2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Weapon/Weapons.cpp $
15 * Code to handle the weapon systems
18 * Revision 1.10 2003/06/11 18:30:33 taylor
21 * Revision 1.9 2003/05/25 02:30:44 taylor
24 * Revision 1.8 2002/06/21 03:04:12 relnev
27 * Revision 1.7 2002/06/17 06:33:11 relnev
28 * ryan's struct patch for gcc 2.95
30 * Revision 1.6 2002/06/09 04:41:30 relnev
31 * added copyright header
33 * Revision 1.5 2002/06/05 08:05:29 relnev
34 * stub/warning removal.
36 * reworked the sound code.
38 * Revision 1.4 2002/06/01 03:32:00 relnev
39 * fix texture loading mistake.
41 * enable some d3d stuff for opengl also
43 * Revision 1.3 2002/05/28 08:52:03 relnev
44 * implemented two assembly stubs.
46 * cleaned up a few warnings.
48 * added a little demo hackery to make it progress a little farther.
50 * Revision 1.2 2002/05/07 03:16:53 theoddone33
51 * The Great Newline Fix
53 * Revision 1.1.1.1 2002/05/03 03:28:11 root
57 * 69 9/14/99 3:26a Dave
58 * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer
59 * respawn-too-early problem. Made a few crash points safe.
61 * 68 9/14/99 1:32a Andsager
62 * Better LOD for weapon explosions when behind. Move point ahead to get
63 * vertex and then find size.
65 * 67 9/07/99 1:10p Mikek
66 * Fix code I busted due to adding lifeleft to missiles.
68 * 66 9/07/99 12:20a Andsager
69 * LOD less agressive at lower hardware detail level
71 * 65 9/06/99 7:21p Dave
72 * Commented out bad lifeleft scaling code in weapon_set_tracking_info()
74 * 64 9/06/99 3:23p Andsager
75 * Make fireball and weapon expl ani LOD choice look at resolution of the
78 * 63 9/06/99 12:46a Andsager
79 * Add weapon_explosion_ani LOD
81 * 62 9/05/99 11:24p Mikek
82 * Fixed problems caused by earlier checkin (that was rolled back).
83 * Problem was wp->target_pos was not set for swarmers.
85 * More tweaking of missile behavior. Also add 20% to lifetime of a
88 * [Rolled back -- MK] 63 9/05/99 2:23p Mikek
89 * Make aspect seekers a little less likely to miss their target.
90 * Mysterious why they do it so often. Maybe fix for FS3...
92 * [Rolled back -- MK] 62 9/04/99 12:09p Mikek
93 * Limit number of spawned weapons that can home on player based on skill
94 * level. Works same as for non-spawned weapons. Only do in single
97 * 61 8/27/99 1:34a Andsager
98 * Modify damage by shockwaves for BIG|HUGE ships. Modify shockwave damge
99 * when weapon blows up.
101 * 60 8/24/99 10:47a Jefff
102 * tech room weapon anims. added tech anim field to weapons.tbl
104 * 59 8/16/99 11:58p Andsager
105 * Disable collision on proximity for ships with SIF_DONT_COLLIDE_INVIS
108 * 58 8/10/99 5:30p Jefff
109 * Added tech_title string to weapon_info. Changed parser accordingly.
111 * 57 8/05/99 2:06a Dave
114 * 56 8/02/99 5:16p Dave
115 * Bumped up weapon title string length from 32 to 48
117 * 55 7/29/99 5:41p Jefff
118 * Sound hooks for cmeasure success
120 * 54 7/24/99 1:54p Dave
121 * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert
124 * 53 7/19/99 7:20p Dave
125 * Beam tooling. Specialized player-killed-self messages. Fixed d3d nebula
128 * 52 7/18/99 12:32p Dave
129 * Randomly oriented shockwaves.
131 * 51 7/16/99 1:50p Dave
132 * 8 bit aabitmaps. yay.
134 * 50 7/15/99 9:20a Andsager
135 * FS2_DEMO initial checkin
137 * 49 7/08/99 10:53a Dave
138 * New multiplayer interpolation scheme. Not 100% done yet, but still
139 * better than the old way.
141 * 48 7/02/99 4:31p Dave
142 * Much more sophisticated lightning support.
144 * 47 7/01/99 5:57p Johnson
145 * Oops. Fixed big ship damage.
147 * 46 7/01/99 4:23p Dave
148 * Full support for multiple linked ambient engine sounds. Added "big
151 * 45 6/30/99 5:53p Dave
152 * Put in new anti-camper code.
154 * 44 6/22/99 3:24p Danw
155 * Fixed incorrect weapon hit sound culling.
157 * 43 6/21/99 7:25p Dave
158 * netplayer pain packet. Added type E unmoving beams.
160 * 42 6/14/99 10:45a Dave
161 * Made beam weapons specify accuracy by skill level in the weapons.tbl
163 * 41 6/11/99 11:13a Dave
164 * last minute changes before press tour build.
166 * 40 6/04/99 2:16p Dave
167 * Put in shrink effect for beam weapons.
169 * 39 6/01/99 8:35p Dave
170 * Finished lockarm weapons. Added proper supercap weapons/damage. Added
171 * awacs-set-radius sexpression.
173 * 38 6/01/99 3:52p Dave
174 * View footage screen. Fixed xstrings to not display the & symbol. Popup,
175 * dead popup, pxo find player popup, pxo private room popup.
177 * 37 5/27/99 6:17p Dave
178 * Added in laser glows.
180 * 36 5/20/99 7:00p Dave
181 * Added alternate type names for ships. Changed swarm missile table
184 * 35 5/08/99 8:25p Dave
185 * Upped object pairs. First run of nebula lightning.
187 * 34 4/28/99 11:13p Dave
188 * Temporary checkin of artillery code.
190 * 33 4/28/99 3:11p Andsager
191 * Stagger turret weapon fire times. Make turrets smarter when target is
192 * protected or beam protected. Add weaopn range to weapon info struct.
194 * 32 4/22/99 11:06p Dave
195 * Final pass at beam weapons. Solidified a lot of stuff. All that remains
196 * now is to tweak and fix bugs as they come up. No new beam weapon
199 * 31 4/19/99 11:01p Dave
200 * More sophisticated targeting laser support. Temporary checkin.
202 * 30 4/16/99 5:54p Dave
203 * Support for on/off style "stream" weapons. Real early support for
204 * target-painting lasers.
206 * 29 4/07/99 6:22p Dave
207 * Fred and Freespace support for multiple background bitmaps and suns.
208 * Fixed link errors on all subprojects. Moved encrypt_init() to
209 * cfile_init() and lcl_init(), since its safe to call twice.
211 * 28 4/02/99 1:35p Dave
212 * Removed weapon hit packet. No good for causing pain.
214 * 27 4/02/99 9:55a Dave
215 * Added a few more options in the weapons.tbl for beam weapons. Attempt
216 * at putting "pain" packets into multiplayer.
218 * 26 3/31/99 9:26p Dave
219 * Don't load beam textures when in Fred.
221 * 25 3/31/99 8:24p Dave
222 * Beefed up all kinds of stuff, incluging beam weapons, nebula effects
223 * and background nebulae. Added per-ship non-dimming pixel colors.
225 * 24 3/23/99 2:29p Andsager
226 * Fix shockwaves for kamikazi and Fred defined. Collect together
227 * shockwave_create_info struct.
229 * 23 3/23/99 11:03a Dave
230 * Added a few new fields and fixed parsing code for new weapon stuff.
232 * 22 3/19/99 9:52a Dave
233 * Checkin to repair massive source safe crash. Also added support for
234 * pof-style nebulae, and some new weapons code.
236 * 24 3/15/99 6:45p Daveb
237 * Put in rough nebula bitmap support.
239 * 23 3/12/99 3:19p Enricco
240 * Remove spurious Int3()
242 * 22 3/11/99 5:53p Dave
243 * More network optimization. Spliced in Dell OEM planet bitmap crap.
245 * 21 3/10/99 6:51p Dave
246 * Changed the way we buffer packets for all clients. Optimized turret
247 * fired packets. Did some weapon firing optimizations.
249 * 20 2/24/99 4:02p Dave
250 * Fixed weapon locking and homing problems for multiplayer dogfight mode.
252 * 19 2/05/99 12:52p Dave
253 * Fixed Glide nondarkening textures.
255 * 18 1/29/99 12:47a Dave
256 * Put in sounds for beam weapon. A bunch of interface screens (tech
259 * 17 1/27/99 9:56a Dave
260 * Temporary checkin of beam weapons for Dan to make cool sounds.
262 * 16 1/25/99 5:03a Dave
263 * First run of stealth, AWACS and TAG missile support. New mission type
266 * 15 1/24/99 11:37p Dave
267 * First full rev of beam weapons. Very customizable. Removed some bogus
268 * Int3()'s in low level net code.
270 * 14 1/21/99 10:45a Dave
271 * More beam weapon stuff. Put in warmdown time.
273 * 13 1/12/99 5:45p Dave
274 * Moved weapon pipeline in multiplayer to almost exclusively client side.
275 * Very good results. Bandwidth goes down, playability goes up for crappy
276 * connections. Fixed object update problem for ship subsystems.
278 * 12 1/08/99 2:08p Dave
279 * Fixed software rendering for pofview. Super early support for AWACS and
282 * 11 1/06/99 2:24p Dave
283 * Stubs and release build fixes.
285 * 10 12/01/98 6:12p Johnson
286 * Make sure to page in weapon impact animations as xparent textures.
288 * 9 11/20/98 4:08p Dave
289 * Fixed flak effect in multiplayer.
291 * 8 11/14/98 5:33p Dave
292 * Lots of nebula work. Put in ship contrails.
294 * 7 11/05/98 4:18p Dave
295 * First run nebula support. Beefed up localization a bit. Removed all
296 * conditional compiles for foreign versions. Modified mission file
299 * 6 10/26/98 9:42a Dave
300 * Early flak gun support.
302 * 5 10/23/98 3:51p Dave
303 * Full support for tstrings.tbl and foreign languages. All that remains
304 * is to make it active in Fred.
306 * 4 10/07/98 6:27p Dave
307 * Globalized mission and campaign file extensions. Removed Silent Threat
308 * special code. Moved \cache \players and \multidata into the \data
311 * 3 10/07/98 4:49p Andsager
312 * don't do weapon swap (was needed for mission disk)
314 * 2 10/07/98 10:54a Dave
317 * 1 10/07/98 10:51a Dave
319 * 314 9/21/98 11:19p Dave
322 * 313 9/19/98 4:33p Adam
323 * Changed default values for particle spew (used on Leech Cannon)
325 * 312 9/13/98 10:51p Dave
326 * Put in newfangled icons for mission simulator room. New mdisk.vp
327 * checksum and file length.
329 * 311 9/13/98 4:29p Andsager
330 * Maintain Weapon_info compataiblity with mission disk
332 * 310 9/13/98 4:26p Andsager
334 * 309 9/01/98 4:25p Dave
335 * Put in total (I think) backwards compatibility between mission disk
336 * freespace and non mission disk freespace, including pilot files and
337 * campaign savefiles.
339 * 308 8/28/98 3:29p Dave
340 * EMP effect done. AI effects may need some tweaking as required.
342 * 307 8/25/98 1:49p Dave
343 * First rev of EMP effect. Player side stuff basically done. Next comes
346 * 306 8/18/98 10:15a Dave
347 * Touchups on the corkscrew missiles. Added particle spewing weapons.
349 * 305 8/17/98 5:07p Dave
350 * First rev of corkscrewing missiles.
352 * 304 6/30/98 2:23p Dave
353 * Revised object update system. Removed updates for all weapons. Put
354 * button info back into control info packet.
356 * 303 6/22/98 8:36a Allender
357 * revamping of homing weapon system. don't send as object updates
360 * 302 5/24/98 2:25p Allender
361 * be sure that homing missiles die on client when lifeleft gets too
362 * negative (lost packets)
364 * 301 5/20/98 5:47p Sandeep
366 * 300 5/18/98 1:58a Mike
367 * Make Phoenix not be fired at fighters (but yes bombers).
368 * Improve positioning of ships in guard mode.
369 * Make turrets on player ship not fire near end of support ship docking.
377 #include "systemvars.h"
386 #include "floating.h"
388 #include "lighting.h"
392 #include "fireballs.h"
394 #include "hudtarget.h"
395 #include "freespace.h"
400 #include "multimsgs.h"
401 #include "linklist.h"
404 #include "cmeasure.h"
405 #include "shockwave.h"
407 #include "staticrand.h"
409 #include "multiutil.h"
413 #include "objcollide.h"
415 #include "particle.h"
416 #include "asteroid.h"
418 #include "multi_obj.h"
419 #include "corkscrew.h"
421 #include "localize.h"
423 #include "muzzleflash.h"
426 int Weapon_flyby_sound_enabled = 1;
427 DCF_BOOL( weapon_flyby, Weapon_flyby_sound_enabled )
430 static int Weapon_flyby_sound_timer;
432 weapon Weapons[MAX_WEAPONS];
433 weapon_info Weapon_info[MAX_WEAPON_TYPES];
435 #define MISSILE_OBJ_USED (1<<0) // flag used in missile_obj struct
436 #define MAX_MISSILE_OBJS MAX_WEAPONS // max number of missiles tracked in missile list
437 missile_obj Missile_objs[MAX_MISSILE_OBJS]; // array used to store missile object indexes
438 missile_obj Missile_obj_list; // head of linked list of missile_obj structs
441 // WEAPON EXPLOSION INFO
442 #define MAX_weapon_expl_lod 4
443 #define MAX_Weapon_expl_info 3
445 typedef struct weapon_expl_lod {
446 char filename[MAX_FILENAME_LEN];
452 typedef struct weapon_expl_info {
454 weapon_expl_lod lod[MAX_weapon_expl_lod];
457 weapon_expl_info Weapon_expl_info[MAX_Weapon_expl_info];
459 int Num_weapon_expl = 0;
461 int Num_weapon_types = 0;
464 int Weapons_inited = 0;
466 int laser_model_inner = -1;
467 int laser_model_outer = -1;
469 int missile_model = -1;
471 char *Weapon_names[MAX_WEAPON_TYPES];
473 int First_secondary_index = -1;
475 #define MAX_SPAWN_WEAPONS 10 // Up to 10 weapons can spawn weapons.
478 char Spawn_names[MAX_SPAWN_WEAPONS][NAME_LENGTH];
480 int Num_player_weapon_precedence; // Number of weapon types in Player_weapon_precedence
481 int Player_weapon_precedence[MAX_WEAPON_TYPES]; // Array of weapon types, precedence list for player weapon selection
483 // Used to avoid playing too many impact sounds in too short a time interval.
484 // This will elimate the odd "stereo" effect that occurs when two weapons impact at
485 // nearly the same time, like from a double laser (also saves sound channels!)
486 #define IMPACT_SOUND_DELTA 50 // in milliseconds
487 int Weapon_impact_timer; // timer, initalized at start of each mission
489 // energy suck defines
490 #define ESUCK_DEFAULT_WEAPON_REDUCE (10.0f)
491 #define ESUCK_DEFAULT_AFTERBURNER_REDUCE (10.0f)
493 // scale factor for supercaps taking damage from weapons which are not "supercap" weapons
494 #define SUPERCAP_DAMAGE_SCALE 0.25f
496 // scale factor for big ships getting hit by flak
497 #define FLAK_DAMAGE_SCALE 0.05f
499 extern int Max_allowed_player_homers[];
500 extern int compute_num_homing_objects(object *target_objp);
503 void parse_weapon_expl_tbl()
506 char base_filename[256] = "";
511 if ((rval = setjmp(parse_abort)) != 0) {
512 Error(LOCATION, "Unable to parse weapon_expl.tbl! Code = %i.\n", rval);
515 read_file_text(NOX("weapon_expl.tbl"));
520 required_string("#Start");
521 while (required_string_either("#End","$Name:")) {
522 Assert( Num_weapon_expl < MAX_Weapon_expl_info);
525 required_string("$Name:");
526 stuff_string(base_filename, F_NAME, NULL);
528 // # of lod levels - make sure old fireball.tbl is compatible
529 Weapon_expl_info[Num_weapon_expl].lod_count = 1;
530 if(optional_string("$LOD:")){
531 stuff_int(&Weapon_expl_info[Num_weapon_expl].lod_count);
534 // stuff default filename
535 strcpy(Weapon_expl_info[Num_weapon_expl].lod[0].filename, base_filename);
537 // stuff LOD level filenames
538 for(idx=1; idx<Weapon_expl_info[Num_weapon_expl].lod_count; idx++){
539 if(idx >= MAX_weapon_expl_lod){
543 sprintf(Weapon_expl_info[Num_weapon_expl].lod[idx].filename, "%s_%d", base_filename, idx);
548 required_string("#End");
550 // close localization
554 int get_weapon_expl_info_index(char *filename)
556 for (int i=0; i<MAX_Weapon_expl_info; i++) {
557 if ( stricmp(Weapon_expl_info[i].lod[0].filename, filename) == 0) {
564 // ----------------------------------------------------------------------
565 // missile_obj_list_init()
567 // Clear out the Missile_obj_list
569 void missile_obj_list_init()
573 list_init(&Missile_obj_list);
574 for ( i = 0; i < MAX_MISSILE_OBJS; i++ ) {
575 Missile_objs[i].flags = 0;
579 // ---------------------------------------------------
580 // missile_obj_list_add()
582 // Function to add a node from the Missile_obj_list. Only
583 // called from weapon_create()
584 int missile_obj_list_add(int objnum)
588 for ( i = 0; i < MAX_MISSILE_OBJS; i++ ) {
589 if ( !(Missile_objs[i].flags & MISSILE_OBJ_USED) )
592 if ( i == MAX_MISSILE_OBJS ) {
593 Error(LOCATION, "Fatal Error: Ran out of missile object nodes\n");
597 Missile_objs[i].flags = 0;
598 Missile_objs[i].objnum = objnum;
599 list_append(&Missile_obj_list, &Missile_objs[i]);
600 Missile_objs[i].flags |= MISSILE_OBJ_USED;
605 // ---------------------------------------------------
606 // missle_obj_list_remove()
608 // Function to remove a node from the Missile_obj_list. Only
609 // called from weapon_delete()
610 void missle_obj_list_remove(int index)
612 Assert(index >= 0 && index < MAX_MISSILE_OBJS);
613 list_remove(&Missile_obj_list, &Missile_objs[index]);
614 Missile_objs[index].flags = 0;
617 // ---------------------------------------------------
618 // missile_obj_list_rebuild()
620 // Called by the save/restore code to rebuild Missile_obj_list
622 void missile_obj_list_rebuild()
626 missile_obj_list_init();
628 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
629 if ( objp->type == OBJ_WEAPON && Weapon_info[Weapons[objp->instance].weapon_info_index].subtype == WP_MISSILE ) {
630 Weapons[objp->instance].missile_list_index = missile_obj_list_add(OBJ_INDEX(objp));
635 // If this is a player countermeasure, let the player know he evaded a missile
636 void weapon_maybe_alert_cmeasure_success(object *objp)
638 if ( objp->type == OBJ_CMEASURE ) {
640 cmp = &Cmeasures[objp->instance];
641 if ( cmp->source_objnum == OBJ_INDEX(Player_obj) ) {
642 hud_start_text_flash(XSTR("Evaded", 1430), 800);
643 snd_play(&Snds[SND_MISSILE_EVADED_POPUP]);
644 } else if ( Objects[cmp->source_objnum].flags & OF_PLAYER_SHIP ) {
645 send_countermeasure_success_packet( cmp->source_objnum );
650 // ---------------------------------------------------
651 // missile_obj_return_address()
653 // Called externally to generate an address from an index into
654 // the Missile_objs[] array
656 missile_obj *missile_obj_return_address(int index)
658 Assert(index >= 0 && index < MAX_MISSILE_OBJS);
659 return &Missile_objs[index];
662 // Return the index of Weapon_info[].name that is *name.
663 int weapon_info_lookup(char *name)
668 // fix the stupid table stuff - it's non-fatal but annoying error messages
669 if (!strcmp(name, "Disruptor Missile")) {
670 strncpy(name, "D-Missile", MAX_FILENAME_LENGTH);
671 // this one fixes the same issue with a SilentThreat mission
672 } else if (!strcmp(name, "Shield Breaker")) {
673 strncpy(name, "S-Breaker", MAX_FILENAME_LENGTH);
677 for (i=0; i<Num_weapon_types; i++)
678 if (!stricmp(name, Weapon_info[i].name))
684 #define DEFAULT_WEAPON_SPAWN_COUNT 10
686 // Parse the weapon flags.
687 void parse_wi_flags(weapon_info *weaponp)
689 char weapon_strings[MAX_WEAPON_FLAGS][NAME_LENGTH];
692 required_string("$Flags:");
694 num_strings = stuff_string_list(weapon_strings, MAX_WEAPON_FLAGS);
696 for (int i=0; i<num_strings; i++) {
697 if (!stricmp(NOX("Electronics"), weapon_strings[i]))
698 weaponp->wi_flags |= WIF_ELECTRONICS;
699 else if (!strnicmp(NOX("Spawn"), weapon_strings[i], 5)) {
700 if (weaponp->spawn_type == -1) {
701 int skip_length, name_length;
704 temp_string = weapon_strings[i];
706 weaponp->wi_flags |= WIF_SPAWN;
707 weaponp->spawn_type = (short)Num_spawn_types;
708 skip_length = strlen(NOX("Spawn")) + strspn(&temp_string[strlen(NOX("Spawn"))], NOX(" \t"));
709 char *num_start = strchr(&temp_string[skip_length], ',');
710 if (num_start == NULL) {
711 weaponp->spawn_count = DEFAULT_WEAPON_SPAWN_COUNT;
714 weaponp->spawn_count = (short)atoi(num_start+1);
715 name_length = num_start - temp_string - skip_length;
718 strncpy(Spawn_names[Num_spawn_types++], &(weapon_strings[i][skip_length]), name_length);
719 Assert(Num_spawn_types < MAX_SPAWN_WEAPONS);
721 Warning(LOCATION, "Illegal to have two spawn types for one weapon.\n"
722 "Ignoring weapon %s", weapon_strings[i]);
723 } else if (!stricmp(NOX("Remote Detonate"), weapon_strings[i]))
724 weaponp->wi_flags |= WIF_REMOTE;
725 else if (!stricmp(NOX("Puncture"), weapon_strings[i]))
726 weaponp->wi_flags |= WIF_PUNCTURE;
727 else if (!stricmp(NOX("Big Ship"), weapon_strings[i]))
728 weaponp->wi_flags |= WIF_BIG_ONLY;
729 else if (!stricmp(NOX("Huge"), weapon_strings[i]))
730 weaponp->wi_flags |= WIF_HUGE;
731 else if (!stricmp(NOX("Bomber+"), weapon_strings[i]))
732 weaponp->wi_flags |= WIF_BOMBER_PLUS;
733 else if (!stricmp(NOX("child"), weapon_strings[i]))
734 weaponp->wi_flags |= WIF_CHILD;
735 else if (!stricmp(NOX("Bomb"), weapon_strings[i]))
736 weaponp->wi_flags |= WIF_BOMB;
737 else if (!stricmp(NOX("No Dumbfire"), weapon_strings[i]))
738 weaponp->wi_flags |= WIF_NO_DUMBFIRE;
739 else if (!stricmp(NOX("In tech database"), weapon_strings[i]))
740 weaponp->wi_flags |= WIF_IN_TECH_DATABASE;
741 else if (!stricmp(NOX("Player allowed"), weapon_strings[i]))
742 weaponp->wi_flags |= WIF_PLAYER_ALLOWED;
743 else if (!stricmp(NOX("Particle Spew"), weapon_strings[i]))
744 weaponp->wi_flags |= WIF_PARTICLE_SPEW;
745 else if (!stricmp(NOX("EMP"), weapon_strings[i]))
746 weaponp->wi_flags |= WIF_EMP;
747 else if (!stricmp(NOX("Esuck"), weapon_strings[i]))
748 weaponp->wi_flags |= WIF_ENERGY_SUCK;
749 else if (!stricmp(NOX("Flak"), weapon_strings[i]))
750 weaponp->wi_flags |= WIF_FLAK;
751 else if (!stricmp(NOX("Corkscrew"), weapon_strings[i]))
752 weaponp->wi_flags |= WIF_CORKSCREW;
753 else if (!stricmp(NOX("Shudder"), weapon_strings[i]))
754 weaponp->wi_flags |= WIF_SHUDDER;
755 else if (!stricmp(NOX("lockarm"), weapon_strings[i]))
756 weaponp->wi_flags |= WIF_LOCKARM;
757 else if (!stricmp(NOX("beam"), weapon_strings[i]))
758 weaponp->wi_flags |= WIF_BEAM;
759 else if (!stricmp(NOX("stream"), weapon_strings[i]))
760 weaponp->wi_flags |= WIF_STREAM;
761 else if (!stricmp(NOX("supercap"), weapon_strings[i]))
762 weaponp->wi_flags |= WIF_SUPERCAP;
764 else if (!stricmp(NOX("Swarm"), weapon_strings[i]))
765 weaponp->wi_flags |= WIF_SWARM;
766 else if (!stricmp(NOX("No Ship"), weapon_strings[i]))
767 weaponp->wi_flags |= WIF_CHILD;
770 Warning(LOCATION, "Bogus string in weapon flags: %s\n", weapon_strings[i]);
773 // SWARM, CORKSCREW and FLAK should be mutually exclusive
774 if(weaponp->wi_flags & WIF_FLAK){
775 Assert(!(weaponp->wi_flags & WIF_CORKSCREW) && !(weaponp->wi_flags & WIF_SWARM));
777 if(weaponp->wi_flags & WIF_CORKSCREW){
778 Assert(!(weaponp->wi_flags & WIF_FLAK) && !(weaponp->wi_flags & WIF_SWARM));
780 if(weaponp->wi_flags & WIF_SWARM){
781 Assert(!(weaponp->wi_flags & WIF_CORKSCREW) && !(weaponp->wi_flags & WIF_FLAK));
784 // make sure flak guns are only placed on turrets
785 if(weaponp->wi_flags & WIF_FLAK){
786 Assert(weaponp->wi_flags & WIF_BIG_ONLY);
790 // function to parse the information for a specific weapon type.
791 // return 0 if successful, otherwise return -1
792 #define WEAPONS_MULTITEXT_LENGTH 2048
796 char buf[WEAPONS_MULTITEXT_LENGTH];
798 char fname[255] = "";
801 wip = &Weapon_info[Num_weapon_types];
805 required_string("$Name:");
806 stuff_string(wip->name, F_NAME, NULL);
807 diag_printf ("Weapon name -- %s\n", wip->name);
809 // AL 28-3-98: If this is a demo build, we only want to parse weapons that are preceded with
811 #ifdef DEMO // not needed FS2_DEMO (separate table file)
812 if ( wip->name[0] != '@' ) {
813 // advance to next weapon, and return -1
815 if ( skip_to_start_of_strings("$Name:", "#End") != 1 ) {
822 if ( wip->name[0] == '@' ) {
823 char old_name[NAME_LENGTH];
824 strcpy(old_name, wip->name);
825 strcpy(wip->name, old_name+1);
829 if (optional_string("+Title:")) {
830 stuff_string(wip->title, F_NAME, NULL, WEAPON_TITLE_LEN);
834 if (optional_string("+Description:")) {
835 stuff_string(buf, F_MULTITEXT, NULL);
836 wip->desc = strdup(buf);
839 wip->tech_title[0] = 0;
840 if (optional_string("+Tech Title:")) {
841 stuff_string(wip->tech_title, F_NAME, NULL, NAME_LENGTH);
844 wip->tech_anim_filename[0] = 0;
845 if (optional_string("+Tech Anim:")) {
846 stuff_string(wip->tech_anim_filename, F_NAME, NULL, NAME_LENGTH);
849 wip->tech_desc = NULL;
850 if (optional_string("+Tech Description:")) {
851 stuff_string(buf, F_MULTITEXT, NULL, WEAPONS_MULTITEXT_LENGTH);
852 wip->tech_desc = strdup(buf);
855 // Read the model file. It can be a POF file or none.
856 // If there is no model file (Model file: = "none") then we use our special
857 // laser renderer which requires inner, middle and outer information.
858 required_string("$Model file:");
859 stuff_string(wip->pofbitmap_name, F_NAME, NULL);
860 diag_printf ("Model pof file -- %s\n", wip->pofbitmap_name );
861 if ( stricmp(wip->pofbitmap_name, NOX("none")) ) {
863 wip->render_type = WRT_POF;
864 wip->laser_bitmap = -1;
866 // No POF or AVI file specified, render as special laser type.
869 wip->render_type = WRT_LASER;
872 // laser bitmap itself
873 required_string("@Laser Bitmap:");
874 stuff_string(wip->pofbitmap_name, F_NAME, NULL);
875 wip->laser_bitmap = -1;
877 wip->laser_bitmap = bm_load( wip->pofbitmap_name );
880 // optional laser glow
881 wip->laser_glow_bitmap = -1;
882 if(optional_string("@Laser Glow:")){
883 stuff_string(fname, F_NAME, NULL);
885 wip->laser_glow_bitmap = bm_load( fname );
887 // might as well lock it down as an aabitmap now
888 if(wip->laser_glow_bitmap >= 0){
889 bm_lock(wip->laser_glow_bitmap, 8, BMP_AABITMAP);
890 bm_unlock(wip->laser_glow_bitmap);
895 required_string("@Laser Color:");
896 stuff_byte(&r); stuff_byte(&g); stuff_byte(&b);
897 gr_init_color( &wip->laser_color_1, r, g, b );
899 // optional string for cycling laser colors
900 gr_init_color(&wip->laser_color_2, 0, 0, 0);
901 if(optional_string("@Laser Color2:")){
902 stuff_byte(&r); stuff_byte(&g); stuff_byte(&b);
903 gr_init_color( &wip->laser_color_2, r, g, b );
906 required_string("@Laser Length:");
907 stuff_float(&wip->laser_length);
909 required_string("@Laser Head Radius:");
910 stuff_float(&wip->laser_head_radius);
912 required_string("@Laser Tail Radius:");
913 stuff_float(&wip->laser_tail_radius );
916 required_string("$Mass:");
917 stuff_float( &(wip->mass) );
918 diag_printf ("Weapon mass -- %7.3f\n", wip->mass);
920 required_string("$Velocity:");
921 stuff_float( &(wip->max_speed) );
922 diag_printf ("Weapon mass -- %7.3f\n", wip->max_speed);
924 required_string("$Fire Wait:");
925 stuff_float( &(wip->fire_wait) );
926 diag_printf ("Weapon fire wait -- %7.3f\n", wip->fire_wait);
928 required_string("$Damage:");
929 stuff_float(&wip->damage);
931 // secondary weapons require these values
932 if (First_secondary_index != -1) {
933 required_string("$Blast Force:");
934 stuff_float( &(wip->blast_force) );
935 diag_printf ("Weapon blast force -- %7.3f\n", wip->blast_force);
937 required_string("$Inner Radius:");
938 stuff_float( &(wip->inner_radius) );
939 if ( wip->inner_radius != 0 ) {
940 wip->wi_flags |= WIF_AREA_EFFECT;
942 diag_printf ("Weapon inner blast radius -- %7.3f\n", wip->inner_radius);
944 required_string("$Outer Radius:");
945 stuff_float( &(wip->outer_radius) );
946 if ( wip->outer_radius != 0 ) {
947 wip->wi_flags |= WIF_AREA_EFFECT;
949 diag_printf ("Weapon outer blast radius -- %7.3f\n", wip->outer_radius);
951 required_string("$Shockwave Speed:");
952 stuff_float( &(wip->shockwave_speed) );
953 if ( wip->shockwave_speed != 0 ) {
954 wip->wi_flags |= WIF_SHOCKWAVE;
956 diag_printf ("Shockwave speed -- %7.3f\n", wip->shockwave_speed);
958 // for primary weapons they're optional
960 if(optional_string("$Blast Force:")){
961 stuff_float( &(wip->blast_force) );
962 diag_printf ("Weapon blast force -- %7.3f\n", wip->blast_force);
965 if(optional_string("$Inner Radius:")){
966 stuff_float( &(wip->inner_radius) );
967 if ( wip->inner_radius != 0 ) {
968 wip->wi_flags |= WIF_AREA_EFFECT;
970 diag_printf ("Weapon inner blast radius -- %7.3f\n", wip->inner_radius);
973 if(optional_string("$Outer Radius:")){
974 stuff_float( &(wip->outer_radius) );
975 if ( wip->outer_radius != 0 ) {
976 wip->wi_flags |= WIF_AREA_EFFECT;
978 diag_printf ("Weapon outer blast radius -- %7.3f\n", wip->outer_radius);
981 if(optional_string("$Shockwave Speed:")){
982 stuff_float( &(wip->shockwave_speed) );
983 if ( wip->shockwave_speed != 0 ) {
984 wip->wi_flags |= WIF_SHOCKWAVE;
986 diag_printf ("Shockwave speed -- %7.3f\n", wip->shockwave_speed);
990 required_string("$Armor Factor:");
991 stuff_float(&wip->armor_factor);
993 required_string("$Shield Factor:");
994 stuff_float(&wip->shield_factor);
996 required_string("$Subsystem Factor:");
997 stuff_float(&wip->subsystem_factor);
999 required_string("$Lifetime:");
1000 stuff_float(&wip->lifetime);
1002 required_string("$Energy Consumed:");
1003 stuff_float(&wip->energy_consumed);
1005 required_string("$Cargo Size:");
1006 stuff_float(&wip->cargo_size);
1009 required_string("$Homing:");
1010 stuff_boolean(&is_homing);
1012 if (is_homing == 1) {
1013 char temp_type[128];
1015 // the following five items only need to be recorded if the weapon is a homing weapon
1016 required_string("+Type:");
1017 stuff_string(temp_type, F_NAME, NULL);
1019 if (!stricmp(temp_type, NOX("HEAT"))) {
1020 float view_cone_angle;
1022 wip->wi_flags |= WIF_HOMING_HEAT | WIF_TURNS;
1024 required_string("+Turn Time:");
1025 stuff_float(&wip->turn_time);
1027 required_string("+View Cone:");
1028 stuff_float(&view_cone_angle);
1030 wip->fov = (float)cos((float)(ANG_TO_RAD(view_cone_angle/2.0f)));
1032 } else if (!stricmp(temp_type, NOX("ASPECT"))) {
1033 wip->wi_flags |= WIF_HOMING_ASPECT | WIF_TURNS;
1035 required_string("+Turn Time:");
1036 stuff_float(&wip->turn_time);
1038 required_string("+Min Lock Time:"); // minimum time (in seconds) to achieve lock
1039 stuff_float(&wip->min_lock_time);
1041 required_string("+Lock Pixels/Sec:"); // pixels/sec moved while locking
1042 stuff_int(&wip->lock_pixels_per_sec);
1044 required_string("+Catch-up Pixels/Sec:"); // pixels/sec moved while catching-up for a lock
1045 stuff_int(&wip->catchup_pixels_per_sec);
1047 required_string("+Catch-up Penalty:"); // number of extra pixels to move while locking as a penalty for catching up for a lock
1048 stuff_int(&wip->catchup_pixel_penalty);
1050 Error(LOCATION, "Illegal homing type = %s.\nMust be HEAT or ASPECT.\n", temp_type);
1056 wip->swarm_count = -1;
1057 if(optional_string("$Swarm:")){
1058 wip->swarm_count = SWARM_DEFAULT_NUM_MISSILES_FIRED;
1059 stuff_int(&s_count);
1060 wip->swarm_count = (short)s_count;
1062 // flag as being a swarm weapon
1063 wip->wi_flags |= WIF_SWARM;
1066 required_string("$LaunchSnd:");
1067 stuff_int(&wip->launch_snd);
1069 required_string("$ImpactSnd:");
1070 stuff_int(&wip->impact_snd);
1072 if (First_secondary_index != -1) {
1073 required_string("$FlyBySnd:");
1074 stuff_int(&wip->flyby_snd);
1077 // Secondary weapons are required to have a rearm rate.
1078 if (First_secondary_index != -1) {
1079 required_string( "$Rearm Rate:");
1080 stuff_float( &wip->rearm_rate );
1081 if (wip->rearm_rate > 0.1f)
1082 wip->rearm_rate = 1.0f/wip->rearm_rate;
1084 wip->rearm_rate = 1.0f;
1087 wip->weapon_range = 999999999.9f;
1088 if (optional_string("+Weapon Range:")) {
1089 stuff_float(&wip->weapon_range);
1092 wip->spawn_type = -1;
1093 parse_wi_flags(wip);
1095 char trail_name[MAX_FILENAME_LEN] = "";
1096 trail_info *ti = &wip->tr_info;
1097 memset(ti, 0, sizeof(trail_info));
1099 if(optional_string("$Trail:")){
1100 wip->wi_flags |= WIF_TRAIL; // missile leaves a trail
1102 required_string("+Start Width:");
1103 stuff_float(&ti->w_start);
1105 required_string("+End Width:");
1106 stuff_float(&ti->w_end);
1108 required_string("+Start Alpha:");
1109 stuff_float(&ti->a_start);
1111 required_string("+End Alpha:");
1112 stuff_float(&ti->a_end);
1114 required_string("+Max Life:");
1115 stuff_float(&ti->max_life);
1117 ti->stamp = fl2i(1000.0f*ti->max_life)/(NUM_TRAIL_SECTIONS+1);
1119 required_string("+Bitmap:");
1120 stuff_string(trail_name, F_NAME, NULL);
1121 ti->bitmap = bm_load(trail_name);
1122 // wip->delta_time = fl2i(1000.0f*wip->max_life)/(NUM_TRAIL_SECTIONS+1); // time between sections. max_life / num_sections basically.
1125 // seemed easier to separate this out from above
1127 required_string("$Trail:");
1128 stuff_boolean(&has_trail);
1130 if (has_trail == 1) {
1131 wip->wi_flags |= WIF_TRAIL; // missile leaves a trail
1133 required_string("+Head Width:");
1134 stuff_float(&ti->w_start);
1136 required_string("+Tail Width:");
1137 stuff_float(&ti->w_end);
1142 required_string("+Life:");
1143 stuff_float(&ti->max_life);
1145 ti->stamp = fl2i(1000.0f*ti->max_life)/(NUM_TRAIL_SECTIONS+1);
1147 required_string("+Bitmap:");
1148 stuff_string(trail_name, F_NAME, NULL);
1149 ti->bitmap = bm_load(trail_name);
1153 // read in filename for icon that is used in weapons selection
1154 wip->icon_filename[0] = 0;
1155 if ( optional_string("$Icon:") ) {
1156 stuff_string(wip->icon_filename, F_NAME, NULL);
1159 // read in filename for animation that is used in weapons selection
1160 wip->anim_filename[0] = 0;
1161 if ( optional_string("$Anim:") ) {
1162 stuff_string(wip->anim_filename, F_NAME, NULL);
1165 wip->impact_weapon_expl_index = -1;
1166 if ( optional_string("$Impact Explosion:") ) {
1167 char impact_ani_file[FILESPEC_LENGTH];
1168 stuff_string(impact_ani_file, F_NAME, NULL);
1169 if ( stricmp(impact_ani_file,NOX("none"))) {
1170 wip->impact_weapon_expl_index = get_weapon_expl_info_index(impact_ani_file);
1171 //int num_frames, fps;
1172 //wip->impact_explosion_ani = bm_load_animation( impact_ani_file, &num_frames, &fps, 1 );
1174 required_string("$Impact Explosion Radius:");
1175 stuff_float(&wip->impact_explosion_radius);
1180 char mflash_string[255] = "";
1181 wip->muzzle_flash = -1;
1182 if( optional_string("$Muzzleflash:") ){
1183 stuff_string(mflash_string, F_NAME, NULL);
1186 wip->muzzle_flash = mflash_lookup(mflash_string);
1188 if(wip->muzzle_flash >= 0){
1189 wip->wi_flags |= WIF_MFLASH;
1193 // EMP optional stuff (if WIF_EMP is not set, none of this matters, anyway)
1194 if( optional_string("$EMP Intensity:") ){
1195 stuff_float(&wip->emp_intensity);
1197 wip->emp_intensity = EMP_DEFAULT_INTENSITY;
1199 if( optional_string("$EMP Time:") ){
1200 stuff_float(&wip->emp_time);
1202 wip->emp_intensity = EMP_DEFAULT_TIME;
1205 // Energy suck optional stuff (if WIF_ENERGY_SUCK is not set, none of this matters anyway)
1206 if( optional_string("$Leech Weapon:") ){
1207 stuff_float(&wip->weapon_reduce);
1209 wip->weapon_reduce = ESUCK_DEFAULT_WEAPON_REDUCE;
1211 if( optional_string("$Leech Afterburner:") ){
1212 stuff_float(&wip->afterburner_reduce);
1214 wip->afterburner_reduce = ESUCK_DEFAULT_AFTERBURNER_REDUCE;
1217 // beam weapon optional stuff
1218 wip->b_info.beam_type = -1;
1219 wip->b_info.beam_life = -1.0f;
1220 wip->b_info.beam_warmup = -1;
1221 wip->b_info.beam_warmdown = -1;
1222 wip->b_info.beam_muzzle_radius = 0.0f;
1223 wip->b_info.beam_particle_count = -1;
1224 wip->b_info.beam_particle_radius = 0.0f;
1225 wip->b_info.beam_particle_angle = 0.0f;
1226 wip->b_info.beam_particle_ani = -1;
1227 wip->b_info.beam_loop_sound = -1;
1228 wip->b_info.beam_warmup_sound = -1;
1229 wip->b_info.beam_warmdown_sound = -1;
1230 wip->b_info.beam_num_sections = 0;
1231 wip->b_info.beam_glow_bitmap = -1;
1232 wip->b_info.beam_shots = 0;
1233 wip->b_info.beam_shrink_factor = 0.0f;
1234 wip->b_info.beam_shrink_pct = 0.0f;
1235 if( optional_string("$BeamInfo:")){
1237 required_string("+Type:");
1238 stuff_int(&wip->b_info.beam_type);
1240 // how long it lasts
1241 required_string("+Life:");
1242 stuff_float(&wip->b_info.beam_life);
1245 required_string("+Warmup:");
1246 stuff_int(&wip->b_info.beam_warmup);
1249 required_string("+Warmdown:");
1250 stuff_int(&wip->b_info.beam_warmdown);
1252 // muzzle glow radius
1253 required_string("+Radius:");
1254 stuff_float(&wip->b_info.beam_muzzle_radius);
1256 // particle spew count
1257 required_string("+PCount:");
1258 stuff_int(&wip->b_info.beam_particle_count);
1261 required_string("+PRadius:");
1262 stuff_float(&wip->b_info.beam_particle_radius);
1264 // angle off turret normal
1265 required_string("+PAngle:");
1266 stuff_float(&wip->b_info.beam_particle_angle);
1268 // particle bitmap/ani
1269 required_string("+PAni:");
1270 stuff_string(fname, F_NAME, NULL);
1272 int num_frames, fps;
1273 wip->b_info.beam_particle_ani = bm_load_animation(fname, &num_frames, &fps, 1);
1277 required_string("+Miss Factor:");
1278 for(idx=0; idx<NUM_SKILL_LEVELS; idx++){
1279 wip->b_info.beam_miss_factor[idx] = 0.00001f;
1280 stuff_float(&wip->b_info.beam_miss_factor[idx]);
1284 required_string("+BeamSound:");
1285 stuff_int(&wip->b_info.beam_loop_sound);
1288 required_string("+WarmupSound:");
1289 stuff_int(&wip->b_info.beam_warmup_sound);
1292 required_string("+WarmdownSound:");
1293 stuff_int(&wip->b_info.beam_warmdown_sound);
1296 required_string("+Muzzleglow:");
1297 stuff_string(fname, F_NAME, NULL);
1299 wip->b_info.beam_glow_bitmap = bm_load(fname);
1302 // # of shots (only used for type D beams)
1303 required_string("+Shots:");
1304 stuff_int(&wip->b_info.beam_shots);
1307 required_string("+ShrinkFactor:");
1308 stuff_float(&wip->b_info.beam_shrink_factor);
1309 required_string("+ShrinkPct:");
1310 stuff_float(&wip->b_info.beam_shrink_pct);
1313 while( optional_string("$Section:") ){
1314 beam_weapon_section_info i;
1315 char tex_name[255] = "";
1318 required_string("+Width:");
1319 stuff_float(&i.width);
1322 required_string("+Texture:");
1323 stuff_string(tex_name, F_NAME, NULL);
1326 i.texture = bm_load(tex_name);
1328 bm_lock(i.texture, 16, BMP_TEX_OTHER);
1329 bm_unlock(i.texture);
1334 required_string("+RGBA Inner:");
1335 stuff_byte(&i.rgba_inner[0]);
1336 stuff_byte(&i.rgba_inner[1]);
1337 stuff_byte(&i.rgba_inner[2]);
1338 stuff_byte(&i.rgba_inner[3]);
1341 required_string("+RGBA Outer:");
1342 stuff_byte(&i.rgba_outer[0]);
1343 stuff_byte(&i.rgba_outer[1]);
1344 stuff_byte(&i.rgba_outer[2]);
1345 stuff_byte(&i.rgba_outer[3]);
1348 required_string("+Flicker:");
1349 stuff_float(&i.flicker);
1352 required_string("+Zadd:");
1353 stuff_float(&i.z_add);
1356 if(wip->b_info.beam_num_sections < MAX_BEAM_SECTIONS - 1){
1357 wip->b_info.sections[wip->b_info.beam_num_sections++] = i;
1362 // tag weapon optional stuff
1363 wip->tag_level = -1;
1364 wip->tag_time = -1.0f;
1365 if( optional_string("$Tag:")){
1366 stuff_int(&wip->tag_level);
1367 stuff_float(&wip->tag_time);
1368 wip->wi_flags |= WIF_TAG;
1374 // function to parse the information for a specific ship type.
1375 void parse_cmeasure()
1377 cmeasure_info *cmeasurep;
1379 cmeasurep = &Cmeasure_info[Num_cmeasure_types];
1381 required_string("$Name:");
1382 stuff_string(cmeasurep->cmeasure_name, F_NAME, NULL);
1385 $Velocity: 20.0 ;; speed relative to ship, rear-fired until POF info added, MK, 5/22/97
1387 $Lifetime Min: 1.0 ;; Minimum lifetime
1388 $Lifetime Max: 2.0 ;; Maximum lifetime. Actual lifetime is rand(min..max).
1389 $LaunchSnd: counter_1.wav, .8, 10, 300 ;; countermeasure 1 fired (sound is 3d)
1392 required_string("$Velocity:");
1393 stuff_float( &(cmeasurep->max_speed) );
1395 required_string("$Fire Wait:");
1396 stuff_float( &(cmeasurep->fire_wait) );
1398 required_string("$Lifetime Min:");
1399 stuff_float(&cmeasurep->life_min);
1401 required_string("$Lifetime Max:");
1402 stuff_float(&cmeasurep->life_max);
1404 required_string("$LaunchSnd:");
1405 stuff_int(&cmeasurep->launch_sound);
1407 required_string("$Model:");
1408 stuff_string(cmeasurep->pof_name, F_NAME, NULL);
1409 cmeasurep->model_num = -1;
1413 // For all weapons that spawn weapons, given an index at weaponp->spawn_type,
1414 // convert the strings in Spawn_names to indices in the Weapon_types array.
1415 void translate_spawn_types()
1419 for (i=0; i<Num_weapon_types; i++)
1420 if (Weapon_info[i].spawn_type != -1) {
1421 int spawn_type = Weapon_info[i].spawn_type;
1423 for (j=0; j<Num_weapon_types; j++)
1424 if (!stricmp(Spawn_names[spawn_type], Weapon_info[j].name)) {
1425 Weapon_info[i].spawn_type = (short)j;
1427 Warning(LOCATION, "Weapon %s spawns itself. Infinite recursion?\n", Weapon_info[i].name);
1433 void parse_weaponstbl()
1435 // open localization
1438 read_file_text("weapons.tbl");
1441 Num_weapon_types = 0;
1442 First_secondary_index = -1;
1443 Num_spawn_types = 0;
1445 required_string("#Primary Weapons");
1446 while (required_string_either("#End", "$Name:")) {
1447 Assert( Num_weapon_types < MAX_WEAPON_TYPES );
1448 // AL 28-3-98: If parse_weapon() fails, try next .tbl weapon
1449 if ( parse_weapon() ) {
1452 Weapon_info[Num_weapon_types].subtype = WP_LASER;
1455 required_string("#End");
1457 required_string("#Secondary Weapons");
1458 First_secondary_index = Num_weapon_types;
1459 while (required_string_either("#End", "$Name:")) {
1460 Assert( Num_weapon_types < MAX_WEAPON_TYPES );
1461 // AL 28-3-98: If parse_weapon() fails, try next .tbl weapon
1462 if ( parse_weapon() ) {
1465 Weapon_info[Num_weapon_types].subtype = WP_MISSILE;
1468 required_string("#End");
1470 required_string("#Beam Weapons");
1471 while (required_string_either("#End", "$Name:")) {
1472 Assert( Num_weapon_types < MAX_WEAPON_TYPES );
1473 // AL 28-3-98: If parse_weapon() fails, try next .tbl weapon
1474 if ( parse_weapon() ) {
1477 Weapon_info[Num_weapon_types].subtype = WP_BEAM;
1480 required_string("#End");
1482 required_string("#Countermeasures");
1483 while (required_string_either("#End", "$Name:")) {
1484 Assert( Num_cmeasure_types < MAX_CMEASURE_TYPES );
1486 Num_cmeasure_types++;
1489 required_string("#End");
1491 // Read in a list of weapon_info indicies that are an ordering of the player weapon precedence.
1492 // This list is used to select an alternate weapon when a particular weapon is not available
1493 // during weapon selection.
1494 required_string("$Player Weapon Precedence:");
1495 Num_player_weapon_precedence = stuff_int_list(Player_weapon_precedence, MAX_WEAPON_TYPES, WEAPON_LIST_TYPE);
1497 translate_spawn_types();
1499 // close localization
1503 void create_weapon_names()
1507 for (i=0; i<Num_weapon_types; i++)
1508 Weapon_names[i] = Weapon_info[i].name;
1511 // This will get called once at game startup
1516 if ( !Weapons_inited ) {
1517 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
1518 // parse weapon_exp.tbl
1519 parse_weapon_expl_tbl();
1521 // parse weapons.tbl
1522 if ((rval = setjmp(parse_abort)) != 0) {
1523 Error(LOCATION, "Error parsing 'weapons.tbl'\r\nError code = %i.\r\n", rval);
1526 create_weapon_names();
1531 weapon_level_init();
1535 // This will get called at the start of each level.
1536 void weapon_level_init()
1540 // Reset everything between levels
1542 for (i=0; i<MAX_WEAPONS; i++) {
1543 Weapons[i].objnum = -1;
1544 Weapons[i].weapon_info_index = -1;
1547 trail_level_init(); // reset all missile trails
1550 missile_obj_list_init();
1552 cscrew_level_init();
1557 Weapon_flyby_sound_timer = timestamp(0);
1558 Weapon_impact_timer = 1; // inited each level, used to reduce impact sounds
1561 MONITOR( NumWeaponsRend );
1563 float weapon_glow_scale_f = 2.3f;
1564 float weapon_glow_scale_r = 2.3f;
1565 float weapon_glow_scale_l = 1.5f;
1566 float weapon_glow_alpha_d3d = 0.85f;
1567 float weapon_glow_alpha_glide = 0.99f;
1568 void weapon_render(object *obj)
1575 MONITOR_INC(NumWeaponsRend, 1);
1577 Assert(obj->type == OBJ_WEAPON);
1579 num = obj->instance;
1581 wip = &Weapon_info[Weapons[num].weapon_info_index];
1583 switch (wip->render_type) {
1585 // turn off fogging for good measure
1586 gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0);
1588 if (wip->laser_bitmap >= 0) {
1589 gr_set_color_fast(&wip->laser_color_1);
1590 gr_set_bitmap(wip->laser_bitmap, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 0.99999f);
1593 vm_vec_scale_add(&headp, &obj->pos, &obj->orient.v.fvec, wip->laser_length);
1594 wp->weapon_flags &= ~WF_CONSIDER_FOR_FLYBY_SOUND;
1595 if ( g3_draw_laser(&headp, wip->laser_head_radius, &obj->pos, wip->laser_tail_radius) ) {
1596 wp->weapon_flags |= WF_CONSIDER_FOR_FLYBY_SOUND;
1600 // maybe draw laser glow bitmap
1601 if(wip->laser_glow_bitmap >= 0){
1602 // get the laser color
1603 weapon_get_laser_color(&c, obj);
1606 vm_vec_scale_add(&headp2, &obj->pos, &obj->orient.v.fvec, wip->laser_length * weapon_glow_scale_l);
1607 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);
1608 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);
1614 uint render_flags = MR_NORMAL|MR_IS_MISSILE|MR_NO_LIGHTING;
1616 model_clear_instance(wip->model_num);
1618 if ( (wip->wi_flags & WIF_THRUSTER) && (wp->thruster_bitmap > -1) ) {
1621 // Add noise to thruster geometry.
1622 //ft = obj->phys_info.forward_thrust;
1623 ft = 1.0f; // Always use 1.0f for missiles
1624 ft *= (1.0f + frand()/5.0f - 1.0f/10.0f);
1628 model_set_thrust( wip->model_num, ft, wp->thruster_bitmap, wp->thruster_glow_bitmap, wp->thruster_glow_noise);
1629 render_flags |= MR_SHOW_THRUSTERS;
1632 model_render(wip->model_num, &obj->orient, &obj->pos, render_flags);
1634 // render a missile plume as well
1636 static int plume = -1;
1637 extern float Interp_thrust_twist;
1638 extern float Interp_thrust_twist2;
1640 plume = model_load("plume01.pof", -1, NULL);
1643 Interp_thrust_twist = tw;
1644 Interp_thrust_twist2 = tw2;
1645 model_set_alpha(plume_alpha);
1646 model_render(plume, &obj->orient, &obj->pos, MR_ALL_XPARENT);
1647 Interp_thrust_twist = -1.0f;
1648 Interp_thrust_twist2 = -1.0f;
1655 Warning(LOCATION, "Unknown weapon rendering type = %i\n", wip->render_type);
1659 void weapon_delete(object *obj)
1664 num = obj->instance;
1666 Assert( Weapons[num].objnum == OBJ_INDEX(obj));
1669 Assert(wp->weapon_info_index >= 0);
1670 wp->weapon_info_index = -1;
1671 if (wp->swarm_index >= 0) {
1672 swarm_delete(wp->swarm_index);
1673 wp->swarm_index = -1;
1676 if(wp->cscrew_index >= 0) {
1677 cscrew_delete(wp->cscrew_index);
1678 wp->cscrew_index = -1;
1681 if (wp->missile_list_index >= 0) {
1682 missle_obj_list_remove(wp->missile_list_index);
1683 wp->missile_list_index = -1;
1686 if (wp->flak_index >= 0){
1687 flak_delete(wp->flak_index);
1688 wp->flak_index = -1;
1691 if (wp->trail_num > -1) {
1692 trail_object_died(wp->trail_num);
1697 Assert(Num_weapons >= 0);
1700 // Check if missile is newly locked onto the Player, maybe play a launch warning
1701 void weapon_maybe_play_warning(weapon *wp)
1703 if ( wp->homing_object == Player_obj ) {
1704 if ( !(wp->weapon_flags & WF_LOCK_WARNING_PLAYED) ) {
1705 wp->weapon_flags |= WF_LOCK_WARNING_PLAYED;
1706 if ( Weapon_info[wp->weapon_info_index].wi_flags & WIF_HOMING_HEAT ) {
1707 snd_play(&Snds[SND_HEATLOCK_WARN]);
1709 Assert(Weapon_info[wp->weapon_info_index].wi_flags & WIF_HOMING_ASPECT);
1710 snd_play(&Snds[SND_ASPECTLOCK_WARN]);
1716 #define CMEASURE_DETONATE_DISTANCE 40.0f
1718 // Detonate all missiles near this countermeasure.
1719 void detonate_nearby_missiles(cmeasure *cmp)
1722 vector cmeasure_pos;
1724 cmeasure_pos = Objects[cmp->objnum].pos;
1726 mop = GET_FIRST(&Missile_obj_list);
1727 while(mop != END_OF_LIST(&Missile_obj_list)) {
1731 objp = &Objects[mop->objnum];
1732 wp = &Weapons[objp->instance];
1734 if (wp->team != cmp->team) {
1735 if ( Missiontime - wp->creation_time > F1_0/2) {
1736 if (vm_vec_dist_quick(&cmeasure_pos, &objp->pos) < CMEASURE_DETONATE_DISTANCE) {
1737 if (wp->lifeleft > 0.2f) {
1738 //nprintf(("Jim", "Frame %i: Cmeasure #%i detonating weapon #%i\n", Framecount, cmp-Cmeasures, wp-Weapons));
1739 wp->lifeleft = 0.2f;
1740 // nprintf(("AI", "Frame %i: Flagging weapon %i for detonation.\n", Framecount, wp-Weapons));
1750 // Find an object for weapon #num (object *weapon_objp) to home on due to heat.
1751 void find_homing_object(object *weapon_objp, int num)
1753 object *objp, *old_homing_objp;
1760 wip = &Weapon_info[Weapons[num].weapon_info_index];
1762 best_dist = 99999.9f;
1764 // save the old homing object so that multiplayer servers can give the right information
1765 // to clients if the object changes
1766 old_homing_objp = wp->homing_object;
1768 wp->homing_object = &obj_used_list;
1770 // Scan all objects, find a weapon to home on.
1771 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
1772 if ((objp->type == OBJ_SHIP) || (objp->type == OBJ_CMEASURE)) {
1773 if (objp->type == OBJ_CMEASURE)
1774 if (Cmeasures[objp->instance].flags & CMF_DUD_HEAT)
1777 int homing_object_team = obj_team(objp);
1778 if ( (homing_object_team != wp->team) || (homing_object_team == TEAM_TRAITOR) ) {
1781 vector vec_to_object;
1783 // AL 2-17-98: If ship is immune to sensors, can't home on it (Sandeep says so)!
1784 if ( objp->type == OBJ_SHIP ) {
1785 if ( Ships[objp->instance].flags & SF_HIDDEN_FROM_SENSORS ) {
1790 // If this is a player object, make sure there aren't already too many homers.
1791 // Only in single player. In multiplayer, we don't want to restrict it in dogfight on team vs. team.
1792 // For co-op, it's probably also OK.
1793 if (!( Game_mode & GM_MULTIPLAYER )) {
1794 int num_homers = compute_num_homing_objects(objp);
1795 if (Max_allowed_player_homers[Game_skill_level] < num_homers)
1800 dist = vm_vec_normalized_dir(&vec_to_object, &objp->pos, &weapon_objp->pos);
1802 if (objp->type == OBJ_CMEASURE)
1805 dot = vm_vec_dot(&vec_to_object, &weapon_objp->orient.v.fvec);
1807 if (dot > wip->fov) {
1808 if (dist < best_dist) {
1810 wp->homing_object = objp;
1811 wp->target_sig = objp->signature;
1813 weapon_maybe_alert_cmeasure_success(objp);
1820 // if (wp->homing_object->type == OBJ_CMEASURE)
1821 // nprintf(("AI", "Frame %i: Weapon #%i homing on cmeasure #%i\n", Framecount, num, objp-Objects));
1823 if (wp->homing_object == Player_obj)
1824 weapon_maybe_play_warning(wp);
1826 // if the old homing object is different that the new one, send a packet to clients
1827 if ( MULTIPLAYER_MASTER && (old_homing_objp != wp->homing_object) ) {
1828 send_homing_weapon_info( num );
1832 // Scan all countermeasures. Maybe make weapon_objp home on it.
1833 void find_homing_object_cmeasures_1(object *weapon_objp)
1838 float best_dot, dist, dot;
1840 wp = &Weapons[weapon_objp->instance];
1841 wip = &Weapon_info[wp->weapon_info_index];
1843 best_dot = wip->fov; // Note, setting to this avoids comparison below.
1845 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
1846 if (objp->type == OBJ_CMEASURE) {
1847 vector vec_to_object;
1848 dist = vm_vec_normalized_dir(&vec_to_object, &objp->pos, &weapon_objp->pos);
1850 if (dist < MAX_CMEASURE_TRACK_DIST) {
1852 if (wip->wi_flags & WIF_HOMING_ASPECT) {
1853 chance = 1.0f/2.0f; // aspect seeker this likely to chase a countermeasure
1855 chance = 1.0f/1.5f; // heat seeker this likely to chase a countermeasure
1857 if ((objp->signature != wp->cmeasure_ignore_objnum) && (objp->signature != wp->cmeasure_chase_objnum)) {
1858 if (frand() < chance) {
1859 wp->cmeasure_ignore_objnum = objp->signature; // Don't process this countermeasure again.
1860 //nprintf(("Jim", "Frame %i: Weapon #%i ignoring cmeasure #%i\n", Framecount, OBJ_INDEX(weapon_objp), objp->signature));
1862 wp->cmeasure_chase_objnum = objp->signature; // Don't process this countermeasure again.
1863 //nprintf(("Jim", "Frame %i: Weapon #%i CHASING cmeasure #%i\n", Framecount, OBJ_INDEX(weapon_objp), objp->signature));
1867 if (objp->signature != wp->cmeasure_ignore_objnum) {
1869 dot = vm_vec_dot(&vec_to_object, &weapon_objp->orient.v.fvec);
1871 if (dot > best_dot) {
1872 //nprintf(("Jim", "Frame %i: Weapon #%i homing on cmeasure #%i\n", Framecount, weapon_objp-Objects, objp->signature));
1874 wp->homing_object = objp;
1875 weapon_maybe_alert_cmeasure_success(objp);
1884 // Someone launched countermeasures.
1885 // For all heat-seeking homing objects, see if should favor tracking a countermeasure instead.
1886 void find_homing_object_cmeasures()
1888 object *weapon_objp;
1890 // nprintf(("AI", "Scanning for countermeasures in frame %i\n", Framecount));
1892 if (Cmeasures_homing_check == 0)
1895 if (Cmeasures_homing_check <= 0)
1896 Cmeasures_homing_check = 1;
1898 Cmeasures_homing_check--;
1900 for (weapon_objp = GET_FIRST(&obj_used_list); weapon_objp != END_OF_LIST(&obj_used_list); weapon_objp = GET_NEXT(weapon_objp) ) {
1901 if (weapon_objp->type == OBJ_WEAPON) {
1902 weapon_info *wip = &Weapon_info[Weapons[weapon_objp->instance].weapon_info_index];
1904 if (wip->wi_flags & WIF_HOMING)
1905 find_homing_object_cmeasures_1(weapon_objp);
1911 // Find object with signature "sig" and make weapon home on it.
1912 void find_homing_object_by_sig(object *weapon_objp, int sig)
1916 object *old_homing_objp;
1918 wp = &Weapons[weapon_objp->instance];
1920 // save the old object so that multiplayer masters know whether to send a homing update packet
1921 old_homing_objp = wp->homing_object;
1923 sop = GET_FIRST(&Ship_obj_list);
1924 while(sop != END_OF_LIST(&Ship_obj_list)) {
1927 objp = &Objects[sop->objnum];
1928 if (objp->signature == sig) {
1929 wp->homing_object = objp;
1930 wp->target_sig = objp->signature;
1937 // if the old homing object is different that the new one, send a packet to clients
1938 if ( MULTIPLAYER_MASTER && (old_homing_objp != wp->homing_object) ) {
1939 send_homing_weapon_info( weapon_objp->instance );
1944 // Make weapon num home. It's also object *obj.
1945 void weapon_home(object *obj, int num, float frame_time)
1951 Assert(obj->type == OBJ_WEAPON);
1952 Assert(obj->instance == num);
1954 wip = &Weapon_info[wp->weapon_info_index];
1955 hobjp = Weapons[num].homing_object;
1957 // If not 1/2 second gone by, don't home yet.
1958 if ((hobjp == &obj_used_list) || ( f2fl(Missiontime - wp->creation_time) < 0.25f )) {
1959 // If this is a heat seeking homing missile and 1/2 second has elapsed since firing
1960 // and we don't have a target (else we wouldn't be inside the IF), find a new target.
1961 if (wip->wi_flags & WIF_HOMING_HEAT)
1962 if ( f2fl(Missiontime - wp->creation_time) > 0.5f )
1963 find_homing_object(obj, num);
1965 if (obj->phys_info.speed > wip->max_speed) {
1966 obj->phys_info.speed -= frame_time * 4;
1967 vm_vec_copy_scale( &obj->phys_info.desired_vel, &obj->orient.v.fvec, obj->phys_info.speed);
1968 } else if ((obj->phys_info.speed < wip->max_speed/4) && (wip->wi_flags & WIF_HOMING_HEAT)) {
1969 obj->phys_info.speed = wip->max_speed/4;
1970 vm_vec_copy_scale( &obj->phys_info.desired_vel, &obj->orient.v.fvec, obj->phys_info.speed);
1973 /* Removed code that makes bombs drop for a bit. They looked odd and it was confusing. People wondered where their weapons went.
1974 // Make bombs drop down for first second of life.
1975 if (wip->wi_flags & WIF_BOMB) {
1976 if (wip->lifetime - wp->lifeleft < 0.5f) {
1977 float time_scale = wip->lifetime - wp->lifeleft;
1978 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));
1985 // AL 4-8-98: If orgiginal target for aspect lock missile is lost, stop homing
1986 if (wip->wi_flags & WIF_HOMING_ASPECT) {
1987 if ( wp->target_sig > 0 ) {
1988 if ( wp->homing_object->signature != wp->target_sig ) {
1989 wp->homing_object = &obj_used_list;
1995 // AL 4-13-98: Stop homing on a subsystem if parent ship has changed
1996 if (wip->wi_flags & WIF_HOMING_HEAT) {
1997 if ( wp->target_sig > 0 ) {
1998 if ( wp->homing_object->signature != wp->target_sig ) {
1999 wp->homing_subsys = NULL;
2005 if (hobjp->type == OBJ_NONE) {
2006 find_homing_object(obj, num);
2011 switch (hobjp->type) {
2013 if (wip->wi_flags & WIF_HOMING_ASPECT)
2014 find_homing_object_by_sig(obj, wp->target_sig);
2016 find_homing_object(obj, num);
2020 if (hobjp->signature != wp->target_sig) {
2021 if (wip->wi_flags & WIF_HOMING_ASPECT)
2022 find_homing_object_by_sig(obj, wp->target_sig);
2024 find_homing_object(obj, num);
2029 // only allowed to home on bombs
2030 Assert(Weapon_info[Weapons[hobjp->instance].weapon_info_index].wi_flags & WIF_BOMB);
2031 if (wip->wi_flags & WIF_HOMING_ASPECT)
2032 find_homing_object_by_sig(obj, wp->target_sig);
2034 find_homing_object(obj, num);
2042 // See if this weapon is the nearest homing object to the object it is homing on.
2043 // If so, update some fields in the target object's ai_info.
2044 if (hobjp != &obj_used_list) {
2047 dist = vm_vec_dist_quick(&obj->pos, &hobjp->pos);
2049 if (hobjp->type == OBJ_SHIP) {
2052 aip = &Ai_info[Ships[hobjp->instance].ai_index];
2054 if ((aip->nearest_locked_object == -1) || (dist < aip->nearest_locked_distance)) {
2055 aip->nearest_locked_object = obj-Objects;
2056 aip->nearest_locked_distance = dist;
2061 // If the object it is homing on is still valid, home some more!
2062 if (hobjp != &obj_used_list) {
2065 vector target_pos; // position of what the homing missile is seeking
2067 vm_vec_zero(&target_pos);
2069 // the homing missile may be seeking a subsystem on a ship. If so, we need to calculate the
2070 // world coordinates of that subsystem so the homing missile can seek it out.
2071 // For now, March 7, 1997, MK, heat seeking homing missiles will be able to home on
2072 // any subsystem. Probably makes sense for them to only home on certain kinds of subsystems.
2073 if ( wp->homing_subsys != NULL ) {
2074 get_subsystem_world_pos(hobjp, Weapons[num].homing_subsys, &target_pos);
2075 wp->homing_pos = target_pos; // store the homing position in weapon data
2076 Assert( !vm_is_vec_nan(&wp->homing_pos) );
2081 dist = vm_vec_dist_quick(&obj->pos, &hobjp->pos);
2082 if (hobjp->type == OBJ_CMEASURE) {
2083 if (dist < CMEASURE_DETONATE_DISTANCE) {
2086 cmp = &Cmeasures[hobjp->instance];
2088 // Make this missile detonate soon. Not right away, not sure why. Seems better.
2089 if (cmp->team != wp->team) {
2090 detonate_nearby_missiles(cmp);
2091 //nprintf(("AI", "Frame %i: Weapon %i hit cmeasure, will die!\n", Framecount, wp-Weapons));
2098 if (wip->fov > 0.8f)
2101 int pick_homing_point = 0;
2102 if ( IS_VEC_NULL(&wp->homing_pos) ) {
2103 pick_homing_point = 1;
2106 // Update homing position if it hasn't been set, you're within 500 meters, or every half second, approximately.
2107 // For large objects, don't lead them.
2108 if (hobjp->radius < 40.0f) {
2109 target_pos = hobjp->pos;
2110 wp->homing_pos = target_pos;
2111 } else if ( pick_homing_point || (dist < 500.0f) || (rand_chance(flFrametime, 2.0f)) ) {
2113 if (hobjp->type == OBJ_SHIP) {
2114 if ( !pick_homing_point ) {
2115 // ensure that current attack point is only updated in world coords (ie not pick a different vertex)
2116 wp->pick_big_attack_point_timestamp = 0;
2119 if ( pick_homing_point ) {
2120 // If *any* player is parent of homing missile, then use position where lock indicator is
2121 if ( Objects[obj->parent].flags & OF_PLAYER_SHIP ) {
2124 // determine the player
2126 if ( Game_mode & GM_MULTIPLAYER ) {
2129 pnum = multi_find_player_by_object( &Objects[obj->parent] );
2131 pp = Net_players[pnum].player;
2135 // If player has apect lock, we don't want to find a homing point on the closest
2136 // octant... setting the timestamp to 0 ensures this.
2137 if (wip->wi_flags & WIF_HOMING_ASPECT) {
2138 wp->pick_big_attack_point_timestamp = 0;
2140 wp->pick_big_attack_point_timestamp = 1;
2143 if ( pp && pp->locking_subsys ) {
2144 wp->big_attack_point = pp->locking_subsys->system_info->pnt;
2146 vm_vec_zero(&wp->big_attack_point);
2151 ai_big_pick_attack_point(hobjp, obj, &target_pos, fov);
2154 target_pos = hobjp->pos;
2157 wp->homing_pos = target_pos;
2158 Assert( !vm_is_vec_nan(&wp->homing_pos) );
2159 // nprintf(("AI", "Attack point = %7.3f %7.3f %7.3f\n", target_pos.xyz.x, target_pos.xyz.y, target_pos.xyz.z));
2161 target_pos = wp->homing_pos;
2164 // Couldn't find a lock.
2165 if (IS_VEC_NULL(&target_pos))
2168 // Cause aspect seeking weapon to home at target's predicted position.
2169 // But don't use predicted position if dot product small or negative.
2170 // If do this, with a ship headed towards missile, could choose a point behind missile.``1
2171 float dist_to_target, time_to_target;
2173 dist_to_target = vm_vec_normalized_dir(&vec_to_goal, &target_pos, &obj->pos);
2174 time_to_target = dist_to_target/wip->max_speed;
2177 tvec = obj->phys_info.vel;
2178 vm_vec_normalize(&tvec);
2180 old_dot = vm_vec_dot(&tvec, &vec_to_goal);
2182 // If a weapon has missed its target, detonate it.
2183 // This solves the problem of a weapon circling the center of a subsystem that has been blown away.
2184 // Problem: It does not do impact damage, just proximity damage.
2185 if ((dist_to_target < flFrametime * obj->phys_info.speed * 4.0f + 10.0f) && (old_dot < 0.0f)) {
2186 int kill_missile = TRUE;
2187 if (wp->homing_object) {
2188 if (wp->homing_object->type == OBJ_SHIP) {
2189 ship *shipp = &Ships[wp->homing_object->instance];
2190 if (Ship_info[shipp->ship_info_index].flags & SIF_DONT_COLLIDE_INVIS) {
2191 kill_missile = FALSE;
2196 if (kill_missile && (wp->lifeleft > 0.01f)) {
2197 wp->lifeleft = 0.01f;
2201 // Only lead target if more than one second away. Otherwise can miss target. I think this
2202 // is what's causing Harbingers to miss the super destroyer. -- MK, 4/15/98
2203 if ((wip->wi_flags & WIF_HOMING_ASPECT) && (old_dot > 0.1f) && (time_to_target > 0.1f))
2204 vm_vec_scale_add2(&target_pos, &hobjp->phys_info.vel, min(time_to_target, 2.0f));
2206 //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));
2208 // 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));
2210 // If a HEAT seeking (rather than ASPECT seeking) homing missile, verify that target is in viewcone.
2211 if (wip->wi_flags & WIF_HOMING_HEAT) {
2212 if ((old_dot < wip->fov) && (dist_to_target > wip->inner_radius*1.1f)) { // Delay finding new target one frame to allow detonation.
2213 find_homing_object(obj, num);
2214 return; // Maybe found a new homing object. Return, process more next frame.
2215 } else // Subtract out life based on how far from target this missile points.
2216 if (wip->fov < 0.95f) {
2217 wp->lifeleft -= flFrametime * (0.95f - old_dot);
2218 //Should only happen when time is compressed.
2219 //if (flFrametime * (1.0f - old_dot) > 1.0f)
2222 } else if (wip->wi_flags & WIF_HOMING_ASPECT) { // subtract life as if max turn is 90 degrees.
2223 if (wip->fov < 0.95f)
2224 wp->lifeleft -= flFrametime * (0.95f - old_dot);
2226 Assert(0); // Hmm, a homing missile, but not aspect or heat?
2229 // Control speed based on dot product to goal. If close to straight ahead, move
2230 // at max speed, else move slower based on how far from ahead.
2231 if (old_dot < 0.90f) {
2232 obj->phys_info.speed = max(0.2f, old_dot* (float) fabs(old_dot));
2233 if (obj->phys_info.speed < wip->max_speed*0.75f)
2234 obj->phys_info.speed = wip->max_speed*0.75f;
2236 obj->phys_info.speed = wip->max_speed;
2238 // For first second of weapon's life, it doesn't fly at top speed. It ramps up.
2239 if (Missiontime - wp->creation_time < i2f(1)) {
2242 t = f2fl(Missiontime - wp->creation_time);
2243 obj->phys_info.speed *= t*t;
2246 Assert( obj->phys_info.speed > 0.0f );
2248 vm_vec_copy_scale( &obj->phys_info.desired_vel, &obj->orient.v.fvec, obj->phys_info.speed);
2250 // turn the missile towards the target only if non-swarm. Homing swarm missiles choose
2251 // a different vector to turn towards, this is done in swarm_update_direction().
2252 // if ( !(wip->wi_flags & WIF_SWARM) ) {
2253 if ( wp->swarm_index < 0 ) {
2254 // nprintf(("AI", "Dot, dist = %7.3f, %7.3f, target pos = %7.3f %7.3f %7.3f\n", old_dot, vm_vec_dist_quick(&obj->pos, &target_pos), target_pos.xyz.x, target_pos.xyz.y, target_pos.xyz.z));
2255 ai_turn_towards_vector(&target_pos, obj, frame_time, wip->turn_time, NULL, NULL, 0.0f, 0, NULL);
2256 vel = vm_vec_mag(&obj->phys_info.desired_vel);
2258 vm_vec_copy_scale(&obj->phys_info.desired_vel, &obj->orient.v.fvec, vel);
2262 /* // If this weapon shot past its target, make it detonate.
2263 if ((old_dot < 0.0f) && (dist_to_target < 50.0f)) {
2264 if (wp->lifeleft > 0.01f)
2265 wp->lifeleft = 0.01f;
2270 // as Mike K did with ships -- break weapon into process_pre and process_post for code to execute
2271 // before and after physics movement
2273 void weapon_process_pre( object *obj, float frame_time)
2275 // if the object is a corkscrew style weapon, process it now
2276 if((obj->type == OBJ_WEAPON) && (Weapons[obj->instance].cscrew_index >= 0)){
2277 cscrew_process_pre(obj);
2280 // if the weapon is a flak weapon, maybe detonate it early
2281 if((obj->type == OBJ_WEAPON) && (Weapon_info[Weapons[obj->instance].weapon_info_index].wi_flags & WIF_FLAK) && (Weapons[obj->instance].flak_index >= 0)){
2282 flak_maybe_detonate(obj);
2286 int Homing_hits = 0, Homing_misses = 0;
2289 MONITOR( NumWeapons );
2291 // maybe play a "whizz sound" if close enough to view position
2292 void weapon_maybe_play_flyby_sound(object *weapon_objp, weapon *wp)
2294 // do a quick out if not a laser
2295 if ( Weapon_info[wp->weapon_info_index].subtype != WP_LASER ) {
2299 // don't play flyby sounds too close together
2300 if ( !timestamp_elapsed(Weapon_flyby_sound_timer) ) {
2304 if ( !(wp->weapon_flags & WF_PLAYED_FLYBY_SOUND) && (wp->weapon_flags & WF_CONSIDER_FOR_FLYBY_SOUND) ) {
2305 float dist, dot, radius;
2307 dist = vm_vec_dist_quick(&weapon_objp->pos, &Eye_position);
2310 radius = Viewer_obj->radius;
2315 if ( (dist > radius) && (dist < 55) ) {
2316 vector vec_to_weapon;
2318 vm_vec_sub(&vec_to_weapon, &weapon_objp->pos, &Eye_position);
2319 vm_vec_normalize(&vec_to_weapon);
2321 // ensure laser is in front of eye
2322 dot = vm_vec_dot(&vec_to_weapon, &Eye_matrix.v.fvec);
2327 // ensure that laser is moving in similar direction to fvec
2328 dot = vm_vec_dot(&vec_to_weapon, &weapon_objp->orient.v.fvec);
2330 // nprintf(("Alan", "Weapon dot: %.2f\n", dot));
2331 if ( (dot < -0.80) && (dot > -0.98) ) {
2332 snd_play_3d( &Snds[SND_WEAPON_FLYBY], &weapon_objp->pos, &Eye_position );
2333 Weapon_flyby_sound_timer = timestamp(200);
2334 wp->weapon_flags |= WF_PLAYED_FLYBY_SOUND;
2340 // process a weapon after physics movement. MWA reorders some of the code on 8/13 for multiplayer. When
2341 // adding something to this function, decide whether or not a client in a multiplayer game needs to do
2342 // what is normally done in a single player game. Things like plotting an object on a radar, effect
2343 // for exhaust are things that are done on all machines. Things which calculate weapon targets, new
2344 // velocities, etc, are server only functions and should go after the if ( !MULTIPLAYER_MASTER ) statement
2345 // See Allender if you cannot decide what to do.
2346 void weapon_process_post(object * obj, float frame_time)
2352 MONITOR_INC( NumWeapons, 1 );
2354 Assert(obj->type == OBJ_WEAPON);
2356 num = obj->instance;
2359 int objnum = OBJ_INDEX(obj);
2360 Assert( Weapons[num].objnum == objnum );
2365 wp->lifeleft -= frame_time;
2366 wip = &Weapon_info[wp->weapon_info_index];
2368 // check life left. Multiplayer client code will go through here as well. We must be careful in weapon_hit
2369 // when killing a missile that spawn child weapons!!!!
2370 if ( wp->lifeleft < 0.0f ) {
2371 if ( wip->subtype & WP_MISSILE ) {
2372 if(Game_mode & GM_MULTIPLAYER){
2373 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
2374 // nprintf(("AI", "Frame %i: Weapon %i detonated, dist = %7.3f!\n", Framecount, obj-Objects));
2375 weapon_detonate(obj);
2378 // nprintf(("AI", "Frame %i: Weapon %i detonated, dist = %7.3f!\n", Framecount, obj-Objects));
2379 weapon_detonate(obj);
2381 if (wip->wi_flags & WIF_HOMING) {
2383 // nprintf(("AI", "Miss! Hits = %i/%i\n", Homing_hits, (Homing_hits + Homing_misses)));
2386 obj->flags |= OF_SHOULD_BE_DEAD;
2387 // demo_do_flag_dead(OBJ_INDEX(obj));
2393 // plot homing missiles on the radar
2394 if (wip->wi_flags & WIF_HOMING) {
2395 if ( hud_gauge_active(HUD_RADAR) ) {
2396 radar_plot_object( obj );
2401 if ((wip->wi_flags & WIF_TRAIL) && !(wip->wi_flags & WIF_CORKSCREW)) {
2402 if ( wp->trail_num > -1 ) {
2403 if (trail_stamp_elapsed(wp->trail_num)) {
2405 trail_add_segment( wp->trail_num, &obj->pos );
2407 trail_set_stamp(wp->trail_num);
2409 trail_set_segment( wp->trail_num, &obj->pos );
2415 if ( wip->wi_flags & WIF_THRUSTER ) {
2416 ship_do_weapon_thruster_frame( wp, obj, flFrametime );
2419 // maybe play a "whizz sound" if close enough to view position
2421 if ( Weapon_flyby_sound_enabled ) {
2422 weapon_maybe_play_flyby_sound(obj, wp);
2425 weapon_maybe_play_flyby_sound(obj, wp);
2428 // If our target is still valid, then update some info.
2429 if (wp->target_num != -1) {
2430 if (Objects[wp->target_num].signature == wp->target_sig) {
2434 vm_vec_avg(&v0, &obj->pos, &obj->last_pos);
2436 cur_dist = vm_vec_dist_quick(&v0, &Objects[wp->target_num].pos);
2438 if (cur_dist < wp->nearest_dist) {
2439 wp->nearest_dist = cur_dist;
2440 } else if (cur_dist > wp->nearest_dist + 1.0f) {
2443 ai_info *parent_aip;
2444 float lead_scale = 0.0f;
2447 if (obj->parent != Player_obj-Objects) {
2448 parent_aip = &Ai_info[Ships[Objects[obj->parent].instance].ai_index];
2449 lead_scale = parent_aip->lead_scale;
2452 vm_vec_normalized_dir(&tvec, &v0, &Objects[wp->target_num].pos);
2453 dot = vm_vec_dot(&tvec, &Objects[wp->target_num].orient.v.fvec);
2454 // nprintf(("AI", "Miss dot = %7.3f, dist = %7.3f, lead_scale = %7.3f\n", dot, cur_dist, lead_scale));
2455 wp->target_num = -1;
2457 // Learn! If over-shooting or under-shooting, compensate.
2458 // Really need to compensate for left/right errors. This does no good against someone circling
2459 // in a plane perpendicular to the attacker's forward vector.
2460 if (parent_aip != NULL) {
2461 if (cur_dist > 100.0f)
2462 parent_aip->lead_scale = 0.0f;
2465 parent_aip->lead_scale += cur_dist/2000.0f;
2466 } else if (dot > 0.1f) {
2467 parent_aip->lead_scale -= cur_dist/2000.0f;
2470 if (fl_abs(parent_aip->lead_scale) > 1.0f){
2471 parent_aip->lead_scale *= 0.9f;
2478 if(wip->wi_flags & WIF_PARTICLE_SPEW){
2479 weapon_maybe_spew_particle(obj);
2482 // a single player or multiplayer server function -- it affects actual weapon movement.
2483 if (wip->wi_flags & WIF_HOMING) {
2484 weapon_home(obj, num, frame_time);
2486 /* if (wip->wi_flags & WIF_BOMB) {
2487 if (wip->lifetime - obj->lifeleft < 1.0f) {
2492 // If this is a swarm type missile,
2493 // if ( wip->wi_flags & WIF_SWARM )
2494 if ( wp->swarm_index >= 0 ) {
2495 swarm_update_direction(obj, frame_time);
2498 if( wp->cscrew_index >= 0) {
2499 cscrew_process_post(obj);
2504 // Update weapon tracking information.
2505 void weapon_set_tracking_info(int weapon_objnum, int parent_objnum, int target_objnum, int target_is_locked, ship_subsys *target_subsys)
2508 object *parent_objp;
2511 int targeting_same = 0;
2513 if ( weapon_objnum < 0 ) {
2517 Assert(Objects[weapon_objnum].type == OBJ_WEAPON);
2519 wp = &Weapons[Objects[weapon_objnum].instance];
2520 wip = &Weapon_info[wp->weapon_info_index];
2521 parent_objp = &Objects[parent_objnum];
2523 Assert(parent_objp->type == OBJ_SHIP);
2524 ai_index = Ships[parent_objp->instance].ai_index;
2526 if ( ai_index >= 0 ) {
2527 int target_team = -1;
2528 if ( target_objnum >= 0 ) {
2529 int obj_type = Objects[target_objnum].type;
2530 if ( (obj_type == OBJ_SHIP) || (obj_type == OBJ_WEAPON) ) {
2531 target_team = obj_team(&Objects[target_objnum]);
2535 // determining if we're targeting the same team
2536 if(Ships[parent_objp->instance].team == target_team){
2542 if ((target_objnum != -1) && (!targeting_same || ((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT) && (target_team == TEAM_TRAITOR))) ) {
2543 wp->target_num = target_objnum;
2544 wp->target_sig = Objects[target_objnum].signature;
2545 wp->nearest_dist = 99999.0f;
2546 if ( (wip->wi_flags & WIF_HOMING_ASPECT) && target_is_locked) {
2547 wp->homing_object = &Objects[target_objnum];
2548 wp->homing_subsys = target_subsys;
2549 weapon_maybe_play_warning(wp);
2550 } else if ( wip->wi_flags & WIF_HOMING_HEAT ) {
2551 // Make a heat seeking missile try to home. If the target is outside the view cone, it will
2552 // immediately drop it and try to find one in its view cone.
2553 if (target_objnum != -1) {
2554 wp->homing_object = &Objects[target_objnum];
2555 weapon_maybe_play_warning(wp);
2557 wp->homing_object = &obj_used_list;
2559 wp->homing_subsys = target_subsys;
2562 wp->target_num = -1;
2563 wp->target_sig = -1;
2566 // If missile is locked on target, increase its lifetime by 20% since missiles can be fired at limit of range
2567 // as defined by velocity*lifeleft, but missiles often slow down a bit, plus can be fired at a moving away target.
2568 // Confusing to many players when their missiles run out of gas before getting to target.
2569 // DB - removed 7:14 pm 9/6/99. was totally messing up lifetimes for all weapons.
2570 // 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
2571 // put a sanity check in the color changing laser code that was broken by this code.
2572 if (target_is_locked && (wp->target_num != -1) && (wip->wi_flags & WIF_HOMING_ASPECT) ) {
2573 wp->lifeleft *= 1.2f;
2576 ai_update_danger_weapon(target_objnum, weapon_objnum);
2581 // weapon_create() will create a weapon object
2583 // Returns: index of weapon in the Objects[] array, -1 if the weapon object was not created
2584 int Weapons_created = 0;
2585 int weapon_create( vector * pos, matrix * orient, int weapon_id, int parent_objnum, int secondary_flag, int group_id, int is_locked )
2589 object *objp, *parent_objp;
2593 Assert(weapon_id >= 0 && weapon_id < Num_weapon_types);
2595 // beam weapons should never come through here!
2596 Assert(!(Weapon_info[weapon_id].wi_flags & WIF_BEAM));
2599 if (Num_weapons >= MAX_WEAPONS-5) {
2601 //No, do remove for AI ships -- MK, 3/12/98 // don't need to try and delete weapons for ai ships
2602 //if ( !(Objects[parent_objnum].flags & OF_PLAYER_SHIP) )
2605 num_deleted = collide_remove_weapons();
2606 nprintf(("WARNING", "Deleted %d weapons because of lack of slots\n", num_deleted));
2607 if (num_deleted == 0){
2612 for (n=0; n<MAX_WEAPONS; n++ ){
2613 if (Weapons[n].weapon_info_index < 0){
2618 if (n == MAX_WEAPONS) {
2619 // if we supposedly deleted weapons above, what happened here!!!!
2621 Int3(); // get allender -- something funny is going on!!!
2628 objnum = obj_create( OBJ_WEAPON, parent_objnum, n, orient, pos, 2.0f, OF_RENDERS | OF_COLLIDES | OF_PHYSICS );
2629 Assert(objnum >= 0);
2630 Assert(First_secondary_index != -1);
2631 objp = &Objects[objnum];
2634 if(parent_objnum >= 0){
2635 parent_objp = &Objects[parent_objnum];
2640 wip = &Weapon_info[weapon_id];
2642 // check if laser or dumbfire missile
2643 // set physics flag to allow optimization
2644 if ((wip->subtype == WP_LASER) || ((wip->subtype == WP_MISSILE) && !(wip->wi_flags & WIF_HOMING))) {
2646 objp->phys_info.flags |= PF_CONST_VEL;
2649 wp->weapon_info_index = weapon_id;
2650 wp->lifeleft = wip->lifetime;
2652 wp->objnum = objnum;
2653 wp->homing_object = &obj_used_list; // Assume not homing on anything.
2654 wp->homing_subsys = NULL;
2655 wp->creation_time = Missiontime;
2656 wp->group_id = group_id;
2658 // we don't necessarily need a parent
2659 if(parent_objp != NULL){
2660 Assert(parent_objp->type == OBJ_SHIP); // Get Mike, a non-ship has fired a weapon!
2661 Assert((parent_objp->instance >= 0) && (parent_objp->instance < MAX_SHIPS));
2662 wp->team = Ships[parent_objp->instance].team;
2663 wp->species = Ship_info[Ships[parent_objp->instance].ship_info_index].species;
2668 wp->turret_subsys = NULL;
2669 vm_vec_zero(&wp->homing_pos);
2670 wp->weapon_flags = 0;
2671 wp->target_sig = -1;
2672 wp->cmeasure_ignore_objnum = -1;
2673 wp->cmeasure_chase_objnum = -1;
2675 // Init the thruster info
2676 wp->thruster_bitmap = -1;
2677 wp->thruster_frame = 0.0f;
2678 wp->thruster_glow_bitmap = -1;
2679 wp->thruster_glow_noise = 1.0f;
2680 wp->thruster_glow_frame = 0.0f;
2682 if ( wip->wi_flags & WIF_SWARM ) {
2683 wp->swarm_index = (short)swarm_create();
2685 wp->swarm_index = -1;
2688 // if this is a particle spewing weapon, setup some stuff
2689 if(wip->wi_flags & WIF_PARTICLE_SPEW){
2690 wp->particle_spew_time = -1;
2693 // assign the network signature. The starting sig is sent to all clients, so this call should
2694 // result in the same net signature numbers getting assigned to every player in the game
2695 if ( Game_mode & GM_MULTIPLAYER ) {
2696 if(wip->subtype == WP_MISSILE){
2697 Objects[objnum].net_signature = multi_assign_network_signature( MULTI_SIG_NON_PERMANENT );
2699 // for weapons that respawn, add the number of respawnable weapons to the net signature pool
2700 // to reserve N signatures for the spawned weapons
2701 if ( wip->wi_flags & WIF_SPAWN ){
2702 multi_set_network_signature( (ushort)(Objects[objnum].net_signature + wip->spawn_count), MULTI_SIG_NON_PERMANENT );
2705 Objects[objnum].net_signature = multi_assign_network_signature( MULTI_SIG_NON_PERMANENT );
2707 // for multiplayer clients, when creating lasers, add some more life to the lasers. This helps
2708 // to overcome some problems associated with lasers dying on client machine before they get message
2709 // from server saying it hit something.
2710 // removed 1/13/98 -- MWA if ( MULTIPLAYER_CLIENT && (wip->subtype == WP_LASER) )
2711 // removed 1/13/98 -- MWA wp->lifeleft += 1.5f;
2714 // Make remote detonate missiles look like they're getting detonated by firer simply by giving them variable lifetimes.
2715 if (!(Objects[parent_objnum].flags & OF_PLAYER_SHIP) && (wip->wi_flags & WIF_REMOTE)) {
2718 if ( Game_mode & GM_NORMAL ){
2721 rand_val = static_randf(Objects[objnum].net_signature);
2724 wp->lifeleft = wp->lifeleft/2.0f + rand_val * wp->lifeleft/2.0f;
2727 objp->phys_info.mass = wip->mass;
2728 objp->phys_info.side_slip_time_const = 0.0f;
2729 objp->phys_info.rotdamp = 0.0f;
2730 vm_vec_zero(&objp->phys_info.max_vel);
2731 objp->phys_info.max_vel.xyz.z = wip->max_speed;
2732 vm_vec_zero(&objp->phys_info.max_rotvel);
2733 objp->shields[0] = wip->damage;
2734 if (wip->wi_flags & WIF_BOMB){
2735 objp->hull_strength = 50.0f;
2737 objp->hull_strength = 0.0f;
2740 if ( wip->subtype == WP_MISSILE ){
2741 objp->radius = model_get_radius(wip->model_num);
2742 } else if ( wip->subtype == WP_LASER ) {
2743 objp->radius = wip->laser_head_radius;
2746 // Set desired velocity and initial velocity.
2747 // For lasers, velocity is always the same.
2748 // For missiles, it is a small amount plus the firing ship's velocity.
2749 // For missiles, the velocity trends towards some goal.
2750 // Note: If you change how speed works here, such as adding in speed of parent ship, you'll need to change the AI code
2751 // that predicts collision points. See Mike Kulas or Dave Andsager. (Or see ai_get_weapon_speed().)
2752 if (!(wip->wi_flags & WIF_HOMING)) {
2753 vm_vec_copy_scale(&objp->phys_info.desired_vel, &objp->orient.v.fvec, objp->phys_info.max_vel.xyz.z );
2754 objp->phys_info.vel = objp->phys_info.desired_vel;
2755 objp->phys_info.speed = vm_vec_mag(&objp->phys_info.desired_vel);
2757 // For weapons that home, set velocity to sum of forward component of parent's velocity and 1/4 weapon's max speed.
2758 // Note that it is important to extract the forward component of the parent's velocity to factor out sliding, else
2759 // the missile will not be moving forward.
2760 if(parent_objp != NULL){
2761 vm_vec_copy_scale(&objp->phys_info.desired_vel, &objp->orient.v.fvec, vm_vec_dot(&parent_objp->phys_info.vel, &parent_objp->orient.v.fvec) + objp->phys_info.max_vel.xyz.z/4 );
2763 vm_vec_copy_scale(&objp->phys_info.desired_vel, &objp->orient.v.fvec, objp->phys_info.max_vel.xyz.z/4 );
2765 objp->phys_info.vel = objp->phys_info.desired_vel;
2766 objp->phys_info.speed = vm_vec_mag(&objp->phys_info.vel);
2769 // create the corkscrew
2770 if ( wip->wi_flags & WIF_CORKSCREW ) {
2771 wp->cscrew_index = (short)cscrew_create(objp);
2773 wp->cscrew_index = -1;
2776 // if this is a flak weapon shell, make it so
2777 // NOTE : this function will change some fundamental things about the weapon object
2778 if ( wip->wi_flags & WIF_FLAK ){
2781 wp->flak_index = -1;
2784 wp->missile_list_index = -1;
2785 // If this is a missile, then add it to the Missile_obj_list
2786 if ( wip->subtype == WP_MISSILE ) {
2787 wp->missile_list_index = missile_obj_list_add(objnum);
2790 if (wip->wi_flags & WIF_TRAIL /*&& !(wip->wi_flags & WIF_CORKSCREW) */) {
2791 wp->trail_num = trail_create(wip->tr_info);
2793 if ( wp->trail_num > -1 ) {
2794 // Add two segments. One to stay at launch pos, one to move.
2795 trail_add_segment( wp->trail_num, &objp->pos );
2796 trail_add_segment( wp->trail_num, &objp->pos );
2800 // Ensure weapon flyby sound doesn't get played for player lasers
2801 if ( parent_objp == Player_obj ) {
2802 wp->weapon_flags |= WF_PLAYED_FLYBY_SOUND;
2805 wp->pick_big_attack_point_timestamp = timestamp(1);
2807 // Set detail levels for POF-type weapons.
2808 if (Weapon_info[wp->weapon_info_index].model_num != -1) {
2811 pm = model_get(Weapon_info[wp->weapon_info_index].model_num);
2813 for (i=0; i<pm->n_detail_levels; i++){
2814 pm->detail_depth[i] = (objp->radius*20.0f + 20.0f) * i;
2818 // if the weapon was fired locked
2820 wp->weapon_flags |= WF_LOCKED_WHEN_FIRED;
2827 // Spawn child weapons from object *objp.
2828 void spawn_child_weapons(object *objp)
2833 ushort starting_sig;
2837 Assert(objp->type == OBJ_WEAPON);
2838 Assert((objp->instance >= 0) && (objp->instance < MAX_WEAPONS));
2840 wp = &Weapons[objp->instance];
2841 Assert((wp->weapon_info_index >= 0) && (wp->weapon_info_index < MAX_WEAPON_TYPES));
2842 wip = &Weapon_info[wp->weapon_info_index];
2844 child_id = wip->spawn_type;
2846 parent_num = objp->parent;
2848 if ((Objects[parent_num].type != objp->parent_type) || (Objects[parent_num].signature != objp->parent_sig)) {
2849 mprintf(("Warning: Parent of spawn weapon does not exist. Not spawning.\n"));
2854 if ( Game_mode & GM_MULTIPLAYER ) {
2855 // get the next network signature and save it. Set the next usable network signature to be
2856 // the passed in objects signature + 1. We "reserved" N of these slots when we created objp
2857 // for it's spawned children.
2858 starting_sig = multi_get_next_network_signature( MULTI_SIG_NON_PERMANENT );
2859 multi_set_network_signature( objp->net_signature, MULTI_SIG_NON_PERMANENT );
2862 for (i=0; i<wip->spawn_count; i++) {
2867 // for multiplayer, use the static randvec functions based on the network signatures to provide
2868 // the randomness so that it is the same on all machines.
2869 if ( Game_mode & GM_MULTIPLAYER ){
2870 static_randvec(objp->net_signature + i, &tvec);
2872 vm_vec_rand_vec_quick(&tvec);
2874 vm_vec_scale_add(&pos, &objp->pos, &tvec, objp->radius);
2876 vm_vector_2_matrix(&orient, &tvec, NULL, NULL);
2877 weapon_objnum = weapon_create(&pos, &orient, child_id, parent_num, 1, -1, wp->weapon_flags & WF_LOCKED_WHEN_FIRED);
2879 // Assign a little randomness to lifeleft so they don't all disappear at the same time.
2880 if (weapon_objnum != -1) {
2883 if ( Game_mode & GM_NORMAL ){
2886 rand_val = static_randf(objp->net_signature + i);
2889 Weapons[Objects[weapon_objnum].instance].lifeleft *= rand_val*0.4f + 0.8f;
2894 // in multiplayer, reset the next network signature to the one that was saved.
2895 if ( Game_mode & GM_MULTIPLAYER ){
2896 multi_set_network_signature( starting_sig, MULTI_SIG_NON_PERMANENT );
2900 // -----------------------------------------------------------------------
2901 // weapon_hit_do_sound()
2903 // Play a sound effect when a weapon hits a ship
2905 // To elimate the "stereo" effect of two lasers hitting at nearly
2906 // the same time, and to reduce the number of sound channels used,
2907 // only play one impact sound if IMPACT_SOUND_DELTA has elapsed
2909 // Note: Uses Weapon_impact_timer global for timer variable
2911 void weapon_hit_do_sound(object *hit_obj, weapon_info *wip, vector *hitpos)
2916 // If non-missiles (namely lasers) expire without hitting a ship, don't play impact sound
2917 if ( wip->subtype != WP_MISSILE ) {
2919 // flak weapons make sounds
2920 if(wip->wi_flags & WIF_FLAK){
2921 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2926 switch(hit_obj->type) {
2932 if ( timestamp_elapsed(Weapon_impact_timer) ) {
2933 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2934 Weapon_impact_timer = timestamp(IMPACT_SOUND_DELTA);
2944 if ( hit_obj == NULL ) {
2945 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2949 if ( timestamp_elapsed(Weapon_impact_timer) ) {
2952 if ( hit_obj->type == OBJ_SHIP ) {
2953 shield_str = ship_quadrant_shield_strength(hit_obj, hitpos);
2958 // play a shield hit if shields are above 10% max in this quadrant
2959 if ( shield_str > 0.1f ) {
2963 if ( !is_hull_hit ) {
2964 // Play a shield impact sound effect
2965 if ( hit_obj == Player_obj ) {
2966 snd_play_3d( &Snds[SND_SHIELD_HIT_YOU], hitpos, &Eye_position );
2967 // AL 12-15-97: Add missile impact sound even when shield is hit
2968 if ( wip->subtype == WP_MISSILE ) {
2969 snd_play_3d( &Snds[SND_PLAYER_HIT_MISSILE], hitpos, &Eye_position);
2972 snd_play_3d( &Snds[SND_SHIELD_HIT], hitpos, &Eye_position );
2975 // Play a hull impact sound effect
2976 switch ( wip->subtype ) {
2978 if ( hit_obj == Player_obj )
2979 snd_play_3d( &Snds[SND_PLAYER_HIT_LASER], hitpos, &Eye_position );
2981 if ( wip->impact_snd != -1 ) {
2982 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2987 if ( hit_obj == Player_obj )
2988 snd_play_3d( &Snds[SND_PLAYER_HIT_MISSILE], hitpos, &Eye_position);
2990 if ( wip->impact_snd != -1 ) {
2991 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2996 nprintf(("Warning","WARNING ==> Cannot determine sound to play for weapon impact\n"));
3001 Weapon_impact_timer = timestamp(IMPACT_SOUND_DELTA);
3005 // distrupt any subsystems that fall into damage sphere of this Electronics missile
3007 // input: ship_obj => pointer to ship that holds subsystem
3008 // blast_pos => world pos of weapon blast
3009 // wi_index => weapon info index of weapon causing blast
3010 void weapon_do_electronics_affect(object *ship_objp, vector *blast_pos, int wi_index)
3015 model_subsystem *psub;
3016 vector subsys_world_pos;
3019 shipp = &Ships[ship_objp->instance];
3020 wip = &Weapon_info[wi_index];
3022 for ( ss = GET_FIRST(&shipp->subsys_list); ss != END_OF_LIST(&shipp->subsys_list); ss = GET_NEXT(ss) ) {
3023 psub = ss->system_info;
3025 // convert subsys point to world coords
3026 vm_vec_unrotate(&subsys_world_pos, &psub->pnt, &ship_objp->orient);
3027 vm_vec_add2(&subsys_world_pos, &ship_objp->pos);
3029 // see if subsys point is within damage sphere
3030 dist = vm_vec_dist_quick(blast_pos, &subsys_world_pos);
3031 if ( dist < wip->outer_radius ) {
3032 ship_subsys_set_disrupted(ss, fl2i(6000.0f + frand()*4000.0f));
3037 // ----------------------------------------------------------------------
3038 // weapon_area_calc_damage()
3040 // Calculate teh damage for an object based on the location of an area-effect
3043 // input: objp => object pointer ship receiving blast effect
3044 // pos => world pos of blast center
3045 // inner_rad => smallest radius at which full damage is done
3046 // outer_rad => radius at which no damage is done
3047 // max_blast => maximum blast possible from explosion
3048 // max_damage => maximum damage possible from explosion
3049 // blast => OUTPUT PARAMETER: receives blast value from explosion
3050 // damage => OUTPUT PARAMETER: receives damage value from explosion
3051 // limit => a limit on the area, needed for shockwave damage
3053 // returns: no damage occurred => -1
3054 // damage occured => 0
3056 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)
3058 float dist, max_dist, min_dist;
3060 // only blast ships and asteroids
3061 if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_ASTEROID)) {
3065 max_dist = objp->radius + outer_rad;
3066 dist = vm_vec_dist_quick(&objp->pos, pos);
3067 if ( (dist > max_dist) || (dist > (limit+objp->radius)) ) {
3068 return -1; // spheres don't intersect at all
3071 if ( dist < (inner_rad+objp->radius) ) {
3072 // damage is maximum within inner radius
3073 *damage = max_damage;
3076 float dist_to_outer_rad_squared, total_dist_squared;
3077 min_dist = dist - objp->radius;
3078 Assert(min_dist < outer_rad);
3079 dist_to_outer_rad_squared = (outer_rad-min_dist)*(outer_rad-min_dist);
3080 total_dist_squared = (inner_rad-outer_rad)*(inner_rad-outer_rad);
3081 // AL 2-24-98: drop off damage relative to square of distance
3082 Assert(dist_to_outer_rad_squared <= total_dist_squared);
3083 *damage = max_damage * dist_to_outer_rad_squared/total_dist_squared;
3086 // *damage = (min_dist - outer_rad) * max_damage/(inner_rad - outer_rad);
3087 *blast = (min_dist - outer_rad) * max_blast /(inner_rad - outer_rad);
3090 // nprintf(("AI", "Frame %i: Damage = %7.3f, %7.3f meters away.\n", Framecount, *damage, dist));
3095 // ----------------------------------------------------------------------
3096 // weapon_area_apply_blast()
3098 // Apply the blast effects of an explosion to a ship
3100 // input: force_apply_pos => world pos of where force is applied to object
3101 // ship_obj => object pointer of ship receiving the blast
3102 // blast_pos => world pos of blast center
3103 // blast => force of blast
3104 // make_shockwave => boolean, whether to create a shockwave or not
3106 void weapon_area_apply_blast(vector *force_apply_pos, object *ship_obj, vector *blast_pos, float blast, int make_shockwave)
3108 #define SHAKE_CONST 3000
3109 vector force, vec_blast_to_ship, vec_ship_to_impact;
3112 // apply blast force based on distance from center of explosion
3113 vm_vec_sub(&vec_blast_to_ship, &ship_obj->pos, blast_pos);
3114 vm_vec_normalize_safe(&vec_blast_to_ship);
3115 vm_vec_copy_scale(&force, &vec_blast_to_ship, blast );
3118 vm_vec_sub(&vec_ship_to_impact, blast_pos, &ship_obj->pos);
3120 pm = model_get(Ships[ship_obj->instance].modelnum);
3121 Assert ( pm != NULL );
3123 if (make_shockwave) {
3124 physics_apply_shock (&force, blast, &ship_obj->phys_info, &ship_obj->orient, &pm->mins, &pm->maxs, pm->rad);
3125 if (ship_obj == Player_obj) {
3126 joy_ff_play_vector_effect(&vec_blast_to_ship, blast * 2.0f);
3129 ship_apply_whack( &force, &vec_ship_to_impact, ship_obj);
3133 // ----------------------------------------------------------------------
3134 // weapon_do_area_effect()
3136 // Do the area effect for a weapon
3138 // input: wobjp => object pointer to weapon causing explosion
3139 // pos => world pos of explosion center
3140 // other_obj => object pointer to ship that weapon impacted on (can be NULL)
3142 void weapon_do_area_effect(object *wobjp, vector *pos, object *other_obj)
3147 float damage, blast;
3149 wip = &Weapon_info[Weapons[wobjp->instance].weapon_info_index];
3150 wp = &Weapons[wobjp->instance];
3151 Assert(wip->inner_radius != 0);
3153 // only blast ships and asteroids
3154 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
3155 if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_ASTEROID) ) {
3159 if ( objp->type == OBJ_SHIP ) {
3160 // don't blast navbuoys
3161 if ( ship_get_SIF(objp->instance) & SIF_NAVBUOY ) {
3166 if ( weapon_area_calc_damage(objp, pos, wip->inner_radius, wip->outer_radius, wip->blast_force, wip->damage, &blast, &damage, wip->outer_radius) == -1 ){
3171 damage *= weapon_get_damage_scale(wip, wobjp, other_obj);
3173 switch ( objp->type ) {
3175 ship_apply_global_damage(objp, wobjp, pos, damage);
3176 weapon_area_apply_blast(NULL, objp, pos, blast, 0);
3179 asteroid_hit(objp, NULL, NULL, damage);
3188 // if this weapon has the "Electronics" flag set, then disrupt subsystems in sphere
3189 if ( (other_obj != NULL) && (wip->wi_flags & WIF_ELECTRONICS) ) {
3190 if ( other_obj->type == OBJ_SHIP ) {
3191 weapon_do_electronics_affect(other_obj, pos, Weapons[wobjp->instance].weapon_info_index);
3197 // ----------------------------------------------------------------------
3200 // This function is called when a weapon hits something (or, in the case of
3201 // missiles explodes for any particular reason)
3203 void weapon_hit( object * weapon_obj, object * other_obj, vector * hitpos )
3205 Assert(weapon_obj != NULL);
3206 if(weapon_obj == NULL){
3209 Assert((weapon_obj->type == OBJ_WEAPON) && (weapon_obj->instance >= 0) && (weapon_obj->instance < MAX_WEAPONS));
3210 if((weapon_obj->type != OBJ_WEAPON) || (weapon_obj->instance < 0) || (weapon_obj->instance >= MAX_WEAPONS)){
3214 int num = weapon_obj->instance;
3215 int weapon_type = Weapons[num].weapon_info_index;
3216 object *weapon_parent_objp;
3220 Assert((weapon_type >= 0) && (weapon_type < MAX_WEAPONS));
3221 if((weapon_type < 0) || (weapon_type >= MAX_WEAPONS)){
3224 wip = &Weapon_info[weapon_type];
3225 weapon_parent_objp = &Objects[weapon_obj->parent];
3227 // if this is the player ship, and is a laser hit, skip it. wait for player "pain" to take care of it
3228 // if( ((wip->subtype != WP_LASER) || !MULTIPLAYER_CLIENT) && (Player_obj != NULL) && (other_obj == Player_obj) ){
3229 if((other_obj != Player_obj) || (wip->subtype != WP_LASER) || !MULTIPLAYER_CLIENT){
3230 weapon_hit_do_sound(other_obj, wip, hitpos);
3233 if ( wip->impact_weapon_expl_index > -1 ) {
3234 int expl_ani_handle = weapon_get_expl_handle(wip->impact_weapon_expl_index, hitpos, wip->impact_explosion_radius);
3235 particle_create( hitpos, &vmd_zero_vector, 0.0f, wip->impact_explosion_radius, PARTICLE_BITMAP_PERSISTENT, expl_ani_handle );
3238 weapon_obj->flags |= OF_SHOULD_BE_DEAD;
3240 int sw_flag = SW_WEAPON;
3242 // check if this is an area effect weapon
3243 if ( wip->wi_flags & WIF_AREA_EFFECT ) {
3244 // if ( wip->subtype & WP_MISSILE && wip->wi_flags & WIF_AREA_EFFECT ) {
3245 if ( wip->wi_flags & WIF_SHOCKWAVE ) {
3246 float actual_damage = wip->damage;
3247 // Shockwaves caused by weapons hitting weapons are 1/4 as powerful
3248 if ( ((other_obj) && (other_obj->type == OBJ_WEAPON)) || (Weapons[num].weapon_flags & WF_DESTROYED_BY_WEAPON)) {
3249 actual_damage /= 4.0f;
3250 sw_flag |= SW_WEAPON_KILL;
3252 shockwave_create_info sci;
3253 sci.blast = wip->blast_force;
3254 sci.damage = actual_damage;
3255 sci.inner_rad = wip->inner_radius;
3256 sci.outer_rad = wip->outer_radius;
3257 sci.speed = wip->shockwave_speed;
3258 sci.rot_angle = 0.0f;
3260 shockwave_create(OBJ_INDEX(weapon_obj), hitpos, &sci, sw_flag);
3261 // snd_play_3d( &Snds[SND_SHOCKWAVE_IMPACT], hitpos, &Eye_position );
3264 weapon_do_area_effect(weapon_obj, hitpos, other_obj);
3268 // check if this is an EMP weapon
3269 if(wip->wi_flags & WIF_EMP){
3270 emp_apply(&weapon_obj->pos, wip->inner_radius, wip->outer_radius, wip->emp_intensity, wip->emp_time);
3273 // spawn weapons - note the change from FS 1 multiplayer.
3274 if (wip->wi_flags & WIF_SPAWN){
3275 spawn_child_weapons(weapon_obj);
3279 void weapon_detonate(object *objp)
3281 Assert(objp != NULL);
3285 Assert((objp->type == OBJ_WEAPON) && (objp->instance >= 0));
3286 if((objp->type != OBJ_WEAPON) || (objp->instance < 0)){
3290 // send a detonate packet in multiplayer
3291 if(MULTIPLAYER_MASTER){
3292 send_weapon_detonate_packet(objp);
3296 weapon_hit(objp, NULL, &objp->pos);
3299 // Return the Weapon_info[] index of the weapon with name *name.
3300 int weapon_name_lookup(char *name)
3304 for ( i=0; i < Num_weapon_types; i++) {
3305 if (!stricmp(name, Weapon_info[i].name)) {
3313 // Group_id: If you should quad lasers, they should all have the same group id.
3314 // This will be used to optimize lighting, since each group only needs to cast one light.
3315 // Call this to get a new group id, then pass it to each weapon_create call for all the
3316 // weapons in the group. Number will be between 0 and WEAPON_MAX_GROUP_IDS and will
3318 int weapon_create_group_id()
3320 static int current_id = 0;
3325 if ( current_id >= WEAPON_MAX_GROUP_IDS ) {
3332 void weapons_page_in()
3336 // Page in bitmaps for all weapons
3337 for (i=0; i<Num_weapon_types; i++ ) {
3338 weapon_info *wip = &Weapon_info[i];
3340 wip->wi_flags &= (~WIF_THRUSTER); // Assume no thrusters
3342 switch( wip->render_type ) {
3345 wip->model_num = model_load( wip->pofbitmap_name, 0, NULL );
3347 polymodel *pm = model_get( wip->model_num );
3349 // If it has a model, and the model pof has thrusters, then set
3351 if ( pm->n_thrusters > 0 ) {
3352 //mprintf(( "Weapon %s has thrusters!\n", wip->name ));
3353 wip->wi_flags |= WIF_THRUSTER;
3356 for (j=0; j<pm->n_textures; j++ ) {
3357 int bitmap_num = pm->original_textures[j];
3359 if ( bitmap_num > -1 ) {
3360 // if we're in Glide (and maybe later with D3D), use nondarkening textures
3361 if(gr_screen.mode == GR_GLIDE){
3362 bm_page_in_nondarkening_texture( bitmap_num );
3364 bm_page_in_texture( bitmap_num );
3373 bm_page_in_texture( wip->laser_bitmap );
3375 if(wip->laser_glow_bitmap >= 0){
3376 bm_page_in_texture(wip->laser_glow_bitmap);
3382 Int3(); // Invalid weapon rendering type.
3385 // If this has an impact vclip page it in.
3386 // if ( wip->impact_explosion_ani > -1 ) {
3387 // int nframes, fps;
3388 // bm_get_info( wip->impact_explosion_ani, NULL, NULL, NULL, &nframes, &fps );
3389 // bm_page_in_xparent_texture( wip->impact_explosion_ani, nframes );
3393 if ( (wip->wi_flags & WIF_TRAIL) && (wip->tr_info.bitmap > -1) ) {
3394 bm_page_in_texture( wip->tr_info.bitmap );
3397 // if this is a beam weapon, page in its stuff
3398 if(wip->wi_flags & WIF_BEAM){
3399 // all beam sections
3400 for(idx=0; idx<wip->b_info.beam_num_sections; idx++){
3401 if((idx < MAX_BEAM_SECTIONS) && (wip->b_info.sections[idx].texture >= 0)){
3402 bm_page_in_texture(wip->b_info.sections[idx].texture);
3407 if(wip->b_info.beam_glow_bitmap >= 0){
3408 bm_page_in_texture(wip->b_info.beam_glow_bitmap);
3412 if(wip->b_info.beam_particle_ani >= 0){
3414 bm_get_info( wip->b_info.beam_particle_ani, NULL, NULL, NULL, &nframes, &fps );
3415 bm_page_in_texture( wip->b_info.beam_particle_ani, nframes );
3421 for (i=0; i<Num_weapon_expl; i++) {
3422 int bitmap_handle, nframes, fps;
3424 for (j=0; j<Weapon_expl_info[i].lod_count; j++) {
3426 bitmap_handle = bm_load_animation(Weapon_expl_info[i].lod[j].filename, &nframes, &fps, 1);
3427 Weapon_expl_info[i].lod[j].bitmap_id = bitmap_handle;
3428 Weapon_expl_info[i].lod[j].fps = fps;
3429 Weapon_expl_info[i].lod[j].num_frames = nframes;
3432 bm_page_in_xparent_texture(bitmap_handle, nframes);
3437 for (i=0; i<Num_cmeasure_types; i++ ) {
3438 cmeasure_info *cmeasurep;
3440 cmeasurep = &Cmeasure_info[i];
3442 cmeasurep->model_num = model_load( cmeasurep->pof_name, 0, NULL );
3444 polymodel *pm = model_get( cmeasurep->model_num );
3446 for (j=0; j<pm->n_textures; j++ ) {
3447 int bitmap_num = pm->original_textures[j];
3449 if ( bitmap_num > -1 ) {
3450 bm_page_in_texture( bitmap_num );
3453 Assert( cmeasurep->model_num > -1 );
3458 // call to get the "color" of the laser at the given moment (since glowing lasers can cycle colors)
3459 void weapon_get_laser_color(color *c, object *objp)
3471 Assert(objp->type == OBJ_WEAPON);
3472 Assert(objp->instance >= 0);
3473 Assert(Weapons[objp->instance].weapon_info_index >= 0);
3474 if((objp->type != OBJ_WEAPON) || (objp->instance < 0) || (Weapons[objp->instance].weapon_info_index < 0)){
3477 wep = &Weapons[objp->instance];
3478 winfo = &Weapon_info[wep->weapon_info_index];
3480 // if we're a one-color laser
3481 if((winfo->laser_color_2.red == 0) && (winfo->laser_color_2.green == 0) && (winfo->laser_color_2.blue == 0)){
3482 *c = winfo->laser_color_1;
3486 pct = 1.0f - (wep->lifeleft / winfo->lifetime);
3489 } else if (pct < 0.0f)
3494 // otherwise interpolate between the colors
3495 gr_init_color( c, (int)((float)winfo->laser_color_1.red + (((float)winfo->laser_color_2.red - (float)winfo->laser_color_1.red) * pct)),
3496 (int)((float)winfo->laser_color_1.green + (((float)winfo->laser_color_2.green - (float)winfo->laser_color_1.green) * pct)),
3497 (int)((float)winfo->laser_color_1.blue + (((float)winfo->laser_color_2.blue - (float)winfo->laser_color_1.blue) * pct)) );
3500 // default weapon particle spew data
3501 int Weapon_particle_spew_count = 1;
3502 int Weapon_particle_spew_time = 25;
3503 float Weapon_particle_spew_vel = 0.4f;
3504 float Weapon_particle_spew_radius = 2.0f;
3505 float Weapon_particle_spew_lifetime = 0.15f;
3506 float Weapon_particle_spew_scale = 0.8f;
3508 // for weapons flagged as particle spewers, spew particles. wheee
3509 void weapon_maybe_spew_particle(object *obj)
3513 vector direct, direct_temp, particle_pos;
3514 vector null_vec = ZERO_VECTOR;
3519 Assert(obj->type == OBJ_WEAPON);
3520 Assert(obj->instance >= 0);
3521 Assert(Weapons[obj->instance].weapon_info_index >= 0);
3522 Assert(Weapon_info[Weapons[obj->instance].weapon_info_index].wi_flags & WIF_PARTICLE_SPEW);
3524 wp = &Weapons[obj->instance];
3526 // if the weapon's particle timestamp has elapse`d
3527 if((wp->particle_spew_time == -1) || timestamp_elapsed(wp->particle_spew_time)){
3528 // reset the timestamp
3529 wp->particle_spew_time = timestamp(Weapon_particle_spew_time);
3531 // spew some particles
3532 for(idx=0; idx<Weapon_particle_spew_count; idx++){
3533 // get the backward vector of the weapon
3534 direct = obj->orient.v.fvec;
3535 vm_vec_negate(&direct);
3537 // randomly perturb x, y and z
3540 ang = fl_radian(frand_range(-90.0f, 90.0f));
3541 vm_rot_point_around_line(&direct_temp, &direct, ang, &null_vec, &obj->orient.v.fvec);
3542 direct = direct_temp;
3543 vm_vec_scale(&direct, Weapon_particle_spew_scale);
3546 ang = fl_radian(frand_range(-90.0f, 90.0f));
3547 vm_rot_point_around_line(&direct_temp, &direct, ang, &null_vec, &obj->orient.v.rvec);
3548 direct = direct_temp;
3549 vm_vec_scale(&direct, Weapon_particle_spew_scale);
3552 ang = fl_radian(frand_range(-90.0f, 90.0f));
3553 vm_rot_point_around_line(&direct_temp, &direct, ang, &null_vec, &obj->orient.v.uvec);
3554 direct = direct_temp;
3555 vm_vec_scale(&direct, Weapon_particle_spew_scale);
3557 // get a velovity vector of some percentage of the weapon's velocity
3558 vel = obj->phys_info.vel;
3559 vm_vec_scale(&vel, Weapon_particle_spew_vel);
3561 // emit the particle
3562 vm_vec_add(&particle_pos, &obj->pos, &direct);
3563 particle_create(&particle_pos, &vel, Weapon_particle_spew_lifetime, Weapon_particle_spew_radius, PARTICLE_SMOKE);
3568 // debug console functionality
3569 void pspew_display_dcf()
3571 dc_printf("Particle spew settings\n\n");
3572 dc_printf("Particle spew count (pspew_count) : %d\n", Weapon_particle_spew_count);
3573 dc_printf("Particle spew time (pspew_time) : %d\n", Weapon_particle_spew_time);
3574 dc_printf("Particle spew velocity (pspew_vel) : %f\n", Weapon_particle_spew_vel);
3575 dc_printf("Particle spew size (pspew_size) : %f\n", Weapon_particle_spew_radius);
3576 dc_printf("Particle spew lifetime (pspew_life) : %f\n", Weapon_particle_spew_lifetime);
3577 dc_printf("Particle spew scale (psnew_scale) : %f\n", Weapon_particle_spew_scale);
3580 DCF(pspew_count, "Number of particles spewed at a time")
3582 dc_get_arg(ARG_INT);
3583 if(Dc_arg_type & ARG_INT){
3584 Weapon_particle_spew_count = Dc_arg_int;
3587 pspew_display_dcf();
3590 DCF(pspew_time, "Time between particle spews")
3592 dc_get_arg(ARG_INT);
3593 if(Dc_arg_type & ARG_INT){
3594 Weapon_particle_spew_time = Dc_arg_int;
3597 pspew_display_dcf();
3600 DCF(pspew_vel, "Relative velocity of particles (0.0 - 1.0)")
3602 dc_get_arg(ARG_FLOAT);
3603 if(Dc_arg_type & ARG_FLOAT){
3604 Weapon_particle_spew_vel = Dc_arg_float;
3607 pspew_display_dcf();
3610 DCF(pspew_size, "Size of spewed particles")
3612 dc_get_arg(ARG_FLOAT);
3613 if(Dc_arg_type & ARG_FLOAT){
3614 Weapon_particle_spew_radius = Dc_arg_float;
3617 pspew_display_dcf();
3620 DCF(pspew_life, "Lifetime of spewed particles")
3622 dc_get_arg(ARG_FLOAT);
3623 if(Dc_arg_type & ARG_FLOAT){
3624 Weapon_particle_spew_lifetime = Dc_arg_float;
3627 pspew_display_dcf();
3630 DCF(pspew_scale, "How far away particles are from the weapon path")
3632 dc_get_arg(ARG_FLOAT);
3633 if(Dc_arg_type & ARG_FLOAT){
3634 Weapon_particle_spew_scale = Dc_arg_float;
3637 pspew_display_dcf();
3640 // return a scale factor for damage which should be applied for 2 collisions
3641 float weapon_get_damage_scale(weapon_info *wip, object *wep, object *target)
3644 int from_player = 0;
3645 float total_scale = 1.0f;
3647 int is_big_damage_ship = 0;
3650 if((wip == NULL) || (wep == NULL) || (target == NULL)){
3654 // don't scale any damage if its not a weapon
3655 if((wep->type != OBJ_WEAPON) || (wep->instance < 0) || (wep->instance >= MAX_WEAPONS)){
3658 wp = &Weapons[wep->instance];
3660 // was the weapon fired by the player
3662 if((wep->parent >= 0) && (wep->parent < MAX_OBJECTS) && (Objects[wep->parent].flags & OF_PLAYER_SHIP)){
3666 // if this is a lockarm weapon, and it was fired unlocked
3667 if((wip->wi_flags & WIF_LOCKARM) && !(wp->weapon_flags & WF_LOCKED_WHEN_FIRED)){
3668 total_scale *= 0.1f;
3671 // if the hit object was a ship
3672 if(target->type == OBJ_SHIP){
3676 // get some info on the ship
3677 Assert((target->instance >= 0) && (target->instance < MAX_SHIPS));
3678 if((target->instance < 0) || (target->instance >= MAX_SHIPS)){
3681 shipp = &Ships[target->instance];
3682 sip = &Ship_info[Ships[target->instance].ship_info_index];
3684 // get hull pct of the ship currently
3685 hull_pct = target->hull_strength / sip->initial_hull_strength;
3687 // if it has hit a supercap ship and is not a supercap class weapon
3688 if((sip->flags & SIF_SUPERCAP) && !(wip->wi_flags & WIF_SUPERCAP)){
3689 // if the supercap is around 3/4 damage, apply nothing
3690 if(hull_pct <= 0.75f){
3693 total_scale *= SUPERCAP_DAMAGE_SCALE;
3697 // determine if this is a big damage ship
3698 is_big_damage_ship = (sip->flags & SIF_BIG_DAMAGE);
3700 // if this is a large ship, and is being hit by flak
3701 if(is_big_damage_ship && (wip->wi_flags & WIF_FLAK)){
3702 total_scale *= FLAK_DAMAGE_SCALE;
3705 // if the player is firing small weapons at a big ship
3706 if( from_player && is_big_damage_ship && !(wip->wi_flags & (WIF_HURTS_BIG_SHIPS)) ){
3708 // if its a laser weapon
3709 if(wip->subtype == WP_LASER){
3710 total_scale *= 0.01f;
3712 total_scale *= 0.05f;
3716 // if the weapon is a small weapon being fired at a big ship
3717 if( is_big_damage_ship && !(wip->wi_flags & (WIF_HURTS_BIG_SHIPS)) ){
3718 if(hull_pct > 0.1f){
3719 total_scale *= hull_pct;
3729 int weapon_get_expl_handle(int weapon_expl_index, vector *pos, float size)
3731 weapon_expl_info *wei = &Weapon_expl_info[weapon_expl_index];
3733 if (wei->lod_count == 1) {
3734 return wei->lod[0].bitmap_id;
3737 // now we have to do some work
3739 int x, y, w, h, bm_size;
3745 extern float Viewer_zoom;
3746 extern int G3_count;
3752 g3_set_view_matrix(&Eye_position, &Eye_matrix, Viewer_zoom);
3754 // get extents of the rotated bitmap
3755 g3_rotate_vertex(&v, pos);
3757 // if vertex is behind, find size if in front, then drop down 1 LOD
3758 if (v.codes & CC_BEHIND) {
3759 float dist = vm_vec_dist_quick(&Eye_position, pos);
3763 vm_vec_scale_add(&temp, &Eye_position, &Eye_matrix.v.fvec, dist);
3764 g3_rotate_vertex(&v, &temp);
3766 // if still behind, bail and go with default
3767 if (v.codes & CC_BEHIND) {
3772 if (!g3_get_bitmap_dims(wei->lod[0].bitmap_id, &v, size, &x, &y, &w, &h, &bm_size)) {
3773 if (Detail.hardware_textures == 4) {
3777 } else if(w <= bm_size/2){
3779 } else if(w <= 1.3f*bm_size){
3785 // less aggressive LOD for lower detail settings
3788 } else if(w <= bm_size/3){
3790 } else if(w <= (1.15f*bm_size)){
3798 // if it's behind, bump up LOD by 1
3808 best_lod = min(best_lod, wei->lod_count - 1);
3809 return wei->lod[best_lod].bitmap_id;
3812 // -------------------------------------------------------------------------------------------------
3815 // called in game_shutdown() to free malloced memory
3817 // NOTE: do not call this function. It is only called from game_shutdown()
3822 // free info from parsed table data
3823 for (i=0; i<MAX_WEAPON_TYPES; i++) {
3824 if ( Weapon_info[i].desc != NULL ) {
3825 free(Weapon_info[i].desc);
3826 Weapon_info[i].desc = NULL;
3828 if ( Weapon_info[i].tech_desc != NULL ) {
3829 free(Weapon_info[i].tech_desc);
3830 Weapon_info[i].tech_desc = NULL;