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 1.12 2005/08/12 08:48:11 taylor
19 * don't scale weapon damage for FS1, this way you can still kill a capship with lasers rather than bombs
21 * Revision 1.11 2004/09/20 01:31:45 theoddone33
24 * Revision 1.10 2003/06/11 18:30:33 taylor
27 * Revision 1.9 2003/05/25 02:30:44 taylor
30 * Revision 1.8 2002/06/21 03:04:12 relnev
33 * Revision 1.7 2002/06/17 06:33:11 relnev
34 * ryan's struct patch for gcc 2.95
36 * Revision 1.6 2002/06/09 04:41:30 relnev
37 * added copyright header
39 * Revision 1.5 2002/06/05 08:05:29 relnev
40 * stub/warning removal.
42 * reworked the sound code.
44 * Revision 1.4 2002/06/01 03:32:00 relnev
45 * fix texture loading mistake.
47 * enable some d3d stuff for opengl also
49 * Revision 1.3 2002/05/28 08:52:03 relnev
50 * implemented two assembly stubs.
52 * cleaned up a few warnings.
54 * added a little demo hackery to make it progress a little farther.
56 * Revision 1.2 2002/05/07 03:16:53 theoddone33
57 * The Great Newline Fix
59 * Revision 1.1.1.1 2002/05/03 03:28:11 root
63 * 69 9/14/99 3:26a Dave
64 * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer
65 * respawn-too-early problem. Made a few crash points safe.
67 * 68 9/14/99 1:32a Andsager
68 * Better LOD for weapon explosions when behind. Move point ahead to get
69 * vertex and then find size.
71 * 67 9/07/99 1:10p Mikek
72 * Fix code I busted due to adding lifeleft to missiles.
74 * 66 9/07/99 12:20a Andsager
75 * LOD less agressive at lower hardware detail level
77 * 65 9/06/99 7:21p Dave
78 * Commented out bad lifeleft scaling code in weapon_set_tracking_info()
80 * 64 9/06/99 3:23p Andsager
81 * Make fireball and weapon expl ani LOD choice look at resolution of the
84 * 63 9/06/99 12:46a Andsager
85 * Add weapon_explosion_ani LOD
87 * 62 9/05/99 11:24p Mikek
88 * Fixed problems caused by earlier checkin (that was rolled back).
89 * Problem was wp->target_pos was not set for swarmers.
91 * More tweaking of missile behavior. Also add 20% to lifetime of a
94 * [Rolled back -- MK] 63 9/05/99 2:23p Mikek
95 * Make aspect seekers a little less likely to miss their target.
96 * Mysterious why they do it so often. Maybe fix for FS3...
98 * [Rolled back -- MK] 62 9/04/99 12:09p Mikek
99 * Limit number of spawned weapons that can home on player based on skill
100 * level. Works same as for non-spawned weapons. Only do in single
103 * 61 8/27/99 1:34a Andsager
104 * Modify damage by shockwaves for BIG|HUGE ships. Modify shockwave damge
105 * when weapon blows up.
107 * 60 8/24/99 10:47a Jefff
108 * tech room weapon anims. added tech anim field to weapons.tbl
110 * 59 8/16/99 11:58p Andsager
111 * Disable collision on proximity for ships with SIF_DONT_COLLIDE_INVIS
114 * 58 8/10/99 5:30p Jefff
115 * Added tech_title string to weapon_info. Changed parser accordingly.
117 * 57 8/05/99 2:06a Dave
120 * 56 8/02/99 5:16p Dave
121 * Bumped up weapon title string length from 32 to 48
123 * 55 7/29/99 5:41p Jefff
124 * Sound hooks for cmeasure success
126 * 54 7/24/99 1:54p Dave
127 * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert
130 * 53 7/19/99 7:20p Dave
131 * Beam tooling. Specialized player-killed-self messages. Fixed d3d nebula
134 * 52 7/18/99 12:32p Dave
135 * Randomly oriented shockwaves.
137 * 51 7/16/99 1:50p Dave
138 * 8 bit aabitmaps. yay.
140 * 50 7/15/99 9:20a Andsager
141 * FS2_DEMO initial checkin
143 * 49 7/08/99 10:53a Dave
144 * New multiplayer interpolation scheme. Not 100% done yet, but still
145 * better than the old way.
147 * 48 7/02/99 4:31p Dave
148 * Much more sophisticated lightning support.
150 * 47 7/01/99 5:57p Johnson
151 * Oops. Fixed big ship damage.
153 * 46 7/01/99 4:23p Dave
154 * Full support for multiple linked ambient engine sounds. Added "big
157 * 45 6/30/99 5:53p Dave
158 * Put in new anti-camper code.
160 * 44 6/22/99 3:24p Danw
161 * Fixed incorrect weapon hit sound culling.
163 * 43 6/21/99 7:25p Dave
164 * netplayer pain packet. Added type E unmoving beams.
166 * 42 6/14/99 10:45a Dave
167 * Made beam weapons specify accuracy by skill level in the weapons.tbl
169 * 41 6/11/99 11:13a Dave
170 * last minute changes before press tour build.
172 * 40 6/04/99 2:16p Dave
173 * Put in shrink effect for beam weapons.
175 * 39 6/01/99 8:35p Dave
176 * Finished lockarm weapons. Added proper supercap weapons/damage. Added
177 * awacs-set-radius sexpression.
179 * 38 6/01/99 3:52p Dave
180 * View footage screen. Fixed xstrings to not display the & symbol. Popup,
181 * dead popup, pxo find player popup, pxo private room popup.
183 * 37 5/27/99 6:17p Dave
184 * Added in laser glows.
186 * 36 5/20/99 7:00p Dave
187 * Added alternate type names for ships. Changed swarm missile table
190 * 35 5/08/99 8:25p Dave
191 * Upped object pairs. First run of nebula lightning.
193 * 34 4/28/99 11:13p Dave
194 * Temporary checkin of artillery code.
196 * 33 4/28/99 3:11p Andsager
197 * Stagger turret weapon fire times. Make turrets smarter when target is
198 * protected or beam protected. Add weaopn range to weapon info struct.
200 * 32 4/22/99 11:06p Dave
201 * Final pass at beam weapons. Solidified a lot of stuff. All that remains
202 * now is to tweak and fix bugs as they come up. No new beam weapon
205 * 31 4/19/99 11:01p Dave
206 * More sophisticated targeting laser support. Temporary checkin.
208 * 30 4/16/99 5:54p Dave
209 * Support for on/off style "stream" weapons. Real early support for
210 * target-painting lasers.
212 * 29 4/07/99 6:22p Dave
213 * Fred and Freespace support for multiple background bitmaps and suns.
214 * Fixed link errors on all subprojects. Moved encrypt_init() to
215 * cfile_init() and lcl_init(), since its safe to call twice.
217 * 28 4/02/99 1:35p Dave
218 * Removed weapon hit packet. No good for causing pain.
220 * 27 4/02/99 9:55a Dave
221 * Added a few more options in the weapons.tbl for beam weapons. Attempt
222 * at putting "pain" packets into multiplayer.
224 * 26 3/31/99 9:26p Dave
225 * Don't load beam textures when in Fred.
227 * 25 3/31/99 8:24p Dave
228 * Beefed up all kinds of stuff, incluging beam weapons, nebula effects
229 * and background nebulae. Added per-ship non-dimming pixel colors.
231 * 24 3/23/99 2:29p Andsager
232 * Fix shockwaves for kamikazi and Fred defined. Collect together
233 * shockwave_create_info struct.
235 * 23 3/23/99 11:03a Dave
236 * Added a few new fields and fixed parsing code for new weapon stuff.
238 * 22 3/19/99 9:52a Dave
239 * Checkin to repair massive source safe crash. Also added support for
240 * pof-style nebulae, and some new weapons code.
242 * 24 3/15/99 6:45p Daveb
243 * Put in rough nebula bitmap support.
245 * 23 3/12/99 3:19p Enricco
246 * Remove spurious Int3()
248 * 22 3/11/99 5:53p Dave
249 * More network optimization. Spliced in Dell OEM planet bitmap crap.
251 * 21 3/10/99 6:51p Dave
252 * Changed the way we buffer packets for all clients. Optimized turret
253 * fired packets. Did some weapon firing optimizations.
255 * 20 2/24/99 4:02p Dave
256 * Fixed weapon locking and homing problems for multiplayer dogfight mode.
258 * 19 2/05/99 12:52p Dave
259 * Fixed Glide nondarkening textures.
261 * 18 1/29/99 12:47a Dave
262 * Put in sounds for beam weapon. A bunch of interface screens (tech
265 * 17 1/27/99 9:56a Dave
266 * Temporary checkin of beam weapons for Dan to make cool sounds.
268 * 16 1/25/99 5:03a Dave
269 * First run of stealth, AWACS and TAG missile support. New mission type
272 * 15 1/24/99 11:37p Dave
273 * First full rev of beam weapons. Very customizable. Removed some bogus
274 * Int3()'s in low level net code.
276 * 14 1/21/99 10:45a Dave
277 * More beam weapon stuff. Put in warmdown time.
279 * 13 1/12/99 5:45p Dave
280 * Moved weapon pipeline in multiplayer to almost exclusively client side.
281 * Very good results. Bandwidth goes down, playability goes up for crappy
282 * connections. Fixed object update problem for ship subsystems.
284 * 12 1/08/99 2:08p Dave
285 * Fixed software rendering for pofview. Super early support for AWACS and
288 * 11 1/06/99 2:24p Dave
289 * Stubs and release build fixes.
291 * 10 12/01/98 6:12p Johnson
292 * Make sure to page in weapon impact animations as xparent textures.
294 * 9 11/20/98 4:08p Dave
295 * Fixed flak effect in multiplayer.
297 * 8 11/14/98 5:33p Dave
298 * Lots of nebula work. Put in ship contrails.
300 * 7 11/05/98 4:18p Dave
301 * First run nebula support. Beefed up localization a bit. Removed all
302 * conditional compiles for foreign versions. Modified mission file
305 * 6 10/26/98 9:42a Dave
306 * Early flak gun support.
308 * 5 10/23/98 3:51p Dave
309 * Full support for tstrings.tbl and foreign languages. All that remains
310 * is to make it active in Fred.
312 * 4 10/07/98 6:27p Dave
313 * Globalized mission and campaign file extensions. Removed Silent Threat
314 * special code. Moved \cache \players and \multidata into the \data
317 * 3 10/07/98 4:49p Andsager
318 * don't do weapon swap (was needed for mission disk)
320 * 2 10/07/98 10:54a Dave
323 * 1 10/07/98 10:51a Dave
325 * 314 9/21/98 11:19p Dave
328 * 313 9/19/98 4:33p Adam
329 * Changed default values for particle spew (used on Leech Cannon)
331 * 312 9/13/98 10:51p Dave
332 * Put in newfangled icons for mission simulator room. New mdisk.vp
333 * checksum and file length.
335 * 311 9/13/98 4:29p Andsager
336 * Maintain Weapon_info compataiblity with mission disk
338 * 310 9/13/98 4:26p Andsager
340 * 309 9/01/98 4:25p Dave
341 * Put in total (I think) backwards compatibility between mission disk
342 * freespace and non mission disk freespace, including pilot files and
343 * campaign savefiles.
345 * 308 8/28/98 3:29p Dave
346 * EMP effect done. AI effects may need some tweaking as required.
348 * 307 8/25/98 1:49p Dave
349 * First rev of EMP effect. Player side stuff basically done. Next comes
352 * 306 8/18/98 10:15a Dave
353 * Touchups on the corkscrew missiles. Added particle spewing weapons.
355 * 305 8/17/98 5:07p Dave
356 * First rev of corkscrewing missiles.
358 * 304 6/30/98 2:23p Dave
359 * Revised object update system. Removed updates for all weapons. Put
360 * button info back into control info packet.
362 * 303 6/22/98 8:36a Allender
363 * revamping of homing weapon system. don't send as object updates
366 * 302 5/24/98 2:25p Allender
367 * be sure that homing missiles die on client when lifeleft gets too
368 * negative (lost packets)
370 * 301 5/20/98 5:47p Sandeep
372 * 300 5/18/98 1:58a Mike
373 * Make Phoenix not be fired at fighters (but yes bombers).
374 * Improve positioning of ships in guard mode.
375 * Make turrets on player ship not fire near end of support ship docking.
383 #include "systemvars.h"
392 #include "floating.h"
394 #include "lighting.h"
398 #include "fireballs.h"
400 #include "hudtarget.h"
401 #include "freespace.h"
406 #include "multimsgs.h"
407 #include "linklist.h"
410 #include "cmeasure.h"
411 #include "shockwave.h"
413 #include "staticrand.h"
415 #include "multiutil.h"
419 #include "objcollide.h"
421 #include "particle.h"
422 #include "asteroid.h"
424 #include "multi_obj.h"
425 #include "corkscrew.h"
427 #include "localize.h"
429 #include "muzzleflash.h"
432 int Weapon_flyby_sound_enabled = 1;
433 DCF_BOOL( weapon_flyby, Weapon_flyby_sound_enabled )
436 static int Weapon_flyby_sound_timer;
438 weapon Weapons[MAX_WEAPONS];
439 weapon_info Weapon_info[MAX_WEAPON_TYPES];
441 #define MISSILE_OBJ_USED (1<<0) // flag used in missile_obj struct
442 #define MAX_MISSILE_OBJS MAX_WEAPONS // max number of missiles tracked in missile list
443 missile_obj Missile_objs[MAX_MISSILE_OBJS]; // array used to store missile object indexes
444 missile_obj Missile_obj_list; // head of linked list of missile_obj structs
447 // WEAPON EXPLOSION INFO
448 #define MAX_weapon_expl_lod 4
449 #define MAX_Weapon_expl_info 3
451 typedef struct weapon_expl_lod {
452 char filename[MAX_FILENAME_LEN];
458 typedef struct weapon_expl_info {
460 weapon_expl_lod lod[MAX_weapon_expl_lod];
463 weapon_expl_info Weapon_expl_info[MAX_Weapon_expl_info];
465 int Num_weapon_expl = 0;
467 int Num_weapon_types = 0;
470 int Weapons_inited = 0;
472 int laser_model_inner = -1;
473 int laser_model_outer = -1;
475 int missile_model = -1;
477 char *Weapon_names[MAX_WEAPON_TYPES];
479 int First_secondary_index = -1;
481 #define MAX_SPAWN_WEAPONS 10 // Up to 10 weapons can spawn weapons.
484 char Spawn_names[MAX_SPAWN_WEAPONS][NAME_LENGTH];
486 int Num_player_weapon_precedence; // Number of weapon types in Player_weapon_precedence
487 int Player_weapon_precedence[MAX_WEAPON_TYPES]; // Array of weapon types, precedence list for player weapon selection
489 // Used to avoid playing too many impact sounds in too short a time interval.
490 // This will elimate the odd "stereo" effect that occurs when two weapons impact at
491 // nearly the same time, like from a double laser (also saves sound channels!)
492 #define IMPACT_SOUND_DELTA 50 // in milliseconds
493 int Weapon_impact_timer; // timer, initalized at start of each mission
495 // energy suck defines
496 #define ESUCK_DEFAULT_WEAPON_REDUCE (10.0f)
497 #define ESUCK_DEFAULT_AFTERBURNER_REDUCE (10.0f)
499 // scale factor for supercaps taking damage from weapons which are not "supercap" weapons
500 #define SUPERCAP_DAMAGE_SCALE 0.25f
502 // scale factor for big ships getting hit by flak
503 #define FLAK_DAMAGE_SCALE 0.05f
505 extern int Max_allowed_player_homers[];
506 extern int compute_num_homing_objects(object *target_objp);
509 void parse_weapon_expl_tbl()
512 char base_filename[256] = "";
517 if ((rval = setjmp(parse_abort)) != 0) {
518 Error(LOCATION, "Unable to parse weapon_expl.tbl! Code = %i.\n", rval);
521 read_file_text(NOX("weapon_expl.tbl"));
526 required_string("#Start");
527 while (required_string_either("#End","$Name:")) {
528 Assert( Num_weapon_expl < MAX_Weapon_expl_info);
531 required_string("$Name:");
532 stuff_string(base_filename, F_NAME, NULL);
534 // # of lod levels - make sure old fireball.tbl is compatible
535 Weapon_expl_info[Num_weapon_expl].lod_count = 1;
536 if(optional_string("$LOD:")){
537 stuff_int(&Weapon_expl_info[Num_weapon_expl].lod_count);
540 // stuff default filename
541 strcpy(Weapon_expl_info[Num_weapon_expl].lod[0].filename, base_filename);
543 // stuff LOD level filenames
544 for(idx=1; idx<Weapon_expl_info[Num_weapon_expl].lod_count; idx++){
545 if(idx >= MAX_weapon_expl_lod){
549 sprintf(Weapon_expl_info[Num_weapon_expl].lod[idx].filename, "%s_%d", base_filename, idx);
554 required_string("#End");
556 // close localization
560 int get_weapon_expl_info_index(char *filename)
562 for (int i=0; i<MAX_Weapon_expl_info; i++) {
563 if ( stricmp(Weapon_expl_info[i].lod[0].filename, filename) == 0) {
570 // ----------------------------------------------------------------------
571 // missile_obj_list_init()
573 // Clear out the Missile_obj_list
575 void missile_obj_list_init()
579 list_init(&Missile_obj_list);
580 for ( i = 0; i < MAX_MISSILE_OBJS; i++ ) {
581 Missile_objs[i].flags = 0;
585 // ---------------------------------------------------
586 // missile_obj_list_add()
588 // Function to add a node from the Missile_obj_list. Only
589 // called from weapon_create()
590 int missile_obj_list_add(int objnum)
594 for ( i = 0; i < MAX_MISSILE_OBJS; i++ ) {
595 if ( !(Missile_objs[i].flags & MISSILE_OBJ_USED) )
598 if ( i == MAX_MISSILE_OBJS ) {
599 Error(LOCATION, "Fatal Error: Ran out of missile object nodes\n");
603 Missile_objs[i].flags = 0;
604 Missile_objs[i].objnum = objnum;
605 list_append(&Missile_obj_list, &Missile_objs[i]);
606 Missile_objs[i].flags |= MISSILE_OBJ_USED;
611 // ---------------------------------------------------
612 // missle_obj_list_remove()
614 // Function to remove a node from the Missile_obj_list. Only
615 // called from weapon_delete()
616 void missle_obj_list_remove(int index)
618 Assert(index >= 0 && index < MAX_MISSILE_OBJS);
619 list_remove(&Missile_obj_list, &Missile_objs[index]);
620 Missile_objs[index].flags = 0;
623 // ---------------------------------------------------
624 // missile_obj_list_rebuild()
626 // Called by the save/restore code to rebuild Missile_obj_list
628 void missile_obj_list_rebuild()
632 missile_obj_list_init();
634 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
635 if ( objp->type == OBJ_WEAPON && Weapon_info[Weapons[objp->instance].weapon_info_index].subtype == WP_MISSILE ) {
636 Weapons[objp->instance].missile_list_index = missile_obj_list_add(OBJ_INDEX(objp));
641 // If this is a player countermeasure, let the player know he evaded a missile
642 void weapon_maybe_alert_cmeasure_success(object *objp)
644 if ( objp->type == OBJ_CMEASURE ) {
646 cmp = &Cmeasures[objp->instance];
647 if ( cmp->source_objnum == OBJ_INDEX(Player_obj) ) {
648 hud_start_text_flash(XSTR("Evaded", 1430), 800);
649 snd_play(&Snds[SND_MISSILE_EVADED_POPUP]);
650 } else if ( Objects[cmp->source_objnum].flags & OF_PLAYER_SHIP ) {
651 send_countermeasure_success_packet( cmp->source_objnum );
656 // ---------------------------------------------------
657 // missile_obj_return_address()
659 // Called externally to generate an address from an index into
660 // the Missile_objs[] array
662 missile_obj *missile_obj_return_address(int index)
664 Assert(index >= 0 && index < MAX_MISSILE_OBJS);
665 return &Missile_objs[index];
668 // Return the index of Weapon_info[].name that is *name.
669 int weapon_info_lookup(char *name)
674 // fix the stupid table stuff - it's non-fatal but annoying error messages
675 if (!strcmp(name, "Disruptor Missile")) {
676 strncpy(name, "D-Missile", MAX_FILENAME_LENGTH);
677 // this one fixes the same issue with a SilentThreat mission
678 } else if (!strcmp(name, "Shield Breaker")) {
679 strncpy(name, "S-Breaker", MAX_FILENAME_LENGTH);
683 for (i=0; i<Num_weapon_types; i++)
684 if (!stricmp(name, Weapon_info[i].name))
690 #define DEFAULT_WEAPON_SPAWN_COUNT 10
692 // Parse the weapon flags.
693 void parse_wi_flags(weapon_info *weaponp)
695 char weapon_strings[MAX_WEAPON_FLAGS][NAME_LENGTH];
698 required_string("$Flags:");
700 num_strings = stuff_string_list(weapon_strings, MAX_WEAPON_FLAGS);
702 for (int i=0; i<num_strings; i++) {
703 if (!stricmp(NOX("Electronics"), weapon_strings[i]))
704 weaponp->wi_flags |= WIF_ELECTRONICS;
705 else if (!strnicmp(NOX("Spawn"), weapon_strings[i], 5)) {
706 if (weaponp->spawn_type == -1) {
707 int skip_length, name_length;
710 temp_string = weapon_strings[i];
712 weaponp->wi_flags |= WIF_SPAWN;
713 weaponp->spawn_type = (short)Num_spawn_types;
714 skip_length = strlen(NOX("Spawn")) + strspn(&temp_string[strlen(NOX("Spawn"))], NOX(" \t"));
715 char *num_start = strchr(&temp_string[skip_length], ',');
716 if (num_start == NULL) {
717 weaponp->spawn_count = DEFAULT_WEAPON_SPAWN_COUNT;
720 weaponp->spawn_count = (short)atoi(num_start+1);
721 name_length = num_start - temp_string - skip_length;
724 strncpy(Spawn_names[Num_spawn_types++], &(weapon_strings[i][skip_length]), name_length);
725 Assert(Num_spawn_types < MAX_SPAWN_WEAPONS);
727 Warning(LOCATION, "Illegal to have two spawn types for one weapon.\n"
728 "Ignoring weapon %s", weapon_strings[i]);
729 } else if (!stricmp(NOX("Remote Detonate"), weapon_strings[i]))
730 weaponp->wi_flags |= WIF_REMOTE;
731 else if (!stricmp(NOX("Puncture"), weapon_strings[i]))
732 weaponp->wi_flags |= WIF_PUNCTURE;
733 else if (!stricmp(NOX("Big Ship"), weapon_strings[i]))
734 weaponp->wi_flags |= WIF_BIG_ONLY;
735 else if (!stricmp(NOX("Huge"), weapon_strings[i]))
736 weaponp->wi_flags |= WIF_HUGE;
737 else if (!stricmp(NOX("Bomber+"), weapon_strings[i]))
738 weaponp->wi_flags |= WIF_BOMBER_PLUS;
739 else if (!stricmp(NOX("child"), weapon_strings[i]))
740 weaponp->wi_flags |= WIF_CHILD;
741 else if (!stricmp(NOX("Bomb"), weapon_strings[i]))
742 weaponp->wi_flags |= WIF_BOMB;
743 else if (!stricmp(NOX("No Dumbfire"), weapon_strings[i]))
744 weaponp->wi_flags |= WIF_NO_DUMBFIRE;
745 else if (!stricmp(NOX("In tech database"), weapon_strings[i]))
746 weaponp->wi_flags |= WIF_IN_TECH_DATABASE;
747 else if (!stricmp(NOX("Player allowed"), weapon_strings[i]))
748 weaponp->wi_flags |= WIF_PLAYER_ALLOWED;
749 else if (!stricmp(NOX("Particle Spew"), weapon_strings[i]))
750 weaponp->wi_flags |= WIF_PARTICLE_SPEW;
751 else if (!stricmp(NOX("EMP"), weapon_strings[i]))
752 weaponp->wi_flags |= WIF_EMP;
753 else if (!stricmp(NOX("Esuck"), weapon_strings[i]))
754 weaponp->wi_flags |= WIF_ENERGY_SUCK;
755 else if (!stricmp(NOX("Flak"), weapon_strings[i]))
756 weaponp->wi_flags |= WIF_FLAK;
757 else if (!stricmp(NOX("Corkscrew"), weapon_strings[i]))
758 weaponp->wi_flags |= WIF_CORKSCREW;
759 else if (!stricmp(NOX("Shudder"), weapon_strings[i]))
760 weaponp->wi_flags |= WIF_SHUDDER;
761 else if (!stricmp(NOX("lockarm"), weapon_strings[i]))
762 weaponp->wi_flags |= WIF_LOCKARM;
763 else if (!stricmp(NOX("beam"), weapon_strings[i]))
764 weaponp->wi_flags |= WIF_BEAM;
765 else if (!stricmp(NOX("stream"), weapon_strings[i]))
766 weaponp->wi_flags |= WIF_STREAM;
767 else if (!stricmp(NOX("supercap"), weapon_strings[i]))
768 weaponp->wi_flags |= WIF_SUPERCAP;
770 else if (!stricmp(NOX("Swarm"), weapon_strings[i]))
771 weaponp->wi_flags |= WIF_SWARM;
772 else if (!stricmp(NOX("No Ship"), weapon_strings[i]))
773 weaponp->wi_flags |= WIF_CHILD;
776 Warning(LOCATION, "Bogus string in weapon flags: %s\n", weapon_strings[i]);
779 // SWARM, CORKSCREW and FLAK should be mutually exclusive
780 if(weaponp->wi_flags & WIF_FLAK){
781 Assert(!(weaponp->wi_flags & WIF_CORKSCREW) && !(weaponp->wi_flags & WIF_SWARM));
783 if(weaponp->wi_flags & WIF_CORKSCREW){
784 Assert(!(weaponp->wi_flags & WIF_FLAK) && !(weaponp->wi_flags & WIF_SWARM));
786 if(weaponp->wi_flags & WIF_SWARM){
787 Assert(!(weaponp->wi_flags & WIF_CORKSCREW) && !(weaponp->wi_flags & WIF_FLAK));
790 // make sure flak guns are only placed on turrets
791 if(weaponp->wi_flags & WIF_FLAK){
792 Assert(weaponp->wi_flags & WIF_BIG_ONLY);
796 // function to parse the information for a specific weapon type.
797 // return 0 if successful, otherwise return -1
798 #define WEAPONS_MULTITEXT_LENGTH 2048
802 char buf[WEAPONS_MULTITEXT_LENGTH];
804 char fname[255] = "";
807 wip = &Weapon_info[Num_weapon_types];
811 required_string("$Name:");
812 stuff_string(wip->name, F_NAME, NULL);
813 diag_printf ("Weapon name -- %s\n", wip->name);
815 // AL 28-3-98: If this is a demo build, we only want to parse weapons that are preceded with
817 #ifdef DEMO // not needed FS2_DEMO (separate table file)
818 if ( wip->name[0] != '@' ) {
819 // advance to next weapon, and return -1
821 if ( skip_to_start_of_strings("$Name:", "#End") != 1 ) {
828 if ( wip->name[0] == '@' ) {
829 char old_name[NAME_LENGTH];
830 strcpy(old_name, wip->name);
831 strcpy(wip->name, old_name+1);
835 if (optional_string("+Title:")) {
836 stuff_string(wip->title, F_NAME, NULL, WEAPON_TITLE_LEN);
840 if (optional_string("+Description:")) {
841 stuff_string(buf, F_MULTITEXT, NULL);
842 wip->desc = strdup(buf);
845 wip->tech_title[0] = 0;
846 if (optional_string("+Tech Title:")) {
847 stuff_string(wip->tech_title, F_NAME, NULL, NAME_LENGTH);
850 wip->tech_anim_filename[0] = 0;
851 if (optional_string("+Tech Anim:")) {
852 stuff_string(wip->tech_anim_filename, F_NAME, NULL, NAME_LENGTH);
855 wip->tech_desc = NULL;
856 if (optional_string("+Tech Description:")) {
857 stuff_string(buf, F_MULTITEXT, NULL, WEAPONS_MULTITEXT_LENGTH);
858 wip->tech_desc = strdup(buf);
861 // Read the model file. It can be a POF file or none.
862 // If there is no model file (Model file: = "none") then we use our special
863 // laser renderer which requires inner, middle and outer information.
864 required_string("$Model file:");
865 stuff_string(wip->pofbitmap_name, F_NAME, NULL);
866 diag_printf ("Model pof file -- %s\n", wip->pofbitmap_name );
867 if ( stricmp(wip->pofbitmap_name, NOX("none")) ) {
869 wip->render_type = WRT_POF;
870 wip->laser_bitmap = -1;
872 // No POF or AVI file specified, render as special laser type.
875 wip->render_type = WRT_LASER;
878 // laser bitmap itself
879 required_string("@Laser Bitmap:");
880 stuff_string(wip->pofbitmap_name, F_NAME, NULL);
881 wip->laser_bitmap = -1;
883 wip->laser_bitmap = bm_load( wip->pofbitmap_name );
886 // optional laser glow
887 wip->laser_glow_bitmap = -1;
888 if(optional_string("@Laser Glow:")){
889 stuff_string(fname, F_NAME, NULL);
891 wip->laser_glow_bitmap = bm_load( fname );
893 // might as well lock it down as an aabitmap now
894 if(wip->laser_glow_bitmap >= 0){
895 bm_lock(wip->laser_glow_bitmap, 8, BMP_AABITMAP);
896 bm_unlock(wip->laser_glow_bitmap);
901 required_string("@Laser Color:");
902 stuff_byte(&r); stuff_byte(&g); stuff_byte(&b);
903 gr_init_color( &wip->laser_color_1, r, g, b );
905 // optional string for cycling laser colors
906 gr_init_color(&wip->laser_color_2, 0, 0, 0);
907 if(optional_string("@Laser Color2:")){
908 stuff_byte(&r); stuff_byte(&g); stuff_byte(&b);
909 gr_init_color( &wip->laser_color_2, r, g, b );
912 required_string("@Laser Length:");
913 stuff_float(&wip->laser_length);
915 required_string("@Laser Head Radius:");
916 stuff_float(&wip->laser_head_radius);
918 required_string("@Laser Tail Radius:");
919 stuff_float(&wip->laser_tail_radius );
922 required_string("$Mass:");
923 stuff_float( &(wip->mass) );
924 diag_printf ("Weapon mass -- %7.3f\n", wip->mass);
926 required_string("$Velocity:");
927 stuff_float( &(wip->max_speed) );
928 diag_printf ("Weapon mass -- %7.3f\n", wip->max_speed);
930 required_string("$Fire Wait:");
931 stuff_float( &(wip->fire_wait) );
932 diag_printf ("Weapon fire wait -- %7.3f\n", wip->fire_wait);
934 required_string("$Damage:");
935 stuff_float(&wip->damage);
937 // secondary weapons require these values
938 if (First_secondary_index != -1) {
939 required_string("$Blast Force:");
940 stuff_float( &(wip->blast_force) );
941 diag_printf ("Weapon blast force -- %7.3f\n", wip->blast_force);
943 required_string("$Inner Radius:");
944 stuff_float( &(wip->inner_radius) );
945 if ( wip->inner_radius != 0 ) {
946 wip->wi_flags |= WIF_AREA_EFFECT;
948 diag_printf ("Weapon inner blast radius -- %7.3f\n", wip->inner_radius);
950 required_string("$Outer Radius:");
951 stuff_float( &(wip->outer_radius) );
952 if ( wip->outer_radius != 0 ) {
953 wip->wi_flags |= WIF_AREA_EFFECT;
955 diag_printf ("Weapon outer blast radius -- %7.3f\n", wip->outer_radius);
957 required_string("$Shockwave Speed:");
958 stuff_float( &(wip->shockwave_speed) );
959 if ( wip->shockwave_speed != 0 ) {
960 wip->wi_flags |= WIF_SHOCKWAVE;
962 diag_printf ("Shockwave speed -- %7.3f\n", wip->shockwave_speed);
964 // for primary weapons they're optional
966 if(optional_string("$Blast Force:")){
967 stuff_float( &(wip->blast_force) );
968 diag_printf ("Weapon blast force -- %7.3f\n", wip->blast_force);
971 if(optional_string("$Inner Radius:")){
972 stuff_float( &(wip->inner_radius) );
973 if ( wip->inner_radius != 0 ) {
974 wip->wi_flags |= WIF_AREA_EFFECT;
976 diag_printf ("Weapon inner blast radius -- %7.3f\n", wip->inner_radius);
979 if(optional_string("$Outer Radius:")){
980 stuff_float( &(wip->outer_radius) );
981 if ( wip->outer_radius != 0 ) {
982 wip->wi_flags |= WIF_AREA_EFFECT;
984 diag_printf ("Weapon outer blast radius -- %7.3f\n", wip->outer_radius);
987 if(optional_string("$Shockwave Speed:")){
988 stuff_float( &(wip->shockwave_speed) );
989 if ( wip->shockwave_speed != 0 ) {
990 wip->wi_flags |= WIF_SHOCKWAVE;
992 diag_printf ("Shockwave speed -- %7.3f\n", wip->shockwave_speed);
996 required_string("$Armor Factor:");
997 stuff_float(&wip->armor_factor);
999 required_string("$Shield Factor:");
1000 stuff_float(&wip->shield_factor);
1002 required_string("$Subsystem Factor:");
1003 stuff_float(&wip->subsystem_factor);
1005 required_string("$Lifetime:");
1006 stuff_float(&wip->lifetime);
1008 required_string("$Energy Consumed:");
1009 stuff_float(&wip->energy_consumed);
1011 required_string("$Cargo Size:");
1012 stuff_float(&wip->cargo_size);
1015 required_string("$Homing:");
1016 stuff_boolean(&is_homing);
1018 if (is_homing == 1) {
1019 char temp_type[128];
1021 // the following five items only need to be recorded if the weapon is a homing weapon
1022 required_string("+Type:");
1023 stuff_string(temp_type, F_NAME, NULL);
1025 if (!stricmp(temp_type, NOX("HEAT"))) {
1026 float view_cone_angle;
1028 wip->wi_flags |= WIF_HOMING_HEAT | WIF_TURNS;
1030 required_string("+Turn Time:");
1031 stuff_float(&wip->turn_time);
1033 required_string("+View Cone:");
1034 stuff_float(&view_cone_angle);
1036 wip->fov = (float)cos((float)(ANG_TO_RAD(view_cone_angle/2.0f)));
1038 } else if (!stricmp(temp_type, NOX("ASPECT"))) {
1039 wip->wi_flags |= WIF_HOMING_ASPECT | WIF_TURNS;
1041 required_string("+Turn Time:");
1042 stuff_float(&wip->turn_time);
1044 required_string("+Min Lock Time:"); // minimum time (in seconds) to achieve lock
1045 stuff_float(&wip->min_lock_time);
1047 required_string("+Lock Pixels/Sec:"); // pixels/sec moved while locking
1048 stuff_int(&wip->lock_pixels_per_sec);
1050 required_string("+Catch-up Pixels/Sec:"); // pixels/sec moved while catching-up for a lock
1051 stuff_int(&wip->catchup_pixels_per_sec);
1053 required_string("+Catch-up Penalty:"); // number of extra pixels to move while locking as a penalty for catching up for a lock
1054 stuff_int(&wip->catchup_pixel_penalty);
1056 Error(LOCATION, "Illegal homing type = %s.\nMust be HEAT or ASPECT.\n", temp_type);
1062 wip->swarm_count = -1;
1063 if(optional_string("$Swarm:")){
1064 wip->swarm_count = SWARM_DEFAULT_NUM_MISSILES_FIRED;
1065 stuff_int(&s_count);
1066 wip->swarm_count = (short)s_count;
1068 // flag as being a swarm weapon
1069 wip->wi_flags |= WIF_SWARM;
1072 required_string("$LaunchSnd:");
1073 stuff_int(&wip->launch_snd);
1075 required_string("$ImpactSnd:");
1076 stuff_int(&wip->impact_snd);
1078 if (First_secondary_index != -1) {
1079 required_string("$FlyBySnd:");
1080 stuff_int(&wip->flyby_snd);
1083 // Secondary weapons are required to have a rearm rate.
1084 if (First_secondary_index != -1) {
1085 required_string( "$Rearm Rate:");
1086 stuff_float( &wip->rearm_rate );
1087 if (wip->rearm_rate > 0.1f)
1088 wip->rearm_rate = 1.0f/wip->rearm_rate;
1090 wip->rearm_rate = 1.0f;
1093 wip->weapon_range = 999999999.9f;
1094 if (optional_string("+Weapon Range:")) {
1095 stuff_float(&wip->weapon_range);
1098 wip->spawn_type = -1;
1099 parse_wi_flags(wip);
1101 char trail_name[MAX_FILENAME_LEN] = "";
1102 trail_info *ti = &wip->tr_info;
1103 memset(ti, 0, sizeof(trail_info));
1105 if(optional_string("$Trail:")){
1106 wip->wi_flags |= WIF_TRAIL; // missile leaves a trail
1108 required_string("+Start Width:");
1109 stuff_float(&ti->w_start);
1111 required_string("+End Width:");
1112 stuff_float(&ti->w_end);
1114 required_string("+Start Alpha:");
1115 stuff_float(&ti->a_start);
1117 required_string("+End Alpha:");
1118 stuff_float(&ti->a_end);
1120 required_string("+Max Life:");
1121 stuff_float(&ti->max_life);
1123 ti->stamp = fl2i(1000.0f*ti->max_life)/(NUM_TRAIL_SECTIONS+1);
1125 required_string("+Bitmap:");
1126 stuff_string(trail_name, F_NAME, NULL);
1127 ti->bitmap = bm_load(trail_name);
1128 // wip->delta_time = fl2i(1000.0f*wip->max_life)/(NUM_TRAIL_SECTIONS+1); // time between sections. max_life / num_sections basically.
1131 // seemed easier to separate this out from above
1133 required_string("$Trail:");
1134 stuff_boolean(&has_trail);
1136 if (has_trail == 1) {
1137 wip->wi_flags |= WIF_TRAIL; // missile leaves a trail
1139 required_string("+Head Width:");
1140 stuff_float(&ti->w_start);
1142 required_string("+Tail Width:");
1143 stuff_float(&ti->w_end);
1148 required_string("+Life:");
1149 stuff_float(&ti->max_life);
1151 ti->stamp = fl2i(1000.0f*ti->max_life)/(NUM_TRAIL_SECTIONS+1);
1153 required_string("+Bitmap:");
1154 stuff_string(trail_name, F_NAME, NULL);
1155 ti->bitmap = bm_load(trail_name);
1159 // read in filename for icon that is used in weapons selection
1160 wip->icon_filename[0] = 0;
1161 if ( optional_string("$Icon:") ) {
1162 stuff_string(wip->icon_filename, F_NAME, NULL);
1165 // read in filename for animation that is used in weapons selection
1166 wip->anim_filename[0] = 0;
1167 if ( optional_string("$Anim:") ) {
1168 stuff_string(wip->anim_filename, F_NAME, NULL);
1171 wip->impact_weapon_expl_index = -1;
1172 if ( optional_string("$Impact Explosion:") ) {
1173 char impact_ani_file[FILESPEC_LENGTH];
1174 stuff_string(impact_ani_file, F_NAME, NULL);
1175 if ( stricmp(impact_ani_file,NOX("none"))) {
1176 wip->impact_weapon_expl_index = get_weapon_expl_info_index(impact_ani_file);
1177 //int num_frames, fps;
1178 //wip->impact_explosion_ani = bm_load_animation( impact_ani_file, &num_frames, &fps, 1 );
1180 required_string("$Impact Explosion Radius:");
1181 stuff_float(&wip->impact_explosion_radius);
1186 char mflash_string[255] = "";
1187 wip->muzzle_flash = -1;
1188 if( optional_string("$Muzzleflash:") ){
1189 stuff_string(mflash_string, F_NAME, NULL);
1192 wip->muzzle_flash = mflash_lookup(mflash_string);
1194 if(wip->muzzle_flash >= 0){
1195 wip->wi_flags |= WIF_MFLASH;
1199 // EMP optional stuff (if WIF_EMP is not set, none of this matters, anyway)
1200 if( optional_string("$EMP Intensity:") ){
1201 stuff_float(&wip->emp_intensity);
1203 wip->emp_intensity = EMP_DEFAULT_INTENSITY;
1205 if( optional_string("$EMP Time:") ){
1206 stuff_float(&wip->emp_time);
1208 wip->emp_intensity = EMP_DEFAULT_TIME;
1211 // Energy suck optional stuff (if WIF_ENERGY_SUCK is not set, none of this matters anyway)
1212 if( optional_string("$Leech Weapon:") ){
1213 stuff_float(&wip->weapon_reduce);
1215 wip->weapon_reduce = ESUCK_DEFAULT_WEAPON_REDUCE;
1217 if( optional_string("$Leech Afterburner:") ){
1218 stuff_float(&wip->afterburner_reduce);
1220 wip->afterburner_reduce = ESUCK_DEFAULT_AFTERBURNER_REDUCE;
1223 // beam weapon optional stuff
1224 wip->b_info.beam_type = -1;
1225 wip->b_info.beam_life = -1.0f;
1226 wip->b_info.beam_warmup = -1;
1227 wip->b_info.beam_warmdown = -1;
1228 wip->b_info.beam_muzzle_radius = 0.0f;
1229 wip->b_info.beam_particle_count = -1;
1230 wip->b_info.beam_particle_radius = 0.0f;
1231 wip->b_info.beam_particle_angle = 0.0f;
1232 wip->b_info.beam_particle_ani = -1;
1233 wip->b_info.beam_loop_sound = -1;
1234 wip->b_info.beam_warmup_sound = -1;
1235 wip->b_info.beam_warmdown_sound = -1;
1236 wip->b_info.beam_num_sections = 0;
1237 wip->b_info.beam_glow_bitmap = -1;
1238 wip->b_info.beam_shots = 0;
1239 wip->b_info.beam_shrink_factor = 0.0f;
1240 wip->b_info.beam_shrink_pct = 0.0f;
1241 if( optional_string("$BeamInfo:")){
1243 required_string("+Type:");
1244 stuff_int(&wip->b_info.beam_type);
1246 // how long it lasts
1247 required_string("+Life:");
1248 stuff_float(&wip->b_info.beam_life);
1251 required_string("+Warmup:");
1252 stuff_int(&wip->b_info.beam_warmup);
1255 required_string("+Warmdown:");
1256 stuff_int(&wip->b_info.beam_warmdown);
1258 // muzzle glow radius
1259 required_string("+Radius:");
1260 stuff_float(&wip->b_info.beam_muzzle_radius);
1262 // particle spew count
1263 required_string("+PCount:");
1264 stuff_int(&wip->b_info.beam_particle_count);
1267 required_string("+PRadius:");
1268 stuff_float(&wip->b_info.beam_particle_radius);
1270 // angle off turret normal
1271 required_string("+PAngle:");
1272 stuff_float(&wip->b_info.beam_particle_angle);
1274 // particle bitmap/ani
1275 required_string("+PAni:");
1276 stuff_string(fname, F_NAME, NULL);
1278 int num_frames, fps;
1279 wip->b_info.beam_particle_ani = bm_load_animation(fname, &num_frames, &fps, 1);
1283 required_string("+Miss Factor:");
1284 for(idx=0; idx<NUM_SKILL_LEVELS; idx++){
1285 wip->b_info.beam_miss_factor[idx] = 0.00001f;
1286 stuff_float(&wip->b_info.beam_miss_factor[idx]);
1290 required_string("+BeamSound:");
1291 stuff_int(&wip->b_info.beam_loop_sound);
1294 required_string("+WarmupSound:");
1295 stuff_int(&wip->b_info.beam_warmup_sound);
1298 required_string("+WarmdownSound:");
1299 stuff_int(&wip->b_info.beam_warmdown_sound);
1302 required_string("+Muzzleglow:");
1303 stuff_string(fname, F_NAME, NULL);
1305 wip->b_info.beam_glow_bitmap = bm_load(fname);
1308 // # of shots (only used for type D beams)
1309 required_string("+Shots:");
1310 stuff_int(&wip->b_info.beam_shots);
1313 required_string("+ShrinkFactor:");
1314 stuff_float(&wip->b_info.beam_shrink_factor);
1315 required_string("+ShrinkPct:");
1316 stuff_float(&wip->b_info.beam_shrink_pct);
1319 while( optional_string("$Section:") ){
1320 beam_weapon_section_info i;
1321 char tex_name[255] = "";
1324 required_string("+Width:");
1325 stuff_float(&i.width);
1328 required_string("+Texture:");
1329 stuff_string(tex_name, F_NAME, NULL);
1332 i.texture = bm_load(tex_name);
1334 bm_lock(i.texture, 16, BMP_TEX_OTHER);
1335 bm_unlock(i.texture);
1340 required_string("+RGBA Inner:");
1341 stuff_byte(&i.rgba_inner[0]);
1342 stuff_byte(&i.rgba_inner[1]);
1343 stuff_byte(&i.rgba_inner[2]);
1344 stuff_byte(&i.rgba_inner[3]);
1347 required_string("+RGBA Outer:");
1348 stuff_byte(&i.rgba_outer[0]);
1349 stuff_byte(&i.rgba_outer[1]);
1350 stuff_byte(&i.rgba_outer[2]);
1351 stuff_byte(&i.rgba_outer[3]);
1354 required_string("+Flicker:");
1355 stuff_float(&i.flicker);
1358 required_string("+Zadd:");
1359 stuff_float(&i.z_add);
1362 if(wip->b_info.beam_num_sections < MAX_BEAM_SECTIONS - 1){
1363 wip->b_info.sections[wip->b_info.beam_num_sections++] = i;
1368 // tag weapon optional stuff
1369 wip->tag_level = -1;
1370 wip->tag_time = -1.0f;
1371 if( optional_string("$Tag:")){
1372 stuff_int(&wip->tag_level);
1373 stuff_float(&wip->tag_time);
1374 wip->wi_flags |= WIF_TAG;
1380 // function to parse the information for a specific ship type.
1381 void parse_cmeasure()
1383 cmeasure_info *cmeasurep;
1385 cmeasurep = &Cmeasure_info[Num_cmeasure_types];
1387 required_string("$Name:");
1388 stuff_string(cmeasurep->cmeasure_name, F_NAME, NULL);
1391 $Velocity: 20.0 ;; speed relative to ship, rear-fired until POF info added, MK, 5/22/97
1393 $Lifetime Min: 1.0 ;; Minimum lifetime
1394 $Lifetime Max: 2.0 ;; Maximum lifetime. Actual lifetime is rand(min..max).
1395 $LaunchSnd: counter_1.wav, .8, 10, 300 ;; countermeasure 1 fired (sound is 3d)
1398 required_string("$Velocity:");
1399 stuff_float( &(cmeasurep->max_speed) );
1401 required_string("$Fire Wait:");
1402 stuff_float( &(cmeasurep->fire_wait) );
1404 required_string("$Lifetime Min:");
1405 stuff_float(&cmeasurep->life_min);
1407 required_string("$Lifetime Max:");
1408 stuff_float(&cmeasurep->life_max);
1410 required_string("$LaunchSnd:");
1411 stuff_int(&cmeasurep->launch_sound);
1413 required_string("$Model:");
1414 stuff_string(cmeasurep->pof_name, F_NAME, NULL);
1415 cmeasurep->model_num = -1;
1419 // For all weapons that spawn weapons, given an index at weaponp->spawn_type,
1420 // convert the strings in Spawn_names to indices in the Weapon_types array.
1421 void translate_spawn_types()
1425 for (i=0; i<Num_weapon_types; i++)
1426 if (Weapon_info[i].spawn_type != -1) {
1427 int spawn_type = Weapon_info[i].spawn_type;
1429 for (j=0; j<Num_weapon_types; j++)
1430 if (!stricmp(Spawn_names[spawn_type], Weapon_info[j].name)) {
1431 Weapon_info[i].spawn_type = (short)j;
1433 Warning(LOCATION, "Weapon %s spawns itself. Infinite recursion?\n", Weapon_info[i].name);
1439 void parse_weaponstbl()
1441 // open localization
1444 read_file_text("weapons.tbl");
1447 Num_weapon_types = 0;
1448 First_secondary_index = -1;
1449 Num_spawn_types = 0;
1451 required_string("#Primary Weapons");
1452 while (required_string_either("#End", "$Name:")) {
1453 Assert( Num_weapon_types < MAX_WEAPON_TYPES );
1454 // AL 28-3-98: If parse_weapon() fails, try next .tbl weapon
1455 if ( parse_weapon() ) {
1458 Weapon_info[Num_weapon_types].subtype = WP_LASER;
1461 required_string("#End");
1463 required_string("#Secondary Weapons");
1464 First_secondary_index = Num_weapon_types;
1465 while (required_string_either("#End", "$Name:")) {
1466 Assert( Num_weapon_types < MAX_WEAPON_TYPES );
1467 // AL 28-3-98: If parse_weapon() fails, try next .tbl weapon
1468 if ( parse_weapon() ) {
1471 Weapon_info[Num_weapon_types].subtype = WP_MISSILE;
1474 required_string("#End");
1476 required_string("#Beam Weapons");
1477 while (required_string_either("#End", "$Name:")) {
1478 Assert( Num_weapon_types < MAX_WEAPON_TYPES );
1479 // AL 28-3-98: If parse_weapon() fails, try next .tbl weapon
1480 if ( parse_weapon() ) {
1483 Weapon_info[Num_weapon_types].subtype = WP_BEAM;
1486 required_string("#End");
1488 required_string("#Countermeasures");
1489 while (required_string_either("#End", "$Name:")) {
1490 Assert( Num_cmeasure_types < MAX_CMEASURE_TYPES );
1492 Num_cmeasure_types++;
1495 required_string("#End");
1497 // Read in a list of weapon_info indicies that are an ordering of the player weapon precedence.
1498 // This list is used to select an alternate weapon when a particular weapon is not available
1499 // during weapon selection.
1500 required_string("$Player Weapon Precedence:");
1501 Num_player_weapon_precedence = stuff_int_list(Player_weapon_precedence, MAX_WEAPON_TYPES, WEAPON_LIST_TYPE);
1503 translate_spawn_types();
1505 // close localization
1509 void create_weapon_names()
1513 for (i=0; i<Num_weapon_types; i++)
1514 Weapon_names[i] = Weapon_info[i].name;
1517 // This will get called once at game startup
1522 if ( !Weapons_inited ) {
1523 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
1524 // parse weapon_exp.tbl
1525 parse_weapon_expl_tbl();
1527 // parse weapons.tbl
1528 if ((rval = setjmp(parse_abort)) != 0) {
1529 Error(LOCATION, "Error parsing 'weapons.tbl'\r\nError code = %i.\r\n", rval);
1532 create_weapon_names();
1537 weapon_level_init();
1541 // This will get called at the start of each level.
1542 void weapon_level_init()
1546 // Reset everything between levels
1548 for (i=0; i<MAX_WEAPONS; i++) {
1549 Weapons[i].objnum = -1;
1550 Weapons[i].weapon_info_index = -1;
1553 trail_level_init(); // reset all missile trails
1556 missile_obj_list_init();
1558 cscrew_level_init();
1563 Weapon_flyby_sound_timer = timestamp(0);
1564 Weapon_impact_timer = 1; // inited each level, used to reduce impact sounds
1567 MONITOR( NumWeaponsRend );
1569 float weapon_glow_scale_f = 2.3f;
1570 float weapon_glow_scale_r = 2.3f;
1571 float weapon_glow_scale_l = 1.5f;
1572 float weapon_glow_alpha_d3d = 0.85f;
1573 float weapon_glow_alpha_glide = 0.99f;
1574 void weapon_render(object *obj)
1581 MONITOR_INC(NumWeaponsRend, 1);
1583 Assert(obj->type == OBJ_WEAPON);
1585 num = obj->instance;
1587 wip = &Weapon_info[Weapons[num].weapon_info_index];
1589 switch (wip->render_type) {
1591 // turn off fogging for good measure
1592 gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0, -1.0f, -1.0f);
1594 if (wip->laser_bitmap >= 0) {
1595 gr_set_color_fast(&wip->laser_color_1);
1596 gr_set_bitmap(wip->laser_bitmap, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 0.99999f, -1, -1);
1599 vm_vec_scale_add(&headp, &obj->pos, &obj->orient.v.fvec, wip->laser_length);
1600 wp->weapon_flags &= ~WF_CONSIDER_FOR_FLYBY_SOUND;
1601 if ( g3_draw_laser(&headp, wip->laser_head_radius, &obj->pos, wip->laser_tail_radius) ) {
1602 wp->weapon_flags |= WF_CONSIDER_FOR_FLYBY_SOUND;
1606 // maybe draw laser glow bitmap
1607 if(wip->laser_glow_bitmap >= 0){
1608 // get the laser color
1609 weapon_get_laser_color(&c, obj);
1612 vm_vec_scale_add(&headp2, &obj->pos, &obj->orient.v.fvec, wip->laser_length * weapon_glow_scale_l);
1613 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);
1614 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);
1620 uint render_flags = MR_NORMAL|MR_IS_MISSILE|MR_NO_LIGHTING;
1622 model_clear_instance(wip->model_num);
1624 if ( (wip->wi_flags & WIF_THRUSTER) && (wp->thruster_bitmap > -1) ) {
1627 // Add noise to thruster geometry.
1628 //ft = obj->phys_info.forward_thrust;
1629 ft = 1.0f; // Always use 1.0f for missiles
1630 ft *= (1.0f + frand()/5.0f - 1.0f/10.0f);
1634 model_set_thrust( wip->model_num, ft, wp->thruster_bitmap, wp->thruster_glow_bitmap, wp->thruster_glow_noise);
1635 render_flags |= MR_SHOW_THRUSTERS;
1638 model_render(wip->model_num, &obj->orient, &obj->pos, render_flags);
1640 // render a missile plume as well
1642 static int plume = -1;
1643 extern float Interp_thrust_twist;
1644 extern float Interp_thrust_twist2;
1646 plume = model_load("plume01.pof", -1, NULL);
1649 Interp_thrust_twist = tw;
1650 Interp_thrust_twist2 = tw2;
1651 model_set_alpha(plume_alpha);
1652 model_render(plume, &obj->orient, &obj->pos, MR_ALL_XPARENT);
1653 Interp_thrust_twist = -1.0f;
1654 Interp_thrust_twist2 = -1.0f;
1661 Warning(LOCATION, "Unknown weapon rendering type = %i\n", wip->render_type);
1665 void weapon_delete(object *obj)
1670 num = obj->instance;
1672 Assert( Weapons[num].objnum == OBJ_INDEX(obj));
1675 Assert(wp->weapon_info_index >= 0);
1676 wp->weapon_info_index = -1;
1677 if (wp->swarm_index >= 0) {
1678 swarm_delete(wp->swarm_index);
1679 wp->swarm_index = -1;
1682 if(wp->cscrew_index >= 0) {
1683 cscrew_delete(wp->cscrew_index);
1684 wp->cscrew_index = -1;
1687 if (wp->missile_list_index >= 0) {
1688 missle_obj_list_remove(wp->missile_list_index);
1689 wp->missile_list_index = -1;
1692 if (wp->flak_index >= 0){
1693 flak_delete(wp->flak_index);
1694 wp->flak_index = -1;
1697 if (wp->trail_num > -1) {
1698 trail_object_died(wp->trail_num);
1703 Assert(Num_weapons >= 0);
1706 // Check if missile is newly locked onto the Player, maybe play a launch warning
1707 void weapon_maybe_play_warning(weapon *wp)
1709 if ( wp->homing_object == Player_obj ) {
1710 if ( !(wp->weapon_flags & WF_LOCK_WARNING_PLAYED) ) {
1711 wp->weapon_flags |= WF_LOCK_WARNING_PLAYED;
1712 if ( Weapon_info[wp->weapon_info_index].wi_flags & WIF_HOMING_HEAT ) {
1713 snd_play(&Snds[SND_HEATLOCK_WARN]);
1715 Assert(Weapon_info[wp->weapon_info_index].wi_flags & WIF_HOMING_ASPECT);
1716 snd_play(&Snds[SND_ASPECTLOCK_WARN]);
1722 #define CMEASURE_DETONATE_DISTANCE 40.0f
1724 // Detonate all missiles near this countermeasure.
1725 void detonate_nearby_missiles(cmeasure *cmp)
1728 vector cmeasure_pos;
1730 cmeasure_pos = Objects[cmp->objnum].pos;
1732 mop = GET_FIRST(&Missile_obj_list);
1733 while(mop != END_OF_LIST(&Missile_obj_list)) {
1737 objp = &Objects[mop->objnum];
1738 wp = &Weapons[objp->instance];
1740 if (wp->team != cmp->team) {
1741 if ( Missiontime - wp->creation_time > F1_0/2) {
1742 if (vm_vec_dist_quick(&cmeasure_pos, &objp->pos) < CMEASURE_DETONATE_DISTANCE) {
1743 if (wp->lifeleft > 0.2f) {
1744 //nprintf(("Jim", "Frame %i: Cmeasure #%i detonating weapon #%i\n", Framecount, cmp-Cmeasures, wp-Weapons));
1745 wp->lifeleft = 0.2f;
1746 // nprintf(("AI", "Frame %i: Flagging weapon %i for detonation.\n", Framecount, wp-Weapons));
1756 // Find an object for weapon #num (object *weapon_objp) to home on due to heat.
1757 void find_homing_object(object *weapon_objp, int num)
1759 object *objp, *old_homing_objp;
1766 wip = &Weapon_info[Weapons[num].weapon_info_index];
1768 best_dist = 99999.9f;
1770 // save the old homing object so that multiplayer servers can give the right information
1771 // to clients if the object changes
1772 old_homing_objp = wp->homing_object;
1774 wp->homing_object = &obj_used_list;
1776 // Scan all objects, find a weapon to home on.
1777 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
1778 if ((objp->type == OBJ_SHIP) || (objp->type == OBJ_CMEASURE)) {
1779 if (objp->type == OBJ_CMEASURE)
1780 if (Cmeasures[objp->instance].flags & CMF_DUD_HEAT)
1783 int homing_object_team = obj_team(objp);
1784 if ( (homing_object_team != wp->team) || (homing_object_team == TEAM_TRAITOR) ) {
1787 vector vec_to_object;
1789 // AL 2-17-98: If ship is immune to sensors, can't home on it (Sandeep says so)!
1790 if ( objp->type == OBJ_SHIP ) {
1791 if ( Ships[objp->instance].flags & SF_HIDDEN_FROM_SENSORS ) {
1796 // If this is a player object, make sure there aren't already too many homers.
1797 // Only in single player. In multiplayer, we don't want to restrict it in dogfight on team vs. team.
1798 // For co-op, it's probably also OK.
1799 if (!( Game_mode & GM_MULTIPLAYER )) {
1800 int num_homers = compute_num_homing_objects(objp);
1801 if (Max_allowed_player_homers[Game_skill_level] < num_homers)
1806 dist = vm_vec_normalized_dir(&vec_to_object, &objp->pos, &weapon_objp->pos);
1808 if (objp->type == OBJ_CMEASURE)
1811 dot = vm_vec_dot(&vec_to_object, &weapon_objp->orient.v.fvec);
1813 if (dot > wip->fov) {
1814 if (dist < best_dist) {
1816 wp->homing_object = objp;
1817 wp->target_sig = objp->signature;
1819 weapon_maybe_alert_cmeasure_success(objp);
1826 // if (wp->homing_object->type == OBJ_CMEASURE)
1827 // nprintf(("AI", "Frame %i: Weapon #%i homing on cmeasure #%i\n", Framecount, num, objp-Objects));
1829 if (wp->homing_object == Player_obj)
1830 weapon_maybe_play_warning(wp);
1832 // if the old homing object is different that the new one, send a packet to clients
1833 if ( MULTIPLAYER_MASTER && (old_homing_objp != wp->homing_object) ) {
1834 send_homing_weapon_info( num );
1838 // Scan all countermeasures. Maybe make weapon_objp home on it.
1839 void find_homing_object_cmeasures_1(object *weapon_objp)
1844 float best_dot, dist, dot;
1846 wp = &Weapons[weapon_objp->instance];
1847 wip = &Weapon_info[wp->weapon_info_index];
1849 best_dot = wip->fov; // Note, setting to this avoids comparison below.
1851 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
1852 if (objp->type == OBJ_CMEASURE) {
1853 vector vec_to_object;
1854 dist = vm_vec_normalized_dir(&vec_to_object, &objp->pos, &weapon_objp->pos);
1856 if (dist < MAX_CMEASURE_TRACK_DIST) {
1858 if (wip->wi_flags & WIF_HOMING_ASPECT) {
1859 chance = 1.0f/2.0f; // aspect seeker this likely to chase a countermeasure
1861 chance = 1.0f/1.5f; // heat seeker this likely to chase a countermeasure
1863 if ((objp->signature != wp->cmeasure_ignore_objnum) && (objp->signature != wp->cmeasure_chase_objnum)) {
1864 if (frand() < chance) {
1865 wp->cmeasure_ignore_objnum = objp->signature; // Don't process this countermeasure again.
1866 //nprintf(("Jim", "Frame %i: Weapon #%i ignoring cmeasure #%i\n", Framecount, OBJ_INDEX(weapon_objp), objp->signature));
1868 wp->cmeasure_chase_objnum = objp->signature; // Don't process this countermeasure again.
1869 //nprintf(("Jim", "Frame %i: Weapon #%i CHASING cmeasure #%i\n", Framecount, OBJ_INDEX(weapon_objp), objp->signature));
1873 if (objp->signature != wp->cmeasure_ignore_objnum) {
1875 dot = vm_vec_dot(&vec_to_object, &weapon_objp->orient.v.fvec);
1877 if (dot > best_dot) {
1878 //nprintf(("Jim", "Frame %i: Weapon #%i homing on cmeasure #%i\n", Framecount, weapon_objp-Objects, objp->signature));
1880 wp->homing_object = objp;
1881 weapon_maybe_alert_cmeasure_success(objp);
1890 // Someone launched countermeasures.
1891 // For all heat-seeking homing objects, see if should favor tracking a countermeasure instead.
1892 void find_homing_object_cmeasures()
1894 object *weapon_objp;
1896 // nprintf(("AI", "Scanning for countermeasures in frame %i\n", Framecount));
1898 if (Cmeasures_homing_check == 0)
1901 if (Cmeasures_homing_check <= 0)
1902 Cmeasures_homing_check = 1;
1904 Cmeasures_homing_check--;
1906 for (weapon_objp = GET_FIRST(&obj_used_list); weapon_objp != END_OF_LIST(&obj_used_list); weapon_objp = GET_NEXT(weapon_objp) ) {
1907 if (weapon_objp->type == OBJ_WEAPON) {
1908 weapon_info *wip = &Weapon_info[Weapons[weapon_objp->instance].weapon_info_index];
1910 if (wip->wi_flags & WIF_HOMING)
1911 find_homing_object_cmeasures_1(weapon_objp);
1917 // Find object with signature "sig" and make weapon home on it.
1918 void find_homing_object_by_sig(object *weapon_objp, int sig)
1922 object *old_homing_objp;
1924 wp = &Weapons[weapon_objp->instance];
1926 // save the old object so that multiplayer masters know whether to send a homing update packet
1927 old_homing_objp = wp->homing_object;
1929 sop = GET_FIRST(&Ship_obj_list);
1930 while(sop != END_OF_LIST(&Ship_obj_list)) {
1933 objp = &Objects[sop->objnum];
1934 if (objp->signature == sig) {
1935 wp->homing_object = objp;
1936 wp->target_sig = objp->signature;
1943 // if the old homing object is different that the new one, send a packet to clients
1944 if ( MULTIPLAYER_MASTER && (old_homing_objp != wp->homing_object) ) {
1945 send_homing_weapon_info( weapon_objp->instance );
1950 // Make weapon num home. It's also object *obj.
1951 void weapon_home(object *obj, int num, float frame_time)
1957 Assert(obj->type == OBJ_WEAPON);
1958 Assert(obj->instance == num);
1960 wip = &Weapon_info[wp->weapon_info_index];
1961 hobjp = Weapons[num].homing_object;
1963 // If not 1/2 second gone by, don't home yet.
1964 if ((hobjp == &obj_used_list) || ( f2fl(Missiontime - wp->creation_time) < 0.25f )) {
1965 // If this is a heat seeking homing missile and 1/2 second has elapsed since firing
1966 // and we don't have a target (else we wouldn't be inside the IF), find a new target.
1967 if (wip->wi_flags & WIF_HOMING_HEAT)
1968 if ( f2fl(Missiontime - wp->creation_time) > 0.5f )
1969 find_homing_object(obj, num);
1971 if (obj->phys_info.speed > wip->max_speed) {
1972 obj->phys_info.speed -= frame_time * 4;
1973 vm_vec_copy_scale( &obj->phys_info.desired_vel, &obj->orient.v.fvec, obj->phys_info.speed);
1974 } else if ((obj->phys_info.speed < wip->max_speed/4) && (wip->wi_flags & WIF_HOMING_HEAT)) {
1975 obj->phys_info.speed = wip->max_speed/4;
1976 vm_vec_copy_scale( &obj->phys_info.desired_vel, &obj->orient.v.fvec, obj->phys_info.speed);
1979 /* Removed code that makes bombs drop for a bit. They looked odd and it was confusing. People wondered where their weapons went.
1980 // Make bombs drop down for first second of life.
1981 if (wip->wi_flags & WIF_BOMB) {
1982 if (wip->lifetime - wp->lifeleft < 0.5f) {
1983 float time_scale = wip->lifetime - wp->lifeleft;
1984 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));
1991 // AL 4-8-98: If orgiginal target for aspect lock missile is lost, stop homing
1992 if (wip->wi_flags & WIF_HOMING_ASPECT) {
1993 if ( wp->target_sig > 0 ) {
1994 if ( wp->homing_object->signature != wp->target_sig ) {
1995 wp->homing_object = &obj_used_list;
2001 // AL 4-13-98: Stop homing on a subsystem if parent ship has changed
2002 if (wip->wi_flags & WIF_HOMING_HEAT) {
2003 if ( wp->target_sig > 0 ) {
2004 if ( wp->homing_object->signature != wp->target_sig ) {
2005 wp->homing_subsys = NULL;
2011 if (hobjp->type == OBJ_NONE) {
2012 find_homing_object(obj, num);
2017 switch (hobjp->type) {
2019 if (wip->wi_flags & WIF_HOMING_ASPECT)
2020 find_homing_object_by_sig(obj, wp->target_sig);
2022 find_homing_object(obj, num);
2026 if (hobjp->signature != wp->target_sig) {
2027 if (wip->wi_flags & WIF_HOMING_ASPECT)
2028 find_homing_object_by_sig(obj, wp->target_sig);
2030 find_homing_object(obj, num);
2035 // only allowed to home on bombs
2036 Assert(Weapon_info[Weapons[hobjp->instance].weapon_info_index].wi_flags & WIF_BOMB);
2037 if (wip->wi_flags & WIF_HOMING_ASPECT)
2038 find_homing_object_by_sig(obj, wp->target_sig);
2040 find_homing_object(obj, num);
2048 // See if this weapon is the nearest homing object to the object it is homing on.
2049 // If so, update some fields in the target object's ai_info.
2050 if (hobjp != &obj_used_list) {
2053 dist = vm_vec_dist_quick(&obj->pos, &hobjp->pos);
2055 if (hobjp->type == OBJ_SHIP) {
2058 aip = &Ai_info[Ships[hobjp->instance].ai_index];
2060 if ((aip->nearest_locked_object == -1) || (dist < aip->nearest_locked_distance)) {
2061 aip->nearest_locked_object = obj-Objects;
2062 aip->nearest_locked_distance = dist;
2067 // If the object it is homing on is still valid, home some more!
2068 if (hobjp != &obj_used_list) {
2071 vector target_pos; // position of what the homing missile is seeking
2073 vm_vec_zero(&target_pos);
2075 // the homing missile may be seeking a subsystem on a ship. If so, we need to calculate the
2076 // world coordinates of that subsystem so the homing missile can seek it out.
2077 // For now, March 7, 1997, MK, heat seeking homing missiles will be able to home on
2078 // any subsystem. Probably makes sense for them to only home on certain kinds of subsystems.
2079 if ( wp->homing_subsys != NULL ) {
2080 get_subsystem_world_pos(hobjp, Weapons[num].homing_subsys, &target_pos);
2081 wp->homing_pos = target_pos; // store the homing position in weapon data
2082 Assert( !vm_is_vec_nan(&wp->homing_pos) );
2087 dist = vm_vec_dist_quick(&obj->pos, &hobjp->pos);
2088 if (hobjp->type == OBJ_CMEASURE) {
2089 if (dist < CMEASURE_DETONATE_DISTANCE) {
2092 cmp = &Cmeasures[hobjp->instance];
2094 // Make this missile detonate soon. Not right away, not sure why. Seems better.
2095 if (cmp->team != wp->team) {
2096 detonate_nearby_missiles(cmp);
2097 //nprintf(("AI", "Frame %i: Weapon %i hit cmeasure, will die!\n", Framecount, wp-Weapons));
2104 if (wip->fov > 0.8f)
2107 int pick_homing_point = 0;
2108 if ( IS_VEC_NULL(&wp->homing_pos) ) {
2109 pick_homing_point = 1;
2112 // Update homing position if it hasn't been set, you're within 500 meters, or every half second, approximately.
2113 // For large objects, don't lead them.
2114 if (hobjp->radius < 40.0f) {
2115 target_pos = hobjp->pos;
2116 wp->homing_pos = target_pos;
2117 } else if ( pick_homing_point || (dist < 500.0f) || (rand_chance(flFrametime, 2.0f)) ) {
2119 if (hobjp->type == OBJ_SHIP) {
2120 if ( !pick_homing_point ) {
2121 // ensure that current attack point is only updated in world coords (ie not pick a different vertex)
2122 wp->pick_big_attack_point_timestamp = 0;
2125 if ( pick_homing_point ) {
2126 // If *any* player is parent of homing missile, then use position where lock indicator is
2127 if ( Objects[obj->parent].flags & OF_PLAYER_SHIP ) {
2130 // determine the player
2132 if ( Game_mode & GM_MULTIPLAYER ) {
2135 pnum = multi_find_player_by_object( &Objects[obj->parent] );
2137 pp = Net_players[pnum].player;
2141 // If player has apect lock, we don't want to find a homing point on the closest
2142 // octant... setting the timestamp to 0 ensures this.
2143 if (wip->wi_flags & WIF_HOMING_ASPECT) {
2144 wp->pick_big_attack_point_timestamp = 0;
2146 wp->pick_big_attack_point_timestamp = 1;
2149 if ( pp && pp->locking_subsys ) {
2150 wp->big_attack_point = pp->locking_subsys->system_info->pnt;
2152 vm_vec_zero(&wp->big_attack_point);
2157 ai_big_pick_attack_point(hobjp, obj, &target_pos, fov);
2160 target_pos = hobjp->pos;
2163 wp->homing_pos = target_pos;
2164 Assert( !vm_is_vec_nan(&wp->homing_pos) );
2165 // nprintf(("AI", "Attack point = %7.3f %7.3f %7.3f\n", target_pos.xyz.x, target_pos.xyz.y, target_pos.xyz.z));
2167 target_pos = wp->homing_pos;
2170 // Couldn't find a lock.
2171 if (IS_VEC_NULL(&target_pos))
2174 // Cause aspect seeking weapon to home at target's predicted position.
2175 // But don't use predicted position if dot product small or negative.
2176 // If do this, with a ship headed towards missile, could choose a point behind missile.``1
2177 float dist_to_target, time_to_target;
2179 dist_to_target = vm_vec_normalized_dir(&vec_to_goal, &target_pos, &obj->pos);
2180 time_to_target = dist_to_target/wip->max_speed;
2183 tvec = obj->phys_info.vel;
2184 vm_vec_normalize(&tvec);
2186 old_dot = vm_vec_dot(&tvec, &vec_to_goal);
2188 // If a weapon has missed its target, detonate it.
2189 // This solves the problem of a weapon circling the center of a subsystem that has been blown away.
2190 // Problem: It does not do impact damage, just proximity damage.
2191 if ((dist_to_target < flFrametime * obj->phys_info.speed * 4.0f + 10.0f) && (old_dot < 0.0f)) {
2192 int kill_missile = TRUE;
2193 if (wp->homing_object) {
2194 if (wp->homing_object->type == OBJ_SHIP) {
2195 ship *shipp = &Ships[wp->homing_object->instance];
2196 if (Ship_info[shipp->ship_info_index].flags & SIF_DONT_COLLIDE_INVIS) {
2197 kill_missile = FALSE;
2202 if (kill_missile && (wp->lifeleft > 0.01f)) {
2203 wp->lifeleft = 0.01f;
2207 // Only lead target if more than one second away. Otherwise can miss target. I think this
2208 // is what's causing Harbingers to miss the super destroyer. -- MK, 4/15/98
2209 if ((wip->wi_flags & WIF_HOMING_ASPECT) && (old_dot > 0.1f) && (time_to_target > 0.1f))
2210 vm_vec_scale_add2(&target_pos, &hobjp->phys_info.vel, min(time_to_target, 2.0f));
2212 //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));
2214 // 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));
2216 // If a HEAT seeking (rather than ASPECT seeking) homing missile, verify that target is in viewcone.
2217 if (wip->wi_flags & WIF_HOMING_HEAT) {
2218 if ((old_dot < wip->fov) && (dist_to_target > wip->inner_radius*1.1f)) { // Delay finding new target one frame to allow detonation.
2219 find_homing_object(obj, num);
2220 return; // Maybe found a new homing object. Return, process more next frame.
2221 } else // Subtract out life based on how far from target this missile points.
2222 if (wip->fov < 0.95f) {
2223 wp->lifeleft -= flFrametime * (0.95f - old_dot);
2224 //Should only happen when time is compressed.
2225 //if (flFrametime * (1.0f - old_dot) > 1.0f)
2228 } else if (wip->wi_flags & WIF_HOMING_ASPECT) { // subtract life as if max turn is 90 degrees.
2229 if (wip->fov < 0.95f)
2230 wp->lifeleft -= flFrametime * (0.95f - old_dot);
2232 Assert(0); // Hmm, a homing missile, but not aspect or heat?
2235 // Control speed based on dot product to goal. If close to straight ahead, move
2236 // at max speed, else move slower based on how far from ahead.
2237 if (old_dot < 0.90f) {
2238 obj->phys_info.speed = max(0.2f, old_dot* (float) fabs(old_dot));
2239 if (obj->phys_info.speed < wip->max_speed*0.75f)
2240 obj->phys_info.speed = wip->max_speed*0.75f;
2242 obj->phys_info.speed = wip->max_speed;
2244 // For first second of weapon's life, it doesn't fly at top speed. It ramps up.
2245 if (Missiontime - wp->creation_time < i2f(1)) {
2248 t = f2fl(Missiontime - wp->creation_time);
2249 obj->phys_info.speed *= t*t;
2252 Assert( obj->phys_info.speed > 0.0f );
2254 vm_vec_copy_scale( &obj->phys_info.desired_vel, &obj->orient.v.fvec, obj->phys_info.speed);
2256 // turn the missile towards the target only if non-swarm. Homing swarm missiles choose
2257 // a different vector to turn towards, this is done in swarm_update_direction().
2258 // if ( !(wip->wi_flags & WIF_SWARM) ) {
2259 if ( wp->swarm_index < 0 ) {
2260 // 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));
2261 ai_turn_towards_vector(&target_pos, obj, frame_time, wip->turn_time, NULL, NULL, 0.0f, 0, NULL);
2262 vel = vm_vec_mag(&obj->phys_info.desired_vel);
2264 vm_vec_copy_scale(&obj->phys_info.desired_vel, &obj->orient.v.fvec, vel);
2268 /* // If this weapon shot past its target, make it detonate.
2269 if ((old_dot < 0.0f) && (dist_to_target < 50.0f)) {
2270 if (wp->lifeleft > 0.01f)
2271 wp->lifeleft = 0.01f;
2276 // as Mike K did with ships -- break weapon into process_pre and process_post for code to execute
2277 // before and after physics movement
2279 void weapon_process_pre( object *obj, float frame_time)
2281 // if the object is a corkscrew style weapon, process it now
2282 if((obj->type == OBJ_WEAPON) && (Weapons[obj->instance].cscrew_index >= 0)){
2283 cscrew_process_pre(obj);
2286 // if the weapon is a flak weapon, maybe detonate it early
2287 if((obj->type == OBJ_WEAPON) && (Weapon_info[Weapons[obj->instance].weapon_info_index].wi_flags & WIF_FLAK) && (Weapons[obj->instance].flak_index >= 0)){
2288 flak_maybe_detonate(obj);
2292 int Homing_hits = 0, Homing_misses = 0;
2295 MONITOR( NumWeapons );
2297 // maybe play a "whizz sound" if close enough to view position
2298 void weapon_maybe_play_flyby_sound(object *weapon_objp, weapon *wp)
2300 // do a quick out if not a laser
2301 if ( Weapon_info[wp->weapon_info_index].subtype != WP_LASER ) {
2305 // don't play flyby sounds too close together
2306 if ( !timestamp_elapsed(Weapon_flyby_sound_timer) ) {
2310 if ( !(wp->weapon_flags & WF_PLAYED_FLYBY_SOUND) && (wp->weapon_flags & WF_CONSIDER_FOR_FLYBY_SOUND) ) {
2311 float dist, dot, radius;
2313 dist = vm_vec_dist_quick(&weapon_objp->pos, &Eye_position);
2316 radius = Viewer_obj->radius;
2321 if ( (dist > radius) && (dist < 55) ) {
2322 vector vec_to_weapon;
2324 vm_vec_sub(&vec_to_weapon, &weapon_objp->pos, &Eye_position);
2325 vm_vec_normalize(&vec_to_weapon);
2327 // ensure laser is in front of eye
2328 dot = vm_vec_dot(&vec_to_weapon, &Eye_matrix.v.fvec);
2333 // ensure that laser is moving in similar direction to fvec
2334 dot = vm_vec_dot(&vec_to_weapon, &weapon_objp->orient.v.fvec);
2336 // nprintf(("Alan", "Weapon dot: %.2f\n", dot));
2337 if ( (dot < -0.80) && (dot > -0.98) ) {
2338 snd_play_3d( &Snds[SND_WEAPON_FLYBY], &weapon_objp->pos, &Eye_position );
2339 Weapon_flyby_sound_timer = timestamp(200);
2340 wp->weapon_flags |= WF_PLAYED_FLYBY_SOUND;
2346 // process a weapon after physics movement. MWA reorders some of the code on 8/13 for multiplayer. When
2347 // adding something to this function, decide whether or not a client in a multiplayer game needs to do
2348 // what is normally done in a single player game. Things like plotting an object on a radar, effect
2349 // for exhaust are things that are done on all machines. Things which calculate weapon targets, new
2350 // velocities, etc, are server only functions and should go after the if ( !MULTIPLAYER_MASTER ) statement
2351 // See Allender if you cannot decide what to do.
2352 void weapon_process_post(object * obj, float frame_time)
2358 MONITOR_INC( NumWeapons, 1 );
2360 Assert(obj->type == OBJ_WEAPON);
2362 num = obj->instance;
2365 int objnum = OBJ_INDEX(obj);
2366 Assert( Weapons[num].objnum == objnum );
2371 wp->lifeleft -= frame_time;
2372 wip = &Weapon_info[wp->weapon_info_index];
2374 // check life left. Multiplayer client code will go through here as well. We must be careful in weapon_hit
2375 // when killing a missile that spawn child weapons!!!!
2376 if ( wp->lifeleft < 0.0f ) {
2377 if ( wip->subtype & WP_MISSILE ) {
2378 if(Game_mode & GM_MULTIPLAYER){
2379 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
2380 // nprintf(("AI", "Frame %i: Weapon %i detonated, dist = %7.3f!\n", Framecount, obj-Objects));
2381 weapon_detonate(obj);
2384 // nprintf(("AI", "Frame %i: Weapon %i detonated, dist = %7.3f!\n", Framecount, obj-Objects));
2385 weapon_detonate(obj);
2387 if (wip->wi_flags & WIF_HOMING) {
2389 // nprintf(("AI", "Miss! Hits = %i/%i\n", Homing_hits, (Homing_hits + Homing_misses)));
2392 obj->flags |= OF_SHOULD_BE_DEAD;
2393 // demo_do_flag_dead(OBJ_INDEX(obj));
2399 // plot homing missiles on the radar
2400 if (wip->wi_flags & WIF_HOMING) {
2401 if ( hud_gauge_active(HUD_RADAR) ) {
2402 radar_plot_object( obj );
2407 if ((wip->wi_flags & WIF_TRAIL) && !(wip->wi_flags & WIF_CORKSCREW)) {
2408 if ( wp->trail_num > -1 ) {
2409 if (trail_stamp_elapsed(wp->trail_num)) {
2411 trail_add_segment( wp->trail_num, &obj->pos );
2413 trail_set_stamp(wp->trail_num);
2415 trail_set_segment( wp->trail_num, &obj->pos );
2421 if ( wip->wi_flags & WIF_THRUSTER ) {
2422 ship_do_weapon_thruster_frame( wp, obj, flFrametime );
2425 // maybe play a "whizz sound" if close enough to view position
2427 if ( Weapon_flyby_sound_enabled ) {
2428 weapon_maybe_play_flyby_sound(obj, wp);
2431 weapon_maybe_play_flyby_sound(obj, wp);
2434 // If our target is still valid, then update some info.
2435 if (wp->target_num != -1) {
2436 if (Objects[wp->target_num].signature == wp->target_sig) {
2440 vm_vec_avg(&v0, &obj->pos, &obj->last_pos);
2442 cur_dist = vm_vec_dist_quick(&v0, &Objects[wp->target_num].pos);
2444 if (cur_dist < wp->nearest_dist) {
2445 wp->nearest_dist = cur_dist;
2446 } else if (cur_dist > wp->nearest_dist + 1.0f) {
2449 ai_info *parent_aip;
2450 float lead_scale = 0.0f;
2453 if (obj->parent != Player_obj-Objects) {
2454 parent_aip = &Ai_info[Ships[Objects[obj->parent].instance].ai_index];
2455 lead_scale = parent_aip->lead_scale;
2458 vm_vec_normalized_dir(&tvec, &v0, &Objects[wp->target_num].pos);
2459 dot = vm_vec_dot(&tvec, &Objects[wp->target_num].orient.v.fvec);
2460 // nprintf(("AI", "Miss dot = %7.3f, dist = %7.3f, lead_scale = %7.3f\n", dot, cur_dist, lead_scale));
2461 wp->target_num = -1;
2463 // Learn! If over-shooting or under-shooting, compensate.
2464 // Really need to compensate for left/right errors. This does no good against someone circling
2465 // in a plane perpendicular to the attacker's forward vector.
2466 if (parent_aip != NULL) {
2467 if (cur_dist > 100.0f)
2468 parent_aip->lead_scale = 0.0f;
2471 parent_aip->lead_scale += cur_dist/2000.0f;
2472 } else if (dot > 0.1f) {
2473 parent_aip->lead_scale -= cur_dist/2000.0f;
2476 if (fl_abs(parent_aip->lead_scale) > 1.0f){
2477 parent_aip->lead_scale *= 0.9f;
2484 if(wip->wi_flags & WIF_PARTICLE_SPEW){
2485 weapon_maybe_spew_particle(obj);
2488 // a single player or multiplayer server function -- it affects actual weapon movement.
2489 if (wip->wi_flags & WIF_HOMING) {
2490 weapon_home(obj, num, frame_time);
2492 /* if (wip->wi_flags & WIF_BOMB) {
2493 if (wip->lifetime - obj->lifeleft < 1.0f) {
2498 // If this is a swarm type missile,
2499 // if ( wip->wi_flags & WIF_SWARM )
2500 if ( wp->swarm_index >= 0 ) {
2501 swarm_update_direction(obj, frame_time);
2504 if( wp->cscrew_index >= 0) {
2505 cscrew_process_post(obj);
2510 // Update weapon tracking information.
2511 void weapon_set_tracking_info(int weapon_objnum, int parent_objnum, int target_objnum, int target_is_locked, ship_subsys *target_subsys)
2514 object *parent_objp;
2517 int targeting_same = 0;
2519 if ( weapon_objnum < 0 ) {
2523 Assert(Objects[weapon_objnum].type == OBJ_WEAPON);
2525 wp = &Weapons[Objects[weapon_objnum].instance];
2526 wip = &Weapon_info[wp->weapon_info_index];
2527 parent_objp = &Objects[parent_objnum];
2529 Assert(parent_objp->type == OBJ_SHIP);
2530 ai_index = Ships[parent_objp->instance].ai_index;
2532 if ( ai_index >= 0 ) {
2533 int target_team = -1;
2534 if ( target_objnum >= 0 ) {
2535 int obj_type = Objects[target_objnum].type;
2536 if ( (obj_type == OBJ_SHIP) || (obj_type == OBJ_WEAPON) ) {
2537 target_team = obj_team(&Objects[target_objnum]);
2541 // determining if we're targeting the same team
2542 if(Ships[parent_objp->instance].team == target_team){
2548 if ((target_objnum != -1) && (!targeting_same || ((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT) && (target_team == TEAM_TRAITOR))) ) {
2549 wp->target_num = target_objnum;
2550 wp->target_sig = Objects[target_objnum].signature;
2551 wp->nearest_dist = 99999.0f;
2552 if ( (wip->wi_flags & WIF_HOMING_ASPECT) && target_is_locked) {
2553 wp->homing_object = &Objects[target_objnum];
2554 wp->homing_subsys = target_subsys;
2555 weapon_maybe_play_warning(wp);
2556 } else if ( wip->wi_flags & WIF_HOMING_HEAT ) {
2557 // Make a heat seeking missile try to home. If the target is outside the view cone, it will
2558 // immediately drop it and try to find one in its view cone.
2559 if (target_objnum != -1) {
2560 wp->homing_object = &Objects[target_objnum];
2561 weapon_maybe_play_warning(wp);
2563 wp->homing_object = &obj_used_list;
2565 wp->homing_subsys = target_subsys;
2568 wp->target_num = -1;
2569 wp->target_sig = -1;
2572 // If missile is locked on target, increase its lifetime by 20% since missiles can be fired at limit of range
2573 // as defined by velocity*lifeleft, but missiles often slow down a bit, plus can be fired at a moving away target.
2574 // Confusing to many players when their missiles run out of gas before getting to target.
2575 // DB - removed 7:14 pm 9/6/99. was totally messing up lifetimes for all weapons.
2576 // 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
2577 // put a sanity check in the color changing laser code that was broken by this code.
2578 if (target_is_locked && (wp->target_num != -1) && (wip->wi_flags & WIF_HOMING_ASPECT) ) {
2579 wp->lifeleft *= 1.2f;
2582 ai_update_danger_weapon(target_objnum, weapon_objnum);
2587 // weapon_create() will create a weapon object
2589 // Returns: index of weapon in the Objects[] array, -1 if the weapon object was not created
2590 int Weapons_created = 0;
2591 int weapon_create( vector * pos, matrix * orient, int weapon_id, int parent_objnum, int secondary_flag, int group_id, int is_locked )
2595 object *objp, *parent_objp;
2599 Assert(weapon_id >= 0 && weapon_id < Num_weapon_types);
2601 // beam weapons should never come through here!
2602 Assert(!(Weapon_info[weapon_id].wi_flags & WIF_BEAM));
2605 if (Num_weapons >= MAX_WEAPONS-5) {
2607 //No, do remove for AI ships -- MK, 3/12/98 // don't need to try and delete weapons for ai ships
2608 //if ( !(Objects[parent_objnum].flags & OF_PLAYER_SHIP) )
2611 num_deleted = collide_remove_weapons();
2612 nprintf(("WARNING", "Deleted %d weapons because of lack of slots\n", num_deleted));
2613 if (num_deleted == 0){
2618 for (n=0; n<MAX_WEAPONS; n++ ){
2619 if (Weapons[n].weapon_info_index < 0){
2624 if (n == MAX_WEAPONS) {
2625 // if we supposedly deleted weapons above, what happened here!!!!
2627 Int3(); // get allender -- something funny is going on!!!
2634 objnum = obj_create( OBJ_WEAPON, parent_objnum, n, orient, pos, 2.0f, OF_RENDERS | OF_COLLIDES | OF_PHYSICS );
2635 Assert(objnum >= 0);
2636 Assert(First_secondary_index != -1);
2637 objp = &Objects[objnum];
2640 if(parent_objnum >= 0){
2641 parent_objp = &Objects[parent_objnum];
2646 wip = &Weapon_info[weapon_id];
2648 // check if laser or dumbfire missile
2649 // set physics flag to allow optimization
2650 if ((wip->subtype == WP_LASER) || ((wip->subtype == WP_MISSILE) && !(wip->wi_flags & WIF_HOMING))) {
2652 objp->phys_info.flags |= PF_CONST_VEL;
2655 wp->weapon_info_index = weapon_id;
2656 wp->lifeleft = wip->lifetime;
2658 wp->objnum = objnum;
2659 wp->homing_object = &obj_used_list; // Assume not homing on anything.
2660 wp->homing_subsys = NULL;
2661 wp->creation_time = Missiontime;
2662 wp->group_id = group_id;
2664 // we don't necessarily need a parent
2665 if(parent_objp != NULL){
2666 Assert(parent_objp->type == OBJ_SHIP); // Get Mike, a non-ship has fired a weapon!
2667 Assert((parent_objp->instance >= 0) && (parent_objp->instance < MAX_SHIPS));
2668 wp->team = Ships[parent_objp->instance].team;
2669 wp->species = Ship_info[Ships[parent_objp->instance].ship_info_index].species;
2674 wp->turret_subsys = NULL;
2675 vm_vec_zero(&wp->homing_pos);
2676 wp->weapon_flags = 0;
2677 wp->target_sig = -1;
2678 wp->cmeasure_ignore_objnum = -1;
2679 wp->cmeasure_chase_objnum = -1;
2681 // Init the thruster info
2682 wp->thruster_bitmap = -1;
2683 wp->thruster_frame = 0.0f;
2684 wp->thruster_glow_bitmap = -1;
2685 wp->thruster_glow_noise = 1.0f;
2686 wp->thruster_glow_frame = 0.0f;
2688 if ( wip->wi_flags & WIF_SWARM ) {
2689 wp->swarm_index = (short)swarm_create();
2691 wp->swarm_index = -1;
2694 // if this is a particle spewing weapon, setup some stuff
2695 if(wip->wi_flags & WIF_PARTICLE_SPEW){
2696 wp->particle_spew_time = -1;
2699 // assign the network signature. The starting sig is sent to all clients, so this call should
2700 // result in the same net signature numbers getting assigned to every player in the game
2701 if ( Game_mode & GM_MULTIPLAYER ) {
2702 if(wip->subtype == WP_MISSILE){
2703 Objects[objnum].net_signature = multi_assign_network_signature( MULTI_SIG_NON_PERMANENT );
2705 // for weapons that respawn, add the number of respawnable weapons to the net signature pool
2706 // to reserve N signatures for the spawned weapons
2707 if ( wip->wi_flags & WIF_SPAWN ){
2708 multi_set_network_signature( (ushort)(Objects[objnum].net_signature + wip->spawn_count), MULTI_SIG_NON_PERMANENT );
2711 Objects[objnum].net_signature = multi_assign_network_signature( MULTI_SIG_NON_PERMANENT );
2713 // for multiplayer clients, when creating lasers, add some more life to the lasers. This helps
2714 // to overcome some problems associated with lasers dying on client machine before they get message
2715 // from server saying it hit something.
2716 // removed 1/13/98 -- MWA if ( MULTIPLAYER_CLIENT && (wip->subtype == WP_LASER) )
2717 // removed 1/13/98 -- MWA wp->lifeleft += 1.5f;
2720 // Make remote detonate missiles look like they're getting detonated by firer simply by giving them variable lifetimes.
2721 if (!(Objects[parent_objnum].flags & OF_PLAYER_SHIP) && (wip->wi_flags & WIF_REMOTE)) {
2724 if ( Game_mode & GM_NORMAL ){
2727 rand_val = static_randf(Objects[objnum].net_signature);
2730 wp->lifeleft = wp->lifeleft/2.0f + rand_val * wp->lifeleft/2.0f;
2733 objp->phys_info.mass = wip->mass;
2734 objp->phys_info.side_slip_time_const = 0.0f;
2735 objp->phys_info.rotdamp = 0.0f;
2736 vm_vec_zero(&objp->phys_info.max_vel);
2737 objp->phys_info.max_vel.xyz.z = wip->max_speed;
2738 vm_vec_zero(&objp->phys_info.max_rotvel);
2739 objp->shields[0] = wip->damage;
2740 if (wip->wi_flags & WIF_BOMB){
2741 objp->hull_strength = 50.0f;
2743 objp->hull_strength = 0.0f;
2746 if ( wip->subtype == WP_MISSILE ){
2747 objp->radius = model_get_radius(wip->model_num);
2748 } else if ( wip->subtype == WP_LASER ) {
2749 objp->radius = wip->laser_head_radius;
2752 // Set desired velocity and initial velocity.
2753 // For lasers, velocity is always the same.
2754 // For missiles, it is a small amount plus the firing ship's velocity.
2755 // For missiles, the velocity trends towards some goal.
2756 // Note: If you change how speed works here, such as adding in speed of parent ship, you'll need to change the AI code
2757 // that predicts collision points. See Mike Kulas or Dave Andsager. (Or see ai_get_weapon_speed().)
2758 if (!(wip->wi_flags & WIF_HOMING)) {
2759 vm_vec_copy_scale(&objp->phys_info.desired_vel, &objp->orient.v.fvec, objp->phys_info.max_vel.xyz.z );
2760 objp->phys_info.vel = objp->phys_info.desired_vel;
2761 objp->phys_info.speed = vm_vec_mag(&objp->phys_info.desired_vel);
2763 // For weapons that home, set velocity to sum of forward component of parent's velocity and 1/4 weapon's max speed.
2764 // Note that it is important to extract the forward component of the parent's velocity to factor out sliding, else
2765 // the missile will not be moving forward.
2766 if(parent_objp != NULL){
2767 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 );
2769 vm_vec_copy_scale(&objp->phys_info.desired_vel, &objp->orient.v.fvec, objp->phys_info.max_vel.xyz.z/4 );
2771 objp->phys_info.vel = objp->phys_info.desired_vel;
2772 objp->phys_info.speed = vm_vec_mag(&objp->phys_info.vel);
2775 // create the corkscrew
2776 if ( wip->wi_flags & WIF_CORKSCREW ) {
2777 wp->cscrew_index = (short)cscrew_create(objp);
2779 wp->cscrew_index = -1;
2782 // if this is a flak weapon shell, make it so
2783 // NOTE : this function will change some fundamental things about the weapon object
2784 if ( wip->wi_flags & WIF_FLAK ){
2787 wp->flak_index = -1;
2790 wp->missile_list_index = -1;
2791 // If this is a missile, then add it to the Missile_obj_list
2792 if ( wip->subtype == WP_MISSILE ) {
2793 wp->missile_list_index = missile_obj_list_add(objnum);
2796 if (wip->wi_flags & WIF_TRAIL /*&& !(wip->wi_flags & WIF_CORKSCREW) */) {
2797 wp->trail_num = trail_create(wip->tr_info);
2799 if ( wp->trail_num > -1 ) {
2800 // Add two segments. One to stay at launch pos, one to move.
2801 trail_add_segment( wp->trail_num, &objp->pos );
2802 trail_add_segment( wp->trail_num, &objp->pos );
2806 // Ensure weapon flyby sound doesn't get played for player lasers
2807 if ( parent_objp == Player_obj ) {
2808 wp->weapon_flags |= WF_PLAYED_FLYBY_SOUND;
2811 wp->pick_big_attack_point_timestamp = timestamp(1);
2813 // Set detail levels for POF-type weapons.
2814 if (Weapon_info[wp->weapon_info_index].model_num != -1) {
2817 pm = model_get(Weapon_info[wp->weapon_info_index].model_num);
2819 for (i=0; i<pm->n_detail_levels; i++){
2820 pm->detail_depth[i] = (objp->radius*20.0f + 20.0f) * i;
2824 // if the weapon was fired locked
2826 wp->weapon_flags |= WF_LOCKED_WHEN_FIRED;
2833 // Spawn child weapons from object *objp.
2834 void spawn_child_weapons(object *objp)
2839 ushort starting_sig;
2843 Assert(objp->type == OBJ_WEAPON);
2844 Assert((objp->instance >= 0) && (objp->instance < MAX_WEAPONS));
2846 wp = &Weapons[objp->instance];
2847 Assert((wp->weapon_info_index >= 0) && (wp->weapon_info_index < MAX_WEAPON_TYPES));
2848 wip = &Weapon_info[wp->weapon_info_index];
2850 child_id = wip->spawn_type;
2852 parent_num = objp->parent;
2854 if ((Objects[parent_num].type != objp->parent_type) || (Objects[parent_num].signature != objp->parent_sig)) {
2855 mprintf(("Warning: Parent of spawn weapon does not exist. Not spawning.\n"));
2860 if ( Game_mode & GM_MULTIPLAYER ) {
2861 // get the next network signature and save it. Set the next usable network signature to be
2862 // the passed in objects signature + 1. We "reserved" N of these slots when we created objp
2863 // for it's spawned children.
2864 starting_sig = multi_get_next_network_signature( MULTI_SIG_NON_PERMANENT );
2865 multi_set_network_signature( objp->net_signature, MULTI_SIG_NON_PERMANENT );
2868 for (i=0; i<wip->spawn_count; i++) {
2873 // for multiplayer, use the static randvec functions based on the network signatures to provide
2874 // the randomness so that it is the same on all machines.
2875 if ( Game_mode & GM_MULTIPLAYER ){
2876 static_randvec(objp->net_signature + i, &tvec);
2878 vm_vec_rand_vec_quick(&tvec);
2880 vm_vec_scale_add(&pos, &objp->pos, &tvec, objp->radius);
2882 vm_vector_2_matrix(&orient, &tvec, NULL, NULL);
2883 weapon_objnum = weapon_create(&pos, &orient, child_id, parent_num, 1, -1, wp->weapon_flags & WF_LOCKED_WHEN_FIRED);
2885 // Assign a little randomness to lifeleft so they don't all disappear at the same time.
2886 if (weapon_objnum != -1) {
2889 if ( Game_mode & GM_NORMAL ){
2892 rand_val = static_randf(objp->net_signature + i);
2895 Weapons[Objects[weapon_objnum].instance].lifeleft *= rand_val*0.4f + 0.8f;
2900 // in multiplayer, reset the next network signature to the one that was saved.
2901 if ( Game_mode & GM_MULTIPLAYER ){
2902 multi_set_network_signature( starting_sig, MULTI_SIG_NON_PERMANENT );
2906 // -----------------------------------------------------------------------
2907 // weapon_hit_do_sound()
2909 // Play a sound effect when a weapon hits a ship
2911 // To elimate the "stereo" effect of two lasers hitting at nearly
2912 // the same time, and to reduce the number of sound channels used,
2913 // only play one impact sound if IMPACT_SOUND_DELTA has elapsed
2915 // Note: Uses Weapon_impact_timer global for timer variable
2917 void weapon_hit_do_sound(object *hit_obj, weapon_info *wip, vector *hitpos)
2922 // If non-missiles (namely lasers) expire without hitting a ship, don't play impact sound
2923 if ( wip->subtype != WP_MISSILE ) {
2925 // flak weapons make sounds
2926 if(wip->wi_flags & WIF_FLAK){
2927 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2932 switch(hit_obj->type) {
2938 if ( timestamp_elapsed(Weapon_impact_timer) ) {
2939 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2940 Weapon_impact_timer = timestamp(IMPACT_SOUND_DELTA);
2950 if ( hit_obj == NULL ) {
2951 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2955 if ( timestamp_elapsed(Weapon_impact_timer) ) {
2958 if ( hit_obj->type == OBJ_SHIP ) {
2959 shield_str = ship_quadrant_shield_strength(hit_obj, hitpos);
2964 // play a shield hit if shields are above 10% max in this quadrant
2965 if ( shield_str > 0.1f ) {
2969 if ( !is_hull_hit ) {
2970 // Play a shield impact sound effect
2971 if ( hit_obj == Player_obj ) {
2972 snd_play_3d( &Snds[SND_SHIELD_HIT_YOU], hitpos, &Eye_position );
2973 // AL 12-15-97: Add missile impact sound even when shield is hit
2974 if ( wip->subtype == WP_MISSILE ) {
2975 snd_play_3d( &Snds[SND_PLAYER_HIT_MISSILE], hitpos, &Eye_position);
2978 snd_play_3d( &Snds[SND_SHIELD_HIT], hitpos, &Eye_position );
2981 // Play a hull impact sound effect
2982 switch ( wip->subtype ) {
2984 if ( hit_obj == Player_obj )
2985 snd_play_3d( &Snds[SND_PLAYER_HIT_LASER], hitpos, &Eye_position );
2987 if ( wip->impact_snd != -1 ) {
2988 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2993 if ( hit_obj == Player_obj )
2994 snd_play_3d( &Snds[SND_PLAYER_HIT_MISSILE], hitpos, &Eye_position);
2996 if ( wip->impact_snd != -1 ) {
2997 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
3002 nprintf(("Warning","WARNING ==> Cannot determine sound to play for weapon impact\n"));
3007 Weapon_impact_timer = timestamp(IMPACT_SOUND_DELTA);
3011 // distrupt any subsystems that fall into damage sphere of this Electronics missile
3013 // input: ship_obj => pointer to ship that holds subsystem
3014 // blast_pos => world pos of weapon blast
3015 // wi_index => weapon info index of weapon causing blast
3016 void weapon_do_electronics_affect(object *ship_objp, vector *blast_pos, int wi_index)
3021 model_subsystem *psub;
3022 vector subsys_world_pos;
3025 shipp = &Ships[ship_objp->instance];
3026 wip = &Weapon_info[wi_index];
3028 for ( ss = GET_FIRST(&shipp->subsys_list); ss != END_OF_LIST(&shipp->subsys_list); ss = GET_NEXT(ss) ) {
3029 psub = ss->system_info;
3031 // convert subsys point to world coords
3032 vm_vec_unrotate(&subsys_world_pos, &psub->pnt, &ship_objp->orient);
3033 vm_vec_add2(&subsys_world_pos, &ship_objp->pos);
3035 // see if subsys point is within damage sphere
3036 dist = vm_vec_dist_quick(blast_pos, &subsys_world_pos);
3037 if ( dist < wip->outer_radius ) {
3038 ship_subsys_set_disrupted(ss, fl2i(6000.0f + frand()*4000.0f));
3043 // ----------------------------------------------------------------------
3044 // weapon_area_calc_damage()
3046 // Calculate teh damage for an object based on the location of an area-effect
3049 // input: objp => object pointer ship receiving blast effect
3050 // pos => world pos of blast center
3051 // inner_rad => smallest radius at which full damage is done
3052 // outer_rad => radius at which no damage is done
3053 // max_blast => maximum blast possible from explosion
3054 // max_damage => maximum damage possible from explosion
3055 // blast => OUTPUT PARAMETER: receives blast value from explosion
3056 // damage => OUTPUT PARAMETER: receives damage value from explosion
3057 // limit => a limit on the area, needed for shockwave damage
3059 // returns: no damage occurred => -1
3060 // damage occured => 0
3062 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)
3064 float dist, max_dist, min_dist;
3066 // only blast ships and asteroids
3067 if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_ASTEROID)) {
3071 max_dist = objp->radius + outer_rad;
3072 dist = vm_vec_dist_quick(&objp->pos, pos);
3073 if ( (dist > max_dist) || (dist > (limit+objp->radius)) ) {
3074 return -1; // spheres don't intersect at all
3077 if ( dist < (inner_rad+objp->radius) ) {
3078 // damage is maximum within inner radius
3079 *damage = max_damage;
3082 float dist_to_outer_rad_squared, total_dist_squared;
3083 min_dist = dist - objp->radius;
3084 Assert(min_dist < outer_rad);
3085 dist_to_outer_rad_squared = (outer_rad-min_dist)*(outer_rad-min_dist);
3086 total_dist_squared = (inner_rad-outer_rad)*(inner_rad-outer_rad);
3087 // AL 2-24-98: drop off damage relative to square of distance
3088 Assert(dist_to_outer_rad_squared <= total_dist_squared);
3089 *damage = max_damage * dist_to_outer_rad_squared/total_dist_squared;
3092 // *damage = (min_dist - outer_rad) * max_damage/(inner_rad - outer_rad);
3093 *blast = (min_dist - outer_rad) * max_blast /(inner_rad - outer_rad);
3096 // nprintf(("AI", "Frame %i: Damage = %7.3f, %7.3f meters away.\n", Framecount, *damage, dist));
3101 // ----------------------------------------------------------------------
3102 // weapon_area_apply_blast()
3104 // Apply the blast effects of an explosion to a ship
3106 // input: force_apply_pos => world pos of where force is applied to object
3107 // ship_obj => object pointer of ship receiving the blast
3108 // blast_pos => world pos of blast center
3109 // blast => force of blast
3110 // make_shockwave => boolean, whether to create a shockwave or not
3112 void weapon_area_apply_blast(vector *force_apply_pos, object *ship_obj, vector *blast_pos, float blast, int make_shockwave)
3114 #define SHAKE_CONST 3000
3115 vector force, vec_blast_to_ship, vec_ship_to_impact;
3118 // apply blast force based on distance from center of explosion
3119 vm_vec_sub(&vec_blast_to_ship, &ship_obj->pos, blast_pos);
3120 vm_vec_normalize_safe(&vec_blast_to_ship);
3121 vm_vec_copy_scale(&force, &vec_blast_to_ship, blast );
3124 vm_vec_sub(&vec_ship_to_impact, blast_pos, &ship_obj->pos);
3126 pm = model_get(Ships[ship_obj->instance].modelnum);
3127 Assert ( pm != NULL );
3129 if (make_shockwave) {
3130 physics_apply_shock (&force, blast, &ship_obj->phys_info, &ship_obj->orient, &pm->mins, &pm->maxs, pm->rad);
3131 if (ship_obj == Player_obj) {
3132 joy_ff_play_vector_effect(&vec_blast_to_ship, blast * 2.0f);
3135 ship_apply_whack( &force, &vec_ship_to_impact, ship_obj);
3139 // ----------------------------------------------------------------------
3140 // weapon_do_area_effect()
3142 // Do the area effect for a weapon
3144 // input: wobjp => object pointer to weapon causing explosion
3145 // pos => world pos of explosion center
3146 // other_obj => object pointer to ship that weapon impacted on (can be NULL)
3148 void weapon_do_area_effect(object *wobjp, vector *pos, object *other_obj)
3153 float damage, blast;
3155 wip = &Weapon_info[Weapons[wobjp->instance].weapon_info_index];
3156 wp = &Weapons[wobjp->instance];
3157 Assert(wip->inner_radius != 0);
3159 // only blast ships and asteroids
3160 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
3161 if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_ASTEROID) ) {
3165 if ( objp->type == OBJ_SHIP ) {
3166 // don't blast navbuoys
3167 if ( ship_get_SIF(objp->instance) & SIF_NAVBUOY ) {
3172 if ( weapon_area_calc_damage(objp, pos, wip->inner_radius, wip->outer_radius, wip->blast_force, wip->damage, &blast, &damage, wip->outer_radius) == -1 ){
3177 damage *= weapon_get_damage_scale(wip, wobjp, other_obj);
3179 switch ( objp->type ) {
3181 ship_apply_global_damage(objp, wobjp, pos, damage);
3182 weapon_area_apply_blast(NULL, objp, pos, blast, 0);
3185 asteroid_hit(objp, NULL, NULL, damage);
3194 // if this weapon has the "Electronics" flag set, then disrupt subsystems in sphere
3195 if ( (other_obj != NULL) && (wip->wi_flags & WIF_ELECTRONICS) ) {
3196 if ( other_obj->type == OBJ_SHIP ) {
3197 weapon_do_electronics_affect(other_obj, pos, Weapons[wobjp->instance].weapon_info_index);
3203 // ----------------------------------------------------------------------
3206 // This function is called when a weapon hits something (or, in the case of
3207 // missiles explodes for any particular reason)
3209 void weapon_hit( object * weapon_obj, object * other_obj, vector * hitpos )
3211 Assert(weapon_obj != NULL);
3212 if(weapon_obj == NULL){
3215 Assert((weapon_obj->type == OBJ_WEAPON) && (weapon_obj->instance >= 0) && (weapon_obj->instance < MAX_WEAPONS));
3216 if((weapon_obj->type != OBJ_WEAPON) || (weapon_obj->instance < 0) || (weapon_obj->instance >= MAX_WEAPONS)){
3220 int num = weapon_obj->instance;
3221 int weapon_type = Weapons[num].weapon_info_index;
3222 object *weapon_parent_objp;
3226 Assert((weapon_type >= 0) && (weapon_type < MAX_WEAPONS));
3227 if((weapon_type < 0) || (weapon_type >= MAX_WEAPONS)){
3230 wip = &Weapon_info[weapon_type];
3231 weapon_parent_objp = &Objects[weapon_obj->parent];
3233 // if this is the player ship, and is a laser hit, skip it. wait for player "pain" to take care of it
3234 // if( ((wip->subtype != WP_LASER) || !MULTIPLAYER_CLIENT) && (Player_obj != NULL) && (other_obj == Player_obj) ){
3235 if((other_obj != Player_obj) || (wip->subtype != WP_LASER) || !MULTIPLAYER_CLIENT){
3236 weapon_hit_do_sound(other_obj, wip, hitpos);
3239 if ( wip->impact_weapon_expl_index > -1 ) {
3240 int expl_ani_handle = weapon_get_expl_handle(wip->impact_weapon_expl_index, hitpos, wip->impact_explosion_radius);
3241 particle_create( hitpos, &vmd_zero_vector, 0.0f, wip->impact_explosion_radius, PARTICLE_BITMAP_PERSISTENT, expl_ani_handle );
3244 weapon_obj->flags |= OF_SHOULD_BE_DEAD;
3246 int sw_flag = SW_WEAPON;
3248 // check if this is an area effect weapon
3249 if ( wip->wi_flags & WIF_AREA_EFFECT ) {
3250 // if ( wip->subtype & WP_MISSILE && wip->wi_flags & WIF_AREA_EFFECT ) {
3251 if ( wip->wi_flags & WIF_SHOCKWAVE ) {
3252 float actual_damage = wip->damage;
3253 // Shockwaves caused by weapons hitting weapons are 1/4 as powerful
3254 if ( ((other_obj) && (other_obj->type == OBJ_WEAPON)) || (Weapons[num].weapon_flags & WF_DESTROYED_BY_WEAPON)) {
3255 actual_damage /= 4.0f;
3256 sw_flag |= SW_WEAPON_KILL;
3258 shockwave_create_info sci;
3259 sci.blast = wip->blast_force;
3260 sci.damage = actual_damage;
3261 sci.inner_rad = wip->inner_radius;
3262 sci.outer_rad = wip->outer_radius;
3263 sci.speed = wip->shockwave_speed;
3264 sci.rot_angle = 0.0f;
3266 shockwave_create(OBJ_INDEX(weapon_obj), hitpos, &sci, sw_flag);
3267 // snd_play_3d( &Snds[SND_SHOCKWAVE_IMPACT], hitpos, &Eye_position );
3270 weapon_do_area_effect(weapon_obj, hitpos, other_obj);
3274 // check if this is an EMP weapon
3275 if(wip->wi_flags & WIF_EMP){
3276 emp_apply(&weapon_obj->pos, wip->inner_radius, wip->outer_radius, wip->emp_intensity, wip->emp_time);
3279 // spawn weapons - note the change from FS 1 multiplayer.
3280 if (wip->wi_flags & WIF_SPAWN){
3281 spawn_child_weapons(weapon_obj);
3285 void weapon_detonate(object *objp)
3287 Assert(objp != NULL);
3291 Assert((objp->type == OBJ_WEAPON) && (objp->instance >= 0));
3292 if((objp->type != OBJ_WEAPON) || (objp->instance < 0)){
3296 // send a detonate packet in multiplayer
3297 if(MULTIPLAYER_MASTER){
3298 send_weapon_detonate_packet(objp);
3302 weapon_hit(objp, NULL, &objp->pos);
3305 // Return the Weapon_info[] index of the weapon with name *name.
3306 int weapon_name_lookup(char *name)
3310 for ( i=0; i < Num_weapon_types; i++) {
3311 if (!stricmp(name, Weapon_info[i].name)) {
3319 // Group_id: If you should quad lasers, they should all have the same group id.
3320 // This will be used to optimize lighting, since each group only needs to cast one light.
3321 // Call this to get a new group id, then pass it to each weapon_create call for all the
3322 // weapons in the group. Number will be between 0 and WEAPON_MAX_GROUP_IDS and will
3324 int weapon_create_group_id()
3326 static int current_id = 0;
3331 if ( current_id >= WEAPON_MAX_GROUP_IDS ) {
3338 void weapons_page_in()
3342 // Page in bitmaps for all weapons
3343 for (i=0; i<Num_weapon_types; i++ ) {
3344 weapon_info *wip = &Weapon_info[i];
3346 wip->wi_flags &= (~WIF_THRUSTER); // Assume no thrusters
3348 switch( wip->render_type ) {
3351 wip->model_num = model_load( wip->pofbitmap_name, 0, NULL );
3353 polymodel *pm = model_get( wip->model_num );
3355 // If it has a model, and the model pof has thrusters, then set
3357 if ( pm->n_thrusters > 0 ) {
3358 //mprintf(( "Weapon %s has thrusters!\n", wip->name ));
3359 wip->wi_flags |= WIF_THRUSTER;
3362 for (j=0; j<pm->n_textures; j++ ) {
3363 int bitmap_num = pm->original_textures[j];
3365 if ( bitmap_num > -1 ) {
3366 // if we're in Glide (and maybe later with D3D), use nondarkening textures
3367 if(gr_screen.mode == GR_GLIDE){
3368 bm_page_in_nondarkening_texture( bitmap_num );
3370 bm_page_in_texture( bitmap_num );
3379 bm_page_in_texture( wip->laser_bitmap );
3381 if(wip->laser_glow_bitmap >= 0){
3382 bm_page_in_texture(wip->laser_glow_bitmap);
3388 Int3(); // Invalid weapon rendering type.
3391 // If this has an impact vclip page it in.
3392 // if ( wip->impact_explosion_ani > -1 ) {
3393 // int nframes, fps;
3394 // bm_get_info( wip->impact_explosion_ani, NULL, NULL, NULL, &nframes, &fps );
3395 // bm_page_in_xparent_texture( wip->impact_explosion_ani, nframes );
3399 if ( (wip->wi_flags & WIF_TRAIL) && (wip->tr_info.bitmap > -1) ) {
3400 bm_page_in_texture( wip->tr_info.bitmap );
3403 // if this is a beam weapon, page in its stuff
3404 if(wip->wi_flags & WIF_BEAM){
3405 // all beam sections
3406 for(idx=0; idx<wip->b_info.beam_num_sections; idx++){
3407 if((idx < MAX_BEAM_SECTIONS) && (wip->b_info.sections[idx].texture >= 0)){
3408 bm_page_in_texture(wip->b_info.sections[idx].texture);
3413 if(wip->b_info.beam_glow_bitmap >= 0){
3414 bm_page_in_texture(wip->b_info.beam_glow_bitmap);
3418 if(wip->b_info.beam_particle_ani >= 0){
3420 bm_get_info( wip->b_info.beam_particle_ani, NULL, NULL, NULL, &nframes, &fps );
3421 bm_page_in_texture( wip->b_info.beam_particle_ani, nframes );
3427 for (i=0; i<Num_weapon_expl; i++) {
3428 int bitmap_handle, nframes, fps;
3430 for (j=0; j<Weapon_expl_info[i].lod_count; j++) {
3432 bitmap_handle = bm_load_animation(Weapon_expl_info[i].lod[j].filename, &nframes, &fps, 1);
3433 Weapon_expl_info[i].lod[j].bitmap_id = bitmap_handle;
3434 Weapon_expl_info[i].lod[j].fps = fps;
3435 Weapon_expl_info[i].lod[j].num_frames = nframes;
3438 bm_page_in_xparent_texture(bitmap_handle, nframes);
3443 for (i=0; i<Num_cmeasure_types; i++ ) {
3444 cmeasure_info *cmeasurep;
3446 cmeasurep = &Cmeasure_info[i];
3448 cmeasurep->model_num = model_load( cmeasurep->pof_name, 0, NULL );
3450 polymodel *pm = model_get( cmeasurep->model_num );
3452 for (j=0; j<pm->n_textures; j++ ) {
3453 int bitmap_num = pm->original_textures[j];
3455 if ( bitmap_num > -1 ) {
3456 bm_page_in_texture( bitmap_num );
3459 Assert( cmeasurep->model_num > -1 );
3464 // call to get the "color" of the laser at the given moment (since glowing lasers can cycle colors)
3465 void weapon_get_laser_color(color *c, object *objp)
3477 Assert(objp->type == OBJ_WEAPON);
3478 Assert(objp->instance >= 0);
3479 Assert(Weapons[objp->instance].weapon_info_index >= 0);
3480 if((objp->type != OBJ_WEAPON) || (objp->instance < 0) || (Weapons[objp->instance].weapon_info_index < 0)){
3483 wep = &Weapons[objp->instance];
3484 winfo = &Weapon_info[wep->weapon_info_index];
3486 // if we're a one-color laser
3487 if((winfo->laser_color_2.red == 0) && (winfo->laser_color_2.green == 0) && (winfo->laser_color_2.blue == 0)){
3488 *c = winfo->laser_color_1;
3492 pct = 1.0f - (wep->lifeleft / winfo->lifetime);
3495 } else if (pct < 0.0f)
3500 // otherwise interpolate between the colors
3501 gr_init_color( c, (int)((float)winfo->laser_color_1.red + (((float)winfo->laser_color_2.red - (float)winfo->laser_color_1.red) * pct)),
3502 (int)((float)winfo->laser_color_1.green + (((float)winfo->laser_color_2.green - (float)winfo->laser_color_1.green) * pct)),
3503 (int)((float)winfo->laser_color_1.blue + (((float)winfo->laser_color_2.blue - (float)winfo->laser_color_1.blue) * pct)) );
3506 // default weapon particle spew data
3507 int Weapon_particle_spew_count = 1;
3508 int Weapon_particle_spew_time = 25;
3509 float Weapon_particle_spew_vel = 0.4f;
3510 float Weapon_particle_spew_radius = 2.0f;
3511 float Weapon_particle_spew_lifetime = 0.15f;
3512 float Weapon_particle_spew_scale = 0.8f;
3514 // for weapons flagged as particle spewers, spew particles. wheee
3515 void weapon_maybe_spew_particle(object *obj)
3519 vector direct, direct_temp, particle_pos;
3520 vector null_vec = ZERO_VECTOR;
3525 Assert(obj->type == OBJ_WEAPON);
3526 Assert(obj->instance >= 0);
3527 Assert(Weapons[obj->instance].weapon_info_index >= 0);
3528 Assert(Weapon_info[Weapons[obj->instance].weapon_info_index].wi_flags & WIF_PARTICLE_SPEW);
3530 wp = &Weapons[obj->instance];
3532 // if the weapon's particle timestamp has elapse`d
3533 if((wp->particle_spew_time == -1) || timestamp_elapsed(wp->particle_spew_time)){
3534 // reset the timestamp
3535 wp->particle_spew_time = timestamp(Weapon_particle_spew_time);
3537 // spew some particles
3538 for(idx=0; idx<Weapon_particle_spew_count; idx++){
3539 // get the backward vector of the weapon
3540 direct = obj->orient.v.fvec;
3541 vm_vec_negate(&direct);
3543 // randomly perturb x, y and z
3546 ang = fl_radian(frand_range(-90.0f, 90.0f));
3547 vm_rot_point_around_line(&direct_temp, &direct, ang, &null_vec, &obj->orient.v.fvec);
3548 direct = direct_temp;
3549 vm_vec_scale(&direct, Weapon_particle_spew_scale);
3552 ang = fl_radian(frand_range(-90.0f, 90.0f));
3553 vm_rot_point_around_line(&direct_temp, &direct, ang, &null_vec, &obj->orient.v.rvec);
3554 direct = direct_temp;
3555 vm_vec_scale(&direct, Weapon_particle_spew_scale);
3558 ang = fl_radian(frand_range(-90.0f, 90.0f));
3559 vm_rot_point_around_line(&direct_temp, &direct, ang, &null_vec, &obj->orient.v.uvec);
3560 direct = direct_temp;
3561 vm_vec_scale(&direct, Weapon_particle_spew_scale);
3563 // get a velovity vector of some percentage of the weapon's velocity
3564 vel = obj->phys_info.vel;
3565 vm_vec_scale(&vel, Weapon_particle_spew_vel);
3567 // emit the particle
3568 vm_vec_add(&particle_pos, &obj->pos, &direct);
3569 particle_create(&particle_pos, &vel, Weapon_particle_spew_lifetime, Weapon_particle_spew_radius, PARTICLE_SMOKE);
3574 // debug console functionality
3575 void pspew_display_dcf()
3577 dc_printf("Particle spew settings\n\n");
3578 dc_printf("Particle spew count (pspew_count) : %d\n", Weapon_particle_spew_count);
3579 dc_printf("Particle spew time (pspew_time) : %d\n", Weapon_particle_spew_time);
3580 dc_printf("Particle spew velocity (pspew_vel) : %f\n", Weapon_particle_spew_vel);
3581 dc_printf("Particle spew size (pspew_size) : %f\n", Weapon_particle_spew_radius);
3582 dc_printf("Particle spew lifetime (pspew_life) : %f\n", Weapon_particle_spew_lifetime);
3583 dc_printf("Particle spew scale (psnew_scale) : %f\n", Weapon_particle_spew_scale);
3586 DCF(pspew_count, "Number of particles spewed at a time")
3588 dc_get_arg(ARG_INT);
3589 if(Dc_arg_type & ARG_INT){
3590 Weapon_particle_spew_count = Dc_arg_int;
3593 pspew_display_dcf();
3596 DCF(pspew_time, "Time between particle spews")
3598 dc_get_arg(ARG_INT);
3599 if(Dc_arg_type & ARG_INT){
3600 Weapon_particle_spew_time = Dc_arg_int;
3603 pspew_display_dcf();
3606 DCF(pspew_vel, "Relative velocity of particles (0.0 - 1.0)")
3608 dc_get_arg(ARG_FLOAT);
3609 if(Dc_arg_type & ARG_FLOAT){
3610 Weapon_particle_spew_vel = Dc_arg_float;
3613 pspew_display_dcf();
3616 DCF(pspew_size, "Size of spewed particles")
3618 dc_get_arg(ARG_FLOAT);
3619 if(Dc_arg_type & ARG_FLOAT){
3620 Weapon_particle_spew_radius = Dc_arg_float;
3623 pspew_display_dcf();
3626 DCF(pspew_life, "Lifetime of spewed particles")
3628 dc_get_arg(ARG_FLOAT);
3629 if(Dc_arg_type & ARG_FLOAT){
3630 Weapon_particle_spew_lifetime = Dc_arg_float;
3633 pspew_display_dcf();
3636 DCF(pspew_scale, "How far away particles are from the weapon path")
3638 dc_get_arg(ARG_FLOAT);
3639 if(Dc_arg_type & ARG_FLOAT){
3640 Weapon_particle_spew_scale = Dc_arg_float;
3643 pspew_display_dcf();
3646 // return a scale factor for damage which should be applied for 2 collisions
3647 float weapon_get_damage_scale(weapon_info *wip, object *wep, object *target)
3650 int from_player = 0;
3651 float total_scale = 1.0f;
3653 int is_big_damage_ship = 0;
3656 if((wip == NULL) || (wep == NULL) || (target == NULL)){
3660 // don't scale any damage if its not a weapon
3661 if((wep->type != OBJ_WEAPON) || (wep->instance < 0) || (wep->instance >= MAX_WEAPONS)){
3664 wp = &Weapons[wep->instance];
3666 // was the weapon fired by the player
3668 if((wep->parent >= 0) && (wep->parent < MAX_OBJECTS) && (Objects[wep->parent].flags & OF_PLAYER_SHIP)){
3672 // if this is a lockarm weapon, and it was fired unlocked
3673 if((wip->wi_flags & WIF_LOCKARM) && !(wp->weapon_flags & WF_LOCKED_WHEN_FIRED)){
3674 total_scale *= 0.1f;
3677 #ifndef MAKE_FS1 // don't do special damage scaling for capships in FS1
3678 // if the hit object was a ship
3679 if(target->type == OBJ_SHIP){
3683 // get some info on the ship
3684 Assert((target->instance >= 0) && (target->instance < MAX_SHIPS));
3685 if((target->instance < 0) || (target->instance >= MAX_SHIPS)){
3688 shipp = &Ships[target->instance];
3689 sip = &Ship_info[Ships[target->instance].ship_info_index];
3691 // get hull pct of the ship currently
3692 hull_pct = target->hull_strength / sip->initial_hull_strength;
3694 // if it has hit a supercap ship and is not a supercap class weapon
3695 if((sip->flags & SIF_SUPERCAP) && !(wip->wi_flags & WIF_SUPERCAP)){
3696 // if the supercap is around 3/4 damage, apply nothing
3697 if(hull_pct <= 0.75f){
3700 total_scale *= SUPERCAP_DAMAGE_SCALE;
3704 // determine if this is a big damage ship
3705 is_big_damage_ship = (sip->flags & SIF_BIG_DAMAGE);
3707 // if this is a large ship, and is being hit by flak
3708 if(is_big_damage_ship && (wip->wi_flags & WIF_FLAK)){
3709 total_scale *= FLAK_DAMAGE_SCALE;
3712 // if the player is firing small weapons at a big ship
3713 if( from_player && is_big_damage_ship && !(wip->wi_flags & (WIF_HURTS_BIG_SHIPS)) ){
3715 // if its a laser weapon
3716 if(wip->subtype == WP_LASER){
3717 total_scale *= 0.01f;
3719 total_scale *= 0.05f;
3723 // if the weapon is a small weapon being fired at a big ship
3724 if( is_big_damage_ship && !(wip->wi_flags & (WIF_HURTS_BIG_SHIPS)) ){
3725 if(hull_pct > 0.1f){
3726 total_scale *= hull_pct;
3737 int weapon_get_expl_handle(int weapon_expl_index, vector *pos, float size)
3739 weapon_expl_info *wei = &Weapon_expl_info[weapon_expl_index];
3741 if (wei->lod_count == 1) {
3742 return wei->lod[0].bitmap_id;
3745 // now we have to do some work
3747 int x, y, w, h, bm_size;
3753 extern float Viewer_zoom;
3754 extern int G3_count;
3760 g3_set_view_matrix(&Eye_position, &Eye_matrix, Viewer_zoom);
3762 // get extents of the rotated bitmap
3763 g3_rotate_vertex(&v, pos);
3765 // if vertex is behind, find size if in front, then drop down 1 LOD
3766 if (v.codes & CC_BEHIND) {
3767 float dist = vm_vec_dist_quick(&Eye_position, pos);
3771 vm_vec_scale_add(&temp, &Eye_position, &Eye_matrix.v.fvec, dist);
3772 g3_rotate_vertex(&v, &temp);
3774 // if still behind, bail and go with default
3775 if (v.codes & CC_BEHIND) {
3780 if (!g3_get_bitmap_dims(wei->lod[0].bitmap_id, &v, size, &x, &y, &w, &h, &bm_size)) {
3781 if (Detail.hardware_textures == 4) {
3785 } else if(w <= bm_size/2){
3787 } else if(w <= 1.3f*bm_size){
3793 // less aggressive LOD for lower detail settings
3796 } else if(w <= bm_size/3){
3798 } else if(w <= (1.15f*bm_size)){
3806 // if it's behind, bump up LOD by 1
3816 best_lod = min(best_lod, wei->lod_count - 1);
3817 return wei->lod[best_lod].bitmap_id;
3820 // -------------------------------------------------------------------------------------------------
3823 // called in game_shutdown() to free malloced memory
3825 // NOTE: do not call this function. It is only called from game_shutdown()
3830 // free info from parsed table data
3831 for (i=0; i<MAX_WEAPON_TYPES; i++) {
3832 if ( Weapon_info[i].desc != NULL ) {
3833 free(Weapon_info[i].desc);
3834 Weapon_info[i].desc = NULL;
3836 if ( Weapon_info[i].tech_desc != NULL ) {
3837 free(Weapon_info[i].tech_desc);
3838 Weapon_info[i].tech_desc = NULL;