolute_wing_pos(vec3d *result_pos, object *leader_objp, int wingnum, int wing_index, bool formation_object_flag, bool autopilot)
{
vec3d wing_delta, rotated_wing_delta;
float wing_spread_size;
int formation_index = Wings[wingnum].formation;
if (wing_index == 0)
wing_delta = vmd_zero_vector;
else if (!Wing_formations.empty() && (formation_index >= 0) && (wing_index < MAX_SHIPS_PER_WING)) {
Assertion((int)Wing_formations.size() > formation_index, "%s wing's formation_index %d is higher than the Wing_formations size. Something went very wrong, go tell a coder!", Wings[wingnum].name, formation_index);
wing_delta = Wing_formations[formation_index].positions[wing_index - 1]; // custom desired location in leader's reference frame
}
else
get_wing_delta(&wing_delta, wing_index); // default 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);
// if not autopilot apply debug modifications to spread size and also y scale (2x default) unless it's a custom position
if ((leader_objp->flags[Object::Object_Flags::Player_ship] || leader_objp->type == OBJ_START) && !autopilot) {
if(formation_index == -1)
wing_delta.xyz.y *= Wing_y_scale;
wing_spread_size *= Wing_scale;
}
float scale_factor = autopilot ? 1.5f : (1.0f + leader_objp->phys_info.speed / 70.0f);
vm_vec_scale(&wing_delta, wing_spread_size * scale_factor * Wings[wingnum].formation_scale);
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;
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];
wingnum = shipp->wingnum;
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, wingnum, i, false);
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;
int wingnum;
int wing_index; // Index in wing struct, defines 3-space location in wing.
objp = &Objects[so->objnum];
if (objp->flags[Object::Object_Flags::Should_be_dead])
continue;
Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
shipp = &Ships[objp->instance];
wingnum = shipp->wingnum;
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
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);
CLAMP(Leader_chaos, 0.0f, 1.7f);
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 (Ships[objp->instance].wingnum == 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.
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[AI::AI_Flags::Formation_wing] && aip->ai_flags[AI::AI_Flags::Formation_object])); // 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[AI::AI_Flags::Formation_object]) {
if ((aip->goal_objnum < 0) || (aip->goal_objnum >= MAX_OBJECTS) || (aip->mode == AIM_BAY_DEPART)) {
aip->ai_flags.remove(AI::AI_Flags::Formation_object);
return 1;
}
wing_index = aip->form_obj_slotnum;
leader_objp = &Objects[aip->goal_objnum];
} else { // Formation flying in waypoint mode.
Assert(aip->ai_flags[AI::AI_Flags::Formation_wing]);
if ( aip->mode != AIM_WAYPOINTS ) {
aip->ai_flags.remove(AI::AI_Flags::Formation_wing);
return 1;
}
wingnum = shipp->wingnum;
if (wingnum == -1) {
return 1;
}
// disable formation flying for any ship in the players wing
// ... except when using auto-pilot
if ( !AutoPilotEngaged ) {
if (wingnum == Ships[Player_obj->instance].wingnum) {
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 = shipp->wingnum;
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;
}
// skip ourselves, if we happen to be the leader
if (leader_objp == Pl_objp) {
return 1;
}
if (aip->mode == AIM_WAYPOINTS) {
// skip if they have the flag
if (aip->ai_flags[AI::AI_Flags::Waypoints_no_formation] ||
(shipp->wingnum >= 0 && Wings[shipp->wingnum].flags[Ship::Wing_Flags::Waypoints_no_formation]))
return 1;
if (The_mission.ai_profile->flags[AI::Profile_Flags::Fix_ai_path_order_bug]){
// skip if wing leader has no waypoint order or a different waypoint list
// ...or if it's a different start index or direction
if ( (laip->mode != AIM_WAYPOINTS)
|| (laip->wp_list_index != aip->wp_list_index)
|| (laip->submode_parm0 != aip->submode_parm0)
|| ((laip->wp_flags & WPF_BACKTRACK) != (aip->wp_flags & WPF_BACKTRACK))
) {
return 1;
}
}
aip->wp_list_index = laip->wp_list_index;
aip->wp_index = laip->wp_index;
aip->wp_flags = laip->wp_flags;
auto wp_list = find_waypoint_list_at_index(aip->wp_list_index);
if (wp_list != nullptr) {
if (aip->wp_flags & WPF_BACKTRACK) {
if (aip->wp_index == -1)
++aip->wp_index;
} else {
if (aip->wp_index == static_cast<int>(wp_list->get_waypoints().size()))
--aip->wp_index;
}
}
}
#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, shipp->wingnum, wing_index, aip->ai_flags[AI::AI_Flags::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, &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);
// See how different this ship's bank is relative to wing leader
// If it's too different, set leader_orient in subsequent calls to turn_towards_point
// (nullptr will be ignored otherwise)
float leader_up_dot = vm_vec_dot(&leader_objp->orient.vec.uvec, &Pl_objp->orient.vec.uvec);
matrix* leader_orient = nullptr;
if (leader_up_dot < 0.996f) {
leader_orient = &leader_objp->orient;
}
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.
ship_info *sip = &Ship_info[shipp->ship_info_index];
bool ab_allowed = false;
if ((sip->flags[Ship::Info_Flags::Afterburner]) && !(shipp->flags[Ship::Ship_Flags::Afterburner_locked]) &&
((aip->ai_flags[AI::AI_Flags::Free_afterburner_use] || aip->ai_profile_flags[AI::Profile_Flags::Free_afterburner_use]) || ai_willing_to_afterburn_hard(aip))) {
ab_allowed = true;
} else {
if (Pl_objp->phys_info.flags & PF_AFTERBURNER_ON)
afterburners_stop(Pl_objp);
}
float switch_value = 0.0f;
if (ab_allowed) {
if ((Pl_objp->phys_info.afterburner_max_vel.xyz.z - leader_speed) > (0.2f * Pl_objp->phys_info.afterburner_max_vel.xyz.z)) {
switch_value = 0.2f * Pl_objp->phys_info.afterburner_max_vel.xyz.z;
} else {
switch_value = Pl_objp->phys_info.afterburner_max_vel.xyz.z - leader_speed;
}
}
if (dist_to_goal > 500.0f) {
turn_towards_point(Pl_objp, &goal_point, nullptr, 0.0f, leader_orient, AITTV_SLOW_BANK_ACCEL);
if (ab_allowed && !(Pl_objp->phys_info.flags & PF_AFTERBURNER_ON) && (dot_to_goal > 0.2f)) {
float percent_left = 100.0f * shipp->afterburner_fuel / sip->afterburner_fuel_capacity;
if (percent_left > 30.0f) {
afterburners_start(Pl_objp);
aip->afterburner_stop_time = Missiontime + 5 * F1_0;
}
}
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, nullptr, 0.0f, leader_orient, AITTV_SLOW_BANK_ACCEL);
float range_speed = Pl_objp->phys_info.max_vel.xyz.z - 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);
if (Pl_objp->phys_info.flags & PF_AFTERBURNER_ON)
afterburners_stop(Pl_objp);
} else {
set_accel_for_target_speed(Pl_objp, Pl_objp->phys_info.max_vel.xyz.z);
if (ab_allowed) {
if (!(Pl_objp->phys_info.flags & PF_AFTERBURNER_ON) && (dot_to_goal > 0.4f)) {
float percent_left = 100.0f * shipp->afterburner_fuel / sip->afterburner_fuel_capacity;
if ((percent_left > 30.0f) && (Pl_objp->phys_info.speed < leader_speed)) {
afterburners_start(Pl_objp);
aip->afterburner_stop_time = Missiontime + 5 * F1_0;
}
} else {
if ((Pl_objp->phys_info.speed > leader_speed + 1.5 * switch_value) || (dot_to_goal < 0.2f))
afterburners_stop(Pl_objp);
}
}
}
} else {
turn_towards_point(Pl_objp, &future_goal_point_5, nullptr, 0.0f, leader_orient, AITTV_SLOW_BANK_ACCEL);
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);
if (Pl_objp->phys_info.flags & PF_AFTERBURNER_ON)
afterburners_stop(Pl_objp);
}
} else {
vec3d v2f2;
float dot_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, nullptr, 0.0f, leader_orient, AITTV_SLOW_BANK_ACCEL);
set_accel_for_target_speed(Pl_objp, MIN(leader_speed*0.8f, 20.0f));
if (Pl_objp->phys_info.flags & PF_AFTERBURNER_ON)
afterburners_stop(Pl_objp);
} else if (dist_to_goal > 75.0f) {
turn_towards_point(Pl_objp, &future_goal_point_2, nullptr, 0.0f, leader_orient, AITTV_SLOW_BANK_ACCEL);
float delta_speed;
float range_speed = Pl_objp->phys_info.max_vel.xyz.z - leader_speed;
if (range_speed > 0.0f) {
delta_speed = dist_to_goal_2/500.0f * range_speed;
if (Pl_objp->phys_info.flags & PF_AFTERBURNER_ON)
afterburners_stop(Pl_objp);
} else {
delta_speed = Pl_objp->phys_info.max_vel.xyz.z - leader_speed;
if (ab_allowed) {
if (!(Pl_objp->phys_info.flags & PF_AFTERBURNER_ON) && (dot_to_goal > 0.6f)) {
float percent_left = 100.0f * shipp->afterburner_fuel / sip->afterburner_fuel_capacity;
if ((percent_left > 30.0f) && (Pl_objp->phys_info.speed < leader_speed - 0.5 * switch_value)) {
afterburners_start(Pl_objp);
aip->afterburner_stop_time = Missiontime + 5 * F1_0;
}
} else {
if ((Pl_objp->phys_info.speed > leader_speed + 0.95 * switch_value) || (dot_to_goal < 0.4f))
afterburners_stop(Pl_objp);
}
}
}
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 {
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))) {
turn_towards_point(Pl_objp, &goal_point, nullptr, 0.0f, leader_orient, AITTV_SLOW_BANK_ACCEL);
set_accel_for_target_speed(Pl_objp, leader_speed + dist_to_goal/10.0f);
} else {
if (Pl_objp->phys_info.speed < 0.5f) {
turn_towards_point(Pl_objp, &future_goal_point_1000x, nullptr, 0.0f, leader_orient, AITTV_SLOW_BANK_ACCEL);
}
set_accel_for_target_speed(Pl_objp, leader_speed);
}
if (Pl_objp->phys_info.flags & PF_AFTERBURNER_ON)
afterburners_stop(Pl_objp);
} else if (dist_to_goal > 10.0f) {
float dv;
turn_towards_point(Pl_objp, &future_goal_point_2, nullptr, 0.0f, leader_orient, AITTV_SLOW_BANK_ACCEL);
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);
}
float range_speed = Pl_objp->phys_info.max_vel.xyz.z - leader_speed;
if (range_speed > 0.0f) {
if (Pl_objp->phys_info.flags & PF_AFTERBURNER_ON)
afterburners_stop(Pl_objp);
} else {
if (ab_allowed) {
if (!(Pl_objp->phys_info.flags & PF_AFTERBURNER_ON) && (dot_to_goal > 0.9f)) {
float percent_left = 100.0f * shipp->afterburner_fuel / sip->afterburner_fuel_capacity;
if ((percent_left > 30.0f) && (Pl_objp->phys_info.speed < leader_speed - 0.75 * switch_value)) {
afterburners_start(Pl_objp);
aip->afterburner_stop_time = Missiontime + 3 * F1_0;
}
} else {
if ((Pl_objp->phys_info.speed > leader_speed + 0.95 * switch_value) || (dot_to_goal < 0.7f))
afterburners_stop(Pl_objp);
}
}
}
} else {
if (Pl_objp->phys_info.speed < 0.1f)
turn_towards_point(Pl_objp, &future_goal_point_1000x, nullptr, 0.0f, leader_orient, AITTV_SLOW_BANK_ACCEL);
else
turn_towards_point(Pl_objp, &future_goal_point_x, nullptr, 0.0f, leader_orient, AITTV_SLOW_BANK_ACCEL);
// Goober5000 7/5/2006 changed to leader_speed from 0.0f
set_accel_for_target_speed(Pl_objp, leader_speed);
float range_speed = Pl_objp->phys_info.max_vel.xyz.z - leader_speed;
if (range_speed > 0.0f) {
if (Pl_objp->phys_info.flags & PF_AFTERBURNER_ON)
afterburners_stop(Pl_objp);
} else {
if (ab_allowed) {
if (!(Pl_objp->phys_info.flags & PF_AFTERBURNER_ON) && (dot_to_goal > 0.9f)) {
float percent_left = 100.0f * shipp->afterburner_fuel / sip->afterburner_fuel_capacity;
if ((percent_left > 30.0f) && (Pl_objp->phys_info.speed < leader_speed - 0.75 * switch_value)) {
afterburners_start(Pl_objp);
aip->afterburner_stop_time = Missiontime + 3 * F1_0;
}
} else {
if ((Pl_objp->phys_info.speed > leader_speed + 0.75 * switch_value) || (dot_to_goal < 0.8f))
afterburners_stop(Pl_objp);
}
}
}
}
}
}
return 0;
}
/**
* 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 (aip->ai_flags.any_of(AI::AI_Flags::Being_repaired,AI::AI_Flags::Awaiting_repair)) {
if (Ships[objp->instance].team == Iff_traitor) {
ai_abort_rearm_request(objp);
return;
}
int support_objnum;
ai_info *repair_aip;
support_objnum = aip->support_ship_objnum;
if (support_objnum == -1)
return;
Assertion(support_objnum >= 0, "The support ship objnum is nonsense. It is %d instead of a positive number or -1.", support_objnum);
// 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];
if (aip->ai_flags[AI::AI_Flags::Being_repaired]) {
// 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 ) {
// We can repair ships without being docked, so only do this if we are docked
if (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);
}
}
//If Repairing self
else if (&Objects[support_objnum] == objp) { // Undocking ends the repair,
// but since we don'tneed to do that in this case, end it here
ai_do_objects_repairing_stuff(objp, &Objects[support_objnum], REPAIR_INFO_END);
if (!MULTIPLAYER_CLIENT) {
hud_support_view_stop();
}
}
}
}
} else if (aip->ai_flags[AI::AI_Flags::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->is_small_ship() || sip->flags[Ship::Info_Flags::Transport]))
return;
if (object_is_docked(objp))
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.
//SUSHI: Only bail if autoscale is on...
if (iff_x_attacks_y(Player_ship->team, shipp->team) && aip->ai_class_autoscale) {
if (The_mission.ai_profile->flags[AI::Profile_Flags::Adjusted_AI_class_autoscale]) {
if (Game_skill_level + ai_get_autoscale_index(aip->ai_class) < 4) {
return;
}
} else {
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_objp = &Objects[aip->nearest_locked_object];
dist = vm_vec_dist(&objp->pos, &weapon_objp->pos);
bool in_countermeasure_range = dist < weapon_objp->phys_info.speed * 2.0f;
weapon_info *cmeasure = &Weapon_info[shipp->current_cmeasure];
if (The_mission.ai_profile->flags[AI::Profile_Flags::Improved_missile_avoidance])
in_countermeasure_range = dist < cmeasure->cm_effective_rad;
if ( in_countermeasure_range ) {
aip->nearest_locked_distance = dist;
// Verify that this object is really homing on us.
float fire_chance;
// For ships on player's team, check if modder wants default constant chance to fire or value from specific AI class profile.
// For enemies, use value from specific AI class profile (usually increasing chance with higher skill level).
// Or use unifying behavior if specified. --wookieejedi
if ( (aip->ai_profile_flags[AI::Profile_Flags::Unify_usage_countermeasure_firechance]) || (shipp->team != Player_ship->team) ) {
fire_chance = aip->ai_cmeasure_fire_chance;
} else {
fire_chance = The_mission.ai_profile->cmeasure_fire_chance[NUM_SKILL_LEVELS/2];
}
// Decrease chance to fire at lower ai class (SUSHI: Only if autoscale is on)
if (aip->ai_class_autoscale)
{
if (The_mission.ai_profile->flags[AI::Profile_Flags::Adjusted_AI_class_autoscale])
fire_chance *= (float)ai_get_autoscale_index(aip->ai_class) / ai_get_autoscale_index(Num_ai_classes);
else
fire_chance *= (float)aip->ai_class / Num_ai_classes;
}
float r = frand();
if (fire_chance < r) {
int fail_delay;
// check if modder wants to use custom fail delay, or default
if (cmeasure->cmeasure_failure_delay_multiplier_ai >= 0) {
// use firewait as delay
fail_delay = static_cast<int> (cmeasure->cmeasure_firewait * cmeasure->cmeasure_failure_delay_multiplier_ai);
} else {
// use default to wait firwait + additional delay to decrease chance of firing very soon.
fail_delay = cmeasure->cmeasure_firewait + static_cast<int> (fire_chance * 2000);
}
shipp->cmeasure_fire_stamp = timestamp(fail_delay);
return;
}
if (weapon_objp->type == OBJ_WEAPON) {
if (weapon_objp->instance >= 0) {
ship_launch_countermeasure(objp);
shipp->cmeasure_fire_stamp = timestamp(static_cast<int> (cmeasure->cmeasure_firewait * cmeasure->cmeasure_success_delay_multiplier_ai));
return;
}
}
}
}
return;
}
// --------------------------------------------------------------------------
static void ai_preprocess_ignore_objnum(ai_info *aip)
{
if (aip->ai_flags[AI::AI_Flags::Temporary_ignore])
{
if (timestamp_elapsed(aip->ignore_expire_timestamp))
aip->ignore_objnum = UNUSED_OBJNUM;
}
if (is_ignore_object(aip, aip->goal_objnum))
{
// you can land and launch on a ship you're ignoring!
if (aip->mode != AIM_BAY_EMERGE && aip->mode != AIM_BAY_DEPART) {
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_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 * The_mission.ai_profile->attack_any_idle_circle_distance) {
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, The_mission.ai_profile->attack_any_idle_circle_distance);
}
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)
{
shield_transfer(objp, quadrant_num, (SHIELD_BALANCE_RATE / 2));
}
void ai_balance_shield(object *objp)
{
shield_balance(objp, SHIELD_BALANCE_RATE, 0.0f);
}
// 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.
// Or use unifying behavior if specified. --wookieejedi
if (The_mission.ai_profile->flags[AI::Profile_Flags::Unify_usage_ai_shield_manage_delay] || (iff_x_attacks_y(Player_ship->team, Ships[objp->instance].team)))
{
delay = aip->ai_shield_manage_delay;
}
else
{
delay = The_mission.ai_profile->shield_manage_delay[NUM_SKILL_LEVELS/2];
}
// Scale between 1x and 3x based on ai_class (SUSHI: only if autoscale is on)
if (aip->ai_class_autoscale)
{
int number_of_as_classes = ai_get_autoscale_index(Num_ai_classes);
// Cyborg: Make sure that autoscale index is greater than one before dividing, coverity 1523548
if (The_mission.ai_profile->flags[AI::Profile_Flags::Adjusted_AI_class_autoscale] && number_of_as_classes > 1)
delay = delay + delay * (float)(3 * (number_of_as_classes - ai_get_autoscale_index(aip->ai_class) - 1) / (number_of_as_classes - 1));
else {
static bool autoscale_checked = false;
// warn if there's only one autoscale ai class
if (number_of_as_classes == 1 && !autoscale_checked) {
mprintf(("Warning! Having only 1 autoscale ai class will disable autoscale features that rely on division."));
autoscale_checked = true;
}
// Only adjust if we have more than one ai class to avoid div by 0
if (Num_ai_classes > 1){
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->is_small_ship() || (aip->ai_profile_flags[AI::Profile_Flags::All_ships_manage_shields])) {
if ((Missiontime - aip->last_hit_time < F1_0 * 10) && !((aip->ai_profile_flags[AI::Profile_Flags::AI_balances_shields_when_attacked])))
ai_transfer_shield(objp, aip->danger_shield_quadrant);
else
ai_balance_shield(objp);
}
}
}
// 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;
shipp = &Ships[objp->instance];
// Only small ships evade an incoming missile. Why would a capital ship try to swerve?
if (!Ship_info[Ships[objp->instance].ship_info_index].is_small_ship()) {
return;
}
// don't evade missiles if you're docked
if (object_is_docked(objp)) {
return;
}
if (aip->ai_flags.any_of(AI::AI_Flags::No_dynamic,AI::AI_Flags::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) {
aip->nearest_locked_object = -1;
return;
}
if ((missile_objp->type == OBJ_WEAPON) && (Weapon_info[Weapons[missile_objp->instance].weapon_info_index].is_homing())) {
vec3d v2m;
float dist = vm_vec_normalized_dir(&v2m, &objp->pos, &missile_objp->pos);
if (The_mission.ai_profile->flags[AI::Profile_Flags::Improved_missile_avoidance]
&& vm_vec_dot(&v2m, &missile_objp->orient.vec.fvec) < 0.5f ) {
// don't bother if the missile isn't actually coming towards us
aip->nearest_locked_object = -1;
return;
}
// evade missiles 4 seconds away normally, 2 seconds away with the flag (evading too early is a thing!)
float evade_dist_scalar = The_mission.ai_profile->flags[AI::Profile_Flags::Improved_missile_avoidance] ? 2.0f : 4.0f;
float evade_distance = evade_dist_scalar * vm_vec_mag_quick(&missile_objp->phys_info.vel);
if (dist < evade_distance) {
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.
// Asteroth - If Improved_missile_avoidance, always evade!! Don't assume anything else will save you
if (((((Missiontime >> 18) ^ OBJ_INDEX(objp)) & 3) == 0) ||
(objp->phys_info.speed < 40.0f) ||
(frand() < 1.0f - (float) shipp->cmeasure_count/8.0f ||
The_mission.ai_profile->flags[AI::Profile_Flags::Improved_missile_avoidance])) {
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.any_of(AI::AI_Flags::Repairing,AI::AI_Flags::Being_repaired)))
break;
FALLTHROUGH;
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;
}
}
FALLTHROUGH;
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.
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:
case AIM_LUA:
break;
case AIM_WARP_OUT:
break;
default:
UNREACHABLE("Unknown AI Mode %d! Get a coder!", aip->mode);
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].is_small_ship()) {
return;
}
// don't evade missiles if you're docked
if (object_is_docked(Pl_objp)) {
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;
}
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(&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:
case AIM_LUA:
return;
default:
UNREACHABLE("Unknown AI Mode %d! Get a coder!", aip->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 ( !(aip->ai_flags[AI::AI_Flags::No_dynamic]) ) {
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)) {
aip->submode = SM_SUPER_ATTACK;
aip->submode_start_time = Missiontime;
aip->last_attack_time = Missiontime;
} else {
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.none_of(AI::AI_Flags::No_dynamic,AI::AI_Flags::Kamikaze) &&
Ship_info[Ships[aip->shipnum].ship_info_index].is_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:
case AIM_LUA:
break;
default:
UNREACHABLE("Unknown AI Mode %d! Get a coder!", aip->mode);
}
}
}
// manage the opening and closing of fighter bay related subobject animations
// input: pl_objp => the object which is/has entered/exited the fighter bay
// aip => ai info for said object
// done => true if the object has is finished with the path, or is dead
void ai_manage_bay_doors(object *pl_objp, ai_info *aip, bool done)
{
Assert( pl_objp );
Assert( pl_objp->instance >= 0 );
Assert( aip );
ship *shipp = &Ships[pl_objp->instance];
if (done && !shipp->bay_doors_need_open)
return;
if (done)
shipp->bay_doors_need_open = false;
// if this happens then the parent was probably destroyed/departed, so just skip the rest
if (shipp->bay_doors_parent_shipnum < 0)
return;
ship *parent_ship = &Ships[shipp->bay_doors_parent_shipnum];
// the parent may have already been destroyed/departed, leaving stale bay door state behind
if (parent_ship->objnum < 0 || parent_ship->model_instance_num < 0)
return;
if (done)
parent_ship->bay_doors_wanting_open--;
// trigger an open if we need it
if ( (parent_ship->bay_doors_status == MA_POS_NOT_SET) && (parent_ship->bay_doors_wanting_open > 0) ) {
const auto animList = Ship_info[parent_ship->ship_info_index].animations.getDockBayDoors(model_get_instance(parent_ship->model_instance_num), shipp->bay_doors_launched_from);
if (animList.start(animation::ModelAnimationDirection::FWD)) {
parent_ship->bay_doors_status = MA_POS_SET;
parent_ship->bay_doors_anim_done_time = animList.getTime();
} else {
parent_ship->bay_doors_status = MA_POS_READY;
}
}
// if we are already open, and no longer need to be, then close the doors
if ( (parent_ship->bay_doors_status == MA_POS_READY) && (parent_ship->bay_doors_wanting_open <= 0) ) {
Ship_info[parent_ship->ship_info_index].animations.getDockBayDoors(model_get_instance(parent_ship->model_instance_num), shipp->bay_doors_launched_from).start(animation::ModelAnimationDirection::RWD);
parent_ship->bay_doors_status = MA_POS_NOT_SET;
}
if ( (parent_ship->bay_doors_status == MA_POS_SET) && timestamp_elapsed(parent_ship->bay_doors_anim_done_time) ) {
parent_ship->bay_doors_status = MA_POS_READY;
}
}
// 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, int allowed_path_mask)
{
int path_index, bay_path;
pnode *pnp;
vec3d *next_point;
Assertion(pl_objp->instance >= 0, "Arriving ship does not have a valid ship number. Has %d instead. Please report!", pl_objp->instance);
ship *shipp = &Ships[pl_objp->instance];
Assertion(shipp->ai_index >= 0, "Arriving ship does not have a valid ai index. Has %d instead. Please report!", shipp->ai_index);
ai_info *aip = &Ai_info[shipp->ai_index];
Assertion(parent_objnum > -1, "parent_objnum in ai_acquire_emerge_path was found to be %d, which is an invalid value. Please report to the SCP!", parent_objnum);
if ( parent_objnum == -1 ) {
return -1;
}
Assertion(parent_objnum >= 0, "Arriving ship does not have a parent object number. Has %d instead. Please report!", parent_objnum);
object *parent_objp = &Objects[parent_objnum];
ship *parent_shipp = &Ships[parent_objp->instance];
ship_info* parent_sip = &Ship_info[parent_shipp->ship_info_index];
polymodel *pm = model_get( parent_sip->model_num );
const auto& bay = pm->ship_bay;
if ( bay == nullptr ) {
Warning(LOCATION, "Ship %s was set to arrive from fighter bay on object %s, but no fighter bay exists on that ships' model (%s).\n", shipp->ship_name, parent_shipp->ship_name, pm->filename);
return -1;
}
if ( bay->num_paths <= 0 ) {
Warning(LOCATION, "Ship %s was set to arrive from fighter bay on object %s, but no fighter bay paths exist on that ships' model (%s).\n", shipp->ship_name, parent_shipp->ship_name, pm->filename);
return -1;
}
// try to find a bay path that is not taken
// Goober5000 - choose from among allowed paths
if (allowed_path_mask != 0)
{
int i, num_allowed_paths = 0, allowed_bay_paths[MAX_SHIP_BAY_PATHS];
memset(allowed_bay_paths, 0, sizeof(allowed_bay_paths));
for (i = 0; i < bay->num_paths; i++)
{
if (allowed_path_mask & (1 << i))
{
allowed_bay_paths[num_allowed_paths] = i;
num_allowed_paths++;
}
}
// Cyborg: to avoid divide by zero and avoid a logic path that should not exist check for 0 allowed paths -- Coverity 1523287
if (num_allowed_paths == 0) {
bay_path = Ai_last_arrive_path % bay->num_paths;
Assertion(false, "Parent_shipp in ai_acquire_emerge_path somehow does not have any allowed bay paths!");
} else {
// cycle through the allowed paths
bay_path = allowed_bay_paths[Ai_last_arrive_path % num_allowed_paths];
}
}
// choose from among all paths
else
{
bay_path = Ai_last_arrive_path % bay->num_paths;
}
Ai_last_arrive_path++;
path_index = bay->path_indexes[bay_path];
if ( path_index == -1 )
return -1;
// notify parent that I'll want to leave
parent_shipp->bay_doors_wanting_open++;
// keep track of my own status as well
shipp->bay_doors_need_open = true;
shipp->bay_doors_launched_from = (ubyte)bay_path;
shipp->bay_doors_parent_shipnum = parent_objp->instance;
// create the path for pl_objp to follow
create_model_exit_path(pl_objp, parent_objp, path_index, pm->paths[path_index].nverts);
// 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];
vec3d 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;
vec3d fvec;
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 = parent_objp->signature;
aip->mode = AIM_BAY_EMERGE;
aip->submode_start_time = Missiontime;
//This is kind of hacky, but allows for hangarbay animations to trigger even if the player is not accompanied by AI.
//Since it doesn't really keep track of this, it won't ever tell the bay door that the player has fully left for it to close again.
if (pl_objp->flags[Object::Object_Flags::Player_ship])
ai_manage_bay_doors(pl_objp, aip, false);
//due to the door animations the ship has to remain still until 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.linear_thrust.xyz.z = 0.0f; // How much the forward thruster is applied. -1 - 1.
pl_objp->pos = pos;
vec3d rvec; vm_vec_zero(&rvec);
vec3d uvec; vm_vec_zero(&uvec);
// use the modder-defined arrival rvec, if applicable
SCP_string pathName(pm->paths[path_index].name);
if (parent_sip->pathMetadata.find(pathName) != parent_sip->pathMetadata.end() && !IS_VEC_NULL(&parent_sip->pathMetadata[pathName].arrival_rvec)) {
vm_vec_copy_normalize(&rvec, &parent_sip->pathMetadata[pathName].arrival_rvec);
vm_vec_unrotate(&rvec, &rvec, &Objects[aip->path_objnum].orient);
}
else if (The_mission.ai_profile->flags[AI::Profile_Flags::Fighterbay_arrivals_use_carrier_orient]) {
// using only the flag provides a way for modders to use a quick option (though not 100% perfect)
// also, it is more intuitive that the carrier's uvec is preferable to attempt to match first
// this avoids unintutive scenarios like rear-facing arrivals ending up side down
uvec = parent_objp->orient.vec.uvec;
rvec = parent_objp->orient.vec.rvec;
}
vm_vector_2_matrix_norm(&pl_objp->orient, &fvec, IS_VEC_NULL(&uvec) ? nullptr : &uvec, IS_VEC_NULL(&rvec) ? nullptr : &rvec);
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;
ship *shipp;
int parent_died=0;
Assert( Pl_objp != NULL );
Assert( Pl_objp->instance >= 0 );
shipp = &Ships[Pl_objp->instance];
aip = &Ai_info[shipp->ai_index];
// if no path to follow, leave this mode
if ( aip->path_start < 0 ) {
ai_manage_bay_doors(Pl_objp, aip, true);
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[Ship::Ship_Flags::Dying] ) {
parent_died = 1;
}
}
if ( parent_died ) {
ai_emerge_bay_path_cleanup(aip);
return;
}
ai_manage_bay_doors(Pl_objp, aip, false);
if ( Ships[Objects[aip->goal_objnum].instance].bay_doors_status != MA_POS_READY )
return;
// follow the path to the final point
ai_path();
// New test: must have been in AI_EMERGE mode for at least 10 seconds, and be a minimum distance from the start point
// This timeout results in AI not completing bay paths that take longer than 10 seconds, so disable with a flag with mods that need it --wookieejedi
if ( !(aip->ai_profile_flags[AI::Profile_Flags::Disable_bay_emerge_timeout]) &&
( (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);
// deal with model animations
ai_manage_bay_doors(Pl_objp, aip, true);
}
// 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);
// deal with model animations
ai_manage_bay_doors(Pl_objp, aip, true);
}
}
// 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 allowed_path_mask)
{
int i, j, best_path, best_free_path;
float dist, min_dist, min_free_dist;
vec3d *source;
model_path *mp;
const auto& bay = 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 < bay->num_paths; i++ )
{
// Goober5000 - maybe skip this path
if ((allowed_path_mask != 0) && !(allowed_path_mask & (1 << i)))
continue;
mp = &pm->paths[bay->path_indexes[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 (!(bay->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 allowed_path_mask)
{
int path_index = -1;
int ship_bay_path = -1;
ship *shipp = &Ships[pl_objp->instance];
ai_info *aip = &Ai_info[shipp->ai_index];
if ( parent_objnum < 0 )
{
Warning(LOCATION, "In ai_acquire_depart_path(), specified a negative object number for the parent ship! (Departing ship is %s.) Looking for another ship...", shipp->ship_name);
// try to locate a capital ship on the same team:
int shipnum = ship_get_ship_for_departure(shipp->team);
if (shipnum >= 0)
parent_objnum = Ships[shipnum].objnum;
}
aip->path_start = -1;
if ( parent_objnum < 0 )
return -1;
object *parent_objp = &Objects[parent_objnum];
polymodel *pm = model_get(Ship_info[Ships[parent_objp->instance].ship_info_index].model_num );
const auto& bay = pm->ship_bay;
if ( bay == nullptr )
return -1;
if ( bay->num_paths <= 0 )
return -1;
// take the closest path we can find
ship_bay_path = ai_find_closest_depart_path(aip, pm, allowed_path_mask);
if ( ship_bay_path < 0 )
return -1;
path_index = bay->path_indexes[ship_bay_path];
aip->submode_parm0 = ship_bay_path;
bay->depart_flags |= (1<<ship_bay_path);
if ( path_index == -1 ) {
return -1;
}
// notify parent that I'll want to enter bay
Ships[parent_objp->instance].bay_doors_wanting_open++;
// keep track of my own status as well
shipp->bay_doors_need_open = true;
shipp->bay_doors_launched_from = (ubyte)ship_bay_path;
shipp->bay_doors_parent_shipnum = parent_objp->instance;
Assert(path_index < pm->n_paths);
ai_find_path(pl_objp, parent_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.remove(AI::AI_Flags::Use_static_path);
aip->goal_objnum = parent_objnum;
aip->goal_signature = parent_objp->signature;
aip->mode = AIM_BAY_DEPART;
shipp->flags.set(Ship::Ship_Flags::Depart_dockbay);
return 0;
}
/**
* Handler for AIM_BAY_DEPART
*/
void ai_bay_depart()
{
auto 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;
}
ship* shipp;
// check if parent ship valid; if not, abort depart
if (gameseq_get_state() != GS_STATE_LAB) {
auto anchor_ship_entry = ship_registry_get(Ships[Pl_objp->instance].departure_anchor);
if (!anchor_ship_entry ||
!ship_useful_for_departure(anchor_ship_entry->shipnum, Ships[Pl_objp->instance].departure_path_mask)) {
mprintf(("Aborting bay departure!\n"));
aip->mode = AIM_NONE;
Ships[Pl_objp->instance].flags.remove(Ship::Ship_Flags::Depart_dockbay);
return;
}
shipp = anchor_ship_entry->shipp();
} else {
shipp = &Ships[Objects[aip->goal_objnum].instance];
}
ai_manage_bay_doors(Pl_objp, aip, false);
if ( shipp->bay_doors_status != MA_POS_READY )
return;
// 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) ) {
ai_manage_bay_doors(Pl_objp, aip, true);
// Volition bay code
polymodel *pm;
pm = model_get(Ship_info[Ships[Objects[aip->goal_objnum].instance].ship_info_index].model_num);
const auto& bay = pm->ship_bay;
if ( bay != nullptr ) {
bay->depart_flags &= ~(1<<aip->submode_parm0);
}
// make ship disappear
ship_actually_depart(Pl_objp->instance, SHIP_DEPARTED_BAY);
// 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 ai_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 (!is_instructor(&Objects[shipp->objnum])) {
if (sip->is_big_or_huge()) {
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_FLY_TO_SHIP: // same code as stay-near
case AIM_STAY_NEAR:
ai_stay_near();
break;
case AIM_GUARD:
ai_guard();
break;
case AIM_WAYPOINTS:
ai_waypoints();
break;
case AIM_DOCK:
ai_dock();
break;
case AIM_NONE:
break;
case AIM_BIGSHIP:
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);
if (!(better_collision_avoidance_triggered(
The_mission.ai_profile->flags[AI::Profile_Flags::Better_combat_collision_avoidance],
The_mission.ai_profile->better_collision_avoid_aggression_combat,
Pl_objp,
The_mission.ai_profile->flags[AI::Profile_Flags::Better_combat_collision_avoid_includes_target] ? nullptr : En_objp))) {
ai_big_strafe(); // strafe a big ship
}
} else {
aip->mode = AIM_NONE;
}
break;
case AIM_GET_BEHIND:
if (En_objp) {
Assert(En_objp->type == OBJ_SHIP);
// This mode is not currently implemented, but if it were, it would be called here.
nprintf(("AI", "AIM_GET_BEHIND called; this mode is not yet implemented\n"));
} 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_LUA:
ai_lua(aip);
break;
default:
UNREACHABLE("Unknown AI Mode %d! Get a coder!", aip->mode);
break;
}
if ( Ship_info[Ships[aip->shipnum].ship_info_index].is_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 (A->flags[Object::Object_Flags::Should_be_dead])
continue;
if (Ships[A->instance].team == team) {
if (Ai_info[Ships[A->instance].ai_index].ai_flags.any_of(AI::AI_Flags::Repairing,AI::AI_Flags::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];
// Only fighters and bombers request support.
if (!(sip->is_fighter_bomber()))
return 0;
// A ship that is currently awaiting does not need support!
if (aip->ai_flags.any_of(AI::AI_Flags::Being_repaired,AI::AI_Flags::Awaiting_repair))
return 0;
if (!timestamp_elapsed(aip->next_rearm_request_timestamp))
return 0;
// just do a simple check first, and the more expensive check later
if (!is_support_allowed(objp, true))
return 0;
// Goober5000 - a ship that is currently docked shouldn't request repair.
// This is to prevent support ships being summoned for a ship that is getting
// towed away by other means.
if (object_is_docked(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::Mission_Flags::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);
ship_weapon *swp = &shipp->weapons;
// Set desire based on percentage of secondary 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] / swp->secondary_bank_start_ammo[i];
desire += (int)((1.0f - r) * 3.0f);
}
}
// Set desire based on ballistic weapons - Goober5000
for (i = 0; i < swp->num_primary_banks; ++i)
{
wip = &Weapon_info[swp->primary_bank_weapons[i]];
if (wip->wi_flags[Weapon::Info_Flags::Ballistic] && swp->primary_bank_start_ammo[i] > 0)
{
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;
}
bool try_to_rearm = false;
// Compute danger threshold.
// Balance this with desire and maybe request support.
if (ai_good_time_to_rearm(objp)) {
try_to_rearm = true;
} else if (ai_bad_time_to_rearm(objp)) {
try_to_rearm = false;
} else if (num_allies_rearming(objp) < The_mission.ai_profile->max_allies_rearming_threshold) {
if (desire >= 8) { // guarantees disabled will cause repair request
try_to_rearm = true;
} 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)) {
try_to_rearm = true;
}
}
}
if (try_to_rearm) {
// Now do the more thorough check
if (is_support_allowed(objp)) {
ai_issue_rearm_request(objp);
return 1;
}
}
return 0;
}
void ai_set_mode_warp_out(object *objp, ai_info *aip)
{
ai_abort_rearm_request(objp);
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[Ship::Info_Flags::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->is_departing()) {
if (!mission_do_departure(objp)) {
// if departure failed, try again at a later point
// (timestamp taken from ai_do_objects_repairing_stuff)
aip->warp_out_timestamp = timestamp((int) ((30 + 10*frand()) * 1000));
}
}
}
}
}
// some iffs don't warp out, they'll eventually request support.
if (Iff_info[shipp->team].flags & IFFF_SUPPORT_ALLOWED)
return;
if (!shipp->is_departing()) {
if (sip->is_fighter_bomber()) {
if (aip->warp_out_timestamp == 0) {
//if (ship_subsystems_blown(shipp, SUBSYSTEM_WEAPONS)) {
// aip->warp_out_timestamp = timestamp(Random::next(10, 19) * 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[Ship::Ship_Flags::Dying])
return;
// 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->flags[Ship::Ship_Flags::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)
if (aip->mode != AIM_WARP_OUT)
aip->mode = AIM_WARP_OUT;
aip->submode = AIS_WARP_1;
aip->ai_flags.set(AI::AI_Flags::Trying_unsuccessfully_to_warp);
return;
}
// Goober5000 - make sure the flag is clear (if it was previously set)
aip->ai_flags.remove(AI::AI_Flags::Trying_unsuccessfully_to_warp);
WarpParams* warp_params = &Warp_params[shipp->warpout_params_index];
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)
|| (warp_params->warp_type == WT_SWEEPER)
|| (warp_params->warp_type == WT_IN_PLACE_ANIM)
|| (!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 ((objp->flags[Object::Object_Flags::Collides]) && (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].is_huge_ship()) {
aip->submode = AIS_WARP_4;
aip->submode_start_time = Missiontime;
break;
}
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;
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: {
// Only lets the ship warp after waiting for the warpout engage time
if ( (Missiontime / 100) >= (aip->submode_start_time / 100 + warp_params->warpout_engage_time) ) {
shipfx_warpout_start(objp);
aip->submode = AIS_WARP_5;
aip->submode_start_time = Missiontime;
}
break;
}
case AIS_WARP_5:
break;
default:
UNREACHABLE("Illegal ai submode of %d in ai_warp_out. Pleae report to the SCP!", aip->submode);
}
}
// Return object index of weapon that could produce a shockwave that should be known about to *objp.
// Return nearest one.
static int ai_find_shockwave_weapon(const object *objp)
{
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];
if (A->flags[Object::Object_Flags::Should_be_dead])
continue;
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];
if (A->flags[Object::Object_Flags::Should_be_dead])
continue;
Assert(A->type == OBJ_SHIP);
// Goober5000 - the disallow is now handled uniformly in the ai_avoid_shockwave function
/*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.none_of(AI::AI_Flags::Repairing,AI::AI_Flags::Being_repaired)) {
aip->ai_flags.set(AI::AI_Flags::Avoid_shockwave_ship);
}
}
}
}
}
// Return object index of weapon that could produce a shockwave that should be known about to *objp.
// Return nearest one.
static int ai_find_shockwave_ship(object *objp)
{
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];
if (A->flags[Object::Object_Flags::Should_be_dead])
continue;
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[Ship::Ship_Flags::Dying]) {
float damage;
if (The_mission.ai_profile->flags[AI::Profile_Flags::Fix_avoid_shockwave_bugs])
damage = ship_get_exp_damage(A); // A is the object that is actually exploding!
else
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)
{
bool fix_bugs = The_mission.ai_profile->flags[AI::Profile_Flags::Fix_avoid_shockwave_bugs];
// MAKE SURE safe_pos DOES NOT TAKE US TOWARD THE A SHIP WE'RE ATTACKING.
if (aip->ai_flags[AI::AI_Flags::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);
if (shockwave_weapon == -1) {
aip->ai_flags.remove(AI::AI_Flags::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.remove(AI::AI_Flags::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.remove(AI::AI_Flags::Avoid_shockwave_weapon);
aip->shockwave_object = -1;
return 0;
}
float danger_dist;
vec3d expected_pos = vmd_zero_vector; // 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->is_locked_homing()) {
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) {
// if the object is not a small ship, a surface impact is likely to be some distance away from the ship center, so refine the position
if (fix_bugs && target_ship_obj && !Ship_info[Ships[target_ship_obj->instance].ship_info_index].is_small_ship()) {
// set up cache if needed
if (weaponp->homing_cache_ptr == nullptr) {
weaponp->homing_cache_ptr.reset(new homing_cache_info{ TIMESTAMP::immediate(), expected_pos, false, false });
}
// only refine the position every so often though
if (!weaponp->homing_cache_ptr->skip_future_refinements && timestamp_elapsed(weaponp->homing_cache_ptr->next_update)) {
mc_info mc;
mc.model_instance_num = Ships[target_ship_obj->instance].model_instance_num;
mc.model_num = Ship_info[Ships[target_ship_obj->instance].ship_info_index].model_num;
mc.orient = &target_ship_obj->orient;
mc.pos = &target_ship_obj->pos;
mc.p0 = &weapon_objp->pos; // Point 1 of ray to check
mc.p1 = &expected_pos; // Point 2 of ray to check
mc.flags = MC_CHECK_MODEL;
model_collide(&mc);
if (mc.num_hits > 0) {
// if the refined point was sufficiently close to the homing point, skip future refinements
// (refining the point only matters if the surface impact really is far away from the homing position,
// e.g. if a missile is homing on the center of a large ship or large subsystem)
float refinement_threshold = std::min(10.0f, wip->shockwave.inner_rad * 0.1f);
if (vm_vec_dist_squared(&expected_pos, &mc.hit_point_world) < refinement_threshold * refinement_threshold) {
weaponp->homing_cache_ptr->skip_future_refinements = true;
weaponp->homing_cache_ptr->valid = false;
} else {
weaponp->homing_cache_ptr->expected_pos = mc.hit_point_world;
weaponp->homing_cache_ptr->valid = true;
}
} else {
weaponp->homing_cache_ptr->valid = false;
}
weaponp->homing_cache_ptr->next_update = _timestamp(500);
}
if (weaponp->homing_cache_ptr->valid) {
expected_pos = weaponp->homing_cache_ptr->expected_pos;
}
}
} else {
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) {
// Volition commented this out, but based on testing it looks like removing the flag makes more sense.
// Also, the corresponding flag is removed in the distance check for ship shockwaves.
if (fix_bugs) {
aip->ai_flags.remove(AI::AI_Flags::Avoid_shockwave_weapon);
aip->shockwave_object = -1;
}
//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_dot(&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);
return 1;
}
} else if (aip->ai_flags[AI::AI_Flags::Avoid_shockwave_ship]) {
if (aip->shockwave_object == -1) {
int shockwave_ship = ai_find_shockwave_ship(objp);
if (shockwave_ship == -1) {
aip->ai_flags.remove(AI::AI_Flags::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; // this one was already present in retail
return 0;
}
if (ship_objp->type != OBJ_SHIP) {
aip->ai_flags.remove(AI::AI_Flags::Avoid_shockwave_ship);
if (fix_bugs) aip->shockwave_object = -1;
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.remove(AI::AI_Flags::Avoid_shockwave_ship);
if (fix_bugs) aip->shockwave_object = -1;
return 0;
}
return 1;
} else {
Assertion(false, "aas_1 has been passed an invalid object type of %d, please report to the SCP!", objp->type);
}
return 0;
}
// --------------------------------------------------------------------------
// 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;
bool fix_bugs = The_mission.ai_profile->flags[AI::Profile_Flags::Fix_avoid_shockwave_bugs];
// BIG|HUGE do not respond to shockwaves
// Goober5000 - let's treat shockwave response the same way whether from weapon or ship
if (!Ship_info[Ships[objp->instance].ship_info_index].avoids_shockwaves()) {
// don't come here again
aip->ai_flags.remove(AI::AI_Flags::Avoid_shockwave_ship);
aip->ai_flags.remove(AI::AI_Flags::Avoid_shockwave_weapon);
if (fix_bugs) aip->shockwave_object = -1;
return 0;
}
// Don't try to evade a homing weapon until it starts homing
if (fix_bugs && aip->ai_flags[AI::AI_Flags::Avoid_shockwave_weapon] && !(aip->ai_flags[AI::AI_Flags::Avoid_shockwave_started])) {
// since the "don't all react right away" timer should only start when the weapon begins homing, we need the actual weapon now...
// so choose the weapon ahead of time using the same technique aas_1() would normally use later
if (aip->shockwave_object == -1) {
aip->shockwave_object = ai_find_shockwave_weapon(objp);
if (aip->shockwave_object == -1) {
aip->ai_flags.remove(AI::AI_Flags::Avoid_shockwave_weapon);
return 0;
}
}
// if this is a homing weapon that isn't homing, don't react yet
// (this might be a should-be-dead weapon, in which case it will be pruned with an object type check inside aas_1(),
// so to minimize changes to the existing logic, don't prune it here)
if (!Objects[aip->shockwave_object].flags[Object::Object_Flags::Should_be_dead]) {
auto wp = &Weapons[Objects[aip->shockwave_object].instance];
if (Weapon_info[wp->weapon_info_index].is_homing() && IS_VEC_NULL(&wp->homing_pos)) {
return 0;
}
}
}
// Don't all react right away.
if (!(aip->ai_flags[AI::AI_Flags::Avoid_shockwave_started])) {
float evadeChance = (aip->ai_shockwave_evade_chance == FLT_MIN)
? ((float) ai_maybe_autoscale(aip->ai_class)/4.0f + 0.25f)
: aip->ai_shockwave_evade_chance;
if (!rand_chance(flFrametime, evadeChance)) // Chance to avoid in 1 second is 0.25 + ai_class/4
return 0;
}
if (!aas_1(objp, aip, &safe_pos)) {
aip->ai_flags.set(AI::AI_Flags::Avoid_shockwave_started);
return 0;
}
aip->ai_flags.set(AI::AI_Flags::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.none_of(AI::AI_Flags::Being_repaired,AI::AI_Flags::Awaiting_repair))
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.remove(AI::AI_Flags::Formation_object); // Prevents endless rotation.
if (!(sip->flags[Ship::Info_Flags::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) {
accelerate_ship(aip, (0.9f + dot) * dist/1500.0f);
turn_towards_point(objp, &goal_point, NULL, 0.0f);
} else {
accelerate_ship(aip, 0.0f);
}
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)
{
Assertion(objp->type == OBJ_SHIP, "ai_maybe_self_destruct() can only be called with objects that are ships!");
ship *shipp = &Ships[objp->instance];
// 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[shipp->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.
// Also, don't blow up the ship if it has a ship flag preventing this - Goober5000
if ((Ship_info[shipp->ship_info_index].is_small_ship()) && (shipp->wingnum >= 0) && !(shipp->flags[Ship::Ship_Flags::No_disabled_self_destruct])) {
if ((ship_subsystems_blown(shipp, SUBSYSTEM_ENGINE)) ||
(ship_subsystems_blown(shipp, SUBSYSTEM_WEAPONS))) {
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, -1, 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[Ship::Ship_Flags::Dying] ) {
return 1;
} else if (Ships[objp->instance].team == Ships[pl_objp->instance].team) {
// Goober5000 - targeting the same team is allowed it if attacks itself
if (iff_x_attacks_y(Ships[pl_objp->instance].team, Ships[pl_objp->instance].team)) {
return 0;
}
// Goober5000 - targeting the same team is allowed if pl_objp is going bonkers
ai_info *pl_aip = &Ai_info[Ships[pl_objp->instance].ai_index];
if (pl_aip->active_goal != AI_ACTIVE_GOAL_NONE && pl_aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC) {
if (pl_aip->goals[pl_aip->active_goal].flags[AI::Goal_Flags::Target_own_team]) {
return 0;
}
}
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;
bool better_collision_avoid_and_fighting = (The_mission.ai_profile->flags[AI::Profile_Flags::Better_combat_collision_avoidance] && aip->mode == AIM_CHASE)
|| (The_mission.ai_profile->flags[AI::Profile_Flags::Better_guard_collision_avoidance] && aip->mode == AIM_GUARD);
// if this guy's in battle he doesn't have the time to spend up to 35 seconds recovering!
int phase1_time = better_collision_avoid_and_fighting ? 2 : 5;
int phase2_time = 30;
if (aip->ai_flags[AI::AI_Flags::Big_ship_collide_recover_1]) {
vec3d global_recover_pos = aip->big_recover_1_direction + objp->pos;
ai_turn_towards_vector(&global_recover_pos, objp, nullptr, nullptr, 0.0f, 0, nullptr);
dist = vm_vec_normalized_dir(&v2g, &global_recover_pos, &objp->pos);
dot = vm_vec_dot(&objp->orient.vec.fvec, &v2g);
accelerate_ship(aip, dot);
// If close to desired point, or long enough since entered this mode, continue to next mode.
if ((timestamp_until(aip->big_recover_timestamp) < -phase1_time * 1000) || (dist < (0.5f + flFrametime) * objp->phys_info.speed)) {
aip->ai_flags.remove(AI::AI_Flags::Big_ship_collide_recover_1);
if (better_collision_avoid_and_fighting) // if true, bug out here 2 seconds should be enough
aip->ai_flags.remove(AI::AI_Flags::Target_collision);
else
aip->ai_flags.set(AI::AI_Flags::Big_ship_collide_recover_2);
}
return 1;
} else if (aip->ai_flags[AI::AI_Flags::Big_ship_collide_recover_2]) {
ai_turn_towards_vector(&aip->big_recover_2_pos, objp, nullptr, nullptr, 0.0f, 0, nullptr);
dist = vm_vec_normalized_dir(&v2g, &aip->big_recover_2_pos, &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.
// TODO: below comment (this never gets tripped because this is like one of the first things AI do, so it won't be following any dynamic goals yet)
// also done avoiding if you're using better collision avoid and youve starting fighting
if ((timestamp_until(aip->big_recover_timestamp) < -phase2_time * 1000) || (dist < (0.5f + flFrametime) * objp->phys_info.speed) || better_collision_avoid_and_fighting) {
aip->ai_flags.remove(AI::AI_Flags::Big_ship_collide_recover_2);
aip->ai_flags.remove(AI::AI_Flags::Target_collision);
}
return 1;
}
if (aip->ai_flags[AI::AI_Flags::Target_collision]) {
aip->ai_flags.remove(AI::AI_Flags::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:
UNREACHABLE("validate_mode_submode found an illegal submode for AIM_CHASE of %d. Please report to the SCP!", aip->submode);
}
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:
UNREACHABLE("validate_mode_submode found an illegal submode for AIM_STRAFE of %d. Please report to the SCP!", aip->submode);
}
break;
}
}
/**
* Process AI object "objnum".
*/
void ai_frame(int objnum)
{
// Cyborg - can you believe this was added in *2022*??
Assertion (Objects[objnum].type == OBJ_SHIP, "Ai_frame was called for a non-ship of type %d. Please report!", Objects[objnum].type);
if (Objects[objnum].type != OBJ_SHIP){
return;
}
ship *shipp = &Ships[Objects[objnum].instance];
ai_info *aip = &Ai_info[shipp->ai_index];
int target_objnum;
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];
//Default to glide OFF
Pl_objp->phys_info.flags &= ~PF_GLIDING;
// turn off trigger down
shipp->weapons.flags.remove(Ship::Weapon_Flags::Primary_trigger_down);
// warping out?
if ((aip->mode == AIM_WARP_OUT) || (aip->ai_flags[AI::AI_Flags::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[AI::AI_Flags::Trying_unsuccessfully_to_warp]))
return;
}
ai_maybe_self_destruct(Pl_objp, aip);
ai_process_mission_orders( objnum, aip );
// Avoid a shockwave, if necessary. If a shockwave and rearming, stop rearming.
if (aip->mode != AIM_PLAY_DEAD &&
aip->ai_flags.any_of(AI::AI_Flags::Avoid_shockwave_ship,AI::AI_Flags::Avoid_shockwave_weapon)) {
if (ai_avoid_shockwave(Pl_objp, aip)) {
aip->ai_flags.remove(AI::AI_Flags::Big_ship_collide_recover_1);
aip->ai_flags.remove(AI::AI_Flags::Big_ship_collide_recover_2);
if (aip->ai_flags.any_of(AI::AI_Flags::Being_repaired,AI::AI_Flags::Awaiting_repair))
ai_abort_rearm_request(Pl_objp);
return;
}
} else {
aip->ai_flags.remove(AI::AI_Flags::Avoid_shockwave_started);
}
// moved call to ai_do_repair frame here from below because of the subsequent if statement 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[AI::AI_Flags::Awaiting_repair]) || (aip->ai_flags[AI::AI_Flags::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(aip);
target_objnum = set_target_objnum(aip, aip->target_objnum);
Assert(objnum != target_objnum);
ai_manage_shield(Pl_objp, aip);
if ( maybe_request_support(Pl_objp) ) {
if ( Ships[Pl_objp->instance].flags[Ship::Ship_Flags::From_player_wing] ) {
ship_maybe_tell_about_rearm(shipp);
}
}
else {
ship_maybe_tell_about_low_ammo(shipp);
}
ai_maybe_depart(Pl_objp);
// Imminent-mine override: even if we have a current target, swap to a mine
// that is about to detonate on us (within proximity_radius * 1.5).
// Skip departing ships (AIM_WARP_OUT/AIM_BAY_DEPART): ai_maybe_depart() ran just above and may
// have committed this ship to leaving, so we must not divert it back to a mine here.
if (The_mission.ai_profile->flags[AI::Profile_Flags::Ships_intercept_mines]
&& aip->mode != AIM_GUARD && aip->mode != AIM_EVADE_WEAPON
&& aip->mode != AIM_WARP_OUT && aip->mode != AIM_BAY_DEPART
&& Ship_info[shipp->ship_info_index].class_type > -1
&& Ship_types[Ship_info[shipp->ship_info_index].class_type].flags[Ship::Type_Info_Flags::AI_auto_attacks]) {
object *imminent_mine = ai_find_nearby_mine_threat(Pl_objp, nullptr, true);
if (imminent_mine != nullptr && (target_objnum < 0 || &Objects[target_objnum] != imminent_mine)) {
aip->aspect_locked_time = 0.0f;
target_objnum = set_target_objnum(aip, OBJ_INDEX(imminent_mine));
}
}
// 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_ACTIVE_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].flags[Ship::Type_Info_Flags::AI_auto_attacks]) ) {
target_objnum = find_enemy(objnum, MAX_ENEMY_DISTANCE, The_mission.ai_profile->max_attackers[Game_skill_level]); // Attack up to 2.5K units away.
if (target_objnum != -1) {
if (aip->target_objnum != target_objnum)
aip->aspect_locked_time = 0.0f;
target_objnum = set_target_objnum(aip, target_objnum);
if (target_objnum >= 0)
{
En_objp = &Objects[target_objnum];
}
} else if (aip->mode != AIM_GUARD && The_mission.ai_profile->flags[AI::Profile_Flags::Ships_intercept_mines]) {
// No enemy found so check for nearby hostile mines within their targetable range
object *mine_objp = ai_find_nearby_mine_threat(Pl_objp);
if (mine_objp) {
target_objnum = set_target_objnum(aip, OBJ_INDEX(mine_objp));
if (target_objnum >= 0)
En_objp = &Objects[target_objnum];
}
}
}
}
} else if (target_objnum >= 0) {
En_objp = &Objects[target_objnum];
}
// set base stealth info each frame
aip->ai_flags.remove(AI::AI_Flags::Stealth_pursuit);
if (En_objp && En_objp->type == OBJ_SHIP) {
if (Ships[En_objp->instance].flags[Ship::Ship_Flags::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.set(AI::AI_Flags::Stealth_pursuit);
}
if ( (stealth_state == STEALTH_FULLY_TARGETABLE) || (stealth_state == STEALTH_IN_FRUSTUM) ) {
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*/);
}
}
}
// 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].flags[Ship::Type_Info_Flags::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 #%d\n", OBJ_INDEX(Pl_objp)));
En_objp = NULL;
}
if (aip->mode == AIM_CHASE || ((The_mission.ai_profile->flags[AI::Profile_Flags::Fix_target_updating_with_strafe]) && aip->mode == AIM_STRAFE)) {
// If we're chasing or strafing against large ship but have lost our target, clear the active goal
// to ensure ai_process_mission_orders() re-evaluates our orders next frame.
// Without this fighter/bomber whose strafe target is destroyed drops to AIM_NONE (see ai_execute_behavior)
// with its active_goal still set, so a standing order like attack-any is never re-processed
// and the ship slows to zero and remains still until another order is issued.
if (En_objp == nullptr) {
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_ACTIVE_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 || aip->goals[0].ai_mode == AI_GOAL_DISABLE_SHIP_TACTICAL ) {
subsys_type = SUBSYSTEM_ENGINE;
} else if ( aip->goals[0].ai_mode == AI_GOAL_DISARM_SHIP || aip->goals[0].ai_mode == AI_GOAL_DISARM_SHIP_TACTICAL ) {
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.any_of(AI::AI_Flags::Formation_object,AI::AI_Flags::Formation_wing)) {
in_formation = !ai_formation();
}
if ( !in_formation ) {
ai_execute_behavior(aip);
}
ai_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) {
afterburners_stop(Pl_objp);
}
}
}
// set and removes any maneuver flags for ai maneuver overrides
static void ai_control_info_flags_upkeep(ai_info* aip, ship_info* sip, physics_info* pi)
{
if (aip->ai_override_flags.none_set())
return;
bool no_lat = false;
bool no_rot = false;
if (!aip->ai_override_flags[AI::Maneuver_Override_Flags::Lateral_never_expire] && timestamp_elapsed(aip->ai_override_lat_timestamp))
{
aip->ai_override_flags.remove(AI::Maneuver_Override_Flags::Sideways);
aip->ai_override_flags.remove(AI::Maneuver_Override_Flags::Up);
aip->ai_override_flags.remove(AI::Maneuver_Override_Flags::Forward);
aip->ai_override_flags.remove(AI::Maneuver_Override_Flags::Full_lat);
no_lat = true;
}
if (!aip->ai_override_flags[AI::Maneuver_Override_Flags::Rotational_never_expire] && timestamp_elapsed(aip->ai_override_rot_timestamp))
{
aip->ai_override_flags.remove(AI::Maneuver_Override_Flags::Heading);
aip->ai_override_flags.remove(AI::Maneuver_Override_Flags::Roll);
aip->ai_override_flags.remove(AI::Maneuver_Override_Flags::Pitch);
aip->ai_override_flags.remove(AI::Maneuver_Override_Flags::Full_rot);
no_rot = true;
}
if (no_rot && no_lat) {
aip->ai_override_flags.reset();
}
else
{
if (aip->ai_override_flags[AI::Maneuver_Override_Flags::Dont_bank_when_turning] || sip->flags[Ship::Info_Flags::Dont_bank_when_turning])
AI_ci.control_flags |= CIF_DONT_BANK_WHEN_TURNING;
if (aip->ai_override_flags[AI::Maneuver_Override_Flags::Dont_clamp_max_velocity] || sip->flags[Ship::Info_Flags::Dont_clamp_max_velocity])
AI_ci.control_flags |= CIF_DONT_CLAMP_MAX_VELOCITY;
if (aip->ai_override_flags[AI::Maneuver_Override_Flags::Instantaneous_acceleration] || sip->flags[Ship::Info_Flags::Instantaneous_acceleration])
AI_ci.control_flags |= CIF_INSTANTANEOUS_ACCELERATION;
}
// set physics flag according to whether we are instantaneously accelerating
if (AI_ci.control_flags & CIF_INSTANTANEOUS_ACCELERATION)
pi->flags |= PF_MANEUVER_NO_DAMP;
else
pi->flags &= ~PF_MANEUVER_NO_DAMP;
}
// applies any rotational or lateral maneuver values to the AI's CI
static void ai_control_info_apply(ai_info *aip)
{
if (aip->ai_override_flags.none_set())
return;
bool lateral_maneuver = false;
bool rotational_maneuver = false;
if (aip->ai_override_flags[AI::Maneuver_Override_Flags::Lateral_never_expire] || !timestamp_elapsed(aip->ai_override_lat_timestamp))
lateral_maneuver = true;
if (aip->ai_override_flags[AI::Maneuver_Override_Flags::Rotational_never_expire] || timestamp_elapsed(aip->ai_override_rot_timestamp))
rotational_maneuver = true;
if (lateral_maneuver || rotational_maneuver) {
if (aip->ai_override_flags[AI::Maneuver_Override_Flags::Full_rot])
{
AI_ci.pitch = aip->ai_override_ci.pitch;
AI_ci.heading = aip->ai_override_ci.heading;
AI_ci.bank = aip->ai_override_ci.bank;
}
else
{
if (aip->ai_override_flags[AI::Maneuver_Override_Flags::Pitch])
AI_ci.pitch = aip->ai_override_ci.pitch;
if (aip->ai_override_flags[AI::Maneuver_Override_Flags::Heading])
AI_ci.heading = aip->ai_override_ci.heading;
if (aip->ai_override_flags[AI::Maneuver_Override_Flags::Roll])
AI_ci.bank = aip->ai_override_ci.bank;
}
if (aip->ai_override_flags[AI::Maneuver_Override_Flags::Full_lat])
{
AI_ci.vertical = aip->ai_override_ci.vertical;
AI_ci.sideways = aip->ai_override_ci.sideways;
AI_ci.forward = aip->ai_override_ci.forward;
}
else
{
if (aip->ai_override_flags[AI::Maneuver_Override_Flags::Up])
AI_ci.vertical = aip->ai_override_ci.vertical;
if (aip->ai_override_flags[AI::Maneuver_Override_Flags::Sideways])
AI_ci.sideways = aip->ai_override_ci.sideways;
if (aip->ai_override_flags[AI::Maneuver_Override_Flags::Forward])
AI_ci.forward = aip->ai_override_ci.forward;
}
}
}
int Last_ai_obj = -1;
void ai_process( object * obj, int ai_index, float frametime )
{
if (obj->flags[Object::Object_Flags::Should_be_dead])
return;
Assert(obj->type == OBJ_SHIP);
auto shipp = &Ships[obj->instance];
auto sip = &Ship_info[shipp->ship_info_index];
// 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 ((shipp->flags[Ship::Ship_Flags::Dying] ) && !(sip->is_big_or_huge())) {
return;
}
bool rfc = true; // Assume will be Reading Flying Controls.
Assert( ai_index >= 0 );
auto aip = &Ai_info[shipp->ai_index];
AI_frametime = frametime;
if (OBJ_INDEX(obj) <= Last_ai_obj) {
AI_FrameCount++;
}
memset( &AI_ci, 0, sizeof(AI_ci) );
AI_ci.pitch = 0.0f;
AI_ci.bank = 0.0f;
AI_ci.heading = 0.0f;
ai_frame(OBJ_INDEX(obj));
// 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 = false;
break;
case AIM_WARP_OUT:
if (aip->submode >= AIS_WARP_3)
rfc = false;
break;
default:
break;
}
// this is sufficient because non-big ships were already weeded out by dying above
if (shipp->flags[Ship::Ship_Flags::Dying] && sip->flags[Ship::Info_Flags::Large_ship_deathroll])
rfc = false;
// regardless if we're acting on them, upkeep maneuver flags
ai_control_info_flags_upkeep(aip, sip, &obj->phys_info);
if (rfc) {
// Wanderer - sexp based override goes here - only if rfc is valid though
ai_control_info_apply(aip);
physics_read_flying_controls( &obj->orient, &obj->phys_info, &AI_ci, frametime);
}
Last_ai_obj = OBJ_INDEX(obj);
}
/**
* 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.reset();
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->submode_parm1 = 0;
aip->submode_float0 = 0.0f;
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->time_enemy_near = 0.0f;
aip->last_attack_time = 0;
aip->last_hit_time = 0;
aip->danger_shield_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;
}
//Init stuff from AI class and AI profiles
init_aip_from_class_and_profile(aip, &Ai_classes[Ship_info[ship_type].ai_class], The_mission.ai_profile);
aip->wp_list_index = -1;
aip->wp_index = INVALID_WAYPOINT_POSITION;
aip->attacker_objnum = -1;
aip->goal_signature = -1;
aip->last_predicted_enemy_pos.xyz.x = 0.0f; // Says this value needs to be recomputed!
aip->time_enemy_in_range = 0.0f;
aip->time_enemy_near = 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->last_hit_target_time = Missiontime;
aip->last_hit_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->next_aim_pos_time = 0;
aip->next_dynamic_path_check_time = timestamp(0);
vm_vec_zero(&aip->last_dynamic_path_goal);
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;
vm_vec_zero(&aip->path_depart_rvec);
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) * ((static_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;
aip->ai_override_flags.reset();
memset(&aip->ai_override_ci,0,sizeof(control_info));
aip->form_obj_slotnum = -1;
aip->multilock_check_timestamp = timestamp(1);
aip->ai_missile_locks_firing.clear();
}
void init_ai_system()
{
Ppfp = Path_points;
}
//Sets the ai_info stuff based on what is in the ai class and the current ai profile
//Stuff in the ai class will override what is in the ai profile, but only if it is set.
//Unset per-difficulty-level values are marked with FLT_MIN or INT_MIN
//Which flags are set is handled by using two flag ints: one with the flag values (TRUE/FALSE), one that
//just says which flags are set.
void init_aip_from_class_and_profile(ai_info *aip, ai_class *aicp, ai_profile_t *profile)
{
// since we use it so much in this function, sanity check the value for Game_skill_level
if (Game_skill_level < 0 || Game_skill_level >= NUM_SKILL_LEVELS) {
Warning(LOCATION, "Invalid skill level %i! Valid range 0 to %i. Resetting to default.", Game_skill_level, NUM_SKILL_LEVELS);
Game_skill_level = game_get_default_skill_level();
}
//ai_class-only stuff
aip->ai_courage = aicp->ai_courage[Game_skill_level];
aip->ai_patience = aicp->ai_patience[Game_skill_level];
aip->ai_evasion = aicp->ai_evasion[Game_skill_level];
aip->ai_accuracy = aicp->ai_accuracy[Game_skill_level];
aip->ai_aburn_use_factor = aicp->ai_aburn_use_factor[Game_skill_level];
aip->ai_shockwave_evade_chance = aicp->ai_shockwave_evade_chance[Game_skill_level];
aip->ai_get_away_chance = aicp->ai_get_away_chance[Game_skill_level];
aip->ai_secondary_range_mult = aicp->ai_secondary_range_mult[Game_skill_level];
aip->ai_class_autoscale = aicp->ai_class_autoscale;
//Apply overrides from ai class to ai profiles values
//Only override values which were explicitly set in the AI class
aip->ai_cmeasure_fire_chance = (aicp->ai_cmeasure_fire_chance[Game_skill_level] == FLT_MIN) ?
profile->cmeasure_fire_chance[Game_skill_level] : aicp->ai_cmeasure_fire_chance[Game_skill_level];
aip->ai_in_range_time = (aicp->ai_in_range_time[Game_skill_level] == FLT_MIN) ?
profile->in_range_time[Game_skill_level] : aicp->ai_in_range_time[Game_skill_level];
aip->ai_link_ammo_levels_maybe = (aicp->ai_link_ammo_levels_maybe[Game_skill_level] == FLT_MIN) ?
profile->link_ammo_levels_maybe[Game_skill_level] : aicp->ai_link_ammo_levels_maybe[Game_skill_level];
aip->ai_link_ammo_levels_always = (aicp->ai_link_ammo_levels_always[Game_skill_level] == FLT_MIN) ?
profile->link_ammo_levels_always[Game_skill_level] : aicp->ai_link_ammo_levels_always[Game_skill_level];
aip->ai_primary_ammo_burst_mult = (aicp->ai_primary_ammo_burst_mult[Game_skill_level] == FLT_MIN) ?
profile->primary_ammo_burst_mult[Game_skill_level] : aicp->ai_primary_ammo_burst_mult[Game_skill_level];
aip->ai_link_energy_levels_maybe = (aicp->ai_link_energy_levels_maybe[Game_skill_level] == FLT_MIN) ?
profile->link_energy_levels_maybe[Game_skill_level] : aicp->ai_link_energy_levels_maybe[Game_skill_level];
aip->ai_link_energy_levels_always = (aicp->ai_link_energy_levels_always[Game_skill_level] == FLT_MIN) ?
profile->link_energy_levels_always[Game_skill_level] : aicp->ai_link_energy_levels_always[Game_skill_level];
aip->ai_predict_position_delay = (aicp->ai_predict_position_delay[Game_skill_level] == INT_MIN) ?
profile->predict_position_delay[Game_skill_level] : aicp->ai_predict_position_delay[Game_skill_level];
aip->ai_shield_manage_delay = (aicp->ai_shield_manage_delay[Game_skill_level] == FLT_MIN) ?
profile->shield_manage_delay[Game_skill_level] : aicp->ai_shield_manage_delay[Game_skill_level];
aip->ai_ship_fire_delay_scale_friendly = (aicp->ai_ship_fire_delay_scale_friendly[Game_skill_level] == FLT_MIN) ?
profile->ship_fire_delay_scale_friendly[Game_skill_level] : aicp->ai_ship_fire_delay_scale_friendly[Game_skill_level];
aip->ai_ship_fire_delay_scale_hostile = (aicp->ai_ship_fire_delay_scale_hostile[Game_skill_level] == FLT_MIN) ?
profile->ship_fire_delay_scale_hostile[Game_skill_level] : aicp->ai_ship_fire_delay_scale_hostile[Game_skill_level];
aip->ai_ship_fire_secondary_delay_scale_friendly = (aicp->ai_ship_fire_secondary_delay_scale_friendly[Game_skill_level] == FLT_MIN) ?
profile->ship_fire_secondary_delay_scale_friendly[Game_skill_level] : aicp->ai_ship_fire_secondary_delay_scale_friendly[Game_skill_level];
aip->ai_ship_fire_secondary_delay_scale_hostile = (aicp->ai_ship_fire_secondary_delay_scale_hostile[Game_skill_level] == FLT_MIN) ?
profile->ship_fire_secondary_delay_scale_hostile[Game_skill_level] : aicp->ai_ship_fire_secondary_delay_scale_hostile[Game_skill_level];
aip->ai_turn_time_scale = (aicp->ai_turn_time_scale[Game_skill_level] == FLT_MIN) ?
profile->turn_time_scale[Game_skill_level] : aicp->ai_turn_time_scale[Game_skill_level];
aip->ai_glide_attack_percent = (aicp->ai_glide_attack_percent[Game_skill_level] == FLT_MIN) ?
profile->glide_attack_percent[Game_skill_level] : aicp->ai_glide_attack_percent[Game_skill_level];
aip->ai_circle_strafe_percent = (aicp->ai_circle_strafe_percent[Game_skill_level] == FLT_MIN) ?
profile->circle_strafe_percent[Game_skill_level] : aicp->ai_circle_strafe_percent[Game_skill_level];
aip->ai_glide_strafe_percent = (aicp->ai_glide_strafe_percent[Game_skill_level] == FLT_MIN) ?
profile->glide_strafe_percent[Game_skill_level] : aicp->ai_glide_strafe_percent[Game_skill_level];
aip->ai_random_sidethrust_percent = (aicp->ai_random_sidethrust_percent[Game_skill_level] == FLT_MIN) ?
profile->random_sidethrust_percent[Game_skill_level] : aicp->ai_random_sidethrust_percent[Game_skill_level];
aip->ai_stalemate_time_thresh = (aicp->ai_stalemate_time_thresh[Game_skill_level] == FLT_MIN) ?
profile->stalemate_time_thresh[Game_skill_level] : aicp->ai_stalemate_time_thresh[Game_skill_level];
aip->ai_stalemate_dist_thresh = (aicp->ai_stalemate_dist_thresh[Game_skill_level] == FLT_MIN) ?
profile->stalemate_dist_thresh[Game_skill_level] : aicp->ai_stalemate_dist_thresh[Game_skill_level];
aip->ai_chance_to_use_missiles_on_plr = (aicp->ai_chance_to_use_missiles_on_plr[Game_skill_level] == INT_MIN) ?
profile->chance_to_use_missiles_on_plr[Game_skill_level] : aicp->ai_chance_to_use_missiles_on_plr[Game_skill_level];
aip->ai_max_aim_update_delay = (aicp->ai_max_aim_update_delay[Game_skill_level] == FLT_MIN) ?
profile->max_aim_update_delay[Game_skill_level] : aicp->ai_max_aim_update_delay[Game_skill_level];
aip->ai_turret_max_aim_update_delay = (aicp->ai_turret_max_aim_update_delay[Game_skill_level] == FLT_MIN) ?
profile->turret_max_aim_update_delay[Game_skill_level] : aicp->ai_turret_max_aim_update_delay[Game_skill_level];
//Combine AI profile and AI class flags
aip->ai_profile_flags = profile->flags | (aicp->ai_profile_flags & aicp->ai_profile_flags_set);
}
void ai_do_default_behavior(object *obj)
{
Assertion(obj != nullptr, "Ai_do_default_behavior() was given a bad information. Specifically obj is a nullptr. This is a coder error, please report!");
Assertion((obj->type == OBJ_SHIP) && (obj->instance > -1) && (obj->instance < MAX_SHIPS), "This function that requires an object to be a ship was passed an invalid ship. Please report\n\nObject type: %d\nInstance #: %d", obj->type, obj->instance);
Assertion(Ships[obj->instance].ai_index >= 0, "A ship has been found to have an invalid ai_index of %d. This should have been assigned and is coder mistake, please report!", Ships[obj->instance].ai_index);
ai_info *aip = &Ai_info[Ships[obj->instance].ai_index];
ship_info* sip = &Ship_info[Ships[obj->instance].ship_info_index];
// default behavior in most cases (especially if we're docked) is to just stay put
aip->mode = AIM_NONE;
aip->submode_start_time = Missiontime;
aip->active_goal = AI_ACTIVE_GOAL_NONE;
// if we're not docked, we may modify the behavior a bit
if (!object_is_docked(obj))
{
// fighters automatically chase things
if (!is_instructor(obj) && (sip->is_fighter_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;
}
// support ships automatically keep a safe distance
else if (sip->flags[Ship::Info_Flags::Support])
{
aip->mode = AIM_SAFETY;
aip->submode = AISS_1;
aip->ai_flags.remove(AI::AI_Flags::Repairing);
}
// sentry guns... do their thing
else if (sip->flags[Ship::Info_Flags::Sentrygun])
{
aip->mode = AIM_SENTRYGUN;
}
}
}
#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[Object::Object_Flags::Player_ship] ){
return;
}
// check if objp is a fighter/bomber -- if not, then find a new ship to send the message
index = objp->instance;
if ( !Ship_info[Ships[objp->instance].ship_info_index].is_fighter_bomber() ){
index = -1;
}
// If the ship can't send messages pick someone else
if (Ships[objp->instance].flags[Ship::Ship_Flags::No_builtin_messages]) {
index = -1;
}
if (The_mission.ai_profile->flags[AI::Profile_Flags::Check_comms_for_non_player_ships] && hud_communications_state(&Ships[objp->instance]) <= COMM_DAMAGED) {
index = -1;
}
// Karajorma - pick a random ship to send Command messages if command is silenced.
if (index < 0 && (The_mission.flags[Mission::Mission_Flags::No_builtin_command]) ) {
index = ship_get_random_player_wing_ship( SHIP_GET_UNSILENCED );
}
if ( index >= 0 )
{
message_send_builtin(message, &Ships[index], nullptr, -1, -1);
} else {
message_send_builtin(message, nullptr, nullptr, -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::Mission_Flags::No_traitor]) {
return;
}
// Cyborg -- I had to switch around the logic here because it was potentially
// sending non-ships to obj_team, which would trigger an assert
if (objp_hitter == Player_obj){
// Cyborg - So check if this is a ship first. Probably true, but you never know, with FSO
// (especially in multi)
if ( objp_hitter->type != OBJ_SHIP ) {
return;
}
// And assert that obj_hit is a ship as well.
Assert(objp_hit->type == OBJ_SHIP);
if (obj_team(objp_hitter) == obj_team(objp_hit)) {
Assert((objp_weapon->type == OBJ_WEAPON) || (objp_weapon->type == OBJ_BEAM)); //beam added for traitor detection - FUBAR
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.
if (objp_weapon->type == OBJ_BEAM) // added beam for traitor detection -FUBAR
damage = beam_get_ship_damage(&Beams[objp_weapon->instance], objp_hit);
else
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: %.1f\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(MESSAGE_INSTRUCTOR_ATTACK, nullptr, nullptr, -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.
} 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(MESSAGE_INSTRUCTOR_HIT, nullptr, nullptr, -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].is_fighter_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], true) < 1.0f) {
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_weapons[bank_index] > 0) {
if (ship_secondary_has_ammo(swp, bank_index)) {
if (Weapon_info[swp->secondary_bank_weapons[bank_index]].wi_flags[Weapon::Info_Flags::Bomb]) {
if (Weapon_info[swp->secondary_bank_weapons[bank_index]].wi_flags[Weapon::Info_Flags::Homing_aspect]) {
return 1;
}
}
}
}
}
return 0;
}
// *objp collided with big ship *big_objp at some global point.
// 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(const object *objp, const object *big_objp, const 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[AI::AI_Flags::Big_ship_collide_recover_1]))
return;
if (collision_normal) {
aip->big_recover_timestamp = timestamp(2000);
aip->big_collision_normal = *collision_normal;
} else {
aip->big_recover_timestamp = timestamp(500);
}
aip->ai_flags.remove(AI::AI_Flags::Big_ship_collide_recover_2);
aip->ai_flags.set(AI::AI_Flags::Big_ship_collide_recover_1);
// big_recover_1_direction is 100 m out along normal
if (collision_normal) {
aip->big_recover_1_direction = *collision_normal * 100.f;
} else {
aip->big_recover_1_direction = objp->orient.vec.fvec * -100.0f;
}
vec3d global_recover_pos_1 = aip->big_recover_1_direction + objp->pos;
// go out 200 m from box closest box point
get_world_closest_box_point_with_delta(&aip->big_recover_2_pos, big_objp, &global_recover_pos_1, nullptr, 300.0f);
accelerate_ship(aip, 0.0f);
}
float max_lethality = 0.0f;
void ai_update_lethality(const object *pship_obj, const object *other_obj, float damage)
{
// Goober5000 - stop any trickle-down errors from ship_do_damage
Assert(other_obj);
if (!other_obj)
{
return;
}
Assert(pship_obj); // Goober5000
Assert(pship_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[pship_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].is_big_or_huge() ) {
if (wif->wi_flags[Weapon::Info_Flags::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);
}
}
}
}
}
/**
* Object *objp_ship was hit by either weapon *objp_weapon or collided into by ship hit_objp
*/
void ai_ship_hit(object *objp_ship, object *hit_objp, const vec3d *hit_normal)
{
int hitter_objnum = -2;
object *objp_hitter = nullptr;
ship *shipp;
ai_info *aip, *hitter_aip;
shipp = &Ships[objp_ship->instance];
aip = &Ai_info[shipp->ai_index];
if (objp_ship->flags[Object::Object_Flags::Player_ship]) {
if (The_mission.ai_profile->flags[AI::Profile_Flags::Reset_last_hit_target_time_for_player_hits]) {
//SUSHI: So that hitting a player ship actually resets the last_hit_target_time counter for whoever hit the player.
//This is all copypasted from code below
// Added OBJ_BEAM for traitor detection - FUBAR
if ((hit_objp->type == OBJ_WEAPON) || (hit_objp->type == OBJ_BEAM)) {
hitter_objnum = hit_objp->parent;
Assert((hitter_objnum < MAX_OBJECTS));
if (hitter_objnum == -1) {
return; // Possible SSM, bail while we still can.
}
objp_hitter = &Objects[hitter_objnum];
} else if (hit_objp->type == OBJ_SHIP) {
objp_hitter = hit_objp;
} else {
Assertion(false, "ai_ship_hit has been passed an invalid object type of %d, please report to the SCP!", hit_objp->type);
return;
}
Assert(objp_hitter != nullptr);
hitter_aip = &Ai_info[Ships[objp_hitter->instance].ai_index];
hitter_aip->last_hit_target_time = Missiontime;
aip->last_hit_time = Missiontime;
}
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].is_big_or_huge()) {
// And the current object is a small ship
if (Ship_info[Ships[objp_ship->instance].ship_info_index].is_small_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, hit_normal); // NOLINT(readability-suspicious-call-argument)
}
}
}
// Added OBJ_BEAM for traitor detection - FUBAR
if ((hit_objp->type == OBJ_WEAPON) || (hit_objp->type == OBJ_BEAM)) {
if (hit_objp->parent < 0) {
return;
}
if (hit_objp->parent_sig != Objects[hit_objp->parent].signature) {
return;
}
weapon_info* wip = hit_objp->type == OBJ_WEAPON ? &Weapon_info[Weapons[hit_objp->instance].weapon_info_index] :
&Weapon_info[Beams[hit_objp->instance].weapon_info_index];
if (wip->wi_flags[Weapon::Info_Flags::Heals])
return;
hitter_objnum = hit_objp->parent;
Assertion((hitter_objnum >= 0) && (hitter_objnum < MAX_OBJECTS), "hitter_objnum in this function is an invalid index of %d. This can cause random behavior, and is a coder mistake. Please report!", hitter_objnum);
objp_hitter = &Objects[hitter_objnum];
// Only work through hits by objects that are still in the game
if(objp_hitter->type != OBJ_SHIP && objp_hitter->type != OBJ_WEAPON && objp_hitter->type != OBJ_ASTEROID && objp_hitter->type != OBJ_BEAM && objp_hitter->type != OBJ_DEBRIS) {
// if the object was not in the game anymore, the only valid type should be OBJ_GHOST here.
// OBJ_GHOST is a dead player. The player's weapons can do damage after they are dead. Having that get here is acceptable
// OBJ_NONE should be excluded above when it checks that the instance number matches.
Assertion(objp_hitter->type == OBJ_GHOST, "FSO's AI code is passing an invalid object type of %d to a function when trying to decide how to respond to something hitting a ship. This is a bug in the code, please report!", objp_hitter->type);
return;
}
// Hit by a protected ship, don't attack it.
if (objp_hitter->flags[Object::Object_Flags::Protected]) {
if (!object_is_docked(objp_ship)) {
if ((Ship_info[shipp->ship_info_index].is_fighter_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;
}
maybe_process_friendly_hit(objp_hitter, objp_ship, hit_objp); // Deal with player's friendly fire.
ship* attacker = &Ships[objp_hitter->instance];
ship_maybe_ask_for_help(shipp, attacker);
} 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 = OBJ_INDEX(hit_objp);
} else {
Assertion(false, "ai_ship_hit has been passed an invalid object type of %d, please report to the SCP!", hit_objp->type);
return;
}
// traitor detection was the only reason for OBJ_BEAM to make it this far.
// so bail if it wasn't fired by a player.
if ((hit_objp->type == OBJ_BEAM) && (!(objp_hitter->flags[Object::Object_Flags::Player_ship])))
return;
// Collided into a protected ship, don't attack it.
if (hit_objp->flags[Object::Object_Flags::Protected])
return;
Assert(objp_hitter != nullptr);
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.any_of(AI::AI_Flags::No_dynamic,AI::AI_Flags::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.any_of(AI::AI_Flags::Being_repaired,AI::AI_Flags::Awaiting_repair)) {
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[Object::Object_Flags::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[AI::AI_Flags::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;
}
}
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].is_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, OBJ_INDEX(objp_hitter)) && (sip->is_fighter_bomber())) {
if (!object_is_docked(objp_ship)) {
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) && !(aip->ai_flags[AI::AI_Flags::No_dynamic]) ) {
if ( ai_big_maybe_enter_strafe_mode(objp_ship, OBJ_INDEX(hit_objp)) )
return;
}
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_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_FLY_TO_SHIP:
case AIM_WAYPOINTS:
if (sip->is_fighter_bomber())
break;
return;
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;
case AIM_WARP_OUT:
return;
case AIM_LUA:
return;
default:
UNREACHABLE("Unknown AI Mode %d! Get a coder!", aip->mode);
}
if (timestamp_elapsed(aip->ok_to_target_timestamp)) {
aip->ai_flags.remove(AI::AI_Flags::Formation_object); // If flying in formation, bug out!
aip->ai_flags.remove(AI::AI_Flags::Formation_wing);
}
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)) {
if ((hitter_objnum != aip->target_objnum) && (sip->is_fighter_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->is_fighter_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->is_fighter_bomber()) {
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->is_fighter_bomber()) {
maybe_set_dynamic_chase(aip, hitter_objnum);
}
maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
}
}
}
}
// Ship shipnum has been destroyed.
// Cleanup.
void ai_ship_destroy(int shipnum)
{
Assert((shipnum >= 0) && (shipnum < MAX_SHIPS));
auto dead_shipp = &Ships[shipnum];
Assert((dead_shipp->objnum >= 0) && (dead_shipp->objnum < MAX_OBJECTS));
auto dead_objp = &Objects[dead_shipp->objnum];
Assert((dead_shipp->ai_index >= 0) && (dead_shipp->ai_index < MAX_AI_INFO));
auto dead_aip = &Ai_info[dead_shipp->ai_index];
// if I was getting repaired, or awaiting repair, or performing repair, then clean up the repair mode.
ai_cleanup_rearm_mode(dead_objp, false);
// clear bay door animations
ai_manage_bay_doors(dead_objp, dead_aip, true);
// For all objects that had this ship as a target, wipe it out, forcing find of a new enemy.
for ( auto so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
if (Objects[so->objnum].flags[Object::Object_Flags::Should_be_dead])
continue;
auto other_objp = &Objects[so->objnum];
Assert((other_objp->instance >= 0) && (other_objp->instance < MAX_SHIPS));
auto other_shipp = &Ships[other_objp->instance];
Assert((other_shipp->ai_index >= 0) && (other_shipp->ai_index < MAX_AI_INFO));
auto other_aip = &Ai_info[other_shipp->ai_index];
if (other_aip->target_objnum == dead_shipp->objnum) {
set_target_objnum(other_aip, -1);
// If this ship had a dynamic goal of chasing the dead ship, clear the dynamic goal.
if (other_aip->resume_goal_time != -1)
other_aip->active_goal = AI_ACTIVE_GOAL_NONE;
}
if (other_aip->goal_objnum == dead_shipp->objnum) {
other_aip->goal_objnum = -1;
other_aip->goal_signature = -1;
}
if (other_aip->guard_objnum == dead_shipp->objnum) {
other_aip->guard_objnum = -1;
other_aip->guard_signature = -1;
}
if ((other_aip->guard_wingnum != -1) && (other_aip->guard_wingnum == dead_shipp->wingnum)) {
if (other_aip->guard_wingnum != other_shipp->wingnum)
ai_set_guard_wing(other_objp, other_aip->guard_wingnum);
}
if (other_aip->hitter_objnum == dead_shipp->objnum)
other_aip->hitter_objnum = -1;
}
if (dead_aip->ai_flags[AI::AI_Flags::Formation_object] && dead_aip->goal_objnum >= 0)
ai_formation_object_recalculate_slotnums(dead_aip->goal_objnum, dead_shipp->objnum);
}
/**
* Do stuff at start of deathroll.
*/
void ai_deathroll_start(object *dying_objp)
{
// make sure this is a ship
Assert(dying_objp->type == OBJ_SHIP);
// mark objects we are docked with so we can do damage and separate during death roll
for (dock_instance *ptr = dying_objp->dock_list; ptr != NULL; ptr = ptr->next)
{
object *docked_objp = ptr->docked_objp;
int docker_index = ptr->dockpoint_used;
int dockee_index = dock_find_dockpoint_used_by_object(docked_objp, dying_objp);
dock_dead_dock_objects(dying_objp, docker_index, docked_objp, dockee_index);
}
// clean up any rearm-related stuff
ai_cleanup_rearm_mode(dying_objp, true);
// clean up anybody docking or undocking to me
ai_cleanup_dock_mode_objective(dying_objp);
// Undock from every object directly docked to dying_objp. We can't just iterate through the list because
// we're undocking the objects while we iterate over them and the pointers get seriously messed up.
// So we just repeatedly remove the first object until the dying object is no longer docked to anything.
while (object_is_docked(dying_objp))
{
object *docked_objp = dock_get_first_docked_object(dying_objp);
// undock these objects
ai_do_objects_undocked_stuff(dying_objp, docked_objp);
}
// clear my ai mode
Ai_info[Ships[dying_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.any_of(AI::AI_Flags::Being_repaired,AI::AI_Flags::Awaiting_repair)){
// 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
{
// unwind all the support ship docking operations
ai_cleanup_dock_mode_subjective(repair_objp);
}
} 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[AI::AI_Flags::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.set(AI::AI_Flags::Awaiting_repair); // Tell that I'm awaiting repair.
if ( requester_objp->flags[Object::Object_Flags::Player_ship] )
ai_add_ship_goal_player( ai_goal_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 = NULL;
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];
// these should have already been caught by the time we get here!
Assert(!(requester_aip->ai_flags[AI::AI_Flags::Awaiting_repair]));
Assert(is_support_allowed(requester_objp));
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
int result = ship_find_repair_ship( requester_objp, &objp );
// we are able to call in a ship, or a ship is warping in
// (Arriving_support_ship may be non-NULL in either of these cases, but mission_bring_in_support_ship has a check for that)
if (result == 0 || result == 2) {
ai_do_objects_repairing_stuff( requester_objp, NULL, REPAIR_INFO_QUEUE );
mission_bring_in_support_ship( requester_objp );
return -1;
}
// we are able to service a request
else if (result == 1 || result == 3) {
Assert(objp != NULL);
ai_do_objects_repairing_stuff( requester_objp, objp, REPAIR_INFO_QUEUE );
return OBJ_INDEX(objp);
}
// we aren't able to do anything!
else {
Assert(result == 4);
UNREACHABLE("This case should have already been caught by the is_support_allowed precheck!");
return -1;
}
}
/**
* Make objp rearm and repair goal_objp
*/
void ai_rearm_repair( object *objp, int docker_index, object *goal_objp, int dockee_index )
{
ai_info *aip, *goal_aip;
aip = &Ai_info[Ships[objp->instance].ai_index];
aip->goal_objnum = OBJ_INDEX(goal_objp);
ai_dock_with_object(objp, docker_index, goal_objp, dockee_index, AIDO_DOCK);
aip->ai_flags.set(AI::AI_Flags::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)
{
Assertion(dockbay_index > -1 && dockee_objp != nullptr, "ai_return_path_num_from_dockbay has been passed invalid docking info: %s dockbay index of %d, please report to the SCP!", dockee_objp == nullptr ? "null pointer dockee object and " : "", dockbay_index);
if ( dockbay_index < 0 || dockee_objp == nullptr ) {
return -1;
}
if ( dockee_objp->type == OBJ_SHIP ) {
int path_num;
polymodel *pm;
pm = model_get(Ship_info[Ships[dockee_objp->instance].ship_info_index].model_num );
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.
*/
static void cheat_fire_synaptic(object *objp, ship *shipp)
{
ship_weapon *swp;
swp = &shipp->weapons;
int current_bank = swp->current_secondary_bank;
flagset<Weapon::Info_Flags> flags;
flags += Weapon::Info_Flags::Spawn;
ai_select_secondary_weapon(objp, swp, &flags, NULL);
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)
{
// Only do in subspace missions.
if (!(The_mission.flags[Mission::Mission_Flags::Subspace]))
return;
// Only do in sm3-09a
if (!stricmp(Game_current_mission_filename, "sm3-09a"))
{
ship *shipp;
int wing_index, time;
Assertion(objp->type == OBJ_SHIP, "This ai function requires a ship, but was called with a non-ship object type of %d. Please report!", objp->type);
if (objp->type != OBJ_SHIP) {
return;
}
shipp = &Ships[objp->instance];
if (!(strnicmp(shipp->ship_name, NOX("delta"), 5)))
{
wing_index = shipp->ship_name[6] - '1';
if ((wing_index >= 0) && (wing_index < MAX_SHIPS_PER_WING))
{
time = Missiontime >> 16; // Convert to seconds.
time -= 2*60; // Subtract off two minutes.
if (time > 0)
{
int modulus = 17 + wing_index*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);
}
}
}
}
}
}
bool test_line_of_sight(const vec3d* from, const vec3d* to, SCP_unordered_set<int>&& excluded_object_ids, float threshold, bool test_for_shields, bool test_for_hull, float* first_intersect_dist, object** first_intersect_obj)
{
bool collides = false;
for (object* objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp)) {
if (objp->flags[Object::Object_Flags::Should_be_dead])
continue;
//Don't collision check against excluded objects
if (excluded_object_ids.contains(OBJ_INDEX(objp)))
continue;
int model_num = 0;
int model_instance_num = 0;
//Only collision check against other pieces of Debris, Asteroids or Ships
char type = objp->type;
if (type == OBJ_DEBRIS) {
model_num = Debris[objp->instance].model_num;
model_instance_num = -1;
}
else if (type == OBJ_ASTEROID) {
model_num = Asteroid_info[Asteroids[objp->instance].asteroid_type].subtypes[Asteroids[objp->instance].asteroid_subtype].model_number;
model_instance_num = Asteroids[objp->instance].model_instance_num;
}
else if (type == OBJ_SHIP) {
model_num = Ship_info[Ships[objp->instance].ship_info_index].model_num;
model_instance_num = Ships[objp->instance].model_instance_num;
}
else
continue;
//Early Out Model too small
float radius = objp->radius;
if (radius < threshold)
continue;
//Asteroth's implementation
// if objp is inside start or end then we have to check the model
if (vm_vec_dist(from, &objp->pos) > objp->radius && vm_vec_dist(to, &objp->pos) > objp->radius) {
// now check that objp is in between start and end
vec3d start2end = *to - *from;
vec3d end2start = *from - *to;
vec3d start2objp = objp->pos - *from;
vec3d end2objp = objp->pos - *to;
// if objp and end are in opposite directions from start, then early out
if (vm_vec_dot(&start2end, &start2objp) < 0.0f)
continue;
// if objp and start are in opposite directions from end, then early out
if (vm_vec_dot(&end2start, &end2objp) < 0.0f)
continue;
// finally check if objp is too close to the path
if (vm_vec_mag(&start2objp) > (vm_vec_mag(&start2end) + objp->radius))
continue; // adding objp->radius is somewhat of an overestimate but thats ok
}
mc_info hull_check;
hull_check.model_instance_num = model_instance_num;
hull_check.model_num = model_num;
hull_check.orient = &objp->orient;
hull_check.pos = &objp->pos;
hull_check.p0 = from;
hull_check.p1 = to;
if (test_for_hull) {
hull_check.flags = MC_CHECK_MODEL;
if (model_collide(&hull_check)) {
float dist = vm_vec_dist(&hull_check.hit_point_world, from);
if (first_intersect_dist == nullptr) {
return false;
}
else {
//If we need to find the first intersect distance, we need to keep searching if there might be an intersect earlier. Also, always record the first dist found
if (!collides || *first_intersect_dist > dist) {
*first_intersect_dist = dist;
if (first_intersect_obj != nullptr)
*first_intersect_obj = objp;
}
collides = true;
}
}
}
if (test_for_shields) {
hull_check.flags = MC_CHECK_SHIELD;
if (model_collide(&hull_check)) {
float dist = vm_vec_dist(&hull_check.hit_point_world, from);
if (first_intersect_dist == nullptr) {
return false;
}
else {
//If we need to find the first intersect distance, we need to keep searching if there might be an intersect earlier
if (!collides || *first_intersect_dist > dist) {
*first_intersect_dist = dist;
if (first_intersect_obj != nullptr)
*first_intersect_obj = objp;
}
collides = true;
}
}
}
}
return !collides;
}