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#include "globalincs/systemvars.h"
#include "ship/ship.h"
#include "weapon/weapon.h"
#include "freespace2/freespace.h"
#include "asteroid/asteroid.h"
#include "globalincs/linklist.h"
#include "weapon/beam.h"
#include "weapon/swarm.h"
#include "io/timer.h"
#include "render/3d.h"
#include "gamesnd/gamesnd.h"
#include "ship/shipfx.h"
#include "network/multimsgs.h"
#include "weapon/flak.h"
#include "math/staticrand.h"
#include "network/multi.h"
#include "ai/aibig.h"
#include "object/objectdock.h"
#include "ai/aiinternal.h" //Included last, so less includes are needed
#include "iff_defs/iff_defs.h"
#include "weapon/muzzleflash.h"
#include "parse/scripting.h"
#include <limits.h>
// 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 BEAM_NEBULA_RANGE_REDUCE_FACTOR (0.8f)
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
};
char *Turret_target_order_names[NUM_TURRET_ORDER_TYPES] = {
"Bombs",
"Ships",
"Asteroids",
};
#define EEOF_BIG_ONLY (1<<0) // turret fires only at big and huge ships
#define EEOF_SMALL_ONLY (1<<1) // turret fires only at small ships
#define EEOF_TAGGED_ONLY (1<<2) // turret fires only at tagged ships
#define EEOF_BEAM (1<<3) // turret is a beam
#define EEOF_FLAK (1<<4) // turret is flak
#define EEOF_LASER (1<<5) // turret is a laser
#define EEOF_MISSILE (1<<6) // turret is a missile
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 eeo_flags;
vec3d *tpos;
vec3d *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;
/**
* Is object in turret field of view?
*
* @param objp Pointer to object to test
* @param ss Ship turret subsystem to test from
* @param tvec Turret initial vector
* @param tpos Turret initial position
* @param dist Distance from turret to center point of object
*
* @return 1 if objp is in fov of the specified turret. Otherwise return 0.
*/
int object_in_turret_fov(object *objp, ship_subsys *ss, vec3d *tvec, vec3d *tpos, float dist)
{
vec3d v2e;
float size_mod;
bool in_fov;
vm_vec_normalized_dir(&v2e, &objp->pos, tpos);
size_mod = objp->radius / (dist + objp->radius);
in_fov = turret_fov_test(ss, tvec, &v2e, size_mod);
if ( in_fov ) {
return 1;
}
return 0;
}
bool is_object_radius_in_turret_fov(object *objp, ship_subsys *ss, vec3d *tvec, vec3d *tpos, vec3d *v2e, vec3d *predicted_pos, float distance)
{
float target_dist = distance;
if (distance == 0.0f)
target_dist = vm_vec_dist(predicted_pos,tpos);
if (object_in_turret_fov(objp, ss, tvec, tpos, target_dist + objp->radius)) {
// so the targeted spot in not in fov but the enemy + radius is
// lets align the darn gun and try shooting there
vec3d temp_vec;
float multiplier = 0;
model_subsystem *tp = ss->system_info;
// project v2e_from_turret to turret normal
// substract resultant vector from the temp_vec (v2e_from_turret)
// adjust z component as necessary
// calculate multiplier for the resultant vector
// use multiplier and the z component and compose a new vector
float dot = vm_vec_dot(v2e, tvec);
vm_vec_scale_add(&temp_vec, v2e, tvec, -dot);
if (IS_VEC_NULL_SQ_SAFE(&temp_vec)) {
// return false, target is perfectly aligned over or below the turret
// safe bet is to allow turret to reacquire better target
return false;
}
// normalize the vec, it needs to be done regardless
vm_vec_normalize(&temp_vec);
bool fix_elevation = false;
bool fix_base_rot = false;
if (dot < tp->turret_fov) {
dot = tp->turret_fov;
fix_elevation = true;
}
if (dot > tp->turret_max_fov) {
dot = tp->turret_max_fov;
fix_elevation = true;
}
if (tp->flags & MSS_FLAG_TURRET_ALT_MATH) {
vec3d temp_vec2;
vm_vec_rotate(&temp_vec2, &temp_vec, &ss->world_to_turret_matrix);
// now in turrets frame of reference
// check if math is actually possible
if (!((temp_vec2.xyz.x == 0) && (temp_vec2.xyz.y == 0))) {
float temp_z = temp_vec2.xyz.z;
temp_vec2.xyz.z = 0.0f;
// make sure null vecs wont happen
if (!IS_VEC_NULL_SQ_SAFE(&temp_vec2)) {
vm_vec_normalize(&temp_vec2);
// only do this if it actually is required
if (-temp_vec2.xyz.y < tp->turret_y_fov) {
float check_pos = 1;
fix_base_rot = true;
temp_vec2.xyz.y = -tp->turret_y_fov;
if (temp_vec2.xyz.x < 0)
check_pos = -1;
temp_vec2.xyz.x = check_pos * sqrtf(1 - (temp_vec2.xyz.y*temp_vec2.xyz.y));
// restore z component
float scaler = sqrtf(1 - (temp_z*temp_z));
vm_vec_scale(&temp_vec2,scaler);
temp_vec2.xyz.z = temp_z;
// back to world frame
vm_vec_unrotate(&temp_vec, &temp_vec2, &ss->world_to_turret_matrix);
}
}
}
}
if (fix_elevation || fix_base_rot) {
if (fix_elevation) {
multiplier = sqrtf(1 - (dot*dot));
// keep the temp_vec scaled with the tweaked vector
vm_vec_scale(&temp_vec, multiplier);
}
vm_vec_scale_add(v2e, &temp_vec, tvec, dot);
// and we are done with v2e...
vm_vec_scale_add(predicted_pos, tpos, v2e, target_dist);
// and we are done with predicted position
return true;
} else {
mprintf(("Warning: Function 'is_object_radius_in_turret_fov' was called\nwithout need to fix turret alignments\n"));
return false;
}
}
// outside of the expanded radii, unable to align, return false
return false;
}
/**
* Is bomb headed towards given ship?
*
* @param bomb_objp Bomb specified
* @param ship_objp Ship specified
*
* @return 1 if bomb_objp is headed towards ship_objp
*/
int bomb_headed_towards_ship(object *bomb_objp, object *ship_objp)
{
float dot;
vec3d 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;
}
// Set active weapon for turret
//This really isn't needed...but whatever -WMC
/**
* Returns the best weapon on turret for target
*
* @note All non-negative return values are expressed in what I like to call "widx"s.
* @return -1 if unable to find a weapon for the target at all.
*/
int turret_select_best_weapon(ship_subsys *turret, object *target)
{
//TODO: Fill this out with extraodinary gun-picking algorithms
if(turret->weapons.num_primary_banks > 0)
return 0;
else if(turret->weapons.num_secondary_banks > 0)
return MAX_SHIP_PRIMARY_BANKS;
else
return -1;
}
/**
* Returns true if all weapons in swp have the specified flag
*
* @note doesn't work for WIF2
*/
bool all_turret_weapons_have_flags(ship_weapon *swp, int flags)
{
int i;
for(i = 0; i < swp->num_primary_banks; i++)
{
if(!(Weapon_info[swp->primary_bank_weapons[i]].wi_flags & flags))
return false;
}
for(i = 0; i < swp->num_secondary_banks; i++)
{
if(!(Weapon_info[swp->secondary_bank_weapons[i]].wi_flags & flags))
return false;
}
return true;
}
/**
* Returns true if all weapons in swp have the specified flag
*
* @note does work for WIF2, but not WIF
*/
bool all_turret_weapons_have_flags2(ship_weapon *swp, int flags)
{
int i;
for(i = 0; i < swp->num_primary_banks; i++)
{
if(!(Weapon_info[swp->primary_bank_weapons[i]].wi_flags2 & flags))
return false;
}
for(i = 0; i < swp->num_secondary_banks; i++)
{
if(!(Weapon_info[swp->secondary_bank_weapons[i]].wi_flags2 & flags))
return false;
}
return true;
}
/**
* Returns true if any of the weapons in swp have flags
*
* @note doesn't work for WIF2
*/
bool turret_weapon_has_flags(ship_weapon *swp, int flags)
{
Assert(swp != NULL);
int i = 0;
for(i = 0; i < swp->num_primary_banks; i++)
{
if(swp->primary_bank_weapons[i] >=0) {
if(Weapon_info[swp->primary_bank_weapons[i]].wi_flags & flags)
return true;
}
}
for(i = 0; i < swp->num_secondary_banks; i++)
{
if(swp->secondary_bank_weapons[i] >=0) {
if(Weapon_info[swp->secondary_bank_weapons[i]].wi_flags & flags)
return true;
}
}
return false;
}
/**
* Returns true if any of the weapons in swp have flags
*
* @note does work for WIF2, but not WIF
*/
bool turret_weapon_has_flags2(ship_weapon *swp, int flags)
{
Assert(swp != NULL);
int i = 0;
for(i = 0; i < swp->num_primary_banks; i++)
{
if(swp->primary_bank_weapons[i] >=0) {
if(Weapon_info[swp->primary_bank_weapons[i]].wi_flags2 & flags)
return true;
}
}
for(i = 0; i < swp->num_secondary_banks; i++)
{
if(swp->secondary_bank_weapons[i] >=0) {
if(Weapon_info[swp->secondary_bank_weapons[i]].wi_flags2 & flags)
return true;
}
}
return false;
}
/**
* Returns true if any of the weapons in swp have the subtype specified
*
* @note It might be a little faster to optimize based on WP_LASER should only appear in primaries
* and WP_MISSILE in secondaries. but in the interest of future coding I leave it like this.
*/
bool turret_weapon_has_subtype(ship_weapon *swp, int subtype)
{
Assert(swp != NULL);
int i = 0;
for(i = 0; i < swp->num_primary_banks; i++)
{
if(swp->primary_bank_weapons[i] >=0) {
if(Weapon_info[swp->primary_bank_weapons[i]].subtype == subtype)
return true;
}
}
for(i = 0; i < swp->num_secondary_banks; i++)
{
if(swp->secondary_bank_weapons[i] >=0) {
if(Weapon_info[swp->secondary_bank_weapons[i]].subtype == subtype)
return true;
}
}
return false;
}
/**
* Use for getting a Weapon_info pointer, given a turret and a turret weapon indice
*
* @return a pointer to the Weapon_info for weapon_num
*/
weapon_info *get_turret_weapon_wip(ship_weapon *swp, int weapon_num)
{
Assert(weapon_num < MAX_SHIP_WEAPONS);
Assert(weapon_num >= 0);
if(weapon_num >= MAX_SHIP_PRIMARY_BANKS)
return &Weapon_info[swp->secondary_bank_weapons[weapon_num - MAX_SHIP_PRIMARY_BANKS]];
else
return &Weapon_info[swp->primary_bank_weapons[weapon_num]];
}
int get_turret_weapon_next_fire_stamp(ship_weapon *swp, int weapon_num)
{
Assert(weapon_num < MAX_SHIP_WEAPONS);
Assert(weapon_num >= 0);
if(weapon_num >= MAX_SHIP_PRIMARY_BANKS)
return swp->next_secondary_fire_stamp[weapon_num - MAX_SHIP_PRIMARY_BANKS];
else
return swp->next_primary_fire_stamp[weapon_num];
}
/**
* Returns the longest-ranged weapon on a turret
*
* @todo This function is kinda slow
*/
float longest_turret_weapon_range(ship_weapon *swp)
{
float longest_range_so_far = 0.0f;
float weapon_range;
weapon_info *wip;
int i = 0;
for(i = 0; i < swp->num_primary_banks; i++)
{
wip = &Weapon_info[swp->primary_bank_weapons[i]];
if (wip->wi_flags2 & WIF2_LOCAL_SSM)
weapon_range = wip->lssm_lock_range;
else
weapon_range = MIN(wip->lifetime * wip->max_speed, wip->weapon_range);
if(weapon_range > longest_range_so_far)
longest_range_so_far = weapon_range;
}
for(i = 0; i < swp->num_secondary_banks; i++)
{
wip = &Weapon_info[swp->secondary_bank_weapons[i]];
if (wip->wi_flags2 & WIF2_LOCAL_SSM)
weapon_range = wip->lssm_lock_range;
else
weapon_range = MIN(wip->lifetime * wip->max_speed, wip->weapon_range);
if(weapon_range > longest_range_so_far)
longest_range_so_far = weapon_range;
}
return longest_range_so_far;
}
/**
* Is valid turret target?
*
* @param objp Object that turret is considering as an enemy
* @param turret_parent Object of ship that turret sits on
*
* @return !0 if objp can be considered for a turret target, 0 otherwise
*/
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 ) {
Assert( objp->instance >= 0 );
ship *shipp;
ship_info *sip;
shipp = &Ships[objp->instance];
sip = &Ship_info[shipp->ship_info_index];
// don't fire at ships with protected bit set!!!
if ( objp->flags & OF_PROTECTED ) {
return 0;
}
// don't shoot at ships without collision check
if (sip->flags & SIF_NO_COLLIDE) {
return 0;
}
// don't shoot at arriving ships
if (shipp->flags & SF_ARRIVING) {
return 0;
}
// Goober5000 - don't fire at cargo containers (now specified in ship_types)
if ( (sip->class_type >= 0) && !(Ship_types[sip->class_type].ai_bools & STI_AI_TURRETS_ATTACK) ) {
return 0;
}
return 1;
}
if ( objp->type == OBJ_WEAPON ) {
Assert( objp->instance >= 0 );
weapon *wp = &Weapons[objp->instance];
weapon_info *wip = &Weapon_info[wp->weapon_info_index];
if ( (!(wip->wi_flags & WIF_BOMB) && !(Ai_info[Ships[turret_parent->instance].ai_index].ai_profile_flags & AIPF_ALLOW_TURRETS_TARGET_WEAPONS_FREELY) ) ) {
return 0;
}
if ( (wip->wi_flags2 & WIF2_LOCAL_SSM) && (wp->lssm_stage == 3) ) {
return 0;
}
if ( !iff_x_attacks_y(obj_team(turret_parent), wp->team) ) {
return 0;
}
return 1;
}
return 0;
}
extern int Player_attacking_enabled;
void evaluate_obj_as_target(object *objp, eval_enemy_obj_struct *eeo)
{
object *turret_parent_obj = &Objects[eeo->turret_parent_objnum];
ship *shipp;
ship_subsys *ss = eeo->turret_subsys;
float dist, dist_comp;
bool turret_has_no_target = false;
// 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 ( !iff_matches_mask(shipp->team, eeo->enemy_team_mask) ) {
return;
}
// check if protected
if (objp->flags & OF_PROTECTED) {
return;
}
// check if beam protected
if (eeo->eeo_flags & EEOF_BEAM) {
if (objp->flags & OF_BEAM_PROTECTED) {
return;
}
}
// check if flak protected
if (eeo->eeo_flags & EEOF_FLAK) {
if (objp->flags & OF_FLAK_PROTECTED) {
return;
}
}
// check if laser protected
if (eeo->eeo_flags & EEOF_LASER) {
if (objp->flags & OF_LASER_PROTECTED) {
return;
}
}
// check if missile protected
if (eeo->eeo_flags & EEOF_MISSILE) {
if (objp->flags & OF_MISSILE_PROTECTED) {
return;
}
}
// don't shoot at small ships if we shouldn't
if (eeo->eeo_flags & EEOF_BIG_ONLY) {
if (!(Ship_info[shipp->ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
return;
}
}
// don't shoot at big ships if we shouldn't
if (eeo->eeo_flags & EEOF_SMALL_ONLY) {
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->eeo_flags & EEOF_TAGGED_ONLY) {
if (!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
vec3d vec_to_target;
vm_vec_sub(&vec_to_target, &objp->pos, eeo->tpos);
dist = vm_vec_mag_quick(&vec_to_target) - objp->radius;
if (dist < 0.0f) {
dist = 0.0f;
}
dist_comp = dist;
// if weapon has optimum range set then use it
float optimum_range = ss->optimum_range;
if (optimum_range > 0.0f) {
if (dist < optimum_range) {
dist_comp = (2*optimum_range) - dist;
}
}
// if turret has been told to prefer targets from the current direction then do so
float favor_one_side = ss->favor_current_facing;
if (favor_one_side >= 1.0f) {
vm_vec_normalize(&vec_to_target);
float dot_to_target = vm_vec_dot(&ss->turret_last_fire_direction, &vec_to_target);
dot_to_target = 1.0f - (dot_to_target / favor_one_side);
dist_comp *= dot_to_target;
}
// check if object is a bomb attacking the turret parent
// check if bomb is homing on the turret parent ship
bool check_weapon = true;
if ((Ai_info[Ships[turret_parent_obj->instance].ai_index].ai_profile_flags & AIPF_PREVENT_TARGETING_BOMBS_BEYOND_RANGE) && (dist > eeo->weapon_travel_dist)) {
check_weapon = false;
}
if ((objp->type == OBJ_WEAPON) && check_weapon) {
//Maybe restrict the number of turrets attacking this bomb
if (ss->turret_max_bomb_ownage != -1) {
int num_att_turrets = num_turrets_attacking(turret_parent_obj, OBJ_INDEX(objp));
if (num_att_turrets > ss->system_info->turret_max_bomb_ownage) {
return;
}
}
if ( Weapons[objp->instance].homing_object == &Objects[eeo->turret_parent_objnum] ) {
if ( dist_comp < eeo->nearest_homing_bomb_dist ) {
if (!(ss->flags & SSF_FOV_REQUIRED) && (eeo->current_enemy == -1)) {
turret_has_no_target = true;
}
if ( (turret_has_no_target) || object_in_turret_fov(objp, ss, eeo->tvec, eeo->tpos, dist + objp->radius) ) {
eeo->nearest_homing_bomb_dist = dist_comp;
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_comp < eeo->nearest_bomb_dist ) {
if (!(ss->flags & SSF_FOV_REQUIRED) && (eeo->current_enemy == -1)) {
turret_has_no_target = true;
}
if ( (turret_has_no_target) || object_in_turret_fov(objp, ss, eeo->tvec, eeo->tpos, dist + objp->radius) ) {
eeo->nearest_bomb_dist = dist_comp;
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_comp *= (1.0f + 0.1f*num_att_turrets);
// return if we're over the cap
// int max_turrets = 3 + Game_skill_level * Game_skill_level;
int max_turrets = The_mission.ai_profile->max_turret_ownage_target[Game_skill_level];
if (objp->flags & OF_PLAYER_SHIP) {
max_turrets = The_mission.ai_profile->max_turret_ownage_player[Game_skill_level];
}
// Apply the per-turret limit for small targets, if there is one and this is a small target
if (ss->turret_max_target_ownage != -1 && (Ship_info[shipp->ship_info_index].flags & (SIF_SMALL_SHIP))) {
max_turrets = MIN(max_turrets, ss->system_info->turret_max_target_ownage);
}
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_comp /= (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_comp *= 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_comp *= 0.5f; // highest priority
}
}
// maybe update nearest attacker
if ( dist_comp < eeo->nearest_attacker_dist ) {
if (!(ss->flags & SSF_FOV_REQUIRED) && (eeo->current_enemy == -1)) {
turret_has_no_target = true;
}
if ( (turret_has_no_target) || object_in_turret_fov(objp, ss, 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_comp;
eeo->nearest_attacker_objnum = OBJ_INDEX(objp);
}
}
} // end ship section
// 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_comp *= 0.9f + (0.01f * asteroid_time_to_impact(objp));
if (dist_comp < eeo->nearest_dist ) {
if (!(ss->flags & SSF_FOV_REQUIRED) && (eeo->current_enemy == -1)) {
turret_has_no_target = true;
}
if ( (turret_has_no_target) || object_in_turret_fov(objp, ss, eeo->tvec, eeo->tpos, dist + objp->radius) ) {
eeo->nearest_dist = dist_comp;
eeo->nearest_objnum = OBJ_INDEX(objp);
}
}
}
} // end asteroid selection
}
/**
* Is target beam valid?
*
* @return 0 only if objnum is beam protected and turret is beam turret
*/
int is_target_beam_valid(ship_weapon *swp, object *objp)
{
// check if turret has beam weapon
if (all_turret_weapons_have_flags(swp, WIF_BEAM)) {
if (objp->flags & OF_BEAM_PROTECTED) {
return 0;
}
if (all_turret_weapons_have_flags(swp, WIF_HUGE)) {
if (objp->type == OBJ_SHIP && !(Ship_info[Ships[objp->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.
*
* @param turret_parent_objnum Parent objnum for the turret
* @param turret_subsys Pointer to system_info for the turret subsystem
* @param enemy_team_mask OR'ed TEAM_ flags for the enemy of the turret parent ship
* @param tpos Position of turret (world coords)
* @param tvec Forward vector of turret (world coords)
* @param current_enemy Objnum of current turret target
* @param big_only_flag
* @param small_only_flag
* @param tagged_only_flag
* @param beam_flag
* @param flak_flag
* @param laser_flag
* @param missile_flag
*/
int get_nearest_turret_objnum(int turret_parent_objnum, ship_subsys *turret_subsys, int enemy_team_mask, vec3d *tpos, vec3d *tvec, int current_enemy, bool big_only_flag, bool small_only_flag, bool tagged_only_flag, bool beam_flag, bool flak_flag, bool laser_flag, bool missile_flag)
{
//float weapon_travel_dist;
int weapon_system_ok;
object *objp;
eval_enemy_obj_struct eeo;
ship_weapon *swp = &turret_subsys->weapons;
// list of stuff to go thru
ship_obj *so;
missile_obj *mo;
//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 = longest_turret_weapon_range(swp);
// set flags
eeo.eeo_flags = 0;
if (big_only_flag)
eeo.eeo_flags |= EEOF_BIG_ONLY;
if (small_only_flag)
eeo.eeo_flags |= EEOF_SMALL_ONLY;
if (tagged_only_flag)
eeo.eeo_flags |= EEOF_TAGGED_ONLY;
// flags for weapon types
if (beam_flag)
eeo.eeo_flags |= EEOF_BEAM;
else if (flak_flag)
eeo.eeo_flags |= EEOF_FLAK;
else if (laser_flag)
eeo.eeo_flags |= EEOF_LASER;
else if (missile_flag)
eeo.eeo_flags |= EEOF_MISSILE;
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;
// here goes the new targeting priority setting
int n_tgt_priorities;
int priority_weapon_idx = -1;
// check for turret itself first
n_tgt_priorities = turret_subsys->num_target_priorities;
// turret had no priorities set for it.. try weapons
if (n_tgt_priorities <= 0) {
if (swp->num_primary_banks > 0)
// first try highest primary slot...
priority_weapon_idx = swp->primary_bank_weapons[0];
else
// ...and then secondary slot
priority_weapon_idx = swp->secondary_bank_weapons[0];
if (priority_weapon_idx > -1)
n_tgt_priorities = Weapon_info[priority_weapon_idx].num_targeting_priorities;
}
if (n_tgt_priorities > 0) {
for(int i = 0; i < n_tgt_priorities; i++) {
// courtesy of WMC...
ai_target_priority *tt;
if (priority_weapon_idx == -1)
tt = &Ai_tp_list[turret_subsys->target_priority[i]];
else
tt = &Ai_tp_list[Weapon_info[priority_weapon_idx].targeting_priorities[i]];
int n_types = (int)tt->ship_type.size();
int n_s_classes = (int)tt->ship_class.size();
int n_w_classes = (int)tt->weapon_class.size();
bool found_something;
object *ptr = GET_FIRST(&obj_used_list);
while (ptr != END_OF_LIST(&obj_used_list)) {
found_something = false;
if(tt->obj_type > -1 && (ptr->type == tt->obj_type)) {
found_something = true;
}
if( ( n_types > 0 ) && ( ptr->type == OBJ_SHIP ) ) {
for (int j = 0; j < n_types; j++) {
if ( Ship_info[Ships[ptr->instance].ship_info_index].class_type == tt->ship_type[j] ) {
found_something = true;
}
}
}
if( ( n_s_classes > 0 ) && ( ptr->type == OBJ_SHIP ) ) {
for (int j = 0; j < n_s_classes; j++) {
if ( Ships[ptr->instance].ship_info_index == tt->ship_class[j] ) {
found_something = true;
}
}
}
if( ( n_w_classes > 0 ) && ( ptr->type == OBJ_WEAPON ) ) {
for (int j = 0; j < n_w_classes; j++) {
if ( Weapons[ptr->instance].weapon_info_index == tt->weapon_class[j] ) {
found_something = true;
}
}
}
if( ( (tt->wif2_flags != 0) || (tt->wif_flags != 0) ) && (ptr->type == OBJ_WEAPON) ) {
if( ( (Weapon_info[Weapons[ptr->instance].weapon_info_index].wi_flags & tt->wif_flags ) == tt->wif_flags)
&& ( (Weapon_info[Weapons[ptr->instance].weapon_info_index].wi_flags2 & tt->wif2_flags ) == tt->wif2_flags) ) {
found_something = true;
}
}
if( ( ( tt->sif_flags != 0 ) || ( tt->sif2_flags != 0 ) ) && (ptr->type == OBJ_SHIP) ) {
if( ( (Ship_info[Ships[ptr->instance].ship_info_index].flags & tt->sif_flags) == tt->sif_flags)
&& ( (Ship_info[Ships[ptr->instance].ship_info_index].flags2 & tt->sif2_flags) == tt->sif2_flags) ) {
found_something = true;
}
}
if((tt->obj_flags != 0) && !((ptr->flags & tt->obj_flags) == tt->obj_flags)) {
found_something = true;
}
if(!(found_something)) {
//we didnt find this object within this priority group
//skip to next without evaluating the object as target
ptr = GET_NEXT(ptr);
continue;
}
evaluate_obj_as_target(ptr, &eeo);
ptr = GET_NEXT(ptr);
}
//homing weapon entry...
/*
if ( eeo.nearest_homing_bomb_objnum != -1 ) { // highest priority is an incoming homing bomb
return eeo.nearest_homing_bomb_objnum;
//weapon entry...
} else if ( eeo.nearest_bomb_objnum != -1 ) { // next highest priority is an incoming dumbfire bomb
return eeo.nearest_bomb_objnum;
//ship entry...
} else if ( eeo.nearest_attacker_objnum != -1 ) { // next highest priority is an attacking ship
return eeo.nearest_attacker_objnum;
//something else entry...
} else if ( eeo.nearest_objnum != -1 ) {
return eeo.nearest_objnum;
}
*/
// if we got something...
if ( ( eeo.nearest_homing_bomb_objnum != -1 ) ||
( eeo.nearest_bomb_objnum != -1 ) ||
( eeo.nearest_attacker_objnum != -1 ) ||
( eeo.nearest_objnum != -1 ) )
{
// ...start with homing bombs...
int return_objnum = eeo.nearest_homing_bomb_objnum;
float return_distance = eeo.nearest_homing_bomb_dist;
// ...next test non-homing bombs...
if ( eeo.nearest_bomb_dist < return_distance ) {
return_objnum = eeo.nearest_bomb_objnum;
return_distance = eeo.nearest_bomb_dist;
}
// ...then attackers...
if ( eeo.nearest_attacker_dist < return_distance ) {
return_objnum = eeo.nearest_attacker_objnum;
return_distance = eeo.nearest_attacker_dist;
}
// ...and finally the rest of the lot...
if ( eeo.nearest_dist < return_distance ) {
return_objnum = eeo.nearest_objnum;
}
// ...and return the objnum to the closest target regardless
return return_objnum;
}
}
} else {
for(int i = 0; i < NUM_TURRET_ORDER_TYPES; i++)
{
ai_info *aip = &Ai_info[Ships[Objects[eeo.turret_parent_objnum].instance].ai_index];
switch(turret_subsys->turret_targeting_order[i])
{
case -1:
//Empty priority slot
break;
case 0:
//Return if a bomb is found
//don't fire anti capital ship turrets at bombs.
if ( !((aip->ai_profile_flags & AIPF_HUGE_TURRET_WEAPONS_IGNORE_BOMBS) && big_only_flag) )
{
// 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];
Assert(objp->type == OBJ_WEAPON);
if (Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags & WIF_BOMB)
{
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;
}
}
break;
case 1:
//Return if a ship is found
// 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(swp, &Objects[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;
}
break;
case 2:
//Return if an asteroid is found
// 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 ( !all_turret_weapons_have_flags(swp, WIF_HUGE | WIF_FLAK | WIF_HOMING | 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);
}
if (eeo.nearest_objnum != -1) {
return eeo.nearest_objnum;
}
}
break;
default:
Int3(); //Means invalid number passed.
}
}
}
return -1;
}
int Use_parent_target = 0;
DCF_BOOL(use_parent_target, Use_parent_target)
/**
* Return objnum if enemy found, else return -1;
*
* @param turret_subsys Pointer to turret subsystem
* @param objnum Parent objnum for the turret
* @param tpos Position of turret (world coords)
* @param tvec Forward vector of turret (world coords)
* @param current_enemy Objnum of current turret target
*/
int find_turret_enemy(ship_subsys *turret_subsys, int objnum, vec3d *tpos, vec3d *tvec, int current_enemy)
{
int enemy_team_mask, enemy_objnum;
ship_info *sip;
enemy_team_mask = iff_get_attackee_mask(obj_team(&Objects[objnum]));
bool big_only_flag = all_turret_weapons_have_flags(&turret_subsys->weapons, WIF_HUGE);
bool small_only_flag = all_turret_weapons_have_flags2(&turret_subsys->weapons, WIF2_SMALL_ONLY);
bool tagged_only_flag = all_turret_weapons_have_flags2(&turret_subsys->weapons, WIF2_TAGGED_ONLY) || (turret_subsys->weapons.flags & SW_FLAG_TAGGED_ONLY);
bool beam_flag = turret_weapon_has_flags(&turret_subsys->weapons, WIF_BEAM);
bool flak_flag = turret_weapon_has_flags(&turret_subsys->weapons, WIF_FLAK);
bool laser_flag = turret_weapon_has_subtype(&turret_subsys->weapons, WP_LASER);
bool missile_flag = turret_weapon_has_subtype(&turret_subsys->weapons, WP_MISSILE);
// 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 ((Ship_types[sip->class_type].ship_bools & STI_TURRET_TGT_SHIP_TGT) && (aip->target_objnum != -1)) {
int target_objnum = aip->target_objnum;
if (Objects[target_objnum].signature == aip->target_signature) {
if (iff_matches_mask(Ships[Objects[target_objnum].instance].team, enemy_team_mask)) {
if ( !(Objects[target_objnum].flags & OF_PROTECTED) ) { // 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, etc.
bool skip = false;
if ( (target_flags & OF_BEAM_PROTECTED) && beam_flag ) skip = true;
else if ( (target_flags & OF_FLAK_PROTECTED) && flak_flag ) skip = true;
else if ( (target_flags & OF_LASER_PROTECTED) && laser_flag ) skip = true;
else if ( (target_flags & OF_MISSILE_PROTECTED) && missile_flag ) skip = true;
if (!skip) {
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 ( tagged_only_flag && ship_is_tagged(&Objects[aip->target_objnum]) ) {
// select new target if aip->target_objnum is out of field of view
vec3d v2e;
float dist;
bool in_fov;
dist = vm_vec_normalized_dir(&v2e, &Objects[aip->target_objnum].pos, tpos);
in_fov = turret_fov_test(turret_subsys, tvec, &v2e);
if (turret_subsys->flags & SSF_FOV_EDGE_CHECK) {
if (in_fov == false)
if (object_in_turret_fov(&Objects[aip->target_objnum], turret_subsys, tvec, tpos, dist + Objects[aip->target_objnum].radius))
in_fov = true;
}
// MODIFY FOR ATTACKING BIG SHIP
// dot += (0.5f * Objects[aip->target_objnum].radius / dist);
if (in_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, tagged_only_flag, beam_flag, flak_flag, laser_flag, missile_flag);
if ( enemy_objnum >= 0 ) {
Assert( !((Objects[enemy_objnum].flags & OF_BEAM_PROTECTED) && beam_flag) );
Assert( !((Objects[enemy_objnum].flags & OF_FLAK_PROTECTED) && flak_flag) );
Assert( !((Objects[enemy_objnum].flags & OF_LASER_PROTECTED) && laser_flag) );
Assert( !((Objects[enemy_objnum].flags & OF_MISSILE_PROTECTED) && missile_flag) );
if ( Objects[enemy_objnum].flags & OF_PROTECTED ) {
Int3();
enemy_objnum = aip->target_objnum;
}
}
return enemy_objnum;
}
/**
* Given an object and a turret on that object, return the global position and forward vector
* of the turret.
*
* @param objp Pointer to object
* @param tp Turrent model system on that object
* @param gpos [Output] Global absolute position of gun firing point
* @param gvec [Output] Global vector
*
* @note 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, vec3d *gpos, vec3d *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.
*
* @note 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.
*
* @param objp Pointer to object
* @param ssp Pointer to turret subsystem
* @param gpos Absolute position of gun firing point
* @param gvec Vector from *gpos to *targetp
* @param use_angles Use current angles
* @param targetp Pointer to target object
*/
void ship_get_global_turret_gun_info(object *objp, ship_subsys *ssp, vec3d *gpos, vec3d *gvec, int use_angles, vec3d *targetp)
{
vec3d * 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 );
model_instance_find_world_point(gpos, gun_pos, tp->model_num, Ships[objp->instance].model_instance_num, tp->turret_gun_sobj, &objp->orient, &objp->pos);
if (use_angles)
model_instance_find_world_dir(gvec, &tp->turret_norm, tp->model_num, Ships[objp->instance].model_instance_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);
// per firingpoint based changes go here for turrets
}
/**
* Update turret aiming data based on max turret aim update delay
*/
void turret_ai_update_aim(ai_info *aip, object *En_Objp, ship_subsys *ss)
{
if (Missiontime >= ss->next_aim_pos_time)
{
ss->last_aim_enemy_pos = En_Objp->pos;
ss->last_aim_enemy_vel = En_Objp->phys_info.vel;
ss->next_aim_pos_time = Missiontime + fl2f(frand_range(0.0f, aip->ai_turret_max_aim_update_delay));
}
else
{
//Update the position based on the velocity (assume no velocity vector change)
vm_vec_scale_add2(&ss->last_aim_enemy_pos, &ss->last_aim_enemy_vel, flFrametime);
}
}
/**
* Rotate a turret towards an enemy.
*
* 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.
*
* @return TRUE if caller should use angles in subsequent rotations.
*/
int aifft_rotate_turret(ship *shipp, int parent_objnum, ship_subsys *ss, object *objp, object *lep, vec3d *predicted_enemy_pos, vec3d *gvec)
{
int ret_val = 0;
if (ss->turret_enemy_objnum != -1) {
model_subsystem *tp = ss->system_info;
vec3d gun_pos, gun_vec, target_moving_direction;
//float weapon_speed;
float weapon_system_strength;
//HACK HACK HACK -WMC
//This should use the best weapon variable
//It doesn't, because I haven't implemented code to set it yet -WMC
int best_weapon_tidx = turret_select_best_weapon(ss, lep);
//This turret doesn't have any good weapons
if (best_weapon_tidx < 0)
return 0;
weapon_info *wip = get_turret_weapon_wip(&ss->weapons, best_weapon_tidx);
// 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);
//Update "known" position and velocity of target. Only matters if max_aim_update_delay is set.
turret_ai_update_aim(&Ai_info[shipp->ai_index], &Objects[ss->turret_enemy_objnum], ss);
//Figure out what point on the ship we want to point the gun at, and store the global location
//in enemy_point.
vec3d enemy_point;
if ((ss->targeted_subsys != NULL) && !(ss->flags & SSF_NO_SS_TARGETING)) {
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, &ss->last_aim_enemy_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(wip->max_speed * wip->lifetime, wip->weapon_range));
} else {
enemy_point = ss->last_aim_enemy_pos;
}
}
target_moving_direction = ss->last_aim_enemy_vel;
//Try to guess where the enemy will be, and store that spot in predicted_enemy_pos
if (The_mission.ai_profile->flags & AIPF_USE_ADDITIVE_WEAPON_VELOCITY) {
vm_vec_sub2(&target_moving_direction, &objp->phys_info.vel);
}
set_predicted_enemy_pos_turret(predicted_enemy_pos, &gun_pos, objp, &enemy_point, &target_moving_direction, wip->max_speed, ss->turret_time_enemy_in_range * (weapon_system_strength + 1.0f)/2.0f);
//Mess with the turret's accuracy if the weapon system is damaged.
if (weapon_system_strength < 0.7f) {
vec3d 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);
}
//Get the normalized dir between the turret and the predicted enemy position.
//If the dot product is smaller than or equal to the turret's FOV, try and point the gun at it.
vec3d v2e;
vm_vec_normalized_dir(&v2e, predicted_enemy_pos, &gun_pos);
bool in_fov;
in_fov = turret_fov_test(ss, gvec, &v2e);
if (ss->flags & SSF_FOV_EDGE_CHECK) {
if (in_fov == false)
in_fov = is_object_radius_in_turret_fov(&Objects[ss->turret_enemy_objnum], ss, gvec, &gun_pos, &v2e, predicted_enemy_pos, 0.0f);
}
if (in_fov) {
ret_val = model_rotate_gun(Ship_info[shipp->ship_info_index].model_num,
tp, &Objects[parent_objnum].orient,
&ss->submodel_info_1.angs, &ss->submodel_info_2.angs,
&Objects[parent_objnum].pos, predicted_enemy_pos, shipp->objnum);
} else if ((tp->flags & MSS_FLAG_TURRET_RESET_IDLE) &&(timestamp_elapsed(ss->rotation_timestamp))) {
ret_val = model_rotate_gun(Ship_info[shipp->ship_info_index].model_num, tp, &Objects[parent_objnum].orient, &ss->submodel_info_1.angs, &ss->submodel_info_2.angs, &Objects[parent_objnum].pos, predicted_enemy_pos, shipp->objnum, true);
}
} else if ((ss->system_info->flags & MSS_FLAG_TURRET_RESET_IDLE) && (timestamp_elapsed(ss->rotation_timestamp))) {
ret_val = model_rotate_gun(Ship_info[shipp->ship_info_index].model_num, ss->system_info, &Objects[parent_objnum].orient, &ss->submodel_info_1.angs, &ss->submodel_info_2.angs, &Objects[parent_objnum].pos, predicted_enemy_pos, shipp->objnum, true);
}
// by default "ret_val" should be set to 1 for multi-part turrets, and 0 for single-part turrets
// but we need to keep retail behavior by default, which means always returning 0 unless a special
// flag is used. the "ret_val" stuff is here is needed/wanted at a later date however.
//return ret_val;
// return 0 by default (to preserve retail behavior) but allow for a per-subsystem option
// for using the turret normals for firing
if (ss->system_info->flags & MSS_FLAG_FIRE_ON_NORMAL)
return 1;
return 0;
}
/**
* Determine if subsystem *enemy_subsysp is hittable from objp.
*
* @return Dot product of vector from point abs_gunposp to *enemy_subsysp, if hittable
*/
float aifft_compute_turret_dot(object *objp, object *enemy_objp, vec3d *abs_gunposp, ship_subsys *turret_subsysp, ship_subsys *enemy_subsysp)
{
float dot_out;
vec3d 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)) {
vec3d turret_norm;
vm_vec_unrotate(&turret_norm, &turret_subsysp->system_info->turret_norm, &objp->orient);
float dot_return = vm_vec_dot(&turret_norm, &vector_out);
if (Ai_info[Ships[objp->instance].ai_index].ai_profile_flags & AIPF_SMART_SUBSYSTEM_TARGETING_FOR_TURRETS) {
if (dot_return > turret_subsysp->system_info->turret_fov) {
// target is in sight and in fov
return dot_return;
} else {
// target is in sight but is not in turret's fov
return -1.0f;
}
} else {
// target is in sight and we don't care if its in turret's fov or not
return dot_return;
}
} else
return -1.0f;
}
// NOTE: Do not change this value unless you understand exactly what it means and what it does.
// It refers to how many (non-destroyed) subsystems (and turrets) will be scanned for possible
// targeting, per turret, per frame. A higher value will process more systems at once,
// but it will be much slower to scan though them. It is not necessary to scan all
// non-destroyed subsystem each frame for each turret. Also, "aifft_max_checks" is balanced
// against the original value, be sure to account for this discrepancy with any changes.
#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.
*
* @return 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.
vec3d 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;
float dot_fov_modifier = 0.0f;
if (Ai_info[shipp->ai_index].ai_profile_flags & AIPF_SMART_SUBSYSTEM_TARGETING_FOR_TURRETS) {
if (ssp->system_info->turret_fov < 0)
dot_fov_modifier = ssp->system_info->turret_fov;
}
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 - dot_fov_modifier)* aifft_rank[idx] > best_dot) {
best_dot = (dot - dot_fov_modifier)*aifft_rank[idx];
best_subsysp = aifft_list[idx];
}
}
Assert(best_subsysp != &eshipp->subsys_list);
*dot_out = best_dot;
return best_subsysp;
}
/**
* @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;
}
/*
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(int weapon_num, weapon_info *wip, ship_subsys *turret, ai_info *aip)
{
Assert(weapon_num < MAX_SHIP_WEAPONS);
float wait = 1000.0f;
if (wip->burst_shots > turret->weapons.burst_counter[weapon_num]) {
wait *= wip->burst_delay;
turret->weapons.burst_counter[weapon_num]++;
} else {
wait *= wip->fire_wait;
if ((wip->burst_shots > 0) && (wip->burst_flags & WBF_RANDOM_LENGTH)) {
turret->weapons.burst_counter[weapon_num] = (myrand() % wip->burst_shots);
} else {
turret->weapons.burst_counter[weapon_num] = 0;
}
}
int *fs_dest;
if(weapon_num < MAX_SHIP_PRIMARY_BANKS)
fs_dest = &turret->weapons.next_primary_fire_stamp[weapon_num];
else
fs_dest = &turret->weapons.next_secondary_fire_stamp[weapon_num - MAX_SHIP_PRIMARY_BANKS];
//Check for the new cooldown flag
if(!((wip->wi_flags2 & WIF2_SAME_TURRET_COOLDOWN) || ((wip->burst_shots > 0) && (wip->burst_flags & WBF_FAST_FIRING))))
{
// make side even for team vs. team
if (MULTI_TEAM) {
// flak guns need to fire more rapidly
if (wip->wi_flags & WIF_FLAK) {
wait *= aip->ai_ship_fire_delay_scale_friendly * 0.5f;
if (aip->ai_class_autoscale)
wait += (Num_ai_classes - aip->ai_class - 1) * 40.0f;
} else {
wait *= aip->ai_ship_fire_delay_scale_friendly;
if (aip->ai_class_autoscale)
wait += (Num_ai_classes - aip->ai_class - 1) * 100.0f;
}
} else {
// flak guns need to fire more rapidly
if (wip->wi_flags & WIF_FLAK) {
if (Ships[aip->shipnum].team == Player_ship->team) {
wait *= aip->ai_ship_fire_delay_scale_friendly * 0.5f;
} else {
wait *= aip->ai_ship_fire_delay_scale_hostile * 0.5f;
}
if (aip->ai_class_autoscale)
wait += (Num_ai_classes - aip->ai_class - 1) * 40.0f;
} else if (wip->wi_flags & WIF_HUGE) {
// make huge weapons fire independently of team
wait *= aip->ai_ship_fire_delay_scale_friendly;
if (aip->ai_class_autoscale)
wait += (Num_ai_classes - aip->ai_class - 1) * 100.0f;
} else {
// give team friendly an advantage
if (Ships[aip->shipnum].team == Player_ship->team) {
wait *= aip->ai_ship_fire_delay_scale_friendly;
} else {
wait *= aip->ai_ship_fire_delay_scale_hostile;
}
if (aip->ai_class_autoscale)
wait += (Num_ai_classes - aip->ai_class - 1) * 100.0f;
}
}
// vary wait time +/- 10%
wait *= frand_range(0.9f, 1.1f);
}
if(turret->rof_scaler != 1.0f)
wait /= get_adjusted_turret_rof(turret);
(*fs_dest) = timestamp((int)wait);
}
/**
* Decide if a turret should launch an aspect seeking missile
*/
int turret_should_fire_aspect(ship_subsys *turret, weapon_info *wip, bool in_sight)
{
if ( in_sight && (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
*/
bool turret_fire_weapon(int weapon_num, ship_subsys *turret, int parent_objnum, vec3d *turret_pos, vec3d *turret_fvec, vec3d *predicted_pos = NULL, float flak_range_override = 100.0f)
{
matrix turret_orient;
int weapon_objnum;
ai_info *parent_aip;
ship *parent_ship;
float flak_range = 0.0f;
weapon_info *wip;
weapon *wp;
object *objp;
bool last_shot_in_salvo = true;
if (turret->system_info->flags & MSS_FLAG_TURRET_SALVO)
{
if ((turret->turret_next_fire_pos + 1) == (turret->system_info->turret_num_firing_points))
{
last_shot_in_salvo = true;
}
else
{
last_shot_in_salvo = false;
}
}
//WMC - Limit firing to firestamp
if((!timestamp_elapsed(get_turret_weapon_next_fire_stamp(&turret->weapons, weapon_num))) && last_shot_in_salvo)
return false;
parent_aip = &Ai_info[Ships[Objects[parent_objnum].instance].ai_index];
parent_ship = &Ships[Objects[parent_objnum].instance];
wip = get_turret_weapon_wip(&turret->weapons, weapon_num);
int turret_weapon_class = WEAPON_INFO_INDEX(wip);
#ifndef NDEBUG
// moved here from check_ok_to_fire
if (turret->turret_enemy_objnum >= 0) {
object *tobjp = &Objects[turret->turret_enemy_objnum];
// 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;
}
// should not get this far. check if ship is protected from flak and weapon is type flak
else if ( (wip->wi_flags & WIF_FLAK) && (tobjp->flags & OF_FLAK_PROTECTED) ) {
Int3();
return 0;
}
// should not get this far. check if ship is protected from laser and weapon is type laser
else if ( (wip->subtype == WP_LASER) && (tobjp->flags & OF_LASER_PROTECTED) ) {
Int3();
return 0;
}
// should not get this far. check if ship is protected from missile and weapon is type missile
else if ( (wip->subtype == WP_MISSILE) && (tobjp->flags & OF_MISSILE_PROTECTED) ) {
Int3();
return 0;
}
}
#endif
if (check_ok_to_fire(parent_objnum, turret->turret_enemy_objnum, wip)) {
vm_vector_2_matrix(&turret_orient, turret_fvec, NULL, NULL);
turret->turret_last_fire_direction = *turret_fvec;
// set next fire timestamp for the turret
if (last_shot_in_salvo)
turret_set_next_fire_timestamp(weapon_num, wip, 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)) {
return false;
}
beam_fire_info fire_info;
// 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];
if (wip->wi_flags2 & WIF2_ANTISUBSYSBEAM)
fire_info.target_subsys = turret->targeted_subsys;
else
fire_info.target_subsys = NULL;
fire_info.turret = turret;
// fire a beam weapon
beam_fire(&fire_info);
turret->flags |= SSF_HAS_FIRED; //set fired flag for scripting -nike
return true;
}
// don't fire swam, but set up swarm info instead
else if ((wip->wi_flags & WIF_SWARM) || (wip->wi_flags & WIF_CORKSCREW)) {
turret_swarm_set_up_info(parent_objnum, turret, wip, turret->turret_next_fire_pos);
turret->flags |= SSF_HAS_FIRED; //set fired flag for scripting -nike
return true;
}
// now do anything else
else {
for (int i=0; i < wip->shots; i++)
{
// zookeeper - Firepoints should cycle normally between shots,
// so we need to get the position info separately for each shot
ship_get_global_turret_gun_info(&Objects[parent_objnum], turret, turret_pos, turret_fvec, 1, NULL);
weapon_objnum = weapon_create( turret_pos, &turret_orient, turret_weapon_class, parent_objnum, -1, 1, 0,0.0f, turret);
weapon_set_tracking_info(weapon_objnum, parent_objnum, turret->turret_enemy_objnum, 1, turret->targeted_subsys);
objp=&Objects[weapon_objnum];
wp=&Weapons[objp->instance];
wip=&Weapon_info[wp->weapon_info_index];
//nprintf(("AI", "Turret_time_enemy_in_range = %7.3f\n", ss->turret_time_enemy_in_range));
if (weapon_objnum != -1) {
parent_ship->last_fired_turret = turret;
turret->last_fired_weapon_info_index = wp->weapon_info_index;
wp->target_num = turret->turret_enemy_objnum;
// AL 1-6-97: Store pointer to turret subsystem
wp->turret_subsys = turret;
Script_system.SetHookObjects(3, "Ship", &Objects[parent_objnum], "Weapon", objp, "Target", &Objects[turret->turret_enemy_objnum]);
Script_system.RunCondition(CHA_ONTURRETFIRED, 0, NULL, &Objects[parent_objnum]);
// if the gun is a flak gun
if(wip->wi_flags & WIF_FLAK){
// show a muzzle flash
flak_muzzle_flash(turret_pos, turret_fvec, &Objects[parent_ship->objnum].phys_info, turret_weapon_class);
if(predicted_pos != NULL)
{
// pick a firing range so that it detonates properly
flak_pick_range(objp, turret_pos, predicted_pos, ship_get_subsystem_strength(parent_ship, SUBSYSTEM_WEAPONS));
// determine what that range was
flak_range = flak_get_range(objp);
}
else
{
flak_set_range(objp, flak_range_override);
}
} else if(wip->muzzle_flash > -1) {
mflash_create(turret_pos, turret_fvec, &Objects[parent_ship->objnum].phys_info, Weapon_info[turret_weapon_class].muzzle_flash);
}
// 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 );
}
}
if ( wip->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) || (turret->flags & SSF_PLAY_SOUND_FOR_PLAYER) ) {
snd_play_3d( &Snds[wip->launch_snd], turret_pos, &View_position );
}
}
}
turret->turret_next_fire_pos++;
}
turret->turret_next_fire_pos--;
// reset any animations if we need to
// (I'm not sure how accurate this timestamp would be in practice - taylor)
if (turret->turret_animation_position == MA_POS_READY)
turret->turret_animation_done_time = timestamp(100);
}
}
//Not useful -WMC
else if (!(parent_aip->ai_profile_flags & AIPF_DONT_INSERT_RANDOM_TURRET_FIRE_DELAY) && last_shot_in_salvo)
{
float wait = 1000.0f * frand_range(0.9f, 1.1f);
turret->turret_next_fire_stamp = timestamp((int) wait);
}
turret->flags |= SSF_HAS_FIRED; //set has fired flag for scriptng - nuke
//Fire animation stuff
model_anim_start_type(turret, TRIGGER_TYPE_TURRET_FIRED, ANIMATION_SUBTYPE_ALL, 1);
return true;
}
//void turret_swarm_fire_from_turret(ship_subsys *turret, int parent_objnum, int target_objnum, ship_subsys *target_subsys)
void turret_swarm_fire_from_turret(turret_swarm_info *tsi)
{
int weapon_objnum;
matrix turret_orient;
vec3d turret_pos, turret_fvec;
// parent not alive, quick out.
if (Objects[tsi->parent_objnum].type != OBJ_SHIP) {
return;
}
// if fixed fp make sure to use constant fp
if (tsi->turret->system_info->flags & MSS_FLAG_TURRET_FIXED_FP)
tsi->turret->turret_next_fire_pos = tsi->weapon_num;
// change firing point
ship_get_global_turret_gun_info(&Objects[tsi->parent_objnum], tsi->turret, &turret_pos, &turret_fvec, 1, NULL);
tsi->turret->turret_next_fire_pos++;
//check if this really is a swarm. If not, how the hell did it get here?
Assert((Weapon_info[tsi->weapon_class].wi_flags & WIF_SWARM) || (Weapon_info[tsi->weapon_class].wi_flags & WIF_CORKSCREW));
// *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[tsi->weapon_class].subtype == WP_LASER) || ((The_mission.ai_profile->flags & AIPF_HACK_IMPROVE_NON_HOMING_SWARM_TURRET_FIRE_ACCURACY)
&& !(Weapon_info[tsi->weapon_class].wi_flags & WIF_HOMING)) )
{
turret_fvec = tsi->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, tsi->weapon_class, tsi->parent_objnum, -1, 1, 0, 0.0f, tsi->turret);
weapon_set_tracking_info(weapon_objnum, tsi->parent_objnum, tsi->target_objnum, 1, tsi->target_subsys);
// do other cool stuff if weapon is created.
if (weapon_objnum > -1) {
Weapons[Objects[weapon_objnum].instance].turret_subsys = tsi->turret;
Weapons[Objects[weapon_objnum].instance].target_num = tsi->turret->turret_enemy_objnum;
// maybe sound
if ( Weapon_info[tsi->weapon_class].launch_snd != -1 ) {
// Don't play turret firing sound if turret sits on player ship... it gets annoying.
if ( tsi->parent_objnum != OBJ_INDEX(Player_obj) ) {
snd_play_3d( &Snds[Weapon_info[tsi->weapon_class].launch_snd], &turret_pos, &View_position );
}
}
if(Weapon_info[tsi->weapon_class].muzzle_flash > -1)
mflash_create(&turret_pos, &turret_fvec, &Objects[tsi->parent_objnum].phys_info, Weapon_info[tsi->weapon_class].muzzle_flash);
// 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(tsi->turret, tsi->parent_objnum );
Assert( subsys_index != -1 );
send_turret_fired_packet( tsi->parent_objnum, subsys_index, weapon_objnum );
}
}
}
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.
*/
extern int Nebula_sec_range;
void ai_fire_from_turret(ship *shipp, ship_subsys *ss, int parent_objnum)
{
float weapon_firing_range;
// *Weapon minimum firing range -Et1
float WeaponMinRange;
vec3d v2e;
object *lep; // Last enemy pointer
model_subsystem *tp = ss->system_info;
ship_weapon *swp = &ss->weapons;
vec3d predicted_enemy_pos = vmd_zero_vector;
object *objp;
//ai_info *aip;
// Reset the points to target value
ss->points_to_target = -1.0f;
ss->base_rotation_rate_pct = 0.0f;
ss->gun_rotation_rate_pct = 0.0f;
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;
}
// check if there is any available weapon to fire
int weap_check;
bool valid_weap = false;
for (weap_check = 0; (weap_check < swp->num_primary_banks) && !valid_weap; weap_check++) {
if (swp->primary_bank_weapons[weap_check] >= 0)
valid_weap = true;
}
if (!valid_weap) {
for (weap_check = 0; (weap_check < ss->weapons.num_secondary_banks) && !valid_weap; weap_check++) {
if (ss->weapons.secondary_bank_weapons[weap_check] >= 0)
valid_weap = true;
}
if (!valid_weap)
return;
}
// If beam weapon, check beam free
if ( all_turret_weapons_have_flags(swp, WIF_BEAM) && !(swp->flags & SW_FLAG_BEAM_FREE) ) {
return;
}
if (ss->turret_animation_position == MA_POS_SET) {
if ( timestamp_elapsed(ss->turret_animation_done_time) ) {
ss->turret_animation_position = MA_POS_READY;
// setup a reversal (closing) timestamp at 1 second
// (NOTE: this will probably get changed by other parts of the code (swarming, beams, etc) to be
// a more accurate time, but we need to give it a long enough time for the other parts of the code
// to change the timestamp before it gets acted upon - taylor)
ss->turret_animation_done_time = timestamp(1000);
} else {
return;
}
}
Assert((parent_objnum >= 0) && (parent_objnum < MAX_OBJECTS));
objp = &Objects[parent_objnum];
Assert(objp->type == OBJ_SHIP);
Assert( shipp->objnum == parent_objnum );
// Monitor number of calls to ai_fire_from_turret
Num_ai_firing++;
if ( (ss->turret_enemy_objnum < 0 || ss->turret_enemy_objnum >= MAX_OBJECTS) || (ss->turret_enemy_sig != Objects[ss->turret_enemy_objnum].signature))
{
ss->turret_enemy_objnum = -1;
lep = NULL;
}
else
{
lep = &Objects[ss->turret_enemy_objnum];
}
//aip = &Ai_info[Ships[objp->instance].ai_index];
// Wanderer - make sure turrets already have all the data
if ( !(tp->flags & MSS_FLAG_TURRET_MATRIX) )
{
if (!(tp->turret_gun_sobj == tp->subobj_num))
{
model_make_turret_matrix(Ship_info[shipp->ship_info_index].model_num, tp );
}
}
// Use the turret info for all guns, not one gun in particular.
vec3d gvec, gpos;
ship_get_global_turret_info(&Objects[parent_objnum], tp, &gpos, &gvec);
if (tp->flags & MSS_FLAG_TURRET_ALT_MATH) {
vm_matrix_x_matrix( &ss->world_to_turret_matrix, &Objects[parent_objnum].orient, &tp->turret_matrix );
}
// Rotate the turret even if time hasn't elapsed, since it needs to turn to face its target.
int use_angles = aifft_rotate_turret(shipp, parent_objnum, ss, objp, lep, &predicted_enemy_pos, &gvec);
if ((tp->flags & MSS_FLAG_FIRE_ON_TARGET) && (ss->points_to_target >= 0.0f))
{
// value probably needs tweaking... could perhaps be made into table option?
if (ss->points_to_target > 0.010f)
return;
}
if ( !timestamp_elapsed(ss->turret_next_fire_stamp) ) {
return;
}
// Don't try to fire beyond weapon_limit_range
//WMC - OTC
//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);
//WMC - build a list of valid weapons. Fire spawns if there are any.
float dist_to_enemy = 0.0f;
if(lep != NULL) {
if (The_mission.ai_profile->flags2 & AIPF2_TURRETS_IGNORE_TARGET_RADIUS)
dist_to_enemy = MAX(0,vm_vec_normalized_dir(&v2e, &predicted_enemy_pos, &gpos));
else
dist_to_enemy = MAX(0,vm_vec_normalized_dir(&v2e, &predicted_enemy_pos, &gpos) - lep->radius);
}
int valid_weapons[MAX_SHIP_PRIMARY_BANKS + MAX_SHIP_SECONDARY_BANKS];
int num_valid = 0;
weapon_info *wip;
int num_ships_nearby = num_nearby_fighters(iff_get_attackee_mask(obj_team(&Objects[parent_objnum])), &gpos, 1500.0f);
int i;
int secnum = 0;
for(i = 0; i < (MAX_SHIP_WEAPONS); i++)
{
//WMC - Only fire more than once if we have multiple guns flag set.
if(num_valid > 0 && !(tp->flags & MSS_FLAG_USE_MULTIPLE_GUNS))
break;
if(i < MAX_SHIP_PRIMARY_BANKS)
{
if(i >= swp->num_primary_banks)
{
//set to MAX_SHIP_PRIMARY_BANKS - 1 since i is incremented at the top of the loop
//otherwise, we would pass over the first secondary weapon in the bank
i = MAX_SHIP_PRIMARY_BANKS - 1; //we are done with primaries
continue;
}
if ( !timestamp_elapsed(swp->next_primary_fire_stamp[i]))
{
continue;
}
wip = &Weapon_info[swp->primary_bank_weapons[i]];
}
else
{
secnum = i - MAX_SHIP_PRIMARY_BANKS;
if(secnum >= swp->num_secondary_banks)
break; //we are done.
if ( !timestamp_elapsed(swp->next_secondary_fire_stamp[secnum]))
{
continue;
}
wip = &Weapon_info[swp->secondary_bank_weapons[secnum]];
}
//If this is a spawning type weapon, shoot it!
//If 'smart spawn' just use it like normal weapons
if ( (wip->wi_flags & WIF_SPAWN) && !(wip->wi_flags2 & WIF2_SMART_SPAWN) )
{
if (( num_ships_nearby >= 3 ) || ((num_ships_nearby >= 2) && (frand() < 0.1f))) {
turret_fire_weapon(i, 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.
}
//we're done with this weapon mount
continue;
}
if(wip->wi_flags2 & WIF2_LOCAL_SSM)
{
weapon_firing_range=wip->lssm_lock_range;
WeaponMinRange = 0.0f;
}
else
{
weapon_firing_range = MIN(wip->lifetime * wip->max_speed, wip->weapon_range);
WeaponMinRange = wip->WeaponMinRange;
}
if (wip->wi_flags & WIF_BEAM) {
if ( !((shipp->tag_left > 0) || (shipp->level2_tag_left > 0)) ) {
if (Nebula_sec_range)
{
weapon_firing_range *= BEAM_NEBULA_RANGE_REDUCE_FACTOR;
// *Scale minimum weapon range in nebula -Et1
//Why? - WMC
//Commented this out, because it doesn't make sense - WMC
//WeaponMinRange *= BEAM_NEBULA_RANGE_REDUCE_FACTOR;
}
}
}
if(lep != NULL)
{
if( (dist_to_enemy <= weapon_firing_range) && (dist_to_enemy >= WeaponMinRange) )
{
if ( wip->wi_flags & WIF_HUGE ) {
if ( lep->type != OBJ_SHIP ) {
continue;
}
if ( !(Ship_info[Ships[lep->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) ) {
continue;
}
}
if ( wip->wi_flags2 & WIF2_SMALL_ONLY ) {
if ( (lep->type == OBJ_SHIP) && (Ship_info[Ships[lep->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) ) {
continue;
}
}
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;
continue;
}
// Check if we're targeting a beam protected ship with a beam weapon
if ( (lep->flags & OF_BEAM_PROTECTED) && (wip->wi_flags & WIF_BEAM) ) {
ss->turret_enemy_objnum = -1;
ss->turret_time_enemy_in_range = 0.0f;
continue;
}
// Check if we're targeting a flak protected ship with a flak weapon
else if ( (lep->flags & OF_FLAK_PROTECTED) && (wip->wi_flags & WIF_FLAK) ) {
ss->turret_enemy_objnum = -1;
ss->turret_time_enemy_in_range = 0.0f;
continue;
}
// Check if we're targeting a laser protected ship with a laser weapon
else if ( (lep->flags & OF_LASER_PROTECTED) && (wip->subtype == WP_LASER) ) {
ss->turret_enemy_objnum = -1;
ss->turret_time_enemy_in_range = 0.0f;
continue;
}
// Check if we're targeting a missile protected ship with a missile weapon
else if ( (lep->flags & OF_MISSILE_PROTECTED) && (wip->subtype == WP_MISSILE) ) {
ss->turret_enemy_objnum = -1;
ss->turret_time_enemy_in_range = 0.0f;
continue;
}
}
else
{
//can't tag anything else, other than asteroids
//but we don't want to waste this type of
//weaponary on asteroids now do we?
if ((wip->wi_flags2 & WIF2_TAGGED_ONLY) || (ss->weapons.flags & SW_FLAG_TAGGED_ONLY))
{
continue;
}
}
//Add it to the list
valid_weapons[num_valid++] = i;
}
}
}
//none of our guns can hit the enemy, so find a new one
if(num_valid < 1)
ss->turret_enemy_objnum = -1;
// Maybe pick a new enemy, unless targeting has been taken over by scripting
if ( turret_should_pick_new_target(ss) && !ss->scripting_target_override ) {
Num_find_turret_enemy++;
int objnum = find_turret_enemy(ss, parent_objnum, &gpos, &gvec, ss->turret_enemy_objnum);
//Assert(objnum < 0 || is_target_beam_valid(tp, objnum));
if (objnum >= 0 && is_target_beam_valid(&ss->weapons, &Objects[objnum])) {
if (ss->turret_enemy_objnum == -1) {
ss->turret_enemy_objnum = objnum;
ss->targeted_subsys = NULL; // Turret has retargeted; reset subsystem - Valathil for Mantis #2652
ss->turret_enemy_sig = Objects[objnum].signature;
// why return?
return;
} else {
ss->turret_enemy_objnum = objnum;
ss->targeted_subsys = NULL; // Turret has retargeted; reset subsystem - Valathil for Mantis #2652
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->flags & SSF_NO_SS_TARGETING)) {
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.
if (dock_check_find_docked_object(objp, &Objects[ss->turret_enemy_objnum]))
{
ss->turret_enemy_objnum = -1;
return;
}
// Goober5000 - Also, don't shoot at a ship we're docking with. Volition
// had this in the code originally but messed it up so that it didn't work.
ai_info *aip = &Ai_info[shipp->ai_index];
if ((aip->mode == AIM_DOCK) && (aip->goal_objnum == 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 ){
mprintf(("last enemy is null\n"));
return;
}
//This can't happen. See above code
//Assert(ss->turret_enemy_objnum != -1);
float dot;
bool in_fov;
in_fov = turret_fov_test(ss, &gvec, &v2e);
// Ok, the turret is lined up... now line up a particular gun.
bool ok_to_fire = false;
bool something_was_ok_to_fire=false;
vec3d tv2e; //so flak can get their jitter without screwing up other guns
if (in_fov ) {
// Do salvo thing separately - to prevent messing up things
int number_of_firings;
if (tp->flags & MSS_FLAG_TURRET_SALVO)
{
number_of_firings = tp->turret_num_firing_points;
ss->turret_next_fire_pos = 0;
}
else
{
number_of_firings = num_valid;
}
for(i = 0; i < number_of_firings; i++)
{
if (tp->flags & MSS_FLAG_TURRET_FIXED_FP)
{
int ffp_pos = 0;
int ffp_bank;
ffp_bank = valid_weapons[i];
if (ffp_bank < MAX_SHIP_PRIMARY_BANKS)
{
ffp_pos = ffp_bank;
}
else
{
ffp_pos = ffp_bank - MAX_SHIP_PRIMARY_BANKS + ss->weapons.num_primary_banks;
}
ss->turret_next_fire_pos = ffp_pos;
}
ship_get_global_turret_gun_info(&Objects[parent_objnum], ss, &gpos, &gvec, use_angles, &predicted_enemy_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 (tp->flags & MSS_FLAG_TURRET_SALVO)
wip = get_turret_weapon_wip(&ss->weapons, valid_weapons[0]);
else
wip = get_turret_weapon_wip(&ss->weapons, valid_weapons[i]);
// 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.
// moved here as if there are two weapons with indentical fire stamps
// they would have shared the fire point.
tv2e = gvec;
// make sure to reset this for current weapon
ok_to_fire = false;
// 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(wip->wi_flags & WIF_FLAK){
flak_jitter_aim(&tv2e, dist_to_enemy, ship_get_subsystem_strength(shipp, SUBSYSTEM_WEAPONS), wip);
}
// 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;
bool in_sight = false;
if (The_mission.ai_profile->flags & AIPF_USE_ONLY_SINGLE_FOV_FOR_TURRETS) {
// we have already passed the FOV test of the turret so...
in_sight = true;
} else {
if (wip->wi_flags & WIF_HOMING_HEAT) {
if (dot > AICODE_TURRET_HEATSEEK_ANGLE) {
in_sight = true;
}
} else {
if (dot > AICODE_TURRET_DUMBFIRE_ANGLE) {
in_sight = true;
}
}
}
if ( !(wip->wi_flags & WIF_HOMING) )
{
if ((dist_to_enemy < 75.0f) || in_sight)
{
turret_update_enemy_in_range(ss, 2*wip->fire_wait);
ok_to_fire = true;
}
}
else if ( wip->wi_flags & WIF_HOMING_HEAT )
{ // if heat seekers
if ((dist_to_enemy < 50.0f) || in_sight)
{
turret_update_enemy_in_range(ss, 2*wip->fire_wait);
ok_to_fire = true;
}
}
else if ( wip->wi_flags & WIF_HOMING_ASPECT )
{ // if aspect seeker
if ((dist_to_enemy < 50.0f) || in_sight)
{
turret_update_enemy_in_range(ss, 2*wip->fire_wait);
}
if ( turret_should_fire_aspect(ss, wip, in_sight) )
{
ok_to_fire = true;
}
}
else if ( wip->wi_flags & WIF_HOMING_JAVELIN )
{ // if javelin heat seeker
if ((dist_to_enemy < 50.0f) || in_sight)
{
turret_update_enemy_in_range(ss, 2*wip->fire_wait);
}
// Check if turret should fire and enemy's engines are
// in line of sight
if (turret_should_fire_aspect(ss, wip, in_sight) &&
ship_get_closest_subsys_in_sight(&Ships[lep->signature], SUBSYSTEM_ENGINE, &gpos))
{
ok_to_fire = true;
}
}
if ( ok_to_fire && (tp->flags & MSS_FLAG_TURRET_HULL_CHECK) ) {
int model_num = Ship_info[shipp->ship_info_index].model_num;
mc_info hull_check;
vec3d end;
vm_vec_scale_add(&end, &gpos, &gvec, model_get_radius(model_num));
hull_check.model_instance_num = shipp->model_instance_num;
hull_check.model_num = model_num;
hull_check.orient = &objp->orient;
hull_check.pos = &objp->pos;
hull_check.p0 = &gpos;
hull_check.p1 = &end;
hull_check.flags = MC_CHECK_MODEL | MC_CHECK_RAY;
if ( model_collide(&hull_check) ) {
ok_to_fire = false;
}
}
if ( ok_to_fire )
{
// starting animation checks
if (ss->turret_animation_position == MA_POS_NOT_SET) {
if ( model_anim_start_type(shipp, TRIGGER_TYPE_TURRET_FIRING, ss->system_info->subobj_num, 1) ) {
ss->turret_animation_done_time = model_anim_get_time_type(shipp, TRIGGER_TYPE_TURRET_FIRING, ss->system_info->subobj_num);
ss->turret_animation_position = MA_POS_SET;
}
}
//Wait until the animation is done to actually fire
if (tp->flags & MSS_FLAG_TURRET_ANIM_WAIT && (ss->turret_animation_position != MA_POS_READY))
{
ok_to_fire = false;
}
}
if ( ok_to_fire )
{
something_was_ok_to_fire = true;
Num_turrets_fired++;
//Pass along which gun we are using
if (tp->flags & MSS_FLAG_TURRET_SALVO)
turret_fire_weapon(valid_weapons[0], ss, parent_objnum, &gpos, &tv2e, &predicted_enemy_pos);
else
turret_fire_weapon(valid_weapons[i], ss, parent_objnum, &gpos, &tv2e, &predicted_enemy_pos);
} else {
// make sure salvo fire mode does not turn into autofire
if ((tp->flags & MSS_FLAG_TURRET_SALVO) && ((i + 1) == number_of_firings)) {
ai_info *parent_aip = &Ai_info[Ships[Objects[parent_objnum].instance].ai_index];
turret_set_next_fire_timestamp(valid_weapons[0], wip, ss, parent_aip);
}
}
ss->turret_next_fire_pos++;
}
if(!something_was_ok_to_fire)
{
mprintf(("nothing ok to fire\n"));
if (ss->turret_best_weapon >= 0) {
//Impose a penalty on turret accuracy for losing site of its goal, or just not being able to fire.
turret_update_enemy_in_range(ss, -4*Weapon_info[ss->turret_best_weapon].fire_wait);
}
ss->turret_next_fire_stamp = timestamp(500);
// If nothing is OK to fire (lost track of the target?)
// reset the target (so we don't continue to track what we can't hit)
if (tp->flags2 & MSS_FLAG2_TURRET_ONLY_TARGET_IF_CAN_FIRE)
{
ss->turret_enemy_objnum = -1; // Reset enemy objnum, find a new one next frame.
ss->turret_time_enemy_in_range = 0.0f;
}
}
else
{
ss->turret_next_fire_stamp = INT_MAX;
//something did fire, get the lowest valid timestamp
for (i = 0; i < MAX_SHIP_WEAPONS; i++)
{
if (i < MAX_SHIP_PRIMARY_BANKS)
{
//timestamp range is 2 to INT_MAX/2
if (swp->next_primary_fire_stamp[i] < 2) continue;
if (swp->next_primary_fire_stamp[i] < ss->turret_next_fire_stamp)
{
ss->turret_next_fire_stamp = swp->next_primary_fire_stamp[i];
}
}
else
{
//timestamp range is 2 to INT_MAX/2
if (swp->next_secondary_fire_stamp[i - MAX_SHIP_PRIMARY_BANKS] < 2) continue;
if (swp->next_secondary_fire_stamp[i - MAX_SHIP_PRIMARY_BANKS] < ss->turret_next_fire_stamp)
{
ss->turret_next_fire_stamp = swp->next_secondary_fire_stamp[i - MAX_SHIP_PRIMARY_BANKS];
}
}
}
// Wanderer -- sanity check
// if timestamp is still at int_max reset the wait to 100 ms instead of locking the turret for the rest of the game
if (ss->turret_next_fire_stamp == INT_MAX)
ss->turret_next_fire_stamp = timestamp(100);
}
}
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;
}
}
bool turret_std_fov_test(ship_subsys *ss, vec3d *gvec, vec3d *v2e, float size_mod)
{
model_subsystem *tp = ss->system_info;
float dot = vm_vec_dot(v2e, gvec);
if (((dot + size_mod) >= tp->turret_fov) && ((dot - size_mod) <= tp->turret_max_fov))
return true;
return false;
}
bool turret_adv_fov_test(ship_subsys *ss, vec3d *gvec, vec3d *v2e, float size_mod)
{
model_subsystem *tp = ss->system_info;
float dot = vm_vec_dot(v2e, gvec);
if (((dot + size_mod) >= tp->turret_fov) && ((dot - size_mod) <= tp->turret_max_fov)) {
vec3d of_dst;
vm_vec_rotate( &of_dst, v2e, &ss->world_to_turret_matrix );
if ((of_dst.xyz.x == 0) && (of_dst.xyz.y == 0)) {
return true;
} else {
of_dst.xyz.z = 0;
if (!IS_VEC_NULL_SQ_SAFE(&of_dst)) {
vm_vec_normalize(&of_dst);
// now we have 2d vector with lenght of 1 that points at the targets direction after being rotated to turrets FOR
if ((-of_dst.xyz.y + size_mod) >= tp->turret_y_fov)
return true;
}
}
}
return false;
}
bool turret_fov_test(ship_subsys *ss, vec3d *gvec, vec3d *v2e, float size_mod)
{
bool in_fov = false;
if (ss->system_info->flags & MSS_FLAG_TURRET_ALT_MATH)
in_fov = turret_adv_fov_test(ss, gvec, v2e, size_mod);
else
in_fov = turret_std_fov_test(ss, gvec, v2e, size_mod);
return in_fov;
}
float get_adjusted_turret_rof(ship_subsys *ss)
{
float tempf = ss->rof_scaler;
// optional reset switch (negative value)
if (tempf < 0) {
ss->rof_scaler = 1.0f;
return 1.0f;
}
if (tempf == 0) {
// special case returning the number of firingpoints
ss->rof_scaler = (float) ss->system_info->turret_num_firing_points;
tempf = ss->rof_scaler;
// safety check to avoid div/0 issues
if (tempf == 0) {
ss->rof_scaler = 1.0f;
return 1.0f;
}
}
return tempf;
}
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