2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Ship/Ship.cpp $
15 * Ship (and other object) handling functions
18 * Revision 1.10 2006/04/26 19:47:57 taylor
19 * FS1 keeps single-database and multi-database techroom entries separate so do it here too
21 * Revision 1.9 2004/09/20 01:31:44 theoddone33
24 * Revision 1.8 2004/07/04 11:39:06 taylor
25 * fix missing debrief text, crash on exit, path separator's, warning fixes, no GR_SOFT
27 * Revision 1.7 2003/06/11 18:30:33 taylor
30 * Revision 1.6 2003/05/25 02:30:44 taylor
33 * Revision 1.5 2002/06/17 06:33:11 relnev
34 * ryan's struct patch for gcc 2.95
36 * Revision 1.4 2002/06/09 04:41:26 relnev
37 * added copyright header
39 * Revision 1.3 2002/06/02 00:31:36 relnev
40 * implemented osregistry
42 * Revision 1.2 2002/05/03 13:34:34 theoddone33
45 * Revision 1.1.1.1 2002/05/03 03:28:10 root
49 * 144 10/13/99 3:43p Jefff
50 * fixed unnumbered XSTRs
52 * 143 9/14/99 3:26a Dave
53 * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer
54 * respawn-too-early problem. Made a few crash points safe.
56 * 142 9/11/99 4:02p Dave
57 * Don't page in model textures when doing ship_model_change() in fred.
59 * 141 9/10/99 9:44p Dave
60 * Bumped version # up. Make server reliable connects not have such a huge
63 * 140 9/06/99 3:30p Mikek
64 * Added system to restrict weapon choices for dogfight missions.
66 * 139 9/01/99 10:15a Dave
68 * 138 9/01/99 8:43a Andsager
69 * supress WARNING from no_fred ships flag
71 * 137 8/26/99 8:52p Dave
72 * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes.
74 * 136 8/26/99 6:08p Andsager
75 * Add debug code for lethality and number of turrets targeting player.
77 * 135 8/26/99 5:14p Andsager
79 * 134 8/26/99 9:45a Dave
80 * First pass at easter eggs and cheats.
82 * 133 8/24/99 4:25p Andsager
83 * Add ship-vanish sexp
85 * 132 8/23/99 11:59a Andsager
86 * Force choice of big fireball when Knossos destroyed. Allow logging of
87 * ship destroyed when no killer_name (ie, from debug).
89 * 131 8/23/99 11:09a Andsager
90 * Round 2 of Knossos explosion
92 * 130 8/20/99 5:09p Andsager
93 * Second pass on Knossos device explosion
95 * 129 8/18/99 10:59p Andsager
96 * Enable "b" key to target bombers.
98 * 128 8/18/99 12:09p Andsager
99 * Add debug if message has no anim for message. Make messages come from
102 * 127 8/16/99 10:04p Andsager
103 * Add special-warp-dist and special-warpout-name sexp for Knossos device
106 * 126 8/16/99 4:06p Dave
107 * Big honking checkin.
109 * 125 8/16/99 2:01p Andsager
110 * Knossos warp-in warp-out.
112 * 124 8/13/99 10:49a Andsager
113 * Knossos and HUGE ship warp out. HUGE ship warp in. Stealth search
114 * modes dont collide big ships.
116 * 123 8/05/99 6:19p Dave
117 * New demo checksums.
119 * 122 8/05/99 12:57a Andsager
120 * the insanity of it all!
122 * 121 8/03/99 11:13a Andsager
123 * Bump up number of ship_subsystems for demo
125 * 120 8/02/99 10:39p Dave
126 * Added colored shields. OoOoOoooOoo
128 * 119 7/29/99 10:47p Dave
129 * Standardized D3D fogging using vertex fog. Shook out Savage 4 bugs.
131 * 118 7/29/99 12:05a Dave
132 * Nebula speed optimizations.
134 * 117 7/28/99 1:36p Andsager
135 * Modify cargo1 to include flag CARGO_NO_DEPLETE. Add sexp
136 * cargo-no-deplete (only for BIG / HUGE). Modify ship struct to pack
139 * 116 7/26/99 5:50p Dave
140 * Revised ingame join. Better? We'll see....
142 * 115 7/26/99 8:06a Andsager
143 * Consistent personas
145 * 114 7/24/99 5:22p Jefff
146 * Removed debug rendering of interpolated ships in multiplayer.
148 * 113 7/19/99 8:57p Andsager
149 * Added Ship_exited red_alert_carry flag and hull strength for RED ALERT
150 * carry over of Exited_ships
152 * 112 7/19/99 7:20p Dave
153 * Beam tooling. Specialized player-killed-self messages. Fixed d3d nebula
156 * 111 7/19/99 12:02p Andsager
157 * Allow AWACS on any ship subsystem. Fix sexp_set_subsystem_strength to
158 * only blow up subsystem if its strength is > 0
160 * 110 7/18/99 9:56p Andsager
161 * Make max_ship_subsys 300 again!
163 * 109 7/18/99 5:20p Dave
164 * Jump node icon. Fixed debris fogging. Framerate warning stuff.
166 * 108 7/18/99 12:32p Dave
167 * Randomly oriented shockwaves.
169 * 107 7/15/99 6:36p Jamesa
170 * Moved default ship name into the ships.tbl
172 * 104 7/15/99 9:20a Andsager
173 * FS2_DEMO initial checkin
175 * 103 7/13/99 5:03p Alanl
176 * make sure object sounds get assigned to ships
178 * 102 7/09/99 5:54p Dave
179 * Seperated cruiser types into individual types. Added tons of new
180 * briefing icons. Campaign screen.
182 * 101 7/08/99 5:49p Andsager
183 * Fixed bug colliding with just warped in Cap ship
185 * 100 7/08/99 10:53a Dave
186 * New multiplayer interpolation scheme. Not 100% done yet, but still
187 * better than the old way.
189 * 99 7/06/99 4:24p Dave
190 * Mid-level checkin. Starting on some potentially cool multiplayer
193 * 98 7/06/99 10:45a Andsager
194 * Modify engine wash to work on any ship that is not small. Add AWACS
197 * 97 7/01/99 4:23p Dave
198 * Full support for multiple linked ambient engine sounds. Added "big
201 * 96 7/01/99 11:44a Dave
202 * Updated object sound system to allow multiple obj sounds per ship.
203 * Added hit-by-beam sound. Added killed by beam sound.
205 * 95 6/30/99 5:53p Dave
206 * Put in new anti-camper code.
208 * 94 6/20/99 12:06a Alanl
209 * new event music changes
211 * 93 6/16/99 4:06p Dave
212 * New pilot info popup. Added new draw-bitmap-as-poly function.
214 * 92 6/16/99 10:21a Dave
215 * Added send-message-list sexpression.
217 * 91 6/14/99 3:21p Andsager
218 * Allow collisions between ship and its debris. Fix up collision pairs
219 * when large ship is warping out.
221 * 90 6/10/99 3:43p Dave
222 * Do a better job of syncing text colors to HUD gauges.
224 * 89 6/07/99 4:21p Andsager
225 * Add HUD color for tagged object. Apply to target and radar.
227 * 88 6/04/99 5:08p Andsager
228 * Sort of hack to allow minicap and supercap tat the same time.
230 * 87 6/03/99 9:29p Andsager
231 * Remove special case for Asteroid ship LOD warning
233 * 86 6/03/99 11:43a Dave
234 * Added the ability to use a different model when rendering to the HUD
237 * 85 6/01/99 8:35p Dave
238 * Finished lockarm weapons. Added proper supercap weapons/damage. Added
239 * awacs-set-radius sexpression.
241 * 84 5/28/99 9:26a Andsager
242 * Added check_world_pt_in_expanded_ship_bbox() function
244 * 83 5/26/99 4:00p Dave
245 * Fixed small lighting bug,
247 * 82 5/26/99 11:46a Dave
248 * Added ship-blasting lighting and made the randomization of lighting
249 * much more customizable.
251 * 81 5/24/99 5:45p Dave
252 * Added detail levels to the nebula, with a decent speedup. Split nebula
253 * lightning into its own section.
255 * 80 5/21/99 5:03p Andsager
256 * Add code to display engine wash death. Modify ship_kill_packet
258 * 79 5/20/99 7:00p Dave
259 * Added alternate type names for ships. Changed swarm missile table
262 * 78 5/19/99 11:09a Andsager
263 * Turn on engine wash. Check every 1/4 sec.
265 * 77 5/18/99 1:30p Dave
266 * Added muzzle flash table stuff.
268 * 76 5/18/99 12:08p Andsager
269 * Added observer_process_post to handle observer too far away
271 * 75 5/18/99 11:15a Andsager
272 * Fix bug in mulitplayer max rangel
274 * 74 5/18/99 10:08a Andsager
275 * Modified single maximum range before blown up to also be multi
278 * 73 5/14/99 3:01p Andsager
279 * Fix bug in ship_do_cap_subsys_cargo_revealed
281 * 72 5/14/99 1:59p Andsager
282 * Multiplayer message for subsystem cargo revealed.
284 * 71 5/14/99 11:50a Andsager
285 * Added vaporize for SMALL ships hit by HUGE beams. Modified dying
286 * frame. Enlarged debris shards and range at which visible.
288 * 70 5/12/99 2:55p Andsager
289 * Implemented level 2 tag as priority in turret object selection
291 * 69 5/11/99 10:16p Andsager
292 * First pass on engine wash effect. Rotation (control input), damage,
295 * 68 5/10/99 4:54p Dave
296 * Fixed particularly hideous subsystem bug related to multiple ship types
297 * using the same model.
299 * 67 4/30/99 12:18p Dave
300 * Several minor bug fixes.
302 * 66 4/29/99 2:29p Dave
303 * Made flak work much better in multiplayer.
305 * 65 4/28/99 11:13p Dave
306 * Temporary checkin of artillery code.
308 * 64 4/28/99 3:11p Andsager
309 * Stagger turret weapon fire times. Make turrets smarter when target is
310 * protected or beam protected. Add weaopn range to weapon info struct.
312 * 63 4/27/99 12:16a Dave
313 * Fixed beam weapon muzzle glow problem. Fixed premature timeout on the
314 * pxo server list screen. Fixed secondary firing for hosts on a
315 * standalone. Fixed wacky multiplayer weapon "shuddering" problem.
317 * 62 4/23/99 12:30p Andsager
318 * Add debug code for showing attack point against big ships.
320 * 61 4/23/99 12:01p Johnson
321 * Added SIF_HUGE_SHIP
323 * 60 4/20/99 6:39p Dave
324 * Almost done with artillery targeting. Added support for downloading
325 * images on the PXO screen.
327 * 59 4/19/99 11:01p Dave
328 * More sophisticated targeting laser support. Temporary checkin.
330 * 58 4/19/99 12:21p Johnson
331 * Allow ships with invisible polygons which do not collide
333 * 57 4/16/99 5:54p Dave
334 * Support for on/off style "stream" weapons. Real early support for
335 * target-painting lasers.
337 * 56 4/12/99 10:07p Dave
338 * Made network startup more forgiving. Added checkmarks to dogfight
339 * screen for players who hit commit.
341 * 55 4/02/99 9:55a Dave
342 * Added a few more options in the weapons.tbl for beam weapons. Attempt
343 * at putting "pain" packets into multiplayer.
345 * 54 3/31/99 8:24p Dave
346 * Beefed up all kinds of stuff, incluging beam weapons, nebula effects
347 * and background nebulae. Added per-ship non-dimming pixel colors.
349 * 53 3/30/99 5:40p Dave
350 * Fixed reinforcements for TvT in multiplayer.
352 * 52 3/29/99 6:17p Dave
353 * More work on demo system. Got just about everything in except for
354 * blowing ships up, secondary weapons and player death/warpout.
356 * 51 3/28/99 5:58p Dave
357 * Added early demo code. Make objects move. Nice and framerate
358 * independant, but not much else. Don't use yet unless you're me :)
360 * 50 3/26/99 5:23p Andsager
361 * Fix bug with special explostions sometimes not generating shockwaves.
363 * 49 3/26/99 4:49p Dave
364 * Made cruisers able to dock with stuff. Made docking points and paths
367 * 48 3/25/99 4:47p Johnson
368 * HACK allow Mycernus to dock with Enif
370 * 47 3/25/99 2:38p Johnson
371 * Give brad special mission docking stuff
373 * 46 3/25/99 1:30p Johnson
374 * Allow Arcadia/Mentu docking
376 * 45 3/24/99 4:05p Dave
377 * Put in support for assigning the player to a specific squadron with a
378 * specific logo. Preliminary work for doing pos/orient checksumming in
379 * multiplayer to reduce bandwidth.
381 * 44 3/23/99 2:29p Andsager
382 * Fix shockwaves for kamikazi and Fred defined. Collect together
383 * shockwave_create_info struct.
385 * 43 3/20/99 3:46p Dave
386 * Added support for model-based background nebulae. Added 3 new
389 * 42 3/19/99 9:51a Dave
390 * Checkin to repair massive source safe crash. Also added support for
391 * pof-style nebulae, and some new weapons code.
393 * 43 3/12/99 4:30p Anoop
394 * Check for OBJ_NONE as well as OBJ_GHOST when firing secondary weapons
396 * 42 3/11/99 2:22p Dave
397 * Fixed a countermeasure firing assert for multiplayer.
399 * 41 3/10/99 6:51p Dave
400 * Changed the way we buffer packets for all clients. Optimized turret
401 * fired packets. Did some weapon firing optimizations.
403 * 40 3/10/99 2:29p Dan
404 * disable lod warning for asteroid ships
406 * 39 3/09/99 6:24p Dave
407 * More work on object update revamping. Identified several sources of
408 * unnecessary bandwidth.
410 * 38 3/08/99 7:03p Dave
411 * First run of new object update system. Looks very promising.
413 * 37 3/05/99 1:33p Dave
414 * Upped subsystem max to 700
416 * 36 3/04/99 6:09p Dave
417 * Added in sexpressions for firing beams and checking for if a ship is
420 * 35 3/02/99 9:25p Dave
421 * Added a bunch of model rendering debug code. Started work on fixing
422 * beam weapon wacky firing.
424 * 34 3/01/99 7:39p Dave
425 * Added prioritizing ship respawns. Also fixed respawns in TvT so teams
426 * don't mix respawn points.
428 * 33 2/26/99 6:01p Andsager
429 * Add sexp has-been-tagged-delay and cap-subsys-cargo-known-delay
431 * 32 2/26/99 4:14p Dave
432 * Put in the ability to have multiple shockwaves for ships.
434 * 31 2/21/99 1:48p Dave
435 * Some code for monitoring datarate for multiplayer in detail.
437 * 30 2/19/99 3:52p Neilk
438 * Put in some proper handling code for undocking dying objects (handle
439 * wacky object types like OBJ_GHOST).
441 * 29 2/11/99 5:22p Andsager
442 * Fixed bugs, generalized block Sexp_variables
444 * 28 2/11/99 2:15p Andsager
445 * Add ship explosion modification to FRED
447 * 27 2/05/99 12:52p Dave
448 * Fixed Glide nondarkening textures.
450 * 26 2/03/99 12:42p Andsager
451 * Add escort priority. Modify ship_flags_dlg to include field. Save and
452 * Load. Add escort priority field to ship.
454 * 25 2/02/99 9:36a Andsager
455 * Bash hull strength to zero when ship is killed (by sexp)
457 * 24 1/29/99 2:25p Andsager
458 * Added turret_swarm_missiles
460 * 23 1/29/99 12:47a Dave
461 * Put in sounds for beam weapon. A bunch of interface screens (tech
464 * 22 1/27/99 9:56a Dave
465 * Temporary checkin of beam weapons for Dan to make cool sounds.
467 * 21 1/25/99 5:03a Dave
468 * First run of stealth, AWACS and TAG missile support. New mission type
471 * 20 1/24/99 11:37p Dave
472 * First full rev of beam weapons. Very customizable. Removed some bogus
473 * Int3()'s in low level net code.
475 * 19 1/14/99 6:06p Dave
476 * 100% full squad logo support for single player and multiplayer.
478 * 18 1/14/99 12:48a Dave
479 * Todo list bug fixes. Made a pass at putting briefing icons back into
480 * FRED. Sort of works :(
482 * 17 1/12/99 5:45p Dave
483 * Moved weapon pipeline in multiplayer to almost exclusively client side.
484 * Very good results. Bandwidth goes down, playability goes up for crappy
485 * connections. Fixed object update problem for ship subsystems.
487 * 16 1/08/99 2:08p Dave
488 * Fixed software rendering for pofview. Super early support for AWACS and
491 * 15 1/06/99 2:24p Dave
492 * Stubs and release build fixes.
494 * 14 12/23/98 2:53p Andsager
495 * Added ship activation and gas collection subsystems, removed bridge
497 * 13 12/09/98 7:34p Dave
498 * Cleanup up nebula effect. Tweaked many values.
500 * 12 12/08/98 9:36a Dave
501 * Almost done nebula effect for D3D. Looks 85% as good as Glide.
503 * 11 12/06/98 2:36p Dave
504 * Drastically improved nebula fogging.
506 * 10 11/19/98 4:19p Dave
507 * Put IPX sockets back in psnet. Consolidated all multiplayer config
510 * 9 11/14/98 5:33p Dave
511 * Lots of nebula work. Put in ship contrails.
513 * 8 11/11/98 5:37p Dave
514 * Checkin for multiplayer testing.
516 * 7 10/26/98 9:42a Dave
517 * Early flak gun support.
519 * 6 10/23/98 3:51p Dave
520 * Full support for tstrings.tbl and foreign languages. All that remains
521 * is to make it active in Fred.
523 * 5 10/23/98 3:03p Andsager
524 * Initial support for changing rotation rate.
526 * 4 10/20/98 1:39p Andsager
527 * Make so sparks follow animated ship submodels. Modify
528 * ship_weapon_do_hit_stuff() and ship_apply_local_damage() to add
529 * submodel_num. Add submodel_num to multiplayer hit packet.
531 * 3 10/13/98 9:29a Dave
532 * Started neatening up freespace.h. Many variables renamed and
533 * reorganized. Added AlphaColors.[h,cpp]
535 * 2 10/07/98 10:53a Dave
538 * 1 10/07/98 10:51a Dave
540 * 915 8/28/98 3:29p Dave
541 * EMP effect done. AI effects may need some tweaking as required.
543 * 914 8/25/98 1:48p Dave
544 * First rev of EMP effect. Player side stuff basically done. Next comes
547 * 913 8/17/98 5:07p Dave
548 * First rev of corkscrewing missiles.
550 * 912 7/15/98 11:29a Allender
551 * quick error dialog to prevent the > 50 ships per mission problem
553 * 911 7/06/98 6:11p Dave
554 * More object update stuff.
556 * 910 6/30/98 2:23p Dave
557 * Revised object update system. Removed updates for all weapons. Put
558 * button info back into control info packet.
560 * 909 6/12/98 2:49p Dave
561 * Patch 1.02 changes.
563 * 908 6/10/98 6:46p Lawrance
564 * increase SHIP_MULTITEXT_LENGTH to 1500
566 * 906 6/09/98 10:31a Hoffoss
567 * Created index numbers for all xstr() references. Any new xstr() stuff
568 * added from here on out should be added to the end if the list. The
569 * current list count can be found in FreeSpace.cpp (search for
572 * 905 6/01/98 11:43a John
573 * JAS & MK: Classified all strings for localization.
575 * 904 5/24/98 10:50p Mike
576 * Fix problem with ships with propagating explosions not being able to
579 * 903 5/23/98 4:14p John
580 * Added code to preload textures to video card for AGP. Added in code
581 * to page in some bitmaps that weren't getting paged in at level start.
583 * 902 5/23/98 12:05a Adam
584 * change ship_is_getting_locked() to take weapon range into account
586 * 901 5/22/98 5:32p Andsager
587 * Make big ship explosion sounds play all the way through. remove
588 * cur_snd from ship struct.
590 * 900 5/21/98 7:11p Sandeep
591 * Increased the buffer size a bit during parse ships.tbl to account for
592 * slightly lengthy descriptions
594 * 899 5/21/98 3:31p Allender
595 * fix bug where Ship_obj_list was getting overwritten by the exited ships
598 * 898 5/21/98 1:44p Lawrance
599 * add ship_obj list validation
601 * 897 5/21/98 11:33a Lawrance
602 * Check aspect_locked_time when determining if another ship is seeking
605 * 896 5/19/98 8:42p Andsager
606 * Add cur_snd (used for sound management of big ship explosions)
608 * 895 5/18/98 2:50p Peter
609 * AL: Check to make sure we don't overflow support_ships[] array in
610 * ship_find_repair_ship
612 * 894 5/15/98 11:11p Mike
613 * Make game a bit easier based on skill level, mainly at Easy and, to a
614 * lesser extent, Medium.
616 * 893 5/15/98 6:45p Hoffoss
617 * Made some things not appear in the release version of Fred.
619 * 892 5/15/98 5:37p Hoffoss
620 * Added new 'tech description' fields to ship and weapon tables, and
621 * added usage of it in tech room.
623 * 891 5/15/98 12:07p Allender
624 * make messaging come from proper ships when in team vs. team games.
626 * 890 5/14/98 9:38p Andsager
627 * Fixed bug in dying_undock_physics when both ships have ovelapping dying
630 * 889 5/13/98 6:54p Dave
631 * More sophistication to PXO interface. Changed respawn checking so
632 * there's no window for desynchronization between the server and the
635 * 888 5/12/98 10:54p Andsager
636 * Add new sound manager for big ship sub-explosion sounds
638 * 887 5/12/98 2:34p Adam
639 * re-instated the old nicer particle ANI's for ship explosions.
641 * 886 5/12/98 9:15a Andsager
642 * Clean up big ship sub-explosion sound. Make single instance of sounds.
643 * Choose random sounds. Add timestamp to post split sounds. Make
644 * explosion flash depend on wheth ship was visible if within ~1.5 radii.
646 * 885 5/11/98 4:33p Allender
647 * fixed ingame join problems -- started to work on new object updating
648 * code (currently ifdef'ed out)
650 * 884 5/11/98 4:05p Lawrance
651 * Increase sanity timestamp for next_fire_time to 60 seconds
653 * 883 5/10/98 11:30p Mike
654 * Better firing of bombs, less likely to go into strafe mode.
656 * 882 5/09/98 4:52p Lawrance
657 * Implement padlock view (up/rear/left/right)
659 * 881 5/08/98 5:31p Hoffoss
660 * Isolated the joystick force feedback code more from dependence on other
663 * 880 5/08/98 4:39p Mike
664 * Comment out two Asserts that trap a condition that is actually legal.
683 #include "floating.h"
686 #include "fireballs.h"
691 #include "missionlog.h"
692 #include "missionparse.h"
698 #include "freespace.h"
701 #include "linklist.h"
703 #include "hudtarget.h"
704 #include "hudshield.h"
706 #include "multiutil.h"
707 #include "multimsgs.h"
710 #include "eventmusic.h"
713 #include "gamesequence.h"
714 #include "objectsnd.h"
715 #include "cmeasure.h"
716 #include "animplay.h"
717 #include "controlsconfig.h"
718 #include "afterburner.h"
719 #include "shockwave.h"
720 #include "hudsquadmsg.h"
723 #include "subsysdamage.h"
724 #include "missionmessage.h"
725 #include "lighting.h"
726 #include "particle.h"
728 #include "asteroid.h"
729 #include "hudtargetbox.h"
730 #include "multi_respawn.h"
731 #include "hudartillery.h"
732 #include "hudwingmanstatus.h"
733 #include "jumpnode.h"
734 #include "redalert.h"
735 #include "corkscrew.h"
737 #include "localize.h"
739 #include "shipcontrails.h"
740 #include "alphacolors.h"
743 #include "staticrand.h"
744 #include "missionshipchoice.h"
746 #if defined(FS2_DEMO) || defined(FS1_DEMO)
747 #define MAX_SHIP_SUBOBJECTS 360
749 #define MAX_SHIP_SUBOBJECTS 700 // Reduced from 1000 to 400 by MK on 4/1/98.
750 // Highest I saw was 164 in sm2-03a which Sandeep says has a lot of ships.
751 // JAS: sm3-01 needs 460. You cannot know this number until *all* ships
752 // have warped in. So I put code in the paging code which knows all ships
753 // that will warp in.
756 //#define MIN_COLLISION_MOVE_DIST 5.0
757 //#define COLLISION_VEL_CONST 0.1
758 #define COLLISION_FRICTION_FACTOR 0.0 // ratio of maximum friction impulse to repulsion impulse
759 #define COLLISION_ROTATION_FACTOR 1.0 // increase in rotation from collision
761 int Ai_render_debug_flag=0;
763 int Ship_sphere_check = 0;
764 int Ship_auto_repair = 1; // flag to indicate auto-repair of subsystem should occur
765 extern void render_path_points(object *objp);
768 // mwa -- removed 11/24/97 int num_ships = 0;
770 int Num_reinforcements = 0;
771 ship Ships[MAX_SHIPS];
773 wing Wings[MAX_WINGS];
774 int Starting_wings[MAX_PLAYER_WINGS]; // wings player starts a mission with (-1 = none)
775 int ships_inited = 0;
777 engine_wash_info Engine_wash_info[MAX_ENGINE_WASH_TYPES];
778 char get_engine_wash_index(char *engine_wash_name);
780 // information for ships which have exited the game
781 exited_ship Ships_exited[MAX_EXITED_SHIPS];
782 int Num_exited_ships;
784 int Num_engine_wash_types;
786 int Num_ship_subobj_types;
787 int Num_ship_subobjects;
788 int Player_ship_class; // needs to be player specific, move to player structure
790 #define SHIP_OBJ_USED (1<<0) // flag used in ship_obj struct
791 #define MAX_SHIP_OBJS MAX_SHIPS // max number of ships tracked in ship list
792 ship_obj Ship_objs[MAX_SHIP_OBJS]; // array used to store ship object indexes
793 ship_obj Ship_obj_list; // head of linked list of ship_obj structs
795 ship_info Ship_info[MAX_SHIP_TYPES];
796 ship_subsys Ship_subsystems[MAX_SHIP_SUBOBJECTS];
797 ship_subsys ship_subsys_free_list;
798 reinforcements Reinforcements[MAX_REINFORCEMENTS];
800 int Num_player_ship_precedence; // Number of ship types in Player_ship_precedence
801 int Player_ship_precedence[MAX_PLAYER_SHIP_CHOICES]; // Array of ship types, precedence list for player ship/wing selection
803 static int Laser_energy_out_snd_timer; // timer so we play out of laser sound effect periodically
804 static int Missile_out_snd_timer; // timer so we play out of laser sound effect periodically
806 // structure used to hold ship counts of particular types. The order in which these appear is crucial
807 // since the goal code relies on this placement to find the array index in the Ship_counts array
808 const char *Ship_type_names[MAX_SHIP_TYPE_COUNTS] = {
833 int Ship_type_flags[MAX_SHIP_TYPE_COUNTS] = {
836 SIF_FIGHTER | SIF_BOMBER,
856 ship_counts Ship_counts[MAX_SHIP_TYPE_COUNTS];
858 // I don't want to do an AI cargo check every frame, so I made a global timer to limit check to
859 // every SHIP_CARGO_CHECK_INTERVAL ms. Didn't want to make a timer in each ship struct. Ensure
860 // inited to 1 at mission start.
861 static int Ship_cargo_check_timer;
863 // a global definition of the IFF colors
864 color IFF_colors[MAX_IFF_COLORS][2]; // AL 1-2-97: Create two IFF colors, regular and bright
866 void ship_iff_init_colors()
869 int iff_bright_delta=4;
872 for ( i=0; i<2; i++ ) {
875 alpha = (HUD_COLOR_ALPHA_MAX - iff_bright_delta) * 16;
877 alpha = HUD_COLOR_ALPHA_MAX * 16;
879 gr_init_alphacolor( &IFF_colors[IFF_COLOR_HOSTILE][i], 0xff, 0x00, 0x00, alpha, AC_TYPE_HUD);
880 gr_init_alphacolor( &IFF_colors[IFF_COLOR_FRIENDLY][i], 0x00, 0xff, 0x00, alpha, AC_TYPE_HUD);
881 gr_init_alphacolor( &IFF_colors[IFF_COLOR_NEUTRAL][i], 0xff, 0x00, 0x00, alpha, AC_TYPE_HUD);
882 gr_init_alphacolor( &IFF_colors[IFF_COLOR_UNKNOWN][i], 0xff, 0x00, 0xff, alpha, AC_TYPE_HUD);
883 gr_init_alphacolor( &IFF_colors[IFF_COLOR_SELECTION][i], 0xff, 0xff, 0xff, alpha, AC_TYPE_HUD);
884 gr_init_alphacolor( &IFF_colors[IFF_COLOR_MESSAGE][i], 0x7f, 0x7f, 0x7f, alpha, AC_TYPE_HUD);
885 gr_init_alphacolor( &IFF_colors[IFF_COLOR_TAGGED][i], 0xff, 0xff, 0x00, alpha, AC_TYPE_HUD);
889 // set the ship_obj struct fields to default values
890 void ship_obj_list_reset_slot(int index)
892 Ship_objs[index].flags = 0;
893 Ship_objs[index].next = NULL;
894 Ship_objs[index].prev = (ship_obj*)-1;
897 // if the given ship is in alpha/beta/gamma/zeta wings
898 int ship_in_abgz(ship *shipp)
900 if(!strcmp(shipp->ship_name, "Alpha 1")) return 1;
901 if(!strcmp(shipp->ship_name, "Alpha 2")) return 1;
902 if(!strcmp(shipp->ship_name, "Alpha 3")) return 1;
903 if(!strcmp(shipp->ship_name, "Alpha 4")) return 1;
905 if(!strcmp(shipp->ship_name, "Beta 1")) return 1;
906 if(!strcmp(shipp->ship_name, "Beta 2")) return 1;
907 if(!strcmp(shipp->ship_name, "Beta 3")) return 1;
908 if(!strcmp(shipp->ship_name, "Beta 4")) return 1;
910 if(!strcmp(shipp->ship_name, "Gamma 1")) return 1;
911 if(!strcmp(shipp->ship_name, "Gamma 2")) return 1;
912 if(!strcmp(shipp->ship_name, "Gamma 3")) return 1;
913 if(!strcmp(shipp->ship_name, "Gamma 4")) return 1;
915 if(!strcmp(shipp->ship_name, "Zeta 1")) return 1;
916 if(!strcmp(shipp->ship_name, "Zeta 2")) return 1;
917 if(!strcmp(shipp->ship_name, "Zeta 3")) return 1;
918 if(!strcmp(shipp->ship_name, "Zeta 4")) return 1;
924 // ---------------------------------------------------
925 // ship_obj_list_init()
927 void ship_obj_list_init()
931 list_init(&Ship_obj_list);
932 for ( i = 0; i < MAX_SHIP_OBJS; i++ ) {
933 ship_obj_list_reset_slot(i);
937 // ---------------------------------------------------
938 // ship_obj_list_add()
940 // Function to add a node to the Ship_obj_list. Only
941 // called from ship_create()
942 int ship_obj_list_add(int objnum)
946 for ( i = 0; i < MAX_SHIP_OBJS; i++ ) {
947 if ( !(Ship_objs[i].flags & SHIP_OBJ_USED) )
950 if ( i == MAX_SHIP_OBJS ) {
951 Error(LOCATION, "Fatal Error: Ran out of ship object nodes\n");
955 Ship_objs[i].flags = 0;
956 Ship_objs[i].objnum = objnum;
957 list_append(&Ship_obj_list, &Ship_objs[i]);
958 Ship_objs[i].flags |= SHIP_OBJ_USED;
963 // ---------------------------------------------------
964 // ship_obj_list_remove()
966 // Function to remove a node from the Ship_obj_list. Only
967 // called from ship_delete()
968 void ship_obj_list_remove(int index)
970 SDL_assert(index >= 0 && index < MAX_SHIP_OBJS);
971 list_remove(&Ship_obj_list, &Ship_objs[index]);
972 ship_obj_list_reset_slot(index);
975 // ---------------------------------------------------
976 // ship_obj_list_rebuild()
978 // Called from the save/restore code to re-create the Ship_obj_list
980 void ship_obj_list_rebuild()
984 ship_obj_list_init();
986 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
987 if ( objp->type == OBJ_SHIP ) {
988 Ships[objp->instance].ship_list_index = ship_obj_list_add(OBJ_INDEX(objp));
993 ship_obj *get_ship_obj_ptr_from_index(int index)
995 SDL_assert(index >= 0 && index < MAX_SHIP_OBJS);
996 return &Ship_objs[index];
1000 // return number of ships in the game.
1001 int ship_get_num_ships()
1007 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) )
1013 // parse an engine wash info record
1014 void parse_engine_wash()
1016 engine_wash_info *ewp;
1017 ewp = &Engine_wash_info[Num_engine_wash_types];
1019 // name of engine wash info
1020 required_string("$Name:");
1021 stuff_string(ewp->name, F_NAME, NULL);
1023 // half angle of cone of wash from thruster
1024 required_string("$Angle:");
1025 stuff_float(&ewp->angle);
1026 ewp->angle *= (PI / 180.0f);
1028 // radius multiplier for hemisphere around thruster pt
1029 required_string("$Radius Mult:");
1030 stuff_float(&ewp->radius_mult);
1033 required_string("$Length:");
1034 stuff_float(&ewp->length);
1036 // intensity inside hemisphere (or at 0 distance from frustated cone)
1037 required_string("$Intensity:");
1038 stuff_float(&ewp->intensity);
1042 #define SHIP_MULTITEXT_LENGTH 1500
1043 // function to parse the information for a specific ship type.
1046 char buf[SHIP_MULTITEXT_LENGTH + 1];
1049 float hull_percentage_of_hits = 100.0f;
1050 int n_subsystems = 0;
1051 model_subsystem subsystems[MAX_MODEL_SUBSYSTEMS]; // see model.h for max_model_subsystems
1052 for (int idx=0; idx<MAX_MODEL_SUBSYSTEMS; idx++) {
1053 subsystems[idx].stepped_rotation = NULL;
1054 subsystems[idx].ai_rotation = NULL;
1056 int i, num_allowed, rtn = 0;
1057 int allowed_weapons[MAX_WEAPON_TYPES];
1059 sip = &Ship_info[Num_ship_types];
1062 // These should be specified in ships.tbl eventually!
1065 required_string("$Name:");
1066 stuff_string(sip->name, F_NAME, NULL);
1068 // AL 28-3-98: If this is a demo build, we only want to parse weapons that are preceded with
1070 #ifdef DEMO // not needed FS2_DEMO (using separate table file)
1071 if ( sip->name[0] != '@' ) {
1072 // advance to next weapon, and return -1
1073 if ( skip_to_start_of_strings("$Name:", "#End") != 1 ) {
1081 if (SDL_strchr(sip->name, '#') && Fred_running)
1085 if ( sip->name[0] == '@' ) {
1086 char old_name[NAME_LENGTH];
1087 SDL_strlcpy(old_name, sip->name, sizeof(old_name));
1088 SDL_strlcpy(sip->name, old_name+1, sizeof(sip->name));
1091 diag_printf ("Ship name -- %s\n", sip->name);
1092 if ( ship_info_lookup( sip->name ) != -1 ){
1093 Error(LOCATION, "Error: Ship name %s already exists in ships.tbl. All ship class names must be unique.", sip->name);
1096 required_string("$Short name:");
1097 stuff_string(sip->short_name, F_NAME, NULL);
1098 diag_printf ("Ship short name -- %s\n", sip->short_name);
1100 find_and_stuff("$Species:", &sip->species, F_NAME, Species_names, MAX_SPECIES_NAMES, "species names");
1101 diag_printf ("Ship species -- %s\n", Species_names[sip->species]);
1103 sip->type_str = sip->maneuverability_str = sip->armor_str = sip->manufacturer_str = NULL;
1104 if (optional_string("+Type:")) {
1105 stuff_string(buf, F_MESSAGE, NULL);
1106 sip->type_str = strdup(buf);
1109 if (optional_string("+Maneuverability:")) {
1110 stuff_string(buf, F_MESSAGE, NULL);
1111 sip->maneuverability_str = strdup(buf);
1114 if (optional_string("+Armor:")) {
1115 stuff_string(buf, F_MESSAGE, NULL);
1116 sip->armor_str = strdup(buf);
1119 if (optional_string("+Manufacturer:")) {
1120 stuff_string(buf, F_MESSAGE, NULL);
1121 sip->manufacturer_str = strdup(buf);
1125 if (optional_string("+Description:")) {
1126 stuff_string(buf, F_MULTITEXT, NULL);
1127 sip->desc = strdup(buf);
1130 sip->tech_desc = NULL;
1131 if (optional_string("+Tech Description:")) {
1132 stuff_string(buf, F_MULTITEXT, NULL, SHIP_MULTITEXT_LENGTH);
1133 sip->tech_desc = strdup(buf);
1136 // Code added here by SS to parse the optional strings for length, gun_mounts, missile_banks
1138 sip->ship_length = NULL;
1139 if (optional_string("+Length:")) {
1140 stuff_string(buf, F_MESSAGE, NULL);
1141 sip->ship_length = strdup(buf);
1144 sip->gun_mounts = NULL;
1145 if (optional_string("+Gun Mounts:")) {
1146 stuff_string(buf, F_MESSAGE, NULL);
1147 sip->gun_mounts = strdup(buf);
1150 sip->missile_banks = NULL;
1151 if (optional_string("+Missile Banks:")) {
1152 stuff_string(buf, F_MESSAGE, NULL);
1153 sip->missile_banks = strdup(buf);
1159 sip->num_detail_levels = 0;
1161 required_string( "$POF file:" );
1162 stuff_string( sip->pof_file, F_NAME, NULL );
1164 // optional hud targeting model
1165 SDL_strlcpy(sip->pof_file_hud, "", sizeof(sip->pof_file_hud));
1166 if(optional_string( "$POF target file:")){
1167 stuff_string(sip->pof_file_hud, F_NAME, NULL);
1170 required_string("$Detail distance:");
1171 sip->num_detail_levels = stuff_int_list(sip->detail_distance, MAX_SHIP_DETAIL_LEVELS, RAW_INTEGER_TYPE);
1173 // check for optional pixel colors
1174 sip->num_nondark_colors = 0;
1175 while(optional_string("$ND:")){
1181 if(sip->num_nondark_colors < MAX_NONDARK_COLORS){
1182 sip->nondark_colors[sip->num_nondark_colors][0] = nr;
1183 sip->nondark_colors[sip->num_nondark_colors][1] = ng;
1184 sip->nondark_colors[sip->num_nondark_colors++][2] = nb;
1188 required_string("$Show damage:");
1190 stuff_boolean(&bogus_bool);
1192 required_string("$Density:");
1193 stuff_float( &(sip->density) );
1194 diag_printf ("Ship density -- %7.3f\n", sip->density);
1196 required_string("$Damp:");
1197 stuff_float( &(sip->damp) );
1198 diag_printf ("Ship damp -- %7.3f\n", sip->damp);
1200 required_string("$Rotdamp:");
1201 stuff_float( &(sip->rotdamp) );
1202 diag_printf ("Ship rotdamp -- %7.3f\n", sip->rotdamp);
1204 required_string("$Max Velocity:");
1205 stuff_vector(&sip->max_vel);
1207 // calculate the max speed from max_velocity
1208 sip->max_speed = vm_vec_mag(&sip->max_vel);
1210 required_string("$Rotation Time:");
1211 stuff_vector(&sip->rotation_time);
1213 sip->srotation_time = (sip->rotation_time.xyz.x + sip->rotation_time.xyz.y)/2.0f;
1215 sip->max_rotvel.xyz.x = (2 * PI) / sip->rotation_time.xyz.x;
1216 sip->max_rotvel.xyz.y = (2 * PI) / sip->rotation_time.xyz.y;
1217 sip->max_rotvel.xyz.z = (2 * PI) / sip->rotation_time.xyz.z;
1219 // get the backwards velocity;
1220 required_string("$Rear Velocity:");
1221 stuff_float(&sip->max_rear_vel);
1223 // get the accelerations
1224 required_string("$Forward accel:");
1225 stuff_float(&sip->forward_accel );
1227 required_string("$Forward decel:");
1228 stuff_float(&sip->forward_decel );
1230 required_string("$Slide accel:");
1231 stuff_float(&sip->slide_accel );
1233 required_string("$Slide decel:");
1234 stuff_float(&sip->slide_decel );
1236 // get ship explosion info
1237 required_string("$Expl inner rad:");
1238 stuff_float(&sip->inner_rad);
1240 required_string("$Expl outer rad:");
1241 stuff_float(&sip->outer_rad);
1243 required_string("$Expl damage:");
1244 stuff_float(&sip->damage);
1246 required_string("$Expl blast:");
1247 stuff_float(&sip->blast);
1249 required_string("$Expl Propagates:");
1250 stuff_boolean(&sip->explosion_propagates);
1252 required_string("$Shockwave Speed:");
1253 stuff_float( &sip->shockwave_speed );
1255 sip->shockwave_count = 1;
1256 if(optional_string("$Shockwave Count:")){
1257 stuff_int(&sip->shockwave_count);
1260 for ( i = 0; i < MAX_WEAPON_TYPES; i++ ){
1261 sip->allowed_weapons[i] = 0;
1264 // Set the weapons filter used in weapons loadout (for primary weapons)
1265 if (optional_string("$Allowed PBanks:")) {
1266 num_allowed = stuff_int_list(allowed_weapons, MAX_WEAPON_TYPES, WEAPON_LIST_TYPE);
1268 // actually say which weapons are allowed
1269 for ( i = 0; i < num_allowed; i++ ) {
1270 if ( allowed_weapons[i] >= 0 ) { // MK, Bug fix, 9/6/99. Used to be "allowed_weapons" not "allowed_weapons[i]".
1271 sip->allowed_weapons[allowed_weapons[i]] |= 1;
1276 // Set the weapons filter used in weapons loadout (for primary weapons)
1277 if (optional_string("$Allowed Dogfight PBanks:")) {
1278 num_allowed = stuff_int_list(allowed_weapons, MAX_WEAPON_TYPES, WEAPON_LIST_TYPE);
1280 // actually say which weapons are allowed
1281 for ( i = 0; i < num_allowed; i++ ) {
1282 if ( allowed_weapons[i] >= 0 ) {
1283 sip->allowed_weapons[allowed_weapons[i]] |= 2;
1288 // Get default primary bank weapons
1289 for ( i = 0; i < MAX_PRIMARY_BANKS; i++ ){
1290 sip->primary_bank_weapons[i] = -1;
1292 required_string("$Default PBanks:");
1293 sip->num_primary_banks = stuff_int_list(sip->primary_bank_weapons, MAX_PRIMARY_BANKS, WEAPON_LIST_TYPE);
1296 for ( i = 0; i < sip->num_primary_banks; i++ ) {
1297 SDL_assert(sip->primary_bank_weapons[i] >= 0);
1300 // Set the weapons filter used in weapons loadout (for secondary weapons)
1301 if (optional_string("$Allowed SBanks:")) {
1302 num_allowed = stuff_int_list(allowed_weapons, MAX_WEAPON_TYPES, WEAPON_LIST_TYPE);
1304 // actually say which weapons are allowed
1305 for ( i = 0; i < num_allowed; i++ ) {
1306 if ( allowed_weapons[i] >= 0 ) {
1307 sip->allowed_weapons[allowed_weapons[i]] |= 1;
1312 // Set the weapons filter used in weapons loadout (for secondary weapons)
1313 if (optional_string("$Allowed Dogfight SBanks:")) {
1314 num_allowed = stuff_int_list(allowed_weapons, MAX_WEAPON_TYPES, WEAPON_LIST_TYPE);
1316 // actually say which weapons are allowed
1317 for ( i = 0; i < num_allowed; i++ ) {
1318 if ( allowed_weapons[i] >= 0 ) {
1319 sip->allowed_weapons[allowed_weapons[i]] |= 2;
1324 // Get default secondary bank weapons
1325 for ( i = 0; i < MAX_SECONDARY_BANKS; i++ ){
1326 sip->secondary_bank_weapons[i] = -1;
1328 required_string("$Default SBanks:");
1329 sip->num_secondary_banks = stuff_int_list(sip->secondary_bank_weapons, MAX_SECONDARY_BANKS, WEAPON_LIST_TYPE);
1332 for ( i = 0; i < sip->num_secondary_banks; i++ ) {
1333 SDL_assert(sip->secondary_bank_weapons[i] >= 0);
1336 // Get the capacity of each secondary bank
1337 required_string("$Sbank Capacity:");
1339 capacity_count = stuff_int_list(sip->secondary_bank_ammo_capacity, MAX_SECONDARY_BANKS, RAW_INTEGER_TYPE);
1340 if ( capacity_count != sip->num_secondary_banks ) {
1341 Warning(LOCATION, "Secondary bank capacities have not been specified for ship class %s... fix this!!", sip->name);
1344 required_string("$Shields:");
1345 stuff_float(&sip->shields);
1347 // optional shield color
1348 sip->shield_color[0] = 255;
1349 sip->shield_color[1] = 255;
1350 sip->shield_color[2] = 255;
1351 if(optional_string("$Shield Color:")){
1352 stuff_byte(&sip->shield_color[0]);
1353 stuff_byte(&sip->shield_color[1]);
1354 stuff_byte(&sip->shield_color[2]);
1357 // The next three fields are used for the ETS
1358 required_string("$Power Output:");
1359 stuff_float(&sip->power_output);
1361 required_string("$Max Oclk Speed:");
1362 stuff_float(&sip->max_overclocked_speed);
1364 required_string("$Max Weapon Eng:");
1365 stuff_float(&sip->max_weapon_reserve);
1367 required_string("$Hitpoints:");
1368 stuff_float(&sip->initial_hull_strength);
1370 required_string("$Flags:");
1371 char ship_strings[MAX_SHIP_FLAGS][NAME_LENGTH];
1372 int num_strings = stuff_string_list(ship_strings, MAX_SHIP_FLAGS);
1373 sip->flags = SIF_DEFAULT_VALUE;
1374 for ( i=0; i<num_strings; i++ ) {
1375 if (!SDL_strcasecmp(NOX("no_collide"), ship_strings[i]))
1376 sip->flags &= ~SIF_DO_COLLISION_CHECK;
1377 else if (!SDL_strcasecmp(NOX("player_ship"), ship_strings[i]))
1378 sip->flags |= SIF_PLAYER_SHIP;
1379 else if (!SDL_strcasecmp(NOX("default_player_ship"), ship_strings[i]))
1380 sip->flags |= SIF_DEFAULT_PLAYER_SHIP;
1381 else if ( !SDL_strcasecmp(NOX("repair_rearm"), ship_strings[i]))
1382 sip->flags |= SIF_SUPPORT;
1383 else if ( !SDL_strcasecmp(NOX("cargo"), ship_strings[i]))
1384 sip->flags |= SIF_CARGO;
1385 else if ( !SDL_strcasecmp( NOX("fighter"), ship_strings[i]))
1386 sip->flags |= SIF_FIGHTER;
1387 else if ( !SDL_strcasecmp( NOX("bomber"), ship_strings[i]))
1388 sip->flags |= SIF_BOMBER;
1389 else if ( !SDL_strcasecmp( NOX("transport"), ship_strings[i]))
1390 sip->flags |= SIF_TRANSPORT;
1391 else if ( !SDL_strcasecmp( NOX("freighter"), ship_strings[i]))
1392 sip->flags |= SIF_FREIGHTER;
1393 else if ( !SDL_strcasecmp( NOX("capital"), ship_strings[i]))
1394 sip->flags |= SIF_CAPITAL;
1395 else if (!SDL_strcasecmp( NOX("supercap"), ship_strings[i]))
1396 sip->flags |= SIF_SUPERCAP;
1397 else if (!SDL_strcasecmp( NOX("drydock"), ship_strings[i]))
1398 sip->flags |= SIF_DRYDOCK;
1399 else if ( !SDL_strcasecmp( NOX("cruiser"), ship_strings[i]))
1400 sip->flags |= SIF_CRUISER;
1401 else if ( !SDL_strcasecmp( NOX("navbuoy"), ship_strings[i]))
1402 sip->flags |= SIF_NAVBUOY;
1403 else if ( !SDL_strcasecmp( NOX("sentrygun"), ship_strings[i]))
1404 sip->flags |= SIF_SENTRYGUN;
1405 else if ( !SDL_strcasecmp( NOX("escapepod"), ship_strings[i]))
1406 sip->flags |= SIF_ESCAPEPOD;
1407 else if ( !SDL_strcasecmp( NOX("no type"), ship_strings[i]))
1408 sip->flags |= SIF_NO_SHIP_TYPE;
1409 else if ( !SDL_strcasecmp( NOX("ship copy"), ship_strings[i]))
1410 sip->flags |= SIF_SHIP_COPY;
1411 else if ( !SDL_strcasecmp( NOX("in tech database"), ship_strings[i]))
1413 sip->flags |= SIF_IN_TECH_DATABASE;
1415 sip->flags |= SIF_IN_TECH_DATABASE | SIF_IN_TECH_DATABASE_M;
1417 else if ( !SDL_strcasecmp( NOX("in tech database multi"), ship_strings[i]))
1418 sip->flags |= SIF_IN_TECH_DATABASE_M;
1419 else if ( !SDL_strcasecmp( NOX("dont collide invisible"), ship_strings[i]))
1420 sip->flags |= SIF_DONT_COLLIDE_INVIS;
1421 else if ( !SDL_strcasecmp( NOX("big damage"), ship_strings[i]))
1422 sip->flags |= SIF_BIG_DAMAGE;
1423 else if ( !SDL_strcasecmp( NOX("corvette"), ship_strings[i]))
1424 sip->flags |= SIF_CORVETTE;
1425 else if ( !SDL_strcasecmp( NOX("gas miner"), ship_strings[i]))
1426 sip->flags |= SIF_GAS_MINER;
1427 else if ( !SDL_strcasecmp( NOX("awacs"), ship_strings[i]))
1428 sip->flags |= SIF_AWACS;
1429 else if ( !SDL_strcasecmp( NOX("knossos"), ship_strings[i]))
1430 sip->flags |= SIF_KNOSSOS_DEVICE;
1431 else if ( !SDL_strcasecmp( NOX("no_fred"), ship_strings[i]))
1432 sip->flags |= SIF_NO_FRED;
1434 Warning(LOCATION, "Bogus string in ship flags: %s\n", ship_strings[i]);
1437 find_and_stuff("$AI Class:", &sip->ai_class, F_NAME, (const char **)Ai_class_names, Num_ai_classes, "AI class names");
1439 // Get Afterburner information
1440 // Be aware that if $Afterburner is not 1, the other Afterburner fields are not read in
1441 required_string("$Afterburner:");
1442 int has_afterburner;
1443 stuff_boolean(&has_afterburner);
1444 if ( has_afterburner == 1 ) {
1445 sip->flags |= SIF_AFTERBURNER;
1447 required_string("+Aburn Max Vel:");
1448 stuff_vector(&sip->afterburner_max_vel);
1450 required_string("+Aburn For accel:");
1451 stuff_float(&sip->afterburner_forward_accel);
1453 required_string("+Aburn Fuel:");
1454 stuff_float(&sip->afterburner_fuel_capacity);
1456 required_string("+Aburn Burn Rate:");
1457 stuff_float(&sip->afterburner_burn_rate);
1460 required_string("+Aburn Rec Rate:");
1461 stuff_float(&sip->afterburner_recover_rate);
1463 sip->afterburner_max_vel.xyz.x = 0.0f;
1464 sip->afterburner_max_vel.xyz.y = 0.0f;
1465 sip->afterburner_max_vel.xyz.z = 0.0f;
1468 required_string("$Countermeasures:");
1469 stuff_int(&sip->cmeasure_max);
1471 required_string("$Scan time:");
1472 stuff_int(&sip->scan_time);
1474 required_string("$EngineSnd:");
1475 stuff_int(&sip->engine_snd);
1477 required_string("$Closeup_pos:");
1478 stuff_vector(&sip->closeup_pos);
1480 required_string("$Closeup_zoom:");
1481 stuff_float(&sip->closeup_zoom);
1483 sip->shield_icon_index = 255; // stored as ubyte
1484 if (optional_string("$Shield_icon:")) {
1485 char tmpbuf[NAME_LENGTH];
1486 stuff_string(tmpbuf, F_NAME, NULL);
1487 hud_shield_assign_info(sip, tmpbuf);
1490 // read in filename for icon that is used in ship selection
1491 sip->icon_filename[0] = 0;
1492 if ( optional_string("$Ship_icon:") ) {
1493 stuff_string(sip->icon_filename, F_NAME, NULL);
1496 // read in filename for animation that is used in ship selection
1497 sip->anim_filename[0] = 0;
1498 if ( optional_string("$Ship_anim:") ) {
1499 stuff_string(sip->anim_filename, F_NAME, NULL);
1502 // read in filename for animation that is used in ship selection
1503 sip->overhead_filename[0] = 0;
1504 if ( optional_string("$Ship_overhead:") ) {
1505 stuff_string(sip->overhead_filename, F_NAME, NULL);
1509 if ( optional_string("$Score:") ){
1510 stuff_int( &sip->score );
1513 // if the ship is a stealth ship
1514 if ( optional_string("$Stealth:") ){
1515 sip->flags |= SIF_STEALTH;
1519 // parse contrail info
1520 char trail_name[MAX_FILENAME_LEN] = "";
1522 memset(&sip->ct_info, 0, sizeof(trail_info) * MAX_SHIP_CONTRAILS);
1524 while(optional_string("$Trail:")){
1525 // this means you've reached the max # of contrails for a ship
1526 SDL_assert(sip->ct_count <= MAX_SHIP_CONTRAILS);
1528 ci = &sip->ct_info[sip->ct_count++];
1530 required_string("+Offset:");
1531 stuff_vector(&ci->pt);
1533 required_string("+Start Width:");
1534 stuff_float(&ci->w_start);
1536 required_string("+End Width:");
1537 stuff_float(&ci->w_end);
1539 required_string("+Start Alpha:");
1540 stuff_float(&ci->a_start);
1542 required_string("+End Alpha:");
1543 stuff_float(&ci->a_end);
1545 required_string("+Max Life:");
1546 stuff_float(&ci->max_life);
1548 required_string("+Spew Time:");
1549 stuff_int(&ci->stamp);
1551 required_string("+Bitmap:");
1552 stuff_string(trail_name, F_NAME, NULL);
1553 ci->bitmap = bm_load(trail_name);
1558 int r = required_string_3("#End", "$Subsystem:", "$Name" );
1566 float percentage_of_hits;
1567 model_subsystem *sp; // to append on the ships list of subsystems
1569 SDL_assert ( n_subsystems < MAX_MODEL_SUBSYSTEMS );
1570 sp = &subsystems[n_subsystems++]; // subsystems a local -- when done, we will malloc and copy
1571 required_string("$Subsystem:");
1572 stuff_string(sp->subobj_name, F_NAME, ",");
1574 stuff_float(&percentage_of_hits);
1575 stuff_float(&turning_rate);
1576 hull_percentage_of_hits -= percentage_of_hits;
1577 sp->max_hits = sip->initial_hull_strength * (percentage_of_hits / 100.0f);
1578 sp->type = SUBSYSTEM_UNKNOWN;
1579 // specified as how long to turn 360 degrees in ships.tbl
1580 if ( turning_rate > 0.0f ){
1581 sp->turret_turning_rate = PI2 / turning_rate;
1583 sp->turret_turning_rate = 0.0f;
1586 for (i=0; i<MAX_PRIMARY_BANKS; i++)
1587 sp->primary_banks[i] = -1;
1588 for (i=0; i<MAX_SECONDARY_BANKS; i++) {
1589 sp->secondary_banks[i] = -1;
1590 sp->secondary_bank_capacity[i] = 0;
1593 // Get default primary bank weapons
1594 if (optional_string("$Default PBanks:")){
1595 stuff_int_list(sp->primary_banks, MAX_PRIMARY_BANKS, WEAPON_LIST_TYPE);
1598 // Get default secondary bank weapons
1599 if (optional_string("$Default SBanks:")){
1600 stuff_int_list(sp->secondary_banks, MAX_SECONDARY_BANKS, WEAPON_LIST_TYPE);
1603 // Get the capacity of each secondary bank
1604 if (optional_string("$Sbank Capacity:")){
1605 stuff_int_list(sp->secondary_bank_capacity, MAX_SECONDARY_BANKS, RAW_INTEGER_TYPE);
1608 // Get optional engine wake info
1609 if (optional_string("$Engine Wash:")) {
1610 char engine_wash_name[32];
1611 stuff_string(engine_wash_name, F_NAME, NULL);
1612 // get and set index
1613 sp->engine_wash_index = get_engine_wash_index(engine_wash_name);
1615 sp->engine_wash_index = -1;
1618 // Get any AWACS info
1619 sp->awacs_intensity = 0.0f;
1620 if(optional_string("$AWACS:")){
1621 stuff_float(&sp->awacs_intensity);
1622 stuff_float(&sp->awacs_radius);
1623 sip->flags |= SIF_HAS_AWACS;
1626 sp->turret_weapon_type = sp->primary_banks[0]; // temporary, will be obsolete later.
1627 if ( sp->turret_weapon_type < 0 ) {
1628 sp->turret_weapon_type = sp->secondary_banks[0];
1630 sp->model_num = -1; // init value for later sanity checking!!
1637 Int3(); // Impossible return value from required_string_3.
1640 SDL_assert( hull_percentage_of_hits > 0.0f ); // must be > 0
1642 // when done reading subsystems, malloc and copy the subsystem data to the ship info structure
1643 sip->n_subsystems = n_subsystems;
1644 if ( n_subsystems > 0 ) {
1645 sip->subsystems = (model_subsystem *)malloc(sizeof(model_subsystem) * n_subsystems );
1646 SDL_assert( sip->subsystems != NULL );
1649 sip->subsystems = NULL;
1652 for ( i = 0; i < n_subsystems; i++ ){
1653 sip->subsystems[i] = subsystems[i];
1656 // if we have a ship copy, then check to be sure that our base ship exists
1657 if ( sip->flags & SIF_SHIP_COPY ) {
1660 index = ship_info_base_lookup( Num_ship_types ); // Num_ship_types is our current entry into the array
1661 if ( index == -1 ) {
1662 char *p, name[NAME_LENGTH];;
1664 SDL_strlcpy( name, sip->name, sizeof(name) );
1665 p = SDL_strchr(name, '#');
1668 Error(LOCATION, "Ship %s is a copy, but base ship %s couldn't be found.", sip->name, name);
1675 char get_engine_wash_index(char *engine_wash_name)
1679 for (i=0; i<Num_engine_wash_types; i++) {
1680 if ( 0 == SDL_strcasecmp(engine_wash_name, Engine_wash_info[i].name) ) {
1685 // not found, so return -1
1689 void parse_shiptbl()
1691 // open localization
1694 read_file_text("ships.tbl");
1698 // parse default ship
1699 required_string("#Default Player Ship");
1700 required_string("$Name:");
1701 stuff_string(default_player_ship, F_NAME, NULL, 254);
1702 required_string("#End");
1706 Num_engine_wash_types = 0;
1711 required_string("#Engine Wash Info");
1712 while (required_string_either("#End", "$Name:")) {
1713 SDL_assert( Num_engine_wash_types < MAX_ENGINE_WASH_TYPES );
1715 parse_engine_wash();
1716 Num_engine_wash_types++;
1719 required_string("#End");
1721 required_string("#Ship Classes");
1723 while (required_string_either("#End","$Name:")) {
1724 SDL_assert( Num_ship_types < MAX_SHIP_TYPES );
1726 if ( parse_ship() ) {
1733 required_string("#End");
1735 // Read in a list of ship_info indicies that are an ordering of the player ship precedence.
1736 // This list is used to select an alternate ship when a particular ship is not available
1737 // during ship selection.
1738 required_string("$Player Ship Precedence:");
1739 Num_player_ship_precedence = stuff_int_list(Player_ship_precedence, MAX_PLAYER_SHIP_CHOICES, SHIP_INFO_TYPE);
1741 // close localization
1745 int ship_show_velocity_dot = 0;
1748 DCF_BOOL( show_velocity_dot, ship_show_velocity_dot )
1751 // Called once at the beginning of the game to parse ships.tbl and stuff the Ship_info[]
1757 if ( !ships_inited ) {
1759 if ((rval = setjmp(parse_abort)) != 0) {
1760 Error(LOCATION, "Error parsing 'ships.tbl'\r\nError code = %i.\r\n", rval);
1766 ship_iff_init_colors();
1769 ship_level_init(); // needed for FRED
1773 // This will get called at the start of each level.
1774 void ship_level_init()
1778 // Reset everything between levels
1781 // Mark all the models as invalid, since all the models get paged out
1783 for (i=0; i<MAX_SHIP_TYPES; i++ ) {
1784 Ship_info[i].modelnum = -1;
1785 Ship_info[i].modelnum_hud = -1;
1788 // mwa removed 11/24/97 num_ships = 0;
1789 Num_exited_ships = 0;
1790 for (i=0; i<MAX_SHIPS; i++ ) {
1791 Ships[i].objnum = -1;
1794 for ( i = 0; i < MAX_EXITED_SHIPS; i++ ) {
1795 memset ( &Ships_exited[i], 0, sizeof(exited_ship) );
1796 Ships_exited[i].obj_signature = -1;
1800 for (i = 0; i < MAX_WINGS; i++ )
1801 Wings[i].num_waves = -1;
1803 for (i=0; i<MAX_PLAYER_WINGS; i++)
1804 Starting_wings[i] = -1;
1806 // Empty the subsys list
1807 memset( Ship_subsystems, 0, sizeof(ship_subsys)*MAX_SHIP_SUBOBJECTS );
1809 list_init( &ship_subsys_free_list );
1810 for ( i = 0; i < MAX_SHIP_SUBOBJECTS; i++ )
1811 list_append( &ship_subsys_free_list, &Ship_subsystems[i] );
1813 Laser_energy_out_snd_timer = 1;
1814 Missile_out_snd_timer = 1;
1816 for (i = 0; i < MAX_SHIP_TYPE_COUNTS; i++ ) {
1817 Ship_counts[i].total = 0;
1818 Ship_counts[i].killed = 0;
1821 ship_obj_list_init();
1823 Ship_cargo_check_timer = 1;
1825 shipfx_large_blowup_level_init();
1828 // function to add a ship onto the exited ships list. The reason parameter
1829 // tells us why the ship left the mission (i.e. departed or destroyed)
1830 void ship_add_exited_ship( ship *sp, int reason )
1834 // reuse oldest slots if none left
1835 if ( Num_exited_ships == MAX_EXITED_SHIPS ) {
1838 // find the oldest entry
1840 for ( i = 1; i < MAX_SHIPS; i++ ) {
1841 if ( Ships_exited[i].time < Ships_exited[oldest_entry].time ) {
1845 entry = oldest_entry;
1847 entry = Num_exited_ships;
1851 SDL_strlcpy( Ships_exited[entry].ship_name, sp->ship_name, sizeof(Ships_exited[0].ship_name) );
1852 Ships_exited[entry].obj_signature = Objects[sp->objnum].signature;
1853 Ships_exited[entry].team = sp->team;
1854 Ships_exited[entry].flags = reason;
1855 // if ship is red alert, flag as such
1856 if (sp->flags & SF_RED_ALERT_STORE_STATUS) {
1857 Ships_exited[entry].flags |= SEF_RED_ALERT_CARRY;
1859 Ships_exited[entry].time = Missiontime;
1860 Ships_exited[entry].hull_strength = int(Objects[sp->objnum].hull_strength);
1862 if ( sp->flags & SF_CARGO_REVEALED )
1863 Ships_exited[entry].flags |= SEF_CARGO_KNOWN;
1864 if ( sp->time_first_tagged > 0 )
1865 Ships_exited[entry].flags |= SEF_BEEN_TAGGED;
1868 // function which attempts to find information about an exited ship based on shipname
1869 int ship_find_exited_ship_by_name( const char *name )
1873 for (i = 0; i < Num_exited_ships; i++) {
1874 if ( !SDL_strcasecmp(name, Ships_exited[i].ship_name) )
1878 if ( i == Num_exited_ships )
1884 // function which attempts to find information about an exited ship based on shipname
1885 int ship_find_exited_ship_by_signature( int signature )
1889 for (i = 0; i < Num_exited_ships; i++) {
1890 if ( signature == Ships_exited[i].obj_signature )
1894 if ( i == Num_exited_ships )
1901 void physics_ship_init(object *objp)
1903 ship_info *sinfo = &Ship_info[Ships[objp->instance].ship_info_index];
1904 physics_info *pi = &objp->phys_info;
1905 polymodel *pm = model_get( Ships[objp->instance].modelnum );
1907 // use mass and I_body_inv from POF read into polymodel
1909 pi->mass = pm->mass * sinfo->density;
1910 pi->I_body_inv = pm->moment_of_inertia;
1911 // scale pm->I_body_inv value by density
1912 vm_vec_scale( &pi->I_body_inv.v.rvec, sinfo->density );
1913 vm_vec_scale( &pi->I_body_inv.v.uvec, sinfo->density );
1914 vm_vec_scale( &pi->I_body_inv.v.fvec, sinfo->density );
1916 pi->side_slip_time_const = sinfo->damp;
1917 pi->rotdamp = sinfo->rotdamp;
1918 pi->max_vel = sinfo->max_vel;
1919 pi->afterburner_max_vel = sinfo->afterburner_max_vel;
1920 pi->max_rotvel = sinfo->max_rotvel;
1921 pi->max_rear_vel = sinfo->max_rear_vel;
1922 pi->flags |= PF_ACCELERATES;
1927 pi->forward_accel_time_const=sinfo->forward_accel;
1928 pi->afterburner_forward_accel_time_const=sinfo->afterburner_forward_accel;
1929 pi->forward_decel_time_const=sinfo->forward_decel;
1930 pi->slide_accel_time_const=sinfo->slide_accel;
1931 pi->slide_decel_time_const=sinfo->slide_decel;
1933 if ( (pi->max_vel.xyz.x > 0.000001f) || (pi->max_vel.xyz.y > 0.000001f) )
1934 pi->flags |= PF_SLIDE_ENABLED;
1936 vm_vec_zero(&pi->vel);
1937 vm_vec_zero(&pi->rotvel);
1940 // pi->accel = 0.0f;
1941 vm_set_identity(&pi->last_rotmat);
1944 // function to set the orders allowed for a ship -- based on ship type. This value might get overridden
1945 // by a value in the mission file.
1946 int ship_get_default_orders_accepted( ship_info *sip )
1950 ship_info_flag = sip->flags;
1952 if ( ship_info_flag & SIF_FIGHTER )
1953 return FIGHTER_MESSAGES;
1954 else if ( ship_info_flag & SIF_BOMBER )
1955 return BOMBER_MESSAGES;
1956 else if ( ship_info_flag & (SIF_CRUISER | SIF_GAS_MINER | SIF_AWACS | SIF_CORVETTE) )
1957 return CRUISER_MESSAGES;
1958 else if ( ship_info_flag & SIF_FREIGHTER )
1959 return FREIGHTER_MESSAGES;
1960 else if ( ship_info_flag & SIF_CAPITAL )
1961 return CAPITAL_MESSAGES;
1962 else if ( ship_info_flag & SIF_TRANSPORT )
1963 return TRANSPORT_MESSAGES;
1964 else if ( ship_info_flag & SIF_SUPPORT )
1965 return SUPPORT_MESSAGES;
1970 void ship_set(int ship_index, int objnum, int ship_type)
1974 object *objp = &Objects[objnum];
1975 ship *shipp = &Ships[ship_index];
1976 ship_weapon *swp = &shipp->weapons;
1977 ship_info *sip = &(Ship_info[ship_type]);
1980 // sprintf(shipp->ship_name, "%s %d", Ship_info[ship_type].name, ship_index); // moved to ship_create()
1981 SDL_assert(strlen(shipp->ship_name) < NAME_LENGTH - 1);
1982 shipp->ship_info_index = ship_type;
1983 shipp->objnum = objnum;
1985 shipp->reinforcement_index = -1;
1989 shipp->escort_priority = 0;
1990 shipp->special_exp_index = -1;
1991 shipp->num_hits = 0;
1993 shipp->wash_killed = 0;
1994 shipp->time_cargo_revealed = 0;
1995 shipp->time_first_tagged = 0;
1996 shipp->wash_timestamp = timestamp(0);
1997 shipp->dock_objnum_when_dead = -1;
1998 shipp->large_ship_blowup_index = -1;
1999 shipp->respawn_priority = 0;
2000 for (i=0; i<NUM_SUB_EXPL_HANDLES; i++) {
2001 shipp->sub_expl_sound_handle[i] = -1;
2004 if ( !Fred_running ) {
2005 shipp->final_warp_time = timestamp(-1);
2006 shipp->final_death_time = timestamp(-1); // There death sequence ain't start et.
2007 shipp->really_final_death_time = timestamp(-1); // There death sequence ain't start et.
2008 shipp->next_fireball = timestamp(-1); // When a random fireball will pop up
2009 shipp->next_hit_spark = timestamp(-1); // when a hit spot will spark
2010 for (i=0; i<MAX_SHIP_ARCS; i++ ) {
2011 shipp->arc_timestamp[i] = timestamp(-1); // Mark this arc as unused
2013 shipp->arc_next_time = timestamp(-1); // No electrical arcs yet.
2014 } else { // the values should be different for Fred
2015 shipp->final_warp_time = -1;
2016 shipp->final_death_time = 0;
2017 shipp->really_final_death_time = -1;
2018 shipp->next_fireball = -1;
2019 shipp->next_hit_spark = -1;
2020 for (i=0; i<MAX_SHIP_ARCS; i++ ) {
2021 shipp->arc_timestamp[i] = -1;
2023 shipp->arc_next_time = -1;
2025 shipp->team = TEAM_FRIENDLY; // Default friendly, probably get overridden.
2026 shipp->arrival_location = 0;
2027 shipp->arrival_distance = 0;
2028 shipp->arrival_anchor = -1;
2029 shipp->arrival_delay = 0;
2030 shipp->arrival_cue = -1;
2031 shipp->departure_location = 0;
2032 shipp->departure_delay = 0;
2033 shipp->departure_cue = -1;
2034 shipp->shield_hits = 0; // No shield hits yet on this baby.
2035 shipp->current_max_speed = Ship_info[ship_type].max_speed;
2037 shipp->alt_type_index = -1;
2039 shipp->lightning_stamp = -1;
2041 shipp->emp_intensity = -1.0f;
2042 shipp->emp_decr = 0.0f;
2044 shipp->targeting_laser_bank = -1;
2045 shipp->targeting_laser_objnum = -1;
2047 shipp->determination = 10;
2048 shipp->wingnum = -1;
2049 for (i = 0; i < MAX_PLAYERS; i++)
2050 shipp->last_targeted_subobject[i] = NULL;
2053 objp->hull_strength = 100.0f;
2055 objp->hull_strength = sip->initial_hull_strength;
2058 shipp->afterburner_fuel = sip->afterburner_fuel_capacity;
2060 shipp->cmeasure_count = sip->cmeasure_max;
2062 for ( i = 0; i < MAX_PRIMARY_BANKS; i++ ){
2063 swp->next_primary_fire_stamp[i] = timestamp(0);
2066 shipp->cmeasure_fire_stamp = timestamp(0);
2068 for ( i = 0; i < MAX_SECONDARY_BANKS; i++ ) {
2070 shipp->weapons.secondary_bank_ammo[i] = 100;
2072 shipp->weapons.secondary_bank_ammo[i] = 0;
2075 swp->secondary_bank_ammo[i] = 0;
2076 swp->secondary_next_slot[i] = 0;
2077 swp->next_secondary_fire_stamp[i] = timestamp(0);
2078 swp->secondary_bank_rearm_time[i] = timestamp(0); // will be able to rearm this bank immediately
2081 for ( i = 0; i < sip->num_secondary_banks; i++ ) {
2083 weapon_size = Weapon_info[sip->secondary_bank_weapons[i]].cargo_size;
2084 SDL_assert( weapon_size > 0.0f );
2086 swp->secondary_bank_ammo[i] = 100;
2088 swp->secondary_bank_ammo[i] = fl2i(sip->secondary_bank_ammo_capacity[i] / weapon_size + 0.5f );
2092 swp->current_primary_bank = -1;
2093 swp->current_secondary_bank = -1;
2096 if ( sip->num_primary_banks > 0 ) {
2097 if ( swp->primary_bank_weapons[BANK_1] >= 0 ) {
2098 swp->current_primary_bank = BANK_1;
2100 swp->current_primary_bank = -1;
2104 swp->current_primary_bank = -1;
2107 if ( sip->num_secondary_banks > 0 ) {
2108 if ( swp->secondary_bank_weapons[BANK_1] >= 0 ) {
2109 swp->current_secondary_bank = BANK_1;
2111 swp->current_secondary_bank = -1;
2115 swp->current_secondary_bank = -1;
2118 shipp->current_cmeasure = 0;
2120 ets_init_ship(objp); // init ship fields that are used for the ETS
2122 physics_ship_init(objp);
2124 objp->shields[0] = 100.0f;
2126 set_shield_strength(objp, sip->shields);
2128 shipp->target_shields_delta = 0.0f;
2129 shipp->target_weapon_energy_delta = 0.0f;
2131 ai_object_init(objp, shipp->ai_index);
2132 shipp->weapons.ai_class = Ai_info[shipp->ai_index].ai_class;
2133 shipp->shield_integrity = NULL;
2134 // shipp->sw.blast_duration = -1; // init shockwave struct
2136 shipp->orders_accepted = ship_get_default_orders_accepted( sip );
2137 shipp->num_swarm_missiles_to_fire = 0;
2138 shipp->num_turret_swarm_info = 0;
2139 shipp->death_roll_snd = -1;
2140 shipp->thruster_bitmap = -1;
2141 shipp->thruster_frame = 0.0f;
2142 shipp->thruster_glow_bitmap = -1;
2143 shipp->thruster_glow_noise = 1.0f;
2144 shipp->thruster_glow_frame = 0.0f;
2145 shipp->next_engine_stutter = 1;
2146 shipp->persona_index = -1;
2147 shipp->flags |= SF_ENGINES_ON;
2148 shipp->subsys_disrupted_flags=0;
2149 shipp->subsys_disrupted_check_timestamp=timestamp(0);
2151 // swarm missile stuff
2152 shipp->next_swarm_fire = 1;
2154 // corkscrew missile stuff
2155 shipp->next_corkscrew_fire = 1;
2158 shipp->score = sip->score;
2161 shipp->tag_left = -1.0f;
2162 shipp->level2_tag_left = -1.0f;
2164 // multiplayer field initializations
2165 for (i = 0; i < MAX_PLAYERS; i++ ) {
2166 shipp->np_updates[i].update_stamp = -1;
2167 shipp->np_updates[i].status_update_stamp = -1;
2168 shipp->np_updates[i].subsys_update_stamp = -1;
2169 shipp->np_updates[i].seq = 0;
2171 extern int oo_arrive_time_count[MAX_SHIPS];
2172 extern int oo_interp_count[MAX_SHIPS];
2173 oo_arrive_time_count[shipp - Ships] = 0;
2174 oo_interp_count[shipp - Ships] = 0;
2176 shipp->special_warp_objnum = -1;
2178 // set awacs warning flags so awacs ship only asks for help once at each level
2179 shipp->awacs_warning_flag = AWACS_WARN_NONE;
2182 // function which recalculates the overall strength of subsystems. Needed because
2183 // several places in FreeSpace change subsystem strength and all this data needs to
2184 // be kept up to date.
2185 void ship_recalc_subsys_strength( ship *shipp )
2188 ship_subsys *ship_system;
2190 // fill in the subsys_info fields for all particular types of subsystems
2191 // make the current strength be 1.0. If there are initial conditions on the ship, then
2192 // the mission parse code should take care of setting that.
2193 for (i = 0; i < SUBSYSTEM_MAX; i++) {
2194 shipp->subsys_info[i].num = 0;
2195 shipp->subsys_info[i].total_hits = 0.0f;
2196 shipp->subsys_info[i].current_hits = 0.0f;
2199 // count all of the subsystems of a particular type. For each generic type of subsystem, we store the
2200 // total count of hits. (i.e. for 3 engines, we store the sum of the max_hits for each engine)
2201 for ( ship_system = GET_FIRST(&shipp->subsys_list); ship_system != END_OF_LIST(&shipp->subsys_list); ship_system = GET_NEXT(ship_system) ) {
2204 type = ship_system->system_info->type;
2205 SDL_assert ( (type >= 0) && (type < SUBSYSTEM_MAX) );
2206 shipp->subsys_info[type].num++;
2207 shipp->subsys_info[type].total_hits += ship_system->system_info->max_hits;
2208 shipp->subsys_info[type].current_hits += ship_system->current_hits;
2211 // set any ship flags which should be set. unset the flags since we might be repairing a subsystem
2212 // through sexpressions.
2213 shipp->flags &= ~SF_DISABLED;
2214 if ( (shipp->subsys_info[SUBSYSTEM_ENGINE].num > 0) && (shipp->subsys_info[SUBSYSTEM_ENGINE].current_hits == 0.0f) ){
2215 shipp->flags |= SF_DISABLED;
2219 shipp->flags &= ~SF_DISARMED;
2220 if ( (shipp->subsys_info[SUBSYSTEM_TURRET].num > 0) && (shipp->subsys_info[SUBSYSTEM_TURRET].current_hits == 0.0f) ){
2221 shipp->flags |= SF_DISARMED;
2226 // routine to possibly fixup the model subsystem information for this ship pointer. Needed when
2227 // ships share the same model.
2228 void ship_copy_subsystem_fixup(ship_info *sip)
2232 model_num = sip->modelnum;
2234 // since we allow a model file to be shared between several ships, we must check to be sure that our
2235 // subsystems have been loaded properly
2237 subsystems_needed = 0;
2238 for (i = 0; i < sip->n_subsystems; i++ ) {
2239 if ( sip->subsystems[i].model_num == -1 ){
2240 subsystems_needed++;
2245 // if we need to get information for all our subsystems, we need to find another ship with the same model
2246 // number as our own and that has the model information
2247 // if ( subsystems_needed == sip->n_subsystems ) {
2248 for ( i = 0; i < Num_ship_types; i++ ) {
2249 model_subsystem *msp;
2251 if ( (Ship_info[i].modelnum != model_num) || (&Ship_info[i] == sip) ){
2255 // see if this ship has subsystems and a model for the subsystems. We only need check the first
2256 // subsystem since previous error checking would have trapped it's loading as an error.
2257 SDL_assert( Ship_info[i].n_subsystems == sip->n_subsystems );
2259 msp = &Ship_info[i].subsystems[0];
2260 model_copy_subsystems( sip->n_subsystems, &(sip->subsystems[0]), msp );
2261 sip->flags |= SIF_PATH_FIXUP;
2269 // ignore_subsys_info => default parameter with value of 0. This is
2270 // only set to 1 by the save/restore code
2271 void subsys_set(int objnum, int ignore_subsys_info)
2273 ship *shipp = &Ships[Objects[objnum].instance];
2274 ship_info *sinfo = &Ship_info[Ships[Objects[objnum].instance].ship_info_index];
2275 model_subsystem *sp;
2276 ship_subsys *ship_system;
2279 // set up the subsystems for this ship. walk through list of subsystems in the ship-info array.
2280 // for each subsystem, get a new ship_subsys instance and set up the pointers and other values
2281 list_init ( &shipp->subsys_list ); // initialize the ship's list of subsystems
2282 for ( i = 0; i < sinfo->n_subsystems; i++ ) {
2284 sp = &(sinfo->subsystems[i]);
2285 if ( sp->model_num == -1 ) {
2286 Warning (LOCATION, "Invalid subobj_num or model_num in subsystem %s on ship type %s.\nNot linking into ship!\n\n(This warning means that a subsystem was present in ships.tbl and not present in the model\nit should probably be removed from the model.)\n", sp->subobj_name, sinfo->name );
2290 // set up the linked list
2291 ship_system = GET_FIRST( &ship_subsys_free_list ); // get a new element from the ship_subsystem array
2292 SDL_assert ( ship_system != &ship_subsys_free_list ); // shouldn't have the dummy element
2293 list_remove( &ship_subsys_free_list, ship_system ); // remove the element from the array
2294 list_append( &shipp->subsys_list, ship_system ); // link the element into the ship
2296 ship_system->system_info = sp; // set the system_info pointer to point to the data read in from the model
2297 if ( !Fred_running ){
2298 ship_system->current_hits = sp->max_hits; // set the max hits
2300 ship_system->current_hits = 0.0f; // Jason wants this to be 0 in Fred.
2302 ship_system->turret_next_fire_stamp = timestamp(0);
2303 ship_system->turret_next_enemy_check_stamp = timestamp(0);
2304 ship_system->turret_enemy_objnum = -1;
2305 ship_system->turret_next_fire_stamp = timestamp((int) frand_range(1.0f, 500.0f)); // next time this turret can fire
2306 ship_system->turret_last_fire_direction = sp->turret_norm;
2307 ship_system->turret_next_fire_pos = 0;
2308 ship_system->turret_time_enemy_in_range = 0.0f;
2309 ship_system->disruption_timestamp=timestamp(0);
2310 ship_system->turret_pick_big_attack_point_timestamp = timestamp(0);
2311 vm_vec_zero(&ship_system->turret_big_attack_point);
2312 ship_system->subsys_cargo_name = -1;
2313 ship_system->subsys_cargo_revealed = 0;
2316 ship_system->weapons.flags = 0;
2319 for (k=0; k<MAX_PRIMARY_BANKS; k++){
2320 if (sp->primary_banks[k] != -1) {
2321 ship_system->weapons.primary_bank_weapons[j] = sp->primary_banks[k];
2322 ship_system->weapons.next_primary_fire_stamp[j++] = 0;
2326 ship_system->weapons.num_primary_banks = j;
2329 for (k=0; k<MAX_SECONDARY_BANKS; k++){
2330 if (sp->secondary_banks[k] != -1) {
2331 ship_system->weapons.secondary_bank_weapons[j] = sp->secondary_banks[k];
2332 ship_system->weapons.secondary_bank_capacity[j] = sp->secondary_bank_capacity[k];
2333 ship_system->weapons.next_secondary_fire_stamp[j++] = timestamp(0);
2337 ship_system->weapons.num_secondary_banks = j;
2338 ship_system->weapons.current_primary_bank = -1;
2339 ship_system->weapons.current_secondary_bank = -1;
2341 for (k=0; k<MAX_SECONDARY_BANKS; k++) {
2342 ship_system->weapons.secondary_bank_ammo[k] = (Fred_running ? 100 : ship_system->weapons.secondary_bank_capacity[k]);
2344 ship_system->weapons.secondary_next_slot[k] = 0;
2347 ship_system->weapons.last_fired_weapon_index = -1;
2348 ship_system->weapons.last_fired_weapon_signature = -1;
2349 ship_system->weapons.detonate_weapon_time = -1;
2350 ship_system->weapons.ai_class = sinfo->ai_class; // assume ai class of ship for turret
2352 // rapid fire (swarm) stuff
2353 ship_system->turret_swarm_info_index = -1;
2356 ship_system->awacs_intensity = sp->awacs_intensity;
2357 ship_system->awacs_radius = sp->awacs_radius;
2358 if (ship_system->awacs_intensity > 0) {
2359 ship_system->system_info->flags |= MSS_FLAG_AWACS;
2362 // turn_rate, turn_accel
2363 // model_set_instance_info
2364 float turn_accel = 0.5f;
2365 model_set_instance_info(&ship_system->submodel_info_1, sp->turn_rate, turn_accel);
2367 // model_clear_instance_info( &ship_system->submodel_info_1 );
2368 model_clear_instance_info( &ship_system->submodel_info_2 );
2371 if ( !ignore_subsys_info ) {
2372 ship_recalc_subsys_strength( shipp );
2379 // Render docking information, NOT while in object's reference frame.
2380 void render_dock_bays(object *objp)
2386 sip = &Ship_info[Ships[objp->instance].ship_info_index];
2387 pm = model_get( sip->modelnum );
2389 if (pm->docking_bays == NULL)
2392 if (pm->docking_bays[0].num_slots != 2)
2395 db = &pm->docking_bays[0];
2398 vector p0, p1, p2, p3, nr;
2400 vm_vec_unrotate(&p0, &db->pnt[0], &objp->orient);
2401 vm_vec_add2(&p0, &objp->pos);
2402 g3_rotate_vertex(&v0, &p0);
2404 vm_vec_unrotate(&p1, &db->pnt[1], &objp->orient);
2405 vm_vec_add2(&p1, &objp->pos);
2406 g3_rotate_vertex(&v1, &p1);
2408 gr_set_color(255, 0, 0);
2409 g3_draw_line(&v0, &v1);
2411 vm_vec_avg(&p2, &p0, &p1);
2413 vm_vec_unrotate(&nr, &db->norm[0], &objp->orient);
2414 vm_vec_scale_add(&p3, &p2, &nr, 10.0f);
2416 g3_rotate_vertex(&v0, &p2);
2417 g3_rotate_vertex(&v1, &p3);
2418 gr_set_color(255, 255, 0);
2419 g3_draw_line(&v0, &v1);
2420 g3_draw_sphere(&v1, 1.25f);
2426 int Ship_shadows = 0;
2428 DCF_BOOL( ship_shadows, Ship_shadows );
2430 MONITOR( NumShipsRend );
2432 int Show_shield_hits = 0;
2433 DCF_BOOL( show_shield_hits, Show_shield_hits );
2435 int Show_tnorms = 0;
2436 DCF_BOOL( show_tnorms, Show_tnorms );
2439 DCF_BOOL( show_paths, Show_paths );
2441 int Show_fpaths = 0;
2442 DCF_BOOL( show_fpaths, Show_fpaths );
2444 void ship_render(object * obj)
2450 num = obj->instance;
2452 SDL_assert( num >= 0);
2455 // show target when attacking big ship
2456 vector temp, target;
2457 ai_info *aip = &Ai_info[Ships[obj->instance].ai_index];
2458 if ( (aip->target_objnum >= 0) && (Ship_info[Ships[Objects[aip->target_objnum].instance].ship_info_index].flags & (SIF_SUPERCAP|SIF_CAPITAL|SIF_CRUISER)) ) {
2459 vm_vec_unrotate(&temp, &aip->big_attack_point, &Objects[aip->target_objnum].orient);
2460 vm_vec_add(&target, &temp, &Objects[aip->target_objnum].pos);
2463 gr_set_color(128,0,0);
2464 g3_rotate_vertex( &v0, &obj->pos );
2465 g3_rotate_vertex( &v1, &target );
2467 g3_draw_line(&v0, &v1);
2469 g3_draw_sphere(&v1, 5.0f);
2474 // if (Ships[num].subtype == SHIP_PLAYER ) return;
2475 if ( obj == Viewer_obj ) {
2476 if (ship_show_velocity_dot && (obj==Player_obj) ) {
2480 vm_vec_scale_add( &v, &obj->phys_info.vel, &obj->orient.v.fvec, 3.0f );
2481 vm_vec_normalize( &v );
2484 vm_vec_scale_add( &p0, &obj->pos, &v, 20.0f);
2486 g3_rotate_vertex( &v0, &p0 );
2488 gr_set_color(0,128,0);
2489 g3_draw_sphere( &v0, 0.1f );
2492 // Show the shield hit effect for the viewer.
2493 if ( Show_shield_hits ) {
2494 shipp = &Ships[num];
2495 if (shipp->shield_hits) {
2496 create_shield_explosion_all(obj);
2497 shipp->shield_hits = 0;
2504 MONITOR_INC( NumShipsRend, 1 );
2506 shipp = &Ships[num];
2507 si = &Ship_info[Ships[num].ship_info_index];
2509 // Make ships that are warping in not render during stage 1
2510 if ( shipp->flags & SF_ARRIVING_STAGE_1 ){
2514 if ( Ship_shadows && shipfx_in_shadow( obj ) ) {
2515 light_set_shadow(1);
2517 light_set_shadow(0);
2520 ship_model_start(obj);
2522 uint render_flags = MR_NORMAL;
2524 // Turn off model caching for the player ship in external view.
2525 if (obj == Player_obj) {
2526 render_flags |= MR_ALWAYS_REDRAW;
2529 // Turn off model caching if this is the player's target.
2530 if ( Player_ai->target_objnum == OBJ_INDEX(obj)) {
2531 render_flags |= MR_ALWAYS_REDRAW;
2535 if(Show_paths || Show_fpaths){
2536 render_flags |= MR_BAY_PATHS;
2540 // Only render electrical arcs if within 500m of the eye (for a 10m piece)
2541 if ( vm_vec_dist_quick( &obj->pos, &Eye_position ) < obj->radius*50.0f ) {
2543 for (i=0; i<MAX_SHIP_ARCS; i++ ) {
2544 if ( timestamp_valid( shipp->arc_timestamp[i] ) ) {
2545 render_flags |= MR_ALWAYS_REDRAW; // Turn off model caching if arcing.
2546 model_add_arc( shipp->modelnum, -1, &shipp->arc_pts[i][0], &shipp->arc_pts[i][1], shipp->arc_type[i] );
2551 if ( shipp->large_ship_blowup_index > -1 ) {
2552 shipfx_large_blowup_render(shipp);
2555 // ship_get_subsystem_strength( shipp, SUBSYSTEM_ENGINE)>ENGINE_MIN_STR
2557 if ( (shipp->thruster_bitmap > -1) && (!(shipp->flags & SF_DISABLED)) && (!ship_subsys_disrupted(shipp, SUBSYSTEM_ENGINE)) ) {
2560 // Add noise to thruster geometry.
2561 ft = obj->phys_info.forward_thrust;
2562 ft *= (1.0f + frand()/5.0f - 1.0f/10.0f);
2566 model_set_thrust( shipp->modelnum, ft, shipp->thruster_bitmap, shipp->thruster_glow_bitmap, shipp->thruster_glow_noise );
2567 render_flags |= MR_SHOW_THRUSTERS;
2570 // fill the model flash lighting values in
2571 shipfx_flash_light_model( obj, shipp );
2573 object *docked_objp = NULL;
2574 ship * docked_shipp = NULL;
2575 ship * warp_shipp = shipp;
2577 // check to see if departing ship is docked with anything.
2578 docked_objp = ai_find_docked_object( obj );
2579 if ( docked_objp ) {
2580 docked_shipp = &Ships[docked_objp->instance];
2582 if ( docked_shipp->flags & (SF_DEPART_WARP|SF_ARRIVING) ) {
2583 warp_shipp = docked_shipp;
2587 // Warp_shipp points to the ship that is going through a
2588 // warp... either this ship or the ship it is docked with.
2590 // If the ship is going "through" the warp effect, then
2591 // set up the model renderer to only draw the polygons in front
2592 // of the warp in effect
2593 int clip_started = 0;
2595 if ( warp_shipp->flags & (SF_ARRIVING|SF_DEPART_WARP) ) {
2598 g3_start_user_clip_plane( &warp_shipp->warp_effect_pos, &warp_shipp->warp_effect_fvec );
2600 // Turn off model caching while going thru warp effect.
2601 render_flags |= MR_ALWAYS_REDRAW;
2604 // maybe set squad logo bitmap
2605 model_set_insignia_bitmap(-1);
2606 if(Game_mode & GM_MULTIPLAYER){
2607 // if its any player's object
2608 int np_index = multi_find_player_by_object( obj );
2609 if((np_index >= 0) && (np_index < MAX_PLAYERS) && MULTI_CONNECTED(Net_players[np_index]) && (Net_players[np_index].player != NULL)){
2610 model_set_insignia_bitmap(Net_players[np_index].player->insignia_texture);
2613 // in single player, we want to render model insignias on all ships in alpha beta and gamma
2615 // if its an object in my squadron
2616 if(ship_in_abgz(shipp)){
2617 model_set_insignia_bitmap(Player->insignia_texture);
2621 // maybe disable lighting
2622 // if((The_mission.flags & MISSION_FLAG_FULLNEB) && (neb2_get_fog_intensity(obj) > 0.33f) && (si->flags & SIF_SMALL_SHIP)){
2623 // render_flags |= MR_NO_LIGHTING;
2627 if(The_mission.flags & MISSION_FLAG_FULLNEB){
2628 extern void model_set_fog_level(float l);
2629 model_set_fog_level(neb2_get_fog_intensity(obj));
2633 if((The_mission.flags & MISSION_FLAG_FULLNEB) && (si->flags & SIF_SMALL_SHIP)){
2634 // force detail levels
2635 float fog_val = neb2_get_fog_intensity(obj);
2636 if(fog_val >= 0.6f){
2637 model_set_detail_level(2);
2638 model_render( shipp->modelnum, &obj->orient, &obj->pos, render_flags | MR_LOCK_DETAIL, OBJ_INDEX(obj) );
2640 model_render( shipp->modelnum, &obj->orient, &obj->pos, render_flags, OBJ_INDEX(obj) );
2643 model_render( shipp->modelnum, &obj->orient, &obj->pos, render_flags, OBJ_INDEX(obj) );
2646 // always turn off fog after rendering a ship
2647 gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0, -1.0f, -1.0f);
2649 light_set_shadow(0);
2652 if (Show_shield_mesh)
2653 ship_draw_shield( obj); // Render the shield.
2656 if ( clip_started ) {
2657 g3_stop_user_clip_plane();
2661 /* if (Mc.shield_hit_tri != -1) {
2662 //render_shield_explosion(model_num, orient, pos, &Hit_point, Hit_tri);
2663 Mc.shield_hit_tri = -1;
2667 ship_model_stop(obj);
2669 if (shipp->shield_hits) {
2670 create_shield_explosion_all(obj);
2671 shipp->shield_hits = 0;
2675 if (Ai_render_debug_flag || Show_paths) {
2676 if ( shipp->ai_index != -1 ){
2677 render_path_points(obj);
2680 render_dock_bays(obj);
2686 ship_subsys *systemp;
2687 vector tpos, tnorm, temp;
2691 gr_set_color(0, 0, 255);
2692 systemp = GET_FIRST( &shipp->subsys_list );
2693 while ( systemp != END_OF_LIST(&shipp->subsys_list) ) {
2694 ship_get_global_turret_gun_info(obj, systemp, &tpos, &tnorm, 1, &temp);
2697 vm_vec_scale_add(&v2, &v1, &tnorm, 20.0f);
2699 g3_rotate_vertex(&l1, &v1);
2700 g3_rotate_vertex(&l2, &v2);
2702 g3_draw_sphere(&l1, 2.0f);
2703 g3_draw_line(&l1, &l2);
2705 systemp = GET_NEXT(systemp);
2711 void ship_subsystem_delete(ship *shipp)
2713 ship_subsys *systemp, *temp;
2715 systemp = GET_FIRST( &shipp->subsys_list );
2716 while ( systemp != END_OF_LIST(&shipp->subsys_list) ) {
2717 temp = GET_NEXT( systemp ); // use temporary since pointers will get screwed with next operation
2718 list_remove( &shipp->subsys_list, systemp ); // remove the element
2719 list_append( &ship_subsys_free_list, systemp ); // and place back onto free list
2720 systemp = temp; // use the temp variable to move right along
2724 void ship_delete( object * obj )
2729 num = obj->instance;
2730 SDL_assert( num >= 0);
2732 objnum = OBJ_INDEX(obj);
2733 SDL_assert( Ships[num].objnum == objnum );
2735 shipp = &Ships[num];
2737 if (shipp->ai_index != -1){
2738 ai_free_slot(shipp->ai_index);
2741 // free up the list of subsystems of this ship. walk through list and move remaining subsystems
2742 // on ship back to the free list for other ships to use.
2743 ship_subsystem_delete(&Ships[num]);
2746 // mwa 11/24/97 num_ships--;
2748 if (model_get(shipp->modelnum)->shield.ntris) {
2749 free(shipp->shield_integrity);
2750 shipp->shield_integrity = NULL;
2753 if ( shipp->ship_list_index != -1 ) {
2754 ship_obj_list_remove(shipp->ship_list_index);
2755 shipp->ship_list_index = -1;
2758 free_sexp2(shipp->arrival_cue);
2759 free_sexp2(shipp->departure_cue);
2761 // call the contrail system
2762 ct_ship_delete(shipp);
2765 // function used by ship_destroyed and ship_departed which is called if the ship
2766 // is in a wing. This function updates the ship_index list (i.e. removes it's
2767 // entry in the list), and packs the array accordingly.
2768 void ship_wing_cleanup( int shipnum, wing *wingp )
2770 int i, index = -1, team;
2772 team = Ships[shipnum].team;
2773 // compress the ship_index array and mark the last entry with a -1
2774 for (i = 0; i < wingp->current_count; i++ ) {
2775 if ( wingp->ship_index[i] == shipnum ) {
2781 // SDL_assert(index != -1);
2783 // this can happen in multiplayer (dogfight, ingame join specifically)
2788 for ( i = index; i < wingp->current_count - 1; i++ ){
2789 wingp->ship_index[i] = wingp->ship_index[i+1];
2792 wingp->current_count--;
2793 SDL_assert ( wingp->current_count >= 0 );
2794 wingp->ship_index[wingp->current_count] = -1;
2796 // if the current count is 0, check to see if the wing departed or was destroyed.
2797 if ( wingp->current_count == 0 ) {
2799 // if this wing was ordered to depart by the player, set the current_wave equal to the total
2800 // waves so we can mark the wing as gone and no other ships arrive
2801 if ( wingp->flags & WF_DEPARTURE_ORDERED )
2802 wingp->current_wave = wingp->num_waves;
2804 // first, be sure to mark a wing destroyed event if all members of wing were destroyed and on
2805 // the last wave. This circumvents a problem where the wing could be marked as departed and
2806 // destroyed if the last ships were destroyed after the wing's departure cue became true.
2808 // if the wing wasn't destroyed, and it is departing, then mark it as departed -- in this
2809 // case, there had better be ships in this wing with departure entries in the log file. The
2810 // logfile code checks for this case.
2811 if ( (wingp->current_wave == wingp->num_waves) && (wingp->total_destroyed == wingp->total_arrived_count) ) {
2812 mission_log_add_entry(LOG_WING_DESTROYED, wingp->name, NULL, team);
2813 wingp->flags |= WF_WING_GONE;
2814 wingp->time_gone = Missiontime;
2815 } else if ( (wingp->flags & WF_WING_DEPARTING) || (wingp->current_wave == wingp->num_waves) ) {
2820 // apparently, there have been reports of ships still present in the mission when this log
2821 // entry if written. Do a sanity check here to find out for sure.
2822 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2824 // skip the player -- stupid special case.
2825 if ( &Objects[so->objnum] == Player_obj )
2828 if ( (Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_INGAME_JOIN) )
2831 if ( (Ships[Objects[so->objnum].instance].wingnum == WING_INDEX(wingp)) && !(Ships[Objects[so->objnum].instance].flags & (SF_DEPARTING|SF_DYING)) )
2836 if ( wingp->flags & (WF_WING_DEPARTING|WF_DEPARTURE_ORDERED) )
2837 mission_log_add_entry(LOG_WING_DEPART, wingp->name, NULL, team);
2839 wingp->flags |= WF_WING_GONE;
2840 wingp->time_gone = Missiontime;
2845 // function to do management, like log entries and wing cleanup after a ship has been destroyed
2847 void ship_destroyed( int num )
2851 shipp = &Ships[num];
2853 // add the information to the exited ship list
2854 ship_add_exited_ship( shipp, SEF_DESTROYED );
2856 // determine if we need to count this ship as a klll in counting number of kills per ship type
2857 // look at the ignore flag for the ship (if not in a wing), or the ignore flag for the wing
2858 // (if the ship is in a wing), and add to the kill count if the flags are not set
2859 if ( !(shipp->flags & SF_IGNORE_COUNT) || ((shipp->wingnum != -1) && !(Wings[shipp->wingnum].flags & WF_IGNORE_COUNT)) )
2860 ship_add_ship_type_kill_count( Ship_info[shipp->ship_info_index].flags );
2862 // if ship belongs to a wing -- increment the total number of ships in the wing destroyed
2863 if ( shipp->wingnum != -1 ) {
2866 wingp = &Wings[shipp->wingnum];
2867 wingp->total_destroyed++;
2868 ship_wing_cleanup( num, wingp );
2871 // Note, this call to ai_ship_destroy must come after ship_wing_cleanup for guarded wings to
2872 // properly note the destruction of a ship in their wing.
2873 if ( shipp->ai_index != -1 ) {
2874 ai_ship_destroy(num, SEF_DESTROYED); // Do AI stuff for destruction of ship.
2877 nprintf(("Alan","SHIP DESTROYED: %s\n", shipp->ship_name));
2879 if ( (shipp->wing_status_wing_index >= 0) && (shipp->wing_status_wing_pos >= 0) ) {
2880 nprintf(("Alan","STATUS UPDATED: %s\n", shipp->ship_name));
2881 hud_set_wingman_status_dead(shipp->wing_status_wing_index, shipp->wing_status_wing_pos);
2884 // let the event music system know a hostile was destoyed (important for deciding when to transition from battle to normal music)
2885 if (Player_ship != NULL) {
2886 if (shipp->team != Player_ship->team) {
2887 event_music_hostile_ship_destroyed();
2892 void ship_vanished(int num)
2899 if(Game_mode & GM_DEMO_RECORD){
2900 demo_POST_departed(Objects[Ships[num].objnum].signature, Ships[num].flags);
2903 // add the information to the exited ship list
2904 ship_add_exited_ship( sp, SEF_DEPARTED );
2906 // update wingman status gauge
2907 if ( (sp->wing_status_wing_index >= 0) && (sp->wing_status_wing_pos >= 0) ) {
2908 hud_set_wingman_status_departed(sp->wing_status_wing_index, sp->wing_status_wing_pos);
2911 ai_ship_destroy(num, SEF_DEPARTED); // should still do AI cleanup after ship has departed
2914 void ship_departed( int num )
2922 if(Game_mode & GM_DEMO_RECORD){
2923 demo_POST_departed(Objects[Ships[num].objnum].signature, Ships[num].flags);
2926 // add the information to the exited ship list
2927 ship_add_exited_ship( sp, SEF_DEPARTED );
2929 // update wingman status gauge
2930 if ( (sp->wing_status_wing_index >= 0) && (sp->wing_status_wing_pos >= 0) ) {
2931 hud_set_wingman_status_departed(sp->wing_status_wing_index, sp->wing_status_wing_pos);
2934 // see if this ship departed within the radius of a jump node -- if so, put the node name into
2935 // the secondary mission log field
2936 for ( i = 0; i < Num_jump_nodes; i++ ) {
2938 vector ship_pos, node_pos;
2940 ship_pos = Objects[sp->objnum].pos;
2941 node_pos = Objects[Jump_nodes[i].objnum].pos;
2942 radius = model_get_radius( Jump_nodes[i].modelnum );
2943 dist = vm_vec_dist( &ship_pos, &node_pos );
2944 if ( dist <= radius ) {
2945 mission_log_add_entry(LOG_SHIP_DEPART, sp->ship_name, Jump_nodes[i].name, sp->wingnum);
2951 if ( i == Num_jump_nodes ){
2952 mission_log_add_entry(LOG_SHIP_DEPART, sp->ship_name, NULL, sp->wingnum);
2955 ai_ship_destroy(num, SEF_DEPARTED); // should still do AI cleanup after ship has departed
2957 // don't bother doing this for demo playback - we don't keep track of wing info
2958 if(!(Game_mode & GM_DEMO_PLAYBACK)){
2959 if ( sp->wingnum != -1 ) {
2962 wingp = &Wings[sp->wingnum];
2963 wingp->total_departed++;
2964 ship_wing_cleanup( num, wingp );
2969 // --------------------------------------------------------------------------------------------------------------------
2970 // ship_explode_area_calc_damage
2972 // input pos1 => ship explosion position
2973 // pos2 => other ship position
2974 // inner_rad => distance from ship center for which full damage is applied
2975 // outer_rad => distance from ship center for which no damage is applied
2976 // max_damage => maximum damage applied
2977 // max_blast => maximum impulse applied from blast
2979 // calculates the blast and damage applied to a ship from another ship blowing up.
2981 int ship_explode_area_calc_damage( vector *pos1, vector *pos2, float inner_rad, float outer_rad, float max_damage, float max_blast, float *damage, float *blast )
2985 dist = vm_vec_dist_quick( pos1, pos2 );
2987 // check outside outer radius
2988 if ( dist > outer_rad )
2991 if ( dist < inner_rad ) {
2992 // check insider inner radius
2993 *damage = max_damage;
2996 // between inner and outer
2997 float fraction = 1.0f - (dist - inner_rad) / (outer_rad - inner_rad);
2998 *damage = fraction * max_damage;
2999 *blast = fraction * max_blast;
3005 // --------------------------------------------------------------------------------------------------------------------
3006 // ship_blow_up_area_apply_blast
3007 // this function applies damage to ship close to others when a ship dies and blows up
3009 // inputs: objp => ship object pointers
3010 // pos => position of the ship when it finally blows up
3011 // inner_rad => distance from ship center for which full damage is applied
3012 // outer_rad => distance from ship center for which no damage is applied
3013 // damage => maximum damage applied
3014 // blast => maximum impulse applied from blast
3016 void ship_blow_up_area_apply_blast( object *exp_objp)
3019 SDL_assert( exp_objp->type == OBJ_SHIP );
3020 float inner_rad, outer_rad, max_damage, max_blast, shockwave_speed;
3021 shockwave_create_info sci;
3023 // No area explosion in training missions.
3024 if (The_mission.game_type & MISSION_TYPE_TRAINING){
3028 if ((exp_objp->hull_strength <= KAMIKAZE_HULL_ON_DEATH) && (Ai_info[Ships[exp_objp->instance].ai_index].ai_flags & AIF_KAMIKAZE) && (Ships[exp_objp->instance].special_exp_index < 0)) {
3029 float override = Ai_info[Ships[exp_objp->instance].ai_index].kamikaze_damage;
3031 inner_rad = exp_objp->radius*2.0f;
3032 outer_rad = exp_objp->radius*4.0f; // + (override * 0.3f);
3033 max_damage = override;
3034 max_blast = override * 5.0f;
3035 shockwave_speed = 100.0f;
3037 sip = &Ship_info[Ships[exp_objp->instance].ship_info_index];
3039 if (Ships[exp_objp->instance].special_exp_index != -1) {
3040 int start = Ships[exp_objp->instance].special_exp_index;
3042 inner_rad = (float) atoi(Sexp_variables[start+INNER_RAD].text);
3043 outer_rad = (float) atoi(Sexp_variables[start+OUTER_RAD].text);
3044 max_damage = (float) atoi(Sexp_variables[start+DAMAGE].text);
3045 max_blast = (float) atoi(Sexp_variables[start+BLAST].text);
3046 propagates = atoi(Sexp_variables[start+PROPAGATE].text);
3048 shockwave_speed = (float) atoi(Sexp_variables[start+SHOCK_SPEED].text);
3050 shockwave_speed = 0.0f;
3053 inner_rad = sip->inner_rad;
3054 outer_rad = sip->outer_rad;
3055 max_damage = sip->damage;
3056 max_blast = sip->blast;
3057 shockwave_speed = sip->shockwave_speed;
3061 // nprintf(("AI", "Frame %i: Area effect blast from ship %s\n", Framecount, Ships[exp_objp->instance].ship_name));
3063 // account for ships that give no damage when they blow up.
3064 if ( (max_damage < 0.1f) && (max_blast < 0.1f) ){
3068 if ( shockwave_speed > 0 ) {
3069 sci.inner_rad = inner_rad;
3070 sci.outer_rad = outer_rad;
3071 sci.blast = max_blast;
3072 sci.damage = max_damage;
3073 sci.speed = shockwave_speed;
3074 sci.rot_angle = frand_range(0.0f, 359.0f);
3075 shipfx_do_shockwave_stuff(&Ships[exp_objp->instance], &sci);
3076 // shockwave_create(Ships[exp_objp->instance].objnum, &exp_objp->pos, shockwave_speed, inner_rad, outer_rad, max_damage, max_blast, SW_SHIP_DEATH);
3080 float damage = 0.0f;
3081 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
3082 if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_ASTEROID) ) {
3086 if ( objp == exp_objp ){
3090 // don't blast navbuoys
3091 if ( objp->type == OBJ_SHIP ) {
3092 if ( ship_get_SIF(objp->instance) & SIF_NAVBUOY ) {
3097 if ( ship_explode_area_calc_damage( &exp_objp->pos, &objp->pos, inner_rad, outer_rad, max_damage, max_blast, &damage, &blast ) == -1 ){
3101 switch ( objp->type ) {
3103 ship_apply_global_damage( objp, exp_objp, &exp_objp->pos, damage );
3104 vector force, vec_ship_to_impact;
3105 vm_vec_sub( &vec_ship_to_impact, &objp->pos, &exp_objp->pos );
3106 vm_vec_copy_normalize( &force, &vec_ship_to_impact );
3107 vm_vec_scale( &force, blast );
3108 ship_apply_whack( &force, &vec_ship_to_impact, objp );
3111 asteroid_hit(objp, NULL, NULL, damage);
3121 void do_dying_undock_physics(object* objp, ship* sp)
3123 SDL_assert(sp->dock_objnum_when_dead >= 0);
3124 if(sp->dock_objnum_when_dead < 0){
3127 object* dock_obj = &Objects[sp->dock_objnum_when_dead];
3130 SDL_assert(objp->type == OBJ_SHIP);
3131 SDL_assert(dock_obj->type == OBJ_SHIP);
3132 if((objp->type != OBJ_SHIP) || (dock_obj->type != OBJ_SHIP)){
3136 float damage = 0.2f*Ship_info[sp->ship_info_index].initial_hull_strength;
3137 ship_apply_global_damage(dock_obj, objp, &objp->pos, damage);
3140 vector impulse_norm, impulse_vec, pos;
3141 vm_vec_sub(&impulse_norm, &dock_obj->pos, &objp->pos);
3142 vm_vec_normalize(&impulse_norm);
3143 // set for relative separation velocity of ~30
3144 float impulse_mag = 50.f*dock_obj->phys_info.mass*objp->phys_info.mass/(dock_obj->phys_info.mass + objp->phys_info.mass);
3145 vm_vec_copy_scale(&impulse_vec, &impulse_norm, impulse_mag);
3146 vm_vec_rand_vec_quick(&pos);
3147 vm_vec_scale(&pos, dock_obj->radius);
3148 // apply whack to dock obj
3149 physics_apply_whack(&impulse_vec, &pos, &dock_obj->phys_info, &dock_obj->orient, dock_obj->phys_info.mass);
3150 // enhance rotation of the docked ship
3151 vm_vec_scale(&dock_obj->phys_info.rotvel, 2.0f);
3153 // apply whack to ship
3154 vm_vec_negate(&impulse_vec);
3155 vm_vec_rand_vec_quick(&pos);
3156 vm_vec_scale(&pos, objp->radius);
3157 physics_apply_whack(&impulse_vec, &pos, &objp->phys_info, &objp->orient, objp->phys_info.mass);
3159 // reset dock_objnum_when_dead to -1 for dockee, since docker has blown up.
3160 if (Ships[dock_obj->instance].dock_objnum_when_dead == sp->objnum) {
3161 Ships[dock_obj->instance].dock_objnum_when_dead = -1;
3165 // Do the stuff we do in a frame for a ship that's in its death throes.
3166 void ship_dying_frame(object *objp, int ship_num)
3169 sp = &Ships[ship_num];
3170 int knossos_ship = false;
3172 if ( sp->flags & SF_DYING ) {
3173 knossos_ship = (Ship_info[sp->ship_info_index].flags & SIF_KNOSSOS_DEVICE);
3175 // bash hull value toward 0 (from self destruct)
3176 if (objp->hull_strength > 0) {
3177 int time_left = timestamp_until(sp->final_death_time);
3178 float hits_left = objp->hull_strength;
3180 objp->hull_strength -= hits_left * (1000.0f * flFrametime) / time_left;
3183 // special case of VAPORIZE
3184 if (sp->flags & SF_VAPORIZE) {
3185 // SDL_assert(Ship_info[sp->ship_info_index].flags & SIF_SMALL_SHIP);
3186 if (timestamp_elapsed(sp->final_death_time)) {
3189 snd_play_3d( &Snds[SND_VAPORIZED], &objp->pos, &View_position, objp->radius, NULL, 0, 1.0f, SND_PRIORITY_MUST_PLAY );
3191 // do joystick effect
3192 if (objp == Player_obj) {
3196 // if dying ship is docked, do damage to docked and physics
3197 if (sp->dock_objnum_when_dead != -1) {
3198 do_dying_undock_physics(objp, sp);
3201 // do all accounting for respawning client and server side here.
3202 if (objp == Player_obj) {
3203 gameseq_post_event(GS_EVENT_DEATH_BLEW_UP);
3206 // mark object as dead
3207 objp->flags |= OF_SHOULD_BE_DEAD;
3209 // Don't blow up model. Only use debris shards.
3210 // call ship function to clean up after the ship is destroyed.
3211 ship_destroyed(ship_num);
3218 // bash the desired rotvel
3219 objp->phys_info.desired_rotvel = sp->deathroll_rotvel;
3221 // Do fireballs for Big ship with propagating explostion, but not Kamikaze
3222 if (!(Ai_info[sp->ai_index].ai_flags & AIF_KAMIKAZE) && ship_get_exp_propagates(sp)) {
3223 if ( timestamp_elapsed(Ships[ship_num].next_fireball)) {
3224 vector outpnt, pnt1, pnt2;
3225 polymodel *pm = model_get(sp->modelnum);
3227 // Gets two random points on the surface of a submodel
3228 submodel_get_two_random_points(sp->modelnum, pm->detail[0], &pnt1, &pnt2 );
3230 // vm_vec_avg( &tmp, &pnt1, &pnt2 ); [KNOSSOS get random in plane 1/1.414 in rad
3231 model_find_world_point(&outpnt, &pnt1, sp->modelnum, pm->detail[0], &objp->orient, &objp->pos );
3233 float rad = objp->radius*0.1f;
3234 int fireball_type = FIREBALL_EXPLOSION_LARGE1 + rand()%FIREBALL_NUM_LARGE_EXPLOSIONS;
3235 fireball_create( &outpnt, fireball_type, OBJ_INDEX(objp), rad, 0, &objp->phys_info.vel );
3236 // start the next fireball up in the next 50 - 200 ms (2-3 per frame)
3237 sp->next_fireball = timestamp_rand(333,500);
3239 // do sound - maybe start a random sound, if it has played far enough.
3240 do_sub_expl_sound(objp->radius, &outpnt, sp->sub_expl_sound_handle);
3244 // create little fireballs for knossos as it dies
3246 if ( timestamp_elapsed(Ships[ship_num].next_fireball)) {
3247 vector rand_vec, outpnt; // [0-.7 rad] in plane
3248 vm_vec_rand_vec_quick(&rand_vec);
3249 float scale = -vm_vec_dotprod(&objp->orient.v.fvec, &rand_vec) * (0.9f + 0.2f * frand());
3250 vm_vec_scale_add2(&rand_vec, &objp->orient.v.fvec, scale);
3251 vm_vec_normalize_quick(&rand_vec);
3252 scale = objp->radius * frand() * 0.717f;
3253 vm_vec_scale(&rand_vec, scale);
3254 vm_vec_add(&outpnt, &objp->pos, &rand_vec);
3256 float rad = objp->radius*0.2f;
3257 int fireball_type = FIREBALL_EXPLOSION_LARGE1 + rand()%FIREBALL_NUM_LARGE_EXPLOSIONS;
3258 fireball_create( &outpnt, fireball_type, OBJ_INDEX(objp), rad, 0, &objp->phys_info.vel );
3259 // start the next fireball up in the next 50 - 200 ms (2-3 per frame)
3260 sp->next_fireball = timestamp_rand(333,500);
3263 particle_emitter pe;
3265 pe.num_low = 15; // Lowest number of particles to create
3266 pe.num_high = 30; // Highest number of particles to create
3267 pe.pos = outpnt; // Where the particles emit from
3268 pe.vel = objp->phys_info.vel; // Initial velocity of all the particles
3269 pe.min_life = 2.0f; // How long the particles live
3270 pe.max_life = 12.0f; // How long the particles live
3271 pe.normal = objp->orient.v.uvec; // What normal the particle emit around
3272 pe.normal_variance = 2.0f; // How close they stick to that normal 0=on normal, 1=180, 2=360 degree
3274 pe.max_vel = 350.0f;
3275 pe.min_rad = 30.0f; // * objp->radius;
3276 pe.max_rad = 100.0f; // * objp->radius;
3277 particle_emit( &pe, PARTICLE_SMOKE2, 0, 50 );
3279 // do sound - maybe start a random sound, if it has played far enough.
3280 do_sub_expl_sound(objp->radius, &outpnt, sp->sub_expl_sound_handle);
3285 //nprintf(("AI", "Ship.cpp: Frame=%i, Time = %7.3f, Ship %s will die in %7.3f seconds.\n", Framecount, f2fl(Missiontime), Ships[ship_num].ship_name, (float) timestamp_until(sp->final_death_time)/1000.0f));
3286 int time_until_minor_explosions = timestamp_until(sp->final_death_time);
3288 // Wait until just before death and set off some explosions
3289 // If it is less than 1/2 second until large explosion, but there is
3290 // at least 1/10th of a second left, then create 5 small explosions
3291 if ( (time_until_minor_explosions < 500) && (time_until_minor_explosions > 100) && (!sp->pre_death_explosion_happened) ) {
3292 //mprintf(( "Ship almost dying!!\n" ));
3293 sp->next_fireball = timestamp(-1); // never time out again
3294 sp->pre_death_explosion_happened=1; // Mark this event as having occurred
3296 polymodel *pm = model_get(sp->modelnum);
3298 // Start shockwave for ship with propagating explosion, do now for timing
3299 if ( ship_get_exp_propagates(sp) ) {
3300 ship_blow_up_area_apply_blast( objp );
3303 for (int zz=0; zz<6; zz++ ) {
3304 // dont make sequence of fireballs for knossos
3308 // Find two random vertices on the model, then average them
3309 // and make the piece start there.
3310 vector tmp, outpnt, pnt1, pnt2;
3312 // Gets two random points on the surface of a submodel [KNOSSOS]
3313 submodel_get_two_random_points(sp->modelnum, pm->detail[0], &pnt1, &pnt2 );
3315 vm_vec_avg( &tmp, &pnt1, &pnt2 );
3316 model_find_world_point(&outpnt, &tmp, sp->modelnum, pm->detail[0], &objp->orient, &objp->pos );
3318 float rad = frand()*0.30f;
3319 rad += objp->radius*0.40f;
3320 fireball_create( &outpnt, FIREBALL_EXPLOSION_MEDIUM, OBJ_INDEX(objp), rad, 0, &objp->phys_info.vel );
3323 // if ship is docked, undock now.
3324 if (sp->dock_objnum_when_dead != -1) {
3325 // other ship undocks
3326 // These asserts should no longer be needed and they cause a problem that is not obvious how to fix.
3327 //SDL_assert( !(Ai_info[Ships[dock_obj->instance].ai_index].ai_flags & AIF_DOCKED) );
3328 //SDL_assert( Ai_info[Ships[dock_obj->instance].ai_index].dock_objnum == -1 );
3329 // MWA Ai_info[Ships[dock_obj->instance].ai_index].ai_flags &= ~AIF_DOCKED;
3330 // MWA Ai_info[Ships[dock_obj->instance].ai_index].dock_objnum = -1;
3331 // MWA Ai_info[Ships[dock_obj->instance].ai_index].mode = AIM_NONE;
3335 if ( timestamp_elapsed(sp->final_death_time)) {
3337 sp->final_death_time = timestamp(-1); // never time out again
3338 //mprintf(( "Ship dying!!\n" ));
3340 // play ship explosion sound effect, pick appropriate explosion sound
3342 if ( Ship_info[sp->ship_info_index].flags & (SIF_CAPITAL | SIF_KNOSSOS_DEVICE) ) {
3343 sound_index=SND_CAPSHIP_EXPLODE;
3345 if ( OBJ_INDEX(objp) & 1 ) {
3346 sound_index=SND_SHIP_EXPLODE_1;
3348 sound_index=SND_SHIP_EXPLODE_2;
3352 snd_play_3d( &Snds[sound_index], &objp->pos, &View_position, objp->radius, NULL, 0, 1.0f, SND_PRIORITY_MUST_PLAY );
3353 if (objp == Player_obj)
3356 if ( sp->death_roll_snd != -1 ) {
3357 snd_stop(sp->death_roll_snd);
3358 sp->death_roll_snd = -1;
3361 // if dying ship is docked, do damage to docked and physics
3362 if (sp->dock_objnum_when_dead != -1) {
3363 do_dying_undock_physics(objp, sp);
3366 // play a random explosion
3367 particle_emitter pe;
3369 pe.num_low = 50; // Lowest number of particles to create
3370 pe.num_high = 100; // Highest number of particles to create
3371 pe.pos = objp->pos; // Where the particles emit from
3372 pe.vel = objp->phys_info.vel; // Initial velocity of all the particles
3373 pe.min_life = 0.5f; // How long the particles live
3374 pe.max_life = 4.0f; // How long the particles live
3375 pe.normal = objp->orient.v.uvec; // What normal the particle emit around
3376 pe.normal_variance = 2.0f; // How close they stick to that normal 0=on normal, 1=180, 2=360 degree
3377 pe.min_vel = 0.0f; // How fast the slowest particle can move
3378 pe.max_vel = 20.0f; // How fast the fastest particle can move
3379 pe.min_rad = 0.1f; // Min radius
3380 pe.max_rad = 1.5f; // Max radius
3382 if (!knossos_ship) {
3383 particle_emit( &pe, PARTICLE_SMOKE2, 0 );
3386 // If this is a large ship with a propagating explosion, set it to blow up.
3387 if ( ship_get_exp_propagates(sp) ) {
3388 if (Ai_info[sp->ai_index].ai_flags & AIF_KAMIKAZE) {
3389 ship_blow_up_area_apply_blast( objp );
3391 shipfx_large_blowup_init(sp);
3392 // need to timeout immediately to keep physics in sync
3393 sp->really_final_death_time = timestamp(0);
3395 // only do big fireball if not big ship
3397 int fireball_objnum, fireball_type;
3398 float explosion_life;
3399 big_rad = objp->radius*1.75f;
3400 fireball_type = FIREBALL_EXPLOSION_LARGE1 + rand()%FIREBALL_NUM_LARGE_EXPLOSIONS;
3402 big_rad = objp->radius * 1.2f;
3403 fireball_type = FIREBALL_EXPLOSION_LARGE1;
3405 fireball_objnum = fireball_create( &objp->pos, fireball_type, OBJ_INDEX(objp), big_rad, 0, &objp->phys_info.vel );
3406 if ( fireball_objnum > -1 ) {
3407 explosion_life = fireball_lifeleft(&Objects[fireball_objnum]);
3409 explosion_life = 0.0f;
3412 // JAS: I put in all this code because of an item on my todo list that
3413 // said that the ship destroyed debris shouldn't pop in until the
3414 // big explosion is 30% done. I did this on Oct24 and me & Adam
3415 // thought it looked dumb since the explosion didn't move with the
3416 // ship, so instead of just taking this code out, since we might need
3417 // it in the future, I disabled it. You can reenable it by changing
3418 // the commenting on the following two lines.
3419 sp->really_final_death_time = timestamp( fl2i(explosion_life*1000.0f)/5 ); // Wait till 30% of vclip time before breaking the ship up.
3420 //sp->really_final_death_time = timestamp(0); // Make ship break apart the instant the explosion starts
3423 sp->flags |= SF_EXPLODED;
3425 if ( !(ship_get_exp_propagates(sp)) ) {
3426 // apply area of effect blast damage from ship explosion
3427 ship_blow_up_area_apply_blast( objp );
3431 if ( timestamp_elapsed(sp->really_final_death_time)) {
3433 //mprintf(( "Ship really dying!!\n" ));
3434 // do large_ship_split and explosion
3435 if ( sp->large_ship_blowup_index > -1 ) {
3436 if ( shipfx_large_blowup_do_frame(sp, flFrametime) ) {
3437 // do all accounting for respawning client and server side here.
3438 if(objp == Player_obj) {
3439 gameseq_post_event(GS_EVENT_DEATH_BLEW_UP);
3442 objp->flags |= OF_SHOULD_BE_DEAD;
3444 ship_destroyed(ship_num); // call ship function to clean up after the ship is destroyed.
3449 //fireball_create( &objp->pos, FIREBALL_SHIP_EXPLODE1, OBJ_INDEX(objp), objp->radius/2.0f );
3450 //mprintf(("Frame %i: Died!\n", Framecount));
3452 shipfx_blow_up_model(objp, Ships[ship_num].modelnum, 0, 20, &objp->pos );
3454 // do all accounting for respawning client and server side here.
3455 if(objp == Player_obj) {
3456 gameseq_post_event(GS_EVENT_DEATH_BLEW_UP);
3459 objp->flags |= OF_SHOULD_BE_DEAD;
3461 ship_destroyed(ship_num); // call ship function to clean up after the ship is destroyed.
3462 sp->really_final_death_time = timestamp( -1 ); // Never time out again!
3465 // If a ship is dying (and not a capital or big ship) then stutter the engine sound
3466 if ( timestamp_elapsed(sp->next_engine_stutter) ) {
3467 if ( !(Ship_info[sp->ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) ) {
3468 sp->flags ^= SF_ENGINES_ON; // toggle state of engines
3469 sp->next_engine_stutter = timestamp_rand(50, 250);
3475 void ship_chase_shield_energy_targets(ship *shipp, object *obj, float frametime)
3480 if (shipp->flags & SF_DYING)
3483 sip = &Ship_info[shipp->ship_info_index];
3485 delta = frametime * ETS_RECHARGE_RATE * sip->shields / 100.0f;
3487 // Chase target_shields and target_weapon_energy
3488 if (shipp->target_shields_delta > 0.0f) {
3489 if (delta > shipp->target_shields_delta)
3490 delta = shipp->target_shields_delta;
3492 add_shield_strength(obj, delta);
3493 shipp->target_shields_delta -= delta;
3494 } else if (shipp->target_shields_delta < 0.0f) {
3495 if (delta < -shipp->target_shields_delta)
3496 delta = -shipp->target_shields_delta;
3498 add_shield_strength(obj, -delta);
3499 shipp->target_shields_delta += delta;
3502 delta = frametime * ETS_RECHARGE_RATE * sip->max_weapon_reserve / 100.0f;
3504 if (shipp->target_weapon_energy_delta > 0.0f) {
3505 if (delta > shipp->target_weapon_energy_delta)
3506 delta = shipp->target_weapon_energy_delta;
3508 shipp->weapon_energy += delta;
3509 shipp->target_weapon_energy_delta -= delta;
3510 } else if (shipp->target_weapon_energy_delta < 0.0f) {
3511 if (delta < -shipp->target_weapon_energy_delta)
3512 delta = -shipp->target_weapon_energy_delta;
3514 shipp->weapon_energy -= delta;
3515 shipp->target_weapon_energy_delta += delta;
3520 // Stuff for showing ship thrusters.
3521 typedef struct thrust_anim {
3524 float time; // in seconds
3527 #define NUM_THRUST_ANIMS 6
3528 #define NUM_THRUST_GLOW_ANIMS 6
3530 // These are indexed by: Species*2 + (After_burner_on?1:0)
3531 static thrust_anim Thrust_anims[NUM_THRUST_ANIMS];
3532 char Thrust_anim_names[NUM_THRUST_ANIMS][MAX_FILENAME_LEN] = {
3534 "thruster01", "thruster01a",
3535 "thruster02", "thruster02a",
3536 "thruster03", "thruster03a"
3540 // These are indexed by: Species*2 + (After_burner_on?1:0)
3541 static thrust_anim Thrust_glow_anims[NUM_THRUST_GLOW_ANIMS];
3542 char Thrust_glow_anim_names[NUM_THRUST_GLOW_ANIMS][MAX_FILENAME_LEN] = {
3544 "thrusterglow01", "thrusterglow01a",
3545 "thrusterglow02", "thrusterglow02a",
3546 "thrusterglow03", "thrusterglow03a"
3550 static int Thrust_anim_inited = 0;
3552 // loads the animations for ship's afterburners
3553 void ship_init_thrusters()
3558 if ( Thrust_anim_inited == 1 )
3561 // AL 29-3-98: Don't want to include Shivan thrusters in the demo build
3562 int num_thrust_anims = NUM_THRUST_ANIMS;
3563 #ifdef DEMO // N/A FS2_DEMO
3564 num_thrust_anims = NUM_THRUST_ANIMS - 2;
3567 for ( i = 0; i < num_thrust_anims; i++ ) {
3568 ta = &Thrust_anims[i];
3569 ta->first_frame = bm_load_animation(Thrust_anim_names[i], &ta->num_frames, &fps, 1);
3570 if ( ta->first_frame == -1 ) {
3571 Error(LOCATION,"Error loading animation file: %s\n",Thrust_anim_names[i]);
3574 SDL_assert(fps != 0);
3575 ta->time = i2fl(ta->num_frames)/fps;
3578 // AL 29-3-98: Don't want to include Shivan thrusters in the demo build
3579 int num_thrust_glow_anims = NUM_THRUST_GLOW_ANIMS;
3580 #ifdef DEMO // N/A FS2_DEMO
3581 num_thrust_glow_anims = NUM_THRUST_GLOW_ANIMS - 2;
3584 for ( i = 0; i < num_thrust_glow_anims; i++ ) {
3585 ta = &Thrust_glow_anims[i];
3586 ta->num_frames = NOISE_NUM_FRAMES;
3588 ta->first_frame = bm_load( Thrust_glow_anim_names[i] );
3589 if ( ta->first_frame == -1 ) {
3590 Error(LOCATION,"Error loading bitmap file: %s\n",Thrust_glow_anim_names[i]);
3593 SDL_assert(fps != 0);
3594 ta->time = i2fl(ta->num_frames)/fps;
3597 Thrust_anim_inited = 1;
3601 // JAS - figure out which thruster bitmap will get rendered next
3602 // time around. ship_render needs to have shipp->thruster_bitmap set to
3603 // a valid bitmap number, or -1 if we shouldn't render thrusters.
3604 void ship_do_thruster_frame( ship *shipp, object *objp, float frametime )
3609 thrust_anim *the_anim;
3610 ship_info *sinfo = &Ship_info[shipp->ship_info_index];
3612 if ( !Thrust_anim_inited ) ship_init_thrusters();
3614 // The animations are organized by:
3615 // Species*2 + (After_burner_on?1:0)
3616 anim_index = sinfo->species*2;
3618 if ( objp->phys_info.flags & PF_AFTERBURNER_ON ) {
3619 anim_index++; // select afterburner anim.
3620 rate = 1.5f; // go at 1.5x faster when afterburners on
3622 // If thrust at 0, go at half as fast, full thrust; full framerate
3623 // so set rate from 0.5 to 1.0, depending on thrust from 0 to 1
3624 // rate = 0.5f + objp->phys_info.forward_thrust / 2.0f;
3625 rate = 0.67f * (1.0f + objp->phys_info.forward_thrust);
3630 SDL_assert( anim_index > -1 );
3631 SDL_assert( anim_index < NUM_THRUST_ANIMS );
3633 the_anim = &Thrust_anims[anim_index];
3635 SDL_assert( frametime > 0.0f );
3636 shipp->thruster_frame += frametime * rate;
3639 if ( shipp->thruster_frame < 0.0f ) shipp->thruster_frame = 0.0f;
3640 if ( shipp->thruster_frame > 100.0f ) shipp->thruster_frame = 0.0f;
3642 while ( shipp->thruster_frame > the_anim->time ) {
3643 shipp->thruster_frame -= the_anim->time;
3645 framenum = fl2i( (shipp->thruster_frame*the_anim->num_frames) / the_anim->time );
3646 if ( framenum < 0 ) framenum = 0;
3647 if ( framenum >= the_anim->num_frames ) framenum = the_anim->num_frames-1;
3649 // if ( anim_index == 0 )
3650 // mprintf(( "Frame = %d/%d, anim=%d\n", framenum+1, the_anim->num_frames, anim_index ));
3652 // Get the bitmap for this frame
3653 shipp->thruster_bitmap = the_anim->first_frame + framenum;
3655 // mprintf(( "TF: %.2f\n", shipp->thruster_frame ));
3657 // Do it for glow bitmaps
3658 the_anim = &Thrust_glow_anims[anim_index];
3660 SDL_assert( frametime > 0.0f );
3661 shipp->thruster_glow_frame += frametime * rate;
3664 if ( shipp->thruster_glow_frame < 0.0f ) shipp->thruster_glow_frame = 0.0f;
3665 if ( shipp->thruster_glow_frame > 100.0f ) shipp->thruster_glow_frame = 0.0f;
3667 while ( shipp->thruster_glow_frame > the_anim->time ) {
3668 shipp->thruster_glow_frame -= the_anim->time;
3670 framenum = fl2i( (shipp->thruster_glow_frame*the_anim->num_frames) / the_anim->time );
3671 if ( framenum < 0 ) framenum = 0;
3672 if ( framenum >= the_anim->num_frames ) framenum = the_anim->num_frames-1;
3674 // if ( anim_index == 0 )
3675 // mprintf(( "Frame = %d/%d, anim=%d\n", framenum+1, the_anim->num_frames, anim_index ));
3677 // Get the bitmap for this frame
3678 shipp->thruster_glow_bitmap = the_anim->first_frame; // + framenum;
3679 shipp->thruster_glow_noise = Noise[framenum];
3684 // JAS - figure out which thruster bitmap will get rendered next
3685 // time around. ship_render needs to have shipp->thruster_bitmap set to
3686 // a valid bitmap number, or -1 if we shouldn't render thrusters.
3687 // This does basically the same thing as ship_do_thruster_frame, except it
3688 // operates on a weapon. This is in the ship code because it needs
3689 // the same thruster animation info as the ship stuff, and I would
3690 // rather extern this one function than all the thruster animation stuff.
3691 void ship_do_weapon_thruster_frame( weapon *weaponp, object *objp, float frametime )
3696 thrust_anim *the_anim;
3698 if ( !Thrust_anim_inited ) ship_init_thrusters();
3700 // The animations are organized by:
3701 // Species*2 + (After_burner_on?1:0)
3702 anim_index = weaponp->species*2;
3704 // If thrust at 0, go at half as fast, full thrust; full framerate
3705 // so set rate from 0.5 to 1.0, depending on thrust from 0 to 1
3706 // rate = 0.5f + objp->phys_info.forward_thrust / 2.0f;
3707 rate = 0.67f * (1.0f + objp->phys_info.forward_thrust);
3709 SDL_assert( anim_index > -1 );
3710 SDL_assert( anim_index < NUM_THRUST_ANIMS );
3712 the_anim = &Thrust_anims[anim_index];
3714 SDL_assert( frametime > 0.0f );
3715 weaponp->thruster_frame += frametime * rate;
3718 if ( weaponp->thruster_frame < 0.0f ) weaponp->thruster_frame = 0.0f;
3719 if ( weaponp->thruster_frame > 100.0f ) weaponp->thruster_frame = 0.0f;
3721 while ( weaponp->thruster_frame > the_anim->time ) {
3722 weaponp->thruster_frame -= the_anim->time;
3724 framenum = fl2i( (weaponp->thruster_frame*the_anim->num_frames) / the_anim->time );
3725 if ( framenum < 0 ) framenum = 0;
3726 if ( framenum >= the_anim->num_frames ) framenum = the_anim->num_frames-1;
3728 // if ( anim_index == 0 )
3729 // mprintf(( "Frame = %d/%d, anim=%d\n", framenum+1, the_anim->num_frames, anim_index ));
3731 // Get the bitmap for this frame
3732 weaponp->thruster_bitmap = the_anim->first_frame + framenum;
3734 // mprintf(( "TF: %.2f\n", weaponp->thruster_frame ));
3736 // Do it for glow bitmaps
3737 the_anim = &Thrust_glow_anims[anim_index];
3739 SDL_assert( frametime > 0.0f );
3740 weaponp->thruster_glow_frame += frametime * rate;
3743 if ( weaponp->thruster_glow_frame < 0.0f ) weaponp->thruster_glow_frame = 0.0f;
3744 if ( weaponp->thruster_glow_frame > 100.0f ) weaponp->thruster_glow_frame = 0.0f;
3746 while ( weaponp->thruster_glow_frame > the_anim->time ) {
3747 weaponp->thruster_glow_frame -= the_anim->time;
3749 framenum = fl2i( (weaponp->thruster_glow_frame*the_anim->num_frames) / the_anim->time );
3750 if ( framenum < 0 ) framenum = 0;
3751 if ( framenum >= the_anim->num_frames ) framenum = the_anim->num_frames-1;
3753 // if ( anim_index == 0 )
3754 // mprintf(( "Frame = %d/%d, anim=%d\n", framenum+1, the_anim->num_frames, anim_index ));
3756 // Get the bitmap for this frame
3757 weaponp->thruster_glow_bitmap = the_anim->first_frame; // + framenum;
3758 weaponp->thruster_glow_noise = Noise[framenum];
3763 // Repair damaged subsystems for a ship, called for each ship once per frame.
3764 // TODO: optimize by only calling ever N seconds and keeping track of elapsed time
3766 // NOTE: need to update current_hits in the sp->subsys_list element, and the sp->subsys_info[]
3768 #define SHIP_REPAIR_SUBSYSTEM_RATE 0.01f // percent repair per second for a subsystem
3769 #define SUBSYS_REPAIR_THRESHOLD 0.1 // only repair subsystems that have > 10% strength
3770 void ship_auto_repair_frame(int shipnum, float frametime)
3773 ship_subsys_info *ssip;
3778 if ( !Ship_auto_repair ) // only repair subsystems if Ship_auto_repair flag is set
3782 SDL_assert( shipnum >= 0 && shipnum < MAX_SHIPS);
3783 sp = &Ships[shipnum];
3784 sip = &Ship_info[sp->ship_info_index];
3786 // only allow for the auto-repair of subsystems on small ships
3787 if ( !(sip->flags & SIF_SMALL_SHIP) )
3790 // AL 3-14-98: only allow auto-repair if power output not zero
3791 if ( sip->power_output <= 0 )
3794 // iterate through subsystems, repair as needed based on elapsed frametime
3795 for ( ssp = GET_FIRST(&sp->subsys_list); ssp != END_OF_LIST(&sp->subsys_list); ssp = GET_NEXT(ssp) ) {
3796 SDL_assert(ssp->system_info->type >= 0 && ssp->system_info->type < SUBSYSTEM_MAX);
3797 ssip = &sp->subsys_info[ssp->system_info->type];
3799 if ( ssp->current_hits != ssp->system_info->max_hits ) {
3801 // only repair those subsystems which are not destroyed
3802 if ( ssp->system_info->max_hits <= 0 || ssp->current_hits <= 0 )
3805 // do incremental repair on the subsystem
3806 ssp->current_hits += ssp->system_info->max_hits * SHIP_REPAIR_SUBSYSTEM_RATE * frametime;
3807 ssip->current_hits += ssip->total_hits * SHIP_REPAIR_SUBSYSTEM_RATE * frametime;
3809 // check for overflow of current_hits
3810 if ( ssp->current_hits >= ssp->system_info->max_hits ) {
3811 // TODO: here is hook for when a subsystem is fully repaired (eg add voice)
3812 ssp->current_hits = ssp->system_info->max_hits;
3814 if ( ssip->current_hits >= ssip->total_hits ) {
3815 ssip->current_hits = ssip->total_hits;
3821 // this function checks to see how far the player has strayed from his starting location (should be
3822 // single player only). Issues a warning at some distance. Makes mission end if he keeps flying away
3823 // 3 strikes and you're out or too far away
3824 #define PLAYER_MAX_DIST_WARNING 70000 // distance in KM at which player gets warning to return to battle
3825 #define PLAYER_DISTANCE_MAX_WARNINGS 3 // maximum number of warnings player can receive before mission ends
3826 #define PLAYER_MAX_DIST_END 75000 // distance from starting loc at which we end mission
3827 #define PLAYER_WARN_DELTA_TIME 10000
3828 #define PLAYER_DEATH_DELTA_TIME 5000
3830 void ship_check_player_distance_sub(player *p, int multi_target=-1)
3832 // only check distance for ships
3833 if ( p->control_mode != PCM_NORMAL ) {
3834 // already warping out... don't bother checking anymore
3838 float dist = vm_vec_dist_quick(&Objects[p->objnum].pos, &vmd_zero_vector);
3840 int give_warning_to_player = 0;
3841 if ( dist > PLAYER_MAX_DIST_WARNING ) {
3842 if (p->distance_warning_count == 0) {
3843 give_warning_to_player = 1;
3845 if (timestamp_until(p->distance_warning_time) < 0) {
3846 give_warning_to_player = 1;
3851 if ( give_warning_to_player ) {
3852 // increase warning count
3853 p->distance_warning_count++;
3854 // set timestamp unless player PLAYER_FLAGS_DIST_TO_BE_KILLED flag is set
3855 if ( !(p->flags & PLAYER_FLAGS_DIST_TO_BE_KILLED) ) {
3856 p->distance_warning_time = timestamp(PLAYER_WARN_DELTA_TIME);
3858 // issue up to max warnings
3859 if (p->distance_warning_count <= PLAYER_DISTANCE_MAX_WARNINGS) {
3860 message_send_builtin_to_player( MESSAGE_STRAY_WARNING, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_SOON, 0, 0, multi_target, -1 );
3863 // HUD_sourced_printf(HUD_SOURCE_TERRAN_CMD, XSTR("Terran Command: You're straying too far from battle pilot, return immediately or be taken from the battlefield.", -1));
3864 if (p->distance_warning_count > PLAYER_DISTANCE_MAX_WARNINGS) {
3865 p->flags |= PLAYER_FLAGS_DIST_WARNING;
3869 if ( !(p->flags & PLAYER_FLAGS_FORCE_MISSION_OVER) && ((p->distance_warning_count > PLAYER_DISTANCE_MAX_WARNINGS) || (dist > PLAYER_MAX_DIST_END)) ) {
3870 // DKA 5/17/99 - DONT force warpout. Won't work multiplayer. Blow up ship.
3871 if ( !(p->flags & PLAYER_FLAGS_DIST_TO_BE_KILLED) ) {
3872 message_send_builtin_to_player( MESSAGE_STRAY_WARNING_FINAL, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, multi_target, -1 );
3873 p->flags |= PLAYER_FLAGS_DIST_TO_BE_KILLED;
3874 p->distance_warning_time = timestamp(PLAYER_DEATH_DELTA_TIME);
3876 // HUD_sourced_printf(HUD_SOURCE_TERRAN_CMD, XSTR("Terran Command: Sorry pilot, removing you from battle because of your insubordination!!!", -1));
3877 // gameseq_post_event(GS_EVENT_PLAYER_WARPOUT_START_FORCED);
3879 // get hull strength and blow up
3880 if ( (p->flags & PLAYER_FLAGS_DIST_TO_BE_KILLED) && (timestamp_until(p->distance_warning_time) < 0) ) {
3881 p->flags |= PLAYER_FLAGS_FORCE_MISSION_OVER;
3882 float damage = 10.0f * Objects[p->objnum].hull_strength;
3883 ship_apply_global_damage(&Objects[p->objnum], &Objects[p->objnum], NULL, damage);
3887 // see if player has moved back into "bounds"
3888 if ( (dist < PLAYER_MAX_DIST_WARNING) && (p->flags & PLAYER_FLAGS_DIST_WARNING) && !(p->flags & PLAYER_FLAGS_DIST_TO_BE_KILLED) ) {
3889 p->flags &= ~PLAYER_FLAGS_DIST_WARNING;
3890 p->distance_warning_count = 1;
3894 void ship_check_player_distance()
3899 if (Game_mode & GM_MULTIPLAYER) {
3900 // if I'm the server, check all non-observer players including myself
3901 if (MULTIPLAYER_MASTER) {
3903 for (idx=0; idx<MAX_PLAYERS; idx++) {
3904 if (MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && !MULTI_OBSERVER(Net_players[idx]) && (Objects[Net_players[idx].player->objnum].type != OBJ_GHOST) ) {
3905 // if bad, blow him up
3906 ship_check_player_distance_sub(Net_players[idx].player, idx);
3913 // maybe blow him up
3914 ship_check_player_distance_sub(Player);
3918 void observer_process_post(object *objp)
3920 SDL_assert(objp->type == OBJ_OBSERVER);
3922 if (Game_mode & GM_MULTIPLAYER) {
3923 // if I'm just an observer
3924 if (MULTI_OBSERVER(Net_players[MY_NET_PLAYER_NUM])) {
3925 float dist = vm_vec_dist_quick(&Player_obj->pos, &vmd_zero_vector);
3926 // if beyond max dist, reset to 0
3927 if (dist > PLAYER_MAX_DIST_END) {
3929 if ((Player_obj != NULL) && (Player_obj->type != OBJ_GHOST)) {
3930 Player_obj->pos = vmd_zero_vector;
3937 // reset some physics info when ship's engines goes from disabled->enabled
3938 void ship_reset_disabled_physics(object *objp, int ship_class)
3940 objp->phys_info.flags &= ~(PF_REDUCED_DAMP | PF_DEAD_DAMP);
3941 objp->phys_info.side_slip_time_const = Ship_info[ship_class].damp;
3944 // Clear/set the subsystem disrupted flags
3945 void ship_subsys_disrupted_check(ship *sp)
3948 int engines_disabled=0;
3950 if ( sp->subsys_disrupted_flags & (1<<SUBSYSTEM_ENGINE) ) {
3954 sp->subsys_disrupted_flags=0;
3956 ss = GET_FIRST(&sp->subsys_list);
3957 while ( ss != END_OF_LIST( &sp->subsys_list ) ) {
3958 if ( !timestamp_elapsed(ss->disruption_timestamp) ) {
3959 sp->subsys_disrupted_flags |= (1<<ss->system_info->type);
3961 ss = GET_NEXT( ss );
3964 if ( engines_disabled ) {
3965 if ( !(sp->subsys_disrupted_flags & (1<<SUBSYSTEM_ENGINE)) ) {
3966 if ( !(sp->flags & SF_DISABLED) ) {
3967 ship_reset_disabled_physics(&Objects[sp->objnum], sp->ship_info_index);
3973 // Maybe check ship subsystems for disruption, and set/clear flags
3974 void ship_subsys_disrupted_maybe_check(ship *shipp)
3976 if ( timestamp_elapsed(shipp->subsys_disrupted_check_timestamp) ) {
3977 ship_subsys_disrupted_check(shipp);
3978 shipp->subsys_disrupted_check_timestamp=timestamp(250);
3982 // Determine if a given subsystem is disrupted (ie inoperable)
3983 // input: ss => pointer to ship subsystem
3984 // exit: 1 => subsystem is disrupted
3985 // 0 => subsystem is not disrupted
3986 int ship_subsys_disrupted(ship_subsys *ss)
3989 Int3(); // should never happen, get Alan if it does.
3993 if ( timestamp_elapsed(ss->disruption_timestamp) ) {
4000 // Disrupt a subsystem (ie make it inoperable for a time)
4001 // input: ss => ship subsystem to be disrupted
4002 // time => time in ms that subsystem should be disrupted
4003 void ship_subsys_set_disrupted(ship_subsys *ss, int time)
4008 Int3(); // should never happen, get Alan if it does.
4012 time_left=timestamp_until(ss->disruption_timestamp);
4013 if ( time_left < 0 ) {
4017 ss->disruption_timestamp = timestamp(time+time_left);
4020 // Determine if a given subsystem is disrupted (ie inoperable)
4021 // input: sp => pointer to ship containing subsystem
4022 // type => type of subsystem (SUBSYSTEM_*)
4023 // exit: 1 => subsystem is disrupted
4024 // 0 => subsystem is not disrupted
4026 int ship_subsys_disrupted(ship *sp, int type)
4028 if ( sp->subsys_disrupted_flags & (1<<type) ) {
4035 float Decay_rate = 1.0f / 120.0f;
4036 DCF(lethality_decay, "time in sec to return from 100 to 0")
4038 dc_get_arg(ARG_FLOAT);
4039 Decay_rate = Dc_arg_float;
4042 float min_lethality = 0.0f;
4044 void lethality_decay(ai_info *aip)
4046 float decay_rate = Decay_rate;
4047 aip->lethality -= 100.0f * decay_rate * flFrametime;
4048 aip->lethality = max(-10.0f, aip->lethality);
4050 // if (aip->lethality < min_lethality) {
4051 // min_lethality = aip->lethality;
4052 // mprintf(("new lethality low: %.1f\n", min_lethality));
4056 if (Objects[Ships[aip->shipnum].objnum].flags & OF_PLAYER_SHIP) {
4057 if (Framecount % 10 == 0) {
4058 int num_turrets = 0;
4059 if ((aip->target_objnum != -1) && (Objects[aip->target_objnum].type == OBJ_SHIP)) {
4060 int num_turrets_attacking(object *turret_parent, int target_objnum);
4061 num_turrets = num_turrets_attacking(&Objects[aip->target_objnum], Ships[aip->shipnum].objnum);
4063 nprintf(("lethality", "Player lethality: %.1f, num turrets targeting player: %d\n", aip->lethality, num_turrets));
4069 void ship_process_pre(object *objp, float frametime)
4073 MONITOR( NumShips );
4075 // Player ship uses this code, but does a quick out after doing a few things.
4076 // when adding code to this function, decide whether or not a client in a multiplayer game
4077 // needs to execute the code you are adding. Code which moves things, creates things, etc
4078 // probably doesn't need to be called. If you don't know -- find Allender!!!
4079 void ship_process_post(object * obj, float frametime)
4084 if(obj->type != OBJ_SHIP){
4085 nprintf(("Network","Ignoring non-ship object in ship_process_post()\n"));
4089 MONITOR_INC( NumShips, 1 );
4091 num = obj->instance;
4092 SDL_assert( num >= 0 && num < MAX_SHIPS);
4093 SDL_assert( obj->type == OBJ_SHIP );
4094 SDL_assert( Ships[num].objnum == OBJ_INDEX(obj));
4096 shipp = &Ships[num];
4098 shipp->shield_hits = 0;
4100 update_ets(obj, frametime);
4102 afterburners_update(obj, frametime);
4104 ship_subsys_disrupted_maybe_check(shipp);
4106 ship_dying_frame(obj, num);
4108 ship_chase_shield_energy_targets(shipp, obj, frametime);
4110 // AL 1-6-98: record the initial ammo counts for ships, which is used as the max limit for rearming
4111 if ( !(shipp->flags & SF_AMMO_COUNT_RECORDED) ) {
4112 for ( int i=0; i<MAX_SECONDARY_BANKS; i++ ) {
4113 if ( red_alert_mission() ) {
4114 int max_missiles = get_max_ammo_count_for_bank(shipp->ship_info_index, i, shipp->weapons.secondary_bank_weapons[i]);
4115 shipp->weapons.secondary_bank_start_ammo[i] = max_missiles;
4117 shipp->weapons.secondary_bank_start_ammo[i] = shipp->weapons.secondary_bank_ammo[i];
4120 shipp->flags |= SF_AMMO_COUNT_RECORDED;
4123 if(!(Game_mode & GM_STANDALONE_SERVER)){
4124 // Plot ship on the radar. What about multiplayer ships?
4125 if ( obj != Player_obj ) // don't plot myself.
4126 radar_plot_object( obj );
4128 // MWA -- move the spark code to before the check for multiplayer master
4129 // Do ship sparks. Don't do sparks on my ship (since I cannot see it). This
4130 // code will do sparks on other ships in multiplayer though.
4131 // JAS: Actually in external view, you can see sparks, so I don't do sparks
4132 // on the Viewer_obj, not Player_obj.
4133 if ( (obj != Viewer_obj) && timestamp_elapsed(Ships[num].next_hit_spark) ) {
4134 shipfx_emit_spark(num,-1); // -1 means choose random spark location
4137 if ( obj != Viewer_obj ) {
4138 shipfx_do_damaged_arcs_frame( shipp );
4141 // JAS - flicker the thruster bitmaps
4142 ship_do_thruster_frame(shipp,obj,frametime);
4145 ship_auto_repair_frame(num, frametime);
4147 // MWA -- move the spark code to before the check for multiplayer master
4149 // if (timestamp_elapsed(Ships[num].next_hit_spark)) {
4151 // Ships[num].next_hit_spark = timestamp_rand(100,500);
4154 shipfx_do_lightning_frame(shipp);
4156 // if the ship has an EMP effect active, process it
4157 emp_process_ship(shipp);
4159 // call the contrail system
4160 ct_ship_process(shipp);
4162 // process engine wash
4163 void engine_wash_ship_process(ship *shipp);
4164 engine_wash_ship_process(shipp);
4167 if(shipp->tag_left > 0.0f){
4168 shipp->tag_left -= flFrametime;
4169 if(shipp->tag_left <= 0.000001f){
4170 shipp->tag_left = -1.0f;
4172 mprintf(("Killing TAG for %s\n", shipp->ship_name));
4176 // update level 2 TAG info
4177 if(shipp->level2_tag_left > 0.0f){
4178 shipp->level2_tag_left -= flFrametime;
4179 if(shipp->level2_tag_left <= 0.000001f){
4180 shipp->level2_tag_left = -1.0f;
4182 mprintf(("Killing level 2 TAG for %s\n", shipp->ship_name));
4186 if ( shipp->flags & SF_ARRIVING && Ai_info[shipp->ai_index].mode != AIM_BAY_EMERGE ) {
4187 // JAS -- if the ship is warping in, just move it forward at a speed
4188 // fast enough to move 2x it's radius in SHIP_WARP_TIME seconds.
4189 shipfx_warpin_frame( obj, frametime );
4190 } else if ( shipp->flags & SF_DEPART_WARP ) {
4191 // JAS -- if the ship is warping out, just move it forward at a speed
4192 // fast enough to move 2x it's radius in SHIP_WARP_TIME seconds.
4193 shipfx_warpout_frame( obj, frametime );
4197 // for multiplayer people. return here if in multiplay and not the host
4198 if ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) )
4201 // MWA -- moved the code to maybe fire swarm missiles to after the check for
4202 // multiplayer master. Only single player and multi server needs to do this code
4203 // this code might call ship_fire_secondary which will send the fire packets
4204 swarm_maybe_fire_missile(num);
4206 // maybe fire turret swarm missiles
4207 void turret_swarm_maybe_fire_missile(int num);
4208 turret_swarm_maybe_fire_missile(num);
4210 // maybe fire a corkscrew missile (just like swarmers)
4211 cscrew_maybe_fire_missile(num);
4213 // AL 2-19-98: Fire turret for player if it exists
4214 if ( obj->flags & OF_PLAYER_SHIP ) {
4215 player_maybe_fire_turret(obj);
4218 // if single player, check player object is not too far from starting location
4219 // DKA 5/17/99 check SINGLE and MULTI
4220 // if ( !(Game_mode & GM_MULTIPLAYER) && (obj == Player_obj) )
4221 if (obj == Player_obj) {
4222 ship_check_player_distance();
4225 // update ship lethality
4226 if ( Ships[num].ai_index >= 0 ){
4227 if (!physics_paused && !ai_paused){
4228 lethality_decay(&Ai_info[Ships[num].ai_index]);
4232 // if the ship is a player ship or an observer ship don't need to do AI
4233 if ( (obj->flags & OF_PLAYER_SHIP) || (obj->type == OBJ_OBSERVER) ) {
4237 if ( Ships[num].ai_index >= 0 ){
4238 if (!physics_paused && !ai_paused){
4239 ai_process( obj, Ships[num].ai_index, frametime );
4246 // ------------------------------------------------------------------------
4247 // ship_set_default_weapons()
4249 // Set the ship level weapons based on the information contained in the ship
4250 // info. Weapon assignments are checked against the model to ensure the models
4251 // and the ship info weapon data are in synch.
4255 void ship_set_default_weapons(ship *shipp, ship_info *sip)
4259 ship_weapon *swp = &shipp->weapons;
4261 // Copy primary and secondary weapons from ship_info to ship.
4262 // Later, this will happen in the weapon loadout screen.
4263 for (i=0; i < MAX_PRIMARY_BANKS; i++){
4264 swp->primary_bank_weapons[i] = sip->primary_bank_weapons[i];
4267 for (i=0; i < MAX_SECONDARY_BANKS; i++){
4268 swp->secondary_bank_weapons[i] = sip->secondary_bank_weapons[i];
4271 // Copy the number of primary and secondary banks to ship, and verify that
4272 // model is in synch
4273 po = model_get( sip->modelnum );
4276 if ( po->n_guns > sip->num_primary_banks ) {
4277 SDL_assert(po->n_guns <= MAX_PRIMARY_BANKS);
4278 Warning(LOCATION, "There are %d primary banks in the model file,\nbut only %d primary banks in ships.tbl for %s\n", po->n_guns, sip->num_primary_banks, sip->name);
4279 for ( i = sip->num_primary_banks; i < po->n_guns; i++ ) {
4280 // Make unspecified weapon for bank be a Light Laser
4281 swp->primary_bank_weapons[i] = weapon_info_lookup(NOX("Light Laser"));
4282 SDL_assert(swp->primary_bank_weapons[i] >= 0);
4284 sip->num_primary_banks = po->n_guns;
4286 else if ( po->n_guns < sip->num_primary_banks ) {
4287 Warning(LOCATION, "There are %d primary banks in ships.tbl for %s\nbut only %d primary banks in the model\n", sip->num_primary_banks, sip->name, po->n_guns);
4288 sip->num_primary_banks = po->n_guns;
4292 if ( po->n_missiles > sip->num_secondary_banks ) {
4293 SDL_assert(po->n_missiles <= MAX_SECONDARY_BANKS);
4294 Warning(LOCATION, "There are %d secondary banks in model,\nbut only %d secondary banks in ships.tbl for %s\n", po->n_missiles, sip->num_secondary_banks, sip->name);
4295 for ( i = sip->num_secondary_banks; i < po->n_missiles; i++ ) {
4296 // Make unspecified weapon for bank be a Rockeye Missile
4297 swp->secondary_bank_weapons[i] = weapon_info_lookup(NOX("Rockeye Missile"));
4298 SDL_assert(swp->secondary_bank_weapons[i] >= 0);
4300 sip->num_secondary_banks = po->n_missiles;
4302 else if ( po->n_missiles < sip->num_secondary_banks ) {
4303 Warning(LOCATION, "There are %d secondary banks in ships.tbl for %s,\n but only %d secondary banks in the model.\n", sip->num_secondary_banks, sip->name, po->n_missiles);
4304 sip->num_secondary_banks = po->n_missiles;
4307 swp->num_primary_banks = sip->num_primary_banks;
4308 swp->num_secondary_banks = sip->num_secondary_banks;
4309 for ( i = 0; i < swp->num_secondary_banks; i++ ) {
4311 swp->secondary_bank_ammo[i] = 100;
4313 swp->secondary_bank_ammo[i] = sip->secondary_bank_ammo_capacity[i];
4316 swp->secondary_bank_capacity[i] = sip->secondary_bank_ammo_capacity[i];
4319 for ( i = 0; i < MAX_PRIMARY_BANKS; i++ ){
4320 swp->next_primary_fire_stamp[i] = timestamp(0);
4323 for ( i = 0; i < MAX_SECONDARY_BANKS; i++ ){
4324 swp->next_secondary_fire_stamp[i] = timestamp(0);
4329 // A faster version of ship_check_collision that does not do checking at the polygon
4330 // level. Just checks to see if a vector will intersect a sphere.
4331 int ship_check_collision_fast( object * obj, object * other_obj, vector * hitpos)
4336 SDL_assert( obj->type == OBJ_SHIP );
4337 SDL_assert( obj->instance >= 0 );
4339 num = obj->instance;
4341 ship_model_start(obj); // are these needed in this fast case? probably not.
4343 mc.model_num = Ships[num].modelnum; // Fill in the model to check
4344 mc.orient = &obj->orient; // The object's orient
4345 mc.pos = &obj->pos; // The object's position
4346 mc.p0 = &other_obj->last_pos; // Point 1 of ray to check
4347 mc.p1 = &other_obj->pos; // Point 2 of ray to check
4348 mc.flags = MC_ONLY_SPHERE; // flags
4352 *hitpos = mc.hit_point_world;
4354 ship_model_stop(obj); // are these needed in this fast case? probably not.
4359 // ensure that the subsys path is at least SUBSYS_PATH_DIST from the
4360 // second last to last point.
4361 void ship_maybe_fixup_subsys_path(polymodel *pm, int path_num)
4363 vector *v1, *v2, dir;
4365 int index_1, index_2;
4368 mp = &pm->paths[path_num];
4370 SDL_assert(mp != NULL);
4371 SDL_assert(mp->nverts > 1);
4376 v1 = &mp->verts[index_1].pos;
4377 v2 = &mp->verts[index_2].pos;
4379 dist = vm_vec_dist(v1, v2);
4380 if ( dist < SUBSYS_PATH_DIST-10 ) {
4381 vm_vec_normalized_dir(&dir, v2, v1);
4382 vm_vec_scale_add(v2, v1, &dir, SUBSYS_PATH_DIST);
4386 // fill in the path_num field inside the model_subsystem struct. This is an index into
4387 // the pm->paths[] array, which is a path that provides a frontal approach to a subsystem
4388 // (used for attacking purposes)
4390 // NOTE: path_num in model_subsystem has the follows the following convention:
4391 // > 0 => index into pm->paths[] for model that subsystem sits on
4392 // -1 => path is not yet determined (may or may not exist)
4393 // -2 => path doesn't yet exist for this subsystem
4394 void ship_set_subsys_path_nums(ship_info *sip, polymodel *pm)
4398 for ( i = 0; i < sip->n_subsystems; i++ ) {
4399 sip->subsystems[i].path_num = -1;
4402 for ( i = 0; i < sip->n_subsystems; i++ ) {
4404 for ( j = 0; j < pm->n_paths; j++ ) {
4405 if ( (sip->subsystems[i].subobj_num != -1) && (sip->subsystems[i].subobj_num == pm->paths[j].parent_submodel) ) {
4407 } else if ( !SDL_strcasecmp(sip->subsystems[i].subobj_name, pm->paths[j].parent_name) ) {
4412 if ( pm->n_paths > j ) {
4413 sip->subsystems[i].path_num = j;
4414 ship_maybe_fixup_subsys_path(pm, j);
4420 // If a path num wasn't located, then set value to -2
4421 if ( sip->subsystems[i].path_num == -1 )
4422 sip->subsystems[i].path_num = -2;
4426 // Determine the path indices (indicies into pm->paths[]) for the paths used for approaching/departing
4427 // a fighter bay on a capital ship.
4428 void ship_set_bay_path_nums(ship_info *sip, polymodel *pm)
4431 char bay_num_str[3];
4433 if ( pm->ship_bay != NULL ) {
4435 pm->ship_bay = NULL;
4438 // currently only capital ships have fighter bays
4439 if ( !(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) ) {
4443 // malloc out storage for the path information
4444 pm->ship_bay = (ship_bay*)malloc(sizeof(ship_bay));
4445 SDL_assert(pm->ship_bay != NULL);
4447 pm->ship_bay->num_paths = 0;
4448 // TODO: determine if zeroing out here is affecting any earlier initializations
4449 pm->ship_bay->arrive_flags = 0; // bitfield, set to 1 when that path number is reserved for an arrival
4450 pm->ship_bay->depart_flags = 0; // bitfield, set to 1 when that path number is reserved for a departure
4453 // iterate through the paths that exist in the polymodel, searching for $bayN pathnames
4454 for ( i = 0; i < pm->n_paths; i++ ) {
4455 if ( !SDL_strncasecmp(pm->paths[i].name, NOX("$bay"), 4) ) {
4456 SDL_strlcpy(bay_num_str, pm->paths[i].name+4, sizeof(bay_num_str));
4457 bay_num = atoi(bay_num_str);
4458 SDL_assert(bay_num >= 1 && bay_num <= MAX_SHIP_BAY_PATHS);
4459 pm->ship_bay->paths[bay_num-1] = i;
4460 pm->ship_bay->num_paths++;
4465 // Ensure create time for ship is unqiue
4466 void ship_make_create_time_unique(ship *shipp)
4468 int sanity_counter = 0, collision;
4469 ship *compare_shipp;
4471 uint new_create_time;
4473 new_create_time = shipp->create_time;
4477 if ( sanity_counter++ > 50 ) {
4484 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
4485 compare_shipp = &Ships[Objects[so->objnum].instance];
4487 if ( compare_shipp == shipp ) {
4491 if ( compare_shipp->create_time == new_create_time ) {
4499 shipp->create_time = new_create_time;
4505 int Ship_subsys_hwm = 0;
4507 void show_ship_subsys_count()
4512 for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
4513 if (objp->type == OBJ_SHIP) {
4514 count += Ship_info[Ships[(int)objp->type].ship_info_index].n_subsystems;
4518 //nprintf(("AI", "Num subsystems, high water mark = %i, %i\n", count, Ship_subsys_hwm));
4520 if (count > Ship_subsys_hwm) {
4521 Ship_subsys_hwm = count;
4525 // Returns object index of ship.
4527 int ship_create(matrix *orient, vector *pos, int ship_type)
4529 int i, n, objnum, j, k, t;
4533 t = ship_get_num_ships();
4535 // The following check caps the number of ships that can be created. Because Fred needs
4536 // to create all the ships, regardless of when they arrive/depart, it needs a higher
4537 // limit than FreeSpace. On release, however, we will reduce it, thus FreeSpace needs
4538 // to check against what this limit will be, otherwise testing the missions before
4539 // release could work fine, yet not work anymore once a release build is made.
4545 if (t >= SHIPS_LIMIT) {
4546 Error(LOCATION, XSTR("There is a limit of %d ships in the mission at once. Please be sure that you do not have more than %d ships present in the mission at the same time.", 1495), SHIPS_LIMIT, SHIPS_LIMIT );
4551 //nprintf(("AI", "Number of ships = %i\n", t));
4553 for (n=0; n<MAX_SHIPS; n++){
4554 if (Ships[n].objnum == -1){
4559 if (n == MAX_SHIPS){
4563 SDL_assert((ship_type >= 0) && (ship_type < Num_ship_types));
4564 sip = &(Ship_info[ship_type]);
4567 // check to be sure that this ship falls into a ship size category!!!
4568 // get Allender or Mike if you hit this SDL_assert
4569 SDL_assert( sip->flags & (SIF_SMALL_SHIP | SIF_BIG_SHIP | SIF_CAPITAL | SIF_NO_SHIP_TYPE | SIF_NOT_FLYABLE | SIF_ESCAPEPOD | SIF_SUPERCAP | SIF_DRYDOCK | SIF_KNOSSOS_DEVICE) );
4571 sip->modelnum = model_load(sip->pof_file, sip->n_subsystems, &sip->subsystems[0]); // use the highest detail level
4572 shipp->modelnum = sip->modelnum;
4574 // maybe load an optional hud target model
4575 if(strlen(sip->pof_file_hud)){
4576 // check to see if a "real" ship uses this model. if so, load it up for him so that subsystems are setup properly
4578 for(idx=0; idx<Num_ship_types; idx++){
4579 if(!SDL_strcasecmp(Ship_info[idx].pof_file, sip->pof_file_hud)){
4580 Ship_info[idx].modelnum = model_load(Ship_info[idx].pof_file, Ship_info[idx].n_subsystems, &Ship_info[idx].subsystems[0]);
4584 // mow load it for me with no subsystems
4585 sip->modelnum_hud = model_load(sip->pof_file_hud, 0, NULL);
4589 pm = model_get(shipp->modelnum);
4591 ship_copy_subsystem_fixup(sip);
4593 show_ship_subsys_count();
4595 if ( sip->num_detail_levels < pm->n_detail_levels ) {
4596 Warning(LOCATION, "For ship '%s', detail level\nmismatch (POF needs %d)", sip->name, pm->n_detail_levels );
4598 for (i=0; i<pm->n_detail_levels; i++ ) {
4599 sip->detail_distance[i] = 0;
4603 for (i=0; i<sip->num_detail_levels; i++ ) {
4604 pm->detail_depth[i] = i2fl(sip->detail_distance[i]);
4607 if ( sip->flags & SIF_NAVBUOY ) {
4608 // JAS: Nav buoys don't need to do collisions!
4609 objnum = obj_create(OBJ_SHIP, -1, n, orient, pos, model_get_radius(shipp->modelnum), OF_RENDERS | OF_PHYSICS );
4611 objnum = obj_create(OBJ_SHIP, -1, n, orient, pos, model_get_radius(shipp->modelnum), OF_RENDERS | OF_COLLIDES | OF_PHYSICS );
4613 SDL_assert( objnum >= 0 );
4615 shipp->ai_index = ai_get_slot(n);
4616 SDL_assert( shipp->ai_index >= 0 );
4618 SDL_snprintf(shipp->ship_name, sizeof(shipp->ship_name), NOX("%s %d"), Ship_info[ship_type].name, n);
4619 ship_set_default_weapons(shipp, sip); // Moved up here because ship_set requires that weapon info be valid. MK, 4/28/98
4620 ship_set(n, objnum, ship_type);
4622 // fill in the path_num field inside the model_subsystem struct. This is an index into
4623 // the pm->paths[] array, which is a path that provides a frontal approach to a subsystem
4624 // (used for attacking purposes)
4626 // NOTE: path_num in model_subsystem has the follows the following convention:
4627 // > 0 => index into pm->paths[] for model that subsystem sits on
4628 // -1 => path is not yet determined (may or may not exist)
4629 // -2 => path doesn't yet exist for this subsystem
4630 ship_set_subsys_path_nums(sip, pm);
4632 // set the path indicies for fighter bays on the ship (currently, only capital ships have fighter bays)
4633 ship_set_bay_path_nums(sip, pm);
4635 init_ai_object(objnum);
4636 ai_clear_ship_goals( &Ai_info[Ships[n].ai_index] ); // only do this one here. Can't do it in init_ai because it might wipe out goals in mission file
4638 //ship_set_default_weapons(shipp, sip);
4640 // Allocate shield and initialize it.
4641 if (pm->shield.ntris) {
4642 shipp->shield_integrity = (float *)malloc(sizeof(float)*pm->shield.ntris);
4643 for (i=0; i<pm->shield.ntris; i++)
4644 shipp->shield_integrity[i] = 1.0f;
4647 shipp->shield_integrity = NULL;
4649 // fix up references into paths for this ship's model to point to a ship_subsys entry instead
4650 // of a submodel index. The ship_subsys entry should be the same for *all* instances of the
4653 if ( !(sip->flags & SIF_PATH_FIXUP )) {
4654 for ( i = 0; i < pm->n_paths; i++ ) {
4655 for ( j = 0; j < pm->paths[i].nverts; j++ ) {
4656 for ( k = 0; k < pm->paths[i].verts[j].nturrets; k++ ) {
4657 int ptindex = pm->paths[i].verts[j].turret_ids[k]; // this index is a submodel number (ala bspgen)
4661 // iterate through the ship_subsystems looking for an id that matches
4663 ss = GET_FIRST(&Ships[n].subsys_list);
4664 while ( ss != END_OF_LIST( &Ships[n].subsys_list ) ) {
4665 if ( ss->system_info->subobj_num == ptindex ) { // when these are equal, fix up the ref
4666 pm->paths[i].verts[j].turret_ids[k] = index; // in path structure to index a ship_subsys
4670 ss = GET_NEXT( ss );
4673 if ( ss == END_OF_LIST(&Ships[n].subsys_list) )
4674 Warning(LOCATION, "Couldn't fix up turret indices in spline path\n\nModel: %s\nPath: %s\nVertex: %d\nTurret model id:%d\n\nThis probably means the turret was not specified in ships.tbl", sip->pof_file, pm->paths[i].name, j, ptindex );
4678 sip->flags |= SIF_PATH_FIXUP;
4681 // reset the damage record fields (for scoring purposes)
4682 shipp->total_damage_received = 0.0f;
4683 for(i=0;i<MAX_DAMAGE_SLOTS;i++){
4684 shipp->damage_ship[i] = 0.0f;
4685 shipp->damage_ship_id[i] = -1;
4688 // Add this ship to Ship_obj_list
4689 shipp->ship_list_index = ship_obj_list_add(objnum);
4691 // Set time when ship is created
4692 shipp->create_time = timer_get_milliseconds();
4694 ship_make_create_time_unique(shipp);
4696 // set the team select index to be -1
4697 shipp->ts_index = -1;
4699 shipp->wing_status_wing_index = -1; // wing index (0-4) in wingman status gauge
4700 shipp->wing_status_wing_pos = -1; // wing position (0-5) in wingman status gauge
4702 // call the contrail system
4703 ct_ship_create(shipp);
4708 // ----------------------------------------------------------------
4709 // ship_model_change()
4711 // Change the ship model for a ship to that for ship class 'ship_type'
4713 // input: n => index of ship in Ships[] array
4714 // ship_type => ship class (index into Ship_info[])
4716 void ship_model_change(int n, int ship_type)
4723 SDL_assert( n >= 0 && n < MAX_SHIPS );
4725 sip = &(Ship_info[ship_type]);
4727 model_num = model_load(sip->pof_file, sip->n_subsystems, &sip->subsystems[0]); // use the highest detail level
4731 model_page_in_textures(model_num, ship_type);
4734 Objects[sp->objnum].radius = model_get_radius(model_num);
4735 sip->modelnum = model_num;
4736 sp->modelnum = model_num;
4739 pm = model_get(sp->modelnum);
4741 ship_copy_subsystem_fixup(sip);
4743 if ( sip->num_detail_levels < pm->n_detail_levels ) {
4744 Warning(LOCATION, "For ship '%s', detail level\nmismatch (POF needs %d)", sip->name, pm->n_detail_levels );
4746 for (i=0; i<pm->n_detail_levels; i++ ) {
4747 sip->detail_distance[i] = 0;
4751 for (i=0; i<sip->num_detail_levels; i++ ) {
4752 pm->detail_depth[i] = i2fl(sip->detail_distance[i]);
4756 // ----------------------------------------------------------------
4757 // change_ship_type()
4759 // Change the ship class on a ship, and changing all required information
4760 // for consistency (ie textures, subsystems, weapons, physics)
4762 // input: n => index of ship in Ships[] array
4763 // ship_type => ship class (index into Ship_info[])
4765 void change_ship_type(int n, int ship_type)
4772 SDL_assert( n >= 0 && n < MAX_SHIPS );
4774 sip = &(Ship_info[ship_type]);
4775 objp = &Objects[sp->objnum];
4777 // point to new ship data
4778 sp->ship_info_index = ship_type;
4780 ship_model_change(n, ship_type);
4782 // if the subsystem list is not currently empty, then we need to clear it out first.
4783 if ( NOT_EMPTY(&sp->subsys_list) ) {
4784 ship_subsys *ship_system, *tmp;
4786 for ( ship_system = GET_FIRST(&sp->subsys_list); ship_system != END_OF_LIST(&sp->subsys_list); ) {
4787 tmp = GET_NEXT(ship_system);
4788 list_remove( &sp->subsys_list, ship_system );
4789 list_append( &ship_subsys_free_list, ship_system );
4793 // fix up the subsystems
4794 subsys_set( sp->objnum );
4796 // set the correct hull strength
4798 objp->hull_strength = 100.0f;
4800 objp->hull_strength = sip->initial_hull_strength;
4803 // set the correct shields strength
4805 objp->shields[0] = 100.0f;
4807 set_shield_strength(objp, sip->shields);
4810 sp->afterburner_fuel = sip->afterburner_fuel_capacity;
4812 ship_set_default_weapons(sp, sip);
4813 physics_ship_init(&Objects[sp->objnum]);
4814 ets_init_ship(&Objects[sp->objnum]);
4815 // mwa removed the next line in favor of simply setting the ai_class in AI_info. ai_object_init
4816 // was trashing mode in ai_info when it was valid due to goals.
4817 //ai_object_init(&Objects[sp->objnum], sp->ai_index);
4818 Ai_info[sp->ai_index].ai_class = sip->ai_class;
4822 // Fire the debug laser
4823 int ship_fire_primary_debug(object *objp)
4826 ship *shipp = &Ships[objp->instance];
4829 if ( !timestamp_elapsed(shipp->weapons.next_primary_fire_stamp[0]) )
4832 // do timestamp stuff for next firing time
4833 shipp->weapons.next_primary_fire_stamp[0] = timestamp(250);
4835 // Debug code! Make the single laser fire only one bolt and from the object center!
4836 for (i=0; i<MAX_WEAPONS; i++)
4837 if (!SDL_strcasecmp(Weapon_info[i].name, NOX("Debug Laser")))
4840 vm_vec_add(&wpos, &objp->pos, &(objp->orient.v.fvec) );
4841 if (i != MAX_WEAPONS) {
4843 weapon_objnum = weapon_create( &wpos, &objp->orient, i, OBJ_INDEX(objp), 0 );
4844 weapon_set_tracking_info(weapon_objnum, OBJ_INDEX(objp), Ai_info[shipp->ai_index].target_objnum);
4851 // Launch countermeasures from object *objp. rand_val is used in multiplayer to ensure that all
4852 // clients in the game fire countermeasure the same way
4853 int ship_launch_countermeasure(object *objp, int rand_val)
4855 int fired, check_count, cmeasure_count;
4859 shipp = &Ships[objp->instance];
4861 // in the case where the server is an observer, he can launch countermeasures unless we do this.
4862 if( objp->type == OBJ_OBSERVER){
4866 if ( !timestamp_elapsed(shipp->cmeasure_fire_stamp) ){
4870 shipp->cmeasure_fire_stamp = timestamp(CMEASURE_WAIT); // Can launch every half second.
4872 if (Weapon_energy_cheat) {
4873 shipp->cmeasure_count++;
4877 // we might check the count of countermeasures left depending on game state. Multiplayer clients
4878 // do not need to check any objects other than themselves for the count
4881 if ( MULTIPLAYER_CLIENT && (objp != Player_obj) ){
4885 if (check_count && (shipp->cmeasure_count <= 0) ) {
4886 if ( objp == Player_obj ) {
4887 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "No more countermeasure charges.", 485));
4888 snd_play( &Snds[SND_OUT_OF_MISSLES], 0.0f );
4891 // if we have a player ship, then send the fired packet anyway so that the player
4892 // who fired will get his 'out of countermeasures' sound
4894 if ( objp->flags & OF_PLAYER_SHIP ){
4895 goto send_countermeasure_fired;
4901 cmeasure_count = shipp->cmeasure_count;
4902 shipp->cmeasure_count--;
4904 vm_vec_scale_add(&pos, &objp->pos, &objp->orient.v.fvec, -objp->radius/2.0f);
4906 // cmeasure_create fires 1 countermeasure. returns -1 if not fired, otherwise a non-negative
4908 fired = cmeasure_create( objp, &pos, shipp->current_cmeasure, rand_val );
4910 // Play sound effect for counter measure launch
4911 SDL_assert(shipp->current_cmeasure < Num_cmeasure_types);
4912 if ( Cmeasure_info[shipp->current_cmeasure].launch_sound != -1 ) {
4913 snd_play_3d( &Snds[Cmeasure_info[shipp->current_cmeasure].launch_sound], &pos, &View_position );
4917 send_countermeasure_fired:
4918 // the new way of doing things
4919 // if(Netgame.debug_flags & NETD_FLAG_CLIENT_FIRING){
4920 if(Game_mode & GM_MULTIPLAYER){
4921 send_NEW_countermeasure_fired_packet( objp, cmeasure_count, fired );
4924 // the old way of doing things
4926 // if ( MULTIPLAYER_MASTER ){
4927 // send_countermeasure_fired_packet( objp, cmeasure_count, fired );
4931 return (fired>0); // return 0 if not fired, 1 otherwise
4934 // internal function.. see if enough time has elapsed to play fail sound again
4935 int ship_maybe_play_primary_fail_sound()
4937 hud_start_flash_weapon(Player_ship->weapons.current_primary_bank);
4939 if ( timestamp_elapsed(Laser_energy_out_snd_timer) ) {
4940 Laser_energy_out_snd_timer = timestamp(50);
4941 snd_play( &Snds[SND_OUT_OF_WEAPON_ENERGY]);
4947 // internal function.. see if enough time has elapsed to play fail sound again
4948 int ship_maybe_play_secondary_fail_sound(weapon_info *wip)
4950 hud_start_flash_weapon(Player_ship->weapons.num_primary_banks + Player_ship->weapons.current_secondary_bank);
4952 if ( timestamp_elapsed(Missile_out_snd_timer) ) {
4954 if ( wip->wi_flags & WIF_SWARM ) {
4955 Missile_out_snd_timer = timestamp(500);
4957 Missile_out_snd_timer = timestamp(50);
4959 snd_play( &Snds[SND_OUT_OF_MISSLES] );
4965 // internal function.. see if weapon for ship can fire based on weapons subystem
4968 // returns: 1 => weapon failed to fire
4969 // 0 => weapon can fire
4970 int ship_weapon_maybe_fail(ship *sp)
4973 float weapons_subsys_str;
4975 // If playing on lowest skill level, weapons will not fail due to subsystem damage
4976 if ( Game_skill_level == 0 ){
4981 weapons_subsys_str = ship_get_subsystem_strength( sp, SUBSYSTEM_WEAPONS );
4982 if ( weapons_subsys_str < SUBSYS_WEAPONS_STR_FIRE_FAIL ) {
4985 else if ( weapons_subsys_str < SUBSYS_WEAPONS_STR_FIRE_OK ) {
4986 // chance to fire depends on weapons subsystem strength
4987 if ( (frand()-0.2f) > weapons_subsys_str )
4992 // is subsystem disrupted?
4993 if ( ship_subsys_disrupted(sp, SUBSYSTEM_WEAPONS) ) {
5001 // create a moving tracer based upon a weapon which just fired
5003 float t_len = 10.0f;
5005 float t_min = 150.0f;
5006 float t_max = 300.0f;
5009 dc_get_arg(ARG_FLOAT);
5010 t_rad = Dc_arg_float;
5014 dc_get_arg(ARG_FLOAT);
5015 t_len = Dc_arg_float;
5019 dc_get_arg(ARG_FLOAT);
5020 t_vel = Dc_arg_float;
5024 dc_get_arg(ARG_FLOAT);
5025 t_min = Dc_arg_float;
5029 dc_get_arg(ARG_FLOAT);
5030 t_max = Dc_arg_float;
5032 void ship_fire_tracer(int weapon_objnum)
5034 particle_info pinfo;
5035 object *objp = &Objects[weapon_objnum];
5036 weapon_info *wip = &Weapon_info[Weapons[Objects[weapon_objnum].instance].weapon_info_index];
5038 // setup particle info
5039 memset(&pinfo, 0, sizeof(particle_info));
5040 pinfo.pos = objp->pos;
5041 pinfo.vel = objp->phys_info.vel;
5042 vm_vec_scale(&pinfo.vel, t_vel);
5043 pinfo.lifetime = wip->lifetime;
5045 pinfo.type = PARTICLE_BITMAP;
5046 pinfo.optional_data = wip->laser_bitmap;
5047 pinfo.tracer_length = t_len;
5049 pinfo.attached_objnum = -1;
5050 pinfo.attached_sig = 0;
5052 // create the particle
5053 particle_create(&pinfo);
5056 // Multiplicative delay factors for increasing skill levels.
5057 float Ship_fire_delay_scale_hostile[NUM_SKILL_LEVELS] = {4.0f, 2.5f, 1.75f, 1.25f, 1.0f};
5058 float Ship_fire_delay_scale_friendly[NUM_SKILL_LEVELS] = {2.0f, 1.4f, 1.25f, 1.1f, 1.0f};
5060 int tracers[MAX_SHIPS][4][4];
5062 // fires a primary weapon for the given object. It also handles multiplayer cases.
5063 // in multiplayer, the starting network signature, and number of banks fired are sent
5064 // to all the clients in the game. All the info is passed to send_primary at the end of
5065 // the function. The check_energy parameter (defaults to 1) tells us whether or not
5066 // we should check the energy. It will be 0 when a multiplayer client is firing an AI
5068 int ship_fire_primary(object * obj, int stream_weapons, int force)
5070 vector gun_point, pnt, firing_pos;
5071 int n = obj->instance;
5075 int weapon, i, j, weapon_objnum;
5076 int bank_to_fire, num_fired = 0;
5077 int banks_fired;//, have_timeout; // used for multiplayer to help determine whether or not to send packet
5078 // have_timeout = 0; // used to help tell us whether or not we need to send a packet
5079 banks_fired = 0; // used in multiplayer -- bitfield of banks that were fired
5081 int sound_played; // used to track what sound is played. If the player is firing two banks
5082 // of the same laser, we only want to play one sound
5083 SDL_assert( obj != NULL );
5089 // in the case where the server is an observer, he can fire (which) would be bad - unless we do this.
5090 if( obj->type == OBJ_OBSERVER){
5094 SDL_assert( obj->type == OBJ_SHIP );
5095 SDL_assert( n >= 0 );
5096 SDL_assert( Ships[n].objnum == OBJ_INDEX(obj));
5097 if((obj->type != OBJ_SHIP) || (n < 0) || (n >= MAX_SHIPS) || (Ships[n].objnum != OBJ_INDEX(obj))){
5102 swp = &shipp->weapons;
5105 if((shipp->ship_info_index < 0) || (shipp->ship_info_index >= Num_ship_types)){
5108 if((shipp->ai_index < 0) || (shipp->ai_index >= MAX_AI_INFO)){
5112 aip = &Ai_info[shipp->ai_index];
5114 if ( swp->num_primary_banks <= 0 ) {
5118 if ( swp->current_primary_bank < 0 ){
5124 // Fire the correct primary bank. If primaries are linked (SF_PRIMARY_LINKED set), then fire
5125 // both primary banks.
5126 int num_primary_banks;
5128 if ( shipp->flags & SF_PRIMARY_LINKED ) {
5129 num_primary_banks = swp->num_primary_banks;
5131 num_primary_banks = min(1, swp->num_primary_banks);
5134 SDL_assert(num_primary_banks > 0);
5135 if (num_primary_banks < 1){
5139 // if we're firing stream weapons, but the trigger is not down, do nothing
5140 if(stream_weapons && !(shipp->flags & SF_TRIGGER_DOWN)){
5144 for ( i = 0; i < num_primary_banks; i++ ) {
5145 bank_to_fire = (swp->current_primary_bank+i)%2; // Max supported banks is 2
5147 weapon = swp->primary_bank_weapons[bank_to_fire];
5148 SDL_assert( weapon >= 0 && weapon < MAX_WEAPONS );
5149 if ( (weapon < 0) || (weapon >= MAX_WEAPON_TYPES) ) {
5150 Int3(); // why would a ship try to fire a weapon that doesn't exist?
5153 weapon_info* winfo_p = &Weapon_info[weapon];
5155 // if this is a targeting laser, start it up
5156 if((winfo_p->wi_flags & WIF_BEAM) && (winfo_p->b_info.beam_type == BEAM_TYPE_C)){
5157 ship_start_targeting_laser(shipp);
5161 // if we're firing stream weapons and this is a non stream weapon, skip it
5162 if(stream_weapons && !(winfo_p->wi_flags & WIF_STREAM)){
5165 // if we're firing non stream weapons and this is a stream weapon, skip it
5166 if(!stream_weapons && (winfo_p->wi_flags & WIF_STREAM)){
5170 // only non-multiplayer clients (single, multi-host) need to do timestamp checking
5171 if ( !timestamp_elapsed(swp->next_primary_fire_stamp[bank_to_fire]) ) {
5172 if (timestamp_until(swp->next_primary_fire_stamp[bank_to_fire]) > 5000){
5173 swp->next_primary_fire_stamp[bank_to_fire] = timestamp(1000);
5176 // have_timeout = 1;
5180 //nprintf(("AI", "Time = %7.3f, firing %s\n", f2fl(Missiontime), Weapon_info[weapon].name));
5182 // do timestamp stuff for next firing time
5183 float next_fire_delay = (float) winfo_p->fire_wait * 1000.0f;
5184 if (!(obj->flags & OF_PLAYER_SHIP)) {
5185 if (shipp->team == Ships[Player_obj->instance].team){
5186 next_fire_delay *= Ship_fire_delay_scale_friendly[Game_skill_level];
5188 next_fire_delay *= Ship_fire_delay_scale_hostile[Game_skill_level];
5192 next_fire_delay *= 1.0f + (num_primary_banks - 1) * 0.5f; // 50% time penalty if banks linked
5194 // MK, 2/4/98: Since you probably were allowed to fire earlier, but couldn't fire until your frame interval
5195 // rolled around, subtract out up to half the previous frametime.
5196 // Note, unless we track whether the fire button has been held down, and not tapped, it's hard to
5197 // know how much time to subtract off. It could be this fire is "late" because the user didn't want to fire.
5198 if (next_fire_delay > 0.0f) {
5199 if (obj->flags & OF_PLAYER_SHIP) {
5200 int t = timestamp_until(swp->next_primary_fire_stamp[bank_to_fire]);
5204 tx = (float) t/-1000.0f;
5205 if (tx > flFrametime/2.0f){
5206 tx = 1000.0f * flFrametime * 0.7f;
5208 next_fire_delay -= tx;
5211 if ((int) next_fire_delay < 1){
5212 next_fire_delay = 1.0f;
5216 swp->next_primary_fire_stamp[bank_to_fire] = timestamp((int)(next_fire_delay));
5219 // Here is where we check if weapons subsystem is capable of firing the weapon.
5220 // Note that we can have partial bank firing, if the weapons subsystem is partially
5221 // functional, which should be cool.
5222 if ( ship_weapon_maybe_fail(shipp) && !force) {
5223 if ( obj == Player_obj ) {
5224 if ( ship_maybe_play_primary_fail_sound() ) {
5230 polymodel *po = model_get( Ship_info[shipp->ship_info_index].modelnum );
5231 if ( po->n_guns > 0 ) {
5232 int num_slots = po->gun_banks[bank_to_fire].num_slots;
5234 // fail unless we're forcing (energy based primaries)
5235 if ( (shipp->weapon_energy < num_slots*winfo_p->energy_consumed) && !force) {
5236 if ( obj == Player_obj ) {
5237 swp->next_primary_fire_stamp[bank_to_fire] = timestamp(swp->next_primary_fire_stamp[bank_to_fire]);
5238 if ( ship_maybe_play_primary_fail_sound() ) {
5244 // deplete the weapon reserve energy by the amount of energy used to fire the weapon
5245 shipp->weapon_energy -= num_slots*winfo_p->energy_consumed;
5246 if(shipp->weapon_energy < 0.0f){
5247 shipp->weapon_energy = 0.0f;
5250 // Mark all these weapons as in the same group
5251 int new_group_id = weapon_create_group_id();
5253 for ( j = 0; j < num_slots; j++ ) {
5254 pnt = po->gun_banks[bank_to_fire].pnt[j];
5255 vm_vec_unrotate(&gun_point, &pnt, &obj->orient);
5256 vm_vec_add(&firing_pos, &gun_point, &obj->pos);
5258 // create the weapon -- the network signature for multiplayer is created inside
5260 weapon_objnum = weapon_create( &firing_pos, &obj->orient, weapon, OBJ_INDEX(obj),0, new_group_id );
5261 weapon_set_tracking_info(weapon_objnum, OBJ_INDEX(obj), aip->target_objnum, aip->current_target_is_locked, aip->targeted_subsys);
5263 // create the muzzle flash effect
5264 shipfx_flash_create( obj, shipp, &pnt, &obj->orient.v.fvec, 1, weapon );
5266 // maybe shudder the ship - if its me
5267 if((winfo_p->wi_flags & WIF_SHUDDER) && (obj == Player_obj) && !(Game_mode & GM_STANDALONE_SERVER)){
5268 // calculate some arbitrary value between 100
5269 // (mass * velocity) / 10
5270 game_shudder_apply(500, (winfo_p->mass * winfo_p->max_speed) / 10.0f);
5276 banks_fired |= (1<<bank_to_fire); // mark this bank as fired.
5279 // Only play the weapon fired sound if it hasn't been played yet. This is to
5280 // avoid playing the same sound multiple times when banks are linked with the
5282 if ( sound_played != winfo_p->launch_snd ) {
5283 sound_played = winfo_p->launch_snd;
5284 if ( obj == Player_obj ) {
5285 if ( winfo_p->launch_snd != -1 ) {
5290 if(winfo_p->launch_snd == SND_AUTOCANNON_SHOT){
5291 snd_play( &Snds[winfo_p->launch_snd], 0.0f, 1.0f, SND_PRIORITY_TRIPLE_INSTANCE );
5293 snd_play( &Snds[winfo_p->launch_snd], 0.0f, 1.0f, SND_PRIORITY_MUST_PLAY );
5295 // snd_play( &Snds[winfo_p->launch_snd] );
5297 swp = &Player_ship->weapons;
5298 if (swp->current_primary_bank >= 0) {
5299 wip = &Weapon_info[swp->primary_bank_weapons[swp->current_primary_bank]];
5300 joy_ff_play_primary_shoot((int) ((wip->armor_factor + wip->shield_factor * 0.2f) * (wip->damage * wip->damage - 7.5f) * 0.45f + 0.6f) * 10 + 2000);
5305 if ( winfo_p->launch_snd != -1 ) {
5306 snd_play_3d( &Snds[winfo_p->launch_snd], &obj->pos, &View_position );
5310 } // end for (go to next primary bank)
5312 // if multiplayer and we're client-side firing, send the packet
5313 // if((Game_mode & GM_MULTIPLAYER) && (Netgame.debug_flags & NETD_FLAG_CLIENT_FIRING)){
5314 if(Game_mode & GM_MULTIPLAYER){
5315 // if i'm a client, and this is not me, don't send
5316 if(!(MULTIPLAYER_CLIENT && (shipp != Player_ship))){
5317 send_NEW_primary_fired_packet( shipp, banks_fired );
5321 // post a primary fired event
5322 if(Game_mode & GM_DEMO_RECORD){
5323 demo_POST_primary_fired(obj, swp->current_primary_bank, shipp->flags & SF_PRIMARY_LINKED);
5327 if (obj->flags & OF_PLAYER_SHIP) {
5328 // in multiplayer -- only the server needs to keep track of the stats. Call the cool
5329 // function to find the player given the object *. It had better return a valid player
5330 // or our internal structure as messed up.
5331 if( Game_mode & GM_MULTIPLAYER ) {
5332 if ( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {
5335 player_num = multi_find_player_by_object ( obj );
5336 SDL_assert ( player_num != -1 );
5338 Net_players[player_num].player->stats.mp_shots_fired += num_fired;
5341 Player->stats.mp_shots_fired += num_fired;
5348 void ship_start_targeting_laser(ship *shipp)
5350 int bank0_laser = 0;
5351 int bank1_laser = 0;
5353 // determine if either of our banks have a targeting laser
5354 if((shipp->weapons.primary_bank_weapons[0] >= 0) && (Weapon_info[shipp->weapons.primary_bank_weapons[0]].wi_flags & WIF_BEAM) && (Weapon_info[shipp->weapons.primary_bank_weapons[0]].b_info.beam_type == BEAM_TYPE_C)){
5357 if((shipp->weapons.primary_bank_weapons[1] >= 0) && (Weapon_info[shipp->weapons.primary_bank_weapons[1]].wi_flags & WIF_BEAM) && (Weapon_info[shipp->weapons.primary_bank_weapons[1]].b_info.beam_type == BEAM_TYPE_C)){
5361 // if primary banks are linked
5362 if(shipp->flags & SF_PRIMARY_LINKED){
5364 shipp->targeting_laser_bank = 0;
5368 shipp->targeting_laser_bank = 1;
5372 // if we only have 1 bank selected
5374 if(bank0_laser && (shipp->weapons.current_primary_bank == 0)){
5375 shipp->targeting_laser_bank = 0;
5378 if(bank1_laser && (shipp->weapons.current_primary_bank == 1)){
5379 shipp->targeting_laser_bank = 1;
5385 void ship_stop_targeting_laser(ship *shipp)
5387 shipp->targeting_laser_bank = -1;
5388 shipp->targeting_laser_objnum = -1;
5391 void ship_process_targeting_lasers()
5393 beam_fire_info fire_info;
5398 // interate over all ships
5399 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
5404 if(Objects[so->objnum].type != OBJ_SHIP){
5407 if(Objects[so->objnum].instance < 0){
5410 shipp = &Ships[Objects[so->objnum].instance];
5412 // if our trigger is no longer down, switch it off
5413 if(!(shipp->flags & SF_TRIGGER_DOWN)){
5414 ship_stop_targeting_laser(shipp);
5418 // if we have a bank to fire - fire it
5419 if((shipp->targeting_laser_bank >= 0) && (shipp->targeting_laser_bank < 2)){
5420 // try and get the model
5421 m = model_get(shipp->modelnum);
5426 // fire a targeting laser
5427 fire_info.accuracy = 0.0f;
5428 fire_info.beam_info_index = shipp->weapons.primary_bank_weapons[(int)shipp->targeting_laser_bank];
5429 fire_info.beam_info_override = NULL;
5430 fire_info.shooter = &Objects[shipp->objnum];
5431 fire_info.target = NULL;
5432 fire_info.target_subsys = NULL;
5433 fire_info.turret = NULL;
5434 fire_info.targeting_laser_offset = m->gun_banks[(int)shipp->targeting_laser_bank].pnt[0];
5435 shipp->targeting_laser_objnum = beam_fire_targeting(&fire_info);
5437 // hmm, why didn't it fire?
5438 if(shipp->targeting_laser_objnum < 0){
5440 ship_stop_targeting_laser(shipp);
5446 // Attempt to detonate weapon last fired by *shipp.
5447 // Only used for weapons that support remote detonation.
5448 // Return true if detonated, else return false.
5449 // Calls weapon_hit() to detonate weapon.
5450 // If it's a weapon that spawns particles, those will be released.
5451 int maybe_detonate_weapon(ship_weapon *swp, object *src)
5453 int objnum = swp->last_fired_weapon_index;
5457 objp = &Objects[objnum];
5459 if (objp->type != OBJ_WEAPON){
5463 if ((objp->instance < 0) || (objp->instance > MAX_WEAPONS)){
5467 // check to make sure that the weapon to detonate still exists
5468 if ( swp->last_fired_weapon_signature != objp->signature ){
5472 SDL_assert(Weapons[objp->instance].weapon_info_index != -1);
5473 wip = &Weapon_info[Weapons[objp->instance].weapon_info_index];
5475 if (wip->wi_flags & WIF_REMOTE) {
5477 if ((objnum >= 0) && (objnum < MAX_OBJECTS)) {
5480 weapon_sig = objp->signature;
5482 if (swp->last_fired_weapon_signature == weapon_sig) {
5483 weapon_detonate(objp);
5484 swp->last_fired_weapon_index = -1;
5487 if (src == Player_obj) {
5488 char missile_name[NAME_LENGTH];
5489 strcpy(missile_name, wip->name);
5490 hud_end_string_at_first_hash_symbol(missile_name);
5491 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Detonated %s!", 486), missile_name);
5503 // Maybe detonate secondary weapon that's already out.
5504 // Return true if we detonate it, false if not.
5505 int ship_fire_secondary_detonate(object *obj, ship_weapon *swp)
5507 if (swp->last_fired_weapon_index != -1)
5508 if (timestamp_elapsed(swp->detonate_weapon_time)) {
5509 object *first_objp = &Objects[swp->last_fired_weapon_index];
5510 if (maybe_detonate_weapon(swp, obj)) {
5511 // If dual fire was set, there could be another weapon to detonate. Scan all weapons.
5514 //nprintf(("AI", "Weapon %i detonated\n", first_objp-Objects));
5516 // check for currently locked missiles (highest precedence)
5517 for ( mo = GET_FIRST(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
5519 SDL_assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
5520 mobjp = &Objects[mo->objnum];
5521 if ((mobjp != first_objp) && (mobjp->parent_sig == obj->parent_sig)) {
5522 if (Weapon_info[Weapons[mobjp->instance].weapon_info_index].wi_flags & WIF_REMOTE) {
5523 //nprintf(("AI", "Also detonating weapon %i whose parent is %s\n", mobjp-Objects, Ships[Objects[mobjp->parent].instance].ship_name));
5524 weapon_detonate(mobjp);
5536 // Try to switch to a secondary bank that has ammo
5537 int ship_select_next_valid_secondary_bank(ship_weapon *swp)
5541 int ns = swp->num_secondary_banks;
5544 int i,j=swp->current_secondary_bank+1;
5545 for (i=0; i<ns; i++) {
5550 if ( swp->secondary_bank_ammo[j] > 0 ) {
5551 swp->current_secondary_bank=j;
5564 extern void ai_maybe_announce_shockwave_weapon(object *firing_objp, int weapon_index);
5566 // Object *obj fires its secondary weapon, if it can.
5567 // If its most recently fired weapon is a remotely detonatable weapon, detonate it.
5568 // Returns number of weapons fired. Note, for swarmers, returns 1 if it is allowed
5569 // to fire the missiles when allow_swarm is NOT set. They don't actually get fired on a call here unless allow_swarm is set.
5570 // When you want to fire swarmers, you call this function with allow_swarm NOT set and frame interval
5571 // code comes aruond and fires it.
5572 // allow_swarm -> default value is 0... since swarm missiles are fired over several frames,
5573 // need to avoid firing when normally called
5574 int ship_fire_secondary( object *obj, int allow_swarm )
5576 int n, weapon, j, bank, starting_bank_count = -1, num_fired;
5577 // int have_timeout;
5578 ushort starting_sig = 0;
5584 vector missile_point, pnt, firing_pos;
5586 SDL_assert( obj != NULL );
5588 // in the case where the server is an observer, he can fire (which would be bad) - unless we do this.
5589 if( obj->type == OBJ_OBSERVER ){
5593 // in the case where the object is a ghost (a delayed fire packet from right before he died, for instance)
5594 if( (obj->type == OBJ_GHOST) || (obj->type == OBJ_NONE) ){
5598 SDL_assert( obj->type == OBJ_SHIP );
5599 if(obj->type != OBJ_SHIP){
5603 SDL_assert( n >= 0 && n < MAX_SHIPS );
5604 if((n < 0) || (n >= MAX_SHIPS)){
5607 SDL_assert( Ships[n].objnum == OBJ_INDEX(obj));
5608 if(Ships[n].objnum != OBJ_INDEX(obj)){
5613 swp = &shipp->weapons;
5614 aip = &Ai_info[shipp->ai_index];
5616 // if no secondary weapons are present on ship, return
5617 if ( swp->num_secondary_banks <= 0 ){
5621 // If ship is being repaired/rearmed, it cannot fire missiles
5622 if ( aip->ai_flags & AIF_BEING_REPAIRED ) {
5626 num_fired = 0; // tracks how many missiles actually fired
5628 bank = swp->current_secondary_bank;
5633 weapon = swp->secondary_bank_weapons[bank];
5634 SDL_assert( (swp->secondary_bank_weapons[bank] >= 0) && (swp->secondary_bank_weapons[bank] < MAX_WEAPON_TYPES) );
5635 if((swp->secondary_bank_weapons[bank] < 0) || (swp->secondary_bank_weapons[bank] >= MAX_WEAPON_TYPES)){
5638 wip = &Weapon_info[swp->secondary_bank_weapons[bank]];
5640 // have_timeout = 0; // used to help tell whether or not we have a timeout
5641 if ( MULTIPLAYER_MASTER ) {
5642 starting_sig = multi_get_next_network_signature( MULTI_SIG_NON_PERMANENT );
5643 starting_bank_count = swp->secondary_bank_ammo[bank];
5646 if (ship_fire_secondary_detonate(obj, swp)) {
5647 // in multiplayer, master sends a secondary fired packet with starting signature of -1 -- indicates
5648 // to client code to set the detonate timer to 0.
5649 if ( MULTIPLAYER_MASTER ) {
5650 // MWA -- 4/6/98 SDL_assert invalid since the bank count could have gone to 0.
5651 //SDL_assert(starting_bank_count != 0);
5652 send_secondary_fired_packet( shipp, 0, starting_bank_count, 1, allow_swarm );
5655 // For all banks, if ok to fire a weapon, make it wait a bit.
5656 // Solves problem of fire button likely being down next frame and
5657 // firing weapon despite fire causing detonation of existing weapon.
5658 if (swp->current_secondary_bank >= 0) {
5659 if (timestamp_elapsed(swp->next_secondary_fire_stamp[bank])){
5660 swp->next_secondary_fire_stamp[bank] = timestamp(max((int) flFrametime*3000, 250));
5666 if ( swp->current_secondary_bank < 0 ){
5670 if ( !timestamp_elapsed(swp->next_secondary_fire_stamp[bank]) && !allow_swarm) {
5671 if (timestamp_until(swp->next_secondary_fire_stamp[bank]) > 60000){
5672 swp->next_secondary_fire_stamp[bank] = timestamp(1000);
5674 // have_timeout = 1;
5675 goto done_secondary;
5678 // Ensure if this is a "require-lock" missile, that a lock actually exists
5679 if ( wip->wi_flags & WIF_NO_DUMBFIRE ) {
5680 if ( aip->current_target_is_locked <= 0 ) {
5681 if ( obj == Player_obj ) {
5682 if ( !Weapon_energy_cheat ) {
5683 if ((aip->target_objnum != -1) && (vm_vec_dist_quick(&obj->pos, &Objects[aip->target_objnum].pos) > wip->lifetime * wip->max_speed)) {
5684 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Too far from target to acquire lock", 487));
5686 char missile_name[NAME_LENGTH];
5687 SDL_strlcpy(missile_name, wip->name, sizeof(missile_name));
5688 hud_end_string_at_first_hash_symbol(missile_name);
5689 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Cannot fire %s without a lock", 488), missile_name);
5692 snd_play( &Snds[SND_OUT_OF_MISSLES] );
5693 swp->next_secondary_fire_stamp[bank] = timestamp(800); // to avoid repeating messages
5697 // multiplayer clients should always fire the weapon here, so return only if not
5698 // a multiplayer client.
5699 if ( !MULTIPLAYER_CLIENT ){
5706 // if trying to fire a swarm missile, make sure being called from right place
5707 if ( (wip->wi_flags & WIF_SWARM) && !allow_swarm ) {
5708 SDL_assert(wip->swarm_count > 0);
5709 if(wip->swarm_count <= 0){
5710 shipp->num_swarm_missiles_to_fire += SWARM_DEFAULT_NUM_MISSILES_FIRED;
5712 shipp->num_swarm_missiles_to_fire += wip->swarm_count;
5714 return 1; // Note: Missiles didn't get fired, but the frame interval code will fire them.
5717 // if trying to fire a corkscrew missile, make sure being called from right place
5718 if ( (wip->wi_flags & WIF_CORKSCREW) && !allow_swarm ) {
5719 shipp->num_corkscrew_to_fire = (ubyte)(shipp->num_corkscrew_to_fire + (ubyte)Corkscrew_num_missiles_fired);
5720 return 1; // Note: Missiles didn't get fired, but the frame interval code will fire them.
5723 swp->next_secondary_fire_stamp[bank] = timestamp((int)(Weapon_info[weapon].fire_wait * 1000.0f)); // They can fire 5 times a second
5725 // Here is where we check if weapons subsystem is capable of firing the weapon.
5726 // do only in single plyaer or if I am the server of a multiplayer game
5727 if ( !(Game_mode & GM_MULTIPLAYER) || MULTIPLAYER_MASTER ) {
5728 if ( ship_weapon_maybe_fail(shipp) ) {
5729 if ( obj == Player_obj )
5730 if ( ship_maybe_play_secondary_fail_sound(wip) ) {
5731 char missile_name[NAME_LENGTH];
5732 SDL_strlcpy(missile_name, Weapon_info[weapon].name, sizeof(missile_name));
5733 hud_end_string_at_first_hash_symbol(missile_name);
5734 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Cannot fire %s due to weapons system damage", 489), missile_name);
5736 goto done_secondary;
5740 po = model_get( Ship_info[shipp->ship_info_index].modelnum );
5741 if ( po->n_missiles > 0 ) {
5742 int check_ammo; // used to tell if we should check ammo counts or not
5745 if ( bank > po->n_missiles ) {
5746 nprintf(("WARNING","WARNING ==> Tried to fire bank %d, but ship has only %d banks\n", bank+1, po->n_missiles));
5747 return 0; // we can make a quick out here!!!
5750 num_slots = po->missile_banks[bank].num_slots;
5752 // determine if there is enough ammo left to fire weapons on this bank. As with primary
5753 // weapons, we might or might not check ammo counts depending on game mode, who is firing,
5754 // and if I am a client in multiplayer
5756 if ( MULTIPLAYER_CLIENT && (obj != Player_obj) ){
5760 if ( check_ammo && ( swp->secondary_bank_ammo[bank] <= 0) ) {
5761 if ( shipp->objnum == OBJ_INDEX(Player_obj) ) {
5762 if ( ship_maybe_play_secondary_fail_sound(wip) ) {
5763 // HUD_sourced_printf(HUD_SOURCE_HIDDEN, "No %s missiles left in bank", Weapon_info[swp->secondary_bank_weapons[bank]].name);
5767 // TODO: AI switch secondary weapon / re-arm?
5769 goto done_secondary;
5772 int start_slot, end_slot;
5774 if ( shipp->flags & SF_SECONDARY_DUAL_FIRE ) {
5775 start_slot = swp->secondary_next_slot[bank];
5776 // AL 11-19-97: Ensure enough ammo remains when firing linked secondary weapons
5777 if ( check_ammo && (swp->secondary_bank_ammo[bank] < 2) ) {
5778 end_slot = start_slot;
5780 end_slot = start_slot+1;
5783 start_slot = swp->secondary_next_slot[bank];
5784 end_slot = start_slot;
5787 int pnt_index=start_slot;
5788 for ( j = start_slot; j <= end_slot; j++ ) {
5791 swp->secondary_next_slot[bank]++;
5792 if ( swp->secondary_next_slot[bank] > (num_slots-1) ){
5793 swp->secondary_next_slot[bank] = 0;
5796 if ( pnt_index >= num_slots ){
5799 pnt = po->missile_banks[bank].pnt[pnt_index++];
5800 vm_vec_unrotate(&missile_point, &pnt, &obj->orient);
5801 vm_vec_add(&firing_pos, &missile_point, &obj->pos);
5803 if ( Game_mode & GM_MULTIPLAYER ) {
5804 SDL_assert( Weapon_info[weapon].subtype == WP_MISSILE );
5807 // create the weapon -- for multiplayer, the net_signature is assigned inside
5809 weapon_num = weapon_create( &firing_pos, &obj->orient, weapon, OBJ_INDEX(obj), 0, -1, aip->current_target_is_locked);
5810 weapon_set_tracking_info(weapon_num, OBJ_INDEX(obj), aip->target_objnum, aip->current_target_is_locked, aip->targeted_subsys);
5812 // create the muzzle flash effect
5813 shipfx_flash_create( obj, shipp, &pnt, &obj->orient.v.fvec, 0, weapon );
5816 if ( weapon_num != -1 )
5817 Demo_fire_secondary_requests++; // testing for demo
5820 swp->last_fired_weapon_index = weapon_num;
5821 swp->detonate_weapon_time = timestamp(500); // Can detonate 1/2 second later.
5822 if (weapon_num != -1) {
5823 swp->last_fired_weapon_signature = Objects[weapon_num].signature;
5826 // subtract the number of missiles fired
5827 if ( Weapon_energy_cheat == 0 ){
5828 swp->secondary_bank_ammo[bank]--;
5833 if ( obj == Player_obj ) {
5834 if ( Weapon_info[weapon].launch_snd != -1 ) {
5838 snd_play( &Snds[Weapon_info[weapon].launch_snd], 0.0f, 1.0f, SND_PRIORITY_MUST_PLAY );
5839 swp = &Player_ship->weapons;
5840 if (swp->current_secondary_bank >= 0) {
5841 wip = &Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]];
5842 if (Player_ship->flags & SF_SECONDARY_DUAL_FIRE){
5843 joy_ff_play_secondary_shoot((int) (wip->cargo_size * 2.0f));
5845 joy_ff_play_secondary_shoot((int) wip->cargo_size);
5851 if ( Weapon_info[weapon].launch_snd != -1 ) {
5852 snd_play_3d( &Snds[Weapon_info[weapon].launch_snd], &obj->pos, &View_position );
5859 // if I am the master of a multiplayer game, send a secondary fired packet along with the
5860 // first network signatures for the newly created weapons. if nothing got fired, send a failed
5862 if ( MULTIPLAYER_MASTER ) {
5863 SDL_assert(starting_sig != 0);
5864 send_secondary_fired_packet( shipp, starting_sig, starting_bank_count, num_fired, allow_swarm );
5868 if (obj->flags & OF_PLAYER_SHIP) {
5869 // in multiplayer -- only the server needs to keep track of the stats. Call the cool
5870 // function to find the player given the object *. It had better return a valid player
5871 // or our internal structure as messed up.
5872 if( Game_mode & GM_MULTIPLAYER ) {
5873 if ( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {
5876 player_num = multi_find_player_by_object ( obj );
5877 SDL_assert ( player_num != -1 );
5879 Net_players[player_num].player->stats.ms_shots_fired += num_fired;
5882 Player->stats.ms_shots_fired += num_fired;
5885 // maybe announce a shockwave weapon
5886 ai_maybe_announce_shockwave_weapon(obj, weapon);
5889 // AL 3-7-98: Move to next valid secondary bank if out of ammo
5890 if ( (obj->flags & OF_PLAYER_SHIP) && (swp->secondary_bank_ammo[bank] <= 0) ) {
5891 int fire_wait = (int)(Weapon_info[weapon].fire_wait * 1000.0f);
5892 if ( ship_select_next_valid_secondary_bank(swp) ) {
5893 swp->next_secondary_fire_stamp[swp->current_secondary_bank] = max(timestamp(250),timestamp(fire_wait)); // 1/4 second delay until can fire
5894 if ( obj == Player_obj ) {
5895 snd_play( &Snds[SND_SECONDARY_CYCLE] );
5903 // ------------------------------------------------------------------------------
5904 // ship_select_next_primary()
5906 // Return true if a new index gets selected.
5908 // parameters: objp => pointer to object for ship cycling primary
5909 // direction => forward == CYCLE_PRIMARY_NEXT, backward == CYCLE_PRIMARY_PREV
5911 // NOTE: This code can be called for any arbitrary ship. HUD messages and sounds are only used
5912 // for the player ship.
5913 int ship_select_next_primary(object *objp, int direction)
5918 SDL_assert(objp != NULL);
5919 SDL_assert(objp->type == OBJ_SHIP);
5920 SDL_assert(objp->instance >= 0 && objp->instance < MAX_SHIPS);
5922 shipp = &Ships[objp->instance];
5923 swp = &shipp->weapons;
5925 SDL_assert(direction == CYCLE_PRIMARY_NEXT || direction == CYCLE_PRIMARY_PREV);
5927 switch ( swp->num_primary_banks ) {
5930 if ( objp == Player_obj ) {
5931 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "This ship has no primary weapons", 490));
5932 gamesnd_play_error_beep();
5938 if ( objp == Player_obj ) {
5939 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "This ship has only one primary weapon: %s", 491),Weapon_info[swp->primary_bank_weapons[swp->current_primary_bank]].name, swp->current_primary_bank + 1);
5940 gamesnd_play_error_beep();
5946 if ( shipp->flags & SF_PRIMARY_LINKED ) {
5947 shipp->flags &= ~SF_PRIMARY_LINKED;
5948 if ( direction == CYCLE_PRIMARY_NEXT ) {
5949 swp->current_primary_bank = 0;
5951 swp->current_primary_bank = 1;
5954 switch ( swp->current_primary_bank ) {
5956 if ( direction == CYCLE_PRIMARY_NEXT ) {
5957 swp->current_primary_bank = 1;
5959 shipp->flags |= SF_PRIMARY_LINKED;
5964 if ( direction == CYCLE_PRIMARY_NEXT ) {
5965 shipp->flags |= SF_PRIMARY_LINKED;
5967 swp->current_primary_bank = 0;
5972 Int3(); // should never happen, get Alan if it does
5980 Int3(); // should never happen, get Alan if it does
5985 if ( objp == Player_obj ) {
5986 snd_play( &Snds[SND_PRIMARY_CYCLE], 0.0f );
5989 ship_primary_changed(shipp);
5993 // ------------------------------------------------------------------------------
5994 // ship_select_next_secondary() selects the next secondary bank with missles
5996 // returns: 1 => The secondary bank was switched
5997 // 0 => The secondary bank stayed the same
5999 // If a secondary bank has no missles left, it is skipped.
6001 // NOTE: This can be called for an arbitrary ship. HUD messages and sounds are only used
6002 // for the player ship.
6003 int ship_select_next_secondary(object *objp)
6005 SDL_assert(objp != NULL);
6006 SDL_assert(objp->type == OBJ_SHIP);
6007 SDL_assert(objp->instance >= 0 && objp->instance < MAX_SHIPS);
6009 int original_bank, new_bank, i;
6013 shipp = &Ships[objp->instance];
6014 swp = &shipp->weapons;
6016 switch ( swp->num_secondary_banks ) {
6018 if ( objp == Player_obj ) {
6019 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "This ship has no secondary weapons", 492));
6020 gamesnd_play_error_beep();
6026 if ( objp == Player_obj ) {
6027 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "This ship has only one secondary weapon: %s", 493), Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]].name, swp->current_secondary_bank + 1);
6028 gamesnd_play_error_beep();
6035 SDL_assert(swp->current_secondary_bank < swp->num_secondary_banks);
6036 original_bank = swp->current_secondary_bank;
6038 for ( i = 1; i < swp->num_secondary_banks; i++ ) {
6039 new_bank = (swp->current_secondary_bank+i) % swp->num_secondary_banks;
6040 if ( swp->secondary_bank_ammo[new_bank] <= 0 )
6042 swp->current_secondary_bank = new_bank;
6046 if ( swp->current_secondary_bank != original_bank ) {
6047 if ( objp == Player_obj ) {
6048 snd_play( &Snds[SND_SECONDARY_CYCLE], 0.0f );
6050 ship_secondary_changed(shipp);
6057 Int3(); // should never happen, get Alan if it does
6062 // If we've reached this point, must have failed
6066 // Stuff list of weapon indices for object *objp in list *outlist.
6067 // Return number of weapons in list.
6068 int get_available_secondary_weapons(object *objp, int *outlist, int *outbanklist)
6074 SDL_assert(objp->type == OBJ_SHIP);
6075 SDL_assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
6076 shipp = &Ships[objp->instance];
6078 for (i=0; i<shipp->weapons.num_secondary_banks; i++)
6079 if (shipp->weapons.secondary_bank_ammo[i]) {
6080 outbanklist[count] = i;
6081 outlist[count++] = shipp->weapons.secondary_bank_weapons[i];
6087 // Return the object index of the ship with name *name.
6088 int wing_name_lookup(const char *name, int ignore_count)
6093 wing_limit = MAX_WINGS;
6095 wing_limit = num_wings;
6097 if (Fred_running || ignore_count ) { // current_count not used for Fred..
6098 for (i=0; i<wing_limit; i++)
6099 if (Wings[i].wave_count && !SDL_strcasecmp(Wings[i].name, name))
6103 for (i=0; i<wing_limit; i++)
6104 if (Wings[i].current_count && !SDL_strcasecmp(Wings[i].name, name))
6111 // this function is needed in addition to wing_name_lookup because it does a straight lookup without
6112 // caring about how many ships are in the wing, etc.
6113 int wing_lookup(const char *name)
6116 for(idx=0;idx<num_wings;idx++)
6117 if(strcmp(Wings[idx].name,name)==0)
6123 // Return the index of Ship_info[].name that is *name.
6124 int ship_info_lookup(const char *name)
6128 for (i=0; i < Num_ship_types; i++)
6129 if (!SDL_strcasecmp(name, Ship_info[i].name))
6135 // Return the index of Ship_info[].name which is the *base* ship of a ship copy
6136 int ship_info_base_lookup(int si_index)
6139 char name[NAME_LENGTH], *p;
6141 SDL_strlcpy( name, Ship_info[si_index].name, sizeof(name) );
6142 p = SDL_strchr( name, '#' );
6143 SDL_assert( p ); // get allender -- something bogus with ship copy
6146 i = ship_info_lookup( name );
6147 SDL_assert( i != -1 ); // get allender -- there had better be a base ship!
6152 // Return the ship index of the ship with name *name.
6153 int ship_name_lookup(const char *name, int inc_players)
6162 for (i=0; i<MAX_SHIPS; i++){
6163 if (Ships[i].objnum >= 0){
6164 if (Objects[Ships[i].objnum].type == OBJ_SHIP || (Objects[Ships[i].objnum].type == OBJ_START && inc_players)){
6165 if (!SDL_strcasecmp(name, Ships[i].ship_name)){
6176 int ship_type_name_lookup(const char *name)
6185 // look through the Ship_type_names array
6186 for(idx=0; idx<MAX_SHIP_TYPE_COUNTS; idx++){
6187 if(!SDL_strcasecmp(name, Ship_type_names[idx])){
6196 // checks the (arrival & departure) state of a ship. Return values:
6197 // -1: has yet to arrive in mission
6198 // 0: is currently in mission
6199 // 1: has been destroyed, departed, or never existsed
6200 int ship_query_state(char *name)
6210 for (i=0; i<MAX_SHIPS; i++){
6211 if (Ships[i].objnum >= 0){
6212 if ((Objects[Ships[i].objnum].type == OBJ_SHIP) || (Objects[Ships[i].objnum].type == OBJ_START)){
6213 if (!SDL_strcasecmp(name, Ships[i].ship_name)){
6220 objp = GET_FIRST(&ship_arrival_list);
6221 while (objp != END_OF_LIST(&ship_arrival_list)) {
6222 if (!SDL_strcasecmp(name, objp->name)){
6226 objp = GET_NEXT(objp);
6232 // Note: This is not a general purpose routine.
6233 // It is specifically used for targeting.
6234 // It only returns a subsystem position if it has shields.
6235 // Return true/false for subsystem found/not found.
6236 // Stuff vector *pos with absolute position.
6237 // subsysp is a pointer to the subsystem.
6238 int get_subsystem_pos(vector *pos, object *objp, ship_subsys *subsysp)
6241 model_subsystem *psub;
6244 SDL_assert(objp->type == OBJ_SHIP);
6246 SDL_assert ( subsysp != NULL );
6248 psub = subsysp->system_info;
6249 vm_copy_transpose_matrix(&m, &objp->orient);
6251 vm_vec_rotate(&pnt, &psub->pnt, &m);
6252 vm_vec_add2(&pnt, &objp->pos);
6261 //=================================================
6262 // Takes all the angle info from the ship structure and stuffs it
6263 // into the model data so that the model code has all the correct
6264 // angles and stuff that it needs. This is a poorly designed
6265 // system that should be re-engineered so that all the model functions
6266 // accept a list of angles and everyone passes them through, but
6267 // that would require some major code revision.
6268 // So, anytime you are using a model that has rotating parts, you
6269 // need to do a ship_model_start before any model_ functions are
6270 // called and a ship_model_stop after you're done. Even for
6271 // collision detection and stuff, not just rendering.
6272 // See John for details.
6274 void ship_model_start(object *objp)
6276 model_subsystem *psub;
6280 shipp = &Ships[objp->instance];
6282 // First clear all the angles in the model to zero
6283 model_clear_instance(shipp->modelnum);
6285 // Go through all subsystems and bash the model angles for all
6286 // the subsystems that need it.
6287 for ( pss = GET_FIRST(&shipp->subsys_list); pss != END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
6288 psub = pss->system_info;
6289 switch (psub->type) {
6290 case SUBSYSTEM_RADAR:
6291 case SUBSYSTEM_NAVIGATION:
6292 case SUBSYSTEM_COMMUNICATION:
6293 case SUBSYSTEM_UNKNOWN:
6294 case SUBSYSTEM_ENGINE:
6295 case SUBSYSTEM_SENSORS:
6296 case SUBSYSTEM_WEAPONS:
6297 case SUBSYSTEM_SOLAR:
6298 case SUBSYSTEM_GAS_COLLECT:
6299 case SUBSYSTEM_ACTIVATION:
6301 case SUBSYSTEM_TURRET:
6302 SDL_assert( !(psub->flags & MSS_FLAG_ROTATES) ); // Turrets can't rotate!!! See John!
6305 Error(LOCATION, "Illegal subsystem type.\n");
6309 if ( psub->subobj_num > -1 ) {
6310 model_set_instance(shipp->modelnum, psub->subobj_num, &pss->submodel_info_1 );
6313 if ( (psub->subobj_num != psub->turret_gun_sobj) && (psub->turret_gun_sobj >-1) ) {
6314 model_set_instance(shipp->modelnum, psub->turret_gun_sobj, &pss->submodel_info_2 );
6320 //==========================================================
6321 // Clears all the instance specific stuff out of the model info
6322 void ship_model_stop(object *objp)
6326 shipp = &Ships[objp->instance];
6328 // Then, clear all the angles in the model to zero
6329 model_clear_instance(shipp->modelnum);
6333 //==========================================================
6334 // Finds the number of crew points in a ship
6335 int ship_find_num_crewpoints(object *objp)
6338 model_subsystem *psub;
6342 shipp = &Ships[objp->instance];
6344 // Go through all subsystems and record the model angles for all
6345 // the subsystems that need it.
6346 for ( pss = GET_FIRST(&shipp->subsys_list); pss != END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
6347 psub = pss->system_info;
6348 switch (psub->type) {
6349 case SUBSYSTEM_TURRET:
6350 if ( psub->flags & MSS_FLAG_CREWPOINT )
6351 n++; // fall through
6353 case SUBSYSTEM_RADAR:
6354 case SUBSYSTEM_NAVIGATION:
6355 case SUBSYSTEM_COMMUNICATION:
6356 case SUBSYSTEM_UNKNOWN:
6357 case SUBSYSTEM_ENGINE:
6358 case SUBSYSTEM_GAS_COLLECT:
6359 case SUBSYSTEM_ACTIVATION:
6362 Error(LOCATION, "Illegal subsystem type.\n");
6368 //==========================================================
6369 // Finds the number of turrets in a ship
6370 int ship_find_num_turrets(object *objp)
6373 model_subsystem *psub;
6377 shipp = &Ships[objp->instance];
6379 // Go through all subsystems and record the model angles for all
6380 // the subsystems that need it.
6381 for ( pss = GET_FIRST(&shipp->subsys_list); pss != END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
6382 psub = pss->system_info;
6383 switch (psub->type) {
6384 case SUBSYSTEM_TURRET:
6385 n++; // drop through
6387 case SUBSYSTEM_RADAR:
6388 case SUBSYSTEM_NAVIGATION:
6389 case SUBSYSTEM_COMMUNICATION:
6390 case SUBSYSTEM_UNKNOWN:
6391 case SUBSYSTEM_ENGINE:
6392 case SUBSYSTEM_GAS_COLLECT:
6393 case SUBSYSTEM_ACTIVATION:
6396 Error(LOCATION, "Illegal subsystem type.\n");
6402 // Modify the matrix orient by the slew angles a.
6403 void compute_slew_matrix(matrix *orient, angles *a)
6409 t1.h = 0.0f; t1.b = 0.0f;
6410 t2.p = 0.0f; t2.b = 0.0f;
6412 // put in p & b like normal
6413 vm_angles_2_matrix(&tmp, &t1 );
6414 vm_matrix_x_matrix( &tmp2, orient, &tmp);
6416 // Put in heading separately
6417 vm_angles_2_matrix(&tmp, &t2 );
6418 vm_matrix_x_matrix( orient, &tmp2, &tmp );
6420 vm_orthogonalize_matrix(orient);
6423 // calculates the eye position for this ship in the global reference frame. Uses the
6424 // view_positions array in the model. The 0th element is the noral viewing position.
6425 // the vector of the eye is returned in the parameter 'eye'. The orientation of the
6426 // eye is returned in orient. (NOTE: this is kind of bogus for now since non 0th element
6427 // eyes have no defined up vector)
6428 void ship_get_eye( vector *eye_pos, matrix *eye_orient, object *obj )
6435 shipp = &Ships[obj->instance];
6436 pm = model_get( shipp->modelnum );
6438 // check to be sure that we have a view eye to look at.....spit out nasty debug message
6439 if ( pm->n_view_positions == 0 ) {
6440 // nprintf (("Warning", "No eye position found for model %s. Find artist to get fixed.\n", pm->filename ));
6441 *eye_pos = obj->pos;
6442 *eye_orient = obj->orient;
6445 ep = &(pm->view_positions[0] );
6447 // eye points are stored in an array -- the normal viewing position for a ship is the current_eye_index
6449 model_find_world_point( eye_pos, &ep->pnt, shipp->modelnum, ep->parent, &obj->orient, &obj->pos );
6450 // if ( shipp->current_eye_index == 0 ) {
6451 *eye_orient = obj->orient;
6453 // model_find_world_dir( &vec, &ep->norm, shipp->modelnum, ep->parent, &obj->orient, &obj->pos );
6454 // kind of bogus, but use the objects uvec to avoid totally stupid looking behavior.
6455 // vm_vector_2_matrix(eye_orient,&vec,&obj->orient.v.uvec,NULL);
6458 // Modify the orientation based on head orientation.
6459 if ( Viewer_obj == obj ) {
6460 if ( Viewer_mode & VM_PADLOCK_ANY ) {
6461 player_get_padlock_orient(eye_orient);
6463 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
6468 // of attackers to make this decision.
6470 // NOTE: This function takes into account how many ships are attacking a subsystem, and will
6471 // prefer an ignored subsystem over a subsystem that is in line of sight, if the in-sight
6472 // subsystem is attacked by more than MAX_SUBSYS_ATTACKERS
6474 // sp => ship pointer to parent of subsystem
6475 // subsys_type => what kind of subsystem this is
6476 // attacker_pos => the world coords of the attacker of this subsystem
6478 // returns: pointer to subsystem if one found, NULL otherwise
6479 #define MAX_SUBSYS_ATTACKERS 3
6480 ship_subsys *ship_get_best_subsys_to_attack(ship *sp, int subsys_type, vector *attacker_pos)
6483 ship_subsys *best_in_sight_subsys, *lowest_attacker_subsys, *ss_return;
6484 int lowest_num_attackers, lowest_in_sight_attackers, num_attackers;
6488 lowest_in_sight_attackers = lowest_num_attackers = 1000;
6489 ss_return = best_in_sight_subsys = lowest_attacker_subsys = NULL;
6491 for (ss = GET_FIRST(&sp->subsys_list); ss != END_OF_LIST(&sp->subsys_list); ss = GET_NEXT(ss) ) {
6492 if ( (ss->system_info->type == subsys_type) && (ss->current_hits > 0) ) {
6494 // get world pos of subsystem
6495 vm_vec_unrotate(&gsubpos, &ss->system_info->pnt, &Objects[sp->objnum].orient);
6496 vm_vec_add2(&gsubpos, &Objects[sp->objnum].pos);
6498 // now find the number of ships attacking this subsystem by iterating through the ships list,
6499 // and checking if aip->targeted_subsys matches the subsystem we're checking
6501 sop = GET_FIRST(&Ship_obj_list);
6502 while(sop != END_OF_LIST(&Ship_obj_list)){
6503 if ( Ai_info[Ships[Objects[sop->objnum].instance].ai_index].targeted_subsys == ss ) {
6506 sop = GET_NEXT(sop);
6509 if ( num_attackers < lowest_num_attackers ) {
6510 lowest_num_attackers = num_attackers;
6511 lowest_attacker_subsys = ss;
6514 if ( ship_subsystem_in_sight(&Objects[sp->objnum], ss, attacker_pos, &gsubpos) ) {
6515 if ( num_attackers < lowest_in_sight_attackers ) {
6516 lowest_in_sight_attackers = num_attackers;
6517 best_in_sight_subsys = ss;
6523 if ( best_in_sight_subsys == NULL ) {
6524 // no subsystems are in sight, so return the subsystem with the lowest # of attackers
6525 ss_return = lowest_attacker_subsys;
6527 if ( lowest_in_sight_attackers > MAX_SUBSYS_ATTACKERS ) {
6528 ss_return = lowest_attacker_subsys;
6530 ss_return = best_in_sight_subsys;
6537 // function to return a pointer to the 'nth' ship_subsys structure in a ship's linked list
6539 // attacker_pos => world pos of attacker (default value NULL). If value is non-NULL, try
6540 // to select the best subsystem to attack of that type (using line-of-sight)
6541 // and based on the number of ships already attacking the subsystem
6542 ship_subsys *ship_get_indexed_subsys( ship *sp, int index, vector *attacker_pos )
6547 // first, special code to see if the index < 0. If so, we are looking for one of several possible
6548 // engines or one of several possible turrets. If we enter this if statement, we will always return
6553 subsys_type = -index;
6554 if ( sp->subsys_info[subsys_type].current_hits == 0.0f ) // if there are no hits, no subsystem to attack.
6557 if ( attacker_pos != NULL ) {
6558 ss = ship_get_best_subsys_to_attack(sp, subsys_type, attacker_pos);
6561 // next, scan the list of subsystems and search for the first subsystem of the particular
6562 // type which has > 0 hits remaining.
6563 for (ss = GET_FIRST(&sp->subsys_list); ss != END_OF_LIST(&sp->subsys_list); ss = GET_NEXT(ss) ) {
6564 if ( (ss->system_info->type == subsys_type) && (ss->current_hits > 0) )
6569 Int3(); // maybe we shouldn't get here, but with possible floating point rounding, I suppose we could
6575 ss = GET_FIRST(&sp->subsys_list);
6576 while ( ss != END_OF_LIST( &sp->subsys_list ) ) {
6577 if ( count == index )
6580 ss = GET_NEXT( ss );
6582 Int3(); // get allender -- turret ref didn't fixup correctly!!!!
6586 // Given a pointer to a subsystem and an associated object, return the index.
6587 int ship_get_index_from_subsys(ship_subsys *ssp, int objnum, int error_bypass)
6596 SDL_assert(objnum >= 0);
6597 SDL_assert(Objects[objnum].instance >= 0);
6599 shipp = &Ships[Objects[objnum].instance];
6602 ss = GET_FIRST(&shipp->subsys_list);
6603 while ( ss != END_OF_LIST( &shipp->subsys_list ) ) {
6607 ss = GET_NEXT( ss );
6609 if ( !error_bypass )
6610 Int3(); // get allender -- turret ref didn't fixup correctly!!!!
6615 // function which returns the index number of the ship_subsys parameter
6616 int ship_get_subsys_index(ship *sp, char *ss_name, int error_bypass)
6622 ss = GET_FIRST(&sp->subsys_list);
6623 while ( ss != END_OF_LIST( &sp->subsys_list ) ) {
6624 if ( !SDL_strcasecmp(ss->system_info->subobj_name, ss_name) )
6627 ss = GET_NEXT( ss );
6636 // routine to return the strength of a subsystem. We keep a total hit tally for all subsystems
6637 // which are similar (i.e. a total for all engines). These routines will return a number between
6638 // 0.0 and 1.0 which is the relative combined strength of the given subsystem type. The number
6639 // calculated for the engines is slightly different. Once an engine reaches < 15% of it's hits, it's
6640 // output drops to that %. A dead engine has no output.
6641 float ship_get_subsystem_strength( ship *shipp, int type )
6646 SDL_assert ( (type >= 0) && (type < SUBSYSTEM_MAX) );
6647 if ( shipp->subsys_info[type].total_hits == 0.0f )
6650 // For a dying ship, all subsystem strengths are zero.
6651 if (Objects[shipp->objnum].hull_strength <= 0.0f)
6654 strength = shipp->subsys_info[type].current_hits / shipp->subsys_info[type].total_hits;
6656 if ( strength == 0.0f ) // short circuit 0
6659 if ( (type == SUBSYSTEM_ENGINE) && (strength < 1.0f) ) {
6663 ssp = GET_FIRST(&shipp->subsys_list);
6664 while ( ssp != END_OF_LIST( &shipp->subsys_list ) ) {
6666 if ( ssp->system_info->type == SUBSYSTEM_ENGINE ) {
6669 ratio = ssp->current_hits / ssp->system_info->max_hits;
6670 if ( ratio < ENGINE_MIN_STR )
6671 ratio = ENGINE_MIN_STR;
6675 ssp = GET_NEXT( ssp );
6677 strength = percent / (float)shipp->subsys_info[type].num;
6683 // set the strength of a subsystem on a given ship. The strength passed as a
6684 // parameter is between 0.0 and 1.0
6686 // NOTE: this function was made to be called by the debug function dcf_set_subsys(). If
6687 // you want to use this, be sure that you test it for all cases.
6688 void ship_set_subsystem_strength( ship *shipp, int type, float strength )
6690 float total_current_hits, diff;
6693 SDL_assert ( (type >= 0) && (type < SUBSYSTEM_MAX) );
6694 if ( shipp->subsys_info[type].total_hits == 0.0f )
6697 total_current_hits = 0.0f;
6698 ssp = GET_FIRST(&shipp->subsys_list);
6699 while ( ssp != END_OF_LIST( &shipp->subsys_list ) ) {
6701 if ( ssp->system_info->type == type ) {
6702 ssp->current_hits = strength * ssp->system_info->max_hits;
6703 total_current_hits += ssp->current_hits;
6705 ssp = GET_NEXT( ssp );
6708 // update the objects integrity, needed since we've bashed the strength of a subsysem
6709 diff = total_current_hits - shipp->subsys_info[type].current_hits;
6710 Objects[shipp->objnum].hull_strength += diff;
6711 // fix up the shipp->subsys_info[type] current_hits value
6712 shipp->subsys_info[type].current_hits = total_current_hits;
6715 #define SHIELD_REPAIR_RATE 0.20f // Percent of shield repaired per second.
6716 #define HULL_REPAIR_RATE 0.15f // Percent of hull repaired per second.
6717 #define SUBSYS_REPAIR_RATE 0.10f // Percent of subsystems repaired per second.
6719 // ==================================================================================
6720 // ship_do_rearm_frame()
6722 // function to rearm a ship. This function gets called from the ai code ai_do_rearm_frame (or
6723 // some function of a similar name). Returns 1 when ship is fully repaired and rearmed, 0 otherwise
6726 #define REARM_NUM_MISSILES_PER_BATCH 4 // how many missiles are dropped in per load sound
6728 int ship_do_rearm_frame( object *objp, float frametime )
6730 int i, banks_full, subsys_type, subsys_all_ok;
6731 float shield_str, repair_delta, repair_allocated;
6738 shipp = &Ships[objp->instance];
6739 swp = &shipp->weapons;
6740 sip = &Ship_info[shipp->ship_info_index];
6741 aip = &Ai_info[shipp->ai_index];
6743 // AL 10-31-97: Add missing primary weapons to the ship. This is required since designers
6744 // want to have ships that start with no primaries, but can get them through
6746 if ( swp->num_primary_banks < sip->num_primary_banks ) {
6747 for ( i = swp->num_primary_banks; i < sip->num_primary_banks; i++ ) {
6748 swp->primary_bank_weapons[i] = sip->primary_bank_weapons[i];
6750 swp->num_primary_banks = sip->num_primary_banks;
6753 // AL 12-30-97: Repair broken warp drive
6754 if ( shipp->flags & SF_WARP_BROKEN ) {
6755 // TODO: maybe do something here like informing player warp is fixed?
6756 shipp->flags &= ~SF_WARP_BROKEN;
6759 // AL 1-16-97: Replenish countermeasures
6760 shipp->cmeasure_count = sip->cmeasure_max;
6762 // Do shield repair here
6763 if ( !(objp->flags & OF_NO_SHIELDS) ) {
6764 shield_str = get_shield_strength(objp);
6765 if ( shield_str < sip->shields ) {
6766 if ( objp == Player_obj ) {
6767 player_maybe_start_repair_sound();
6769 shield_str += sip->shields * frametime * SHIELD_REPAIR_RATE;
6770 if ( shield_str > sip->shields ) {
6771 shield_str = sip->shields;
6773 set_shield_strength(objp, shield_str);
6777 // Repair the ship integrity (subsystems + hull). This works by applying the repair points
6778 // to the subsystems. Ships integrity is stored is objp->hull_strength, so that always is
6779 // incremented by repair_allocated
6780 repair_allocated = sip->initial_hull_strength * frametime * HULL_REPAIR_RATE;
6783 AL 11-24-97: remove increase to hull integrity
6785 objp->hull_strength += repair_allocated;
6786 if ( objp->hull_strength > sip->initial_hull_strength ) {
6787 repair_allocated -= ( sip->initial_hull_strength - objp->hull_strength);
6788 objp->hull_strength = sip->initial_hull_strength;
6792 // check the subsystems of the ship.
6794 ssp = GET_FIRST(&shipp->subsys_list);
6795 while ( ssp != END_OF_LIST( &shipp->subsys_list ) ) {
6797 if ( ssp->current_hits < ssp->system_info->max_hits && repair_allocated > 0 ) {
6799 subsys_type = ssp->system_info->type;
6801 if ( objp == Player_obj ) {
6802 player_maybe_start_repair_sound();
6805 repair_delta = ssp->system_info->max_hits - ssp->current_hits;
6806 if ( repair_delta > repair_allocated ) {
6807 repair_delta = repair_allocated;
6809 repair_allocated -= repair_delta;
6810 SDL_assert(repair_allocated >= 0.0f);
6812 // add repair to current strength of single subsystem
6813 ssp->current_hits += repair_delta;
6814 if ( ssp->current_hits > ssp->system_info->max_hits ) {
6815 ssp->current_hits = ssp->system_info->max_hits;
6818 // add repair to aggregate strength of subsystems of that type
6819 shipp->subsys_info[subsys_type].current_hits += repair_delta;
6820 if ( shipp->subsys_info[subsys_type].current_hits > shipp->subsys_info[subsys_type].total_hits )
6821 shipp->subsys_info[subsys_type].current_hits = shipp->subsys_info[subsys_type].total_hits;
6823 if ( ssp->current_hits > ssp->system_info->max_hits )
6824 ssp->current_hits = ssp->system_info->max_hits;
6826 // check to see if this subsystem was totally non functional before -- if so, then
6828 if ( (ssp->system_info->type == SUBSYSTEM_ENGINE) && (shipp->flags & SF_DISABLED) ) {
6829 shipp->flags &= ~SF_DISABLED;
6830 ship_reset_disabled_physics(objp, shipp->ship_info_index);
6834 ssp = GET_NEXT( ssp );
6837 // now deal with rearming the player. All secondary weapons have a certain rate at which
6838 // they can be rearmed. We can rearm multiple banks at once.
6840 if ( subsys_all_ok ) {
6841 for (i = 0; i < swp->num_secondary_banks; i++ ) {
6842 if ( swp->secondary_bank_ammo[i] < swp->secondary_bank_start_ammo[i] ) {
6845 if ( objp == Player_obj ) {
6846 hud_gauge_popup_start(HUD_WEAPONS_GAUGE);
6849 if ( timestamp_elapsed(swp->secondary_bank_rearm_time[i]) ) {
6851 // Have to do some gymnastics to play the sound effects properly. There is a
6852 // one time sound effect which is the missile loading start, then for each missile
6853 // loaded there is a sound effect. These are only played for the player.
6855 rearm_time = Weapon_info[swp->secondary_bank_weapons[i]].rearm_rate;
6856 if ( aip->rearm_first_missile == TRUE ) {
6860 swp->secondary_bank_rearm_time[i] = timestamp( (int)(rearm_time * 1000.f) );
6862 // Acutal loading of missiles is preceded by a sound effect which is the missile
6863 // loading equipment moving into place
6864 if ( aip->rearm_first_missile == TRUE ) {
6865 snd_play_3d( &Snds[SND_MISSILE_START_LOAD], &objp->pos, &View_position );
6866 aip->rearm_first_missile = FALSE;
6869 snd_play_3d( &Snds[SND_MISSILE_LOAD], &objp->pos, &View_position );
6870 if (objp == Player_obj)
6871 joy_ff_play_reload_effect();
6873 swp->secondary_bank_ammo[i] += REARM_NUM_MISSILES_PER_BATCH;
6874 if ( swp->secondary_bank_ammo[i] > swp->secondary_bank_start_ammo[i] )
6875 swp->secondary_bank_ammo[i] = swp->secondary_bank_start_ammo[i];
6882 } // end if (subsys_all_ok)
6884 if ( banks_full == swp->num_secondary_banks ) {
6885 aip->rearm_first_missile = TRUE;
6888 int shields_full = 0;
6889 if ( (objp->flags & OF_NO_SHIELDS) ) {
6892 if ( get_shield_strength(objp) >= sip->shields )
6896 // return 1 if at end of subsystem list, hull damage at 0, and shields full and all secondary banks full.
6897 // if ( ((ssp = END_OF_LIST(&shipp->subsys_list)) != NULL )&&(objp->hull_strength == sip->initial_hull_strength)&&(shields_full) ) {
6898 if ( subsys_all_ok && shields_full ) {
6900 if ( objp == Player_obj ) {
6901 player_stop_repair_sound();
6904 if (!aip->rearm_release_delay)
6905 aip->rearm_release_delay = timestamp(1200);
6907 if ( banks_full == swp->num_secondary_banks ) {
6909 if ( timestamp_elapsed(aip->rearm_release_delay) )
6913 aip->rearm_release_delay = timestamp(1200);
6920 // function which is used to find a repair ship to repair requester_obj. the way repair ships will work
6922 // if repair ship present and available, return pointer to that object.
6923 // If repair ship present and busy, possibly return that object if he can satisfy the request soon enough.
6924 // If repair ship present and busy and cannot satisfy request, return NULL to warp a new one in if below max number
6925 // if no repair ship present, return NULL to force a new one to be warped in.
6926 #define MAX_SUPPORT_SHIPS_PER_TEAM 1
6928 object *ship_find_repair_ship( object *requester_obj )
6931 ship *requester_ship;
6932 int num_support_ships, num_available_support_ships;
6933 float min_dist = 99999.0f;
6934 object *nearest_support_ship = NULL;
6935 int support_ships[MAX_SUPPORT_SHIPS_PER_TEAM];
6937 SDL_assert(requester_obj->type == OBJ_SHIP);
6938 SDL_assert((requester_obj->instance >= 0) && (requester_obj->instance < MAX_OBJECTS));
6940 // if support ships are not allowed, then no support ship can repair!
6941 if ( !is_support_allowed(requester_obj) )
6944 num_support_ships = 0;
6945 num_available_support_ships = 0;
6947 requester_ship = &Ships[requester_obj->instance];
6948 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
6949 if ((objp->type == OBJ_SHIP) && !(objp->flags & OF_SHOULD_BE_DEAD)) {
6954 SDL_assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
6956 shipp = &Ships[objp->instance];
6957 sip = &Ship_info[shipp->ship_info_index];
6959 if ( shipp->team != requester_ship->team )
6962 if ( !(sip->flags & SIF_SUPPORT) )
6965 // don't deal with dying support ships
6966 if ( shipp->flags & (SF_DYING | SF_DEPARTING) )
6969 dist = vm_vec_dist_quick(&objp->pos, &requester_obj->pos);
6970 support_ships[num_support_ships] = objp-Objects;
6972 if (!(Ai_info[shipp->ai_index].ai_flags & AIF_REPAIRING)) {
6973 num_available_support_ships++;
6974 if (dist < min_dist) {
6976 nearest_support_ship = objp;
6980 if ( num_support_ships >= MAX_SUPPORT_SHIPS_PER_TEAM ) {
6981 mprintf(("Why is there more than %d support ships in this mission?\n",MAX_SUPPORT_SHIPS_PER_TEAM));
6984 support_ships[num_support_ships] = OBJ_INDEX(objp);
6985 num_support_ships++;
6990 if (nearest_support_ship != NULL)
6991 return nearest_support_ship;
6992 else if (num_support_ships >= MAX_SUPPORT_SHIPS_PER_TEAM) {
6993 SDL_assert(&Objects[support_ships[0]] != NULL);
6994 return &Objects[support_ships[0]];
6996 SDL_assert(num_support_ships < MAX_SUPPORT_SHIPS_PER_TEAM);
7003 // -------------------------------------------------------------------------------------------------
7006 // called in game_shutdown() to free malloced memory
7008 // NOTE: do not call this function. It is only called from game_shutdown()
7013 for (i=0; i<MAX_SHIPS; i++ ) {
7014 if ( Ships[i].shield_integrity != NULL && Ships[i].objnum != -1 ) {
7015 free( Ships[i].shield_integrity );
7016 Ships[i].shield_integrity = NULL;
7020 // free memory alloced for subsystem storage
7021 for ( i = 0; i < Num_ship_types; i++ ) {
7022 if ( Ship_info[i].subsystems != NULL ) {
7023 free(Ship_info[i].subsystems);
7027 // free info from parsed table data
7028 for (i=0; i<MAX_SHIP_TYPES; i++) {
7029 if(Ship_info[i].type_str != NULL){
7030 free(Ship_info[i].type_str);
7031 Ship_info[i].type_str = NULL;
7033 if(Ship_info[i].maneuverability_str != NULL){
7034 free(Ship_info[i].maneuverability_str);
7035 Ship_info[i].maneuverability_str = NULL;
7037 if(Ship_info[i].armor_str != NULL){
7038 free(Ship_info[i].armor_str);
7039 Ship_info[i].armor_str = NULL;
7041 if(Ship_info[i].manufacturer_str != NULL){
7042 free(Ship_info[i].manufacturer_str);
7043 Ship_info[i].manufacturer_str = NULL;
7045 if(Ship_info[i].desc != NULL){
7046 free(Ship_info[i].desc);
7047 Ship_info[i].desc = NULL;
7049 if(Ship_info[i].tech_desc != NULL){
7050 free(Ship_info[i].tech_desc);
7051 Ship_info[i].tech_desc = NULL;
7053 if(Ship_info[i].ship_length != NULL){
7054 free(Ship_info[i].ship_length);
7055 Ship_info[i].ship_length = NULL;
7057 if(Ship_info[i].gun_mounts != NULL){
7058 free(Ship_info[i].gun_mounts);
7059 Ship_info[i].gun_mounts = NULL;
7061 if(Ship_info[i].missile_banks != NULL){
7062 free(Ship_info[i].missile_banks);
7063 Ship_info[i].missile_banks = NULL;
7067 // NOTE: pm->ship_bay is free'd is modelread.cpp, model_unload().
7072 // -------------------------------------------------------------------------------------------------
7073 // ship_assign_sound()
7075 // Assign object-linked sound to a particular ship
7077 void ship_assign_sound(ship *sp)
7082 ship_subsys *moveup;
7084 SDL_assert( sp->objnum >= 0 );
7088 objp = &Objects[sp->objnum];
7089 sip = &Ship_info[sp->ship_info_index];
7091 if ( sip->engine_snd != -1 ) {
7092 vm_vec_copy_scale(&engine_pos, &objp->orient.v.fvec, -objp->radius/2.0f);
7094 obj_snd_assign(sp->objnum, sip->engine_snd, &engine_pos, 1);
7097 // if he's got any specific engine subsystems. go for it.
7098 moveup = GET_FIRST(&sp->subsys_list);
7099 while(moveup != END_OF_LIST(&sp->subsys_list)){
7100 // check the name of the subsystem
7101 if(strstr(moveup->system_info->name, "enginelarge")){
7102 obj_snd_assign(sp->objnum, SND_ENGINE_LOOP_LARGE, &moveup->system_info->pnt, 0);
7103 } else if(strstr(moveup->system_info->name, "enginehuge")){
7104 obj_snd_assign(sp->objnum, SND_ENGINE_LOOP_HUGE, &moveup->system_info->pnt, 0);
7108 moveup = GET_NEXT(moveup);
7112 // -------------------------------------------------------------------------------------------------
7113 // ship_assign_sound_all()
7115 // Assign object-linked sounds to all ships currently in the obj_used_list
7117 void ship_assign_sound_all()
7120 int idx, has_sounds;
7122 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
7123 if ( objp->type == OBJ_SHIP && Player_obj != objp) {
7126 // check to make sure this guy hasn't got sounds already assigned to him
7127 for(idx=0; idx<MAX_OBJECT_SOUNDS; idx++){
7128 if(objp->objsnd_num[idx] != -1){
7135 // actually assign the sound
7137 ship_assign_sound(&Ships[objp->instance]);
7144 // ---------------------------------------------------------------------------------------
7147 // Debug console function to set the shield for the player ship
7149 DCF(set_shield,"Change player ship shield strength")
7153 sip = &Ship_info[Ships[Player_obj->instance].ship_info_index];
7155 dc_get_arg(ARG_FLOAT|ARG_NONE);
7157 if ( Dc_arg_type & ARG_FLOAT ) {
7158 if ( Dc_arg_float < 0 )
7159 Dc_arg_float = 0.0f;
7160 if ( Dc_arg_float > 1.0 )
7161 Dc_arg_float = 1.0f;
7162 set_shield_strength(Player_obj, Dc_arg_float * sip->shields);
7163 dc_printf("Shields set to %.2f\n", get_shield_strength(Player_obj) );
7168 dc_printf ("Usage: set_shield [num]\n");
7169 dc_printf ("[num] -- shield percentage 0.0 -> 1.0 of max\n");
7170 dc_printf ("with no parameters, displays shield strength\n");
7175 dc_printf( "Shields are currently %.2f", get_shield_strength(Player_obj) );
7179 // ---------------------------------------------------------------------------------------
7182 // Debug console function to set the hull for the player ship
7184 DCF(set_hull, "Change player ship hull strength")
7188 sip = &Ship_info[Ships[Player_obj->instance].ship_info_index];
7190 dc_get_arg(ARG_FLOAT|ARG_NONE);
7192 if ( Dc_arg_type & ARG_FLOAT ) {
7193 if ( Dc_arg_float < 0 )
7194 Dc_arg_float = 0.0f;
7195 if ( Dc_arg_float > 1.0 )
7196 Dc_arg_float = 1.0f;
7197 Player_obj->hull_strength = Dc_arg_float * sip->initial_hull_strength;
7198 dc_printf("Hull set to %.2f\n", Player_obj->hull_strength );
7203 dc_printf ("Usage: set_hull [num]\n");
7204 dc_printf ("[num] -- hull percentage 0.0 -> 1.0 of max\n");
7205 dc_printf ("with no parameters, displays hull strength\n");
7210 dc_printf( "Hull is currently %.2f", Player_obj->hull_strength );
7214 // ---------------------------------------------------------------------------------------
7217 // Debug console function to set the strength of a particular subsystem
7220 DCF(set_subsys, "Set the strength of a particular subsystem on player ship" )
7223 dc_get_arg(ARG_STRING);
7224 if ( !SDL_strcasecmp( Dc_arg, "weapons" )) {
7225 dc_get_arg(ARG_FLOAT);
7226 if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) {
7229 ship_set_subsystem_strength( Player_ship, SUBSYSTEM_WEAPONS, Dc_arg_float );
7231 } else if ( !SDL_strcasecmp( Dc_arg, "engine" )) {
7232 dc_get_arg(ARG_FLOAT);
7233 if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) {
7236 ship_set_subsystem_strength( Player_ship, SUBSYSTEM_ENGINE, Dc_arg_float );
7237 if ( Dc_arg_float < ENGINE_MIN_STR ) {
7238 Player_ship->flags |= SF_DISABLED; // add the disabled flag
7240 Player_ship->flags &= (~SF_DISABLED); // add the disabled flag
7243 } else if ( !SDL_strcasecmp( Dc_arg, "sensors" )) {
7244 dc_get_arg(ARG_FLOAT);
7245 if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) {
7248 ship_set_subsystem_strength( Player_ship, SUBSYSTEM_SENSORS, Dc_arg_float );
7250 } else if ( !SDL_strcasecmp( Dc_arg, "communication" )) {
7251 dc_get_arg(ARG_FLOAT);
7252 if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) {
7255 ship_set_subsystem_strength( Player_ship, SUBSYSTEM_COMMUNICATION, Dc_arg_float );
7257 } else if ( !SDL_strcasecmp( Dc_arg, "navigation" )) {
7258 dc_get_arg(ARG_FLOAT);
7259 if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) {
7262 ship_set_subsystem_strength( Player_ship, SUBSYSTEM_NAVIGATION, Dc_arg_float );
7264 } else if ( !SDL_strcasecmp( Dc_arg, "radar" )) {
7265 dc_get_arg(ARG_FLOAT);
7266 if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) {
7269 ship_set_subsystem_strength( Player_ship, SUBSYSTEM_RADAR, Dc_arg_float );
7278 dc_printf( "Usage: set_subsys type X\nWhere X is value between 0 and 1.0, and type can be:\n" );
7279 dc_printf( "weapons\n" );
7280 dc_printf( "engine\n" );
7281 dc_printf( "sensors\n" );
7282 dc_printf( "communication\n" );
7283 dc_printf( "navigation\n" );
7284 dc_printf( "radar\n" );
7285 Dc_status = 0; // don't print status if help is printed. Too messy.
7290 // console function to toggle whether auto-repair for subsystems is active
7292 DCF_BOOL( auto_repair, Ship_auto_repair );
7295 // two functions to keep track of counting ships of particular types. Maybe we should be rolling this
7296 // thing into the stats section?? The first function adds a ship of a particular type to the overall
7297 // count of ships of that type (called from MissionParse.cpp). The second function adds to the kill total
7298 // of ships of a particular type. Note that we use the ship_info flags structure member to determine
7299 // what is happening.
7300 void ship_add_ship_type_count( int ship_info_flag, int num )
7302 if ( ship_info_flag & SIF_CARGO )
7303 Ship_counts[SHIP_TYPE_CARGO].total += num;
7304 else if ( (ship_info_flag & SIF_FIGHTER) || (ship_info_flag & SIF_BOMBER) )
7305 Ship_counts[SHIP_TYPE_FIGHTER_BOMBER].total += num;
7306 else if ( ship_info_flag & SIF_CRUISER )
7307 Ship_counts[SHIP_TYPE_CRUISER].total += num;
7308 else if ( ship_info_flag & SIF_CORVETTE )
7309 Ship_counts[SHIP_TYPE_CORVETTE].total += num;
7310 else if ( ship_info_flag & SIF_GAS_MINER )
7311 Ship_counts[SHIP_TYPE_GAS_MINER].total += num;
7312 else if ( ship_info_flag & SIF_AWACS )
7313 Ship_counts[SHIP_TYPE_AWACS].total += num;
7314 else if ( ship_info_flag & SIF_FREIGHTER )
7315 Ship_counts[SHIP_TYPE_FREIGHTER].total += num;
7316 else if ( ship_info_flag & SIF_CAPITAL )
7317 Ship_counts[SHIP_TYPE_CAPITAL].total += num;
7318 else if ( ship_info_flag & SIF_TRANSPORT )
7319 Ship_counts[SHIP_TYPE_TRANSPORT].total += num;
7320 else if ( ship_info_flag & SIF_SUPPORT )
7321 Ship_counts[SHIP_TYPE_REPAIR_REARM].total += num;
7322 else if ( ship_info_flag & SIF_NO_SHIP_TYPE )
7323 Ship_counts[SHIP_TYPE_NONE].total += num;
7324 else if ( ship_info_flag & SIF_NAVBUOY ) {
7325 Ship_counts[SHIP_TYPE_NAVBUOY].total += num;
7326 } else if ( ship_info_flag & SIF_SENTRYGUN ) {
7327 Ship_counts[SHIP_TYPE_SENTRYGUN].total += num;
7328 } else if ( ship_info_flag & SIF_ESCAPEPOD ) {
7329 Ship_counts[SHIP_TYPE_ESCAPEPOD].total += num;
7330 } else if ( ship_info_flag & SIF_SUPERCAP ) {
7331 Ship_counts[SHIP_TYPE_SUPERCAP].total += num;
7332 } else if ( ship_info_flag & SIF_DRYDOCK ) {
7333 Ship_counts[SHIP_TYPE_DRYDOCK].total += num;
7334 } else if ( ship_info_flag & SIF_KNOSSOS_DEVICE){
7335 Ship_counts[SHIP_TYPE_KNOSSOS_DEVICE].total += num;
7338 Int3(); //get allender -- unknown ship type
7341 void ship_add_ship_type_kill_count( int ship_info_flag )
7343 if ( ship_info_flag & SIF_CARGO )
7344 Ship_counts[SHIP_TYPE_CARGO].killed++;
7345 else if ( (ship_info_flag & SIF_FIGHTER) || (ship_info_flag & SIF_BOMBER) )
7346 Ship_counts[SHIP_TYPE_FIGHTER_BOMBER].killed++;
7347 else if ( ship_info_flag & SIF_CRUISER )
7348 Ship_counts[SHIP_TYPE_CRUISER].killed++;
7349 else if ( ship_info_flag & SIF_CORVETTE )
7350 Ship_counts[SHIP_TYPE_CORVETTE].killed++;
7351 else if ( ship_info_flag & SIF_AWACS )
7352 Ship_counts[SHIP_TYPE_AWACS].killed++;
7353 else if ( ship_info_flag & SIF_GAS_MINER )
7354 Ship_counts[SHIP_TYPE_GAS_MINER].killed++;
7355 else if ( ship_info_flag & SIF_FREIGHTER )
7356 Ship_counts[SHIP_TYPE_FREIGHTER].killed++;
7357 else if ( ship_info_flag & SIF_CAPITAL )
7358 Ship_counts[SHIP_TYPE_CAPITAL].killed++;
7359 else if ( ship_info_flag & SIF_TRANSPORT )
7360 Ship_counts[SHIP_TYPE_TRANSPORT].killed++;
7361 else if ( ship_info_flag & SIF_SUPPORT )
7362 Ship_counts[SHIP_TYPE_REPAIR_REARM].killed++;
7363 else if ( ship_info_flag & SIF_SENTRYGUN )
7364 Ship_counts[SHIP_TYPE_SENTRYGUN].killed++;
7365 else if ( ship_info_flag & SIF_ESCAPEPOD )
7366 Ship_counts[SHIP_TYPE_ESCAPEPOD].killed++;
7367 else if ( ship_info_flag & SIF_NO_SHIP_TYPE )
7368 Ship_counts[SHIP_TYPE_NONE].killed++;
7369 else if ( ship_info_flag & SIF_SUPERCAP )
7370 Ship_counts[SHIP_TYPE_SUPERCAP].killed++;
7371 else if ( ship_info_flag & SIF_DRYDOCK )
7372 Ship_counts[SHIP_TYPE_DRYDOCK].killed++;
7373 else if ( ship_info_flag & SIF_KNOSSOS_DEVICE )
7374 Ship_counts[SHIP_TYPE_KNOSSOS_DEVICE].killed++;
7376 Int3(); //get allender -- unknown ship type
7379 int ship_query_general_type(int ship)
7381 return ship_query_general_type(&Ships[ship]);
7384 int ship_query_general_type(ship *shipp)
7388 flags = Ship_info[shipp->ship_info_index].flags;
7389 switch (flags & SIF_ALL_SHIP_TYPES) {
7391 return SHIP_TYPE_CARGO;
7395 return SHIP_TYPE_FIGHTER_BOMBER;
7398 return SHIP_TYPE_CRUISER;
7401 return SHIP_TYPE_FREIGHTER;
7404 return SHIP_TYPE_CAPITAL;
7407 return SHIP_TYPE_TRANSPORT;
7409 case SIF_NO_SHIP_TYPE:
7410 return SHIP_TYPE_NONE;
7413 return SHIP_TYPE_REPAIR_REARM;
7416 return SHIP_TYPE_NAVBUOY;
7419 return SHIP_TYPE_SENTRYGUN;
7422 return SHIP_TYPE_ESCAPEPOD;
7425 return SHIP_TYPE_SUPERCAP;
7428 return SHIP_TYPE_DRYDOCK;
7431 return SHIP_TYPE_CORVETTE;
7434 return SHIP_TYPE_AWACS;
7437 return SHIP_TYPE_GAS_MINER;
7439 case SIF_KNOSSOS_DEVICE:
7440 return SHIP_TYPE_KNOSSOS_DEVICE;
7443 Error(LOCATION, "Ship type flag is unknown. Flags value is 0x%x", flags);
7444 return SHIP_TYPE_NONE;
7447 // returns true if the docker can (is allowed) to dock with dockee
7448 int ship_docking_valid(int docker, int dockee)
7450 int docker_type, dockee_type;
7452 SDL_assert(docker >= 0 && docker < MAX_SHIPS);
7453 SDL_assert(dockee >= 0 && dockee < MAX_SHIPS);
7454 docker_type = ship_query_general_type(docker);
7455 dockee_type = ship_query_general_type(dockee);
7457 // escape pods can dock with transports, freighters, cruisers.
7458 if ( docker_type == SHIP_TYPE_ESCAPEPOD ) {
7459 if ( (dockee_type == SHIP_TYPE_TRANSPORT) || (dockee_type == SHIP_TYPE_CRUISER) || (dockee_type == SHIP_TYPE_FREIGHTER) || (dockee_type == SHIP_TYPE_DRYDOCK) || (dockee_type == SHIP_TYPE_CORVETTE) || (dockee_type == SHIP_TYPE_GAS_MINER) || (dockee_type == SHIP_TYPE_AWACS)){
7464 // docket == freighter
7465 if (docker_type == SHIP_TYPE_FREIGHTER) {
7466 if ( (dockee_type == SHIP_TYPE_CARGO) || (dockee_type == SHIP_TYPE_CRUISER) || (dockee_type == SHIP_TYPE_CAPITAL) || (dockee_type == SHIP_TYPE_SUPERCAP) || (dockee_type == SHIP_TYPE_DRYDOCK) || (dockee_type == SHIP_TYPE_CORVETTE) || (dockee_type == SHIP_TYPE_GAS_MINER) || (dockee_type == SHIP_TYPE_AWACS)){
7471 // docker == cruiser
7472 if ( (docker_type == SHIP_TYPE_CRUISER) || (docker_type == SHIP_TYPE_CORVETTE) || (docker_type == SHIP_TYPE_GAS_MINER) || (docker_type == SHIP_TYPE_AWACS)){
7473 if ( (dockee_type == SHIP_TYPE_CARGO) || (dockee_type == SHIP_TYPE_CRUISER) || (dockee_type == SHIP_TYPE_CAPITAL) || (dockee_type == SHIP_TYPE_SUPERCAP) || (dockee_type == SHIP_TYPE_DRYDOCK) || (dockee_type == SHIP_TYPE_CORVETTE) || (dockee_type == SHIP_TYPE_GAS_MINER) || (dockee_type == SHIP_TYPE_AWACS)){
7478 if (docker_type == SHIP_TYPE_TRANSPORT) {
7479 if ( (dockee_type == SHIP_TYPE_CARGO) || (dockee_type == SHIP_TYPE_CRUISER)
7480 || (dockee_type == SHIP_TYPE_FREIGHTER) || (dockee_type == SHIP_TYPE_TRANSPORT)
7481 || (dockee_type == SHIP_TYPE_CAPITAL) || (dockee_type == SHIP_TYPE_ESCAPEPOD)
7482 || (dockee_type == SHIP_TYPE_SUPERCAP) || (dockee_type == SHIP_TYPE_DRYDOCK) || (dockee_type == SHIP_TYPE_CORVETTE) || (dockee_type == SHIP_TYPE_GAS_MINER) || (dockee_type == SHIP_TYPE_AWACS)){
7487 if (docker_type == SHIP_TYPE_REPAIR_REARM) {
7488 if ((dockee_type == SHIP_TYPE_FIGHTER_BOMBER) || (dockee_type == SHIP_TYPE_STEALTH)){
7496 // function to return a random ship in a starting player wing. Returns -1 if a suitable
7497 // one cannot be found
7498 // input: max_dist => OPTIONAL PARAMETER (default value 0.0f) max range ship can be from player
7499 // input: persona => OPTIONAL PARAMETER (default to -1) which persona to get
7500 int ship_get_random_player_wing_ship( int flags, float max_dist, int persona_index, int get_first, int multi_team )
7502 int i, j, ship_index, count;
7503 int slist[MAX_SHIPS_PER_WING * MAX_STARTING_WINGS], which_one;
7505 // iterate through starting wings of player. Add ship indices of ships which meet
7508 for (i = 0; i < num_wings; i++ ) {
7514 if(multi_team >= 0){
7515 if(!SDL_strcasecmp(Wings[i].name, multi_team == 0 ? "alpha" : "zeta")){
7521 // first check for a player starting wing (alpha, beta, gamma)
7522 for ( j = 0; j < MAX_PLAYER_WINGS; j++ ) {
7523 if ( i == Starting_wings[j] ) {
7529 // if not found, the delta and epsilon count too
7530 if ( wingnum == -1 ) {
7531 if ( !SDL_strcasecmp(Wings[i].name, NOX("delta")) || !SDL_strcasecmp(Wings[i].name, NOX("epsilon")) ) {
7536 if ( wingnum == -1 ){
7541 for ( j = 0; j < Wings[wingnum].current_count; j++ ) {
7542 ship_index = Wings[wingnum].ship_index[j];
7543 SDL_assert( ship_index != -1 );
7545 if ( Ships[ship_index].flags & SF_DYING ) {
7549 // see if ship meets our criterea
7550 if ( (flags == SHIP_GET_NO_PLAYERS) && (Objects[Ships[ship_index].objnum].flags & OF_PLAYER_SHIP) ){
7554 // don't process ships on a different team
7556 if ( Player_ship->team != Ships[ship_index].team ){
7561 // see if ship is within max_dist units
7562 if ( (max_dist > 0) && (multi_team < 0) ) {
7564 dist = vm_vec_dist_quick(&Objects[Ships[ship_index].objnum].pos, &Player_obj->pos);
7565 if ( dist > max_dist ) {
7570 // if we should be checking persona's, then don't add ships that don't have the proper persona
7571 if ( persona_index != -1 ) {
7572 if ( Ships[ship_index].persona_index != persona_index ){
7577 // return the first ship with correct persona
7582 slist[count] = ship_index;
7591 // now get a random one from the list
7592 which_one = (rand() % count);
7593 ship_index = slist[which_one];
7595 SDL_assert ( Ships[ship_index].objnum != -1 );
7600 // like above function, but returns a random ship in the given wing -- no restrictions
7601 // input: max_dist => OPTIONAL PARAMETER (default value 0.0f) max range ship can be from player
7602 int ship_get_random_ship_in_wing(int wingnum, int flags, float max_dist, int get_first)
7604 int i, ship_index, slist[MAX_SHIPS_PER_WING], count, which_one;
7607 for ( i = 0; i < Wings[wingnum].current_count; i++ ) {
7608 ship_index = Wings[wingnum].ship_index[i];
7609 SDL_assert( ship_index != -1 );
7611 if ( Ships[ship_index].flags & SF_DYING ) {
7615 // see if ship meets our criterea
7616 if ( (flags == SHIP_GET_NO_PLAYERS) && (Objects[Ships[ship_index].objnum].flags & OF_PLAYER_SHIP) )
7619 // see if ship is within max_dist units
7620 if ( max_dist > 0 ) {
7622 dist = vm_vec_dist_quick(&Objects[Ships[ship_index].objnum].pos, &Player_obj->pos);
7623 if ( dist > max_dist ) {
7628 // return the first ship in wing
7633 slist[count] = ship_index;
7641 // now get a random one from the list
7642 which_one = (rand() % count);
7643 ship_index = slist[which_one];
7645 SDL_assert ( Ships[ship_index].objnum != -1 );
7651 // this function returns a random index into the Ship array of a ship of the given team
7652 // cargo containers are not counted as ships for the purposes of this function. Why???
7653 // because now it is only used for getting a random ship for a message and cargo containers
7654 // can't send mesages. This function is an example of kind of bad coding :-(
7655 // input: max_dist => OPTIONAL PARAMETER (default value 0.0f) max range ship can be from player
7656 int ship_get_random_team_ship( int team, int flags, float max_dist )
7659 object *objp, *obj_list[MAX_SHIPS];
7661 // for any allied, go through the ships list and find all of the ships on that team
7663 for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
7664 if ( objp->type != OBJ_SHIP )
7667 // series of conditionals one per line for easy reading
7668 // don't process ships on wrong team
7669 // don't process cargo's or navbuoys
7670 // don't process player ships if flags are set
7671 if ( Ships[objp->instance].team != team )
7673 else if ( Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_NOT_FLYABLE )
7675 else if ( (flags == SHIP_GET_NO_PLAYERS) && (objp->flags & OF_PLAYER_SHIP) )
7677 else if ( (flags == SHIP_GET_ONLY_PLAYERS) && !(objp->flags & OF_PLAYER_SHIP) )
7680 if ( Ships[objp->instance].flags & SF_DYING ) {
7684 // see if ship is within max_dist units
7685 if ( max_dist > 0 ) {
7687 dist = vm_vec_dist_quick(&objp->pos, &Player_obj->pos);
7688 if ( dist > max_dist ) {
7693 obj_list[num] = objp;
7700 which_one = (rand() % num);
7701 objp = obj_list[which_one];
7703 SDL_assert ( objp->instance != -1 );
7705 return objp->instance;
7708 // -----------------------------------------------------------------------
7709 // ship_secondary_bank_has_ammo()
7711 // check if currently selected secondary bank has ammo
7713 // input: shipnum => index into Ships[] array for ship to check
7715 int ship_secondary_bank_has_ammo(int shipnum)
7719 SDL_assert(shipnum >= 0 && shipnum < MAX_SHIPS);
7720 swp = &Ships[shipnum].weapons;
7722 if ( swp->current_secondary_bank == -1 )
7725 SDL_assert(swp->current_secondary_bank >= 0 && swp->current_secondary_bank < MAX_SECONDARY_BANKS );
7726 if ( swp->secondary_bank_ammo[swp->current_secondary_bank] <= 0 )
7732 // see if there is enough engine power to allow the ship to warp
7733 // returns 1 if ship is able to warp, otherwise return 0
7734 int ship_can_warp(ship *sp)
7738 engine_str = ship_get_subsystem_strength( sp, SUBSYSTEM_ENGINE );
7739 // Note that ship can always warp at lowest skill level
7740 if ( (Game_skill_level > 0) && (engine_str >= SHIP_MIN_ENGINES_TO_WARP) ){
7748 // Calculate the normal vector from a subsystem position and it's first path point
7749 // input: sp => pointer to ship that is parent of subsystem
7750 // ss => pointer to subsystem of interest
7751 // norm => output parameter... vector from subsys to first path point
7753 // exit: 0 => a valid vector was placed in norm
7754 // !0 => an path normal could not be calculated
7756 int ship_return_subsys_path_normal(ship *sp, ship_subsys *ss, vector *gsubpos, vector *norm)
7758 if ( ss->system_info->path_num >= 0 ) {
7763 pm = model_get(sp->modelnum);
7764 mp = &pm->paths[ss->system_info->path_num];
7765 if ( mp->nverts >= 2 ) {
7766 // path_point = &mp->verts[mp->nverts-1].pos;
7767 path_point = &mp->verts[0].pos;
7768 // get path point in world coords
7769 vm_vec_unrotate(&gpath_point, path_point, &Objects[sp->objnum].orient);
7770 vm_vec_add2(&gpath_point, &Objects[sp->objnum].pos);
7771 // get unit vector pointing from subsys pos to first path point
7772 vm_vec_normalized_dir(norm, &gpath_point, gsubpos);
7780 // Determine if the subsystem can be viewed from eye_pos. The method is to check where the
7781 // vector from eye_pos to the subsystem hits the ship. If distance from the hit position and
7782 // the center of the subsystem is within a range (currently the subsystem radius) it is considered
7783 // in view (return true). If not in view, return false.
7785 // input: objp => object that is the ship with the subsystem on it
7786 // subsys => pointer to the subsystem of interest
7787 // eye_pos => world coord for the eye looking at the subsystem
7788 // subsys_pos => world coord for the center of the subsystem of interest
7789 // do_facing_check => OPTIONAL PARAMETER (default value is 1), do a dot product check to see if subsystem fvec is facing
7790 // towards the eye position
7791 // dot_out => OPTIONAL PARAMETER, output parameter, will return dot between subsys fvec and subsys_to_eye_vec
7792 // (only filled in if do_facing_check is true)
7793 // vec_out => OPTIONAL PARAMETER, vector from eye_pos to absolute subsys_pos. (only filled in if do_facing_check is true)
7794 int ship_subsystem_in_sight(object* objp, ship_subsys* subsys, vector *eye_pos, vector* subsys_pos, int do_facing_check, float *dot_out, vector *vec_out)
7798 vector terminus, eye_to_pos, subsys_fvec, subsys_to_eye_vec;
7800 if (objp->type != OBJ_SHIP)
7803 // See if we are at least facing the subsystem
7804 if ( do_facing_check ) {
7805 if ( ship_return_subsys_path_normal(&Ships[objp->instance], subsys, subsys_pos, &subsys_fvec) ) {
7806 // non-zero return value means that we couldn't generate a normal from path info... so use inaccurate method
7807 vm_vec_normalized_dir(&subsys_fvec, subsys_pos, &objp->pos);
7810 vm_vec_normalized_dir(&subsys_to_eye_vec, eye_pos, subsys_pos);
7811 dot = vm_vec_dot(&subsys_fvec, &subsys_to_eye_vec);
7817 *vec_out = subsys_to_eye_vec;
7818 vm_vec_negate(vec_out);
7825 // See if ray from eye to subsystem actually hits close enough to the subsystem position
7826 vm_vec_normalized_dir(&eye_to_pos, subsys_pos, eye_pos);
7827 vm_vec_scale_add(&terminus, eye_pos, &eye_to_pos, 100000.0f);
7829 ship_model_start(objp);
7831 mc.model_num = Ships[objp->instance].modelnum; // Fill in the model to check
7832 mc.orient = &objp->orient; // The object's orientation
7833 mc.pos = &objp->pos; // The object's position
7834 mc.p0 = eye_pos; // Point 1 of ray to check
7835 mc.p1 = &terminus; // Point 2 of ray to check
7836 mc.flags = MC_CHECK_MODEL;
7840 ship_model_stop(objp);
7842 if ( !mc.num_hits ) {
7846 // determine if hitpos is close enough to subsystem
7847 dist = vm_vec_dist(&mc.hit_point_world, subsys_pos);
7849 if ( dist <= subsys->system_info->radius ) {
7856 // try to find a subsystem matching 'type' inside the ship, and that is
7857 // not destroyed. If cannot find one, return NULL.
7858 ship_subsys *ship_return_next_subsys(ship *shipp, int type, vector *attacker_pos)
7862 SDL_assert ( type >= 0 && type < SUBSYSTEM_MAX );
7864 // If aggregate total is 0, that means no subsystem is alive of that type
7865 if ( shipp->subsys_info[type].total_hits <= 0.0f )
7868 // loop through all the subsystems, if we find a match that has some strength, return it
7869 ssp = ship_get_best_subsys_to_attack(shipp, type, attacker_pos);
7874 // Return the shield strength in the quadrant hit on hit_objp, based on global hitpos
7876 // input: hit_objp => object pointer to ship getting hit
7877 // hitpos => global position of impact
7879 // exit: strength of shields in the quadrant that was hit as a percentage, between 0 and 1.0
7881 // Assumes: that hitpos is a valid global hit position
7882 float ship_quadrant_shield_strength(object *hit_objp, vector *hitpos)
7884 int quadrant_num, i;
7886 vector tmpv1, tmpv2;
7888 // If ship doesn't have shield mesh, then return
7889 if ( hit_objp->flags & OF_NO_SHIELDS ) {
7893 // Check if all the shield quadrants are all already 0, if so return 0
7894 for ( i = 0; i < 4; i++ ) {
7895 if ( hit_objp->shields[i] > 0 )
7903 // convert hitpos to position in model coordinates
7904 vm_vec_sub(&tmpv1, hitpos, &hit_objp->pos);
7905 vm_vec_rotate(&tmpv2, &tmpv1, &hit_objp->orient);
7906 quadrant_num = get_quadrant(&tmpv2);
7907 //nprintf(("Alan","Quadrant hit: %d\n", quadrant_num));
7909 if ( quadrant_num < 0 )
7912 max_quadrant = Ship_info[Ships[hit_objp->instance].ship_info_index].shields / 4.0f;
7913 if ( max_quadrant <= 0 ) {
7917 SDL_assert(hit_objp->shields[quadrant_num] <= max_quadrant);
7919 return hit_objp->shields[quadrant_num]/max_quadrant;
7922 // Determine if a ship is threatened by any dumbfire projectiles (laser or missile)
7923 // input: sp => pointer to ship that might be threatened
7924 // exit: 0 => no dumbfire threats
7925 // 1 => at least one dumbfire threat
7927 // NOTE: Currently this function is only called periodically from the HUD code for the
7929 int ship_dumbfire_threat(ship *sp)
7931 if ( (Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER) ) {
7935 if (ai_endangered_by_weapon(&Ai_info[sp->ai_index]) > 0) {
7942 // Return !0 if there is a missile in the air homing on shipp
7943 int ship_has_homing_missile_locked(ship *shipp)
7945 object *locked_objp, *A;
7950 SDL_assert(shipp->objnum >= 0 && shipp->objnum < MAX_OBJECTS);
7951 locked_objp = &Objects[shipp->objnum];
7953 // check for currently locked missiles (highest precedence)
7954 for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
7955 SDL_assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
7956 A = &Objects[mo->objnum];
7958 if (A->type != OBJ_WEAPON)
7961 SDL_assert((A->instance >= 0) && (A->instance < MAX_WEAPONS));
7962 wp = &Weapons[A->instance];
7963 wip = &Weapon_info[wp->weapon_info_index];
7965 if ( wip->subtype != WP_MISSILE )
7968 if ( !(wip->wi_flags & (WIF_HOMING_ASPECT|WIF_HOMING_HEAT) ) )
7971 if (wp->homing_object == locked_objp) {
7979 // Return !0 if there is some ship attempting to lock onto shipp
7980 int ship_is_getting_locked(ship *shipp)
7986 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
7987 objp = &Objects[so->objnum];
7988 aip = &Ai_info[Ships[objp->instance].ai_index];
7990 if ( aip->target_objnum == shipp->objnum ) {
7991 if ( aip->aspect_locked_time > 0.1f ) {
7992 float dist, wep_range;
7993 dist = vm_vec_dist_quick(&objp->pos, &Objects[shipp->objnum].pos);
7994 wep_range = ship_get_secondary_weapon_range(&Ships[objp->instance]);
7995 if ( wep_range > dist ) {
7996 nprintf(("Alan","AI ship is seeking lock\n"));
8006 // Determine if a ship is threatened by attempted lock or actual lock
8007 // input: sp => pointer to ship that might be threatened
8008 // exit: 0 => no lock threats of any kind
8009 // 1 => at least one attempting lock (no actual locks)
8010 // 2 => at least one lock (possible other attempting locks)
8012 // NOTE: Currently this function is only called periodically from the HUD code for the
8014 int ship_lock_threat(ship *sp)
8016 if ( ship_has_homing_missile_locked(sp) ) {
8020 if ( ship_is_getting_locked(sp) ) {
8027 // converts a bitmask, such as 0x08, into the bit number this would be (3 in this case)
8028 // NOTE: Should move file to something like Math_utils.
8029 int bitmask_2_bitnum(int num)
8033 for (i=0; i<32; i++)
8040 // Get a text description of a ships orders.
8042 // input: outbuf => buffer to hold orders string
8043 // sp => ship pointer to extract orders from
8045 // exit: NULL => printable orders are not applicable
8046 // non-NULL => pointer to string that was passed in originally
8048 // This function is called from HUD code to get a text description
8049 // of what a ship's orders are. Feel free to use this function if
8050 // it suits your needs for something.
8052 char *ship_return_orders(char *outbuf, const int max_outbuf, ship *sp)
8056 const char *order_text;
8058 SDL_assert(sp->ai_index >= 0);
8059 aip = &Ai_info[sp->ai_index];
8061 // The active goal is always in the first element of aip->goals[]
8062 aigp = &aip->goals[0];
8064 if ( aigp->ai_mode < 0 )
8067 order_text = Ai_goal_text(bitmask_2_bitnum(aigp->ai_mode));
8068 if ( order_text == NULL )
8071 SDL_strlcpy(outbuf, order_text, max_outbuf);
8072 switch (aigp->ai_mode ) {
8074 case AI_GOAL_FORM_ON_WING:
8075 case AI_GOAL_GUARD_WING:
8076 case AI_GOAL_CHASE_WING:
8077 if ( aigp->ship_name ) {
8078 SDL_strlcat(outbuf, aigp->ship_name, max_outbuf);
8079 SDL_strlcat(outbuf, XSTR( " Wing", 494), max_outbuf);
8081 SDL_strlcpy(outbuf, XSTR( "no orders", 495), max_outbuf);
8087 case AI_GOAL_UNDOCK:
8089 case AI_GOAL_DISABLE_SHIP:
8090 case AI_GOAL_DISARM_SHIP:
8091 case AI_GOAL_EVADE_SHIP:
8092 case AI_GOAL_REARM_REPAIR:
8093 if ( aigp->ship_name ) {
8094 SDL_strlcat(outbuf, aigp->ship_name, max_outbuf);
8096 SDL_strlcpy(outbuf, XSTR( "no orders", 495), max_outbuf);
8100 case AI_GOAL_DESTROY_SUBSYSTEM: {
8101 char name[NAME_LENGTH];
8102 if ( aip->targeted_subsys != NULL ) {
8103 SDL_snprintf(outbuf, max_outbuf, XSTR( "atk %s %s", 496), aigp->ship_name, hud_targetbox_truncate_subsys_name(aip->targeted_subsys->system_info->name, sizeof(aip->targeted_subsys->system_info->name)));
8104 SDL_strlcat(outbuf, name, max_outbuf);
8106 SDL_strlcpy(outbuf, XSTR( "no orders", 495), max_outbuf);
8111 case AI_GOAL_WAYPOINTS:
8112 case AI_GOAL_WAYPOINTS_ONCE:
8113 // don't do anything, all info is in order_text
8123 // return the amount of time until ship reaches it's goal (in MM:SS format)
8124 // input: outbuf => buffer to hold orders string
8125 // sp => ship pointer to extract orders from
8127 // exit: NULL => printable orders are not applicable
8128 // non-NULL => pointer to string that was passed in originally
8130 // This function is called from HUD code to get a text description
8131 // of what a ship's orders are. Feel free to use this function if
8132 // it suits your needs for something.
8133 char *ship_return_time_to_goal(char *outbuf, const int max_outbuf, ship *sp)
8136 int time, seconds, minutes;
8141 objp = &Objects[sp->objnum];
8142 aip = &Ai_info[sp->ai_index];
8144 min_speed = objp->phys_info.speed;
8146 if ( aip->mode == AIM_WAYPOINTS ) {
8148 min_speed = 0.9f * sp->current_max_speed;
8149 if (aip->wp_list >= 0) {
8150 wpl = &Waypoint_lists[aip->wp_list];
8151 dist += vm_vec_dist_quick(&objp->pos, &wpl->waypoints[aip->wp_index]);
8152 for (int i=aip->wp_index; i<wpl->count-1; i++) {
8153 dist += vm_vec_dist_quick(&wpl->waypoints[i], &wpl->waypoints[i+1]);
8161 if ( (Objects[sp->objnum].phys_info.speed <= 0) || (sp->current_max_speed <= 0.0f) ) {
8166 speed = objp->phys_info.speed;
8168 if (speed < min_speed)
8170 time = fl2i(dist/speed);
8173 } else if ( (aip->mode == AIM_DOCK) && (aip->submode < AIS_DOCK_4) ) {
8174 time = hud_support_get_dock_time( OBJ_INDEX(objp) );
8176 // don't return anytime for time to except for waypoints and actual docking.
8181 } else if ( aip->goal_objnum >= 0 ) {
8182 dist = vm_vec_dist_quick(&Objects[aip->goal_objnum].pos, &objp->pos);
8183 min_speed = sip->max_speed/4.0f;
8184 } else if ( aip->target_objnum >= 0 ) {
8185 if ( aip->guard_objnum < 0 ) {
8186 dist = vm_vec_dist_quick(&Objects[aip->target_objnum].pos, &objp->pos);
8187 min_speed = sip->max_speed/4.0f;
8195 if ( minutes > 99 ) {
8199 SDL_snprintf(outbuf, max_outbuf, NOX("%02d:%02d"), minutes, seconds);
8201 SDL_strlcpy( outbuf, XSTR( "Unknown", 497), max_outbuf );
8208 // Called to check if any AI ships might reveal the cargo of any cargo containers.
8210 // This is called once a frame, but a global timer 'Ship_cargo_check_timer' will limit this
8211 // function to being called every SHIP_CARGO_CHECK_INTERVAL ms. I think that should be sufficient.
8213 // NOTE: This function uses CARGO_REVEAL_DISTANCE from the HUD code... which is a multiple of
8214 // the ship radius that is used to determine when cargo is detected. AI ships do not
8215 // have to have the ship targeted to reveal cargo. The player is ignored in this function.
8216 #define SHIP_CARGO_CHECK_INTERVAL 1000
8217 void ship_check_cargo_all()
8220 ship_obj *cargo_so, *ship_so;
8221 ship *cargo_sp, *ship_sp;
8222 float dist_squared, limit_squared;
8224 // I don't want to do this check every frame, so I made a global timer to limit check to
8225 // every SHIP_CARGO_CHECK_INTERVAL ms.
8226 if ( !timestamp_elapsed(Ship_cargo_check_timer) ) {
8229 Ship_cargo_check_timer = timestamp(SHIP_CARGO_CHECK_INTERVAL);
8232 // Check all friendly fighter/bombers against all non-friendly cargo containers that don't have
8235 // for now just locate a captial ship on the same team:
8236 cargo_so = GET_FIRST(&Ship_obj_list);
8237 while(cargo_so != END_OF_LIST(&Ship_obj_list)){
8238 cargo_sp = &Ships[Objects[cargo_so->objnum].instance];
8239 if ( (Ship_info[cargo_sp->ship_info_index].flags & SIF_CARGO) && !(cargo_sp->team & TEAM_FRIENDLY) ) {
8241 // If the cargo is revealed, continue on to next hostile cargo
8242 if ( cargo_sp->flags & SF_CARGO_REVEALED ) {
8246 // check against friendly fighter/bombers + cruiser/freighter/transport
8247 // IDEA: could cull down to fighter/bomber if we want this to run a bit quicker
8248 for ( ship_so=GET_FIRST(&Ship_obj_list); ship_so != END_OF_LIST(&Ship_obj_list); ship_so=GET_NEXT(ship_so) ) {
8249 ship_sp = &Ships[Objects[ship_so->objnum].instance];
8250 // only consider friendly ships
8251 if ( !(ship_sp->team & TEAM_FRIENDLY) ) {
8255 // ignore the player
8256 if ( ship_so->objnum == OBJ_INDEX(Player_obj) ) {
8260 // if this ship is a small or big ship
8261 if ( Ship_info[ship_sp->ship_info_index].flags & (SIF_SMALL_SHIP|SIF_BIG_SHIP) ) {
8262 cargo_objp = &Objects[cargo_sp->objnum];
8263 // use square of distance, faster than getting real distance (which will use sqrt)
8264 dist_squared = vm_vec_dist_squared(&cargo_objp->pos, &Objects[ship_sp->objnum].pos);
8265 limit_squared = (cargo_objp->radius+CARGO_RADIUS_DELTA)*(cargo_objp->radius+CARGO_RADIUS_DELTA);
8266 if ( dist_squared <= max(limit_squared, CARGO_REVEAL_MIN_DIST*CARGO_REVEAL_MIN_DIST) ) {
8267 ship_do_cargo_revealed( cargo_sp );
8268 break; // break out of for loop, move on to next hostile cargo
8274 cargo_so = GET_NEXT(cargo_so);
8279 // Maybe warn player about this attacking ship. This is called once per frame, and the
8280 // information about the closest attacking ship comes for free, since this function is called
8281 // from HUD code which has already determined the closest enemy attacker and the distance.
8283 // input: enemy_sp => ship pointer to the TEAM_ENEMY ship attacking the player
8284 // dist => the distance of the enemy to the player
8286 // NOTE: there are no filters on enemy_sp, so it could be any ship type
8288 #define PLAYER_ALLOW_WARN_INTERVAL 60000 // minimum time between warnings
8289 #define PLAYER_CHECK_WARN_INTERVAL 300 // how often we check for warnings
8290 #define PLAYER_MAX_WARNINGS 2 // max number of warnings player can receive in a mission
8291 #define PLAYER_MIN_WARN_DIST 100 // minimum distance attacking ship can be from player and still allow warning
8292 #define PLAYER_MAX_WARN_DIST 1000 // maximum distance attacking ship can be from plyaer and still allow warning
8294 void ship_maybe_warn_player(ship *enemy_sp, float dist)
8296 float fdot; //, rdot, udot;
8297 vector vec_to_target;
8298 int msg_type; //, on_right;
8300 // First check if the player has reached the maximum number of warnings for a mission
8301 if ( Player->warn_count >= PLAYER_MAX_WARNINGS ) {
8305 // Check if enough time has elapsed since last warning, if not - leave
8306 if ( !timestamp_elapsed(Player->allow_warn_timestamp) ) {
8310 // Check to see if check timer has elapsed. Necessary, since we don't want to check each frame
8311 if ( !timestamp_elapsed(Player->check_warn_timestamp ) ) {
8314 Player->check_warn_timestamp = timestamp(PLAYER_CHECK_WARN_INTERVAL);
8316 // only allow warnings if within a certain distance range
8317 if ( dist < PLAYER_MIN_WARN_DIST || dist > PLAYER_MAX_WARN_DIST ) {
8321 // only warn if a fighter or bomber is attacking the player
8322 if ( !(Ship_info[enemy_sp->ship_info_index].flags & SIF_SMALL_SHIP) ) {
8326 // get vector from player to target
8327 vm_vec_normalized_dir(&vec_to_target, &Objects[enemy_sp->objnum].pos, &Eye_position);
8329 // ensure that enemy fighter is oriented towards player
8330 fdot = vm_vec_dot(&Objects[enemy_sp->objnum].orient.v.fvec, &vec_to_target);
8331 if ( fdot > -0.7 ) {
8335 fdot = vm_vec_dot(&Player_obj->orient.v.fvec, &vec_to_target);
8339 // check if attacking ship is on six. return if not far enough behind player.
8343 msg_type = MESSAGE_CHECK_6;
8345 goto warn_player_done;
8348 // see if attacking ship is in front of ship (then do nothing)
8353 // ok, ship is on 3 or 9. Find out which
8354 rdot = vm_vec_dot(&Player_obj->orient.v.rvec, &vec_to_target);
8361 // now determine if ship is high or low
8362 udot = vm_vec_dot(&Player_obj->orient.v.uvec, &vec_to_target);
8363 if ( udot < -0.8 ) {
8364 return; // if ship is attacking from directly below, no warning given
8369 msg_type = MESSAGE_CHECK_3_HIGH;
8371 msg_type = MESSAGE_CHECK_9_HIGH;
8375 msg_type = MESSAGE_CHECK_3_LOW;
8377 msg_type = MESSAGE_CHECK_9_LOW;
8384 if ( msg_type != -1 ) {
8387 // multiplayer tvt - this is client side.
8388 if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM) && (Net_player != NULL)){
8389 ship_index = ship_get_random_player_wing_ship( SHIP_GET_NO_PLAYERS, 0.0f, -1, 0, Net_player->p_info.team );
8391 ship_index = ship_get_random_player_wing_ship( SHIP_GET_NO_PLAYERS );
8394 if ( ship_index >= 0 ) {
8395 // multiplayer - make sure I just send to myself
8396 if(Game_mode & GM_MULTIPLAYER){
8397 message_send_builtin_to_player(msg_type, &Ships[ship_index], MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, MY_NET_PLAYER_NUM, -1);
8399 message_send_builtin_to_player(msg_type, &Ships[ship_index], MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, -1);
8401 Player->allow_warn_timestamp = timestamp(PLAYER_ALLOW_WARN_INTERVAL);
8402 Player->warn_count++;
8403 // nprintf(("Alan","Warning given for ship name: %s\n", enemy_sp->ship_name));
8408 // player has just killed a ship, maybe offer send a 'good job' message
8409 #define PLAYER_MAX_PRAISES 10 // max number of praises player can receive in a mission
8410 void ship_maybe_praise_player(ship *deader_sp)
8416 // First check if the player has reached the maximum number of praises for a mission
8417 if ( Player->praise_count >= PLAYER_MAX_PRAISES ) {
8421 // Check if enough time has elapsed since last praise, if not - leave
8422 if ( !timestamp_elapsed(Player->allow_praise_timestamp) ) {
8426 if ( !(Player_ship->team & TEAM_FRIENDLY) ) {
8430 if ( deader_sp->team == Player_ship->team ) { // only praise if killing an enemy!
8434 // don't praise the destruction of navbuoys, cargo or other non-flyable ship types
8435 if ( Ship_info[deader_sp->ship_info_index].flags & SIF_NOT_FLYABLE ) {
8439 // There is already a praise pending
8440 if ( Player->praise_delay_timestamp ) {
8444 // We don't want to praise the player right away.. it is more realistic to wait a moment
8445 Player->praise_delay_timestamp = timestamp_rand(1000, 2000);
8448 // player has just killed a ship, maybe offer send a 'good job' message
8449 #define PLAYER_ASK_HELP_INTERVAL 60000 // minimum time between praises
8450 #define PLAYER_MAX_ASK_HELP 10 // max number of warnings player can receive in a mission
8451 #define ASK_HELP_SHIELD_PERCENT 0.1 // percent shields at which ship will ask for help
8452 #define ASK_HELP_HULL_PERCENT 0.3 // percent hull at which ship will ask for help
8453 #define AWACS_HELP_HULL_HI 0.75 // percent hull at which ship will ask for help
8454 #define AWACS_HELP_HULL_LOW 0.25 // percent hull at which ship will ask for help
8456 // -----------------------------------------------------------------------------
8457 void awacs_maybe_ask_for_help(ship *sp, int multi_team_filter)
8461 objp = &Objects[sp->objnum];
8463 if ( objp->hull_strength < ( (AWACS_HELP_HULL_LOW + 0.01f *(static_rand(objp-Objects) & 5)) * Ship_info[sp->ship_info_index].initial_hull_strength) ) {
8464 // awacs ship below 25 + (0-4) %
8465 if (!(sp->awacs_warning_flag & AWACS_WARN_25)) {
8466 message = MESSAGE_AWACS_25;
8467 sp->awacs_warning_flag |= AWACS_WARN_25;
8469 } else if ( objp->hull_strength < ( (AWACS_HELP_HULL_HI + 0.01f*(static_rand(objp-Objects) & 5)) * Ship_info[sp->ship_info_index].initial_hull_strength) ) {
8470 // awacs ship below 75 + (0-4) %
8471 if (!(sp->awacs_warning_flag & AWACS_WARN_75)) {
8472 message = MESSAGE_AWACS_75;
8473 sp->awacs_warning_flag |= AWACS_WARN_75;
8478 message_send_builtin_to_player(message, sp, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, multi_team_filter);
8479 Player->allow_ask_help_timestamp = timestamp(PLAYER_ASK_HELP_INTERVAL);
8480 Player->ask_help_count++;
8484 // -----------------------------------------------------------------------------
8485 void ship_maybe_ask_for_help(ship *sp)
8488 int multi_team_filter = -1;
8490 // First check if the player has reached the maximum number of ask_help's for a mission
8491 if ( Player->ask_help_count >= PLAYER_MAX_ASK_HELP ) {
8495 // Check if enough time has elapsed since last help request, if not - leave
8496 if ( !timestamp_elapsed(Player->allow_ask_help_timestamp) ) {
8500 if ( !(Player_ship->team & TEAM_FRIENDLY) ) {
8504 SDL_assert(sp->team & TEAM_FRIENDLY );
8505 objp = &Objects[sp->objnum];
8507 if ( objp->flags & OF_PLAYER_SHIP ) {// don't let the player ask for help!
8511 // determine team filter if TvT
8512 if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)){
8513 if(sp->team == TEAM_FRIENDLY){
8514 multi_team_filter = 0;
8515 } else if(sp->team == TEAM_HOSTILE){
8516 multi_team_filter = 1;
8520 // handle awacs ship as a special case
8521 if (Ship_info[sp->ship_info_index].flags & SIF_HAS_AWACS) {
8522 awacs_maybe_ask_for_help(sp, multi_team_filter);
8526 // for now, only have wingman ships request help
8527 if ( !(sp->flags & SF_FROM_PLAYER_WING) ) {
8531 // first check if hull is at a critical level
8532 if ( objp->hull_strength < ASK_HELP_HULL_PERCENT * Ship_info[sp->ship_info_index].initial_hull_strength ) {
8536 // check if shields are near critical level
8537 if ( objp->flags & OF_NO_SHIELDS ) {
8538 return; // no shields on ship, no don't check shield levels
8541 if ( get_shield_strength(objp) > (ASK_HELP_SHIELD_PERCENT * Ship_info[sp->ship_info_index].shields) ) {
8547 SDL_assert(Ship_info[sp->ship_info_index].flags & (SIF_FIGHTER|SIF_BOMBER) ); // get Alan
8548 message_send_builtin_to_player(MESSAGE_HELP, sp, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, multi_team_filter);
8549 Player->allow_ask_help_timestamp = timestamp(PLAYER_ASK_HELP_INTERVAL);
8551 if ( timestamp_until(Player->allow_scream_timestamp) < 15000 ) {
8552 Player->allow_scream_timestamp = timestamp(15000); // prevent overlap with death message
8555 Player->ask_help_count++;
8558 // The player has just entered death roll, maybe have wingman mourn the loss of the player
8559 void ship_maybe_lament()
8563 // no. because in multiplayer, its funny
8564 if(Game_mode & GM_MULTIPLAYER){
8568 if ( rand()%4 == 0 ) {
8569 ship_index = ship_get_random_player_wing_ship( SHIP_GET_NO_PLAYERS );
8570 if ( ship_index >= 0 ) {
8571 message_send_builtin_to_player(MESSAGE_PLAYED_DIED, &Ships[ship_index], MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, -1);
8576 #define PLAYER_SCREAM_INTERVAL 60000
8577 #define PLAYER_MAX_SCREAMS 10
8579 // play a death scream for a ship
8580 void ship_scream(ship *sp)
8582 int multi_team_filter = -1;
8590 if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)){
8591 if(sp->team == TEAM_FRIENDLY){
8592 multi_team_filter = 0;
8593 } else if(sp->team == TEAM_HOSTILE){
8594 multi_team_filter = 1;
8598 message_send_builtin_to_player(MESSAGE_WINGMAN_SCREAM, sp, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, multi_team_filter);
8599 Player->allow_scream_timestamp = timestamp(PLAYER_SCREAM_INTERVAL);
8600 Player->scream_count++;
8601 sp->flags |= SF_SHIP_HAS_SCREAMED;
8603 // prevent overlap with help messages
8604 if ( timestamp_until(Player->allow_ask_help_timestamp) < 15000 ) {
8605 Player->allow_ask_help_timestamp = timestamp(15000); // prevent overlap with death message
8609 // ship has just died, maybe play a scream.
8611 // NOTE: this is only called for ships that are in a player wing (and not player ship)
8612 void ship_maybe_scream(ship *sp)
8617 // First check if the player has reached the maximum number of screams for a mission
8618 if ( Player->scream_count >= PLAYER_MAX_SCREAMS ) {
8622 // if on different teams (i.e. team v. team games in multiplayer), no scream
8623 if ( sp->team != Player_ship->team ) {
8627 // Check if enough time has elapsed since last scream, if not - leave
8628 if ( !timestamp_elapsed(Player->allow_scream_timestamp) ) {
8635 // maybe tell player that we've requested a support ship
8636 #define PLAYER_REQUEST_REPAIR_MSG_INTERVAL 240000
8637 void ship_maybe_tell_about_rearm(ship *sp)
8639 if ( !timestamp_elapsed(Player->request_repair_timestamp) ) {
8643 if ( !(Player_ship->team & TEAM_FRIENDLY) ) {
8647 // AL 1-4-98: If ship integrity is low, tell player you want to get repaired. Otherwise, tell
8648 // the player you want to get re-armed.
8650 int message_type = -1;
8651 int heavily_damaged = 0;
8652 if ( Objects[sp->objnum].hull_strength/Ship_info[sp->ship_info_index].initial_hull_strength < 0.4 ) {
8653 heavily_damaged = 1;
8656 if ( heavily_damaged || (sp->flags & SF_DISABLED) ) {
8657 message_type = MESSAGE_REPAIR_REQUEST;
8663 for ( i = 0; i < swp->num_secondary_banks; i++ ) {
8664 if (swp->secondary_bank_start_ammo[i] > 0) {
8665 if ( swp->secondary_bank_ammo[i]/swp->secondary_bank_start_ammo[i] < 0.5f ) {
8666 message_type = MESSAGE_REARM_REQUEST;
8673 int multi_team_filter = -1;
8676 if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)){
8677 if(sp->team == TEAM_FRIENDLY){
8678 multi_team_filter = 0;
8679 } else if(sp->team == TEAM_HOSTILE){
8680 multi_team_filter = 1;
8684 if ( message_type >= 0 ) {
8686 message_send_builtin_to_player(message_type, sp, MESSAGE_PRIORITY_NORMAL, MESSAGE_TIME_SOON, 0, 0, -1, multi_team_filter);
8688 Player->request_repair_timestamp = timestamp(PLAYER_REQUEST_REPAIR_MSG_INTERVAL);
8692 // The current primary weapon or link status for a ship has changed.. notify clients if multiplayer
8694 // input: sp => pointer to ship that modified primaries
8695 void ship_primary_changed(ship *sp)
8700 // we only need to deal with multiplayer issues for now, so bail it not multiplayer
8701 if ( !(Game_mode & GM_MULTIPLAYER) )
8708 if ( MULTIPLAYER_MASTER )
8709 send_ship_weapon_change( sp, MULTI_PRIMARY_CHANGED, swp->current_primary_bank, (sp->flags & SF_PRIMARY_LINKED)?1:0 );
8713 // The current secondary weapon or dual-fire status for a ship has changed.. notify clients if multiplayer
8715 // input: sp => pointer to ship that modified secondaries
8716 void ship_secondary_changed(ship *sp)
8721 // we only need to deal with multiplayer issues for now, so bail it not multiplayer
8722 if ( !(Game_mode & GM_MULTIPLAYER) ){
8729 if ( MULTIPLAYER_MASTER )
8730 send_ship_weapon_change( sp, MULTI_SECONDARY_CHANGED, swp->current_secondary_bank, (sp->flags & SF_SECONDARY_DUAL_FIRE)?1:0 );
8734 int ship_get_SIF(ship *shipp)
8736 return Ship_info[shipp->ship_info_index].flags;
8739 int ship_get_SIF(int sh)
8741 return Ship_info[Ships[sh].ship_info_index].flags;
8744 int ship_get_by_signature(int signature)
8748 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
8749 // if we found a matching ship object signature
8750 if((Objects[so->objnum].signature == signature) && (Objects[so->objnum].type == OBJ_SHIP)){
8751 return Objects[so->objnum].instance;
8755 // couldn't find the ship
8759 // function which gets called when the cargo of a ship is revealed. Happens at two different locations
8760 // (at least when this function was written), one for the player, and one for AI ships. Need to send stuff
8761 // to clients in multiplayer game.
8762 void ship_do_cargo_revealed( ship *shipp, int from_network )
8764 // don't do anything if we already know the cargo
8765 if ( shipp->flags & SF_CARGO_REVEALED ){
8769 nprintf(("Network", "Revealing cargo for %s\n", shipp->ship_name));
8771 // send the packet if needed
8772 if ( (Game_mode & GM_MULTIPLAYER) && !from_network ){
8773 send_cargo_revealed_packet( shipp );
8776 shipp->flags |= SF_CARGO_REVEALED;
8777 shipp->time_cargo_revealed = Missiontime;
8779 // if the cargo is something other than "nothing", then make a log entry
8780 if ( SDL_strcasecmp(Cargo_names[shipp->cargo1 & CARGO_INDEX_MASK], NOX("nothing")) ){
8781 mission_log_add_entry(LOG_CARGO_REVEALED, shipp->ship_name, NULL, (shipp->cargo1 & CARGO_INDEX_MASK) );
8785 void ship_do_cap_subsys_cargo_revealed( ship *shipp, ship_subsys *subsys, int from_network )
8787 if ( subsys->subsys_cargo_revealed ) {
8792 nprintf(("Network", "Revealing cap ship subsys cargo for %s\n", shipp->ship_name));
8794 // send the packet if needed
8795 if ( (Game_mode & GM_MULTIPLAYER) && !from_network ){
8796 int subsystem_index = ship_get_index_from_subsys(subsys, shipp->objnum);
8797 send_subsystem_cargo_revealed_packet( shipp, subsystem_index );
8800 subsys->subsys_cargo_revealed = 1;
8802 // if the cargo is something other than "nothing", then make a log entry
8803 if ( (subsys->subsys_cargo_name > 0) && SDL_strcasecmp(Cargo_names[subsys->subsys_cargo_name], NOX("nothing")) ){
8804 mission_log_add_entry(LOG_CAP_SUBSYS_CARGO_REVEALED, shipp->ship_name, subsys->system_info->name, subsys->subsys_cargo_name );
8809 // Return the range of the currently selected secondary weapon
8810 // NOTE: If there is no missiles left in the current bank, range returned is 0
8811 float ship_get_secondary_weapon_range(ship *shipp)
8816 swp = &shipp->weapons;
8817 if ( swp->current_secondary_bank >= 0 ) {
8819 int bank=swp->current_secondary_bank;
8820 wip = &Weapon_info[swp->secondary_bank_weapons[bank]];
8821 if ( swp->secondary_bank_ammo[bank] > 0 ) {
8822 srange = wip->max_speed * wip->lifetime;
8829 // Determine the number of secondary ammo units (missile/bomb) allowed max for a ship
8831 int get_max_ammo_count_for_bank(int ship_class, int bank, int ammo_type)
8833 float capacity, size;
8835 capacity = (float) Ship_info[ship_class].secondary_bank_ammo_capacity[bank];
8836 size = (float) Weapon_info[ammo_type].cargo_size;
8837 return (int) (capacity / size);
8842 // Page in bitmaps for all the ships in this level
8846 int num_subsystems_needed = 0;
8848 int ship_class_used[MAX_SHIP_TYPES];
8850 // Mark all ship classes as not used
8851 for (i=0; i<MAX_SHIP_TYPES; i++ ) {
8852 ship_class_used[i] = 0;
8855 // Mark any support ship types as used
8857 for (i=0; i<Num_ship_types; i++ ) {
8858 if ( Ship_info[i].flags & SIF_SUPPORT ) {
8859 nprintf(( "Paging", "Found support ship '%s'\n", Ship_info[i].name ));
8860 ship_class_used[i]++;
8862 num_subsystems_needed += Ship_info[i].n_subsystems;
8866 // Mark any ships in the mission as used
8868 for (i=0; i<MAX_SHIPS; i++) {
8869 if (Ships[i].objnum > -1) {
8870 nprintf(( "Paging","Found ship '%s'\n", Ships[i].ship_name ));
8871 ship_class_used[Ships[i].ship_info_index]++;
8873 num_subsystems_needed += Ship_info[Ships[i].ship_info_index].n_subsystems;
8877 // Mark any ships that might warp in in the future as used
8880 for( p_objp = GET_FIRST(&ship_arrival_list); p_objp != END_OF_LIST(&ship_arrival_list); p_objp = GET_NEXT(p_objp) ) {
8881 nprintf(( "Paging","Found future arrival ship '%s'\n", p_objp->name ));
8882 ship_class_used[p_objp->ship_class]++;
8884 num_subsystems_needed += Ship_info[p_objp->ship_class].n_subsystems;
8888 // Page in all the ship classes that are used on this level
8890 int num_ship_types_used = 0;
8892 for (i=0; i<MAX_SHIP_TYPES; i++ ) {
8893 if ( ship_class_used[i] ) {
8894 ship_info *si = &Ship_info[i];
8896 num_ship_types_used++;
8898 // Page in the small hud icons for each ship
8900 extern void hud_ship_icon_page_in(ship_info *sip);
8902 hud_ship_icon_page_in(si);
8906 // See if this model was previously loaded by another ship
8907 int model_previously_loaded = -1;
8908 int ship_previously_loaded = -1;
8909 for (j=0; j<MAX_SHIP_TYPES; j++ ) {
8910 if ( (Ship_info[j].modelnum > -1) && !SDL_strcasecmp(si->pof_file, Ship_info[j].pof_file) ) {
8911 // Model already loaded
8912 model_previously_loaded = Ship_info[j].modelnum;
8913 ship_previously_loaded = j;
8918 // If the model is previously loaded...
8919 if ( model_previously_loaded > -1 ) {
8921 // If previously loaded model isn't the same ship class...)
8922 if ( ship_previously_loaded != i ) {
8924 // update the model number.
8925 si->modelnum = model_previously_loaded;
8927 for ( j = 0; j < si->n_subsystems; j++ ) {
8928 si->subsystems[j].model_num = -1;
8931 ship_copy_subsystem_fixup(si);
8934 for ( j = 0; j < si->n_subsystems; j++ ) {
8935 SDL_assert( si->subsystems[j].model_num == si->modelnum );
8940 // Just to be safe (I mean to check that my code works...)
8941 SDL_assert( si->modelnum > -1 );
8942 SDL_assert( si->modelnum == model_previously_loaded );
8945 for ( j = 0; j < si->n_subsystems; j++ ) {
8946 SDL_assert( si->subsystems[j].model_num == si->modelnum );
8951 // Model not loaded... so load it and page in its textures
8952 si->modelnum = model_load(si->pof_file, si->n_subsystems, &si->subsystems[0]);
8954 SDL_assert( si->modelnum > -1 );
8956 // Verify that all the subsystem model numbers are updated
8958 for ( j = 0; j < si->n_subsystems; j++ ) {
8959 SDL_assert( si->subsystems[j].model_num == si->modelnum ); // JAS
8968 for (i=0; i<MAX_SHIP_TYPES; i++ ) {
8969 if ( ship_class_used[i] ) {
8970 ship_info *si = &Ship_info[i];
8972 if ( si->modelnum > -1 ) {
8973 polymodel *pm = model_get(si->modelnum);
8975 nprintf(( "Paging", "Paging in textures for model '%s'\n", si->pof_file ));
8977 for (j=0; j<pm->n_textures; j++ ) {
8978 int bitmap_num = pm->original_textures[j];
8980 if ( bitmap_num > -1 ) {
8981 bm_page_in_texture( bitmap_num );
8986 nprintf(( "Paging", "Couldn't load model '%s'\n", si->pof_file ));
8991 nprintf(( "Paging", "There are %d ship classes used in this mission.\n", num_ship_types_used ));
8992 mprintf(( "This mission requires %d Ship_subsystems. See #define MAX_SHIP_SUBOBJECTS.\n", num_subsystems_needed ));
8994 // JAS: If you hit this, then MAX_SHIP_SUBOBJECTS is set too low.
8995 // I added this code in to detect an error that wasn't getting detected any other
8997 SDL_assert(num_subsystems_needed < MAX_SHIP_SUBOBJECTS );
8999 // Page in the thruster effects
9002 // Make sure thrusters are loaded
9003 if ( !Thrust_anim_inited ) ship_init_thrusters();
9005 for ( i = 0; i < NUM_THRUST_ANIMS; i++ ) {
9006 thrust_anim *ta = &Thrust_anims[i];
9007 for ( j = 0; j<ta->num_frames; j++ ) {
9008 bm_page_in_texture( ta->first_frame + j );
9012 for ( i = 0; i < NUM_THRUST_GLOW_ANIMS; i++ ) {
9013 thrust_anim *ta = &Thrust_glow_anims[i];
9014 // glows are really not anims
9015 bm_page_in_texture( ta->first_frame );
9018 // page in insignia bitmaps
9019 if(Game_mode & GM_MULTIPLAYER){
9020 for(i=0; i<MAX_PLAYERS; i++){
9021 if(MULTI_CONNECTED(Net_players[i]) && (Net_players[i].player != NULL) && (Net_players[i].player->insignia_texture >= 0)){
9022 bm_page_in_xparent_texture(Net_players[i].player->insignia_texture);
9026 if((Player != NULL) && (Player->insignia_texture >= 0)){
9027 bm_page_in_xparent_texture(Player->insignia_texture);
9032 // function to return true if support ships are allowed in the mission for the given object.
9033 // In single player, must be friendly and not Shivan.
9034 // In multiplayer -- to be coded by Mark Allender after 5/4/98 -- MK, 5/4/98
9035 int is_support_allowed(object *objp)
9037 if (The_mission.disallow_support){
9041 if ( Game_mode & GM_NORMAL ) {
9042 if (Ships[objp->instance].team != TEAM_FRIENDLY){
9046 switch (Ship_info[Ships[objp->instance].ship_info_index].species) {
9047 case SPECIES_TERRAN:
9049 case SPECIES_VASUDAN:
9051 case SPECIES_SHIVAN:
9059 // multiplayer version behaves differently. Depending on mode:
9060 // 1) coop mode -- only available to friendly
9061 // 2) team v team mode -- availble to either side
9062 // 3) dogfight -- never
9064 if(Netgame.type_flags & NG_TYPE_DOGFIGHT){
9068 if ( IS_MISSION_MULTI_COOP ) {
9069 if ( Ships[objp->instance].team != TEAM_FRIENDLY ){
9079 // return ship index
9080 int ship_get_random_ship()
9087 // get the # of ships on the list
9088 num_ships = ship_get_num_ships();
9090 // get a random ship on the list
9091 rand_ship = (int)frand_range(0.0f, (float)(num_ships - 1));
9095 if(rand_ship > num_ships){
9096 rand_ship = num_ships;
9100 so = GET_FIRST(&Ship_obj_list);
9101 for(idx=0; idx<rand_ship; idx++) {
9105 return Objects[so->objnum].instance;
9108 // forcible jettison cargo from a ship
9109 void ship_jettison_cargo(ship *shipp)
9113 vector impulse, pos;
9115 // make sure we are docked with a valid object
9116 if(shipp->objnum < 0){
9119 objp = &Objects[shipp->objnum];
9120 if(Ai_info[shipp->ai_index].dock_objnum == -1){
9123 if(Objects[Ai_info[shipp->ai_index].dock_objnum].type != OBJ_SHIP){
9127 if(Ai_info[Ships[Objects[Ai_info[shipp->ai_index].dock_objnum].instance].ai_index].dock_objnum != OBJ_INDEX(objp)){
9130 cargo_objp = &Objects[Ai_info[shipp->ai_index].dock_objnum];
9132 // undock the objects
9133 ai_do_objects_undocked_stuff( objp, cargo_objp );
9136 vm_vec_sub(&pos, &cargo_objp->pos, &objp->pos);
9138 vm_vec_scale(&impulse, 100.0f);
9139 vm_vec_normalize(&pos);
9142 physics_apply_whack(&impulse, &pos, &cargo_objp->phys_info, &cargo_objp->orient, cargo_objp->phys_info.mass);
9145 float ship_get_exp_damage(object* objp)
9147 SDL_assert(objp->type == OBJ_SHIP);
9150 ship *shipp = &Ships[objp->instance];
9152 if (shipp->special_exp_index != -1) {
9153 damage = (float) atoi(Sexp_variables[shipp->special_exp_index+DAMAGE].text);
9155 damage = Ship_info[shipp->ship_info_index].damage;
9161 int ship_get_exp_propagates(ship *sp)
9163 return Ship_info[sp->ship_info_index].explosion_propagates;
9166 float ship_get_exp_outer_rad(object *ship_objp)
9169 SDL_assert(ship_objp->type == OBJ_SHIP);
9171 if (Ships[ship_objp->instance].special_exp_index == -1) {
9172 outer_rad = Ship_info[Ships[ship_objp->instance].ship_info_index].outer_rad;
9174 outer_rad = (float) atoi(Sexp_variables[Ships[ship_objp->instance].special_exp_index+OUTER_RAD].text);
9180 int valid_cap_subsys_cargo_list(char *subsys)
9182 if (strstr(subsys, "nav")
9183 || strstr(subsys, "comm")
9184 || strstr(subsys, "engines")
9185 || strstr(subsys, "fighter") // fighter bays
9186 || strstr(subsys, "sensors")
9187 || strstr(subsys, "weapons")) {
9195 // determine turret status of a given subsystem, returns 0 for no turret, 1 for "fixed turret", 2 for "rotating" turret
9196 int ship_get_turret_type(ship_subsys *subsys)
9198 // not a turret at all
9199 if(subsys->system_info->type != SUBSYSTEM_TURRET){
9204 if(subsys->system_info->turret_turning_rate > 0.0f){
9212 ship_subsys *ship_get_subsys(ship *shipp, char *subsys_name)
9214 ship_subsys *lookup;
9217 if((shipp == NULL) || (subsys_name == NULL)){
9221 lookup = GET_FIRST(&shipp->subsys_list);
9222 while(lookup != END_OF_LIST(&shipp->subsys_list)){
9224 if(!strcmp(lookup->system_info->subobj_name, subsys_name)){
9229 lookup = GET_NEXT(lookup);
9236 // returns 0 if no conflict, 1 if conflict, -1 on some kind of error with wing struct
9237 int wing_has_conflicting_teams(int wing_index)
9239 int first_team, idx;
9242 SDL_assert((wing_index >= 0) && (wing_index < num_wings) && (Wings[wing_index].current_count > 0));
9243 if((wing_index < 0) || (wing_index >= num_wings) || (Wings[wing_index].current_count <= 0)){
9248 SDL_assert(Wings[wing_index].ship_index[0] >= 0);
9249 if(Wings[wing_index].ship_index[0] < 0){
9252 first_team = Ships[Wings[wing_index].ship_index[0]].team;
9253 for(idx=1; idx<Wings[wing_index].current_count; idx++){
9254 // more sanity checks
9255 SDL_assert(Wings[wing_index].ship_index[idx] >= 0);
9256 if(Wings[wing_index].ship_index[idx] < 0){
9260 // if we've got a team conflict
9261 if(first_team != Ships[Wings[wing_index].ship_index[idx]].team){
9270 // get the team of a reinforcement item
9271 int ship_get_reinforcement_team(int r_index)
9277 SDL_assert((r_index >= 0) && (r_index < Num_reinforcements));
9278 if((r_index < 0) || (r_index >= Num_reinforcements)){
9282 // if the reinforcement is a ship
9283 objp = mission_parse_get_arrival_ship( Reinforcements[r_index].name );
9288 // if the reinforcement is a ship
9289 wing_index = wing_lookup(Reinforcements[r_index].name);
9290 if(wing_index >= 0){
9291 // go through the ship arrival list and find the first ship in this wing
9292 objp = GET_FIRST(&ship_arrival_list);
9293 while( objp != END_OF_LIST(&ship_arrival_list) ) {
9295 if (objp->wingnum == wing_index) {
9300 objp = GET_NEXT(objp);
9308 // determine if the given texture is used by a ship type. return ship info index, or -1 if not used by a ship
9309 int ship_get_texture(int bitmap)
9313 // check all ship types
9314 for(idx=0; idx<Num_ship_types; idx++){
9315 if((Ship_info[idx].modelnum >= 0) && model_find_texture(Ship_info[idx].modelnum, bitmap) == 1){
9320 // couldn't find the texture
9324 extern void ssm_create(vector *target, vector *start, int ssm_index, ssm_firing_info *override);
9326 // update artillery lock info
9327 #define CLEAR_ARTILLERY_AND_CONTINUE() { if(aip != NULL){ aip->artillery_objnum = -1; aip->artillery_sig = -1; aip->artillery_lock_time = 0.0f;} continue; }
9328 float artillery_dist = 10.0f;
9331 dc_get_arg(ARG_FLOAT);
9332 artillery_dist = Dc_arg_float;
9334 void ship_update_artillery_lock()
9336 #if defined(MULTIPLAYER_BETA_BUILD) || defined(FS2_DEMO) || defined(FS1_DEMO)
9339 ai_info *aip = NULL;
9340 mc_info *cinfo = NULL;
9342 vector temp, local_hit;
9347 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ){
9349 if((so->objnum >= 0) && (Objects[so->objnum].type == OBJ_SHIP) && (Objects[so->objnum].instance >= 0)){
9350 shipp = &Ships[Objects[so->objnum].instance];
9356 if(shipp->ai_index >= 0){
9357 aip = &Ai_info[shipp->ai_index];
9360 // if the ship has no targeting laser firing
9361 if((shipp->targeting_laser_objnum < 0) || (shipp->targeting_laser_bank < 0)){
9362 CLEAR_ARTILLERY_AND_CONTINUE();
9365 // if he didn't hit any objects this frame
9366 if(beam_get_num_collisions(shipp->targeting_laser_objnum) <= 0){
9367 CLEAR_ARTILLERY_AND_CONTINUE();
9370 // get weapon info for the targeting laser he's firing
9371 SDL_assert((shipp->weapons.current_primary_bank >= 0) && (shipp->weapons.current_primary_bank < 2));
9372 if((shipp->weapons.current_primary_bank < 0) || (shipp->weapons.current_primary_bank >= 2)){
9375 SDL_assert(shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank] >= 0);
9376 if(shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank] < 0){
9379 SDL_assert((Weapon_info[shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]].wi_flags & WIF_BEAM) && (Weapon_info[shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]].b_info.beam_type == BEAM_TYPE_C));
9380 if(!(Weapon_info[shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]].wi_flags & WIF_BEAM) || (Weapon_info[shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]].b_info.beam_type != BEAM_TYPE_C)){
9384 // get collision info
9385 if(!beam_get_collision(shipp->targeting_laser_objnum, 0, &c_objnum, &cinfo)){
9386 CLEAR_ARTILLERY_AND_CONTINUE();
9388 if((c_objnum < 0) || (cinfo == NULL)){
9389 CLEAR_ARTILLERY_AND_CONTINUE();
9392 // get the position we hit this guy with in his local coords
9393 vm_vec_sub(&temp, &cinfo->hit_point_world, &Objects[c_objnum].pos);
9394 vm_vec_rotate(&local_hit, &temp, &Objects[c_objnum].orient);
9396 // if we are hitting a different guy now, reset the lock
9397 if((c_objnum != aip->artillery_objnum) || (Objects[c_objnum].signature != aip->artillery_sig)){
9398 aip->artillery_objnum = c_objnum;
9399 aip->artillery_sig = Objects[c_objnum].signature;
9400 aip->artillery_lock_time = 0.0f;
9401 aip->artillery_lock_pos = local_hit;
9407 // otherwise we're hitting the same guy. check to see if we've strayed too far
9408 if(vm_vec_dist_quick(&local_hit, &aip->artillery_lock_pos) > artillery_dist){
9409 // hmmm. reset lock time, but don't reset the lock itself
9410 aip->artillery_lock_time = 0.0f;
9414 // finally - just increment the lock time
9415 aip->artillery_lock_time += flFrametime;
9418 if(aip->artillery_lock_time >= 2.0f){
9420 HUD_printf("Firing artillery");
9423 vm_vec_unrotate(&temp, &aip->artillery_lock_pos, &Objects[aip->artillery_objnum].orient);
9424 vm_vec_add2(&temp, &Objects[aip->artillery_objnum].pos);
9425 ssm_create(&temp, &Objects[so->objnum].pos, 0, NULL);
9427 // reset the artillery
9428 aip->artillery_lock_time = 0.0f;
9434 // checks if a world point is inside the extended bounding box of a ship
9435 // may not work if delta box is large and negative (ie, adjusted box crosses over on itself - min > max)
9436 int check_world_pt_in_expanded_ship_bbox(vector *world_pt, object *objp, float delta_box)
9438 SDL_assert(objp->type == OBJ_SHIP);
9440 vector temp, ship_pt;
9442 vm_vec_sub(&temp, world_pt, &objp->pos);
9443 vm_vec_rotate(&ship_pt, &temp, &objp->orient);
9445 pm = model_get(Ships[objp->instance].modelnum);
9448 (ship_pt.xyz.x > pm->mins.xyz.x - delta_box) && (ship_pt.xyz.x < pm->maxs.xyz.x + delta_box)
9449 && (ship_pt.xyz.y > pm->mins.xyz.y - delta_box) && (ship_pt.xyz.y < pm->maxs.xyz.y + delta_box)
9450 && (ship_pt.xyz.z > pm->mins.xyz.z - delta_box) && (ship_pt.xyz.z < pm->maxs.xyz.z + delta_box)
9455 // returns true when objp is ship and is tagged
9456 int ship_is_tagged(object *objp)
9459 if (objp->type == OBJ_SHIP) {
9460 shipp = &Ships[objp->instance];
9461 if ( (shipp->tag_left > 0) || (shipp->level2_tag_left > 0) ) {
9469 // get maximum ship speed (when not warping in or out)
9470 float ship_get_max_speed(ship *shipp)
9474 int ship_info_index = shipp->ship_info_index;
9477 max_speed = Ship_info[ship_info_index].max_overclocked_speed;
9480 max_speed = max(max_speed, Ship_info[ship_info_index].max_vel.xyz.z);
9483 max_speed = max(max_speed, Ship_info[ship_info_index].afterburner_max_vel.xyz.z);
9488 // determin warp speed of ship
9489 float ship_get_warp_speed(object *objp)
9491 SDL_assert(objp->type == OBJ_SHIP);
9492 float shipfx_calculate_warp_speed(object *);
9493 return shipfx_calculate_warp_speed(objp);
9496 // returns true if ship is beginning to speed up in warpout
9497 int ship_is_beginning_warpout_speedup(object *objp)
9499 SDL_assert(objp->type == OBJ_SHIP);
9503 aip = &Ai_info[Ships[objp->instance].ai_index];
9505 if (aip->mode == AIM_WARP_OUT) {
9506 if ( (aip->submode == AIS_WARP_3) || (aip->submode == AIS_WARP_4) || (aip->submode == AIS_WARP_5) ) {
9514 // given a ship info type, return a species
9515 int ship_get_species_by_type(int ship_info_index)
9518 if((ship_info_index < 0) || (ship_info_index >= Num_ship_types)){
9523 return Ship_info[ship_info_index].species;
9526 // return the length of a ship
9527 float ship_get_length(ship* shipp)
9529 polymodel *pm = model_get(shipp->modelnum);
9530 return (pm->maxs.xyz.z - pm->mins.xyz.z);