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 1.9 2003/05/25 02:30:44 taylor
21 * Revision 1.8 2002/06/21 03:04:12 relnev
24 * Revision 1.7 2002/06/17 06:33:11 relnev
25 * ryan's struct patch for gcc 2.95
27 * Revision 1.6 2002/06/09 04:41:30 relnev
28 * added copyright header
30 * Revision 1.5 2002/06/05 08:05:29 relnev
31 * stub/warning removal.
33 * reworked the sound code.
35 * Revision 1.4 2002/06/01 03:32:00 relnev
36 * fix texture loading mistake.
38 * enable some d3d stuff for opengl also
40 * Revision 1.3 2002/05/28 08:52:03 relnev
41 * implemented two assembly stubs.
43 * cleaned up a few warnings.
45 * added a little demo hackery to make it progress a little farther.
47 * Revision 1.2 2002/05/07 03:16:53 theoddone33
48 * The Great Newline Fix
50 * Revision 1.1.1.1 2002/05/03 03:28:11 root
54 * 69 9/14/99 3:26a Dave
55 * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer
56 * respawn-too-early problem. Made a few crash points safe.
58 * 68 9/14/99 1:32a Andsager
59 * Better LOD for weapon explosions when behind. Move point ahead to get
60 * vertex and then find size.
62 * 67 9/07/99 1:10p Mikek
63 * Fix code I busted due to adding lifeleft to missiles.
65 * 66 9/07/99 12:20a Andsager
66 * LOD less agressive at lower hardware detail level
68 * 65 9/06/99 7:21p Dave
69 * Commented out bad lifeleft scaling code in weapon_set_tracking_info()
71 * 64 9/06/99 3:23p Andsager
72 * Make fireball and weapon expl ani LOD choice look at resolution of the
75 * 63 9/06/99 12:46a Andsager
76 * Add weapon_explosion_ani LOD
78 * 62 9/05/99 11:24p Mikek
79 * Fixed problems caused by earlier checkin (that was rolled back).
80 * Problem was wp->target_pos was not set for swarmers.
82 * More tweaking of missile behavior. Also add 20% to lifetime of a
85 * [Rolled back -- MK] 63 9/05/99 2:23p Mikek
86 * Make aspect seekers a little less likely to miss their target.
87 * Mysterious why they do it so often. Maybe fix for FS3...
89 * [Rolled back -- MK] 62 9/04/99 12:09p Mikek
90 * Limit number of spawned weapons that can home on player based on skill
91 * level. Works same as for non-spawned weapons. Only do in single
94 * 61 8/27/99 1:34a Andsager
95 * Modify damage by shockwaves for BIG|HUGE ships. Modify shockwave damge
96 * when weapon blows up.
98 * 60 8/24/99 10:47a Jefff
99 * tech room weapon anims. added tech anim field to weapons.tbl
101 * 59 8/16/99 11:58p Andsager
102 * Disable collision on proximity for ships with SIF_DONT_COLLIDE_INVIS
105 * 58 8/10/99 5:30p Jefff
106 * Added tech_title string to weapon_info. Changed parser accordingly.
108 * 57 8/05/99 2:06a Dave
111 * 56 8/02/99 5:16p Dave
112 * Bumped up weapon title string length from 32 to 48
114 * 55 7/29/99 5:41p Jefff
115 * Sound hooks for cmeasure success
117 * 54 7/24/99 1:54p Dave
118 * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert
121 * 53 7/19/99 7:20p Dave
122 * Beam tooling. Specialized player-killed-self messages. Fixed d3d nebula
125 * 52 7/18/99 12:32p Dave
126 * Randomly oriented shockwaves.
128 * 51 7/16/99 1:50p Dave
129 * 8 bit aabitmaps. yay.
131 * 50 7/15/99 9:20a Andsager
132 * FS2_DEMO initial checkin
134 * 49 7/08/99 10:53a Dave
135 * New multiplayer interpolation scheme. Not 100% done yet, but still
136 * better than the old way.
138 * 48 7/02/99 4:31p Dave
139 * Much more sophisticated lightning support.
141 * 47 7/01/99 5:57p Johnson
142 * Oops. Fixed big ship damage.
144 * 46 7/01/99 4:23p Dave
145 * Full support for multiple linked ambient engine sounds. Added "big
148 * 45 6/30/99 5:53p Dave
149 * Put in new anti-camper code.
151 * 44 6/22/99 3:24p Danw
152 * Fixed incorrect weapon hit sound culling.
154 * 43 6/21/99 7:25p Dave
155 * netplayer pain packet. Added type E unmoving beams.
157 * 42 6/14/99 10:45a Dave
158 * Made beam weapons specify accuracy by skill level in the weapons.tbl
160 * 41 6/11/99 11:13a Dave
161 * last minute changes before press tour build.
163 * 40 6/04/99 2:16p Dave
164 * Put in shrink effect for beam weapons.
166 * 39 6/01/99 8:35p Dave
167 * Finished lockarm weapons. Added proper supercap weapons/damage. Added
168 * awacs-set-radius sexpression.
170 * 38 6/01/99 3:52p Dave
171 * View footage screen. Fixed xstrings to not display the & symbol. Popup,
172 * dead popup, pxo find player popup, pxo private room popup.
174 * 37 5/27/99 6:17p Dave
175 * Added in laser glows.
177 * 36 5/20/99 7:00p Dave
178 * Added alternate type names for ships. Changed swarm missile table
181 * 35 5/08/99 8:25p Dave
182 * Upped object pairs. First run of nebula lightning.
184 * 34 4/28/99 11:13p Dave
185 * Temporary checkin of artillery code.
187 * 33 4/28/99 3:11p Andsager
188 * Stagger turret weapon fire times. Make turrets smarter when target is
189 * protected or beam protected. Add weaopn range to weapon info struct.
191 * 32 4/22/99 11:06p Dave
192 * Final pass at beam weapons. Solidified a lot of stuff. All that remains
193 * now is to tweak and fix bugs as they come up. No new beam weapon
196 * 31 4/19/99 11:01p Dave
197 * More sophisticated targeting laser support. Temporary checkin.
199 * 30 4/16/99 5:54p Dave
200 * Support for on/off style "stream" weapons. Real early support for
201 * target-painting lasers.
203 * 29 4/07/99 6:22p Dave
204 * Fred and Freespace support for multiple background bitmaps and suns.
205 * Fixed link errors on all subprojects. Moved encrypt_init() to
206 * cfile_init() and lcl_init(), since its safe to call twice.
208 * 28 4/02/99 1:35p Dave
209 * Removed weapon hit packet. No good for causing pain.
211 * 27 4/02/99 9:55a Dave
212 * Added a few more options in the weapons.tbl for beam weapons. Attempt
213 * at putting "pain" packets into multiplayer.
215 * 26 3/31/99 9:26p Dave
216 * Don't load beam textures when in Fred.
218 * 25 3/31/99 8:24p Dave
219 * Beefed up all kinds of stuff, incluging beam weapons, nebula effects
220 * and background nebulae. Added per-ship non-dimming pixel colors.
222 * 24 3/23/99 2:29p Andsager
223 * Fix shockwaves for kamikazi and Fred defined. Collect together
224 * shockwave_create_info struct.
226 * 23 3/23/99 11:03a Dave
227 * Added a few new fields and fixed parsing code for new weapon stuff.
229 * 22 3/19/99 9:52a Dave
230 * Checkin to repair massive source safe crash. Also added support for
231 * pof-style nebulae, and some new weapons code.
233 * 24 3/15/99 6:45p Daveb
234 * Put in rough nebula bitmap support.
236 * 23 3/12/99 3:19p Enricco
237 * Remove spurious Int3()
239 * 22 3/11/99 5:53p Dave
240 * More network optimization. Spliced in Dell OEM planet bitmap crap.
242 * 21 3/10/99 6:51p Dave
243 * Changed the way we buffer packets for all clients. Optimized turret
244 * fired packets. Did some weapon firing optimizations.
246 * 20 2/24/99 4:02p Dave
247 * Fixed weapon locking and homing problems for multiplayer dogfight mode.
249 * 19 2/05/99 12:52p Dave
250 * Fixed Glide nondarkening textures.
252 * 18 1/29/99 12:47a Dave
253 * Put in sounds for beam weapon. A bunch of interface screens (tech
256 * 17 1/27/99 9:56a Dave
257 * Temporary checkin of beam weapons for Dan to make cool sounds.
259 * 16 1/25/99 5:03a Dave
260 * First run of stealth, AWACS and TAG missile support. New mission type
263 * 15 1/24/99 11:37p Dave
264 * First full rev of beam weapons. Very customizable. Removed some bogus
265 * Int3()'s in low level net code.
267 * 14 1/21/99 10:45a Dave
268 * More beam weapon stuff. Put in warmdown time.
270 * 13 1/12/99 5:45p Dave
271 * Moved weapon pipeline in multiplayer to almost exclusively client side.
272 * Very good results. Bandwidth goes down, playability goes up for crappy
273 * connections. Fixed object update problem for ship subsystems.
275 * 12 1/08/99 2:08p Dave
276 * Fixed software rendering for pofview. Super early support for AWACS and
279 * 11 1/06/99 2:24p Dave
280 * Stubs and release build fixes.
282 * 10 12/01/98 6:12p Johnson
283 * Make sure to page in weapon impact animations as xparent textures.
285 * 9 11/20/98 4:08p Dave
286 * Fixed flak effect in multiplayer.
288 * 8 11/14/98 5:33p Dave
289 * Lots of nebula work. Put in ship contrails.
291 * 7 11/05/98 4:18p Dave
292 * First run nebula support. Beefed up localization a bit. Removed all
293 * conditional compiles for foreign versions. Modified mission file
296 * 6 10/26/98 9:42a Dave
297 * Early flak gun support.
299 * 5 10/23/98 3:51p Dave
300 * Full support for tstrings.tbl and foreign languages. All that remains
301 * is to make it active in Fred.
303 * 4 10/07/98 6:27p Dave
304 * Globalized mission and campaign file extensions. Removed Silent Threat
305 * special code. Moved \cache \players and \multidata into the \data
308 * 3 10/07/98 4:49p Andsager
309 * don't do weapon swap (was needed for mission disk)
311 * 2 10/07/98 10:54a Dave
314 * 1 10/07/98 10:51a Dave
316 * 314 9/21/98 11:19p Dave
319 * 313 9/19/98 4:33p Adam
320 * Changed default values for particle spew (used on Leech Cannon)
322 * 312 9/13/98 10:51p Dave
323 * Put in newfangled icons for mission simulator room. New mdisk.vp
324 * checksum and file length.
326 * 311 9/13/98 4:29p Andsager
327 * Maintain Weapon_info compataiblity with mission disk
329 * 310 9/13/98 4:26p Andsager
331 * 309 9/01/98 4:25p Dave
332 * Put in total (I think) backwards compatibility between mission disk
333 * freespace and non mission disk freespace, including pilot files and
334 * campaign savefiles.
336 * 308 8/28/98 3:29p Dave
337 * EMP effect done. AI effects may need some tweaking as required.
339 * 307 8/25/98 1:49p Dave
340 * First rev of EMP effect. Player side stuff basically done. Next comes
343 * 306 8/18/98 10:15a Dave
344 * Touchups on the corkscrew missiles. Added particle spewing weapons.
346 * 305 8/17/98 5:07p Dave
347 * First rev of corkscrewing missiles.
349 * 304 6/30/98 2:23p Dave
350 * Revised object update system. Removed updates for all weapons. Put
351 * button info back into control info packet.
353 * 303 6/22/98 8:36a Allender
354 * revamping of homing weapon system. don't send as object updates
357 * 302 5/24/98 2:25p Allender
358 * be sure that homing missiles die on client when lifeleft gets too
359 * negative (lost packets)
361 * 301 5/20/98 5:47p Sandeep
363 * 300 5/18/98 1:58a Mike
364 * Make Phoenix not be fired at fighters (but yes bombers).
365 * Improve positioning of ships in guard mode.
366 * Make turrets on player ship not fire near end of support ship docking.
374 #include "systemvars.h"
383 #include "floating.h"
385 #include "lighting.h"
389 #include "fireballs.h"
391 #include "hudtarget.h"
392 #include "freespace.h"
397 #include "multimsgs.h"
398 #include "linklist.h"
401 #include "cmeasure.h"
402 #include "shockwave.h"
404 #include "staticrand.h"
406 #include "multiutil.h"
410 #include "objcollide.h"
412 #include "particle.h"
413 #include "asteroid.h"
415 #include "multi_obj.h"
416 #include "corkscrew.h"
418 #include "localize.h"
420 #include "muzzleflash.h"
423 int Weapon_flyby_sound_enabled = 1;
424 DCF_BOOL( weapon_flyby, Weapon_flyby_sound_enabled )
427 static int Weapon_flyby_sound_timer;
429 weapon Weapons[MAX_WEAPONS];
430 weapon_info Weapon_info[MAX_WEAPON_TYPES];
432 #define MISSILE_OBJ_USED (1<<0) // flag used in missile_obj struct
433 #define MAX_MISSILE_OBJS MAX_WEAPONS // max number of missiles tracked in missile list
434 missile_obj Missile_objs[MAX_MISSILE_OBJS]; // array used to store missile object indexes
435 missile_obj Missile_obj_list; // head of linked list of missile_obj structs
438 // WEAPON EXPLOSION INFO
439 #define MAX_weapon_expl_lod 4
440 #define MAX_Weapon_expl_info 3
442 typedef struct weapon_expl_lod {
443 char filename[MAX_FILENAME_LEN];
449 typedef struct weapon_expl_info {
451 weapon_expl_lod lod[MAX_weapon_expl_lod];
454 weapon_expl_info Weapon_expl_info[MAX_Weapon_expl_info];
456 int Num_weapon_expl = 0;
458 int Num_weapon_types = 0;
461 int Weapons_inited = 0;
463 int laser_model_inner = -1;
464 int laser_model_outer = -1;
466 int missile_model = -1;
468 char *Weapon_names[MAX_WEAPON_TYPES];
470 int First_secondary_index = -1;
472 #define MAX_SPAWN_WEAPONS 10 // Up to 10 weapons can spawn weapons.
475 char Spawn_names[MAX_SPAWN_WEAPONS][NAME_LENGTH];
477 int Num_player_weapon_precedence; // Number of weapon types in Player_weapon_precedence
478 int Player_weapon_precedence[MAX_WEAPON_TYPES]; // Array of weapon types, precedence list for player weapon selection
480 // Used to avoid playing too many impact sounds in too short a time interval.
481 // This will elimate the odd "stereo" effect that occurs when two weapons impact at
482 // nearly the same time, like from a double laser (also saves sound channels!)
483 #define IMPACT_SOUND_DELTA 50 // in milliseconds
484 int Weapon_impact_timer; // timer, initalized at start of each mission
486 // energy suck defines
487 #define ESUCK_DEFAULT_WEAPON_REDUCE (10.0f)
488 #define ESUCK_DEFAULT_AFTERBURNER_REDUCE (10.0f)
490 // scale factor for supercaps taking damage from weapons which are not "supercap" weapons
491 #define SUPERCAP_DAMAGE_SCALE 0.25f
493 // scale factor for big ships getting hit by flak
494 #define FLAK_DAMAGE_SCALE 0.05f
496 extern int Max_allowed_player_homers[];
497 extern int compute_num_homing_objects(object *target_objp);
500 void parse_weapon_expl_tbl()
503 char base_filename[256] = "";
508 if ((rval = setjmp(parse_abort)) != 0) {
509 Error(LOCATION, "Unable to parse weapon_expl.tbl! Code = %i.\n", rval);
512 read_file_text(NOX("weapon_expl.tbl"));
517 required_string("#Start");
518 while (required_string_either("#End","$Name:")) {
519 Assert( Num_weapon_expl < MAX_Weapon_expl_info);
522 required_string("$Name:");
523 stuff_string(base_filename, F_NAME, NULL);
525 // # of lod levels - make sure old fireball.tbl is compatible
526 Weapon_expl_info[Num_weapon_expl].lod_count = 1;
527 if(optional_string("$LOD:")){
528 stuff_int(&Weapon_expl_info[Num_weapon_expl].lod_count);
531 // stuff default filename
532 strcpy(Weapon_expl_info[Num_weapon_expl].lod[0].filename, base_filename);
534 // stuff LOD level filenames
535 for(idx=1; idx<Weapon_expl_info[Num_weapon_expl].lod_count; idx++){
536 if(idx >= MAX_weapon_expl_lod){
540 sprintf(Weapon_expl_info[Num_weapon_expl].lod[idx].filename, "%s_%d", base_filename, idx);
545 required_string("#End");
547 // close localization
551 int get_weapon_expl_info_index(char *filename)
553 for (int i=0; i<MAX_Weapon_expl_info; i++) {
554 if ( stricmp(Weapon_expl_info[i].lod[0].filename, filename) == 0) {
561 // ----------------------------------------------------------------------
562 // missile_obj_list_init()
564 // Clear out the Missile_obj_list
566 void missile_obj_list_init()
570 list_init(&Missile_obj_list);
571 for ( i = 0; i < MAX_MISSILE_OBJS; i++ ) {
572 Missile_objs[i].flags = 0;
576 // ---------------------------------------------------
577 // missile_obj_list_add()
579 // Function to add a node from the Missile_obj_list. Only
580 // called from weapon_create()
581 int missile_obj_list_add(int objnum)
585 for ( i = 0; i < MAX_MISSILE_OBJS; i++ ) {
586 if ( !(Missile_objs[i].flags & MISSILE_OBJ_USED) )
589 if ( i == MAX_MISSILE_OBJS ) {
590 Error(LOCATION, "Fatal Error: Ran out of missile object nodes\n");
594 Missile_objs[i].flags = 0;
595 Missile_objs[i].objnum = objnum;
596 list_append(&Missile_obj_list, &Missile_objs[i]);
597 Missile_objs[i].flags |= MISSILE_OBJ_USED;
602 // ---------------------------------------------------
603 // missle_obj_list_remove()
605 // Function to remove a node from the Missile_obj_list. Only
606 // called from weapon_delete()
607 void missle_obj_list_remove(int index)
609 Assert(index >= 0 && index < MAX_MISSILE_OBJS);
610 list_remove(&Missile_obj_list, &Missile_objs[index]);
611 Missile_objs[index].flags = 0;
614 // ---------------------------------------------------
615 // missile_obj_list_rebuild()
617 // Called by the save/restore code to rebuild Missile_obj_list
619 void missile_obj_list_rebuild()
623 missile_obj_list_init();
625 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
626 if ( objp->type == OBJ_WEAPON && Weapon_info[Weapons[objp->instance].weapon_info_index].subtype == WP_MISSILE ) {
627 Weapons[objp->instance].missile_list_index = missile_obj_list_add(OBJ_INDEX(objp));
632 // If this is a player countermeasure, let the player know he evaded a missile
633 void weapon_maybe_alert_cmeasure_success(object *objp)
635 if ( objp->type == OBJ_CMEASURE ) {
637 cmp = &Cmeasures[objp->instance];
638 if ( cmp->source_objnum == OBJ_INDEX(Player_obj) ) {
639 hud_start_text_flash(XSTR("Evaded", 1430), 800);
640 snd_play(&Snds[SND_MISSILE_EVADED_POPUP]);
641 } else if ( Objects[cmp->source_objnum].flags & OF_PLAYER_SHIP ) {
642 send_countermeasure_success_packet( cmp->source_objnum );
647 // ---------------------------------------------------
648 // missile_obj_return_address()
650 // Called externally to generate an address from an index into
651 // the Missile_objs[] array
653 missile_obj *missile_obj_return_address(int index)
655 Assert(index >= 0 && index < MAX_MISSILE_OBJS);
656 return &Missile_objs[index];
659 // Return the index of Weapon_info[].name that is *name.
660 int weapon_info_lookup(char *name)
665 // fix the stupid table stuff - it's non-fatal but annoying error messages
666 if (!strcmp(name, "Disruptor Missile")) {
667 strncpy(name, "D-Missile", MAX_FILENAME_LENGTH);
668 // this one fixes the same issue with a SilentThreat mission
669 } else if (!strcmp(name, "Shield Breaker")) {
670 strncpy(name, "S-Breaker", MAX_FILENAME_LENGTH);
674 for (i=0; i<Num_weapon_types; i++)
675 if (!stricmp(name, Weapon_info[i].name))
681 #define DEFAULT_WEAPON_SPAWN_COUNT 10
683 // Parse the weapon flags.
684 void parse_wi_flags(weapon_info *weaponp)
686 char weapon_strings[MAX_WEAPON_FLAGS][NAME_LENGTH];
689 required_string("$Flags:");
691 num_strings = stuff_string_list(weapon_strings, MAX_WEAPON_FLAGS);
693 for (int i=0; i<num_strings; i++) {
694 if (!stricmp(NOX("Electronics"), weapon_strings[i]))
695 weaponp->wi_flags |= WIF_ELECTRONICS;
696 else if (!strnicmp(NOX("Spawn"), weapon_strings[i], 5)) {
697 if (weaponp->spawn_type == -1) {
698 int skip_length, name_length;
701 temp_string = weapon_strings[i];
703 weaponp->wi_flags |= WIF_SPAWN;
704 weaponp->spawn_type = (short)Num_spawn_types;
705 skip_length = strlen(NOX("Spawn")) + strspn(&temp_string[strlen(NOX("Spawn"))], NOX(" \t"));
706 char *num_start = strchr(&temp_string[skip_length], ',');
707 if (num_start == NULL) {
708 weaponp->spawn_count = DEFAULT_WEAPON_SPAWN_COUNT;
711 weaponp->spawn_count = (short)atoi(num_start+1);
712 name_length = num_start - temp_string - skip_length;
715 strncpy(Spawn_names[Num_spawn_types++], &(weapon_strings[i][skip_length]), name_length);
716 Assert(Num_spawn_types < MAX_SPAWN_WEAPONS);
718 Warning(LOCATION, "Illegal to have two spawn types for one weapon.\n"
719 "Ignoring weapon %s", weapon_strings[i]);
720 } else if (!stricmp(NOX("Remote Detonate"), weapon_strings[i]))
721 weaponp->wi_flags |= WIF_REMOTE;
722 else if (!stricmp(NOX("Puncture"), weapon_strings[i]))
723 weaponp->wi_flags |= WIF_PUNCTURE;
724 else if (!stricmp(NOX("Big Ship"), weapon_strings[i]))
725 weaponp->wi_flags |= WIF_BIG_ONLY;
726 else if (!stricmp(NOX("Huge"), weapon_strings[i]))
727 weaponp->wi_flags |= WIF_HUGE;
728 else if (!stricmp(NOX("Bomber+"), weapon_strings[i]))
729 weaponp->wi_flags |= WIF_BOMBER_PLUS;
730 else if (!stricmp(NOX("child"), weapon_strings[i]))
731 weaponp->wi_flags |= WIF_CHILD;
732 else if (!stricmp(NOX("Bomb"), weapon_strings[i]))
733 weaponp->wi_flags |= WIF_BOMB;
734 else if (!stricmp(NOX("No Dumbfire"), weapon_strings[i]))
735 weaponp->wi_flags |= WIF_NO_DUMBFIRE;
736 else if (!stricmp(NOX("In tech database"), weapon_strings[i]))
737 weaponp->wi_flags |= WIF_IN_TECH_DATABASE;
738 else if (!stricmp(NOX("Player allowed"), weapon_strings[i]))
739 weaponp->wi_flags |= WIF_PLAYER_ALLOWED;
740 else if (!stricmp(NOX("Particle Spew"), weapon_strings[i]))
741 weaponp->wi_flags |= WIF_PARTICLE_SPEW;
742 else if (!stricmp(NOX("EMP"), weapon_strings[i]))
743 weaponp->wi_flags |= WIF_EMP;
744 else if (!stricmp(NOX("Esuck"), weapon_strings[i]))
745 weaponp->wi_flags |= WIF_ENERGY_SUCK;
746 else if (!stricmp(NOX("Flak"), weapon_strings[i]))
747 weaponp->wi_flags |= WIF_FLAK;
748 else if (!stricmp(NOX("Corkscrew"), weapon_strings[i]))
749 weaponp->wi_flags |= WIF_CORKSCREW;
750 else if (!stricmp(NOX("Shudder"), weapon_strings[i]))
751 weaponp->wi_flags |= WIF_SHUDDER;
752 else if (!stricmp(NOX("lockarm"), weapon_strings[i]))
753 weaponp->wi_flags |= WIF_LOCKARM;
754 else if (!stricmp(NOX("beam"), weapon_strings[i]))
755 weaponp->wi_flags |= WIF_BEAM;
756 else if (!stricmp(NOX("stream"), weapon_strings[i]))
757 weaponp->wi_flags |= WIF_STREAM;
758 else if (!stricmp(NOX("supercap"), weapon_strings[i]))
759 weaponp->wi_flags |= WIF_SUPERCAP;
761 else if (!stricmp(NOX("Swarm"), weapon_strings[i]))
762 weaponp->wi_flags |= WIF_SWARM;
763 else if (!stricmp(NOX("No Ship"), weapon_strings[i]))
764 weaponp->wi_flags |= WIF_CHILD;
767 Warning(LOCATION, "Bogus string in weapon flags: %s\n", weapon_strings[i]);
770 // SWARM, CORKSCREW and FLAK should be mutually exclusive
771 if(weaponp->wi_flags & WIF_FLAK){
772 Assert(!(weaponp->wi_flags & WIF_CORKSCREW) && !(weaponp->wi_flags & WIF_SWARM));
774 if(weaponp->wi_flags & WIF_CORKSCREW){
775 Assert(!(weaponp->wi_flags & WIF_FLAK) && !(weaponp->wi_flags & WIF_SWARM));
777 if(weaponp->wi_flags & WIF_SWARM){
778 Assert(!(weaponp->wi_flags & WIF_CORKSCREW) && !(weaponp->wi_flags & WIF_FLAK));
781 // make sure flak guns are only placed on turrets
782 if(weaponp->wi_flags & WIF_FLAK){
783 Assert(weaponp->wi_flags & WIF_BIG_ONLY);
787 // function to parse the information for a specific weapon type.
788 // return 0 if successful, otherwise return -1
789 #define WEAPONS_MULTITEXT_LENGTH 2048
793 char buf[WEAPONS_MULTITEXT_LENGTH];
795 char fname[255] = "";
798 wip = &Weapon_info[Num_weapon_types];
802 required_string("$Name:");
803 stuff_string(wip->name, F_NAME, NULL);
804 diag_printf ("Weapon name -- %s\n", wip->name);
806 // AL 28-3-98: If this is a demo build, we only want to parse weapons that are preceded with
808 #ifdef DEMO // not needed FS2_DEMO (separate table file)
809 if ( wip->name[0] != '@' ) {
810 // advance to next weapon, and return -1
812 if ( skip_to_start_of_strings("$Name:", "#End") != 1 ) {
819 if ( wip->name[0] == '@' ) {
820 char old_name[NAME_LENGTH];
821 strcpy(old_name, wip->name);
822 strcpy(wip->name, old_name+1);
826 if (optional_string("+Title:")) {
827 stuff_string(wip->title, F_NAME, NULL, WEAPON_TITLE_LEN);
831 if (optional_string("+Description:")) {
832 stuff_string(buf, F_MULTITEXT, NULL);
833 wip->desc = strdup(buf);
836 wip->tech_title[0] = 0;
837 if (optional_string("+Tech Title:")) {
838 stuff_string(wip->tech_title, F_NAME, NULL, NAME_LENGTH);
841 wip->tech_anim_filename[0] = 0;
842 if (optional_string("+Tech Anim:")) {
843 stuff_string(wip->tech_anim_filename, F_NAME, NULL, NAME_LENGTH);
846 wip->tech_desc = NULL;
847 if (optional_string("+Tech Description:")) {
848 stuff_string(buf, F_MULTITEXT, NULL, WEAPONS_MULTITEXT_LENGTH);
849 wip->tech_desc = strdup(buf);
852 // Read the model file. It can be a POF file or none.
853 // If there is no model file (Model file: = "none") then we use our special
854 // laser renderer which requires inner, middle and outer information.
855 required_string("$Model file:");
856 stuff_string(wip->pofbitmap_name, F_NAME, NULL);
857 diag_printf ("Model pof file -- %s\n", wip->pofbitmap_name );
858 if ( stricmp(wip->pofbitmap_name, NOX("none")) ) {
860 wip->render_type = WRT_POF;
861 wip->laser_bitmap = -1;
863 // No POF or AVI file specified, render as special laser type.
866 wip->render_type = WRT_LASER;
869 // laser bitmap itself
870 required_string("@Laser Bitmap:");
871 stuff_string(wip->pofbitmap_name, F_NAME, NULL);
872 wip->laser_bitmap = -1;
874 wip->laser_bitmap = bm_load( wip->pofbitmap_name );
877 // optional laser glow
878 wip->laser_glow_bitmap = -1;
879 if(optional_string("@Laser Glow:")){
880 stuff_string(fname, F_NAME, NULL);
882 wip->laser_glow_bitmap = bm_load( fname );
884 // might as well lock it down as an aabitmap now
885 if(wip->laser_glow_bitmap >= 0){
886 bm_lock(wip->laser_glow_bitmap, 8, BMP_AABITMAP);
887 bm_unlock(wip->laser_glow_bitmap);
892 required_string("@Laser Color:");
893 stuff_byte(&r); stuff_byte(&g); stuff_byte(&b);
894 gr_init_color( &wip->laser_color_1, r, g, b );
896 // optional string for cycling laser colors
897 gr_init_color(&wip->laser_color_2, 0, 0, 0);
898 if(optional_string("@Laser Color2:")){
899 stuff_byte(&r); stuff_byte(&g); stuff_byte(&b);
900 gr_init_color( &wip->laser_color_2, r, g, b );
903 required_string("@Laser Length:");
904 stuff_float(&wip->laser_length);
906 required_string("@Laser Head Radius:");
907 stuff_float(&wip->laser_head_radius);
909 required_string("@Laser Tail Radius:");
910 stuff_float(&wip->laser_tail_radius );
913 required_string("$Mass:");
914 stuff_float( &(wip->mass) );
915 diag_printf ("Weapon mass -- %7.3f\n", wip->mass);
917 required_string("$Velocity:");
918 stuff_float( &(wip->max_speed) );
919 diag_printf ("Weapon mass -- %7.3f\n", wip->max_speed);
921 required_string("$Fire Wait:");
922 stuff_float( &(wip->fire_wait) );
923 diag_printf ("Weapon fire wait -- %7.3f\n", wip->fire_wait);
925 required_string("$Damage:");
926 stuff_float(&wip->damage);
928 // secondary weapons require these values
929 if (First_secondary_index != -1) {
930 required_string("$Blast Force:");
931 stuff_float( &(wip->blast_force) );
932 diag_printf ("Weapon blast force -- %7.3f\n", wip->blast_force);
934 required_string("$Inner Radius:");
935 stuff_float( &(wip->inner_radius) );
936 if ( wip->inner_radius != 0 ) {
937 wip->wi_flags |= WIF_AREA_EFFECT;
939 diag_printf ("Weapon inner blast radius -- %7.3f\n", wip->inner_radius);
941 required_string("$Outer Radius:");
942 stuff_float( &(wip->outer_radius) );
943 if ( wip->outer_radius != 0 ) {
944 wip->wi_flags |= WIF_AREA_EFFECT;
946 diag_printf ("Weapon outer blast radius -- %7.3f\n", wip->outer_radius);
948 required_string("$Shockwave Speed:");
949 stuff_float( &(wip->shockwave_speed) );
950 if ( wip->shockwave_speed != 0 ) {
951 wip->wi_flags |= WIF_SHOCKWAVE;
953 diag_printf ("Shockwave speed -- %7.3f\n", wip->shockwave_speed);
955 // for primary weapons they're optional
957 if(optional_string("$Blast Force:")){
958 stuff_float( &(wip->blast_force) );
959 diag_printf ("Weapon blast force -- %7.3f\n", wip->blast_force);
962 if(optional_string("$Inner Radius:")){
963 stuff_float( &(wip->inner_radius) );
964 if ( wip->inner_radius != 0 ) {
965 wip->wi_flags |= WIF_AREA_EFFECT;
967 diag_printf ("Weapon inner blast radius -- %7.3f\n", wip->inner_radius);
970 if(optional_string("$Outer Radius:")){
971 stuff_float( &(wip->outer_radius) );
972 if ( wip->outer_radius != 0 ) {
973 wip->wi_flags |= WIF_AREA_EFFECT;
975 diag_printf ("Weapon outer blast radius -- %7.3f\n", wip->outer_radius);
978 if(optional_string("$Shockwave Speed:")){
979 stuff_float( &(wip->shockwave_speed) );
980 if ( wip->shockwave_speed != 0 ) {
981 wip->wi_flags |= WIF_SHOCKWAVE;
983 diag_printf ("Shockwave speed -- %7.3f\n", wip->shockwave_speed);
987 required_string("$Armor Factor:");
988 stuff_float(&wip->armor_factor);
990 required_string("$Shield Factor:");
991 stuff_float(&wip->shield_factor);
993 required_string("$Subsystem Factor:");
994 stuff_float(&wip->subsystem_factor);
996 required_string("$Lifetime:");
997 stuff_float(&wip->lifetime);
999 required_string("$Energy Consumed:");
1000 stuff_float(&wip->energy_consumed);
1002 required_string("$Cargo Size:");
1003 stuff_float(&wip->cargo_size);
1006 required_string("$Homing:");
1007 stuff_boolean(&is_homing);
1009 if (is_homing == 1) {
1010 char temp_type[128];
1012 // the following five items only need to be recorded if the weapon is a homing weapon
1013 required_string("+Type:");
1014 stuff_string(temp_type, F_NAME, NULL);
1016 if (!stricmp(temp_type, NOX("HEAT"))) {
1017 float view_cone_angle;
1019 wip->wi_flags |= WIF_HOMING_HEAT | WIF_TURNS;
1021 required_string("+Turn Time:");
1022 stuff_float(&wip->turn_time);
1024 required_string("+View Cone:");
1025 stuff_float(&view_cone_angle);
1027 wip->fov = (float)cos((float)(ANG_TO_RAD(view_cone_angle/2.0f)));
1029 } else if (!stricmp(temp_type, NOX("ASPECT"))) {
1030 wip->wi_flags |= WIF_HOMING_ASPECT | WIF_TURNS;
1032 required_string("+Turn Time:");
1033 stuff_float(&wip->turn_time);
1035 required_string("+Min Lock Time:"); // minimum time (in seconds) to achieve lock
1036 stuff_float(&wip->min_lock_time);
1038 required_string("+Lock Pixels/Sec:"); // pixels/sec moved while locking
1039 stuff_int(&wip->lock_pixels_per_sec);
1041 required_string("+Catch-up Pixels/Sec:"); // pixels/sec moved while catching-up for a lock
1042 stuff_int(&wip->catchup_pixels_per_sec);
1044 required_string("+Catch-up Penalty:"); // number of extra pixels to move while locking as a penalty for catching up for a lock
1045 stuff_int(&wip->catchup_pixel_penalty);
1047 Error(LOCATION, "Illegal homing type = %s.\nMust be HEAT or ASPECT.\n", temp_type);
1053 wip->swarm_count = -1;
1054 if(optional_string("$Swarm:")){
1055 wip->swarm_count = SWARM_DEFAULT_NUM_MISSILES_FIRED;
1056 stuff_int(&s_count);
1057 wip->swarm_count = (short)s_count;
1059 // flag as being a swarm weapon
1060 wip->wi_flags |= WIF_SWARM;
1063 required_string("$LaunchSnd:");
1064 stuff_int(&wip->launch_snd);
1066 required_string("$ImpactSnd:");
1067 stuff_int(&wip->impact_snd);
1069 if (First_secondary_index != -1) {
1070 required_string("$FlyBySnd:");
1071 stuff_int(&wip->flyby_snd);
1074 // Secondary weapons are required to have a rearm rate.
1075 if (First_secondary_index != -1) {
1076 required_string( "$Rearm Rate:");
1077 stuff_float( &wip->rearm_rate );
1078 if (wip->rearm_rate > 0.1f)
1079 wip->rearm_rate = 1.0f/wip->rearm_rate;
1081 wip->rearm_rate = 1.0f;
1084 wip->weapon_range = 999999999.9f;
1085 if (optional_string("+Weapon Range:")) {
1086 stuff_float(&wip->weapon_range);
1089 wip->spawn_type = -1;
1090 parse_wi_flags(wip);
1092 char trail_name[MAX_FILENAME_LEN] = "";
1093 trail_info *ti = &wip->tr_info;
1094 memset(ti, 0, sizeof(trail_info));
1096 if(optional_string("$Trail:")){
1097 wip->wi_flags |= WIF_TRAIL; // missile leaves a trail
1099 required_string("+Start Width:");
1100 stuff_float(&ti->w_start);
1102 required_string("+End Width:");
1103 stuff_float(&ti->w_end);
1105 required_string("+Start Alpha:");
1106 stuff_float(&ti->a_start);
1108 required_string("+End Alpha:");
1109 stuff_float(&ti->a_end);
1111 required_string("+Max Life:");
1112 stuff_float(&ti->max_life);
1114 ti->stamp = fl2i(1000.0f*ti->max_life)/(NUM_TRAIL_SECTIONS+1);
1116 required_string("+Bitmap:");
1117 stuff_string(trail_name, F_NAME, NULL);
1118 ti->bitmap = bm_load(trail_name);
1119 // wip->delta_time = fl2i(1000.0f*wip->max_life)/(NUM_TRAIL_SECTIONS+1); // time between sections. max_life / num_sections basically.
1122 // seemed easier to separate this out from above
1124 required_string("$Trail:");
1125 stuff_boolean(&has_trail);
1127 if (has_trail == 1) {
1128 wip->wi_flags |= WIF_TRAIL; // missile leaves a trail
1130 required_string("+Head Width:");
1131 stuff_float(&ti->w_start);
1133 required_string("+Tail Width:");
1134 stuff_float(&ti->w_end);
1139 required_string("+Life:");
1140 stuff_float(&ti->max_life);
1142 ti->stamp = fl2i(1000.0f*ti->max_life)/(NUM_TRAIL_SECTIONS+1);
1144 required_string("+Bitmap:");
1145 stuff_string(trail_name, F_NAME, NULL);
1146 ti->bitmap = bm_load(trail_name);
1150 // read in filename for icon that is used in weapons selection
1151 wip->icon_filename[0] = 0;
1152 if ( optional_string("$Icon:") ) {
1153 stuff_string(wip->icon_filename, F_NAME, NULL);
1156 // read in filename for animation that is used in weapons selection
1157 wip->anim_filename[0] = 0;
1158 if ( optional_string("$Anim:") ) {
1159 stuff_string(wip->anim_filename, F_NAME, NULL);
1162 wip->impact_weapon_expl_index = -1;
1163 if ( optional_string("$Impact Explosion:") ) {
1164 char impact_ani_file[FILESPEC_LENGTH];
1165 stuff_string(impact_ani_file, F_NAME, NULL);
1166 if ( stricmp(impact_ani_file,NOX("none"))) {
1167 wip->impact_weapon_expl_index = get_weapon_expl_info_index(impact_ani_file);
1168 //int num_frames, fps;
1169 //wip->impact_explosion_ani = bm_load_animation( impact_ani_file, &num_frames, &fps, 1 );
1171 required_string("$Impact Explosion Radius:");
1172 stuff_float(&wip->impact_explosion_radius);
1177 char mflash_string[255] = "";
1178 wip->muzzle_flash = -1;
1179 if( optional_string("$Muzzleflash:") ){
1180 stuff_string(mflash_string, F_NAME, NULL);
1183 wip->muzzle_flash = mflash_lookup(mflash_string);
1185 if(wip->muzzle_flash >= 0){
1186 wip->wi_flags |= WIF_MFLASH;
1190 // EMP optional stuff (if WIF_EMP is not set, none of this matters, anyway)
1191 if( optional_string("$EMP Intensity:") ){
1192 stuff_float(&wip->emp_intensity);
1194 wip->emp_intensity = EMP_DEFAULT_INTENSITY;
1196 if( optional_string("$EMP Time:") ){
1197 stuff_float(&wip->emp_time);
1199 wip->emp_intensity = EMP_DEFAULT_TIME;
1202 // Energy suck optional stuff (if WIF_ENERGY_SUCK is not set, none of this matters anyway)
1203 if( optional_string("$Leech Weapon:") ){
1204 stuff_float(&wip->weapon_reduce);
1206 wip->weapon_reduce = ESUCK_DEFAULT_WEAPON_REDUCE;
1208 if( optional_string("$Leech Afterburner:") ){
1209 stuff_float(&wip->afterburner_reduce);
1211 wip->afterburner_reduce = ESUCK_DEFAULT_AFTERBURNER_REDUCE;
1214 // beam weapon optional stuff
1215 wip->b_info.beam_type = -1;
1216 wip->b_info.beam_life = -1.0f;
1217 wip->b_info.beam_warmup = -1;
1218 wip->b_info.beam_warmdown = -1;
1219 wip->b_info.beam_muzzle_radius = 0.0f;
1220 wip->b_info.beam_particle_count = -1;
1221 wip->b_info.beam_particle_radius = 0.0f;
1222 wip->b_info.beam_particle_angle = 0.0f;
1223 wip->b_info.beam_particle_ani = -1;
1224 wip->b_info.beam_loop_sound = -1;
1225 wip->b_info.beam_warmup_sound = -1;
1226 wip->b_info.beam_warmdown_sound = -1;
1227 wip->b_info.beam_num_sections = 0;
1228 wip->b_info.beam_glow_bitmap = -1;
1229 wip->b_info.beam_shots = 0;
1230 wip->b_info.beam_shrink_factor = 0.0f;
1231 wip->b_info.beam_shrink_pct = 0.0f;
1232 if( optional_string("$BeamInfo:")){
1234 required_string("+Type:");
1235 stuff_int(&wip->b_info.beam_type);
1237 // how long it lasts
1238 required_string("+Life:");
1239 stuff_float(&wip->b_info.beam_life);
1242 required_string("+Warmup:");
1243 stuff_int(&wip->b_info.beam_warmup);
1246 required_string("+Warmdown:");
1247 stuff_int(&wip->b_info.beam_warmdown);
1249 // muzzle glow radius
1250 required_string("+Radius:");
1251 stuff_float(&wip->b_info.beam_muzzle_radius);
1253 // particle spew count
1254 required_string("+PCount:");
1255 stuff_int(&wip->b_info.beam_particle_count);
1258 required_string("+PRadius:");
1259 stuff_float(&wip->b_info.beam_particle_radius);
1261 // angle off turret normal
1262 required_string("+PAngle:");
1263 stuff_float(&wip->b_info.beam_particle_angle);
1265 // particle bitmap/ani
1266 required_string("+PAni:");
1267 stuff_string(fname, F_NAME, NULL);
1269 int num_frames, fps;
1270 wip->b_info.beam_particle_ani = bm_load_animation(fname, &num_frames, &fps, 1);
1274 required_string("+Miss Factor:");
1275 for(idx=0; idx<NUM_SKILL_LEVELS; idx++){
1276 wip->b_info.beam_miss_factor[idx] = 0.00001f;
1277 stuff_float(&wip->b_info.beam_miss_factor[idx]);
1281 required_string("+BeamSound:");
1282 stuff_int(&wip->b_info.beam_loop_sound);
1285 required_string("+WarmupSound:");
1286 stuff_int(&wip->b_info.beam_warmup_sound);
1289 required_string("+WarmdownSound:");
1290 stuff_int(&wip->b_info.beam_warmdown_sound);
1293 required_string("+Muzzleglow:");
1294 stuff_string(fname, F_NAME, NULL);
1296 wip->b_info.beam_glow_bitmap = bm_load(fname);
1299 // # of shots (only used for type D beams)
1300 required_string("+Shots:");
1301 stuff_int(&wip->b_info.beam_shots);
1304 required_string("+ShrinkFactor:");
1305 stuff_float(&wip->b_info.beam_shrink_factor);
1306 required_string("+ShrinkPct:");
1307 stuff_float(&wip->b_info.beam_shrink_pct);
1310 while( optional_string("$Section:") ){
1311 beam_weapon_section_info i;
1312 char tex_name[255] = "";
1315 required_string("+Width:");
1316 stuff_float(&i.width);
1319 required_string("+Texture:");
1320 stuff_string(tex_name, F_NAME, NULL);
1323 i.texture = bm_load(tex_name);
1325 bm_lock(i.texture, 16, BMP_TEX_OTHER);
1326 bm_unlock(i.texture);
1331 required_string("+RGBA Inner:");
1332 stuff_byte(&i.rgba_inner[0]);
1333 stuff_byte(&i.rgba_inner[1]);
1334 stuff_byte(&i.rgba_inner[2]);
1335 stuff_byte(&i.rgba_inner[3]);
1338 required_string("+RGBA Outer:");
1339 stuff_byte(&i.rgba_outer[0]);
1340 stuff_byte(&i.rgba_outer[1]);
1341 stuff_byte(&i.rgba_outer[2]);
1342 stuff_byte(&i.rgba_outer[3]);
1345 required_string("+Flicker:");
1346 stuff_float(&i.flicker);
1349 required_string("+Zadd:");
1350 stuff_float(&i.z_add);
1353 if(wip->b_info.beam_num_sections < MAX_BEAM_SECTIONS - 1){
1354 wip->b_info.sections[wip->b_info.beam_num_sections++] = i;
1359 // tag weapon optional stuff
1360 wip->tag_level = -1;
1361 wip->tag_time = -1.0f;
1362 if( optional_string("$Tag:")){
1363 stuff_int(&wip->tag_level);
1364 stuff_float(&wip->tag_time);
1365 wip->wi_flags |= WIF_TAG;
1371 // function to parse the information for a specific ship type.
1372 void parse_cmeasure()
1374 cmeasure_info *cmeasurep;
1376 cmeasurep = &Cmeasure_info[Num_cmeasure_types];
1378 required_string("$Name:");
1379 stuff_string(cmeasurep->cmeasure_name, F_NAME, NULL);
1382 $Velocity: 20.0 ;; speed relative to ship, rear-fired until POF info added, MK, 5/22/97
1384 $Lifetime Min: 1.0 ;; Minimum lifetime
1385 $Lifetime Max: 2.0 ;; Maximum lifetime. Actual lifetime is rand(min..max).
1386 $LaunchSnd: counter_1.wav, .8, 10, 300 ;; countermeasure 1 fired (sound is 3d)
1389 required_string("$Velocity:");
1390 stuff_float( &(cmeasurep->max_speed) );
1392 required_string("$Fire Wait:");
1393 stuff_float( &(cmeasurep->fire_wait) );
1395 required_string("$Lifetime Min:");
1396 stuff_float(&cmeasurep->life_min);
1398 required_string("$Lifetime Max:");
1399 stuff_float(&cmeasurep->life_max);
1401 required_string("$LaunchSnd:");
1402 stuff_int(&cmeasurep->launch_sound);
1404 required_string("$Model:");
1405 stuff_string(cmeasurep->pof_name, F_NAME, NULL);
1406 cmeasurep->model_num = -1;
1410 // For all weapons that spawn weapons, given an index at weaponp->spawn_type,
1411 // convert the strings in Spawn_names to indices in the Weapon_types array.
1412 void translate_spawn_types()
1416 for (i=0; i<Num_weapon_types; i++)
1417 if (Weapon_info[i].spawn_type != -1) {
1418 int spawn_type = Weapon_info[i].spawn_type;
1420 for (j=0; j<Num_weapon_types; j++)
1421 if (!stricmp(Spawn_names[spawn_type], Weapon_info[j].name)) {
1422 Weapon_info[i].spawn_type = (short)j;
1424 Warning(LOCATION, "Weapon %s spawns itself. Infinite recursion?\n", Weapon_info[i].name);
1430 void parse_weaponstbl()
1432 // open localization
1435 read_file_text("weapons.tbl");
1438 Num_weapon_types = 0;
1439 First_secondary_index = -1;
1440 Num_spawn_types = 0;
1442 required_string("#Primary Weapons");
1443 while (required_string_either("#End", "$Name:")) {
1444 Assert( Num_weapon_types < MAX_WEAPON_TYPES );
1445 // AL 28-3-98: If parse_weapon() fails, try next .tbl weapon
1446 if ( parse_weapon() ) {
1449 Weapon_info[Num_weapon_types].subtype = WP_LASER;
1452 required_string("#End");
1454 required_string("#Secondary Weapons");
1455 First_secondary_index = Num_weapon_types;
1456 while (required_string_either("#End", "$Name:")) {
1457 Assert( Num_weapon_types < MAX_WEAPON_TYPES );
1458 // AL 28-3-98: If parse_weapon() fails, try next .tbl weapon
1459 if ( parse_weapon() ) {
1462 Weapon_info[Num_weapon_types].subtype = WP_MISSILE;
1465 required_string("#End");
1467 required_string("#Beam Weapons");
1468 while (required_string_either("#End", "$Name:")) {
1469 Assert( Num_weapon_types < MAX_WEAPON_TYPES );
1470 // AL 28-3-98: If parse_weapon() fails, try next .tbl weapon
1471 if ( parse_weapon() ) {
1474 Weapon_info[Num_weapon_types].subtype = WP_BEAM;
1477 required_string("#End");
1479 required_string("#Countermeasures");
1480 while (required_string_either("#End", "$Name:")) {
1481 Assert( Num_cmeasure_types < MAX_CMEASURE_TYPES );
1483 Num_cmeasure_types++;
1486 required_string("#End");
1488 // Read in a list of weapon_info indicies that are an ordering of the player weapon precedence.
1489 // This list is used to select an alternate weapon when a particular weapon is not available
1490 // during weapon selection.
1491 required_string("$Player Weapon Precedence:");
1492 Num_player_weapon_precedence = stuff_int_list(Player_weapon_precedence, MAX_WEAPON_TYPES, WEAPON_LIST_TYPE);
1494 translate_spawn_types();
1496 // close localization
1500 void create_weapon_names()
1504 for (i=0; i<Num_weapon_types; i++)
1505 Weapon_names[i] = Weapon_info[i].name;
1508 // This will get called once at game startup
1513 if ( !Weapons_inited ) {
1514 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
1515 // parse weapon_exp.tbl
1516 parse_weapon_expl_tbl();
1518 // parse weapons.tbl
1519 if ((rval = setjmp(parse_abort)) != 0) {
1520 Error(LOCATION, "Error parsing 'weapons.tbl'\r\nError code = %i.\r\n", rval);
1523 create_weapon_names();
1528 weapon_level_init();
1532 // This will get called at the start of each level.
1533 void weapon_level_init()
1537 // Reset everything between levels
1539 for (i=0; i<MAX_WEAPONS; i++) {
1540 Weapons[i].objnum = -1;
1541 Weapons[i].weapon_info_index = -1;
1544 trail_level_init(); // reset all missile trails
1547 missile_obj_list_init();
1549 cscrew_level_init();
1554 Weapon_flyby_sound_timer = timestamp(0);
1555 Weapon_impact_timer = 1; // inited each level, used to reduce impact sounds
1558 MONITOR( NumWeaponsRend );
1560 float weapon_glow_scale_f = 2.3f;
1561 float weapon_glow_scale_r = 2.3f;
1562 float weapon_glow_scale_l = 1.5f;
1563 float weapon_glow_alpha_d3d = 0.85f;
1564 float weapon_glow_alpha_glide = 0.99f;
1565 void weapon_render(object *obj)
1572 MONITOR_INC(NumWeaponsRend, 1);
1574 Assert(obj->type == OBJ_WEAPON);
1576 num = obj->instance;
1578 wip = &Weapon_info[Weapons[num].weapon_info_index];
1580 switch (wip->render_type) {
1582 // turn off fogging for good measure
1583 gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0);
1585 if (wip->laser_bitmap >= 0) {
1586 gr_set_color_fast(&wip->laser_color_1);
1587 gr_set_bitmap(wip->laser_bitmap, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 0.99999f);
1590 vm_vec_scale_add(&headp, &obj->pos, &obj->orient.v.fvec, wip->laser_length);
1591 wp->weapon_flags &= ~WF_CONSIDER_FOR_FLYBY_SOUND;
1592 if ( g3_draw_laser(&headp, wip->laser_head_radius, &obj->pos, wip->laser_tail_radius) ) {
1593 wp->weapon_flags |= WF_CONSIDER_FOR_FLYBY_SOUND;
1597 // maybe draw laser glow bitmap
1598 if(wip->laser_glow_bitmap >= 0){
1599 // get the laser color
1600 weapon_get_laser_color(&c, obj);
1603 vm_vec_scale_add(&headp2, &obj->pos, &obj->orient.v.fvec, wip->laser_length * weapon_glow_scale_l);
1604 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);
1605 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);
1611 uint render_flags = MR_NORMAL|MR_IS_MISSILE|MR_NO_LIGHTING;
1613 model_clear_instance(wip->model_num);
1615 if ( (wip->wi_flags & WIF_THRUSTER) && (wp->thruster_bitmap > -1) ) {
1618 // Add noise to thruster geometry.
1619 //ft = obj->phys_info.forward_thrust;
1620 ft = 1.0f; // Always use 1.0f for missiles
1621 ft *= (1.0f + frand()/5.0f - 1.0f/10.0f);
1625 model_set_thrust( wip->model_num, ft, wp->thruster_bitmap, wp->thruster_glow_bitmap, wp->thruster_glow_noise);
1626 render_flags |= MR_SHOW_THRUSTERS;
1629 model_render(wip->model_num, &obj->orient, &obj->pos, render_flags);
1631 // render a missile plume as well
1633 static int plume = -1;
1634 extern float Interp_thrust_twist;
1635 extern float Interp_thrust_twist2;
1637 plume = model_load("plume01.pof", -1, NULL);
1640 Interp_thrust_twist = tw;
1641 Interp_thrust_twist2 = tw2;
1642 model_set_alpha(plume_alpha);
1643 model_render(plume, &obj->orient, &obj->pos, MR_ALL_XPARENT);
1644 Interp_thrust_twist = -1.0f;
1645 Interp_thrust_twist2 = -1.0f;
1652 Warning(LOCATION, "Unknown weapon rendering type = %i\n", wip->render_type);
1656 void weapon_delete(object *obj)
1661 num = obj->instance;
1663 Assert( Weapons[num].objnum == OBJ_INDEX(obj));
1666 Assert(wp->weapon_info_index >= 0);
1667 wp->weapon_info_index = -1;
1668 if (wp->swarm_index >= 0) {
1669 swarm_delete(wp->swarm_index);
1670 wp->swarm_index = -1;
1673 if(wp->cscrew_index >= 0) {
1674 cscrew_delete(wp->cscrew_index);
1675 wp->cscrew_index = -1;
1678 if (wp->missile_list_index >= 0) {
1679 missle_obj_list_remove(wp->missile_list_index);
1680 wp->missile_list_index = -1;
1683 if (wp->flak_index >= 0){
1684 flak_delete(wp->flak_index);
1685 wp->flak_index = -1;
1688 if (wp->trail_num > -1) {
1689 trail_object_died(wp->trail_num);
1694 Assert(Num_weapons >= 0);
1697 // Check if missile is newly locked onto the Player, maybe play a launch warning
1698 void weapon_maybe_play_warning(weapon *wp)
1700 if ( wp->homing_object == Player_obj ) {
1701 if ( !(wp->weapon_flags & WF_LOCK_WARNING_PLAYED) ) {
1702 wp->weapon_flags |= WF_LOCK_WARNING_PLAYED;
1703 if ( Weapon_info[wp->weapon_info_index].wi_flags & WIF_HOMING_HEAT ) {
1704 snd_play(&Snds[SND_HEATLOCK_WARN]);
1706 Assert(Weapon_info[wp->weapon_info_index].wi_flags & WIF_HOMING_ASPECT);
1707 snd_play(&Snds[SND_ASPECTLOCK_WARN]);
1713 #define CMEASURE_DETONATE_DISTANCE 40.0f
1715 // Detonate all missiles near this countermeasure.
1716 void detonate_nearby_missiles(cmeasure *cmp)
1719 vector cmeasure_pos;
1721 cmeasure_pos = Objects[cmp->objnum].pos;
1723 mop = GET_FIRST(&Missile_obj_list);
1724 while(mop != END_OF_LIST(&Missile_obj_list)) {
1728 objp = &Objects[mop->objnum];
1729 wp = &Weapons[objp->instance];
1731 if (wp->team != cmp->team) {
1732 if ( Missiontime - wp->creation_time > F1_0/2) {
1733 if (vm_vec_dist_quick(&cmeasure_pos, &objp->pos) < CMEASURE_DETONATE_DISTANCE) {
1734 if (wp->lifeleft > 0.2f) {
1735 //nprintf(("Jim", "Frame %i: Cmeasure #%i detonating weapon #%i\n", Framecount, cmp-Cmeasures, wp-Weapons));
1736 wp->lifeleft = 0.2f;
1737 // nprintf(("AI", "Frame %i: Flagging weapon %i for detonation.\n", Framecount, wp-Weapons));
1747 // Find an object for weapon #num (object *weapon_objp) to home on due to heat.
1748 void find_homing_object(object *weapon_objp, int num)
1750 object *objp, *old_homing_objp;
1757 wip = &Weapon_info[Weapons[num].weapon_info_index];
1759 best_dist = 99999.9f;
1761 // save the old homing object so that multiplayer servers can give the right information
1762 // to clients if the object changes
1763 old_homing_objp = wp->homing_object;
1765 wp->homing_object = &obj_used_list;
1767 // Scan all objects, find a weapon to home on.
1768 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
1769 if ((objp->type == OBJ_SHIP) || (objp->type == OBJ_CMEASURE)) {
1770 if (objp->type == OBJ_CMEASURE)
1771 if (Cmeasures[objp->instance].flags & CMF_DUD_HEAT)
1774 int homing_object_team = obj_team(objp);
1775 if ( (homing_object_team != wp->team) || (homing_object_team == TEAM_TRAITOR) ) {
1778 vector vec_to_object;
1780 // AL 2-17-98: If ship is immune to sensors, can't home on it (Sandeep says so)!
1781 if ( objp->type == OBJ_SHIP ) {
1782 if ( Ships[objp->instance].flags & SF_HIDDEN_FROM_SENSORS ) {
1787 // If this is a player object, make sure there aren't already too many homers.
1788 // Only in single player. In multiplayer, we don't want to restrict it in dogfight on team vs. team.
1789 // For co-op, it's probably also OK.
1790 if (!( Game_mode & GM_MULTIPLAYER )) {
1791 int num_homers = compute_num_homing_objects(objp);
1792 if (Max_allowed_player_homers[Game_skill_level] < num_homers)
1797 dist = vm_vec_normalized_dir(&vec_to_object, &objp->pos, &weapon_objp->pos);
1799 if (objp->type == OBJ_CMEASURE)
1802 dot = vm_vec_dot(&vec_to_object, &weapon_objp->orient.v.fvec);
1804 if (dot > wip->fov) {
1805 if (dist < best_dist) {
1807 wp->homing_object = objp;
1808 wp->target_sig = objp->signature;
1810 weapon_maybe_alert_cmeasure_success(objp);
1817 // if (wp->homing_object->type == OBJ_CMEASURE)
1818 // nprintf(("AI", "Frame %i: Weapon #%i homing on cmeasure #%i\n", Framecount, num, objp-Objects));
1820 if (wp->homing_object == Player_obj)
1821 weapon_maybe_play_warning(wp);
1823 // if the old homing object is different that the new one, send a packet to clients
1824 if ( MULTIPLAYER_MASTER && (old_homing_objp != wp->homing_object) ) {
1825 send_homing_weapon_info( num );
1829 // Scan all countermeasures. Maybe make weapon_objp home on it.
1830 void find_homing_object_cmeasures_1(object *weapon_objp)
1835 float best_dot, dist, dot;
1837 wp = &Weapons[weapon_objp->instance];
1838 wip = &Weapon_info[wp->weapon_info_index];
1840 best_dot = wip->fov; // Note, setting to this avoids comparison below.
1842 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
1843 if (objp->type == OBJ_CMEASURE) {
1844 vector vec_to_object;
1845 dist = vm_vec_normalized_dir(&vec_to_object, &objp->pos, &weapon_objp->pos);
1847 if (dist < MAX_CMEASURE_TRACK_DIST) {
1849 if (wip->wi_flags & WIF_HOMING_ASPECT) {
1850 chance = 1.0f/2.0f; // aspect seeker this likely to chase a countermeasure
1852 chance = 1.0f/1.5f; // heat seeker this likely to chase a countermeasure
1854 if ((objp->signature != wp->cmeasure_ignore_objnum) && (objp->signature != wp->cmeasure_chase_objnum)) {
1855 if (frand() < chance) {
1856 wp->cmeasure_ignore_objnum = objp->signature; // Don't process this countermeasure again.
1857 //nprintf(("Jim", "Frame %i: Weapon #%i ignoring cmeasure #%i\n", Framecount, OBJ_INDEX(weapon_objp), objp->signature));
1859 wp->cmeasure_chase_objnum = objp->signature; // Don't process this countermeasure again.
1860 //nprintf(("Jim", "Frame %i: Weapon #%i CHASING cmeasure #%i\n", Framecount, OBJ_INDEX(weapon_objp), objp->signature));
1864 if (objp->signature != wp->cmeasure_ignore_objnum) {
1866 dot = vm_vec_dot(&vec_to_object, &weapon_objp->orient.v.fvec);
1868 if (dot > best_dot) {
1869 //nprintf(("Jim", "Frame %i: Weapon #%i homing on cmeasure #%i\n", Framecount, weapon_objp-Objects, objp->signature));
1871 wp->homing_object = objp;
1872 weapon_maybe_alert_cmeasure_success(objp);
1881 // Someone launched countermeasures.
1882 // For all heat-seeking homing objects, see if should favor tracking a countermeasure instead.
1883 void find_homing_object_cmeasures()
1885 object *weapon_objp;
1887 // nprintf(("AI", "Scanning for countermeasures in frame %i\n", Framecount));
1889 if (Cmeasures_homing_check == 0)
1892 if (Cmeasures_homing_check <= 0)
1893 Cmeasures_homing_check = 1;
1895 Cmeasures_homing_check--;
1897 for (weapon_objp = GET_FIRST(&obj_used_list); weapon_objp != END_OF_LIST(&obj_used_list); weapon_objp = GET_NEXT(weapon_objp) ) {
1898 if (weapon_objp->type == OBJ_WEAPON) {
1899 weapon_info *wip = &Weapon_info[Weapons[weapon_objp->instance].weapon_info_index];
1901 if (wip->wi_flags & WIF_HOMING)
1902 find_homing_object_cmeasures_1(weapon_objp);
1908 // Find object with signature "sig" and make weapon home on it.
1909 void find_homing_object_by_sig(object *weapon_objp, int sig)
1913 object *old_homing_objp;
1915 wp = &Weapons[weapon_objp->instance];
1917 // save the old object so that multiplayer masters know whether to send a homing update packet
1918 old_homing_objp = wp->homing_object;
1920 sop = GET_FIRST(&Ship_obj_list);
1921 while(sop != END_OF_LIST(&Ship_obj_list)) {
1924 objp = &Objects[sop->objnum];
1925 if (objp->signature == sig) {
1926 wp->homing_object = objp;
1927 wp->target_sig = objp->signature;
1934 // if the old homing object is different that the new one, send a packet to clients
1935 if ( MULTIPLAYER_MASTER && (old_homing_objp != wp->homing_object) ) {
1936 send_homing_weapon_info( weapon_objp->instance );
1941 // Make weapon num home. It's also object *obj.
1942 void weapon_home(object *obj, int num, float frame_time)
1948 Assert(obj->type == OBJ_WEAPON);
1949 Assert(obj->instance == num);
1951 wip = &Weapon_info[wp->weapon_info_index];
1952 hobjp = Weapons[num].homing_object;
1954 // If not 1/2 second gone by, don't home yet.
1955 if ((hobjp == &obj_used_list) || ( f2fl(Missiontime - wp->creation_time) < 0.25f )) {
1956 // If this is a heat seeking homing missile and 1/2 second has elapsed since firing
1957 // and we don't have a target (else we wouldn't be inside the IF), find a new target.
1958 if (wip->wi_flags & WIF_HOMING_HEAT)
1959 if ( f2fl(Missiontime - wp->creation_time) > 0.5f )
1960 find_homing_object(obj, num);
1962 if (obj->phys_info.speed > wip->max_speed) {
1963 obj->phys_info.speed -= frame_time * 4;
1964 vm_vec_copy_scale( &obj->phys_info.desired_vel, &obj->orient.v.fvec, obj->phys_info.speed);
1965 } else if ((obj->phys_info.speed < wip->max_speed/4) && (wip->wi_flags & WIF_HOMING_HEAT)) {
1966 obj->phys_info.speed = wip->max_speed/4;
1967 vm_vec_copy_scale( &obj->phys_info.desired_vel, &obj->orient.v.fvec, obj->phys_info.speed);
1970 /* Removed code that makes bombs drop for a bit. They looked odd and it was confusing. People wondered where their weapons went.
1971 // Make bombs drop down for first second of life.
1972 if (wip->wi_flags & WIF_BOMB) {
1973 if (wip->lifetime - wp->lifeleft < 0.5f) {
1974 float time_scale = wip->lifetime - wp->lifeleft;
1975 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));
1982 // AL 4-8-98: If orgiginal target for aspect lock missile is lost, stop homing
1983 if (wip->wi_flags & WIF_HOMING_ASPECT) {
1984 if ( wp->target_sig > 0 ) {
1985 if ( wp->homing_object->signature != wp->target_sig ) {
1986 wp->homing_object = &obj_used_list;
1992 // AL 4-13-98: Stop homing on a subsystem if parent ship has changed
1993 if (wip->wi_flags & WIF_HOMING_HEAT) {
1994 if ( wp->target_sig > 0 ) {
1995 if ( wp->homing_object->signature != wp->target_sig ) {
1996 wp->homing_subsys = NULL;
2002 if (hobjp->type == OBJ_NONE) {
2003 find_homing_object(obj, num);
2008 switch (hobjp->type) {
2010 if (wip->wi_flags & WIF_HOMING_ASPECT)
2011 find_homing_object_by_sig(obj, wp->target_sig);
2013 find_homing_object(obj, num);
2017 if (hobjp->signature != wp->target_sig) {
2018 if (wip->wi_flags & WIF_HOMING_ASPECT)
2019 find_homing_object_by_sig(obj, wp->target_sig);
2021 find_homing_object(obj, num);
2026 // only allowed to home on bombs
2027 Assert(Weapon_info[Weapons[hobjp->instance].weapon_info_index].wi_flags & WIF_BOMB);
2028 if (wip->wi_flags & WIF_HOMING_ASPECT)
2029 find_homing_object_by_sig(obj, wp->target_sig);
2031 find_homing_object(obj, num);
2039 // See if this weapon is the nearest homing object to the object it is homing on.
2040 // If so, update some fields in the target object's ai_info.
2041 if (hobjp != &obj_used_list) {
2044 dist = vm_vec_dist_quick(&obj->pos, &hobjp->pos);
2046 if (hobjp->type == OBJ_SHIP) {
2049 aip = &Ai_info[Ships[hobjp->instance].ai_index];
2051 if ((aip->nearest_locked_object == -1) || (dist < aip->nearest_locked_distance)) {
2052 aip->nearest_locked_object = obj-Objects;
2053 aip->nearest_locked_distance = dist;
2058 // If the object it is homing on is still valid, home some more!
2059 if (hobjp != &obj_used_list) {
2062 vector target_pos; // position of what the homing missile is seeking
2064 vm_vec_zero(&target_pos);
2066 // the homing missile may be seeking a subsystem on a ship. If so, we need to calculate the
2067 // world coordinates of that subsystem so the homing missile can seek it out.
2068 // For now, March 7, 1997, MK, heat seeking homing missiles will be able to home on
2069 // any subsystem. Probably makes sense for them to only home on certain kinds of subsystems.
2070 if ( wp->homing_subsys != NULL ) {
2071 get_subsystem_world_pos(hobjp, Weapons[num].homing_subsys, &target_pos);
2072 wp->homing_pos = target_pos; // store the homing position in weapon data
2073 Assert( !vm_is_vec_nan(&wp->homing_pos) );
2078 dist = vm_vec_dist_quick(&obj->pos, &hobjp->pos);
2079 if (hobjp->type == OBJ_CMEASURE) {
2080 if (dist < CMEASURE_DETONATE_DISTANCE) {
2083 cmp = &Cmeasures[hobjp->instance];
2085 // Make this missile detonate soon. Not right away, not sure why. Seems better.
2086 if (cmp->team != wp->team) {
2087 detonate_nearby_missiles(cmp);
2088 //nprintf(("AI", "Frame %i: Weapon %i hit cmeasure, will die!\n", Framecount, wp-Weapons));
2095 if (wip->fov > 0.8f)
2098 int pick_homing_point = 0;
2099 if ( IS_VEC_NULL(&wp->homing_pos) ) {
2100 pick_homing_point = 1;
2103 // Update homing position if it hasn't been set, you're within 500 meters, or every half second, approximately.
2104 // For large objects, don't lead them.
2105 if (hobjp->radius < 40.0f) {
2106 target_pos = hobjp->pos;
2107 wp->homing_pos = target_pos;
2108 } else if ( pick_homing_point || (dist < 500.0f) || (rand_chance(flFrametime, 2.0f)) ) {
2110 if (hobjp->type == OBJ_SHIP) {
2111 if ( !pick_homing_point ) {
2112 // ensure that current attack point is only updated in world coords (ie not pick a different vertex)
2113 wp->pick_big_attack_point_timestamp = 0;
2116 if ( pick_homing_point ) {
2117 // If *any* player is parent of homing missile, then use position where lock indicator is
2118 if ( Objects[obj->parent].flags & OF_PLAYER_SHIP ) {
2121 // determine the player
2123 if ( Game_mode & GM_MULTIPLAYER ) {
2126 pnum = multi_find_player_by_object( &Objects[obj->parent] );
2128 pp = Net_players[pnum].player;
2132 // If player has apect lock, we don't want to find a homing point on the closest
2133 // octant... setting the timestamp to 0 ensures this.
2134 if (wip->wi_flags & WIF_HOMING_ASPECT) {
2135 wp->pick_big_attack_point_timestamp = 0;
2137 wp->pick_big_attack_point_timestamp = 1;
2140 if ( pp && pp->locking_subsys ) {
2141 wp->big_attack_point = pp->locking_subsys->system_info->pnt;
2143 vm_vec_zero(&wp->big_attack_point);
2148 ai_big_pick_attack_point(hobjp, obj, &target_pos, fov);
2151 target_pos = hobjp->pos;
2154 wp->homing_pos = target_pos;
2155 Assert( !vm_is_vec_nan(&wp->homing_pos) );
2156 // nprintf(("AI", "Attack point = %7.3f %7.3f %7.3f\n", target_pos.xyz.x, target_pos.xyz.y, target_pos.xyz.z));
2158 target_pos = wp->homing_pos;
2161 // Couldn't find a lock.
2162 if (IS_VEC_NULL(&target_pos))
2165 // Cause aspect seeking weapon to home at target's predicted position.
2166 // But don't use predicted position if dot product small or negative.
2167 // If do this, with a ship headed towards missile, could choose a point behind missile.``1
2168 float dist_to_target, time_to_target;
2170 dist_to_target = vm_vec_normalized_dir(&vec_to_goal, &target_pos, &obj->pos);
2171 time_to_target = dist_to_target/wip->max_speed;
2174 tvec = obj->phys_info.vel;
2175 vm_vec_normalize(&tvec);
2177 old_dot = vm_vec_dot(&tvec, &vec_to_goal);
2179 // If a weapon has missed its target, detonate it.
2180 // This solves the problem of a weapon circling the center of a subsystem that has been blown away.
2181 // Problem: It does not do impact damage, just proximity damage.
2182 if ((dist_to_target < flFrametime * obj->phys_info.speed * 4.0f + 10.0f) && (old_dot < 0.0f)) {
2183 int kill_missile = TRUE;
2184 if (wp->homing_object) {
2185 if (wp->homing_object->type == OBJ_SHIP) {
2186 ship *shipp = &Ships[wp->homing_object->instance];
2187 if (Ship_info[shipp->ship_info_index].flags & SIF_DONT_COLLIDE_INVIS) {
2188 kill_missile = FALSE;
2193 if (kill_missile && (wp->lifeleft > 0.01f)) {
2194 wp->lifeleft = 0.01f;
2198 // Only lead target if more than one second away. Otherwise can miss target. I think this
2199 // is what's causing Harbingers to miss the super destroyer. -- MK, 4/15/98
2200 if ((wip->wi_flags & WIF_HOMING_ASPECT) && (old_dot > 0.1f) && (time_to_target > 0.1f))
2201 vm_vec_scale_add2(&target_pos, &hobjp->phys_info.vel, min(time_to_target, 2.0f));
2203 //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));
2205 // 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));
2207 // If a HEAT seeking (rather than ASPECT seeking) homing missile, verify that target is in viewcone.
2208 if (wip->wi_flags & WIF_HOMING_HEAT) {
2209 if ((old_dot < wip->fov) && (dist_to_target > wip->inner_radius*1.1f)) { // Delay finding new target one frame to allow detonation.
2210 find_homing_object(obj, num);
2211 return; // Maybe found a new homing object. Return, process more next frame.
2212 } else // Subtract out life based on how far from target this missile points.
2213 if (wip->fov < 0.95f) {
2214 wp->lifeleft -= flFrametime * (0.95f - old_dot);
2215 //Should only happen when time is compressed.
2216 //if (flFrametime * (1.0f - old_dot) > 1.0f)
2219 } else if (wip->wi_flags & WIF_HOMING_ASPECT) { // subtract life as if max turn is 90 degrees.
2220 if (wip->fov < 0.95f)
2221 wp->lifeleft -= flFrametime * (0.95f - old_dot);
2223 Assert(0); // Hmm, a homing missile, but not aspect or heat?
2226 // Control speed based on dot product to goal. If close to straight ahead, move
2227 // at max speed, else move slower based on how far from ahead.
2228 if (old_dot < 0.90f) {
2229 obj->phys_info.speed = max(0.2f, old_dot* (float) fabs(old_dot));
2230 if (obj->phys_info.speed < wip->max_speed*0.75f)
2231 obj->phys_info.speed = wip->max_speed*0.75f;
2233 obj->phys_info.speed = wip->max_speed;
2235 // For first second of weapon's life, it doesn't fly at top speed. It ramps up.
2236 if (Missiontime - wp->creation_time < i2f(1)) {
2239 t = f2fl(Missiontime - wp->creation_time);
2240 obj->phys_info.speed *= t*t;
2243 Assert( obj->phys_info.speed > 0.0f );
2245 vm_vec_copy_scale( &obj->phys_info.desired_vel, &obj->orient.v.fvec, obj->phys_info.speed);
2247 // turn the missile towards the target only if non-swarm. Homing swarm missiles choose
2248 // a different vector to turn towards, this is done in swarm_update_direction().
2249 // if ( !(wip->wi_flags & WIF_SWARM) ) {
2250 if ( wp->swarm_index < 0 ) {
2251 // 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));
2252 ai_turn_towards_vector(&target_pos, obj, frame_time, wip->turn_time, NULL, NULL, 0.0f, 0, NULL);
2253 vel = vm_vec_mag(&obj->phys_info.desired_vel);
2255 vm_vec_copy_scale(&obj->phys_info.desired_vel, &obj->orient.v.fvec, vel);
2259 /* // If this weapon shot past its target, make it detonate.
2260 if ((old_dot < 0.0f) && (dist_to_target < 50.0f)) {
2261 if (wp->lifeleft > 0.01f)
2262 wp->lifeleft = 0.01f;
2267 // as Mike K did with ships -- break weapon into process_pre and process_post for code to execute
2268 // before and after physics movement
2270 void weapon_process_pre( object *obj, float frame_time)
2272 // if the object is a corkscrew style weapon, process it now
2273 if((obj->type == OBJ_WEAPON) && (Weapons[obj->instance].cscrew_index >= 0)){
2274 cscrew_process_pre(obj);
2277 // if the weapon is a flak weapon, maybe detonate it early
2278 if((obj->type == OBJ_WEAPON) && (Weapon_info[Weapons[obj->instance].weapon_info_index].wi_flags & WIF_FLAK) && (Weapons[obj->instance].flak_index >= 0)){
2279 flak_maybe_detonate(obj);
2283 int Homing_hits = 0, Homing_misses = 0;
2286 MONITOR( NumWeapons );
2288 // maybe play a "whizz sound" if close enough to view position
2289 void weapon_maybe_play_flyby_sound(object *weapon_objp, weapon *wp)
2291 // do a quick out if not a laser
2292 if ( Weapon_info[wp->weapon_info_index].subtype != WP_LASER ) {
2296 // don't play flyby sounds too close together
2297 if ( !timestamp_elapsed(Weapon_flyby_sound_timer) ) {
2301 if ( !(wp->weapon_flags & WF_PLAYED_FLYBY_SOUND) && (wp->weapon_flags & WF_CONSIDER_FOR_FLYBY_SOUND) ) {
2302 float dist, dot, radius;
2304 dist = vm_vec_dist_quick(&weapon_objp->pos, &Eye_position);
2307 radius = Viewer_obj->radius;
2312 if ( (dist > radius) && (dist < 55) ) {
2313 vector vec_to_weapon;
2315 vm_vec_sub(&vec_to_weapon, &weapon_objp->pos, &Eye_position);
2316 vm_vec_normalize(&vec_to_weapon);
2318 // ensure laser is in front of eye
2319 dot = vm_vec_dot(&vec_to_weapon, &Eye_matrix.v.fvec);
2324 // ensure that laser is moving in similar direction to fvec
2325 dot = vm_vec_dot(&vec_to_weapon, &weapon_objp->orient.v.fvec);
2327 // nprintf(("Alan", "Weapon dot: %.2f\n", dot));
2328 if ( (dot < -0.80) && (dot > -0.98) ) {
2329 snd_play_3d( &Snds[SND_WEAPON_FLYBY], &weapon_objp->pos, &Eye_position );
2330 Weapon_flyby_sound_timer = timestamp(200);
2331 wp->weapon_flags |= WF_PLAYED_FLYBY_SOUND;
2337 // process a weapon after physics movement. MWA reorders some of the code on 8/13 for multiplayer. When
2338 // adding something to this function, decide whether or not a client in a multiplayer game needs to do
2339 // what is normally done in a single player game. Things like plotting an object on a radar, effect
2340 // for exhaust are things that are done on all machines. Things which calculate weapon targets, new
2341 // velocities, etc, are server only functions and should go after the if ( !MULTIPLAYER_MASTER ) statement
2342 // See Allender if you cannot decide what to do.
2343 void weapon_process_post(object * obj, float frame_time)
2349 MONITOR_INC( NumWeapons, 1 );
2351 Assert(obj->type == OBJ_WEAPON);
2353 num = obj->instance;
2356 int objnum = OBJ_INDEX(obj);
2357 Assert( Weapons[num].objnum == objnum );
2362 wp->lifeleft -= frame_time;
2363 wip = &Weapon_info[wp->weapon_info_index];
2365 // check life left. Multiplayer client code will go through here as well. We must be careful in weapon_hit
2366 // when killing a missile that spawn child weapons!!!!
2367 if ( wp->lifeleft < 0.0f ) {
2368 if ( wip->subtype & WP_MISSILE ) {
2369 if(Game_mode & GM_MULTIPLAYER){
2370 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
2371 // nprintf(("AI", "Frame %i: Weapon %i detonated, dist = %7.3f!\n", Framecount, obj-Objects));
2372 weapon_detonate(obj);
2375 // nprintf(("AI", "Frame %i: Weapon %i detonated, dist = %7.3f!\n", Framecount, obj-Objects));
2376 weapon_detonate(obj);
2378 if (wip->wi_flags & WIF_HOMING) {
2380 // nprintf(("AI", "Miss! Hits = %i/%i\n", Homing_hits, (Homing_hits + Homing_misses)));
2383 obj->flags |= OF_SHOULD_BE_DEAD;
2384 // demo_do_flag_dead(OBJ_INDEX(obj));
2390 // plot homing missiles on the radar
2391 if (wip->wi_flags & WIF_HOMING) {
2392 if ( hud_gauge_active(HUD_RADAR) ) {
2393 radar_plot_object( obj );
2398 if ((wip->wi_flags & WIF_TRAIL) && !(wip->wi_flags & WIF_CORKSCREW)) {
2399 if ( wp->trail_num > -1 ) {
2400 if (trail_stamp_elapsed(wp->trail_num)) {
2402 trail_add_segment( wp->trail_num, &obj->pos );
2404 trail_set_stamp(wp->trail_num);
2406 trail_set_segment( wp->trail_num, &obj->pos );
2412 if ( wip->wi_flags & WIF_THRUSTER ) {
2413 ship_do_weapon_thruster_frame( wp, obj, flFrametime );
2416 // maybe play a "whizz sound" if close enough to view position
2418 if ( Weapon_flyby_sound_enabled ) {
2419 weapon_maybe_play_flyby_sound(obj, wp);
2422 weapon_maybe_play_flyby_sound(obj, wp);
2425 // If our target is still valid, then update some info.
2426 if (wp->target_num != -1) {
2427 if (Objects[wp->target_num].signature == wp->target_sig) {
2431 vm_vec_avg(&v0, &obj->pos, &obj->last_pos);
2433 cur_dist = vm_vec_dist_quick(&v0, &Objects[wp->target_num].pos);
2435 if (cur_dist < wp->nearest_dist) {
2436 wp->nearest_dist = cur_dist;
2437 } else if (cur_dist > wp->nearest_dist + 1.0f) {
2440 ai_info *parent_aip;
2441 float lead_scale = 0.0f;
2444 if (obj->parent != Player_obj-Objects) {
2445 parent_aip = &Ai_info[Ships[Objects[obj->parent].instance].ai_index];
2446 lead_scale = parent_aip->lead_scale;
2449 vm_vec_normalized_dir(&tvec, &v0, &Objects[wp->target_num].pos);
2450 dot = vm_vec_dot(&tvec, &Objects[wp->target_num].orient.v.fvec);
2451 // nprintf(("AI", "Miss dot = %7.3f, dist = %7.3f, lead_scale = %7.3f\n", dot, cur_dist, lead_scale));
2452 wp->target_num = -1;
2454 // Learn! If over-shooting or under-shooting, compensate.
2455 // Really need to compensate for left/right errors. This does no good against someone circling
2456 // in a plane perpendicular to the attacker's forward vector.
2457 if (parent_aip != NULL) {
2458 if (cur_dist > 100.0f)
2459 parent_aip->lead_scale = 0.0f;
2462 parent_aip->lead_scale += cur_dist/2000.0f;
2463 } else if (dot > 0.1f) {
2464 parent_aip->lead_scale -= cur_dist/2000.0f;
2467 if (fl_abs(parent_aip->lead_scale) > 1.0f){
2468 parent_aip->lead_scale *= 0.9f;
2475 if(wip->wi_flags & WIF_PARTICLE_SPEW){
2476 weapon_maybe_spew_particle(obj);
2479 // a single player or multiplayer server function -- it affects actual weapon movement.
2480 if (wip->wi_flags & WIF_HOMING) {
2481 weapon_home(obj, num, frame_time);
2483 /* if (wip->wi_flags & WIF_BOMB) {
2484 if (wip->lifetime - obj->lifeleft < 1.0f) {
2489 // If this is a swarm type missile,
2490 // if ( wip->wi_flags & WIF_SWARM )
2491 if ( wp->swarm_index >= 0 ) {
2492 swarm_update_direction(obj, frame_time);
2495 if( wp->cscrew_index >= 0) {
2496 cscrew_process_post(obj);
2501 // Update weapon tracking information.
2502 void weapon_set_tracking_info(int weapon_objnum, int parent_objnum, int target_objnum, int target_is_locked, ship_subsys *target_subsys)
2505 object *parent_objp;
2508 int targeting_same = 0;
2510 if ( weapon_objnum < 0 ) {
2514 Assert(Objects[weapon_objnum].type == OBJ_WEAPON);
2516 wp = &Weapons[Objects[weapon_objnum].instance];
2517 wip = &Weapon_info[wp->weapon_info_index];
2518 parent_objp = &Objects[parent_objnum];
2520 Assert(parent_objp->type == OBJ_SHIP);
2521 ai_index = Ships[parent_objp->instance].ai_index;
2523 if ( ai_index >= 0 ) {
2524 int target_team = -1;
2525 if ( target_objnum >= 0 ) {
2526 int obj_type = Objects[target_objnum].type;
2527 if ( (obj_type == OBJ_SHIP) || (obj_type == OBJ_WEAPON) ) {
2528 target_team = obj_team(&Objects[target_objnum]);
2532 // determining if we're targeting the same team
2533 if(Ships[parent_objp->instance].team == target_team){
2539 if ((target_objnum != -1) && (!targeting_same || ((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT) && (target_team == TEAM_TRAITOR))) ) {
2540 wp->target_num = target_objnum;
2541 wp->target_sig = Objects[target_objnum].signature;
2542 wp->nearest_dist = 99999.0f;
2543 if ( (wip->wi_flags & WIF_HOMING_ASPECT) && target_is_locked) {
2544 wp->homing_object = &Objects[target_objnum];
2545 wp->homing_subsys = target_subsys;
2546 weapon_maybe_play_warning(wp);
2547 } else if ( wip->wi_flags & WIF_HOMING_HEAT ) {
2548 // Make a heat seeking missile try to home. If the target is outside the view cone, it will
2549 // immediately drop it and try to find one in its view cone.
2550 if (target_objnum != -1) {
2551 wp->homing_object = &Objects[target_objnum];
2552 weapon_maybe_play_warning(wp);
2554 wp->homing_object = &obj_used_list;
2556 wp->homing_subsys = target_subsys;
2559 wp->target_num = -1;
2560 wp->target_sig = -1;
2563 // If missile is locked on target, increase its lifetime by 20% since missiles can be fired at limit of range
2564 // as defined by velocity*lifeleft, but missiles often slow down a bit, plus can be fired at a moving away target.
2565 // Confusing to many players when their missiles run out of gas before getting to target.
2566 // DB - removed 7:14 pm 9/6/99. was totally messing up lifetimes for all weapons.
2567 // 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
2568 // put a sanity check in the color changing laser code that was broken by this code.
2569 if (target_is_locked && (wp->target_num != -1) && (wip->wi_flags & WIF_HOMING_ASPECT) ) {
2570 wp->lifeleft *= 1.2f;
2573 ai_update_danger_weapon(target_objnum, weapon_objnum);
2578 // weapon_create() will create a weapon object
2580 // Returns: index of weapon in the Objects[] array, -1 if the weapon object was not created
2581 int Weapons_created = 0;
2582 int weapon_create( vector * pos, matrix * orient, int weapon_id, int parent_objnum, int secondary_flag, int group_id, int is_locked )
2586 object *objp, *parent_objp;
2590 Assert(weapon_id >= 0 && weapon_id < Num_weapon_types);
2592 // beam weapons should never come through here!
2593 Assert(!(Weapon_info[weapon_id].wi_flags & WIF_BEAM));
2596 if (Num_weapons >= MAX_WEAPONS-5) {
2598 //No, do remove for AI ships -- MK, 3/12/98 // don't need to try and delete weapons for ai ships
2599 //if ( !(Objects[parent_objnum].flags & OF_PLAYER_SHIP) )
2602 num_deleted = collide_remove_weapons();
2603 nprintf(("WARNING", "Deleted %d weapons because of lack of slots\n", num_deleted));
2604 if (num_deleted == 0){
2609 for (n=0; n<MAX_WEAPONS; n++ ){
2610 if (Weapons[n].weapon_info_index < 0){
2615 if (n == MAX_WEAPONS) {
2616 // if we supposedly deleted weapons above, what happened here!!!!
2618 Int3(); // get allender -- something funny is going on!!!
2625 objnum = obj_create( OBJ_WEAPON, parent_objnum, n, orient, pos, 2.0f, OF_RENDERS | OF_COLLIDES | OF_PHYSICS );
2626 Assert(objnum >= 0);
2627 Assert(First_secondary_index != -1);
2628 objp = &Objects[objnum];
2631 if(parent_objnum >= 0){
2632 parent_objp = &Objects[parent_objnum];
2637 wip = &Weapon_info[weapon_id];
2639 // check if laser or dumbfire missile
2640 // set physics flag to allow optimization
2641 if ((wip->subtype == WP_LASER) || ((wip->subtype == WP_MISSILE) && !(wip->wi_flags & WIF_HOMING))) {
2643 objp->phys_info.flags |= PF_CONST_VEL;
2646 wp->weapon_info_index = weapon_id;
2647 wp->lifeleft = wip->lifetime;
2649 wp->objnum = objnum;
2650 wp->homing_object = &obj_used_list; // Assume not homing on anything.
2651 wp->homing_subsys = NULL;
2652 wp->creation_time = Missiontime;
2653 wp->group_id = group_id;
2655 // we don't necessarily need a parent
2656 if(parent_objp != NULL){
2657 Assert(parent_objp->type == OBJ_SHIP); // Get Mike, a non-ship has fired a weapon!
2658 Assert((parent_objp->instance >= 0) && (parent_objp->instance < MAX_SHIPS));
2659 wp->team = Ships[parent_objp->instance].team;
2660 wp->species = Ship_info[Ships[parent_objp->instance].ship_info_index].species;
2665 wp->turret_subsys = NULL;
2666 vm_vec_zero(&wp->homing_pos);
2667 wp->weapon_flags = 0;
2668 wp->target_sig = -1;
2669 wp->cmeasure_ignore_objnum = -1;
2670 wp->cmeasure_chase_objnum = -1;
2672 // Init the thruster info
2673 wp->thruster_bitmap = -1;
2674 wp->thruster_frame = 0.0f;
2675 wp->thruster_glow_bitmap = -1;
2676 wp->thruster_glow_noise = 1.0f;
2677 wp->thruster_glow_frame = 0.0f;
2679 if ( wip->wi_flags & WIF_SWARM ) {
2680 wp->swarm_index = (short)swarm_create();
2682 wp->swarm_index = -1;
2685 // if this is a particle spewing weapon, setup some stuff
2686 if(wip->wi_flags & WIF_PARTICLE_SPEW){
2687 wp->particle_spew_time = -1;
2690 // assign the network signature. The starting sig is sent to all clients, so this call should
2691 // result in the same net signature numbers getting assigned to every player in the game
2692 if ( Game_mode & GM_MULTIPLAYER ) {
2693 if(wip->subtype == WP_MISSILE){
2694 Objects[objnum].net_signature = multi_assign_network_signature( MULTI_SIG_NON_PERMANENT );
2696 // for weapons that respawn, add the number of respawnable weapons to the net signature pool
2697 // to reserve N signatures for the spawned weapons
2698 if ( wip->wi_flags & WIF_SPAWN ){
2699 multi_set_network_signature( (ushort)(Objects[objnum].net_signature + wip->spawn_count), MULTI_SIG_NON_PERMANENT );
2702 Objects[objnum].net_signature = multi_assign_network_signature( MULTI_SIG_NON_PERMANENT );
2704 // for multiplayer clients, when creating lasers, add some more life to the lasers. This helps
2705 // to overcome some problems associated with lasers dying on client machine before they get message
2706 // from server saying it hit something.
2707 // removed 1/13/98 -- MWA if ( MULTIPLAYER_CLIENT && (wip->subtype == WP_LASER) )
2708 // removed 1/13/98 -- MWA wp->lifeleft += 1.5f;
2711 // Make remote detonate missiles look like they're getting detonated by firer simply by giving them variable lifetimes.
2712 if (!(Objects[parent_objnum].flags & OF_PLAYER_SHIP) && (wip->wi_flags & WIF_REMOTE)) {
2715 if ( Game_mode & GM_NORMAL ){
2718 rand_val = static_randf(Objects[objnum].net_signature);
2721 wp->lifeleft = wp->lifeleft/2.0f + rand_val * wp->lifeleft/2.0f;
2724 objp->phys_info.mass = wip->mass;
2725 objp->phys_info.side_slip_time_const = 0.0f;
2726 objp->phys_info.rotdamp = 0.0f;
2727 vm_vec_zero(&objp->phys_info.max_vel);
2728 objp->phys_info.max_vel.xyz.z = wip->max_speed;
2729 vm_vec_zero(&objp->phys_info.max_rotvel);
2730 objp->shields[0] = wip->damage;
2731 if (wip->wi_flags & WIF_BOMB){
2732 objp->hull_strength = 50.0f;
2734 objp->hull_strength = 0.0f;
2737 if ( wip->subtype == WP_MISSILE ){
2738 objp->radius = model_get_radius(wip->model_num);
2739 } else if ( wip->subtype == WP_LASER ) {
2740 objp->radius = wip->laser_head_radius;
2743 // Set desired velocity and initial velocity.
2744 // For lasers, velocity is always the same.
2745 // For missiles, it is a small amount plus the firing ship's velocity.
2746 // For missiles, the velocity trends towards some goal.
2747 // Note: If you change how speed works here, such as adding in speed of parent ship, you'll need to change the AI code
2748 // that predicts collision points. See Mike Kulas or Dave Andsager. (Or see ai_get_weapon_speed().)
2749 if (!(wip->wi_flags & WIF_HOMING)) {
2750 vm_vec_copy_scale(&objp->phys_info.desired_vel, &objp->orient.v.fvec, objp->phys_info.max_vel.xyz.z );
2751 objp->phys_info.vel = objp->phys_info.desired_vel;
2752 objp->phys_info.speed = vm_vec_mag(&objp->phys_info.desired_vel);
2754 // For weapons that home, set velocity to sum of forward component of parent's velocity and 1/4 weapon's max speed.
2755 // Note that it is important to extract the forward component of the parent's velocity to factor out sliding, else
2756 // the missile will not be moving forward.
2757 if(parent_objp != NULL){
2758 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 );
2760 vm_vec_copy_scale(&objp->phys_info.desired_vel, &objp->orient.v.fvec, objp->phys_info.max_vel.xyz.z/4 );
2762 objp->phys_info.vel = objp->phys_info.desired_vel;
2763 objp->phys_info.speed = vm_vec_mag(&objp->phys_info.vel);
2766 // create the corkscrew
2767 if ( wip->wi_flags & WIF_CORKSCREW ) {
2768 wp->cscrew_index = (short)cscrew_create(objp);
2770 wp->cscrew_index = -1;
2773 // if this is a flak weapon shell, make it so
2774 // NOTE : this function will change some fundamental things about the weapon object
2775 if ( wip->wi_flags & WIF_FLAK ){
2778 wp->flak_index = -1;
2781 wp->missile_list_index = -1;
2782 // If this is a missile, then add it to the Missile_obj_list
2783 if ( wip->subtype == WP_MISSILE ) {
2784 wp->missile_list_index = missile_obj_list_add(objnum);
2787 if (wip->wi_flags & WIF_TRAIL /*&& !(wip->wi_flags & WIF_CORKSCREW) */) {
2788 wp->trail_num = trail_create(wip->tr_info);
2790 if ( wp->trail_num > -1 ) {
2791 // Add two segments. One to stay at launch pos, one to move.
2792 trail_add_segment( wp->trail_num, &objp->pos );
2793 trail_add_segment( wp->trail_num, &objp->pos );
2797 // Ensure weapon flyby sound doesn't get played for player lasers
2798 if ( parent_objp == Player_obj ) {
2799 wp->weapon_flags |= WF_PLAYED_FLYBY_SOUND;
2802 wp->pick_big_attack_point_timestamp = timestamp(1);
2804 // Set detail levels for POF-type weapons.
2805 if (Weapon_info[wp->weapon_info_index].model_num != -1) {
2808 pm = model_get(Weapon_info[wp->weapon_info_index].model_num);
2810 for (i=0; i<pm->n_detail_levels; i++){
2811 pm->detail_depth[i] = (objp->radius*20.0f + 20.0f) * i;
2815 // if the weapon was fired locked
2817 wp->weapon_flags |= WF_LOCKED_WHEN_FIRED;
2824 // Spawn child weapons from object *objp.
2825 void spawn_child_weapons(object *objp)
2830 ushort starting_sig;
2834 Assert(objp->type == OBJ_WEAPON);
2835 Assert((objp->instance >= 0) && (objp->instance < MAX_WEAPONS));
2837 wp = &Weapons[objp->instance];
2838 Assert((wp->weapon_info_index >= 0) && (wp->weapon_info_index < MAX_WEAPON_TYPES));
2839 wip = &Weapon_info[wp->weapon_info_index];
2841 child_id = wip->spawn_type;
2843 parent_num = objp->parent;
2845 if ((Objects[parent_num].type != objp->parent_type) || (Objects[parent_num].signature != objp->parent_sig)) {
2846 mprintf(("Warning: Parent of spawn weapon does not exist. Not spawning.\n"));
2851 if ( Game_mode & GM_MULTIPLAYER ) {
2852 // get the next network signature and save it. Set the next usable network signature to be
2853 // the passed in objects signature + 1. We "reserved" N of these slots when we created objp
2854 // for it's spawned children.
2855 starting_sig = multi_get_next_network_signature( MULTI_SIG_NON_PERMANENT );
2856 multi_set_network_signature( objp->net_signature, MULTI_SIG_NON_PERMANENT );
2859 for (i=0; i<wip->spawn_count; i++) {
2864 // for multiplayer, use the static randvec functions based on the network signatures to provide
2865 // the randomness so that it is the same on all machines.
2866 if ( Game_mode & GM_MULTIPLAYER ){
2867 static_randvec(objp->net_signature + i, &tvec);
2869 vm_vec_rand_vec_quick(&tvec);
2871 vm_vec_scale_add(&pos, &objp->pos, &tvec, objp->radius);
2873 vm_vector_2_matrix(&orient, &tvec, NULL, NULL);
2874 weapon_objnum = weapon_create(&pos, &orient, child_id, parent_num, 1, -1, wp->weapon_flags & WF_LOCKED_WHEN_FIRED);
2876 // Assign a little randomness to lifeleft so they don't all disappear at the same time.
2877 if (weapon_objnum != -1) {
2880 if ( Game_mode & GM_NORMAL ){
2883 rand_val = static_randf(objp->net_signature + i);
2886 Weapons[Objects[weapon_objnum].instance].lifeleft *= rand_val*0.4f + 0.8f;
2891 // in multiplayer, reset the next network signature to the one that was saved.
2892 if ( Game_mode & GM_MULTIPLAYER ){
2893 multi_set_network_signature( starting_sig, MULTI_SIG_NON_PERMANENT );
2897 // -----------------------------------------------------------------------
2898 // weapon_hit_do_sound()
2900 // Play a sound effect when a weapon hits a ship
2902 // To elimate the "stereo" effect of two lasers hitting at nearly
2903 // the same time, and to reduce the number of sound channels used,
2904 // only play one impact sound if IMPACT_SOUND_DELTA has elapsed
2906 // Note: Uses Weapon_impact_timer global for timer variable
2908 void weapon_hit_do_sound(object *hit_obj, weapon_info *wip, vector *hitpos)
2913 // If non-missiles (namely lasers) expire without hitting a ship, don't play impact sound
2914 if ( wip->subtype != WP_MISSILE ) {
2916 // flak weapons make sounds
2917 if(wip->wi_flags & WIF_FLAK){
2918 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2923 switch(hit_obj->type) {
2929 if ( timestamp_elapsed(Weapon_impact_timer) ) {
2930 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2931 Weapon_impact_timer = timestamp(IMPACT_SOUND_DELTA);
2941 if ( hit_obj == NULL ) {
2942 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2946 if ( timestamp_elapsed(Weapon_impact_timer) ) {
2949 if ( hit_obj->type == OBJ_SHIP ) {
2950 shield_str = ship_quadrant_shield_strength(hit_obj, hitpos);
2955 // play a shield hit if shields are above 10% max in this quadrant
2956 if ( shield_str > 0.1f ) {
2960 if ( !is_hull_hit ) {
2961 // Play a shield impact sound effect
2962 if ( hit_obj == Player_obj ) {
2963 snd_play_3d( &Snds[SND_SHIELD_HIT_YOU], hitpos, &Eye_position );
2964 // AL 12-15-97: Add missile impact sound even when shield is hit
2965 if ( wip->subtype == WP_MISSILE ) {
2966 snd_play_3d( &Snds[SND_PLAYER_HIT_MISSILE], hitpos, &Eye_position);
2969 snd_play_3d( &Snds[SND_SHIELD_HIT], hitpos, &Eye_position );
2972 // Play a hull impact sound effect
2973 switch ( wip->subtype ) {
2975 if ( hit_obj == Player_obj )
2976 snd_play_3d( &Snds[SND_PLAYER_HIT_LASER], hitpos, &Eye_position );
2978 if ( wip->impact_snd != -1 ) {
2979 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2984 if ( hit_obj == Player_obj )
2985 snd_play_3d( &Snds[SND_PLAYER_HIT_MISSILE], hitpos, &Eye_position);
2987 if ( wip->impact_snd != -1 ) {
2988 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2993 nprintf(("Warning","WARNING ==> Cannot determine sound to play for weapon impact\n"));
2998 Weapon_impact_timer = timestamp(IMPACT_SOUND_DELTA);
3002 // distrupt any subsystems that fall into damage sphere of this Electronics missile
3004 // input: ship_obj => pointer to ship that holds subsystem
3005 // blast_pos => world pos of weapon blast
3006 // wi_index => weapon info index of weapon causing blast
3007 void weapon_do_electronics_affect(object *ship_objp, vector *blast_pos, int wi_index)
3012 model_subsystem *psub;
3013 vector subsys_world_pos;
3016 shipp = &Ships[ship_objp->instance];
3017 wip = &Weapon_info[wi_index];
3019 for ( ss = GET_FIRST(&shipp->subsys_list); ss != END_OF_LIST(&shipp->subsys_list); ss = GET_NEXT(ss) ) {
3020 psub = ss->system_info;
3022 // convert subsys point to world coords
3023 vm_vec_unrotate(&subsys_world_pos, &psub->pnt, &ship_objp->orient);
3024 vm_vec_add2(&subsys_world_pos, &ship_objp->pos);
3026 // see if subsys point is within damage sphere
3027 dist = vm_vec_dist_quick(blast_pos, &subsys_world_pos);
3028 if ( dist < wip->outer_radius ) {
3029 ship_subsys_set_disrupted(ss, fl2i(6000.0f + frand()*4000.0f));
3034 // ----------------------------------------------------------------------
3035 // weapon_area_calc_damage()
3037 // Calculate teh damage for an object based on the location of an area-effect
3040 // input: objp => object pointer ship receiving blast effect
3041 // pos => world pos of blast center
3042 // inner_rad => smallest radius at which full damage is done
3043 // outer_rad => radius at which no damage is done
3044 // max_blast => maximum blast possible from explosion
3045 // max_damage => maximum damage possible from explosion
3046 // blast => OUTPUT PARAMETER: receives blast value from explosion
3047 // damage => OUTPUT PARAMETER: receives damage value from explosion
3048 // limit => a limit on the area, needed for shockwave damage
3050 // returns: no damage occurred => -1
3051 // damage occured => 0
3053 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)
3055 float dist, max_dist, min_dist;
3057 // only blast ships and asteroids
3058 if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_ASTEROID)) {
3062 max_dist = objp->radius + outer_rad;
3063 dist = vm_vec_dist_quick(&objp->pos, pos);
3064 if ( (dist > max_dist) || (dist > (limit+objp->radius)) ) {
3065 return -1; // spheres don't intersect at all
3068 if ( dist < (inner_rad+objp->radius) ) {
3069 // damage is maximum within inner radius
3070 *damage = max_damage;
3073 float dist_to_outer_rad_squared, total_dist_squared;
3074 min_dist = dist - objp->radius;
3075 Assert(min_dist < outer_rad);
3076 dist_to_outer_rad_squared = (outer_rad-min_dist)*(outer_rad-min_dist);
3077 total_dist_squared = (inner_rad-outer_rad)*(inner_rad-outer_rad);
3078 // AL 2-24-98: drop off damage relative to square of distance
3079 Assert(dist_to_outer_rad_squared <= total_dist_squared);
3080 *damage = max_damage * dist_to_outer_rad_squared/total_dist_squared;
3083 // *damage = (min_dist - outer_rad) * max_damage/(inner_rad - outer_rad);
3084 *blast = (min_dist - outer_rad) * max_blast /(inner_rad - outer_rad);
3087 // nprintf(("AI", "Frame %i: Damage = %7.3f, %7.3f meters away.\n", Framecount, *damage, dist));
3092 // ----------------------------------------------------------------------
3093 // weapon_area_apply_blast()
3095 // Apply the blast effects of an explosion to a ship
3097 // input: force_apply_pos => world pos of where force is applied to object
3098 // ship_obj => object pointer of ship receiving the blast
3099 // blast_pos => world pos of blast center
3100 // blast => force of blast
3101 // make_shockwave => boolean, whether to create a shockwave or not
3103 void weapon_area_apply_blast(vector *force_apply_pos, object *ship_obj, vector *blast_pos, float blast, int make_shockwave)
3105 #define SHAKE_CONST 3000
3106 vector force, vec_blast_to_ship, vec_ship_to_impact;
3109 // apply blast force based on distance from center of explosion
3110 vm_vec_sub(&vec_blast_to_ship, &ship_obj->pos, blast_pos);
3111 vm_vec_normalize_safe(&vec_blast_to_ship);
3112 vm_vec_copy_scale(&force, &vec_blast_to_ship, blast );
3115 vm_vec_sub(&vec_ship_to_impact, blast_pos, &ship_obj->pos);
3117 pm = model_get(Ships[ship_obj->instance].modelnum);
3118 Assert ( pm != NULL );
3120 if (make_shockwave) {
3121 physics_apply_shock (&force, blast, &ship_obj->phys_info, &ship_obj->orient, &pm->mins, &pm->maxs, pm->rad);
3122 if (ship_obj == Player_obj) {
3123 joy_ff_play_vector_effect(&vec_blast_to_ship, blast * 2.0f);
3126 ship_apply_whack( &force, &vec_ship_to_impact, ship_obj);
3130 // ----------------------------------------------------------------------
3131 // weapon_do_area_effect()
3133 // Do the area effect for a weapon
3135 // input: wobjp => object pointer to weapon causing explosion
3136 // pos => world pos of explosion center
3137 // other_obj => object pointer to ship that weapon impacted on (can be NULL)
3139 void weapon_do_area_effect(object *wobjp, vector *pos, object *other_obj)
3144 float damage, blast;
3146 wip = &Weapon_info[Weapons[wobjp->instance].weapon_info_index];
3147 wp = &Weapons[wobjp->instance];
3148 Assert(wip->inner_radius != 0);
3150 // only blast ships and asteroids
3151 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
3152 if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_ASTEROID) ) {
3156 if ( objp->type == OBJ_SHIP ) {
3157 // don't blast navbuoys
3158 if ( ship_get_SIF(objp->instance) & SIF_NAVBUOY ) {
3163 if ( weapon_area_calc_damage(objp, pos, wip->inner_radius, wip->outer_radius, wip->blast_force, wip->damage, &blast, &damage, wip->outer_radius) == -1 ){
3168 damage *= weapon_get_damage_scale(wip, wobjp, other_obj);
3170 switch ( objp->type ) {
3172 ship_apply_global_damage(objp, wobjp, pos, damage);
3173 weapon_area_apply_blast(NULL, objp, pos, blast, 0);
3176 asteroid_hit(objp, NULL, NULL, damage);
3185 // if this weapon has the "Electronics" flag set, then disrupt subsystems in sphere
3186 if ( (other_obj != NULL) && (wip->wi_flags & WIF_ELECTRONICS) ) {
3187 if ( other_obj->type == OBJ_SHIP ) {
3188 weapon_do_electronics_affect(other_obj, pos, Weapons[wobjp->instance].weapon_info_index);
3194 // ----------------------------------------------------------------------
3197 // This function is called when a weapon hits something (or, in the case of
3198 // missiles explodes for any particular reason)
3200 void weapon_hit( object * weapon_obj, object * other_obj, vector * hitpos )
3202 Assert(weapon_obj != NULL);
3203 if(weapon_obj == NULL){
3206 Assert((weapon_obj->type == OBJ_WEAPON) && (weapon_obj->instance >= 0) && (weapon_obj->instance < MAX_WEAPONS));
3207 if((weapon_obj->type != OBJ_WEAPON) || (weapon_obj->instance < 0) || (weapon_obj->instance >= MAX_WEAPONS)){
3211 int num = weapon_obj->instance;
3212 int weapon_type = Weapons[num].weapon_info_index;
3213 object *weapon_parent_objp;
3217 Assert((weapon_type >= 0) && (weapon_type < MAX_WEAPONS));
3218 if((weapon_type < 0) || (weapon_type >= MAX_WEAPONS)){
3221 wip = &Weapon_info[weapon_type];
3222 weapon_parent_objp = &Objects[weapon_obj->parent];
3224 // if this is the player ship, and is a laser hit, skip it. wait for player "pain" to take care of it
3225 // if( ((wip->subtype != WP_LASER) || !MULTIPLAYER_CLIENT) && (Player_obj != NULL) && (other_obj == Player_obj) ){
3226 if((other_obj != Player_obj) || (wip->subtype != WP_LASER) || !MULTIPLAYER_CLIENT){
3227 weapon_hit_do_sound(other_obj, wip, hitpos);
3230 if ( wip->impact_weapon_expl_index > -1 ) {
3231 int expl_ani_handle = weapon_get_expl_handle(wip->impact_weapon_expl_index, hitpos, wip->impact_explosion_radius);
3232 particle_create( hitpos, &vmd_zero_vector, 0.0f, wip->impact_explosion_radius, PARTICLE_BITMAP_PERSISTENT, expl_ani_handle );
3235 weapon_obj->flags |= OF_SHOULD_BE_DEAD;
3237 int sw_flag = SW_WEAPON;
3239 // check if this is an area effect weapon
3240 if ( wip->wi_flags & WIF_AREA_EFFECT ) {
3241 // if ( wip->subtype & WP_MISSILE && wip->wi_flags & WIF_AREA_EFFECT ) {
3242 if ( wip->wi_flags & WIF_SHOCKWAVE ) {
3243 float actual_damage = wip->damage;
3244 // Shockwaves caused by weapons hitting weapons are 1/4 as powerful
3245 if ( ((other_obj) && (other_obj->type == OBJ_WEAPON)) || (Weapons[num].weapon_flags & WF_DESTROYED_BY_WEAPON)) {
3246 actual_damage /= 4.0f;
3247 sw_flag |= SW_WEAPON_KILL;
3249 shockwave_create_info sci;
3250 sci.blast = wip->blast_force;
3251 sci.damage = actual_damage;
3252 sci.inner_rad = wip->inner_radius;
3253 sci.outer_rad = wip->outer_radius;
3254 sci.speed = wip->shockwave_speed;
3255 sci.rot_angle = 0.0f;
3257 shockwave_create(OBJ_INDEX(weapon_obj), hitpos, &sci, sw_flag);
3258 // snd_play_3d( &Snds[SND_SHOCKWAVE_IMPACT], hitpos, &Eye_position );
3261 weapon_do_area_effect(weapon_obj, hitpos, other_obj);
3265 // check if this is an EMP weapon
3266 if(wip->wi_flags & WIF_EMP){
3267 emp_apply(&weapon_obj->pos, wip->inner_radius, wip->outer_radius, wip->emp_intensity, wip->emp_time);
3270 // spawn weapons - note the change from FS 1 multiplayer.
3271 if (wip->wi_flags & WIF_SPAWN){
3272 spawn_child_weapons(weapon_obj);
3276 void weapon_detonate(object *objp)
3278 Assert(objp != NULL);
3282 Assert((objp->type == OBJ_WEAPON) && (objp->instance >= 0));
3283 if((objp->type != OBJ_WEAPON) || (objp->instance < 0)){
3287 // send a detonate packet in multiplayer
3288 if(MULTIPLAYER_MASTER){
3289 send_weapon_detonate_packet(objp);
3293 weapon_hit(objp, NULL, &objp->pos);
3296 // Return the Weapon_info[] index of the weapon with name *name.
3297 int weapon_name_lookup(char *name)
3301 for ( i=0; i < Num_weapon_types; i++) {
3302 if (!stricmp(name, Weapon_info[i].name)) {
3310 // Group_id: If you should quad lasers, they should all have the same group id.
3311 // This will be used to optimize lighting, since each group only needs to cast one light.
3312 // Call this to get a new group id, then pass it to each weapon_create call for all the
3313 // weapons in the group. Number will be between 0 and WEAPON_MAX_GROUP_IDS and will
3315 int weapon_create_group_id()
3317 static int current_id = 0;
3322 if ( current_id >= WEAPON_MAX_GROUP_IDS ) {
3329 void weapons_page_in()
3333 // Page in bitmaps for all weapons
3334 for (i=0; i<Num_weapon_types; i++ ) {
3335 weapon_info *wip = &Weapon_info[i];
3337 wip->wi_flags &= (~WIF_THRUSTER); // Assume no thrusters
3339 switch( wip->render_type ) {
3342 wip->model_num = model_load( wip->pofbitmap_name, 0, NULL );
3344 polymodel *pm = model_get( wip->model_num );
3346 // If it has a model, and the model pof has thrusters, then set
3348 if ( pm->n_thrusters > 0 ) {
3349 //mprintf(( "Weapon %s has thrusters!\n", wip->name ));
3350 wip->wi_flags |= WIF_THRUSTER;
3353 for (j=0; j<pm->n_textures; j++ ) {
3354 int bitmap_num = pm->original_textures[j];
3356 if ( bitmap_num > -1 ) {
3357 // if we're in Glide (and maybe later with D3D), use nondarkening textures
3358 if(gr_screen.mode == GR_GLIDE){
3359 bm_page_in_nondarkening_texture( bitmap_num );
3361 bm_page_in_texture( bitmap_num );
3370 bm_page_in_texture( wip->laser_bitmap );
3372 if(wip->laser_glow_bitmap >= 0){
3373 bm_page_in_texture(wip->laser_glow_bitmap);
3379 Int3(); // Invalid weapon rendering type.
3382 // If this has an impact vclip page it in.
3383 // if ( wip->impact_explosion_ani > -1 ) {
3384 // int nframes, fps;
3385 // bm_get_info( wip->impact_explosion_ani, NULL, NULL, NULL, &nframes, &fps );
3386 // bm_page_in_xparent_texture( wip->impact_explosion_ani, nframes );
3390 if ( (wip->wi_flags & WIF_TRAIL) && (wip->tr_info.bitmap > -1) ) {
3391 bm_page_in_texture( wip->tr_info.bitmap );
3394 // if this is a beam weapon, page in its stuff
3395 if(wip->wi_flags & WIF_BEAM){
3396 // all beam sections
3397 for(idx=0; idx<wip->b_info.beam_num_sections; idx++){
3398 if((idx < MAX_BEAM_SECTIONS) && (wip->b_info.sections[idx].texture >= 0)){
3399 bm_page_in_texture(wip->b_info.sections[idx].texture);
3404 if(wip->b_info.beam_glow_bitmap >= 0){
3405 bm_page_in_texture(wip->b_info.beam_glow_bitmap);
3409 if(wip->b_info.beam_particle_ani >= 0){
3411 bm_get_info( wip->b_info.beam_particle_ani, NULL, NULL, NULL, &nframes, &fps );
3412 bm_page_in_texture( wip->b_info.beam_particle_ani, nframes );
3418 for (i=0; i<Num_weapon_expl; i++) {
3419 int bitmap_handle, nframes, fps;
3421 for (j=0; j<Weapon_expl_info[i].lod_count; j++) {
3423 bitmap_handle = bm_load_animation(Weapon_expl_info[i].lod[j].filename, &nframes, &fps, 1);
3424 Weapon_expl_info[i].lod[j].bitmap_id = bitmap_handle;
3425 Weapon_expl_info[i].lod[j].fps = fps;
3426 Weapon_expl_info[i].lod[j].num_frames = nframes;
3429 bm_page_in_xparent_texture(bitmap_handle, nframes);
3434 for (i=0; i<Num_cmeasure_types; i++ ) {
3435 cmeasure_info *cmeasurep;
3437 cmeasurep = &Cmeasure_info[i];
3439 cmeasurep->model_num = model_load( cmeasurep->pof_name, 0, NULL );
3441 polymodel *pm = model_get( cmeasurep->model_num );
3443 for (j=0; j<pm->n_textures; j++ ) {
3444 int bitmap_num = pm->original_textures[j];
3446 if ( bitmap_num > -1 ) {
3447 bm_page_in_texture( bitmap_num );
3450 Assert( cmeasurep->model_num > -1 );
3455 // call to get the "color" of the laser at the given moment (since glowing lasers can cycle colors)
3456 void weapon_get_laser_color(color *c, object *objp)
3468 Assert(objp->type == OBJ_WEAPON);
3469 Assert(objp->instance >= 0);
3470 Assert(Weapons[objp->instance].weapon_info_index >= 0);
3471 if((objp->type != OBJ_WEAPON) || (objp->instance < 0) || (Weapons[objp->instance].weapon_info_index < 0)){
3474 wep = &Weapons[objp->instance];
3475 winfo = &Weapon_info[wep->weapon_info_index];
3477 // if we're a one-color laser
3478 if((winfo->laser_color_2.red == 0) && (winfo->laser_color_2.green == 0) && (winfo->laser_color_2.blue == 0)){
3479 *c = winfo->laser_color_1;
3483 pct = 1.0f - (wep->lifeleft / winfo->lifetime);
3486 } else if (pct < 0.0f)
3491 // otherwise interpolate between the colors
3492 gr_init_color( c, (int)((float)winfo->laser_color_1.red + (((float)winfo->laser_color_2.red - (float)winfo->laser_color_1.red) * pct)),
3493 (int)((float)winfo->laser_color_1.green + (((float)winfo->laser_color_2.green - (float)winfo->laser_color_1.green) * pct)),
3494 (int)((float)winfo->laser_color_1.blue + (((float)winfo->laser_color_2.blue - (float)winfo->laser_color_1.blue) * pct)) );
3497 // default weapon particle spew data
3498 int Weapon_particle_spew_count = 1;
3499 int Weapon_particle_spew_time = 25;
3500 float Weapon_particle_spew_vel = 0.4f;
3501 float Weapon_particle_spew_radius = 2.0f;
3502 float Weapon_particle_spew_lifetime = 0.15f;
3503 float Weapon_particle_spew_scale = 0.8f;
3505 // for weapons flagged as particle spewers, spew particles. wheee
3506 void weapon_maybe_spew_particle(object *obj)
3510 vector direct, direct_temp, particle_pos;
3511 vector null_vec = ZERO_VECTOR;
3516 Assert(obj->type == OBJ_WEAPON);
3517 Assert(obj->instance >= 0);
3518 Assert(Weapons[obj->instance].weapon_info_index >= 0);
3519 Assert(Weapon_info[Weapons[obj->instance].weapon_info_index].wi_flags & WIF_PARTICLE_SPEW);
3521 wp = &Weapons[obj->instance];
3523 // if the weapon's particle timestamp has elapse`d
3524 if((wp->particle_spew_time == -1) || timestamp_elapsed(wp->particle_spew_time)){
3525 // reset the timestamp
3526 wp->particle_spew_time = timestamp(Weapon_particle_spew_time);
3528 // spew some particles
3529 for(idx=0; idx<Weapon_particle_spew_count; idx++){
3530 // get the backward vector of the weapon
3531 direct = obj->orient.v.fvec;
3532 vm_vec_negate(&direct);
3534 // randomly perturb x, y and z
3537 ang = fl_radian(frand_range(-90.0f, 90.0f));
3538 vm_rot_point_around_line(&direct_temp, &direct, ang, &null_vec, &obj->orient.v.fvec);
3539 direct = direct_temp;
3540 vm_vec_scale(&direct, Weapon_particle_spew_scale);
3543 ang = fl_radian(frand_range(-90.0f, 90.0f));
3544 vm_rot_point_around_line(&direct_temp, &direct, ang, &null_vec, &obj->orient.v.rvec);
3545 direct = direct_temp;
3546 vm_vec_scale(&direct, Weapon_particle_spew_scale);
3549 ang = fl_radian(frand_range(-90.0f, 90.0f));
3550 vm_rot_point_around_line(&direct_temp, &direct, ang, &null_vec, &obj->orient.v.uvec);
3551 direct = direct_temp;
3552 vm_vec_scale(&direct, Weapon_particle_spew_scale);
3554 // get a velovity vector of some percentage of the weapon's velocity
3555 vel = obj->phys_info.vel;
3556 vm_vec_scale(&vel, Weapon_particle_spew_vel);
3558 // emit the particle
3559 vm_vec_add(&particle_pos, &obj->pos, &direct);
3560 particle_create(&particle_pos, &vel, Weapon_particle_spew_lifetime, Weapon_particle_spew_radius, PARTICLE_SMOKE);
3565 // debug console functionality
3566 void pspew_display_dcf()
3568 dc_printf("Particle spew settings\n\n");
3569 dc_printf("Particle spew count (pspew_count) : %d\n", Weapon_particle_spew_count);
3570 dc_printf("Particle spew time (pspew_time) : %d\n", Weapon_particle_spew_time);
3571 dc_printf("Particle spew velocity (pspew_vel) : %f\n", Weapon_particle_spew_vel);
3572 dc_printf("Particle spew size (pspew_size) : %f\n", Weapon_particle_spew_radius);
3573 dc_printf("Particle spew lifetime (pspew_life) : %f\n", Weapon_particle_spew_lifetime);
3574 dc_printf("Particle spew scale (psnew_scale) : %f\n", Weapon_particle_spew_scale);
3577 DCF(pspew_count, "Number of particles spewed at a time")
3579 dc_get_arg(ARG_INT);
3580 if(Dc_arg_type & ARG_INT){
3581 Weapon_particle_spew_count = Dc_arg_int;
3584 pspew_display_dcf();
3587 DCF(pspew_time, "Time between particle spews")
3589 dc_get_arg(ARG_INT);
3590 if(Dc_arg_type & ARG_INT){
3591 Weapon_particle_spew_time = Dc_arg_int;
3594 pspew_display_dcf();
3597 DCF(pspew_vel, "Relative velocity of particles (0.0 - 1.0)")
3599 dc_get_arg(ARG_FLOAT);
3600 if(Dc_arg_type & ARG_FLOAT){
3601 Weapon_particle_spew_vel = Dc_arg_float;
3604 pspew_display_dcf();
3607 DCF(pspew_size, "Size of spewed particles")
3609 dc_get_arg(ARG_FLOAT);
3610 if(Dc_arg_type & ARG_FLOAT){
3611 Weapon_particle_spew_radius = Dc_arg_float;
3614 pspew_display_dcf();
3617 DCF(pspew_life, "Lifetime of spewed particles")
3619 dc_get_arg(ARG_FLOAT);
3620 if(Dc_arg_type & ARG_FLOAT){
3621 Weapon_particle_spew_lifetime = Dc_arg_float;
3624 pspew_display_dcf();
3627 DCF(pspew_scale, "How far away particles are from the weapon path")
3629 dc_get_arg(ARG_FLOAT);
3630 if(Dc_arg_type & ARG_FLOAT){
3631 Weapon_particle_spew_scale = Dc_arg_float;
3634 pspew_display_dcf();
3637 // return a scale factor for damage which should be applied for 2 collisions
3638 float weapon_get_damage_scale(weapon_info *wip, object *wep, object *target)
3641 int from_player = 0;
3642 float total_scale = 1.0f;
3644 int is_big_damage_ship = 0;
3647 if((wip == NULL) || (wep == NULL) || (target == NULL)){
3651 // don't scale any damage if its not a weapon
3652 if((wep->type != OBJ_WEAPON) || (wep->instance < 0) || (wep->instance >= MAX_WEAPONS)){
3655 wp = &Weapons[wep->instance];
3657 // was the weapon fired by the player
3659 if((wep->parent >= 0) && (wep->parent < MAX_OBJECTS) && (Objects[wep->parent].flags & OF_PLAYER_SHIP)){
3663 // if this is a lockarm weapon, and it was fired unlocked
3664 if((wip->wi_flags & WIF_LOCKARM) && !(wp->weapon_flags & WF_LOCKED_WHEN_FIRED)){
3665 total_scale *= 0.1f;
3668 // if the hit object was a ship
3669 if(target->type == OBJ_SHIP){
3673 // get some info on the ship
3674 Assert((target->instance >= 0) && (target->instance < MAX_SHIPS));
3675 if((target->instance < 0) || (target->instance >= MAX_SHIPS)){
3678 shipp = &Ships[target->instance];
3679 sip = &Ship_info[Ships[target->instance].ship_info_index];
3681 // get hull pct of the ship currently
3682 hull_pct = target->hull_strength / sip->initial_hull_strength;
3684 // if it has hit a supercap ship and is not a supercap class weapon
3685 if((sip->flags & SIF_SUPERCAP) && !(wip->wi_flags & WIF_SUPERCAP)){
3686 // if the supercap is around 3/4 damage, apply nothing
3687 if(hull_pct <= 0.75f){
3690 total_scale *= SUPERCAP_DAMAGE_SCALE;
3694 // determine if this is a big damage ship
3695 is_big_damage_ship = (sip->flags & SIF_BIG_DAMAGE);
3697 // if this is a large ship, and is being hit by flak
3698 if(is_big_damage_ship && (wip->wi_flags & WIF_FLAK)){
3699 total_scale *= FLAK_DAMAGE_SCALE;
3702 // if the player is firing small weapons at a big ship
3703 if( from_player && is_big_damage_ship && !(wip->wi_flags & (WIF_HURTS_BIG_SHIPS)) ){
3705 // if its a laser weapon
3706 if(wip->subtype == WP_LASER){
3707 total_scale *= 0.01f;
3709 total_scale *= 0.05f;
3713 // if the weapon is a small weapon being fired at a big ship
3714 if( is_big_damage_ship && !(wip->wi_flags & (WIF_HURTS_BIG_SHIPS)) ){
3715 if(hull_pct > 0.1f){
3716 total_scale *= hull_pct;
3726 int weapon_get_expl_handle(int weapon_expl_index, vector *pos, float size)
3728 weapon_expl_info *wei = &Weapon_expl_info[weapon_expl_index];
3730 if (wei->lod_count == 1) {
3731 return wei->lod[0].bitmap_id;
3734 // now we have to do some work
3736 int x, y, w, h, bm_size;
3742 extern float Viewer_zoom;
3743 extern int G3_count;
3749 g3_set_view_matrix(&Eye_position, &Eye_matrix, Viewer_zoom);
3751 // get extents of the rotated bitmap
3752 g3_rotate_vertex(&v, pos);
3754 // if vertex is behind, find size if in front, then drop down 1 LOD
3755 if (v.codes & CC_BEHIND) {
3756 float dist = vm_vec_dist_quick(&Eye_position, pos);
3760 vm_vec_scale_add(&temp, &Eye_position, &Eye_matrix.v.fvec, dist);
3761 g3_rotate_vertex(&v, &temp);
3763 // if still behind, bail and go with default
3764 if (v.codes & CC_BEHIND) {
3769 if (!g3_get_bitmap_dims(wei->lod[0].bitmap_id, &v, size, &x, &y, &w, &h, &bm_size)) {
3770 if (Detail.hardware_textures == 4) {
3774 } else if(w <= bm_size/2){
3776 } else if(w <= 1.3f*bm_size){
3782 // less aggressive LOD for lower detail settings
3785 } else if(w <= bm_size/3){
3787 } else if(w <= (1.15f*bm_size)){
3795 // if it's behind, bump up LOD by 1
3805 best_lod = min(best_lod, wei->lod_count - 1);
3806 return wei->lod[best_lod].bitmap_id;