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/Weapon/Weapons.cpp $
15 * Code to handle the weapon systems
18 * Revision 1.7 2002/06/17 06:33:11 relnev
19 * ryan's struct patch for gcc 2.95
21 * Revision 1.6 2002/06/09 04:41:30 relnev
22 * added copyright header
24 * Revision 1.5 2002/06/05 08:05:29 relnev
25 * stub/warning removal.
27 * reworked the sound code.
29 * Revision 1.4 2002/06/01 03:32:00 relnev
30 * fix texture loading mistake.
32 * enable some d3d stuff for opengl also
34 * Revision 1.3 2002/05/28 08:52:03 relnev
35 * implemented two assembly stubs.
37 * cleaned up a few warnings.
39 * added a little demo hackery to make it progress a little farther.
41 * Revision 1.2 2002/05/07 03:16:53 theoddone33
42 * The Great Newline Fix
44 * Revision 1.1.1.1 2002/05/03 03:28:11 root
48 * 69 9/14/99 3:26a Dave
49 * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer
50 * respawn-too-early problem. Made a few crash points safe.
52 * 68 9/14/99 1:32a Andsager
53 * Better LOD for weapon explosions when behind. Move point ahead to get
54 * vertex and then find size.
56 * 67 9/07/99 1:10p Mikek
57 * Fix code I busted due to adding lifeleft to missiles.
59 * 66 9/07/99 12:20a Andsager
60 * LOD less agressive at lower hardware detail level
62 * 65 9/06/99 7:21p Dave
63 * Commented out bad lifeleft scaling code in weapon_set_tracking_info()
65 * 64 9/06/99 3:23p Andsager
66 * Make fireball and weapon expl ani LOD choice look at resolution of the
69 * 63 9/06/99 12:46a Andsager
70 * Add weapon_explosion_ani LOD
72 * 62 9/05/99 11:24p Mikek
73 * Fixed problems caused by earlier checkin (that was rolled back).
74 * Problem was wp->target_pos was not set for swarmers.
76 * More tweaking of missile behavior. Also add 20% to lifetime of a
79 * [Rolled back -- MK] 63 9/05/99 2:23p Mikek
80 * Make aspect seekers a little less likely to miss their target.
81 * Mysterious why they do it so often. Maybe fix for FS3...
83 * [Rolled back -- MK] 62 9/04/99 12:09p Mikek
84 * Limit number of spawned weapons that can home on player based on skill
85 * level. Works same as for non-spawned weapons. Only do in single
88 * 61 8/27/99 1:34a Andsager
89 * Modify damage by shockwaves for BIG|HUGE ships. Modify shockwave damge
90 * when weapon blows up.
92 * 60 8/24/99 10:47a Jefff
93 * tech room weapon anims. added tech anim field to weapons.tbl
95 * 59 8/16/99 11:58p Andsager
96 * Disable collision on proximity for ships with SIF_DONT_COLLIDE_INVIS
99 * 58 8/10/99 5:30p Jefff
100 * Added tech_title string to weapon_info. Changed parser accordingly.
102 * 57 8/05/99 2:06a Dave
105 * 56 8/02/99 5:16p Dave
106 * Bumped up weapon title string length from 32 to 48
108 * 55 7/29/99 5:41p Jefff
109 * Sound hooks for cmeasure success
111 * 54 7/24/99 1:54p Dave
112 * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert
115 * 53 7/19/99 7:20p Dave
116 * Beam tooling. Specialized player-killed-self messages. Fixed d3d nebula
119 * 52 7/18/99 12:32p Dave
120 * Randomly oriented shockwaves.
122 * 51 7/16/99 1:50p Dave
123 * 8 bit aabitmaps. yay.
125 * 50 7/15/99 9:20a Andsager
126 * FS2_DEMO initial checkin
128 * 49 7/08/99 10:53a Dave
129 * New multiplayer interpolation scheme. Not 100% done yet, but still
130 * better than the old way.
132 * 48 7/02/99 4:31p Dave
133 * Much more sophisticated lightning support.
135 * 47 7/01/99 5:57p Johnson
136 * Oops. Fixed big ship damage.
138 * 46 7/01/99 4:23p Dave
139 * Full support for multiple linked ambient engine sounds. Added "big
142 * 45 6/30/99 5:53p Dave
143 * Put in new anti-camper code.
145 * 44 6/22/99 3:24p Danw
146 * Fixed incorrect weapon hit sound culling.
148 * 43 6/21/99 7:25p Dave
149 * netplayer pain packet. Added type E unmoving beams.
151 * 42 6/14/99 10:45a Dave
152 * Made beam weapons specify accuracy by skill level in the weapons.tbl
154 * 41 6/11/99 11:13a Dave
155 * last minute changes before press tour build.
157 * 40 6/04/99 2:16p Dave
158 * Put in shrink effect for beam weapons.
160 * 39 6/01/99 8:35p Dave
161 * Finished lockarm weapons. Added proper supercap weapons/damage. Added
162 * awacs-set-radius sexpression.
164 * 38 6/01/99 3:52p Dave
165 * View footage screen. Fixed xstrings to not display the & symbol. Popup,
166 * dead popup, pxo find player popup, pxo private room popup.
168 * 37 5/27/99 6:17p Dave
169 * Added in laser glows.
171 * 36 5/20/99 7:00p Dave
172 * Added alternate type names for ships. Changed swarm missile table
175 * 35 5/08/99 8:25p Dave
176 * Upped object pairs. First run of nebula lightning.
178 * 34 4/28/99 11:13p Dave
179 * Temporary checkin of artillery code.
181 * 33 4/28/99 3:11p Andsager
182 * Stagger turret weapon fire times. Make turrets smarter when target is
183 * protected or beam protected. Add weaopn range to weapon info struct.
185 * 32 4/22/99 11:06p Dave
186 * Final pass at beam weapons. Solidified a lot of stuff. All that remains
187 * now is to tweak and fix bugs as they come up. No new beam weapon
190 * 31 4/19/99 11:01p Dave
191 * More sophisticated targeting laser support. Temporary checkin.
193 * 30 4/16/99 5:54p Dave
194 * Support for on/off style "stream" weapons. Real early support for
195 * target-painting lasers.
197 * 29 4/07/99 6:22p Dave
198 * Fred and Freespace support for multiple background bitmaps and suns.
199 * Fixed link errors on all subprojects. Moved encrypt_init() to
200 * cfile_init() and lcl_init(), since its safe to call twice.
202 * 28 4/02/99 1:35p Dave
203 * Removed weapon hit packet. No good for causing pain.
205 * 27 4/02/99 9:55a Dave
206 * Added a few more options in the weapons.tbl for beam weapons. Attempt
207 * at putting "pain" packets into multiplayer.
209 * 26 3/31/99 9:26p Dave
210 * Don't load beam textures when in Fred.
212 * 25 3/31/99 8:24p Dave
213 * Beefed up all kinds of stuff, incluging beam weapons, nebula effects
214 * and background nebulae. Added per-ship non-dimming pixel colors.
216 * 24 3/23/99 2:29p Andsager
217 * Fix shockwaves for kamikazi and Fred defined. Collect together
218 * shockwave_create_info struct.
220 * 23 3/23/99 11:03a Dave
221 * Added a few new fields and fixed parsing code for new weapon stuff.
223 * 22 3/19/99 9:52a Dave
224 * Checkin to repair massive source safe crash. Also added support for
225 * pof-style nebulae, and some new weapons code.
227 * 24 3/15/99 6:45p Daveb
228 * Put in rough nebula bitmap support.
230 * 23 3/12/99 3:19p Enricco
231 * Remove spurious Int3()
233 * 22 3/11/99 5:53p Dave
234 * More network optimization. Spliced in Dell OEM planet bitmap crap.
236 * 21 3/10/99 6:51p Dave
237 * Changed the way we buffer packets for all clients. Optimized turret
238 * fired packets. Did some weapon firing optimizations.
240 * 20 2/24/99 4:02p Dave
241 * Fixed weapon locking and homing problems for multiplayer dogfight mode.
243 * 19 2/05/99 12:52p Dave
244 * Fixed Glide nondarkening textures.
246 * 18 1/29/99 12:47a Dave
247 * Put in sounds for beam weapon. A bunch of interface screens (tech
250 * 17 1/27/99 9:56a Dave
251 * Temporary checkin of beam weapons for Dan to make cool sounds.
253 * 16 1/25/99 5:03a Dave
254 * First run of stealth, AWACS and TAG missile support. New mission type
257 * 15 1/24/99 11:37p Dave
258 * First full rev of beam weapons. Very customizable. Removed some bogus
259 * Int3()'s in low level net code.
261 * 14 1/21/99 10:45a Dave
262 * More beam weapon stuff. Put in warmdown time.
264 * 13 1/12/99 5:45p Dave
265 * Moved weapon pipeline in multiplayer to almost exclusively client side.
266 * Very good results. Bandwidth goes down, playability goes up for crappy
267 * connections. Fixed object update problem for ship subsystems.
269 * 12 1/08/99 2:08p Dave
270 * Fixed software rendering for pofview. Super early support for AWACS and
273 * 11 1/06/99 2:24p Dave
274 * Stubs and release build fixes.
276 * 10 12/01/98 6:12p Johnson
277 * Make sure to page in weapon impact animations as xparent textures.
279 * 9 11/20/98 4:08p Dave
280 * Fixed flak effect in multiplayer.
282 * 8 11/14/98 5:33p Dave
283 * Lots of nebula work. Put in ship contrails.
285 * 7 11/05/98 4:18p Dave
286 * First run nebula support. Beefed up localization a bit. Removed all
287 * conditional compiles for foreign versions. Modified mission file
290 * 6 10/26/98 9:42a Dave
291 * Early flak gun support.
293 * 5 10/23/98 3:51p Dave
294 * Full support for tstrings.tbl and foreign languages. All that remains
295 * is to make it active in Fred.
297 * 4 10/07/98 6:27p Dave
298 * Globalized mission and campaign file extensions. Removed Silent Threat
299 * special code. Moved \cache \players and \multidata into the \data
302 * 3 10/07/98 4:49p Andsager
303 * don't do weapon swap (was needed for mission disk)
305 * 2 10/07/98 10:54a Dave
308 * 1 10/07/98 10:51a Dave
310 * 314 9/21/98 11:19p Dave
313 * 313 9/19/98 4:33p Adam
314 * Changed default values for particle spew (used on Leech Cannon)
316 * 312 9/13/98 10:51p Dave
317 * Put in newfangled icons for mission simulator room. New mdisk.vp
318 * checksum and file length.
320 * 311 9/13/98 4:29p Andsager
321 * Maintain Weapon_info compataiblity with mission disk
323 * 310 9/13/98 4:26p Andsager
325 * 309 9/01/98 4:25p Dave
326 * Put in total (I think) backwards compatibility between mission disk
327 * freespace and non mission disk freespace, including pilot files and
328 * campaign savefiles.
330 * 308 8/28/98 3:29p Dave
331 * EMP effect done. AI effects may need some tweaking as required.
333 * 307 8/25/98 1:49p Dave
334 * First rev of EMP effect. Player side stuff basically done. Next comes
337 * 306 8/18/98 10:15a Dave
338 * Touchups on the corkscrew missiles. Added particle spewing weapons.
340 * 305 8/17/98 5:07p Dave
341 * First rev of corkscrewing missiles.
343 * 304 6/30/98 2:23p Dave
344 * Revised object update system. Removed updates for all weapons. Put
345 * button info back into control info packet.
347 * 303 6/22/98 8:36a Allender
348 * revamping of homing weapon system. don't send as object updates
351 * 302 5/24/98 2:25p Allender
352 * be sure that homing missiles die on client when lifeleft gets too
353 * negative (lost packets)
355 * 301 5/20/98 5:47p Sandeep
357 * 300 5/18/98 1:58a Mike
358 * Make Phoenix not be fired at fighters (but yes bombers).
359 * Improve positioning of ships in guard mode.
360 * Make turrets on player ship not fire near end of support ship docking.
368 #include "systemvars.h"
377 #include "floating.h"
379 #include "lighting.h"
383 #include "fireballs.h"
385 #include "hudtarget.h"
386 #include "freespace.h"
391 #include "multimsgs.h"
392 #include "linklist.h"
395 #include "cmeasure.h"
396 #include "shockwave.h"
398 #include "staticrand.h"
400 #include "multiutil.h"
404 #include "objcollide.h"
406 #include "particle.h"
407 #include "asteroid.h"
409 #include "multi_obj.h"
410 #include "corkscrew.h"
412 #include "localize.h"
414 #include "muzzleflash.h"
417 int Weapon_flyby_sound_enabled = 1;
418 DCF_BOOL( weapon_flyby, Weapon_flyby_sound_enabled )
421 static int Weapon_flyby_sound_timer;
423 weapon Weapons[MAX_WEAPONS];
424 weapon_info Weapon_info[MAX_WEAPON_TYPES];
426 #define MISSILE_OBJ_USED (1<<0) // flag used in missile_obj struct
427 #define MAX_MISSILE_OBJS MAX_WEAPONS // max number of missiles tracked in missile list
428 missile_obj Missile_objs[MAX_MISSILE_OBJS]; // array used to store missile object indexes
429 missile_obj Missile_obj_list; // head of linked list of missile_obj structs
432 // WEAPON EXPLOSION INFO
433 #define MAX_weapon_expl_lod 4
434 #define MAX_Weapon_expl_info 3
436 typedef struct weapon_expl_lod {
437 char filename[MAX_FILENAME_LEN];
443 typedef struct weapon_expl_info {
445 weapon_expl_lod lod[MAX_weapon_expl_lod];
448 weapon_expl_info Weapon_expl_info[MAX_Weapon_expl_info];
450 int Num_weapon_expl = 0;
452 int Num_weapon_types = 0;
455 int Weapons_inited = 0;
457 int laser_model_inner = -1;
458 int laser_model_outer = -1;
460 int missile_model = -1;
462 char *Weapon_names[MAX_WEAPON_TYPES];
464 int First_secondary_index = -1;
466 #define MAX_SPAWN_WEAPONS 10 // Up to 10 weapons can spawn weapons.
469 char Spawn_names[MAX_SPAWN_WEAPONS][NAME_LENGTH];
471 int Num_player_weapon_precedence; // Number of weapon types in Player_weapon_precedence
472 int Player_weapon_precedence[MAX_WEAPON_TYPES]; // Array of weapon types, precedence list for player weapon selection
474 // Used to avoid playing too many impact sounds in too short a time interval.
475 // This will elimate the odd "stereo" effect that occurs when two weapons impact at
476 // nearly the same time, like from a double laser (also saves sound channels!)
477 #define IMPACT_SOUND_DELTA 50 // in milliseconds
478 int Weapon_impact_timer; // timer, initalized at start of each mission
480 // energy suck defines
481 #define ESUCK_DEFAULT_WEAPON_REDUCE (10.0f)
482 #define ESUCK_DEFAULT_AFTERBURNER_REDUCE (10.0f)
484 // scale factor for supercaps taking damage from weapons which are not "supercap" weapons
485 #define SUPERCAP_DAMAGE_SCALE 0.25f
487 // scale factor for big ships getting hit by flak
488 #define FLAK_DAMAGE_SCALE 0.05f
490 extern int Max_allowed_player_homers[];
491 extern int compute_num_homing_objects(object *target_objp);
494 void parse_weapon_expl_tbl()
497 char base_filename[256] = "";
502 if ((rval = setjmp(parse_abort)) != 0) {
503 Error(LOCATION, "Unable to parse weapon_expl.tbl! Code = %i.\n", rval);
506 read_file_text(NOX("weapon_expl.tbl"));
511 required_string("#Start");
512 while (required_string_either("#End","$Name:")) {
513 Assert( Num_weapon_expl < MAX_Weapon_expl_info);
516 required_string("$Name:");
517 stuff_string(base_filename, F_NAME, NULL);
519 // # of lod levels - make sure old fireball.tbl is compatible
520 Weapon_expl_info[Num_weapon_expl].lod_count = 1;
521 if(optional_string("$LOD:")){
522 stuff_int(&Weapon_expl_info[Num_weapon_expl].lod_count);
525 // stuff default filename
526 strcpy(Weapon_expl_info[Num_weapon_expl].lod[0].filename, base_filename);
528 // stuff LOD level filenames
529 for(idx=1; idx<Weapon_expl_info[Num_weapon_expl].lod_count; idx++){
530 if(idx >= MAX_weapon_expl_lod){
534 sprintf(Weapon_expl_info[Num_weapon_expl].lod[idx].filename, "%s_%d", base_filename, idx);
539 required_string("#End");
541 // close localization
545 int get_weapon_expl_info_index(char *filename)
547 for (int i=0; i<MAX_Weapon_expl_info; i++) {
548 if ( stricmp(Weapon_expl_info[i].lod[0].filename, filename) == 0) {
555 // ----------------------------------------------------------------------
556 // missile_obj_list_init()
558 // Clear out the Missile_obj_list
560 void missile_obj_list_init()
564 list_init(&Missile_obj_list);
565 for ( i = 0; i < MAX_MISSILE_OBJS; i++ ) {
566 Missile_objs[i].flags = 0;
570 // ---------------------------------------------------
571 // missile_obj_list_add()
573 // Function to add a node from the Missile_obj_list. Only
574 // called from weapon_create()
575 int missile_obj_list_add(int objnum)
579 for ( i = 0; i < MAX_MISSILE_OBJS; i++ ) {
580 if ( !(Missile_objs[i].flags & MISSILE_OBJ_USED) )
583 if ( i == MAX_MISSILE_OBJS ) {
584 Error(LOCATION, "Fatal Error: Ran out of missile object nodes\n");
588 Missile_objs[i].flags = 0;
589 Missile_objs[i].objnum = objnum;
590 list_append(&Missile_obj_list, &Missile_objs[i]);
591 Missile_objs[i].flags |= MISSILE_OBJ_USED;
596 // ---------------------------------------------------
597 // missle_obj_list_remove()
599 // Function to remove a node from the Missile_obj_list. Only
600 // called from weapon_delete()
601 void missle_obj_list_remove(int index)
603 Assert(index >= 0 && index < MAX_MISSILE_OBJS);
604 list_remove(&Missile_obj_list, &Missile_objs[index]);
605 Missile_objs[index].flags = 0;
608 // ---------------------------------------------------
609 // missile_obj_list_rebuild()
611 // Called by the save/restore code to rebuild Missile_obj_list
613 void missile_obj_list_rebuild()
617 missile_obj_list_init();
619 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
620 if ( objp->type == OBJ_WEAPON && Weapon_info[Weapons[objp->instance].weapon_info_index].subtype == WP_MISSILE ) {
621 Weapons[objp->instance].missile_list_index = missile_obj_list_add(OBJ_INDEX(objp));
626 // If this is a player countermeasure, let the player know he evaded a missile
627 void weapon_maybe_alert_cmeasure_success(object *objp)
629 if ( objp->type == OBJ_CMEASURE ) {
631 cmp = &Cmeasures[objp->instance];
632 if ( cmp->source_objnum == OBJ_INDEX(Player_obj) ) {
633 hud_start_text_flash(XSTR("Evaded", 1430), 800);
634 snd_play(&Snds[SND_MISSILE_EVADED_POPUP]);
635 } else if ( Objects[cmp->source_objnum].flags & OF_PLAYER_SHIP ) {
636 send_countermeasure_success_packet( cmp->source_objnum );
641 // ---------------------------------------------------
642 // missile_obj_return_address()
644 // Called externally to generate an address from an index into
645 // the Missile_objs[] array
647 missile_obj *missile_obj_return_address(int index)
649 Assert(index >= 0 && index < MAX_MISSILE_OBJS);
650 return &Missile_objs[index];
653 // Return the index of Weapon_info[].name that is *name.
654 int weapon_info_lookup(char *name)
658 for (i=0; i<Num_weapon_types; i++)
659 if (!stricmp(name, Weapon_info[i].name))
665 #define DEFAULT_WEAPON_SPAWN_COUNT 10
667 // Parse the weapon flags.
668 void parse_wi_flags(weapon_info *weaponp)
670 char weapon_strings[MAX_WEAPON_FLAGS][NAME_LENGTH];
673 required_string("$Flags:");
675 num_strings = stuff_string_list(weapon_strings, MAX_WEAPON_FLAGS);
677 for (int i=0; i<num_strings; i++) {
678 if (!stricmp(NOX("Electronics"), weapon_strings[i]))
679 weaponp->wi_flags |= WIF_ELECTRONICS;
680 else if (!strnicmp(NOX("Spawn"), weapon_strings[i], 5)) {
681 if (weaponp->spawn_type == -1) {
682 int skip_length, name_length;
685 temp_string = weapon_strings[i];
687 weaponp->wi_flags |= WIF_SPAWN;
688 weaponp->spawn_type = (short)Num_spawn_types;
689 skip_length = strlen(NOX("Spawn")) + strspn(&temp_string[strlen(NOX("Spawn"))], NOX(" \t"));
690 char *num_start = strchr(&temp_string[skip_length], ',');
691 if (num_start == NULL) {
692 weaponp->spawn_count = DEFAULT_WEAPON_SPAWN_COUNT;
695 weaponp->spawn_count = (short)atoi(num_start+1);
696 name_length = num_start - temp_string - skip_length;
699 strncpy(Spawn_names[Num_spawn_types++], &(weapon_strings[i][skip_length]), name_length);
700 Assert(Num_spawn_types < MAX_SPAWN_WEAPONS);
702 Warning(LOCATION, "Illegal to have two spawn types for one weapon.\n"
703 "Ignoring weapon %s", weapon_strings[i]);
704 } else if (!stricmp(NOX("Remote Detonate"), weapon_strings[i]))
705 weaponp->wi_flags |= WIF_REMOTE;
706 else if (!stricmp(NOX("Puncture"), weapon_strings[i]))
707 weaponp->wi_flags |= WIF_PUNCTURE;
708 else if (!stricmp(NOX("Big Ship"), weapon_strings[i]))
709 weaponp->wi_flags |= WIF_BIG_ONLY;
710 else if (!stricmp(NOX("Huge"), weapon_strings[i]))
711 weaponp->wi_flags |= WIF_HUGE;
712 else if (!stricmp(NOX("Bomber+"), weapon_strings[i]))
713 weaponp->wi_flags |= WIF_BOMBER_PLUS;
714 else if (!stricmp(NOX("child"), weapon_strings[i]))
715 weaponp->wi_flags |= WIF_CHILD;
716 else if (!stricmp(NOX("Bomb"), weapon_strings[i]))
717 weaponp->wi_flags |= WIF_BOMB;
718 else if (!stricmp(NOX("No Dumbfire"), weapon_strings[i]))
719 weaponp->wi_flags |= WIF_NO_DUMBFIRE;
720 else if (!stricmp(NOX("In tech database"), weapon_strings[i]))
721 weaponp->wi_flags |= WIF_IN_TECH_DATABASE;
722 else if (!stricmp(NOX("Player allowed"), weapon_strings[i]))
723 weaponp->wi_flags |= WIF_PLAYER_ALLOWED;
724 else if (!stricmp(NOX("Particle Spew"), weapon_strings[i]))
725 weaponp->wi_flags |= WIF_PARTICLE_SPEW;
726 else if (!stricmp(NOX("EMP"), weapon_strings[i]))
727 weaponp->wi_flags |= WIF_EMP;
728 else if (!stricmp(NOX("Esuck"), weapon_strings[i]))
729 weaponp->wi_flags |= WIF_ENERGY_SUCK;
730 else if (!stricmp(NOX("Flak"), weapon_strings[i]))
731 weaponp->wi_flags |= WIF_FLAK;
732 else if (!stricmp(NOX("Corkscrew"), weapon_strings[i]))
733 weaponp->wi_flags |= WIF_CORKSCREW;
734 else if (!stricmp(NOX("Shudder"), weapon_strings[i]))
735 weaponp->wi_flags |= WIF_SHUDDER;
736 else if (!stricmp(NOX("lockarm"), weapon_strings[i]))
737 weaponp->wi_flags |= WIF_LOCKARM;
738 else if (!stricmp(NOX("beam"), weapon_strings[i]))
739 weaponp->wi_flags |= WIF_BEAM;
740 else if (!stricmp(NOX("stream"), weapon_strings[i]))
741 weaponp->wi_flags |= WIF_STREAM;
742 else if (!stricmp(NOX("supercap"), weapon_strings[i]))
743 weaponp->wi_flags |= WIF_SUPERCAP;
745 Warning(LOCATION, "Bogus string in weapon flags: %s\n", weapon_strings[i]);
748 // SWARM, CORKSCREW and FLAK should be mutually exclusive
749 if(weaponp->wi_flags & WIF_FLAK){
750 Assert(!(weaponp->wi_flags & WIF_CORKSCREW) && !(weaponp->wi_flags & WIF_SWARM));
752 if(weaponp->wi_flags & WIF_CORKSCREW){
753 Assert(!(weaponp->wi_flags & WIF_FLAK) && !(weaponp->wi_flags & WIF_SWARM));
755 if(weaponp->wi_flags & WIF_SWARM){
756 Assert(!(weaponp->wi_flags & WIF_CORKSCREW) && !(weaponp->wi_flags & WIF_FLAK));
759 // make sure flak guns are only placed on turrets
760 if(weaponp->wi_flags & WIF_FLAK){
761 Assert(weaponp->wi_flags & WIF_BIG_ONLY);
765 // function to parse the information for a specific weapon type.
766 // return 0 if successful, otherwise return -1
767 #define WEAPONS_MULTITEXT_LENGTH 2048
771 char buf[WEAPONS_MULTITEXT_LENGTH];
773 char fname[255] = "";
776 wip = &Weapon_info[Num_weapon_types];
780 required_string("$Name:");
781 stuff_string(wip->name, F_NAME, NULL);
782 diag_printf ("Weapon name -- %s\n", wip->name);
784 // AL 28-3-98: If this is a demo build, we only want to parse weapons that are preceded with
786 #ifdef DEMO // not needed FS2_DEMO (separate table file)
787 if ( wip->name[0] != '@' ) {
788 // advance to next weapon, and return -1
790 if ( skip_to_start_of_strings("$Name:", "#End") != 1 ) {
797 if ( wip->name[0] == '@' ) {
798 char old_name[NAME_LENGTH];
799 strcpy(old_name, wip->name);
800 strcpy(wip->name, old_name+1);
804 if (optional_string("+Title:")) {
805 stuff_string(wip->title, F_NAME, NULL, WEAPON_TITLE_LEN);
809 if (optional_string("+Description:")) {
810 stuff_string(buf, F_MULTITEXT, NULL);
811 wip->desc = strdup(buf);
814 wip->tech_title[0] = 0;
815 if (optional_string("+Tech Title:")) {
816 stuff_string(wip->tech_title, F_NAME, NULL, NAME_LENGTH);
819 wip->tech_anim_filename[0] = 0;
820 if (optional_string("+Tech Anim:")) {
821 stuff_string(wip->tech_anim_filename, F_NAME, NULL, NAME_LENGTH);
824 wip->tech_desc = NULL;
825 if (optional_string("+Tech Description:")) {
826 stuff_string(buf, F_MULTITEXT, NULL, WEAPONS_MULTITEXT_LENGTH);
827 wip->tech_desc = strdup(buf);
830 // Read the model file. It can be a POF file or none.
831 // If there is no model file (Model file: = "none") then we use our special
832 // laser renderer which requires inner, middle and outer information.
833 required_string("$Model file:");
834 stuff_string(wip->pofbitmap_name, F_NAME, NULL);
835 diag_printf ("Model pof file -- %s\n", wip->pofbitmap_name );
836 if ( stricmp(wip->pofbitmap_name, NOX("none")) ) {
838 wip->render_type = WRT_POF;
839 wip->laser_bitmap = -1;
841 // No POF or AVI file specified, render as special laser type.
844 wip->render_type = WRT_LASER;
847 // laser bitmap itself
848 required_string("@Laser Bitmap:");
849 stuff_string(wip->pofbitmap_name, F_NAME, NULL);
850 wip->laser_bitmap = -1;
852 wip->laser_bitmap = bm_load( wip->pofbitmap_name );
855 // optional laser glow
856 wip->laser_glow_bitmap = -1;
857 if(optional_string("@Laser Glow:")){
858 stuff_string(fname, F_NAME, NULL);
860 wip->laser_glow_bitmap = bm_load( fname );
862 // might as well lock it down as an aabitmap now
863 if(wip->laser_glow_bitmap >= 0){
864 bm_lock(wip->laser_glow_bitmap, 8, BMP_AABITMAP);
865 bm_unlock(wip->laser_glow_bitmap);
870 required_string("@Laser Color:");
871 stuff_byte(&r); stuff_byte(&g); stuff_byte(&b);
872 gr_init_color( &wip->laser_color_1, r, g, b );
874 // optional string for cycling laser colors
875 gr_init_color(&wip->laser_color_2, 0, 0, 0);
876 if(optional_string("@Laser Color2:")){
877 stuff_byte(&r); stuff_byte(&g); stuff_byte(&b);
878 gr_init_color( &wip->laser_color_2, r, g, b );
881 required_string("@Laser Length:");
882 stuff_float(&wip->laser_length);
884 required_string("@Laser Head Radius:");
885 stuff_float(&wip->laser_head_radius);
887 required_string("@Laser Tail Radius:");
888 stuff_float(&wip->laser_tail_radius );
891 required_string("$Mass:");
892 stuff_float( &(wip->mass) );
893 diag_printf ("Weapon mass -- %7.3f\n", wip->mass);
895 required_string("$Velocity:");
896 stuff_float( &(wip->max_speed) );
897 diag_printf ("Weapon mass -- %7.3f\n", wip->max_speed);
899 required_string("$Fire Wait:");
900 stuff_float( &(wip->fire_wait) );
901 diag_printf ("Weapon fire wait -- %7.3f\n", wip->fire_wait);
903 required_string("$Damage:");
904 stuff_float(&wip->damage);
906 // secondary weapons require these values
907 if (First_secondary_index != -1) {
908 required_string("$Blast Force:");
909 stuff_float( &(wip->blast_force) );
910 diag_printf ("Weapon blast force -- %7.3f\n", wip->blast_force);
912 required_string("$Inner Radius:");
913 stuff_float( &(wip->inner_radius) );
914 if ( wip->inner_radius != 0 ) {
915 wip->wi_flags |= WIF_AREA_EFFECT;
917 diag_printf ("Weapon inner blast radius -- %7.3f\n", wip->inner_radius);
919 required_string("$Outer Radius:");
920 stuff_float( &(wip->outer_radius) );
921 if ( wip->outer_radius != 0 ) {
922 wip->wi_flags |= WIF_AREA_EFFECT;
924 diag_printf ("Weapon outer blast radius -- %7.3f\n", wip->outer_radius);
926 required_string("$Shockwave Speed:");
927 stuff_float( &(wip->shockwave_speed) );
928 if ( wip->shockwave_speed != 0 ) {
929 wip->wi_flags |= WIF_SHOCKWAVE;
931 diag_printf ("Shockwave speed -- %7.3f\n", wip->shockwave_speed);
933 // for primary weapons they're optional
935 if(optional_string("$Blast Force:")){
936 stuff_float( &(wip->blast_force) );
937 diag_printf ("Weapon blast force -- %7.3f\n", wip->blast_force);
940 if(optional_string("$Inner Radius:")){
941 stuff_float( &(wip->inner_radius) );
942 if ( wip->inner_radius != 0 ) {
943 wip->wi_flags |= WIF_AREA_EFFECT;
945 diag_printf ("Weapon inner blast radius -- %7.3f\n", wip->inner_radius);
948 if(optional_string("$Outer Radius:")){
949 stuff_float( &(wip->outer_radius) );
950 if ( wip->outer_radius != 0 ) {
951 wip->wi_flags |= WIF_AREA_EFFECT;
953 diag_printf ("Weapon outer blast radius -- %7.3f\n", wip->outer_radius);
956 if(optional_string("$Shockwave Speed:")){
957 stuff_float( &(wip->shockwave_speed) );
958 if ( wip->shockwave_speed != 0 ) {
959 wip->wi_flags |= WIF_SHOCKWAVE;
961 diag_printf ("Shockwave speed -- %7.3f\n", wip->shockwave_speed);
965 required_string("$Armor Factor:");
966 stuff_float(&wip->armor_factor);
968 required_string("$Shield Factor:");
969 stuff_float(&wip->shield_factor);
971 required_string("$Subsystem Factor:");
972 stuff_float(&wip->subsystem_factor);
974 required_string("$Lifetime:");
975 stuff_float(&wip->lifetime);
977 required_string("$Energy Consumed:");
978 stuff_float(&wip->energy_consumed);
980 required_string("$Cargo Size:");
981 stuff_float(&wip->cargo_size);
984 required_string("$Homing:");
985 stuff_boolean(&is_homing);
987 if (is_homing == 1) {
990 // the following five items only need to be recorded if the weapon is a homing weapon
991 required_string("+Type:");
992 stuff_string(temp_type, F_NAME, NULL);
994 if (!stricmp(temp_type, NOX("HEAT"))) {
995 float view_cone_angle;
997 wip->wi_flags |= WIF_HOMING_HEAT | WIF_TURNS;
999 required_string("+Turn Time:");
1000 stuff_float(&wip->turn_time);
1002 required_string("+View Cone:");
1003 stuff_float(&view_cone_angle);
1005 wip->fov = (float)cos((float)(ANG_TO_RAD(view_cone_angle/2.0f)));
1007 } else if (!stricmp(temp_type, NOX("ASPECT"))) {
1008 wip->wi_flags |= WIF_HOMING_ASPECT | WIF_TURNS;
1010 required_string("+Turn Time:");
1011 stuff_float(&wip->turn_time);
1013 required_string("+Min Lock Time:"); // minimum time (in seconds) to achieve lock
1014 stuff_float(&wip->min_lock_time);
1016 required_string("+Lock Pixels/Sec:"); // pixels/sec moved while locking
1017 stuff_int(&wip->lock_pixels_per_sec);
1019 required_string("+Catch-up Pixels/Sec:"); // pixels/sec moved while catching-up for a lock
1020 stuff_int(&wip->catchup_pixels_per_sec);
1022 required_string("+Catch-up Penalty:"); // number of extra pixels to move while locking as a penalty for catching up for a lock
1023 stuff_int(&wip->catchup_pixel_penalty);
1025 Error(LOCATION, "Illegal homing type = %s.\nMust be HEAT or ASPECT.\n", temp_type);
1031 wip->swarm_count = -1;
1032 if(optional_string("$Swarm:")){
1033 wip->swarm_count = SWARM_DEFAULT_NUM_MISSILES_FIRED;
1034 stuff_int(&s_count);
1035 wip->swarm_count = (short)s_count;
1037 // flag as being a swarm weapon
1038 wip->wi_flags |= WIF_SWARM;
1041 required_string("$LaunchSnd:");
1042 stuff_int(&wip->launch_snd);
1044 required_string("$ImpactSnd:");
1045 stuff_int(&wip->impact_snd);
1047 if (First_secondary_index != -1) {
1048 required_string("$FlyBySnd:");
1049 stuff_int(&wip->flyby_snd);
1052 // Secondary weapons are required to have a rearm rate.
1053 if (First_secondary_index != -1) {
1054 required_string( "$Rearm Rate:");
1055 stuff_float( &wip->rearm_rate );
1056 if (wip->rearm_rate > 0.1f)
1057 wip->rearm_rate = 1.0f/wip->rearm_rate;
1059 wip->rearm_rate = 1.0f;
1062 wip->weapon_range = 999999999.9f;
1063 if (optional_string("+Weapon Range:")) {
1064 stuff_float(&wip->weapon_range);
1067 wip->spawn_type = -1;
1068 parse_wi_flags(wip);
1070 char trail_name[MAX_FILENAME_LEN] = "";
1071 trail_info *ti = &wip->tr_info;
1072 memset(ti, 0, sizeof(trail_info));
1073 if(optional_string("$Trail:")){
1074 wip->wi_flags |= WIF_TRAIL; // missile leaves a trail
1076 required_string("+Start Width:");
1077 stuff_float(&ti->w_start);
1079 required_string("+End Width:");
1080 stuff_float(&ti->w_end);
1082 required_string("+Start Alpha:");
1083 stuff_float(&ti->a_start);
1085 required_string("+End Alpha:");
1086 stuff_float(&ti->a_end);
1088 required_string("+Max Life:");
1089 stuff_float(&ti->max_life);
1091 ti->stamp = fl2i(1000.0f*ti->max_life)/(NUM_TRAIL_SECTIONS+1);
1093 required_string("+Bitmap:");
1094 stuff_string(trail_name, F_NAME, NULL);
1095 ti->bitmap = bm_load(trail_name);
1096 // wip->delta_time = fl2i(1000.0f*wip->max_life)/(NUM_TRAIL_SECTIONS+1); // time between sections. max_life / num_sections basically.
1099 // read in filename for icon that is used in weapons selection
1100 wip->icon_filename[0] = 0;
1101 if ( optional_string("$Icon:") ) {
1102 stuff_string(wip->icon_filename, F_NAME, NULL);
1105 // read in filename for animation that is used in weapons selection
1106 wip->anim_filename[0] = 0;
1107 if ( optional_string("$Anim:") ) {
1108 stuff_string(wip->anim_filename, F_NAME, NULL);
1111 wip->impact_weapon_expl_index = -1;
1112 if ( optional_string("$Impact Explosion:") ) {
1113 char impact_ani_file[FILESPEC_LENGTH];
1114 stuff_string(impact_ani_file, F_NAME, NULL);
1115 if ( stricmp(impact_ani_file,NOX("none"))) {
1116 wip->impact_weapon_expl_index = get_weapon_expl_info_index(impact_ani_file);
1117 //int num_frames, fps;
1118 //wip->impact_explosion_ani = bm_load_animation( impact_ani_file, &num_frames, &fps, 1 );
1120 required_string("$Impact Explosion Radius:");
1121 stuff_float(&wip->impact_explosion_radius);
1126 char mflash_string[255] = "";
1127 wip->muzzle_flash = -1;
1128 if( optional_string("$Muzzleflash:") ){
1129 stuff_string(mflash_string, F_NAME, NULL);
1132 wip->muzzle_flash = mflash_lookup(mflash_string);
1134 if(wip->muzzle_flash >= 0){
1135 wip->wi_flags |= WIF_MFLASH;
1139 // EMP optional stuff (if WIF_EMP is not set, none of this matters, anyway)
1140 if( optional_string("$EMP Intensity:") ){
1141 stuff_float(&wip->emp_intensity);
1143 wip->emp_intensity = EMP_DEFAULT_INTENSITY;
1145 if( optional_string("$EMP Time:") ){
1146 stuff_float(&wip->emp_time);
1148 wip->emp_intensity = EMP_DEFAULT_TIME;
1151 // Energy suck optional stuff (if WIF_ENERGY_SUCK is not set, none of this matters anyway)
1152 if( optional_string("$Leech Weapon:") ){
1153 stuff_float(&wip->weapon_reduce);
1155 wip->weapon_reduce = ESUCK_DEFAULT_WEAPON_REDUCE;
1157 if( optional_string("$Leech Afterburner:") ){
1158 stuff_float(&wip->afterburner_reduce);
1160 wip->afterburner_reduce = ESUCK_DEFAULT_AFTERBURNER_REDUCE;
1163 // beam weapon optional stuff
1164 wip->b_info.beam_type = -1;
1165 wip->b_info.beam_life = -1.0f;
1166 wip->b_info.beam_warmup = -1;
1167 wip->b_info.beam_warmdown = -1;
1168 wip->b_info.beam_muzzle_radius = 0.0f;
1169 wip->b_info.beam_particle_count = -1;
1170 wip->b_info.beam_particle_radius = 0.0f;
1171 wip->b_info.beam_particle_angle = 0.0f;
1172 wip->b_info.beam_particle_ani = -1;
1173 wip->b_info.beam_loop_sound = -1;
1174 wip->b_info.beam_warmup_sound = -1;
1175 wip->b_info.beam_warmdown_sound = -1;
1176 wip->b_info.beam_num_sections = 0;
1177 wip->b_info.beam_glow_bitmap = -1;
1178 wip->b_info.beam_shots = 0;
1179 wip->b_info.beam_shrink_factor = 0.0f;
1180 wip->b_info.beam_shrink_pct = 0.0f;
1181 if( optional_string("$BeamInfo:")){
1183 required_string("+Type:");
1184 stuff_int(&wip->b_info.beam_type);
1186 // how long it lasts
1187 required_string("+Life:");
1188 stuff_float(&wip->b_info.beam_life);
1191 required_string("+Warmup:");
1192 stuff_int(&wip->b_info.beam_warmup);
1195 required_string("+Warmdown:");
1196 stuff_int(&wip->b_info.beam_warmdown);
1198 // muzzle glow radius
1199 required_string("+Radius:");
1200 stuff_float(&wip->b_info.beam_muzzle_radius);
1202 // particle spew count
1203 required_string("+PCount:");
1204 stuff_int(&wip->b_info.beam_particle_count);
1207 required_string("+PRadius:");
1208 stuff_float(&wip->b_info.beam_particle_radius);
1210 // angle off turret normal
1211 required_string("+PAngle:");
1212 stuff_float(&wip->b_info.beam_particle_angle);
1214 // particle bitmap/ani
1215 required_string("+PAni:");
1216 stuff_string(fname, F_NAME, NULL);
1218 int num_frames, fps;
1219 wip->b_info.beam_particle_ani = bm_load_animation(fname, &num_frames, &fps, 1);
1223 required_string("+Miss Factor:");
1224 for(idx=0; idx<NUM_SKILL_LEVELS; idx++){
1225 wip->b_info.beam_miss_factor[idx] = 0.00001f;
1226 stuff_float(&wip->b_info.beam_miss_factor[idx]);
1230 required_string("+BeamSound:");
1231 stuff_int(&wip->b_info.beam_loop_sound);
1234 required_string("+WarmupSound:");
1235 stuff_int(&wip->b_info.beam_warmup_sound);
1238 required_string("+WarmdownSound:");
1239 stuff_int(&wip->b_info.beam_warmdown_sound);
1242 required_string("+Muzzleglow:");
1243 stuff_string(fname, F_NAME, NULL);
1245 wip->b_info.beam_glow_bitmap = bm_load(fname);
1248 // # of shots (only used for type D beams)
1249 required_string("+Shots:");
1250 stuff_int(&wip->b_info.beam_shots);
1253 required_string("+ShrinkFactor:");
1254 stuff_float(&wip->b_info.beam_shrink_factor);
1255 required_string("+ShrinkPct:");
1256 stuff_float(&wip->b_info.beam_shrink_pct);
1259 while( optional_string("$Section:") ){
1260 beam_weapon_section_info i;
1261 char tex_name[255] = "";
1264 required_string("+Width:");
1265 stuff_float(&i.width);
1268 required_string("+Texture:");
1269 stuff_string(tex_name, F_NAME, NULL);
1272 i.texture = bm_load(tex_name);
1274 bm_lock(i.texture, 16, BMP_TEX_OTHER);
1275 bm_unlock(i.texture);
1280 required_string("+RGBA Inner:");
1281 stuff_byte(&i.rgba_inner[0]);
1282 stuff_byte(&i.rgba_inner[1]);
1283 stuff_byte(&i.rgba_inner[2]);
1284 stuff_byte(&i.rgba_inner[3]);
1287 required_string("+RGBA Outer:");
1288 stuff_byte(&i.rgba_outer[0]);
1289 stuff_byte(&i.rgba_outer[1]);
1290 stuff_byte(&i.rgba_outer[2]);
1291 stuff_byte(&i.rgba_outer[3]);
1294 required_string("+Flicker:");
1295 stuff_float(&i.flicker);
1298 required_string("+Zadd:");
1299 stuff_float(&i.z_add);
1302 if(wip->b_info.beam_num_sections < MAX_BEAM_SECTIONS - 1){
1303 wip->b_info.sections[wip->b_info.beam_num_sections++] = i;
1308 // tag weapon optional stuff
1309 wip->tag_level = -1;
1310 wip->tag_time = -1.0f;
1311 if( optional_string("$Tag:")){
1312 stuff_int(&wip->tag_level);
1313 stuff_float(&wip->tag_time);
1314 wip->wi_flags |= WIF_TAG;
1320 // function to parse the information for a specific ship type.
1321 void parse_cmeasure()
1323 cmeasure_info *cmeasurep;
1325 cmeasurep = &Cmeasure_info[Num_cmeasure_types];
1327 required_string("$Name:");
1328 stuff_string(cmeasurep->cmeasure_name, F_NAME, NULL);
1331 $Velocity: 20.0 ;; speed relative to ship, rear-fired until POF info added, MK, 5/22/97
1333 $Lifetime Min: 1.0 ;; Minimum lifetime
1334 $Lifetime Max: 2.0 ;; Maximum lifetime. Actual lifetime is rand(min..max).
1335 $LaunchSnd: counter_1.wav, .8, 10, 300 ;; countermeasure 1 fired (sound is 3d)
1338 required_string("$Velocity:");
1339 stuff_float( &(cmeasurep->max_speed) );
1341 required_string("$Fire Wait:");
1342 stuff_float( &(cmeasurep->fire_wait) );
1344 required_string("$Lifetime Min:");
1345 stuff_float(&cmeasurep->life_min);
1347 required_string("$Lifetime Max:");
1348 stuff_float(&cmeasurep->life_max);
1350 required_string("$LaunchSnd:");
1351 stuff_int(&cmeasurep->launch_sound);
1353 required_string("$Model:");
1354 stuff_string(cmeasurep->pof_name, F_NAME, NULL);
1355 cmeasurep->model_num = -1;
1359 // For all weapons that spawn weapons, given an index at weaponp->spawn_type,
1360 // convert the strings in Spawn_names to indices in the Weapon_types array.
1361 void translate_spawn_types()
1365 for (i=0; i<Num_weapon_types; i++)
1366 if (Weapon_info[i].spawn_type != -1) {
1367 int spawn_type = Weapon_info[i].spawn_type;
1369 for (j=0; j<Num_weapon_types; j++)
1370 if (!stricmp(Spawn_names[spawn_type], Weapon_info[j].name)) {
1371 Weapon_info[i].spawn_type = (short)j;
1373 Warning(LOCATION, "Weapon %s spawns itself. Infinite recursion?\n", Weapon_info[i].name);
1379 void parse_weaponstbl()
1381 // open localization
1384 read_file_text("weapons.tbl");
1387 Num_weapon_types = 0;
1388 First_secondary_index = -1;
1389 Num_spawn_types = 0;
1391 required_string("#Primary Weapons");
1392 while (required_string_either("#End", "$Name:")) {
1393 Assert( Num_weapon_types < MAX_WEAPON_TYPES );
1394 // AL 28-3-98: If parse_weapon() fails, try next .tbl weapon
1395 if ( parse_weapon() ) {
1398 Weapon_info[Num_weapon_types].subtype = WP_LASER;
1401 required_string("#End");
1403 required_string("#Secondary Weapons");
1404 First_secondary_index = Num_weapon_types;
1405 while (required_string_either("#End", "$Name:")) {
1406 Assert( Num_weapon_types < MAX_WEAPON_TYPES );
1407 // AL 28-3-98: If parse_weapon() fails, try next .tbl weapon
1408 if ( parse_weapon() ) {
1411 Weapon_info[Num_weapon_types].subtype = WP_MISSILE;
1414 required_string("#End");
1416 required_string("#Beam Weapons");
1417 while (required_string_either("#End", "$Name:")) {
1418 Assert( Num_weapon_types < MAX_WEAPON_TYPES );
1419 // AL 28-3-98: If parse_weapon() fails, try next .tbl weapon
1420 if ( parse_weapon() ) {
1423 Weapon_info[Num_weapon_types].subtype = WP_BEAM;
1426 required_string("#End");
1428 required_string("#Countermeasures");
1429 while (required_string_either("#End", "$Name:")) {
1430 Assert( Num_cmeasure_types < MAX_CMEASURE_TYPES );
1432 Num_cmeasure_types++;
1435 required_string("#End");
1437 // Read in a list of weapon_info indicies that are an ordering of the player weapon precedence.
1438 // This list is used to select an alternate weapon when a particular weapon is not available
1439 // during weapon selection.
1440 required_string("$Player Weapon Precedence:");
1441 Num_player_weapon_precedence = stuff_int_list(Player_weapon_precedence, MAX_WEAPON_TYPES, WEAPON_LIST_TYPE);
1443 translate_spawn_types();
1445 // close localization
1449 void create_weapon_names()
1453 for (i=0; i<Num_weapon_types; i++)
1454 Weapon_names[i] = Weapon_info[i].name;
1457 // This will get called once at game startup
1462 if ( !Weapons_inited ) {
1463 #ifndef FS2_DEMO // TODO - this seems to work? unless it's breaking that multiplayer mission...
1464 // parse weapon_exp.tbl
1465 parse_weapon_expl_tbl();
1469 // parse weapons.tbl
1470 if ((rval = setjmp(parse_abort)) != 0) {
1471 Error(LOCATION, "Error parsing 'weapons.tbl'\r\nError code = %i.\r\n", rval);
1474 create_weapon_names();
1479 weapon_level_init();
1483 // This will get called at the start of each level.
1484 void weapon_level_init()
1488 // Reset everything between levels
1490 for (i=0; i<MAX_WEAPONS; i++) {
1491 Weapons[i].objnum = -1;
1492 Weapons[i].weapon_info_index = -1;
1495 trail_level_init(); // reset all missile trails
1498 missile_obj_list_init();
1500 cscrew_level_init();
1505 Weapon_flyby_sound_timer = timestamp(0);
1506 Weapon_impact_timer = 1; // inited each level, used to reduce impact sounds
1509 MONITOR( NumWeaponsRend );
1511 float weapon_glow_scale_f = 2.3f;
1512 float weapon_glow_scale_r = 2.3f;
1513 float weapon_glow_scale_l = 1.5f;
1514 float weapon_glow_alpha_d3d = 0.85f;
1515 float weapon_glow_alpha_glide = 0.99f;
1516 void weapon_render(object *obj)
1523 MONITOR_INC(NumWeaponsRend, 1);
1525 Assert(obj->type == OBJ_WEAPON);
1527 num = obj->instance;
1529 wip = &Weapon_info[Weapons[num].weapon_info_index];
1531 switch (wip->render_type) {
1533 // turn off fogging for good measure
1534 gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0);
1536 if (wip->laser_bitmap >= 0) {
1537 gr_set_color_fast(&wip->laser_color_1);
1538 gr_set_bitmap(wip->laser_bitmap, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 0.99999f);
1541 vm_vec_scale_add(&headp, &obj->pos, &obj->orient.v.fvec, wip->laser_length);
1542 wp->weapon_flags &= ~WF_CONSIDER_FOR_FLYBY_SOUND;
1543 if ( g3_draw_laser(&headp, wip->laser_head_radius, &obj->pos, wip->laser_tail_radius) ) {
1544 wp->weapon_flags |= WF_CONSIDER_FOR_FLYBY_SOUND;
1548 // maybe draw laser glow bitmap
1549 if(wip->laser_glow_bitmap >= 0){
1550 // get the laser color
1551 weapon_get_laser_color(&c, obj);
1554 vm_vec_scale_add(&headp2, &obj->pos, &obj->orient.v.fvec, wip->laser_length * weapon_glow_scale_l);
1555 gr_set_bitmap(wip->laser_glow_bitmap, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, (gr_screen.mode == GR_DIRECT3D || gr_screen.mode == GR_OPENGL) ? weapon_glow_alpha_d3d : weapon_glow_alpha_glide);
1556 g3_draw_laser_rgb(&headp2, wip->laser_head_radius * weapon_glow_scale_f, &obj->pos, wip->laser_tail_radius * weapon_glow_scale_r, c.red, c.green, c.blue);
1562 uint render_flags = MR_NORMAL|MR_IS_MISSILE|MR_NO_LIGHTING;
1564 model_clear_instance(wip->model_num);
1566 if ( (wip->wi_flags & WIF_THRUSTER) && (wp->thruster_bitmap > -1) ) {
1569 // Add noise to thruster geometry.
1570 //ft = obj->phys_info.forward_thrust;
1571 ft = 1.0f; // Always use 1.0f for missiles
1572 ft *= (1.0f + frand()/5.0f - 1.0f/10.0f);
1576 model_set_thrust( wip->model_num, ft, wp->thruster_bitmap, wp->thruster_glow_bitmap, wp->thruster_glow_noise);
1577 render_flags |= MR_SHOW_THRUSTERS;
1580 model_render(wip->model_num, &obj->orient, &obj->pos, render_flags);
1582 // render a missile plume as well
1584 static int plume = -1;
1585 extern float Interp_thrust_twist;
1586 extern float Interp_thrust_twist2;
1588 plume = model_load("plume01.pof", -1, NULL);
1591 Interp_thrust_twist = tw;
1592 Interp_thrust_twist2 = tw2;
1593 model_set_alpha(plume_alpha);
1594 model_render(plume, &obj->orient, &obj->pos, MR_ALL_XPARENT);
1595 Interp_thrust_twist = -1.0f;
1596 Interp_thrust_twist2 = -1.0f;
1603 Warning(LOCATION, "Unknown weapon rendering type = %i\n", wip->render_type);
1607 void weapon_delete(object *obj)
1612 num = obj->instance;
1614 Assert( Weapons[num].objnum == OBJ_INDEX(obj));
1617 Assert(wp->weapon_info_index >= 0);
1618 wp->weapon_info_index = -1;
1619 if (wp->swarm_index >= 0) {
1620 swarm_delete(wp->swarm_index);
1621 wp->swarm_index = -1;
1624 if(wp->cscrew_index >= 0) {
1625 cscrew_delete(wp->cscrew_index);
1626 wp->cscrew_index = -1;
1629 if (wp->missile_list_index >= 0) {
1630 missle_obj_list_remove(wp->missile_list_index);
1631 wp->missile_list_index = -1;
1634 if (wp->flak_index >= 0){
1635 flak_delete(wp->flak_index);
1636 wp->flak_index = -1;
1639 if (wp->trail_num > -1) {
1640 trail_object_died(wp->trail_num);
1645 Assert(Num_weapons >= 0);
1648 // Check if missile is newly locked onto the Player, maybe play a launch warning
1649 void weapon_maybe_play_warning(weapon *wp)
1651 if ( wp->homing_object == Player_obj ) {
1652 if ( !(wp->weapon_flags & WF_LOCK_WARNING_PLAYED) ) {
1653 wp->weapon_flags |= WF_LOCK_WARNING_PLAYED;
1654 if ( Weapon_info[wp->weapon_info_index].wi_flags & WIF_HOMING_HEAT ) {
1655 snd_play(&Snds[SND_HEATLOCK_WARN]);
1657 Assert(Weapon_info[wp->weapon_info_index].wi_flags & WIF_HOMING_ASPECT);
1658 snd_play(&Snds[SND_ASPECTLOCK_WARN]);
1664 #define CMEASURE_DETONATE_DISTANCE 40.0f
1666 // Detonate all missiles near this countermeasure.
1667 void detonate_nearby_missiles(cmeasure *cmp)
1670 vector cmeasure_pos;
1672 cmeasure_pos = Objects[cmp->objnum].pos;
1674 mop = GET_FIRST(&Missile_obj_list);
1675 while(mop != END_OF_LIST(&Missile_obj_list)) {
1679 objp = &Objects[mop->objnum];
1680 wp = &Weapons[objp->instance];
1682 if (wp->team != cmp->team) {
1683 if ( Missiontime - wp->creation_time > F1_0/2) {
1684 if (vm_vec_dist_quick(&cmeasure_pos, &objp->pos) < CMEASURE_DETONATE_DISTANCE) {
1685 if (wp->lifeleft > 0.2f) {
1686 //nprintf(("Jim", "Frame %i: Cmeasure #%i detonating weapon #%i\n", Framecount, cmp-Cmeasures, wp-Weapons));
1687 wp->lifeleft = 0.2f;
1688 // nprintf(("AI", "Frame %i: Flagging weapon %i for detonation.\n", Framecount, wp-Weapons));
1698 // Find an object for weapon #num (object *weapon_objp) to home on due to heat.
1699 void find_homing_object(object *weapon_objp, int num)
1701 object *objp, *old_homing_objp;
1708 wip = &Weapon_info[Weapons[num].weapon_info_index];
1710 best_dist = 99999.9f;
1712 // save the old homing object so that multiplayer servers can give the right information
1713 // to clients if the object changes
1714 old_homing_objp = wp->homing_object;
1716 wp->homing_object = &obj_used_list;
1718 // Scan all objects, find a weapon to home on.
1719 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
1720 if ((objp->type == OBJ_SHIP) || (objp->type == OBJ_CMEASURE)) {
1721 if (objp->type == OBJ_CMEASURE)
1722 if (Cmeasures[objp->instance].flags & CMF_DUD_HEAT)
1725 int homing_object_team = obj_team(objp);
1726 if ( (homing_object_team != wp->team) || (homing_object_team == TEAM_TRAITOR) ) {
1729 vector vec_to_object;
1731 // AL 2-17-98: If ship is immune to sensors, can't home on it (Sandeep says so)!
1732 if ( objp->type == OBJ_SHIP ) {
1733 if ( Ships[objp->instance].flags & SF_HIDDEN_FROM_SENSORS ) {
1738 // If this is a player object, make sure there aren't already too many homers.
1739 // Only in single player. In multiplayer, we don't want to restrict it in dogfight on team vs. team.
1740 // For co-op, it's probably also OK.
1741 if (!( Game_mode & GM_MULTIPLAYER )) {
1742 int num_homers = compute_num_homing_objects(objp);
1743 if (Max_allowed_player_homers[Game_skill_level] < num_homers)
1748 dist = vm_vec_normalized_dir(&vec_to_object, &objp->pos, &weapon_objp->pos);
1750 if (objp->type == OBJ_CMEASURE)
1753 dot = vm_vec_dot(&vec_to_object, &weapon_objp->orient.v.fvec);
1755 if (dot > wip->fov) {
1756 if (dist < best_dist) {
1758 wp->homing_object = objp;
1759 wp->target_sig = objp->signature;
1761 weapon_maybe_alert_cmeasure_success(objp);
1768 // if (wp->homing_object->type == OBJ_CMEASURE)
1769 // nprintf(("AI", "Frame %i: Weapon #%i homing on cmeasure #%i\n", Framecount, num, objp-Objects));
1771 if (wp->homing_object == Player_obj)
1772 weapon_maybe_play_warning(wp);
1774 // if the old homing object is different that the new one, send a packet to clients
1775 if ( MULTIPLAYER_MASTER && (old_homing_objp != wp->homing_object) ) {
1776 send_homing_weapon_info( num );
1780 // Scan all countermeasures. Maybe make weapon_objp home on it.
1781 void find_homing_object_cmeasures_1(object *weapon_objp)
1786 float best_dot, dist, dot;
1788 wp = &Weapons[weapon_objp->instance];
1789 wip = &Weapon_info[wp->weapon_info_index];
1791 best_dot = wip->fov; // Note, setting to this avoids comparison below.
1793 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
1794 if (objp->type == OBJ_CMEASURE) {
1795 vector vec_to_object;
1796 dist = vm_vec_normalized_dir(&vec_to_object, &objp->pos, &weapon_objp->pos);
1798 if (dist < MAX_CMEASURE_TRACK_DIST) {
1800 if (wip->wi_flags & WIF_HOMING_ASPECT) {
1801 chance = 1.0f/2.0f; // aspect seeker this likely to chase a countermeasure
1803 chance = 1.0f/1.5f; // heat seeker this likely to chase a countermeasure
1805 if ((objp->signature != wp->cmeasure_ignore_objnum) && (objp->signature != wp->cmeasure_chase_objnum)) {
1806 if (frand() < chance) {
1807 wp->cmeasure_ignore_objnum = objp->signature; // Don't process this countermeasure again.
1808 //nprintf(("Jim", "Frame %i: Weapon #%i ignoring cmeasure #%i\n", Framecount, OBJ_INDEX(weapon_objp), objp->signature));
1810 wp->cmeasure_chase_objnum = objp->signature; // Don't process this countermeasure again.
1811 //nprintf(("Jim", "Frame %i: Weapon #%i CHASING cmeasure #%i\n", Framecount, OBJ_INDEX(weapon_objp), objp->signature));
1815 if (objp->signature != wp->cmeasure_ignore_objnum) {
1817 dot = vm_vec_dot(&vec_to_object, &weapon_objp->orient.v.fvec);
1819 if (dot > best_dot) {
1820 //nprintf(("Jim", "Frame %i: Weapon #%i homing on cmeasure #%i\n", Framecount, weapon_objp-Objects, objp->signature));
1822 wp->homing_object = objp;
1823 weapon_maybe_alert_cmeasure_success(objp);
1832 // Someone launched countermeasures.
1833 // For all heat-seeking homing objects, see if should favor tracking a countermeasure instead.
1834 void find_homing_object_cmeasures()
1836 object *weapon_objp;
1838 // nprintf(("AI", "Scanning for countermeasures in frame %i\n", Framecount));
1840 if (Cmeasures_homing_check == 0)
1843 if (Cmeasures_homing_check <= 0)
1844 Cmeasures_homing_check = 1;
1846 Cmeasures_homing_check--;
1848 for (weapon_objp = GET_FIRST(&obj_used_list); weapon_objp != END_OF_LIST(&obj_used_list); weapon_objp = GET_NEXT(weapon_objp) ) {
1849 if (weapon_objp->type == OBJ_WEAPON) {
1850 weapon_info *wip = &Weapon_info[Weapons[weapon_objp->instance].weapon_info_index];
1852 if (wip->wi_flags & WIF_HOMING)
1853 find_homing_object_cmeasures_1(weapon_objp);
1859 // Find object with signature "sig" and make weapon home on it.
1860 void find_homing_object_by_sig(object *weapon_objp, int sig)
1864 object *old_homing_objp;
1866 wp = &Weapons[weapon_objp->instance];
1868 // save the old object so that multiplayer masters know whether to send a homing update packet
1869 old_homing_objp = wp->homing_object;
1871 sop = GET_FIRST(&Ship_obj_list);
1872 while(sop != END_OF_LIST(&Ship_obj_list)) {
1875 objp = &Objects[sop->objnum];
1876 if (objp->signature == sig) {
1877 wp->homing_object = objp;
1878 wp->target_sig = objp->signature;
1885 // if the old homing object is different that the new one, send a packet to clients
1886 if ( MULTIPLAYER_MASTER && (old_homing_objp != wp->homing_object) ) {
1887 send_homing_weapon_info( weapon_objp->instance );
1892 // Make weapon num home. It's also object *obj.
1893 void weapon_home(object *obj, int num, float frame_time)
1899 Assert(obj->type == OBJ_WEAPON);
1900 Assert(obj->instance == num);
1902 wip = &Weapon_info[wp->weapon_info_index];
1903 hobjp = Weapons[num].homing_object;
1905 // If not 1/2 second gone by, don't home yet.
1906 if ((hobjp == &obj_used_list) || ( f2fl(Missiontime - wp->creation_time) < 0.25f )) {
1907 // If this is a heat seeking homing missile and 1/2 second has elapsed since firing
1908 // and we don't have a target (else we wouldn't be inside the IF), find a new target.
1909 if (wip->wi_flags & WIF_HOMING_HEAT)
1910 if ( f2fl(Missiontime - wp->creation_time) > 0.5f )
1911 find_homing_object(obj, num);
1913 if (obj->phys_info.speed > wip->max_speed) {
1914 obj->phys_info.speed -= frame_time * 4;
1915 vm_vec_copy_scale( &obj->phys_info.desired_vel, &obj->orient.v.fvec, obj->phys_info.speed);
1916 } else if ((obj->phys_info.speed < wip->max_speed/4) && (wip->wi_flags & WIF_HOMING_HEAT)) {
1917 obj->phys_info.speed = wip->max_speed/4;
1918 vm_vec_copy_scale( &obj->phys_info.desired_vel, &obj->orient.v.fvec, obj->phys_info.speed);
1921 /* Removed code that makes bombs drop for a bit. They looked odd and it was confusing. People wondered where their weapons went.
1922 // Make bombs drop down for first second of life.
1923 if (wip->wi_flags & WIF_BOMB) {
1924 if (wip->lifetime - wp->lifeleft < 0.5f) {
1925 float time_scale = wip->lifetime - wp->lifeleft;
1926 vm_vec_scale_add2(&obj->phys_info.desired_vel, &obj->orient.uvec, (time_scale - 0.5f) * max(10.0f, obj->phys_info.speed/2.0f));
1933 // AL 4-8-98: If orgiginal target for aspect lock missile is lost, stop homing
1934 if (wip->wi_flags & WIF_HOMING_ASPECT) {
1935 if ( wp->target_sig > 0 ) {
1936 if ( wp->homing_object->signature != wp->target_sig ) {
1937 wp->homing_object = &obj_used_list;
1943 // AL 4-13-98: Stop homing on a subsystem if parent ship has changed
1944 if (wip->wi_flags & WIF_HOMING_HEAT) {
1945 if ( wp->target_sig > 0 ) {
1946 if ( wp->homing_object->signature != wp->target_sig ) {
1947 wp->homing_subsys = NULL;
1953 if (hobjp->type == OBJ_NONE) {
1954 find_homing_object(obj, num);
1959 switch (hobjp->type) {
1961 if (wip->wi_flags & WIF_HOMING_ASPECT)
1962 find_homing_object_by_sig(obj, wp->target_sig);
1964 find_homing_object(obj, num);
1968 if (hobjp->signature != wp->target_sig) {
1969 if (wip->wi_flags & WIF_HOMING_ASPECT)
1970 find_homing_object_by_sig(obj, wp->target_sig);
1972 find_homing_object(obj, num);
1977 // only allowed to home on bombs
1978 Assert(Weapon_info[Weapons[hobjp->instance].weapon_info_index].wi_flags & WIF_BOMB);
1979 if (wip->wi_flags & WIF_HOMING_ASPECT)
1980 find_homing_object_by_sig(obj, wp->target_sig);
1982 find_homing_object(obj, num);
1990 // See if this weapon is the nearest homing object to the object it is homing on.
1991 // If so, update some fields in the target object's ai_info.
1992 if (hobjp != &obj_used_list) {
1995 dist = vm_vec_dist_quick(&obj->pos, &hobjp->pos);
1997 if (hobjp->type == OBJ_SHIP) {
2000 aip = &Ai_info[Ships[hobjp->instance].ai_index];
2002 if ((aip->nearest_locked_object == -1) || (dist < aip->nearest_locked_distance)) {
2003 aip->nearest_locked_object = obj-Objects;
2004 aip->nearest_locked_distance = dist;
2009 // If the object it is homing on is still valid, home some more!
2010 if (hobjp != &obj_used_list) {
2013 vector target_pos; // position of what the homing missile is seeking
2015 vm_vec_zero(&target_pos);
2017 // the homing missile may be seeking a subsystem on a ship. If so, we need to calculate the
2018 // world coordinates of that subsystem so the homing missile can seek it out.
2019 // For now, March 7, 1997, MK, heat seeking homing missiles will be able to home on
2020 // any subsystem. Probably makes sense for them to only home on certain kinds of subsystems.
2021 if ( wp->homing_subsys != NULL ) {
2022 get_subsystem_world_pos(hobjp, Weapons[num].homing_subsys, &target_pos);
2023 wp->homing_pos = target_pos; // store the homing position in weapon data
2024 Assert( !vm_is_vec_nan(&wp->homing_pos) );
2029 dist = vm_vec_dist_quick(&obj->pos, &hobjp->pos);
2030 if (hobjp->type == OBJ_CMEASURE) {
2031 if (dist < CMEASURE_DETONATE_DISTANCE) {
2034 cmp = &Cmeasures[hobjp->instance];
2036 // Make this missile detonate soon. Not right away, not sure why. Seems better.
2037 if (cmp->team != wp->team) {
2038 detonate_nearby_missiles(cmp);
2039 //nprintf(("AI", "Frame %i: Weapon %i hit cmeasure, will die!\n", Framecount, wp-Weapons));
2046 if (wip->fov > 0.8f)
2049 int pick_homing_point = 0;
2050 if ( IS_VEC_NULL(&wp->homing_pos) ) {
2051 pick_homing_point = 1;
2054 // Update homing position if it hasn't been set, you're within 500 meters, or every half second, approximately.
2055 // For large objects, don't lead them.
2056 if (hobjp->radius < 40.0f) {
2057 target_pos = hobjp->pos;
2058 wp->homing_pos = target_pos;
2059 } else if ( pick_homing_point || (dist < 500.0f) || (rand_chance(flFrametime, 2.0f)) ) {
2061 if (hobjp->type == OBJ_SHIP) {
2062 if ( !pick_homing_point ) {
2063 // ensure that current attack point is only updated in world coords (ie not pick a different vertex)
2064 wp->pick_big_attack_point_timestamp = 0;
2067 if ( pick_homing_point ) {
2068 // If *any* player is parent of homing missile, then use position where lock indicator is
2069 if ( Objects[obj->parent].flags & OF_PLAYER_SHIP ) {
2072 // determine the player
2074 if ( Game_mode & GM_MULTIPLAYER ) {
2077 pnum = multi_find_player_by_object( &Objects[obj->parent] );
2079 pp = Net_players[pnum].player;
2083 // If player has apect lock, we don't want to find a homing point on the closest
2084 // octant... setting the timestamp to 0 ensures this.
2085 if (wip->wi_flags & WIF_HOMING_ASPECT) {
2086 wp->pick_big_attack_point_timestamp = 0;
2088 wp->pick_big_attack_point_timestamp = 1;
2091 if ( pp && pp->locking_subsys ) {
2092 wp->big_attack_point = pp->locking_subsys->system_info->pnt;
2094 vm_vec_zero(&wp->big_attack_point);
2099 ai_big_pick_attack_point(hobjp, obj, &target_pos, fov);
2102 target_pos = hobjp->pos;
2105 wp->homing_pos = target_pos;
2106 Assert( !vm_is_vec_nan(&wp->homing_pos) );
2107 // nprintf(("AI", "Attack point = %7.3f %7.3f %7.3f\n", target_pos.xyz.x, target_pos.xyz.y, target_pos.xyz.z));
2109 target_pos = wp->homing_pos;
2112 // Couldn't find a lock.
2113 if (IS_VEC_NULL(&target_pos))
2116 // Cause aspect seeking weapon to home at target's predicted position.
2117 // But don't use predicted position if dot product small or negative.
2118 // If do this, with a ship headed towards missile, could choose a point behind missile.``1
2119 float dist_to_target, time_to_target;
2121 dist_to_target = vm_vec_normalized_dir(&vec_to_goal, &target_pos, &obj->pos);
2122 time_to_target = dist_to_target/wip->max_speed;
2125 tvec = obj->phys_info.vel;
2126 vm_vec_normalize(&tvec);
2128 old_dot = vm_vec_dot(&tvec, &vec_to_goal);
2130 // If a weapon has missed its target, detonate it.
2131 // This solves the problem of a weapon circling the center of a subsystem that has been blown away.
2132 // Problem: It does not do impact damage, just proximity damage.
2133 if ((dist_to_target < flFrametime * obj->phys_info.speed * 4.0f + 10.0f) && (old_dot < 0.0f)) {
2134 int kill_missile = TRUE;
2135 if (wp->homing_object) {
2136 if (wp->homing_object->type == OBJ_SHIP) {
2137 ship *shipp = &Ships[wp->homing_object->instance];
2138 if (Ship_info[shipp->ship_info_index].flags & SIF_DONT_COLLIDE_INVIS) {
2139 kill_missile = FALSE;
2144 if (kill_missile && (wp->lifeleft > 0.01f)) {
2145 wp->lifeleft = 0.01f;
2149 // Only lead target if more than one second away. Otherwise can miss target. I think this
2150 // is what's causing Harbingers to miss the super destroyer. -- MK, 4/15/98
2151 if ((wip->wi_flags & WIF_HOMING_ASPECT) && (old_dot > 0.1f) && (time_to_target > 0.1f))
2152 vm_vec_scale_add2(&target_pos, &hobjp->phys_info.vel, min(time_to_target, 2.0f));
2154 //nprintf(("AI", "Dot = %7.3f, dist = %7.3f, time_to = %6.3f, deg/sec = %7.3f\n", old_dot, dist_to_target, time_to_target, angles/flFrametime));
2156 // nprintf(("AI", "Weapon %i, lifeleft = %7.3f, dist = %7.3f, dot = %6.3f\n", num, Weapons[num].lifeleft, vm_vec_dist_quick(&obj->pos, &Weapons[num].homing_object->pos), old_dot));
2158 // If a HEAT seeking (rather than ASPECT seeking) homing missile, verify that target is in viewcone.
2159 if (wip->wi_flags & WIF_HOMING_HEAT) {
2160 if ((old_dot < wip->fov) && (dist_to_target > wip->inner_radius*1.1f)) { // Delay finding new target one frame to allow detonation.
2161 find_homing_object(obj, num);
2162 return; // Maybe found a new homing object. Return, process more next frame.
2163 } else // Subtract out life based on how far from target this missile points.
2164 if (wip->fov < 0.95f) {
2165 wp->lifeleft -= flFrametime * (0.95f - old_dot);
2166 //Should only happen when time is compressed.
2167 //if (flFrametime * (1.0f - old_dot) > 1.0f)
2170 } else if (wip->wi_flags & WIF_HOMING_ASPECT) { // subtract life as if max turn is 90 degrees.
2171 if (wip->fov < 0.95f)
2172 wp->lifeleft -= flFrametime * (0.95f - old_dot);
2174 Assert(0); // Hmm, a homing missile, but not aspect or heat?
2177 // Control speed based on dot product to goal. If close to straight ahead, move
2178 // at max speed, else move slower based on how far from ahead.
2179 if (old_dot < 0.90f) {
2180 obj->phys_info.speed = max(0.2f, old_dot* (float) fabs(old_dot));
2181 if (obj->phys_info.speed < wip->max_speed*0.75f)
2182 obj->phys_info.speed = wip->max_speed*0.75f;
2184 obj->phys_info.speed = wip->max_speed;
2186 // For first second of weapon's life, it doesn't fly at top speed. It ramps up.
2187 if (Missiontime - wp->creation_time < i2f(1)) {
2190 t = f2fl(Missiontime - wp->creation_time);
2191 obj->phys_info.speed *= t*t;
2194 Assert( obj->phys_info.speed > 0.0f );
2196 vm_vec_copy_scale( &obj->phys_info.desired_vel, &obj->orient.v.fvec, obj->phys_info.speed);
2198 // turn the missile towards the target only if non-swarm. Homing swarm missiles choose
2199 // a different vector to turn towards, this is done in swarm_update_direction().
2200 // if ( !(wip->wi_flags & WIF_SWARM) ) {
2201 if ( wp->swarm_index < 0 ) {
2202 // nprintf(("AI", "Dot, dist = %7.3f, %7.3f, target pos = %7.3f %7.3f %7.3f\n", old_dot, vm_vec_dist_quick(&obj->pos, &target_pos), target_pos.xyz.x, target_pos.xyz.y, target_pos.xyz.z));
2203 ai_turn_towards_vector(&target_pos, obj, frame_time, wip->turn_time, NULL, NULL, 0.0f, 0, NULL);
2204 vel = vm_vec_mag(&obj->phys_info.desired_vel);
2206 vm_vec_copy_scale(&obj->phys_info.desired_vel, &obj->orient.v.fvec, vel);
2210 /* // If this weapon shot past its target, make it detonate.
2211 if ((old_dot < 0.0f) && (dist_to_target < 50.0f)) {
2212 if (wp->lifeleft > 0.01f)
2213 wp->lifeleft = 0.01f;
2218 // as Mike K did with ships -- break weapon into process_pre and process_post for code to execute
2219 // before and after physics movement
2221 void weapon_process_pre( object *obj, float frame_time)
2223 // if the object is a corkscrew style weapon, process it now
2224 if((obj->type == OBJ_WEAPON) && (Weapons[obj->instance].cscrew_index >= 0)){
2225 cscrew_process_pre(obj);
2228 // if the weapon is a flak weapon, maybe detonate it early
2229 if((obj->type == OBJ_WEAPON) && (Weapon_info[Weapons[obj->instance].weapon_info_index].wi_flags & WIF_FLAK) && (Weapons[obj->instance].flak_index >= 0)){
2230 flak_maybe_detonate(obj);
2234 int Homing_hits = 0, Homing_misses = 0;
2237 MONITOR( NumWeapons );
2239 // maybe play a "whizz sound" if close enough to view position
2240 void weapon_maybe_play_flyby_sound(object *weapon_objp, weapon *wp)
2242 // do a quick out if not a laser
2243 if ( Weapon_info[wp->weapon_info_index].subtype != WP_LASER ) {
2247 // don't play flyby sounds too close together
2248 if ( !timestamp_elapsed(Weapon_flyby_sound_timer) ) {
2252 if ( !(wp->weapon_flags & WF_PLAYED_FLYBY_SOUND) && (wp->weapon_flags & WF_CONSIDER_FOR_FLYBY_SOUND) ) {
2253 float dist, dot, radius;
2255 dist = vm_vec_dist_quick(&weapon_objp->pos, &Eye_position);
2258 radius = Viewer_obj->radius;
2263 if ( (dist > radius) && (dist < 55) ) {
2264 vector vec_to_weapon;
2266 vm_vec_sub(&vec_to_weapon, &weapon_objp->pos, &Eye_position);
2267 vm_vec_normalize(&vec_to_weapon);
2269 // ensure laser is in front of eye
2270 dot = vm_vec_dot(&vec_to_weapon, &Eye_matrix.v.fvec);
2275 // ensure that laser is moving in similar direction to fvec
2276 dot = vm_vec_dot(&vec_to_weapon, &weapon_objp->orient.v.fvec);
2278 // nprintf(("Alan", "Weapon dot: %.2f\n", dot));
2279 if ( (dot < -0.80) && (dot > -0.98) ) {
2280 snd_play_3d( &Snds[SND_WEAPON_FLYBY], &weapon_objp->pos, &Eye_position );
2281 Weapon_flyby_sound_timer = timestamp(200);
2282 wp->weapon_flags |= WF_PLAYED_FLYBY_SOUND;
2288 // process a weapon after physics movement. MWA reorders some of the code on 8/13 for multiplayer. When
2289 // adding something to this function, decide whether or not a client in a multiplayer game needs to do
2290 // what is normally done in a single player game. Things like plotting an object on a radar, effect
2291 // for exhaust are things that are done on all machines. Things which calculate weapon targets, new
2292 // velocities, etc, are server only functions and should go after the if ( !MULTIPLAYER_MASTER ) statement
2293 // See Allender if you cannot decide what to do.
2294 void weapon_process_post(object * obj, float frame_time)
2300 MONITOR_INC( NumWeapons, 1 );
2302 Assert(obj->type == OBJ_WEAPON);
2304 num = obj->instance;
2307 int objnum = OBJ_INDEX(obj);
2308 Assert( Weapons[num].objnum == objnum );
2313 wp->lifeleft -= frame_time;
2314 wip = &Weapon_info[wp->weapon_info_index];
2316 // check life left. Multiplayer client code will go through here as well. We must be careful in weapon_hit
2317 // when killing a missile that spawn child weapons!!!!
2318 if ( wp->lifeleft < 0.0f ) {
2319 if ( wip->subtype & WP_MISSILE ) {
2320 if(Game_mode & GM_MULTIPLAYER){
2321 if ( !MULTIPLAYER_CLIENT || (MULTIPLAYER_CLIENT && (wp->lifeleft < -2.0f)) || (MULTIPLAYER_CLIENT && (wip->wi_flags & WIF_CHILD))) { // don't call this function multiplayer client -- host will send this packet to us
2322 // nprintf(("AI", "Frame %i: Weapon %i detonated, dist = %7.3f!\n", Framecount, obj-Objects));
2323 weapon_detonate(obj);
2326 // nprintf(("AI", "Frame %i: Weapon %i detonated, dist = %7.3f!\n", Framecount, obj-Objects));
2327 weapon_detonate(obj);
2329 if (wip->wi_flags & WIF_HOMING) {
2331 // nprintf(("AI", "Miss! Hits = %i/%i\n", Homing_hits, (Homing_hits + Homing_misses)));
2334 obj->flags |= OF_SHOULD_BE_DEAD;
2335 // demo_do_flag_dead(OBJ_INDEX(obj));
2341 // plot homing missiles on the radar
2342 if (wip->wi_flags & WIF_HOMING) {
2343 if ( hud_gauge_active(HUD_RADAR) ) {
2344 radar_plot_object( obj );
2349 if ((wip->wi_flags & WIF_TRAIL) && !(wip->wi_flags & WIF_CORKSCREW)) {
2350 if ( wp->trail_num > -1 ) {
2351 if (trail_stamp_elapsed(wp->trail_num)) {
2353 trail_add_segment( wp->trail_num, &obj->pos );
2355 trail_set_stamp(wp->trail_num);
2357 trail_set_segment( wp->trail_num, &obj->pos );
2363 if ( wip->wi_flags & WIF_THRUSTER ) {
2364 ship_do_weapon_thruster_frame( wp, obj, flFrametime );
2367 // maybe play a "whizz sound" if close enough to view position
2369 if ( Weapon_flyby_sound_enabled ) {
2370 weapon_maybe_play_flyby_sound(obj, wp);
2373 weapon_maybe_play_flyby_sound(obj, wp);
2376 // If our target is still valid, then update some info.
2377 if (wp->target_num != -1) {
2378 if (Objects[wp->target_num].signature == wp->target_sig) {
2382 vm_vec_avg(&v0, &obj->pos, &obj->last_pos);
2384 cur_dist = vm_vec_dist_quick(&v0, &Objects[wp->target_num].pos);
2386 if (cur_dist < wp->nearest_dist) {
2387 wp->nearest_dist = cur_dist;
2388 } else if (cur_dist > wp->nearest_dist + 1.0f) {
2391 ai_info *parent_aip;
2392 float lead_scale = 0.0f;
2395 if (obj->parent != Player_obj-Objects) {
2396 parent_aip = &Ai_info[Ships[Objects[obj->parent].instance].ai_index];
2397 lead_scale = parent_aip->lead_scale;
2400 vm_vec_normalized_dir(&tvec, &v0, &Objects[wp->target_num].pos);
2401 dot = vm_vec_dot(&tvec, &Objects[wp->target_num].orient.v.fvec);
2402 // nprintf(("AI", "Miss dot = %7.3f, dist = %7.3f, lead_scale = %7.3f\n", dot, cur_dist, lead_scale));
2403 wp->target_num = -1;
2405 // Learn! If over-shooting or under-shooting, compensate.
2406 // Really need to compensate for left/right errors. This does no good against someone circling
2407 // in a plane perpendicular to the attacker's forward vector.
2408 if (parent_aip != NULL) {
2409 if (cur_dist > 100.0f)
2410 parent_aip->lead_scale = 0.0f;
2413 parent_aip->lead_scale += cur_dist/2000.0f;
2414 } else if (dot > 0.1f) {
2415 parent_aip->lead_scale -= cur_dist/2000.0f;
2418 if (fl_abs(parent_aip->lead_scale) > 1.0f){
2419 parent_aip->lead_scale *= 0.9f;
2426 if(wip->wi_flags & WIF_PARTICLE_SPEW){
2427 weapon_maybe_spew_particle(obj);
2430 // a single player or multiplayer server function -- it affects actual weapon movement.
2431 if (wip->wi_flags & WIF_HOMING) {
2432 weapon_home(obj, num, frame_time);
2434 /* if (wip->wi_flags & WIF_BOMB) {
2435 if (wip->lifetime - obj->lifeleft < 1.0f) {
2440 // If this is a swarm type missile,
2441 // if ( wip->wi_flags & WIF_SWARM )
2442 if ( wp->swarm_index >= 0 ) {
2443 swarm_update_direction(obj, frame_time);
2446 if( wp->cscrew_index >= 0) {
2447 cscrew_process_post(obj);
2452 // Update weapon tracking information.
2453 void weapon_set_tracking_info(int weapon_objnum, int parent_objnum, int target_objnum, int target_is_locked, ship_subsys *target_subsys)
2456 object *parent_objp;
2459 int targeting_same = 0;
2461 if ( weapon_objnum < 0 ) {
2465 Assert(Objects[weapon_objnum].type == OBJ_WEAPON);
2467 wp = &Weapons[Objects[weapon_objnum].instance];
2468 wip = &Weapon_info[wp->weapon_info_index];
2469 parent_objp = &Objects[parent_objnum];
2471 Assert(parent_objp->type == OBJ_SHIP);
2472 ai_index = Ships[parent_objp->instance].ai_index;
2474 if ( ai_index >= 0 ) {
2475 int target_team = -1;
2476 if ( target_objnum >= 0 ) {
2477 int obj_type = Objects[target_objnum].type;
2478 if ( (obj_type == OBJ_SHIP) || (obj_type == OBJ_WEAPON) ) {
2479 target_team = obj_team(&Objects[target_objnum]);
2483 // determining if we're targeting the same team
2484 if(Ships[parent_objp->instance].team == target_team){
2490 if ((target_objnum != -1) && (!targeting_same || ((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT) && (target_team == TEAM_TRAITOR))) ) {
2491 wp->target_num = target_objnum;
2492 wp->target_sig = Objects[target_objnum].signature;
2493 wp->nearest_dist = 99999.0f;
2494 if ( (wip->wi_flags & WIF_HOMING_ASPECT) && target_is_locked) {
2495 wp->homing_object = &Objects[target_objnum];
2496 wp->homing_subsys = target_subsys;
2497 weapon_maybe_play_warning(wp);
2498 } else if ( wip->wi_flags & WIF_HOMING_HEAT ) {
2499 // Make a heat seeking missile try to home. If the target is outside the view cone, it will
2500 // immediately drop it and try to find one in its view cone.
2501 if (target_objnum != -1) {
2502 wp->homing_object = &Objects[target_objnum];
2503 weapon_maybe_play_warning(wp);
2505 wp->homing_object = &obj_used_list;
2507 wp->homing_subsys = target_subsys;
2510 wp->target_num = -1;
2511 wp->target_sig = -1;
2514 // If missile is locked on target, increase its lifetime by 20% since missiles can be fired at limit of range
2515 // as defined by velocity*lifeleft, but missiles often slow down a bit, plus can be fired at a moving away target.
2516 // Confusing to many players when their missiles run out of gas before getting to target.
2517 // DB - removed 7:14 pm 9/6/99. was totally messing up lifetimes for all weapons.
2518 // MK, 7:11 am, 9/7/99. Put it back in, but with a proper check here to make sure it's an aspect seeker and
2519 // put a sanity check in the color changing laser code that was broken by this code.
2520 if (target_is_locked && (wp->target_num != -1) && (wip->wi_flags & WIF_HOMING_ASPECT) ) {
2521 wp->lifeleft *= 1.2f;
2524 ai_update_danger_weapon(target_objnum, weapon_objnum);
2529 // weapon_create() will create a weapon object
2531 // Returns: index of weapon in the Objects[] array, -1 if the weapon object was not created
2532 int Weapons_created = 0;
2533 int weapon_create( vector * pos, matrix * orient, int weapon_id, int parent_objnum, int secondary_flag, int group_id, int is_locked )
2537 object *objp, *parent_objp;
2541 Assert(weapon_id >= 0 && weapon_id < Num_weapon_types);
2543 // beam weapons should never come through here!
2544 Assert(!(Weapon_info[weapon_id].wi_flags & WIF_BEAM));
2547 if (Num_weapons >= MAX_WEAPONS-5) {
2549 //No, do remove for AI ships -- MK, 3/12/98 // don't need to try and delete weapons for ai ships
2550 //if ( !(Objects[parent_objnum].flags & OF_PLAYER_SHIP) )
2553 num_deleted = collide_remove_weapons();
2554 nprintf(("WARNING", "Deleted %d weapons because of lack of slots\n", num_deleted));
2555 if (num_deleted == 0){
2560 for (n=0; n<MAX_WEAPONS; n++ ){
2561 if (Weapons[n].weapon_info_index < 0){
2566 if (n == MAX_WEAPONS) {
2567 // if we supposedly deleted weapons above, what happened here!!!!
2569 Int3(); // get allender -- something funny is going on!!!
2576 objnum = obj_create( OBJ_WEAPON, parent_objnum, n, orient, pos, 2.0f, OF_RENDERS | OF_COLLIDES | OF_PHYSICS );
2577 Assert(objnum >= 0);
2578 Assert(First_secondary_index != -1);
2579 objp = &Objects[objnum];
2582 if(parent_objnum >= 0){
2583 parent_objp = &Objects[parent_objnum];
2588 wip = &Weapon_info[weapon_id];
2590 // check if laser or dumbfire missile
2591 // set physics flag to allow optimization
2592 if ((wip->subtype == WP_LASER) || ((wip->subtype == WP_MISSILE) && !(wip->wi_flags & WIF_HOMING))) {
2594 objp->phys_info.flags |= PF_CONST_VEL;
2597 wp->weapon_info_index = weapon_id;
2598 wp->lifeleft = wip->lifetime;
2600 wp->objnum = objnum;
2601 wp->homing_object = &obj_used_list; // Assume not homing on anything.
2602 wp->homing_subsys = NULL;
2603 wp->creation_time = Missiontime;
2604 wp->group_id = group_id;
2606 // we don't necessarily need a parent
2607 if(parent_objp != NULL){
2608 Assert(parent_objp->type == OBJ_SHIP); // Get Mike, a non-ship has fired a weapon!
2609 Assert((parent_objp->instance >= 0) && (parent_objp->instance < MAX_SHIPS));
2610 wp->team = Ships[parent_objp->instance].team;
2611 wp->species = Ship_info[Ships[parent_objp->instance].ship_info_index].species;
2616 wp->turret_subsys = NULL;
2617 vm_vec_zero(&wp->homing_pos);
2618 wp->weapon_flags = 0;
2619 wp->target_sig = -1;
2620 wp->cmeasure_ignore_objnum = -1;
2621 wp->cmeasure_chase_objnum = -1;
2623 // Init the thruster info
2624 wp->thruster_bitmap = -1;
2625 wp->thruster_frame = 0.0f;
2626 wp->thruster_glow_bitmap = -1;
2627 wp->thruster_glow_noise = 1.0f;
2628 wp->thruster_glow_frame = 0.0f;
2630 if ( wip->wi_flags & WIF_SWARM ) {
2631 wp->swarm_index = (short)swarm_create();
2633 wp->swarm_index = -1;
2636 // if this is a particle spewing weapon, setup some stuff
2637 if(wip->wi_flags & WIF_PARTICLE_SPEW){
2638 wp->particle_spew_time = -1;
2641 // assign the network signature. The starting sig is sent to all clients, so this call should
2642 // result in the same net signature numbers getting assigned to every player in the game
2643 if ( Game_mode & GM_MULTIPLAYER ) {
2644 if(wip->subtype == WP_MISSILE){
2645 Objects[objnum].net_signature = multi_assign_network_signature( MULTI_SIG_NON_PERMANENT );
2647 // for weapons that respawn, add the number of respawnable weapons to the net signature pool
2648 // to reserve N signatures for the spawned weapons
2649 if ( wip->wi_flags & WIF_SPAWN ){
2650 multi_set_network_signature( (ushort)(Objects[objnum].net_signature + wip->spawn_count), MULTI_SIG_NON_PERMANENT );
2653 Objects[objnum].net_signature = multi_assign_network_signature( MULTI_SIG_NON_PERMANENT );
2655 // for multiplayer clients, when creating lasers, add some more life to the lasers. This helps
2656 // to overcome some problems associated with lasers dying on client machine before they get message
2657 // from server saying it hit something.
2658 // removed 1/13/98 -- MWA if ( MULTIPLAYER_CLIENT && (wip->subtype == WP_LASER) )
2659 // removed 1/13/98 -- MWA wp->lifeleft += 1.5f;
2662 // Make remote detonate missiles look like they're getting detonated by firer simply by giving them variable lifetimes.
2663 if (!(Objects[parent_objnum].flags & OF_PLAYER_SHIP) && (wip->wi_flags & WIF_REMOTE)) {
2666 if ( Game_mode & GM_NORMAL ){
2669 rand_val = static_randf(Objects[objnum].net_signature);
2672 wp->lifeleft = wp->lifeleft/2.0f + rand_val * wp->lifeleft/2.0f;
2675 objp->phys_info.mass = wip->mass;
2676 objp->phys_info.side_slip_time_const = 0.0f;
2677 objp->phys_info.rotdamp = 0.0f;
2678 vm_vec_zero(&objp->phys_info.max_vel);
2679 objp->phys_info.max_vel.xyz.z = wip->max_speed;
2680 vm_vec_zero(&objp->phys_info.max_rotvel);
2681 objp->shields[0] = wip->damage;
2682 if (wip->wi_flags & WIF_BOMB){
2683 objp->hull_strength = 50.0f;
2685 objp->hull_strength = 0.0f;
2688 if ( wip->subtype == WP_MISSILE ){
2689 objp->radius = model_get_radius(wip->model_num);
2690 } else if ( wip->subtype == WP_LASER ) {
2691 objp->radius = wip->laser_head_radius;
2694 // Set desired velocity and initial velocity.
2695 // For lasers, velocity is always the same.
2696 // For missiles, it is a small amount plus the firing ship's velocity.
2697 // For missiles, the velocity trends towards some goal.
2698 // Note: If you change how speed works here, such as adding in speed of parent ship, you'll need to change the AI code
2699 // that predicts collision points. See Mike Kulas or Dave Andsager. (Or see ai_get_weapon_speed().)
2700 if (!(wip->wi_flags & WIF_HOMING)) {
2701 vm_vec_copy_scale(&objp->phys_info.desired_vel, &objp->orient.v.fvec, objp->phys_info.max_vel.xyz.z );
2702 objp->phys_info.vel = objp->phys_info.desired_vel;
2703 objp->phys_info.speed = vm_vec_mag(&objp->phys_info.desired_vel);
2705 // For weapons that home, set velocity to sum of forward component of parent's velocity and 1/4 weapon's max speed.
2706 // Note that it is important to extract the forward component of the parent's velocity to factor out sliding, else
2707 // the missile will not be moving forward.
2708 if(parent_objp != NULL){
2709 vm_vec_copy_scale(&objp->phys_info.desired_vel, &objp->orient.v.fvec, vm_vec_dot(&parent_objp->phys_info.vel, &parent_objp->orient.v.fvec) + objp->phys_info.max_vel.xyz.z/4 );
2711 vm_vec_copy_scale(&objp->phys_info.desired_vel, &objp->orient.v.fvec, objp->phys_info.max_vel.xyz.z/4 );
2713 objp->phys_info.vel = objp->phys_info.desired_vel;
2714 objp->phys_info.speed = vm_vec_mag(&objp->phys_info.vel);
2717 // create the corkscrew
2718 if ( wip->wi_flags & WIF_CORKSCREW ) {
2719 wp->cscrew_index = (short)cscrew_create(objp);
2721 wp->cscrew_index = -1;
2724 // if this is a flak weapon shell, make it so
2725 // NOTE : this function will change some fundamental things about the weapon object
2726 if ( wip->wi_flags & WIF_FLAK ){
2729 wp->flak_index = -1;
2732 wp->missile_list_index = -1;
2733 // If this is a missile, then add it to the Missile_obj_list
2734 if ( wip->subtype == WP_MISSILE ) {
2735 wp->missile_list_index = missile_obj_list_add(objnum);
2738 if (wip->wi_flags & WIF_TRAIL /*&& !(wip->wi_flags & WIF_CORKSCREW) */) {
2739 wp->trail_num = trail_create(wip->tr_info);
2741 if ( wp->trail_num > -1 ) {
2742 // Add two segments. One to stay at launch pos, one to move.
2743 trail_add_segment( wp->trail_num, &objp->pos );
2744 trail_add_segment( wp->trail_num, &objp->pos );
2748 // Ensure weapon flyby sound doesn't get played for player lasers
2749 if ( parent_objp == Player_obj ) {
2750 wp->weapon_flags |= WF_PLAYED_FLYBY_SOUND;
2753 wp->pick_big_attack_point_timestamp = timestamp(1);
2755 // Set detail levels for POF-type weapons.
2756 if (Weapon_info[wp->weapon_info_index].model_num != -1) {
2759 pm = model_get(Weapon_info[wp->weapon_info_index].model_num);
2761 for (i=0; i<pm->n_detail_levels; i++){
2762 pm->detail_depth[i] = (objp->radius*20.0f + 20.0f) * i;
2766 // if the weapon was fired locked
2768 wp->weapon_flags |= WF_LOCKED_WHEN_FIRED;
2775 // Spawn child weapons from object *objp.
2776 void spawn_child_weapons(object *objp)
2781 ushort starting_sig;
2785 Assert(objp->type == OBJ_WEAPON);
2786 Assert((objp->instance >= 0) && (objp->instance < MAX_WEAPONS));
2788 wp = &Weapons[objp->instance];
2789 Assert((wp->weapon_info_index >= 0) && (wp->weapon_info_index < MAX_WEAPON_TYPES));
2790 wip = &Weapon_info[wp->weapon_info_index];
2792 child_id = wip->spawn_type;
2794 parent_num = objp->parent;
2796 if ((Objects[parent_num].type != objp->parent_type) || (Objects[parent_num].signature != objp->parent_sig)) {
2797 mprintf(("Warning: Parent of spawn weapon does not exist. Not spawning.\n"));
2802 if ( Game_mode & GM_MULTIPLAYER ) {
2803 // get the next network signature and save it. Set the next usable network signature to be
2804 // the passed in objects signature + 1. We "reserved" N of these slots when we created objp
2805 // for it's spawned children.
2806 starting_sig = multi_get_next_network_signature( MULTI_SIG_NON_PERMANENT );
2807 multi_set_network_signature( objp->net_signature, MULTI_SIG_NON_PERMANENT );
2810 for (i=0; i<wip->spawn_count; i++) {
2815 // for multiplayer, use the static randvec functions based on the network signatures to provide
2816 // the randomness so that it is the same on all machines.
2817 if ( Game_mode & GM_MULTIPLAYER ){
2818 static_randvec(objp->net_signature + i, &tvec);
2820 vm_vec_rand_vec_quick(&tvec);
2822 vm_vec_scale_add(&pos, &objp->pos, &tvec, objp->radius);
2824 vm_vector_2_matrix(&orient, &tvec, NULL, NULL);
2825 weapon_objnum = weapon_create(&pos, &orient, child_id, parent_num, 1, -1, wp->weapon_flags & WF_LOCKED_WHEN_FIRED);
2827 // Assign a little randomness to lifeleft so they don't all disappear at the same time.
2828 if (weapon_objnum != -1) {
2831 if ( Game_mode & GM_NORMAL ){
2834 rand_val = static_randf(objp->net_signature + i);
2837 Weapons[Objects[weapon_objnum].instance].lifeleft *= rand_val*0.4f + 0.8f;
2842 // in multiplayer, reset the next network signature to the one that was saved.
2843 if ( Game_mode & GM_MULTIPLAYER ){
2844 multi_set_network_signature( starting_sig, MULTI_SIG_NON_PERMANENT );
2848 // -----------------------------------------------------------------------
2849 // weapon_hit_do_sound()
2851 // Play a sound effect when a weapon hits a ship
2853 // To elimate the "stereo" effect of two lasers hitting at nearly
2854 // the same time, and to reduce the number of sound channels used,
2855 // only play one impact sound if IMPACT_SOUND_DELTA has elapsed
2857 // Note: Uses Weapon_impact_timer global for timer variable
2859 void weapon_hit_do_sound(object *hit_obj, weapon_info *wip, vector *hitpos)
2864 // If non-missiles (namely lasers) expire without hitting a ship, don't play impact sound
2865 if ( wip->subtype != WP_MISSILE ) {
2867 // flak weapons make sounds
2868 if(wip->wi_flags & WIF_FLAK){
2869 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2874 switch(hit_obj->type) {
2880 if ( timestamp_elapsed(Weapon_impact_timer) ) {
2881 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2882 Weapon_impact_timer = timestamp(IMPACT_SOUND_DELTA);
2892 if ( hit_obj == NULL ) {
2893 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2897 if ( timestamp_elapsed(Weapon_impact_timer) ) {
2900 if ( hit_obj->type == OBJ_SHIP ) {
2901 shield_str = ship_quadrant_shield_strength(hit_obj, hitpos);
2906 // play a shield hit if shields are above 10% max in this quadrant
2907 if ( shield_str > 0.1f ) {
2911 if ( !is_hull_hit ) {
2912 // Play a shield impact sound effect
2913 if ( hit_obj == Player_obj ) {
2914 snd_play_3d( &Snds[SND_SHIELD_HIT_YOU], hitpos, &Eye_position );
2915 // AL 12-15-97: Add missile impact sound even when shield is hit
2916 if ( wip->subtype == WP_MISSILE ) {
2917 snd_play_3d( &Snds[SND_PLAYER_HIT_MISSILE], hitpos, &Eye_position);
2920 snd_play_3d( &Snds[SND_SHIELD_HIT], hitpos, &Eye_position );
2923 // Play a hull impact sound effect
2924 switch ( wip->subtype ) {
2926 if ( hit_obj == Player_obj )
2927 snd_play_3d( &Snds[SND_PLAYER_HIT_LASER], hitpos, &Eye_position );
2929 if ( wip->impact_snd != -1 ) {
2930 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2935 if ( hit_obj == Player_obj )
2936 snd_play_3d( &Snds[SND_PLAYER_HIT_MISSILE], hitpos, &Eye_position);
2938 if ( wip->impact_snd != -1 ) {
2939 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2944 nprintf(("Warning","WARNING ==> Cannot determine sound to play for weapon impact\n"));
2949 Weapon_impact_timer = timestamp(IMPACT_SOUND_DELTA);
2953 // distrupt any subsystems that fall into damage sphere of this Electronics missile
2955 // input: ship_obj => pointer to ship that holds subsystem
2956 // blast_pos => world pos of weapon blast
2957 // wi_index => weapon info index of weapon causing blast
2958 void weapon_do_electronics_affect(object *ship_objp, vector *blast_pos, int wi_index)
2963 model_subsystem *psub;
2964 vector subsys_world_pos;
2967 shipp = &Ships[ship_objp->instance];
2968 wip = &Weapon_info[wi_index];
2970 for ( ss = GET_FIRST(&shipp->subsys_list); ss != END_OF_LIST(&shipp->subsys_list); ss = GET_NEXT(ss) ) {
2971 psub = ss->system_info;
2973 // convert subsys point to world coords
2974 vm_vec_unrotate(&subsys_world_pos, &psub->pnt, &ship_objp->orient);
2975 vm_vec_add2(&subsys_world_pos, &ship_objp->pos);
2977 // see if subsys point is within damage sphere
2978 dist = vm_vec_dist_quick(blast_pos, &subsys_world_pos);
2979 if ( dist < wip->outer_radius ) {
2980 ship_subsys_set_disrupted(ss, fl2i(6000.0f + frand()*4000.0f));
2985 // ----------------------------------------------------------------------
2986 // weapon_area_calc_damage()
2988 // Calculate teh damage for an object based on the location of an area-effect
2991 // input: objp => object pointer ship receiving blast effect
2992 // pos => world pos of blast center
2993 // inner_rad => smallest radius at which full damage is done
2994 // outer_rad => radius at which no damage is done
2995 // max_blast => maximum blast possible from explosion
2996 // max_damage => maximum damage possible from explosion
2997 // blast => OUTPUT PARAMETER: receives blast value from explosion
2998 // damage => OUTPUT PARAMETER: receives damage value from explosion
2999 // limit => a limit on the area, needed for shockwave damage
3001 // returns: no damage occurred => -1
3002 // damage occured => 0
3004 int weapon_area_calc_damage(object *objp, vector *pos, float inner_rad, float outer_rad, float max_blast, float max_damage, float *blast, float *damage, float limit)
3006 float dist, max_dist, min_dist;
3008 // only blast ships and asteroids
3009 if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_ASTEROID)) {
3013 max_dist = objp->radius + outer_rad;
3014 dist = vm_vec_dist_quick(&objp->pos, pos);
3015 if ( (dist > max_dist) || (dist > (limit+objp->radius)) ) {
3016 return -1; // spheres don't intersect at all
3019 if ( dist < (inner_rad+objp->radius) ) {
3020 // damage is maximum within inner radius
3021 *damage = max_damage;
3024 float dist_to_outer_rad_squared, total_dist_squared;
3025 min_dist = dist - objp->radius;
3026 Assert(min_dist < outer_rad);
3027 dist_to_outer_rad_squared = (outer_rad-min_dist)*(outer_rad-min_dist);
3028 total_dist_squared = (inner_rad-outer_rad)*(inner_rad-outer_rad);
3029 // AL 2-24-98: drop off damage relative to square of distance
3030 Assert(dist_to_outer_rad_squared <= total_dist_squared);
3031 *damage = max_damage * dist_to_outer_rad_squared/total_dist_squared;
3034 // *damage = (min_dist - outer_rad) * max_damage/(inner_rad - outer_rad);
3035 *blast = (min_dist - outer_rad) * max_blast /(inner_rad - outer_rad);
3038 // nprintf(("AI", "Frame %i: Damage = %7.3f, %7.3f meters away.\n", Framecount, *damage, dist));
3043 // ----------------------------------------------------------------------
3044 // weapon_area_apply_blast()
3046 // Apply the blast effects of an explosion to a ship
3048 // input: force_apply_pos => world pos of where force is applied to object
3049 // ship_obj => object pointer of ship receiving the blast
3050 // blast_pos => world pos of blast center
3051 // blast => force of blast
3052 // make_shockwave => boolean, whether to create a shockwave or not
3054 void weapon_area_apply_blast(vector *force_apply_pos, object *ship_obj, vector *blast_pos, float blast, int make_shockwave)
3056 #define SHAKE_CONST 3000
3057 vector force, vec_blast_to_ship, vec_ship_to_impact;
3060 // apply blast force based on distance from center of explosion
3061 vm_vec_sub(&vec_blast_to_ship, &ship_obj->pos, blast_pos);
3062 vm_vec_normalize_safe(&vec_blast_to_ship);
3063 vm_vec_copy_scale(&force, &vec_blast_to_ship, blast );
3066 vm_vec_sub(&vec_ship_to_impact, blast_pos, &ship_obj->pos);
3068 pm = model_get(Ships[ship_obj->instance].modelnum);
3069 Assert ( pm != NULL );
3071 if (make_shockwave) {
3072 physics_apply_shock (&force, blast, &ship_obj->phys_info, &ship_obj->orient, &pm->mins, &pm->maxs, pm->rad);
3073 if (ship_obj == Player_obj) {
3074 joy_ff_play_vector_effect(&vec_blast_to_ship, blast * 2.0f);
3077 ship_apply_whack( &force, &vec_ship_to_impact, ship_obj);
3081 // ----------------------------------------------------------------------
3082 // weapon_do_area_effect()
3084 // Do the area effect for a weapon
3086 // input: wobjp => object pointer to weapon causing explosion
3087 // pos => world pos of explosion center
3088 // other_obj => object pointer to ship that weapon impacted on (can be NULL)
3090 void weapon_do_area_effect(object *wobjp, vector *pos, object *other_obj)
3095 float damage, blast;
3097 wip = &Weapon_info[Weapons[wobjp->instance].weapon_info_index];
3098 wp = &Weapons[wobjp->instance];
3099 Assert(wip->inner_radius != 0);
3101 // only blast ships and asteroids
3102 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
3103 if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_ASTEROID) ) {
3107 if ( objp->type == OBJ_SHIP ) {
3108 // don't blast navbuoys
3109 if ( ship_get_SIF(objp->instance) & SIF_NAVBUOY ) {
3114 if ( weapon_area_calc_damage(objp, pos, wip->inner_radius, wip->outer_radius, wip->blast_force, wip->damage, &blast, &damage, wip->outer_radius) == -1 ){
3119 damage *= weapon_get_damage_scale(wip, wobjp, other_obj);
3121 switch ( objp->type ) {
3123 ship_apply_global_damage(objp, wobjp, pos, damage);
3124 weapon_area_apply_blast(NULL, objp, pos, blast, 0);
3127 asteroid_hit(objp, NULL, NULL, damage);
3136 // if this weapon has the "Electronics" flag set, then disrupt subsystems in sphere
3137 if ( (other_obj != NULL) && (wip->wi_flags & WIF_ELECTRONICS) ) {
3138 if ( other_obj->type == OBJ_SHIP ) {
3139 weapon_do_electronics_affect(other_obj, pos, Weapons[wobjp->instance].weapon_info_index);
3145 // ----------------------------------------------------------------------
3148 // This function is called when a weapon hits something (or, in the case of
3149 // missiles explodes for any particular reason)
3151 void weapon_hit( object * weapon_obj, object * other_obj, vector * hitpos )
3153 Assert(weapon_obj != NULL);
3154 if(weapon_obj == NULL){
3157 Assert((weapon_obj->type == OBJ_WEAPON) && (weapon_obj->instance >= 0) && (weapon_obj->instance < MAX_WEAPONS));
3158 if((weapon_obj->type != OBJ_WEAPON) || (weapon_obj->instance < 0) || (weapon_obj->instance >= MAX_WEAPONS)){
3162 int num = weapon_obj->instance;
3163 int weapon_type = Weapons[num].weapon_info_index;
3164 object *weapon_parent_objp;
3168 Assert((weapon_type >= 0) && (weapon_type < MAX_WEAPONS));
3169 if((weapon_type < 0) || (weapon_type >= MAX_WEAPONS)){
3172 wip = &Weapon_info[weapon_type];
3173 weapon_parent_objp = &Objects[weapon_obj->parent];
3175 // if this is the player ship, and is a laser hit, skip it. wait for player "pain" to take care of it
3176 // if( ((wip->subtype != WP_LASER) || !MULTIPLAYER_CLIENT) && (Player_obj != NULL) && (other_obj == Player_obj) ){
3177 if((other_obj != Player_obj) || (wip->subtype != WP_LASER) || !MULTIPLAYER_CLIENT){
3178 weapon_hit_do_sound(other_obj, wip, hitpos);
3181 if ( wip->impact_weapon_expl_index > -1 ) {
3182 int expl_ani_handle = weapon_get_expl_handle(wip->impact_weapon_expl_index, hitpos, wip->impact_explosion_radius);
3183 particle_create( hitpos, &vmd_zero_vector, 0.0f, wip->impact_explosion_radius, PARTICLE_BITMAP_PERSISTENT, expl_ani_handle );
3186 weapon_obj->flags |= OF_SHOULD_BE_DEAD;
3188 int sw_flag = SW_WEAPON;
3190 // check if this is an area effect weapon
3191 if ( wip->wi_flags & WIF_AREA_EFFECT ) {
3192 // if ( wip->subtype & WP_MISSILE && wip->wi_flags & WIF_AREA_EFFECT ) {
3193 if ( wip->wi_flags & WIF_SHOCKWAVE ) {
3194 float actual_damage = wip->damage;
3195 // Shockwaves caused by weapons hitting weapons are 1/4 as powerful
3196 if ( ((other_obj) && (other_obj->type == OBJ_WEAPON)) || (Weapons[num].weapon_flags & WF_DESTROYED_BY_WEAPON)) {
3197 actual_damage /= 4.0f;
3198 sw_flag |= SW_WEAPON_KILL;
3200 shockwave_create_info sci;
3201 sci.blast = wip->blast_force;
3202 sci.damage = actual_damage;
3203 sci.inner_rad = wip->inner_radius;
3204 sci.outer_rad = wip->outer_radius;
3205 sci.speed = wip->shockwave_speed;
3206 sci.rot_angle = 0.0f;
3208 shockwave_create(OBJ_INDEX(weapon_obj), hitpos, &sci, sw_flag);
3209 // snd_play_3d( &Snds[SND_SHOCKWAVE_IMPACT], hitpos, &Eye_position );
3212 weapon_do_area_effect(weapon_obj, hitpos, other_obj);
3216 // check if this is an EMP weapon
3217 if(wip->wi_flags & WIF_EMP){
3218 emp_apply(&weapon_obj->pos, wip->inner_radius, wip->outer_radius, wip->emp_intensity, wip->emp_time);
3221 // spawn weapons - note the change from FS 1 multiplayer.
3222 if (wip->wi_flags & WIF_SPAWN){
3223 spawn_child_weapons(weapon_obj);
3227 void weapon_detonate(object *objp)
3229 Assert(objp != NULL);
3233 Assert((objp->type == OBJ_WEAPON) && (objp->instance >= 0));
3234 if((objp->type != OBJ_WEAPON) || (objp->instance < 0)){
3238 // send a detonate packet in multiplayer
3239 if(MULTIPLAYER_MASTER){
3240 send_weapon_detonate_packet(objp);
3244 weapon_hit(objp, NULL, &objp->pos);
3247 // Return the Weapon_info[] index of the weapon with name *name.
3248 int weapon_name_lookup(char *name)
3252 for ( i=0; i < Num_weapon_types; i++) {
3253 if (!stricmp(name, Weapon_info[i].name)) {
3261 // Group_id: If you should quad lasers, they should all have the same group id.
3262 // This will be used to optimize lighting, since each group only needs to cast one light.
3263 // Call this to get a new group id, then pass it to each weapon_create call for all the
3264 // weapons in the group. Number will be between 0 and WEAPON_MAX_GROUP_IDS and will
3266 int weapon_create_group_id()
3268 static int current_id = 0;
3273 if ( current_id >= WEAPON_MAX_GROUP_IDS ) {
3280 void weapons_page_in()
3284 // Page in bitmaps for all weapons
3285 for (i=0; i<Num_weapon_types; i++ ) {
3286 weapon_info *wip = &Weapon_info[i];
3288 wip->wi_flags &= (~WIF_THRUSTER); // Assume no thrusters
3290 switch( wip->render_type ) {
3293 wip->model_num = model_load( wip->pofbitmap_name, 0, NULL );
3295 polymodel *pm = model_get( wip->model_num );
3297 // If it has a model, and the model pof has thrusters, then set
3299 if ( pm->n_thrusters > 0 ) {
3300 //mprintf(( "Weapon %s has thrusters!\n", wip->name ));
3301 wip->wi_flags |= WIF_THRUSTER;
3304 for (j=0; j<pm->n_textures; j++ ) {
3305 int bitmap_num = pm->original_textures[j];
3307 if ( bitmap_num > -1 ) {
3308 // if we're in Glide (and maybe later with D3D), use nondarkening textures
3309 if(gr_screen.mode == GR_GLIDE){
3310 bm_page_in_nondarkening_texture( bitmap_num );
3312 bm_page_in_texture( bitmap_num );
3321 bm_page_in_texture( wip->laser_bitmap );
3323 if(wip->laser_glow_bitmap >= 0){
3324 bm_page_in_texture(wip->laser_glow_bitmap);
3330 Int3(); // Invalid weapon rendering type.
3333 // If this has an impact vclip page it in.
3334 // if ( wip->impact_explosion_ani > -1 ) {
3335 // int nframes, fps;
3336 // bm_get_info( wip->impact_explosion_ani, NULL, NULL, NULL, &nframes, &fps );
3337 // bm_page_in_xparent_texture( wip->impact_explosion_ani, nframes );
3341 if ( (wip->wi_flags & WIF_TRAIL) && (wip->tr_info.bitmap > -1) ) {
3342 bm_page_in_texture( wip->tr_info.bitmap );
3345 // if this is a beam weapon, page in its stuff
3346 if(wip->wi_flags & WIF_BEAM){
3347 // all beam sections
3348 for(idx=0; idx<wip->b_info.beam_num_sections; idx++){
3349 if((idx < MAX_BEAM_SECTIONS) && (wip->b_info.sections[idx].texture >= 0)){
3350 bm_page_in_texture(wip->b_info.sections[idx].texture);
3355 if(wip->b_info.beam_glow_bitmap >= 0){
3356 bm_page_in_texture(wip->b_info.beam_glow_bitmap);
3360 if(wip->b_info.beam_particle_ani >= 0){
3362 bm_get_info( wip->b_info.beam_particle_ani, NULL, NULL, NULL, &nframes, &fps );
3363 bm_page_in_texture( wip->b_info.beam_particle_ani, nframes );
3369 for (i=0; i<Num_weapon_expl; i++) {
3370 int bitmap_handle, nframes, fps;
3372 for (j=0; j<Weapon_expl_info[i].lod_count; j++) {
3374 bitmap_handle = bm_load_animation(Weapon_expl_info[i].lod[j].filename, &nframes, &fps, 1);
3375 Weapon_expl_info[i].lod[j].bitmap_id = bitmap_handle;
3376 Weapon_expl_info[i].lod[j].fps = fps;
3377 Weapon_expl_info[i].lod[j].num_frames = nframes;
3380 bm_page_in_xparent_texture(bitmap_handle, nframes);
3385 for (i=0; i<Num_cmeasure_types; i++ ) {
3386 cmeasure_info *cmeasurep;
3388 cmeasurep = &Cmeasure_info[i];
3390 cmeasurep->model_num = model_load( cmeasurep->pof_name, 0, NULL );
3392 polymodel *pm = model_get( cmeasurep->model_num );
3394 for (j=0; j<pm->n_textures; j++ ) {
3395 int bitmap_num = pm->original_textures[j];
3397 if ( bitmap_num > -1 ) {
3398 bm_page_in_texture( bitmap_num );
3401 Assert( cmeasurep->model_num > -1 );
3406 // call to get the "color" of the laser at the given moment (since glowing lasers can cycle colors)
3407 void weapon_get_laser_color(color *c, object *objp)
3419 Assert(objp->type == OBJ_WEAPON);
3420 Assert(objp->instance >= 0);
3421 Assert(Weapons[objp->instance].weapon_info_index >= 0);
3422 if((objp->type != OBJ_WEAPON) || (objp->instance < 0) || (Weapons[objp->instance].weapon_info_index < 0)){
3425 wep = &Weapons[objp->instance];
3426 winfo = &Weapon_info[wep->weapon_info_index];
3428 // if we're a one-color laser
3429 if((winfo->laser_color_2.red == 0) && (winfo->laser_color_2.green == 0) && (winfo->laser_color_2.blue == 0)){
3430 *c = winfo->laser_color_1;
3434 pct = 1.0f - (wep->lifeleft / winfo->lifetime);
3437 } else if (pct < 0.0f)
3442 // otherwise interpolate between the colors
3443 gr_init_color( c, (int)((float)winfo->laser_color_1.red + (((float)winfo->laser_color_2.red - (float)winfo->laser_color_1.red) * pct)),
3444 (int)((float)winfo->laser_color_1.green + (((float)winfo->laser_color_2.green - (float)winfo->laser_color_1.green) * pct)),
3445 (int)((float)winfo->laser_color_1.blue + (((float)winfo->laser_color_2.blue - (float)winfo->laser_color_1.blue) * pct)) );
3448 // default weapon particle spew data
3449 int Weapon_particle_spew_count = 1;
3450 int Weapon_particle_spew_time = 25;
3451 float Weapon_particle_spew_vel = 0.4f;
3452 float Weapon_particle_spew_radius = 2.0f;
3453 float Weapon_particle_spew_lifetime = 0.15f;
3454 float Weapon_particle_spew_scale = 0.8f;
3456 // for weapons flagged as particle spewers, spew particles. wheee
3457 void weapon_maybe_spew_particle(object *obj)
3461 vector direct, direct_temp, particle_pos;
3462 vector null_vec = ZERO_VECTOR;
3467 Assert(obj->type == OBJ_WEAPON);
3468 Assert(obj->instance >= 0);
3469 Assert(Weapons[obj->instance].weapon_info_index >= 0);
3470 Assert(Weapon_info[Weapons[obj->instance].weapon_info_index].wi_flags & WIF_PARTICLE_SPEW);
3472 wp = &Weapons[obj->instance];
3474 // if the weapon's particle timestamp has elapse`d
3475 if((wp->particle_spew_time == -1) || timestamp_elapsed(wp->particle_spew_time)){
3476 // reset the timestamp
3477 wp->particle_spew_time = timestamp(Weapon_particle_spew_time);
3479 // spew some particles
3480 for(idx=0; idx<Weapon_particle_spew_count; idx++){
3481 // get the backward vector of the weapon
3482 direct = obj->orient.v.fvec;
3483 vm_vec_negate(&direct);
3485 // randomly perturb x, y and z
3488 ang = fl_radian(frand_range(-90.0f, 90.0f));
3489 vm_rot_point_around_line(&direct_temp, &direct, ang, &null_vec, &obj->orient.v.fvec);
3490 direct = direct_temp;
3491 vm_vec_scale(&direct, Weapon_particle_spew_scale);
3494 ang = fl_radian(frand_range(-90.0f, 90.0f));
3495 vm_rot_point_around_line(&direct_temp, &direct, ang, &null_vec, &obj->orient.v.rvec);
3496 direct = direct_temp;
3497 vm_vec_scale(&direct, Weapon_particle_spew_scale);
3500 ang = fl_radian(frand_range(-90.0f, 90.0f));
3501 vm_rot_point_around_line(&direct_temp, &direct, ang, &null_vec, &obj->orient.v.uvec);
3502 direct = direct_temp;
3503 vm_vec_scale(&direct, Weapon_particle_spew_scale);
3505 // get a velovity vector of some percentage of the weapon's velocity
3506 vel = obj->phys_info.vel;
3507 vm_vec_scale(&vel, Weapon_particle_spew_vel);
3509 // emit the particle
3510 vm_vec_add(&particle_pos, &obj->pos, &direct);
3511 particle_create(&particle_pos, &vel, Weapon_particle_spew_lifetime, Weapon_particle_spew_radius, PARTICLE_SMOKE);
3516 // debug console functionality
3517 void pspew_display_dcf()
3519 dc_printf("Particle spew settings\n\n");
3520 dc_printf("Particle spew count (pspew_count) : %d\n", Weapon_particle_spew_count);
3521 dc_printf("Particle spew time (pspew_time) : %d\n", Weapon_particle_spew_time);
3522 dc_printf("Particle spew velocity (pspew_vel) : %f\n", Weapon_particle_spew_vel);
3523 dc_printf("Particle spew size (pspew_size) : %f\n", Weapon_particle_spew_radius);
3524 dc_printf("Particle spew lifetime (pspew_life) : %f\n", Weapon_particle_spew_lifetime);
3525 dc_printf("Particle spew scale (psnew_scale) : %f\n", Weapon_particle_spew_scale);
3528 DCF(pspew_count, "Number of particles spewed at a time")
3530 dc_get_arg(ARG_INT);
3531 if(Dc_arg_type & ARG_INT){
3532 Weapon_particle_spew_count = Dc_arg_int;
3535 pspew_display_dcf();
3538 DCF(pspew_time, "Time between particle spews")
3540 dc_get_arg(ARG_INT);
3541 if(Dc_arg_type & ARG_INT){
3542 Weapon_particle_spew_time = Dc_arg_int;
3545 pspew_display_dcf();
3548 DCF(pspew_vel, "Relative velocity of particles (0.0 - 1.0)")
3550 dc_get_arg(ARG_FLOAT);
3551 if(Dc_arg_type & ARG_FLOAT){
3552 Weapon_particle_spew_vel = Dc_arg_float;
3555 pspew_display_dcf();
3558 DCF(pspew_size, "Size of spewed particles")
3560 dc_get_arg(ARG_FLOAT);
3561 if(Dc_arg_type & ARG_FLOAT){
3562 Weapon_particle_spew_radius = Dc_arg_float;
3565 pspew_display_dcf();
3568 DCF(pspew_life, "Lifetime of spewed particles")
3570 dc_get_arg(ARG_FLOAT);
3571 if(Dc_arg_type & ARG_FLOAT){
3572 Weapon_particle_spew_lifetime = Dc_arg_float;
3575 pspew_display_dcf();
3578 DCF(pspew_scale, "How far away particles are from the weapon path")
3580 dc_get_arg(ARG_FLOAT);
3581 if(Dc_arg_type & ARG_FLOAT){
3582 Weapon_particle_spew_scale = Dc_arg_float;
3585 pspew_display_dcf();
3588 // return a scale factor for damage which should be applied for 2 collisions
3589 float weapon_get_damage_scale(weapon_info *wip, object *wep, object *target)
3592 int from_player = 0;
3593 float total_scale = 1.0f;
3595 int is_big_damage_ship = 0;
3598 if((wip == NULL) || (wep == NULL) || (target == NULL)){
3602 // don't scale any damage if its not a weapon
3603 if((wep->type != OBJ_WEAPON) || (wep->instance < 0) || (wep->instance >= MAX_WEAPONS)){
3606 wp = &Weapons[wep->instance];
3608 // was the weapon fired by the player
3610 if((wep->parent >= 0) && (wep->parent < MAX_OBJECTS) && (Objects[wep->parent].flags & OF_PLAYER_SHIP)){
3614 // if this is a lockarm weapon, and it was fired unlocked
3615 if((wip->wi_flags & WIF_LOCKARM) && !(wp->weapon_flags & WF_LOCKED_WHEN_FIRED)){
3616 total_scale *= 0.1f;
3619 // if the hit object was a ship
3620 if(target->type == OBJ_SHIP){
3624 // get some info on the ship
3625 Assert((target->instance >= 0) && (target->instance < MAX_SHIPS));
3626 if((target->instance < 0) || (target->instance >= MAX_SHIPS)){
3629 shipp = &Ships[target->instance];
3630 sip = &Ship_info[Ships[target->instance].ship_info_index];
3632 // get hull pct of the ship currently
3633 hull_pct = target->hull_strength / sip->initial_hull_strength;
3635 // if it has hit a supercap ship and is not a supercap class weapon
3636 if((sip->flags & SIF_SUPERCAP) && !(wip->wi_flags & WIF_SUPERCAP)){
3637 // if the supercap is around 3/4 damage, apply nothing
3638 if(hull_pct <= 0.75f){
3641 total_scale *= SUPERCAP_DAMAGE_SCALE;
3645 // determine if this is a big damage ship
3646 is_big_damage_ship = (sip->flags & SIF_BIG_DAMAGE);
3648 // if this is a large ship, and is being hit by flak
3649 if(is_big_damage_ship && (wip->wi_flags & WIF_FLAK)){
3650 total_scale *= FLAK_DAMAGE_SCALE;
3653 // if the player is firing small weapons at a big ship
3654 if( from_player && is_big_damage_ship && !(wip->wi_flags & (WIF_HURTS_BIG_SHIPS)) ){
3656 // if its a laser weapon
3657 if(wip->subtype == WP_LASER){
3658 total_scale *= 0.01f;
3660 total_scale *= 0.05f;
3664 // if the weapon is a small weapon being fired at a big ship
3665 if( is_big_damage_ship && !(wip->wi_flags & (WIF_HURTS_BIG_SHIPS)) ){
3666 if(hull_pct > 0.1f){
3667 total_scale *= hull_pct;
3677 int weapon_get_expl_handle(int weapon_expl_index, vector *pos, float size)
3679 weapon_expl_info *wei = &Weapon_expl_info[weapon_expl_index];
3681 if (wei->lod_count == 1) {
3682 return wei->lod[0].bitmap_id;
3685 // now we have to do some work
3687 int x, y, w, h, bm_size;
3693 extern float Viewer_zoom;
3694 extern int G3_count;
3700 g3_set_view_matrix(&Eye_position, &Eye_matrix, Viewer_zoom);
3702 // get extents of the rotated bitmap
3703 g3_rotate_vertex(&v, pos);
3705 // if vertex is behind, find size if in front, then drop down 1 LOD
3706 if (v.codes & CC_BEHIND) {
3707 float dist = vm_vec_dist_quick(&Eye_position, pos);
3711 vm_vec_scale_add(&temp, &Eye_position, &Eye_matrix.v.fvec, dist);
3712 g3_rotate_vertex(&v, &temp);
3714 // if still behind, bail and go with default
3715 if (v.codes & CC_BEHIND) {
3720 if (!g3_get_bitmap_dims(wei->lod[0].bitmap_id, &v, size, &x, &y, &w, &h, &bm_size)) {
3721 if (Detail.hardware_textures == 4) {
3725 } else if(w <= bm_size/2){
3727 } else if(w <= 1.3f*bm_size){
3733 // less aggressive LOD for lower detail settings
3736 } else if(w <= bm_size/3){
3738 } else if(w <= (1.15f*bm_size)){
3746 // if it's behind, bump up LOD by 1
3756 best_lod = min(best_lod, wei->lod_count - 1);
3757 return wei->lod[best_lod].bitmap_id;