2 * $Logfile: /Freespace2/code/Ship/Ship.cpp $
7 * Ship (and other object) handling functions
10 * Revision 1.1 2002/05/03 03:28:10 root
14 * 144 10/13/99 3:43p Jefff
15 * fixed unnumbered XSTRs
17 * 143 9/14/99 3:26a Dave
18 * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer
19 * respawn-too-early problem. Made a few crash points safe.
21 * 142 9/11/99 4:02p Dave
22 * Don't page in model textures when doing ship_model_change() in fred.
24 * 141 9/10/99 9:44p Dave
25 * Bumped version # up. Make server reliable connects not have such a huge
28 * 140 9/06/99 3:30p Mikek
29 * Added system to restrict weapon choices for dogfight missions.
31 * 139 9/01/99 10:15a Dave
33 * 138 9/01/99 8:43a Andsager
34 * supress WARNING from no_fred ships flag
36 * 137 8/26/99 8:52p Dave
37 * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes.
39 * 136 8/26/99 6:08p Andsager
40 * Add debug code for lethality and number of turrets targeting player.
42 * 135 8/26/99 5:14p Andsager
44 * 134 8/26/99 9:45a Dave
45 * First pass at easter eggs and cheats.
47 * 133 8/24/99 4:25p Andsager
48 * Add ship-vanish sexp
50 * 132 8/23/99 11:59a Andsager
51 * Force choice of big fireball when Knossos destroyed. Allow logging of
52 * ship destroyed when no killer_name (ie, from debug).
54 * 131 8/23/99 11:09a Andsager
55 * Round 2 of Knossos explosion
57 * 130 8/20/99 5:09p Andsager
58 * Second pass on Knossos device explosion
60 * 129 8/18/99 10:59p Andsager
61 * Enable "b" key to target bombers.
63 * 128 8/18/99 12:09p Andsager
64 * Add debug if message has no anim for message. Make messages come from
67 * 127 8/16/99 10:04p Andsager
68 * Add special-warp-dist and special-warpout-name sexp for Knossos device
71 * 126 8/16/99 4:06p Dave
72 * Big honking checkin.
74 * 125 8/16/99 2:01p Andsager
75 * Knossos warp-in warp-out.
77 * 124 8/13/99 10:49a Andsager
78 * Knossos and HUGE ship warp out. HUGE ship warp in. Stealth search
79 * modes dont collide big ships.
81 * 123 8/05/99 6:19p Dave
84 * 122 8/05/99 12:57a Andsager
85 * the insanity of it all!
87 * 121 8/03/99 11:13a Andsager
88 * Bump up number of ship_subsystems for demo
90 * 120 8/02/99 10:39p Dave
91 * Added colored shields. OoOoOoooOoo
93 * 119 7/29/99 10:47p Dave
94 * Standardized D3D fogging using vertex fog. Shook out Savage 4 bugs.
96 * 118 7/29/99 12:05a Dave
97 * Nebula speed optimizations.
99 * 117 7/28/99 1:36p Andsager
100 * Modify cargo1 to include flag CARGO_NO_DEPLETE. Add sexp
101 * cargo-no-deplete (only for BIG / HUGE). Modify ship struct to pack
104 * 116 7/26/99 5:50p Dave
105 * Revised ingame join. Better? We'll see....
107 * 115 7/26/99 8:06a Andsager
108 * Consistent personas
110 * 114 7/24/99 5:22p Jefff
111 * Removed debug rendering of interpolated ships in multiplayer.
113 * 113 7/19/99 8:57p Andsager
114 * Added Ship_exited red_alert_carry flag and hull strength for RED ALERT
115 * carry over of Exited_ships
117 * 112 7/19/99 7:20p Dave
118 * Beam tooling. Specialized player-killed-self messages. Fixed d3d nebula
121 * 111 7/19/99 12:02p Andsager
122 * Allow AWACS on any ship subsystem. Fix sexp_set_subsystem_strength to
123 * only blow up subsystem if its strength is > 0
125 * 110 7/18/99 9:56p Andsager
126 * Make max_ship_subsys 300 again!
128 * 109 7/18/99 5:20p Dave
129 * Jump node icon. Fixed debris fogging. Framerate warning stuff.
131 * 108 7/18/99 12:32p Dave
132 * Randomly oriented shockwaves.
134 * 107 7/15/99 6:36p Jamesa
135 * Moved default ship name into the ships.tbl
137 * 104 7/15/99 9:20a Andsager
138 * FS2_DEMO initial checkin
140 * 103 7/13/99 5:03p Alanl
141 * make sure object sounds get assigned to ships
143 * 102 7/09/99 5:54p Dave
144 * Seperated cruiser types into individual types. Added tons of new
145 * briefing icons. Campaign screen.
147 * 101 7/08/99 5:49p Andsager
148 * Fixed bug colliding with just warped in Cap ship
150 * 100 7/08/99 10:53a Dave
151 * New multiplayer interpolation scheme. Not 100% done yet, but still
152 * better than the old way.
154 * 99 7/06/99 4:24p Dave
155 * Mid-level checkin. Starting on some potentially cool multiplayer
158 * 98 7/06/99 10:45a Andsager
159 * Modify engine wash to work on any ship that is not small. Add AWACS
162 * 97 7/01/99 4:23p Dave
163 * Full support for multiple linked ambient engine sounds. Added "big
166 * 96 7/01/99 11:44a Dave
167 * Updated object sound system to allow multiple obj sounds per ship.
168 * Added hit-by-beam sound. Added killed by beam sound.
170 * 95 6/30/99 5:53p Dave
171 * Put in new anti-camper code.
173 * 94 6/20/99 12:06a Alanl
174 * new event music changes
176 * 93 6/16/99 4:06p Dave
177 * New pilot info popup. Added new draw-bitmap-as-poly function.
179 * 92 6/16/99 10:21a Dave
180 * Added send-message-list sexpression.
182 * 91 6/14/99 3:21p Andsager
183 * Allow collisions between ship and its debris. Fix up collision pairs
184 * when large ship is warping out.
186 * 90 6/10/99 3:43p Dave
187 * Do a better job of syncing text colors to HUD gauges.
189 * 89 6/07/99 4:21p Andsager
190 * Add HUD color for tagged object. Apply to target and radar.
192 * 88 6/04/99 5:08p Andsager
193 * Sort of hack to allow minicap and supercap tat the same time.
195 * 87 6/03/99 9:29p Andsager
196 * Remove special case for Asteroid ship LOD warning
198 * 86 6/03/99 11:43a Dave
199 * Added the ability to use a different model when rendering to the HUD
202 * 85 6/01/99 8:35p Dave
203 * Finished lockarm weapons. Added proper supercap weapons/damage. Added
204 * awacs-set-radius sexpression.
206 * 84 5/28/99 9:26a Andsager
207 * Added check_world_pt_in_expanded_ship_bbox() function
209 * 83 5/26/99 4:00p Dave
210 * Fixed small lighting bug,
212 * 82 5/26/99 11:46a Dave
213 * Added ship-blasting lighting and made the randomization of lighting
214 * much more customizable.
216 * 81 5/24/99 5:45p Dave
217 * Added detail levels to the nebula, with a decent speedup. Split nebula
218 * lightning into its own section.
220 * 80 5/21/99 5:03p Andsager
221 * Add code to display engine wash death. Modify ship_kill_packet
223 * 79 5/20/99 7:00p Dave
224 * Added alternate type names for ships. Changed swarm missile table
227 * 78 5/19/99 11:09a Andsager
228 * Turn on engine wash. Check every 1/4 sec.
230 * 77 5/18/99 1:30p Dave
231 * Added muzzle flash table stuff.
233 * 76 5/18/99 12:08p Andsager
234 * Added observer_process_post to handle observer too far away
236 * 75 5/18/99 11:15a Andsager
237 * Fix bug in mulitplayer max rangel
239 * 74 5/18/99 10:08a Andsager
240 * Modified single maximum range before blown up to also be multi
243 * 73 5/14/99 3:01p Andsager
244 * Fix bug in ship_do_cap_subsys_cargo_revealed
246 * 72 5/14/99 1:59p Andsager
247 * Multiplayer message for subsystem cargo revealed.
249 * 71 5/14/99 11:50a Andsager
250 * Added vaporize for SMALL ships hit by HUGE beams. Modified dying
251 * frame. Enlarged debris shards and range at which visible.
253 * 70 5/12/99 2:55p Andsager
254 * Implemented level 2 tag as priority in turret object selection
256 * 69 5/11/99 10:16p Andsager
257 * First pass on engine wash effect. Rotation (control input), damage,
260 * 68 5/10/99 4:54p Dave
261 * Fixed particularly hideous subsystem bug related to multiple ship types
262 * using the same model.
264 * 67 4/30/99 12:18p Dave
265 * Several minor bug fixes.
267 * 66 4/29/99 2:29p Dave
268 * Made flak work much better in multiplayer.
270 * 65 4/28/99 11:13p Dave
271 * Temporary checkin of artillery code.
273 * 64 4/28/99 3:11p Andsager
274 * Stagger turret weapon fire times. Make turrets smarter when target is
275 * protected or beam protected. Add weaopn range to weapon info struct.
277 * 63 4/27/99 12:16a Dave
278 * Fixed beam weapon muzzle glow problem. Fixed premature timeout on the
279 * pxo server list screen. Fixed secondary firing for hosts on a
280 * standalone. Fixed wacky multiplayer weapon "shuddering" problem.
282 * 62 4/23/99 12:30p Andsager
283 * Add debug code for showing attack point against big ships.
285 * 61 4/23/99 12:01p Johnson
286 * Added SIF_HUGE_SHIP
288 * 60 4/20/99 6:39p Dave
289 * Almost done with artillery targeting. Added support for downloading
290 * images on the PXO screen.
292 * 59 4/19/99 11:01p Dave
293 * More sophisticated targeting laser support. Temporary checkin.
295 * 58 4/19/99 12:21p Johnson
296 * Allow ships with invisible polygons which do not collide
298 * 57 4/16/99 5:54p Dave
299 * Support for on/off style "stream" weapons. Real early support for
300 * target-painting lasers.
302 * 56 4/12/99 10:07p Dave
303 * Made network startup more forgiving. Added checkmarks to dogfight
304 * screen for players who hit commit.
306 * 55 4/02/99 9:55a Dave
307 * Added a few more options in the weapons.tbl for beam weapons. Attempt
308 * at putting "pain" packets into multiplayer.
310 * 54 3/31/99 8:24p Dave
311 * Beefed up all kinds of stuff, incluging beam weapons, nebula effects
312 * and background nebulae. Added per-ship non-dimming pixel colors.
314 * 53 3/30/99 5:40p Dave
315 * Fixed reinforcements for TvT in multiplayer.
317 * 52 3/29/99 6:17p Dave
318 * More work on demo system. Got just about everything in except for
319 * blowing ships up, secondary weapons and player death/warpout.
321 * 51 3/28/99 5:58p Dave
322 * Added early demo code. Make objects move. Nice and framerate
323 * independant, but not much else. Don't use yet unless you're me :)
325 * 50 3/26/99 5:23p Andsager
326 * Fix bug with special explostions sometimes not generating shockwaves.
328 * 49 3/26/99 4:49p Dave
329 * Made cruisers able to dock with stuff. Made docking points and paths
332 * 48 3/25/99 4:47p Johnson
333 * HACK allow Mycernus to dock with Enif
335 * 47 3/25/99 2:38p Johnson
336 * Give brad special mission docking stuff
338 * 46 3/25/99 1:30p Johnson
339 * Allow Arcadia/Mentu docking
341 * 45 3/24/99 4:05p Dave
342 * Put in support for assigning the player to a specific squadron with a
343 * specific logo. Preliminary work for doing pos/orient checksumming in
344 * multiplayer to reduce bandwidth.
346 * 44 3/23/99 2:29p Andsager
347 * Fix shockwaves for kamikazi and Fred defined. Collect together
348 * shockwave_create_info struct.
350 * 43 3/20/99 3:46p Dave
351 * Added support for model-based background nebulae. Added 3 new
354 * 42 3/19/99 9:51a Dave
355 * Checkin to repair massive source safe crash. Also added support for
356 * pof-style nebulae, and some new weapons code.
358 * 43 3/12/99 4:30p Anoop
359 * Check for OBJ_NONE as well as OBJ_GHOST when firing secondary weapons
361 * 42 3/11/99 2:22p Dave
362 * Fixed a countermeasure firing assert for multiplayer.
364 * 41 3/10/99 6:51p Dave
365 * Changed the way we buffer packets for all clients. Optimized turret
366 * fired packets. Did some weapon firing optimizations.
368 * 40 3/10/99 2:29p Dan
369 * disable lod warning for asteroid ships
371 * 39 3/09/99 6:24p Dave
372 * More work on object update revamping. Identified several sources of
373 * unnecessary bandwidth.
375 * 38 3/08/99 7:03p Dave
376 * First run of new object update system. Looks very promising.
378 * 37 3/05/99 1:33p Dave
379 * Upped subsystem max to 700
381 * 36 3/04/99 6:09p Dave
382 * Added in sexpressions for firing beams and checking for if a ship is
385 * 35 3/02/99 9:25p Dave
386 * Added a bunch of model rendering debug code. Started work on fixing
387 * beam weapon wacky firing.
389 * 34 3/01/99 7:39p Dave
390 * Added prioritizing ship respawns. Also fixed respawns in TvT so teams
391 * don't mix respawn points.
393 * 33 2/26/99 6:01p Andsager
394 * Add sexp has-been-tagged-delay and cap-subsys-cargo-known-delay
396 * 32 2/26/99 4:14p Dave
397 * Put in the ability to have multiple shockwaves for ships.
399 * 31 2/21/99 1:48p Dave
400 * Some code for monitoring datarate for multiplayer in detail.
402 * 30 2/19/99 3:52p Neilk
403 * Put in some proper handling code for undocking dying objects (handle
404 * wacky object types like OBJ_GHOST).
406 * 29 2/11/99 5:22p Andsager
407 * Fixed bugs, generalized block Sexp_variables
409 * 28 2/11/99 2:15p Andsager
410 * Add ship explosion modification to FRED
412 * 27 2/05/99 12:52p Dave
413 * Fixed Glide nondarkening textures.
415 * 26 2/03/99 12:42p Andsager
416 * Add escort priority. Modify ship_flags_dlg to include field. Save and
417 * Load. Add escort priority field to ship.
419 * 25 2/02/99 9:36a Andsager
420 * Bash hull strength to zero when ship is killed (by sexp)
422 * 24 1/29/99 2:25p Andsager
423 * Added turret_swarm_missiles
425 * 23 1/29/99 12:47a Dave
426 * Put in sounds for beam weapon. A bunch of interface screens (tech
429 * 22 1/27/99 9:56a Dave
430 * Temporary checkin of beam weapons for Dan to make cool sounds.
432 * 21 1/25/99 5:03a Dave
433 * First run of stealth, AWACS and TAG missile support. New mission type
436 * 20 1/24/99 11:37p Dave
437 * First full rev of beam weapons. Very customizable. Removed some bogus
438 * Int3()'s in low level net code.
440 * 19 1/14/99 6:06p Dave
441 * 100% full squad logo support for single player and multiplayer.
443 * 18 1/14/99 12:48a Dave
444 * Todo list bug fixes. Made a pass at putting briefing icons back into
445 * FRED. Sort of works :(
447 * 17 1/12/99 5:45p Dave
448 * Moved weapon pipeline in multiplayer to almost exclusively client side.
449 * Very good results. Bandwidth goes down, playability goes up for crappy
450 * connections. Fixed object update problem for ship subsystems.
452 * 16 1/08/99 2:08p Dave
453 * Fixed software rendering for pofview. Super early support for AWACS and
456 * 15 1/06/99 2:24p Dave
457 * Stubs and release build fixes.
459 * 14 12/23/98 2:53p Andsager
460 * Added ship activation and gas collection subsystems, removed bridge
462 * 13 12/09/98 7:34p Dave
463 * Cleanup up nebula effect. Tweaked many values.
465 * 12 12/08/98 9:36a Dave
466 * Almost done nebula effect for D3D. Looks 85% as good as Glide.
468 * 11 12/06/98 2:36p Dave
469 * Drastically improved nebula fogging.
471 * 10 11/19/98 4:19p Dave
472 * Put IPX sockets back in psnet. Consolidated all multiplayer config
475 * 9 11/14/98 5:33p Dave
476 * Lots of nebula work. Put in ship contrails.
478 * 8 11/11/98 5:37p Dave
479 * Checkin for multiplayer testing.
481 * 7 10/26/98 9:42a Dave
482 * Early flak gun support.
484 * 6 10/23/98 3:51p Dave
485 * Full support for tstrings.tbl and foreign languages. All that remains
486 * is to make it active in Fred.
488 * 5 10/23/98 3:03p Andsager
489 * Initial support for changing rotation rate.
491 * 4 10/20/98 1:39p Andsager
492 * Make so sparks follow animated ship submodels. Modify
493 * ship_weapon_do_hit_stuff() and ship_apply_local_damage() to add
494 * submodel_num. Add submodel_num to multiplayer hit packet.
496 * 3 10/13/98 9:29a Dave
497 * Started neatening up freespace.h. Many variables renamed and
498 * reorganized. Added AlphaColors.[h,cpp]
500 * 2 10/07/98 10:53a Dave
503 * 1 10/07/98 10:51a Dave
505 * 915 8/28/98 3:29p Dave
506 * EMP effect done. AI effects may need some tweaking as required.
508 * 914 8/25/98 1:48p Dave
509 * First rev of EMP effect. Player side stuff basically done. Next comes
512 * 913 8/17/98 5:07p Dave
513 * First rev of corkscrewing missiles.
515 * 912 7/15/98 11:29a Allender
516 * quick error dialog to prevent the > 50 ships per mission problem
518 * 911 7/06/98 6:11p Dave
519 * More object update stuff.
521 * 910 6/30/98 2:23p Dave
522 * Revised object update system. Removed updates for all weapons. Put
523 * button info back into control info packet.
525 * 909 6/12/98 2:49p Dave
526 * Patch 1.02 changes.
528 * 908 6/10/98 6:46p Lawrance
529 * increase SHIP_MULTITEXT_LENGTH to 1500
531 * 906 6/09/98 10:31a Hoffoss
532 * Created index numbers for all xstr() references. Any new xstr() stuff
533 * added from here on out should be added to the end if the list. The
534 * current list count can be found in FreeSpace.cpp (search for
537 * 905 6/01/98 11:43a John
538 * JAS & MK: Classified all strings for localization.
540 * 904 5/24/98 10:50p Mike
541 * Fix problem with ships with propagating explosions not being able to
544 * 903 5/23/98 4:14p John
545 * Added code to preload textures to video card for AGP. Added in code
546 * to page in some bitmaps that weren't getting paged in at level start.
548 * 902 5/23/98 12:05a Adam
549 * change ship_is_getting_locked() to take weapon range into account
551 * 901 5/22/98 5:32p Andsager
552 * Make big ship explosion sounds play all the way through. remove
553 * cur_snd from ship struct.
555 * 900 5/21/98 7:11p Sandeep
556 * Increased the buffer size a bit during parse ships.tbl to account for
557 * slightly lengthy descriptions
559 * 899 5/21/98 3:31p Allender
560 * fix bug where Ship_obj_list was getting overwritten by the exited ships
563 * 898 5/21/98 1:44p Lawrance
564 * add ship_obj list validation
566 * 897 5/21/98 11:33a Lawrance
567 * Check aspect_locked_time when determining if another ship is seeking
570 * 896 5/19/98 8:42p Andsager
571 * Add cur_snd (used for sound management of big ship explosions)
573 * 895 5/18/98 2:50p Peter
574 * AL: Check to make sure we don't overflow support_ships[] array in
575 * ship_find_repair_ship
577 * 894 5/15/98 11:11p Mike
578 * Make game a bit easier based on skill level, mainly at Easy and, to a
579 * lesser extent, Medium.
581 * 893 5/15/98 6:45p Hoffoss
582 * Made some things not appear in the release version of Fred.
584 * 892 5/15/98 5:37p Hoffoss
585 * Added new 'tech description' fields to ship and weapon tables, and
586 * added usage of it in tech room.
588 * 891 5/15/98 12:07p Allender
589 * make messaging come from proper ships when in team vs. team games.
591 * 890 5/14/98 9:38p Andsager
592 * Fixed bug in dying_undock_physics when both ships have ovelapping dying
595 * 889 5/13/98 6:54p Dave
596 * More sophistication to PXO interface. Changed respawn checking so
597 * there's no window for desynchronization between the server and the
600 * 888 5/12/98 10:54p Andsager
601 * Add new sound manager for big ship sub-explosion sounds
603 * 887 5/12/98 2:34p Adam
604 * re-instated the old nicer particle ANI's for ship explosions.
606 * 886 5/12/98 9:15a Andsager
607 * Clean up big ship sub-explosion sound. Make single instance of sounds.
608 * Choose random sounds. Add timestamp to post split sounds. Make
609 * explosion flash depend on wheth ship was visible if within ~1.5 radii.
611 * 885 5/11/98 4:33p Allender
612 * fixed ingame join problems -- started to work on new object updating
613 * code (currently ifdef'ed out)
615 * 884 5/11/98 4:05p Lawrance
616 * Increase sanity timestamp for next_fire_time to 60 seconds
618 * 883 5/10/98 11:30p Mike
619 * Better firing of bombs, less likely to go into strafe mode.
621 * 882 5/09/98 4:52p Lawrance
622 * Implement padlock view (up/rear/left/right)
624 * 881 5/08/98 5:31p Hoffoss
625 * Isolated the joystick force feedback code more from dependence on other
628 * 880 5/08/98 4:39p Mike
629 * Comment out two Asserts that trap a condition that is actually legal.
648 #include "floating.h"
651 #include "fireballs.h"
656 #include "missionlog.h"
657 #include "missionparse.h"
663 #include "freespace.h"
666 #include "linklist.h"
668 #include "hudtarget.h"
669 #include "hudshield.h"
671 #include "multiutil.h"
672 #include "multimsgs.h"
675 #include "eventmusic.h"
678 #include "gamesequence.h"
679 #include "objectsnd.h"
680 #include "cmeasure.h"
681 #include "animplay.h"
682 #include "controlsconfig.h"
683 #include "afterburner.h"
684 #include "shockwave.h"
685 #include "hudsquadmsg.h"
688 #include "subsysdamage.h"
689 #include "missionmessage.h"
690 #include "lighting.h"
691 #include "particle.h"
693 #include "asteroid.h"
694 #include "hudtargetbox.h"
695 #include "multi_respawn.h"
696 #include "hudwingmanstatus.h"
697 #include "jumpnode.h"
698 #include "redalert.h"
699 #include "corkscrew.h"
701 #include "localize.h"
703 #include "shipcontrails.h"
704 #include "alphacolors.h"
707 #include "staticrand.h"
708 #include "missionshipchoice.h"
711 #define MAX_SHIP_SUBOBJECTS 360
713 #define MAX_SHIP_SUBOBJECTS 700 // Reduced from 1000 to 400 by MK on 4/1/98.
714 // Highest I saw was 164 in sm2-03a which Sandeep says has a lot of ships.
715 // JAS: sm3-01 needs 460. You cannot know this number until *all* ships
716 // have warped in. So I put code in the paging code which knows all ships
717 // that will warp in.
720 //#define MIN_COLLISION_MOVE_DIST 5.0
721 //#define COLLISION_VEL_CONST 0.1
722 #define COLLISION_FRICTION_FACTOR 0.0 // ratio of maximum friction impulse to repulsion impulse
723 #define COLLISION_ROTATION_FACTOR 1.0 // increase in rotation from collision
725 int Ai_render_debug_flag=0;
727 int Ship_sphere_check = 0;
728 int Ship_auto_repair = 1; // flag to indicate auto-repair of subsystem should occur
729 extern void render_path_points(object *objp);
732 // mwa -- removed 11/24/97 int num_ships = 0;
734 int Num_reinforcements = 0;
735 ship Ships[MAX_SHIPS];
737 wing Wings[MAX_WINGS];
738 int Starting_wings[MAX_PLAYER_WINGS]; // wings player starts a mission with (-1 = none)
739 int ships_inited = 0;
741 engine_wash_info Engine_wash_info[MAX_ENGINE_WASH_TYPES];
742 char get_engine_wash_index(char *engine_wash_name);
744 // information for ships which have exited the game
745 exited_ship Ships_exited[MAX_EXITED_SHIPS];
746 int Num_exited_ships;
748 int Num_engine_wash_types;
750 int Num_ship_subobj_types;
751 int Num_ship_subobjects;
752 int Player_ship_class; // needs to be player specific, move to player structure
754 #define SHIP_OBJ_USED (1<<0) // flag used in ship_obj struct
755 #define MAX_SHIP_OBJS MAX_SHIPS // max number of ships tracked in ship list
756 ship_obj Ship_objs[MAX_SHIP_OBJS]; // array used to store ship object indexes
757 ship_obj Ship_obj_list; // head of linked list of ship_obj structs
759 ship_info Ship_info[MAX_SHIP_TYPES];
760 ship_subsys Ship_subsystems[MAX_SHIP_SUBOBJECTS];
761 ship_subsys ship_subsys_free_list;
762 reinforcements Reinforcements[MAX_REINFORCEMENTS];
764 int Num_player_ship_precedence; // Number of ship types in Player_ship_precedence
765 int Player_ship_precedence[MAX_PLAYER_SHIP_CHOICES]; // Array of ship types, precedence list for player ship/wing selection
767 static int Laser_energy_out_snd_timer; // timer so we play out of laser sound effect periodically
768 static int Missile_out_snd_timer; // timer so we play out of laser sound effect periodically
770 // structure used to hold ship counts of particular types. The order in which these appear is crucial
771 // since the goal code relies on this placement to find the array index in the Ship_counts array
772 char *Ship_type_names[MAX_SHIP_TYPE_COUNTS] = {
797 int Ship_type_flags[MAX_SHIP_TYPE_COUNTS] = {
800 SIF_FIGHTER | SIF_BOMBER,
820 ship_counts Ship_counts[MAX_SHIP_TYPE_COUNTS];
822 // I don't want to do an AI cargo check every frame, so I made a global timer to limit check to
823 // every SHIP_CARGO_CHECK_INTERVAL ms. Didn't want to make a timer in each ship struct. Ensure
824 // inited to 1 at mission start.
825 static int Ship_cargo_check_timer;
827 // a global definition of the IFF colors
828 color IFF_colors[MAX_IFF_COLORS][2]; // AL 1-2-97: Create two IFF colors, regular and bright
830 void ship_iff_init_colors()
833 int iff_bright_delta=4;
836 for ( i=0; i<2; i++ ) {
839 alpha = (HUD_COLOR_ALPHA_MAX - iff_bright_delta) * 16;
841 alpha = HUD_COLOR_ALPHA_MAX * 16;
843 gr_init_alphacolor( &IFF_colors[IFF_COLOR_HOSTILE][i], 0xff, 0x00, 0x00, alpha );
844 gr_init_alphacolor( &IFF_colors[IFF_COLOR_FRIENDLY][i], 0x00, 0xff, 0x00, alpha );
845 gr_init_alphacolor( &IFF_colors[IFF_COLOR_NEUTRAL][i], 0xff, 0x00, 0x00, alpha );
846 gr_init_alphacolor( &IFF_colors[IFF_COLOR_UNKNOWN][i], 0xff, 0x00, 0xff, alpha );
847 gr_init_alphacolor( &IFF_colors[IFF_COLOR_SELECTION][i], 0xff, 0xff, 0xff, alpha );
848 gr_init_alphacolor( &IFF_colors[IFF_COLOR_MESSAGE][i], 0x7f, 0x7f, 0x7f, alpha );
849 gr_init_alphacolor( &IFF_colors[IFF_COLOR_TAGGED][i], 0xff, 0xff, 0x00, alpha );
853 // set the ship_obj struct fields to default values
854 void ship_obj_list_reset_slot(int index)
856 Ship_objs[index].flags = 0;
857 Ship_objs[index].next = NULL;
858 Ship_objs[index].prev = (ship_obj*)-1;
861 // if the given ship is in alpha/beta/gamma/zeta wings
862 int ship_in_abgz(ship *shipp)
864 if(!strcmp(shipp->ship_name, "Alpha 1")) return 1;
865 if(!strcmp(shipp->ship_name, "Alpha 2")) return 1;
866 if(!strcmp(shipp->ship_name, "Alpha 3")) return 1;
867 if(!strcmp(shipp->ship_name, "Alpha 4")) return 1;
869 if(!strcmp(shipp->ship_name, "Beta 1")) return 1;
870 if(!strcmp(shipp->ship_name, "Beta 2")) return 1;
871 if(!strcmp(shipp->ship_name, "Beta 3")) return 1;
872 if(!strcmp(shipp->ship_name, "Beta 4")) return 1;
874 if(!strcmp(shipp->ship_name, "Gamma 1")) return 1;
875 if(!strcmp(shipp->ship_name, "Gamma 2")) return 1;
876 if(!strcmp(shipp->ship_name, "Gamma 3")) return 1;
877 if(!strcmp(shipp->ship_name, "Gamma 4")) return 1;
879 if(!strcmp(shipp->ship_name, "Zeta 1")) return 1;
880 if(!strcmp(shipp->ship_name, "Zeta 2")) return 1;
881 if(!strcmp(shipp->ship_name, "Zeta 3")) return 1;
882 if(!strcmp(shipp->ship_name, "Zeta 4")) return 1;
888 // ---------------------------------------------------
889 // ship_obj_list_init()
891 void ship_obj_list_init()
895 list_init(&Ship_obj_list);
896 for ( i = 0; i < MAX_SHIP_OBJS; i++ ) {
897 ship_obj_list_reset_slot(i);
901 // ---------------------------------------------------
902 // ship_obj_list_add()
904 // Function to add a node to the Ship_obj_list. Only
905 // called from ship_create()
906 int ship_obj_list_add(int objnum)
910 for ( i = 0; i < MAX_SHIP_OBJS; i++ ) {
911 if ( !(Ship_objs[i].flags & SHIP_OBJ_USED) )
914 if ( i == MAX_SHIP_OBJS ) {
915 Error(LOCATION, "Fatal Error: Ran out of ship object nodes\n");
919 Ship_objs[i].flags = 0;
920 Ship_objs[i].objnum = objnum;
921 list_append(&Ship_obj_list, &Ship_objs[i]);
922 Ship_objs[i].flags |= SHIP_OBJ_USED;
927 // ---------------------------------------------------
928 // ship_obj_list_remove()
930 // Function to remove a node from the Ship_obj_list. Only
931 // called from ship_delete()
932 void ship_obj_list_remove(int index)
934 Assert(index >= 0 && index < MAX_SHIP_OBJS);
935 list_remove(&Ship_obj_list, &Ship_objs[index]);
936 ship_obj_list_reset_slot(index);
939 // ---------------------------------------------------
940 // ship_obj_list_rebuild()
942 // Called from the save/restore code to re-create the Ship_obj_list
944 void ship_obj_list_rebuild()
948 ship_obj_list_init();
950 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
951 if ( objp->type == OBJ_SHIP ) {
952 Ships[objp->instance].ship_list_index = ship_obj_list_add(OBJ_INDEX(objp));
957 ship_obj *get_ship_obj_ptr_from_index(int index)
959 Assert(index >= 0 && index < MAX_SHIP_OBJS);
960 return &Ship_objs[index];
964 // return number of ships in the game.
965 int ship_get_num_ships()
971 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) )
977 // parse an engine wash info record
978 void parse_engine_wash()
980 engine_wash_info *ewp;
981 ewp = &Engine_wash_info[Num_engine_wash_types];
983 // name of engine wash info
984 required_string("$Name:");
985 stuff_string(ewp->name, F_NAME, NULL);
987 // half angle of cone of wash from thruster
988 required_string("$Angle:");
989 stuff_float(&ewp->angle);
990 ewp->angle *= (PI / 180.0f);
992 // radius multiplier for hemisphere around thruster pt
993 required_string("$Radius Mult:");
994 stuff_float(&ewp->radius_mult);
997 required_string("$Length:");
998 stuff_float(&ewp->length);
1000 // intensity inside hemisphere (or at 0 distance from frustated cone)
1001 required_string("$Intensity:");
1002 stuff_float(&ewp->intensity);
1006 #define SHIP_MULTITEXT_LENGTH 1500
1007 // function to parse the information for a specific ship type.
1010 char buf[SHIP_MULTITEXT_LENGTH + 1];
1013 float hull_percentage_of_hits = 100.0f;
1014 int n_subsystems = 0;
1015 model_subsystem subsystems[MAX_MODEL_SUBSYSTEMS]; // see model.h for max_model_subsystems
1016 for (int idx=0; idx<MAX_MODEL_SUBSYSTEMS; idx++) {
1017 subsystems[idx].stepped_rotation = NULL;
1018 subsystems[idx].ai_rotation = NULL;
1020 int i, num_allowed, rtn = 0;
1021 int allowed_weapons[MAX_WEAPON_TYPES];
1023 sip = &Ship_info[Num_ship_types];
1026 // These should be specified in ships.tbl eventually!
1029 required_string("$Name:");
1030 stuff_string(sip->name, F_NAME, NULL);
1032 // AL 28-3-98: If this is a demo build, we only want to parse weapons that are preceded with
1034 #ifdef DEMO // not needed FS2_DEMO (using separate table file)
1035 if ( sip->name[0] != '@' ) {
1036 // advance to next weapon, and return -1
1037 if ( skip_to_start_of_strings("$Name:", "#End") != 1 ) {
1045 if (strchr(sip->name, '#') && Fred_running)
1049 if ( sip->name[0] == '@' ) {
1050 char old_name[NAME_LENGTH];
1051 strcpy(old_name, sip->name);
1052 strcpy(sip->name, old_name+1);
1055 diag_printf ("Ship name -- %s\n", sip->name);
1056 if ( ship_info_lookup( sip->name ) != -1 ){
1057 Error(LOCATION, "Error: Ship name %s already exists in ships.tbl. All ship class names must be unique.", sip->name);
1060 required_string("$Short name:");
1061 stuff_string(sip->short_name, F_NAME, NULL);
1062 diag_printf ("Ship short name -- %s\n", sip->short_name);
1064 find_and_stuff("$Species:", &sip->species, F_NAME, Species_names, MAX_SPECIES_NAMES, "species names");
1065 diag_printf ("Ship species -- %s\n", Species_names[sip->species]);
1067 sip->type_str = sip->maneuverability_str = sip->armor_str = sip->manufacturer_str = NULL;
1068 if (optional_string("+Type:")) {
1069 stuff_string(buf, F_MESSAGE, NULL);
1070 sip->type_str = strdup(buf);
1073 if (optional_string("+Maneuverability:")) {
1074 stuff_string(buf, F_MESSAGE, NULL);
1075 sip->maneuverability_str = strdup(buf);
1078 if (optional_string("+Armor:")) {
1079 stuff_string(buf, F_MESSAGE, NULL);
1080 sip->armor_str = strdup(buf);
1083 if (optional_string("+Manufacturer:")) {
1084 stuff_string(buf, F_MESSAGE, NULL);
1085 sip->manufacturer_str = strdup(buf);
1089 if (optional_string("+Description:")) {
1090 stuff_string(buf, F_MULTITEXT, NULL);
1091 sip->desc = strdup(buf);
1094 sip->tech_desc = NULL;
1095 if (optional_string("+Tech Description:")) {
1096 stuff_string(buf, F_MULTITEXT, NULL, SHIP_MULTITEXT_LENGTH);
1097 sip->tech_desc = strdup(buf);
1100 // Code added here by SS to parse the optional strings for length, gun_mounts, missile_banks
1102 sip->ship_length = NULL;
1103 if (optional_string("+Length:")) {
1104 stuff_string(buf, F_MESSAGE, NULL);
1105 sip->ship_length = strdup(buf);
1108 sip->gun_mounts = NULL;
1109 if (optional_string("+Gun Mounts:")) {
1110 stuff_string(buf, F_MESSAGE, NULL);
1111 sip->gun_mounts = strdup(buf);
1114 sip->missile_banks = NULL;
1115 if (optional_string("+Missile Banks:")) {
1116 stuff_string(buf, F_MESSAGE, NULL);
1117 sip->missile_banks = strdup(buf);
1123 sip->num_detail_levels = 0;
1125 required_string( "$POF file:" );
1126 stuff_string( sip->pof_file, F_NAME, NULL );
1128 // optional hud targeting model
1129 strcpy(sip->pof_file_hud, "");
1130 if(optional_string( "$POF target file:")){
1131 stuff_string(sip->pof_file_hud, F_NAME, NULL);
1134 required_string("$Detail distance:");
1135 sip->num_detail_levels = stuff_int_list(sip->detail_distance, MAX_SHIP_DETAIL_LEVELS, RAW_INTEGER_TYPE);
1137 // check for optional pixel colors
1138 sip->num_nondark_colors = 0;
1139 while(optional_string("$ND:")){
1145 if(sip->num_nondark_colors < MAX_NONDARK_COLORS){
1146 sip->nondark_colors[sip->num_nondark_colors][0] = nr;
1147 sip->nondark_colors[sip->num_nondark_colors][1] = ng;
1148 sip->nondark_colors[sip->num_nondark_colors++][2] = nb;
1152 required_string("$Show damage:");
1154 stuff_boolean(&bogus_bool);
1156 required_string("$Density:");
1157 stuff_float( &(sip->density) );
1158 diag_printf ("Ship density -- %7.3f\n", sip->density);
1160 required_string("$Damp:");
1161 stuff_float( &(sip->damp) );
1162 diag_printf ("Ship damp -- %7.3f\n", sip->damp);
1164 required_string("$Rotdamp:");
1165 stuff_float( &(sip->rotdamp) );
1166 diag_printf ("Ship rotdamp -- %7.3f\n", sip->rotdamp);
1168 required_string("$Max Velocity:");
1169 stuff_vector(&sip->max_vel);
1171 // calculate the max speed from max_velocity
1172 sip->max_speed = vm_vec_mag(&sip->max_vel);
1174 required_string("$Rotation Time:");
1175 stuff_vector(&sip->rotation_time);
1177 sip->srotation_time = (sip->rotation_time.x + sip->rotation_time.y)/2.0f;
1179 sip->max_rotvel.x = (2 * PI) / sip->rotation_time.x;
1180 sip->max_rotvel.y = (2 * PI) / sip->rotation_time.y;
1181 sip->max_rotvel.z = (2 * PI) / sip->rotation_time.z;
1183 // get the backwards velocity;
1184 required_string("$Rear Velocity:");
1185 stuff_float(&sip->max_rear_vel);
1187 // get the accelerations
1188 required_string("$Forward accel:");
1189 stuff_float(&sip->forward_accel );
1191 required_string("$Forward decel:");
1192 stuff_float(&sip->forward_decel );
1194 required_string("$Slide accel:");
1195 stuff_float(&sip->slide_accel );
1197 required_string("$Slide decel:");
1198 stuff_float(&sip->slide_decel );
1200 // get ship explosion info
1201 required_string("$Expl inner rad:");
1202 stuff_float(&sip->inner_rad);
1204 required_string("$Expl outer rad:");
1205 stuff_float(&sip->outer_rad);
1207 required_string("$Expl damage:");
1208 stuff_float(&sip->damage);
1210 required_string("$Expl blast:");
1211 stuff_float(&sip->blast);
1213 required_string("$Expl Propagates:");
1214 stuff_boolean(&sip->explosion_propagates);
1216 required_string("$Shockwave Speed:");
1217 stuff_float( &sip->shockwave_speed );
1219 sip->shockwave_count = 1;
1220 if(optional_string("$Shockwave Count:")){
1221 stuff_int(&sip->shockwave_count);
1224 for ( i = 0; i < MAX_WEAPON_TYPES; i++ ){
1225 sip->allowed_weapons[i] = 0;
1228 // Set the weapons filter used in weapons loadout (for primary weapons)
1229 if (optional_string("$Allowed PBanks:")) {
1230 num_allowed = stuff_int_list(allowed_weapons, MAX_WEAPON_TYPES, WEAPON_LIST_TYPE);
1232 // actually say which weapons are allowed
1233 for ( i = 0; i < num_allowed; i++ ) {
1234 if ( allowed_weapons[i] >= 0 ) { // MK, Bug fix, 9/6/99. Used to be "allowed_weapons" not "allowed_weapons[i]".
1235 sip->allowed_weapons[allowed_weapons[i]] |= 1;
1240 // Set the weapons filter used in weapons loadout (for primary weapons)
1241 if (optional_string("$Allowed Dogfight PBanks:")) {
1242 num_allowed = stuff_int_list(allowed_weapons, MAX_WEAPON_TYPES, WEAPON_LIST_TYPE);
1244 // actually say which weapons are allowed
1245 for ( i = 0; i < num_allowed; i++ ) {
1246 if ( allowed_weapons[i] >= 0 ) {
1247 sip->allowed_weapons[allowed_weapons[i]] |= 2;
1252 // Get default primary bank weapons
1253 for ( i = 0; i < MAX_PRIMARY_BANKS; i++ ){
1254 sip->primary_bank_weapons[i] = -1;
1256 required_string("$Default PBanks:");
1257 sip->num_primary_banks = stuff_int_list(sip->primary_bank_weapons, MAX_PRIMARY_BANKS, WEAPON_LIST_TYPE);
1260 for ( i = 0; i < sip->num_primary_banks; i++ ) {
1261 Assert(sip->primary_bank_weapons[i] >= 0);
1264 // Set the weapons filter used in weapons loadout (for secondary weapons)
1265 if (optional_string("$Allowed SBanks:")) {
1266 num_allowed = stuff_int_list(allowed_weapons, MAX_WEAPON_TYPES, WEAPON_LIST_TYPE);
1268 // actually say which weapons are allowed
1269 for ( i = 0; i < num_allowed; i++ ) {
1270 if ( allowed_weapons[i] >= 0 ) {
1271 sip->allowed_weapons[allowed_weapons[i]] |= 1;
1276 // Set the weapons filter used in weapons loadout (for secondary weapons)
1277 if (optional_string("$Allowed Dogfight SBanks:")) {
1278 num_allowed = stuff_int_list(allowed_weapons, MAX_WEAPON_TYPES, WEAPON_LIST_TYPE);
1280 // actually say which weapons are allowed
1281 for ( i = 0; i < num_allowed; i++ ) {
1282 if ( allowed_weapons[i] >= 0 ) {
1283 sip->allowed_weapons[allowed_weapons[i]] |= 2;
1288 // Get default secondary bank weapons
1289 for ( i = 0; i < MAX_SECONDARY_BANKS; i++ ){
1290 sip->secondary_bank_weapons[i] = -1;
1292 required_string("$Default SBanks:");
1293 sip->num_secondary_banks = stuff_int_list(sip->secondary_bank_weapons, MAX_SECONDARY_BANKS, WEAPON_LIST_TYPE);
1296 for ( i = 0; i < sip->num_secondary_banks; i++ ) {
1297 Assert(sip->secondary_bank_weapons[i] >= 0);
1300 // Get the capacity of each secondary bank
1301 required_string("$Sbank Capacity:");
1303 capacity_count = stuff_int_list(sip->secondary_bank_ammo_capacity, MAX_SECONDARY_BANKS, RAW_INTEGER_TYPE);
1304 if ( capacity_count != sip->num_secondary_banks ) {
1305 Warning(LOCATION, "Secondary bank capacities have not been specified for ship class %s... fix this!!", sip->name);
1308 required_string("$Shields:");
1309 stuff_float(&sip->shields);
1311 // optional shield color
1312 sip->shield_color[0] = 255;
1313 sip->shield_color[1] = 255;
1314 sip->shield_color[2] = 255;
1315 if(optional_string("$Shield Color:")){
1316 stuff_byte(&sip->shield_color[0]);
1317 stuff_byte(&sip->shield_color[1]);
1318 stuff_byte(&sip->shield_color[2]);
1321 // The next three fields are used for the ETS
1322 required_string("$Power Output:");
1323 stuff_float(&sip->power_output);
1325 required_string("$Max Oclk Speed:");
1326 stuff_float(&sip->max_overclocked_speed);
1328 required_string("$Max Weapon Eng:");
1329 stuff_float(&sip->max_weapon_reserve);
1331 required_string("$Hitpoints:");
1332 stuff_float(&sip->initial_hull_strength);
1334 required_string("$Flags:");
1335 char ship_strings[MAX_SHIP_FLAGS][NAME_LENGTH];
1336 int num_strings = stuff_string_list(ship_strings, MAX_SHIP_FLAGS);
1337 sip->flags = SIF_DEFAULT_VALUE;
1338 for ( i=0; i<num_strings; i++ ) {
1339 if (!stricmp(NOX("no_collide"), ship_strings[i]))
1340 sip->flags &= ~SIF_DO_COLLISION_CHECK;
1341 else if (!stricmp(NOX("player_ship"), ship_strings[i]))
1342 sip->flags |= SIF_PLAYER_SHIP;
1343 else if (!stricmp(NOX("default_player_ship"), ship_strings[i]))
1344 sip->flags |= SIF_DEFAULT_PLAYER_SHIP;
1345 else if ( !stricmp(NOX("repair_rearm"), ship_strings[i]))
1346 sip->flags |= SIF_SUPPORT;
1347 else if ( !stricmp(NOX("cargo"), ship_strings[i]))
1348 sip->flags |= SIF_CARGO;
1349 else if ( !stricmp( NOX("fighter"), ship_strings[i]))
1350 sip->flags |= SIF_FIGHTER;
1351 else if ( !stricmp( NOX("bomber"), ship_strings[i]))
1352 sip->flags |= SIF_BOMBER;
1353 else if ( !stricmp( NOX("transport"), ship_strings[i]))
1354 sip->flags |= SIF_TRANSPORT;
1355 else if ( !stricmp( NOX("freighter"), ship_strings[i]))
1356 sip->flags |= SIF_FREIGHTER;
1357 else if ( !stricmp( NOX("capital"), ship_strings[i]))
1358 sip->flags |= SIF_CAPITAL;
1359 else if (!stricmp( NOX("supercap"), ship_strings[i]))
1360 sip->flags |= SIF_SUPERCAP;
1361 else if (!stricmp( NOX("drydock"), ship_strings[i]))
1362 sip->flags |= SIF_DRYDOCK;
1363 else if ( !stricmp( NOX("cruiser"), ship_strings[i]))
1364 sip->flags |= SIF_CRUISER;
1365 else if ( !stricmp( NOX("navbuoy"), ship_strings[i]))
1366 sip->flags |= SIF_NAVBUOY;
1367 else if ( !stricmp( NOX("sentrygun"), ship_strings[i]))
1368 sip->flags |= SIF_SENTRYGUN;
1369 else if ( !stricmp( NOX("escapepod"), ship_strings[i]))
1370 sip->flags |= SIF_ESCAPEPOD;
1371 else if ( !stricmp( NOX("no type"), ship_strings[i]))
1372 sip->flags |= SIF_NO_SHIP_TYPE;
1373 else if ( !stricmp( NOX("ship copy"), ship_strings[i]))
1374 sip->flags |= SIF_SHIP_COPY;
1375 else if ( !stricmp( NOX("in tech database"), ship_strings[i]))
1376 sip->flags |= SIF_IN_TECH_DATABASE | SIF_IN_TECH_DATABASE_M;
1377 else if ( !stricmp( NOX("in tech database multi"), ship_strings[i]))
1378 sip->flags |= SIF_IN_TECH_DATABASE_M;
1379 else if ( !stricmp( NOX("dont collide invisible"), ship_strings[i]))
1380 sip->flags |= SIF_DONT_COLLIDE_INVIS;
1381 else if ( !stricmp( NOX("big damage"), ship_strings[i]))
1382 sip->flags |= SIF_BIG_DAMAGE;
1383 else if ( !stricmp( NOX("corvette"), ship_strings[i]))
1384 sip->flags |= SIF_CORVETTE;
1385 else if ( !stricmp( NOX("gas miner"), ship_strings[i]))
1386 sip->flags |= SIF_GAS_MINER;
1387 else if ( !stricmp( NOX("awacs"), ship_strings[i]))
1388 sip->flags |= SIF_AWACS;
1389 else if ( !stricmp( NOX("knossos"), ship_strings[i]))
1390 sip->flags |= SIF_KNOSSOS_DEVICE;
1391 else if ( !stricmp( NOX("no_fred"), ship_strings[i]))
1392 sip->flags |= SIF_NO_FRED;
1394 Warning(LOCATION, "Bogus string in ship flags: %s\n", ship_strings[i]);
1397 find_and_stuff("$AI Class:", &sip->ai_class, F_NAME, Ai_class_names, Num_ai_classes, "AI class names");
1399 // Get Afterburner information
1400 // Be aware that if $Afterburner is not 1, the other Afterburner fields are not read in
1401 required_string("$Afterburner:");
1402 int has_afterburner;
1403 stuff_boolean(&has_afterburner);
1404 if ( has_afterburner == 1 ) {
1405 sip->flags |= SIF_AFTERBURNER;
1407 required_string("+Aburn Max Vel:");
1408 stuff_vector(&sip->afterburner_max_vel);
1410 required_string("+Aburn For accel:");
1411 stuff_float(&sip->afterburner_forward_accel);
1413 required_string("+Aburn Fuel:");
1414 stuff_float(&sip->afterburner_fuel_capacity);
1416 required_string("+Aburn Burn Rate:");
1417 stuff_float(&sip->afterburner_burn_rate);
1420 required_string("+Aburn Rec Rate:");
1421 stuff_float(&sip->afterburner_recover_rate);
1423 sip->afterburner_max_vel.x = 0.0f;
1424 sip->afterburner_max_vel.y = 0.0f;
1425 sip->afterburner_max_vel.z = 0.0f;
1428 required_string("$Countermeasures:");
1429 stuff_int(&sip->cmeasure_max);
1431 required_string("$Scan time:");
1432 stuff_int(&sip->scan_time);
1434 required_string("$EngineSnd:");
1435 stuff_int(&sip->engine_snd);
1437 required_string("$Closeup_pos:");
1438 stuff_vector(&sip->closeup_pos);
1440 required_string("$Closeup_zoom:");
1441 stuff_float(&sip->closeup_zoom);
1443 sip->shield_icon_index = 255; // stored as ubyte
1444 if (optional_string("$Shield_icon:")) {
1445 char tmpbuf[NAME_LENGTH];
1446 stuff_string(tmpbuf, F_NAME, NULL);
1447 hud_shield_assign_info(sip, tmpbuf);
1450 // read in filename for icon that is used in ship selection
1451 sip->icon_filename[0] = 0;
1452 if ( optional_string("$Ship_icon:") ) {
1453 stuff_string(sip->icon_filename, F_NAME, NULL);
1456 // read in filename for animation that is used in ship selection
1457 sip->anim_filename[0] = 0;
1458 if ( optional_string("$Ship_anim:") ) {
1459 stuff_string(sip->anim_filename, F_NAME, NULL);
1462 // read in filename for animation that is used in ship selection
1463 sip->overhead_filename[0] = 0;
1464 if ( optional_string("$Ship_overhead:") ) {
1465 stuff_string(sip->overhead_filename, F_NAME, NULL);
1469 if ( optional_string("$Score:") ){
1470 stuff_int( &sip->score );
1473 // if the ship is a stealth ship
1474 if ( optional_string("$Stealth:") ){
1475 sip->flags |= SIF_STEALTH;
1478 // parse contrail info
1479 char trail_name[MAX_FILENAME_LEN] = "";
1481 memset(&sip->ct_info, 0, sizeof(trail_info) * MAX_SHIP_CONTRAILS);
1483 while(optional_string("$Trail:")){
1484 // this means you've reached the max # of contrails for a ship
1485 Assert(sip->ct_count <= MAX_SHIP_CONTRAILS);
1487 ci = &sip->ct_info[sip->ct_count++];
1489 required_string("+Offset:");
1490 stuff_vector(&ci->pt);
1492 required_string("+Start Width:");
1493 stuff_float(&ci->w_start);
1495 required_string("+End Width:");
1496 stuff_float(&ci->w_end);
1498 required_string("+Start Alpha:");
1499 stuff_float(&ci->a_start);
1501 required_string("+End Alpha:");
1502 stuff_float(&ci->a_end);
1504 required_string("+Max Life:");
1505 stuff_float(&ci->max_life);
1507 required_string("+Spew Time:");
1508 stuff_int(&ci->stamp);
1510 required_string("+Bitmap:");
1511 stuff_string(trail_name, F_NAME, NULL);
1512 ci->bitmap = bm_load(trail_name);
1516 int r = required_string_3("#End", "$Subsystem:", "$Name" );
1524 float percentage_of_hits;
1525 model_subsystem *sp; // to append on the ships list of subsystems
1527 Assert ( n_subsystems < MAX_MODEL_SUBSYSTEMS );
1528 sp = &subsystems[n_subsystems++]; // subsystems a local -- when done, we will malloc and copy
1529 required_string("$Subsystem:");
1530 stuff_string(sp->subobj_name, F_NAME, ",");
1532 stuff_float(&percentage_of_hits);
1533 stuff_float(&turning_rate);
1534 hull_percentage_of_hits -= percentage_of_hits;
1535 sp->max_hits = sip->initial_hull_strength * (percentage_of_hits / 100.0f);
1536 sp->type = SUBSYSTEM_UNKNOWN;
1537 // specified as how long to turn 360 degrees in ships.tbl
1538 if ( turning_rate > 0.0f ){
1539 sp->turret_turning_rate = PI2 / turning_rate;
1541 sp->turret_turning_rate = 0.0f;
1544 for (i=0; i<MAX_PRIMARY_BANKS; i++)
1545 sp->primary_banks[i] = -1;
1546 for (i=0; i<MAX_SECONDARY_BANKS; i++) {
1547 sp->secondary_banks[i] = -1;
1548 sp->secondary_bank_capacity[i] = 0;
1551 // Get default primary bank weapons
1552 if (optional_string("$Default PBanks:")){
1553 stuff_int_list(sp->primary_banks, MAX_PRIMARY_BANKS, WEAPON_LIST_TYPE);
1556 // Get default secondary bank weapons
1557 if (optional_string("$Default SBanks:")){
1558 stuff_int_list(sp->secondary_banks, MAX_SECONDARY_BANKS, WEAPON_LIST_TYPE);
1561 // Get the capacity of each secondary bank
1562 if (optional_string("$Sbank Capacity:")){
1563 stuff_int_list(sp->secondary_bank_capacity, MAX_SECONDARY_BANKS, RAW_INTEGER_TYPE);
1566 // Get optional engine wake info
1567 if (optional_string("$Engine Wash:")) {
1568 char engine_wash_name[32];
1569 stuff_string(engine_wash_name, F_NAME, NULL);
1570 // get and set index
1571 sp->engine_wash_index = get_engine_wash_index(engine_wash_name);
1573 sp->engine_wash_index = -1;
1576 // Get any AWACS info
1577 sp->awacs_intensity = 0.0f;
1578 if(optional_string("$AWACS:")){
1579 stuff_float(&sp->awacs_intensity);
1580 stuff_float(&sp->awacs_radius);
1581 sip->flags |= SIF_HAS_AWACS;
1584 sp->turret_weapon_type = sp->primary_banks[0]; // temporary, will be obsolete later.
1585 if ( sp->turret_weapon_type < 0 ) {
1586 sp->turret_weapon_type = sp->secondary_banks[0];
1588 sp->model_num = -1; // init value for later sanity checking!!
1595 Int3(); // Impossible return value from required_string_3.
1598 Assert( hull_percentage_of_hits > 0.0f ); // must be > 0
1600 // when done reading subsystems, malloc and copy the subsystem data to the ship info structure
1601 sip->n_subsystems = n_subsystems;
1602 if ( n_subsystems > 0 ) {
1603 sip->subsystems = (model_subsystem *)malloc(sizeof(model_subsystem) * n_subsystems );
1604 Assert( sip->subsystems != NULL );
1607 sip->subsystems = NULL;
1610 for ( i = 0; i < n_subsystems; i++ ){
1611 sip->subsystems[i] = subsystems[i];
1614 // if we have a ship copy, then check to be sure that our base ship exists
1615 if ( sip->flags & SIF_SHIP_COPY ) {
1618 index = ship_info_base_lookup( Num_ship_types ); // Num_ship_types is our current entry into the array
1619 if ( index == -1 ) {
1620 char *p, name[NAME_LENGTH];;
1622 strcpy( name, sip->name );
1623 p = strchr(name, '#');
1626 Error(LOCATION, "Ship %s is a copy, but base ship %s couldn't be found.", sip->name, name);
1633 char get_engine_wash_index(char *engine_wash_name)
1637 for (i=0; i<Num_engine_wash_types; i++) {
1638 if ( 0 == stricmp(engine_wash_name, Engine_wash_info[i].name) ) {
1643 // not found, so return -1
1647 void parse_shiptbl()
1649 // open localization
1652 read_file_text("ships.tbl");
1655 // parse default ship
1656 required_string("#Default Player Ship");
1657 required_string("$Name:");
1658 stuff_string(default_player_ship, F_NAME, NULL, 254);
1659 required_string("#End");
1661 Num_engine_wash_types = 0;
1664 required_string("#Engine Wash Info");
1665 while (required_string_either("#End", "$Name:")) {
1666 Assert( Num_engine_wash_types < MAX_ENGINE_WASH_TYPES );
1668 parse_engine_wash();
1669 Num_engine_wash_types++;
1672 required_string("#End");
1673 required_string("#Ship Classes");
1675 while (required_string_either("#End","$Name:")) {
1676 Assert( Num_ship_types < MAX_SHIP_TYPES );
1678 if ( parse_ship() ) {
1685 required_string("#End");
1687 // Read in a list of ship_info indicies that are an ordering of the player ship precedence.
1688 // This list is used to select an alternate ship when a particular ship is not available
1689 // during ship selection.
1690 required_string("$Player Ship Precedence:");
1691 Num_player_ship_precedence = stuff_int_list(Player_ship_precedence, MAX_PLAYER_SHIP_CHOICES, SHIP_INFO_TYPE);
1693 // close localization
1697 int ship_show_velocity_dot = 0;
1700 DCF_BOOL( show_velocity_dot, ship_show_velocity_dot )
1703 // Called once at the beginning of the game to parse ships.tbl and stuff the Ship_info[]
1709 if ( !ships_inited ) {
1711 if ((rval = setjmp(parse_abort)) != 0) {
1712 Error(LOCATION, "Error parsing 'ships.tbl'\r\nError code = %i.\r\n", rval);
1718 ship_iff_init_colors();
1721 ship_level_init(); // needed for FRED
1725 // This will get called at the start of each level.
1726 void ship_level_init()
1730 // Reset everything between levels
1733 // Mark all the models as invalid, since all the models get paged out
1735 for (i=0; i<MAX_SHIP_TYPES; i++ ) {
1736 Ship_info[i].modelnum = -1;
1737 Ship_info[i].modelnum_hud = -1;
1740 // mwa removed 11/24/97 num_ships = 0;
1741 Num_exited_ships = 0;
1742 for (i=0; i<MAX_SHIPS; i++ ) {
1743 Ships[i].objnum = -1;
1746 for ( i = 0; i < MAX_EXITED_SHIPS; i++ ) {
1747 memset ( &Ships_exited[i], 0, sizeof(exited_ship) );
1748 Ships_exited[i].obj_signature = -1;
1752 for (i = 0; i < MAX_WINGS; i++ )
1753 Wings[i].num_waves = -1;
1755 for (i=0; i<MAX_PLAYER_WINGS; i++)
1756 Starting_wings[i] = -1;
1758 // Empty the subsys list
1759 memset( Ship_subsystems, 0, sizeof(ship_subsys)*MAX_SHIP_SUBOBJECTS );
1761 list_init( &ship_subsys_free_list );
1762 for ( i = 0; i < MAX_SHIP_SUBOBJECTS; i++ )
1763 list_append( &ship_subsys_free_list, &Ship_subsystems[i] );
1765 Laser_energy_out_snd_timer = 1;
1766 Missile_out_snd_timer = 1;
1768 for (i = 0; i < MAX_SHIP_TYPE_COUNTS; i++ ) {
1769 Ship_counts[i].total = 0;
1770 Ship_counts[i].killed = 0;
1773 ship_obj_list_init();
1775 Ship_cargo_check_timer = 1;
1777 shipfx_large_blowup_level_init();
1780 // function to add a ship onto the exited ships list. The reason parameter
1781 // tells us why the ship left the mission (i.e. departed or destroyed)
1782 void ship_add_exited_ship( ship *sp, int reason )
1786 // reuse oldest slots if none left
1787 if ( Num_exited_ships == MAX_EXITED_SHIPS ) {
1790 // find the oldest entry
1792 for ( i = 1; i < MAX_SHIPS; i++ ) {
1793 if ( Ships_exited[i].time < Ships_exited[oldest_entry].time ) {
1797 entry = oldest_entry;
1799 entry = Num_exited_ships;
1803 strcpy( Ships_exited[entry].ship_name, sp->ship_name );
1804 Ships_exited[entry].obj_signature = Objects[sp->objnum].signature;
1805 Ships_exited[entry].team = sp->team;
1806 Ships_exited[entry].flags = reason;
1807 // if ship is red alert, flag as such
1808 if (sp->flags & SF_RED_ALERT_STORE_STATUS) {
1809 Ships_exited[entry].flags |= SEF_RED_ALERT_CARRY;
1811 Ships_exited[entry].time = Missiontime;
1812 Ships_exited[entry].hull_strength = int(Objects[sp->objnum].hull_strength);
1814 if ( sp->flags & SF_CARGO_REVEALED )
1815 Ships_exited[entry].flags |= SEF_CARGO_KNOWN;
1816 if ( sp->time_first_tagged > 0 )
1817 Ships_exited[entry].flags |= SEF_BEEN_TAGGED;
1820 // function which attempts to find information about an exited ship based on shipname
1821 int ship_find_exited_ship_by_name( char *name )
1825 for (i = 0; i < Num_exited_ships; i++) {
1826 if ( !stricmp(name, Ships_exited[i].ship_name) )
1830 if ( i == Num_exited_ships )
1836 // function which attempts to find information about an exited ship based on shipname
1837 int ship_find_exited_ship_by_signature( int signature )
1841 for (i = 0; i < Num_exited_ships; i++) {
1842 if ( signature == Ships_exited[i].obj_signature )
1846 if ( i == Num_exited_ships )
1853 void physics_ship_init(object *objp)
1855 ship_info *sinfo = &Ship_info[Ships[objp->instance].ship_info_index];
1856 physics_info *pi = &objp->phys_info;
1857 polymodel *pm = model_get( Ships[objp->instance].modelnum );
1859 // use mass and I_body_inv from POF read into polymodel
1861 pi->mass = pm->mass * sinfo->density;
1862 pi->I_body_inv = pm->moment_of_inertia;
1863 // scale pm->I_body_inv value by density
1864 vm_vec_scale( &pi->I_body_inv.rvec, sinfo->density );
1865 vm_vec_scale( &pi->I_body_inv.uvec, sinfo->density );
1866 vm_vec_scale( &pi->I_body_inv.fvec, sinfo->density );
1868 pi->side_slip_time_const = sinfo->damp;
1869 pi->rotdamp = sinfo->rotdamp;
1870 pi->max_vel = sinfo->max_vel;
1871 pi->afterburner_max_vel = sinfo->afterburner_max_vel;
1872 pi->max_rotvel = sinfo->max_rotvel;
1873 pi->max_rear_vel = sinfo->max_rear_vel;
1874 pi->flags |= PF_ACCELERATES;
1879 pi->forward_accel_time_const=sinfo->forward_accel;
1880 pi->afterburner_forward_accel_time_const=sinfo->afterburner_forward_accel;
1881 pi->forward_decel_time_const=sinfo->forward_decel;
1882 pi->slide_accel_time_const=sinfo->slide_accel;
1883 pi->slide_decel_time_const=sinfo->slide_decel;
1885 if ( (pi->max_vel.x > 0.000001f) || (pi->max_vel.y > 0.000001f) )
1886 pi->flags |= PF_SLIDE_ENABLED;
1888 vm_vec_zero(&pi->vel);
1889 vm_vec_zero(&pi->rotvel);
1892 // pi->accel = 0.0f;
1893 vm_set_identity(&pi->last_rotmat);
1896 // function to set the orders allowed for a ship -- based on ship type. This value might get overridden
1897 // by a value in the mission file.
1898 int ship_get_default_orders_accepted( ship_info *sip )
1902 ship_info_flag = sip->flags;
1904 if ( ship_info_flag & SIF_FIGHTER )
1905 return FIGHTER_MESSAGES;
1906 else if ( ship_info_flag & SIF_BOMBER )
1907 return BOMBER_MESSAGES;
1908 else if ( ship_info_flag & (SIF_CRUISER | SIF_GAS_MINER | SIF_AWACS | SIF_CORVETTE) )
1909 return CRUISER_MESSAGES;
1910 else if ( ship_info_flag & SIF_FREIGHTER )
1911 return FREIGHTER_MESSAGES;
1912 else if ( ship_info_flag & SIF_CAPITAL )
1913 return CAPITAL_MESSAGES;
1914 else if ( ship_info_flag & SIF_TRANSPORT )
1915 return TRANSPORT_MESSAGES;
1916 else if ( ship_info_flag & SIF_SUPPORT )
1917 return SUPPORT_MESSAGES;
1922 void ship_set(int ship_index, int objnum, int ship_type)
1926 object *objp = &Objects[objnum];
1927 ship *shipp = &Ships[ship_index];
1928 ship_weapon *swp = &shipp->weapons;
1929 ship_info *sip = &(Ship_info[ship_type]);
1932 // sprintf(shipp->ship_name, "%s %d", Ship_info[ship_type].name, ship_index); // moved to ship_create()
1933 Assert(strlen(shipp->ship_name) < NAME_LENGTH - 1);
1934 shipp->ship_info_index = ship_type;
1935 shipp->objnum = objnum;
1937 shipp->reinforcement_index = -1;
1941 shipp->escort_priority = 0;
1942 shipp->special_exp_index = -1;
1943 shipp->num_hits = 0;
1945 shipp->wash_killed = 0;
1946 shipp->time_cargo_revealed = 0;
1947 shipp->time_first_tagged = 0;
1948 shipp->wash_timestamp = timestamp(0);
1949 shipp->dock_objnum_when_dead = -1;
1950 shipp->large_ship_blowup_index = -1;
1951 shipp->respawn_priority = 0;
1952 for (i=0; i<NUM_SUB_EXPL_HANDLES; i++) {
1953 shipp->sub_expl_sound_handle[i] = -1;
1956 if ( !Fred_running ) {
1957 shipp->final_warp_time = timestamp(-1);
1958 shipp->final_death_time = timestamp(-1); // There death sequence ain't start et.
1959 shipp->really_final_death_time = timestamp(-1); // There death sequence ain't start et.
1960 shipp->next_fireball = timestamp(-1); // When a random fireball will pop up
1961 shipp->next_hit_spark = timestamp(-1); // when a hit spot will spark
1962 for (i=0; i<MAX_SHIP_ARCS; i++ ) {
1963 shipp->arc_timestamp[i] = timestamp(-1); // Mark this arc as unused
1965 shipp->arc_next_time = timestamp(-1); // No electrical arcs yet.
1966 } else { // the values should be different for Fred
1967 shipp->final_warp_time = -1;
1968 shipp->final_death_time = 0;
1969 shipp->really_final_death_time = -1;
1970 shipp->next_fireball = -1;
1971 shipp->next_hit_spark = -1;
1972 for (i=0; i<MAX_SHIP_ARCS; i++ ) {
1973 shipp->arc_timestamp[i] = -1;
1975 shipp->arc_next_time = -1;
1977 shipp->team = TEAM_FRIENDLY; // Default friendly, probably get overridden.
1978 shipp->arrival_location = 0;
1979 shipp->arrival_distance = 0;
1980 shipp->arrival_anchor = -1;
1981 shipp->arrival_delay = 0;
1982 shipp->arrival_cue = -1;
1983 shipp->departure_location = 0;
1984 shipp->departure_delay = 0;
1985 shipp->departure_cue = -1;
1986 shipp->shield_hits = 0; // No shield hits yet on this baby.
1987 shipp->current_max_speed = Ship_info[ship_type].max_speed;
1989 shipp->alt_type_index = -1;
1991 shipp->lightning_stamp = -1;
1993 shipp->emp_intensity = -1.0f;
1994 shipp->emp_decr = 0.0f;
1996 shipp->targeting_laser_bank = -1;
1997 shipp->targeting_laser_objnum = -1;
1999 shipp->determination = 10;
2000 shipp->wingnum = -1;
2001 for (i = 0; i < MAX_PLAYERS; i++)
2002 shipp->last_targeted_subobject[i] = NULL;
2005 objp->hull_strength = 100.0f;
2007 objp->hull_strength = sip->initial_hull_strength;
2010 shipp->afterburner_fuel = sip->afterburner_fuel_capacity;
2012 shipp->cmeasure_count = sip->cmeasure_max;
2014 for ( i = 0; i < MAX_PRIMARY_BANKS; i++ ){
2015 swp->next_primary_fire_stamp[i] = timestamp(0);
2018 shipp->cmeasure_fire_stamp = timestamp(0);
2020 for ( i = 0; i < MAX_SECONDARY_BANKS; i++ ) {
2022 shipp->weapons.secondary_bank_ammo[i] = 100;
2024 shipp->weapons.secondary_bank_ammo[i] = 0;
2027 swp->secondary_bank_ammo[i] = 0;
2028 swp->secondary_next_slot[i] = 0;
2029 swp->next_secondary_fire_stamp[i] = timestamp(0);
2030 swp->secondary_bank_rearm_time[i] = timestamp(0); // will be able to rearm this bank immediately
2033 for ( i = 0; i < sip->num_secondary_banks; i++ ) {
2035 weapon_size = Weapon_info[sip->secondary_bank_weapons[i]].cargo_size;
2036 Assert( weapon_size > 0.0f );
2038 swp->secondary_bank_ammo[i] = 100;
2040 swp->secondary_bank_ammo[i] = fl2i(sip->secondary_bank_ammo_capacity[i] / weapon_size + 0.5f );
2044 swp->current_primary_bank = -1;
2045 swp->current_secondary_bank = -1;
2048 if ( sip->num_primary_banks > 0 ) {
2049 if ( swp->primary_bank_weapons[BANK_1] >= 0 ) {
2050 swp->current_primary_bank = BANK_1;
2052 swp->current_primary_bank = -1;
2056 swp->current_primary_bank = -1;
2059 if ( sip->num_secondary_banks > 0 ) {
2060 if ( swp->secondary_bank_weapons[BANK_1] >= 0 ) {
2061 swp->current_secondary_bank = BANK_1;
2063 swp->current_secondary_bank = -1;
2067 swp->current_secondary_bank = -1;
2070 shipp->current_cmeasure = 0;
2072 ets_init_ship(objp); // init ship fields that are used for the ETS
2074 physics_ship_init(objp);
2076 objp->shields[0] = 100.0f;
2078 set_shield_strength(objp, sip->shields);
2080 shipp->target_shields_delta = 0.0f;
2081 shipp->target_weapon_energy_delta = 0.0f;
2083 ai_object_init(objp, shipp->ai_index);
2084 shipp->weapons.ai_class = Ai_info[shipp->ai_index].ai_class;
2085 shipp->shield_integrity = NULL;
2086 // shipp->sw.blast_duration = -1; // init shockwave struct
2088 shipp->orders_accepted = ship_get_default_orders_accepted( sip );
2089 shipp->num_swarm_missiles_to_fire = 0;
2090 shipp->num_turret_swarm_info = 0;
2091 shipp->death_roll_snd = -1;
2092 shipp->thruster_bitmap = -1;
2093 shipp->thruster_frame = 0.0f;
2094 shipp->thruster_glow_bitmap = -1;
2095 shipp->thruster_glow_noise = 1.0f;
2096 shipp->thruster_glow_frame = 0.0f;
2097 shipp->next_engine_stutter = 1;
2098 shipp->persona_index = -1;
2099 shipp->flags |= SF_ENGINES_ON;
2100 shipp->subsys_disrupted_flags=0;
2101 shipp->subsys_disrupted_check_timestamp=timestamp(0);
2103 // swarm missile stuff
2104 shipp->next_swarm_fire = 1;
2106 // corkscrew missile stuff
2107 shipp->next_corkscrew_fire = 1;
2110 shipp->score = sip->score;
2113 shipp->tag_left = -1.0f;
2114 shipp->level2_tag_left = -1.0f;
2116 // multiplayer field initializations
2117 for (i = 0; i < MAX_PLAYERS; i++ ) {
2118 shipp->np_updates[i].update_stamp = -1;
2119 shipp->np_updates[i].status_update_stamp = -1;
2120 shipp->np_updates[i].subsys_update_stamp = -1;
2121 shipp->np_updates[i].seq = 0;
2123 extern int oo_arrive_time_count[MAX_SHIPS];
2124 extern int oo_interp_count[MAX_SHIPS];
2125 oo_arrive_time_count[shipp - Ships] = 0;
2126 oo_interp_count[shipp - Ships] = 0;
2128 shipp->special_warp_objnum = -1;
2130 // set awacs warning flags so awacs ship only asks for help once at each level
2131 shipp->awacs_warning_flag = AWACS_WARN_NONE;
2134 // function which recalculates the overall strength of subsystems. Needed because
2135 // several places in FreeSpace change subsystem strength and all this data needs to
2136 // be kept up to date.
2137 void ship_recalc_subsys_strength( ship *shipp )
2140 ship_subsys *ship_system;
2142 // fill in the subsys_info fields for all particular types of subsystems
2143 // make the current strength be 1.0. If there are initial conditions on the ship, then
2144 // the mission parse code should take care of setting that.
2145 for (i = 0; i < SUBSYSTEM_MAX; i++) {
2146 shipp->subsys_info[i].num = 0;
2147 shipp->subsys_info[i].total_hits = 0.0f;
2148 shipp->subsys_info[i].current_hits = 0.0f;
2151 // count all of the subsystems of a particular type. For each generic type of subsystem, we store the
2152 // total count of hits. (i.e. for 3 engines, we store the sum of the max_hits for each engine)
2153 for ( ship_system = GET_FIRST(&shipp->subsys_list); ship_system != END_OF_LIST(&shipp->subsys_list); ship_system = GET_NEXT(ship_system) ) {
2156 type = ship_system->system_info->type;
2157 Assert ( (type >= 0) && (type < SUBSYSTEM_MAX) );
2158 shipp->subsys_info[type].num++;
2159 shipp->subsys_info[type].total_hits += ship_system->system_info->max_hits;
2160 shipp->subsys_info[type].current_hits += ship_system->current_hits;
2163 // set any ship flags which should be set. unset the flags since we might be repairing a subsystem
2164 // through sexpressions.
2165 shipp->flags &= ~SF_DISABLED;
2166 if ( (shipp->subsys_info[SUBSYSTEM_ENGINE].num > 0) && (shipp->subsys_info[SUBSYSTEM_ENGINE].current_hits == 0.0f) ){
2167 shipp->flags |= SF_DISABLED;
2171 shipp->flags &= ~SF_DISARMED;
2172 if ( (shipp->subsys_info[SUBSYSTEM_TURRET].num > 0) && (shipp->subsys_info[SUBSYSTEM_TURRET].current_hits == 0.0f) ){
2173 shipp->flags |= SF_DISARMED;
2178 // routine to possibly fixup the model subsystem information for this ship pointer. Needed when
2179 // ships share the same model.
2180 void ship_copy_subsystem_fixup(ship_info *sip)
2184 model_num = sip->modelnum;
2186 // since we allow a model file to be shared between several ships, we must check to be sure that our
2187 // subsystems have been loaded properly
2189 subsystems_needed = 0;
2190 for (i = 0; i < sip->n_subsystems; i++ ) {
2191 if ( sip->subsystems[i].model_num == -1 ){
2192 subsystems_needed++;
2197 // if we need to get information for all our subsystems, we need to find another ship with the same model
2198 // number as our own and that has the model information
2199 // if ( subsystems_needed == sip->n_subsystems ) {
2200 for ( i = 0; i < Num_ship_types; i++ ) {
2201 model_subsystem *msp;
2203 if ( (Ship_info[i].modelnum != model_num) || (&Ship_info[i] == sip) ){
2207 // see if this ship has subsystems and a model for the subsystems. We only need check the first
2208 // subsystem since previous error checking would have trapped it's loading as an error.
2209 Assert( Ship_info[i].n_subsystems == sip->n_subsystems );
2211 msp = &Ship_info[i].subsystems[0];
2212 model_copy_subsystems( sip->n_subsystems, &(sip->subsystems[0]), msp );
2213 sip->flags |= SIF_PATH_FIXUP;
2221 // ignore_subsys_info => default parameter with value of 0. This is
2222 // only set to 1 by the save/restore code
2223 void subsys_set(int objnum, int ignore_subsys_info)
2225 ship *shipp = &Ships[Objects[objnum].instance];
2226 ship_info *sinfo = &Ship_info[Ships[Objects[objnum].instance].ship_info_index];
2227 model_subsystem *sp;
2228 ship_subsys *ship_system;
2231 // set up the subsystems for this ship. walk through list of subsystems in the ship-info array.
2232 // for each subsystem, get a new ship_subsys instance and set up the pointers and other values
2233 list_init ( &shipp->subsys_list ); // initialize the ship's list of subsystems
2234 for ( i = 0; i < sinfo->n_subsystems; i++ ) {
2236 sp = &(sinfo->subsystems[i]);
2237 if ( sp->model_num == -1 ) {
2238 Warning (LOCATION, "Invalid subobj_num or model_num in subsystem %s on ship type %s.\nNot linking into ship!\n\n(This warning means that a subsystem was present in ships.tbl and not present in the model\nit should probably be removed from the model.)\n", sp->subobj_name, sinfo->name );
2242 // set up the linked list
2243 ship_system = GET_FIRST( &ship_subsys_free_list ); // get a new element from the ship_subsystem array
2244 Assert ( ship_system != &ship_subsys_free_list ); // shouldn't have the dummy element
2245 list_remove( &ship_subsys_free_list, ship_system ); // remove the element from the array
2246 list_append( &shipp->subsys_list, ship_system ); // link the element into the ship
2248 ship_system->system_info = sp; // set the system_info pointer to point to the data read in from the model
2249 if ( !Fred_running ){
2250 ship_system->current_hits = sp->max_hits; // set the max hits
2252 ship_system->current_hits = 0.0f; // Jason wants this to be 0 in Fred.
2254 ship_system->turret_next_fire_stamp = timestamp(0);
2255 ship_system->turret_next_enemy_check_stamp = timestamp(0);
2256 ship_system->turret_enemy_objnum = -1;
2257 ship_system->turret_next_fire_stamp = timestamp((int) frand_range(1.0f, 500.0f)); // next time this turret can fire
2258 ship_system->turret_last_fire_direction = sp->turret_norm;
2259 ship_system->turret_next_fire_pos = 0;
2260 ship_system->turret_time_enemy_in_range = 0.0f;
2261 ship_system->disruption_timestamp=timestamp(0);
2262 ship_system->turret_pick_big_attack_point_timestamp = timestamp(0);
2263 vm_vec_zero(&ship_system->turret_big_attack_point);
2264 ship_system->subsys_cargo_name = -1;
2265 ship_system->subsys_cargo_revealed = 0;
2268 ship_system->weapons.flags = 0;
2271 for (k=0; k<MAX_PRIMARY_BANKS; k++){
2272 if (sp->primary_banks[k] != -1) {
2273 ship_system->weapons.primary_bank_weapons[j] = sp->primary_banks[k];
2274 ship_system->weapons.next_primary_fire_stamp[j++] = 0;
2278 ship_system->weapons.num_primary_banks = j;
2281 for (k=0; k<MAX_SECONDARY_BANKS; k++){
2282 if (sp->secondary_banks[k] != -1) {
2283 ship_system->weapons.secondary_bank_weapons[j] = sp->secondary_banks[k];
2284 ship_system->weapons.secondary_bank_capacity[j] = sp->secondary_bank_capacity[k];
2285 ship_system->weapons.next_secondary_fire_stamp[j++] = timestamp(0);
2289 ship_system->weapons.num_secondary_banks = j;
2290 ship_system->weapons.current_primary_bank = -1;
2291 ship_system->weapons.current_secondary_bank = -1;
2293 for (k=0; k<MAX_SECONDARY_BANKS; k++) {
2294 ship_system->weapons.secondary_bank_ammo[k] = (Fred_running ? 100 : ship_system->weapons.secondary_bank_capacity[k]);
2296 ship_system->weapons.secondary_next_slot[k] = 0;
2299 ship_system->weapons.last_fired_weapon_index = -1;
2300 ship_system->weapons.last_fired_weapon_signature = -1;
2301 ship_system->weapons.detonate_weapon_time = -1;
2302 ship_system->weapons.ai_class = sinfo->ai_class; // assume ai class of ship for turret
2304 // rapid fire (swarm) stuff
2305 ship_system->turret_swarm_info_index = -1;
2308 ship_system->awacs_intensity = sp->awacs_intensity;
2309 ship_system->awacs_radius = sp->awacs_radius;
2310 if (ship_system->awacs_intensity > 0) {
2311 ship_system->system_info->flags |= MSS_FLAG_AWACS;
2314 // turn_rate, turn_accel
2315 // model_set_instance_info
2316 float turn_accel = 0.5f;
2317 model_set_instance_info(&ship_system->submodel_info_1, sp->turn_rate, turn_accel);
2319 // model_clear_instance_info( &ship_system->submodel_info_1 );
2320 model_clear_instance_info( &ship_system->submodel_info_2 );
2323 if ( !ignore_subsys_info ) {
2324 ship_recalc_subsys_strength( shipp );
2331 // Render docking information, NOT while in object's reference frame.
2332 void render_dock_bays(object *objp)
2338 sip = &Ship_info[Ships[objp->instance].ship_info_index];
2339 pm = model_get( sip->modelnum );
2341 if (pm->docking_bays == NULL)
2344 if (pm->docking_bays[0].num_slots != 2)
2347 db = &pm->docking_bays[0];
2350 vector p0, p1, p2, p3, nr;
2352 vm_vec_unrotate(&p0, &db->pnt[0], &objp->orient);
2353 vm_vec_add2(&p0, &objp->pos);
2354 g3_rotate_vertex(&v0, &p0);
2356 vm_vec_unrotate(&p1, &db->pnt[1], &objp->orient);
2357 vm_vec_add2(&p1, &objp->pos);
2358 g3_rotate_vertex(&v1, &p1);
2360 gr_set_color(255, 0, 0);
2361 g3_draw_line(&v0, &v1);
2363 vm_vec_avg(&p2, &p0, &p1);
2365 vm_vec_unrotate(&nr, &db->norm[0], &objp->orient);
2366 vm_vec_scale_add(&p3, &p2, &nr, 10.0f);
2368 g3_rotate_vertex(&v0, &p2);
2369 g3_rotate_vertex(&v1, &p3);
2370 gr_set_color(255, 255, 0);
2371 g3_draw_line(&v0, &v1);
2372 g3_draw_sphere(&v1, 1.25f);
2378 int Ship_shadows = 0;
2380 DCF_BOOL( ship_shadows, Ship_shadows );
2382 MONITOR( NumShipsRend );
2384 int Show_shield_hits = 0;
2385 DCF_BOOL( show_shield_hits, Show_shield_hits );
2387 int Show_tnorms = 0;
2388 DCF_BOOL( show_tnorms, Show_tnorms );
2391 DCF_BOOL( show_paths, Show_paths );
2393 int Show_fpaths = 0;
2394 DCF_BOOL( show_fpaths, Show_fpaths );
2396 void ship_render(object * obj)
2402 num = obj->instance;
2407 // show target when attacking big ship
2408 vector temp, target;
2409 ai_info *aip = &Ai_info[Ships[obj->instance].ai_index];
2410 if ( (aip->target_objnum >= 0) && (Ship_info[Ships[Objects[aip->target_objnum].instance].ship_info_index].flags & (SIF_SUPERCAP|SIF_CAPITAL|SIF_CRUISER)) ) {
2411 vm_vec_unrotate(&temp, &aip->big_attack_point, &Objects[aip->target_objnum].orient);
2412 vm_vec_add(&target, &temp, &Objects[aip->target_objnum].pos);
2415 gr_set_color(128,0,0);
2416 g3_rotate_vertex( &v0, &obj->pos );
2417 g3_rotate_vertex( &v1, &target );
2419 g3_draw_line(&v0, &v1);
2421 g3_draw_sphere(&v1, 5.0f);
2426 // if (Ships[num].subtype == SHIP_PLAYER ) return;
2427 if ( obj == Viewer_obj ) {
2428 if (ship_show_velocity_dot && (obj==Player_obj) ) {
2432 vm_vec_scale_add( &v, &obj->phys_info.vel, &obj->orient.fvec, 3.0f );
2433 vm_vec_normalize( &v );
2436 vm_vec_scale_add( &p0, &obj->pos, &v, 20.0f);
2438 g3_rotate_vertex( &v0, &p0 );
2440 gr_set_color(0,128,0);
2441 g3_draw_sphere( &v0, 0.1f );
2444 // Show the shield hit effect for the viewer.
2445 if ( Show_shield_hits ) {
2446 shipp = &Ships[num];
2447 if (shipp->shield_hits) {
2448 create_shield_explosion_all(obj);
2449 shipp->shield_hits = 0;
2456 MONITOR_INC( NumShipsRend, 1 );
2458 shipp = &Ships[num];
2459 si = &Ship_info[Ships[num].ship_info_index];
2461 // Make ships that are warping in not render during stage 1
2462 if ( shipp->flags & SF_ARRIVING_STAGE_1 ){
2466 if ( Ship_shadows && shipfx_in_shadow( obj ) ) {
2467 light_set_shadow(1);
2469 light_set_shadow(0);
2472 ship_model_start(obj);
2474 uint render_flags = MR_NORMAL;
2476 // Turn off model caching for the player ship in external view.
2477 if (obj == Player_obj) {
2478 render_flags |= MR_ALWAYS_REDRAW;
2481 // Turn off model caching if this is the player's target.
2482 if ( Player_ai->target_objnum == OBJ_INDEX(obj)) {
2483 render_flags |= MR_ALWAYS_REDRAW;
2487 if(Show_paths || Show_fpaths){
2488 render_flags |= MR_BAY_PATHS;
2492 // Only render electrical arcs if within 500m of the eye (for a 10m piece)
2493 if ( vm_vec_dist_quick( &obj->pos, &Eye_position ) < obj->radius*50.0f ) {
2495 for (i=0; i<MAX_SHIP_ARCS; i++ ) {
2496 if ( timestamp_valid( shipp->arc_timestamp[i] ) ) {
2497 render_flags |= MR_ALWAYS_REDRAW; // Turn off model caching if arcing.
2498 model_add_arc( shipp->modelnum, -1, &shipp->arc_pts[i][0], &shipp->arc_pts[i][1], shipp->arc_type[i] );
2503 if ( shipp->large_ship_blowup_index > -1 ) {
2504 shipfx_large_blowup_render(shipp);
2507 // ship_get_subsystem_strength( shipp, SUBSYSTEM_ENGINE)>ENGINE_MIN_STR
2509 if ( (shipp->thruster_bitmap > -1) && (!(shipp->flags & SF_DISABLED)) && (!ship_subsys_disrupted(shipp, SUBSYSTEM_ENGINE)) ) {
2512 // Add noise to thruster geometry.
2513 ft = obj->phys_info.forward_thrust;
2514 ft *= (1.0f + frand()/5.0f - 1.0f/10.0f);
2518 model_set_thrust( shipp->modelnum, ft, shipp->thruster_bitmap, shipp->thruster_glow_bitmap, shipp->thruster_glow_noise );
2519 render_flags |= MR_SHOW_THRUSTERS;
2522 // fill the model flash lighting values in
2523 shipfx_flash_light_model( obj, shipp );
2525 object *docked_objp = NULL;
2526 ship * docked_shipp = NULL;
2527 ship * warp_shipp = shipp;
2529 // check to see if departing ship is docked with anything.
2530 docked_objp = ai_find_docked_object( obj );
2531 if ( docked_objp ) {
2532 docked_shipp = &Ships[docked_objp->instance];
2534 if ( docked_shipp->flags & (SF_DEPART_WARP|SF_ARRIVING) ) {
2535 warp_shipp = docked_shipp;
2539 // Warp_shipp points to the ship that is going through a
2540 // warp... either this ship or the ship it is docked with.
2542 // If the ship is going "through" the warp effect, then
2543 // set up the model renderer to only draw the polygons in front
2544 // of the warp in effect
2545 int clip_started = 0;
2547 if ( warp_shipp->flags & (SF_ARRIVING|SF_DEPART_WARP) ) {
2550 g3_start_user_clip_plane( &warp_shipp->warp_effect_pos, &warp_shipp->warp_effect_fvec );
2552 // Turn off model caching while going thru warp effect.
2553 render_flags |= MR_ALWAYS_REDRAW;
2556 // maybe set squad logo bitmap
2557 model_set_insignia_bitmap(-1);
2558 if(Game_mode & GM_MULTIPLAYER){
2559 // if its any player's object
2560 int np_index = multi_find_player_by_object( obj );
2561 if((np_index >= 0) && (np_index < MAX_PLAYERS) && MULTI_CONNECTED(Net_players[np_index]) && (Net_players[np_index].player != NULL)){
2562 model_set_insignia_bitmap(Net_players[np_index].player->insignia_texture);
2565 // in single player, we want to render model insignias on all ships in alpha beta and gamma
2567 // if its an object in my squadron
2568 if(ship_in_abgz(shipp)){
2569 model_set_insignia_bitmap(Player->insignia_texture);
2573 // maybe disable lighting
2574 // if((The_mission.flags & MISSION_FLAG_FULLNEB) && (neb2_get_fog_intensity(obj) > 0.33f) && (si->flags & SIF_SMALL_SHIP)){
2575 // render_flags |= MR_NO_LIGHTING;
2579 if(The_mission.flags & MISSION_FLAG_FULLNEB){
2580 extern void model_set_fog_level(float l);
2581 model_set_fog_level(neb2_get_fog_intensity(obj));
2585 if((The_mission.flags & MISSION_FLAG_FULLNEB) && (si->flags & SIF_SMALL_SHIP)){
2586 // force detail levels
2587 float fog_val = neb2_get_fog_intensity(obj);
2588 if(fog_val >= 0.6f){
2589 model_set_detail_level(2);
2590 model_render( shipp->modelnum, &obj->orient, &obj->pos, render_flags | MR_LOCK_DETAIL, OBJ_INDEX(obj) );
2592 model_render( shipp->modelnum, &obj->orient, &obj->pos, render_flags, OBJ_INDEX(obj) );
2595 model_render( shipp->modelnum, &obj->orient, &obj->pos, render_flags, OBJ_INDEX(obj) );
2598 // always turn off fog after rendering a ship
2599 gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0);
2601 light_set_shadow(0);
2604 if (Show_shield_mesh)
2605 ship_draw_shield( obj); // Render the shield.
2608 if ( clip_started ) {
2609 g3_stop_user_clip_plane();
2613 /* if (Mc.shield_hit_tri != -1) {
2614 //render_shield_explosion(model_num, orient, pos, &Hit_point, Hit_tri);
2615 Mc.shield_hit_tri = -1;
2619 ship_model_stop(obj);
2621 if (shipp->shield_hits) {
2622 create_shield_explosion_all(obj);
2623 shipp->shield_hits = 0;
2627 if (Ai_render_debug_flag || Show_paths) {
2628 if ( shipp->ai_index != -1 ){
2629 render_path_points(obj);
2632 render_dock_bays(obj);
2638 ship_subsys *systemp;
2639 vector tpos, tnorm, temp;
2643 gr_set_color(0, 0, 255);
2644 systemp = GET_FIRST( &shipp->subsys_list );
2645 while ( systemp != END_OF_LIST(&shipp->subsys_list) ) {
2646 ship_get_global_turret_gun_info(obj, systemp, &tpos, &tnorm, 1, &temp);
2649 vm_vec_scale_add(&v2, &v1, &tnorm, 20.0f);
2651 g3_rotate_vertex(&l1, &v1);
2652 g3_rotate_vertex(&l2, &v2);
2654 g3_draw_sphere(&l1, 2.0f);
2655 g3_draw_line(&l1, &l2);
2657 systemp = GET_NEXT(systemp);
2663 void ship_subsystem_delete(ship *shipp)
2665 ship_subsys *systemp, *temp;
2667 systemp = GET_FIRST( &shipp->subsys_list );
2668 while ( systemp != END_OF_LIST(&shipp->subsys_list) ) {
2669 temp = GET_NEXT( systemp ); // use temporary since pointers will get screwed with next operation
2670 list_remove( &shipp->subsys_list, systemp ); // remove the element
2671 list_append( &ship_subsys_free_list, systemp ); // and place back onto free list
2672 systemp = temp; // use the temp variable to move right along
2676 void ship_delete( object * obj )
2681 num = obj->instance;
2684 objnum = OBJ_INDEX(obj);
2685 Assert( Ships[num].objnum == objnum );
2687 shipp = &Ships[num];
2689 if (shipp->ai_index != -1){
2690 ai_free_slot(shipp->ai_index);
2693 // free up the list of subsystems of this ship. walk through list and move remaining subsystems
2694 // on ship back to the free list for other ships to use.
2695 ship_subsystem_delete(&Ships[num]);
2698 // mwa 11/24/97 num_ships--;
2700 if (model_get(shipp->modelnum)->shield.ntris) {
2701 free(shipp->shield_integrity);
2702 shipp->shield_integrity = NULL;
2705 if ( shipp->ship_list_index != -1 ) {
2706 ship_obj_list_remove(shipp->ship_list_index);
2707 shipp->ship_list_index = -1;
2710 free_sexp2(shipp->arrival_cue);
2711 free_sexp2(shipp->departure_cue);
2713 // call the contrail system
2714 ct_ship_delete(shipp);
2717 // function used by ship_destroyed and ship_departed which is called if the ship
2718 // is in a wing. This function updates the ship_index list (i.e. removes it's
2719 // entry in the list), and packs the array accordingly.
2720 void ship_wing_cleanup( int shipnum, wing *wingp )
2722 int i, index = -1, team;
2724 team = Ships[shipnum].team;
2725 // compress the ship_index array and mark the last entry with a -1
2726 for (i = 0; i < wingp->current_count; i++ ) {
2727 if ( wingp->ship_index[i] == shipnum ) {
2733 // Assert(index != -1);
2735 // this can happen in multiplayer (dogfight, ingame join specifically)
2740 for ( i = index; i < wingp->current_count - 1; i++ ){
2741 wingp->ship_index[i] = wingp->ship_index[i+1];
2744 wingp->current_count--;
2745 Assert ( wingp->current_count >= 0 );
2746 wingp->ship_index[wingp->current_count] = -1;
2748 // if the current count is 0, check to see if the wing departed or was destroyed.
2749 if ( wingp->current_count == 0 ) {
2751 // if this wing was ordered to depart by the player, set the current_wave equal to the total
2752 // waves so we can mark the wing as gone and no other ships arrive
2753 if ( wingp->flags & WF_DEPARTURE_ORDERED )
2754 wingp->current_wave = wingp->num_waves;
2756 // first, be sure to mark a wing destroyed event if all members of wing were destroyed and on
2757 // the last wave. This circumvents a problem where the wing could be marked as departed and
2758 // destroyed if the last ships were destroyed after the wing's departure cue became true.
2760 // if the wing wasn't destroyed, and it is departing, then mark it as departed -- in this
2761 // case, there had better be ships in this wing with departure entries in the log file. The
2762 // logfile code checks for this case.
2763 if ( (wingp->current_wave == wingp->num_waves) && (wingp->total_destroyed == wingp->total_arrived_count) ) {
2764 mission_log_add_entry(LOG_WING_DESTROYED, wingp->name, NULL, team);
2765 wingp->flags |= WF_WING_GONE;
2766 wingp->time_gone = Missiontime;
2767 } else if ( (wingp->flags & WF_WING_DEPARTING) || (wingp->current_wave == wingp->num_waves) ) {
2772 // apparently, there have been reports of ships still present in the mission when this log
2773 // entry if written. Do a sanity check here to find out for sure.
2774 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2776 // skip the player -- stupid special case.
2777 if ( &Objects[so->objnum] == Player_obj )
2780 if ( (Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_INGAME_JOIN) )
2783 if ( (Ships[Objects[so->objnum].instance].wingnum == WING_INDEX(wingp)) && !(Ships[Objects[so->objnum].instance].flags & (SF_DEPARTING|SF_DYING)) )
2788 if ( wingp->flags & (WF_WING_DEPARTING|WF_DEPARTURE_ORDERED) )
2789 mission_log_add_entry(LOG_WING_DEPART, wingp->name, NULL, team);
2791 wingp->flags |= WF_WING_GONE;
2792 wingp->time_gone = Missiontime;
2797 // function to do management, like log entries and wing cleanup after a ship has been destroyed
2799 void ship_destroyed( int num )
2804 shipp = &Ships[num];
2805 objp = &Objects[shipp->objnum];
2807 // add the information to the exited ship list
2808 ship_add_exited_ship( shipp, SEF_DESTROYED );
2810 // determine if we need to count this ship as a klll in counting number of kills per ship type
2811 // look at the ignore flag for the ship (if not in a wing), or the ignore flag for the wing
2812 // (if the ship is in a wing), and add to the kill count if the flags are not set
2813 if ( !(shipp->flags & SF_IGNORE_COUNT) || ((shipp->wingnum != -1) && !(Wings[shipp->wingnum].flags & WF_IGNORE_COUNT)) )
2814 ship_add_ship_type_kill_count( Ship_info[shipp->ship_info_index].flags );
2816 // if ship belongs to a wing -- increment the total number of ships in the wing destroyed
2817 if ( shipp->wingnum != -1 ) {
2820 wingp = &Wings[shipp->wingnum];
2821 wingp->total_destroyed++;
2822 ship_wing_cleanup( num, wingp );
2825 // Note, this call to ai_ship_destroy must come after ship_wing_cleanup for guarded wings to
2826 // properly note the destruction of a ship in their wing.
2827 if ( shipp->ai_index != -1 ) {
2828 ai_ship_destroy(num, SEF_DESTROYED); // Do AI stuff for destruction of ship.
2831 nprintf(("Alan","SHIP DESTROYED: %s\n", shipp->ship_name));
2833 if ( (shipp->wing_status_wing_index >= 0) && (shipp->wing_status_wing_pos >= 0) ) {
2834 nprintf(("Alan","STATUS UPDATED: %s\n", shipp->ship_name));
2835 hud_set_wingman_status_dead(shipp->wing_status_wing_index, shipp->wing_status_wing_pos);
2838 // let the event music system know a hostile was destoyed (important for deciding when to transition from battle to normal music)
2839 if (Player_ship != NULL) {
2840 if (shipp->team != Player_ship->team) {
2841 event_music_hostile_ship_destroyed();
2846 void ship_vanished(int num)
2852 objp = &Objects[sp->objnum];
2855 if(Game_mode & GM_DEMO_RECORD){
2856 demo_POST_departed(Objects[Ships[num].objnum].signature, Ships[num].flags);
2859 // add the information to the exited ship list
2860 ship_add_exited_ship( sp, SEF_DEPARTED );
2862 // update wingman status gauge
2863 if ( (sp->wing_status_wing_index >= 0) && (sp->wing_status_wing_pos >= 0) ) {
2864 hud_set_wingman_status_departed(sp->wing_status_wing_index, sp->wing_status_wing_pos);
2867 ai_ship_destroy(num, SEF_DEPARTED); // should still do AI cleanup after ship has departed
2870 void ship_departed( int num )
2878 if(Game_mode & GM_DEMO_RECORD){
2879 demo_POST_departed(Objects[Ships[num].objnum].signature, Ships[num].flags);
2882 // add the information to the exited ship list
2883 ship_add_exited_ship( sp, SEF_DEPARTED );
2885 // update wingman status gauge
2886 if ( (sp->wing_status_wing_index >= 0) && (sp->wing_status_wing_pos >= 0) ) {
2887 hud_set_wingman_status_departed(sp->wing_status_wing_index, sp->wing_status_wing_pos);
2890 // see if this ship departed within the radius of a jump node -- if so, put the node name into
2891 // the secondary mission log field
2892 for ( i = 0; i < Num_jump_nodes; i++ ) {
2894 vector ship_pos, node_pos;
2896 ship_pos = Objects[sp->objnum].pos;
2897 node_pos = Objects[Jump_nodes[i].objnum].pos;
2898 radius = model_get_radius( Jump_nodes[i].modelnum );
2899 dist = vm_vec_dist( &ship_pos, &node_pos );
2900 if ( dist <= radius ) {
2901 mission_log_add_entry(LOG_SHIP_DEPART, sp->ship_name, Jump_nodes[i].name, sp->wingnum);
2907 if ( i == Num_jump_nodes ){
2908 mission_log_add_entry(LOG_SHIP_DEPART, sp->ship_name, NULL, sp->wingnum);
2911 ai_ship_destroy(num, SEF_DEPARTED); // should still do AI cleanup after ship has departed
2913 // don't bother doing this for demo playback - we don't keep track of wing info
2914 if(!(Game_mode & GM_DEMO_PLAYBACK)){
2915 if ( sp->wingnum != -1 ) {
2918 wingp = &Wings[sp->wingnum];
2919 wingp->total_departed++;
2920 ship_wing_cleanup( num, wingp );
2925 // --------------------------------------------------------------------------------------------------------------------
2926 // ship_explode_area_calc_damage
2928 // input pos1 => ship explosion position
2929 // pos2 => other ship position
2930 // inner_rad => distance from ship center for which full damage is applied
2931 // outer_rad => distance from ship center for which no damage is applied
2932 // max_damage => maximum damage applied
2933 // max_blast => maximum impulse applied from blast
2935 // calculates the blast and damage applied to a ship from another ship blowing up.
2937 int ship_explode_area_calc_damage( vector *pos1, vector *pos2, float inner_rad, float outer_rad, float max_damage, float max_blast, float *damage, float *blast )
2941 dist = vm_vec_dist_quick( pos1, pos2 );
2943 // check outside outer radius
2944 if ( dist > outer_rad )
2947 if ( dist < inner_rad ) {
2948 // check insider inner radius
2949 *damage = max_damage;
2952 // between inner and outer
2953 float fraction = 1.0f - (dist - inner_rad) / (outer_rad - inner_rad);
2954 *damage = fraction * max_damage;
2955 *blast = fraction * max_blast;
2961 // --------------------------------------------------------------------------------------------------------------------
2962 // ship_blow_up_area_apply_blast
2963 // this function applies damage to ship close to others when a ship dies and blows up
2965 // inputs: objp => ship object pointers
2966 // pos => position of the ship when it finally blows up
2967 // inner_rad => distance from ship center for which full damage is applied
2968 // outer_rad => distance from ship center for which no damage is applied
2969 // damage => maximum damage applied
2970 // blast => maximum impulse applied from blast
2972 void ship_blow_up_area_apply_blast( object *exp_objp)
2975 Assert( exp_objp->type == OBJ_SHIP );
2976 float inner_rad, outer_rad, max_damage, max_blast, shockwave_speed;
2977 shockwave_create_info sci;
2979 // No area explosion in training missions.
2980 if (The_mission.game_type & MISSION_TYPE_TRAINING){
2984 if ((exp_objp->hull_strength <= KAMIKAZE_HULL_ON_DEATH) && (Ai_info[Ships[exp_objp->instance].ai_index].ai_flags & AIF_KAMIKAZE) && (Ships[exp_objp->instance].special_exp_index < 0)) {
2985 float override = Ai_info[Ships[exp_objp->instance].ai_index].kamikaze_damage;
2987 inner_rad = exp_objp->radius*2.0f;
2988 outer_rad = exp_objp->radius*4.0f; // + (override * 0.3f);
2989 max_damage = override;
2990 max_blast = override * 5.0f;
2991 shockwave_speed = 100.0f;
2993 sip = &Ship_info[Ships[exp_objp->instance].ship_info_index];
2995 if (Ships[exp_objp->instance].special_exp_index != -1) {
2996 int start = Ships[exp_objp->instance].special_exp_index;
2998 inner_rad = (float) atoi(Sexp_variables[start+INNER_RAD].text);
2999 outer_rad = (float) atoi(Sexp_variables[start+OUTER_RAD].text);
3000 max_damage = (float) atoi(Sexp_variables[start+DAMAGE].text);
3001 max_blast = (float) atoi(Sexp_variables[start+BLAST].text);
3002 propagates = atoi(Sexp_variables[start+PROPAGATE].text);
3004 shockwave_speed = (float) atoi(Sexp_variables[start+SHOCK_SPEED].text);
3006 shockwave_speed = 0.0f;
3009 inner_rad = sip->inner_rad;
3010 outer_rad = sip->outer_rad;
3011 max_damage = sip->damage;
3012 max_blast = sip->blast;
3013 shockwave_speed = sip->shockwave_speed;
3017 // nprintf(("AI", "Frame %i: Area effect blast from ship %s\n", Framecount, Ships[exp_objp->instance].ship_name));
3019 // account for ships that give no damage when they blow up.
3020 if ( (max_damage < 0.1f) && (max_blast < 0.1f) ){
3024 if ( shockwave_speed > 0 ) {
3025 sci.inner_rad = inner_rad;
3026 sci.outer_rad = outer_rad;
3027 sci.blast = max_blast;
3028 sci.damage = max_damage;
3029 sci.speed = shockwave_speed;
3030 sci.rot_angle = frand_range(0.0f, 359.0f);
3031 shipfx_do_shockwave_stuff(&Ships[exp_objp->instance], &sci);
3032 // shockwave_create(Ships[exp_objp->instance].objnum, &exp_objp->pos, shockwave_speed, inner_rad, outer_rad, max_damage, max_blast, SW_SHIP_DEATH);
3036 float damage = 0.0f;
3037 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
3038 if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_ASTEROID) ) {
3042 if ( objp == exp_objp ){
3046 // don't blast navbuoys
3047 if ( objp->type == OBJ_SHIP ) {
3048 if ( ship_get_SIF(objp->instance) & SIF_NAVBUOY ) {
3053 if ( ship_explode_area_calc_damage( &exp_objp->pos, &objp->pos, inner_rad, outer_rad, max_damage, max_blast, &damage, &blast ) == -1 ){
3057 switch ( objp->type ) {
3059 ship_apply_global_damage( objp, exp_objp, &exp_objp->pos, damage );
3060 vector force, vec_ship_to_impact;
3061 vm_vec_sub( &vec_ship_to_impact, &objp->pos, &exp_objp->pos );
3062 vm_vec_copy_normalize( &force, &vec_ship_to_impact );
3063 vm_vec_scale( &force, blast );
3064 ship_apply_whack( &force, &vec_ship_to_impact, objp );
3067 asteroid_hit(objp, NULL, NULL, damage);
3077 void do_dying_undock_physics(object* objp, ship* sp)
3079 Assert(sp->dock_objnum_when_dead >= 0);
3080 if(sp->dock_objnum_when_dead < 0){
3083 object* dock_obj = &Objects[sp->dock_objnum_when_dead];
3086 Assert(objp->type == OBJ_SHIP);
3087 Assert(dock_obj->type == OBJ_SHIP);
3088 if((objp->type != OBJ_SHIP) || (dock_obj->type != OBJ_SHIP)){
3092 float damage = 0.2f*Ship_info[sp->ship_info_index].initial_hull_strength;
3093 ship_apply_global_damage(dock_obj, objp, &objp->pos, damage);
3096 vector impulse_norm, impulse_vec, pos;
3097 vm_vec_sub(&impulse_norm, &dock_obj->pos, &objp->pos);
3098 vm_vec_normalize(&impulse_norm);
3099 // set for relative separation velocity of ~30
3100 float impulse_mag = 50.f*dock_obj->phys_info.mass*objp->phys_info.mass/(dock_obj->phys_info.mass + objp->phys_info.mass);
3101 vm_vec_copy_scale(&impulse_vec, &impulse_norm, impulse_mag);
3102 vm_vec_rand_vec_quick(&pos);
3103 vm_vec_scale(&pos, dock_obj->radius);
3104 // apply whack to dock obj
3105 physics_apply_whack(&impulse_vec, &pos, &dock_obj->phys_info, &dock_obj->orient, dock_obj->phys_info.mass);
3106 // enhance rotation of the docked ship
3107 vm_vec_scale(&dock_obj->phys_info.rotvel, 2.0f);
3109 // apply whack to ship
3110 vm_vec_negate(&impulse_vec);
3111 vm_vec_rand_vec_quick(&pos);
3112 vm_vec_scale(&pos, objp->radius);
3113 physics_apply_whack(&impulse_vec, &pos, &objp->phys_info, &objp->orient, objp->phys_info.mass);
3115 // reset dock_objnum_when_dead to -1 for dockee, since docker has blown up.
3116 if (Ships[dock_obj->instance].dock_objnum_when_dead == sp->objnum) {
3117 Ships[dock_obj->instance].dock_objnum_when_dead = -1;
3121 // Do the stuff we do in a frame for a ship that's in its death throes.
3122 void ship_dying_frame(object *objp, int ship_num)
3125 sp = &Ships[ship_num];
3126 int knossos_ship = false;
3128 if ( sp->flags & SF_DYING ) {
3129 knossos_ship = (Ship_info[sp->ship_info_index].flags & SIF_KNOSSOS_DEVICE);
3131 // bash hull value toward 0 (from self destruct)
3132 if (objp->hull_strength > 0) {
3133 int time_left = timestamp_until(sp->final_death_time);
3134 float hits_left = objp->hull_strength;
3136 objp->hull_strength -= hits_left * (1000.0f * flFrametime) / time_left;
3139 // special case of VAPORIZE
3140 if (sp->flags & SF_VAPORIZE) {
3141 // Assert(Ship_info[sp->ship_info_index].flags & SIF_SMALL_SHIP);
3142 if (timestamp_elapsed(sp->final_death_time)) {
3145 snd_play_3d( &Snds[SND_VAPORIZED], &objp->pos, &View_position, objp->radius, NULL, 0, 1.0f, SND_PRIORITY_MUST_PLAY );
3147 // do joystick effect
3148 if (objp == Player_obj) {
3152 // if dying ship is docked, do damage to docked and physics
3153 if (sp->dock_objnum_when_dead != -1) {
3154 do_dying_undock_physics(objp, sp);
3157 // do all accounting for respawning client and server side here.
3158 if (objp == Player_obj) {
3159 gameseq_post_event(GS_EVENT_DEATH_BLEW_UP);
3162 // mark object as dead
3163 objp->flags |= OF_SHOULD_BE_DEAD;
3165 // Don't blow up model. Only use debris shards.
3166 // call ship function to clean up after the ship is destroyed.
3167 ship_destroyed(ship_num);
3174 // bash the desired rotvel
3175 objp->phys_info.desired_rotvel = sp->deathroll_rotvel;
3177 // Do fireballs for Big ship with propagating explostion, but not Kamikaze
3178 if (!(Ai_info[sp->ai_index].ai_flags & AIF_KAMIKAZE) && ship_get_exp_propagates(sp)) {
3179 if ( timestamp_elapsed(Ships[ship_num].next_fireball)) {
3180 vector outpnt, pnt1, pnt2;
3181 polymodel *pm = model_get(sp->modelnum);
3183 // Gets two random points on the surface of a submodel
3184 submodel_get_two_random_points(sp->modelnum, pm->detail[0], &pnt1, &pnt2 );
3186 // vm_vec_avg( &tmp, &pnt1, &pnt2 ); [KNOSSOS get random in plane 1/1.414 in rad
3187 model_find_world_point(&outpnt, &pnt1, sp->modelnum, pm->detail[0], &objp->orient, &objp->pos );
3189 float rad = objp->radius*0.1f;
3190 int fireball_type = FIREBALL_EXPLOSION_LARGE1 + rand()%FIREBALL_NUM_LARGE_EXPLOSIONS;
3191 fireball_create( &outpnt, fireball_type, OBJ_INDEX(objp), rad, 0, &objp->phys_info.vel );
3192 // start the next fireball up in the next 50 - 200 ms (2-3 per frame)
3193 sp->next_fireball = timestamp_rand(333,500);
3195 // do sound - maybe start a random sound, if it has played far enough.
3196 do_sub_expl_sound(objp->radius, &outpnt, sp->sub_expl_sound_handle);
3200 // create little fireballs for knossos as it dies
3202 if ( timestamp_elapsed(Ships[ship_num].next_fireball)) {
3203 vector rand_vec, outpnt; // [0-.7 rad] in plane
3204 vm_vec_rand_vec_quick(&rand_vec);
3205 float scale = -vm_vec_dotprod(&objp->orient.fvec, &rand_vec) * (0.9f + 0.2f * frand());
3206 vm_vec_scale_add2(&rand_vec, &objp->orient.fvec, scale);
3207 vm_vec_normalize_quick(&rand_vec);
3208 scale = objp->radius * frand() * 0.717f;
3209 vm_vec_scale(&rand_vec, scale);
3210 vm_vec_add(&outpnt, &objp->pos, &rand_vec);
3212 float rad = objp->radius*0.2f;
3213 int fireball_type = FIREBALL_EXPLOSION_LARGE1 + rand()%FIREBALL_NUM_LARGE_EXPLOSIONS;
3214 fireball_create( &outpnt, fireball_type, OBJ_INDEX(objp), rad, 0, &objp->phys_info.vel );
3215 // start the next fireball up in the next 50 - 200 ms (2-3 per frame)
3216 sp->next_fireball = timestamp_rand(333,500);
3219 particle_emitter pe;
3221 pe.num_low = 15; // Lowest number of particles to create
3222 pe.num_high = 30; // Highest number of particles to create
3223 pe.pos = outpnt; // Where the particles emit from
3224 pe.vel = objp->phys_info.vel; // Initial velocity of all the particles
3225 pe.min_life = 2.0f; // How long the particles live
3226 pe.max_life = 12.0f; // How long the particles live
3227 pe.normal = objp->orient.uvec; // What normal the particle emit around
3228 pe.normal_variance = 2.0f; // How close they stick to that normal 0=on normal, 1=180, 2=360 degree
3230 pe.max_vel = 350.0f;
3231 pe.min_rad = 30.0f; // * objp->radius;
3232 pe.max_rad = 100.0f; // * objp->radius;
3233 particle_emit( &pe, PARTICLE_SMOKE2, 0, 50 );
3235 // do sound - maybe start a random sound, if it has played far enough.
3236 do_sub_expl_sound(objp->radius, &outpnt, sp->sub_expl_sound_handle);
3241 //nprintf(("AI", "Ship.cpp: Frame=%i, Time = %7.3f, Ship %s will die in %7.3f seconds.\n", Framecount, f2fl(Missiontime), Ships[ship_num].ship_name, (float) timestamp_until(sp->final_death_time)/1000.0f));
3242 int time_until_minor_explosions = timestamp_until(sp->final_death_time);
3244 // Wait until just before death and set off some explosions
3245 // If it is less than 1/2 second until large explosion, but there is
3246 // at least 1/10th of a second left, then create 5 small explosions
3247 if ( (time_until_minor_explosions < 500) && (time_until_minor_explosions > 100) && (!sp->pre_death_explosion_happened) ) {
3248 //mprintf(( "Ship almost dying!!\n" ));
3249 sp->next_fireball = timestamp(-1); // never time out again
3250 sp->pre_death_explosion_happened=1; // Mark this event as having occurred
3252 polymodel *pm = model_get(sp->modelnum);
3254 // Start shockwave for ship with propagating explosion, do now for timing
3255 if ( ship_get_exp_propagates(sp) ) {
3256 ship_blow_up_area_apply_blast( objp );
3259 for (int zz=0; zz<6; zz++ ) {
3260 // dont make sequence of fireballs for knossos
3264 // Find two random vertices on the model, then average them
3265 // and make the piece start there.
3266 vector tmp, outpnt, pnt1, pnt2;
3268 // Gets two random points on the surface of a submodel [KNOSSOS]
3269 submodel_get_two_random_points(sp->modelnum, pm->detail[0], &pnt1, &pnt2 );
3271 vm_vec_avg( &tmp, &pnt1, &pnt2 );
3272 model_find_world_point(&outpnt, &tmp, sp->modelnum, pm->detail[0], &objp->orient, &objp->pos );
3274 float rad = frand()*0.30f;
3275 rad += objp->radius*0.40f;
3276 fireball_create( &outpnt, FIREBALL_EXPLOSION_MEDIUM, OBJ_INDEX(objp), rad, 0, &objp->phys_info.vel );
3279 // if ship is docked, undock now.
3280 if (sp->dock_objnum_when_dead != -1) {
3281 // other ship undocks
3282 // These asserts should no longer be needed and they cause a problem that is not obvious how to fix.
3283 //Assert( !(Ai_info[Ships[dock_obj->instance].ai_index].ai_flags & AIF_DOCKED) );
3284 //Assert( Ai_info[Ships[dock_obj->instance].ai_index].dock_objnum == -1 );
3285 // MWA Ai_info[Ships[dock_obj->instance].ai_index].ai_flags &= ~AIF_DOCKED;
3286 // MWA Ai_info[Ships[dock_obj->instance].ai_index].dock_objnum = -1;
3287 // MWA Ai_info[Ships[dock_obj->instance].ai_index].mode = AIM_NONE;
3291 if ( timestamp_elapsed(sp->final_death_time)) {
3293 sp->final_death_time = timestamp(-1); // never time out again
3294 //mprintf(( "Ship dying!!\n" ));
3296 // play ship explosion sound effect, pick appropriate explosion sound
3298 if ( Ship_info[sp->ship_info_index].flags & (SIF_CAPITAL | SIF_KNOSSOS_DEVICE) ) {
3299 sound_index=SND_CAPSHIP_EXPLODE;
3301 if ( OBJ_INDEX(objp) & 1 ) {
3302 sound_index=SND_SHIP_EXPLODE_1;
3304 sound_index=SND_SHIP_EXPLODE_2;
3308 snd_play_3d( &Snds[sound_index], &objp->pos, &View_position, objp->radius, NULL, 0, 1.0f, SND_PRIORITY_MUST_PLAY );
3309 if (objp == Player_obj)
3312 if ( sp->death_roll_snd != -1 ) {
3313 snd_stop(sp->death_roll_snd);
3314 sp->death_roll_snd = -1;
3317 // if dying ship is docked, do damage to docked and physics
3318 if (sp->dock_objnum_when_dead != -1) {
3319 do_dying_undock_physics(objp, sp);
3322 // play a random explosion
3323 particle_emitter pe;
3325 pe.num_low = 50; // Lowest number of particles to create
3326 pe.num_high = 100; // Highest number of particles to create
3327 pe.pos = objp->pos; // Where the particles emit from
3328 pe.vel = objp->phys_info.vel; // Initial velocity of all the particles
3329 pe.min_life = 0.5f; // How long the particles live
3330 pe.max_life = 4.0f; // How long the particles live
3331 pe.normal = objp->orient.uvec; // What normal the particle emit around
3332 pe.normal_variance = 2.0f; // How close they stick to that normal 0=on normal, 1=180, 2=360 degree
3333 pe.min_vel = 0.0f; // How fast the slowest particle can move
3334 pe.max_vel = 20.0f; // How fast the fastest particle can move
3335 pe.min_rad = 0.1f; // Min radius
3336 pe.max_rad = 1.5f; // Max radius
3338 if (!knossos_ship) {
3339 particle_emit( &pe, PARTICLE_SMOKE2, 0 );
3342 // If this is a large ship with a propagating explosion, set it to blow up.
3343 if ( ship_get_exp_propagates(sp) ) {
3344 if (Ai_info[sp->ai_index].ai_flags & AIF_KAMIKAZE) {
3345 ship_blow_up_area_apply_blast( objp );
3347 shipfx_large_blowup_init(sp);
3348 // need to timeout immediately to keep physics in sync
3349 sp->really_final_death_time = timestamp(0);
3351 // only do big fireball if not big ship
3353 int fireball_objnum, fireball_type;
3354 float explosion_life;
3355 big_rad = objp->radius*1.75f;
3356 fireball_type = FIREBALL_EXPLOSION_LARGE1 + rand()%FIREBALL_NUM_LARGE_EXPLOSIONS;
3358 big_rad = objp->radius * 1.2f;
3359 fireball_type = FIREBALL_EXPLOSION_LARGE1;
3361 fireball_objnum = fireball_create( &objp->pos, fireball_type, OBJ_INDEX(objp), big_rad, 0, &objp->phys_info.vel );
3362 if ( fireball_objnum > -1 ) {
3363 explosion_life = fireball_lifeleft(&Objects[fireball_objnum]);
3365 explosion_life = 0.0f;
3368 // JAS: I put in all this code because of an item on my todo list that
3369 // said that the ship destroyed debris shouldn't pop in until the
3370 // big explosion is 30% done. I did this on Oct24 and me & Adam
3371 // thought it looked dumb since the explosion didn't move with the
3372 // ship, so instead of just taking this code out, since we might need
3373 // it in the future, I disabled it. You can reenable it by changing
3374 // the commenting on the following two lines.
3375 sp->really_final_death_time = timestamp( fl2i(explosion_life*1000.0f)/5 ); // Wait till 30% of vclip time before breaking the ship up.
3376 //sp->really_final_death_time = timestamp(0); // Make ship break apart the instant the explosion starts
3379 sp->flags |= SF_EXPLODED;
3381 if ( !(ship_get_exp_propagates(sp)) ) {
3382 // apply area of effect blast damage from ship explosion
3383 ship_blow_up_area_apply_blast( objp );
3387 if ( timestamp_elapsed(sp->really_final_death_time)) {
3389 //mprintf(( "Ship really dying!!\n" ));
3390 // do large_ship_split and explosion
3391 if ( sp->large_ship_blowup_index > -1 ) {
3392 if ( shipfx_large_blowup_do_frame(sp, flFrametime) ) {
3393 // do all accounting for respawning client and server side here.
3394 if(objp == Player_obj) {
3395 gameseq_post_event(GS_EVENT_DEATH_BLEW_UP);
3398 objp->flags |= OF_SHOULD_BE_DEAD;
3400 ship_destroyed(ship_num); // call ship function to clean up after the ship is destroyed.
3405 //fireball_create( &objp->pos, FIREBALL_SHIP_EXPLODE1, OBJ_INDEX(objp), objp->radius/2.0f );
3406 //mprintf(("Frame %i: Died!\n", Framecount));
3408 shipfx_blow_up_model(objp, Ships[ship_num].modelnum, 0, 20, &objp->pos );
3410 // do all accounting for respawning client and server side here.
3411 if(objp == Player_obj) {
3412 gameseq_post_event(GS_EVENT_DEATH_BLEW_UP);
3415 objp->flags |= OF_SHOULD_BE_DEAD;
3417 ship_destroyed(ship_num); // call ship function to clean up after the ship is destroyed.
3418 sp->really_final_death_time = timestamp( -1 ); // Never time out again!
3421 // If a ship is dying (and not a capital or big ship) then stutter the engine sound
3422 if ( timestamp_elapsed(sp->next_engine_stutter) ) {
3423 if ( !(Ship_info[sp->ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) ) {
3424 sp->flags ^= SF_ENGINES_ON; // toggle state of engines
3425 sp->next_engine_stutter = timestamp_rand(50, 250);
3431 void ship_chase_shield_energy_targets(ship *shipp, object *obj, float frametime)
3436 if (shipp->flags & SF_DYING)
3439 sip = &Ship_info[shipp->ship_info_index];
3441 delta = frametime * ETS_RECHARGE_RATE * sip->shields / 100.0f;
3443 // Chase target_shields and target_weapon_energy
3444 if (shipp->target_shields_delta > 0.0f) {
3445 if (delta > shipp->target_shields_delta)
3446 delta = shipp->target_shields_delta;
3448 add_shield_strength(obj, delta);
3449 shipp->target_shields_delta -= delta;
3450 } else if (shipp->target_shields_delta < 0.0f) {
3451 if (delta < -shipp->target_shields_delta)
3452 delta = -shipp->target_shields_delta;
3454 add_shield_strength(obj, -delta);
3455 shipp->target_shields_delta += delta;
3458 delta = frametime * ETS_RECHARGE_RATE * sip->max_weapon_reserve / 100.0f;
3460 if (shipp->target_weapon_energy_delta > 0.0f) {
3461 if (delta > shipp->target_weapon_energy_delta)
3462 delta = shipp->target_weapon_energy_delta;
3464 shipp->weapon_energy += delta;
3465 shipp->target_weapon_energy_delta -= delta;
3466 } else if (shipp->target_weapon_energy_delta < 0.0f) {
3467 if (delta < -shipp->target_weapon_energy_delta)
3468 delta = -shipp->target_weapon_energy_delta;
3470 shipp->weapon_energy -= delta;
3471 shipp->target_weapon_energy_delta += delta;
3476 // Stuff for showing ship thrusters.
3477 typedef struct thrust_anim {
3480 float time; // in seconds
3483 #define NUM_THRUST_ANIMS 6
3484 #define NUM_THRUST_GLOW_ANIMS 6
3486 // These are indexed by: Species*2 + (After_burner_on?1:0)
3487 static thrust_anim Thrust_anims[NUM_THRUST_ANIMS];
3488 char Thrust_anim_names[NUM_THRUST_ANIMS][MAX_FILENAME_LEN] = {
3490 "thruster01", "thruster01a",
3491 "thruster02", "thruster02a",
3492 "thruster03", "thruster03a"
3496 // These are indexed by: Species*2 + (After_burner_on?1:0)
3497 static thrust_anim Thrust_glow_anims[NUM_THRUST_GLOW_ANIMS];
3498 char Thrust_glow_anim_names[NUM_THRUST_GLOW_ANIMS][MAX_FILENAME_LEN] = {
3500 "thrusterglow01", "thrusterglow01a",
3501 "thrusterglow02", "thrusterglow02a",
3502 "thrusterglow03", "thrusterglow03a"
3506 static int Thrust_anim_inited = 0;
3508 // loads the animations for ship's afterburners
3509 void ship_init_thrusters()
3514 if ( Thrust_anim_inited == 1 )
3517 // AL 29-3-98: Don't want to include Shivan thrusters in the demo build
3518 int num_thrust_anims = NUM_THRUST_ANIMS;
3519 #ifdef DEMO // N/A FS2_DEMO
3520 num_thrust_anims = NUM_THRUST_ANIMS - 2;
3523 for ( i = 0; i < num_thrust_anims; i++ ) {
3524 ta = &Thrust_anims[i];
3525 ta->first_frame = bm_load_animation(Thrust_anim_names[i], &ta->num_frames, &fps, 1);
3526 if ( ta->first_frame == -1 ) {
3527 Error(LOCATION,"Error loading animation file: %s\n",Thrust_anim_names[i]);
3531 ta->time = i2fl(ta->num_frames)/fps;
3534 // AL 29-3-98: Don't want to include Shivan thrusters in the demo build
3535 int num_thrust_glow_anims = NUM_THRUST_GLOW_ANIMS;
3536 #ifdef DEMO // N/A FS2_DEMO
3537 num_thrust_glow_anims = NUM_THRUST_GLOW_ANIMS - 2;
3540 for ( i = 0; i < num_thrust_glow_anims; i++ ) {
3541 ta = &Thrust_glow_anims[i];
3542 ta->num_frames = NOISE_NUM_FRAMES;
3544 ta->first_frame = bm_load( Thrust_glow_anim_names[i] );
3545 if ( ta->first_frame == -1 ) {
3546 Error(LOCATION,"Error loading bitmap file: %s\n",Thrust_glow_anim_names[i]);
3550 ta->time = i2fl(ta->num_frames)/fps;
3553 Thrust_anim_inited = 1;
3557 // JAS - figure out which thruster bitmap will get rendered next
3558 // time around. ship_render needs to have shipp->thruster_bitmap set to
3559 // a valid bitmap number, or -1 if we shouldn't render thrusters.
3560 void ship_do_thruster_frame( ship *shipp, object *objp, float frametime )
3565 thrust_anim *the_anim;
3566 ship_info *sinfo = &Ship_info[shipp->ship_info_index];
3568 if ( !Thrust_anim_inited ) ship_init_thrusters();
3570 // The animations are organized by:
3571 // Species*2 + (After_burner_on?1:0)
3572 anim_index = sinfo->species*2;
3574 if ( objp->phys_info.flags & PF_AFTERBURNER_ON ) {
3575 anim_index++; // select afterburner anim.
3576 rate = 1.5f; // go at 1.5x faster when afterburners on
3578 // If thrust at 0, go at half as fast, full thrust; full framerate
3579 // so set rate from 0.5 to 1.0, depending on thrust from 0 to 1
3580 // rate = 0.5f + objp->phys_info.forward_thrust / 2.0f;
3581 rate = 0.67f * (1.0f + objp->phys_info.forward_thrust);
3586 Assert( anim_index > -1 );
3587 Assert( anim_index < NUM_THRUST_ANIMS );
3589 the_anim = &Thrust_anims[anim_index];
3591 Assert( frametime > 0.0f );
3592 shipp->thruster_frame += frametime * rate;
3595 if ( shipp->thruster_frame < 0.0f ) shipp->thruster_frame = 0.0f;
3596 if ( shipp->thruster_frame > 100.0f ) shipp->thruster_frame = 0.0f;
3598 while ( shipp->thruster_frame > the_anim->time ) {
3599 shipp->thruster_frame -= the_anim->time;
3601 framenum = fl2i( (shipp->thruster_frame*the_anim->num_frames) / the_anim->time );
3602 if ( framenum < 0 ) framenum = 0;
3603 if ( framenum >= the_anim->num_frames ) framenum = the_anim->num_frames-1;
3605 // if ( anim_index == 0 )
3606 // mprintf(( "Frame = %d/%d, anim=%d\n", framenum+1, the_anim->num_frames, anim_index ));
3608 // Get the bitmap for this frame
3609 shipp->thruster_bitmap = the_anim->first_frame + framenum;
3611 // mprintf(( "TF: %.2f\n", shipp->thruster_frame ));
3613 // Do it for glow bitmaps
3614 the_anim = &Thrust_glow_anims[anim_index];
3616 Assert( frametime > 0.0f );
3617 shipp->thruster_glow_frame += frametime * rate;
3620 if ( shipp->thruster_glow_frame < 0.0f ) shipp->thruster_glow_frame = 0.0f;
3621 if ( shipp->thruster_glow_frame > 100.0f ) shipp->thruster_glow_frame = 0.0f;
3623 while ( shipp->thruster_glow_frame > the_anim->time ) {
3624 shipp->thruster_glow_frame -= the_anim->time;
3626 framenum = fl2i( (shipp->thruster_glow_frame*the_anim->num_frames) / the_anim->time );
3627 if ( framenum < 0 ) framenum = 0;
3628 if ( framenum >= the_anim->num_frames ) framenum = the_anim->num_frames-1;
3630 // if ( anim_index == 0 )
3631 // mprintf(( "Frame = %d/%d, anim=%d\n", framenum+1, the_anim->num_frames, anim_index ));
3633 // Get the bitmap for this frame
3634 shipp->thruster_glow_bitmap = the_anim->first_frame; // + framenum;
3635 shipp->thruster_glow_noise = Noise[framenum];
3640 // JAS - figure out which thruster bitmap will get rendered next
3641 // time around. ship_render needs to have shipp->thruster_bitmap set to
3642 // a valid bitmap number, or -1 if we shouldn't render thrusters.
3643 // This does basically the same thing as ship_do_thruster_frame, except it
3644 // operates on a weapon. This is in the ship code because it needs
3645 // the same thruster animation info as the ship stuff, and I would
3646 // rather extern this one function than all the thruster animation stuff.
3647 void ship_do_weapon_thruster_frame( weapon *weaponp, object *objp, float frametime )
3652 thrust_anim *the_anim;
3654 if ( !Thrust_anim_inited ) ship_init_thrusters();
3656 // The animations are organized by:
3657 // Species*2 + (After_burner_on?1:0)
3658 anim_index = weaponp->species*2;
3660 // If thrust at 0, go at half as fast, full thrust; full framerate
3661 // so set rate from 0.5 to 1.0, depending on thrust from 0 to 1
3662 // rate = 0.5f + objp->phys_info.forward_thrust / 2.0f;
3663 rate = 0.67f * (1.0f + objp->phys_info.forward_thrust);
3665 Assert( anim_index > -1 );
3666 Assert( anim_index < NUM_THRUST_ANIMS );
3668 the_anim = &Thrust_anims[anim_index];
3670 Assert( frametime > 0.0f );
3671 weaponp->thruster_frame += frametime * rate;
3674 if ( weaponp->thruster_frame < 0.0f ) weaponp->thruster_frame = 0.0f;
3675 if ( weaponp->thruster_frame > 100.0f ) weaponp->thruster_frame = 0.0f;
3677 while ( weaponp->thruster_frame > the_anim->time ) {
3678 weaponp->thruster_frame -= the_anim->time;
3680 framenum = fl2i( (weaponp->thruster_frame*the_anim->num_frames) / the_anim->time );
3681 if ( framenum < 0 ) framenum = 0;
3682 if ( framenum >= the_anim->num_frames ) framenum = the_anim->num_frames-1;
3684 // if ( anim_index == 0 )
3685 // mprintf(( "Frame = %d/%d, anim=%d\n", framenum+1, the_anim->num_frames, anim_index ));
3687 // Get the bitmap for this frame
3688 weaponp->thruster_bitmap = the_anim->first_frame + framenum;
3690 // mprintf(( "TF: %.2f\n", weaponp->thruster_frame ));
3692 // Do it for glow bitmaps
3693 the_anim = &Thrust_glow_anims[anim_index];
3695 Assert( frametime > 0.0f );
3696 weaponp->thruster_glow_frame += frametime * rate;
3699 if ( weaponp->thruster_glow_frame < 0.0f ) weaponp->thruster_glow_frame = 0.0f;
3700 if ( weaponp->thruster_glow_frame > 100.0f ) weaponp->thruster_glow_frame = 0.0f;
3702 while ( weaponp->thruster_glow_frame > the_anim->time ) {
3703 weaponp->thruster_glow_frame -= the_anim->time;
3705 framenum = fl2i( (weaponp->thruster_glow_frame*the_anim->num_frames) / the_anim->time );
3706 if ( framenum < 0 ) framenum = 0;
3707 if ( framenum >= the_anim->num_frames ) framenum = the_anim->num_frames-1;
3709 // if ( anim_index == 0 )
3710 // mprintf(( "Frame = %d/%d, anim=%d\n", framenum+1, the_anim->num_frames, anim_index ));
3712 // Get the bitmap for this frame
3713 weaponp->thruster_glow_bitmap = the_anim->first_frame; // + framenum;
3714 weaponp->thruster_glow_noise = Noise[framenum];
3719 // Repair damaged subsystems for a ship, called for each ship once per frame.
3720 // TODO: optimize by only calling ever N seconds and keeping track of elapsed time
3722 // NOTE: need to update current_hits in the sp->subsys_list element, and the sp->subsys_info[]
3724 #define SHIP_REPAIR_SUBSYSTEM_RATE 0.01f // percent repair per second for a subsystem
3725 #define SUBSYS_REPAIR_THRESHOLD 0.1 // only repair subsystems that have > 10% strength
3726 void ship_auto_repair_frame(int shipnum, float frametime)
3729 ship_subsys_info *ssip;
3734 if ( !Ship_auto_repair ) // only repair subsystems if Ship_auto_repair flag is set
3738 Assert( shipnum >= 0 && shipnum < MAX_SHIPS);
3739 sp = &Ships[shipnum];
3740 sip = &Ship_info[sp->ship_info_index];
3742 // only allow for the auto-repair of subsystems on small ships
3743 if ( !(sip->flags & SIF_SMALL_SHIP) )
3746 // AL 3-14-98: only allow auto-repair if power output not zero
3747 if ( sip->power_output <= 0 )
3750 // iterate through subsystems, repair as needed based on elapsed frametime
3751 for ( ssp = GET_FIRST(&sp->subsys_list); ssp != END_OF_LIST(&sp->subsys_list); ssp = GET_NEXT(ssp) ) {
3752 Assert(ssp->system_info->type >= 0 && ssp->system_info->type < SUBSYSTEM_MAX);
3753 ssip = &sp->subsys_info[ssp->system_info->type];
3755 if ( ssp->current_hits != ssp->system_info->max_hits ) {
3757 // only repair those subsystems which are not destroyed
3758 if ( ssp->system_info->max_hits <= 0 || ssp->current_hits <= 0 )
3761 // do incremental repair on the subsystem
3762 ssp->current_hits += ssp->system_info->max_hits * SHIP_REPAIR_SUBSYSTEM_RATE * frametime;
3763 ssip->current_hits += ssip->total_hits * SHIP_REPAIR_SUBSYSTEM_RATE * frametime;
3765 // check for overflow of current_hits
3766 if ( ssp->current_hits >= ssp->system_info->max_hits ) {
3767 // TODO: here is hook for when a subsystem is fully repaired (eg add voice)
3768 ssp->current_hits = ssp->system_info->max_hits;
3770 if ( ssip->current_hits >= ssip->total_hits ) {
3771 ssip->current_hits = ssip->total_hits;
3777 // this function checks to see how far the player has strayed from his starting location (should be
3778 // single player only). Issues a warning at some distance. Makes mission end if he keeps flying away
3779 // 3 strikes and you're out or too far away
3780 #define PLAYER_MAX_DIST_WARNING 70000 // distance in KM at which player gets warning to return to battle
3781 #define PLAYER_DISTANCE_MAX_WARNINGS 3 // maximum number of warnings player can receive before mission ends
3782 #define PLAYER_MAX_DIST_END 75000 // distance from starting loc at which we end mission
3783 #define PLAYER_WARN_DELTA_TIME 10000
3784 #define PLAYER_DEATH_DELTA_TIME 5000
3786 void ship_check_player_distance_sub(player *p, int multi_target=-1)
3788 // only check distance for ships
3789 if ( p->control_mode != PCM_NORMAL ) {
3790 // already warping out... don't bother checking anymore
3794 float dist = vm_vec_dist_quick(&Objects[p->objnum].pos, &vmd_zero_vector);
3796 int give_warning_to_player = 0;
3797 if ( dist > PLAYER_MAX_DIST_WARNING ) {
3798 if (p->distance_warning_count == 0) {
3799 give_warning_to_player = 1;
3801 if (timestamp_until(p->distance_warning_time) < 0) {
3802 give_warning_to_player = 1;
3807 if ( give_warning_to_player ) {
3808 // increase warning count
3809 p->distance_warning_count++;
3810 // set timestamp unless player PLAYER_FLAGS_DIST_TO_BE_KILLED flag is set
3811 if ( !(p->flags & PLAYER_FLAGS_DIST_TO_BE_KILLED) ) {
3812 p->distance_warning_time = timestamp(PLAYER_WARN_DELTA_TIME);
3814 // issue up to max warnings
3815 if (p->distance_warning_count <= PLAYER_DISTANCE_MAX_WARNINGS) {
3816 message_send_builtin_to_player( MESSAGE_STRAY_WARNING, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_SOON, 0, 0, multi_target, -1 );
3819 // HUD_sourced_printf(HUD_SOURCE_TERRAN_CMD, XSTR("Terran Command: You're straying too far from battle pilot, return immediately or be taken from the battlefield.", -1));
3820 if (p->distance_warning_count > PLAYER_DISTANCE_MAX_WARNINGS) {
3821 p->flags |= PLAYER_FLAGS_DIST_WARNING;
3825 if ( !(p->flags & PLAYER_FLAGS_FORCE_MISSION_OVER) && ((p->distance_warning_count > PLAYER_DISTANCE_MAX_WARNINGS) || (dist > PLAYER_MAX_DIST_END)) ) {
3826 // DKA 5/17/99 - DONT force warpout. Won't work multiplayer. Blow up ship.
3827 if ( !(p->flags & PLAYER_FLAGS_DIST_TO_BE_KILLED) ) {
3828 message_send_builtin_to_player( MESSAGE_STRAY_WARNING_FINAL, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, multi_target, -1 );
3829 p->flags |= PLAYER_FLAGS_DIST_TO_BE_KILLED;
3830 p->distance_warning_time = timestamp(PLAYER_DEATH_DELTA_TIME);
3832 // HUD_sourced_printf(HUD_SOURCE_TERRAN_CMD, XSTR("Terran Command: Sorry pilot, removing you from battle because of your insubordination!!!", -1));
3833 // gameseq_post_event(GS_EVENT_PLAYER_WARPOUT_START_FORCED);
3835 // get hull strength and blow up
3836 if ( (p->flags & PLAYER_FLAGS_DIST_TO_BE_KILLED) && (timestamp_until(p->distance_warning_time) < 0) ) {
3837 p->flags |= PLAYER_FLAGS_FORCE_MISSION_OVER;
3838 float damage = 10.0f * Objects[p->objnum].hull_strength;
3839 ship_apply_global_damage(&Objects[p->objnum], &Objects[p->objnum], NULL, damage);
3843 // see if player has moved back into "bounds"
3844 if ( (dist < PLAYER_MAX_DIST_WARNING) && (p->flags & PLAYER_FLAGS_DIST_WARNING) && !(p->flags & PLAYER_FLAGS_DIST_TO_BE_KILLED) ) {
3845 p->flags &= ~PLAYER_FLAGS_DIST_WARNING;
3846 p->distance_warning_count = 1;
3850 void ship_check_player_distance()
3855 if (Game_mode & GM_MULTIPLAYER) {
3856 // if I'm the server, check all non-observer players including myself
3857 if (MULTIPLAYER_MASTER) {
3859 for (idx=0; idx<MAX_PLAYERS; idx++) {
3860 if (MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && !MULTI_OBSERVER(Net_players[idx]) && (Objects[Net_players[idx].player->objnum].type != OBJ_GHOST) ) {
3861 // if bad, blow him up
3862 ship_check_player_distance_sub(Net_players[idx].player, idx);
3869 // maybe blow him up
3870 ship_check_player_distance_sub(Player);
3874 void observer_process_post(object *objp)
3876 Assert(objp->type == OBJ_OBSERVER);
3878 if (Game_mode & GM_MULTIPLAYER) {
3879 // if I'm just an observer
3880 if (MULTI_OBSERVER(Net_players[MY_NET_PLAYER_NUM])) {
3881 float dist = vm_vec_dist_quick(&Player_obj->pos, &vmd_zero_vector);
3882 // if beyond max dist, reset to 0
3883 if (dist > PLAYER_MAX_DIST_END) {
3885 if ((Player_obj != NULL) && (Player_obj->type != OBJ_GHOST)) {
3886 Player_obj->pos = vmd_zero_vector;
3893 // reset some physics info when ship's engines goes from disabled->enabled
3894 void ship_reset_disabled_physics(object *objp, int ship_class)
3896 objp->phys_info.flags &= ~(PF_REDUCED_DAMP | PF_DEAD_DAMP);
3897 objp->phys_info.side_slip_time_const = Ship_info[ship_class].damp;
3900 // Clear/set the subsystem disrupted flags
3901 void ship_subsys_disrupted_check(ship *sp)
3904 int engines_disabled=0;
3906 if ( sp->subsys_disrupted_flags & (1<<SUBSYSTEM_ENGINE) ) {
3910 sp->subsys_disrupted_flags=0;
3912 ss = GET_FIRST(&sp->subsys_list);
3913 while ( ss != END_OF_LIST( &sp->subsys_list ) ) {
3914 if ( !timestamp_elapsed(ss->disruption_timestamp) ) {
3915 sp->subsys_disrupted_flags |= (1<<ss->system_info->type);
3917 ss = GET_NEXT( ss );
3920 if ( engines_disabled ) {
3921 if ( !(sp->subsys_disrupted_flags & (1<<SUBSYSTEM_ENGINE)) ) {
3922 if ( !(sp->flags & SF_DISABLED) ) {
3923 ship_reset_disabled_physics(&Objects[sp->objnum], sp->ship_info_index);
3929 // Maybe check ship subsystems for disruption, and set/clear flags
3930 void ship_subsys_disrupted_maybe_check(ship *shipp)
3932 if ( timestamp_elapsed(shipp->subsys_disrupted_check_timestamp) ) {
3933 ship_subsys_disrupted_check(shipp);
3934 shipp->subsys_disrupted_check_timestamp=timestamp(250);
3938 // Determine if a given subsystem is disrupted (ie inoperable)
3939 // input: ss => pointer to ship subsystem
3940 // exit: 1 => subsystem is disrupted
3941 // 0 => subsystem is not disrupted
3942 int ship_subsys_disrupted(ship_subsys *ss)
3945 Int3(); // should never happen, get Alan if it does.
3949 if ( timestamp_elapsed(ss->disruption_timestamp) ) {
3956 // Disrupt a subsystem (ie make it inoperable for a time)
3957 // input: ss => ship subsystem to be disrupted
3958 // time => time in ms that subsystem should be disrupted
3959 void ship_subsys_set_disrupted(ship_subsys *ss, int time)
3964 Int3(); // should never happen, get Alan if it does.
3968 time_left=timestamp_until(ss->disruption_timestamp);
3969 if ( time_left < 0 ) {
3973 ss->disruption_timestamp = timestamp(time+time_left);
3976 // Determine if a given subsystem is disrupted (ie inoperable)
3977 // input: sp => pointer to ship containing subsystem
3978 // type => type of subsystem (SUBSYSTEM_*)
3979 // exit: 1 => subsystem is disrupted
3980 // 0 => subsystem is not disrupted
3982 int ship_subsys_disrupted(ship *sp, int type)
3984 if ( sp->subsys_disrupted_flags & (1<<type) ) {
3991 float Decay_rate = 1.0f / 120.0f;
3992 DCF(lethality_decay, "time in sec to return from 100 to 0")
3994 dc_get_arg(ARG_FLOAT);
3995 Decay_rate = Dc_arg_float;
3998 float min_lethality = 0.0f;
4000 void lethality_decay(ai_info *aip)
4002 float decay_rate = Decay_rate;
4003 aip->lethality -= 100.0f * decay_rate * flFrametime;
4004 aip->lethality = max(-10.0f, aip->lethality);
4006 // if (aip->lethality < min_lethality) {
4007 // min_lethality = aip->lethality;
4008 // mprintf(("new lethality low: %.1f\n", min_lethality));
4012 if (Objects[Ships[aip->shipnum].objnum].flags & OF_PLAYER_SHIP) {
4013 if (Framecount % 10 == 0) {
4014 int num_turrets = 0;
4015 if ((aip->target_objnum != -1) && (Objects[aip->target_objnum].type == OBJ_SHIP)) {
4016 int num_turrets_attacking(object *turret_parent, int target_objnum);
4017 num_turrets = num_turrets_attacking(&Objects[aip->target_objnum], Ships[aip->shipnum].objnum);
4019 nprintf(("lethality", "Player lethality: %.1f, num turrets targeting player: %d\n", aip->lethality, num_turrets));
4025 void ship_process_pre(object *objp, float frametime)
4029 MONITOR( NumShips );
4031 // Player ship uses this code, but does a quick out after doing a few things.
4032 // when adding code to this function, decide whether or not a client in a multiplayer game
4033 // needs to execute the code you are adding. Code which moves things, creates things, etc
4034 // probably doesn't need to be called. If you don't know -- find Allender!!!
4035 void ship_process_post(object * obj, float frametime)
4040 if(obj->type != OBJ_SHIP){
4041 nprintf(("Network","Ignoring non-ship object in ship_process_post()\n"));
4045 MONITOR_INC( NumShips, 1 );
4047 num = obj->instance;
4048 Assert( num >= 0 && num < MAX_SHIPS);
4049 Assert( obj->type == OBJ_SHIP );
4050 Assert( Ships[num].objnum == OBJ_INDEX(obj));
4052 shipp = &Ships[num];
4054 shipp->shield_hits = 0;
4056 update_ets(obj, frametime);
4058 afterburners_update(obj, frametime);
4060 ship_subsys_disrupted_maybe_check(shipp);
4062 ship_dying_frame(obj, num);
4064 ship_chase_shield_energy_targets(shipp, obj, frametime);
4066 // AL 1-6-98: record the initial ammo counts for ships, which is used as the max limit for rearming
4067 if ( !(shipp->flags & SF_AMMO_COUNT_RECORDED) ) {
4068 for ( int i=0; i<MAX_SECONDARY_BANKS; i++ ) {
4069 if ( red_alert_mission() ) {
4070 int max_missiles = get_max_ammo_count_for_bank(shipp->ship_info_index, i, shipp->weapons.secondary_bank_weapons[i]);
4071 shipp->weapons.secondary_bank_start_ammo[i] = max_missiles;
4073 shipp->weapons.secondary_bank_start_ammo[i] = shipp->weapons.secondary_bank_ammo[i];
4076 shipp->flags |= SF_AMMO_COUNT_RECORDED;
4079 if(!(Game_mode & GM_STANDALONE_SERVER)){
4080 // Plot ship on the radar. What about multiplayer ships?
4081 if ( obj != Player_obj ) // don't plot myself.
4082 radar_plot_object( obj );
4084 // MWA -- move the spark code to before the check for multiplayer master
4085 // Do ship sparks. Don't do sparks on my ship (since I cannot see it). This
4086 // code will do sparks on other ships in multiplayer though.
4087 // JAS: Actually in external view, you can see sparks, so I don't do sparks
4088 // on the Viewer_obj, not Player_obj.
4089 if ( (obj != Viewer_obj) && timestamp_elapsed(Ships[num].next_hit_spark) ) {
4090 shipfx_emit_spark(num,-1); // -1 means choose random spark location
4093 if ( obj != Viewer_obj ) {
4094 shipfx_do_damaged_arcs_frame( shipp );
4097 // JAS - flicker the thruster bitmaps
4098 ship_do_thruster_frame(shipp,obj,frametime);
4101 ship_auto_repair_frame(num, frametime);
4103 // MWA -- move the spark code to before the check for multiplayer master
4105 // if (timestamp_elapsed(Ships[num].next_hit_spark)) {
4107 // Ships[num].next_hit_spark = timestamp_rand(100,500);
4110 shipfx_do_lightning_frame(shipp);
4112 // if the ship has an EMP effect active, process it
4113 emp_process_ship(shipp);
4115 // call the contrail system
4116 ct_ship_process(shipp);
4118 // process engine wash
4119 void engine_wash_ship_process(ship *shipp);
4120 engine_wash_ship_process(shipp);
4123 if(shipp->tag_left > 0.0f){
4124 shipp->tag_left -= flFrametime;
4125 if(shipp->tag_left <= 0.000001f){
4126 shipp->tag_left = -1.0f;
4128 mprintf(("Killing TAG for %s\n", shipp->ship_name));
4132 // update level 2 TAG info
4133 if(shipp->level2_tag_left > 0.0f){
4134 shipp->level2_tag_left -= flFrametime;
4135 if(shipp->level2_tag_left <= 0.000001f){
4136 shipp->level2_tag_left = -1.0f;
4138 mprintf(("Killing level 2 TAG for %s\n", shipp->ship_name));
4142 if ( shipp->flags & SF_ARRIVING && Ai_info[shipp->ai_index].mode != AIM_BAY_EMERGE ) {
4143 // JAS -- if the ship is warping in, just move it forward at a speed
4144 // fast enough to move 2x it's radius in SHIP_WARP_TIME seconds.
4145 shipfx_warpin_frame( obj, frametime );
4146 } else if ( shipp->flags & SF_DEPART_WARP ) {
4147 // JAS -- if the ship is warping out, just move it forward at a speed
4148 // fast enough to move 2x it's radius in SHIP_WARP_TIME seconds.
4149 shipfx_warpout_frame( obj, frametime );
4153 // for multiplayer people. return here if in multiplay and not the host
4154 if ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) )
4157 // MWA -- moved the code to maybe fire swarm missiles to after the check for
4158 // multiplayer master. Only single player and multi server needs to do this code
4159 // this code might call ship_fire_secondary which will send the fire packets
4160 swarm_maybe_fire_missile(num);
4162 // maybe fire turret swarm missiles
4163 void turret_swarm_maybe_fire_missile(int num);
4164 turret_swarm_maybe_fire_missile(num);
4166 // maybe fire a corkscrew missile (just like swarmers)
4167 cscrew_maybe_fire_missile(num);
4169 // AL 2-19-98: Fire turret for player if it exists
4170 if ( obj->flags & OF_PLAYER_SHIP ) {
4171 player_maybe_fire_turret(obj);
4174 // if single player, check player object is not too far from starting location
4175 // DKA 5/17/99 check SINGLE and MULTI
4176 // if ( !(Game_mode & GM_MULTIPLAYER) && (obj == Player_obj) )
4177 if (obj == Player_obj) {
4178 ship_check_player_distance();
4181 // update ship lethality
4182 if ( Ships[num].ai_index >= 0 ){
4183 if (!physics_paused && !ai_paused){
4184 lethality_decay(&Ai_info[Ships[num].ai_index]);
4188 // if the ship is a player ship or an observer ship don't need to do AI
4189 if ( (obj->flags & OF_PLAYER_SHIP) || (obj->type == OBJ_OBSERVER) ) {
4193 if ( Ships[num].ai_index >= 0 ){
4194 if (!physics_paused && !ai_paused){
4195 ai_process( obj, Ships[num].ai_index, frametime );
4202 // ------------------------------------------------------------------------
4203 // ship_set_default_weapons()
4205 // Set the ship level weapons based on the information contained in the ship
4206 // info. Weapon assignments are checked against the model to ensure the models
4207 // and the ship info weapon data are in synch.
4211 void ship_set_default_weapons(ship *shipp, ship_info *sip)
4215 ship_weapon *swp = &shipp->weapons;
4217 // Copy primary and secondary weapons from ship_info to ship.
4218 // Later, this will happen in the weapon loadout screen.
4219 for (i=0; i < MAX_PRIMARY_BANKS; i++){
4220 swp->primary_bank_weapons[i] = sip->primary_bank_weapons[i];
4223 for (i=0; i < MAX_SECONDARY_BANKS; i++){
4224 swp->secondary_bank_weapons[i] = sip->secondary_bank_weapons[i];
4227 // Copy the number of primary and secondary banks to ship, and verify that
4228 // model is in synch
4229 po = model_get( sip->modelnum );
4232 if ( po->n_guns > sip->num_primary_banks ) {
4233 Assert(po->n_guns <= MAX_PRIMARY_BANKS);
4234 Warning(LOCATION, "There are %d primary banks in the model file,\nbut only %d primary banks in ships.tbl for %s\n", po->n_guns, sip->num_primary_banks, sip->name);
4235 for ( i = sip->num_primary_banks; i < po->n_guns; i++ ) {
4236 // Make unspecified weapon for bank be a Light Laser
4237 swp->primary_bank_weapons[i] = weapon_info_lookup(NOX("Light Laser"));
4238 Assert(swp->primary_bank_weapons[i] >= 0);
4240 sip->num_primary_banks = po->n_guns;
4242 else if ( po->n_guns < sip->num_primary_banks ) {
4243 Warning(LOCATION, "There are %d primary banks in ships.tbl for %s\nbut only %d primary banks in the model\n", sip->num_primary_banks, sip->name, po->n_guns);
4244 sip->num_primary_banks = po->n_guns;
4248 if ( po->n_missiles > sip->num_secondary_banks ) {
4249 Assert(po->n_missiles <= MAX_SECONDARY_BANKS);
4250 Warning(LOCATION, "There are %d secondary banks in model,\nbut only %d secondary banks in ships.tbl for %s\n", po->n_missiles, sip->num_secondary_banks, sip->name);
4251 for ( i = sip->num_secondary_banks; i < po->n_missiles; i++ ) {
4252 // Make unspecified weapon for bank be a Rockeye Missile
4253 swp->secondary_bank_weapons[i] = weapon_info_lookup(NOX("Rockeye Missile"));
4254 Assert(swp->secondary_bank_weapons[i] >= 0);
4256 sip->num_secondary_banks = po->n_missiles;
4258 else if ( po->n_missiles < sip->num_secondary_banks ) {
4259 Warning(LOCATION, "There are %d secondary banks in ships.tbl for %s,\n but only %d secondary banks in the model.\n", sip->num_secondary_banks, sip->name, po->n_missiles);
4260 sip->num_secondary_banks = po->n_missiles;
4263 swp->num_primary_banks = sip->num_primary_banks;
4264 swp->num_secondary_banks = sip->num_secondary_banks;
4265 for ( i = 0; i < swp->num_secondary_banks; i++ ) {
4267 swp->secondary_bank_ammo[i] = 100;
4269 swp->secondary_bank_ammo[i] = sip->secondary_bank_ammo_capacity[i];
4272 swp->secondary_bank_capacity[i] = sip->secondary_bank_ammo_capacity[i];
4275 for ( i = 0; i < MAX_PRIMARY_BANKS; i++ ){
4276 swp->next_primary_fire_stamp[i] = timestamp(0);
4279 for ( i = 0; i < MAX_SECONDARY_BANKS; i++ ){
4280 swp->next_secondary_fire_stamp[i] = timestamp(0);
4285 // A faster version of ship_check_collision that does not do checking at the polygon
4286 // level. Just checks to see if a vector will intersect a sphere.
4287 int ship_check_collision_fast( object * obj, object * other_obj, vector * hitpos)
4292 Assert( obj->type == OBJ_SHIP );
4293 Assert( obj->instance >= 0 );
4295 num = obj->instance;
4297 ship_model_start(obj); // are these needed in this fast case? probably not.
4299 mc.model_num = Ships[num].modelnum; // Fill in the model to check
4300 mc.orient = &obj->orient; // The object's orient
4301 mc.pos = &obj->pos; // The object's position
4302 mc.p0 = &other_obj->last_pos; // Point 1 of ray to check
4303 mc.p1 = &other_obj->pos; // Point 2 of ray to check
4304 mc.flags = MC_ONLY_SPHERE; // flags
4308 *hitpos = mc.hit_point_world;
4310 ship_model_stop(obj); // are these needed in this fast case? probably not.
4315 // ensure that the subsys path is at least SUBSYS_PATH_DIST from the
4316 // second last to last point.
4317 void ship_maybe_fixup_subsys_path(polymodel *pm, int path_num)
4319 vector *v1, *v2, dir;
4321 int index_1, index_2;
4324 mp = &pm->paths[path_num];
4327 Assert(mp->nverts > 1);
4332 v1 = &mp->verts[index_1].pos;
4333 v2 = &mp->verts[index_2].pos;
4335 dist = vm_vec_dist(v1, v2);
4336 if ( dist < SUBSYS_PATH_DIST-10 ) {
4337 vm_vec_normalized_dir(&dir, v2, v1);
4338 vm_vec_scale_add(v2, v1, &dir, SUBSYS_PATH_DIST);
4342 // fill in the path_num field inside the model_subsystem struct. This is an index into
4343 // the pm->paths[] array, which is a path that provides a frontal approach to a subsystem
4344 // (used for attacking purposes)
4346 // NOTE: path_num in model_subsystem has the follows the following convention:
4347 // > 0 => index into pm->paths[] for model that subsystem sits on
4348 // -1 => path is not yet determined (may or may not exist)
4349 // -2 => path doesn't yet exist for this subsystem
4350 void ship_set_subsys_path_nums(ship_info *sip, polymodel *pm)
4354 for ( i = 0; i < sip->n_subsystems; i++ ) {
4355 sip->subsystems[i].path_num = -1;
4358 for ( i = 0; i < sip->n_subsystems; i++ ) {
4360 for ( j = 0; j < pm->n_paths; j++ ) {
4361 if ( (sip->subsystems[i].subobj_num != -1) && (sip->subsystems[i].subobj_num == pm->paths[j].parent_submodel) ) {
4363 } else if ( !stricmp(sip->subsystems[i].subobj_name, pm->paths[j].parent_name) ) {
4368 if ( pm->n_paths > j ) {
4369 sip->subsystems[i].path_num = j;
4370 ship_maybe_fixup_subsys_path(pm, j);
4376 // If a path num wasn't located, then set value to -2
4377 if ( sip->subsystems[i].path_num == -1 )
4378 sip->subsystems[i].path_num = -2;
4382 // Determine the path indices (indicies into pm->paths[]) for the paths used for approaching/departing
4383 // a fighter bay on a capital ship.
4384 void ship_set_bay_path_nums(ship_info *sip, polymodel *pm)
4387 char bay_num_str[3];
4389 if ( pm->ship_bay != NULL ) {
4391 pm->ship_bay = NULL;
4394 // currently only capital ships have fighter bays
4395 if ( !(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) ) {
4399 // malloc out storage for the path information
4400 pm->ship_bay = (ship_bay*)malloc(sizeof(ship_bay));
4401 Assert(pm->ship_bay != NULL);
4403 pm->ship_bay->num_paths = 0;
4404 // TODO: determine if zeroing out here is affecting any earlier initializations
4405 pm->ship_bay->arrive_flags = 0; // bitfield, set to 1 when that path number is reserved for an arrival
4406 pm->ship_bay->depart_flags = 0; // bitfield, set to 1 when that path number is reserved for a departure
4409 // iterate through the paths that exist in the polymodel, searching for $bayN pathnames
4410 for ( i = 0; i < pm->n_paths; i++ ) {
4411 if ( !strnicmp(pm->paths[i].name, NOX("$bay"), 4) ) {
4412 strncpy(bay_num_str, pm->paths[i].name+4, 2);
4414 bay_num = atoi(bay_num_str);
4415 Assert(bay_num >= 1 && bay_num <= MAX_SHIP_BAY_PATHS);
4416 pm->ship_bay->paths[bay_num-1] = i;
4417 pm->ship_bay->num_paths++;
4422 // Ensure create time for ship is unqiue
4423 void ship_make_create_time_unique(ship *shipp)
4425 int sanity_counter = 0, collision;
4426 ship *compare_shipp;
4428 uint new_create_time;
4430 new_create_time = shipp->create_time;
4434 if ( sanity_counter++ > 50 ) {
4441 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
4442 compare_shipp = &Ships[Objects[so->objnum].instance];
4444 if ( compare_shipp == shipp ) {
4448 if ( compare_shipp->create_time == new_create_time ) {
4456 shipp->create_time = new_create_time;
4462 int Ship_subsys_hwm = 0;
4464 void show_ship_subsys_count()
4469 for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
4470 if (objp->type == OBJ_SHIP) {
4471 count += Ship_info[Ships[objp->type].ship_info_index].n_subsystems;
4475 //nprintf(("AI", "Num subsystems, high water mark = %i, %i\n", count, Ship_subsys_hwm));
4477 if (count > Ship_subsys_hwm) {
4478 Ship_subsys_hwm = count;
4482 // Returns object index of ship.
4484 int ship_create(matrix *orient, vector *pos, int ship_type)
4486 int i, n, objnum, j, k, t;
4490 t = ship_get_num_ships();
4492 // The following check caps the number of ships that can be created. Because Fred needs
4493 // to create all the ships, regardless of when they arrive/depart, it needs a higher
4494 // limit than FreeSpace. On release, however, we will reduce it, thus FreeSpace needs
4495 // to check against what this limit will be, otherwise testing the missions before
4496 // release could work fine, yet not work anymore once a release build is made.
4502 if (t >= SHIPS_LIMIT) {
4503 Error(LOCATION, XSTR("There is a limit of %d ships in the mission at once. Please be sure that you do not have more than %d ships present in the mission at the same time.", 1495), SHIPS_LIMIT, SHIPS_LIMIT );
4508 //nprintf(("AI", "Number of ships = %i\n", t));
4510 for (n=0; n<MAX_SHIPS; n++){
4511 if (Ships[n].objnum == -1){
4516 if (n == MAX_SHIPS){
4520 Assert((ship_type >= 0) && (ship_type < Num_ship_types));
4521 sip = &(Ship_info[ship_type]);
4524 // check to be sure that this ship falls into a ship size category!!!
4525 // get Allender or Mike if you hit this Assert
4526 Assert( sip->flags & (SIF_SMALL_SHIP | SIF_BIG_SHIP | SIF_CAPITAL | SIF_NO_SHIP_TYPE | SIF_NOT_FLYABLE | SIF_ESCAPEPOD | SIF_SUPERCAP | SIF_DRYDOCK | SIF_KNOSSOS_DEVICE) );
4528 sip->modelnum = model_load(sip->pof_file, sip->n_subsystems, &sip->subsystems[0]); // use the highest detail level
4529 shipp->modelnum = sip->modelnum;
4531 // maybe load an optional hud target model
4532 if(strlen(sip->pof_file_hud)){
4533 // check to see if a "real" ship uses this model. if so, load it up for him so that subsystems are setup properly
4535 for(idx=0; idx<Num_ship_types; idx++){
4536 if(!stricmp(Ship_info[idx].pof_file, sip->pof_file_hud)){
4537 Ship_info[idx].modelnum = model_load(Ship_info[idx].pof_file, Ship_info[idx].n_subsystems, &Ship_info[idx].subsystems[0]);
4541 // mow load it for me with no subsystems
4542 sip->modelnum_hud = model_load(sip->pof_file_hud, NULL, NULL);
4546 pm = model_get(shipp->modelnum);
4548 ship_copy_subsystem_fixup(sip);
4550 show_ship_subsys_count();
4552 if ( sip->num_detail_levels < pm->n_detail_levels ) {
4553 Warning(LOCATION, "For ship '%s', detail level\nmismatch (POF needs %d)", sip->name, pm->n_detail_levels );
4555 for (i=0; i<pm->n_detail_levels; i++ ) {
4556 sip->detail_distance[i] = 0;
4560 for (i=0; i<sip->num_detail_levels; i++ ) {
4561 pm->detail_depth[i] = i2fl(sip->detail_distance[i]);
4564 if ( sip->flags & SIF_NAVBUOY ) {
4565 // JAS: Nav buoys don't need to do collisions!
4566 objnum = obj_create(OBJ_SHIP, -1, n, orient, pos, model_get_radius(shipp->modelnum), OF_RENDERS | OF_PHYSICS );
4568 objnum = obj_create(OBJ_SHIP, -1, n, orient, pos, model_get_radius(shipp->modelnum), OF_RENDERS | OF_COLLIDES | OF_PHYSICS );
4570 Assert( objnum >= 0 );
4572 shipp->ai_index = ai_get_slot(n);
4573 Assert( shipp->ai_index >= 0 );
4575 sprintf(shipp->ship_name, NOX("%s %d"), Ship_info[ship_type].name, n);
4576 ship_set_default_weapons(shipp, sip); // Moved up here because ship_set requires that weapon info be valid. MK, 4/28/98
4577 ship_set(n, objnum, ship_type);
4579 // fill in the path_num field inside the model_subsystem struct. This is an index into
4580 // the pm->paths[] array, which is a path that provides a frontal approach to a subsystem
4581 // (used for attacking purposes)
4583 // NOTE: path_num in model_subsystem has the follows the following convention:
4584 // > 0 => index into pm->paths[] for model that subsystem sits on
4585 // -1 => path is not yet determined (may or may not exist)
4586 // -2 => path doesn't yet exist for this subsystem
4587 ship_set_subsys_path_nums(sip, pm);
4589 // set the path indicies for fighter bays on the ship (currently, only capital ships have fighter bays)
4590 ship_set_bay_path_nums(sip, pm);
4592 init_ai_object(objnum);
4593 ai_clear_ship_goals( &Ai_info[Ships[n].ai_index] ); // only do this one here. Can't do it in init_ai because it might wipe out goals in mission file
4595 //ship_set_default_weapons(shipp, sip);
4597 // Allocate shield and initialize it.
4598 if (pm->shield.ntris) {
4599 shipp->shield_integrity = (float *)malloc(sizeof(float)*pm->shield.ntris);
4600 for (i=0; i<pm->shield.ntris; i++)
4601 shipp->shield_integrity[i] = 1.0f;
4604 shipp->shield_integrity = NULL;
4606 // fix up references into paths for this ship's model to point to a ship_subsys entry instead
4607 // of a submodel index. The ship_subsys entry should be the same for *all* instances of the
4610 if ( !(sip->flags & SIF_PATH_FIXUP )) {
4611 for ( i = 0; i < pm->n_paths; i++ ) {
4612 for ( j = 0; j < pm->paths[i].nverts; j++ ) {
4613 for ( k = 0; k < pm->paths[i].verts[j].nturrets; k++ ) {
4614 int ptindex = pm->paths[i].verts[j].turret_ids[k]; // this index is a submodel number (ala bspgen)
4618 // iterate through the ship_subsystems looking for an id that matches
4620 ss = GET_FIRST(&Ships[n].subsys_list);
4621 while ( ss != END_OF_LIST( &Ships[n].subsys_list ) ) {
4622 if ( ss->system_info->subobj_num == ptindex ) { // when these are equal, fix up the ref
4623 pm->paths[i].verts[j].turret_ids[k] = index; // in path structure to index a ship_subsys
4627 ss = GET_NEXT( ss );
4630 if ( ss == END_OF_LIST(&Ships[n].subsys_list) )
4631 Warning(LOCATION, "Couldn't fix up turret indices in spline path\n\nModel: %s\nPath: %s\nVertex: %d\nTurret model id:%d\n\nThis probably means the turret was not specified in ships.tbl", sip->pof_file, pm->paths[i].name, j, ptindex );
4635 sip->flags |= SIF_PATH_FIXUP;
4638 // reset the damage record fields (for scoring purposes)
4639 shipp->total_damage_received = 0.0f;
4640 for(i=0;i<MAX_DAMAGE_SLOTS;i++){
4641 shipp->damage_ship[i] = 0.0f;
4642 shipp->damage_ship_id[i] = -1;
4645 // Add this ship to Ship_obj_list
4646 shipp->ship_list_index = ship_obj_list_add(objnum);
4648 // Set time when ship is created
4649 shipp->create_time = timer_get_milliseconds();
4651 ship_make_create_time_unique(shipp);
4653 // set the team select index to be -1
4654 shipp->ts_index = -1;
4656 shipp->wing_status_wing_index = -1; // wing index (0-4) in wingman status gauge
4657 shipp->wing_status_wing_pos = -1; // wing position (0-5) in wingman status gauge
4659 // call the contrail system
4660 ct_ship_create(shipp);
4665 // ----------------------------------------------------------------
4666 // ship_model_change()
4668 // Change the ship model for a ship to that for ship class 'ship_type'
4670 // input: n => index of ship in Ships[] array
4671 // ship_type => ship class (index into Ship_info[])
4673 void ship_model_change(int n, int ship_type)
4680 Assert( n >= 0 && n < MAX_SHIPS );
4682 sip = &(Ship_info[ship_type]);
4684 model_num = model_load(sip->pof_file, sip->n_subsystems, &sip->subsystems[0]); // use the highest detail level
4688 model_page_in_textures(model_num, ship_type);
4691 Objects[sp->objnum].radius = model_get_radius(model_num);
4692 sip->modelnum = model_num;
4693 sp->modelnum = model_num;
4696 pm = model_get(sp->modelnum);
4698 ship_copy_subsystem_fixup(sip);
4700 if ( sip->num_detail_levels < pm->n_detail_levels ) {
4701 Warning(LOCATION, "For ship '%s', detail level\nmismatch (POF needs %d)", sip->name, pm->n_detail_levels );
4703 for (i=0; i<pm->n_detail_levels; i++ ) {
4704 sip->detail_distance[i] = 0;
4708 for (i=0; i<sip->num_detail_levels; i++ ) {
4709 pm->detail_depth[i] = i2fl(sip->detail_distance[i]);
4713 // ----------------------------------------------------------------
4714 // change_ship_type()
4716 // Change the ship class on a ship, and changing all required information
4717 // for consistency (ie textures, subsystems, weapons, physics)
4719 // input: n => index of ship in Ships[] array
4720 // ship_type => ship class (index into Ship_info[])
4722 void change_ship_type(int n, int ship_type)
4729 Assert( n >= 0 && n < MAX_SHIPS );
4731 sip = &(Ship_info[ship_type]);
4732 objp = &Objects[sp->objnum];
4734 // point to new ship data
4735 sp->ship_info_index = ship_type;
4737 ship_model_change(n, ship_type);
4739 // if the subsystem list is not currently empty, then we need to clear it out first.
4740 if ( NOT_EMPTY(&sp->subsys_list) ) {
4741 ship_subsys *ship_system, *tmp;
4743 for ( ship_system = GET_FIRST(&sp->subsys_list); ship_system != END_OF_LIST(&sp->subsys_list); ) {
4744 tmp = GET_NEXT(ship_system);
4745 list_remove( &sp->subsys_list, ship_system );
4746 list_append( &ship_subsys_free_list, ship_system );
4750 // fix up the subsystems
4751 subsys_set( sp->objnum );
4753 // set the correct hull strength
4755 objp->hull_strength = 100.0f;
4757 objp->hull_strength = sip->initial_hull_strength;
4760 // set the correct shields strength
4762 objp->shields[0] = 100.0f;
4764 set_shield_strength(objp, sip->shields);
4767 sp->afterburner_fuel = sip->afterburner_fuel_capacity;
4769 ship_set_default_weapons(sp, sip);
4770 physics_ship_init(&Objects[sp->objnum]);
4771 ets_init_ship(&Objects[sp->objnum]);
4772 // mwa removed the next line in favor of simply setting the ai_class in AI_info. ai_object_init
4773 // was trashing mode in ai_info when it was valid due to goals.
4774 //ai_object_init(&Objects[sp->objnum], sp->ai_index);
4775 Ai_info[sp->ai_index].ai_class = sip->ai_class;
4779 // Fire the debug laser
4780 int ship_fire_primary_debug(object *objp)
4783 ship *shipp = &Ships[objp->instance];
4786 if ( !timestamp_elapsed(shipp->weapons.next_primary_fire_stamp[0]) )
4789 // do timestamp stuff for next firing time
4790 shipp->weapons.next_primary_fire_stamp[0] = timestamp(250);
4792 // Debug code! Make the single laser fire only one bolt and from the object center!
4793 for (i=0; i<MAX_WEAPONS; i++)
4794 if (!stricmp(Weapon_info[i].name, NOX("Debug Laser")))
4797 vm_vec_add(&wpos, &objp->pos, &(objp->orient.fvec) );
4798 if (i != MAX_WEAPONS) {
4800 weapon_objnum = weapon_create( &wpos, &objp->orient, i, OBJ_INDEX(objp), 0 );
4801 weapon_set_tracking_info(weapon_objnum, OBJ_INDEX(objp), Ai_info[shipp->ai_index].target_objnum);
4808 // Launch countermeasures from object *objp. rand_val is used in multiplayer to ensure that all
4809 // clients in the game fire countermeasure the same way
4810 int ship_launch_countermeasure(object *objp, int rand_val)
4812 int fired, check_count, cmeasure_count;
4816 shipp = &Ships[objp->instance];
4818 // in the case where the server is an observer, he can launch countermeasures unless we do this.
4819 if( objp->type == OBJ_OBSERVER){
4823 if ( !timestamp_elapsed(shipp->cmeasure_fire_stamp) ){
4827 shipp->cmeasure_fire_stamp = timestamp(CMEASURE_WAIT); // Can launch every half second.
4829 if (Weapon_energy_cheat) {
4830 shipp->cmeasure_count++;
4834 // we might check the count of countermeasures left depending on game state. Multiplayer clients
4835 // do not need to check any objects other than themselves for the count
4838 if ( MULTIPLAYER_CLIENT && (objp != Player_obj) ){
4842 if (check_count && (shipp->cmeasure_count <= 0) ) {
4843 if ( objp == Player_obj ) {
4844 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "No more countermeasure charges.", 485));
4845 snd_play( &Snds[SND_OUT_OF_MISSLES], 0.0f );
4848 // if we have a player ship, then send the fired packet anyway so that the player
4849 // who fired will get his 'out of countermeasures' sound
4851 if ( objp->flags & OF_PLAYER_SHIP ){
4852 goto send_countermeasure_fired;
4858 cmeasure_count = shipp->cmeasure_count;
4859 shipp->cmeasure_count--;
4861 vm_vec_scale_add(&pos, &objp->pos, &objp->orient.fvec, -objp->radius/2.0f);
4863 // cmeasure_create fires 1 countermeasure. returns -1 if not fired, otherwise a non-negative
4865 fired = cmeasure_create( objp, &pos, shipp->current_cmeasure, rand_val );
4867 // Play sound effect for counter measure launch
4868 Assert(shipp->current_cmeasure < Num_cmeasure_types);
4869 if ( Cmeasure_info[shipp->current_cmeasure].launch_sound != -1 ) {
4870 snd_play_3d( &Snds[Cmeasure_info[shipp->current_cmeasure].launch_sound], &pos, &View_position );
4874 send_countermeasure_fired:
4875 // the new way of doing things
4876 // if(Netgame.debug_flags & NETD_FLAG_CLIENT_FIRING){
4877 if(Game_mode & GM_MULTIPLAYER){
4878 send_NEW_countermeasure_fired_packet( objp, cmeasure_count, fired );
4881 // the old way of doing things
4883 // if ( MULTIPLAYER_MASTER ){
4884 // send_countermeasure_fired_packet( objp, cmeasure_count, fired );
4888 return (fired>0); // return 0 if not fired, 1 otherwise
4891 // internal function.. see if enough time has elapsed to play fail sound again
4892 int ship_maybe_play_primary_fail_sound()
4894 hud_start_flash_weapon(Player_ship->weapons.current_primary_bank);
4896 if ( timestamp_elapsed(Laser_energy_out_snd_timer) ) {
4897 Laser_energy_out_snd_timer = timestamp(50);
4898 snd_play( &Snds[SND_OUT_OF_WEAPON_ENERGY]);
4904 // internal function.. see if enough time has elapsed to play fail sound again
4905 int ship_maybe_play_secondary_fail_sound(weapon_info *wip)
4907 hud_start_flash_weapon(Player_ship->weapons.num_primary_banks + Player_ship->weapons.current_secondary_bank);
4909 if ( timestamp_elapsed(Missile_out_snd_timer) ) {
4911 if ( wip->wi_flags & WIF_SWARM ) {
4912 Missile_out_snd_timer = timestamp(500);
4914 Missile_out_snd_timer = timestamp(50);
4916 snd_play( &Snds[SND_OUT_OF_MISSLES] );
4922 // internal function.. see if weapon for ship can fire based on weapons subystem
4925 // returns: 1 => weapon failed to fire
4926 // 0 => weapon can fire
4927 int ship_weapon_maybe_fail(ship *sp)
4930 float weapons_subsys_str;
4932 // If playing on lowest skill level, weapons will not fail due to subsystem damage
4933 if ( Game_skill_level == 0 ){
4938 weapons_subsys_str = ship_get_subsystem_strength( sp, SUBSYSTEM_WEAPONS );
4939 if ( weapons_subsys_str < SUBSYS_WEAPONS_STR_FIRE_FAIL ) {
4942 else if ( weapons_subsys_str < SUBSYS_WEAPONS_STR_FIRE_OK ) {
4943 // chance to fire depends on weapons subsystem strength
4944 if ( (frand()-0.2f) > weapons_subsys_str )
4949 // is subsystem disrupted?
4950 if ( ship_subsys_disrupted(sp, SUBSYSTEM_WEAPONS) ) {
4958 // create a moving tracer based upon a weapon which just fired
4960 float t_len = 10.0f;
4962 float t_min = 150.0f;
4963 float t_max = 300.0f;
4966 dc_get_arg(ARG_FLOAT);
4967 t_rad = Dc_arg_float;
4971 dc_get_arg(ARG_FLOAT);
4972 t_len = Dc_arg_float;
4976 dc_get_arg(ARG_FLOAT);
4977 t_vel = Dc_arg_float;
4981 dc_get_arg(ARG_FLOAT);
4982 t_min = Dc_arg_float;
4986 dc_get_arg(ARG_FLOAT);
4987 t_max = Dc_arg_float;
4989 void ship_fire_tracer(int weapon_objnum)
4991 particle_info pinfo;
4992 object *objp = &Objects[weapon_objnum];
4993 weapon_info *wip = &Weapon_info[Weapons[Objects[weapon_objnum].instance].weapon_info_index];
4995 // setup particle info
4996 memset(&pinfo, 0, sizeof(particle_info));
4997 pinfo.pos = objp->pos;
4998 pinfo.vel = objp->phys_info.vel;
4999 vm_vec_scale(&pinfo.vel, t_vel);
5000 pinfo.lifetime = wip->lifetime;
5002 pinfo.type = PARTICLE_BITMAP;
5003 pinfo.optional_data = wip->laser_bitmap;
5004 pinfo.tracer_length = t_len;
5006 pinfo.attached_objnum = -1;
5007 pinfo.attached_sig = 0;
5009 // create the particle
5010 particle_create(&pinfo);
5013 // Multiplicative delay factors for increasing skill levels.
5014 float Ship_fire_delay_scale_hostile[NUM_SKILL_LEVELS] = {4.0f, 2.5f, 1.75f, 1.25f, 1.0f};
5015 float Ship_fire_delay_scale_friendly[NUM_SKILL_LEVELS] = {2.0f, 1.4f, 1.25f, 1.1f, 1.0f};
5017 int tracers[MAX_SHIPS][4][4];
5019 // fires a primary weapon for the given object. It also handles multiplayer cases.
5020 // in multiplayer, the starting network signature, and number of banks fired are sent
5021 // to all the clients in the game. All the info is passed to send_primary at the end of
5022 // the function. The check_energy parameter (defaults to 1) tells us whether or not
5023 // we should check the energy. It will be 0 when a multiplayer client is firing an AI
5025 int ship_fire_primary(object * obj, int stream_weapons, int force)
5027 vector gun_point, pnt, firing_pos;
5028 int n = obj->instance;
5033 int weapon, i, j, weapon_objnum;
5034 int bank_to_fire, num_fired = 0;
5035 int banks_fired, have_timeout; // used for multiplayer to help determine whether or not to send packet
5036 have_timeout = 0; // used to help tell us whether or not we need to send a packet
5037 banks_fired = 0; // used in multiplayer -- bitfield of banks that were fired
5039 int sound_played; // used to track what sound is played. If the player is firing two banks
5040 // of the same laser, we only want to play one sound
5041 Assert( obj != NULL );
5047 // in the case where the server is an observer, he can fire (which) would be bad - unless we do this.
5048 if( obj->type == OBJ_OBSERVER){
5052 Assert( obj->type == OBJ_SHIP );
5054 Assert( Ships[n].objnum == OBJ_INDEX(obj));
5055 if((obj->type != OBJ_SHIP) || (n < 0) || (n >= MAX_SHIPS) || (Ships[n].objnum != OBJ_INDEX(obj))){
5060 swp = &shipp->weapons;
5063 if((shipp->ship_info_index < 0) || (shipp->ship_info_index >= Num_ship_types)){
5066 if((shipp->ai_index < 0) || (shipp->ai_index >= MAX_AI_INFO)){
5069 sip = &Ship_info[shipp->ship_info_index];
5070 aip = &Ai_info[shipp->ai_index];
5072 if ( swp->num_primary_banks <= 0 ) {
5076 if ( swp->current_primary_bank < 0 ){
5082 // Fire the correct primary bank. If primaries are linked (SF_PRIMARY_LINKED set), then fire
5083 // both primary banks.
5084 int num_primary_banks;
5086 if ( shipp->flags & SF_PRIMARY_LINKED ) {
5087 num_primary_banks = swp->num_primary_banks;
5089 num_primary_banks = min(1, swp->num_primary_banks);
5092 Assert(num_primary_banks > 0);
5093 if (num_primary_banks < 1){
5097 // if we're firing stream weapons, but the trigger is not down, do nothing
5098 if(stream_weapons && !(shipp->flags & SF_TRIGGER_DOWN)){
5102 for ( i = 0; i < num_primary_banks; i++ ) {
5103 bank_to_fire = (swp->current_primary_bank+i)%2; // Max supported banks is 2
5105 weapon = swp->primary_bank_weapons[bank_to_fire];
5106 Assert( weapon >= 0 && weapon < MAX_WEAPONS );
5107 if ( (weapon < 0) || (weapon >= MAX_WEAPON_TYPES) ) {
5108 Int3(); // why would a ship try to fire a weapon that doesn't exist?
5111 weapon_info* winfo_p = &Weapon_info[weapon];
5113 // if this is a targeting laser, start it up
5114 if((winfo_p->wi_flags & WIF_BEAM) && (winfo_p->b_info.beam_type == BEAM_TYPE_C)){
5115 ship_start_targeting_laser(shipp);
5119 // if we're firing stream weapons and this is a non stream weapon, skip it
5120 if(stream_weapons && !(winfo_p->wi_flags & WIF_STREAM)){
5123 // if we're firing non stream weapons and this is a stream weapon, skip it
5124 if(!stream_weapons && (winfo_p->wi_flags & WIF_STREAM)){
5128 // only non-multiplayer clients (single, multi-host) need to do timestamp checking
5129 if ( !timestamp_elapsed(swp->next_primary_fire_stamp[bank_to_fire]) ) {
5130 if (timestamp_until(swp->next_primary_fire_stamp[bank_to_fire]) > 5000){
5131 swp->next_primary_fire_stamp[bank_to_fire] = timestamp(1000);
5138 //nprintf(("AI", "Time = %7.3f, firing %s\n", f2fl(Missiontime), Weapon_info[weapon].name));
5140 // do timestamp stuff for next firing time
5141 float next_fire_delay = (float) winfo_p->fire_wait * 1000.0f;
5142 if (!(obj->flags & OF_PLAYER_SHIP)) {
5143 if (shipp->team == Ships[Player_obj->instance].team){
5144 next_fire_delay *= Ship_fire_delay_scale_friendly[Game_skill_level];
5146 next_fire_delay *= Ship_fire_delay_scale_hostile[Game_skill_level];
5150 next_fire_delay *= 1.0f + (num_primary_banks - 1) * 0.5f; // 50% time penalty if banks linked
5152 // MK, 2/4/98: Since you probably were allowed to fire earlier, but couldn't fire until your frame interval
5153 // rolled around, subtract out up to half the previous frametime.
5154 // Note, unless we track whether the fire button has been held down, and not tapped, it's hard to
5155 // know how much time to subtract off. It could be this fire is "late" because the user didn't want to fire.
5156 if (next_fire_delay > 0.0f) {
5157 if (obj->flags & OF_PLAYER_SHIP) {
5158 int t = timestamp_until(swp->next_primary_fire_stamp[bank_to_fire]);
5162 tx = (float) t/-1000.0f;
5163 if (tx > flFrametime/2.0f){
5164 tx = 1000.0f * flFrametime * 0.7f;
5166 next_fire_delay -= tx;
5169 if ((int) next_fire_delay < 1){
5170 next_fire_delay = 1.0f;
5174 swp->next_primary_fire_stamp[bank_to_fire] = timestamp((int)(next_fire_delay));
5177 // Here is where we check if weapons subsystem is capable of firing the weapon.
5178 // Note that we can have partial bank firing, if the weapons subsystem is partially
5179 // functional, which should be cool.
5180 if ( ship_weapon_maybe_fail(shipp) && !force) {
5181 if ( obj == Player_obj ) {
5182 if ( ship_maybe_play_primary_fail_sound() ) {
5188 polymodel *po = model_get( Ship_info[shipp->ship_info_index].modelnum );
5189 if ( po->n_guns > 0 ) {
5190 int num_slots = po->gun_banks[bank_to_fire].num_slots;
5192 // fail unless we're forcing (energy based primaries)
5193 if ( (shipp->weapon_energy < num_slots*winfo_p->energy_consumed) && !force) {
5194 if ( obj == Player_obj ) {
5195 swp->next_primary_fire_stamp[bank_to_fire] = timestamp(swp->next_primary_fire_stamp[bank_to_fire]);
5196 if ( ship_maybe_play_primary_fail_sound() ) {
5202 // deplete the weapon reserve energy by the amount of energy used to fire the weapon
5203 shipp->weapon_energy -= num_slots*winfo_p->energy_consumed;
5204 if(shipp->weapon_energy < 0.0f){
5205 shipp->weapon_energy = 0.0f;
5208 // Mark all these weapons as in the same group
5209 int new_group_id = weapon_create_group_id();
5211 for ( j = 0; j < num_slots; j++ ) {
5212 pnt = po->gun_banks[bank_to_fire].pnt[j];
5213 vm_vec_unrotate(&gun_point, &pnt, &obj->orient);
5214 vm_vec_add(&firing_pos, &gun_point, &obj->pos);
5216 // create the weapon -- the network signature for multiplayer is created inside
5218 weapon_objnum = weapon_create( &firing_pos, &obj->orient, weapon, OBJ_INDEX(obj),0, new_group_id );
5219 weapon_set_tracking_info(weapon_objnum, OBJ_INDEX(obj), aip->target_objnum, aip->current_target_is_locked, aip->targeted_subsys);
5221 // create the muzzle flash effect
5222 shipfx_flash_create( obj, shipp, &pnt, &obj->orient.fvec, 1, weapon );
5224 // maybe shudder the ship - if its me
5225 if((winfo_p->wi_flags & WIF_SHUDDER) && (obj == Player_obj) && !(Game_mode & GM_STANDALONE_SERVER)){
5226 // calculate some arbitrary value between 100
5227 // (mass * velocity) / 10
5228 game_shudder_apply(500, (winfo_p->mass * winfo_p->max_speed) / 10.0f);
5234 banks_fired |= (1<<bank_to_fire); // mark this bank as fired.
5237 // Only play the weapon fired sound if it hasn't been played yet. This is to
5238 // avoid playing the same sound multiple times when banks are linked with the
5240 if ( sound_played != winfo_p->launch_snd ) {
5241 sound_played = winfo_p->launch_snd;
5242 if ( obj == Player_obj ) {
5243 if ( winfo_p->launch_snd != -1 ) {
5248 if(winfo_p->launch_snd == SND_AUTOCANNON_SHOT){
5249 snd_play( &Snds[winfo_p->launch_snd], 0.0f, 1.0f, SND_PRIORITY_TRIPLE_INSTANCE );
5251 snd_play( &Snds[winfo_p->launch_snd], 0.0f, 1.0f, SND_PRIORITY_MUST_PLAY );
5253 // snd_play( &Snds[winfo_p->launch_snd] );
5255 swp = &Player_ship->weapons;
5256 if (swp->current_primary_bank >= 0) {
5257 wip = &Weapon_info[swp->primary_bank_weapons[swp->current_primary_bank]];
5258 joy_ff_play_primary_shoot((int) ((wip->armor_factor + wip->shield_factor * 0.2f) * (wip->damage * wip->damage - 7.5f) * 0.45f + 0.6f) * 10 + 2000);
5263 if ( winfo_p->launch_snd != -1 ) {
5264 snd_play_3d( &Snds[winfo_p->launch_snd], &obj->pos, &View_position );
5268 } // end for (go to next primary bank)
5270 // if multiplayer and we're client-side firing, send the packet
5271 // if((Game_mode & GM_MULTIPLAYER) && (Netgame.debug_flags & NETD_FLAG_CLIENT_FIRING)){
5272 if(Game_mode & GM_MULTIPLAYER){
5273 // if i'm a client, and this is not me, don't send
5274 if(!(MULTIPLAYER_CLIENT && (shipp != Player_ship))){
5275 send_NEW_primary_fired_packet( shipp, banks_fired );
5279 // post a primary fired event
5280 if(Game_mode & GM_DEMO_RECORD){
5281 demo_POST_primary_fired(obj, swp->current_primary_bank, shipp->flags & SF_PRIMARY_LINKED);
5285 if (obj->flags & OF_PLAYER_SHIP) {
5286 // in multiplayer -- only the server needs to keep track of the stats. Call the cool
5287 // function to find the player given the object *. It had better return a valid player
5288 // or our internal structure as messed up.
5289 if( Game_mode & GM_MULTIPLAYER ) {
5290 if ( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {
5293 player_num = multi_find_player_by_object ( obj );
5294 Assert ( player_num != -1 );
5296 Net_players[player_num].player->stats.mp_shots_fired += num_fired;
5299 Player->stats.mp_shots_fired += num_fired;
5306 void ship_start_targeting_laser(ship *shipp)
5308 int bank0_laser = 0;
5309 int bank1_laser = 0;
5311 // determine if either of our banks have a targeting laser
5312 if((shipp->weapons.primary_bank_weapons[0] >= 0) && (Weapon_info[shipp->weapons.primary_bank_weapons[0]].wi_flags & WIF_BEAM) && (Weapon_info[shipp->weapons.primary_bank_weapons[0]].b_info.beam_type == BEAM_TYPE_C)){
5315 if((shipp->weapons.primary_bank_weapons[1] >= 0) && (Weapon_info[shipp->weapons.primary_bank_weapons[1]].wi_flags & WIF_BEAM) && (Weapon_info[shipp->weapons.primary_bank_weapons[1]].b_info.beam_type == BEAM_TYPE_C)){
5319 // if primary banks are linked
5320 if(shipp->flags & SF_PRIMARY_LINKED){
5322 shipp->targeting_laser_bank = 0;
5326 shipp->targeting_laser_bank = 1;
5330 // if we only have 1 bank selected
5332 if(bank0_laser && (shipp->weapons.current_primary_bank == 0)){
5333 shipp->targeting_laser_bank = 0;
5336 if(bank1_laser && (shipp->weapons.current_primary_bank == 1)){
5337 shipp->targeting_laser_bank = 1;
5343 void ship_stop_targeting_laser(ship *shipp)
5345 shipp->targeting_laser_bank = -1;
5346 shipp->targeting_laser_objnum = -1;
5349 void ship_process_targeting_lasers()
5351 beam_fire_info fire_info;
5356 // interate over all ships
5357 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
5362 if(Objects[so->objnum].type != OBJ_SHIP){
5365 if(Objects[so->objnum].instance < 0){
5368 shipp = &Ships[Objects[so->objnum].instance];
5370 // if our trigger is no longer down, switch it off
5371 if(!(shipp->flags & SF_TRIGGER_DOWN)){
5372 ship_stop_targeting_laser(shipp);
5376 // if we have a bank to fire - fire it
5377 if((shipp->targeting_laser_bank >= 0) && (shipp->targeting_laser_bank < 2)){
5378 // try and get the model
5379 m = model_get(shipp->modelnum);
5384 // fire a targeting laser
5385 fire_info.accuracy = 0.0f;
5386 fire_info.beam_info_index = shipp->weapons.primary_bank_weapons[shipp->targeting_laser_bank];
5387 fire_info.beam_info_override = NULL;
5388 fire_info.shooter = &Objects[shipp->objnum];
5389 fire_info.target = NULL;
5390 fire_info.target_subsys = NULL;
5391 fire_info.turret = NULL;
5392 fire_info.targeting_laser_offset = m->gun_banks[shipp->targeting_laser_bank].pnt[0];
5393 shipp->targeting_laser_objnum = beam_fire_targeting(&fire_info);
5395 // hmm, why didn't it fire?
5396 if(shipp->targeting_laser_objnum < 0){
5398 ship_stop_targeting_laser(shipp);
5404 // Attempt to detonate weapon last fired by *shipp.
5405 // Only used for weapons that support remote detonation.
5406 // Return true if detonated, else return false.
5407 // Calls weapon_hit() to detonate weapon.
5408 // If it's a weapon that spawns particles, those will be released.
5409 int maybe_detonate_weapon(ship_weapon *swp, object *src)
5411 int objnum = swp->last_fired_weapon_index;
5415 objp = &Objects[objnum];
5417 if (objp->type != OBJ_WEAPON){
5421 if ((objp->instance < 0) || (objp->instance > MAX_WEAPONS)){
5425 // check to make sure that the weapon to detonate still exists
5426 if ( swp->last_fired_weapon_signature != objp->signature ){
5430 Assert(Weapons[objp->instance].weapon_info_index != -1);
5431 wip = &Weapon_info[Weapons[objp->instance].weapon_info_index];
5433 if (wip->wi_flags & WIF_REMOTE) {
5435 if ((objnum >= 0) && (objnum < MAX_OBJECTS)) {
5438 weapon_sig = objp->signature;
5440 if (swp->last_fired_weapon_signature == weapon_sig) {
5441 weapon_detonate(objp);
5442 swp->last_fired_weapon_index = -1;
5445 if (src == Player_obj) {
5446 char missile_name[NAME_LENGTH];
5447 strcpy(missile_name, wip->name);
5448 hud_end_string_at_first_hash_symbol(missile_name);
5449 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Detonated %s!", 486), missile_name);
5461 // Maybe detonate secondary weapon that's already out.
5462 // Return true if we detonate it, false if not.
5463 int ship_fire_secondary_detonate(object *obj, ship_weapon *swp)
5465 if (swp->last_fired_weapon_index != -1)
5466 if (timestamp_elapsed(swp->detonate_weapon_time)) {
5467 object *first_objp = &Objects[swp->last_fired_weapon_index];
5468 if (maybe_detonate_weapon(swp, obj)) {
5469 // If dual fire was set, there could be another weapon to detonate. Scan all weapons.
5472 //nprintf(("AI", "Weapon %i detonated\n", first_objp-Objects));
5474 // check for currently locked missiles (highest precedence)
5475 for ( mo = GET_FIRST(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
5477 Assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
5478 mobjp = &Objects[mo->objnum];
5479 if ((mobjp != first_objp) && (mobjp->parent_sig == obj->parent_sig)) {
5480 if (Weapon_info[Weapons[mobjp->instance].weapon_info_index].wi_flags & WIF_REMOTE) {
5481 //nprintf(("AI", "Also detonating weapon %i whose parent is %s\n", mobjp-Objects, Ships[Objects[mobjp->parent].instance].ship_name));
5482 weapon_detonate(mobjp);
5494 // Try to switch to a secondary bank that has ammo
5495 int ship_select_next_valid_secondary_bank(ship_weapon *swp)
5499 int ns = swp->num_secondary_banks;
5502 int i,j=swp->current_secondary_bank+1;
5503 for (i=0; i<ns; i++) {
5508 if ( swp->secondary_bank_ammo[j] > 0 ) {
5509 swp->current_secondary_bank=j;
5522 extern void ai_maybe_announce_shockwave_weapon(object *firing_objp, int weapon_index);
5524 // Object *obj fires its secondary weapon, if it can.
5525 // If its most recently fired weapon is a remotely detonatable weapon, detonate it.
5526 // Returns number of weapons fired. Note, for swarmers, returns 1 if it is allowed
5527 // to fire the missiles when allow_swarm is NOT set. They don't actually get fired on a call here unless allow_swarm is set.
5528 // When you want to fire swarmers, you call this function with allow_swarm NOT set and frame interval
5529 // code comes aruond and fires it.
5530 // allow_swarm -> default value is 0... since swarm missiles are fired over several frames,
5531 // need to avoid firing when normally called
5532 int ship_fire_secondary( object *obj, int allow_swarm )
5534 int n, weapon, j, bank, have_timeout, starting_bank_count = -1, num_fired;
5535 ushort starting_sig = 0;
5542 vector missile_point, pnt, firing_pos;
5544 Assert( obj != NULL );
5546 // in the case where the server is an observer, he can fire (which would be bad) - unless we do this.
5547 if( obj->type == OBJ_OBSERVER ){
5551 // in the case where the object is a ghost (a delayed fire packet from right before he died, for instance)
5552 if( (obj->type == OBJ_GHOST) || (obj->type == OBJ_NONE) ){
5556 Assert( obj->type == OBJ_SHIP );
5557 if(obj->type != OBJ_SHIP){
5561 Assert( n >= 0 && n < MAX_SHIPS );
5562 if((n < 0) || (n >= MAX_SHIPS)){
5565 Assert( Ships[n].objnum == OBJ_INDEX(obj));
5566 if(Ships[n].objnum != OBJ_INDEX(obj)){
5571 swp = &shipp->weapons;
5572 sip = &Ship_info[shipp->ship_info_index];
5573 aip = &Ai_info[shipp->ai_index];
5575 // if no secondary weapons are present on ship, return
5576 if ( swp->num_secondary_banks <= 0 ){
5580 // If ship is being repaired/rearmed, it cannot fire missiles
5581 if ( aip->ai_flags & AIF_BEING_REPAIRED ) {
5585 num_fired = 0; // tracks how many missiles actually fired
5587 bank = swp->current_secondary_bank;
5592 weapon = swp->secondary_bank_weapons[bank];
5593 Assert( (swp->secondary_bank_weapons[bank] >= 0) && (swp->secondary_bank_weapons[bank] < MAX_WEAPON_TYPES) );
5594 if((swp->secondary_bank_weapons[bank] < 0) || (swp->secondary_bank_weapons[bank] >= MAX_WEAPON_TYPES)){
5597 wip = &Weapon_info[swp->secondary_bank_weapons[bank]];
5599 have_timeout = 0; // used to help tell whether or not we have a timeout
5600 if ( MULTIPLAYER_MASTER ) {
5601 starting_sig = multi_get_next_network_signature( MULTI_SIG_NON_PERMANENT );
5602 starting_bank_count = swp->secondary_bank_ammo[bank];
5605 if (ship_fire_secondary_detonate(obj, swp)) {
5606 // in multiplayer, master sends a secondary fired packet with starting signature of -1 -- indicates
5607 // to client code to set the detonate timer to 0.
5608 if ( MULTIPLAYER_MASTER ) {
5609 // MWA -- 4/6/98 Assert invalid since the bank count could have gone to 0.
5610 //Assert(starting_bank_count != 0);
5611 send_secondary_fired_packet( shipp, 0, starting_bank_count, 1, allow_swarm );
5614 // For all banks, if ok to fire a weapon, make it wait a bit.
5615 // Solves problem of fire button likely being down next frame and
5616 // firing weapon despite fire causing detonation of existing weapon.
5617 if (swp->current_secondary_bank >= 0) {
5618 if (timestamp_elapsed(swp->next_secondary_fire_stamp[bank])){
5619 swp->next_secondary_fire_stamp[bank] = timestamp(max((int) flFrametime*3000, 250));
5625 if ( swp->current_secondary_bank < 0 ){
5629 if ( !timestamp_elapsed(swp->next_secondary_fire_stamp[bank]) && !allow_swarm) {
5630 if (timestamp_until(swp->next_secondary_fire_stamp[bank]) > 60000){
5631 swp->next_secondary_fire_stamp[bank] = timestamp(1000);
5634 goto done_secondary;
5637 // Ensure if this is a "require-lock" missile, that a lock actually exists
5638 if ( wip->wi_flags & WIF_NO_DUMBFIRE ) {
5639 if ( aip->current_target_is_locked <= 0 ) {
5640 if ( obj == Player_obj ) {
5641 if ( !Weapon_energy_cheat ) {
5642 if ((aip->target_objnum != -1) && (vm_vec_dist_quick(&obj->pos, &Objects[aip->target_objnum].pos) > wip->lifetime * wip->max_speed)) {
5643 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Too far from target to acquire lock", 487));
5645 char missile_name[NAME_LENGTH];
5646 strcpy(missile_name, wip->name);
5647 hud_end_string_at_first_hash_symbol(missile_name);
5648 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Cannot fire %s without a lock", 488), missile_name);
5651 snd_play( &Snds[SND_OUT_OF_MISSLES] );
5652 swp->next_secondary_fire_stamp[bank] = timestamp(800); // to avoid repeating messages
5656 // multiplayer clients should always fire the weapon here, so return only if not
5657 // a multiplayer client.
5658 if ( !MULTIPLAYER_CLIENT ){
5665 // if trying to fire a swarm missile, make sure being called from right place
5666 if ( (wip->wi_flags & WIF_SWARM) && !allow_swarm ) {
5667 Assert(wip->swarm_count > 0);
5668 if(wip->swarm_count <= 0){
5669 shipp->num_swarm_missiles_to_fire += SWARM_DEFAULT_NUM_MISSILES_FIRED;
5671 shipp->num_swarm_missiles_to_fire += wip->swarm_count;
5673 return 1; // Note: Missiles didn't get fired, but the frame interval code will fire them.
5676 // if trying to fire a corkscrew missile, make sure being called from right place
5677 if ( (wip->wi_flags & WIF_CORKSCREW) && !allow_swarm ) {
5678 shipp->num_corkscrew_to_fire = (ubyte)(shipp->num_corkscrew_to_fire + (ubyte)Corkscrew_num_missiles_fired);
5679 return 1; // Note: Missiles didn't get fired, but the frame interval code will fire them.
5682 swp->next_secondary_fire_stamp[bank] = timestamp((int)(Weapon_info[weapon].fire_wait * 1000.0f)); // They can fire 5 times a second
5684 // Here is where we check if weapons subsystem is capable of firing the weapon.
5685 // do only in single plyaer or if I am the server of a multiplayer game
5686 if ( !(Game_mode & GM_MULTIPLAYER) || MULTIPLAYER_MASTER ) {
5687 if ( ship_weapon_maybe_fail(shipp) ) {
5688 if ( obj == Player_obj )
5689 if ( ship_maybe_play_secondary_fail_sound(wip) ) {
5690 char missile_name[NAME_LENGTH];
5691 strcpy(missile_name, Weapon_info[weapon].name);
5692 hud_end_string_at_first_hash_symbol(missile_name);
5693 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Cannot fire %s due to weapons system damage", 489), missile_name);
5695 goto done_secondary;
5699 po = model_get( Ship_info[shipp->ship_info_index].modelnum );
5700 if ( po->n_missiles > 0 ) {
5701 int check_ammo; // used to tell if we should check ammo counts or not
5704 if ( bank > po->n_missiles ) {
5705 nprintf(("WARNING","WARNING ==> Tried to fire bank %d, but ship has only %d banks\n", bank+1, po->n_missiles));
5706 return 0; // we can make a quick out here!!!
5709 num_slots = po->missile_banks[bank].num_slots;
5711 // determine if there is enough ammo left to fire weapons on this bank. As with primary
5712 // weapons, we might or might not check ammo counts depending on game mode, who is firing,
5713 // and if I am a client in multiplayer
5715 if ( MULTIPLAYER_CLIENT && (obj != Player_obj) ){
5719 if ( check_ammo && ( swp->secondary_bank_ammo[bank] <= 0) ) {
5720 if ( shipp->objnum == OBJ_INDEX(Player_obj) ) {
5721 if ( ship_maybe_play_secondary_fail_sound(wip) ) {
5722 // HUD_sourced_printf(HUD_SOURCE_HIDDEN, "No %s missiles left in bank", Weapon_info[swp->secondary_bank_weapons[bank]].name);
5726 // TODO: AI switch secondary weapon / re-arm?
5728 goto done_secondary;
5731 int start_slot, end_slot;
5733 if ( shipp->flags & SF_SECONDARY_DUAL_FIRE ) {
5734 start_slot = swp->secondary_next_slot[bank];
5735 // AL 11-19-97: Ensure enough ammo remains when firing linked secondary weapons
5736 if ( check_ammo && (swp->secondary_bank_ammo[bank] < 2) ) {
5737 end_slot = start_slot;
5739 end_slot = start_slot+1;
5742 start_slot = swp->secondary_next_slot[bank];
5743 end_slot = start_slot;
5746 int pnt_index=start_slot;
5747 for ( j = start_slot; j <= end_slot; j++ ) {
5750 swp->secondary_next_slot[bank]++;
5751 if ( swp->secondary_next_slot[bank] > (num_slots-1) ){
5752 swp->secondary_next_slot[bank] = 0;
5755 if ( pnt_index >= num_slots ){
5758 pnt = po->missile_banks[bank].pnt[pnt_index++];
5759 vm_vec_unrotate(&missile_point, &pnt, &obj->orient);
5760 vm_vec_add(&firing_pos, &missile_point, &obj->pos);
5762 if ( Game_mode & GM_MULTIPLAYER ) {
5763 Assert( Weapon_info[weapon].subtype == WP_MISSILE );
5766 // create the weapon -- for multiplayer, the net_signature is assigned inside
5768 weapon_num = weapon_create( &firing_pos, &obj->orient, weapon, OBJ_INDEX(obj), 0, -1, aip->current_target_is_locked);
5769 weapon_set_tracking_info(weapon_num, OBJ_INDEX(obj), aip->target_objnum, aip->current_target_is_locked, aip->targeted_subsys);
5771 // create the muzzle flash effect
5772 shipfx_flash_create( obj, shipp, &pnt, &obj->orient.fvec, 0, weapon );
5775 if ( weapon_num != -1 )
5776 Demo_fire_secondary_requests++; // testing for demo
5779 swp->last_fired_weapon_index = weapon_num;
5780 swp->detonate_weapon_time = timestamp(500); // Can detonate 1/2 second later.
5781 if (weapon_num != -1) {
5782 swp->last_fired_weapon_signature = Objects[weapon_num].signature;
5785 // subtract the number of missiles fired
5786 if ( Weapon_energy_cheat == 0 ){
5787 swp->secondary_bank_ammo[bank]--;
5792 if ( obj == Player_obj ) {
5793 if ( Weapon_info[weapon].launch_snd != -1 ) {
5797 snd_play( &Snds[Weapon_info[weapon].launch_snd], 0.0f, 1.0f, SND_PRIORITY_MUST_PLAY );
5798 swp = &Player_ship->weapons;
5799 if (swp->current_secondary_bank >= 0) {
5800 wip = &Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]];
5801 if (Player_ship->flags & SF_SECONDARY_DUAL_FIRE){
5802 joy_ff_play_secondary_shoot((int) (wip->cargo_size * 2.0f));
5804 joy_ff_play_secondary_shoot((int) wip->cargo_size);
5810 if ( Weapon_info[weapon].launch_snd != -1 ) {
5811 snd_play_3d( &Snds[Weapon_info[weapon].launch_snd], &obj->pos, &View_position );
5818 // if I am the master of a multiplayer game, send a secondary fired packet along with the
5819 // first network signatures for the newly created weapons. if nothing got fired, send a failed
5821 if ( MULTIPLAYER_MASTER ) {
5822 Assert(starting_sig != 0);
5823 send_secondary_fired_packet( shipp, starting_sig, starting_bank_count, num_fired, allow_swarm );
5827 if (obj->flags & OF_PLAYER_SHIP) {
5828 // in multiplayer -- only the server needs to keep track of the stats. Call the cool
5829 // function to find the player given the object *. It had better return a valid player
5830 // or our internal structure as messed up.
5831 if( Game_mode & GM_MULTIPLAYER ) {
5832 if ( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {
5835 player_num = multi_find_player_by_object ( obj );
5836 Assert ( player_num != -1 );
5838 Net_players[player_num].player->stats.ms_shots_fired += num_fired;
5841 Player->stats.ms_shots_fired += num_fired;
5844 // maybe announce a shockwave weapon
5845 ai_maybe_announce_shockwave_weapon(obj, weapon);
5848 // AL 3-7-98: Move to next valid secondary bank if out of ammo
5849 if ( (obj->flags & OF_PLAYER_SHIP) && (swp->secondary_bank_ammo[bank] <= 0) ) {
5850 int fire_wait = (int)(Weapon_info[weapon].fire_wait * 1000.0f);
5851 if ( ship_select_next_valid_secondary_bank(swp) ) {
5852 swp->next_secondary_fire_stamp[swp->current_secondary_bank] = max(timestamp(250),timestamp(fire_wait)); // 1/4 second delay until can fire
5853 if ( obj == Player_obj ) {
5854 snd_play( &Snds[SND_SECONDARY_CYCLE] );
5862 // ------------------------------------------------------------------------------
5863 // ship_select_next_primary()
5865 // Return true if a new index gets selected.
5867 // parameters: objp => pointer to object for ship cycling primary
5868 // direction => forward == CYCLE_PRIMARY_NEXT, backward == CYCLE_PRIMARY_PREV
5870 // NOTE: This code can be called for any arbitrary ship. HUD messages and sounds are only used
5871 // for the player ship.
5872 int ship_select_next_primary(object *objp, int direction)
5877 Assert(objp != NULL);
5878 Assert(objp->type == OBJ_SHIP);
5879 Assert(objp->instance >= 0 && objp->instance < MAX_SHIPS);
5881 shipp = &Ships[objp->instance];
5882 swp = &shipp->weapons;
5884 Assert(direction == CYCLE_PRIMARY_NEXT || direction == CYCLE_PRIMARY_PREV);
5886 switch ( swp->num_primary_banks ) {
5889 if ( objp == Player_obj ) {
5890 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "This ship has no primary weapons", 490));
5891 gamesnd_play_error_beep();
5897 if ( objp == Player_obj ) {
5898 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "This ship has only one primary weapon: %s", 491),Weapon_info[swp->primary_bank_weapons[swp->current_primary_bank]].name, swp->current_primary_bank + 1);
5899 gamesnd_play_error_beep();
5905 if ( shipp->flags & SF_PRIMARY_LINKED ) {
5906 shipp->flags &= ~SF_PRIMARY_LINKED;
5907 if ( direction == CYCLE_PRIMARY_NEXT ) {
5908 swp->current_primary_bank = 0;
5910 swp->current_primary_bank = 1;
5913 switch ( swp->current_primary_bank ) {
5915 if ( direction == CYCLE_PRIMARY_NEXT ) {
5916 swp->current_primary_bank = 1;
5918 shipp->flags |= SF_PRIMARY_LINKED;
5923 if ( direction == CYCLE_PRIMARY_NEXT ) {
5924 shipp->flags |= SF_PRIMARY_LINKED;
5926 swp->current_primary_bank = 0;
5931 Int3(); // should never happen, get Alan if it does
5939 Int3(); // should never happen, get Alan if it does
5944 if ( objp == Player_obj ) {
5945 snd_play( &Snds[SND_PRIMARY_CYCLE], 0.0f );
5948 ship_primary_changed(shipp);
5952 // ------------------------------------------------------------------------------
5953 // ship_select_next_secondary() selects the next secondary bank with missles
5955 // returns: 1 => The secondary bank was switched
5956 // 0 => The secondary bank stayed the same
5958 // If a secondary bank has no missles left, it is skipped.
5960 // NOTE: This can be called for an arbitrary ship. HUD messages and sounds are only used
5961 // for the player ship.
5962 int ship_select_next_secondary(object *objp)
5964 Assert(objp != NULL);
5965 Assert(objp->type == OBJ_SHIP);
5966 Assert(objp->instance >= 0 && objp->instance < MAX_SHIPS);
5968 int original_bank, new_bank, i;
5972 shipp = &Ships[objp->instance];
5973 swp = &shipp->weapons;
5975 switch ( swp->num_secondary_banks ) {
5977 if ( objp == Player_obj ) {
5978 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "This ship has no secondary weapons", 492));
5979 gamesnd_play_error_beep();
5985 if ( objp == Player_obj ) {
5986 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "This ship has only one secondary weapon: %s", 493), Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]].name, swp->current_secondary_bank + 1);
5987 gamesnd_play_error_beep();
5994 Assert(swp->current_secondary_bank < swp->num_secondary_banks);
5995 original_bank = swp->current_secondary_bank;
5997 for ( i = 1; i < swp->num_secondary_banks; i++ ) {
5998 new_bank = (swp->current_secondary_bank+i) % swp->num_secondary_banks;
5999 if ( swp->secondary_bank_ammo[new_bank] <= 0 )
6001 swp->current_secondary_bank = new_bank;
6005 if ( swp->current_secondary_bank != original_bank ) {
6006 if ( objp == Player_obj ) {
6007 snd_play( &Snds[SND_SECONDARY_CYCLE], 0.0f );
6009 ship_secondary_changed(shipp);
6016 Int3(); // should never happen, get Alan if it does
6021 // If we've reached this point, must have failed
6025 // Stuff list of weapon indices for object *objp in list *outlist.
6026 // Return number of weapons in list.
6027 int get_available_secondary_weapons(object *objp, int *outlist, int *outbanklist)
6033 Assert(objp->type == OBJ_SHIP);
6034 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
6035 shipp = &Ships[objp->instance];
6037 for (i=0; i<shipp->weapons.num_secondary_banks; i++)
6038 if (shipp->weapons.secondary_bank_ammo[i]) {
6039 outbanklist[count] = i;
6040 outlist[count++] = shipp->weapons.secondary_bank_weapons[i];
6046 // Return the object index of the ship with name *name.
6047 int wing_name_lookup(char *name, int ignore_count)
6052 wing_limit = MAX_WINGS;
6054 wing_limit = num_wings;
6056 if (Fred_running || ignore_count ) { // current_count not used for Fred..
6057 for (i=0; i<wing_limit; i++)
6058 if (Wings[i].wave_count && !stricmp(Wings[i].name, name))
6062 for (i=0; i<wing_limit; i++)
6063 if (Wings[i].current_count && !stricmp(Wings[i].name, name))
6070 // this function is needed in addition to wing_name_lookup because it does a straight lookup without
6071 // caring about how many ships are in the wing, etc.
6072 int wing_lookup(char *name)
6075 for(idx=0;idx<num_wings;idx++)
6076 if(strcmp(Wings[idx].name,name)==0)
6082 // Return the index of Ship_info[].name that is *name.
6083 int ship_info_lookup(char *name)
6087 for (i=0; i < Num_ship_types; i++)
6088 if (!stricmp(name, Ship_info[i].name))
6094 // Return the index of Ship_info[].name which is the *base* ship of a ship copy
6095 int ship_info_base_lookup(int si_index)
6098 char name[NAME_LENGTH], *p;
6100 strcpy( name, Ship_info[si_index].name );
6101 p = strchr( name, '#' );
6102 Assert( p ); // get allender -- something bogus with ship copy
6105 i = ship_info_lookup( name );
6106 Assert( i != -1 ); // get allender -- there had better be a base ship!
6111 // Return the ship index of the ship with name *name.
6112 int ship_name_lookup(char *name, int inc_players)
6121 for (i=0; i<MAX_SHIPS; i++){
6122 if (Ships[i].objnum >= 0){
6123 if (Objects[Ships[i].objnum].type == OBJ_SHIP || (Objects[Ships[i].objnum].type == OBJ_START && inc_players)){
6124 if (!stricmp(name, Ships[i].ship_name)){
6135 int ship_type_name_lookup(char *name)
6144 // look through the Ship_type_names array
6145 for(idx=0; idx<MAX_SHIP_TYPE_COUNTS; idx++){
6146 if(!stricmp(name, Ship_type_names[idx])){
6155 // checks the (arrival & departure) state of a ship. Return values:
6156 // -1: has yet to arrive in mission
6157 // 0: is currently in mission
6158 // 1: has been destroyed, departed, or never existsed
6159 int ship_query_state(char *name)
6169 for (i=0; i<MAX_SHIPS; i++){
6170 if (Ships[i].objnum >= 0){
6171 if ((Objects[Ships[i].objnum].type == OBJ_SHIP) || (Objects[Ships[i].objnum].type == OBJ_START)){
6172 if (!stricmp(name, Ships[i].ship_name)){
6179 objp = GET_FIRST(&ship_arrival_list);
6180 while (objp != END_OF_LIST(&ship_arrival_list)) {
6181 if (!stricmp(name, objp->name)){
6185 objp = GET_NEXT(objp);
6191 // Note: This is not a general purpose routine.
6192 // It is specifically used for targeting.
6193 // It only returns a subsystem position if it has shields.
6194 // Return true/false for subsystem found/not found.
6195 // Stuff vector *pos with absolute position.
6196 // subsysp is a pointer to the subsystem.
6197 int get_subsystem_pos(vector *pos, object *objp, ship_subsys *subsysp)
6200 model_subsystem *psub;
6204 Assert(objp->type == OBJ_SHIP);
6205 shipp = &Ships[objp->instance];
6207 Assert ( subsysp != NULL );
6209 psub = subsysp->system_info;
6210 vm_copy_transpose_matrix(&m, &objp->orient);
6212 vm_vec_rotate(&pnt, &psub->pnt, &m);
6213 vm_vec_add2(&pnt, &objp->pos);
6222 //=================================================
6223 // Takes all the angle info from the ship structure and stuffs it
6224 // into the model data so that the model code has all the correct
6225 // angles and stuff that it needs. This is a poorly designed
6226 // system that should be re-engineered so that all the model functions
6227 // accept a list of angles and everyone passes them through, but
6228 // that would require some major code revision.
6229 // So, anytime you are using a model that has rotating parts, you
6230 // need to do a ship_model_start before any model_ functions are
6231 // called and a ship_model_stop after you're done. Even for
6232 // collision detection and stuff, not just rendering.
6233 // See John for details.
6235 void ship_model_start(object *objp)
6237 model_subsystem *psub;
6241 shipp = &Ships[objp->instance];
6243 // First clear all the angles in the model to zero
6244 model_clear_instance(shipp->modelnum);
6246 // Go through all subsystems and bash the model angles for all
6247 // the subsystems that need it.
6248 for ( pss = GET_FIRST(&shipp->subsys_list); pss != END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
6249 psub = pss->system_info;
6250 switch (psub->type) {
6251 case SUBSYSTEM_RADAR:
6252 case SUBSYSTEM_NAVIGATION:
6253 case SUBSYSTEM_COMMUNICATION:
6254 case SUBSYSTEM_UNKNOWN:
6255 case SUBSYSTEM_ENGINE:
6256 case SUBSYSTEM_SENSORS:
6257 case SUBSYSTEM_WEAPONS:
6258 case SUBSYSTEM_SOLAR:
6259 case SUBSYSTEM_GAS_COLLECT:
6260 case SUBSYSTEM_ACTIVATION:
6262 case SUBSYSTEM_TURRET:
6263 Assert( !(psub->flags & MSS_FLAG_ROTATES) ); // Turrets can't rotate!!! See John!
6266 Error(LOCATION, "Illegal subsystem type.\n");
6270 if ( psub->subobj_num > -1 ) {
6271 model_set_instance(shipp->modelnum, psub->subobj_num, &pss->submodel_info_1 );
6274 if ( (psub->subobj_num != psub->turret_gun_sobj) && (psub->turret_gun_sobj >-1) ) {
6275 model_set_instance(shipp->modelnum, psub->turret_gun_sobj, &pss->submodel_info_2 );
6281 //==========================================================
6282 // Clears all the instance specific stuff out of the model info
6283 void ship_model_stop(object *objp)
6287 shipp = &Ships[objp->instance];
6289 // Then, clear all the angles in the model to zero
6290 model_clear_instance(shipp->modelnum);
6294 //==========================================================
6295 // Finds the number of crew points in a ship
6296 int ship_find_num_crewpoints(object *objp)
6299 model_subsystem *psub;
6303 shipp = &Ships[objp->instance];
6305 // Go through all subsystems and record the model angles for all
6306 // the subsystems that need it.
6307 for ( pss = GET_FIRST(&shipp->subsys_list); pss != END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
6308 psub = pss->system_info;
6309 switch (psub->type) {
6310 case SUBSYSTEM_TURRET:
6311 if ( psub->flags & MSS_FLAG_CREWPOINT )
6312 n++; // fall through
6314 case SUBSYSTEM_RADAR:
6315 case SUBSYSTEM_NAVIGATION:
6316 case SUBSYSTEM_COMMUNICATION:
6317 case SUBSYSTEM_UNKNOWN:
6318 case SUBSYSTEM_ENGINE:
6319 case SUBSYSTEM_GAS_COLLECT:
6320 case SUBSYSTEM_ACTIVATION:
6323 Error(LOCATION, "Illegal subsystem type.\n");
6329 //==========================================================
6330 // Finds the number of turrets in a ship
6331 int ship_find_num_turrets(object *objp)
6334 model_subsystem *psub;
6338 shipp = &Ships[objp->instance];
6340 // Go through all subsystems and record the model angles for all
6341 // the subsystems that need it.
6342 for ( pss = GET_FIRST(&shipp->subsys_list); pss != END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
6343 psub = pss->system_info;
6344 switch (psub->type) {
6345 case SUBSYSTEM_TURRET:
6346 n++; // drop through
6348 case SUBSYSTEM_RADAR:
6349 case SUBSYSTEM_NAVIGATION:
6350 case SUBSYSTEM_COMMUNICATION:
6351 case SUBSYSTEM_UNKNOWN:
6352 case SUBSYSTEM_ENGINE:
6353 case SUBSYSTEM_GAS_COLLECT:
6354 case SUBSYSTEM_ACTIVATION:
6357 Error(LOCATION, "Illegal subsystem type.\n");
6363 // Modify the matrix orient by the slew angles a.
6364 void compute_slew_matrix(matrix *orient, angles *a)
6370 t1.h = 0.0f; t1.b = 0.0f;
6371 t2.p = 0.0f; t2.b = 0.0f;
6373 // put in p & b like normal
6374 vm_angles_2_matrix(&tmp, &t1 );
6375 vm_matrix_x_matrix( &tmp2, orient, &tmp);
6377 // Put in heading separately
6378 vm_angles_2_matrix(&tmp, &t2 );
6379 vm_matrix_x_matrix( orient, &tmp2, &tmp );
6381 vm_orthogonalize_matrix(orient);
6384 // calculates the eye position for this ship in the global reference frame. Uses the
6385 // view_positions array in the model. The 0th element is the noral viewing position.
6386 // the vector of the eye is returned in the parameter 'eye'. The orientation of the
6387 // eye is returned in orient. (NOTE: this is kind of bogus for now since non 0th element
6388 // eyes have no defined up vector)
6389 void ship_get_eye( vector *eye_pos, matrix *eye_orient, object *obj )
6396 shipp = &Ships[obj->instance];
6397 pm = model_get( shipp->modelnum );
6399 // check to be sure that we have a view eye to look at.....spit out nasty debug message
6400 if ( pm->n_view_positions == 0 ) {
6401 // nprintf (("Warning", "No eye position found for model %s. Find artist to get fixed.\n", pm->filename ));
6402 *eye_pos = obj->pos;
6403 *eye_orient = obj->orient;
6406 ep = &(pm->view_positions[0] );
6408 // eye points are stored in an array -- the normal viewing position for a ship is the current_eye_index
6410 model_find_world_point( eye_pos, &ep->pnt, shipp->modelnum, ep->parent, &obj->orient, &obj->pos );
6411 // if ( shipp->current_eye_index == 0 ) {
6412 *eye_orient = obj->orient;
6414 // model_find_world_dir( &vec, &ep->norm, shipp->modelnum, ep->parent, &obj->orient, &obj->pos );
6415 // kind of bogus, but use the objects uvec to avoid totally stupid looking behavior.
6416 // vm_vector_2_matrix(eye_orient,&vec,&obj->orient.uvec,NULL);
6419 // Modify the orientation based on head orientation.
6420 if ( Viewer_obj == obj ) {
6421 if ( Viewer_mode & VM_PADLOCK_ANY ) {
6422 player_get_padlock_orient(eye_orient);
6424 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
6429 // of attackers to make this decision.
6431 // NOTE: This function takes into account how many ships are attacking a subsystem, and will
6432 // prefer an ignored subsystem over a subsystem that is in line of sight, if the in-sight
6433 // subsystem is attacked by more than MAX_SUBSYS_ATTACKERS
6435 // sp => ship pointer to parent of subsystem
6436 // subsys_type => what kind of subsystem this is
6437 // attacker_pos => the world coords of the attacker of this subsystem
6439 // returns: pointer to subsystem if one found, NULL otherwise
6440 #define MAX_SUBSYS_ATTACKERS 3
6441 ship_subsys *ship_get_best_subsys_to_attack(ship *sp, int subsys_type, vector *attacker_pos)
6444 ship_subsys *best_in_sight_subsys, *lowest_attacker_subsys, *ss_return;
6445 int lowest_num_attackers, lowest_in_sight_attackers, num_attackers;
6449 lowest_in_sight_attackers = lowest_num_attackers = 1000;
6450 ss_return = best_in_sight_subsys = lowest_attacker_subsys = NULL;
6452 for (ss = GET_FIRST(&sp->subsys_list); ss != END_OF_LIST(&sp->subsys_list); ss = GET_NEXT(ss) ) {
6453 if ( (ss->system_info->type == subsys_type) && (ss->current_hits > 0) ) {
6455 // get world pos of subsystem
6456 vm_vec_unrotate(&gsubpos, &ss->system_info->pnt, &Objects[sp->objnum].orient);
6457 vm_vec_add2(&gsubpos, &Objects[sp->objnum].pos);
6459 // now find the number of ships attacking this subsystem by iterating through the ships list,
6460 // and checking if aip->targeted_subsys matches the subsystem we're checking
6462 sop = GET_FIRST(&Ship_obj_list);
6463 while(sop != END_OF_LIST(&Ship_obj_list)){
6464 if ( Ai_info[Ships[Objects[sop->objnum].instance].ai_index].targeted_subsys == ss ) {
6467 sop = GET_NEXT(sop);
6470 if ( num_attackers < lowest_num_attackers ) {
6471 lowest_num_attackers = num_attackers;
6472 lowest_attacker_subsys = ss;
6475 if ( ship_subsystem_in_sight(&Objects[sp->objnum], ss, attacker_pos, &gsubpos) ) {
6476 if ( num_attackers < lowest_in_sight_attackers ) {
6477 lowest_in_sight_attackers = num_attackers;
6478 best_in_sight_subsys = ss;
6484 if ( best_in_sight_subsys == NULL ) {
6485 // no subsystems are in sight, so return the subsystem with the lowest # of attackers
6486 ss_return = lowest_attacker_subsys;
6488 if ( lowest_in_sight_attackers > MAX_SUBSYS_ATTACKERS ) {
6489 ss_return = lowest_attacker_subsys;
6491 ss_return = best_in_sight_subsys;
6498 // function to return a pointer to the 'nth' ship_subsys structure in a ship's linked list
6500 // attacker_pos => world pos of attacker (default value NULL). If value is non-NULL, try
6501 // to select the best subsystem to attack of that type (using line-of-sight)
6502 // and based on the number of ships already attacking the subsystem
6503 ship_subsys *ship_get_indexed_subsys( ship *sp, int index, vector *attacker_pos )
6508 // first, special code to see if the index < 0. If so, we are looking for one of several possible
6509 // engines or one of several possible turrets. If we enter this if statement, we will always return
6514 subsys_type = -index;
6515 if ( sp->subsys_info[subsys_type].current_hits == 0.0f ) // if there are no hits, no subsystem to attack.
6518 if ( attacker_pos != NULL ) {
6519 ss = ship_get_best_subsys_to_attack(sp, subsys_type, attacker_pos);
6522 // next, scan the list of subsystems and search for the first subsystem of the particular
6523 // type which has > 0 hits remaining.
6524 for (ss = GET_FIRST(&sp->subsys_list); ss != END_OF_LIST(&sp->subsys_list); ss = GET_NEXT(ss) ) {
6525 if ( (ss->system_info->type == subsys_type) && (ss->current_hits > 0) )
6530 Int3(); // maybe we shouldn't get here, but with possible floating point rounding, I suppose we could
6536 ss = GET_FIRST(&sp->subsys_list);
6537 while ( ss != END_OF_LIST( &sp->subsys_list ) ) {
6538 if ( count == index )
6541 ss = GET_NEXT( ss );
6543 Int3(); // get allender -- turret ref didn't fixup correctly!!!!
6547 // Given a pointer to a subsystem and an associated object, return the index.
6548 int ship_get_index_from_subsys(ship_subsys *ssp, int objnum, int error_bypass)
6557 Assert(objnum >= 0);
6558 Assert(Objects[objnum].instance >= 0);
6560 shipp = &Ships[Objects[objnum].instance];
6563 ss = GET_FIRST(&shipp->subsys_list);
6564 while ( ss != END_OF_LIST( &shipp->subsys_list ) ) {
6568 ss = GET_NEXT( ss );
6570 if ( !error_bypass )
6571 Int3(); // get allender -- turret ref didn't fixup correctly!!!!
6576 // function which returns the index number of the ship_subsys parameter
6577 int ship_get_subsys_index(ship *sp, char *ss_name, int error_bypass)
6583 ss = GET_FIRST(&sp->subsys_list);
6584 while ( ss != END_OF_LIST( &sp->subsys_list ) ) {
6585 if ( !stricmp(ss->system_info->subobj_name, ss_name) )
6588 ss = GET_NEXT( ss );
6597 // routine to return the strength of a subsystem. We keep a total hit tally for all subsystems
6598 // which are similar (i.e. a total for all engines). These routines will return a number between
6599 // 0.0 and 1.0 which is the relative combined strength of the given subsystem type. The number
6600 // calculated for the engines is slightly different. Once an engine reaches < 15% of it's hits, it's
6601 // output drops to that %. A dead engine has no output.
6602 float ship_get_subsystem_strength( ship *shipp, int type )
6607 Assert ( (type >= 0) && (type < SUBSYSTEM_MAX) );
6608 if ( shipp->subsys_info[type].total_hits == 0.0f )
6611 // For a dying ship, all subsystem strengths are zero.
6612 if (Objects[shipp->objnum].hull_strength <= 0.0f)
6615 strength = shipp->subsys_info[type].current_hits / shipp->subsys_info[type].total_hits;
6617 if ( strength == 0.0f ) // short circuit 0
6620 if ( (type == SUBSYSTEM_ENGINE) && (strength < 1.0f) ) {
6624 ssp = GET_FIRST(&shipp->subsys_list);
6625 while ( ssp != END_OF_LIST( &shipp->subsys_list ) ) {
6627 if ( ssp->system_info->type == SUBSYSTEM_ENGINE ) {
6630 ratio = ssp->current_hits / ssp->system_info->max_hits;
6631 if ( ratio < ENGINE_MIN_STR )
6632 ratio = ENGINE_MIN_STR;
6636 ssp = GET_NEXT( ssp );
6638 strength = percent / (float)shipp->subsys_info[type].num;
6644 // set the strength of a subsystem on a given ship. The strength passed as a
6645 // parameter is between 0.0 and 1.0
6647 // NOTE: this function was made to be called by the debug function dcf_set_subsys(). If
6648 // you want to use this, be sure that you test it for all cases.
6649 void ship_set_subsystem_strength( ship *shipp, int type, float strength )
6651 float total_current_hits, diff;
6654 Assert ( (type >= 0) && (type < SUBSYSTEM_MAX) );
6655 if ( shipp->subsys_info[type].total_hits == 0.0f )
6658 total_current_hits = 0.0f;
6659 ssp = GET_FIRST(&shipp->subsys_list);
6660 while ( ssp != END_OF_LIST( &shipp->subsys_list ) ) {
6662 if ( ssp->system_info->type == type ) {
6663 ssp->current_hits = strength * ssp->system_info->max_hits;
6664 total_current_hits += ssp->current_hits;
6666 ssp = GET_NEXT( ssp );
6669 // update the objects integrity, needed since we've bashed the strength of a subsysem
6670 diff = total_current_hits - shipp->subsys_info[type].current_hits;
6671 Objects[shipp->objnum].hull_strength += diff;
6672 // fix up the shipp->subsys_info[type] current_hits value
6673 shipp->subsys_info[type].current_hits = total_current_hits;
6676 #define SHIELD_REPAIR_RATE 0.20f // Percent of shield repaired per second.
6677 #define HULL_REPAIR_RATE 0.15f // Percent of hull repaired per second.
6678 #define SUBSYS_REPAIR_RATE 0.10f // Percent of subsystems repaired per second.
6680 // ==================================================================================
6681 // ship_do_rearm_frame()
6683 // function to rearm a ship. This function gets called from the ai code ai_do_rearm_frame (or
6684 // some function of a similar name). Returns 1 when ship is fully repaired and rearmed, 0 otherwise
6687 #define REARM_NUM_MISSILES_PER_BATCH 4 // how many missiles are dropped in per load sound
6689 int ship_do_rearm_frame( object *objp, float frametime )
6691 int i, banks_full, subsys_type, subsys_all_ok;
6692 float shield_str, repair_delta, repair_allocated;
6699 shipp = &Ships[objp->instance];
6700 swp = &shipp->weapons;
6701 sip = &Ship_info[shipp->ship_info_index];
6702 aip = &Ai_info[shipp->ai_index];
6704 // AL 10-31-97: Add missing primary weapons to the ship. This is required since designers
6705 // want to have ships that start with no primaries, but can get them through
6707 if ( swp->num_primary_banks < sip->num_primary_banks ) {
6708 for ( i = swp->num_primary_banks; i < sip->num_primary_banks; i++ ) {
6709 swp->primary_bank_weapons[i] = sip->primary_bank_weapons[i];
6711 swp->num_primary_banks = sip->num_primary_banks;
6714 // AL 12-30-97: Repair broken warp drive
6715 if ( shipp->flags & SF_WARP_BROKEN ) {
6716 // TODO: maybe do something here like informing player warp is fixed?
6717 shipp->flags &= ~SF_WARP_BROKEN;
6720 // AL 1-16-97: Replenish countermeasures
6721 shipp->cmeasure_count = sip->cmeasure_max;
6723 // Do shield repair here
6724 if ( !(objp->flags & OF_NO_SHIELDS) ) {
6725 shield_str = get_shield_strength(objp);
6726 if ( shield_str < sip->shields ) {
6727 if ( objp == Player_obj ) {
6728 player_maybe_start_repair_sound();
6730 shield_str += sip->shields * frametime * SHIELD_REPAIR_RATE;
6731 if ( shield_str > sip->shields ) {
6732 shield_str = sip->shields;
6734 set_shield_strength(objp, shield_str);
6738 // Repair the ship integrity (subsystems + hull). This works by applying the repair points
6739 // to the subsystems. Ships integrity is stored is objp->hull_strength, so that always is
6740 // incremented by repair_allocated
6741 repair_allocated = sip->initial_hull_strength * frametime * HULL_REPAIR_RATE;
6744 AL 11-24-97: remove increase to hull integrity
6746 objp->hull_strength += repair_allocated;
6747 if ( objp->hull_strength > sip->initial_hull_strength ) {
6748 repair_allocated -= ( sip->initial_hull_strength - objp->hull_strength);
6749 objp->hull_strength = sip->initial_hull_strength;
6753 // check the subsystems of the ship.
6755 ssp = GET_FIRST(&shipp->subsys_list);
6756 while ( ssp != END_OF_LIST( &shipp->subsys_list ) ) {
6758 if ( ssp->current_hits < ssp->system_info->max_hits && repair_allocated > 0 ) {
6760 subsys_type = ssp->system_info->type;
6762 if ( objp == Player_obj ) {
6763 player_maybe_start_repair_sound();
6766 repair_delta = ssp->system_info->max_hits - ssp->current_hits;
6767 if ( repair_delta > repair_allocated ) {
6768 repair_delta = repair_allocated;
6770 repair_allocated -= repair_delta;
6771 Assert(repair_allocated >= 0.0f);
6773 // add repair to current strength of single subsystem
6774 ssp->current_hits += repair_delta;
6775 if ( ssp->current_hits > ssp->system_info->max_hits ) {
6776 ssp->current_hits = ssp->system_info->max_hits;
6779 // add repair to aggregate strength of subsystems of that type
6780 shipp->subsys_info[subsys_type].current_hits += repair_delta;
6781 if ( shipp->subsys_info[subsys_type].current_hits > shipp->subsys_info[subsys_type].total_hits )
6782 shipp->subsys_info[subsys_type].current_hits = shipp->subsys_info[subsys_type].total_hits;
6784 if ( ssp->current_hits > ssp->system_info->max_hits )
6785 ssp->current_hits = ssp->system_info->max_hits;
6787 // check to see if this subsystem was totally non functional before -- if so, then
6789 if ( (ssp->system_info->type == SUBSYSTEM_ENGINE) && (shipp->flags & SF_DISABLED) ) {
6790 shipp->flags &= ~SF_DISABLED;
6791 ship_reset_disabled_physics(objp, shipp->ship_info_index);
6795 ssp = GET_NEXT( ssp );
6798 // now deal with rearming the player. All secondary weapons have a certain rate at which
6799 // they can be rearmed. We can rearm multiple banks at once.
6801 if ( subsys_all_ok ) {
6802 for (i = 0; i < swp->num_secondary_banks; i++ ) {
6803 if ( swp->secondary_bank_ammo[i] < swp->secondary_bank_start_ammo[i] ) {
6806 if ( objp == Player_obj ) {
6807 hud_gauge_popup_start(HUD_WEAPONS_GAUGE);
6810 if ( timestamp_elapsed(swp->secondary_bank_rearm_time[i]) ) {
6812 // Have to do some gymnastics to play the sound effects properly. There is a
6813 // one time sound effect which is the missile loading start, then for each missile
6814 // loaded there is a sound effect. These are only played for the player.
6816 rearm_time = Weapon_info[swp->secondary_bank_weapons[i]].rearm_rate;
6817 if ( aip->rearm_first_missile == TRUE ) {
6821 swp->secondary_bank_rearm_time[i] = timestamp( (int)(rearm_time * 1000.f) );
6823 // Acutal loading of missiles is preceded by a sound effect which is the missile
6824 // loading equipment moving into place
6825 if ( aip->rearm_first_missile == TRUE ) {
6826 snd_play_3d( &Snds[SND_MISSILE_START_LOAD], &objp->pos, &View_position );
6827 aip->rearm_first_missile = FALSE;
6830 snd_play_3d( &Snds[SND_MISSILE_LOAD], &objp->pos, &View_position );
6831 if (objp == Player_obj)
6832 joy_ff_play_reload_effect();
6834 swp->secondary_bank_ammo[i] += REARM_NUM_MISSILES_PER_BATCH;
6835 if ( swp->secondary_bank_ammo[i] > swp->secondary_bank_start_ammo[i] )
6836 swp->secondary_bank_ammo[i] = swp->secondary_bank_start_ammo[i];
6843 } // end if (subsys_all_ok)
6845 if ( banks_full == swp->num_secondary_banks ) {
6846 aip->rearm_first_missile = TRUE;
6849 int shields_full = 0;
6850 if ( (objp->flags & OF_NO_SHIELDS) ) {
6853 if ( get_shield_strength(objp) >= sip->shields )
6857 // return 1 if at end of subsystem list, hull damage at 0, and shields full and all secondary banks full.
6858 // if ( ((ssp = END_OF_LIST(&shipp->subsys_list)) != NULL )&&(objp->hull_strength == sip->initial_hull_strength)&&(shields_full) ) {
6859 if ( subsys_all_ok && shields_full ) {
6861 if ( objp == Player_obj ) {
6862 player_stop_repair_sound();
6865 if (!aip->rearm_release_delay)
6866 aip->rearm_release_delay = timestamp(1200);
6868 if ( banks_full == swp->num_secondary_banks ) {
6870 if ( timestamp_elapsed(aip->rearm_release_delay) )
6874 aip->rearm_release_delay = timestamp(1200);
6881 // function which is used to find a repair ship to repair requester_obj. the way repair ships will work
6883 // if repair ship present and available, return pointer to that object.
6884 // If repair ship present and busy, possibly return that object if he can satisfy the request soon enough.
6885 // If repair ship present and busy and cannot satisfy request, return NULL to warp a new one in if below max number
6886 // if no repair ship present, return NULL to force a new one to be warped in.
6887 #define MAX_SUPPORT_SHIPS_PER_TEAM 1
6889 object *ship_find_repair_ship( object *requester_obj )
6892 ship *requester_ship;
6893 int num_support_ships, num_available_support_ships;
6894 float min_dist = 99999.0f;
6895 object *nearest_support_ship = NULL;
6896 int support_ships[MAX_SUPPORT_SHIPS_PER_TEAM];
6898 Assert(requester_obj->type == OBJ_SHIP);
6899 Assert((requester_obj->instance >= 0) && (requester_obj->instance < MAX_OBJECTS));
6901 // if support ships are not allowed, then no support ship can repair!
6902 if ( !is_support_allowed(requester_obj) )
6905 num_support_ships = 0;
6906 num_available_support_ships = 0;
6908 requester_ship = &Ships[requester_obj->instance];
6909 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
6910 if ((objp->type == OBJ_SHIP) && !(objp->flags & OF_SHOULD_BE_DEAD)) {
6915 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
6917 shipp = &Ships[objp->instance];
6918 sip = &Ship_info[shipp->ship_info_index];
6920 if ( shipp->team != requester_ship->team )
6923 if ( !(sip->flags & SIF_SUPPORT) )
6926 // don't deal with dying support ships
6927 if ( shipp->flags & (SF_DYING | SF_DEPARTING) )
6930 dist = vm_vec_dist_quick(&objp->pos, &requester_obj->pos);
6931 support_ships[num_support_ships] = objp-Objects;
6933 if (!(Ai_info[shipp->ai_index].ai_flags & AIF_REPAIRING)) {
6934 num_available_support_ships++;
6935 if (dist < min_dist) {
6937 nearest_support_ship = objp;
6941 if ( num_support_ships >= MAX_SUPPORT_SHIPS_PER_TEAM ) {
6942 mprintf(("Why is there more than %d support ships in this mission?\n",MAX_SUPPORT_SHIPS_PER_TEAM));
6945 support_ships[num_support_ships] = OBJ_INDEX(objp);
6946 num_support_ships++;
6951 if (nearest_support_ship != NULL)
6952 return nearest_support_ship;
6953 else if (num_support_ships >= MAX_SUPPORT_SHIPS_PER_TEAM) {
6954 Assert(&Objects[support_ships[0]] != NULL);
6955 return &Objects[support_ships[0]];
6957 Assert(num_support_ships < MAX_SUPPORT_SHIPS_PER_TEAM);
6964 // -------------------------------------------------------------------------------------------------
6967 // called in game_shutdown() to free malloced memory
6969 // NOTE: do not call this function. It is only called from game_shutdown()
6974 for (i=0; i<MAX_SHIPS; i++ ) {
6975 if ( Ships[i].shield_integrity != NULL && Ships[i].objnum != -1 ) {
6976 free( Ships[i].shield_integrity );
6977 Ships[i].shield_integrity = NULL;
6981 // free memory alloced for subsystem storage
6982 for ( i = 0; i < Num_ship_types; i++ ) {
6983 if ( Ship_info[i].subsystems != NULL ) {
6984 free(Ship_info[i].subsystems);
6989 // -------------------------------------------------------------------------------------------------
6990 // ship_assign_sound()
6992 // Assign object-linked sound to a particular ship
6994 void ship_assign_sound(ship *sp)
6999 ship_subsys *moveup;
7001 Assert( sp->objnum >= 0 );
7005 objp = &Objects[sp->objnum];
7006 sip = &Ship_info[sp->ship_info_index];
7008 if ( sip->engine_snd != -1 ) {
7009 vm_vec_copy_scale(&engine_pos, &objp->orient.fvec, -objp->radius/2.0f);
7011 obj_snd_assign(sp->objnum, sip->engine_snd, &engine_pos, 1);
7014 // if he's got any specific engine subsystems. go for it.
7015 moveup = GET_FIRST(&sp->subsys_list);
7016 while(moveup != END_OF_LIST(&sp->subsys_list)){
7017 // check the name of the subsystem
7018 if(strstr(moveup->system_info->name, "enginelarge")){
7019 obj_snd_assign(sp->objnum, SND_ENGINE_LOOP_LARGE, &moveup->system_info->pnt, 0);
7020 } else if(strstr(moveup->system_info->name, "enginehuge")){
7021 obj_snd_assign(sp->objnum, SND_ENGINE_LOOP_HUGE, &moveup->system_info->pnt, 0);
7025 moveup = GET_NEXT(moveup);
7029 // -------------------------------------------------------------------------------------------------
7030 // ship_assign_sound_all()
7032 // Assign object-linked sounds to all ships currently in the obj_used_list
7034 void ship_assign_sound_all()
7037 int idx, has_sounds;
7039 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
7040 if ( objp->type == OBJ_SHIP && Player_obj != objp) {
7043 // check to make sure this guy hasn't got sounds already assigned to him
7044 for(idx=0; idx<MAX_OBJECT_SOUNDS; idx++){
7045 if(objp->objsnd_num[idx] != -1){
7052 // actually assign the sound
7054 ship_assign_sound(&Ships[objp->instance]);
7061 // ---------------------------------------------------------------------------------------
7064 // Debug console function to set the shield for the player ship
7066 DCF(set_shield,"Change player ship shield strength")
7070 sip = &Ship_info[Ships[Player_obj->instance].ship_info_index];
7072 dc_get_arg(ARG_FLOAT|ARG_NONE);
7074 if ( Dc_arg_type & ARG_FLOAT ) {
7075 if ( Dc_arg_float < 0 )
7076 Dc_arg_float = 0.0f;
7077 if ( Dc_arg_float > 1.0 )
7078 Dc_arg_float = 1.0f;
7079 set_shield_strength(Player_obj, Dc_arg_float * sip->shields);
7080 dc_printf("Shields set to %.2f\n", get_shield_strength(Player_obj) );
7085 dc_printf ("Usage: set_shield [num]\n");
7086 dc_printf ("[num] -- shield percentage 0.0 -> 1.0 of max\n");
7087 dc_printf ("with no parameters, displays shield strength\n");
7092 dc_printf( "Shields are currently %.2f", get_shield_strength(Player_obj) );
7096 // ---------------------------------------------------------------------------------------
7099 // Debug console function to set the hull for the player ship
7101 DCF(set_hull, "Change player ship hull strength")
7105 sip = &Ship_info[Ships[Player_obj->instance].ship_info_index];
7107 dc_get_arg(ARG_FLOAT|ARG_NONE);
7109 if ( Dc_arg_type & ARG_FLOAT ) {
7110 if ( Dc_arg_float < 0 )
7111 Dc_arg_float = 0.0f;
7112 if ( Dc_arg_float > 1.0 )
7113 Dc_arg_float = 1.0f;
7114 Player_obj->hull_strength = Dc_arg_float * sip->initial_hull_strength;
7115 dc_printf("Hull set to %.2f\n", Player_obj->hull_strength );
7120 dc_printf ("Usage: set_hull [num]\n");
7121 dc_printf ("[num] -- hull percentage 0.0 -> 1.0 of max\n");
7122 dc_printf ("with no parameters, displays hull strength\n");
7127 dc_printf( "Hull is currently %.2f", Player_obj->hull_strength );
7131 // ---------------------------------------------------------------------------------------
7134 // Debug console function to set the strength of a particular subsystem
7137 DCF(set_subsys, "Set the strength of a particular subsystem on player ship" )
7140 dc_get_arg(ARG_STRING);
7141 if ( !stricmp( Dc_arg, "weapons" )) {
7142 dc_get_arg(ARG_FLOAT);
7143 if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) {
7146 ship_set_subsystem_strength( Player_ship, SUBSYSTEM_WEAPONS, Dc_arg_float );
7148 } else if ( !stricmp( Dc_arg, "engine" )) {
7149 dc_get_arg(ARG_FLOAT);
7150 if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) {
7153 ship_set_subsystem_strength( Player_ship, SUBSYSTEM_ENGINE, Dc_arg_float );
7154 if ( Dc_arg_float < ENGINE_MIN_STR ) {
7155 Player_ship->flags |= SF_DISABLED; // add the disabled flag
7157 Player_ship->flags &= (~SF_DISABLED); // add the disabled flag
7160 } else if ( !stricmp( Dc_arg, "sensors" )) {
7161 dc_get_arg(ARG_FLOAT);
7162 if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) {
7165 ship_set_subsystem_strength( Player_ship, SUBSYSTEM_SENSORS, Dc_arg_float );
7167 } else if ( !stricmp( Dc_arg, "communication" )) {
7168 dc_get_arg(ARG_FLOAT);
7169 if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) {
7172 ship_set_subsystem_strength( Player_ship, SUBSYSTEM_COMMUNICATION, Dc_arg_float );
7174 } else if ( !stricmp( Dc_arg, "navigation" )) {
7175 dc_get_arg(ARG_FLOAT);
7176 if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) {
7179 ship_set_subsystem_strength( Player_ship, SUBSYSTEM_NAVIGATION, Dc_arg_float );
7181 } else if ( !stricmp( Dc_arg, "radar" )) {
7182 dc_get_arg(ARG_FLOAT);
7183 if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) {
7186 ship_set_subsystem_strength( Player_ship, SUBSYSTEM_RADAR, Dc_arg_float );
7195 dc_printf( "Usage: set_subsys type X\nWhere X is value between 0 and 1.0, and type can be:\n" );
7196 dc_printf( "weapons\n" );
7197 dc_printf( "engine\n" );
7198 dc_printf( "sensors\n" );
7199 dc_printf( "communication\n" );
7200 dc_printf( "navigation\n" );
7201 dc_printf( "radar\n" );
7202 Dc_status = 0; // don't print status if help is printed. Too messy.
7207 // console function to toggle whether auto-repair for subsystems is active
7209 DCF_BOOL( auto_repair, Ship_auto_repair );
7212 // two functions to keep track of counting ships of particular types. Maybe we should be rolling this
7213 // thing into the stats section?? The first function adds a ship of a particular type to the overall
7214 // count of ships of that type (called from MissionParse.cpp). The second function adds to the kill total
7215 // of ships of a particular type. Note that we use the ship_info flags structure member to determine
7216 // what is happening.
7217 void ship_add_ship_type_count( int ship_info_flag, int num )
7219 if ( ship_info_flag & SIF_CARGO )
7220 Ship_counts[SHIP_TYPE_CARGO].total += num;
7221 else if ( (ship_info_flag & SIF_FIGHTER) || (ship_info_flag & SIF_BOMBER) )
7222 Ship_counts[SHIP_TYPE_FIGHTER_BOMBER].total += num;
7223 else if ( ship_info_flag & SIF_CRUISER )
7224 Ship_counts[SHIP_TYPE_CRUISER].total += num;
7225 else if ( ship_info_flag & SIF_CORVETTE )
7226 Ship_counts[SHIP_TYPE_CORVETTE].total += num;
7227 else if ( ship_info_flag & SIF_GAS_MINER )
7228 Ship_counts[SHIP_TYPE_GAS_MINER].total += num;
7229 else if ( ship_info_flag & SIF_AWACS )
7230 Ship_counts[SHIP_TYPE_AWACS].total += num;
7231 else if ( ship_info_flag & SIF_FREIGHTER )
7232 Ship_counts[SHIP_TYPE_FREIGHTER].total += num;
7233 else if ( ship_info_flag & SIF_CAPITAL )
7234 Ship_counts[SHIP_TYPE_CAPITAL].total += num;
7235 else if ( ship_info_flag & SIF_TRANSPORT )
7236 Ship_counts[SHIP_TYPE_TRANSPORT].total += num;
7237 else if ( ship_info_flag & SIF_SUPPORT )
7238 Ship_counts[SHIP_TYPE_REPAIR_REARM].total += num;
7239 else if ( ship_info_flag & SIF_NO_SHIP_TYPE )
7240 Ship_counts[SHIP_TYPE_NONE].total += num;
7241 else if ( ship_info_flag & SIF_NAVBUOY ) {
7242 Ship_counts[SHIP_TYPE_NAVBUOY].total += num;
7243 } else if ( ship_info_flag & SIF_SENTRYGUN ) {
7244 Ship_counts[SHIP_TYPE_SENTRYGUN].total += num;
7245 } else if ( ship_info_flag & SIF_ESCAPEPOD ) {
7246 Ship_counts[SHIP_TYPE_ESCAPEPOD].total += num;
7247 } else if ( ship_info_flag & SIF_SUPERCAP ) {
7248 Ship_counts[SHIP_TYPE_SUPERCAP].total += num;
7249 } else if ( ship_info_flag & SIF_DRYDOCK ) {
7250 Ship_counts[SHIP_TYPE_DRYDOCK].total += num;
7251 } else if ( ship_info_flag & SIF_KNOSSOS_DEVICE){
7252 Ship_counts[SHIP_TYPE_KNOSSOS_DEVICE].total += num;
7255 Int3(); //get allender -- unknown ship type
7258 void ship_add_ship_type_kill_count( int ship_info_flag )
7260 if ( ship_info_flag & SIF_CARGO )
7261 Ship_counts[SHIP_TYPE_CARGO].killed++;
7262 else if ( (ship_info_flag & SIF_FIGHTER) || (ship_info_flag & SIF_BOMBER) )
7263 Ship_counts[SHIP_TYPE_FIGHTER_BOMBER].killed++;
7264 else if ( ship_info_flag & SIF_CRUISER )
7265 Ship_counts[SHIP_TYPE_CRUISER].killed++;
7266 else if ( ship_info_flag & SIF_CORVETTE )
7267 Ship_counts[SHIP_TYPE_CORVETTE].killed++;
7268 else if ( ship_info_flag & SIF_AWACS )
7269 Ship_counts[SHIP_TYPE_AWACS].killed++;
7270 else if ( ship_info_flag & SIF_GAS_MINER )
7271 Ship_counts[SHIP_TYPE_GAS_MINER].killed++;
7272 else if ( ship_info_flag & SIF_FREIGHTER )
7273 Ship_counts[SHIP_TYPE_FREIGHTER].killed++;
7274 else if ( ship_info_flag & SIF_CAPITAL )
7275 Ship_counts[SHIP_TYPE_CAPITAL].killed++;
7276 else if ( ship_info_flag & SIF_TRANSPORT )
7277 Ship_counts[SHIP_TYPE_TRANSPORT].killed++;
7278 else if ( ship_info_flag & SIF_SUPPORT )
7279 Ship_counts[SHIP_TYPE_REPAIR_REARM].killed++;
7280 else if ( ship_info_flag & SIF_SENTRYGUN )
7281 Ship_counts[SHIP_TYPE_SENTRYGUN].killed++;
7282 else if ( ship_info_flag & SIF_ESCAPEPOD )
7283 Ship_counts[SHIP_TYPE_ESCAPEPOD].killed++;
7284 else if ( ship_info_flag & SIF_NO_SHIP_TYPE )
7285 Ship_counts[SHIP_TYPE_NONE].killed++;
7286 else if ( ship_info_flag & SIF_SUPERCAP )
7287 Ship_counts[SHIP_TYPE_SUPERCAP].killed++;
7288 else if ( ship_info_flag & SIF_DRYDOCK )
7289 Ship_counts[SHIP_TYPE_DRYDOCK].killed++;
7290 else if ( ship_info_flag & SIF_KNOSSOS_DEVICE )
7291 Ship_counts[SHIP_TYPE_KNOSSOS_DEVICE].killed++;
7293 Int3(); //get allender -- unknown ship type
7296 int ship_query_general_type(int ship)
7298 return ship_query_general_type(&Ships[ship]);
7301 int ship_query_general_type(ship *shipp)
7305 flags = Ship_info[shipp->ship_info_index].flags;
7306 switch (flags & SIF_ALL_SHIP_TYPES) {
7308 return SHIP_TYPE_CARGO;
7312 return SHIP_TYPE_FIGHTER_BOMBER;
7315 return SHIP_TYPE_CRUISER;
7318 return SHIP_TYPE_FREIGHTER;
7321 return SHIP_TYPE_CAPITAL;
7324 return SHIP_TYPE_TRANSPORT;
7326 case SIF_NO_SHIP_TYPE:
7327 return SHIP_TYPE_NONE;
7330 return SHIP_TYPE_REPAIR_REARM;
7333 return SHIP_TYPE_NAVBUOY;
7336 return SHIP_TYPE_SENTRYGUN;
7339 return SHIP_TYPE_ESCAPEPOD;
7342 return SHIP_TYPE_SUPERCAP;
7345 return SHIP_TYPE_DRYDOCK;
7348 return SHIP_TYPE_CORVETTE;
7351 return SHIP_TYPE_AWACS;
7354 return SHIP_TYPE_GAS_MINER;
7356 case SIF_KNOSSOS_DEVICE:
7357 return SHIP_TYPE_KNOSSOS_DEVICE;
7360 Error(LOCATION, "Ship type flag is unknown. Flags value is 0x%x", flags);
7361 return SHIP_TYPE_NONE;
7364 // returns true if the docker can (is allowed) to dock with dockee
7365 int ship_docking_valid(int docker, int dockee)
7367 int docker_type, dockee_type;
7369 Assert(docker >= 0 && docker < MAX_SHIPS);
7370 Assert(dockee >= 0 && dockee < MAX_SHIPS);
7371 docker_type = ship_query_general_type(docker);
7372 dockee_type = ship_query_general_type(dockee);
7374 // escape pods can dock with transports, freighters, cruisers.
7375 if ( docker_type == SHIP_TYPE_ESCAPEPOD ) {
7376 if ( (dockee_type == SHIP_TYPE_TRANSPORT) || (dockee_type == SHIP_TYPE_CRUISER) || (dockee_type == SHIP_TYPE_FREIGHTER) || (dockee_type == SHIP_TYPE_DRYDOCK) || (dockee_type == SHIP_TYPE_CORVETTE) || (dockee_type == SHIP_TYPE_GAS_MINER) || (dockee_type == SHIP_TYPE_AWACS)){
7381 // docket == freighter
7382 if (docker_type == SHIP_TYPE_FREIGHTER) {
7383 if ( (dockee_type == SHIP_TYPE_CARGO) || (dockee_type == SHIP_TYPE_CRUISER) || (dockee_type == SHIP_TYPE_CAPITAL) || (dockee_type == SHIP_TYPE_SUPERCAP) || (dockee_type == SHIP_TYPE_DRYDOCK) || (dockee_type == SHIP_TYPE_CORVETTE) || (dockee_type == SHIP_TYPE_GAS_MINER) || (dockee_type == SHIP_TYPE_AWACS)){
7388 // docker == cruiser
7389 if ( (docker_type == SHIP_TYPE_CRUISER) || (docker_type == SHIP_TYPE_CORVETTE) || (docker_type == SHIP_TYPE_GAS_MINER) || (docker_type == SHIP_TYPE_AWACS)){
7390 if ( (dockee_type == SHIP_TYPE_CARGO) || (dockee_type == SHIP_TYPE_CRUISER) || (dockee_type == SHIP_TYPE_CAPITAL) || (dockee_type == SHIP_TYPE_SUPERCAP) || (dockee_type == SHIP_TYPE_DRYDOCK) || (dockee_type == SHIP_TYPE_CORVETTE) || (dockee_type == SHIP_TYPE_GAS_MINER) || (dockee_type == SHIP_TYPE_AWACS)){
7395 if (docker_type == SHIP_TYPE_TRANSPORT) {
7396 if ( (dockee_type == SHIP_TYPE_CARGO) || (dockee_type == SHIP_TYPE_CRUISER)
7397 || (dockee_type == SHIP_TYPE_FREIGHTER) || (dockee_type == SHIP_TYPE_TRANSPORT)
7398 || (dockee_type == SHIP_TYPE_CAPITAL) || (dockee_type == SHIP_TYPE_ESCAPEPOD)
7399 || (dockee_type == SHIP_TYPE_SUPERCAP) || (dockee_type == SHIP_TYPE_DRYDOCK) || (dockee_type == SHIP_TYPE_CORVETTE) || (dockee_type == SHIP_TYPE_GAS_MINER) || (dockee_type == SHIP_TYPE_AWACS)){
7404 if (docker_type == SHIP_TYPE_REPAIR_REARM) {
7405 if ((dockee_type == SHIP_TYPE_FIGHTER_BOMBER) || (dockee_type == SHIP_TYPE_STEALTH)){
7413 // function to return a random ship in a starting player wing. Returns -1 if a suitable
7414 // one cannot be found
7415 // input: max_dist => OPTIONAL PARAMETER (default value 0.0f) max range ship can be from player
7416 // input: persona => OPTIONAL PARAMETER (default to -1) which persona to get
7417 int ship_get_random_player_wing_ship( int flags, float max_dist, int persona_index, int get_first, int multi_team )
7419 int i, j, ship_index, count;
7420 int slist[MAX_SHIPS_PER_WING * MAX_STARTING_WINGS], which_one;
7422 // iterate through starting wings of player. Add ship indices of ships which meet
7425 for (i = 0; i < num_wings; i++ ) {
7431 if(multi_team >= 0){
7432 if(!stricmp(Wings[i].name, multi_team == 0 ? "alpha" : "zeta")){
7438 // first check for a player starting wing (alpha, beta, gamma)
7439 for ( j = 0; j < MAX_PLAYER_WINGS; j++ ) {
7440 if ( i == Starting_wings[j] ) {
7446 // if not found, the delta and epsilon count too
7447 if ( wingnum == -1 ) {
7448 if ( !stricmp(Wings[i].name, NOX("delta")) || !stricmp(Wings[i].name, NOX("epsilon")) ) {
7453 if ( wingnum == -1 ){
7458 for ( j = 0; j < Wings[wingnum].current_count; j++ ) {
7459 ship_index = Wings[wingnum].ship_index[j];
7460 Assert( ship_index != -1 );
7462 if ( Ships[ship_index].flags & SF_DYING ) {
7466 // see if ship meets our criterea
7467 if ( (flags == SHIP_GET_NO_PLAYERS) && (Objects[Ships[ship_index].objnum].flags & OF_PLAYER_SHIP) ){
7471 // don't process ships on a different team
7473 if ( Player_ship->team != Ships[ship_index].team ){
7478 // see if ship is within max_dist units
7479 if ( (max_dist > 0) && (multi_team < 0) ) {
7481 dist = vm_vec_dist_quick(&Objects[Ships[ship_index].objnum].pos, &Player_obj->pos);
7482 if ( dist > max_dist ) {
7487 // if we should be checking persona's, then don't add ships that don't have the proper persona
7488 if ( persona_index != -1 ) {
7489 if ( Ships[ship_index].persona_index != persona_index ){
7494 // return the first ship with correct persona
7499 slist[count] = ship_index;
7508 // now get a random one from the list
7509 which_one = (rand() % count);
7510 ship_index = slist[which_one];
7512 Assert ( Ships[ship_index].objnum != -1 );
7517 // like above function, but returns a random ship in the given wing -- no restrictions
7518 // input: max_dist => OPTIONAL PARAMETER (default value 0.0f) max range ship can be from player
7519 int ship_get_random_ship_in_wing(int wingnum, int flags, float max_dist, int get_first)
7521 int i, ship_index, slist[MAX_SHIPS_PER_WING], count, which_one;
7524 for ( i = 0; i < Wings[wingnum].current_count; i++ ) {
7525 ship_index = Wings[wingnum].ship_index[i];
7526 Assert( ship_index != -1 );
7528 if ( Ships[ship_index].flags & SF_DYING ) {
7532 // see if ship meets our criterea
7533 if ( (flags == SHIP_GET_NO_PLAYERS) && (Objects[Ships[ship_index].objnum].flags & OF_PLAYER_SHIP) )
7536 // see if ship is within max_dist units
7537 if ( max_dist > 0 ) {
7539 dist = vm_vec_dist_quick(&Objects[Ships[ship_index].objnum].pos, &Player_obj->pos);
7540 if ( dist > max_dist ) {
7545 // return the first ship in wing
7550 slist[count] = ship_index;
7558 // now get a random one from the list
7559 which_one = (rand() % count);
7560 ship_index = slist[which_one];
7562 Assert ( Ships[ship_index].objnum != -1 );
7568 // this function returns a random index into the Ship array of a ship of the given team
7569 // cargo containers are not counted as ships for the purposes of this function. Why???
7570 // because now it is only used for getting a random ship for a message and cargo containers
7571 // can't send mesages. This function is an example of kind of bad coding :-(
7572 // input: max_dist => OPTIONAL PARAMETER (default value 0.0f) max range ship can be from player
7573 int ship_get_random_team_ship( int team, int flags, float max_dist )
7576 object *objp, *obj_list[MAX_SHIPS];
7578 // for any allied, go through the ships list and find all of the ships on that team
7580 for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
7581 if ( objp->type != OBJ_SHIP )
7584 // series of conditionals one per line for easy reading
7585 // don't process ships on wrong team
7586 // don't process cargo's or navbuoys
7587 // don't process player ships if flags are set
7588 if ( Ships[objp->instance].team != team )
7590 else if ( Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_NOT_FLYABLE )
7592 else if ( (flags == SHIP_GET_NO_PLAYERS) && (objp->flags & OF_PLAYER_SHIP) )
7594 else if ( (flags == SHIP_GET_ONLY_PLAYERS) && !(objp->flags & OF_PLAYER_SHIP) )
7597 if ( Ships[objp->instance].flags & SF_DYING ) {
7601 // see if ship is within max_dist units
7602 if ( max_dist > 0 ) {
7604 dist = vm_vec_dist_quick(&objp->pos, &Player_obj->pos);
7605 if ( dist > max_dist ) {
7610 obj_list[num] = objp;
7617 which_one = (rand() % num);
7618 objp = obj_list[which_one];
7620 Assert ( objp->instance != -1 );
7622 return objp->instance;
7625 // -----------------------------------------------------------------------
7626 // ship_secondary_bank_has_ammo()
7628 // check if currently selected secondary bank has ammo
7630 // input: shipnum => index into Ships[] array for ship to check
7632 int ship_secondary_bank_has_ammo(int shipnum)
7636 Assert(shipnum >= 0 && shipnum < MAX_SHIPS);
7637 swp = &Ships[shipnum].weapons;
7639 if ( swp->current_secondary_bank == -1 )
7642 Assert(swp->current_secondary_bank >= 0 && swp->current_secondary_bank < MAX_SECONDARY_BANKS );
7643 if ( swp->secondary_bank_ammo[swp->current_secondary_bank] <= 0 )
7649 // see if there is enough engine power to allow the ship to warp
7650 // returns 1 if ship is able to warp, otherwise return 0
7651 int ship_can_warp(ship *sp)
7655 engine_str = ship_get_subsystem_strength( sp, SUBSYSTEM_ENGINE );
7656 // Note that ship can always warp at lowest skill level
7657 if ( (Game_skill_level > 0) && (engine_str >= SHIP_MIN_ENGINES_TO_WARP) ){
7665 // Calculate the normal vector from a subsystem position and it's first path point
7666 // input: sp => pointer to ship that is parent of subsystem
7667 // ss => pointer to subsystem of interest
7668 // norm => output parameter... vector from subsys to first path point
7670 // exit: 0 => a valid vector was placed in norm
7671 // !0 => an path normal could not be calculated
7673 int ship_return_subsys_path_normal(ship *sp, ship_subsys *ss, vector *gsubpos, vector *norm)
7675 if ( ss->system_info->path_num >= 0 ) {
7680 pm = model_get(sp->modelnum);
7681 mp = &pm->paths[ss->system_info->path_num];
7682 if ( mp->nverts >= 2 ) {
7683 // path_point = &mp->verts[mp->nverts-1].pos;
7684 path_point = &mp->verts[0].pos;
7685 // get path point in world coords
7686 vm_vec_unrotate(&gpath_point, path_point, &Objects[sp->objnum].orient);
7687 vm_vec_add2(&gpath_point, &Objects[sp->objnum].pos);
7688 // get unit vector pointing from subsys pos to first path point
7689 vm_vec_normalized_dir(norm, &gpath_point, gsubpos);
7697 // Determine if the subsystem can be viewed from eye_pos. The method is to check where the
7698 // vector from eye_pos to the subsystem hits the ship. If distance from the hit position and
7699 // the center of the subsystem is within a range (currently the subsystem radius) it is considered
7700 // in view (return true). If not in view, return false.
7702 // input: objp => object that is the ship with the subsystem on it
7703 // subsys => pointer to the subsystem of interest
7704 // eye_pos => world coord for the eye looking at the subsystem
7705 // subsys_pos => world coord for the center of the subsystem of interest
7706 // do_facing_check => OPTIONAL PARAMETER (default value is 1), do a dot product check to see if subsystem fvec is facing
7707 // towards the eye position
7708 // dot_out => OPTIONAL PARAMETER, output parameter, will return dot between subsys fvec and subsys_to_eye_vec
7709 // (only filled in if do_facing_check is true)
7710 // vec_out => OPTIONAL PARAMETER, vector from eye_pos to absolute subsys_pos. (only filled in if do_facing_check is true)
7711 int ship_subsystem_in_sight(object* objp, ship_subsys* subsys, vector *eye_pos, vector* subsys_pos, int do_facing_check, float *dot_out, vector *vec_out)
7715 vector terminus, eye_to_pos, subsys_fvec, subsys_to_eye_vec;
7717 if (objp->type != OBJ_SHIP)
7720 // See if we are at least facing the subsystem
7721 if ( do_facing_check ) {
7722 if ( ship_return_subsys_path_normal(&Ships[objp->instance], subsys, subsys_pos, &subsys_fvec) ) {
7723 // non-zero return value means that we couldn't generate a normal from path info... so use inaccurate method
7724 vm_vec_normalized_dir(&subsys_fvec, subsys_pos, &objp->pos);
7727 vm_vec_normalized_dir(&subsys_to_eye_vec, eye_pos, subsys_pos);
7728 dot = vm_vec_dot(&subsys_fvec, &subsys_to_eye_vec);
7734 *vec_out = subsys_to_eye_vec;
7735 vm_vec_negate(vec_out);
7742 // See if ray from eye to subsystem actually hits close enough to the subsystem position
7743 vm_vec_normalized_dir(&eye_to_pos, subsys_pos, eye_pos);
7744 vm_vec_scale_add(&terminus, eye_pos, &eye_to_pos, 100000.0f);
7746 ship_model_start(objp);
7748 mc.model_num = Ships[objp->instance].modelnum; // Fill in the model to check
7749 mc.orient = &objp->orient; // The object's orientation
7750 mc.pos = &objp->pos; // The object's position
7751 mc.p0 = eye_pos; // Point 1 of ray to check
7752 mc.p1 = &terminus; // Point 2 of ray to check
7753 mc.flags = MC_CHECK_MODEL;
7757 ship_model_stop(objp);
7759 if ( !mc.num_hits ) {
7763 // determine if hitpos is close enough to subsystem
7764 dist = vm_vec_dist(&mc.hit_point_world, subsys_pos);
7766 if ( dist <= subsys->system_info->radius ) {
7773 // try to find a subsystem matching 'type' inside the ship, and that is
7774 // not destroyed. If cannot find one, return NULL.
7775 ship_subsys *ship_return_next_subsys(ship *shipp, int type, vector *attacker_pos)
7779 Assert ( type >= 0 && type < SUBSYSTEM_MAX );
7781 // If aggregate total is 0, that means no subsystem is alive of that type
7782 if ( shipp->subsys_info[type].total_hits <= 0.0f )
7785 // loop through all the subsystems, if we find a match that has some strength, return it
7786 ssp = ship_get_best_subsys_to_attack(shipp, type, attacker_pos);
7791 // Return the shield strength in the quadrant hit on hit_objp, based on global hitpos
7793 // input: hit_objp => object pointer to ship getting hit
7794 // hitpos => global position of impact
7796 // exit: strength of shields in the quadrant that was hit as a percentage, between 0 and 1.0
7798 // Assumes: that hitpos is a valid global hit position
7799 float ship_quadrant_shield_strength(object *hit_objp, vector *hitpos)
7801 int quadrant_num, i;
7803 vector tmpv1, tmpv2;
7805 // If ship doesn't have shield mesh, then return
7806 if ( hit_objp->flags & OF_NO_SHIELDS ) {
7810 // Check if all the shield quadrants are all already 0, if so return 0
7811 for ( i = 0; i < 4; i++ ) {
7812 if ( hit_objp->shields[i] > 0 )
7820 // convert hitpos to position in model coordinates
7821 vm_vec_sub(&tmpv1, hitpos, &hit_objp->pos);
7822 vm_vec_rotate(&tmpv2, &tmpv1, &hit_objp->orient);
7823 quadrant_num = get_quadrant(&tmpv2);
7824 //nprintf(("Alan","Quadrant hit: %d\n", quadrant_num));
7826 if ( quadrant_num < 0 )
7829 max_quadrant = Ship_info[Ships[hit_objp->instance].ship_info_index].shields / 4.0f;
7830 if ( max_quadrant <= 0 ) {
7834 Assert(hit_objp->shields[quadrant_num] <= max_quadrant);
7836 return hit_objp->shields[quadrant_num]/max_quadrant;
7839 // Determine if a ship is threatened by any dumbfire projectiles (laser or missile)
7840 // input: sp => pointer to ship that might be threatened
7841 // exit: 0 => no dumbfire threats
7842 // 1 => at least one dumbfire threat
7844 // NOTE: Currently this function is only called periodically from the HUD code for the
7846 int ship_dumbfire_threat(ship *sp)
7848 if ( (Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER) ) {
7852 if (ai_endangered_by_weapon(&Ai_info[sp->ai_index]) > 0) {
7859 // Return !0 if there is a missile in the air homing on shipp
7860 int ship_has_homing_missile_locked(ship *shipp)
7862 object *locked_objp, *A;
7867 Assert(shipp->objnum >= 0 && shipp->objnum < MAX_OBJECTS);
7868 locked_objp = &Objects[shipp->objnum];
7870 // check for currently locked missiles (highest precedence)
7871 for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
7872 Assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
7873 A = &Objects[mo->objnum];
7875 if (A->type != OBJ_WEAPON)
7878 Assert((A->instance >= 0) && (A->instance < MAX_WEAPONS));
7879 wp = &Weapons[A->instance];
7880 wip = &Weapon_info[wp->weapon_info_index];
7882 if ( wip->subtype != WP_MISSILE )
7885 if ( !(wip->wi_flags & (WIF_HOMING_ASPECT|WIF_HOMING_HEAT) ) )
7888 if (wp->homing_object == locked_objp) {
7896 // Return !0 if there is some ship attempting to lock onto shipp
7897 int ship_is_getting_locked(ship *shipp)
7903 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
7904 objp = &Objects[so->objnum];
7905 aip = &Ai_info[Ships[objp->instance].ai_index];
7907 if ( aip->target_objnum == shipp->objnum ) {
7908 if ( aip->aspect_locked_time > 0.1f ) {
7909 float dist, wep_range;
7910 dist = vm_vec_dist_quick(&objp->pos, &Objects[shipp->objnum].pos);
7911 wep_range = ship_get_secondary_weapon_range(&Ships[objp->instance]);
7912 if ( wep_range > dist ) {
7913 nprintf(("Alan","AI ship is seeking lock\n"));
7923 // Determine if a ship is threatened by attempted lock or actual lock
7924 // input: sp => pointer to ship that might be threatened
7925 // exit: 0 => no lock threats of any kind
7926 // 1 => at least one attempting lock (no actual locks)
7927 // 2 => at least one lock (possible other attempting locks)
7929 // NOTE: Currently this function is only called periodically from the HUD code for the
7931 int ship_lock_threat(ship *sp)
7933 if ( ship_has_homing_missile_locked(sp) ) {
7937 if ( ship_is_getting_locked(sp) ) {
7944 // converts a bitmask, such as 0x08, into the bit number this would be (3 in this case)
7945 // NOTE: Should move file to something like Math_utils.
7946 int bitmask_2_bitnum(int num)
7950 for (i=0; i<32; i++)
7957 // Get a text description of a ships orders.
7959 // input: outbuf => buffer to hold orders string
7960 // sp => ship pointer to extract orders from
7962 // exit: NULL => printable orders are not applicable
7963 // non-NULL => pointer to string that was passed in originally
7965 // This function is called from HUD code to get a text description
7966 // of what a ship's orders are. Feel free to use this function if
7967 // it suits your needs for something.
7969 char *ship_return_orders(char *outbuf, ship *sp)
7975 Assert(sp->ai_index >= 0);
7976 aip = &Ai_info[sp->ai_index];
7978 // The active goal is always in the first element of aip->goals[]
7979 aigp = &aip->goals[0];
7981 if ( aigp->ai_mode < 0 )
7984 order_text = Ai_goal_text(bitmask_2_bitnum(aigp->ai_mode));
7985 if ( order_text == NULL )
7988 strcpy(outbuf, order_text);
7989 switch (aigp->ai_mode ) {
7991 case AI_GOAL_FORM_ON_WING:
7992 case AI_GOAL_GUARD_WING:
7993 case AI_GOAL_CHASE_WING:
7994 if ( aigp->ship_name ) {
7995 strcat(outbuf, aigp->ship_name);
7996 strcat(outbuf, XSTR( " Wing", 494));
7998 strcpy(outbuf, XSTR( "no orders", 495));
8004 case AI_GOAL_UNDOCK:
8006 case AI_GOAL_DISABLE_SHIP:
8007 case AI_GOAL_DISARM_SHIP:
8008 case AI_GOAL_EVADE_SHIP:
8009 case AI_GOAL_REARM_REPAIR:
8010 if ( aigp->ship_name ) {
8011 strcat(outbuf, aigp->ship_name);
8013 strcpy(outbuf, XSTR( "no orders", 495));
8017 case AI_GOAL_DESTROY_SUBSYSTEM: {
8018 char name[NAME_LENGTH];
8019 if ( aip->targeted_subsys != NULL ) {
8020 sprintf(outbuf, XSTR( "atk %s %s", 496), aigp->ship_name, hud_targetbox_truncate_subsys_name(aip->targeted_subsys->system_info->name));
8021 strcat(outbuf, name);
8023 strcpy(outbuf, XSTR( "no orders", 495) );
8028 case AI_GOAL_WAYPOINTS:
8029 case AI_GOAL_WAYPOINTS_ONCE:
8030 // don't do anything, all info is in order_text
8040 // return the amount of time until ship reaches it's goal (in MM:SS format)
8041 // input: outbuf => buffer to hold orders string
8042 // sp => ship pointer to extract orders from
8044 // exit: NULL => printable orders are not applicable
8045 // non-NULL => pointer to string that was passed in originally
8047 // This function is called from HUD code to get a text description
8048 // of what a ship's orders are. Feel free to use this function if
8049 // it suits your needs for something.
8050 char *ship_return_time_to_goal(char *outbuf, ship *sp)
8053 int time, seconds, minutes;
8058 objp = &Objects[sp->objnum];
8059 aip = &Ai_info[sp->ai_index];
8061 min_speed = objp->phys_info.speed;
8063 if ( aip->mode == AIM_WAYPOINTS ) {
8065 min_speed = 0.9f * sp->current_max_speed;
8066 if (aip->wp_list >= 0) {
8067 wpl = &Waypoint_lists[aip->wp_list];
8068 dist += vm_vec_dist_quick(&objp->pos, &wpl->waypoints[aip->wp_index]);
8069 for (int i=aip->wp_index; i<wpl->count-1; i++) {
8070 dist += vm_vec_dist_quick(&wpl->waypoints[i], &wpl->waypoints[i+1]);
8078 if ( (Objects[sp->objnum].phys_info.speed <= 0) || (sp->current_max_speed <= 0.0f) ) {
8083 speed = objp->phys_info.speed;
8085 if (speed < min_speed)
8087 time = fl2i(dist/speed);
8090 } else if ( (aip->mode == AIM_DOCK) && (aip->submode < AIS_DOCK_4) ) {
8091 time = hud_support_get_dock_time( OBJ_INDEX(objp) );
8093 // don't return anytime for time to except for waypoints and actual docking.
8098 } else if ( aip->goal_objnum >= 0 ) {
8099 dist = vm_vec_dist_quick(&Objects[aip->goal_objnum].pos, &objp->pos);
8100 min_speed = sip->max_speed/4.0f;
8101 } else if ( aip->target_objnum >= 0 ) {
8102 if ( aip->guard_objnum < 0 ) {
8103 dist = vm_vec_dist_quick(&Objects[aip->target_objnum].pos, &objp->pos);
8104 min_speed = sip->max_speed/4.0f;
8112 if ( minutes > 99 ) {
8116 sprintf(outbuf, NOX("%02d:%02d"), minutes, seconds);
8118 sprintf( outbuf, XSTR( "Unknown", 497) );
8125 // Called to check if any AI ships might reveal the cargo of any cargo containers.
8127 // This is called once a frame, but a global timer 'Ship_cargo_check_timer' will limit this
8128 // function to being called every SHIP_CARGO_CHECK_INTERVAL ms. I think that should be sufficient.
8130 // NOTE: This function uses CARGO_REVEAL_DISTANCE from the HUD code... which is a multiple of
8131 // the ship radius that is used to determine when cargo is detected. AI ships do not
8132 // have to have the ship targeted to reveal cargo. The player is ignored in this function.
8133 #define SHIP_CARGO_CHECK_INTERVAL 1000
8134 void ship_check_cargo_all()
8137 ship_obj *cargo_so, *ship_so;
8138 ship *cargo_sp, *ship_sp;
8139 float dist_squared, limit_squared;
8141 // I don't want to do this check every frame, so I made a global timer to limit check to
8142 // every SHIP_CARGO_CHECK_INTERVAL ms.
8143 if ( !timestamp_elapsed(Ship_cargo_check_timer) ) {
8146 Ship_cargo_check_timer = timestamp(SHIP_CARGO_CHECK_INTERVAL);
8149 // Check all friendly fighter/bombers against all non-friendly cargo containers that don't have
8152 // for now just locate a captial ship on the same team:
8153 cargo_so = GET_FIRST(&Ship_obj_list);
8154 while(cargo_so != END_OF_LIST(&Ship_obj_list)){
8155 cargo_sp = &Ships[Objects[cargo_so->objnum].instance];
8156 if ( (Ship_info[cargo_sp->ship_info_index].flags & SIF_CARGO) && !(cargo_sp->team & TEAM_FRIENDLY) ) {
8158 // If the cargo is revealed, continue on to next hostile cargo
8159 if ( cargo_sp->flags & SF_CARGO_REVEALED ) {
8163 // check against friendly fighter/bombers + cruiser/freighter/transport
8164 // IDEA: could cull down to fighter/bomber if we want this to run a bit quicker
8165 for ( ship_so=GET_FIRST(&Ship_obj_list); ship_so != END_OF_LIST(&Ship_obj_list); ship_so=GET_NEXT(ship_so) ) {
8166 ship_sp = &Ships[Objects[ship_so->objnum].instance];
8167 // only consider friendly ships
8168 if ( !(ship_sp->team & TEAM_FRIENDLY) ) {
8172 // ignore the player
8173 if ( ship_so->objnum == OBJ_INDEX(Player_obj) ) {
8177 // if this ship is a small or big ship
8178 if ( Ship_info[ship_sp->ship_info_index].flags & (SIF_SMALL_SHIP|SIF_BIG_SHIP) ) {
8179 cargo_objp = &Objects[cargo_sp->objnum];
8180 // use square of distance, faster than getting real distance (which will use sqrt)
8181 dist_squared = vm_vec_dist_squared(&cargo_objp->pos, &Objects[ship_sp->objnum].pos);
8182 limit_squared = (cargo_objp->radius+CARGO_RADIUS_DELTA)*(cargo_objp->radius+CARGO_RADIUS_DELTA);
8183 if ( dist_squared <= max(limit_squared, CARGO_REVEAL_MIN_DIST*CARGO_REVEAL_MIN_DIST) ) {
8184 ship_do_cargo_revealed( cargo_sp );
8185 break; // break out of for loop, move on to next hostile cargo
8191 cargo_so = GET_NEXT(cargo_so);
8196 // Maybe warn player about this attacking ship. This is called once per frame, and the
8197 // information about the closest attacking ship comes for free, since this function is called
8198 // from HUD code which has already determined the closest enemy attacker and the distance.
8200 // input: enemy_sp => ship pointer to the TEAM_ENEMY ship attacking the player
8201 // dist => the distance of the enemy to the player
8203 // NOTE: there are no filters on enemy_sp, so it could be any ship type
8205 #define PLAYER_ALLOW_WARN_INTERVAL 60000 // minimum time between warnings
8206 #define PLAYER_CHECK_WARN_INTERVAL 300 // how often we check for warnings
8207 #define PLAYER_MAX_WARNINGS 2 // max number of warnings player can receive in a mission
8208 #define PLAYER_MIN_WARN_DIST 100 // minimum distance attacking ship can be from player and still allow warning
8209 #define PLAYER_MAX_WARN_DIST 1000 // maximum distance attacking ship can be from plyaer and still allow warning
8211 void ship_maybe_warn_player(ship *enemy_sp, float dist)
8213 float fdot; //, rdot, udot;
8214 vector vec_to_target;
8215 int msg_type; //, on_right;
8217 // First check if the player has reached the maximum number of warnings for a mission
8218 if ( Player->warn_count >= PLAYER_MAX_WARNINGS ) {
8222 // Check if enough time has elapsed since last warning, if not - leave
8223 if ( !timestamp_elapsed(Player->allow_warn_timestamp) ) {
8227 // Check to see if check timer has elapsed. Necessary, since we don't want to check each frame
8228 if ( !timestamp_elapsed(Player->check_warn_timestamp ) ) {
8231 Player->check_warn_timestamp = timestamp(PLAYER_CHECK_WARN_INTERVAL);
8233 // only allow warnings if within a certain distance range
8234 if ( dist < PLAYER_MIN_WARN_DIST || dist > PLAYER_MAX_WARN_DIST ) {
8238 // only warn if a fighter or bomber is attacking the player
8239 if ( !(Ship_info[enemy_sp->ship_info_index].flags & SIF_SMALL_SHIP) ) {
8243 // get vector from player to target
8244 vm_vec_normalized_dir(&vec_to_target, &Objects[enemy_sp->objnum].pos, &Eye_position);
8246 // ensure that enemy fighter is oriented towards player
8247 fdot = vm_vec_dot(&Objects[enemy_sp->objnum].orient.fvec, &vec_to_target);
8248 if ( fdot > -0.7 ) {
8252 fdot = vm_vec_dot(&Player_obj->orient.fvec, &vec_to_target);
8256 // check if attacking ship is on six. return if not far enough behind player.
8260 msg_type = MESSAGE_CHECK_6;
8262 goto warn_player_done;
8265 // see if attacking ship is in front of ship (then do nothing)
8270 // ok, ship is on 3 or 9. Find out which
8271 rdot = vm_vec_dot(&Player_obj->orient.rvec, &vec_to_target);
8278 // now determine if ship is high or low
8279 udot = vm_vec_dot(&Player_obj->orient.uvec, &vec_to_target);
8280 if ( udot < -0.8 ) {
8281 return; // if ship is attacking from directly below, no warning given
8286 msg_type = MESSAGE_CHECK_3_HIGH;
8288 msg_type = MESSAGE_CHECK_9_HIGH;
8292 msg_type = MESSAGE_CHECK_3_LOW;
8294 msg_type = MESSAGE_CHECK_9_LOW;
8301 if ( msg_type != -1 ) {
8304 // multiplayer tvt - this is client side.
8305 if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM) && (Net_player != NULL)){
8306 ship_index = ship_get_random_player_wing_ship( SHIP_GET_NO_PLAYERS, 0.0f, -1, 0, Net_player->p_info.team );
8308 ship_index = ship_get_random_player_wing_ship( SHIP_GET_NO_PLAYERS );
8311 if ( ship_index >= 0 ) {
8312 // multiplayer - make sure I just send to myself
8313 if(Game_mode & GM_MULTIPLAYER){
8314 message_send_builtin_to_player(msg_type, &Ships[ship_index], MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, MY_NET_PLAYER_NUM, -1);
8316 message_send_builtin_to_player(msg_type, &Ships[ship_index], MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, -1);
8318 Player->allow_warn_timestamp = timestamp(PLAYER_ALLOW_WARN_INTERVAL);
8319 Player->warn_count++;
8320 // nprintf(("Alan","Warning given for ship name: %s\n", enemy_sp->ship_name));
8325 // player has just killed a ship, maybe offer send a 'good job' message
8326 #define PLAYER_MAX_PRAISES 10 // max number of praises player can receive in a mission
8327 void ship_maybe_praise_player(ship *deader_sp)
8333 // First check if the player has reached the maximum number of praises for a mission
8334 if ( Player->praise_count >= PLAYER_MAX_PRAISES ) {
8338 // Check if enough time has elapsed since last praise, if not - leave
8339 if ( !timestamp_elapsed(Player->allow_praise_timestamp) ) {
8343 if ( !(Player_ship->team & TEAM_FRIENDLY) ) {
8347 if ( deader_sp->team == Player_ship->team ) { // only praise if killing an enemy!
8351 // don't praise the destruction of navbuoys, cargo or other non-flyable ship types
8352 if ( Ship_info[deader_sp->ship_info_index].flags & SIF_NOT_FLYABLE ) {
8356 // There is already a praise pending
8357 if ( Player->praise_delay_timestamp ) {
8361 // We don't want to praise the player right away.. it is more realistic to wait a moment
8362 Player->praise_delay_timestamp = timestamp_rand(1000, 2000);
8365 // player has just killed a ship, maybe offer send a 'good job' message
8366 #define PLAYER_ASK_HELP_INTERVAL 60000 // minimum time between praises
8367 #define PLAYER_MAX_ASK_HELP 10 // max number of warnings player can receive in a mission
8368 #define ASK_HELP_SHIELD_PERCENT 0.1 // percent shields at which ship will ask for help
8369 #define ASK_HELP_HULL_PERCENT 0.3 // percent hull at which ship will ask for help
8370 #define AWACS_HELP_HULL_HI 0.75 // percent hull at which ship will ask for help
8371 #define AWACS_HELP_HULL_LOW 0.25 // percent hull at which ship will ask for help
8373 // -----------------------------------------------------------------------------
8374 void awacs_maybe_ask_for_help(ship *sp, int multi_team_filter)
8378 objp = &Objects[sp->objnum];
8380 if ( objp->hull_strength < ( (AWACS_HELP_HULL_LOW + 0.01f *(static_rand(objp-Objects) & 5)) * Ship_info[sp->ship_info_index].initial_hull_strength) ) {
8381 // awacs ship below 25 + (0-4) %
8382 if (!(sp->awacs_warning_flag & AWACS_WARN_25)) {
8383 message = MESSAGE_AWACS_25;
8384 sp->awacs_warning_flag |= AWACS_WARN_25;
8386 } else if ( objp->hull_strength < ( (AWACS_HELP_HULL_HI + 0.01f*(static_rand(objp-Objects) & 5)) * Ship_info[sp->ship_info_index].initial_hull_strength) ) {
8387 // awacs ship below 75 + (0-4) %
8388 if (!(sp->awacs_warning_flag & AWACS_WARN_75)) {
8389 message = MESSAGE_AWACS_75;
8390 sp->awacs_warning_flag |= AWACS_WARN_75;
8395 message_send_builtin_to_player(message, sp, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, multi_team_filter);
8396 Player->allow_ask_help_timestamp = timestamp(PLAYER_ASK_HELP_INTERVAL);
8397 Player->ask_help_count++;
8401 // -----------------------------------------------------------------------------
8402 void ship_maybe_ask_for_help(ship *sp)
8405 int multi_team_filter = -1;
8407 // First check if the player has reached the maximum number of ask_help's for a mission
8408 if ( Player->ask_help_count >= PLAYER_MAX_ASK_HELP ) {
8412 // Check if enough time has elapsed since last help request, if not - leave
8413 if ( !timestamp_elapsed(Player->allow_ask_help_timestamp) ) {
8417 if ( !(Player_ship->team & TEAM_FRIENDLY) ) {
8421 Assert(sp->team & TEAM_FRIENDLY );
8422 objp = &Objects[sp->objnum];
8424 if ( objp->flags & OF_PLAYER_SHIP ) {// don't let the player ask for help!
8428 // determine team filter if TvT
8429 if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)){
8430 if(sp->team == TEAM_FRIENDLY){
8431 multi_team_filter = 0;
8432 } else if(sp->team == TEAM_HOSTILE){
8433 multi_team_filter = 1;
8437 // handle awacs ship as a special case
8438 if (Ship_info[sp->ship_info_index].flags & SIF_HAS_AWACS) {
8439 awacs_maybe_ask_for_help(sp, multi_team_filter);
8443 // for now, only have wingman ships request help
8444 if ( !(sp->flags & SF_FROM_PLAYER_WING) ) {
8448 // first check if hull is at a critical level
8449 if ( objp->hull_strength < ASK_HELP_HULL_PERCENT * Ship_info[sp->ship_info_index].initial_hull_strength ) {
8453 // check if shields are near critical level
8454 if ( objp->flags & OF_NO_SHIELDS ) {
8455 return; // no shields on ship, no don't check shield levels
8458 if ( get_shield_strength(objp) > (ASK_HELP_SHIELD_PERCENT * Ship_info[sp->ship_info_index].shields) ) {
8464 Assert(Ship_info[sp->ship_info_index].flags & (SIF_FIGHTER|SIF_BOMBER) ); // get Alan
8465 message_send_builtin_to_player(MESSAGE_HELP, sp, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, multi_team_filter);
8466 Player->allow_ask_help_timestamp = timestamp(PLAYER_ASK_HELP_INTERVAL);
8468 if ( timestamp_until(Player->allow_scream_timestamp) < 15000 ) {
8469 Player->allow_scream_timestamp = timestamp(15000); // prevent overlap with death message
8472 Player->ask_help_count++;
8475 // The player has just entered death roll, maybe have wingman mourn the loss of the player
8476 void ship_maybe_lament()
8480 // no. because in multiplayer, its funny
8481 if(Game_mode & GM_MULTIPLAYER){
8485 if ( rand()%4 == 0 ) {
8486 ship_index = ship_get_random_player_wing_ship( SHIP_GET_NO_PLAYERS );
8487 if ( ship_index >= 0 ) {
8488 message_send_builtin_to_player(MESSAGE_PLAYED_DIED, &Ships[ship_index], MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, -1);
8493 #define PLAYER_SCREAM_INTERVAL 60000
8494 #define PLAYER_MAX_SCREAMS 10
8496 // play a death scream for a ship
8497 void ship_scream(ship *sp)
8499 int multi_team_filter = -1;
8507 if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)){
8508 if(sp->team == TEAM_FRIENDLY){
8509 multi_team_filter = 0;
8510 } else if(sp->team == TEAM_HOSTILE){
8511 multi_team_filter = 1;
8515 message_send_builtin_to_player(MESSAGE_WINGMAN_SCREAM, sp, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, multi_team_filter);
8516 Player->allow_scream_timestamp = timestamp(PLAYER_SCREAM_INTERVAL);
8517 Player->scream_count++;
8518 sp->flags |= SF_SHIP_HAS_SCREAMED;
8520 // prevent overlap with help messages
8521 if ( timestamp_until(Player->allow_ask_help_timestamp) < 15000 ) {
8522 Player->allow_ask_help_timestamp = timestamp(15000); // prevent overlap with death message
8526 // ship has just died, maybe play a scream.
8528 // NOTE: this is only called for ships that are in a player wing (and not player ship)
8529 void ship_maybe_scream(ship *sp)
8534 // First check if the player has reached the maximum number of screams for a mission
8535 if ( Player->scream_count >= PLAYER_MAX_SCREAMS ) {
8539 // if on different teams (i.e. team v. team games in multiplayer), no scream
8540 if ( sp->team != Player_ship->team ) {
8544 // Check if enough time has elapsed since last scream, if not - leave
8545 if ( !timestamp_elapsed(Player->allow_scream_timestamp) ) {
8552 // maybe tell player that we've requested a support ship
8553 #define PLAYER_REQUEST_REPAIR_MSG_INTERVAL 240000
8554 void ship_maybe_tell_about_rearm(ship *sp)
8556 if ( !timestamp_elapsed(Player->request_repair_timestamp) ) {
8560 if ( !(Player_ship->team & TEAM_FRIENDLY) ) {
8564 // AL 1-4-98: If ship integrity is low, tell player you want to get repaired. Otherwise, tell
8565 // the player you want to get re-armed.
8567 int message_type = -1;
8568 int heavily_damaged = 0;
8569 if ( Objects[sp->objnum].hull_strength/Ship_info[sp->ship_info_index].initial_hull_strength < 0.4 ) {
8570 heavily_damaged = 1;
8573 if ( heavily_damaged || (sp->flags & SF_DISABLED) ) {
8574 message_type = MESSAGE_REPAIR_REQUEST;
8580 for ( i = 0; i < swp->num_secondary_banks; i++ ) {
8581 if (swp->secondary_bank_start_ammo[i] > 0) {
8582 if ( swp->secondary_bank_ammo[i]/swp->secondary_bank_start_ammo[i] < 0.5f ) {
8583 message_type = MESSAGE_REARM_REQUEST;
8590 int multi_team_filter = -1;
8593 if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)){
8594 if(sp->team == TEAM_FRIENDLY){
8595 multi_team_filter = 0;
8596 } else if(sp->team == TEAM_HOSTILE){
8597 multi_team_filter = 1;
8601 if ( message_type >= 0 ) {
8603 message_send_builtin_to_player(message_type, sp, MESSAGE_PRIORITY_NORMAL, MESSAGE_TIME_SOON, 0, 0, -1, multi_team_filter);
8605 Player->request_repair_timestamp = timestamp(PLAYER_REQUEST_REPAIR_MSG_INTERVAL);
8609 // The current primary weapon or link status for a ship has changed.. notify clients if multiplayer
8611 // input: sp => pointer to ship that modified primaries
8612 void ship_primary_changed(ship *sp)
8617 // we only need to deal with multiplayer issues for now, so bail it not multiplayer
8618 if ( !(Game_mode & GM_MULTIPLAYER) )
8625 if ( MULTIPLAYER_MASTER )
8626 send_ship_weapon_change( sp, MULTI_PRIMARY_CHANGED, swp->current_primary_bank, (sp->flags & SF_PRIMARY_LINKED)?1:0 );
8630 // The current secondary weapon or dual-fire status for a ship has changed.. notify clients if multiplayer
8632 // input: sp => pointer to ship that modified secondaries
8633 void ship_secondary_changed(ship *sp)
8638 // we only need to deal with multiplayer issues for now, so bail it not multiplayer
8639 if ( !(Game_mode & GM_MULTIPLAYER) ){
8646 if ( MULTIPLAYER_MASTER )
8647 send_ship_weapon_change( sp, MULTI_SECONDARY_CHANGED, swp->current_secondary_bank, (sp->flags & SF_SECONDARY_DUAL_FIRE)?1:0 );
8651 int ship_get_SIF(ship *shipp)
8653 return Ship_info[shipp->ship_info_index].flags;
8656 int ship_get_SIF(int sh)
8658 return Ship_info[Ships[sh].ship_info_index].flags;
8661 int ship_get_by_signature(int signature)
8665 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
8666 // if we found a matching ship object signature
8667 if((Objects[so->objnum].signature == signature) && (Objects[so->objnum].type == OBJ_SHIP)){
8668 return Objects[so->objnum].instance;
8672 // couldn't find the ship
8676 // function which gets called when the cargo of a ship is revealed. Happens at two different locations
8677 // (at least when this function was written), one for the player, and one for AI ships. Need to send stuff
8678 // to clients in multiplayer game.
8679 void ship_do_cargo_revealed( ship *shipp, int from_network )
8681 // don't do anything if we already know the cargo
8682 if ( shipp->flags & SF_CARGO_REVEALED ){
8686 nprintf(("Network", "Revealing cargo for %s\n", shipp->ship_name));
8688 // send the packet if needed
8689 if ( (Game_mode & GM_MULTIPLAYER) && !from_network ){
8690 send_cargo_revealed_packet( shipp );
8693 shipp->flags |= SF_CARGO_REVEALED;
8694 shipp->time_cargo_revealed = Missiontime;
8696 // if the cargo is something other than "nothing", then make a log entry
8697 if ( stricmp(Cargo_names[shipp->cargo1 & CARGO_INDEX_MASK], NOX("nothing")) ){
8698 mission_log_add_entry(LOG_CARGO_REVEALED, shipp->ship_name, NULL, (shipp->cargo1 & CARGO_INDEX_MASK) );
8702 void ship_do_cap_subsys_cargo_revealed( ship *shipp, ship_subsys *subsys, int from_network )
8704 if ( subsys->subsys_cargo_revealed ) {
8709 nprintf(("Network", "Revealing cap ship subsys cargo for %s\n", shipp->ship_name));
8711 // send the packet if needed
8712 if ( (Game_mode & GM_MULTIPLAYER) && !from_network ){
8713 int subsystem_index = ship_get_index_from_subsys(subsys, shipp->objnum);
8714 send_subsystem_cargo_revealed_packet( shipp, subsystem_index );
8717 subsys->subsys_cargo_revealed = 1;
8719 // if the cargo is something other than "nothing", then make a log entry
8720 if ( (subsys->subsys_cargo_name > 0) && stricmp(Cargo_names[subsys->subsys_cargo_name], NOX("nothing")) ){
8721 mission_log_add_entry(LOG_CAP_SUBSYS_CARGO_REVEALED, shipp->ship_name, subsys->system_info->name, subsys->subsys_cargo_name );
8726 // Return the range of the currently selected secondary weapon
8727 // NOTE: If there is no missiles left in the current bank, range returned is 0
8728 float ship_get_secondary_weapon_range(ship *shipp)
8733 swp = &shipp->weapons;
8734 if ( swp->current_secondary_bank >= 0 ) {
8736 int bank=swp->current_secondary_bank;
8737 wip = &Weapon_info[swp->secondary_bank_weapons[bank]];
8738 if ( swp->secondary_bank_ammo[bank] > 0 ) {
8739 srange = wip->max_speed * wip->lifetime;
8746 // Determine the number of secondary ammo units (missile/bomb) allowed max for a ship
8748 int get_max_ammo_count_for_bank(int ship_class, int bank, int ammo_type)
8750 float capacity, size;
8752 capacity = (float) Ship_info[ship_class].secondary_bank_ammo_capacity[bank];
8753 size = (float) Weapon_info[ammo_type].cargo_size;
8754 return (int) (capacity / size);
8759 // Page in bitmaps for all the ships in this level
8763 int num_subsystems_needed = 0;
8765 int ship_class_used[MAX_SHIP_TYPES];
8767 // Mark all ship classes as not used
8768 for (i=0; i<MAX_SHIP_TYPES; i++ ) {
8769 ship_class_used[i] = 0;
8772 // Mark any support ship types as used
8774 for (i=0; i<Num_ship_types; i++ ) {
8775 if ( Ship_info[i].flags & SIF_SUPPORT ) {
8776 nprintf(( "Paging", "Found support ship '%s'\n", Ship_info[i].name ));
8777 ship_class_used[i]++;
8779 num_subsystems_needed += Ship_info[i].n_subsystems;
8783 // Mark any ships in the mission as used
8785 for (i=0; i<MAX_SHIPS; i++) {
8786 if (Ships[i].objnum > -1) {
8787 nprintf(( "Paging","Found ship '%s'\n", Ships[i].ship_name ));
8788 ship_class_used[Ships[i].ship_info_index]++;
8790 num_subsystems_needed += Ship_info[Ships[i].ship_info_index].n_subsystems;
8794 // Mark any ships that might warp in in the future as used
8797 for( p_objp = GET_FIRST(&ship_arrival_list); p_objp != END_OF_LIST(&ship_arrival_list); p_objp = GET_NEXT(p_objp) ) {
8798 nprintf(( "Paging","Found future arrival ship '%s'\n", p_objp->name ));
8799 ship_class_used[p_objp->ship_class]++;
8801 num_subsystems_needed += Ship_info[p_objp->ship_class].n_subsystems;
8805 // Page in all the ship classes that are used on this level
8807 int num_ship_types_used = 0;
8809 for (i=0; i<MAX_SHIP_TYPES; i++ ) {
8810 if ( ship_class_used[i] ) {
8811 ship_info *si = &Ship_info[i];
8813 num_ship_types_used++;
8815 // Page in the small hud icons for each ship
8817 extern void hud_ship_icon_page_in(ship_info *sip);
8819 hud_ship_icon_page_in(si);
8823 // See if this model was previously loaded by another ship
8824 int model_previously_loaded = -1;
8825 int ship_previously_loaded = -1;
8826 for (j=0; j<MAX_SHIP_TYPES; j++ ) {
8827 if ( (Ship_info[j].modelnum > -1) && !stricmp(si->pof_file, Ship_info[j].pof_file) ) {
8828 // Model already loaded
8829 model_previously_loaded = Ship_info[j].modelnum;
8830 ship_previously_loaded = j;
8835 // If the model is previously loaded...
8836 if ( model_previously_loaded > -1 ) {
8838 // If previously loaded model isn't the same ship class...)
8839 if ( ship_previously_loaded != i ) {
8841 // update the model number.
8842 si->modelnum = model_previously_loaded;
8844 for ( j = 0; j < si->n_subsystems; j++ ) {
8845 si->subsystems[j].model_num = -1;
8848 ship_copy_subsystem_fixup(si);
8851 for ( j = 0; j < si->n_subsystems; j++ ) {
8852 Assert( si->subsystems[j].model_num == si->modelnum );
8857 // Just to be safe (I mean to check that my code works...)
8858 Assert( si->modelnum > -1 );
8859 Assert( si->modelnum == model_previously_loaded );
8862 for ( j = 0; j < si->n_subsystems; j++ ) {
8863 Assert( si->subsystems[j].model_num == si->modelnum );
8868 // Model not loaded... so load it and page in its textures
8869 si->modelnum = model_load(si->pof_file, si->n_subsystems, &si->subsystems[0]);
8871 Assert( si->modelnum > -1 );
8873 // Verify that all the subsystem model numbers are updated
8875 for ( j = 0; j < si->n_subsystems; j++ ) {
8876 Assert( si->subsystems[j].model_num == si->modelnum ); // JAS
8885 for (i=0; i<MAX_SHIP_TYPES; i++ ) {
8886 if ( ship_class_used[i] ) {
8887 ship_info *si = &Ship_info[i];
8889 if ( si->modelnum > -1 ) {
8890 polymodel *pm = model_get(si->modelnum);
8892 nprintf(( "Paging", "Paging in textures for model '%s'\n", si->pof_file ));
8894 for (j=0; j<pm->n_textures; j++ ) {
8895 int bitmap_num = pm->original_textures[j];
8897 if ( bitmap_num > -1 ) {
8898 // if we're in Glide (and maybe later with D3D), use nondarkening textures
8899 if(gr_screen.mode == GR_GLIDE){
8900 bm_page_in_nondarkening_texture( bitmap_num );
8902 bm_page_in_texture( bitmap_num );
8908 nprintf(( "Paging", "Couldn't load model '%s'\n", si->pof_file ));
8913 nprintf(( "Paging", "There are %d ship classes used in this mission.\n", num_ship_types_used ));
8914 mprintf(( "This mission requires %d Ship_subsystems. See #define MAX_SHIP_SUBOBJECTS.\n", num_subsystems_needed ));
8916 // JAS: If you hit this, then MAX_SHIP_SUBOBJECTS is set too low.
8917 // I added this code in to detect an error that wasn't getting detected any other
8919 Assert(num_subsystems_needed < MAX_SHIP_SUBOBJECTS );
8921 // Page in the thruster effects
8924 // Make sure thrusters are loaded
8925 if ( !Thrust_anim_inited ) ship_init_thrusters();
8927 for ( i = 0; i < NUM_THRUST_ANIMS; i++ ) {
8928 thrust_anim *ta = &Thrust_anims[i];
8929 for ( j = 0; j<ta->num_frames; j++ ) {
8930 bm_page_in_texture( ta->first_frame + j );
8934 for ( i = 0; i < NUM_THRUST_GLOW_ANIMS; i++ ) {
8935 thrust_anim *ta = &Thrust_glow_anims[i];
8936 // glows are really not anims
8937 bm_page_in_texture( ta->first_frame );
8940 // page in insignia bitmaps
8941 if(Game_mode & GM_MULTIPLAYER){
8942 for(i=0; i<MAX_PLAYERS; i++){
8943 if(MULTI_CONNECTED(Net_players[i]) && (Net_players[i].player != NULL) && (Net_players[i].player->insignia_texture >= 0)){
8944 bm_page_in_xparent_texture(Net_players[i].player->insignia_texture);
8948 if((Player != NULL) && (Player->insignia_texture >= 0)){
8949 bm_page_in_xparent_texture(Player->insignia_texture);
8954 // function to return true if support ships are allowed in the mission for the given object.
8955 // In single player, must be friendly and not Shivan.
8956 // In multiplayer -- to be coded by Mark Allender after 5/4/98 -- MK, 5/4/98
8957 int is_support_allowed(object *objp)
8959 if (The_mission.disallow_support){
8963 if ( Game_mode & GM_NORMAL ) {
8964 if (Ships[objp->instance].team != TEAM_FRIENDLY){
8968 switch (Ship_info[Ships[objp->instance].ship_info_index].species) {
8969 case SPECIES_TERRAN:
8971 case SPECIES_VASUDAN:
8973 case SPECIES_SHIVAN:
8981 // multiplayer version behaves differently. Depending on mode:
8982 // 1) coop mode -- only available to friendly
8983 // 2) team v team mode -- availble to either side
8984 // 3) dogfight -- never
8986 if(Netgame.type_flags & NG_TYPE_DOGFIGHT){
8990 if ( IS_MISSION_MULTI_COOP ) {
8991 if ( Ships[objp->instance].team != TEAM_FRIENDLY ){
9001 // return ship index
9002 int ship_get_random_ship()
9009 // get the # of ships on the list
9010 num_ships = ship_get_num_ships();
9012 // get a random ship on the list
9013 rand_ship = (int)frand_range(0.0f, (float)(num_ships - 1));
9017 if(rand_ship > num_ships){
9018 rand_ship = num_ships;
9022 so = GET_FIRST(&Ship_obj_list);
9023 for(idx=0; idx<rand_ship; idx++) {
9027 return Objects[so->objnum].instance;
9030 // forcible jettison cargo from a ship
9031 void ship_jettison_cargo(ship *shipp)
9035 vector impulse, pos;
9037 // make sure we are docked with a valid object
9038 if(shipp->objnum < 0){
9041 objp = &Objects[shipp->objnum];
9042 if(Ai_info[shipp->ai_index].dock_objnum == -1){
9045 if(Objects[Ai_info[shipp->ai_index].dock_objnum].type != OBJ_SHIP){
9049 if(Ai_info[Ships[Objects[Ai_info[shipp->ai_index].dock_objnum].instance].ai_index].dock_objnum != OBJ_INDEX(objp)){
9052 cargo_objp = &Objects[Ai_info[shipp->ai_index].dock_objnum];
9054 // undock the objects
9055 ai_do_objects_undocked_stuff( objp, cargo_objp );
9058 vm_vec_sub(&pos, &cargo_objp->pos, &objp->pos);
9060 vm_vec_scale(&impulse, 100.0f);
9061 vm_vec_normalize(&pos);
9064 physics_apply_whack(&impulse, &pos, &cargo_objp->phys_info, &cargo_objp->orient, cargo_objp->phys_info.mass);
9067 float ship_get_exp_damage(object* objp)
9069 Assert(objp->type == OBJ_SHIP);
9072 ship *shipp = &Ships[objp->instance];
9074 if (shipp->special_exp_index != -1) {
9075 damage = (float) atoi(Sexp_variables[shipp->special_exp_index+DAMAGE].text);
9077 damage = Ship_info[shipp->ship_info_index].damage;
9083 int ship_get_exp_propagates(ship *sp)
9085 return Ship_info[sp->ship_info_index].explosion_propagates;
9088 float ship_get_exp_outer_rad(object *ship_objp)
9091 Assert(ship_objp->type == OBJ_SHIP);
9093 if (Ships[ship_objp->instance].special_exp_index == -1) {
9094 outer_rad = Ship_info[Ships[ship_objp->instance].ship_info_index].outer_rad;
9096 outer_rad = (float) atoi(Sexp_variables[Ships[ship_objp->instance].special_exp_index+OUTER_RAD].text);
9102 int valid_cap_subsys_cargo_list(char *subsys)
9104 if (strstr(subsys, "nav")
9105 || strstr(subsys, "comm")
9106 || strstr(subsys, "engines")
9107 || strstr(subsys, "fighter") // fighter bays
9108 || strstr(subsys, "sensors")
9109 || strstr(subsys, "weapons")) {
9117 // determine turret status of a given subsystem, returns 0 for no turret, 1 for "fixed turret", 2 for "rotating" turret
9118 int ship_get_turret_type(ship_subsys *subsys)
9120 // not a turret at all
9121 if(subsys->system_info->type != SUBSYSTEM_TURRET){
9126 if(subsys->system_info->turret_turning_rate > 0.0f){
9134 ship_subsys *ship_get_subsys(ship *shipp, char *subsys_name)
9136 ship_subsys *lookup;
9139 if((shipp == NULL) || (subsys_name == NULL)){
9143 lookup = GET_FIRST(&shipp->subsys_list);
9144 while(lookup != END_OF_LIST(&shipp->subsys_list)){
9146 if(!strcmp(lookup->system_info->subobj_name, subsys_name)){
9151 lookup = GET_NEXT(lookup);
9158 // returns 0 if no conflict, 1 if conflict, -1 on some kind of error with wing struct
9159 int wing_has_conflicting_teams(int wing_index)
9161 int first_team, idx;
9164 Assert((wing_index >= 0) && (wing_index < num_wings) && (Wings[wing_index].current_count > 0));
9165 if((wing_index < 0) || (wing_index >= num_wings) || (Wings[wing_index].current_count <= 0)){
9170 Assert(Wings[wing_index].ship_index[0] >= 0);
9171 if(Wings[wing_index].ship_index[0] < 0){
9174 first_team = Ships[Wings[wing_index].ship_index[0]].team;
9175 for(idx=1; idx<Wings[wing_index].current_count; idx++){
9176 // more sanity checks
9177 Assert(Wings[wing_index].ship_index[idx] >= 0);
9178 if(Wings[wing_index].ship_index[idx] < 0){
9182 // if we've got a team conflict
9183 if(first_team != Ships[Wings[wing_index].ship_index[idx]].team){
9192 // get the team of a reinforcement item
9193 int ship_get_reinforcement_team(int r_index)
9199 Assert((r_index >= 0) && (r_index < Num_reinforcements));
9200 if((r_index < 0) || (r_index >= Num_reinforcements)){
9204 // if the reinforcement is a ship
9205 objp = mission_parse_get_arrival_ship( Reinforcements[r_index].name );
9210 // if the reinforcement is a ship
9211 wing_index = wing_lookup(Reinforcements[r_index].name);
9212 if(wing_index >= 0){
9213 // go through the ship arrival list and find the first ship in this wing
9214 objp = GET_FIRST(&ship_arrival_list);
9215 while( objp != END_OF_LIST(&ship_arrival_list) ) {
9217 if (objp->wingnum == wing_index) {
9222 objp = GET_NEXT(objp);
9230 // determine if the given texture is used by a ship type. return ship info index, or -1 if not used by a ship
9231 int ship_get_texture(int bitmap)
9235 // check all ship types
9236 for(idx=0; idx<Num_ship_types; idx++){
9237 if((Ship_info[idx].modelnum >= 0) && model_find_texture(Ship_info[idx].modelnum, bitmap) == 1){
9242 // couldn't find the texture
9246 // update artillery lock info
9247 #define CLEAR_ARTILLERY_AND_CONTINUE() { if(aip != NULL){ aip->artillery_objnum = -1; aip->artillery_sig = -1; aip->artillery_lock_time = 0.0f;} continue; }
9248 float artillery_dist = 10.0f;
9251 dc_get_arg(ARG_FLOAT);
9252 artillery_dist = Dc_arg_float;
9254 void ship_update_artillery_lock()
9256 #if defined(MULTIPLAYER_BETA_BUILD) || defined(FS2_DEMO)
9259 ai_info *aip = NULL;
9260 weapon_info *tlaser = NULL;
9261 mc_info *cinfo = NULL;
9263 vector temp, local_hit;
9268 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ){
9270 if((so->objnum >= 0) && (Objects[so->objnum].type == OBJ_SHIP) && (Objects[so->objnum].instance >= 0)){
9271 shipp = &Ships[Objects[so->objnum].instance];
9277 if(shipp->ai_index >= 0){
9278 aip = &Ai_info[shipp->ai_index];
9281 // if the ship has no targeting laser firing
9282 if((shipp->targeting_laser_objnum < 0) || (shipp->targeting_laser_bank < 0)){
9283 CLEAR_ARTILLERY_AND_CONTINUE();
9286 // if he didn't hit any objects this frame
9287 if(beam_get_num_collisions(shipp->targeting_laser_objnum) <= 0){
9288 CLEAR_ARTILLERY_AND_CONTINUE();
9291 // get weapon info for the targeting laser he's firing
9292 Assert((shipp->weapons.current_primary_bank >= 0) && (shipp->weapons.current_primary_bank < 2));
9293 if((shipp->weapons.current_primary_bank < 0) || (shipp->weapons.current_primary_bank >= 2)){
9296 Assert(shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank] >= 0);
9297 if(shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank] < 0){
9300 Assert((Weapon_info[shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]].wi_flags & WIF_BEAM) && (Weapon_info[shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]].b_info.beam_type == BEAM_TYPE_C));
9301 if(!(Weapon_info[shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]].wi_flags & WIF_BEAM) || (Weapon_info[shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]].b_info.beam_type != BEAM_TYPE_C)){
9304 tlaser = &Weapon_info[shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]];
9306 // get collision info
9307 if(!beam_get_collision(shipp->targeting_laser_objnum, 0, &c_objnum, &cinfo)){
9308 CLEAR_ARTILLERY_AND_CONTINUE();
9310 if((c_objnum < 0) || (cinfo == NULL)){
9311 CLEAR_ARTILLERY_AND_CONTINUE();
9314 // get the position we hit this guy with in his local coords
9315 vm_vec_sub(&temp, &cinfo->hit_point_world, &Objects[c_objnum].pos);
9316 vm_vec_rotate(&local_hit, &temp, &Objects[c_objnum].orient);
9318 // if we are hitting a different guy now, reset the lock
9319 if((c_objnum != aip->artillery_objnum) || (Objects[c_objnum].signature != aip->artillery_sig)){
9320 aip->artillery_objnum = c_objnum;
9321 aip->artillery_sig = Objects[c_objnum].signature;
9322 aip->artillery_lock_time = 0.0f;
9323 aip->artillery_lock_pos = local_hit;
9329 // otherwise we're hitting the same guy. check to see if we've strayed too far
9330 if(vm_vec_dist_quick(&local_hit, &aip->artillery_lock_pos) > artillery_dist){
9331 // hmmm. reset lock time, but don't reset the lock itself
9332 aip->artillery_lock_time = 0.0f;
9336 // finally - just increment the lock time
9337 aip->artillery_lock_time += flFrametime;
9340 if(aip->artillery_lock_time >= 2.0f){
9341 struct ssm_firing_info;
9342 extern void ssm_create(vector *target, vector *start, int ssm_index, ssm_firing_info *override);
9344 HUD_printf("Firing artillery");
9347 vm_vec_unrotate(&temp, &aip->artillery_lock_pos, &Objects[aip->artillery_objnum].orient);
9348 vm_vec_add2(&temp, &Objects[aip->artillery_objnum].pos);
9349 ssm_create(&temp, &Objects[so->objnum].pos, 0, NULL);
9351 // reset the artillery
9352 aip->artillery_lock_time = 0.0f;
9358 // checks if a world point is inside the extended bounding box of a ship
9359 // may not work if delta box is large and negative (ie, adjusted box crosses over on itself - min > max)
9360 int check_world_pt_in_expanded_ship_bbox(vector *world_pt, object *objp, float delta_box)
9362 Assert(objp->type == OBJ_SHIP);
9364 vector temp, ship_pt;
9366 vm_vec_sub(&temp, world_pt, &objp->pos);
9367 vm_vec_rotate(&ship_pt, &temp, &objp->orient);
9369 pm = model_get(Ships[objp->instance].modelnum);
9372 (ship_pt.x > pm->mins.x - delta_box) && (ship_pt.x < pm->maxs.x + delta_box)
9373 && (ship_pt.y > pm->mins.y - delta_box) && (ship_pt.y < pm->maxs.y + delta_box)
9374 && (ship_pt.z > pm->mins.z - delta_box) && (ship_pt.z < pm->maxs.z + delta_box)
9379 // returns true when objp is ship and is tagged
9380 int ship_is_tagged(object *objp)
9383 if (objp->type == OBJ_SHIP) {
9384 shipp = &Ships[objp->instance];
9385 if ( (shipp->tag_left > 0) || (shipp->level2_tag_left > 0) ) {
9393 // get maximum ship speed (when not warping in or out)
9394 float ship_get_max_speed(ship *shipp)
9398 int ship_info_index = shipp->ship_info_index;
9401 max_speed = Ship_info[ship_info_index].max_overclocked_speed;
9404 max_speed = max(max_speed, Ship_info[ship_info_index].max_vel.z);
9407 max_speed = max(max_speed, Ship_info[ship_info_index].afterburner_max_vel.z);
9412 // determin warp speed of ship
9413 float ship_get_warp_speed(object *objp)
9415 Assert(objp->type == OBJ_SHIP);
9416 float shipfx_calculate_warp_speed(object *);
9417 return shipfx_calculate_warp_speed(objp);
9420 // returns true if ship is beginning to speed up in warpout
9421 int ship_is_beginning_warpout_speedup(object *objp)
9423 Assert(objp->type == OBJ_SHIP);
9427 aip = &Ai_info[Ships[objp->instance].ai_index];
9429 if (aip->mode == AIM_WARP_OUT) {
9430 if ( (aip->submode == AIS_WARP_3) || (aip->submode == AIS_WARP_4) || (aip->submode == AIS_WARP_5) ) {
9438 // given a ship info type, return a species
9439 int ship_get_species_by_type(int ship_info_index)
9442 if((ship_info_index < 0) || (ship_info_index >= Num_ship_types)){
9447 return Ship_info[ship_info_index].species;
9450 // return the length of a ship
9451 float ship_get_length(ship* shipp)
9453 polymodel *pm = model_get(shipp->modelnum);
9454 return (pm->maxs.z - pm->mins.z);