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fs2open.github.com/code/ai/aibig.cpp
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Fabian Woltermann 770fce8de5 Bitset flags -- take 2 (#775)
This introduces a new mechanism for handling bit flags. Instead of using an int (or two, or three) to write bits into, this uses the std::bitset in a wrapper class that accepts an enum class as input. This means that certain classes of errors we've had a few of in the engine, where a coder used the wrong set of flags or checked them against the wrong variable (SF_STEALTH vs SIF_STEALTH, for example) can now be detected at a compiler level rather than not at all.
2016-08-12 16:13:50 -07:00

1830 lines
64 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.
*
*/
#include "ai/aibig.h"
#include "ai/aigoals.h"
#include "freespace.h"
#include "globalincs/linklist.h"
#include "iff_defs/iff_defs.h"
#include "io/timer.h"
#include "math/staticrand.h"
#include "mission/missionparse.h"
#include "object/object.h"
#include "ship/afterburner.h"
#include "ship/ship.h"
#include "weapon/weapon.h"
#ifdef _MSC_VER
#pragma optimize("", off)
#pragma auto_inline(off)
#endif
#define SCAN_FIGHTERS_INTERVAL 2000 // how often an AI fighter/bomber should scan for enemy fighter/bombers
// if sitting still and pounding on a big ship. If enemy fighters are
// close ( < ENTER_STRAFE_THREAT_DIST ), then enter AIM_STRAFE
#define ENTER_STRAFE_THREAT_DIST_SQUARED 360000 // use squared distance, instead of 600
#define MIN_DOT_TO_ATTACK_SUBSYS 0.7f
#define MIN_DOT_TO_ATTACK_MOVING_SUBSYS 0.97f
// AI BIG MAGIC NUMBERS
#define STRAFE_RETREAT_COLLIDE_TIME 2.0 // when anticipated collision time is less than this, begin retreat
#define STRAFE_RETREAT_COLLIDE_DIST 100 // when perpendicular distance to *surface* is less than this, begin retreat
#define STRAFE_RETREAT_BOX_DIST 300 // distance beyond the bounding box to retreat
#define STRAFE_MAX_UNHIT_TIME 20 // Maximum amount of time to stay in strafe mode if not hit
#define EVADE_BOX_BASE_DISTANCE 300 // standard distance to end evade submode
#define EVADE_BOX_MIN_DISTANCE 200 // minimun distance to end evade submode, after long time
#define ATTACK_STOP_DISTANCE 150 // when distance to target is less than this, put on brakes
#define ATTACK_COLLIDE_BASE_DIST 300 // absolute distance at which to begin checking for possible collision
#define ATTACK_COLLIDE_AVOID_DIST 60 // perpendicular distance to attack surface at which begin avoiding
#define ATTACK_COLLIDE_AVOID_TIME 1.0 // anticipated collision time at which to begin evade
#define ATTACK_COLLIDE_SLOW_DIST 150 // perpendicular distance to attack surface at which begin slowing down
#define ATTACK_COLLIDE_SLOW_TIME 1.5 // anticipated collision time at which to begin slowing down
#define GLIDE_STRAFE_DISTANCE 50.0f //Distance from the ship to pass when glide strafing
#define GLIDE_STRAFE_MIN_TIME 2 //Minimum amount of time to stay on one glide strafe approach vector
#define GLIDE_STRAFE_MAX_TIME 15 //Maximum amount of time for each glide strafe pass
// forward declarations
void ai_big_evade_ship();
void ai_big_chase_attack(ai_info *aip, ship_info *sip, vec3d *enemy_pos, float dist_to_enemy, int modelnum);
void ai_big_avoid_ship();
int ai_big_maybe_follow_subsys_path(int do_dot_check=1);
void ai_big_strafe_position();
extern int model_which_octant_distant_many( vec3d *pnt, int model_num,matrix *model_orient, vec3d * model_pos, polymodel **pm, int *octs);
extern void compute_desired_rvec(vec3d *rvec, vec3d *goal_pos, vec3d *cur_pos);
extern void big_ship_collide_recover_start(object *objp, object *big_objp, vec3d *collide_pos, vec3d *collision_normal);
// Called by ai_big_pick_attack_point.
// Generates a random attack point.
// If truly_random flag set (haha), then generate a pretty random number. Otherwise, generate a static rand which
// tends to not change from frame to frame.
// Try four times and choose nearest point to increase chance of getting a good point.
void ai_bpap(object *objp, vec3d *attacker_objp_pos, vec3d *attacker_objp_fvec, vec3d *attack_point, vec3d *local_attack_point, float fov, float weapon_travel_dist, vec3d *surface_normal, ship_subsys *ss)
{
float nearest_dist;
vec3d result_point, best_point;
vec3d rel_point;
int num_tries;
model_octant *octp;
polymodel *pm;
int i, q, octs[4];
ship_info *sip = &Ship_info[Ships[objp->instance].ship_info_index];
model_subsystem *tp = NULL;
if (ss != NULL)
tp = ss->system_info;
best_point = objp->pos;
nearest_dist = weapon_travel_dist;
model_which_octant_distant_many(attacker_objp_pos, sip->model_num, &objp->orient, &objp->pos, &pm, octs);
num_tries = (int) (vm_vec_dist(&objp->pos, attacker_objp_pos)/objp->radius);
if (num_tries >= 4)
num_tries = 1;
else
num_tries = 4 - num_tries;
// Index #0 is best one.
if ( pm->octants[octs[0]].verts ) {
*local_attack_point = *pm->octants[octs[0]].verts[0]; // Set just in case it doesn't get set below.
} else {
vm_vec_zero(local_attack_point);
}
for (q=0; q<4; q++) {
octp = &pm->octants[octs[q]];
if (octp->nverts > 0) {
if (num_tries > octp->nverts)
num_tries = octp->nverts;
if (num_tries > octp->nverts)
num_tries = octp->nverts;
for (i=0; i<num_tries; i++) {
int index;
float dist, dot;
vec3d v2p;
index = (int) (frand() * (octp->nverts));
rel_point = *octp->verts[index];
vm_vec_unrotate(&result_point, &rel_point, &objp->orient);
vm_vec_add2(&result_point, &objp->pos);
dist = vm_vec_normalized_dir(&v2p, &result_point, attacker_objp_pos);
bool in_fov = false;
dot = vm_vec_dot(&v2p, attacker_objp_fvec);
if (tp == NULL) {
if (dot > fov)
in_fov = true;
} else {
in_fov = turret_fov_test(ss, attacker_objp_fvec, &v2p);
}
if (in_fov) {
if (dist < nearest_dist) {
nearest_dist = dist;
best_point = result_point;
*local_attack_point = rel_point;
Assert( !vm_is_vec_nan(local_attack_point) );
if (dot > (1.0f + fov)/2.0f) // If this point is quite good, quit searching for a better one.
goto done_1;
}
}
}
}
}
done_1:
*attack_point = best_point;
// Cast from attack_objp_pos to local_attack_pos and check for nearest collision.
// If no collision, cast to (0,0,0) [center of big ship]** [best_point initialized to 000]
// do in world coords to get attack point, then translate to local for local_attack_point
vec3d attack_dir, end_point, temp;
float dist;
dist = vm_vec_normalized_dir(&attack_dir, attack_point, attacker_objp_pos);
if (dist > 0.1) {
vm_vec_scale_add(&end_point, attack_point, &attack_dir, 30.0f);
} else {
vm_vec_scale_add(&end_point, attack_point, attacker_objp_fvec, 30.0f);
}
mc_info mc;
mc_info_init(&mc);
mc.model_instance_num = Ships[objp->instance].model_instance_num;
mc.model_num = sip->model_num;
mc.orient = &objp->orient;
mc.pos = &objp->pos;
mc.p0 = attacker_objp_pos;
mc.p1 = &end_point;
mc.flags = MC_CHECK_MODEL;
mc.radius = 0.0f;
model_collide(&mc);
if (mc.num_hits > 0) {
*attack_point = mc.hit_point_world;
vm_vec_sub(&temp, attack_point, &objp->pos);
vm_vec_rotate(local_attack_point, &temp, &objp->orient);
if (surface_normal) {
vm_vec_unrotate(surface_normal, &mc.hit_normal, &objp->orient);
}
} else {
vm_vec_zero(local_attack_point);
*attack_point = objp->pos;
if (surface_normal) {
vm_vec_zero(surface_normal);
}
}
}
// Stuff a point to attack based on nearest octant.
// If no points in that octant, leave attack_point unmodified.
//
// Note: Default value for fov is 1.0f 1.0f means don't use fov parameter.
// If fov != 1.0f, try up to four times to find a point that's in the field of view.
void ai_big_pick_attack_point_turret(object *objp, ship_subsys *ssp, vec3d *gpos, vec3d *gvec, vec3d *attack_point, float fov, float weapon_travel_dist)
{
if (!timestamp_elapsed(ssp->turret_pick_big_attack_point_timestamp)) {
vec3d result_point;
vm_vec_unrotate(&result_point, &ssp->turret_big_attack_point, &objp->orient);
vm_vec_add(attack_point, &result_point, &objp->pos);
} else {
vec3d local_attack_point;
ssp->turret_pick_big_attack_point_timestamp = timestamp(2000 + (int) (frand()*500.0f));
ai_bpap(objp, gpos, gvec, attack_point, &local_attack_point, fov, weapon_travel_dist, NULL, ssp);
ssp->turret_big_attack_point = local_attack_point;
}
}
// Stuff a point to attack based on nearest octant.
// If no points in that octant, leave attack_point unmodified.
//
// Note: Default value for fov is 1.0f 1.0f means don't use fov parameter.
// If fov != 1.0f, try up to four times to find a point that's in the field of view.
// Note, attacker_objp can be a ship or a weapon.
void ai_big_pick_attack_point(object *objp, object *attacker_objp, vec3d *attack_point, float fov)
{
Assert(objp->instance > -1);
Assert(objp->type == OBJ_SHIP);
vec3d local_attack_point;
switch (attacker_objp->type) {
case OBJ_SHIP: {
ai_info *attacker_aip;
attacker_aip = &Ai_info[Ships[attacker_objp->instance].ai_index];
if (!timestamp_elapsed(attacker_aip->pick_big_attack_point_timestamp)) {
vec3d result_point;
vm_vec_unrotate(&result_point, &attacker_aip->big_attack_point, &objp->orient);
vm_vec_add(attack_point, &result_point, &objp->pos);
return;
}
attacker_aip->pick_big_attack_point_timestamp = timestamp(2000 + (int) (frand()*500.0f));
break;
}
case OBJ_WEAPON: {
weapon *wp = &Weapons[attacker_objp->instance];
if (!timestamp_elapsed(wp->pick_big_attack_point_timestamp)) {
vec3d result_point;
vm_vec_unrotate(&result_point, &wp->big_attack_point, &objp->orient);
vm_vec_add(attack_point, &result_point, &objp->pos);
return;
}
wp->pick_big_attack_point_timestamp = timestamp(2000 + (int) (frand()*500.0f));
break;
}
}
// checks valid line to target
vec3d surface_normal;
ai_bpap(objp, &attacker_objp->pos, &attacker_objp->orient.vec.fvec, attack_point, &local_attack_point, fov, 99999.9f, &surface_normal, NULL);
switch (attacker_objp->type) {
case OBJ_SHIP: {
ai_info *attacker_aip;
// if we can't find a new local_attack_point don't change local_attack_point
if (vm_vec_mag_squared(&local_attack_point) < 1) {
return;
}
attacker_aip = &Ai_info[Ships[attacker_objp->instance].ai_index];
attacker_aip->big_attack_point = local_attack_point;
attacker_aip->big_attack_surface_normal = surface_normal;
break;
}
case OBJ_WEAPON: {
weapon *wp = &Weapons[attacker_objp->instance];
wp->big_attack_point = local_attack_point;
Assert( !vm_is_vec_nan(&wp->big_attack_point) );
break;
}
}
return;
}
// Handler for SM_EVADE submode ( called from ai_big_chase() )
void ai_big_evade_ship()
{
vec3d player_pos, enemy_pos;
float dist;
ship *shipp = &Ships[Pl_objp->instance];
ai_info *aip = &Ai_info[shipp->ai_index];
vec3d randvec, semi_enemy_pos;
ai_set_positions(Pl_objp, En_objp, aip, &player_pos, &enemy_pos);
dist = vm_vec_dist_quick(&player_pos, &enemy_pos);
vm_vec_rand_vec_quick(&randvec);
if ((Missiontime>>14) & 1) {
vm_vec_scale_add(&semi_enemy_pos, &enemy_pos, &randvec, dist/2.0f);
aip->prev_goal_point = semi_enemy_pos;
} else {
semi_enemy_pos = aip->prev_goal_point;
}
accelerate_ship(aip, 1.0f - ((Missiontime>>8) & 0x3f)/128.0f );
turn_away_from_point(Pl_objp, &semi_enemy_pos, 0.0f);
float box_dist;
vec3d box_vec;
int is_inside;
box_dist = get_world_closest_box_point_with_delta(&box_vec, En_objp, &player_pos, &is_inside, EVADE_BOX_BASE_DISTANCE);
if (box_dist > EVADE_BOX_BASE_DISTANCE) {
aip->submode = SM_ATTACK;
aip->submode_start_time = Missiontime;
} else if ((box_dist > EVADE_BOX_MIN_DISTANCE) && (Missiontime - aip->submode_start_time > i2f(5)) ) {
aip->submode = SM_ATTACK;
aip->submode_start_time = Missiontime;
}
//TODO TEST
/* if (dist > 4*En_objp->radius) {
aip->submode = SM_ATTACK;
aip->submode_start_time = Missiontime;
} else if (dist > En_objp->radius) {
if (Missiontime - aip->submode_start_time > i2f(5)) {
aip->submode = SM_ATTACK;
aip->submode_start_time = Missiontime;
}
} */
}
// Handler for SM_AVOID submode ( called from ai_big_chase() )
void ai_big_avoid_ship()
{
ai_big_evade_ship();
}
// reset path following information
void ai_big_subsys_path_cleanup(ai_info *aip)
{
if ( aip->ai_flags & AIF_ON_SUBSYS_PATH ) {
aip->ai_flags &= ~AIF_ON_SUBSYS_PATH;
aip->path_goal_dist = -1;
aip->path_start = -1;
aip->path_cur = -1;
aip->path_length = 0;
}
}
// Maybe Pl_objp needs to follow a path to get in line-of-sight to a subsystem
// input: do_dot_check => default value 0, flag to indicate whether check should be done to ensure
// subsystem is within certain field of view. We don't want to check fov when
// strafing, since ship is weaving to avoid turret fire
int ai_big_maybe_follow_subsys_path(int do_dot_check)
{
ai_info *aip;
float dot = 1.0f, min_dot;
object *target_objp;
aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
if ( aip->target_objnum < 0 )
return 0;
target_objp = &Objects[aip->target_objnum];
if ( (aip->targeted_subsys != NULL) && (aip->targeted_subsys->system_info->path_num >= 0) ) {
int subsys_path_num, subsys_in_sight, checked_sight;
float dist;
// Get models of both source and target
polymodel *pm = model_get( Ship_info[Ships[Pl_objp->instance].ship_info_index].model_num );
polymodel *pm_t = model_get( Ship_info[Ships[target_objp->instance].ship_info_index].model_num );
// Necessary sanity check
Assertion(aip->targeted_subsys->system_info->path_num < pm_t->n_paths, "Invalid Path number %d for subsystem %s on ship %s (Model: %s)\n", aip->targeted_subsys->system_info->path_num, aip->targeted_subsys->system_info->name, Ship_info[Ships[target_objp->instance].ship_info_index].name, pm_t->filename );
if (aip->targeted_subsys->system_info->path_num >= pm_t->n_paths)
return 0;
// If attacking a subsystem, ensure that we have an unobstructed line of sight... if not, then move
// towards path linked to subsystem
subsys_in_sight = 0; // assume Pl_objp doesn't have line of sight to subys
// only check for subsystem sight every N milliseconds
checked_sight = 0;
if ( timestamp_elapsed(aip->path_subsystem_next_check) ) {
vec3d geye, gsubpos;
eye *ep;
aip->path_subsystem_next_check = timestamp(1500);
// get world pos of eye (stored in geye)
ep = &(pm->view_positions[Ships[Pl_objp->instance].current_viewpoint]);
model_find_world_point( &geye, &ep->pnt, pm->id, 0, &Pl_objp->orient, &Pl_objp->pos );
// get world pos of subsystem
vm_vec_unrotate(&gsubpos, &aip->targeted_subsys->system_info->pnt, &En_objp->orient);
vm_vec_add2(&gsubpos, &En_objp->pos);
checked_sight = 1;
// Calc dot between subsys normal (based on using path info), and subsys_to_eye vector. This is
// useful later when we want to decide whether we have a realistic line-of-sight to the subsystem.
vec3d subsys_normal, subsys_to_eye;
if ( do_dot_check ) {
if ( !ship_return_subsys_path_normal(&Ships[target_objp->instance], aip->targeted_subsys, &gsubpos, &subsys_normal) ) {
vm_vec_normalized_dir(&subsys_to_eye, &geye, &gsubpos);
dot = vm_vec_dot(&subsys_normal, &subsys_to_eye);
}
}
if ( ship_subsystem_in_sight(En_objp, aip->targeted_subsys, &geye, &gsubpos, 1) ) {
subsys_in_sight = 1;
}
}
// check if subsystem not in sight
min_dot = (target_objp->phys_info.fspeed > 5.0f?MIN_DOT_TO_ATTACK_MOVING_SUBSYS:MIN_DOT_TO_ATTACK_SUBSYS);
if ( (checked_sight && ((!subsys_in_sight) || (dot < min_dot)) ) ) {
aip->path_goal_dist = 5;
subsys_path_num = aip->targeted_subsys->system_info->path_num;
if ( ((aip->path_start) == -1 || (aip->mp_index != subsys_path_num)) && subsys_path_num < pm_t->n_paths ) {
// maybe create a new path
if ( subsys_path_num >= 0 ) {
Assert(aip->target_objnum >= 0);
ai_find_path(Pl_objp, aip->target_objnum, subsys_path_num, 0, 1);
if ( aip->path_start >= 0 ) {
aip->ai_flags |= AIF_ON_SUBSYS_PATH;
}
}
}
}
if ( checked_sight && subsys_in_sight && (dot > min_dot) ) {
// we've got a clear shot, stay here for a bit
aip->path_subsystem_next_check = timestamp_rand(5000,8000);
}
// If there is a path that we are tracking, see if ship has gotten to within
// aip->path_goal_dist units. If so, then ship can stop following the path. This
// is required since we don't want to follow the path all the way to the subsystem,
// and we want ships to stop different distances from their path destination
if ( aip->path_length > 0 ) {
int path_done=0;
int in_view=0;
Assert(aip->path_length >= 2);
dist = vm_vec_dist_quick(&Path_points[aip->path_start+aip->path_length-2].pos, &Pl_objp->pos);
if ( aip->path_cur >= (aip->path_start+aip->path_length-1) ) {
path_done=1;
}
min_dot = (target_objp->phys_info.fspeed > 5.0f?MIN_DOT_TO_ATTACK_MOVING_SUBSYS:MIN_DOT_TO_ATTACK_SUBSYS);
if ( (checked_sight && subsys_in_sight) && (dot > min_dot) ) {
in_view=1;
}
// if we've reached the destination, then we can stop following the path
if ( path_done || ( dist < aip->path_goal_dist ) || in_view ) {
ai_big_subsys_path_cleanup(aip);
} else if ( dist > aip->path_goal_dist ) {
// If we have a path to follow, follow it and return
if ( aip->path_start != -1 ) {
// for now, only follow the path to the first point
if ( aip->path_cur < (aip->path_start+aip->path_length-1) ) {
if ( aip->goal_objnum != aip->target_objnum ) {
aip->previous_mode = aip->mode;
aip->mode = AIM_NONE;
aip->submode = -1;
aip->submode_start_time = Missiontime;
return 1;
}
ai_path();
return 1;
}
}
}
}
}
return 0;
}
// This function is only called from ai_big_chase_attack() when a ship is flying very slowly and
// attacking a big ship. The ship should scan for enemy fighter/bombers... if any are close, then
// return 1, otherwise return 0;
//
// input: aip => ai_info pointer for Pl_objp
// sip => ship_info pointer for Pl_objp
//
// exit: 1 => ship should enter strafe mode
// 0 => ship should not change ai mode, no fighter/bomber threats are near
//
// NOTE: uses SCAN_FIGHTERS_INTERVAL and ENTER_STRAFE_THREAT_DIST_SQUARED which are defined in AiBig.h
int ai_big_maybe_start_strafe(ai_info *aip, ship_info *sip)
{
// if moving slowly (or stopped), and SIF_SMALL_SHIP, then enter STRAFE mode if enemy fighter/bombers
// are near
if ( sip->is_small_ship() ) {
if ( timestamp_elapsed(aip->scan_for_enemy_timestamp) ) {
ship_obj *so;
object *test_objp;
ship *test_sp;
float dist_squared;
aip->scan_for_enemy_timestamp = timestamp(SCAN_FIGHTERS_INTERVAL);
// iterate through ships, and see if any fighter/bomber from opposite team are near
so = GET_FIRST(&Ship_obj_list);
while( so != END_OF_LIST(&Ship_obj_list) ) {
test_objp = &Objects[so->objnum];
test_sp = &Ships[test_objp->instance];
if ( iff_x_attacks_y(Ships[Pl_objp->instance].team, test_sp->team) ) {
if ( Ship_info[test_sp->ship_info_index].is_small_ship() ) {
dist_squared = vm_vec_dist_squared(&Pl_objp->pos, &test_objp->pos);
if ( dist_squared < ENTER_STRAFE_THREAT_DIST_SQUARED ) {
return 1;
}
}
}
so = GET_NEXT(so);
}
}
}
// If we've reached here, there are no enemy fighter/bombers near
return 0;
}
// ATTACK submode handler for chase mode.
void ai_big_chase_attack(ai_info *aip, ship_info *sip, vec3d *enemy_pos, float dist_to_enemy, int modelnum)
{
int start_bank;
float dot_to_enemy, time_to_hit;
polymodel *po = model_get( modelnum );
// Maybe evade an incoming weapon.
if (((time_to_hit = ai_endangered_by_weapon(aip)) < 4.0f) && (time_to_hit >= 0.0f)) {
aip->submode = SM_EVADE_WEAPON;
aip->submode_start_time = Missiontime;
aip->prev_goal_point = En_objp->pos;
} else {
// If moving slowly, maybe evade incoming fire.
if (Pl_objp->phys_info.speed < 3.0f) {
object *objp;
for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
if ((objp->type == OBJ_WEAPON) && (iff_x_attacks_y(Ships[Pl_objp->instance].team, Weapons[objp->instance].team)))
if (Weapon_info[Weapons[objp->instance].weapon_info_index].subtype == WP_LASER) {
vec3d in_vec;
float dist;
vm_vec_sub(&in_vec, &objp->pos, &Pl_objp->pos);
if (vm_vec_dot(&in_vec, &objp->orient.vec.fvec) > 0.0f) {
dist = vm_vec_normalize(&in_vec);
if ((dist < 200.0f) && (vm_vec_dot(&in_vec, &objp->orient.vec.fvec) > 0.95f)) {
if ((Objects[objp->parent].signature == objp->parent_sig) && (vm_vec_dist_quick(&objp->pos, &Objects[objp->parent].pos) < 300.0f)) {
set_target_objnum(aip, objp->parent);
aip->submode = SM_ATTACK;
aip->submode_start_time = Missiontime;
} else {
aip->submode = SM_EVADE;
aip->submode_start_time = Missiontime;
aip->prev_goal_point = En_objp->pos;
}
}
}
}
}
// Since ship is moving slowly and attacking a large ship, scan if enemy fighters are near, if so
// then enter strafe mode
if ( ai_big_maybe_start_strafe(aip, sip) ) {
aip->previous_mode = aip->mode;
aip->mode = AIM_STRAFE;
aip->submode_parm0 = Missiontime; // use parm0 as time strafe mode entered (i.e. MODE start time)
ai_big_strafe_position();
return;
}
} // end if ( Pl_objp->phys_info.speed < 3.0f )
//Maybe enter glide strafe (check every 8 seconds, on a different schedule for each ship)
if ((sip->can_glide == true) && !(aip->ai_flags & AIF_KAMIKAZE) && static_randf((Missiontime + static_rand(aip->shipnum)) >> 19) < aip->ai_glide_strafe_percent) {
aip->previous_mode = aip->mode;
aip->mode = AIM_STRAFE;
aip->submode_parm0 = Missiontime; // use parm0 as time strafe mode entered (i.e. MODE start time)
aip->submode = AIS_STRAFE_GLIDE_ATTACK;
aip->submode_parm1 = 0;
aip->submode_start_time = Missiontime;
}
// see if Pl_objp needs to reposition to get a good shot at subsystem which is being attacked
if ( ai_big_maybe_follow_subsys_path() ) {
if ((Pl_objp->phys_info.flags & PF_AFTERBURNER_ON) && !(aip->ai_flags & AIF_KAMIKAZE)) {
afterburners_stop(Pl_objp);
}
return;
}
vec3d *rel_pos;
vec3d vec_to_enemy;
float weapon_travel_dist;
start_bank = Ships[aip->shipnum].weapons.current_primary_bank;
if ((po->n_guns) && (start_bank != -1)) {
rel_pos = &po->gun_banks[start_bank].pnt[0];
} else
rel_pos = NULL;
dist_to_enemy = vm_vec_normalized_dir(&vec_to_enemy, enemy_pos, &Pl_objp->pos);
dot_to_enemy = vm_vec_dot(&vec_to_enemy, &Pl_objp->orient.vec.fvec);
vec3d rvec_vec, *rvec = &rvec_vec;
if (dist_to_enemy > 500.0f)
compute_desired_rvec(rvec, enemy_pos, &Pl_objp->pos);
else
rvec = NULL;
ai_turn_towards_vector(enemy_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, rel_pos, 0.0f, 0, rvec);
// calc range of primary weapon
weapon_travel_dist = ai_get_weapon_dist(&Ships[Pl_objp->instance].weapons);
if ( aip->targeted_subsys != NULL ) {
if (dist_to_enemy > (weapon_travel_dist-20)) {
accelerate_ship(aip, 1.0f);
ship *shipp = &Ships[Pl_objp->instance];
if ((aip->ai_flags & AIF_FREE_AFTERBURNER_USE) && !(shipp->flags[Ship::Ship_Flags::Afterburner_locked]) && (dot_to_enemy > 0.75f)) {
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) && !(aip->ai_flags & AIF_KAMIKAZE)) {
afterburners_stop(Pl_objp);
}
} else {
// AL 12-31-97: Move at least as quickly as your target is moving...
accelerate_ship(aip, MAX(1.0f - dot_to_enemy, Objects[aip->target_objnum].phys_info.fspeed/sip->max_speed));
if ((Pl_objp->phys_info.flags & PF_AFTERBURNER_ON) && !(aip->ai_flags & AIF_KAMIKAZE)) {
afterburners_stop(Pl_objp);
}
}
} else {
float accel;
if (dot_to_enemy < 0.0f) {
accel = 0.5f;
} else if (dot_to_enemy < 0.75f) {
accel = 0.75f;
} else {
if (dist_to_enemy > weapon_travel_dist/2.0f) {
accel = 1.0f;
} else {
accel = 1.0f - dot_to_enemy;
}
}
// use dist normal to enemy here (don't break 50 barrier)
if (dist_to_enemy < ATTACK_STOP_DISTANCE) {
// accelerate_ship(aip, accel * 0.5f);
accelerate_ship(aip, -1.0f);
if ((Pl_objp->phys_info.flags & PF_AFTERBURNER_ON) && !(aip->ai_flags & AIF_KAMIKAZE)) {
afterburners_stop(Pl_objp);
}
} else {
accelerate_ship(aip, accel);
ship *shipp = &Ships[Pl_objp->instance];
if ((aip->ai_flags & AIF_FREE_AFTERBURNER_USE) && !(shipp->flags[Ship::Ship_Flags::Afterburner_locked]) && (accel > 0.95f)) {
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) && !(aip->ai_flags & AIF_KAMIKAZE)) {
afterburners_stop(Pl_objp);
}
}
}
}
}
// Handler for submode SM_CONTINUOUS_TURN
void ai_big_chase_ct()
{
ai_chase_ct();
}
extern void ai_select_secondary_weapon(object *objp, ship_weapon *swp, int priority1 = -1, int priority2 = -1);
extern float set_secondary_fire_delay(ai_info *aip, ship *shipp, weapon_info *swip, bool burst);
extern void ai_choose_secondary_weapon(object *objp, ai_info *aip, object *en_objp);
extern int maybe_avoid_big_ship(object *objp, object *ignore_objp, ai_info *aip, vec3d *goal_point, float delta_time);
extern void maybe_cheat_fire_synaptic(object *objp, ai_info *aip);
// Determine if Pl_objp should fire weapons at current target, based on input parameters
//
// dist_to_enemy => distance (in m) to attack point on current target
// dot_to_enemy => dot product between fvec of Pl_objp and vector from Pl_objp to attack point
//
void ai_big_maybe_fire_weapons(float dist_to_enemy, float dot_to_enemy, vec3d *firing_pos, vec3d *enemy_pos, vec3d *enemy_vel)
{
ai_info *aip;
ship_weapon *swp;
int has_fired = -1;
aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
swp = &Ships[Pl_objp->instance].weapons;
if (dot_to_enemy > 0.95f - 0.5f * En_objp->radius/MAX(1.0f, En_objp->radius + dist_to_enemy)) {
aip->time_enemy_in_range += flFrametime;
// Chance of hitting ship is based on dot product of firing ship's forward vector with vector to ship
// and also the size of the target relative to distance to target.
if (dot_to_enemy > MAX(0.5f, 0.90f + aip->ai_accuracy/10.0f - En_objp->radius/MAX(1.0f,dist_to_enemy))) {
ship *temp_shipp;
temp_shipp = &Ships[Pl_objp->instance];
ship_weapon *tswp = &temp_shipp->weapons;
if ( tswp->num_primary_banks > 0 ) {
Assertion(tswp->current_primary_bank < tswp->num_primary_banks, "AI tried to select primary bank %d. Might be a model error\n", tswp->current_primary_bank);
weapon_info *wip = &Weapon_info[tswp->primary_bank_weapons[tswp->current_primary_bank]];
if (dist_to_enemy < MIN((wip->max_speed * wip->lifetime), wip->weapon_range)){
has_fired = 1;
if(! ai_fire_primary_weapon(Pl_objp)){
has_fired = -1;
// ship_stop_fire_primary(Pl_objp);
}
}
}
if (tswp->num_secondary_banks > 0) {
if (!(En_objp->flags[Object::Object_Flags::Protected]) || (aip->goals[0].ai_mode & (AI_GOAL_DISABLE_SHIP | AI_GOAL_DISARM_SHIP))) {
ai_choose_secondary_weapon(Pl_objp, aip, En_objp);
int current_bank = tswp->current_secondary_bank;
if (current_bank > -1) {
weapon_info *swip = &Weapon_info[tswp->secondary_bank_weapons[current_bank]];
if(!(En_objp->flags[Object::Object_Flags::Protected]) || ((aip->goals[0].ai_mode & (AI_GOAL_DISABLE_SHIP | AI_GOAL_DISARM_SHIP)) && swip->wi_flags & WIF_PUNCTURE )) { //override lockdown on protected ships when using anti subsystem weapons - Valathil
// If ship is protected and very low on hits, don't fire missiles.
if (!(En_objp->flags[Object::Object_Flags::Protected]) || (En_objp->hull_strength > 10*swip->damage)) {
if (aip->ai_flags & AIF_UNLOAD_SECONDARIES) {
if (timestamp_until(swp->next_secondary_fire_stamp[current_bank]) > swip->fire_wait*1000.0f) {
swp->next_secondary_fire_stamp[current_bank] = timestamp((int) (swip->fire_wait*1000.0f));
}
}
if (timestamp_elapsed(swp->next_secondary_fire_stamp[current_bank])) {
float firing_range;
if (swip->wi_flags2 & WIF2_LOCAL_SSM)
firing_range=swip->lssm_lock_range;
else
firing_range = MIN((swip->max_speed * swip->lifetime), swip->weapon_range);
// reduce firing range of secondaries in nebula
extern int Nebula_sec_range;
if ((The_mission.flags[Mission::Mission_Flags::Fullneb]) && Nebula_sec_range) {
firing_range *= 0.8f;
}
float t = 0.25f; // default delay in seconds until next fire.
if (dist_to_enemy < firing_range*1.0f) {
//vm_vec_scale_add(&future_enemy_pos, enemy_pos, enemy_vel, dist_to_enemy/swip->max_speed);
//if (vm_vec_dist_quick(&future_enemy_pos, firing_pos) < firing_range * 0.8f) {
if (ai_fire_secondary_weapon(Pl_objp)) {
int current_bank_adjusted = MAX_SHIP_PRIMARY_BANKS + current_bank;
if ((aip->ai_flags & AIF_UNLOAD_SECONDARIES) || (swip->burst_flags & WBF_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 & WBF_RANDOM_LENGTH)) {
swp->burst_counter[current_bank_adjusted] = myrand() % swip->burst_shots;
} else {
swp->burst_counter[current_bank_adjusted] = 0;
}
}
} 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 & WBF_RANDOM_LENGTH)) {
swp->burst_counter[current_bank_adjusted] = myrand() % swip->burst_shots;
} else {
swp->burst_counter[current_bank_adjusted] = 0;
}
}
}
swp->next_secondary_fire_stamp[current_bank] = timestamp((int) (t*1000.0f));
}
//}
}
swp->next_secondary_fire_stamp[current_bank] = timestamp((int) (t*1000.0f));
}
}
}
}
}
}
}
} else {
if (flFrametime < 1.0f)
aip->time_enemy_in_range *= (1.0f - flFrametime);
else
aip->time_enemy_in_range = 0;
}
if(has_fired == -1){ //stuff that hapens when the ship stops fireing
ship_stop_fire_primary(Pl_objp);
}
}
// switch ai ship into chase mode
void ai_big_switch_to_chase_mode(ai_info *aip)
{
aip->previous_mode = aip->mode;
aip->mode = AIM_CHASE;
aip->submode = SM_ATTACK;
aip->submode_start_time = Missiontime;
}
extern int ai_big_strafe_maybe_retreat(float dist, vec3d *target_pos);
// Make object Pl_objp chase object En_objp, which is a big ship, not a small ship.
void ai_big_chase()
{
float dist_to_enemy, dot_to_enemy;
vec3d player_pos, enemy_pos, vec_to_enemy;
ship_info *sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
ship *shipp = &Ships[Pl_objp->instance];
ai_info *aip = &Ai_info[shipp->ai_index];
vec3d predicted_enemy_pos;
Assert(aip->mode == AIM_CHASE);
maybe_cheat_fire_synaptic(Pl_objp, aip);
ai_set_positions(Pl_objp, En_objp, aip, &player_pos, &enemy_pos);
player_pos = Pl_objp->pos;
ai_big_pick_attack_point(En_objp, Pl_objp, &enemy_pos, 0.8f);
// Compute the predicted position of the center of the ship, then add the delta to the goal pos.
if (En_objp->phys_info.speed > 3.0f) {
set_predicted_enemy_pos(&predicted_enemy_pos, Pl_objp, &En_objp->pos, &En_objp->phys_info.vel, aip);
vm_vec_add2(&enemy_pos, &predicted_enemy_pos);
vm_vec_sub2(&enemy_pos, &En_objp->pos);
} else
predicted_enemy_pos = En_objp->pos;
if (aip->targeted_subsys != NULL) {
get_subsystem_pos(&enemy_pos, En_objp, aip->targeted_subsys);
}
dist_to_enemy = vm_vec_normalized_dir(&vec_to_enemy, &enemy_pos, &player_pos); // - En_objp->radius;
dot_to_enemy = vm_vec_dot(&vec_to_enemy, &Pl_objp->orient.vec.fvec);
if (aip->ai_flags & AIF_TARGET_COLLISION) {
if ( ai_big_strafe_maybe_retreat(dist_to_enemy, &enemy_pos) ) {
aip->mode = AIM_STRAFE;
aip->submode_parm0 = Missiontime; // use parm0 as time strafe mode entered (i.e. MODE start time)
aip->submode = AIS_STRAFE_AVOID;
aip->submode_start_time = Missiontime;
if (Pl_objp->phys_info.flags & PF_AFTERBURNER_ON) {
afterburners_stop(Pl_objp);
}
return;
}
}
if (aip->ai_flags & AIF_KAMIKAZE) {
//nprintf(("AI", "Kamikaze: %7.3f %7.3f\n", dot_to_enemy, dist_to_enemy));
accelerate_ship(aip, 1.0f);
if ((dist_to_enemy < 400.0f) && ai_maybe_fire_afterburner(Pl_objp, aip)) {
afterburners_start(Pl_objp);
aip->afterburner_stop_time = Missiontime + 3*F1_0;
}
}
// If just acquired target, or target is not in reasonable cone, don't refine believed enemy position.
if ((dot_to_enemy < 0.25f) || (aip->target_time < 1.0f) || (aip->ai_flags & AIF_SEEK_LOCK)) {
update_aspect_lock_information(aip, &vec_to_enemy, dist_to_enemy - En_objp->radius, En_objp->radius);
} else if (aip->targeted_subsys != NULL) {
Assert(aip->targeted_subsys != NULL);
get_subsystem_pos(&enemy_pos, En_objp, aip->targeted_subsys);
vm_vec_add2(&enemy_pos, &predicted_enemy_pos);
vm_vec_sub2(&enemy_pos, &En_objp->pos);
dist_to_enemy = vm_vec_normalized_dir(&vec_to_enemy, &enemy_pos, &player_pos); // - En_objp->radius;
dot_to_enemy = vm_vec_dot(&vec_to_enemy, &Pl_objp->orient.vec.fvec);
update_aspect_lock_information(aip, &vec_to_enemy, dist_to_enemy, En_objp->radius);
} else if (En_objp->flags[Object::Object_Flags::Protected]) { // If protected and we're not attacking a subsystem, stop attacking!
update_aspect_lock_information(aip, &vec_to_enemy, dist_to_enemy - En_objp->radius, En_objp->radius);
aip->target_objnum = -1;
if (find_enemy(OBJ_INDEX(Pl_objp), MAX_ENEMY_DISTANCE, The_mission.ai_profile->max_attackers[Game_skill_level]) == -1) {
ai_do_default_behavior(Pl_objp);
return;
}
} else {
update_aspect_lock_information(aip, &vec_to_enemy, dist_to_enemy - En_objp->radius, En_objp->radius);
}
// If recently acquired target and not looking at target, just turn a bit.
switch (aip->submode) {
case SM_ATTACK:
case SM_SUPER_ATTACK:
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)) {
if ((Pl_objp->phys_info.flags & PF_AFTERBURNER_ON) && !(aip->ai_flags & AIF_KAMIKAZE)) {
afterburners_stop(Pl_objp);
}
return;
}
}
if (aip->target_time < 2.0f)
if ((dot_to_enemy < 0.9f) || (dist_to_enemy > 300.0f)) {
aip->submode = SM_CONTINUOUS_TURN;
aip->submode_start_time = Missiontime - fl2f(2.75f); // This backdated start time allows immediate switchout.
if (dot_to_enemy > 0.0f)
aip->target_time += flFrametime * dot_to_enemy;
}
break;
}
//
// Set turn and acceleration based on submode.
//
if (((aip->submode != SM_ATTACK) && (aip->submode != SM_SUPER_ATTACK) && (aip->submode != SM_ATTACK_FOREVER) && (aip->submode != SM_EVADE_WEAPON)) || (aip->mode == AIM_STRAFE)){
if ((Pl_objp->phys_info.flags & PF_AFTERBURNER_ON) && !(aip->ai_flags & AIF_KAMIKAZE)) {
afterburners_stop(Pl_objp);
}
}
switch (aip->submode) {
case SM_CONTINUOUS_TURN:
ai_big_chase_ct();
break;
case SM_ATTACK:
case SM_SUPER_ATTACK:
case SM_ATTACK_FOREVER:
ai_big_chase_attack(aip, sip, &enemy_pos, dist_to_enemy, sip->model_num);
break;
case SM_EVADE:
ai_big_evade_ship();
break;
case SM_AVOID:
ai_big_avoid_ship();
break;
case SM_EVADE_WEAPON:
evade_weapon();
break;
default:
aip->last_attack_time = Missiontime;
aip->submode = SM_ATTACK;
aip->submode_start_time = Missiontime;
break;
}
// maybe Pl_objp was forced into strafe mode, if so return now
if ( aip->mode == AIM_STRAFE )
return;
// Maybe choose a new submode.
if (aip->submode != SM_AVOID && aip->submode != SM_EVADE ) {
// If a very long time since attacked, attack no matter what!
if (aip->submode != SM_SUPER_ATTACK) {
if (Missiontime - aip->last_attack_time > i2f(6)) {
aip->submode = SM_SUPER_ATTACK;
aip->submode_start_time = Missiontime;
aip->last_attack_time = Missiontime;
}
}
// If a collision is expected, pull out!
float dist_normal_to_enemy;
if (vm_vec_mag_squared(&aip->big_attack_surface_normal) > 0.9) {
dist_normal_to_enemy = fl_abs((dist_to_enemy * vm_vec_dot(&vec_to_enemy, &aip->big_attack_surface_normal)));
} else {
// don;t have normal so use a conservative value here
dist_normal_to_enemy = 0.3f * dist_to_enemy;
}
// float time_to_enemy = dist_normal_to_enemy / Pl_objp->phys_info.speed * fl_abs(vm_vec_dot(&Pl_objp->phys_info.vel, &aip->big_attack_surface_normal));
// if (Framecount % 30 == 1) {
// mprintf(("normal dist; %.1f, time: %.1f\n", dist_normal_to_enemy, time_to_enemy));
// }
// since we're not in strafe and we may get a bad normal, cap dist_normal_to_enemy as MIN(0.3*dist_to_enemy, self)
// this will allow us to get closer on a bad normal
dist_normal_to_enemy = MAX(0.3f*dist_to_enemy, dist_normal_to_enemy);
if (dist_to_enemy < ATTACK_COLLIDE_BASE_DIST) {
// within 50m or 1sec
float time_to_enemy;
if (vm_vec_mag_squared(&aip->big_attack_surface_normal) > 0.9) {
if (Pl_objp->phys_info.speed > 0.1) {
time_to_enemy = dist_normal_to_enemy / fl_abs(vm_vec_dot(&Pl_objp->phys_info.vel, &aip->big_attack_surface_normal));
} else {
// a big time
time_to_enemy = 100.0f;
}
} else {
if (Pl_objp->phys_info.speed > 0.1) {
time_to_enemy = dist_normal_to_enemy / Pl_objp->phys_info.speed;
} else {
// a big time
time_to_enemy = 100.0f;
}
}
float speed_dist = MAX(0.0f, (Pl_objp->phys_info.speed-50) * 2);
if ((dist_normal_to_enemy < ATTACK_COLLIDE_AVOID_DIST + speed_dist) || (time_to_enemy < ATTACK_COLLIDE_AVOID_TIME) ) {
// get away, simulate crsh recovery (don't use avoid)
// accelerate_ship(aip, -1.0f);
big_ship_collide_recover_start(Pl_objp, En_objp, &Pl_objp->pos, NULL);
// aip->submode = SM_AVOID;
// aip->submode_start_time = Missiontime;
} else if ((dist_normal_to_enemy < ATTACK_COLLIDE_SLOW_DIST) || (time_to_enemy < ATTACK_COLLIDE_SLOW_TIME) ) {
// slow down
accelerate_ship(aip, -1.0f);
}
}
/*
if ((dot_to_enemy > 1.0f - 0.1f * En_objp->radius/(dist_to_enemy + 1.0f)) && (Pl_objp->phys_info.speed > dist_to_enemy/5.0f)) {
if (might_collide_with_ship(Pl_objp, En_objp, dot_to_enemy, dist_to_enemy, (aip->targeted_subsys == NULL)*2.0f + 1.5f)) {
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:
case SM_ATTACK_FOREVER:
break;
case SM_EVADE:
if (dist_to_enemy > 4*En_objp->radius) {
aip->submode = SM_ATTACK;
aip->submode_start_time = Missiontime;
aip->last_attack_time = Missiontime;
}
break;
case SM_SUPER_ATTACK:
break;
case SM_AVOID:
// if outside box by > 300 m
// DA 4/20/98 can never get here attacking a big ship
{
int is_inside;
float box_dist = get_world_closest_box_point_with_delta(NULL, En_objp, &Pl_objp->pos, &is_inside, 0.0f);
if (box_dist > 300) {
aip->submode = SM_ATTACK;
aip->submode_start_time = Missiontime;
aip->last_attack_time = Missiontime;
}
}
break;
/* if (dot_to_enemy > -0.2f) {
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_ATTACK;
aip->submode_start_time = Missiontime;
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;
default:
aip->submode = SM_ATTACK;
aip->submode_start_time = Missiontime;
aip->last_attack_time = Missiontime;
}
//
// Maybe fire primary weapon and update time_enemy_in_range
//
//nprintf(("AI", "time_enemy_in_range = %7.3f, dot = %7.3f\n", aip->time_enemy_in_range, dot_to_enemy));
// AL: add condition that Pl_objp must not be following a path to fire. This may be too extreme, but
// I noticed AI ships firing inappropriately when following a path near a big ship.
// TODO: investigate why ships fire (and aren't close to hitting ship) when following a path near
// a big ship
if (aip->mode != AIM_EVADE && aip->path_start == -1 ) {
ai_big_maybe_fire_weapons(dist_to_enemy, dot_to_enemy, &player_pos, &predicted_enemy_pos, &En_objp->phys_info.vel);
} else {
if (flFrametime < 1.0f)
aip->time_enemy_in_range *= (1.0f - flFrametime);
else
aip->time_enemy_in_range = 0;
}
}
void ai_big_ship(object *objp)
{
// do nothing
}
// all three parms are output parameters
// Enemy object is En_objp
// pos => world pos of attack point
// dist => distance from Pl_objp front to attack point
// dot => dot of Pl_objp fvec and vector to attack point
// fire_pos => world pos from which firing
void ai_big_attack_get_data(vec3d *enemy_pos, float *dist_to_enemy, float *dot_to_enemy)
{
vec3d player_pos, vec_to_enemy, predicted_enemy_pos;
ship *shipp = &Ships[Pl_objp->instance];
ai_info *aip = &Ai_info[shipp->ai_index];
ship_info *esip = &Ship_info[Ships[En_objp->instance].ship_info_index];
Assert(aip->mode == AIM_STRAFE);
// ensure that Pl_objp is still targeting a big ship
if ( !(esip->is_big_or_huge()) ) {
ai_big_switch_to_chase_mode(aip);
return;
}
ai_set_positions(Pl_objp, En_objp, aip, &player_pos, enemy_pos);
player_pos = Pl_objp->pos;
if (aip->targeted_subsys != NULL) {
Assert(aip->targeted_subsys != NULL);
get_subsystem_pos(enemy_pos, En_objp, aip->targeted_subsys);
} else {
// checks valid line to target
ai_big_pick_attack_point(En_objp, Pl_objp, enemy_pos, 0.8f);
}
// Take player pos to be center of ship + ship_radius
vm_vec_scale_add2(&player_pos, &Pl_objp->orient.vec.fvec, Pl_objp->radius);
// 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.
vm_vec_normalized_dir(&vec_to_enemy, enemy_pos, &player_pos);
*dot_to_enemy=vm_vec_dot(&vec_to_enemy, &Pl_objp->orient.vec.fvec);
if ((*dot_to_enemy < 0.25f) || (aip->target_time < 1.0f) || (aip->ai_flags & AIF_SEEK_LOCK)) {
predicted_enemy_pos=*enemy_pos;
} else {
vec3d gun_pos, pnt;
polymodel *po = model_get( Ship_info[shipp->ship_info_index].model_num );
float weapon_speed;
// Compute position of gun in absolute space and use that as fire position.
if (po->n_guns > 0 && !(The_mission.ai_profile->flags2 & AIPF2_AI_AIMS_FROM_SHIP_CENTER)) {
pnt = po->gun_banks[0].pnt[0];
vm_vec_unrotate(&gun_pos, &pnt, &Pl_objp->orient);
vm_vec_add2(&gun_pos, &Pl_objp->pos);
} else {
//Use the convergence offset, if there is one
vm_vec_copy_scale(&pnt, &Ship_info[shipp->ship_info_index].convergence_offset, 1.0f);
}
weapon_speed = ai_get_weapon_speed(&shipp->weapons);
set_predicted_enemy_pos_turret(&predicted_enemy_pos, &gun_pos, Pl_objp, enemy_pos, &En_objp->phys_info.vel, weapon_speed, aip->time_enemy_in_range);
}
*dist_to_enemy = vm_vec_normalized_dir(&vec_to_enemy, &predicted_enemy_pos, &player_pos);
*dot_to_enemy = vm_vec_dot(&vec_to_enemy, &Pl_objp->orient.vec.fvec);
update_aspect_lock_information(aip, &vec_to_enemy, *dist_to_enemy, En_objp->radius);
*enemy_pos = predicted_enemy_pos;
}
// check to see if Pl_objp has gotten too close to attacking point.. if so, break off by entering
// AIS_STRAFE_RETREAT
int ai_big_strafe_maybe_retreat(float dist, vec3d *target_pos)
{
ai_info *aip;
aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
vec3d vec_to_target;
vm_vec_sub(&vec_to_target, target_pos, &Pl_objp->pos);
float dist_to_target, dist_normal_to_target, time_to_target;
dist_to_target = vm_vec_mag_quick(&vec_to_target);
if (vm_vec_mag_quick(&aip->big_attack_surface_normal) > 0.9) {
dist_normal_to_target = -vm_vec_dot(&vec_to_target, &aip->big_attack_surface_normal);
} else {
dist_normal_to_target = 0.2f * vm_vec_mag_quick(&vec_to_target);
}
dist_normal_to_target = MAX(0.2f*dist_to_target, dist_normal_to_target);
time_to_target = dist_normal_to_target / Pl_objp->phys_info.speed;
// add distance penalty for going too fast
float speed_to_dist_penalty = MAX(0.0f, (Pl_objp->phys_info.speed-50));
//if ((dot_to_enemy > 1.0f - 0.1f * En_objp->radius/(dist_to_enemy + 1.0f)) && (Pl_objp->phys_info.speed > dist_to_enemy/5.0f))
// Inside 2 sec retreat, setting goal point to box point + 300m
// If collision, use std collision resolution.
if ( !(aip->ai_flags & AIF_KAMIKAZE) && ((aip->ai_flags & AIF_TARGET_COLLISION) || (time_to_target < STRAFE_RETREAT_COLLIDE_TIME) || (dist_normal_to_target < STRAFE_RETREAT_COLLIDE_DIST + speed_to_dist_penalty)) ) {
if (aip->ai_flags & AIF_TARGET_COLLISION) {
// use standard collision resolution
aip->ai_flags &= ~AIF_TARGET_COLLISION;
big_ship_collide_recover_start(Pl_objp, En_objp, &Pl_objp->pos, NULL);
} else {
// too close for comfort so fly to box point + 300
aip->submode = AIS_STRAFE_RETREAT1;
aip->submode_start_time = Missiontime;
int is_inside;
vec3d goal_point;
get_world_closest_box_point_with_delta(&goal_point, En_objp, &Pl_objp->pos, &is_inside, STRAFE_RETREAT_BOX_DIST);
// set goal point
aip->goal_point = goal_point;
if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
afterburners_start(Pl_objp);
aip->afterburner_stop_time = Missiontime + 3*F1_0;
}
}
return 1;
} else {
return 0;
}
}
// attack directly to the turret and fire weapons
void ai_big_strafe_attack()
{
ai_info *aip;
vec3d target_pos;
vec3d rand_vec;
float target_dist, target_dot, accel, t;
aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
if ( ai_big_maybe_follow_subsys_path(0) ) {
return;
}
ai_big_attack_get_data(&target_pos, &target_dist, &target_dot);
if ( ai_big_strafe_maybe_retreat(target_dist, &target_pos) )
return;
if (aip->ai_flags & AIF_KAMIKAZE) {
if (target_dist < 1200.0f) {
ai_turn_towards_vector(&target_pos, Pl_objp, flFrametime, Ship_info[Ships[Pl_objp->instance].ship_info_index].srotation_time, NULL, NULL, 0.0f, 0);
accelerate_ship(aip, 1.0f);
if ((target_dist < 400.0f) && ai_maybe_fire_afterburner(Pl_objp, aip)) {
afterburners_start(Pl_objp);
aip->afterburner_stop_time = Missiontime + 3*F1_0;
}
return;
}
}
if (!(aip->ai_flags & AIF_SEEK_LOCK) || (aip->aspect_locked_time < 2.0f)) {
t = ai_endangered_by_weapon(aip);
if ( t > 0.0f && t < 1.5f ) {
// set up goal_point for avoid path to turn towards
aip->goal_point = Pl_objp->pos;
switch(rand()%4) {
case 0:
vm_vec_scale_add(&rand_vec, &Pl_objp->orient.vec.fvec, &Pl_objp->orient.vec.uvec, 2.0f);
break;
case 1:
vm_vec_scale_add(&rand_vec, &Pl_objp->orient.vec.fvec, &Pl_objp->orient.vec.uvec, -2.0f);
break;
case 2:
vm_vec_scale_add(&rand_vec, &Pl_objp->orient.vec.fvec, &Pl_objp->orient.vec.rvec, 2.0f);
break;
case 3:
vm_vec_scale_add(&rand_vec, &Pl_objp->orient.vec.fvec, &Pl_objp->orient.vec.rvec, -2.0f);
break;
} // end switch
vm_vec_scale(&rand_vec, 1000.0f);
vm_vec_add2(&aip->goal_point, &rand_vec);
aip->submode = AIS_STRAFE_AVOID;
aip->submode_start_time = Missiontime;
if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
afterburners_start(Pl_objp);
aip->afterburner_stop_time = Missiontime + fl2f(0.5f);
}
}
}
// maybe fire weapons at target
ai_big_maybe_fire_weapons(target_dist, target_dot, &Pl_objp->pos, &En_objp->pos, &En_objp->phys_info.vel);
turn_towards_point(Pl_objp, &target_pos, NULL, 0.0f);
fix last_hit = Missiontime - aip->last_hit_time;
if ( aip->ai_profile_flags2 & AIPF2_AI_CAN_SLOW_DOWN_ATTACKING_BIG_SHIPS ) {
// Slow down if we've not been hit for a while
if ( target_dist > 1200 || last_hit < F1_0*6) {
accel = 1.0f;
} else {
float attack_time;
attack_time = f2fl(Missiontime - aip->submode_start_time);
if ( attack_time > 15 ) {
accel = 0.2f;
} else if ( attack_time > 10 ) {
accel = 0.4f;
} else if ( attack_time > 8 ) {
accel = 0.6f;
} else if ( attack_time > 5 ) {
accel = 0.8f;
} else {
accel = 1.0f;
}
}
} else {
accel = 1.0f;
}
accelerate_ship(aip, accel);
// if haven't been hit in quite a while, leave strafe mode
fix long_enough;
long_enough = F1_0 * STRAFE_MAX_UNHIT_TIME;
if ( (last_hit > long_enough) && ( (Missiontime - aip->submode_parm0) > long_enough) ) {
ai_big_switch_to_chase_mode(aip);
}
}
// SUSHI: Strafe attack using glide
//submode_parm1 encodes the stage we're in.
//0: Choosing goal point to fly towards
//1: Accelerating towards the goal point.
//2: Raining down fire and brimstone on the target.
//3: Dummy stage used when resetting or exiting the mode
void ai_big_strafe_glide_attack()
{
ai_info *aip;
vec3d target_pos, vec_to_goal, predicted_enemy_pos, norm_vel_vec;
float target_dist, target_dot, target_ship_dist, dot_to_goal, flight_dot_to_enemy;
object *target_objp;
aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
target_objp = &Objects[aip->target_objnum];
vm_vec_sub(&vec_to_goal, &aip->goal_point, &Pl_objp->pos);
vm_vec_normalize(&vec_to_goal);
if (vm_vec_mag(&Pl_objp->phys_info.vel) > 0.0f)
vm_vec_copy_normalize(&norm_vel_vec, &Pl_objp->phys_info.vel);
else
vm_vec_copy_normalize(&norm_vel_vec, &Pl_objp->orient.vec.fvec);
dot_to_goal = vm_vec_dot(&vec_to_goal, &norm_vel_vec); //Angle between flight path and goal point
flight_dot_to_enemy = vm_vec_dot(&target_objp->pos, &norm_vel_vec); //Angle between flight path and target ship
//If we're following a path, then we shouldn't be doing glide strafe
if ( ai_big_maybe_follow_subsys_path(0) ) {
return;
}
//Gets a point on the target ship to attack, as well as distance and the angle between the nose of the attacker and that point.
ai_big_attack_get_data(&target_pos, &target_dist, &target_dot);
target_ship_dist = vm_vec_dist(&target_objp->pos, &Pl_objp->pos);
//If we haven't chosen the goal point yet, do so now
if (aip->submode_parm1 == 0) {
//Pick goal point. This should be a random point that passes through the circle whose normal is the vector between attacker and target
vec3d targetToAttacker;
vec3d tangentPoint;
vm_vec_sub(&targetToAttacker, &Pl_objp->pos, &target_objp->pos);
matrix orient;
vm_vector_2_matrix(&orient, &targetToAttacker, NULL, NULL);
vm_vec_random_in_circle(&tangentPoint, &target_objp->pos, &orient, target_objp->radius + GLIDE_STRAFE_DISTANCE, 1);
//Get tangent point in coords relative to ship, scale it up so the actual goal point is far away, then put back in world coords
vm_vec_sub2(&tangentPoint, &Pl_objp->pos);
vm_vec_scale(&tangentPoint, 1000.0f);
vm_vec_add(&aip->goal_point, &tangentPoint, &Pl_objp->pos);
aip->submode_parm1 = 1;
}
if (aip->submode_parm1 == 1) {
//Stay in acceleration stage?
//Accelerate towards goal point until:
// Mostly up to speed AND
// Moving in the correct direction
if ((Pl_objp->phys_info.fspeed > (Pl_objp->phys_info.max_vel.xyz.z * 0.85f)) && (dot_to_goal > 0.99f))
aip->submode_parm1 = 2;
}
if (aip->submode_parm1 == 2) {
//Should we stay in the fire stage?
//Keep going until we are too far away.
//If we are still on approach but too far away, this will still trigger. This will allow us to reposition the target
//point and allow for a "jinking" effect.
if (target_ship_dist > (STRAFE_RETREAT_BOX_DIST + target_objp->radius) &&
Missiontime - aip->submode_start_time > i2f(GLIDE_STRAFE_MIN_TIME)) {
//This checks whether we are moving toward the target or away from it. If moving towards, we reset the stage so that we
//pick a new attack vector (jinking). If moving away, we're at the end of a run so do a full reset (possibly allowing a
//switch back to conventional strafe).
if (flight_dot_to_enemy > 0.0f) {
aip->submode_parm1 = 0;
}
else {
aip->submode_parm1 = 3;
aip->submode = AIS_STRAFE_POSITION;
}
aip->submode_start_time = Missiontime;
}
}
//Time limit: if we've taken too long, reset
if (Missiontime - aip->submode_start_time > i2f(GLIDE_STRAFE_MAX_TIME)) {
aip->submode_parm1 = 3;
aip->submode = AIS_STRAFE_POSITION;
aip->submode_start_time = Missiontime;
}
//Acceleration stage
if (aip->submode_parm1 == 1) {
accelerate_ship(aip, 1.0f);
//Use afterburners if we have them and are pointed the right way
if (dot_to_goal > 0.99f) {
afterburners_start(Pl_objp);
aip->afterburner_stop_time = Missiontime + 3*F1_0;
}
turn_towards_point(Pl_objp, &aip->goal_point, NULL, 0.0f);
}
//Fire stage
if (aip->submode_parm1 == 2) {
Pl_objp->phys_info.flags |= PF_GLIDING;
accelerate_ship(aip, 0.0f);
afterburners_stop(Pl_objp);
//Compensate for motion of ship and target
set_predicted_enemy_pos(&predicted_enemy_pos, Pl_objp, &En_objp->pos, &En_objp->phys_info.vel, aip);
vm_vec_add2(&target_pos, &predicted_enemy_pos);
vm_vec_sub2(&target_pos, &En_objp->pos);
turn_towards_point(Pl_objp, &target_pos, NULL, 0.0f);
ai_big_maybe_fire_weapons(target_dist, target_dot, &Pl_objp->pos, &En_objp->pos, &En_objp->phys_info.vel);
}
// if haven't been hit in quite a while, leave strafe mode
// (same as ai_big_strafe_attack)
fix long_enough = F1_0 * STRAFE_MAX_UNHIT_TIME;
if ( (Missiontime - aip->last_hit_time > long_enough) && ( (Missiontime - aip->submode_parm0) > long_enough) ) {
ai_big_switch_to_chase_mode(aip);
}
}
// pick a new attack point when entering this state, and keep using it
void ai_big_strafe_avoid()
{
ai_info *aip;
vec3d target_pos;
float target_dist, target_dot;
fix mode_time;
aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
mode_time = Missiontime - aip->submode_start_time;
ai_big_attack_get_data(&target_pos, &target_dist, &target_dot);
if ( ai_big_strafe_maybe_retreat(target_dist, &target_pos) )
return;
if ( mode_time > fl2f(0.5)) {
ai_big_strafe_position();
}
turn_towards_point(Pl_objp, &aip->goal_point, NULL, 0.0f);
accelerate_ship(aip, 1.0f);
}
// move towards aip->goal_point in an evasive manner
void ai_big_strafe_retreat1()
{
float dist;
ai_info *aip;
vec3d rand_vec;
aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
dist = vm_vec_dist_quick(&Pl_objp->pos, &aip->goal_point);
if ( dist < 70 ) {
aip->submode = AIS_STRAFE_POSITION;
aip->submode_start_time = Missiontime;
// nprintf(("Alan","Ship %s entering AIS_STRAFE_POSITION\n", Ships[aip->shipnum].ship_name));
return;
}
if (Missiontime - aip->submode_start_time > fl2f(1.50f)) {
// set up goal_point for avoid path to turn towards
aip->prev_goal_point = Pl_objp->pos;
switch(rand()%4) {
case 0:
vm_vec_add(&rand_vec, &Pl_objp->orient.vec.fvec, &Pl_objp->orient.vec.uvec);
break;
case 1:
vm_vec_scale_add(&rand_vec, &Pl_objp->orient.vec.fvec, &Pl_objp->orient.vec.uvec, -1.0f);
break;
case 2:
vm_vec_add(&rand_vec, &Pl_objp->orient.vec.fvec, &Pl_objp->orient.vec.rvec);
break;
case 3:
vm_vec_scale_add(&rand_vec, &Pl_objp->orient.vec.fvec, &Pl_objp->orient.vec.rvec, -1.0f);
break;
} // end switch
//vm_vec_scale(&rand_vec, 200.0f);
//vm_vec_add2(&aip->prev_goal_point, &rand_vec);
vm_vec_scale_add(&aip->prev_goal_point, &aip->goal_point, &rand_vec, 200.0f);
aip->submode = AIS_STRAFE_RETREAT2;
aip->submode_start_time = Missiontime;
}
turn_towards_point(Pl_objp, &aip->goal_point, NULL, 0.0f);
accelerate_ship(aip, 1.0f);
}
void ai_big_strafe_retreat2()
{
float dist;
ai_info *aip;
aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
if (Pl_objp->phys_info.flags & PF_AFTERBURNER_ON ) {
if (Missiontime > aip->afterburner_stop_time) {
//nprintf(("AI", "Frame %i, turning off afterburner.\n", AI_FrameCount));
afterburners_stop(Pl_objp);
}
}
dist = vm_vec_dist_quick(&Pl_objp->pos, &aip->goal_point);
if ( dist < 70 ) {
aip->submode = AIS_STRAFE_POSITION;
aip->submode_start_time = Missiontime;
// nprintf(("Alan","Ship %s entering AIS_STRAFE_POSITION\n", Ships[aip->shipnum].ship_name));
return;
}
if (Missiontime - aip->submode_start_time > fl2f(0.70f)) {
aip->submode = AIS_STRAFE_RETREAT1;
aip->submode_start_time = Missiontime;
if ( (Missiontime - aip->last_hit_time) < F1_0*5 ) {
if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
afterburners_start(Pl_objp);
aip->afterburner_stop_time = Missiontime + F1_0;
}
}
}
turn_towards_point(Pl_objp, &aip->prev_goal_point, NULL, 0.0f);
accelerate_ship(aip, 1.0f);
}
// reposition self to begin another strafing run
void ai_big_strafe_position()
{
ship_info *sip;
ai_info *aip;
sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
//Maybe use AIS_STRAFE_GLIDE_ATTACK
if ((sip->can_glide == true) && !(aip->ai_flags & AIF_KAMIKAZE) && (frand() < aip->ai_glide_strafe_percent)) {
aip->submode = AIS_STRAFE_GLIDE_ATTACK;
aip->submode_parm1 = 0;
} else {
aip->submode = AIS_STRAFE_ATTACK;
}
aip->submode_start_time = Missiontime;
}
// --------------------------------------------------------------------------
// #define AIS_STRAFE_ATTACK 201 // fly towards target and attack
// #define AIS_STRAFE_AVOID 202 // fly evasive vector to avoid incoming fire
// #define AIS_STRAFE_RETREAT1 203 // fly away from attack point (directly)
// #define AIS_STRAFE_RETREAT1 204 // fly away from attack point (on an avoid vector)
// #define AIS_STRAFE_POSITION 205 // re-position to resume strafing attack
//
void ai_big_strafe()
{
ai_info *aip;
aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
Assert(aip->mode == AIM_STRAFE);
/*
if ( aip->goal_objnum != aip->target_objnum ) {
Int3(); // what is going on here? - Get Alan
aip->mode = AIM_NONE;
return;
}
*/
// check if target is still a big ship... if not enter chase mode
if ( !(Ship_info[Ships[En_objp->instance].ship_info_index].is_big_or_huge()) ) {
ai_big_switch_to_chase_mode(aip);
return;
}
switch (aip->submode) {
case AIS_STRAFE_ATTACK:
ai_big_strafe_attack();
break;
case AIS_STRAFE_AVOID:
ai_big_strafe_avoid();
break;
case AIS_STRAFE_RETREAT1:
ai_big_strafe_retreat1();
break;
case AIS_STRAFE_RETREAT2:
ai_big_strafe_retreat2();
break;
case AIS_STRAFE_POSITION:
ai_big_strafe_position();
break;
case AIS_STRAFE_GLIDE_ATTACK:
ai_big_strafe_glide_attack();
break;
default:
Int3(); // Illegal submode for AIM_STRAFE
break;
}
//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 == AIS_STRAFE_ATTACK ||
aip->submode == AIS_STRAFE_AVOID ||
aip->submode == AIS_STRAFE_RETREAT1 ||
aip->submode == AIS_STRAFE_RETREAT2 ||
aip->submode == AIS_STRAFE_POSITION)
{
//Re-roll for random sidethrust every 2 seconds
if (static_randf((Missiontime + static_rand(aip->shipnum)) >> 17) < aip->ai_random_sidethrust_percent) {
do_random_sidethrust(aip, &Ship_info[Ships[Objects[aip->target_objnum].instance].ship_info_index]);
}
}
}
// See if Pl_objp should enter strafe mode (This is called from maybe_evade_dumbfire_weapon(), and the
// weapon_objnum is for a weapon that is about to collide with Pl_objp
//
// Check if weapon_objnum was fired by Pl_objp's target, and whether Pl_objp's target is a big ship, if
// so, enter AIM_STRAFE
int ai_big_maybe_enter_strafe_mode(object *pl_objp, int weapon_objnum, int consider_target_only)
{
ai_info *aip;
ship_info *sip;
object *weapon_objp, *parent_objp;
aip = &Ai_info[Ships[pl_objp->instance].ai_index];
Assert(aip->mode != AIM_STRAFE); // can't happen
// if Pl_objp has no target, then we can't enter strafe mode
if ( aip->target_objnum < 0 ) {
return 0;
}
// if target is not a ship, stafe mode is not possible
if ( Objects[aip->target_objnum].type != OBJ_SHIP ) {
return 0;
}
sip = &Ship_info[Ships[Objects[aip->target_objnum].instance].ship_info_index];
// if Pl_objp's target is not a big/capital ship, then cannot enter strafe mode
// AL 12-31-97: Even though transports are considered big ships, don't enter strafe mode on them
if ( !(sip->is_big_or_huge()) || (sip->flags[Ship::Info_Flags::Transport]) ) {
return 0;
}
// If Pl_objp not a fighter or bomber, don't enter strafe mode. -- MK, 11/11/97.
if ( !(Ship_info[Ships[pl_objp->instance].ship_info_index].is_fighter_bomber()) ) {
return 0;
}
Assert(weapon_objnum >= 0 && weapon_objnum < MAX_OBJECTS);
weapon_objp = &Objects[weapon_objnum];
Assert(weapon_objp->type == OBJ_WEAPON);
Assert(weapon_objp->parent >= 0 && weapon_objp->parent < MAX_OBJECTS);
parent_objp = &Objects[weapon_objp->parent];
if ( (parent_objp->signature != weapon_objp->parent_sig) || (parent_objp->type != OBJ_SHIP) ) {
return 0;
}
// Maybe the ship which fired the weapon isn't the current target
if ( OBJ_INDEX(parent_objp) != aip->target_objnum ) {
//JAS IMPOSSIBLE if (1) { // consider_target_only ) {
//JAS IMPOSSIBLE return 0;
//JAS IMPOSSIBLE } else {
// switch targets
sip = &Ship_info[Ships[parent_objp->instance].ship_info_index];
if ( !(sip->is_big_or_huge()) || (sip->flags[Ship::Info_Flags::Transport]) ) {
return 0;
}
set_target_objnum(aip, OBJ_INDEX(parent_objp));
//JAS IMPOSSIBLE }
}
ai_big_strafe_maybe_attack_turret(pl_objp, weapon_objp);
// if we've got this far, the weapon must have come from the player's target, and it is a
// big/capital ship... so enter strafe mode
aip->previous_mode = aip->mode;
aip->mode = AIM_STRAFE;
aip->submode_parm0 = Missiontime; // use parm0 as time strafe mode entered (i.e. MODE start time)
aip->submode = AIS_STRAFE_AVOID;
aip->submode_start_time = Missiontime;
// nprintf(("Alan","%s Accepted strafe mode\n", Ships[pl_objp->instance].ship_name));
return 1;
}
// Consider attacking a turret, if a turret actually fired the weapon
// input: ship_objp => ship that will attack the turret
// weapon_objp =>
void ai_big_strafe_maybe_attack_turret(object *ship_objp, object *weapon_objp)
{
ai_info *aip;
object *parent_objp;
Assert(ship_objp->type == OBJ_SHIP);
aip = &Ai_info[Ships[ship_objp->instance].ai_index];
// Make decision to attack turret based on AI class. The better AI ships will realize that
// it is better to take out the turrets first on a big ship.
if ( (frand()*100) > (aip->ai_courage-15) )
return;
// If ship is already attacking a subsystem, don't switch
if ( aip->targeted_subsys != NULL ) {
return;
}
// If the weapon is not from a turret, return
if ( Weapons[weapon_objp->instance].turret_subsys == NULL ) {
return;
}
Assert(weapon_objp->parent >= 0 && weapon_objp->parent < MAX_OBJECTS);
parent_objp = &Objects[weapon_objp->parent];
// UnknownPlayer : Decide whether or not this weapon was a beam, in which case it might be a good
// idea to go after it even if its not on the current target. This is randomized so
// the ai will not always go after different ships firing beams at them.
// Approx 1/4 chance we'll go after the other ship's beam.
bool attack_turret_on_different_ship = (aip->ai_profile_flags & AIPF_BIG_SHIPS_CAN_ATTACK_BEAM_TURRETS_ON_UNTARGETED_SHIPS)
&& (Weapon_info[Weapons[weapon_objp->instance].weapon_info_index].wi_flags & WIF_BEAM) && (frand()*100 < 25.0f);
// unless we're making an exception, we should only attack a turret if it sits on the current target
if ( !attack_turret_on_different_ship )
{
if ( (parent_objp->signature != weapon_objp->parent_sig) || (parent_objp->type != OBJ_SHIP) ) {
return;
}
if ( aip->target_objnum != OBJ_INDEX(parent_objp) ) {
return;
}
}
// attack the turret
set_targeted_subsys(aip, Weapons[weapon_objp->instance].turret_subsys, OBJ_INDEX(parent_objp));
}