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 1.8 2002/06/21 03:04:12 relnev
21 * Revision 1.7 2002/06/17 06:33:11 relnev
22 * ryan's struct patch for gcc 2.95
24 * Revision 1.6 2002/06/09 04:41:30 relnev
25 * added copyright header
27 * Revision 1.5 2002/06/05 08:05:29 relnev
28 * stub/warning removal.
30 * reworked the sound code.
32 * Revision 1.4 2002/06/01 03:32:00 relnev
33 * fix texture loading mistake.
35 * enable some d3d stuff for opengl also
37 * Revision 1.3 2002/05/28 08:52:03 relnev
38 * implemented two assembly stubs.
40 * cleaned up a few warnings.
42 * added a little demo hackery to make it progress a little farther.
44 * Revision 1.2 2002/05/07 03:16:53 theoddone33
45 * The Great Newline Fix
47 * Revision 1.1.1.1 2002/05/03 03:28:11 root
51 * 69 9/14/99 3:26a Dave
52 * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer
53 * respawn-too-early problem. Made a few crash points safe.
55 * 68 9/14/99 1:32a Andsager
56 * Better LOD for weapon explosions when behind. Move point ahead to get
57 * vertex and then find size.
59 * 67 9/07/99 1:10p Mikek
60 * Fix code I busted due to adding lifeleft to missiles.
62 * 66 9/07/99 12:20a Andsager
63 * LOD less agressive at lower hardware detail level
65 * 65 9/06/99 7:21p Dave
66 * Commented out bad lifeleft scaling code in weapon_set_tracking_info()
68 * 64 9/06/99 3:23p Andsager
69 * Make fireball and weapon expl ani LOD choice look at resolution of the
72 * 63 9/06/99 12:46a Andsager
73 * Add weapon_explosion_ani LOD
75 * 62 9/05/99 11:24p Mikek
76 * Fixed problems caused by earlier checkin (that was rolled back).
77 * Problem was wp->target_pos was not set for swarmers.
79 * More tweaking of missile behavior. Also add 20% to lifetime of a
82 * [Rolled back -- MK] 63 9/05/99 2:23p Mikek
83 * Make aspect seekers a little less likely to miss their target.
84 * Mysterious why they do it so often. Maybe fix for FS3...
86 * [Rolled back -- MK] 62 9/04/99 12:09p Mikek
87 * Limit number of spawned weapons that can home on player based on skill
88 * level. Works same as for non-spawned weapons. Only do in single
91 * 61 8/27/99 1:34a Andsager
92 * Modify damage by shockwaves for BIG|HUGE ships. Modify shockwave damge
93 * when weapon blows up.
95 * 60 8/24/99 10:47a Jefff
96 * tech room weapon anims. added tech anim field to weapons.tbl
98 * 59 8/16/99 11:58p Andsager
99 * Disable collision on proximity for ships with SIF_DONT_COLLIDE_INVIS
102 * 58 8/10/99 5:30p Jefff
103 * Added tech_title string to weapon_info. Changed parser accordingly.
105 * 57 8/05/99 2:06a Dave
108 * 56 8/02/99 5:16p Dave
109 * Bumped up weapon title string length from 32 to 48
111 * 55 7/29/99 5:41p Jefff
112 * Sound hooks for cmeasure success
114 * 54 7/24/99 1:54p Dave
115 * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert
118 * 53 7/19/99 7:20p Dave
119 * Beam tooling. Specialized player-killed-self messages. Fixed d3d nebula
122 * 52 7/18/99 12:32p Dave
123 * Randomly oriented shockwaves.
125 * 51 7/16/99 1:50p Dave
126 * 8 bit aabitmaps. yay.
128 * 50 7/15/99 9:20a Andsager
129 * FS2_DEMO initial checkin
131 * 49 7/08/99 10:53a Dave
132 * New multiplayer interpolation scheme. Not 100% done yet, but still
133 * better than the old way.
135 * 48 7/02/99 4:31p Dave
136 * Much more sophisticated lightning support.
138 * 47 7/01/99 5:57p Johnson
139 * Oops. Fixed big ship damage.
141 * 46 7/01/99 4:23p Dave
142 * Full support for multiple linked ambient engine sounds. Added "big
145 * 45 6/30/99 5:53p Dave
146 * Put in new anti-camper code.
148 * 44 6/22/99 3:24p Danw
149 * Fixed incorrect weapon hit sound culling.
151 * 43 6/21/99 7:25p Dave
152 * netplayer pain packet. Added type E unmoving beams.
154 * 42 6/14/99 10:45a Dave
155 * Made beam weapons specify accuracy by skill level in the weapons.tbl
157 * 41 6/11/99 11:13a Dave
158 * last minute changes before press tour build.
160 * 40 6/04/99 2:16p Dave
161 * Put in shrink effect for beam weapons.
163 * 39 6/01/99 8:35p Dave
164 * Finished lockarm weapons. Added proper supercap weapons/damage. Added
165 * awacs-set-radius sexpression.
167 * 38 6/01/99 3:52p Dave
168 * View footage screen. Fixed xstrings to not display the & symbol. Popup,
169 * dead popup, pxo find player popup, pxo private room popup.
171 * 37 5/27/99 6:17p Dave
172 * Added in laser glows.
174 * 36 5/20/99 7:00p Dave
175 * Added alternate type names for ships. Changed swarm missile table
178 * 35 5/08/99 8:25p Dave
179 * Upped object pairs. First run of nebula lightning.
181 * 34 4/28/99 11:13p Dave
182 * Temporary checkin of artillery code.
184 * 33 4/28/99 3:11p Andsager
185 * Stagger turret weapon fire times. Make turrets smarter when target is
186 * protected or beam protected. Add weaopn range to weapon info struct.
188 * 32 4/22/99 11:06p Dave
189 * Final pass at beam weapons. Solidified a lot of stuff. All that remains
190 * now is to tweak and fix bugs as they come up. No new beam weapon
193 * 31 4/19/99 11:01p Dave
194 * More sophisticated targeting laser support. Temporary checkin.
196 * 30 4/16/99 5:54p Dave
197 * Support for on/off style "stream" weapons. Real early support for
198 * target-painting lasers.
200 * 29 4/07/99 6:22p Dave
201 * Fred and Freespace support for multiple background bitmaps and suns.
202 * Fixed link errors on all subprojects. Moved encrypt_init() to
203 * cfile_init() and lcl_init(), since its safe to call twice.
205 * 28 4/02/99 1:35p Dave
206 * Removed weapon hit packet. No good for causing pain.
208 * 27 4/02/99 9:55a Dave
209 * Added a few more options in the weapons.tbl for beam weapons. Attempt
210 * at putting "pain" packets into multiplayer.
212 * 26 3/31/99 9:26p Dave
213 * Don't load beam textures when in Fred.
215 * 25 3/31/99 8:24p Dave
216 * Beefed up all kinds of stuff, incluging beam weapons, nebula effects
217 * and background nebulae. Added per-ship non-dimming pixel colors.
219 * 24 3/23/99 2:29p Andsager
220 * Fix shockwaves for kamikazi and Fred defined. Collect together
221 * shockwave_create_info struct.
223 * 23 3/23/99 11:03a Dave
224 * Added a few new fields and fixed parsing code for new weapon stuff.
226 * 22 3/19/99 9:52a Dave
227 * Checkin to repair massive source safe crash. Also added support for
228 * pof-style nebulae, and some new weapons code.
230 * 24 3/15/99 6:45p Daveb
231 * Put in rough nebula bitmap support.
233 * 23 3/12/99 3:19p Enricco
234 * Remove spurious Int3()
236 * 22 3/11/99 5:53p Dave
237 * More network optimization. Spliced in Dell OEM planet bitmap crap.
239 * 21 3/10/99 6:51p Dave
240 * Changed the way we buffer packets for all clients. Optimized turret
241 * fired packets. Did some weapon firing optimizations.
243 * 20 2/24/99 4:02p Dave
244 * Fixed weapon locking and homing problems for multiplayer dogfight mode.
246 * 19 2/05/99 12:52p Dave
247 * Fixed Glide nondarkening textures.
249 * 18 1/29/99 12:47a Dave
250 * Put in sounds for beam weapon. A bunch of interface screens (tech
253 * 17 1/27/99 9:56a Dave
254 * Temporary checkin of beam weapons for Dan to make cool sounds.
256 * 16 1/25/99 5:03a Dave
257 * First run of stealth, AWACS and TAG missile support. New mission type
260 * 15 1/24/99 11:37p Dave
261 * First full rev of beam weapons. Very customizable. Removed some bogus
262 * Int3()'s in low level net code.
264 * 14 1/21/99 10:45a Dave
265 * More beam weapon stuff. Put in warmdown time.
267 * 13 1/12/99 5:45p Dave
268 * Moved weapon pipeline in multiplayer to almost exclusively client side.
269 * Very good results. Bandwidth goes down, playability goes up for crappy
270 * connections. Fixed object update problem for ship subsystems.
272 * 12 1/08/99 2:08p Dave
273 * Fixed software rendering for pofview. Super early support for AWACS and
276 * 11 1/06/99 2:24p Dave
277 * Stubs and release build fixes.
279 * 10 12/01/98 6:12p Johnson
280 * Make sure to page in weapon impact animations as xparent textures.
282 * 9 11/20/98 4:08p Dave
283 * Fixed flak effect in multiplayer.
285 * 8 11/14/98 5:33p Dave
286 * Lots of nebula work. Put in ship contrails.
288 * 7 11/05/98 4:18p Dave
289 * First run nebula support. Beefed up localization a bit. Removed all
290 * conditional compiles for foreign versions. Modified mission file
293 * 6 10/26/98 9:42a Dave
294 * Early flak gun support.
296 * 5 10/23/98 3:51p Dave
297 * Full support for tstrings.tbl and foreign languages. All that remains
298 * is to make it active in Fred.
300 * 4 10/07/98 6:27p Dave
301 * Globalized mission and campaign file extensions. Removed Silent Threat
302 * special code. Moved \cache \players and \multidata into the \data
305 * 3 10/07/98 4:49p Andsager
306 * don't do weapon swap (was needed for mission disk)
308 * 2 10/07/98 10:54a Dave
311 * 1 10/07/98 10:51a Dave
313 * 314 9/21/98 11:19p Dave
316 * 313 9/19/98 4:33p Adam
317 * Changed default values for particle spew (used on Leech Cannon)
319 * 312 9/13/98 10:51p Dave
320 * Put in newfangled icons for mission simulator room. New mdisk.vp
321 * checksum and file length.
323 * 311 9/13/98 4:29p Andsager
324 * Maintain Weapon_info compataiblity with mission disk
326 * 310 9/13/98 4:26p Andsager
328 * 309 9/01/98 4:25p Dave
329 * Put in total (I think) backwards compatibility between mission disk
330 * freespace and non mission disk freespace, including pilot files and
331 * campaign savefiles.
333 * 308 8/28/98 3:29p Dave
334 * EMP effect done. AI effects may need some tweaking as required.
336 * 307 8/25/98 1:49p Dave
337 * First rev of EMP effect. Player side stuff basically done. Next comes
340 * 306 8/18/98 10:15a Dave
341 * Touchups on the corkscrew missiles. Added particle spewing weapons.
343 * 305 8/17/98 5:07p Dave
344 * First rev of corkscrewing missiles.
346 * 304 6/30/98 2:23p Dave
347 * Revised object update system. Removed updates for all weapons. Put
348 * button info back into control info packet.
350 * 303 6/22/98 8:36a Allender
351 * revamping of homing weapon system. don't send as object updates
354 * 302 5/24/98 2:25p Allender
355 * be sure that homing missiles die on client when lifeleft gets too
356 * negative (lost packets)
358 * 301 5/20/98 5:47p Sandeep
360 * 300 5/18/98 1:58a Mike
361 * Make Phoenix not be fired at fighters (but yes bombers).
362 * Improve positioning of ships in guard mode.
363 * Make turrets on player ship not fire near end of support ship docking.
371 #include "systemvars.h"
380 #include "floating.h"
382 #include "lighting.h"
386 #include "fireballs.h"
388 #include "hudtarget.h"
389 #include "freespace.h"
394 #include "multimsgs.h"
395 #include "linklist.h"
398 #include "cmeasure.h"
399 #include "shockwave.h"
401 #include "staticrand.h"
403 #include "multiutil.h"
407 #include "objcollide.h"
409 #include "particle.h"
410 #include "asteroid.h"
412 #include "multi_obj.h"
413 #include "corkscrew.h"
415 #include "localize.h"
417 #include "muzzleflash.h"
420 int Weapon_flyby_sound_enabled = 1;
421 DCF_BOOL( weapon_flyby, Weapon_flyby_sound_enabled )
424 static int Weapon_flyby_sound_timer;
426 weapon Weapons[MAX_WEAPONS];
427 weapon_info Weapon_info[MAX_WEAPON_TYPES];
429 #define MISSILE_OBJ_USED (1<<0) // flag used in missile_obj struct
430 #define MAX_MISSILE_OBJS MAX_WEAPONS // max number of missiles tracked in missile list
431 missile_obj Missile_objs[MAX_MISSILE_OBJS]; // array used to store missile object indexes
432 missile_obj Missile_obj_list; // head of linked list of missile_obj structs
435 // WEAPON EXPLOSION INFO
436 #define MAX_weapon_expl_lod 4
437 #define MAX_Weapon_expl_info 3
439 typedef struct weapon_expl_lod {
440 char filename[MAX_FILENAME_LEN];
446 typedef struct weapon_expl_info {
448 weapon_expl_lod lod[MAX_weapon_expl_lod];
451 weapon_expl_info Weapon_expl_info[MAX_Weapon_expl_info];
453 int Num_weapon_expl = 0;
455 int Num_weapon_types = 0;
458 int Weapons_inited = 0;
460 int laser_model_inner = -1;
461 int laser_model_outer = -1;
463 int missile_model = -1;
465 char *Weapon_names[MAX_WEAPON_TYPES];
467 int First_secondary_index = -1;
469 #define MAX_SPAWN_WEAPONS 10 // Up to 10 weapons can spawn weapons.
472 char Spawn_names[MAX_SPAWN_WEAPONS][NAME_LENGTH];
474 int Num_player_weapon_precedence; // Number of weapon types in Player_weapon_precedence
475 int Player_weapon_precedence[MAX_WEAPON_TYPES]; // Array of weapon types, precedence list for player weapon selection
477 // Used to avoid playing too many impact sounds in too short a time interval.
478 // This will elimate the odd "stereo" effect that occurs when two weapons impact at
479 // nearly the same time, like from a double laser (also saves sound channels!)
480 #define IMPACT_SOUND_DELTA 50 // in milliseconds
481 int Weapon_impact_timer; // timer, initalized at start of each mission
483 // energy suck defines
484 #define ESUCK_DEFAULT_WEAPON_REDUCE (10.0f)
485 #define ESUCK_DEFAULT_AFTERBURNER_REDUCE (10.0f)
487 // scale factor for supercaps taking damage from weapons which are not "supercap" weapons
488 #define SUPERCAP_DAMAGE_SCALE 0.25f
490 // scale factor for big ships getting hit by flak
491 #define FLAK_DAMAGE_SCALE 0.05f
493 extern int Max_allowed_player_homers[];
494 extern int compute_num_homing_objects(object *target_objp);
497 void parse_weapon_expl_tbl()
500 char base_filename[256] = "";
505 if ((rval = setjmp(parse_abort)) != 0) {
506 Error(LOCATION, "Unable to parse weapon_expl.tbl! Code = %i.\n", rval);
509 read_file_text(NOX("weapon_expl.tbl"));
514 required_string("#Start");
515 while (required_string_either("#End","$Name:")) {
516 Assert( Num_weapon_expl < MAX_Weapon_expl_info);
519 required_string("$Name:");
520 stuff_string(base_filename, F_NAME, NULL);
522 // # of lod levels - make sure old fireball.tbl is compatible
523 Weapon_expl_info[Num_weapon_expl].lod_count = 1;
524 if(optional_string("$LOD:")){
525 stuff_int(&Weapon_expl_info[Num_weapon_expl].lod_count);
528 // stuff default filename
529 strcpy(Weapon_expl_info[Num_weapon_expl].lod[0].filename, base_filename);
531 // stuff LOD level filenames
532 for(idx=1; idx<Weapon_expl_info[Num_weapon_expl].lod_count; idx++){
533 if(idx >= MAX_weapon_expl_lod){
537 sprintf(Weapon_expl_info[Num_weapon_expl].lod[idx].filename, "%s_%d", base_filename, idx);
542 required_string("#End");
544 // close localization
548 int get_weapon_expl_info_index(char *filename)
550 for (int i=0; i<MAX_Weapon_expl_info; i++) {
551 if ( stricmp(Weapon_expl_info[i].lod[0].filename, filename) == 0) {
558 // ----------------------------------------------------------------------
559 // missile_obj_list_init()
561 // Clear out the Missile_obj_list
563 void missile_obj_list_init()
567 list_init(&Missile_obj_list);
568 for ( i = 0; i < MAX_MISSILE_OBJS; i++ ) {
569 Missile_objs[i].flags = 0;
573 // ---------------------------------------------------
574 // missile_obj_list_add()
576 // Function to add a node from the Missile_obj_list. Only
577 // called from weapon_create()
578 int missile_obj_list_add(int objnum)
582 for ( i = 0; i < MAX_MISSILE_OBJS; i++ ) {
583 if ( !(Missile_objs[i].flags & MISSILE_OBJ_USED) )
586 if ( i == MAX_MISSILE_OBJS ) {
587 Error(LOCATION, "Fatal Error: Ran out of missile object nodes\n");
591 Missile_objs[i].flags = 0;
592 Missile_objs[i].objnum = objnum;
593 list_append(&Missile_obj_list, &Missile_objs[i]);
594 Missile_objs[i].flags |= MISSILE_OBJ_USED;
599 // ---------------------------------------------------
600 // missle_obj_list_remove()
602 // Function to remove a node from the Missile_obj_list. Only
603 // called from weapon_delete()
604 void missle_obj_list_remove(int index)
606 Assert(index >= 0 && index < MAX_MISSILE_OBJS);
607 list_remove(&Missile_obj_list, &Missile_objs[index]);
608 Missile_objs[index].flags = 0;
611 // ---------------------------------------------------
612 // missile_obj_list_rebuild()
614 // Called by the save/restore code to rebuild Missile_obj_list
616 void missile_obj_list_rebuild()
620 missile_obj_list_init();
622 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
623 if ( objp->type == OBJ_WEAPON && Weapon_info[Weapons[objp->instance].weapon_info_index].subtype == WP_MISSILE ) {
624 Weapons[objp->instance].missile_list_index = missile_obj_list_add(OBJ_INDEX(objp));
629 // If this is a player countermeasure, let the player know he evaded a missile
630 void weapon_maybe_alert_cmeasure_success(object *objp)
632 if ( objp->type == OBJ_CMEASURE ) {
634 cmp = &Cmeasures[objp->instance];
635 if ( cmp->source_objnum == OBJ_INDEX(Player_obj) ) {
636 hud_start_text_flash(XSTR("Evaded", 1430), 800);
637 snd_play(&Snds[SND_MISSILE_EVADED_POPUP]);
638 } else if ( Objects[cmp->source_objnum].flags & OF_PLAYER_SHIP ) {
639 send_countermeasure_success_packet( cmp->source_objnum );
644 // ---------------------------------------------------
645 // missile_obj_return_address()
647 // Called externally to generate an address from an index into
648 // the Missile_objs[] array
650 missile_obj *missile_obj_return_address(int index)
652 Assert(index >= 0 && index < MAX_MISSILE_OBJS);
653 return &Missile_objs[index];
656 // Return the index of Weapon_info[].name that is *name.
657 int weapon_info_lookup(char *name)
661 for (i=0; i<Num_weapon_types; i++)
662 if (!stricmp(name, Weapon_info[i].name))
668 #define DEFAULT_WEAPON_SPAWN_COUNT 10
670 // Parse the weapon flags.
671 void parse_wi_flags(weapon_info *weaponp)
673 char weapon_strings[MAX_WEAPON_FLAGS][NAME_LENGTH];
676 required_string("$Flags:");
678 num_strings = stuff_string_list(weapon_strings, MAX_WEAPON_FLAGS);
680 for (int i=0; i<num_strings; i++) {
681 if (!stricmp(NOX("Electronics"), weapon_strings[i]))
682 weaponp->wi_flags |= WIF_ELECTRONICS;
683 else if (!strnicmp(NOX("Spawn"), weapon_strings[i], 5)) {
684 if (weaponp->spawn_type == -1) {
685 int skip_length, name_length;
688 temp_string = weapon_strings[i];
690 weaponp->wi_flags |= WIF_SPAWN;
691 weaponp->spawn_type = (short)Num_spawn_types;
692 skip_length = strlen(NOX("Spawn")) + strspn(&temp_string[strlen(NOX("Spawn"))], NOX(" \t"));
693 char *num_start = strchr(&temp_string[skip_length], ',');
694 if (num_start == NULL) {
695 weaponp->spawn_count = DEFAULT_WEAPON_SPAWN_COUNT;
698 weaponp->spawn_count = (short)atoi(num_start+1);
699 name_length = num_start - temp_string - skip_length;
702 strncpy(Spawn_names[Num_spawn_types++], &(weapon_strings[i][skip_length]), name_length);
703 Assert(Num_spawn_types < MAX_SPAWN_WEAPONS);
705 Warning(LOCATION, "Illegal to have two spawn types for one weapon.\n"
706 "Ignoring weapon %s", weapon_strings[i]);
707 } else if (!stricmp(NOX("Remote Detonate"), weapon_strings[i]))
708 weaponp->wi_flags |= WIF_REMOTE;
709 else if (!stricmp(NOX("Puncture"), weapon_strings[i]))
710 weaponp->wi_flags |= WIF_PUNCTURE;
711 else if (!stricmp(NOX("Big Ship"), weapon_strings[i]))
712 weaponp->wi_flags |= WIF_BIG_ONLY;
713 else if (!stricmp(NOX("Huge"), weapon_strings[i]))
714 weaponp->wi_flags |= WIF_HUGE;
715 else if (!stricmp(NOX("Bomber+"), weapon_strings[i]))
716 weaponp->wi_flags |= WIF_BOMBER_PLUS;
717 else if (!stricmp(NOX("child"), weapon_strings[i]))
718 weaponp->wi_flags |= WIF_CHILD;
719 else if (!stricmp(NOX("Bomb"), weapon_strings[i]))
720 weaponp->wi_flags |= WIF_BOMB;
721 else if (!stricmp(NOX("No Dumbfire"), weapon_strings[i]))
722 weaponp->wi_flags |= WIF_NO_DUMBFIRE;
723 else if (!stricmp(NOX("In tech database"), weapon_strings[i]))
724 weaponp->wi_flags |= WIF_IN_TECH_DATABASE;
725 else if (!stricmp(NOX("Player allowed"), weapon_strings[i]))
726 weaponp->wi_flags |= WIF_PLAYER_ALLOWED;
727 else if (!stricmp(NOX("Particle Spew"), weapon_strings[i]))
728 weaponp->wi_flags |= WIF_PARTICLE_SPEW;
729 else if (!stricmp(NOX("EMP"), weapon_strings[i]))
730 weaponp->wi_flags |= WIF_EMP;
731 else if (!stricmp(NOX("Esuck"), weapon_strings[i]))
732 weaponp->wi_flags |= WIF_ENERGY_SUCK;
733 else if (!stricmp(NOX("Flak"), weapon_strings[i]))
734 weaponp->wi_flags |= WIF_FLAK;
735 else if (!stricmp(NOX("Corkscrew"), weapon_strings[i]))
736 weaponp->wi_flags |= WIF_CORKSCREW;
737 else if (!stricmp(NOX("Shudder"), weapon_strings[i]))
738 weaponp->wi_flags |= WIF_SHUDDER;
739 else if (!stricmp(NOX("lockarm"), weapon_strings[i]))
740 weaponp->wi_flags |= WIF_LOCKARM;
741 else if (!stricmp(NOX("beam"), weapon_strings[i]))
742 weaponp->wi_flags |= WIF_BEAM;
743 else if (!stricmp(NOX("stream"), weapon_strings[i]))
744 weaponp->wi_flags |= WIF_STREAM;
745 else if (!stricmp(NOX("supercap"), weapon_strings[i]))
746 weaponp->wi_flags |= WIF_SUPERCAP;
748 Warning(LOCATION, "Bogus string in weapon flags: %s\n", weapon_strings[i]);
751 // SWARM, CORKSCREW and FLAK should be mutually exclusive
752 if(weaponp->wi_flags & WIF_FLAK){
753 Assert(!(weaponp->wi_flags & WIF_CORKSCREW) && !(weaponp->wi_flags & WIF_SWARM));
755 if(weaponp->wi_flags & WIF_CORKSCREW){
756 Assert(!(weaponp->wi_flags & WIF_FLAK) && !(weaponp->wi_flags & WIF_SWARM));
758 if(weaponp->wi_flags & WIF_SWARM){
759 Assert(!(weaponp->wi_flags & WIF_CORKSCREW) && !(weaponp->wi_flags & WIF_FLAK));
762 // make sure flak guns are only placed on turrets
763 if(weaponp->wi_flags & WIF_FLAK){
764 Assert(weaponp->wi_flags & WIF_BIG_ONLY);
768 // function to parse the information for a specific weapon type.
769 // return 0 if successful, otherwise return -1
770 #define WEAPONS_MULTITEXT_LENGTH 2048
774 char buf[WEAPONS_MULTITEXT_LENGTH];
776 char fname[255] = "";
779 wip = &Weapon_info[Num_weapon_types];
783 required_string("$Name:");
784 stuff_string(wip->name, F_NAME, NULL);
785 diag_printf ("Weapon name -- %s\n", wip->name);
787 // AL 28-3-98: If this is a demo build, we only want to parse weapons that are preceded with
789 #ifdef DEMO // not needed FS2_DEMO (separate table file)
790 if ( wip->name[0] != '@' ) {
791 // advance to next weapon, and return -1
793 if ( skip_to_start_of_strings("$Name:", "#End") != 1 ) {
800 if ( wip->name[0] == '@' ) {
801 char old_name[NAME_LENGTH];
802 strcpy(old_name, wip->name);
803 strcpy(wip->name, old_name+1);
807 if (optional_string("+Title:")) {
808 stuff_string(wip->title, F_NAME, NULL, WEAPON_TITLE_LEN);
812 if (optional_string("+Description:")) {
813 stuff_string(buf, F_MULTITEXT, NULL);
814 wip->desc = strdup(buf);
817 wip->tech_title[0] = 0;
818 if (optional_string("+Tech Title:")) {
819 stuff_string(wip->tech_title, F_NAME, NULL, NAME_LENGTH);
822 wip->tech_anim_filename[0] = 0;
823 if (optional_string("+Tech Anim:")) {
824 stuff_string(wip->tech_anim_filename, F_NAME, NULL, NAME_LENGTH);
827 wip->tech_desc = NULL;
828 if (optional_string("+Tech Description:")) {
829 stuff_string(buf, F_MULTITEXT, NULL, WEAPONS_MULTITEXT_LENGTH);
830 wip->tech_desc = strdup(buf);
833 // Read the model file. It can be a POF file or none.
834 // If there is no model file (Model file: = "none") then we use our special
835 // laser renderer which requires inner, middle and outer information.
836 required_string("$Model file:");
837 stuff_string(wip->pofbitmap_name, F_NAME, NULL);
838 diag_printf ("Model pof file -- %s\n", wip->pofbitmap_name );
839 if ( stricmp(wip->pofbitmap_name, NOX("none")) ) {
841 wip->render_type = WRT_POF;
842 wip->laser_bitmap = -1;
844 // No POF or AVI file specified, render as special laser type.
847 wip->render_type = WRT_LASER;
850 // laser bitmap itself
851 required_string("@Laser Bitmap:");
852 stuff_string(wip->pofbitmap_name, F_NAME, NULL);
853 wip->laser_bitmap = -1;
855 wip->laser_bitmap = bm_load( wip->pofbitmap_name );
858 // optional laser glow
859 wip->laser_glow_bitmap = -1;
860 if(optional_string("@Laser Glow:")){
861 stuff_string(fname, F_NAME, NULL);
863 wip->laser_glow_bitmap = bm_load( fname );
865 // might as well lock it down as an aabitmap now
866 if(wip->laser_glow_bitmap >= 0){
867 bm_lock(wip->laser_glow_bitmap, 8, BMP_AABITMAP);
868 bm_unlock(wip->laser_glow_bitmap);
873 required_string("@Laser Color:");
874 stuff_byte(&r); stuff_byte(&g); stuff_byte(&b);
875 gr_init_color( &wip->laser_color_1, r, g, b );
877 // optional string for cycling laser colors
878 gr_init_color(&wip->laser_color_2, 0, 0, 0);
879 if(optional_string("@Laser Color2:")){
880 stuff_byte(&r); stuff_byte(&g); stuff_byte(&b);
881 gr_init_color( &wip->laser_color_2, r, g, b );
884 required_string("@Laser Length:");
885 stuff_float(&wip->laser_length);
887 required_string("@Laser Head Radius:");
888 stuff_float(&wip->laser_head_radius);
890 required_string("@Laser Tail Radius:");
891 stuff_float(&wip->laser_tail_radius );
894 required_string("$Mass:");
895 stuff_float( &(wip->mass) );
896 diag_printf ("Weapon mass -- %7.3f\n", wip->mass);
898 required_string("$Velocity:");
899 stuff_float( &(wip->max_speed) );
900 diag_printf ("Weapon mass -- %7.3f\n", wip->max_speed);
902 required_string("$Fire Wait:");
903 stuff_float( &(wip->fire_wait) );
904 diag_printf ("Weapon fire wait -- %7.3f\n", wip->fire_wait);
906 required_string("$Damage:");
907 stuff_float(&wip->damage);
909 // secondary weapons require these values
910 if (First_secondary_index != -1) {
911 required_string("$Blast Force:");
912 stuff_float( &(wip->blast_force) );
913 diag_printf ("Weapon blast force -- %7.3f\n", wip->blast_force);
915 required_string("$Inner Radius:");
916 stuff_float( &(wip->inner_radius) );
917 if ( wip->inner_radius != 0 ) {
918 wip->wi_flags |= WIF_AREA_EFFECT;
920 diag_printf ("Weapon inner blast radius -- %7.3f\n", wip->inner_radius);
922 required_string("$Outer Radius:");
923 stuff_float( &(wip->outer_radius) );
924 if ( wip->outer_radius != 0 ) {
925 wip->wi_flags |= WIF_AREA_EFFECT;
927 diag_printf ("Weapon outer blast radius -- %7.3f\n", wip->outer_radius);
929 required_string("$Shockwave Speed:");
930 stuff_float( &(wip->shockwave_speed) );
931 if ( wip->shockwave_speed != 0 ) {
932 wip->wi_flags |= WIF_SHOCKWAVE;
934 diag_printf ("Shockwave speed -- %7.3f\n", wip->shockwave_speed);
936 // for primary weapons they're optional
938 if(optional_string("$Blast Force:")){
939 stuff_float( &(wip->blast_force) );
940 diag_printf ("Weapon blast force -- %7.3f\n", wip->blast_force);
943 if(optional_string("$Inner Radius:")){
944 stuff_float( &(wip->inner_radius) );
945 if ( wip->inner_radius != 0 ) {
946 wip->wi_flags |= WIF_AREA_EFFECT;
948 diag_printf ("Weapon inner blast radius -- %7.3f\n", wip->inner_radius);
951 if(optional_string("$Outer Radius:")){
952 stuff_float( &(wip->outer_radius) );
953 if ( wip->outer_radius != 0 ) {
954 wip->wi_flags |= WIF_AREA_EFFECT;
956 diag_printf ("Weapon outer blast radius -- %7.3f\n", wip->outer_radius);
959 if(optional_string("$Shockwave Speed:")){
960 stuff_float( &(wip->shockwave_speed) );
961 if ( wip->shockwave_speed != 0 ) {
962 wip->wi_flags |= WIF_SHOCKWAVE;
964 diag_printf ("Shockwave speed -- %7.3f\n", wip->shockwave_speed);
968 required_string("$Armor Factor:");
969 stuff_float(&wip->armor_factor);
971 required_string("$Shield Factor:");
972 stuff_float(&wip->shield_factor);
974 required_string("$Subsystem Factor:");
975 stuff_float(&wip->subsystem_factor);
977 required_string("$Lifetime:");
978 stuff_float(&wip->lifetime);
980 required_string("$Energy Consumed:");
981 stuff_float(&wip->energy_consumed);
983 required_string("$Cargo Size:");
984 stuff_float(&wip->cargo_size);
987 required_string("$Homing:");
988 stuff_boolean(&is_homing);
990 if (is_homing == 1) {
993 // the following five items only need to be recorded if the weapon is a homing weapon
994 required_string("+Type:");
995 stuff_string(temp_type, F_NAME, NULL);
997 if (!stricmp(temp_type, NOX("HEAT"))) {
998 float view_cone_angle;
1000 wip->wi_flags |= WIF_HOMING_HEAT | WIF_TURNS;
1002 required_string("+Turn Time:");
1003 stuff_float(&wip->turn_time);
1005 required_string("+View Cone:");
1006 stuff_float(&view_cone_angle);
1008 wip->fov = (float)cos((float)(ANG_TO_RAD(view_cone_angle/2.0f)));
1010 } else if (!stricmp(temp_type, NOX("ASPECT"))) {
1011 wip->wi_flags |= WIF_HOMING_ASPECT | WIF_TURNS;
1013 required_string("+Turn Time:");
1014 stuff_float(&wip->turn_time);
1016 required_string("+Min Lock Time:"); // minimum time (in seconds) to achieve lock
1017 stuff_float(&wip->min_lock_time);
1019 required_string("+Lock Pixels/Sec:"); // pixels/sec moved while locking
1020 stuff_int(&wip->lock_pixels_per_sec);
1022 required_string("+Catch-up Pixels/Sec:"); // pixels/sec moved while catching-up for a lock
1023 stuff_int(&wip->catchup_pixels_per_sec);
1025 required_string("+Catch-up Penalty:"); // number of extra pixels to move while locking as a penalty for catching up for a lock
1026 stuff_int(&wip->catchup_pixel_penalty);
1028 Error(LOCATION, "Illegal homing type = %s.\nMust be HEAT or ASPECT.\n", temp_type);
1034 wip->swarm_count = -1;
1035 if(optional_string("$Swarm:")){
1036 wip->swarm_count = SWARM_DEFAULT_NUM_MISSILES_FIRED;
1037 stuff_int(&s_count);
1038 wip->swarm_count = (short)s_count;
1040 // flag as being a swarm weapon
1041 wip->wi_flags |= WIF_SWARM;
1044 required_string("$LaunchSnd:");
1045 stuff_int(&wip->launch_snd);
1047 required_string("$ImpactSnd:");
1048 stuff_int(&wip->impact_snd);
1050 if (First_secondary_index != -1) {
1051 required_string("$FlyBySnd:");
1052 stuff_int(&wip->flyby_snd);
1055 // Secondary weapons are required to have a rearm rate.
1056 if (First_secondary_index != -1) {
1057 required_string( "$Rearm Rate:");
1058 stuff_float( &wip->rearm_rate );
1059 if (wip->rearm_rate > 0.1f)
1060 wip->rearm_rate = 1.0f/wip->rearm_rate;
1062 wip->rearm_rate = 1.0f;
1065 wip->weapon_range = 999999999.9f;
1066 if (optional_string("+Weapon Range:")) {
1067 stuff_float(&wip->weapon_range);
1070 wip->spawn_type = -1;
1071 parse_wi_flags(wip);
1073 char trail_name[MAX_FILENAME_LEN] = "";
1074 trail_info *ti = &wip->tr_info;
1075 memset(ti, 0, sizeof(trail_info));
1076 if(optional_string("$Trail:")){
1077 wip->wi_flags |= WIF_TRAIL; // missile leaves a trail
1079 required_string("+Start Width:");
1080 stuff_float(&ti->w_start);
1082 required_string("+End Width:");
1083 stuff_float(&ti->w_end);
1085 required_string("+Start Alpha:");
1086 stuff_float(&ti->a_start);
1088 required_string("+End Alpha:");
1089 stuff_float(&ti->a_end);
1091 required_string("+Max Life:");
1092 stuff_float(&ti->max_life);
1094 ti->stamp = fl2i(1000.0f*ti->max_life)/(NUM_TRAIL_SECTIONS+1);
1096 required_string("+Bitmap:");
1097 stuff_string(trail_name, F_NAME, NULL);
1098 ti->bitmap = bm_load(trail_name);
1099 // wip->delta_time = fl2i(1000.0f*wip->max_life)/(NUM_TRAIL_SECTIONS+1); // time between sections. max_life / num_sections basically.
1102 // read in filename for icon that is used in weapons selection
1103 wip->icon_filename[0] = 0;
1104 if ( optional_string("$Icon:") ) {
1105 stuff_string(wip->icon_filename, F_NAME, NULL);
1108 // read in filename for animation that is used in weapons selection
1109 wip->anim_filename[0] = 0;
1110 if ( optional_string("$Anim:") ) {
1111 stuff_string(wip->anim_filename, F_NAME, NULL);
1114 wip->impact_weapon_expl_index = -1;
1115 if ( optional_string("$Impact Explosion:") ) {
1116 char impact_ani_file[FILESPEC_LENGTH];
1117 stuff_string(impact_ani_file, F_NAME, NULL);
1118 if ( stricmp(impact_ani_file,NOX("none"))) {
1119 wip->impact_weapon_expl_index = get_weapon_expl_info_index(impact_ani_file);
1120 //int num_frames, fps;
1121 //wip->impact_explosion_ani = bm_load_animation( impact_ani_file, &num_frames, &fps, 1 );
1123 required_string("$Impact Explosion Radius:");
1124 stuff_float(&wip->impact_explosion_radius);
1129 char mflash_string[255] = "";
1130 wip->muzzle_flash = -1;
1131 if( optional_string("$Muzzleflash:") ){
1132 stuff_string(mflash_string, F_NAME, NULL);
1135 wip->muzzle_flash = mflash_lookup(mflash_string);
1137 if(wip->muzzle_flash >= 0){
1138 wip->wi_flags |= WIF_MFLASH;
1142 // EMP optional stuff (if WIF_EMP is not set, none of this matters, anyway)
1143 if( optional_string("$EMP Intensity:") ){
1144 stuff_float(&wip->emp_intensity);
1146 wip->emp_intensity = EMP_DEFAULT_INTENSITY;
1148 if( optional_string("$EMP Time:") ){
1149 stuff_float(&wip->emp_time);
1151 wip->emp_intensity = EMP_DEFAULT_TIME;
1154 // Energy suck optional stuff (if WIF_ENERGY_SUCK is not set, none of this matters anyway)
1155 if( optional_string("$Leech Weapon:") ){
1156 stuff_float(&wip->weapon_reduce);
1158 wip->weapon_reduce = ESUCK_DEFAULT_WEAPON_REDUCE;
1160 if( optional_string("$Leech Afterburner:") ){
1161 stuff_float(&wip->afterburner_reduce);
1163 wip->afterburner_reduce = ESUCK_DEFAULT_AFTERBURNER_REDUCE;
1166 // beam weapon optional stuff
1167 wip->b_info.beam_type = -1;
1168 wip->b_info.beam_life = -1.0f;
1169 wip->b_info.beam_warmup = -1;
1170 wip->b_info.beam_warmdown = -1;
1171 wip->b_info.beam_muzzle_radius = 0.0f;
1172 wip->b_info.beam_particle_count = -1;
1173 wip->b_info.beam_particle_radius = 0.0f;
1174 wip->b_info.beam_particle_angle = 0.0f;
1175 wip->b_info.beam_particle_ani = -1;
1176 wip->b_info.beam_loop_sound = -1;
1177 wip->b_info.beam_warmup_sound = -1;
1178 wip->b_info.beam_warmdown_sound = -1;
1179 wip->b_info.beam_num_sections = 0;
1180 wip->b_info.beam_glow_bitmap = -1;
1181 wip->b_info.beam_shots = 0;
1182 wip->b_info.beam_shrink_factor = 0.0f;
1183 wip->b_info.beam_shrink_pct = 0.0f;
1184 if( optional_string("$BeamInfo:")){
1186 required_string("+Type:");
1187 stuff_int(&wip->b_info.beam_type);
1189 // how long it lasts
1190 required_string("+Life:");
1191 stuff_float(&wip->b_info.beam_life);
1194 required_string("+Warmup:");
1195 stuff_int(&wip->b_info.beam_warmup);
1198 required_string("+Warmdown:");
1199 stuff_int(&wip->b_info.beam_warmdown);
1201 // muzzle glow radius
1202 required_string("+Radius:");
1203 stuff_float(&wip->b_info.beam_muzzle_radius);
1205 // particle spew count
1206 required_string("+PCount:");
1207 stuff_int(&wip->b_info.beam_particle_count);
1210 required_string("+PRadius:");
1211 stuff_float(&wip->b_info.beam_particle_radius);
1213 // angle off turret normal
1214 required_string("+PAngle:");
1215 stuff_float(&wip->b_info.beam_particle_angle);
1217 // particle bitmap/ani
1218 required_string("+PAni:");
1219 stuff_string(fname, F_NAME, NULL);
1221 int num_frames, fps;
1222 wip->b_info.beam_particle_ani = bm_load_animation(fname, &num_frames, &fps, 1);
1226 required_string("+Miss Factor:");
1227 for(idx=0; idx<NUM_SKILL_LEVELS; idx++){
1228 wip->b_info.beam_miss_factor[idx] = 0.00001f;
1229 stuff_float(&wip->b_info.beam_miss_factor[idx]);
1233 required_string("+BeamSound:");
1234 stuff_int(&wip->b_info.beam_loop_sound);
1237 required_string("+WarmupSound:");
1238 stuff_int(&wip->b_info.beam_warmup_sound);
1241 required_string("+WarmdownSound:");
1242 stuff_int(&wip->b_info.beam_warmdown_sound);
1245 required_string("+Muzzleglow:");
1246 stuff_string(fname, F_NAME, NULL);
1248 wip->b_info.beam_glow_bitmap = bm_load(fname);
1251 // # of shots (only used for type D beams)
1252 required_string("+Shots:");
1253 stuff_int(&wip->b_info.beam_shots);
1256 required_string("+ShrinkFactor:");
1257 stuff_float(&wip->b_info.beam_shrink_factor);
1258 required_string("+ShrinkPct:");
1259 stuff_float(&wip->b_info.beam_shrink_pct);
1262 while( optional_string("$Section:") ){
1263 beam_weapon_section_info i;
1264 char tex_name[255] = "";
1267 required_string("+Width:");
1268 stuff_float(&i.width);
1271 required_string("+Texture:");
1272 stuff_string(tex_name, F_NAME, NULL);
1275 i.texture = bm_load(tex_name);
1277 bm_lock(i.texture, 16, BMP_TEX_OTHER);
1278 bm_unlock(i.texture);
1283 required_string("+RGBA Inner:");
1284 stuff_byte(&i.rgba_inner[0]);
1285 stuff_byte(&i.rgba_inner[1]);
1286 stuff_byte(&i.rgba_inner[2]);
1287 stuff_byte(&i.rgba_inner[3]);
1290 required_string("+RGBA Outer:");
1291 stuff_byte(&i.rgba_outer[0]);
1292 stuff_byte(&i.rgba_outer[1]);
1293 stuff_byte(&i.rgba_outer[2]);
1294 stuff_byte(&i.rgba_outer[3]);
1297 required_string("+Flicker:");
1298 stuff_float(&i.flicker);
1301 required_string("+Zadd:");
1302 stuff_float(&i.z_add);
1305 if(wip->b_info.beam_num_sections < MAX_BEAM_SECTIONS - 1){
1306 wip->b_info.sections[wip->b_info.beam_num_sections++] = i;
1311 // tag weapon optional stuff
1312 wip->tag_level = -1;
1313 wip->tag_time = -1.0f;
1314 if( optional_string("$Tag:")){
1315 stuff_int(&wip->tag_level);
1316 stuff_float(&wip->tag_time);
1317 wip->wi_flags |= WIF_TAG;
1323 // function to parse the information for a specific ship type.
1324 void parse_cmeasure()
1326 cmeasure_info *cmeasurep;
1328 cmeasurep = &Cmeasure_info[Num_cmeasure_types];
1330 required_string("$Name:");
1331 stuff_string(cmeasurep->cmeasure_name, F_NAME, NULL);
1334 $Velocity: 20.0 ;; speed relative to ship, rear-fired until POF info added, MK, 5/22/97
1336 $Lifetime Min: 1.0 ;; Minimum lifetime
1337 $Lifetime Max: 2.0 ;; Maximum lifetime. Actual lifetime is rand(min..max).
1338 $LaunchSnd: counter_1.wav, .8, 10, 300 ;; countermeasure 1 fired (sound is 3d)
1341 required_string("$Velocity:");
1342 stuff_float( &(cmeasurep->max_speed) );
1344 required_string("$Fire Wait:");
1345 stuff_float( &(cmeasurep->fire_wait) );
1347 required_string("$Lifetime Min:");
1348 stuff_float(&cmeasurep->life_min);
1350 required_string("$Lifetime Max:");
1351 stuff_float(&cmeasurep->life_max);
1353 required_string("$LaunchSnd:");
1354 stuff_int(&cmeasurep->launch_sound);
1356 required_string("$Model:");
1357 stuff_string(cmeasurep->pof_name, F_NAME, NULL);
1358 cmeasurep->model_num = -1;
1362 // For all weapons that spawn weapons, given an index at weaponp->spawn_type,
1363 // convert the strings in Spawn_names to indices in the Weapon_types array.
1364 void translate_spawn_types()
1368 for (i=0; i<Num_weapon_types; i++)
1369 if (Weapon_info[i].spawn_type != -1) {
1370 int spawn_type = Weapon_info[i].spawn_type;
1372 for (j=0; j<Num_weapon_types; j++)
1373 if (!stricmp(Spawn_names[spawn_type], Weapon_info[j].name)) {
1374 Weapon_info[i].spawn_type = (short)j;
1376 Warning(LOCATION, "Weapon %s spawns itself. Infinite recursion?\n", Weapon_info[i].name);
1382 void parse_weaponstbl()
1384 // open localization
1387 read_file_text("weapons.tbl");
1390 Num_weapon_types = 0;
1391 First_secondary_index = -1;
1392 Num_spawn_types = 0;
1394 required_string("#Primary Weapons");
1395 while (required_string_either("#End", "$Name:")) {
1396 Assert( Num_weapon_types < MAX_WEAPON_TYPES );
1397 // AL 28-3-98: If parse_weapon() fails, try next .tbl weapon
1398 if ( parse_weapon() ) {
1401 Weapon_info[Num_weapon_types].subtype = WP_LASER;
1404 required_string("#End");
1406 required_string("#Secondary Weapons");
1407 First_secondary_index = Num_weapon_types;
1408 while (required_string_either("#End", "$Name:")) {
1409 Assert( Num_weapon_types < MAX_WEAPON_TYPES );
1410 // AL 28-3-98: If parse_weapon() fails, try next .tbl weapon
1411 if ( parse_weapon() ) {
1414 Weapon_info[Num_weapon_types].subtype = WP_MISSILE;
1417 required_string("#End");
1419 required_string("#Beam Weapons");
1420 while (required_string_either("#End", "$Name:")) {
1421 Assert( Num_weapon_types < MAX_WEAPON_TYPES );
1422 // AL 28-3-98: If parse_weapon() fails, try next .tbl weapon
1423 if ( parse_weapon() ) {
1426 Weapon_info[Num_weapon_types].subtype = WP_BEAM;
1429 required_string("#End");
1431 required_string("#Countermeasures");
1432 while (required_string_either("#End", "$Name:")) {
1433 Assert( Num_cmeasure_types < MAX_CMEASURE_TYPES );
1435 Num_cmeasure_types++;
1438 required_string("#End");
1440 // Read in a list of weapon_info indicies that are an ordering of the player weapon precedence.
1441 // This list is used to select an alternate weapon when a particular weapon is not available
1442 // during weapon selection.
1443 required_string("$Player Weapon Precedence:");
1444 Num_player_weapon_precedence = stuff_int_list(Player_weapon_precedence, MAX_WEAPON_TYPES, WEAPON_LIST_TYPE);
1446 translate_spawn_types();
1448 // close localization
1452 void create_weapon_names()
1456 for (i=0; i<Num_weapon_types; i++)
1457 Weapon_names[i] = Weapon_info[i].name;
1460 // This will get called once at game startup
1465 if ( !Weapons_inited ) {
1467 // parse weapon_exp.tbl
1468 parse_weapon_expl_tbl();
1470 // parse weapons.tbl
1471 if ((rval = setjmp(parse_abort)) != 0) {
1472 Error(LOCATION, "Error parsing 'weapons.tbl'\r\nError code = %i.\r\n", rval);
1475 create_weapon_names();
1480 weapon_level_init();
1484 // This will get called at the start of each level.
1485 void weapon_level_init()
1489 // Reset everything between levels
1491 for (i=0; i<MAX_WEAPONS; i++) {
1492 Weapons[i].objnum = -1;
1493 Weapons[i].weapon_info_index = -1;
1496 trail_level_init(); // reset all missile trails
1499 missile_obj_list_init();
1501 cscrew_level_init();
1506 Weapon_flyby_sound_timer = timestamp(0);
1507 Weapon_impact_timer = 1; // inited each level, used to reduce impact sounds
1510 MONITOR( NumWeaponsRend );
1512 float weapon_glow_scale_f = 2.3f;
1513 float weapon_glow_scale_r = 2.3f;
1514 float weapon_glow_scale_l = 1.5f;
1515 float weapon_glow_alpha_d3d = 0.85f;
1516 float weapon_glow_alpha_glide = 0.99f;
1517 void weapon_render(object *obj)
1524 MONITOR_INC(NumWeaponsRend, 1);
1526 Assert(obj->type == OBJ_WEAPON);
1528 num = obj->instance;
1530 wip = &Weapon_info[Weapons[num].weapon_info_index];
1532 switch (wip->render_type) {
1534 // turn off fogging for good measure
1535 gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0);
1537 if (wip->laser_bitmap >= 0) {
1538 gr_set_color_fast(&wip->laser_color_1);
1539 gr_set_bitmap(wip->laser_bitmap, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 0.99999f);
1542 vm_vec_scale_add(&headp, &obj->pos, &obj->orient.v.fvec, wip->laser_length);
1543 wp->weapon_flags &= ~WF_CONSIDER_FOR_FLYBY_SOUND;
1544 if ( g3_draw_laser(&headp, wip->laser_head_radius, &obj->pos, wip->laser_tail_radius) ) {
1545 wp->weapon_flags |= WF_CONSIDER_FOR_FLYBY_SOUND;
1549 // maybe draw laser glow bitmap
1550 if(wip->laser_glow_bitmap >= 0){
1551 // get the laser color
1552 weapon_get_laser_color(&c, obj);
1555 vm_vec_scale_add(&headp2, &obj->pos, &obj->orient.v.fvec, wip->laser_length * weapon_glow_scale_l);
1556 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);
1557 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);
1563 uint render_flags = MR_NORMAL|MR_IS_MISSILE|MR_NO_LIGHTING;
1565 model_clear_instance(wip->model_num);
1567 if ( (wip->wi_flags & WIF_THRUSTER) && (wp->thruster_bitmap > -1) ) {
1570 // Add noise to thruster geometry.
1571 //ft = obj->phys_info.forward_thrust;
1572 ft = 1.0f; // Always use 1.0f for missiles
1573 ft *= (1.0f + frand()/5.0f - 1.0f/10.0f);
1577 model_set_thrust( wip->model_num, ft, wp->thruster_bitmap, wp->thruster_glow_bitmap, wp->thruster_glow_noise);
1578 render_flags |= MR_SHOW_THRUSTERS;
1581 model_render(wip->model_num, &obj->orient, &obj->pos, render_flags);
1583 // render a missile plume as well
1585 static int plume = -1;
1586 extern float Interp_thrust_twist;
1587 extern float Interp_thrust_twist2;
1589 plume = model_load("plume01.pof", -1, NULL);
1592 Interp_thrust_twist = tw;
1593 Interp_thrust_twist2 = tw2;
1594 model_set_alpha(plume_alpha);
1595 model_render(plume, &obj->orient, &obj->pos, MR_ALL_XPARENT);
1596 Interp_thrust_twist = -1.0f;
1597 Interp_thrust_twist2 = -1.0f;
1604 Warning(LOCATION, "Unknown weapon rendering type = %i\n", wip->render_type);
1608 void weapon_delete(object *obj)
1613 num = obj->instance;
1615 Assert( Weapons[num].objnum == OBJ_INDEX(obj));
1618 Assert(wp->weapon_info_index >= 0);
1619 wp->weapon_info_index = -1;
1620 if (wp->swarm_index >= 0) {
1621 swarm_delete(wp->swarm_index);
1622 wp->swarm_index = -1;
1625 if(wp->cscrew_index >= 0) {
1626 cscrew_delete(wp->cscrew_index);
1627 wp->cscrew_index = -1;
1630 if (wp->missile_list_index >= 0) {
1631 missle_obj_list_remove(wp->missile_list_index);
1632 wp->missile_list_index = -1;
1635 if (wp->flak_index >= 0){
1636 flak_delete(wp->flak_index);
1637 wp->flak_index = -1;
1640 if (wp->trail_num > -1) {
1641 trail_object_died(wp->trail_num);
1646 Assert(Num_weapons >= 0);
1649 // Check if missile is newly locked onto the Player, maybe play a launch warning
1650 void weapon_maybe_play_warning(weapon *wp)
1652 if ( wp->homing_object == Player_obj ) {
1653 if ( !(wp->weapon_flags & WF_LOCK_WARNING_PLAYED) ) {
1654 wp->weapon_flags |= WF_LOCK_WARNING_PLAYED;
1655 if ( Weapon_info[wp->weapon_info_index].wi_flags & WIF_HOMING_HEAT ) {
1656 snd_play(&Snds[SND_HEATLOCK_WARN]);
1658 Assert(Weapon_info[wp->weapon_info_index].wi_flags & WIF_HOMING_ASPECT);
1659 snd_play(&Snds[SND_ASPECTLOCK_WARN]);
1665 #define CMEASURE_DETONATE_DISTANCE 40.0f
1667 // Detonate all missiles near this countermeasure.
1668 void detonate_nearby_missiles(cmeasure *cmp)
1671 vector cmeasure_pos;
1673 cmeasure_pos = Objects[cmp->objnum].pos;
1675 mop = GET_FIRST(&Missile_obj_list);
1676 while(mop != END_OF_LIST(&Missile_obj_list)) {
1680 objp = &Objects[mop->objnum];
1681 wp = &Weapons[objp->instance];
1683 if (wp->team != cmp->team) {
1684 if ( Missiontime - wp->creation_time > F1_0/2) {
1685 if (vm_vec_dist_quick(&cmeasure_pos, &objp->pos) < CMEASURE_DETONATE_DISTANCE) {
1686 if (wp->lifeleft > 0.2f) {
1687 //nprintf(("Jim", "Frame %i: Cmeasure #%i detonating weapon #%i\n", Framecount, cmp-Cmeasures, wp-Weapons));
1688 wp->lifeleft = 0.2f;
1689 // nprintf(("AI", "Frame %i: Flagging weapon %i for detonation.\n", Framecount, wp-Weapons));
1699 // Find an object for weapon #num (object *weapon_objp) to home on due to heat.
1700 void find_homing_object(object *weapon_objp, int num)
1702 object *objp, *old_homing_objp;
1709 wip = &Weapon_info[Weapons[num].weapon_info_index];
1711 best_dist = 99999.9f;
1713 // save the old homing object so that multiplayer servers can give the right information
1714 // to clients if the object changes
1715 old_homing_objp = wp->homing_object;
1717 wp->homing_object = &obj_used_list;
1719 // Scan all objects, find a weapon to home on.
1720 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
1721 if ((objp->type == OBJ_SHIP) || (objp->type == OBJ_CMEASURE)) {
1722 if (objp->type == OBJ_CMEASURE)
1723 if (Cmeasures[objp->instance].flags & CMF_DUD_HEAT)
1726 int homing_object_team = obj_team(objp);
1727 if ( (homing_object_team != wp->team) || (homing_object_team == TEAM_TRAITOR) ) {
1730 vector vec_to_object;
1732 // AL 2-17-98: If ship is immune to sensors, can't home on it (Sandeep says so)!
1733 if ( objp->type == OBJ_SHIP ) {
1734 if ( Ships[objp->instance].flags & SF_HIDDEN_FROM_SENSORS ) {
1739 // If this is a player object, make sure there aren't already too many homers.
1740 // Only in single player. In multiplayer, we don't want to restrict it in dogfight on team vs. team.
1741 // For co-op, it's probably also OK.
1742 if (!( Game_mode & GM_MULTIPLAYER )) {
1743 int num_homers = compute_num_homing_objects(objp);
1744 if (Max_allowed_player_homers[Game_skill_level] < num_homers)
1749 dist = vm_vec_normalized_dir(&vec_to_object, &objp->pos, &weapon_objp->pos);
1751 if (objp->type == OBJ_CMEASURE)
1754 dot = vm_vec_dot(&vec_to_object, &weapon_objp->orient.v.fvec);
1756 if (dot > wip->fov) {
1757 if (dist < best_dist) {
1759 wp->homing_object = objp;
1760 wp->target_sig = objp->signature;
1762 weapon_maybe_alert_cmeasure_success(objp);
1769 // if (wp->homing_object->type == OBJ_CMEASURE)
1770 // nprintf(("AI", "Frame %i: Weapon #%i homing on cmeasure #%i\n", Framecount, num, objp-Objects));
1772 if (wp->homing_object == Player_obj)
1773 weapon_maybe_play_warning(wp);
1775 // if the old homing object is different that the new one, send a packet to clients
1776 if ( MULTIPLAYER_MASTER && (old_homing_objp != wp->homing_object) ) {
1777 send_homing_weapon_info( num );
1781 // Scan all countermeasures. Maybe make weapon_objp home on it.
1782 void find_homing_object_cmeasures_1(object *weapon_objp)
1787 float best_dot, dist, dot;
1789 wp = &Weapons[weapon_objp->instance];
1790 wip = &Weapon_info[wp->weapon_info_index];
1792 best_dot = wip->fov; // Note, setting to this avoids comparison below.
1794 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
1795 if (objp->type == OBJ_CMEASURE) {
1796 vector vec_to_object;
1797 dist = vm_vec_normalized_dir(&vec_to_object, &objp->pos, &weapon_objp->pos);
1799 if (dist < MAX_CMEASURE_TRACK_DIST) {
1801 if (wip->wi_flags & WIF_HOMING_ASPECT) {
1802 chance = 1.0f/2.0f; // aspect seeker this likely to chase a countermeasure
1804 chance = 1.0f/1.5f; // heat seeker this likely to chase a countermeasure
1806 if ((objp->signature != wp->cmeasure_ignore_objnum) && (objp->signature != wp->cmeasure_chase_objnum)) {
1807 if (frand() < chance) {
1808 wp->cmeasure_ignore_objnum = objp->signature; // Don't process this countermeasure again.
1809 //nprintf(("Jim", "Frame %i: Weapon #%i ignoring cmeasure #%i\n", Framecount, OBJ_INDEX(weapon_objp), objp->signature));
1811 wp->cmeasure_chase_objnum = objp->signature; // Don't process this countermeasure again.
1812 //nprintf(("Jim", "Frame %i: Weapon #%i CHASING cmeasure #%i\n", Framecount, OBJ_INDEX(weapon_objp), objp->signature));
1816 if (objp->signature != wp->cmeasure_ignore_objnum) {
1818 dot = vm_vec_dot(&vec_to_object, &weapon_objp->orient.v.fvec);
1820 if (dot > best_dot) {
1821 //nprintf(("Jim", "Frame %i: Weapon #%i homing on cmeasure #%i\n", Framecount, weapon_objp-Objects, objp->signature));
1823 wp->homing_object = objp;
1824 weapon_maybe_alert_cmeasure_success(objp);
1833 // Someone launched countermeasures.
1834 // For all heat-seeking homing objects, see if should favor tracking a countermeasure instead.
1835 void find_homing_object_cmeasures()
1837 object *weapon_objp;
1839 // nprintf(("AI", "Scanning for countermeasures in frame %i\n", Framecount));
1841 if (Cmeasures_homing_check == 0)
1844 if (Cmeasures_homing_check <= 0)
1845 Cmeasures_homing_check = 1;
1847 Cmeasures_homing_check--;
1849 for (weapon_objp = GET_FIRST(&obj_used_list); weapon_objp != END_OF_LIST(&obj_used_list); weapon_objp = GET_NEXT(weapon_objp) ) {
1850 if (weapon_objp->type == OBJ_WEAPON) {
1851 weapon_info *wip = &Weapon_info[Weapons[weapon_objp->instance].weapon_info_index];
1853 if (wip->wi_flags & WIF_HOMING)
1854 find_homing_object_cmeasures_1(weapon_objp);
1860 // Find object with signature "sig" and make weapon home on it.
1861 void find_homing_object_by_sig(object *weapon_objp, int sig)
1865 object *old_homing_objp;
1867 wp = &Weapons[weapon_objp->instance];
1869 // save the old object so that multiplayer masters know whether to send a homing update packet
1870 old_homing_objp = wp->homing_object;
1872 sop = GET_FIRST(&Ship_obj_list);
1873 while(sop != END_OF_LIST(&Ship_obj_list)) {
1876 objp = &Objects[sop->objnum];
1877 if (objp->signature == sig) {
1878 wp->homing_object = objp;
1879 wp->target_sig = objp->signature;
1886 // if the old homing object is different that the new one, send a packet to clients
1887 if ( MULTIPLAYER_MASTER && (old_homing_objp != wp->homing_object) ) {
1888 send_homing_weapon_info( weapon_objp->instance );
1893 // Make weapon num home. It's also object *obj.
1894 void weapon_home(object *obj, int num, float frame_time)
1900 Assert(obj->type == OBJ_WEAPON);
1901 Assert(obj->instance == num);
1903 wip = &Weapon_info[wp->weapon_info_index];
1904 hobjp = Weapons[num].homing_object;
1906 // If not 1/2 second gone by, don't home yet.
1907 if ((hobjp == &obj_used_list) || ( f2fl(Missiontime - wp->creation_time) < 0.25f )) {
1908 // If this is a heat seeking homing missile and 1/2 second has elapsed since firing
1909 // and we don't have a target (else we wouldn't be inside the IF), find a new target.
1910 if (wip->wi_flags & WIF_HOMING_HEAT)
1911 if ( f2fl(Missiontime - wp->creation_time) > 0.5f )
1912 find_homing_object(obj, num);
1914 if (obj->phys_info.speed > wip->max_speed) {
1915 obj->phys_info.speed -= frame_time * 4;
1916 vm_vec_copy_scale( &obj->phys_info.desired_vel, &obj->orient.v.fvec, obj->phys_info.speed);
1917 } else if ((obj->phys_info.speed < wip->max_speed/4) && (wip->wi_flags & WIF_HOMING_HEAT)) {
1918 obj->phys_info.speed = wip->max_speed/4;
1919 vm_vec_copy_scale( &obj->phys_info.desired_vel, &obj->orient.v.fvec, obj->phys_info.speed);
1922 /* Removed code that makes bombs drop for a bit. They looked odd and it was confusing. People wondered where their weapons went.
1923 // Make bombs drop down for first second of life.
1924 if (wip->wi_flags & WIF_BOMB) {
1925 if (wip->lifetime - wp->lifeleft < 0.5f) {
1926 float time_scale = wip->lifetime - wp->lifeleft;
1927 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));
1934 // AL 4-8-98: If orgiginal target for aspect lock missile is lost, stop homing
1935 if (wip->wi_flags & WIF_HOMING_ASPECT) {
1936 if ( wp->target_sig > 0 ) {
1937 if ( wp->homing_object->signature != wp->target_sig ) {
1938 wp->homing_object = &obj_used_list;
1944 // AL 4-13-98: Stop homing on a subsystem if parent ship has changed
1945 if (wip->wi_flags & WIF_HOMING_HEAT) {
1946 if ( wp->target_sig > 0 ) {
1947 if ( wp->homing_object->signature != wp->target_sig ) {
1948 wp->homing_subsys = NULL;
1954 if (hobjp->type == OBJ_NONE) {
1955 find_homing_object(obj, num);
1960 switch (hobjp->type) {
1962 if (wip->wi_flags & WIF_HOMING_ASPECT)
1963 find_homing_object_by_sig(obj, wp->target_sig);
1965 find_homing_object(obj, num);
1969 if (hobjp->signature != wp->target_sig) {
1970 if (wip->wi_flags & WIF_HOMING_ASPECT)
1971 find_homing_object_by_sig(obj, wp->target_sig);
1973 find_homing_object(obj, num);
1978 // only allowed to home on bombs
1979 Assert(Weapon_info[Weapons[hobjp->instance].weapon_info_index].wi_flags & WIF_BOMB);
1980 if (wip->wi_flags & WIF_HOMING_ASPECT)
1981 find_homing_object_by_sig(obj, wp->target_sig);
1983 find_homing_object(obj, num);
1991 // See if this weapon is the nearest homing object to the object it is homing on.
1992 // If so, update some fields in the target object's ai_info.
1993 if (hobjp != &obj_used_list) {
1996 dist = vm_vec_dist_quick(&obj->pos, &hobjp->pos);
1998 if (hobjp->type == OBJ_SHIP) {
2001 aip = &Ai_info[Ships[hobjp->instance].ai_index];
2003 if ((aip->nearest_locked_object == -1) || (dist < aip->nearest_locked_distance)) {
2004 aip->nearest_locked_object = obj-Objects;
2005 aip->nearest_locked_distance = dist;
2010 // If the object it is homing on is still valid, home some more!
2011 if (hobjp != &obj_used_list) {
2014 vector target_pos; // position of what the homing missile is seeking
2016 vm_vec_zero(&target_pos);
2018 // the homing missile may be seeking a subsystem on a ship. If so, we need to calculate the
2019 // world coordinates of that subsystem so the homing missile can seek it out.
2020 // For now, March 7, 1997, MK, heat seeking homing missiles will be able to home on
2021 // any subsystem. Probably makes sense for them to only home on certain kinds of subsystems.
2022 if ( wp->homing_subsys != NULL ) {
2023 get_subsystem_world_pos(hobjp, Weapons[num].homing_subsys, &target_pos);
2024 wp->homing_pos = target_pos; // store the homing position in weapon data
2025 Assert( !vm_is_vec_nan(&wp->homing_pos) );
2030 dist = vm_vec_dist_quick(&obj->pos, &hobjp->pos);
2031 if (hobjp->type == OBJ_CMEASURE) {
2032 if (dist < CMEASURE_DETONATE_DISTANCE) {
2035 cmp = &Cmeasures[hobjp->instance];
2037 // Make this missile detonate soon. Not right away, not sure why. Seems better.
2038 if (cmp->team != wp->team) {
2039 detonate_nearby_missiles(cmp);
2040 //nprintf(("AI", "Frame %i: Weapon %i hit cmeasure, will die!\n", Framecount, wp-Weapons));
2047 if (wip->fov > 0.8f)
2050 int pick_homing_point = 0;
2051 if ( IS_VEC_NULL(&wp->homing_pos) ) {
2052 pick_homing_point = 1;
2055 // Update homing position if it hasn't been set, you're within 500 meters, or every half second, approximately.
2056 // For large objects, don't lead them.
2057 if (hobjp->radius < 40.0f) {
2058 target_pos = hobjp->pos;
2059 wp->homing_pos = target_pos;
2060 } else if ( pick_homing_point || (dist < 500.0f) || (rand_chance(flFrametime, 2.0f)) ) {
2062 if (hobjp->type == OBJ_SHIP) {
2063 if ( !pick_homing_point ) {
2064 // ensure that current attack point is only updated in world coords (ie not pick a different vertex)
2065 wp->pick_big_attack_point_timestamp = 0;
2068 if ( pick_homing_point ) {
2069 // If *any* player is parent of homing missile, then use position where lock indicator is
2070 if ( Objects[obj->parent].flags & OF_PLAYER_SHIP ) {
2073 // determine the player
2075 if ( Game_mode & GM_MULTIPLAYER ) {
2078 pnum = multi_find_player_by_object( &Objects[obj->parent] );
2080 pp = Net_players[pnum].player;
2084 // If player has apect lock, we don't want to find a homing point on the closest
2085 // octant... setting the timestamp to 0 ensures this.
2086 if (wip->wi_flags & WIF_HOMING_ASPECT) {
2087 wp->pick_big_attack_point_timestamp = 0;
2089 wp->pick_big_attack_point_timestamp = 1;
2092 if ( pp && pp->locking_subsys ) {
2093 wp->big_attack_point = pp->locking_subsys->system_info->pnt;
2095 vm_vec_zero(&wp->big_attack_point);
2100 ai_big_pick_attack_point(hobjp, obj, &target_pos, fov);
2103 target_pos = hobjp->pos;
2106 wp->homing_pos = target_pos;
2107 Assert( !vm_is_vec_nan(&wp->homing_pos) );
2108 // nprintf(("AI", "Attack point = %7.3f %7.3f %7.3f\n", target_pos.xyz.x, target_pos.xyz.y, target_pos.xyz.z));
2110 target_pos = wp->homing_pos;
2113 // Couldn't find a lock.
2114 if (IS_VEC_NULL(&target_pos))
2117 // Cause aspect seeking weapon to home at target's predicted position.
2118 // But don't use predicted position if dot product small or negative.
2119 // If do this, with a ship headed towards missile, could choose a point behind missile.``1
2120 float dist_to_target, time_to_target;
2122 dist_to_target = vm_vec_normalized_dir(&vec_to_goal, &target_pos, &obj->pos);
2123 time_to_target = dist_to_target/wip->max_speed;
2126 tvec = obj->phys_info.vel;
2127 vm_vec_normalize(&tvec);
2129 old_dot = vm_vec_dot(&tvec, &vec_to_goal);
2131 // If a weapon has missed its target, detonate it.
2132 // This solves the problem of a weapon circling the center of a subsystem that has been blown away.
2133 // Problem: It does not do impact damage, just proximity damage.
2134 if ((dist_to_target < flFrametime * obj->phys_info.speed * 4.0f + 10.0f) && (old_dot < 0.0f)) {
2135 int kill_missile = TRUE;
2136 if (wp->homing_object) {
2137 if (wp->homing_object->type == OBJ_SHIP) {
2138 ship *shipp = &Ships[wp->homing_object->instance];
2139 if (Ship_info[shipp->ship_info_index].flags & SIF_DONT_COLLIDE_INVIS) {
2140 kill_missile = FALSE;
2145 if (kill_missile && (wp->lifeleft > 0.01f)) {
2146 wp->lifeleft = 0.01f;
2150 // Only lead target if more than one second away. Otherwise can miss target. I think this
2151 // is what's causing Harbingers to miss the super destroyer. -- MK, 4/15/98
2152 if ((wip->wi_flags & WIF_HOMING_ASPECT) && (old_dot > 0.1f) && (time_to_target > 0.1f))
2153 vm_vec_scale_add2(&target_pos, &hobjp->phys_info.vel, min(time_to_target, 2.0f));
2155 //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));
2157 // 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));
2159 // If a HEAT seeking (rather than ASPECT seeking) homing missile, verify that target is in viewcone.
2160 if (wip->wi_flags & WIF_HOMING_HEAT) {
2161 if ((old_dot < wip->fov) && (dist_to_target > wip->inner_radius*1.1f)) { // Delay finding new target one frame to allow detonation.
2162 find_homing_object(obj, num);
2163 return; // Maybe found a new homing object. Return, process more next frame.
2164 } else // Subtract out life based on how far from target this missile points.
2165 if (wip->fov < 0.95f) {
2166 wp->lifeleft -= flFrametime * (0.95f - old_dot);
2167 //Should only happen when time is compressed.
2168 //if (flFrametime * (1.0f - old_dot) > 1.0f)
2171 } else if (wip->wi_flags & WIF_HOMING_ASPECT) { // subtract life as if max turn is 90 degrees.
2172 if (wip->fov < 0.95f)
2173 wp->lifeleft -= flFrametime * (0.95f - old_dot);
2175 Assert(0); // Hmm, a homing missile, but not aspect or heat?
2178 // Control speed based on dot product to goal. If close to straight ahead, move
2179 // at max speed, else move slower based on how far from ahead.
2180 if (old_dot < 0.90f) {
2181 obj->phys_info.speed = max(0.2f, old_dot* (float) fabs(old_dot));
2182 if (obj->phys_info.speed < wip->max_speed*0.75f)
2183 obj->phys_info.speed = wip->max_speed*0.75f;
2185 obj->phys_info.speed = wip->max_speed;
2187 // For first second of weapon's life, it doesn't fly at top speed. It ramps up.
2188 if (Missiontime - wp->creation_time < i2f(1)) {
2191 t = f2fl(Missiontime - wp->creation_time);
2192 obj->phys_info.speed *= t*t;
2195 Assert( obj->phys_info.speed > 0.0f );
2197 vm_vec_copy_scale( &obj->phys_info.desired_vel, &obj->orient.v.fvec, obj->phys_info.speed);
2199 // turn the missile towards the target only if non-swarm. Homing swarm missiles choose
2200 // a different vector to turn towards, this is done in swarm_update_direction().
2201 // if ( !(wip->wi_flags & WIF_SWARM) ) {
2202 if ( wp->swarm_index < 0 ) {
2203 // 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));
2204 ai_turn_towards_vector(&target_pos, obj, frame_time, wip->turn_time, NULL, NULL, 0.0f, 0, NULL);
2205 vel = vm_vec_mag(&obj->phys_info.desired_vel);
2207 vm_vec_copy_scale(&obj->phys_info.desired_vel, &obj->orient.v.fvec, vel);
2211 /* // If this weapon shot past its target, make it detonate.
2212 if ((old_dot < 0.0f) && (dist_to_target < 50.0f)) {
2213 if (wp->lifeleft > 0.01f)
2214 wp->lifeleft = 0.01f;
2219 // as Mike K did with ships -- break weapon into process_pre and process_post for code to execute
2220 // before and after physics movement
2222 void weapon_process_pre( object *obj, float frame_time)
2224 // if the object is a corkscrew style weapon, process it now
2225 if((obj->type == OBJ_WEAPON) && (Weapons[obj->instance].cscrew_index >= 0)){
2226 cscrew_process_pre(obj);
2229 // if the weapon is a flak weapon, maybe detonate it early
2230 if((obj->type == OBJ_WEAPON) && (Weapon_info[Weapons[obj->instance].weapon_info_index].wi_flags & WIF_FLAK) && (Weapons[obj->instance].flak_index >= 0)){
2231 flak_maybe_detonate(obj);
2235 int Homing_hits = 0, Homing_misses = 0;
2238 MONITOR( NumWeapons );
2240 // maybe play a "whizz sound" if close enough to view position
2241 void weapon_maybe_play_flyby_sound(object *weapon_objp, weapon *wp)
2243 // do a quick out if not a laser
2244 if ( Weapon_info[wp->weapon_info_index].subtype != WP_LASER ) {
2248 // don't play flyby sounds too close together
2249 if ( !timestamp_elapsed(Weapon_flyby_sound_timer) ) {
2253 if ( !(wp->weapon_flags & WF_PLAYED_FLYBY_SOUND) && (wp->weapon_flags & WF_CONSIDER_FOR_FLYBY_SOUND) ) {
2254 float dist, dot, radius;
2256 dist = vm_vec_dist_quick(&weapon_objp->pos, &Eye_position);
2259 radius = Viewer_obj->radius;
2264 if ( (dist > radius) && (dist < 55) ) {
2265 vector vec_to_weapon;
2267 vm_vec_sub(&vec_to_weapon, &weapon_objp->pos, &Eye_position);
2268 vm_vec_normalize(&vec_to_weapon);
2270 // ensure laser is in front of eye
2271 dot = vm_vec_dot(&vec_to_weapon, &Eye_matrix.v.fvec);
2276 // ensure that laser is moving in similar direction to fvec
2277 dot = vm_vec_dot(&vec_to_weapon, &weapon_objp->orient.v.fvec);
2279 // nprintf(("Alan", "Weapon dot: %.2f\n", dot));
2280 if ( (dot < -0.80) && (dot > -0.98) ) {
2281 snd_play_3d( &Snds[SND_WEAPON_FLYBY], &weapon_objp->pos, &Eye_position );
2282 Weapon_flyby_sound_timer = timestamp(200);
2283 wp->weapon_flags |= WF_PLAYED_FLYBY_SOUND;
2289 // process a weapon after physics movement. MWA reorders some of the code on 8/13 for multiplayer. When
2290 // adding something to this function, decide whether or not a client in a multiplayer game needs to do
2291 // what is normally done in a single player game. Things like plotting an object on a radar, effect
2292 // for exhaust are things that are done on all machines. Things which calculate weapon targets, new
2293 // velocities, etc, are server only functions and should go after the if ( !MULTIPLAYER_MASTER ) statement
2294 // See Allender if you cannot decide what to do.
2295 void weapon_process_post(object * obj, float frame_time)
2301 MONITOR_INC( NumWeapons, 1 );
2303 Assert(obj->type == OBJ_WEAPON);
2305 num = obj->instance;
2308 int objnum = OBJ_INDEX(obj);
2309 Assert( Weapons[num].objnum == objnum );
2314 wp->lifeleft -= frame_time;
2315 wip = &Weapon_info[wp->weapon_info_index];
2317 // check life left. Multiplayer client code will go through here as well. We must be careful in weapon_hit
2318 // when killing a missile that spawn child weapons!!!!
2319 if ( wp->lifeleft < 0.0f ) {
2320 if ( wip->subtype & WP_MISSILE ) {
2321 if(Game_mode & GM_MULTIPLAYER){
2322 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
2323 // nprintf(("AI", "Frame %i: Weapon %i detonated, dist = %7.3f!\n", Framecount, obj-Objects));
2324 weapon_detonate(obj);
2327 // nprintf(("AI", "Frame %i: Weapon %i detonated, dist = %7.3f!\n", Framecount, obj-Objects));
2328 weapon_detonate(obj);
2330 if (wip->wi_flags & WIF_HOMING) {
2332 // nprintf(("AI", "Miss! Hits = %i/%i\n", Homing_hits, (Homing_hits + Homing_misses)));
2335 obj->flags |= OF_SHOULD_BE_DEAD;
2336 // demo_do_flag_dead(OBJ_INDEX(obj));
2342 // plot homing missiles on the radar
2343 if (wip->wi_flags & WIF_HOMING) {
2344 if ( hud_gauge_active(HUD_RADAR) ) {
2345 radar_plot_object( obj );
2350 if ((wip->wi_flags & WIF_TRAIL) && !(wip->wi_flags & WIF_CORKSCREW)) {
2351 if ( wp->trail_num > -1 ) {
2352 if (trail_stamp_elapsed(wp->trail_num)) {
2354 trail_add_segment( wp->trail_num, &obj->pos );
2356 trail_set_stamp(wp->trail_num);
2358 trail_set_segment( wp->trail_num, &obj->pos );
2364 if ( wip->wi_flags & WIF_THRUSTER ) {
2365 ship_do_weapon_thruster_frame( wp, obj, flFrametime );
2368 // maybe play a "whizz sound" if close enough to view position
2370 if ( Weapon_flyby_sound_enabled ) {
2371 weapon_maybe_play_flyby_sound(obj, wp);
2374 weapon_maybe_play_flyby_sound(obj, wp);
2377 // If our target is still valid, then update some info.
2378 if (wp->target_num != -1) {
2379 if (Objects[wp->target_num].signature == wp->target_sig) {
2383 vm_vec_avg(&v0, &obj->pos, &obj->last_pos);
2385 cur_dist = vm_vec_dist_quick(&v0, &Objects[wp->target_num].pos);
2387 if (cur_dist < wp->nearest_dist) {
2388 wp->nearest_dist = cur_dist;
2389 } else if (cur_dist > wp->nearest_dist + 1.0f) {
2392 ai_info *parent_aip;
2393 float lead_scale = 0.0f;
2396 if (obj->parent != Player_obj-Objects) {
2397 parent_aip = &Ai_info[Ships[Objects[obj->parent].instance].ai_index];
2398 lead_scale = parent_aip->lead_scale;
2401 vm_vec_normalized_dir(&tvec, &v0, &Objects[wp->target_num].pos);
2402 dot = vm_vec_dot(&tvec, &Objects[wp->target_num].orient.v.fvec);
2403 // nprintf(("AI", "Miss dot = %7.3f, dist = %7.3f, lead_scale = %7.3f\n", dot, cur_dist, lead_scale));
2404 wp->target_num = -1;
2406 // Learn! If over-shooting or under-shooting, compensate.
2407 // Really need to compensate for left/right errors. This does no good against someone circling
2408 // in a plane perpendicular to the attacker's forward vector.
2409 if (parent_aip != NULL) {
2410 if (cur_dist > 100.0f)
2411 parent_aip->lead_scale = 0.0f;
2414 parent_aip->lead_scale += cur_dist/2000.0f;
2415 } else if (dot > 0.1f) {
2416 parent_aip->lead_scale -= cur_dist/2000.0f;
2419 if (fl_abs(parent_aip->lead_scale) > 1.0f){
2420 parent_aip->lead_scale *= 0.9f;
2427 if(wip->wi_flags & WIF_PARTICLE_SPEW){
2428 weapon_maybe_spew_particle(obj);
2431 // a single player or multiplayer server function -- it affects actual weapon movement.
2432 if (wip->wi_flags & WIF_HOMING) {
2433 weapon_home(obj, num, frame_time);
2435 /* if (wip->wi_flags & WIF_BOMB) {
2436 if (wip->lifetime - obj->lifeleft < 1.0f) {
2441 // If this is a swarm type missile,
2442 // if ( wip->wi_flags & WIF_SWARM )
2443 if ( wp->swarm_index >= 0 ) {
2444 swarm_update_direction(obj, frame_time);
2447 if( wp->cscrew_index >= 0) {
2448 cscrew_process_post(obj);
2453 // Update weapon tracking information.
2454 void weapon_set_tracking_info(int weapon_objnum, int parent_objnum, int target_objnum, int target_is_locked, ship_subsys *target_subsys)
2457 object *parent_objp;
2460 int targeting_same = 0;
2462 if ( weapon_objnum < 0 ) {
2466 Assert(Objects[weapon_objnum].type == OBJ_WEAPON);
2468 wp = &Weapons[Objects[weapon_objnum].instance];
2469 wip = &Weapon_info[wp->weapon_info_index];
2470 parent_objp = &Objects[parent_objnum];
2472 Assert(parent_objp->type == OBJ_SHIP);
2473 ai_index = Ships[parent_objp->instance].ai_index;
2475 if ( ai_index >= 0 ) {
2476 int target_team = -1;
2477 if ( target_objnum >= 0 ) {
2478 int obj_type = Objects[target_objnum].type;
2479 if ( (obj_type == OBJ_SHIP) || (obj_type == OBJ_WEAPON) ) {
2480 target_team = obj_team(&Objects[target_objnum]);
2484 // determining if we're targeting the same team
2485 if(Ships[parent_objp->instance].team == target_team){
2491 if ((target_objnum != -1) && (!targeting_same || ((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT) && (target_team == TEAM_TRAITOR))) ) {
2492 wp->target_num = target_objnum;
2493 wp->target_sig = Objects[target_objnum].signature;
2494 wp->nearest_dist = 99999.0f;
2495 if ( (wip->wi_flags & WIF_HOMING_ASPECT) && target_is_locked) {
2496 wp->homing_object = &Objects[target_objnum];
2497 wp->homing_subsys = target_subsys;
2498 weapon_maybe_play_warning(wp);
2499 } else if ( wip->wi_flags & WIF_HOMING_HEAT ) {
2500 // Make a heat seeking missile try to home. If the target is outside the view cone, it will
2501 // immediately drop it and try to find one in its view cone.
2502 if (target_objnum != -1) {
2503 wp->homing_object = &Objects[target_objnum];
2504 weapon_maybe_play_warning(wp);
2506 wp->homing_object = &obj_used_list;
2508 wp->homing_subsys = target_subsys;
2511 wp->target_num = -1;
2512 wp->target_sig = -1;
2515 // If missile is locked on target, increase its lifetime by 20% since missiles can be fired at limit of range
2516 // as defined by velocity*lifeleft, but missiles often slow down a bit, plus can be fired at a moving away target.
2517 // Confusing to many players when their missiles run out of gas before getting to target.
2518 // DB - removed 7:14 pm 9/6/99. was totally messing up lifetimes for all weapons.
2519 // 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
2520 // put a sanity check in the color changing laser code that was broken by this code.
2521 if (target_is_locked && (wp->target_num != -1) && (wip->wi_flags & WIF_HOMING_ASPECT) ) {
2522 wp->lifeleft *= 1.2f;
2525 ai_update_danger_weapon(target_objnum, weapon_objnum);
2530 // weapon_create() will create a weapon object
2532 // Returns: index of weapon in the Objects[] array, -1 if the weapon object was not created
2533 int Weapons_created = 0;
2534 int weapon_create( vector * pos, matrix * orient, int weapon_id, int parent_objnum, int secondary_flag, int group_id, int is_locked )
2538 object *objp, *parent_objp;
2542 Assert(weapon_id >= 0 && weapon_id < Num_weapon_types);
2544 // beam weapons should never come through here!
2545 Assert(!(Weapon_info[weapon_id].wi_flags & WIF_BEAM));
2548 if (Num_weapons >= MAX_WEAPONS-5) {
2550 //No, do remove for AI ships -- MK, 3/12/98 // don't need to try and delete weapons for ai ships
2551 //if ( !(Objects[parent_objnum].flags & OF_PLAYER_SHIP) )
2554 num_deleted = collide_remove_weapons();
2555 nprintf(("WARNING", "Deleted %d weapons because of lack of slots\n", num_deleted));
2556 if (num_deleted == 0){
2561 for (n=0; n<MAX_WEAPONS; n++ ){
2562 if (Weapons[n].weapon_info_index < 0){
2567 if (n == MAX_WEAPONS) {
2568 // if we supposedly deleted weapons above, what happened here!!!!
2570 Int3(); // get allender -- something funny is going on!!!
2577 objnum = obj_create( OBJ_WEAPON, parent_objnum, n, orient, pos, 2.0f, OF_RENDERS | OF_COLLIDES | OF_PHYSICS );
2578 Assert(objnum >= 0);
2579 Assert(First_secondary_index != -1);
2580 objp = &Objects[objnum];
2583 if(parent_objnum >= 0){
2584 parent_objp = &Objects[parent_objnum];
2589 wip = &Weapon_info[weapon_id];
2591 // check if laser or dumbfire missile
2592 // set physics flag to allow optimization
2593 if ((wip->subtype == WP_LASER) || ((wip->subtype == WP_MISSILE) && !(wip->wi_flags & WIF_HOMING))) {
2595 objp->phys_info.flags |= PF_CONST_VEL;
2598 wp->weapon_info_index = weapon_id;
2599 wp->lifeleft = wip->lifetime;
2601 wp->objnum = objnum;
2602 wp->homing_object = &obj_used_list; // Assume not homing on anything.
2603 wp->homing_subsys = NULL;
2604 wp->creation_time = Missiontime;
2605 wp->group_id = group_id;
2607 // we don't necessarily need a parent
2608 if(parent_objp != NULL){
2609 Assert(parent_objp->type == OBJ_SHIP); // Get Mike, a non-ship has fired a weapon!
2610 Assert((parent_objp->instance >= 0) && (parent_objp->instance < MAX_SHIPS));
2611 wp->team = Ships[parent_objp->instance].team;
2612 wp->species = Ship_info[Ships[parent_objp->instance].ship_info_index].species;
2617 wp->turret_subsys = NULL;
2618 vm_vec_zero(&wp->homing_pos);
2619 wp->weapon_flags = 0;
2620 wp->target_sig = -1;
2621 wp->cmeasure_ignore_objnum = -1;
2622 wp->cmeasure_chase_objnum = -1;
2624 // Init the thruster info
2625 wp->thruster_bitmap = -1;
2626 wp->thruster_frame = 0.0f;
2627 wp->thruster_glow_bitmap = -1;
2628 wp->thruster_glow_noise = 1.0f;
2629 wp->thruster_glow_frame = 0.0f;
2631 if ( wip->wi_flags & WIF_SWARM ) {
2632 wp->swarm_index = (short)swarm_create();
2634 wp->swarm_index = -1;
2637 // if this is a particle spewing weapon, setup some stuff
2638 if(wip->wi_flags & WIF_PARTICLE_SPEW){
2639 wp->particle_spew_time = -1;
2642 // assign the network signature. The starting sig is sent to all clients, so this call should
2643 // result in the same net signature numbers getting assigned to every player in the game
2644 if ( Game_mode & GM_MULTIPLAYER ) {
2645 if(wip->subtype == WP_MISSILE){
2646 Objects[objnum].net_signature = multi_assign_network_signature( MULTI_SIG_NON_PERMANENT );
2648 // for weapons that respawn, add the number of respawnable weapons to the net signature pool
2649 // to reserve N signatures for the spawned weapons
2650 if ( wip->wi_flags & WIF_SPAWN ){
2651 multi_set_network_signature( (ushort)(Objects[objnum].net_signature + wip->spawn_count), MULTI_SIG_NON_PERMANENT );
2654 Objects[objnum].net_signature = multi_assign_network_signature( MULTI_SIG_NON_PERMANENT );
2656 // for multiplayer clients, when creating lasers, add some more life to the lasers. This helps
2657 // to overcome some problems associated with lasers dying on client machine before they get message
2658 // from server saying it hit something.
2659 // removed 1/13/98 -- MWA if ( MULTIPLAYER_CLIENT && (wip->subtype == WP_LASER) )
2660 // removed 1/13/98 -- MWA wp->lifeleft += 1.5f;
2663 // Make remote detonate missiles look like they're getting detonated by firer simply by giving them variable lifetimes.
2664 if (!(Objects[parent_objnum].flags & OF_PLAYER_SHIP) && (wip->wi_flags & WIF_REMOTE)) {
2667 if ( Game_mode & GM_NORMAL ){
2670 rand_val = static_randf(Objects[objnum].net_signature);
2673 wp->lifeleft = wp->lifeleft/2.0f + rand_val * wp->lifeleft/2.0f;
2676 objp->phys_info.mass = wip->mass;
2677 objp->phys_info.side_slip_time_const = 0.0f;
2678 objp->phys_info.rotdamp = 0.0f;
2679 vm_vec_zero(&objp->phys_info.max_vel);
2680 objp->phys_info.max_vel.xyz.z = wip->max_speed;
2681 vm_vec_zero(&objp->phys_info.max_rotvel);
2682 objp->shields[0] = wip->damage;
2683 if (wip->wi_flags & WIF_BOMB){
2684 objp->hull_strength = 50.0f;
2686 objp->hull_strength = 0.0f;
2689 if ( wip->subtype == WP_MISSILE ){
2690 objp->radius = model_get_radius(wip->model_num);
2691 } else if ( wip->subtype == WP_LASER ) {
2692 objp->radius = wip->laser_head_radius;
2695 // Set desired velocity and initial velocity.
2696 // For lasers, velocity is always the same.
2697 // For missiles, it is a small amount plus the firing ship's velocity.
2698 // For missiles, the velocity trends towards some goal.
2699 // Note: If you change how speed works here, such as adding in speed of parent ship, you'll need to change the AI code
2700 // that predicts collision points. See Mike Kulas or Dave Andsager. (Or see ai_get_weapon_speed().)
2701 if (!(wip->wi_flags & WIF_HOMING)) {
2702 vm_vec_copy_scale(&objp->phys_info.desired_vel, &objp->orient.v.fvec, objp->phys_info.max_vel.xyz.z );
2703 objp->phys_info.vel = objp->phys_info.desired_vel;
2704 objp->phys_info.speed = vm_vec_mag(&objp->phys_info.desired_vel);
2706 // For weapons that home, set velocity to sum of forward component of parent's velocity and 1/4 weapon's max speed.
2707 // Note that it is important to extract the forward component of the parent's velocity to factor out sliding, else
2708 // the missile will not be moving forward.
2709 if(parent_objp != NULL){
2710 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 );
2712 vm_vec_copy_scale(&objp->phys_info.desired_vel, &objp->orient.v.fvec, objp->phys_info.max_vel.xyz.z/4 );
2714 objp->phys_info.vel = objp->phys_info.desired_vel;
2715 objp->phys_info.speed = vm_vec_mag(&objp->phys_info.vel);
2718 // create the corkscrew
2719 if ( wip->wi_flags & WIF_CORKSCREW ) {
2720 wp->cscrew_index = (short)cscrew_create(objp);
2722 wp->cscrew_index = -1;
2725 // if this is a flak weapon shell, make it so
2726 // NOTE : this function will change some fundamental things about the weapon object
2727 if ( wip->wi_flags & WIF_FLAK ){
2730 wp->flak_index = -1;
2733 wp->missile_list_index = -1;
2734 // If this is a missile, then add it to the Missile_obj_list
2735 if ( wip->subtype == WP_MISSILE ) {
2736 wp->missile_list_index = missile_obj_list_add(objnum);
2739 if (wip->wi_flags & WIF_TRAIL /*&& !(wip->wi_flags & WIF_CORKSCREW) */) {
2740 wp->trail_num = trail_create(wip->tr_info);
2742 if ( wp->trail_num > -1 ) {
2743 // Add two segments. One to stay at launch pos, one to move.
2744 trail_add_segment( wp->trail_num, &objp->pos );
2745 trail_add_segment( wp->trail_num, &objp->pos );
2749 // Ensure weapon flyby sound doesn't get played for player lasers
2750 if ( parent_objp == Player_obj ) {
2751 wp->weapon_flags |= WF_PLAYED_FLYBY_SOUND;
2754 wp->pick_big_attack_point_timestamp = timestamp(1);
2756 // Set detail levels for POF-type weapons.
2757 if (Weapon_info[wp->weapon_info_index].model_num != -1) {
2760 pm = model_get(Weapon_info[wp->weapon_info_index].model_num);
2762 for (i=0; i<pm->n_detail_levels; i++){
2763 pm->detail_depth[i] = (objp->radius*20.0f + 20.0f) * i;
2767 // if the weapon was fired locked
2769 wp->weapon_flags |= WF_LOCKED_WHEN_FIRED;
2776 // Spawn child weapons from object *objp.
2777 void spawn_child_weapons(object *objp)
2782 ushort starting_sig;
2786 Assert(objp->type == OBJ_WEAPON);
2787 Assert((objp->instance >= 0) && (objp->instance < MAX_WEAPONS));
2789 wp = &Weapons[objp->instance];
2790 Assert((wp->weapon_info_index >= 0) && (wp->weapon_info_index < MAX_WEAPON_TYPES));
2791 wip = &Weapon_info[wp->weapon_info_index];
2793 child_id = wip->spawn_type;
2795 parent_num = objp->parent;
2797 if ((Objects[parent_num].type != objp->parent_type) || (Objects[parent_num].signature != objp->parent_sig)) {
2798 mprintf(("Warning: Parent of spawn weapon does not exist. Not spawning.\n"));
2803 if ( Game_mode & GM_MULTIPLAYER ) {
2804 // get the next network signature and save it. Set the next usable network signature to be
2805 // the passed in objects signature + 1. We "reserved" N of these slots when we created objp
2806 // for it's spawned children.
2807 starting_sig = multi_get_next_network_signature( MULTI_SIG_NON_PERMANENT );
2808 multi_set_network_signature( objp->net_signature, MULTI_SIG_NON_PERMANENT );
2811 for (i=0; i<wip->spawn_count; i++) {
2816 // for multiplayer, use the static randvec functions based on the network signatures to provide
2817 // the randomness so that it is the same on all machines.
2818 if ( Game_mode & GM_MULTIPLAYER ){
2819 static_randvec(objp->net_signature + i, &tvec);
2821 vm_vec_rand_vec_quick(&tvec);
2823 vm_vec_scale_add(&pos, &objp->pos, &tvec, objp->radius);
2825 vm_vector_2_matrix(&orient, &tvec, NULL, NULL);
2826 weapon_objnum = weapon_create(&pos, &orient, child_id, parent_num, 1, -1, wp->weapon_flags & WF_LOCKED_WHEN_FIRED);
2828 // Assign a little randomness to lifeleft so they don't all disappear at the same time.
2829 if (weapon_objnum != -1) {
2832 if ( Game_mode & GM_NORMAL ){
2835 rand_val = static_randf(objp->net_signature + i);
2838 Weapons[Objects[weapon_objnum].instance].lifeleft *= rand_val*0.4f + 0.8f;
2843 // in multiplayer, reset the next network signature to the one that was saved.
2844 if ( Game_mode & GM_MULTIPLAYER ){
2845 multi_set_network_signature( starting_sig, MULTI_SIG_NON_PERMANENT );
2849 // -----------------------------------------------------------------------
2850 // weapon_hit_do_sound()
2852 // Play a sound effect when a weapon hits a ship
2854 // To elimate the "stereo" effect of two lasers hitting at nearly
2855 // the same time, and to reduce the number of sound channels used,
2856 // only play one impact sound if IMPACT_SOUND_DELTA has elapsed
2858 // Note: Uses Weapon_impact_timer global for timer variable
2860 void weapon_hit_do_sound(object *hit_obj, weapon_info *wip, vector *hitpos)
2865 // If non-missiles (namely lasers) expire without hitting a ship, don't play impact sound
2866 if ( wip->subtype != WP_MISSILE ) {
2868 // flak weapons make sounds
2869 if(wip->wi_flags & WIF_FLAK){
2870 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2875 switch(hit_obj->type) {
2881 if ( timestamp_elapsed(Weapon_impact_timer) ) {
2882 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2883 Weapon_impact_timer = timestamp(IMPACT_SOUND_DELTA);
2893 if ( hit_obj == NULL ) {
2894 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2898 if ( timestamp_elapsed(Weapon_impact_timer) ) {
2901 if ( hit_obj->type == OBJ_SHIP ) {
2902 shield_str = ship_quadrant_shield_strength(hit_obj, hitpos);
2907 // play a shield hit if shields are above 10% max in this quadrant
2908 if ( shield_str > 0.1f ) {
2912 if ( !is_hull_hit ) {
2913 // Play a shield impact sound effect
2914 if ( hit_obj == Player_obj ) {
2915 snd_play_3d( &Snds[SND_SHIELD_HIT_YOU], hitpos, &Eye_position );
2916 // AL 12-15-97: Add missile impact sound even when shield is hit
2917 if ( wip->subtype == WP_MISSILE ) {
2918 snd_play_3d( &Snds[SND_PLAYER_HIT_MISSILE], hitpos, &Eye_position);
2921 snd_play_3d( &Snds[SND_SHIELD_HIT], hitpos, &Eye_position );
2924 // Play a hull impact sound effect
2925 switch ( wip->subtype ) {
2927 if ( hit_obj == Player_obj )
2928 snd_play_3d( &Snds[SND_PLAYER_HIT_LASER], hitpos, &Eye_position );
2930 if ( wip->impact_snd != -1 ) {
2931 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2936 if ( hit_obj == Player_obj )
2937 snd_play_3d( &Snds[SND_PLAYER_HIT_MISSILE], hitpos, &Eye_position);
2939 if ( wip->impact_snd != -1 ) {
2940 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2945 nprintf(("Warning","WARNING ==> Cannot determine sound to play for weapon impact\n"));
2950 Weapon_impact_timer = timestamp(IMPACT_SOUND_DELTA);
2954 // distrupt any subsystems that fall into damage sphere of this Electronics missile
2956 // input: ship_obj => pointer to ship that holds subsystem
2957 // blast_pos => world pos of weapon blast
2958 // wi_index => weapon info index of weapon causing blast
2959 void weapon_do_electronics_affect(object *ship_objp, vector *blast_pos, int wi_index)
2964 model_subsystem *psub;
2965 vector subsys_world_pos;
2968 shipp = &Ships[ship_objp->instance];
2969 wip = &Weapon_info[wi_index];
2971 for ( ss = GET_FIRST(&shipp->subsys_list); ss != END_OF_LIST(&shipp->subsys_list); ss = GET_NEXT(ss) ) {
2972 psub = ss->system_info;
2974 // convert subsys point to world coords
2975 vm_vec_unrotate(&subsys_world_pos, &psub->pnt, &ship_objp->orient);
2976 vm_vec_add2(&subsys_world_pos, &ship_objp->pos);
2978 // see if subsys point is within damage sphere
2979 dist = vm_vec_dist_quick(blast_pos, &subsys_world_pos);
2980 if ( dist < wip->outer_radius ) {
2981 ship_subsys_set_disrupted(ss, fl2i(6000.0f + frand()*4000.0f));
2986 // ----------------------------------------------------------------------
2987 // weapon_area_calc_damage()
2989 // Calculate teh damage for an object based on the location of an area-effect
2992 // input: objp => object pointer ship receiving blast effect
2993 // pos => world pos of blast center
2994 // inner_rad => smallest radius at which full damage is done
2995 // outer_rad => radius at which no damage is done
2996 // max_blast => maximum blast possible from explosion
2997 // max_damage => maximum damage possible from explosion
2998 // blast => OUTPUT PARAMETER: receives blast value from explosion
2999 // damage => OUTPUT PARAMETER: receives damage value from explosion
3000 // limit => a limit on the area, needed for shockwave damage
3002 // returns: no damage occurred => -1
3003 // damage occured => 0
3005 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)
3007 float dist, max_dist, min_dist;
3009 // only blast ships and asteroids
3010 if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_ASTEROID)) {
3014 max_dist = objp->radius + outer_rad;
3015 dist = vm_vec_dist_quick(&objp->pos, pos);
3016 if ( (dist > max_dist) || (dist > (limit+objp->radius)) ) {
3017 return -1; // spheres don't intersect at all
3020 if ( dist < (inner_rad+objp->radius) ) {
3021 // damage is maximum within inner radius
3022 *damage = max_damage;
3025 float dist_to_outer_rad_squared, total_dist_squared;
3026 min_dist = dist - objp->radius;
3027 Assert(min_dist < outer_rad);
3028 dist_to_outer_rad_squared = (outer_rad-min_dist)*(outer_rad-min_dist);
3029 total_dist_squared = (inner_rad-outer_rad)*(inner_rad-outer_rad);
3030 // AL 2-24-98: drop off damage relative to square of distance
3031 Assert(dist_to_outer_rad_squared <= total_dist_squared);
3032 *damage = max_damage * dist_to_outer_rad_squared/total_dist_squared;
3035 // *damage = (min_dist - outer_rad) * max_damage/(inner_rad - outer_rad);
3036 *blast = (min_dist - outer_rad) * max_blast /(inner_rad - outer_rad);
3039 // nprintf(("AI", "Frame %i: Damage = %7.3f, %7.3f meters away.\n", Framecount, *damage, dist));
3044 // ----------------------------------------------------------------------
3045 // weapon_area_apply_blast()
3047 // Apply the blast effects of an explosion to a ship
3049 // input: force_apply_pos => world pos of where force is applied to object
3050 // ship_obj => object pointer of ship receiving the blast
3051 // blast_pos => world pos of blast center
3052 // blast => force of blast
3053 // make_shockwave => boolean, whether to create a shockwave or not
3055 void weapon_area_apply_blast(vector *force_apply_pos, object *ship_obj, vector *blast_pos, float blast, int make_shockwave)
3057 #define SHAKE_CONST 3000
3058 vector force, vec_blast_to_ship, vec_ship_to_impact;
3061 // apply blast force based on distance from center of explosion
3062 vm_vec_sub(&vec_blast_to_ship, &ship_obj->pos, blast_pos);
3063 vm_vec_normalize_safe(&vec_blast_to_ship);
3064 vm_vec_copy_scale(&force, &vec_blast_to_ship, blast );
3067 vm_vec_sub(&vec_ship_to_impact, blast_pos, &ship_obj->pos);
3069 pm = model_get(Ships[ship_obj->instance].modelnum);
3070 Assert ( pm != NULL );
3072 if (make_shockwave) {
3073 physics_apply_shock (&force, blast, &ship_obj->phys_info, &ship_obj->orient, &pm->mins, &pm->maxs, pm->rad);
3074 if (ship_obj == Player_obj) {
3075 joy_ff_play_vector_effect(&vec_blast_to_ship, blast * 2.0f);
3078 ship_apply_whack( &force, &vec_ship_to_impact, ship_obj);
3082 // ----------------------------------------------------------------------
3083 // weapon_do_area_effect()
3085 // Do the area effect for a weapon
3087 // input: wobjp => object pointer to weapon causing explosion
3088 // pos => world pos of explosion center
3089 // other_obj => object pointer to ship that weapon impacted on (can be NULL)
3091 void weapon_do_area_effect(object *wobjp, vector *pos, object *other_obj)
3096 float damage, blast;
3098 wip = &Weapon_info[Weapons[wobjp->instance].weapon_info_index];
3099 wp = &Weapons[wobjp->instance];
3100 Assert(wip->inner_radius != 0);
3102 // only blast ships and asteroids
3103 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
3104 if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_ASTEROID) ) {
3108 if ( objp->type == OBJ_SHIP ) {
3109 // don't blast navbuoys
3110 if ( ship_get_SIF(objp->instance) & SIF_NAVBUOY ) {
3115 if ( weapon_area_calc_damage(objp, pos, wip->inner_radius, wip->outer_radius, wip->blast_force, wip->damage, &blast, &damage, wip->outer_radius) == -1 ){
3120 damage *= weapon_get_damage_scale(wip, wobjp, other_obj);
3122 switch ( objp->type ) {
3124 ship_apply_global_damage(objp, wobjp, pos, damage);
3125 weapon_area_apply_blast(NULL, objp, pos, blast, 0);
3128 asteroid_hit(objp, NULL, NULL, damage);
3137 // if this weapon has the "Electronics" flag set, then disrupt subsystems in sphere
3138 if ( (other_obj != NULL) && (wip->wi_flags & WIF_ELECTRONICS) ) {
3139 if ( other_obj->type == OBJ_SHIP ) {
3140 weapon_do_electronics_affect(other_obj, pos, Weapons[wobjp->instance].weapon_info_index);
3146 // ----------------------------------------------------------------------
3149 // This function is called when a weapon hits something (or, in the case of
3150 // missiles explodes for any particular reason)
3152 void weapon_hit( object * weapon_obj, object * other_obj, vector * hitpos )
3154 Assert(weapon_obj != NULL);
3155 if(weapon_obj == NULL){
3158 Assert((weapon_obj->type == OBJ_WEAPON) && (weapon_obj->instance >= 0) && (weapon_obj->instance < MAX_WEAPONS));
3159 if((weapon_obj->type != OBJ_WEAPON) || (weapon_obj->instance < 0) || (weapon_obj->instance >= MAX_WEAPONS)){
3163 int num = weapon_obj->instance;
3164 int weapon_type = Weapons[num].weapon_info_index;
3165 object *weapon_parent_objp;
3169 Assert((weapon_type >= 0) && (weapon_type < MAX_WEAPONS));
3170 if((weapon_type < 0) || (weapon_type >= MAX_WEAPONS)){
3173 wip = &Weapon_info[weapon_type];
3174 weapon_parent_objp = &Objects[weapon_obj->parent];
3176 // if this is the player ship, and is a laser hit, skip it. wait for player "pain" to take care of it
3177 // if( ((wip->subtype != WP_LASER) || !MULTIPLAYER_CLIENT) && (Player_obj != NULL) && (other_obj == Player_obj) ){
3178 if((other_obj != Player_obj) || (wip->subtype != WP_LASER) || !MULTIPLAYER_CLIENT){
3179 weapon_hit_do_sound(other_obj, wip, hitpos);
3182 if ( wip->impact_weapon_expl_index > -1 ) {
3183 int expl_ani_handle = weapon_get_expl_handle(wip->impact_weapon_expl_index, hitpos, wip->impact_explosion_radius);
3184 particle_create( hitpos, &vmd_zero_vector, 0.0f, wip->impact_explosion_radius, PARTICLE_BITMAP_PERSISTENT, expl_ani_handle );
3187 weapon_obj->flags |= OF_SHOULD_BE_DEAD;
3189 int sw_flag = SW_WEAPON;
3191 // check if this is an area effect weapon
3192 if ( wip->wi_flags & WIF_AREA_EFFECT ) {
3193 // if ( wip->subtype & WP_MISSILE && wip->wi_flags & WIF_AREA_EFFECT ) {
3194 if ( wip->wi_flags & WIF_SHOCKWAVE ) {
3195 float actual_damage = wip->damage;
3196 // Shockwaves caused by weapons hitting weapons are 1/4 as powerful
3197 if ( ((other_obj) && (other_obj->type == OBJ_WEAPON)) || (Weapons[num].weapon_flags & WF_DESTROYED_BY_WEAPON)) {
3198 actual_damage /= 4.0f;
3199 sw_flag |= SW_WEAPON_KILL;
3201 shockwave_create_info sci;
3202 sci.blast = wip->blast_force;
3203 sci.damage = actual_damage;
3204 sci.inner_rad = wip->inner_radius;
3205 sci.outer_rad = wip->outer_radius;
3206 sci.speed = wip->shockwave_speed;
3207 sci.rot_angle = 0.0f;
3209 shockwave_create(OBJ_INDEX(weapon_obj), hitpos, &sci, sw_flag);
3210 // snd_play_3d( &Snds[SND_SHOCKWAVE_IMPACT], hitpos, &Eye_position );
3213 weapon_do_area_effect(weapon_obj, hitpos, other_obj);
3217 // check if this is an EMP weapon
3218 if(wip->wi_flags & WIF_EMP){
3219 emp_apply(&weapon_obj->pos, wip->inner_radius, wip->outer_radius, wip->emp_intensity, wip->emp_time);
3222 // spawn weapons - note the change from FS 1 multiplayer.
3223 if (wip->wi_flags & WIF_SPAWN){
3224 spawn_child_weapons(weapon_obj);
3228 void weapon_detonate(object *objp)
3230 Assert(objp != NULL);
3234 Assert((objp->type == OBJ_WEAPON) && (objp->instance >= 0));
3235 if((objp->type != OBJ_WEAPON) || (objp->instance < 0)){
3239 // send a detonate packet in multiplayer
3240 if(MULTIPLAYER_MASTER){
3241 send_weapon_detonate_packet(objp);
3245 weapon_hit(objp, NULL, &objp->pos);
3248 // Return the Weapon_info[] index of the weapon with name *name.
3249 int weapon_name_lookup(char *name)
3253 for ( i=0; i < Num_weapon_types; i++) {
3254 if (!stricmp(name, Weapon_info[i].name)) {
3262 // Group_id: If you should quad lasers, they should all have the same group id.
3263 // This will be used to optimize lighting, since each group only needs to cast one light.
3264 // Call this to get a new group id, then pass it to each weapon_create call for all the
3265 // weapons in the group. Number will be between 0 and WEAPON_MAX_GROUP_IDS and will
3267 int weapon_create_group_id()
3269 static int current_id = 0;
3274 if ( current_id >= WEAPON_MAX_GROUP_IDS ) {
3281 void weapons_page_in()
3285 // Page in bitmaps for all weapons
3286 for (i=0; i<Num_weapon_types; i++ ) {
3287 weapon_info *wip = &Weapon_info[i];
3289 wip->wi_flags &= (~WIF_THRUSTER); // Assume no thrusters
3291 switch( wip->render_type ) {
3294 wip->model_num = model_load( wip->pofbitmap_name, 0, NULL );
3296 polymodel *pm = model_get( wip->model_num );
3298 // If it has a model, and the model pof has thrusters, then set
3300 if ( pm->n_thrusters > 0 ) {
3301 //mprintf(( "Weapon %s has thrusters!\n", wip->name ));
3302 wip->wi_flags |= WIF_THRUSTER;
3305 for (j=0; j<pm->n_textures; j++ ) {
3306 int bitmap_num = pm->original_textures[j];
3308 if ( bitmap_num > -1 ) {
3309 // if we're in Glide (and maybe later with D3D), use nondarkening textures
3310 if(gr_screen.mode == GR_GLIDE){
3311 bm_page_in_nondarkening_texture( bitmap_num );
3313 bm_page_in_texture( bitmap_num );
3322 bm_page_in_texture( wip->laser_bitmap );
3324 if(wip->laser_glow_bitmap >= 0){
3325 bm_page_in_texture(wip->laser_glow_bitmap);
3331 Int3(); // Invalid weapon rendering type.
3334 // If this has an impact vclip page it in.
3335 // if ( wip->impact_explosion_ani > -1 ) {
3336 // int nframes, fps;
3337 // bm_get_info( wip->impact_explosion_ani, NULL, NULL, NULL, &nframes, &fps );
3338 // bm_page_in_xparent_texture( wip->impact_explosion_ani, nframes );
3342 if ( (wip->wi_flags & WIF_TRAIL) && (wip->tr_info.bitmap > -1) ) {
3343 bm_page_in_texture( wip->tr_info.bitmap );
3346 // if this is a beam weapon, page in its stuff
3347 if(wip->wi_flags & WIF_BEAM){
3348 // all beam sections
3349 for(idx=0; idx<wip->b_info.beam_num_sections; idx++){
3350 if((idx < MAX_BEAM_SECTIONS) && (wip->b_info.sections[idx].texture >= 0)){
3351 bm_page_in_texture(wip->b_info.sections[idx].texture);
3356 if(wip->b_info.beam_glow_bitmap >= 0){
3357 bm_page_in_texture(wip->b_info.beam_glow_bitmap);
3361 if(wip->b_info.beam_particle_ani >= 0){
3363 bm_get_info( wip->b_info.beam_particle_ani, NULL, NULL, NULL, &nframes, &fps );
3364 bm_page_in_texture( wip->b_info.beam_particle_ani, nframes );
3370 for (i=0; i<Num_weapon_expl; i++) {
3371 int bitmap_handle, nframes, fps;
3373 for (j=0; j<Weapon_expl_info[i].lod_count; j++) {
3375 bitmap_handle = bm_load_animation(Weapon_expl_info[i].lod[j].filename, &nframes, &fps, 1);
3376 Weapon_expl_info[i].lod[j].bitmap_id = bitmap_handle;
3377 Weapon_expl_info[i].lod[j].fps = fps;
3378 Weapon_expl_info[i].lod[j].num_frames = nframes;
3381 bm_page_in_xparent_texture(bitmap_handle, nframes);
3386 for (i=0; i<Num_cmeasure_types; i++ ) {
3387 cmeasure_info *cmeasurep;
3389 cmeasurep = &Cmeasure_info[i];
3391 cmeasurep->model_num = model_load( cmeasurep->pof_name, 0, NULL );
3393 polymodel *pm = model_get( cmeasurep->model_num );
3395 for (j=0; j<pm->n_textures; j++ ) {
3396 int bitmap_num = pm->original_textures[j];
3398 if ( bitmap_num > -1 ) {
3399 bm_page_in_texture( bitmap_num );
3402 Assert( cmeasurep->model_num > -1 );
3407 // call to get the "color" of the laser at the given moment (since glowing lasers can cycle colors)
3408 void weapon_get_laser_color(color *c, object *objp)
3420 Assert(objp->type == OBJ_WEAPON);
3421 Assert(objp->instance >= 0);
3422 Assert(Weapons[objp->instance].weapon_info_index >= 0);
3423 if((objp->type != OBJ_WEAPON) || (objp->instance < 0) || (Weapons[objp->instance].weapon_info_index < 0)){
3426 wep = &Weapons[objp->instance];
3427 winfo = &Weapon_info[wep->weapon_info_index];
3429 // if we're a one-color laser
3430 if((winfo->laser_color_2.red == 0) && (winfo->laser_color_2.green == 0) && (winfo->laser_color_2.blue == 0)){
3431 *c = winfo->laser_color_1;
3435 pct = 1.0f - (wep->lifeleft / winfo->lifetime);
3438 } else if (pct < 0.0f)
3443 // otherwise interpolate between the colors
3444 gr_init_color( c, (int)((float)winfo->laser_color_1.red + (((float)winfo->laser_color_2.red - (float)winfo->laser_color_1.red) * pct)),
3445 (int)((float)winfo->laser_color_1.green + (((float)winfo->laser_color_2.green - (float)winfo->laser_color_1.green) * pct)),
3446 (int)((float)winfo->laser_color_1.blue + (((float)winfo->laser_color_2.blue - (float)winfo->laser_color_1.blue) * pct)) );
3449 // default weapon particle spew data
3450 int Weapon_particle_spew_count = 1;
3451 int Weapon_particle_spew_time = 25;
3452 float Weapon_particle_spew_vel = 0.4f;
3453 float Weapon_particle_spew_radius = 2.0f;
3454 float Weapon_particle_spew_lifetime = 0.15f;
3455 float Weapon_particle_spew_scale = 0.8f;
3457 // for weapons flagged as particle spewers, spew particles. wheee
3458 void weapon_maybe_spew_particle(object *obj)
3462 vector direct, direct_temp, particle_pos;
3463 vector null_vec = ZERO_VECTOR;
3468 Assert(obj->type == OBJ_WEAPON);
3469 Assert(obj->instance >= 0);
3470 Assert(Weapons[obj->instance].weapon_info_index >= 0);
3471 Assert(Weapon_info[Weapons[obj->instance].weapon_info_index].wi_flags & WIF_PARTICLE_SPEW);
3473 wp = &Weapons[obj->instance];
3475 // if the weapon's particle timestamp has elapse`d
3476 if((wp->particle_spew_time == -1) || timestamp_elapsed(wp->particle_spew_time)){
3477 // reset the timestamp
3478 wp->particle_spew_time = timestamp(Weapon_particle_spew_time);
3480 // spew some particles
3481 for(idx=0; idx<Weapon_particle_spew_count; idx++){
3482 // get the backward vector of the weapon
3483 direct = obj->orient.v.fvec;
3484 vm_vec_negate(&direct);
3486 // randomly perturb x, y and z
3489 ang = fl_radian(frand_range(-90.0f, 90.0f));
3490 vm_rot_point_around_line(&direct_temp, &direct, ang, &null_vec, &obj->orient.v.fvec);
3491 direct = direct_temp;
3492 vm_vec_scale(&direct, Weapon_particle_spew_scale);
3495 ang = fl_radian(frand_range(-90.0f, 90.0f));
3496 vm_rot_point_around_line(&direct_temp, &direct, ang, &null_vec, &obj->orient.v.rvec);
3497 direct = direct_temp;
3498 vm_vec_scale(&direct, Weapon_particle_spew_scale);
3501 ang = fl_radian(frand_range(-90.0f, 90.0f));
3502 vm_rot_point_around_line(&direct_temp, &direct, ang, &null_vec, &obj->orient.v.uvec);
3503 direct = direct_temp;
3504 vm_vec_scale(&direct, Weapon_particle_spew_scale);
3506 // get a velovity vector of some percentage of the weapon's velocity
3507 vel = obj->phys_info.vel;
3508 vm_vec_scale(&vel, Weapon_particle_spew_vel);
3510 // emit the particle
3511 vm_vec_add(&particle_pos, &obj->pos, &direct);
3512 particle_create(&particle_pos, &vel, Weapon_particle_spew_lifetime, Weapon_particle_spew_radius, PARTICLE_SMOKE);
3517 // debug console functionality
3518 void pspew_display_dcf()
3520 dc_printf("Particle spew settings\n\n");
3521 dc_printf("Particle spew count (pspew_count) : %d\n", Weapon_particle_spew_count);
3522 dc_printf("Particle spew time (pspew_time) : %d\n", Weapon_particle_spew_time);
3523 dc_printf("Particle spew velocity (pspew_vel) : %f\n", Weapon_particle_spew_vel);
3524 dc_printf("Particle spew size (pspew_size) : %f\n", Weapon_particle_spew_radius);
3525 dc_printf("Particle spew lifetime (pspew_life) : %f\n", Weapon_particle_spew_lifetime);
3526 dc_printf("Particle spew scale (psnew_scale) : %f\n", Weapon_particle_spew_scale);
3529 DCF(pspew_count, "Number of particles spewed at a time")
3531 dc_get_arg(ARG_INT);
3532 if(Dc_arg_type & ARG_INT){
3533 Weapon_particle_spew_count = Dc_arg_int;
3536 pspew_display_dcf();
3539 DCF(pspew_time, "Time between particle spews")
3541 dc_get_arg(ARG_INT);
3542 if(Dc_arg_type & ARG_INT){
3543 Weapon_particle_spew_time = Dc_arg_int;
3546 pspew_display_dcf();
3549 DCF(pspew_vel, "Relative velocity of particles (0.0 - 1.0)")
3551 dc_get_arg(ARG_FLOAT);
3552 if(Dc_arg_type & ARG_FLOAT){
3553 Weapon_particle_spew_vel = Dc_arg_float;
3556 pspew_display_dcf();
3559 DCF(pspew_size, "Size of spewed particles")
3561 dc_get_arg(ARG_FLOAT);
3562 if(Dc_arg_type & ARG_FLOAT){
3563 Weapon_particle_spew_radius = Dc_arg_float;
3566 pspew_display_dcf();
3569 DCF(pspew_life, "Lifetime of spewed particles")
3571 dc_get_arg(ARG_FLOAT);
3572 if(Dc_arg_type & ARG_FLOAT){
3573 Weapon_particle_spew_lifetime = Dc_arg_float;
3576 pspew_display_dcf();
3579 DCF(pspew_scale, "How far away particles are from the weapon path")
3581 dc_get_arg(ARG_FLOAT);
3582 if(Dc_arg_type & ARG_FLOAT){
3583 Weapon_particle_spew_scale = Dc_arg_float;
3586 pspew_display_dcf();
3589 // return a scale factor for damage which should be applied for 2 collisions
3590 float weapon_get_damage_scale(weapon_info *wip, object *wep, object *target)
3593 int from_player = 0;
3594 float total_scale = 1.0f;
3596 int is_big_damage_ship = 0;
3599 if((wip == NULL) || (wep == NULL) || (target == NULL)){
3603 // don't scale any damage if its not a weapon
3604 if((wep->type != OBJ_WEAPON) || (wep->instance < 0) || (wep->instance >= MAX_WEAPONS)){
3607 wp = &Weapons[wep->instance];
3609 // was the weapon fired by the player
3611 if((wep->parent >= 0) && (wep->parent < MAX_OBJECTS) && (Objects[wep->parent].flags & OF_PLAYER_SHIP)){
3615 // if this is a lockarm weapon, and it was fired unlocked
3616 if((wip->wi_flags & WIF_LOCKARM) && !(wp->weapon_flags & WF_LOCKED_WHEN_FIRED)){
3617 total_scale *= 0.1f;
3620 // if the hit object was a ship
3621 if(target->type == OBJ_SHIP){
3625 // get some info on the ship
3626 Assert((target->instance >= 0) && (target->instance < MAX_SHIPS));
3627 if((target->instance < 0) || (target->instance >= MAX_SHIPS)){
3630 shipp = &Ships[target->instance];
3631 sip = &Ship_info[Ships[target->instance].ship_info_index];
3633 // get hull pct of the ship currently
3634 hull_pct = target->hull_strength / sip->initial_hull_strength;
3636 // if it has hit a supercap ship and is not a supercap class weapon
3637 if((sip->flags & SIF_SUPERCAP) && !(wip->wi_flags & WIF_SUPERCAP)){
3638 // if the supercap is around 3/4 damage, apply nothing
3639 if(hull_pct <= 0.75f){
3642 total_scale *= SUPERCAP_DAMAGE_SCALE;
3646 // determine if this is a big damage ship
3647 is_big_damage_ship = (sip->flags & SIF_BIG_DAMAGE);
3649 // if this is a large ship, and is being hit by flak
3650 if(is_big_damage_ship && (wip->wi_flags & WIF_FLAK)){
3651 total_scale *= FLAK_DAMAGE_SCALE;
3654 // if the player is firing small weapons at a big ship
3655 if( from_player && is_big_damage_ship && !(wip->wi_flags & (WIF_HURTS_BIG_SHIPS)) ){
3657 // if its a laser weapon
3658 if(wip->subtype == WP_LASER){
3659 total_scale *= 0.01f;
3661 total_scale *= 0.05f;
3665 // if the weapon is a small weapon being fired at a big ship
3666 if( is_big_damage_ship && !(wip->wi_flags & (WIF_HURTS_BIG_SHIPS)) ){
3667 if(hull_pct > 0.1f){
3668 total_scale *= hull_pct;
3678 int weapon_get_expl_handle(int weapon_expl_index, vector *pos, float size)
3680 weapon_expl_info *wei = &Weapon_expl_info[weapon_expl_index];
3682 if (wei->lod_count == 1) {
3683 return wei->lod[0].bitmap_id;
3686 // now we have to do some work
3688 int x, y, w, h, bm_size;
3694 extern float Viewer_zoom;
3695 extern int G3_count;
3701 g3_set_view_matrix(&Eye_position, &Eye_matrix, Viewer_zoom);
3703 // get extents of the rotated bitmap
3704 g3_rotate_vertex(&v, pos);
3706 // if vertex is behind, find size if in front, then drop down 1 LOD
3707 if (v.codes & CC_BEHIND) {
3708 float dist = vm_vec_dist_quick(&Eye_position, pos);
3712 vm_vec_scale_add(&temp, &Eye_position, &Eye_matrix.v.fvec, dist);
3713 g3_rotate_vertex(&v, &temp);
3715 // if still behind, bail and go with default
3716 if (v.codes & CC_BEHIND) {
3721 if (!g3_get_bitmap_dims(wei->lod[0].bitmap_id, &v, size, &x, &y, &w, &h, &bm_size)) {
3722 if (Detail.hardware_textures == 4) {
3726 } else if(w <= bm_size/2){
3728 } else if(w <= 1.3f*bm_size){
3734 // less aggressive LOD for lower detail settings
3737 } else if(w <= bm_size/3){
3739 } else if(w <= (1.15f*bm_size)){
3747 // if it's behind, bump up LOD by 1
3757 best_lod = min(best_lod, wei->lod_count - 1);
3758 return wei->lod[best_lod].bitmap_id;