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 1.11 2004/09/20 01:31:45 theoddone33
21 * Revision 1.10 2003/06/11 18:30:33 taylor
24 * Revision 1.9 2003/05/25 02:30:44 taylor
27 * Revision 1.8 2002/06/21 03:04:12 relnev
30 * Revision 1.7 2002/06/17 06:33:11 relnev
31 * ryan's struct patch for gcc 2.95
33 * Revision 1.6 2002/06/09 04:41:30 relnev
34 * added copyright header
36 * Revision 1.5 2002/06/05 08:05:29 relnev
37 * stub/warning removal.
39 * reworked the sound code.
41 * Revision 1.4 2002/06/01 03:32:00 relnev
42 * fix texture loading mistake.
44 * enable some d3d stuff for opengl also
46 * Revision 1.3 2002/05/28 08:52:03 relnev
47 * implemented two assembly stubs.
49 * cleaned up a few warnings.
51 * added a little demo hackery to make it progress a little farther.
53 * Revision 1.2 2002/05/07 03:16:53 theoddone33
54 * The Great Newline Fix
56 * Revision 1.1.1.1 2002/05/03 03:28:11 root
60 * 69 9/14/99 3:26a Dave
61 * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer
62 * respawn-too-early problem. Made a few crash points safe.
64 * 68 9/14/99 1:32a Andsager
65 * Better LOD for weapon explosions when behind. Move point ahead to get
66 * vertex and then find size.
68 * 67 9/07/99 1:10p Mikek
69 * Fix code I busted due to adding lifeleft to missiles.
71 * 66 9/07/99 12:20a Andsager
72 * LOD less agressive at lower hardware detail level
74 * 65 9/06/99 7:21p Dave
75 * Commented out bad lifeleft scaling code in weapon_set_tracking_info()
77 * 64 9/06/99 3:23p Andsager
78 * Make fireball and weapon expl ani LOD choice look at resolution of the
81 * 63 9/06/99 12:46a Andsager
82 * Add weapon_explosion_ani LOD
84 * 62 9/05/99 11:24p Mikek
85 * Fixed problems caused by earlier checkin (that was rolled back).
86 * Problem was wp->target_pos was not set for swarmers.
88 * More tweaking of missile behavior. Also add 20% to lifetime of a
91 * [Rolled back -- MK] 63 9/05/99 2:23p Mikek
92 * Make aspect seekers a little less likely to miss their target.
93 * Mysterious why they do it so often. Maybe fix for FS3...
95 * [Rolled back -- MK] 62 9/04/99 12:09p Mikek
96 * Limit number of spawned weapons that can home on player based on skill
97 * level. Works same as for non-spawned weapons. Only do in single
100 * 61 8/27/99 1:34a Andsager
101 * Modify damage by shockwaves for BIG|HUGE ships. Modify shockwave damge
102 * when weapon blows up.
104 * 60 8/24/99 10:47a Jefff
105 * tech room weapon anims. added tech anim field to weapons.tbl
107 * 59 8/16/99 11:58p Andsager
108 * Disable collision on proximity for ships with SIF_DONT_COLLIDE_INVIS
111 * 58 8/10/99 5:30p Jefff
112 * Added tech_title string to weapon_info. Changed parser accordingly.
114 * 57 8/05/99 2:06a Dave
117 * 56 8/02/99 5:16p Dave
118 * Bumped up weapon title string length from 32 to 48
120 * 55 7/29/99 5:41p Jefff
121 * Sound hooks for cmeasure success
123 * 54 7/24/99 1:54p Dave
124 * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert
127 * 53 7/19/99 7:20p Dave
128 * Beam tooling. Specialized player-killed-self messages. Fixed d3d nebula
131 * 52 7/18/99 12:32p Dave
132 * Randomly oriented shockwaves.
134 * 51 7/16/99 1:50p Dave
135 * 8 bit aabitmaps. yay.
137 * 50 7/15/99 9:20a Andsager
138 * FS2_DEMO initial checkin
140 * 49 7/08/99 10:53a Dave
141 * New multiplayer interpolation scheme. Not 100% done yet, but still
142 * better than the old way.
144 * 48 7/02/99 4:31p Dave
145 * Much more sophisticated lightning support.
147 * 47 7/01/99 5:57p Johnson
148 * Oops. Fixed big ship damage.
150 * 46 7/01/99 4:23p Dave
151 * Full support for multiple linked ambient engine sounds. Added "big
154 * 45 6/30/99 5:53p Dave
155 * Put in new anti-camper code.
157 * 44 6/22/99 3:24p Danw
158 * Fixed incorrect weapon hit sound culling.
160 * 43 6/21/99 7:25p Dave
161 * netplayer pain packet. Added type E unmoving beams.
163 * 42 6/14/99 10:45a Dave
164 * Made beam weapons specify accuracy by skill level in the weapons.tbl
166 * 41 6/11/99 11:13a Dave
167 * last minute changes before press tour build.
169 * 40 6/04/99 2:16p Dave
170 * Put in shrink effect for beam weapons.
172 * 39 6/01/99 8:35p Dave
173 * Finished lockarm weapons. Added proper supercap weapons/damage. Added
174 * awacs-set-radius sexpression.
176 * 38 6/01/99 3:52p Dave
177 * View footage screen. Fixed xstrings to not display the & symbol. Popup,
178 * dead popup, pxo find player popup, pxo private room popup.
180 * 37 5/27/99 6:17p Dave
181 * Added in laser glows.
183 * 36 5/20/99 7:00p Dave
184 * Added alternate type names for ships. Changed swarm missile table
187 * 35 5/08/99 8:25p Dave
188 * Upped object pairs. First run of nebula lightning.
190 * 34 4/28/99 11:13p Dave
191 * Temporary checkin of artillery code.
193 * 33 4/28/99 3:11p Andsager
194 * Stagger turret weapon fire times. Make turrets smarter when target is
195 * protected or beam protected. Add weaopn range to weapon info struct.
197 * 32 4/22/99 11:06p Dave
198 * Final pass at beam weapons. Solidified a lot of stuff. All that remains
199 * now is to tweak and fix bugs as they come up. No new beam weapon
202 * 31 4/19/99 11:01p Dave
203 * More sophisticated targeting laser support. Temporary checkin.
205 * 30 4/16/99 5:54p Dave
206 * Support for on/off style "stream" weapons. Real early support for
207 * target-painting lasers.
209 * 29 4/07/99 6:22p Dave
210 * Fred and Freespace support for multiple background bitmaps and suns.
211 * Fixed link errors on all subprojects. Moved encrypt_init() to
212 * cfile_init() and lcl_init(), since its safe to call twice.
214 * 28 4/02/99 1:35p Dave
215 * Removed weapon hit packet. No good for causing pain.
217 * 27 4/02/99 9:55a Dave
218 * Added a few more options in the weapons.tbl for beam weapons. Attempt
219 * at putting "pain" packets into multiplayer.
221 * 26 3/31/99 9:26p Dave
222 * Don't load beam textures when in Fred.
224 * 25 3/31/99 8:24p Dave
225 * Beefed up all kinds of stuff, incluging beam weapons, nebula effects
226 * and background nebulae. Added per-ship non-dimming pixel colors.
228 * 24 3/23/99 2:29p Andsager
229 * Fix shockwaves for kamikazi and Fred defined. Collect together
230 * shockwave_create_info struct.
232 * 23 3/23/99 11:03a Dave
233 * Added a few new fields and fixed parsing code for new weapon stuff.
235 * 22 3/19/99 9:52a Dave
236 * Checkin to repair massive source safe crash. Also added support for
237 * pof-style nebulae, and some new weapons code.
239 * 24 3/15/99 6:45p Daveb
240 * Put in rough nebula bitmap support.
242 * 23 3/12/99 3:19p Enricco
243 * Remove spurious Int3()
245 * 22 3/11/99 5:53p Dave
246 * More network optimization. Spliced in Dell OEM planet bitmap crap.
248 * 21 3/10/99 6:51p Dave
249 * Changed the way we buffer packets for all clients. Optimized turret
250 * fired packets. Did some weapon firing optimizations.
252 * 20 2/24/99 4:02p Dave
253 * Fixed weapon locking and homing problems for multiplayer dogfight mode.
255 * 19 2/05/99 12:52p Dave
256 * Fixed Glide nondarkening textures.
258 * 18 1/29/99 12:47a Dave
259 * Put in sounds for beam weapon. A bunch of interface screens (tech
262 * 17 1/27/99 9:56a Dave
263 * Temporary checkin of beam weapons for Dan to make cool sounds.
265 * 16 1/25/99 5:03a Dave
266 * First run of stealth, AWACS and TAG missile support. New mission type
269 * 15 1/24/99 11:37p Dave
270 * First full rev of beam weapons. Very customizable. Removed some bogus
271 * Int3()'s in low level net code.
273 * 14 1/21/99 10:45a Dave
274 * More beam weapon stuff. Put in warmdown time.
276 * 13 1/12/99 5:45p Dave
277 * Moved weapon pipeline in multiplayer to almost exclusively client side.
278 * Very good results. Bandwidth goes down, playability goes up for crappy
279 * connections. Fixed object update problem for ship subsystems.
281 * 12 1/08/99 2:08p Dave
282 * Fixed software rendering for pofview. Super early support for AWACS and
285 * 11 1/06/99 2:24p Dave
286 * Stubs and release build fixes.
288 * 10 12/01/98 6:12p Johnson
289 * Make sure to page in weapon impact animations as xparent textures.
291 * 9 11/20/98 4:08p Dave
292 * Fixed flak effect in multiplayer.
294 * 8 11/14/98 5:33p Dave
295 * Lots of nebula work. Put in ship contrails.
297 * 7 11/05/98 4:18p Dave
298 * First run nebula support. Beefed up localization a bit. Removed all
299 * conditional compiles for foreign versions. Modified mission file
302 * 6 10/26/98 9:42a Dave
303 * Early flak gun support.
305 * 5 10/23/98 3:51p Dave
306 * Full support for tstrings.tbl and foreign languages. All that remains
307 * is to make it active in Fred.
309 * 4 10/07/98 6:27p Dave
310 * Globalized mission and campaign file extensions. Removed Silent Threat
311 * special code. Moved \cache \players and \multidata into the \data
314 * 3 10/07/98 4:49p Andsager
315 * don't do weapon swap (was needed for mission disk)
317 * 2 10/07/98 10:54a Dave
320 * 1 10/07/98 10:51a Dave
322 * 314 9/21/98 11:19p Dave
325 * 313 9/19/98 4:33p Adam
326 * Changed default values for particle spew (used on Leech Cannon)
328 * 312 9/13/98 10:51p Dave
329 * Put in newfangled icons for mission simulator room. New mdisk.vp
330 * checksum and file length.
332 * 311 9/13/98 4:29p Andsager
333 * Maintain Weapon_info compataiblity with mission disk
335 * 310 9/13/98 4:26p Andsager
337 * 309 9/01/98 4:25p Dave
338 * Put in total (I think) backwards compatibility between mission disk
339 * freespace and non mission disk freespace, including pilot files and
340 * campaign savefiles.
342 * 308 8/28/98 3:29p Dave
343 * EMP effect done. AI effects may need some tweaking as required.
345 * 307 8/25/98 1:49p Dave
346 * First rev of EMP effect. Player side stuff basically done. Next comes
349 * 306 8/18/98 10:15a Dave
350 * Touchups on the corkscrew missiles. Added particle spewing weapons.
352 * 305 8/17/98 5:07p Dave
353 * First rev of corkscrewing missiles.
355 * 304 6/30/98 2:23p Dave
356 * Revised object update system. Removed updates for all weapons. Put
357 * button info back into control info packet.
359 * 303 6/22/98 8:36a Allender
360 * revamping of homing weapon system. don't send as object updates
363 * 302 5/24/98 2:25p Allender
364 * be sure that homing missiles die on client when lifeleft gets too
365 * negative (lost packets)
367 * 301 5/20/98 5:47p Sandeep
369 * 300 5/18/98 1:58a Mike
370 * Make Phoenix not be fired at fighters (but yes bombers).
371 * Improve positioning of ships in guard mode.
372 * Make turrets on player ship not fire near end of support ship docking.
380 #include "systemvars.h"
389 #include "floating.h"
391 #include "lighting.h"
395 #include "fireballs.h"
397 #include "hudtarget.h"
398 #include "freespace.h"
403 #include "multimsgs.h"
404 #include "linklist.h"
407 #include "cmeasure.h"
408 #include "shockwave.h"
410 #include "staticrand.h"
412 #include "multiutil.h"
416 #include "objcollide.h"
418 #include "particle.h"
419 #include "asteroid.h"
421 #include "multi_obj.h"
422 #include "corkscrew.h"
424 #include "localize.h"
426 #include "muzzleflash.h"
429 int Weapon_flyby_sound_enabled = 1;
430 DCF_BOOL( weapon_flyby, Weapon_flyby_sound_enabled )
433 static int Weapon_flyby_sound_timer;
435 weapon Weapons[MAX_WEAPONS];
436 weapon_info Weapon_info[MAX_WEAPON_TYPES];
438 #define MISSILE_OBJ_USED (1<<0) // flag used in missile_obj struct
439 #define MAX_MISSILE_OBJS MAX_WEAPONS // max number of missiles tracked in missile list
440 missile_obj Missile_objs[MAX_MISSILE_OBJS]; // array used to store missile object indexes
441 missile_obj Missile_obj_list; // head of linked list of missile_obj structs
444 // WEAPON EXPLOSION INFO
445 #define MAX_weapon_expl_lod 4
446 #define MAX_Weapon_expl_info 3
448 typedef struct weapon_expl_lod {
449 char filename[MAX_FILENAME_LEN];
455 typedef struct weapon_expl_info {
457 weapon_expl_lod lod[MAX_weapon_expl_lod];
460 weapon_expl_info Weapon_expl_info[MAX_Weapon_expl_info];
462 int Num_weapon_expl = 0;
464 int Num_weapon_types = 0;
467 int Weapons_inited = 0;
469 int laser_model_inner = -1;
470 int laser_model_outer = -1;
472 int missile_model = -1;
474 char *Weapon_names[MAX_WEAPON_TYPES];
476 int First_secondary_index = -1;
478 #define MAX_SPAWN_WEAPONS 10 // Up to 10 weapons can spawn weapons.
481 char Spawn_names[MAX_SPAWN_WEAPONS][NAME_LENGTH];
483 int Num_player_weapon_precedence; // Number of weapon types in Player_weapon_precedence
484 int Player_weapon_precedence[MAX_WEAPON_TYPES]; // Array of weapon types, precedence list for player weapon selection
486 // Used to avoid playing too many impact sounds in too short a time interval.
487 // This will elimate the odd "stereo" effect that occurs when two weapons impact at
488 // nearly the same time, like from a double laser (also saves sound channels!)
489 #define IMPACT_SOUND_DELTA 50 // in milliseconds
490 int Weapon_impact_timer; // timer, initalized at start of each mission
492 // energy suck defines
493 #define ESUCK_DEFAULT_WEAPON_REDUCE (10.0f)
494 #define ESUCK_DEFAULT_AFTERBURNER_REDUCE (10.0f)
496 // scale factor for supercaps taking damage from weapons which are not "supercap" weapons
497 #define SUPERCAP_DAMAGE_SCALE 0.25f
499 // scale factor for big ships getting hit by flak
500 #define FLAK_DAMAGE_SCALE 0.05f
502 extern int Max_allowed_player_homers[];
503 extern int compute_num_homing_objects(object *target_objp);
506 void parse_weapon_expl_tbl()
509 char base_filename[256] = "";
514 if ((rval = setjmp(parse_abort)) != 0) {
515 Error(LOCATION, "Unable to parse weapon_expl.tbl! Code = %i.\n", rval);
518 read_file_text(NOX("weapon_expl.tbl"));
523 required_string("#Start");
524 while (required_string_either("#End","$Name:")) {
525 Assert( Num_weapon_expl < MAX_Weapon_expl_info);
528 required_string("$Name:");
529 stuff_string(base_filename, F_NAME, NULL);
531 // # of lod levels - make sure old fireball.tbl is compatible
532 Weapon_expl_info[Num_weapon_expl].lod_count = 1;
533 if(optional_string("$LOD:")){
534 stuff_int(&Weapon_expl_info[Num_weapon_expl].lod_count);
537 // stuff default filename
538 strcpy(Weapon_expl_info[Num_weapon_expl].lod[0].filename, base_filename);
540 // stuff LOD level filenames
541 for(idx=1; idx<Weapon_expl_info[Num_weapon_expl].lod_count; idx++){
542 if(idx >= MAX_weapon_expl_lod){
546 sprintf(Weapon_expl_info[Num_weapon_expl].lod[idx].filename, "%s_%d", base_filename, idx);
551 required_string("#End");
553 // close localization
557 int get_weapon_expl_info_index(char *filename)
559 for (int i=0; i<MAX_Weapon_expl_info; i++) {
560 if ( stricmp(Weapon_expl_info[i].lod[0].filename, filename) == 0) {
567 // ----------------------------------------------------------------------
568 // missile_obj_list_init()
570 // Clear out the Missile_obj_list
572 void missile_obj_list_init()
576 list_init(&Missile_obj_list);
577 for ( i = 0; i < MAX_MISSILE_OBJS; i++ ) {
578 Missile_objs[i].flags = 0;
582 // ---------------------------------------------------
583 // missile_obj_list_add()
585 // Function to add a node from the Missile_obj_list. Only
586 // called from weapon_create()
587 int missile_obj_list_add(int objnum)
591 for ( i = 0; i < MAX_MISSILE_OBJS; i++ ) {
592 if ( !(Missile_objs[i].flags & MISSILE_OBJ_USED) )
595 if ( i == MAX_MISSILE_OBJS ) {
596 Error(LOCATION, "Fatal Error: Ran out of missile object nodes\n");
600 Missile_objs[i].flags = 0;
601 Missile_objs[i].objnum = objnum;
602 list_append(&Missile_obj_list, &Missile_objs[i]);
603 Missile_objs[i].flags |= MISSILE_OBJ_USED;
608 // ---------------------------------------------------
609 // missle_obj_list_remove()
611 // Function to remove a node from the Missile_obj_list. Only
612 // called from weapon_delete()
613 void missle_obj_list_remove(int index)
615 Assert(index >= 0 && index < MAX_MISSILE_OBJS);
616 list_remove(&Missile_obj_list, &Missile_objs[index]);
617 Missile_objs[index].flags = 0;
620 // ---------------------------------------------------
621 // missile_obj_list_rebuild()
623 // Called by the save/restore code to rebuild Missile_obj_list
625 void missile_obj_list_rebuild()
629 missile_obj_list_init();
631 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
632 if ( objp->type == OBJ_WEAPON && Weapon_info[Weapons[objp->instance].weapon_info_index].subtype == WP_MISSILE ) {
633 Weapons[objp->instance].missile_list_index = missile_obj_list_add(OBJ_INDEX(objp));
638 // If this is a player countermeasure, let the player know he evaded a missile
639 void weapon_maybe_alert_cmeasure_success(object *objp)
641 if ( objp->type == OBJ_CMEASURE ) {
643 cmp = &Cmeasures[objp->instance];
644 if ( cmp->source_objnum == OBJ_INDEX(Player_obj) ) {
645 hud_start_text_flash(XSTR("Evaded", 1430), 800);
646 snd_play(&Snds[SND_MISSILE_EVADED_POPUP]);
647 } else if ( Objects[cmp->source_objnum].flags & OF_PLAYER_SHIP ) {
648 send_countermeasure_success_packet( cmp->source_objnum );
653 // ---------------------------------------------------
654 // missile_obj_return_address()
656 // Called externally to generate an address from an index into
657 // the Missile_objs[] array
659 missile_obj *missile_obj_return_address(int index)
661 Assert(index >= 0 && index < MAX_MISSILE_OBJS);
662 return &Missile_objs[index];
665 // Return the index of Weapon_info[].name that is *name.
666 int weapon_info_lookup(char *name)
671 // fix the stupid table stuff - it's non-fatal but annoying error messages
672 if (!strcmp(name, "Disruptor Missile")) {
673 strncpy(name, "D-Missile", MAX_FILENAME_LENGTH);
674 // this one fixes the same issue with a SilentThreat mission
675 } else if (!strcmp(name, "Shield Breaker")) {
676 strncpy(name, "S-Breaker", MAX_FILENAME_LENGTH);
680 for (i=0; i<Num_weapon_types; i++)
681 if (!stricmp(name, Weapon_info[i].name))
687 #define DEFAULT_WEAPON_SPAWN_COUNT 10
689 // Parse the weapon flags.
690 void parse_wi_flags(weapon_info *weaponp)
692 char weapon_strings[MAX_WEAPON_FLAGS][NAME_LENGTH];
695 required_string("$Flags:");
697 num_strings = stuff_string_list(weapon_strings, MAX_WEAPON_FLAGS);
699 for (int i=0; i<num_strings; i++) {
700 if (!stricmp(NOX("Electronics"), weapon_strings[i]))
701 weaponp->wi_flags |= WIF_ELECTRONICS;
702 else if (!strnicmp(NOX("Spawn"), weapon_strings[i], 5)) {
703 if (weaponp->spawn_type == -1) {
704 int skip_length, name_length;
707 temp_string = weapon_strings[i];
709 weaponp->wi_flags |= WIF_SPAWN;
710 weaponp->spawn_type = (short)Num_spawn_types;
711 skip_length = strlen(NOX("Spawn")) + strspn(&temp_string[strlen(NOX("Spawn"))], NOX(" \t"));
712 char *num_start = strchr(&temp_string[skip_length], ',');
713 if (num_start == NULL) {
714 weaponp->spawn_count = DEFAULT_WEAPON_SPAWN_COUNT;
717 weaponp->spawn_count = (short)atoi(num_start+1);
718 name_length = num_start - temp_string - skip_length;
721 strncpy(Spawn_names[Num_spawn_types++], &(weapon_strings[i][skip_length]), name_length);
722 Assert(Num_spawn_types < MAX_SPAWN_WEAPONS);
724 Warning(LOCATION, "Illegal to have two spawn types for one weapon.\n"
725 "Ignoring weapon %s", weapon_strings[i]);
726 } else if (!stricmp(NOX("Remote Detonate"), weapon_strings[i]))
727 weaponp->wi_flags |= WIF_REMOTE;
728 else if (!stricmp(NOX("Puncture"), weapon_strings[i]))
729 weaponp->wi_flags |= WIF_PUNCTURE;
730 else if (!stricmp(NOX("Big Ship"), weapon_strings[i]))
731 weaponp->wi_flags |= WIF_BIG_ONLY;
732 else if (!stricmp(NOX("Huge"), weapon_strings[i]))
733 weaponp->wi_flags |= WIF_HUGE;
734 else if (!stricmp(NOX("Bomber+"), weapon_strings[i]))
735 weaponp->wi_flags |= WIF_BOMBER_PLUS;
736 else if (!stricmp(NOX("child"), weapon_strings[i]))
737 weaponp->wi_flags |= WIF_CHILD;
738 else if (!stricmp(NOX("Bomb"), weapon_strings[i]))
739 weaponp->wi_flags |= WIF_BOMB;
740 else if (!stricmp(NOX("No Dumbfire"), weapon_strings[i]))
741 weaponp->wi_flags |= WIF_NO_DUMBFIRE;
742 else if (!stricmp(NOX("In tech database"), weapon_strings[i]))
743 weaponp->wi_flags |= WIF_IN_TECH_DATABASE;
744 else if (!stricmp(NOX("Player allowed"), weapon_strings[i]))
745 weaponp->wi_flags |= WIF_PLAYER_ALLOWED;
746 else if (!stricmp(NOX("Particle Spew"), weapon_strings[i]))
747 weaponp->wi_flags |= WIF_PARTICLE_SPEW;
748 else if (!stricmp(NOX("EMP"), weapon_strings[i]))
749 weaponp->wi_flags |= WIF_EMP;
750 else if (!stricmp(NOX("Esuck"), weapon_strings[i]))
751 weaponp->wi_flags |= WIF_ENERGY_SUCK;
752 else if (!stricmp(NOX("Flak"), weapon_strings[i]))
753 weaponp->wi_flags |= WIF_FLAK;
754 else if (!stricmp(NOX("Corkscrew"), weapon_strings[i]))
755 weaponp->wi_flags |= WIF_CORKSCREW;
756 else if (!stricmp(NOX("Shudder"), weapon_strings[i]))
757 weaponp->wi_flags |= WIF_SHUDDER;
758 else if (!stricmp(NOX("lockarm"), weapon_strings[i]))
759 weaponp->wi_flags |= WIF_LOCKARM;
760 else if (!stricmp(NOX("beam"), weapon_strings[i]))
761 weaponp->wi_flags |= WIF_BEAM;
762 else if (!stricmp(NOX("stream"), weapon_strings[i]))
763 weaponp->wi_flags |= WIF_STREAM;
764 else if (!stricmp(NOX("supercap"), weapon_strings[i]))
765 weaponp->wi_flags |= WIF_SUPERCAP;
767 else if (!stricmp(NOX("Swarm"), weapon_strings[i]))
768 weaponp->wi_flags |= WIF_SWARM;
769 else if (!stricmp(NOX("No Ship"), weapon_strings[i]))
770 weaponp->wi_flags |= WIF_CHILD;
773 Warning(LOCATION, "Bogus string in weapon flags: %s\n", weapon_strings[i]);
776 // SWARM, CORKSCREW and FLAK should be mutually exclusive
777 if(weaponp->wi_flags & WIF_FLAK){
778 Assert(!(weaponp->wi_flags & WIF_CORKSCREW) && !(weaponp->wi_flags & WIF_SWARM));
780 if(weaponp->wi_flags & WIF_CORKSCREW){
781 Assert(!(weaponp->wi_flags & WIF_FLAK) && !(weaponp->wi_flags & WIF_SWARM));
783 if(weaponp->wi_flags & WIF_SWARM){
784 Assert(!(weaponp->wi_flags & WIF_CORKSCREW) && !(weaponp->wi_flags & WIF_FLAK));
787 // make sure flak guns are only placed on turrets
788 if(weaponp->wi_flags & WIF_FLAK){
789 Assert(weaponp->wi_flags & WIF_BIG_ONLY);
793 // function to parse the information for a specific weapon type.
794 // return 0 if successful, otherwise return -1
795 #define WEAPONS_MULTITEXT_LENGTH 2048
799 char buf[WEAPONS_MULTITEXT_LENGTH];
801 char fname[255] = "";
804 wip = &Weapon_info[Num_weapon_types];
808 required_string("$Name:");
809 stuff_string(wip->name, F_NAME, NULL);
810 diag_printf ("Weapon name -- %s\n", wip->name);
812 // AL 28-3-98: If this is a demo build, we only want to parse weapons that are preceded with
814 #ifdef DEMO // not needed FS2_DEMO (separate table file)
815 if ( wip->name[0] != '@' ) {
816 // advance to next weapon, and return -1
818 if ( skip_to_start_of_strings("$Name:", "#End") != 1 ) {
825 if ( wip->name[0] == '@' ) {
826 char old_name[NAME_LENGTH];
827 strcpy(old_name, wip->name);
828 strcpy(wip->name, old_name+1);
832 if (optional_string("+Title:")) {
833 stuff_string(wip->title, F_NAME, NULL, WEAPON_TITLE_LEN);
837 if (optional_string("+Description:")) {
838 stuff_string(buf, F_MULTITEXT, NULL);
839 wip->desc = strdup(buf);
842 wip->tech_title[0] = 0;
843 if (optional_string("+Tech Title:")) {
844 stuff_string(wip->tech_title, F_NAME, NULL, NAME_LENGTH);
847 wip->tech_anim_filename[0] = 0;
848 if (optional_string("+Tech Anim:")) {
849 stuff_string(wip->tech_anim_filename, F_NAME, NULL, NAME_LENGTH);
852 wip->tech_desc = NULL;
853 if (optional_string("+Tech Description:")) {
854 stuff_string(buf, F_MULTITEXT, NULL, WEAPONS_MULTITEXT_LENGTH);
855 wip->tech_desc = strdup(buf);
858 // Read the model file. It can be a POF file or none.
859 // If there is no model file (Model file: = "none") then we use our special
860 // laser renderer which requires inner, middle and outer information.
861 required_string("$Model file:");
862 stuff_string(wip->pofbitmap_name, F_NAME, NULL);
863 diag_printf ("Model pof file -- %s\n", wip->pofbitmap_name );
864 if ( stricmp(wip->pofbitmap_name, NOX("none")) ) {
866 wip->render_type = WRT_POF;
867 wip->laser_bitmap = -1;
869 // No POF or AVI file specified, render as special laser type.
872 wip->render_type = WRT_LASER;
875 // laser bitmap itself
876 required_string("@Laser Bitmap:");
877 stuff_string(wip->pofbitmap_name, F_NAME, NULL);
878 wip->laser_bitmap = -1;
880 wip->laser_bitmap = bm_load( wip->pofbitmap_name );
883 // optional laser glow
884 wip->laser_glow_bitmap = -1;
885 if(optional_string("@Laser Glow:")){
886 stuff_string(fname, F_NAME, NULL);
888 wip->laser_glow_bitmap = bm_load( fname );
890 // might as well lock it down as an aabitmap now
891 if(wip->laser_glow_bitmap >= 0){
892 bm_lock(wip->laser_glow_bitmap, 8, BMP_AABITMAP);
893 bm_unlock(wip->laser_glow_bitmap);
898 required_string("@Laser Color:");
899 stuff_byte(&r); stuff_byte(&g); stuff_byte(&b);
900 gr_init_color( &wip->laser_color_1, r, g, b );
902 // optional string for cycling laser colors
903 gr_init_color(&wip->laser_color_2, 0, 0, 0);
904 if(optional_string("@Laser Color2:")){
905 stuff_byte(&r); stuff_byte(&g); stuff_byte(&b);
906 gr_init_color( &wip->laser_color_2, r, g, b );
909 required_string("@Laser Length:");
910 stuff_float(&wip->laser_length);
912 required_string("@Laser Head Radius:");
913 stuff_float(&wip->laser_head_radius);
915 required_string("@Laser Tail Radius:");
916 stuff_float(&wip->laser_tail_radius );
919 required_string("$Mass:");
920 stuff_float( &(wip->mass) );
921 diag_printf ("Weapon mass -- %7.3f\n", wip->mass);
923 required_string("$Velocity:");
924 stuff_float( &(wip->max_speed) );
925 diag_printf ("Weapon mass -- %7.3f\n", wip->max_speed);
927 required_string("$Fire Wait:");
928 stuff_float( &(wip->fire_wait) );
929 diag_printf ("Weapon fire wait -- %7.3f\n", wip->fire_wait);
931 required_string("$Damage:");
932 stuff_float(&wip->damage);
934 // secondary weapons require these values
935 if (First_secondary_index != -1) {
936 required_string("$Blast Force:");
937 stuff_float( &(wip->blast_force) );
938 diag_printf ("Weapon blast force -- %7.3f\n", wip->blast_force);
940 required_string("$Inner Radius:");
941 stuff_float( &(wip->inner_radius) );
942 if ( wip->inner_radius != 0 ) {
943 wip->wi_flags |= WIF_AREA_EFFECT;
945 diag_printf ("Weapon inner blast radius -- %7.3f\n", wip->inner_radius);
947 required_string("$Outer Radius:");
948 stuff_float( &(wip->outer_radius) );
949 if ( wip->outer_radius != 0 ) {
950 wip->wi_flags |= WIF_AREA_EFFECT;
952 diag_printf ("Weapon outer blast radius -- %7.3f\n", wip->outer_radius);
954 required_string("$Shockwave Speed:");
955 stuff_float( &(wip->shockwave_speed) );
956 if ( wip->shockwave_speed != 0 ) {
957 wip->wi_flags |= WIF_SHOCKWAVE;
959 diag_printf ("Shockwave speed -- %7.3f\n", wip->shockwave_speed);
961 // for primary weapons they're optional
963 if(optional_string("$Blast Force:")){
964 stuff_float( &(wip->blast_force) );
965 diag_printf ("Weapon blast force -- %7.3f\n", wip->blast_force);
968 if(optional_string("$Inner Radius:")){
969 stuff_float( &(wip->inner_radius) );
970 if ( wip->inner_radius != 0 ) {
971 wip->wi_flags |= WIF_AREA_EFFECT;
973 diag_printf ("Weapon inner blast radius -- %7.3f\n", wip->inner_radius);
976 if(optional_string("$Outer Radius:")){
977 stuff_float( &(wip->outer_radius) );
978 if ( wip->outer_radius != 0 ) {
979 wip->wi_flags |= WIF_AREA_EFFECT;
981 diag_printf ("Weapon outer blast radius -- %7.3f\n", wip->outer_radius);
984 if(optional_string("$Shockwave Speed:")){
985 stuff_float( &(wip->shockwave_speed) );
986 if ( wip->shockwave_speed != 0 ) {
987 wip->wi_flags |= WIF_SHOCKWAVE;
989 diag_printf ("Shockwave speed -- %7.3f\n", wip->shockwave_speed);
993 required_string("$Armor Factor:");
994 stuff_float(&wip->armor_factor);
996 required_string("$Shield Factor:");
997 stuff_float(&wip->shield_factor);
999 required_string("$Subsystem Factor:");
1000 stuff_float(&wip->subsystem_factor);
1002 required_string("$Lifetime:");
1003 stuff_float(&wip->lifetime);
1005 required_string("$Energy Consumed:");
1006 stuff_float(&wip->energy_consumed);
1008 required_string("$Cargo Size:");
1009 stuff_float(&wip->cargo_size);
1012 required_string("$Homing:");
1013 stuff_boolean(&is_homing);
1015 if (is_homing == 1) {
1016 char temp_type[128];
1018 // the following five items only need to be recorded if the weapon is a homing weapon
1019 required_string("+Type:");
1020 stuff_string(temp_type, F_NAME, NULL);
1022 if (!stricmp(temp_type, NOX("HEAT"))) {
1023 float view_cone_angle;
1025 wip->wi_flags |= WIF_HOMING_HEAT | WIF_TURNS;
1027 required_string("+Turn Time:");
1028 stuff_float(&wip->turn_time);
1030 required_string("+View Cone:");
1031 stuff_float(&view_cone_angle);
1033 wip->fov = (float)cos((float)(ANG_TO_RAD(view_cone_angle/2.0f)));
1035 } else if (!stricmp(temp_type, NOX("ASPECT"))) {
1036 wip->wi_flags |= WIF_HOMING_ASPECT | WIF_TURNS;
1038 required_string("+Turn Time:");
1039 stuff_float(&wip->turn_time);
1041 required_string("+Min Lock Time:"); // minimum time (in seconds) to achieve lock
1042 stuff_float(&wip->min_lock_time);
1044 required_string("+Lock Pixels/Sec:"); // pixels/sec moved while locking
1045 stuff_int(&wip->lock_pixels_per_sec);
1047 required_string("+Catch-up Pixels/Sec:"); // pixels/sec moved while catching-up for a lock
1048 stuff_int(&wip->catchup_pixels_per_sec);
1050 required_string("+Catch-up Penalty:"); // number of extra pixels to move while locking as a penalty for catching up for a lock
1051 stuff_int(&wip->catchup_pixel_penalty);
1053 Error(LOCATION, "Illegal homing type = %s.\nMust be HEAT or ASPECT.\n", temp_type);
1059 wip->swarm_count = -1;
1060 if(optional_string("$Swarm:")){
1061 wip->swarm_count = SWARM_DEFAULT_NUM_MISSILES_FIRED;
1062 stuff_int(&s_count);
1063 wip->swarm_count = (short)s_count;
1065 // flag as being a swarm weapon
1066 wip->wi_flags |= WIF_SWARM;
1069 required_string("$LaunchSnd:");
1070 stuff_int(&wip->launch_snd);
1072 required_string("$ImpactSnd:");
1073 stuff_int(&wip->impact_snd);
1075 if (First_secondary_index != -1) {
1076 required_string("$FlyBySnd:");
1077 stuff_int(&wip->flyby_snd);
1080 // Secondary weapons are required to have a rearm rate.
1081 if (First_secondary_index != -1) {
1082 required_string( "$Rearm Rate:");
1083 stuff_float( &wip->rearm_rate );
1084 if (wip->rearm_rate > 0.1f)
1085 wip->rearm_rate = 1.0f/wip->rearm_rate;
1087 wip->rearm_rate = 1.0f;
1090 wip->weapon_range = 999999999.9f;
1091 if (optional_string("+Weapon Range:")) {
1092 stuff_float(&wip->weapon_range);
1095 wip->spawn_type = -1;
1096 parse_wi_flags(wip);
1098 char trail_name[MAX_FILENAME_LEN] = "";
1099 trail_info *ti = &wip->tr_info;
1100 memset(ti, 0, sizeof(trail_info));
1102 if(optional_string("$Trail:")){
1103 wip->wi_flags |= WIF_TRAIL; // missile leaves a trail
1105 required_string("+Start Width:");
1106 stuff_float(&ti->w_start);
1108 required_string("+End Width:");
1109 stuff_float(&ti->w_end);
1111 required_string("+Start Alpha:");
1112 stuff_float(&ti->a_start);
1114 required_string("+End Alpha:");
1115 stuff_float(&ti->a_end);
1117 required_string("+Max Life:");
1118 stuff_float(&ti->max_life);
1120 ti->stamp = fl2i(1000.0f*ti->max_life)/(NUM_TRAIL_SECTIONS+1);
1122 required_string("+Bitmap:");
1123 stuff_string(trail_name, F_NAME, NULL);
1124 ti->bitmap = bm_load(trail_name);
1125 // wip->delta_time = fl2i(1000.0f*wip->max_life)/(NUM_TRAIL_SECTIONS+1); // time between sections. max_life / num_sections basically.
1128 // seemed easier to separate this out from above
1130 required_string("$Trail:");
1131 stuff_boolean(&has_trail);
1133 if (has_trail == 1) {
1134 wip->wi_flags |= WIF_TRAIL; // missile leaves a trail
1136 required_string("+Head Width:");
1137 stuff_float(&ti->w_start);
1139 required_string("+Tail Width:");
1140 stuff_float(&ti->w_end);
1145 required_string("+Life:");
1146 stuff_float(&ti->max_life);
1148 ti->stamp = fl2i(1000.0f*ti->max_life)/(NUM_TRAIL_SECTIONS+1);
1150 required_string("+Bitmap:");
1151 stuff_string(trail_name, F_NAME, NULL);
1152 ti->bitmap = bm_load(trail_name);
1156 // read in filename for icon that is used in weapons selection
1157 wip->icon_filename[0] = 0;
1158 if ( optional_string("$Icon:") ) {
1159 stuff_string(wip->icon_filename, F_NAME, NULL);
1162 // read in filename for animation that is used in weapons selection
1163 wip->anim_filename[0] = 0;
1164 if ( optional_string("$Anim:") ) {
1165 stuff_string(wip->anim_filename, F_NAME, NULL);
1168 wip->impact_weapon_expl_index = -1;
1169 if ( optional_string("$Impact Explosion:") ) {
1170 char impact_ani_file[FILESPEC_LENGTH];
1171 stuff_string(impact_ani_file, F_NAME, NULL);
1172 if ( stricmp(impact_ani_file,NOX("none"))) {
1173 wip->impact_weapon_expl_index = get_weapon_expl_info_index(impact_ani_file);
1174 //int num_frames, fps;
1175 //wip->impact_explosion_ani = bm_load_animation( impact_ani_file, &num_frames, &fps, 1 );
1177 required_string("$Impact Explosion Radius:");
1178 stuff_float(&wip->impact_explosion_radius);
1183 char mflash_string[255] = "";
1184 wip->muzzle_flash = -1;
1185 if( optional_string("$Muzzleflash:") ){
1186 stuff_string(mflash_string, F_NAME, NULL);
1189 wip->muzzle_flash = mflash_lookup(mflash_string);
1191 if(wip->muzzle_flash >= 0){
1192 wip->wi_flags |= WIF_MFLASH;
1196 // EMP optional stuff (if WIF_EMP is not set, none of this matters, anyway)
1197 if( optional_string("$EMP Intensity:") ){
1198 stuff_float(&wip->emp_intensity);
1200 wip->emp_intensity = EMP_DEFAULT_INTENSITY;
1202 if( optional_string("$EMP Time:") ){
1203 stuff_float(&wip->emp_time);
1205 wip->emp_intensity = EMP_DEFAULT_TIME;
1208 // Energy suck optional stuff (if WIF_ENERGY_SUCK is not set, none of this matters anyway)
1209 if( optional_string("$Leech Weapon:") ){
1210 stuff_float(&wip->weapon_reduce);
1212 wip->weapon_reduce = ESUCK_DEFAULT_WEAPON_REDUCE;
1214 if( optional_string("$Leech Afterburner:") ){
1215 stuff_float(&wip->afterburner_reduce);
1217 wip->afterburner_reduce = ESUCK_DEFAULT_AFTERBURNER_REDUCE;
1220 // beam weapon optional stuff
1221 wip->b_info.beam_type = -1;
1222 wip->b_info.beam_life = -1.0f;
1223 wip->b_info.beam_warmup = -1;
1224 wip->b_info.beam_warmdown = -1;
1225 wip->b_info.beam_muzzle_radius = 0.0f;
1226 wip->b_info.beam_particle_count = -1;
1227 wip->b_info.beam_particle_radius = 0.0f;
1228 wip->b_info.beam_particle_angle = 0.0f;
1229 wip->b_info.beam_particle_ani = -1;
1230 wip->b_info.beam_loop_sound = -1;
1231 wip->b_info.beam_warmup_sound = -1;
1232 wip->b_info.beam_warmdown_sound = -1;
1233 wip->b_info.beam_num_sections = 0;
1234 wip->b_info.beam_glow_bitmap = -1;
1235 wip->b_info.beam_shots = 0;
1236 wip->b_info.beam_shrink_factor = 0.0f;
1237 wip->b_info.beam_shrink_pct = 0.0f;
1238 if( optional_string("$BeamInfo:")){
1240 required_string("+Type:");
1241 stuff_int(&wip->b_info.beam_type);
1243 // how long it lasts
1244 required_string("+Life:");
1245 stuff_float(&wip->b_info.beam_life);
1248 required_string("+Warmup:");
1249 stuff_int(&wip->b_info.beam_warmup);
1252 required_string("+Warmdown:");
1253 stuff_int(&wip->b_info.beam_warmdown);
1255 // muzzle glow radius
1256 required_string("+Radius:");
1257 stuff_float(&wip->b_info.beam_muzzle_radius);
1259 // particle spew count
1260 required_string("+PCount:");
1261 stuff_int(&wip->b_info.beam_particle_count);
1264 required_string("+PRadius:");
1265 stuff_float(&wip->b_info.beam_particle_radius);
1267 // angle off turret normal
1268 required_string("+PAngle:");
1269 stuff_float(&wip->b_info.beam_particle_angle);
1271 // particle bitmap/ani
1272 required_string("+PAni:");
1273 stuff_string(fname, F_NAME, NULL);
1275 int num_frames, fps;
1276 wip->b_info.beam_particle_ani = bm_load_animation(fname, &num_frames, &fps, 1);
1280 required_string("+Miss Factor:");
1281 for(idx=0; idx<NUM_SKILL_LEVELS; idx++){
1282 wip->b_info.beam_miss_factor[idx] = 0.00001f;
1283 stuff_float(&wip->b_info.beam_miss_factor[idx]);
1287 required_string("+BeamSound:");
1288 stuff_int(&wip->b_info.beam_loop_sound);
1291 required_string("+WarmupSound:");
1292 stuff_int(&wip->b_info.beam_warmup_sound);
1295 required_string("+WarmdownSound:");
1296 stuff_int(&wip->b_info.beam_warmdown_sound);
1299 required_string("+Muzzleglow:");
1300 stuff_string(fname, F_NAME, NULL);
1302 wip->b_info.beam_glow_bitmap = bm_load(fname);
1305 // # of shots (only used for type D beams)
1306 required_string("+Shots:");
1307 stuff_int(&wip->b_info.beam_shots);
1310 required_string("+ShrinkFactor:");
1311 stuff_float(&wip->b_info.beam_shrink_factor);
1312 required_string("+ShrinkPct:");
1313 stuff_float(&wip->b_info.beam_shrink_pct);
1316 while( optional_string("$Section:") ){
1317 beam_weapon_section_info i;
1318 char tex_name[255] = "";
1321 required_string("+Width:");
1322 stuff_float(&i.width);
1325 required_string("+Texture:");
1326 stuff_string(tex_name, F_NAME, NULL);
1329 i.texture = bm_load(tex_name);
1331 bm_lock(i.texture, 16, BMP_TEX_OTHER);
1332 bm_unlock(i.texture);
1337 required_string("+RGBA Inner:");
1338 stuff_byte(&i.rgba_inner[0]);
1339 stuff_byte(&i.rgba_inner[1]);
1340 stuff_byte(&i.rgba_inner[2]);
1341 stuff_byte(&i.rgba_inner[3]);
1344 required_string("+RGBA Outer:");
1345 stuff_byte(&i.rgba_outer[0]);
1346 stuff_byte(&i.rgba_outer[1]);
1347 stuff_byte(&i.rgba_outer[2]);
1348 stuff_byte(&i.rgba_outer[3]);
1351 required_string("+Flicker:");
1352 stuff_float(&i.flicker);
1355 required_string("+Zadd:");
1356 stuff_float(&i.z_add);
1359 if(wip->b_info.beam_num_sections < MAX_BEAM_SECTIONS - 1){
1360 wip->b_info.sections[wip->b_info.beam_num_sections++] = i;
1365 // tag weapon optional stuff
1366 wip->tag_level = -1;
1367 wip->tag_time = -1.0f;
1368 if( optional_string("$Tag:")){
1369 stuff_int(&wip->tag_level);
1370 stuff_float(&wip->tag_time);
1371 wip->wi_flags |= WIF_TAG;
1377 // function to parse the information for a specific ship type.
1378 void parse_cmeasure()
1380 cmeasure_info *cmeasurep;
1382 cmeasurep = &Cmeasure_info[Num_cmeasure_types];
1384 required_string("$Name:");
1385 stuff_string(cmeasurep->cmeasure_name, F_NAME, NULL);
1388 $Velocity: 20.0 ;; speed relative to ship, rear-fired until POF info added, MK, 5/22/97
1390 $Lifetime Min: 1.0 ;; Minimum lifetime
1391 $Lifetime Max: 2.0 ;; Maximum lifetime. Actual lifetime is rand(min..max).
1392 $LaunchSnd: counter_1.wav, .8, 10, 300 ;; countermeasure 1 fired (sound is 3d)
1395 required_string("$Velocity:");
1396 stuff_float( &(cmeasurep->max_speed) );
1398 required_string("$Fire Wait:");
1399 stuff_float( &(cmeasurep->fire_wait) );
1401 required_string("$Lifetime Min:");
1402 stuff_float(&cmeasurep->life_min);
1404 required_string("$Lifetime Max:");
1405 stuff_float(&cmeasurep->life_max);
1407 required_string("$LaunchSnd:");
1408 stuff_int(&cmeasurep->launch_sound);
1410 required_string("$Model:");
1411 stuff_string(cmeasurep->pof_name, F_NAME, NULL);
1412 cmeasurep->model_num = -1;
1416 // For all weapons that spawn weapons, given an index at weaponp->spawn_type,
1417 // convert the strings in Spawn_names to indices in the Weapon_types array.
1418 void translate_spawn_types()
1422 for (i=0; i<Num_weapon_types; i++)
1423 if (Weapon_info[i].spawn_type != -1) {
1424 int spawn_type = Weapon_info[i].spawn_type;
1426 for (j=0; j<Num_weapon_types; j++)
1427 if (!stricmp(Spawn_names[spawn_type], Weapon_info[j].name)) {
1428 Weapon_info[i].spawn_type = (short)j;
1430 Warning(LOCATION, "Weapon %s spawns itself. Infinite recursion?\n", Weapon_info[i].name);
1436 void parse_weaponstbl()
1438 // open localization
1441 read_file_text("weapons.tbl");
1444 Num_weapon_types = 0;
1445 First_secondary_index = -1;
1446 Num_spawn_types = 0;
1448 required_string("#Primary Weapons");
1449 while (required_string_either("#End", "$Name:")) {
1450 Assert( Num_weapon_types < MAX_WEAPON_TYPES );
1451 // AL 28-3-98: If parse_weapon() fails, try next .tbl weapon
1452 if ( parse_weapon() ) {
1455 Weapon_info[Num_weapon_types].subtype = WP_LASER;
1458 required_string("#End");
1460 required_string("#Secondary Weapons");
1461 First_secondary_index = Num_weapon_types;
1462 while (required_string_either("#End", "$Name:")) {
1463 Assert( Num_weapon_types < MAX_WEAPON_TYPES );
1464 // AL 28-3-98: If parse_weapon() fails, try next .tbl weapon
1465 if ( parse_weapon() ) {
1468 Weapon_info[Num_weapon_types].subtype = WP_MISSILE;
1471 required_string("#End");
1473 required_string("#Beam Weapons");
1474 while (required_string_either("#End", "$Name:")) {
1475 Assert( Num_weapon_types < MAX_WEAPON_TYPES );
1476 // AL 28-3-98: If parse_weapon() fails, try next .tbl weapon
1477 if ( parse_weapon() ) {
1480 Weapon_info[Num_weapon_types].subtype = WP_BEAM;
1483 required_string("#End");
1485 required_string("#Countermeasures");
1486 while (required_string_either("#End", "$Name:")) {
1487 Assert( Num_cmeasure_types < MAX_CMEASURE_TYPES );
1489 Num_cmeasure_types++;
1492 required_string("#End");
1494 // Read in a list of weapon_info indicies that are an ordering of the player weapon precedence.
1495 // This list is used to select an alternate weapon when a particular weapon is not available
1496 // during weapon selection.
1497 required_string("$Player Weapon Precedence:");
1498 Num_player_weapon_precedence = stuff_int_list(Player_weapon_precedence, MAX_WEAPON_TYPES, WEAPON_LIST_TYPE);
1500 translate_spawn_types();
1502 // close localization
1506 void create_weapon_names()
1510 for (i=0; i<Num_weapon_types; i++)
1511 Weapon_names[i] = Weapon_info[i].name;
1514 // This will get called once at game startup
1519 if ( !Weapons_inited ) {
1520 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
1521 // parse weapon_exp.tbl
1522 parse_weapon_expl_tbl();
1524 // parse weapons.tbl
1525 if ((rval = setjmp(parse_abort)) != 0) {
1526 Error(LOCATION, "Error parsing 'weapons.tbl'\r\nError code = %i.\r\n", rval);
1529 create_weapon_names();
1534 weapon_level_init();
1538 // This will get called at the start of each level.
1539 void weapon_level_init()
1543 // Reset everything between levels
1545 for (i=0; i<MAX_WEAPONS; i++) {
1546 Weapons[i].objnum = -1;
1547 Weapons[i].weapon_info_index = -1;
1550 trail_level_init(); // reset all missile trails
1553 missile_obj_list_init();
1555 cscrew_level_init();
1560 Weapon_flyby_sound_timer = timestamp(0);
1561 Weapon_impact_timer = 1; // inited each level, used to reduce impact sounds
1564 MONITOR( NumWeaponsRend );
1566 float weapon_glow_scale_f = 2.3f;
1567 float weapon_glow_scale_r = 2.3f;
1568 float weapon_glow_scale_l = 1.5f;
1569 float weapon_glow_alpha_d3d = 0.85f;
1570 float weapon_glow_alpha_glide = 0.99f;
1571 void weapon_render(object *obj)
1578 MONITOR_INC(NumWeaponsRend, 1);
1580 Assert(obj->type == OBJ_WEAPON);
1582 num = obj->instance;
1584 wip = &Weapon_info[Weapons[num].weapon_info_index];
1586 switch (wip->render_type) {
1588 // turn off fogging for good measure
1589 gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0, -1.0f, -1.0f);
1591 if (wip->laser_bitmap >= 0) {
1592 gr_set_color_fast(&wip->laser_color_1);
1593 gr_set_bitmap(wip->laser_bitmap, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 0.99999f, -1, -1);
1596 vm_vec_scale_add(&headp, &obj->pos, &obj->orient.v.fvec, wip->laser_length);
1597 wp->weapon_flags &= ~WF_CONSIDER_FOR_FLYBY_SOUND;
1598 if ( g3_draw_laser(&headp, wip->laser_head_radius, &obj->pos, wip->laser_tail_radius) ) {
1599 wp->weapon_flags |= WF_CONSIDER_FOR_FLYBY_SOUND;
1603 // maybe draw laser glow bitmap
1604 if(wip->laser_glow_bitmap >= 0){
1605 // get the laser color
1606 weapon_get_laser_color(&c, obj);
1609 vm_vec_scale_add(&headp2, &obj->pos, &obj->orient.v.fvec, wip->laser_length * weapon_glow_scale_l);
1610 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, -1, -1);
1611 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);
1617 uint render_flags = MR_NORMAL|MR_IS_MISSILE|MR_NO_LIGHTING;
1619 model_clear_instance(wip->model_num);
1621 if ( (wip->wi_flags & WIF_THRUSTER) && (wp->thruster_bitmap > -1) ) {
1624 // Add noise to thruster geometry.
1625 //ft = obj->phys_info.forward_thrust;
1626 ft = 1.0f; // Always use 1.0f for missiles
1627 ft *= (1.0f + frand()/5.0f - 1.0f/10.0f);
1631 model_set_thrust( wip->model_num, ft, wp->thruster_bitmap, wp->thruster_glow_bitmap, wp->thruster_glow_noise);
1632 render_flags |= MR_SHOW_THRUSTERS;
1635 model_render(wip->model_num, &obj->orient, &obj->pos, render_flags);
1637 // render a missile plume as well
1639 static int plume = -1;
1640 extern float Interp_thrust_twist;
1641 extern float Interp_thrust_twist2;
1643 plume = model_load("plume01.pof", -1, NULL);
1646 Interp_thrust_twist = tw;
1647 Interp_thrust_twist2 = tw2;
1648 model_set_alpha(plume_alpha);
1649 model_render(plume, &obj->orient, &obj->pos, MR_ALL_XPARENT);
1650 Interp_thrust_twist = -1.0f;
1651 Interp_thrust_twist2 = -1.0f;
1658 Warning(LOCATION, "Unknown weapon rendering type = %i\n", wip->render_type);
1662 void weapon_delete(object *obj)
1667 num = obj->instance;
1669 Assert( Weapons[num].objnum == OBJ_INDEX(obj));
1672 Assert(wp->weapon_info_index >= 0);
1673 wp->weapon_info_index = -1;
1674 if (wp->swarm_index >= 0) {
1675 swarm_delete(wp->swarm_index);
1676 wp->swarm_index = -1;
1679 if(wp->cscrew_index >= 0) {
1680 cscrew_delete(wp->cscrew_index);
1681 wp->cscrew_index = -1;
1684 if (wp->missile_list_index >= 0) {
1685 missle_obj_list_remove(wp->missile_list_index);
1686 wp->missile_list_index = -1;
1689 if (wp->flak_index >= 0){
1690 flak_delete(wp->flak_index);
1691 wp->flak_index = -1;
1694 if (wp->trail_num > -1) {
1695 trail_object_died(wp->trail_num);
1700 Assert(Num_weapons >= 0);
1703 // Check if missile is newly locked onto the Player, maybe play a launch warning
1704 void weapon_maybe_play_warning(weapon *wp)
1706 if ( wp->homing_object == Player_obj ) {
1707 if ( !(wp->weapon_flags & WF_LOCK_WARNING_PLAYED) ) {
1708 wp->weapon_flags |= WF_LOCK_WARNING_PLAYED;
1709 if ( Weapon_info[wp->weapon_info_index].wi_flags & WIF_HOMING_HEAT ) {
1710 snd_play(&Snds[SND_HEATLOCK_WARN]);
1712 Assert(Weapon_info[wp->weapon_info_index].wi_flags & WIF_HOMING_ASPECT);
1713 snd_play(&Snds[SND_ASPECTLOCK_WARN]);
1719 #define CMEASURE_DETONATE_DISTANCE 40.0f
1721 // Detonate all missiles near this countermeasure.
1722 void detonate_nearby_missiles(cmeasure *cmp)
1725 vector cmeasure_pos;
1727 cmeasure_pos = Objects[cmp->objnum].pos;
1729 mop = GET_FIRST(&Missile_obj_list);
1730 while(mop != END_OF_LIST(&Missile_obj_list)) {
1734 objp = &Objects[mop->objnum];
1735 wp = &Weapons[objp->instance];
1737 if (wp->team != cmp->team) {
1738 if ( Missiontime - wp->creation_time > F1_0/2) {
1739 if (vm_vec_dist_quick(&cmeasure_pos, &objp->pos) < CMEASURE_DETONATE_DISTANCE) {
1740 if (wp->lifeleft > 0.2f) {
1741 //nprintf(("Jim", "Frame %i: Cmeasure #%i detonating weapon #%i\n", Framecount, cmp-Cmeasures, wp-Weapons));
1742 wp->lifeleft = 0.2f;
1743 // nprintf(("AI", "Frame %i: Flagging weapon %i for detonation.\n", Framecount, wp-Weapons));
1753 // Find an object for weapon #num (object *weapon_objp) to home on due to heat.
1754 void find_homing_object(object *weapon_objp, int num)
1756 object *objp, *old_homing_objp;
1763 wip = &Weapon_info[Weapons[num].weapon_info_index];
1765 best_dist = 99999.9f;
1767 // save the old homing object so that multiplayer servers can give the right information
1768 // to clients if the object changes
1769 old_homing_objp = wp->homing_object;
1771 wp->homing_object = &obj_used_list;
1773 // Scan all objects, find a weapon to home on.
1774 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
1775 if ((objp->type == OBJ_SHIP) || (objp->type == OBJ_CMEASURE)) {
1776 if (objp->type == OBJ_CMEASURE)
1777 if (Cmeasures[objp->instance].flags & CMF_DUD_HEAT)
1780 int homing_object_team = obj_team(objp);
1781 if ( (homing_object_team != wp->team) || (homing_object_team == TEAM_TRAITOR) ) {
1784 vector vec_to_object;
1786 // AL 2-17-98: If ship is immune to sensors, can't home on it (Sandeep says so)!
1787 if ( objp->type == OBJ_SHIP ) {
1788 if ( Ships[objp->instance].flags & SF_HIDDEN_FROM_SENSORS ) {
1793 // If this is a player object, make sure there aren't already too many homers.
1794 // Only in single player. In multiplayer, we don't want to restrict it in dogfight on team vs. team.
1795 // For co-op, it's probably also OK.
1796 if (!( Game_mode & GM_MULTIPLAYER )) {
1797 int num_homers = compute_num_homing_objects(objp);
1798 if (Max_allowed_player_homers[Game_skill_level] < num_homers)
1803 dist = vm_vec_normalized_dir(&vec_to_object, &objp->pos, &weapon_objp->pos);
1805 if (objp->type == OBJ_CMEASURE)
1808 dot = vm_vec_dot(&vec_to_object, &weapon_objp->orient.v.fvec);
1810 if (dot > wip->fov) {
1811 if (dist < best_dist) {
1813 wp->homing_object = objp;
1814 wp->target_sig = objp->signature;
1816 weapon_maybe_alert_cmeasure_success(objp);
1823 // if (wp->homing_object->type == OBJ_CMEASURE)
1824 // nprintf(("AI", "Frame %i: Weapon #%i homing on cmeasure #%i\n", Framecount, num, objp-Objects));
1826 if (wp->homing_object == Player_obj)
1827 weapon_maybe_play_warning(wp);
1829 // if the old homing object is different that the new one, send a packet to clients
1830 if ( MULTIPLAYER_MASTER && (old_homing_objp != wp->homing_object) ) {
1831 send_homing_weapon_info( num );
1835 // Scan all countermeasures. Maybe make weapon_objp home on it.
1836 void find_homing_object_cmeasures_1(object *weapon_objp)
1841 float best_dot, dist, dot;
1843 wp = &Weapons[weapon_objp->instance];
1844 wip = &Weapon_info[wp->weapon_info_index];
1846 best_dot = wip->fov; // Note, setting to this avoids comparison below.
1848 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
1849 if (objp->type == OBJ_CMEASURE) {
1850 vector vec_to_object;
1851 dist = vm_vec_normalized_dir(&vec_to_object, &objp->pos, &weapon_objp->pos);
1853 if (dist < MAX_CMEASURE_TRACK_DIST) {
1855 if (wip->wi_flags & WIF_HOMING_ASPECT) {
1856 chance = 1.0f/2.0f; // aspect seeker this likely to chase a countermeasure
1858 chance = 1.0f/1.5f; // heat seeker this likely to chase a countermeasure
1860 if ((objp->signature != wp->cmeasure_ignore_objnum) && (objp->signature != wp->cmeasure_chase_objnum)) {
1861 if (frand() < chance) {
1862 wp->cmeasure_ignore_objnum = objp->signature; // Don't process this countermeasure again.
1863 //nprintf(("Jim", "Frame %i: Weapon #%i ignoring cmeasure #%i\n", Framecount, OBJ_INDEX(weapon_objp), objp->signature));
1865 wp->cmeasure_chase_objnum = objp->signature; // Don't process this countermeasure again.
1866 //nprintf(("Jim", "Frame %i: Weapon #%i CHASING cmeasure #%i\n", Framecount, OBJ_INDEX(weapon_objp), objp->signature));
1870 if (objp->signature != wp->cmeasure_ignore_objnum) {
1872 dot = vm_vec_dot(&vec_to_object, &weapon_objp->orient.v.fvec);
1874 if (dot > best_dot) {
1875 //nprintf(("Jim", "Frame %i: Weapon #%i homing on cmeasure #%i\n", Framecount, weapon_objp-Objects, objp->signature));
1877 wp->homing_object = objp;
1878 weapon_maybe_alert_cmeasure_success(objp);
1887 // Someone launched countermeasures.
1888 // For all heat-seeking homing objects, see if should favor tracking a countermeasure instead.
1889 void find_homing_object_cmeasures()
1891 object *weapon_objp;
1893 // nprintf(("AI", "Scanning for countermeasures in frame %i\n", Framecount));
1895 if (Cmeasures_homing_check == 0)
1898 if (Cmeasures_homing_check <= 0)
1899 Cmeasures_homing_check = 1;
1901 Cmeasures_homing_check--;
1903 for (weapon_objp = GET_FIRST(&obj_used_list); weapon_objp != END_OF_LIST(&obj_used_list); weapon_objp = GET_NEXT(weapon_objp) ) {
1904 if (weapon_objp->type == OBJ_WEAPON) {
1905 weapon_info *wip = &Weapon_info[Weapons[weapon_objp->instance].weapon_info_index];
1907 if (wip->wi_flags & WIF_HOMING)
1908 find_homing_object_cmeasures_1(weapon_objp);
1914 // Find object with signature "sig" and make weapon home on it.
1915 void find_homing_object_by_sig(object *weapon_objp, int sig)
1919 object *old_homing_objp;
1921 wp = &Weapons[weapon_objp->instance];
1923 // save the old object so that multiplayer masters know whether to send a homing update packet
1924 old_homing_objp = wp->homing_object;
1926 sop = GET_FIRST(&Ship_obj_list);
1927 while(sop != END_OF_LIST(&Ship_obj_list)) {
1930 objp = &Objects[sop->objnum];
1931 if (objp->signature == sig) {
1932 wp->homing_object = objp;
1933 wp->target_sig = objp->signature;
1940 // if the old homing object is different that the new one, send a packet to clients
1941 if ( MULTIPLAYER_MASTER && (old_homing_objp != wp->homing_object) ) {
1942 send_homing_weapon_info( weapon_objp->instance );
1947 // Make weapon num home. It's also object *obj.
1948 void weapon_home(object *obj, int num, float frame_time)
1954 Assert(obj->type == OBJ_WEAPON);
1955 Assert(obj->instance == num);
1957 wip = &Weapon_info[wp->weapon_info_index];
1958 hobjp = Weapons[num].homing_object;
1960 // If not 1/2 second gone by, don't home yet.
1961 if ((hobjp == &obj_used_list) || ( f2fl(Missiontime - wp->creation_time) < 0.25f )) {
1962 // If this is a heat seeking homing missile and 1/2 second has elapsed since firing
1963 // and we don't have a target (else we wouldn't be inside the IF), find a new target.
1964 if (wip->wi_flags & WIF_HOMING_HEAT)
1965 if ( f2fl(Missiontime - wp->creation_time) > 0.5f )
1966 find_homing_object(obj, num);
1968 if (obj->phys_info.speed > wip->max_speed) {
1969 obj->phys_info.speed -= frame_time * 4;
1970 vm_vec_copy_scale( &obj->phys_info.desired_vel, &obj->orient.v.fvec, obj->phys_info.speed);
1971 } else if ((obj->phys_info.speed < wip->max_speed/4) && (wip->wi_flags & WIF_HOMING_HEAT)) {
1972 obj->phys_info.speed = wip->max_speed/4;
1973 vm_vec_copy_scale( &obj->phys_info.desired_vel, &obj->orient.v.fvec, obj->phys_info.speed);
1976 /* Removed code that makes bombs drop for a bit. They looked odd and it was confusing. People wondered where their weapons went.
1977 // Make bombs drop down for first second of life.
1978 if (wip->wi_flags & WIF_BOMB) {
1979 if (wip->lifetime - wp->lifeleft < 0.5f) {
1980 float time_scale = wip->lifetime - wp->lifeleft;
1981 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));
1988 // AL 4-8-98: If orgiginal target for aspect lock missile is lost, stop homing
1989 if (wip->wi_flags & WIF_HOMING_ASPECT) {
1990 if ( wp->target_sig > 0 ) {
1991 if ( wp->homing_object->signature != wp->target_sig ) {
1992 wp->homing_object = &obj_used_list;
1998 // AL 4-13-98: Stop homing on a subsystem if parent ship has changed
1999 if (wip->wi_flags & WIF_HOMING_HEAT) {
2000 if ( wp->target_sig > 0 ) {
2001 if ( wp->homing_object->signature != wp->target_sig ) {
2002 wp->homing_subsys = NULL;
2008 if (hobjp->type == OBJ_NONE) {
2009 find_homing_object(obj, num);
2014 switch (hobjp->type) {
2016 if (wip->wi_flags & WIF_HOMING_ASPECT)
2017 find_homing_object_by_sig(obj, wp->target_sig);
2019 find_homing_object(obj, num);
2023 if (hobjp->signature != wp->target_sig) {
2024 if (wip->wi_flags & WIF_HOMING_ASPECT)
2025 find_homing_object_by_sig(obj, wp->target_sig);
2027 find_homing_object(obj, num);
2032 // only allowed to home on bombs
2033 Assert(Weapon_info[Weapons[hobjp->instance].weapon_info_index].wi_flags & WIF_BOMB);
2034 if (wip->wi_flags & WIF_HOMING_ASPECT)
2035 find_homing_object_by_sig(obj, wp->target_sig);
2037 find_homing_object(obj, num);
2045 // See if this weapon is the nearest homing object to the object it is homing on.
2046 // If so, update some fields in the target object's ai_info.
2047 if (hobjp != &obj_used_list) {
2050 dist = vm_vec_dist_quick(&obj->pos, &hobjp->pos);
2052 if (hobjp->type == OBJ_SHIP) {
2055 aip = &Ai_info[Ships[hobjp->instance].ai_index];
2057 if ((aip->nearest_locked_object == -1) || (dist < aip->nearest_locked_distance)) {
2058 aip->nearest_locked_object = obj-Objects;
2059 aip->nearest_locked_distance = dist;
2064 // If the object it is homing on is still valid, home some more!
2065 if (hobjp != &obj_used_list) {
2068 vector target_pos; // position of what the homing missile is seeking
2070 vm_vec_zero(&target_pos);
2072 // the homing missile may be seeking a subsystem on a ship. If so, we need to calculate the
2073 // world coordinates of that subsystem so the homing missile can seek it out.
2074 // For now, March 7, 1997, MK, heat seeking homing missiles will be able to home on
2075 // any subsystem. Probably makes sense for them to only home on certain kinds of subsystems.
2076 if ( wp->homing_subsys != NULL ) {
2077 get_subsystem_world_pos(hobjp, Weapons[num].homing_subsys, &target_pos);
2078 wp->homing_pos = target_pos; // store the homing position in weapon data
2079 Assert( !vm_is_vec_nan(&wp->homing_pos) );
2084 dist = vm_vec_dist_quick(&obj->pos, &hobjp->pos);
2085 if (hobjp->type == OBJ_CMEASURE) {
2086 if (dist < CMEASURE_DETONATE_DISTANCE) {
2089 cmp = &Cmeasures[hobjp->instance];
2091 // Make this missile detonate soon. Not right away, not sure why. Seems better.
2092 if (cmp->team != wp->team) {
2093 detonate_nearby_missiles(cmp);
2094 //nprintf(("AI", "Frame %i: Weapon %i hit cmeasure, will die!\n", Framecount, wp-Weapons));
2101 if (wip->fov > 0.8f)
2104 int pick_homing_point = 0;
2105 if ( IS_VEC_NULL(&wp->homing_pos) ) {
2106 pick_homing_point = 1;
2109 // Update homing position if it hasn't been set, you're within 500 meters, or every half second, approximately.
2110 // For large objects, don't lead them.
2111 if (hobjp->radius < 40.0f) {
2112 target_pos = hobjp->pos;
2113 wp->homing_pos = target_pos;
2114 } else if ( pick_homing_point || (dist < 500.0f) || (rand_chance(flFrametime, 2.0f)) ) {
2116 if (hobjp->type == OBJ_SHIP) {
2117 if ( !pick_homing_point ) {
2118 // ensure that current attack point is only updated in world coords (ie not pick a different vertex)
2119 wp->pick_big_attack_point_timestamp = 0;
2122 if ( pick_homing_point ) {
2123 // If *any* player is parent of homing missile, then use position where lock indicator is
2124 if ( Objects[obj->parent].flags & OF_PLAYER_SHIP ) {
2127 // determine the player
2129 if ( Game_mode & GM_MULTIPLAYER ) {
2132 pnum = multi_find_player_by_object( &Objects[obj->parent] );
2134 pp = Net_players[pnum].player;
2138 // If player has apect lock, we don't want to find a homing point on the closest
2139 // octant... setting the timestamp to 0 ensures this.
2140 if (wip->wi_flags & WIF_HOMING_ASPECT) {
2141 wp->pick_big_attack_point_timestamp = 0;
2143 wp->pick_big_attack_point_timestamp = 1;
2146 if ( pp && pp->locking_subsys ) {
2147 wp->big_attack_point = pp->locking_subsys->system_info->pnt;
2149 vm_vec_zero(&wp->big_attack_point);
2154 ai_big_pick_attack_point(hobjp, obj, &target_pos, fov);
2157 target_pos = hobjp->pos;
2160 wp->homing_pos = target_pos;
2161 Assert( !vm_is_vec_nan(&wp->homing_pos) );
2162 // nprintf(("AI", "Attack point = %7.3f %7.3f %7.3f\n", target_pos.xyz.x, target_pos.xyz.y, target_pos.xyz.z));
2164 target_pos = wp->homing_pos;
2167 // Couldn't find a lock.
2168 if (IS_VEC_NULL(&target_pos))
2171 // Cause aspect seeking weapon to home at target's predicted position.
2172 // But don't use predicted position if dot product small or negative.
2173 // If do this, with a ship headed towards missile, could choose a point behind missile.``1
2174 float dist_to_target, time_to_target;
2176 dist_to_target = vm_vec_normalized_dir(&vec_to_goal, &target_pos, &obj->pos);
2177 time_to_target = dist_to_target/wip->max_speed;
2180 tvec = obj->phys_info.vel;
2181 vm_vec_normalize(&tvec);
2183 old_dot = vm_vec_dot(&tvec, &vec_to_goal);
2185 // If a weapon has missed its target, detonate it.
2186 // This solves the problem of a weapon circling the center of a subsystem that has been blown away.
2187 // Problem: It does not do impact damage, just proximity damage.
2188 if ((dist_to_target < flFrametime * obj->phys_info.speed * 4.0f + 10.0f) && (old_dot < 0.0f)) {
2189 int kill_missile = TRUE;
2190 if (wp->homing_object) {
2191 if (wp->homing_object->type == OBJ_SHIP) {
2192 ship *shipp = &Ships[wp->homing_object->instance];
2193 if (Ship_info[shipp->ship_info_index].flags & SIF_DONT_COLLIDE_INVIS) {
2194 kill_missile = FALSE;
2199 if (kill_missile && (wp->lifeleft > 0.01f)) {
2200 wp->lifeleft = 0.01f;
2204 // Only lead target if more than one second away. Otherwise can miss target. I think this
2205 // is what's causing Harbingers to miss the super destroyer. -- MK, 4/15/98
2206 if ((wip->wi_flags & WIF_HOMING_ASPECT) && (old_dot > 0.1f) && (time_to_target > 0.1f))
2207 vm_vec_scale_add2(&target_pos, &hobjp->phys_info.vel, min(time_to_target, 2.0f));
2209 //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));
2211 // 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));
2213 // If a HEAT seeking (rather than ASPECT seeking) homing missile, verify that target is in viewcone.
2214 if (wip->wi_flags & WIF_HOMING_HEAT) {
2215 if ((old_dot < wip->fov) && (dist_to_target > wip->inner_radius*1.1f)) { // Delay finding new target one frame to allow detonation.
2216 find_homing_object(obj, num);
2217 return; // Maybe found a new homing object. Return, process more next frame.
2218 } else // Subtract out life based on how far from target this missile points.
2219 if (wip->fov < 0.95f) {
2220 wp->lifeleft -= flFrametime * (0.95f - old_dot);
2221 //Should only happen when time is compressed.
2222 //if (flFrametime * (1.0f - old_dot) > 1.0f)
2225 } else if (wip->wi_flags & WIF_HOMING_ASPECT) { // subtract life as if max turn is 90 degrees.
2226 if (wip->fov < 0.95f)
2227 wp->lifeleft -= flFrametime * (0.95f - old_dot);
2229 Assert(0); // Hmm, a homing missile, but not aspect or heat?
2232 // Control speed based on dot product to goal. If close to straight ahead, move
2233 // at max speed, else move slower based on how far from ahead.
2234 if (old_dot < 0.90f) {
2235 obj->phys_info.speed = max(0.2f, old_dot* (float) fabs(old_dot));
2236 if (obj->phys_info.speed < wip->max_speed*0.75f)
2237 obj->phys_info.speed = wip->max_speed*0.75f;
2239 obj->phys_info.speed = wip->max_speed;
2241 // For first second of weapon's life, it doesn't fly at top speed. It ramps up.
2242 if (Missiontime - wp->creation_time < i2f(1)) {
2245 t = f2fl(Missiontime - wp->creation_time);
2246 obj->phys_info.speed *= t*t;
2249 Assert( obj->phys_info.speed > 0.0f );
2251 vm_vec_copy_scale( &obj->phys_info.desired_vel, &obj->orient.v.fvec, obj->phys_info.speed);
2253 // turn the missile towards the target only if non-swarm. Homing swarm missiles choose
2254 // a different vector to turn towards, this is done in swarm_update_direction().
2255 // if ( !(wip->wi_flags & WIF_SWARM) ) {
2256 if ( wp->swarm_index < 0 ) {
2257 // 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));
2258 ai_turn_towards_vector(&target_pos, obj, frame_time, wip->turn_time, NULL, NULL, 0.0f, 0, NULL);
2259 vel = vm_vec_mag(&obj->phys_info.desired_vel);
2261 vm_vec_copy_scale(&obj->phys_info.desired_vel, &obj->orient.v.fvec, vel);
2265 /* // If this weapon shot past its target, make it detonate.
2266 if ((old_dot < 0.0f) && (dist_to_target < 50.0f)) {
2267 if (wp->lifeleft > 0.01f)
2268 wp->lifeleft = 0.01f;
2273 // as Mike K did with ships -- break weapon into process_pre and process_post for code to execute
2274 // before and after physics movement
2276 void weapon_process_pre( object *obj, float frame_time)
2278 // if the object is a corkscrew style weapon, process it now
2279 if((obj->type == OBJ_WEAPON) && (Weapons[obj->instance].cscrew_index >= 0)){
2280 cscrew_process_pre(obj);
2283 // if the weapon is a flak weapon, maybe detonate it early
2284 if((obj->type == OBJ_WEAPON) && (Weapon_info[Weapons[obj->instance].weapon_info_index].wi_flags & WIF_FLAK) && (Weapons[obj->instance].flak_index >= 0)){
2285 flak_maybe_detonate(obj);
2289 int Homing_hits = 0, Homing_misses = 0;
2292 MONITOR( NumWeapons );
2294 // maybe play a "whizz sound" if close enough to view position
2295 void weapon_maybe_play_flyby_sound(object *weapon_objp, weapon *wp)
2297 // do a quick out if not a laser
2298 if ( Weapon_info[wp->weapon_info_index].subtype != WP_LASER ) {
2302 // don't play flyby sounds too close together
2303 if ( !timestamp_elapsed(Weapon_flyby_sound_timer) ) {
2307 if ( !(wp->weapon_flags & WF_PLAYED_FLYBY_SOUND) && (wp->weapon_flags & WF_CONSIDER_FOR_FLYBY_SOUND) ) {
2308 float dist, dot, radius;
2310 dist = vm_vec_dist_quick(&weapon_objp->pos, &Eye_position);
2313 radius = Viewer_obj->radius;
2318 if ( (dist > radius) && (dist < 55) ) {
2319 vector vec_to_weapon;
2321 vm_vec_sub(&vec_to_weapon, &weapon_objp->pos, &Eye_position);
2322 vm_vec_normalize(&vec_to_weapon);
2324 // ensure laser is in front of eye
2325 dot = vm_vec_dot(&vec_to_weapon, &Eye_matrix.v.fvec);
2330 // ensure that laser is moving in similar direction to fvec
2331 dot = vm_vec_dot(&vec_to_weapon, &weapon_objp->orient.v.fvec);
2333 // nprintf(("Alan", "Weapon dot: %.2f\n", dot));
2334 if ( (dot < -0.80) && (dot > -0.98) ) {
2335 snd_play_3d( &Snds[SND_WEAPON_FLYBY], &weapon_objp->pos, &Eye_position );
2336 Weapon_flyby_sound_timer = timestamp(200);
2337 wp->weapon_flags |= WF_PLAYED_FLYBY_SOUND;
2343 // process a weapon after physics movement. MWA reorders some of the code on 8/13 for multiplayer. When
2344 // adding something to this function, decide whether or not a client in a multiplayer game needs to do
2345 // what is normally done in a single player game. Things like plotting an object on a radar, effect
2346 // for exhaust are things that are done on all machines. Things which calculate weapon targets, new
2347 // velocities, etc, are server only functions and should go after the if ( !MULTIPLAYER_MASTER ) statement
2348 // See Allender if you cannot decide what to do.
2349 void weapon_process_post(object * obj, float frame_time)
2355 MONITOR_INC( NumWeapons, 1 );
2357 Assert(obj->type == OBJ_WEAPON);
2359 num = obj->instance;
2362 int objnum = OBJ_INDEX(obj);
2363 Assert( Weapons[num].objnum == objnum );
2368 wp->lifeleft -= frame_time;
2369 wip = &Weapon_info[wp->weapon_info_index];
2371 // check life left. Multiplayer client code will go through here as well. We must be careful in weapon_hit
2372 // when killing a missile that spawn child weapons!!!!
2373 if ( wp->lifeleft < 0.0f ) {
2374 if ( wip->subtype & WP_MISSILE ) {
2375 if(Game_mode & GM_MULTIPLAYER){
2376 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
2377 // nprintf(("AI", "Frame %i: Weapon %i detonated, dist = %7.3f!\n", Framecount, obj-Objects));
2378 weapon_detonate(obj);
2381 // nprintf(("AI", "Frame %i: Weapon %i detonated, dist = %7.3f!\n", Framecount, obj-Objects));
2382 weapon_detonate(obj);
2384 if (wip->wi_flags & WIF_HOMING) {
2386 // nprintf(("AI", "Miss! Hits = %i/%i\n", Homing_hits, (Homing_hits + Homing_misses)));
2389 obj->flags |= OF_SHOULD_BE_DEAD;
2390 // demo_do_flag_dead(OBJ_INDEX(obj));
2396 // plot homing missiles on the radar
2397 if (wip->wi_flags & WIF_HOMING) {
2398 if ( hud_gauge_active(HUD_RADAR) ) {
2399 radar_plot_object( obj );
2404 if ((wip->wi_flags & WIF_TRAIL) && !(wip->wi_flags & WIF_CORKSCREW)) {
2405 if ( wp->trail_num > -1 ) {
2406 if (trail_stamp_elapsed(wp->trail_num)) {
2408 trail_add_segment( wp->trail_num, &obj->pos );
2410 trail_set_stamp(wp->trail_num);
2412 trail_set_segment( wp->trail_num, &obj->pos );
2418 if ( wip->wi_flags & WIF_THRUSTER ) {
2419 ship_do_weapon_thruster_frame( wp, obj, flFrametime );
2422 // maybe play a "whizz sound" if close enough to view position
2424 if ( Weapon_flyby_sound_enabled ) {
2425 weapon_maybe_play_flyby_sound(obj, wp);
2428 weapon_maybe_play_flyby_sound(obj, wp);
2431 // If our target is still valid, then update some info.
2432 if (wp->target_num != -1) {
2433 if (Objects[wp->target_num].signature == wp->target_sig) {
2437 vm_vec_avg(&v0, &obj->pos, &obj->last_pos);
2439 cur_dist = vm_vec_dist_quick(&v0, &Objects[wp->target_num].pos);
2441 if (cur_dist < wp->nearest_dist) {
2442 wp->nearest_dist = cur_dist;
2443 } else if (cur_dist > wp->nearest_dist + 1.0f) {
2446 ai_info *parent_aip;
2447 float lead_scale = 0.0f;
2450 if (obj->parent != Player_obj-Objects) {
2451 parent_aip = &Ai_info[Ships[Objects[obj->parent].instance].ai_index];
2452 lead_scale = parent_aip->lead_scale;
2455 vm_vec_normalized_dir(&tvec, &v0, &Objects[wp->target_num].pos);
2456 dot = vm_vec_dot(&tvec, &Objects[wp->target_num].orient.v.fvec);
2457 // nprintf(("AI", "Miss dot = %7.3f, dist = %7.3f, lead_scale = %7.3f\n", dot, cur_dist, lead_scale));
2458 wp->target_num = -1;
2460 // Learn! If over-shooting or under-shooting, compensate.
2461 // Really need to compensate for left/right errors. This does no good against someone circling
2462 // in a plane perpendicular to the attacker's forward vector.
2463 if (parent_aip != NULL) {
2464 if (cur_dist > 100.0f)
2465 parent_aip->lead_scale = 0.0f;
2468 parent_aip->lead_scale += cur_dist/2000.0f;
2469 } else if (dot > 0.1f) {
2470 parent_aip->lead_scale -= cur_dist/2000.0f;
2473 if (fl_abs(parent_aip->lead_scale) > 1.0f){
2474 parent_aip->lead_scale *= 0.9f;
2481 if(wip->wi_flags & WIF_PARTICLE_SPEW){
2482 weapon_maybe_spew_particle(obj);
2485 // a single player or multiplayer server function -- it affects actual weapon movement.
2486 if (wip->wi_flags & WIF_HOMING) {
2487 weapon_home(obj, num, frame_time);
2489 /* if (wip->wi_flags & WIF_BOMB) {
2490 if (wip->lifetime - obj->lifeleft < 1.0f) {
2495 // If this is a swarm type missile,
2496 // if ( wip->wi_flags & WIF_SWARM )
2497 if ( wp->swarm_index >= 0 ) {
2498 swarm_update_direction(obj, frame_time);
2501 if( wp->cscrew_index >= 0) {
2502 cscrew_process_post(obj);
2507 // Update weapon tracking information.
2508 void weapon_set_tracking_info(int weapon_objnum, int parent_objnum, int target_objnum, int target_is_locked, ship_subsys *target_subsys)
2511 object *parent_objp;
2514 int targeting_same = 0;
2516 if ( weapon_objnum < 0 ) {
2520 Assert(Objects[weapon_objnum].type == OBJ_WEAPON);
2522 wp = &Weapons[Objects[weapon_objnum].instance];
2523 wip = &Weapon_info[wp->weapon_info_index];
2524 parent_objp = &Objects[parent_objnum];
2526 Assert(parent_objp->type == OBJ_SHIP);
2527 ai_index = Ships[parent_objp->instance].ai_index;
2529 if ( ai_index >= 0 ) {
2530 int target_team = -1;
2531 if ( target_objnum >= 0 ) {
2532 int obj_type = Objects[target_objnum].type;
2533 if ( (obj_type == OBJ_SHIP) || (obj_type == OBJ_WEAPON) ) {
2534 target_team = obj_team(&Objects[target_objnum]);
2538 // determining if we're targeting the same team
2539 if(Ships[parent_objp->instance].team == target_team){
2545 if ((target_objnum != -1) && (!targeting_same || ((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT) && (target_team == TEAM_TRAITOR))) ) {
2546 wp->target_num = target_objnum;
2547 wp->target_sig = Objects[target_objnum].signature;
2548 wp->nearest_dist = 99999.0f;
2549 if ( (wip->wi_flags & WIF_HOMING_ASPECT) && target_is_locked) {
2550 wp->homing_object = &Objects[target_objnum];
2551 wp->homing_subsys = target_subsys;
2552 weapon_maybe_play_warning(wp);
2553 } else if ( wip->wi_flags & WIF_HOMING_HEAT ) {
2554 // Make a heat seeking missile try to home. If the target is outside the view cone, it will
2555 // immediately drop it and try to find one in its view cone.
2556 if (target_objnum != -1) {
2557 wp->homing_object = &Objects[target_objnum];
2558 weapon_maybe_play_warning(wp);
2560 wp->homing_object = &obj_used_list;
2562 wp->homing_subsys = target_subsys;
2565 wp->target_num = -1;
2566 wp->target_sig = -1;
2569 // If missile is locked on target, increase its lifetime by 20% since missiles can be fired at limit of range
2570 // as defined by velocity*lifeleft, but missiles often slow down a bit, plus can be fired at a moving away target.
2571 // Confusing to many players when their missiles run out of gas before getting to target.
2572 // DB - removed 7:14 pm 9/6/99. was totally messing up lifetimes for all weapons.
2573 // 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
2574 // put a sanity check in the color changing laser code that was broken by this code.
2575 if (target_is_locked && (wp->target_num != -1) && (wip->wi_flags & WIF_HOMING_ASPECT) ) {
2576 wp->lifeleft *= 1.2f;
2579 ai_update_danger_weapon(target_objnum, weapon_objnum);
2584 // weapon_create() will create a weapon object
2586 // Returns: index of weapon in the Objects[] array, -1 if the weapon object was not created
2587 int Weapons_created = 0;
2588 int weapon_create( vector * pos, matrix * orient, int weapon_id, int parent_objnum, int secondary_flag, int group_id, int is_locked )
2592 object *objp, *parent_objp;
2596 Assert(weapon_id >= 0 && weapon_id < Num_weapon_types);
2598 // beam weapons should never come through here!
2599 Assert(!(Weapon_info[weapon_id].wi_flags & WIF_BEAM));
2602 if (Num_weapons >= MAX_WEAPONS-5) {
2604 //No, do remove for AI ships -- MK, 3/12/98 // don't need to try and delete weapons for ai ships
2605 //if ( !(Objects[parent_objnum].flags & OF_PLAYER_SHIP) )
2608 num_deleted = collide_remove_weapons();
2609 nprintf(("WARNING", "Deleted %d weapons because of lack of slots\n", num_deleted));
2610 if (num_deleted == 0){
2615 for (n=0; n<MAX_WEAPONS; n++ ){
2616 if (Weapons[n].weapon_info_index < 0){
2621 if (n == MAX_WEAPONS) {
2622 // if we supposedly deleted weapons above, what happened here!!!!
2624 Int3(); // get allender -- something funny is going on!!!
2631 objnum = obj_create( OBJ_WEAPON, parent_objnum, n, orient, pos, 2.0f, OF_RENDERS | OF_COLLIDES | OF_PHYSICS );
2632 Assert(objnum >= 0);
2633 Assert(First_secondary_index != -1);
2634 objp = &Objects[objnum];
2637 if(parent_objnum >= 0){
2638 parent_objp = &Objects[parent_objnum];
2643 wip = &Weapon_info[weapon_id];
2645 // check if laser or dumbfire missile
2646 // set physics flag to allow optimization
2647 if ((wip->subtype == WP_LASER) || ((wip->subtype == WP_MISSILE) && !(wip->wi_flags & WIF_HOMING))) {
2649 objp->phys_info.flags |= PF_CONST_VEL;
2652 wp->weapon_info_index = weapon_id;
2653 wp->lifeleft = wip->lifetime;
2655 wp->objnum = objnum;
2656 wp->homing_object = &obj_used_list; // Assume not homing on anything.
2657 wp->homing_subsys = NULL;
2658 wp->creation_time = Missiontime;
2659 wp->group_id = group_id;
2661 // we don't necessarily need a parent
2662 if(parent_objp != NULL){
2663 Assert(parent_objp->type == OBJ_SHIP); // Get Mike, a non-ship has fired a weapon!
2664 Assert((parent_objp->instance >= 0) && (parent_objp->instance < MAX_SHIPS));
2665 wp->team = Ships[parent_objp->instance].team;
2666 wp->species = Ship_info[Ships[parent_objp->instance].ship_info_index].species;
2671 wp->turret_subsys = NULL;
2672 vm_vec_zero(&wp->homing_pos);
2673 wp->weapon_flags = 0;
2674 wp->target_sig = -1;
2675 wp->cmeasure_ignore_objnum = -1;
2676 wp->cmeasure_chase_objnum = -1;
2678 // Init the thruster info
2679 wp->thruster_bitmap = -1;
2680 wp->thruster_frame = 0.0f;
2681 wp->thruster_glow_bitmap = -1;
2682 wp->thruster_glow_noise = 1.0f;
2683 wp->thruster_glow_frame = 0.0f;
2685 if ( wip->wi_flags & WIF_SWARM ) {
2686 wp->swarm_index = (short)swarm_create();
2688 wp->swarm_index = -1;
2691 // if this is a particle spewing weapon, setup some stuff
2692 if(wip->wi_flags & WIF_PARTICLE_SPEW){
2693 wp->particle_spew_time = -1;
2696 // assign the network signature. The starting sig is sent to all clients, so this call should
2697 // result in the same net signature numbers getting assigned to every player in the game
2698 if ( Game_mode & GM_MULTIPLAYER ) {
2699 if(wip->subtype == WP_MISSILE){
2700 Objects[objnum].net_signature = multi_assign_network_signature( MULTI_SIG_NON_PERMANENT );
2702 // for weapons that respawn, add the number of respawnable weapons to the net signature pool
2703 // to reserve N signatures for the spawned weapons
2704 if ( wip->wi_flags & WIF_SPAWN ){
2705 multi_set_network_signature( (ushort)(Objects[objnum].net_signature + wip->spawn_count), MULTI_SIG_NON_PERMANENT );
2708 Objects[objnum].net_signature = multi_assign_network_signature( MULTI_SIG_NON_PERMANENT );
2710 // for multiplayer clients, when creating lasers, add some more life to the lasers. This helps
2711 // to overcome some problems associated with lasers dying on client machine before they get message
2712 // from server saying it hit something.
2713 // removed 1/13/98 -- MWA if ( MULTIPLAYER_CLIENT && (wip->subtype == WP_LASER) )
2714 // removed 1/13/98 -- MWA wp->lifeleft += 1.5f;
2717 // Make remote detonate missiles look like they're getting detonated by firer simply by giving them variable lifetimes.
2718 if (!(Objects[parent_objnum].flags & OF_PLAYER_SHIP) && (wip->wi_flags & WIF_REMOTE)) {
2721 if ( Game_mode & GM_NORMAL ){
2724 rand_val = static_randf(Objects[objnum].net_signature);
2727 wp->lifeleft = wp->lifeleft/2.0f + rand_val * wp->lifeleft/2.0f;
2730 objp->phys_info.mass = wip->mass;
2731 objp->phys_info.side_slip_time_const = 0.0f;
2732 objp->phys_info.rotdamp = 0.0f;
2733 vm_vec_zero(&objp->phys_info.max_vel);
2734 objp->phys_info.max_vel.xyz.z = wip->max_speed;
2735 vm_vec_zero(&objp->phys_info.max_rotvel);
2736 objp->shields[0] = wip->damage;
2737 if (wip->wi_flags & WIF_BOMB){
2738 objp->hull_strength = 50.0f;
2740 objp->hull_strength = 0.0f;
2743 if ( wip->subtype == WP_MISSILE ){
2744 objp->radius = model_get_radius(wip->model_num);
2745 } else if ( wip->subtype == WP_LASER ) {
2746 objp->radius = wip->laser_head_radius;
2749 // Set desired velocity and initial velocity.
2750 // For lasers, velocity is always the same.
2751 // For missiles, it is a small amount plus the firing ship's velocity.
2752 // For missiles, the velocity trends towards some goal.
2753 // Note: If you change how speed works here, such as adding in speed of parent ship, you'll need to change the AI code
2754 // that predicts collision points. See Mike Kulas or Dave Andsager. (Or see ai_get_weapon_speed().)
2755 if (!(wip->wi_flags & WIF_HOMING)) {
2756 vm_vec_copy_scale(&objp->phys_info.desired_vel, &objp->orient.v.fvec, objp->phys_info.max_vel.xyz.z );
2757 objp->phys_info.vel = objp->phys_info.desired_vel;
2758 objp->phys_info.speed = vm_vec_mag(&objp->phys_info.desired_vel);
2760 // For weapons that home, set velocity to sum of forward component of parent's velocity and 1/4 weapon's max speed.
2761 // Note that it is important to extract the forward component of the parent's velocity to factor out sliding, else
2762 // the missile will not be moving forward.
2763 if(parent_objp != NULL){
2764 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 );
2766 vm_vec_copy_scale(&objp->phys_info.desired_vel, &objp->orient.v.fvec, objp->phys_info.max_vel.xyz.z/4 );
2768 objp->phys_info.vel = objp->phys_info.desired_vel;
2769 objp->phys_info.speed = vm_vec_mag(&objp->phys_info.vel);
2772 // create the corkscrew
2773 if ( wip->wi_flags & WIF_CORKSCREW ) {
2774 wp->cscrew_index = (short)cscrew_create(objp);
2776 wp->cscrew_index = -1;
2779 // if this is a flak weapon shell, make it so
2780 // NOTE : this function will change some fundamental things about the weapon object
2781 if ( wip->wi_flags & WIF_FLAK ){
2784 wp->flak_index = -1;
2787 wp->missile_list_index = -1;
2788 // If this is a missile, then add it to the Missile_obj_list
2789 if ( wip->subtype == WP_MISSILE ) {
2790 wp->missile_list_index = missile_obj_list_add(objnum);
2793 if (wip->wi_flags & WIF_TRAIL /*&& !(wip->wi_flags & WIF_CORKSCREW) */) {
2794 wp->trail_num = trail_create(wip->tr_info);
2796 if ( wp->trail_num > -1 ) {
2797 // Add two segments. One to stay at launch pos, one to move.
2798 trail_add_segment( wp->trail_num, &objp->pos );
2799 trail_add_segment( wp->trail_num, &objp->pos );
2803 // Ensure weapon flyby sound doesn't get played for player lasers
2804 if ( parent_objp == Player_obj ) {
2805 wp->weapon_flags |= WF_PLAYED_FLYBY_SOUND;
2808 wp->pick_big_attack_point_timestamp = timestamp(1);
2810 // Set detail levels for POF-type weapons.
2811 if (Weapon_info[wp->weapon_info_index].model_num != -1) {
2814 pm = model_get(Weapon_info[wp->weapon_info_index].model_num);
2816 for (i=0; i<pm->n_detail_levels; i++){
2817 pm->detail_depth[i] = (objp->radius*20.0f + 20.0f) * i;
2821 // if the weapon was fired locked
2823 wp->weapon_flags |= WF_LOCKED_WHEN_FIRED;
2830 // Spawn child weapons from object *objp.
2831 void spawn_child_weapons(object *objp)
2836 ushort starting_sig;
2840 Assert(objp->type == OBJ_WEAPON);
2841 Assert((objp->instance >= 0) && (objp->instance < MAX_WEAPONS));
2843 wp = &Weapons[objp->instance];
2844 Assert((wp->weapon_info_index >= 0) && (wp->weapon_info_index < MAX_WEAPON_TYPES));
2845 wip = &Weapon_info[wp->weapon_info_index];
2847 child_id = wip->spawn_type;
2849 parent_num = objp->parent;
2851 if ((Objects[parent_num].type != objp->parent_type) || (Objects[parent_num].signature != objp->parent_sig)) {
2852 mprintf(("Warning: Parent of spawn weapon does not exist. Not spawning.\n"));
2857 if ( Game_mode & GM_MULTIPLAYER ) {
2858 // get the next network signature and save it. Set the next usable network signature to be
2859 // the passed in objects signature + 1. We "reserved" N of these slots when we created objp
2860 // for it's spawned children.
2861 starting_sig = multi_get_next_network_signature( MULTI_SIG_NON_PERMANENT );
2862 multi_set_network_signature( objp->net_signature, MULTI_SIG_NON_PERMANENT );
2865 for (i=0; i<wip->spawn_count; i++) {
2870 // for multiplayer, use the static randvec functions based on the network signatures to provide
2871 // the randomness so that it is the same on all machines.
2872 if ( Game_mode & GM_MULTIPLAYER ){
2873 static_randvec(objp->net_signature + i, &tvec);
2875 vm_vec_rand_vec_quick(&tvec);
2877 vm_vec_scale_add(&pos, &objp->pos, &tvec, objp->radius);
2879 vm_vector_2_matrix(&orient, &tvec, NULL, NULL);
2880 weapon_objnum = weapon_create(&pos, &orient, child_id, parent_num, 1, -1, wp->weapon_flags & WF_LOCKED_WHEN_FIRED);
2882 // Assign a little randomness to lifeleft so they don't all disappear at the same time.
2883 if (weapon_objnum != -1) {
2886 if ( Game_mode & GM_NORMAL ){
2889 rand_val = static_randf(objp->net_signature + i);
2892 Weapons[Objects[weapon_objnum].instance].lifeleft *= rand_val*0.4f + 0.8f;
2897 // in multiplayer, reset the next network signature to the one that was saved.
2898 if ( Game_mode & GM_MULTIPLAYER ){
2899 multi_set_network_signature( starting_sig, MULTI_SIG_NON_PERMANENT );
2903 // -----------------------------------------------------------------------
2904 // weapon_hit_do_sound()
2906 // Play a sound effect when a weapon hits a ship
2908 // To elimate the "stereo" effect of two lasers hitting at nearly
2909 // the same time, and to reduce the number of sound channels used,
2910 // only play one impact sound if IMPACT_SOUND_DELTA has elapsed
2912 // Note: Uses Weapon_impact_timer global for timer variable
2914 void weapon_hit_do_sound(object *hit_obj, weapon_info *wip, vector *hitpos)
2919 // If non-missiles (namely lasers) expire without hitting a ship, don't play impact sound
2920 if ( wip->subtype != WP_MISSILE ) {
2922 // flak weapons make sounds
2923 if(wip->wi_flags & WIF_FLAK){
2924 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2929 switch(hit_obj->type) {
2935 if ( timestamp_elapsed(Weapon_impact_timer) ) {
2936 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2937 Weapon_impact_timer = timestamp(IMPACT_SOUND_DELTA);
2947 if ( hit_obj == NULL ) {
2948 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2952 if ( timestamp_elapsed(Weapon_impact_timer) ) {
2955 if ( hit_obj->type == OBJ_SHIP ) {
2956 shield_str = ship_quadrant_shield_strength(hit_obj, hitpos);
2961 // play a shield hit if shields are above 10% max in this quadrant
2962 if ( shield_str > 0.1f ) {
2966 if ( !is_hull_hit ) {
2967 // Play a shield impact sound effect
2968 if ( hit_obj == Player_obj ) {
2969 snd_play_3d( &Snds[SND_SHIELD_HIT_YOU], hitpos, &Eye_position );
2970 // AL 12-15-97: Add missile impact sound even when shield is hit
2971 if ( wip->subtype == WP_MISSILE ) {
2972 snd_play_3d( &Snds[SND_PLAYER_HIT_MISSILE], hitpos, &Eye_position);
2975 snd_play_3d( &Snds[SND_SHIELD_HIT], hitpos, &Eye_position );
2978 // Play a hull impact sound effect
2979 switch ( wip->subtype ) {
2981 if ( hit_obj == Player_obj )
2982 snd_play_3d( &Snds[SND_PLAYER_HIT_LASER], hitpos, &Eye_position );
2984 if ( wip->impact_snd != -1 ) {
2985 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2990 if ( hit_obj == Player_obj )
2991 snd_play_3d( &Snds[SND_PLAYER_HIT_MISSILE], hitpos, &Eye_position);
2993 if ( wip->impact_snd != -1 ) {
2994 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2999 nprintf(("Warning","WARNING ==> Cannot determine sound to play for weapon impact\n"));
3004 Weapon_impact_timer = timestamp(IMPACT_SOUND_DELTA);
3008 // distrupt any subsystems that fall into damage sphere of this Electronics missile
3010 // input: ship_obj => pointer to ship that holds subsystem
3011 // blast_pos => world pos of weapon blast
3012 // wi_index => weapon info index of weapon causing blast
3013 void weapon_do_electronics_affect(object *ship_objp, vector *blast_pos, int wi_index)
3018 model_subsystem *psub;
3019 vector subsys_world_pos;
3022 shipp = &Ships[ship_objp->instance];
3023 wip = &Weapon_info[wi_index];
3025 for ( ss = GET_FIRST(&shipp->subsys_list); ss != END_OF_LIST(&shipp->subsys_list); ss = GET_NEXT(ss) ) {
3026 psub = ss->system_info;
3028 // convert subsys point to world coords
3029 vm_vec_unrotate(&subsys_world_pos, &psub->pnt, &ship_objp->orient);
3030 vm_vec_add2(&subsys_world_pos, &ship_objp->pos);
3032 // see if subsys point is within damage sphere
3033 dist = vm_vec_dist_quick(blast_pos, &subsys_world_pos);
3034 if ( dist < wip->outer_radius ) {
3035 ship_subsys_set_disrupted(ss, fl2i(6000.0f + frand()*4000.0f));
3040 // ----------------------------------------------------------------------
3041 // weapon_area_calc_damage()
3043 // Calculate teh damage for an object based on the location of an area-effect
3046 // input: objp => object pointer ship receiving blast effect
3047 // pos => world pos of blast center
3048 // inner_rad => smallest radius at which full damage is done
3049 // outer_rad => radius at which no damage is done
3050 // max_blast => maximum blast possible from explosion
3051 // max_damage => maximum damage possible from explosion
3052 // blast => OUTPUT PARAMETER: receives blast value from explosion
3053 // damage => OUTPUT PARAMETER: receives damage value from explosion
3054 // limit => a limit on the area, needed for shockwave damage
3056 // returns: no damage occurred => -1
3057 // damage occured => 0
3059 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)
3061 float dist, max_dist, min_dist;
3063 // only blast ships and asteroids
3064 if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_ASTEROID)) {
3068 max_dist = objp->radius + outer_rad;
3069 dist = vm_vec_dist_quick(&objp->pos, pos);
3070 if ( (dist > max_dist) || (dist > (limit+objp->radius)) ) {
3071 return -1; // spheres don't intersect at all
3074 if ( dist < (inner_rad+objp->radius) ) {
3075 // damage is maximum within inner radius
3076 *damage = max_damage;
3079 float dist_to_outer_rad_squared, total_dist_squared;
3080 min_dist = dist - objp->radius;
3081 Assert(min_dist < outer_rad);
3082 dist_to_outer_rad_squared = (outer_rad-min_dist)*(outer_rad-min_dist);
3083 total_dist_squared = (inner_rad-outer_rad)*(inner_rad-outer_rad);
3084 // AL 2-24-98: drop off damage relative to square of distance
3085 Assert(dist_to_outer_rad_squared <= total_dist_squared);
3086 *damage = max_damage * dist_to_outer_rad_squared/total_dist_squared;
3089 // *damage = (min_dist - outer_rad) * max_damage/(inner_rad - outer_rad);
3090 *blast = (min_dist - outer_rad) * max_blast /(inner_rad - outer_rad);
3093 // nprintf(("AI", "Frame %i: Damage = %7.3f, %7.3f meters away.\n", Framecount, *damage, dist));
3098 // ----------------------------------------------------------------------
3099 // weapon_area_apply_blast()
3101 // Apply the blast effects of an explosion to a ship
3103 // input: force_apply_pos => world pos of where force is applied to object
3104 // ship_obj => object pointer of ship receiving the blast
3105 // blast_pos => world pos of blast center
3106 // blast => force of blast
3107 // make_shockwave => boolean, whether to create a shockwave or not
3109 void weapon_area_apply_blast(vector *force_apply_pos, object *ship_obj, vector *blast_pos, float blast, int make_shockwave)
3111 #define SHAKE_CONST 3000
3112 vector force, vec_blast_to_ship, vec_ship_to_impact;
3115 // apply blast force based on distance from center of explosion
3116 vm_vec_sub(&vec_blast_to_ship, &ship_obj->pos, blast_pos);
3117 vm_vec_normalize_safe(&vec_blast_to_ship);
3118 vm_vec_copy_scale(&force, &vec_blast_to_ship, blast );
3121 vm_vec_sub(&vec_ship_to_impact, blast_pos, &ship_obj->pos);
3123 pm = model_get(Ships[ship_obj->instance].modelnum);
3124 Assert ( pm != NULL );
3126 if (make_shockwave) {
3127 physics_apply_shock (&force, blast, &ship_obj->phys_info, &ship_obj->orient, &pm->mins, &pm->maxs, pm->rad);
3128 if (ship_obj == Player_obj) {
3129 joy_ff_play_vector_effect(&vec_blast_to_ship, blast * 2.0f);
3132 ship_apply_whack( &force, &vec_ship_to_impact, ship_obj);
3136 // ----------------------------------------------------------------------
3137 // weapon_do_area_effect()
3139 // Do the area effect for a weapon
3141 // input: wobjp => object pointer to weapon causing explosion
3142 // pos => world pos of explosion center
3143 // other_obj => object pointer to ship that weapon impacted on (can be NULL)
3145 void weapon_do_area_effect(object *wobjp, vector *pos, object *other_obj)
3150 float damage, blast;
3152 wip = &Weapon_info[Weapons[wobjp->instance].weapon_info_index];
3153 wp = &Weapons[wobjp->instance];
3154 Assert(wip->inner_radius != 0);
3156 // only blast ships and asteroids
3157 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
3158 if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_ASTEROID) ) {
3162 if ( objp->type == OBJ_SHIP ) {
3163 // don't blast navbuoys
3164 if ( ship_get_SIF(objp->instance) & SIF_NAVBUOY ) {
3169 if ( weapon_area_calc_damage(objp, pos, wip->inner_radius, wip->outer_radius, wip->blast_force, wip->damage, &blast, &damage, wip->outer_radius) == -1 ){
3174 damage *= weapon_get_damage_scale(wip, wobjp, other_obj);
3176 switch ( objp->type ) {
3178 ship_apply_global_damage(objp, wobjp, pos, damage);
3179 weapon_area_apply_blast(NULL, objp, pos, blast, 0);
3182 asteroid_hit(objp, NULL, NULL, damage);
3191 // if this weapon has the "Electronics" flag set, then disrupt subsystems in sphere
3192 if ( (other_obj != NULL) && (wip->wi_flags & WIF_ELECTRONICS) ) {
3193 if ( other_obj->type == OBJ_SHIP ) {
3194 weapon_do_electronics_affect(other_obj, pos, Weapons[wobjp->instance].weapon_info_index);
3200 // ----------------------------------------------------------------------
3203 // This function is called when a weapon hits something (or, in the case of
3204 // missiles explodes for any particular reason)
3206 void weapon_hit( object * weapon_obj, object * other_obj, vector * hitpos )
3208 Assert(weapon_obj != NULL);
3209 if(weapon_obj == NULL){
3212 Assert((weapon_obj->type == OBJ_WEAPON) && (weapon_obj->instance >= 0) && (weapon_obj->instance < MAX_WEAPONS));
3213 if((weapon_obj->type != OBJ_WEAPON) || (weapon_obj->instance < 0) || (weapon_obj->instance >= MAX_WEAPONS)){
3217 int num = weapon_obj->instance;
3218 int weapon_type = Weapons[num].weapon_info_index;
3219 object *weapon_parent_objp;
3223 Assert((weapon_type >= 0) && (weapon_type < MAX_WEAPONS));
3224 if((weapon_type < 0) || (weapon_type >= MAX_WEAPONS)){
3227 wip = &Weapon_info[weapon_type];
3228 weapon_parent_objp = &Objects[weapon_obj->parent];
3230 // if this is the player ship, and is a laser hit, skip it. wait for player "pain" to take care of it
3231 // if( ((wip->subtype != WP_LASER) || !MULTIPLAYER_CLIENT) && (Player_obj != NULL) && (other_obj == Player_obj) ){
3232 if((other_obj != Player_obj) || (wip->subtype != WP_LASER) || !MULTIPLAYER_CLIENT){
3233 weapon_hit_do_sound(other_obj, wip, hitpos);
3236 if ( wip->impact_weapon_expl_index > -1 ) {
3237 int expl_ani_handle = weapon_get_expl_handle(wip->impact_weapon_expl_index, hitpos, wip->impact_explosion_radius);
3238 particle_create( hitpos, &vmd_zero_vector, 0.0f, wip->impact_explosion_radius, PARTICLE_BITMAP_PERSISTENT, expl_ani_handle );
3241 weapon_obj->flags |= OF_SHOULD_BE_DEAD;
3243 int sw_flag = SW_WEAPON;
3245 // check if this is an area effect weapon
3246 if ( wip->wi_flags & WIF_AREA_EFFECT ) {
3247 // if ( wip->subtype & WP_MISSILE && wip->wi_flags & WIF_AREA_EFFECT ) {
3248 if ( wip->wi_flags & WIF_SHOCKWAVE ) {
3249 float actual_damage = wip->damage;
3250 // Shockwaves caused by weapons hitting weapons are 1/4 as powerful
3251 if ( ((other_obj) && (other_obj->type == OBJ_WEAPON)) || (Weapons[num].weapon_flags & WF_DESTROYED_BY_WEAPON)) {
3252 actual_damage /= 4.0f;
3253 sw_flag |= SW_WEAPON_KILL;
3255 shockwave_create_info sci;
3256 sci.blast = wip->blast_force;
3257 sci.damage = actual_damage;
3258 sci.inner_rad = wip->inner_radius;
3259 sci.outer_rad = wip->outer_radius;
3260 sci.speed = wip->shockwave_speed;
3261 sci.rot_angle = 0.0f;
3263 shockwave_create(OBJ_INDEX(weapon_obj), hitpos, &sci, sw_flag);
3264 // snd_play_3d( &Snds[SND_SHOCKWAVE_IMPACT], hitpos, &Eye_position );
3267 weapon_do_area_effect(weapon_obj, hitpos, other_obj);
3271 // check if this is an EMP weapon
3272 if(wip->wi_flags & WIF_EMP){
3273 emp_apply(&weapon_obj->pos, wip->inner_radius, wip->outer_radius, wip->emp_intensity, wip->emp_time);
3276 // spawn weapons - note the change from FS 1 multiplayer.
3277 if (wip->wi_flags & WIF_SPAWN){
3278 spawn_child_weapons(weapon_obj);
3282 void weapon_detonate(object *objp)
3284 Assert(objp != NULL);
3288 Assert((objp->type == OBJ_WEAPON) && (objp->instance >= 0));
3289 if((objp->type != OBJ_WEAPON) || (objp->instance < 0)){
3293 // send a detonate packet in multiplayer
3294 if(MULTIPLAYER_MASTER){
3295 send_weapon_detonate_packet(objp);
3299 weapon_hit(objp, NULL, &objp->pos);
3302 // Return the Weapon_info[] index of the weapon with name *name.
3303 int weapon_name_lookup(char *name)
3307 for ( i=0; i < Num_weapon_types; i++) {
3308 if (!stricmp(name, Weapon_info[i].name)) {
3316 // Group_id: If you should quad lasers, they should all have the same group id.
3317 // This will be used to optimize lighting, since each group only needs to cast one light.
3318 // Call this to get a new group id, then pass it to each weapon_create call for all the
3319 // weapons in the group. Number will be between 0 and WEAPON_MAX_GROUP_IDS and will
3321 int weapon_create_group_id()
3323 static int current_id = 0;
3328 if ( current_id >= WEAPON_MAX_GROUP_IDS ) {
3335 void weapons_page_in()
3339 // Page in bitmaps for all weapons
3340 for (i=0; i<Num_weapon_types; i++ ) {
3341 weapon_info *wip = &Weapon_info[i];
3343 wip->wi_flags &= (~WIF_THRUSTER); // Assume no thrusters
3345 switch( wip->render_type ) {
3348 wip->model_num = model_load( wip->pofbitmap_name, 0, NULL );
3350 polymodel *pm = model_get( wip->model_num );
3352 // If it has a model, and the model pof has thrusters, then set
3354 if ( pm->n_thrusters > 0 ) {
3355 //mprintf(( "Weapon %s has thrusters!\n", wip->name ));
3356 wip->wi_flags |= WIF_THRUSTER;
3359 for (j=0; j<pm->n_textures; j++ ) {
3360 int bitmap_num = pm->original_textures[j];
3362 if ( bitmap_num > -1 ) {
3363 // if we're in Glide (and maybe later with D3D), use nondarkening textures
3364 if(gr_screen.mode == GR_GLIDE){
3365 bm_page_in_nondarkening_texture( bitmap_num );
3367 bm_page_in_texture( bitmap_num );
3376 bm_page_in_texture( wip->laser_bitmap );
3378 if(wip->laser_glow_bitmap >= 0){
3379 bm_page_in_texture(wip->laser_glow_bitmap);
3385 Int3(); // Invalid weapon rendering type.
3388 // If this has an impact vclip page it in.
3389 // if ( wip->impact_explosion_ani > -1 ) {
3390 // int nframes, fps;
3391 // bm_get_info( wip->impact_explosion_ani, NULL, NULL, NULL, &nframes, &fps );
3392 // bm_page_in_xparent_texture( wip->impact_explosion_ani, nframes );
3396 if ( (wip->wi_flags & WIF_TRAIL) && (wip->tr_info.bitmap > -1) ) {
3397 bm_page_in_texture( wip->tr_info.bitmap );
3400 // if this is a beam weapon, page in its stuff
3401 if(wip->wi_flags & WIF_BEAM){
3402 // all beam sections
3403 for(idx=0; idx<wip->b_info.beam_num_sections; idx++){
3404 if((idx < MAX_BEAM_SECTIONS) && (wip->b_info.sections[idx].texture >= 0)){
3405 bm_page_in_texture(wip->b_info.sections[idx].texture);
3410 if(wip->b_info.beam_glow_bitmap >= 0){
3411 bm_page_in_texture(wip->b_info.beam_glow_bitmap);
3415 if(wip->b_info.beam_particle_ani >= 0){
3417 bm_get_info( wip->b_info.beam_particle_ani, NULL, NULL, NULL, &nframes, &fps );
3418 bm_page_in_texture( wip->b_info.beam_particle_ani, nframes );
3424 for (i=0; i<Num_weapon_expl; i++) {
3425 int bitmap_handle, nframes, fps;
3427 for (j=0; j<Weapon_expl_info[i].lod_count; j++) {
3429 bitmap_handle = bm_load_animation(Weapon_expl_info[i].lod[j].filename, &nframes, &fps, 1);
3430 Weapon_expl_info[i].lod[j].bitmap_id = bitmap_handle;
3431 Weapon_expl_info[i].lod[j].fps = fps;
3432 Weapon_expl_info[i].lod[j].num_frames = nframes;
3435 bm_page_in_xparent_texture(bitmap_handle, nframes);
3440 for (i=0; i<Num_cmeasure_types; i++ ) {
3441 cmeasure_info *cmeasurep;
3443 cmeasurep = &Cmeasure_info[i];
3445 cmeasurep->model_num = model_load( cmeasurep->pof_name, 0, NULL );
3447 polymodel *pm = model_get( cmeasurep->model_num );
3449 for (j=0; j<pm->n_textures; j++ ) {
3450 int bitmap_num = pm->original_textures[j];
3452 if ( bitmap_num > -1 ) {
3453 bm_page_in_texture( bitmap_num );
3456 Assert( cmeasurep->model_num > -1 );
3461 // call to get the "color" of the laser at the given moment (since glowing lasers can cycle colors)
3462 void weapon_get_laser_color(color *c, object *objp)
3474 Assert(objp->type == OBJ_WEAPON);
3475 Assert(objp->instance >= 0);
3476 Assert(Weapons[objp->instance].weapon_info_index >= 0);
3477 if((objp->type != OBJ_WEAPON) || (objp->instance < 0) || (Weapons[objp->instance].weapon_info_index < 0)){
3480 wep = &Weapons[objp->instance];
3481 winfo = &Weapon_info[wep->weapon_info_index];
3483 // if we're a one-color laser
3484 if((winfo->laser_color_2.red == 0) && (winfo->laser_color_2.green == 0) && (winfo->laser_color_2.blue == 0)){
3485 *c = winfo->laser_color_1;
3489 pct = 1.0f - (wep->lifeleft / winfo->lifetime);
3492 } else if (pct < 0.0f)
3497 // otherwise interpolate between the colors
3498 gr_init_color( c, (int)((float)winfo->laser_color_1.red + (((float)winfo->laser_color_2.red - (float)winfo->laser_color_1.red) * pct)),
3499 (int)((float)winfo->laser_color_1.green + (((float)winfo->laser_color_2.green - (float)winfo->laser_color_1.green) * pct)),
3500 (int)((float)winfo->laser_color_1.blue + (((float)winfo->laser_color_2.blue - (float)winfo->laser_color_1.blue) * pct)) );
3503 // default weapon particle spew data
3504 int Weapon_particle_spew_count = 1;
3505 int Weapon_particle_spew_time = 25;
3506 float Weapon_particle_spew_vel = 0.4f;
3507 float Weapon_particle_spew_radius = 2.0f;
3508 float Weapon_particle_spew_lifetime = 0.15f;
3509 float Weapon_particle_spew_scale = 0.8f;
3511 // for weapons flagged as particle spewers, spew particles. wheee
3512 void weapon_maybe_spew_particle(object *obj)
3516 vector direct, direct_temp, particle_pos;
3517 vector null_vec = ZERO_VECTOR;
3522 Assert(obj->type == OBJ_WEAPON);
3523 Assert(obj->instance >= 0);
3524 Assert(Weapons[obj->instance].weapon_info_index >= 0);
3525 Assert(Weapon_info[Weapons[obj->instance].weapon_info_index].wi_flags & WIF_PARTICLE_SPEW);
3527 wp = &Weapons[obj->instance];
3529 // if the weapon's particle timestamp has elapse`d
3530 if((wp->particle_spew_time == -1) || timestamp_elapsed(wp->particle_spew_time)){
3531 // reset the timestamp
3532 wp->particle_spew_time = timestamp(Weapon_particle_spew_time);
3534 // spew some particles
3535 for(idx=0; idx<Weapon_particle_spew_count; idx++){
3536 // get the backward vector of the weapon
3537 direct = obj->orient.v.fvec;
3538 vm_vec_negate(&direct);
3540 // randomly perturb x, y and z
3543 ang = fl_radian(frand_range(-90.0f, 90.0f));
3544 vm_rot_point_around_line(&direct_temp, &direct, ang, &null_vec, &obj->orient.v.fvec);
3545 direct = direct_temp;
3546 vm_vec_scale(&direct, Weapon_particle_spew_scale);
3549 ang = fl_radian(frand_range(-90.0f, 90.0f));
3550 vm_rot_point_around_line(&direct_temp, &direct, ang, &null_vec, &obj->orient.v.rvec);
3551 direct = direct_temp;
3552 vm_vec_scale(&direct, Weapon_particle_spew_scale);
3555 ang = fl_radian(frand_range(-90.0f, 90.0f));
3556 vm_rot_point_around_line(&direct_temp, &direct, ang, &null_vec, &obj->orient.v.uvec);
3557 direct = direct_temp;
3558 vm_vec_scale(&direct, Weapon_particle_spew_scale);
3560 // get a velovity vector of some percentage of the weapon's velocity
3561 vel = obj->phys_info.vel;
3562 vm_vec_scale(&vel, Weapon_particle_spew_vel);
3564 // emit the particle
3565 vm_vec_add(&particle_pos, &obj->pos, &direct);
3566 particle_create(&particle_pos, &vel, Weapon_particle_spew_lifetime, Weapon_particle_spew_radius, PARTICLE_SMOKE);
3571 // debug console functionality
3572 void pspew_display_dcf()
3574 dc_printf("Particle spew settings\n\n");
3575 dc_printf("Particle spew count (pspew_count) : %d\n", Weapon_particle_spew_count);
3576 dc_printf("Particle spew time (pspew_time) : %d\n", Weapon_particle_spew_time);
3577 dc_printf("Particle spew velocity (pspew_vel) : %f\n", Weapon_particle_spew_vel);
3578 dc_printf("Particle spew size (pspew_size) : %f\n", Weapon_particle_spew_radius);
3579 dc_printf("Particle spew lifetime (pspew_life) : %f\n", Weapon_particle_spew_lifetime);
3580 dc_printf("Particle spew scale (psnew_scale) : %f\n", Weapon_particle_spew_scale);
3583 DCF(pspew_count, "Number of particles spewed at a time")
3585 dc_get_arg(ARG_INT);
3586 if(Dc_arg_type & ARG_INT){
3587 Weapon_particle_spew_count = Dc_arg_int;
3590 pspew_display_dcf();
3593 DCF(pspew_time, "Time between particle spews")
3595 dc_get_arg(ARG_INT);
3596 if(Dc_arg_type & ARG_INT){
3597 Weapon_particle_spew_time = Dc_arg_int;
3600 pspew_display_dcf();
3603 DCF(pspew_vel, "Relative velocity of particles (0.0 - 1.0)")
3605 dc_get_arg(ARG_FLOAT);
3606 if(Dc_arg_type & ARG_FLOAT){
3607 Weapon_particle_spew_vel = Dc_arg_float;
3610 pspew_display_dcf();
3613 DCF(pspew_size, "Size of spewed particles")
3615 dc_get_arg(ARG_FLOAT);
3616 if(Dc_arg_type & ARG_FLOAT){
3617 Weapon_particle_spew_radius = Dc_arg_float;
3620 pspew_display_dcf();
3623 DCF(pspew_life, "Lifetime of spewed particles")
3625 dc_get_arg(ARG_FLOAT);
3626 if(Dc_arg_type & ARG_FLOAT){
3627 Weapon_particle_spew_lifetime = Dc_arg_float;
3630 pspew_display_dcf();
3633 DCF(pspew_scale, "How far away particles are from the weapon path")
3635 dc_get_arg(ARG_FLOAT);
3636 if(Dc_arg_type & ARG_FLOAT){
3637 Weapon_particle_spew_scale = Dc_arg_float;
3640 pspew_display_dcf();
3643 // return a scale factor for damage which should be applied for 2 collisions
3644 float weapon_get_damage_scale(weapon_info *wip, object *wep, object *target)
3647 int from_player = 0;
3648 float total_scale = 1.0f;
3650 int is_big_damage_ship = 0;
3653 if((wip == NULL) || (wep == NULL) || (target == NULL)){
3657 // don't scale any damage if its not a weapon
3658 if((wep->type != OBJ_WEAPON) || (wep->instance < 0) || (wep->instance >= MAX_WEAPONS)){
3661 wp = &Weapons[wep->instance];
3663 // was the weapon fired by the player
3665 if((wep->parent >= 0) && (wep->parent < MAX_OBJECTS) && (Objects[wep->parent].flags & OF_PLAYER_SHIP)){
3669 // if this is a lockarm weapon, and it was fired unlocked
3670 if((wip->wi_flags & WIF_LOCKARM) && !(wp->weapon_flags & WF_LOCKED_WHEN_FIRED)){
3671 total_scale *= 0.1f;
3674 // if the hit object was a ship
3675 if(target->type == OBJ_SHIP){
3679 // get some info on the ship
3680 Assert((target->instance >= 0) && (target->instance < MAX_SHIPS));
3681 if((target->instance < 0) || (target->instance >= MAX_SHIPS)){
3684 shipp = &Ships[target->instance];
3685 sip = &Ship_info[Ships[target->instance].ship_info_index];
3687 // get hull pct of the ship currently
3688 hull_pct = target->hull_strength / sip->initial_hull_strength;
3690 // if it has hit a supercap ship and is not a supercap class weapon
3691 if((sip->flags & SIF_SUPERCAP) && !(wip->wi_flags & WIF_SUPERCAP)){
3692 // if the supercap is around 3/4 damage, apply nothing
3693 if(hull_pct <= 0.75f){
3696 total_scale *= SUPERCAP_DAMAGE_SCALE;
3700 // determine if this is a big damage ship
3701 is_big_damage_ship = (sip->flags & SIF_BIG_DAMAGE);
3703 // if this is a large ship, and is being hit by flak
3704 if(is_big_damage_ship && (wip->wi_flags & WIF_FLAK)){
3705 total_scale *= FLAK_DAMAGE_SCALE;
3708 // if the player is firing small weapons at a big ship
3709 if( from_player && is_big_damage_ship && !(wip->wi_flags & (WIF_HURTS_BIG_SHIPS)) ){
3711 // if its a laser weapon
3712 if(wip->subtype == WP_LASER){
3713 total_scale *= 0.01f;
3715 total_scale *= 0.05f;
3719 // if the weapon is a small weapon being fired at a big ship
3720 if( is_big_damage_ship && !(wip->wi_flags & (WIF_HURTS_BIG_SHIPS)) ){
3721 if(hull_pct > 0.1f){
3722 total_scale *= hull_pct;
3732 int weapon_get_expl_handle(int weapon_expl_index, vector *pos, float size)
3734 weapon_expl_info *wei = &Weapon_expl_info[weapon_expl_index];
3736 if (wei->lod_count == 1) {
3737 return wei->lod[0].bitmap_id;
3740 // now we have to do some work
3742 int x, y, w, h, bm_size;
3748 extern float Viewer_zoom;
3749 extern int G3_count;
3755 g3_set_view_matrix(&Eye_position, &Eye_matrix, Viewer_zoom);
3757 // get extents of the rotated bitmap
3758 g3_rotate_vertex(&v, pos);
3760 // if vertex is behind, find size if in front, then drop down 1 LOD
3761 if (v.codes & CC_BEHIND) {
3762 float dist = vm_vec_dist_quick(&Eye_position, pos);
3766 vm_vec_scale_add(&temp, &Eye_position, &Eye_matrix.v.fvec, dist);
3767 g3_rotate_vertex(&v, &temp);
3769 // if still behind, bail and go with default
3770 if (v.codes & CC_BEHIND) {
3775 if (!g3_get_bitmap_dims(wei->lod[0].bitmap_id, &v, size, &x, &y, &w, &h, &bm_size)) {
3776 if (Detail.hardware_textures == 4) {
3780 } else if(w <= bm_size/2){
3782 } else if(w <= 1.3f*bm_size){
3788 // less aggressive LOD for lower detail settings
3791 } else if(w <= bm_size/3){
3793 } else if(w <= (1.15f*bm_size)){
3801 // if it's behind, bump up LOD by 1
3811 best_lod = min(best_lod, wei->lod_count - 1);
3812 return wei->lod[best_lod].bitmap_id;
3815 // -------------------------------------------------------------------------------------------------
3818 // called in game_shutdown() to free malloced memory
3820 // NOTE: do not call this function. It is only called from game_shutdown()
3825 // free info from parsed table data
3826 for (i=0; i<MAX_WEAPON_TYPES; i++) {
3827 if ( Weapon_info[i].desc != NULL ) {
3828 free(Weapon_info[i].desc);
3829 Weapon_info[i].desc = NULL;
3831 if ( Weapon_info[i].tech_desc != NULL ) {
3832 free(Weapon_info[i].tech_desc);
3833 Weapon_info[i].tech_desc = NULL;