Files
fs2open.github.com/code/ship/aibig.cpp
T
2002-08-01 01:41:11 +00:00

1906 lines
62 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
/*
* $Logfile: /Freespace2/code/Ship/AiBig.cpp $
* $Revision: 2.1 $
* $Date: 2002-08-01 01:41:09 $
* $Author: penguin $
*
* C module for AI code related to large ships
*
* $Log: not supported by cvs2svn $
* Revision 2.0 2002/06/03 04:02:28 penguin
* Warpcore CVS sync
*
* Revision 1.2 2002/05/03 22:07:09 mharris
* got some stuff to compile
*
* Revision 1.1 2002/05/02 18:03:12 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 13 8/31/99 4:24p Andsager
* Reduce collisions when attacking big ships.
*
* 12 7/19/99 2:18p Mikeb
* DA: DOH!!
*
* 11 7/19/99 2:11p Mikeb
* DA: sometimes big_ship_attack_normal is not known
*
* 10 6/14/99 3:21p Andsager
* Allow collisions between ship and its debris. Fix up collision pairs
* when large ship is warping out.
*
* 9 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
*
* 8 5/13/99 2:31p Jamesa
* DA: Temp fix when attacking subsys of big ship and BS is blown up.
*
* 7 5/06/99 11:46a Andsager
* Bug fixes. Don't get into illegal strafe submode. Don't choose turret
* enemy objnum for beam protected.
*
* 6 4/23/99 12:01p Johnson
* Added SIF_HUGE_SHIP
*
* 5 4/20/99 3:40p Andsager
* Changes to big ship ai. Uses bounding box as limit where to fly to
* when flying away.
*
* 4 4/16/99 5:54p Dave
* Support for on/off style "stream" weapons. Real early support for
* target-painting lasers.
*
* 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
*
* 77 5/25/98 12:12a Mike
* Improve big ship avoidance to avoid big ships when in a nearby dock
* mode. Fixes very dumb looking behavior in sm2-01a. Verified sm1-08a
* not too dumb at start.
*
* 76 5/23/98 2:38a Mike
* Improve balance of cheat-firing Synaptics.
*
* 75 5/23/98 12:40a Mike
* Hook for Delta wing to fire Synaptic bombs in sm3-09a.
*
* 74 5/22/98 12:08p Mike
* Force reset of aspect locking when AI ships switch banks due to
* good-time-to-unload-secondaries
*
* 73 5/21/98 1:25p Lawrance
* Fix exception in ai_bpap() when no verts are in closest octant
*
* 72 5/21/98 9:57a Mike
* Massively improve firing of bombs at big ships. Improve willingness to
* take incoming fire to deliver bomb. Make a little easier to gain
* aspect lock.
*
* 71 5/12/98 10:06a Mike
* Fix a jillion bugs preventing ships from firing bombs at Lucifer in
* sm3-09.
*
* 70 5/10/98 11:30p Mike
* Better firing of bombs, less likely to go into strafe mode.
*
* 69 5/10/98 3:41a Lawrance
* Fix bug that was preventing ships from leaving strafe mode
*
* 68 5/08/98 4:39p Mike
* Make ships match bank when attacking large ships.
*
* 67 5/07/98 11:59p Mike
* Remove unneeded code, computation of num_verts.
*
* 66 4/29/98 5:01p Mike
* Large overhaul in how turrets fire.
*
* 65 4/27/98 11:59p Mike
* Intermediate checkin. Getting big ship turrets firing at big ships to
* use pick_big_attack_point.
*
* 64 4/23/98 12:32a Mike
* Fix bogus math which looked at (1-fov) instead of fov.
*
* 63 4/13/98 4:52p Allender
* remove AI_frametime and us flFrametime instead. Make lock warning work
* in multiplayer for aspect seeking missiles. Debris fixups
*
* 62 4/13/98 3:27p Lawrance
* Fix bug that caused ships to leave strafe mode right away since they
* hadn't taken damage for a while
*
* 61 4/12/98 2:02p Mike
* Make small ships avoid big ships.
* Turn on Collide_friendly flag.
*
* 60 4/01/98 9:21p John
* Made NDEBUG, optimized build with no warnings or errors.
*
* 59 3/25/98 12:00a Allender
* MK: make sure that output from function gets a valid valud (ai_pbap I
* think)
*
* 58 3/24/98 10:07p Adam
* AL: Add another Assert() to try and catch bogus wp->big_attack_point
*
* 57 3/24/98 9:56p Adam
* AL: Assert that local_attack_point is valid in ai_bpap
*
* 56 3/21/98 3:36p Mike
* Fix/optimize attacking of big ships.
*
* 55 3/16/98 5:17p Mike
* Make ships not get stuck on big ships when attacking.
*
* 54 3/16/98 12:03a Mike
* Add support for kamikaze mode. Add AIF_NO_DYNAMIC which means
* relentlessly pursue current goal.
*
* 53 3/12/98 4:04p Lawrance
* Leave strafe mode if haven't been hit for a while and no enemy
* fighter/bombers are close by.
*
* 52 3/09/98 5:12p Mike
* Make sure Pl_objp uses are valid.
* Throw asteroids at ships in asteroid field, not "Gal"
* Support ships warp out if no goals after 30 seconds.
*
* 51 3/03/98 11:51p Lawrance
* Ensure target is a ship before looking at SIF flags
*
* 50 3/02/98 11:35a Mike
* Fix logic with ai_do_default_behavior -- return after call.
*
* 49 2/19/98 7:37p Lawrance
* Fix bug that was causing problems with subsystem path following.
*
* 48 2/14/98 3:38p Mike
* Make bombs have arm time, drop for 1/2 second, have hull_strength.
* Make them not fired until closer to target.
*
* 47 2/13/98 3:56p Mike
* Make ships more likely to stick to player orders, not get so distracted
* by getting hit by someone else.
*
* 46 2/11/98 4:30p Lawrance
* Improve disarm/disable behavior.
*
* 45 2/11/98 1:16a Mike
* Mods to AI behavior to make it harder to stay on a ship's tail. Not
* too much improvement.
*
* 44 2/05/98 12:51a Mike
* Early asteroid stuff.
*
* 43 1/30/98 11:28a Comet
* Fix indexing problem into verts in ai_bpap()
*
* 42 1/29/98 10:46p Mike
* In ai_big_pick_attack_point, handle case of octant with no points.
*
* 41 1/29/98 1:39p Mike
* Better heat seeking homing on big ships.
*
* 40 1/27/98 4:18p Mike
* Not fire weapons too early when attacking large ships. Aspect lock
* take proper amount of time for AI ships.
*
* 39 1/22/98 5:14p Lawrance
* clean up ai_big code, clear path info when stop attacking a subsystem
*
* 38 1/20/98 11:41p Mike
* Ships use new system of preferred big weapons to fire. Also, support
* AIF_UNLOAD_SECONDARIES which means fire as fast as possible.
*
* 37 1/20/98 9:47a Mike
* Suppress optimized compiler warnings.
* Some secondary weapon work.
*
* 36 1/17/98 4:45p Mike
* Better support for AI selection of secondary weapons.
*
* 35 1/16/98 3:57p Mike
* Clean up some bugs with attacking of protected ships. Make turrets
* only fire at targets that are within range.
*
* 34 1/16/98 11:32a Mike
* Fix bug when a ship is attacking a dead subsystem on a protected ship.
*
* 33 1/07/98 1:32p Lawrance
* Remove some nprintf output
*
* 32 1/07/98 1:21p Sandeep
* Fix bug where accessing uninited pointer
*
* 31 1/06/98 6:58p Lawrance
* Attack turrets (sometimes) when fired upon while attacking a ship.
*
* 30 12/31/97 6:28p Lawrance
* Improve attacking subsystems on moving ships.
*
* 29 12/31/97 4:16p Lawrance
* Use different fov's for attacking subsystems depending if ship is
* moving
*
* 28 12/31/97 4:05p Mike
* Support for all teams optionally attacking all teams.
* Lead big ships when attacking their hull.
*
* 27 12/31/97 12:26p Lawrance
* Don't enter strafe mode for transports, fix bug that prevented strafe
* mode from getting entered.
*
* 26 12/30/97 5:20p Mike
* Don't fire secondaries at a protected ship if its hull is very weak.
*
* 25 12/30/97 4:26p Lawrance
* Take out some debug statements
*
* 24 12/15/97 7:16p Lawrance
* improving subsystem attacking
*
* 23 12/02/97 11:58a Lawrance
* avoid during strafe mode only when endangered by a weapon
*
* 22 12/01/97 5:11p Lawrance
* make strafe mode more effective... slow down when approaching and use
* afterburner in avoids
*
* 21 11/27/97 4:21p Lawrance
* set submode to -1 when switching to AIM_NONE from AIM_STRAFE
*
* 20 11/24/97 2:27a Lawrance
* if attacking a big ship and moving very slow, enter strafe mode if
* enemy fighter/bombers are close by
*
* 19 11/14/97 11:27a Johnson
* if goal_objnum is -1, and in STRAFE, return 1 from
* ai_maybe_follow_subsys_path(), so break out of STRAFE code
*
* 18 11/13/97 11:51a Johnson
* ALAN: comment out Int3() in AiBig... need to test on my own machine
*
* 17 11/12/97 11:51p Lawrance
* only check target_objnum == goal_objnum when following path
*
* 16 11/12/97 11:01p Lawrance
* change call to ai_find_path()
* ensure goal_objnum == target_objnum in STRAFE
*
* 15 11/12/97 11:18a Lawrance
* fix bug in path following of subsystems
*
* 14 11/11/97 5:22p Mike
* Don't allow ships to attack navbuoys.
* Make ships lead big ships with dumbfire.
* Make ships smarter about leaving evade weapon mode.
* Fix a couple Assert() bugs.
*
* 13 11/06/97 6:27p Lawrance
* fix bug that was messing up retreat point in STRAFE mode
*
* 12 11/06/97 4:53p Mike
* Limit number of ships that can simultaneously attack another. Make
* turrets inherit AI class from parent ship.
*
* 11 11/06/97 12:27a Mike
* Better avoid behavior.
* Modify ai_turn_towards_vector() to take a flag parameter.
*
* 10 11/02/97 10:55p Lawrance
* removed some unused code, added some comments
*
* 9 11/01/97 4:01p Mike
* Adapt to new ai_find_path().
*
* 8 10/31/97 11:24a Lawrance
* If taget changes from a big ship to small ship while in AIM_STRAFE,
* switch to AIM_CHASE
*
* 7 10/30/97 10:06p Lawrance
* chg some timing values so ship will reach retreat point
*
* 6 10/30/97 9:17p Lawrance
* work on getting AIM_STRAFE working well with disable/disarm, try to
* balance
*
* 5 10/30/97 12:32a Lawrance
* further work on AIM_STRAFE
*
* 4 10/29/97 6:25p Lawrance
* add AIM_STRAFE functionality
*
* 3 10/26/97 4:19p Lawrance
* added ai_get_weapon_dist()
*
* 2 10/26/97 3:24p Lawrance
* split off large ship ai code into AiBig.cpp
*
* $NoKeywords: $
*/
#include "globalincs/pstypes.h"
#include "math/fix.h"
#include "globalincs/linklist.h"
#include "object/object.h"
#include "physics/physics.h"
#include "math/vecmat.h"
#include "ship/ship.h"
#include "model/model.h"
#include "graphics/2d.h"
#include "render/3d.h"
#include "ship/ai.h"
#include "ship/aibig.h"
#include "math/floating.h"
#include "playerman/player.h"
#include "freespace2/freespace.h"
#include "weapon/weapon.h"
#include "mission/missiongoals.h"
#include "mission/missionlog.h"
#include "io/timer.h"
#include "sound/sound.h"
#include "ship/aigoals.h"
#include "gamesnd/gamesnd.h"
#include "hud/hudmessage.h"
#include "mission/missionmessage.h"
#include "cmeasure/cmeasure.h"
#include "math/staticrand.h"
#include "network/multimsgs.h"
#include "ship/afterburner.h"
#include "hud/hudets.h"
#include "ship/shipfx.h"
#include "ship/shiphit.h"
#include "mission/missionparse.h"
#pragma optimize("", off)
#pragma auto_inline(off)
#define SCAN_FIGHTERS_INTERVAL 2000 // how often an AI fighter/bomber should scan for enemy fighter/bombers
// if sitting still and pounding on a big ship. If enemy fighters are
// close ( < ENTER_STRAFE_THREAT_DIST ), then enter AIM_STRAFE
#define ENTER_STRAFE_THREAT_DIST_SQUARED 360000 // use squared distance, instead of 600
#define MIN_DOT_TO_ATTACK_SUBSYS 0.7f
#define MIN_DOT_TO_ATTACK_MOVING_SUBSYS 0.97f
// AI BIG MAGIC NUMBERS
#define STRAFE_RETREAT_COLLIDE_TIME 2.0 // when anticipated collision time is less than this, begin retreat
#define STRAFE_RETREAT_COLLIDE_DIST 100 // when perpendicular distance to *surface* is less than this, begin retreat
#define STRAFE_RETREAT_BOX_DIST 300 // distance beyond the bounding box to retreat
#define EVADE_BOX_BASE_DISTANCE 300 // standard distance to end evade submode
#define EVADE_BOX_MIN_DISTANCE 200 // minimun distance to end evade submode, after long time
#define ATTACK_STOP_DISTANCE 150 // when distance to target is less than this, put on brakes
#define ATTACK_COLLIDE_BASE_DIST 300 // absolute distance at which to begin checking for possible collision
#define ATTACK_COLLIDE_AVOID_DIST 60 // perpendicular distance to attack surface at which begin avoiding
#define ATTACK_COLLIDE_AVOID_TIME 1.0 // anticipated collision time at which to begin evade
#define ATTACK_COLLIDE_SLOW_DIST 150 // perpendicular distance to attack surface at which begin slowing down
#define ATTACK_COLLIDE_SLOW_TIME 1.5 // anticipated collision time at which to begin slowing down
// forward declarations
void ai_big_evade_ship();
void ai_big_chase_attack(ai_info *aip, ship_info *sip, vector *enemy_pos, float dist_to_enemy);
void ai_big_avoid_ship();
int ai_big_maybe_follow_subsys_path(int do_dot_check=1);
extern int model_which_octant_distant_many( vector *pnt, int model_num,matrix *model_orient, vector * model_pos, polymodel **pm, int *octs);
extern void compute_desired_rvec(vector *rvec, vector *goal_pos, vector *cur_pos);
extern void big_ship_collide_recover_start(object *objp, object *big_objp, vector *collide_pos, vector *collision_normal);
// Called by ai_big_pick_attack_point.
// Generates a random attack point.
// If truly_random flag set (haha), then generate a pretty random number. Otherwise, generate a static rand which
// tends to not change from frame to frame.
// Try four times and choose nearest point to increase chance of getting a good point.
void ai_bpap(object *objp, vector *attacker_objp_pos, vector *attacker_objp_fvec, vector *attack_point, vector *local_attack_point, float fov, float weapon_travel_dist, vector *surface_normal)
{
float nearest_dist;
vector result_point, best_point;
vector rel_point;
int num_tries;
model_octant *octp;
polymodel *pm;
int i, q, octs[4];
best_point = objp->pos;
nearest_dist = weapon_travel_dist;
model_which_octant_distant_many(attacker_objp_pos, Ships[objp->instance].modelnum, &objp->orient, &objp->pos, &pm, octs);
num_tries = (int) (vm_vec_dist(&objp->pos, attacker_objp_pos)/objp->radius);
if (num_tries >= 4)
num_tries = 1;
else
num_tries = 4 - num_tries;
// Index #0 is best one.
if ( pm->octants[octs[0]].verts ) {
*local_attack_point = *pm->octants[octs[0]].verts[0]; // Set just in case it doesn't get set below.
} else {
vm_vec_zero(local_attack_point);
}
for (q=0; q<4; q++) {
octp = &pm->octants[octs[q]];
if (octp->nverts > 0) {
if (num_tries > octp->nverts)
num_tries = octp->nverts;
if (num_tries > octp->nverts)
num_tries = octp->nverts;
int best_index = -1;
for (i=0; i<num_tries; i++) {
int index;
float dist, dot;
vector v2p;
index = (int) (frand() * (octp->nverts));
rel_point = *octp->verts[index];
vm_vec_unrotate(&result_point, &rel_point, &objp->orient);
vm_vec_add2(&result_point, &objp->pos);
dist = vm_vec_normalized_dir(&v2p, &result_point, attacker_objp_pos);
dot = vm_vec_dot(&v2p, attacker_objp_fvec);
if (dot > fov) {
if (dist < nearest_dist) {
best_index = index;
nearest_dist = dist;
best_point = result_point;
*local_attack_point = rel_point;
Assert( !vm_is_vec_nan(local_attack_point) );
if (dot > (1.0f + fov)/2.0f) // If this point is quite good, quit searching for a better one.
goto done_1;
}
}
}
}
}
done_1:
*attack_point = best_point;
// Cast from attack_objp_pos to local_attack_pos and check for nearest collision.
// If no collision, cast to (0,0,0) [center of big ship]** [best_point initialized to 000]
// do in world coords to get attack point, then translate to local for local_attack_point
vector attack_dir, end_point, temp;
float dist;
dist = vm_vec_normalized_dir(&attack_dir, attack_point, attacker_objp_pos);
if (dist > 0.1) {
vm_vec_scale_add(&end_point, attack_point, &attack_dir, 30.0f);
} else {
vm_vec_scale_add(&end_point, attack_point, attacker_objp_fvec, 30.0f);
}
mc_info mc;
mc.model_num = Ships[objp->instance].modelnum;
mc.orient = &objp->orient;
mc.pos = &objp->pos;
mc.p0 = attacker_objp_pos;
mc.p1 = &end_point;
mc.flags = MC_CHECK_MODEL;
mc.radius = 0.0f;
model_collide(&mc);
if (mc.num_hits > 0) {
*attack_point = mc.hit_point_world;
vm_vec_sub(&temp, attack_point, &objp->pos);
vm_vec_rotate(local_attack_point, &temp, &objp->orient);
if (surface_normal) {
vm_vec_unrotate(surface_normal, &mc.hit_normal, &objp->orient);
}
} else {
vm_vec_zero(local_attack_point);
*attack_point = objp->pos;
if (surface_normal) {
vm_vec_zero(surface_normal);
}
}
}
// Stuff a point to attack based on nearest octant.
// If no points in that octant, leave attack_point unmodified.
//
// Note: Default value for fov is 1.0f 1.0f means don't use fov parameter.
// If fov != 1.0f, try up to four times to find a point that's in the field of view.
void ai_big_pick_attack_point_turret(object *objp, ship_subsys *ssp, vector *gpos, vector *gvec, vector *attack_point, float fov, float weapon_travel_dist)
{
if (!timestamp_elapsed(ssp->turret_pick_big_attack_point_timestamp)) {
vector result_point;
vm_vec_unrotate(&result_point, &ssp->turret_big_attack_point, &objp->orient);
vm_vec_add(attack_point, &result_point, &objp->pos);
} else {
vector local_attack_point;
ssp->turret_pick_big_attack_point_timestamp = timestamp(2000 + (int) (frand()*500.0f));
ai_bpap(objp, gpos, gvec, attack_point, &local_attack_point, fov, weapon_travel_dist, NULL);
ssp->turret_big_attack_point = local_attack_point;
}
}
// Stuff a point to attack based on nearest octant.
// If no points in that octant, leave attack_point unmodified.
//
// Note: Default value for fov is 1.0f 1.0f means don't use fov parameter.
// If fov != 1.0f, try up to four times to find a point that's in the field of view.
// Note, attacker_objp can be a ship or a weapon.
void ai_big_pick_attack_point(object *objp, object *attacker_objp, vector *attack_point, float fov)
{
Assert(objp->instance > -1);
Assert(objp->type == OBJ_SHIP);
vector local_attack_point;
switch (attacker_objp->type) {
case OBJ_SHIP: {
ai_info *attacker_aip;
attacker_aip = &Ai_info[Ships[attacker_objp->instance].ai_index];
if (!timestamp_elapsed(attacker_aip->pick_big_attack_point_timestamp)) {
vector result_point;
vm_vec_unrotate(&result_point, &attacker_aip->big_attack_point, &objp->orient);
vm_vec_add(attack_point, &result_point, &objp->pos);
return;
}
attacker_aip->pick_big_attack_point_timestamp = timestamp(2000 + (int) (frand()*500.0f));
break;
}
case OBJ_WEAPON: {
weapon *wp = &Weapons[attacker_objp->instance];
if (!timestamp_elapsed(wp->pick_big_attack_point_timestamp)) {
vector result_point;
vm_vec_unrotate(&result_point, &wp->big_attack_point, &objp->orient);
vm_vec_add(attack_point, &result_point, &objp->pos);
return;
}
wp->pick_big_attack_point_timestamp = timestamp(2000 + (int) (frand()*500.0f));
break;
}
}
// checks valid line to target
vector surface_normal;
ai_bpap(objp, &attacker_objp->pos, &attacker_objp->orient.vec.fvec, attack_point, &local_attack_point, fov, 99999.9f, &surface_normal);
switch (attacker_objp->type) {
case OBJ_SHIP: {
ai_info *attacker_aip;
// if we can't find a new local_attack_point don't change local_attack_point
if (vm_vec_mag_squared(&local_attack_point) < 1) {
return;
}
attacker_aip = &Ai_info[Ships[attacker_objp->instance].ai_index];
attacker_aip->big_attack_point = local_attack_point;
attacker_aip->big_attack_surface_normal = surface_normal;
break;
}
case OBJ_WEAPON: {
weapon *wp = &Weapons[attacker_objp->instance];
wp->big_attack_point = local_attack_point;
Assert( !vm_is_vec_nan(&wp->big_attack_point) );
break;
}
}
return;
}
// Handler for SM_EVADE submode ( called from ai_big_chase() )
void ai_big_evade_ship()
{
vector player_pos, enemy_pos;
float dist;
ship *shipp = &Ships[Pl_objp->instance];
ai_info *aip = &Ai_info[shipp->ai_index];
vector randvec, semi_enemy_pos;
ai_set_positions(Pl_objp, En_objp, aip, &player_pos, &enemy_pos);
dist = vm_vec_dist_quick(&player_pos, &enemy_pos);
vm_vec_rand_vec_quick(&randvec);
if ((Missiontime>>14) & 1) {
vm_vec_scale_add(&semi_enemy_pos, &enemy_pos, &randvec, dist/2.0f);
aip->prev_goal_point = semi_enemy_pos;
} else {
semi_enemy_pos = aip->prev_goal_point;
}
accelerate_ship(aip, 1.0f - ((Missiontime>>8) & 0x3f)/128.0f );
turn_away_from_point(Pl_objp, &semi_enemy_pos, 0.0f);
float box_dist;
vector box_vec;
int is_inside;
box_dist = get_world_closest_box_point_with_delta(&box_vec, En_objp, &player_pos, &is_inside, EVADE_BOX_BASE_DISTANCE);
if (box_dist > EVADE_BOX_BASE_DISTANCE) {
aip->submode = SM_ATTACK;
aip->submode_start_time = Missiontime;
} else if ((box_dist > EVADE_BOX_MIN_DISTANCE) && (Missiontime - aip->submode_start_time > i2f(5)) ) {
aip->submode = SM_ATTACK;
aip->submode_start_time = Missiontime;
}
//TODO TEST
/* if (dist > 4*En_objp->radius) {
aip->submode = SM_ATTACK;
aip->submode_start_time = Missiontime;
} else if (dist > En_objp->radius) {
if (Missiontime - aip->submode_start_time > i2f(5)) {
aip->submode = SM_ATTACK;
aip->submode_start_time = Missiontime;
}
} */
}
// Handler for SM_AVOID submode ( called from ai_big_chase() )
void ai_big_avoid_ship()
{
ai_big_evade_ship();
}
// reset path following information
void ai_big_subsys_path_cleanup(ai_info *aip)
{
if ( aip->ai_flags & AIF_ON_SUBSYS_PATH ) {
aip->ai_flags &= ~AIF_ON_SUBSYS_PATH;
aip->path_goal_dist = -1;
aip->path_start = -1;
aip->path_cur = -1;
aip->path_length = 0;
}
}
// Maybe Pl_objp needs to follow a path to get in line-of-sight to a subsystem
// input: do_dot_check => default value 0, flag to indicate whether check should be done to ensure
// subsystem is within certain field of view. We don't want to check fov when
// strafing, since ship is weaving to avoid turret fire
int ai_big_maybe_follow_subsys_path(int do_dot_check)
{
ai_info *aip;
float dot = 1.0f, min_dot;
object *target_objp;
aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
target_objp = &Objects[aip->target_objnum];
if ( (aip->targeted_subsys != NULL) && (aip->target_objnum >= 0) && (aip->targeted_subsys->system_info->path_num >= 0) ) {
polymodel *pm;
int subsys_path_num, subsys_in_sight, checked_sight;
float dist;
pm = model_get( Ships[Pl_objp->instance].modelnum );
// If attacking a subsystem, ensure that we have an unobstructed line of sight... if not, then move
// towards path linked to subsystem
subsys_in_sight = 0; // assume Pl_objp doesn't have line of sight to subys
// only check for subsystem sight every N milliseconds
checked_sight = 0;
if ( timestamp_elapsed(aip->path_subsystem_next_check) ) {
vector geye, gsubpos;
eye *ep;
aip->path_subsystem_next_check = timestamp(1500);
// get world pos of eye (stored in geye)
ep = &(pm->view_positions[0] );
model_find_world_point( &geye, &ep->pnt, Ships[Pl_objp->instance].modelnum, 0, &Pl_objp->orient, &Pl_objp->pos );
// get world pos of subsystem
vm_vec_unrotate(&gsubpos, &aip->targeted_subsys->system_info->pnt, &En_objp->orient);
vm_vec_add2(&gsubpos, &En_objp->pos);
checked_sight = 1;
// Calc dot between subsys normal (based on using path info), and subsys_to_eye vector. This is
// useful later when we want to decide whether we have a realistic line-of-sight to the subsystem.
vector subsys_normal, subsys_to_eye;
if ( do_dot_check ) {
if ( !ship_return_subsys_path_normal(&Ships[target_objp->instance], aip->targeted_subsys, &gsubpos, &subsys_normal) ) {
vm_vec_normalized_dir(&subsys_to_eye, &geye, &gsubpos);
dot = vm_vec_dot(&subsys_normal, &subsys_to_eye);
}
}
if ( ship_subsystem_in_sight(En_objp, aip->targeted_subsys, &geye, &gsubpos, 1) ) {
subsys_in_sight = 1;
}
}
// check if subsystem not in sight
min_dot = (target_objp->phys_info.fspeed > 5.0f?MIN_DOT_TO_ATTACK_MOVING_SUBSYS:MIN_DOT_TO_ATTACK_SUBSYS);
if ( (checked_sight && ((!subsys_in_sight) || (dot < min_dot)) ) ) {
aip->path_goal_dist = 5;
subsys_path_num = aip->targeted_subsys->system_info->path_num;
if ( (aip->path_start) == -1 || (aip->mp_index != subsys_path_num) ) {
// maybe create a new path
if ( subsys_path_num >= 0 ) {
Assert(aip->target_objnum >= 0);
ai_find_path(Pl_objp, aip->target_objnum, subsys_path_num, 0, 1);
if ( aip->path_start >= 0 ) {
aip->ai_flags |= AIF_ON_SUBSYS_PATH;
}
}
}
}
if ( checked_sight && subsys_in_sight && (dot > min_dot) ) {
// we've got a clear shot, stay here for a bit
aip->path_subsystem_next_check = timestamp_rand(5000,8000);
}
// If there is a path that we are tracking, see if ship has gotten to within
// aip->path_goal_dist units. If so, then ship can stop following the path. This
// is required since we don't want to follow the path all the way to the subsystem,
// and we want ships to stop different distances from their path destination
if ( aip->path_length > 0 ) {
int path_done=0;
int in_view=0;
Assert(aip->path_length >= 2);
dist = vm_vec_dist_quick(&Path_points[aip->path_start+aip->path_length-2].pos, &Pl_objp->pos);
if ( aip->path_cur >= (aip->path_start+aip->path_length-1) ) {
path_done=1;
}
min_dot = (target_objp->phys_info.fspeed > 5.0f?MIN_DOT_TO_ATTACK_MOVING_SUBSYS:MIN_DOT_TO_ATTACK_SUBSYS);
if ( (checked_sight && subsys_in_sight) && (dot > min_dot) ) {
in_view=1;
}
// if we've reached the destination, then we can stop following the path
if ( path_done || ( dist < aip->path_goal_dist ) || in_view ) {
ai_big_subsys_path_cleanup(aip);
} else if ( dist > aip->path_goal_dist ) {
// If we have a path to follow, follow it and return
if ( aip->path_start != -1 ) {
// for now, only follow the path to the first point
if ( aip->path_cur < (aip->path_start+aip->path_length-1) ) {
if ( aip->goal_objnum != aip->target_objnum ) {
//Int3(); // what is going on here? - Get Alan
aip->previous_mode = aip->mode;
aip->mode = AIM_NONE;
aip->submode = -1;
return 1;
}
ai_path();
return 1;
}
}
}
}
}
return 0;
}
// This function is only called from ai_big_chase_attack() when a ship is flying very slowly and
// attacking a big ship. The ship should scan for enemy fighter/bombers... if any are close, then
// return 1, otherwise return 0;
//
// input: aip => ai_info pointer for Pl_objp
// sip => ship_info pointer for Pl_objp
//
// exit: 1 => ship should enter strafe mode
// 0 => ship should not change ai mode, no fighter/bomber threats are near
//
// NOTE: uses SCAN_FIGHTERS_INTERVAL and ENTER_STRAFE_THREAT_DIST_SQUARED which are defined in AiBig.h
int ai_big_maybe_start_strafe(ai_info *aip, ship_info *sip)
{
// if moving slowly (or stopped), and SIF_SMALL_SHIP, then enter STRAFE mode if enemy fighter/bombers
// are near
if ( sip->flags & SIF_SMALL_SHIP ) {
if ( timestamp_elapsed(aip->scan_for_enemy_timestamp) ) {
ship_obj *so;
object *test_objp;
ship *test_sp;
float dist_squared;
aip->scan_for_enemy_timestamp = timestamp(SCAN_FIGHTERS_INTERVAL);
// iterate through ships, and see if any fighter/bomber from opposite team are near
so = GET_FIRST(&Ship_obj_list);
while( so != END_OF_LIST(&Ship_obj_list) ) {
test_objp = &Objects[so->objnum];
test_sp = &Ships[test_objp->instance];
if ( test_sp->team != Ships[Pl_objp->instance].team ) {
if ( Ship_info[test_sp->ship_info_index].flags & SIF_SMALL_SHIP ) {
dist_squared = vm_vec_dist_squared(&Pl_objp->pos, &test_objp->pos);
if ( dist_squared < ENTER_STRAFE_THREAT_DIST_SQUARED ) {
return 1;
}
}
}
so = GET_NEXT(so);
}
}
}
// If we've reached here, there are no enemy fighter/bombers near
return 0;
}
// ATTACK submode handler for chase mode.
void ai_big_chase_attack(ai_info *aip, ship_info *sip, vector *enemy_pos, float dist_to_enemy)
{
int start_bank;
float dot_to_enemy, time_to_hit;
polymodel *po = model_get( sip->modelnum );
// Maybe evade an incoming weapon.
if (((time_to_hit = ai_endangered_by_weapon(aip)) < 4.0f) && (time_to_hit >= 0.0f)) {
aip->submode = SM_EVADE_WEAPON;
aip->submode_start_time = Missiontime;
aip->prev_goal_point = En_objp->pos;
} else {
// If moving slowly, maybe evade incoming fire.
if (Pl_objp->phys_info.speed < 3.0f) {
object *objp;
for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
if ((objp->type == OBJ_WEAPON) && (Weapons[objp->instance].team != Ships[Pl_objp->instance].team))
if (Weapon_info[objp->instance].subtype == WP_LASER) {
vector in_vec;
float dist;
vm_vec_sub(&in_vec, &objp->pos, &Pl_objp->pos);
if (vm_vec_dot(&in_vec, &objp->orient.vec.fvec) > 0.0f) {
dist = vm_vec_normalize(&in_vec);
if ((dist < 200.0f) && (vm_vec_dot(&in_vec, &objp->orient.vec.fvec) > 0.95f)) {
if ((Objects[objp->parent].signature == objp->parent_sig) && (vm_vec_dist_quick(&objp->pos, &Objects[objp->parent].pos) < 300.0f)) {
set_target_objnum(aip, objp->parent);
aip->submode = SM_ATTACK;
aip->submode_start_time = Missiontime;
} else {
aip->submode = SM_EVADE;
aip->submode_start_time = Missiontime;
aip->prev_goal_point = En_objp->pos;
}
}
}
}
}
// Since ship is moving slowly and attacking a large ship, scan if enemy fighters are near, if so
// then enter strafe mode
if ( ai_big_maybe_start_strafe(aip, sip) ) {
aip->previous_mode = aip->mode;
aip->mode = AIM_STRAFE;
aip->submode_parm0 = Missiontime; // use parm0 as time strafe mode entered
aip->submode = AIS_STRAFE_ATTACK;
aip->submode_start_time = Missiontime;
return;
}
} // end if ( Pl_objp->phys_info.speed < 3.0f )
// see if Pl_objp needs to reposition to get a good shot at subsystem which is being attacked
if ( ai_big_maybe_follow_subsys_path() ) {
return;
}
vector *rel_pos, vec_to_enemy;
float weapon_travel_dist;
start_bank = Ships[aip->shipnum].weapons.current_primary_bank;
if ((po->n_guns) && (start_bank != -1)) {
rel_pos = &po->gun_banks[start_bank].pnt[0];
} else
rel_pos = NULL;
dist_to_enemy = vm_vec_normalized_dir(&vec_to_enemy, enemy_pos, &Pl_objp->pos);
dot_to_enemy = vm_vec_dot(&vec_to_enemy, &Pl_objp->orient.vec.fvec);
vector rvec_vec, *rvec = &rvec_vec;
if (dist_to_enemy > 500.0f)
compute_desired_rvec(rvec, enemy_pos, &Pl_objp->pos);
else
rvec = NULL;
ai_turn_towards_vector(enemy_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, rel_pos, 0.0f, 0, rvec);
// calc range of primary weapon
weapon_travel_dist = ai_get_weapon_dist(&Ships[Pl_objp->instance].weapons);
if ( aip->targeted_subsys != NULL ) {
if (dist_to_enemy > (weapon_travel_dist-20))
accelerate_ship(aip, 1.0f);
else {
// AL 12-31-97: Move at least as quickly as your target is moving...
accelerate_ship(aip, max(1.0f - dot_to_enemy, Objects[aip->target_objnum].phys_info.fspeed/sip->max_speed));
}
} else {
float accel;
if (dot_to_enemy < 0.0f) {
accel = 0.5f;
} else if (dot_to_enemy < 0.75f) {
accel = 0.75f;
} else {
if (dist_to_enemy > weapon_travel_dist/2.0f) {
accel = 1.0f;
} else {
accel = 1.0f - dot_to_enemy;
}
}
// use dist normal to enemy here (dont break 50 barrier)
if (dist_to_enemy < ATTACK_STOP_DISTANCE) {
// accelerate_ship(aip, accel * 0.5f);
accelerate_ship(aip, -1.0f);
} else {
accelerate_ship(aip, accel);
}
}
}
}
// Handler for submode SM_CONTINUOUS_TURN
void ai_big_chase_ct()
{
ai_chase_ct();
}
extern void ai_select_secondary_weapon(object *objp, ship_weapon *swp, int priority1 = -1, int priority2 = -1);
extern float set_secondary_fire_delay(ai_info *aip, ship *shipp, weapon_info *swip);
extern void ai_choose_secondary_weapon(object *objp, ai_info *aip, object *en_objp);
extern int maybe_avoid_big_ship(object *objp, object *ignore_objp, ai_info *aip, vector *goal_point, float delta_time);
extern void maybe_cheat_fire_synaptic(object *objp, ai_info *aip);
// Determine if Pl_objp should fire weapons at current target, based on input parameters
//
// dist_to_enemy => distance (in m) to attack point on current target
// dot_to_enemy => dot product between fvec of Pl_objp and vector from Pl_objp to attack point
//
void ai_big_maybe_fire_weapons(float dist_to_enemy, float dot_to_enemy, vector *firing_pos, vector *enemy_pos, vector *enemy_vel)
{
ai_info *aip;
ship_weapon *swp;
aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
swp = &Ships[Pl_objp->instance].weapons;
if (dot_to_enemy > 0.95f - 0.5f * En_objp->radius/max(1.0f, En_objp->radius + dist_to_enemy)) {
aip->time_enemy_in_range += flFrametime;
// Chance of hitting ship is based on dot product of firing ship's forward vector with vector to ship
// and also the size of the target relative to distance to target.
if (dot_to_enemy > max(0.5f, 0.90f + aip->ai_accuracy/10.0f - En_objp->radius/max(1.0f,dist_to_enemy))) {
ship *temp_shipp;
temp_shipp = &Ships[Pl_objp->instance];
ship_weapon *tswp = &temp_shipp->weapons;
if ( tswp->num_primary_banks > 0 ) {
Assert(tswp->current_primary_bank < tswp->num_primary_banks);
weapon_info *wip = &Weapon_info[tswp->primary_bank_weapons[tswp->current_primary_bank]];
if (dist_to_enemy < wip->max_speed * wip->lifetime)
ai_fire_primary_weapon(Pl_objp);
int priority1, priority2;
priority1 = -1;
priority2 = -1;
// Maybe favor selecting a bomb.
// Note, if you're firing a bomb, if it's aspect seeking, the firing conditions can be looser.
if (Ship_info[Ships[En_objp->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))
if (En_objp->phys_info.speed * dist_to_enemy < 5000.0f) // Don't select a bomb if enemy moving fast relative to distance
priority1 = WIF_BOMB;
if (!(En_objp->flags & OF_PROTECTED)) {
//ai_select_secondary_weapon(Pl_objp, tswp, priority1, priority2); // Note, need to select to get weapon speed and lifetime
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[current_bank]];
// If ship is protected and very low on hits, don't fire missiles.
if ((current_bank > -1) && (!(En_objp->flags & OF_PROTECTED) || (En_objp->hull_strength > 10*swip->damage))) {
if (aip->ai_flags & AIF_UNLOAD_SECONDARIES) {
if (timestamp_until(swp->next_secondary_fire_stamp[current_bank]) > swip->fire_wait*1000.0f) {
swp->next_secondary_fire_stamp[current_bank] = timestamp((int) (swip->fire_wait*1000.0f));
}
}
if (timestamp_elapsed(swp->next_secondary_fire_stamp[current_bank])) {
float firing_range = swip->max_speed * swip->lifetime;
// reduce firing range of secondaries in nebula
extern int Nebula_sec_range;
if ((The_mission.flags & MISSION_FLAG_FULLNEB) && Nebula_sec_range) {
firing_range *= 0.8f;
}
float t = 0.25f; // default delay in seconds until next fire.
if (dist_to_enemy < firing_range*1.0f) {
//vm_vec_scale_add(&future_enemy_pos, enemy_pos, enemy_vel, dist_to_enemy/swip->max_speed);
//if (vm_vec_dist_quick(&future_enemy_pos, firing_pos) < firing_range * 0.8f) {
if (ai_fire_secondary_weapon(Pl_objp)) {
if (aip->ai_flags & AIF_UNLOAD_SECONDARIES) {
t = swip->fire_wait;
} else {
t = set_secondary_fire_delay(aip, temp_shipp, swip);
}
swp->next_secondary_fire_stamp[current_bank] = timestamp((int) (t*1000.0f));
}
//}
}
swp->next_secondary_fire_stamp[current_bank] = timestamp((int) (t*1000.0f));
}
}
}
}
}
} else {
aip->time_enemy_in_range *= (1.0f - flFrametime);
}
}
// switch ai ship into chase mode
void ai_big_switch_to_chase_mode(ai_info *aip)
{
aip->previous_mode = aip->mode;
aip->mode = AIM_CHASE;
aip->submode = SM_ATTACK;
aip->submode_start_time = Missiontime;
}
extern int ai_big_strafe_maybe_retreat(float dist, vector *target_pos);
// Make object Pl_objp chase object En_objp, which is a big ship, not a small ship.
void ai_big_chase()
{
float dist_to_enemy, dot_to_enemy;
vector player_pos, enemy_pos, vec_to_enemy;
ship_info *sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
ship *shipp = &Ships[Pl_objp->instance];
ai_info *aip = &Ai_info[shipp->ai_index];
int enemy_ship_type;
vector predicted_enemy_pos;
Assert(aip->mode == AIM_CHASE);
maybe_cheat_fire_synaptic(Pl_objp, aip);
enemy_ship_type = Ship_info[Ships[En_objp->instance].ship_info_index].flags;
ai_set_positions(Pl_objp, En_objp, aip, &player_pos, &enemy_pos);
player_pos = Pl_objp->pos;
ai_big_pick_attack_point(En_objp, Pl_objp, &enemy_pos, 0.8f);
// Compute the predicted position of the center of the ship, then add the delta to the goal pos.
if (En_objp->phys_info.speed > 3.0f) {
set_predicted_enemy_pos(&predicted_enemy_pos, Pl_objp, En_objp, aip);
vm_vec_add2(&enemy_pos, &predicted_enemy_pos);
vm_vec_sub2(&enemy_pos, &En_objp->pos);
} else
predicted_enemy_pos = En_objp->pos;
if (aip->targeted_subsys != NULL) {
get_subsystem_pos(&enemy_pos, En_objp, aip->targeted_subsys);
}
dist_to_enemy = vm_vec_normalized_dir(&vec_to_enemy, &enemy_pos, &player_pos); // - En_objp->radius;
dot_to_enemy = vm_vec_dot(&vec_to_enemy, &Pl_objp->orient.vec.fvec);
if (aip->ai_flags & AIF_TARGET_COLLISION) {
if ( ai_big_strafe_maybe_retreat(dist_to_enemy, &enemy_pos) ) {
aip->mode = AIM_STRAFE;
aip->submode = AIS_STRAFE_AVOID;
aip->submode_parm0 = Missiontime; // use parm0 as time strafe mode entered
return;
}
}
if (aip->ai_flags & AIF_KAMIKAZE) {
//nprintf(("AI", "Kamikaze: %7.3f %7.3f\n", dot_to_enemy, dist_to_enemy));
accelerate_ship(aip, 1.0f);
if ((dist_to_enemy < 400.0f) && ai_maybe_fire_afterburner(Pl_objp, aip)) {
afterburners_start(Pl_objp);
aip->afterburner_stop_time = Missiontime + 3*F1_0;
}
}
// If just acquired target, or target is not in reasonable cone, don't refine believed enemy position.
if ((dot_to_enemy < 0.25f) || (aip->target_time < 1.0f) || (aip->ai_flags & AIF_SEEK_LOCK)) {
update_aspect_lock_information(aip, &vec_to_enemy, dist_to_enemy - En_objp->radius, En_objp->radius);
} else if (aip->targeted_subsys != NULL) {
Assert(aip->targeted_subsys != NULL);
get_subsystem_pos(&enemy_pos, En_objp, aip->targeted_subsys);
vm_vec_add2(&enemy_pos, &predicted_enemy_pos);
vm_vec_sub2(&enemy_pos, &En_objp->pos);
dist_to_enemy = vm_vec_normalized_dir(&vec_to_enemy, &enemy_pos, &player_pos); // - En_objp->radius;
dot_to_enemy = vm_vec_dot(&vec_to_enemy, &Pl_objp->orient.vec.fvec);
update_aspect_lock_information(aip, &vec_to_enemy, dist_to_enemy, En_objp->radius);
} else if (En_objp->flags & OF_PROTECTED) { // If protected and we're not attacking a subsystem, stop attacking!
update_aspect_lock_information(aip, &vec_to_enemy, dist_to_enemy - En_objp->radius, En_objp->radius);
aip->target_objnum = -1;
if (find_enemy(Pl_objp-Objects, MAX_ENEMY_DISTANCE, Skill_level_max_attackers[Game_skill_level]) == -1) {
ai_do_default_behavior(Pl_objp);
return;
}
} else {
update_aspect_lock_information(aip, &vec_to_enemy, dist_to_enemy - En_objp->radius, En_objp->radius);
}
// If recently acquired target and not looking at target, just turn a bit.
switch (aip->submode) {
case SM_ATTACK:
case SM_SUPER_ATTACK:
if (vm_vec_dist_quick(&Pl_objp->pos, &predicted_enemy_pos) > 100.0f + En_objp->radius * 2.0f) {
if (maybe_avoid_big_ship(Pl_objp, En_objp, aip, &predicted_enemy_pos, 10.0f))
return;
}
if (aip->target_time < 2.0f)
if ((dot_to_enemy < 0.9f) || (dist_to_enemy > 300.0f)) {
aip->submode = SM_CONTINUOUS_TURN;
aip->submode_start_time = Missiontime - fl2f(2.75f); // This backdated start time allows immediate switchout.
if (dot_to_enemy > 0.0f)
aip->target_time += flFrametime * dot_to_enemy;
}
break;
}
//
// Set turn and acceleration based on submode.
//
switch (aip->submode) {
case SM_CONTINUOUS_TURN:
ai_big_chase_ct();
break;
case SM_ATTACK:
case SM_SUPER_ATTACK:
case SM_ATTACK_FOREVER:
ai_big_chase_attack(aip, sip, &enemy_pos, dist_to_enemy);
break;
case SM_EVADE:
ai_big_evade_ship();
break;
case SM_AVOID:
ai_big_avoid_ship();
break;
case SM_EVADE_WEAPON:
evade_weapon();
break;
default:
aip->last_attack_time = Missiontime;
aip->submode = SM_ATTACK;
break;
}
// maybe Pl_objp was forced into strafe mode, if so return now
if ( aip->mode == AIM_STRAFE )
return;
// Maybe choose a new submode.
if (aip->submode != SM_AVOID && aip->submode != SM_EVADE ) {
// If a very long time since attacked, attack no matter what!
if (aip->submode != SM_SUPER_ATTACK) {
if (Missiontime - aip->last_attack_time > i2f(6)) {
aip->submode = SM_SUPER_ATTACK;
aip->submode_start_time = Missiontime;
aip->last_attack_time = Missiontime;
}
}
// If a collision is expected, pull out!
float dist_normal_to_enemy;
if (vm_vec_mag_squared(&aip->big_attack_surface_normal) > 0.9) {
dist_normal_to_enemy = fl_abs((dist_to_enemy * vm_vec_dot(&vec_to_enemy, &aip->big_attack_surface_normal)));
} else {
// don;t have normal so use a conservative value here
dist_normal_to_enemy = 0.3f * dist_to_enemy;
}
// float time_to_enemy = dist_normal_to_enemy / Pl_objp->phys_info.speed * fl_abs(vm_vec_dot(&Pl_objp->phys_info.vel, &aip->big_attack_surface_normal));
// if (Framecount % 30 == 1) {
// mprintf(("normal dist; %.1f, time: %.1f\n", dist_normal_to_enemy, time_to_enemy));
// }
// since we're not in strafe and we may get a bad normal, cap dist_normal_to_enemy as min(0.3*dist_to_enemy, self)
// this will allow us to get closer on a bad normal
dist_normal_to_enemy = max(0.3f*dist_to_enemy, dist_normal_to_enemy);
if (dist_to_enemy < ATTACK_COLLIDE_BASE_DIST) {
// within 50m or 1sec
float time_to_enemy;
if (vm_vec_mag_squared(&aip->big_attack_surface_normal) > 0.9) {
if (Pl_objp->phys_info.speed > 0.1) {
time_to_enemy = dist_normal_to_enemy / fl_abs(vm_vec_dot(&Pl_objp->phys_info.vel, &aip->big_attack_surface_normal));
} else {
// a big time
time_to_enemy = 100.0f;
}
} else {
if (Pl_objp->phys_info.speed > 0.1) {
time_to_enemy = dist_normal_to_enemy / Pl_objp->phys_info.speed;
} else {
// a big time
time_to_enemy = 100.0f;
}
}
float speed_dist = max(0.0f, (Pl_objp->phys_info.speed-50) * 2);
if ((dist_normal_to_enemy < ATTACK_COLLIDE_AVOID_DIST + speed_dist) || (time_to_enemy < ATTACK_COLLIDE_AVOID_TIME) ) {
// get away, simulate crsh recovery (don't use avoid)
// accelerate_ship(aip, -1.0f);
big_ship_collide_recover_start(Pl_objp, En_objp, &Pl_objp->pos, NULL);
// aip->submode = SM_AVOID;
// aip->submode_start_time = Missiontime;
} else if ((dist_normal_to_enemy < ATTACK_COLLIDE_SLOW_DIST) || (time_to_enemy < ATTACK_COLLIDE_SLOW_TIME) ) {
// slow down
accelerate_ship(aip, -1.0f);
}
}
/*
if ((dot_to_enemy > 1.0f - 0.1f * En_objp->radius/(dist_to_enemy + 1.0f)) && (Pl_objp->phys_info.speed > dist_to_enemy/5.0f)) {
if (might_collide_with_ship(Pl_objp, En_objp, dot_to_enemy, dist_to_enemy, (aip->targeted_subsys == NULL)*2.0f + 1.5f)) {
if ((Missiontime - aip->last_hit_time > F1_0*4) && (dist_to_enemy < Pl_objp->radius*2 + En_objp->radius*2)) {
accelerate_ship(aip, -1.0f);
} else {
aip->submode = SM_AVOID;
aip->submode_start_time = Missiontime;
}
}
} */
}
switch (aip->submode) {
case SM_CONTINUOUS_TURN:
if (Missiontime - aip->submode_start_time > i2f(3)) {
aip->last_attack_time = Missiontime;
aip->submode = SM_ATTACK;
aip->submode_start_time = Missiontime;
}
break;
case SM_ATTACK:
case SM_ATTACK_FOREVER:
break;
case SM_EVADE:
if (dist_to_enemy > 4*En_objp->radius) {
aip->submode = SM_ATTACK;
aip->submode_start_time = Missiontime;
aip->last_attack_time = Missiontime;
}
break;
case SM_SUPER_ATTACK:
break;
case SM_AVOID:
// if outside box by > 300 m
// DA 4/20/98 can never get here attacking a big ship
{
int is_inside;
float box_dist = get_world_closest_box_point_with_delta(NULL, En_objp, &Pl_objp->pos, &is_inside, 0.0f);
if (box_dist > 300) {
aip->submode = SM_ATTACK;
aip->last_attack_time = Missiontime;
aip->submode_start_time = Missiontime;
}
}
break;
/* if (dot_to_enemy > -0.2f) {
aip->submode_start_time = Missiontime;
} else if (Missiontime - aip->submode_start_time > i2f(1)/2) {
if (might_collide_with_ship(Pl_objp, En_objp, dot_to_enemy, dist_to_enemy, 3.0f)) {
aip->submode_start_time = Missiontime;
} else {
aip->submode = SM_ATTACK;
aip->last_attack_time = Missiontime;
aip->submode_start_time = Missiontime;
}
}
break;*/
case SM_EVADE_WEAPON:
if (aip->danger_weapon_objnum == -1) {
aip->submode = SM_ATTACK;
aip->submode_start_time = Missiontime;
aip->last_attack_time = Missiontime;
}
break;
default:
aip->submode = SM_ATTACK;
aip->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));
// AL: add condition that Pl_objp must not be following a path to fire. This may be too extreme, but
// I noticed AI ships firing inappropriately when following a path near a big ship.
// TODO: investigate why ships fire (and aren't close to hitting ship) when following a path near
// a big ship
if (aip->mode != AIM_EVADE && aip->path_start == -1 ) {
ai_big_maybe_fire_weapons(dist_to_enemy, dot_to_enemy, &player_pos, &predicted_enemy_pos, &En_objp->phys_info.vel);
} else
aip->time_enemy_in_range *= (1.0f - flFrametime);
}
void ai_big_ship(object *objp)
{
// do nothing
}
// all three parms are output parameters
// Enemy object is En_objp
// pos => world pos of attack point
// dist => distance from Pl_objp front to attack point
// dot => dot of Pl_objp fvec and vector to attack point
// fire_pos => world pos from which firing
void ai_big_attack_get_data(vector *enemy_pos, float *dist_to_enemy, float *dot_to_enemy)
{
vector player_pos, vec_to_enemy, predicted_enemy_pos;
ship *shipp = &Ships[Pl_objp->instance];
ai_info *aip = &Ai_info[shipp->ai_index];
ship_info *esip = &Ship_info[Ships[En_objp->instance].ship_info_index];
Assert(aip->mode == AIM_STRAFE);
// ensure that Pl_objp is still targeting a big ship
if ( !(esip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) ) {
ai_big_switch_to_chase_mode(aip);
return;
}
ai_set_positions(Pl_objp, En_objp, aip, &player_pos, enemy_pos);
player_pos = Pl_objp->pos;
if (aip->targeted_subsys != NULL) {
Assert(aip->targeted_subsys != NULL);
get_subsystem_pos(enemy_pos, En_objp, aip->targeted_subsys);
} else {
// checks valid line to target
ai_big_pick_attack_point(En_objp, Pl_objp, enemy_pos, 0.8f);
}
// Take player pos to be center of ship + ship_radius
vm_vec_scale_add2(&player_pos, &Pl_objp->orient.vec.fvec, Pl_objp->radius);
// If seeking lock, try to point directly at ship, else predict position so lasers can hit it.
// If just acquired target, or target is not in reasonable cone, don't refine believed enemy position.
vm_vec_normalized_dir(&vec_to_enemy, enemy_pos, &player_pos);
*dot_to_enemy=vm_vec_dot(&vec_to_enemy, &Pl_objp->orient.vec.fvec);
if ((*dot_to_enemy < 0.25f) || (aip->target_time < 1.0f) || (aip->ai_flags & AIF_SEEK_LOCK)) {
predicted_enemy_pos=*enemy_pos;
} else {
vector gun_pos, pnt;
polymodel *po = model_get( Ship_info[shipp->ship_info_index].modelnum );
float weapon_speed;
// Compute position of gun in absolute space and use that as fire position.
pnt = po->gun_banks[0].pnt[0];
vm_vec_unrotate(&gun_pos, &pnt, &Pl_objp->orient);
vm_vec_add2(&gun_pos, &Pl_objp->pos);
weapon_speed = ai_get_weapon_speed(&shipp->weapons);
set_predicted_enemy_pos_turret(&predicted_enemy_pos, &gun_pos, Pl_objp, enemy_pos, &En_objp->phys_info.vel, weapon_speed, aip->time_enemy_in_range);
}
*dist_to_enemy = vm_vec_normalized_dir(&vec_to_enemy, &predicted_enemy_pos, &player_pos);
*dot_to_enemy = vm_vec_dot(&vec_to_enemy, &Pl_objp->orient.vec.fvec);
update_aspect_lock_information(aip, &vec_to_enemy, *dist_to_enemy, En_objp->radius);
*enemy_pos = predicted_enemy_pos;
}
// check to see if Pl_objp has gotten too close to attacking point.. if so, break off by entering
// AIS_STRAFE_RETREAT
int ai_big_strafe_maybe_retreat(float dist, vector *target_pos)
{
ai_info *aip;
aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
vector vec_to_target;
vm_vec_sub(&vec_to_target, target_pos, &Pl_objp->pos);
float dist_to_target, dist_normal_to_target, time_to_target;
dist_to_target = vm_vec_mag_quick(&vec_to_target);
if (vm_vec_mag_quick(&aip->big_attack_surface_normal) > 0.9) {
dist_normal_to_target = -vm_vec_dotprod(&vec_to_target, &aip->big_attack_surface_normal);
} else {
dist_normal_to_target = 0.2f * vm_vec_mag_quick(&vec_to_target);
}
dist_normal_to_target = max(0.2f*dist_to_target, dist_normal_to_target);
time_to_target = dist_normal_to_target / Pl_objp->phys_info.speed;
// add distance penalty for going too fast
float speed_to_dist_penalty = max(0.0f, (Pl_objp->phys_info.speed-50));
//if ((dot_to_enemy > 1.0f - 0.1f * En_objp->radius/(dist_to_enemy + 1.0f)) && (Pl_objp->phys_info.speed > dist_to_enemy/5.0f))
// Inside 2 sec retreat, setting goal point to box point + 300m
// If collision, use std collision resolution.
if ( !(aip->ai_flags & AIF_KAMIKAZE) && ((aip->ai_flags & AIF_TARGET_COLLISION) || (time_to_target < STRAFE_RETREAT_COLLIDE_TIME) || (dist_normal_to_target < STRAFE_RETREAT_COLLIDE_DIST + speed_to_dist_penalty)) ) {
if (aip->ai_flags & AIF_TARGET_COLLISION) {
// use standard collision resolution
aip->ai_flags &= ~AIF_TARGET_COLLISION;
big_ship_collide_recover_start(Pl_objp, En_objp, &Pl_objp->pos, NULL);
} else {
// too close for comfort so fly to box point + 300
aip->submode = AIS_STRAFE_RETREAT1;
aip->submode_start_time = Missiontime;
float box_dist;
int is_inside;
vector goal_point;
box_dist = get_world_closest_box_point_with_delta(&goal_point, En_objp, &Pl_objp->pos, &is_inside, STRAFE_RETREAT_BOX_DIST);
// set goal point
aip->goal_point = goal_point;
if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
afterburners_start(Pl_objp);
aip->afterburner_stop_time = Missiontime + 3*F1_0;
}
}
return 1;
} else {
return 0;
}
}
// attack directly to the turret and fire weapons
void ai_big_strafe_attack()
{
ai_info *aip;
vector target_pos;
vector rand_vec;
float target_dist, target_dot, accel, t;
object *target_objp;
aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
if ( ai_big_maybe_follow_subsys_path(0) ) {
return;
}
ai_big_attack_get_data(&target_pos, &target_dist, &target_dot);
if ( ai_big_strafe_maybe_retreat(target_dist, &target_pos) )
return;
target_objp = &Objects[aip->target_objnum];
if (aip->ai_flags & AIF_KAMIKAZE) {
if (target_dist < 1200.0f) {
//nprintf(("AI", "Kamikaze: %7.3f %7.3f\n", target_dot, target_dist));
ai_turn_towards_vector(&target_pos, Pl_objp, flFrametime, Ship_info[Ships[Pl_objp->instance].ship_info_index].srotation_time, NULL, NULL, 0.0f, 0);
accelerate_ship(aip, 1.0f);
if ((target_dist < 400.0f) && ai_maybe_fire_afterburner(Pl_objp, aip)) {
afterburners_start(Pl_objp);
aip->afterburner_stop_time = Missiontime + 3*F1_0;
}
return;
}
}
if (!(aip->ai_flags & AIF_SEEK_LOCK) || (aip->aspect_locked_time < 2.0f)) {
t = ai_endangered_by_weapon(aip);
if ( t > 0.0f && t < 1.5f ) {
// set up goal_point for avoid path to turn towards
aip->goal_point = Pl_objp->pos;
switch(rand()%4) {
case 0:
vm_vec_scale_add(&rand_vec, &Pl_objp->orient.vec.fvec, &Pl_objp->orient.vec.uvec, 2.0f);
break;
case 1:
vm_vec_scale_add(&rand_vec, &Pl_objp->orient.vec.fvec, &Pl_objp->orient.vec.uvec, -2.0f);
break;
case 2:
vm_vec_scale_add(&rand_vec, &Pl_objp->orient.vec.fvec, &Pl_objp->orient.vec.rvec, 2.0f);
break;
case 3:
vm_vec_scale_add(&rand_vec, &Pl_objp->orient.vec.fvec, &Pl_objp->orient.vec.rvec, -2.0f);
break;
} // end switch
vm_vec_scale(&rand_vec, 1000.0f);
vm_vec_add2(&aip->goal_point, &rand_vec);
aip->submode = AIS_STRAFE_AVOID;
aip->submode_start_time = Missiontime;
// nprintf(("Alan","Ship %s entering AIS_STRAFE_AVOID at frame %d\n", Ships[aip->shipnum].ship_name, Framecount));
if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
afterburners_start(Pl_objp);
aip->afterburner_stop_time = Missiontime + fl2f(0.5f);
}
}
}
// maybe fire weapons at target
ai_big_maybe_fire_weapons(target_dist, target_dot, &Pl_objp->pos, &En_objp->pos, &En_objp->phys_info.vel);
turn_towards_point(Pl_objp, &target_pos, NULL, 0.0f);
// Slow down if we've not been hit for a while
fix last_hit = Missiontime - aip->last_hit_time;
if ( target_dist > 1200 || last_hit < F1_0*6) {
accel = 1.0f;
} else {
float attack_time;
attack_time = f2fl(Missiontime - aip->submode_start_time);
if ( attack_time > 15 ) {
accel = 0.2f;
} else if ( attack_time > 10 ) {
accel = 0.4f;
} else if ( attack_time > 8 ) {
accel = 0.6f;
} else if ( attack_time > 5 ) {
accel = 0.8f;
} else {
accel = 1.0f;
}
}
accel = 1.0f;
accelerate_ship(aip, accel);
// if haven't been hit in quite a while, leave strafe mode
fix long_enough;
long_enough = F1_0*20;
if ( (last_hit > long_enough) && ( (Missiontime - aip->submode_parm0) > long_enough) ) {
ai_big_switch_to_chase_mode(aip);
}
}
// pick a new attack point when entering this state, and keep using it
void ai_big_strafe_avoid()
{
ai_info *aip;
vector target_pos;
float target_dist, target_dot;
fix mode_time;
aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
mode_time = Missiontime - aip->submode_start_time;
ai_big_attack_get_data(&target_pos, &target_dist, &target_dot);
if ( ai_big_strafe_maybe_retreat(target_dist, &target_pos) )
return;
if ( mode_time > fl2f(0.5)) {
aip->submode = AIS_STRAFE_ATTACK;
aip->submode_start_time = Missiontime;
// nprintf(("Alan","Ship %s entering AIS_STRAFE_ATTACK at frame %d\n", Ships[aip->shipnum].ship_name, Framecount));
}
turn_towards_point(Pl_objp, &aip->goal_point, NULL, 0.0f);
accelerate_ship(aip, 1.0f);
}
// move towards aip->goal_point in an evasive manner
void ai_big_strafe_retreat1()
{
float dist;
ai_info *aip;
vector rand_vec;
aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
dist = vm_vec_dist_quick(&Pl_objp->pos, &aip->goal_point);
if ( dist < 70 ) {
aip->submode = AIS_STRAFE_POSITION;
aip->submode_start_time = Missiontime;
// nprintf(("Alan","Ship %s entering AIS_STRAFE_POSITION\n", Ships[aip->shipnum].ship_name));
return;
}
if (Missiontime - aip->submode_start_time > fl2f(1.50f)) {
// set up goal_point for avoid path to turn towards
aip->prev_goal_point = Pl_objp->pos;
switch(rand()%4) {
case 0:
vm_vec_add(&rand_vec, &Pl_objp->orient.vec.fvec, &Pl_objp->orient.vec.uvec);
break;
case 1:
vm_vec_scale_add(&rand_vec, &Pl_objp->orient.vec.fvec, &Pl_objp->orient.vec.uvec, -1.0f);
break;
case 2:
vm_vec_add(&rand_vec, &Pl_objp->orient.vec.fvec, &Pl_objp->orient.vec.rvec);
break;
case 3:
vm_vec_scale_add(&rand_vec, &Pl_objp->orient.vec.fvec, &Pl_objp->orient.vec.rvec, -1.0f);
break;
} // end switch
//vm_vec_scale(&rand_vec, 200.0f);
//vm_vec_add2(&aip->prev_goal_point, &rand_vec);
vm_vec_scale_add(&aip->prev_goal_point, &aip->goal_point, &rand_vec, 200.0f);
aip->submode = AIS_STRAFE_RETREAT2;
aip->submode_start_time = Missiontime;
}
turn_towards_point(Pl_objp, &aip->goal_point, NULL, 0.0f);
accelerate_ship(aip, 1.0f);
}
void ai_big_strafe_retreat2()
{
float dist;
ai_info *aip;
aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
if (Pl_objp->phys_info.flags & PF_AFTERBURNER_ON ) {
if (Missiontime > aip->afterburner_stop_time) {
//nprintf(("AI", "Frame %i, turning off afterburner.\n", AI_FrameCount));
afterburners_stop(Pl_objp);
}
}
dist = vm_vec_dist_quick(&Pl_objp->pos, &aip->goal_point);
if ( dist < 70 ) {
aip->submode = AIS_STRAFE_POSITION;
aip->submode_start_time = Missiontime;
// nprintf(("Alan","Ship %s entering AIS_STRAFE_POSITION\n", Ships[aip->shipnum].ship_name));
return;
}
if (Missiontime - aip->submode_start_time > fl2f(0.70f)) {
aip->submode = AIS_STRAFE_RETREAT1;
aip->submode_start_time = Missiontime;
if ( (Missiontime - aip->last_hit_time) < F1_0*5 ) {
if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
afterburners_start(Pl_objp);
aip->afterburner_stop_time = Missiontime + F1_0;
}
}
}
turn_towards_point(Pl_objp, &aip->prev_goal_point, NULL, 0.0f);
accelerate_ship(aip, 1.0f);
}
// reposition self to begin another strafing run
void ai_big_strafe_position()
{
ai_info *aip;
aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
// TODO: loop around or something!!
aip->submode = AIS_STRAFE_ATTACK;
aip->submode_start_time = Missiontime;
// nprintf(("Alan","Ship %s entering AIS_STRAFE_ATTACK\n", Ships[aip->shipnum].ship_name));
}
// --------------------------------------------------------------------------
// #define AIS_STRAFE_ATTACK 201 // fly towards target and attack
// #define AIS_STRAFE_AVOID 202 // fly evasive vector to avoid incoming fire
// #define AIS_STRAFE_RETREAT1 203 // fly away from attack point (directly)
// #define AIS_STRAFE_RETREAT1 204 // fly away from attack point (on an avoid vector)
// #define AIS_STRAFE_POSITION 205 // re-position to resume strafing attack
//
void ai_big_strafe()
{
ai_info *aip;
aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
Assert(aip->mode == AIM_STRAFE);
/*
if ( aip->goal_objnum != aip->target_objnum ) {
Int3(); // what is going on here? - Get Alan
aip->mode = AIM_NONE;
return;
}
*/
// check if target is still a big ship... if not enter chase mode
if ( !(Ship_info[Ships[En_objp->instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) ) {
ai_big_switch_to_chase_mode(aip);
return;
}
switch (aip->submode) {
case AIS_STRAFE_ATTACK:
ai_big_strafe_attack();
break;
case AIS_STRAFE_AVOID:
ai_big_strafe_avoid();
break;
case AIS_STRAFE_RETREAT1:
ai_big_strafe_retreat1();
break;
case AIS_STRAFE_RETREAT2:
ai_big_strafe_retreat2();
break;
case AIS_STRAFE_POSITION:
ai_big_strafe_position();
break;
default:
Int3(); // Illegal submode for AIM_STRAFE
break;
}
}
// See if Pl_objp should enter strafe mode (This is called from maybe_evade_dumbfire_weapon(), and the
// weapon_objnum is for a weapon that is about to collide with Pl_objp
//
// Check if weapon_objnum was fired by Pl_objp's target, and whether Pl_objp's target is a big ship, if
// so, enter AIM_STRAFE
int ai_big_maybe_enter_strafe_mode(object *pl_objp, int weapon_objnum, int consider_target_only)
{
ai_info *aip;
ship_info *sip;
object *weapon_objp, *parent_objp;
aip = &Ai_info[Ships[pl_objp->instance].ai_index];
Assert(aip->mode != AIM_STRAFE); // can't happen
// if Pl_objp has no target, then we can't enter strafe mode
if ( aip->target_objnum < 0 ) {
return 0;
}
// if target is not a ship, stafe mode is not possible
if ( Objects[aip->target_objnum].type != OBJ_SHIP ) {
return 0;
}
sip = &Ship_info[Ships[Objects[aip->target_objnum].instance].ship_info_index];
// if Pl_objp's target is not a big/capital ship, then cannot enter strafe mode
// AL 12-31-97: Even though transports are considered big ships, don't enter strafe mode on them
if ( !(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) || (sip->flags & SIF_TRANSPORT) ) {
return 0;
}
// If Pl_objp not a fighter or bomber, don't enter strafe mode. -- MK, 11/11/97.
if ( !(Ship_info[Ships[pl_objp->instance].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER)) ) {
return 0;
}
Assert(weapon_objnum >= 0 && weapon_objnum < MAX_OBJECTS);
weapon_objp = &Objects[weapon_objnum];
Assert(weapon_objp->type == OBJ_WEAPON);
Assert(weapon_objp->parent >= 0 && weapon_objp->parent < MAX_OBJECTS);
parent_objp = &Objects[weapon_objp->parent];
if ( (parent_objp->signature != weapon_objp->parent_sig) || (parent_objp->type != OBJ_SHIP) ) {
return 0;
}
// Maybe the ship which fired the weapon isn't the current target
if ( OBJ_INDEX(parent_objp) != aip->target_objnum ) {
//JAS IMPOSSIBLE if (1) { // consider_target_only ) {
//JAS IMPOSSIBLE return 0;
//JAS IMPOSSIBLE } else {
// switch targets
sip = &Ship_info[Ships[parent_objp->instance].ship_info_index];
if ( !(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) || (sip->flags & SIF_TRANSPORT) ) {
return 0;
}
set_target_objnum(aip, OBJ_INDEX(parent_objp));
//JAS IMPOSSIBLE }
}
ai_big_strafe_maybe_attack_turret(pl_objp, weapon_objp);
// if we've got this far, the weapon must have come from the player's target, and it is a
// big/capital ship... so enter strafe mode
aip->previous_mode = aip->mode;
aip->mode = AIM_STRAFE;
aip->submode_parm0 = Missiontime; // use parm0 as time strafe mode entered
aip->submode = AIS_STRAFE_AVOID;
aip->submode_start_time = Missiontime;
// nprintf(("Alan","%s Accepted strafe mode\n", Ships[pl_objp->instance].ship_name));
return 1;
}
// Consider attacking a turret, if a turret actually fired the weapon
// input: ship_objp => ship that will attack the turret
// weapon_objp =>
void ai_big_strafe_maybe_attack_turret(object *ship_objp, object *weapon_objp)
{
ai_info *aip;
object *parent_objp;
Assert(ship_objp->type == OBJ_SHIP);
aip = &Ai_info[Ships[ship_objp->instance].ai_index];
// Make decision to attack turret based on AI class. The better AI ships will realize that
// it is better to take out the turrets first on a big ship.
if ( (frand()*100) > (aip->ai_courage-15) )
return;
// If ship is already attacking a subsystem, don't switch
if ( aip->targeted_subsys != NULL ) {
return;
}
// If the weapon is not from a turret, return
if ( Weapons[weapon_objp->instance].turret_subsys == NULL ) {
return;
}
// Only attack turret if it sits on current target
Assert(weapon_objp->parent >= 0 && weapon_objp->parent < MAX_OBJECTS);
parent_objp = &Objects[weapon_objp->parent];
if ( (parent_objp->signature != weapon_objp->parent_sig) || (parent_objp->type != OBJ_SHIP) ) {
return;
}
if ( aip->target_objnum != OBJ_INDEX(parent_objp) ) {
return;
}
// attack the turret
set_targeted_subsys(aip, Weapons[weapon_objp->instance].turret_subsys, OBJ_INDEX(parent_objp));
}