mirror of
https://github.com/scp-fs2open/fs2open.github.com.git
synced 2026-11-10 04:31:34 -10:00
make AB thruster stuff in ship_create() a little less weird replace an Int3() with debug warning and fix crash in docking code make D3D Textures[] allocate on use like OGL does, can only use one anyway
17024 lines
535 KiB
C++
17024 lines
535 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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/*
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* $Logfile: /Freespace2/code/Ship/AiCode.cpp $
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* $Revision: 2.88 $
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* $Date: 2005-02-15 00:03:35 $
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* $Author: taylor $
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*
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* AI code that does interesting stuff
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*
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* $Log: not supported by cvs2svn $
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* Revision 2.87 2005/02/04 20:06:07 taylor
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* merge with Linux/OSX tree - p0204-2
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*
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* Revision 2.86 2005/01/28 11:06:22 Goober5000
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* changed a bunch of transpose-rotate sequences to use unrotate instead
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* --Goober5000
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*
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* Revision 2.85 2005/01/28 09:01:04 Goober5000
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* finished implementing docking to a rotating submodel
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* --Goober5000
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*
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* Revision 2.84 2005/01/27 11:26:22 Goober5000
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* dock points on rotating submodels is *almost* working
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* --Goober5000
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*
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* Revision 2.83 2005/01/26 01:26:09 Goober5000
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* dockpoints now rotate with rotating subobjects
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* --Goober5000
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*
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* Revision 2.82 2005/01/18 06:14:29 Goober5000
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* fixed a silly error
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* --Goober5000
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*
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* Revision 2.81 2005/01/13 02:25:52 phreak
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* difficulty table changes. this lets modders specify how the difficulty level affect
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* how the AI behaves and controls advantages given to the player based on the
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* skill level.
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*
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* --phreak
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*
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* Revision 2.80 2005/01/12 00:52:41 Goober5000
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* two minor but important bugfixes to the multiple ship docking
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* --Goober5000
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*
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* Revision 2.79 2005/01/11 21:38:48 Goober5000
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* multiple ship docking :)
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* don't tell anyone yet... check the SCP internal
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* --Goober500
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*
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* Revision 2.78 2005/01/01 10:38:23 taylor
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* asteroid targetting code for capships, enabled by default, matches FS1 behavior
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*
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* Revision 2.77 2004/12/31 03:13:08 argv
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* I've just been informed that turrets do not shoot asteroids in the retail
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* game, and that this implementation causes them to shoot at the parent ship,
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* too. I'll deal with this later; in the mean time, use
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* "#define TURRETS_SHOOT_ASTEROIDS" to cause turrets to shoot asteroids.
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*
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* -- _argv[-1]
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*
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* Revision 2.76 2004/12/30 08:07:52 argv
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* * For some reason, turret AI wasn't shooting at asteroids. It never has,
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* but it did in the retail game, and it should. The code to target asteroids
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* was apparently missing, so I reimplemented it, and turrets shoot at
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* asteroids again.
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*
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* Revision 2.75 2004/12/14 14:46:11 Goober5000
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* allow different wing names than ABGDEZ
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* --Goober5000
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*
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* Revision 2.74 2004/12/05 22:01:12 bobboau
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* sevral feature additions that WCS wanted,
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* and the foundations of a submodel animation system,
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* the calls to the animation triggering code (exept the procesing code,
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* wich shouldn't do anything without the triggering code)
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* have been commented out.
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*
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* Revision 2.73 2004/10/31 22:06:42 taylor
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* compiler warning fixes, maybe fix issue that would cause cap ships to not fire beam weapons
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*
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* Revision 2.72 2004/10/11 22:29:24 Goober5000
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* added the no-bank ship flag (which works) and the affected-by-gravity flag
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* (which won't work until I implement gravity points)
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* --Goober5000
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*
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* Revision 2.71 2004/10/03 21:41:11 Kazan
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* Autopilot convergence collision fix for ai_fly_to_ship() and ai_waypoints() -- mathematically expensive, only usable by autopilot
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*
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* Revision 2.70 2004/09/28 22:51:41 Kazan
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* fix autopilot formation bug
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*
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* Revision 2.69 2004/09/10 13:54:21 et1
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* Implemented "+WeaponMinRange" token. Fixed a crash issue with fighter launch checks
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*
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* Revision 2.68 2004/09/01 01:26:20 phreak
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* MISSION_FLAG_USE_NEW_AI fixes for bomber+ missile selection, rapid dumbfire
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* firing and primary weapons selection
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*
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* Revision 2.67 2004/07/31 08:54:38 et1
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* Fixed inaccuracy problems with non-homing swarmers
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*
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* Revision 2.66 2004/07/29 23:41:22 Kazan
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* bugfixes
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*
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* Revision 2.65 2004/07/27 18:04:09 Kazan
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* i love it when bugs go crunch (autopilot ai fixup)
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*
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* Revision 2.64 2004/07/26 20:47:50 Kazan
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* remove MCD complete
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*
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* Revision 2.63 2004/07/25 19:27:51 Kazan
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* only disable afterburning during AIM_WAYPOINTS and AIM_FLY_TO_SHIP while AutoPilotEngaged
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*
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* Revision 2.62 2004/07/25 18:46:29 Kazan
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* -fred_no_warn has become -no_warn and applies to both fred and fs2
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* added new ai directive (last commit) and disabled afterburners while performing AIM_WAYPOINTS or AIM_FLY_TO_SHIP
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* fixed player ship speed bug w/ player-use-ai, now stays in formation correctly and manages speed
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* made -radar_reduce ignore itself if no parameter is given (ignoring launcher bug)
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*
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* Revision 2.61 2004/07/25 00:31:30 Kazan
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* i have absolutely nothing to say about that subject
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*
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* Revision 2.60 2004/07/12 16:33:04 Kazan
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* MCD - define _MCD_CHECK to use memory tracking
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*
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* Revision 2.59 2004/05/25 00:26:25 wmcoolmon
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* cleared up an ambiguous call for VC7
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*
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* Revision 2.58 2004/04/06 16:19:11 Goober5000
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* commented out one of Bobboau's hacks because it was messing stuff up
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* --Goober5000
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*
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* Revision 2.57 2004/03/17 04:07:31 bobboau
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* new fighter beam code
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* fixed old after burner trails
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* had to bump a few limits, working on some dynamic solutions
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* a few fixed to background POF rendering
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* fixing asorted bugs
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*
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* Revision 2.56 2004/03/06 23:28:24 bobboau
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* fixed motion debris
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* animated laser textures
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* and added a new error check called a safepoint, mostly for tracking the 'Y bug'
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*
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* Revision 2.55 2004/03/05 09:01:51 Goober5000
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* Uber pass at reducing #includes
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* --Goober5000
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*
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* Revision 2.54 2004/02/28 01:36:20 Goober5000
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* commented a slide_face_ship that I missed before
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* --Goober5000
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*
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* Revision 2.53 2004/02/27 04:09:56 bobboau
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* fixed a Z buffer error in HTL submodel rendering,
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* and glow points,
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* and other stuff
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*
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* Revision 2.52 2004/02/23 07:45:38 Goober5000
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* removed an old function
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* --Goober5000
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*
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* Revision 2.51 2004/02/04 08:41:02 Goober5000
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* made code more uniform and simplified some things,
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* specifically shield percentage and quadrant stuff
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* --Goober5000
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*
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* Revision 2.50 2004/01/30 07:39:05 Goober5000
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* whew - I just went through all the code I ever added (or at least, that I could
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* find that I commented with a Goober5000 tag) and added a bunch of Asserts
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* and error-checking
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* --Goober5000
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*
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* Revision 2.49 2004/01/20 22:13:06 Goober5000
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* er... corrected some inexplicable code... Bobboau, mind explaining?
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* --Goober5000
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*
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* Revision 2.48 2003/12/19 05:58:44 phreak
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* fixed a null pointer
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*
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* Revision 2.47 2003/12/17 16:42:20 phreak
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* added ai code for "small only" weapons. works for turrets at the moment
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*
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* Revision 2.46 2003/12/15 21:32:59 phreak
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* made turrets use bob's $shots code
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*
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* Revision 2.45 2003/11/11 02:15:40 Goober5000
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* ubercommit - basically spelling and language fixes with some additional
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* warnings disabled
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* --Goober5000
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*
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* Revision 2.44 2003/09/13 08:27:28 Goober5000
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* added some minor things, such as code cleanup and the following:
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* --turrets will not fire at cargo
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* --MAX_SHIELD_SECTIONS substituted for the number 4 in many places
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* --supercaps have their own default message bitfields (distinguished from capships)
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* --turrets are allowed on fighters
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* --jump speed capped at 65m/s, to avoid ship travelling too far
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* --non-huge weapons now scale their damage, instead of arbitrarily cutting off
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* ----Goober5000
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*
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* Revision 2.43 2003/09/13 06:02:03 Goober5000
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* clean rollback of all of argv's stuff
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* --Goober5000
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*
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* Revision 2.40 2003/08/28 20:42:18 Goober5000
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* implemented rotating barrels for firing primary weapons
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* --Goober5000
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*
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* Revision 2.39 2003/08/03 23:38:08 phreak
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* ai now properly uses rapid fire dumbfires
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*
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* Revision 2.38 2003/07/15 02:51:01 phreak
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* fixed a warning.
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* previous cvs message should read: cloaked ship will decloak if a turret fires
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*
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* Revision 2.37 2003/07/15 02:41:41 phreak
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* cloaked ships now are less visible with distance
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*
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* Revision 2.36 2003/07/02 03:31:27 phreak
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* ai now properly fires bomber+ missiles at capital ships.
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*
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* Revision 2.35 2003/06/25 03:16:32 phreak
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* changed around ai code to take into account a limited lock range for local ssms
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*
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* Revision 2.34 2003/06/14 21:22:42 phreak
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* capital ship turrets that use the "huge" flag will not target bombs
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* this will prevent large beams from shooting the player if he shoots a bomb at a destroyer
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*
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* Revision 2.33 2003/06/12 16:53:16 phreak
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* turrets now properly use local ssms
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*
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* Revision 2.32 2003/06/11 03:03:16 phreak
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* the ai can now use local ssms. they are able to use them at *very* long range
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*
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* Revision 2.31 2003/06/04 15:31:49 phreak
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* fixed a small bug
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* ai_select_primary_weapon may have a null pointer passed to it.
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*
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* Revision 2.30 2003/04/29 01:03:21 Goober5000
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* implemented the custom hitpoints mod
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* --Goober5000
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*
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* Revision 2.29 2003/03/30 04:34:37 Goober5000
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* preliminary work on ai facing sexp
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* --Goober5000
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*
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* Revision 2.28 2003/03/19 09:05:25 Goober5000
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* more housecleaning, this time for debug warnings
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* --Goober5000
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*
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* Revision 2.27 2003/03/18 01:44:30 Goober5000
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* fixed some misspellings
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* --Goober5000
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*
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* Revision 2.26 2003/02/25 06:22:49 bobboau
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* fixed a bunch of fighter beam bugs,
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* most notabley the sound now works corectly,
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* and they have limeted range with atenuated damage (table option)
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* added bank specific compatabilities
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*
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* Revision 2.25 2003/02/16 05:14:29 bobboau
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* added glow map nebula bug fix for d3d, someone should add a fix for glide too
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* more importantly I (think I) have fixed all major bugs with fighter beams, and added a bit of new functionality
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*
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* Revision 2.24 2003/01/27 07:46:32 Goober5000
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* finished up my fighterbay code - ships will not be able to arrive from or depart into
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* fighterbays that have been destroyed (but you have to explicitly say in the tables
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* that the fighterbay takes damage in order to enable this)
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* --Goober5000
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*
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* Revision 2.23 2003/01/19 22:25:10 Goober5000
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* removed unreferenced variable
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* --Goober5000
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*
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* Revision 2.22 2003/01/19 22:20:22 Goober5000
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* fixed a bunch of bugs -- the support ship sexp, the "no-subspace-drive" flag,
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* and departure into hangars should now all work properly
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* --Goober5000
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*
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* Revision 2.21 2003/01/19 09:10:40 Goober5000
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* more tweaky bug fixes
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* --Goober5000
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*
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* Revision 2.20 2003/01/19 07:13:05 Goober5000
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* oops - forgot a bit of departure code :)
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* --Goober5000
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*
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* Revision 2.19 2003/01/19 07:02:15 Goober5000
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* fixed a bunch of bugs - "no-subspace-drive" should now work properly for
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* all ships, and all ships who have their departure anchor set to a capital ship
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* should exit to that ship when told to depart
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* --Goober5000
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*
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* Revision 2.18 2003/01/19 01:07:42 bobboau
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* redid the way glowmaps are handeled, you now must set the global int GLOWMAP (no longer an array) before you render a poly that uses a glow map then set GLOWMAP to -1 when you're done with, fixed a few other misc bugs it
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*
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* Revision 2.17 2003/01/18 23:25:38 Goober5000
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* made "no-subspace-drive" applicable to all ships and fixed a really *STUPID*
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* bug that made FRED keep crashing (missing comma, bleagh!)
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* --Goober5000
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*
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* Revision 2.16 2003/01/18 09:25:40 Goober5000
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* fixed bug I inadvertently introduced by modifying SIF_ flags with sexps rather
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* than SF_ flags
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* --Goober5000
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*
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* Revision 2.15 2003/01/15 07:09:09 Goober5000
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* changed most references to modelnum to use ship instead of ship_info --
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* this will help with the change-model sexp and any other instances of model
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* changing
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* --Goober5000
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*
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* Revision 2.14 2003/01/07 20:06:44 Goober5000
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* added ai-chase-any-except sexp
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* --Goober5000
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*
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* Revision 2.13 2003/01/06 22:57:23 Goober5000
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* implemented keep-safe-distance
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* --Goober5000
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*
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* Revision 2.12 2003/01/03 21:58:07 Goober5000
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* Fixed some minor bugs, and added a primitive-sensors flag, where if a ship
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* has primitive sensors it can't target anything and objects don't appear
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* on radar if they're outside a certain range. This range can be modified
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* via the sexp primitive-sensors-set-range.
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* --Goober5000
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*
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* Revision 2.11 2002/12/31 18:59:42 Goober5000
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* if it ain't broke, don't fix it
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* --Goober5000
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*
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* Revision 2.9 2002/12/10 05:43:33 Goober5000
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* Full-fledged ballistic primary support added! Try it and see! :)
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*
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* Revision 2.8 2002/10/19 19:29:28 bobboau
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* inital commit, trying to get most of my stuff into FSO, there should be most of my fighter beam, beam rendering, beam shield hit, ABtrails, and ssm stuff. one thing you should be happy to know is the beam texture tileing is now set in the beam section section of the weapon table entry
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*
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* Revision 2.7 2002/08/01 01:41:09 penguin
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* The big include file move
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*
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* Revision 2.6 2002/07/18 14:36:53 unknownplayer
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* no message
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*
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* Revision 2.5 2002/07/18 09:55:26 unknownplayer
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*
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* Revised AI primary selection code again to be more intelligent.
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*
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* Revision 2.4 2002/07/18 05:38:28 unknownplayer
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*
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* Rewrote my original algorithm to search by proportional hull damage.
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* Does the same thing a little better.
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*
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* Revision 2.3 2002/07/18 03:27:38 unknownplayer
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*
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* Fixed AI problems with using the maxim on fighters.
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*
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* Revision 2.2 2002/07/17 23:58:46 unknownplayer
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*
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* Minor commenting added to two functions.
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*
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* Revision 2.1 2002/07/07 19:55:59 penguin
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* Back-port to MSVC
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*
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* Revision 2.0 2002/06/03 04:02:28 penguin
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* Warpcore CVS sync
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*
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* Revision 1.4 2002/05/13 21:09:28 mharris
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* I think the last of the networking code has ifndef NO_NETWORK...
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*
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* Revision 1.3 2002/05/10 20:42:44 mharris
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* use "ifndef NO_NETWORK" all over the place
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*
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* Revision 1.2 2002/05/03 22:07:09 mharris
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* got some stuff to compile
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*
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* Revision 1.1 2002/05/02 18:03:12 mharris
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* Initial checkin - converted filenames and includes to lower case
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*
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*
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* 107 9/15/99 4:42a Mikek
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* Make any big ship attacking Colossus, or Colossus attacking any large
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* ship not use big cruiser movement code.
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*
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* 106 9/15/99 3:28a Jimb
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* Make all big ships in sm3-08 not do cruiser chase code when attacking
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* Colossus. Added so Beast doesn't swerve away from Colossus.
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*
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* 105 9/14/99 4:18p Andsager
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* hack for mission sm3-08 to abort cruiser_chase as sathanas is about to
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* begin circling colossus.
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*
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* 104 9/08/99 10:44p Andsager
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* Make HUGE ships not die when warping out, after warp effect started.
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*
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* 103 9/03/99 11:40p Mikek
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* Comment out an annoying nprintf().
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*
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* 102 9/01/99 11:26p Dave
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* Fixed release build warnings.
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*
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* 101 9/01/99 9:12p Mikek
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* Make it a boatload harder to become a traitor from hitting a large
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* ship.
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*
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* 100 9/01/99 4:01p Andsager
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* Make sure BIG|HUGE ships do not respond to shockwaves
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*
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* 99 9/01/99 10:09a Dave
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* Pirate bob.
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*
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* 98 8/31/99 4:24p Andsager
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* Reduce collisions when attacking big ships.
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*
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* 97 8/31/99 7:33a Mikek
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* Improvements in formation flying, less silly behavior, especially when
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* leader is moving very slowly.
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*
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* 96 8/31/99 5:48a Mikek
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* Making ships not overshoot so much in formation flying. Intermediate
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* checkin.
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*
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* 95 8/30/99 12:03a Mikek
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* Make guard behavior much less annoying. Guarders don't get quite so
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* close and they try to avoid striking the target they are guarding.
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*
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* 94 8/29/99 4:18p Andsager
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* New "burst" limit for friendly damage. Also credit more damage done
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* against large friendly ships.
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*
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* 93 8/28/99 7:29p Dave
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* Fixed wingmen persona messaging. Make sure locked turrets don't count
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* towards the # attacking a player.
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*
|
|
* 92 8/26/99 10:46p Andsager
|
|
* Apply shockwave damage to lethality.
|
|
*
|
|
* 91 8/26/99 8:52p Dave
|
|
* Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes.
|
|
*
|
|
* 90 8/26/99 5:14p Andsager
|
|
*
|
|
* 89 8/24/99 8:55p Dave
|
|
* Make sure nondimming pixels work properly in tech menu.
|
|
*
|
|
* 88 8/23/99 6:21p Jefff
|
|
* added "no traitor" option to missions (and fred)
|
|
*
|
|
* 87 8/20/99 3:36p Andsager
|
|
* Make sure we don;t miss stealth sweep points.
|
|
*
|
|
* 86 8/16/99 8:21a Andsager
|
|
* fix link error
|
|
*
|
|
* 85 8/16/99 8:19a Andsager
|
|
* Add project_point_onto_bbox() to fvi and include in aicode
|
|
*
|
|
* 84 8/15/99 1:30p Dave
|
|
* Removed some bounding box code because of link errors. Assuming needed
|
|
* function just needs to get checked in by DaveA.
|
|
*
|
|
* 83 8/15/99 11:59a Andsager
|
|
* For targing big/huge ships, find nearest distance to bbox, not center.
|
|
*
|
|
* 82 8/13/99 2:20p Andsager
|
|
* Add speed modification to chances turret will find stealth ship
|
|
*
|
|
* 81 8/13/99 10:49a Andsager
|
|
* Knossos and HUGE ship warp out. HUGE ship warp in. Stealth search
|
|
* modes dont collide big ships.
|
|
*
|
|
* 80 8/10/99 5:02p Andsager
|
|
* Fix bug where AI gets stuck in SM_EVADE_WEAPON with no target.
|
|
*
|
|
* 79 8/10/99 11:58a Andsager
|
|
* Allow turrets to sometimes see stealth.
|
|
*
|
|
* 78 7/31/99 2:57p Dave
|
|
* Scaled flak aim and jitter by weapon subsystem strength.
|
|
*
|
|
* 77 7/27/99 10:33p Andsager
|
|
* improve ai for attacking stealth. reduced jitter in aim. reduced
|
|
* error in position when avoiding. skill level support for attacking
|
|
* stealth. Made target error same for team vs. team.
|
|
*
|
|
* 76 7/27/99 10:49a Andsager
|
|
* Make turret fire rate independent of team for HUGE turrets, and also
|
|
* for mult team vs. team.
|
|
*
|
|
* 75 7/26/99 12:14p Andsager
|
|
* Apply cap to how much slower a transport flies with cargo. Remove
|
|
* limit on waypoint speed for training. Enemy ai get stealth exact pos
|
|
* when stealth fires
|
|
*
|
|
* 74 7/20/99 1:49p Dave
|
|
* Peter Drake build. Fixed some release build warnings.
|
|
*
|
|
* 73 7/19/99 2:13p Dave
|
|
* Added some new strings for Heiko.
|
|
*
|
|
* 72 7/19/99 12:02p Andsager
|
|
* Allow AWACS on any ship subsystem. Fix sexp_set_subsystem_strength to
|
|
* only blow up subsystem if its strength is > 0
|
|
*
|
|
* 71 7/15/99 9:20a Andsager
|
|
* FS2_DEMO initial checkin
|
|
*
|
|
* 70 7/14/99 1:44p Andsager
|
|
* modify ai_guard for BIG ships to circle around the long axis
|
|
*
|
|
* 69 7/09/99 5:54p Dave
|
|
* Seperated cruiser types into individual types. Added tons of new
|
|
* briefing icons. Campaign screen.
|
|
*
|
|
* 68 7/08/99 4:32p Andsager
|
|
* fix bug with turret-tagged-only
|
|
*
|
|
* 67 7/08/99 12:06p Andsager
|
|
* Add turret-tagged-only and turret-tagged-clear sexp.
|
|
*
|
|
* 66 7/02/99 3:49p Andsager
|
|
* Remove debug code. Allow targeting of stealth from any weapon it
|
|
* fires.
|
|
*
|
|
* 65 7/02/99 2:01p Andsager
|
|
* Fix bug where big ship tries to evade dumpfire weapon.
|
|
*
|
|
* 64 7/02/99 10:58a Andsager
|
|
* Put in big ship - big ship attack mode. Modify stealth sweep ai.
|
|
*
|
|
* 63 6/30/99 5:53p Dave
|
|
* Put in new anti-camper code.
|
|
*
|
|
* 62 6/28/99 3:22p Anoop
|
|
* Fix turret optimization, where ship may not have any valid subsystems
|
|
* (all blown off).
|
|
*
|
|
* 61 6/25/99 5:56p Andsager
|
|
* First real pass on stealth ai.
|
|
*
|
|
* 60 6/25/99 3:08p Dave
|
|
* Multiple flyby sounds.
|
|
*
|
|
* 59 6/25/99 1:12p Danw
|
|
* DKA: Make sure big ship has subsystems before trying to target them.
|
|
*
|
|
* 58 6/25/99 10:56a Johnson
|
|
* Fixed dumb ai code.
|
|
*
|
|
* 57 6/24/99 5:15p Dave
|
|
* Make sure stride is always at least one for checking turret subsystem
|
|
* targets.
|
|
*
|
|
* 56 6/24/99 4:59p Dave
|
|
* Significant speedups to turret firing.
|
|
*
|
|
* 55 6/23/99 5:51p Andsager
|
|
* Add waypoint-cap-speed. Checkin stealth ai - inactive.
|
|
*
|
|
* 54 6/16/99 10:21a Dave
|
|
* Added send-message-list sexpression.
|
|
*
|
|
* 53 6/15/99 9:25a Andsager
|
|
* Make guard and dynamic chase (who hit you) work with stealth
|
|
*
|
|
* 52 6/14/99 3:21p Andsager
|
|
* Allow collisions between ship and its debris. Fix up collision pairs
|
|
* when large ship is warping out.
|
|
*
|
|
* 51 6/14/99 10:45a Dave
|
|
* Made beam weapons specify accuracy by skill level in the weapons.tbl
|
|
*
|
|
* 50 6/03/99 8:11a Andsager
|
|
*
|
|
* 49 6/02/99 5:41p Andsager
|
|
* Reduce range of secondary weapons not fired from turrets in nebula.
|
|
* Reduce range of beams fired from turrrets in nebula
|
|
*
|
|
* 48 6/02/99 3:23p Andsager
|
|
* Make AI aware of team visibility. Allow player targeting with team
|
|
* visibility info. Make stealth ships not targetable by AI in nebula
|
|
* unless tagged.
|
|
*
|
|
* 47 6/02/99 12:52p Andsager
|
|
* Added team-wide ship visibility. Implemented for player.
|
|
*
|
|
* 46 6/01/99 8:35p Dave
|
|
* Finished lockarm weapons. Added proper supercap weapons/damage. Added
|
|
* awacs-set-radius sexpression.
|
|
*
|
|
* 45 5/28/99 5:35p Andsager
|
|
* Make ai nebula aware
|
|
*
|
|
* 44 5/24/99 9:55a Dave
|
|
* Fixed stream weapon ai firing problem. ick.
|
|
*
|
|
* 43 5/20/99 7:00p Dave
|
|
* Added alternate type names for ships. Changed swarm missile table
|
|
* entries.
|
|
*
|
|
* 42 5/18/99 1:30p Dave
|
|
* Added muzzle flash table stuff.
|
|
*
|
|
* 41 5/12/99 2:55p Andsager
|
|
* Implemented level 2 tag as priority in turret object selection
|
|
*
|
|
* 40 5/12/99 10:42a Andsager
|
|
* Fix turret bug allowing HUGE turrets to fire at fighters
|
|
*
|
|
* 39 5/06/99 11:46a Andsager
|
|
* Bug fixes. Don't get into illegal strafe submode. Don't choose turret
|
|
* enemy objnum for beam protected.
|
|
*
|
|
* 38 5/03/99 10:50p Andsager
|
|
* Make Asteroid_obj_list. Change get_nearest_turret_objnum() to use
|
|
* Asteroid_obj_list, Ship_obj_list and Missile_obj_list vs.
|
|
* obj_used_list.
|
|
*
|
|
* 37 4/29/99 2:29p Dave
|
|
* Made flak work much better in multiplayer.
|
|
*
|
|
* 36 4/28/99 11:36p Dave
|
|
* Tweaked up subspace missile strike a bit,
|
|
*
|
|
* 35 4/28/99 3:11p Andsager
|
|
* Stagger turret weapon fire times. Make turrets smarter when target is
|
|
* protected or beam protected. Add weaopn range to weapon info struct.
|
|
*
|
|
* 34 4/26/99 10:58a Andsager
|
|
* Add OF_BEAM_PROTECTED flag to keep object from being targeted for zing.
|
|
*
|
|
* 33 4/23/99 12:12p Andsager
|
|
* Modify wing positions when player is wing leader to prevent some
|
|
* collisions.
|
|
*
|
|
* 32 4/23/99 12:01p Johnson
|
|
* Added SIF_HUGE_SHIP
|
|
*
|
|
* 31 4/22/99 11:06p Dave
|
|
* Final pass at beam weapons. Solidified a lot of stuff. All that remains
|
|
* now is to tweak and fix bugs as they come up. No new beam weapon
|
|
* features.
|
|
*
|
|
* 30 4/20/99 6:39p Dave
|
|
* Almost done with artillery targeting. Added support for downloading
|
|
* images on the PXO screen.
|
|
*
|
|
* 29 4/20/99 3:40p Andsager
|
|
* Changes to big ship ai. Uses bounding box as limit where to fly to
|
|
* when flying away.
|
|
*
|
|
* 28 4/16/99 5:54p Dave
|
|
* Support for on/off style "stream" weapons. Real early support for
|
|
* target-painting lasers.
|
|
*
|
|
* 27 4/02/99 9:55a Dave
|
|
* Added a few more options in the weapons.tbl for beam weapons. Attempt
|
|
* at putting "pain" packets into multiplayer.
|
|
*
|
|
* 26 3/28/99 5:58p Dave
|
|
* Added early demo code. Make objects move. Nice and framerate
|
|
* independant, but not much else. Don't use yet unless you're me :)
|
|
*
|
|
* 25 3/19/99 9:51a Dave
|
|
* Checkin to repair massive source safe crash. Also added support for
|
|
* pof-style nebulae, and some new weapons code.
|
|
*
|
|
* 24 3/08/99 7:03p Dave
|
|
* First run of new object update system. Looks very promising.
|
|
*
|
|
* 23 3/05/99 3:55p Anoop
|
|
* Handle some asserts properly.
|
|
*
|
|
* 22 3/04/99 6:09p Dave
|
|
* Added in sexpressions for firing beams and checking for if a ship is
|
|
* tagged.
|
|
*
|
|
* 21 3/02/99 9:25p Dave
|
|
* Added a bunch of model rendering debug code. Started work on fixing
|
|
* beam weapon wacky firing.
|
|
*
|
|
* 20 2/25/99 2:32p Anoop
|
|
* (Alan). Fixed ai path following code for AI_BAY_EMERGE. Put in sanity
|
|
* check so that when the last point on the path is reached, it finishes.
|
|
*
|
|
* 19 2/19/99 2:11p Anoop
|
|
* Put in some nice handling code for wacky support ship problems (like no
|
|
* docking paths)
|
|
*
|
|
* 18 2/17/99 2:11p Dave
|
|
* First full run of squad war. All freespace and tracker side stuff
|
|
* works.
|
|
*
|
|
* 17 2/11/99 5:22p Andsager
|
|
* Fixed bugs, generalized block Sexp_variables
|
|
*
|
|
* 16 1/29/99 5:07p Dave
|
|
* Fixed multiplayer stuff. Put in multiplayer support for rapid fire
|
|
* missiles.
|
|
*
|
|
* 15 1/29/99 2:25p Andsager
|
|
* Added turret_swarm_missiles
|
|
*
|
|
* 14 1/27/99 9:56a Dave
|
|
* Temporary checkin of beam weapons for Dan to make cool sounds.
|
|
*
|
|
* 13 1/24/99 11:37p Dave
|
|
* First full rev of beam weapons. Very customizable. Removed some bogus
|
|
* Int3()'s in low level net code.
|
|
*
|
|
* 12 1/21/99 10:44a Dave
|
|
* More beam weapon stuff. Put in warmdown time.
|
|
*
|
|
* 11 1/12/99 5:45p Dave
|
|
* Moved weapon pipeline in multiplayer to almost exclusively client side.
|
|
* Very good results. Bandwidth goes down, playability goes up for crappy
|
|
* connections. Fixed object update problem for ship subsystems.
|
|
*
|
|
* 10 1/08/99 2:08p Dave
|
|
* Fixed software rendering for pofview. Super early support for AWACS and
|
|
* beam weapons.
|
|
*
|
|
* 9 12/23/98 2:53p Andsager
|
|
* Added ship activation and gas collection subsystems, removed bridge
|
|
*
|
|
* 8 11/12/98 12:13a Dave
|
|
* Tidied code up for multiplayer test. Put in network support for flak
|
|
* guns.
|
|
*
|
|
* 7 11/05/98 5:55p Dave
|
|
* Big pass at reducing #includes
|
|
*
|
|
* 6 10/26/98 9:42a Dave
|
|
* Early flak gun support.
|
|
*
|
|
* 5 10/23/98 3:51p Dave
|
|
* Full support for tstrings.tbl and foreign languages. All that remains
|
|
* is to make it active in Fred.
|
|
*
|
|
* 4 10/20/98 1:39p Andsager
|
|
* Make so sparks follow animated ship submodels. Modify
|
|
* ship_weapon_do_hit_stuff() and ship_apply_local_damage() to add
|
|
* submodel_num. Add submodel_num to multiplayer hit packet.
|
|
*
|
|
* 3 10/13/98 9:29a Dave
|
|
* Started neatening up freespace.h. Many variables renamed and
|
|
* reorganized. Added AlphaColors.[h,cpp]
|
|
*
|
|
* 2 10/07/98 10:53a Dave
|
|
* Initial checkin.
|
|
*
|
|
* 1 10/07/98 10:51a Dave
|
|
*
|
|
*
|
|
* $NoKeywords: $
|
|
*/
|
|
|
|
// This module contains the actual AI code that does interesting stuff
|
|
// to objects. The code in Ai.cpp is just for bookeeping, allocating
|
|
// ai slots and linking them to ships.
|
|
|
|
#include "ship/ai.h"
|
|
#include "globalincs/linklist.h"
|
|
#include "object/object.h"
|
|
#include "physics/physics.h"
|
|
#include "ship/ship.h"
|
|
#include "model/model.h"
|
|
#include "render/3d.h"
|
|
#include "playerman/player.h"
|
|
#include "freespace2/freespace.h"
|
|
#include "mission/missiongoals.h"
|
|
#include "mission/missionlog.h"
|
|
#include "io/timer.h"
|
|
#include "ship/aigoals.h"
|
|
#include "gamesnd/gamesnd.h"
|
|
#include "mission/missionmessage.h"
|
|
#include "cmeasure/cmeasure.h"
|
|
#include "math/staticrand.h"
|
|
#include "ship/afterburner.h"
|
|
#include "ship/shipfx.h"
|
|
#include "ship/shiphit.h"
|
|
#include "ship/aibig.h"
|
|
#include "hud/hud.h"
|
|
#include "object/objcollide.h"
|
|
#include "asteroid/asteroid.h"
|
|
#include "hud/hudlock.h"
|
|
#include "mission/missiontraining.h"
|
|
#include "gamesequence/gamesequence.h"
|
|
#include "io/joy_ff.h"
|
|
#include "localization/localize.h"
|
|
#include "weapon/weapon.h"
|
|
#include "weapon/flak.h"
|
|
#include "weapon/beam.h"
|
|
#include "weapon/swarm.h"
|
|
#include "ship/awacs.h"
|
|
#include "math/fvi.h"
|
|
#include "parse/parselo.h"
|
|
#include "object/objectdock.h"
|
|
|
|
#ifndef NO_NETWORK
|
|
#include "network/multimsgs.h"
|
|
#include "network/multiutil.h"
|
|
//#include "network/multi_team.h"
|
|
#endif
|
|
|
|
// still need this...
|
|
#include "network/multi.h"
|
|
|
|
#include "autopilot/autopilot.h"
|
|
|
|
|
|
#pragma optimize("", off)
|
|
#pragma auto_inline(off)
|
|
|
|
#define UNINITIALIZED_VALUE -99999.9f
|
|
|
|
#define INSTRUCTOR_SHIP_NAME NOX("instructor")
|
|
|
|
#define AICODE_SMALL_MAGNITUDE 0.001f // cosider a vector NULL if mag is less than this
|
|
|
|
#define NEXT_REARM_TIMESTAMP (60*1000) // Ships will re-request rearm, typically, after this long.
|
|
|
|
#define BEAM_NEBULA_RANGE_REDUCE_FACTOR 0.8
|
|
|
|
// AIM_CHASE submode defines
|
|
// SM_STEALTH_FIND
|
|
#define SM_SF_AHEAD 0
|
|
#define SM_SF_BEHIND 1
|
|
#define SM_SF_BAIL 2
|
|
|
|
// SM_STEALTH_SWEEP
|
|
#define SM_SS_SET_GOAL -1
|
|
#define SM_SS_BOX0 0
|
|
#define SM_SS_LR 1
|
|
#define SM_SS_UL 2
|
|
#define SM_SS_BOX1 3
|
|
#define SM_SS_UR 4
|
|
#define SM_SS_LL 5
|
|
#define SM_SS_BOX2 6
|
|
#define SM_SS_DONE 7
|
|
|
|
//XSTR:OFF
|
|
|
|
char *Mode_text[MAX_AI_BEHAVIORS] = {
|
|
"CHASE",
|
|
"EVADE",
|
|
"GET_BEHIND",
|
|
"CHASE_LONG",
|
|
"SQUIGGLE",
|
|
"GUARD",
|
|
"AVOID",
|
|
"WAYPOINTS",
|
|
"DOCK",
|
|
"NONE",
|
|
"BIGSHIP",
|
|
"PATH",
|
|
"BE_REARMED",
|
|
"SAFETY",
|
|
"EV_WEAPON",
|
|
"STRAFE",
|
|
"PLAY_DEAD",
|
|
"BAY_EMERGE",
|
|
"BAY_DEPART",
|
|
"SENTRYGUN",
|
|
"WARP_OUT",
|
|
};
|
|
|
|
// Submode text is only valid for CHASE mode.
|
|
char *Submode_text[] = {
|
|
"undefined",
|
|
"CONT_TURN",
|
|
"ATTACK ",
|
|
"E_SQUIG ",
|
|
"E_BRAKE ",
|
|
"EVADE ",
|
|
"SUP_ATTAK",
|
|
"AVOID ",
|
|
"BEHIND ",
|
|
"GET_AWAY ",
|
|
"E_WEAPON ",
|
|
"FLY_AWAY ",
|
|
"ATK_4EVER",
|
|
"STLTH_FND",
|
|
"STLTH_SWP",
|
|
"BIG_APPR",
|
|
"BIG_CIRC",
|
|
"BIG_PARL"
|
|
};
|
|
|
|
char *Strafe_submode_text[5] = {
|
|
"ATTACK",
|
|
"AVOID",
|
|
"RETREAT1",
|
|
"RETREAT2",
|
|
"POSITION"
|
|
};
|
|
//XSTR:ON
|
|
|
|
/*
|
|
// Used for global ignore of objects. If an object appears in the Ignore_objects array,
|
|
// no one will attack it.
|
|
#define MAX_IGNORE_OBJECTS 16
|
|
typedef struct {
|
|
int objnum;
|
|
int signature;
|
|
} ignore_object;
|
|
|
|
ignore_object Ignore_objects[MAX_IGNORE_OBJECTS];
|
|
*/
|
|
|
|
typedef struct eval_enemy_obj_struct {
|
|
int turret_parent_objnum; // parent of turret
|
|
float weapon_travel_dist; // max targeting range of turret weapon
|
|
int enemy_team_mask;
|
|
int weapon_system_ok; // is the weapon subsystem of turret ship ok
|
|
int big_only_flag; // turret fires only at big and huge ships
|
|
int small_only_flag; // turret fires only at small ships
|
|
vector *tpos;
|
|
vector *tvec;
|
|
ship_subsys *turret_subsys;
|
|
int current_enemy;
|
|
|
|
|
|
float nearest_attacker_dist; // nearest ship
|
|
int nearest_attacker_objnum;
|
|
|
|
float nearest_homing_bomb_dist; // nearest homing bomb
|
|
int nearest_homing_bomb_objnum;
|
|
|
|
float nearest_bomb_dist; // nearest non-homing bomb
|
|
int nearest_bomb_objnum;
|
|
|
|
float nearest_dist; // nearest ship attacking this turret
|
|
int nearest_objnum;
|
|
} eval_enemy_obj_struct;
|
|
|
|
|
|
control_info AI_ci;
|
|
|
|
object *Pl_objp;
|
|
object *En_objp;
|
|
|
|
waypoint_list Waypoint_lists[MAX_WAYPOINT_LISTS];
|
|
|
|
// How close a turret has to be point at its target before it
|
|
// can fire. If the dot of the gun normal and the vector from gun
|
|
// to target is greater than this, the turret fires. The smaller
|
|
// the sloppier the shooting.
|
|
#define AICODE_TURRET_DUMBFIRE_ANGLE (0.8f)
|
|
#define AICODE_TURRET_HEATSEEK_ANGLE (0.7f)
|
|
#define AICODE_TURRET_MAX_TIME_IN_RANGE (5.0f)
|
|
|
|
#define REARM_SOUND_DELAY (3*F1_0) // Amount of time to delay rearm/repair after mode start
|
|
#define REARM_BREAKOFF_DELAY (3*F1_0) // Amount of time to wait after fully rearmed to breakoff.
|
|
|
|
#define MIN_DIST_TO_WAYPOINT_GOAL 5.0f
|
|
#define MAX_GUARD_DIST 250.0f
|
|
#define BIG_GUARD_RADIUS 500.0f
|
|
|
|
#define MAX_EVADE_TIME (15 * 1000) // Max time to evade a weapon.
|
|
|
|
// defines for repair ship stuff.
|
|
#define MAX_REPAIR_SPEED 25.0f
|
|
#define MAX_UNDOCK_ABORT_SPEED 2.0f
|
|
|
|
// defines for EMP effect stuff
|
|
#define MAX_EMP_INACCURACY 50.0f
|
|
|
|
// defines for stealth
|
|
#define MAX_STEALTH_INACCURACY 50.0f // at max view dist
|
|
#define STEALTH_MAX_VIEW_DIST 400 // dist at which 1) stealth no longer visible 2) firing inaccuracy is greatest
|
|
#define STEALTH_VIEW_CONE_DOT 0.707 // (half angle of 45 degrees)
|
|
|
|
|
|
ai_class Ai_classes[MAX_AI_CLASSES];
|
|
int Ai_firing_enabled = 1;
|
|
int Num_ai_classes;
|
|
|
|
int AI_FrameCount = 0;
|
|
int Ship_info_inited = 0;
|
|
int AI_watch_object = 0; // Debugging, object to spew debug info for.
|
|
int Num_waypoint_lists = 0;
|
|
int Mission_all_attack = 0; // !0 means all teams attack all teams.
|
|
|
|
char *Skill_level_names(int level, int translate)
|
|
{
|
|
char *str = NULL;
|
|
|
|
#if NUM_SKILL_LEVELS != 5
|
|
#error Number of skill levels is wrong!
|
|
#endif
|
|
|
|
if(translate){
|
|
switch( level ) {
|
|
case 0:
|
|
str = XSTR("Very Easy", 469);
|
|
break;
|
|
case 1:
|
|
str = XSTR("Easy", 470);
|
|
break;
|
|
case 2:
|
|
str = XSTR("Medium", 471);
|
|
break;
|
|
case 3:
|
|
str = XSTR("Hard", 472);
|
|
break;
|
|
case 4:
|
|
str = XSTR("Insane", 473);
|
|
break;
|
|
default:
|
|
Int3();
|
|
}
|
|
} else {
|
|
switch( level ) {
|
|
case 0:
|
|
str = NOX("Very Easy");
|
|
break;
|
|
case 1:
|
|
str = NOX("Easy");
|
|
break;
|
|
case 2:
|
|
str = NOX("Medium");
|
|
break;
|
|
case 3:
|
|
str = NOX("Hard");
|
|
break;
|
|
case 4:
|
|
str = NOX("Insane");
|
|
break;
|
|
default:
|
|
Int3();
|
|
}
|
|
}
|
|
|
|
return str;
|
|
}
|
|
|
|
#define DELAY_TARGET_TIME (12*1000) // time in milliseconds until a ship can target a new enemy after an order.
|
|
|
|
// Make enemy ships turn more slowly at lower skill levels.
|
|
float Turn_time_skill_level_scale[NUM_SKILL_LEVELS] = {3.0f, 2.2f, 1.6f, 1.3f, 1.0f};
|
|
|
|
// Maximum number of simultaneous homing weapons on player based on skill level.
|
|
int Max_allowed_player_homers[NUM_SKILL_LEVELS] = {2, 3, 4, 7, 99};
|
|
|
|
// Number of ships that can attack another ship at a given skill level.
|
|
int Skill_level_max_attackers[NUM_SKILL_LEVELS] = {2, 3, 4, 5, 99};
|
|
|
|
// How long until next predict position.
|
|
fix Skill_level_delay[NUM_SKILL_LEVELS] = {2*F1_0, 3*F1_0/2, 4*F1_0/3, F1_0/2, 0};
|
|
|
|
// AI ships link primary weapons if energy levels greater than the following amounts:
|
|
float Link_energy_levels_always[NUM_SKILL_LEVELS] = {100.0f, 80.0f, 60.0f, 40.0f, 20.0f}; // always link
|
|
float Link_energy_levels_maybe[NUM_SKILL_LEVELS] = {90.0f, 60.0f, 40.0f, 20.0f, 10.0f}; // link if hull strength low
|
|
|
|
// AI ships link primary weapons if ammunition levels greater than the following percents (Goober5000):
|
|
float Link_ammo_levels_always[NUM_SKILL_LEVELS] = {.95f, .80f, .60f, .40f, .20f}; // always link
|
|
float Link_ammo_levels_maybe[NUM_SKILL_LEVELS] = {.90f, .60f, .40f, .20f, .10f}; // link if hull strength low
|
|
|
|
// Seconds to add to time it takes to get enemy in range. Only for player's enemies.
|
|
float In_range_time[NUM_SKILL_LEVELS] = {2.0f, 1.4f, 0.75f, 0.0f, -1.0f};
|
|
|
|
// No matter what, a random unit vector gets scaled by this amount in firing at an enemy.
|
|
// Note that for shorter in-range times, these values get scaled, so a value of 0.5f is meaningful.
|
|
float Aiming_error[NUM_SKILL_LEVELS] = {3.0f, 2.2f, 1.3f, 0.7f, 0.2f};
|
|
|
|
// Chance a countermeasure will be fired based on skill level.
|
|
float Cmeasure_fire_chance[NUM_SKILL_LEVELS] = {0.2f, 0.3f, 0.5f, 0.9f, 1.1f}; // Note, this gets scaled by ai_class
|
|
|
|
float Shield_manage_delays[NUM_SKILL_LEVELS] = {5.0f, 4.0f, 2.5f, 1.2f, 0.1f};
|
|
|
|
// accuracy we feed into the beam weapons based upon skill system
|
|
// float Beam_accuracy[NUM_SKILL_LEVELS] = {2.0f, 1.5f, 1.0f, 0.7f, 0.4f};
|
|
|
|
extern float Ship_fire_delay_scale_hostile[NUM_SKILL_LEVELS];
|
|
extern float Ship_fire_delay_scale_friendly[NUM_SKILL_LEVELS];
|
|
|
|
pnode Path_points[MAX_PATH_POINTS];
|
|
pnode *Ppfp; // Free pointer in path points.
|
|
|
|
float AI_frametime;
|
|
|
|
char *Ai_class_names[MAX_AI_CLASSES];
|
|
|
|
// global for rearm status for teams
|
|
int Ai_friendly_rearm_timestamp, Ai_hostile_rearm_timestamp, Ai_neutral_rearm_timestamp, Ai_traitor_rearm_timestamp, Ai_unknown_rearm_timestamp;
|
|
|
|
// globals for dealing with when to fire huge secondary weapons
|
|
#define MAX_HUGE_SECONDARY_INFO 10
|
|
|
|
typedef struct {
|
|
int team;
|
|
int weapon_index;
|
|
int max_fire_count;
|
|
char *shipname;
|
|
} huge_fire_info;
|
|
|
|
huge_fire_info Ai_huge_fire_info[MAX_HUGE_SECONDARY_INFO];
|
|
|
|
int Ai_last_arrive_path; // index of ship_bay path used by last arrival from a fighter bay
|
|
|
|
// forward declarations
|
|
int ai_return_path_num_from_dockbay(object *dockee_objp, int dockbay_index);
|
|
void create_model_exit_path(object *pl_objp, object *mobjp, int path_num, int count=1);
|
|
void copy_xlate_model_path_points(object *objp, model_path *mp, int dir, int count, int path_num, pnode *pnp, int randomize_pnt=-1);
|
|
void ai_cleanup_rearm_mode(object *objp);
|
|
void ai_cleanup_dock_mode(object *dying_objp);
|
|
|
|
// Goober5000
|
|
// Move to a position relative to a dock bay using thrusters.
|
|
float dock_orient_and_approach(object *docker_objp, int docker_index, object *dockee_objp, int dockee_index, int dock_mode, vector *docker_point_param = NULL, vector *dockee_point_param = NULL, float *rotating_submodel_tangential_velocity = NULL);
|
|
|
|
// ai_set_rearm_status takes a team (friendly, hostile, neutral) and a time. This function
|
|
// sets the timestamp used to tell is it is a good time for this team to rearm. Once the timestamp
|
|
// is no longer valid, then rearming is not a "good time"
|
|
// not safe. Called from sexpression code.
|
|
void ai_set_rearm_status( int team, int time )
|
|
{
|
|
Assert( time >= 0 );
|
|
|
|
switch (team) {
|
|
case TEAM_FRIENDLY:
|
|
Ai_friendly_rearm_timestamp = timestamp( time * 1000 );
|
|
break;
|
|
case TEAM_HOSTILE:
|
|
Ai_hostile_rearm_timestamp = timestamp( time * 1000 );
|
|
break;
|
|
case TEAM_NEUTRAL:
|
|
Ai_neutral_rearm_timestamp = timestamp( time * 1000 );
|
|
break;
|
|
case TEAM_TRAITOR:
|
|
Ai_traitor_rearm_timestamp = timestamp( time * 1000 );
|
|
break;
|
|
case TEAM_UNKNOWN:
|
|
Ai_traitor_rearm_timestamp = timestamp( time * 1000 );
|
|
break;
|
|
default:
|
|
Int3();
|
|
break;
|
|
}
|
|
}
|
|
|
|
// int ai_good_time_to_rearm returns true(1) or false(0) if it is "safe" for the given
|
|
// object to rearm. "safe" is currently defined by the mission designer using the good/bad
|
|
// time to rearm sexpressions. This status is currently team based. This function could
|
|
// be easily expended to further the definition of "safe"
|
|
int ai_good_time_to_rearm( object *objp )
|
|
{
|
|
int team, status;
|
|
|
|
Assert(objp->type == OBJ_SHIP);
|
|
team = Ships[objp->instance].team;
|
|
status = 0;
|
|
|
|
switch(team) {
|
|
case TEAM_FRIENDLY:
|
|
status = timestamp_valid(Ai_friendly_rearm_timestamp);
|
|
break;
|
|
case TEAM_HOSTILE:
|
|
status = timestamp_valid(Ai_hostile_rearm_timestamp);
|
|
break;
|
|
case TEAM_NEUTRAL:
|
|
status = timestamp_valid(Ai_neutral_rearm_timestamp);
|
|
break;
|
|
case TEAM_TRAITOR:
|
|
status = timestamp_valid(Ai_traitor_rearm_timestamp);
|
|
break;
|
|
case TEAM_UNKNOWN:
|
|
status = timestamp_valid(Ai_unknown_rearm_timestamp);
|
|
break;
|
|
default:
|
|
Int3();
|
|
break;
|
|
}
|
|
|
|
return status;
|
|
}
|
|
|
|
// functions to deal with letting the ai know about good times to fire powerful secondary
|
|
// weapons.
|
|
|
|
// this function is entry point from sexpression code to set internal data for use by ai code.
|
|
void ai_good_secondary_time( int team, int weapon_index, int max_fire_count, char *shipname )
|
|
{
|
|
int i, index;
|
|
|
|
// find an open slot to put this data
|
|
for ( i = 0; i < MAX_HUGE_SECONDARY_INFO; i++ ) {
|
|
if ( Ai_huge_fire_info[i].weapon_index == -1 )
|
|
break;
|
|
}
|
|
|
|
Assert( i < MAX_HUGE_SECONDARY_INFO ); // we've run out of room
|
|
|
|
Ai_huge_fire_info[i].weapon_index = weapon_index;
|
|
Ai_huge_fire_info[i].team = team;
|
|
Ai_huge_fire_info[i].max_fire_count = max_fire_count;
|
|
|
|
Ai_huge_fire_info[i].shipname = ai_get_goal_ship_name( shipname, &index );
|
|
}
|
|
|
|
// function called internally to the ai code to tell whether or not weapon_num can be fired
|
|
// from firer_objp at target_objp. This function will resolve the team for the firer.
|
|
// returns:
|
|
// -1 -- when conditions don't allow firer to fire weapon_num on target_objp
|
|
// >=0 -- when conditions allow firer to fire. Return value is max number of weapon_nums
|
|
// which can be fired on target_objp
|
|
int is_preferred_weapon(int weapon_num, object *firer_objp, object *target_objp)
|
|
{
|
|
int i, firer_team, target_signature;
|
|
ship *firer_ship;
|
|
huge_fire_info *hfi = NULL;
|
|
|
|
Assert( firer_objp->type == OBJ_SHIP );
|
|
firer_ship = &Ships[firer_objp->instance];
|
|
firer_team = firer_ship->team;
|
|
|
|
// get target object's signature and try to find it in the list.
|
|
target_signature = target_objp->signature;
|
|
for ( i = 0; i < MAX_HUGE_SECONDARY_INFO; i++ ) {
|
|
int ship_index, signature;
|
|
|
|
hfi = &Ai_huge_fire_info[i];
|
|
if ( hfi->weapon_index == -1 )
|
|
continue;
|
|
|
|
ship_index = ship_name_lookup( hfi->shipname );
|
|
if ( ship_index == -1 )
|
|
continue;
|
|
|
|
signature = Objects[Ships[ship_index].objnum].signature;
|
|
|
|
// sigatures, weapon_index, and team must match
|
|
if ( (signature == target_signature) && (hfi->weapon_index == weapon_num) && (hfi->team == firer_team) )
|
|
break;
|
|
}
|
|
|
|
// return -1 if not found
|
|
if ( i == MAX_HUGE_SECONDARY_INFO )
|
|
return -1;
|
|
|
|
// otherwise, we can return the max number of weapons we can fire against target_objps
|
|
|
|
return hfi->max_fire_count;
|
|
}
|
|
|
|
// function to clear out secondary firing infomration between levels
|
|
void ai_init_secondary_info()
|
|
{
|
|
int i;
|
|
|
|
// clear out the data for dealing with when ai ships can fire huge secondary weapons
|
|
for (i = 0; i < MAX_HUGE_SECONDARY_INFO; i++ ) {
|
|
Ai_huge_fire_info[i].weapon_index = -1;
|
|
Ai_huge_fire_info[i].team = -1;
|
|
Ai_huge_fire_info[i].max_fire_count = -1;
|
|
Ai_huge_fire_info[i].shipname = NULL;
|
|
}
|
|
}
|
|
|
|
|
|
// Garbage collect the Path_points buffer.
|
|
// Scans all objects, looking for used Path_points records.
|
|
// Compresses Path_points buffer, updating aip->path_start and aip->path_cur indices.
|
|
// Updates Ppfp to point to first free record.
|
|
// This function is fairly fast. Its worst-case running time is proportional to
|
|
// 3*MAX_PATH_POINTS + MAX_OBJECTS
|
|
// Things to do to optimize this function:
|
|
// 1. if (t != 0) xlt++; can be replaced by xlt += t; assuming t can only be 0 or 1.
|
|
// 2. When pp_xlate is getting stuffed the first time, note highest index and use that
|
|
// instead of MAX_PATH_POINTS in following two for loops.
|
|
void garbage_collect_path_points()
|
|
{
|
|
int i;
|
|
int pp_xlate[MAX_PATH_POINTS];
|
|
object *A;
|
|
ship_obj *so;
|
|
|
|
// Scan all objects and create Path_points xlate table.
|
|
for (i=0; i<MAX_PATH_POINTS; i++)
|
|
pp_xlate[i] = 0;
|
|
|
|
// in pp_xlate, mark all used Path_point records
|
|
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
|
|
A = &Objects[so->objnum];
|
|
ship *shipp = &Ships[A->instance];
|
|
if (shipp->ai_index != -1) {
|
|
ai_info *aip = &Ai_info[shipp->ai_index];
|
|
|
|
if ((aip->path_length > 0) && (aip->path_start > -1)) {
|
|
|
|
for (i=aip->path_start; i<aip->path_start + aip->path_length; i++) {
|
|
Assert(pp_xlate[i] == 0); // If this is not 0, then two paths use this point!
|
|
pp_xlate[i] = 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Now, stuff xlate index in pp_xlate. This is the number to translate any path_start
|
|
// or path_cur index to.
|
|
int xlt = 0;
|
|
for (i=0; i<MAX_PATH_POINTS; i++) {
|
|
int t = pp_xlate[i];
|
|
|
|
pp_xlate[i] = xlt;
|
|
if (t != 0)
|
|
xlt++;
|
|
}
|
|
|
|
// Update global Path_points free pointer.
|
|
Ppfp = &Path_points[xlt];
|
|
|
|
// Now, using pp_xlate, fixup all aip->path_cur and aip->path_start indices
|
|
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
|
|
A = &Objects[so->objnum];
|
|
ship *shipp = &Ships[A->instance];
|
|
if (shipp->ai_index != -1) {
|
|
ai_info *aip = &Ai_info[shipp->ai_index];
|
|
|
|
if ((aip->path_length > 0) && (aip->path_start > -1)) {
|
|
Assert(aip->path_start < MAX_PATH_POINTS);
|
|
aip->path_start = pp_xlate[aip->path_start];
|
|
|
|
Assert((aip->path_cur >= 0) && (aip->path_cur < MAX_PATH_POINTS));
|
|
aip->path_cur = pp_xlate[aip->path_cur];
|
|
}
|
|
}
|
|
}
|
|
|
|
// Now, compress the buffer.
|
|
for (i=0; i<MAX_PATH_POINTS; i++)
|
|
if (i != pp_xlate[i])
|
|
Path_points[pp_xlate[i]] = Path_points[i];
|
|
|
|
}
|
|
|
|
// Hash two values together, return result.
|
|
// Hash function: curval shifted right circular by one, newval xored in.
|
|
int hash(unsigned int curval, int newval)
|
|
{
|
|
int addval = curval & 1;
|
|
|
|
curval >>= 1;
|
|
if (addval)
|
|
curval |= 0x80000000;
|
|
curval ^= newval;
|
|
|
|
return curval;
|
|
}
|
|
|
|
// Hash some information in an object together.
|
|
// On 2/20/97, the information is position and orientation.
|
|
int create_object_hash(object *objp)
|
|
{
|
|
int *ip;
|
|
unsigned int hashval = 0;
|
|
int i;
|
|
|
|
ip = (int *) &objp->orient;
|
|
|
|
for (i=0; i<9; i++) {
|
|
hashval = hash(hashval, *ip);
|
|
ip++;
|
|
}
|
|
|
|
ip = (int *) &objp->pos;
|
|
|
|
for (i=0; i<3; i++) {
|
|
hashval = hash(hashval, *ip);
|
|
ip++;
|
|
}
|
|
|
|
return hashval;
|
|
}
|
|
|
|
// Stuff a list of NUM_SKILL_LEVELS floats at *plist.
|
|
void parse_float_list(float *plist)
|
|
{
|
|
int i;
|
|
|
|
for (i=0; i<NUM_SKILL_LEVELS; i++) {
|
|
stuff_float(&plist[i]);
|
|
}
|
|
}
|
|
|
|
|
|
// Stuff a list of NUM_SKILL_LEVELS ints at *plist.
|
|
void parse_int_list(int *ilist)
|
|
{
|
|
int i;
|
|
|
|
for (i=0; i<NUM_SKILL_LEVELS; i++) {
|
|
stuff_int(&ilist[i]);
|
|
}
|
|
}
|
|
|
|
void parse_ai_class()
|
|
{
|
|
ai_class *aicp = &Ai_classes[Num_ai_classes];
|
|
|
|
required_string("$Name:");
|
|
stuff_string(aicp->name, F_NAME, NULL);
|
|
|
|
Ai_class_names[Num_ai_classes] = aicp->name;
|
|
|
|
required_string("$accuracy:");
|
|
parse_float_list(aicp->ai_accuracy);
|
|
|
|
required_string("$evasion:");
|
|
parse_float_list(aicp->ai_evasion);
|
|
|
|
required_string("$courage:");
|
|
parse_float_list(aicp->ai_courage);
|
|
|
|
required_string("$patience:");
|
|
parse_float_list(aicp->ai_patience);
|
|
}
|
|
|
|
void parse_aitbl()
|
|
{
|
|
// open localization
|
|
lcl_ext_open();
|
|
|
|
read_file_text("ai.tbl");
|
|
|
|
reset_parse();
|
|
|
|
Num_ai_classes = 0;
|
|
|
|
required_string("#AI Classes");
|
|
|
|
while (required_string_either("#End", "$Name:")) {
|
|
Assert( Num_ai_classes < MAX_AI_CLASSES);
|
|
|
|
parse_ai_class();
|
|
|
|
Num_ai_classes++;
|
|
}
|
|
|
|
// close localization
|
|
lcl_ext_close();
|
|
}
|
|
|
|
void parse_difftbl()
|
|
{
|
|
read_file_text("difficulty.tbl");
|
|
|
|
reset_parse();
|
|
|
|
extern int Max_incoming_asteroids[NUM_SKILL_LEVELS];
|
|
extern float Skill_level_cmeasure_life_scale[NUM_SKILL_LEVELS];
|
|
extern float Skill_level_weapon_energy_scale[NUM_SKILL_LEVELS];
|
|
extern float Skill_level_shield_energy_scale[NUM_SKILL_LEVELS];
|
|
extern float Skill_level_afterburner_recharge_scale[NUM_SKILL_LEVELS];
|
|
extern float Skill_level_player_damage_scale[NUM_SKILL_LEVELS];
|
|
extern float Skill_level_subsys_damage_scale[NUM_SKILL_LEVELS];
|
|
extern float Beam_friendly_cap[NUM_SKILL_LEVELS];
|
|
|
|
required_string("#Difficulty Settings");
|
|
if (optional_string("$Max Incoming Asteroids:"))
|
|
{
|
|
parse_int_list(Max_incoming_asteroids);
|
|
}
|
|
if (optional_string("$Player Countermeasure Life Scale:"))
|
|
{
|
|
parse_float_list(Skill_level_cmeasure_life_scale);
|
|
}
|
|
if (optional_string("$Player Weapon Recharge Scale:"))
|
|
{
|
|
parse_float_list(Skill_level_weapon_energy_scale);
|
|
}
|
|
if (optional_string("$Player Shield Recharge Scale:"))
|
|
{
|
|
parse_float_list(Skill_level_shield_energy_scale);
|
|
}
|
|
if (optional_string("$Player Afterburner Recharge Scale:"))
|
|
{
|
|
parse_float_list(Skill_level_afterburner_recharge_scale);
|
|
}
|
|
if (optional_string("$Max Missles Locked on Player:"))
|
|
{
|
|
parse_int_list(Max_allowed_player_homers);
|
|
}
|
|
if (optional_string("$Max Player Attackers:"))
|
|
{
|
|
parse_int_list(Skill_level_max_attackers);
|
|
}
|
|
if (optional_string("$AI Turn Time Scale:"))
|
|
{
|
|
parse_float_list(Turn_time_skill_level_scale);
|
|
}
|
|
if (optional_string("$AI Always Links Energy Weapons:"))
|
|
{
|
|
parse_float_list(Link_energy_levels_always);
|
|
}
|
|
if (optional_string("$AI Maybe Links Energy Weapons:"))
|
|
{
|
|
parse_float_list(Link_energy_levels_maybe);
|
|
}
|
|
|
|
//since ballistic primaries use ammo percentage normalized to 1 instead of 100
|
|
//normalize it to 1 so we're always parsing with respect to 100 (to keep it consistant with lasers)
|
|
if (optional_string("$AI Always Links Ammo Weapons:"))
|
|
{
|
|
parse_float_list(Link_ammo_levels_always);
|
|
Link_ammo_levels_always[0]*=.01f;
|
|
Link_ammo_levels_always[1]*=.01f;
|
|
Link_ammo_levels_always[2]*=.01f;
|
|
Link_ammo_levels_always[3]*=.01f;
|
|
Link_ammo_levels_always[4]*=.01f;
|
|
}
|
|
if (optional_string("$AI Maybe Links Ammo Weapons:"))
|
|
{
|
|
parse_float_list(Link_ammo_levels_maybe);
|
|
Link_ammo_levels_maybe[0]*=.01f;
|
|
Link_ammo_levels_maybe[1]*=.01f;
|
|
Link_ammo_levels_maybe[2]*=.01f;
|
|
Link_ammo_levels_maybe[3]*=.01f;
|
|
Link_ammo_levels_maybe[4]*=.01f;
|
|
}
|
|
|
|
if (optional_string("$AI In Range Time:"))
|
|
{
|
|
parse_float_list(In_range_time);
|
|
}
|
|
if (optional_string("$AI Countermeasure Firing Chance:"))
|
|
{
|
|
parse_float_list(Cmeasure_fire_chance);
|
|
}
|
|
if (optional_string("$AI Sheild Manage Delays:"))
|
|
{
|
|
parse_float_list(Shield_manage_delays);
|
|
}
|
|
if (optional_string("$Friendly AI Fire Delay Scale:"))
|
|
{
|
|
parse_float_list(Ship_fire_delay_scale_friendly);
|
|
}
|
|
if (optional_string("$Hostile AI Fire Delay Scale:"))
|
|
{
|
|
parse_float_list(Ship_fire_delay_scale_hostile);
|
|
}
|
|
if (optional_string("$AI Damage Reduction to Player Hull:"))
|
|
{
|
|
parse_float_list(Skill_level_player_damage_scale);
|
|
}
|
|
if (optional_string("$AI Damage Reduction to Player Subsys:"))
|
|
{
|
|
parse_float_list(Skill_level_subsys_damage_scale);
|
|
}
|
|
if (optional_string("$Max Beam Friendly Fire Damage:"))
|
|
{
|
|
parse_float_list(Beam_friendly_cap);
|
|
}
|
|
|
|
required_string("#End");
|
|
|
|
}
|
|
|
|
LOCAL int ai_inited = 0;
|
|
|
|
//========================= BOOK-KEEPING FUNCTIONS =======================
|
|
|
|
// Called once at game start-up
|
|
void ai_init()
|
|
{
|
|
if ( !ai_inited ) {
|
|
// Do the first time initialization stuff here
|
|
int rval;
|
|
|
|
if ((rval = setjmp(parse_abort)) != 0) {
|
|
Error(LOCATION, "Error parsing 'ai.tbl'\r\nError code = %i.\r\n", rval);
|
|
} else {
|
|
parse_aitbl();
|
|
}
|
|
|
|
if ((rval = setjmp(parse_abort)) != 0) {
|
|
nprintf(("Warning", "Unable to parse 'difficulty.tbl'! Code = %i.\n", rval));
|
|
} else {
|
|
parse_difftbl();
|
|
}
|
|
|
|
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;
|
|
Ai_friendly_rearm_timestamp = timestamp(-1);
|
|
Ai_hostile_rearm_timestamp = timestamp(-1);
|
|
Ai_neutral_rearm_timestamp = timestamp(-1);
|
|
Ai_traitor_rearm_timestamp = timestamp(-1);
|
|
|
|
// clear out the stuff needed for AI firing powerful secondary weapons
|
|
ai_init_secondary_info();
|
|
|
|
Ai_last_arrive_path=0;
|
|
}
|
|
|
|
// BEGIN STEALTH
|
|
// -----------------------------------------------------------------------------
|
|
// Check if object is a stealth ship
|
|
int is_object_stealth_ship(object* objp)
|
|
{
|
|
if (objp->type == OBJ_SHIP) {
|
|
if (Ships[objp->instance].flags2 & SF2_STEALTH) {
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
// not stealth ship
|
|
return 0;
|
|
}
|
|
|
|
// -----------------------------------------------------------------------------
|
|
// Init necessary ai info for new stealth target
|
|
void init_ai_stealth_info(ai_info *aip, object *stealth_objp)
|
|
{
|
|
Assert(is_object_stealth_ship(stealth_objp));
|
|
|
|
// set necessary ai info for new stealth target
|
|
aip->stealth_last_pos = stealth_objp->pos;
|
|
aip->stealth_velocity = stealth_objp->phys_info.vel;
|
|
aip->stealth_last_visible_stamp = timestamp();
|
|
}
|
|
|
|
// -----------------------------------------------------------------------------
|
|
// Check whether Pl_objp can see a stealth ship object
|
|
#define STEALTH_INVISIBLE 0
|
|
#define STEALTH_VISIBLE 1
|
|
#define STEALTH_FULLY_TARGETABLE 2
|
|
|
|
float get_skill_stealth_dist_scaler()
|
|
{
|
|
// return dist scaler based on skill level
|
|
switch (Game_skill_level) {
|
|
case 0: // very easy
|
|
return 0.65f;
|
|
|
|
case 1: // easy
|
|
return 0.9f;
|
|
|
|
case 2: // medium
|
|
return 1.0f;
|
|
|
|
case 3: // hard
|
|
return 1.1f;
|
|
|
|
case 4: // insane
|
|
return 1.3f;
|
|
|
|
default:
|
|
Int3();
|
|
}
|
|
|
|
return 1.0f;
|
|
}
|
|
|
|
float get_skill_stealth_dot_scaler()
|
|
{
|
|
// return multiplier on dot based on skill level
|
|
switch (Game_skill_level) {
|
|
case 0: // very easy
|
|
return 1.3f;
|
|
|
|
case 1: // easy
|
|
return 1.1f;
|
|
|
|
case 2: // medium
|
|
return 1.0f;
|
|
|
|
case 3: // hard
|
|
return 0.9f;
|
|
|
|
case 4: // insane
|
|
return 0.7f;
|
|
|
|
default:
|
|
Int3();
|
|
}
|
|
|
|
return 1.0f;
|
|
}
|
|
|
|
int ai_is_stealth_visible(object *viewer_objp, object *stealth_objp)
|
|
{
|
|
ship *shipp;
|
|
vector vec_to_stealth;
|
|
float dot_to_stealth, dist_to_stealth, max_stealth_dist;
|
|
|
|
Assert(stealth_objp->type == OBJ_SHIP);
|
|
shipp = &Ships[stealth_objp->instance];
|
|
Assert(viewer_objp->type == OBJ_SHIP);
|
|
|
|
// check if stealth ship
|
|
Assert(shipp->flags2 & SF2_STEALTH);
|
|
|
|
// check if in neb and below awac level for visible
|
|
if ( !ship_is_visible_by_team_new(stealth_objp, &Ships[viewer_objp->instance]) ) {
|
|
vm_vec_sub(&vec_to_stealth, &stealth_objp->pos, &viewer_objp->pos);
|
|
dist_to_stealth = vm_vec_mag_quick(&vec_to_stealth);
|
|
dot_to_stealth = vm_vec_dotprod(&viewer_objp->orient.vec.fvec, &vec_to_stealth) / dist_to_stealth;
|
|
|
|
// get max dist at which stealth is visible
|
|
max_stealth_dist = get_skill_stealth_dist_scaler() * STEALTH_MAX_VIEW_DIST;
|
|
|
|
// now check if within view frustrum
|
|
float needed_dot_to_stealth;
|
|
if (dist_to_stealth < 100) {
|
|
needed_dot_to_stealth = 0.0f;
|
|
} else {
|
|
needed_dot_to_stealth = get_skill_stealth_dot_scaler() * float(STEALTH_VIEW_CONE_DOT) * (dist_to_stealth / max_stealth_dist);
|
|
}
|
|
if (dot_to_stealth > needed_dot_to_stealth) {
|
|
if (dist_to_stealth < max_stealth_dist) {
|
|
return STEALTH_VISIBLE;
|
|
}
|
|
}
|
|
|
|
// not within frustrum
|
|
return STEALTH_INVISIBLE;
|
|
}
|
|
|
|
// visible by awacs level
|
|
return STEALTH_FULLY_TARGETABLE;
|
|
}
|
|
|
|
// END STEALTH
|
|
|
|
// Compute dot product of direction vector and forward vector.
|
|
// Direction vector is vector from one object to other object.
|
|
// Forward vector is the forward vector of the ship.
|
|
// If from_dot == NULL, don't fill it in.
|
|
float compute_dots(object *objp, object *other_objp, float *to_dot, float *from_dot)
|
|
{
|
|
vector v2o;
|
|
float dist;
|
|
|
|
dist = vm_vec_normalized_dir(&v2o, &other_objp->pos, &objp->pos);
|
|
|
|
*to_dot = vm_vec_dot(&objp->orient.vec.fvec, &v2o);
|
|
|
|
if (from_dot != NULL)
|
|
*from_dot = - vm_vec_dot(&other_objp->orient.vec.fvec, &v2o);
|
|
|
|
return dist;
|
|
}
|
|
|
|
// -----------------------------------------------------------------------------
|
|
// update estimated stealth info
|
|
// this is a "cheat" update
|
|
// error increases with time not seen, true distance away, dot to enemey
|
|
// this is done only if we can not see the stealth target
|
|
// need to infer its position either by weapon fire pos or last know pos
|
|
void update_ai_stealth_info_with_error(ai_info *aip/*, int no_error*/)
|
|
{
|
|
object *ship;
|
|
object *stealth_objp;
|
|
/*
|
|
float error_time_mult, error_dist_mult, error_dot_mult, error_mult;
|
|
float pos_error, vel_error;
|
|
vector error_vec, vec_to_stealth;
|
|
float dist_to_stealth, dot_to_stealth;
|
|
float delta_time, delta_capped;
|
|
*/
|
|
|
|
// make sure I am targeting a stealth ship
|
|
Assert( is_object_stealth_ship(&Objects[aip->target_objnum]) );
|
|
stealth_objp = &Objects[aip->target_objnum];
|
|
|
|
// my_ship
|
|
ship = &Objects[Ships[aip->shipnum].objnum];
|
|
|
|
// if update is due to weapon fire, get exact stealth position
|
|
// if (no_error) {
|
|
aip->stealth_last_pos = stealth_objp->pos;
|
|
aip->stealth_velocity = stealth_objp->phys_info.vel;
|
|
aip->stealth_last_visible_stamp = timestamp();
|
|
// return;
|
|
// }
|
|
/*
|
|
// get time since last seen
|
|
delta_time = 0.001f * (timestamp() - aip->stealth_last_visible_stamp);
|
|
|
|
// we don't want our "cheat" guess to more off than what we would get from extrapolating from last visible
|
|
// only update if stealth info is "old"
|
|
if ( (delta_time) < 0.5 ) {
|
|
return;
|
|
}
|
|
|
|
// find vec_to_stealth and dist
|
|
vm_vec_sub(&vec_to_stealth, &stealth_objp->pos, &ship->pos);
|
|
dist_to_stealth = vm_vec_normalize_quick(&vec_to_stealth);
|
|
dot_to_stealth = vm_vec_dotprod(&vec_to_stealth, &ship->orient.fvec);
|
|
|
|
// put cap on time
|
|
delta_capped = delta_time;
|
|
if (delta_time > 5.0) {
|
|
delta_capped = 5.0f;
|
|
}
|
|
|
|
// erorr_time_mult (for 0-5) -> (1-6)
|
|
error_time_mult = (1.0f + delta_capped);
|
|
|
|
// error_dot_mult (-1 to 1) -> (1-3)
|
|
error_dot_mult = (2 - dot_to_stealth);
|
|
|
|
// error_dist_mult (0-1000+) -> (1-4)
|
|
error_dist_mult = dist_to_stealth * 4.0f * 0.001f;
|
|
if (error_dist_mult < 1) {
|
|
error_dist_mult = 1.0f;
|
|
} else if (error_dist_mult > 4) {
|
|
error_dist_mult = 4.0f;
|
|
}
|
|
|
|
// multiply error out
|
|
error_mult = error_time_mult * error_dot_mult * error_dist_mult;
|
|
|
|
float base_pos_error = 10;
|
|
float base_vel_error = 2;
|
|
|
|
// find the position and velocity error magnitude;
|
|
pos_error = base_pos_error * error_mult;
|
|
vel_error = base_vel_error * error_mult;
|
|
|
|
// get an error that changes slowly over time
|
|
static_randvec( ((int)aip ^ (Missiontime >> 18)) & 7, &error_vec);
|
|
vm_vec_zero(&error_vec);
|
|
|
|
// update pos and vel with error
|
|
vm_vec_scale_add(&aip->stealth_velocity, &stealth_objp->phys_info.vel, &error_vec, vel_error);
|
|
|
|
// revise last "known" position to arrive at last pos with given error
|
|
vm_vec_scale_add(&aip->stealth_last_pos, &stealth_objp->pos, &error_vec, pos_error);
|
|
vm_vec_scale_add2(&aip->stealth_last_pos, &aip->stealth_velocity, -(0.001f * delta_time));
|
|
*/
|
|
}
|
|
|
|
// Update danger_weapon_objnum and signature in ai_info to say this weapon is to be avoided.
|
|
void ai_update_danger_weapon(int attacked_objnum, int weapon_objnum)
|
|
{
|
|
object *objp, *weapon_objp;
|
|
ai_info *aip;
|
|
float old_dist, new_dist;
|
|
float old_dot, new_dot;
|
|
object *old_weapon_objp = NULL;
|
|
|
|
if ((attacked_objnum == -1) || (weapon_objnum == -1)) {
|
|
return;
|
|
}
|
|
|
|
objp = &Objects[attacked_objnum];
|
|
|
|
// AL 2-24-98: If this isn't a ship, we don't need to worry about updating weapon_objnum (ie it would be
|
|
// an asteroid or bomb).
|
|
if ( objp->type != OBJ_SHIP ) {
|
|
return;
|
|
}
|
|
|
|
weapon_objp = &Objects[weapon_objnum];
|
|
|
|
aip = &Ai_info[Ships[objp->instance].ai_index];
|
|
|
|
// if my taraget is a stealth ship and is not visible
|
|
if (aip->target_objnum >= 0) {
|
|
if ( is_object_stealth_ship(&Objects[aip->target_objnum]) ) {
|
|
if ( ai_is_stealth_visible(objp, &Objects[aip->target_objnum]) == STEALTH_INVISIBLE ) {
|
|
// and the weapon is coming from that stealth ship
|
|
if (weapon_objp->parent == aip->target_objnum) {
|
|
// update my position estimate for stealth ship
|
|
update_ai_stealth_info_with_error(aip/*, 1*/);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (aip->danger_weapon_objnum != -1) {
|
|
old_weapon_objp = &Objects[aip->danger_weapon_objnum];
|
|
if ((old_weapon_objp->type == OBJ_WEAPON) && (old_weapon_objp->signature == aip->danger_weapon_signature)) {
|
|
;
|
|
} else {
|
|
aip->danger_weapon_objnum = -1;
|
|
}
|
|
}
|
|
|
|
new_dist = compute_dots(weapon_objp, objp, &new_dot, NULL);
|
|
|
|
if (aip->danger_weapon_objnum == -1) {
|
|
if (new_dist < 1500.0f) {
|
|
if (new_dot > 0.5f) {
|
|
aip->danger_weapon_objnum = weapon_objnum;
|
|
aip->danger_weapon_signature = weapon_objp->signature;
|
|
}
|
|
}
|
|
} else {
|
|
Assert(old_weapon_objp != NULL);
|
|
old_dist = compute_dots(old_weapon_objp, objp, &old_dot, NULL);
|
|
|
|
if (old_dot < 0.5f) {
|
|
aip->danger_weapon_objnum = -1;
|
|
old_dist = 9999.9f;
|
|
}
|
|
|
|
if ((new_dot > 0.5f) && (new_dot > old_dot-0.01f)) {
|
|
if (new_dist < old_dist) {
|
|
aip->danger_weapon_objnum = weapon_objnum;
|
|
aip->danger_weapon_signature = weapon_objp->signature;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// If rvec != NULL, use it to match bank by calling vm_matrix_interpolate.
|
|
// (rvec defaults to NULL)
|
|
void ai_turn_towards_vector(vector *dest, object *objp, float frametime, float turn_time, vector *slide_vec, vector *rel_pos, float bank_override, int flags, vector *rvec, int sexp_flags)
|
|
{
|
|
//matrix goal_orient;
|
|
matrix curr_orient;
|
|
vector vel_in, vel_out, desired_fvec, src;
|
|
float delta_time;
|
|
physics_info *pip;
|
|
vector vel_limit, acc_limit;
|
|
float delta_bank;
|
|
|
|
// Don't allow a ship to turn if it has no engine strength.
|
|
// AL 3-12-98: objp may not always be a ship!
|
|
if ( (objp->type == OBJ_SHIP) && !(sexp_flags & AITTV_VIA_SEXP) ) {
|
|
if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f)
|
|
return;
|
|
}
|
|
|
|
//nprintf(("AI", "Ship %s turning towards point %7.3f %7.3f %7.3f\n", Ships[objp->instance].ship_name, dest->x, dest->y, dest->z));
|
|
pip = &objp->phys_info;
|
|
|
|
vel_in = pip->rotvel;
|
|
curr_orient = objp->orient;
|
|
delta_time = flFrametime;
|
|
|
|
Assert(turn_time > 0.0f);
|
|
|
|
// Scale turn_time based on skill level and team.
|
|
if (!(flags & AITTV_FAST) && !(sexp_flags & AITTV_VIA_SEXP) ){
|
|
if (objp->type == OBJ_SHIP){
|
|
if (Ships[objp->instance].team != Ships[Player_obj->instance].team){
|
|
turn_time *= Turn_time_skill_level_scale[Game_skill_level];
|
|
}
|
|
}
|
|
}
|
|
|
|
// Set max turn rate.
|
|
vel_limit.xyz.x = 2*PI/turn_time;
|
|
vel_limit.xyz.y = 2*PI/turn_time;
|
|
vel_limit.xyz.z = 2*PI/turn_time;
|
|
|
|
// Set rate at which ship can accelerate to its rotational velocity.
|
|
// For now, weapons just go much faster.
|
|
acc_limit = vel_limit;
|
|
if (objp->type == OBJ_WEAPON)
|
|
vm_vec_scale(&acc_limit, 8.0f);
|
|
|
|
src = objp->pos;
|
|
|
|
if (rel_pos != NULL) {
|
|
vector gun_point;
|
|
vm_vec_unrotate(&gun_point, rel_pos, &objp->orient);
|
|
vm_vec_add2(&src, &gun_point);
|
|
}
|
|
|
|
vm_vec_normalized_dir(&desired_fvec, dest, &src);
|
|
|
|
// Since ship isn't necessarily moving in the direction it's pointing, sometimes it's better
|
|
// to be moving towards goal rather than just pointing. So, if slide_vec is !NULL, try to
|
|
// make ship move towards goal, not point at goal.
|
|
if (slide_vec != NULL) {
|
|
vm_vec_add2(&desired_fvec, slide_vec);
|
|
vm_vec_normalize(&desired_fvec);
|
|
}
|
|
|
|
// Should be more general case here. Currently, anything that is not a weapon will bank when it turns.
|
|
// Goober5000 - don't bank if sexp says not to
|
|
// Goober5000 - also don't bank if ship doesn't bank
|
|
if ( (objp->type == OBJ_WEAPON) || (sexp_flags & AITTV_IGNORE_BANK ) || (Ships[objp->instance].flags2 & SF2_NO_BANK) )
|
|
delta_bank = 0.0f;
|
|
else if ((bank_override) && (Ships[objp->instance].team & opposing_team_mask(Player_ship->team))) { // Theoretically, this will only happen for Shivans.
|
|
delta_bank = bank_override;
|
|
//nprintf(("AI", "%i: %7.3f\n", Framecount, bank_override));
|
|
} else {
|
|
delta_bank = vm_vec_dot(&curr_orient.vec.rvec, &objp->last_orient.vec.rvec);
|
|
delta_bank = 100.0f * (1.0f - delta_bank);
|
|
if (vm_vec_dot(&objp->last_orient.vec.fvec, &objp->orient.vec.rvec) < 0.0f)
|
|
delta_bank = -delta_bank;
|
|
|
|
//nprintf(("AI", "%s: Frame %i: delta bank = %7.3f\n", Ships[objp->instance].ship_name, Framecount, delta_bank));
|
|
}
|
|
|
|
// Dave Andsager: The non-indented lines here are debug code to help you track down the problem in the physics
|
|
// that is causing ships to inexplicably rotate very far. If you hit the Int3(), set the next statement to be
|
|
// the one marked "HERE". (Do this clicking the cursor there, then right clicking. Choose the right option.)
|
|
// This will allow you to rerun vm_forward_interpolate() with the values that caused the error.
|
|
// Note, you'll need to enable the Int3() about ten lines below.
|
|
#ifndef NDEBUG
|
|
vector tvec = objp->orient.vec.fvec;
|
|
vector vel_in_copy;
|
|
matrix objp_orient_copy;
|
|
|
|
vel_in_copy = vel_in;
|
|
objp_orient_copy = objp->orient;
|
|
|
|
vel_in = vel_in_copy; // HERE
|
|
objp->orient = objp_orient_copy;
|
|
#endif
|
|
if (rvec != NULL) {
|
|
matrix out_orient, goal_orient;
|
|
|
|
vm_vector_2_matrix(&goal_orient, &desired_fvec, NULL, rvec);
|
|
vm_matrix_interpolate(&goal_orient, &curr_orient, &vel_in, delta_time, &out_orient, &vel_out, &vel_limit, &acc_limit);
|
|
objp->orient = out_orient;
|
|
} else {
|
|
vm_forward_interpolate(&desired_fvec, &curr_orient, &vel_in, delta_time, delta_bank, &objp->orient, &vel_out, &vel_limit, &acc_limit);
|
|
}
|
|
#ifndef NDEBUG
|
|
if (!((objp->type == OBJ_WEAPON) && (Weapon_info[Weapons[objp->instance].weapon_info_index].subtype == WP_MISSILE))) {
|
|
if (delta_time < 0.25f && vm_vec_dot(&objp->orient.vec.fvec, &tvec) < 0.1f)
|
|
Int3(); // Get Andsager. A ship has turned too far in one frame.
|
|
}
|
|
#endif
|
|
|
|
pip->rotvel = vel_out;
|
|
}
|
|
|
|
void init_ship_info()
|
|
{
|
|
int i;
|
|
|
|
if (Ship_info_inited)
|
|
return;
|
|
|
|
for (i=0; i<MAX_SHIP_TYPES; i++) {
|
|
Ship_info[i].min_speed = - Ship_info[i].max_rear_vel;
|
|
Ship_info[i].max_accel = Ship_info[i].max_vel.xyz.z;
|
|
}
|
|
|
|
Ship_info_inited = 1;
|
|
|
|
}
|
|
|
|
// Set aip->target_objnum to objnum
|
|
// Update aip->previous_target_objnum.
|
|
// If new target (objnum) is different than old target, reset target_time.
|
|
int set_target_objnum(ai_info *aip, int objnum)
|
|
{
|
|
/*
|
|
char old_name[32], new_name[32];
|
|
|
|
if (!timestamp_elapsed(aip->ok_to_target_timestamp))
|
|
return aip->target_objnum;
|
|
|
|
if (Player_ship && (Ships[aip->shipnum].team == Player_ship->team)) {
|
|
if (aip->target_objnum == -1)
|
|
strcpy(old_name, "none");
|
|
else
|
|
strcpy(old_name, Ships[Objects[aip->target_objnum].instance].ship_name);
|
|
|
|
if (objnum == -1)
|
|
strcpy(new_name, "none");
|
|
else
|
|
strcpy(new_name, Ships[Objects[objnum].instance].ship_name);
|
|
|
|
nprintf(("AI", "Ship %s changing target from %s to %s\n", Ships[aip->shipnum].ship_name, old_name, new_name));
|
|
}
|
|
*/
|
|
|
|
// AL 2-25-97: Ensure that a protected ship isn't being set as a target (for non-players only)
|
|
/*
|
|
if ( objnum >= 0 ) {
|
|
if ( !(Objects[Ships[aip->shipnum].objnum].flags & OF_PLAYER_SHIP) ) {
|
|
if ( Objects[objnum].flags & OF_PROTECTED ) {
|
|
// AL 2-26-97: removing Int3() until issue with setting OF_PROTECTED in ai_set_attack_subsystem()
|
|
//Int3(); // this should not happen
|
|
return aip->target_objnum; // don't change targets
|
|
}
|
|
}
|
|
}
|
|
*/
|
|
|
|
if ((aip != Player_ai) && (!timestamp_elapsed(aip->ok_to_target_timestamp))) {
|
|
return aip->target_objnum;
|
|
}
|
|
|
|
if (aip->target_objnum == objnum) {
|
|
aip->previous_target_objnum = aip->target_objnum;
|
|
} else {
|
|
aip->previous_target_objnum = aip->target_objnum;
|
|
|
|
// ignore this assert if a multiplayer observer
|
|
if((Game_mode & GM_MULTIPLAYER) && (aip == Player_ai) && (Player_obj->type == OBJ_OBSERVER)){
|
|
} else {
|
|
Assert(objnum != Ships[aip->shipnum].objnum); // make sure not targeting self
|
|
}
|
|
|
|
// if stealth target, init ai_info for stealth
|
|
if ( (objnum > 0) && is_object_stealth_ship(&Objects[objnum]) ) {
|
|
init_ai_stealth_info(aip, &Objects[objnum]);
|
|
}
|
|
|
|
aip->target_objnum = objnum;
|
|
aip->target_time = 0.0f;
|
|
aip->target_signature = Objects[objnum].signature;
|
|
// clear targeted subsystem
|
|
set_targeted_subsys(aip, NULL, -1);
|
|
}
|
|
|
|
return aip->target_objnum;
|
|
}
|
|
|
|
int ai_select_primary_weapon(object *objp, object *other_objp, int flags);
|
|
|
|
// Make new_subsys the targeted subsystem of ship *aip.
|
|
ship_subsys *set_targeted_subsys(ai_info *aip, ship_subsys *new_subsys, int parent_objnum)
|
|
{
|
|
Assert(aip != NULL);
|
|
|
|
aip->last_subsys_target = aip->targeted_subsys;
|
|
aip->targeted_subsys = new_subsys;
|
|
aip->targeted_subsys_parent = parent_objnum;
|
|
|
|
if ( new_subsys ) {
|
|
// Make new_subsys target
|
|
if (new_subsys->system_info->type == SUBSYSTEM_ENGINE) {
|
|
if ( aip != Player_ai ) {
|
|
ai_select_primary_weapon(&Objects[Ships[aip->shipnum].objnum], &Objects[parent_objnum], WIF_PUNCTURE);
|
|
ship_primary_changed(&Ships[aip->shipnum]); // AL: maybe send multiplayer information when AI ship changes primaries
|
|
}
|
|
}
|
|
|
|
if ( aip == Player_ai ) {
|
|
hud_lock_reset(0.5f);
|
|
}
|
|
|
|
} else {
|
|
// Cleanup any subsys path information if it exists
|
|
ai_big_subsys_path_cleanup(aip);
|
|
}
|
|
|
|
return aip->targeted_subsys;
|
|
}
|
|
|
|
// called to init the data for single ai object. At this point,
|
|
// the ship and the object and the ai_info are are correctly
|
|
// linked together. Ai_info[ai_index].shipnum is the only valid field
|
|
// in ai_info.
|
|
// This is called right when the object is parsed, so you can't assume much
|
|
// has been initialized. For example, wings, waypoints, goals are probably
|
|
// not yet loaded. --MK, 10/8/96
|
|
void ai_object_init(object * obj, int ai_index)
|
|
{
|
|
ai_info *aip;
|
|
Assert(ai_index >= 0 && ai_index < MAX_AI_INFO);
|
|
|
|
aip = &Ai_info[ai_index];
|
|
|
|
aip->type = 0; // 0 means not in use.
|
|
aip->wing = -1; // Member of what wing? -1 means none.
|
|
aip->ai_class = Ship_info[Ships[obj->instance].ship_info_index].ai_class;
|
|
aip->behavior = AIM_NONE;
|
|
}
|
|
|
|
// If *aip is docked, set max acceleration to A->mass/(A->mass + B->mass) where A is *aip and B is dock object
|
|
void adjust_accel_for_docking(ai_info *aip)
|
|
{
|
|
object *objp = &Objects[Ships[aip->shipnum].objnum];
|
|
|
|
if (object_is_docked(objp))
|
|
{
|
|
float ratio = objp->phys_info.mass / dock_calc_total_docked_mass(objp);
|
|
|
|
// put cap on how much ship can slow down
|
|
if (ratio < 0.8) {
|
|
ratio = 0.8f;
|
|
}
|
|
|
|
if (AI_ci.forward > ratio) {
|
|
AI_ci.forward = ratio;
|
|
}
|
|
}
|
|
}
|
|
|
|
// -------------------------------------------------------------------
|
|
void accelerate_ship(ai_info *aip, float accel)
|
|
{
|
|
aip->prev_accel = accel;
|
|
AI_ci.forward = accel;
|
|
adjust_accel_for_docking(aip);
|
|
}
|
|
|
|
// --------------------------------------------------------------------------
|
|
void change_acceleration(ai_info *aip, float delta_accel)
|
|
{
|
|
float new_accel;
|
|
|
|
if (delta_accel < 0.0f) {
|
|
if (aip->prev_accel > 0.0f)
|
|
aip->prev_accel = 0.0f;
|
|
} else if (aip->prev_accel < 0.0f)
|
|
aip->prev_accel = 0.0f;
|
|
|
|
new_accel = aip->prev_accel + delta_accel * flFrametime;
|
|
|
|
if (new_accel > 1.0f)
|
|
new_accel = 1.0f;
|
|
else if (new_accel < -1.0f)
|
|
new_accel = -1.0f;
|
|
|
|
aip->prev_accel = new_accel;
|
|
|
|
AI_ci.forward = new_accel;
|
|
adjust_accel_for_docking(aip);
|
|
}
|
|
|
|
void set_accel_for_target_speed(object *objp, float tspeed)
|
|
{
|
|
float max_speed;
|
|
ai_info *aip;
|
|
|
|
aip = &Ai_info[Ships[objp->instance].ai_index];
|
|
|
|
max_speed = Ships[objp->instance].current_max_speed;
|
|
|
|
AI_ci.forward = tspeed/max_speed;
|
|
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(vector *perim_point, vector *pos, float radius, vector *vp)
|
|
{
|
|
vector v1;
|
|
float mag;
|
|
|
|
vm_vec_sub(&v1, vp, pos);
|
|
mag = vm_vec_mag(&v1);
|
|
|
|
if (mag == 0.0f) {
|
|
Warning(LOCATION, "projectable point is at center of sphere.");
|
|
vm_vec_make(&v1, 0.0f, radius, 0.0f);
|
|
} else {
|
|
vm_vec_normalize(&v1);
|
|
vm_vec_scale(&v1, 1.1f * radius + 10.0f);
|
|
}
|
|
|
|
vm_vec_add2(&v1, pos);
|
|
*perim_point = v1;
|
|
}
|
|
|
|
// Stuff tan1 with tangent point on sphere. tan1 is point nearer to *p1
|
|
// *p0 is point through which tangents pass.
|
|
// *centerp is center of sphere.
|
|
// *p1 is another point in space to define the plane in which tan1, tan2 reside.
|
|
// radius is the radius of the sphere.
|
|
// Note, this is a very approximate function just for AI.
|
|
// Note also: On 12/26/96, p1 is used to define the plane perpendicular to that which
|
|
// contains the tangent point.
|
|
void get_tangent_point(vector *tan1, vector *p0, vector *centerp, vector *p1, float radius)
|
|
{
|
|
vector dest_vec, v2c, perp_vec, temp_vec, v2;
|
|
float dist, ratio;
|
|
|
|
// Detect condition of point inside sphere.
|
|
if (vm_vec_dist(p0, centerp) < radius)
|
|
project_point_to_perimeter(tan1, centerp, radius, p0);
|
|
else {
|
|
vm_vec_normalized_dir(&v2c, centerp, p0);
|
|
|
|
// Compute perpendicular vector using p0, centerp, p1
|
|
vm_vec_normal(&temp_vec, p0, centerp, p1);
|
|
vm_vec_sub(&v2, centerp, p0);
|
|
vm_vec_cross(&perp_vec, &temp_vec, &v2);
|
|
|
|
vm_vec_normalize(&perp_vec);
|
|
|
|
dist = vm_vec_dist_quick(p0, centerp);
|
|
ratio = dist / radius;
|
|
|
|
if (ratio < 2.0f)
|
|
vm_vec_scale_add(&dest_vec, &perp_vec, &v2c, ratio-1.0f);
|
|
else
|
|
vm_vec_scale_add(&dest_vec, &v2c, &perp_vec, (1.0f + 1.0f/ratio));
|
|
|
|
vm_vec_scale_add(tan1, p0, &dest_vec, dist + radius);
|
|
}
|
|
}
|
|
|
|
// --------------------------------------------------------------------------
|
|
// Given an object and a point, turn towards the point, resulting in
|
|
// approach behavior.
|
|
void turn_towards_point(object *objp, vector *point, vector *slide_vec, float bank_override)
|
|
{
|
|
ai_info *aip;
|
|
aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
|
|
|
|
// check if in formation and if not leader, don't change rotvel.z (bank to match leader elsewhere)
|
|
if (aip->ai_flags & AIF_FORMATION) {
|
|
if (&Objects[aip->goal_objnum] != objp) {
|
|
float rotvel_z = objp->phys_info.rotvel.xyz.z;
|
|
ai_turn_towards_vector(point, objp, flFrametime, Ship_info[Ships[objp->instance].ship_info_index].srotation_time, slide_vec, NULL, bank_override, 0);
|
|
objp->phys_info.rotvel.xyz.z = rotvel_z;
|
|
}
|
|
} else {
|
|
// normal turn
|
|
ai_turn_towards_vector(point, objp, flFrametime, Ship_info[Ships[objp->instance].ship_info_index].srotation_time, slide_vec, NULL, bank_override, 0);
|
|
}
|
|
}
|
|
|
|
// --------------------------------------------------------------------------
|
|
// Given an object and a point, turn away from the point, resulting in avoidance behavior.
|
|
// Note: Turn away at full speed, not scaled down by skill level.
|
|
void turn_away_from_point(object *objp, vector *point, float bank_override)
|
|
{
|
|
vector opposite_point;
|
|
|
|
vm_vec_sub(&opposite_point, &objp->pos, point);
|
|
vm_vec_add2(&opposite_point, &objp->pos);
|
|
|
|
ai_turn_towards_vector(&opposite_point, objp, flFrametime, Ship_info[Ships[objp->instance].ship_info_index].srotation_time, NULL, NULL, bank_override, AITTV_FAST);
|
|
}
|
|
|
|
|
|
// --------------------------------------------------------------------------
|
|
// Given an object and a point, turn tangent to the point, resulting in
|
|
// a circling behavior.
|
|
// Make object *objp turn around the point *point with a radius of radius.
|
|
// Note that this isn't the same as following a circle of radius radius with
|
|
// center *point, but it should be adequate.
|
|
// Note that if you want to circle an object without hitting it, you should use
|
|
// about twice that object's radius for radius, else you'll certainly bump into it.
|
|
// Return dot product to goal point.
|
|
float turn_towards_tangent(object *objp, vector *point, float radius)
|
|
{
|
|
vector vec_to_point;
|
|
vector goal_point;
|
|
vector perp_point; // point radius away from *point on vector to objp->pos
|
|
vector up_vec, perp_vec;
|
|
|
|
vm_vec_normalized_dir(&vec_to_point, point, &objp->pos);
|
|
vm_vec_crossprod(&up_vec, &vec_to_point, &objp->orient.vec.fvec);
|
|
vm_vec_crossprod(&perp_vec, &vec_to_point, &up_vec);
|
|
|
|
vm_vec_scale_add(&perp_point, point, &vec_to_point, -radius);
|
|
if (vm_vec_dot(&objp->orient.vec.fvec, &perp_vec) > 0.0f) {
|
|
vm_vec_scale_add(&goal_point, &perp_point, &perp_vec, radius);
|
|
} else {
|
|
vm_vec_scale_add(&goal_point, &perp_point, &perp_vec, -radius);
|
|
}
|
|
|
|
// Ai_info[Ships[objp->instance].ai_index].goal_point = goal_point;
|
|
turn_towards_point(objp, &goal_point, NULL, 0.0f);
|
|
|
|
vector v2g;
|
|
|
|
vm_vec_normalized_dir(&v2g, &goal_point, &objp->pos);
|
|
return vm_vec_dot(&objp->orient.vec.fvec, &v2g);
|
|
}
|
|
|
|
float turn_toward_tangent_with_axis(object *objp, object *center_objp, float radius)
|
|
{
|
|
vector r_vec, theta_vec;
|
|
vector 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, ¢er_objp->pos);
|
|
center_obj_z = vm_vec_dotprod(&sph_r_vec, ¢er_objp->orient.vec.fvec);
|
|
|
|
// find pt on axis with closest z
|
|
vm_vec_scale_add(¢er_vec, ¢er_objp->pos, ¢er_objp->orient.vec.fvec, center_obj_z);
|
|
|
|
// get r_vec
|
|
vm_vec_sub(&r_vec, &objp->pos, ¢er_vec);
|
|
// float r_mag = vm_vec_normalize_quick(&r_vec);
|
|
// mprintf(("cur_r: %.1f, desired_r: %.1f\n", r_mag, radius));
|
|
Assert( (vm_vec_dotprod(&r_vec, ¢er_objp->orient.vec.fvec) < 0.0001));
|
|
|
|
// get theta vec - perp to r_vec and z_vec
|
|
vm_vec_crossprod(&theta_vec, ¢er_objp->orient.vec.fvec, &r_vec);
|
|
|
|
#ifndef NDEBUG
|
|
float mag;
|
|
mag = vm_vec_normalize(&theta_vec);
|
|
Assert(mag > 0.9999 && mag < 1.0001);
|
|
#endif
|
|
|
|
vector temp;
|
|
vm_vec_crossprod(&temp, &r_vec, &theta_vec);
|
|
|
|
#ifndef NDEBUG
|
|
float dot;
|
|
dot = vm_vec_dotprod(&temp, ¢er_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, ¢er_vec, &r_vec, radius);
|
|
|
|
vector goal_pt, v2g;
|
|
vm_vec_scale_add(&goal_pt, &vec_on_cylinder, &theta_vec, radius);
|
|
|
|
// Ai_info[Ships[objp->instance].ai_index].goal_point = goal_pt;
|
|
turn_towards_point(objp, &goal_pt, NULL, 0.0f);
|
|
|
|
vm_vec_normalized_dir(&v2g, &goal_pt, &objp->pos);
|
|
return vm_vec_dot(&objp->orient.vec.fvec, &v2g);
|
|
}
|
|
|
|
// Returns a point radius units away from *point that *objp should turn towards to orbit *point
|
|
void get_tangent_point(vector *goal_point, object *objp, vector *point, float radius)
|
|
{
|
|
vector vec_to_point;
|
|
vector perp_point; // point radius away from *point on vector to objp->pos
|
|
vector up_vec, perp_vec;
|
|
|
|
vm_vec_normalized_dir(&vec_to_point, point, &objp->pos);
|
|
vm_vec_crossprod(&up_vec, &vec_to_point, &objp->orient.vec.fvec);
|
|
vm_vec_crossprod(&perp_vec, &vec_to_point, &up_vec);
|
|
vm_vec_normalize(&perp_vec);
|
|
|
|
vm_vec_scale_add(&perp_point, point, &vec_to_point, -radius);
|
|
|
|
if (vm_vec_dot(&objp->orient.vec.fvec, &perp_vec) > 0.0f) {
|
|
vm_vec_scale_add(goal_point, &perp_point, &perp_vec, radius);
|
|
} else {
|
|
vm_vec_scale_add(goal_point, &perp_point, &perp_vec, -radius);
|
|
}
|
|
}
|
|
|
|
int Player_attacking_enabled = 1;
|
|
|
|
// -----------------------------------------------------------------------------
|
|
// Determine whether an object is targetable within a nebula
|
|
int object_is_targetable(object *target, ship *viewer)
|
|
{
|
|
int stealth_ship = 0;
|
|
|
|
// if target is ship, check if visible by team
|
|
if (target->type == OBJ_SHIP)
|
|
{
|
|
stealth_ship = (Ships[target->instance].flags2 & SF2_STEALTH);
|
|
|
|
if (shipfx_calc_visibility(target, &Objects[viewer->objnum].pos) > 0.3f)
|
|
{
|
|
return 1;
|
|
}
|
|
if ( ship_is_visible_by_team_new(target, viewer) == 1)
|
|
{
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
// for AI partially targetable works as fully targetable, except for stealth ship
|
|
if (stealth_ship) {
|
|
// if not team targetable, check if within frustrum
|
|
if ( ai_is_stealth_visible(&Objects[viewer->objnum], target) == STEALTH_VISIBLE ) {
|
|
return 1;
|
|
} else {
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
// if not fully targetable by team, check awacs level with viewer
|
|
// allow targeting even if only only partially targetable to player
|
|
float radar_return = awacs_get_level(target, viewer);
|
|
if ( radar_return > 0.4 ) {
|
|
return 1;
|
|
} else {
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
// Return number of enemies attacking object objnum
|
|
//
|
|
// AL 10.26.97: Also include turrets on large ships when couting enemies attacking
|
|
int num_enemies_attacking(int objnum)
|
|
{
|
|
object *objp;
|
|
ship *sp;
|
|
ship_subsys *ssp;
|
|
ship_obj *so;
|
|
int count;
|
|
|
|
count = 0;
|
|
|
|
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
|
|
objp = &Objects[so->objnum];
|
|
Assert(objp->instance != -1);
|
|
sp = &Ships[objp->instance];
|
|
|
|
if (Ai_info[sp->ai_index].target_objnum == objnum)
|
|
count++;
|
|
|
|
// consider turrets that may be attacking objnum (but only turrets on SIF_BIG_SHIP ships)
|
|
if ( Ship_info[sp->ship_info_index].flags & SIF_BIG_SHIP ) {
|
|
|
|
// loop through all the subsystems, check if turret has objnum as a target
|
|
ssp = GET_FIRST(&sp->subsys_list);
|
|
while ( ssp != END_OF_LIST( &sp->subsys_list ) ) {
|
|
|
|
if ( ssp->system_info->type == SUBSYSTEM_TURRET ) {
|
|
if ( (ssp->turret_enemy_objnum == objnum) && (ssp->current_hits > 0) ) {
|
|
count++;
|
|
}
|
|
}
|
|
ssp = GET_NEXT( ssp );
|
|
} // end while
|
|
}
|
|
}
|
|
|
|
return count;
|
|
}
|
|
|
|
// Get the team to fire on given an object.
|
|
int get_enemy_team_mask(int objnum)
|
|
{
|
|
int my_team, enemy_team_mask;
|
|
|
|
my_team = Ships[Objects[objnum].instance].team;
|
|
|
|
if (Mission_all_attack) {
|
|
// All teams attack all teams.
|
|
switch (my_team) {
|
|
case TEAM_FRIENDLY:
|
|
enemy_team_mask = TEAM_HOSTILE | TEAM_NEUTRAL | TEAM_TRAITOR;
|
|
break;
|
|
case TEAM_HOSTILE:
|
|
enemy_team_mask = TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_TRAITOR;
|
|
break;
|
|
case TEAM_NEUTRAL:
|
|
enemy_team_mask = TEAM_FRIENDLY | TEAM_HOSTILE | TEAM_TRAITOR;
|
|
break;
|
|
case TEAM_UNKNOWN:
|
|
enemy_team_mask = TEAM_HOSTILE;
|
|
break;
|
|
case TEAM_TRAITOR:
|
|
enemy_team_mask = TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_HOSTILE | TEAM_TRAITOR;
|
|
break;
|
|
default:
|
|
enemy_team_mask = TEAM_HOSTILE;
|
|
Int3(); // Illegal value for team!
|
|
break;
|
|
}
|
|
} else {
|
|
switch (my_team) {
|
|
case TEAM_FRIENDLY:
|
|
enemy_team_mask = TEAM_HOSTILE | TEAM_NEUTRAL | TEAM_TRAITOR;
|
|
break;
|
|
case TEAM_HOSTILE:
|
|
enemy_team_mask = TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_TRAITOR;
|
|
break;
|
|
case TEAM_NEUTRAL:
|
|
enemy_team_mask = TEAM_FRIENDLY | TEAM_TRAITOR;
|
|
break;
|
|
case TEAM_UNKNOWN:
|
|
enemy_team_mask = TEAM_HOSTILE;
|
|
break;
|
|
case TEAM_TRAITOR:
|
|
enemy_team_mask = TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_HOSTILE | TEAM_TRAITOR;
|
|
break;
|
|
default:
|
|
enemy_team_mask = TEAM_HOSTILE;
|
|
Int3(); // Illegal value for team!
|
|
break;
|
|
}
|
|
}
|
|
|
|
return enemy_team_mask;
|
|
}
|
|
|
|
// Scan all the ships in *objp's wing.
|
|
// Return the lowest maximum speed of a ship in the wing.
|
|
// Current maximum speed (based on energy settings) is shipp->current_max_speed
|
|
float get_wing_lowest_max_speed(object *objp)
|
|
{
|
|
ship *shipp;
|
|
ai_info *aip;
|
|
float lowest_max_speed;
|
|
int wingnum;
|
|
object *o;
|
|
ship_obj *so;
|
|
|
|
Assert(objp->type == OBJ_SHIP);
|
|
Assert((objp->instance >= 0) && (objp->instance < MAX_OBJECTS));
|
|
shipp = &Ships[objp->instance];
|
|
Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
|
|
aip = &Ai_info[shipp->ai_index];
|
|
|
|
wingnum = aip->wing;
|
|
|
|
lowest_max_speed = shipp->current_max_speed;
|
|
|
|
if ( wingnum == -1 )
|
|
return lowest_max_speed;
|
|
|
|
Assert(wingnum >= 0);
|
|
|
|
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
|
|
o = &Objects[so->objnum];
|
|
ship *oshipp = &Ships[o->instance];
|
|
ai_info *oaip = &Ai_info[oshipp->ai_index];
|
|
|
|
if ((oaip->mode == AIM_WAYPOINTS) && (oaip->wing == wingnum)) {
|
|
// Note: If a ship in the wing has a super low max speed, probably its engines are disabled. So, fly along and
|
|
// ignore the poor guy.
|
|
float cur_max = oshipp->current_max_speed;
|
|
|
|
if (object_is_docked(o)) {
|
|
cur_max *= o->phys_info.mass / dock_calc_total_docked_mass(o);
|
|
}
|
|
|
|
if ((oshipp->current_max_speed > 5.0f) && (cur_max < lowest_max_speed)) {
|
|
lowest_max_speed = cur_max;
|
|
}
|
|
}
|
|
}
|
|
|
|
return lowest_max_speed;
|
|
}
|
|
|
|
/*
|
|
// Tell everyone to ignore object objnum.
|
|
void set_global_ignore_object(int objnum)
|
|
{
|
|
int i;
|
|
|
|
Assert(Objects[objnum].type == OBJ_SHIP);
|
|
|
|
nprintf(("AI", "Telling everyone to ignore object %s\n", Ships[Objects[objnum].instance].ship_name));
|
|
|
|
for (i=0; i<MAX_IGNORE_OBJECTS; i++) {
|
|
if (Ignore_objects[i].objnum == -1) {
|
|
Ignore_objects[i].objnum = objnum;
|
|
Ignore_objects[i].signature = Objects[objnum].signature;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (i == MAX_IGNORE_OBJECTS) {
|
|
// Couldn't find a free slot, but maybe one of these objects has died.
|
|
for (i=0; i<MAX_IGNORE_OBJECTS; i++) {
|
|
int o = Ignore_objects[i].objnum;
|
|
if (Objects[o].type != OBJ_SHIP)
|
|
break; // Not a ship, so use this slot.
|
|
if (Objects[o].signature != Ignore_objects[i].signature)
|
|
break; // Signatures don't match, so use this slot.
|
|
}
|
|
|
|
if (i != MAX_IGNORE_OBJECTS) {
|
|
Ignore_objects[i].objnum = objnum;
|
|
Ignore_objects[i].signature = Objects[objnum].signature;
|
|
} else {
|
|
nprintf(("Warning", "Ignore_objects buffer full. Stealing a slot to ignore object #%i\n"));
|
|
Int3();
|
|
|
|
int r;
|
|
|
|
r = objnum % MAX_IGNORE_OBJECTS;
|
|
|
|
Ignore_objects[r].objnum = objnum;
|
|
Ignore_objects[r].signature = Objects[objnum].signature;
|
|
}
|
|
}
|
|
}
|
|
|
|
*/
|
|
|
|
// Determine if object objnum is supposed to be ignored by object with ai_info *aip.
|
|
// Return:
|
|
// TRUE if objnum is aip->ignore_objnum (and signatures match)
|
|
// or objnum is in ignore wing
|
|
// FALSE otherwise
|
|
int is_ignore_object(ai_info *aip, int objnum)
|
|
{
|
|
|
|
/* // First, scan all objects in global array of objects to be ignored.
|
|
for (int i=0; i<MAX_IGNORE_OBJECTS; i++)
|
|
if (Ignore_objects[i].objnum != -1)
|
|
if (objnum == Ignore_objects[i].objnum)
|
|
if (Objects[Ignore_objects[i].objnum].signature == Ignore_objects[i].signature)
|
|
return 1;
|
|
*/
|
|
|
|
// Didn't find in global list. Now check
|
|
if (aip->ignore_objnum == UNUSED_OBJNUM)
|
|
return 0; // Not ignoring anything.
|
|
else if (aip->ignore_objnum >= 0) { // This means it's ignoring an object, not a wing.
|
|
if (aip->ignore_objnum == objnum) {
|
|
if (Objects[aip->ignore_objnum].signature == aip->ignore_signature) {
|
|
return 1;
|
|
} else {
|
|
aip->ignore_objnum = UNUSED_OBJNUM;
|
|
return 0;
|
|
}
|
|
} else {
|
|
return 0;
|
|
}
|
|
} else { // Ignoring a wing.
|
|
Int3(); // Should never happen. I thought I removed this behavior! -- MK, 5/17/98
|
|
return 0;
|
|
/* int ignore_wingnum = -(aip->ignore_objnum + 1);
|
|
|
|
Assert(ignore_wingnum < MAX_WINGS);
|
|
Assert(aip->shipnum >= 0);
|
|
return (Ships[Objects[objnum].instance].wingnum == ignore_wingnum);
|
|
*/ }
|
|
}
|
|
|
|
// -----------------------------------------------------------------------------
|
|
|
|
// given a ship with bounding box and a point, find the closest point on the bbox
|
|
int get_nearest_bbox_point(object *ship_obj, vector *start, vector *box_pt)
|
|
{
|
|
vector temp, rf_start;
|
|
polymodel *pm;
|
|
pm = model_get(Ships[ship_obj->instance].modelnum);
|
|
|
|
// get start in ship rf
|
|
vm_vec_sub(&temp, start, &ship_obj->pos);
|
|
vm_vec_rotate(&rf_start, &temp, &ship_obj->orient);
|
|
|
|
// find box_pt
|
|
int inside = project_point_onto_bbox(&pm->mins, &pm->maxs, &rf_start, &temp);
|
|
|
|
// get box_pt in world rf
|
|
vm_vec_unrotate(box_pt, &temp, &ship_obj->orient);
|
|
vm_vec_add2(box_pt, &ship_obj->pos);
|
|
|
|
return inside;
|
|
}
|
|
|
|
|
|
typedef struct eval_nearest_objnum {
|
|
int objnum;
|
|
int except_flag;
|
|
object *trial_objp;
|
|
int enemy_team_mask;
|
|
int enemy_wing;
|
|
float range;
|
|
int max_attackers;
|
|
int nearest_objnum;
|
|
float nearest_dist;
|
|
int check_danger_weapon_objnum;
|
|
} eval_nearest_objnum;
|
|
|
|
|
|
void evaluate_object_as_nearest_objnum(eval_nearest_objnum *eno)
|
|
{
|
|
ai_info *aip;
|
|
ship_subsys *attacking_subsystem;
|
|
ship *shipp = &Ships[eno->trial_objp->instance];
|
|
|
|
aip = &Ai_info[Ships[Objects[eno->objnum].instance].ai_index];
|
|
|
|
attacking_subsystem = aip->targeted_subsys;
|
|
|
|
if ((attacking_subsystem != NULL) || !(eno->trial_objp->flags & OF_PROTECTED)) {
|
|
if ( OBJ_INDEX(eno->trial_objp) != eno->objnum ) {
|
|
#ifndef NDEBUG
|
|
if (!Player_attacking_enabled && (eno->trial_objp == Player_obj))
|
|
return;
|
|
#endif
|
|
// If only supposed to attack ship in a specific wing, don't attack other ships.
|
|
if ((eno->enemy_wing != -1) && (shipp->wingnum != eno->enemy_wing))
|
|
return;
|
|
|
|
// Don't keep firing at a ship that is in its death throes.
|
|
if (shipp->flags & SF_DYING)
|
|
return;
|
|
|
|
if (is_ignore_object(aip, ((eno->trial_objp)-Objects)))
|
|
return;
|
|
|
|
if (eno->trial_objp->flags & OF_PROTECTED)
|
|
return;
|
|
|
|
if (shipp->flags & SF_ARRIVING)
|
|
return;
|
|
|
|
ship_info *sip = &Ship_info[shipp->ship_info_index];
|
|
|
|
if (sip->flags & (SIF_NO_SHIP_TYPE | SIF_NAVBUOY))
|
|
return;
|
|
|
|
// Goober5000: don't evaluate the exceptions
|
|
if (eno->except_flag)
|
|
{
|
|
int i, test_num;
|
|
ai_goal *aigp = &aip->goals[aip->active_goal];
|
|
|
|
for (i = 0; i < aigp->num_special_objects; i++)
|
|
{
|
|
// a wing?
|
|
if (aigp->special_object_flags & (1<<i))
|
|
{
|
|
test_num = shipp->wingnum;
|
|
|
|
}
|
|
// a ship
|
|
else
|
|
{
|
|
test_num = eno->trial_objp->instance;
|
|
}
|
|
|
|
// if this is an exception, don't evaluate it
|
|
if (aigp->special_object_num[i] == test_num)
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (shipp->team & eno->enemy_team_mask) {
|
|
float dist;
|
|
int num_attacking;
|
|
|
|
// Allow targeting of stealth in nebula by his firing at me
|
|
// This is done for a specific ship, not generally.
|
|
if ( !eno->check_danger_weapon_objnum ) {
|
|
// check if can be targeted if inside nebula
|
|
if ( !object_is_targetable(eno->trial_objp, &Ships[Objects[eno->objnum].instance]) ) {
|
|
// check if stealth ship is visible, but not "targetable"
|
|
if ( !((shipp->flags2 & SF2_STEALTH) && ai_is_stealth_visible(&Objects[eno->objnum], eno->trial_objp)) ) {
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// if objnum is BIG or HUGE, find distance to bbox
|
|
if (sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
|
|
vector box_pt;
|
|
// check if inside bbox
|
|
int inside = get_nearest_bbox_point(eno->trial_objp, &Objects[eno->objnum].pos, &box_pt);
|
|
if (inside) {
|
|
dist = 10.0f;
|
|
// on the box
|
|
} else {
|
|
dist = vm_vec_dist_quick(&Objects[eno->objnum].pos, &box_pt);
|
|
}
|
|
} else {
|
|
dist = vm_vec_dist_quick(&Objects[eno->objnum].pos, &eno->trial_objp->pos);
|
|
}
|
|
|
|
// Make it more likely that fighters (or bombers) will be picked as an enemy by scaling up distance for other types.
|
|
if ((Ship_info[shipp->ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER))) {
|
|
dist = dist * 0.5f;
|
|
}
|
|
|
|
num_attacking = num_enemies_attacking(eno->trial_objp-Objects);
|
|
if ((sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) || (num_attacking < eno->max_attackers)) {
|
|
if (!(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))){
|
|
dist *= (float) (num_attacking+2)/2.0f; // prevents lots of ships from attacking same target
|
|
}
|
|
|
|
if (eno->trial_objp->flags & OF_PLAYER_SHIP){
|
|
// Goober5000: oh dear, it looks like this was originally meant to scale
|
|
// the distance according to skill, but as it is, the effect is negligible.
|
|
// I could fix it with parentheses, but we all know how quickly AI pilots
|
|
// die usually, so the overall effect would probably be worse. So I left
|
|
// this unchanged.
|
|
dist *= 1.0f + (NUM_SKILL_LEVELS - Game_skill_level - 1)/NUM_SKILL_LEVELS; // Favor attacking non-players based on skill level.
|
|
}
|
|
|
|
if (dist < eno->nearest_dist) {
|
|
eno->nearest_dist = dist;
|
|
eno->nearest_objnum = eno->trial_objp-Objects;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|
|
// Given an object and an enemy team, return the index of the nearest enemy object.
|
|
// Unless aip->targeted_subsys != NULL, don't allow to attack objects
|
|
// with OF_PROTECTED bit set.
|
|
// Ship must be within range "range".
|
|
// Don't attack a ship that already has at least max_attackers attacking it.
|
|
int get_nearest_objnum(int objnum, int enemy_team_mask, int enemy_wing, float range, int max_attackers, int except)
|
|
{
|
|
object *danger_weapon_objp;
|
|
ai_info *aip;
|
|
ship_obj *so;
|
|
|
|
// initialize eno struct
|
|
eval_nearest_objnum eno;
|
|
eno.enemy_team_mask = enemy_team_mask;
|
|
eno.enemy_wing = enemy_wing;
|
|
eno.max_attackers = max_attackers;
|
|
eno.objnum = objnum;
|
|
eno.except_flag = except;
|
|
eno.range = range;
|
|
eno.nearest_dist = range;
|
|
eno.nearest_objnum = -1;
|
|
eno.check_danger_weapon_objnum = 0;
|
|
|
|
// go through the list of all ships and evaluate as potential targets
|
|
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
|
|
eno.trial_objp = &Objects[so->objnum];
|
|
evaluate_object_as_nearest_objnum(&eno);
|
|
}
|
|
|
|
// check if danger_weapon_objnum has will show a stealth ship
|
|
aip = &Ai_info[Ships[Objects[objnum].instance].ai_index];
|
|
if (aip->danger_weapon_objnum >= 0) {
|
|
danger_weapon_objp = &Objects[aip->danger_weapon_objnum];
|
|
// validate weapon
|
|
if (danger_weapon_objp->signature == aip->danger_weapon_signature) {
|
|
Assert(danger_weapon_objp->type == OBJ_WEAPON);
|
|
// check if parent is a ship
|
|
if (danger_weapon_objp->parent >= 0) {
|
|
if ( is_object_stealth_ship(&Objects[danger_weapon_objp->parent]) ) {
|
|
// check if stealthy
|
|
if ( ai_is_stealth_visible(&Objects[objnum], &Objects[danger_weapon_objp->parent]) != STEALTH_FULLY_TARGETABLE ) {
|
|
// check if weapon is laser
|
|
if (Weapon_info[Weapons[danger_weapon_objp->instance].weapon_info_index].subtype == WP_LASER) {
|
|
// check stealth ship by its laser fire
|
|
eno.check_danger_weapon_objnum = 1;
|
|
eno.trial_objp = &Objects[danger_weapon_objp->parent];
|
|
evaluate_object_as_nearest_objnum(&eno);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// If only looking for target in certain wing and couldn't find anything in
|
|
// that wing, look for any object.
|
|
if ((eno.nearest_objnum == -1) && (enemy_wing != -1)) {
|
|
return get_nearest_objnum(objnum, enemy_team_mask, -1, range, max_attackers, except);
|
|
}
|
|
|
|
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_hostile(int objnum, int enemy_team_mask, float range, int *count)
|
|
{
|
|
int nearest_objnum;
|
|
float nearest_dist;
|
|
object *objp;
|
|
ai_info *aip;
|
|
ship_obj *so;
|
|
|
|
nearest_objnum = -1;
|
|
nearest_dist = range;
|
|
|
|
aip = &Ai_info[Ships[Objects[objnum].instance].ai_index];
|
|
|
|
*count = 0;
|
|
|
|
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
|
|
objp = &Objects[so->objnum];
|
|
|
|
if ( OBJ_INDEX(objp) != objnum ) {
|
|
if (Ships[objp->instance].flags & SF_DYING)
|
|
continue;
|
|
|
|
if (Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_NO_SHIP_TYPE | SIF_NAVBUOY))
|
|
continue;
|
|
|
|
if (Ships[objp->instance].team & enemy_team_mask) {
|
|
float dist;
|
|
|
|
dist = vm_vec_dist_quick(&Objects[objnum].pos, &objp->pos) - objp->radius*0.75f;
|
|
|
|
if (dist < range) {
|
|
(*count)++;
|
|
|
|
if (dist < nearest_dist) {
|
|
nearest_dist = dist;
|
|
nearest_objnum = objp-Objects;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return nearest_objnum;
|
|
}
|
|
|
|
// return !0 if objp can be considered for a turret target, 0 otherwise
|
|
// input: objp => object that turret is considering as an enemy
|
|
// turret_parent => object index for ship that turret sits on
|
|
int valid_turret_enemy(object *objp, object *turret_parent)
|
|
{
|
|
if ( objp == turret_parent ) {
|
|
return 0;
|
|
}
|
|
|
|
if ( objp->type == OBJ_ASTEROID ) {
|
|
return 1;
|
|
}
|
|
|
|
if ( (objp->type == OBJ_SHIP) ) {
|
|
ship *shipp;
|
|
shipp = &Ships[objp->instance];
|
|
|
|
// don't fire at ships with protected bit set!!!
|
|
if ( objp->flags & OF_PROTECTED ) {
|
|
return 0;
|
|
}
|
|
|
|
// Goober5000 - don't fire at cargo containers, otherwise you have the absurd
|
|
// possibility of a transport firing at a cargo container it's docking with,
|
|
// which happened to me on one mission
|
|
if ( Ship_info[shipp->ship_info_index].flags & SIF_CARGO ) {
|
|
return 0;
|
|
}
|
|
|
|
if ( !(Ship_info[shipp->ship_info_index].flags & SIF_DO_COLLISION_CHECK)) {
|
|
return 0;
|
|
}
|
|
|
|
if (shipp->flags & SF_ARRIVING) {
|
|
return 0;
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
if ( objp->type == OBJ_WEAPON ) {
|
|
if ( Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags & WIF_BOMB ) {
|
|
if ( Weapons[objp->instance].lssm_stage==3){
|
|
return 0;
|
|
}
|
|
if ( obj_team(turret_parent) != Weapons[objp->instance].team ) {
|
|
return 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
// return 1 if objp is in fov of the specified turret, tp. Otherwise return 0.
|
|
// dist = distance from turret to center point of object
|
|
int object_in_turret_fov(object *objp, model_subsystem *tp, vector *tvec, vector *tpos, float dist)
|
|
{
|
|
vector v2e;
|
|
float dot;
|
|
vm_vec_normalized_dir(&v2e, &objp->pos, tpos);
|
|
dot = vm_vec_dot(&v2e, tvec);
|
|
|
|
dot += objp->radius / (dist + objp->radius);
|
|
|
|
if ( dot >= tp->turret_fov ) {
|
|
return 1;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
// return 1 if bomb_objp is headed towards ship_objp
|
|
int bomb_headed_towards_ship(object *bomb_objp, object *ship_objp)
|
|
{
|
|
float dot;
|
|
vector bomb_to_ship_vector;
|
|
|
|
vm_vec_normalized_dir(&bomb_to_ship_vector, &ship_objp->pos, &bomb_objp->pos);
|
|
dot = vm_vec_dot(&bomb_objp->orient.vec.fvec, &bomb_to_ship_vector);
|
|
|
|
if ( dot > 0 ) {
|
|
return 1;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
// nubmer of live turrets with target_objnum
|
|
int num_turrets_attacking(object *turret_parent, int target_objnum)
|
|
{
|
|
ship_subsys *ss;
|
|
ship *shipp;
|
|
int count = 0;
|
|
shipp = &Ships[turret_parent->instance];
|
|
|
|
Assert(turret_parent->type == OBJ_SHIP);
|
|
Assert(Objects[target_objnum].type == OBJ_SHIP);
|
|
|
|
for (ss=GET_FIRST(&shipp->subsys_list); ss!=END_OF_LIST(&shipp->subsys_list); ss=GET_NEXT(ss)) {
|
|
// check if subsys is alive
|
|
if (ss->current_hits <= 0.0f) {
|
|
continue;
|
|
}
|
|
|
|
// check if it's a turret
|
|
if (ss->system_info->type != SUBSYSTEM_TURRET) {
|
|
continue;
|
|
}
|
|
|
|
// if the turret is locked
|
|
if(ss->weapons.flags & SW_FLAG_TURRET_LOCK){
|
|
continue;
|
|
}
|
|
|
|
// check if turret is targeting target_objnum
|
|
if (ss->turret_enemy_objnum == target_objnum) {
|
|
count++;
|
|
}
|
|
}
|
|
|
|
return count;
|
|
}
|
|
|
|
float Lethality_range_const = 2.0f;
|
|
DCF(lethality_range, "N for modifying range: 1 / (1+N) at 100")
|
|
{
|
|
dc_get_arg(ARG_FLOAT);
|
|
Lethality_range_const = Dc_arg_float;
|
|
}
|
|
|
|
float Player_lethality_bump[NUM_SKILL_LEVELS] = {
|
|
// 0.0f, 5.0f, 10.0f, 25.0f, 40.0f
|
|
0.0f, 0.0f, 0.0f, 0.0f, 0.0f
|
|
};
|
|
|
|
// evaluate obj as posssible target for turret
|
|
void evaluate_obj_as_target(object *objp, eval_enemy_obj_struct *eeo)
|
|
{
|
|
object *turret_parent_obj = &Objects[eeo->turret_parent_objnum];
|
|
ship *shipp;
|
|
model_subsystem *tp = eeo->turret_subsys->system_info;
|
|
float dist;
|
|
|
|
// Don't look for bombs when weapon system is not ok
|
|
if (objp->type == OBJ_WEAPON && !eeo->weapon_system_ok) {
|
|
return;
|
|
}
|
|
|
|
if ( !valid_turret_enemy(objp, turret_parent_obj) ) {
|
|
return;
|
|
}
|
|
|
|
#ifndef NDEBUG
|
|
if (!Player_attacking_enabled && (objp == Player_obj)) {
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
if ( objp->type == OBJ_SHIP ) {
|
|
shipp = &Ships[objp->instance];
|
|
|
|
// check on enemy team
|
|
if ( !(shipp->team & eeo->enemy_team_mask) ) {
|
|
return;
|
|
}
|
|
|
|
// check if protected
|
|
if (objp->flags & OF_PROTECTED) {
|
|
return;
|
|
}
|
|
|
|
// check if beam protected
|
|
if (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM) {
|
|
if (objp->flags & OF_BEAM_PROTECTED) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (eeo->big_only_flag) {
|
|
if (!(Ship_info[shipp->ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (eeo->small_only_flag)
|
|
{
|
|
if (Ship_info[shipp->ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))
|
|
return;
|
|
}
|
|
|
|
// check if turret flagged to only target tagged ships
|
|
if ( (eeo->turret_subsys->weapons.flags & SW_FLAG_TAGGED_ONLY) && !ship_is_tagged(objp) ) {
|
|
return;
|
|
}
|
|
|
|
// check if valid target in nebula
|
|
if ( !object_is_targetable(objp, &Ships[Objects[eeo->turret_parent_objnum].instance]) ) {
|
|
// BYPASS ocassionally for stealth
|
|
int try_anyway = FALSE;
|
|
if ( is_object_stealth_ship(objp) ) {
|
|
float turret_stealth_find_chance = 0.5f;
|
|
float speed_mod = -0.1f + vm_vec_mag_quick(&objp->phys_info.vel) / 70.0f;
|
|
if (frand() > (turret_stealth_find_chance + speed_mod)) {
|
|
try_anyway = TRUE;
|
|
}
|
|
}
|
|
|
|
if (!try_anyway) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
} else {
|
|
shipp = NULL;
|
|
}
|
|
|
|
// modify dist for BIG|HUGE, getting closest point on bbox, if not inside
|
|
dist = vm_vec_dist_quick(eeo->tpos, &objp->pos) - objp->radius;
|
|
if (dist < 0.0f) {
|
|
dist = 0.0f;
|
|
}
|
|
|
|
// check if object is a bomb attacking the turret parent
|
|
// check if bomb is homing on the turret parent ship
|
|
if (objp->type == OBJ_WEAPON) {
|
|
if ( Weapons[objp->instance].homing_object == &Objects[eeo->turret_parent_objnum] ) {
|
|
if ( dist < eeo->nearest_homing_bomb_dist ) {
|
|
if ( (eeo->current_enemy == -1) || object_in_turret_fov(objp, tp, eeo->tvec, eeo->tpos, dist + objp->radius) ) {
|
|
eeo->nearest_homing_bomb_dist = dist;
|
|
eeo->nearest_homing_bomb_objnum = OBJ_INDEX(objp);
|
|
}
|
|
}
|
|
// if not homing, check if bomb is flying towards ship
|
|
} else if ( bomb_headed_towards_ship(objp, &Objects[eeo->turret_parent_objnum]) ) {
|
|
if ( dist < eeo->nearest_bomb_dist ) {
|
|
if ( (eeo->current_enemy == -1) || object_in_turret_fov(objp, tp, eeo->tvec, eeo->tpos, dist + objp->radius) ) {
|
|
eeo->nearest_bomb_dist = dist;
|
|
eeo->nearest_bomb_objnum = OBJ_INDEX(objp);
|
|
}
|
|
}
|
|
}
|
|
} // end weapon section
|
|
|
|
// maybe recalculate dist for big or huge ship
|
|
// if (shipp && (Ship_info[shipp->ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
|
|
// fvi_ray_boundingbox(min, max, start, direction, hit);
|
|
// dist = vm_vec_dist_quick(hit, tvec);
|
|
// }
|
|
|
|
// check for nearest attcker
|
|
if ( (shipp) && (dist < eeo->weapon_travel_dist) ) {
|
|
ai_info *aip = &Ai_info[shipp->ai_index];
|
|
|
|
// modify distance based on number of turrets from my ship attacking enemy (add 10% per turret)
|
|
// dist *= (num_enemies_attacking(OBJ_INDEX(objp))+2)/2; // prevents lots of ships from attacking same target
|
|
int num_att_turrets = num_turrets_attacking(turret_parent_obj, OBJ_INDEX(objp));
|
|
dist *= (1.0f + 0.1f*num_att_turrets);
|
|
|
|
// return if we're over the cap
|
|
int max_turrets = 3 + Game_skill_level * Game_skill_level;
|
|
if (num_att_turrets > max_turrets) {
|
|
return;
|
|
}
|
|
|
|
// modify distance based on lethality of objp to my ship
|
|
float active_lethality = aip->lethality;
|
|
if (objp->flags & OF_PLAYER_SHIP) {
|
|
active_lethality += Player_lethality_bump[Game_skill_level];
|
|
}
|
|
|
|
dist /= (1.0f + 0.01f*Lethality_range_const*active_lethality);
|
|
|
|
// Make level 2 tagged ships more likely to be targeted
|
|
if (shipp->level2_tag_left > 0.0f) {
|
|
dist *= 0.3f;
|
|
}
|
|
|
|
// check if objp is targeting the turret's ship, or if objp has just hit the turret's ship
|
|
if ( aip->target_objnum == eeo->turret_parent_objnum || aip->last_objsig_hit == Objects[eeo->turret_parent_objnum].signature ) {
|
|
// A turret will always target a ship that is attacking itself... self-preservation!
|
|
if ( aip->targeted_subsys == eeo->turret_subsys ) {
|
|
dist *= 0.5f; // highest priority
|
|
}
|
|
}
|
|
|
|
// maybe update nearest attacker
|
|
if ( dist < eeo->nearest_attacker_dist ) {
|
|
if ( (eeo->current_enemy == -1) || object_in_turret_fov(objp, tp, eeo->tvec, eeo->tpos, dist + objp->radius) ) {
|
|
// nprintf(("AI", "Nearest enemy = %s, dist = %7.3f, dot = %6.3f, fov = %6.3f\n", Ships[objp->instance].ship_name, dist, vm_vec_dot(&v2e, tvec), tp->turret_fov));
|
|
eeo->nearest_attacker_dist = dist;
|
|
eeo->nearest_attacker_objnum = OBJ_INDEX(objp);
|
|
}
|
|
}
|
|
} // end ship section
|
|
|
|
// _argv[-1], 29 Dec 2004: Turret AI should shoot at asteroids, as it did in the retail game. This makes it shoot at them again.
|
|
// _argv[-1], 30 Dec 2004: I've been informed that turret AI in the retail game does NOT shoot at asteroids, so this is now disabled by default. I'll add this as a command-line option / ship flag / whatnot later.
|
|
/*
|
|
#ifdef TURRETS_SHOOT_ASTEROIDS
|
|
if (objp->type == OBJ_ASTEROID) {
|
|
dist *= 1.2f; // rocks are relatively unimportant.
|
|
|
|
if (eeo->turret_parent_objnum == asteroid_collide_objnum(objp) && dist < eeo->nearest_attacker_dist) {
|
|
eeo->nearest_attacker_dist = dist;
|
|
eeo->nearest_attacker_objnum = OBJ_INDEX(objp);
|
|
}
|
|
if (dist < eeo->nearest_dist) {
|
|
eeo->nearest_dist = dist;
|
|
eeo->nearest_objnum = OBJ_INDEX(objp);
|
|
}
|
|
}
|
|
#endif
|
|
*/
|
|
#ifndef FS2_DEMO
|
|
// check if object is an asteroid attacking the turret parent - taylor
|
|
if (objp->type == OBJ_ASTEROID) {
|
|
if ( eeo->turret_parent_objnum == asteroid_collide_objnum(objp) ) {
|
|
// give priority to the closest asteroid *impact* (ms intervals)
|
|
dist *= 0.9f + (0.01f * asteroid_time_to_impact(objp));
|
|
|
|
if (dist < eeo->nearest_dist ) {
|
|
if ( (eeo->current_enemy == -1) || object_in_turret_fov(objp, tp, eeo->tvec, eeo->tpos, dist + objp->radius) ) {
|
|
eeo->nearest_dist = dist;
|
|
eeo->nearest_objnum = OBJ_INDEX(objp);
|
|
}
|
|
}
|
|
}
|
|
} // end asteroid selection
|
|
#endif
|
|
}
|
|
|
|
// return 0 only if objnum is beam protected and turret is beam turret
|
|
int is_target_beam_valid(ship_subsys *turret_subsys, int objnum)
|
|
{
|
|
// check if turret has beam weapon
|
|
model_subsystem *tp = turret_subsys->system_info;
|
|
|
|
if (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM) {
|
|
if (Objects[objnum].flags & OF_BEAM_PROTECTED) {
|
|
return 0;
|
|
}
|
|
|
|
if (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_HUGE) {
|
|
if (Objects[objnum].type == OBJ_SHIP && !(Ship_info[Ships[Objects[objnum].instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) ) {
|
|
return 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
|
|
// Given an object and an enemy team, return the index of the nearest enemy object.
|
|
//
|
|
// input:
|
|
// turret_parent_objnum => parent objnum for the turret
|
|
// turret_subsys => pointer to system_info for the turret subsystem
|
|
// enemy_team_mask => OR'ed TEAM_ flags for the enemy of the turret parent ship
|
|
// tpos => position of turret (world coords)
|
|
// tvec => forward vector of turret (world coords)
|
|
// current_enemy => objnum of current turret target
|
|
int get_nearest_turret_objnum(int turret_parent_objnum, ship_subsys *turret_subsys, int enemy_team_mask, vector *tpos, vector *tvec, int current_enemy, int big_only_flag, int small_only_flag)
|
|
{
|
|
float weapon_travel_dist;
|
|
int weapon_system_ok;
|
|
object *objp;
|
|
model_subsystem *tp;
|
|
eval_enemy_obj_struct eeo;
|
|
weapon_info *wip;
|
|
|
|
// list of stuff to go thru
|
|
ship_obj *so;
|
|
missile_obj *mo;
|
|
|
|
tp = turret_subsys->system_info;
|
|
wip=&Weapon_info[tp->turret_weapon_type];
|
|
weapon_travel_dist = min(wip->lifetime * wip->max_speed, wip->weapon_range);
|
|
|
|
if (wip->wi_flags2 & WIF2_LOCAL_SSM)
|
|
weapon_travel_dist=wip->lssm_lock_range;
|
|
|
|
// Set flag based on strength of weapons subsystem. If weapons subsystem is destroyed, don't let turrets fire at bombs
|
|
weapon_system_ok = 0;
|
|
if ( ship_get_subsystem_strength( &Ships[Objects[turret_parent_objnum].instance], SUBSYSTEM_WEAPONS ) > 0 ) {
|
|
weapon_system_ok = 1;
|
|
}
|
|
|
|
// Initialize eeo struct.
|
|
eeo.turret_parent_objnum = turret_parent_objnum;
|
|
eeo.weapon_system_ok = weapon_system_ok;
|
|
eeo.weapon_travel_dist = weapon_travel_dist;
|
|
eeo.big_only_flag = big_only_flag;
|
|
eeo.small_only_flag = small_only_flag;
|
|
eeo.enemy_team_mask = enemy_team_mask;
|
|
eeo.current_enemy = current_enemy;
|
|
eeo.tpos = tpos;
|
|
eeo.tvec = tvec;
|
|
eeo.turret_subsys = turret_subsys;
|
|
|
|
eeo.nearest_attacker_dist = 99999.0f;
|
|
eeo.nearest_attacker_objnum = -1;
|
|
|
|
eeo.nearest_homing_bomb_dist = 99999.0f;
|
|
eeo.nearest_homing_bomb_objnum = -1;
|
|
|
|
eeo.nearest_bomb_dist = 99999.0f;
|
|
eeo.nearest_bomb_objnum = -1;
|
|
|
|
eeo.nearest_dist = 99999.0f;
|
|
eeo.nearest_objnum = -1;
|
|
|
|
//don't fire anti capital ship turrets at bombs.
|
|
if (!(wip->wi_flags & WIF_HUGE))
|
|
{
|
|
// Missile_obj_list
|
|
for( mo = GET_FIRST(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
|
|
objp = &Objects[mo->objnum];
|
|
evaluate_obj_as_target(objp, &eeo);
|
|
}
|
|
// highest priority
|
|
if ( eeo.nearest_homing_bomb_objnum != -1 ) { // highest priority is an incoming homing bomb
|
|
return eeo.nearest_homing_bomb_objnum;
|
|
} else if ( eeo.nearest_bomb_objnum != -1 ) { // next highest priority is an incoming dumbfire bomb
|
|
return eeo.nearest_bomb_objnum;
|
|
}
|
|
}
|
|
|
|
// Ship_used_list
|
|
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
|
|
objp = &Objects[so->objnum];
|
|
evaluate_obj_as_target(objp, &eeo);
|
|
}
|
|
|
|
Assert(eeo.nearest_attacker_objnum < 0 || is_target_beam_valid(turret_subsys, eeo.nearest_attacker_objnum));
|
|
// next highest priority is attacking ship
|
|
if ( eeo.nearest_attacker_objnum != -1 ) { // next highest priority is an attacking ship
|
|
return eeo.nearest_attacker_objnum;
|
|
}
|
|
|
|
#ifndef FS2_DEMO
|
|
// asteroid check - taylor
|
|
asteroid_obj *ao;
|
|
|
|
// don't use turrets that are better for other things:
|
|
// - no cap ship beams
|
|
// - no flak
|
|
// - no heat or aspect missiles
|
|
// - no spawn type missiles/bombs
|
|
// do use for sure:
|
|
// - lasers
|
|
// - dumbfire type missiles
|
|
// - AAA beams
|
|
if ( !(wip->wi_flags & WIF_HUGE) && !(wip->wi_flags & WIF_FLAK) && !(wip->wi_flags & WIF_HOMING) && !(wip->wi_flags & WIF_SPAWN) ) {
|
|
// Asteroid_obj_list
|
|
for ( ao = GET_FIRST(&Asteroid_obj_list); ao != END_OF_LIST(&Asteroid_obj_list); ao = GET_NEXT(ao) ) {
|
|
objp = &Objects[ao->objnum];
|
|
evaluate_obj_as_target(objp, &eeo);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
return eeo.nearest_objnum; // lowest priority is the closest enemy objnum
|
|
}
|
|
|
|
// Return timestamp until a ship can find an enemy.
|
|
// Yes, no parameters. Based solely on skill level.
|
|
int get_enemy_timestamp()
|
|
{
|
|
return (NUM_SKILL_LEVELS - Game_skill_level) * ( (myrand() % 500) + 500);
|
|
}
|
|
|
|
// -------------------------------------------------------------------
|
|
// Return objnum if enemy found, else return -1;
|
|
// Don't attack a ship that already has at least max_attackers attacking it.
|
|
int find_enemy(int objnum, float range, int max_attackers, int except)
|
|
{
|
|
int enemy_team_mask;
|
|
|
|
enemy_team_mask = get_enemy_team_mask(objnum);
|
|
|
|
// if target_objnum != -1, use that as goal.
|
|
ai_info *aip = &Ai_info[Ships[Objects[objnum].instance].ai_index];
|
|
if (timestamp_elapsed(aip->choose_enemy_timestamp)) {
|
|
aip->choose_enemy_timestamp = timestamp(get_enemy_timestamp());
|
|
if (aip->target_objnum != -1) {
|
|
int target_objnum = aip->target_objnum;
|
|
|
|
// DKA don't undo object as target in nebula missions.
|
|
// This could cause attack on ship on fringe on nebula to stop if attackee moves our of nebula range. (BAD)
|
|
if ( (Objects[target_objnum].signature == aip->target_signature) ) {
|
|
if (Ships[Objects[target_objnum].instance].team & enemy_team_mask) {
|
|
if (!(Objects[target_objnum].flags & OF_PROTECTED)) {
|
|
// nprintf(("AI", "Frame %i: Object %i resuming goal of object %i\n", AI_FrameCount, objnum, target_objnum));
|
|
return target_objnum;
|
|
}
|
|
}
|
|
} else {
|
|
aip->target_objnum = -1;
|
|
aip->target_signature = -1;
|
|
}
|
|
}
|
|
|
|
return get_nearest_objnum(objnum, enemy_team_mask, aip->enemy_wing, range, max_attackers, except);
|
|
} else {
|
|
aip->target_objnum = -1;
|
|
aip->target_signature = -1;
|
|
return -1;
|
|
}
|
|
|
|
}
|
|
|
|
int Use_parent_target = 0;
|
|
DCF_BOOL(use_parent_target, Use_parent_target)
|
|
|
|
// -------------------------------------------------------------------
|
|
// Return objnum if enemy found, else return -1;
|
|
//
|
|
// input:
|
|
// turret_subsys => pointer to turret subsystem
|
|
// objnum => parent objnum for the turret
|
|
// tpos => position of turret (world coords)
|
|
// tvec => forward vector of turret (world coords)
|
|
// current_enemy => objnum of current turret target
|
|
int find_turret_enemy(ship_subsys *turret_subsys, int objnum, vector *tpos, vector *tvec, int current_enemy, float fov, int big_only_flag = 0, int small_only_flag = 0)
|
|
{
|
|
int enemy_team_mask, enemy_objnum;
|
|
model_subsystem *tp;
|
|
ship_info *sip;
|
|
|
|
tp = turret_subsys->system_info;
|
|
enemy_team_mask = get_enemy_team_mask(objnum);
|
|
|
|
// If a small ship and target_objnum != -1, use that as goal.
|
|
ai_info *aip = &Ai_info[Ships[Objects[objnum].instance].ai_index];
|
|
sip = &Ship_info[Ships[Objects[objnum].instance].ship_info_index];
|
|
|
|
if ((sip->flags & SIF_SMALL_SHIP) && (aip->target_objnum != -1)) {
|
|
int target_objnum = aip->target_objnum;
|
|
|
|
if (Objects[target_objnum].signature == aip->target_signature) {
|
|
if (Ships[Objects[target_objnum].instance].team & enemy_team_mask) {
|
|
if ( !(Objects[target_objnum].flags & OF_PROTECTED) ) { // check this flag as well.
|
|
// nprintf(("AI", "Frame %i: Object %i resuming goal of object %i\n", AI_FrameCount, objnum, target_objnum));
|
|
return target_objnum;
|
|
}
|
|
}
|
|
} else {
|
|
aip->target_objnum = -1;
|
|
aip->target_signature = -1;
|
|
}
|
|
// Not small or small with target objnum
|
|
} else {
|
|
// maybe use aip->target_objnum as next target
|
|
if ((frand() < 0.8f) && (aip->target_objnum != -1) && Use_parent_target) {
|
|
|
|
//check if aip->target_objnum is valid target
|
|
int target_flags = Objects[aip->target_objnum].flags;
|
|
if ( target_flags & OF_PROTECTED ) {
|
|
// AL 2-27-98: why is a protected ship being targeted?
|
|
set_target_objnum(aip, -1);
|
|
return -1;
|
|
}
|
|
|
|
// maybe use ship target_objnum if valid for turret
|
|
// check for beam weapon and beam protected
|
|
if ( !((target_flags & OF_BEAM_PROTECTED) && (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM)) ) {
|
|
if ( Objects[aip->target_objnum].type == OBJ_SHIP ) {
|
|
// check for huge weapon and huge ship
|
|
if ( !big_only_flag || (Ship_info[Ships[Objects[aip->target_objnum].instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) ) {
|
|
// check for tagged only and tagged ship
|
|
if ( (turret_subsys->weapons.flags & SW_FLAG_TAGGED_ONLY) && ship_is_tagged(&Objects[aip->target_objnum]) ) {
|
|
// select new target if aip->target_objnum is out of field of view
|
|
vector v2e;
|
|
float dot, dist;
|
|
dist = vm_vec_normalized_dir(&v2e, &Objects[aip->target_objnum].pos, tpos);
|
|
dot = vm_vec_dot(&v2e, tvec);
|
|
// MODIFY FOR ATTACKING BIG SHIP
|
|
// dot += (0.5f * Objects[aip->target_objnum].radius / dist);
|
|
if (dot > fov) {
|
|
return aip->target_objnum;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
enemy_objnum = get_nearest_turret_objnum(objnum, turret_subsys, enemy_team_mask, tpos, tvec, current_enemy, big_only_flag, small_only_flag);
|
|
if ( enemy_objnum >= 0 ) {
|
|
Assert( !((Objects[enemy_objnum].flags & OF_BEAM_PROTECTED) && (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM)) );
|
|
if ( Objects[enemy_objnum].flags & OF_PROTECTED ) {
|
|
Int3();
|
|
enemy_objnum = aip->target_objnum;
|
|
}
|
|
}
|
|
|
|
return enemy_objnum;
|
|
}
|
|
|
|
// If issued an order to a ship that's awaiting repair, abort that process.
|
|
// However, do not abort process for an object that is currently being repaired -- let it finish.
|
|
void ai_set_goal_maybe_abort_dock(object *objp, ai_info *aip)
|
|
{
|
|
if (aip->ai_flags & AIF_AWAITING_REPAIR) {
|
|
object *repair_obj;
|
|
|
|
if (aip->support_ship_objnum == -1) {
|
|
repair_obj = NULL;
|
|
} else {
|
|
repair_obj = &Objects[aip->support_ship_objnum];
|
|
}
|
|
ai_do_objects_repairing_stuff( objp, repair_obj, REPAIR_INFO_ABORT );
|
|
}
|
|
aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP); // Might request again after 30 seconds.
|
|
}
|
|
|
|
void force_avoid_player_check(object *objp, ai_info *aip)
|
|
{
|
|
if (Ships[objp->instance].team == Player_ship->team){
|
|
aip->avoid_check_timestamp = timestamp(0); // Force a check for collision next frame.
|
|
}
|
|
}
|
|
|
|
// --------------------------------------------------------------------------
|
|
// Set *attacked as object to attack for object *attacker
|
|
// If attacked == NULL, then attack any enemy object.
|
|
// Attack point *rel_pos on object. This is for supporting attacking subsystems.
|
|
void ai_attack_object(object *attacker, object *attacked, int priority, ship_subsys *ssp, int except)
|
|
{
|
|
ai_info *aip;
|
|
|
|
Assert(attacker != NULL);
|
|
Assert(attacker->instance != -1);
|
|
Assert(Ships[attacker->instance].ai_index != -1);
|
|
|
|
aip = &Ai_info[Ships[attacker->instance].ai_index];
|
|
force_avoid_player_check(attacker, aip);
|
|
|
|
aip->ok_to_target_timestamp = timestamp(0); // Guarantee we can target.
|
|
|
|
// if (!strnicmp(Ships[attacker->instance].ship_name, NOX("Kami"), 4)) {
|
|
// aip->ai_flags |= AIF_KAMIKAZE;
|
|
// aip->ai_flags |= AIF_NO_DYNAMIC;
|
|
// }
|
|
|
|
if (attacker == attacked) {
|
|
Int3(); // Bogus! Who tried to get me to attack myself! Trace out and fix!
|
|
return;
|
|
}
|
|
|
|
// Only set to chase if a fighter or bomber, otherwise just return.
|
|
if (!(Ship_info[Ships[attacker->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
|
|
// nprintf(("AI","Note: AI ship %s refusing to set AI mode to AIM_CHASE\n", Ships[attacker->instance].ship_name));
|
|
// return;
|
|
nprintf(("AI", "AI ship %s is large ship ordered to attack %s\n", Ships[attacker->instance].ship_name, Ships[attacked->instance].ship_name));
|
|
}
|
|
|
|
// This is how "engage enemy" gets processed
|
|
if (attacked == NULL) {
|
|
aip->choose_enemy_timestamp = timestamp(0);
|
|
// nebula safe
|
|
set_target_objnum(aip, find_enemy(attacker-Objects, 99999.9f, 4, except));
|
|
} else {
|
|
// check if we can see atacked in nebula
|
|
if (aip->target_objnum != attacked - Objects) {
|
|
aip->aspect_locked_time = 0.0f;
|
|
}
|
|
set_target_objnum(aip, attacked - Objects);
|
|
}
|
|
|
|
ai_set_goal_maybe_abort_dock(attacker, aip);
|
|
aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME); // No dynamic targeting for 7 seconds.
|
|
|
|
if (is_ignore_object(aip, aip->target_objnum)) {
|
|
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
|
|
// for AIM_CHASE... it may have been not set correctly here
|
|
if (ssp == NULL) {
|
|
set_targeted_subsys(aip, NULL, -1);
|
|
if (aip->target_objnum != -1) {
|
|
//nprintf(("AI", "Unprotecting ship %s\n", Ships[Objects[aip->target_objnum].instance].ship_name));
|
|
Objects[aip->target_objnum].flags &= ~OF_PROTECTED; // If ship had been protected, unprotect it.
|
|
}
|
|
} else {
|
|
Int3(); // Not supported yet!
|
|
}
|
|
}
|
|
|
|
// --------------------------------------------------------------------------
|
|
// Set *attacked as object to attack for object *attacker
|
|
// Attack point *rel_pos on object. This is for supporting attacking subsystems.
|
|
void ai_attack_wing(object *attacker, int wingnum, int priority)
|
|
{
|
|
ai_info *aip;
|
|
|
|
Assert(attacker != NULL);
|
|
Assert(attacker->instance != -1);
|
|
Assert(Ships[attacker->instance].ai_index != -1);
|
|
|
|
aip = &Ai_info[Ships[attacker->instance].ai_index];
|
|
|
|
aip->enemy_wing = wingnum;
|
|
aip->mode = AIM_CHASE;
|
|
aip->submode = SM_ATTACK; // AL 12-15-97: need to set submode? I got an assert() where submode was bogus
|
|
// for AIM_CHASE... it may have been not set correctly here
|
|
|
|
aip->ok_to_target_timestamp = timestamp(0); // Guarantee we can target.
|
|
|
|
int count = Wings[wingnum].current_count;
|
|
if (count > 0) {
|
|
int index;
|
|
|
|
index = (int) (frand() * count);
|
|
|
|
if (index >= count)
|
|
index = 0;
|
|
|
|
set_target_objnum(aip, Ships[Wings[wingnum].ship_index[index]].objnum);
|
|
|
|
ai_set_goal_maybe_abort_dock(attacker, aip);
|
|
aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME); // No dynamic targeting for 7 seconds.
|
|
}
|
|
}
|
|
|
|
// --------------------------------------------------------------------------
|
|
// Set *evaded as object for *evader to evade.
|
|
void ai_evade_object(object *evader, object *evaded, int priority)
|
|
{
|
|
ai_info *aip;
|
|
|
|
Assert(evader != NULL);
|
|
Assert(evaded != NULL);
|
|
Assert(evader->instance != -1);
|
|
Assert(Ships[evader->instance].ai_index != -1);
|
|
|
|
if (evaded == evader) {
|
|
Int3(); // Bogus! Who tried to get me to evade myself! Trace out and fix!
|
|
return;
|
|
}
|
|
|
|
aip = &Ai_info[Ships[evader->instance].ai_index];
|
|
|
|
set_target_objnum(aip, evaded - Objects);
|
|
aip->mode = AIM_EVADE;
|
|
|
|
}
|
|
|
|
// Ignore some object without changing mode.
|
|
void ai_ignore_object(object *ignorer, object *ignored, int priority)
|
|
{
|
|
ai_info *aip;
|
|
|
|
Assert(ignorer != NULL);
|
|
Assert(ignored != NULL);
|
|
Assert(ignorer->instance != -1);
|
|
Assert(Ships[ignorer->instance].ai_index != -1);
|
|
Assert(ignorer != ignored);
|
|
|
|
aip = &Ai_info[Ships[ignorer->instance].ai_index];
|
|
|
|
// MK, 5/17/98, removing ignoring of wings.
|
|
// It's too confusing. It often causes mysterious behavior in which fighters unexpectedly refuse to attack anything.
|
|
/* if (Ships[ignored->instance].wingnum > -1) {
|
|
int wingnum, i;
|
|
|
|
wingnum = Ships[ignored->instance].wingnum;
|
|
aip->ignore_objnum = -(wingnum+1);
|
|
// set protected bit for each ship in a wing
|
|
// MK, 4/23/98: Only set for fighters if they are the original "ignored" object
|
|
for (i = 0; i < Wings[wingnum].current_count; i++ ) {
|
|
object *objp;
|
|
|
|
objp = &Objects[Ships[Wings[wingnum].ship_index[i]].objnum];
|
|
if (objp != ignored) {
|
|
if (Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER))
|
|
continue;
|
|
}
|
|
|
|
Objects[Ships[Wings[wingnum].ship_index[i]].objnum].flags |= OF_PROTECTED;
|
|
}
|
|
|
|
} else {
|
|
*/ {
|
|
aip->ignore_objnum = ignored - Objects;
|
|
aip->ignore_signature = ignored->signature;
|
|
aip->ai_flags &= ~AIF_TEMPORARY_IGNORE;
|
|
ignored->flags |= OF_PROTECTED; // set protected bit of ignored ship.
|
|
}
|
|
|
|
}
|
|
|
|
// Ignore some object without changing mode.
|
|
void ai_ignore_wing(object *ignorer, int wingnum, int priority)
|
|
{
|
|
ai_info *aip;
|
|
|
|
Assert(ignorer != NULL);
|
|
Assert(ignorer->instance != -1);
|
|
Assert(Ships[ignorer->instance].ai_index != -1);
|
|
Assert((wingnum >= 0) && (wingnum < MAX_WINGS));
|
|
|
|
aip = &Ai_info[Ships[ignorer->instance].ai_index];
|
|
|
|
aip->ignore_objnum = -(wingnum +1);
|
|
aip->ai_flags &= ~AIF_TEMPORARY_IGNORE;
|
|
}
|
|
|
|
|
|
// Add a path point in the global buffer Path_points.
|
|
// modify_index = index in Path_points at which to store path point.
|
|
// If modify_index == -1, then create a new point.
|
|
// If a new point is created (ie, modify_index == -1), then Ppfp is updated.
|
|
void add_path_point(vector *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(vector *p0, vector *p1, vector *centerp, float radius)
|
|
{
|
|
vector tvec;
|
|
vector new_pnt;
|
|
|
|
vm_vec_add(&tvec, p0, p1);
|
|
vm_vec_sub2(&tvec, centerp);
|
|
vm_vec_sub2(&tvec, centerp);
|
|
if (vm_vec_mag_quick(&tvec) < 0.1f) {
|
|
vm_vec_sub(&tvec, p0, p1);
|
|
if (fl_abs(tvec.xyz.x) <= fl_abs(tvec.xyz.z)){
|
|
tvec.xyz.x = -tvec.xyz.z;
|
|
} else {
|
|
tvec.xyz.y = -tvec.xyz.x;
|
|
}
|
|
}
|
|
|
|
vm_vec_normalize(&tvec);
|
|
vm_vec_scale(&tvec, radius);
|
|
vm_vec_add(&new_pnt, centerp, &tvec);
|
|
|
|
add_path_point(&new_pnt, -1, -1, -1);
|
|
}
|
|
|
|
// Create a path from the current position to a goal position.
|
|
// The current position is in the current object and the goal position is
|
|
// in the goal object.
|
|
// It is ok to intersect the current object, but not the goal object.
|
|
// This function is useful for creating a path to an initial point near a large
|
|
// object.
|
|
//
|
|
// input: subsys_path: optional param (default 0), indicates this is a path to a subsystem
|
|
void create_path_to_point(vector *curpos, vector *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)) {
|
|
vector tan1;
|
|
float radius;
|
|
|
|
// If this is a path to a subsystem, use SUBSYS_PATH_DIST as the radius for the object you are
|
|
// trying to avoid. This is needed since subsystem paths extend out to SUBSYS_PATH_DIST, and we
|
|
// want ships to reach their path destination without flying to points that sit on the radius of
|
|
// a small ship
|
|
radius = goalobjp->radius;
|
|
if (subsys_path) {
|
|
if ( SUBSYS_PATH_DIST > goalobjp->radius ) {
|
|
radius = SUBSYS_PATH_DIST;
|
|
}
|
|
}
|
|
|
|
// The intermediate point is at the intersection of:
|
|
// tangent to *goalobjp sphere at point *goalpos
|
|
// tangent to *goalobjp sphere through point *curpos in plane defined by *curpos, *goalpos, goalobjp->pos
|
|
// Note, there are two tangents through *curpos, unless *curpos is on the
|
|
// sphere. The tangent that causes the nearer intersection (to *goalpos) is chosen.
|
|
get_tangent_point(&tan1, curpos, &goalobjp->pos, goalpos, radius);
|
|
|
|
// If we can't reach tan1 from curpos, insert a new point.
|
|
if (pp_collide(&tan1, curpos, goalobjp, curobjp->radius))
|
|
bisect_chord(curpos, &tan1, &goalobjp->pos, radius);
|
|
|
|
add_path_point(&tan1, -1, -1, -1);
|
|
|
|
// If we can't reach goalpos from tan1, insert a new point.
|
|
if (pp_collide(goalpos, &tan1, goalobjp, curobjp->radius))
|
|
bisect_chord(goalpos, &tan1, &goalobjp->pos, radius);
|
|
}
|
|
|
|
}
|
|
|
|
// Given an object and a model path, globalize the points on the model
|
|
// and copy into the global path list.
|
|
// If pnp != NULL, then modify, in place, the path points. This is used to create new
|
|
// globalized points when the base object has moved.
|
|
// input: randomize_pnt => optional parameter (default value -1), add random vector in sphere to this path point
|
|
void copy_xlate_model_path_points(object *objp, model_path *mp, int dir, int count, int path_num, pnode *pnp, int randomize_pnt)
|
|
{
|
|
polymodel *pm;
|
|
int i, modelnum;
|
|
vector 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;
|
|
vector submodel_offset, local_vert;
|
|
|
|
// nprintf(("AI", "Creating path for object %s in frame #%i\n", Ships[objp->instance].ship_name, AI_FrameCount));
|
|
|
|
// Initialize pp_index.
|
|
// If pnp == NULL, that means we're creating new points. If not NULL, then modify in place.
|
|
if (pnp == NULL)
|
|
pp_index = -1; // This tells add_path_point to create a new point.
|
|
else
|
|
pp_index = 0; // pp_index will get assigned to index in Path_points to reuse.
|
|
|
|
if (dir == 1) {
|
|
start_index = 0;
|
|
finish_index = min(count, mp->nverts);
|
|
} else {
|
|
Assert(dir == -1); // direction must be up by 1 or down by 1 and it's neither!
|
|
start_index = mp->nverts-1;
|
|
finish_index = max(-1, mp->nverts-1-count);
|
|
}
|
|
|
|
// Goober5000 - start submodel calculation
|
|
ship_model_start(objp);
|
|
|
|
modelnum = Ships[objp->instance].modelnum;
|
|
pm = model_get(modelnum);
|
|
|
|
model_find_submodel_offset(&submodel_offset, modelnum, mp->parent_submodel);
|
|
|
|
int offset = 0;
|
|
for (i=start_index; i != finish_index; i += dir) {
|
|
// Globalize the point.
|
|
// Goober5000 - check whether this submodel rotates
|
|
if ((mp->parent_submodel < 0) || (pm->submodel[mp->parent_submodel].movement_type < 0))
|
|
{
|
|
// no movement... calculate as in original code
|
|
vm_vec_unrotate(&v1, &mp->verts[i].pos, &objp->orient);
|
|
vm_vec_add2(&v1, &objp->pos);
|
|
}
|
|
else
|
|
{
|
|
// movement... find location of point like with docking code
|
|
vm_vec_sub(&local_vert, &mp->verts[i].pos, &submodel_offset);
|
|
model_find_world_point(&v1, &local_vert, modelnum, mp->parent_submodel, &objp->orient, &objp->pos);
|
|
}
|
|
|
|
if ( randomize_pnt == i ) {
|
|
vector v_rand;
|
|
static_randvec(OBJ_INDEX(objp), &v_rand);
|
|
vm_vec_scale(&v_rand, 30.0f);
|
|
vm_vec_add2(&v1, &v_rand);
|
|
}
|
|
|
|
if (pp_index != -1)
|
|
pp_index = pnp-Path_points + offset;
|
|
|
|
add_path_point(&v1, path_num, i, pp_index);
|
|
offset++;
|
|
}
|
|
|
|
// Goober5000 - stop submodel calculation
|
|
ship_model_stop(objp);
|
|
}
|
|
|
|
|
|
// For pl_objp, create a path along path path_num into mobjp.
|
|
// The tricky part of this problem is creating the entry to the first point on the
|
|
// predefined path. The points on this entry path are based on the location of Pl_objp
|
|
// relative to the start of the path.
|
|
//
|
|
// input:
|
|
// subsys_path: optional param (default 0), indicating this is a path to a subsystem
|
|
void create_model_path(object *pl_objp, object *mobjp, int path_num, int subsys_path)
|
|
{
|
|
ship *shipp = &Ships[pl_objp->instance];
|
|
ai_info *aip = &Ai_info[shipp->ai_index];
|
|
|
|
// ship_info *osip = &Ship_info[Ships[mobjp->instance].ship_info_index];
|
|
polymodel *pm = model_get(Ships[mobjp->instance].modelnum);
|
|
int num_points;
|
|
model_path *mp;
|
|
pnode *ppfp_start = Ppfp;
|
|
vector gp0;
|
|
|
|
Assert(path_num >= 0);
|
|
|
|
// Do garbage collection if necessary.
|
|
if (Ppfp-Path_points + 64 > MAX_PATH_POINTS) {
|
|
garbage_collect_path_points();
|
|
ppfp_start = Ppfp;
|
|
}
|
|
|
|
aip->path_start = Ppfp - Path_points;
|
|
Assert(path_num < pm->n_paths);
|
|
|
|
mp = &pm->paths[path_num];
|
|
num_points = mp->nverts;
|
|
|
|
Assert(Ppfp-Path_points + num_points + 4 < MAX_PATH_POINTS);
|
|
|
|
vm_vec_unrotate(&gp0, &mp->verts[0].pos, &mobjp->orient);
|
|
vm_vec_add2(&gp0, &mobjp->pos);
|
|
|
|
if (pp_collide(&pl_objp->pos, &gp0, mobjp, pl_objp->radius)) {
|
|
vector perim_point1;
|
|
vector perim_point2;
|
|
|
|
perim_point2 = pl_objp->pos;
|
|
|
|
// If object that wants to dock is inside bounding sphere of object it wants to dock with, make it fly out.
|
|
// Assume it can fly "straight" out to the bounding sphere.
|
|
if (vm_vec_dist_quick(&pl_objp->pos, &mobjp->pos) < mobjp->radius) {
|
|
project_point_to_perimeter(&perim_point2, &mobjp->pos, mobjp->radius, &pl_objp->pos);
|
|
add_path_point(&perim_point2, path_num, -1, -1);
|
|
}
|
|
|
|
// If last point on pre-defined path is inside bounding sphere, create a new point on the surface of the sphere.
|
|
if (vm_vec_dist_quick(&mobjp->pos, &gp0) < mobjp->radius) {
|
|
project_point_to_perimeter(&perim_point1, &mobjp->pos, mobjp->radius, &gp0);
|
|
create_path_to_point(&perim_point2, &perim_point1, pl_objp, mobjp, subsys_path);
|
|
add_path_point(&perim_point1, path_num, -1, -1);
|
|
} else { // The predefined path extends outside the sphere. Create path to that point.
|
|
create_path_to_point(&perim_point2, &gp0, pl_objp, mobjp, subsys_path);
|
|
}
|
|
}
|
|
|
|
// AL 12-31-97: If following a subsystem path, add random vector to second last path point
|
|
if ( subsys_path ) {
|
|
copy_xlate_model_path_points(mobjp, mp, 1, mp->nverts, path_num, NULL, mp->nverts-2);
|
|
} else {
|
|
copy_xlate_model_path_points(mobjp, mp, 1, mp->nverts, path_num, NULL);
|
|
}
|
|
|
|
aip->path_cur = aip->path_start;
|
|
aip->path_dir = PD_FORWARD;
|
|
aip->path_objnum = mobjp-Objects;
|
|
aip->mp_index = path_num;
|
|
aip->path_length = Ppfp - ppfp_start;
|
|
aip->path_next_check_time = timestamp(1);
|
|
|
|
aip->path_goal_obj_hash = create_object_hash(&Objects[aip->path_objnum]);
|
|
|
|
aip->path_next_create_time = timestamp(1000); // OK to try to create one second later
|
|
aip->path_create_pos = pl_objp->pos;
|
|
aip->path_create_orient = pl_objp->orient;
|
|
|
|
aip->ai_flags &= ~AIF_USE_EXIT_PATH; // ensure this flag is cleared
|
|
}
|
|
|
|
// For pl_objp, create a path along path path_num into mobjp.
|
|
// The tricky part of this problem is creating the entry to the first point on the
|
|
// predefined path. The points on this entry path are based on the location of pl_objp
|
|
// relative to the start of the path.
|
|
void create_model_exit_path(object *pl_objp, object *mobjp, int path_num, int count)
|
|
{
|
|
ship *shipp = &Ships[pl_objp->instance];
|
|
ai_info *aip = &Ai_info[shipp->ai_index];
|
|
|
|
// ship_info *osip = &Ship_info[Ships[mobjp->instance].ship_info_index];
|
|
polymodel *pm = model_get(Ships[mobjp->instance].modelnum);
|
|
int num_points;
|
|
model_path *mp;
|
|
pnode *ppfp_start = Ppfp;
|
|
|
|
aip->path_start = Ppfp - Path_points;
|
|
Assert(path_num < pm->n_paths);
|
|
|
|
mp = &pm->paths[path_num];
|
|
num_points = mp->nverts;
|
|
|
|
Assert(Ppfp-Path_points + num_points + 4 < MAX_PATH_POINTS);
|
|
|
|
copy_xlate_model_path_points(mobjp, mp, -1, count, path_num, NULL);
|
|
|
|
aip->path_cur = aip->path_start;
|
|
aip->path_dir = PD_FORWARD;
|
|
aip->path_objnum = mobjp-Objects;
|
|
aip->mp_index = path_num;
|
|
aip->path_length = Ppfp - ppfp_start;
|
|
aip->path_next_check_time = timestamp(1);
|
|
|
|
aip->ai_flags |= AIF_USE_EXIT_PATH; // mark as exit path, referenced in maybe
|
|
}
|
|
|
|
// Return true if the vector from curpos to goalpos intersects with any ship other than the ignore objects.
|
|
// Calls pp_collide
|
|
int pp_collide_any(vector *curpos, vector *goalpos, float radius, object *ignore_objp1, object *ignore_objp2, int big_only_flag)
|
|
{
|
|
ship_obj *so;
|
|
|
|
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
|
|
object *objp = &Objects[so->objnum];
|
|
|
|
if (big_only_flag) {
|
|
if (!(Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)))
|
|
continue;
|
|
}
|
|
|
|
if ((objp != ignore_objp1) && (objp != ignore_objp2)) {
|
|
if (pp_collide(curpos, goalpos, objp, radius))
|
|
return OBJ_INDEX(objp);
|
|
}
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
// Used to create docking paths and other pre-defined paths through ships.
|
|
// Creates a path in absolute space.
|
|
// Create a path into the object objnum.
|
|
//
|
|
// input:
|
|
// pl_objp: object that will use the path
|
|
// objnum: Object to find path to.
|
|
// path_num: model path index to use
|
|
// exit_flag: true means this is an exit path in the model
|
|
// subsys_path: optional param (default 0) that indicates this is a path to a subsystem
|
|
// Exit:
|
|
// ai_info struct in Pl_objp gets stuffed with information to enable Pl_objp to fly the path.
|
|
void ai_find_path(object *pl_objp, int objnum, int path_num, int exit_flag, int subsys_path)
|
|
{
|
|
ai_info *aip = &Ai_info[Ships[pl_objp->instance].ai_index];
|
|
|
|
Assert(path_num >= 0);
|
|
|
|
// This is test code, find an object with paths.
|
|
if (objnum != -1) {
|
|
object *objp = &Objects[objnum];
|
|
|
|
if (objp->type == OBJ_SHIP) {
|
|
polymodel *pm;
|
|
|
|
ship *shipp = &Ships[objp->instance];
|
|
pm = model_get( shipp->modelnum );
|
|
if(pm->n_paths <= path_num)Error(LOCATION,"ai_find_path tring to find a path (%d) that doesn't exist, on ship %s", path_num, shipp->ship_name);
|
|
// Assert(pm->n_paths > path_num);
|
|
aip->goal_objnum = objp-Objects;
|
|
aip->goal_signature = objp->signature;
|
|
if (exit_flag)
|
|
create_model_exit_path(pl_objp, objp, path_num);
|
|
else
|
|
create_model_path(pl_objp, objp, path_num, subsys_path);
|
|
return;
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
extern int vector_object_collision(vector *start_pos, vector *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, vector *goal_pos)
|
|
{
|
|
ai_info *aip;
|
|
vector cur_pos, new_goal_pos;
|
|
object *player_objp;
|
|
vector n_vec_to_goal, n_vec_to_player;
|
|
|
|
aip = &Ai_info[Ships[objp->instance].ai_index];
|
|
|
|
if (!timestamp_elapsed(aip->avoid_check_timestamp))
|
|
return 0;
|
|
|
|
player_objp = Player_obj;
|
|
|
|
float speed_time;
|
|
|
|
// How far two ships could be apart and still collide within one second.
|
|
speed_time = player_objp->phys_info.speed + objp->phys_info.speed;
|
|
|
|
float obj_obj_dist;
|
|
|
|
obj_obj_dist = vm_vec_dist_quick(&player_objp->pos, &objp->pos);
|
|
|
|
if (obj_obj_dist > speed_time*2.0f)
|
|
return 0;
|
|
|
|
cur_pos = objp->pos;
|
|
|
|
new_goal_pos = *goal_pos;
|
|
|
|
float dist = vm_vec_normalized_dir(&n_vec_to_goal, goal_pos, &objp->pos);
|
|
vm_vec_normalized_dir(&n_vec_to_player, &player_objp->pos, &objp->pos);
|
|
|
|
if (dist > speed_time*2.0f) {
|
|
vm_vec_scale_add(&new_goal_pos, &objp->pos, &n_vec_to_goal, 200.0f);
|
|
}
|
|
|
|
if (vector_object_collision(&objp->pos, &new_goal_pos, player_objp, 1.5f)) {
|
|
aip->ai_flags |= AIF_AVOIDING_SMALL_SHIP;
|
|
|
|
vector 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 {
|
|
vector tvec1;
|
|
vm_vec_normalize(&avoid_vec);
|
|
vm_vec_crossprod(&tvec1, &n_vec_to_goal, &avoid_vec);
|
|
vm_vec_crossprod(&avoid_vec, &tvec1, &n_vec_to_player);
|
|
}
|
|
|
|
// Now, avoid_vec is a vector perpendicular to the vector to the player and the direction *objp
|
|
// should fly in to avoid the player while still approaching its goal.
|
|
vm_vec_scale_add(&aip->avoid_goal_point, &player_objp->pos, &avoid_vec, 400.0f);
|
|
|
|
aip->avoid_check_timestamp = timestamp(1000);
|
|
|
|
return 1;
|
|
} else {
|
|
aip->ai_flags &= ~AIF_AVOIDING_SMALL_SHIP;
|
|
aip->avoid_check_timestamp = timestamp((int) (obj_obj_dist/200.0f) + 500);
|
|
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
// Make object *still_objp enter AIM_STILL mode.
|
|
// Make it point at view_pos.
|
|
void ai_stay_still(object *still_objp, vector *view_pos)
|
|
{
|
|
ship *shipp;
|
|
ai_info *aip;
|
|
|
|
Assert(still_objp->type == OBJ_SHIP);
|
|
Assert((still_objp->instance >= 0) && (still_objp->instance < MAX_OBJECTS));
|
|
|
|
shipp = &Ships[still_objp->instance];
|
|
Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
|
|
|
|
aip = &Ai_info[shipp->ai_index];
|
|
|
|
aip->mode = AIM_STILL;
|
|
|
|
// If view_pos not NULL, point at that point. Else, point at a point directly in front of ship. Ie, don't turn.
|
|
if (view_pos != NULL)
|
|
aip->goal_point = *view_pos;
|
|
else
|
|
vm_vec_scale_add(&aip->goal_point, &still_objp->pos, &still_objp->orient.vec.fvec, 100.0f);
|
|
}
|
|
|
|
// code which is called from ai_dock_with_object and ai_dock to set flags and apprioriate variable
|
|
// when two objects have completed docking. used because we can dock object initially at misison load
|
|
// time (meaning that ai_dock() might never get called). docker has docked with dockee (i.e. docker
|
|
// would be a freighter and dockee would be a cargo).
|
|
void ai_do_objects_docked_stuff(object *docker, int docker_point, object *dockee, int dockee_point)
|
|
{
|
|
Assert((docker != NULL) && (dockee != NULL));
|
|
|
|
// make sure they're not already docked!
|
|
if (dock_check_find_direct_docked_object(docker, dockee))
|
|
{
|
|
Warning(LOCATION, "Call to ai_do_objects_docked_stuff when objects are already docked! Trace out and fix!\n");
|
|
return;
|
|
}
|
|
|
|
#ifndef NO_NETWORK
|
|
// if this is a multi game, we currently only support one-on-one docking
|
|
if (Game_mode & GM_MULTIPLAYER)
|
|
{
|
|
if (object_is_docked(docker))
|
|
{
|
|
Error(LOCATION, "Ship %s tried to dock to more than one object. Multiplayer currently does not support multiple ship docking.\n", Ships[docker->instance].ship_name);
|
|
return;
|
|
}
|
|
|
|
if (object_is_docked(dockee))
|
|
{
|
|
Error(LOCATION, "Ship %s tried to dock to more than one object. Multiplayer currently does not support multiple ship docking.\n", Ships[dockee->instance].ship_name);
|
|
return;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// link the two objects
|
|
dock_dock_objects(docker, docker_point, dockee, dockee_point);
|
|
|
|
if (docker->type == OBJ_SHIP && dockee->type == OBJ_SHIP)
|
|
{
|
|
// maybe set support ship info
|
|
if ((Ship_info[Ships[docker->instance].ship_info_index].flags & SIF_SUPPORT)
|
|
|| (Ship_info[Ships[dockee->instance].ship_info_index].flags & SIF_SUPPORT))
|
|
{
|
|
ai_info *docker_aip = &Ai_info[Ships[docker->instance].ai_index];
|
|
ai_info *dockee_aip = &Ai_info[Ships[dockee->instance].ai_index];
|
|
|
|
#ifndef NDEBUG
|
|
// support ship can only dock with one thing at a time
|
|
if (Ship_info[Ships[docker->instance].ship_info_index].flags & SIF_SUPPORT)
|
|
Assert(docker->dock_list->next == NULL);
|
|
else
|
|
Assert(dockee->dock_list->next == NULL);
|
|
#endif
|
|
|
|
// set stuff for both objects
|
|
docker_aip->support_ship_objnum = OBJ_INDEX(dockee);
|
|
dockee_aip->support_ship_objnum = OBJ_INDEX(docker);
|
|
docker_aip->support_ship_signature = dockee->signature;
|
|
dockee_aip->support_ship_signature = docker->signature;
|
|
}
|
|
}
|
|
|
|
#ifndef NO_NETWORK
|
|
// add multiplayer hook here to deal with docked objects. We need to only send information
|
|
// about the object that is docking. Both flags will get updated.
|
|
if ( MULTIPLAYER_MASTER )
|
|
send_ai_info_update_packet( docker, AI_UPDATE_DOCK );
|
|
#endif
|
|
}
|
|
|
|
// 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;
|
|
}
|
|
|
|
#ifndef NO_NETWORK
|
|
// 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 );
|
|
#endif
|
|
|
|
if (docker->type == OBJ_SHIP && dockee->type == OBJ_SHIP)
|
|
{
|
|
ai_info *docker_aip = &Ai_info[Ships[docker->instance].ai_index];
|
|
ai_info *dockee_aip = &Ai_info[Ships[dockee->instance].ai_index];
|
|
|
|
// clear stuff for both objects
|
|
docker_aip->ai_flags &= ~AIF_BEING_REPAIRED;
|
|
dockee_aip->ai_flags &= ~AIF_BEING_REPAIRED;
|
|
docker_aip->support_ship_objnum = -1;
|
|
dockee_aip->support_ship_objnum = -1;
|
|
docker_aip->support_ship_signature = -1;
|
|
docker_aip->support_ship_signature = -1;
|
|
}
|
|
|
|
// unlink the two objects
|
|
dock_undock_objects(docker, dockee);
|
|
}
|
|
|
|
|
|
// --------------------------------------------------------------------------
|
|
// Interface from goals code to AI.
|
|
// Cause *docker to dock with *dockee.
|
|
// priority is priority of goal from goals code.
|
|
// dock_type is:
|
|
// AIDO_DOCK set goal of docking
|
|
// AIDO_DOCK_NOW immediately dock, used for ships that need to be docked at mission start
|
|
// AIDO_UNDOCK set goal of undocking
|
|
void ai_dock_with_object(object *docker, int docker_index, object *dockee, int dockee_index, int priority, int dock_type)
|
|
{
|
|
Assert(docker != NULL);
|
|
Assert(dockee != NULL);
|
|
Assert(docker->instance != -1);
|
|
Assert(dockee->instance != -1);
|
|
Assert(Ships[docker->instance].ai_index != -1);
|
|
Assert(Ships[dockee->instance].ai_index != -1);
|
|
Assert(docker_index != -1);
|
|
Assert(dockee_index != -1);
|
|
|
|
ai_info *aip = &Ai_info[Ships[docker->instance].ai_index];
|
|
// ai_info *dockee_aip = &Ai_info[Ships[dockee->instance].ai_index];
|
|
|
|
/* Goober5000 - as MWA says, the is_goal_achievable code should take care of this
|
|
if (object_is_docked(docker) && (dock_type == AIDO_DOCK)) {
|
|
// MWA -- 2/9/98. use the goal code to undock the ships since goals might need to get removed
|
|
// and that code will do it properly. I'd actually be surprised if we got into this code anymore
|
|
// since the outer layer goal code should deal with this issue....but who knows...
|
|
ai_add_goal_ship_internal( ... AI_GOAL_UNDOCK ... );
|
|
|
|
// old code below
|
|
//ai_dock_with_object( ... AIDO_UNDOCK ... );
|
|
nprintf(("AI", "Ship %s told to dock with %s, but it was already docked with %s.\n", Ships[docker->instance].ship_name, Ships[dockee->instance].ship_name, Ships[dock_get_first_docked_object(docker)->instance].ship_name));
|
|
nprintf(("AI", "...so ship %s will now undock.\n", Ships[docker->instance].ship_name));
|
|
return;
|
|
}
|
|
*/
|
|
|
|
aip->goal_objnum = OBJ_INDEX(dockee);
|
|
aip->goal_signature = dockee->signature;
|
|
|
|
aip->mode = AIM_DOCK;
|
|
|
|
switch (dock_type) {
|
|
case AIDO_DOCK:
|
|
aip->submode = AIS_DOCK_0;
|
|
break;
|
|
case AIDO_DOCK_NOW:
|
|
aip->submode = AIS_DOCK_4A;
|
|
break;
|
|
case AIDO_UNDOCK:
|
|
aip->submode = AIS_UNDOCK_0;
|
|
break;
|
|
default:
|
|
Int3(); // Bogus dock_type.
|
|
}
|
|
|
|
aip->submode_start_time = Missiontime;
|
|
|
|
// Goober5000 - we no longer need to set dock_path_index because it's easier to grab the path from the dockpoint
|
|
// a debug check would be a good thing here, though
|
|
#ifndef NDEBUG
|
|
if (dock_type == AIDO_UNDOCK)
|
|
{
|
|
polymodel *pm = model_get(Ships[dockee->instance].modelnum);
|
|
Assert( pm->docking_bays[dockee_index].num_spline_paths > 0 );
|
|
}
|
|
#endif
|
|
|
|
// dock instantly
|
|
if (dock_type == AIDO_DOCK_NOW)
|
|
{
|
|
dock_orient_and_approach(docker, docker_index, dockee, dockee_index, DOA_DOCK_STAY);
|
|
ai_do_objects_docked_stuff( docker, docker_index, dockee, dockee_index );
|
|
}
|
|
// pick a path to use to start docking
|
|
else
|
|
{
|
|
int path_num = ai_return_path_num_from_dockbay(dockee, dockee_index);
|
|
ai_find_path(docker, OBJ_INDEX(dockee), path_num, 0);
|
|
}
|
|
}
|
|
|
|
|
|
// Cause a ship to fly tword a ship.
|
|
void ai_start_fly_to_ship(object *objp, char *target_obj)
|
|
{
|
|
ai_info *aip;
|
|
|
|
//nprintf(("AI", "Frame %i: Ship %s instructed to fly waypoint list #%i\n", AI_FrameCount, Ships[objp->instance].ship_name, waypoint_list_index));
|
|
aip = &Ai_info[Ships[objp->instance].ai_index];
|
|
|
|
aip->ai_flags |= AIF_FORMATION_WING;
|
|
aip->ai_flags &= ~AIF_FORMATION_OBJECT;
|
|
|
|
|
|
// we're going to assume that this search succeededs
|
|
|
|
for (int i = 0; i < MAX_SHIPS; i++)
|
|
{
|
|
if (Ships[i].objnum != -1 && !stricmp(target_obj, Ships[i].ship_name))
|
|
{
|
|
aip->target_objnum = Ships[i].objnum;
|
|
break;
|
|
}
|
|
}
|
|
aip->mode = AIM_FLY_TO_SHIP;
|
|
|
|
Assert(aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC);
|
|
}
|
|
|
|
|
|
// Cause a ship to fly its waypoints.
|
|
// flags tells:
|
|
// WPF_REPEAT Set -> repeat waypoints.
|
|
void ai_start_waypoints(object *objp, int waypoint_list_index, int wp_flags)
|
|
{
|
|
ai_info *aip;
|
|
|
|
Assert(waypoint_list_index < Num_waypoint_lists);
|
|
|
|
//nprintf(("AI", "Frame %i: Ship %s instructed to fly waypoint list #%i\n", AI_FrameCount, Ships[objp->instance].ship_name, waypoint_list_index));
|
|
aip = &Ai_info[Ships[objp->instance].ai_index];
|
|
|
|
if ( (aip->mode == AIM_WAYPOINTS) && (aip->wp_index == waypoint_list_index) )
|
|
return;
|
|
|
|
aip->ai_flags |= AIF_FORMATION_WING;
|
|
aip->ai_flags &= ~AIF_FORMATION_OBJECT;
|
|
aip->wp_list = waypoint_list_index;
|
|
aip->wp_index = 0;
|
|
aip->wp_flags = wp_flags;
|
|
aip->mode = AIM_WAYPOINTS;
|
|
|
|
Assert(aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC);
|
|
}
|
|
|
|
// Make *objp stay within dist units of *other_objp
|
|
void ai_do_stay_near(object *objp, object *other_objp, float dist)
|
|
{
|
|
ai_info *aip;
|
|
|
|
Assert(objp != other_objp); // Bogus! Told to stay near self.
|
|
Assert(objp->type == OBJ_SHIP);
|
|
Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
|
|
|
|
aip = &Ai_info[Ships[objp->instance].ai_index];
|
|
|
|
aip->mode = AIM_STAY_NEAR;
|
|
aip->submode = -1;
|
|
aip->stay_near_distance = dist;
|
|
aip->goal_objnum = other_objp-Objects;
|
|
aip->goal_signature = other_objp->signature;
|
|
}
|
|
|
|
// Goober5000 - enter safety mode (used by support ships, now possibly by fighters too)
|
|
void ai_do_safety(object *objp)
|
|
{
|
|
ai_info *aip;
|
|
|
|
Assert(objp->type == OBJ_SHIP);
|
|
Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
|
|
|
|
aip = &Ai_info[Ships[objp->instance].ai_index];
|
|
|
|
aip->mode = AIM_SAFETY;
|
|
aip->submode = AISS_1;
|
|
}
|
|
|
|
// Make object *objp form on wing of object *goal_objp
|
|
void ai_form_on_wing(object *objp, object *goal_objp)
|
|
{
|
|
ai_info *aip;
|
|
ship *shipp;
|
|
ship_info *sip;
|
|
|
|
// objp == goal_objp sometimes in multiplayer when someone leaves a game -- make a simple
|
|
// out for this case.
|
|
if ( Game_mode & GM_MULTIPLAYER ) {
|
|
if ( objp == goal_objp ) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
Assert(objp != goal_objp); // Bogus! Told to form on own's wing!
|
|
|
|
shipp = &Ships[objp->instance];
|
|
sip = &Ship_info[shipp->ship_info_index];
|
|
|
|
// Only fighters or bombers allowed to form on wing.
|
|
if (!(sip->flags & (SIF_FIGHTER | SIF_BOMBER))) {
|
|
nprintf(("AI", "Warning: Ship %s tried to form on player's wing, but not fighter or bomber.\n", shipp->ship_name));
|
|
return;
|
|
}
|
|
|
|
|
|
aip = &Ai_info[Ships[objp->instance].ai_index];
|
|
|
|
aip->ai_flags &= ~AIF_FORMATION_WING;
|
|
aip->ai_flags |= AIF_FORMATION_OBJECT;
|
|
|
|
aip->goal_objnum = goal_objp-Objects;
|
|
ai_set_goal_maybe_abort_dock(objp, aip);
|
|
aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME*4); // Super extra long time until can target another ship.
|
|
|
|
}
|
|
|
|
// Given an object and an object on whose wing to form, return slot to use.
|
|
// Optimize:
|
|
// This function is called per object in formation per frame. Should store slot in ai_info struct.
|
|
int ai_formation_object_get_slotnum(int objnum, object *objp)
|
|
{
|
|
int slotnum = 1; // Note: Slot #0 means leader, which isn't someone who was told to form-on-wing.
|
|
|
|
object *o;
|
|
for ( o = GET_FIRST(&obj_used_list); o != END_OF_LIST(&obj_used_list); o = GET_NEXT(o) ) {
|
|
if (objp == o)
|
|
break;
|
|
else if (o->type == OBJ_SHIP)
|
|
if (Ai_info[Ships[o->instance].ai_index].ai_flags & AIF_FORMATION_OBJECT)
|
|
if (Ai_info[Ships[o->instance].ai_index].goal_objnum == objnum)
|
|
slotnum++;
|
|
}
|
|
|
|
Assert(o != END_OF_LIST(&obj_used_list)); // Didn't find objp in list of used ships. Impossible!
|
|
|
|
return slotnum;
|
|
}
|
|
|
|
#define BIGNUM 100000.0f
|
|
|
|
int Debug_k = 0;
|
|
|
|
// Given an attacker's position and a target's position and velocity, compute the time of
|
|
// intersection of a weapon fired by the attacker with speed weapon_speed.
|
|
// Return this value. Return value of 0.0f means no collision is possible.
|
|
float compute_collision_time(vector *targpos, vector *targvel, vector *attackpos, float weapon_speed)
|
|
{
|
|
vector vec_to_target;
|
|
float pos_dot_vel;
|
|
float vel_sqr;
|
|
float discrim;
|
|
|
|
vm_vec_sub(&vec_to_target, targpos, attackpos);
|
|
pos_dot_vel = vm_vec_dot(&vec_to_target, targvel);
|
|
vel_sqr = vm_vec_dot(targvel, targvel) - weapon_speed*weapon_speed;
|
|
discrim = pos_dot_vel*pos_dot_vel - vel_sqr*vm_vec_dot(&vec_to_target, &vec_to_target);
|
|
|
|
if (discrim > 0.0f) {
|
|
float t1, t2, t_solve;
|
|
|
|
t1 = (-pos_dot_vel + fl_sqrt(discrim)) / vel_sqr;
|
|
t2 = (-pos_dot_vel - fl_sqrt(discrim)) / vel_sqr;
|
|
|
|
t_solve = BIGNUM;
|
|
|
|
if (t1 > 0.0f)
|
|
t_solve = t1;
|
|
if ((t2 > 0.0f) && (t2 < t_solve))
|
|
t_solve = t2;
|
|
|
|
if (t_solve < BIGNUM-1.0f) {
|
|
return t_solve + Debug_k * flFrametime;
|
|
}
|
|
}
|
|
|
|
return 0.0f;
|
|
}
|
|
|
|
|
|
// --------------------------------------------------------------------------
|
|
// If far away, use player's speed.
|
|
// If in between, lerp between player and laser speed
|
|
// If close, use laser speed.
|
|
// Want to know how much time it will take to get to the enemy.
|
|
// This function doesn't account for the fact that by the time the player
|
|
// (or his laser) gets to the current enemy position, the enemy will have moved.
|
|
// This is dealt with in polish_predicted_enemy_pos.
|
|
float compute_time_to_enemy(float dist_to_enemy, object *pobjp, object *eobjp)
|
|
{
|
|
float time_to_enemy;
|
|
float pl_speed = pobjp->phys_info.speed;
|
|
float max_laser_distance, max_laser_speed;
|
|
int bank_num, weapon_num;
|
|
ship *shipp = &Ships[pobjp->instance];
|
|
|
|
bank_num = shipp->weapons.current_primary_bank;
|
|
weapon_num = shipp->weapons.primary_bank_weapons[bank_num];
|
|
max_laser_speed = Weapon_info[weapon_num].max_speed;
|
|
max_laser_distance = max_laser_speed * Weapon_info[weapon_num].lifetime;
|
|
|
|
// If pretty far away, use player's speed to predict position, else
|
|
// use laser's speed because when close, we care more about hitting
|
|
// with a laser than about causing ship:ship rendezvous.
|
|
if (dist_to_enemy > 1.5 * max_laser_distance) {
|
|
if (pl_speed > 0.0f)
|
|
time_to_enemy = dist_to_enemy/pl_speed;
|
|
else
|
|
time_to_enemy = 1.0f;
|
|
} else if (dist_to_enemy > 1.1*max_laser_distance) {
|
|
if (pl_speed > 0.1f) {
|
|
float scale;
|
|
|
|
scale = (float) ((dist_to_enemy - max_laser_distance) / max_laser_distance);
|
|
|
|
time_to_enemy = (float) (dist_to_enemy/(pl_speed * scale + max_laser_speed * (1.0f - scale)));
|
|
} else
|
|
time_to_enemy = 2.0f;
|
|
} else
|
|
time_to_enemy = (float) (dist_to_enemy/max_laser_speed);
|
|
|
|
// return time_to_enemy * (1.0f + Ai_info[Ships[pobjp->instance].ai_index].lead_scale);
|
|
return time_to_enemy + flFrametime;
|
|
}
|
|
|
|
// Stuff *dot and *tts.
|
|
// *dot is always computed. If dot is less than zero, the magnitude is
|
|
// incorrect, not having been divided by distance.
|
|
// If *dot is > 0.0f, then tts is computed. This is the time it will take object
|
|
// *objp to get to *pos, assuming it moves right at it.
|
|
void fds_aux(float *dot, float *tts, vector *pos, float dtime, object *objp)
|
|
{
|
|
vector v2s;
|
|
|
|
vm_vec_sub(&v2s, pos, &objp->pos);
|
|
*dot = vm_vec_dot(&v2s, &objp->orient.vec.fvec);
|
|
|
|
if (*dot > 0.0f) {
|
|
float dist;
|
|
|
|
dist = vm_vec_dist(&objp->pos, pos);
|
|
|
|
if (dist > 0.1f)
|
|
*dot /= dist;
|
|
else
|
|
*dot = 1.0f;
|
|
|
|
if (objp->phys_info.speed > 0.1f)
|
|
*tts = dist / objp->phys_info.speed;
|
|
else
|
|
*tts = dist * 100.0f;
|
|
}
|
|
}
|
|
|
|
/*
|
|
// Return index of weapon that could hit object *sobjp within dtime seconds.
|
|
// Actual time until impact returned in *atime.
|
|
int find_danger_weapon(object *sobjp, float dtime, float *atime, float dot_threshhold)
|
|
{
|
|
object *objp, *best_objp = NULL;
|
|
float best_tts = 1000.0f;
|
|
|
|
for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
|
|
if ((objp->type == OBJ_WEAPON) && (sobjp-Objects != objp->parent)) {
|
|
float dot, tts;
|
|
// vector psp; // Predicted ship position.
|
|
|
|
// Get dot and time to current ship position.
|
|
fds_aux(&dot, &tts, &sobjp->pos, dtime, objp);
|
|
|
|
// If dot and tts are in plausible range, do more expensive stuff.
|
|
if (dot > 0.98f) {
|
|
// float dot_from_sobjp;
|
|
vector v2e;
|
|
|
|
vm_vec_normalized_dir(&v2e, &objp->pos, &sobjp->pos);
|
|
// dot_from_sobjp = vm_vec_dot(&sobjp->orient.fvec, &v2e);
|
|
// if (dot_from_sobjp >= dot_threshhold)
|
|
if (tts < dtime) {
|
|
if (tts < best_tts) {
|
|
best_tts = tts;
|
|
best_objp = objp;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
*atime = best_tts;
|
|
|
|
if (best_objp != NULL)
|
|
return best_objp-Objects;
|
|
else
|
|
return -1;
|
|
}
|
|
*/
|
|
|
|
// --------------------------------------------------------------------------
|
|
void ai_set_positions(object *pl_objp, object *en_objp, ai_info *aip, vector *player_pos, vector *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 + Skill_level_delay[Game_skill_level];
|
|
aip->last_predicted_enemy_pos = *enemy_pos;
|
|
}
|
|
|
|
|
|
}
|
|
|
|
// --------------------------------------------------------------------------
|
|
int find_nearest_waypoint(object *objp)
|
|
{
|
|
int i;
|
|
float dist, min_dist, dot;
|
|
int min_ind;
|
|
ship *shipp;
|
|
int wp_listnum;
|
|
waypoint_list *wpl;
|
|
|
|
shipp = &Ships[objp->instance];
|
|
wp_listnum = Ai_info[Ships[objp->instance].ai_index].wp_list;
|
|
Assert(wp_listnum > 0);
|
|
wpl = &Waypoint_lists[wp_listnum];
|
|
|
|
min_dist = 999999.0f;
|
|
min_ind = -1;
|
|
|
|
for (i=0; i<wpl->count; i++) {
|
|
dist = vm_vec_dist_quick(&objp->pos, &wpl->waypoints[i]);
|
|
dot = vm_vec_dot_to_point(&objp->orient.vec.fvec, &objp->pos, &wpl->waypoints[i]);
|
|
dist = (float) (dist * (1.25 - dot));
|
|
if (dist < min_dist) {
|
|
min_dist = dist;
|
|
min_ind = i;
|
|
}
|
|
}
|
|
|
|
Assert(min_ind != -1);
|
|
|
|
return min_ind;
|
|
}
|
|
|
|
// Given an ai_info struct, by reading current goal and path information,
|
|
// extract base path information and return in pmp and pmpv.
|
|
// Return true if found, else return false.
|
|
// false means the current point is not on the original path.
|
|
int get_base_path_info(int path_cur, int goal_objnum, model_path **pmp, mp_vert **pmpv)
|
|
{
|
|
pnode *pn = &Path_points[path_cur];
|
|
ship *shipp = &Ships[Objects[goal_objnum].instance];
|
|
// ship_info *sip = &Ship_info[shipp->ship_info_index];
|
|
polymodel *pm = model_get(shipp->modelnum);
|
|
static int debug_last_index = -1;
|
|
*pmpv = NULL;
|
|
*pmp = NULL;
|
|
|
|
if (pn->path_num != -1) {
|
|
*pmp = &pm->paths[pn->path_num];
|
|
if (pn->path_index != -1)
|
|
*pmpv = &(*pmp)->verts[pn->path_index];
|
|
else
|
|
return 0;
|
|
} else
|
|
return 0;
|
|
|
|
/* if (debug_last_index != *pmpv-(*pmp)->verts) {
|
|
debug_last_index = *pmpv-(*pmp)->verts;
|
|
nprintf(("AI", "Point %i has %i turrets: ", *pmpv-(*pmp)->verts, (*pmpv)->nturrets));
|
|
for (int i=0; i<(*pmpv)->nturrets; i++) {
|
|
nprintf(("AI", "%i ", (*pmpv)->turret_ids[i]));
|
|
}
|
|
nprintf(("AI", "\n"));
|
|
}
|
|
*/
|
|
return 1;
|
|
}
|
|
|
|
// Modify, in place, the points in a global model path.
|
|
// Only modify those points that are defined in the model path. Don't modify the
|
|
// leadin points, such as those that are necessary to get the model on the path.
|
|
void modify_model_path_points(object *objp)
|
|
{
|
|
ai_info *aip = &Ai_info[Ships[objp->instance].ai_index];
|
|
object *mobjp = &Objects[aip->path_objnum];
|
|
// ship_info *osip = &Ship_info[Ships[mobjp->instance].ship_info_index];
|
|
polymodel *pm = model_get(Ships[mobjp->instance].modelnum);
|
|
pnode *pnp;
|
|
int path_num, dir;
|
|
|
|
Assert((aip->path_start >= 0) && (aip->path_start < MAX_PATH_POINTS));
|
|
|
|
pnp = &Path_points[aip->path_start];
|
|
while ((pnp->path_index == -1) && (pnp-Path_points - aip->path_start < aip->path_length))
|
|
pnp++;
|
|
|
|
path_num = pnp->path_num;
|
|
Assert((path_num >= 0) && (path_num < pm->n_paths));
|
|
|
|
Assert(pnp->path_index != -1); // If this is -1, that means we never found the model path points
|
|
|
|
dir = 1;
|
|
if ( aip->ai_flags & AIF_USE_EXIT_PATH ) {
|
|
dir = -1;
|
|
}
|
|
|
|
copy_xlate_model_path_points(mobjp, &pm->paths[path_num], dir, pm->paths[path_num].nverts, path_num, pnp);
|
|
}
|
|
|
|
// Return an indication of the distance between two matrices.
|
|
// This is the sum of the distances of their dot products from 1.0f.
|
|
float ai_matrix_dist(matrix *mat1, matrix *mat2)
|
|
{
|
|
float t;
|
|
|
|
t = 1.0f - vm_vec_dot(&mat1->vec.fvec, &mat2->vec.fvec);
|
|
t += 1.0f - vm_vec_dot(&mat1->vec.uvec, &mat2->vec.uvec);
|
|
t += 1.0f - vm_vec_dot(&mat1->vec.rvec, &mat2->vec.rvec);
|
|
|
|
return t;
|
|
}
|
|
|
|
|
|
// Paths are created in absolute space, so a moving object needs to have model paths within it recreated.
|
|
// This uses the hash functions which means the slightest movement will cause a recreate, though the timestamp
|
|
// prevents this from happening too often.
|
|
// force_recreate_flag TRUE means to recreate regardless of timestamp.
|
|
// Returns TRUE if path recreated.
|
|
float maybe_recreate_path(object *objp, ai_info *aip, int force_recreate_flag, int override_hash = 0)
|
|
{
|
|
int hashval;
|
|
|
|
Assert(&Ai_info[Ships[objp->instance].ai_index] == aip);
|
|
|
|
if ((aip->mode == AIM_BAY_EMERGE) || (aip->mode == AIM_BAY_DEPART))
|
|
if ((OBJ_INDEX(objp) % 4) == (Framecount % 4))
|
|
force_recreate_flag = 1;
|
|
|
|
// If no path, that means we don't need one.
|
|
if (aip->path_start == -1)
|
|
return 0.0f;
|
|
|
|
// AL 11-12-97: If AIF_USE_STATIC_PATH is set, don't try to recreate. This is needed when ships
|
|
// emerge from fighter bays. We don't need to recreate the path.. and in case the
|
|
// parent ship dies, we still want to be able to continue on the path
|
|
if ( aip->ai_flags & AIF_USE_STATIC_PATH )
|
|
return 0.0f;
|
|
|
|
if (force_recreate_flag || timestamp_elapsed(aip->path_next_create_time)) {
|
|
object *path_objp;
|
|
|
|
path_objp = &Objects[aip->path_objnum];
|
|
hashval = create_object_hash(path_objp);
|
|
|
|
if (override_hash || (hashval != aip->path_goal_obj_hash)) {
|
|
float dist;
|
|
|
|
dist = vm_vec_dist_quick(&path_objp->pos, &aip->path_create_pos);
|
|
dist += ai_matrix_dist(&path_objp->orient, &aip->path_create_orient) * 25.0f;
|
|
|
|
if (force_recreate_flag || (dist > 2.0f)) {
|
|
aip->path_next_create_time = timestamp(1000); // Update again in as little as 1000 milliseconds, ie 1 second.
|
|
aip->path_goal_obj_hash = hashval;
|
|
modify_model_path_points(objp);
|
|
|
|
aip->path_create_pos = path_objp->pos;
|
|
aip->path_create_orient = path_objp->orient;
|
|
|
|
return dist;
|
|
}
|
|
}
|
|
}
|
|
|
|
return 0.0f;
|
|
}
|
|
|
|
// Set acceleration for ai_dock().
|
|
void set_accel_for_docking(object *objp, ai_info *aip, float dot, float dot_to_next, float dist_to_next, float dist_to_goal, ship_info *sip)
|
|
{
|
|
float prev_dot_to_goal = aip->prev_dot_to_goal;
|
|
|
|
aip->prev_dot_to_goal = dot;
|
|
|
|
if (objp->phys_info.speed < 0.0f) {
|
|
accelerate_ship(aip, 1.0f/32.0f);
|
|
} else if ((prev_dot_to_goal-dot) > 0.01) {
|
|
if (prev_dot_to_goal > dot + 0.05f) {
|
|
accelerate_ship(aip, 0.0f);
|
|
} else {
|
|
change_acceleration(aip, -1.0f); // -1.0f means subtract off flFrametime from acceleration value in 0.0..1.0
|
|
}
|
|
} else {
|
|
if ((aip->mode == AIM_DOCK) && (dist_to_next < 150.0f) && (aip->path_start + aip->path_length - 2 == aip->path_cur)) {
|
|
set_accel_for_target_speed(objp, sip->max_speed * max(dist_to_next/500.0f, 1.0f));
|
|
//mprintf(("dist = %7.3f, speed = %7.3f\n", dist_to_next, objp->phys_info.speed));
|
|
} else if ((dot_to_next >= dot * .9) || (dist_to_next > 100.0f)) {
|
|
if (dist_to_goal > 200.0f)
|
|
set_accel_for_target_speed(objp, sip->max_speed * (dot + 1.0f) / 2.0f);
|
|
else {
|
|
float xdot;
|
|
|
|
xdot = (dot_to_next + dot)/2.0f;
|
|
if (xdot < 0.0f)
|
|
xdot = 0.0f;
|
|
|
|
// AL: if following a path not in dock mode, move full speed
|
|
if (( aip->mode != AIM_DOCK ) && (dot > 0.9f)) {
|
|
set_accel_for_target_speed(objp, sip->max_speed*dot*dot*dot);
|
|
} else {
|
|
if ((aip->path_cur - aip->path_start < aip->path_length-2) && (dist_to_goal < 2*objp->radius)) {
|
|
//nprintf(("AI", "Target speed = %7.3f\n", dist_to_goal/8.0f));
|
|
set_accel_for_target_speed(objp, dist_to_goal/8.0f + 2.0f);
|
|
} else {
|
|
set_accel_for_target_speed(objp, sip->max_speed * (2*xdot + 0.25f)/4.0f);
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
float xdot;
|
|
|
|
xdot = max(dot_to_next, 0.1f);
|
|
if ( aip->mode != AIM_DOCK ) {
|
|
set_accel_for_target_speed(objp, sip->max_speed);
|
|
} else {
|
|
float speed;
|
|
if ((aip->path_cur - aip->path_start < aip->path_length-2) && (dist_to_goal < 2*objp->radius)) {
|
|
speed = dist_to_goal/8.0f + 2.0f;
|
|
} else if (dist_to_goal < 4*objp->radius + 50.0f) {
|
|
speed = dist_to_goal/4.0f + 4.0f;
|
|
} else {
|
|
speed = sip->max_speed * (3*xdot + 1.0f)/4.0f;
|
|
}
|
|
if (aip->mode == AIM_DOCK) {
|
|
speed = speed * 2.0f + 1.0f;
|
|
if (aip->goal_objnum != -1) {
|
|
speed += Objects[aip->goal_objnum].phys_info.speed;
|
|
}
|
|
}
|
|
|
|
set_accel_for_target_speed(objp, speed);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// --------------------------------------------------------------------------
|
|
// Follow a path associated with a large object, such as a capital ship.
|
|
// The points defined on the path are in the object's reference frame.
|
|
// The object of interest is goal_objnum.
|
|
// The paths are defined in the model. The path of interest is wp_list.
|
|
// The next goal point in the path is wp_index.
|
|
// wp_flags contain special information specific to the path.
|
|
|
|
// The path vertices are defined by model_path structs:
|
|
// typedef struct model_path {
|
|
// char name[MAX_NAME_LEN]; // name of the subsystem. Probably displayed on HUD
|
|
// int nverts;
|
|
// vector *verts;
|
|
// } model_path;
|
|
|
|
// The polymodel struct for the object contains the following:
|
|
// int n_paths;
|
|
// model_path *paths;
|
|
|
|
// Returns distance to goal point.
|
|
float ai_path()
|
|
{
|
|
polymodel *pm;
|
|
int num_paths, num_points;
|
|
float dot, dist_to_goal, dist_to_next, speed, dot_to_next;
|
|
ship *shipp = &Ships[Pl_objp->instance];
|
|
ship_info *sip = &Ship_info[shipp->ship_info_index];
|
|
ai_info *aip;
|
|
vector nvel_vec;
|
|
float mag, prev_dot_to_goal;
|
|
vector temp_vec, *slop_vec;
|
|
object *gobjp;
|
|
ship *gshipp;
|
|
vector *cvp, *nvp, next_vec, gcvp, gnvp; // current and next vertices in global coordinates.
|
|
|
|
aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
|
|
|
|
Assert(aip->goal_objnum != -1);
|
|
Assert(Objects[aip->goal_objnum].type == OBJ_SHIP);
|
|
|
|
gobjp = &Objects[aip->goal_objnum];
|
|
gshipp = &Ships[gobjp->instance];
|
|
|
|
pm = model_get( gshipp->modelnum );
|
|
num_paths = pm->n_paths;
|
|
Assert(num_paths > 0);
|
|
|
|
if (aip->path_start == -1) {
|
|
Assert(aip->goal_objnum >= 0 && aip->goal_objnum < MAX_OBJECTS);
|
|
int path_num;
|
|
Assert(aip->active_goal >= 0);
|
|
ai_goal *aigp = &aip->goals[aip->active_goal];
|
|
Assert(aigp->flags & AIGF_DOCK_INDEXES_VALID);
|
|
|
|
path_num = ai_return_path_num_from_dockbay(&Objects[aip->goal_objnum], aigp->dockee.index);
|
|
ai_find_path(Pl_objp, aip->goal_objnum, path_num, 0);
|
|
}
|
|
|
|
// nprintf(("AI", "Frame: %i, Path index = %i/%i\n", AI_FrameCount, aip->path_cur-aip->path_start, aip->path_length));
|
|
|
|
maybe_recreate_path(Pl_objp, aip, 0);
|
|
|
|
num_points = aip->path_length;
|
|
|
|
// Set cvp and nvp as pointers to current and next vertices of interest on path.
|
|
cvp = &Path_points[aip->path_cur].pos;
|
|
if ((aip->path_cur + aip->path_dir - aip->path_start < num_points) || (aip->path_cur + aip->path_dir < aip->path_start))
|
|
nvp = &Path_points[aip->path_cur + aip->path_dir].pos;
|
|
else {
|
|
// If this is 0, then path length must be 1 which means we have no direction!
|
|
Assert((aip->path_cur - aip->path_dir >= aip->path_start) && (aip->path_cur - aip->path_dir - aip->path_start < num_points));
|
|
// Cleanup for above Assert() which we hit too near release. -- MK, 5/24/98.
|
|
if (aip->path_cur - aip->path_dir - aip->path_start >= num_points) {
|
|
if (aip->path_dir == 1)
|
|
aip->path_cur = aip->path_start;
|
|
else
|
|
aip->path_cur = aip->path_start + num_points - 1;
|
|
}
|
|
|
|
vector delvec;
|
|
vm_vec_sub(&delvec, cvp, &Path_points[aip->path_cur - aip->path_dir].pos);
|
|
vm_vec_normalize(&delvec);
|
|
vm_vec_scale_add(&next_vec, cvp, &delvec, 10.0f);
|
|
nvp = &next_vec;
|
|
}
|
|
|
|
// Interrupt if can't get to current goal point. Debug only.
|
|
/* if (pp_collide(&Pl_objp->pos, cvp, gobjp, Pl_objp->radius)) {
|
|
Int3();
|
|
}
|
|
*/
|
|
// See if can reach next point (as opposed to current point)
|
|
// However, don't do this if docking and next point is last point.
|
|
// That is, we don't want to pursue the last point under control of the
|
|
// path code. In docking, this is a special hack.
|
|
if ((aip->mode != AIM_DOCK) || ((aip->path_cur-aip->path_start) < num_points - 2)) {
|
|
if ((aip->path_cur + aip->path_dir > aip->path_start) && (aip->path_cur + aip->path_dir < aip->path_start + num_points-2)) {
|
|
if ( timestamp_elapsed(aip->path_next_check_time)) {
|
|
aip->path_next_check_time = timestamp( 3000 );
|
|
if (!pp_collide(&Pl_objp->pos, nvp, gobjp, 1.1f * Pl_objp->radius)) {
|
|
cvp = nvp;
|
|
aip->path_cur += aip->path_dir;
|
|
nvp = &Path_points[aip->path_cur].pos;
|
|
//nprintf(("AI", "Reach: Advancing from point %i to %i of %i points.\n", aip->path_cur-aip->path_dir, aip->path_cur, num_points));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
gcvp = *cvp;
|
|
gnvp = *nvp;
|
|
|
|
speed = Pl_objp->phys_info.speed;
|
|
|
|
dist_to_goal = vm_vec_dist_quick(&Pl_objp->pos, &gcvp);
|
|
dist_to_next = vm_vec_dist_quick(&Pl_objp->pos, &gnvp);
|
|
// Can't use fvec, need to use velocity vector because we aren't necessarily
|
|
// moving in the direction we're facing.
|
|
|
|
// if (IS_VEC_NULL(&Pl_objp->phys_info.vel)) {
|
|
if ( vm_vec_mag_quick(&Pl_objp->phys_info.vel) < AICODE_SMALL_MAGNITUDE ) {
|
|
mag = 0.0f;
|
|
vm_vec_zero(&nvel_vec);
|
|
} else
|
|
mag = vm_vec_copy_normalize(&nvel_vec, &Pl_objp->phys_info.vel);
|
|
|
|
// If moving not-very-slowly and sliding, then try to slide at goal, rather than
|
|
// point at goal.
|
|
slop_vec = NULL;
|
|
if (mag < 1.0f)
|
|
nvel_vec = Pl_objp->orient.vec.fvec;
|
|
else if (mag > 5.0f) {
|
|
float nv_dot;
|
|
nv_dot = vm_vec_dot(&Pl_objp->orient.vec.fvec, &nvel_vec);
|
|
if ((nv_dot > 0.5f) && (nv_dot < 0.97f)) {
|
|
slop_vec = &temp_vec;
|
|
vm_vec_sub(slop_vec, &nvel_vec, &Pl_objp->orient.vec.fvec);
|
|
}
|
|
}
|
|
|
|
if (dist_to_goal > 0.1f)
|
|
ai_turn_towards_vector(&gcvp, Pl_objp, flFrametime, sip->srotation_time, slop_vec, NULL, 0.0f, 0);
|
|
|
|
// Code to control speed is MUCH less forgiving in path following than in waypoint
|
|
// following. Must be very close to path or might hit objects.
|
|
prev_dot_to_goal = aip->prev_dot_to_goal;
|
|
dot = vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, &gcvp);
|
|
dot_to_next = vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, &gnvp);
|
|
|
|
set_accel_for_docking(Pl_objp, aip, dot, dot_to_next, dist_to_next, dist_to_goal, sip);
|
|
aip->prev_dot_to_goal = dot;
|
|
|
|
//mprintf(("Goal index = %i, dist = %7.3f, dot = %7.3f\n", wp_index, dist_to_goal, dot));
|
|
|
|
// If moving at a non-tiny velocity, detect attaining path point by its being close to
|
|
// line between previous and current object location.
|
|
if ((dist_to_goal < MIN_DIST_TO_WAYPOINT_GOAL) || (vm_vec_dist_quick(&Pl_objp->last_pos, &Pl_objp->pos) > 0.1f)) {
|
|
vector nearest_point;
|
|
float r, min_dist_to_goal;
|
|
|
|
r = find_nearest_point_on_line(&nearest_point, &Pl_objp->last_pos, &Pl_objp->pos, &gcvp);
|
|
|
|
// Set min_dist_to_goal = how close must be to waypoint to pick next one.
|
|
// If docking and this is the second last waypoint, must be very close.
|
|
if ((aip->mode == AIM_DOCK) && (aip->path_cur >= aip->path_length-2))
|
|
min_dist_to_goal = MIN_DIST_TO_WAYPOINT_GOAL;
|
|
else
|
|
min_dist_to_goal = MIN_DIST_TO_WAYPOINT_GOAL + Pl_objp->radius;
|
|
|
|
if ( (vm_vec_dist_quick(&Pl_objp->pos, &gcvp) < min_dist_to_goal) ||
|
|
((r >= 0.0f) && (r <= 1.0f)) && (vm_vec_dist_quick(&nearest_point, &gcvp) < (MIN_DIST_TO_WAYPOINT_GOAL + Pl_objp->radius))) {
|
|
aip->path_cur += aip->path_dir;
|
|
//nprintf(("AI", " Near: Advancing from point %i to %i of %i points.\n", aip->path_cur-aip->path_dir, aip->path_cur, num_points));
|
|
if (((aip->path_cur - aip->path_start) > (num_points+1)) || (aip->path_cur < aip->path_start)) {
|
|
Assert(aip->mode != AIM_DOCK); // If docking, should never get this far, getting to last point handled outside ai_path()
|
|
aip->path_dir = -aip->path_dir;
|
|
// aip->path_cur += aip->path_dir;
|
|
}
|
|
}
|
|
}
|
|
|
|
return dist_to_goal;
|
|
}
|
|
|
|
void update_min_max(float val, float *min, float *max)
|
|
{
|
|
if (val < *min)
|
|
*min = val;
|
|
else if (val > *max)
|
|
*max = val;
|
|
}
|
|
|
|
// Stuff bounding box of all enemy objects within "range" units of object *my_objp.
|
|
// Stuff ni min_vec and max_vec.
|
|
// Return value: Number of enemy objects in bounding box.
|
|
int get_enemy_team_range(object *my_objp, float range, int enemy_team_mask, vector *min_vec, vector *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 (Ships[objp->instance].team & enemy_team_mask) {
|
|
if (Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER | SIF_CRUISER | SIF_CAPITAL | SIF_SUPERCAP | SIF_DRYDOCK | SIF_CORVETTE | SIF_AWACS | SIF_GAS_MINER))
|
|
if (vm_vec_dist_quick(&my_objp->pos, &objp->pos) < range) {
|
|
if (count == 0) {
|
|
*min_vec = objp->pos;
|
|
*max_vec = objp->pos;
|
|
count++;
|
|
} else {
|
|
update_min_max(objp->pos.xyz.x, &min_vec->xyz.x, &max_vec->xyz.x);
|
|
update_min_max(objp->pos.xyz.y, &min_vec->xyz.y, &max_vec->xyz.y);
|
|
update_min_max(objp->pos.xyz.z, &min_vec->xyz.z, &max_vec->xyz.z);
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
return count;
|
|
}
|
|
|
|
// Pick a relatively safe spot for objp to fly to.
|
|
// Problem:
|
|
// Finds a spot away from any enemy within a bounding box.
|
|
// Doesn't verify that "safe spot" is not near some other enemy.
|
|
void ai_safety_pick_spot(object *objp)
|
|
{
|
|
int objnum;
|
|
int enemy_team_mask;
|
|
vector min_vec, max_vec;
|
|
vector vec_to_center, center;
|
|
vector goal_pos;
|
|
|
|
objnum = OBJ_INDEX(objp);
|
|
|
|
enemy_team_mask = get_enemy_team_mask(objnum);
|
|
|
|
if (get_enemy_team_range(objp, 1000.0f, enemy_team_mask, &min_vec, &max_vec)) {
|
|
vm_vec_avg(¢er, &min_vec, &max_vec);
|
|
vm_vec_normalized_dir(&vec_to_center, ¢er, &objp->pos);
|
|
|
|
vm_vec_scale_add(&goal_pos, ¢er, &vec_to_center, 2000.0f);
|
|
} else
|
|
vm_vec_scale_add(&goal_pos, &objp->pos, &objp->orient.vec.fvec, 100.0f);
|
|
|
|
Ai_info[Ships[objp->instance].ai_index].goal_point = goal_pos;
|
|
}
|
|
|
|
// Fly to desired safe point.
|
|
// Returns distance to that point.
|
|
float ai_safety_goto_spot(object *objp)
|
|
{
|
|
float dot, dist;
|
|
ai_info *aip;
|
|
vector vec_to_goal;
|
|
ship_info *sip;
|
|
float dot_val;
|
|
|
|
sip = &Ship_info[Ships[objp->instance].ship_info_index];
|
|
|
|
aip = &Ai_info[Ships[objp->instance].ai_index];
|
|
dist = vm_vec_normalized_dir(&vec_to_goal, &aip->goal_point, &objp->pos);
|
|
dot = vm_vec_dot(&vec_to_goal, &objp->orient.vec.fvec);
|
|
|
|
dot_val = (1.1f + dot) / 2.0f;
|
|
if (dist > 200.0f) {
|
|
set_accel_for_target_speed(objp, sip->max_speed * dot_val);
|
|
} else
|
|
set_accel_for_target_speed(objp, sip->max_speed * dot_val * (dist/200.0f + 0.2f));
|
|
|
|
return dist;
|
|
}
|
|
|
|
void ai_safety_circle_spot(object *objp)
|
|
{
|
|
vector goal_point;
|
|
ship_info *sip;
|
|
float dot;
|
|
|
|
sip = &Ship_info[Ships[objp->instance].ship_info_index];
|
|
|
|
goal_point = Ai_info[Ships[objp->instance].ai_index].goal_point;
|
|
dot = turn_towards_tangent(objp, &goal_point, 250.0f); // Increased from 50 to 250 to make circling not look so wacky.
|
|
|
|
set_accel_for_target_speed(objp, 0.5f * (1.0f + dot) * sip->max_speed/4.0f);
|
|
|
|
// float dist = vm_vec_dist_quick(&goal_point, &Pl_objp->pos);
|
|
// nprintf(("AI", "Ship %s circling %7.3f %7.3f %7.3f. Distance = %7.3f\n", Ships[Pl_objp->instance].ship_name, goal_point.x, goal_point.y, goal_point.z, dist));
|
|
|
|
}
|
|
|
|
// --------------------------------------------------------------------------
|
|
void ai_safety()
|
|
{
|
|
ai_info *aip;
|
|
|
|
aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
|
|
|
|
switch (aip->submode) {
|
|
case AISS_1:
|
|
ai_safety_pick_spot(Pl_objp);
|
|
aip->submode = AISS_2;
|
|
aip->submode_start_time = Missiontime;
|
|
break;
|
|
case AISS_1a: // Pick a safe point because we just got whacked!
|
|
Int3();
|
|
break;
|
|
case AISS_2:
|
|
if (ai_safety_goto_spot(Pl_objp) < 25.0f) {
|
|
aip->submode = AISS_3;
|
|
aip->submode_start_time = Missiontime;
|
|
}
|
|
break;
|
|
case AISS_3:
|
|
ai_safety_circle_spot(Pl_objp);
|
|
break;
|
|
default:
|
|
Int3(); // Illegal submode for ai_safety();
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
// --------------------------------------------------------------------------
|
|
// make Pl_objp fly tword a ship
|
|
// Goal created by Kazan
|
|
// code adapted from waypoints
|
|
void ai_fly_to_ship()
|
|
{
|
|
|
|
vector *target_pos;
|
|
float dot, dist_to_goal, speed;
|
|
ship *shipp = &Ships[Pl_objp->instance];
|
|
ship_info *sip = &Ship_info[shipp->ship_info_index];
|
|
ai_info *aip;
|
|
vector nvel_vec;
|
|
float mag;
|
|
float prev_dot_to_goal;
|
|
vector temp_vec;
|
|
vector *slop_vec;
|
|
int target_object=-1;
|
|
|
|
aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
|
|
|
|
int i,j ;
|
|
for (i = 0; i < MAX_AI_GOALS && target_object == -1; i++)
|
|
{
|
|
if (aip->goals[i].ai_mode == AIM_FLY_TO_SHIP || aip->goals[i].ai_mode == AI_GOAL_FLY_TO_SHIP)
|
|
{
|
|
for (j = 0; j < MAX_SHIPS; j++)
|
|
{
|
|
if (Ships[j].objnum != -1 && !stricmp(aip->goals[i].ship_name, Ships[j].ship_name))
|
|
{
|
|
target_object = Ships[j].objnum;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
target_pos = &Objects[target_object].pos;
|
|
speed = Pl_objp->phys_info.speed;
|
|
|
|
dist_to_goal = vm_vec_dist_quick(&Pl_objp->pos, target_pos);
|
|
|
|
// Can't use fvec, need to use velocity vector because we aren't necessarily
|
|
// moving in the direction we're facing.
|
|
// AL 23-3-98: Account for very small velocities by checking result of vm_vec_mag().
|
|
// If we don't vm_vec_copy_normalize() will think it is normalizing a null vector.
|
|
// if (IS_VEC_NULL(&Pl_objp->phys_info.vel)) {
|
|
if ( vm_vec_mag_quick(&Pl_objp->phys_info.vel) < AICODE_SMALL_MAGNITUDE ) {
|
|
mag = 0.0f;
|
|
vm_vec_zero(&nvel_vec);
|
|
} else {
|
|
mag = vm_vec_copy_normalize(&nvel_vec, &Pl_objp->phys_info.vel);
|
|
}
|
|
|
|
// If moving not-very-slowly and sliding, then try to slide at goal, rather than
|
|
// point at goal.
|
|
slop_vec = NULL;
|
|
if (mag < 1.0f) {
|
|
nvel_vec = Pl_objp->orient.vec.fvec;
|
|
} else if (mag > 5.0f) {
|
|
float nv_dot;
|
|
nv_dot = vm_vec_dot(&Pl_objp->orient.vec.fvec, &nvel_vec);
|
|
if ((nv_dot > 0.5f) && (nv_dot < 0.97f)) {
|
|
slop_vec = &temp_vec;
|
|
vm_vec_sub(slop_vec, &nvel_vec, &Pl_objp->orient.vec.fvec);
|
|
}
|
|
}
|
|
|
|
// If a wing leader, take turns more slowly, based on size of wing.
|
|
int scale;
|
|
|
|
if (Ai_info[Ships[Pl_objp->instance].ai_index].wing >= 0) {
|
|
scale = Wings[Ai_info[Ships[Pl_objp->instance].ai_index].wing].current_count;
|
|
scale = (int) ((scale+1)/2);
|
|
} else {
|
|
scale = 1;
|
|
}
|
|
|
|
|
|
|
|
// ----------------------------------------------
|
|
// if in autopilot mode make sure to not collide
|
|
// and "keep reasonable distance" if a capship
|
|
// ----------------------------------------------
|
|
|
|
if (AutoPilotEngaged && sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) // capital ship and AutoPilotEngaged
|
|
{
|
|
|
|
int collide_objnum = pp_collide_any(&Objects[shipp->objnum].pos, target_pos, // current point, destination point
|
|
model_get_core_radius( sip->modelnum ) * 1.5f, // radius w/ buffer
|
|
Pl_objp, NULL, 0);
|
|
// fly parrel to collider - so figure out vector between collider and radius
|
|
if (collide_objnum != -1)
|
|
{
|
|
/*
|
|
vector col_vec, col_direct;
|
|
vm_vec_copy_normalize(&col_vec, &Objects[collide_objnum].phys_info.vel);
|
|
vm_vec_sub(&col_direct, &col_vec, &Objects[collide_objnum].orient.vec.fvec);
|
|
*/
|
|
|
|
|
|
vector tmp, proj_pos;
|
|
|
|
//vm_vec_scale
|
|
memcpy(&tmp, &Objects[Player_ship->objnum].phys_info.vel, sizeof(vector));
|
|
vm_vec_scale(&tmp, 1000); // let's target the players's position 1000 seconds from now
|
|
// this makes tmp a displacement
|
|
vm_vec_add(&proj_pos, &tmp, &Pl_objp->pos); // add the displacement to the current position
|
|
|
|
|
|
ai_turn_towards_vector(&proj_pos, Pl_objp, flFrametime, sip->srotation_time*3.0f*scale, slop_vec, NULL, 0.0f, 0);
|
|
|
|
}
|
|
else
|
|
{
|
|
if (dist_to_goal > 0.1f) {
|
|
ai_turn_towards_vector(target_pos, Pl_objp, flFrametime, sip->srotation_time*3.0f*scale, slop_vec, NULL, 0.0f, 0);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (dist_to_goal > 0.1f) {
|
|
ai_turn_towards_vector(target_pos, Pl_objp, flFrametime, sip->srotation_time*3.0f*scale, slop_vec, NULL, 0.0f, 0);
|
|
}
|
|
}
|
|
|
|
// ----------------------------------------------
|
|
|
|
prev_dot_to_goal = aip->prev_dot_to_goal;
|
|
dot = vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, target_pos);
|
|
aip->prev_dot_to_goal = dot;
|
|
|
|
// nprintf(("AI", "Wp #%i, dot = %6.3f, next dot = %6.3f, dist = %7.2f\n", wp_index, dot, dot_to_next, dist_to_goal));
|
|
|
|
if (Pl_objp->phys_info.speed < 0.0f) {
|
|
accelerate_ship(aip, 1.0f/32);
|
|
} else if (prev_dot_to_goal > dot+0.01f) {
|
|
// We are further from pointing at our goal this frame than last frame, so slow down.
|
|
set_accel_for_target_speed(Pl_objp, Pl_objp->phys_info.speed * 0.95f);
|
|
} else if (dist_to_goal < 100.0f) {
|
|
float slew_dot = vm_vec_dot(&Pl_objp->orient.vec.fvec, &nvel_vec);
|
|
if (fl_abs(slew_dot) < 0.9f) {
|
|
accelerate_ship(aip, 0.0f);
|
|
} else if (dot < 0.88f + 0.1f*(100.0f - dist_to_goal)/100.0f) {
|
|
accelerate_ship(aip, 0.0f);
|
|
} else {
|
|
accelerate_ship(aip, 0.5f * dot * dot);
|
|
}
|
|
} else {
|
|
float dot1;
|
|
if (dist_to_goal < 250.0f) {
|
|
dot1 = dot*dot*dot; // Very important to be pointing towards goal when nearby. Note, cubing preserves sign.
|
|
} else {
|
|
if (dot > 0.0f) {
|
|
dot1 = dot*dot;
|
|
} else {
|
|
dot1 = dot;
|
|
}
|
|
}
|
|
|
|
if (dist_to_goal > 100.0f + Pl_objp->radius * 2) {
|
|
if (dot < 0.2f) {
|
|
dot1 = 0.2f;
|
|
}
|
|
}
|
|
|
|
if (sip->flags & SIF_SMALL_SHIP) {
|
|
set_accel_for_target_speed(Pl_objp, dot1 * dist_to_goal/5.0f);
|
|
} else {
|
|
set_accel_for_target_speed(Pl_objp, dot1 * dist_to_goal/10.0f);
|
|
}
|
|
}
|
|
|
|
// Make sure not travelling too fast for someone to keep up.
|
|
float max_allowed_speed = 9999.9f;
|
|
|
|
if (shipp->wingnum != -1) {
|
|
max_allowed_speed = 0.9f * get_wing_lowest_max_speed(Pl_objp);
|
|
}
|
|
|
|
// check if waypoint speed cap is set and adjust max speed
|
|
if (aip->waypoint_speed_cap > 0) {
|
|
max_allowed_speed = (float) aip->waypoint_speed_cap;
|
|
}
|
|
|
|
if (aip->prev_accel * shipp->current_max_speed > max_allowed_speed) {
|
|
accelerate_ship(aip, max_allowed_speed / shipp->current_max_speed);
|
|
}
|
|
|
|
if (vm_vec_dist_quick(&Pl_objp->last_pos, &Pl_objp->pos) > 0.1f) {
|
|
vector nearest_point;
|
|
float r;
|
|
|
|
r = find_nearest_point_on_line(&nearest_point, &Pl_objp->last_pos, &Pl_objp->pos, target_pos);
|
|
|
|
if ( (vm_vec_dist_quick(&Pl_objp->pos, target_pos) < (MIN_DIST_TO_WAYPOINT_GOAL + fl_sqrt(Pl_objp->radius) + vm_vec_dist_quick(&Pl_objp->pos, &Pl_objp->last_pos))) ||
|
|
((r >= 0.0f) && (r <= 1.0f)) && (vm_vec_dist_quick(&nearest_point, target_pos) < (MIN_DIST_TO_WAYPOINT_GOAL + fl_sqrt(Pl_objp->radius)))) {
|
|
|
|
|
|
int treat_as_ship;
|
|
|
|
// when not repeating waypoints -- mark the goal as done and put and entry into the mission log
|
|
// we must be careful when dealing with wings. A ship in a wing might be completing
|
|
// a waypoint for for the entire wing, or it might be completing a goal for itself. If
|
|
// for itself and in a wing, treat the completion as we would a ship
|
|
treat_as_ship = 1;
|
|
if ( Ships[Pl_objp->instance].wingnum != -1 ) {
|
|
int type;
|
|
|
|
// I don't think that you can fly waypoints as dynamic goals!!!
|
|
// -- This is legal, just stupid. -- Assert( (aip->active_goal != AI_GOAL_NONE) && (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC) );
|
|
|
|
// Clean up from above Assert, just in case we ship without fixing it. (Encountered by JimB on 2/9/98)
|
|
if ( (aip->active_goal == AI_GOAL_NONE) || (aip->active_goal == AI_ACTIVE_GOAL_DYNAMIC) ) {
|
|
aip->mode = AIM_NONE;
|
|
Int3(); // Look at the ship, find out of it's supposed to be flying waypoints. -- MK.
|
|
}
|
|
|
|
type = aip->goals[aip->active_goal].type;
|
|
if ( (type == AIG_TYPE_EVENT_WING) || (type == AIG_TYPE_PLAYER_WING) ) {
|
|
treat_as_ship = 0;
|
|
} else {
|
|
treat_as_ship = 1;
|
|
}
|
|
}
|
|
|
|
// if the ship is not in a wing, remove the goal and continue on
|
|
if ( treat_as_ship ) {
|
|
ai_mission_goal_complete( aip ); // this call should reset the AI mode
|
|
//mission_log_add_entry(LOG_WAYPOINTS_DONE, Ships[Pl_objp->instance].ship_name, wpl->name, -1 );
|
|
} else {
|
|
// this ship is in a wing. We must mark the goal as being completed for all ships
|
|
// in the wing. We will also mark an entry in the log that the wing completed the goal
|
|
// not the individual ship.
|
|
ai_mission_wing_goal_complete( Ships[Pl_objp->instance].wingnum, &(aip->goals[aip->active_goal]) );
|
|
//mission_log_add_entry( LOG_WAYPOINTS_DONE, Wings[Ships[Pl_objp->instance].wingnum].name, wpl->name, -1 );
|
|
}
|
|
//wp_index = wpl->count-1;
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
// --------------------------------------------------------------------------
|
|
// make Pl_objp fly waypoints.
|
|
void ai_waypoints()
|
|
{
|
|
int wp_index;
|
|
vector *wp_cur, *wp_next;
|
|
float dot, dist_to_goal, dist_to_next, speed, dot_to_next;
|
|
ship *shipp = &Ships[Pl_objp->instance];
|
|
ship_info *sip = &Ship_info[shipp->ship_info_index];
|
|
waypoint_list *wpl;
|
|
ai_info *aip;
|
|
vector nvel_vec;
|
|
float mag;
|
|
float prev_dot_to_goal;
|
|
vector temp_vec;
|
|
vector *slop_vec;
|
|
|
|
aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
|
|
|
|
wp_index = aip->wp_index;
|
|
|
|
if (wp_index == -1) {
|
|
ai_start_waypoints(Pl_objp, 0, WPF_REPEAT);
|
|
wp_index = aip->wp_index;
|
|
aip->wp_dir = 1;
|
|
}
|
|
|
|
wpl = &Waypoint_lists[Ai_info[Ships[Pl_objp->instance].ai_index].wp_list];
|
|
|
|
Assert(wpl->count); // What? Is this zero? Probably wp_index never got initialized!
|
|
|
|
wp_cur = &wpl->waypoints[wp_index];
|
|
wp_next = &wpl->waypoints[(wp_index+1) % wpl->count];
|
|
speed = Pl_objp->phys_info.speed;
|
|
|
|
dist_to_goal = vm_vec_dist_quick(&Pl_objp->pos, wp_cur);
|
|
dist_to_next = vm_vec_dist_quick(&Pl_objp->pos, wp_next);
|
|
|
|
// Can't use fvec, need to use velocity vector because we aren't necessarily
|
|
// moving in the direction we're facing.
|
|
// AL 23-3-98: Account for very small velocities by checking result of vm_vec_mag().
|
|
// If we don't vm_vec_copy_normalize() will think it is normalizing a null vector.
|
|
// if (IS_VEC_NULL(&Pl_objp->phys_info.vel)) {
|
|
if ( vm_vec_mag_quick(&Pl_objp->phys_info.vel) < AICODE_SMALL_MAGNITUDE ) {
|
|
mag = 0.0f;
|
|
vm_vec_zero(&nvel_vec);
|
|
} else {
|
|
mag = vm_vec_copy_normalize(&nvel_vec, &Pl_objp->phys_info.vel);
|
|
}
|
|
|
|
// If moving not-very-slowly and sliding, then try to slide at goal, rather than
|
|
// point at goal.
|
|
slop_vec = NULL;
|
|
if (mag < 1.0f) {
|
|
nvel_vec = Pl_objp->orient.vec.fvec;
|
|
} else if (mag > 5.0f) {
|
|
float nv_dot;
|
|
nv_dot = vm_vec_dot(&Pl_objp->orient.vec.fvec, &nvel_vec);
|
|
if ((nv_dot > 0.5f) && (nv_dot < 0.97f)) {
|
|
slop_vec = &temp_vec;
|
|
vm_vec_sub(slop_vec, &nvel_vec, &Pl_objp->orient.vec.fvec);
|
|
}
|
|
}
|
|
|
|
// If a wing leader, take turns more slowly, based on size of wing.
|
|
int scale;
|
|
|
|
if (Ai_info[Ships[Pl_objp->instance].ai_index].wing >= 0) {
|
|
scale = Wings[Ai_info[Ships[Pl_objp->instance].ai_index].wing].current_count;
|
|
scale = (int) ((scale+1)/2);
|
|
} else {
|
|
scale = 1;
|
|
}
|
|
|
|
// ----------------------------------------------
|
|
// if in autopilot mode make sure to not collide
|
|
// and "keep reasonable distance" if a capship
|
|
// ----------------------------------------------
|
|
|
|
if (AutoPilotEngaged && sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) // capital ship and AutoPilotEngaged
|
|
{
|
|
|
|
int collide_objnum = pp_collide_any(&Objects[shipp->objnum].pos, wp_cur, // current point, destination point
|
|
model_get_core_radius( sip->modelnum ) * 1.5f, // radius w/ buffer
|
|
Pl_objp, NULL, 0);
|
|
// fly parrel to collider - so figure out vector between collider and radius
|
|
if (collide_objnum != -1)
|
|
{
|
|
|
|
/*
|
|
vector col_vec, col_direct;
|
|
vm_vec_copy_normalize(&col_vec, &Objects[collide_objnum].phys_info.vel);
|
|
vm_vec_sub(&col_direct, &col_vec, &Objects[collide_objnum].orient.vec.fvec);
|
|
*/
|
|
|
|
|
|
vector tmp, proj_pos;
|
|
|
|
//vm_vec_scale
|
|
memcpy(&tmp, &Objects[Player_ship->objnum].phys_info.vel, sizeof(vector));
|
|
vm_vec_scale(&tmp, 1000); // let's target the players's position 1000 seconds from now
|
|
// this makes tmp a displacement
|
|
vm_vec_add(&proj_pos, &tmp, &Pl_objp->pos); // add the displacement to the current position
|
|
|
|
ai_turn_towards_vector(&proj_pos, Pl_objp, flFrametime, sip->srotation_time*3.0f*scale, slop_vec, NULL, 0.0f, 0);
|
|
|
|
}
|
|
else
|
|
{
|
|
if (dist_to_goal > 0.1f) {
|
|
ai_turn_towards_vector(wp_cur, Pl_objp, flFrametime, sip->srotation_time*3.0f*scale, slop_vec, NULL, 0.0f, 0);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (dist_to_goal > 0.1f) {
|
|
ai_turn_towards_vector(wp_cur, Pl_objp, flFrametime, sip->srotation_time*3.0f*scale, slop_vec, NULL, 0.0f, 0);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
// ----------------------------------------------
|
|
|
|
prev_dot_to_goal = aip->prev_dot_to_goal;
|
|
dot = vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, wp_cur);
|
|
dot_to_next = vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, wp_next);
|
|
aip->prev_dot_to_goal = dot;
|
|
|
|
// If there is no next point on the path, don't care about dot to next.
|
|
if (wp_index + 1 >= wpl->count) {
|
|
dot_to_next = dot;
|
|
}
|
|
|
|
// nprintf(("AI", "Wp #%i, dot = %6.3f, next dot = %6.3f, dist = %7.2f\n", wp_index, dot, dot_to_next, dist_to_goal));
|
|
|
|
if (Pl_objp->phys_info.speed < 0.0f) {
|
|
accelerate_ship(aip, 1.0f/32);
|
|
} else if (prev_dot_to_goal > dot+0.01f) {
|
|
// We are further from pointing at our goal this frame than last frame, so slow down.
|
|
set_accel_for_target_speed(Pl_objp, Pl_objp->phys_info.speed * 0.95f);
|
|
} else if (dist_to_goal < 100.0f) {
|
|
float slew_dot = vm_vec_dot(&Pl_objp->orient.vec.fvec, &nvel_vec);
|
|
if (fl_abs(slew_dot) < 0.9f) {
|
|
accelerate_ship(aip, 0.0f);
|
|
} else if (dot < 0.88f + 0.1f*(100.0f - dist_to_goal)/100.0f) {
|
|
accelerate_ship(aip, 0.0f);
|
|
} else {
|
|
accelerate_ship(aip, 0.5f * dot * dot);
|
|
}
|
|
} else {
|
|
float dot1;
|
|
if (dist_to_goal < 250.0f) {
|
|
dot1 = dot*dot*dot; // Very important to be pointing towards goal when nearby. Note, cubing preserves sign.
|
|
} else {
|
|
if (dot > 0.0f) {
|
|
dot1 = dot*dot;
|
|
} else {
|
|
dot1 = dot;
|
|
}
|
|
}
|
|
|
|
if (dist_to_goal > 100.0f + Pl_objp->radius * 2) {
|
|
if (dot < 0.2f) {
|
|
dot1 = 0.2f;
|
|
}
|
|
}
|
|
|
|
if (sip->flags & SIF_SMALL_SHIP) {
|
|
set_accel_for_target_speed(Pl_objp, dot1 * dist_to_goal/5.0f);
|
|
} else {
|
|
set_accel_for_target_speed(Pl_objp, dot1 * dist_to_goal/10.0f);
|
|
}
|
|
}
|
|
|
|
// Make sure not travelling too fast for someone to keep up.
|
|
float max_allowed_speed = 9999.9f;
|
|
|
|
if (shipp->wingnum != -1) {
|
|
max_allowed_speed = 0.9f * get_wing_lowest_max_speed(Pl_objp);
|
|
}
|
|
|
|
// check if waypoint speed cap is set and adjust max speed
|
|
if (aip->waypoint_speed_cap > 0) {
|
|
max_allowed_speed = (float) aip->waypoint_speed_cap;
|
|
}
|
|
|
|
if (aip->prev_accel * shipp->current_max_speed > max_allowed_speed) {
|
|
accelerate_ship(aip, max_allowed_speed / shipp->current_max_speed);
|
|
}
|
|
|
|
if (vm_vec_dist_quick(&Pl_objp->last_pos, &Pl_objp->pos) > 0.1f) {
|
|
vector nearest_point;
|
|
float r;
|
|
|
|
r = find_nearest_point_on_line(&nearest_point, &Pl_objp->last_pos, &Pl_objp->pos, wp_cur);
|
|
|
|
if ( (vm_vec_dist_quick(&Pl_objp->pos, wp_cur) < (MIN_DIST_TO_WAYPOINT_GOAL + fl_sqrt(Pl_objp->radius) + vm_vec_dist_quick(&Pl_objp->pos, &Pl_objp->last_pos))) ||
|
|
((r >= 0.0f) && (r <= 1.0f)) && (vm_vec_dist_quick(&nearest_point, wp_cur) < (MIN_DIST_TO_WAYPOINT_GOAL + fl_sqrt(Pl_objp->radius)))) {
|
|
wp_index++;
|
|
if (wp_index >= wpl->count)
|
|
if (aip->wp_flags & WPF_REPEAT) {
|
|
wp_index = 0;
|
|
} else {
|
|
int treat_as_ship;
|
|
|
|
// when not repeating waypoints -- mark the goal as done and put and entry into the mission log
|
|
// we must be careful when dealing with wings. A ship in a wing might be completing
|
|
// a waypoint for for the entire wing, or it might be completing a goal for itself. If
|
|
// for itself and in a wing, treat the completion as we would a ship
|
|
treat_as_ship = 1;
|
|
if ( Ships[Pl_objp->instance].wingnum != -1 ) {
|
|
int type;
|
|
|
|
// I don't think that you can fly waypoints as dynamic goals!!!
|
|
// -- This is legal, just stupid. -- Assert( (aip->active_goal != AI_GOAL_NONE) && (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC) );
|
|
|
|
// Clean up from above Assert, just in case we ship without fixing it. (Encountered by JimB on 2/9/98)
|
|
if ( (aip->active_goal == AI_GOAL_NONE) || (aip->active_goal == AI_ACTIVE_GOAL_DYNAMIC) ) {
|
|
aip->mode = AIM_NONE;
|
|
Int3(); // Look at the ship, find out of it's supposed to be flying waypoints. -- MK.
|
|
}
|
|
|
|
type = aip->goals[aip->active_goal].type;
|
|
if ( (type == AIG_TYPE_EVENT_WING) || (type == AIG_TYPE_PLAYER_WING) ) {
|
|
treat_as_ship = 0;
|
|
} else {
|
|
treat_as_ship = 1;
|
|
}
|
|
}
|
|
|
|
// if the ship is not in a wing, remove the goal and continue on
|
|
if ( treat_as_ship ) {
|
|
ai_mission_goal_complete( aip ); // this call should reset the AI mode
|
|
mission_log_add_entry(LOG_WAYPOINTS_DONE, Ships[Pl_objp->instance].ship_name, wpl->name, -1 );
|
|
} else {
|
|
// this ship is in a wing. We must mark the goal as being completed for all ships
|
|
// in the wing. We will also mark an entry in the log that the wing completed the goal
|
|
// not the individual ship.
|
|
ai_mission_wing_goal_complete( Ships[Pl_objp->instance].wingnum, &(aip->goals[aip->active_goal]) );
|
|
mission_log_add_entry( LOG_WAYPOINTS_DONE, Wings[Ships[Pl_objp->instance].wingnum].name, wpl->name, -1 );
|
|
}
|
|
//wp_index = wpl->count-1;
|
|
}
|
|
|
|
aip->wp_index = wp_index;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Make Pl_objp avoid En_objp
|
|
// Not like evading. This is for avoiding a collision!
|
|
// Note, use sliding if available.
|
|
void avoid_ship()
|
|
{
|
|
// To avoid an object, turn towards right or left vector until facing away from object.
|
|
// To choose right vs. left, pick one that is further from center of avoid object.
|
|
// Keep turning away from until pointing away from ship.
|
|
// Stay in avoid mode until at least 3 enemy ship radii away.
|
|
|
|
// Speed setting:
|
|
// If inside sphere, zero speed and turn towards outside.
|
|
// If outside sphere, inside 2x sphere, set speed percent of max to:
|
|
// max(away_dot, (dist-rad)/rad)
|
|
// where away_dot is dot(Pl_objp->fvec, vec_En_objp_to_Pl_objp)
|
|
|
|
vector 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];
|
|
vector player_pos, enemy_pos;
|
|
|
|
// if we're avoiding a stealth ship, then we know where he is, update with no error
|
|
if ( is_object_stealth_ship(En_objp) ) {
|
|
update_ai_stealth_info_with_error(aip/*, 1*/);
|
|
}
|
|
|
|
ai_set_positions(Pl_objp, En_objp, aip, &player_pos, &enemy_pos);
|
|
vm_vec_sub(&vec_to_enemy, &enemy_pos, &Pl_objp->pos);
|
|
|
|
dist = vm_vec_normalize(&vec_to_enemy);
|
|
away_dot = -vm_vec_dot(&Pl_objp->orient.vec.fvec, &vec_to_enemy);
|
|
|
|
if ((sip->max_vel.xyz.x > 0.0f) || (sip->max_vel.xyz.y > 0.0f)) {
|
|
if (vm_vec_dot(&Pl_objp->orient.vec.rvec, &vec_to_enemy) > 0.0f) {
|
|
AI_ci.sideways = -1.0f;
|
|
} else {
|
|
AI_ci.sideways = 1.0f;
|
|
}
|
|
if (vm_vec_dot(&Pl_objp->orient.vec.uvec, &vec_to_enemy) > 0.0f) {
|
|
AI_ci.vertical = -1.0f;
|
|
} else {
|
|
AI_ci.vertical = 1.0f;
|
|
}
|
|
}
|
|
|
|
//nprintf(("AI", "Frame %i: Sliding: %s %s\n", Framecount, AI_ci.sideways < 0 ? "left" : "right", AI_ci.vertical < 0 ? "down" : "up" ));
|
|
// nprintf(("AI", "away_dot = %6.3f, dist = %7.2f, dist/radsum = %6.3f\n", away_dot, dist, dist/(Pl_objp->radius + En_objp->radius)));
|
|
|
|
// If in front of enemy, turn away from it.
|
|
// If behind enemy, try to get fully behind it.
|
|
if (away_dot < 0.0f) {
|
|
turn_away_from_point(Pl_objp, &enemy_pos, Pl_objp->phys_info.speed);
|
|
} else {
|
|
vector goal_pos;
|
|
|
|
vm_vec_scale_add(&goal_pos, &En_objp->pos, &En_objp->orient.vec.fvec, -100.0f);
|
|
turn_towards_point(Pl_objp, &goal_pos, NULL, Pl_objp->phys_info.speed);
|
|
}
|
|
|
|
// Set speed.
|
|
float radsum = Pl_objp->radius + En_objp->radius;
|
|
|
|
if (dist < radsum)
|
|
accelerate_ship(aip, max(away_dot, 0.2f));
|
|
else if (dist < 2*radsum)
|
|
accelerate_ship(aip, max(away_dot, (dist - radsum) / radsum)+0.2f);
|
|
else
|
|
accelerate_ship(aip, 1.0f);
|
|
|
|
}
|
|
|
|
// Maybe it's time to resume the previous AI mode in aip->previous_mode.
|
|
// Each type of previous_mode has its own criteria on when to resume.
|
|
// Return true if previous mode was resumed.
|
|
int maybe_resume_previous_mode(object *objp, ai_info *aip)
|
|
{
|
|
// Only (maybe) resume previous goal if current goal is dynamic.
|
|
if (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC)
|
|
return 0;
|
|
|
|
if (aip->mode == AIM_EVADE_WEAPON) {
|
|
if (timestamp_elapsed(aip->mode_time) || (((aip->nearest_locked_object == -1) || (Objects[aip->nearest_locked_object].type != OBJ_WEAPON)) && (aip->danger_weapon_objnum == -1))) {
|
|
Assert(aip->previous_mode != AIM_EVADE_WEAPON);
|
|
aip->mode = aip->previous_mode;
|
|
aip->submode = aip->previous_submode;
|
|
aip->submode_start_time = Missiontime;
|
|
aip->active_goal = AI_GOAL_NONE;
|
|
aip->mode_time = -1; // Means do forever.
|
|
return 1;
|
|
}
|
|
} else if ( aip->previous_mode == AIM_GUARD) {
|
|
if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
|
|
object *guard_objp;
|
|
float dist;
|
|
|
|
guard_objp = &Objects[aip->guard_objnum];
|
|
dist = vm_vec_dist_quick(&guard_objp->pos, &objp->pos);
|
|
|
|
// If guarding ship is far away from guardee and enemy is far away from guardee,
|
|
// then stop chasing and resume guarding.
|
|
if (dist > (MAX_GUARD_DIST + guard_objp->radius) * 6) {
|
|
if ((En_objp != NULL) && (En_objp->type == OBJ_SHIP)) {
|
|
if (vm_vec_dist_quick(&guard_objp->pos, &En_objp->pos) > (MAX_GUARD_DIST + guard_objp->radius) * 6) {
|
|
Assert(aip->previous_mode == AIM_GUARD);
|
|
aip->mode = aip->previous_mode;
|
|
aip->submode = AIS_GUARD_PATROL;
|
|
aip->active_goal = AI_GOAL_NONE;
|
|
return 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
// Call this function if you want something to happen on average every N quarters of a second.
|
|
// The truth value returned by this function will be the same for any given quarter second interval.
|
|
// The value "num" is only passed in to get asynchronous behavior for different objects.
|
|
// modulus == 1 will always return true.
|
|
// modulus == 2 will return true half the time.
|
|
// modulus == 16 will return true for one quarter second interval every four seconds.
|
|
int static_rand_timed(int num, int modulus)
|
|
{
|
|
if (modulus < 2)
|
|
return 1;
|
|
else {
|
|
int t;
|
|
|
|
t = Missiontime >> 18; // Get time in quarters of a second
|
|
t += num;
|
|
|
|
return !(t % modulus);
|
|
}
|
|
}
|
|
|
|
// Maybe fire afterburner based on AI class
|
|
int ai_maybe_fire_afterburner(object *objp, ai_info *aip)
|
|
{
|
|
if (aip->ai_class == 0)
|
|
return 0; // Lowest level never aburners away
|
|
else {
|
|
// Maybe don't afterburner because of a potential collision with the player.
|
|
// If not multiplayer, near player and player in front, probably don't afterburner.
|
|
if (!(Game_mode & GM_MULTIPLAYER)) {
|
|
if (Ships[objp->instance].team == Player_ship->team) {
|
|
float dist;
|
|
|
|
dist = vm_vec_dist_quick(&objp->pos, &Player_obj->pos) - Player_obj->radius - objp->radius;
|
|
if (dist < 150.0f) {
|
|
vector v2p;
|
|
float dot;
|
|
|
|
vm_vec_normalized_dir(&v2p, &Player_obj->pos, &objp->pos);
|
|
dot = vm_vec_dot(&v2p, &objp->orient.vec.fvec);
|
|
|
|
if (dot > 0.0f) {
|
|
if (dot * dist > 50.0f)
|
|
return 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (aip->ai_class >= Num_ai_classes-2)
|
|
return 1; // Highest two levels always aburner away.
|
|
else {
|
|
return static_rand_timed(objp-Objects, Num_ai_classes - aip->ai_class);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Maybe engage afterburner after being hit by an object.
|
|
void maybe_afterburner_after_ship_hit(object *objp, ai_info *aip, object *en_objp)
|
|
{
|
|
// Only do if facing a little away.
|
|
if (en_objp != NULL) {
|
|
vector v2e;
|
|
|
|
vm_vec_normalized_dir(&v2e, &en_objp->pos, &objp->pos);
|
|
if (vm_vec_dot(&v2e, &objp->orient.vec.fvec) > -0.5f)
|
|
return;
|
|
}
|
|
|
|
if (!( objp->phys_info.flags & PF_AFTERBURNER_ON )) {
|
|
if (ai_maybe_fire_afterburner(objp, aip)) {
|
|
afterburners_start(objp);
|
|
aip->afterburner_stop_time = Missiontime + F1_0/2;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Return true if object *objp is an instructor.
|
|
// Is an instructor if name begins INSTRUCTOR_SHIP_NAME else not.
|
|
int is_instructor(object *objp)
|
|
{
|
|
return !strnicmp(Ships[objp->instance].ship_name, INSTRUCTOR_SHIP_NAME, strlen(INSTRUCTOR_SHIP_NAME));
|
|
}
|
|
|
|
// Evade the weapon aip->danger_weapon_objnum
|
|
// If it's not valid, do a quick out.
|
|
// Evade by accelerating hard.
|
|
// If necessary, turn hard left or hard right.
|
|
void evade_weapon()
|
|
{
|
|
object *weapon_objp = NULL;
|
|
object *unlocked_weapon_objp = NULL, *locked_weapon_objp = NULL;
|
|
vector weapon_pos, player_pos, goal_point;
|
|
vector vec_from_enemy;
|
|
float dot_from_enemy, dot_to_enemy;
|
|
float dist;
|
|
ship *shipp = &Ships[Pl_objp->instance];
|
|
ai_info *aip = &Ai_info[shipp->ai_index];
|
|
|
|
if (is_instructor(Pl_objp))
|
|
return;
|
|
|
|
// Make sure we're actually being attacked.
|
|
// Favor locked objects.
|
|
if (aip->nearest_locked_object != -1) {
|
|
if (Objects[aip->nearest_locked_object].type == OBJ_WEAPON)
|
|
locked_weapon_objp = &Objects[aip->nearest_locked_object];
|
|
}
|
|
|
|
if (aip->danger_weapon_objnum != -1)
|
|
if (Objects[aip->danger_weapon_objnum].signature == aip->danger_weapon_signature)
|
|
unlocked_weapon_objp = &Objects[aip->danger_weapon_objnum];
|
|
else
|
|
aip->danger_weapon_objnum = -1; // Signatures don't match, so no longer endangered.
|
|
|
|
if (locked_weapon_objp != NULL) {
|
|
if (unlocked_weapon_objp != NULL) {
|
|
if (vm_vec_dist_quick(&locked_weapon_objp->pos, &Pl_objp->pos) < 1.5f * vm_vec_dist_quick(&unlocked_weapon_objp->pos, &Pl_objp->pos))
|
|
weapon_objp = locked_weapon_objp;
|
|
else
|
|
weapon_objp = unlocked_weapon_objp;
|
|
} else
|
|
weapon_objp = locked_weapon_objp;
|
|
} else if (unlocked_weapon_objp != NULL)
|
|
weapon_objp = unlocked_weapon_objp;
|
|
else {
|
|
if (aip->mode == AIM_EVADE_WEAPON)
|
|
maybe_resume_previous_mode(Pl_objp, aip);
|
|
return;
|
|
}
|
|
|
|
Assert(weapon_objp != NULL);
|
|
|
|
if (weapon_objp->type != OBJ_WEAPON) {
|
|
if (aip->mode == AIM_EVADE_WEAPON)
|
|
maybe_resume_previous_mode(Pl_objp, aip);
|
|
return;
|
|
}
|
|
|
|
weapon_pos = weapon_objp->pos;
|
|
player_pos = Pl_objp->pos;
|
|
|
|
// Make speed based on skill level, varying at highest skill level, which is harder to hit.
|
|
accelerate_ship(aip, 1.0f);
|
|
|
|
dist = vm_vec_normalized_dir(&vec_from_enemy, &player_pos, &weapon_pos);
|
|
|
|
dot_to_enemy = -vm_vec_dot(&Pl_objp->orient.vec.fvec, &vec_from_enemy);
|
|
dot_from_enemy = vm_vec_dot(&weapon_objp->orient.vec.fvec, &vec_from_enemy);
|
|
//nprintf(("AI", "dot from enemy = %7.3f\n", dot_from_enemy));
|
|
|
|
// If shot is incoming...
|
|
if (dot_from_enemy < 0.3f) {
|
|
if (weapon_objp == unlocked_weapon_objp)
|
|
aip->danger_weapon_objnum = -1;
|
|
return;
|
|
} else if (dot_from_enemy > 0.7f) {
|
|
if (dist < 200.0f) {
|
|
if (!( Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
|
|
if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
|
|
//nprintf(("AI", "Frame %i, turning on afterburner.\n", AI_FrameCount));
|
|
afterburners_start(Pl_objp);
|
|
aip->afterburner_stop_time = Missiontime + F1_0/2;
|
|
}
|
|
}
|
|
}
|
|
|
|
// If we're sort of pointing towards it...
|
|
if ((dot_to_enemy < -0.5f) || (dot_to_enemy > 0.5f)) {
|
|
float rdot;
|
|
|
|
// Turn hard left or right, depending on which gets out of way quicker.
|
|
rdot = vm_vec_dot(&Pl_objp->orient.vec.rvec, &vec_from_enemy);
|
|
|
|
if ((rdot < -0.5f) || (rdot > 0.5f))
|
|
vm_vec_scale_add(&goal_point, &Pl_objp->pos, &Pl_objp->orient.vec.rvec, -200.0f);
|
|
else
|
|
vm_vec_scale_add(&goal_point, &Pl_objp->pos, &Pl_objp->orient.vec.rvec, 200.0f);
|
|
|
|
turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
// Use sliding and backwards moving to face enemy.
|
|
// (Coded 2/20/98. Works fine, but it's hard to see how to integrate it into the AI system.
|
|
// Typically ships are moving so fast that a little sliding isn't enough to gain an advantage.
|
|
// It's currently used to avoid collisions and could be used to evade weapon fire, but the latter
|
|
// would be frustrating, I think.
|
|
// This function is currently not called.)
|
|
void slide_face_ship()
|
|
{
|
|
ship_info *sip;
|
|
|
|
sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
|
|
|
|
// If can't slide, return.
|
|
if ((sip->max_vel.xyz.x == 0.0f) && (sip->max_vel.xyz.y == 0.0f))
|
|
return;
|
|
|
|
vector goal_pos;
|
|
float dot_from_enemy, dot_to_enemy;
|
|
vector vec_from_enemy, vec_to_goal;
|
|
float dist;
|
|
float up, right;
|
|
ai_info *aip;
|
|
|
|
aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
|
|
|
|
dist = vm_vec_normalized_dir(&vec_from_enemy, &Pl_objp->pos, &En_objp->pos);
|
|
|
|
ai_turn_towards_vector(&En_objp->pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
|
|
|
|
dot_from_enemy = vm_vec_dot(&vec_from_enemy, &En_objp->orient.vec.fvec);
|
|
dot_to_enemy = -vm_vec_dot(&vec_from_enemy, &Pl_objp->orient.vec.fvec);
|
|
|
|
if (vm_vec_dot(&vec_from_enemy, &En_objp->orient.vec.rvec) > 0.0f)
|
|
right = 1.0f;
|
|
else
|
|
right = -1.0f;
|
|
|
|
if (vm_vec_dot(&vec_from_enemy, &En_objp->orient.vec.uvec) > 0.0f)
|
|
up = 1.0f;
|
|
else
|
|
up = -1.0f;
|
|
|
|
vm_vec_scale_add(&goal_pos, &En_objp->pos, &En_objp->orient.vec.rvec, right * 200.0f);
|
|
vm_vec_scale_add(&goal_pos, &En_objp->pos, &En_objp->orient.vec.uvec, up * 200.0f);
|
|
|
|
vm_vec_normalized_dir(&vec_to_goal, &goal_pos, &Pl_objp->pos);
|
|
|
|
if (vm_vec_dot(&vec_to_goal, &Pl_objp->orient.vec.rvec) > 0.0f)
|
|
AI_ci.sideways = 1.0f;
|
|
else
|
|
AI_ci.sideways = -1.0f;
|
|
|
|
if (vm_vec_dot(&vec_to_goal, &Pl_objp->orient.vec.uvec) > 0.0f)
|
|
AI_ci.vertical = 1.0f;
|
|
else
|
|
AI_ci.vertical = -1.0f;
|
|
|
|
if (dist < 200.0f) {
|
|
if (dot_from_enemy < 0.7f)
|
|
accelerate_ship(aip, -1.0f);
|
|
else
|
|
accelerate_ship(aip, dot_from_enemy + 0.5f);
|
|
} else {
|
|
if (dot_from_enemy < 0.7f) {
|
|
accelerate_ship(aip, 0.2f);
|
|
} else {
|
|
accelerate_ship(aip, 1.0f);
|
|
}
|
|
}
|
|
}
|
|
|
|
// General code for handling one ship evading another.
|
|
// Problem: This code is also used for avoiding an impending collision.
|
|
// In such a case, it is not good to go to max speed, which is often good
|
|
// for a certain kind of evasion.
|
|
void evade_ship()
|
|
{
|
|
vector player_pos, enemy_pos, goal_point;
|
|
vector vec_from_enemy;
|
|
float dot_from_enemy;
|
|
float dist;
|
|
ship *shipp = &Ships[Pl_objp->instance];
|
|
ship_info *sip = &Ship_info[shipp->ship_info_index];
|
|
ai_info *aip = &Ai_info[shipp->ai_index];
|
|
float bank_override = 0.0f;
|
|
|
|
ai_set_positions(Pl_objp, En_objp, aip, &player_pos, &enemy_pos);
|
|
|
|
// Make speed based on skill level, varying at highest skill level, which is harder to hit.
|
|
if (Game_skill_level == NUM_SKILL_LEVELS-1) {
|
|
int rand_int;
|
|
float accel_val;
|
|
|
|
rand_int = static_rand(Pl_objp-Objects);
|
|
accel_val = (float) (((Missiontime^rand_int) >> 14) & 0x0f)/32.0f + 0.5f;
|
|
accelerate_ship(aip, accel_val);
|
|
//nprintf(("AI", "Accel value = %7.3f\n", accel_val));
|
|
} else
|
|
accelerate_ship(aip, (float) (Game_skill_level+2) / (NUM_SKILL_LEVELS+1));
|
|
|
|
if ((Missiontime - aip->submode_start_time > F1_0/2) && (sip->afterburner_fuel_capacity > 0.0f)) {
|
|
float percent_left = 100.0f * shipp->afterburner_fuel / sip->afterburner_fuel_capacity;
|
|
if (percent_left > 30.0f + ((Pl_objp-Objects) & 0x0f)) {
|
|
afterburners_start(Pl_objp);
|
|
aip->afterburner_stop_time = Missiontime + F1_0 + static_rand(Pl_objp-Objects)/4;
|
|
}
|
|
}
|
|
|
|
vm_vec_sub(&vec_from_enemy, &player_pos, &enemy_pos);
|
|
|
|
dist = vm_vec_normalize(&vec_from_enemy);
|
|
dot_from_enemy = vm_vec_dot(&En_objp->orient.vec.fvec, &vec_from_enemy);
|
|
|
|
if (dist > 250.0f) {
|
|
vector 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
|
|
vector vec_to_enemy;
|
|
float dot_to_enemy;
|
|
|
|
vm_vec_sub(&vec_to_enemy, &enemy_pos, &player_pos);
|
|
|
|
vm_vec_normalize(&vec_to_enemy);
|
|
dot_to_enemy = vm_vec_dot(&Pl_objp->orient.vec.fvec, &vec_to_enemy);
|
|
if (dot_to_enemy > 0.75f) {
|
|
// Used to go to En_objp's right vector, but due to banking while turning, that
|
|
// caused flying in an odd spiral.
|
|
vm_vec_scale_add(&goal_point, &enemy_pos, &Pl_objp->orient.vec.rvec, 1000.0f);
|
|
if (dist < 100.0f)
|
|
bank_override = Pl_objp->phys_info.speed;
|
|
} else {
|
|
bank_override = Pl_objp->phys_info.speed; // In enemy's sights, not pointing at him, twirl away.
|
|
// nprintf(("Mike", " Do sumpin' else."));
|
|
goto evade_ship_l1;
|
|
}
|
|
} else {
|
|
evade_ship_l1: ;
|
|
if (aip->ai_evasion > myrand()*100.0f/32767.0f) {
|
|
int temp;
|
|
float scale;
|
|
float psrandval; // some value close to zero to choose whether to turn right or left.
|
|
|
|
psrandval = (float) (((Missiontime >> 14) & 0x0f) - 8); // Value between -8 and 7
|
|
psrandval = psrandval/16.0f; // Value between -1/2 and 1/2 (approx)
|
|
|
|
// If not close to behind, turn towards his right or left vector, whichever won't cross his path.
|
|
if (vm_vec_dot(&vec_from_enemy, &En_objp->orient.vec.rvec) > psrandval) {
|
|
scale = 1000.0f;
|
|
} else {
|
|
scale = -1000.0f;
|
|
}
|
|
|
|
vm_vec_scale_add(&goal_point, &enemy_pos, &En_objp->orient.vec.rvec, scale);
|
|
|
|
temp = ((Missiontime >> 16) & 0x07);
|
|
temp = ((temp * (temp+1)) % 16)/2 - 4;
|
|
if ((psrandval == 0) && (temp == 0))
|
|
temp = 3;
|
|
|
|
scale = 200.0f * temp;
|
|
|
|
vm_vec_scale_add2(&goal_point, &En_objp->orient.vec.uvec, scale);
|
|
} else {
|
|
// No evasion this frame, but continue with previous turn.
|
|
// Reason: If you don't, you lose rotational momentum. Turning every other frame,
|
|
// and not in between results in a very slow turn because of loss of momentum.
|
|
if ((aip->prev_goal_point.xyz.x != 0.0f) || (aip->prev_goal_point.xyz.y != 0.0f) || (aip->prev_goal_point.xyz.z != 0.0f))
|
|
goal_point = aip->prev_goal_point;
|
|
else
|
|
vm_vec_scale_add(&goal_point, &enemy_pos, &En_objp->orient.vec.rvec, 100.0f);
|
|
}
|
|
}
|
|
|
|
// nprintf(("Mike", "Goal point = %7.1f %7.1f %7.1f\n", goal_point.x, goal_point.y, goal_point.z));
|
|
turn_towards_point(Pl_objp, &goal_point, NULL, bank_override);
|
|
// Goober5000 - whoops, forgot to remove this before
|
|
// slide_face_ship();//added this -Bobboau
|
|
|
|
aip->prev_goal_point = goal_point;
|
|
}
|
|
|
|
// --------------------------------------------------------------------------
|
|
// Fly in a manner making it difficult for opponent to attack.
|
|
void ai_evade()
|
|
{
|
|
evade_ship();
|
|
}
|
|
|
|
/*
|
|
// -------------------------------------------------------------------
|
|
// Refine predicted enemy position because enemy will move while we move
|
|
// towards predicted enemy position.
|
|
// last_delta_vec is stuffed with size of polishing in last step. This small amount
|
|
// can be used to perturb the predicted position to make firing not be exact.
|
|
// This function will almost always undershoot actual position, assuming both ships
|
|
// are moving at constant speed. But with even one polishing step, the error should
|
|
// be under 1%. The number of polishing steps is specified in the parameter num_polish_steps.
|
|
void polish_predicted_enemy_pos(vector *predicted_enemy_pos, object *pobjp, object *eobjp, float dist_to_enemy, vector *last_delta_vec, int num_polish_steps) // Not used:, float time_to_enemy)
|
|
{
|
|
int iteration;
|
|
vector player_pos = pobjp->pos;
|
|
vector enemy_pos = *predicted_enemy_pos;
|
|
physics_info *en_physp = &eobjp->phys_info;
|
|
float time_to_enemy;
|
|
vector last_predicted_enemy_pos = *predicted_enemy_pos;
|
|
|
|
vm_vec_zero(last_delta_vec);
|
|
|
|
for (iteration=0; iteration < num_polish_steps; iteration++) {
|
|
dist_to_enemy = vm_vec_dist_quick(predicted_enemy_pos, &player_pos);
|
|
time_to_enemy = compute_time_to_enemy(dist_to_enemy, pobjp, eobjp);
|
|
vm_vec_scale_add(predicted_enemy_pos, &eobjp->pos, &eobjp->phys_info.vel, time_to_enemy);
|
|
vm_vec_sub(last_delta_vec, predicted_enemy_pos, &last_predicted_enemy_pos);
|
|
last_predicted_enemy_pos= *predicted_enemy_pos;
|
|
}
|
|
}
|
|
*/
|
|
|
|
/*
|
|
Relevant variables are:
|
|
best_dot_to_enemy best dot product to enemy in last BEST_DOT_TIME seconds
|
|
best_dot_to_time time at which best dot occurred
|
|
best_dot_from_enemy best dot product for enemy to player in last BEST_DOT_TIME seconds
|
|
best_dot_from_time time at which best dot occurred
|
|
submode_start_time time at which we entered the current submode
|
|
previous_submode previous submode, get it?
|
|
Legal submodes are:
|
|
CONTINUOUS_TURN vector_id {0..3 = right, -right, up, -up}
|
|
ATTACK
|
|
EVADE_SQUIGGLE
|
|
EVADE_BRAKE
|
|
*/
|
|
|
|
float G_collision_time;
|
|
vector G_predicted_pos, G_fire_pos;
|
|
|
|
/*
|
|
void show_firing_diag()
|
|
{
|
|
float dot;
|
|
vector v2t;
|
|
vector pos1, pos2;
|
|
float dist;
|
|
|
|
if (G_collision_time == 0.0f)
|
|
return;
|
|
|
|
mprintf(("Fired from %5.1f, %5.1f %5.1f at time = %5.1f, predict collision in %5.2f seconds at %5.1f %5.1f %5.1f\n",
|
|
Pl_objp->pos.x, Pl_objp->pos.y, Pl_objp->pos.z, (float) Missiontime/1000.0f, G_collision_time, G_predicted_pos.x, G_predicted_pos.y, G_predicted_pos.z));
|
|
vm_vec_normalized_dir(&v2t, &G_predicted_pos, &G_fire_pos);
|
|
dot = vm_vec_dot(&v2t, &Pl_objp->orient.fvec);
|
|
mprintf(("Dot of fvec and vector to predicted position = %10.7f (%7.3f degrees)\n", dot, acos(dot)*180.0f/3.141592654f));
|
|
|
|
vm_vec_scale_add(&pos1, &En_objp->pos, &En_objp->phys_info.vel, G_collision_time);
|
|
vm_vec_scale_add(&pos2, &G_fire_pos, &Pl_objp->orient.fvec, G_collision_time*300.0f);
|
|
dist = vm_vec_dist(&pos1, &pos2);
|
|
|
|
mprintf(("Enemy, laser pos, distance: [%5.1f %5.1f %5.1f] [%5.1f %5.1f %5.1f] %6.2f\n", pos1.x, pos1.y, pos1.z, pos2.x, pos2.y, pos2.z, dist));
|
|
}
|
|
*/
|
|
|
|
//old version of this fuction, this will be useful for playing old missions and not having the new primary
|
|
//selection code throw off the balance of the mission.
|
|
int ai_select_primary_weapon_OLD(object *objp, object *other_objp, int flags)
|
|
{
|
|
ship *shipp = &Ships[objp->instance];
|
|
ship_weapon *swp = &shipp->weapons;
|
|
ship_info *sip;
|
|
|
|
//Assert( other_objp != NULL );
|
|
Assert( shipp->ship_info_index >= 0 && shipp->ship_info_index < MAX_SHIP_TYPES);
|
|
|
|
sip = &Ship_info[shipp->ship_info_index];
|
|
|
|
if (flags & WIF_PUNCTURE) {
|
|
if (swp->current_primary_bank >= 0) {
|
|
int bank_index;
|
|
|
|
bank_index = swp->current_primary_bank;
|
|
|
|
if (Weapon_info[swp->primary_bank_weapons[bank_index]].wi_flags & WIF_PUNCTURE) {
|
|
//nprintf(("AI", "%i: Ship %s selecting weapon %s\n", Framecount, Ships[objp->instance].ship_name, Weapon_info[swp->primary_bank_weapons[bank_index]].name));
|
|
return swp->current_primary_bank;
|
|
}
|
|
}
|
|
for (int i=0; i<swp->num_primary_banks; i++) {
|
|
int weapon_info_index;
|
|
|
|
weapon_info_index = swp->primary_bank_weapons[i];
|
|
|
|
if (weapon_info_index > -1){
|
|
if (Weapon_info[weapon_info_index].wi_flags & WIF_PUNCTURE) {
|
|
swp->current_primary_bank = i;
|
|
//nprintf(("AI", "%i: Ship %s selecting weapon %s\n", Framecount, Ships[objp->instance].ship_name, Weapon_info[swp->primary_bank_weapons[i]].name));
|
|
return i;
|
|
}
|
|
}
|
|
}
|
|
|
|
// AL 26-3-98: If we couldn't find a puncture weapon, pick first available weapon if one isn't active
|
|
if ( swp->current_primary_bank < 0 ) {
|
|
if ( swp->num_primary_banks > 0 ) {
|
|
swp->current_primary_bank = 0;
|
|
}
|
|
}
|
|
|
|
} else { // Don't need to be using a puncture weapon.
|
|
if (swp->current_primary_bank >= 0) {
|
|
if (!(Weapon_info[swp->primary_bank_weapons[swp->current_primary_bank]].wi_flags & WIF_PUNCTURE)){
|
|
return swp->current_primary_bank;
|
|
}
|
|
}
|
|
for (int i=0; i<swp->num_primary_banks; i++) {
|
|
if (swp->primary_bank_weapons[i] > -1) {
|
|
if (!(Weapon_info[swp->primary_bank_weapons[i]].wi_flags & WIF_PUNCTURE)) {
|
|
swp->current_primary_bank = i;
|
|
nprintf(("AI", "%i: Ship %s selecting weapon %s\n", Framecount, Ships[objp->instance].ship_name, Weapon_info[swp->primary_bank_weapons[i]].name));
|
|
return i;
|
|
}
|
|
}
|
|
}
|
|
// Wasn't able to find a non-puncture weapon. Stick with what we have.
|
|
}
|
|
|
|
Assert( swp->current_primary_bank != -1 ); // get Alan or Allender
|
|
|
|
return swp->current_primary_bank;
|
|
}
|
|
|
|
// If:
|
|
// flags & WIF_PUNCTURE
|
|
// Then Select a Puncture weapon.
|
|
// Else
|
|
// Select Any ol' weapon.
|
|
// Returns primary_bank index.
|
|
/**
|
|
* Etc. Etc. This is like the 4th rewrite of the code here. Special thanks to Bobboau
|
|
* for finding the get_shield_strength function.
|
|
*
|
|
* The AI will now intelligently choose the best weapon to use based on the overall shield
|
|
* status of the target.
|
|
*
|
|
* ##UnknownPlayer##
|
|
*/
|
|
int ai_select_primary_weapon(object *objp, object *other_objp, int flags)
|
|
{
|
|
// Pointer Set Up
|
|
ship *shipp = &Ships[objp->instance];
|
|
ship_weapon *swp = &shipp->weapons;
|
|
ship_info *sip;
|
|
|
|
// Debugging
|
|
if (other_objp==NULL)
|
|
{
|
|
// this can be NULL in the case of a target death and attacker weapon
|
|
// change. using notification message instead of a fault
|
|
// Int3();
|
|
mprintf(("'other_objpp == NULL' in ai_select_primary_weapon(), line %i", __LINE__));
|
|
return -1;
|
|
}
|
|
|
|
//not using the new AI, use the old version of this function instead.
|
|
if (!(The_mission.flags & MISSION_FLAG_USE_NEW_AI))
|
|
{
|
|
ai_select_primary_weapon_OLD(objp, other_objp, flags);
|
|
}
|
|
|
|
Assert( shipp->ship_info_index >= 0 && shipp->ship_info_index < MAX_SHIP_TYPES);
|
|
// Debugging //
|
|
|
|
sip = &Ship_info[shipp->ship_info_index];
|
|
//made it so it only selects puncture weapons if the active goal is to disable something -Bobboau
|
|
if ((flags & WIF_PUNCTURE) && (Ai_info[shipp->ai_index].goals[0].ai_mode & AI_GOAL_DISARM_SHIP | AI_GOAL_DISABLE_SHIP))
|
|
// if (flags & WIF_PUNCTURE)
|
|
{
|
|
if (swp->current_primary_bank >= 0)
|
|
{
|
|
int bank_index;
|
|
|
|
bank_index = swp->current_primary_bank;
|
|
|
|
if (Weapon_info[swp->primary_bank_weapons[bank_index]].wi_flags & WIF_PUNCTURE)
|
|
{
|
|
//nprintf(("AI", "%i: Ship %s selecting weapon %s\n", Framecount, Ships[objp->instance].ship_name, Weapon_info[swp->primary_bank_weapons[bank_index]].name));
|
|
return swp->current_primary_bank;
|
|
}
|
|
}
|
|
for (int i=0; i<swp->num_primary_banks; i++)
|
|
{
|
|
int weapon_info_index;
|
|
|
|
weapon_info_index = swp->primary_bank_weapons[i];
|
|
|
|
if (weapon_info_index > -1)
|
|
{
|
|
if (Weapon_info[weapon_info_index].wi_flags & WIF_PUNCTURE)
|
|
{
|
|
swp->current_primary_bank = i;
|
|
//nprintf(("AI", "%i: Ship %s selecting weapon %s\n", Framecount, Ships[objp->instance].ship_name, Weapon_info[swp->primary_bank_weapons[i]].name));
|
|
return i;
|
|
}
|
|
}
|
|
}
|
|
|
|
// AL 26-3-98: If we couldn't find a puncture weapon, pick first available weapon if one isn't active
|
|
// ##UnknownPlayer## - removed.
|
|
}
|
|
|
|
float enemy_remaining_shield = get_shield_pct(other_objp);
|
|
|
|
// Is the target shielded by say only 5%?
|
|
if (enemy_remaining_shield <= 0.05f)
|
|
{
|
|
// Then it is safe to start using a heavy hull damage weapon such as the maxim
|
|
int i;
|
|
float i_hullfactor_prev = 0; // Previous weapon bank hull factor (this is the safe way to do it)
|
|
int i_hullfactor_prev_bank = -1; // Bank which gave us this hull factor
|
|
// Find the weapon with the highest hull * damage / fire delay factor
|
|
for (i = 0; i < swp->num_primary_banks; i++)
|
|
{
|
|
if (swp->primary_bank_weapons[i] > -1) // Make sure there is a weapon in the bank
|
|
{
|
|
if ((((Weapon_info[swp->primary_bank_weapons[i]].armor_factor) * (Weapon_info[swp->primary_bank_weapons[i]].damage)) / Weapon_info[swp->primary_bank_weapons[i]].fire_wait) > i_hullfactor_prev)
|
|
{
|
|
// This weapon is the new candidate
|
|
i_hullfactor_prev = ( ((Weapon_info[swp->primary_bank_weapons[i]].armor_factor) * (Weapon_info[swp->primary_bank_weapons[i]].damage)) / Weapon_info[swp->primary_bank_weapons[i]].fire_wait );
|
|
i_hullfactor_prev_bank = i;
|
|
}
|
|
}
|
|
}
|
|
if (i_hullfactor_prev_bank == -1) // In the unlikely instance we don't find at least 1 candidate weapon
|
|
{
|
|
i_hullfactor_prev_bank = 0; // Just switch to the first one
|
|
}
|
|
swp->current_primary_bank = i_hullfactor_prev_bank; // Select the best weapon
|
|
return i_hullfactor_prev_bank; // Return
|
|
}
|
|
|
|
//if the shields are above lets say 10% defanantly use a pierceing weapon if there are any-Bobboau
|
|
if (enemy_remaining_shield >= 0.10f){
|
|
if (swp->current_primary_bank >= 0)
|
|
{
|
|
int bank_index;
|
|
|
|
bank_index = swp->current_primary_bank;
|
|
|
|
if (Weapon_info[swp->primary_bank_weapons[bank_index]].wi_flags2 & WIF2_PIERCE_SHIELDS)
|
|
{
|
|
return swp->current_primary_bank;
|
|
}
|
|
}
|
|
for (int i=0; i<swp->num_primary_banks; i++)
|
|
{
|
|
int weapon_info_index;
|
|
|
|
weapon_info_index = swp->primary_bank_weapons[i];
|
|
|
|
if (weapon_info_index > -1)
|
|
{
|
|
if (Weapon_info[weapon_info_index].wi_flags2 & WIF2_PIERCE_SHIELDS)
|
|
{
|
|
swp->current_primary_bank = i;
|
|
return i;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Is the target shielded by less then 50%?
|
|
if (enemy_remaining_shield <= 0.50f)
|
|
{
|
|
// Should be using best balanced shield gun
|
|
int i;
|
|
float i_hullfactor_prev = 0; // Previous weapon bank hull factor (this is the safe way to do it)
|
|
int i_hullfactor_prev_bank = -1; // Bank which gave us this hull factor
|
|
// Find the weapon with the highest average hull and shield * damage / fire delay factor
|
|
for (i = 0; i < swp->num_primary_banks; i++)
|
|
{
|
|
if (swp->primary_bank_weapons[i] > -1) // Make sure there is a weapon in the bank
|
|
{
|
|
if ((((Weapon_info[swp->primary_bank_weapons[i]].armor_factor + Weapon_info[swp->primary_bank_weapons[i]].shield_factor) * Weapon_info[swp->primary_bank_weapons[i]].damage) / Weapon_info[swp->primary_bank_weapons[i]].fire_wait) > i_hullfactor_prev )
|
|
{
|
|
// This weapon is the new candidate
|
|
i_hullfactor_prev = ((((Weapon_info[swp->primary_bank_weapons[i]].armor_factor + Weapon_info[swp->primary_bank_weapons[i]].shield_factor) * Weapon_info[swp->primary_bank_weapons[i]].damage) / Weapon_info[swp->primary_bank_weapons[i]].fire_wait));
|
|
i_hullfactor_prev_bank = i;
|
|
}
|
|
}
|
|
}
|
|
if (i_hullfactor_prev_bank == -1) // In the unlikely instance we don't find at least 1 candidate weapon
|
|
{
|
|
i_hullfactor_prev_bank = 0; // Just switch to the first one
|
|
}
|
|
swp->current_primary_bank = i_hullfactor_prev_bank; // Select the best weapon
|
|
return i_hullfactor_prev_bank; // Return
|
|
}
|
|
else
|
|
{
|
|
// Should be using best shield destroying gun
|
|
int i;
|
|
float i_hullfactor_prev = 0; // Previous weapon bank hull factor (this is the safe way to do it)
|
|
int i_hullfactor_prev_bank = -1; // Bank which gave us this hull factor
|
|
// Find the weapon with the highest average hull and shield * damage / fire delay factor
|
|
for (i = 0; i < swp->num_primary_banks; i++)
|
|
{
|
|
if (swp->primary_bank_weapons[i] > -1) // Make sure there is a weapon in the bank
|
|
{
|
|
if ((((Weapon_info[swp->primary_bank_weapons[i]].shield_factor) * Weapon_info[swp->primary_bank_weapons[i]].damage) / Weapon_info[swp->primary_bank_weapons[i]].fire_wait) > i_hullfactor_prev )
|
|
{
|
|
// This weapon is the new candidate
|
|
i_hullfactor_prev = ( ((Weapon_info[swp->primary_bank_weapons[i]].shield_factor) * (Weapon_info[swp->primary_bank_weapons[i]].damage)) / Weapon_info[swp->primary_bank_weapons[i]].fire_wait );
|
|
i_hullfactor_prev_bank = i;
|
|
}
|
|
}
|
|
}
|
|
if (i_hullfactor_prev_bank == -1) // In the unlikely instance we don't find at least 1 candidate weapon
|
|
{
|
|
i_hullfactor_prev_bank = 0; // Just switch to the first one
|
|
}
|
|
swp->current_primary_bank = i_hullfactor_prev_bank; // Select the best weapon
|
|
return i_hullfactor_prev_bank; // Return
|
|
}
|
|
|
|
// Somehow no weapons were found - just take the first one
|
|
if ( swp->current_primary_bank < 0 )
|
|
{
|
|
if ( swp->num_primary_banks > 0 )
|
|
{
|
|
swp->current_primary_bank = 0;
|
|
}
|
|
}
|
|
|
|
Assert( swp->current_primary_bank != -1 ); // get Alan or Allender
|
|
|
|
return swp->current_primary_bank;
|
|
}
|
|
|
|
// --------------------------------------------------------------------------
|
|
// Maybe link primary weapons.
|
|
void set_primary_weapon_linkage(object *objp)
|
|
{
|
|
ship *shipp;
|
|
ship_info *sip;
|
|
ai_info *aip;
|
|
ship_weapon *swp;
|
|
weapon_info *wip;
|
|
|
|
int total_ammo;
|
|
int current_ammo;
|
|
float ammo_pct;
|
|
int i;
|
|
|
|
shipp = &Ships[objp->instance];
|
|
sip = &Ship_info[shipp->ship_info_index];
|
|
aip = &Ai_info[shipp->ai_index];
|
|
|
|
shipp->flags &= ~SF_PRIMARY_LINKED;
|
|
swp = &shipp->weapons;
|
|
|
|
if (Num_weapons > (int) (MAX_WEAPONS * 0.75f)) {
|
|
if (shipp->flags & SF_PRIMARY_LINKED)
|
|
nprintf(("AI", "Frame %i, ship %s: Unlinking primaries.\n", Framecount, shipp->ship_name));
|
|
shipp->flags &= ~SF_PRIMARY_LINKED;
|
|
return; // If low on slots, don't link.
|
|
}
|
|
|
|
shipp->flags &= ~SF_PRIMARY_LINKED;
|
|
|
|
// AL: ensure target is a ship!
|
|
if ( Objects[aip->target_objnum].type == OBJ_SHIP ) {
|
|
// If trying to destroy a big ship (i.e., not disable/disarm), always unleash all weapons
|
|
if ( ship_get_SIF(&Ships[Objects[aip->target_objnum].instance]) & SIF_BIG_SHIP) {
|
|
if ( aip->targeted_subsys == NULL ) {
|
|
shipp->flags |= SF_PRIMARY_LINKED;
|
|
shipp->flags |= SF_SECONDARY_DUAL_FIRE;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// AL 2-11-98: If ship has a disarm or disable goal, don't link unless both weapons are
|
|
// puncture weapons
|
|
if ( (aip->active_goal != AI_GOAL_NONE) && (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC) )
|
|
{
|
|
if ( aip->goals[aip->active_goal].ai_mode & (AI_GOAL_DISABLE_SHIP|AI_GOAL_DISARM_SHIP) )
|
|
{
|
|
// only continue if both primaries are puncture weapons
|
|
if ( swp->num_primary_banks == 2 ) {
|
|
if ( !(Weapon_info[swp->primary_bank_weapons[0]].wi_flags & WIF_PUNCTURE) )
|
|
return;
|
|
if ( !(Weapon_info[swp->primary_bank_weapons[1]].wi_flags & WIF_PUNCTURE) )
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Don't want all ships always linking weapons at start, so asynchronize.
|
|
if (Missiontime < i2f(30))
|
|
return;
|
|
else if (Missiontime < i2f(120))
|
|
{
|
|
int r = static_rand((Missiontime >> 17) ^ OBJ_INDEX(objp));
|
|
if ( (r&3) != 0)
|
|
return;
|
|
}
|
|
|
|
// regular lasers
|
|
if (shipp->weapon_energy > Link_energy_levels_always[Game_skill_level]) {
|
|
shipp->flags |= SF_PRIMARY_LINKED;
|
|
} else if (shipp->weapon_energy > Link_energy_levels_maybe[Game_skill_level]) {
|
|
if (objp->hull_strength < shipp->ship_initial_hull_strength/3.0f)
|
|
shipp->flags |= SF_PRIMARY_LINKED;
|
|
}
|
|
|
|
// also check ballistics - Goober5000
|
|
if (sip->flags & SIF_BALLISTIC_PRIMARIES)
|
|
{
|
|
total_ammo = 0;
|
|
current_ammo = 0;
|
|
|
|
// count ammo, and do not continue unless all weapons are ballistic
|
|
for (i = 0; i < swp->num_primary_banks; i++)
|
|
{
|
|
wip = &Weapon_info[swp->primary_bank_weapons[i]];
|
|
|
|
if (wip->wi_flags2 & WIF2_BALLISTIC)
|
|
{
|
|
total_ammo += swp->primary_bank_start_ammo[i];
|
|
current_ammo += swp->primary_bank_ammo[i];
|
|
}
|
|
else
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
Assert(total_ammo); // Goober5000: div-0 check
|
|
ammo_pct = float (current_ammo) / float (total_ammo);
|
|
|
|
// link according to defined levels
|
|
if (ammo_pct > Link_ammo_levels_always[Game_skill_level])
|
|
{
|
|
shipp->flags |= SF_PRIMARY_LINKED;
|
|
}
|
|
else if (ammo_pct > Link_ammo_levels_maybe[Game_skill_level])
|
|
{
|
|
if (objp->hull_strength < shipp->ship_initial_hull_strength/3.0f)
|
|
{
|
|
shipp->flags |= SF_PRIMARY_LINKED;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// --------------------------------------------------------------------------
|
|
// Fire the current primary weapon.
|
|
// *objp is the object to fire from.
|
|
//I changed this to return a true false flag on weather
|
|
//it did or did not fire the weapon sorry if this screws you up-Bobboau
|
|
int ai_fire_primary_weapon(object *objp)
|
|
{
|
|
ship *shipp = &Ships[objp->instance];
|
|
ship_weapon *swp = &shipp->weapons;
|
|
ship_info *sip;
|
|
ai_info *aip;
|
|
object *enemy_objp;
|
|
|
|
Assert( shipp->ship_info_index >= 0 && shipp->ship_info_index < MAX_SHIP_TYPES);
|
|
sip = &Ship_info[shipp->ship_info_index];
|
|
|
|
aip = &Ai_info[shipp->ai_index];
|
|
|
|
// If low on slots, fire a little less often.
|
|
if (Num_weapons > (int) (0.9f * MAX_WEAPONS)) {
|
|
if (frand() > 0.5f) {
|
|
nprintf(("AI", "Frame %i, %s not fire.\n", Framecount, shipp->ship_name));
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
if (!Ai_firing_enabled){
|
|
return 0;
|
|
}
|
|
|
|
if (aip->target_objnum != -1){
|
|
enemy_objp = &Objects[aip->target_objnum];
|
|
} else {
|
|
enemy_objp = NULL;
|
|
}
|
|
|
|
if ( (swp->current_primary_bank < 0) || (swp->current_primary_bank >= swp->num_primary_banks) || timestamp_elapsed(aip->primary_select_timestamp)) {
|
|
int flags = 0;
|
|
// AL 2-11-98: If attacking any subsystem (not just engines), use disrupter weapon
|
|
// if ((aip->targeted_subsys != NULL) && (aip->targeted_subsys->system_info->type == SUBSYSTEM_ENGINE)) {
|
|
if ( aip->targeted_subsys != NULL ) {
|
|
flags = WIF_PUNCTURE;
|
|
}
|
|
ai_select_primary_weapon(objp, enemy_objp, flags);
|
|
ship_primary_changed(shipp); // AL: maybe send multiplayer information when AI ship changes primaries
|
|
aip->primary_select_timestamp = timestamp(5 * 1000); // Maybe change primary weapon five seconds from now.
|
|
}
|
|
|
|
// If pointing nearly at predicted collision point of target, bash orientation to be perfectly pointing.
|
|
float dot;
|
|
vector v2t;
|
|
|
|
// if (!IS_VEC_NULL(&G_predicted_pos)) {
|
|
if (!( vm_vec_mag_quick(&G_predicted_pos) < AICODE_SMALL_MAGNITUDE )) {
|
|
if ( !vm_vec_cmp(&G_predicted_pos, &G_fire_pos) ) {
|
|
nprintf(("Warning", "Avoid NULL vector assert.. why are G_predicted_pos and G_fire_pos the same?\n"));
|
|
} else {
|
|
vm_vec_normalized_dir(&v2t, &G_predicted_pos, &G_fire_pos);
|
|
dot = vm_vec_dot(&v2t, &objp->orient.vec.fvec);
|
|
if (dot > .998629534f){ // if within 3.0 degrees of desired heading, bash
|
|
vm_vector_2_matrix(&objp->orient, &v2t, &objp->orient.vec.uvec, NULL);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Make sure not firing at a protected ship unless firing at a live subsystem.
|
|
// Note: This happens every time the ship tries to fire, perhaps every frame.
|
|
// Should be wrapped in a timestamp, same one that enables it to fire, but that is complicated
|
|
// by multiple banks it can fire from.
|
|
if (aip->target_objnum != -1) {
|
|
object *tobjp = &Objects[aip->target_objnum];
|
|
if (tobjp->flags & OF_PROTECTED) {
|
|
if (aip->targeted_subsys != NULL) {
|
|
int type;
|
|
|
|
type = aip->targeted_subsys->system_info->type;
|
|
if (ship_get_subsystem_strength(&Ships[tobjp->instance], type) == 0.0f) {
|
|
aip->target_objnum = -1;
|
|
return 0;
|
|
}
|
|
} else {
|
|
aip->target_objnum = -1;
|
|
return 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
// If enemy is protected, not firing a puncture weapon and enemy's hull is low, don't fire.
|
|
if ((enemy_objp != NULL) && (enemy_objp->flags & OF_PROTECTED)) {
|
|
// AL: 3-6-98: Check if current_primary_bank is valid
|
|
if ((enemy_objp->hull_strength < 750.0f) &&
|
|
((aip->targeted_subsys == NULL) || (enemy_objp->hull_strength < aip->targeted_subsys->current_hits + 50.0f)) &&
|
|
(swp->current_primary_bank >= 0) ) {
|
|
if (!(Weapon_info[swp->primary_bank_weapons[swp->current_primary_bank]].wi_flags & WIF_PUNCTURE)) {
|
|
//nprintf(("AI", "Ship %s not firing at protected ship %s because not using disruptor.\n", Ships[objp->instance].ship_name, Ships[enemy_objp->instance].ship_name));
|
|
swp->next_primary_fire_stamp[swp->current_primary_bank] = timestamp(1000);
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
int num_attacking;
|
|
num_attacking = num_enemies_attacking(enemy_objp-Objects);
|
|
if (enemy_objp->hull_strength / num_attacking < 200.0f) {
|
|
if (frand() < 0.75f) {
|
|
nprintf(("AI", "Ship %s not firing at protected ship %s because too many attacking.\n", Ships[objp->instance].ship_name, Ships[enemy_objp->instance].ship_name));
|
|
swp->next_primary_fire_stamp[swp->current_primary_bank] = timestamp(500);
|
|
return;
|
|
}
|
|
}
|
|
*/
|
|
}
|
|
}
|
|
|
|
set_primary_weapon_linkage(objp);
|
|
|
|
// I think this will properly solve the problem
|
|
// fire non-streaming weapons
|
|
ship_fire_primary(objp, 0);
|
|
|
|
// fire streaming weapons
|
|
shipp->flags |= SF_TRIGGER_DOWN;
|
|
ship_fire_primary(objp, 1);
|
|
shipp->flags &= ~SF_TRIGGER_DOWN;
|
|
return 1;//if it got down to here then it tryed to fire
|
|
}
|
|
|
|
// --------------------------------------------------------------------------
|
|
// Return number of nearby enemy fighters.
|
|
// threshold is the distance within which a ship is considered near.
|
|
//
|
|
// input: enemy_team_mask => teams that are considered as an enemy
|
|
// pos => world position to measure ship distances from
|
|
// threshold => max distance from pos to be considered "near"
|
|
//
|
|
// exit: number of ships within threshold units of pos
|
|
int num_nearby_fighters(int enemy_team_mask, vector *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 (Ships[ship_objp->instance].team & enemy_team_mask) {
|
|
if (Ship_info[Ships[ship_objp->instance].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER)) {
|
|
if (vm_vec_dist_quick(pos, &ship_objp->pos) < threshold)
|
|
count++;
|
|
}
|
|
}
|
|
}
|
|
|
|
return count;
|
|
}
|
|
|
|
// --------------------------------------------------------------------------
|
|
// Select secondary weapon to fire.
|
|
// Currently, 1/16/98:
|
|
// If 0 secondary weapons available, return -1
|
|
// If 1 available, use it.
|
|
// If 2 or more, if the current weapon is one of them, stick with it, otherwise choose a random one.
|
|
// priority1 and priority2 are Weapon_info[] bitmasks such as WIF_HOMING_ASPECT. If any weapon has any bit in priority1
|
|
// set, that weapon will be selected. If not, apply to priority2. If neither, return -1, meaning no weapon selected.
|
|
// Note, priorityX have default values of -1, meaning if not set, they will match any weapon.
|
|
// Return value:
|
|
// bank index
|
|
// Should do this:
|
|
// Favor aspect seekers when attacking small ships faraway.
|
|
// Favor rapid fire dumbfire when attacking a large ship.
|
|
// Ignore heat seekers because we're not sure how they'll work.
|
|
void ai_select_secondary_weapon(object *objp, ship_weapon *swp, int priority1 = -1, int priority2 = -1)
|
|
{
|
|
int num_weapon_types;
|
|
int weapon_id_list[MAX_WEAPON_TYPES], weapon_bank_list[MAX_WEAPON_TYPES];
|
|
int i;
|
|
int ignore_mask;
|
|
int initial_bank;
|
|
|
|
initial_bank = swp->current_secondary_bank;
|
|
|
|
// Ignore bombs unless one of the priorities asks for them to be selected.
|
|
if (WIF_HUGE & (priority1 | priority2))
|
|
ignore_mask = 0;
|
|
else
|
|
ignore_mask = WIF_HUGE;
|
|
|
|
if (!(WIF_BOMBER_PLUS & (priority1 | priority2)))
|
|
ignore_mask |= WIF_BOMBER_PLUS;
|
|
|
|
#ifndef NDEBUG
|
|
for (i=0; i<MAX_WEAPON_TYPES; i++) {
|
|
weapon_id_list[i] = -1;
|
|
weapon_bank_list[i] = -1;
|
|
}
|
|
#endif
|
|
|
|
if (priority1 == 0)
|
|
ignore_mask |= WIF_HOMING;
|
|
|
|
// Stuff weapon_bank_list with bank index of available weapons.
|
|
num_weapon_types = get_available_secondary_weapons(objp, weapon_id_list, weapon_bank_list);
|
|
|
|
int priority2_index = -1;
|
|
|
|
for (i=0; i<num_weapon_types; i++) {
|
|
int wi_flags;
|
|
|
|
wi_flags = Weapon_info[swp->secondary_bank_weapons[weapon_bank_list[i]]].wi_flags;
|
|
if (!(wi_flags & ignore_mask)) { // Maybe bombs are illegal.
|
|
if (wi_flags & priority1) {
|
|
swp->current_secondary_bank = weapon_bank_list[i]; // Found first priority, return it.
|
|
break;
|
|
} else if (wi_flags & priority2)
|
|
priority2_index = weapon_bank_list[i]; // Found second priority, but might still find first priority.
|
|
}
|
|
}
|
|
|
|
if (priority2 == 0)
|
|
ignore_mask |= WIF_HOMING;
|
|
|
|
// If didn't find anything above, then pick any secondary weapon.
|
|
if (i == num_weapon_types) {
|
|
swp->current_secondary_bank = priority2_index; // Assume we won't find anything.
|
|
if (priority2_index == -1) {
|
|
for (i=0; i<num_weapon_types; i++) {
|
|
int wi_flags;
|
|
|
|
wi_flags = Weapon_info[swp->secondary_bank_weapons[weapon_bank_list[i]]].wi_flags;
|
|
if (!(wi_flags & ignore_mask)) { // Maybe bombs are illegal.
|
|
if (swp->secondary_bank_ammo[i] > 0) {
|
|
swp->current_secondary_bank = i;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
ai_info *aip = &Ai_info[Ships[objp->instance].ai_index];
|
|
// If switched banks, force reacquisition of aspect lock.
|
|
if (swp->current_secondary_bank != initial_bank) {
|
|
aip->aspect_locked_time = 0.0f;
|
|
aip->current_target_is_locked = 0;
|
|
}
|
|
|
|
weapon_info *wip=&Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]];
|
|
|
|
//rapid dumbfire? let it rip!
|
|
if ( (!(wip->wi_flags & WIF_HOMING)) && (wip->fire_wait < .5f) && (The_mission.flags & MISSION_FLAG_USE_NEW_AI))
|
|
{
|
|
aip->ai_flags |= AIF_UNLOAD_SECONDARIES;
|
|
}
|
|
|
|
|
|
ship_secondary_changed(&Ships[objp->instance]); // AL: let multiplayer know if secondary bank has changed
|
|
// nprintf(("AI", "Ship %s selected weapon %s\n", Ships[objp->instance].ship_name, Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]].name));
|
|
}
|
|
|
|
// Return number of objects homing on object *target_objp
|
|
int compute_num_homing_objects(object *target_objp)
|
|
{
|
|
object *objp;
|
|
int count = 0;
|
|
|
|
for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
|
|
if (objp->type == OBJ_WEAPON) {
|
|
if (Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags & WIF_HOMING) {
|
|
if (Weapons[objp->instance].homing_object == target_objp) {
|
|
count++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return count;
|
|
}
|
|
|
|
// Object *firing_objp just fired weapon weapon_index (index in Weapon_info).
|
|
// If it's a shockwave weapon, tell your team about it!
|
|
void ai_maybe_announce_shockwave_weapon(object *firing_objp, int weapon_index)
|
|
{
|
|
if ((firing_objp->type == OBJ_SHIP) && (Weapon_info[weapon_index].shockwave_speed > 0.0f)) {
|
|
ship_obj *so;
|
|
int firing_ship_team;
|
|
|
|
firing_ship_team = Ships[firing_objp->instance].team;
|
|
|
|
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
|
|
object *A = &Objects[so->objnum];
|
|
Assert(A->type == OBJ_SHIP);
|
|
|
|
if (Ships[A->instance].team == firing_ship_team) {
|
|
ai_info *aip = &Ai_info[Ships[A->instance].ai_index];
|
|
|
|
// AL 1-5-98: only avoid shockwave if not docked or repairing
|
|
if ( !object_is_docked(A) && !(aip->ai_flags & (AIF_REPAIRING|AIF_BEING_REPAIRED)) ) {
|
|
aip->ai_flags |= AIF_AVOID_SHOCKWAVE_WEAPON;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Return total payload of all incoming missiles.
|
|
float compute_incoming_payload(object *target_objp)
|
|
{
|
|
missile_obj *mo;
|
|
float payload = 0.0f;
|
|
|
|
for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
|
|
object *objp;
|
|
|
|
objp = &Objects[mo->objnum];
|
|
Assert(objp->type == OBJ_WEAPON);
|
|
if (Weapons[objp->instance].homing_object == target_objp) {
|
|
payload += Weapon_info[Weapons[objp->instance].weapon_info_index].damage;
|
|
}
|
|
}
|
|
|
|
return payload;
|
|
}
|
|
|
|
// --------------------------------------------------------------------------
|
|
// Return true if OK for *aip to fire its current weapon at its current target.
|
|
// Only reason this function returns false is:
|
|
// weapon is a homer
|
|
// targeted at player
|
|
// OR: player has too many homers targeted at him
|
|
// Missiontime in that dead zone in which can't fire at this player
|
|
// Note: If player is attacking a ship, that ship is allowed to fire at player. Otherwise, we get in a situation in which
|
|
// player is attacking a large ship, but that large ship is not defending itself with missiles.
|
|
int check_ok_to_fire(int objnum, int target_objnum, weapon_info *wip)
|
|
{
|
|
int num_homers = 0;
|
|
object *tobjp = &Objects[target_objnum];
|
|
|
|
if (target_objnum > -1) {
|
|
// AL 3-4-98: Ensure objp target is a ship first
|
|
if ( tobjp->type == OBJ_SHIP ) {
|
|
|
|
// should not get this far. check if ship is protected from beam and weapon is type beam
|
|
if ( (wip->wi_flags & WIF_BEAM) && (tobjp->flags & OF_BEAM_PROTECTED) ) {
|
|
Int3();
|
|
return 0;
|
|
}
|
|
if (Ship_info[Ships[tobjp->instance].ship_info_index].flags & SIF_SMALL_SHIP) {
|
|
num_homers = compute_num_homing_objects(&Objects[target_objnum]);
|
|
}
|
|
}
|
|
|
|
// If player, maybe fire based on Skill_level and number of incoming weapons.
|
|
// If non-player, maybe fire based on payload of incoming weapons.
|
|
if (wip->wi_flags & WIF_HOMING) {
|
|
if ((target_objnum > -1) && (tobjp->flags & OF_PLAYER_SHIP)) {
|
|
if (Ai_info[Ships[tobjp->instance].ai_index].target_objnum != objnum) {
|
|
// Don't allow AI ships to fire at player for fixed periods of time based on skill level.
|
|
// With 5 skill levels, at Very Easy, they fire in 1/7 of every 10 second interval.
|
|
// At Easy, 2/7...at Expert, 5/7
|
|
int t = ((Missiontime /(65536*10)) ^ target_objnum ^ 0x01) % (NUM_SKILL_LEVELS+2);
|
|
if (t > Game_skill_level) {
|
|
//nprintf(("AI", "Not OK to fire homer at time thing %i\n", t));
|
|
return 0;
|
|
}
|
|
}
|
|
//nprintf(("AI", " IS OK to fire homer at time thing %i ***\n", t));
|
|
int swarmers = 0;
|
|
if (wip->wi_flags & WIF_SWARM)
|
|
swarmers = 2; // Note, always want to be able to fire swarmers if no currently incident homers.
|
|
if (Max_allowed_player_homers[Game_skill_level] < num_homers + swarmers) {
|
|
return 0;
|
|
}
|
|
} else if (num_homers > 3) {
|
|
float incoming_payload;
|
|
|
|
incoming_payload = compute_incoming_payload(&Objects[target_objnum]);
|
|
|
|
if (incoming_payload > tobjp->hull_strength) {
|
|
return 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
// --------------------------------------------------------------------------
|
|
// Fire a secondary weapon.
|
|
// Maybe choose to fire a different one.
|
|
// priority1 and priority2 are optional parameters with defaults = -1
|
|
int ai_fire_secondary_weapon(object *objp, int priority1, int priority2)
|
|
{
|
|
ship_weapon *swp;
|
|
ship *shipp;
|
|
ship_info *sip;
|
|
int current_bank;
|
|
int rval = 0;
|
|
|
|
#ifndef NDEBUG
|
|
if (!Ai_firing_enabled)
|
|
return rval;
|
|
#endif
|
|
|
|
Assert( objp != NULL );
|
|
Assert(objp->type == OBJ_SHIP);
|
|
shipp = &Ships[objp->instance];
|
|
swp = &shipp->weapons;
|
|
|
|
Assert( shipp->ship_info_index >= 0 && shipp->ship_info_index < MAX_SHIP_TYPES);
|
|
sip = &Ship_info[shipp->ship_info_index];
|
|
|
|
// Select secondary weapon.
|
|
current_bank = swp->current_secondary_bank; //ai_select_secondary_weapon(objp, swp, priority1, priority2);
|
|
|
|
//nprintf(("AI", "Frame %i: Current bank = %i, ammo remaining = %i\n", Framecount, current_bank, swp->secondary_bank_ammo[current_bank]));
|
|
if (current_bank == -1) {
|
|
swp->next_secondary_fire_stamp[current_bank] = timestamp(500);
|
|
return rval;
|
|
}
|
|
|
|
Assert(current_bank < shipp->weapons.num_secondary_banks);
|
|
|
|
weapon_info *wip = &Weapon_info[shipp->weapons.secondary_bank_weapons[current_bank]];
|
|
|
|
if ((wip->wi_flags & WIF_HOMING_ASPECT) && (!Ai_info[shipp->ai_index].current_target_is_locked)) {
|
|
//nprintf(("AI", "Not firing secondary weapon because not aspect locked.\n"));
|
|
swp->next_secondary_fire_stamp[current_bank] = timestamp(250);
|
|
} else if ((wip->wi_flags & WIF_BOMB) || (vm_vec_dist_quick(&objp->pos, &En_objp->pos) > 50.0f)) {
|
|
// This might look dumb, firing a bomb even if closer than 50 meters, but the reason is, if you're carrying
|
|
// bombs, delivering them is probably more important than surviving.
|
|
ai_info *aip;
|
|
|
|
aip = &Ai_info[shipp->ai_index];
|
|
|
|
// Note, maybe don't fire if firing at player and any homers yet fired.
|
|
// Decreasing chance to fire the more homers are incoming on player.
|
|
if (check_ok_to_fire(OBJ_INDEX(objp), aip->target_objnum, wip)) {
|
|
if (ship_fire_secondary(objp)) {
|
|
rval = 1;
|
|
swp->next_secondary_fire_stamp[current_bank] = timestamp(500);
|
|
//nprintf(("AI", "Frane %i: Ship %s fired secondary %s\n", Framecount, Ships[objp->instance].ship_name, Weapon_info[swp->secondary_bank_weapons[current_bank]].name));
|
|
}
|
|
|
|
} else {
|
|
swp->next_secondary_fire_stamp[current_bank] = timestamp(500);
|
|
}
|
|
}
|
|
|
|
return rval;
|
|
}
|
|
|
|
// Return true if it looks like obj1, if continuing to move along current vector, will
|
|
// collide with obj2.
|
|
int might_collide_with_ship(object *obj1, object *obj2, float dot_to_enemy, float dist_to_enemy, float duration)
|
|
{
|
|
if (obj1->phys_info.speed * duration + 2*(obj1->radius + obj2->radius) > dist_to_enemy)
|
|
if (dot_to_enemy > 0.8f - 2*(obj1->radius + obj2->radius)/dist_to_enemy)
|
|
return objects_will_collide(obj1, obj2, duration, 2.0f);
|
|
|
|
// BABY -
|
|
// CONDITION 1, dist_to_enemy < o1_rad + o2_rad + (obj1.speed + obj2.speed) * time + 50
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
// --------------------------------------------------------------------------
|
|
// Return true if ship *objp firing a laser believes it will hit a teammate.
|
|
int might_hit_teammate(object *firing_objp)
|
|
{
|
|
int team;
|
|
object *objp;
|
|
ship_obj *so;
|
|
|
|
team = Ships[firing_objp->instance].team;
|
|
|
|
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
|
|
objp = &Objects[so->objnum];
|
|
if (Ships[objp->instance].team == team) {
|
|
float dist, dot;
|
|
vector vec_to_objp;
|
|
|
|
vm_vec_sub(&vec_to_objp, &firing_objp->pos, &objp->pos);
|
|
dist = vm_vec_mag_quick(&vec_to_objp);
|
|
dot = vm_vec_dot(&firing_objp->orient.vec.fvec, &vec_to_objp)/dist;
|
|
if (might_collide_with_ship(firing_objp, objp, dot, dist, 2.0f))
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
//int Team_not_fire_count=0, Team_hit_count = 0;
|
|
|
|
void render_all_ship_bay_paths(object *objp)
|
|
{
|
|
int i,j,color;
|
|
ship *sp = &Ships[objp->instance];
|
|
polymodel *pm;
|
|
model_path *mp;
|
|
|
|
pm = model_get(sp->modelnum);
|
|
vector global_path_point;
|
|
vertex v, prev_vertex;
|
|
|
|
if ( pm->ship_bay == NULL )
|
|
return;
|
|
|
|
for ( i = 0; i < pm->ship_bay->num_paths; i++ ) {
|
|
mp = &pm->paths[pm->ship_bay->paths[i]];
|
|
|
|
for ( j = 0; j < mp->nverts; j++ ) {
|
|
vm_vec_unrotate(&global_path_point, &mp->verts[j].pos, &objp->orient);
|
|
vm_vec_add2(&global_path_point, &objp->pos);
|
|
g3_rotate_vertex(&v, &global_path_point);
|
|
color = 255 - j*50;
|
|
if ( color < 50 )
|
|
color = 100;
|
|
gr_set_color(0, color, 0);
|
|
|
|
if ( j == mp->nverts-1 ) {
|
|
gr_set_color(255, 0, 0);
|
|
}
|
|
|
|
g3_draw_sphere( &v, 1.5f);
|
|
|
|
if ( j > 0 )
|
|
g3_draw_line(&v, &prev_vertex);
|
|
|
|
prev_vertex = v;
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
// debug function to show all path points associated with an object
|
|
void render_all_subsys_paths(object *objp)
|
|
{
|
|
int i,j,color;
|
|
ship *sp = &Ships[objp->instance];
|
|
polymodel *pm;
|
|
model_path *mp;
|
|
|
|
pm = model_get(sp->modelnum);
|
|
vector global_path_point;
|
|
vertex v, prev_vertex;
|
|
|
|
if ( pm->ship_bay == NULL )
|
|
return;
|
|
|
|
for ( i = 0; i < pm->n_paths; i++ ) {
|
|
mp = &pm->paths[i];
|
|
for ( j = 0; j < mp->nverts; j++ ) {
|
|
vm_vec_unrotate(&global_path_point, &mp->verts[j].pos, &objp->orient);
|
|
vm_vec_add2(&global_path_point, &objp->pos);
|
|
g3_rotate_vertex(&v, &global_path_point);
|
|
color = 255 - j*50;
|
|
if ( color < 50 )
|
|
color = 100;
|
|
gr_set_color(0, color, 0);
|
|
|
|
if ( j == mp->nverts-1 ) {
|
|
gr_set_color(255, 0, 0);
|
|
}
|
|
|
|
g3_draw_sphere( &v, 1.5f);
|
|
|
|
if ( j > 0 )
|
|
g3_draw_line(&v, &prev_vertex);
|
|
|
|
prev_vertex = v;
|
|
}
|
|
}
|
|
}
|
|
|
|
void render_path_points(object *objp)
|
|
{
|
|
ship *shipp = &Ships[objp->instance];
|
|
ai_info *aip = &Ai_info[shipp->ai_index];
|
|
object *dobjp;
|
|
polymodel *pm;
|
|
|
|
render_all_subsys_paths(objp);
|
|
render_all_ship_bay_paths(objp);
|
|
|
|
if (aip->goal_objnum < 0)
|
|
return;
|
|
|
|
dobjp = &Objects[aip->goal_objnum];
|
|
pm = model_get(Ships[dobjp->instance].modelnum);
|
|
vector dock_point, global_dock_point;
|
|
vertex v;
|
|
|
|
ship_model_start(&Objects[aip->goal_objnum]);
|
|
if (pm->n_docks) {
|
|
dock_point = pm->docking_bays[0].pnt[0];
|
|
model_find_world_point(&global_dock_point, &dock_point, Ships[dobjp->instance].modelnum, 0, &dobjp->orient, &dobjp->pos );
|
|
g3_rotate_vertex(&v, &global_dock_point);
|
|
gr_set_color(255, 255, 255);
|
|
g3_draw_sphere( &v, 1.5f);
|
|
}
|
|
|
|
if (aip->path_start != -1) {
|
|
vertex prev_vertex;
|
|
pnode *pp = &Path_points[aip->path_start];
|
|
int num_points = aip->path_length;
|
|
int i;
|
|
|
|
for (i=0; i<num_points; i++) {
|
|
vertex v0;
|
|
|
|
g3_rotate_vertex( &v0, &pp->pos );
|
|
|
|
gr_set_color(0, 128, 96);
|
|
if (i != 0)
|
|
g3_draw_line(&v0, &prev_vertex);
|
|
|
|
if (pp-Path_points == aip->path_cur)
|
|
gr_set_color(255,255,0);
|
|
|
|
g3_draw_sphere( &v0, 4.5f);
|
|
|
|
// Connect all the turrets that can fire upon this point to this point.
|
|
/* if (0) { //pp->path_index != -1) {
|
|
model_path *pmp;
|
|
mp_vert *pmpv;
|
|
|
|
get_base_path_info(pp->path_index, aip->goal_objnum, &pmp, &pmpv);
|
|
|
|
if (pmpv->nturrets) {
|
|
for (int j = 0; j<pmpv->nturrets; j++) {
|
|
vertex v1;
|
|
vector turret_pos;
|
|
ship_subsys *ssp;
|
|
|
|
ssp = ship_get_indexed_subsys(&Ships[Objects[aip->goal_objnum].instance], pmpv->turret_ids[j]);
|
|
|
|
model_find_world_point(&turret_pos, &ssp->system_info->pnt, Ships[dobjp->instance].modelnum, 0, &dobjp->orient, &dobjp->pos );
|
|
|
|
g3_rotate_vertex(&v1, &turret_pos);
|
|
gr_set_color(255, 255, 0);
|
|
g3_draw_line(&v0, &v1);
|
|
g3_draw_sphere( &v1, 1.5f);
|
|
}
|
|
}
|
|
} */
|
|
|
|
prev_vertex = v0;
|
|
|
|
pp++;
|
|
}
|
|
}
|
|
|
|
ship_model_stop(&Objects[aip->goal_objnum]);
|
|
}
|
|
|
|
// Return the distance that the current AI weapon will travel
|
|
float ai_get_weapon_dist(ship_weapon *swp)
|
|
{
|
|
int bank_num, weapon_num;
|
|
|
|
bank_num = swp->current_primary_bank;
|
|
weapon_num = swp->primary_bank_weapons[bank_num];
|
|
|
|
// If weapon_num is illegal, return a reasonable value. A valid weapon
|
|
// will get selected when this ship tries to fire.
|
|
if (weapon_num == -1) {
|
|
// Int3();
|
|
return 1000.0f;
|
|
}
|
|
|
|
return Weapon_info[weapon_num].max_speed * Weapon_info[weapon_num].lifetime;
|
|
}
|
|
|
|
float ai_get_weapon_speed(ship_weapon *swp)
|
|
{
|
|
int bank_num, weapon_num;
|
|
|
|
bank_num = swp->current_primary_bank;
|
|
if (bank_num < 0)
|
|
return 100.0f;
|
|
|
|
weapon_num = swp->primary_bank_weapons[bank_num];
|
|
|
|
if (weapon_num == -1) {
|
|
//Int3();
|
|
return 100.0f;
|
|
}
|
|
|
|
return Weapon_info[weapon_num].max_speed;
|
|
}
|
|
|
|
// Compute the predicted position of a ship to be fired upon from a turret.
|
|
// This is based on position of firing gun, enemy object, weapon speed and skill level constraints.
|
|
// Return value in *predicted_enemy_pos.
|
|
// Also, stuff globals G_predicted_pos, G_collision_time and G_fire_pos.
|
|
// *pobjp object firing the weapon
|
|
// *eobjp object being fired upon
|
|
void set_predicted_enemy_pos_turret(vector *predicted_enemy_pos, vector *gun_pos, object *pobjp, vector *enemy_pos, vector *enemy_vel, float weapon_speed, float time_enemy_in_range)
|
|
{
|
|
ship *shipp = &Ships[pobjp->instance];
|
|
float range_time;
|
|
|
|
//weapon_speed = ai_get_weapon_speed(&shipp->weapons);
|
|
|
|
if (weapon_speed < 1.0f)
|
|
weapon_speed = 1.0f;
|
|
|
|
range_time = 2.0f;
|
|
|
|
// Make it take longer for enemies to get player's allies in range based on skill level.
|
|
if (Ships[pobjp->instance].team != Ships[Player_obj->instance].team)
|
|
range_time += In_range_time[Game_skill_level];
|
|
|
|
//nprintf(("AI", "time enemy in range = %7.3f\n", aip->time_enemy_in_range));
|
|
|
|
if (time_enemy_in_range < range_time) {
|
|
float dist;
|
|
|
|
dist = vm_vec_dist_quick(&pobjp->pos, enemy_pos);
|
|
vm_vec_scale_add(predicted_enemy_pos, enemy_pos, enemy_vel, time_enemy_in_range * dist/weapon_speed);
|
|
} else {
|
|
float collision_time, scale;
|
|
vector rand_vec;
|
|
ai_info *aip = &Ai_info[shipp->ai_index];
|
|
|
|
collision_time = compute_collision_time(enemy_pos, enemy_vel, gun_pos, weapon_speed);
|
|
|
|
if (collision_time == 0.0f){
|
|
collision_time = 100.0f;
|
|
}
|
|
|
|
vm_vec_scale_add(predicted_enemy_pos, enemy_pos, enemy_vel, collision_time);
|
|
if (time_enemy_in_range > 2*range_time){
|
|
scale = (1.0f - aip->ai_accuracy) * 4.0f;
|
|
} else {
|
|
scale = (1.0f - aip->ai_accuracy) * 4.0f * (1.0f + 4.0f * (1.0f - time_enemy_in_range/(2*range_time)));
|
|
}
|
|
|
|
static_randvec(((pobjp-Objects) ^ (Missiontime >> 16)) & 7, &rand_vec);
|
|
|
|
vm_vec_scale_add2(predicted_enemy_pos, &rand_vec, scale);
|
|
G_collision_time = collision_time;
|
|
G_fire_pos = *gun_pos;
|
|
}
|
|
|
|
G_predicted_pos = *predicted_enemy_pos;
|
|
}
|
|
|
|
// Compute the predicted position of a ship to be fired upon.
|
|
// This is based on current position of firing object, enemy object, relative position of gun on firing object,
|
|
// weapon speed and skill level constraints.
|
|
// Return value in *predicted_enemy_pos.
|
|
// Also, stuff globals G_predicted_pos, G_collision_time and G_fire_pos.
|
|
void set_predicted_enemy_pos(vector *predicted_enemy_pos, object *pobjp, object *eobjp, ai_info *aip)
|
|
{
|
|
float weapon_speed, range_time;
|
|
ship *shipp = &Ships[pobjp->instance];
|
|
|
|
weapon_speed = ai_get_weapon_speed(&shipp->weapons);
|
|
weapon_speed = max(weapon_speed, 1.0f); // set not less than 1
|
|
|
|
range_time = 2.0f;
|
|
|
|
// Make it take longer for enemies to get player's allies in range based on skill level.
|
|
// but don't bias team v. team missions
|
|
#ifndef NO_NETWORK
|
|
if ( !((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)) )
|
|
#endif
|
|
{
|
|
if (Ships[pobjp->instance].team != Ships[Player_obj->instance].team) {
|
|
range_time += In_range_time[Game_skill_level];
|
|
}
|
|
}
|
|
//nprintf(("AI", "time enemy in range = %7.3f\n", aip->time_enemy_in_range));
|
|
|
|
if (aip->time_enemy_in_range < range_time) {
|
|
float dist;
|
|
|
|
dist = vm_vec_dist_quick(&pobjp->pos, &eobjp->pos);
|
|
vm_vec_scale_add(predicted_enemy_pos, &eobjp->pos, &eobjp->phys_info.vel, aip->time_enemy_in_range * dist/weapon_speed);
|
|
} else {
|
|
float collision_time;
|
|
vector gun_pos, pnt;
|
|
polymodel *po = model_get( shipp->modelnum );
|
|
|
|
// Compute position of gun in absolute space and use that as fire position.
|
|
if(po->gun_banks != NULL){
|
|
pnt = po->gun_banks[0].pnt[0];
|
|
} else {
|
|
pnt = Objects[shipp->objnum].pos;
|
|
}
|
|
vm_vec_unrotate(&gun_pos, &pnt, &pobjp->orient);
|
|
vm_vec_add2(&gun_pos, &pobjp->pos);
|
|
|
|
collision_time = compute_collision_time(&eobjp->pos, &eobjp->phys_info.vel, &gun_pos, weapon_speed);
|
|
|
|
if (collision_time == 0.0f) {
|
|
collision_time = 100.0f;
|
|
}
|
|
|
|
vm_vec_scale_add(predicted_enemy_pos, &eobjp->pos, &eobjp->phys_info.vel, collision_time);
|
|
|
|
// set globals
|
|
G_collision_time = collision_time;
|
|
G_fire_pos = gun_pos;
|
|
}
|
|
|
|
// Now add error terms (1) regular aim (2) EMP (3) stealth
|
|
float scale = 0.0f;
|
|
vector rand_vec;
|
|
|
|
// regular skill level error in aim
|
|
if (aip->time_enemy_in_range > 2*range_time) {
|
|
scale = (1.0f - aip->ai_accuracy) * 4.0f;
|
|
} else {
|
|
scale = (1.0f - aip->ai_accuracy) * 4.0f * (1.0f + 4.0f * (1.0f - aip->time_enemy_in_range/(2*range_time)));
|
|
}
|
|
|
|
// if this ship is under the effect of an EMP blast, throw his aim off a bit
|
|
if (shipp->emp_intensity > 0.0f) {
|
|
// never go lower than 1/2 of the EMP effect max, otherwise things aren't noticeable
|
|
scale += (MAX_EMP_INACCURACY * (shipp->emp_intensity < 0.5f ? 0.5f : shipp->emp_intensity));
|
|
mprintf(("AI miss scale factor (EMP) %f\n",scale));
|
|
}
|
|
|
|
// if stealthy ship, throw his aim off, more when farther away and when dot is small
|
|
if ( aip->ai_flags & AIF_STEALTH_PURSUIT ) {
|
|
float dist = vm_vec_dist_quick(&pobjp->pos, &eobjp->pos);
|
|
vector temp;
|
|
vm_vec_sub(&temp, &eobjp->pos, &pobjp->pos);
|
|
vm_vec_normalize_quick(&temp);
|
|
float dot = vm_vec_dotprod(&temp, &pobjp->orient.vec.fvec);
|
|
float st_err = 3.0f * (1.4f - dot) * (1.0f + dist / (get_skill_stealth_dist_scaler() * STEALTH_MAX_VIEW_DIST)) * (1 - aip->ai_accuracy);
|
|
scale += st_err;
|
|
// mprintf(("error term: %.1f, total %.1f, dot %.3f\n", st_err, scale, dot));
|
|
}
|
|
|
|
// get a random vector that changes slowly over time (1x / sec)
|
|
static_randvec(((pobjp-Objects) ^ (Missiontime >> 16)) & 7, &rand_vec);
|
|
|
|
vm_vec_scale_add2(predicted_enemy_pos, &rand_vec, scale);
|
|
|
|
// set global
|
|
G_predicted_pos = *predicted_enemy_pos;
|
|
}
|
|
|
|
// Handler of submode for Chase. Go into a continuous turn for awhile.
|
|
void ai_chase_ct()
|
|
{
|
|
vector tvec;
|
|
ship_info *sip;
|
|
ai_info *aip;
|
|
|
|
Assert(Ships[Pl_objp->instance].ship_info_index >= 0);
|
|
sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
|
|
Assert(Ships[Pl_objp->instance].ai_index >= 0);
|
|
aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
|
|
|
|
// Make a continuous turn towards any combination of possibly negated
|
|
// up and right vectors.
|
|
tvec = Pl_objp->pos;
|
|
|
|
if (aip->submode_parm0 & 0x01)
|
|
vm_vec_add2(&tvec, &Pl_objp->orient.vec.rvec);
|
|
if (aip->submode_parm0 & 0x02)
|
|
vm_vec_sub2(&tvec, &Pl_objp->orient.vec.rvec);
|
|
if (aip->submode_parm0 & 0x04)
|
|
vm_vec_add2(&tvec, &Pl_objp->orient.vec.uvec);
|
|
if (aip->submode_parm0 & 0x08)
|
|
vm_vec_sub2(&tvec, &Pl_objp->orient.vec.uvec);
|
|
|
|
// Detect degenerate cases that cause tvec to be same as player pos.
|
|
if (vm_vec_dist_quick(&tvec, &Pl_objp->pos) < 0.1f) {
|
|
aip->submode_parm0 &= 0x05;
|
|
if (aip->submode_parm0 == 0)
|
|
aip->submode_parm0 = 1;
|
|
vm_vec_add2(&tvec, &Pl_objp->orient.vec.rvec);
|
|
}
|
|
|
|
ai_turn_towards_vector(&tvec, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
|
|
accelerate_ship(aip, 1.0f);
|
|
}
|
|
|
|
// ATTACK submode handler for chase mode.
|
|
void ai_chase_eb(ai_info *aip, ship_info *sip, vector *predicted_enemy_pos, float dist_to_enemy)
|
|
{
|
|
vector _pep;
|
|
float dot_to_enemy, dot_from_enemy;
|
|
|
|
compute_dots(Pl_objp, En_objp, &dot_to_enemy, &dot_from_enemy);
|
|
|
|
// If we're trying to slow down to get behind, then point to turn towards is different.
|
|
_pep = *predicted_enemy_pos;
|
|
if ((dot_to_enemy > dot_from_enemy + 0.1f) || (dot_to_enemy > 0.9f))
|
|
vm_vec_scale_add(&_pep, &Pl_objp->pos, &En_objp->orient.vec.fvec, 100.0f);
|
|
|
|
ai_turn_towards_vector(&_pep, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
|
|
|
|
accelerate_ship(aip, 0.0f);
|
|
}
|
|
|
|
// Return time until weapon_objp might hit ship_objp.
|
|
// Assumes ship_objp is not moving.
|
|
// Returns negative time if not going to hit.
|
|
// This is a very approximate function, but is pretty fast.
|
|
float ai_endangered_time(object *ship_objp, object *weapon_objp)
|
|
{
|
|
float to_dot, from_dot, dist;
|
|
|
|
dist = compute_dots(ship_objp, weapon_objp, &to_dot, &from_dot);
|
|
|
|
// Note, this is bogus. It assumes only the weapon is moving.
|
|
// Only proceed if weapon sort of pointing at object and object pointing towards or away from weapon
|
|
// (Ie, if object moving at right angle to weapon, just continue for now...)
|
|
if (weapon_objp->phys_info.speed < 1.0f)
|
|
return dist + 1.0f;
|
|
else if ((from_dot > 0.1f) && (dist/(from_dot*from_dot) < 48*ship_objp->radius)) //: don't require them to see it, they have instruments!: && (fl_abs(to_dot) > 0.5f))
|
|
return dist / weapon_objp->phys_info.speed;
|
|
else
|
|
return -1.0f;
|
|
}
|
|
|
|
// Return time until danger weapon could hit this ai object.
|
|
// Return negative time if not endangered.
|
|
float ai_endangered_by_weapon(ai_info *aip)
|
|
{
|
|
object *weapon_objp;
|
|
|
|
if (aip->danger_weapon_objnum == -1) {
|
|
return -1.0f;
|
|
}
|
|
|
|
weapon_objp = &Objects[aip->danger_weapon_objnum];
|
|
|
|
if (weapon_objp->signature != aip->danger_weapon_signature) {
|
|
aip->danger_weapon_objnum = -1;
|
|
return -1.0f;
|
|
}
|
|
|
|
return ai_endangered_time(&Objects[Ships[aip->shipnum].objnum], weapon_objp);
|
|
}
|
|
|
|
// Return true if this ship is near full strength.
|
|
// Goober5000: simplified and accounted for shields being 0
|
|
int ai_near_full_strength(object *objp)
|
|
{
|
|
return (get_hull_pct(objp) > 0.9f) || (get_shield_pct(objp) > 0.8f);
|
|
}
|
|
|
|
// Set acceleration while in attack mode.
|
|
void attack_set_accel(ai_info *aip, float dist_to_enemy, float dot_to_enemy, float dot_from_enemy)
|
|
{
|
|
float speed_ratio;
|
|
|
|
if (En_objp->phys_info.speed > 1.0f)
|
|
speed_ratio = Pl_objp->phys_info.speed/En_objp->phys_info.speed;
|
|
else
|
|
speed_ratio = 5.0f;
|
|
|
|
// Sometimes, told to attack slowly. Allows to get in more hits.
|
|
if (aip->ai_flags & AIF_ATTACK_SLOWLY) {
|
|
if ((dist_to_enemy > 200.0f) && (dist_to_enemy < 800.0f)) {
|
|
if ((dot_from_enemy < 0.9f) || ai_near_full_strength(Pl_objp)) {
|
|
//nprintf(("AI", " slowly "));
|
|
accelerate_ship(aip, max(1.0f - (dist_to_enemy-200.0f)/600.0f, 0.1f));
|
|
return;
|
|
}
|
|
} else
|
|
aip->ai_flags &= ~AIF_ATTACK_SLOWLY;
|
|
}
|
|
|
|
if (dist_to_enemy > 200.0f + vm_vec_mag_quick(&En_objp->phys_info.vel) * dot_from_enemy + Pl_objp->phys_info.speed * speed_ratio) {
|
|
//nprintf(("AI", "1"));
|
|
if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
|
|
if (dist_to_enemy > 800.0f) {
|
|
if (!( Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
|
|
float percent_left;
|
|
ship *shipp;
|
|
ship_info *sip;
|
|
|
|
shipp = &Ships[Pl_objp->instance];
|
|
sip = &Ship_info[shipp->ship_info_index];
|
|
|
|
if (sip->afterburner_fuel_capacity > 0.0f) {
|
|
percent_left = 100.0f * shipp->afterburner_fuel / sip->afterburner_fuel_capacity;
|
|
if (percent_left > 30.0f + ((Pl_objp-Objects) & 0x0f)) {
|
|
afterburners_start(Pl_objp);
|
|
aip->afterburner_stop_time = Missiontime + F1_0 + static_rand(Pl_objp-Objects)/4;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
accelerate_ship(aip, 1.0f);
|
|
} else if ((Missiontime - aip->last_hit_time > F1_0*7)
|
|
&& (En_objp->phys_info.speed < 10.0f)
|
|
&& (dist_to_enemy > 25.0f)
|
|
&& (dot_to_enemy > 0.8f)
|
|
&& (dot_from_enemy < 0.8f)) {
|
|
accelerate_ship(aip, 0.0f); // No one attacking us, so don't need to move.
|
|
} else if ((dot_from_enemy < 0.25f) && (dot_to_enemy > 0.5f)) {
|
|
set_accel_for_target_speed(Pl_objp, En_objp->phys_info.speed);
|
|
} else if (Pl_objp->phys_info.speed < 15.0f) {
|
|
accelerate_ship(aip, 1.0f);
|
|
} else if (Pl_objp->phys_info.speed > En_objp->phys_info.speed - 1.0f) {
|
|
if (dot_from_enemy > 0.75f)
|
|
accelerate_ship(aip, 1.0f);
|
|
else
|
|
set_accel_for_target_speed(Pl_objp, En_objp->phys_info.speed*0.75f + 3.0f);
|
|
} else {
|
|
change_acceleration(aip, 0.5f);
|
|
}
|
|
}
|
|
|
|
// Pl_objp (aip) tries to get behind En_objp.
|
|
// New on 2/21/98: If this ship can move backwards and slide, maybe do that to get behind.
|
|
void get_behind_ship(ai_info *aip, ship_info *sip, float dist_to_enemy)
|
|
{
|
|
vector new_pos;
|
|
float dot;
|
|
vector vec_from_enemy;
|
|
float dist;
|
|
|
|
dist = vm_vec_normalized_dir(&vec_from_enemy, &Pl_objp->pos, &En_objp->pos);
|
|
|
|
vm_vec_scale_add(&new_pos, &En_objp->pos, &En_objp->orient.vec.fvec, -100.0f); // Pick point 100 units behind.
|
|
ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
|
|
|
|
dot = vm_vec_dot(&vec_from_enemy, &En_objp->orient.vec.fvec);
|
|
|
|
if (dot > 0.25f) {
|
|
accelerate_ship(aip, 1.0f);
|
|
} else {
|
|
accelerate_ship(aip, (dot + 1.0f)/2.0f);
|
|
}
|
|
|
|
// Goober5000: removed this... why was it added?
|
|
// slide_face_ship();//added this -Bobboau
|
|
}
|
|
|
|
int avoid_player(object *objp, vector *goal_pos)
|
|
{
|
|
maybe_avoid_player(Pl_objp, goal_pos);
|
|
ai_info *aip = &Ai_info[Ships[objp->instance].ai_index];
|
|
|
|
if (aip->ai_flags & AIF_AVOIDING_SMALL_SHIP) {
|
|
ship_info *sip = &Ship_info[Ships[objp->instance].ship_info_index];
|
|
|
|
if (aip->ai_flags & AIF_AVOIDING_SMALL_SHIP) {
|
|
ai_turn_towards_vector(&aip->avoid_goal_point, objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
|
|
accelerate_ship(aip, 0.5f);
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
// Determine if a cylinder of width radius from p0 to p1 will collide with big_objp.
|
|
// If so, stuff *collision_point.
|
|
int will_collide_pp(vector *p0, vector *p1, float radius, object *big_objp, vector *collision_point)
|
|
{
|
|
mc_info mc;
|
|
|
|
mc.model_num = Ships[big_objp->instance].modelnum; // Fill in the model to check
|
|
mc.orient = &big_objp->orient; // The object's orient
|
|
mc.pos = &big_objp->pos; // The object's position
|
|
mc.p0 = p0; // Point 1 of ray to check
|
|
mc.p1 = p1;
|
|
mc.flags = MC_CHECK_MODEL | MC_CHECK_SPHERELINE | MC_SUBMODEL; // flags
|
|
|
|
mc.radius = radius;
|
|
|
|
// Only check the 2nd lowest hull object
|
|
polymodel *pm = model_get(Ships[big_objp->instance].modelnum);
|
|
mc.submodel_num = pm->detail[0]; //pm->submodel->num_details-2];
|
|
model_collide(&mc);
|
|
|
|
if (mc.num_hits)
|
|
*collision_point = mc.hit_point_world;
|
|
|
|
return mc.num_hits;
|
|
}
|
|
|
|
// Return true/false if *objp will collide with *big_objp
|
|
// Stuff distance in *distance to collision point if *objp will collide with *big_objp within delta_time seconds.
|
|
// Global collision point stuffed in *collision_point
|
|
int will_collide_with_big_ship(object *objp, vector *goal_point, object *big_objp, vector *collision_point, float delta_time)
|
|
{
|
|
float radius;
|
|
vector 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, vector *goal_point, vector *collision_point, float *distance, float delta_time)
|
|
{
|
|
ship_obj *so;
|
|
object *big_objp;
|
|
int collision_obj_index = -1;
|
|
float min_dist = 999999.9f;
|
|
float collision_time = -1.0f;
|
|
|
|
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
|
|
float time = 0.0f;
|
|
big_objp = &Objects[so->objnum];
|
|
|
|
if (big_objp == ignore_objp)
|
|
continue;
|
|
|
|
if (Ship_info[Ships[big_objp->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
|
|
vector cur_collision_point;
|
|
float cur_dist;
|
|
|
|
if (will_collide_with_big_ship(objp, goal_point, big_objp, &cur_collision_point, delta_time)) {
|
|
|
|
cur_dist = vm_vec_dist(&cur_collision_point, &objp->pos);
|
|
|
|
if (cur_dist < min_dist) {
|
|
min_dist = cur_dist;
|
|
*collision_point = cur_collision_point;
|
|
collision_time = time;
|
|
collision_obj_index = OBJ_INDEX(big_objp);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
*distance = min_dist;
|
|
return collision_obj_index;
|
|
|
|
}
|
|
|
|
typedef struct {
|
|
float dist;
|
|
int collide;
|
|
vector pos;
|
|
} sgoal;
|
|
|
|
//int will_collide_pp(vector *p0, vector *p1, float radius, object *big_objp, vector *collision_point)
|
|
// Pick a point for *objp to fly towards to avoid a collision with *big_objp at *collision_point
|
|
// Return result in *avoid_pos
|
|
void mabs_pick_goal_point(object *objp, object *big_objp, vector *collision_point, vector *avoid_pos)
|
|
{
|
|
matrix mat1;
|
|
sgoal goals[4];
|
|
vector v2b;
|
|
|
|
vm_vec_normalized_dir(&v2b, collision_point, &objp->pos);
|
|
vm_vector_2_matrix(&mat1, &v2b, NULL, NULL);
|
|
|
|
int found = 0;
|
|
|
|
// Try various scales, in 0.5f, 0.75f, 1.0f, 1.25f.
|
|
// First try 0.5f to see if we can find a point that near the center of the target ship, which presumably
|
|
// means less of a turn.
|
|
// Try going as far as 1.25f * radius.
|
|
float s;
|
|
for (s=0.5f; s<1.3f; s += 0.25f) {
|
|
int i;
|
|
for (i=0; i<4; i++) {
|
|
vector 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.
|
|
vector away_vec;
|
|
vm_vec_normalized_dir(&away_vec, &objp->pos, collision_point);
|
|
vm_vec_scale_add(avoid_pos, &objp->pos, &away_vec, big_objp->radius*1.5f);
|
|
|
|
}
|
|
|
|
// Return true if a large ship is being ignored.
|
|
int maybe_avoid_big_ship(object *objp, object *ignore_objp, ai_info *aip, vector *goal_point, float delta_time)
|
|
{
|
|
if (timestamp_elapsed(aip->avoid_check_timestamp)) {
|
|
float distance;
|
|
vector collision_point;
|
|
int ship_num;
|
|
if ((ship_num = will_collide_with_big_ship_all(Pl_objp, ignore_objp, goal_point, &collision_point, &distance, delta_time)) != -1) {
|
|
aip->ai_flags |= AIF_AVOIDING_BIG_SHIP;
|
|
mabs_pick_goal_point(objp, &Objects[ship_num], &collision_point, &aip->avoid_goal_point);
|
|
float dist = vm_vec_dist_quick(&aip->avoid_goal_point, &objp->pos);
|
|
aip->avoid_check_timestamp = timestamp(2000 + min(1000, (int) (dist * 2.0f))); // Delay until check again is based on distance to avoid point.
|
|
aip->avoid_ship_num = ship_num;
|
|
} else {
|
|
aip->ai_flags &= ~AIF_AVOIDING_BIG_SHIP;
|
|
aip->ai_flags &= ~AIF_AVOIDING_SMALL_SHIP;
|
|
aip->avoid_ship_num = -1;
|
|
aip->avoid_check_timestamp = timestamp(1500);
|
|
}
|
|
}
|
|
|
|
if (aip->ai_flags & AIF_AVOIDING_BIG_SHIP) {
|
|
ship_info *sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
|
|
|
|
vector v2g;
|
|
|
|
ai_turn_towards_vector(&aip->avoid_goal_point, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
|
|
vm_vec_normalized_dir(&v2g, &aip->avoid_goal_point, &Pl_objp->pos);
|
|
float dot = vm_vec_dot(&objp->orient.vec.fvec, &v2g);
|
|
float d2 = (1.0f + dot) * (1.0f + dot);
|
|
accelerate_ship(aip, d2/4.0f);
|
|
return 1;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
// Set desired right vector for ships flying towards another ship.
|
|
// Since this is governed only by vector to target, it causes ships to align bank and look less chaotic.
|
|
void compute_desired_rvec(vector *rvec, vector *goal_pos, vector *cur_pos)
|
|
{
|
|
vector v2e;
|
|
|
|
vm_vec_normalized_dir(&v2e, goal_pos, cur_pos);
|
|
rvec->xyz.x = v2e.xyz.z;
|
|
rvec->xyz.y = 0.0f;
|
|
rvec->xyz.z = -v2e.xyz.x;
|
|
if (vm_vec_mag_squared(rvec) < 0.001f)
|
|
rvec->xyz.y = 1.0f;
|
|
}
|
|
|
|
// Handler for stealth find submode of Chase.
|
|
void ai_stealth_find()
|
|
{
|
|
ai_info *aip;
|
|
ship_info *sip;
|
|
|
|
vector new_pos, vec_to_enemy;
|
|
float dist_to_enemy, dot_to_enemy, dot_from_enemy;
|
|
|
|
Assert(Ships[Pl_objp->instance].ship_info_index >= 0);
|
|
sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
|
|
Assert(Ships[Pl_objp->instance].ai_index >= 0);
|
|
aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
|
|
|
|
// get time since last seen
|
|
int delta_time = (timestamp() - aip->stealth_last_visible_stamp);
|
|
|
|
// if delta_time is really big, i'm real confused, start sweep
|
|
if (delta_time > 10000) {
|
|
aip->submode_parm0 = SM_SF_BAIL;
|
|
}
|
|
|
|
// guestimate new position
|
|
vm_vec_scale_add(&new_pos, &aip->stealth_last_pos, &aip->stealth_velocity, (delta_time * 0.001f));
|
|
|
|
// if I think he's behind me, go to the goal point
|
|
if ( aip->submode_parm0 == SM_SF_BEHIND ) {
|
|
new_pos = aip->goal_point;
|
|
}
|
|
|
|
// check for collision with big ships
|
|
if (maybe_avoid_big_ship(Pl_objp, En_objp, aip, &new_pos, 10.0f)) {
|
|
// reset ai submode to chase
|
|
return;
|
|
}
|
|
|
|
// if dist is near max and dot is close to 1, accel, afterburn
|
|
vm_vec_sub(&vec_to_enemy, &new_pos, &Pl_objp->pos);
|
|
dist_to_enemy = vm_vec_normalize_quick(&vec_to_enemy);
|
|
dot_to_enemy = vm_vec_dotprod(&vec_to_enemy, &Pl_objp->orient.vec.fvec);
|
|
|
|
// if i think i should see him ahead and i don't, set goal pos and turn around, but only if I haven't seen him for a while
|
|
if ( (delta_time > 800) && (aip->submode_parm0 == SM_SF_AHEAD) && (dot_to_enemy > .94) && (dist_to_enemy < get_skill_stealth_dist_scaler()*STEALTH_MAX_VIEW_DIST + 50) ) {
|
|
// do turn around)
|
|
vm_vec_scale_add(&aip->goal_point, &Pl_objp->pos, &Pl_objp->orient.vec.fvec, -300.0f);
|
|
aip->submode_parm0 = SM_SF_BEHIND;
|
|
vm_vec_sub(&vec_to_enemy, &new_pos, &Pl_objp->pos);
|
|
dist_to_enemy = vm_vec_normalize_quick(&vec_to_enemy);
|
|
dot_to_enemy = vm_vec_dotprod(&vec_to_enemy, &Pl_objp->orient.vec.fvec);
|
|
}
|
|
|
|
if ( (dist_to_enemy > get_skill_stealth_dist_scaler()*STEALTH_MAX_VIEW_DIST) && (dot_to_enemy > 0.94f) ) { // 20 degree half angle
|
|
// accelerate ship
|
|
accelerate_ship(aip, 1.0f);
|
|
|
|
// engage afterburner
|
|
if (!( Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
|
|
if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
|
|
afterburners_start(Pl_objp);
|
|
aip->afterburner_stop_time = Missiontime + 3*F1_0/2;
|
|
}
|
|
}
|
|
|
|
ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
|
|
return;
|
|
}
|
|
|
|
// If enemy more than 500 meters away, all ships flying there will tend to match bank.
|
|
// They do this by using their vector to their target to compute their right vector and causing ai_turn_towards_vector
|
|
// to interpolate a matrix rather than just a vector.
|
|
if (dist_to_enemy > 500.0f) {
|
|
vector rvec;
|
|
compute_desired_rvec(&rvec, &new_pos, &Pl_objp->pos);
|
|
ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0, &rvec);
|
|
} else {
|
|
ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
|
|
}
|
|
|
|
dot_from_enemy = -vm_vec_dotprod(&vec_to_enemy, &En_objp->orient.vec.fvec);
|
|
|
|
attack_set_accel(aip, dist_to_enemy, dot_to_enemy, dot_from_enemy);
|
|
}
|
|
|
|
// -----------------------------------------------------------------------------
|
|
// try to find stealth ship by sweeping an area
|
|
void ai_stealth_sweep()
|
|
{
|
|
ai_info *aip;
|
|
ship_info *sip;
|
|
|
|
Assert(Ships[Pl_objp->instance].ship_info_index >= 0);
|
|
sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
|
|
Assert(Ships[Pl_objp->instance].ai_index >= 0);
|
|
aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
|
|
|
|
vector goal_pt;
|
|
vector forward, right, up;
|
|
int lost_time;
|
|
|
|
// time since stealth last seen
|
|
lost_time = (timestamp() - aip->stealth_last_visible_stamp);
|
|
|
|
// determine which pt to fly to in sweep by keeping track of parm0
|
|
if (aip->submode_parm0 == SM_SS_SET_GOAL) {
|
|
|
|
// don't make goal pt more than 2k from current pos
|
|
vm_vec_scale_add(&goal_pt, &aip->stealth_last_pos, &aip->stealth_velocity, (0.001f * lost_time));
|
|
|
|
// make box size based on speed of stealth and expected time to intercept (keep box in range 200-500)
|
|
float box_size = vm_vec_mag_quick(&aip->stealth_velocity) * (0.001f * lost_time);
|
|
box_size = min(200.0f, box_size);
|
|
box_size = max(500.0f, box_size);
|
|
aip->stealth_sweep_box_size = box_size;
|
|
|
|
aip->goal_point = goal_pt;
|
|
aip->submode_parm0 = SM_SS_BOX0;
|
|
}
|
|
|
|
// GET UP, RIGHT, FORWARD FOR BOX based on stealth ship's velocity
|
|
// if velocity changes in stealth mode, then ship is *seen*, and falls out of sweep mode
|
|
// if stealth has no velocity make a velocity
|
|
if ( vm_vec_mag_quick(&aip->stealth_velocity) < 1 ) {
|
|
vm_vec_rand_vec_quick(&aip->stealth_velocity);
|
|
}
|
|
|
|
// get "right" vector for box
|
|
vm_vec_crossprod(&right, &aip->stealth_velocity, &vmd_y_vector);
|
|
|
|
if ( vm_vec_mag_quick(&right) < 0.01 ) {
|
|
vm_vec_crossprod(&right, &aip->stealth_velocity, &vmd_z_vector);
|
|
}
|
|
|
|
vm_vec_normalize_quick(&right);
|
|
|
|
// get forward for box
|
|
vm_vec_copy_normalize_quick(&forward, &aip->stealth_velocity);
|
|
|
|
// get "up" for box
|
|
vm_vec_crossprod(&up, &forward, &right);
|
|
|
|
// lost far away ahead (do box)
|
|
switch(aip->submode_parm0) {
|
|
case SM_SS_BOX0:
|
|
goal_pt = aip->goal_point;
|
|
break;
|
|
|
|
// pt1 -U +R
|
|
case SM_SS_LR:
|
|
vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, -aip->stealth_sweep_box_size);
|
|
vm_vec_scale_add2(&goal_pt, &right, aip->stealth_sweep_box_size);
|
|
vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
|
|
break;
|
|
|
|
// pt2 +U -R
|
|
case SM_SS_UL:
|
|
vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, aip->stealth_sweep_box_size);
|
|
vm_vec_scale_add2(&goal_pt, &right, -aip->stealth_sweep_box_size);
|
|
vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
|
|
break;
|
|
|
|
// pt3 back
|
|
case SM_SS_BOX1:
|
|
goal_pt = aip->goal_point;
|
|
break;
|
|
|
|
// pt4 +U +R
|
|
case SM_SS_UR:
|
|
vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, aip->stealth_sweep_box_size);
|
|
vm_vec_scale_add2(&goal_pt, &right, aip->stealth_sweep_box_size);
|
|
vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
|
|
break;
|
|
|
|
// pt5 -U -R
|
|
case SM_SS_LL:
|
|
vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, -aip->stealth_sweep_box_size);
|
|
vm_vec_scale_add2(&goal_pt, &right, -aip->stealth_sweep_box_size);
|
|
vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
|
|
break;
|
|
|
|
// pt6 back
|
|
case SM_SS_BOX2:
|
|
goal_pt = aip->goal_point;
|
|
break;
|
|
|
|
default:
|
|
Int3();
|
|
|
|
}
|
|
|
|
// when close to goal_pt, update next goal pt
|
|
float dist_to_goal = vm_vec_dist(&goal_pt, &Pl_objp->pos);
|
|
if (dist_to_goal < 15) {
|
|
aip->submode_parm0++;
|
|
}
|
|
|
|
// check for collision with big ship
|
|
if (maybe_avoid_big_ship(Pl_objp, En_objp, aip, &goal_pt, 10.0f)) {
|
|
// skip to the next pt on box
|
|
aip->submode_parm0++;
|
|
return;
|
|
}
|
|
|
|
ai_turn_towards_vector(&goal_pt, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
|
|
|
|
float dot = 1.0f;
|
|
if (dist_to_goal < 100) {
|
|
vector vec_to_goal;
|
|
vm_vec_normalized_dir(&vec_to_goal, &goal_pt, &Pl_objp->pos);
|
|
dot = vm_vec_dotprod(&vec_to_goal, &Pl_objp->orient.vec.fvec);
|
|
}
|
|
|
|
accelerate_ship(aip, 0.8f*dot);
|
|
}
|
|
|
|
// ATTACK submode handler for chase mode.
|
|
void ai_chase_attack(ai_info *aip, ship_info *sip, vector *predicted_enemy_pos, float dist_to_enemy, int modelnum)
|
|
{
|
|
int start_bank;
|
|
float dot_to_enemy, dot_from_enemy; //, time_to_hit;
|
|
float bank_override = 0.0f;
|
|
|
|
if (avoid_player(Pl_objp, predicted_enemy_pos))
|
|
return;
|
|
|
|
compute_dots(Pl_objp, En_objp, &dot_to_enemy, &dot_from_enemy);
|
|
|
|
polymodel *po = model_get( modelnum );
|
|
|
|
vector *rel_pos;
|
|
float scale;
|
|
vector randvec;
|
|
vector new_pos;
|
|
|
|
start_bank = Ships[aip->shipnum].weapons.current_primary_bank;
|
|
if (po->n_guns && start_bank != -1 ) {
|
|
rel_pos = &po->gun_banks[start_bank].pnt[0];
|
|
} else
|
|
rel_pos = NULL;
|
|
|
|
// If ship moving slowly relative to its size, then don't attack its center point.
|
|
// How far from center we attack is based on speed, size and distance to enemy
|
|
if (En_objp->radius > En_objp->phys_info.speed) {
|
|
static_randvec(Pl_objp-Objects, &randvec);
|
|
scale = dist_to_enemy/(dist_to_enemy + En_objp->radius) * En_objp->radius;
|
|
scale *= 0.5f * En_objp->radius/(En_objp->phys_info.speed + En_objp->radius); // scale downward by 1/2 to 1/4
|
|
vm_vec_scale_add(&new_pos, predicted_enemy_pos, &randvec, scale);
|
|
} else
|
|
new_pos = *predicted_enemy_pos;
|
|
|
|
if (dist_to_enemy < 250.0f) {
|
|
if (dot_from_enemy > 0.7f) {
|
|
bank_override = Pl_objp->phys_info.speed;
|
|
}
|
|
}
|
|
|
|
// If enemy more than 500 meters away, all ships flying there will tend to match bank.
|
|
// They do this by using their vector to their target to compute their right vector and causing ai_turn_towards_vector
|
|
// to interpolate a matrix rather than just a vector.
|
|
if (dist_to_enemy > 500.0f) {
|
|
vector rvec;
|
|
compute_desired_rvec(&rvec, predicted_enemy_pos, &Pl_objp->pos);
|
|
ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, rel_pos, bank_override, 0, &rvec);
|
|
} else {
|
|
ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, rel_pos, bank_override, 0);
|
|
}
|
|
|
|
attack_set_accel(aip, dist_to_enemy, dot_to_enemy, dot_from_enemy);
|
|
|
|
// Goober5000: removed this... why was it added?
|
|
// slide_face_ship();//added this -Bobboau
|
|
}
|
|
|
|
// EVADE_SQUIGGLE submode handler for chase mode.
|
|
// Changed by MK on 5/5/97.
|
|
// Used to evade towards a point off the right or up vector.
|
|
// Now, evade straight away to try to get far away.
|
|
// The squiggling should protect against laser fire.
|
|
void ai_chase_es(ai_info *aip, ship_info *sip)
|
|
{
|
|
vector tvec;
|
|
fix timeslice;
|
|
fix scale;
|
|
float bank_override = 0.0f;
|
|
|
|
tvec = Pl_objp->pos;
|
|
|
|
timeslice = (Missiontime >> 16) & 0x0f;
|
|
scale = ((Missiontime >> 16) & 0x0f) << 14;
|
|
|
|
if (timeslice & 0x01)
|
|
vm_vec_scale_add2(&tvec, &Pl_objp->orient.vec.rvec, f2fl(scale ^ 0x10000));
|
|
if (timeslice & 0x02)
|
|
vm_vec_scale_sub2(&tvec, &Pl_objp->orient.vec.rvec, f2fl(scale));
|
|
if (timeslice & 0x04)
|
|
vm_vec_scale_add2(&tvec, &Pl_objp->orient.vec.uvec, f2fl(scale ^ 0x10000));
|
|
if (timeslice & 0x08)
|
|
vm_vec_scale_sub2(&tvec, &Pl_objp->orient.vec.uvec, f2fl(scale));
|
|
|
|
while (vm_vec_dist_quick(&tvec, &Pl_objp->pos) < 0.1f) {
|
|
tvec.xyz.x += frand();
|
|
tvec.xyz.y += frand();
|
|
}
|
|
|
|
bank_override = Pl_objp->phys_info.speed;
|
|
|
|
ai_turn_towards_vector(&tvec, Pl_objp, flFrametime/2, sip->srotation_time, NULL, NULL, bank_override, 0);
|
|
accelerate_ship(aip, 1.0f);
|
|
}
|
|
|
|
// Trying to get away from opponent.
|
|
void ai_chase_ga(ai_info *aip, ship_info *sip)
|
|
{
|
|
// If not near end of this submode, evade squiggly. If near end, just fly straight for a bit
|
|
vector tvec;
|
|
float bank_override;
|
|
vector vec_from_enemy;
|
|
|
|
if (En_objp != NULL) {
|
|
vm_vec_normalized_dir(&vec_from_enemy, &Pl_objp->pos, &En_objp->pos);
|
|
} else
|
|
vec_from_enemy = Pl_objp->orient.vec.fvec;
|
|
|
|
static_randvec(Missiontime >> 15, &tvec);
|
|
vm_vec_scale(&tvec, 100.0f);
|
|
vm_vec_scale_add2(&tvec, &vec_from_enemy, 300.0f);
|
|
vm_vec_add2(&tvec, &Pl_objp->pos);
|
|
|
|
bank_override = Pl_objp->phys_info.speed;
|
|
|
|
ai_turn_towards_vector(&tvec, Pl_objp, flFrametime/2, sip->srotation_time, NULL, NULL, bank_override, 0);
|
|
|
|
accelerate_ship(aip, 2.0f);
|
|
|
|
if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
|
|
if (!(Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
|
|
float percent_left = 100.0f * Ships[Pl_objp->instance].afterburner_fuel / sip->afterburner_fuel_capacity;
|
|
if (percent_left > 30.0f + ((Pl_objp-Objects) & 0x0f)) {
|
|
afterburners_start(Pl_objp);
|
|
aip->afterburner_stop_time = Missiontime + 3*F1_0/2;
|
|
}
|
|
afterburners_start(Pl_objp);
|
|
aip->afterburner_stop_time = Missiontime + 3*F1_0/2;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
// Make object *objp attack subsystem with ID = subnum.
|
|
// Return true if found a subsystem to attack, else return false.
|
|
// Note, can fail if subsystem exists, but has no hits.
|
|
int ai_set_attack_subsystem(object *objp, int subnum)
|
|
{
|
|
ship *shipp, *attacker_shipp;
|
|
ai_info *aip;
|
|
ship_subsys *ssp;
|
|
object *attacked_objp;
|
|
|
|
Assert(objp->type == OBJ_SHIP);
|
|
Assert(objp->instance >= 0);
|
|
|
|
attacker_shipp = &Ships[objp->instance];
|
|
Assert(attacker_shipp->ai_index >= 0);
|
|
|
|
aip = &Ai_info[attacker_shipp->ai_index];
|
|
|
|
// MWA -- 2/27/98. Due to AL's changes, target_objnum is now not always valid (at least sometimes
|
|
// in terms of goals). So, bail if we don't have a valid target.
|
|
if ( aip->target_objnum == -1 )
|
|
return 0;
|
|
|
|
attacked_objp = &Objects[aip->target_objnum];
|
|
shipp = &Ships[attacked_objp->instance]; // need to get our target's ship pointer!!!
|
|
|
|
ssp = ship_get_indexed_subsys(shipp, subnum, &objp->pos);
|
|
if (ssp == NULL)
|
|
return 0;
|
|
|
|
set_targeted_subsys(aip, ssp, aip->target_objnum);
|
|
|
|
if (aip->ignore_objnum == aip->target_objnum)
|
|
aip->ignore_objnum = UNUSED_OBJNUM;
|
|
|
|
// -- Done at caller in ai_process_mission_orders -- attacked_objp->flags |= OF_PROTECTED;
|
|
|
|
ai_set_goal_maybe_abort_dock(objp, aip);
|
|
aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME);
|
|
|
|
return 1;
|
|
}
|
|
|
|
void ai_set_guard_vec(object *objp, object *guard_objp)
|
|
{
|
|
ai_info *aip;
|
|
float radius;
|
|
|
|
aip = &Ai_info[Ships[objp->instance].ai_index];
|
|
|
|
// Handle case of bogus call in which ship is told to guard self.
|
|
Assert(objp != guard_objp);
|
|
if (objp == guard_objp) {
|
|
vm_vec_rand_vec_quick(&aip->guard_vec);
|
|
vm_vec_scale(&aip->guard_vec, 100.0f);
|
|
return;
|
|
}
|
|
|
|
// check if guard_objp is BIG
|
|
radius = 5.0f * (objp->radius + guard_objp->radius) + 50.0f;
|
|
if (radius > 300.0f) {
|
|
radius = guard_objp->radius * 1.25f;
|
|
}
|
|
|
|
vm_vec_sub(&aip->guard_vec, &objp->pos, &guard_objp->pos);
|
|
|
|
if (vm_vec_mag(&aip->guard_vec) > 3.0f*radius) {
|
|
// Far away, don't just use vector to object, causes clustering of guard ships.
|
|
vector tvec, rvec;
|
|
float mag;
|
|
mag = vm_vec_copy_normalize(&tvec, &aip->guard_vec);
|
|
vm_vec_rand_vec_quick(&rvec);
|
|
vm_vec_scale_add2(&tvec, &rvec, 0.5f);
|
|
vm_vec_copy_scale(&aip->guard_vec, &tvec, mag);
|
|
}
|
|
|
|
vm_vec_normalize_quick(&aip->guard_vec);
|
|
vm_vec_scale(&aip->guard_vec, radius);
|
|
}
|
|
|
|
// Make object *objp guard object *other_objp.
|
|
// To be called from the goals code.
|
|
void ai_set_guard_wing(object *objp, int wingnum)
|
|
{
|
|
ship *shipp;
|
|
ai_info *aip;
|
|
int leader_objnum, leader_shipnum;
|
|
|
|
Assert(wingnum >= 0);
|
|
|
|
Assert(objp->type == OBJ_SHIP);
|
|
Assert(objp->instance >= 0);
|
|
|
|
// shouldn't set the ai mode for the player
|
|
if ( objp == Player_obj ) {
|
|
return;
|
|
}
|
|
|
|
shipp = &Ships[objp->instance];
|
|
|
|
Assert(shipp->ai_index >= 0);
|
|
|
|
aip = &Ai_info[shipp->ai_index];
|
|
force_avoid_player_check(objp, aip);
|
|
|
|
ai_set_goal_maybe_abort_dock(objp, aip);
|
|
aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME);
|
|
|
|
// This function is called whenever a guarded ship is destroyed, so this code
|
|
// prevents a ship from trying to guard a non-existent wing.
|
|
if (Wings[wingnum].current_count < 1) {
|
|
aip->guard_objnum = -1;
|
|
aip->guard_wingnum = -1;
|
|
aip->mode = AIM_NONE;
|
|
} else {
|
|
leader_shipnum = Wings[wingnum].ship_index[0];
|
|
leader_objnum = Ships[leader_shipnum].objnum;
|
|
|
|
Assert((leader_objnum >= 0) && (leader_objnum < MAX_OBJECTS));
|
|
//Assert(leader_objnum != objp-Objects); // Don't allow ships to guard themselves.
|
|
if (leader_objnum == OBJ_INDEX(objp)) {
|
|
//Int3(); // Seems illegal, but let's clean up. Get MikeK.
|
|
return;
|
|
}
|
|
|
|
aip->guard_wingnum = wingnum;
|
|
aip->guard_objnum = leader_objnum;
|
|
aip->guard_signature = Objects[leader_objnum].signature;
|
|
aip->mode = AIM_GUARD;
|
|
aip->submode = AIS_GUARD_STATIC;
|
|
|
|
ai_set_guard_vec(objp, &Objects[leader_objnum]);
|
|
}
|
|
}
|
|
|
|
// Make object *objp guard object *other_objp.
|
|
// To be called from the goals code.
|
|
void ai_set_evade_object(object *objp, object *other_objp)
|
|
{
|
|
ship *shipp;
|
|
ai_info *aip;
|
|
int other_objnum;
|
|
|
|
Assert(objp->type == OBJ_SHIP);
|
|
Assert(objp->instance >= 0);
|
|
|
|
shipp = &Ships[objp->instance];
|
|
|
|
Assert(shipp->ai_index >= 0);
|
|
|
|
aip = &Ai_info[shipp->ai_index];
|
|
|
|
other_objnum = OBJ_INDEX(other_objp);
|
|
Assert(other_objnum >= 0);
|
|
|
|
Assert(other_objnum != Ships[aip->shipnum].objnum); // make sure not targeting self
|
|
aip->target_objnum = other_objnum;
|
|
|
|
aip->mode = AIM_EVADE;
|
|
}
|
|
|
|
// Make objp guard other_objp
|
|
// If other_objp is a member of a wing, objp will guard that whole wing
|
|
// UNLESS objp is also a member of the wing!
|
|
void ai_set_guard_object(object *objp, object *other_objp)
|
|
{
|
|
ship *shipp;
|
|
ai_info *aip;
|
|
int other_objnum;
|
|
|
|
Assert(objp->type == OBJ_SHIP);
|
|
Assert(objp->instance >= 0);
|
|
Assert(objp != other_objp);
|
|
|
|
shipp = &Ships[objp->instance];
|
|
|
|
Assert(shipp->ai_index >= 0);
|
|
|
|
aip = &Ai_info[shipp->ai_index];
|
|
aip->avoid_check_timestamp = timestamp(1);
|
|
|
|
// If ship to guard is in a wing, guard that whole wing.
|
|
ai_info *other_aip = &Ai_info[Ships[other_objp->instance].ai_index];
|
|
if ((other_aip->wing != -1) && (other_aip->wing != aip->wing)) {
|
|
ai_set_guard_wing(objp, Ai_info[Ships[other_objp->instance].ai_index].wing);
|
|
} else {
|
|
|
|
other_objnum = other_objp-Objects;
|
|
|
|
aip->guard_objnum = other_objnum;
|
|
aip->guard_signature = other_objp->signature;
|
|
aip->guard_wingnum = -1;
|
|
|
|
aip->mode = AIM_GUARD;
|
|
aip->submode = AIS_GUARD_STATIC;
|
|
|
|
Assert(other_objnum >= 0); // Hmm, bogus object and we need its position for guard_vec.
|
|
|
|
// vm_vec_sub(&aip->guard_vec, &objp->pos, &Objects[other_objnum].pos);
|
|
ai_set_guard_vec(objp, &Objects[other_objnum]);
|
|
|
|
ai_set_goal_maybe_abort_dock(objp, aip);
|
|
aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME);
|
|
}
|
|
}
|
|
|
|
// Update the aspect_locked_time field based on whether enemy is in view cone.
|
|
// Also set/clear AIF_SEEK_LOCK.
|
|
void update_aspect_lock_information(ai_info *aip, vector *vec_to_enemy, float dist_to_enemy, float enemy_radius)
|
|
{
|
|
float dot_to_enemy;
|
|
int num_weapon_types;
|
|
int weapon_id_list[MAX_WEAPON_TYPES], weapon_bank_list[MAX_WEAPON_TYPES];
|
|
ship *shipp;
|
|
ship_weapon *swp;
|
|
weapon_info *wip;
|
|
|
|
shipp = &Ships[aip->shipnum];
|
|
swp = &shipp->weapons;
|
|
|
|
// AL 3-7-98: This probably should never happen, but check to ensure that current_secondary_bank is valid
|
|
if ( (swp->current_secondary_bank < 0) || (swp->current_secondary_bank > swp->num_secondary_banks) ) {
|
|
return;
|
|
}
|
|
|
|
num_weapon_types = get_available_secondary_weapons(Pl_objp, weapon_id_list, weapon_bank_list);
|
|
|
|
wip = &Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]];
|
|
|
|
if (num_weapon_types && (wip->wi_flags & WIF_HOMING_ASPECT)) {
|
|
if (dist_to_enemy > 300.0f - min(enemy_radius, 100.0f))
|
|
aip->ai_flags |= AIF_SEEK_LOCK;
|
|
else
|
|
aip->ai_flags &= ~AIF_SEEK_LOCK;
|
|
|
|
// Update locking information for aspect seeking missiles.
|
|
aip->current_target_is_locked = 0;
|
|
dot_to_enemy = vm_vec_dot(vec_to_enemy, &Pl_objp->orient.vec.fvec);
|
|
|
|
float needed_dot = 0.9f - 0.5f * enemy_radius/(dist_to_enemy + enemy_radius); // Replaced MIN_TRACKABLE_DOT with 0.9f
|
|
if (dot_to_enemy > needed_dot) {
|
|
aip->aspect_locked_time += flFrametime;
|
|
// nprintf(("AI", "+ Lock time = %7.3f\n", aip->aspect_locked_time));
|
|
if (aip->aspect_locked_time >= wip->min_lock_time) {
|
|
aip->aspect_locked_time = wip->min_lock_time;
|
|
aip->current_target_is_locked = 1;
|
|
}
|
|
} else {
|
|
aip->aspect_locked_time -= flFrametime*2;
|
|
// nprintf(("AI", "- Lock time = %7.3f\n", aip->aspect_locked_time));
|
|
if (aip->aspect_locked_time < 0.0f)
|
|
aip->aspect_locked_time = 0.0f;
|
|
}
|
|
//nprintf(("AI", "dot = %7.3f, time = %7.3f\n", dot_to_enemy, aip->aspect_locked_time));
|
|
|
|
} else {
|
|
aip->current_target_is_locked = 0;
|
|
aip->aspect_locked_time = 0.0f; // Used to be this, why?: wip->min_lock_time;
|
|
aip->ai_flags &= ~AIF_SEEK_LOCK;
|
|
}
|
|
|
|
}
|
|
|
|
// We're in chase mode and we've recently collided with our target.
|
|
// Fly away from it!
|
|
void ai_chase_fly_away(object *objp, ai_info *aip)
|
|
{
|
|
int abort_flag = 0;
|
|
|
|
if (aip->ai_flags & AIF_TARGET_COLLISION) {
|
|
aip->ai_flags &= ~AIF_TARGET_COLLISION; // Don't process this hit again next frame.
|
|
aip->submode = SM_FLY_AWAY; // Focus on avoiding target
|
|
aip->submode_start_time = Missiontime;
|
|
}
|
|
|
|
if ((aip->target_objnum == -1) || (Objects[aip->target_objnum].signature != aip->target_signature)) {
|
|
abort_flag = 1;
|
|
}
|
|
|
|
if (abort_flag || (Missiontime > aip->submode_start_time + F1_0)) {
|
|
aip->last_attack_time = Missiontime;
|
|
aip->submode = SM_ATTACK;
|
|
aip->submode_start_time = Missiontime;
|
|
} else {
|
|
vector v2e;
|
|
float dot;
|
|
|
|
vm_vec_normalized_dir(&v2e, &Objects[aip->target_objnum].pos, &objp->pos);
|
|
|
|
dot = vm_vec_dot(&objp->orient.vec.fvec, &v2e);
|
|
if (dot < 0.0f)
|
|
accelerate_ship(aip, 1.0f);
|
|
else
|
|
accelerate_ship(aip, 1.0f - dot);
|
|
turn_away_from_point(objp, &Objects[aip->target_objnum].pos, 0.0f);
|
|
}
|
|
}
|
|
|
|
// Return bank index of favored secondary weapon.
|
|
// Return -1 if nothing favored.
|
|
// "favored" means SEXPs have specified the weapon as being good to fire at en_objp.
|
|
int has_preferred_secondary(object *objp, object *en_objp, ship_weapon *swp)
|
|
{
|
|
// int is_preferred_weapon(int weapon_num, object *firer_objp, object *target_objp)
|
|
int i;
|
|
|
|
for (i=0; i<swp->num_secondary_banks; i++) {
|
|
if (swp->secondary_bank_capacity[i] > 0) {
|
|
if (swp->secondary_bank_ammo[i] > 0) {
|
|
if (is_preferred_weapon(swp->secondary_bank_weapons[i], objp, en_objp) != -1){
|
|
return i;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
// Choose which secondary weapon to fire.
|
|
// Note, this is not like ai_select_secondary_weapon(). "choose" means make a choice.
|
|
// "select" means execute an order. Get it?
|
|
// This function calls ai_select_secondary_weapon() with the characteristics it should search for.
|
|
void ai_choose_secondary_weapon(object *objp, ai_info *aip, object *en_objp)
|
|
{
|
|
float subsystem_strength = 0.0f;
|
|
int is_big_ship, priority1, priority2;
|
|
ship_weapon *swp;
|
|
ship_info *esip;
|
|
|
|
if ( en_objp->type == OBJ_SHIP ) {
|
|
esip = &Ship_info[Ships[en_objp->instance].ship_info_index];
|
|
} else {
|
|
esip = NULL;
|
|
}
|
|
|
|
swp = &Ships[objp->instance].weapons;
|
|
|
|
// AL 3-5-98: do a quick out if the ship has no secondaries
|
|
if ( swp->num_secondary_banks <= 0 ) {
|
|
swp->current_secondary_bank = -1;
|
|
return;
|
|
}
|
|
|
|
int preferred_secondary = has_preferred_secondary(objp, en_objp, swp);
|
|
|
|
if (preferred_secondary != -1) {
|
|
if (swp->current_secondary_bank != preferred_secondary) {
|
|
aip->current_target_is_locked = 0;
|
|
aip->aspect_locked_time = 0.0f;
|
|
swp->current_secondary_bank = preferred_secondary;
|
|
}
|
|
//nprintf(("AI", "Favored secondary = %s\n", Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]].name));
|
|
aip->ai_flags |= AIF_UNLOAD_SECONDARIES;
|
|
} else {
|
|
aip->ai_flags &= ~AIF_UNLOAD_SECONDARIES;
|
|
if (aip->targeted_subsys) {
|
|
subsystem_strength = aip->targeted_subsys->current_hits;
|
|
}
|
|
|
|
if ( esip ) {
|
|
is_big_ship = esip->flags & (SIF_HUGE_SHIP | SIF_BIG_SHIP);
|
|
} else {
|
|
is_big_ship=0;
|
|
}
|
|
|
|
if (is_big_ship)
|
|
{
|
|
priority1 = WIF_HUGE;
|
|
if (The_mission.flags & MISSION_FLAG_USE_NEW_AI)
|
|
{
|
|
priority2 = WIF_BOMBER_PLUS;
|
|
}
|
|
else
|
|
{
|
|
priority2 = WIF_HOMING;
|
|
}
|
|
}
|
|
else if ( (esip != NULL) && (esip->flags & SIF_BOMBER) )
|
|
{
|
|
priority1 = WIF_BOMBER_PLUS;
|
|
priority2 = WIF_HOMING;
|
|
}
|
|
else if (subsystem_strength > 100.0f)
|
|
{
|
|
priority1 = WIF_PUNCTURE;
|
|
priority2 = WIF_HOMING;
|
|
}
|
|
else if ((en_objp->type == OBJ_ASTEROID)) //prefer dumbfires if its an asteroid
|
|
{
|
|
priority1 = 0;
|
|
priority2 = 0;
|
|
}
|
|
else
|
|
{
|
|
priority1 = WIF_HOMING;
|
|
priority2 = 0;
|
|
}
|
|
|
|
ai_select_secondary_weapon(objp, swp, priority1, priority2);
|
|
}
|
|
|
|
// nprintf(("AI", "Frame %i: Chose secondary %s\n", Framecount, Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]].name));
|
|
}
|
|
|
|
// Return time, in seconds, at which this ship can next fire its current secondary weapon.
|
|
float set_secondary_fire_delay(ai_info *aip, ship *shipp, weapon_info *swip)
|
|
{
|
|
float t = swip->fire_wait; // Base delay for this weapon.
|
|
if (shipp->team == Player_ship->team) {
|
|
// On player's team, _lower_ skill level = faster firing
|
|
t = t * (Game_skill_level+2) / (NUM_SKILL_LEVELS);
|
|
} else { // Not on player's team, higher skill level = faster firing
|
|
t = t * (NUM_SKILL_LEVELS - Game_skill_level+2) / (NUM_SKILL_LEVELS);
|
|
}
|
|
|
|
t += (Num_ai_classes - aip->ai_class + 1) * 0.5f;
|
|
t *= frand_range(0.8f, 1.2f);
|
|
|
|
// For the missiles that fire fairly quickly, occasionally add an additional substantial delay.
|
|
if (t < 5.0f)
|
|
if (frand() < 0.5f)
|
|
t = t * 2.0f + 2.0f;
|
|
|
|
return t;
|
|
}
|
|
|
|
|
|
void ai_chase_big_approach_set_goal(vector *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(vector *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, vector *horz_vec_to_target, float *desired_separation, float *cur_separation)
|
|
{
|
|
float temp, r_target, r_attacker, h_attacker, h_target;
|
|
float perp_dist;
|
|
vector vec_to_target;
|
|
polymodel *pm;
|
|
|
|
// get parameters of ships (as cylinders - radius and height)
|
|
// get radius of attacker (for rotations about forward)
|
|
pm = model_get(Ships[attack_objp->instance].modelnum);
|
|
temp = max(pm->maxs.xyz.x, pm->maxs.xyz.y);
|
|
r_attacker = max(-pm->mins.xyz.x, -pm->mins.xyz.y);
|
|
r_attacker = max(temp, r_attacker);
|
|
h_attacker = max(-pm->mins.xyz.z, pm->maxs.xyz.z);
|
|
|
|
// get radius of target (for rotations about forward)
|
|
pm = model_get(Ships[attack_objp->instance].modelnum);
|
|
temp = max(pm->maxs.xyz.x, pm->maxs.xyz.y);
|
|
r_target = max(-pm->mins.xyz.x, -pm->mins.xyz.y);
|
|
r_target = max(temp, r_target);
|
|
h_target = max(-pm->mins.xyz.z, pm->maxs.xyz.z);
|
|
|
|
// find separation between cylinders [if parallel]
|
|
vm_vec_sub(&vec_to_target, &attack_objp->pos, &target_objp->pos);
|
|
|
|
// find the distance between centers along forward direction of ships
|
|
perp_dist = vm_vec_dotprod(&vec_to_target, &target_objp->orient.vec.fvec);
|
|
|
|
// subtract off perp component to get "horizontal" separation vector between cylinders [ASSUMING parallel]
|
|
vm_vec_scale_add(horz_vec_to_target, &vec_to_target, &target_objp->orient.vec.fvec, -perp_dist);
|
|
*cur_separation = vm_vec_mag_quick(horz_vec_to_target);
|
|
|
|
// choose "optimal" separation of 1000 + r_target + r_attacker
|
|
*desired_separation = 1000 + r_target + r_attacker;
|
|
}
|
|
|
|
void ai_chase_big_parallel_set_goal(vector *goal_pos, object *attack_objp, object *target_objp, float *accel)
|
|
{
|
|
int opposing;
|
|
float temp, r_target, r_attacker, h_attacker, h_target;
|
|
float separation, optimal_separation;
|
|
vector horz_vec_to_target;
|
|
polymodel *pm;
|
|
|
|
// get parameters of ships (as cylinders - radius and height)
|
|
// get radius of attacker (for rotations about forward)
|
|
pm = model_get(Ships[attack_objp->instance].modelnum);
|
|
temp = max(pm->maxs.xyz.x, pm->maxs.xyz.y);
|
|
r_attacker = max(-pm->mins.xyz.x, -pm->mins.xyz.y);
|
|
r_attacker = max(temp, r_attacker);
|
|
h_attacker = max(-pm->mins.xyz.z, pm->maxs.xyz.z);
|
|
|
|
// get radius of target (for rotations about forward)
|
|
pm = model_get(Ships[attack_objp->instance].modelnum);
|
|
temp = max(pm->maxs.xyz.x, pm->maxs.xyz.y);
|
|
r_target = max(-pm->mins.xyz.x, -pm->mins.xyz.y);
|
|
r_target = max(temp, r_target);
|
|
h_target = max(-pm->mins.xyz.z, pm->maxs.xyz.z);
|
|
|
|
// are we opposing (only when other ship is not moving)
|
|
opposing = ( vm_vec_dotprod(&attack_objp->orient.vec.fvec, &target_objp->orient.vec.fvec) < 0 );
|
|
|
|
ai_chase_big_get_separations(attack_objp, target_objp, &horz_vec_to_target, &optimal_separation, &separation);
|
|
|
|
// choose dist (2000) so that we don't bash
|
|
float dist = 2000;
|
|
if (opposing) {
|
|
dist = - dist;
|
|
}
|
|
|
|
// set the goal pos as dist forward from target along target forward
|
|
vm_vec_scale_add(goal_pos, &target_objp->pos, &target_objp->orient.vec.fvec, dist);
|
|
// then add horizontal separation
|
|
vm_vec_scale_add2(goal_pos, &horz_vec_to_target, optimal_separation/separation);
|
|
|
|
// find the distance between centers along forward direction of ships
|
|
vector vec_to_target;
|
|
vm_vec_sub(&vec_to_target, &target_objp->pos, &attack_objp->pos);
|
|
float perp_dist = vm_vec_dotprod(&vec_to_target, &target_objp->orient.vec.fvec);
|
|
|
|
float match_accel = target_objp->phys_info.vel.xyz.z / Ship_info[Ships[attack_objp->instance].ship_info_index].max_vel.xyz.z;
|
|
float length_scale = attack_objp->radius;
|
|
|
|
// 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(vector *goal_pos, object *pl_objp, object *en_objp)
|
|
{
|
|
ai_info *aip;
|
|
|
|
aip = &Ai_info[Ships[pl_objp->instance].ai_index];
|
|
float accel;
|
|
|
|
switch (aip->submode) {
|
|
case SM_BIG_APPROACH:
|
|
// do approach stuff;
|
|
ai_chase_big_approach_set_goal(goal_pos, pl_objp, en_objp, &accel);
|
|
break;
|
|
|
|
case SM_BIG_CIRCLE:
|
|
// do circle stuff
|
|
ai_chase_big_circle_set_goal(goal_pos, pl_objp, en_objp, &accel);
|
|
break;
|
|
|
|
case SM_BIG_PARALLEL:
|
|
// do parallel stuff
|
|
ai_chase_big_parallel_set_goal(goal_pos, pl_objp, en_objp, &accel);
|
|
break;
|
|
}
|
|
}
|
|
|
|
int maybe_hack_cruiser_chase_abort()
|
|
{
|
|
ship *shipp = &Ships[Pl_objp->instance];
|
|
ship *eshipp = &Ships[En_objp->instance];
|
|
ai_info *aip = &Ai_info[shipp->ai_index];
|
|
|
|
// mission sm3-08, sathanos chasing collosus
|
|
if ( stricmp(Mission_filename, "sm3-08.fs2") == 0 ) {
|
|
if (( stricmp(eshipp->ship_name, "colossus") == 0 ) || ( stricmp(shipp->ship_name, "colossus") == 0 )) {
|
|
// Changed so all big ships attacking the Colossus will not do the chase code.
|
|
// Did this so Beast wouldn't swerve away from Colossus. -- MK, 9/14/99
|
|
//if ( stricmp(shipp->ship_name, "Sathanas") == 0 ) {
|
|
// do cool hack stuff here
|
|
ai_clear_ship_goals( aip );
|
|
aip->mode = AIM_NONE;
|
|
return 1;
|
|
//}
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
// Make a big ship pursue another big ship.
|
|
// (Note, called "ai_cruiser_chase" because we already have ai_chase_big() which means fighter chases big ship.
|
|
void ai_cruiser_chase()
|
|
{
|
|
ship_info *sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
|
|
ship *shipp = &Ships[Pl_objp->instance];
|
|
ai_info *aip = &Ai_info[shipp->ai_index];
|
|
|
|
if (!(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
|
|
Int3(); // Hmm, not a very big ship, how did we get in this function?
|
|
aip->mode = AIM_NONE;
|
|
return;
|
|
}
|
|
|
|
if (En_objp->type != OBJ_SHIP) {
|
|
Int3();
|
|
return;
|
|
}
|
|
|
|
if (En_objp->instance < 0) {
|
|
Int3();
|
|
return;
|
|
}
|
|
|
|
ship *eshipp;
|
|
ship_info *esip;
|
|
|
|
eshipp = &Ships[En_objp->instance];
|
|
esip = &Ship_info[eshipp->ship_info_index];
|
|
|
|
if (!(esip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
|
|
// Int3(); // Hmm, we're big and we're pursuing something other than a big ship?
|
|
aip->mode = AIM_NONE;
|
|
return;
|
|
}
|
|
|
|
vector goal_pos;
|
|
float turn_time = Ship_info[Ships[Pl_objp->instance].ship_info_index].srotation_time;
|
|
|
|
// kamikaze - ram and explode
|
|
if (aip->ai_flags & AIF_KAMIKAZE) {
|
|
ai_turn_towards_vector(&En_objp->pos, Pl_objp, flFrametime, turn_time, NULL, NULL, 0.0f, 0);
|
|
accelerate_ship(aip, 1.0f);
|
|
}
|
|
|
|
// really track down and chase
|
|
else {
|
|
// check valid submode
|
|
Assert( (aip->submode == SM_ATTACK) || (aip->submode == SM_BIG_APPROACH) || (aip->submode == SM_BIG_CIRCLE) || (aip->submode == SM_BIG_PARALLEL) );
|
|
|
|
// just entering, approach enemy ship
|
|
if (aip->submode == SM_ATTACK) {
|
|
aip->submode = SM_BIG_APPROACH;
|
|
}
|
|
|
|
// desired accel
|
|
float accel = 0.0f;
|
|
vector *rvecp = NULL;
|
|
|
|
switch (aip->submode) {
|
|
case SM_BIG_APPROACH:
|
|
// do approach stuff;
|
|
ai_chase_big_approach_set_goal(&goal_pos, Pl_objp, En_objp, &accel);
|
|
// maybe set rvec
|
|
break;
|
|
|
|
case SM_BIG_CIRCLE:
|
|
// do circle stuff
|
|
ai_chase_big_circle_set_goal(&goal_pos, Pl_objp, En_objp, &accel);
|
|
// maybe set rvec
|
|
break;
|
|
|
|
case SM_BIG_PARALLEL:
|
|
// do parallel stuff
|
|
ai_chase_big_parallel_set_goal(&goal_pos, Pl_objp, En_objp, &accel);
|
|
//maybe set rvec
|
|
break;
|
|
}
|
|
|
|
|
|
// now move as desired
|
|
ai_turn_towards_vector(&goal_pos, Pl_objp, flFrametime, turn_time, NULL, NULL, 0.0f, 0, rvecp);
|
|
accelerate_ship(aip, accel);
|
|
|
|
|
|
// maybe switch to new mode
|
|
vector vec_to_enemy;
|
|
float dist_to_enemy;
|
|
int moving = (En_objp->phys_info.vel.xyz.z > 0.5f);
|
|
vm_vec_sub(&vec_to_enemy, &En_objp->pos, &Pl_objp->pos);
|
|
dist_to_enemy = vm_vec_mag_quick(&vec_to_enemy);
|
|
|
|
switch (aip->submode) {
|
|
case SM_BIG_APPROACH:
|
|
if ( dist_to_enemy < (Pl_objp->radius + En_objp->radius)*1.25f + 200.0f ) {
|
|
// moving
|
|
if (moving) {
|
|
// if within 90 degrees of en forward, go into parallel, otherwise circle
|
|
if ( vm_vec_dotprod(&En_objp->orient.vec.fvec, &Pl_objp->orient.vec.fvec) > 0 ) {
|
|
aip->submode = SM_BIG_PARALLEL;
|
|
}
|
|
}
|
|
|
|
// otherwise cirle
|
|
if ( !maybe_hack_cruiser_chase_abort() ) {
|
|
aip->submode = SM_BIG_CIRCLE;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case SM_BIG_CIRCLE:
|
|
// moving
|
|
if (moving) {
|
|
vector temp;
|
|
float desired_sep, cur_sep;
|
|
// we're behind the enemy ship
|
|
if (vm_vec_dotprod(&vec_to_enemy, &En_objp->orient.vec.fvec) > 0) {
|
|
// and we're turning toward the enemy
|
|
if (vm_vec_dotprod(&En_objp->orient.vec.fvec, &Pl_objp->orient.vec.fvec) > 0) {
|
|
// get separation
|
|
ai_chase_big_get_separations(Pl_objp, En_objp, &temp, &desired_sep, &cur_sep);
|
|
// and the separation is > 0.9 desired
|
|
if (cur_sep > 0.9 * desired_sep) {
|
|
aip->submode = SM_BIG_PARALLEL;
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
// still
|
|
vector temp;
|
|
float desired_sep, cur_sep;
|
|
// we're behind the enemy ship
|
|
if (vm_vec_dotprod(&vec_to_enemy, &En_objp->orient.vec.fvec) > 0) {
|
|
// and we're turning toward the enemy
|
|
if (vm_vec_dotprod(&En_objp->orient.vec.fvec, &Pl_objp->orient.vec.fvec) > 0) {
|
|
// get separation
|
|
ai_chase_big_get_separations(Pl_objp, En_objp, &temp, &desired_sep, &cur_sep);
|
|
//and the separation is [0.9 to 1.1] desired
|
|
if ( (cur_sep > 0.9f * desired_sep) ) {
|
|
aip->submode = SM_BIG_PARALLEL;
|
|
}
|
|
}
|
|
}
|
|
// in front of ship
|
|
else {
|
|
// and we're turning toward the enemy
|
|
if (vm_vec_dotprod(&En_objp->orient.vec.fvec, &Pl_objp->orient.vec.fvec) < 0) {
|
|
// get separation
|
|
ai_chase_big_get_separations(Pl_objp, En_objp, &temp, &desired_sep, &cur_sep);
|
|
//and the separation is [0.9 to 1.1] desired
|
|
if ( (cur_sep > 0.9f * desired_sep) ) {
|
|
aip->submode = SM_BIG_PARALLEL;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case SM_BIG_PARALLEL:
|
|
// we're opposing
|
|
if ( vm_vec_dotprod(&Pl_objp->orient.vec.fvec, &En_objp->orient.vec.fvec) < 0 ) {
|
|
// and the other ship is moving
|
|
if (moving) {
|
|
// and we no longer overlap
|
|
if ( dist_to_enemy > (0.75 * (En_objp->radius + Pl_objp->radius)) ) {
|
|
aip->submode = SM_BIG_APPROACH;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// --------------------------------------------------------------------------
|
|
// Make object Pl_objp chase object En_objp
|
|
void ai_chase()
|
|
{
|
|
float dist_to_enemy, time_to_enemy;
|
|
float dot_to_enemy, dot_from_enemy, real_dot_to_enemy;
|
|
vector player_pos, enemy_pos, predicted_enemy_pos, real_vec_to_enemy, predicted_vec_to_enemy;
|
|
ship_info *sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
|
|
ship *shipp = &Ships[Pl_objp->instance];
|
|
ship_weapon *swp = &shipp->weapons;
|
|
ai_info *aip = &Ai_info[shipp->ai_index];
|
|
int enemy_sip_flags, enemy_shipp_flags2;
|
|
int has_fired = -1;
|
|
|
|
if (aip->mode != AIM_CHASE) {
|
|
Int3();
|
|
}
|
|
|
|
if (sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
|
|
ai_cruiser_chase();
|
|
return;
|
|
}
|
|
|
|
if (!(sip->flags & (SIF_FIGHTER | SIF_BOMBER | SIF_ESCAPEPOD))) {
|
|
Warning(LOCATION, "Ship %s is not 'small', but is in chase mode.\nSwitching to AI=none.\n", shipp->ship_name);
|
|
aip->mode = AIM_NONE;
|
|
return;
|
|
}
|
|
|
|
//nprintf(("AI", "%7s ", Submode_text[aip->submode]));
|
|
|
|
if ( En_objp->type == OBJ_SHIP ) {
|
|
enemy_sip_flags = Ship_info[Ships[En_objp->instance].ship_info_index].flags;
|
|
enemy_shipp_flags2 = Ships[En_objp->instance].flags2;
|
|
} else {
|
|
enemy_sip_flags = 0;
|
|
enemy_shipp_flags2 = 0;
|
|
}
|
|
|
|
if ( enemy_sip_flags > 0 ) {
|
|
if (enemy_sip_flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
|
|
ai_big_chase();
|
|
return;
|
|
}
|
|
}
|
|
|
|
// If collided with target_objnum last frame, avoid that ship.
|
|
// This should prevent the embarrassing behavior of ships getting stuck on each other
|
|
// as if they were magnetically attracted. -- MK, 11/13/97.
|
|
if ((aip->ai_flags & AIF_TARGET_COLLISION) || (aip->submode == SM_FLY_AWAY)) {
|
|
ai_chase_fly_away(Pl_objp, aip);
|
|
return;
|
|
}
|
|
|
|
ai_set_positions(Pl_objp, En_objp, aip, &player_pos, &enemy_pos);
|
|
dist_to_enemy = vm_vec_dist_quick(&player_pos, &enemy_pos);
|
|
time_to_enemy = compute_time_to_enemy(dist_to_enemy, Pl_objp, En_objp);
|
|
vm_vec_sub(&real_vec_to_enemy, &enemy_pos, &player_pos);
|
|
|
|
vm_vec_normalize(&real_vec_to_enemy);
|
|
|
|
real_dot_to_enemy = vm_vec_dot(&real_vec_to_enemy, &Pl_objp->orient.vec.fvec);
|
|
|
|
int is_stealthy_ship = 0;
|
|
if ( (enemy_sip_flags > 0) && (enemy_shipp_flags2 & SF2_STEALTH) ) {
|
|
if ( ai_is_stealth_visible(Pl_objp, En_objp) != STEALTH_FULLY_TARGETABLE ) {
|
|
is_stealthy_ship = 1;
|
|
}
|
|
}
|
|
|
|
// Can only acquire lock on a target that isn't hidden from sensors
|
|
if ( !(Ships[En_objp->instance].flags & SF_HIDDEN_FROM_SENSORS) && !is_stealthy_ship ) {
|
|
update_aspect_lock_information(aip, &real_vec_to_enemy, dist_to_enemy, En_objp->radius);
|
|
} else {
|
|
aip->current_target_is_locked = 0;
|
|
aip->ai_flags &= ~AIF_SEEK_LOCK;
|
|
}
|
|
|
|
// If seeking lock, try to point directly at ship, else predict position so lasers can hit it.
|
|
// If just acquired target, or target is not in reasonable cone, don't refine believed enemy position.
|
|
if ((real_dot_to_enemy < 0.25f) || (aip->target_time < 1.0f) || (aip->ai_flags & AIF_SEEK_LOCK)) {
|
|
predicted_enemy_pos = enemy_pos;
|
|
} else {
|
|
// Set predicted_enemy_pos.
|
|
// See if attacking a subsystem.
|
|
if (aip->targeted_subsys != NULL) {
|
|
Assert(En_objp->type == OBJ_SHIP);
|
|
if (get_shield_pct(En_objp) < HULL_DAMAGE_THRESHOLD_PERCENT) {
|
|
//int rval;
|
|
|
|
if (aip->targeted_subsys != NULL) {
|
|
get_subsystem_pos(&enemy_pos, En_objp, aip->targeted_subsys);
|
|
predicted_enemy_pos = enemy_pos;
|
|
predicted_vec_to_enemy = real_vec_to_enemy;
|
|
} else {
|
|
set_predicted_enemy_pos(&predicted_enemy_pos, Pl_objp, En_objp, aip);
|
|
set_target_objnum(aip, -1);
|
|
}
|
|
// nprintf(("AI", "Attacking subsystem: rval = %i, pos = %7.3f %7.3f %7.3f\n", rval, predicted_enemy_pos.x, predicted_enemy_pos.y, predicted_enemy_pos.z));
|
|
|
|
} else {
|
|
set_predicted_enemy_pos(&predicted_enemy_pos, Pl_objp, En_objp, aip);
|
|
// nprintf(("AI", "Attacking subsystem: pos = %7.3f %7.3f %7.3f\n", predicted_enemy_pos.x, predicted_enemy_pos.y, predicted_enemy_pos.z));
|
|
}
|
|
} else {
|
|
set_predicted_enemy_pos(&predicted_enemy_pos, Pl_objp, En_objp, aip);
|
|
}
|
|
}
|
|
|
|
vm_vec_sub(&predicted_vec_to_enemy, &predicted_enemy_pos, &player_pos);
|
|
|
|
vm_vec_normalize(&predicted_vec_to_enemy);
|
|
|
|
dot_to_enemy = vm_vec_dot(&Pl_objp->orient.vec.fvec, &predicted_vec_to_enemy);
|
|
dot_from_enemy= - vm_vec_dot(&En_objp->orient.vec.fvec, &real_vec_to_enemy);
|
|
|
|
//
|
|
// Set turn and acceleration based on submode.
|
|
//
|
|
switch (aip->submode) {
|
|
case SM_CONTINUOUS_TURN:
|
|
ai_chase_ct();
|
|
break;
|
|
|
|
case SM_STEALTH_FIND:
|
|
ai_stealth_find();
|
|
break;
|
|
|
|
case SM_STEALTH_SWEEP:
|
|
ai_stealth_sweep();
|
|
break;
|
|
|
|
case SM_ATTACK:
|
|
case SM_SUPER_ATTACK:
|
|
case SM_ATTACK_FOREVER:
|
|
if (vm_vec_dist_quick(&Pl_objp->pos, &predicted_enemy_pos) > 100.0f + En_objp->radius * 2.0f) {
|
|
if (maybe_avoid_big_ship(Pl_objp, En_objp, aip, &predicted_enemy_pos, 10.0f))
|
|
return;
|
|
}
|
|
|
|
ai_chase_attack(aip, sip, &predicted_enemy_pos, dist_to_enemy, shipp->modelnum);
|
|
break;
|
|
|
|
case SM_EVADE_SQUIGGLE:
|
|
ai_chase_es(aip, sip);
|
|
break;
|
|
|
|
case SM_EVADE_BRAKE:
|
|
ai_chase_eb(aip, sip, &predicted_enemy_pos, dist_to_enemy);
|
|
break;
|
|
|
|
case SM_EVADE:
|
|
evade_ship();
|
|
break;
|
|
|
|
case SM_AVOID:
|
|
avoid_ship();
|
|
break;
|
|
|
|
case SM_GET_BEHIND:
|
|
get_behind_ship(aip, sip, dist_to_enemy);
|
|
break;
|
|
|
|
case SM_GET_AWAY: // Used to get away from opponent to prevent endless circling.
|
|
ai_chase_ga(aip, sip);
|
|
break;
|
|
|
|
case SM_EVADE_WEAPON:
|
|
evade_weapon();
|
|
break;
|
|
|
|
default:
|
|
// Int3();
|
|
aip->last_attack_time = Missiontime;
|
|
aip->submode = SM_ATTACK;
|
|
aip->submode_start_time = Missiontime;
|
|
}
|
|
|
|
//
|
|
// Maybe choose a new submode.
|
|
//
|
|
if ( (aip->submode != SM_AVOID) && (aip->submode != SM_ATTACK_FOREVER) ) {
|
|
// If a very long time since attacked, attack no matter what!
|
|
if ( (aip->submode != SM_SUPER_ATTACK) && (aip->submode != SM_GET_AWAY) && !(aip->ai_flags & AIF_STEALTH_PURSUIT) ) {
|
|
if (Missiontime - aip->last_attack_time > i2f(6)) {
|
|
aip->submode = SM_SUPER_ATTACK;
|
|
aip->submode_start_time = Missiontime;
|
|
aip->last_attack_time = Missiontime;
|
|
}
|
|
}
|
|
|
|
// If a collision is expected, pull out!
|
|
// If enemy is pointing away and moving a bit, don't worry about collision detection.
|
|
if ((dot_from_enemy > 0.5f) || (En_objp->phys_info.speed < 10.0f)) {
|
|
if (might_collide_with_ship(Pl_objp, En_objp, dot_to_enemy, dist_to_enemy, 4.0f)) {
|
|
if ((Missiontime - aip->last_hit_time > F1_0*4) && (dist_to_enemy < Pl_objp->radius*2 + En_objp->radius*2)) {
|
|
accelerate_ship(aip, -1.0f);
|
|
} else {
|
|
aip->submode = SM_AVOID;
|
|
aip->submode_start_time = Missiontime;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
switch (aip->submode) {
|
|
case SM_CONTINUOUS_TURN:
|
|
if (Missiontime - aip->submode_start_time > i2f(3)) {
|
|
aip->last_attack_time = Missiontime;
|
|
aip->submode = SM_ATTACK;
|
|
aip->submode_start_time = Missiontime;
|
|
}
|
|
break;
|
|
|
|
case SM_ATTACK:
|
|
// if taraget is stealth and stealth not visible, then enter stealth find mode
|
|
if ( (aip->ai_flags & AIF_STEALTH_PURSUIT) && (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_INVISIBLE) ) {
|
|
aip->submode = SM_STEALTH_FIND;
|
|
aip->submode_start_time = Missiontime;
|
|
aip->submode_parm0 = SM_SF_AHEAD;
|
|
} else if (ai_near_full_strength(Pl_objp) && (Missiontime - aip->last_hit_target_time > i2f(3)) && (dist_to_enemy < 500.0f) && (dot_to_enemy < 0.5f)) {
|
|
aip->submode = SM_SUPER_ATTACK;
|
|
aip->submode_start_time = Missiontime;
|
|
aip->last_attack_time = Missiontime;
|
|
} else if ((Missiontime - aip->last_hit_target_time > i2f(6)) &&
|
|
(dist_to_enemy < 500.0f) && (dot_to_enemy < 0.2f) &&
|
|
(frand() < (float) Game_skill_level/NUM_SKILL_LEVELS)) {
|
|
aip->submode = SM_GET_AWAY;
|
|
aip->submode_start_time = Missiontime;
|
|
aip->last_hit_target_time = Missiontime;
|
|
} else if ((enemy_sip_flags & SIF_SMALL_SHIP)
|
|
&& (dot_to_enemy < dot_from_enemy)
|
|
&& (En_objp->phys_info.speed > 15.0f)
|
|
&& (dist_to_enemy < 200.0f)
|
|
&& (dist_to_enemy > 50.0f)
|
|
&& (dot_to_enemy < 0.1f)
|
|
&& (Missiontime - aip->submode_start_time > i2f(2))) {
|
|
aip->submode = SM_EVADE_BRAKE;
|
|
aip->submode_start_time = Missiontime;
|
|
} else if ((dot_to_enemy > 0.2f) && (dot_from_enemy > -0.2f) && (dot_from_enemy < 0.1f)) {
|
|
aip->submode = SM_GET_BEHIND;
|
|
aip->submode_start_time = Missiontime;
|
|
} else if ((enemy_sip_flags & SIF_SMALL_SHIP) && (dist_to_enemy < 150.0f) && (dot_from_enemy > dot_to_enemy + 0.5f + aip->ai_courage*.002)) {
|
|
if ((Missiontime - aip->last_hit_target_time > i2f(5)) && (frand() < (float) (aip->ai_class + Game_skill_level)/(Num_ai_classes + NUM_SKILL_LEVELS))) { aip->submode = SM_GET_AWAY;
|
|
aip->submode_start_time = Missiontime;
|
|
aip->last_hit_target_time = Missiontime;
|
|
} else {
|
|
aip->submode = SM_EVADE_SQUIGGLE;
|
|
aip->submode_start_time = Missiontime;
|
|
}
|
|
} else if ((enemy_sip_flags & SIF_SMALL_SHIP) && (Missiontime - aip->submode_start_time > F1_0*2)) {
|
|
if ((dot_to_enemy < 0.8f) && (dot_from_enemy > dot_to_enemy)) {
|
|
if (frand() > 0.5f) {
|
|
aip->submode = SM_CONTINUOUS_TURN;
|
|
aip->submode_parm0 = myrand() & 0x0f;
|
|
aip->submode_start_time = Missiontime;
|
|
} else {
|
|
aip->submode = SM_EVADE;
|
|
aip->submode_start_time = Missiontime;
|
|
}
|
|
} else {
|
|
aip->submode_start_time = Missiontime;
|
|
}
|
|
}
|
|
|
|
aip->last_attack_time = Missiontime;
|
|
|
|
break;
|
|
|
|
case SM_EVADE_SQUIGGLE:
|
|
if ((Missiontime - aip->submode_start_time > i2f(5)) || (dist_to_enemy > 300.0f)) {
|
|
if ((dist_to_enemy < 100.0f) && (dot_to_enemy < 0.0f) && (dot_from_enemy > 0.5f)) {
|
|
aip->submode = SM_EVADE_BRAKE;
|
|
aip->submode_start_time = Missiontime;
|
|
} else {
|
|
aip->last_attack_time = Missiontime;
|
|
aip->submode = SM_ATTACK;
|
|
aip->submode_start_time = Missiontime;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case SM_EVADE_BRAKE:
|
|
if ((dist_to_enemy < 15.0f) || (En_objp->phys_info.speed < 10.0f)) {
|
|
aip->submode = SM_AVOID;
|
|
aip->submode_start_time = Missiontime;
|
|
} else if ((dot_to_enemy > 0.9f) || ((dot_from_enemy > 0.9f) && (Missiontime - aip->submode_start_time > i2f(1)))) {
|
|
aip->last_attack_time = Missiontime;
|
|
aip->submode = SM_ATTACK;
|
|
aip->submode_start_time = Missiontime;
|
|
} else if (Missiontime - aip->submode_start_time > i2f(4)) {
|
|
aip->last_attack_time = Missiontime;
|
|
aip->submode = SM_ATTACK;
|
|
aip->submode_start_time = Missiontime;
|
|
}
|
|
break;
|
|
|
|
case SM_EVADE:
|
|
// Modified by MK on 5/5/97 to keep trying to regain attack mode. It's what a human would do.
|
|
if ((dot_to_enemy < 0.2f) && (dot_from_enemy < 0.8f) && (dist_to_enemy < 100.0f) && (En_objp->phys_info.speed > 15.0f)) {
|
|
aip->last_attack_time = Missiontime;
|
|
aip->submode = SM_EVADE_BRAKE;
|
|
aip->submode_start_time = Missiontime;
|
|
} else if (((dot_to_enemy > dot_from_enemy - 0.1f)
|
|
&& (Missiontime > aip->submode_start_time + i2f(1)))
|
|
|| (dist_to_enemy > 150.0f + 2*(Pl_objp->radius + En_objp->radius))) {
|
|
aip->last_attack_time = Missiontime;
|
|
aip->submode = SM_ATTACK;
|
|
aip->submode_start_time = Missiontime;
|
|
} else if (Missiontime - aip->submode_start_time > i2f(2))
|
|
if (dot_from_enemy > 0.8f) {
|
|
aip->submode = SM_EVADE_SQUIGGLE;
|
|
aip->submode_start_time = Missiontime;
|
|
}
|
|
|
|
break;
|
|
|
|
case SM_SUPER_ATTACK:
|
|
// if stealth and invisible, enter stealth find mode
|
|
if ( (aip->ai_flags & AIF_STEALTH_PURSUIT) && (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_INVISIBLE) ) {
|
|
aip->submode = SM_STEALTH_FIND;
|
|
aip->submode_start_time = Missiontime;
|
|
aip->submode_parm0 = SM_SF_AHEAD;
|
|
} else if ((dist_to_enemy < 100.0f) && (dot_to_enemy < 0.8f) && (enemy_sip_flags & SIF_SMALL_SHIP) && (Missiontime - aip->submode_start_time > i2f(5) )) {
|
|
aip->ai_flags &= ~AIF_ATTACK_SLOWLY; // Just in case, clear here.
|
|
|
|
switch (myrand() % 5) {
|
|
case 0:
|
|
aip->submode = SM_CONTINUOUS_TURN;
|
|
aip->submode_start_time = Missiontime;
|
|
break;
|
|
case 1:
|
|
aip->submode_start_time = Missiontime; // Stay in super attack mode
|
|
break;
|
|
case 2:
|
|
case 3:
|
|
if (frand() < (float) 0.5f * (aip->ai_class + Game_skill_level)/(Num_ai_classes + NUM_SKILL_LEVELS)) {
|
|
aip->submode = SM_GET_AWAY;
|
|
aip->submode_start_time = Missiontime;
|
|
} else {
|
|
aip->submode = SM_EVADE;
|
|
aip->submode_start_time = Missiontime;
|
|
}
|
|
break;
|
|
case 4:
|
|
if (dot_from_enemy + (NUM_SKILL_LEVELS - Game_skill_level) * 0.1f > dot_to_enemy) { // Less likely to GET_AWAY at lower skill levels.
|
|
aip->submode = SM_EVADE;
|
|
aip->submode_start_time = Missiontime;
|
|
} else {
|
|
aip->submode = SM_GET_AWAY;
|
|
aip->submode_start_time = Missiontime;
|
|
}
|
|
break;
|
|
default:
|
|
Int3(); // Impossible!
|
|
}
|
|
}
|
|
|
|
aip->last_attack_time = Missiontime;
|
|
|
|
break;
|
|
|
|
case SM_AVOID:
|
|
if ((dot_to_enemy > -0.2f) && (dist_to_enemy / (dot_to_enemy + 0.3f) < 100.0f)) {
|
|
aip->submode_start_time = Missiontime;
|
|
} else if (Missiontime - aip->submode_start_time > i2f(1)/2)
|
|
if (might_collide_with_ship(Pl_objp, En_objp, dot_to_enemy, dist_to_enemy, 3.0f)) {
|
|
aip->submode_start_time = Missiontime;
|
|
} else {
|
|
aip->submode = SM_GET_BEHIND;
|
|
aip->submode_start_time = Missiontime;
|
|
}
|
|
|
|
break;
|
|
|
|
case SM_GET_BEHIND:
|
|
if ((dot_from_enemy < -0.7f) || (Missiontime - aip->submode_start_time > i2f(2))) {
|
|
aip->submode = SM_ATTACK;
|
|
aip->submode_start_time = Missiontime;
|
|
aip->last_attack_time = Missiontime;
|
|
}
|
|
break;
|
|
|
|
case SM_GET_AWAY:
|
|
if (Missiontime - aip->submode_start_time > i2f(2)) {
|
|
float rand_dist;
|
|
|
|
rand_dist = ((Missiontime >> 17) & 0x03) * 100.0f + 200.0f; // Some value in 200..500
|
|
if ((Missiontime - aip->submode_start_time > i2f(5)) || (dist_to_enemy > rand_dist) || (dot_from_enemy < 0.4f)) {
|
|
aip->ai_flags |= AIF_ATTACK_SLOWLY;
|
|
aip->submode = SM_ATTACK;
|
|
aip->time_enemy_in_range = 2.0f; // Cheat. Presumably if they were running away from you, they were monitoring you!
|
|
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;
|
|
|
|
// Either change to SM_ATTACK or AIM_FIND_STEALTH
|
|
case SM_STEALTH_FIND:
|
|
// if time > 5 sec change mode to sweep
|
|
if ( !(aip->ai_flags & AIF_STEALTH_PURSUIT) || (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_VISIBLE) ) {
|
|
aip->submode = SM_ATTACK;
|
|
aip->submode_start_time = Missiontime;
|
|
aip->last_attack_time = Missiontime;
|
|
// sweep if I can't find in 5 sec or bail from find
|
|
} else if ( ((Missiontime - aip->submode_start_time) > i2f(5)) || (aip->submode_parm0 == SM_SF_BAIL) ) {
|
|
// begin sweep mode
|
|
aip->submode = SM_STEALTH_SWEEP;
|
|
aip->submode_start_time = Missiontime;
|
|
aip->last_attack_time = Missiontime;
|
|
aip->submode_parm0 = SM_SS_SET_GOAL;
|
|
}
|
|
break;
|
|
|
|
case SM_STEALTH_SWEEP:
|
|
if ( !(aip->ai_flags & AIF_STEALTH_PURSUIT) || (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_VISIBLE) ) {
|
|
aip->submode = SM_ATTACK;
|
|
aip->submode_start_time = Missiontime;
|
|
aip->last_attack_time = Missiontime;
|
|
} else if ( (timestamp() - aip->stealth_last_visible_stamp) < 5000 ) {
|
|
// go back to find mode
|
|
aip->submode = SM_STEALTH_FIND;
|
|
aip->submode_start_time = Missiontime;
|
|
aip->submode_parm0 = SM_SF_AHEAD;
|
|
} else if ( /*(Missiontime - aip->submode_start_time) > i2f(30) || */(aip->submode_parm0 == SM_SS_DONE) ) {
|
|
// set target objnum = -1
|
|
set_target_objnum(aip, -1);
|
|
|
|
// set submode to attack
|
|
aip->submode = SM_ATTACK;
|
|
aip->submode_start_time = Missiontime;
|
|
aip->last_attack_time = Missiontime;
|
|
}
|
|
break;
|
|
|
|
case SM_ATTACK_FOREVER: // Engines blown, just attack.
|
|
break;
|
|
|
|
default:
|
|
//Int3();
|
|
aip->submode = SM_ATTACK;
|
|
aip->last_attack_time = Missiontime;
|
|
|
|
aip->submode_start_time = Missiontime;
|
|
}
|
|
|
|
//
|
|
// Maybe fire primary weapon and update time_enemy_in_range
|
|
//
|
|
//nprintf(("AI", "time_enemy_in_range = %7.3f, dot = %7.3f\n", aip->time_enemy_in_range, dot_to_enemy));
|
|
|
|
if (aip->mode != AIM_EVADE) {
|
|
if (dot_to_enemy > 0.95f - 0.5f * En_objp->radius/max(1.0f, En_objp->radius + dist_to_enemy)) {
|
|
aip->time_enemy_in_range += flFrametime;
|
|
|
|
// Chance of hitting ship is based on dot product of firing ship's forward vector with vector to ship
|
|
// and also the size of the target relative to distance to target.
|
|
if (dot_to_enemy > max(0.5f, 0.90f + aip->ai_accuracy/10.0f - En_objp->radius/max(1.0f,dist_to_enemy))) {
|
|
|
|
ship *temp_shipp;
|
|
ship_weapon *tswp;
|
|
|
|
temp_shipp = &Ships[Pl_objp->instance];
|
|
tswp = &temp_shipp->weapons;
|
|
if ( tswp->num_primary_banks > 0 ) {
|
|
float scale;
|
|
Assert(tswp->current_primary_bank < tswp->num_primary_banks);
|
|
weapon_info *pwip = &Weapon_info[tswp->primary_bank_weapons[tswp->current_primary_bank]];
|
|
|
|
// Less likely to fire if far away and moving.
|
|
scale = pwip->max_speed/(En_objp->phys_info.speed + pwip->max_speed);
|
|
if (scale > 0.6f)
|
|
scale = (scale - 0.6f) * 1.5f;
|
|
else
|
|
scale = 0.0f;
|
|
if (dist_to_enemy < pwip->max_speed * (1.0f + scale)) {
|
|
if(ai_fire_primary_weapon(Pl_objp) == 1){
|
|
has_fired = 1;
|
|
}else{
|
|
has_fired = -1;
|
|
// ship_stop_fire_primary(Pl_objp);
|
|
}
|
|
}
|
|
|
|
// Don't fire secondaries at a protected ship.
|
|
if (!(En_objp->flags & OF_PROTECTED)) {
|
|
ai_choose_secondary_weapon(Pl_objp, aip, En_objp);
|
|
int current_bank = tswp->current_secondary_bank;
|
|
weapon_info *swip = &Weapon_info[tswp->secondary_bank_weapons[tswp->current_secondary_bank]];
|
|
|
|
if (current_bank > -1) {
|
|
if (aip->ai_flags & AIF_UNLOAD_SECONDARIES) {
|
|
if (timestamp_until(swp->next_secondary_fire_stamp[current_bank]) > swip->fire_wait*1000.0f) {
|
|
swp->next_secondary_fire_stamp[current_bank] = timestamp((int) (swip->fire_wait*1000.0f));
|
|
}
|
|
}
|
|
|
|
if (timestamp_elapsed(swp->next_secondary_fire_stamp[current_bank])) {
|
|
if (tswp->current_secondary_bank >= 0) {
|
|
float firing_range;
|
|
|
|
if (swip->wi_flags2 & WIF2_LOCAL_SSM)
|
|
firing_range=swip->lssm_lock_range; //that should be enough
|
|
else if (swip->wi_flags & WIF_BOMB)
|
|
firing_range = swip->max_speed * swip->lifetime * 0.75f;
|
|
else
|
|
firing_range = swip->max_speed * swip->lifetime * (Game_skill_level + 1 + aip->ai_class/2)/NUM_SKILL_LEVELS;
|
|
|
|
|
|
// reduce firing range in nebula
|
|
extern int Nebula_sec_range;
|
|
if ((The_mission.flags & MISSION_FLAG_FULLNEB) && Nebula_sec_range) {
|
|
firing_range *= 0.8f;
|
|
}
|
|
|
|
// If firing a spawn weapon, distance doesn't matter.
|
|
int spawn_fire = 0;
|
|
|
|
if (swip->wi_flags & WIF_SPAWN) {
|
|
int count;
|
|
|
|
count = num_nearby_fighters(get_enemy_team_mask(OBJ_INDEX(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_initial_hull_strength;
|
|
|
|
if (hull_percent < 0.01f)
|
|
hull_percent = 0.01f;
|
|
|
|
if (frand() < 0.25f/(30.0f*hull_percent) * count) // With timestamp below, this means could fire in 30 seconds if one enemy.
|
|
spawn_fire = 1;
|
|
}
|
|
}
|
|
|
|
if (spawn_fire || (dist_to_enemy < firing_range)) {
|
|
if (ai_fire_secondary_weapon(Pl_objp)) {
|
|
// Only if weapon was fired do we specify time until next fire. If not fired, done in ai_fire_secondary...
|
|
float t;
|
|
|
|
if (aip->ai_flags & AIF_UNLOAD_SECONDARIES) {
|
|
t = swip->fire_wait;
|
|
} else {
|
|
t = set_secondary_fire_delay(aip, temp_shipp, swip);
|
|
}
|
|
//nprintf(("AI", "Next secondary to be fired in %7.3f seconds.\n", t));
|
|
swp->next_secondary_fire_stamp[current_bank] = timestamp((int) (t*1000.0f));
|
|
}
|
|
} else {
|
|
swp->next_secondary_fire_stamp[current_bank] = timestamp(250);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
aip->time_enemy_in_range *= (1.0f - flFrametime);
|
|
}
|
|
} else
|
|
aip->time_enemy_in_range *= (1.0f - flFrametime);
|
|
|
|
if(has_fired == -1){
|
|
ship_stop_fire_primary(Pl_objp);
|
|
}
|
|
|
|
}
|
|
|
|
// Make the object *objp move so that the point *start moves towards the point *finish.
|
|
// Return distance.
|
|
float dock_move_towards_point(object *objp, vector *start, vector *finish, vector *submodel_pos, float submodel_radius, float submodel_omega, int dock_mode, float speed_scale, float other_obj_speed = 0.0f)
|
|
{
|
|
physics_info *pi = &objp->phys_info;
|
|
float dist; // dist to goal
|
|
vector 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 (submodel_omega > 0.0f)
|
|
{
|
|
speed *= 1.25f;
|
|
|
|
switch (dock_mode)
|
|
{
|
|
case DOA_APPROACH:
|
|
// ramp submodel's linear velocity according to distance
|
|
speed += (submodel_radius * submodel_omega) / (dist);
|
|
break;
|
|
|
|
case DOA_DOCK:
|
|
case DOA_UNDOCK_1:
|
|
// use docker's linear velocity and don't ramp
|
|
speed += (vm_vec_dist(submodel_pos, &objp->pos) * submodel_omega);
|
|
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, vector *docker_p0, vector *docker_p1, vector *docker_p0_norm, matrix *docker_orient, vector *dockee_p0, vector *dockee_p1, vector *dockee_p0_norm, matrix *dockee_orient)
|
|
{
|
|
vector fvec, uvec, temp;
|
|
matrix m1, m2, m3;
|
|
|
|
// Compute the global orientation of the dockee's docking bay.
|
|
|
|
// get the rotated (local) fvec
|
|
vm_vec_rotate(&fvec, dockee_p0_norm, dockee_orient);
|
|
vm_vec_negate(&fvec);
|
|
|
|
// get the rotated (local) uvec
|
|
vm_vec_normalized_dir(&temp, dockee_p1, dockee_p0);
|
|
vm_vec_rotate(&uvec, &temp, dockee_orient);
|
|
|
|
// create a rotation matrix
|
|
vm_vector_2_matrix(&m1, &fvec, &uvec, NULL);
|
|
|
|
// get the global orientation
|
|
vm_matrix_x_matrix(&m3, dockee_orient, &m1);
|
|
|
|
// Compute the matrix given by the docker's docking bay.
|
|
|
|
// get the rotated (local) fvec
|
|
vm_vec_rotate(&fvec, docker_p0_norm, docker_orient);
|
|
|
|
// get the rotated (local) uvec
|
|
vm_vec_normalized_dir(&temp, docker_p1, docker_p0);
|
|
vm_vec_rotate(&uvec, &temp, docker_orient);
|
|
|
|
// create a rotation matrix
|
|
vm_vector_2_matrix(&m2, &fvec, &uvec, NULL);
|
|
|
|
// Pre-multiply the orientation of the source object (docker_orient) by the transpose
|
|
// of the docking bay's orientation, ie unrotate the source object's matrix.
|
|
vm_transpose_matrix(&m2);
|
|
vm_matrix_x_matrix(dom, &m3, &m2);
|
|
}
|
|
|
|
// Goober5000
|
|
// Return the rotating submodel on which is mounted the specified dockpoint, or -1 for none.
|
|
int find_parent_rotating_submodel(polymodel *pm, int dock_index)
|
|
{
|
|
int path_num, submodel;
|
|
|
|
// make sure we have a spline path to check against before going any further
|
|
if (pm->docking_bays[dock_index].num_spline_paths <= 0)
|
|
return -1;
|
|
|
|
// find a path for this dockpoint (c.f. ai_return_path_num_from_dockbay)
|
|
path_num = pm->docking_bays[dock_index].splines[0];
|
|
|
|
// path must exist
|
|
if (path_num >= 0)
|
|
{
|
|
// 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) && (pm->submodel[submodel].movement_type >= 0))
|
|
{
|
|
return submodel;
|
|
}
|
|
}
|
|
|
|
// if path doesn't exist or the submodel doesn't exist or the submodel doesn't move
|
|
return -1;
|
|
}
|
|
|
|
// Goober5000
|
|
void find_adjusted_dockpoint_info(vector *global_p0, vector *global_p1, vector *global_p0_norm, object *objp, polymodel *pm, int modelnum, int submodel, int dock_index)
|
|
{
|
|
// are we basing this off a rotating submodel?
|
|
if (submodel >= 0)
|
|
{
|
|
vector submodel_offset;
|
|
vector local_p0, local_p1;
|
|
|
|
ship_model_start(objp);
|
|
|
|
// calculate the dockpoint locations relative to the unrotated submodel
|
|
model_find_submodel_offset(&submodel_offset, modelnum, submodel);
|
|
vm_vec_sub(&local_p0, &pm->docking_bays[dock_index].pnt[0], &submodel_offset);
|
|
vm_vec_sub(&local_p1, &pm->docking_bays[dock_index].pnt[1], &submodel_offset);
|
|
|
|
// find the dynamic positions of the dockpoints
|
|
model_find_world_point(global_p0, &local_p0, modelnum, submodel, &objp->orient, &objp->pos);
|
|
model_find_world_point(global_p1, &local_p1, modelnum, submodel, &objp->orient, &objp->pos);
|
|
|
|
// find the normal of the first dockpoint
|
|
model_find_world_dir(global_p0_norm, &pm->docking_bays[dock_index].norm[0], modelnum, submodel, &objp->orient, &objp->pos);
|
|
|
|
ship_model_stop(objp);
|
|
}
|
|
// use the static dockpoints
|
|
else
|
|
{
|
|
vm_vec_unrotate(global_p0, &pm->docking_bays[dock_index].pnt[0], &objp->orient);
|
|
vm_vec_add2(global_p0, &objp->pos);
|
|
|
|
vm_vec_unrotate(global_p1, &pm->docking_bays[dock_index].pnt[1], &objp->orient);
|
|
vm_vec_add2(global_p1, &objp->pos);
|
|
|
|
vm_vec_unrotate(global_p0_norm, &pm->docking_bays[dock_index].norm[0], &objp->orient);
|
|
}
|
|
}
|
|
|
|
#define DOCK_BACKUP_RETURN_VAL 99999.9f
|
|
|
|
// Make docker_objp dock with dockee_objp
|
|
// Returns distance to goal, defined as distance between corresponding dock points, plus 10.0f * rotational velocity vector (DOA_DOCK only)
|
|
// DOA_APPROACH means approach point aip->path_cur
|
|
// DOA_DOCK means dock
|
|
// DOA_UNDOCK_1 means undock, moving to point nearest dock bay
|
|
// DOA_UNDOCK_2 means undock, moving to point nearest dock bay and facing away from ship
|
|
// DOA_UNDOCK_3 means undock, moving directly away from ship
|
|
// DOA_DOCK_STAY means rigidly maintain position in dock bay.
|
|
float dock_orient_and_approach(object *docker_objp, int docker_index, object *dockee_objp, int dockee_index, int dock_mode, vector *docker_point_param, vector *dockee_point_param, float *rotating_submodel_tangential_velocity)
|
|
{
|
|
ship_info *sip0, *sip1;
|
|
polymodel *pm0, *pm1;
|
|
ai_info *aip;
|
|
matrix dom, nm;
|
|
vector docker_p0, docker_p1, docker_p0_norm;
|
|
vector dockee_p0, dockee_p1, dockee_p0_norm;
|
|
vector docker_point, dockee_point;
|
|
float fdist = UNINITIALIZED_VALUE;
|
|
|
|
|
|
docker_objp->phys_info.forward_thrust = 0.0f; // Kill thrust so we don't have a sputtering thruster.
|
|
|
|
// Goober5000 - moved out here to save calculations
|
|
if (dock_mode != DOA_DOCK_STAY)
|
|
if (ship_get_subsystem_strength(&Ships[docker_objp->instance], SUBSYSTEM_ENGINE) <= 0.0f)
|
|
return 9999.9f;
|
|
|
|
aip = &Ai_info[Ships[docker_objp->instance].ai_index];
|
|
|
|
sip0 = &Ship_info[Ships[docker_objp->instance].ship_info_index];
|
|
sip1 = &Ship_info[Ships[dockee_objp->instance].ship_info_index];
|
|
pm0 = model_get( sip0->modelnum );
|
|
pm1 = model_get( sip1->modelnum );
|
|
|
|
Assert( docker_index >= 0 );
|
|
Assert( dockee_index >= 0 );
|
|
|
|
Assert(pm0->docking_bays[docker_index].num_slots == 2);
|
|
Assert(pm1->docking_bays[dockee_index].num_slots == 2);
|
|
|
|
|
|
// Goober5000 - check if we're attached to a rotating submodel
|
|
int dockee_rotating_submodel = find_parent_rotating_submodel(pm1, dockee_index);
|
|
|
|
// Goober5000 - move docking points with submodels if necessary, for both docker and dockee
|
|
find_adjusted_dockpoint_info(&docker_p0, &docker_p1, &docker_p0_norm, docker_objp, pm0, sip0->modelnum, -1, docker_index);
|
|
find_adjusted_dockpoint_info(&dockee_p0, &dockee_p1, &dockee_p0_norm, dockee_objp, pm1, sip1->modelnum, dockee_rotating_submodel, dockee_index);
|
|
|
|
// Goober5000 - find average of point
|
|
vm_vec_avg(&docker_point, &docker_p0, &docker_p1);
|
|
vm_vec_avg(&dockee_point, &dockee_p0, &dockee_p1);
|
|
|
|
// Goober5000
|
|
if (docker_point_param != NULL)
|
|
*docker_point_param = docker_point;
|
|
if (dockee_point_param != NULL)
|
|
*dockee_point_param = dockee_point;
|
|
|
|
|
|
// Goober5000
|
|
vector submodel_pos;
|
|
float submodel_radius = 0.0f;
|
|
float submodel_omega = 0.0f;
|
|
if ((dockee_rotating_submodel >= 0) && (dock_mode != DOA_DOCK_STAY))
|
|
{
|
|
vector submodel_offset;
|
|
vector dockpoint_temp;
|
|
|
|
ship_model_start(dockee_objp);
|
|
|
|
// get submodel center
|
|
model_find_submodel_offset(&submodel_offset, sip1->modelnum, dockee_rotating_submodel);
|
|
vm_vec_add(&submodel_pos, &dockee_objp->pos, &submodel_offset);
|
|
|
|
// get angular velocity of dockpoint
|
|
submodel_omega = pm1->submodel[dockee_rotating_submodel].sii->cur_turn_rate;
|
|
|
|
// get radius to dockpoint
|
|
vm_vec_avg(&dockpoint_temp, &dockee_p0, &dockee_p1);
|
|
submodel_radius = vm_vec_dist(&submodel_pos, &dockpoint_temp);
|
|
|
|
ship_model_stop(dockee_objp);
|
|
}
|
|
|
|
// Goober5000
|
|
if (rotating_submodel_tangential_velocity != NULL)
|
|
*rotating_submodel_tangential_velocity = submodel_radius * submodel_omega;
|
|
|
|
|
|
|
|
// If dockee has moved much, then path will be recreated.
|
|
// Might need to change state if moved too far.
|
|
if ((dock_mode != DOA_DOCK_STAY) && (dock_mode != DOA_DOCK)) {
|
|
// Goober5000 - maybe force recreate
|
|
int force_recreate = (dockee_rotating_submodel >= 0) && ((dock_mode == DOA_APPROACH) || (dock_mode == DOA_UNDOCK_1));
|
|
|
|
if (maybe_recreate_path(docker_objp, aip, force_recreate, force_recreate) > 5.0f)
|
|
{
|
|
/* if (dock_mode == DOA_APPROACH) {
|
|
return DOCK_BACKUP_RETURN_VAL;
|
|
} else if (dock_mode == DOA_DOCK) {
|
|
return DOCK_BACKUP_RETURN_VAL;
|
|
}
|
|
*/ }
|
|
}
|
|
|
|
|
|
float speed_scale = 1.0f;
|
|
if (sip0->flags & SIF_SUPPORT) {
|
|
speed_scale = 3.0f;
|
|
}
|
|
|
|
switch (dock_mode) {
|
|
case DOA_APPROACH:
|
|
{
|
|
vector *goal_point;
|
|
|
|
// Compute the desired global orientation matrix for the docker's station.
|
|
// That is, the normal vector of the docking station must be the same as the
|
|
// forward vector and the vector between its two points must be the uvec.
|
|
set_goal_dock_orient(&dom, &docker_p0, &docker_p1, &docker_p0_norm, &docker_objp->orient, &dockee_p0, &dockee_p1, &dockee_p0_norm, &dockee_objp->orient);
|
|
|
|
// Compute new orientation matrix and update rotational velocity.
|
|
vector omega_in, omega_out, vel_limit, acc_limit;
|
|
float tdist, mdist, ss1;
|
|
|
|
omega_in = docker_objp->phys_info.rotvel;
|
|
vel_limit = docker_objp->phys_info.max_rotvel;
|
|
vm_vec_copy_scale(&acc_limit, &vel_limit, 0.3f);
|
|
|
|
if (sip0->flags & SIF_SUPPORT)
|
|
vm_vec_scale(&acc_limit, 2.0f);
|
|
|
|
// 1 at end of line prevent overshoot
|
|
vm_matrix_interpolate(&dom, &docker_objp->orient, &omega_in, flFrametime, &nm, &omega_out, &vel_limit, &acc_limit, 1);
|
|
docker_objp->phys_info.rotvel = omega_out;
|
|
docker_objp->orient = nm;
|
|
|
|
// Translate towards goal and note distance to goal.
|
|
goal_point = &Path_points[aip->path_cur].pos;
|
|
mdist = ai_matrix_dist(&docker_objp->orient, &dom);
|
|
tdist = vm_vec_dist_quick(&docker_objp->pos, goal_point);
|
|
|
|
// If translation is badly lagging rotation, speed up translation.
|
|
if (mdist > 0.1f) {
|
|
ss1 = tdist/(10.0f * mdist);
|
|
if (ss1 > 2.0f)
|
|
ss1 = 2.0f;
|
|
} else
|
|
ss1 = 2.0f;
|
|
|
|
// if we're docking to a rotating submodel, speed up translation
|
|
if (dockee_rotating_submodel >= 0)
|
|
ss1 = 2.0f;
|
|
|
|
// nprintf(("AI", "speed scale = %7.3f\n", ss1));
|
|
speed_scale *= 1.0f + ss1;
|
|
|
|
fdist = dock_move_towards_point(docker_objp, &docker_objp->pos, goal_point, &submodel_pos, submodel_radius, submodel_omega, dock_mode, speed_scale, dockee_objp->phys_info.speed);
|
|
|
|
// Note, we're interested in distance from goal, so if we're still turning, bash that into return value.
|
|
// nprintf(("AI", "matrix dist = %7.3f, threshold = %7.3f\n", mdist, 2*flFrametime));
|
|
fdist += 2.0f * mdist;
|
|
|
|
break;
|
|
}
|
|
case DOA_DOCK:
|
|
case DOA_DOCK_STAY:
|
|
{
|
|
// Compute the desired global orientation matrix for the docker's station.
|
|
// That is, the normal vector of the docking station must be the same as the
|
|
// forward vector and the vector between its two points must be the uvec.
|
|
set_goal_dock_orient(&dom, &docker_p0, &docker_p1, &docker_p0_norm, &docker_objp->orient, &dockee_p0, &dockee_p1, &dockee_p0_norm, &dockee_objp->orient);
|
|
|
|
// Compute distance between dock bay points.
|
|
if (dock_mode == DOA_DOCK) {
|
|
vector omega_in, omega_out, vel_limit, acc_limit;
|
|
|
|
// Compute new orientation matrix and update rotational velocity.
|
|
omega_in = docker_objp->phys_info.rotvel;
|
|
vel_limit = docker_objp->phys_info.max_rotvel;
|
|
vm_vec_copy_scale(&acc_limit, &vel_limit, 0.3f);
|
|
|
|
if (sip0->flags & SIF_SUPPORT)
|
|
vm_vec_scale(&acc_limit, 2.0f);
|
|
|
|
vm_matrix_interpolate(&dom, &docker_objp->orient, &omega_in, flFrametime, &nm, &omega_out, &vel_limit, &acc_limit);
|
|
docker_objp->phys_info.rotvel = omega_out;
|
|
docker_objp->orient = nm;
|
|
|
|
fdist = dock_move_towards_point(docker_objp, &docker_point, &dockee_point, &submodel_pos, submodel_radius, submodel_omega, dock_mode, speed_scale, dockee_objp->phys_info.speed);
|
|
|
|
// 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 {
|
|
vector offset;
|
|
|
|
Assert(dock_mode == DOA_DOCK_STAY);
|
|
docker_objp->orient = dom;
|
|
|
|
vm_vec_sub(&offset, &dockee_point, &docker_point);
|
|
vm_vec_add2(&docker_objp->pos, &offset);
|
|
}
|
|
|
|
break;
|
|
}
|
|
case DOA_UNDOCK_1:
|
|
{
|
|
// Undocking.
|
|
// Move to point on dock path nearest to dock station.
|
|
Assert(aip->path_length >= 2);
|
|
fdist = dock_move_towards_point(docker_objp, &docker_objp->pos, &Path_points[aip->path_start + aip->path_length-2].pos, &submodel_pos, submodel_radius, submodel_omega, dock_mode, speed_scale);
|
|
|
|
break;
|
|
}
|
|
case DOA_UNDOCK_2:
|
|
{
|
|
// Undocking.
|
|
// Move to point on dock path nearest to dock station and orient away from big ship.
|
|
int desired_index;
|
|
|
|
Assert(aip->path_length >= 2);
|
|
// if (aip->path_length >= 3)
|
|
// desired_index = aip->path_length-3;
|
|
// else
|
|
desired_index = aip->path_length-2;
|
|
|
|
fdist = dock_move_towards_point(docker_objp, &docker_objp->pos, &Path_points[aip->path_start + desired_index].pos, &submodel_pos, submodel_radius, submodel_omega, dock_mode, speed_scale);
|
|
|
|
break;
|
|
}
|
|
case DOA_UNDOCK_3:
|
|
{
|
|
vector goal_point;
|
|
float dist, goal_dist;
|
|
vector away_vec;
|
|
|
|
goal_dist = docker_objp->radius + dockee_objp->radius + 25.0f;
|
|
|
|
dist = vm_vec_normalized_dir(&away_vec, &docker_objp->pos, &dockee_objp->pos);
|
|
vm_vec_scale_add(&goal_point, &dockee_objp->pos, &away_vec, goal_dist);
|
|
if (vm_vec_dist_quick(&goal_point, &dockee_objp->pos) < vm_vec_dist_quick(&docker_objp->pos, &dockee_objp->pos))
|
|
fdist = 0.0f;
|
|
else
|
|
{
|
|
float dot, accel;
|
|
float turn_time = Ship_info[Ships[docker_objp->instance].ship_info_index].srotation_time;
|
|
ai_turn_towards_vector(&goal_point, docker_objp, flFrametime, turn_time, NULL, NULL, 0.0f, 0);
|
|
|
|
dot = vm_vec_dot(&docker_objp->orient.vec.fvec, &away_vec);
|
|
accel = 0.1f;
|
|
if (dot > accel)
|
|
accel = dot;
|
|
if (dist > goal_dist/2)
|
|
accel *= 1.2f - 0.5f*goal_dist/dist;
|
|
|
|
accelerate_ship(aip, accel);
|
|
fdist = vm_vec_dist_quick(&docker_objp->pos, &goal_point);
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
#ifndef NDEBUG
|
|
// For debug purposes, compute global orientation of both dock vectors and show
|
|
// how close they are.
|
|
/*
|
|
vector d0, d1;
|
|
|
|
if (dock_mode == DOA_UNDOCK_3)
|
|
{
|
|
docker_index = 0;
|
|
dockee_index = 0;
|
|
}
|
|
|
|
vm_vec_unrotate(&d0, &pm0->docking_bays[docker_index].norm[0], &docker_objp->orient);
|
|
vm_vec_unrotate(&d1, &pm1->docking_bays[dockee_index].norm[0], &dockee_objp->orient);
|
|
*/
|
|
|
|
//nprintf(("AI", "or/app: dist = %7.3f/%7.3f, dot = %7.3f, global dot = %7.3f\n",
|
|
// vm_vec_dist_quick(&goal_point, &docker_objp->pos), fdist,
|
|
// vm_vec_dot(&docker_objp->orient.fvec, &dom.fvec),
|
|
// vm_vec_dot(&d0, &d1)));
|
|
#endif
|
|
|
|
// -- Note, A lot of callers don't care about fdist, so OK to return ERROR value: Assert(fdist != UNINITIALIZED_VALUE);
|
|
return fdist;
|
|
|
|
}
|
|
|
|
void debug_find_guard_object()
|
|
{
|
|
ship *shipp = &Ships[Pl_objp->instance];
|
|
object *objp;
|
|
|
|
for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
|
|
if ((Pl_objp != objp) && (objp->type == OBJ_SHIP)) {
|
|
if (objp->instance != -1) {
|
|
if (Ships[objp->instance].team == shipp->team) {
|
|
// nprintf(("AI", "Setting guard object for %s to %s\n", shipp->ship_name, Ships[objp->instance].ship_name));
|
|
ai_set_guard_object(Pl_objp, objp);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
// Given an object number, return the number of ships attacking it.
|
|
int num_ships_attacking(int objnum)
|
|
{
|
|
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->instance != -1) {
|
|
ai_info *aip;
|
|
aip = &Ai_info[Ships[objp->instance].ai_index];
|
|
|
|
if ((aip->mode == AIM_CHASE) && (aip->target_objnum == objnum))
|
|
if (Ships[objp->instance].team != Ships[Objects[objnum].instance].team)
|
|
count++;
|
|
}
|
|
}
|
|
|
|
return count;
|
|
}
|
|
|
|
// For all objects attacking object #objnum, remove the one that is farthest away.
|
|
// Do this by resuming previous behavior, if any. If not, set target_objnum to -1.
|
|
void remove_farthest_attacker(int objnum)
|
|
{
|
|
object *objp, *objp2, *farthest_objp;
|
|
ship_obj *so;
|
|
float farthest_dist;
|
|
|
|
objp2 = &Objects[objnum];
|
|
|
|
farthest_dist = 9999999.9f;
|
|
farthest_objp = NULL;
|
|
|
|
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
|
|
objp = &Objects[so->objnum];
|
|
if ( !(objp->flags & OF_PLAYER_SHIP)) {
|
|
if (objp->instance != -1) {
|
|
ai_info *aip2;
|
|
|
|
aip2 = &Ai_info[Ships[objp->instance].ai_index];
|
|
|
|
if ((aip2->mode == AIM_CHASE) && (aip2->target_objnum == objnum)) {
|
|
if (Ships[objp->instance].team != Ships[Objects[objnum].instance].team) {
|
|
float dist;
|
|
|
|
dist = vm_vec_dist_quick(&objp->pos, &objp2->pos);
|
|
if (dist < farthest_dist) {
|
|
farthest_dist = dist;
|
|
farthest_objp = objp;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (farthest_objp != NULL) {
|
|
ai_info *aip;
|
|
Assert(farthest_objp->type == OBJ_SHIP);
|
|
Assert((farthest_objp->instance > -1) && (farthest_objp->instance < MAX_SHIPS));
|
|
Assert(Ships[farthest_objp->instance].ai_index > -1);
|
|
|
|
aip = &Ai_info[Ships[farthest_objp->instance].ai_index];
|
|
|
|
if (!maybe_resume_previous_mode(Pl_objp, aip)) {
|
|
// If already ignoring something under player's orders, don't ignore current target.
|
|
if ((aip->ignore_objnum == UNUSED_OBJNUM) || (aip->ai_flags & AIF_TEMPORARY_IGNORE)) {
|
|
aip->ignore_objnum = aip->target_objnum;
|
|
aip->ignore_signature = Objects[aip->target_objnum].signature;
|
|
aip->ai_flags |= AIF_TEMPORARY_IGNORE;
|
|
aip->ignore_expire_timestamp = timestamp(((myrand() % 10) + 20) * 1000); // OK to attack again in 20 to 24 seconds.
|
|
}
|
|
aip->target_objnum = -1;
|
|
ai_do_default_behavior(farthest_objp);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Maybe limit the number of attackers on attack_objnum. For now, only limit attackers
|
|
// in attacked_objnum is the player
|
|
// input: attacked_objnum => object index for ship we want to limit attacks on
|
|
//
|
|
// exit: 1 => num attackers exceeds maximum, abort
|
|
// 0 => removed the farthest attacker
|
|
// -1 => nothing was done
|
|
int ai_maybe_limit_attackers(int attacked_objnum)
|
|
{
|
|
int rval=-1;
|
|
|
|
// limit the number of ships attacking the _player_ only
|
|
// if ( attacked_objnum == OBJ_INDEX(Player_obj) ) {
|
|
if ( Objects[attacked_objnum].flags & OF_PLAYER_SHIP) {
|
|
int num_attacking;
|
|
num_attacking = num_ships_attacking(attacked_objnum);
|
|
|
|
if (num_attacking == Skill_level_max_attackers[Game_skill_level]) {
|
|
remove_farthest_attacker(attacked_objnum);
|
|
rval=0;
|
|
} else if (num_attacking > Skill_level_max_attackers[Game_skill_level]) {
|
|
rval=1;
|
|
}
|
|
//nprintf(("AI", "Num attacking player = %i\n", num_attacking));
|
|
}
|
|
|
|
return rval;
|
|
}
|
|
|
|
// Object being guarded by object *guard_objp was hit by object *hitter_objp
|
|
void guard_object_was_hit(object *guard_objp, object *hitter_objp)
|
|
{
|
|
int hitter_objnum;
|
|
ai_info *aip;
|
|
|
|
aip = &Ai_info[Ships[guard_objp->instance].ai_index];
|
|
|
|
if (guard_objp == hitter_objp) {
|
|
// Int3(); // Bogus! Who tried to get me to attack myself! Trace out and fix!
|
|
return;
|
|
}
|
|
|
|
if (guard_objp->type == OBJ_GHOST || hitter_objp->type == OBJ_GHOST)
|
|
return;
|
|
|
|
if (aip->ai_flags & AIF_NO_DYNAMIC) // Not allowed to pursue dynamic goals. So, why are we guarding?
|
|
return;
|
|
|
|
Assert( (hitter_objp->type == OBJ_SHIP) || (hitter_objp->type == OBJ_ASTEROID) || (hitter_objp->type == OBJ_WEAPON) );
|
|
|
|
hitter_objnum = OBJ_INDEX(hitter_objp);
|
|
|
|
if ( hitter_objp->type == OBJ_SHIP ) {
|
|
// If the hitter object is the ignore object, don't attack it.
|
|
if (is_ignore_object(aip, hitter_objp-Objects))
|
|
return;
|
|
|
|
// If hitter is on same team as me, don't attack him.
|
|
if (Ships[guard_objp->instance].team == Ships[hitter_objp->instance].team)
|
|
return;
|
|
|
|
// limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
|
|
if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
|
|
return;
|
|
}
|
|
|
|
// dont attack if you can't see him
|
|
if ( awacs_get_level(hitter_objp, &Ships[aip->shipnum], 1) < 1 ) {
|
|
// if he's a stealth and visible, but not targetable, ok to attack.
|
|
if ( is_object_stealth_ship(hitter_objp) ) {
|
|
if ( ai_is_stealth_visible(guard_objp, hitter_objp) != STEALTH_VISIBLE ) {
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (aip->target_objnum == -1) {
|
|
aip->ok_to_target_timestamp = timestamp(0);
|
|
}
|
|
|
|
if ((aip->submode == AIS_GUARD_PATROL) || (aip->submode == AIS_GUARD_STATIC)) {
|
|
|
|
if ( hitter_objp->type == OBJ_SHIP ) {
|
|
if (!(Ship_info[Ships[guard_objp->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
|
|
return;
|
|
}
|
|
|
|
// limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
|
|
if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (aip->target_objnum != hitter_objnum) {
|
|
aip->aspect_locked_time = 0.0f;
|
|
}
|
|
|
|
aip->ok_to_target_timestamp = timestamp(0);
|
|
|
|
set_target_objnum(aip, hitter_objnum);
|
|
//if (aip->target_objnum == -1) nprintf(("AI", "Frame %i: Attacking NONE\n",Framecount)); else nprintf(("AI", "Frame %i: Attacking %s\n", Framecount, Ships[Objects[aip->target_objnum].instance].ship_name));
|
|
aip->previous_mode = AIM_GUARD;
|
|
aip->previous_submode = aip->submode;
|
|
aip->mode = AIM_CHASE;
|
|
aip->submode = SM_ATTACK;
|
|
aip->submode_start_time = Missiontime;
|
|
aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
|
|
} else if (aip->previous_mode == AIM_GUARD) {
|
|
if (aip->target_objnum == -1) {
|
|
|
|
if ( hitter_objp->type == OBJ_SHIP ) {
|
|
// limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
|
|
if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
set_target_objnum(aip, hitter_objnum);
|
|
//if (aip->target_objnum == -1) nprintf(("AI", "Frame %i: Attacking NONE\n",Framecount)); else nprintf(("AI", "Frame %i: Attacking %s\n", Framecount, Ships[Objects[aip->target_objnum].instance].ship_name));
|
|
aip->mode = AIM_CHASE;
|
|
aip->submode = SM_ATTACK;
|
|
aip->submode_start_time = Missiontime;
|
|
aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
|
|
} else {
|
|
int num_attacking_cur, num_attacking_new;
|
|
|
|
num_attacking_cur = num_ships_attacking(aip->target_objnum);
|
|
if (num_attacking_cur > 1) {
|
|
num_attacking_new = num_ships_attacking(hitter_objnum);
|
|
|
|
if (num_attacking_new < num_attacking_cur) {
|
|
|
|
if ( hitter_objp->type == OBJ_SHIP ) {
|
|
// limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
|
|
if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
|
|
return;
|
|
}
|
|
}
|
|
set_target_objnum(aip, hitter_objp-Objects);
|
|
//if (aip->target_objnum == -1) nprintf(("AI", "Frame %i: Attacking NONE\n",Framecount)); else nprintf(("AI", "Frame %i: Attacking %s\n", Framecount, Ships[Objects[aip->target_objnum].instance].ship_name));
|
|
aip->mode = AIM_CHASE;
|
|
aip->submode = SM_ATTACK;
|
|
aip->submode_start_time = Missiontime;
|
|
aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Ship object *hit_objp was hit by ship object *hitter_objp.
|
|
// See if anyone is guarding hit_objp and, if so, do something useful.
|
|
void maybe_update_guard_object(object *hit_objp, object *hitter_objp)
|
|
{
|
|
object *objp;
|
|
ship_obj *so;
|
|
|
|
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
|
|
objp = &Objects[so->objnum];
|
|
if (objp->instance != -1) {
|
|
ai_info *aip;
|
|
aip = &Ai_info[Ships[objp->instance].ai_index];
|
|
|
|
if ((aip->mode == AIM_GUARD) || (aip->active_goal == AI_ACTIVE_GOAL_DYNAMIC)) {
|
|
if (aip->guard_objnum == hit_objp-Objects) {
|
|
guard_object_was_hit(objp, hitter_objp);
|
|
} else if ((aip->guard_wingnum != -1) && (aip->guard_wingnum == Ai_info[Ships[hit_objp->instance].ai_index].wing)) {
|
|
guard_object_was_hit(objp, hitter_objp);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Scan missile list looking for bombs homing on guarded_objp
|
|
// return 1 if bomb is found (and targeted by guarding_objp), otherwise return 0
|
|
int ai_guard_find_nearby_bomb(object *guarding_objp, object *guarded_objp)
|
|
{
|
|
missile_obj *mo;
|
|
object *bomb_objp, *closest_bomb_objp=NULL;
|
|
float dist, dist_to_guarding_obj,closest_dist_to_guarding_obj=999999.0f;
|
|
weapon *wp;
|
|
weapon_info *wip;
|
|
|
|
for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
|
|
Assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
|
|
bomb_objp = &Objects[mo->objnum];
|
|
|
|
wp = &Weapons[bomb_objp->instance];
|
|
wip = &Weapon_info[wp->weapon_info_index];
|
|
|
|
if ( !(wip->wi_flags & WIF_BOMB) ) {
|
|
continue;
|
|
}
|
|
|
|
if ( wp->homing_object != guarded_objp ) {
|
|
continue;
|
|
}
|
|
|
|
if (wp->lssm_stage==3){
|
|
continue;
|
|
}
|
|
|
|
dist = vm_vec_dist_quick(&bomb_objp->pos, &guarded_objp->pos);
|
|
|
|
if (dist < (MAX_GUARD_DIST + guarded_objp->radius)*3) {
|
|
dist_to_guarding_obj = vm_vec_dist_quick(&bomb_objp->pos, &guarding_objp->pos);
|
|
if ( dist_to_guarding_obj < closest_dist_to_guarding_obj ) {
|
|
closest_dist_to_guarding_obj = dist_to_guarding_obj;
|
|
closest_bomb_objp = bomb_objp;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( closest_bomb_objp ) {
|
|
guard_object_was_hit(guarding_objp, closest_bomb_objp);
|
|
return 1;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
// Scan enemy ships and see if one is near enough to guard object to be pursued.
|
|
void ai_guard_find_nearby_ship(object *guarding_objp, object *guarded_objp)
|
|
{
|
|
ship *guarding_shipp = &Ships[guarding_objp->instance];
|
|
ai_info *guarding_aip = &Ai_info[guarding_shipp->ai_index];
|
|
ship_obj *so;
|
|
object *enemy_objp;
|
|
float dist;
|
|
|
|
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
|
|
enemy_objp = &Objects[so->objnum];
|
|
|
|
if (enemy_objp->instance < 0) {
|
|
continue;
|
|
}
|
|
|
|
ship *eshipp = &Ships[enemy_objp->instance];
|
|
|
|
// Don't attack a cargo container or other harmless ships
|
|
if (!(Ship_info[eshipp->ship_info_index].flags & SIF_HARMLESS)) {
|
|
if (guarding_shipp->team != eshipp->team) {
|
|
dist = vm_vec_dist_quick(&enemy_objp->pos, &guarded_objp->pos);
|
|
if (dist < (MAX_GUARD_DIST + guarded_objp->radius)*3) {
|
|
guard_object_was_hit(guarding_objp, enemy_objp);
|
|
} else if ((dist < 3000.0f) && (Ai_info[eshipp->ai_index].target_objnum == guarding_aip->guard_objnum)) {
|
|
//nprintf(("AI", "%i: Enemy %s targeting guard object (%s), %s will attack!!\n", Framecount, eshipp->ship_name, Ships[Objects[guarding_aip->guard_objnum].instance].ship_name, guarding_shipp->ship_name));
|
|
guard_object_was_hit(guarding_objp, enemy_objp);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Scan for nearby asteroids. Favor asteroids which have their collide_objnum set to that of the
|
|
// guarded ship. Also, favor asteroids that are closer to the guarding ship, since it looks cooler
|
|
// when a ship blows up an asteroid then goes after the pieces that break off.
|
|
void ai_guard_find_nearby_asteroid(object *guarding_objp, object *guarded_objp)
|
|
{
|
|
float dist;
|
|
|
|
object *closest_asteroid_objp=NULL, *danger_asteroid_objp=NULL, *asteroid_objp;
|
|
float dist_to_self, closest_danger_asteroid_dist=999999.0f, closest_asteroid_dist=999999.0f;
|
|
|
|
for ( asteroid_objp = GET_FIRST(&obj_used_list); asteroid_objp != END_OF_LIST(&obj_used_list); asteroid_objp = GET_NEXT(asteroid_objp) ) {
|
|
if ( asteroid_objp->type == OBJ_ASTEROID ) {
|
|
// Attack asteroid if near guarded ship
|
|
dist = vm_vec_dist_quick(&asteroid_objp->pos, &guarded_objp->pos);
|
|
if ( dist < (MAX_GUARD_DIST + guarded_objp->radius)*2) {
|
|
dist_to_self = vm_vec_dist_quick(&asteroid_objp->pos, &guarding_objp->pos);
|
|
if ( OBJ_INDEX(guarded_objp) == asteroid_collide_objnum(asteroid_objp) ) {
|
|
if( dist_to_self < closest_danger_asteroid_dist ) {
|
|
danger_asteroid_objp=asteroid_objp;
|
|
closest_danger_asteroid_dist=dist_to_self;
|
|
}
|
|
}
|
|
if ( dist_to_self < closest_asteroid_dist ) {
|
|
// only attack if moving slower than own max speed
|
|
if ( vm_vec_mag_quick(&asteroid_objp->phys_info.vel) < guarding_objp->phys_info.max_vel.xyz.z ) {
|
|
closest_asteroid_dist = dist_to_self;
|
|
closest_asteroid_objp = asteroid_objp;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( danger_asteroid_objp ) {
|
|
guard_object_was_hit(guarding_objp, danger_asteroid_objp);
|
|
} else if ( closest_asteroid_objp ) {
|
|
guard_object_was_hit(guarding_objp, closest_asteroid_objp);
|
|
}
|
|
}
|
|
|
|
// Scan potential harmful objects and see if one is near enough to guard object to be pursued.
|
|
void ai_guard_find_nearby_object()
|
|
{
|
|
ship *shipp = &Ships[Pl_objp->instance];
|
|
ai_info *aip = &Ai_info[shipp->ai_index];
|
|
object *guardobjp;
|
|
int bomb_found=0;
|
|
|
|
guardobjp = &Objects[aip->guard_objnum];
|
|
|
|
// highest priority is a bomb fired on guarded ship
|
|
bomb_found = ai_guard_find_nearby_bomb(Pl_objp, guardobjp);
|
|
|
|
if ( !bomb_found ) {
|
|
// check for ships if there are no bombs fired at guarded ship
|
|
ai_guard_find_nearby_ship(Pl_objp, guardobjp);
|
|
|
|
// if not attacking anything, go for asteroid close to guarded ship
|
|
if ( (aip->target_objnum == -1) && asteroid_count() ) {
|
|
ai_guard_find_nearby_asteroid(Pl_objp, guardobjp);
|
|
}
|
|
}
|
|
}
|
|
|
|
// gets closest point on extended axis of cylinder, r_vec, and radius of cylinder
|
|
// returns z of axis_point in cyl_objp reference frame
|
|
float get_cylinder_points(object *other_objp, object *cyl_objp, vector *axis_pt, vector *r_vec, float *radius)
|
|
{
|
|
Assert(other_objp->type == OBJ_SHIP);
|
|
Assert(cyl_objp->type == OBJ_SHIP);
|
|
|
|
// get radius of cylinder
|
|
polymodel *pm = model_get(Ships[cyl_objp->instance].modelnum);
|
|
float tempx, tempy;
|
|
tempx = max(-pm->mins.xyz.x, pm->maxs.xyz.x);
|
|
tempy = max(-pm->mins.xyz.y, pm->maxs.xyz.y);
|
|
*radius = max(tempx, tempy);
|
|
|
|
// get vec from cylinder to other_obj
|
|
vector r_sph;
|
|
vm_vec_sub(&r_sph, &other_objp->pos, &cyl_objp->pos);
|
|
|
|
// get point on axis and on cylinder
|
|
// extended_cylinder_z is along extended cylinder
|
|
// cylinder_z is capped within cylinder
|
|
float extended_cylinder_z = vm_vec_dotprod(&r_sph, &cyl_objp->orient.vec.fvec);
|
|
|
|
// get pt on axis of extended cylinder
|
|
vm_vec_scale_add(axis_pt, &cyl_objp->pos, &cyl_objp->orient.vec.fvec, extended_cylinder_z);
|
|
|
|
// get r_vec (pos - axis_pt) normalized
|
|
vm_vec_normalized_dir(r_vec, &other_objp->pos, axis_pt);
|
|
|
|
return extended_cylinder_z;
|
|
}
|
|
|
|
// handler for guard behavior when guarding BIG ships
|
|
// When someone has attacked guarded ship, then attack that ship.
|
|
// To attack another ship, switch out of guard mode into chase mode.
|
|
void ai_big_guard()
|
|
{
|
|
|
|
ship *shipp = &Ships[Pl_objp->instance];
|
|
ai_info *aip = &Ai_info[shipp->ai_index];
|
|
object *guard_objp;
|
|
|
|
// sanity checks already done in ai_guard()
|
|
guard_objp = &Objects[aip->guard_objnum];
|
|
|
|
switch (aip->submode) {
|
|
case AIS_GUARD_STATIC:
|
|
case AIS_GUARD_PATROL:
|
|
{
|
|
vector axis_pt, r_vec, theta_vec;
|
|
float radius, extended_z;
|
|
|
|
// get random [0 to 1] based on OBJNUM
|
|
float objval = static_randf(Pl_objp-Objects);
|
|
|
|
// get position relative to cylinder of guard_objp
|
|
extended_z = get_cylinder_points(Pl_objp, guard_objp, &axis_pt, &r_vec, &radius);
|
|
vm_vec_crossprod(&theta_vec, &guard_objp->orient.vec.fvec, &r_vec);
|
|
|
|
// half ships circle each way
|
|
if (objval > 0.5f) {
|
|
vm_vec_negate(&theta_vec);
|
|
}
|
|
|
|
float min_guard_dist = radius + Pl_objp->radius + 50.0f;
|
|
float desired_guard_dist = min_guard_dist + 0.5f * ((1.0f + objval) * MAX_GUARD_DIST);
|
|
float max_guard_dist = min_guard_dist + 1.0f * ((1.0f + objval) * MAX_GUARD_DIST);
|
|
|
|
// get z extents
|
|
float min_z, max_z, length;
|
|
polymodel *pm = model_get(Ships[guard_objp->instance].modelnum);
|
|
min_z = pm->mins.xyz.z;
|
|
max_z = pm->maxs.xyz.z;
|
|
length = max_z - min_z;
|
|
|
|
// get desired z
|
|
// how often to choose new desired_z
|
|
// 1*(64) sec < 2000, 2*(64) < 2-4000 3*(64) > 4-8000, etc (Missiontime >> 22 is 64 sec intervals)
|
|
int time_choose = int(floor(log(length * 0.001) / log((double)2)));
|
|
float desired_z = min_z + length * static_randf( Pl_objp-Objects ^ (Missiontime >> (22 + time_choose)) );
|
|
|
|
// get r from guard_ship
|
|
float cur_guard_rad = vm_vec_dist(&Pl_objp->pos, &axis_pt);
|
|
|
|
// is ship within extents of cylinder of ship it is guarding
|
|
int inside = (extended_z > min_z) && (extended_z < min_z + length);
|
|
|
|
vector 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);
|
|
}
|
|
}
|
|
|
|
if (Pl_objp->phys_info.fspeed > 0) {
|
|
// modify goal_pt to take account moving guard objp
|
|
float dist = vm_vec_dist_quick(&Pl_objp->pos, &goal_pt);
|
|
float time = dist / Pl_objp->phys_info.fspeed;
|
|
vm_vec_scale_add2(&goal_pt, &guard_objp->phys_info.vel, time);
|
|
|
|
// now modify to move to desired z (at a max of 20 m/s)
|
|
float delta_z = desired_z - extended_z;
|
|
float v_z = delta_z * 0.2f;
|
|
if (v_z < -20) {
|
|
v_z = -20.0f;
|
|
} else if (v_z > 20) {
|
|
v_z = 20.0f;
|
|
}
|
|
|
|
vm_vec_scale_add2(&goal_pt, &guard_objp->orient.vec.fvec, v_z*time);
|
|
}
|
|
|
|
} else {
|
|
// cast vector to center of guard_ship adjusted by desired_z
|
|
float delta_z = desired_z - extended_z;
|
|
vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.vec.fvec, delta_z);
|
|
}
|
|
|
|
// try not to bump into things along the way
|
|
if ( (cur_guard_rad > max_guard_dist) || (extended_z < min_z) || (extended_z > max_z) ) {
|
|
if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_pt, 5.0f)) {
|
|
return;
|
|
}
|
|
|
|
if (avoid_player(Pl_objp, &goal_pt)) {
|
|
return;
|
|
}
|
|
} else {
|
|
if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_pt, 5.0f)) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
// got the point, now let's go there
|
|
ai_turn_towards_vector(&goal_pt, Pl_objp, flFrametime, Ship_info[Ships[Pl_objp->instance].ship_info_index].srotation_time, NULL, NULL, 0.0f, 0);
|
|
// aip->goal_point = goal_pt;
|
|
accelerate_ship(aip, 1.0f);
|
|
|
|
// Periodically, scan for a nearby ship to attack.
|
|
if (((AI_FrameCount ^ (Pl_objp-Objects)) & 0x07) == 0) {
|
|
ai_guard_find_nearby_object();
|
|
}
|
|
}
|
|
break;
|
|
|
|
case AIS_GUARD_ATTACK:
|
|
// The guarded ship has been attacked. Do something useful!
|
|
ai_chase();
|
|
break;
|
|
|
|
default:
|
|
//Int3(); // Illegal submode for Guard mode.
|
|
// AL 06/03/97 comment out Int3() to allow milestone to get out the door
|
|
aip->submode = AIS_GUARD_PATROL;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Main handler for guard behavior.
|
|
// When someone has attacked guarded ship, then attack that ship.
|
|
// To attack another ship, switch out of guard mode into chase mode.
|
|
void ai_guard()
|
|
{
|
|
ship *shipp = &Ships[Pl_objp->instance];
|
|
ai_info *aip = &Ai_info[shipp->ai_index];
|
|
object *guard_objp;
|
|
ship *gshipp;
|
|
float dist_to_guardobj, dot_to_guardobj;
|
|
vector vec_to_guardobj;
|
|
|
|
/* // Debug code, find an object to guard.
|
|
int finding_guard_objnum = 0; // Debug code, to see if body of "if" below gets executed.
|
|
if (aip->guard_objnum == -1) {
|
|
finding_guard_objnum = 1;
|
|
debug_find_guard_object();
|
|
if (aip->guard_objnum == -1)
|
|
return;
|
|
}
|
|
*/
|
|
if (aip->guard_objnum == -1) {
|
|
aip->mode = AIM_NONE;
|
|
return;
|
|
}
|
|
|
|
Assert(aip->guard_objnum != -1);
|
|
|
|
guard_objp = &Objects[aip->guard_objnum];
|
|
|
|
if (guard_objp == Pl_objp) {
|
|
Int3(); // This seems illegal. Why is a ship guarding itself?
|
|
aip->guard_objnum = -1;
|
|
return;
|
|
}
|
|
|
|
// check that I have someone to guard
|
|
if (guard_objp->instance == -1) {
|
|
return;
|
|
}
|
|
|
|
// Not sure whether this should be impossible, or a reasonable cleanup condition.
|
|
// For now (3/31/97), it's getting trapped by an Assert, so clean it up.
|
|
if (guard_objp->type != OBJ_SHIP) {
|
|
aip->guard_objnum = -1;
|
|
return;
|
|
}
|
|
|
|
// handler for gurad object with BIG radius
|
|
if (guard_objp->radius > BIG_GUARD_RADIUS) {
|
|
ai_big_guard();
|
|
return;
|
|
}
|
|
|
|
gshipp = &Ships[guard_objp->instance];
|
|
|
|
float objval;
|
|
vector goal_point;
|
|
vector rel_vec;
|
|
float dist_to_goal_point, dot_to_goal_point, accel_scale;
|
|
vector v2g, rvec;
|
|
|
|
// get random [0 to 1] based on OBJNUM
|
|
objval = static_randf(Pl_objp-Objects);
|
|
|
|
switch (aip->submode) {
|
|
case AIS_GUARD_STATIC:
|
|
case AIS_GUARD_PATROL:
|
|
// Stay near ship
|
|
dist_to_guardobj = vm_vec_normalized_dir(&vec_to_guardobj, &guard_objp->pos, &Pl_objp->pos);
|
|
dot_to_guardobj = vm_vec_dot(&Pl_objp->orient.vec.fvec, &vec_to_guardobj);
|
|
|
|
rel_vec = aip->guard_vec;
|
|
vm_vec_add(&goal_point, &guard_objp->pos, &rel_vec);
|
|
|
|
vm_vec_normalized_dir(&v2g, &goal_point, &Pl_objp->pos);
|
|
dist_to_goal_point = vm_vec_dist_quick(&goal_point, &Pl_objp->pos);
|
|
dot_to_goal_point = vm_vec_dot(&v2g, &Pl_objp->orient.vec.fvec);
|
|
accel_scale = (1.0f + dot_to_goal_point)/2.0f;
|
|
|
|
// If far away, get closer
|
|
if (dist_to_goal_point > MAX_GUARD_DIST + 1.5 * (Pl_objp->radius + guard_objp->radius)) {
|
|
if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_point, 5.0f)) {
|
|
return;
|
|
}
|
|
|
|
if (avoid_player(Pl_objp, &goal_point)) {
|
|
return;
|
|
}
|
|
|
|
// quite far away, so try to go straight to
|
|
compute_desired_rvec(&rvec, &goal_point, &Pl_objp->pos);
|
|
ai_turn_towards_vector(&goal_point, Pl_objp, flFrametime, Ship_info[shipp->ship_info_index].srotation_time, NULL, NULL, 0.0f, 0, &rvec);
|
|
|
|
accelerate_ship(aip, accel_scale * (0.25f + dist_to_goal_point/700.0f));
|
|
} else {
|
|
if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_point, 2.0f)) {
|
|
return;
|
|
}
|
|
|
|
// get max of guard_objp (1) normal speed (2) dock speed
|
|
float speed = guard_objp->phys_info.speed;
|
|
|
|
if (guard_objp->type == OBJ_SHIP) {
|
|
if (object_is_docked(guard_objp)) {
|
|
speed = dock_calc_docked_speed(guard_objp);
|
|
}
|
|
}
|
|
|
|
// Deal with guarding a small object.
|
|
// If going to guard_vec might cause a collision with guarded object, pick a new guard point.
|
|
if (vm_vec_dot(&v2g, &vec_to_guardobj) > 0.8f) {
|
|
if (dist_to_guardobj < dist_to_goal_point) {
|
|
ai_set_guard_vec(Pl_objp, guard_objp); // OK to return here.
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (speed > 10.0f) {
|
|
// If goal ship is moving more than a tiny bit, don't orbit it, get near it.
|
|
if (vm_vec_dist_quick(&goal_point, &Pl_objp->pos) > 40.0f) {
|
|
if (vm_vec_dot(&Pl_objp->orient.vec.fvec, &v2g) < 0.0f) {
|
|
// Just slow down, don't turn.
|
|
set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed - dist_to_goal_point/10.0f);
|
|
} else {
|
|
// Goal point is in front.
|
|
|
|
// If close to goal point, don't change direction, just change speed.
|
|
if (dist_to_goal_point > Pl_objp->radius + 10.0f) {
|
|
turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
|
|
}
|
|
|
|
set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed + (dist_to_goal_point-40.0f)/20.0f);
|
|
}
|
|
} else {
|
|
if (dot_to_goal_point > 0.8f) {
|
|
turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
|
|
set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed + dist_to_goal_point*0.1f);
|
|
} else {
|
|
set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed - dist_to_goal_point*0.1f - 1.0f);
|
|
}
|
|
}
|
|
// consider guard object STILL
|
|
} else if (guard_objp->radius < 50.0f) {
|
|
if (dist_to_goal_point > 15.0f) {
|
|
turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
|
|
set_accel_for_target_speed(Pl_objp, (dist_to_goal_point-10.0f)/2.0f);
|
|
} else if (Pl_objp->phys_info.speed < 1.0f) {
|
|
turn_away_from_point(Pl_objp, &guard_objp->pos, 0.0f);
|
|
}
|
|
// It's a big ship
|
|
} else if (dist_to_guardobj > MAX_GUARD_DIST + Pl_objp->radius + guard_objp->radius) {
|
|
// Orbiting ship, too far away
|
|
float dot = turn_towards_tangent(Pl_objp, &guard_objp->pos, (1.0f + objval/2) * guard_objp->radius);
|
|
accelerate_ship(aip, (1.0f + dot)/2.0f);
|
|
} else if (dist_to_guardobj < Pl_objp->radius + guard_objp->radius) {
|
|
// Orbiting ship, got too close
|
|
turn_away_from_point(Pl_objp, &guard_objp->pos, 0.0f);
|
|
if ((dist_to_guardobj > guard_objp->radius + Pl_objp->radius + 50.0f) && (guard_objp->phys_info.speed > Pl_objp->phys_info.speed - 1.0f))
|
|
change_acceleration(aip, 0.25f);
|
|
else
|
|
accelerate_ship(aip, 0.5f + objval/4.0f);
|
|
} else {
|
|
// Orbiting ship, about the right distance away.
|
|
float dot = turn_towards_tangent(Pl_objp, &guard_objp->pos, (1.5f + objval/2.0f)*guard_objp->radius);
|
|
if ((dist_to_guardobj > guard_objp->radius + Pl_objp->radius + 50.0f) && (guard_objp->phys_info.speed > Pl_objp->phys_info.speed - 1.0f))
|
|
set_accel_for_target_speed(Pl_objp, (0.5f * (1.0f + dot)) * (guard_objp->phys_info.speed + (dist_to_guardobj - guard_objp->radius - Pl_objp->radius)/10.0f));
|
|
else
|
|
accelerate_ship(aip, 0.5f * (1.0f + dot) * (0.3f + objval/3.0f));
|
|
}
|
|
}
|
|
|
|
// Periodically, scan for a nearby ship to attack.
|
|
if (((AI_FrameCount ^ (Pl_objp-Objects)) & 0x07) == 0) {
|
|
ai_guard_find_nearby_object();
|
|
}
|
|
break;
|
|
|
|
case AIS_GUARD_ATTACK:
|
|
// The guarded ship has been attacked. Do something useful!
|
|
ai_chase();
|
|
|
|
break;
|
|
default:
|
|
//Int3(); // Illegal submode for Guard mode.
|
|
// AL 06/03/97 comment out Int3() to allow milestone to get out the door
|
|
aip->submode = AIS_GUARD_PATROL;
|
|
break;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
// define for the points subtracted from score for a rearm started on a player.
|
|
#define REPAIR_PENALTY 50
|
|
|
|
|
|
// function to clean up ai flags, variables, and other interesting information
|
|
// for a ship that was getting repaired. The how parameter is useful for multiplayer
|
|
// only in that it tells us why the repaired ship is being cleaned up.
|
|
void ai_do_objects_repairing_stuff( object *repaired_objp, object *repair_objp, int how )
|
|
{
|
|
ai_info *aip, *repair_aip;
|
|
int stamp = -1;
|
|
|
|
Assert( repaired_objp->type == OBJ_SHIP);
|
|
aip = &Ai_info[Ships[repaired_objp->instance].ai_index];
|
|
|
|
// multiplayer
|
|
int p_index;
|
|
p_index = -1;
|
|
#ifndef NO_NETWORK
|
|
if(Game_mode & GM_MULTIPLAYER){
|
|
p_index = multi_find_player_by_object(repaired_objp);
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
if(repaired_objp == Player_obj){
|
|
p_index = Player_num;
|
|
}
|
|
}
|
|
|
|
switch( how ) {
|
|
case REPAIR_INFO_BEGIN:
|
|
aip->ai_flags |= AIF_BEING_REPAIRED;
|
|
aip->ai_flags &= ~AIF_AWAITING_REPAIR;
|
|
stamp = timestamp(-1);
|
|
|
|
// if this is a player ship, then subtract the repair penalty from this player's score
|
|
if ( repaired_objp->flags & OF_PLAYER_SHIP ) {
|
|
if ( !(Game_mode & GM_MULTIPLAYER) ) {
|
|
Player->stats.m_score -= (int)(REPAIR_PENALTY * scoring_get_scale_factor()); // subtract the penalty
|
|
} else {
|
|
/*
|
|
int pnum;
|
|
|
|
// multiplayer game -- find the player, then subtract the score
|
|
pnum = multi_find_player_by_object( repaired_objp );
|
|
if ( pnum != -1 ) {
|
|
Net_players[pnum].player->stats.m_score -= (int)(REPAIR_PENALTY * scoring_get_scale_factor());
|
|
|
|
// squad war
|
|
multi_team_maybe_add_score(-(int)(REPAIR_PENALTY * scoring_get_scale_factor()), Net_players[pnum].p_info.team);
|
|
} else {
|
|
nprintf(("Network", "Couldn't find player for ship %s for repair penalty\n", Ships[repaired_objp->instance].ship_name));
|
|
}
|
|
*/
|
|
}
|
|
}
|
|
break;
|
|
|
|
case REPAIR_INFO_BROKEN:
|
|
aip->ai_flags &= ~AIF_BEING_REPAIRED;
|
|
aip->ai_flags |= AIF_AWAITING_REPAIR;
|
|
stamp = timestamp((int) ((30 + 10*frand()) * 1000));
|
|
break;
|
|
|
|
case REPAIR_INFO_END:
|
|
// when only awaiting repair, and the repair is ended, then set support to -1.
|
|
if ( aip->ai_flags & AIF_AWAITING_REPAIR ){
|
|
aip->support_ship_objnum = -1;
|
|
}
|
|
aip->ai_flags &= ~(AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED );
|
|
stamp = timestamp((int) ((30 + 10*frand()) * 1000));
|
|
break;
|
|
|
|
case REPAIR_INFO_QUEUE:
|
|
aip->ai_flags |= AIF_AWAITING_REPAIR;
|
|
if ( aip == Player_ai ){
|
|
hud_support_view_start();
|
|
}
|
|
stamp = timestamp(-1);
|
|
break;
|
|
|
|
case REPAIR_INFO_ABORT:
|
|
// 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);
|
|
}
|
|
// fall through
|
|
|
|
case REPAIR_INFO_KILLED:
|
|
// 5/4/98 -- MWA -- Need to set support objnum to -1 to let code know this guy who was getting
|
|
// repaired (or queued for repair), isn't really going to be docked with anyone anymore.
|
|
aip->support_ship_objnum = -1;
|
|
aip->ai_flags &= ~(AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED );
|
|
|
|
if (repair_objp != NULL) {
|
|
repair_aip = &Ai_info[Ships[repair_objp->instance].ai_index];
|
|
repair_aip->ai_flags &= ~(AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED );
|
|
}
|
|
|
|
if ( p_index >= 0 ) {
|
|
hud_support_view_abort();
|
|
|
|
// send appropriate message to player here
|
|
if ( how == REPAIR_INFO_KILLED ){
|
|
message_send_builtin_to_player( MESSAGE_SUPPORT_KILLED, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_SOON, 0, 0, p_index, -1 );
|
|
} else {
|
|
if ( repair_objp ){
|
|
message_send_builtin_to_player( MESSAGE_REPAIR_ABORTED, &Ships[repair_objp->instance], MESSAGE_PRIORITY_NORMAL, MESSAGE_TIME_SOON, 0, 0, p_index, -1 );
|
|
}
|
|
}
|
|
}
|
|
|
|
// add log entry if this is a player
|
|
if ( repaired_objp->flags & OF_PLAYER_SHIP ){
|
|
mission_log_add_entry(LOG_PLAYER_REARM_ABORT, Ships[repaired_objp->instance].ship_name, NULL);
|
|
}
|
|
|
|
stamp = timestamp((int) ((30 + 10*frand()) * 1000));
|
|
break;
|
|
|
|
case REPAIR_INFO_COMPLETE:
|
|
// clear the being repaired flag -- and
|
|
if ( p_index >= 0 ) {
|
|
Assert( repair_objp );
|
|
|
|
hud_support_view_stop();
|
|
|
|
message_send_builtin_to_player(MESSAGE_REPAIR_DONE, &Ships[repair_objp->instance], MESSAGE_PRIORITY_LOW, MESSAGE_TIME_SOON, 0, 0, p_index, -1);
|
|
}
|
|
stamp = timestamp((int) ((30 + 10*frand()) * 1000));
|
|
break;
|
|
|
|
case REPAIR_INFO_ONWAY:
|
|
// need to set the signature so that clients in multiplayer games rearm correctly
|
|
Assert( repair_objp );
|
|
aip->support_ship_signature = repair_objp->signature;
|
|
aip->support_ship_objnum = OBJ_INDEX(repair_objp);
|
|
stamp = timestamp(-1);
|
|
break;
|
|
|
|
default:
|
|
Int3(); // bogus type of repair info
|
|
}
|
|
|
|
if (repair_objp){
|
|
Ai_info[Ships[repair_objp->instance].ai_index].warp_out_timestamp = stamp;
|
|
}
|
|
|
|
// repair_objp might be NULL is we are cleaning up this mode because of the support ship
|
|
// getting killed.
|
|
if ( repair_objp ) {
|
|
aip = &Ai_info[Ships[repair_objp->instance].ai_index];
|
|
switch ( how ) {
|
|
case REPAIR_INFO_ONWAY:
|
|
Assert( repaired_objp != NULL );
|
|
aip->goal_objnum = OBJ_INDEX(repaired_objp);
|
|
aip->ai_flags |= AIF_REPAIRING;
|
|
break;
|
|
|
|
case REPAIR_INFO_BROKEN:
|
|
break;
|
|
|
|
case REPAIR_INFO_END:
|
|
case REPAIR_INFO_ABORT:
|
|
case REPAIR_INFO_KILLED:
|
|
if ( how == REPAIR_INFO_ABORT )
|
|
aip->goal_objnum = -1;
|
|
|
|
aip->ai_flags &= ~AIF_REPAIRING;
|
|
break;
|
|
|
|
case REPAIR_INFO_QUEUE:
|
|
ai_add_rearm_goal( repaired_objp, repair_objp );
|
|
break;
|
|
|
|
case REPAIR_INFO_BEGIN:
|
|
case REPAIR_INFO_COMPLETE:
|
|
break;
|
|
|
|
default:
|
|
Int3(); // bogus type of repair info
|
|
}
|
|
}
|
|
|
|
#ifndef NO_NETWORK
|
|
multi_maybe_send_repair_info( repaired_objp, repair_objp, how );
|
|
#endif
|
|
}
|
|
|
|
// Goober5000 - split from ai_cleanup_dock_mode
|
|
void ai_cleanup_rearm_mode(object *objp)
|
|
{
|
|
ai_info *aip = &Ai_info[Ships[objp->instance].ai_index];
|
|
aip->mode = AIM_NONE;
|
|
|
|
if (aip->ai_flags & AIF_REPAIRING) {
|
|
Assert( aip->goal_objnum != -1 );
|
|
ai_do_objects_repairing_stuff( &Objects[aip->goal_objnum], objp, REPAIR_INFO_KILLED );
|
|
} else if ( aip->ai_flags & AIF_BEING_REPAIRED ) {
|
|
// MWA/Goober5000 -- note that we have to use support object here instead of goal_objnum.
|
|
Assert( aip->support_ship_objnum != -1 );
|
|
ai_do_objects_repairing_stuff( objp, &Objects[aip->support_ship_objnum], REPAIR_INFO_KILLED );
|
|
} else if ( aip->ai_flags & AIF_AWAITING_REPAIR ) {
|
|
// MWA/Goober5000 -- note that we have to use support object here instead of goal_objnum.
|
|
// MWA -- 3/38/98 Check to see if this guy is queued for a support ship, or there is already
|
|
// one in the mission
|
|
if ( mission_is_repair_scheduled(objp) ) {
|
|
mission_remove_scheduled_repair( objp ); // this function will notify multiplayer clients.
|
|
} else {
|
|
if ( aip->support_ship_objnum != -1 )
|
|
ai_do_objects_repairing_stuff( objp, &Objects[aip->support_ship_objnum], REPAIR_INFO_ABORT );
|
|
else
|
|
ai_do_objects_repairing_stuff( objp, NULL, REPAIR_INFO_ABORT );
|
|
}
|
|
}
|
|
}
|
|
|
|
// Goober5000 - 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(object *dying_objp)
|
|
{
|
|
// process all directly docked objects
|
|
for (dock_instance *ptr = dying_objp->dock_list; ptr != NULL; ptr = ptr->next)
|
|
{
|
|
// don't process if it's not a ship
|
|
if (ptr->docked_objp->type != OBJ_SHIP)
|
|
continue;
|
|
|
|
// get ai of docked object
|
|
ai_info *other_aip = &Ai_info[Ships[ptr->docked_objp->instance].ai_index];
|
|
|
|
// if the docked object is in dock mode, force them to near last stage
|
|
if ( (other_aip->mode == AIM_DOCK) && (other_aip->submode < AIS_UNDOCK_3) )
|
|
other_aip->submode = AIS_UNDOCK_3;
|
|
|
|
// don't actually undock any ships, because do_dying_undock_physics will take care of it
|
|
}
|
|
}
|
|
|
|
/*
|
|
// Make dockee_objp shake a bit due to docking.
|
|
void ai_dock_shake(object *docker_objp, object *dockee_objp)
|
|
{
|
|
vector tangles;
|
|
matrix rotmat, tmp;
|
|
float scale;
|
|
angles *ap;
|
|
|
|
scale = 0.25f; // Compute this based on mass and speed at time of docking.
|
|
|
|
vm_vec_rand_vec_quick(&tangles);
|
|
vm_vec_scale(&tangles, scale);
|
|
|
|
ap = (angles *) &tangles;
|
|
|
|
vm_angles_2_matrix(&rotmat, ap);
|
|
vm_matrix_x_matrix( &tmp, &dockee_objp->orient, &rotmat );
|
|
dockee_objp->orient = tmp;
|
|
|
|
vm_orthogonalize_matrix(&dockee_objp->orient);
|
|
|
|
dock_orient_and_approach(docker_objp, dockee_objp, DOA_DOCK_STAY);
|
|
|
|
}
|
|
*/
|
|
|
|
// Make Pl_objp point at aip->goal_point.
|
|
void ai_still()
|
|
{
|
|
ship *shipp;
|
|
ai_info *aip;
|
|
|
|
Assert(Pl_objp->type == OBJ_SHIP);
|
|
Assert((Pl_objp->instance >= 0) && (Pl_objp->instance < MAX_OBJECTS));
|
|
|
|
shipp = &Ships[Pl_objp->instance];
|
|
Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
|
|
|
|
aip = &Ai_info[shipp->ai_index];
|
|
|
|
turn_towards_point(Pl_objp, &aip->goal_point, NULL, 0.0f);
|
|
}
|
|
|
|
// Make *Pl_objp stay near another ship.
|
|
void ai_stay_near()
|
|
{
|
|
ai_info *aip;
|
|
int goal_objnum;
|
|
|
|
aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
|
|
|
|
goal_objnum = aip->goal_objnum;
|
|
|
|
if ((goal_objnum < 0) || (Objects[goal_objnum].type != OBJ_SHIP) || (Objects[goal_objnum].signature != aip->goal_signature)) {
|
|
aip->mode = AIM_NONE;
|
|
} else {
|
|
float dist, max_dist, scale;
|
|
vector rand_vec, goal_pos, vec_to_goal;
|
|
object *goal_objp;
|
|
|
|
goal_objp = &Objects[goal_objnum];
|
|
|
|
// Make not all ships pursue same point.
|
|
static_randvec(Pl_objp-Objects, &rand_vec);
|
|
|
|
// Make sure point is in front hemisphere (relative to Pl_objp's position.
|
|
vm_vec_sub(&vec_to_goal, &goal_objp->pos, &Pl_objp->pos);
|
|
if (vm_vec_dot(&rand_vec, &vec_to_goal) > 1.0f) {
|
|
vm_vec_negate(&rand_vec);
|
|
}
|
|
|
|
// Scale the random vector by an amount proportional to the distance from Pl_objp to the true goal.
|
|
dist = vm_vec_dist_quick(&goal_objp->pos, &Pl_objp->pos);
|
|
max_dist = aip->stay_near_distance;
|
|
scale = dist - max_dist/2;
|
|
if (scale < 0.0f)
|
|
scale = 0.0f;
|
|
|
|
vm_vec_scale_add(&goal_pos, &goal_objp->pos, &rand_vec, scale);
|
|
|
|
if (max_dist < Pl_objp->radius + goal_objp->radius + 25.0f)
|
|
max_dist = Pl_objp->radius + goal_objp->radius + 25.0f;
|
|
|
|
if (dist > max_dist) {
|
|
turn_towards_point(Pl_objp, &goal_pos, NULL, 0.0f);
|
|
accelerate_ship(aip, dist / max_dist - 0.8f);
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Warn player if dock path is obstructed.
|
|
int maybe_dock_obstructed(object *cur_objp, object *goal_objp, int big_only_flag)
|
|
{
|
|
vector *goalpos, *curpos;
|
|
float radius;
|
|
ai_info *aip;
|
|
int collide_objnum;
|
|
|
|
aip = &Ai_info[Ships[cur_objp->instance].ai_index];
|
|
|
|
Ai_info[Ships[goal_objp->instance].ai_index].ai_flags &= ~AIF_REPAIR_OBSTRUCTED;
|
|
|
|
if (goal_objp != Player_obj)
|
|
return -1;
|
|
|
|
curpos = &cur_objp->pos;
|
|
radius = cur_objp->radius;
|
|
goalpos = &Path_points[aip->path_cur].pos;
|
|
collide_objnum = pp_collide_any(curpos, goalpos, radius, cur_objp, goal_objp, big_only_flag);
|
|
|
|
if (collide_objnum != -1)
|
|
Ai_info[Ships[goal_objp->instance].ai_index].ai_flags |= AIF_REPAIR_OBSTRUCTED;
|
|
|
|
return collide_objnum;
|
|
}
|
|
|
|
|
|
int Dock_path_warning_given = 0;
|
|
|
|
// Docking behavior.
|
|
// Approach a ship, follow path to docking platform, approach platform, after awhile,
|
|
// undock.
|
|
void ai_dock()
|
|
{
|
|
ship *shipp = &Ships[Pl_objp->instance];
|
|
ai_info *aip = &Ai_info[shipp->ai_index];
|
|
|
|
// Make sure object we're supposed to dock with or undock from still exists.
|
|
if ((aip->goal_objnum == -1) || (Objects[aip->goal_objnum].signature != aip->goal_signature)) {
|
|
ai_cleanup_rearm_mode(Pl_objp);
|
|
return;
|
|
}
|
|
|
|
ship_info *sip = &Ship_info[shipp->ship_info_index];
|
|
object *goal_objp = &Objects[aip->goal_objnum];
|
|
|
|
int docker_index, dockee_index;
|
|
|
|
ai_goal *aigp;
|
|
if (aip->active_goal >= 0)
|
|
aigp = &aip->goals[aip->active_goal];
|
|
else
|
|
aigp = NULL;
|
|
|
|
// get the indexes
|
|
if ((aip->submode == AIS_DOCK_2) || (aip->submode == AIS_DOCK_3) || (aip->submode == AIS_DOCK_4))
|
|
{
|
|
// get them from the active goal
|
|
Assert(aigp != NULL);
|
|
Assert(aigp->flags & AIGF_DOCK_INDEXES_VALID);
|
|
docker_index = aigp->docker.index;
|
|
dockee_index = aigp->dockee.index;
|
|
}
|
|
else if ((aip->submode == AIS_UNDOCK_0) || (aip->submode == AIS_UNDOCK_1) || (aip->submode == AIS_UNDOCK_2))
|
|
{
|
|
// get them from the guy I'm docked to
|
|
docker_index = dock_find_dockpoint_used_by_object(Pl_objp, goal_objp);
|
|
dockee_index = dock_find_dockpoint_used_by_object(goal_objp, Pl_objp);
|
|
}
|
|
else
|
|
{
|
|
// indexes aren't needed or (in case of AIS_UNDOCK_3) aren't actually used
|
|
docker_index = 0;
|
|
dockee_index = 0;
|
|
}
|
|
|
|
// For docking submodes (ie, not undocking), follow path. Once at second last
|
|
// point on path (point just before point on dock platform), orient into position.
|
|
//
|
|
// For undocking, first mode pushes docked ship straight back from docking point
|
|
// second mode turns ship and moves to point on docking radius
|
|
switch (aip->submode) {
|
|
|
|
// This mode means to find the path to the docking point.
|
|
case AIS_DOCK_0:
|
|
//aip->path_start = -1;
|
|
//nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
|
|
ai_path();
|
|
if (!Dock_path_warning_given && (aip->path_length < 4)) {
|
|
Warning( LOCATION, "Ship '%s' has only %i points on dock path. Docking will look strange. Contact Adam.", shipp->ship_name, aip->path_length );
|
|
Dock_path_warning_given = 1; // This is on a mission-wide basis, but it's just a hack for now...
|
|
}
|
|
|
|
aip->submode = AIS_DOCK_1;
|
|
aip->path_start = -1;
|
|
aip->submode_start_time = Missiontime;
|
|
break;
|
|
|
|
// This mode means to follow the path until just before the end.
|
|
case AIS_DOCK_1: {
|
|
float dist;
|
|
int r;
|
|
|
|
if ((r = maybe_dock_obstructed(Pl_objp, goal_objp, 1)) != -1) {
|
|
int r1;
|
|
if ((r1 = maybe_avoid_big_ship(Pl_objp, goal_objp, aip, &goal_objp->pos, 7.0f)) != 0) {
|
|
nprintf(("AI", "Support ship %s avoiding large ship %s\n", Ships[Pl_objp->instance].ship_name, Ships[Objects[r1].instance].ship_name));
|
|
break;
|
|
} /*else {
|
|
nprintf(("AI", "Dock 1: Obstructed by %s\n", Ships[Objects[r].instance].ship_name));
|
|
accelerate_ship(aip, 0.0f);
|
|
aip->submode = AIS_DOCK_0;
|
|
} */
|
|
} //else {
|
|
{
|
|
dist = ai_path();
|
|
//nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
|
|
//nprintf(("AI", "Dock 1: Frame: %i, goal point = %i, dist = %7.3f\n", Framecount, aip->path_cur-aip->path_start, dist));
|
|
|
|
if (aip->path_cur-aip->path_start >= aip->path_length-1) { // If got this far, advance no matter what.
|
|
aip->submode = AIS_DOCK_2;
|
|
aip->submode_start_time = Missiontime;
|
|
aip->path_cur--;
|
|
Assert(aip->path_cur-aip->path_start >= 0);
|
|
} else if (aip->path_cur-aip->path_start >= aip->path_length-2) {
|
|
if (Pl_objp->phys_info.speed > goal_objp->phys_info.speed + 1.5f) {
|
|
set_accel_for_target_speed(Pl_objp, goal_objp->phys_info.speed);
|
|
} else {
|
|
// ship_start_animation_type(shipp, TRIGGER_TYPE_DOCKING, 1);
|
|
aip->submode = AIS_DOCK_2;
|
|
aip->submode_start_time = Missiontime;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
// This mode means to drag oneself right to the second last point on the path.
|
|
// Path code allows it to overshoot.
|
|
case AIS_DOCK_2: {
|
|
float dist;
|
|
int r;
|
|
|
|
if ((r = maybe_dock_obstructed(Pl_objp, goal_objp,0)) != -1) {
|
|
nprintf(("AI", "Dock 2: Obstructed by %s\n", Ships[Objects[r].instance].ship_name));
|
|
accelerate_ship(aip, 0.0f);
|
|
aip->submode = AIS_DOCK_1;
|
|
} else {
|
|
//nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
|
|
dist = dock_orient_and_approach(Pl_objp, docker_index, goal_objp, dockee_index, DOA_APPROACH);
|
|
Assert(dist != UNINITIALIZED_VALUE);
|
|
|
|
if (dist == DOCK_BACKUP_RETURN_VAL) {
|
|
Assert(aip->goal_objnum >= 0 && aip->goal_objnum < MAX_OBJECTS);
|
|
int path_num;
|
|
|
|
aip->submode = AIS_DOCK_1;
|
|
path_num = ai_return_path_num_from_dockbay(goal_objp, dockee_index);
|
|
ai_find_path(Pl_objp, aip->goal_objnum, path_num, 0);
|
|
break;
|
|
}
|
|
|
|
//nprintf(("AI", "Dock 2: dist = %7.3f\n", vm_vec_dist_quick(&Pl_objp->pos, &goal_point)));
|
|
float tolerance;
|
|
if (goal_objp->flags & OF_PLAYER_SHIP)
|
|
tolerance = 6*flFrametime + 1.0f;
|
|
else
|
|
tolerance = 4*flFrametime + 0.5f;
|
|
|
|
if ( dist < tolerance) {
|
|
aip->submode = AIS_DOCK_3;
|
|
aip->submode_start_time = Missiontime;
|
|
aip->path_cur++;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
case AIS_DOCK_3:
|
|
{
|
|
Assert(aip->goal_objnum != -1);
|
|
int r;
|
|
|
|
if ((r = maybe_dock_obstructed(Pl_objp, goal_objp,0)) != -1) {
|
|
nprintf(("AI", "Dock 1: Obstructed by %s\n", Ships[Objects[r].instance].ship_name));
|
|
accelerate_ship(aip, 0.0f);
|
|
aip->submode = AIS_DOCK_2;
|
|
} else {
|
|
float tangential_velocity;
|
|
|
|
//nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
|
|
float dist = dock_orient_and_approach(Pl_objp, docker_index, goal_objp, dockee_index, DOA_DOCK, NULL, NULL, &tangential_velocity);
|
|
Assert(dist != UNINITIALIZED_VALUE);
|
|
|
|
if (dist == DOCK_BACKUP_RETURN_VAL) {
|
|
aip->submode = AIS_DOCK_2;
|
|
break;
|
|
}
|
|
|
|
//nprintf(("AI", "Dock 3: dist = %7.3f\n", dist));
|
|
|
|
// Goober5000
|
|
float tolerance = 2*flFrametime * (1.0f + fl_sqrt(goal_objp->phys_info.speed));
|
|
if (tangential_velocity > 0.0f)
|
|
tolerance += 4*flFrametime * tangential_velocity;
|
|
|
|
if (dist < tolerance)
|
|
{
|
|
// - Removed by MK on 11/7/97, causes errors for ships docked at mission start: maybe_recreate_path(Pl_objp, aip, 1);
|
|
dist = dock_orient_and_approach(Pl_objp, docker_index, goal_objp, dockee_index, DOA_DOCK);
|
|
Assert(dist != UNINITIALIZED_VALUE);
|
|
|
|
physics_ship_init(Pl_objp);
|
|
|
|
ai_do_objects_docked_stuff( Pl_objp, docker_index, goal_objp, dockee_index );
|
|
|
|
if (aip->submode == AIS_DOCK_3)
|
|
{
|
|
// ship_start_animation_type(shipp, TRIGGER_TYPE_DOCKED, 1);
|
|
snd_play_3d( &Snds[SND_DOCK_ATTACH], &Pl_objp->pos, &View_position );
|
|
hud_maybe_flash_docking_text(Pl_objp);
|
|
hud_maybe_flash_docking_text(goal_objp);
|
|
// ai_dock_shake(Pl_objp, goal_objp);
|
|
|
|
if ((Pl_objp == Player_obj) || (goal_objp == Player_obj))
|
|
joy_ff_docked(); // shake player's joystick a little
|
|
}
|
|
|
|
// If this ship is repairing another ship...
|
|
if (aip->ai_flags & AIF_REPAIRING) {
|
|
aip->submode = AIS_DOCK_4; // Special rearming only dock mode.
|
|
aip->submode_start_time = Missiontime;
|
|
} else {
|
|
aip->submode = AIS_DOCK_4A;
|
|
aip->submode_start_time = Missiontime;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
// Yes, we just sit here. We wait for further orders. No, it's not a bug.
|
|
case AIS_DOCK_4A:
|
|
//nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
|
|
//nprintf(("AI", "."));
|
|
if (aigp == NULL) { // Can happen for initially docked ships.
|
|
ai_do_default_behavior( &Objects[Ships[aip->shipnum].objnum] ); // do the default behavior
|
|
} else {
|
|
mission_log_add_entry(LOG_SHIP_DOCK, Ships[Pl_objp->instance].ship_name, Ships[goal_objp->instance].ship_name);
|
|
|
|
if (aigp->ai_mode == AI_GOAL_DOCK) {
|
|
ai_mission_goal_complete( aip ); // Note, this calls ai_set_default_behavior().
|
|
}
|
|
}
|
|
|
|
break;
|
|
|
|
case AIS_DOCK_4: {
|
|
// This mode is only for rearming/repairing.
|
|
// The ship that is performing the rearm enters this mode after it docks.
|
|
Assert((aip->goal_objnum >= -1) && (aip->goal_objnum < MAX_OBJECTS));
|
|
|
|
//nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
|
|
float dist = dock_orient_and_approach(Pl_objp, docker_index, goal_objp, dockee_index, DOA_DOCK);
|
|
Assert(dist != UNINITIALIZED_VALUE);
|
|
|
|
Assert(goal_objp->type == OBJ_SHIP);
|
|
ship *goal_shipp = &Ships[goal_objp->instance];
|
|
ai_info *goal_aip = &Ai_info[goal_shipp->ai_index];
|
|
|
|
//nprintf(("AI", "Dock 4: dist = %7.3f\n", dist));
|
|
|
|
// Goober5000 - moved from call_doa
|
|
// Abort if the ship being repaired exceeds my max speed
|
|
if (goal_objp->phys_info.speed > MAX_REPAIR_SPEED)
|
|
{
|
|
// call the ai_abort rearm request code
|
|
ai_abort_rearm_request( Pl_objp );
|
|
}
|
|
// Make sure repair has not broken off.
|
|
else if (dist > 5.0f) // Oops, too far away!
|
|
{
|
|
if ( goal_aip->ai_flags & AIF_BEING_REPAIRED )
|
|
ai_do_objects_repairing_stuff( goal_objp, Pl_objp, REPAIR_INFO_BROKEN);
|
|
|
|
if (dist > Pl_objp->radius*2 + goal_objp->radius*2) {
|
|
// Got real far away from goal, so move back a couple modes and try again.
|
|
aip->submode = AIS_DOCK_2;
|
|
aip->submode_start_time = Missiontime;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( goal_aip->ai_flags & AIF_AWAITING_REPAIR )
|
|
ai_do_objects_repairing_stuff( goal_objp, Pl_objp, REPAIR_INFO_BEGIN );
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case AIS_UNDOCK_0: {
|
|
int path_num;
|
|
// First stage of undocking.
|
|
|
|
//nprintf(("AI", "Undock 0:\n"));
|
|
|
|
aip->submode = AIS_UNDOCK_1;
|
|
aip->submode_start_time = Missiontime;
|
|
if (aip->goal_objnum == -1) { // Goober5000 - this is taken care of at the beginning of the function, but whatever...
|
|
aip->submode = AIS_UNDOCK_3;
|
|
} else {
|
|
|
|
// set up the path points for the undocking procedure
|
|
path_num = ai_return_path_num_from_dockbay(goal_objp, dockee_index);
|
|
ai_find_path(Pl_objp, OBJ_INDEX(goal_objp), path_num, 0);
|
|
|
|
// Play a ship docking detach sound
|
|
snd_play_3d( &Snds[SND_DOCK_DETACH], &Pl_objp->pos, &View_position );
|
|
|
|
}
|
|
break;
|
|
}
|
|
case AIS_UNDOCK_1: {
|
|
// Using thrusters, exit from dock station to nearest next dock path point.
|
|
float dist;
|
|
vector dockee_point;
|
|
|
|
//nprintf(("AI", "Undock 1: time in this mode = %7.3f\n", f2fl(Missiontime - aip->submode_start_time)));
|
|
|
|
if (Missiontime - aip->submode_start_time < REARM_BREAKOFF_DELAY) {
|
|
break; // Waiting for one second to elapse to let detach sound effect play out.
|
|
}
|
|
else { // AL - added 05/16/97. Hack to play depart sound. Will probably take out.
|
|
// Assumes that the submode_start_time is not used for AIS_UNDOCK_1 anymore
|
|
if ( aip->submode_start_time != 0 ){
|
|
snd_play_3d( &Snds[SND_DOCK_DEPART], &Pl_objp->pos, &View_position );
|
|
// ship_start_animation_type(shipp, TRIGGER_TYPE_DOCKED, -1);
|
|
}
|
|
aip->submode_start_time = 0;
|
|
}
|
|
|
|
|
|
dist = dock_orient_and_approach(Pl_objp, docker_index, goal_objp, dockee_index, DOA_UNDOCK_1, NULL, &dockee_point);
|
|
Assert(dist != UNINITIALIZED_VALUE);
|
|
|
|
float dist_to_dock_point = vm_vec_dist_quick(&Pl_objp->pos, &dockee_point /*&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_point > 2*Pl_objp->radius)) {
|
|
aip->submode = AIS_UNDOCK_2;
|
|
aip->submode_start_time = Missiontime;
|
|
}
|
|
break;
|
|
}
|
|
case AIS_UNDOCK_2: {
|
|
float dist;
|
|
ai_info *other_aip;
|
|
|
|
// get pointer to docked object's aip to reset flags, etc
|
|
Assert( aip->goal_objnum != -1 );
|
|
other_aip = &Ai_info[Ships[goal_objp->instance].ai_index];
|
|
|
|
// Second stage of undocking.
|
|
dist = dock_orient_and_approach(Pl_objp, docker_index, goal_objp, dockee_index, DOA_UNDOCK_2);
|
|
Assert(dist != UNINITIALIZED_VALUE);
|
|
|
|
|
|
//nprintf(("AI", "Undock 2: dist = %7.3f\n", dist));
|
|
|
|
// If at goal point, or quite far away from dock object
|
|
if ((dist < 2.0f) || (vm_vec_dist_quick(&Pl_objp->pos, &goal_objp->pos) > (Pl_objp->radius + goal_objp->radius)*2) || (goal_objp->phys_info.speed > MAX_UNDOCK_ABORT_SPEED) ) {
|
|
// reset the dock flags. If rearm/repair, reset rearm repair flags for those ships as well.
|
|
if ( sip->flags & SIF_SUPPORT ) {
|
|
ai_do_objects_repairing_stuff( &Objects[aip->support_ship_objnum], Pl_objp, REPAIR_INFO_END );
|
|
}
|
|
|
|
// clear out dock stuff for both objects.
|
|
ai_do_objects_undocked_stuff( Pl_objp, goal_objp );
|
|
physics_ship_init(Pl_objp);
|
|
aip->submode = AIS_UNDOCK_3; // The do-nothing mode, until another order is issued
|
|
|
|
// don't add undock log entries for support ships.
|
|
if ( !(sip->flags & SIF_SUPPORT) )
|
|
mission_log_add_entry(LOG_SHIP_UNDOCK, Ships[Pl_objp->instance].ship_name, Ships[goal_objp->instance].ship_name);
|
|
|
|
}
|
|
break;
|
|
}
|
|
case AIS_UNDOCK_3: {
|
|
float dist = dock_orient_and_approach(Pl_objp, docker_index, goal_objp, dockee_index, DOA_UNDOCK_3);
|
|
Assert(dist != UNINITIALIZED_VALUE);
|
|
|
|
if (dist < Pl_objp->radius/2 + 5.0f) {
|
|
// ship_start_animation_type(shipp, TRIGGER_TYPE_DOCKING, -1);
|
|
aip->submode = AIS_UNDOCK_4;
|
|
}
|
|
|
|
// possible that this flag hasn't been cleared yet. When aborting a rearm, this submode might
|
|
// be entered directly.
|
|
if ( (sip->flags & SIF_SUPPORT) && (aip->ai_flags & AIF_REPAIRING) ) {
|
|
ai_do_objects_repairing_stuff( goal_objp, Pl_objp, REPAIR_INFO_ABORT );
|
|
}
|
|
|
|
break;
|
|
}
|
|
case AIS_UNDOCK_4: {
|
|
ai_info *other_aip;
|
|
|
|
Assert( aip->goal_objnum != -1 );
|
|
other_aip = &Ai_info[Ships[goal_objp->instance].ai_index];
|
|
|
|
aip->mode = AIM_NONE;
|
|
|
|
// these flags should have been cleared long ago!
|
|
// Get Allender if you hit one of these!!!!!
|
|
// removed by allender on 2/16 since a ship may be docked with some other ship, but still be the
|
|
// goal_objnum of this ship ending its undocking mode.
|
|
//Assert( !(aip_is_docked) );
|
|
//Assert( !(other_aip_is_docked) );
|
|
//Assert( !(aip->ai_flags & AIF_REPAIRING) );
|
|
//Assert( !(other_aip->ai_flags & AIF_BEING_REPAIRED) );
|
|
//Assert( !(other_aip->ai_flags & AIF_AWAITING_REPAIR) );
|
|
|
|
// only call mission goal complete if this was indeed an undock goal
|
|
if ( aip->active_goal > -1 ) {
|
|
if ( aigp->ai_mode == AI_GOAL_UNDOCK )
|
|
ai_mission_goal_complete( aip ); // this call should reset the AI mode
|
|
//else
|
|
// aip->active_goal = -1; // this ensures that this ship might get new goal
|
|
}
|
|
|
|
break;
|
|
}
|
|
default:
|
|
Int3(); // Error, bogus submode
|
|
}
|
|
|
|
}
|
|
|
|
// TURRET BEGIN
|
|
|
|
// Given an object and a turret on that object, return the global position and forward vector
|
|
// of the turret. The gun normal is the unrotated gun normal, (the center of the FOV cone), not
|
|
// the actual gun normal given using the current turret heading. But it _is_ rotated into the model's orientation
|
|
// in global space.
|
|
void ship_get_global_turret_info(object *objp, model_subsystem *tp, vector *gpos, vector *gvec)
|
|
{
|
|
// vm_vec_unrotate(gpos, &tp->turret_avg_firing_point, &objp->orient);
|
|
vm_vec_unrotate(gpos, &tp->pnt, &objp->orient);
|
|
vm_vec_add2(gpos, &objp->pos);
|
|
vm_vec_unrotate(gvec, &tp->turret_norm, &objp->orient);
|
|
}
|
|
|
|
// Given an object and a turret on that object, return the actual firing point of the gun
|
|
// and its normal. This uses the current turret angles. We are keeping track of which
|
|
// gun to fire next in the ship specific info for this turret subobject. Use this info
|
|
// to determine which position to fire from next.
|
|
// Stuffs:
|
|
// *gpos: absolute position of gun firing point
|
|
// *gvec: vector fro *gpos to *targetp
|
|
void ship_get_global_turret_gun_info(object *objp, ship_subsys *ssp, vector *gpos, vector *gvec, int use_angles, vector *targetp)
|
|
{
|
|
vector * gun_pos;
|
|
model_subsystem *tp = ssp->system_info;
|
|
|
|
ship_model_start(objp);
|
|
|
|
gun_pos = &tp->turret_firing_point[ssp->turret_next_fire_pos % tp->turret_num_firing_points];
|
|
|
|
model_find_world_point(gpos, gun_pos, tp->model_num, tp->turret_gun_sobj, &objp->orient, &objp->pos );
|
|
|
|
if (use_angles)
|
|
model_find_world_dir(gvec, &tp->turret_norm, tp->model_num, tp->turret_gun_sobj, &objp->orient, &objp->pos );
|
|
else {
|
|
//vector gun_pos2;
|
|
//vm_vec_add(&gun_pos2, gpos, gun_pos);
|
|
vm_vec_normalized_dir(gvec, targetp, gpos);
|
|
}
|
|
|
|
ship_model_stop(objp);
|
|
}
|
|
|
|
// Rotate a turret towards an enemy.
|
|
// Return TRUE if caller should use angles in subsequent rotations.
|
|
// Some obscure model thing only John Slagel knows about.
|
|
// Sets predicted enemy position.
|
|
// If the turret (*ss) has a subsystem targeted, the subsystem is used as the predicted point.
|
|
int aifft_rotate_turret(ship *shipp, int parent_objnum, ship_subsys *ss, object *objp, object *lep, vector *predicted_enemy_pos, vector *gvec)
|
|
{
|
|
if (ss->turret_enemy_objnum != -1) {
|
|
model_subsystem *tp = ss->system_info;
|
|
vector gun_pos, gun_vec;
|
|
float weapon_speed;
|
|
float weapon_system_strength;
|
|
|
|
// weapon_system_strength scales time enemy in range in 0..1. So, the lower this is, the worse the aiming will be.
|
|
weapon_system_strength = ship_get_subsystem_strength(shipp, SUBSYSTEM_WEAPONS);
|
|
|
|
ship_get_global_turret_info(&Objects[parent_objnum], tp, &gun_pos, &gun_vec);
|
|
|
|
weapon_speed = Weapon_info[tp->turret_weapon_type].max_speed;
|
|
float weapon_travel_dist = weapon_speed * Weapon_info[tp->turret_weapon_type].lifetime;
|
|
|
|
vector enemy_point;
|
|
if (ss->targeted_subsys != NULL) {
|
|
if (ss->turret_enemy_objnum != -1) {
|
|
vm_vec_unrotate(&enemy_point, &ss->targeted_subsys->system_info->pnt, &Objects[ss->turret_enemy_objnum].orient);
|
|
vm_vec_add2(&enemy_point, &Objects[ss->turret_enemy_objnum].pos);
|
|
}
|
|
} else {
|
|
if ((lep->type == OBJ_SHIP) && (Ship_info[Ships[lep->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
|
|
ai_big_pick_attack_point_turret(lep, ss, &gun_pos, &gun_vec, &enemy_point, tp->turret_fov, min(weapon_travel_dist, Weapon_info[tp->turret_weapon_type].weapon_range));
|
|
} else {
|
|
enemy_point = lep->pos;
|
|
}
|
|
}
|
|
|
|
set_predicted_enemy_pos_turret(predicted_enemy_pos, &gun_pos, objp, &enemy_point, &lep->phys_info.vel, weapon_speed, ss->turret_time_enemy_in_range * (weapon_system_strength + 1.0f)/2.0f);
|
|
|
|
if (weapon_system_strength < 0.7f) {
|
|
vector rand_vec;
|
|
|
|
static_randvec(Missiontime >> 18, &rand_vec); // Return same random number for two seconds.
|
|
// Add to predicted_enemy_pos value in .45 to 1.5x radius of enemy ship, so will often miss, but not by a huge amount.
|
|
vm_vec_scale_add2(predicted_enemy_pos, &rand_vec, (1.0f - weapon_system_strength)*1.5f * lep->radius);
|
|
}
|
|
|
|
vector v2e;
|
|
vm_vec_normalized_dir(&v2e, predicted_enemy_pos, &gun_pos);
|
|
if (vm_vec_dot(&v2e, gvec) > tp->turret_fov) {
|
|
int rval;
|
|
|
|
rval = model_rotate_gun(shipp->modelnum, ss->system_info, &Objects[parent_objnum].orient,
|
|
&ss->submodel_info_1.angs, &ss->submodel_info_2.angs,
|
|
&Objects[parent_objnum].pos, predicted_enemy_pos);
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
// Determine if subsystem *enemy_subsysp is hittable from objp.
|
|
// If so, return dot product of vector from point abs_gunposp to *enemy_subsysp
|
|
float aifft_compute_turret_dot(object *objp, object *enemy_objp, vector *abs_gunposp, ship_subsys *turret_subsysp, ship_subsys *enemy_subsysp)
|
|
{
|
|
float dot_out;
|
|
vector subobj_pos, vector_out;
|
|
|
|
vm_vec_unrotate(&subobj_pos, &enemy_subsysp->system_info->pnt, &enemy_objp->orient);
|
|
vm_vec_add2(&subobj_pos, &enemy_objp->pos);
|
|
|
|
if (ship_subsystem_in_sight(enemy_objp, enemy_subsysp, abs_gunposp, &subobj_pos, 1, &dot_out, &vector_out)) {
|
|
vector turret_norm;
|
|
|
|
vm_vec_rotate(&turret_norm, &turret_subsysp->system_info->turret_norm, &objp->orient);
|
|
return vm_vec_dot(&turret_norm, &vector_out);
|
|
} else
|
|
return -1.0f;
|
|
|
|
}
|
|
|
|
#define MAX_AIFFT_TURRETS 60
|
|
ship_subsys *aifft_list[MAX_AIFFT_TURRETS];
|
|
float aifft_rank[MAX_AIFFT_TURRETS];
|
|
int aifft_list_size = 0;
|
|
int aifft_max_checks = 5;
|
|
DCF(mf, "")
|
|
{
|
|
dc_get_arg(ARG_INT);
|
|
aifft_max_checks = Dc_arg_int;
|
|
}
|
|
|
|
|
|
// Pick a subsystem to attack on enemy_objp.
|
|
// Only pick one if enemy_objp is a big ship or a capital ship.
|
|
// Returns dot product from turret to subsystem in *dot_out
|
|
ship_subsys *aifft_find_turret_subsys(object *objp, ship_subsys *ssp, object *enemy_objp, float *dot_out)
|
|
{
|
|
ship *eshipp, *shipp;
|
|
ship_info *esip;
|
|
ship_subsys *best_subsysp = NULL;
|
|
float dot;
|
|
|
|
Assert(enemy_objp->type == OBJ_SHIP);
|
|
|
|
eshipp = &Ships[enemy_objp->instance];
|
|
esip = &Ship_info[eshipp->ship_info_index];
|
|
|
|
shipp = &Ships[objp->instance];
|
|
|
|
float best_dot = 0.0f;
|
|
*dot_out = best_dot;
|
|
|
|
// Compute absolute gun position.
|
|
vector abs_gun_pos;
|
|
vm_vec_unrotate(&abs_gun_pos, &ssp->system_info->pnt, &objp->orient);
|
|
vm_vec_add2(&abs_gun_pos, &objp->pos);
|
|
|
|
// Only pick a turret to attack on large ships.
|
|
if (!(esip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)))
|
|
return best_subsysp;
|
|
|
|
// Make sure big or huge ship *actually* has subsystems (ie, knossos)
|
|
if (esip->n_subsystems == 0) {
|
|
return best_subsysp;
|
|
}
|
|
|
|
// first build up a list subsystems to traverse
|
|
ship_subsys *pss;
|
|
aifft_list_size = 0;
|
|
for ( pss = GET_FIRST(&eshipp->subsys_list); pss !=END_OF_LIST(&eshipp->subsys_list); pss = GET_NEXT(pss) ) {
|
|
model_subsystem *psub = pss->system_info;
|
|
|
|
// if we've reached max turrets bail
|
|
if(aifft_list_size >= MAX_AIFFT_TURRETS){
|
|
break;
|
|
}
|
|
|
|
// Don't process destroyed objects
|
|
if ( pss->current_hits <= 0.0f ){
|
|
continue;
|
|
}
|
|
|
|
switch (psub->type) {
|
|
case SUBSYSTEM_WEAPONS:
|
|
aifft_list[aifft_list_size] = pss;
|
|
aifft_rank[aifft_list_size++] = 1.4f;
|
|
break;
|
|
|
|
case SUBSYSTEM_TURRET:
|
|
aifft_list[aifft_list_size] = pss;
|
|
aifft_rank[aifft_list_size++] = 1.2f;
|
|
break;
|
|
|
|
case SUBSYSTEM_SENSORS:
|
|
case SUBSYSTEM_ENGINE:
|
|
aifft_list[aifft_list_size] = pss;
|
|
aifft_rank[aifft_list_size++] = 1.0f;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// DKA: 6/28/99 all subsystems can be destroyed.
|
|
//Assert(aifft_list_size > 0);
|
|
if (aifft_list_size == 0) {
|
|
return best_subsysp;
|
|
}
|
|
|
|
// determine a stride value so we're not checking too many turrets
|
|
int stride = aifft_list_size > aifft_max_checks ? aifft_list_size / aifft_max_checks : 1;
|
|
if(stride <= 0){
|
|
stride = 1;
|
|
}
|
|
int offset = (int)frand_range(0.0f, (float)(aifft_list_size % stride));
|
|
int idx;
|
|
for(idx=offset; idx<aifft_list_size; idx+=stride){
|
|
dot = aifft_compute_turret_dot(objp, enemy_objp, &abs_gun_pos, ssp, aifft_list[idx]);
|
|
|
|
if (dot* aifft_rank[idx] > best_dot) {
|
|
best_dot = dot*aifft_rank[idx];
|
|
best_subsysp = aifft_list[idx];
|
|
}
|
|
}
|
|
|
|
Assert(best_subsysp != &eshipp->subsys_list);
|
|
|
|
*dot_out = best_dot;
|
|
return best_subsysp;
|
|
}
|
|
|
|
// Set active weapon for turret
|
|
void ai_turret_select_default_weapon(ship_subsys *turret)
|
|
{
|
|
ship_weapon *twp;
|
|
|
|
twp = &turret->weapons;
|
|
|
|
// If a primary weapon is available, select it
|
|
if ( twp->num_primary_banks > 0 ) {
|
|
turret->system_info->turret_weapon_type = twp->primary_bank_weapons[0];
|
|
} else if ( twp->num_secondary_banks > 0 ) {
|
|
turret->system_info->turret_weapon_type = twp->secondary_bank_weapons[0];
|
|
}
|
|
}
|
|
|
|
// return !0 if the specified target should scan for a new target, otherwise return 0
|
|
int turret_should_pick_new_target(ship_subsys *turret)
|
|
{
|
|
// int target_type;
|
|
|
|
if ( timestamp_elapsed(turret->turret_next_enemy_check_stamp) ) {
|
|
return 1;
|
|
}
|
|
|
|
return 0;
|
|
|
|
/*
|
|
if ( turret->turret_enemy_objnum == -1 ) {
|
|
return 1;
|
|
}
|
|
|
|
target_type = Objects[turret->turret_enemy_objnum].type;
|
|
if ( (target_type != OBJ_SHIP) && (target_type != OBJ_ASTEROID) ) {
|
|
return 1;
|
|
}
|
|
|
|
return 0;
|
|
*/
|
|
}
|
|
|
|
// Set the next fire timestamp for a turret, based on weapon type and ai class
|
|
void turret_set_next_fire_timestamp(ship_subsys *turret, ai_info *aip)
|
|
{
|
|
float wait;
|
|
int weapon_id;
|
|
|
|
weapon_id = turret->system_info->turret_weapon_type;
|
|
|
|
wait = Weapon_info[weapon_id].fire_wait * 1000.0f;
|
|
|
|
// make side even for team vs. team
|
|
#ifndef NO_NETWORK
|
|
if ((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)) {
|
|
// flak guns need to fire more rapidly
|
|
if (Weapon_info[weapon_id].wi_flags & WIF_FLAK) {
|
|
wait *= Ship_fire_delay_scale_friendly[Game_skill_level] * 0.5f;
|
|
wait += (Num_ai_classes - aip->ai_class - 1) * 40.0f;
|
|
} else {
|
|
wait *= Ship_fire_delay_scale_friendly[Game_skill_level];
|
|
wait += (Num_ai_classes - aip->ai_class - 1) * 100.0f;
|
|
}
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
// flak guns need to fire more rapidly
|
|
if (Weapon_info[weapon_id].wi_flags & WIF_FLAK) {
|
|
if (Ships[aip->shipnum].team == TEAM_FRIENDLY) {
|
|
wait *= Ship_fire_delay_scale_friendly[Game_skill_level] * 0.5f;
|
|
} else {
|
|
wait *= Ship_fire_delay_scale_hostile[Game_skill_level] * 0.5f;
|
|
}
|
|
wait += (Num_ai_classes - aip->ai_class - 1) * 40.0f;
|
|
|
|
} else if (Weapon_info[weapon_id].wi_flags & WIF_HUGE) {
|
|
// make huge weapons fire independently of team
|
|
wait *= Ship_fire_delay_scale_friendly[Game_skill_level];
|
|
wait += (Num_ai_classes - aip->ai_class - 1) * 100.0f;
|
|
} else {
|
|
// give team friendly an advantage
|
|
if (Ships[aip->shipnum].team == TEAM_FRIENDLY) {
|
|
wait *= Ship_fire_delay_scale_friendly[Game_skill_level];
|
|
} else {
|
|
wait *= Ship_fire_delay_scale_hostile[Game_skill_level];
|
|
}
|
|
wait += (Num_ai_classes - aip->ai_class - 1) * 100.0f;
|
|
}
|
|
}
|
|
|
|
// vary wait time +/- 10%
|
|
wait *= frand_range(0.9f, 1.1f);
|
|
turret->turret_next_fire_stamp = timestamp((int) wait);
|
|
}
|
|
|
|
// Decide if a turret should launch an aspect seeking missile
|
|
int turret_should_fire_aspect(ship_subsys *turret, float dot, int weapon_class)
|
|
{
|
|
weapon_info *wip;
|
|
|
|
wip = &Weapon_info[weapon_class];
|
|
|
|
if ( (dot > AICODE_TURRET_DUMBFIRE_ANGLE) && (turret->turret_time_enemy_in_range >= min(wip->min_lock_time,AICODE_TURRET_MAX_TIME_IN_RANGE)) ) {
|
|
return 1;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
// Update how long current target has been in this turrets range
|
|
void turret_update_enemy_in_range(ship_subsys *turret, float seconds)
|
|
{
|
|
turret->turret_time_enemy_in_range += seconds;
|
|
|
|
if ( turret->turret_time_enemy_in_range < 0.0f ) {
|
|
turret->turret_time_enemy_in_range = 0.0f;
|
|
}
|
|
|
|
if ( turret->turret_time_enemy_in_range > AICODE_TURRET_MAX_TIME_IN_RANGE ) {
|
|
turret->turret_time_enemy_in_range = AICODE_TURRET_MAX_TIME_IN_RANGE;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
// Fire a weapon from a turret
|
|
void turret_fire_weapon(ship_subsys *turret, int parent_objnum, vector *turret_pos, vector *turret_fvec, vector *predicted_pos = NULL)
|
|
{
|
|
matrix turret_orient;
|
|
int turret_weapon_class, weapon_objnum;
|
|
ai_info *parent_aip;
|
|
ship *parent_ship;
|
|
beam_fire_info fire_info;
|
|
float flak_range = 0.0f;
|
|
weapon_info *wip;
|
|
weapon *wp;
|
|
object *objp;
|
|
|
|
parent_aip = &Ai_info[Ships[Objects[parent_objnum].instance].ai_index];
|
|
parent_ship = &Ships[Objects[parent_objnum].instance];
|
|
turret_weapon_class = turret->system_info->turret_weapon_type;
|
|
wip=&Weapon_info[turret_weapon_class];
|
|
|
|
if (check_ok_to_fire(parent_objnum, turret->turret_enemy_objnum, &Weapon_info[turret_weapon_class])) {
|
|
vm_vector_2_matrix(&turret_orient, turret_fvec, NULL, NULL);
|
|
turret->turret_last_fire_direction = *turret_fvec;
|
|
|
|
// set next fire timestamp for the turret
|
|
turret_set_next_fire_timestamp(turret, parent_aip);
|
|
|
|
// if this weapon is a beam weapon, handle it specially
|
|
if(wip->wi_flags & WIF_BEAM){
|
|
// if this beam isn't free to fire
|
|
if (!(turret->weapons.flags & SW_FLAG_BEAM_FREE)) {
|
|
Int3(); // should never get this far
|
|
return;
|
|
}
|
|
|
|
|
|
// stuff beam firing info
|
|
memset(&fire_info, 0, sizeof(beam_fire_info));
|
|
fire_info.accuracy = 1.0f;
|
|
fire_info.beam_info_index = turret_weapon_class;
|
|
fire_info.beam_info_override = NULL;
|
|
fire_info.shooter = &Objects[parent_objnum];
|
|
fire_info.target = &Objects[turret->turret_enemy_objnum];
|
|
fire_info.target_subsys = NULL;
|
|
fire_info.turret = turret;
|
|
fire_info.fighter_beam = false;
|
|
|
|
// fire a beam weapon
|
|
beam_fire(&fire_info);
|
|
|
|
if (parent_ship->cloak_stage == 2)
|
|
{
|
|
beam_weapon_info *bip=&wip->b_info;
|
|
shipfx_start_cloak(parent_ship,bip->beam_warmup + bip->beam_warmdown + (int)(bip->beam_life*1000.0f) + 1000);
|
|
}
|
|
|
|
} else {
|
|
|
|
// don't fire swarm, but set up swarm info
|
|
if (wip->wi_flags & WIF_SWARM) {
|
|
turret_swarm_set_up_info(parent_objnum, turret, turret_weapon_class);
|
|
return;
|
|
}
|
|
|
|
for (int i=0; i < wip->shots; i++)
|
|
{
|
|
weapon_objnum = weapon_create( turret_pos, &turret_orient, turret_weapon_class, parent_objnum, 0, -1, 1);
|
|
weapon_set_tracking_info(weapon_objnum, parent_objnum, turret->turret_enemy_objnum, 1, turret->targeted_subsys);
|
|
|
|
|
|
objp=&Objects[weapon_objnum];
|
|
wp=&Weapons[objp->instance];
|
|
//nprintf(("AI", "Turret_time_enemy_in_range = %7.3f\n", ss->turret_time_enemy_in_range));
|
|
if (weapon_objnum != -1) {
|
|
wp->target_num = turret->turret_enemy_objnum;
|
|
// AL 1-6-97: Store pointer to turret subsystem
|
|
wp->turret_subsys = turret;
|
|
|
|
// if the gun is a flak gun
|
|
if(wip->wi_flags & WIF_FLAK){
|
|
// show a muzzle flash
|
|
flak_muzzle_flash(turret_pos, turret_fvec, turret_weapon_class);
|
|
|
|
// pick a firing range so that it detonates properly
|
|
flak_pick_range(objp, predicted_pos, ship_get_subsystem_strength(parent_ship, SUBSYSTEM_WEAPONS));
|
|
|
|
// determine what that range was
|
|
flak_range = flak_get_range(objp);
|
|
}
|
|
|
|
#ifndef NO_NETWORK
|
|
// in multiplayer (and the master), then send a turret fired packet.
|
|
if ( MULTIPLAYER_MASTER && (weapon_objnum != -1) ) {
|
|
int subsys_index;
|
|
|
|
subsys_index = ship_get_index_from_subsys(turret, parent_objnum );
|
|
Assert( subsys_index != -1 );
|
|
if(wip->wi_flags & WIF_FLAK){
|
|
send_flak_fired_packet( parent_objnum, subsys_index, weapon_objnum, flak_range );
|
|
} else {
|
|
send_turret_fired_packet( parent_objnum, subsys_index, weapon_objnum );
|
|
}
|
|
}
|
|
#endif
|
|
if ( wip->launch_snd != -1 ) {
|
|
if ( parent_objnum != OBJ_INDEX(Player_obj) ) {
|
|
snd_play_3d( &Snds[wip->launch_snd], turret_pos, &View_position );
|
|
}
|
|
}
|
|
}
|
|
|
|
if ((parent_ship->cloak_stage > 0) && (parent_ship->cloak_stage < 3))
|
|
{
|
|
shipfx_start_cloak(parent_ship,500);
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
float wait = 1000.0f * frand_range(0.9f, 1.1f);
|
|
turret->turret_next_fire_stamp = timestamp((int) wait);
|
|
}
|
|
}
|
|
|
|
void turret_swarm_fire_from_turret(ship_subsys *turret, int parent_objnum, int target_objnum, ship_subsys *target_subsys)
|
|
{
|
|
int turret_weapon_class, weapon_objnum;
|
|
matrix turret_orient;
|
|
vector turret_pos, turret_fvec;
|
|
|
|
// parent not alive, quick out.
|
|
if (Objects[parent_objnum].type != OBJ_SHIP) {
|
|
return;
|
|
}
|
|
|
|
// change firing point
|
|
ship_get_global_turret_gun_info(&Objects[parent_objnum], turret, &turret_pos, &turret_fvec, 1, NULL);
|
|
turret->turret_next_fire_pos++;
|
|
|
|
// get class [index into Weapon_info array
|
|
turret_weapon_class = turret->system_info->turret_weapon_type;
|
|
Assert(Weapon_info[turret_weapon_class].wi_flags & WIF_SWARM);
|
|
|
|
|
|
// *If it's a non-homer, then use the last fire direction instead of turret orientation to fix inaccuracy
|
|
// problems with non-homing swarm weapons -Et1
|
|
if( !( Weapon_info[turret_weapon_class].wi_flags & WIF_HOMING ) )
|
|
{
|
|
|
|
turret_fvec = turret->turret_last_fire_direction;
|
|
|
|
}
|
|
|
|
// make turret_orient from turret_fvec -- turret->turret_last_fire_direction
|
|
vm_vector_2_matrix(&turret_orient, &turret_fvec, NULL, NULL);
|
|
|
|
// create weapon and homing info
|
|
weapon_objnum = weapon_create(&turret_pos, &turret_orient, turret_weapon_class, parent_objnum, 0, -1, 1);
|
|
weapon_set_tracking_info(weapon_objnum, parent_objnum, target_objnum, 1, target_subsys);
|
|
|
|
// do other cool stuff if weapon is created.
|
|
if (weapon_objnum > -1) {
|
|
Weapons[Objects[weapon_objnum].instance].turret_subsys = turret;
|
|
Weapons[Objects[weapon_objnum].instance].target_num = turret->turret_enemy_objnum;
|
|
|
|
// maybe sound
|
|
if ( Weapon_info[turret_weapon_class].launch_snd != -1 ) {
|
|
// Don't play turret firing sound if turret sits on player ship... it gets annoying.
|
|
if ( parent_objnum != OBJ_INDEX(Player_obj) ) {
|
|
snd_play_3d( &Snds[Weapon_info[turret_weapon_class].launch_snd], &turret_pos, &View_position );
|
|
}
|
|
}
|
|
|
|
#ifndef NO_NETWORK
|
|
// in multiplayer (and the master), then send a turret fired packet.
|
|
if ( MULTIPLAYER_MASTER && (weapon_objnum != -1) ) {
|
|
int subsys_index;
|
|
|
|
subsys_index = ship_get_index_from_subsys(turret, parent_objnum );
|
|
Assert( subsys_index != -1 );
|
|
send_turret_fired_packet( parent_objnum, subsys_index, weapon_objnum );
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
|
|
int Num_ai_firing = 0;
|
|
int Num_find_turret_enemy = 0;
|
|
int Num_turrets_fired = 0;
|
|
// Given a turret tp and its parent parent_objnum, fire from the turret at its enemy.
|
|
void ai_fire_from_turret(ship *shipp, ship_subsys *ss, int parent_objnum)
|
|
{
|
|
float weapon_firing_range;
|
|
|
|
// *Weapon minimum firing range -Et1
|
|
float WeaponMinRange;
|
|
|
|
vector v2e;
|
|
object *lep; // Last enemy pointer
|
|
model_subsystem *tp = ss->system_info;
|
|
int use_angles, turret_weapon_class;
|
|
vector predicted_enemy_pos;
|
|
object *objp;
|
|
ai_info *aip;
|
|
|
|
if (!Ai_firing_enabled) {
|
|
return;
|
|
}
|
|
|
|
if (ss->current_hits < 0.0f) {
|
|
return;
|
|
}
|
|
|
|
if ( ship_subsys_disrupted(ss) ){ // AL 1/19/98: Make sure turret isn't suffering disruption effects
|
|
return;
|
|
}
|
|
|
|
// Check turret free
|
|
if (ss->weapons.flags & SW_FLAG_TURRET_LOCK) {
|
|
return;
|
|
}
|
|
|
|
// If beam weapon, check beam free
|
|
if ( (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM) && !(ss->weapons.flags & SW_FLAG_BEAM_FREE) ) {
|
|
return;
|
|
}
|
|
|
|
Assert( shipp->objnum == parent_objnum );
|
|
|
|
if ( tp->turret_weapon_type < 0 ){
|
|
return;
|
|
}
|
|
|
|
// Monitor number of calls to ai_fire_from_turret
|
|
Num_ai_firing++;
|
|
|
|
turret_weapon_class = tp->turret_weapon_type;
|
|
|
|
// AL 09/14/97: ensure ss->turret_enemy_objnum != -1 before setting lep
|
|
if ( (ss->turret_enemy_objnum >= 0 && ss->turret_enemy_objnum < MAX_OBJECTS) && (ss->turret_enemy_sig == Objects[ss->turret_enemy_objnum].signature)) {
|
|
lep = &Objects[ss->turret_enemy_objnum];
|
|
|
|
// MK -- here is where turret is targeting a bomb. I simply return for now. We should force
|
|
// a target change -- or better yet, never pick a weapon when this turret has a "huge" weapon
|
|
// loaded.
|
|
|
|
// we only care about targets which are ships.
|
|
//if ( lep->type != OBJ_SHIP )
|
|
// return;
|
|
|
|
// If targeted a small ship and have a huge weapon, don't fire. But this shouldn't happen, as a small ship should not get selected.
|
|
if ( Weapon_info[turret_weapon_class].wi_flags & WIF_HUGE ) {
|
|
if ( lep->type != OBJ_SHIP ) {
|
|
return;
|
|
}
|
|
if ( !(Ship_info[Ships[lep->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) ) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
// If targeting protected or beam protected ship, don't fire. Reset enemy objnum
|
|
if (lep->type == OBJ_SHIP) {
|
|
// Check if we're targeting a protected ship
|
|
if (lep->flags & OF_PROTECTED) {
|
|
ss->turret_enemy_objnum = -1;
|
|
ss->turret_time_enemy_in_range = 0.0f;
|
|
return;
|
|
}
|
|
|
|
// Check if we're targeting a beam protected ship with a beam weapon
|
|
if ( (lep->flags & OF_BEAM_PROTECTED) && (Weapon_info[turret_weapon_class].wi_flags & WIF_BEAM) ) {
|
|
ss->turret_enemy_objnum = -1;
|
|
ss->turret_time_enemy_in_range = 0.0f;
|
|
return;
|
|
}
|
|
}
|
|
} else {
|
|
ss->turret_enemy_objnum = -1;
|
|
lep = NULL;
|
|
}
|
|
|
|
Assert((parent_objnum >= 0) && (parent_objnum < MAX_OBJECTS));
|
|
objp = &Objects[parent_objnum];
|
|
Assert(objp->type == OBJ_SHIP);
|
|
aip = &Ai_info[Ships[objp->instance].ai_index];
|
|
|
|
// Use the turret info for all guns, not one gun in particular.
|
|
vector gvec, gpos;
|
|
ship_get_global_turret_info(&Objects[parent_objnum], tp, &gpos, &gvec);
|
|
|
|
// Rotate the turret even if time hasn't elapsed, since it needs to turn to face its target.
|
|
use_angles = aifft_rotate_turret(shipp, parent_objnum, ss, objp, lep, &predicted_enemy_pos, &gvec);
|
|
|
|
if ( !timestamp_elapsed(ss->turret_next_fire_stamp)){
|
|
return;
|
|
}
|
|
|
|
// Don't try to fire beyond weapon_limit_range
|
|
weapon_firing_range = min(Weapon_info[tp->turret_weapon_type].lifetime * Weapon_info[tp->turret_weapon_type].max_speed, Weapon_info[tp->turret_weapon_type].weapon_range);
|
|
|
|
|
|
// *Weapon minimum firing range -Et1
|
|
|
|
WeaponMinRange = Weapon_info[tp->turret_weapon_type].WeaponMinRange;
|
|
|
|
|
|
if (Weapon_info[turret_weapon_class].wi_flags2 & WIF2_LOCAL_SSM)
|
|
{
|
|
|
|
weapon_firing_range=Weapon_info[turret_weapon_class].lssm_lock_range;
|
|
|
|
|
|
// *If weapon max range gets capped like this, ignore min range. Dunno if it's even
|
|
// usable with local ssm -Et1
|
|
|
|
WeaponMinRange = 0.0f;
|
|
|
|
}
|
|
|
|
|
|
// if beam weapon in nebula and target not tagged, decrase firing range
|
|
extern int Nebula_sec_range;
|
|
if (Weapon_info[turret_weapon_class].wi_flags & WIF_BEAM) {
|
|
if ( !((shipp->tag_left > 0) || (shipp->level2_tag_left > 0)) ) {
|
|
if (Nebula_sec_range)
|
|
{
|
|
|
|
weapon_firing_range *= float(BEAM_NEBULA_RANGE_REDUCE_FACTOR);
|
|
|
|
|
|
// *Scale minimum weapon range in nebula -Et1
|
|
|
|
WeaponMinRange *= float(BEAM_NEBULA_RANGE_REDUCE_FACTOR);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (ss->turret_enemy_objnum != -1) {
|
|
float dist_to_enemy = vm_vec_normalized_dir(&v2e, &predicted_enemy_pos, &gpos) - lep->radius;
|
|
|
|
// *Check both min and max range -Et1
|
|
|
|
if( dist_to_enemy > weapon_firing_range || dist_to_enemy < (WeaponMinRange - lep->radius) )
|
|
{
|
|
|
|
ss->turret_enemy_objnum = -1; // Force picking of new enemy.
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Turret spawn weapons are a special case. They fire if there are enough enemies in the
|
|
// immediate area (not necessarily in the turret fov).
|
|
if ( Weapon_info[turret_weapon_class].wi_flags & WIF_SPAWN ) {
|
|
int num_ships_nearby;
|
|
num_ships_nearby = num_nearby_fighters(get_enemy_team_mask(parent_objnum), &gpos, 1500.0f);
|
|
if (( num_ships_nearby >= 3 ) || ((num_ships_nearby >= 2) && (frand() < 0.1f))) {
|
|
turret_fire_weapon(ss, parent_objnum, &gpos, &ss->turret_last_fire_direction);
|
|
} else {
|
|
ss->turret_next_fire_stamp = timestamp(1000); // Regardless of firing rate, don't check whether should fire for awhile.
|
|
}
|
|
return;
|
|
}
|
|
|
|
// Maybe pick a new enemy.
|
|
if ( turret_should_pick_new_target(ss) ) {
|
|
Num_find_turret_enemy++;
|
|
int objnum = find_turret_enemy(ss, parent_objnum, &gpos, &gvec, ss->turret_enemy_objnum, tp->turret_fov, Weapon_info[turret_weapon_class].wi_flags & WIF_HUGE, Weapon_info[turret_weapon_class].wi_flags2 & WIF2_SMALL_ONLY);
|
|
Assert(objnum < 0 || is_target_beam_valid(ss, objnum));
|
|
|
|
if (objnum != -1) {
|
|
if (ss->turret_enemy_objnum == -1) {
|
|
ss->turret_enemy_objnum = objnum;
|
|
ss->turret_enemy_sig = Objects[objnum].signature;
|
|
// why return?
|
|
return;
|
|
} else {
|
|
ss->turret_enemy_objnum = objnum;
|
|
ss->turret_enemy_sig = Objects[objnum].signature;
|
|
}
|
|
} else {
|
|
ss->turret_enemy_objnum = -1;
|
|
}
|
|
|
|
if (ss->turret_enemy_objnum != -1) {
|
|
float dot = 1.0f;
|
|
lep = &Objects[ss->turret_enemy_objnum];
|
|
if ( lep->type == OBJ_SHIP ) {
|
|
ss->targeted_subsys = aifft_find_turret_subsys(objp, ss, lep, &dot);
|
|
}
|
|
ss->turret_next_enemy_check_stamp = timestamp((int) (max(dot, 0.5f)*2000.0f) + 1000);
|
|
} else {
|
|
ss->turret_next_enemy_check_stamp = timestamp((int) (2000.0f * frand_range(0.9f, 1.1f))); // Check every two seconds
|
|
}
|
|
}
|
|
|
|
// If still don't have an enemy, return. Or, if enemy is protected, return.
|
|
if (ss->turret_enemy_objnum != -1) {
|
|
// Don't shoot at ship we're docked with.
|
|
// Volition originally meant for us to also not shoot at a ship we're docking with, but they messed it up so that
|
|
// it didn't work. And with the new code, it's expensive. So we keep the old behavior.
|
|
if (dock_check_find_docked_object(objp, &Objects[ss->turret_enemy_objnum]))
|
|
{
|
|
ss->turret_enemy_objnum = -1;
|
|
return;
|
|
}
|
|
|
|
if (Objects[ss->turret_enemy_objnum].flags & OF_PROTECTED) {
|
|
// This can happen if the enemy was selected before it became protected.
|
|
ss->turret_enemy_objnum = -1;
|
|
return;
|
|
}
|
|
|
|
lep = &Objects[ss->turret_enemy_objnum];
|
|
} else {
|
|
if (timestamp_until(ss->turret_next_fire_stamp) < 500) {
|
|
ss->turret_next_fire_stamp = timestamp(500);
|
|
}
|
|
return;
|
|
}
|
|
|
|
if ( lep == NULL ){
|
|
return;
|
|
}
|
|
|
|
Assert(ss->turret_enemy_objnum != -1);
|
|
|
|
float dot = vm_vec_dot(&v2e, &gvec);
|
|
|
|
if (dot > tp->turret_fov ) {
|
|
// Ok, the turret is lined up... now line up a particular gun.
|
|
int ok_to_fire = 0;
|
|
float dist_to_enemy;
|
|
|
|
// We're ready to fire... now get down to specifics, like where is the
|
|
// actual gun point and normal, not just the one for whole turret.
|
|
ship_get_global_turret_gun_info(&Objects[parent_objnum], ss, &gpos, &gvec, use_angles, &predicted_enemy_pos);
|
|
ss->turret_next_fire_pos++;
|
|
|
|
// Fire in the direction the turret is facing, not right at the target regardless of turret dir.
|
|
vm_vec_sub(&v2e, &predicted_enemy_pos, &gpos);
|
|
dist_to_enemy = vm_vec_normalize(&v2e);
|
|
dot = vm_vec_dot(&v2e, &gvec);
|
|
|
|
// if the weapon is a flak gun, add some jitter to its aim so it fires in a "cone" to make a cool visual effect
|
|
// and make them less lethal
|
|
if(Weapon_info[turret_weapon_class].wi_flags & WIF_FLAK){
|
|
flak_jitter_aim(&v2e, dist_to_enemy, ship_get_subsystem_strength(shipp, SUBSYSTEM_WEAPONS));
|
|
}
|
|
|
|
// Fire if:
|
|
// dumbfire and nearly pointing at target.
|
|
// heat seeking and target in a fairly wide cone.
|
|
// aspect seeking and target is locked.
|
|
turret_weapon_class = tp->turret_weapon_type;
|
|
|
|
// if dumbfire (lasers and non-homing missiles)
|
|
if ( !(Weapon_info[turret_weapon_class].wi_flags & WIF_HOMING) ) {
|
|
if ((dist_to_enemy < 75.0f) || (dot > AICODE_TURRET_DUMBFIRE_ANGLE )) {
|
|
turret_update_enemy_in_range(ss, 2*Weapon_info[turret_weapon_class].fire_wait);
|
|
ok_to_fire = 1;
|
|
}
|
|
} else if ( Weapon_info[turret_weapon_class].wi_flags & WIF_HOMING_HEAT ) { // if heat seekers
|
|
if ((dist_to_enemy < 50.0f) || (dot > AICODE_TURRET_HEATSEEK_ANGLE )) {
|
|
turret_update_enemy_in_range(ss, 2*Weapon_info[turret_weapon_class].fire_wait);
|
|
ok_to_fire = 1;
|
|
}
|
|
} else if ( Weapon_info[turret_weapon_class].wi_flags & WIF_HOMING_ASPECT ) { // if aspect seeker
|
|
if ((dist_to_enemy < 50.0f) || (dot > AICODE_TURRET_DUMBFIRE_ANGLE )) {
|
|
turret_update_enemy_in_range(ss, 2*Weapon_info[turret_weapon_class].fire_wait);
|
|
}
|
|
if ( turret_should_fire_aspect(ss, dot, turret_weapon_class) ) {
|
|
ok_to_fire = 1;
|
|
}
|
|
}
|
|
|
|
//start testing if your going to hit yourself-Bobboau
|
|
/* Goober5000 - commented this out because it screws up some stuff in the main campaign
|
|
{
|
|
polymodel *pm = model_get(shipp->modelnum);
|
|
mc_info test_collide;
|
|
matrix or_t;
|
|
vm_vector_2_matrix(&or_t, &v2e, NULL, NULL);
|
|
vector start, end;
|
|
|
|
float r;
|
|
if(Weapon_info[tp->turret_weapon_type].model_num != -1)
|
|
r = model_get_radius(Weapon_info[tp->turret_weapon_type].model_num);
|
|
else
|
|
r = Weapon_info[tp->turret_weapon_type].laser_head_radius;
|
|
|
|
|
|
vm_vec_scale_add(&start,&gpos, &gvec, r*4);
|
|
vm_vec_scale_add(&end,&gpos, &gvec, model_get_radius(shipp->modelnum));
|
|
|
|
test_collide.model_num = shipp->modelnum;
|
|
test_collide.submodel_num = pm->detail[0];
|
|
test_collide.orient = &objp->orient;
|
|
test_collide.pos = &objp->pos;
|
|
test_collide.p0 = &gpos;
|
|
test_collide.p1 = &end;
|
|
test_collide.flags = MC_CHECK_MODEL | MC_CHECK_RAY;
|
|
|
|
// static int blocked = 0;
|
|
// static int notblocked = 0;
|
|
if(model_collide(&test_collide)){
|
|
ok_to_fire = 0;
|
|
// blocked++;
|
|
// mprintf(( "blocked on ship class %s, turret %s ", Ship_info[shipp->ship_info_index].name, ss->system_info->name ));
|
|
}//else notblocked++;
|
|
}
|
|
//end testing if your going to hit yourself
|
|
*/
|
|
|
|
// mprintf(( "blocked:%d, not blocked:,%d,\n", blocked, notblocked ));
|
|
|
|
if ( ok_to_fire ) {
|
|
Num_turrets_fired++;
|
|
|
|
turret_fire_weapon(ss, parent_objnum, &gpos, &v2e, &predicted_enemy_pos);
|
|
} else {
|
|
turret_update_enemy_in_range(ss, -4*Weapon_info[tp->turret_weapon_type].fire_wait);
|
|
ss->turret_next_fire_stamp = timestamp(500);
|
|
}
|
|
} else {
|
|
// Lost him!
|
|
ss->turret_enemy_objnum = -1; // Reset enemy objnum, find a new one next frame.
|
|
ss->turret_time_enemy_in_range = 0.0f;
|
|
}
|
|
}
|
|
|
|
// TURRET END
|
|
|
|
#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;
|
|
vector gpos2;
|
|
int i;
|
|
|
|
for (i=0; i<Num_AI_debug_render_stuff; i++) {
|
|
ship_subsys *ss;
|
|
int parent_objnum;
|
|
vector gpos, gvec;
|
|
model_subsystem *tp;
|
|
|
|
ss = AI_debug_render_stuff[i].ss;
|
|
tp = ss->system_info;
|
|
|
|
parent_objnum = AI_debug_render_stuff[i].parent_objnum;
|
|
|
|
ship_get_global_turret_info(&Objects[parent_objnum], tp, &gpos, &gvec);
|
|
g3_rotate_vertex(&vert1, &gpos);
|
|
vm_vec_scale_add(&gpos2, &gpos, &gvec, 20.0f);
|
|
g3_rotate_vertex(&vert2, &gpos2);
|
|
gr_set_color(0, 0, 255);
|
|
g3_draw_sphere(&vert1, 2.0f);
|
|
gr_set_color(255, 0, 255);
|
|
g3_draw_sphere(&vert2, 2.0f);
|
|
g3_draw_line(&vert1, &vert2);
|
|
}
|
|
|
|
// draw from beta to its goal point
|
|
/* for (i=0; i<6; i++) {
|
|
ai_info *aip = &Ai_info[i];
|
|
gr_set_color(0, 0, 255);
|
|
g3_rotate_vertex(&vert1, &Objects[i].pos);
|
|
g3_rotate_vertex(&vert2, &aip->goal_point);
|
|
g3_draw_line(&vert1, &vert2);
|
|
} */
|
|
|
|
|
|
Num_AI_debug_render_stuff = 0;
|
|
}
|
|
|
|
#endif
|
|
|
|
#ifndef NDEBUG
|
|
int Msg_count_4996 = 0;
|
|
#endif
|
|
|
|
// --------------------------------------------------------------------------
|
|
// Process subobjects of object objnum.
|
|
// Deal with engines disabled.
|
|
void process_subobjects(int objnum)
|
|
{
|
|
ship_subsys *pss;
|
|
object *objp = &Objects[objnum];
|
|
ship *shipp = &Ships[objp->instance];
|
|
ai_info *aip = &Ai_info[shipp->ai_index];
|
|
ship_info *sip = &Ship_info[shipp->ship_info_index];
|
|
|
|
model_subsystem *psub;
|
|
for ( pss = GET_FIRST(&shipp->subsys_list); pss !=END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
|
|
psub = pss->system_info;
|
|
|
|
// Don't process destroyed objects
|
|
if ( pss->current_hits <= 0.0f )
|
|
continue;
|
|
|
|
switch (psub->type) {
|
|
case SUBSYSTEM_TURRET:
|
|
if ( psub->turret_num_firing_points > 0 ) {
|
|
ai_fire_from_turret(shipp, pss, objnum);
|
|
} else {
|
|
#ifndef NDEBUG
|
|
if (!Msg_count_4996) {
|
|
Warning( LOCATION, "Ship '%s' has turrets with no guns!\nProbably a model problem, so get an artist!", shipp->ship_name );
|
|
Msg_count_4996++;
|
|
}
|
|
#endif
|
|
}
|
|
break;
|
|
|
|
case SUBSYSTEM_ENGINE:
|
|
case SUBSYSTEM_NAVIGATION:
|
|
case SUBSYSTEM_COMMUNICATION:
|
|
case SUBSYSTEM_WEAPONS:
|
|
case SUBSYSTEM_SENSORS:
|
|
case SUBSYSTEM_UNKNOWN:
|
|
break;
|
|
|
|
// next set of subsystems may rotation
|
|
case SUBSYSTEM_RADAR:
|
|
case SUBSYSTEM_SOLAR:
|
|
case SUBSYSTEM_GAS_COLLECT:
|
|
case SUBSYSTEM_ACTIVATION:
|
|
break;
|
|
default:
|
|
Error(LOCATION, "Illegal subsystem type.\n");
|
|
}
|
|
|
|
// do solar/radar/gas/activator rotation here
|
|
ship_do_submodel_rotation(shipp, psub, pss);
|
|
}
|
|
|
|
// Deal with a ship with blown out engines.
|
|
if (ship_get_subsystem_strength(shipp, SUBSYSTEM_ENGINE) == 0.0f) {
|
|
if (sip->flags & (SIF_FIGHTER | SIF_BOMBER)) {
|
|
// AL: Only attack forever if not trying to depart to a docking bay. Need to have this in, since
|
|
// a ship may get repaired... and it should still try to depart. Since docking bay departures
|
|
// are not handled as goals, we don't want to leave the AIM_BAY_DEPART mode.
|
|
if ( aip->mode != AIM_BAY_DEPART ) {
|
|
ai_attack_object(objp, NULL, 99, NULL); // Regardless of current mode, enter attack mode.
|
|
aip->submode = SM_ATTACK_FOREVER; // Never leave attack submode, don't avoid, evade, etc.
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
}
|
|
|
|
// Given an object and the wing it's in, return its index in the wing list.
|
|
// This defines its location in the wing formation.
|
|
// If the object can't be found in the wing, return -1.
|
|
// *objp object of interest
|
|
// wingnum the wing *objp is in
|
|
int get_wing_index(object *objp, int wingnum)
|
|
{
|
|
wing *wingp;
|
|
int i;
|
|
|
|
Assert((wingnum >= 0) && (wingnum < MAX_WINGS));
|
|
|
|
wingp = &Wings[wingnum];
|
|
|
|
for (i=wingp->current_count-1; i>=0; i--)
|
|
if ( objp->instance == wingp->ship_index[i] )
|
|
break;
|
|
|
|
return i; // Note, returns -1 if string not found.
|
|
}
|
|
|
|
// Given a wing, return a pointer to the object of its leader.
|
|
// Asserts if object not found.
|
|
// Currently, the wing leader is defined as the first object in the wing.
|
|
// wingnum Wing number in Wings array.
|
|
// If wing leader is disabled, swap it with another ship.
|
|
object * get_wing_leader(int wingnum)
|
|
{
|
|
wing *wingp;
|
|
int ship_num;
|
|
|
|
Assert((wingnum >= 0) && (wingnum < MAX_WINGS));
|
|
|
|
wingp = &Wings[wingnum];
|
|
|
|
Assert(wingp->current_count != 0); // Make sure there is a leader
|
|
|
|
ship_num = wingp->ship_index[0];
|
|
|
|
// If this ship is disabled, try another ship in the wing.
|
|
int n = 0;
|
|
while (ship_get_subsystem_strength(&Ships[ship_num], SUBSYSTEM_ENGINE) == 0.0f) {
|
|
n++;
|
|
if (n >= wingp->current_count)
|
|
break;
|
|
ship_num = wingp->ship_index[n];
|
|
}
|
|
|
|
if (( n != 0) && (n != wingp->current_count)) {
|
|
int t = wingp->ship_index[0];
|
|
wingp->ship_index[0] = wingp->ship_index[n];
|
|
wingp->ship_index[n] = t;
|
|
}
|
|
|
|
return &Objects[Ships[ship_num].objnum];
|
|
}
|
|
|
|
#define DEFAULT_WING_X_DELTA 1.0f
|
|
#define DEFAULT_WING_Y_DELTA 0.25f
|
|
#define DEFAULT_WING_Z_DELTA 0.75f
|
|
#define DEFAULT_WING_MAG (fl_sqrt(DEFAULT_WING_X_DELTA*DEFAULT_WING_X_DELTA + DEFAULT_WING_Y_DELTA*DEFAULT_WING_Y_DELTA + DEFAULT_WING_Z_DELTA*DEFAULT_WING_Z_DELTA))
|
|
// next constant is higher that MAX_SHIPS_IN_WINGS to deal with forming on player's wing
|
|
#define MAX_FORMATION_ROWS 4
|
|
|
|
// Given a position in a wing, return the desired location of the ship relative to the leader
|
|
// *_delta_vec OUTPUT. delta vector based on wing_index
|
|
// wing_index position in wing.
|
|
void get_wing_delta(vector *_delta_vec, int wing_index)
|
|
{
|
|
int wi0;
|
|
|
|
Assert(wing_index >= 0);
|
|
|
|
int k, row, column;
|
|
|
|
int bank = wing_index / (MAX_FORMATION_ROWS*(MAX_FORMATION_ROWS+1)/2);
|
|
wi0 = wing_index % (MAX_FORMATION_ROWS * (MAX_FORMATION_ROWS+1)/2);
|
|
|
|
k = 0;
|
|
for (row=1; row<MAX_FORMATION_ROWS+1; row++) {
|
|
k += row;
|
|
if (wi0 < k)
|
|
break;
|
|
}
|
|
|
|
row--;
|
|
column = wi0 - k + row + 1;
|
|
|
|
_delta_vec->xyz.x = ((float) column - (float) row/2.0f) * DEFAULT_WING_X_DELTA/DEFAULT_WING_MAG;
|
|
_delta_vec->xyz.y = ((float)row + (float)bank*2.25f) * DEFAULT_WING_Y_DELTA/DEFAULT_WING_MAG;
|
|
_delta_vec->xyz.z = - ((float)row + 0.5f * (float) bank) * DEFAULT_WING_Z_DELTA/DEFAULT_WING_MAG;
|
|
|
|
}
|
|
|
|
// Compute the largest radius of a ship in a *objp's wing.
|
|
float gwlr_1(object *objp, ai_info *aip)
|
|
{
|
|
int wingnum = aip->wing;
|
|
float max_radius;
|
|
object *o;
|
|
ship_obj *so;
|
|
|
|
Assert(wingnum >= 0);
|
|
|
|
max_radius = objp->radius;
|
|
|
|
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
|
|
o = &Objects[so->objnum];
|
|
if (Ai_info[Ships[o->instance].ai_index].wing == wingnum)
|
|
if (o->radius > max_radius)
|
|
max_radius = o->radius;
|
|
}
|
|
|
|
return max_radius;
|
|
}
|
|
|
|
// Compute the largest radius of a ship forming on *objp's wing.
|
|
float gwlr_object_1(object *objp, ai_info *aip)
|
|
{
|
|
float max_radius;
|
|
object *o;
|
|
ship_obj *so;
|
|
|
|
max_radius = objp->radius;
|
|
|
|
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
|
|
o = &Objects[so->objnum];
|
|
if (Ai_info[Ships[o->instance].ai_index].goal_objnum == OBJ_INDEX(objp))
|
|
if (o->radius > max_radius)
|
|
max_radius = o->radius;
|
|
}
|
|
|
|
return max_radius;
|
|
}
|
|
|
|
// For the wing that *objp is part of, return the largest ship radius in that wing.
|
|
float get_wing_largest_radius(object *objp, int formation_object_flag)
|
|
{
|
|
ship *shipp;
|
|
ai_info *aip;
|
|
|
|
Assert(objp->type == OBJ_SHIP);
|
|
Assert((objp->instance >= 0) && (objp->instance < MAX_OBJECTS));
|
|
shipp = &Ships[objp->instance];
|
|
Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
|
|
aip = &Ai_info[shipp->ai_index];
|
|
|
|
if (formation_object_flag) {
|
|
return gwlr_object_1(objp, aip);
|
|
} else {
|
|
return gwlr_1(objp, aip);
|
|
}
|
|
|
|
}
|
|
|
|
float Wing_y_scale = 2.0f;
|
|
float Wing_scale = 1.0f;
|
|
DCF(wing_y_scale, "")
|
|
{
|
|
dc_get_arg(ARG_FLOAT);
|
|
Wing_y_scale = Dc_arg_float;
|
|
}
|
|
|
|
DCF(wing_scale, "")
|
|
{
|
|
dc_get_arg(ARG_FLOAT);
|
|
Wing_scale = Dc_arg_float;
|
|
}
|
|
|
|
// Given a wing leader and a position in the wing formation, return the desired absolute location to fly to.
|
|
// Returns result in *result_pos.
|
|
void get_absolute_wing_pos(vector *result_pos, object *leader_objp, int wing_index, int formation_object_flag)
|
|
{
|
|
vector wing_delta, rotated_wing_delta;
|
|
float wing_spread_size;
|
|
|
|
get_wing_delta(&wing_delta, wing_index); // Desired location in leader's reference frame
|
|
|
|
wing_spread_size = max(50.0f, 3.0f * get_wing_largest_radius(leader_objp, formation_object_flag) + 15.0f);
|
|
|
|
// for player obj (1) move ships up 20% (2) scale formation up 20%
|
|
if (leader_objp->flags & OF_PLAYER_SHIP) {
|
|
wing_delta.xyz.y *= Wing_y_scale;
|
|
wing_spread_size *= Wing_scale;
|
|
}
|
|
|
|
vm_vec_scale(&wing_delta, wing_spread_size * (1.0f + leader_objp->phys_info.speed/70.0f));
|
|
|
|
vm_vec_unrotate(&rotated_wing_delta, &wing_delta, &leader_objp->orient); // Rotate into leader's reference.
|
|
|
|
vm_vec_add(result_pos, &leader_objp->pos, &rotated_wing_delta); // goal_point is absolute 3-space point.
|
|
}
|
|
|
|
#ifndef NDEBUG
|
|
int Debug_render_wing_phantoms;
|
|
|
|
void render_wing_phantoms(object *objp)
|
|
{
|
|
int i;
|
|
ship *shipp;
|
|
ai_info *aip;
|
|
int wingnum;
|
|
int wing_index; // Index in wing struct, defines 3-space location in wing.
|
|
vector goal_point;
|
|
|
|
Assert(objp->type == OBJ_SHIP);
|
|
Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
|
|
|
|
shipp = &Ships[objp->instance];
|
|
Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
|
|
|
|
aip = &Ai_info[shipp->ai_index];
|
|
|
|
wingnum = aip->wing;
|
|
|
|
if (wingnum == -1)
|
|
return;
|
|
|
|
wing_index = get_wing_index(objp, wingnum);
|
|
|
|
// If this ship is NOT the leader, abort.
|
|
if (wing_index != 0)
|
|
return;
|
|
|
|
for (i=0; i<32; i++)
|
|
if (Debug_render_wing_phantoms & (1 << i)) {
|
|
get_absolute_wing_pos(&goal_point, objp, i, 0);
|
|
|
|
vertex vert;
|
|
gr_set_color(255, 0, 128);
|
|
g3_rotate_vertex(&vert, &goal_point);
|
|
g3_draw_sphere(&vert, 2.0f);
|
|
}
|
|
|
|
Debug_render_wing_phantoms = 0;
|
|
|
|
}
|
|
|
|
void render_wing_phantoms_all()
|
|
{
|
|
object *objp;
|
|
ship_obj *so;
|
|
|
|
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
|
|
ship *shipp;
|
|
ai_info *aip;
|
|
int wingnum;
|
|
int wing_index; // Index in wing struct, defines 3-space location in wing.
|
|
|
|
objp = &Objects[so->objnum];
|
|
|
|
Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
|
|
shipp = &Ships[objp->instance];
|
|
Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
|
|
|
|
aip = &Ai_info[shipp->ai_index];
|
|
|
|
wingnum = aip->wing;
|
|
|
|
if (wingnum == -1)
|
|
continue;
|
|
|
|
wing_index = get_wing_index(objp, wingnum);
|
|
|
|
// If this ship is NOT the leader, abort.
|
|
if (wing_index != 0)
|
|
continue;
|
|
|
|
render_wing_phantoms(objp);
|
|
|
|
return;
|
|
}
|
|
}
|
|
|
|
#endif
|
|
|
|
// Hook from goals code to AI.
|
|
// Force a wing to fly in formation.
|
|
// Sets AIF_FORMATION bit in ai_flags.
|
|
// wingnum Wing to force to fly in formation
|
|
void ai_fly_in_formation(int wingnum)
|
|
{
|
|
object *objp;
|
|
ship *shipp;
|
|
ship_obj *so;
|
|
|
|
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
|
|
objp = &Objects[so->objnum];
|
|
Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
|
|
|
|
shipp = &Ships[objp->instance];
|
|
Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
|
|
|
|
if (Ai_info[shipp->ai_index].wing == wingnum) {
|
|
Ai_info[shipp->ai_index].ai_flags |= AIF_FORMATION_WING;
|
|
Ai_info[shipp->ai_index].ai_flags &= ~AIF_FORMATION_OBJECT;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Hook from goals code to AI.
|
|
// Force a wing to abandon formation flying.
|
|
// Clears AIF_FORMATION bit in ai_flags.
|
|
// wingnum Wing to force to fly in formation
|
|
void ai_disband_formation(int wingnum)
|
|
{
|
|
object *objp;
|
|
ship *shipp;
|
|
ship_obj *so;
|
|
|
|
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
|
|
objp = &Objects[so->objnum];
|
|
Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
|
|
|
|
shipp = &Ships[objp->instance];
|
|
Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
|
|
|
|
if (Ai_info[shipp->ai_index].wing == wingnum) {
|
|
Ai_info[shipp->ai_index].ai_flags &= ~AIF_FORMATION_WING;
|
|
}
|
|
}
|
|
}
|
|
|
|
float Leader_chaos = 0.0f;
|
|
int Chaos_frame = -1;
|
|
|
|
// Return true if objp is flying in an erratic manner
|
|
// Only true if objp is a player
|
|
int formation_is_leader_chaotic(object *objp)
|
|
{
|
|
if (Game_mode & GM_MULTIPLAYER)
|
|
return 0;
|
|
|
|
if (objp != Player_obj)
|
|
return 0;
|
|
|
|
if (Framecount != Chaos_frame) {
|
|
float speed_scale;
|
|
float fdot, udot;
|
|
|
|
speed_scale = 3.0f + objp->phys_info.speed * 0.1f;
|
|
|
|
fdot = 5.0f * (1.0f - vm_vec_dot(&objp->orient.vec.fvec, &objp->last_orient.vec.fvec)) * flFrametime;
|
|
udot = 8.0f * (1.0f - vm_vec_dot(&objp->orient.vec.uvec, &objp->last_orient.vec.uvec)) * flFrametime;
|
|
|
|
Leader_chaos += fdot * speed_scale + udot * speed_scale;
|
|
|
|
Leader_chaos *= (1.0f - flFrametime*0.2f);
|
|
|
|
if (Leader_chaos < 0.0f)
|
|
Leader_chaos = 0.0f;
|
|
else if (Leader_chaos > 1.7f)
|
|
Leader_chaos = 1.7f;
|
|
|
|
//nprintf(("AI", "Frame %i: chaos = %7.4f\n", Framecount, Leader_chaos));
|
|
|
|
Chaos_frame = Framecount;
|
|
}
|
|
|
|
return (Leader_chaos > 1.0f);
|
|
}
|
|
|
|
void ai_most_massive_object_of_its_wing_of_all_docked_objects_helper(object *objp, dock_function_info *infop)
|
|
{
|
|
// check that I am a ship
|
|
if (objp->type == OBJ_SHIP)
|
|
{
|
|
// check that wings match
|
|
if (Ai_info[Ships[objp->instance].ai_index].wing == infop->parameter_variables.int_value)
|
|
{
|
|
// if this guy has a higher mass, he is now the most massive object
|
|
if (objp->phys_info.mass > infop->maintained_variables.objp_value->phys_info.mass)
|
|
{
|
|
infop->maintained_variables.objp_value = objp;
|
|
}
|
|
// if masses are equal, then check if this guy has a higher signature - if so, he is now the most massive object
|
|
else if (objp->phys_info.mass == infop->maintained_variables.objp_value->phys_info.mass)
|
|
{
|
|
if (objp->signature > infop->maintained_variables.objp_value->signature)
|
|
{
|
|
infop->maintained_variables.objp_value = objp;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Fly in formation.
|
|
// Make Pl_objp assume its proper place in formation.
|
|
// If the leader of the wing is doing something stupid, like fighting a battle,
|
|
// then the poor sap wingmates will be in for a "world of hurt"
|
|
// Return TRUE if we need to process this object's normal mode
|
|
int ai_formation()
|
|
{
|
|
object *leader_objp;
|
|
ship *shipp;
|
|
ai_info *aip, *laip;
|
|
int wingnum;
|
|
int wing_index; // Index in wing struct, defines 3-space location in wing.
|
|
int player_wing; // index of the players wingnum
|
|
vector goal_point, future_goal_point_5, future_goal_point_2, future_goal_point_x, future_goal_point_1000x, vec_to_goal, dir_to_goal;
|
|
float dot_to_goal, dist_to_goal, leader_speed;
|
|
|
|
Assert(Pl_objp->type == OBJ_SHIP);
|
|
Assert((Pl_objp->instance >= 0) && (Pl_objp->instance < MAX_SHIPS));
|
|
|
|
shipp = &Ships[Pl_objp->instance];
|
|
|
|
Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
|
|
|
|
aip = &Ai_info[shipp->ai_index];
|
|
|
|
Assert((aip->ai_flags & AIF_FORMATION) != AIF_FORMATION); // Make sure not both types of formation flying in effect.
|
|
|
|
// Determine which kind of formation flying.
|
|
// If tracking an object, not in waypoint mode:
|
|
if (aip->ai_flags & AIF_FORMATION_OBJECT) {
|
|
if ((aip->goal_objnum < 0) || (aip->goal_objnum >= MAX_OBJECTS)) {
|
|
aip->ai_flags &= ~AIF_FORMATION_OBJECT;
|
|
return 1;
|
|
}
|
|
|
|
wing_index = ai_formation_object_get_slotnum(aip->goal_objnum, Pl_objp);
|
|
leader_objp = &Objects[aip->goal_objnum];
|
|
} else { // Formation flying in waypoint mode.
|
|
Assert(aip->ai_flags & AIF_FORMATION_WING);
|
|
if (aip->mode != AIM_WAYPOINTS && aip->mode != AIM_FLY_TO_SHIP) {
|
|
aip->ai_flags &= ~AIF_FORMATION_WING;
|
|
return 1;
|
|
}
|
|
|
|
wingnum = aip->wing;
|
|
|
|
if (wingnum == -1)
|
|
return 1;
|
|
|
|
// disable formation flying for any ship in the players wing
|
|
player_wing = Ships[Player_obj->instance].wingnum;
|
|
if ( (player_wing != -1) && (wingnum == player_wing) && !AutoPilotEngaged)
|
|
return 1;
|
|
|
|
wing_index = get_wing_index(Pl_objp, wingnum);
|
|
|
|
leader_objp = get_wing_leader(wingnum);
|
|
|
|
}
|
|
|
|
// if Pl_objp is docked with a ship in his own wing, only the most massive one
|
|
// in the whole assembly actually flies in formation
|
|
// Goober5000 - this is really stupid code
|
|
if (object_is_docked(Pl_objp))
|
|
{
|
|
// assume I am the most massive
|
|
dock_function_info dfi;
|
|
dfi.parameter_variables.int_value = aip->wing;
|
|
dfi.maintained_variables.objp_value = Pl_objp;
|
|
|
|
// check docked objects
|
|
dock_evaluate_all_docked_objects(Pl_objp, &dfi, ai_most_massive_object_of_its_wing_of_all_docked_objects_helper);
|
|
|
|
// if I am not the most massive, return
|
|
if (dfi.maintained_variables.objp_value != Pl_objp)
|
|
{
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
Assert(leader_objp != NULL);
|
|
laip = &Ai_info[Ships[leader_objp->instance].ai_index];
|
|
|
|
// Make sure we're really in this wing.
|
|
if (wing_index == -1)
|
|
return 1;
|
|
|
|
// If this ship is the leader, abort, as he doesn't have to follow anyone.
|
|
if (wing_index == 0) {
|
|
// nprintf(("AI", "Hmm, wing leader %s in ai_formation for no good reason.\n", shipp->ship_name));
|
|
return 1;
|
|
}
|
|
|
|
if (aip->mode == AIM_WAYPOINTS) {
|
|
aip->wp_list = laip->wp_list;
|
|
if (laip->wp_index < Waypoint_lists[laip->wp_list].count)
|
|
aip->wp_index = laip->wp_index;
|
|
else
|
|
aip->wp_index = Waypoint_lists[laip->wp_list].count - 1;
|
|
aip->wp_flags = laip->wp_flags;
|
|
aip->wp_dir = laip->wp_dir;
|
|
}
|
|
|
|
#ifndef NDEBUG
|
|
Debug_render_wing_phantoms |= (1 << wing_index);
|
|
#endif
|
|
|
|
leader_speed = leader_objp->phys_info.speed;
|
|
vector leader_vec = leader_objp->phys_info.vel;
|
|
|
|
get_absolute_wing_pos(&goal_point, leader_objp, wing_index, aip->ai_flags & AIF_FORMATION_OBJECT);
|
|
vm_vec_scale_add(&future_goal_point_5, &goal_point, &leader_vec, 10.0f);
|
|
vm_vec_scale_add(&future_goal_point_2, &goal_point, &leader_vec, 5.0f);
|
|
vm_vec_scale_add(&future_goal_point_x, &goal_point, &leader_objp->orient.vec.fvec, 10.0f); // used when very close to destination
|
|
vm_vec_scale_add(&future_goal_point_1000x, &goal_point, &leader_objp->orient.vec.fvec, 1000.0f); // used when very close to destination
|
|
|
|
// Now, get information telling this object how to turn and accelerate to get to its
|
|
// desired location.
|
|
vm_vec_sub(&vec_to_goal, &goal_point, &Pl_objp->pos);
|
|
if ( vm_vec_mag_quick(&vec_to_goal) < AICODE_SMALL_MAGNITUDE )
|
|
vec_to_goal.xyz.x += 0.1f;
|
|
|
|
vm_vec_copy_normalize(&dir_to_goal, &vec_to_goal);
|
|
//dot_to_goal = vm_vec_dot(&dir_to_goal, &leader_objp->orient.fvec);
|
|
dot_to_goal = vm_vec_dot(&dir_to_goal, &Pl_objp->orient.vec.fvec);
|
|
dist_to_goal = vm_vec_dist_quick(&Pl_objp->pos, &goal_point);
|
|
float dist_to_goal_2 = vm_vec_dist_quick(&Pl_objp->pos, &future_goal_point_2);
|
|
|
|
// nprintf(("AI", "dot = %7.3f, dist = %8.3f, speed = %7.3f, leader speed = %7.3f\n", dot_to_goal, dist_to_goal, Pl_objp->phys_info.speed, leader_objp->phys_info.speed));
|
|
|
|
int chaotic_leader = 0;
|
|
|
|
chaotic_leader = formation_is_leader_chaotic(leader_objp); // Set to 1 if leader is player and flying erratically. Causes ships to not aggressively pursue formation location.
|
|
|
|
if (dist_to_goal > 500.0f) {
|
|
turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
|
|
accelerate_ship(aip, 1.0f);
|
|
} else if (dist_to_goal > 200.0f) {
|
|
if (dot_to_goal > -0.5f) {
|
|
turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
|
|
float range_speed = shipp->current_max_speed - leader_speed;
|
|
if (range_speed > 0.0f)
|
|
set_accel_for_target_speed(Pl_objp, leader_speed + range_speed * (dist_to_goal+100.0f)/500.0f);
|
|
else
|
|
set_accel_for_target_speed(Pl_objp, shipp->current_max_speed);
|
|
} else {
|
|
turn_towards_point(Pl_objp, &future_goal_point_5, NULL, 0.0f);
|
|
if (leader_speed > 10.0f)
|
|
set_accel_for_target_speed(Pl_objp, leader_speed *(1.0f + dot_to_goal));
|
|
else
|
|
set_accel_for_target_speed(Pl_objp, 10.0f);
|
|
}
|
|
} else {
|
|
vector v2f2;
|
|
float dot_to_f2;
|
|
float dist_to_f2;
|
|
|
|
dist_to_f2 = vm_vec_normalized_dir(&v2f2, &future_goal_point_2, &Pl_objp->pos);
|
|
dot_to_f2 = vm_vec_dot(&v2f2, &Pl_objp->orient.vec.fvec);
|
|
|
|
// Leader flying like a maniac. Don't try hard to form on wing.
|
|
if (chaotic_leader) {
|
|
turn_towards_point(Pl_objp, &future_goal_point_2, NULL, 0.0f);
|
|
set_accel_for_target_speed(Pl_objp, min(leader_speed*0.8f, 20.0f));
|
|
} else if (dist_to_goal > 75.0f) {
|
|
turn_towards_point(Pl_objp, &future_goal_point_2, NULL, 0.0f);
|
|
float delta_speed;
|
|
float range_speed = shipp->current_max_speed - leader_speed;
|
|
if (range_speed > 0.0f)
|
|
delta_speed = dist_to_goal_2/500.0f * range_speed;
|
|
else
|
|
delta_speed = shipp->current_max_speed - leader_speed;
|
|
if (dot_to_goal < 0.0f) {
|
|
delta_speed = -delta_speed;
|
|
if (-delta_speed > leader_speed/2)
|
|
delta_speed = -leader_speed/2;
|
|
}
|
|
|
|
if (leader_speed < 5.0f)
|
|
if (delta_speed < 5.0f)
|
|
delta_speed = 5.0f;
|
|
|
|
float scale = dot_to_f2;
|
|
if (scale < 0.1f)
|
|
scale = 0.0f;
|
|
else
|
|
scale *= scale;
|
|
|
|
set_accel_for_target_speed(Pl_objp, scale * (leader_speed + delta_speed));
|
|
} else {
|
|
//nprintf(("AI", "Dot = %7.3f\n", dot_to_goal));
|
|
|
|
if (leader_speed < 5.0f) {
|
|
// Leader very slow. If not close to goal point, get very close. Note, keep trying to get close unless
|
|
// moving very slowly, else momentum can carry far away from goal.
|
|
|
|
if ((dist_to_goal > 10.0f) || ((Pl_objp->phys_info.speed > leader_speed + 2.5f) && (dot_to_goal > 0.5f))) {
|
|
//nprintf(("MK", "(1) "));
|
|
turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
|
|
set_accel_for_target_speed(Pl_objp, leader_speed + dist_to_goal/10.0f);
|
|
} else {
|
|
if (Pl_objp->phys_info.speed < 0.5f) {
|
|
//nprintf(("MK", "(2) "));
|
|
turn_towards_point(Pl_objp, &future_goal_point_1000x, NULL, 0.0f);
|
|
} else {
|
|
//nprintf(("MK", "(3) "));
|
|
}
|
|
set_accel_for_target_speed(Pl_objp, leader_speed);
|
|
}
|
|
//nprintf(("MK", "dist: %7.3f, dot: %6.3f, speed: %7.3f\n", dist_to_goal, dot_to_goal, Pl_objp->phys_info.speed));
|
|
} else if (dist_to_goal > 10.0f) {
|
|
float dv;
|
|
|
|
turn_towards_point(Pl_objp, &future_goal_point_2, NULL, 0.0f);
|
|
|
|
if (dist_to_goal > 25.0f) {
|
|
if (dot_to_goal < 0.3f)
|
|
dv = -0.1f;
|
|
else
|
|
dv = dot_to_goal - 0.2f;
|
|
|
|
set_accel_for_target_speed(Pl_objp, leader_speed + dist_to_goal/5.0f * dv);
|
|
} else {
|
|
set_accel_for_target_speed(Pl_objp, leader_speed + 1.5f * dot_to_goal - 1.0f);
|
|
}
|
|
} else {
|
|
if (Pl_objp->phys_info.speed < 0.1f)
|
|
turn_towards_point(Pl_objp, &future_goal_point_1000x, NULL, 0.0f);
|
|
else
|
|
turn_towards_point(Pl_objp, &future_goal_point_x, NULL, 0.0f);
|
|
set_accel_for_target_speed(Pl_objp, 0.0f);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
// See how different this ship's bank is relative to wing leader
|
|
float up_dot = vm_vec_dot(&leader_objp->orient.vec.uvec, &Pl_objp->orient.vec.uvec);
|
|
if (up_dot < 0.996f) {
|
|
vector w_out;
|
|
matrix new_orient;
|
|
vector angular_accel;
|
|
|
|
vm_vec_copy_scale(&angular_accel, &Pl_objp->phys_info.max_rotvel, 0.2f);
|
|
vm_matrix_interpolate(&leader_objp->orient, &Pl_objp->orient, &Pl_objp->phys_info.rotvel, flFrametime, &new_orient, &w_out, &Pl_objp->phys_info.max_rotvel, &angular_accel, 1);
|
|
|
|
// nprintf(("AI", "Frame %d Bashing formation orient. Dot was %6.3f, becomes %6.3f\n", Framecount, up_dot, vm_vec_dot(&leader_objp->orient.uvec, &new_orient.uvec)));
|
|
Pl_objp->orient = new_orient;
|
|
Pl_objp->phys_info.rotvel = w_out;
|
|
// Pl_objp->phys_info.desired_rotvel = w_out;
|
|
} else {
|
|
Pl_objp->phys_info.rotvel.xyz.z = 0.0f;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
// Return index of object repairing object objnum.
|
|
/* Goober5000 - this seems to be old code; it was only referenced (commented) in ai_do_repair_frame. I would
|
|
use it in the new docking code, but it looks like it would be very slow. Using support_ship_objnum seems
|
|
to be the best solution.
|
|
int find_repairing_objnum(int objnum)
|
|
{
|
|
object *objp;
|
|
ship *shipp;
|
|
ship_info *sip;
|
|
ship_obj *so;
|
|
|
|
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
|
|
objp = &Objects[so->objnum];
|
|
|
|
Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
|
|
|
|
shipp = &Ships[objp->instance];
|
|
sip = &Ship_info[shipp->ship_info_index];
|
|
|
|
if (sip->flags & SIF_SUPPORT) {
|
|
ai_info *aip;
|
|
|
|
aip = &Ai_info[shipp->ai_index];
|
|
|
|
if (aip->goal_objnum == objnum) {
|
|
return objp-Objects;
|
|
}
|
|
}
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
*/
|
|
|
|
// If object *objp is being repaired, deal with it!
|
|
void ai_do_repair_frame(object *objp, ai_info *aip, float frametime)
|
|
{
|
|
if (Ships[objp->instance].team == TEAM_TRAITOR) {
|
|
ai_abort_rearm_request(objp);
|
|
return;
|
|
}
|
|
|
|
if (aip->ai_flags & (AIF_BEING_REPAIRED | AIF_AWAITING_REPAIR)) {
|
|
int support_objnum;
|
|
ai_info *repair_aip;
|
|
|
|
support_objnum = aip->support_ship_objnum; // find_repairing_objnum(objp-Objects);
|
|
|
|
if (support_objnum == -1)
|
|
return;
|
|
|
|
// Curious -- object numbers match, but signatures do not.
|
|
// Must mean original repair ship died and was replaced by current ship.
|
|
Assert(Objects[support_objnum].signature == aip->support_ship_signature);
|
|
|
|
repair_aip = &Ai_info[Ships[Objects[support_objnum].instance].ai_index];
|
|
//Assert(repair_aip->mode == AIM_DOCK);
|
|
|
|
if (aip->ai_flags & AIF_BEING_REPAIRED) {
|
|
// Assert(repair_aip->submode == AIS_DOCK_4);
|
|
|
|
// Wait awhile into the mode to synchronize with sound effect.
|
|
if (Missiontime - repair_aip->submode_start_time > REARM_SOUND_DELAY) {
|
|
int repaired;
|
|
|
|
repaired = ship_do_rearm_frame( objp, frametime ); // hook to do missile rearming
|
|
|
|
// See if fully repaired. If so, cause process to stop.
|
|
if ( repaired && (repair_aip->submode == AIS_DOCK_4)) {
|
|
|
|
repair_aip->submode = AIS_UNDOCK_0;
|
|
repair_aip->submode_start_time = Missiontime;
|
|
|
|
// if repairing player object -- tell him done with repair
|
|
#ifndef NO_NETWORK
|
|
if ( !MULTIPLAYER_CLIENT )
|
|
#endif
|
|
{
|
|
ai_do_objects_repairing_stuff( objp, &Objects[support_objnum], REPAIR_INFO_COMPLETE );
|
|
}
|
|
}
|
|
}
|
|
} else if (aip->ai_flags & AIF_AWAITING_REPAIR) {
|
|
// If this ship has been awaiting repair for 90+ seconds, abort.
|
|
#ifndef NO_NETWORK
|
|
if ( !MULTIPLAYER_CLIENT ) {
|
|
if ((Game_mode & GM_MULTIPLAYER) || (objp != Player_obj)) {
|
|
#else
|
|
{
|
|
if (objp != Player_obj) {
|
|
#endif
|
|
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_stop_repair_sound();
|
|
}
|
|
}
|
|
}
|
|
|
|
// Shell around dock_orient_and_approach to detect whether dock process should be aborted.
|
|
// Goober5000 - The child should always keep up with the parent.
|
|
void call_doa(object *child, object *parent)
|
|
{
|
|
Assert(dock_check_find_direct_docked_object(parent, child));
|
|
|
|
// get indexes
|
|
int parent_index = dock_find_dockpoint_used_by_object(parent, child);
|
|
int child_index = dock_find_dockpoint_used_by_object(child, parent);
|
|
|
|
// child keeps up with parent
|
|
dock_orient_and_approach(child, child_index, parent, parent_index, DOA_DOCK_STAY);
|
|
}
|
|
|
|
// Maybe launch a countermeasure.
|
|
// Also, detect a supposed homing missile that no longer exists.
|
|
void ai_maybe_launch_cmeasure(object *objp, ai_info *aip)
|
|
{
|
|
float dist;
|
|
ship_info *sip;
|
|
ship *shipp;
|
|
|
|
shipp = &Ships[objp->instance];
|
|
sip = &Ship_info[shipp->ship_info_index];
|
|
|
|
if (!(sip->flags & (SIF_SMALL_SHIP | SIF_TRANSPORT)))
|
|
return;
|
|
|
|
if (!shipp->cmeasure_count)
|
|
return;
|
|
|
|
if ( !timestamp_elapsed(shipp->cmeasure_fire_stamp) )
|
|
return;
|
|
|
|
// If not on player's team and Skill_level + ai_class is low, never fire a countermeasure. The ship is too dumb.
|
|
if (shipp->team != Player_ship->team) {
|
|
if (Game_skill_level + aip->ai_class < 4){
|
|
return;
|
|
}
|
|
}
|
|
|
|
if ((aip->nearest_locked_object != -1) && (Objects[aip->nearest_locked_object].type == OBJ_WEAPON)) {
|
|
object *weapon_objp;
|
|
weapon *weaponp;
|
|
weapon_info *wip;
|
|
|
|
weapon_objp = &Objects[aip->nearest_locked_object];
|
|
weaponp = &Weapons[weapon_objp->instance];
|
|
wip = &Weapon_info[weaponp->weapon_info_index];
|
|
|
|
if ((dist = vm_vec_dist_quick(&objp->pos, &weapon_objp->pos)) < weapon_objp->phys_info.speed*2.0f) {
|
|
|
|
aip->nearest_locked_distance = dist;
|
|
// Verify that this object is really homing on us.
|
|
|
|
float fire_chance;
|
|
|
|
// For ships on player's team, have constant, average chance to fire.
|
|
// For enemies, increasing chance with higher skill level.
|
|
if (shipp->team == Player_ship->team)
|
|
fire_chance = Cmeasure_fire_chance[NUM_SKILL_LEVELS/2];
|
|
else
|
|
fire_chance = Cmeasure_fire_chance[Game_skill_level];
|
|
|
|
// Decrease chance to fire at lower ai class.
|
|
fire_chance *= (float) aip->ai_class/Num_ai_classes;
|
|
|
|
float r = frand();
|
|
if (fire_chance < r) {
|
|
//nprintf(("AI", "Not firing countermeasure due to skill level: %7.3f < %7.3f\n", fire_chance, r));
|
|
shipp->cmeasure_fire_stamp = timestamp(CMEASURE_WAIT + (int) (fire_chance*2000)); // Wait 1/2 second (CMEASURE_WAIT) + additional delay to decrease chance of firing very soon.
|
|
return;
|
|
}
|
|
|
|
if (weapon_objp->type == OBJ_WEAPON) {
|
|
if (weapon_objp->instance >= 0) {
|
|
//nprintf(("AI", "Firing countermeasure at time t=%7.3f\n", f2fl(Missiontime)));
|
|
ship_launch_countermeasure(objp);
|
|
shipp->cmeasure_fire_stamp = timestamp(2*CMEASURE_WAIT);
|
|
return;
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
// --------------------------------------------------------------------------
|
|
void ai_preprocess_ignore_objnum(object *objp, ai_info *aip)
|
|
{
|
|
// if (aip->ignore_objnum == UNUSED_OBJNUM)
|
|
// return;
|
|
|
|
if (aip->ai_flags & AIF_TEMPORARY_IGNORE) {
|
|
if (timestamp_elapsed(aip->ignore_expire_timestamp)) {
|
|
aip->ignore_objnum = UNUSED_OBJNUM;
|
|
}
|
|
}
|
|
|
|
if (is_ignore_object(aip, aip->goal_objnum)) {
|
|
aip->goal_objnum = -1;
|
|
// AL 12-11-97: If in STRAFE mode, we need to ensure that target_objnum is also
|
|
// set to -1
|
|
if ( aip->mode == AIM_STRAFE ) {
|
|
aip->target_objnum = -1;
|
|
}
|
|
}
|
|
|
|
if (is_ignore_object(aip, aip->target_objnum))
|
|
aip->target_objnum = -1;
|
|
}
|
|
|
|
/*
|
|
void ai_safety_circle_spot()
|
|
{
|
|
vector goal_point;
|
|
ship_info *sip;
|
|
|
|
sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
|
|
|
|
goal_point = Ai_info[Ships[Pl_objp->instance].ai_index].goal_point;
|
|
turn_towards_tangent(Pl_objp, &goal_point, 50.0f);
|
|
|
|
set_accel_for_target_speed(Pl_objp, sip->max_speed/4.0f);
|
|
|
|
// float dist = vm_vec_dist_quick(&goal_point, &Pl_objp->pos);
|
|
// nprintf(("AI", "Ship %s circling %7.3f %7.3f %7.3f. Distance = %7.3f\n", Ships[Pl_objp->instance].ship_name, goal_point.x, goal_point.y, goal_point.z, dist));
|
|
|
|
}
|
|
*/
|
|
|
|
#define CHASE_CIRCLE_DIST 100.0f
|
|
|
|
void ai_chase_circle(object *objp)
|
|
{
|
|
float dist_to_goal;
|
|
float target_speed;
|
|
vector goal_point;
|
|
ship_info *sip;
|
|
ai_info *aip;
|
|
|
|
sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
|
|
|
|
target_speed = sip->max_speed/4.0f;
|
|
aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
|
|
|
|
Assert(vm_vec_mag(&aip->goal_point) >= 0.0f); // Supposedly detects bogus vector
|
|
|
|
goal_point = aip->goal_point;
|
|
|
|
if (aip->ignore_objnum == UNUSED_OBJNUM) {
|
|
dist_to_goal = vm_vec_dist_quick(&aip->goal_point, &objp->pos);
|
|
|
|
if (dist_to_goal > 2*CHASE_CIRCLE_DIST) {
|
|
vector vec_to_goal;
|
|
// Too far from circle goal, create a new goal point.
|
|
vm_vec_normalized_dir(&vec_to_goal, &aip->goal_point, &objp->pos);
|
|
vm_vec_scale_add(&aip->goal_point, &objp->pos, &vec_to_goal, CHASE_CIRCLE_DIST);
|
|
}
|
|
|
|
goal_point = aip->goal_point;
|
|
} else if (is_ignore_object(aip, aip->ignore_objnum)) {
|
|
object *ignore_objp = &Objects[aip->ignore_objnum];
|
|
|
|
vector tvec1;
|
|
float dist;
|
|
|
|
dist = vm_vec_normalized_dir(&tvec1, &Pl_objp->pos, &ignore_objp->pos);
|
|
|
|
if (dist < ignore_objp->radius*2 + 1500.0f) {
|
|
vm_vec_scale_add(&goal_point, &Pl_objp->pos, &tvec1, ignore_objp->radius*2 + 1400.0f);
|
|
if (dist < ignore_objp->radius*2 + 1300.0f)
|
|
target_speed = sip->max_speed * (1.25f - dist/(ignore_objp->radius*2 + 1500.0f));
|
|
}
|
|
}
|
|
|
|
Assert(vm_vec_mag(&aip->goal_point) >= 0.0f); // Supposedly detects bogus vector
|
|
|
|
turn_towards_tangent(Pl_objp, &goal_point, 10*objp->radius + 200.0f);
|
|
|
|
set_accel_for_target_speed(Pl_objp, target_speed);
|
|
|
|
}
|
|
|
|
#define SHIELD_BALANCE_RATE 0.2f // 0.1f -> takes 10 seconds to equalize shield.
|
|
|
|
// Transfer shield energy to most recently hit section from others.
|
|
void ai_transfer_shield(object *objp, int quadrant_num)
|
|
{
|
|
int i;
|
|
float transfer_amount;
|
|
float transfer_delta;
|
|
float max_quadrant_strength;
|
|
|
|
max_quadrant_strength = get_max_shield_quad(objp);
|
|
|
|
transfer_amount = 0.0f;
|
|
transfer_delta = (SHIELD_BALANCE_RATE/2) * max_quadrant_strength;
|
|
|
|
if (objp->shield_quadrant[quadrant_num] + (MAX_SHIELD_SECTIONS-1)*transfer_delta > max_quadrant_strength)
|
|
transfer_delta = (max_quadrant_strength - objp->shield_quadrant[quadrant_num])/(MAX_SHIELD_SECTIONS-1);
|
|
|
|
for (i=0; i<MAX_SHIELD_SECTIONS; i++)
|
|
if (i != quadrant_num) {
|
|
if (objp->shield_quadrant[i] >= transfer_delta) {
|
|
objp->shield_quadrant[i] -= transfer_delta;
|
|
transfer_amount += transfer_delta;
|
|
} else {
|
|
transfer_amount += objp->shield_quadrant[i];
|
|
objp->shield_quadrant[i] = 0.0f;
|
|
}
|
|
}
|
|
|
|
objp->shield_quadrant[quadrant_num] += transfer_amount;
|
|
}
|
|
|
|
void ai_balance_shield(object *objp)
|
|
{
|
|
int i;
|
|
float shield_strength_avg;
|
|
float delta;
|
|
|
|
|
|
shield_strength_avg = get_shield_strength(objp)/MAX_SHIELD_SECTIONS;
|
|
|
|
delta = SHIELD_BALANCE_RATE * shield_strength_avg;
|
|
|
|
for (i=0; i<MAX_SHIELD_SECTIONS; i++)
|
|
if (objp->shield_quadrant[i] < shield_strength_avg) {
|
|
add_shield_strength(objp, delta);
|
|
if (objp->shield_quadrant[i] > shield_strength_avg)
|
|
objp->shield_quadrant[i] = shield_strength_avg;
|
|
} else {
|
|
add_shield_strength(objp, -delta);
|
|
if (objp->shield_quadrant[i] < shield_strength_avg)
|
|
objp->shield_quadrant[i] = shield_strength_avg;
|
|
}
|
|
}
|
|
/*
|
|
* Made a small change to how friendly AI's will manage their shields.
|
|
* They will now act as pro's rather then amateurs.
|
|
* Did this because we all know how long wingmen last :)
|
|
*/
|
|
// Manage the shield for this ship.
|
|
// Try to max out the side that was most recently hit.
|
|
void ai_manage_shield(object *objp, ai_info *aip)
|
|
{
|
|
ship_info *sip;
|
|
|
|
sip = &Ship_info[Ships[objp->instance].ship_info_index];
|
|
|
|
if (timestamp_elapsed(aip->shield_manage_timestamp)) {
|
|
float delay;
|
|
|
|
// Scale time until next manage shield based on Skill_level.
|
|
// Ships on player's team are treated as if Skill_level is average.
|
|
if (Ships[objp->instance].team != Player_ship->team)
|
|
{
|
|
delay = Shield_manage_delays[Game_skill_level];
|
|
}
|
|
else
|
|
{
|
|
delay = Shield_manage_delays[NUM_SKILL_LEVELS/1]; // Changed from 2 - unknownplayer
|
|
}
|
|
|
|
// Scale between 1x and 3x based on ai_class
|
|
delay = delay + delay * (float) (3*(Num_ai_classes - aip->ai_class - 1) / (Num_ai_classes - 1));
|
|
aip->shield_manage_timestamp = timestamp((int) (delay * 1000.0f));
|
|
|
|
if (sip->flags & SIF_SMALL_SHIP) {
|
|
if (Missiontime - aip->last_hit_time < F1_0*10)
|
|
ai_transfer_shield(objp, aip->last_hit_quadrant);
|
|
else
|
|
ai_balance_shield(objp);
|
|
}
|
|
|
|
// nprintf(("AI", "Time: %7.3f Next: %7.3f, Shields: %7.3f %7.3f %7.3f %7.3f\n", f2fl(Missiontime), f2fl(Missiontime) + delay, objp->shield_quadrant[0], objp->shield_quadrant[1], objp->shield_quadrant[2], objp->shield_quadrant[3]));
|
|
}
|
|
}
|
|
|
|
// See if object *objp should evade an incoming missile.
|
|
// *aip is the ai_info pointer within *objp.
|
|
void ai_maybe_evade_locked_missile(object *objp, ai_info *aip)
|
|
{
|
|
ship *shipp;
|
|
ship_info *sip;
|
|
|
|
shipp = &Ships[objp->instance];
|
|
sip = &Ship_info[shipp->ship_info_index];
|
|
|
|
// Only small ships evade an incoming missile. Why would a capital ship try to swerve?
|
|
if (!(Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
|
|
return;
|
|
}
|
|
|
|
if (aip->ai_flags & (AIF_NO_DYNAMIC | AIF_KAMIKAZE)) { // If not allowed to pursue dynamic objectives, don't evade. Dumb? Maybe change. -- MK, 3/15/98
|
|
return;
|
|
}
|
|
|
|
if (aip->nearest_locked_object != -1) {
|
|
object *missile_objp;
|
|
|
|
missile_objp = &Objects[aip->nearest_locked_object];
|
|
|
|
if (Weapons[missile_objp->instance].homing_object != objp) {
|
|
//nprintf(("AI", "\nMissile lost home!"));
|
|
aip->nearest_locked_object = -1;
|
|
return;
|
|
}
|
|
|
|
if ((missile_objp->type == OBJ_WEAPON) && (Weapon_info[Weapons[missile_objp->instance].weapon_info_index].wi_flags & WIF_HOMING)) {
|
|
float dist = vm_vec_dist_quick(&missile_objp->pos, &objp->pos);
|
|
float dist2 = 4.0f * vm_vec_mag_quick(&missile_objp->phys_info.vel);
|
|
if (dist < dist2) {
|
|
switch (aip->mode) {
|
|
// If in AIM_STRAFE mode, don't evade if parent of weapon is targeted ship.
|
|
case AIM_STRAFE:
|
|
if ((missile_objp->parent != -1) && (missile_objp->parent == aip->target_objnum)) {
|
|
;
|
|
} else {
|
|
; // Alan -- If you want to handle incoming weapons from someone other than the ship
|
|
// the strafing ship is attacking, do it here.
|
|
}
|
|
break;
|
|
case AIM_CHASE:
|
|
// Don't always go into evade weapon mode. Usually, a countermeasure gets launched.
|
|
// If low on countermeasures, more likely to try to evade. If 8+, never evade due to low cmeasures.
|
|
if (((((Missiontime >> 18) ^ OBJ_INDEX(objp)) & 3) == 0) ||
|
|
(objp->phys_info.speed < 40.0f) ||
|
|
(frand() < 1.0f - (float) shipp->cmeasure_count/8.0f)) {
|
|
if (aip->submode != SM_ATTACK_FOREVER) { // SM_ATTACK_FOREVER means engines blown.
|
|
aip->submode = SM_EVADE_WEAPON;
|
|
aip->submode_start_time = Missiontime;
|
|
}
|
|
}
|
|
break;
|
|
case AIM_DOCK: // Ships in dock mode can evade iif they are not currently repairing or docked.
|
|
if (object_is_docked(objp) || (aip->ai_flags & (AIF_REPAIRING|AIF_BEING_REPAIRED)))
|
|
break;
|
|
case AIM_GUARD:
|
|
// If in guard mode and far away from guard object, don't pursue guy that hit me.
|
|
if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
|
|
if (vm_vec_dist_quick(&objp->pos, &Objects[aip->guard_objnum].pos) > 500.0f) {
|
|
return;
|
|
}
|
|
}
|
|
case AIM_EVADE:
|
|
case AIM_GET_BEHIND:
|
|
case AIM_STAY_NEAR:
|
|
case AIM_STILL:
|
|
case AIM_AVOID:
|
|
case AIM_WAYPOINTS:
|
|
case AIM_NONE:
|
|
case AIM_BIGSHIP:
|
|
case AIM_PATH:
|
|
case AIM_BE_REARMED:
|
|
case AIM_SAFETY:
|
|
case AIM_BAY_EMERGE:
|
|
case AIM_FLY_TO_SHIP:
|
|
aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
|
|
aip->previous_mode = aip->mode;
|
|
aip->previous_submode = aip->submode;
|
|
aip->mode = AIM_EVADE_WEAPON;
|
|
aip->submode = -1;
|
|
aip->submode_start_time = Missiontime;
|
|
aip->mode_time = timestamp(MAX_EVADE_TIME); // Max time to evade.
|
|
//nprintf(("AI", "%s Evade weapon in frame #%i\n", Ships[objp->instance].ship_name, AI_FrameCount));
|
|
break;
|
|
case AIM_EVADE_WEAPON: // Note: We don't want to change mode on another evasion, or previous_mode will get bashed.
|
|
case AIM_PLAY_DEAD:
|
|
case AIM_BAY_DEPART:
|
|
case AIM_SENTRYGUN:
|
|
break;
|
|
case AIM_WARP_OUT:
|
|
break;
|
|
default:
|
|
Int3(); // Hey, what mode is it?
|
|
break;
|
|
}
|
|
}
|
|
} else {
|
|
aip->nearest_locked_object = -1;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Maybe evade a dumbfire weapon that was fired when Pl_objp was targeted.
|
|
// Have an 80% chance of evading in a second
|
|
void maybe_evade_dumbfire_weapon(ai_info *aip)
|
|
{
|
|
// Only small ships evade an incoming missile. Why would a capital ship try to swerve?
|
|
if (!(Ship_info[Ships[Pl_objp->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
|
|
return;
|
|
}
|
|
|
|
// Make sure in a mode in which we evade dumbfire weapons.
|
|
switch (aip->mode) {
|
|
case AIM_CHASE:
|
|
if (aip->submode == SM_ATTACK_FOREVER) {
|
|
return;
|
|
}
|
|
case AIM_GUARD:
|
|
// If in guard mode and far away from guard object, don't pursue guy that hit me.
|
|
if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
|
|
if (vm_vec_dist_quick(&Objects[Ships[aip->shipnum].objnum].pos, &Objects[aip->guard_objnum].pos) > 500.0f) {
|
|
return;
|
|
}
|
|
}
|
|
case AIM_STILL:
|
|
case AIM_STAY_NEAR:
|
|
case AIM_EVADE:
|
|
case AIM_GET_BEHIND:
|
|
case AIM_AVOID:
|
|
case AIM_PATH:
|
|
case AIM_NONE:
|
|
case AIM_WAYPOINTS:
|
|
case AIM_SAFETY:
|
|
break;
|
|
case AIM_STRAFE:
|
|
case AIM_BIGSHIP:
|
|
case AIM_DOCK:
|
|
case AIM_PLAY_DEAD:
|
|
case AIM_EVADE_WEAPON:
|
|
case AIM_BAY_EMERGE:
|
|
case AIM_BAY_DEPART:
|
|
case AIM_SENTRYGUN:
|
|
case AIM_WARP_OUT:
|
|
case AIM_FLY_TO_SHIP:
|
|
return;
|
|
default:
|
|
Int3(); // Bogus mode!
|
|
return;
|
|
}
|
|
|
|
if (is_instructor(&Objects[Ships[aip->shipnum].objnum]))
|
|
return; // Instructor doesn't evade.
|
|
|
|
float t = ai_endangered_by_weapon(aip);
|
|
if ((t > 0.0f) && (t < 1.0f)) {
|
|
// Check if this weapon is from a large ship Pl_objp is attacking... if so, enter strafe mode
|
|
if ( ai_big_maybe_enter_strafe_mode(Pl_objp, aip->danger_weapon_objnum) ) {
|
|
return;
|
|
}
|
|
|
|
switch (aip->mode) {
|
|
case AIM_CHASE:
|
|
switch (aip->submode) {
|
|
case SM_EVADE:
|
|
case SM_ATTACK_FOREVER:
|
|
case SM_AVOID:
|
|
case SM_GET_AWAY:
|
|
case SM_EVADE_WEAPON:
|
|
break;
|
|
default:
|
|
if (ai_near_full_strength(Pl_objp)) {
|
|
//mprintf(("Ship %s entered super mode at %7.3f\n", Ships[Pl_objp->instance].ship_name, 1.0f * Missiontime / (1<<16)));
|
|
aip->submode = SM_SUPER_ATTACK;
|
|
aip->submode_start_time = Missiontime;
|
|
aip->last_attack_time = Missiontime;
|
|
} else {
|
|
//mprintf(("Ship %s entered dumbfire evade mode at %7.3f\n", Ships[Pl_objp->instance].ship_name, 1.0f * Missiontime / (1<<16)));
|
|
aip->submode = SM_EVADE_WEAPON;
|
|
aip->submode_start_time = Missiontime;
|
|
}
|
|
break;
|
|
}
|
|
break;
|
|
case AIM_GUARD:
|
|
case AIM_STILL:
|
|
case AIM_STAY_NEAR:
|
|
case AIM_EVADE:
|
|
case AIM_GET_BEHIND:
|
|
case AIM_AVOID:
|
|
case AIM_PATH:
|
|
case AIM_NONE:
|
|
case AIM_WAYPOINTS:
|
|
case AIM_FLY_TO_SHIP:
|
|
case AIM_SAFETY:
|
|
if (!(aip->ai_flags & (AIF_NO_DYNAMIC | AIF_KAMIKAZE)) && (Ship_info[Ships[aip->shipnum].ship_info_index].flags & SIF_SMALL_SHIP)) {
|
|
aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
|
|
aip->previous_mode = aip->mode;
|
|
aip->previous_submode = aip->submode;
|
|
aip->mode = AIM_EVADE_WEAPON;
|
|
aip->submode = -1;
|
|
aip->submode_start_time = Missiontime;
|
|
aip->mode_time = timestamp(MAX_EVADE_TIME); // Evade for up to five seconds.
|
|
}
|
|
break;
|
|
case AIM_STRAFE:
|
|
case AIM_BIGSHIP:
|
|
case AIM_DOCK:
|
|
case AIM_PLAY_DEAD:
|
|
case AIM_EVADE_WEAPON:
|
|
case AIM_BAY_EMERGE:
|
|
case AIM_BAY_DEPART:
|
|
case AIM_SENTRYGUN:
|
|
break;
|
|
default:
|
|
Int3(); // Bogus mode!
|
|
}
|
|
}
|
|
}
|
|
|
|
// 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, vector *pos, vector *fvec)
|
|
{
|
|
int path_index, sb_path_index;
|
|
ship *parent_sp = NULL;
|
|
polymodel *pm;
|
|
ai_info *aip;
|
|
ship_bay *sb;
|
|
pnode *pnp;
|
|
vector *next_point;
|
|
|
|
aip = &Ai_info[Ships[pl_objp->instance].ai_index];
|
|
|
|
if ( parent_objnum == -1 ) {
|
|
Int3();
|
|
return -1;
|
|
}
|
|
|
|
parent_sp = &Ships[Objects[parent_objnum].instance];
|
|
|
|
Assert(parent_sp != NULL);
|
|
pm = model_get( parent_sp->modelnum );
|
|
sb = pm->ship_bay;
|
|
|
|
if ( sb == NULL )
|
|
return -1;
|
|
|
|
if ( sb->num_paths <= 0 )
|
|
return -1;
|
|
|
|
// try to find a bay path that is not taken
|
|
path_index = -1;
|
|
sb_path_index = Ai_last_arrive_path++;
|
|
|
|
if ( sb_path_index >= sb->num_paths ) {
|
|
sb_path_index=0;
|
|
Ai_last_arrive_path=0;
|
|
}
|
|
|
|
path_index = sb->paths[sb_path_index];
|
|
if ( path_index == -1 )
|
|
return -1;
|
|
|
|
// create the path for pl_objp to follow
|
|
create_model_exit_path(pl_objp, &Objects[parent_objnum], path_index, pm->paths[path_index].nverts);
|
|
|
|
// Set this flag, so we don't bother recreating the path... we won't need to update the path
|
|
// that has just been created.
|
|
// aip->ai_flags |= AIF_USE_STATIC_PATH;
|
|
|
|
// now return to the caller what the starting world pos and starting fvec for the ship will be
|
|
Assert((aip->path_start >= 0) && (aip->path_start < MAX_PATH_POINTS));
|
|
pnp = &Path_points[aip->path_start];
|
|
*pos = pnp->pos;
|
|
|
|
// calc the forward vector using the starting two points of the path
|
|
pnp = &Path_points[aip->path_start+1];
|
|
next_point = &pnp->pos;
|
|
vm_vec_normalized_dir(fvec, next_point, pos);
|
|
|
|
// record the parent objnum, since we'll need it once we're done with following the path
|
|
aip->goal_objnum = parent_objnum;
|
|
aip->goal_signature = Objects[parent_objnum].signature;
|
|
aip->mode = AIM_BAY_EMERGE;
|
|
aip->submode_start_time = Missiontime;
|
|
|
|
// set up starting vel
|
|
vector vel;
|
|
float speed;
|
|
speed = Ship_info[Ships[pl_objp->instance].ship_info_index].max_speed;
|
|
vel = *fvec;
|
|
vm_vec_scale( &vel, speed );
|
|
pl_objp->phys_info.vel = vel;
|
|
pl_objp->phys_info.desired_vel = vel;
|
|
pl_objp->phys_info.prev_ramp_vel.xyz.x = 0.0f;
|
|
pl_objp->phys_info.prev_ramp_vel.xyz.y = 0.0f;
|
|
pl_objp->phys_info.prev_ramp_vel.xyz.z = speed;
|
|
pl_objp->phys_info.forward_thrust = 0.0f; // How much the forward thruster is applied. 0-1.
|
|
|
|
return 0;
|
|
}
|
|
|
|
// clean up path data used for emerging from a fighter bay
|
|
void ai_emerge_bay_path_cleanup(ai_info *aip)
|
|
{
|
|
aip->path_start = -1;
|
|
aip->path_cur = -1;
|
|
aip->path_length = 0;
|
|
aip->mode = AIM_NONE;
|
|
}
|
|
|
|
// handler for AIM_BAY_EMERGE
|
|
void ai_bay_emerge()
|
|
{
|
|
ai_info *aip;
|
|
int parent_died=0;
|
|
|
|
aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
|
|
|
|
// if no path to follow, leave this mode
|
|
if ( aip->path_start < 0 ) {
|
|
aip->mode = AIM_NONE;
|
|
return;
|
|
}
|
|
|
|
// ensure parent ship is still alive
|
|
if ( aip->goal_objnum < 0 ) {
|
|
parent_died=1;
|
|
}
|
|
if ( !parent_died ) {
|
|
if ( Objects[aip->goal_objnum].signature != aip->goal_signature ) {
|
|
parent_died=1;
|
|
}
|
|
}
|
|
|
|
if ( !parent_died ) {
|
|
Assert(Objects[aip->goal_objnum].type == OBJ_SHIP);
|
|
if ( Ships[Objects[aip->goal_objnum].instance].flags & SF_DYING ) {
|
|
parent_died = 1;
|
|
}
|
|
}
|
|
|
|
if ( parent_died ) {
|
|
ai_emerge_bay_path_cleanup(aip);
|
|
return;
|
|
}
|
|
|
|
// 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
|
|
if ( ( (Missiontime - aip->submode_start_time) > 10*F1_0 ) && (vm_vec_dist_quick(&Pl_objp->pos, &Objects[aip->goal_objnum].pos) > 0.75f * Objects[aip->goal_objnum].radius)) {
|
|
// erase path
|
|
ai_emerge_bay_path_cleanup(aip);
|
|
}
|
|
|
|
// 2-25-99: Need this check to fix an assert for supercap ships... maybe we'll only do this check for supercaps
|
|
if (aip->path_cur > (aip->path_start+aip->path_length-1)) {
|
|
ai_emerge_bay_path_cleanup(aip);
|
|
}
|
|
}
|
|
|
|
// Select the closest depart path
|
|
//
|
|
// input: aip => ai info pointer to ship seeking to depart
|
|
// pm => pointer to polymodel for the ship contining the ship bay/depart paths
|
|
//
|
|
// exit: >=0 => ship bay path index for depart path (ie index into sb->paths[])
|
|
// -1 => no path could be found
|
|
//
|
|
// NOTE: this function should only be used for calculating closest depart paths for ai mode
|
|
// AI_BAY_DEPART. It tries to find the closest path that isn't already in use
|
|
int ai_find_closest_depart_path(ai_info *aip, polymodel *pm)
|
|
{
|
|
int i, j, best_path, best_free_path;
|
|
float dist, min_dist, min_free_dist;
|
|
vector *source;
|
|
model_path *mp;
|
|
ship_bay *sb;
|
|
|
|
sb = pm->ship_bay;
|
|
|
|
best_free_path = best_path = -1;
|
|
min_free_dist = min_dist = 1e20f;
|
|
Assert(aip->shipnum >= 0);
|
|
source = &Objects[Ships[aip->shipnum].objnum].pos;
|
|
|
|
for ( i = 0; i < sb->num_paths; i++ ) {
|
|
|
|
|
|
mp = &pm->paths[sb->paths[i]];
|
|
for ( j = 0; j < mp->nverts; j++ ) {
|
|
dist = vm_vec_dist_squared(source, &mp->verts[j].pos);
|
|
|
|
if ( dist < min_dist ) {
|
|
min_dist = dist;
|
|
best_path = i;
|
|
}
|
|
|
|
// If this is a free path
|
|
if ( !(sb->depart_flags & (1<<i)) ) {
|
|
if ( dist < min_free_dist ) {
|
|
min_free_dist = dist;
|
|
best_free_path = i;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( best_free_path >= 0 ) {
|
|
return best_free_path;
|
|
}
|
|
|
|
return best_path;
|
|
}
|
|
|
|
// determine what path to use when trying to depart to a fighter bay
|
|
// NOTE: this should be called when AIM_BAY_DEPART mode is set
|
|
//
|
|
// input: pl_objp => pointer to object for ship that is departing
|
|
//
|
|
// exit: -1 => could not find depart path
|
|
// 0 => found depart path
|
|
int ai_acquire_depart_path(object *pl_objp, int parent_objnum)
|
|
{
|
|
int objnum, path_index;
|
|
polymodel *pm;
|
|
ai_info *aip;
|
|
ship_bay *sb;
|
|
|
|
aip = &Ai_info[Ships[pl_objp->instance].ai_index];
|
|
|
|
if ( parent_objnum == -1 )
|
|
{
|
|
// locate a capital ship on the same team:
|
|
objnum = Ships[ship_get_ship_with_dock_bay(Ships[pl_objp->instance].team)].objnum;
|
|
} else {
|
|
objnum = parent_objnum;
|
|
}
|
|
|
|
aip->path_start = -1;
|
|
|
|
if ( objnum < 0 )
|
|
return -1;
|
|
|
|
pm = model_get( Ships[Objects[objnum].instance].modelnum );
|
|
sb = pm->ship_bay;
|
|
|
|
if ( sb == NULL )
|
|
return -1;
|
|
if ( sb->num_paths <= 0 )
|
|
return -1;
|
|
|
|
/*
|
|
|
|
path_index = -1;
|
|
for ( i = 0; i < sb->num_paths; i++ ) {
|
|
if ( !(sb->depart_flags & (1<<i)) ) {
|
|
sb->depart_flags |= (1<<i);
|
|
path_index = sb->paths[i];
|
|
aip->submode_parm0 = i; // use mode-specific parameter to record ship bay path index
|
|
break;
|
|
}
|
|
}
|
|
*/
|
|
|
|
// take the closest path we can find
|
|
int ship_bay_path;
|
|
ship_bay_path = ai_find_closest_depart_path(aip, pm);
|
|
path_index = sb->paths[ship_bay_path];
|
|
aip->submode_parm0 = ship_bay_path;
|
|
sb->depart_flags |= (1<<ship_bay_path);
|
|
|
|
if ( path_index == -1 ) {
|
|
return -1;
|
|
}
|
|
|
|
Assert(pm->n_paths > path_index);
|
|
ai_find_path(pl_objp, objnum, path_index, 0);
|
|
|
|
// Set this flag, so we don't bother recreating the path... we won't need to update the path
|
|
// that has just been created.
|
|
aip->ai_flags &= ~AIF_USE_STATIC_PATH;
|
|
|
|
aip->goal_objnum = objnum;
|
|
aip->goal_signature = Objects[objnum].signature;
|
|
aip->mode = AIM_BAY_DEPART;
|
|
|
|
Ships[pl_objp->instance].flags |= SF_DEPART_DOCKBAY;
|
|
return 0;
|
|
}
|
|
|
|
// handler for AIM_BAY_DEPART
|
|
void ai_bay_depart()
|
|
{
|
|
ai_info *aip;
|
|
int anchor_shipnum;
|
|
|
|
aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
|
|
|
|
// if no path to follow, leave this mode
|
|
if ( aip->path_start < 0 ) {
|
|
aip->mode = AIM_NONE;
|
|
return;
|
|
}
|
|
|
|
// check if parent ship valid; if not, abort depart
|
|
// ( aip->goal_signature != Objects[aip->goal_objnum].signature) )
|
|
anchor_shipnum = ship_name_lookup(Parse_names[Ships[Pl_objp->instance].departure_anchor]);
|
|
if (anchor_shipnum >= 0)
|
|
{
|
|
|
|
// make sure not dying or departing
|
|
|
|
|
|
// *Yeah, but make it without a crash ;)
|
|
// If the anchor ship is departing/dying, anchor was being set to -1 and it was trying to check it for bays -Et1
|
|
|
|
if ( Ships[anchor_shipnum].flags & (SF_DYING | SF_DEPARTING) || ship_fighterbays_all_destroyed(&Ships[anchor_shipnum]) )
|
|
{
|
|
|
|
anchor_shipnum = -1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (anchor_shipnum < 0)
|
|
{
|
|
aip->mode = AIM_NONE;
|
|
|
|
Ships[Pl_objp->instance].flags &= ~SF_DEPART_DOCKBAY;
|
|
return;
|
|
}
|
|
|
|
// follow the path to the final point
|
|
ai_path();
|
|
|
|
// if the final point is reached, let default AI take over
|
|
if ( aip->path_cur >= (aip->path_start+aip->path_length) ) {
|
|
polymodel *pm;
|
|
ship_bay *sb;
|
|
|
|
pm = model_get( Ships[Objects[aip->goal_objnum].instance].modelnum );
|
|
sb = pm->ship_bay;
|
|
if ( sb != NULL ) {
|
|
sb->depart_flags &= ~(1<<aip->submode_parm0);
|
|
}
|
|
|
|
// make ship disappear
|
|
Pl_objp->flags |= OF_SHOULD_BE_DEAD;
|
|
ship_departed( Pl_objp->instance );
|
|
|
|
// clean up path stuff
|
|
aip->path_start = -1;
|
|
aip->path_cur = -1;
|
|
aip->path_length = 0;
|
|
aip->mode = AIM_NONE;
|
|
}
|
|
}
|
|
|
|
// Handler for AIM_SENTRYGUN. This AI mode is for sentry guns only (ie floating turrets).
|
|
void ai_sentrygun()
|
|
{
|
|
// Nothing to do here. Turret firing is handled via process_subobjects().
|
|
// If you want the sentry guns to do anything beyond firing their turrets at enemies, add it here!
|
|
}
|
|
|
|
// --------------------------------------------------------------------------
|
|
// Execute behavior given by aip->mode.
|
|
void ai_execute_behavior(ai_info *aip)
|
|
{
|
|
switch (aip->mode) {
|
|
case AIM_CHASE:
|
|
if (En_objp) {
|
|
ai_chase();
|
|
} else if (aip->submode == SM_EVADE_WEAPON) {
|
|
evade_weapon();
|
|
// maybe reset submode
|
|
if (aip->danger_weapon_objnum == -1) {
|
|
aip->submode = SM_ATTACK;
|
|
aip->submode_start_time = Missiontime;
|
|
aip->last_attack_time = Missiontime;
|
|
}
|
|
} else {
|
|
// Don't circle if this is the instructor.
|
|
ship *shipp = &Ships[aip->shipnum];
|
|
ship_info *sip = &Ship_info[shipp->ship_info_index];
|
|
|
|
if (strnicmp(shipp->ship_name, INSTRUCTOR_SHIP_NAME, strlen(INSTRUCTOR_SHIP_NAME))) {
|
|
if (sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
|
|
aip->mode = AIM_NONE;
|
|
} else {
|
|
ai_chase_circle(Pl_objp);
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case AIM_EVADE:
|
|
if (En_objp) {
|
|
ai_evade();
|
|
} else {
|
|
vector tvec;
|
|
vm_vec_scale_add(&tvec, &Pl_objp->pos, &Pl_objp->orient.vec.rvec, 100.0f);
|
|
turn_towards_point(Pl_objp, &tvec, NULL, 0.0f);
|
|
accelerate_ship(aip, 0.5f);
|
|
}
|
|
break;
|
|
case AIM_STILL:
|
|
ai_still();
|
|
break;
|
|
case AIM_STAY_NEAR:
|
|
ai_stay_near();
|
|
break;
|
|
case AIM_GUARD:
|
|
ai_guard();
|
|
break;
|
|
case AIM_WAYPOINTS:
|
|
ai_waypoints();
|
|
break;
|
|
|
|
// AI Mode Added by Kazan
|
|
case AIM_FLY_TO_SHIP:
|
|
ai_fly_to_ship();
|
|
break;
|
|
|
|
case AIM_DOCK:
|
|
ai_dock();
|
|
break;
|
|
case AIM_NONE:
|
|
// ai_formation();
|
|
break;
|
|
case AIM_BIGSHIP:
|
|
ai_big_ship(Pl_objp);
|
|
break;
|
|
case AIM_PATH: {
|
|
int path_num;
|
|
path_num = ai_return_path_num_from_dockbay(&Objects[aip->goal_objnum], 0);
|
|
ai_find_path(Pl_objp, aip->goal_objnum, path_num, 0);
|
|
ai_path();
|
|
break;
|
|
}
|
|
case AIM_SAFETY:
|
|
ai_safety();
|
|
break;
|
|
case AIM_EVADE_WEAPON:
|
|
evade_weapon();
|
|
break;
|
|
case AIM_STRAFE:
|
|
if (En_objp) {
|
|
Assert(En_objp->type == OBJ_SHIP);
|
|
ai_big_strafe(); // strafe a big ship
|
|
} else {
|
|
aip->mode = AIM_NONE;
|
|
}
|
|
break;
|
|
case AIM_BAY_EMERGE:
|
|
ai_bay_emerge();
|
|
break;
|
|
case AIM_BAY_DEPART:
|
|
ai_bay_depart();
|
|
break;
|
|
case AIM_SENTRYGUN:
|
|
ai_sentrygun();
|
|
break;
|
|
case AIM_WARP_OUT:
|
|
break; // Note, handled directly from ai_frame().
|
|
default:
|
|
Int3(); // This should never happen -- MK, 5/12/97
|
|
break;
|
|
}
|
|
|
|
if ( !(ship_get_SIF(aip->shipnum) & SIF_NOT_FLYABLE) ) {
|
|
maybe_evade_dumbfire_weapon(aip);
|
|
}
|
|
}
|
|
|
|
// Auxiliary function for maybe_request_support.
|
|
// Return 1 if subsystem "type" is worthy of repair, else return 0.
|
|
// Since subsystems cannot be repaired if they are at 0 strength, don't return 1 if subsystem is dead.
|
|
int mrs_subsystem(ship *shipp, int type)
|
|
{
|
|
float t;
|
|
|
|
t = ship_get_subsystem_strength(shipp, type);
|
|
|
|
if (t > 0.0f) {
|
|
return (int) ((1.0f - t) * 3);
|
|
} else {
|
|
return 3;
|
|
}
|
|
}
|
|
|
|
// Return number of ships on *objp's team that are currently rearming.
|
|
int num_allies_rearming(object *objp)
|
|
{
|
|
ship_obj *so;
|
|
int team;
|
|
int count = 0;
|
|
|
|
team = Ships[objp->instance].team;
|
|
|
|
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
|
|
object *A;
|
|
|
|
Assert (so->objnum != -1);
|
|
A = &Objects[so->objnum];
|
|
|
|
if (Ships[A->instance].team == team) {
|
|
if (Ai_info[Ships[A->instance].ai_index].ai_flags & (AIF_REPAIRING | AIF_AWAITING_REPAIR)) {
|
|
count++;
|
|
}
|
|
}
|
|
}
|
|
|
|
return count;
|
|
}
|
|
|
|
|
|
// Maybe ship *objp should request support (rearm/repair).
|
|
// If it does, return TRUE, else return FALSE.
|
|
int maybe_request_support(object *objp)
|
|
{
|
|
ship_info *sip;
|
|
ship *shipp;
|
|
ai_info *aip;
|
|
weapon_info *wip;
|
|
int desire;
|
|
int i;
|
|
float r;
|
|
|
|
Assert(objp->type == OBJ_SHIP);
|
|
shipp = &Ships[objp->instance];
|
|
aip = &Ai_info[shipp->ai_index];
|
|
sip = &Ship_info[shipp->ship_info_index];
|
|
|
|
if (!timestamp_elapsed(aip->next_rearm_request_timestamp))
|
|
return 0;
|
|
|
|
// Only fighters and bombers request support.
|
|
if (!(sip->flags & (SIF_FIGHTER | SIF_BOMBER)))
|
|
return 0;
|
|
|
|
// A ship that is currently awaiting does not need support!
|
|
if (aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED))
|
|
return 0;
|
|
|
|
if (!is_support_allowed(objp))
|
|
return 0;
|
|
|
|
//if (shipp->team != TEAM_FRIENDLY)
|
|
// 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.
|
|
// No: We no longer repair hull, so this would cause repeated repair requests.
|
|
// Added back in upon mission flag condition - Goober5000
|
|
if (The_mission.flags & MISSION_FLAG_SUPPORT_REPAIRS_HULL)
|
|
{
|
|
desire += 6 - (int) ((objp->hull_strength/shipp->ship_initial_hull_strength) * 6.0f);
|
|
}
|
|
|
|
// Set desire based on key subsystems.
|
|
desire += 2*mrs_subsystem(shipp, SUBSYSTEM_ENGINE); // Note, disabled engine forces repair request, regardless of nearby enemies.
|
|
desire += mrs_subsystem(shipp, SUBSYSTEM_COMMUNICATION);
|
|
desire += mrs_subsystem(shipp, SUBSYSTEM_WEAPONS);
|
|
desire += mrs_subsystem(shipp, SUBSYSTEM_SENSORS);
|
|
|
|
|
|
// Set desire based on percentage of secondary weapons.
|
|
ship_weapon *swp = &shipp->weapons;
|
|
|
|
for ( i = 0; i < swp->num_secondary_banks; i++ ) {
|
|
if (swp->secondary_bank_start_ammo[i] > 0) {
|
|
// r = (float) swp->secondary_bank_ammo[i]*Weapon_info[swp->secondary_bank_weapons[i]].cargo_size/swp->secondary_bank_capacity[i];
|
|
r = (float) swp->secondary_bank_ammo[i]/swp->secondary_bank_start_ammo[i];
|
|
desire += (int) ((1.0f - r) * 3.0f);
|
|
}
|
|
}
|
|
|
|
// Set desire based on ballistic weapons - Goober5000
|
|
if (sip->flags & SIF_BALLISTIC_PRIMARIES)
|
|
{
|
|
for (i = 0; i < swp->num_primary_banks; i++)
|
|
{
|
|
wip = &Weapon_info[swp->primary_bank_weapons[i]];
|
|
|
|
if (wip->wi_flags2 & WIF2_BALLISTIC)
|
|
{
|
|
r = (float) swp->primary_bank_ammo[i] / swp->primary_bank_start_ammo[i];
|
|
|
|
// cube ammo level for better behavior, and adjust for number of banks
|
|
desire += (int) ((1.0f - r)*(1.0f - r)*(1.0f - r) * (5.0f / swp->num_primary_banks));
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// If no reason to repair, don't bother to see if it's safe to repair.
|
|
if (desire == 0){
|
|
return 0;
|
|
}
|
|
|
|
// Compute danger threshold.
|
|
// Balance this with desire and maybe request support.
|
|
if (ai_good_time_to_rearm( objp )) {
|
|
ai_issue_rearm_request(objp);
|
|
return 1;
|
|
} else if (num_allies_rearming(objp) < 2) {
|
|
if (desire >= 8) { // guarantees disabled will cause repair request
|
|
ai_issue_rearm_request(objp);
|
|
} else if (desire >= 3) { // >= 3 means having a single subsystem fully blown will cause repair.
|
|
int count;
|
|
int objnum = find_nearby_hostile(OBJ_INDEX(objp), get_enemy_team_mask(OBJ_INDEX(objp)), 2000.0f, &count);
|
|
|
|
if ((objnum == -1) || (count < 2) || (vm_vec_dist_quick(&objp->pos, &Objects[objnum].pos) > 3000.0f*count/desire)) {
|
|
ai_issue_rearm_request(objp);
|
|
return 1;
|
|
} else {
|
|
//nprintf(("AI", "Would like to rearm, but enemy only %7.3f units away.\n", vm_vec_dist_quick(&objp->pos, &Objects[objnum].pos)));
|
|
}
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
void ai_set_mode_warp_out(object *objp, ai_info *aip)
|
|
{
|
|
ai_abort_rearm_request(objp);
|
|
if (aip->mode != AIM_WARP_OUT) {
|
|
aip->mode = AIM_WARP_OUT;
|
|
aip->submode = AIS_WARP_1;
|
|
}
|
|
}
|
|
|
|
// Maybe make ship depart (Goober5000 - changed from always warp ship out)
|
|
// Shivan and HoL fighter/bomber warp out if their weapons subsystems have been destroyed.
|
|
void ai_maybe_depart(object *objp)
|
|
{
|
|
ship *shipp;
|
|
ship_info *sip;
|
|
|
|
// don't do anything if in a training mission.
|
|
if ( The_mission.game_type & MISSION_TYPE_TRAINING )
|
|
return;
|
|
|
|
Assert(objp->type == OBJ_SHIP);
|
|
|
|
shipp = &Ships[objp->instance];
|
|
ai_info *aip = &Ai_info[shipp->ai_index];
|
|
sip = &Ship_info[shipp->ship_info_index];
|
|
|
|
if (aip->mode == AIM_WARP_OUT || aip->mode == AIM_BAY_DEPART)
|
|
return;
|
|
|
|
// If a support ship with no goals and low hull, depart. Be sure that there are no pending goals
|
|
// in the support ships ai_goal array. Just process this ships goals.
|
|
if (sip->flags & SIF_SUPPORT) {
|
|
if ( timestamp_elapsed(aip->warp_out_timestamp) ) {
|
|
ai_process_mission_orders( OBJ_INDEX(objp), aip );
|
|
if ( (aip->support_ship_objnum == -1) && (objp->hull_strength/shipp->ship_initial_hull_strength < 0.25f) ) {
|
|
if (!(shipp->flags & SF_DEPARTING))
|
|
mission_do_departure(objp);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Friendly don't warp out, they'll eventually request support.
|
|
if (shipp->team == TEAM_FRIENDLY)
|
|
return;
|
|
|
|
if (!(shipp->flags & SF_DEPARTING)) {
|
|
if (sip->flags & (SIF_FIGHTER | SIF_BOMBER)) {
|
|
if (aip->warp_out_timestamp == 0) {
|
|
//if (ship_get_subsystem_strength(shipp, SUBSYSTEM_WEAPONS) == 0.0f) {
|
|
// aip->warp_out_timestamp = timestamp(((myrand() % 10) + 10) * 1000);
|
|
//}
|
|
} else if (timestamp_elapsed(aip->warp_out_timestamp)) {
|
|
mission_do_departure(objp);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Warp this ship out.
|
|
void ai_warp_out(object *objp)
|
|
{
|
|
// if dying, don't warp out.
|
|
if (Ships[objp->instance].flags & SF_DYING) {
|
|
return;
|
|
}
|
|
|
|
ai_info *aip;
|
|
int anchor_shipnum;
|
|
|
|
aip = &Ai_info[Ships[objp->instance].ai_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;
|
|
break;
|
|
case AIS_WARP_2: // Make sure won't collide with any object.
|
|
if (timestamp_elapsed(aip->force_warp_time) || !collide_predict_large_ship(objp, objp->radius*2.0f + 100.0f)) {
|
|
aip->submode = AIS_WARP_3;
|
|
|
|
// maybe recalculate collision pairs.
|
|
if (ship_get_warp_speed(objp) > ship_get_max_speed(&Ships[objp->instance])) {
|
|
// 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 {
|
|
vector 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_warp_speed(objp);
|
|
|
|
// HUGE ships go immediately to AIS_WARP_4
|
|
if (Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_HUGE_SHIP) {
|
|
aip->submode = AIS_WARP_4;
|
|
break;
|
|
}
|
|
//compute_warpout_stuff(objp, &goal_speed, &warp_time, &warp_pos);
|
|
//goal_speed = 80.0f;
|
|
//set_accel_for_target_speed(objp, 40.0f);
|
|
// DKA 8/11/99 objp->phys_info.flags |= PF_USE_VEL; This flag is set in object code if warping out and AIS_WARP >= 3, properly accounting for blown engines
|
|
speed = goal_speed * flFrametime + objp->phys_info.speed * (1.0f - flFrametime);
|
|
vm_vec_copy_scale(&objp->phys_info.vel, &objp->orient.vec.fvec, speed);
|
|
objp->phys_info.desired_vel = objp->phys_info.vel;
|
|
// nprintf(("AI", "Frame %i, speed = %7.3f, goal = %7.3f\n", Framecount, vm_vec_mag_quick(&objp->phys_info.vel), goal_speed));
|
|
if (timestamp_elapsed(aip->force_warp_time) || (fl_abs(objp->phys_info.speed - goal_speed) < 2.0f))
|
|
aip->submode = AIS_WARP_4;
|
|
break;
|
|
case AIS_WARP_4: {
|
|
shipfx_warpout_start(objp);
|
|
aip->submode = AIS_WARP_5;
|
|
break;
|
|
}
|
|
case AIS_WARP_5:
|
|
break;
|
|
case AIS_DEPART_TO_BAY: // no warp stuff
|
|
// check if parent ship still exists; if not, abort depart
|
|
// ( aip->goal_signature != Objects[aip->goal_objnum].signature) )
|
|
anchor_shipnum = ship_name_lookup(Parse_names[Ships[objp->instance].departure_anchor]);
|
|
if (anchor_shipnum >= 0)
|
|
{
|
|
if ( Ships[anchor_shipnum].flags & (SF_DYING | SF_DEPARTING))
|
|
{
|
|
anchor_shipnum = -1;
|
|
}
|
|
}
|
|
|
|
if (anchor_shipnum < 0)
|
|
{
|
|
// if no warp drive, cancel everything
|
|
if (Ships[objp->instance].flags2 & SF2_NO_SUBSPACE_DRIVE)
|
|
{
|
|
ai_goal *aigp = &aip->goals[aip->active_goal];
|
|
|
|
Ships[objp->instance].flags &= ~SF_DEPARTING;
|
|
|
|
// engage enemy
|
|
aip->target_objnum = -1; // force reacquisition of target
|
|
aip->enemy_wing = -1; // same with wing
|
|
aigp->ai_mode = AI_GOAL_CHASE_ANY;
|
|
aigp->ai_submode = SM_ATTACK;
|
|
ai_attack_object( objp, NULL, aigp->priority, NULL );
|
|
}
|
|
// if we have warp, engage warp drive instead
|
|
else
|
|
{
|
|
(Ships[objp->instance].flags &= ~SF_DEPART_DOCKBAY) |= SF_DEPART_WARP;
|
|
|
|
aip->goals[aip->active_goal].ai_mode = AI_GOAL_WARP;
|
|
aip->goals[aip->active_goal].ai_submode = -1;
|
|
aip->mode = AIM_WARP_OUT;
|
|
aip->submode = AIS_WARP_1;
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
Int3(); // Illegal submode for warping out.
|
|
}
|
|
}
|
|
|
|
// Return object index of weapon that could produce a shockwave that should be known about to *objp.
|
|
// Return nearest one.
|
|
int ai_find_shockwave_weapon(object *objp, ai_info *aip)
|
|
{
|
|
missile_obj *mo;
|
|
float nearest_dist = 999999.9f;
|
|
int nearest_index = -1;
|
|
|
|
for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
|
|
object *A;
|
|
weapon *wp;
|
|
weapon_info *wip;
|
|
|
|
Assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
|
|
A = &Objects[mo->objnum];
|
|
|
|
Assert(A->type == OBJ_WEAPON);
|
|
Assert((A->instance >= 0) && (A->instance < MAX_WEAPONS));
|
|
wp = &Weapons[A->instance];
|
|
wip = &Weapon_info[wp->weapon_info_index];
|
|
Assert( wip->subtype == WP_MISSILE );
|
|
|
|
if (wip->shockwave_speed > 0.0f) {
|
|
float dist;
|
|
|
|
dist = vm_vec_dist_quick(&objp->pos, &A->pos);
|
|
if (dist < nearest_dist) {
|
|
nearest_dist = dist;
|
|
nearest_index = mo->objnum;
|
|
}
|
|
}
|
|
}
|
|
|
|
return nearest_index;
|
|
|
|
}
|
|
|
|
#define EVADE_SHOCKWAVE_DAMAGE_THRESHOLD 100.0f
|
|
|
|
// Tell all ships to avoid a big ship that is blowing up.
|
|
// Only avoid if shockwave is fairly large.
|
|
// OK to tell everyone to avoid. If they're too far away, that gets cleaned up in the frame interval.
|
|
void ai_announce_ship_dying(object *dying_objp)
|
|
{
|
|
float damage = ship_get_exp_damage(dying_objp);
|
|
if (damage >= EVADE_SHOCKWAVE_DAMAGE_THRESHOLD) {
|
|
ship_obj *so;
|
|
|
|
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
|
|
object *A = &Objects[so->objnum];
|
|
Assert(A->type == OBJ_SHIP);
|
|
|
|
if (Ship_info[Ships[A->instance].ship_info_index].flags & (SIF_SMALL_SHIP | SIF_FREIGHTER | SIF_TRANSPORT)) {
|
|
ai_info *aip = &Ai_info[Ships[A->instance].ai_index];
|
|
|
|
// AL 1-5-98: only avoid shockwave if not docked or repairing
|
|
if ( !object_is_docked(A) && !(aip->ai_flags & (AIF_REPAIRING|AIF_BEING_REPAIRED)) ) {
|
|
aip->ai_flags |= AIF_AVOID_SHOCKWAVE_SHIP;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// Return object index of weapon that could produce a shockwave that should be known about to *objp.
|
|
// Return nearest one.
|
|
int ai_find_shockwave_ship(object *objp, ai_info *aip)
|
|
{
|
|
ship_obj *so;
|
|
float nearest_dist = 999999.9f;
|
|
int nearest_index = -1;
|
|
|
|
for ( so = GET_NEXT(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
|
|
object *A;
|
|
ship *shipp;
|
|
|
|
Assert(so->objnum >= 0 && so->objnum < MAX_OBJECTS);
|
|
A = &Objects[so->objnum];
|
|
|
|
Assert(A->type == OBJ_SHIP);
|
|
Assert((A->instance >= 0) && (A->instance < MAX_SHIPS));
|
|
shipp = &Ships[A->instance];
|
|
// Only look at objects in the process of dying.
|
|
if (shipp->flags & SF_DYING) {
|
|
float damage = ship_get_exp_damage(objp);
|
|
|
|
if (damage >= EVADE_SHOCKWAVE_DAMAGE_THRESHOLD) { // Only evade quite large blasts
|
|
float dist;
|
|
|
|
dist = vm_vec_dist_quick(&objp->pos, &A->pos);
|
|
if (dist < nearest_dist) {
|
|
nearest_dist = dist;
|
|
nearest_index = so->objnum;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return nearest_index;
|
|
|
|
}
|
|
|
|
int aas_1(object *objp, ai_info *aip, vector *safe_pos)
|
|
{
|
|
// MAKE SURE safe_pos DOES NOT TAKE US TOWARD THE A SHIP WE'RE ATTACKING.
|
|
if (aip->ai_flags & AIF_AVOID_SHOCKWAVE_WEAPON) {
|
|
// If we don't currently know of a weapon to avoid, try to find one.
|
|
// If we can't find one, then clear the bit so we don't keep coming here.
|
|
if (aip->shockwave_object == -1) {
|
|
int shockwave_weapon = ai_find_shockwave_weapon(objp, aip);
|
|
if (shockwave_weapon == -1) {
|
|
aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
|
|
return 0;
|
|
} else {
|
|
aip->shockwave_object = shockwave_weapon;
|
|
}
|
|
}
|
|
|
|
// OK, we have reason to believe we should avoid aip->shockwave_object.
|
|
Assert(aip->shockwave_object > -1);
|
|
object *weapon_objp = &Objects[aip->shockwave_object];
|
|
if (weapon_objp->type != OBJ_WEAPON) {
|
|
aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
|
|
aip->shockwave_object = -1;
|
|
return 0;
|
|
}
|
|
|
|
weapon *weaponp = &Weapons[weapon_objp->instance];
|
|
weapon_info *wip = &Weapon_info[weaponp->weapon_info_index];
|
|
object *target_ship_obj = NULL;
|
|
|
|
if (wip->shockwave_speed == 0.0f) {
|
|
aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
|
|
aip->shockwave_object = -1;
|
|
return 0;
|
|
}
|
|
|
|
float danger_dist;
|
|
vector expected_pos; // Position at which we expect the weapon to detonate.
|
|
int pos_set = 0;
|
|
|
|
danger_dist = wip->outer_radius;
|
|
// Set predicted position of detonation.
|
|
// If an aspect locked missile, assume it will detonate at the homing position.
|
|
// If not, which is not possible in a default FreeSpace weapon, then predict it will detonate at some
|
|
// time in the future, this time based on max lifetime and life left.
|
|
if (wip->wi_flags & WIF_HOMING_ASPECT) {
|
|
expected_pos = weaponp->homing_pos;
|
|
if (weaponp->homing_object && weaponp->homing_object->type == OBJ_SHIP) {
|
|
target_ship_obj = weaponp->homing_object;
|
|
}
|
|
pos_set = 1;
|
|
if (IS_VEC_NULL(&weaponp->homing_pos)) {
|
|
pos_set = 0;
|
|
if (weaponp->target_num != -1) {
|
|
if (Objects[weaponp->target_num].type == OBJ_SHIP) {
|
|
target_ship_obj = &Objects[weaponp->target_num];
|
|
expected_pos = target_ship_obj->pos;
|
|
pos_set = 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!pos_set) {
|
|
float time_scale;
|
|
|
|
if (wip->lifetime - weaponp->lifeleft > 5.0f) {
|
|
time_scale = 1.0f;
|
|
} else {
|
|
time_scale = weaponp->lifeleft/2.0f;
|
|
}
|
|
|
|
vm_vec_scale_add(&expected_pos, &weapon_objp->pos, &weapon_objp->orient.vec.fvec, time_scale);
|
|
}
|
|
|
|
// See if too far away to care about shockwave.
|
|
if (vm_vec_dist_quick(&objp->pos, &expected_pos) > danger_dist*2.0f) {
|
|
//aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
|
|
return 0;
|
|
} else {
|
|
// try to find a safe position
|
|
vector vec_from_exp;
|
|
float dir = 1.0f;
|
|
vm_vec_sub(&vec_from_exp, &objp->pos, &expected_pos);
|
|
float dot = vm_vec_dotprod(&vec_from_exp, &weapon_objp->orient.vec.fvec);
|
|
if (dot > -30) {
|
|
// if we're already on the other side of the explosion, don't try to fly behind it
|
|
dir = -1.0f;
|
|
}
|
|
|
|
// Fly towards a point behind the weapon.
|
|
vm_vec_scale_add(safe_pos, &weapon_objp->pos, &weapon_objp->orient.vec.fvec, -50000.0f*dir);
|
|
|
|
// verify safe_pos will not make us collide with our target objnum, else try 2 other vecs
|
|
// don't bang your head, else go
|
|
// int go_safe = FALSE;
|
|
int go_safe = TRUE;
|
|
/* if (target_ship_obj) {
|
|
if (pp_collide(&objp->pos, safe_pos, target_ship_obj, objp->radius)) {
|
|
// try up to 2 other random directions
|
|
vector dir_vec, rand_vec;
|
|
int idx;
|
|
for (idx=0; idx<2; idx++) {
|
|
vm_vec_rand_vec_quick(&rand_vec);
|
|
vm_vec_scale_add(&dir_vec, &weapon_objp->orient.fvec, &rand_vec, 0.5f);
|
|
vm_vec_scale_add(safe_pos, &weapon_objp->pos, &dir_vec, -50000.0f*dir);
|
|
if ( !pp_collide(&objp->pos, safe_pos, target_ship_obj, objp->radius) ) {
|
|
go_safe = TRUE;
|
|
break;
|
|
}
|
|
}
|
|
} else { // direct path is safe
|
|
go_safe = TRUE;
|
|
}
|
|
} else { // no target_obj_ship
|
|
go_safe = TRUE;
|
|
} */
|
|
|
|
if (go_safe) {
|
|
return 1;
|
|
} else {
|
|
// can't figure out a good way to go
|
|
return 0;
|
|
}
|
|
}
|
|
} else if (aip->ai_flags & AIF_AVOID_SHOCKWAVE_SHIP) {
|
|
if (aip->shockwave_object == -1) {
|
|
int shockwave_ship = ai_find_shockwave_ship(objp, aip);
|
|
if (shockwave_ship == -1) {
|
|
aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_SHIP;
|
|
return 0;
|
|
} else {
|
|
aip->shockwave_object = shockwave_ship;
|
|
}
|
|
}
|
|
|
|
Assert(aip->shockwave_object > -1);
|
|
object *ship_objp = &Objects[aip->shockwave_object];
|
|
if (ship_objp == objp) {
|
|
aip->shockwave_object = -1;
|
|
return 0;
|
|
}
|
|
|
|
if (ship_objp->type != OBJ_SHIP) {
|
|
aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_SHIP;
|
|
return 0;
|
|
}
|
|
|
|
// Optimize note! Don't really have to normalize. We only need a point away from the blowing-up ship.
|
|
vector safe_vec;
|
|
|
|
vm_vec_normalized_dir(&safe_vec, &objp->pos, &ship_objp->pos);
|
|
vm_vec_scale_add(safe_pos, &ship_objp->pos, &safe_vec, 50000.0f); // Fly away from the ship.
|
|
|
|
float outer_rad = ship_get_exp_outer_rad(ship_objp);
|
|
|
|
if (vm_vec_dist_quick(&objp->pos, &ship_objp->pos) > outer_rad*1.5f) {
|
|
aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
|
|
return 0;
|
|
}
|
|
|
|
return 1;
|
|
|
|
} else {
|
|
Int3(); // Illegal -- supposedly avoiding a shockwave, but neither ship nor weapon. What is it!?
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
int rct_done = 0;
|
|
|
|
void rand_chance_test()
|
|
{
|
|
int i;
|
|
float frametime;
|
|
|
|
if (rct_done)
|
|
return;
|
|
|
|
rct_done = 1;
|
|
|
|
for (frametime=0.02f; frametime<0.25f; frametime *= 1.25f) {
|
|
float chance;
|
|
|
|
nprintf(("AI", "%6.4f: ", frametime));
|
|
for (chance=0.25f; chance<2.5f; chance += 0.25f) {
|
|
int count = 0;
|
|
|
|
for (i=0; i<100.0f/frametime; i++) {
|
|
if (rand_chance(frametime, chance))
|
|
count++;
|
|
}
|
|
nprintf(("AI", "%3i ", count));
|
|
}
|
|
nprintf(("AI", "\n"));
|
|
}
|
|
}
|
|
*/
|
|
|
|
// --------------------------------------------------------------------------
|
|
// Make object *objp avoid the nearest dangerous shockwave-producing weapon.
|
|
// If it looks like there is no valid shockwave-producing weapon then clear the AIF_AVOID_SHOCKWAVE_WEAPON bit in ai_flags and return.
|
|
// Return 1 if avoiding a shockwave, else return 0.
|
|
int ai_avoid_shockwave(object *objp, ai_info *aip)
|
|
{
|
|
vector safe_pos;
|
|
|
|
//rand_chance_test();
|
|
// BIG|HUGE do not respond to shockwaves
|
|
if (Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) {
|
|
// don't come here again
|
|
aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE;
|
|
return 0;
|
|
}
|
|
|
|
// Don't all react right away.
|
|
if (!(aip->ai_flags & AIF_AVOID_SHOCKWAVE_STARTED))
|
|
if (!rand_chance(flFrametime, (float) aip->ai_class/4.0f + 0.25f)) // Chance to avoid in 1 second is 0.25 + ai_class/4
|
|
return 0;
|
|
|
|
if (!aas_1(objp, aip, &safe_pos)) {
|
|
aip->ai_flags |= AIF_AVOID_SHOCKWAVE_STARTED;
|
|
return 0;
|
|
}
|
|
|
|
aip->ai_flags |= AIF_AVOID_SHOCKWAVE_STARTED;
|
|
|
|
// OK, evade the shockwave!
|
|
turn_towards_point(objp, &safe_pos, NULL, 0.0f);
|
|
vector vec_to_safe_pos;
|
|
float dot_to_goal;
|
|
|
|
vm_vec_normalized_dir(&vec_to_safe_pos, &safe_pos, &objp->pos);
|
|
|
|
dot_to_goal = vm_vec_dot(&objp->orient.vec.fvec, &vec_to_safe_pos);
|
|
if (dot_to_goal < -0.5f)
|
|
accelerate_ship(aip, 0.3f);
|
|
else {
|
|
accelerate_ship(aip, 1.0f + dot_to_goal);
|
|
if (dot_to_goal > 0.2f) {
|
|
if (!(objp->phys_info.flags & PF_AFTERBURNER_ON )) {
|
|
afterburners_start(objp);
|
|
aip->afterburner_stop_time = Missiontime + 2*F1_0;
|
|
}
|
|
}
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
// Awaiting repair. Be useful.
|
|
// Probably fly towards incoming repair ship.
|
|
// Return true if this ship is close to being repaired, else return false.
|
|
int ai_await_repair_frame(object *objp, ai_info *aip)
|
|
{
|
|
if (!(aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED)))
|
|
return 0;
|
|
|
|
if (aip->support_ship_objnum == -1)
|
|
return 0;
|
|
|
|
ship *shipp;
|
|
ship_info *sip;
|
|
|
|
shipp = &Ships[Objects[aip->support_ship_objnum].instance];
|
|
sip = &Ship_info[shipp->ship_info_index];
|
|
|
|
aip->ai_flags &= ~AIF_FORMATION_OBJECT; // Prevents endless rotation.
|
|
|
|
if (!(sip->flags & SIF_SUPPORT))
|
|
return 0;
|
|
|
|
vector goal_point;
|
|
object *repair_objp;
|
|
|
|
repair_objp = &Objects[aip->support_ship_objnum];
|
|
|
|
if (Ships[repair_objp->instance].team == TEAM_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.
|
|
|
|
vector vtr;
|
|
float dist = vm_vec_normalized_dir(&vtr, &goal_point, &objp->pos);
|
|
float dot = vm_vec_dot(&vtr, &objp->orient.vec.fvec);
|
|
|
|
if (dist > 200.0f) {
|
|
//nprintf(("AI", "%s flying towards %s for repair, dist = %7.3f\n", Ships[objp->instance].ship_name, &Ships[repair_objp->instance].ship_name, dist));
|
|
accelerate_ship(aip, (0.9f + dot) * dist/1500.0f);
|
|
turn_towards_point(objp, &goal_point, NULL, 0.0f);
|
|
} else {
|
|
accelerate_ship(aip, 0.0f);
|
|
//nprintf(("AI", "%s sitting still awaiting repair from %s, dist = %7.3f\n", Ships[objp->instance].ship_name, &Ships[repair_objp->instance].ship_name, dist));
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
// Maybe cause this ship to self-destruct.
|
|
// Currently, any small ship (SIF_SMALL_SHIP) that has been disabled will self-destruct after awhile.
|
|
// Maybe should only do this if they are preventing their wing from re-entering.
|
|
void ai_maybe_self_destruct(object *objp, ai_info *aip)
|
|
{
|
|
// Friendly ships 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 ((Ships[objp->instance].team == TEAM_FRIENDLY) || (Game_mode & GM_MULTIPLAYER))
|
|
return;
|
|
|
|
// Small ships in a wing blow themselves up after awhile if engine or weapons system has been destroyed.
|
|
// Reason: Don't want them to prevent a re-emergence of the wing.
|
|
// Note: Don't blow up if not in a wing for two reasons: One, won't affect re-emergence of waves and (1) disable the Dragon
|
|
// mission would be broken.
|
|
if ((Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_SMALL_SHIP) && (Ships[objp->instance].wingnum != -1)) {
|
|
if ((ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) ||
|
|
(ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_WEAPONS) <= 0.0f)) {
|
|
if (aip->self_destruct_timestamp < 0)
|
|
aip->self_destruct_timestamp = timestamp(90 * 1000); // seconds until self-destruct
|
|
} else {
|
|
aip->self_destruct_timestamp = -1;
|
|
}
|
|
|
|
if (aip->self_destruct_timestamp < 0) {
|
|
return;
|
|
}
|
|
|
|
if (timestamp_elapsed(aip->self_destruct_timestamp)) {
|
|
ship_apply_local_damage( objp, objp, &objp->pos, objp->hull_strength*flFrametime + 1.0f, MISS_SHIELDS);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Determine if pl_objp needs a new target, called from ai_frame()
|
|
int ai_need_new_target(object *pl_objp, int target_objnum)
|
|
{
|
|
object *objp;
|
|
|
|
if ( target_objnum < 0 ) {
|
|
return 1;
|
|
}
|
|
|
|
objp = &Objects[target_objnum];
|
|
|
|
if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_ASTEROID) && (objp->type != OBJ_WEAPON) ) {
|
|
return 1;
|
|
}
|
|
|
|
if ( objp->type == OBJ_SHIP ) {
|
|
if ( Ships[objp->instance].flags & SF_DYING ) {
|
|
return 1;
|
|
} else if (Ships[objp->instance].team == Ships[pl_objp->instance].team)
|
|
return 1;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
// If *objp is recovering from a collision with a big ship, handle it.
|
|
// Return true if recovering.
|
|
int maybe_big_ship_collide_recover_frame(object *objp, ai_info *aip)
|
|
{
|
|
float dot, dist;
|
|
vector v2g;
|
|
|
|
if (aip->ai_flags & AIF_BIG_SHIP_COLLIDE_RECOVER_1) {
|
|
ai_turn_towards_vector(&aip->big_recover_pos_1, objp, flFrametime, Ship_info[Ships[objp->instance].ship_info_index].srotation_time, NULL, NULL, 0.0f, 0, NULL);
|
|
dist = vm_vec_normalized_dir(&v2g, &aip->big_recover_pos_1, &objp->pos);
|
|
dot = vm_vec_dot(&objp->orient.vec.fvec, &v2g);
|
|
accelerate_ship(aip, dot);
|
|
|
|
// If close to desired point, or 15+ seconds since entered this mode, continue to next mode.
|
|
if ((timestamp_until(aip->big_recover_timestamp) < -15*1000) || (dist < (0.5f + flFrametime) * objp->phys_info.speed)) {
|
|
aip->ai_flags &= ~AIF_BIG_SHIP_COLLIDE_RECOVER_1;
|
|
aip->ai_flags |= AIF_BIG_SHIP_COLLIDE_RECOVER_2;
|
|
}
|
|
|
|
return 1;
|
|
|
|
} else if (aip->ai_flags & AIF_BIG_SHIP_COLLIDE_RECOVER_2) {
|
|
ai_turn_towards_vector(&aip->big_recover_pos_2, objp, flFrametime, Ship_info[Ships[objp->instance].ship_info_index].srotation_time, NULL, NULL, 0.0f, 0, NULL);
|
|
dist = vm_vec_normalized_dir(&v2g, &aip->big_recover_pos_2, &objp->pos);
|
|
dot = vm_vec_dot(&objp->orient.vec.fvec, &v2g);
|
|
accelerate_ship(aip, dot);
|
|
|
|
// If close to desired point, or 30+ seconds since started avoiding collision, done avoiding.
|
|
if ((timestamp_until(aip->big_recover_timestamp) < -30*1000) || (dist < (0.5f + flFrametime) * objp->phys_info.speed)) {
|
|
aip->ai_flags &= ~AIF_BIG_SHIP_COLLIDE_RECOVER_2;
|
|
aip->ai_flags &= ~AIF_TARGET_COLLISION;
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
if (aip->ai_flags & AIF_TARGET_COLLISION) {
|
|
aip->ai_flags &= ~AIF_TARGET_COLLISION;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
void validate_mode_submode(ai_info *aip)
|
|
{
|
|
switch (aip->mode) {
|
|
case AIM_CHASE:
|
|
// check valid submode
|
|
switch (aip->submode) {
|
|
case SM_CONTINUOUS_TURN:
|
|
case SM_ATTACK:
|
|
case SM_EVADE_SQUIGGLE:
|
|
case SM_EVADE_BRAKE:
|
|
case SM_EVADE:
|
|
case SM_SUPER_ATTACK:
|
|
case SM_AVOID:
|
|
case SM_GET_BEHIND:
|
|
case SM_GET_AWAY:
|
|
case SM_EVADE_WEAPON:
|
|
case SM_FLY_AWAY:
|
|
case SM_ATTACK_FOREVER:
|
|
break;
|
|
default:
|
|
Int3();
|
|
}
|
|
break;
|
|
|
|
case AIM_STRAFE:
|
|
// check valid submode
|
|
switch(aip->submode) {
|
|
case AIS_STRAFE_ATTACK:
|
|
case AIS_STRAFE_AVOID:
|
|
case AIS_STRAFE_RETREAT1:
|
|
case AIS_STRAFE_RETREAT2:
|
|
case AIS_STRAFE_POSITION:
|
|
break;
|
|
default:
|
|
Int3();
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
// --------------------------------------------------------------------------
|
|
// Process AI object "objnum".
|
|
void ai_frame(int objnum)
|
|
{
|
|
ship *shipp = &Ships[Objects[objnum].instance];
|
|
ai_info *aip = &Ai_info[shipp->ai_index];
|
|
int target_objnum;
|
|
|
|
// validate_mode_submode(aip);
|
|
|
|
Assert((aip->mode != AIM_WAYPOINTS) || (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC));
|
|
|
|
// Set globals defining the current object and its enemy object.
|
|
Pl_objp = &Objects[objnum];
|
|
|
|
if (aip->mode == AIM_WARP_OUT) {
|
|
ai_warp_out(Pl_objp);
|
|
return;
|
|
}
|
|
|
|
/* // HACK! TEST! REMOVE ME!
|
|
if (Ship_info[shipp->ship_info_index].flags & SIF_BIG_SHIP)
|
|
if (shipp->team == Player_ship->team)
|
|
aip->mode = AIM_CHASE;
|
|
*/
|
|
|
|
// if (!strnicmp(Ships[Pl_objp->instance].ship_name, "cancer", 6))
|
|
// nprintf(("AI", "Ship %s: mode = %s, submode = %i\n", Ships[Pl_objp->instance].ship_name, Mode_text[aip->mode], aip->submode));
|
|
|
|
ai_maybe_self_destruct(Pl_objp, aip);
|
|
|
|
// if ( timestamp_elapsed(aip->goal_check_time) ) {
|
|
ai_process_mission_orders( objnum, aip );
|
|
// aip->goal_check_time = timestamp_rand(1000,2000);
|
|
// }
|
|
|
|
// Avoid a shockwave, if necessary. If a shockwave and rearming, stop rearming.
|
|
if (aip->ai_flags & AIF_AVOID_SHOCKWAVE) {
|
|
if (ai_avoid_shockwave(Pl_objp, aip)) {
|
|
aip->ai_flags &= ~(AIF_BIG_SHIP_COLLIDE_RECOVER_1 | AIF_BIG_SHIP_COLLIDE_RECOVER_2);
|
|
if (aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED))
|
|
ai_abort_rearm_request(Pl_objp);
|
|
return;
|
|
}
|
|
} else {
|
|
aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_STARTED;
|
|
}
|
|
|
|
// moved call to ai_do_repair frame here from below because of the subsequent if statment returning
|
|
// if the ship is getting repaired
|
|
// If waiting to be repaired, just stop and sit.
|
|
ai_do_repair_frame(Pl_objp, aip, flFrametime);
|
|
if ((aip->ai_flags & AIF_AWAITING_REPAIR) || (aip->ai_flags & AIF_BEING_REPAIRED)) {
|
|
if (ai_await_repair_frame(Pl_objp, aip))
|
|
return;
|
|
}
|
|
|
|
if (aip->mode == AIM_PLAY_DEAD)
|
|
return;
|
|
|
|
// If recovering from a collision with a big ship, don't continue.
|
|
if (maybe_big_ship_collide_recover_frame(Pl_objp, aip))
|
|
return;
|
|
|
|
ai_preprocess_ignore_objnum(Pl_objp, aip);
|
|
target_objnum = set_target_objnum(aip, aip->target_objnum);
|
|
|
|
// nprintf(("AI", "Frame %i: Coords = %7.3f %7.3f %7.3f\n", AI_FrameCount, Pl_objp->pos.x, Pl_objp->pos.y, Pl_objp->pos.z));
|
|
|
|
Assert(objnum != target_objnum);
|
|
|
|
ai_manage_shield(Pl_objp, aip);
|
|
|
|
if ( maybe_request_support(Pl_objp) ) {
|
|
if ( Ships[Pl_objp->instance].flags & SF_FROM_PLAYER_WING ) {
|
|
ship_maybe_tell_about_rearm(shipp);
|
|
}
|
|
}
|
|
|
|
ai_maybe_depart(Pl_objp);
|
|
|
|
/*
|
|
// If this ship is attacking an object's subsystems and someone else destroyed
|
|
// the subsystem, it could continue attacking the ship. Need to invalidate the objnum.
|
|
if (target_objnum >= 0)
|
|
if (Objects[target_objnum].flags & OF_PROTECTED) {
|
|
// if (aip->targeted_subsys != NULL)
|
|
// ; //nprintf(("AI", "subsys hits = %7.3f\n", aip->targeted_subsys->current_hits));
|
|
|
|
if ((aip->targeted_subsys == NULL) || (aip->targeted_subsys->current_hits <= 0.0f)) {
|
|
target_objnum = -1;
|
|
aip->target_objnum = -1;
|
|
}
|
|
}
|
|
*/
|
|
|
|
|
|
// Find an enemy if don't already have one.
|
|
En_objp = NULL;
|
|
if ( ai_need_new_target(Pl_objp, target_objnum) ) {
|
|
if ((aip->mode != AIM_EVADE_WEAPON) && (aip->active_goal == AI_ACTIVE_GOAL_DYNAMIC)) {
|
|
aip->resume_goal_time = -1;
|
|
aip->active_goal = AI_GOAL_NONE;
|
|
} else if (aip->resume_goal_time == -1) {
|
|
// AL 12-9-97: Don't allow cargo and navbuoys to set their aip->target_objnum
|
|
if ( !(Ship_info[shipp->ship_info_index].flags & SIF_HARMLESS) ) {
|
|
target_objnum = find_enemy(objnum, MAX_ENEMY_DISTANCE, Skill_level_max_attackers[Game_skill_level]); // Attack up to 25K units away.
|
|
if (target_objnum != -1) {
|
|
if (aip->target_objnum != target_objnum)
|
|
aip->aspect_locked_time = 0.0f;
|
|
set_target_objnum(aip, target_objnum);
|
|
En_objp = &Objects[target_objnum];
|
|
}
|
|
}
|
|
}
|
|
} else if (target_objnum >= 0) {
|
|
En_objp = &Objects[target_objnum];
|
|
}
|
|
|
|
// set base stealth info each frame
|
|
aip->ai_flags &= ~AIF_STEALTH_PURSUIT;
|
|
if (En_objp && En_objp->type == OBJ_SHIP) {
|
|
if (Ships[En_objp->instance].flags2 & SF2_STEALTH) {
|
|
int stealth_state = ai_is_stealth_visible(Pl_objp, En_objp);
|
|
float dist = vm_vec_dist_quick(&En_objp->pos, &Pl_objp->pos);
|
|
|
|
if (stealth_state != STEALTH_FULLY_TARGETABLE) {
|
|
aip->ai_flags |= AIF_STEALTH_PURSUIT;
|
|
}
|
|
|
|
if ( (stealth_state == STEALTH_FULLY_TARGETABLE) || (stealth_state == STEALTH_VISIBLE) ) {
|
|
aip->stealth_last_visible_stamp = timestamp();
|
|
aip->stealth_last_cheat_visible_stamp = aip->stealth_last_visible_stamp;
|
|
aip->stealth_last_pos = En_objp->pos;
|
|
aip->stealth_velocity = En_objp->phys_info.vel;
|
|
} else if (dist < 100) {
|
|
// get cheat timestamp
|
|
aip->stealth_last_cheat_visible_stamp = timestamp();
|
|
|
|
// set approximate pos and vel, with increasing error as time from last_visible_stamp increases
|
|
update_ai_stealth_info_with_error(aip/*, 0*/);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* if ((Pl_objp != NULL) && (En_objp != NULL)) {
|
|
slide_face_ship();
|
|
return;
|
|
}
|
|
*/
|
|
// AL 12-10-97: ensure that cargo and navbuoys aip->target_objnum is always -1.
|
|
if ( Ship_info[shipp->ship_info_index].flags & SIF_HARMLESS ) {
|
|
aip->target_objnum = -1;
|
|
}
|
|
|
|
if ((En_objp != NULL) && (En_objp->pos.xyz.x == Pl_objp->pos.xyz.x) && (En_objp->pos.xyz.y == Pl_objp->pos.xyz.y) && (En_objp->pos.xyz.z == Pl_objp->pos.xyz.z)) {
|
|
mprintf(("Warning: Object and its enemy have same position. Object #%i\n", Pl_objp-Objects));
|
|
En_objp = NULL;
|
|
}
|
|
|
|
if (aip->mode == AIM_CHASE) {
|
|
if (En_objp == NULL) {
|
|
aip->active_goal = -1;
|
|
}
|
|
}
|
|
|
|
// If there is a goal to resume and enough time has elapsed, resume the goal.
|
|
if ((aip->resume_goal_time > 0) && (aip->resume_goal_time < Missiontime)) {
|
|
aip->active_goal = AI_GOAL_NONE;
|
|
aip->resume_goal_time = -1;
|
|
target_objnum = find_enemy(objnum, 2000.0f, Skill_level_max_attackers[Game_skill_level]);
|
|
if (target_objnum != -1) {
|
|
if (aip->target_objnum != target_objnum) {
|
|
aip->aspect_locked_time = 0.0f;
|
|
}
|
|
set_target_objnum(aip, target_objnum);
|
|
}
|
|
}
|
|
|
|
// check if targeted subsystem has been destroyed, if so, move onto another subsystem
|
|
// if trying to disable or disarm the target
|
|
if ((En_objp != NULL) && ( aip->targeted_subsys != NULL )) {
|
|
Assert(En_objp->type == OBJ_SHIP);
|
|
if ( aip->targeted_subsys->current_hits <= 0.0f ) {
|
|
int subsys_type;
|
|
|
|
if ( aip->goals[0].ai_mode == AI_GOAL_DISABLE_SHIP ) {
|
|
subsys_type = SUBSYSTEM_ENGINE;
|
|
} else if ( aip->goals[0].ai_mode == AI_GOAL_DISARM_SHIP ) {
|
|
subsys_type = SUBSYSTEM_TURRET;
|
|
} else {
|
|
subsys_type = -1;
|
|
}
|
|
|
|
if ( subsys_type != -1 ) {
|
|
ship_subsys *new_subsys;
|
|
new_subsys = ship_return_next_subsys(&Ships[En_objp->instance], subsys_type, &Pl_objp->pos);
|
|
if ( new_subsys != NULL ) {
|
|
set_targeted_subsys(aip, new_subsys, aip->target_objnum);
|
|
} else {
|
|
// AL 12-16-97: no more subsystems to attack... reset targeting info
|
|
aip->target_objnum = -1;
|
|
set_targeted_subsys(aip, NULL, -1);
|
|
}
|
|
} else {
|
|
// targeted subsys is destroyed, so stop attacking it
|
|
set_targeted_subsys(aip, NULL, -1);
|
|
}
|
|
}
|
|
}
|
|
|
|
ai_maybe_launch_cmeasure(Pl_objp, aip);
|
|
ai_maybe_evade_locked_missile(Pl_objp, aip);
|
|
|
|
aip->target_time += flFrametime;
|
|
|
|
int in_formation = 0;
|
|
if (aip->ai_flags & AIF_FORMATION) {
|
|
in_formation = !ai_formation();
|
|
}
|
|
|
|
if ( !in_formation ) {
|
|
ai_execute_behavior(aip);
|
|
}
|
|
|
|
process_subobjects(objnum);
|
|
maybe_resume_previous_mode(Pl_objp, aip);
|
|
|
|
if (Pl_objp->phys_info.flags & PF_AFTERBURNER_ON ) {
|
|
if (Missiontime > aip->afterburner_stop_time) {
|
|
//nprintf(("AI", "Frame %i, turning off afterburner.\n", AI_FrameCount));
|
|
afterburners_stop(Pl_objp);
|
|
}
|
|
}
|
|
// validate_mode_submode(aip);
|
|
}
|
|
|
|
int Waypoints_created = 0;
|
|
|
|
/* Goober5000 - deprecated; use ship_info_lookup
|
|
// Find the ship with the name *name in the Ship_info array.
|
|
int find_ship_name(char *name)
|
|
{
|
|
int i;
|
|
|
|
for (i=0; i<Num_ship_types; i++)
|
|
if (!strcmp(Ship_info[i].name, name))
|
|
return i;
|
|
|
|
return -1;
|
|
}*/
|
|
|
|
void create_waypoints()
|
|
{
|
|
int i, j, z;
|
|
|
|
// Waypoints_created = 1;
|
|
|
|
if (Waypoints_created)
|
|
return;
|
|
|
|
for (j=0; j<Num_waypoint_lists; j++)
|
|
for (i=0; i<Waypoint_lists[j].count; i++) {
|
|
z = obj_create(OBJ_WAYPOINT, 0, j * 65536 + i, NULL,
|
|
&Waypoint_lists[j].waypoints[i], 0.0f, OF_RENDERS);
|
|
}
|
|
|
|
Waypoints_created = 1;
|
|
}
|
|
|
|
int Last_ai_obj = -1;
|
|
|
|
void ai_process( object * obj, int ai_index, float frametime )
|
|
{
|
|
// if (Ships[obj->instance].flags & SF_DYING)
|
|
// nprintf(("AI", "Frame: %i Ship %s is dying!\n", Framecount, Ships[obj->instance].ship_name));
|
|
|
|
if (obj->flags & OF_SHOULD_BE_DEAD)
|
|
return;
|
|
|
|
// return if ship is dead, unless it's a big ship...then its turrets still fire, like I was quoted in a magazine. -- MK, 5/15/98.
|
|
if ((Ships[obj->instance].flags & SF_DYING ) && !(Ship_info[Ships[obj->instance].ship_info_index].flags & (SIF_HUGE_SHIP | SIF_BIG_SHIP))){
|
|
return;
|
|
}
|
|
|
|
int rfc = 1; // Assume will be Reading Flying Controls.
|
|
|
|
Assert( obj->type == OBJ_SHIP );
|
|
Assert( ai_index >= 0 );
|
|
|
|
init_ship_info();
|
|
|
|
create_waypoints();
|
|
|
|
AI_frametime = frametime;
|
|
if (obj-Objects <= Last_ai_obj) {
|
|
AI_FrameCount++;
|
|
}
|
|
|
|
memset( &AI_ci, 0, sizeof(AI_ci) );
|
|
|
|
ai_frame(obj-Objects);
|
|
|
|
AI_ci.pitch = 0.0f;
|
|
AI_ci.bank = 0.0f;
|
|
AI_ci.heading = 0.0f;
|
|
|
|
// the ships maximum velocity now depends on the energy flowing to engines
|
|
obj->phys_info.max_vel.xyz.z = Ships[obj->instance].current_max_speed;
|
|
ai_info *aip = &Ai_info[Ships[obj->instance].ai_index];
|
|
|
|
// In certain circumstances, the AI says don't fly in the normal way.
|
|
// One circumstance is in docking and undocking, when the ship is moving
|
|
// under thruster control.
|
|
switch (aip->mode) {
|
|
case AIM_DOCK:
|
|
if ((aip->submode >= AIS_DOCK_2) && (aip->submode != AIS_UNDOCK_3))
|
|
rfc = 0;
|
|
break;
|
|
case AIM_WARP_OUT:
|
|
if (aip->submode >= AIS_WARP_3)
|
|
rfc = 0;
|
|
break;
|
|
// case AIM_NONE:
|
|
// if (aip->submode == AIS_NONE_FORMATION)
|
|
// rfc = 0;
|
|
// break;
|
|
#if defined(ENABLE_AUTO_PILOT)
|
|
/* // Kazan -- disable afterburning during thses
|
|
case AIM_WAYPOINTS:
|
|
case AIM_FLY_TO_SHIP:
|
|
if (AutoPilotEngaged)
|
|
AI_ci.afterburner_stop = 1;
|
|
break;*/
|
|
#endif
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if (rfc == 1) {
|
|
vector copy_desired_rotvel = obj->phys_info.rotvel;
|
|
physics_read_flying_controls( &obj->orient, &obj->phys_info, &AI_ci, frametime);
|
|
// if obj is in formation and not flight leader, don't update rotvel
|
|
if (aip->ai_flags & AIF_FORMATION) {
|
|
if (&Objects[aip->goal_objnum] != obj) {
|
|
obj->phys_info.desired_rotvel = copy_desired_rotvel;
|
|
obj->phys_info.rotvel = copy_desired_rotvel;
|
|
}
|
|
}
|
|
}
|
|
|
|
Last_ai_obj = obj-Objects;
|
|
}
|
|
|
|
// Initialize ai_info struct of object objnum.
|
|
void init_ai_object(int objnum)
|
|
{
|
|
int ship_index, ai_index;
|
|
ai_info *aip;
|
|
int ship_type;
|
|
object *objp;
|
|
vector near_vec; // A vector nearby and mainly in front of this object.
|
|
|
|
objp = &Objects[objnum];
|
|
ship_index = objp->instance;
|
|
ai_index = Ships[ship_index].ai_index;
|
|
Assert((ai_index >= 0) && (ai_index < MAX_AI_INFO));
|
|
|
|
aip = &Ai_info[ai_index];
|
|
|
|
ship_type = Ships[ship_index].ship_info_index;
|
|
|
|
vm_vec_scale_add(&near_vec, &objp->pos, &objp->orient.vec.fvec, 100.0f);
|
|
vm_vec_scale_add2(&near_vec, &objp->orient.vec.rvec, 10.0f);
|
|
|
|
// Things that shouldn't have to get initialized, but initialize them just in case!
|
|
aip->ai_flags = 0;
|
|
aip->previous_mode = AIM_NONE;
|
|
aip->mode_time = -1;
|
|
aip->target_objnum = -1;
|
|
aip->target_signature = -1;
|
|
aip->previous_target_objnum = -1;
|
|
aip->target_time = 0.0f;
|
|
aip->enemy_wing = -1;
|
|
aip->attacker_objnum = -1;
|
|
aip->goal_objnum = -1;
|
|
aip->goal_signature = -1;
|
|
aip->guard_objnum = -1;
|
|
aip->guard_signature = -1;
|
|
aip->guard_wingnum = -1;
|
|
aip->submode = 0;
|
|
aip->previous_submode = 0;
|
|
aip->best_dot_to_enemy = -1.0f;
|
|
aip->best_dot_from_enemy = -1.0f;
|
|
aip->best_dot_to_time = 0;
|
|
aip->best_dot_from_time = 0;
|
|
aip->submode_start_time = 0;
|
|
aip->submode_parm0 = 0;
|
|
aip->active_goal = -1;
|
|
aip->goal_check_time = timestamp(0);
|
|
aip->last_predicted_enemy_pos = near_vec;
|
|
aip->prev_goal_point = near_vec;
|
|
aip->goal_point = near_vec;
|
|
aip->time_enemy_in_range = 0.0f;
|
|
aip->last_attack_time = 0;
|
|
aip->last_hit_time = 0;
|
|
aip->last_hit_quadrant = 0;
|
|
aip->hitter_objnum = -1;
|
|
aip->hitter_signature = -1;
|
|
aip->resume_goal_time = -1;
|
|
aip->prev_accel = 0.0f;
|
|
aip->prev_dot_to_goal = 0.0f;
|
|
|
|
aip->ignore_objnum = UNUSED_OBJNUM;
|
|
aip->ignore_signature = -1;
|
|
|
|
// aip->mode = AIM_NONE;
|
|
|
|
// End of Things that shouldn't have to get initialized, but initialize them just in case!
|
|
|
|
aip->ai_courage = Ai_classes[Ship_info[ship_type].ai_class].ai_courage[Game_skill_level];
|
|
aip->ai_patience = Ai_classes[Ship_info[ship_type].ai_class].ai_patience[Game_skill_level];
|
|
aip->ai_evasion = Ai_classes[Ship_info[ship_type].ai_class].ai_evasion[Game_skill_level];
|
|
aip->ai_accuracy = Ai_classes[Ship_info[ship_type].ai_class].ai_accuracy[Game_skill_level];
|
|
|
|
if (Num_waypoint_lists > 0) {
|
|
aip->wp_index = -1;
|
|
aip->wp_list = -1;
|
|
} else {
|
|
aip->wp_index = -1;
|
|
aip->wp_list = -1;
|
|
}
|
|
|
|
aip->attacker_objnum = -1;
|
|
aip->goal_signature = -1;
|
|
|
|
Objects[objnum].phys_info.prev_fvec = Objects[objnum].orient.vec.fvec;
|
|
|
|
aip->last_predicted_enemy_pos.xyz.x = 0.0f; // Says this value needs to be recomputed!
|
|
aip->time_enemy_in_range = 0.0f;
|
|
|
|
aip->resume_goal_time = -1; // Say there is no goal to resume.
|
|
|
|
aip->active_goal = -1;
|
|
aip->path_start = -1;
|
|
aip->path_goal_dist = -1;
|
|
aip->path_length = 0;
|
|
aip->path_subsystem_next_check = 1;
|
|
|
|
aip->support_ship_objnum = -1;
|
|
aip->support_ship_signature = -1;
|
|
|
|
aip->danger_weapon_objnum = -1;
|
|
aip->danger_weapon_signature = -1;
|
|
|
|
aip->lead_scale = 0.0f;
|
|
aip->last_hit_target_time = Missiontime;
|
|
|
|
aip->nearest_locked_object = -1;
|
|
aip->nearest_locked_distance = 99999.0f;
|
|
|
|
aip->targeted_subsys = NULL;
|
|
aip->last_subsys_target = NULL;
|
|
aip->targeted_subsys_parent = -1;
|
|
|
|
// The next two fields are used to time the rearming to allow useful sound effects for missile rearming
|
|
aip->rearm_first_missile = TRUE; // flag to indicate that next missile to load is the first missile
|
|
aip->rearm_first_ballistic_primary = TRUE; // flag to indicate that next ballistic to load is the first ballistic
|
|
aip->rearm_release_delay = 0; // timestamp to delay the separation of docked ships after rearm
|
|
|
|
aip->next_predict_pos_time = 0;
|
|
|
|
aip->afterburner_stop_time = 0;
|
|
aip->last_objsig_hit = -1; // object signature of the ship most recently hit by aip
|
|
|
|
aip->path_next_create_time = timestamp(1);
|
|
aip->path_create_pos = Objects[objnum].pos;
|
|
aip->path_create_orient = Objects[objnum].orient;
|
|
|
|
aip->ignore_expire_timestamp = timestamp(1);
|
|
aip->warp_out_timestamp = 0;
|
|
aip->next_rearm_request_timestamp = timestamp(1);
|
|
aip->primary_select_timestamp = timestamp(1);
|
|
aip->secondary_select_timestamp = timestamp(1);
|
|
aip->scan_for_enemy_timestamp = timestamp(1);
|
|
|
|
aip->choose_enemy_timestamp = timestamp(3*(NUM_SKILL_LEVELS-Game_skill_level) * ((rand_alt() % 500) + 500));
|
|
|
|
aip->shockwave_object = -1;
|
|
aip->shield_manage_timestamp = timestamp(1);
|
|
aip->self_destruct_timestamp = -1; // This is a flag that we have not yet set this.
|
|
aip->ok_to_target_timestamp = timestamp(1);
|
|
aip->pick_big_attack_point_timestamp = timestamp(1);
|
|
vm_vec_zero(&aip->big_attack_point);
|
|
|
|
aip->avoid_check_timestamp = timestamp(1);
|
|
|
|
aip->abort_rearm_timestamp = -1;
|
|
|
|
// artillery stuff
|
|
aip->artillery_objnum = -1;
|
|
aip->artillery_sig = -1;
|
|
|
|
// waypoint speed cap
|
|
aip->waypoint_speed_cap = -1;
|
|
|
|
// set lethality to enemy team
|
|
aip->lethality = 0.0f;
|
|
}
|
|
|
|
void init_ai_objects()
|
|
{
|
|
int i;
|
|
|
|
for (i=0; i<num_objects; i++){
|
|
if (Objects[i].type == OBJ_SHIP){
|
|
init_ai_object(i);
|
|
}
|
|
}
|
|
}
|
|
|
|
void init_ai_system()
|
|
{
|
|
// MWA -- removed next line of code on 11/12/97. When a ship is created
|
|
// it calls init_ai_object() on it's objnum. Doing this init at the point where
|
|
// this function gets called messes things up.
|
|
//init_ai_objects();
|
|
|
|
Ppfp = Path_points;
|
|
Waypoints_created = 0;
|
|
|
|
Dock_path_warning_given = 0;
|
|
|
|
/* for (int i=0; i<MAX_IGNORE_OBJECTS; i++) {
|
|
Ignore_objects[i].objnum = -1;
|
|
Ignore_objects[i].signature = -1;
|
|
}
|
|
*/
|
|
|
|
}
|
|
|
|
void ai_set_default_behavior(object *obj, int classnum)
|
|
{
|
|
ai_info *aip;
|
|
|
|
Assert(obj != NULL);
|
|
Assert(obj->instance != -1);
|
|
Assert(Ships[obj->instance].ai_index != -1);
|
|
|
|
aip = &Ai_info[Ships[obj->instance].ai_index];
|
|
|
|
aip->behavior = classnum;
|
|
|
|
}
|
|
|
|
void ai_do_default_behavior(object *obj)
|
|
{
|
|
ai_info *aip;
|
|
int ship_flags;
|
|
|
|
Assert(obj != NULL);
|
|
Assert(obj->instance != -1);
|
|
Assert(Ships[obj->instance].ai_index != -1);
|
|
|
|
aip = &Ai_info[Ships[obj->instance].ai_index];
|
|
|
|
ship_flags = Ship_info[Ships[obj->instance].ship_info_index].flags;
|
|
if (!is_instructor(obj) && (ship_flags & (SIF_FIGHTER | SIF_BOMBER))) {
|
|
int enemy_objnum = find_enemy(OBJ_INDEX(obj), 1000.0f, Skill_level_max_attackers[Game_skill_level]);
|
|
set_target_objnum(aip, enemy_objnum);
|
|
aip->mode = AIM_CHASE;
|
|
aip->submode = SM_ATTACK;
|
|
} else if (ship_flags & (SIF_SUPPORT)) {
|
|
aip->mode = AIM_SAFETY;
|
|
aip->submode = AISS_1;
|
|
aip->ai_flags &= ~(AIF_REPAIRING);
|
|
} else if ( ship_flags & SIF_SENTRYGUN ) {
|
|
aip->mode = AIM_SENTRYGUN;
|
|
} else {
|
|
aip->mode = AIM_NONE;
|
|
}
|
|
|
|
aip->submode_start_time = Missiontime;
|
|
aip->active_goal = AI_GOAL_NONE;
|
|
}
|
|
|
|
#define FRIENDLY_DAMAGE_THRESHOLD 50.0f // Display a message at this threshold. Note, this gets scaled by Skill_level
|
|
|
|
// send the given message from objp. called from the maybe_process_friendly_hit
|
|
// code below when a message must get send to the player when he fires on friendlies
|
|
void process_friendly_hit_message( int message, object *objp )
|
|
{
|
|
int index;
|
|
|
|
// no traitor in multiplayer
|
|
if(Game_mode & GM_MULTIPLAYER){
|
|
return;
|
|
}
|
|
|
|
// don't send this message if a player ship was hit.
|
|
if ( objp->flags & OF_PLAYER_SHIP ){
|
|
return;
|
|
}
|
|
|
|
// check if objp is a cargo contianer -- if so, then find a new ship to send the message
|
|
index = objp->instance;
|
|
if ( !(Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_FIGHTER|SIF_BOMBER)) ){
|
|
index = -1;
|
|
}
|
|
|
|
// if the message is "oops" (the don't hit me message), always make come from Terran command
|
|
if ( message == MESSAGE_OOPS ){
|
|
index = -1;
|
|
}
|
|
|
|
if ( index >= 0){
|
|
message_send_builtin_to_player( message, &Ships[index], MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_ANYTIME, 0, 0, -1, -1 );
|
|
} else {
|
|
message_send_builtin_to_player( message, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_ANYTIME, 0, 0, -1, -1 );
|
|
}
|
|
}
|
|
|
|
extern void ship_set_subsystem_strength( ship *shipp, int type, float strength );
|
|
|
|
// Object *objp_weapon, fired by *objp_hitter, hit object *objp_ship.
|
|
void maybe_process_friendly_hit(object *objp_hitter, object *objp_hit, object *objp_weapon)
|
|
{
|
|
// no turning traitor in multiplayer
|
|
if ( Game_mode & GM_MULTIPLAYER ) {
|
|
return;
|
|
}
|
|
|
|
// ditto if mission says no traitors allowed
|
|
if (The_mission.flags & MISSION_FLAG_NO_TRAITOR) {
|
|
return;
|
|
}
|
|
|
|
if ((objp_hitter == Player_obj) && (Player_ship->team == TEAM_FRIENDLY)) {
|
|
|
|
// AL 12-4-97: It is possible the Player is a OBJ_GHOST at this point. If so, bail out.
|
|
if ( objp_hitter->type != OBJ_SHIP ) {
|
|
return;
|
|
}
|
|
|
|
Assert(objp_hitter->type == OBJ_SHIP);
|
|
Assert(objp_hit->type == OBJ_SHIP);
|
|
Assert(objp_weapon->type == OBJ_WEAPON);
|
|
|
|
ship *shipp_hitter = &Ships[objp_hitter->instance];
|
|
ship *shipp_hit = &Ships[objp_hit->instance];
|
|
|
|
if (shipp_hitter->team != shipp_hit->team) {
|
|
return;
|
|
}
|
|
|
|
// get the player
|
|
player *pp = &Players[Player_num];
|
|
|
|
// wacky stuff here
|
|
if (pp->friendly_hits != 0) {
|
|
float time_since_last_hit = f2fl(Missiontime - pp->friendly_last_hit_time);
|
|
if ((time_since_last_hit >= 0.0f) && (time_since_last_hit < 10000.0f)) {
|
|
if (time_since_last_hit > 60.0f) {
|
|
pp->friendly_hits = 0;
|
|
pp->friendly_damage = 0.0f;
|
|
} else if (time_since_last_hit > 2.0f) {
|
|
pp->friendly_hits -= (int) time_since_last_hit/2;
|
|
pp->friendly_damage -= time_since_last_hit;
|
|
}
|
|
|
|
if (pp->friendly_damage < 0.0f) {
|
|
pp->friendly_damage = 0.0f;
|
|
}
|
|
|
|
if (pp->friendly_hits < 0) {
|
|
pp->friendly_hits = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
float damage; // Damage done by weapon. Gets scaled down based on size of ship.
|
|
|
|
damage = Weapon_info[Weapons[objp_weapon->instance].weapon_info_index].damage;
|
|
|
|
// wacky stuff here
|
|
ship_info *sip = &Ship_info[Ships[objp_hit->instance].ship_info_index];
|
|
if (shipp_hit->ship_initial_hull_strength > 1000.0f) {
|
|
float factor = shipp_hit->ship_initial_hull_strength / 1000.0f;
|
|
factor = min(100.0f, factor);
|
|
damage /= factor;
|
|
}
|
|
|
|
// Don't penalize much at all for hitting cargo
|
|
if (sip->flags & (SIF_CARGO | SIF_SENTRYGUN)) {
|
|
damage /= 10.0f;
|
|
}
|
|
|
|
// Hit ship, but not targeting it, so it's not so heinous, maybe an accident.
|
|
if (Ai_info[shipp_hitter->ai_index].target_objnum != OBJ_INDEX(objp_hit)) {
|
|
damage /= 5.0f;
|
|
}
|
|
|
|
pp->friendly_last_hit_time = Missiontime;
|
|
pp->friendly_hits++;
|
|
|
|
// cap damage and number of hits done this frame
|
|
float accredited_damage = min(MAX_BURST_DAMAGE, pp->damage_this_burst + damage) - pp->damage_this_burst;
|
|
pp->friendly_damage += accredited_damage;
|
|
pp->damage_this_burst += accredited_damage;
|
|
|
|
// Done with adjustments to damage. Evaluate based on current friendly_damage
|
|
nprintf(("AI", "Friendly damage: %.1f, threshold: %.1f, inc damage: %.1f, max burst: %d\n", pp->friendly_damage, FRIENDLY_DAMAGE_THRESHOLD * (1.0f + (float) (NUM_SKILL_LEVELS + 1 - Game_skill_level)/3.0f), pp->damage_this_burst, MAX_BURST_DAMAGE ));
|
|
|
|
if (is_instructor(objp_hit)) {
|
|
// it's not nice to hit your instructor
|
|
if (pp->friendly_damage > FRIENDLY_DAMAGE_THRESHOLD) {
|
|
message_send_builtin_to_player( MESSAGE_INSTRUCTOR_ATTACK, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, -1);
|
|
pp->last_warning_message_time = Missiontime;
|
|
ship_set_subsystem_strength( Player_ship, SUBSYSTEM_WEAPONS, 0.0f);
|
|
|
|
training_fail();
|
|
|
|
// Instructor leaves.
|
|
mission_do_departure(objp_hit);
|
|
gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_START_FORCED ); // Force player to warp out.
|
|
|
|
//ship_apply_global_damage( objp_hitter, objp_hit, NULL, 2*(get_shield_strength(objp_hitter) + shipp_hitter->ship_initial_hull_strength) );
|
|
//ship_apply_global_damage( objp_hitter, objp_hit, NULL, 1.0f );
|
|
} else if (Missiontime - pp->last_warning_message_time > F1_0*4) {
|
|
// warning every 4 sec
|
|
// use NULL as the message sender here since it is the Terran Command persona
|
|
message_send_builtin_to_player( MESSAGE_INSTRUCTOR_HIT, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, -1);
|
|
pp->last_warning_message_time = Missiontime;
|
|
}
|
|
|
|
// not nice to hit your friends
|
|
} else if (pp->friendly_damage > FRIENDLY_DAMAGE_THRESHOLD * (1.0f + (float) (NUM_SKILL_LEVELS + 1 - Game_skill_level)/3.0f)) {
|
|
process_friendly_hit_message( MESSAGE_HAMMER_SWINE, objp_hit );
|
|
mission_goal_fail_all();
|
|
ai_abort_rearm_request( Player_obj );
|
|
|
|
Player_ship->team = TEAM_TRAITOR;
|
|
|
|
} else if ((damage > frand()) && (Missiontime - pp->last_warning_message_time > F1_0*4) && (pp->friendly_damage > FRIENDLY_DAMAGE_THRESHOLD)) {
|
|
// no closer than 4 sec intervals
|
|
// Note: (damage > frand()) added on 12/9/97 by MK. Since damage is now scaled down for big ships, we could get too
|
|
// many warnings. Kind of tedious. frand() returns a value in 0..1, so this won't affect legit hits.
|
|
process_friendly_hit_message( MESSAGE_OOPS, objp_hit );
|
|
pp->last_warning_message_time = Missiontime;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Maybe make ship with ai_info *aip attack hitter_objnum as a dynamic goal
|
|
void maybe_set_dynamic_chase(ai_info *aip, int hitter_objnum)
|
|
{
|
|
Assert(Ship_info[Ships[aip->shipnum].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER));
|
|
|
|
// limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
|
|
if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
|
|
return;
|
|
}
|
|
|
|
// only set as target if can be targeted.
|
|
if (awacs_get_level(&Objects[hitter_objnum], &Ships[aip->shipnum], 1) < 1) {
|
|
return;
|
|
}
|
|
|
|
if (aip->target_objnum != hitter_objnum)
|
|
aip->aspect_locked_time = 0.0f;
|
|
set_target_objnum(aip, hitter_objnum);
|
|
aip->resume_goal_time = Missiontime + i2f(20); // Only chase up to 20 seconds.
|
|
aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
|
|
|
|
set_targeted_subsys(aip, NULL, -1); // Say not attacking any particular subsystem.
|
|
|
|
aip->previous_submode = aip->mode;
|
|
aip->mode = AIM_CHASE;
|
|
aip->submode = SM_ATTACK;
|
|
}
|
|
|
|
|
|
// Return true if *objp has armed an aspect seeking bomb.
|
|
// This function written so a ship with an important bomb to fire will willingly take hits in the face to fire its bomb.
|
|
int firing_aspect_seeking_bomb(object *objp)
|
|
{
|
|
ship *shipp;
|
|
int bank_index;
|
|
ship_weapon *swp;
|
|
|
|
shipp = &Ships[objp->instance];
|
|
|
|
swp = &shipp->weapons;
|
|
|
|
bank_index = swp->current_secondary_bank;
|
|
|
|
if (bank_index != -1)
|
|
if (swp->secondary_bank_ammo[bank_index] > 0) {
|
|
if (Weapon_info[swp->secondary_bank_weapons[bank_index]].wi_flags & WIF_BOMB) {
|
|
if (Weapon_info[swp->secondary_bank_weapons[bank_index]].wi_flags & WIF_HOMING_ASPECT) {
|
|
return 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
// *objp collided with big ship *big_objp at global point *collide_pos
|
|
// Make it fly away from the collision point.
|
|
// collision_normal is NULL, when a collision is imminent and we just want to bug out.
|
|
void big_ship_collide_recover_start(object *objp, object *big_objp, vector *collide_pos, vector *collision_normal)
|
|
{
|
|
ai_info *aip;
|
|
|
|
Assert(objp->type == OBJ_SHIP);
|
|
|
|
aip = &Ai_info[Ships[objp->instance].ai_index];
|
|
|
|
if (!timestamp_elapsed(aip->big_recover_timestamp) && (aip->ai_flags & AIF_BIG_SHIP_COLLIDE_RECOVER_1))
|
|
return;
|
|
|
|
//nprintf(("AI", "Ship %s beginning to avoid ship %s at time %7.3f", Ships[objp->instance].ship_name, Ships[big_objp->instance].ship_name, f2fl(Missiontime)));
|
|
if (collision_normal) {
|
|
aip->big_recover_timestamp = timestamp(2000);
|
|
aip->big_collision_normal = *collision_normal;
|
|
// nprintf(("AI", " normal\n"));
|
|
} else {
|
|
aip->big_recover_timestamp = timestamp(500);
|
|
// nprintf(("AI", " no normal\n"));
|
|
}
|
|
|
|
|
|
aip->ai_flags &= ~AIF_BIG_SHIP_COLLIDE_RECOVER_2;
|
|
aip->ai_flags |= AIF_BIG_SHIP_COLLIDE_RECOVER_1;
|
|
|
|
// vector out_vec;
|
|
// vm_vec_normalized_dir(&out_vec, &objp->pos, collide_pos);
|
|
|
|
// big_recover_pos_1 is 100 m out along normal
|
|
vector direction;
|
|
if (collision_normal) {
|
|
direction = *collision_normal;
|
|
} else {
|
|
vm_vec_copy_scale(&direction, &objp->orient.vec.fvec, -1.0f);
|
|
}
|
|
vm_vec_scale_add(&aip->big_recover_pos_1, &objp->pos, &direction, 100.0f);
|
|
|
|
// go out 200 m from box closest box point
|
|
get_world_closest_box_point_with_delta(&aip->big_recover_pos_2, big_objp, &aip->big_recover_pos_1, NULL, 300.0f);
|
|
|
|
accelerate_ship(aip, 0.0f);
|
|
/*
|
|
if (vm_vec_dot(collision_normal, &objp->orient.fvec) > 0.5f) {
|
|
// vm_vec_scale_add(&aip->big_recover_pos_1, &objp->pos, &out_vec, big_objp->radius/2.0f);
|
|
// vm_vec_scale_add(&aip->big_recover_pos_2, &aip->big_recover_pos_1, &objp->orient.uvec, big_objp->radius/2.0f);
|
|
// vm_vec_scale_add(&aip->big_recover_pos_2, &objp->pos, &out_vec, big_objp->radius*2.0f);
|
|
accelerate_ship(aip, 2.0f);
|
|
} else {
|
|
// vm_vec_scale_add(&aip->big_recover_pos_1, &objp->pos, &out_vec, big_objp->radius/2.0f);
|
|
// vm_vec_scale_add(&aip->big_recover_pos_2, &aip->big_recover_pos_1, &objp->orient.uvec, big_objp->radius/2.0f);
|
|
accelerate_ship(aip, 0.0f);
|
|
} */
|
|
}
|
|
|
|
float max_lethality = 0.0f;
|
|
|
|
void ai_update_lethality(object *ship_obj, object *other_obj, float damage)
|
|
{
|
|
// Goober5000 - stop any trickle-down errors from ship_do_damage
|
|
Assert(other_obj);
|
|
if (!other_obj)
|
|
{
|
|
return;
|
|
}
|
|
|
|
Assert(ship_obj); // Goober5000
|
|
Assert(ship_obj->type == OBJ_SHIP);
|
|
Assert(other_obj->type == OBJ_WEAPON || other_obj->type == OBJ_SHOCKWAVE);
|
|
int dont_count = FALSE;
|
|
|
|
int parent = other_obj->parent;
|
|
if (Objects[parent].type == OBJ_SHIP) {
|
|
if (Objects[parent].signature == other_obj->parent_sig) {
|
|
|
|
// check damage done to enemy team
|
|
if (Ships[ship_obj->instance].team != Ships[Objects[parent].instance].team) {
|
|
|
|
// other is weapon
|
|
if (other_obj->type == OBJ_WEAPON) {
|
|
weapon *wp = &Weapons[other_obj->instance];
|
|
weapon_info *wif = &Weapon_info[wp->weapon_info_index];
|
|
|
|
// if parent is BIG|HUGE, don't count beam
|
|
if (Ship_info[Ships[Objects[parent].instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) {
|
|
if (wif->wi_flags & WIF_BEAM) {
|
|
dont_count = TRUE;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!dont_count) {
|
|
float lethality = 0.025f * damage; // 2 cyclops (@2000) put you at 100 lethality
|
|
|
|
// increase lethality weapon's parent ship
|
|
ai_info *aip = &Ai_info[Ships[Objects[parent].instance].ai_index];
|
|
aip->lethality += lethality;
|
|
aip->lethality = min(110.0f, aip->lethality);
|
|
// if you hit, don;t be less than 0
|
|
aip->lethality = max(0.0f, aip->lethality);
|
|
|
|
// if (aip->lethality > max_lethality) {
|
|
// max_lethality = aip->lethality;
|
|
// mprintf(("new lethalilty high: %.1f\n", max_lethality));
|
|
// }
|
|
|
|
// if parent is player, show his lethality
|
|
// if (Objects[parent].flags & OF_PLAYER_SHIP) {
|
|
// mprintf(("Player lethality: %.1f\n", aip->lethality));
|
|
// }
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// Object *objp_ship was hit by either weapon *objp_weapon or collided into by ship hit_objp at point *hitpos.
|
|
void ai_ship_hit(object *objp_ship, object *hit_objp, vector *hitpos, int shield_quadrant, vector *hit_normal)
|
|
{
|
|
int hitter_objnum = -2;
|
|
object *objp_hitter = NULL;
|
|
ship *shipp;
|
|
ai_info *aip, *hitter_aip;
|
|
|
|
shipp = &Ships[objp_ship->instance];
|
|
aip = &Ai_info[shipp->ai_index];
|
|
|
|
if (objp_ship->flags & OF_PLAYER_SHIP)
|
|
return;
|
|
|
|
if ((aip->mode == AIM_WARP_OUT) || (aip->mode == AIM_PLAY_DEAD))
|
|
return;
|
|
|
|
if (hit_objp->type == OBJ_SHIP) {
|
|
// If the object that this ship collided with is a big ship
|
|
if (Ship_info[Ships[hit_objp->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
|
|
// And the current object is _not_ a big ship
|
|
if (!(Ship_info[Ships[objp_ship->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
|
|
// Recover from hitting a big ship. Note, if two big ships collide, they just pound away at each other. Oh well. Recovery looks dumb and it's very late.
|
|
big_ship_collide_recover_start(objp_ship, hit_objp, hitpos, hit_normal);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (hit_objp->type == OBJ_WEAPON) {
|
|
// Make sure the object that fired this weapon is still alive. If not, abort.
|
|
// Assert(hit_objp->parent >= 0);
|
|
if(hit_objp->parent < 0){
|
|
return;
|
|
}
|
|
if ( hit_objp->parent_sig != Objects[hit_objp->parent].signature ){
|
|
return;
|
|
}
|
|
|
|
// Hit by a protected ship, don't attack it.
|
|
if (Objects[hit_objp->parent].flags & OF_PROTECTED) {
|
|
if ((Ship_info[shipp->ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER)) && (aip->target_objnum == -1)) {
|
|
if (aip->mode == AIM_CHASE) {
|
|
if (aip->submode != SM_EVADE_WEAPON) {
|
|
aip->mode = AIM_CHASE;
|
|
aip->submode = SM_EVADE_WEAPON;
|
|
aip->submode_start_time = Missiontime;
|
|
}
|
|
} else if (aip->mode != AIM_EVADE_WEAPON) {
|
|
aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
|
|
aip->previous_mode = aip->mode;
|
|
aip->previous_submode = aip->submode;
|
|
aip->mode = AIM_EVADE_WEAPON;
|
|
aip->submode = -1;
|
|
aip->submode_start_time = Missiontime;
|
|
aip->mode_time = timestamp(MAX_EVADE_TIME); // Evade for up to five seconds.
|
|
}
|
|
|
|
}
|
|
return;
|
|
}
|
|
|
|
hitter_objnum = hit_objp->parent;
|
|
Assert((hitter_objnum >= 0) && (hitter_objnum < MAX_OBJECTS));
|
|
objp_hitter = &Objects[hitter_objnum];
|
|
maybe_process_friendly_hit(objp_hitter, objp_ship, hit_objp); // Deal with player's friendly fire.
|
|
|
|
if ( (shipp->team & TEAM_FRIENDLY) && !(Game_mode & GM_MULTIPLAYER) ) {
|
|
ship_maybe_ask_for_help(shipp);
|
|
}
|
|
} else if (hit_objp->type == OBJ_SHIP) {
|
|
if (shipp->team == Ships[hit_objp->instance].team) // Don't have AI react to collisions between teammates.
|
|
return;
|
|
objp_hitter = hit_objp;
|
|
hitter_objnum = hit_objp-Objects;
|
|
} else {
|
|
Int3(); // Hmm, what kind of object hit this if not weapon or ship? Get MikeK.
|
|
return;
|
|
}
|
|
|
|
// Collided into a protected ship, don't attack it.
|
|
if (hit_objp->flags & OF_PROTECTED)
|
|
return;
|
|
|
|
Assert(objp_hitter != NULL);
|
|
hitter_aip = &Ai_info[Ships[objp_hitter->instance].ai_index];
|
|
hitter_aip->last_hit_target_time = Missiontime;
|
|
|
|
// store the object signature of objp_ship into ai_info, since we want to track the last ship hit by 'hitter_objnum'
|
|
hitter_aip->last_objsig_hit = objp_ship->signature;
|
|
|
|
aip->last_hit_time = Missiontime;
|
|
|
|
if (aip->ai_flags & (AIF_NO_DYNAMIC | AIF_KAMIKAZE)) // If not allowed to pursue dynamic objectives, don't evade. Dumb? Maybe change. -- MK, 3/15/98
|
|
return;
|
|
|
|
// If this ship is awaiting repair, abort!
|
|
if (aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED)) {
|
|
if (objp_ship->hull_strength/shipp->ship_initial_hull_strength < 0.3f) {
|
|
// No, only abort if hull below a certain level.
|
|
aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP/2); // Might request again after 15 seconds.
|
|
if ( !(objp_ship->flags & OF_PLAYER_SHIP) ) // mwa -- don't abort rearm for a player
|
|
ai_abort_rearm_request(objp_ship);
|
|
}
|
|
}
|
|
|
|
// If firing a bomb, ignore enemy fire so we can gain lock drop the bomb.
|
|
// Only ignore fire if aspect_locked_time > 0.5f, as this means we're in range.
|
|
if (firing_aspect_seeking_bomb(objp_ship)) {
|
|
if ((aip->ai_flags & AIF_SEEK_LOCK) && (aip->aspect_locked_time > 0.1f))
|
|
return;
|
|
}
|
|
|
|
// If in AIM_STRAFE mode and got hit by target, maybe attack turret if appropriate
|
|
if (aip->mode == AIM_STRAFE) {
|
|
Assert(hitter_objnum != -2);
|
|
if (aip->target_objnum == hitter_objnum) {
|
|
if ( hit_objp->type == OBJ_WEAPON ) {
|
|
ai_big_strafe_maybe_attack_turret(objp_ship, hit_objp);
|
|
}
|
|
return;
|
|
}
|
|
else {
|
|
// AL 11-10-97:
|
|
; // do nothing here, we'll attack this hitter if it is a fighter or bomber (this is handled
|
|
// in code later in this function
|
|
}
|
|
}
|
|
|
|
if ((objp_ship == Player_obj) && !Player_use_ai) // Goober5000 - allow for exception
|
|
return; // We don't do AI for the player.
|
|
|
|
maybe_update_guard_object(objp_ship, objp_hitter);
|
|
|
|
// Big ships don't go any further.
|
|
if (!(Ship_info[shipp->ship_info_index].flags & SIF_SMALL_SHIP))
|
|
return;
|
|
|
|
// If the hitter object is the ignore object, don't attack it.
|
|
ship_info *sip = &Ship_info[shipp->ship_info_index];
|
|
if ((is_ignore_object(aip, objp_hitter-Objects)) && (sip->flags & (SIF_BOMBER | SIF_FIGHTER))) {
|
|
if (aip->mode == AIM_NONE) {
|
|
aip->mode = AIM_CHASE; // This will cause the ship to move, if not attack.
|
|
aip->submode = SM_EVADE;
|
|
}
|
|
return;
|
|
}
|
|
|
|
// Maybe abort based on mode.
|
|
switch (aip->mode) {
|
|
case AIM_CHASE:
|
|
if (aip->submode == SM_ATTACK_FOREVER)
|
|
return;
|
|
|
|
if ( hit_objp->type == OBJ_WEAPON ) {
|
|
if ( ai_big_maybe_enter_strafe_mode(objp_ship, OBJ_INDEX(hit_objp), 1) )
|
|
return;
|
|
}
|
|
|
|
case AIM_GUARD:
|
|
// If in guard mode and far away from guard object, don't pursue guy that hit me.
|
|
if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
|
|
if (vm_vec_dist_quick(&objp_ship->pos, &Objects[aip->guard_objnum].pos) > 500.0f) {
|
|
return;
|
|
}
|
|
}
|
|
case AIM_STILL:
|
|
case AIM_STAY_NEAR:
|
|
// Note: Dealt with above, at very top. case AIM_PLAY_DEAD:
|
|
case AIM_STRAFE:
|
|
break;
|
|
case AIM_EVADE_WEAPON:
|
|
case AIM_EVADE:
|
|
case AIM_GET_BEHIND:
|
|
case AIM_AVOID:
|
|
case AIM_DOCK:
|
|
case AIM_BIGSHIP:
|
|
case AIM_PATH:
|
|
case AIM_NONE:
|
|
case AIM_BAY_DEPART:
|
|
case AIM_SENTRYGUN:
|
|
return;
|
|
case AIM_BAY_EMERGE:
|
|
// If just leaving the docking bay, don't react to enemy fire... just keep flying away from docking bay
|
|
if ( (Missiontime - aip->submode_start_time) < 5*F1_0 ) {
|
|
return;
|
|
}
|
|
break;
|
|
case AIM_WAYPOINTS:
|
|
if (sip->flags & (SIF_FIGHTER | SIF_BOMBER))
|
|
break;
|
|
else
|
|
return;
|
|
break;
|
|
case AIM_SAFETY:
|
|
if ((aip->submode != AISS_1) || (Missiontime - aip->submode_start_time > i2f(1))) {
|
|
aip->submode = AISS_1;
|
|
aip->submode_start_time = Missiontime;
|
|
}
|
|
return;
|
|
break;
|
|
case AIM_WARP_OUT:
|
|
return;
|
|
break;
|
|
default:
|
|
Int3(); // Bogus mode!
|
|
}
|
|
|
|
if (timestamp_elapsed(aip->ok_to_target_timestamp))
|
|
aip->ai_flags &= ~AIF_FORMATION; // If flying in formation, bug out!
|
|
|
|
aip->hitter_objnum = hitter_objnum;
|
|
aip->hitter_signature = Objects[hitter_objnum].signature;
|
|
|
|
// If the hitter is not on the same team as the hittee, do some stuff.
|
|
if (shipp->team != Ships[objp_hitter->instance].team) {
|
|
//nprintf(("AI", "Object %i attacking %i, who just hit him!\n", objp_ship-Objects, hitter_objnum));
|
|
|
|
if ((hitter_objnum != aip->target_objnum) && (sip->flags & (SIF_FIGHTER | SIF_BOMBER))) {
|
|
maybe_set_dynamic_chase(aip, hitter_objnum);
|
|
maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
|
|
} else {
|
|
if ((aip->mode == AIM_CHASE) && ai_near_full_strength(objp_ship)) {
|
|
switch (aip->submode) {
|
|
case SM_ATTACK:
|
|
case SM_SUPER_ATTACK:
|
|
case SM_GET_AWAY:
|
|
break;
|
|
default:
|
|
if (sip->flags & (SIF_FIGHTER | SIF_BOMBER)) {
|
|
maybe_set_dynamic_chase(aip, hitter_objnum);
|
|
}
|
|
maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
|
|
break;
|
|
}
|
|
} else if (aip->mode == AIM_CHASE) {
|
|
switch (aip->submode) {
|
|
case SM_ATTACK:
|
|
aip->submode = SM_EVADE;
|
|
aip->submode_start_time = Missiontime;
|
|
break;
|
|
case SM_SUPER_ATTACK:
|
|
if (Missiontime - aip->submode_start_time > i2f(1)) {
|
|
aip->submode = SM_EVADE;
|
|
aip->submode_start_time = Missiontime;
|
|
}
|
|
break;
|
|
case SM_EVADE_BRAKE:
|
|
break;
|
|
case SM_EVADE_SQUIGGLE:
|
|
aip->submode = SM_EVADE;
|
|
aip->submode_start_time = Missiontime;
|
|
break;
|
|
default:
|
|
if (sip->flags & (SIF_BOMBER | SIF_FIGHTER)) {
|
|
maybe_set_dynamic_chase(aip, hitter_objnum);
|
|
maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
|
|
}
|
|
|
|
break;
|
|
}
|
|
} else {
|
|
// AL 3-15-98: Prevent escape pods from entering chase mode
|
|
if ( (sip->flags & (SIF_BOMBER | SIF_FIGHTER)) ) {
|
|
maybe_set_dynamic_chase(aip, hitter_objnum);
|
|
}
|
|
maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Ship shipnum has been destroyed.
|
|
// Cleanup.
|
|
// the parameter 'method' is used to tell is this ship was destroyed or it departed normally.
|
|
// This function will get called in either case, and there are things that should be done if
|
|
// the ship actually gets destroyed which shouldn't get done if it departed.
|
|
void ai_ship_destroy(int shipnum, int method)
|
|
{
|
|
int objnum;
|
|
object *other_objp;
|
|
ship *shipp;
|
|
ship_obj *so;
|
|
ai_info *dead_aip;
|
|
|
|
Assert((shipnum >= 0) && (shipnum < MAX_SHIPS));
|
|
objnum = Ships[shipnum].objnum;
|
|
dead_aip = &Ai_info[Ships[shipnum].ai_index];
|
|
|
|
// if I was getting repaired, or awaiting repair, then cleanup the repair mode. When awaiting repair, the support objnum
|
|
// is -1. When the support ship is on the way, the suppoort objnum >= 0 (points to support ship).
|
|
if ( dead_aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED) ) {
|
|
if ( dead_aip->support_ship_objnum >= 0 )
|
|
ai_do_objects_repairing_stuff( &Objects[objnum], &Objects[dead_aip->support_ship_objnum], REPAIR_INFO_END);
|
|
else
|
|
ai_do_objects_repairing_stuff( &Objects[objnum], NULL, REPAIR_INFO_END );
|
|
}
|
|
|
|
// For all objects that had this ship as a target, wipe it out, forcing find of a new enemy.
|
|
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
|
|
other_objp = &Objects[so->objnum];
|
|
Assert(other_objp->instance != -1);
|
|
|
|
shipp = &Ships[other_objp->instance];
|
|
Assert(shipp->ai_index != -1);
|
|
|
|
ai_info *aip = &Ai_info[shipp->ai_index];
|
|
|
|
// If the destroyed ship was on its way to repair the current ship
|
|
if (aip->support_ship_objnum == objnum)
|
|
{
|
|
// just a check to see what's going on
|
|
Error(LOCATION, "Contact Goober5000 if you get this error. Let him know whether any support ships left the area or were destroyed. Check whether everything else keeps working properly. Click OK to keep playing.\n");
|
|
|
|
if ( aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED) ) {
|
|
int abort_reason;
|
|
if ( method == SEF_DEPARTED ) {
|
|
abort_reason = REPAIR_INFO_ABORT;
|
|
} else {
|
|
abort_reason = REPAIR_INFO_KILLED;
|
|
}
|
|
ai_do_objects_repairing_stuff( other_objp, NULL, abort_reason );
|
|
}
|
|
}
|
|
|
|
if (aip->target_objnum == objnum) {
|
|
set_target_objnum(aip, -1);
|
|
// If this ship had a dynamic goal of chasing the dead ship, clear the dynamic goal.
|
|
if (aip->resume_goal_time != -1)
|
|
aip->active_goal = AI_GOAL_NONE;
|
|
}
|
|
|
|
if (aip->goal_objnum == objnum) {
|
|
aip->goal_objnum = -1;
|
|
aip->goal_signature = -1;
|
|
}
|
|
|
|
if (aip->guard_objnum == objnum) {
|
|
aip->guard_objnum = -1;
|
|
aip->guard_signature = -1;
|
|
}
|
|
|
|
if ((aip->guard_wingnum != -1) && (aip->guard_wingnum == Ai_info[Ships[Objects[objnum].instance].ai_index].wing)) {
|
|
if (aip->guard_wingnum != aip->wing)
|
|
ai_set_guard_wing(other_objp, aip->guard_wingnum);
|
|
}
|
|
|
|
if (aip->hitter_objnum == objnum)
|
|
aip->hitter_objnum = -1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
/*
|
|
// Interface function to goals code.
|
|
// Make object *objp fly to point *vp and warp out.
|
|
void ai_warp_out(object *objp, vector *vp)
|
|
{
|
|
ai_info *aip;
|
|
|
|
aip = &Ai_info[Ships[objp->instance].ai_index];
|
|
|
|
if ((aip->mode != AIM_WARP_OUT) && (aip->mode != AIM_BAY_DEPART)) {
|
|
mission_do_departure(objp);
|
|
}
|
|
float dist;
|
|
float dot;
|
|
vector v2v;
|
|
ai_info *aip;
|
|
|
|
dist = vm_vec_normalized_dir(&v2v, vp, &objp->pos);
|
|
|
|
if (dist < objp->radius + 5.0f) {
|
|
|
|
// Start the warp out effect
|
|
shipfx_warpout_start(objp);
|
|
|
|
} else {
|
|
dot = vm_vec_dot(&objp->orient.fvec, &v2v);
|
|
|
|
aip = &Ai_info[Ships[objp->instance].ai_index];
|
|
|
|
if (dist > 500.0f)
|
|
accelerate_ship(aip, 1.0f);
|
|
else
|
|
accelerate_ship(aip, (3*dot + 1.0f)/4.0f);
|
|
|
|
turn_towards_point(objp, vp, NULL, 0.0f);
|
|
}
|
|
}
|
|
*/
|
|
|
|
|
|
// Do stuff at start of deathroll.
|
|
void ai_deathroll_start(object *ship_objp)
|
|
{
|
|
// make sure this is a ship
|
|
Assert(ship_objp->type == OBJ_SHIP);
|
|
|
|
// clean up any rearm-related stuff
|
|
ai_cleanup_rearm_mode(ship_objp);
|
|
|
|
// clean up anybody docking or undocking to me
|
|
ai_cleanup_dock_mode(ship_objp);
|
|
}
|
|
|
|
// Object *requester_objp tells rearm ship to abort rearm.
|
|
// Returns true if it succeeded, else false.
|
|
// To succeed means you were previously rearming.
|
|
int ai_abort_rearm_request(object *requester_objp)
|
|
{
|
|
ship *requester_shipp;
|
|
ai_info *requester_aip;
|
|
|
|
Assert(requester_objp->type == OBJ_SHIP);
|
|
if(requester_objp->type != OBJ_SHIP){
|
|
return 0;
|
|
}
|
|
Assert((requester_objp->instance >= 0) && (requester_objp->instance < MAX_SHIPS));
|
|
if((requester_objp->instance < 0) || (requester_objp->instance >= MAX_SHIPS)){
|
|
return 0;
|
|
}
|
|
requester_shipp = &Ships[requester_objp->instance];
|
|
Assert((requester_shipp->ai_index >= 0) && (requester_shipp->ai_index < MAX_AI_INFO));
|
|
if((requester_shipp->ai_index < 0) || (requester_shipp->ai_index >= MAX_AI_INFO)){
|
|
return 0;
|
|
}
|
|
requester_aip = &Ai_info[requester_shipp->ai_index];
|
|
|
|
if (requester_aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED)){
|
|
|
|
// support objnum is always valid once a rearm repair has been requested. It points to the
|
|
// ship that is coming to repair me.
|
|
if (requester_aip->support_ship_objnum != -1) {
|
|
object *repair_objp;
|
|
ai_info *repair_aip;
|
|
|
|
repair_objp = &Objects[requester_aip->support_ship_objnum];
|
|
repair_aip = &Ai_info[Ships[repair_objp->instance].ai_index];
|
|
|
|
// Make sure signatures match. This prevents nasty bugs in which an object
|
|
// that was repairing another is destroyed and is replaced by another ship
|
|
// before this code comes around.
|
|
if (repair_objp->signature == requester_aip->support_ship_signature) {
|
|
|
|
Assert( repair_objp->type == OBJ_SHIP );
|
|
|
|
// if support ship is in the process of undocking, don't do anything.
|
|
if ( repair_aip->submode < AIS_UNDOCK_0 ) {
|
|
ai_do_objects_repairing_stuff( requester_objp, repair_objp, REPAIR_INFO_ABORT );
|
|
|
|
if ( repair_aip->submode == AIS_DOCK_4 )
|
|
repair_aip->submode = AIS_UNDOCK_0;
|
|
else
|
|
repair_aip->submode = AIS_UNDOCK_3;
|
|
|
|
repair_aip->submode_start_time = Missiontime;
|
|
} else {
|
|
nprintf(("AI", "Not aborting rearm since already undocking\n"));
|
|
}
|
|
}
|
|
} else {
|
|
// setting these flags is the safe things to do. There may not be a corresponding repair
|
|
// ship for this guys since a repair ship may be currently repairing someone else.
|
|
ai_do_objects_repairing_stuff( requester_objp, NULL, REPAIR_INFO_ABORT );
|
|
|
|
// try and remove this guy from an arriving support ship.
|
|
mission_remove_scheduled_repair(requester_objp);
|
|
}
|
|
|
|
return 1;
|
|
} else if ( requester_aip->ai_flags & AIF_REPAIRING ) {
|
|
// a support ship can request to abort when he is told to do something else (like warp out).
|
|
// see if this support ships goal_objnum is valid. If so, then issue this ai_abort comment
|
|
// for the ship that he is enroute to repair
|
|
if ( requester_aip->goal_objnum != -1 ) {
|
|
int val;
|
|
|
|
val = ai_abort_rearm_request( &Objects[requester_aip->goal_objnum] );
|
|
return val;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
// function which gets called from ai-issue_rearm_request and from code in missionparse.cpp
|
|
// to actually issue the rearm goal (support_obj to rearm requester_obj);
|
|
void ai_add_rearm_goal( object *requester_objp, object *support_objp )
|
|
{
|
|
ship *support_shipp, *requester_shipp;
|
|
ai_info *support_aip, *requester_aip;
|
|
|
|
support_shipp = &Ships[support_objp->instance];
|
|
requester_shipp = &Ships[requester_objp->instance];
|
|
requester_aip = &Ai_info[requester_shipp->ai_index];
|
|
|
|
Assert( support_shipp->ai_index != -1 );
|
|
support_aip = &Ai_info[support_shipp->ai_index];
|
|
|
|
// if the requester is a player object, issue the order as the squadmate messaging code does. Doing so
|
|
// ensures that the player get a higher priority!
|
|
requester_aip->ai_flags |= AIF_AWAITING_REPAIR; // Tell that I'm awaiting repair.
|
|
if ( requester_objp->flags & OF_PLAYER_SHIP )
|
|
ai_add_ship_goal_player( AIG_TYPE_PLAYER_SHIP, AI_GOAL_REARM_REPAIR, -1, requester_shipp->ship_name, support_aip );
|
|
else
|
|
ai_add_goal_ship_internal( support_aip, AI_GOAL_REARM_REPAIR, requester_shipp->ship_name, -1, -1 );
|
|
|
|
}
|
|
|
|
// Object *requester_objp requests rearming.
|
|
// Returns objnum of ship coming to repair requester on success
|
|
// Success means you found someone to rearm you and you weren't previously rearming.
|
|
int ai_issue_rearm_request(object *requester_objp)
|
|
{
|
|
object *objp;
|
|
ship *requester_shipp;
|
|
ai_info *requester_aip;
|
|
|
|
Assert(requester_objp->type == OBJ_SHIP);
|
|
Assert((requester_objp->instance >= 0) && (requester_objp->instance < MAX_SHIPS));
|
|
requester_shipp = &Ships[requester_objp->instance];
|
|
Assert((requester_shipp->ai_index >= 0) && (requester_shipp->ai_index < MAX_AI_INFO));
|
|
requester_aip = &Ai_info[requester_shipp->ai_index];
|
|
|
|
// Make sure not already awaiting repair.
|
|
if (requester_aip->ai_flags & AIF_AWAITING_REPAIR) {
|
|
nprintf(("AI", "Ship %s already awaiting rearm by ship %s.\n", requester_shipp->ship_name, &Ships[Objects[requester_aip->support_ship_objnum].instance].ship_name));
|
|
return -1;
|
|
}
|
|
|
|
if ( !is_support_allowed(requester_objp) )
|
|
return -1;
|
|
|
|
//nprintf(("AI", "Ship %s requesting rearming.\n", requester_shipp->ship_name));
|
|
requester_aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP); // Might request again after this much time.
|
|
|
|
// call ship_find_repair_ship to get a support ship. If none is found, then we will warp one in. This
|
|
// function will return the next available ship which can repair requester
|
|
objp = ship_find_repair_ship( requester_objp );
|
|
ai_do_objects_repairing_stuff( requester_objp, objp, REPAIR_INFO_QUEUE );
|
|
if ( objp ) {
|
|
|
|
// MWA 5/14/98 -- moved next item into the ai_do_objects_repairing_stuff function so that clients
|
|
// would properly update their hud support view
|
|
//ai_add_rearm_goal( requester_objp, objp );
|
|
return OBJ_INDEX(objp);
|
|
|
|
} else {
|
|
// call to warp in repair ship!!!! for now, warp in any number of ships needed. Should cap it to
|
|
// some reasonable max (or let support ships warp out). We should assume here that ship_find_repair_ship()
|
|
// would have returned a valid object if there are too many support ships already in the mission
|
|
mission_bring_in_support_ship( requester_objp );
|
|
|
|
return -1;
|
|
}
|
|
|
|
}
|
|
|
|
// make objp rearm and repair goal_objp
|
|
void ai_rearm_repair( object *objp, int docker_index, object *goal_objp, int dockee_index, int priority )
|
|
{
|
|
ai_info *aip, *goal_aip;
|
|
|
|
aip = &Ai_info[Ships[objp->instance].ai_index];
|
|
aip->goal_objnum = OBJ_INDEX(goal_objp);
|
|
|
|
// nprintf(("AI", "Ship %s preparing to rearm ship %s.\n", shipp->ship_name, requester_shipp->ship_name));
|
|
|
|
ai_dock_with_object(objp, docker_index, goal_objp, dockee_index, priority, AIDO_DOCK);
|
|
aip->ai_flags |= AIF_REPAIRING; // Tell that repair guy is busy trying to repair someone.
|
|
|
|
goal_aip = &Ai_info[Ships[goal_objp->instance].ai_index];
|
|
|
|
goal_aip->support_ship_objnum = OBJ_INDEX(objp); // Tell which object is coming to repair.
|
|
goal_aip->support_ship_signature = objp->signature;
|
|
|
|
ai_do_objects_repairing_stuff( goal_objp, objp, REPAIR_INFO_ONWAY );
|
|
|
|
goal_aip->abort_rearm_timestamp = timestamp(NEXT_REARM_TIMESTAMP*3/2);
|
|
}
|
|
|
|
// Given a dockee object and the index of the dockbay for that object (ie the dockbay index
|
|
// into polymodel->dockbays[] for the model associated with the object), return the index
|
|
// of a path_num associated with than dockbay (this is an index into polymodel->paths[])
|
|
int ai_return_path_num_from_dockbay(object *dockee_objp, int dockbay_index)
|
|
{
|
|
if ( dockbay_index < 0 || dockee_objp == NULL ) {
|
|
Int3(); // should never happen
|
|
return -1;
|
|
}
|
|
|
|
if ( dockee_objp->type == OBJ_SHIP ) {
|
|
int path_num;
|
|
polymodel *pm;
|
|
|
|
pm = model_get( Ships[dockee_objp->instance].modelnum );
|
|
|
|
// sanity checks
|
|
Assert(pm->n_docks > dockbay_index);
|
|
Assert(pm->docking_bays[dockbay_index].num_spline_paths > 0);
|
|
Assert(pm->docking_bays[dockbay_index].splines != NULL);
|
|
if(pm->n_docks <= dockbay_index){
|
|
return -1;
|
|
}
|
|
if(pm->docking_bays[dockbay_index].num_spline_paths <= 0){
|
|
return -1;
|
|
}
|
|
if(pm->docking_bays[dockbay_index].splines == NULL){
|
|
return -1;
|
|
}
|
|
|
|
// We only need to return one path for the dockbay, so return the first
|
|
path_num = pm->docking_bays[dockbay_index].splines[0];
|
|
return path_num;
|
|
} else {
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
// Actually go ahead and fire the synaptics.
|
|
void cheat_fire_synaptic(object *objp, ship *shipp, ai_info *aip)
|
|
{
|
|
ship_weapon *swp;
|
|
swp = &shipp->weapons;
|
|
int current_bank = swp->current_secondary_bank;
|
|
|
|
ai_select_secondary_weapon(objp, swp, WIF_SPAWN, 0);
|
|
if (timestamp_elapsed(swp->next_secondary_fire_stamp[current_bank])) {
|
|
if (ship_fire_secondary(objp)) {
|
|
nprintf(("AI", "ship %s cheat fired synaptic!\n", shipp->ship_name));
|
|
swp->next_secondary_fire_stamp[current_bank] = timestamp(2500);
|
|
}
|
|
}
|
|
}
|
|
|
|
// For the subspace mission (sm3-09a)
|
|
// for delta wing
|
|
// if they're sufficiently far into the mission
|
|
// if they're near one or more enemies
|
|
// every so often
|
|
// fire a synaptic if they have one.
|
|
void maybe_cheat_fire_synaptic(object *objp, ai_info *aip)
|
|
{
|
|
// Only do in sm3-09a
|
|
if ( !strcmp(The_mission.name, "Good Luck") ) {
|
|
ship *shipp;
|
|
int num, time;
|
|
|
|
shipp = &Ships[objp->instance];
|
|
|
|
if (!(strnicmp(shipp->ship_name, NOX("delta"), 5))) {
|
|
num = shipp->ship_name[6] - '1';
|
|
|
|
if ((num >= 0) && (num <= 3)) {
|
|
time = Missiontime >> 16; // Convert to seconds.
|
|
|
|
time -= 2*60; // Subtract off two minutes.
|
|
|
|
if (time > 0) {
|
|
int modulus = 17 + num*3;
|
|
|
|
if ((time % modulus) < 2) {
|
|
int count = num_nearby_fighters(get_enemy_team_mask(OBJ_INDEX(objp)), &objp->pos, 1500.0f);
|
|
|
|
if (count > 0) {
|
|
cheat_fire_synaptic(objp, shipp, aip);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|