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 1.6 2002/06/09 04:41:30 relnev
19 * added copyright header
21 * Revision 1.5 2002/06/05 08:05:29 relnev
22 * stub/warning removal.
24 * reworked the sound code.
26 * Revision 1.4 2002/06/01 03:32:00 relnev
27 * fix texture loading mistake.
29 * enable some d3d stuff for opengl also
31 * Revision 1.3 2002/05/28 08:52:03 relnev
32 * implemented two assembly stubs.
34 * cleaned up a few warnings.
36 * added a little demo hackery to make it progress a little farther.
38 * Revision 1.2 2002/05/07 03:16:53 theoddone33
39 * The Great Newline Fix
41 * Revision 1.1.1.1 2002/05/03 03:28:11 root
45 * 69 9/14/99 3:26a Dave
46 * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer
47 * respawn-too-early problem. Made a few crash points safe.
49 * 68 9/14/99 1:32a Andsager
50 * Better LOD for weapon explosions when behind. Move point ahead to get
51 * vertex and then find size.
53 * 67 9/07/99 1:10p Mikek
54 * Fix code I busted due to adding lifeleft to missiles.
56 * 66 9/07/99 12:20a Andsager
57 * LOD less agressive at lower hardware detail level
59 * 65 9/06/99 7:21p Dave
60 * Commented out bad lifeleft scaling code in weapon_set_tracking_info()
62 * 64 9/06/99 3:23p Andsager
63 * Make fireball and weapon expl ani LOD choice look at resolution of the
66 * 63 9/06/99 12:46a Andsager
67 * Add weapon_explosion_ani LOD
69 * 62 9/05/99 11:24p Mikek
70 * Fixed problems caused by earlier checkin (that was rolled back).
71 * Problem was wp->target_pos was not set for swarmers.
73 * More tweaking of missile behavior. Also add 20% to lifetime of a
76 * [Rolled back -- MK] 63 9/05/99 2:23p Mikek
77 * Make aspect seekers a little less likely to miss their target.
78 * Mysterious why they do it so often. Maybe fix for FS3...
80 * [Rolled back -- MK] 62 9/04/99 12:09p Mikek
81 * Limit number of spawned weapons that can home on player based on skill
82 * level. Works same as for non-spawned weapons. Only do in single
85 * 61 8/27/99 1:34a Andsager
86 * Modify damage by shockwaves for BIG|HUGE ships. Modify shockwave damge
87 * when weapon blows up.
89 * 60 8/24/99 10:47a Jefff
90 * tech room weapon anims. added tech anim field to weapons.tbl
92 * 59 8/16/99 11:58p Andsager
93 * Disable collision on proximity for ships with SIF_DONT_COLLIDE_INVIS
96 * 58 8/10/99 5:30p Jefff
97 * Added tech_title string to weapon_info. Changed parser accordingly.
99 * 57 8/05/99 2:06a Dave
102 * 56 8/02/99 5:16p Dave
103 * Bumped up weapon title string length from 32 to 48
105 * 55 7/29/99 5:41p Jefff
106 * Sound hooks for cmeasure success
108 * 54 7/24/99 1:54p Dave
109 * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert
112 * 53 7/19/99 7:20p Dave
113 * Beam tooling. Specialized player-killed-self messages. Fixed d3d nebula
116 * 52 7/18/99 12:32p Dave
117 * Randomly oriented shockwaves.
119 * 51 7/16/99 1:50p Dave
120 * 8 bit aabitmaps. yay.
122 * 50 7/15/99 9:20a Andsager
123 * FS2_DEMO initial checkin
125 * 49 7/08/99 10:53a Dave
126 * New multiplayer interpolation scheme. Not 100% done yet, but still
127 * better than the old way.
129 * 48 7/02/99 4:31p Dave
130 * Much more sophisticated lightning support.
132 * 47 7/01/99 5:57p Johnson
133 * Oops. Fixed big ship damage.
135 * 46 7/01/99 4:23p Dave
136 * Full support for multiple linked ambient engine sounds. Added "big
139 * 45 6/30/99 5:53p Dave
140 * Put in new anti-camper code.
142 * 44 6/22/99 3:24p Danw
143 * Fixed incorrect weapon hit sound culling.
145 * 43 6/21/99 7:25p Dave
146 * netplayer pain packet. Added type E unmoving beams.
148 * 42 6/14/99 10:45a Dave
149 * Made beam weapons specify accuracy by skill level in the weapons.tbl
151 * 41 6/11/99 11:13a Dave
152 * last minute changes before press tour build.
154 * 40 6/04/99 2:16p Dave
155 * Put in shrink effect for beam weapons.
157 * 39 6/01/99 8:35p Dave
158 * Finished lockarm weapons. Added proper supercap weapons/damage. Added
159 * awacs-set-radius sexpression.
161 * 38 6/01/99 3:52p Dave
162 * View footage screen. Fixed xstrings to not display the & symbol. Popup,
163 * dead popup, pxo find player popup, pxo private room popup.
165 * 37 5/27/99 6:17p Dave
166 * Added in laser glows.
168 * 36 5/20/99 7:00p Dave
169 * Added alternate type names for ships. Changed swarm missile table
172 * 35 5/08/99 8:25p Dave
173 * Upped object pairs. First run of nebula lightning.
175 * 34 4/28/99 11:13p Dave
176 * Temporary checkin of artillery code.
178 * 33 4/28/99 3:11p Andsager
179 * Stagger turret weapon fire times. Make turrets smarter when target is
180 * protected or beam protected. Add weaopn range to weapon info struct.
182 * 32 4/22/99 11:06p Dave
183 * Final pass at beam weapons. Solidified a lot of stuff. All that remains
184 * now is to tweak and fix bugs as they come up. No new beam weapon
187 * 31 4/19/99 11:01p Dave
188 * More sophisticated targeting laser support. Temporary checkin.
190 * 30 4/16/99 5:54p Dave
191 * Support for on/off style "stream" weapons. Real early support for
192 * target-painting lasers.
194 * 29 4/07/99 6:22p Dave
195 * Fred and Freespace support for multiple background bitmaps and suns.
196 * Fixed link errors on all subprojects. Moved encrypt_init() to
197 * cfile_init() and lcl_init(), since its safe to call twice.
199 * 28 4/02/99 1:35p Dave
200 * Removed weapon hit packet. No good for causing pain.
202 * 27 4/02/99 9:55a Dave
203 * Added a few more options in the weapons.tbl for beam weapons. Attempt
204 * at putting "pain" packets into multiplayer.
206 * 26 3/31/99 9:26p Dave
207 * Don't load beam textures when in Fred.
209 * 25 3/31/99 8:24p Dave
210 * Beefed up all kinds of stuff, incluging beam weapons, nebula effects
211 * and background nebulae. Added per-ship non-dimming pixel colors.
213 * 24 3/23/99 2:29p Andsager
214 * Fix shockwaves for kamikazi and Fred defined. Collect together
215 * shockwave_create_info struct.
217 * 23 3/23/99 11:03a Dave
218 * Added a few new fields and fixed parsing code for new weapon stuff.
220 * 22 3/19/99 9:52a Dave
221 * Checkin to repair massive source safe crash. Also added support for
222 * pof-style nebulae, and some new weapons code.
224 * 24 3/15/99 6:45p Daveb
225 * Put in rough nebula bitmap support.
227 * 23 3/12/99 3:19p Enricco
228 * Remove spurious Int3()
230 * 22 3/11/99 5:53p Dave
231 * More network optimization. Spliced in Dell OEM planet bitmap crap.
233 * 21 3/10/99 6:51p Dave
234 * Changed the way we buffer packets for all clients. Optimized turret
235 * fired packets. Did some weapon firing optimizations.
237 * 20 2/24/99 4:02p Dave
238 * Fixed weapon locking and homing problems for multiplayer dogfight mode.
240 * 19 2/05/99 12:52p Dave
241 * Fixed Glide nondarkening textures.
243 * 18 1/29/99 12:47a Dave
244 * Put in sounds for beam weapon. A bunch of interface screens (tech
247 * 17 1/27/99 9:56a Dave
248 * Temporary checkin of beam weapons for Dan to make cool sounds.
250 * 16 1/25/99 5:03a Dave
251 * First run of stealth, AWACS and TAG missile support. New mission type
254 * 15 1/24/99 11:37p Dave
255 * First full rev of beam weapons. Very customizable. Removed some bogus
256 * Int3()'s in low level net code.
258 * 14 1/21/99 10:45a Dave
259 * More beam weapon stuff. Put in warmdown time.
261 * 13 1/12/99 5:45p Dave
262 * Moved weapon pipeline in multiplayer to almost exclusively client side.
263 * Very good results. Bandwidth goes down, playability goes up for crappy
264 * connections. Fixed object update problem for ship subsystems.
266 * 12 1/08/99 2:08p Dave
267 * Fixed software rendering for pofview. Super early support for AWACS and
270 * 11 1/06/99 2:24p Dave
271 * Stubs and release build fixes.
273 * 10 12/01/98 6:12p Johnson
274 * Make sure to page in weapon impact animations as xparent textures.
276 * 9 11/20/98 4:08p Dave
277 * Fixed flak effect in multiplayer.
279 * 8 11/14/98 5:33p Dave
280 * Lots of nebula work. Put in ship contrails.
282 * 7 11/05/98 4:18p Dave
283 * First run nebula support. Beefed up localization a bit. Removed all
284 * conditional compiles for foreign versions. Modified mission file
287 * 6 10/26/98 9:42a Dave
288 * Early flak gun support.
290 * 5 10/23/98 3:51p Dave
291 * Full support for tstrings.tbl and foreign languages. All that remains
292 * is to make it active in Fred.
294 * 4 10/07/98 6:27p Dave
295 * Globalized mission and campaign file extensions. Removed Silent Threat
296 * special code. Moved \cache \players and \multidata into the \data
299 * 3 10/07/98 4:49p Andsager
300 * don't do weapon swap (was needed for mission disk)
302 * 2 10/07/98 10:54a Dave
305 * 1 10/07/98 10:51a Dave
307 * 314 9/21/98 11:19p Dave
310 * 313 9/19/98 4:33p Adam
311 * Changed default values for particle spew (used on Leech Cannon)
313 * 312 9/13/98 10:51p Dave
314 * Put in newfangled icons for mission simulator room. New mdisk.vp
315 * checksum and file length.
317 * 311 9/13/98 4:29p Andsager
318 * Maintain Weapon_info compataiblity with mission disk
320 * 310 9/13/98 4:26p Andsager
322 * 309 9/01/98 4:25p Dave
323 * Put in total (I think) backwards compatibility between mission disk
324 * freespace and non mission disk freespace, including pilot files and
325 * campaign savefiles.
327 * 308 8/28/98 3:29p Dave
328 * EMP effect done. AI effects may need some tweaking as required.
330 * 307 8/25/98 1:49p Dave
331 * First rev of EMP effect. Player side stuff basically done. Next comes
334 * 306 8/18/98 10:15a Dave
335 * Touchups on the corkscrew missiles. Added particle spewing weapons.
337 * 305 8/17/98 5:07p Dave
338 * First rev of corkscrewing missiles.
340 * 304 6/30/98 2:23p Dave
341 * Revised object update system. Removed updates for all weapons. Put
342 * button info back into control info packet.
344 * 303 6/22/98 8:36a Allender
345 * revamping of homing weapon system. don't send as object updates
348 * 302 5/24/98 2:25p Allender
349 * be sure that homing missiles die on client when lifeleft gets too
350 * negative (lost packets)
352 * 301 5/20/98 5:47p Sandeep
354 * 300 5/18/98 1:58a Mike
355 * Make Phoenix not be fired at fighters (but yes bombers).
356 * Improve positioning of ships in guard mode.
357 * Make turrets on player ship not fire near end of support ship docking.
365 #include "systemvars.h"
374 #include "floating.h"
376 #include "lighting.h"
380 #include "fireballs.h"
382 #include "hudtarget.h"
383 #include "freespace.h"
388 #include "multimsgs.h"
389 #include "linklist.h"
392 #include "cmeasure.h"
393 #include "shockwave.h"
395 #include "staticrand.h"
397 #include "multiutil.h"
401 #include "objcollide.h"
403 #include "particle.h"
404 #include "asteroid.h"
406 #include "multi_obj.h"
407 #include "corkscrew.h"
409 #include "localize.h"
411 #include "muzzleflash.h"
414 int Weapon_flyby_sound_enabled = 1;
415 DCF_BOOL( weapon_flyby, Weapon_flyby_sound_enabled )
418 static int Weapon_flyby_sound_timer;
420 weapon Weapons[MAX_WEAPONS];
421 weapon_info Weapon_info[MAX_WEAPON_TYPES];
423 #define MISSILE_OBJ_USED (1<<0) // flag used in missile_obj struct
424 #define MAX_MISSILE_OBJS MAX_WEAPONS // max number of missiles tracked in missile list
425 missile_obj Missile_objs[MAX_MISSILE_OBJS]; // array used to store missile object indexes
426 missile_obj Missile_obj_list; // head of linked list of missile_obj structs
429 // WEAPON EXPLOSION INFO
430 #define MAX_weapon_expl_lod 4
431 #define MAX_Weapon_expl_info 3
433 typedef struct weapon_expl_lod {
434 char filename[MAX_FILENAME_LEN];
440 typedef struct weapon_expl_info {
442 weapon_expl_lod lod[MAX_weapon_expl_lod];
445 weapon_expl_info Weapon_expl_info[MAX_Weapon_expl_info];
447 int Num_weapon_expl = 0;
449 int Num_weapon_types = 0;
452 int Weapons_inited = 0;
454 int laser_model_inner = -1;
455 int laser_model_outer = -1;
457 int missile_model = -1;
459 char *Weapon_names[MAX_WEAPON_TYPES];
461 int First_secondary_index = -1;
463 #define MAX_SPAWN_WEAPONS 10 // Up to 10 weapons can spawn weapons.
466 char Spawn_names[MAX_SPAWN_WEAPONS][NAME_LENGTH];
468 int Num_player_weapon_precedence; // Number of weapon types in Player_weapon_precedence
469 int Player_weapon_precedence[MAX_WEAPON_TYPES]; // Array of weapon types, precedence list for player weapon selection
471 // Used to avoid playing too many impact sounds in too short a time interval.
472 // This will elimate the odd "stereo" effect that occurs when two weapons impact at
473 // nearly the same time, like from a double laser (also saves sound channels!)
474 #define IMPACT_SOUND_DELTA 50 // in milliseconds
475 int Weapon_impact_timer; // timer, initalized at start of each mission
477 // energy suck defines
478 #define ESUCK_DEFAULT_WEAPON_REDUCE (10.0f)
479 #define ESUCK_DEFAULT_AFTERBURNER_REDUCE (10.0f)
481 // scale factor for supercaps taking damage from weapons which are not "supercap" weapons
482 #define SUPERCAP_DAMAGE_SCALE 0.25f
484 // scale factor for big ships getting hit by flak
485 #define FLAK_DAMAGE_SCALE 0.05f
487 extern int Max_allowed_player_homers[];
488 extern int compute_num_homing_objects(object *target_objp);
491 void parse_weapon_expl_tbl()
494 char base_filename[256] = "";
499 if ((rval = setjmp(parse_abort)) != 0) {
500 Error(LOCATION, "Unable to parse weapon_expl.tbl! Code = %i.\n", rval);
503 read_file_text(NOX("weapon_expl.tbl"));
508 required_string("#Start");
509 while (required_string_either("#End","$Name:")) {
510 Assert( Num_weapon_expl < MAX_Weapon_expl_info);
513 required_string("$Name:");
514 stuff_string(base_filename, F_NAME, NULL);
516 // # of lod levels - make sure old fireball.tbl is compatible
517 Weapon_expl_info[Num_weapon_expl].lod_count = 1;
518 if(optional_string("$LOD:")){
519 stuff_int(&Weapon_expl_info[Num_weapon_expl].lod_count);
522 // stuff default filename
523 strcpy(Weapon_expl_info[Num_weapon_expl].lod[0].filename, base_filename);
525 // stuff LOD level filenames
526 for(idx=1; idx<Weapon_expl_info[Num_weapon_expl].lod_count; idx++){
527 if(idx >= MAX_weapon_expl_lod){
531 sprintf(Weapon_expl_info[Num_weapon_expl].lod[idx].filename, "%s_%d", base_filename, idx);
536 required_string("#End");
538 // close localization
542 int get_weapon_expl_info_index(char *filename)
544 for (int i=0; i<MAX_Weapon_expl_info; i++) {
545 if ( stricmp(Weapon_expl_info[i].lod[0].filename, filename) == 0) {
552 // ----------------------------------------------------------------------
553 // missile_obj_list_init()
555 // Clear out the Missile_obj_list
557 void missile_obj_list_init()
561 list_init(&Missile_obj_list);
562 for ( i = 0; i < MAX_MISSILE_OBJS; i++ ) {
563 Missile_objs[i].flags = 0;
567 // ---------------------------------------------------
568 // missile_obj_list_add()
570 // Function to add a node from the Missile_obj_list. Only
571 // called from weapon_create()
572 int missile_obj_list_add(int objnum)
576 for ( i = 0; i < MAX_MISSILE_OBJS; i++ ) {
577 if ( !(Missile_objs[i].flags & MISSILE_OBJ_USED) )
580 if ( i == MAX_MISSILE_OBJS ) {
581 Error(LOCATION, "Fatal Error: Ran out of missile object nodes\n");
585 Missile_objs[i].flags = 0;
586 Missile_objs[i].objnum = objnum;
587 list_append(&Missile_obj_list, &Missile_objs[i]);
588 Missile_objs[i].flags |= MISSILE_OBJ_USED;
593 // ---------------------------------------------------
594 // missle_obj_list_remove()
596 // Function to remove a node from the Missile_obj_list. Only
597 // called from weapon_delete()
598 void missle_obj_list_remove(int index)
600 Assert(index >= 0 && index < MAX_MISSILE_OBJS);
601 list_remove(&Missile_obj_list, &Missile_objs[index]);
602 Missile_objs[index].flags = 0;
605 // ---------------------------------------------------
606 // missile_obj_list_rebuild()
608 // Called by the save/restore code to rebuild Missile_obj_list
610 void missile_obj_list_rebuild()
614 missile_obj_list_init();
616 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
617 if ( objp->type == OBJ_WEAPON && Weapon_info[Weapons[objp->instance].weapon_info_index].subtype == WP_MISSILE ) {
618 Weapons[objp->instance].missile_list_index = missile_obj_list_add(OBJ_INDEX(objp));
623 // If this is a player countermeasure, let the player know he evaded a missile
624 void weapon_maybe_alert_cmeasure_success(object *objp)
626 if ( objp->type == OBJ_CMEASURE ) {
628 cmp = &Cmeasures[objp->instance];
629 if ( cmp->source_objnum == OBJ_INDEX(Player_obj) ) {
630 hud_start_text_flash(XSTR("Evaded", 1430), 800);
631 snd_play(&Snds[SND_MISSILE_EVADED_POPUP]);
632 } else if ( Objects[cmp->source_objnum].flags & OF_PLAYER_SHIP ) {
633 send_countermeasure_success_packet( cmp->source_objnum );
638 // ---------------------------------------------------
639 // missile_obj_return_address()
641 // Called externally to generate an address from an index into
642 // the Missile_objs[] array
644 missile_obj *missile_obj_return_address(int index)
646 Assert(index >= 0 && index < MAX_MISSILE_OBJS);
647 return &Missile_objs[index];
650 // Return the index of Weapon_info[].name that is *name.
651 int weapon_info_lookup(char *name)
655 for (i=0; i<Num_weapon_types; i++)
656 if (!stricmp(name, Weapon_info[i].name))
662 #define DEFAULT_WEAPON_SPAWN_COUNT 10
664 // Parse the weapon flags.
665 void parse_wi_flags(weapon_info *weaponp)
667 char weapon_strings[MAX_WEAPON_FLAGS][NAME_LENGTH];
670 required_string("$Flags:");
672 num_strings = stuff_string_list(weapon_strings, MAX_WEAPON_FLAGS);
674 for (int i=0; i<num_strings; i++) {
675 if (!stricmp(NOX("Electronics"), weapon_strings[i]))
676 weaponp->wi_flags |= WIF_ELECTRONICS;
677 else if (!strnicmp(NOX("Spawn"), weapon_strings[i], 5)) {
678 if (weaponp->spawn_type == -1) {
679 int skip_length, name_length;
682 temp_string = weapon_strings[i];
684 weaponp->wi_flags |= WIF_SPAWN;
685 weaponp->spawn_type = (short)Num_spawn_types;
686 skip_length = strlen(NOX("Spawn")) + strspn(&temp_string[strlen(NOX("Spawn"))], NOX(" \t"));
687 char *num_start = strchr(&temp_string[skip_length], ',');
688 if (num_start == NULL) {
689 weaponp->spawn_count = DEFAULT_WEAPON_SPAWN_COUNT;
692 weaponp->spawn_count = (short)atoi(num_start+1);
693 name_length = num_start - temp_string - skip_length;
696 strncpy(Spawn_names[Num_spawn_types++], &(weapon_strings[i][skip_length]), name_length);
697 Assert(Num_spawn_types < MAX_SPAWN_WEAPONS);
699 Warning(LOCATION, "Illegal to have two spawn types for one weapon.\n"
700 "Ignoring weapon %s", weapon_strings[i]);
701 } else if (!stricmp(NOX("Remote Detonate"), weapon_strings[i]))
702 weaponp->wi_flags |= WIF_REMOTE;
703 else if (!stricmp(NOX("Puncture"), weapon_strings[i]))
704 weaponp->wi_flags |= WIF_PUNCTURE;
705 else if (!stricmp(NOX("Big Ship"), weapon_strings[i]))
706 weaponp->wi_flags |= WIF_BIG_ONLY;
707 else if (!stricmp(NOX("Huge"), weapon_strings[i]))
708 weaponp->wi_flags |= WIF_HUGE;
709 else if (!stricmp(NOX("Bomber+"), weapon_strings[i]))
710 weaponp->wi_flags |= WIF_BOMBER_PLUS;
711 else if (!stricmp(NOX("child"), weapon_strings[i]))
712 weaponp->wi_flags |= WIF_CHILD;
713 else if (!stricmp(NOX("Bomb"), weapon_strings[i]))
714 weaponp->wi_flags |= WIF_BOMB;
715 else if (!stricmp(NOX("No Dumbfire"), weapon_strings[i]))
716 weaponp->wi_flags |= WIF_NO_DUMBFIRE;
717 else if (!stricmp(NOX("In tech database"), weapon_strings[i]))
718 weaponp->wi_flags |= WIF_IN_TECH_DATABASE;
719 else if (!stricmp(NOX("Player allowed"), weapon_strings[i]))
720 weaponp->wi_flags |= WIF_PLAYER_ALLOWED;
721 else if (!stricmp(NOX("Particle Spew"), weapon_strings[i]))
722 weaponp->wi_flags |= WIF_PARTICLE_SPEW;
723 else if (!stricmp(NOX("EMP"), weapon_strings[i]))
724 weaponp->wi_flags |= WIF_EMP;
725 else if (!stricmp(NOX("Esuck"), weapon_strings[i]))
726 weaponp->wi_flags |= WIF_ENERGY_SUCK;
727 else if (!stricmp(NOX("Flak"), weapon_strings[i]))
728 weaponp->wi_flags |= WIF_FLAK;
729 else if (!stricmp(NOX("Corkscrew"), weapon_strings[i]))
730 weaponp->wi_flags |= WIF_CORKSCREW;
731 else if (!stricmp(NOX("Shudder"), weapon_strings[i]))
732 weaponp->wi_flags |= WIF_SHUDDER;
733 else if (!stricmp(NOX("lockarm"), weapon_strings[i]))
734 weaponp->wi_flags |= WIF_LOCKARM;
735 else if (!stricmp(NOX("beam"), weapon_strings[i]))
736 weaponp->wi_flags |= WIF_BEAM;
737 else if (!stricmp(NOX("stream"), weapon_strings[i]))
738 weaponp->wi_flags |= WIF_STREAM;
739 else if (!stricmp(NOX("supercap"), weapon_strings[i]))
740 weaponp->wi_flags |= WIF_SUPERCAP;
742 Warning(LOCATION, "Bogus string in weapon flags: %s\n", weapon_strings[i]);
745 // SWARM, CORKSCREW and FLAK should be mutually exclusive
746 if(weaponp->wi_flags & WIF_FLAK){
747 Assert(!(weaponp->wi_flags & WIF_CORKSCREW) && !(weaponp->wi_flags & WIF_SWARM));
749 if(weaponp->wi_flags & WIF_CORKSCREW){
750 Assert(!(weaponp->wi_flags & WIF_FLAK) && !(weaponp->wi_flags & WIF_SWARM));
752 if(weaponp->wi_flags & WIF_SWARM){
753 Assert(!(weaponp->wi_flags & WIF_CORKSCREW) && !(weaponp->wi_flags & WIF_FLAK));
756 // make sure flak guns are only placed on turrets
757 if(weaponp->wi_flags & WIF_FLAK){
758 Assert(weaponp->wi_flags & WIF_BIG_ONLY);
762 // function to parse the information for a specific weapon type.
763 // return 0 if successful, otherwise return -1
764 #define WEAPONS_MULTITEXT_LENGTH 2048
768 char buf[WEAPONS_MULTITEXT_LENGTH];
770 char fname[255] = "";
773 wip = &Weapon_info[Num_weapon_types];
777 required_string("$Name:");
778 stuff_string(wip->name, F_NAME, NULL);
779 diag_printf ("Weapon name -- %s\n", wip->name);
781 // AL 28-3-98: If this is a demo build, we only want to parse weapons that are preceded with
783 #ifdef DEMO // not needed FS2_DEMO (separate table file)
784 if ( wip->name[0] != '@' ) {
785 // advance to next weapon, and return -1
787 if ( skip_to_start_of_strings("$Name:", "#End") != 1 ) {
794 if ( wip->name[0] == '@' ) {
795 char old_name[NAME_LENGTH];
796 strcpy(old_name, wip->name);
797 strcpy(wip->name, old_name+1);
801 if (optional_string("+Title:")) {
802 stuff_string(wip->title, F_NAME, NULL, WEAPON_TITLE_LEN);
806 if (optional_string("+Description:")) {
807 stuff_string(buf, F_MULTITEXT, NULL);
808 wip->desc = strdup(buf);
811 wip->tech_title[0] = 0;
812 if (optional_string("+Tech Title:")) {
813 stuff_string(wip->tech_title, F_NAME, NULL, NAME_LENGTH);
816 wip->tech_anim_filename[0] = 0;
817 if (optional_string("+Tech Anim:")) {
818 stuff_string(wip->tech_anim_filename, F_NAME, NULL, NAME_LENGTH);
821 wip->tech_desc = NULL;
822 if (optional_string("+Tech Description:")) {
823 stuff_string(buf, F_MULTITEXT, NULL, WEAPONS_MULTITEXT_LENGTH);
824 wip->tech_desc = strdup(buf);
827 // Read the model file. It can be a POF file or none.
828 // If there is no model file (Model file: = "none") then we use our special
829 // laser renderer which requires inner, middle and outer information.
830 required_string("$Model file:");
831 stuff_string(wip->pofbitmap_name, F_NAME, NULL);
832 diag_printf ("Model pof file -- %s\n", wip->pofbitmap_name );
833 if ( stricmp(wip->pofbitmap_name, NOX("none")) ) {
835 wip->render_type = WRT_POF;
836 wip->laser_bitmap = -1;
838 // No POF or AVI file specified, render as special laser type.
841 wip->render_type = WRT_LASER;
844 // laser bitmap itself
845 required_string("@Laser Bitmap:");
846 stuff_string(wip->pofbitmap_name, F_NAME, NULL);
847 wip->laser_bitmap = -1;
849 wip->laser_bitmap = bm_load( wip->pofbitmap_name );
852 // optional laser glow
853 wip->laser_glow_bitmap = -1;
854 if(optional_string("@Laser Glow:")){
855 stuff_string(fname, F_NAME, NULL);
857 wip->laser_glow_bitmap = bm_load( fname );
859 // might as well lock it down as an aabitmap now
860 if(wip->laser_glow_bitmap >= 0){
861 bm_lock(wip->laser_glow_bitmap, 8, BMP_AABITMAP);
862 bm_unlock(wip->laser_glow_bitmap);
867 required_string("@Laser Color:");
868 stuff_byte(&r); stuff_byte(&g); stuff_byte(&b);
869 gr_init_color( &wip->laser_color_1, r, g, b );
871 // optional string for cycling laser colors
872 gr_init_color(&wip->laser_color_2, 0, 0, 0);
873 if(optional_string("@Laser Color2:")){
874 stuff_byte(&r); stuff_byte(&g); stuff_byte(&b);
875 gr_init_color( &wip->laser_color_2, r, g, b );
878 required_string("@Laser Length:");
879 stuff_float(&wip->laser_length);
881 required_string("@Laser Head Radius:");
882 stuff_float(&wip->laser_head_radius);
884 required_string("@Laser Tail Radius:");
885 stuff_float(&wip->laser_tail_radius );
888 required_string("$Mass:");
889 stuff_float( &(wip->mass) );
890 diag_printf ("Weapon mass -- %7.3f\n", wip->mass);
892 required_string("$Velocity:");
893 stuff_float( &(wip->max_speed) );
894 diag_printf ("Weapon mass -- %7.3f\n", wip->max_speed);
896 required_string("$Fire Wait:");
897 stuff_float( &(wip->fire_wait) );
898 diag_printf ("Weapon fire wait -- %7.3f\n", wip->fire_wait);
900 required_string("$Damage:");
901 stuff_float(&wip->damage);
903 // secondary weapons require these values
904 if (First_secondary_index != -1) {
905 required_string("$Blast Force:");
906 stuff_float( &(wip->blast_force) );
907 diag_printf ("Weapon blast force -- %7.3f\n", wip->blast_force);
909 required_string("$Inner Radius:");
910 stuff_float( &(wip->inner_radius) );
911 if ( wip->inner_radius != 0 ) {
912 wip->wi_flags |= WIF_AREA_EFFECT;
914 diag_printf ("Weapon inner blast radius -- %7.3f\n", wip->inner_radius);
916 required_string("$Outer Radius:");
917 stuff_float( &(wip->outer_radius) );
918 if ( wip->outer_radius != 0 ) {
919 wip->wi_flags |= WIF_AREA_EFFECT;
921 diag_printf ("Weapon outer blast radius -- %7.3f\n", wip->outer_radius);
923 required_string("$Shockwave Speed:");
924 stuff_float( &(wip->shockwave_speed) );
925 if ( wip->shockwave_speed != 0 ) {
926 wip->wi_flags |= WIF_SHOCKWAVE;
928 diag_printf ("Shockwave speed -- %7.3f\n", wip->shockwave_speed);
930 // for primary weapons they're optional
932 if(optional_string("$Blast Force:")){
933 stuff_float( &(wip->blast_force) );
934 diag_printf ("Weapon blast force -- %7.3f\n", wip->blast_force);
937 if(optional_string("$Inner Radius:")){
938 stuff_float( &(wip->inner_radius) );
939 if ( wip->inner_radius != 0 ) {
940 wip->wi_flags |= WIF_AREA_EFFECT;
942 diag_printf ("Weapon inner blast radius -- %7.3f\n", wip->inner_radius);
945 if(optional_string("$Outer Radius:")){
946 stuff_float( &(wip->outer_radius) );
947 if ( wip->outer_radius != 0 ) {
948 wip->wi_flags |= WIF_AREA_EFFECT;
950 diag_printf ("Weapon outer blast radius -- %7.3f\n", wip->outer_radius);
953 if(optional_string("$Shockwave Speed:")){
954 stuff_float( &(wip->shockwave_speed) );
955 if ( wip->shockwave_speed != 0 ) {
956 wip->wi_flags |= WIF_SHOCKWAVE;
958 diag_printf ("Shockwave speed -- %7.3f\n", wip->shockwave_speed);
962 required_string("$Armor Factor:");
963 stuff_float(&wip->armor_factor);
965 required_string("$Shield Factor:");
966 stuff_float(&wip->shield_factor);
968 required_string("$Subsystem Factor:");
969 stuff_float(&wip->subsystem_factor);
971 required_string("$Lifetime:");
972 stuff_float(&wip->lifetime);
974 required_string("$Energy Consumed:");
975 stuff_float(&wip->energy_consumed);
977 required_string("$Cargo Size:");
978 stuff_float(&wip->cargo_size);
981 required_string("$Homing:");
982 stuff_boolean(&is_homing);
984 if (is_homing == 1) {
987 // the following five items only need to be recorded if the weapon is a homing weapon
988 required_string("+Type:");
989 stuff_string(temp_type, F_NAME, NULL);
991 if (!stricmp(temp_type, NOX("HEAT"))) {
992 float view_cone_angle;
994 wip->wi_flags |= WIF_HOMING_HEAT | WIF_TURNS;
996 required_string("+Turn Time:");
997 stuff_float(&wip->turn_time);
999 required_string("+View Cone:");
1000 stuff_float(&view_cone_angle);
1002 wip->fov = (float)cos((float)(ANG_TO_RAD(view_cone_angle/2.0f)));
1004 } else if (!stricmp(temp_type, NOX("ASPECT"))) {
1005 wip->wi_flags |= WIF_HOMING_ASPECT | WIF_TURNS;
1007 required_string("+Turn Time:");
1008 stuff_float(&wip->turn_time);
1010 required_string("+Min Lock Time:"); // minimum time (in seconds) to achieve lock
1011 stuff_float(&wip->min_lock_time);
1013 required_string("+Lock Pixels/Sec:"); // pixels/sec moved while locking
1014 stuff_int(&wip->lock_pixels_per_sec);
1016 required_string("+Catch-up Pixels/Sec:"); // pixels/sec moved while catching-up for a lock
1017 stuff_int(&wip->catchup_pixels_per_sec);
1019 required_string("+Catch-up Penalty:"); // number of extra pixels to move while locking as a penalty for catching up for a lock
1020 stuff_int(&wip->catchup_pixel_penalty);
1022 Error(LOCATION, "Illegal homing type = %s.\nMust be HEAT or ASPECT.\n", temp_type);
1028 wip->swarm_count = -1;
1029 if(optional_string("$Swarm:")){
1030 wip->swarm_count = SWARM_DEFAULT_NUM_MISSILES_FIRED;
1031 stuff_int(&s_count);
1032 wip->swarm_count = (short)s_count;
1034 // flag as being a swarm weapon
1035 wip->wi_flags |= WIF_SWARM;
1038 required_string("$LaunchSnd:");
1039 stuff_int(&wip->launch_snd);
1041 required_string("$ImpactSnd:");
1042 stuff_int(&wip->impact_snd);
1044 if (First_secondary_index != -1) {
1045 required_string("$FlyBySnd:");
1046 stuff_int(&wip->flyby_snd);
1049 // Secondary weapons are required to have a rearm rate.
1050 if (First_secondary_index != -1) {
1051 required_string( "$Rearm Rate:");
1052 stuff_float( &wip->rearm_rate );
1053 if (wip->rearm_rate > 0.1f)
1054 wip->rearm_rate = 1.0f/wip->rearm_rate;
1056 wip->rearm_rate = 1.0f;
1059 wip->weapon_range = 999999999.9f;
1060 if (optional_string("+Weapon Range:")) {
1061 stuff_float(&wip->weapon_range);
1064 wip->spawn_type = -1;
1065 parse_wi_flags(wip);
1067 char trail_name[MAX_FILENAME_LEN] = "";
1068 trail_info *ti = &wip->tr_info;
1069 memset(ti, 0, sizeof(trail_info));
1070 if(optional_string("$Trail:")){
1071 wip->wi_flags |= WIF_TRAIL; // missile leaves a trail
1073 required_string("+Start Width:");
1074 stuff_float(&ti->w_start);
1076 required_string("+End Width:");
1077 stuff_float(&ti->w_end);
1079 required_string("+Start Alpha:");
1080 stuff_float(&ti->a_start);
1082 required_string("+End Alpha:");
1083 stuff_float(&ti->a_end);
1085 required_string("+Max Life:");
1086 stuff_float(&ti->max_life);
1088 ti->stamp = fl2i(1000.0f*ti->max_life)/(NUM_TRAIL_SECTIONS+1);
1090 required_string("+Bitmap:");
1091 stuff_string(trail_name, F_NAME, NULL);
1092 ti->bitmap = bm_load(trail_name);
1093 // wip->delta_time = fl2i(1000.0f*wip->max_life)/(NUM_TRAIL_SECTIONS+1); // time between sections. max_life / num_sections basically.
1096 // read in filename for icon that is used in weapons selection
1097 wip->icon_filename[0] = 0;
1098 if ( optional_string("$Icon:") ) {
1099 stuff_string(wip->icon_filename, F_NAME, NULL);
1102 // read in filename for animation that is used in weapons selection
1103 wip->anim_filename[0] = 0;
1104 if ( optional_string("$Anim:") ) {
1105 stuff_string(wip->anim_filename, F_NAME, NULL);
1108 wip->impact_weapon_expl_index = -1;
1109 if ( optional_string("$Impact Explosion:") ) {
1110 char impact_ani_file[FILESPEC_LENGTH];
1111 stuff_string(impact_ani_file, F_NAME, NULL);
1112 if ( stricmp(impact_ani_file,NOX("none"))) {
1113 wip->impact_weapon_expl_index = get_weapon_expl_info_index(impact_ani_file);
1114 //int num_frames, fps;
1115 //wip->impact_explosion_ani = bm_load_animation( impact_ani_file, &num_frames, &fps, 1 );
1117 required_string("$Impact Explosion Radius:");
1118 stuff_float(&wip->impact_explosion_radius);
1123 char mflash_string[255] = "";
1124 wip->muzzle_flash = -1;
1125 if( optional_string("$Muzzleflash:") ){
1126 stuff_string(mflash_string, F_NAME, NULL);
1129 wip->muzzle_flash = mflash_lookup(mflash_string);
1131 if(wip->muzzle_flash >= 0){
1132 wip->wi_flags |= WIF_MFLASH;
1136 // EMP optional stuff (if WIF_EMP is not set, none of this matters, anyway)
1137 if( optional_string("$EMP Intensity:") ){
1138 stuff_float(&wip->emp_intensity);
1140 wip->emp_intensity = EMP_DEFAULT_INTENSITY;
1142 if( optional_string("$EMP Time:") ){
1143 stuff_float(&wip->emp_time);
1145 wip->emp_intensity = EMP_DEFAULT_TIME;
1148 // Energy suck optional stuff (if WIF_ENERGY_SUCK is not set, none of this matters anyway)
1149 if( optional_string("$Leech Weapon:") ){
1150 stuff_float(&wip->weapon_reduce);
1152 wip->weapon_reduce = ESUCK_DEFAULT_WEAPON_REDUCE;
1154 if( optional_string("$Leech Afterburner:") ){
1155 stuff_float(&wip->afterburner_reduce);
1157 wip->afterburner_reduce = ESUCK_DEFAULT_AFTERBURNER_REDUCE;
1160 // beam weapon optional stuff
1161 wip->b_info.beam_type = -1;
1162 wip->b_info.beam_life = -1.0f;
1163 wip->b_info.beam_warmup = -1;
1164 wip->b_info.beam_warmdown = -1;
1165 wip->b_info.beam_muzzle_radius = 0.0f;
1166 wip->b_info.beam_particle_count = -1;
1167 wip->b_info.beam_particle_radius = 0.0f;
1168 wip->b_info.beam_particle_angle = 0.0f;
1169 wip->b_info.beam_particle_ani = -1;
1170 wip->b_info.beam_loop_sound = -1;
1171 wip->b_info.beam_warmup_sound = -1;
1172 wip->b_info.beam_warmdown_sound = -1;
1173 wip->b_info.beam_num_sections = 0;
1174 wip->b_info.beam_glow_bitmap = -1;
1175 wip->b_info.beam_shots = 0;
1176 wip->b_info.beam_shrink_factor = 0.0f;
1177 wip->b_info.beam_shrink_pct = 0.0f;
1178 if( optional_string("$BeamInfo:")){
1180 required_string("+Type:");
1181 stuff_int(&wip->b_info.beam_type);
1183 // how long it lasts
1184 required_string("+Life:");
1185 stuff_float(&wip->b_info.beam_life);
1188 required_string("+Warmup:");
1189 stuff_int(&wip->b_info.beam_warmup);
1192 required_string("+Warmdown:");
1193 stuff_int(&wip->b_info.beam_warmdown);
1195 // muzzle glow radius
1196 required_string("+Radius:");
1197 stuff_float(&wip->b_info.beam_muzzle_radius);
1199 // particle spew count
1200 required_string("+PCount:");
1201 stuff_int(&wip->b_info.beam_particle_count);
1204 required_string("+PRadius:");
1205 stuff_float(&wip->b_info.beam_particle_radius);
1207 // angle off turret normal
1208 required_string("+PAngle:");
1209 stuff_float(&wip->b_info.beam_particle_angle);
1211 // particle bitmap/ani
1212 required_string("+PAni:");
1213 stuff_string(fname, F_NAME, NULL);
1215 int num_frames, fps;
1216 wip->b_info.beam_particle_ani = bm_load_animation(fname, &num_frames, &fps, 1);
1220 required_string("+Miss Factor:");
1221 for(idx=0; idx<NUM_SKILL_LEVELS; idx++){
1222 wip->b_info.beam_miss_factor[idx] = 0.00001f;
1223 stuff_float(&wip->b_info.beam_miss_factor[idx]);
1227 required_string("+BeamSound:");
1228 stuff_int(&wip->b_info.beam_loop_sound);
1231 required_string("+WarmupSound:");
1232 stuff_int(&wip->b_info.beam_warmup_sound);
1235 required_string("+WarmdownSound:");
1236 stuff_int(&wip->b_info.beam_warmdown_sound);
1239 required_string("+Muzzleglow:");
1240 stuff_string(fname, F_NAME, NULL);
1242 wip->b_info.beam_glow_bitmap = bm_load(fname);
1245 // # of shots (only used for type D beams)
1246 required_string("+Shots:");
1247 stuff_int(&wip->b_info.beam_shots);
1250 required_string("+ShrinkFactor:");
1251 stuff_float(&wip->b_info.beam_shrink_factor);
1252 required_string("+ShrinkPct:");
1253 stuff_float(&wip->b_info.beam_shrink_pct);
1256 while( optional_string("$Section:") ){
1257 beam_weapon_section_info i;
1258 char tex_name[255] = "";
1261 required_string("+Width:");
1262 stuff_float(&i.width);
1265 required_string("+Texture:");
1266 stuff_string(tex_name, F_NAME, NULL);
1269 i.texture = bm_load(tex_name);
1271 bm_lock(i.texture, 16, BMP_TEX_OTHER);
1272 bm_unlock(i.texture);
1277 required_string("+RGBA Inner:");
1278 stuff_byte(&i.rgba_inner[0]);
1279 stuff_byte(&i.rgba_inner[1]);
1280 stuff_byte(&i.rgba_inner[2]);
1281 stuff_byte(&i.rgba_inner[3]);
1284 required_string("+RGBA Outer:");
1285 stuff_byte(&i.rgba_outer[0]);
1286 stuff_byte(&i.rgba_outer[1]);
1287 stuff_byte(&i.rgba_outer[2]);
1288 stuff_byte(&i.rgba_outer[3]);
1291 required_string("+Flicker:");
1292 stuff_float(&i.flicker);
1295 required_string("+Zadd:");
1296 stuff_float(&i.z_add);
1299 if(wip->b_info.beam_num_sections < MAX_BEAM_SECTIONS - 1){
1300 wip->b_info.sections[wip->b_info.beam_num_sections++] = i;
1305 // tag weapon optional stuff
1306 wip->tag_level = -1;
1307 wip->tag_time = -1.0f;
1308 if( optional_string("$Tag:")){
1309 stuff_int(&wip->tag_level);
1310 stuff_float(&wip->tag_time);
1311 wip->wi_flags |= WIF_TAG;
1317 // function to parse the information for a specific ship type.
1318 void parse_cmeasure()
1320 cmeasure_info *cmeasurep;
1322 cmeasurep = &Cmeasure_info[Num_cmeasure_types];
1324 required_string("$Name:");
1325 stuff_string(cmeasurep->cmeasure_name, F_NAME, NULL);
1328 $Velocity: 20.0 ;; speed relative to ship, rear-fired until POF info added, MK, 5/22/97
1330 $Lifetime Min: 1.0 ;; Minimum lifetime
1331 $Lifetime Max: 2.0 ;; Maximum lifetime. Actual lifetime is rand(min..max).
1332 $LaunchSnd: counter_1.wav, .8, 10, 300 ;; countermeasure 1 fired (sound is 3d)
1335 required_string("$Velocity:");
1336 stuff_float( &(cmeasurep->max_speed) );
1338 required_string("$Fire Wait:");
1339 stuff_float( &(cmeasurep->fire_wait) );
1341 required_string("$Lifetime Min:");
1342 stuff_float(&cmeasurep->life_min);
1344 required_string("$Lifetime Max:");
1345 stuff_float(&cmeasurep->life_max);
1347 required_string("$LaunchSnd:");
1348 stuff_int(&cmeasurep->launch_sound);
1350 required_string("$Model:");
1351 stuff_string(cmeasurep->pof_name, F_NAME, NULL);
1352 cmeasurep->model_num = -1;
1356 // For all weapons that spawn weapons, given an index at weaponp->spawn_type,
1357 // convert the strings in Spawn_names to indices in the Weapon_types array.
1358 void translate_spawn_types()
1362 for (i=0; i<Num_weapon_types; i++)
1363 if (Weapon_info[i].spawn_type != -1) {
1364 int spawn_type = Weapon_info[i].spawn_type;
1366 for (j=0; j<Num_weapon_types; j++)
1367 if (!stricmp(Spawn_names[spawn_type], Weapon_info[j].name)) {
1368 Weapon_info[i].spawn_type = (short)j;
1370 Warning(LOCATION, "Weapon %s spawns itself. Infinite recursion?\n", Weapon_info[i].name);
1376 void parse_weaponstbl()
1378 // open localization
1381 read_file_text("weapons.tbl");
1384 Num_weapon_types = 0;
1385 First_secondary_index = -1;
1386 Num_spawn_types = 0;
1388 required_string("#Primary Weapons");
1389 while (required_string_either("#End", "$Name:")) {
1390 Assert( Num_weapon_types < MAX_WEAPON_TYPES );
1391 // AL 28-3-98: If parse_weapon() fails, try next .tbl weapon
1392 if ( parse_weapon() ) {
1395 Weapon_info[Num_weapon_types].subtype = WP_LASER;
1398 required_string("#End");
1400 required_string("#Secondary Weapons");
1401 First_secondary_index = Num_weapon_types;
1402 while (required_string_either("#End", "$Name:")) {
1403 Assert( Num_weapon_types < MAX_WEAPON_TYPES );
1404 // AL 28-3-98: If parse_weapon() fails, try next .tbl weapon
1405 if ( parse_weapon() ) {
1408 Weapon_info[Num_weapon_types].subtype = WP_MISSILE;
1411 required_string("#End");
1413 required_string("#Beam Weapons");
1414 while (required_string_either("#End", "$Name:")) {
1415 Assert( Num_weapon_types < MAX_WEAPON_TYPES );
1416 // AL 28-3-98: If parse_weapon() fails, try next .tbl weapon
1417 if ( parse_weapon() ) {
1420 Weapon_info[Num_weapon_types].subtype = WP_BEAM;
1423 required_string("#End");
1425 required_string("#Countermeasures");
1426 while (required_string_either("#End", "$Name:")) {
1427 Assert( Num_cmeasure_types < MAX_CMEASURE_TYPES );
1429 Num_cmeasure_types++;
1432 required_string("#End");
1434 // Read in a list of weapon_info indicies that are an ordering of the player weapon precedence.
1435 // This list is used to select an alternate weapon when a particular weapon is not available
1436 // during weapon selection.
1437 required_string("$Player Weapon Precedence:");
1438 Num_player_weapon_precedence = stuff_int_list(Player_weapon_precedence, MAX_WEAPON_TYPES, WEAPON_LIST_TYPE);
1440 translate_spawn_types();
1442 // close localization
1446 void create_weapon_names()
1450 for (i=0; i<Num_weapon_types; i++)
1451 Weapon_names[i] = Weapon_info[i].name;
1454 // This will get called once at game startup
1459 if ( !Weapons_inited ) {
1460 #ifndef FS2_DEMO // TODO - this seems to work? unless it's breaking that multiplayer mission...
1461 // parse weapon_exp.tbl
1462 parse_weapon_expl_tbl();
1466 // parse weapons.tbl
1467 if ((rval = setjmp(parse_abort)) != 0) {
1468 Error(LOCATION, "Error parsing 'weapons.tbl'\r\nError code = %i.\r\n", rval);
1471 create_weapon_names();
1476 weapon_level_init();
1480 // This will get called at the start of each level.
1481 void weapon_level_init()
1485 // Reset everything between levels
1487 for (i=0; i<MAX_WEAPONS; i++) {
1488 Weapons[i].objnum = -1;
1489 Weapons[i].weapon_info_index = -1;
1492 trail_level_init(); // reset all missile trails
1495 missile_obj_list_init();
1497 cscrew_level_init();
1502 Weapon_flyby_sound_timer = timestamp(0);
1503 Weapon_impact_timer = 1; // inited each level, used to reduce impact sounds
1506 MONITOR( NumWeaponsRend );
1508 float weapon_glow_scale_f = 2.3f;
1509 float weapon_glow_scale_r = 2.3f;
1510 float weapon_glow_scale_l = 1.5f;
1511 float weapon_glow_alpha_d3d = 0.85f;
1512 float weapon_glow_alpha_glide = 0.99f;
1513 void weapon_render(object *obj)
1520 MONITOR_INC(NumWeaponsRend, 1);
1522 Assert(obj->type == OBJ_WEAPON);
1524 num = obj->instance;
1526 wip = &Weapon_info[Weapons[num].weapon_info_index];
1528 switch (wip->render_type) {
1530 // turn off fogging for good measure
1531 gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0);
1533 if (wip->laser_bitmap >= 0) {
1534 gr_set_color_fast(&wip->laser_color_1);
1535 gr_set_bitmap(wip->laser_bitmap, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 0.99999f);
1538 vm_vec_scale_add(&headp, &obj->pos, &obj->orient.fvec, wip->laser_length);
1539 wp->weapon_flags &= ~WF_CONSIDER_FOR_FLYBY_SOUND;
1540 if ( g3_draw_laser(&headp, wip->laser_head_radius, &obj->pos, wip->laser_tail_radius) ) {
1541 wp->weapon_flags |= WF_CONSIDER_FOR_FLYBY_SOUND;
1545 // maybe draw laser glow bitmap
1546 if(wip->laser_glow_bitmap >= 0){
1547 // get the laser color
1548 weapon_get_laser_color(&c, obj);
1551 vm_vec_scale_add(&headp2, &obj->pos, &obj->orient.fvec, wip->laser_length * weapon_glow_scale_l);
1552 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);
1553 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);
1559 uint render_flags = MR_NORMAL|MR_IS_MISSILE|MR_NO_LIGHTING;
1561 model_clear_instance(wip->model_num);
1563 if ( (wip->wi_flags & WIF_THRUSTER) && (wp->thruster_bitmap > -1) ) {
1566 // Add noise to thruster geometry.
1567 //ft = obj->phys_info.forward_thrust;
1568 ft = 1.0f; // Always use 1.0f for missiles
1569 ft *= (1.0f + frand()/5.0f - 1.0f/10.0f);
1573 model_set_thrust( wip->model_num, ft, wp->thruster_bitmap, wp->thruster_glow_bitmap, wp->thruster_glow_noise);
1574 render_flags |= MR_SHOW_THRUSTERS;
1577 model_render(wip->model_num, &obj->orient, &obj->pos, render_flags);
1579 // render a missile plume as well
1581 static int plume = -1;
1582 extern float Interp_thrust_twist;
1583 extern float Interp_thrust_twist2;
1585 plume = model_load("plume01.pof", -1, NULL);
1588 Interp_thrust_twist = tw;
1589 Interp_thrust_twist2 = tw2;
1590 model_set_alpha(plume_alpha);
1591 model_render(plume, &obj->orient, &obj->pos, MR_ALL_XPARENT);
1592 Interp_thrust_twist = -1.0f;
1593 Interp_thrust_twist2 = -1.0f;
1600 Warning(LOCATION, "Unknown weapon rendering type = %i\n", wip->render_type);
1604 void weapon_delete(object *obj)
1609 num = obj->instance;
1611 Assert( Weapons[num].objnum == OBJ_INDEX(obj));
1614 Assert(wp->weapon_info_index >= 0);
1615 wp->weapon_info_index = -1;
1616 if (wp->swarm_index >= 0) {
1617 swarm_delete(wp->swarm_index);
1618 wp->swarm_index = -1;
1621 if(wp->cscrew_index >= 0) {
1622 cscrew_delete(wp->cscrew_index);
1623 wp->cscrew_index = -1;
1626 if (wp->missile_list_index >= 0) {
1627 missle_obj_list_remove(wp->missile_list_index);
1628 wp->missile_list_index = -1;
1631 if (wp->flak_index >= 0){
1632 flak_delete(wp->flak_index);
1633 wp->flak_index = -1;
1636 if (wp->trail_num > -1) {
1637 trail_object_died(wp->trail_num);
1642 Assert(Num_weapons >= 0);
1645 // Check if missile is newly locked onto the Player, maybe play a launch warning
1646 void weapon_maybe_play_warning(weapon *wp)
1648 if ( wp->homing_object == Player_obj ) {
1649 if ( !(wp->weapon_flags & WF_LOCK_WARNING_PLAYED) ) {
1650 wp->weapon_flags |= WF_LOCK_WARNING_PLAYED;
1651 if ( Weapon_info[wp->weapon_info_index].wi_flags & WIF_HOMING_HEAT ) {
1652 snd_play(&Snds[SND_HEATLOCK_WARN]);
1654 Assert(Weapon_info[wp->weapon_info_index].wi_flags & WIF_HOMING_ASPECT);
1655 snd_play(&Snds[SND_ASPECTLOCK_WARN]);
1661 #define CMEASURE_DETONATE_DISTANCE 40.0f
1663 // Detonate all missiles near this countermeasure.
1664 void detonate_nearby_missiles(cmeasure *cmp)
1667 vector cmeasure_pos;
1669 cmeasure_pos = Objects[cmp->objnum].pos;
1671 mop = GET_FIRST(&Missile_obj_list);
1672 while(mop != END_OF_LIST(&Missile_obj_list)) {
1676 objp = &Objects[mop->objnum];
1677 wp = &Weapons[objp->instance];
1679 if (wp->team != cmp->team) {
1680 if ( Missiontime - wp->creation_time > F1_0/2) {
1681 if (vm_vec_dist_quick(&cmeasure_pos, &objp->pos) < CMEASURE_DETONATE_DISTANCE) {
1682 if (wp->lifeleft > 0.2f) {
1683 //nprintf(("Jim", "Frame %i: Cmeasure #%i detonating weapon #%i\n", Framecount, cmp-Cmeasures, wp-Weapons));
1684 wp->lifeleft = 0.2f;
1685 // nprintf(("AI", "Frame %i: Flagging weapon %i for detonation.\n", Framecount, wp-Weapons));
1695 // Find an object for weapon #num (object *weapon_objp) to home on due to heat.
1696 void find_homing_object(object *weapon_objp, int num)
1698 object *objp, *old_homing_objp;
1705 wip = &Weapon_info[Weapons[num].weapon_info_index];
1707 best_dist = 99999.9f;
1709 // save the old homing object so that multiplayer servers can give the right information
1710 // to clients if the object changes
1711 old_homing_objp = wp->homing_object;
1713 wp->homing_object = &obj_used_list;
1715 // Scan all objects, find a weapon to home on.
1716 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
1717 if ((objp->type == OBJ_SHIP) || (objp->type == OBJ_CMEASURE)) {
1718 if (objp->type == OBJ_CMEASURE)
1719 if (Cmeasures[objp->instance].flags & CMF_DUD_HEAT)
1722 int homing_object_team = obj_team(objp);
1723 if ( (homing_object_team != wp->team) || (homing_object_team == TEAM_TRAITOR) ) {
1726 vector vec_to_object;
1728 // AL 2-17-98: If ship is immune to sensors, can't home on it (Sandeep says so)!
1729 if ( objp->type == OBJ_SHIP ) {
1730 if ( Ships[objp->instance].flags & SF_HIDDEN_FROM_SENSORS ) {
1735 // If this is a player object, make sure there aren't already too many homers.
1736 // Only in single player. In multiplayer, we don't want to restrict it in dogfight on team vs. team.
1737 // For co-op, it's probably also OK.
1738 if (!( Game_mode & GM_MULTIPLAYER )) {
1739 int num_homers = compute_num_homing_objects(objp);
1740 if (Max_allowed_player_homers[Game_skill_level] < num_homers)
1745 dist = vm_vec_normalized_dir(&vec_to_object, &objp->pos, &weapon_objp->pos);
1747 if (objp->type == OBJ_CMEASURE)
1750 dot = vm_vec_dot(&vec_to_object, &weapon_objp->orient.fvec);
1752 if (dot > wip->fov) {
1753 if (dist < best_dist) {
1755 wp->homing_object = objp;
1756 wp->target_sig = objp->signature;
1758 weapon_maybe_alert_cmeasure_success(objp);
1765 // if (wp->homing_object->type == OBJ_CMEASURE)
1766 // nprintf(("AI", "Frame %i: Weapon #%i homing on cmeasure #%i\n", Framecount, num, objp-Objects));
1768 if (wp->homing_object == Player_obj)
1769 weapon_maybe_play_warning(wp);
1771 // if the old homing object is different that the new one, send a packet to clients
1772 if ( MULTIPLAYER_MASTER && (old_homing_objp != wp->homing_object) ) {
1773 send_homing_weapon_info( num );
1777 // Scan all countermeasures. Maybe make weapon_objp home on it.
1778 void find_homing_object_cmeasures_1(object *weapon_objp)
1783 float best_dot, dist, dot;
1785 wp = &Weapons[weapon_objp->instance];
1786 wip = &Weapon_info[wp->weapon_info_index];
1788 best_dot = wip->fov; // Note, setting to this avoids comparison below.
1790 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
1791 if (objp->type == OBJ_CMEASURE) {
1792 vector vec_to_object;
1793 dist = vm_vec_normalized_dir(&vec_to_object, &objp->pos, &weapon_objp->pos);
1795 if (dist < MAX_CMEASURE_TRACK_DIST) {
1797 if (wip->wi_flags & WIF_HOMING_ASPECT) {
1798 chance = 1.0f/2.0f; // aspect seeker this likely to chase a countermeasure
1800 chance = 1.0f/1.5f; // heat seeker this likely to chase a countermeasure
1802 if ((objp->signature != wp->cmeasure_ignore_objnum) && (objp->signature != wp->cmeasure_chase_objnum)) {
1803 if (frand() < chance) {
1804 wp->cmeasure_ignore_objnum = objp->signature; // Don't process this countermeasure again.
1805 //nprintf(("Jim", "Frame %i: Weapon #%i ignoring cmeasure #%i\n", Framecount, OBJ_INDEX(weapon_objp), objp->signature));
1807 wp->cmeasure_chase_objnum = objp->signature; // Don't process this countermeasure again.
1808 //nprintf(("Jim", "Frame %i: Weapon #%i CHASING cmeasure #%i\n", Framecount, OBJ_INDEX(weapon_objp), objp->signature));
1812 if (objp->signature != wp->cmeasure_ignore_objnum) {
1814 dot = vm_vec_dot(&vec_to_object, &weapon_objp->orient.fvec);
1816 if (dot > best_dot) {
1817 //nprintf(("Jim", "Frame %i: Weapon #%i homing on cmeasure #%i\n", Framecount, weapon_objp-Objects, objp->signature));
1819 wp->homing_object = objp;
1820 weapon_maybe_alert_cmeasure_success(objp);
1829 // Someone launched countermeasures.
1830 // For all heat-seeking homing objects, see if should favor tracking a countermeasure instead.
1831 void find_homing_object_cmeasures()
1833 object *weapon_objp;
1835 // nprintf(("AI", "Scanning for countermeasures in frame %i\n", Framecount));
1837 if (Cmeasures_homing_check == 0)
1840 if (Cmeasures_homing_check <= 0)
1841 Cmeasures_homing_check = 1;
1843 Cmeasures_homing_check--;
1845 for (weapon_objp = GET_FIRST(&obj_used_list); weapon_objp != END_OF_LIST(&obj_used_list); weapon_objp = GET_NEXT(weapon_objp) ) {
1846 if (weapon_objp->type == OBJ_WEAPON) {
1847 weapon_info *wip = &Weapon_info[Weapons[weapon_objp->instance].weapon_info_index];
1849 if (wip->wi_flags & WIF_HOMING)
1850 find_homing_object_cmeasures_1(weapon_objp);
1856 // Find object with signature "sig" and make weapon home on it.
1857 void find_homing_object_by_sig(object *weapon_objp, int sig)
1861 object *old_homing_objp;
1863 wp = &Weapons[weapon_objp->instance];
1865 // save the old object so that multiplayer masters know whether to send a homing update packet
1866 old_homing_objp = wp->homing_object;
1868 sop = GET_FIRST(&Ship_obj_list);
1869 while(sop != END_OF_LIST(&Ship_obj_list)) {
1872 objp = &Objects[sop->objnum];
1873 if (objp->signature == sig) {
1874 wp->homing_object = objp;
1875 wp->target_sig = objp->signature;
1882 // if the old homing object is different that the new one, send a packet to clients
1883 if ( MULTIPLAYER_MASTER && (old_homing_objp != wp->homing_object) ) {
1884 send_homing_weapon_info( weapon_objp->instance );
1889 // Make weapon num home. It's also object *obj.
1890 void weapon_home(object *obj, int num, float frame_time)
1896 Assert(obj->type == OBJ_WEAPON);
1897 Assert(obj->instance == num);
1899 wip = &Weapon_info[wp->weapon_info_index];
1900 hobjp = Weapons[num].homing_object;
1902 // If not 1/2 second gone by, don't home yet.
1903 if ((hobjp == &obj_used_list) || ( f2fl(Missiontime - wp->creation_time) < 0.25f )) {
1904 // If this is a heat seeking homing missile and 1/2 second has elapsed since firing
1905 // and we don't have a target (else we wouldn't be inside the IF), find a new target.
1906 if (wip->wi_flags & WIF_HOMING_HEAT)
1907 if ( f2fl(Missiontime - wp->creation_time) > 0.5f )
1908 find_homing_object(obj, num);
1910 if (obj->phys_info.speed > wip->max_speed) {
1911 obj->phys_info.speed -= frame_time * 4;
1912 vm_vec_copy_scale( &obj->phys_info.desired_vel, &obj->orient.fvec, obj->phys_info.speed);
1913 } else if ((obj->phys_info.speed < wip->max_speed/4) && (wip->wi_flags & WIF_HOMING_HEAT)) {
1914 obj->phys_info.speed = wip->max_speed/4;
1915 vm_vec_copy_scale( &obj->phys_info.desired_vel, &obj->orient.fvec, obj->phys_info.speed);
1918 /* Removed code that makes bombs drop for a bit. They looked odd and it was confusing. People wondered where their weapons went.
1919 // Make bombs drop down for first second of life.
1920 if (wip->wi_flags & WIF_BOMB) {
1921 if (wip->lifetime - wp->lifeleft < 0.5f) {
1922 float time_scale = wip->lifetime - wp->lifeleft;
1923 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));
1930 // AL 4-8-98: If orgiginal target for aspect lock missile is lost, stop homing
1931 if (wip->wi_flags & WIF_HOMING_ASPECT) {
1932 if ( wp->target_sig > 0 ) {
1933 if ( wp->homing_object->signature != wp->target_sig ) {
1934 wp->homing_object = &obj_used_list;
1940 // AL 4-13-98: Stop homing on a subsystem if parent ship has changed
1941 if (wip->wi_flags & WIF_HOMING_HEAT) {
1942 if ( wp->target_sig > 0 ) {
1943 if ( wp->homing_object->signature != wp->target_sig ) {
1944 wp->homing_subsys = NULL;
1950 if (hobjp->type == OBJ_NONE) {
1951 find_homing_object(obj, num);
1956 switch (hobjp->type) {
1958 if (wip->wi_flags & WIF_HOMING_ASPECT)
1959 find_homing_object_by_sig(obj, wp->target_sig);
1961 find_homing_object(obj, num);
1965 if (hobjp->signature != wp->target_sig) {
1966 if (wip->wi_flags & WIF_HOMING_ASPECT)
1967 find_homing_object_by_sig(obj, wp->target_sig);
1969 find_homing_object(obj, num);
1974 // only allowed to home on bombs
1975 Assert(Weapon_info[Weapons[hobjp->instance].weapon_info_index].wi_flags & WIF_BOMB);
1976 if (wip->wi_flags & WIF_HOMING_ASPECT)
1977 find_homing_object_by_sig(obj, wp->target_sig);
1979 find_homing_object(obj, num);
1987 // See if this weapon is the nearest homing object to the object it is homing on.
1988 // If so, update some fields in the target object's ai_info.
1989 if (hobjp != &obj_used_list) {
1992 dist = vm_vec_dist_quick(&obj->pos, &hobjp->pos);
1994 if (hobjp->type == OBJ_SHIP) {
1997 aip = &Ai_info[Ships[hobjp->instance].ai_index];
1999 if ((aip->nearest_locked_object == -1) || (dist < aip->nearest_locked_distance)) {
2000 aip->nearest_locked_object = obj-Objects;
2001 aip->nearest_locked_distance = dist;
2006 // If the object it is homing on is still valid, home some more!
2007 if (hobjp != &obj_used_list) {
2010 vector target_pos; // position of what the homing missile is seeking
2012 vm_vec_zero(&target_pos);
2014 // the homing missile may be seeking a subsystem on a ship. If so, we need to calculate the
2015 // world coordinates of that subsystem so the homing missile can seek it out.
2016 // For now, March 7, 1997, MK, heat seeking homing missiles will be able to home on
2017 // any subsystem. Probably makes sense for them to only home on certain kinds of subsystems.
2018 if ( wp->homing_subsys != NULL ) {
2019 get_subsystem_world_pos(hobjp, Weapons[num].homing_subsys, &target_pos);
2020 wp->homing_pos = target_pos; // store the homing position in weapon data
2021 Assert( !vm_is_vec_nan(&wp->homing_pos) );
2026 dist = vm_vec_dist_quick(&obj->pos, &hobjp->pos);
2027 if (hobjp->type == OBJ_CMEASURE) {
2028 if (dist < CMEASURE_DETONATE_DISTANCE) {
2031 cmp = &Cmeasures[hobjp->instance];
2033 // Make this missile detonate soon. Not right away, not sure why. Seems better.
2034 if (cmp->team != wp->team) {
2035 detonate_nearby_missiles(cmp);
2036 //nprintf(("AI", "Frame %i: Weapon %i hit cmeasure, will die!\n", Framecount, wp-Weapons));
2043 if (wip->fov > 0.8f)
2046 int pick_homing_point = 0;
2047 if ( IS_VEC_NULL(&wp->homing_pos) ) {
2048 pick_homing_point = 1;
2051 // Update homing position if it hasn't been set, you're within 500 meters, or every half second, approximately.
2052 // For large objects, don't lead them.
2053 if (hobjp->radius < 40.0f) {
2054 target_pos = hobjp->pos;
2055 wp->homing_pos = target_pos;
2056 } else if ( pick_homing_point || (dist < 500.0f) || (rand_chance(flFrametime, 2.0f)) ) {
2058 if (hobjp->type == OBJ_SHIP) {
2059 if ( !pick_homing_point ) {
2060 // ensure that current attack point is only updated in world coords (ie not pick a different vertex)
2061 wp->pick_big_attack_point_timestamp = 0;
2064 if ( pick_homing_point ) {
2065 // If *any* player is parent of homing missile, then use position where lock indicator is
2066 if ( Objects[obj->parent].flags & OF_PLAYER_SHIP ) {
2069 // determine the player
2071 if ( Game_mode & GM_MULTIPLAYER ) {
2074 pnum = multi_find_player_by_object( &Objects[obj->parent] );
2076 pp = Net_players[pnum].player;
2080 // If player has apect lock, we don't want to find a homing point on the closest
2081 // octant... setting the timestamp to 0 ensures this.
2082 if (wip->wi_flags & WIF_HOMING_ASPECT) {
2083 wp->pick_big_attack_point_timestamp = 0;
2085 wp->pick_big_attack_point_timestamp = 1;
2088 if ( pp && pp->locking_subsys ) {
2089 wp->big_attack_point = pp->locking_subsys->system_info->pnt;
2091 vm_vec_zero(&wp->big_attack_point);
2096 ai_big_pick_attack_point(hobjp, obj, &target_pos, fov);
2099 target_pos = hobjp->pos;
2102 wp->homing_pos = target_pos;
2103 Assert( !vm_is_vec_nan(&wp->homing_pos) );
2104 // nprintf(("AI", "Attack point = %7.3f %7.3f %7.3f\n", target_pos.x, target_pos.y, target_pos.z));
2106 target_pos = wp->homing_pos;
2109 // Couldn't find a lock.
2110 if (IS_VEC_NULL(&target_pos))
2113 // Cause aspect seeking weapon to home at target's predicted position.
2114 // But don't use predicted position if dot product small or negative.
2115 // If do this, with a ship headed towards missile, could choose a point behind missile.``1
2116 float dist_to_target, time_to_target;
2118 dist_to_target = vm_vec_normalized_dir(&vec_to_goal, &target_pos, &obj->pos);
2119 time_to_target = dist_to_target/wip->max_speed;
2122 tvec = obj->phys_info.vel;
2123 vm_vec_normalize(&tvec);
2125 old_dot = vm_vec_dot(&tvec, &vec_to_goal);
2127 // If a weapon has missed its target, detonate it.
2128 // This solves the problem of a weapon circling the center of a subsystem that has been blown away.
2129 // Problem: It does not do impact damage, just proximity damage.
2130 if ((dist_to_target < flFrametime * obj->phys_info.speed * 4.0f + 10.0f) && (old_dot < 0.0f)) {
2131 int kill_missile = TRUE;
2132 if (wp->homing_object) {
2133 if (wp->homing_object->type == OBJ_SHIP) {
2134 ship *shipp = &Ships[wp->homing_object->instance];
2135 if (Ship_info[shipp->ship_info_index].flags & SIF_DONT_COLLIDE_INVIS) {
2136 kill_missile = FALSE;
2141 if (kill_missile && (wp->lifeleft > 0.01f)) {
2142 wp->lifeleft = 0.01f;
2146 // Only lead target if more than one second away. Otherwise can miss target. I think this
2147 // is what's causing Harbingers to miss the super destroyer. -- MK, 4/15/98
2148 if ((wip->wi_flags & WIF_HOMING_ASPECT) && (old_dot > 0.1f) && (time_to_target > 0.1f))
2149 vm_vec_scale_add2(&target_pos, &hobjp->phys_info.vel, min(time_to_target, 2.0f));
2151 //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));
2153 // 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));
2155 // If a HEAT seeking (rather than ASPECT seeking) homing missile, verify that target is in viewcone.
2156 if (wip->wi_flags & WIF_HOMING_HEAT) {
2157 if ((old_dot < wip->fov) && (dist_to_target > wip->inner_radius*1.1f)) { // Delay finding new target one frame to allow detonation.
2158 find_homing_object(obj, num);
2159 return; // Maybe found a new homing object. Return, process more next frame.
2160 } else // Subtract out life based on how far from target this missile points.
2161 if (wip->fov < 0.95f) {
2162 wp->lifeleft -= flFrametime * (0.95f - old_dot);
2163 //Should only happen when time is compressed.
2164 //if (flFrametime * (1.0f - old_dot) > 1.0f)
2167 } else if (wip->wi_flags & WIF_HOMING_ASPECT) { // subtract life as if max turn is 90 degrees.
2168 if (wip->fov < 0.95f)
2169 wp->lifeleft -= flFrametime * (0.95f - old_dot);
2171 Assert(0); // Hmm, a homing missile, but not aspect or heat?
2174 // Control speed based on dot product to goal. If close to straight ahead, move
2175 // at max speed, else move slower based on how far from ahead.
2176 if (old_dot < 0.90f) {
2177 obj->phys_info.speed = max(0.2f, old_dot* (float) fabs(old_dot));
2178 if (obj->phys_info.speed < wip->max_speed*0.75f)
2179 obj->phys_info.speed = wip->max_speed*0.75f;
2181 obj->phys_info.speed = wip->max_speed;
2183 // For first second of weapon's life, it doesn't fly at top speed. It ramps up.
2184 if (Missiontime - wp->creation_time < i2f(1)) {
2187 t = f2fl(Missiontime - wp->creation_time);
2188 obj->phys_info.speed *= t*t;
2191 Assert( obj->phys_info.speed > 0.0f );
2193 vm_vec_copy_scale( &obj->phys_info.desired_vel, &obj->orient.fvec, obj->phys_info.speed);
2195 // turn the missile towards the target only if non-swarm. Homing swarm missiles choose
2196 // a different vector to turn towards, this is done in swarm_update_direction().
2197 // if ( !(wip->wi_flags & WIF_SWARM) ) {
2198 if ( wp->swarm_index < 0 ) {
2199 // nprintf(("AI", "Dot, dist = %7.3f, %7.3f, target pos = %7.3f %7.3f %7.3f\n", old_dot, vm_vec_dist_quick(&obj->pos, &target_pos), target_pos.x, target_pos.y, target_pos.z));
2200 ai_turn_towards_vector(&target_pos, obj, frame_time, wip->turn_time, NULL, NULL, 0.0f, 0, NULL);
2201 vel = vm_vec_mag(&obj->phys_info.desired_vel);
2203 vm_vec_copy_scale(&obj->phys_info.desired_vel, &obj->orient.fvec, vel);
2207 /* // If this weapon shot past its target, make it detonate.
2208 if ((old_dot < 0.0f) && (dist_to_target < 50.0f)) {
2209 if (wp->lifeleft > 0.01f)
2210 wp->lifeleft = 0.01f;
2215 // as Mike K did with ships -- break weapon into process_pre and process_post for code to execute
2216 // before and after physics movement
2218 void weapon_process_pre( object *obj, float frame_time)
2220 // if the object is a corkscrew style weapon, process it now
2221 if((obj->type == OBJ_WEAPON) && (Weapons[obj->instance].cscrew_index >= 0)){
2222 cscrew_process_pre(obj);
2225 // if the weapon is a flak weapon, maybe detonate it early
2226 if((obj->type == OBJ_WEAPON) && (Weapon_info[Weapons[obj->instance].weapon_info_index].wi_flags & WIF_FLAK) && (Weapons[obj->instance].flak_index >= 0)){
2227 flak_maybe_detonate(obj);
2231 int Homing_hits = 0, Homing_misses = 0;
2234 MONITOR( NumWeapons );
2236 // maybe play a "whizz sound" if close enough to view position
2237 void weapon_maybe_play_flyby_sound(object *weapon_objp, weapon *wp)
2239 // do a quick out if not a laser
2240 if ( Weapon_info[wp->weapon_info_index].subtype != WP_LASER ) {
2244 // don't play flyby sounds too close together
2245 if ( !timestamp_elapsed(Weapon_flyby_sound_timer) ) {
2249 if ( !(wp->weapon_flags & WF_PLAYED_FLYBY_SOUND) && (wp->weapon_flags & WF_CONSIDER_FOR_FLYBY_SOUND) ) {
2250 float dist, dot, radius;
2252 dist = vm_vec_dist_quick(&weapon_objp->pos, &Eye_position);
2255 radius = Viewer_obj->radius;
2260 if ( (dist > radius) && (dist < 55) ) {
2261 vector vec_to_weapon;
2263 vm_vec_sub(&vec_to_weapon, &weapon_objp->pos, &Eye_position);
2264 vm_vec_normalize(&vec_to_weapon);
2266 // ensure laser is in front of eye
2267 dot = vm_vec_dot(&vec_to_weapon, &Eye_matrix.fvec);
2272 // ensure that laser is moving in similar direction to fvec
2273 dot = vm_vec_dot(&vec_to_weapon, &weapon_objp->orient.fvec);
2275 // nprintf(("Alan", "Weapon dot: %.2f\n", dot));
2276 if ( (dot < -0.80) && (dot > -0.98) ) {
2277 snd_play_3d( &Snds[SND_WEAPON_FLYBY], &weapon_objp->pos, &Eye_position );
2278 Weapon_flyby_sound_timer = timestamp(200);
2279 wp->weapon_flags |= WF_PLAYED_FLYBY_SOUND;
2285 // process a weapon after physics movement. MWA reorders some of the code on 8/13 for multiplayer. When
2286 // adding something to this function, decide whether or not a client in a multiplayer game needs to do
2287 // what is normally done in a single player game. Things like plotting an object on a radar, effect
2288 // for exhaust are things that are done on all machines. Things which calculate weapon targets, new
2289 // velocities, etc, are server only functions and should go after the if ( !MULTIPLAYER_MASTER ) statement
2290 // See Allender if you cannot decide what to do.
2291 void weapon_process_post(object * obj, float frame_time)
2297 MONITOR_INC( NumWeapons, 1 );
2299 Assert(obj->type == OBJ_WEAPON);
2301 num = obj->instance;
2304 int objnum = OBJ_INDEX(obj);
2305 Assert( Weapons[num].objnum == objnum );
2310 wp->lifeleft -= frame_time;
2311 wip = &Weapon_info[wp->weapon_info_index];
2313 // check life left. Multiplayer client code will go through here as well. We must be careful in weapon_hit
2314 // when killing a missile that spawn child weapons!!!!
2315 if ( wp->lifeleft < 0.0f ) {
2316 if ( wip->subtype & WP_MISSILE ) {
2317 if(Game_mode & GM_MULTIPLAYER){
2318 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
2319 // nprintf(("AI", "Frame %i: Weapon %i detonated, dist = %7.3f!\n", Framecount, obj-Objects));
2320 weapon_detonate(obj);
2323 // nprintf(("AI", "Frame %i: Weapon %i detonated, dist = %7.3f!\n", Framecount, obj-Objects));
2324 weapon_detonate(obj);
2326 if (wip->wi_flags & WIF_HOMING) {
2328 // nprintf(("AI", "Miss! Hits = %i/%i\n", Homing_hits, (Homing_hits + Homing_misses)));
2331 obj->flags |= OF_SHOULD_BE_DEAD;
2332 // demo_do_flag_dead(OBJ_INDEX(obj));
2338 // plot homing missiles on the radar
2339 if (wip->wi_flags & WIF_HOMING) {
2340 if ( hud_gauge_active(HUD_RADAR) ) {
2341 radar_plot_object( obj );
2346 if ((wip->wi_flags & WIF_TRAIL) && !(wip->wi_flags & WIF_CORKSCREW)) {
2347 if ( wp->trail_num > -1 ) {
2348 if (trail_stamp_elapsed(wp->trail_num)) {
2350 trail_add_segment( wp->trail_num, &obj->pos );
2352 trail_set_stamp(wp->trail_num);
2354 trail_set_segment( wp->trail_num, &obj->pos );
2360 if ( wip->wi_flags & WIF_THRUSTER ) {
2361 ship_do_weapon_thruster_frame( wp, obj, flFrametime );
2364 // maybe play a "whizz sound" if close enough to view position
2366 if ( Weapon_flyby_sound_enabled ) {
2367 weapon_maybe_play_flyby_sound(obj, wp);
2370 weapon_maybe_play_flyby_sound(obj, wp);
2373 // If our target is still valid, then update some info.
2374 if (wp->target_num != -1) {
2375 if (Objects[wp->target_num].signature == wp->target_sig) {
2379 vm_vec_avg(&v0, &obj->pos, &obj->last_pos);
2381 cur_dist = vm_vec_dist_quick(&v0, &Objects[wp->target_num].pos);
2383 if (cur_dist < wp->nearest_dist) {
2384 wp->nearest_dist = cur_dist;
2385 } else if (cur_dist > wp->nearest_dist + 1.0f) {
2388 ai_info *parent_aip;
2389 float lead_scale = 0.0f;
2392 if (obj->parent != Player_obj-Objects) {
2393 parent_aip = &Ai_info[Ships[Objects[obj->parent].instance].ai_index];
2394 lead_scale = parent_aip->lead_scale;
2397 vm_vec_normalized_dir(&tvec, &v0, &Objects[wp->target_num].pos);
2398 dot = vm_vec_dot(&tvec, &Objects[wp->target_num].orient.fvec);
2399 // nprintf(("AI", "Miss dot = %7.3f, dist = %7.3f, lead_scale = %7.3f\n", dot, cur_dist, lead_scale));
2400 wp->target_num = -1;
2402 // Learn! If over-shooting or under-shooting, compensate.
2403 // Really need to compensate for left/right errors. This does no good against someone circling
2404 // in a plane perpendicular to the attacker's forward vector.
2405 if (parent_aip != NULL) {
2406 if (cur_dist > 100.0f)
2407 parent_aip->lead_scale = 0.0f;
2410 parent_aip->lead_scale += cur_dist/2000.0f;
2411 } else if (dot > 0.1f) {
2412 parent_aip->lead_scale -= cur_dist/2000.0f;
2415 if (fl_abs(parent_aip->lead_scale) > 1.0f){
2416 parent_aip->lead_scale *= 0.9f;
2423 if(wip->wi_flags & WIF_PARTICLE_SPEW){
2424 weapon_maybe_spew_particle(obj);
2427 // a single player or multiplayer server function -- it affects actual weapon movement.
2428 if (wip->wi_flags & WIF_HOMING) {
2429 weapon_home(obj, num, frame_time);
2431 /* if (wip->wi_flags & WIF_BOMB) {
2432 if (wip->lifetime - obj->lifeleft < 1.0f) {
2437 // If this is a swarm type missile,
2438 // if ( wip->wi_flags & WIF_SWARM )
2439 if ( wp->swarm_index >= 0 ) {
2440 swarm_update_direction(obj, frame_time);
2443 if( wp->cscrew_index >= 0) {
2444 cscrew_process_post(obj);
2449 // Update weapon tracking information.
2450 void weapon_set_tracking_info(int weapon_objnum, int parent_objnum, int target_objnum, int target_is_locked, ship_subsys *target_subsys)
2453 object *parent_objp;
2456 int targeting_same = 0;
2458 if ( weapon_objnum < 0 ) {
2462 Assert(Objects[weapon_objnum].type == OBJ_WEAPON);
2464 wp = &Weapons[Objects[weapon_objnum].instance];
2465 wip = &Weapon_info[wp->weapon_info_index];
2466 parent_objp = &Objects[parent_objnum];
2468 Assert(parent_objp->type == OBJ_SHIP);
2469 ai_index = Ships[parent_objp->instance].ai_index;
2471 if ( ai_index >= 0 ) {
2472 int target_team = -1;
2473 if ( target_objnum >= 0 ) {
2474 int obj_type = Objects[target_objnum].type;
2475 if ( (obj_type == OBJ_SHIP) || (obj_type == OBJ_WEAPON) ) {
2476 target_team = obj_team(&Objects[target_objnum]);
2480 // determining if we're targeting the same team
2481 if(Ships[parent_objp->instance].team == target_team){
2487 if ((target_objnum != -1) && (!targeting_same || ((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT) && (target_team == TEAM_TRAITOR))) ) {
2488 wp->target_num = target_objnum;
2489 wp->target_sig = Objects[target_objnum].signature;
2490 wp->nearest_dist = 99999.0f;
2491 if ( (wip->wi_flags & WIF_HOMING_ASPECT) && target_is_locked) {
2492 wp->homing_object = &Objects[target_objnum];
2493 wp->homing_subsys = target_subsys;
2494 weapon_maybe_play_warning(wp);
2495 } else if ( wip->wi_flags & WIF_HOMING_HEAT ) {
2496 // Make a heat seeking missile try to home. If the target is outside the view cone, it will
2497 // immediately drop it and try to find one in its view cone.
2498 if (target_objnum != -1) {
2499 wp->homing_object = &Objects[target_objnum];
2500 weapon_maybe_play_warning(wp);
2502 wp->homing_object = &obj_used_list;
2504 wp->homing_subsys = target_subsys;
2507 wp->target_num = -1;
2508 wp->target_sig = -1;
2511 // If missile is locked on target, increase its lifetime by 20% since missiles can be fired at limit of range
2512 // as defined by velocity*lifeleft, but missiles often slow down a bit, plus can be fired at a moving away target.
2513 // Confusing to many players when their missiles run out of gas before getting to target.
2514 // DB - removed 7:14 pm 9/6/99. was totally messing up lifetimes for all weapons.
2515 // 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
2516 // put a sanity check in the color changing laser code that was broken by this code.
2517 if (target_is_locked && (wp->target_num != -1) && (wip->wi_flags & WIF_HOMING_ASPECT) ) {
2518 wp->lifeleft *= 1.2f;
2521 ai_update_danger_weapon(target_objnum, weapon_objnum);
2526 // weapon_create() will create a weapon object
2528 // Returns: index of weapon in the Objects[] array, -1 if the weapon object was not created
2529 int Weapons_created = 0;
2530 int weapon_create( vector * pos, matrix * orient, int weapon_id, int parent_objnum, int secondary_flag, int group_id, int is_locked )
2534 object *objp, *parent_objp;
2538 Assert(weapon_id >= 0 && weapon_id < Num_weapon_types);
2540 // beam weapons should never come through here!
2541 Assert(!(Weapon_info[weapon_id].wi_flags & WIF_BEAM));
2544 if (Num_weapons >= MAX_WEAPONS-5) {
2546 //No, do remove for AI ships -- MK, 3/12/98 // don't need to try and delete weapons for ai ships
2547 //if ( !(Objects[parent_objnum].flags & OF_PLAYER_SHIP) )
2550 num_deleted = collide_remove_weapons();
2551 nprintf(("WARNING", "Deleted %d weapons because of lack of slots\n", num_deleted));
2552 if (num_deleted == 0){
2557 for (n=0; n<MAX_WEAPONS; n++ ){
2558 if (Weapons[n].weapon_info_index < 0){
2563 if (n == MAX_WEAPONS) {
2564 // if we supposedly deleted weapons above, what happened here!!!!
2566 Int3(); // get allender -- something funny is going on!!!
2573 objnum = obj_create( OBJ_WEAPON, parent_objnum, n, orient, pos, 2.0f, OF_RENDERS | OF_COLLIDES | OF_PHYSICS );
2574 Assert(objnum >= 0);
2575 Assert(First_secondary_index != -1);
2576 objp = &Objects[objnum];
2579 if(parent_objnum >= 0){
2580 parent_objp = &Objects[parent_objnum];
2585 wip = &Weapon_info[weapon_id];
2587 // check if laser or dumbfire missile
2588 // set physics flag to allow optimization
2589 if ((wip->subtype == WP_LASER) || ((wip->subtype == WP_MISSILE) && !(wip->wi_flags & WIF_HOMING))) {
2591 objp->phys_info.flags |= PF_CONST_VEL;
2594 wp->weapon_info_index = weapon_id;
2595 wp->lifeleft = wip->lifetime;
2597 wp->objnum = objnum;
2598 wp->homing_object = &obj_used_list; // Assume not homing on anything.
2599 wp->homing_subsys = NULL;
2600 wp->creation_time = Missiontime;
2601 wp->group_id = group_id;
2603 // we don't necessarily need a parent
2604 if(parent_objp != NULL){
2605 Assert(parent_objp->type == OBJ_SHIP); // Get Mike, a non-ship has fired a weapon!
2606 Assert((parent_objp->instance >= 0) && (parent_objp->instance < MAX_SHIPS));
2607 wp->team = Ships[parent_objp->instance].team;
2608 wp->species = Ship_info[Ships[parent_objp->instance].ship_info_index].species;
2613 wp->turret_subsys = NULL;
2614 vm_vec_zero(&wp->homing_pos);
2615 wp->weapon_flags = 0;
2616 wp->target_sig = -1;
2617 wp->cmeasure_ignore_objnum = -1;
2618 wp->cmeasure_chase_objnum = -1;
2620 // Init the thruster info
2621 wp->thruster_bitmap = -1;
2622 wp->thruster_frame = 0.0f;
2623 wp->thruster_glow_bitmap = -1;
2624 wp->thruster_glow_noise = 1.0f;
2625 wp->thruster_glow_frame = 0.0f;
2627 if ( wip->wi_flags & WIF_SWARM ) {
2628 wp->swarm_index = (short)swarm_create();
2630 wp->swarm_index = -1;
2633 // if this is a particle spewing weapon, setup some stuff
2634 if(wip->wi_flags & WIF_PARTICLE_SPEW){
2635 wp->particle_spew_time = -1;
2638 // assign the network signature. The starting sig is sent to all clients, so this call should
2639 // result in the same net signature numbers getting assigned to every player in the game
2640 if ( Game_mode & GM_MULTIPLAYER ) {
2641 if(wip->subtype == WP_MISSILE){
2642 Objects[objnum].net_signature = multi_assign_network_signature( MULTI_SIG_NON_PERMANENT );
2644 // for weapons that respawn, add the number of respawnable weapons to the net signature pool
2645 // to reserve N signatures for the spawned weapons
2646 if ( wip->wi_flags & WIF_SPAWN ){
2647 multi_set_network_signature( (ushort)(Objects[objnum].net_signature + wip->spawn_count), MULTI_SIG_NON_PERMANENT );
2650 Objects[objnum].net_signature = multi_assign_network_signature( MULTI_SIG_NON_PERMANENT );
2652 // for multiplayer clients, when creating lasers, add some more life to the lasers. This helps
2653 // to overcome some problems associated with lasers dying on client machine before they get message
2654 // from server saying it hit something.
2655 // removed 1/13/98 -- MWA if ( MULTIPLAYER_CLIENT && (wip->subtype == WP_LASER) )
2656 // removed 1/13/98 -- MWA wp->lifeleft += 1.5f;
2659 // Make remote detonate missiles look like they're getting detonated by firer simply by giving them variable lifetimes.
2660 if (!(Objects[parent_objnum].flags & OF_PLAYER_SHIP) && (wip->wi_flags & WIF_REMOTE)) {
2663 if ( Game_mode & GM_NORMAL ){
2666 rand_val = static_randf(Objects[objnum].net_signature);
2669 wp->lifeleft = wp->lifeleft/2.0f + rand_val * wp->lifeleft/2.0f;
2672 objp->phys_info.mass = wip->mass;
2673 objp->phys_info.side_slip_time_const = 0.0f;
2674 objp->phys_info.rotdamp = 0.0f;
2675 vm_vec_zero(&objp->phys_info.max_vel);
2676 objp->phys_info.max_vel.z = wip->max_speed;
2677 vm_vec_zero(&objp->phys_info.max_rotvel);
2678 objp->shields[0] = wip->damage;
2679 if (wip->wi_flags & WIF_BOMB){
2680 objp->hull_strength = 50.0f;
2682 objp->hull_strength = 0.0f;
2685 if ( wip->subtype == WP_MISSILE ){
2686 objp->radius = model_get_radius(wip->model_num);
2687 } else if ( wip->subtype == WP_LASER ) {
2688 objp->radius = wip->laser_head_radius;
2691 // Set desired velocity and initial velocity.
2692 // For lasers, velocity is always the same.
2693 // For missiles, it is a small amount plus the firing ship's velocity.
2694 // For missiles, the velocity trends towards some goal.
2695 // Note: If you change how speed works here, such as adding in speed of parent ship, you'll need to change the AI code
2696 // that predicts collision points. See Mike Kulas or Dave Andsager. (Or see ai_get_weapon_speed().)
2697 if (!(wip->wi_flags & WIF_HOMING)) {
2698 vm_vec_copy_scale(&objp->phys_info.desired_vel, &objp->orient.fvec, objp->phys_info.max_vel.z );
2699 objp->phys_info.vel = objp->phys_info.desired_vel;
2700 objp->phys_info.speed = vm_vec_mag(&objp->phys_info.desired_vel);
2702 // For weapons that home, set velocity to sum of forward component of parent's velocity and 1/4 weapon's max speed.
2703 // Note that it is important to extract the forward component of the parent's velocity to factor out sliding, else
2704 // the missile will not be moving forward.
2705 if(parent_objp != NULL){
2706 vm_vec_copy_scale(&objp->phys_info.desired_vel, &objp->orient.fvec, vm_vec_dot(&parent_objp->phys_info.vel, &parent_objp->orient.fvec) + objp->phys_info.max_vel.z/4 );
2708 vm_vec_copy_scale(&objp->phys_info.desired_vel, &objp->orient.fvec, objp->phys_info.max_vel.z/4 );
2710 objp->phys_info.vel = objp->phys_info.desired_vel;
2711 objp->phys_info.speed = vm_vec_mag(&objp->phys_info.vel);
2714 // create the corkscrew
2715 if ( wip->wi_flags & WIF_CORKSCREW ) {
2716 wp->cscrew_index = (short)cscrew_create(objp);
2718 wp->cscrew_index = -1;
2721 // if this is a flak weapon shell, make it so
2722 // NOTE : this function will change some fundamental things about the weapon object
2723 if ( wip->wi_flags & WIF_FLAK ){
2726 wp->flak_index = -1;
2729 wp->missile_list_index = -1;
2730 // If this is a missile, then add it to the Missile_obj_list
2731 if ( wip->subtype == WP_MISSILE ) {
2732 wp->missile_list_index = missile_obj_list_add(objnum);
2735 if (wip->wi_flags & WIF_TRAIL /*&& !(wip->wi_flags & WIF_CORKSCREW) */) {
2736 wp->trail_num = trail_create(wip->tr_info);
2738 if ( wp->trail_num > -1 ) {
2739 // Add two segments. One to stay at launch pos, one to move.
2740 trail_add_segment( wp->trail_num, &objp->pos );
2741 trail_add_segment( wp->trail_num, &objp->pos );
2745 // Ensure weapon flyby sound doesn't get played for player lasers
2746 if ( parent_objp == Player_obj ) {
2747 wp->weapon_flags |= WF_PLAYED_FLYBY_SOUND;
2750 wp->pick_big_attack_point_timestamp = timestamp(1);
2752 // Set detail levels for POF-type weapons.
2753 if (Weapon_info[wp->weapon_info_index].model_num != -1) {
2756 pm = model_get(Weapon_info[wp->weapon_info_index].model_num);
2758 for (i=0; i<pm->n_detail_levels; i++){
2759 pm->detail_depth[i] = (objp->radius*20.0f + 20.0f) * i;
2763 // if the weapon was fired locked
2765 wp->weapon_flags |= WF_LOCKED_WHEN_FIRED;
2772 // Spawn child weapons from object *objp.
2773 void spawn_child_weapons(object *objp)
2778 ushort starting_sig;
2782 Assert(objp->type == OBJ_WEAPON);
2783 Assert((objp->instance >= 0) && (objp->instance < MAX_WEAPONS));
2785 wp = &Weapons[objp->instance];
2786 Assert((wp->weapon_info_index >= 0) && (wp->weapon_info_index < MAX_WEAPON_TYPES));
2787 wip = &Weapon_info[wp->weapon_info_index];
2789 child_id = wip->spawn_type;
2791 parent_num = objp->parent;
2793 if ((Objects[parent_num].type != objp->parent_type) || (Objects[parent_num].signature != objp->parent_sig)) {
2794 mprintf(("Warning: Parent of spawn weapon does not exist. Not spawning.\n"));
2799 if ( Game_mode & GM_MULTIPLAYER ) {
2800 // get the next network signature and save it. Set the next usable network signature to be
2801 // the passed in objects signature + 1. We "reserved" N of these slots when we created objp
2802 // for it's spawned children.
2803 starting_sig = multi_get_next_network_signature( MULTI_SIG_NON_PERMANENT );
2804 multi_set_network_signature( objp->net_signature, MULTI_SIG_NON_PERMANENT );
2807 for (i=0; i<wip->spawn_count; i++) {
2812 // for multiplayer, use the static randvec functions based on the network signatures to provide
2813 // the randomness so that it is the same on all machines.
2814 if ( Game_mode & GM_MULTIPLAYER ){
2815 static_randvec(objp->net_signature + i, &tvec);
2817 vm_vec_rand_vec_quick(&tvec);
2819 vm_vec_scale_add(&pos, &objp->pos, &tvec, objp->radius);
2821 vm_vector_2_matrix(&orient, &tvec, NULL, NULL);
2822 weapon_objnum = weapon_create(&pos, &orient, child_id, parent_num, 1, -1, wp->weapon_flags & WF_LOCKED_WHEN_FIRED);
2824 // Assign a little randomness to lifeleft so they don't all disappear at the same time.
2825 if (weapon_objnum != -1) {
2828 if ( Game_mode & GM_NORMAL ){
2831 rand_val = static_randf(objp->net_signature + i);
2834 Weapons[Objects[weapon_objnum].instance].lifeleft *= rand_val*0.4f + 0.8f;
2839 // in multiplayer, reset the next network signature to the one that was saved.
2840 if ( Game_mode & GM_MULTIPLAYER ){
2841 multi_set_network_signature( starting_sig, MULTI_SIG_NON_PERMANENT );
2845 // -----------------------------------------------------------------------
2846 // weapon_hit_do_sound()
2848 // Play a sound effect when a weapon hits a ship
2850 // To elimate the "stereo" effect of two lasers hitting at nearly
2851 // the same time, and to reduce the number of sound channels used,
2852 // only play one impact sound if IMPACT_SOUND_DELTA has elapsed
2854 // Note: Uses Weapon_impact_timer global for timer variable
2856 void weapon_hit_do_sound(object *hit_obj, weapon_info *wip, vector *hitpos)
2861 // If non-missiles (namely lasers) expire without hitting a ship, don't play impact sound
2862 if ( wip->subtype != WP_MISSILE ) {
2864 // flak weapons make sounds
2865 if(wip->wi_flags & WIF_FLAK){
2866 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2871 switch(hit_obj->type) {
2877 if ( timestamp_elapsed(Weapon_impact_timer) ) {
2878 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2879 Weapon_impact_timer = timestamp(IMPACT_SOUND_DELTA);
2889 if ( hit_obj == NULL ) {
2890 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2894 if ( timestamp_elapsed(Weapon_impact_timer) ) {
2897 if ( hit_obj->type == OBJ_SHIP ) {
2898 shield_str = ship_quadrant_shield_strength(hit_obj, hitpos);
2903 // play a shield hit if shields are above 10% max in this quadrant
2904 if ( shield_str > 0.1f ) {
2908 if ( !is_hull_hit ) {
2909 // Play a shield impact sound effect
2910 if ( hit_obj == Player_obj ) {
2911 snd_play_3d( &Snds[SND_SHIELD_HIT_YOU], hitpos, &Eye_position );
2912 // AL 12-15-97: Add missile impact sound even when shield is hit
2913 if ( wip->subtype == WP_MISSILE ) {
2914 snd_play_3d( &Snds[SND_PLAYER_HIT_MISSILE], hitpos, &Eye_position);
2917 snd_play_3d( &Snds[SND_SHIELD_HIT], hitpos, &Eye_position );
2920 // Play a hull impact sound effect
2921 switch ( wip->subtype ) {
2923 if ( hit_obj == Player_obj )
2924 snd_play_3d( &Snds[SND_PLAYER_HIT_LASER], hitpos, &Eye_position );
2926 if ( wip->impact_snd != -1 ) {
2927 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2932 if ( hit_obj == Player_obj )
2933 snd_play_3d( &Snds[SND_PLAYER_HIT_MISSILE], hitpos, &Eye_position);
2935 if ( wip->impact_snd != -1 ) {
2936 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2941 nprintf(("Warning","WARNING ==> Cannot determine sound to play for weapon impact\n"));
2946 Weapon_impact_timer = timestamp(IMPACT_SOUND_DELTA);
2950 // distrupt any subsystems that fall into damage sphere of this Electronics missile
2952 // input: ship_obj => pointer to ship that holds subsystem
2953 // blast_pos => world pos of weapon blast
2954 // wi_index => weapon info index of weapon causing blast
2955 void weapon_do_electronics_affect(object *ship_objp, vector *blast_pos, int wi_index)
2960 model_subsystem *psub;
2961 vector subsys_world_pos;
2964 shipp = &Ships[ship_objp->instance];
2965 wip = &Weapon_info[wi_index];
2967 for ( ss = GET_FIRST(&shipp->subsys_list); ss != END_OF_LIST(&shipp->subsys_list); ss = GET_NEXT(ss) ) {
2968 psub = ss->system_info;
2970 // convert subsys point to world coords
2971 vm_vec_unrotate(&subsys_world_pos, &psub->pnt, &ship_objp->orient);
2972 vm_vec_add2(&subsys_world_pos, &ship_objp->pos);
2974 // see if subsys point is within damage sphere
2975 dist = vm_vec_dist_quick(blast_pos, &subsys_world_pos);
2976 if ( dist < wip->outer_radius ) {
2977 ship_subsys_set_disrupted(ss, fl2i(6000.0f + frand()*4000.0f));
2982 // ----------------------------------------------------------------------
2983 // weapon_area_calc_damage()
2985 // Calculate teh damage for an object based on the location of an area-effect
2988 // input: objp => object pointer ship receiving blast effect
2989 // pos => world pos of blast center
2990 // inner_rad => smallest radius at which full damage is done
2991 // outer_rad => radius at which no damage is done
2992 // max_blast => maximum blast possible from explosion
2993 // max_damage => maximum damage possible from explosion
2994 // blast => OUTPUT PARAMETER: receives blast value from explosion
2995 // damage => OUTPUT PARAMETER: receives damage value from explosion
2996 // limit => a limit on the area, needed for shockwave damage
2998 // returns: no damage occurred => -1
2999 // damage occured => 0
3001 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)
3003 float dist, max_dist, min_dist;
3005 // only blast ships and asteroids
3006 if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_ASTEROID)) {
3010 max_dist = objp->radius + outer_rad;
3011 dist = vm_vec_dist_quick(&objp->pos, pos);
3012 if ( (dist > max_dist) || (dist > (limit+objp->radius)) ) {
3013 return -1; // spheres don't intersect at all
3016 if ( dist < (inner_rad+objp->radius) ) {
3017 // damage is maximum within inner radius
3018 *damage = max_damage;
3021 float dist_to_outer_rad_squared, total_dist_squared;
3022 min_dist = dist - objp->radius;
3023 Assert(min_dist < outer_rad);
3024 dist_to_outer_rad_squared = (outer_rad-min_dist)*(outer_rad-min_dist);
3025 total_dist_squared = (inner_rad-outer_rad)*(inner_rad-outer_rad);
3026 // AL 2-24-98: drop off damage relative to square of distance
3027 Assert(dist_to_outer_rad_squared <= total_dist_squared);
3028 *damage = max_damage * dist_to_outer_rad_squared/total_dist_squared;
3031 // *damage = (min_dist - outer_rad) * max_damage/(inner_rad - outer_rad);
3032 *blast = (min_dist - outer_rad) * max_blast /(inner_rad - outer_rad);
3035 // nprintf(("AI", "Frame %i: Damage = %7.3f, %7.3f meters away.\n", Framecount, *damage, dist));
3040 // ----------------------------------------------------------------------
3041 // weapon_area_apply_blast()
3043 // Apply the blast effects of an explosion to a ship
3045 // input: force_apply_pos => world pos of where force is applied to object
3046 // ship_obj => object pointer of ship receiving the blast
3047 // blast_pos => world pos of blast center
3048 // blast => force of blast
3049 // make_shockwave => boolean, whether to create a shockwave or not
3051 void weapon_area_apply_blast(vector *force_apply_pos, object *ship_obj, vector *blast_pos, float blast, int make_shockwave)
3053 #define SHAKE_CONST 3000
3054 vector force, vec_blast_to_ship, vec_ship_to_impact;
3057 // apply blast force based on distance from center of explosion
3058 vm_vec_sub(&vec_blast_to_ship, &ship_obj->pos, blast_pos);
3059 vm_vec_normalize_safe(&vec_blast_to_ship);
3060 vm_vec_copy_scale(&force, &vec_blast_to_ship, blast );
3063 vm_vec_sub(&vec_ship_to_impact, blast_pos, &ship_obj->pos);
3065 pm = model_get(Ships[ship_obj->instance].modelnum);
3066 Assert ( pm != NULL );
3068 if (make_shockwave) {
3069 physics_apply_shock (&force, blast, &ship_obj->phys_info, &ship_obj->orient, &pm->mins, &pm->maxs, pm->rad);
3070 if (ship_obj == Player_obj) {
3071 joy_ff_play_vector_effect(&vec_blast_to_ship, blast * 2.0f);
3074 ship_apply_whack( &force, &vec_ship_to_impact, ship_obj);
3078 // ----------------------------------------------------------------------
3079 // weapon_do_area_effect()
3081 // Do the area effect for a weapon
3083 // input: wobjp => object pointer to weapon causing explosion
3084 // pos => world pos of explosion center
3085 // other_obj => object pointer to ship that weapon impacted on (can be NULL)
3087 void weapon_do_area_effect(object *wobjp, vector *pos, object *other_obj)
3092 float damage, blast;
3094 wip = &Weapon_info[Weapons[wobjp->instance].weapon_info_index];
3095 wp = &Weapons[wobjp->instance];
3096 Assert(wip->inner_radius != 0);
3098 // only blast ships and asteroids
3099 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
3100 if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_ASTEROID) ) {
3104 if ( objp->type == OBJ_SHIP ) {
3105 // don't blast navbuoys
3106 if ( ship_get_SIF(objp->instance) & SIF_NAVBUOY ) {
3111 if ( weapon_area_calc_damage(objp, pos, wip->inner_radius, wip->outer_radius, wip->blast_force, wip->damage, &blast, &damage, wip->outer_radius) == -1 ){
3116 damage *= weapon_get_damage_scale(wip, wobjp, other_obj);
3118 switch ( objp->type ) {
3120 ship_apply_global_damage(objp, wobjp, pos, damage);
3121 weapon_area_apply_blast(NULL, objp, pos, blast, 0);
3124 asteroid_hit(objp, NULL, NULL, damage);
3133 // if this weapon has the "Electronics" flag set, then disrupt subsystems in sphere
3134 if ( (other_obj != NULL) && (wip->wi_flags & WIF_ELECTRONICS) ) {
3135 if ( other_obj->type == OBJ_SHIP ) {
3136 weapon_do_electronics_affect(other_obj, pos, Weapons[wobjp->instance].weapon_info_index);
3142 // ----------------------------------------------------------------------
3145 // This function is called when a weapon hits something (or, in the case of
3146 // missiles explodes for any particular reason)
3148 void weapon_hit( object * weapon_obj, object * other_obj, vector * hitpos )
3150 Assert(weapon_obj != NULL);
3151 if(weapon_obj == NULL){
3154 Assert((weapon_obj->type == OBJ_WEAPON) && (weapon_obj->instance >= 0) && (weapon_obj->instance < MAX_WEAPONS));
3155 if((weapon_obj->type != OBJ_WEAPON) || (weapon_obj->instance < 0) || (weapon_obj->instance >= MAX_WEAPONS)){
3159 int num = weapon_obj->instance;
3160 int weapon_type = Weapons[num].weapon_info_index;
3161 object *weapon_parent_objp;
3165 Assert((weapon_type >= 0) && (weapon_type < MAX_WEAPONS));
3166 if((weapon_type < 0) || (weapon_type >= MAX_WEAPONS)){
3169 wip = &Weapon_info[weapon_type];
3170 weapon_parent_objp = &Objects[weapon_obj->parent];
3172 // if this is the player ship, and is a laser hit, skip it. wait for player "pain" to take care of it
3173 // if( ((wip->subtype != WP_LASER) || !MULTIPLAYER_CLIENT) && (Player_obj != NULL) && (other_obj == Player_obj) ){
3174 if((other_obj != Player_obj) || (wip->subtype != WP_LASER) || !MULTIPLAYER_CLIENT){
3175 weapon_hit_do_sound(other_obj, wip, hitpos);
3178 if ( wip->impact_weapon_expl_index > -1 ) {
3179 int expl_ani_handle = weapon_get_expl_handle(wip->impact_weapon_expl_index, hitpos, wip->impact_explosion_radius);
3180 particle_create( hitpos, &vmd_zero_vector, 0.0f, wip->impact_explosion_radius, PARTICLE_BITMAP_PERSISTENT, expl_ani_handle );
3183 weapon_obj->flags |= OF_SHOULD_BE_DEAD;
3185 int sw_flag = SW_WEAPON;
3187 // check if this is an area effect weapon
3188 if ( wip->wi_flags & WIF_AREA_EFFECT ) {
3189 // if ( wip->subtype & WP_MISSILE && wip->wi_flags & WIF_AREA_EFFECT ) {
3190 if ( wip->wi_flags & WIF_SHOCKWAVE ) {
3191 float actual_damage = wip->damage;
3192 // Shockwaves caused by weapons hitting weapons are 1/4 as powerful
3193 if ( ((other_obj) && (other_obj->type == OBJ_WEAPON)) || (Weapons[num].weapon_flags & WF_DESTROYED_BY_WEAPON)) {
3194 actual_damage /= 4.0f;
3195 sw_flag |= SW_WEAPON_KILL;
3197 shockwave_create_info sci;
3198 sci.blast = wip->blast_force;
3199 sci.damage = actual_damage;
3200 sci.inner_rad = wip->inner_radius;
3201 sci.outer_rad = wip->outer_radius;
3202 sci.speed = wip->shockwave_speed;
3203 sci.rot_angle = 0.0f;
3205 shockwave_create(OBJ_INDEX(weapon_obj), hitpos, &sci, sw_flag);
3206 // snd_play_3d( &Snds[SND_SHOCKWAVE_IMPACT], hitpos, &Eye_position );
3209 weapon_do_area_effect(weapon_obj, hitpos, other_obj);
3213 // check if this is an EMP weapon
3214 if(wip->wi_flags & WIF_EMP){
3215 emp_apply(&weapon_obj->pos, wip->inner_radius, wip->outer_radius, wip->emp_intensity, wip->emp_time);
3218 // spawn weapons - note the change from FS 1 multiplayer.
3219 if (wip->wi_flags & WIF_SPAWN){
3220 spawn_child_weapons(weapon_obj);
3224 void weapon_detonate(object *objp)
3226 Assert(objp != NULL);
3230 Assert((objp->type == OBJ_WEAPON) && (objp->instance >= 0));
3231 if((objp->type != OBJ_WEAPON) || (objp->instance < 0)){
3235 // send a detonate packet in multiplayer
3236 if(MULTIPLAYER_MASTER){
3237 send_weapon_detonate_packet(objp);
3241 weapon_hit(objp, NULL, &objp->pos);
3244 // Return the Weapon_info[] index of the weapon with name *name.
3245 int weapon_name_lookup(char *name)
3249 for ( i=0; i < Num_weapon_types; i++) {
3250 if (!stricmp(name, Weapon_info[i].name)) {
3258 // Group_id: If you should quad lasers, they should all have the same group id.
3259 // This will be used to optimize lighting, since each group only needs to cast one light.
3260 // Call this to get a new group id, then pass it to each weapon_create call for all the
3261 // weapons in the group. Number will be between 0 and WEAPON_MAX_GROUP_IDS and will
3263 int weapon_create_group_id()
3265 static int current_id = 0;
3270 if ( current_id >= WEAPON_MAX_GROUP_IDS ) {
3277 void weapons_page_in()
3281 // Page in bitmaps for all weapons
3282 for (i=0; i<Num_weapon_types; i++ ) {
3283 weapon_info *wip = &Weapon_info[i];
3285 wip->wi_flags &= (~WIF_THRUSTER); // Assume no thrusters
3287 switch( wip->render_type ) {
3290 wip->model_num = model_load( wip->pofbitmap_name, 0, NULL );
3292 polymodel *pm = model_get( wip->model_num );
3294 // If it has a model, and the model pof has thrusters, then set
3296 if ( pm->n_thrusters > 0 ) {
3297 //mprintf(( "Weapon %s has thrusters!\n", wip->name ));
3298 wip->wi_flags |= WIF_THRUSTER;
3301 for (j=0; j<pm->n_textures; j++ ) {
3302 int bitmap_num = pm->original_textures[j];
3304 if ( bitmap_num > -1 ) {
3305 // if we're in Glide (and maybe later with D3D), use nondarkening textures
3306 if(gr_screen.mode == GR_GLIDE){
3307 bm_page_in_nondarkening_texture( bitmap_num );
3309 bm_page_in_texture( bitmap_num );
3318 bm_page_in_texture( wip->laser_bitmap );
3320 if(wip->laser_glow_bitmap >= 0){
3321 bm_page_in_texture(wip->laser_glow_bitmap);
3327 Int3(); // Invalid weapon rendering type.
3330 // If this has an impact vclip page it in.
3331 // if ( wip->impact_explosion_ani > -1 ) {
3332 // int nframes, fps;
3333 // bm_get_info( wip->impact_explosion_ani, NULL, NULL, NULL, &nframes, &fps );
3334 // bm_page_in_xparent_texture( wip->impact_explosion_ani, nframes );
3338 if ( (wip->wi_flags & WIF_TRAIL) && (wip->tr_info.bitmap > -1) ) {
3339 bm_page_in_texture( wip->tr_info.bitmap );
3342 // if this is a beam weapon, page in its stuff
3343 if(wip->wi_flags & WIF_BEAM){
3344 // all beam sections
3345 for(idx=0; idx<wip->b_info.beam_num_sections; idx++){
3346 if((idx < MAX_BEAM_SECTIONS) && (wip->b_info.sections[idx].texture >= 0)){
3347 bm_page_in_texture(wip->b_info.sections[idx].texture);
3352 if(wip->b_info.beam_glow_bitmap >= 0){
3353 bm_page_in_texture(wip->b_info.beam_glow_bitmap);
3357 if(wip->b_info.beam_particle_ani >= 0){
3359 bm_get_info( wip->b_info.beam_particle_ani, NULL, NULL, NULL, &nframes, &fps );
3360 bm_page_in_texture( wip->b_info.beam_particle_ani, nframes );
3366 for (i=0; i<Num_weapon_expl; i++) {
3367 int bitmap_handle, nframes, fps;
3369 for (j=0; j<Weapon_expl_info[i].lod_count; j++) {
3371 bitmap_handle = bm_load_animation(Weapon_expl_info[i].lod[j].filename, &nframes, &fps, 1);
3372 Weapon_expl_info[i].lod[j].bitmap_id = bitmap_handle;
3373 Weapon_expl_info[i].lod[j].fps = fps;
3374 Weapon_expl_info[i].lod[j].num_frames = nframes;
3377 bm_page_in_xparent_texture(bitmap_handle, nframes);
3382 for (i=0; i<Num_cmeasure_types; i++ ) {
3383 cmeasure_info *cmeasurep;
3385 cmeasurep = &Cmeasure_info[i];
3387 cmeasurep->model_num = model_load( cmeasurep->pof_name, 0, NULL );
3389 polymodel *pm = model_get( cmeasurep->model_num );
3391 for (j=0; j<pm->n_textures; j++ ) {
3392 int bitmap_num = pm->original_textures[j];
3394 if ( bitmap_num > -1 ) {
3395 bm_page_in_texture( bitmap_num );
3398 Assert( cmeasurep->model_num > -1 );
3403 // call to get the "color" of the laser at the given moment (since glowing lasers can cycle colors)
3404 void weapon_get_laser_color(color *c, object *objp)
3416 Assert(objp->type == OBJ_WEAPON);
3417 Assert(objp->instance >= 0);
3418 Assert(Weapons[objp->instance].weapon_info_index >= 0);
3419 if((objp->type != OBJ_WEAPON) || (objp->instance < 0) || (Weapons[objp->instance].weapon_info_index < 0)){
3422 wep = &Weapons[objp->instance];
3423 winfo = &Weapon_info[wep->weapon_info_index];
3425 // if we're a one-color laser
3426 if((winfo->laser_color_2.red == 0) && (winfo->laser_color_2.green == 0) && (winfo->laser_color_2.blue == 0)){
3427 *c = winfo->laser_color_1;
3431 pct = 1.0f - (wep->lifeleft / winfo->lifetime);
3434 } else if (pct < 0.0f)
3439 // otherwise interpolate between the colors
3440 gr_init_color( c, (int)((float)winfo->laser_color_1.red + (((float)winfo->laser_color_2.red - (float)winfo->laser_color_1.red) * pct)),
3441 (int)((float)winfo->laser_color_1.green + (((float)winfo->laser_color_2.green - (float)winfo->laser_color_1.green) * pct)),
3442 (int)((float)winfo->laser_color_1.blue + (((float)winfo->laser_color_2.blue - (float)winfo->laser_color_1.blue) * pct)) );
3445 // default weapon particle spew data
3446 int Weapon_particle_spew_count = 1;
3447 int Weapon_particle_spew_time = 25;
3448 float Weapon_particle_spew_vel = 0.4f;
3449 float Weapon_particle_spew_radius = 2.0f;
3450 float Weapon_particle_spew_lifetime = 0.15f;
3451 float Weapon_particle_spew_scale = 0.8f;
3453 // for weapons flagged as particle spewers, spew particles. wheee
3454 void weapon_maybe_spew_particle(object *obj)
3458 vector direct, direct_temp, particle_pos;
3459 vector null_vec = ZERO_VECTOR;
3464 Assert(obj->type == OBJ_WEAPON);
3465 Assert(obj->instance >= 0);
3466 Assert(Weapons[obj->instance].weapon_info_index >= 0);
3467 Assert(Weapon_info[Weapons[obj->instance].weapon_info_index].wi_flags & WIF_PARTICLE_SPEW);
3469 wp = &Weapons[obj->instance];
3471 // if the weapon's particle timestamp has elapse`d
3472 if((wp->particle_spew_time == -1) || timestamp_elapsed(wp->particle_spew_time)){
3473 // reset the timestamp
3474 wp->particle_spew_time = timestamp(Weapon_particle_spew_time);
3476 // spew some particles
3477 for(idx=0; idx<Weapon_particle_spew_count; idx++){
3478 // get the backward vector of the weapon
3479 direct = obj->orient.fvec;
3480 vm_vec_negate(&direct);
3482 // randomly perturb x, y and z
3485 ang = fl_radian(frand_range(-90.0f, 90.0f));
3486 vm_rot_point_around_line(&direct_temp, &direct, ang, &null_vec, &obj->orient.fvec);
3487 direct = direct_temp;
3488 vm_vec_scale(&direct, Weapon_particle_spew_scale);
3491 ang = fl_radian(frand_range(-90.0f, 90.0f));
3492 vm_rot_point_around_line(&direct_temp, &direct, ang, &null_vec, &obj->orient.rvec);
3493 direct = direct_temp;
3494 vm_vec_scale(&direct, Weapon_particle_spew_scale);
3497 ang = fl_radian(frand_range(-90.0f, 90.0f));
3498 vm_rot_point_around_line(&direct_temp, &direct, ang, &null_vec, &obj->orient.uvec);
3499 direct = direct_temp;
3500 vm_vec_scale(&direct, Weapon_particle_spew_scale);
3502 // get a velovity vector of some percentage of the weapon's velocity
3503 vel = obj->phys_info.vel;
3504 vm_vec_scale(&vel, Weapon_particle_spew_vel);
3506 // emit the particle
3507 vm_vec_add(&particle_pos, &obj->pos, &direct);
3508 particle_create(&particle_pos, &vel, Weapon_particle_spew_lifetime, Weapon_particle_spew_radius, PARTICLE_SMOKE);
3513 // debug console functionality
3514 void pspew_display_dcf()
3516 dc_printf("Particle spew settings\n\n");
3517 dc_printf("Particle spew count (pspew_count) : %d\n", Weapon_particle_spew_count);
3518 dc_printf("Particle spew time (pspew_time) : %d\n", Weapon_particle_spew_time);
3519 dc_printf("Particle spew velocity (pspew_vel) : %f\n", Weapon_particle_spew_vel);
3520 dc_printf("Particle spew size (pspew_size) : %f\n", Weapon_particle_spew_radius);
3521 dc_printf("Particle spew lifetime (pspew_life) : %f\n", Weapon_particle_spew_lifetime);
3522 dc_printf("Particle spew scale (psnew_scale) : %f\n", Weapon_particle_spew_scale);
3525 DCF(pspew_count, "Number of particles spewed at a time")
3527 dc_get_arg(ARG_INT);
3528 if(Dc_arg_type & ARG_INT){
3529 Weapon_particle_spew_count = Dc_arg_int;
3532 pspew_display_dcf();
3535 DCF(pspew_time, "Time between particle spews")
3537 dc_get_arg(ARG_INT);
3538 if(Dc_arg_type & ARG_INT){
3539 Weapon_particle_spew_time = Dc_arg_int;
3542 pspew_display_dcf();
3545 DCF(pspew_vel, "Relative velocity of particles (0.0 - 1.0)")
3547 dc_get_arg(ARG_FLOAT);
3548 if(Dc_arg_type & ARG_FLOAT){
3549 Weapon_particle_spew_vel = Dc_arg_float;
3552 pspew_display_dcf();
3555 DCF(pspew_size, "Size of spewed particles")
3557 dc_get_arg(ARG_FLOAT);
3558 if(Dc_arg_type & ARG_FLOAT){
3559 Weapon_particle_spew_radius = Dc_arg_float;
3562 pspew_display_dcf();
3565 DCF(pspew_life, "Lifetime of spewed particles")
3567 dc_get_arg(ARG_FLOAT);
3568 if(Dc_arg_type & ARG_FLOAT){
3569 Weapon_particle_spew_lifetime = Dc_arg_float;
3572 pspew_display_dcf();
3575 DCF(pspew_scale, "How far away particles are from the weapon path")
3577 dc_get_arg(ARG_FLOAT);
3578 if(Dc_arg_type & ARG_FLOAT){
3579 Weapon_particle_spew_scale = Dc_arg_float;
3582 pspew_display_dcf();
3585 // return a scale factor for damage which should be applied for 2 collisions
3586 float weapon_get_damage_scale(weapon_info *wip, object *wep, object *target)
3589 int from_player = 0;
3590 float total_scale = 1.0f;
3592 int is_big_damage_ship = 0;
3595 if((wip == NULL) || (wep == NULL) || (target == NULL)){
3599 // don't scale any damage if its not a weapon
3600 if((wep->type != OBJ_WEAPON) || (wep->instance < 0) || (wep->instance >= MAX_WEAPONS)){
3603 wp = &Weapons[wep->instance];
3605 // was the weapon fired by the player
3607 if((wep->parent >= 0) && (wep->parent < MAX_OBJECTS) && (Objects[wep->parent].flags & OF_PLAYER_SHIP)){
3611 // if this is a lockarm weapon, and it was fired unlocked
3612 if((wip->wi_flags & WIF_LOCKARM) && !(wp->weapon_flags & WF_LOCKED_WHEN_FIRED)){
3613 total_scale *= 0.1f;
3616 // if the hit object was a ship
3617 if(target->type == OBJ_SHIP){
3621 // get some info on the ship
3622 Assert((target->instance >= 0) && (target->instance < MAX_SHIPS));
3623 if((target->instance < 0) || (target->instance >= MAX_SHIPS)){
3626 shipp = &Ships[target->instance];
3627 sip = &Ship_info[Ships[target->instance].ship_info_index];
3629 // get hull pct of the ship currently
3630 hull_pct = target->hull_strength / sip->initial_hull_strength;
3632 // if it has hit a supercap ship and is not a supercap class weapon
3633 if((sip->flags & SIF_SUPERCAP) && !(wip->wi_flags & WIF_SUPERCAP)){
3634 // if the supercap is around 3/4 damage, apply nothing
3635 if(hull_pct <= 0.75f){
3638 total_scale *= SUPERCAP_DAMAGE_SCALE;
3642 // determine if this is a big damage ship
3643 is_big_damage_ship = (sip->flags & SIF_BIG_DAMAGE);
3645 // if this is a large ship, and is being hit by flak
3646 if(is_big_damage_ship && (wip->wi_flags & WIF_FLAK)){
3647 total_scale *= FLAK_DAMAGE_SCALE;
3650 // if the player is firing small weapons at a big ship
3651 if( from_player && is_big_damage_ship && !(wip->wi_flags & (WIF_HURTS_BIG_SHIPS)) ){
3653 // if its a laser weapon
3654 if(wip->subtype == WP_LASER){
3655 total_scale *= 0.01f;
3657 total_scale *= 0.05f;
3661 // if the weapon is a small weapon being fired at a big ship
3662 if( is_big_damage_ship && !(wip->wi_flags & (WIF_HURTS_BIG_SHIPS)) ){
3663 if(hull_pct > 0.1f){
3664 total_scale *= hull_pct;
3674 int weapon_get_expl_handle(int weapon_expl_index, vector *pos, float size)
3676 weapon_expl_info *wei = &Weapon_expl_info[weapon_expl_index];
3678 if (wei->lod_count == 1) {
3679 return wei->lod[0].bitmap_id;
3682 // now we have to do some work
3684 int x, y, w, h, bm_size;
3690 extern float Viewer_zoom;
3691 extern int G3_count;
3697 g3_set_view_matrix(&Eye_position, &Eye_matrix, Viewer_zoom);
3699 // get extents of the rotated bitmap
3700 g3_rotate_vertex(&v, pos);
3702 // if vertex is behind, find size if in front, then drop down 1 LOD
3703 if (v.codes & CC_BEHIND) {
3704 float dist = vm_vec_dist_quick(&Eye_position, pos);
3708 vm_vec_scale_add(&temp, &Eye_position, &Eye_matrix.fvec, dist);
3709 g3_rotate_vertex(&v, &temp);
3711 // if still behind, bail and go with default
3712 if (v.codes & CC_BEHIND) {
3717 if (!g3_get_bitmap_dims(wei->lod[0].bitmap_id, &v, size, &x, &y, &w, &h, &bm_size)) {
3718 if (Detail.hardware_textures == 4) {
3722 } else if(w <= bm_size/2){
3724 } else if(w <= 1.3f*bm_size){
3730 // less aggressive LOD for lower detail settings
3733 } else if(w <= bm_size/3){
3735 } else if(w <= (1.15f*bm_size)){
3743 // if it's behind, bump up LOD by 1
3753 best_lod = min(best_lod, wei->lod_count - 1);
3754 return wei->lod[best_lod].bitmap_id;