2 * $Logfile: /Freespace2/code/Weapon/Weapons.cpp $
7 * Code to handle the weapon systems
10 * Revision 1.4 2002/06/01 03:32:00 relnev
11 * fix texture loading mistake.
13 * enable some d3d stuff for opengl also
15 * Revision 1.3 2002/05/28 08:52:03 relnev
16 * implemented two assembly stubs.
18 * cleaned up a few warnings.
20 * added a little demo hackery to make it progress a little farther.
22 * Revision 1.2 2002/05/07 03:16:53 theoddone33
23 * The Great Newline Fix
25 * Revision 1.1.1.1 2002/05/03 03:28:11 root
29 * 69 9/14/99 3:26a Dave
30 * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer
31 * respawn-too-early problem. Made a few crash points safe.
33 * 68 9/14/99 1:32a Andsager
34 * Better LOD for weapon explosions when behind. Move point ahead to get
35 * vertex and then find size.
37 * 67 9/07/99 1:10p Mikek
38 * Fix code I busted due to adding lifeleft to missiles.
40 * 66 9/07/99 12:20a Andsager
41 * LOD less agressive at lower hardware detail level
43 * 65 9/06/99 7:21p Dave
44 * Commented out bad lifeleft scaling code in weapon_set_tracking_info()
46 * 64 9/06/99 3:23p Andsager
47 * Make fireball and weapon expl ani LOD choice look at resolution of the
50 * 63 9/06/99 12:46a Andsager
51 * Add weapon_explosion_ani LOD
53 * 62 9/05/99 11:24p Mikek
54 * Fixed problems caused by earlier checkin (that was rolled back).
55 * Problem was wp->target_pos was not set for swarmers.
57 * More tweaking of missile behavior. Also add 20% to lifetime of a
60 * [Rolled back -- MK] 63 9/05/99 2:23p Mikek
61 * Make aspect seekers a little less likely to miss their target.
62 * Mysterious why they do it so often. Maybe fix for FS3...
64 * [Rolled back -- MK] 62 9/04/99 12:09p Mikek
65 * Limit number of spawned weapons that can home on player based on skill
66 * level. Works same as for non-spawned weapons. Only do in single
69 * 61 8/27/99 1:34a Andsager
70 * Modify damage by shockwaves for BIG|HUGE ships. Modify shockwave damge
71 * when weapon blows up.
73 * 60 8/24/99 10:47a Jefff
74 * tech room weapon anims. added tech anim field to weapons.tbl
76 * 59 8/16/99 11:58p Andsager
77 * Disable collision on proximity for ships with SIF_DONT_COLLIDE_INVIS
80 * 58 8/10/99 5:30p Jefff
81 * Added tech_title string to weapon_info. Changed parser accordingly.
83 * 57 8/05/99 2:06a Dave
86 * 56 8/02/99 5:16p Dave
87 * Bumped up weapon title string length from 32 to 48
89 * 55 7/29/99 5:41p Jefff
90 * Sound hooks for cmeasure success
92 * 54 7/24/99 1:54p Dave
93 * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert
96 * 53 7/19/99 7:20p Dave
97 * Beam tooling. Specialized player-killed-self messages. Fixed d3d nebula
100 * 52 7/18/99 12:32p Dave
101 * Randomly oriented shockwaves.
103 * 51 7/16/99 1:50p Dave
104 * 8 bit aabitmaps. yay.
106 * 50 7/15/99 9:20a Andsager
107 * FS2_DEMO initial checkin
109 * 49 7/08/99 10:53a Dave
110 * New multiplayer interpolation scheme. Not 100% done yet, but still
111 * better than the old way.
113 * 48 7/02/99 4:31p Dave
114 * Much more sophisticated lightning support.
116 * 47 7/01/99 5:57p Johnson
117 * Oops. Fixed big ship damage.
119 * 46 7/01/99 4:23p Dave
120 * Full support for multiple linked ambient engine sounds. Added "big
123 * 45 6/30/99 5:53p Dave
124 * Put in new anti-camper code.
126 * 44 6/22/99 3:24p Danw
127 * Fixed incorrect weapon hit sound culling.
129 * 43 6/21/99 7:25p Dave
130 * netplayer pain packet. Added type E unmoving beams.
132 * 42 6/14/99 10:45a Dave
133 * Made beam weapons specify accuracy by skill level in the weapons.tbl
135 * 41 6/11/99 11:13a Dave
136 * last minute changes before press tour build.
138 * 40 6/04/99 2:16p Dave
139 * Put in shrink effect for beam weapons.
141 * 39 6/01/99 8:35p Dave
142 * Finished lockarm weapons. Added proper supercap weapons/damage. Added
143 * awacs-set-radius sexpression.
145 * 38 6/01/99 3:52p Dave
146 * View footage screen. Fixed xstrings to not display the & symbol. Popup,
147 * dead popup, pxo find player popup, pxo private room popup.
149 * 37 5/27/99 6:17p Dave
150 * Added in laser glows.
152 * 36 5/20/99 7:00p Dave
153 * Added alternate type names for ships. Changed swarm missile table
156 * 35 5/08/99 8:25p Dave
157 * Upped object pairs. First run of nebula lightning.
159 * 34 4/28/99 11:13p Dave
160 * Temporary checkin of artillery code.
162 * 33 4/28/99 3:11p Andsager
163 * Stagger turret weapon fire times. Make turrets smarter when target is
164 * protected or beam protected. Add weaopn range to weapon info struct.
166 * 32 4/22/99 11:06p Dave
167 * Final pass at beam weapons. Solidified a lot of stuff. All that remains
168 * now is to tweak and fix bugs as they come up. No new beam weapon
171 * 31 4/19/99 11:01p Dave
172 * More sophisticated targeting laser support. Temporary checkin.
174 * 30 4/16/99 5:54p Dave
175 * Support for on/off style "stream" weapons. Real early support for
176 * target-painting lasers.
178 * 29 4/07/99 6:22p Dave
179 * Fred and Freespace support for multiple background bitmaps and suns.
180 * Fixed link errors on all subprojects. Moved encrypt_init() to
181 * cfile_init() and lcl_init(), since its safe to call twice.
183 * 28 4/02/99 1:35p Dave
184 * Removed weapon hit packet. No good for causing pain.
186 * 27 4/02/99 9:55a Dave
187 * Added a few more options in the weapons.tbl for beam weapons. Attempt
188 * at putting "pain" packets into multiplayer.
190 * 26 3/31/99 9:26p Dave
191 * Don't load beam textures when in Fred.
193 * 25 3/31/99 8:24p Dave
194 * Beefed up all kinds of stuff, incluging beam weapons, nebula effects
195 * and background nebulae. Added per-ship non-dimming pixel colors.
197 * 24 3/23/99 2:29p Andsager
198 * Fix shockwaves for kamikazi and Fred defined. Collect together
199 * shockwave_create_info struct.
201 * 23 3/23/99 11:03a Dave
202 * Added a few new fields and fixed parsing code for new weapon stuff.
204 * 22 3/19/99 9:52a Dave
205 * Checkin to repair massive source safe crash. Also added support for
206 * pof-style nebulae, and some new weapons code.
208 * 24 3/15/99 6:45p Daveb
209 * Put in rough nebula bitmap support.
211 * 23 3/12/99 3:19p Enricco
212 * Remove spurious Int3()
214 * 22 3/11/99 5:53p Dave
215 * More network optimization. Spliced in Dell OEM planet bitmap crap.
217 * 21 3/10/99 6:51p Dave
218 * Changed the way we buffer packets for all clients. Optimized turret
219 * fired packets. Did some weapon firing optimizations.
221 * 20 2/24/99 4:02p Dave
222 * Fixed weapon locking and homing problems for multiplayer dogfight mode.
224 * 19 2/05/99 12:52p Dave
225 * Fixed Glide nondarkening textures.
227 * 18 1/29/99 12:47a Dave
228 * Put in sounds for beam weapon. A bunch of interface screens (tech
231 * 17 1/27/99 9:56a Dave
232 * Temporary checkin of beam weapons for Dan to make cool sounds.
234 * 16 1/25/99 5:03a Dave
235 * First run of stealth, AWACS and TAG missile support. New mission type
238 * 15 1/24/99 11:37p Dave
239 * First full rev of beam weapons. Very customizable. Removed some bogus
240 * Int3()'s in low level net code.
242 * 14 1/21/99 10:45a Dave
243 * More beam weapon stuff. Put in warmdown time.
245 * 13 1/12/99 5:45p Dave
246 * Moved weapon pipeline in multiplayer to almost exclusively client side.
247 * Very good results. Bandwidth goes down, playability goes up for crappy
248 * connections. Fixed object update problem for ship subsystems.
250 * 12 1/08/99 2:08p Dave
251 * Fixed software rendering for pofview. Super early support for AWACS and
254 * 11 1/06/99 2:24p Dave
255 * Stubs and release build fixes.
257 * 10 12/01/98 6:12p Johnson
258 * Make sure to page in weapon impact animations as xparent textures.
260 * 9 11/20/98 4:08p Dave
261 * Fixed flak effect in multiplayer.
263 * 8 11/14/98 5:33p Dave
264 * Lots of nebula work. Put in ship contrails.
266 * 7 11/05/98 4:18p Dave
267 * First run nebula support. Beefed up localization a bit. Removed all
268 * conditional compiles for foreign versions. Modified mission file
271 * 6 10/26/98 9:42a Dave
272 * Early flak gun support.
274 * 5 10/23/98 3:51p Dave
275 * Full support for tstrings.tbl and foreign languages. All that remains
276 * is to make it active in Fred.
278 * 4 10/07/98 6:27p Dave
279 * Globalized mission and campaign file extensions. Removed Silent Threat
280 * special code. Moved \cache \players and \multidata into the \data
283 * 3 10/07/98 4:49p Andsager
284 * don't do weapon swap (was needed for mission disk)
286 * 2 10/07/98 10:54a Dave
289 * 1 10/07/98 10:51a Dave
291 * 314 9/21/98 11:19p Dave
294 * 313 9/19/98 4:33p Adam
295 * Changed default values for particle spew (used on Leech Cannon)
297 * 312 9/13/98 10:51p Dave
298 * Put in newfangled icons for mission simulator room. New mdisk.vp
299 * checksum and file length.
301 * 311 9/13/98 4:29p Andsager
302 * Maintain Weapon_info compataiblity with mission disk
304 * 310 9/13/98 4:26p Andsager
306 * 309 9/01/98 4:25p Dave
307 * Put in total (I think) backwards compatibility between mission disk
308 * freespace and non mission disk freespace, including pilot files and
309 * campaign savefiles.
311 * 308 8/28/98 3:29p Dave
312 * EMP effect done. AI effects may need some tweaking as required.
314 * 307 8/25/98 1:49p Dave
315 * First rev of EMP effect. Player side stuff basically done. Next comes
318 * 306 8/18/98 10:15a Dave
319 * Touchups on the corkscrew missiles. Added particle spewing weapons.
321 * 305 8/17/98 5:07p Dave
322 * First rev of corkscrewing missiles.
324 * 304 6/30/98 2:23p Dave
325 * Revised object update system. Removed updates for all weapons. Put
326 * button info back into control info packet.
328 * 303 6/22/98 8:36a Allender
329 * revamping of homing weapon system. don't send as object updates
332 * 302 5/24/98 2:25p Allender
333 * be sure that homing missiles die on client when lifeleft gets too
334 * negative (lost packets)
336 * 301 5/20/98 5:47p Sandeep
338 * 300 5/18/98 1:58a Mike
339 * Make Phoenix not be fired at fighters (but yes bombers).
340 * Improve positioning of ships in guard mode.
341 * Make turrets on player ship not fire near end of support ship docking.
349 #include "systemvars.h"
358 #include "floating.h"
360 #include "lighting.h"
364 #include "fireballs.h"
366 #include "hudtarget.h"
367 #include "freespace.h"
372 #include "multimsgs.h"
373 #include "linklist.h"
376 #include "cmeasure.h"
377 #include "shockwave.h"
379 #include "staticrand.h"
381 #include "multiutil.h"
385 #include "objcollide.h"
387 #include "particle.h"
388 #include "asteroid.h"
390 #include "multi_obj.h"
391 #include "corkscrew.h"
393 #include "localize.h"
395 #include "muzzleflash.h"
398 int Weapon_flyby_sound_enabled = 1;
399 DCF_BOOL( weapon_flyby, Weapon_flyby_sound_enabled )
402 static int Weapon_flyby_sound_timer;
404 weapon Weapons[MAX_WEAPONS];
405 weapon_info Weapon_info[MAX_WEAPON_TYPES];
407 #define MISSILE_OBJ_USED (1<<0) // flag used in missile_obj struct
408 #define MAX_MISSILE_OBJS MAX_WEAPONS // max number of missiles tracked in missile list
409 missile_obj Missile_objs[MAX_MISSILE_OBJS]; // array used to store missile object indexes
410 missile_obj Missile_obj_list; // head of linked list of missile_obj structs
413 // WEAPON EXPLOSION INFO
414 #define MAX_weapon_expl_lod 4
415 #define MAX_Weapon_expl_info 3
417 typedef struct weapon_expl_lod {
418 char filename[MAX_FILENAME_LEN];
424 typedef struct weapon_expl_info {
426 weapon_expl_lod lod[MAX_weapon_expl_lod];
429 weapon_expl_info Weapon_expl_info[MAX_Weapon_expl_info];
431 int Num_weapon_expl = 0;
433 int Num_weapon_types = 0;
436 int Weapons_inited = 0;
438 int laser_model_inner = -1;
439 int laser_model_outer = -1;
441 int missile_model = -1;
443 char *Weapon_names[MAX_WEAPON_TYPES];
445 int First_secondary_index = -1;
447 #define MAX_SPAWN_WEAPONS 10 // Up to 10 weapons can spawn weapons.
450 char Spawn_names[MAX_SPAWN_WEAPONS][NAME_LENGTH];
452 int Num_player_weapon_precedence; // Number of weapon types in Player_weapon_precedence
453 int Player_weapon_precedence[MAX_WEAPON_TYPES]; // Array of weapon types, precedence list for player weapon selection
455 // Used to avoid playing too many impact sounds in too short a time interval.
456 // This will elimate the odd "stereo" effect that occurs when two weapons impact at
457 // nearly the same time, like from a double laser (also saves sound channels!)
458 #define IMPACT_SOUND_DELTA 50 // in milliseconds
459 int Weapon_impact_timer; // timer, initalized at start of each mission
461 // energy suck defines
462 #define ESUCK_DEFAULT_WEAPON_REDUCE (10.0f)
463 #define ESUCK_DEFAULT_AFTERBURNER_REDUCE (10.0f)
465 // scale factor for supercaps taking damage from weapons which are not "supercap" weapons
466 #define SUPERCAP_DAMAGE_SCALE 0.25f
468 // scale factor for big ships getting hit by flak
469 #define FLAK_DAMAGE_SCALE 0.05f
471 extern int Max_allowed_player_homers[];
472 extern int compute_num_homing_objects(object *target_objp);
475 void parse_weapon_expl_tbl()
478 char base_filename[256] = "";
483 if ((rval = setjmp(parse_abort)) != 0) {
484 Error(LOCATION, "Unable to parse weapon_expl.tbl! Code = %i.\n", rval);
487 read_file_text(NOX("weapon_expl.tbl"));
492 required_string("#Start");
493 while (required_string_either("#End","$Name:")) {
494 Assert( Num_weapon_expl < MAX_Weapon_expl_info);
497 required_string("$Name:");
498 stuff_string(base_filename, F_NAME, NULL);
500 // # of lod levels - make sure old fireball.tbl is compatible
501 Weapon_expl_info[Num_weapon_expl].lod_count = 1;
502 if(optional_string("$LOD:")){
503 stuff_int(&Weapon_expl_info[Num_weapon_expl].lod_count);
506 // stuff default filename
507 strcpy(Weapon_expl_info[Num_weapon_expl].lod[0].filename, base_filename);
509 // stuff LOD level filenames
510 for(idx=1; idx<Weapon_expl_info[Num_weapon_expl].lod_count; idx++){
511 if(idx >= MAX_weapon_expl_lod){
515 sprintf(Weapon_expl_info[Num_weapon_expl].lod[idx].filename, "%s_%d", base_filename, idx);
520 required_string("#End");
522 // close localization
526 int get_weapon_expl_info_index(char *filename)
528 for (int i=0; i<MAX_Weapon_expl_info; i++) {
529 if ( stricmp(Weapon_expl_info[i].lod[0].filename, filename) == 0) {
536 // ----------------------------------------------------------------------
537 // missile_obj_list_init()
539 // Clear out the Missile_obj_list
541 void missile_obj_list_init()
545 list_init(&Missile_obj_list);
546 for ( i = 0; i < MAX_MISSILE_OBJS; i++ ) {
547 Missile_objs[i].flags = 0;
551 // ---------------------------------------------------
552 // missile_obj_list_add()
554 // Function to add a node from the Missile_obj_list. Only
555 // called from weapon_create()
556 int missile_obj_list_add(int objnum)
560 for ( i = 0; i < MAX_MISSILE_OBJS; i++ ) {
561 if ( !(Missile_objs[i].flags & MISSILE_OBJ_USED) )
564 if ( i == MAX_MISSILE_OBJS ) {
565 Error(LOCATION, "Fatal Error: Ran out of missile object nodes\n");
569 Missile_objs[i].flags = 0;
570 Missile_objs[i].objnum = objnum;
571 list_append(&Missile_obj_list, &Missile_objs[i]);
572 Missile_objs[i].flags |= MISSILE_OBJ_USED;
577 // ---------------------------------------------------
578 // missle_obj_list_remove()
580 // Function to remove a node from the Missile_obj_list. Only
581 // called from weapon_delete()
582 void missle_obj_list_remove(int index)
584 Assert(index >= 0 && index < MAX_MISSILE_OBJS);
585 list_remove(&Missile_obj_list, &Missile_objs[index]);
586 Missile_objs[index].flags = 0;
589 // ---------------------------------------------------
590 // missile_obj_list_rebuild()
592 // Called by the save/restore code to rebuild Missile_obj_list
594 void missile_obj_list_rebuild()
598 missile_obj_list_init();
600 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
601 if ( objp->type == OBJ_WEAPON && Weapon_info[Weapons[objp->instance].weapon_info_index].subtype == WP_MISSILE ) {
602 Weapons[objp->instance].missile_list_index = missile_obj_list_add(OBJ_INDEX(objp));
607 // If this is a player countermeasure, let the player know he evaded a missile
608 void weapon_maybe_alert_cmeasure_success(object *objp)
610 if ( objp->type == OBJ_CMEASURE ) {
612 cmp = &Cmeasures[objp->instance];
613 if ( cmp->source_objnum == OBJ_INDEX(Player_obj) ) {
614 hud_start_text_flash(XSTR("Evaded", 1430), 800);
615 snd_play(&Snds[SND_MISSILE_EVADED_POPUP]);
616 } else if ( Objects[cmp->source_objnum].flags & OF_PLAYER_SHIP ) {
617 send_countermeasure_success_packet( cmp->source_objnum );
622 // ---------------------------------------------------
623 // missile_obj_return_address()
625 // Called externally to generate an address from an index into
626 // the Missile_objs[] array
628 missile_obj *missile_obj_return_address(int index)
630 Assert(index >= 0 && index < MAX_MISSILE_OBJS);
631 return &Missile_objs[index];
634 // Return the index of Weapon_info[].name that is *name.
635 int weapon_info_lookup(char *name)
639 for (i=0; i<Num_weapon_types; i++)
640 if (!stricmp(name, Weapon_info[i].name))
646 #define DEFAULT_WEAPON_SPAWN_COUNT 10
648 // Parse the weapon flags.
649 void parse_wi_flags(weapon_info *weaponp)
651 char weapon_strings[MAX_WEAPON_FLAGS][NAME_LENGTH];
654 required_string("$Flags:");
656 num_strings = stuff_string_list(weapon_strings, MAX_WEAPON_FLAGS);
658 for (int i=0; i<num_strings; i++) {
659 if (!stricmp(NOX("Electronics"), weapon_strings[i]))
660 weaponp->wi_flags |= WIF_ELECTRONICS;
661 else if (!strnicmp(NOX("Spawn"), weapon_strings[i], 5)) {
662 if (weaponp->spawn_type == -1) {
663 int skip_length, name_length;
666 temp_string = weapon_strings[i];
668 weaponp->wi_flags |= WIF_SPAWN;
669 weaponp->spawn_type = (short)Num_spawn_types;
670 skip_length = strlen(NOX("Spawn")) + strspn(&temp_string[strlen(NOX("Spawn"))], NOX(" \t"));
671 char *num_start = strchr(&temp_string[skip_length], ',');
672 if (num_start == NULL) {
673 weaponp->spawn_count = DEFAULT_WEAPON_SPAWN_COUNT;
676 weaponp->spawn_count = (short)atoi(num_start+1);
677 name_length = num_start - temp_string - skip_length;
680 strncpy(Spawn_names[Num_spawn_types++], &(weapon_strings[i][skip_length]), name_length);
681 Assert(Num_spawn_types < MAX_SPAWN_WEAPONS);
683 Warning(LOCATION, "Illegal to have two spawn types for one weapon.\n"
684 "Ignoring weapon %s", weapon_strings[i]);
685 } else if (!stricmp(NOX("Remote Detonate"), weapon_strings[i]))
686 weaponp->wi_flags |= WIF_REMOTE;
687 else if (!stricmp(NOX("Puncture"), weapon_strings[i]))
688 weaponp->wi_flags |= WIF_PUNCTURE;
689 else if (!stricmp(NOX("Big Ship"), weapon_strings[i]))
690 weaponp->wi_flags |= WIF_BIG_ONLY;
691 else if (!stricmp(NOX("Huge"), weapon_strings[i]))
692 weaponp->wi_flags |= WIF_HUGE;
693 else if (!stricmp(NOX("Bomber+"), weapon_strings[i]))
694 weaponp->wi_flags |= WIF_BOMBER_PLUS;
695 else if (!stricmp(NOX("child"), weapon_strings[i]))
696 weaponp->wi_flags |= WIF_CHILD;
697 else if (!stricmp(NOX("Bomb"), weapon_strings[i]))
698 weaponp->wi_flags |= WIF_BOMB;
699 else if (!stricmp(NOX("No Dumbfire"), weapon_strings[i]))
700 weaponp->wi_flags |= WIF_NO_DUMBFIRE;
701 else if (!stricmp(NOX("In tech database"), weapon_strings[i]))
702 weaponp->wi_flags |= WIF_IN_TECH_DATABASE;
703 else if (!stricmp(NOX("Player allowed"), weapon_strings[i]))
704 weaponp->wi_flags |= WIF_PLAYER_ALLOWED;
705 else if (!stricmp(NOX("Particle Spew"), weapon_strings[i]))
706 weaponp->wi_flags |= WIF_PARTICLE_SPEW;
707 else if (!stricmp(NOX("EMP"), weapon_strings[i]))
708 weaponp->wi_flags |= WIF_EMP;
709 else if (!stricmp(NOX("Esuck"), weapon_strings[i]))
710 weaponp->wi_flags |= WIF_ENERGY_SUCK;
711 else if (!stricmp(NOX("Flak"), weapon_strings[i]))
712 weaponp->wi_flags |= WIF_FLAK;
713 else if (!stricmp(NOX("Corkscrew"), weapon_strings[i]))
714 weaponp->wi_flags |= WIF_CORKSCREW;
715 else if (!stricmp(NOX("Shudder"), weapon_strings[i]))
716 weaponp->wi_flags |= WIF_SHUDDER;
717 else if (!stricmp(NOX("lockarm"), weapon_strings[i]))
718 weaponp->wi_flags |= WIF_LOCKARM;
719 else if (!stricmp(NOX("beam"), weapon_strings[i]))
720 weaponp->wi_flags |= WIF_BEAM;
721 else if (!stricmp(NOX("stream"), weapon_strings[i]))
722 weaponp->wi_flags |= WIF_STREAM;
723 else if (!stricmp(NOX("supercap"), weapon_strings[i]))
724 weaponp->wi_flags |= WIF_SUPERCAP;
726 Warning(LOCATION, "Bogus string in weapon flags: %s\n", weapon_strings[i]);
729 // SWARM, CORKSCREW and FLAK should be mutually exclusive
730 if(weaponp->wi_flags & WIF_FLAK){
731 Assert(!(weaponp->wi_flags & WIF_CORKSCREW) && !(weaponp->wi_flags & WIF_SWARM));
733 if(weaponp->wi_flags & WIF_CORKSCREW){
734 Assert(!(weaponp->wi_flags & WIF_FLAK) && !(weaponp->wi_flags & WIF_SWARM));
736 if(weaponp->wi_flags & WIF_SWARM){
737 Assert(!(weaponp->wi_flags & WIF_CORKSCREW) && !(weaponp->wi_flags & WIF_FLAK));
740 // make sure flak guns are only placed on turrets
741 if(weaponp->wi_flags & WIF_FLAK){
742 Assert(weaponp->wi_flags & WIF_BIG_ONLY);
746 // function to parse the information for a specific weapon type.
747 // return 0 if successful, otherwise return -1
748 #define WEAPONS_MULTITEXT_LENGTH 2048
752 char buf[WEAPONS_MULTITEXT_LENGTH];
754 char fname[255] = "";
757 wip = &Weapon_info[Num_weapon_types];
761 required_string("$Name:");
762 stuff_string(wip->name, F_NAME, NULL);
763 diag_printf ("Weapon name -- %s\n", wip->name);
765 // AL 28-3-98: If this is a demo build, we only want to parse weapons that are preceded with
767 #ifdef DEMO // not needed FS2_DEMO (separate table file)
768 if ( wip->name[0] != '@' ) {
769 // advance to next weapon, and return -1
771 if ( skip_to_start_of_strings("$Name:", "#End") != 1 ) {
778 if ( wip->name[0] == '@' ) {
779 char old_name[NAME_LENGTH];
780 strcpy(old_name, wip->name);
781 strcpy(wip->name, old_name+1);
785 if (optional_string("+Title:")) {
786 stuff_string(wip->title, F_NAME, NULL, WEAPON_TITLE_LEN);
790 if (optional_string("+Description:")) {
791 stuff_string(buf, F_MULTITEXT, NULL);
792 wip->desc = strdup(buf);
795 wip->tech_title[0] = 0;
796 if (optional_string("+Tech Title:")) {
797 stuff_string(wip->tech_title, F_NAME, NULL, NAME_LENGTH);
800 wip->tech_anim_filename[0] = 0;
801 if (optional_string("+Tech Anim:")) {
802 stuff_string(wip->tech_anim_filename, F_NAME, NULL, NAME_LENGTH);
805 wip->tech_desc = NULL;
806 if (optional_string("+Tech Description:")) {
807 stuff_string(buf, F_MULTITEXT, NULL, WEAPONS_MULTITEXT_LENGTH);
808 wip->tech_desc = strdup(buf);
811 // Read the model file. It can be a POF file or none.
812 // If there is no model file (Model file: = "none") then we use our special
813 // laser renderer which requires inner, middle and outer information.
814 required_string("$Model file:");
815 stuff_string(wip->pofbitmap_name, F_NAME, NULL);
816 diag_printf ("Model pof file -- %s\n", wip->pofbitmap_name );
817 if ( stricmp(wip->pofbitmap_name, NOX("none")) ) {
819 wip->render_type = WRT_POF;
820 wip->laser_bitmap = -1;
822 // No POF or AVI file specified, render as special laser type.
825 wip->render_type = WRT_LASER;
828 // laser bitmap itself
829 required_string("@Laser Bitmap:");
830 stuff_string(wip->pofbitmap_name, F_NAME, NULL);
831 wip->laser_bitmap = -1;
833 wip->laser_bitmap = bm_load( wip->pofbitmap_name );
836 // optional laser glow
837 wip->laser_glow_bitmap = -1;
838 if(optional_string("@Laser Glow:")){
839 stuff_string(fname, F_NAME, NULL);
841 wip->laser_glow_bitmap = bm_load( fname );
843 // might as well lock it down as an aabitmap now
844 if(wip->laser_glow_bitmap >= 0){
845 bm_lock(wip->laser_glow_bitmap, 8, BMP_AABITMAP);
846 bm_unlock(wip->laser_glow_bitmap);
851 required_string("@Laser Color:");
852 stuff_byte(&r); stuff_byte(&g); stuff_byte(&b);
853 gr_init_color( &wip->laser_color_1, r, g, b );
855 // optional string for cycling laser colors
856 gr_init_color(&wip->laser_color_2, 0, 0, 0);
857 if(optional_string("@Laser Color2:")){
858 stuff_byte(&r); stuff_byte(&g); stuff_byte(&b);
859 gr_init_color( &wip->laser_color_2, r, g, b );
862 required_string("@Laser Length:");
863 stuff_float(&wip->laser_length);
865 required_string("@Laser Head Radius:");
866 stuff_float(&wip->laser_head_radius);
868 required_string("@Laser Tail Radius:");
869 stuff_float(&wip->laser_tail_radius );
872 required_string("$Mass:");
873 stuff_float( &(wip->mass) );
874 diag_printf ("Weapon mass -- %7.3f\n", wip->mass);
876 required_string("$Velocity:");
877 stuff_float( &(wip->max_speed) );
878 diag_printf ("Weapon mass -- %7.3f\n", wip->max_speed);
880 required_string("$Fire Wait:");
881 stuff_float( &(wip->fire_wait) );
882 diag_printf ("Weapon fire wait -- %7.3f\n", wip->fire_wait);
884 required_string("$Damage:");
885 stuff_float(&wip->damage);
887 // secondary weapons require these values
888 if (First_secondary_index != -1) {
889 required_string("$Blast Force:");
890 stuff_float( &(wip->blast_force) );
891 diag_printf ("Weapon blast force -- %7.3f\n", wip->blast_force);
893 required_string("$Inner Radius:");
894 stuff_float( &(wip->inner_radius) );
895 if ( wip->inner_radius != 0 ) {
896 wip->wi_flags |= WIF_AREA_EFFECT;
898 diag_printf ("Weapon inner blast radius -- %7.3f\n", wip->inner_radius);
900 required_string("$Outer Radius:");
901 stuff_float( &(wip->outer_radius) );
902 if ( wip->outer_radius != 0 ) {
903 wip->wi_flags |= WIF_AREA_EFFECT;
905 diag_printf ("Weapon outer blast radius -- %7.3f\n", wip->outer_radius);
907 required_string("$Shockwave Speed:");
908 stuff_float( &(wip->shockwave_speed) );
909 if ( wip->shockwave_speed != 0 ) {
910 wip->wi_flags |= WIF_SHOCKWAVE;
912 diag_printf ("Shockwave speed -- %7.3f\n", wip->shockwave_speed);
914 // for primary weapons they're optional
916 if(optional_string("$Blast Force:")){
917 stuff_float( &(wip->blast_force) );
918 diag_printf ("Weapon blast force -- %7.3f\n", wip->blast_force);
921 if(optional_string("$Inner Radius:")){
922 stuff_float( &(wip->inner_radius) );
923 if ( wip->inner_radius != 0 ) {
924 wip->wi_flags |= WIF_AREA_EFFECT;
926 diag_printf ("Weapon inner blast radius -- %7.3f\n", wip->inner_radius);
929 if(optional_string("$Outer Radius:")){
930 stuff_float( &(wip->outer_radius) );
931 if ( wip->outer_radius != 0 ) {
932 wip->wi_flags |= WIF_AREA_EFFECT;
934 diag_printf ("Weapon outer blast radius -- %7.3f\n", wip->outer_radius);
937 if(optional_string("$Shockwave Speed:")){
938 stuff_float( &(wip->shockwave_speed) );
939 if ( wip->shockwave_speed != 0 ) {
940 wip->wi_flags |= WIF_SHOCKWAVE;
942 diag_printf ("Shockwave speed -- %7.3f\n", wip->shockwave_speed);
946 required_string("$Armor Factor:");
947 stuff_float(&wip->armor_factor);
949 required_string("$Shield Factor:");
950 stuff_float(&wip->shield_factor);
952 required_string("$Subsystem Factor:");
953 stuff_float(&wip->subsystem_factor);
955 required_string("$Lifetime:");
956 stuff_float(&wip->lifetime);
958 required_string("$Energy Consumed:");
959 stuff_float(&wip->energy_consumed);
961 required_string("$Cargo Size:");
962 stuff_float(&wip->cargo_size);
965 required_string("$Homing:");
966 stuff_boolean(&is_homing);
968 if (is_homing == 1) {
971 // the following five items only need to be recorded if the weapon is a homing weapon
972 required_string("+Type:");
973 stuff_string(temp_type, F_NAME, NULL);
975 if (!stricmp(temp_type, NOX("HEAT"))) {
976 float view_cone_angle;
978 wip->wi_flags |= WIF_HOMING_HEAT | WIF_TURNS;
980 required_string("+Turn Time:");
981 stuff_float(&wip->turn_time);
983 required_string("+View Cone:");
984 stuff_float(&view_cone_angle);
986 wip->fov = (float)cos((float)(ANG_TO_RAD(view_cone_angle/2.0f)));
988 } else if (!stricmp(temp_type, NOX("ASPECT"))) {
989 wip->wi_flags |= WIF_HOMING_ASPECT | WIF_TURNS;
991 required_string("+Turn Time:");
992 stuff_float(&wip->turn_time);
994 required_string("+Min Lock Time:"); // minimum time (in seconds) to achieve lock
995 stuff_float(&wip->min_lock_time);
997 required_string("+Lock Pixels/Sec:"); // pixels/sec moved while locking
998 stuff_int(&wip->lock_pixels_per_sec);
1000 required_string("+Catch-up Pixels/Sec:"); // pixels/sec moved while catching-up for a lock
1001 stuff_int(&wip->catchup_pixels_per_sec);
1003 required_string("+Catch-up Penalty:"); // number of extra pixels to move while locking as a penalty for catching up for a lock
1004 stuff_int(&wip->catchup_pixel_penalty);
1006 Error(LOCATION, "Illegal homing type = %s.\nMust be HEAT or ASPECT.\n", temp_type);
1012 wip->swarm_count = -1;
1013 if(optional_string("$Swarm:")){
1014 wip->swarm_count = SWARM_DEFAULT_NUM_MISSILES_FIRED;
1015 stuff_int(&s_count);
1016 wip->swarm_count = (short)s_count;
1018 // flag as being a swarm weapon
1019 wip->wi_flags |= WIF_SWARM;
1022 required_string("$LaunchSnd:");
1023 stuff_int(&wip->launch_snd);
1025 required_string("$ImpactSnd:");
1026 stuff_int(&wip->impact_snd);
1028 if (First_secondary_index != -1) {
1029 required_string("$FlyBySnd:");
1030 stuff_int(&wip->flyby_snd);
1033 // Secondary weapons are required to have a rearm rate.
1034 if (First_secondary_index != -1) {
1035 required_string( "$Rearm Rate:");
1036 stuff_float( &wip->rearm_rate );
1037 if (wip->rearm_rate > 0.1f)
1038 wip->rearm_rate = 1.0f/wip->rearm_rate;
1040 wip->rearm_rate = 1.0f;
1043 wip->weapon_range = 999999999.9f;
1044 if (optional_string("+Weapon Range:")) {
1045 stuff_float(&wip->weapon_range);
1048 wip->spawn_type = -1;
1049 parse_wi_flags(wip);
1051 char trail_name[MAX_FILENAME_LEN] = "";
1052 trail_info *ti = &wip->tr_info;
1053 memset(ti, 0, sizeof(trail_info));
1054 if(optional_string("$Trail:")){
1055 wip->wi_flags |= WIF_TRAIL; // missile leaves a trail
1057 required_string("+Start Width:");
1058 stuff_float(&ti->w_start);
1060 required_string("+End Width:");
1061 stuff_float(&ti->w_end);
1063 required_string("+Start Alpha:");
1064 stuff_float(&ti->a_start);
1066 required_string("+End Alpha:");
1067 stuff_float(&ti->a_end);
1069 required_string("+Max Life:");
1070 stuff_float(&ti->max_life);
1072 ti->stamp = fl2i(1000.0f*ti->max_life)/(NUM_TRAIL_SECTIONS+1);
1074 required_string("+Bitmap:");
1075 stuff_string(trail_name, F_NAME, NULL);
1076 ti->bitmap = bm_load(trail_name);
1077 // wip->delta_time = fl2i(1000.0f*wip->max_life)/(NUM_TRAIL_SECTIONS+1); // time between sections. max_life / num_sections basically.
1080 // read in filename for icon that is used in weapons selection
1081 wip->icon_filename[0] = 0;
1082 if ( optional_string("$Icon:") ) {
1083 stuff_string(wip->icon_filename, F_NAME, NULL);
1086 // read in filename for animation that is used in weapons selection
1087 wip->anim_filename[0] = 0;
1088 if ( optional_string("$Anim:") ) {
1089 stuff_string(wip->anim_filename, F_NAME, NULL);
1092 wip->impact_weapon_expl_index = -1;
1093 if ( optional_string("$Impact Explosion:") ) {
1094 char impact_ani_file[FILESPEC_LENGTH];
1095 stuff_string(impact_ani_file, F_NAME, NULL);
1096 if ( stricmp(impact_ani_file,NOX("none"))) {
1097 wip->impact_weapon_expl_index = get_weapon_expl_info_index(impact_ani_file);
1098 //int num_frames, fps;
1099 //wip->impact_explosion_ani = bm_load_animation( impact_ani_file, &num_frames, &fps, 1 );
1101 required_string("$Impact Explosion Radius:");
1102 stuff_float(&wip->impact_explosion_radius);
1107 char mflash_string[255] = "";
1108 wip->muzzle_flash = -1;
1109 if( optional_string("$Muzzleflash:") ){
1110 stuff_string(mflash_string, F_NAME, NULL);
1113 wip->muzzle_flash = mflash_lookup(mflash_string);
1115 if(wip->muzzle_flash >= 0){
1116 wip->wi_flags |= WIF_MFLASH;
1120 // EMP optional stuff (if WIF_EMP is not set, none of this matters, anyway)
1121 if( optional_string("$EMP Intensity:") ){
1122 stuff_float(&wip->emp_intensity);
1124 wip->emp_intensity = EMP_DEFAULT_INTENSITY;
1126 if( optional_string("$EMP Time:") ){
1127 stuff_float(&wip->emp_time);
1129 wip->emp_intensity = EMP_DEFAULT_TIME;
1132 // Energy suck optional stuff (if WIF_ENERGY_SUCK is not set, none of this matters anyway)
1133 if( optional_string("$Leech Weapon:") ){
1134 stuff_float(&wip->weapon_reduce);
1136 wip->weapon_reduce = ESUCK_DEFAULT_WEAPON_REDUCE;
1138 if( optional_string("$Leech Afterburner:") ){
1139 stuff_float(&wip->afterburner_reduce);
1141 wip->afterburner_reduce = ESUCK_DEFAULT_AFTERBURNER_REDUCE;
1144 // beam weapon optional stuff
1145 wip->b_info.beam_type = -1;
1146 wip->b_info.beam_life = -1.0f;
1147 wip->b_info.beam_warmup = -1;
1148 wip->b_info.beam_warmdown = -1;
1149 wip->b_info.beam_muzzle_radius = 0.0f;
1150 wip->b_info.beam_particle_count = -1;
1151 wip->b_info.beam_particle_radius = 0.0f;
1152 wip->b_info.beam_particle_angle = 0.0f;
1153 wip->b_info.beam_particle_ani = -1;
1154 wip->b_info.beam_loop_sound = -1;
1155 wip->b_info.beam_warmup_sound = -1;
1156 wip->b_info.beam_warmdown_sound = -1;
1157 wip->b_info.beam_num_sections = 0;
1158 wip->b_info.beam_glow_bitmap = -1;
1159 wip->b_info.beam_shots = 0;
1160 wip->b_info.beam_shrink_factor = 0.0f;
1161 wip->b_info.beam_shrink_pct = 0.0f;
1162 if( optional_string("$BeamInfo:")){
1164 required_string("+Type:");
1165 stuff_int(&wip->b_info.beam_type);
1167 // how long it lasts
1168 required_string("+Life:");
1169 stuff_float(&wip->b_info.beam_life);
1172 required_string("+Warmup:");
1173 stuff_int(&wip->b_info.beam_warmup);
1176 required_string("+Warmdown:");
1177 stuff_int(&wip->b_info.beam_warmdown);
1179 // muzzle glow radius
1180 required_string("+Radius:");
1181 stuff_float(&wip->b_info.beam_muzzle_radius);
1183 // particle spew count
1184 required_string("+PCount:");
1185 stuff_int(&wip->b_info.beam_particle_count);
1188 required_string("+PRadius:");
1189 stuff_float(&wip->b_info.beam_particle_radius);
1191 // angle off turret normal
1192 required_string("+PAngle:");
1193 stuff_float(&wip->b_info.beam_particle_angle);
1195 // particle bitmap/ani
1196 required_string("+PAni:");
1197 stuff_string(fname, F_NAME, NULL);
1199 int num_frames, fps;
1200 wip->b_info.beam_particle_ani = bm_load_animation(fname, &num_frames, &fps, 1);
1204 required_string("+Miss Factor:");
1205 for(idx=0; idx<NUM_SKILL_LEVELS; idx++){
1206 wip->b_info.beam_miss_factor[idx] = 0.00001f;
1207 stuff_float(&wip->b_info.beam_miss_factor[idx]);
1211 required_string("+BeamSound:");
1212 stuff_int(&wip->b_info.beam_loop_sound);
1215 required_string("+WarmupSound:");
1216 stuff_int(&wip->b_info.beam_warmup_sound);
1219 required_string("+WarmdownSound:");
1220 stuff_int(&wip->b_info.beam_warmdown_sound);
1223 required_string("+Muzzleglow:");
1224 stuff_string(fname, F_NAME, NULL);
1226 wip->b_info.beam_glow_bitmap = bm_load(fname);
1229 // # of shots (only used for type D beams)
1230 required_string("+Shots:");
1231 stuff_int(&wip->b_info.beam_shots);
1234 required_string("+ShrinkFactor:");
1235 stuff_float(&wip->b_info.beam_shrink_factor);
1236 required_string("+ShrinkPct:");
1237 stuff_float(&wip->b_info.beam_shrink_pct);
1240 while( optional_string("$Section:") ){
1241 beam_weapon_section_info i;
1242 char tex_name[255] = "";
1245 required_string("+Width:");
1246 stuff_float(&i.width);
1249 required_string("+Texture:");
1250 stuff_string(tex_name, F_NAME, NULL);
1253 i.texture = bm_load(tex_name);
1255 bm_lock(i.texture, 16, BMP_TEX_OTHER);
1256 bm_unlock(i.texture);
1261 required_string("+RGBA Inner:");
1262 stuff_byte(&i.rgba_inner[0]);
1263 stuff_byte(&i.rgba_inner[1]);
1264 stuff_byte(&i.rgba_inner[2]);
1265 stuff_byte(&i.rgba_inner[3]);
1268 required_string("+RGBA Outer:");
1269 stuff_byte(&i.rgba_outer[0]);
1270 stuff_byte(&i.rgba_outer[1]);
1271 stuff_byte(&i.rgba_outer[2]);
1272 stuff_byte(&i.rgba_outer[3]);
1275 required_string("+Flicker:");
1276 stuff_float(&i.flicker);
1279 required_string("+Zadd:");
1280 stuff_float(&i.z_add);
1283 if(wip->b_info.beam_num_sections < MAX_BEAM_SECTIONS - 1){
1284 wip->b_info.sections[wip->b_info.beam_num_sections++] = i;
1289 // tag weapon optional stuff
1290 wip->tag_level = -1;
1291 wip->tag_time = -1.0f;
1292 if( optional_string("$Tag:")){
1293 stuff_int(&wip->tag_level);
1294 stuff_float(&wip->tag_time);
1295 wip->wi_flags |= WIF_TAG;
1301 // function to parse the information for a specific ship type.
1302 void parse_cmeasure()
1304 cmeasure_info *cmeasurep;
1306 cmeasurep = &Cmeasure_info[Num_cmeasure_types];
1308 required_string("$Name:");
1309 stuff_string(cmeasurep->cmeasure_name, F_NAME, NULL);
1312 $Velocity: 20.0 ;; speed relative to ship, rear-fired until POF info added, MK, 5/22/97
1314 $Lifetime Min: 1.0 ;; Minimum lifetime
1315 $Lifetime Max: 2.0 ;; Maximum lifetime. Actual lifetime is rand(min..max).
1316 $LaunchSnd: counter_1.wav, .8, 10, 300 ;; countermeasure 1 fired (sound is 3d)
1319 required_string("$Velocity:");
1320 stuff_float( &(cmeasurep->max_speed) );
1322 required_string("$Fire Wait:");
1323 stuff_float( &(cmeasurep->fire_wait) );
1325 required_string("$Lifetime Min:");
1326 stuff_float(&cmeasurep->life_min);
1328 required_string("$Lifetime Max:");
1329 stuff_float(&cmeasurep->life_max);
1331 required_string("$LaunchSnd:");
1332 stuff_int(&cmeasurep->launch_sound);
1334 required_string("$Model:");
1335 stuff_string(cmeasurep->pof_name, F_NAME, NULL);
1336 cmeasurep->model_num = -1;
1340 // For all weapons that spawn weapons, given an index at weaponp->spawn_type,
1341 // convert the strings in Spawn_names to indices in the Weapon_types array.
1342 void translate_spawn_types()
1346 for (i=0; i<Num_weapon_types; i++)
1347 if (Weapon_info[i].spawn_type != -1) {
1348 int spawn_type = Weapon_info[i].spawn_type;
1350 for (j=0; j<Num_weapon_types; j++)
1351 if (!stricmp(Spawn_names[spawn_type], Weapon_info[j].name)) {
1352 Weapon_info[i].spawn_type = (short)j;
1354 Warning(LOCATION, "Weapon %s spawns itself. Infinite recursion?\n", Weapon_info[i].name);
1360 void parse_weaponstbl()
1362 // open localization
1365 read_file_text("weapons.tbl");
1368 Num_weapon_types = 0;
1369 First_secondary_index = -1;
1370 Num_spawn_types = 0;
1372 required_string("#Primary Weapons");
1373 while (required_string_either("#End", "$Name:")) {
1374 Assert( Num_weapon_types < MAX_WEAPON_TYPES );
1375 // AL 28-3-98: If parse_weapon() fails, try next .tbl weapon
1376 if ( parse_weapon() ) {
1379 Weapon_info[Num_weapon_types].subtype = WP_LASER;
1382 required_string("#End");
1384 required_string("#Secondary Weapons");
1385 First_secondary_index = Num_weapon_types;
1386 while (required_string_either("#End", "$Name:")) {
1387 Assert( Num_weapon_types < MAX_WEAPON_TYPES );
1388 // AL 28-3-98: If parse_weapon() fails, try next .tbl weapon
1389 if ( parse_weapon() ) {
1392 Weapon_info[Num_weapon_types].subtype = WP_MISSILE;
1395 required_string("#End");
1397 required_string("#Beam Weapons");
1398 while (required_string_either("#End", "$Name:")) {
1399 Assert( Num_weapon_types < MAX_WEAPON_TYPES );
1400 // AL 28-3-98: If parse_weapon() fails, try next .tbl weapon
1401 if ( parse_weapon() ) {
1404 Weapon_info[Num_weapon_types].subtype = WP_BEAM;
1407 required_string("#End");
1409 required_string("#Countermeasures");
1410 while (required_string_either("#End", "$Name:")) {
1411 Assert( Num_cmeasure_types < MAX_CMEASURE_TYPES );
1413 Num_cmeasure_types++;
1416 required_string("#End");
1418 // Read in a list of weapon_info indicies that are an ordering of the player weapon precedence.
1419 // This list is used to select an alternate weapon when a particular weapon is not available
1420 // during weapon selection.
1421 required_string("$Player Weapon Precedence:");
1422 Num_player_weapon_precedence = stuff_int_list(Player_weapon_precedence, MAX_WEAPON_TYPES, WEAPON_LIST_TYPE);
1424 translate_spawn_types();
1426 // close localization
1430 void create_weapon_names()
1434 for (i=0; i<Num_weapon_types; i++)
1435 Weapon_names[i] = Weapon_info[i].name;
1438 // This will get called once at game startup
1443 if ( !Weapons_inited ) {
1446 #warning FS2_DEMO HACK! commented out a function call
1447 // parse weapon_exp.tbl
1448 parse_weapon_expl_tbl();
1450 // parse weapons.tbl
1451 if ((rval = setjmp(parse_abort)) != 0) {
1452 Error(LOCATION, "Error parsing 'weapons.tbl'\r\nError code = %i.\r\n", rval);
1455 create_weapon_names();
1460 weapon_level_init();
1464 // This will get called at the start of each level.
1465 void weapon_level_init()
1469 // Reset everything between levels
1471 for (i=0; i<MAX_WEAPONS; i++) {
1472 Weapons[i].objnum = -1;
1473 Weapons[i].weapon_info_index = -1;
1476 trail_level_init(); // reset all missile trails
1479 missile_obj_list_init();
1481 cscrew_level_init();
1486 Weapon_flyby_sound_timer = timestamp(0);
1487 Weapon_impact_timer = 1; // inited each level, used to reduce impact sounds
1490 MONITOR( NumWeaponsRend );
1492 float weapon_glow_scale_f = 2.3f;
1493 float weapon_glow_scale_r = 2.3f;
1494 float weapon_glow_scale_l = 1.5f;
1495 float weapon_glow_alpha_d3d = 0.85f;
1496 float weapon_glow_alpha_glide = 0.99f;
1497 void weapon_render(object *obj)
1504 MONITOR_INC(NumWeaponsRend, 1);
1506 Assert(obj->type == OBJ_WEAPON);
1508 num = obj->instance;
1510 wip = &Weapon_info[Weapons[num].weapon_info_index];
1512 switch (wip->render_type) {
1514 // turn off fogging for good measure
1515 gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0);
1517 if (wip->laser_bitmap >= 0) {
1518 gr_set_color_fast(&wip->laser_color_1);
1519 gr_set_bitmap(wip->laser_bitmap, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 0.99999f);
1522 vm_vec_scale_add(&headp, &obj->pos, &obj->orient.fvec, wip->laser_length);
1523 wp->weapon_flags &= ~WF_CONSIDER_FOR_FLYBY_SOUND;
1524 if ( g3_draw_laser(&headp, wip->laser_head_radius, &obj->pos, wip->laser_tail_radius) ) {
1525 wp->weapon_flags |= WF_CONSIDER_FOR_FLYBY_SOUND;
1529 // maybe draw laser glow bitmap
1530 if(wip->laser_glow_bitmap >= 0){
1531 // get the laser color
1532 weapon_get_laser_color(&c, obj);
1535 vm_vec_scale_add(&headp2, &obj->pos, &obj->orient.fvec, wip->laser_length * weapon_glow_scale_l);
1536 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);
1537 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);
1543 uint render_flags = MR_NORMAL|MR_IS_MISSILE|MR_NO_LIGHTING;
1545 model_clear_instance(wip->model_num);
1547 if ( (wip->wi_flags & WIF_THRUSTER) && (wp->thruster_bitmap > -1) ) {
1550 // Add noise to thruster geometry.
1551 //ft = obj->phys_info.forward_thrust;
1552 ft = 1.0f; // Always use 1.0f for missiles
1553 ft *= (1.0f + frand()/5.0f - 1.0f/10.0f);
1557 model_set_thrust( wip->model_num, ft, wp->thruster_bitmap, wp->thruster_glow_bitmap, wp->thruster_glow_noise);
1558 render_flags |= MR_SHOW_THRUSTERS;
1561 model_render(wip->model_num, &obj->orient, &obj->pos, render_flags);
1563 // render a missile plume as well
1565 static int plume = -1;
1566 extern float Interp_thrust_twist;
1567 extern float Interp_thrust_twist2;
1569 plume = model_load("plume01.pof", -1, NULL);
1572 Interp_thrust_twist = tw;
1573 Interp_thrust_twist2 = tw2;
1574 model_set_alpha(plume_alpha);
1575 model_render(plume, &obj->orient, &obj->pos, MR_ALL_XPARENT);
1576 Interp_thrust_twist = -1.0f;
1577 Interp_thrust_twist2 = -1.0f;
1584 Warning(LOCATION, "Unknown weapon rendering type = %i\n", wip->render_type);
1588 void weapon_delete(object *obj)
1593 num = obj->instance;
1595 Assert( Weapons[num].objnum == OBJ_INDEX(obj));
1598 Assert(wp->weapon_info_index >= 0);
1599 wp->weapon_info_index = -1;
1600 if (wp->swarm_index >= 0) {
1601 swarm_delete(wp->swarm_index);
1602 wp->swarm_index = -1;
1605 if(wp->cscrew_index >= 0) {
1606 cscrew_delete(wp->cscrew_index);
1607 wp->cscrew_index = -1;
1610 if (wp->missile_list_index >= 0) {
1611 missle_obj_list_remove(wp->missile_list_index);
1612 wp->missile_list_index = -1;
1615 if (wp->flak_index >= 0){
1616 flak_delete(wp->flak_index);
1617 wp->flak_index = -1;
1620 if (wp->trail_num > -1) {
1621 trail_object_died(wp->trail_num);
1626 Assert(Num_weapons >= 0);
1629 // Check if missile is newly locked onto the Player, maybe play a launch warning
1630 void weapon_maybe_play_warning(weapon *wp)
1632 if ( wp->homing_object == Player_obj ) {
1633 if ( !(wp->weapon_flags & WF_LOCK_WARNING_PLAYED) ) {
1634 wp->weapon_flags |= WF_LOCK_WARNING_PLAYED;
1635 if ( Weapon_info[wp->weapon_info_index].wi_flags & WIF_HOMING_HEAT ) {
1636 snd_play(&Snds[SND_HEATLOCK_WARN]);
1638 Assert(Weapon_info[wp->weapon_info_index].wi_flags & WIF_HOMING_ASPECT);
1639 snd_play(&Snds[SND_ASPECTLOCK_WARN]);
1645 #define CMEASURE_DETONATE_DISTANCE 40.0f
1647 // Detonate all missiles near this countermeasure.
1648 void detonate_nearby_missiles(cmeasure *cmp)
1651 vector cmeasure_pos;
1653 cmeasure_pos = Objects[cmp->objnum].pos;
1655 mop = GET_FIRST(&Missile_obj_list);
1656 while(mop != END_OF_LIST(&Missile_obj_list)) {
1660 objp = &Objects[mop->objnum];
1661 wp = &Weapons[objp->instance];
1663 if (wp->team != cmp->team) {
1664 if ( Missiontime - wp->creation_time > F1_0/2) {
1665 if (vm_vec_dist_quick(&cmeasure_pos, &objp->pos) < CMEASURE_DETONATE_DISTANCE) {
1666 if (wp->lifeleft > 0.2f) {
1667 //nprintf(("Jim", "Frame %i: Cmeasure #%i detonating weapon #%i\n", Framecount, cmp-Cmeasures, wp-Weapons));
1668 wp->lifeleft = 0.2f;
1669 // nprintf(("AI", "Frame %i: Flagging weapon %i for detonation.\n", Framecount, wp-Weapons));
1679 // Find an object for weapon #num (object *weapon_objp) to home on due to heat.
1680 void find_homing_object(object *weapon_objp, int num)
1682 object *objp, *old_homing_objp;
1689 wip = &Weapon_info[Weapons[num].weapon_info_index];
1691 best_dist = 99999.9f;
1693 // save the old homing object so that multiplayer servers can give the right information
1694 // to clients if the object changes
1695 old_homing_objp = wp->homing_object;
1697 wp->homing_object = &obj_used_list;
1699 // Scan all objects, find a weapon to home on.
1700 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
1701 if ((objp->type == OBJ_SHIP) || (objp->type == OBJ_CMEASURE)) {
1702 if (objp->type == OBJ_CMEASURE)
1703 if (Cmeasures[objp->instance].flags & CMF_DUD_HEAT)
1706 int homing_object_team = obj_team(objp);
1707 if ( (homing_object_team != wp->team) || (homing_object_team == TEAM_TRAITOR) ) {
1710 vector vec_to_object;
1712 // AL 2-17-98: If ship is immune to sensors, can't home on it (Sandeep says so)!
1713 if ( objp->type == OBJ_SHIP ) {
1714 if ( Ships[objp->instance].flags & SF_HIDDEN_FROM_SENSORS ) {
1719 // If this is a player object, make sure there aren't already too many homers.
1720 // Only in single player. In multiplayer, we don't want to restrict it in dogfight on team vs. team.
1721 // For co-op, it's probably also OK.
1722 if (!( Game_mode & GM_MULTIPLAYER )) {
1723 int num_homers = compute_num_homing_objects(objp);
1724 if (Max_allowed_player_homers[Game_skill_level] < num_homers)
1729 dist = vm_vec_normalized_dir(&vec_to_object, &objp->pos, &weapon_objp->pos);
1731 if (objp->type == OBJ_CMEASURE)
1734 dot = vm_vec_dot(&vec_to_object, &weapon_objp->orient.fvec);
1736 if (dot > wip->fov) {
1737 if (dist < best_dist) {
1739 wp->homing_object = objp;
1740 wp->target_sig = objp->signature;
1742 weapon_maybe_alert_cmeasure_success(objp);
1749 // if (wp->homing_object->type == OBJ_CMEASURE)
1750 // nprintf(("AI", "Frame %i: Weapon #%i homing on cmeasure #%i\n", Framecount, num, objp-Objects));
1752 if (wp->homing_object == Player_obj)
1753 weapon_maybe_play_warning(wp);
1755 // if the old homing object is different that the new one, send a packet to clients
1756 if ( MULTIPLAYER_MASTER && (old_homing_objp != wp->homing_object) ) {
1757 send_homing_weapon_info( num );
1761 // Scan all countermeasures. Maybe make weapon_objp home on it.
1762 void find_homing_object_cmeasures_1(object *weapon_objp)
1767 float best_dot, dist, dot;
1769 wp = &Weapons[weapon_objp->instance];
1770 wip = &Weapon_info[wp->weapon_info_index];
1772 best_dot = wip->fov; // Note, setting to this avoids comparison below.
1774 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
1775 if (objp->type == OBJ_CMEASURE) {
1776 vector vec_to_object;
1777 dist = vm_vec_normalized_dir(&vec_to_object, &objp->pos, &weapon_objp->pos);
1779 if (dist < MAX_CMEASURE_TRACK_DIST) {
1781 if (wip->wi_flags & WIF_HOMING_ASPECT) {
1782 chance = 1.0f/2.0f; // aspect seeker this likely to chase a countermeasure
1784 chance = 1.0f/1.5f; // heat seeker this likely to chase a countermeasure
1786 if ((objp->signature != wp->cmeasure_ignore_objnum) && (objp->signature != wp->cmeasure_chase_objnum)) {
1787 if (frand() < chance) {
1788 wp->cmeasure_ignore_objnum = objp->signature; // Don't process this countermeasure again.
1789 //nprintf(("Jim", "Frame %i: Weapon #%i ignoring cmeasure #%i\n", Framecount, OBJ_INDEX(weapon_objp), objp->signature));
1791 wp->cmeasure_chase_objnum = objp->signature; // Don't process this countermeasure again.
1792 //nprintf(("Jim", "Frame %i: Weapon #%i CHASING cmeasure #%i\n", Framecount, OBJ_INDEX(weapon_objp), objp->signature));
1796 if (objp->signature != wp->cmeasure_ignore_objnum) {
1798 dot = vm_vec_dot(&vec_to_object, &weapon_objp->orient.fvec);
1800 if (dot > best_dot) {
1801 //nprintf(("Jim", "Frame %i: Weapon #%i homing on cmeasure #%i\n", Framecount, weapon_objp-Objects, objp->signature));
1803 wp->homing_object = objp;
1804 weapon_maybe_alert_cmeasure_success(objp);
1813 // Someone launched countermeasures.
1814 // For all heat-seeking homing objects, see if should favor tracking a countermeasure instead.
1815 void find_homing_object_cmeasures()
1817 object *weapon_objp;
1819 // nprintf(("AI", "Scanning for countermeasures in frame %i\n", Framecount));
1821 if (Cmeasures_homing_check == 0)
1824 if (Cmeasures_homing_check <= 0)
1825 Cmeasures_homing_check = 1;
1827 Cmeasures_homing_check--;
1829 for (weapon_objp = GET_FIRST(&obj_used_list); weapon_objp != END_OF_LIST(&obj_used_list); weapon_objp = GET_NEXT(weapon_objp) ) {
1830 if (weapon_objp->type == OBJ_WEAPON) {
1831 weapon_info *wip = &Weapon_info[Weapons[weapon_objp->instance].weapon_info_index];
1833 if (wip->wi_flags & WIF_HOMING)
1834 find_homing_object_cmeasures_1(weapon_objp);
1840 // Find object with signature "sig" and make weapon home on it.
1841 void find_homing_object_by_sig(object *weapon_objp, int sig)
1845 object *old_homing_objp;
1847 wp = &Weapons[weapon_objp->instance];
1849 // save the old object so that multiplayer masters know whether to send a homing update packet
1850 old_homing_objp = wp->homing_object;
1852 sop = GET_FIRST(&Ship_obj_list);
1853 while(sop != END_OF_LIST(&Ship_obj_list)) {
1856 objp = &Objects[sop->objnum];
1857 if (objp->signature == sig) {
1858 wp->homing_object = objp;
1859 wp->target_sig = objp->signature;
1866 // if the old homing object is different that the new one, send a packet to clients
1867 if ( MULTIPLAYER_MASTER && (old_homing_objp != wp->homing_object) ) {
1868 send_homing_weapon_info( weapon_objp->instance );
1873 // Make weapon num home. It's also object *obj.
1874 void weapon_home(object *obj, int num, float frame_time)
1880 Assert(obj->type == OBJ_WEAPON);
1881 Assert(obj->instance == num);
1883 wip = &Weapon_info[wp->weapon_info_index];
1884 hobjp = Weapons[num].homing_object;
1886 // If not 1/2 second gone by, don't home yet.
1887 if ((hobjp == &obj_used_list) || ( f2fl(Missiontime - wp->creation_time) < 0.25f )) {
1888 // If this is a heat seeking homing missile and 1/2 second has elapsed since firing
1889 // and we don't have a target (else we wouldn't be inside the IF), find a new target.
1890 if (wip->wi_flags & WIF_HOMING_HEAT)
1891 if ( f2fl(Missiontime - wp->creation_time) > 0.5f )
1892 find_homing_object(obj, num);
1894 if (obj->phys_info.speed > wip->max_speed) {
1895 obj->phys_info.speed -= frame_time * 4;
1896 vm_vec_copy_scale( &obj->phys_info.desired_vel, &obj->orient.fvec, obj->phys_info.speed);
1897 } else if ((obj->phys_info.speed < wip->max_speed/4) && (wip->wi_flags & WIF_HOMING_HEAT)) {
1898 obj->phys_info.speed = wip->max_speed/4;
1899 vm_vec_copy_scale( &obj->phys_info.desired_vel, &obj->orient.fvec, obj->phys_info.speed);
1902 /* Removed code that makes bombs drop for a bit. They looked odd and it was confusing. People wondered where their weapons went.
1903 // Make bombs drop down for first second of life.
1904 if (wip->wi_flags & WIF_BOMB) {
1905 if (wip->lifetime - wp->lifeleft < 0.5f) {
1906 float time_scale = wip->lifetime - wp->lifeleft;
1907 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));
1914 // AL 4-8-98: If orgiginal target for aspect lock missile is lost, stop homing
1915 if (wip->wi_flags & WIF_HOMING_ASPECT) {
1916 if ( wp->target_sig > 0 ) {
1917 if ( wp->homing_object->signature != wp->target_sig ) {
1918 wp->homing_object = &obj_used_list;
1924 // AL 4-13-98: Stop homing on a subsystem if parent ship has changed
1925 if (wip->wi_flags & WIF_HOMING_HEAT) {
1926 if ( wp->target_sig > 0 ) {
1927 if ( wp->homing_object->signature != wp->target_sig ) {
1928 wp->homing_subsys = NULL;
1934 if (hobjp->type == OBJ_NONE) {
1935 find_homing_object(obj, num);
1940 switch (hobjp->type) {
1942 if (wip->wi_flags & WIF_HOMING_ASPECT)
1943 find_homing_object_by_sig(obj, wp->target_sig);
1945 find_homing_object(obj, num);
1949 if (hobjp->signature != wp->target_sig) {
1950 if (wip->wi_flags & WIF_HOMING_ASPECT)
1951 find_homing_object_by_sig(obj, wp->target_sig);
1953 find_homing_object(obj, num);
1958 // only allowed to home on bombs
1959 Assert(Weapon_info[Weapons[hobjp->instance].weapon_info_index].wi_flags & WIF_BOMB);
1960 if (wip->wi_flags & WIF_HOMING_ASPECT)
1961 find_homing_object_by_sig(obj, wp->target_sig);
1963 find_homing_object(obj, num);
1971 // See if this weapon is the nearest homing object to the object it is homing on.
1972 // If so, update some fields in the target object's ai_info.
1973 if (hobjp != &obj_used_list) {
1976 dist = vm_vec_dist_quick(&obj->pos, &hobjp->pos);
1978 if (hobjp->type == OBJ_SHIP) {
1981 aip = &Ai_info[Ships[hobjp->instance].ai_index];
1983 if ((aip->nearest_locked_object == -1) || (dist < aip->nearest_locked_distance)) {
1984 aip->nearest_locked_object = obj-Objects;
1985 aip->nearest_locked_distance = dist;
1990 // If the object it is homing on is still valid, home some more!
1991 if (hobjp != &obj_used_list) {
1994 vector target_pos; // position of what the homing missile is seeking
1996 vm_vec_zero(&target_pos);
1998 // the homing missile may be seeking a subsystem on a ship. If so, we need to calculate the
1999 // world coordinates of that subsystem so the homing missile can seek it out.
2000 // For now, March 7, 1997, MK, heat seeking homing missiles will be able to home on
2001 // any subsystem. Probably makes sense for them to only home on certain kinds of subsystems.
2002 if ( wp->homing_subsys != NULL ) {
2003 get_subsystem_world_pos(hobjp, Weapons[num].homing_subsys, &target_pos);
2004 wp->homing_pos = target_pos; // store the homing position in weapon data
2005 Assert( !vm_is_vec_nan(&wp->homing_pos) );
2010 dist = vm_vec_dist_quick(&obj->pos, &hobjp->pos);
2011 if (hobjp->type == OBJ_CMEASURE) {
2012 if (dist < CMEASURE_DETONATE_DISTANCE) {
2015 cmp = &Cmeasures[hobjp->instance];
2017 // Make this missile detonate soon. Not right away, not sure why. Seems better.
2018 if (cmp->team != wp->team) {
2019 detonate_nearby_missiles(cmp);
2020 //nprintf(("AI", "Frame %i: Weapon %i hit cmeasure, will die!\n", Framecount, wp-Weapons));
2027 if (wip->fov > 0.8f)
2030 int pick_homing_point = 0;
2031 if ( IS_VEC_NULL(&wp->homing_pos) ) {
2032 pick_homing_point = 1;
2035 // Update homing position if it hasn't been set, you're within 500 meters, or every half second, approximately.
2036 // For large objects, don't lead them.
2037 if (hobjp->radius < 40.0f) {
2038 target_pos = hobjp->pos;
2039 wp->homing_pos = target_pos;
2040 } else if ( pick_homing_point || (dist < 500.0f) || (rand_chance(flFrametime, 2.0f)) ) {
2042 if (hobjp->type == OBJ_SHIP) {
2043 if ( !pick_homing_point ) {
2044 // ensure that current attack point is only updated in world coords (ie not pick a different vertex)
2045 wp->pick_big_attack_point_timestamp = 0;
2048 if ( pick_homing_point ) {
2049 // If *any* player is parent of homing missile, then use position where lock indicator is
2050 if ( Objects[obj->parent].flags & OF_PLAYER_SHIP ) {
2053 // determine the player
2055 if ( Game_mode & GM_MULTIPLAYER ) {
2058 pnum = multi_find_player_by_object( &Objects[obj->parent] );
2060 pp = Net_players[pnum].player;
2064 // If player has apect lock, we don't want to find a homing point on the closest
2065 // octant... setting the timestamp to 0 ensures this.
2066 if (wip->wi_flags & WIF_HOMING_ASPECT) {
2067 wp->pick_big_attack_point_timestamp = 0;
2069 wp->pick_big_attack_point_timestamp = 1;
2072 if ( pp && pp->locking_subsys ) {
2073 wp->big_attack_point = pp->locking_subsys->system_info->pnt;
2075 vm_vec_zero(&wp->big_attack_point);
2080 ai_big_pick_attack_point(hobjp, obj, &target_pos, fov);
2083 target_pos = hobjp->pos;
2086 wp->homing_pos = target_pos;
2087 Assert( !vm_is_vec_nan(&wp->homing_pos) );
2088 // nprintf(("AI", "Attack point = %7.3f %7.3f %7.3f\n", target_pos.x, target_pos.y, target_pos.z));
2090 target_pos = wp->homing_pos;
2093 // Couldn't find a lock.
2094 if (IS_VEC_NULL(&target_pos))
2097 // Cause aspect seeking weapon to home at target's predicted position.
2098 // But don't use predicted position if dot product small or negative.
2099 // If do this, with a ship headed towards missile, could choose a point behind missile.``1
2100 float dist_to_target, time_to_target;
2102 dist_to_target = vm_vec_normalized_dir(&vec_to_goal, &target_pos, &obj->pos);
2103 time_to_target = dist_to_target/wip->max_speed;
2106 tvec = obj->phys_info.vel;
2107 vm_vec_normalize(&tvec);
2109 old_dot = vm_vec_dot(&tvec, &vec_to_goal);
2111 // If a weapon has missed its target, detonate it.
2112 // This solves the problem of a weapon circling the center of a subsystem that has been blown away.
2113 // Problem: It does not do impact damage, just proximity damage.
2114 if ((dist_to_target < flFrametime * obj->phys_info.speed * 4.0f + 10.0f) && (old_dot < 0.0f)) {
2115 int kill_missile = TRUE;
2116 if (wp->homing_object) {
2117 if (wp->homing_object->type == OBJ_SHIP) {
2118 ship *shipp = &Ships[wp->homing_object->instance];
2119 if (Ship_info[shipp->ship_info_index].flags & SIF_DONT_COLLIDE_INVIS) {
2120 kill_missile = FALSE;
2125 if (kill_missile && (wp->lifeleft > 0.01f)) {
2126 wp->lifeleft = 0.01f;
2130 // Only lead target if more than one second away. Otherwise can miss target. I think this
2131 // is what's causing Harbingers to miss the super destroyer. -- MK, 4/15/98
2132 if ((wip->wi_flags & WIF_HOMING_ASPECT) && (old_dot > 0.1f) && (time_to_target > 0.1f))
2133 vm_vec_scale_add2(&target_pos, &hobjp->phys_info.vel, min(time_to_target, 2.0f));
2135 //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));
2137 // 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));
2139 // If a HEAT seeking (rather than ASPECT seeking) homing missile, verify that target is in viewcone.
2140 if (wip->wi_flags & WIF_HOMING_HEAT) {
2141 if ((old_dot < wip->fov) && (dist_to_target > wip->inner_radius*1.1f)) { // Delay finding new target one frame to allow detonation.
2142 find_homing_object(obj, num);
2143 return; // Maybe found a new homing object. Return, process more next frame.
2144 } else // Subtract out life based on how far from target this missile points.
2145 if (wip->fov < 0.95f) {
2146 wp->lifeleft -= flFrametime * (0.95f - old_dot);
2147 //Should only happen when time is compressed.
2148 //if (flFrametime * (1.0f - old_dot) > 1.0f)
2151 } else if (wip->wi_flags & WIF_HOMING_ASPECT) { // subtract life as if max turn is 90 degrees.
2152 if (wip->fov < 0.95f)
2153 wp->lifeleft -= flFrametime * (0.95f - old_dot);
2155 Assert(0); // Hmm, a homing missile, but not aspect or heat?
2158 // Control speed based on dot product to goal. If close to straight ahead, move
2159 // at max speed, else move slower based on how far from ahead.
2160 if (old_dot < 0.90f) {
2161 obj->phys_info.speed = max(0.2f, old_dot* (float) fabs(old_dot));
2162 if (obj->phys_info.speed < wip->max_speed*0.75f)
2163 obj->phys_info.speed = wip->max_speed*0.75f;
2165 obj->phys_info.speed = wip->max_speed;
2167 // For first second of weapon's life, it doesn't fly at top speed. It ramps up.
2168 if (Missiontime - wp->creation_time < i2f(1)) {
2171 t = f2fl(Missiontime - wp->creation_time);
2172 obj->phys_info.speed *= t*t;
2175 Assert( obj->phys_info.speed > 0.0f );
2177 vm_vec_copy_scale( &obj->phys_info.desired_vel, &obj->orient.fvec, obj->phys_info.speed);
2179 // turn the missile towards the target only if non-swarm. Homing swarm missiles choose
2180 // a different vector to turn towards, this is done in swarm_update_direction().
2181 // if ( !(wip->wi_flags & WIF_SWARM) ) {
2182 if ( wp->swarm_index < 0 ) {
2183 // 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.x, target_pos.y, target_pos.z));
2184 ai_turn_towards_vector(&target_pos, obj, frame_time, wip->turn_time, NULL, NULL, 0.0f, 0, NULL);
2185 vel = vm_vec_mag(&obj->phys_info.desired_vel);
2187 vm_vec_copy_scale(&obj->phys_info.desired_vel, &obj->orient.fvec, vel);
2191 /* // If this weapon shot past its target, make it detonate.
2192 if ((old_dot < 0.0f) && (dist_to_target < 50.0f)) {
2193 if (wp->lifeleft > 0.01f)
2194 wp->lifeleft = 0.01f;
2199 // as Mike K did with ships -- break weapon into process_pre and process_post for code to execute
2200 // before and after physics movement
2202 void weapon_process_pre( object *obj, float frame_time)
2204 // if the object is a corkscrew style weapon, process it now
2205 if((obj->type == OBJ_WEAPON) && (Weapons[obj->instance].cscrew_index >= 0)){
2206 cscrew_process_pre(obj);
2209 // if the weapon is a flak weapon, maybe detonate it early
2210 if((obj->type == OBJ_WEAPON) && (Weapon_info[Weapons[obj->instance].weapon_info_index].wi_flags & WIF_FLAK) && (Weapons[obj->instance].flak_index >= 0)){
2211 flak_maybe_detonate(obj);
2215 int Homing_hits = 0, Homing_misses = 0;
2218 MONITOR( NumWeapons );
2220 // maybe play a "whizz sound" if close enough to view position
2221 void weapon_maybe_play_flyby_sound(object *weapon_objp, weapon *wp)
2223 // do a quick out if not a laser
2224 if ( Weapon_info[wp->weapon_info_index].subtype != WP_LASER ) {
2228 // don't play flyby sounds too close together
2229 if ( !timestamp_elapsed(Weapon_flyby_sound_timer) ) {
2233 if ( !(wp->weapon_flags & WF_PLAYED_FLYBY_SOUND) && (wp->weapon_flags & WF_CONSIDER_FOR_FLYBY_SOUND) ) {
2234 float dist, dot, radius;
2236 dist = vm_vec_dist_quick(&weapon_objp->pos, &Eye_position);
2239 radius = Viewer_obj->radius;
2244 if ( (dist > radius) && (dist < 55) ) {
2245 vector vec_to_weapon;
2247 vm_vec_sub(&vec_to_weapon, &weapon_objp->pos, &Eye_position);
2248 vm_vec_normalize(&vec_to_weapon);
2250 // ensure laser is in front of eye
2251 dot = vm_vec_dot(&vec_to_weapon, &Eye_matrix.fvec);
2256 // ensure that laser is moving in similar direction to fvec
2257 dot = vm_vec_dot(&vec_to_weapon, &weapon_objp->orient.fvec);
2259 // nprintf(("Alan", "Weapon dot: %.2f\n", dot));
2260 if ( (dot < -0.80) && (dot > -0.98) ) {
2261 snd_play_3d( &Snds[SND_WEAPON_FLYBY], &weapon_objp->pos, &Eye_position );
2262 Weapon_flyby_sound_timer = timestamp(200);
2263 wp->weapon_flags |= WF_PLAYED_FLYBY_SOUND;
2269 // process a weapon after physics movement. MWA reorders some of the code on 8/13 for multiplayer. When
2270 // adding something to this function, decide whether or not a client in a multiplayer game needs to do
2271 // what is normally done in a single player game. Things like plotting an object on a radar, effect
2272 // for exhaust are things that are done on all machines. Things which calculate weapon targets, new
2273 // velocities, etc, are server only functions and should go after the if ( !MULTIPLAYER_MASTER ) statement
2274 // See Allender if you cannot decide what to do.
2275 void weapon_process_post(object * obj, float frame_time)
2281 MONITOR_INC( NumWeapons, 1 );
2283 Assert(obj->type == OBJ_WEAPON);
2285 num = obj->instance;
2288 int objnum = OBJ_INDEX(obj);
2289 Assert( Weapons[num].objnum == objnum );
2294 wp->lifeleft -= frame_time;
2295 wip = &Weapon_info[wp->weapon_info_index];
2297 // check life left. Multiplayer client code will go through here as well. We must be careful in weapon_hit
2298 // when killing a missile that spawn child weapons!!!!
2299 if ( wp->lifeleft < 0.0f ) {
2300 if ( wip->subtype & WP_MISSILE ) {
2301 if(Game_mode & GM_MULTIPLAYER){
2302 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
2303 // nprintf(("AI", "Frame %i: Weapon %i detonated, dist = %7.3f!\n", Framecount, obj-Objects));
2304 weapon_detonate(obj);
2307 // nprintf(("AI", "Frame %i: Weapon %i detonated, dist = %7.3f!\n", Framecount, obj-Objects));
2308 weapon_detonate(obj);
2310 if (wip->wi_flags & WIF_HOMING) {
2312 // nprintf(("AI", "Miss! Hits = %i/%i\n", Homing_hits, (Homing_hits + Homing_misses)));
2315 obj->flags |= OF_SHOULD_BE_DEAD;
2316 // demo_do_flag_dead(OBJ_INDEX(obj));
2322 // plot homing missiles on the radar
2323 if (wip->wi_flags & WIF_HOMING) {
2324 if ( hud_gauge_active(HUD_RADAR) ) {
2325 radar_plot_object( obj );
2330 if ((wip->wi_flags & WIF_TRAIL) && !(wip->wi_flags & WIF_CORKSCREW)) {
2331 if ( wp->trail_num > -1 ) {
2332 if (trail_stamp_elapsed(wp->trail_num)) {
2334 trail_add_segment( wp->trail_num, &obj->pos );
2336 trail_set_stamp(wp->trail_num);
2338 trail_set_segment( wp->trail_num, &obj->pos );
2344 if ( wip->wi_flags & WIF_THRUSTER ) {
2345 ship_do_weapon_thruster_frame( wp, obj, flFrametime );
2348 // maybe play a "whizz sound" if close enough to view position
2350 if ( Weapon_flyby_sound_enabled ) {
2351 weapon_maybe_play_flyby_sound(obj, wp);
2354 weapon_maybe_play_flyby_sound(obj, wp);
2357 // If our target is still valid, then update some info.
2358 if (wp->target_num != -1) {
2359 if (Objects[wp->target_num].signature == wp->target_sig) {
2363 vm_vec_avg(&v0, &obj->pos, &obj->last_pos);
2365 cur_dist = vm_vec_dist_quick(&v0, &Objects[wp->target_num].pos);
2367 if (cur_dist < wp->nearest_dist) {
2368 wp->nearest_dist = cur_dist;
2369 } else if (cur_dist > wp->nearest_dist + 1.0f) {
2372 ai_info *parent_aip;
2373 float lead_scale = 0.0f;
2376 if (obj->parent != Player_obj-Objects) {
2377 parent_aip = &Ai_info[Ships[Objects[obj->parent].instance].ai_index];
2378 lead_scale = parent_aip->lead_scale;
2381 vm_vec_normalized_dir(&tvec, &v0, &Objects[wp->target_num].pos);
2382 dot = vm_vec_dot(&tvec, &Objects[wp->target_num].orient.fvec);
2383 // nprintf(("AI", "Miss dot = %7.3f, dist = %7.3f, lead_scale = %7.3f\n", dot, cur_dist, lead_scale));
2384 wp->target_num = -1;
2386 // Learn! If over-shooting or under-shooting, compensate.
2387 // Really need to compensate for left/right errors. This does no good against someone circling
2388 // in a plane perpendicular to the attacker's forward vector.
2389 if (parent_aip != NULL) {
2390 if (cur_dist > 100.0f)
2391 parent_aip->lead_scale = 0.0f;
2394 parent_aip->lead_scale += cur_dist/2000.0f;
2395 } else if (dot > 0.1f) {
2396 parent_aip->lead_scale -= cur_dist/2000.0f;
2399 if (fl_abs(parent_aip->lead_scale) > 1.0f){
2400 parent_aip->lead_scale *= 0.9f;
2407 if(wip->wi_flags & WIF_PARTICLE_SPEW){
2408 weapon_maybe_spew_particle(obj);
2411 // a single player or multiplayer server function -- it affects actual weapon movement.
2412 if (wip->wi_flags & WIF_HOMING) {
2413 weapon_home(obj, num, frame_time);
2415 /* if (wip->wi_flags & WIF_BOMB) {
2416 if (wip->lifetime - obj->lifeleft < 1.0f) {
2421 // If this is a swarm type missile,
2422 // if ( wip->wi_flags & WIF_SWARM )
2423 if ( wp->swarm_index >= 0 ) {
2424 swarm_update_direction(obj, frame_time);
2427 if( wp->cscrew_index >= 0) {
2428 cscrew_process_post(obj);
2433 // Update weapon tracking information.
2434 void weapon_set_tracking_info(int weapon_objnum, int parent_objnum, int target_objnum, int target_is_locked, ship_subsys *target_subsys)
2437 object *parent_objp;
2440 int targeting_same = 0;
2442 if ( weapon_objnum < 0 ) {
2446 Assert(Objects[weapon_objnum].type == OBJ_WEAPON);
2448 wp = &Weapons[Objects[weapon_objnum].instance];
2449 wip = &Weapon_info[wp->weapon_info_index];
2450 parent_objp = &Objects[parent_objnum];
2452 Assert(parent_objp->type == OBJ_SHIP);
2453 ai_index = Ships[parent_objp->instance].ai_index;
2455 if ( ai_index >= 0 ) {
2456 int target_team = -1;
2457 if ( target_objnum >= 0 ) {
2458 int obj_type = Objects[target_objnum].type;
2459 if ( (obj_type == OBJ_SHIP) || (obj_type == OBJ_WEAPON) ) {
2460 target_team = obj_team(&Objects[target_objnum]);
2464 // determining if we're targeting the same team
2465 if(Ships[parent_objp->instance].team == target_team){
2471 if ((target_objnum != -1) && (!targeting_same || ((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT) && (target_team == TEAM_TRAITOR))) ) {
2472 wp->target_num = target_objnum;
2473 wp->target_sig = Objects[target_objnum].signature;
2474 wp->nearest_dist = 99999.0f;
2475 if ( (wip->wi_flags & WIF_HOMING_ASPECT) && target_is_locked) {
2476 wp->homing_object = &Objects[target_objnum];
2477 wp->homing_subsys = target_subsys;
2478 weapon_maybe_play_warning(wp);
2479 } else if ( wip->wi_flags & WIF_HOMING_HEAT ) {
2480 // Make a heat seeking missile try to home. If the target is outside the view cone, it will
2481 // immediately drop it and try to find one in its view cone.
2482 if (target_objnum != -1) {
2483 wp->homing_object = &Objects[target_objnum];
2484 weapon_maybe_play_warning(wp);
2486 wp->homing_object = &obj_used_list;
2488 wp->homing_subsys = target_subsys;
2491 wp->target_num = -1;
2492 wp->target_sig = -1;
2495 // If missile is locked on target, increase its lifetime by 20% since missiles can be fired at limit of range
2496 // as defined by velocity*lifeleft, but missiles often slow down a bit, plus can be fired at a moving away target.
2497 // Confusing to many players when their missiles run out of gas before getting to target.
2498 // DB - removed 7:14 pm 9/6/99. was totally messing up lifetimes for all weapons.
2499 // 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
2500 // put a sanity check in the color changing laser code that was broken by this code.
2501 if (target_is_locked && (wp->target_num != -1) && (wip->wi_flags & WIF_HOMING_ASPECT) ) {
2502 wp->lifeleft *= 1.2f;
2505 ai_update_danger_weapon(target_objnum, weapon_objnum);
2510 // weapon_create() will create a weapon object
2512 // Returns: index of weapon in the Objects[] array, -1 if the weapon object was not created
2513 int Weapons_created = 0;
2514 int weapon_create( vector * pos, matrix * orient, int weapon_id, int parent_objnum, int secondary_flag, int group_id, int is_locked )
2518 object *objp, *parent_objp;
2522 Assert(weapon_id >= 0 && weapon_id < Num_weapon_types);
2524 // beam weapons should never come through here!
2525 Assert(!(Weapon_info[weapon_id].wi_flags & WIF_BEAM));
2528 if (Num_weapons >= MAX_WEAPONS-5) {
2530 //No, do remove for AI ships -- MK, 3/12/98 // don't need to try and delete weapons for ai ships
2531 //if ( !(Objects[parent_objnum].flags & OF_PLAYER_SHIP) )
2534 num_deleted = collide_remove_weapons();
2535 nprintf(("WARNING", "Deleted %d weapons because of lack of slots\n", num_deleted));
2536 if (num_deleted == 0){
2541 for (n=0; n<MAX_WEAPONS; n++ ){
2542 if (Weapons[n].weapon_info_index < 0){
2547 if (n == MAX_WEAPONS) {
2548 // if we supposedly deleted weapons above, what happened here!!!!
2550 Int3(); // get allender -- something funny is going on!!!
2557 objnum = obj_create( OBJ_WEAPON, parent_objnum, n, orient, pos, 2.0f, OF_RENDERS | OF_COLLIDES | OF_PHYSICS );
2558 Assert(objnum >= 0);
2559 Assert(First_secondary_index != -1);
2560 objp = &Objects[objnum];
2563 if(parent_objnum >= 0){
2564 parent_objp = &Objects[parent_objnum];
2569 wip = &Weapon_info[weapon_id];
2571 // check if laser or dumbfire missile
2572 // set physics flag to allow optimization
2573 if ((wip->subtype == WP_LASER) || ((wip->subtype == WP_MISSILE) && !(wip->wi_flags & WIF_HOMING))) {
2575 objp->phys_info.flags |= PF_CONST_VEL;
2578 wp->weapon_info_index = weapon_id;
2579 wp->lifeleft = wip->lifetime;
2581 wp->objnum = objnum;
2582 wp->homing_object = &obj_used_list; // Assume not homing on anything.
2583 wp->homing_subsys = NULL;
2584 wp->creation_time = Missiontime;
2585 wp->group_id = group_id;
2587 // we don't necessarily need a parent
2588 if(parent_objp != NULL){
2589 Assert(parent_objp->type == OBJ_SHIP); // Get Mike, a non-ship has fired a weapon!
2590 Assert((parent_objp->instance >= 0) && (parent_objp->instance < MAX_SHIPS));
2591 wp->team = Ships[parent_objp->instance].team;
2592 wp->species = Ship_info[Ships[parent_objp->instance].ship_info_index].species;
2597 wp->turret_subsys = NULL;
2598 vm_vec_zero(&wp->homing_pos);
2599 wp->weapon_flags = 0;
2600 wp->target_sig = -1;
2601 wp->cmeasure_ignore_objnum = -1;
2602 wp->cmeasure_chase_objnum = -1;
2604 // Init the thruster info
2605 wp->thruster_bitmap = -1;
2606 wp->thruster_frame = 0.0f;
2607 wp->thruster_glow_bitmap = -1;
2608 wp->thruster_glow_noise = 1.0f;
2609 wp->thruster_glow_frame = 0.0f;
2611 if ( wip->wi_flags & WIF_SWARM ) {
2612 wp->swarm_index = (short)swarm_create();
2614 wp->swarm_index = -1;
2617 // if this is a particle spewing weapon, setup some stuff
2618 if(wip->wi_flags & WIF_PARTICLE_SPEW){
2619 wp->particle_spew_time = -1;
2622 // assign the network signature. The starting sig is sent to all clients, so this call should
2623 // result in the same net signature numbers getting assigned to every player in the game
2624 if ( Game_mode & GM_MULTIPLAYER ) {
2625 if(wip->subtype == WP_MISSILE){
2626 Objects[objnum].net_signature = multi_assign_network_signature( MULTI_SIG_NON_PERMANENT );
2628 // for weapons that respawn, add the number of respawnable weapons to the net signature pool
2629 // to reserve N signatures for the spawned weapons
2630 if ( wip->wi_flags & WIF_SPAWN ){
2631 multi_set_network_signature( (ushort)(Objects[objnum].net_signature + wip->spawn_count), MULTI_SIG_NON_PERMANENT );
2634 Objects[objnum].net_signature = multi_assign_network_signature( MULTI_SIG_NON_PERMANENT );
2636 // for multiplayer clients, when creating lasers, add some more life to the lasers. This helps
2637 // to overcome some problems associated with lasers dying on client machine before they get message
2638 // from server saying it hit something.
2639 // removed 1/13/98 -- MWA if ( MULTIPLAYER_CLIENT && (wip->subtype == WP_LASER) )
2640 // removed 1/13/98 -- MWA wp->lifeleft += 1.5f;
2643 // Make remote detonate missiles look like they're getting detonated by firer simply by giving them variable lifetimes.
2644 if (!(Objects[parent_objnum].flags & OF_PLAYER_SHIP) && (wip->wi_flags & WIF_REMOTE)) {
2647 if ( Game_mode & GM_NORMAL ){
2650 rand_val = static_randf(Objects[objnum].net_signature);
2653 wp->lifeleft = wp->lifeleft/2.0f + rand_val * wp->lifeleft/2.0f;
2656 objp->phys_info.mass = wip->mass;
2657 objp->phys_info.side_slip_time_const = 0.0f;
2658 objp->phys_info.rotdamp = 0.0f;
2659 vm_vec_zero(&objp->phys_info.max_vel);
2660 objp->phys_info.max_vel.z = wip->max_speed;
2661 vm_vec_zero(&objp->phys_info.max_rotvel);
2662 objp->shields[0] = wip->damage;
2663 if (wip->wi_flags & WIF_BOMB){
2664 objp->hull_strength = 50.0f;
2666 objp->hull_strength = 0.0f;
2669 if ( wip->subtype == WP_MISSILE ){
2670 objp->radius = model_get_radius(wip->model_num);
2671 } else if ( wip->subtype == WP_LASER ) {
2672 objp->radius = wip->laser_head_radius;
2675 // Set desired velocity and initial velocity.
2676 // For lasers, velocity is always the same.
2677 // For missiles, it is a small amount plus the firing ship's velocity.
2678 // For missiles, the velocity trends towards some goal.
2679 // Note: If you change how speed works here, such as adding in speed of parent ship, you'll need to change the AI code
2680 // that predicts collision points. See Mike Kulas or Dave Andsager. (Or see ai_get_weapon_speed().)
2681 if (!(wip->wi_flags & WIF_HOMING)) {
2682 vm_vec_copy_scale(&objp->phys_info.desired_vel, &objp->orient.fvec, objp->phys_info.max_vel.z );
2683 objp->phys_info.vel = objp->phys_info.desired_vel;
2684 objp->phys_info.speed = vm_vec_mag(&objp->phys_info.desired_vel);
2686 // For weapons that home, set velocity to sum of forward component of parent's velocity and 1/4 weapon's max speed.
2687 // Note that it is important to extract the forward component of the parent's velocity to factor out sliding, else
2688 // the missile will not be moving forward.
2689 if(parent_objp != NULL){
2690 vm_vec_copy_scale(&objp->phys_info.desired_vel, &objp->orient.fvec, vm_vec_dot(&parent_objp->phys_info.vel, &parent_objp->orient.fvec) + objp->phys_info.max_vel.z/4 );
2692 vm_vec_copy_scale(&objp->phys_info.desired_vel, &objp->orient.fvec, objp->phys_info.max_vel.z/4 );
2694 objp->phys_info.vel = objp->phys_info.desired_vel;
2695 objp->phys_info.speed = vm_vec_mag(&objp->phys_info.vel);
2698 // create the corkscrew
2699 if ( wip->wi_flags & WIF_CORKSCREW ) {
2700 wp->cscrew_index = (short)cscrew_create(objp);
2702 wp->cscrew_index = -1;
2705 // if this is a flak weapon shell, make it so
2706 // NOTE : this function will change some fundamental things about the weapon object
2707 if ( wip->wi_flags & WIF_FLAK ){
2710 wp->flak_index = -1;
2713 wp->missile_list_index = -1;
2714 // If this is a missile, then add it to the Missile_obj_list
2715 if ( wip->subtype == WP_MISSILE ) {
2716 wp->missile_list_index = missile_obj_list_add(objnum);
2719 if (wip->wi_flags & WIF_TRAIL /*&& !(wip->wi_flags & WIF_CORKSCREW) */) {
2720 wp->trail_num = trail_create(wip->tr_info);
2722 if ( wp->trail_num > -1 ) {
2723 // Add two segments. One to stay at launch pos, one to move.
2724 trail_add_segment( wp->trail_num, &objp->pos );
2725 trail_add_segment( wp->trail_num, &objp->pos );
2729 // Ensure weapon flyby sound doesn't get played for player lasers
2730 if ( parent_objp == Player_obj ) {
2731 wp->weapon_flags |= WF_PLAYED_FLYBY_SOUND;
2734 wp->pick_big_attack_point_timestamp = timestamp(1);
2736 // Set detail levels for POF-type weapons.
2737 if (Weapon_info[wp->weapon_info_index].model_num != -1) {
2740 pm = model_get(Weapon_info[wp->weapon_info_index].model_num);
2742 for (i=0; i<pm->n_detail_levels; i++){
2743 pm->detail_depth[i] = (objp->radius*20.0f + 20.0f) * i;
2747 // if the weapon was fired locked
2749 wp->weapon_flags |= WF_LOCKED_WHEN_FIRED;
2756 // Spawn child weapons from object *objp.
2757 void spawn_child_weapons(object *objp)
2762 ushort starting_sig;
2766 Assert(objp->type == OBJ_WEAPON);
2767 Assert((objp->instance >= 0) && (objp->instance < MAX_WEAPONS));
2769 wp = &Weapons[objp->instance];
2770 Assert((wp->weapon_info_index >= 0) && (wp->weapon_info_index < MAX_WEAPON_TYPES));
2771 wip = &Weapon_info[wp->weapon_info_index];
2773 child_id = wip->spawn_type;
2775 parent_num = objp->parent;
2777 if ((Objects[parent_num].type != objp->parent_type) || (Objects[parent_num].signature != objp->parent_sig)) {
2778 mprintf(("Warning: Parent of spawn weapon does not exist. Not spawning.\n"));
2783 if ( Game_mode & GM_MULTIPLAYER ) {
2784 // get the next network signature and save it. Set the next usable network signature to be
2785 // the passed in objects signature + 1. We "reserved" N of these slots when we created objp
2786 // for it's spawned children.
2787 starting_sig = multi_get_next_network_signature( MULTI_SIG_NON_PERMANENT );
2788 multi_set_network_signature( objp->net_signature, MULTI_SIG_NON_PERMANENT );
2791 for (i=0; i<wip->spawn_count; i++) {
2796 // for multiplayer, use the static randvec functions based on the network signatures to provide
2797 // the randomness so that it is the same on all machines.
2798 if ( Game_mode & GM_MULTIPLAYER ){
2799 static_randvec(objp->net_signature + i, &tvec);
2801 vm_vec_rand_vec_quick(&tvec);
2803 vm_vec_scale_add(&pos, &objp->pos, &tvec, objp->radius);
2805 vm_vector_2_matrix(&orient, &tvec, NULL, NULL);
2806 weapon_objnum = weapon_create(&pos, &orient, child_id, parent_num, 1, -1, wp->weapon_flags & WF_LOCKED_WHEN_FIRED);
2808 // Assign a little randomness to lifeleft so they don't all disappear at the same time.
2809 if (weapon_objnum != -1) {
2812 if ( Game_mode & GM_NORMAL ){
2815 rand_val = static_randf(objp->net_signature + i);
2818 Weapons[Objects[weapon_objnum].instance].lifeleft *= rand_val*0.4f + 0.8f;
2823 // in multiplayer, reset the next network signature to the one that was saved.
2824 if ( Game_mode & GM_MULTIPLAYER ){
2825 multi_set_network_signature( starting_sig, MULTI_SIG_NON_PERMANENT );
2829 // -----------------------------------------------------------------------
2830 // weapon_hit_do_sound()
2832 // Play a sound effect when a weapon hits a ship
2834 // To elimate the "stereo" effect of two lasers hitting at nearly
2835 // the same time, and to reduce the number of sound channels used,
2836 // only play one impact sound if IMPACT_SOUND_DELTA has elapsed
2838 // Note: Uses Weapon_impact_timer global for timer variable
2840 void weapon_hit_do_sound(object *hit_obj, weapon_info *wip, vector *hitpos)
2845 // If non-missiles (namely lasers) expire without hitting a ship, don't play impact sound
2846 if ( wip->subtype != WP_MISSILE ) {
2848 // flak weapons make sounds
2849 if(wip->wi_flags & WIF_FLAK){
2850 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2855 switch(hit_obj->type) {
2861 if ( timestamp_elapsed(Weapon_impact_timer) ) {
2862 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2863 Weapon_impact_timer = timestamp(IMPACT_SOUND_DELTA);
2873 if ( hit_obj == NULL ) {
2874 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2878 if ( timestamp_elapsed(Weapon_impact_timer) ) {
2881 if ( hit_obj->type == OBJ_SHIP ) {
2882 shield_str = ship_quadrant_shield_strength(hit_obj, hitpos);
2887 // play a shield hit if shields are above 10% max in this quadrant
2888 if ( shield_str > 0.1f ) {
2892 if ( !is_hull_hit ) {
2893 // Play a shield impact sound effect
2894 if ( hit_obj == Player_obj ) {
2895 snd_play_3d( &Snds[SND_SHIELD_HIT_YOU], hitpos, &Eye_position );
2896 // AL 12-15-97: Add missile impact sound even when shield is hit
2897 if ( wip->subtype == WP_MISSILE ) {
2898 snd_play_3d( &Snds[SND_PLAYER_HIT_MISSILE], hitpos, &Eye_position);
2901 snd_play_3d( &Snds[SND_SHIELD_HIT], hitpos, &Eye_position );
2904 // Play a hull impact sound effect
2905 switch ( wip->subtype ) {
2907 if ( hit_obj == Player_obj )
2908 snd_play_3d( &Snds[SND_PLAYER_HIT_LASER], hitpos, &Eye_position );
2910 if ( wip->impact_snd != -1 ) {
2911 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2916 if ( hit_obj == Player_obj )
2917 snd_play_3d( &Snds[SND_PLAYER_HIT_MISSILE], hitpos, &Eye_position);
2919 if ( wip->impact_snd != -1 ) {
2920 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2925 nprintf(("Warning","WARNING ==> Cannot determine sound to play for weapon impact\n"));
2930 Weapon_impact_timer = timestamp(IMPACT_SOUND_DELTA);
2934 // distrupt any subsystems that fall into damage sphere of this Electronics missile
2936 // input: ship_obj => pointer to ship that holds subsystem
2937 // blast_pos => world pos of weapon blast
2938 // wi_index => weapon info index of weapon causing blast
2939 void weapon_do_electronics_affect(object *ship_objp, vector *blast_pos, int wi_index)
2944 model_subsystem *psub;
2945 vector subsys_world_pos;
2948 shipp = &Ships[ship_objp->instance];
2949 wip = &Weapon_info[wi_index];
2951 for ( ss = GET_FIRST(&shipp->subsys_list); ss != END_OF_LIST(&shipp->subsys_list); ss = GET_NEXT(ss) ) {
2952 psub = ss->system_info;
2954 // convert subsys point to world coords
2955 vm_vec_unrotate(&subsys_world_pos, &psub->pnt, &ship_objp->orient);
2956 vm_vec_add2(&subsys_world_pos, &ship_objp->pos);
2958 // see if subsys point is within damage sphere
2959 dist = vm_vec_dist_quick(blast_pos, &subsys_world_pos);
2960 if ( dist < wip->outer_radius ) {
2961 ship_subsys_set_disrupted(ss, fl2i(6000.0f + frand()*4000.0f));
2966 // ----------------------------------------------------------------------
2967 // weapon_area_calc_damage()
2969 // Calculate teh damage for an object based on the location of an area-effect
2972 // input: objp => object pointer ship receiving blast effect
2973 // pos => world pos of blast center
2974 // inner_rad => smallest radius at which full damage is done
2975 // outer_rad => radius at which no damage is done
2976 // max_blast => maximum blast possible from explosion
2977 // max_damage => maximum damage possible from explosion
2978 // blast => OUTPUT PARAMETER: receives blast value from explosion
2979 // damage => OUTPUT PARAMETER: receives damage value from explosion
2980 // limit => a limit on the area, needed for shockwave damage
2982 // returns: no damage occurred => -1
2983 // damage occured => 0
2985 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)
2987 float dist, max_dist, min_dist;
2989 // only blast ships and asteroids
2990 if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_ASTEROID)) {
2994 max_dist = objp->radius + outer_rad;
2995 dist = vm_vec_dist_quick(&objp->pos, pos);
2996 if ( (dist > max_dist) || (dist > (limit+objp->radius)) ) {
2997 return -1; // spheres don't intersect at all
3000 if ( dist < (inner_rad+objp->radius) ) {
3001 // damage is maximum within inner radius
3002 *damage = max_damage;
3005 float dist_to_outer_rad_squared, total_dist_squared;
3006 min_dist = dist - objp->radius;
3007 Assert(min_dist < outer_rad);
3008 dist_to_outer_rad_squared = (outer_rad-min_dist)*(outer_rad-min_dist);
3009 total_dist_squared = (inner_rad-outer_rad)*(inner_rad-outer_rad);
3010 // AL 2-24-98: drop off damage relative to square of distance
3011 Assert(dist_to_outer_rad_squared <= total_dist_squared);
3012 *damage = max_damage * dist_to_outer_rad_squared/total_dist_squared;
3015 // *damage = (min_dist - outer_rad) * max_damage/(inner_rad - outer_rad);
3016 *blast = (min_dist - outer_rad) * max_blast /(inner_rad - outer_rad);
3019 // nprintf(("AI", "Frame %i: Damage = %7.3f, %7.3f meters away.\n", Framecount, *damage, dist));
3024 // ----------------------------------------------------------------------
3025 // weapon_area_apply_blast()
3027 // Apply the blast effects of an explosion to a ship
3029 // input: force_apply_pos => world pos of where force is applied to object
3030 // ship_obj => object pointer of ship receiving the blast
3031 // blast_pos => world pos of blast center
3032 // blast => force of blast
3033 // make_shockwave => boolean, whether to create a shockwave or not
3035 void weapon_area_apply_blast(vector *force_apply_pos, object *ship_obj, vector *blast_pos, float blast, int make_shockwave)
3037 #define SHAKE_CONST 3000
3038 vector force, vec_blast_to_ship, vec_ship_to_impact;
3041 // apply blast force based on distance from center of explosion
3042 vm_vec_sub(&vec_blast_to_ship, &ship_obj->pos, blast_pos);
3043 vm_vec_normalize_safe(&vec_blast_to_ship);
3044 vm_vec_copy_scale(&force, &vec_blast_to_ship, blast );
3047 vm_vec_sub(&vec_ship_to_impact, blast_pos, &ship_obj->pos);
3049 pm = model_get(Ships[ship_obj->instance].modelnum);
3050 Assert ( pm != NULL );
3052 if (make_shockwave) {
3053 physics_apply_shock (&force, blast, &ship_obj->phys_info, &ship_obj->orient, &pm->mins, &pm->maxs, pm->rad);
3054 if (ship_obj == Player_obj) {
3055 joy_ff_play_vector_effect(&vec_blast_to_ship, blast * 2.0f);
3058 ship_apply_whack( &force, &vec_ship_to_impact, ship_obj);
3062 // ----------------------------------------------------------------------
3063 // weapon_do_area_effect()
3065 // Do the area effect for a weapon
3067 // input: wobjp => object pointer to weapon causing explosion
3068 // pos => world pos of explosion center
3069 // other_obj => object pointer to ship that weapon impacted on (can be NULL)
3071 void weapon_do_area_effect(object *wobjp, vector *pos, object *other_obj)
3076 float damage, blast;
3078 wip = &Weapon_info[Weapons[wobjp->instance].weapon_info_index];
3079 wp = &Weapons[wobjp->instance];
3080 Assert(wip->inner_radius != 0);
3082 // only blast ships and asteroids
3083 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
3084 if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_ASTEROID) ) {
3088 if ( objp->type == OBJ_SHIP ) {
3089 // don't blast navbuoys
3090 if ( ship_get_SIF(objp->instance) & SIF_NAVBUOY ) {
3095 if ( weapon_area_calc_damage(objp, pos, wip->inner_radius, wip->outer_radius, wip->blast_force, wip->damage, &blast, &damage, wip->outer_radius) == -1 ){
3100 damage *= weapon_get_damage_scale(wip, wobjp, other_obj);
3102 switch ( objp->type ) {
3104 ship_apply_global_damage(objp, wobjp, pos, damage);
3105 weapon_area_apply_blast(NULL, objp, pos, blast, 0);
3108 asteroid_hit(objp, NULL, NULL, damage);
3117 // if this weapon has the "Electronics" flag set, then disrupt subsystems in sphere
3118 if ( (other_obj != NULL) && (wip->wi_flags & WIF_ELECTRONICS) ) {
3119 if ( other_obj->type == OBJ_SHIP ) {
3120 weapon_do_electronics_affect(other_obj, pos, Weapons[wobjp->instance].weapon_info_index);
3126 // ----------------------------------------------------------------------
3129 // This function is called when a weapon hits something (or, in the case of
3130 // missiles explodes for any particular reason)
3132 void weapon_hit( object * weapon_obj, object * other_obj, vector * hitpos )
3134 Assert(weapon_obj != NULL);
3135 if(weapon_obj == NULL){
3138 Assert((weapon_obj->type == OBJ_WEAPON) && (weapon_obj->instance >= 0) && (weapon_obj->instance < MAX_WEAPONS));
3139 if((weapon_obj->type != OBJ_WEAPON) || (weapon_obj->instance < 0) || (weapon_obj->instance >= MAX_WEAPONS)){
3143 int num = weapon_obj->instance;
3144 int weapon_type = Weapons[num].weapon_info_index;
3145 object *weapon_parent_objp;
3149 Assert((weapon_type >= 0) && (weapon_type < MAX_WEAPONS));
3150 if((weapon_type < 0) || (weapon_type >= MAX_WEAPONS)){
3153 wip = &Weapon_info[weapon_type];
3154 weapon_parent_objp = &Objects[weapon_obj->parent];
3156 // if this is the player ship, and is a laser hit, skip it. wait for player "pain" to take care of it
3157 // if( ((wip->subtype != WP_LASER) || !MULTIPLAYER_CLIENT) && (Player_obj != NULL) && (other_obj == Player_obj) ){
3158 if((other_obj != Player_obj) || (wip->subtype != WP_LASER) || !MULTIPLAYER_CLIENT){
3159 weapon_hit_do_sound(other_obj, wip, hitpos);
3162 if ( wip->impact_weapon_expl_index > -1 ) {
3163 int expl_ani_handle = weapon_get_expl_handle(wip->impact_weapon_expl_index, hitpos, wip->impact_explosion_radius);
3164 particle_create( hitpos, &vmd_zero_vector, 0.0f, wip->impact_explosion_radius, PARTICLE_BITMAP_PERSISTENT, expl_ani_handle );
3167 weapon_obj->flags |= OF_SHOULD_BE_DEAD;
3169 int sw_flag = SW_WEAPON;
3171 // check if this is an area effect weapon
3172 if ( wip->wi_flags & WIF_AREA_EFFECT ) {
3173 // if ( wip->subtype & WP_MISSILE && wip->wi_flags & WIF_AREA_EFFECT ) {
3174 if ( wip->wi_flags & WIF_SHOCKWAVE ) {
3175 float actual_damage = wip->damage;
3176 // Shockwaves caused by weapons hitting weapons are 1/4 as powerful
3177 if ( ((other_obj) && (other_obj->type == OBJ_WEAPON)) || (Weapons[num].weapon_flags & WF_DESTROYED_BY_WEAPON)) {
3178 actual_damage /= 4.0f;
3179 sw_flag |= SW_WEAPON_KILL;
3181 shockwave_create_info sci;
3182 sci.blast = wip->blast_force;
3183 sci.damage = actual_damage;
3184 sci.inner_rad = wip->inner_radius;
3185 sci.outer_rad = wip->outer_radius;
3186 sci.speed = wip->shockwave_speed;
3187 sci.rot_angle = 0.0f;
3189 shockwave_create(OBJ_INDEX(weapon_obj), hitpos, &sci, sw_flag);
3190 // snd_play_3d( &Snds[SND_SHOCKWAVE_IMPACT], hitpos, &Eye_position );
3193 weapon_do_area_effect(weapon_obj, hitpos, other_obj);
3197 // check if this is an EMP weapon
3198 if(wip->wi_flags & WIF_EMP){
3199 emp_apply(&weapon_obj->pos, wip->inner_radius, wip->outer_radius, wip->emp_intensity, wip->emp_time);
3202 // spawn weapons - note the change from FS 1 multiplayer.
3203 if (wip->wi_flags & WIF_SPAWN){
3204 spawn_child_weapons(weapon_obj);
3208 void weapon_detonate(object *objp)
3210 Assert(objp != NULL);
3214 Assert((objp->type == OBJ_WEAPON) && (objp->instance >= 0));
3215 if((objp->type != OBJ_WEAPON) || (objp->instance < 0)){
3219 // send a detonate packet in multiplayer
3220 if(MULTIPLAYER_MASTER){
3221 send_weapon_detonate_packet(objp);
3225 weapon_hit(objp, NULL, &objp->pos);
3228 // Return the Weapon_info[] index of the weapon with name *name.
3229 int weapon_name_lookup(char *name)
3233 for ( i=0; i < Num_weapon_types; i++) {
3234 if (!stricmp(name, Weapon_info[i].name)) {
3242 // Group_id: If you should quad lasers, they should all have the same group id.
3243 // This will be used to optimize lighting, since each group only needs to cast one light.
3244 // Call this to get a new group id, then pass it to each weapon_create call for all the
3245 // weapons in the group. Number will be between 0 and WEAPON_MAX_GROUP_IDS and will
3247 int weapon_create_group_id()
3249 static int current_id = 0;
3254 if ( current_id >= WEAPON_MAX_GROUP_IDS ) {
3261 void weapons_page_in()
3265 // Page in bitmaps for all weapons
3266 for (i=0; i<Num_weapon_types; i++ ) {
3267 weapon_info *wip = &Weapon_info[i];
3269 wip->wi_flags &= (~WIF_THRUSTER); // Assume no thrusters
3271 switch( wip->render_type ) {
3274 wip->model_num = model_load( wip->pofbitmap_name, 0, NULL );
3276 polymodel *pm = model_get( wip->model_num );
3278 // If it has a model, and the model pof has thrusters, then set
3280 if ( pm->n_thrusters > 0 ) {
3281 //mprintf(( "Weapon %s has thrusters!\n", wip->name ));
3282 wip->wi_flags |= WIF_THRUSTER;
3285 for (j=0; j<pm->n_textures; j++ ) {
3286 int bitmap_num = pm->original_textures[j];
3288 if ( bitmap_num > -1 ) {
3289 // if we're in Glide (and maybe later with D3D), use nondarkening textures
3290 if(gr_screen.mode == GR_GLIDE){
3291 bm_page_in_nondarkening_texture( bitmap_num );
3293 bm_page_in_texture( bitmap_num );
3302 bm_page_in_texture( wip->laser_bitmap );
3304 if(wip->laser_glow_bitmap >= 0){
3305 bm_page_in_texture(wip->laser_glow_bitmap);
3311 Int3(); // Invalid weapon rendering type.
3314 // If this has an impact vclip page it in.
3315 // if ( wip->impact_explosion_ani > -1 ) {
3316 // int nframes, fps;
3317 // bm_get_info( wip->impact_explosion_ani, NULL, NULL, NULL, &nframes, &fps );
3318 // bm_page_in_xparent_texture( wip->impact_explosion_ani, nframes );
3322 if ( (wip->wi_flags & WIF_TRAIL) && (wip->tr_info.bitmap > -1) ) {
3323 bm_page_in_texture( wip->tr_info.bitmap );
3326 // if this is a beam weapon, page in its stuff
3327 if(wip->wi_flags & WIF_BEAM){
3328 // all beam sections
3329 for(idx=0; idx<wip->b_info.beam_num_sections; idx++){
3330 if((idx < MAX_BEAM_SECTIONS) && (wip->b_info.sections[idx].texture >= 0)){
3331 bm_page_in_texture(wip->b_info.sections[idx].texture);
3336 if(wip->b_info.beam_glow_bitmap >= 0){
3337 bm_page_in_texture(wip->b_info.beam_glow_bitmap);
3341 if(wip->b_info.beam_particle_ani >= 0){
3343 bm_get_info( wip->b_info.beam_particle_ani, NULL, NULL, NULL, &nframes, &fps );
3344 bm_page_in_texture( wip->b_info.beam_particle_ani, nframes );
3350 for (i=0; i<Num_weapon_expl; i++) {
3351 int bitmap_handle, nframes, fps;
3353 for (j=0; j<Weapon_expl_info[i].lod_count; j++) {
3355 bitmap_handle = bm_load_animation(Weapon_expl_info[i].lod[j].filename, &nframes, &fps, 1);
3356 Weapon_expl_info[i].lod[j].bitmap_id = bitmap_handle;
3357 Weapon_expl_info[i].lod[j].fps = fps;
3358 Weapon_expl_info[i].lod[j].num_frames = nframes;
3361 bm_page_in_xparent_texture(bitmap_handle, nframes);
3366 for (i=0; i<Num_cmeasure_types; i++ ) {
3367 cmeasure_info *cmeasurep;
3369 cmeasurep = &Cmeasure_info[i];
3371 cmeasurep->model_num = model_load( cmeasurep->pof_name, 0, NULL );
3373 polymodel *pm = model_get( cmeasurep->model_num );
3375 for (j=0; j<pm->n_textures; j++ ) {
3376 int bitmap_num = pm->original_textures[j];
3378 if ( bitmap_num > -1 ) {
3379 bm_page_in_texture( bitmap_num );
3382 Assert( cmeasurep->model_num > -1 );
3387 // call to get the "color" of the laser at the given moment (since glowing lasers can cycle colors)
3388 void weapon_get_laser_color(color *c, object *objp)
3400 Assert(objp->type == OBJ_WEAPON);
3401 Assert(objp->instance >= 0);
3402 Assert(Weapons[objp->instance].weapon_info_index >= 0);
3403 if((objp->type != OBJ_WEAPON) || (objp->instance < 0) || (Weapons[objp->instance].weapon_info_index < 0)){
3406 wep = &Weapons[objp->instance];
3407 winfo = &Weapon_info[wep->weapon_info_index];
3409 // if we're a one-color laser
3410 if((winfo->laser_color_2.red == 0) && (winfo->laser_color_2.green == 0) && (winfo->laser_color_2.blue == 0)){
3411 *c = winfo->laser_color_1;
3415 pct = 1.0f - (wep->lifeleft / winfo->lifetime);
3418 } else if (pct < 0.0f)
3423 // otherwise interpolate between the colors
3424 gr_init_color( c, (int)((float)winfo->laser_color_1.red + (((float)winfo->laser_color_2.red - (float)winfo->laser_color_1.red) * pct)),
3425 (int)((float)winfo->laser_color_1.green + (((float)winfo->laser_color_2.green - (float)winfo->laser_color_1.green) * pct)),
3426 (int)((float)winfo->laser_color_1.blue + (((float)winfo->laser_color_2.blue - (float)winfo->laser_color_1.blue) * pct)) );
3429 // default weapon particle spew data
3430 int Weapon_particle_spew_count = 1;
3431 int Weapon_particle_spew_time = 25;
3432 float Weapon_particle_spew_vel = 0.4f;
3433 float Weapon_particle_spew_radius = 2.0f;
3434 float Weapon_particle_spew_lifetime = 0.15f;
3435 float Weapon_particle_spew_scale = 0.8f;
3437 // for weapons flagged as particle spewers, spew particles. wheee
3438 void weapon_maybe_spew_particle(object *obj)
3442 vector direct, direct_temp, particle_pos;
3443 vector null_vec = ZERO_VECTOR;
3448 Assert(obj->type == OBJ_WEAPON);
3449 Assert(obj->instance >= 0);
3450 Assert(Weapons[obj->instance].weapon_info_index >= 0);
3451 Assert(Weapon_info[Weapons[obj->instance].weapon_info_index].wi_flags & WIF_PARTICLE_SPEW);
3453 wp = &Weapons[obj->instance];
3455 // if the weapon's particle timestamp has elapse`d
3456 if((wp->particle_spew_time == -1) || timestamp_elapsed(wp->particle_spew_time)){
3457 // reset the timestamp
3458 wp->particle_spew_time = timestamp(Weapon_particle_spew_time);
3460 // spew some particles
3461 for(idx=0; idx<Weapon_particle_spew_count; idx++){
3462 // get the backward vector of the weapon
3463 direct = obj->orient.fvec;
3464 vm_vec_negate(&direct);
3466 // randomly perturb x, y and z
3469 ang = fl_radian(frand_range(-90.0f, 90.0f));
3470 vm_rot_point_around_line(&direct_temp, &direct, ang, &null_vec, &obj->orient.fvec);
3471 direct = direct_temp;
3472 vm_vec_scale(&direct, Weapon_particle_spew_scale);
3475 ang = fl_radian(frand_range(-90.0f, 90.0f));
3476 vm_rot_point_around_line(&direct_temp, &direct, ang, &null_vec, &obj->orient.rvec);
3477 direct = direct_temp;
3478 vm_vec_scale(&direct, Weapon_particle_spew_scale);
3481 ang = fl_radian(frand_range(-90.0f, 90.0f));
3482 vm_rot_point_around_line(&direct_temp, &direct, ang, &null_vec, &obj->orient.uvec);
3483 direct = direct_temp;
3484 vm_vec_scale(&direct, Weapon_particle_spew_scale);
3486 // get a velovity vector of some percentage of the weapon's velocity
3487 vel = obj->phys_info.vel;
3488 vm_vec_scale(&vel, Weapon_particle_spew_vel);
3490 // emit the particle
3491 vm_vec_add(&particle_pos, &obj->pos, &direct);
3492 particle_create(&particle_pos, &vel, Weapon_particle_spew_lifetime, Weapon_particle_spew_radius, PARTICLE_SMOKE);
3497 // debug console functionality
3498 void pspew_display_dcf()
3500 dc_printf("Particle spew settings\n\n");
3501 dc_printf("Particle spew count (pspew_count) : %d\n", Weapon_particle_spew_count);
3502 dc_printf("Particle spew time (pspew_time) : %d\n", Weapon_particle_spew_time);
3503 dc_printf("Particle spew velocity (pspew_vel) : %f\n", Weapon_particle_spew_vel);
3504 dc_printf("Particle spew size (pspew_size) : %f\n", Weapon_particle_spew_radius);
3505 dc_printf("Particle spew lifetime (pspew_life) : %f\n", Weapon_particle_spew_lifetime);
3506 dc_printf("Particle spew scale (psnew_scale) : %f\n", Weapon_particle_spew_scale);
3509 DCF(pspew_count, "Number of particles spewed at a time")
3511 dc_get_arg(ARG_INT);
3512 if(Dc_arg_type & ARG_INT){
3513 Weapon_particle_spew_count = Dc_arg_int;
3516 pspew_display_dcf();
3519 DCF(pspew_time, "Time between particle spews")
3521 dc_get_arg(ARG_INT);
3522 if(Dc_arg_type & ARG_INT){
3523 Weapon_particle_spew_time = Dc_arg_int;
3526 pspew_display_dcf();
3529 DCF(pspew_vel, "Relative velocity of particles (0.0 - 1.0)")
3531 dc_get_arg(ARG_FLOAT);
3532 if(Dc_arg_type & ARG_FLOAT){
3533 Weapon_particle_spew_vel = Dc_arg_float;
3536 pspew_display_dcf();
3539 DCF(pspew_size, "Size of spewed particles")
3541 dc_get_arg(ARG_FLOAT);
3542 if(Dc_arg_type & ARG_FLOAT){
3543 Weapon_particle_spew_radius = Dc_arg_float;
3546 pspew_display_dcf();
3549 DCF(pspew_life, "Lifetime of spewed particles")
3551 dc_get_arg(ARG_FLOAT);
3552 if(Dc_arg_type & ARG_FLOAT){
3553 Weapon_particle_spew_lifetime = Dc_arg_float;
3556 pspew_display_dcf();
3559 DCF(pspew_scale, "How far away particles are from the weapon path")
3561 dc_get_arg(ARG_FLOAT);
3562 if(Dc_arg_type & ARG_FLOAT){
3563 Weapon_particle_spew_scale = Dc_arg_float;
3566 pspew_display_dcf();
3569 // return a scale factor for damage which should be applied for 2 collisions
3570 float weapon_get_damage_scale(weapon_info *wip, object *wep, object *target)
3573 int from_player = 0;
3574 float total_scale = 1.0f;
3576 int is_big_damage_ship = 0;
3579 if((wip == NULL) || (wep == NULL) || (target == NULL)){
3583 // don't scale any damage if its not a weapon
3584 if((wep->type != OBJ_WEAPON) || (wep->instance < 0) || (wep->instance >= MAX_WEAPONS)){
3587 wp = &Weapons[wep->instance];
3589 // was the weapon fired by the player
3591 if((wep->parent >= 0) && (wep->parent < MAX_OBJECTS) && (Objects[wep->parent].flags & OF_PLAYER_SHIP)){
3595 // if this is a lockarm weapon, and it was fired unlocked
3596 if((wip->wi_flags & WIF_LOCKARM) && !(wp->weapon_flags & WF_LOCKED_WHEN_FIRED)){
3597 total_scale *= 0.1f;
3600 // if the hit object was a ship
3601 if(target->type == OBJ_SHIP){
3605 // get some info on the ship
3606 Assert((target->instance >= 0) && (target->instance < MAX_SHIPS));
3607 if((target->instance < 0) || (target->instance >= MAX_SHIPS)){
3610 shipp = &Ships[target->instance];
3611 sip = &Ship_info[Ships[target->instance].ship_info_index];
3613 // get hull pct of the ship currently
3614 hull_pct = target->hull_strength / sip->initial_hull_strength;
3616 // if it has hit a supercap ship and is not a supercap class weapon
3617 if((sip->flags & SIF_SUPERCAP) && !(wip->wi_flags & WIF_SUPERCAP)){
3618 // if the supercap is around 3/4 damage, apply nothing
3619 if(hull_pct <= 0.75f){
3622 total_scale *= SUPERCAP_DAMAGE_SCALE;
3626 // determine if this is a big damage ship
3627 is_big_damage_ship = (sip->flags & SIF_BIG_DAMAGE);
3629 // if this is a large ship, and is being hit by flak
3630 if(is_big_damage_ship && (wip->wi_flags & WIF_FLAK)){
3631 total_scale *= FLAK_DAMAGE_SCALE;
3634 // if the player is firing small weapons at a big ship
3635 if( from_player && is_big_damage_ship && !(wip->wi_flags & (WIF_HURTS_BIG_SHIPS)) ){
3637 // if its a laser weapon
3638 if(wip->subtype == WP_LASER){
3639 total_scale *= 0.01f;
3641 total_scale *= 0.05f;
3645 // if the weapon is a small weapon being fired at a big ship
3646 if( is_big_damage_ship && !(wip->wi_flags & (WIF_HURTS_BIG_SHIPS)) ){
3647 if(hull_pct > 0.1f){
3648 total_scale *= hull_pct;
3658 int weapon_get_expl_handle(int weapon_expl_index, vector *pos, float size)
3660 weapon_expl_info *wei = &Weapon_expl_info[weapon_expl_index];
3662 if (wei->lod_count == 1) {
3663 return wei->lod[0].bitmap_id;
3666 // now we have to do some work
3668 int x, y, w, h, bm_size;
3674 extern float Viewer_zoom;
3675 extern int G3_count;
3681 g3_set_view_matrix(&Eye_position, &Eye_matrix, Viewer_zoom);
3683 // get extents of the rotated bitmap
3684 g3_rotate_vertex(&v, pos);
3686 // if vertex is behind, find size if in front, then drop down 1 LOD
3687 if (v.codes & CC_BEHIND) {
3688 float dist = vm_vec_dist_quick(&Eye_position, pos);
3692 vm_vec_scale_add(&temp, &Eye_position, &Eye_matrix.fvec, dist);
3693 g3_rotate_vertex(&v, &temp);
3695 // if still behind, bail and go with default
3696 if (v.codes & CC_BEHIND) {
3701 if (!g3_get_bitmap_dims(wei->lod[0].bitmap_id, &v, size, &x, &y, &w, &h, &bm_size)) {
3702 if (Detail.hardware_textures == 4) {
3706 } else if(w <= bm_size/2){
3708 } else if(w <= 1.3f*bm_size){
3714 // less aggressive LOD for lower detail settings
3717 } else if(w <= bm_size/3){
3719 } else if(w <= (1.15f*bm_size)){
3727 // if it's behind, bump up LOD by 1
3737 best_lod = min(best_lod, wei->lod_count - 1);
3738 return wei->lod[best_lod].bitmap_id;