예제 #1
0
void parse_ai_profiles_tbl(const char *filename)
{
	int i;
	char profile_name[NAME_LENGTH];
	ai_profile_t dummy_profile;
	char *saved_Mp = NULL;
	char buf[NAME_LENGTH];

	try
	{
		if (filename == NULL)
			read_file_text_from_default(defaults_get_file("ai_profiles.tbl"));
		else
			read_file_text(filename, CF_TYPE_TABLES);

		reset_parse();


		// start parsing
		required_string("#AI Profiles");

		// new default?
		if (optional_string("$Default Profile:"))
			stuff_string(Default_profile_name, F_NAME, NAME_LENGTH);

		// begin reading data
		while (required_string_either("#End", "$Profile Name:"))
		{
			ai_profile_t *profile = &dummy_profile;
			ai_profile_t *previous_profile = NULL;
			bool no_create = false;

			// get the name
			required_string("$Profile Name:");
			stuff_string(profile_name, F_NAME, NAME_LENGTH);

			// see if it exists
			for (i = 0; i < Num_ai_profiles; i++)
			{
				if (!stricmp(Ai_profiles[i].profile_name, profile_name))
				{
					previous_profile = &Ai_profiles[i];
					break;
				}
			}

			// modular table stuff
			if (optional_string("+nocreate"))
			{
				no_create = true;

				// use the previous one if possible,
				// otherwise continue to use the dummy one
				if (previous_profile != NULL)
					profile = previous_profile;
			}
			else
			{
				// don't create multiple profiles with the same name
				if (previous_profile != NULL)
				{
					Warning(LOCATION, "An ai profile named '%s' already exists!  The new one will not be created.\n", profile_name);
				}
				else
				{
					// make sure we're under the limit
					if (Num_ai_profiles >= MAX_AI_PROFILES)
					{
						Warning(LOCATION, "Too many profiles in ai_profiles.tbl!  Max is %d.\n", MAX_AI_PROFILES - 1);	// -1 because one is built-in
						skip_to_string("#End", NULL);
						break;
					}

					profile = &Ai_profiles[Num_ai_profiles];
					Num_ai_profiles++;
				}
			}

			// initialize profile if we're not building from a previously parsed one
			if (!no_create)
			{
				// base profile, so zero it out
				if (profile == &Ai_profiles[0])
				{
                    profile->reset();
				}
				// brand new profile, so set it to the base defaults
				else
				{
                    *profile = Ai_profiles[0];
				}
			}

			// set the name
			strcpy_s(profile->profile_name, profile_name);


			// fill in any and all settings; they're all optional and can be in any order
			while (!check_for_string("$Profile Name:") && !check_for_string("#End"))
			{
				if (optional_string("$Player Afterburner Recharge Scale:"))
					parse_float_list(profile->afterburner_recharge_scale, NUM_SKILL_LEVELS);

				if (optional_string("$Max Beam Friendly Fire Damage:"))
					parse_float_list(profile->beam_friendly_damage_cap, NUM_SKILL_LEVELS);

				if (optional_string("$Player Countermeasure Life Scale:"))
					parse_float_list(profile->cmeasure_life_scale, NUM_SKILL_LEVELS);

				if (optional_string("$AI Countermeasure Firing Chance:"))
					parse_float_list(profile->cmeasure_fire_chance, NUM_SKILL_LEVELS);

				if (optional_string("$AI In Range Time:"))
					parse_float_list(profile->in_range_time, NUM_SKILL_LEVELS);

				if (optional_string("$AI Always Links Ammo Weapons:"))
					parse_float_list(profile->link_ammo_levels_always, NUM_SKILL_LEVELS);

				if (optional_string("$AI Maybe Links Ammo Weapons:"))
					parse_float_list(profile->link_ammo_levels_maybe, NUM_SKILL_LEVELS);

				if (optional_string("$Primary Ammo Burst Multiplier:"))
					parse_float_list(profile->primary_ammo_burst_mult, NUM_SKILL_LEVELS);

				if (optional_string("$AI Always Links Energy Weapons:"))
					parse_float_list(profile->link_energy_levels_always, NUM_SKILL_LEVELS);

				if (optional_string("$AI Maybe Links Energy Weapons:"))
					parse_float_list(profile->link_energy_levels_maybe, NUM_SKILL_LEVELS);

				if (optional_string("$Max Missles Locked on Player:") || optional_string("$Max Missiles Locked on Player:"))
					parse_int_list(profile->max_allowed_player_homers, NUM_SKILL_LEVELS);

				if (optional_string("$Max Player Attackers:"))
					parse_int_list(profile->max_attackers, NUM_SKILL_LEVELS);

				if (optional_string("$Max Incoming Asteroids:"))
					parse_int_list(profile->max_incoming_asteroids, NUM_SKILL_LEVELS);

				if (optional_string("$Player Damage Factor:") || optional_string("$AI Damage Reduction to Player Hull:"))
					parse_float_list(profile->player_damage_scale, NUM_SKILL_LEVELS);

				if (optional_string("$Player Subsys Damage Factor:") || optional_string("$AI Damage Reduction to Player Subsys:"))
					parse_float_list(profile->subsys_damage_scale, NUM_SKILL_LEVELS);

				// represented in fractions of F1_0
				if (optional_string("$Predict Position Delay:"))
				{
					int iLoop;
					float temp_list[NUM_SKILL_LEVELS];

					parse_float_list(temp_list, NUM_SKILL_LEVELS);

					for (iLoop = 0; iLoop < NUM_SKILL_LEVELS; iLoop++)
						profile->predict_position_delay[iLoop] = fl2f(temp_list[iLoop]);
				}

				if (optional_string("$AI Shield Manage Delay:") || optional_string("$AI Shield Manage Delays:"))
					parse_float_list(profile->shield_manage_delay, NUM_SKILL_LEVELS);

				if (optional_string("$Friendly AI Fire Delay Scale:"))
					parse_float_list(profile->ship_fire_delay_scale_friendly, NUM_SKILL_LEVELS);

				if (optional_string("$Hostile AI Fire Delay Scale:"))
					parse_float_list(profile->ship_fire_delay_scale_hostile, NUM_SKILL_LEVELS);

				if (optional_string("$Friendly AI Secondary Fire Delay Scale:"))
					parse_float_list(profile->ship_fire_secondary_delay_scale_friendly, NUM_SKILL_LEVELS);

				if (optional_string("$Hostile AI Secondary Fire Delay Scale:"))
					parse_float_list(profile->ship_fire_secondary_delay_scale_hostile, NUM_SKILL_LEVELS);

				if (optional_string("$AI Turn Time Scale:"))
					parse_float_list(profile->turn_time_scale, NUM_SKILL_LEVELS);

				if (optional_string("$Glide Attack Percent:")) {
					parse_float_list(profile->glide_attack_percent, NUM_SKILL_LEVELS);
					//Percent is nice for modders, but here in the code we want it betwwen 0 and 1.0
					//While we're at it, verify the range
					for (i = 0; i < NUM_SKILL_LEVELS; i++) {
						if (profile->glide_attack_percent[i] < 0.0f || profile->glide_attack_percent[i] > 100.0f) {
							Warning(LOCATION, "$Glide Attack Percent should be between 0 and 100.0 (read %f). Setting to 0.", profile->glide_attack_percent[i]);
							profile->glide_attack_percent[i] = 0.0f;
						}
						profile->glide_attack_percent[i] /= 100.0;
					}
				}

				if (optional_string("$Circle Strafe Percent:")) {
					parse_float_list(profile->circle_strafe_percent, NUM_SKILL_LEVELS);
					//Percent is nice for modders, but here in the code we want it betwwen 0 and 1.0
					//While we're at it, verify the range
					for (i = 0; i < NUM_SKILL_LEVELS; i++) {
						if (profile->circle_strafe_percent[i] < 0.0f || profile->circle_strafe_percent[i] > 100.0f) {
							Warning(LOCATION, "$Circle Strafe Percent should be between 0 and 100.0 (read %f). Setting to 0.", profile->circle_strafe_percent[i]);
							profile->circle_strafe_percent[i] = 0.0f;
						}
						profile->circle_strafe_percent[i] /= 100.0;
					}
				}

				if (optional_string("$Glide Strafe Percent:")) {
					parse_float_list(profile->glide_strafe_percent, NUM_SKILL_LEVELS);
					//Percent is nice for modders, but here in the code we want it betwwen 0 and 1.0
					//While we're at it, verify the range
					for (i = 0; i < NUM_SKILL_LEVELS; i++) {
						if (profile->glide_strafe_percent[i] < 0.0f || profile->glide_strafe_percent[i] > 100.0f) {
							Warning(LOCATION, "$Glide Strafe Percent should be between 0 and 100.0 (read %f). Setting to 0.", profile->glide_strafe_percent[i]);
							profile->glide_strafe_percent[i] = 0.0f;
						}
						profile->glide_strafe_percent[i] /= 100.0;
					}
				}

				if (optional_string("$Random Sidethrust Percent:")) {
					parse_float_list(profile->random_sidethrust_percent, NUM_SKILL_LEVELS);
					//Percent is nice for modders, but here in the code we want it betwwen 0 and 1.0
					//While we're at it, verify the range
					for (i = 0; i < NUM_SKILL_LEVELS; i++) {
						if (profile->random_sidethrust_percent[i] < 0.0f || profile->random_sidethrust_percent[i] > 100.0f) {
							Warning(LOCATION, "$Random Sidethrust Percent should be between 0 and 100.0 (read %f). Setting to 0.", profile->random_sidethrust_percent[i]);
							profile->random_sidethrust_percent[i] = 0.0f;
						}
						profile->random_sidethrust_percent[i] /= 100.0;
					}
				}

				if (optional_string("$Stalemate Time Threshold:"))
					parse_float_list(profile->stalemate_time_thresh, NUM_SKILL_LEVELS);

				if (optional_string("$Stalemate Distance Threshold:"))
					parse_float_list(profile->stalemate_dist_thresh, NUM_SKILL_LEVELS);

				if (optional_string("$Player Shield Recharge Scale:"))
					parse_float_list(profile->shield_energy_scale, NUM_SKILL_LEVELS);

				if (optional_string("$Player Weapon Recharge Scale:"))
					parse_float_list(profile->weapon_energy_scale, NUM_SKILL_LEVELS);

				if (optional_string("$Max Turret Target Ownage:"))
					parse_int_list(profile->max_turret_ownage_target, NUM_SKILL_LEVELS);

				if (optional_string("$Max Turret Player Ownage:"))
					parse_int_list(profile->max_turret_ownage_player, NUM_SKILL_LEVELS);

				if (optional_string("$Percentage Required For Kill Scale:"))
					parse_float_list(profile->kill_percentage_scale, NUM_SKILL_LEVELS);

				if (optional_string("$Percentage Required For Assist Scale:"))
					parse_float_list(profile->assist_percentage_scale, NUM_SKILL_LEVELS);

				if (optional_string("$Percentage Awarded For Capship Assist:"))
					parse_float_list(profile->assist_award_percentage_scale, NUM_SKILL_LEVELS);

				if (optional_string("$Repair Penalty:"))
					parse_int_list(profile->repair_penalty, NUM_SKILL_LEVELS);

				if (optional_string("$Delay Before Allowing Bombs to Be Shot Down:"))
					parse_float_list(profile->delay_bomb_arm_timer, NUM_SKILL_LEVELS);

				if (optional_string("$Chance AI Has to Fire Missiles at Player:"))
					parse_int_list(profile->chance_to_use_missiles_on_plr, NUM_SKILL_LEVELS);

				if (optional_string("$Max Aim Update Delay:"))
					parse_float_list(profile->max_aim_update_delay, NUM_SKILL_LEVELS);

				if (optional_string("$Turret Max Aim Update Delay:"))
					parse_float_list(profile->turret_max_aim_update_delay, NUM_SKILL_LEVELS);

				if (optional_string("$Player Autoaim FOV:"))
				{
					float fov_list[NUM_SKILL_LEVELS];
					parse_float_list(fov_list, NUM_SKILL_LEVELS);
					for (i = 0; i < NUM_SKILL_LEVELS; i++)
					{
						//Enforce range
						if (fov_list[i] < 0.0f || fov_list[i] >= 360.0f)
						{
							Warning(LOCATION, "$Player Autoaim FOV should be >= 0 and < 360.0 (read %f). Setting to 0.", fov_list[i]);
							fov_list[i] = 0.0f;
						}

						//Convert units
						profile->player_autoaim_fov[i] = fov_list[i] * PI / 180.0f;
					}
				}

				if (optional_string("$Detail Distance Multiplier:"))
					parse_float_list(profile->detail_distance_mult, MAX_DETAIL_LEVEL + 1);

				set_flag(profile, "$big ships can attack beam turrets on untargeted ships:", AI::Profile_Flags::Big_ships_can_attack_beam_turrets_on_untargeted_ships);

				set_flag(profile, "$smart primary weapon selection:", AI::Profile_Flags::Smart_primary_weapon_selection);

				set_flag(profile, "$smart secondary weapon selection:", AI::Profile_Flags::Smart_secondary_weapon_selection);

				set_flag(profile, "$smart shield management:", AI::Profile_Flags::Smart_shield_management);

				set_flag(profile, "$smart afterburner management:", AI::Profile_Flags::Smart_afterburner_management);

				set_flag(profile, "$free afterburner use:", AI::Profile_Flags::Free_afterburner_use);

				set_flag(profile, "$allow rapid secondary dumbfire:", AI::Profile_Flags::Allow_rapid_secondary_dumbfire);

				set_flag(profile, "$huge turret weapons ignore bombs:", AI::Profile_Flags::Huge_turret_weapons_ignore_bombs);

				set_flag(profile, "$don't insert random turret fire delay:", AI::Profile_Flags::Dont_insert_random_turret_fire_delay);

				set_flag(profile, "$hack improve non-homing swarm turret fire accuracy:", AI::Profile_Flags::Hack_improve_non_homing_swarm_turret_fire_accuracy);

				set_flag(profile, "$shockwaves damage small ship subsystems:", AI::Profile_Flags::Shockwaves_damage_small_ship_subsystems);

				set_flag(profile, "$navigation subsystem governs warpout capability:", AI::Profile_Flags::Navigation_subsys_governs_warp);

				set_flag(profile, "$ignore lower bound for minimum speed of docked ship:", AI::Profile_Flags::No_min_dock_speed_cap);

				set_flag(profile, "$disable linked fire penalty:", AI::Profile_Flags::Disable_linked_fire_penalty);

				set_flag(profile, "$disable weapon damage scaling:", AI::Profile_Flags::Disable_weapon_damage_scaling);

				set_flag(profile, "$use additive weapon velocity:", AI::Profile_Flags::Use_additive_weapon_velocity);

				set_flag(profile, "$use newtonian dampening:", AI::Profile_Flags::Use_newtonian_dampening);

				set_flag(profile, "$include beams for kills and assists:", AI::Profile_Flags::Include_beams_in_stat_calcs);

				set_flag(profile, "$score kills based on damage caused:", AI::Profile_Flags::Kill_scoring_scales_with_damage);

				set_flag(profile, "$score assists based on damage caused:", AI::Profile_Flags::Assist_scoring_scales_with_damage);

				set_flag(profile, "$allow event and goal scoring in multiplayer:", AI::Profile_Flags::Allow_multi_event_scoring);

				set_flag(profile, "$fix linked primary weapon decision bug:", AI::Profile_Flags::Fix_linked_primary_bug);

				set_flag(profile, "$prevent turrets targeting too distant bombs:", AI::Profile_Flags::Prevent_targeting_bombs_beyond_range);

				set_flag(profile, "$smart subsystem targeting for turrets:", AI::Profile_Flags::Smart_subsystem_targeting_for_turrets);

				set_flag(profile, "$fix heat seekers homing on stealth ships bug:", AI::Profile_Flags::Fix_heat_seeker_stealth_bug);

				set_flag(profile, "$multi allow empty primaries:", AI::Profile_Flags::Multi_allow_empty_primaries);

				set_flag(profile, "$multi allow empty secondaries:", AI::Profile_Flags::Multi_allow_empty_secondaries);

				set_flag(profile, "$allow turrets target weapons freely:", AI::Profile_Flags::Allow_turrets_target_weapons_freely);

				set_flag(profile, "$use only single fov for turrets:", AI::Profile_Flags::Use_only_single_fov_for_turrets);

				set_flag(profile, "$allow vertical dodge:", AI::Profile_Flags::Allow_vertical_dodge);

				set_flag(profile, "$force beam turrets to use normal fov:", AI::Profile_Flags::Force_beam_turret_fov);

				set_flag(profile, "$fix ai class bug:", AI::Profile_Flags::Fix_ai_class_bug);

				set_flag(profile, "$turrets ignore targets radius in range checks:", AI::Profile_Flags::Turrets_ignore_target_radius);

				set_flag(profile, "$no extra collision avoidance vs player:", AI::Profile_Flags::No_special_player_avoid);

				set_flag(profile, "$perform fewer checks for death screams:", AI::Profile_Flags::Perform_fewer_scream_checks);

				set_flag(profile, "$advanced turret fov edge checks:", AI::Profile_Flags::Advanced_turret_fov_edge_checks);

				set_flag(profile, "$require turrets to have target in fov:", AI::Profile_Flags::Require_turret_to_have_target_in_fov);

				set_flag(profile, "$all ships manage shields:", AI::Profile_Flags::All_ships_manage_shields);

				set_flag(profile, "$ai aims from ship center:", AI::Profile_Flags::Ai_aims_from_ship_center);

				set_flag(profile, "$allow primary link at mission start:", AI::Profile_Flags::Allow_primary_link_at_start);

				set_flag(profile, "$allow beams to damage bombs:", AI::Profile_Flags::Beams_damage_weapons);

				set_flag(profile, "$disable weapon damage scaling for player:", AI::Profile_Flags::Player_weapon_scale_fix);

				set_flag(profile, "$countermeasures affect aspect seekers:", AI::Profile_Flags::Aspect_lock_countermeasure);

				set_flag(profile, "$ai guards specific ship in wing:", AI::Profile_Flags::Ai_guards_specific_ship_in_wing);

				profile->ai_path_mode = AI_PATH_MODE_NORMAL;
				if (optional_string("$ai path mode:"))
				{
					stuff_string(buf, F_NAME, NAME_LENGTH);
					int j = ai_path_type_match(buf);
					if (j >= 0) {
						profile->ai_path_mode = j;
					}
					else {
						Warning(LOCATION, "Invalid ai path mode '%s' specified", buf);
					}
				}

				set_flag(profile, "$no warp camera:", AI::Profile_Flags::No_warp_camera);

				set_flag(profile, "$fix ai path order bug:", AI::Profile_Flags::Fix_ai_path_order_bug);

				set_flag(profile, "$strict turret-tagged-only targeting:", AI::Profile_Flags::Strict_turred_tagged_only_targeting);

				set_flag(profile, "$aspect bomb invulnerability fix:", AI::Profile_Flags::Aspect_invulnerability_fix);

				set_flag(profile, "$glide decay requires thrust:", AI::Profile_Flags::Glide_decay_requires_thrust);

				set_flag(profile, "$ai can slow down when attacking big ships:", AI::Profile_Flags::Ai_can_slow_down_attacking_big_ships);

				set_flag(profile, "$use actual primary range:", AI::Profile_Flags::Use_actual_primary_range);

				profile->bay_arrive_speed_mult = 1.0f;
				profile->bay_depart_speed_mult = 1.0f;
				if (optional_string("$bay arrive speed multiplier:")) {
					stuff_float(&profile->bay_arrive_speed_mult);
				}
				if (optional_string("$bay depart speed multiplier:")) {
					stuff_float(&profile->bay_depart_speed_mult);
				}

				// ----------

				// compatibility
				if (optional_string("$perform less checks for death screams:"))
				{
					mprintf(("Warning: \"$perform less checks for death screams\" flag is deprecated in favor of \"$perform fewer checks for death screams\"\n"));
					bool temp;
					stuff_boolean(&temp);
                    profile->flags.set(AI::Profile_Flags::Perform_fewer_scream_checks, temp);
				}
				if (optional_string("$allow primary link delay:"))
				{
					mprintf(("Warning: \"$allow primary link delay\" flag is deprecated in favor of \"$allow primary link at mission start\"\n"));
					bool temp;
					stuff_boolean(&temp);
                    profile->flags.set(AI::Profile_Flags::Allow_primary_link_at_start, !temp);
				}


				// if we've been through once already and are at the same place, force a move
				if (saved_Mp && (saved_Mp == Mp))
				{
					char tmp[60];
					memset(tmp, 0, 60);
					strncpy(tmp, Mp, 59);
					mprintf(("WARNING: Unrecognized parameter in ai_profiles: %s\n", tmp));

					Mp++;
				}

				// find next valid option
				if (!skip_to_start_of_string_either("$", "#"))
					break;
				saved_Mp = Mp;
			}
		}

		required_string("#End");
	}
	catch (const parse::ParseException& e)
	{
		mprintf(("TABLES: Unable to parse '%s'!  Error message = %s.\n", (filename) ? filename : "<default ai_profiles.tbl>", e.what()));
		return;
	}

	// add tbl/tbm to multiplayer validation list
	extern void fs2netd_add_table_validation(const char *tblname);
	fs2netd_add_table_validation(filename);
}
예제 #2
0
void parse_ai_profiles_tbl(const char *filename)
{
	int i;
	char profile_name[NAME_LENGTH];
	ai_profile_t dummy_profile;
	char *saved_Mp = NULL;
	char buf[NAME_LENGTH];

	try
	{
		if (filename == NULL)
			read_file_text_from_default(defaults_get_file("ai_profiles.tbl"));
		else
			read_file_text(filename, CF_TYPE_TABLES);

		reset_parse();


		// start parsing
		required_string("#AI Profiles");

		// new default?
		if (optional_string("$Default Profile:"))
			stuff_string(Default_profile_name, F_NAME, NAME_LENGTH);

		// begin reading data
		while (required_string_either("#End", "$Profile Name:"))
		{
			ai_profile_t *profile = &dummy_profile;
			ai_profile_t *previous_profile = NULL;
			bool no_create = false;

			// get the name
			required_string("$Profile Name:");
			stuff_string(profile_name, F_NAME, NAME_LENGTH);

			// see if it exists
			for (i = 0; i < Num_ai_profiles; i++)
			{
				if (!stricmp(Ai_profiles[i].profile_name, profile_name))
				{
					previous_profile = &Ai_profiles[i];
					break;
				}
			}

			// modular table stuff
			if (optional_string("+nocreate"))
			{
				no_create = true;

				// use the previous one if possible,
				// otherwise continue to use the dummy one
				if (previous_profile != NULL)
					profile = previous_profile;
			}
			else
			{
				// don't create multiple profiles with the same name
				if (previous_profile != NULL)
				{
					Warning(LOCATION, "An ai profile named '%s' already exists!  The new one will not be created.\n", profile_name);
				}
				else
				{
					// make sure we're under the limit
					if (Num_ai_profiles >= MAX_AI_PROFILES)
					{
						Warning(LOCATION, "Too many profiles in ai_profiles.tbl!  Max is %d.\n", MAX_AI_PROFILES - 1);	// -1 because one is built-in
						skip_to_string("#End", NULL);
						break;
					}

					profile = &Ai_profiles[Num_ai_profiles];
					Num_ai_profiles++;
				}
			}

			// initialize profile if we're not building from a previously parsed one
			if (!no_create)
			{
				// base profile, so zero it out
				if (profile == &Ai_profiles[0])
				{
					memset(profile, 0, sizeof(ai_profile_t));
				}
				// brand new profile, so set it to the base defaults
				else
				{
					memcpy(profile, &Ai_profiles[0], sizeof(ai_profile_t));
				}
			}

			// set the name
			strcpy_s(profile->profile_name, profile_name);


			// fill in any and all settings; they're all optional and can be in any order
			while (!check_for_string("$Profile Name:") && !check_for_string("#End"))
			{
				if (optional_string("$Player Afterburner Recharge Scale:"))
					parse_float_list(profile->afterburner_recharge_scale, NUM_SKILL_LEVELS);

				if (optional_string("$Max Beam Friendly Fire Damage:"))
					parse_float_list(profile->beam_friendly_damage_cap, NUM_SKILL_LEVELS);

				if (optional_string("$Player Countermeasure Life Scale:"))
					parse_float_list(profile->cmeasure_life_scale, NUM_SKILL_LEVELS);

				if (optional_string("$AI Countermeasure Firing Chance:"))
					parse_float_list(profile->cmeasure_fire_chance, NUM_SKILL_LEVELS);

				if (optional_string("$AI In Range Time:"))
					parse_float_list(profile->in_range_time, NUM_SKILL_LEVELS);

				if (optional_string("$AI Always Links Ammo Weapons:"))
					parse_float_list(profile->link_ammo_levels_always, NUM_SKILL_LEVELS);

				if (optional_string("$AI Maybe Links Ammo Weapons:"))
					parse_float_list(profile->link_ammo_levels_maybe, NUM_SKILL_LEVELS);

				if (optional_string("$Primary Ammo Burst Multiplier:"))
					parse_float_list(profile->primary_ammo_burst_mult, NUM_SKILL_LEVELS);

				if (optional_string("$AI Always Links Energy Weapons:"))
					parse_float_list(profile->link_energy_levels_always, NUM_SKILL_LEVELS);

				if (optional_string("$AI Maybe Links Energy Weapons:"))
					parse_float_list(profile->link_energy_levels_maybe, NUM_SKILL_LEVELS);

				if (optional_string("$Max Missles Locked on Player:") || optional_string("$Max Missiles Locked on Player:"))
					parse_int_list(profile->max_allowed_player_homers, NUM_SKILL_LEVELS);

				if (optional_string("$Max Player Attackers:"))
					parse_int_list(profile->max_attackers, NUM_SKILL_LEVELS);

				if (optional_string("$Max Incoming Asteroids:"))
					parse_int_list(profile->max_incoming_asteroids, NUM_SKILL_LEVELS);

				if (optional_string("$Player Damage Factor:") || optional_string("$AI Damage Reduction to Player Hull:"))
					parse_float_list(profile->player_damage_scale, NUM_SKILL_LEVELS);

				if (optional_string("$Player Subsys Damage Factor:") || optional_string("$AI Damage Reduction to Player Subsys:"))
					parse_float_list(profile->subsys_damage_scale, NUM_SKILL_LEVELS);

				// represented in fractions of F1_0
				if (optional_string("$Predict Position Delay:"))
				{
					int iLoop;
					float temp_list[NUM_SKILL_LEVELS];

					parse_float_list(temp_list, NUM_SKILL_LEVELS);

					for (iLoop = 0; iLoop < NUM_SKILL_LEVELS; iLoop++)
						profile->predict_position_delay[iLoop] = fl2f(temp_list[iLoop]);
				}

				if (optional_string("$AI Shield Manage Delay:") || optional_string("$AI Shield Manage Delays:"))
					parse_float_list(profile->shield_manage_delay, NUM_SKILL_LEVELS);

				if (optional_string("$Friendly AI Fire Delay Scale:"))
					parse_float_list(profile->ship_fire_delay_scale_friendly, NUM_SKILL_LEVELS);

				if (optional_string("$Hostile AI Fire Delay Scale:"))
					parse_float_list(profile->ship_fire_delay_scale_hostile, NUM_SKILL_LEVELS);

				if (optional_string("$Friendly AI Secondary Fire Delay Scale:"))
					parse_float_list(profile->ship_fire_secondary_delay_scale_friendly, NUM_SKILL_LEVELS);

				if (optional_string("$Hostile AI Secondary Fire Delay Scale:"))
					parse_float_list(profile->ship_fire_secondary_delay_scale_hostile, NUM_SKILL_LEVELS);

				if (optional_string("$AI Turn Time Scale:"))
					parse_float_list(profile->turn_time_scale, NUM_SKILL_LEVELS);

				if (optional_string("$Glide Attack Percent:")) {
					parse_float_list(profile->glide_attack_percent, NUM_SKILL_LEVELS);
					//Percent is nice for modders, but here in the code we want it betwwen 0 and 1.0
					//While we're at it, verify the range
					for (i = 0; i < NUM_SKILL_LEVELS; i++) {
						if (profile->glide_attack_percent[i] < 0.0f || profile->glide_attack_percent[i] > 100.0f) {
							Warning(LOCATION, "$Glide Attack Percent should be between 0 and 100.0 (read %f). Setting to 0.", profile->glide_attack_percent[i]);
							profile->glide_attack_percent[i] = 0.0f;
						}
						profile->glide_attack_percent[i] /= 100.0;
					}
				}

				if (optional_string("$Circle Strafe Percent:")) {
					parse_float_list(profile->circle_strafe_percent, NUM_SKILL_LEVELS);
					//Percent is nice for modders, but here in the code we want it betwwen 0 and 1.0
					//While we're at it, verify the range
					for (i = 0; i < NUM_SKILL_LEVELS; i++) {
						if (profile->circle_strafe_percent[i] < 0.0f || profile->circle_strafe_percent[i] > 100.0f) {
							Warning(LOCATION, "$Circle Strafe Percent should be between 0 and 100.0 (read %f). Setting to 0.", profile->circle_strafe_percent[i]);
							profile->circle_strafe_percent[i] = 0.0f;
						}
						profile->circle_strafe_percent[i] /= 100.0;
					}
				}

				if (optional_string("$Glide Strafe Percent:")) {
					parse_float_list(profile->glide_strafe_percent, NUM_SKILL_LEVELS);
					//Percent is nice for modders, but here in the code we want it betwwen 0 and 1.0
					//While we're at it, verify the range
					for (i = 0; i < NUM_SKILL_LEVELS; i++) {
						if (profile->glide_strafe_percent[i] < 0.0f || profile->glide_strafe_percent[i] > 100.0f) {
							Warning(LOCATION, "$Glide Strafe Percent should be between 0 and 100.0 (read %f). Setting to 0.", profile->glide_strafe_percent[i]);
							profile->glide_strafe_percent[i] = 0.0f;
						}
						profile->glide_strafe_percent[i] /= 100.0;
					}
				}

				if (optional_string("$Random Sidethrust Percent:")) {
					parse_float_list(profile->random_sidethrust_percent, NUM_SKILL_LEVELS);
					//Percent is nice for modders, but here in the code we want it betwwen 0 and 1.0
					//While we're at it, verify the range
					for (i = 0; i < NUM_SKILL_LEVELS; i++) {
						if (profile->random_sidethrust_percent[i] < 0.0f || profile->random_sidethrust_percent[i] > 100.0f) {
							Warning(LOCATION, "$Random Sidethrust Percent should be between 0 and 100.0 (read %f). Setting to 0.", profile->random_sidethrust_percent[i]);
							profile->random_sidethrust_percent[i] = 0.0f;
						}
						profile->random_sidethrust_percent[i] /= 100.0;
					}
				}

				if (optional_string("$Stalemate Time Threshold:"))
					parse_float_list(profile->stalemate_time_thresh, NUM_SKILL_LEVELS);

				if (optional_string("$Stalemate Distance Threshold:"))
					parse_float_list(profile->stalemate_dist_thresh, NUM_SKILL_LEVELS);

				if (optional_string("$Player Shield Recharge Scale:"))
					parse_float_list(profile->shield_energy_scale, NUM_SKILL_LEVELS);

				if (optional_string("$Player Weapon Recharge Scale:"))
					parse_float_list(profile->weapon_energy_scale, NUM_SKILL_LEVELS);

				if (optional_string("$Max Turret Target Ownage:"))
					parse_int_list(profile->max_turret_ownage_target, NUM_SKILL_LEVELS);

				if (optional_string("$Max Turret Player Ownage:"))
					parse_int_list(profile->max_turret_ownage_player, NUM_SKILL_LEVELS);

				if (optional_string("$Percentage Required For Kill Scale:"))
					parse_float_list(profile->kill_percentage_scale, NUM_SKILL_LEVELS);

				if (optional_string("$Percentage Required For Assist Scale:"))
					parse_float_list(profile->assist_percentage_scale, NUM_SKILL_LEVELS);

				if (optional_string("$Percentage Awarded For Capship Assist:"))
					parse_float_list(profile->assist_award_percentage_scale, NUM_SKILL_LEVELS);

				if (optional_string("$Repair Penalty:"))
					parse_int_list(profile->repair_penalty, NUM_SKILL_LEVELS);

				if (optional_string("$Delay Before Allowing Bombs to Be Shot Down:"))
					parse_float_list(profile->delay_bomb_arm_timer, NUM_SKILL_LEVELS);

				if (optional_string("$Chance AI Has to Fire Missiles at Player:"))
					parse_int_list(profile->chance_to_use_missiles_on_plr, NUM_SKILL_LEVELS);

				if (optional_string("$Max Aim Update Delay:"))
					parse_float_list(profile->max_aim_update_delay, NUM_SKILL_LEVELS);

				if (optional_string("$Turret Max Aim Update Delay:"))
					parse_float_list(profile->turret_max_aim_update_delay, NUM_SKILL_LEVELS);

				if (optional_string("$Player Autoaim FOV:"))
				{
					float fov_list[NUM_SKILL_LEVELS];
					parse_float_list(fov_list, NUM_SKILL_LEVELS);
					for (i = 0; i < NUM_SKILL_LEVELS; i++)
					{
						//Enforce range
						if (fov_list[i] < 0.0f || fov_list[i] >= 360.0f)
						{
							Warning(LOCATION, "$Player Autoaim FOV should be >= 0 and < 360.0 (read %f). Setting to 0.", fov_list[i]);
							fov_list[i] = 0.0f;
						}

						//Convert units
						profile->player_autoaim_fov[i] = fov_list[i] * PI / 180.0f;
					}
				}

				if (optional_string("$Detail Distance Multiplier:"))
					parse_float_list(profile->detail_distance_mult, NUM_SKILL_LEVELS);

				set_flag(profile, "$big ships can attack beam turrets on untargeted ships:", AIPF_BIG_SHIPS_CAN_ATTACK_BEAM_TURRETS_ON_UNTARGETED_SHIPS, AIP_FLAG);

				set_flag(profile, "$smart primary weapon selection:", AIPF_SMART_PRIMARY_WEAPON_SELECTION, AIP_FLAG);

				set_flag(profile, "$smart secondary weapon selection:", AIPF_SMART_SECONDARY_WEAPON_SELECTION, AIP_FLAG);

				set_flag(profile, "$smart shield management:", AIPF_SMART_SHIELD_MANAGEMENT, AIP_FLAG);

				set_flag(profile, "$smart afterburner management:", AIPF_SMART_AFTERBURNER_MANAGEMENT, AIP_FLAG);

				set_flag(profile, "$allow rapid secondary dumbfire:", AIPF_ALLOW_RAPID_SECONDARY_DUMBFIRE, AIP_FLAG);

				set_flag(profile, "$huge turret weapons ignore bombs:", AIPF_HUGE_TURRET_WEAPONS_IGNORE_BOMBS, AIP_FLAG);

				set_flag(profile, "$don't insert random turret fire delay:", AIPF_DONT_INSERT_RANDOM_TURRET_FIRE_DELAY, AIP_FLAG);

				set_flag(profile, "$hack improve non-homing swarm turret fire accuracy:", AIPF_HACK_IMPROVE_NON_HOMING_SWARM_TURRET_FIRE_ACCURACY, AIP_FLAG);

				set_flag(profile, "$shockwaves damage small ship subsystems:", AIPF_SHOCKWAVES_DAMAGE_SMALL_SHIP_SUBSYSTEMS, AIP_FLAG);

				set_flag(profile, "$navigation subsystem governs warpout capability:", AIPF_NAVIGATION_SUBSYS_GOVERNS_WARP, AIP_FLAG);

				set_flag(profile, "$ignore lower bound for minimum speed of docked ship:", AIPF_NO_MIN_DOCK_SPEED_CAP, AIP_FLAG);

				set_flag(profile, "$disable linked fire penalty:", AIPF_DISABLE_LINKED_FIRE_PENALTY, AIP_FLAG);

				set_flag(profile, "$disable weapon damage scaling:", AIPF_DISABLE_WEAPON_DAMAGE_SCALING, AIP_FLAG);

				set_flag(profile, "$use additive weapon velocity:", AIPF_USE_ADDITIVE_WEAPON_VELOCITY, AIP_FLAG);

				set_flag(profile, "$use newtonian dampening:", AIPF_USE_NEWTONIAN_DAMPENING, AIP_FLAG);

				set_flag(profile, "$include beams for kills and assists:", AIPF_INCLUDE_BEAMS_IN_STAT_CALCS, AIP_FLAG);

				set_flag(profile, "$score kills based on damage caused:", AIPF_KILL_SCORING_SCALES_WITH_DAMAGE, AIP_FLAG);

				set_flag(profile, "$score assists based on damage caused:", AIPF_ASSIST_SCORING_SCALES_WITH_DAMAGE, AIP_FLAG);

				set_flag(profile, "$allow event and goal scoring in multiplayer:", AIPF_ALLOW_MULTI_EVENT_SCORING, AIP_FLAG);

				set_flag(profile, "$fix linked primary weapon decision bug:", AIPF_FIX_LINKED_PRIMARY_BUG, AIP_FLAG);

				set_flag(profile, "$prevent turrets targeting too distant bombs:", AIPF_PREVENT_TARGETING_BOMBS_BEYOND_RANGE, AIP_FLAG);

				set_flag(profile, "$smart subsystem targeting for turrets:", AIPF_SMART_SUBSYSTEM_TARGETING_FOR_TURRETS, AIP_FLAG);

				set_flag(profile, "$fix heat seekers homing on stealth ships bug:", AIPF_FIX_HEAT_SEEKER_STEALTH_BUG, AIP_FLAG);

				set_flag(profile, "$multi allow empty primaries:", AIPF_MULTI_ALLOW_EMPTY_PRIMARIES, AIP_FLAG);

				set_flag(profile, "$multi allow empty secondaries:", AIPF_MULTI_ALLOW_EMPTY_SECONDARIES, AIP_FLAG);

				set_flag(profile, "$allow turrets target weapons freely:", AIPF_ALLOW_TURRETS_TARGET_WEAPONS_FREELY, AIP_FLAG);

				set_flag(profile, "$use only single fov for turrets:", AIPF_USE_ONLY_SINGLE_FOV_FOR_TURRETS, AIP_FLAG);

				set_flag(profile, "$allow vertical dodge:", AIPF_ALLOW_VERTICAL_DODGE, AIP_FLAG);

				set_flag(profile, "$force beam turrets to use normal fov:", AIPF_FORCE_BEAM_TURRET_FOV, AIP_FLAG);

				set_flag(profile, "$fix ai class bug:", AIPF_FIX_AI_CLASS_BUG, AIP_FLAG);

				set_flag(profile, "$turrets ignore targets radius in range checks:", AIPF2_TURRETS_IGNORE_TARGET_RADIUS, AIP_FLAG2);

				set_flag(profile, "$no extra collision avoidance vs player:", AIPF2_NO_SPECIAL_PLAYER_AVOID, AIP_FLAG2);

				set_flag(profile, "$perform fewer checks for death screams:", AIPF2_PERFORM_FEWER_SCREAM_CHECKS, AIP_FLAG2);

				set_flag(profile, "$advanced turret fov edge checks:", AIPF2_ADVANCED_TURRET_FOV_EDGE_CHECKS, AIP_FLAG2);

				set_flag(profile, "$require turrets to have target in fov:", AIPF2_REQUIRE_TURRET_TO_HAVE_TARGET_IN_FOV, AIP_FLAG2);

				set_flag(profile, "$all ships manage shields:", AIPF2_ALL_SHIPS_MANAGE_SHIELDS, AIP_FLAG2);

				set_flag(profile, "$ai aims from ship center:", AIPF2_AI_AIMS_FROM_SHIP_CENTER, AIP_FLAG2);

				set_flag(profile, "$allow primary link at mission start:", AIPF2_ALLOW_PRIMARY_LINK_AT_START, AIP_FLAG2);

				set_flag(profile, "$allow beams to damage bombs:", AIPF2_BEAMS_DAMAGE_WEAPONS, AIP_FLAG2);

				set_flag(profile, "$disable weapon damage scaling for player:", AIPF2_PLAYER_WEAPON_SCALE_FIX, AIP_FLAG2);

				set_flag(profile, "$countermeasures affect aspect seekers:", AIPF2_ASPECT_LOCK_COUNTERMEASURE, AIP_FLAG2);

				set_flag(profile, "$ai guards specific ship in wing:", AIPF2_AI_GUARDS_SPECIFIC_SHIP_IN_WING, AIP_FLAG2);

				profile->ai_path_mode = AI_PATH_MODE_NORMAL;
				if (optional_string("$ai path mode:"))
				{
					stuff_string(buf, F_NAME, NAME_LENGTH);
					int j = ai_path_type_match(buf);
					if (j >= 0) {
						profile->ai_path_mode = j;
					}
					else {
						Warning(LOCATION, "Invalid ai path mode '%s' specified", buf);
					}
				}

				set_flag(profile, "$no warp camera:", AIPF2_NO_WARP_CAMERA, AIP_FLAG2);

				set_flag(profile, "$fix ai path order bug:", AIPF2_FIX_AI_PATH_ORDER_BUG, AIP_FLAG2);

				set_flag(profile, "$strict turret-tagged-only targeting:", AIPF2_STRICT_TURRET_TAGGED_ONLY_TARGETING, AIP_FLAG2);

				set_flag(profile, "$aspect bomb invulnerability fix:", AIPF2_ASPECT_INVULNERABILITY_FIX, AIP_FLAG2);

				set_flag(profile, "$glide decay requires thrust:", AIPF2_GLIDE_DECAY_REQUIRES_THRUST, AIP_FLAG2);

				set_flag(profile, "$ai can slow down when attacking big ships:", AIPF2_AI_CAN_SLOW_DOWN_ATTACKING_BIG_SHIPS, AIP_FLAG2);

				profile->bay_arrive_speed_mult = 1.0f;
				profile->bay_depart_speed_mult = 1.0f;
				if (optional_string("$bay arrive speed multiplier:")) {
					stuff_float(&profile->bay_arrive_speed_mult);
				}
				if (optional_string("$bay depart speed multiplier:")) {
					stuff_float(&profile->bay_depart_speed_mult);
				}

				// ----------

				// compatibility
				if (optional_string("$perform less checks for death screams:"))
				{
					mprintf(("Warning: \"$perform less checks for death screams\" flag is deprecated in favor of \"$perform fewer checks for death screams\"\n"));
					bool temp;
					stuff_boolean(&temp);
					if (temp)
						profile->flags2 |= AIPF2_PERFORM_FEWER_SCREAM_CHECKS;
					else
						profile->flags2 &= ~AIPF2_PERFORM_FEWER_SCREAM_CHECKS;
				}
				if (optional_string("$allow primary link delay:"))
				{
					mprintf(("Warning: \"$allow primary link delay\" flag is deprecated in favor of \"$allow primary link at mission start\"\n"));
					bool temp;
					stuff_boolean(&temp);
					if (temp)
						profile->flags2 &= ~AIPF2_ALLOW_PRIMARY_LINK_AT_START;
					else
						profile->flags2 |= AIPF2_ALLOW_PRIMARY_LINK_AT_START;
				}


				// if we've been through once already and are at the same place, force a move
				if (saved_Mp && (saved_Mp == Mp))
				{
					char tmp[60];
					memset(tmp, 0, 60);
					strncpy(tmp, Mp, 59);
					mprintf(("WARNING: Unrecognized parameter in ai_profiles: %s\n", tmp));

					Mp++;
				}

				// find next valid option
				skip_to_start_of_string_either("$", "#");
				saved_Mp = Mp;
			}
		}

		required_string("#End");
	}
	catch (const parse::ParseException& e)
	{
		mprintf(("TABLES: Unable to parse '%s'!  Error message = %s.\n", (filename) ? filename : "<default ai_profiles.tbl>", e.what()));
		return;
	}

	// add tbl/tbm to multiplayer validation list
	extern void fs2netd_add_table_validation(const char *tblname);
	fs2netd_add_table_validation(filename);
}