2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Ship/Ship.cpp $
15 * Ship (and other object) handling functions
18 * Revision 1.8 2004/07/04 11:39:06 taylor
19 * fix missing debrief text, crash on exit, path separator's, warning fixes, no GR_SOFT
21 * Revision 1.7 2003/06/11 18:30:33 taylor
24 * Revision 1.6 2003/05/25 02:30:44 taylor
27 * Revision 1.5 2002/06/17 06:33:11 relnev
28 * ryan's struct patch for gcc 2.95
30 * Revision 1.4 2002/06/09 04:41:26 relnev
31 * added copyright header
33 * Revision 1.3 2002/06/02 00:31:36 relnev
34 * implemented osregistry
36 * Revision 1.2 2002/05/03 13:34:34 theoddone33
39 * Revision 1.1.1.1 2002/05/03 03:28:10 root
43 * 144 10/13/99 3:43p Jefff
44 * fixed unnumbered XSTRs
46 * 143 9/14/99 3:26a Dave
47 * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer
48 * respawn-too-early problem. Made a few crash points safe.
50 * 142 9/11/99 4:02p Dave
51 * Don't page in model textures when doing ship_model_change() in fred.
53 * 141 9/10/99 9:44p Dave
54 * Bumped version # up. Make server reliable connects not have such a huge
57 * 140 9/06/99 3:30p Mikek
58 * Added system to restrict weapon choices for dogfight missions.
60 * 139 9/01/99 10:15a Dave
62 * 138 9/01/99 8:43a Andsager
63 * supress WARNING from no_fred ships flag
65 * 137 8/26/99 8:52p Dave
66 * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes.
68 * 136 8/26/99 6:08p Andsager
69 * Add debug code for lethality and number of turrets targeting player.
71 * 135 8/26/99 5:14p Andsager
73 * 134 8/26/99 9:45a Dave
74 * First pass at easter eggs and cheats.
76 * 133 8/24/99 4:25p Andsager
77 * Add ship-vanish sexp
79 * 132 8/23/99 11:59a Andsager
80 * Force choice of big fireball when Knossos destroyed. Allow logging of
81 * ship destroyed when no killer_name (ie, from debug).
83 * 131 8/23/99 11:09a Andsager
84 * Round 2 of Knossos explosion
86 * 130 8/20/99 5:09p Andsager
87 * Second pass on Knossos device explosion
89 * 129 8/18/99 10:59p Andsager
90 * Enable "b" key to target bombers.
92 * 128 8/18/99 12:09p Andsager
93 * Add debug if message has no anim for message. Make messages come from
96 * 127 8/16/99 10:04p Andsager
97 * Add special-warp-dist and special-warpout-name sexp for Knossos device
100 * 126 8/16/99 4:06p Dave
101 * Big honking checkin.
103 * 125 8/16/99 2:01p Andsager
104 * Knossos warp-in warp-out.
106 * 124 8/13/99 10:49a Andsager
107 * Knossos and HUGE ship warp out. HUGE ship warp in. Stealth search
108 * modes dont collide big ships.
110 * 123 8/05/99 6:19p Dave
111 * New demo checksums.
113 * 122 8/05/99 12:57a Andsager
114 * the insanity of it all!
116 * 121 8/03/99 11:13a Andsager
117 * Bump up number of ship_subsystems for demo
119 * 120 8/02/99 10:39p Dave
120 * Added colored shields. OoOoOoooOoo
122 * 119 7/29/99 10:47p Dave
123 * Standardized D3D fogging using vertex fog. Shook out Savage 4 bugs.
125 * 118 7/29/99 12:05a Dave
126 * Nebula speed optimizations.
128 * 117 7/28/99 1:36p Andsager
129 * Modify cargo1 to include flag CARGO_NO_DEPLETE. Add sexp
130 * cargo-no-deplete (only for BIG / HUGE). Modify ship struct to pack
133 * 116 7/26/99 5:50p Dave
134 * Revised ingame join. Better? We'll see....
136 * 115 7/26/99 8:06a Andsager
137 * Consistent personas
139 * 114 7/24/99 5:22p Jefff
140 * Removed debug rendering of interpolated ships in multiplayer.
142 * 113 7/19/99 8:57p Andsager
143 * Added Ship_exited red_alert_carry flag and hull strength for RED ALERT
144 * carry over of Exited_ships
146 * 112 7/19/99 7:20p Dave
147 * Beam tooling. Specialized player-killed-self messages. Fixed d3d nebula
150 * 111 7/19/99 12:02p Andsager
151 * Allow AWACS on any ship subsystem. Fix sexp_set_subsystem_strength to
152 * only blow up subsystem if its strength is > 0
154 * 110 7/18/99 9:56p Andsager
155 * Make max_ship_subsys 300 again!
157 * 109 7/18/99 5:20p Dave
158 * Jump node icon. Fixed debris fogging. Framerate warning stuff.
160 * 108 7/18/99 12:32p Dave
161 * Randomly oriented shockwaves.
163 * 107 7/15/99 6:36p Jamesa
164 * Moved default ship name into the ships.tbl
166 * 104 7/15/99 9:20a Andsager
167 * FS2_DEMO initial checkin
169 * 103 7/13/99 5:03p Alanl
170 * make sure object sounds get assigned to ships
172 * 102 7/09/99 5:54p Dave
173 * Seperated cruiser types into individual types. Added tons of new
174 * briefing icons. Campaign screen.
176 * 101 7/08/99 5:49p Andsager
177 * Fixed bug colliding with just warped in Cap ship
179 * 100 7/08/99 10:53a Dave
180 * New multiplayer interpolation scheme. Not 100% done yet, but still
181 * better than the old way.
183 * 99 7/06/99 4:24p Dave
184 * Mid-level checkin. Starting on some potentially cool multiplayer
187 * 98 7/06/99 10:45a Andsager
188 * Modify engine wash to work on any ship that is not small. Add AWACS
191 * 97 7/01/99 4:23p Dave
192 * Full support for multiple linked ambient engine sounds. Added "big
195 * 96 7/01/99 11:44a Dave
196 * Updated object sound system to allow multiple obj sounds per ship.
197 * Added hit-by-beam sound. Added killed by beam sound.
199 * 95 6/30/99 5:53p Dave
200 * Put in new anti-camper code.
202 * 94 6/20/99 12:06a Alanl
203 * new event music changes
205 * 93 6/16/99 4:06p Dave
206 * New pilot info popup. Added new draw-bitmap-as-poly function.
208 * 92 6/16/99 10:21a Dave
209 * Added send-message-list sexpression.
211 * 91 6/14/99 3:21p Andsager
212 * Allow collisions between ship and its debris. Fix up collision pairs
213 * when large ship is warping out.
215 * 90 6/10/99 3:43p Dave
216 * Do a better job of syncing text colors to HUD gauges.
218 * 89 6/07/99 4:21p Andsager
219 * Add HUD color for tagged object. Apply to target and radar.
221 * 88 6/04/99 5:08p Andsager
222 * Sort of hack to allow minicap and supercap tat the same time.
224 * 87 6/03/99 9:29p Andsager
225 * Remove special case for Asteroid ship LOD warning
227 * 86 6/03/99 11:43a Dave
228 * Added the ability to use a different model when rendering to the HUD
231 * 85 6/01/99 8:35p Dave
232 * Finished lockarm weapons. Added proper supercap weapons/damage. Added
233 * awacs-set-radius sexpression.
235 * 84 5/28/99 9:26a Andsager
236 * Added check_world_pt_in_expanded_ship_bbox() function
238 * 83 5/26/99 4:00p Dave
239 * Fixed small lighting bug,
241 * 82 5/26/99 11:46a Dave
242 * Added ship-blasting lighting and made the randomization of lighting
243 * much more customizable.
245 * 81 5/24/99 5:45p Dave
246 * Added detail levels to the nebula, with a decent speedup. Split nebula
247 * lightning into its own section.
249 * 80 5/21/99 5:03p Andsager
250 * Add code to display engine wash death. Modify ship_kill_packet
252 * 79 5/20/99 7:00p Dave
253 * Added alternate type names for ships. Changed swarm missile table
256 * 78 5/19/99 11:09a Andsager
257 * Turn on engine wash. Check every 1/4 sec.
259 * 77 5/18/99 1:30p Dave
260 * Added muzzle flash table stuff.
262 * 76 5/18/99 12:08p Andsager
263 * Added observer_process_post to handle observer too far away
265 * 75 5/18/99 11:15a Andsager
266 * Fix bug in mulitplayer max rangel
268 * 74 5/18/99 10:08a Andsager
269 * Modified single maximum range before blown up to also be multi
272 * 73 5/14/99 3:01p Andsager
273 * Fix bug in ship_do_cap_subsys_cargo_revealed
275 * 72 5/14/99 1:59p Andsager
276 * Multiplayer message for subsystem cargo revealed.
278 * 71 5/14/99 11:50a Andsager
279 * Added vaporize for SMALL ships hit by HUGE beams. Modified dying
280 * frame. Enlarged debris shards and range at which visible.
282 * 70 5/12/99 2:55p Andsager
283 * Implemented level 2 tag as priority in turret object selection
285 * 69 5/11/99 10:16p Andsager
286 * First pass on engine wash effect. Rotation (control input), damage,
289 * 68 5/10/99 4:54p Dave
290 * Fixed particularly hideous subsystem bug related to multiple ship types
291 * using the same model.
293 * 67 4/30/99 12:18p Dave
294 * Several minor bug fixes.
296 * 66 4/29/99 2:29p Dave
297 * Made flak work much better in multiplayer.
299 * 65 4/28/99 11:13p Dave
300 * Temporary checkin of artillery code.
302 * 64 4/28/99 3:11p Andsager
303 * Stagger turret weapon fire times. Make turrets smarter when target is
304 * protected or beam protected. Add weaopn range to weapon info struct.
306 * 63 4/27/99 12:16a Dave
307 * Fixed beam weapon muzzle glow problem. Fixed premature timeout on the
308 * pxo server list screen. Fixed secondary firing for hosts on a
309 * standalone. Fixed wacky multiplayer weapon "shuddering" problem.
311 * 62 4/23/99 12:30p Andsager
312 * Add debug code for showing attack point against big ships.
314 * 61 4/23/99 12:01p Johnson
315 * Added SIF_HUGE_SHIP
317 * 60 4/20/99 6:39p Dave
318 * Almost done with artillery targeting. Added support for downloading
319 * images on the PXO screen.
321 * 59 4/19/99 11:01p Dave
322 * More sophisticated targeting laser support. Temporary checkin.
324 * 58 4/19/99 12:21p Johnson
325 * Allow ships with invisible polygons which do not collide
327 * 57 4/16/99 5:54p Dave
328 * Support for on/off style "stream" weapons. Real early support for
329 * target-painting lasers.
331 * 56 4/12/99 10:07p Dave
332 * Made network startup more forgiving. Added checkmarks to dogfight
333 * screen for players who hit commit.
335 * 55 4/02/99 9:55a Dave
336 * Added a few more options in the weapons.tbl for beam weapons. Attempt
337 * at putting "pain" packets into multiplayer.
339 * 54 3/31/99 8:24p Dave
340 * Beefed up all kinds of stuff, incluging beam weapons, nebula effects
341 * and background nebulae. Added per-ship non-dimming pixel colors.
343 * 53 3/30/99 5:40p Dave
344 * Fixed reinforcements for TvT in multiplayer.
346 * 52 3/29/99 6:17p Dave
347 * More work on demo system. Got just about everything in except for
348 * blowing ships up, secondary weapons and player death/warpout.
350 * 51 3/28/99 5:58p Dave
351 * Added early demo code. Make objects move. Nice and framerate
352 * independant, but not much else. Don't use yet unless you're me :)
354 * 50 3/26/99 5:23p Andsager
355 * Fix bug with special explostions sometimes not generating shockwaves.
357 * 49 3/26/99 4:49p Dave
358 * Made cruisers able to dock with stuff. Made docking points and paths
361 * 48 3/25/99 4:47p Johnson
362 * HACK allow Mycernus to dock with Enif
364 * 47 3/25/99 2:38p Johnson
365 * Give brad special mission docking stuff
367 * 46 3/25/99 1:30p Johnson
368 * Allow Arcadia/Mentu docking
370 * 45 3/24/99 4:05p Dave
371 * Put in support for assigning the player to a specific squadron with a
372 * specific logo. Preliminary work for doing pos/orient checksumming in
373 * multiplayer to reduce bandwidth.
375 * 44 3/23/99 2:29p Andsager
376 * Fix shockwaves for kamikazi and Fred defined. Collect together
377 * shockwave_create_info struct.
379 * 43 3/20/99 3:46p Dave
380 * Added support for model-based background nebulae. Added 3 new
383 * 42 3/19/99 9:51a Dave
384 * Checkin to repair massive source safe crash. Also added support for
385 * pof-style nebulae, and some new weapons code.
387 * 43 3/12/99 4:30p Anoop
388 * Check for OBJ_NONE as well as OBJ_GHOST when firing secondary weapons
390 * 42 3/11/99 2:22p Dave
391 * Fixed a countermeasure firing assert for multiplayer.
393 * 41 3/10/99 6:51p Dave
394 * Changed the way we buffer packets for all clients. Optimized turret
395 * fired packets. Did some weapon firing optimizations.
397 * 40 3/10/99 2:29p Dan
398 * disable lod warning for asteroid ships
400 * 39 3/09/99 6:24p Dave
401 * More work on object update revamping. Identified several sources of
402 * unnecessary bandwidth.
404 * 38 3/08/99 7:03p Dave
405 * First run of new object update system. Looks very promising.
407 * 37 3/05/99 1:33p Dave
408 * Upped subsystem max to 700
410 * 36 3/04/99 6:09p Dave
411 * Added in sexpressions for firing beams and checking for if a ship is
414 * 35 3/02/99 9:25p Dave
415 * Added a bunch of model rendering debug code. Started work on fixing
416 * beam weapon wacky firing.
418 * 34 3/01/99 7:39p Dave
419 * Added prioritizing ship respawns. Also fixed respawns in TvT so teams
420 * don't mix respawn points.
422 * 33 2/26/99 6:01p Andsager
423 * Add sexp has-been-tagged-delay and cap-subsys-cargo-known-delay
425 * 32 2/26/99 4:14p Dave
426 * Put in the ability to have multiple shockwaves for ships.
428 * 31 2/21/99 1:48p Dave
429 * Some code for monitoring datarate for multiplayer in detail.
431 * 30 2/19/99 3:52p Neilk
432 * Put in some proper handling code for undocking dying objects (handle
433 * wacky object types like OBJ_GHOST).
435 * 29 2/11/99 5:22p Andsager
436 * Fixed bugs, generalized block Sexp_variables
438 * 28 2/11/99 2:15p Andsager
439 * Add ship explosion modification to FRED
441 * 27 2/05/99 12:52p Dave
442 * Fixed Glide nondarkening textures.
444 * 26 2/03/99 12:42p Andsager
445 * Add escort priority. Modify ship_flags_dlg to include field. Save and
446 * Load. Add escort priority field to ship.
448 * 25 2/02/99 9:36a Andsager
449 * Bash hull strength to zero when ship is killed (by sexp)
451 * 24 1/29/99 2:25p Andsager
452 * Added turret_swarm_missiles
454 * 23 1/29/99 12:47a Dave
455 * Put in sounds for beam weapon. A bunch of interface screens (tech
458 * 22 1/27/99 9:56a Dave
459 * Temporary checkin of beam weapons for Dan to make cool sounds.
461 * 21 1/25/99 5:03a Dave
462 * First run of stealth, AWACS and TAG missile support. New mission type
465 * 20 1/24/99 11:37p Dave
466 * First full rev of beam weapons. Very customizable. Removed some bogus
467 * Int3()'s in low level net code.
469 * 19 1/14/99 6:06p Dave
470 * 100% full squad logo support for single player and multiplayer.
472 * 18 1/14/99 12:48a Dave
473 * Todo list bug fixes. Made a pass at putting briefing icons back into
474 * FRED. Sort of works :(
476 * 17 1/12/99 5:45p Dave
477 * Moved weapon pipeline in multiplayer to almost exclusively client side.
478 * Very good results. Bandwidth goes down, playability goes up for crappy
479 * connections. Fixed object update problem for ship subsystems.
481 * 16 1/08/99 2:08p Dave
482 * Fixed software rendering for pofview. Super early support for AWACS and
485 * 15 1/06/99 2:24p Dave
486 * Stubs and release build fixes.
488 * 14 12/23/98 2:53p Andsager
489 * Added ship activation and gas collection subsystems, removed bridge
491 * 13 12/09/98 7:34p Dave
492 * Cleanup up nebula effect. Tweaked many values.
494 * 12 12/08/98 9:36a Dave
495 * Almost done nebula effect for D3D. Looks 85% as good as Glide.
497 * 11 12/06/98 2:36p Dave
498 * Drastically improved nebula fogging.
500 * 10 11/19/98 4:19p Dave
501 * Put IPX sockets back in psnet. Consolidated all multiplayer config
504 * 9 11/14/98 5:33p Dave
505 * Lots of nebula work. Put in ship contrails.
507 * 8 11/11/98 5:37p Dave
508 * Checkin for multiplayer testing.
510 * 7 10/26/98 9:42a Dave
511 * Early flak gun support.
513 * 6 10/23/98 3:51p Dave
514 * Full support for tstrings.tbl and foreign languages. All that remains
515 * is to make it active in Fred.
517 * 5 10/23/98 3:03p Andsager
518 * Initial support for changing rotation rate.
520 * 4 10/20/98 1:39p Andsager
521 * Make so sparks follow animated ship submodels. Modify
522 * ship_weapon_do_hit_stuff() and ship_apply_local_damage() to add
523 * submodel_num. Add submodel_num to multiplayer hit packet.
525 * 3 10/13/98 9:29a Dave
526 * Started neatening up freespace.h. Many variables renamed and
527 * reorganized. Added AlphaColors.[h,cpp]
529 * 2 10/07/98 10:53a Dave
532 * 1 10/07/98 10:51a Dave
534 * 915 8/28/98 3:29p Dave
535 * EMP effect done. AI effects may need some tweaking as required.
537 * 914 8/25/98 1:48p Dave
538 * First rev of EMP effect. Player side stuff basically done. Next comes
541 * 913 8/17/98 5:07p Dave
542 * First rev of corkscrewing missiles.
544 * 912 7/15/98 11:29a Allender
545 * quick error dialog to prevent the > 50 ships per mission problem
547 * 911 7/06/98 6:11p Dave
548 * More object update stuff.
550 * 910 6/30/98 2:23p Dave
551 * Revised object update system. Removed updates for all weapons. Put
552 * button info back into control info packet.
554 * 909 6/12/98 2:49p Dave
555 * Patch 1.02 changes.
557 * 908 6/10/98 6:46p Lawrance
558 * increase SHIP_MULTITEXT_LENGTH to 1500
560 * 906 6/09/98 10:31a Hoffoss
561 * Created index numbers for all xstr() references. Any new xstr() stuff
562 * added from here on out should be added to the end if the list. The
563 * current list count can be found in FreeSpace.cpp (search for
566 * 905 6/01/98 11:43a John
567 * JAS & MK: Classified all strings for localization.
569 * 904 5/24/98 10:50p Mike
570 * Fix problem with ships with propagating explosions not being able to
573 * 903 5/23/98 4:14p John
574 * Added code to preload textures to video card for AGP. Added in code
575 * to page in some bitmaps that weren't getting paged in at level start.
577 * 902 5/23/98 12:05a Adam
578 * change ship_is_getting_locked() to take weapon range into account
580 * 901 5/22/98 5:32p Andsager
581 * Make big ship explosion sounds play all the way through. remove
582 * cur_snd from ship struct.
584 * 900 5/21/98 7:11p Sandeep
585 * Increased the buffer size a bit during parse ships.tbl to account for
586 * slightly lengthy descriptions
588 * 899 5/21/98 3:31p Allender
589 * fix bug where Ship_obj_list was getting overwritten by the exited ships
592 * 898 5/21/98 1:44p Lawrance
593 * add ship_obj list validation
595 * 897 5/21/98 11:33a Lawrance
596 * Check aspect_locked_time when determining if another ship is seeking
599 * 896 5/19/98 8:42p Andsager
600 * Add cur_snd (used for sound management of big ship explosions)
602 * 895 5/18/98 2:50p Peter
603 * AL: Check to make sure we don't overflow support_ships[] array in
604 * ship_find_repair_ship
606 * 894 5/15/98 11:11p Mike
607 * Make game a bit easier based on skill level, mainly at Easy and, to a
608 * lesser extent, Medium.
610 * 893 5/15/98 6:45p Hoffoss
611 * Made some things not appear in the release version of Fred.
613 * 892 5/15/98 5:37p Hoffoss
614 * Added new 'tech description' fields to ship and weapon tables, and
615 * added usage of it in tech room.
617 * 891 5/15/98 12:07p Allender
618 * make messaging come from proper ships when in team vs. team games.
620 * 890 5/14/98 9:38p Andsager
621 * Fixed bug in dying_undock_physics when both ships have ovelapping dying
624 * 889 5/13/98 6:54p Dave
625 * More sophistication to PXO interface. Changed respawn checking so
626 * there's no window for desynchronization between the server and the
629 * 888 5/12/98 10:54p Andsager
630 * Add new sound manager for big ship sub-explosion sounds
632 * 887 5/12/98 2:34p Adam
633 * re-instated the old nicer particle ANI's for ship explosions.
635 * 886 5/12/98 9:15a Andsager
636 * Clean up big ship sub-explosion sound. Make single instance of sounds.
637 * Choose random sounds. Add timestamp to post split sounds. Make
638 * explosion flash depend on wheth ship was visible if within ~1.5 radii.
640 * 885 5/11/98 4:33p Allender
641 * fixed ingame join problems -- started to work on new object updating
642 * code (currently ifdef'ed out)
644 * 884 5/11/98 4:05p Lawrance
645 * Increase sanity timestamp for next_fire_time to 60 seconds
647 * 883 5/10/98 11:30p Mike
648 * Better firing of bombs, less likely to go into strafe mode.
650 * 882 5/09/98 4:52p Lawrance
651 * Implement padlock view (up/rear/left/right)
653 * 881 5/08/98 5:31p Hoffoss
654 * Isolated the joystick force feedback code more from dependence on other
657 * 880 5/08/98 4:39p Mike
658 * Comment out two Asserts that trap a condition that is actually legal.
677 #include "floating.h"
680 #include "fireballs.h"
685 #include "missionlog.h"
686 #include "missionparse.h"
692 #include "freespace.h"
695 #include "linklist.h"
697 #include "hudtarget.h"
698 #include "hudshield.h"
700 #include "multiutil.h"
701 #include "multimsgs.h"
704 #include "eventmusic.h"
707 #include "gamesequence.h"
708 #include "objectsnd.h"
709 #include "cmeasure.h"
710 #include "animplay.h"
711 #include "controlsconfig.h"
712 #include "afterburner.h"
713 #include "shockwave.h"
714 #include "hudsquadmsg.h"
717 #include "subsysdamage.h"
718 #include "missionmessage.h"
719 #include "lighting.h"
720 #include "particle.h"
722 #include "asteroid.h"
723 #include "hudtargetbox.h"
724 #include "multi_respawn.h"
725 #include "hudartillery.h"
726 #include "hudwingmanstatus.h"
727 #include "jumpnode.h"
728 #include "redalert.h"
729 #include "corkscrew.h"
731 #include "localize.h"
733 #include "shipcontrails.h"
734 #include "alphacolors.h"
737 #include "staticrand.h"
738 #include "missionshipchoice.h"
740 #if defined(FS2_DEMO) || defined(FS1_DEMO)
741 #define MAX_SHIP_SUBOBJECTS 360
743 #define MAX_SHIP_SUBOBJECTS 700 // Reduced from 1000 to 400 by MK on 4/1/98.
744 // Highest I saw was 164 in sm2-03a which Sandeep says has a lot of ships.
745 // JAS: sm3-01 needs 460. You cannot know this number until *all* ships
746 // have warped in. So I put code in the paging code which knows all ships
747 // that will warp in.
750 //#define MIN_COLLISION_MOVE_DIST 5.0
751 //#define COLLISION_VEL_CONST 0.1
752 #define COLLISION_FRICTION_FACTOR 0.0 // ratio of maximum friction impulse to repulsion impulse
753 #define COLLISION_ROTATION_FACTOR 1.0 // increase in rotation from collision
755 int Ai_render_debug_flag=0;
757 int Ship_sphere_check = 0;
758 int Ship_auto_repair = 1; // flag to indicate auto-repair of subsystem should occur
759 extern void render_path_points(object *objp);
762 // mwa -- removed 11/24/97 int num_ships = 0;
764 int Num_reinforcements = 0;
765 ship Ships[MAX_SHIPS];
767 wing Wings[MAX_WINGS];
768 int Starting_wings[MAX_PLAYER_WINGS]; // wings player starts a mission with (-1 = none)
769 int ships_inited = 0;
771 engine_wash_info Engine_wash_info[MAX_ENGINE_WASH_TYPES];
772 char get_engine_wash_index(char *engine_wash_name);
774 // information for ships which have exited the game
775 exited_ship Ships_exited[MAX_EXITED_SHIPS];
776 int Num_exited_ships;
778 int Num_engine_wash_types;
780 int Num_ship_subobj_types;
781 int Num_ship_subobjects;
782 int Player_ship_class; // needs to be player specific, move to player structure
784 #define SHIP_OBJ_USED (1<<0) // flag used in ship_obj struct
785 #define MAX_SHIP_OBJS MAX_SHIPS // max number of ships tracked in ship list
786 ship_obj Ship_objs[MAX_SHIP_OBJS]; // array used to store ship object indexes
787 ship_obj Ship_obj_list; // head of linked list of ship_obj structs
789 ship_info Ship_info[MAX_SHIP_TYPES];
790 ship_subsys Ship_subsystems[MAX_SHIP_SUBOBJECTS];
791 ship_subsys ship_subsys_free_list;
792 reinforcements Reinforcements[MAX_REINFORCEMENTS];
794 int Num_player_ship_precedence; // Number of ship types in Player_ship_precedence
795 int Player_ship_precedence[MAX_PLAYER_SHIP_CHOICES]; // Array of ship types, precedence list for player ship/wing selection
797 static int Laser_energy_out_snd_timer; // timer so we play out of laser sound effect periodically
798 static int Missile_out_snd_timer; // timer so we play out of laser sound effect periodically
800 // structure used to hold ship counts of particular types. The order in which these appear is crucial
801 // since the goal code relies on this placement to find the array index in the Ship_counts array
802 char *Ship_type_names[MAX_SHIP_TYPE_COUNTS] = {
827 int Ship_type_flags[MAX_SHIP_TYPE_COUNTS] = {
830 SIF_FIGHTER | SIF_BOMBER,
850 ship_counts Ship_counts[MAX_SHIP_TYPE_COUNTS];
852 // I don't want to do an AI cargo check every frame, so I made a global timer to limit check to
853 // every SHIP_CARGO_CHECK_INTERVAL ms. Didn't want to make a timer in each ship struct. Ensure
854 // inited to 1 at mission start.
855 static int Ship_cargo_check_timer;
857 // a global definition of the IFF colors
858 color IFF_colors[MAX_IFF_COLORS][2]; // AL 1-2-97: Create two IFF colors, regular and bright
860 void ship_iff_init_colors()
863 int iff_bright_delta=4;
866 for ( i=0; i<2; i++ ) {
869 alpha = (HUD_COLOR_ALPHA_MAX - iff_bright_delta) * 16;
871 alpha = HUD_COLOR_ALPHA_MAX * 16;
873 gr_init_alphacolor( &IFF_colors[IFF_COLOR_HOSTILE][i], 0xff, 0x00, 0x00, alpha );
874 gr_init_alphacolor( &IFF_colors[IFF_COLOR_FRIENDLY][i], 0x00, 0xff, 0x00, alpha );
875 gr_init_alphacolor( &IFF_colors[IFF_COLOR_NEUTRAL][i], 0xff, 0x00, 0x00, alpha );
876 gr_init_alphacolor( &IFF_colors[IFF_COLOR_UNKNOWN][i], 0xff, 0x00, 0xff, alpha );
877 gr_init_alphacolor( &IFF_colors[IFF_COLOR_SELECTION][i], 0xff, 0xff, 0xff, alpha );
878 gr_init_alphacolor( &IFF_colors[IFF_COLOR_MESSAGE][i], 0x7f, 0x7f, 0x7f, alpha );
879 gr_init_alphacolor( &IFF_colors[IFF_COLOR_TAGGED][i], 0xff, 0xff, 0x00, alpha );
883 // set the ship_obj struct fields to default values
884 void ship_obj_list_reset_slot(int index)
886 Ship_objs[index].flags = 0;
887 Ship_objs[index].next = NULL;
888 Ship_objs[index].prev = (ship_obj*)-1;
891 // if the given ship is in alpha/beta/gamma/zeta wings
892 int ship_in_abgz(ship *shipp)
894 if(!strcmp(shipp->ship_name, "Alpha 1")) return 1;
895 if(!strcmp(shipp->ship_name, "Alpha 2")) return 1;
896 if(!strcmp(shipp->ship_name, "Alpha 3")) return 1;
897 if(!strcmp(shipp->ship_name, "Alpha 4")) return 1;
899 if(!strcmp(shipp->ship_name, "Beta 1")) return 1;
900 if(!strcmp(shipp->ship_name, "Beta 2")) return 1;
901 if(!strcmp(shipp->ship_name, "Beta 3")) return 1;
902 if(!strcmp(shipp->ship_name, "Beta 4")) return 1;
904 if(!strcmp(shipp->ship_name, "Gamma 1")) return 1;
905 if(!strcmp(shipp->ship_name, "Gamma 2")) return 1;
906 if(!strcmp(shipp->ship_name, "Gamma 3")) return 1;
907 if(!strcmp(shipp->ship_name, "Gamma 4")) return 1;
909 if(!strcmp(shipp->ship_name, "Zeta 1")) return 1;
910 if(!strcmp(shipp->ship_name, "Zeta 2")) return 1;
911 if(!strcmp(shipp->ship_name, "Zeta 3")) return 1;
912 if(!strcmp(shipp->ship_name, "Zeta 4")) return 1;
918 // ---------------------------------------------------
919 // ship_obj_list_init()
921 void ship_obj_list_init()
925 list_init(&Ship_obj_list);
926 for ( i = 0; i < MAX_SHIP_OBJS; i++ ) {
927 ship_obj_list_reset_slot(i);
931 // ---------------------------------------------------
932 // ship_obj_list_add()
934 // Function to add a node to the Ship_obj_list. Only
935 // called from ship_create()
936 int ship_obj_list_add(int objnum)
940 for ( i = 0; i < MAX_SHIP_OBJS; i++ ) {
941 if ( !(Ship_objs[i].flags & SHIP_OBJ_USED) )
944 if ( i == MAX_SHIP_OBJS ) {
945 Error(LOCATION, "Fatal Error: Ran out of ship object nodes\n");
949 Ship_objs[i].flags = 0;
950 Ship_objs[i].objnum = objnum;
951 list_append(&Ship_obj_list, &Ship_objs[i]);
952 Ship_objs[i].flags |= SHIP_OBJ_USED;
957 // ---------------------------------------------------
958 // ship_obj_list_remove()
960 // Function to remove a node from the Ship_obj_list. Only
961 // called from ship_delete()
962 void ship_obj_list_remove(int index)
964 Assert(index >= 0 && index < MAX_SHIP_OBJS);
965 list_remove(&Ship_obj_list, &Ship_objs[index]);
966 ship_obj_list_reset_slot(index);
969 // ---------------------------------------------------
970 // ship_obj_list_rebuild()
972 // Called from the save/restore code to re-create the Ship_obj_list
974 void ship_obj_list_rebuild()
978 ship_obj_list_init();
980 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
981 if ( objp->type == OBJ_SHIP ) {
982 Ships[objp->instance].ship_list_index = ship_obj_list_add(OBJ_INDEX(objp));
987 ship_obj *get_ship_obj_ptr_from_index(int index)
989 Assert(index >= 0 && index < MAX_SHIP_OBJS);
990 return &Ship_objs[index];
994 // return number of ships in the game.
995 int ship_get_num_ships()
1001 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) )
1007 // parse an engine wash info record
1008 void parse_engine_wash()
1010 engine_wash_info *ewp;
1011 ewp = &Engine_wash_info[Num_engine_wash_types];
1013 // name of engine wash info
1014 required_string("$Name:");
1015 stuff_string(ewp->name, F_NAME, NULL);
1017 // half angle of cone of wash from thruster
1018 required_string("$Angle:");
1019 stuff_float(&ewp->angle);
1020 ewp->angle *= (PI / 180.0f);
1022 // radius multiplier for hemisphere around thruster pt
1023 required_string("$Radius Mult:");
1024 stuff_float(&ewp->radius_mult);
1027 required_string("$Length:");
1028 stuff_float(&ewp->length);
1030 // intensity inside hemisphere (or at 0 distance from frustated cone)
1031 required_string("$Intensity:");
1032 stuff_float(&ewp->intensity);
1036 #define SHIP_MULTITEXT_LENGTH 1500
1037 // function to parse the information for a specific ship type.
1040 char buf[SHIP_MULTITEXT_LENGTH + 1];
1043 float hull_percentage_of_hits = 100.0f;
1044 int n_subsystems = 0;
1045 model_subsystem subsystems[MAX_MODEL_SUBSYSTEMS]; // see model.h for max_model_subsystems
1046 for (int idx=0; idx<MAX_MODEL_SUBSYSTEMS; idx++) {
1047 subsystems[idx].stepped_rotation = NULL;
1048 subsystems[idx].ai_rotation = NULL;
1050 int i, num_allowed, rtn = 0;
1051 int allowed_weapons[MAX_WEAPON_TYPES];
1053 sip = &Ship_info[Num_ship_types];
1056 // These should be specified in ships.tbl eventually!
1059 required_string("$Name:");
1060 stuff_string(sip->name, F_NAME, NULL);
1062 // AL 28-3-98: If this is a demo build, we only want to parse weapons that are preceded with
1064 #ifdef DEMO // not needed FS2_DEMO (using separate table file)
1065 if ( sip->name[0] != '@' ) {
1066 // advance to next weapon, and return -1
1067 if ( skip_to_start_of_strings("$Name:", "#End") != 1 ) {
1075 if (strchr(sip->name, '#') && Fred_running)
1079 if ( sip->name[0] == '@' ) {
1080 char old_name[NAME_LENGTH];
1081 strcpy(old_name, sip->name);
1082 strcpy(sip->name, old_name+1);
1085 diag_printf ("Ship name -- %s\n", sip->name);
1086 if ( ship_info_lookup( sip->name ) != -1 ){
1087 Error(LOCATION, "Error: Ship name %s already exists in ships.tbl. All ship class names must be unique.", sip->name);
1090 required_string("$Short name:");
1091 stuff_string(sip->short_name, F_NAME, NULL);
1092 diag_printf ("Ship short name -- %s\n", sip->short_name);
1094 find_and_stuff("$Species:", &sip->species, F_NAME, Species_names, MAX_SPECIES_NAMES, "species names");
1095 diag_printf ("Ship species -- %s\n", Species_names[sip->species]);
1097 sip->type_str = sip->maneuverability_str = sip->armor_str = sip->manufacturer_str = NULL;
1098 if (optional_string("+Type:")) {
1099 stuff_string(buf, F_MESSAGE, NULL);
1100 sip->type_str = strdup(buf);
1103 if (optional_string("+Maneuverability:")) {
1104 stuff_string(buf, F_MESSAGE, NULL);
1105 sip->maneuverability_str = strdup(buf);
1108 if (optional_string("+Armor:")) {
1109 stuff_string(buf, F_MESSAGE, NULL);
1110 sip->armor_str = strdup(buf);
1113 if (optional_string("+Manufacturer:")) {
1114 stuff_string(buf, F_MESSAGE, NULL);
1115 sip->manufacturer_str = strdup(buf);
1119 if (optional_string("+Description:")) {
1120 stuff_string(buf, F_MULTITEXT, NULL);
1121 sip->desc = strdup(buf);
1124 sip->tech_desc = NULL;
1125 if (optional_string("+Tech Description:")) {
1126 stuff_string(buf, F_MULTITEXT, NULL, SHIP_MULTITEXT_LENGTH);
1127 sip->tech_desc = strdup(buf);
1130 // Code added here by SS to parse the optional strings for length, gun_mounts, missile_banks
1132 sip->ship_length = NULL;
1133 if (optional_string("+Length:")) {
1134 stuff_string(buf, F_MESSAGE, NULL);
1135 sip->ship_length = strdup(buf);
1138 sip->gun_mounts = NULL;
1139 if (optional_string("+Gun Mounts:")) {
1140 stuff_string(buf, F_MESSAGE, NULL);
1141 sip->gun_mounts = strdup(buf);
1144 sip->missile_banks = NULL;
1145 if (optional_string("+Missile Banks:")) {
1146 stuff_string(buf, F_MESSAGE, NULL);
1147 sip->missile_banks = strdup(buf);
1153 sip->num_detail_levels = 0;
1155 required_string( "$POF file:" );
1156 stuff_string( sip->pof_file, F_NAME, NULL );
1158 // optional hud targeting model
1159 strcpy(sip->pof_file_hud, "");
1160 if(optional_string( "$POF target file:")){
1161 stuff_string(sip->pof_file_hud, F_NAME, NULL);
1164 required_string("$Detail distance:");
1165 sip->num_detail_levels = stuff_int_list(sip->detail_distance, MAX_SHIP_DETAIL_LEVELS, RAW_INTEGER_TYPE);
1167 // check for optional pixel colors
1168 sip->num_nondark_colors = 0;
1169 while(optional_string("$ND:")){
1175 if(sip->num_nondark_colors < MAX_NONDARK_COLORS){
1176 sip->nondark_colors[sip->num_nondark_colors][0] = nr;
1177 sip->nondark_colors[sip->num_nondark_colors][1] = ng;
1178 sip->nondark_colors[sip->num_nondark_colors++][2] = nb;
1182 required_string("$Show damage:");
1184 stuff_boolean(&bogus_bool);
1186 required_string("$Density:");
1187 stuff_float( &(sip->density) );
1188 diag_printf ("Ship density -- %7.3f\n", sip->density);
1190 required_string("$Damp:");
1191 stuff_float( &(sip->damp) );
1192 diag_printf ("Ship damp -- %7.3f\n", sip->damp);
1194 required_string("$Rotdamp:");
1195 stuff_float( &(sip->rotdamp) );
1196 diag_printf ("Ship rotdamp -- %7.3f\n", sip->rotdamp);
1198 required_string("$Max Velocity:");
1199 stuff_vector(&sip->max_vel);
1201 // calculate the max speed from max_velocity
1202 sip->max_speed = vm_vec_mag(&sip->max_vel);
1204 required_string("$Rotation Time:");
1205 stuff_vector(&sip->rotation_time);
1207 sip->srotation_time = (sip->rotation_time.xyz.x + sip->rotation_time.xyz.y)/2.0f;
1209 sip->max_rotvel.xyz.x = (2 * PI) / sip->rotation_time.xyz.x;
1210 sip->max_rotvel.xyz.y = (2 * PI) / sip->rotation_time.xyz.y;
1211 sip->max_rotvel.xyz.z = (2 * PI) / sip->rotation_time.xyz.z;
1213 // get the backwards velocity;
1214 required_string("$Rear Velocity:");
1215 stuff_float(&sip->max_rear_vel);
1217 // get the accelerations
1218 required_string("$Forward accel:");
1219 stuff_float(&sip->forward_accel );
1221 required_string("$Forward decel:");
1222 stuff_float(&sip->forward_decel );
1224 required_string("$Slide accel:");
1225 stuff_float(&sip->slide_accel );
1227 required_string("$Slide decel:");
1228 stuff_float(&sip->slide_decel );
1230 // get ship explosion info
1231 required_string("$Expl inner rad:");
1232 stuff_float(&sip->inner_rad);
1234 required_string("$Expl outer rad:");
1235 stuff_float(&sip->outer_rad);
1237 required_string("$Expl damage:");
1238 stuff_float(&sip->damage);
1240 required_string("$Expl blast:");
1241 stuff_float(&sip->blast);
1243 required_string("$Expl Propagates:");
1244 stuff_boolean(&sip->explosion_propagates);
1246 required_string("$Shockwave Speed:");
1247 stuff_float( &sip->shockwave_speed );
1249 sip->shockwave_count = 1;
1250 if(optional_string("$Shockwave Count:")){
1251 stuff_int(&sip->shockwave_count);
1254 for ( i = 0; i < MAX_WEAPON_TYPES; i++ ){
1255 sip->allowed_weapons[i] = 0;
1258 // Set the weapons filter used in weapons loadout (for primary weapons)
1259 if (optional_string("$Allowed PBanks:")) {
1260 num_allowed = stuff_int_list(allowed_weapons, MAX_WEAPON_TYPES, WEAPON_LIST_TYPE);
1262 // actually say which weapons are allowed
1263 for ( i = 0; i < num_allowed; i++ ) {
1264 if ( allowed_weapons[i] >= 0 ) { // MK, Bug fix, 9/6/99. Used to be "allowed_weapons" not "allowed_weapons[i]".
1265 sip->allowed_weapons[allowed_weapons[i]] |= 1;
1270 // Set the weapons filter used in weapons loadout (for primary weapons)
1271 if (optional_string("$Allowed Dogfight PBanks:")) {
1272 num_allowed = stuff_int_list(allowed_weapons, MAX_WEAPON_TYPES, WEAPON_LIST_TYPE);
1274 // actually say which weapons are allowed
1275 for ( i = 0; i < num_allowed; i++ ) {
1276 if ( allowed_weapons[i] >= 0 ) {
1277 sip->allowed_weapons[allowed_weapons[i]] |= 2;
1282 // Get default primary bank weapons
1283 for ( i = 0; i < MAX_PRIMARY_BANKS; i++ ){
1284 sip->primary_bank_weapons[i] = -1;
1286 required_string("$Default PBanks:");
1287 sip->num_primary_banks = stuff_int_list(sip->primary_bank_weapons, MAX_PRIMARY_BANKS, WEAPON_LIST_TYPE);
1290 for ( i = 0; i < sip->num_primary_banks; i++ ) {
1291 Assert(sip->primary_bank_weapons[i] >= 0);
1294 // Set the weapons filter used in weapons loadout (for secondary weapons)
1295 if (optional_string("$Allowed SBanks:")) {
1296 num_allowed = stuff_int_list(allowed_weapons, MAX_WEAPON_TYPES, WEAPON_LIST_TYPE);
1298 // actually say which weapons are allowed
1299 for ( i = 0; i < num_allowed; i++ ) {
1300 if ( allowed_weapons[i] >= 0 ) {
1301 sip->allowed_weapons[allowed_weapons[i]] |= 1;
1306 // Set the weapons filter used in weapons loadout (for secondary weapons)
1307 if (optional_string("$Allowed Dogfight SBanks:")) {
1308 num_allowed = stuff_int_list(allowed_weapons, MAX_WEAPON_TYPES, WEAPON_LIST_TYPE);
1310 // actually say which weapons are allowed
1311 for ( i = 0; i < num_allowed; i++ ) {
1312 if ( allowed_weapons[i] >= 0 ) {
1313 sip->allowed_weapons[allowed_weapons[i]] |= 2;
1318 // Get default secondary bank weapons
1319 for ( i = 0; i < MAX_SECONDARY_BANKS; i++ ){
1320 sip->secondary_bank_weapons[i] = -1;
1322 required_string("$Default SBanks:");
1323 sip->num_secondary_banks = stuff_int_list(sip->secondary_bank_weapons, MAX_SECONDARY_BANKS, WEAPON_LIST_TYPE);
1326 for ( i = 0; i < sip->num_secondary_banks; i++ ) {
1327 Assert(sip->secondary_bank_weapons[i] >= 0);
1330 // Get the capacity of each secondary bank
1331 required_string("$Sbank Capacity:");
1333 capacity_count = stuff_int_list(sip->secondary_bank_ammo_capacity, MAX_SECONDARY_BANKS, RAW_INTEGER_TYPE);
1334 if ( capacity_count != sip->num_secondary_banks ) {
1335 Warning(LOCATION, "Secondary bank capacities have not been specified for ship class %s... fix this!!", sip->name);
1338 required_string("$Shields:");
1339 stuff_float(&sip->shields);
1341 // optional shield color
1342 sip->shield_color[0] = 255;
1343 sip->shield_color[1] = 255;
1344 sip->shield_color[2] = 255;
1345 if(optional_string("$Shield Color:")){
1346 stuff_byte(&sip->shield_color[0]);
1347 stuff_byte(&sip->shield_color[1]);
1348 stuff_byte(&sip->shield_color[2]);
1351 // The next three fields are used for the ETS
1352 required_string("$Power Output:");
1353 stuff_float(&sip->power_output);
1355 required_string("$Max Oclk Speed:");
1356 stuff_float(&sip->max_overclocked_speed);
1358 required_string("$Max Weapon Eng:");
1359 stuff_float(&sip->max_weapon_reserve);
1361 required_string("$Hitpoints:");
1362 stuff_float(&sip->initial_hull_strength);
1364 required_string("$Flags:");
1365 char ship_strings[MAX_SHIP_FLAGS][NAME_LENGTH];
1366 int num_strings = stuff_string_list(ship_strings, MAX_SHIP_FLAGS);
1367 sip->flags = SIF_DEFAULT_VALUE;
1368 for ( i=0; i<num_strings; i++ ) {
1369 if (!stricmp(NOX("no_collide"), ship_strings[i]))
1370 sip->flags &= ~SIF_DO_COLLISION_CHECK;
1371 else if (!stricmp(NOX("player_ship"), ship_strings[i]))
1372 sip->flags |= SIF_PLAYER_SHIP;
1373 else if (!stricmp(NOX("default_player_ship"), ship_strings[i]))
1374 sip->flags |= SIF_DEFAULT_PLAYER_SHIP;
1375 else if ( !stricmp(NOX("repair_rearm"), ship_strings[i]))
1376 sip->flags |= SIF_SUPPORT;
1377 else if ( !stricmp(NOX("cargo"), ship_strings[i]))
1378 sip->flags |= SIF_CARGO;
1379 else if ( !stricmp( NOX("fighter"), ship_strings[i]))
1380 sip->flags |= SIF_FIGHTER;
1381 else if ( !stricmp( NOX("bomber"), ship_strings[i]))
1382 sip->flags |= SIF_BOMBER;
1383 else if ( !stricmp( NOX("transport"), ship_strings[i]))
1384 sip->flags |= SIF_TRANSPORT;
1385 else if ( !stricmp( NOX("freighter"), ship_strings[i]))
1386 sip->flags |= SIF_FREIGHTER;
1387 else if ( !stricmp( NOX("capital"), ship_strings[i]))
1388 sip->flags |= SIF_CAPITAL;
1389 else if (!stricmp( NOX("supercap"), ship_strings[i]))
1390 sip->flags |= SIF_SUPERCAP;
1391 else if (!stricmp( NOX("drydock"), ship_strings[i]))
1392 sip->flags |= SIF_DRYDOCK;
1393 else if ( !stricmp( NOX("cruiser"), ship_strings[i]))
1394 sip->flags |= SIF_CRUISER;
1395 else if ( !stricmp( NOX("navbuoy"), ship_strings[i]))
1396 sip->flags |= SIF_NAVBUOY;
1397 else if ( !stricmp( NOX("sentrygun"), ship_strings[i]))
1398 sip->flags |= SIF_SENTRYGUN;
1399 else if ( !stricmp( NOX("escapepod"), ship_strings[i]))
1400 sip->flags |= SIF_ESCAPEPOD;
1401 else if ( !stricmp( NOX("no type"), ship_strings[i]))
1402 sip->flags |= SIF_NO_SHIP_TYPE;
1403 else if ( !stricmp( NOX("ship copy"), ship_strings[i]))
1404 sip->flags |= SIF_SHIP_COPY;
1405 else if ( !stricmp( NOX("in tech database"), ship_strings[i]))
1406 sip->flags |= SIF_IN_TECH_DATABASE | SIF_IN_TECH_DATABASE_M;
1407 else if ( !stricmp( NOX("in tech database multi"), ship_strings[i]))
1408 sip->flags |= SIF_IN_TECH_DATABASE_M;
1409 else if ( !stricmp( NOX("dont collide invisible"), ship_strings[i]))
1410 sip->flags |= SIF_DONT_COLLIDE_INVIS;
1411 else if ( !stricmp( NOX("big damage"), ship_strings[i]))
1412 sip->flags |= SIF_BIG_DAMAGE;
1413 else if ( !stricmp( NOX("corvette"), ship_strings[i]))
1414 sip->flags |= SIF_CORVETTE;
1415 else if ( !stricmp( NOX("gas miner"), ship_strings[i]))
1416 sip->flags |= SIF_GAS_MINER;
1417 else if ( !stricmp( NOX("awacs"), ship_strings[i]))
1418 sip->flags |= SIF_AWACS;
1419 else if ( !stricmp( NOX("knossos"), ship_strings[i]))
1420 sip->flags |= SIF_KNOSSOS_DEVICE;
1421 else if ( !stricmp( NOX("no_fred"), ship_strings[i]))
1422 sip->flags |= SIF_NO_FRED;
1424 Warning(LOCATION, "Bogus string in ship flags: %s\n", ship_strings[i]);
1427 find_and_stuff("$AI Class:", &sip->ai_class, F_NAME, Ai_class_names, Num_ai_classes, "AI class names");
1429 // Get Afterburner information
1430 // Be aware that if $Afterburner is not 1, the other Afterburner fields are not read in
1431 required_string("$Afterburner:");
1432 int has_afterburner;
1433 stuff_boolean(&has_afterburner);
1434 if ( has_afterburner == 1 ) {
1435 sip->flags |= SIF_AFTERBURNER;
1437 required_string("+Aburn Max Vel:");
1438 stuff_vector(&sip->afterburner_max_vel);
1440 required_string("+Aburn For accel:");
1441 stuff_float(&sip->afterburner_forward_accel);
1443 required_string("+Aburn Fuel:");
1444 stuff_float(&sip->afterburner_fuel_capacity);
1446 required_string("+Aburn Burn Rate:");
1447 stuff_float(&sip->afterburner_burn_rate);
1450 required_string("+Aburn Rec Rate:");
1451 stuff_float(&sip->afterburner_recover_rate);
1453 sip->afterburner_max_vel.xyz.x = 0.0f;
1454 sip->afterburner_max_vel.xyz.y = 0.0f;
1455 sip->afterburner_max_vel.xyz.z = 0.0f;
1458 required_string("$Countermeasures:");
1459 stuff_int(&sip->cmeasure_max);
1461 required_string("$Scan time:");
1462 stuff_int(&sip->scan_time);
1464 required_string("$EngineSnd:");
1465 stuff_int(&sip->engine_snd);
1467 required_string("$Closeup_pos:");
1468 stuff_vector(&sip->closeup_pos);
1470 required_string("$Closeup_zoom:");
1471 stuff_float(&sip->closeup_zoom);
1473 sip->shield_icon_index = 255; // stored as ubyte
1474 if (optional_string("$Shield_icon:")) {
1475 char tmpbuf[NAME_LENGTH];
1476 stuff_string(tmpbuf, F_NAME, NULL);
1477 hud_shield_assign_info(sip, tmpbuf);
1480 // read in filename for icon that is used in ship selection
1481 sip->icon_filename[0] = 0;
1482 if ( optional_string("$Ship_icon:") ) {
1483 stuff_string(sip->icon_filename, F_NAME, NULL);
1486 // read in filename for animation that is used in ship selection
1487 sip->anim_filename[0] = 0;
1488 if ( optional_string("$Ship_anim:") ) {
1489 stuff_string(sip->anim_filename, F_NAME, NULL);
1492 // read in filename for animation that is used in ship selection
1493 sip->overhead_filename[0] = 0;
1494 if ( optional_string("$Ship_overhead:") ) {
1495 stuff_string(sip->overhead_filename, F_NAME, NULL);
1499 if ( optional_string("$Score:") ){
1500 stuff_int( &sip->score );
1503 // if the ship is a stealth ship
1504 if ( optional_string("$Stealth:") ){
1505 sip->flags |= SIF_STEALTH;
1509 // parse contrail info
1510 char trail_name[MAX_FILENAME_LEN] = "";
1512 memset(&sip->ct_info, 0, sizeof(trail_info) * MAX_SHIP_CONTRAILS);
1514 while(optional_string("$Trail:")){
1515 // this means you've reached the max # of contrails for a ship
1516 Assert(sip->ct_count <= MAX_SHIP_CONTRAILS);
1518 ci = &sip->ct_info[sip->ct_count++];
1520 required_string("+Offset:");
1521 stuff_vector(&ci->pt);
1523 required_string("+Start Width:");
1524 stuff_float(&ci->w_start);
1526 required_string("+End Width:");
1527 stuff_float(&ci->w_end);
1529 required_string("+Start Alpha:");
1530 stuff_float(&ci->a_start);
1532 required_string("+End Alpha:");
1533 stuff_float(&ci->a_end);
1535 required_string("+Max Life:");
1536 stuff_float(&ci->max_life);
1538 required_string("+Spew Time:");
1539 stuff_int(&ci->stamp);
1541 required_string("+Bitmap:");
1542 stuff_string(trail_name, F_NAME, NULL);
1543 ci->bitmap = bm_load(trail_name);
1548 int r = required_string_3("#End", "$Subsystem:", "$Name" );
1556 float percentage_of_hits;
1557 model_subsystem *sp; // to append on the ships list of subsystems
1559 Assert ( n_subsystems < MAX_MODEL_SUBSYSTEMS );
1560 sp = &subsystems[n_subsystems++]; // subsystems a local -- when done, we will malloc and copy
1561 required_string("$Subsystem:");
1562 stuff_string(sp->subobj_name, F_NAME, ",");
1564 stuff_float(&percentage_of_hits);
1565 stuff_float(&turning_rate);
1566 hull_percentage_of_hits -= percentage_of_hits;
1567 sp->max_hits = sip->initial_hull_strength * (percentage_of_hits / 100.0f);
1568 sp->type = SUBSYSTEM_UNKNOWN;
1569 // specified as how long to turn 360 degrees in ships.tbl
1570 if ( turning_rate > 0.0f ){
1571 sp->turret_turning_rate = PI2 / turning_rate;
1573 sp->turret_turning_rate = 0.0f;
1576 for (i=0; i<MAX_PRIMARY_BANKS; i++)
1577 sp->primary_banks[i] = -1;
1578 for (i=0; i<MAX_SECONDARY_BANKS; i++) {
1579 sp->secondary_banks[i] = -1;
1580 sp->secondary_bank_capacity[i] = 0;
1583 // Get default primary bank weapons
1584 if (optional_string("$Default PBanks:")){
1585 stuff_int_list(sp->primary_banks, MAX_PRIMARY_BANKS, WEAPON_LIST_TYPE);
1588 // Get default secondary bank weapons
1589 if (optional_string("$Default SBanks:")){
1590 stuff_int_list(sp->secondary_banks, MAX_SECONDARY_BANKS, WEAPON_LIST_TYPE);
1593 // Get the capacity of each secondary bank
1594 if (optional_string("$Sbank Capacity:")){
1595 stuff_int_list(sp->secondary_bank_capacity, MAX_SECONDARY_BANKS, RAW_INTEGER_TYPE);
1598 // Get optional engine wake info
1599 if (optional_string("$Engine Wash:")) {
1600 char engine_wash_name[32];
1601 stuff_string(engine_wash_name, F_NAME, NULL);
1602 // get and set index
1603 sp->engine_wash_index = get_engine_wash_index(engine_wash_name);
1605 sp->engine_wash_index = -1;
1608 // Get any AWACS info
1609 sp->awacs_intensity = 0.0f;
1610 if(optional_string("$AWACS:")){
1611 stuff_float(&sp->awacs_intensity);
1612 stuff_float(&sp->awacs_radius);
1613 sip->flags |= SIF_HAS_AWACS;
1616 sp->turret_weapon_type = sp->primary_banks[0]; // temporary, will be obsolete later.
1617 if ( sp->turret_weapon_type < 0 ) {
1618 sp->turret_weapon_type = sp->secondary_banks[0];
1620 sp->model_num = -1; // init value for later sanity checking!!
1627 Int3(); // Impossible return value from required_string_3.
1630 Assert( hull_percentage_of_hits > 0.0f ); // must be > 0
1632 // when done reading subsystems, malloc and copy the subsystem data to the ship info structure
1633 sip->n_subsystems = n_subsystems;
1634 if ( n_subsystems > 0 ) {
1635 sip->subsystems = (model_subsystem *)malloc(sizeof(model_subsystem) * n_subsystems );
1636 Assert( sip->subsystems != NULL );
1639 sip->subsystems = NULL;
1642 for ( i = 0; i < n_subsystems; i++ ){
1643 sip->subsystems[i] = subsystems[i];
1646 // if we have a ship copy, then check to be sure that our base ship exists
1647 if ( sip->flags & SIF_SHIP_COPY ) {
1650 index = ship_info_base_lookup( Num_ship_types ); // Num_ship_types is our current entry into the array
1651 if ( index == -1 ) {
1652 char *p, name[NAME_LENGTH];;
1654 strcpy( name, sip->name );
1655 p = strchr(name, '#');
1658 Error(LOCATION, "Ship %s is a copy, but base ship %s couldn't be found.", sip->name, name);
1665 char get_engine_wash_index(char *engine_wash_name)
1669 for (i=0; i<Num_engine_wash_types; i++) {
1670 if ( 0 == stricmp(engine_wash_name, Engine_wash_info[i].name) ) {
1675 // not found, so return -1
1679 void parse_shiptbl()
1681 // open localization
1684 read_file_text("ships.tbl");
1688 // parse default ship
1689 required_string("#Default Player Ship");
1690 required_string("$Name:");
1691 stuff_string(default_player_ship, F_NAME, NULL, 254);
1692 required_string("#End");
1696 Num_engine_wash_types = 0;
1701 required_string("#Engine Wash Info");
1702 while (required_string_either("#End", "$Name:")) {
1703 Assert( Num_engine_wash_types < MAX_ENGINE_WASH_TYPES );
1705 parse_engine_wash();
1706 Num_engine_wash_types++;
1709 required_string("#End");
1711 required_string("#Ship Classes");
1713 while (required_string_either("#End","$Name:")) {
1714 Assert( Num_ship_types < MAX_SHIP_TYPES );
1716 if ( parse_ship() ) {
1723 required_string("#End");
1725 // Read in a list of ship_info indicies that are an ordering of the player ship precedence.
1726 // This list is used to select an alternate ship when a particular ship is not available
1727 // during ship selection.
1728 required_string("$Player Ship Precedence:");
1729 Num_player_ship_precedence = stuff_int_list(Player_ship_precedence, MAX_PLAYER_SHIP_CHOICES, SHIP_INFO_TYPE);
1731 // close localization
1735 int ship_show_velocity_dot = 0;
1738 DCF_BOOL( show_velocity_dot, ship_show_velocity_dot )
1741 // Called once at the beginning of the game to parse ships.tbl and stuff the Ship_info[]
1747 if ( !ships_inited ) {
1749 if ((rval = setjmp(parse_abort)) != 0) {
1750 Error(LOCATION, "Error parsing 'ships.tbl'\r\nError code = %i.\r\n", rval);
1756 ship_iff_init_colors();
1759 ship_level_init(); // needed for FRED
1763 // This will get called at the start of each level.
1764 void ship_level_init()
1768 // Reset everything between levels
1771 // Mark all the models as invalid, since all the models get paged out
1773 for (i=0; i<MAX_SHIP_TYPES; i++ ) {
1774 Ship_info[i].modelnum = -1;
1775 Ship_info[i].modelnum_hud = -1;
1778 // mwa removed 11/24/97 num_ships = 0;
1779 Num_exited_ships = 0;
1780 for (i=0; i<MAX_SHIPS; i++ ) {
1781 Ships[i].objnum = -1;
1784 for ( i = 0; i < MAX_EXITED_SHIPS; i++ ) {
1785 memset ( &Ships_exited[i], 0, sizeof(exited_ship) );
1786 Ships_exited[i].obj_signature = -1;
1790 for (i = 0; i < MAX_WINGS; i++ )
1791 Wings[i].num_waves = -1;
1793 for (i=0; i<MAX_PLAYER_WINGS; i++)
1794 Starting_wings[i] = -1;
1796 // Empty the subsys list
1797 memset( Ship_subsystems, 0, sizeof(ship_subsys)*MAX_SHIP_SUBOBJECTS );
1799 list_init( &ship_subsys_free_list );
1800 for ( i = 0; i < MAX_SHIP_SUBOBJECTS; i++ )
1801 list_append( &ship_subsys_free_list, &Ship_subsystems[i] );
1803 Laser_energy_out_snd_timer = 1;
1804 Missile_out_snd_timer = 1;
1806 for (i = 0; i < MAX_SHIP_TYPE_COUNTS; i++ ) {
1807 Ship_counts[i].total = 0;
1808 Ship_counts[i].killed = 0;
1811 ship_obj_list_init();
1813 Ship_cargo_check_timer = 1;
1815 shipfx_large_blowup_level_init();
1818 // function to add a ship onto the exited ships list. The reason parameter
1819 // tells us why the ship left the mission (i.e. departed or destroyed)
1820 void ship_add_exited_ship( ship *sp, int reason )
1824 // reuse oldest slots if none left
1825 if ( Num_exited_ships == MAX_EXITED_SHIPS ) {
1828 // find the oldest entry
1830 for ( i = 1; i < MAX_SHIPS; i++ ) {
1831 if ( Ships_exited[i].time < Ships_exited[oldest_entry].time ) {
1835 entry = oldest_entry;
1837 entry = Num_exited_ships;
1841 strcpy( Ships_exited[entry].ship_name, sp->ship_name );
1842 Ships_exited[entry].obj_signature = Objects[sp->objnum].signature;
1843 Ships_exited[entry].team = sp->team;
1844 Ships_exited[entry].flags = reason;
1845 // if ship is red alert, flag as such
1846 if (sp->flags & SF_RED_ALERT_STORE_STATUS) {
1847 Ships_exited[entry].flags |= SEF_RED_ALERT_CARRY;
1849 Ships_exited[entry].time = Missiontime;
1850 Ships_exited[entry].hull_strength = int(Objects[sp->objnum].hull_strength);
1852 if ( sp->flags & SF_CARGO_REVEALED )
1853 Ships_exited[entry].flags |= SEF_CARGO_KNOWN;
1854 if ( sp->time_first_tagged > 0 )
1855 Ships_exited[entry].flags |= SEF_BEEN_TAGGED;
1858 // function which attempts to find information about an exited ship based on shipname
1859 int ship_find_exited_ship_by_name( char *name )
1863 for (i = 0; i < Num_exited_ships; i++) {
1864 if ( !stricmp(name, Ships_exited[i].ship_name) )
1868 if ( i == Num_exited_ships )
1874 // function which attempts to find information about an exited ship based on shipname
1875 int ship_find_exited_ship_by_signature( int signature )
1879 for (i = 0; i < Num_exited_ships; i++) {
1880 if ( signature == Ships_exited[i].obj_signature )
1884 if ( i == Num_exited_ships )
1891 void physics_ship_init(object *objp)
1893 ship_info *sinfo = &Ship_info[Ships[objp->instance].ship_info_index];
1894 physics_info *pi = &objp->phys_info;
1895 polymodel *pm = model_get( Ships[objp->instance].modelnum );
1897 // use mass and I_body_inv from POF read into polymodel
1899 pi->mass = pm->mass * sinfo->density;
1900 pi->I_body_inv = pm->moment_of_inertia;
1901 // scale pm->I_body_inv value by density
1902 vm_vec_scale( &pi->I_body_inv.v.rvec, sinfo->density );
1903 vm_vec_scale( &pi->I_body_inv.v.uvec, sinfo->density );
1904 vm_vec_scale( &pi->I_body_inv.v.fvec, sinfo->density );
1906 pi->side_slip_time_const = sinfo->damp;
1907 pi->rotdamp = sinfo->rotdamp;
1908 pi->max_vel = sinfo->max_vel;
1909 pi->afterburner_max_vel = sinfo->afterburner_max_vel;
1910 pi->max_rotvel = sinfo->max_rotvel;
1911 pi->max_rear_vel = sinfo->max_rear_vel;
1912 pi->flags |= PF_ACCELERATES;
1917 pi->forward_accel_time_const=sinfo->forward_accel;
1918 pi->afterburner_forward_accel_time_const=sinfo->afterburner_forward_accel;
1919 pi->forward_decel_time_const=sinfo->forward_decel;
1920 pi->slide_accel_time_const=sinfo->slide_accel;
1921 pi->slide_decel_time_const=sinfo->slide_decel;
1923 if ( (pi->max_vel.xyz.x > 0.000001f) || (pi->max_vel.xyz.y > 0.000001f) )
1924 pi->flags |= PF_SLIDE_ENABLED;
1926 vm_vec_zero(&pi->vel);
1927 vm_vec_zero(&pi->rotvel);
1930 // pi->accel = 0.0f;
1931 vm_set_identity(&pi->last_rotmat);
1934 // function to set the orders allowed for a ship -- based on ship type. This value might get overridden
1935 // by a value in the mission file.
1936 int ship_get_default_orders_accepted( ship_info *sip )
1940 ship_info_flag = sip->flags;
1942 if ( ship_info_flag & SIF_FIGHTER )
1943 return FIGHTER_MESSAGES;
1944 else if ( ship_info_flag & SIF_BOMBER )
1945 return BOMBER_MESSAGES;
1946 else if ( ship_info_flag & (SIF_CRUISER | SIF_GAS_MINER | SIF_AWACS | SIF_CORVETTE) )
1947 return CRUISER_MESSAGES;
1948 else if ( ship_info_flag & SIF_FREIGHTER )
1949 return FREIGHTER_MESSAGES;
1950 else if ( ship_info_flag & SIF_CAPITAL )
1951 return CAPITAL_MESSAGES;
1952 else if ( ship_info_flag & SIF_TRANSPORT )
1953 return TRANSPORT_MESSAGES;
1954 else if ( ship_info_flag & SIF_SUPPORT )
1955 return SUPPORT_MESSAGES;
1960 void ship_set(int ship_index, int objnum, int ship_type)
1964 object *objp = &Objects[objnum];
1965 ship *shipp = &Ships[ship_index];
1966 ship_weapon *swp = &shipp->weapons;
1967 ship_info *sip = &(Ship_info[ship_type]);
1970 // sprintf(shipp->ship_name, "%s %d", Ship_info[ship_type].name, ship_index); // moved to ship_create()
1971 Assert(strlen(shipp->ship_name) < NAME_LENGTH - 1);
1972 shipp->ship_info_index = ship_type;
1973 shipp->objnum = objnum;
1975 shipp->reinforcement_index = -1;
1979 shipp->escort_priority = 0;
1980 shipp->special_exp_index = -1;
1981 shipp->num_hits = 0;
1983 shipp->wash_killed = 0;
1984 shipp->time_cargo_revealed = 0;
1985 shipp->time_first_tagged = 0;
1986 shipp->wash_timestamp = timestamp(0);
1987 shipp->dock_objnum_when_dead = -1;
1988 shipp->large_ship_blowup_index = -1;
1989 shipp->respawn_priority = 0;
1990 for (i=0; i<NUM_SUB_EXPL_HANDLES; i++) {
1991 shipp->sub_expl_sound_handle[i] = -1;
1994 if ( !Fred_running ) {
1995 shipp->final_warp_time = timestamp(-1);
1996 shipp->final_death_time = timestamp(-1); // There death sequence ain't start et.
1997 shipp->really_final_death_time = timestamp(-1); // There death sequence ain't start et.
1998 shipp->next_fireball = timestamp(-1); // When a random fireball will pop up
1999 shipp->next_hit_spark = timestamp(-1); // when a hit spot will spark
2000 for (i=0; i<MAX_SHIP_ARCS; i++ ) {
2001 shipp->arc_timestamp[i] = timestamp(-1); // Mark this arc as unused
2003 shipp->arc_next_time = timestamp(-1); // No electrical arcs yet.
2004 } else { // the values should be different for Fred
2005 shipp->final_warp_time = -1;
2006 shipp->final_death_time = 0;
2007 shipp->really_final_death_time = -1;
2008 shipp->next_fireball = -1;
2009 shipp->next_hit_spark = -1;
2010 for (i=0; i<MAX_SHIP_ARCS; i++ ) {
2011 shipp->arc_timestamp[i] = -1;
2013 shipp->arc_next_time = -1;
2015 shipp->team = TEAM_FRIENDLY; // Default friendly, probably get overridden.
2016 shipp->arrival_location = 0;
2017 shipp->arrival_distance = 0;
2018 shipp->arrival_anchor = -1;
2019 shipp->arrival_delay = 0;
2020 shipp->arrival_cue = -1;
2021 shipp->departure_location = 0;
2022 shipp->departure_delay = 0;
2023 shipp->departure_cue = -1;
2024 shipp->shield_hits = 0; // No shield hits yet on this baby.
2025 shipp->current_max_speed = Ship_info[ship_type].max_speed;
2027 shipp->alt_type_index = -1;
2029 shipp->lightning_stamp = -1;
2031 shipp->emp_intensity = -1.0f;
2032 shipp->emp_decr = 0.0f;
2034 shipp->targeting_laser_bank = -1;
2035 shipp->targeting_laser_objnum = -1;
2037 shipp->determination = 10;
2038 shipp->wingnum = -1;
2039 for (i = 0; i < MAX_PLAYERS; i++)
2040 shipp->last_targeted_subobject[i] = NULL;
2043 objp->hull_strength = 100.0f;
2045 objp->hull_strength = sip->initial_hull_strength;
2048 shipp->afterburner_fuel = sip->afterburner_fuel_capacity;
2050 shipp->cmeasure_count = sip->cmeasure_max;
2052 for ( i = 0; i < MAX_PRIMARY_BANKS; i++ ){
2053 swp->next_primary_fire_stamp[i] = timestamp(0);
2056 shipp->cmeasure_fire_stamp = timestamp(0);
2058 for ( i = 0; i < MAX_SECONDARY_BANKS; i++ ) {
2060 shipp->weapons.secondary_bank_ammo[i] = 100;
2062 shipp->weapons.secondary_bank_ammo[i] = 0;
2065 swp->secondary_bank_ammo[i] = 0;
2066 swp->secondary_next_slot[i] = 0;
2067 swp->next_secondary_fire_stamp[i] = timestamp(0);
2068 swp->secondary_bank_rearm_time[i] = timestamp(0); // will be able to rearm this bank immediately
2071 for ( i = 0; i < sip->num_secondary_banks; i++ ) {
2073 weapon_size = Weapon_info[sip->secondary_bank_weapons[i]].cargo_size;
2074 Assert( weapon_size > 0.0f );
2076 swp->secondary_bank_ammo[i] = 100;
2078 swp->secondary_bank_ammo[i] = fl2i(sip->secondary_bank_ammo_capacity[i] / weapon_size + 0.5f );
2082 swp->current_primary_bank = -1;
2083 swp->current_secondary_bank = -1;
2086 if ( sip->num_primary_banks > 0 ) {
2087 if ( swp->primary_bank_weapons[BANK_1] >= 0 ) {
2088 swp->current_primary_bank = BANK_1;
2090 swp->current_primary_bank = -1;
2094 swp->current_primary_bank = -1;
2097 if ( sip->num_secondary_banks > 0 ) {
2098 if ( swp->secondary_bank_weapons[BANK_1] >= 0 ) {
2099 swp->current_secondary_bank = BANK_1;
2101 swp->current_secondary_bank = -1;
2105 swp->current_secondary_bank = -1;
2108 shipp->current_cmeasure = 0;
2110 ets_init_ship(objp); // init ship fields that are used for the ETS
2112 physics_ship_init(objp);
2114 objp->shields[0] = 100.0f;
2116 set_shield_strength(objp, sip->shields);
2118 shipp->target_shields_delta = 0.0f;
2119 shipp->target_weapon_energy_delta = 0.0f;
2121 ai_object_init(objp, shipp->ai_index);
2122 shipp->weapons.ai_class = Ai_info[shipp->ai_index].ai_class;
2123 shipp->shield_integrity = NULL;
2124 // shipp->sw.blast_duration = -1; // init shockwave struct
2126 shipp->orders_accepted = ship_get_default_orders_accepted( sip );
2127 shipp->num_swarm_missiles_to_fire = 0;
2128 shipp->num_turret_swarm_info = 0;
2129 shipp->death_roll_snd = -1;
2130 shipp->thruster_bitmap = -1;
2131 shipp->thruster_frame = 0.0f;
2132 shipp->thruster_glow_bitmap = -1;
2133 shipp->thruster_glow_noise = 1.0f;
2134 shipp->thruster_glow_frame = 0.0f;
2135 shipp->next_engine_stutter = 1;
2136 shipp->persona_index = -1;
2137 shipp->flags |= SF_ENGINES_ON;
2138 shipp->subsys_disrupted_flags=0;
2139 shipp->subsys_disrupted_check_timestamp=timestamp(0);
2141 // swarm missile stuff
2142 shipp->next_swarm_fire = 1;
2144 // corkscrew missile stuff
2145 shipp->next_corkscrew_fire = 1;
2148 shipp->score = sip->score;
2151 shipp->tag_left = -1.0f;
2152 shipp->level2_tag_left = -1.0f;
2154 // multiplayer field initializations
2155 for (i = 0; i < MAX_PLAYERS; i++ ) {
2156 shipp->np_updates[i].update_stamp = -1;
2157 shipp->np_updates[i].status_update_stamp = -1;
2158 shipp->np_updates[i].subsys_update_stamp = -1;
2159 shipp->np_updates[i].seq = 0;
2161 extern int oo_arrive_time_count[MAX_SHIPS];
2162 extern int oo_interp_count[MAX_SHIPS];
2163 oo_arrive_time_count[shipp - Ships] = 0;
2164 oo_interp_count[shipp - Ships] = 0;
2166 shipp->special_warp_objnum = -1;
2168 // set awacs warning flags so awacs ship only asks for help once at each level
2169 shipp->awacs_warning_flag = AWACS_WARN_NONE;
2172 // function which recalculates the overall strength of subsystems. Needed because
2173 // several places in FreeSpace change subsystem strength and all this data needs to
2174 // be kept up to date.
2175 void ship_recalc_subsys_strength( ship *shipp )
2178 ship_subsys *ship_system;
2180 // fill in the subsys_info fields for all particular types of subsystems
2181 // make the current strength be 1.0. If there are initial conditions on the ship, then
2182 // the mission parse code should take care of setting that.
2183 for (i = 0; i < SUBSYSTEM_MAX; i++) {
2184 shipp->subsys_info[i].num = 0;
2185 shipp->subsys_info[i].total_hits = 0.0f;
2186 shipp->subsys_info[i].current_hits = 0.0f;
2189 // count all of the subsystems of a particular type. For each generic type of subsystem, we store the
2190 // total count of hits. (i.e. for 3 engines, we store the sum of the max_hits for each engine)
2191 for ( ship_system = GET_FIRST(&shipp->subsys_list); ship_system != END_OF_LIST(&shipp->subsys_list); ship_system = GET_NEXT(ship_system) ) {
2194 type = ship_system->system_info->type;
2195 Assert ( (type >= 0) && (type < SUBSYSTEM_MAX) );
2196 shipp->subsys_info[type].num++;
2197 shipp->subsys_info[type].total_hits += ship_system->system_info->max_hits;
2198 shipp->subsys_info[type].current_hits += ship_system->current_hits;
2201 // set any ship flags which should be set. unset the flags since we might be repairing a subsystem
2202 // through sexpressions.
2203 shipp->flags &= ~SF_DISABLED;
2204 if ( (shipp->subsys_info[SUBSYSTEM_ENGINE].num > 0) && (shipp->subsys_info[SUBSYSTEM_ENGINE].current_hits == 0.0f) ){
2205 shipp->flags |= SF_DISABLED;
2209 shipp->flags &= ~SF_DISARMED;
2210 if ( (shipp->subsys_info[SUBSYSTEM_TURRET].num > 0) && (shipp->subsys_info[SUBSYSTEM_TURRET].current_hits == 0.0f) ){
2211 shipp->flags |= SF_DISARMED;
2216 // routine to possibly fixup the model subsystem information for this ship pointer. Needed when
2217 // ships share the same model.
2218 void ship_copy_subsystem_fixup(ship_info *sip)
2222 model_num = sip->modelnum;
2224 // since we allow a model file to be shared between several ships, we must check to be sure that our
2225 // subsystems have been loaded properly
2227 subsystems_needed = 0;
2228 for (i = 0; i < sip->n_subsystems; i++ ) {
2229 if ( sip->subsystems[i].model_num == -1 ){
2230 subsystems_needed++;
2235 // if we need to get information for all our subsystems, we need to find another ship with the same model
2236 // number as our own and that has the model information
2237 // if ( subsystems_needed == sip->n_subsystems ) {
2238 for ( i = 0; i < Num_ship_types; i++ ) {
2239 model_subsystem *msp;
2241 if ( (Ship_info[i].modelnum != model_num) || (&Ship_info[i] == sip) ){
2245 // see if this ship has subsystems and a model for the subsystems. We only need check the first
2246 // subsystem since previous error checking would have trapped it's loading as an error.
2247 Assert( Ship_info[i].n_subsystems == sip->n_subsystems );
2249 msp = &Ship_info[i].subsystems[0];
2250 model_copy_subsystems( sip->n_subsystems, &(sip->subsystems[0]), msp );
2251 sip->flags |= SIF_PATH_FIXUP;
2259 // ignore_subsys_info => default parameter with value of 0. This is
2260 // only set to 1 by the save/restore code
2261 void subsys_set(int objnum, int ignore_subsys_info)
2263 ship *shipp = &Ships[Objects[objnum].instance];
2264 ship_info *sinfo = &Ship_info[Ships[Objects[objnum].instance].ship_info_index];
2265 model_subsystem *sp;
2266 ship_subsys *ship_system;
2269 // set up the subsystems for this ship. walk through list of subsystems in the ship-info array.
2270 // for each subsystem, get a new ship_subsys instance and set up the pointers and other values
2271 list_init ( &shipp->subsys_list ); // initialize the ship's list of subsystems
2272 for ( i = 0; i < sinfo->n_subsystems; i++ ) {
2274 sp = &(sinfo->subsystems[i]);
2275 if ( sp->model_num == -1 ) {
2276 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 );
2280 // set up the linked list
2281 ship_system = GET_FIRST( &ship_subsys_free_list ); // get a new element from the ship_subsystem array
2282 Assert ( ship_system != &ship_subsys_free_list ); // shouldn't have the dummy element
2283 list_remove( &ship_subsys_free_list, ship_system ); // remove the element from the array
2284 list_append( &shipp->subsys_list, ship_system ); // link the element into the ship
2286 ship_system->system_info = sp; // set the system_info pointer to point to the data read in from the model
2287 if ( !Fred_running ){
2288 ship_system->current_hits = sp->max_hits; // set the max hits
2290 ship_system->current_hits = 0.0f; // Jason wants this to be 0 in Fred.
2292 ship_system->turret_next_fire_stamp = timestamp(0);
2293 ship_system->turret_next_enemy_check_stamp = timestamp(0);
2294 ship_system->turret_enemy_objnum = -1;
2295 ship_system->turret_next_fire_stamp = timestamp((int) frand_range(1.0f, 500.0f)); // next time this turret can fire
2296 ship_system->turret_last_fire_direction = sp->turret_norm;
2297 ship_system->turret_next_fire_pos = 0;
2298 ship_system->turret_time_enemy_in_range = 0.0f;
2299 ship_system->disruption_timestamp=timestamp(0);
2300 ship_system->turret_pick_big_attack_point_timestamp = timestamp(0);
2301 vm_vec_zero(&ship_system->turret_big_attack_point);
2302 ship_system->subsys_cargo_name = -1;
2303 ship_system->subsys_cargo_revealed = 0;
2306 ship_system->weapons.flags = 0;
2309 for (k=0; k<MAX_PRIMARY_BANKS; k++){
2310 if (sp->primary_banks[k] != -1) {
2311 ship_system->weapons.primary_bank_weapons[j] = sp->primary_banks[k];
2312 ship_system->weapons.next_primary_fire_stamp[j++] = 0;
2316 ship_system->weapons.num_primary_banks = j;
2319 for (k=0; k<MAX_SECONDARY_BANKS; k++){
2320 if (sp->secondary_banks[k] != -1) {
2321 ship_system->weapons.secondary_bank_weapons[j] = sp->secondary_banks[k];
2322 ship_system->weapons.secondary_bank_capacity[j] = sp->secondary_bank_capacity[k];
2323 ship_system->weapons.next_secondary_fire_stamp[j++] = timestamp(0);
2327 ship_system->weapons.num_secondary_banks = j;
2328 ship_system->weapons.current_primary_bank = -1;
2329 ship_system->weapons.current_secondary_bank = -1;
2331 for (k=0; k<MAX_SECONDARY_BANKS; k++) {
2332 ship_system->weapons.secondary_bank_ammo[k] = (Fred_running ? 100 : ship_system->weapons.secondary_bank_capacity[k]);
2334 ship_system->weapons.secondary_next_slot[k] = 0;
2337 ship_system->weapons.last_fired_weapon_index = -1;
2338 ship_system->weapons.last_fired_weapon_signature = -1;
2339 ship_system->weapons.detonate_weapon_time = -1;
2340 ship_system->weapons.ai_class = sinfo->ai_class; // assume ai class of ship for turret
2342 // rapid fire (swarm) stuff
2343 ship_system->turret_swarm_info_index = -1;
2346 ship_system->awacs_intensity = sp->awacs_intensity;
2347 ship_system->awacs_radius = sp->awacs_radius;
2348 if (ship_system->awacs_intensity > 0) {
2349 ship_system->system_info->flags |= MSS_FLAG_AWACS;
2352 // turn_rate, turn_accel
2353 // model_set_instance_info
2354 float turn_accel = 0.5f;
2355 model_set_instance_info(&ship_system->submodel_info_1, sp->turn_rate, turn_accel);
2357 // model_clear_instance_info( &ship_system->submodel_info_1 );
2358 model_clear_instance_info( &ship_system->submodel_info_2 );
2361 if ( !ignore_subsys_info ) {
2362 ship_recalc_subsys_strength( shipp );
2369 // Render docking information, NOT while in object's reference frame.
2370 void render_dock_bays(object *objp)
2376 sip = &Ship_info[Ships[objp->instance].ship_info_index];
2377 pm = model_get( sip->modelnum );
2379 if (pm->docking_bays == NULL)
2382 if (pm->docking_bays[0].num_slots != 2)
2385 db = &pm->docking_bays[0];
2388 vector p0, p1, p2, p3, nr;
2390 vm_vec_unrotate(&p0, &db->pnt[0], &objp->orient);
2391 vm_vec_add2(&p0, &objp->pos);
2392 g3_rotate_vertex(&v0, &p0);
2394 vm_vec_unrotate(&p1, &db->pnt[1], &objp->orient);
2395 vm_vec_add2(&p1, &objp->pos);
2396 g3_rotate_vertex(&v1, &p1);
2398 gr_set_color(255, 0, 0);
2399 g3_draw_line(&v0, &v1);
2401 vm_vec_avg(&p2, &p0, &p1);
2403 vm_vec_unrotate(&nr, &db->norm[0], &objp->orient);
2404 vm_vec_scale_add(&p3, &p2, &nr, 10.0f);
2406 g3_rotate_vertex(&v0, &p2);
2407 g3_rotate_vertex(&v1, &p3);
2408 gr_set_color(255, 255, 0);
2409 g3_draw_line(&v0, &v1);
2410 g3_draw_sphere(&v1, 1.25f);
2416 int Ship_shadows = 0;
2418 DCF_BOOL( ship_shadows, Ship_shadows );
2420 MONITOR( NumShipsRend );
2422 int Show_shield_hits = 0;
2423 DCF_BOOL( show_shield_hits, Show_shield_hits );
2425 int Show_tnorms = 0;
2426 DCF_BOOL( show_tnorms, Show_tnorms );
2429 DCF_BOOL( show_paths, Show_paths );
2431 int Show_fpaths = 0;
2432 DCF_BOOL( show_fpaths, Show_fpaths );
2434 void ship_render(object * obj)
2440 num = obj->instance;
2445 // show target when attacking big ship
2446 vector temp, target;
2447 ai_info *aip = &Ai_info[Ships[obj->instance].ai_index];
2448 if ( (aip->target_objnum >= 0) && (Ship_info[Ships[Objects[aip->target_objnum].instance].ship_info_index].flags & (SIF_SUPERCAP|SIF_CAPITAL|SIF_CRUISER)) ) {
2449 vm_vec_unrotate(&temp, &aip->big_attack_point, &Objects[aip->target_objnum].orient);
2450 vm_vec_add(&target, &temp, &Objects[aip->target_objnum].pos);
2453 gr_set_color(128,0,0);
2454 g3_rotate_vertex( &v0, &obj->pos );
2455 g3_rotate_vertex( &v1, &target );
2457 g3_draw_line(&v0, &v1);
2459 g3_draw_sphere(&v1, 5.0f);
2464 // if (Ships[num].subtype == SHIP_PLAYER ) return;
2465 if ( obj == Viewer_obj ) {
2466 if (ship_show_velocity_dot && (obj==Player_obj) ) {
2470 vm_vec_scale_add( &v, &obj->phys_info.vel, &obj->orient.v.fvec, 3.0f );
2471 vm_vec_normalize( &v );
2474 vm_vec_scale_add( &p0, &obj->pos, &v, 20.0f);
2476 g3_rotate_vertex( &v0, &p0 );
2478 gr_set_color(0,128,0);
2479 g3_draw_sphere( &v0, 0.1f );
2482 // Show the shield hit effect for the viewer.
2483 if ( Show_shield_hits ) {
2484 shipp = &Ships[num];
2485 if (shipp->shield_hits) {
2486 create_shield_explosion_all(obj);
2487 shipp->shield_hits = 0;
2494 MONITOR_INC( NumShipsRend, 1 );
2496 shipp = &Ships[num];
2497 si = &Ship_info[Ships[num].ship_info_index];
2499 // Make ships that are warping in not render during stage 1
2500 if ( shipp->flags & SF_ARRIVING_STAGE_1 ){
2504 if ( Ship_shadows && shipfx_in_shadow( obj ) ) {
2505 light_set_shadow(1);
2507 light_set_shadow(0);
2510 ship_model_start(obj);
2512 uint render_flags = MR_NORMAL;
2514 // Turn off model caching for the player ship in external view.
2515 if (obj == Player_obj) {
2516 render_flags |= MR_ALWAYS_REDRAW;
2519 // Turn off model caching if this is the player's target.
2520 if ( Player_ai->target_objnum == OBJ_INDEX(obj)) {
2521 render_flags |= MR_ALWAYS_REDRAW;
2525 if(Show_paths || Show_fpaths){
2526 render_flags |= MR_BAY_PATHS;
2530 // Only render electrical arcs if within 500m of the eye (for a 10m piece)
2531 if ( vm_vec_dist_quick( &obj->pos, &Eye_position ) < obj->radius*50.0f ) {
2533 for (i=0; i<MAX_SHIP_ARCS; i++ ) {
2534 if ( timestamp_valid( shipp->arc_timestamp[i] ) ) {
2535 render_flags |= MR_ALWAYS_REDRAW; // Turn off model caching if arcing.
2536 model_add_arc( shipp->modelnum, -1, &shipp->arc_pts[i][0], &shipp->arc_pts[i][1], shipp->arc_type[i] );
2541 if ( shipp->large_ship_blowup_index > -1 ) {
2542 shipfx_large_blowup_render(shipp);
2545 // ship_get_subsystem_strength( shipp, SUBSYSTEM_ENGINE)>ENGINE_MIN_STR
2547 if ( (shipp->thruster_bitmap > -1) && (!(shipp->flags & SF_DISABLED)) && (!ship_subsys_disrupted(shipp, SUBSYSTEM_ENGINE)) ) {
2550 // Add noise to thruster geometry.
2551 ft = obj->phys_info.forward_thrust;
2552 ft *= (1.0f + frand()/5.0f - 1.0f/10.0f);
2556 model_set_thrust( shipp->modelnum, ft, shipp->thruster_bitmap, shipp->thruster_glow_bitmap, shipp->thruster_glow_noise );
2557 render_flags |= MR_SHOW_THRUSTERS;
2560 // fill the model flash lighting values in
2561 shipfx_flash_light_model( obj, shipp );
2563 object *docked_objp = NULL;
2564 ship * docked_shipp = NULL;
2565 ship * warp_shipp = shipp;
2567 // check to see if departing ship is docked with anything.
2568 docked_objp = ai_find_docked_object( obj );
2569 if ( docked_objp ) {
2570 docked_shipp = &Ships[docked_objp->instance];
2572 if ( docked_shipp->flags & (SF_DEPART_WARP|SF_ARRIVING) ) {
2573 warp_shipp = docked_shipp;
2577 // Warp_shipp points to the ship that is going through a
2578 // warp... either this ship or the ship it is docked with.
2580 // If the ship is going "through" the warp effect, then
2581 // set up the model renderer to only draw the polygons in front
2582 // of the warp in effect
2583 int clip_started = 0;
2585 if ( warp_shipp->flags & (SF_ARRIVING|SF_DEPART_WARP) ) {
2588 g3_start_user_clip_plane( &warp_shipp->warp_effect_pos, &warp_shipp->warp_effect_fvec );
2590 // Turn off model caching while going thru warp effect.
2591 render_flags |= MR_ALWAYS_REDRAW;
2594 // maybe set squad logo bitmap
2595 model_set_insignia_bitmap(-1);
2596 if(Game_mode & GM_MULTIPLAYER){
2597 // if its any player's object
2598 int np_index = multi_find_player_by_object( obj );
2599 if((np_index >= 0) && (np_index < MAX_PLAYERS) && MULTI_CONNECTED(Net_players[np_index]) && (Net_players[np_index].player != NULL)){
2600 model_set_insignia_bitmap(Net_players[np_index].player->insignia_texture);
2603 // in single player, we want to render model insignias on all ships in alpha beta and gamma
2605 // if its an object in my squadron
2606 if(ship_in_abgz(shipp)){
2607 model_set_insignia_bitmap(Player->insignia_texture);
2611 // maybe disable lighting
2612 // if((The_mission.flags & MISSION_FLAG_FULLNEB) && (neb2_get_fog_intensity(obj) > 0.33f) && (si->flags & SIF_SMALL_SHIP)){
2613 // render_flags |= MR_NO_LIGHTING;
2617 if(The_mission.flags & MISSION_FLAG_FULLNEB){
2618 extern void model_set_fog_level(float l);
2619 model_set_fog_level(neb2_get_fog_intensity(obj));
2623 if((The_mission.flags & MISSION_FLAG_FULLNEB) && (si->flags & SIF_SMALL_SHIP)){
2624 // force detail levels
2625 float fog_val = neb2_get_fog_intensity(obj);
2626 if(fog_val >= 0.6f){
2627 model_set_detail_level(2);
2628 model_render( shipp->modelnum, &obj->orient, &obj->pos, render_flags | MR_LOCK_DETAIL, OBJ_INDEX(obj) );
2630 model_render( shipp->modelnum, &obj->orient, &obj->pos, render_flags, OBJ_INDEX(obj) );
2633 model_render( shipp->modelnum, &obj->orient, &obj->pos, render_flags, OBJ_INDEX(obj) );
2636 // always turn off fog after rendering a ship
2637 gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0);
2639 light_set_shadow(0);
2642 if (Show_shield_mesh)
2643 ship_draw_shield( obj); // Render the shield.
2646 if ( clip_started ) {
2647 g3_stop_user_clip_plane();
2651 /* if (Mc.shield_hit_tri != -1) {
2652 //render_shield_explosion(model_num, orient, pos, &Hit_point, Hit_tri);
2653 Mc.shield_hit_tri = -1;
2657 ship_model_stop(obj);
2659 if (shipp->shield_hits) {
2660 create_shield_explosion_all(obj);
2661 shipp->shield_hits = 0;
2665 if (Ai_render_debug_flag || Show_paths) {
2666 if ( shipp->ai_index != -1 ){
2667 render_path_points(obj);
2670 render_dock_bays(obj);
2676 ship_subsys *systemp;
2677 vector tpos, tnorm, temp;
2681 gr_set_color(0, 0, 255);
2682 systemp = GET_FIRST( &shipp->subsys_list );
2683 while ( systemp != END_OF_LIST(&shipp->subsys_list) ) {
2684 ship_get_global_turret_gun_info(obj, systemp, &tpos, &tnorm, 1, &temp);
2687 vm_vec_scale_add(&v2, &v1, &tnorm, 20.0f);
2689 g3_rotate_vertex(&l1, &v1);
2690 g3_rotate_vertex(&l2, &v2);
2692 g3_draw_sphere(&l1, 2.0f);
2693 g3_draw_line(&l1, &l2);
2695 systemp = GET_NEXT(systemp);
2701 void ship_subsystem_delete(ship *shipp)
2703 ship_subsys *systemp, *temp;
2705 systemp = GET_FIRST( &shipp->subsys_list );
2706 while ( systemp != END_OF_LIST(&shipp->subsys_list) ) {
2707 temp = GET_NEXT( systemp ); // use temporary since pointers will get screwed with next operation
2708 list_remove( &shipp->subsys_list, systemp ); // remove the element
2709 list_append( &ship_subsys_free_list, systemp ); // and place back onto free list
2710 systemp = temp; // use the temp variable to move right along
2714 void ship_delete( object * obj )
2719 num = obj->instance;
2722 objnum = OBJ_INDEX(obj);
2723 Assert( Ships[num].objnum == objnum );
2725 shipp = &Ships[num];
2727 if (shipp->ai_index != -1){
2728 ai_free_slot(shipp->ai_index);
2731 // free up the list of subsystems of this ship. walk through list and move remaining subsystems
2732 // on ship back to the free list for other ships to use.
2733 ship_subsystem_delete(&Ships[num]);
2736 // mwa 11/24/97 num_ships--;
2738 if (model_get(shipp->modelnum)->shield.ntris) {
2739 free(shipp->shield_integrity);
2740 shipp->shield_integrity = NULL;
2743 if ( shipp->ship_list_index != -1 ) {
2744 ship_obj_list_remove(shipp->ship_list_index);
2745 shipp->ship_list_index = -1;
2748 free_sexp2(shipp->arrival_cue);
2749 free_sexp2(shipp->departure_cue);
2751 // call the contrail system
2752 ct_ship_delete(shipp);
2755 // function used by ship_destroyed and ship_departed which is called if the ship
2756 // is in a wing. This function updates the ship_index list (i.e. removes it's
2757 // entry in the list), and packs the array accordingly.
2758 void ship_wing_cleanup( int shipnum, wing *wingp )
2760 int i, index = -1, team;
2762 team = Ships[shipnum].team;
2763 // compress the ship_index array and mark the last entry with a -1
2764 for (i = 0; i < wingp->current_count; i++ ) {
2765 if ( wingp->ship_index[i] == shipnum ) {
2771 // Assert(index != -1);
2773 // this can happen in multiplayer (dogfight, ingame join specifically)
2778 for ( i = index; i < wingp->current_count - 1; i++ ){
2779 wingp->ship_index[i] = wingp->ship_index[i+1];
2782 wingp->current_count--;
2783 Assert ( wingp->current_count >= 0 );
2784 wingp->ship_index[wingp->current_count] = -1;
2786 // if the current count is 0, check to see if the wing departed or was destroyed.
2787 if ( wingp->current_count == 0 ) {
2789 // if this wing was ordered to depart by the player, set the current_wave equal to the total
2790 // waves so we can mark the wing as gone and no other ships arrive
2791 if ( wingp->flags & WF_DEPARTURE_ORDERED )
2792 wingp->current_wave = wingp->num_waves;
2794 // first, be sure to mark a wing destroyed event if all members of wing were destroyed and on
2795 // the last wave. This circumvents a problem where the wing could be marked as departed and
2796 // destroyed if the last ships were destroyed after the wing's departure cue became true.
2798 // if the wing wasn't destroyed, and it is departing, then mark it as departed -- in this
2799 // case, there had better be ships in this wing with departure entries in the log file. The
2800 // logfile code checks for this case.
2801 if ( (wingp->current_wave == wingp->num_waves) && (wingp->total_destroyed == wingp->total_arrived_count) ) {
2802 mission_log_add_entry(LOG_WING_DESTROYED, wingp->name, NULL, team);
2803 wingp->flags |= WF_WING_GONE;
2804 wingp->time_gone = Missiontime;
2805 } else if ( (wingp->flags & WF_WING_DEPARTING) || (wingp->current_wave == wingp->num_waves) ) {
2810 // apparently, there have been reports of ships still present in the mission when this log
2811 // entry if written. Do a sanity check here to find out for sure.
2812 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2814 // skip the player -- stupid special case.
2815 if ( &Objects[so->objnum] == Player_obj )
2818 if ( (Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_INGAME_JOIN) )
2821 if ( (Ships[Objects[so->objnum].instance].wingnum == WING_INDEX(wingp)) && !(Ships[Objects[so->objnum].instance].flags & (SF_DEPARTING|SF_DYING)) )
2826 if ( wingp->flags & (WF_WING_DEPARTING|WF_DEPARTURE_ORDERED) )
2827 mission_log_add_entry(LOG_WING_DEPART, wingp->name, NULL, team);
2829 wingp->flags |= WF_WING_GONE;
2830 wingp->time_gone = Missiontime;
2835 // function to do management, like log entries and wing cleanup after a ship has been destroyed
2837 void ship_destroyed( int num )
2842 shipp = &Ships[num];
2843 objp = &Objects[shipp->objnum];
2845 // add the information to the exited ship list
2846 ship_add_exited_ship( shipp, SEF_DESTROYED );
2848 // determine if we need to count this ship as a klll in counting number of kills per ship type
2849 // look at the ignore flag for the ship (if not in a wing), or the ignore flag for the wing
2850 // (if the ship is in a wing), and add to the kill count if the flags are not set
2851 if ( !(shipp->flags & SF_IGNORE_COUNT) || ((shipp->wingnum != -1) && !(Wings[shipp->wingnum].flags & WF_IGNORE_COUNT)) )
2852 ship_add_ship_type_kill_count( Ship_info[shipp->ship_info_index].flags );
2854 // if ship belongs to a wing -- increment the total number of ships in the wing destroyed
2855 if ( shipp->wingnum != -1 ) {
2858 wingp = &Wings[shipp->wingnum];
2859 wingp->total_destroyed++;
2860 ship_wing_cleanup( num, wingp );
2863 // Note, this call to ai_ship_destroy must come after ship_wing_cleanup for guarded wings to
2864 // properly note the destruction of a ship in their wing.
2865 if ( shipp->ai_index != -1 ) {
2866 ai_ship_destroy(num, SEF_DESTROYED); // Do AI stuff for destruction of ship.
2869 nprintf(("Alan","SHIP DESTROYED: %s\n", shipp->ship_name));
2871 if ( (shipp->wing_status_wing_index >= 0) && (shipp->wing_status_wing_pos >= 0) ) {
2872 nprintf(("Alan","STATUS UPDATED: %s\n", shipp->ship_name));
2873 hud_set_wingman_status_dead(shipp->wing_status_wing_index, shipp->wing_status_wing_pos);
2876 // let the event music system know a hostile was destoyed (important for deciding when to transition from battle to normal music)
2877 if (Player_ship != NULL) {
2878 if (shipp->team != Player_ship->team) {
2879 event_music_hostile_ship_destroyed();
2884 void ship_vanished(int num)
2890 objp = &Objects[sp->objnum];
2893 if(Game_mode & GM_DEMO_RECORD){
2894 demo_POST_departed(Objects[Ships[num].objnum].signature, Ships[num].flags);
2897 // add the information to the exited ship list
2898 ship_add_exited_ship( sp, SEF_DEPARTED );
2900 // update wingman status gauge
2901 if ( (sp->wing_status_wing_index >= 0) && (sp->wing_status_wing_pos >= 0) ) {
2902 hud_set_wingman_status_departed(sp->wing_status_wing_index, sp->wing_status_wing_pos);
2905 ai_ship_destroy(num, SEF_DEPARTED); // should still do AI cleanup after ship has departed
2908 void ship_departed( int num )
2916 if(Game_mode & GM_DEMO_RECORD){
2917 demo_POST_departed(Objects[Ships[num].objnum].signature, Ships[num].flags);
2920 // add the information to the exited ship list
2921 ship_add_exited_ship( sp, SEF_DEPARTED );
2923 // update wingman status gauge
2924 if ( (sp->wing_status_wing_index >= 0) && (sp->wing_status_wing_pos >= 0) ) {
2925 hud_set_wingman_status_departed(sp->wing_status_wing_index, sp->wing_status_wing_pos);
2928 // see if this ship departed within the radius of a jump node -- if so, put the node name into
2929 // the secondary mission log field
2930 for ( i = 0; i < Num_jump_nodes; i++ ) {
2932 vector ship_pos, node_pos;
2934 ship_pos = Objects[sp->objnum].pos;
2935 node_pos = Objects[Jump_nodes[i].objnum].pos;
2936 radius = model_get_radius( Jump_nodes[i].modelnum );
2937 dist = vm_vec_dist( &ship_pos, &node_pos );
2938 if ( dist <= radius ) {
2939 mission_log_add_entry(LOG_SHIP_DEPART, sp->ship_name, Jump_nodes[i].name, sp->wingnum);
2945 if ( i == Num_jump_nodes ){
2946 mission_log_add_entry(LOG_SHIP_DEPART, sp->ship_name, NULL, sp->wingnum);
2949 ai_ship_destroy(num, SEF_DEPARTED); // should still do AI cleanup after ship has departed
2951 // don't bother doing this for demo playback - we don't keep track of wing info
2952 if(!(Game_mode & GM_DEMO_PLAYBACK)){
2953 if ( sp->wingnum != -1 ) {
2956 wingp = &Wings[sp->wingnum];
2957 wingp->total_departed++;
2958 ship_wing_cleanup( num, wingp );
2963 // --------------------------------------------------------------------------------------------------------------------
2964 // ship_explode_area_calc_damage
2966 // input pos1 => ship explosion position
2967 // pos2 => other ship position
2968 // inner_rad => distance from ship center for which full damage is applied
2969 // outer_rad => distance from ship center for which no damage is applied
2970 // max_damage => maximum damage applied
2971 // max_blast => maximum impulse applied from blast
2973 // calculates the blast and damage applied to a ship from another ship blowing up.
2975 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 )
2979 dist = vm_vec_dist_quick( pos1, pos2 );
2981 // check outside outer radius
2982 if ( dist > outer_rad )
2985 if ( dist < inner_rad ) {
2986 // check insider inner radius
2987 *damage = max_damage;
2990 // between inner and outer
2991 float fraction = 1.0f - (dist - inner_rad) / (outer_rad - inner_rad);
2992 *damage = fraction * max_damage;
2993 *blast = fraction * max_blast;
2999 // --------------------------------------------------------------------------------------------------------------------
3000 // ship_blow_up_area_apply_blast
3001 // this function applies damage to ship close to others when a ship dies and blows up
3003 // inputs: objp => ship object pointers
3004 // pos => position of the ship when it finally blows up
3005 // inner_rad => distance from ship center for which full damage is applied
3006 // outer_rad => distance from ship center for which no damage is applied
3007 // damage => maximum damage applied
3008 // blast => maximum impulse applied from blast
3010 void ship_blow_up_area_apply_blast( object *exp_objp)
3013 Assert( exp_objp->type == OBJ_SHIP );
3014 float inner_rad, outer_rad, max_damage, max_blast, shockwave_speed;
3015 shockwave_create_info sci;
3017 // No area explosion in training missions.
3018 if (The_mission.game_type & MISSION_TYPE_TRAINING){
3022 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)) {
3023 float override = Ai_info[Ships[exp_objp->instance].ai_index].kamikaze_damage;
3025 inner_rad = exp_objp->radius*2.0f;
3026 outer_rad = exp_objp->radius*4.0f; // + (override * 0.3f);
3027 max_damage = override;
3028 max_blast = override * 5.0f;
3029 shockwave_speed = 100.0f;
3031 sip = &Ship_info[Ships[exp_objp->instance].ship_info_index];
3033 if (Ships[exp_objp->instance].special_exp_index != -1) {
3034 int start = Ships[exp_objp->instance].special_exp_index;
3036 inner_rad = (float) atoi(Sexp_variables[start+INNER_RAD].text);
3037 outer_rad = (float) atoi(Sexp_variables[start+OUTER_RAD].text);
3038 max_damage = (float) atoi(Sexp_variables[start+DAMAGE].text);
3039 max_blast = (float) atoi(Sexp_variables[start+BLAST].text);
3040 propagates = atoi(Sexp_variables[start+PROPAGATE].text);
3042 shockwave_speed = (float) atoi(Sexp_variables[start+SHOCK_SPEED].text);
3044 shockwave_speed = 0.0f;
3047 inner_rad = sip->inner_rad;
3048 outer_rad = sip->outer_rad;
3049 max_damage = sip->damage;
3050 max_blast = sip->blast;
3051 shockwave_speed = sip->shockwave_speed;
3055 // nprintf(("AI", "Frame %i: Area effect blast from ship %s\n", Framecount, Ships[exp_objp->instance].ship_name));
3057 // account for ships that give no damage when they blow up.
3058 if ( (max_damage < 0.1f) && (max_blast < 0.1f) ){
3062 if ( shockwave_speed > 0 ) {
3063 sci.inner_rad = inner_rad;
3064 sci.outer_rad = outer_rad;
3065 sci.blast = max_blast;
3066 sci.damage = max_damage;
3067 sci.speed = shockwave_speed;
3068 sci.rot_angle = frand_range(0.0f, 359.0f);
3069 shipfx_do_shockwave_stuff(&Ships[exp_objp->instance], &sci);
3070 // shockwave_create(Ships[exp_objp->instance].objnum, &exp_objp->pos, shockwave_speed, inner_rad, outer_rad, max_damage, max_blast, SW_SHIP_DEATH);
3074 float damage = 0.0f;
3075 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
3076 if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_ASTEROID) ) {
3080 if ( objp == exp_objp ){
3084 // don't blast navbuoys
3085 if ( objp->type == OBJ_SHIP ) {
3086 if ( ship_get_SIF(objp->instance) & SIF_NAVBUOY ) {
3091 if ( ship_explode_area_calc_damage( &exp_objp->pos, &objp->pos, inner_rad, outer_rad, max_damage, max_blast, &damage, &blast ) == -1 ){
3095 switch ( objp->type ) {
3097 ship_apply_global_damage( objp, exp_objp, &exp_objp->pos, damage );
3098 vector force, vec_ship_to_impact;
3099 vm_vec_sub( &vec_ship_to_impact, &objp->pos, &exp_objp->pos );
3100 vm_vec_copy_normalize( &force, &vec_ship_to_impact );
3101 vm_vec_scale( &force, blast );
3102 ship_apply_whack( &force, &vec_ship_to_impact, objp );
3105 asteroid_hit(objp, NULL, NULL, damage);
3115 void do_dying_undock_physics(object* objp, ship* sp)
3117 Assert(sp->dock_objnum_when_dead >= 0);
3118 if(sp->dock_objnum_when_dead < 0){
3121 object* dock_obj = &Objects[sp->dock_objnum_when_dead];
3124 Assert(objp->type == OBJ_SHIP);
3125 Assert(dock_obj->type == OBJ_SHIP);
3126 if((objp->type != OBJ_SHIP) || (dock_obj->type != OBJ_SHIP)){
3130 float damage = 0.2f*Ship_info[sp->ship_info_index].initial_hull_strength;
3131 ship_apply_global_damage(dock_obj, objp, &objp->pos, damage);
3134 vector impulse_norm, impulse_vec, pos;
3135 vm_vec_sub(&impulse_norm, &dock_obj->pos, &objp->pos);
3136 vm_vec_normalize(&impulse_norm);
3137 // set for relative separation velocity of ~30
3138 float impulse_mag = 50.f*dock_obj->phys_info.mass*objp->phys_info.mass/(dock_obj->phys_info.mass + objp->phys_info.mass);
3139 vm_vec_copy_scale(&impulse_vec, &impulse_norm, impulse_mag);
3140 vm_vec_rand_vec_quick(&pos);
3141 vm_vec_scale(&pos, dock_obj->radius);
3142 // apply whack to dock obj
3143 physics_apply_whack(&impulse_vec, &pos, &dock_obj->phys_info, &dock_obj->orient, dock_obj->phys_info.mass);
3144 // enhance rotation of the docked ship
3145 vm_vec_scale(&dock_obj->phys_info.rotvel, 2.0f);
3147 // apply whack to ship
3148 vm_vec_negate(&impulse_vec);
3149 vm_vec_rand_vec_quick(&pos);
3150 vm_vec_scale(&pos, objp->radius);
3151 physics_apply_whack(&impulse_vec, &pos, &objp->phys_info, &objp->orient, objp->phys_info.mass);
3153 // reset dock_objnum_when_dead to -1 for dockee, since docker has blown up.
3154 if (Ships[dock_obj->instance].dock_objnum_when_dead == sp->objnum) {
3155 Ships[dock_obj->instance].dock_objnum_when_dead = -1;
3159 // Do the stuff we do in a frame for a ship that's in its death throes.
3160 void ship_dying_frame(object *objp, int ship_num)
3163 sp = &Ships[ship_num];
3164 int knossos_ship = false;
3166 if ( sp->flags & SF_DYING ) {
3167 knossos_ship = (Ship_info[sp->ship_info_index].flags & SIF_KNOSSOS_DEVICE);
3169 // bash hull value toward 0 (from self destruct)
3170 if (objp->hull_strength > 0) {
3171 int time_left = timestamp_until(sp->final_death_time);
3172 float hits_left = objp->hull_strength;
3174 objp->hull_strength -= hits_left * (1000.0f * flFrametime) / time_left;
3177 // special case of VAPORIZE
3178 if (sp->flags & SF_VAPORIZE) {
3179 // Assert(Ship_info[sp->ship_info_index].flags & SIF_SMALL_SHIP);
3180 if (timestamp_elapsed(sp->final_death_time)) {
3183 snd_play_3d( &Snds[SND_VAPORIZED], &objp->pos, &View_position, objp->radius, NULL, 0, 1.0f, SND_PRIORITY_MUST_PLAY );
3185 // do joystick effect
3186 if (objp == Player_obj) {
3190 // if dying ship is docked, do damage to docked and physics
3191 if (sp->dock_objnum_when_dead != -1) {
3192 do_dying_undock_physics(objp, sp);
3195 // do all accounting for respawning client and server side here.
3196 if (objp == Player_obj) {
3197 gameseq_post_event(GS_EVENT_DEATH_BLEW_UP);
3200 // mark object as dead
3201 objp->flags |= OF_SHOULD_BE_DEAD;
3203 // Don't blow up model. Only use debris shards.
3204 // call ship function to clean up after the ship is destroyed.
3205 ship_destroyed(ship_num);
3212 // bash the desired rotvel
3213 objp->phys_info.desired_rotvel = sp->deathroll_rotvel;
3215 // Do fireballs for Big ship with propagating explostion, but not Kamikaze
3216 if (!(Ai_info[sp->ai_index].ai_flags & AIF_KAMIKAZE) && ship_get_exp_propagates(sp)) {
3217 if ( timestamp_elapsed(Ships[ship_num].next_fireball)) {
3218 vector outpnt, pnt1, pnt2;
3219 polymodel *pm = model_get(sp->modelnum);
3221 // Gets two random points on the surface of a submodel
3222 submodel_get_two_random_points(sp->modelnum, pm->detail[0], &pnt1, &pnt2 );
3224 // vm_vec_avg( &tmp, &pnt1, &pnt2 ); [KNOSSOS get random in plane 1/1.414 in rad
3225 model_find_world_point(&outpnt, &pnt1, sp->modelnum, pm->detail[0], &objp->orient, &objp->pos );
3227 float rad = objp->radius*0.1f;
3228 int fireball_type = FIREBALL_EXPLOSION_LARGE1 + rand()%FIREBALL_NUM_LARGE_EXPLOSIONS;
3229 fireball_create( &outpnt, fireball_type, OBJ_INDEX(objp), rad, 0, &objp->phys_info.vel );
3230 // start the next fireball up in the next 50 - 200 ms (2-3 per frame)
3231 sp->next_fireball = timestamp_rand(333,500);
3233 // do sound - maybe start a random sound, if it has played far enough.
3234 do_sub_expl_sound(objp->radius, &outpnt, sp->sub_expl_sound_handle);
3238 // create little fireballs for knossos as it dies
3240 if ( timestamp_elapsed(Ships[ship_num].next_fireball)) {
3241 vector rand_vec, outpnt; // [0-.7 rad] in plane
3242 vm_vec_rand_vec_quick(&rand_vec);
3243 float scale = -vm_vec_dotprod(&objp->orient.v.fvec, &rand_vec) * (0.9f + 0.2f * frand());
3244 vm_vec_scale_add2(&rand_vec, &objp->orient.v.fvec, scale);
3245 vm_vec_normalize_quick(&rand_vec);
3246 scale = objp->radius * frand() * 0.717f;
3247 vm_vec_scale(&rand_vec, scale);
3248 vm_vec_add(&outpnt, &objp->pos, &rand_vec);
3250 float rad = objp->radius*0.2f;
3251 int fireball_type = FIREBALL_EXPLOSION_LARGE1 + rand()%FIREBALL_NUM_LARGE_EXPLOSIONS;
3252 fireball_create( &outpnt, fireball_type, OBJ_INDEX(objp), rad, 0, &objp->phys_info.vel );
3253 // start the next fireball up in the next 50 - 200 ms (2-3 per frame)
3254 sp->next_fireball = timestamp_rand(333,500);
3257 particle_emitter pe;
3259 pe.num_low = 15; // Lowest number of particles to create
3260 pe.num_high = 30; // Highest number of particles to create
3261 pe.pos = outpnt; // Where the particles emit from
3262 pe.vel = objp->phys_info.vel; // Initial velocity of all the particles
3263 pe.min_life = 2.0f; // How long the particles live
3264 pe.max_life = 12.0f; // How long the particles live
3265 pe.normal = objp->orient.v.uvec; // What normal the particle emit around
3266 pe.normal_variance = 2.0f; // How close they stick to that normal 0=on normal, 1=180, 2=360 degree
3268 pe.max_vel = 350.0f;
3269 pe.min_rad = 30.0f; // * objp->radius;
3270 pe.max_rad = 100.0f; // * objp->radius;
3271 particle_emit( &pe, PARTICLE_SMOKE2, 0, 50 );
3273 // do sound - maybe start a random sound, if it has played far enough.
3274 do_sub_expl_sound(objp->radius, &outpnt, sp->sub_expl_sound_handle);
3279 //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));
3280 int time_until_minor_explosions = timestamp_until(sp->final_death_time);
3282 // Wait until just before death and set off some explosions
3283 // If it is less than 1/2 second until large explosion, but there is
3284 // at least 1/10th of a second left, then create 5 small explosions
3285 if ( (time_until_minor_explosions < 500) && (time_until_minor_explosions > 100) && (!sp->pre_death_explosion_happened) ) {
3286 //mprintf(( "Ship almost dying!!\n" ));
3287 sp->next_fireball = timestamp(-1); // never time out again
3288 sp->pre_death_explosion_happened=1; // Mark this event as having occurred
3290 polymodel *pm = model_get(sp->modelnum);
3292 // Start shockwave for ship with propagating explosion, do now for timing
3293 if ( ship_get_exp_propagates(sp) ) {
3294 ship_blow_up_area_apply_blast( objp );
3297 for (int zz=0; zz<6; zz++ ) {
3298 // dont make sequence of fireballs for knossos
3302 // Find two random vertices on the model, then average them
3303 // and make the piece start there.
3304 vector tmp, outpnt, pnt1, pnt2;
3306 // Gets two random points on the surface of a submodel [KNOSSOS]
3307 submodel_get_two_random_points(sp->modelnum, pm->detail[0], &pnt1, &pnt2 );
3309 vm_vec_avg( &tmp, &pnt1, &pnt2 );
3310 model_find_world_point(&outpnt, &tmp, sp->modelnum, pm->detail[0], &objp->orient, &objp->pos );
3312 float rad = frand()*0.30f;
3313 rad += objp->radius*0.40f;
3314 fireball_create( &outpnt, FIREBALL_EXPLOSION_MEDIUM, OBJ_INDEX(objp), rad, 0, &objp->phys_info.vel );
3317 // if ship is docked, undock now.
3318 if (sp->dock_objnum_when_dead != -1) {
3319 // other ship undocks
3320 // These asserts should no longer be needed and they cause a problem that is not obvious how to fix.
3321 //Assert( !(Ai_info[Ships[dock_obj->instance].ai_index].ai_flags & AIF_DOCKED) );
3322 //Assert( Ai_info[Ships[dock_obj->instance].ai_index].dock_objnum == -1 );
3323 // MWA Ai_info[Ships[dock_obj->instance].ai_index].ai_flags &= ~AIF_DOCKED;
3324 // MWA Ai_info[Ships[dock_obj->instance].ai_index].dock_objnum = -1;
3325 // MWA Ai_info[Ships[dock_obj->instance].ai_index].mode = AIM_NONE;
3329 if ( timestamp_elapsed(sp->final_death_time)) {
3331 sp->final_death_time = timestamp(-1); // never time out again
3332 //mprintf(( "Ship dying!!\n" ));
3334 // play ship explosion sound effect, pick appropriate explosion sound
3336 if ( Ship_info[sp->ship_info_index].flags & (SIF_CAPITAL | SIF_KNOSSOS_DEVICE) ) {
3337 sound_index=SND_CAPSHIP_EXPLODE;
3339 if ( OBJ_INDEX(objp) & 1 ) {
3340 sound_index=SND_SHIP_EXPLODE_1;
3342 sound_index=SND_SHIP_EXPLODE_2;
3346 snd_play_3d( &Snds[sound_index], &objp->pos, &View_position, objp->radius, NULL, 0, 1.0f, SND_PRIORITY_MUST_PLAY );
3347 if (objp == Player_obj)
3350 if ( sp->death_roll_snd != -1 ) {
3351 snd_stop(sp->death_roll_snd);
3352 sp->death_roll_snd = -1;
3355 // if dying ship is docked, do damage to docked and physics
3356 if (sp->dock_objnum_when_dead != -1) {
3357 do_dying_undock_physics(objp, sp);
3360 // play a random explosion
3361 particle_emitter pe;
3363 pe.num_low = 50; // Lowest number of particles to create
3364 pe.num_high = 100; // Highest number of particles to create
3365 pe.pos = objp->pos; // Where the particles emit from
3366 pe.vel = objp->phys_info.vel; // Initial velocity of all the particles
3367 pe.min_life = 0.5f; // How long the particles live
3368 pe.max_life = 4.0f; // How long the particles live
3369 pe.normal = objp->orient.v.uvec; // What normal the particle emit around
3370 pe.normal_variance = 2.0f; // How close they stick to that normal 0=on normal, 1=180, 2=360 degree
3371 pe.min_vel = 0.0f; // How fast the slowest particle can move
3372 pe.max_vel = 20.0f; // How fast the fastest particle can move
3373 pe.min_rad = 0.1f; // Min radius
3374 pe.max_rad = 1.5f; // Max radius
3376 if (!knossos_ship) {
3377 particle_emit( &pe, PARTICLE_SMOKE2, 0 );
3380 // If this is a large ship with a propagating explosion, set it to blow up.
3381 if ( ship_get_exp_propagates(sp) ) {
3382 if (Ai_info[sp->ai_index].ai_flags & AIF_KAMIKAZE) {
3383 ship_blow_up_area_apply_blast( objp );
3385 shipfx_large_blowup_init(sp);
3386 // need to timeout immediately to keep physics in sync
3387 sp->really_final_death_time = timestamp(0);
3389 // only do big fireball if not big ship
3391 int fireball_objnum, fireball_type;
3392 float explosion_life;
3393 big_rad = objp->radius*1.75f;
3394 fireball_type = FIREBALL_EXPLOSION_LARGE1 + rand()%FIREBALL_NUM_LARGE_EXPLOSIONS;
3396 big_rad = objp->radius * 1.2f;
3397 fireball_type = FIREBALL_EXPLOSION_LARGE1;
3399 fireball_objnum = fireball_create( &objp->pos, fireball_type, OBJ_INDEX(objp), big_rad, 0, &objp->phys_info.vel );
3400 if ( fireball_objnum > -1 ) {
3401 explosion_life = fireball_lifeleft(&Objects[fireball_objnum]);
3403 explosion_life = 0.0f;
3406 // JAS: I put in all this code because of an item on my todo list that
3407 // said that the ship destroyed debris shouldn't pop in until the
3408 // big explosion is 30% done. I did this on Oct24 and me & Adam
3409 // thought it looked dumb since the explosion didn't move with the
3410 // ship, so instead of just taking this code out, since we might need
3411 // it in the future, I disabled it. You can reenable it by changing
3412 // the commenting on the following two lines.
3413 sp->really_final_death_time = timestamp( fl2i(explosion_life*1000.0f)/5 ); // Wait till 30% of vclip time before breaking the ship up.
3414 //sp->really_final_death_time = timestamp(0); // Make ship break apart the instant the explosion starts
3417 sp->flags |= SF_EXPLODED;
3419 if ( !(ship_get_exp_propagates(sp)) ) {
3420 // apply area of effect blast damage from ship explosion
3421 ship_blow_up_area_apply_blast( objp );
3425 if ( timestamp_elapsed(sp->really_final_death_time)) {
3427 //mprintf(( "Ship really dying!!\n" ));
3428 // do large_ship_split and explosion
3429 if ( sp->large_ship_blowup_index > -1 ) {
3430 if ( shipfx_large_blowup_do_frame(sp, flFrametime) ) {
3431 // do all accounting for respawning client and server side here.
3432 if(objp == Player_obj) {
3433 gameseq_post_event(GS_EVENT_DEATH_BLEW_UP);
3436 objp->flags |= OF_SHOULD_BE_DEAD;
3438 ship_destroyed(ship_num); // call ship function to clean up after the ship is destroyed.
3443 //fireball_create( &objp->pos, FIREBALL_SHIP_EXPLODE1, OBJ_INDEX(objp), objp->radius/2.0f );
3444 //mprintf(("Frame %i: Died!\n", Framecount));
3446 shipfx_blow_up_model(objp, Ships[ship_num].modelnum, 0, 20, &objp->pos );
3448 // do all accounting for respawning client and server side here.
3449 if(objp == Player_obj) {
3450 gameseq_post_event(GS_EVENT_DEATH_BLEW_UP);
3453 objp->flags |= OF_SHOULD_BE_DEAD;
3455 ship_destroyed(ship_num); // call ship function to clean up after the ship is destroyed.
3456 sp->really_final_death_time = timestamp( -1 ); // Never time out again!
3459 // If a ship is dying (and not a capital or big ship) then stutter the engine sound
3460 if ( timestamp_elapsed(sp->next_engine_stutter) ) {
3461 if ( !(Ship_info[sp->ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) ) {
3462 sp->flags ^= SF_ENGINES_ON; // toggle state of engines
3463 sp->next_engine_stutter = timestamp_rand(50, 250);
3469 void ship_chase_shield_energy_targets(ship *shipp, object *obj, float frametime)
3474 if (shipp->flags & SF_DYING)
3477 sip = &Ship_info[shipp->ship_info_index];
3479 delta = frametime * ETS_RECHARGE_RATE * sip->shields / 100.0f;
3481 // Chase target_shields and target_weapon_energy
3482 if (shipp->target_shields_delta > 0.0f) {
3483 if (delta > shipp->target_shields_delta)
3484 delta = shipp->target_shields_delta;
3486 add_shield_strength(obj, delta);
3487 shipp->target_shields_delta -= delta;
3488 } else if (shipp->target_shields_delta < 0.0f) {
3489 if (delta < -shipp->target_shields_delta)
3490 delta = -shipp->target_shields_delta;
3492 add_shield_strength(obj, -delta);
3493 shipp->target_shields_delta += delta;
3496 delta = frametime * ETS_RECHARGE_RATE * sip->max_weapon_reserve / 100.0f;
3498 if (shipp->target_weapon_energy_delta > 0.0f) {
3499 if (delta > shipp->target_weapon_energy_delta)
3500 delta = shipp->target_weapon_energy_delta;
3502 shipp->weapon_energy += delta;
3503 shipp->target_weapon_energy_delta -= delta;
3504 } else if (shipp->target_weapon_energy_delta < 0.0f) {
3505 if (delta < -shipp->target_weapon_energy_delta)
3506 delta = -shipp->target_weapon_energy_delta;
3508 shipp->weapon_energy -= delta;
3509 shipp->target_weapon_energy_delta += delta;
3514 // Stuff for showing ship thrusters.
3515 typedef struct thrust_anim {
3518 float time; // in seconds
3521 #define NUM_THRUST_ANIMS 6
3522 #define NUM_THRUST_GLOW_ANIMS 6
3524 // These are indexed by: Species*2 + (After_burner_on?1:0)
3525 static thrust_anim Thrust_anims[NUM_THRUST_ANIMS];
3526 char Thrust_anim_names[NUM_THRUST_ANIMS][MAX_FILENAME_LEN] = {
3528 "thruster01", "thruster01a",
3529 "thruster02", "thruster02a",
3530 "thruster03", "thruster03a"
3534 // These are indexed by: Species*2 + (After_burner_on?1:0)
3535 static thrust_anim Thrust_glow_anims[NUM_THRUST_GLOW_ANIMS];
3536 char Thrust_glow_anim_names[NUM_THRUST_GLOW_ANIMS][MAX_FILENAME_LEN] = {
3538 "thrusterglow01", "thrusterglow01a",
3539 "thrusterglow02", "thrusterglow02a",
3540 "thrusterglow03", "thrusterglow03a"
3544 static int Thrust_anim_inited = 0;
3546 // loads the animations for ship's afterburners
3547 void ship_init_thrusters()
3552 if ( Thrust_anim_inited == 1 )
3555 // AL 29-3-98: Don't want to include Shivan thrusters in the demo build
3556 int num_thrust_anims = NUM_THRUST_ANIMS;
3557 #ifdef DEMO // N/A FS2_DEMO
3558 num_thrust_anims = NUM_THRUST_ANIMS - 2;
3561 for ( i = 0; i < num_thrust_anims; i++ ) {
3562 ta = &Thrust_anims[i];
3563 ta->first_frame = bm_load_animation(Thrust_anim_names[i], &ta->num_frames, &fps, 1);
3564 if ( ta->first_frame == -1 ) {
3565 Error(LOCATION,"Error loading animation file: %s\n",Thrust_anim_names[i]);
3569 ta->time = i2fl(ta->num_frames)/fps;
3572 // AL 29-3-98: Don't want to include Shivan thrusters in the demo build
3573 int num_thrust_glow_anims = NUM_THRUST_GLOW_ANIMS;
3574 #ifdef DEMO // N/A FS2_DEMO
3575 num_thrust_glow_anims = NUM_THRUST_GLOW_ANIMS - 2;
3578 for ( i = 0; i < num_thrust_glow_anims; i++ ) {
3579 ta = &Thrust_glow_anims[i];
3580 ta->num_frames = NOISE_NUM_FRAMES;
3582 ta->first_frame = bm_load( Thrust_glow_anim_names[i] );
3583 if ( ta->first_frame == -1 ) {
3584 Error(LOCATION,"Error loading bitmap file: %s\n",Thrust_glow_anim_names[i]);
3588 ta->time = i2fl(ta->num_frames)/fps;
3591 Thrust_anim_inited = 1;
3595 // JAS - figure out which thruster bitmap will get rendered next
3596 // time around. ship_render needs to have shipp->thruster_bitmap set to
3597 // a valid bitmap number, or -1 if we shouldn't render thrusters.
3598 void ship_do_thruster_frame( ship *shipp, object *objp, float frametime )
3603 thrust_anim *the_anim;
3604 ship_info *sinfo = &Ship_info[shipp->ship_info_index];
3606 if ( !Thrust_anim_inited ) ship_init_thrusters();
3608 // The animations are organized by:
3609 // Species*2 + (After_burner_on?1:0)
3610 anim_index = sinfo->species*2;
3612 if ( objp->phys_info.flags & PF_AFTERBURNER_ON ) {
3613 anim_index++; // select afterburner anim.
3614 rate = 1.5f; // go at 1.5x faster when afterburners on
3616 // If thrust at 0, go at half as fast, full thrust; full framerate
3617 // so set rate from 0.5 to 1.0, depending on thrust from 0 to 1
3618 // rate = 0.5f + objp->phys_info.forward_thrust / 2.0f;
3619 rate = 0.67f * (1.0f + objp->phys_info.forward_thrust);
3624 Assert( anim_index > -1 );
3625 Assert( anim_index < NUM_THRUST_ANIMS );
3627 the_anim = &Thrust_anims[anim_index];
3629 Assert( frametime > 0.0f );
3630 shipp->thruster_frame += frametime * rate;
3633 if ( shipp->thruster_frame < 0.0f ) shipp->thruster_frame = 0.0f;
3634 if ( shipp->thruster_frame > 100.0f ) shipp->thruster_frame = 0.0f;
3636 while ( shipp->thruster_frame > the_anim->time ) {
3637 shipp->thruster_frame -= the_anim->time;
3639 framenum = fl2i( (shipp->thruster_frame*the_anim->num_frames) / the_anim->time );
3640 if ( framenum < 0 ) framenum = 0;
3641 if ( framenum >= the_anim->num_frames ) framenum = the_anim->num_frames-1;
3643 // if ( anim_index == 0 )
3644 // mprintf(( "Frame = %d/%d, anim=%d\n", framenum+1, the_anim->num_frames, anim_index ));
3646 // Get the bitmap for this frame
3647 shipp->thruster_bitmap = the_anim->first_frame + framenum;
3649 // mprintf(( "TF: %.2f\n", shipp->thruster_frame ));
3651 // Do it for glow bitmaps
3652 the_anim = &Thrust_glow_anims[anim_index];
3654 Assert( frametime > 0.0f );
3655 shipp->thruster_glow_frame += frametime * rate;
3658 if ( shipp->thruster_glow_frame < 0.0f ) shipp->thruster_glow_frame = 0.0f;
3659 if ( shipp->thruster_glow_frame > 100.0f ) shipp->thruster_glow_frame = 0.0f;
3661 while ( shipp->thruster_glow_frame > the_anim->time ) {
3662 shipp->thruster_glow_frame -= the_anim->time;
3664 framenum = fl2i( (shipp->thruster_glow_frame*the_anim->num_frames) / the_anim->time );
3665 if ( framenum < 0 ) framenum = 0;
3666 if ( framenum >= the_anim->num_frames ) framenum = the_anim->num_frames-1;
3668 // if ( anim_index == 0 )
3669 // mprintf(( "Frame = %d/%d, anim=%d\n", framenum+1, the_anim->num_frames, anim_index ));
3671 // Get the bitmap for this frame
3672 shipp->thruster_glow_bitmap = the_anim->first_frame; // + framenum;
3673 shipp->thruster_glow_noise = Noise[framenum];
3678 // JAS - figure out which thruster bitmap will get rendered next
3679 // time around. ship_render needs to have shipp->thruster_bitmap set to
3680 // a valid bitmap number, or -1 if we shouldn't render thrusters.
3681 // This does basically the same thing as ship_do_thruster_frame, except it
3682 // operates on a weapon. This is in the ship code because it needs
3683 // the same thruster animation info as the ship stuff, and I would
3684 // rather extern this one function than all the thruster animation stuff.
3685 void ship_do_weapon_thruster_frame( weapon *weaponp, object *objp, float frametime )
3690 thrust_anim *the_anim;
3692 if ( !Thrust_anim_inited ) ship_init_thrusters();
3694 // The animations are organized by:
3695 // Species*2 + (After_burner_on?1:0)
3696 anim_index = weaponp->species*2;
3698 // If thrust at 0, go at half as fast, full thrust; full framerate
3699 // so set rate from 0.5 to 1.0, depending on thrust from 0 to 1
3700 // rate = 0.5f + objp->phys_info.forward_thrust / 2.0f;
3701 rate = 0.67f * (1.0f + objp->phys_info.forward_thrust);
3703 Assert( anim_index > -1 );
3704 Assert( anim_index < NUM_THRUST_ANIMS );
3706 the_anim = &Thrust_anims[anim_index];
3708 Assert( frametime > 0.0f );
3709 weaponp->thruster_frame += frametime * rate;
3712 if ( weaponp->thruster_frame < 0.0f ) weaponp->thruster_frame = 0.0f;
3713 if ( weaponp->thruster_frame > 100.0f ) weaponp->thruster_frame = 0.0f;
3715 while ( weaponp->thruster_frame > the_anim->time ) {
3716 weaponp->thruster_frame -= the_anim->time;
3718 framenum = fl2i( (weaponp->thruster_frame*the_anim->num_frames) / the_anim->time );
3719 if ( framenum < 0 ) framenum = 0;
3720 if ( framenum >= the_anim->num_frames ) framenum = the_anim->num_frames-1;
3722 // if ( anim_index == 0 )
3723 // mprintf(( "Frame = %d/%d, anim=%d\n", framenum+1, the_anim->num_frames, anim_index ));
3725 // Get the bitmap for this frame
3726 weaponp->thruster_bitmap = the_anim->first_frame + framenum;
3728 // mprintf(( "TF: %.2f\n", weaponp->thruster_frame ));
3730 // Do it for glow bitmaps
3731 the_anim = &Thrust_glow_anims[anim_index];
3733 Assert( frametime > 0.0f );
3734 weaponp->thruster_glow_frame += frametime * rate;
3737 if ( weaponp->thruster_glow_frame < 0.0f ) weaponp->thruster_glow_frame = 0.0f;
3738 if ( weaponp->thruster_glow_frame > 100.0f ) weaponp->thruster_glow_frame = 0.0f;
3740 while ( weaponp->thruster_glow_frame > the_anim->time ) {
3741 weaponp->thruster_glow_frame -= the_anim->time;
3743 framenum = fl2i( (weaponp->thruster_glow_frame*the_anim->num_frames) / the_anim->time );
3744 if ( framenum < 0 ) framenum = 0;
3745 if ( framenum >= the_anim->num_frames ) framenum = the_anim->num_frames-1;
3747 // if ( anim_index == 0 )
3748 // mprintf(( "Frame = %d/%d, anim=%d\n", framenum+1, the_anim->num_frames, anim_index ));
3750 // Get the bitmap for this frame
3751 weaponp->thruster_glow_bitmap = the_anim->first_frame; // + framenum;
3752 weaponp->thruster_glow_noise = Noise[framenum];
3757 // Repair damaged subsystems for a ship, called for each ship once per frame.
3758 // TODO: optimize by only calling ever N seconds and keeping track of elapsed time
3760 // NOTE: need to update current_hits in the sp->subsys_list element, and the sp->subsys_info[]
3762 #define SHIP_REPAIR_SUBSYSTEM_RATE 0.01f // percent repair per second for a subsystem
3763 #define SUBSYS_REPAIR_THRESHOLD 0.1 // only repair subsystems that have > 10% strength
3764 void ship_auto_repair_frame(int shipnum, float frametime)
3767 ship_subsys_info *ssip;
3772 if ( !Ship_auto_repair ) // only repair subsystems if Ship_auto_repair flag is set
3776 Assert( shipnum >= 0 && shipnum < MAX_SHIPS);
3777 sp = &Ships[shipnum];
3778 sip = &Ship_info[sp->ship_info_index];
3780 // only allow for the auto-repair of subsystems on small ships
3781 if ( !(sip->flags & SIF_SMALL_SHIP) )
3784 // AL 3-14-98: only allow auto-repair if power output not zero
3785 if ( sip->power_output <= 0 )
3788 // iterate through subsystems, repair as needed based on elapsed frametime
3789 for ( ssp = GET_FIRST(&sp->subsys_list); ssp != END_OF_LIST(&sp->subsys_list); ssp = GET_NEXT(ssp) ) {
3790 Assert(ssp->system_info->type >= 0 && ssp->system_info->type < SUBSYSTEM_MAX);
3791 ssip = &sp->subsys_info[ssp->system_info->type];
3793 if ( ssp->current_hits != ssp->system_info->max_hits ) {
3795 // only repair those subsystems which are not destroyed
3796 if ( ssp->system_info->max_hits <= 0 || ssp->current_hits <= 0 )
3799 // do incremental repair on the subsystem
3800 ssp->current_hits += ssp->system_info->max_hits * SHIP_REPAIR_SUBSYSTEM_RATE * frametime;
3801 ssip->current_hits += ssip->total_hits * SHIP_REPAIR_SUBSYSTEM_RATE * frametime;
3803 // check for overflow of current_hits
3804 if ( ssp->current_hits >= ssp->system_info->max_hits ) {
3805 // TODO: here is hook for when a subsystem is fully repaired (eg add voice)
3806 ssp->current_hits = ssp->system_info->max_hits;
3808 if ( ssip->current_hits >= ssip->total_hits ) {
3809 ssip->current_hits = ssip->total_hits;
3815 // this function checks to see how far the player has strayed from his starting location (should be
3816 // single player only). Issues a warning at some distance. Makes mission end if he keeps flying away
3817 // 3 strikes and you're out or too far away
3818 #define PLAYER_MAX_DIST_WARNING 70000 // distance in KM at which player gets warning to return to battle
3819 #define PLAYER_DISTANCE_MAX_WARNINGS 3 // maximum number of warnings player can receive before mission ends
3820 #define PLAYER_MAX_DIST_END 75000 // distance from starting loc at which we end mission
3821 #define PLAYER_WARN_DELTA_TIME 10000
3822 #define PLAYER_DEATH_DELTA_TIME 5000
3824 void ship_check_player_distance_sub(player *p, int multi_target=-1)
3826 // only check distance for ships
3827 if ( p->control_mode != PCM_NORMAL ) {
3828 // already warping out... don't bother checking anymore
3832 float dist = vm_vec_dist_quick(&Objects[p->objnum].pos, &vmd_zero_vector);
3834 int give_warning_to_player = 0;
3835 if ( dist > PLAYER_MAX_DIST_WARNING ) {
3836 if (p->distance_warning_count == 0) {
3837 give_warning_to_player = 1;
3839 if (timestamp_until(p->distance_warning_time) < 0) {
3840 give_warning_to_player = 1;
3845 if ( give_warning_to_player ) {
3846 // increase warning count
3847 p->distance_warning_count++;
3848 // set timestamp unless player PLAYER_FLAGS_DIST_TO_BE_KILLED flag is set
3849 if ( !(p->flags & PLAYER_FLAGS_DIST_TO_BE_KILLED) ) {
3850 p->distance_warning_time = timestamp(PLAYER_WARN_DELTA_TIME);
3852 // issue up to max warnings
3853 if (p->distance_warning_count <= PLAYER_DISTANCE_MAX_WARNINGS) {
3854 message_send_builtin_to_player( MESSAGE_STRAY_WARNING, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_SOON, 0, 0, multi_target, -1 );
3857 // 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));
3858 if (p->distance_warning_count > PLAYER_DISTANCE_MAX_WARNINGS) {
3859 p->flags |= PLAYER_FLAGS_DIST_WARNING;
3863 if ( !(p->flags & PLAYER_FLAGS_FORCE_MISSION_OVER) && ((p->distance_warning_count > PLAYER_DISTANCE_MAX_WARNINGS) || (dist > PLAYER_MAX_DIST_END)) ) {
3864 // DKA 5/17/99 - DONT force warpout. Won't work multiplayer. Blow up ship.
3865 if ( !(p->flags & PLAYER_FLAGS_DIST_TO_BE_KILLED) ) {
3866 message_send_builtin_to_player( MESSAGE_STRAY_WARNING_FINAL, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, multi_target, -1 );
3867 p->flags |= PLAYER_FLAGS_DIST_TO_BE_KILLED;
3868 p->distance_warning_time = timestamp(PLAYER_DEATH_DELTA_TIME);
3870 // HUD_sourced_printf(HUD_SOURCE_TERRAN_CMD, XSTR("Terran Command: Sorry pilot, removing you from battle because of your insubordination!!!", -1));
3871 // gameseq_post_event(GS_EVENT_PLAYER_WARPOUT_START_FORCED);
3873 // get hull strength and blow up
3874 if ( (p->flags & PLAYER_FLAGS_DIST_TO_BE_KILLED) && (timestamp_until(p->distance_warning_time) < 0) ) {
3875 p->flags |= PLAYER_FLAGS_FORCE_MISSION_OVER;
3876 float damage = 10.0f * Objects[p->objnum].hull_strength;
3877 ship_apply_global_damage(&Objects[p->objnum], &Objects[p->objnum], NULL, damage);
3881 // see if player has moved back into "bounds"
3882 if ( (dist < PLAYER_MAX_DIST_WARNING) && (p->flags & PLAYER_FLAGS_DIST_WARNING) && !(p->flags & PLAYER_FLAGS_DIST_TO_BE_KILLED) ) {
3883 p->flags &= ~PLAYER_FLAGS_DIST_WARNING;
3884 p->distance_warning_count = 1;
3888 void ship_check_player_distance()
3893 if (Game_mode & GM_MULTIPLAYER) {
3894 // if I'm the server, check all non-observer players including myself
3895 if (MULTIPLAYER_MASTER) {
3897 for (idx=0; idx<MAX_PLAYERS; idx++) {
3898 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) ) {
3899 // if bad, blow him up
3900 ship_check_player_distance_sub(Net_players[idx].player, idx);
3907 // maybe blow him up
3908 ship_check_player_distance_sub(Player);
3912 void observer_process_post(object *objp)
3914 Assert(objp->type == OBJ_OBSERVER);
3916 if (Game_mode & GM_MULTIPLAYER) {
3917 // if I'm just an observer
3918 if (MULTI_OBSERVER(Net_players[MY_NET_PLAYER_NUM])) {
3919 float dist = vm_vec_dist_quick(&Player_obj->pos, &vmd_zero_vector);
3920 // if beyond max dist, reset to 0
3921 if (dist > PLAYER_MAX_DIST_END) {
3923 if ((Player_obj != NULL) && (Player_obj->type != OBJ_GHOST)) {
3924 Player_obj->pos = vmd_zero_vector;
3931 // reset some physics info when ship's engines goes from disabled->enabled
3932 void ship_reset_disabled_physics(object *objp, int ship_class)
3934 objp->phys_info.flags &= ~(PF_REDUCED_DAMP | PF_DEAD_DAMP);
3935 objp->phys_info.side_slip_time_const = Ship_info[ship_class].damp;
3938 // Clear/set the subsystem disrupted flags
3939 void ship_subsys_disrupted_check(ship *sp)
3942 int engines_disabled=0;
3944 if ( sp->subsys_disrupted_flags & (1<<SUBSYSTEM_ENGINE) ) {
3948 sp->subsys_disrupted_flags=0;
3950 ss = GET_FIRST(&sp->subsys_list);
3951 while ( ss != END_OF_LIST( &sp->subsys_list ) ) {
3952 if ( !timestamp_elapsed(ss->disruption_timestamp) ) {
3953 sp->subsys_disrupted_flags |= (1<<ss->system_info->type);
3955 ss = GET_NEXT( ss );
3958 if ( engines_disabled ) {
3959 if ( !(sp->subsys_disrupted_flags & (1<<SUBSYSTEM_ENGINE)) ) {
3960 if ( !(sp->flags & SF_DISABLED) ) {
3961 ship_reset_disabled_physics(&Objects[sp->objnum], sp->ship_info_index);
3967 // Maybe check ship subsystems for disruption, and set/clear flags
3968 void ship_subsys_disrupted_maybe_check(ship *shipp)
3970 if ( timestamp_elapsed(shipp->subsys_disrupted_check_timestamp) ) {
3971 ship_subsys_disrupted_check(shipp);
3972 shipp->subsys_disrupted_check_timestamp=timestamp(250);
3976 // Determine if a given subsystem is disrupted (ie inoperable)
3977 // input: ss => pointer to ship subsystem
3978 // exit: 1 => subsystem is disrupted
3979 // 0 => subsystem is not disrupted
3980 int ship_subsys_disrupted(ship_subsys *ss)
3983 Int3(); // should never happen, get Alan if it does.
3987 if ( timestamp_elapsed(ss->disruption_timestamp) ) {
3994 // Disrupt a subsystem (ie make it inoperable for a time)
3995 // input: ss => ship subsystem to be disrupted
3996 // time => time in ms that subsystem should be disrupted
3997 void ship_subsys_set_disrupted(ship_subsys *ss, int time)
4002 Int3(); // should never happen, get Alan if it does.
4006 time_left=timestamp_until(ss->disruption_timestamp);
4007 if ( time_left < 0 ) {
4011 ss->disruption_timestamp = timestamp(time+time_left);
4014 // Determine if a given subsystem is disrupted (ie inoperable)
4015 // input: sp => pointer to ship containing subsystem
4016 // type => type of subsystem (SUBSYSTEM_*)
4017 // exit: 1 => subsystem is disrupted
4018 // 0 => subsystem is not disrupted
4020 int ship_subsys_disrupted(ship *sp, int type)
4022 if ( sp->subsys_disrupted_flags & (1<<type) ) {
4029 float Decay_rate = 1.0f / 120.0f;
4030 DCF(lethality_decay, "time in sec to return from 100 to 0")
4032 dc_get_arg(ARG_FLOAT);
4033 Decay_rate = Dc_arg_float;
4036 float min_lethality = 0.0f;
4038 void lethality_decay(ai_info *aip)
4040 float decay_rate = Decay_rate;
4041 aip->lethality -= 100.0f * decay_rate * flFrametime;
4042 aip->lethality = max(-10.0f, aip->lethality);
4044 // if (aip->lethality < min_lethality) {
4045 // min_lethality = aip->lethality;
4046 // mprintf(("new lethality low: %.1f\n", min_lethality));
4050 if (Objects[Ships[aip->shipnum].objnum].flags & OF_PLAYER_SHIP) {
4051 if (Framecount % 10 == 0) {
4052 int num_turrets = 0;
4053 if ((aip->target_objnum != -1) && (Objects[aip->target_objnum].type == OBJ_SHIP)) {
4054 int num_turrets_attacking(object *turret_parent, int target_objnum);
4055 num_turrets = num_turrets_attacking(&Objects[aip->target_objnum], Ships[aip->shipnum].objnum);
4057 nprintf(("lethality", "Player lethality: %.1f, num turrets targeting player: %d\n", aip->lethality, num_turrets));
4063 void ship_process_pre(object *objp, float frametime)
4067 MONITOR( NumShips );
4069 // Player ship uses this code, but does a quick out after doing a few things.
4070 // when adding code to this function, decide whether or not a client in a multiplayer game
4071 // needs to execute the code you are adding. Code which moves things, creates things, etc
4072 // probably doesn't need to be called. If you don't know -- find Allender!!!
4073 void ship_process_post(object * obj, float frametime)
4078 if(obj->type != OBJ_SHIP){
4079 nprintf(("Network","Ignoring non-ship object in ship_process_post()\n"));
4083 MONITOR_INC( NumShips, 1 );
4085 num = obj->instance;
4086 Assert( num >= 0 && num < MAX_SHIPS);
4087 Assert( obj->type == OBJ_SHIP );
4088 Assert( Ships[num].objnum == OBJ_INDEX(obj));
4090 shipp = &Ships[num];
4092 shipp->shield_hits = 0;
4094 update_ets(obj, frametime);
4096 afterburners_update(obj, frametime);
4098 ship_subsys_disrupted_maybe_check(shipp);
4100 ship_dying_frame(obj, num);
4102 ship_chase_shield_energy_targets(shipp, obj, frametime);
4104 // AL 1-6-98: record the initial ammo counts for ships, which is used as the max limit for rearming
4105 if ( !(shipp->flags & SF_AMMO_COUNT_RECORDED) ) {
4106 for ( int i=0; i<MAX_SECONDARY_BANKS; i++ ) {
4107 if ( red_alert_mission() ) {
4108 int max_missiles = get_max_ammo_count_for_bank(shipp->ship_info_index, i, shipp->weapons.secondary_bank_weapons[i]);
4109 shipp->weapons.secondary_bank_start_ammo[i] = max_missiles;
4111 shipp->weapons.secondary_bank_start_ammo[i] = shipp->weapons.secondary_bank_ammo[i];
4114 shipp->flags |= SF_AMMO_COUNT_RECORDED;
4117 if(!(Game_mode & GM_STANDALONE_SERVER)){
4118 // Plot ship on the radar. What about multiplayer ships?
4119 if ( obj != Player_obj ) // don't plot myself.
4120 radar_plot_object( obj );
4122 // MWA -- move the spark code to before the check for multiplayer master
4123 // Do ship sparks. Don't do sparks on my ship (since I cannot see it). This
4124 // code will do sparks on other ships in multiplayer though.
4125 // JAS: Actually in external view, you can see sparks, so I don't do sparks
4126 // on the Viewer_obj, not Player_obj.
4127 if ( (obj != Viewer_obj) && timestamp_elapsed(Ships[num].next_hit_spark) ) {
4128 shipfx_emit_spark(num,-1); // -1 means choose random spark location
4131 if ( obj != Viewer_obj ) {
4132 shipfx_do_damaged_arcs_frame( shipp );
4135 // JAS - flicker the thruster bitmaps
4136 ship_do_thruster_frame(shipp,obj,frametime);
4139 ship_auto_repair_frame(num, frametime);
4141 // MWA -- move the spark code to before the check for multiplayer master
4143 // if (timestamp_elapsed(Ships[num].next_hit_spark)) {
4145 // Ships[num].next_hit_spark = timestamp_rand(100,500);
4148 shipfx_do_lightning_frame(shipp);
4150 // if the ship has an EMP effect active, process it
4151 emp_process_ship(shipp);
4153 // call the contrail system
4154 ct_ship_process(shipp);
4156 // process engine wash
4157 void engine_wash_ship_process(ship *shipp);
4158 engine_wash_ship_process(shipp);
4161 if(shipp->tag_left > 0.0f){
4162 shipp->tag_left -= flFrametime;
4163 if(shipp->tag_left <= 0.000001f){
4164 shipp->tag_left = -1.0f;
4166 mprintf(("Killing TAG for %s\n", shipp->ship_name));
4170 // update level 2 TAG info
4171 if(shipp->level2_tag_left > 0.0f){
4172 shipp->level2_tag_left -= flFrametime;
4173 if(shipp->level2_tag_left <= 0.000001f){
4174 shipp->level2_tag_left = -1.0f;
4176 mprintf(("Killing level 2 TAG for %s\n", shipp->ship_name));
4180 if ( shipp->flags & SF_ARRIVING && Ai_info[shipp->ai_index].mode != AIM_BAY_EMERGE ) {
4181 // JAS -- if the ship is warping in, just move it forward at a speed
4182 // fast enough to move 2x it's radius in SHIP_WARP_TIME seconds.
4183 shipfx_warpin_frame( obj, frametime );
4184 } else if ( shipp->flags & SF_DEPART_WARP ) {
4185 // JAS -- if the ship is warping out, just move it forward at a speed
4186 // fast enough to move 2x it's radius in SHIP_WARP_TIME seconds.
4187 shipfx_warpout_frame( obj, frametime );
4191 // for multiplayer people. return here if in multiplay and not the host
4192 if ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) )
4195 // MWA -- moved the code to maybe fire swarm missiles to after the check for
4196 // multiplayer master. Only single player and multi server needs to do this code
4197 // this code might call ship_fire_secondary which will send the fire packets
4198 swarm_maybe_fire_missile(num);
4200 // maybe fire turret swarm missiles
4201 void turret_swarm_maybe_fire_missile(int num);
4202 turret_swarm_maybe_fire_missile(num);
4204 // maybe fire a corkscrew missile (just like swarmers)
4205 cscrew_maybe_fire_missile(num);
4207 // AL 2-19-98: Fire turret for player if it exists
4208 if ( obj->flags & OF_PLAYER_SHIP ) {
4209 player_maybe_fire_turret(obj);
4212 // if single player, check player object is not too far from starting location
4213 // DKA 5/17/99 check SINGLE and MULTI
4214 // if ( !(Game_mode & GM_MULTIPLAYER) && (obj == Player_obj) )
4215 if (obj == Player_obj) {
4216 ship_check_player_distance();
4219 // update ship lethality
4220 if ( Ships[num].ai_index >= 0 ){
4221 if (!physics_paused && !ai_paused){
4222 lethality_decay(&Ai_info[Ships[num].ai_index]);
4226 // if the ship is a player ship or an observer ship don't need to do AI
4227 if ( (obj->flags & OF_PLAYER_SHIP) || (obj->type == OBJ_OBSERVER) ) {
4231 if ( Ships[num].ai_index >= 0 ){
4232 if (!physics_paused && !ai_paused){
4233 ai_process( obj, Ships[num].ai_index, frametime );
4240 // ------------------------------------------------------------------------
4241 // ship_set_default_weapons()
4243 // Set the ship level weapons based on the information contained in the ship
4244 // info. Weapon assignments are checked against the model to ensure the models
4245 // and the ship info weapon data are in synch.
4249 void ship_set_default_weapons(ship *shipp, ship_info *sip)
4253 ship_weapon *swp = &shipp->weapons;
4255 // Copy primary and secondary weapons from ship_info to ship.
4256 // Later, this will happen in the weapon loadout screen.
4257 for (i=0; i < MAX_PRIMARY_BANKS; i++){
4258 swp->primary_bank_weapons[i] = sip->primary_bank_weapons[i];
4261 for (i=0; i < MAX_SECONDARY_BANKS; i++){
4262 swp->secondary_bank_weapons[i] = sip->secondary_bank_weapons[i];
4265 // Copy the number of primary and secondary banks to ship, and verify that
4266 // model is in synch
4267 po = model_get( sip->modelnum );
4270 if ( po->n_guns > sip->num_primary_banks ) {
4271 Assert(po->n_guns <= MAX_PRIMARY_BANKS);
4272 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);
4273 for ( i = sip->num_primary_banks; i < po->n_guns; i++ ) {
4274 // Make unspecified weapon for bank be a Light Laser
4275 swp->primary_bank_weapons[i] = weapon_info_lookup(NOX("Light Laser"));
4276 Assert(swp->primary_bank_weapons[i] >= 0);
4278 sip->num_primary_banks = po->n_guns;
4280 else if ( po->n_guns < sip->num_primary_banks ) {
4281 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);
4282 sip->num_primary_banks = po->n_guns;
4286 if ( po->n_missiles > sip->num_secondary_banks ) {
4287 Assert(po->n_missiles <= MAX_SECONDARY_BANKS);
4288 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);
4289 for ( i = sip->num_secondary_banks; i < po->n_missiles; i++ ) {
4290 // Make unspecified weapon for bank be a Rockeye Missile
4291 swp->secondary_bank_weapons[i] = weapon_info_lookup(NOX("Rockeye Missile"));
4292 Assert(swp->secondary_bank_weapons[i] >= 0);
4294 sip->num_secondary_banks = po->n_missiles;
4296 else if ( po->n_missiles < sip->num_secondary_banks ) {
4297 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);
4298 sip->num_secondary_banks = po->n_missiles;
4301 swp->num_primary_banks = sip->num_primary_banks;
4302 swp->num_secondary_banks = sip->num_secondary_banks;
4303 for ( i = 0; i < swp->num_secondary_banks; i++ ) {
4305 swp->secondary_bank_ammo[i] = 100;
4307 swp->secondary_bank_ammo[i] = sip->secondary_bank_ammo_capacity[i];
4310 swp->secondary_bank_capacity[i] = sip->secondary_bank_ammo_capacity[i];
4313 for ( i = 0; i < MAX_PRIMARY_BANKS; i++ ){
4314 swp->next_primary_fire_stamp[i] = timestamp(0);
4317 for ( i = 0; i < MAX_SECONDARY_BANKS; i++ ){
4318 swp->next_secondary_fire_stamp[i] = timestamp(0);
4323 // A faster version of ship_check_collision that does not do checking at the polygon
4324 // level. Just checks to see if a vector will intersect a sphere.
4325 int ship_check_collision_fast( object * obj, object * other_obj, vector * hitpos)
4330 Assert( obj->type == OBJ_SHIP );
4331 Assert( obj->instance >= 0 );
4333 num = obj->instance;
4335 ship_model_start(obj); // are these needed in this fast case? probably not.
4337 mc.model_num = Ships[num].modelnum; // Fill in the model to check
4338 mc.orient = &obj->orient; // The object's orient
4339 mc.pos = &obj->pos; // The object's position
4340 mc.p0 = &other_obj->last_pos; // Point 1 of ray to check
4341 mc.p1 = &other_obj->pos; // Point 2 of ray to check
4342 mc.flags = MC_ONLY_SPHERE; // flags
4346 *hitpos = mc.hit_point_world;
4348 ship_model_stop(obj); // are these needed in this fast case? probably not.
4353 // ensure that the subsys path is at least SUBSYS_PATH_DIST from the
4354 // second last to last point.
4355 void ship_maybe_fixup_subsys_path(polymodel *pm, int path_num)
4357 vector *v1, *v2, dir;
4359 int index_1, index_2;
4362 mp = &pm->paths[path_num];
4365 Assert(mp->nverts > 1);
4370 v1 = &mp->verts[index_1].pos;
4371 v2 = &mp->verts[index_2].pos;
4373 dist = vm_vec_dist(v1, v2);
4374 if ( dist < SUBSYS_PATH_DIST-10 ) {
4375 vm_vec_normalized_dir(&dir, v2, v1);
4376 vm_vec_scale_add(v2, v1, &dir, SUBSYS_PATH_DIST);
4380 // fill in the path_num field inside the model_subsystem struct. This is an index into
4381 // the pm->paths[] array, which is a path that provides a frontal approach to a subsystem
4382 // (used for attacking purposes)
4384 // NOTE: path_num in model_subsystem has the follows the following convention:
4385 // > 0 => index into pm->paths[] for model that subsystem sits on
4386 // -1 => path is not yet determined (may or may not exist)
4387 // -2 => path doesn't yet exist for this subsystem
4388 void ship_set_subsys_path_nums(ship_info *sip, polymodel *pm)
4392 for ( i = 0; i < sip->n_subsystems; i++ ) {
4393 sip->subsystems[i].path_num = -1;
4396 for ( i = 0; i < sip->n_subsystems; i++ ) {
4398 for ( j = 0; j < pm->n_paths; j++ ) {
4399 if ( (sip->subsystems[i].subobj_num != -1) && (sip->subsystems[i].subobj_num == pm->paths[j].parent_submodel) ) {
4401 } else if ( !stricmp(sip->subsystems[i].subobj_name, pm->paths[j].parent_name) ) {
4406 if ( pm->n_paths > j ) {
4407 sip->subsystems[i].path_num = j;
4408 ship_maybe_fixup_subsys_path(pm, j);
4414 // If a path num wasn't located, then set value to -2
4415 if ( sip->subsystems[i].path_num == -1 )
4416 sip->subsystems[i].path_num = -2;
4420 // Determine the path indices (indicies into pm->paths[]) for the paths used for approaching/departing
4421 // a fighter bay on a capital ship.
4422 void ship_set_bay_path_nums(ship_info *sip, polymodel *pm)
4425 char bay_num_str[3];
4427 if ( pm->ship_bay != NULL ) {
4429 pm->ship_bay = NULL;
4432 // currently only capital ships have fighter bays
4433 if ( !(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) ) {
4437 // malloc out storage for the path information
4438 pm->ship_bay = (ship_bay*)malloc(sizeof(ship_bay));
4439 Assert(pm->ship_bay != NULL);
4441 pm->ship_bay->num_paths = 0;
4442 // TODO: determine if zeroing out here is affecting any earlier initializations
4443 pm->ship_bay->arrive_flags = 0; // bitfield, set to 1 when that path number is reserved for an arrival
4444 pm->ship_bay->depart_flags = 0; // bitfield, set to 1 when that path number is reserved for a departure
4447 // iterate through the paths that exist in the polymodel, searching for $bayN pathnames
4448 for ( i = 0; i < pm->n_paths; i++ ) {
4449 if ( !strnicmp(pm->paths[i].name, NOX("$bay"), 4) ) {
4450 strncpy(bay_num_str, pm->paths[i].name+4, 2);
4452 bay_num = atoi(bay_num_str);
4453 Assert(bay_num >= 1 && bay_num <= MAX_SHIP_BAY_PATHS);
4454 pm->ship_bay->paths[bay_num-1] = i;
4455 pm->ship_bay->num_paths++;
4460 // Ensure create time for ship is unqiue
4461 void ship_make_create_time_unique(ship *shipp)
4463 int sanity_counter = 0, collision;
4464 ship *compare_shipp;
4466 uint new_create_time;
4468 new_create_time = shipp->create_time;
4472 if ( sanity_counter++ > 50 ) {
4479 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
4480 compare_shipp = &Ships[Objects[so->objnum].instance];
4482 if ( compare_shipp == shipp ) {
4486 if ( compare_shipp->create_time == new_create_time ) {
4494 shipp->create_time = new_create_time;
4500 int Ship_subsys_hwm = 0;
4502 void show_ship_subsys_count()
4507 for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
4508 if (objp->type == OBJ_SHIP) {
4509 count += Ship_info[Ships[(int)objp->type].ship_info_index].n_subsystems;
4513 //nprintf(("AI", "Num subsystems, high water mark = %i, %i\n", count, Ship_subsys_hwm));
4515 if (count > Ship_subsys_hwm) {
4516 Ship_subsys_hwm = count;
4520 // Returns object index of ship.
4522 int ship_create(matrix *orient, vector *pos, int ship_type)
4524 int i, n, objnum, j, k, t;
4528 t = ship_get_num_ships();
4530 // The following check caps the number of ships that can be created. Because Fred needs
4531 // to create all the ships, regardless of when they arrive/depart, it needs a higher
4532 // limit than FreeSpace. On release, however, we will reduce it, thus FreeSpace needs
4533 // to check against what this limit will be, otherwise testing the missions before
4534 // release could work fine, yet not work anymore once a release build is made.
4540 if (t >= SHIPS_LIMIT) {
4541 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 );
4546 //nprintf(("AI", "Number of ships = %i\n", t));
4548 for (n=0; n<MAX_SHIPS; n++){
4549 if (Ships[n].objnum == -1){
4554 if (n == MAX_SHIPS){
4558 Assert((ship_type >= 0) && (ship_type < Num_ship_types));
4559 sip = &(Ship_info[ship_type]);
4562 // check to be sure that this ship falls into a ship size category!!!
4563 // get Allender or Mike if you hit this Assert
4564 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) );
4566 sip->modelnum = model_load(sip->pof_file, sip->n_subsystems, &sip->subsystems[0]); // use the highest detail level
4567 shipp->modelnum = sip->modelnum;
4569 // maybe load an optional hud target model
4570 if(strlen(sip->pof_file_hud)){
4571 // check to see if a "real" ship uses this model. if so, load it up for him so that subsystems are setup properly
4573 for(idx=0; idx<Num_ship_types; idx++){
4574 if(!stricmp(Ship_info[idx].pof_file, sip->pof_file_hud)){
4575 Ship_info[idx].modelnum = model_load(Ship_info[idx].pof_file, Ship_info[idx].n_subsystems, &Ship_info[idx].subsystems[0]);
4579 // mow load it for me with no subsystems
4580 sip->modelnum_hud = model_load(sip->pof_file_hud, 0, NULL);
4584 pm = model_get(shipp->modelnum);
4586 ship_copy_subsystem_fixup(sip);
4588 show_ship_subsys_count();
4590 if ( sip->num_detail_levels < pm->n_detail_levels ) {
4591 Warning(LOCATION, "For ship '%s', detail level\nmismatch (POF needs %d)", sip->name, pm->n_detail_levels );
4593 for (i=0; i<pm->n_detail_levels; i++ ) {
4594 sip->detail_distance[i] = 0;
4598 for (i=0; i<sip->num_detail_levels; i++ ) {
4599 pm->detail_depth[i] = i2fl(sip->detail_distance[i]);
4602 if ( sip->flags & SIF_NAVBUOY ) {
4603 // JAS: Nav buoys don't need to do collisions!
4604 objnum = obj_create(OBJ_SHIP, -1, n, orient, pos, model_get_radius(shipp->modelnum), OF_RENDERS | OF_PHYSICS );
4606 objnum = obj_create(OBJ_SHIP, -1, n, orient, pos, model_get_radius(shipp->modelnum), OF_RENDERS | OF_COLLIDES | OF_PHYSICS );
4608 Assert( objnum >= 0 );
4610 shipp->ai_index = ai_get_slot(n);
4611 Assert( shipp->ai_index >= 0 );
4613 sprintf(shipp->ship_name, NOX("%s %d"), Ship_info[ship_type].name, n);
4614 ship_set_default_weapons(shipp, sip); // Moved up here because ship_set requires that weapon info be valid. MK, 4/28/98
4615 ship_set(n, objnum, ship_type);
4617 // fill in the path_num field inside the model_subsystem struct. This is an index into
4618 // the pm->paths[] array, which is a path that provides a frontal approach to a subsystem
4619 // (used for attacking purposes)
4621 // NOTE: path_num in model_subsystem has the follows the following convention:
4622 // > 0 => index into pm->paths[] for model that subsystem sits on
4623 // -1 => path is not yet determined (may or may not exist)
4624 // -2 => path doesn't yet exist for this subsystem
4625 ship_set_subsys_path_nums(sip, pm);
4627 // set the path indicies for fighter bays on the ship (currently, only capital ships have fighter bays)
4628 ship_set_bay_path_nums(sip, pm);
4630 init_ai_object(objnum);
4631 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
4633 //ship_set_default_weapons(shipp, sip);
4635 // Allocate shield and initialize it.
4636 if (pm->shield.ntris) {
4637 shipp->shield_integrity = (float *)malloc(sizeof(float)*pm->shield.ntris);
4638 for (i=0; i<pm->shield.ntris; i++)
4639 shipp->shield_integrity[i] = 1.0f;
4642 shipp->shield_integrity = NULL;
4644 // fix up references into paths for this ship's model to point to a ship_subsys entry instead
4645 // of a submodel index. The ship_subsys entry should be the same for *all* instances of the
4648 if ( !(sip->flags & SIF_PATH_FIXUP )) {
4649 for ( i = 0; i < pm->n_paths; i++ ) {
4650 for ( j = 0; j < pm->paths[i].nverts; j++ ) {
4651 for ( k = 0; k < pm->paths[i].verts[j].nturrets; k++ ) {
4652 int ptindex = pm->paths[i].verts[j].turret_ids[k]; // this index is a submodel number (ala bspgen)
4656 // iterate through the ship_subsystems looking for an id that matches
4658 ss = GET_FIRST(&Ships[n].subsys_list);
4659 while ( ss != END_OF_LIST( &Ships[n].subsys_list ) ) {
4660 if ( ss->system_info->subobj_num == ptindex ) { // when these are equal, fix up the ref
4661 pm->paths[i].verts[j].turret_ids[k] = index; // in path structure to index a ship_subsys
4665 ss = GET_NEXT( ss );
4668 if ( ss == END_OF_LIST(&Ships[n].subsys_list) )
4669 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 );
4673 sip->flags |= SIF_PATH_FIXUP;
4676 // reset the damage record fields (for scoring purposes)
4677 shipp->total_damage_received = 0.0f;
4678 for(i=0;i<MAX_DAMAGE_SLOTS;i++){
4679 shipp->damage_ship[i] = 0.0f;
4680 shipp->damage_ship_id[i] = -1;
4683 // Add this ship to Ship_obj_list
4684 shipp->ship_list_index = ship_obj_list_add(objnum);
4686 // Set time when ship is created
4687 shipp->create_time = timer_get_milliseconds();
4689 ship_make_create_time_unique(shipp);
4691 // set the team select index to be -1
4692 shipp->ts_index = -1;
4694 shipp->wing_status_wing_index = -1; // wing index (0-4) in wingman status gauge
4695 shipp->wing_status_wing_pos = -1; // wing position (0-5) in wingman status gauge
4697 // call the contrail system
4698 ct_ship_create(shipp);
4703 // ----------------------------------------------------------------
4704 // ship_model_change()
4706 // Change the ship model for a ship to that for ship class 'ship_type'
4708 // input: n => index of ship in Ships[] array
4709 // ship_type => ship class (index into Ship_info[])
4711 void ship_model_change(int n, int ship_type)
4718 Assert( n >= 0 && n < MAX_SHIPS );
4720 sip = &(Ship_info[ship_type]);
4722 model_num = model_load(sip->pof_file, sip->n_subsystems, &sip->subsystems[0]); // use the highest detail level
4726 model_page_in_textures(model_num, ship_type);
4729 Objects[sp->objnum].radius = model_get_radius(model_num);
4730 sip->modelnum = model_num;
4731 sp->modelnum = model_num;
4734 pm = model_get(sp->modelnum);
4736 ship_copy_subsystem_fixup(sip);
4738 if ( sip->num_detail_levels < pm->n_detail_levels ) {
4739 Warning(LOCATION, "For ship '%s', detail level\nmismatch (POF needs %d)", sip->name, pm->n_detail_levels );
4741 for (i=0; i<pm->n_detail_levels; i++ ) {
4742 sip->detail_distance[i] = 0;
4746 for (i=0; i<sip->num_detail_levels; i++ ) {
4747 pm->detail_depth[i] = i2fl(sip->detail_distance[i]);
4751 // ----------------------------------------------------------------
4752 // change_ship_type()
4754 // Change the ship class on a ship, and changing all required information
4755 // for consistency (ie textures, subsystems, weapons, physics)
4757 // input: n => index of ship in Ships[] array
4758 // ship_type => ship class (index into Ship_info[])
4760 void change_ship_type(int n, int ship_type)
4767 Assert( n >= 0 && n < MAX_SHIPS );
4769 sip = &(Ship_info[ship_type]);
4770 objp = &Objects[sp->objnum];
4772 // point to new ship data
4773 sp->ship_info_index = ship_type;
4775 ship_model_change(n, ship_type);
4777 // if the subsystem list is not currently empty, then we need to clear it out first.
4778 if ( NOT_EMPTY(&sp->subsys_list) ) {
4779 ship_subsys *ship_system, *tmp;
4781 for ( ship_system = GET_FIRST(&sp->subsys_list); ship_system != END_OF_LIST(&sp->subsys_list); ) {
4782 tmp = GET_NEXT(ship_system);
4783 list_remove( &sp->subsys_list, ship_system );
4784 list_append( &ship_subsys_free_list, ship_system );
4788 // fix up the subsystems
4789 subsys_set( sp->objnum );
4791 // set the correct hull strength
4793 objp->hull_strength = 100.0f;
4795 objp->hull_strength = sip->initial_hull_strength;
4798 // set the correct shields strength
4800 objp->shields[0] = 100.0f;
4802 set_shield_strength(objp, sip->shields);
4805 sp->afterburner_fuel = sip->afterburner_fuel_capacity;
4807 ship_set_default_weapons(sp, sip);
4808 physics_ship_init(&Objects[sp->objnum]);
4809 ets_init_ship(&Objects[sp->objnum]);
4810 // mwa removed the next line in favor of simply setting the ai_class in AI_info. ai_object_init
4811 // was trashing mode in ai_info when it was valid due to goals.
4812 //ai_object_init(&Objects[sp->objnum], sp->ai_index);
4813 Ai_info[sp->ai_index].ai_class = sip->ai_class;
4817 // Fire the debug laser
4818 int ship_fire_primary_debug(object *objp)
4821 ship *shipp = &Ships[objp->instance];
4824 if ( !timestamp_elapsed(shipp->weapons.next_primary_fire_stamp[0]) )
4827 // do timestamp stuff for next firing time
4828 shipp->weapons.next_primary_fire_stamp[0] = timestamp(250);
4830 // Debug code! Make the single laser fire only one bolt and from the object center!
4831 for (i=0; i<MAX_WEAPONS; i++)
4832 if (!stricmp(Weapon_info[i].name, NOX("Debug Laser")))
4835 vm_vec_add(&wpos, &objp->pos, &(objp->orient.v.fvec) );
4836 if (i != MAX_WEAPONS) {
4838 weapon_objnum = weapon_create( &wpos, &objp->orient, i, OBJ_INDEX(objp), 0 );
4839 weapon_set_tracking_info(weapon_objnum, OBJ_INDEX(objp), Ai_info[shipp->ai_index].target_objnum);
4846 // Launch countermeasures from object *objp. rand_val is used in multiplayer to ensure that all
4847 // clients in the game fire countermeasure the same way
4848 int ship_launch_countermeasure(object *objp, int rand_val)
4850 int fired, check_count, cmeasure_count;
4854 shipp = &Ships[objp->instance];
4856 // in the case where the server is an observer, he can launch countermeasures unless we do this.
4857 if( objp->type == OBJ_OBSERVER){
4861 if ( !timestamp_elapsed(shipp->cmeasure_fire_stamp) ){
4865 shipp->cmeasure_fire_stamp = timestamp(CMEASURE_WAIT); // Can launch every half second.
4867 if (Weapon_energy_cheat) {
4868 shipp->cmeasure_count++;
4872 // we might check the count of countermeasures left depending on game state. Multiplayer clients
4873 // do not need to check any objects other than themselves for the count
4876 if ( MULTIPLAYER_CLIENT && (objp != Player_obj) ){
4880 if (check_count && (shipp->cmeasure_count <= 0) ) {
4881 if ( objp == Player_obj ) {
4882 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "No more countermeasure charges.", 485));
4883 snd_play( &Snds[SND_OUT_OF_MISSLES], 0.0f );
4886 // if we have a player ship, then send the fired packet anyway so that the player
4887 // who fired will get his 'out of countermeasures' sound
4889 if ( objp->flags & OF_PLAYER_SHIP ){
4890 goto send_countermeasure_fired;
4896 cmeasure_count = shipp->cmeasure_count;
4897 shipp->cmeasure_count--;
4899 vm_vec_scale_add(&pos, &objp->pos, &objp->orient.v.fvec, -objp->radius/2.0f);
4901 // cmeasure_create fires 1 countermeasure. returns -1 if not fired, otherwise a non-negative
4903 fired = cmeasure_create( objp, &pos, shipp->current_cmeasure, rand_val );
4905 // Play sound effect for counter measure launch
4906 Assert(shipp->current_cmeasure < Num_cmeasure_types);
4907 if ( Cmeasure_info[shipp->current_cmeasure].launch_sound != -1 ) {
4908 snd_play_3d( &Snds[Cmeasure_info[shipp->current_cmeasure].launch_sound], &pos, &View_position );
4912 send_countermeasure_fired:
4913 // the new way of doing things
4914 // if(Netgame.debug_flags & NETD_FLAG_CLIENT_FIRING){
4915 if(Game_mode & GM_MULTIPLAYER){
4916 send_NEW_countermeasure_fired_packet( objp, cmeasure_count, fired );
4919 // the old way of doing things
4921 // if ( MULTIPLAYER_MASTER ){
4922 // send_countermeasure_fired_packet( objp, cmeasure_count, fired );
4926 return (fired>0); // return 0 if not fired, 1 otherwise
4929 // internal function.. see if enough time has elapsed to play fail sound again
4930 int ship_maybe_play_primary_fail_sound()
4932 hud_start_flash_weapon(Player_ship->weapons.current_primary_bank);
4934 if ( timestamp_elapsed(Laser_energy_out_snd_timer) ) {
4935 Laser_energy_out_snd_timer = timestamp(50);
4936 snd_play( &Snds[SND_OUT_OF_WEAPON_ENERGY]);
4942 // internal function.. see if enough time has elapsed to play fail sound again
4943 int ship_maybe_play_secondary_fail_sound(weapon_info *wip)
4945 hud_start_flash_weapon(Player_ship->weapons.num_primary_banks + Player_ship->weapons.current_secondary_bank);
4947 if ( timestamp_elapsed(Missile_out_snd_timer) ) {
4949 if ( wip->wi_flags & WIF_SWARM ) {
4950 Missile_out_snd_timer = timestamp(500);
4952 Missile_out_snd_timer = timestamp(50);
4954 snd_play( &Snds[SND_OUT_OF_MISSLES] );
4960 // internal function.. see if weapon for ship can fire based on weapons subystem
4963 // returns: 1 => weapon failed to fire
4964 // 0 => weapon can fire
4965 int ship_weapon_maybe_fail(ship *sp)
4968 float weapons_subsys_str;
4970 // If playing on lowest skill level, weapons will not fail due to subsystem damage
4971 if ( Game_skill_level == 0 ){
4976 weapons_subsys_str = ship_get_subsystem_strength( sp, SUBSYSTEM_WEAPONS );
4977 if ( weapons_subsys_str < SUBSYS_WEAPONS_STR_FIRE_FAIL ) {
4980 else if ( weapons_subsys_str < SUBSYS_WEAPONS_STR_FIRE_OK ) {
4981 // chance to fire depends on weapons subsystem strength
4982 if ( (frand()-0.2f) > weapons_subsys_str )
4987 // is subsystem disrupted?
4988 if ( ship_subsys_disrupted(sp, SUBSYSTEM_WEAPONS) ) {
4996 // create a moving tracer based upon a weapon which just fired
4998 float t_len = 10.0f;
5000 float t_min = 150.0f;
5001 float t_max = 300.0f;
5004 dc_get_arg(ARG_FLOAT);
5005 t_rad = Dc_arg_float;
5009 dc_get_arg(ARG_FLOAT);
5010 t_len = Dc_arg_float;
5014 dc_get_arg(ARG_FLOAT);
5015 t_vel = Dc_arg_float;
5019 dc_get_arg(ARG_FLOAT);
5020 t_min = Dc_arg_float;
5024 dc_get_arg(ARG_FLOAT);
5025 t_max = Dc_arg_float;
5027 void ship_fire_tracer(int weapon_objnum)
5029 particle_info pinfo;
5030 object *objp = &Objects[weapon_objnum];
5031 weapon_info *wip = &Weapon_info[Weapons[Objects[weapon_objnum].instance].weapon_info_index];
5033 // setup particle info
5034 memset(&pinfo, 0, sizeof(particle_info));
5035 pinfo.pos = objp->pos;
5036 pinfo.vel = objp->phys_info.vel;
5037 vm_vec_scale(&pinfo.vel, t_vel);
5038 pinfo.lifetime = wip->lifetime;
5040 pinfo.type = PARTICLE_BITMAP;
5041 pinfo.optional_data = wip->laser_bitmap;
5042 pinfo.tracer_length = t_len;
5044 pinfo.attached_objnum = -1;
5045 pinfo.attached_sig = 0;
5047 // create the particle
5048 particle_create(&pinfo);
5051 // Multiplicative delay factors for increasing skill levels.
5052 float Ship_fire_delay_scale_hostile[NUM_SKILL_LEVELS] = {4.0f, 2.5f, 1.75f, 1.25f, 1.0f};
5053 float Ship_fire_delay_scale_friendly[NUM_SKILL_LEVELS] = {2.0f, 1.4f, 1.25f, 1.1f, 1.0f};
5055 int tracers[MAX_SHIPS][4][4];
5057 // fires a primary weapon for the given object. It also handles multiplayer cases.
5058 // in multiplayer, the starting network signature, and number of banks fired are sent
5059 // to all the clients in the game. All the info is passed to send_primary at the end of
5060 // the function. The check_energy parameter (defaults to 1) tells us whether or not
5061 // we should check the energy. It will be 0 when a multiplayer client is firing an AI
5063 int ship_fire_primary(object * obj, int stream_weapons, int force)
5065 vector gun_point, pnt, firing_pos;
5066 int n = obj->instance;
5071 int weapon, i, j, weapon_objnum;
5072 int bank_to_fire, num_fired = 0;
5073 int banks_fired, have_timeout; // used for multiplayer to help determine whether or not to send packet
5074 have_timeout = 0; // used to help tell us whether or not we need to send a packet
5075 banks_fired = 0; // used in multiplayer -- bitfield of banks that were fired
5077 int sound_played; // used to track what sound is played. If the player is firing two banks
5078 // of the same laser, we only want to play one sound
5079 Assert( obj != NULL );
5085 // in the case where the server is an observer, he can fire (which) would be bad - unless we do this.
5086 if( obj->type == OBJ_OBSERVER){
5090 Assert( obj->type == OBJ_SHIP );
5092 Assert( Ships[n].objnum == OBJ_INDEX(obj));
5093 if((obj->type != OBJ_SHIP) || (n < 0) || (n >= MAX_SHIPS) || (Ships[n].objnum != OBJ_INDEX(obj))){
5098 swp = &shipp->weapons;
5101 if((shipp->ship_info_index < 0) || (shipp->ship_info_index >= Num_ship_types)){
5104 if((shipp->ai_index < 0) || (shipp->ai_index >= MAX_AI_INFO)){
5107 sip = &Ship_info[shipp->ship_info_index];
5108 aip = &Ai_info[shipp->ai_index];
5110 if ( swp->num_primary_banks <= 0 ) {
5114 if ( swp->current_primary_bank < 0 ){
5120 // Fire the correct primary bank. If primaries are linked (SF_PRIMARY_LINKED set), then fire
5121 // both primary banks.
5122 int num_primary_banks;
5124 if ( shipp->flags & SF_PRIMARY_LINKED ) {
5125 num_primary_banks = swp->num_primary_banks;
5127 num_primary_banks = min(1, swp->num_primary_banks);
5130 Assert(num_primary_banks > 0);
5131 if (num_primary_banks < 1){
5135 // if we're firing stream weapons, but the trigger is not down, do nothing
5136 if(stream_weapons && !(shipp->flags & SF_TRIGGER_DOWN)){
5140 for ( i = 0; i < num_primary_banks; i++ ) {
5141 bank_to_fire = (swp->current_primary_bank+i)%2; // Max supported banks is 2
5143 weapon = swp->primary_bank_weapons[bank_to_fire];
5144 Assert( weapon >= 0 && weapon < MAX_WEAPONS );
5145 if ( (weapon < 0) || (weapon >= MAX_WEAPON_TYPES) ) {
5146 Int3(); // why would a ship try to fire a weapon that doesn't exist?
5149 weapon_info* winfo_p = &Weapon_info[weapon];
5151 // if this is a targeting laser, start it up
5152 if((winfo_p->wi_flags & WIF_BEAM) && (winfo_p->b_info.beam_type == BEAM_TYPE_C)){
5153 ship_start_targeting_laser(shipp);
5157 // if we're firing stream weapons and this is a non stream weapon, skip it
5158 if(stream_weapons && !(winfo_p->wi_flags & WIF_STREAM)){
5161 // if we're firing non stream weapons and this is a stream weapon, skip it
5162 if(!stream_weapons && (winfo_p->wi_flags & WIF_STREAM)){
5166 // only non-multiplayer clients (single, multi-host) need to do timestamp checking
5167 if ( !timestamp_elapsed(swp->next_primary_fire_stamp[bank_to_fire]) ) {
5168 if (timestamp_until(swp->next_primary_fire_stamp[bank_to_fire]) > 5000){
5169 swp->next_primary_fire_stamp[bank_to_fire] = timestamp(1000);
5176 //nprintf(("AI", "Time = %7.3f, firing %s\n", f2fl(Missiontime), Weapon_info[weapon].name));
5178 // do timestamp stuff for next firing time
5179 float next_fire_delay = (float) winfo_p->fire_wait * 1000.0f;
5180 if (!(obj->flags & OF_PLAYER_SHIP)) {
5181 if (shipp->team == Ships[Player_obj->instance].team){
5182 next_fire_delay *= Ship_fire_delay_scale_friendly[Game_skill_level];
5184 next_fire_delay *= Ship_fire_delay_scale_hostile[Game_skill_level];
5188 next_fire_delay *= 1.0f + (num_primary_banks - 1) * 0.5f; // 50% time penalty if banks linked
5190 // MK, 2/4/98: Since you probably were allowed to fire earlier, but couldn't fire until your frame interval
5191 // rolled around, subtract out up to half the previous frametime.
5192 // Note, unless we track whether the fire button has been held down, and not tapped, it's hard to
5193 // know how much time to subtract off. It could be this fire is "late" because the user didn't want to fire.
5194 if (next_fire_delay > 0.0f) {
5195 if (obj->flags & OF_PLAYER_SHIP) {
5196 int t = timestamp_until(swp->next_primary_fire_stamp[bank_to_fire]);
5200 tx = (float) t/-1000.0f;
5201 if (tx > flFrametime/2.0f){
5202 tx = 1000.0f * flFrametime * 0.7f;
5204 next_fire_delay -= tx;
5207 if ((int) next_fire_delay < 1){
5208 next_fire_delay = 1.0f;
5212 swp->next_primary_fire_stamp[bank_to_fire] = timestamp((int)(next_fire_delay));
5215 // Here is where we check if weapons subsystem is capable of firing the weapon.
5216 // Note that we can have partial bank firing, if the weapons subsystem is partially
5217 // functional, which should be cool.
5218 if ( ship_weapon_maybe_fail(shipp) && !force) {
5219 if ( obj == Player_obj ) {
5220 if ( ship_maybe_play_primary_fail_sound() ) {
5226 polymodel *po = model_get( Ship_info[shipp->ship_info_index].modelnum );
5227 if ( po->n_guns > 0 ) {
5228 int num_slots = po->gun_banks[bank_to_fire].num_slots;
5230 // fail unless we're forcing (energy based primaries)
5231 if ( (shipp->weapon_energy < num_slots*winfo_p->energy_consumed) && !force) {
5232 if ( obj == Player_obj ) {
5233 swp->next_primary_fire_stamp[bank_to_fire] = timestamp(swp->next_primary_fire_stamp[bank_to_fire]);
5234 if ( ship_maybe_play_primary_fail_sound() ) {
5240 // deplete the weapon reserve energy by the amount of energy used to fire the weapon
5241 shipp->weapon_energy -= num_slots*winfo_p->energy_consumed;
5242 if(shipp->weapon_energy < 0.0f){
5243 shipp->weapon_energy = 0.0f;
5246 // Mark all these weapons as in the same group
5247 int new_group_id = weapon_create_group_id();
5249 for ( j = 0; j < num_slots; j++ ) {
5250 pnt = po->gun_banks[bank_to_fire].pnt[j];
5251 vm_vec_unrotate(&gun_point, &pnt, &obj->orient);
5252 vm_vec_add(&firing_pos, &gun_point, &obj->pos);
5254 // create the weapon -- the network signature for multiplayer is created inside
5256 weapon_objnum = weapon_create( &firing_pos, &obj->orient, weapon, OBJ_INDEX(obj),0, new_group_id );
5257 weapon_set_tracking_info(weapon_objnum, OBJ_INDEX(obj), aip->target_objnum, aip->current_target_is_locked, aip->targeted_subsys);
5259 // create the muzzle flash effect
5260 shipfx_flash_create( obj, shipp, &pnt, &obj->orient.v.fvec, 1, weapon );
5262 // maybe shudder the ship - if its me
5263 if((winfo_p->wi_flags & WIF_SHUDDER) && (obj == Player_obj) && !(Game_mode & GM_STANDALONE_SERVER)){
5264 // calculate some arbitrary value between 100
5265 // (mass * velocity) / 10
5266 game_shudder_apply(500, (winfo_p->mass * winfo_p->max_speed) / 10.0f);
5272 banks_fired |= (1<<bank_to_fire); // mark this bank as fired.
5275 // Only play the weapon fired sound if it hasn't been played yet. This is to
5276 // avoid playing the same sound multiple times when banks are linked with the
5278 if ( sound_played != winfo_p->launch_snd ) {
5279 sound_played = winfo_p->launch_snd;
5280 if ( obj == Player_obj ) {
5281 if ( winfo_p->launch_snd != -1 ) {
5286 if(winfo_p->launch_snd == SND_AUTOCANNON_SHOT){
5287 snd_play( &Snds[winfo_p->launch_snd], 0.0f, 1.0f, SND_PRIORITY_TRIPLE_INSTANCE );
5289 snd_play( &Snds[winfo_p->launch_snd], 0.0f, 1.0f, SND_PRIORITY_MUST_PLAY );
5291 // snd_play( &Snds[winfo_p->launch_snd] );
5293 swp = &Player_ship->weapons;
5294 if (swp->current_primary_bank >= 0) {
5295 wip = &Weapon_info[swp->primary_bank_weapons[swp->current_primary_bank]];
5296 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);
5301 if ( winfo_p->launch_snd != -1 ) {
5302 snd_play_3d( &Snds[winfo_p->launch_snd], &obj->pos, &View_position );
5306 } // end for (go to next primary bank)
5308 // if multiplayer and we're client-side firing, send the packet
5309 // if((Game_mode & GM_MULTIPLAYER) && (Netgame.debug_flags & NETD_FLAG_CLIENT_FIRING)){
5310 if(Game_mode & GM_MULTIPLAYER){
5311 // if i'm a client, and this is not me, don't send
5312 if(!(MULTIPLAYER_CLIENT && (shipp != Player_ship))){
5313 send_NEW_primary_fired_packet( shipp, banks_fired );
5317 // post a primary fired event
5318 if(Game_mode & GM_DEMO_RECORD){
5319 demo_POST_primary_fired(obj, swp->current_primary_bank, shipp->flags & SF_PRIMARY_LINKED);
5323 if (obj->flags & OF_PLAYER_SHIP) {
5324 // in multiplayer -- only the server needs to keep track of the stats. Call the cool
5325 // function to find the player given the object *. It had better return a valid player
5326 // or our internal structure as messed up.
5327 if( Game_mode & GM_MULTIPLAYER ) {
5328 if ( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {
5331 player_num = multi_find_player_by_object ( obj );
5332 Assert ( player_num != -1 );
5334 Net_players[player_num].player->stats.mp_shots_fired += num_fired;
5337 Player->stats.mp_shots_fired += num_fired;
5344 void ship_start_targeting_laser(ship *shipp)
5346 int bank0_laser = 0;
5347 int bank1_laser = 0;
5349 // determine if either of our banks have a targeting laser
5350 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)){
5353 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)){
5357 // if primary banks are linked
5358 if(shipp->flags & SF_PRIMARY_LINKED){
5360 shipp->targeting_laser_bank = 0;
5364 shipp->targeting_laser_bank = 1;
5368 // if we only have 1 bank selected
5370 if(bank0_laser && (shipp->weapons.current_primary_bank == 0)){
5371 shipp->targeting_laser_bank = 0;
5374 if(bank1_laser && (shipp->weapons.current_primary_bank == 1)){
5375 shipp->targeting_laser_bank = 1;
5381 void ship_stop_targeting_laser(ship *shipp)
5383 shipp->targeting_laser_bank = -1;
5384 shipp->targeting_laser_objnum = -1;
5387 void ship_process_targeting_lasers()
5389 beam_fire_info fire_info;
5394 // interate over all ships
5395 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
5400 if(Objects[so->objnum].type != OBJ_SHIP){
5403 if(Objects[so->objnum].instance < 0){
5406 shipp = &Ships[Objects[so->objnum].instance];
5408 // if our trigger is no longer down, switch it off
5409 if(!(shipp->flags & SF_TRIGGER_DOWN)){
5410 ship_stop_targeting_laser(shipp);
5414 // if we have a bank to fire - fire it
5415 if((shipp->targeting_laser_bank >= 0) && (shipp->targeting_laser_bank < 2)){
5416 // try and get the model
5417 m = model_get(shipp->modelnum);
5422 // fire a targeting laser
5423 fire_info.accuracy = 0.0f;
5424 fire_info.beam_info_index = shipp->weapons.primary_bank_weapons[(int)shipp->targeting_laser_bank];
5425 fire_info.beam_info_override = NULL;
5426 fire_info.shooter = &Objects[shipp->objnum];
5427 fire_info.target = NULL;
5428 fire_info.target_subsys = NULL;
5429 fire_info.turret = NULL;
5430 fire_info.targeting_laser_offset = m->gun_banks[shipp->targeting_laser_bank].pnt[0];
5431 shipp->targeting_laser_objnum = beam_fire_targeting(&fire_info);
5433 // hmm, why didn't it fire?
5434 if(shipp->targeting_laser_objnum < 0){
5436 ship_stop_targeting_laser(shipp);
5442 // Attempt to detonate weapon last fired by *shipp.
5443 // Only used for weapons that support remote detonation.
5444 // Return true if detonated, else return false.
5445 // Calls weapon_hit() to detonate weapon.
5446 // If it's a weapon that spawns particles, those will be released.
5447 int maybe_detonate_weapon(ship_weapon *swp, object *src)
5449 int objnum = swp->last_fired_weapon_index;
5453 objp = &Objects[objnum];
5455 if (objp->type != OBJ_WEAPON){
5459 if ((objp->instance < 0) || (objp->instance > MAX_WEAPONS)){
5463 // check to make sure that the weapon to detonate still exists
5464 if ( swp->last_fired_weapon_signature != objp->signature ){
5468 Assert(Weapons[objp->instance].weapon_info_index != -1);
5469 wip = &Weapon_info[Weapons[objp->instance].weapon_info_index];
5471 if (wip->wi_flags & WIF_REMOTE) {
5473 if ((objnum >= 0) && (objnum < MAX_OBJECTS)) {
5476 weapon_sig = objp->signature;
5478 if (swp->last_fired_weapon_signature == weapon_sig) {
5479 weapon_detonate(objp);
5480 swp->last_fired_weapon_index = -1;
5483 if (src == Player_obj) {
5484 char missile_name[NAME_LENGTH];
5485 strcpy(missile_name, wip->name);
5486 hud_end_string_at_first_hash_symbol(missile_name);
5487 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Detonated %s!", 486), missile_name);
5499 // Maybe detonate secondary weapon that's already out.
5500 // Return true if we detonate it, false if not.
5501 int ship_fire_secondary_detonate(object *obj, ship_weapon *swp)
5503 if (swp->last_fired_weapon_index != -1)
5504 if (timestamp_elapsed(swp->detonate_weapon_time)) {
5505 object *first_objp = &Objects[swp->last_fired_weapon_index];
5506 if (maybe_detonate_weapon(swp, obj)) {
5507 // If dual fire was set, there could be another weapon to detonate. Scan all weapons.
5510 //nprintf(("AI", "Weapon %i detonated\n", first_objp-Objects));
5512 // check for currently locked missiles (highest precedence)
5513 for ( mo = GET_FIRST(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
5515 Assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
5516 mobjp = &Objects[mo->objnum];
5517 if ((mobjp != first_objp) && (mobjp->parent_sig == obj->parent_sig)) {
5518 if (Weapon_info[Weapons[mobjp->instance].weapon_info_index].wi_flags & WIF_REMOTE) {
5519 //nprintf(("AI", "Also detonating weapon %i whose parent is %s\n", mobjp-Objects, Ships[Objects[mobjp->parent].instance].ship_name));
5520 weapon_detonate(mobjp);
5532 // Try to switch to a secondary bank that has ammo
5533 int ship_select_next_valid_secondary_bank(ship_weapon *swp)
5537 int ns = swp->num_secondary_banks;
5540 int i,j=swp->current_secondary_bank+1;
5541 for (i=0; i<ns; i++) {
5546 if ( swp->secondary_bank_ammo[j] > 0 ) {
5547 swp->current_secondary_bank=j;
5560 extern void ai_maybe_announce_shockwave_weapon(object *firing_objp, int weapon_index);
5562 // Object *obj fires its secondary weapon, if it can.
5563 // If its most recently fired weapon is a remotely detonatable weapon, detonate it.
5564 // Returns number of weapons fired. Note, for swarmers, returns 1 if it is allowed
5565 // 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.
5566 // When you want to fire swarmers, you call this function with allow_swarm NOT set and frame interval
5567 // code comes aruond and fires it.
5568 // allow_swarm -> default value is 0... since swarm missiles are fired over several frames,
5569 // need to avoid firing when normally called
5570 int ship_fire_secondary( object *obj, int allow_swarm )
5572 int n, weapon, j, bank, have_timeout, starting_bank_count = -1, num_fired;
5573 ushort starting_sig = 0;
5580 vector missile_point, pnt, firing_pos;
5582 Assert( obj != NULL );
5584 // in the case where the server is an observer, he can fire (which would be bad) - unless we do this.
5585 if( obj->type == OBJ_OBSERVER ){
5589 // in the case where the object is a ghost (a delayed fire packet from right before he died, for instance)
5590 if( (obj->type == OBJ_GHOST) || (obj->type == OBJ_NONE) ){
5594 Assert( obj->type == OBJ_SHIP );
5595 if(obj->type != OBJ_SHIP){
5599 Assert( n >= 0 && n < MAX_SHIPS );
5600 if((n < 0) || (n >= MAX_SHIPS)){
5603 Assert( Ships[n].objnum == OBJ_INDEX(obj));
5604 if(Ships[n].objnum != OBJ_INDEX(obj)){
5609 swp = &shipp->weapons;
5610 sip = &Ship_info[shipp->ship_info_index];
5611 aip = &Ai_info[shipp->ai_index];
5613 // if no secondary weapons are present on ship, return
5614 if ( swp->num_secondary_banks <= 0 ){
5618 // If ship is being repaired/rearmed, it cannot fire missiles
5619 if ( aip->ai_flags & AIF_BEING_REPAIRED ) {
5623 num_fired = 0; // tracks how many missiles actually fired
5625 bank = swp->current_secondary_bank;
5630 weapon = swp->secondary_bank_weapons[bank];
5631 Assert( (swp->secondary_bank_weapons[bank] >= 0) && (swp->secondary_bank_weapons[bank] < MAX_WEAPON_TYPES) );
5632 if((swp->secondary_bank_weapons[bank] < 0) || (swp->secondary_bank_weapons[bank] >= MAX_WEAPON_TYPES)){
5635 wip = &Weapon_info[swp->secondary_bank_weapons[bank]];
5637 have_timeout = 0; // used to help tell whether or not we have a timeout
5638 if ( MULTIPLAYER_MASTER ) {
5639 starting_sig = multi_get_next_network_signature( MULTI_SIG_NON_PERMANENT );
5640 starting_bank_count = swp->secondary_bank_ammo[bank];
5643 if (ship_fire_secondary_detonate(obj, swp)) {
5644 // in multiplayer, master sends a secondary fired packet with starting signature of -1 -- indicates
5645 // to client code to set the detonate timer to 0.
5646 if ( MULTIPLAYER_MASTER ) {
5647 // MWA -- 4/6/98 Assert invalid since the bank count could have gone to 0.
5648 //Assert(starting_bank_count != 0);
5649 send_secondary_fired_packet( shipp, 0, starting_bank_count, 1, allow_swarm );
5652 // For all banks, if ok to fire a weapon, make it wait a bit.
5653 // Solves problem of fire button likely being down next frame and
5654 // firing weapon despite fire causing detonation of existing weapon.
5655 if (swp->current_secondary_bank >= 0) {
5656 if (timestamp_elapsed(swp->next_secondary_fire_stamp[bank])){
5657 swp->next_secondary_fire_stamp[bank] = timestamp(max((int) flFrametime*3000, 250));
5663 if ( swp->current_secondary_bank < 0 ){
5667 if ( !timestamp_elapsed(swp->next_secondary_fire_stamp[bank]) && !allow_swarm) {
5668 if (timestamp_until(swp->next_secondary_fire_stamp[bank]) > 60000){
5669 swp->next_secondary_fire_stamp[bank] = timestamp(1000);
5672 goto done_secondary;
5675 // Ensure if this is a "require-lock" missile, that a lock actually exists
5676 if ( wip->wi_flags & WIF_NO_DUMBFIRE ) {
5677 if ( aip->current_target_is_locked <= 0 ) {
5678 if ( obj == Player_obj ) {
5679 if ( !Weapon_energy_cheat ) {
5680 if ((aip->target_objnum != -1) && (vm_vec_dist_quick(&obj->pos, &Objects[aip->target_objnum].pos) > wip->lifetime * wip->max_speed)) {
5681 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Too far from target to acquire lock", 487));
5683 char missile_name[NAME_LENGTH];
5684 strcpy(missile_name, wip->name);
5685 hud_end_string_at_first_hash_symbol(missile_name);
5686 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Cannot fire %s without a lock", 488), missile_name);
5689 snd_play( &Snds[SND_OUT_OF_MISSLES] );
5690 swp->next_secondary_fire_stamp[bank] = timestamp(800); // to avoid repeating messages
5694 // multiplayer clients should always fire the weapon here, so return only if not
5695 // a multiplayer client.
5696 if ( !MULTIPLAYER_CLIENT ){
5703 // if trying to fire a swarm missile, make sure being called from right place
5704 if ( (wip->wi_flags & WIF_SWARM) && !allow_swarm ) {
5705 Assert(wip->swarm_count > 0);
5706 if(wip->swarm_count <= 0){
5707 shipp->num_swarm_missiles_to_fire += SWARM_DEFAULT_NUM_MISSILES_FIRED;
5709 shipp->num_swarm_missiles_to_fire += wip->swarm_count;
5711 return 1; // Note: Missiles didn't get fired, but the frame interval code will fire them.
5714 // if trying to fire a corkscrew missile, make sure being called from right place
5715 if ( (wip->wi_flags & WIF_CORKSCREW) && !allow_swarm ) {
5716 shipp->num_corkscrew_to_fire = (ubyte)(shipp->num_corkscrew_to_fire + (ubyte)Corkscrew_num_missiles_fired);
5717 return 1; // Note: Missiles didn't get fired, but the frame interval code will fire them.
5720 swp->next_secondary_fire_stamp[bank] = timestamp((int)(Weapon_info[weapon].fire_wait * 1000.0f)); // They can fire 5 times a second
5722 // Here is where we check if weapons subsystem is capable of firing the weapon.
5723 // do only in single plyaer or if I am the server of a multiplayer game
5724 if ( !(Game_mode & GM_MULTIPLAYER) || MULTIPLAYER_MASTER ) {
5725 if ( ship_weapon_maybe_fail(shipp) ) {
5726 if ( obj == Player_obj )
5727 if ( ship_maybe_play_secondary_fail_sound(wip) ) {
5728 char missile_name[NAME_LENGTH];
5729 strcpy(missile_name, Weapon_info[weapon].name);
5730 hud_end_string_at_first_hash_symbol(missile_name);
5731 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Cannot fire %s due to weapons system damage", 489), missile_name);
5733 goto done_secondary;
5737 po = model_get( Ship_info[shipp->ship_info_index].modelnum );
5738 if ( po->n_missiles > 0 ) {
5739 int check_ammo; // used to tell if we should check ammo counts or not
5742 if ( bank > po->n_missiles ) {
5743 nprintf(("WARNING","WARNING ==> Tried to fire bank %d, but ship has only %d banks\n", bank+1, po->n_missiles));
5744 return 0; // we can make a quick out here!!!
5747 num_slots = po->missile_banks[bank].num_slots;
5749 // determine if there is enough ammo left to fire weapons on this bank. As with primary
5750 // weapons, we might or might not check ammo counts depending on game mode, who is firing,
5751 // and if I am a client in multiplayer
5753 if ( MULTIPLAYER_CLIENT && (obj != Player_obj) ){
5757 if ( check_ammo && ( swp->secondary_bank_ammo[bank] <= 0) ) {
5758 if ( shipp->objnum == OBJ_INDEX(Player_obj) ) {
5759 if ( ship_maybe_play_secondary_fail_sound(wip) ) {
5760 // HUD_sourced_printf(HUD_SOURCE_HIDDEN, "No %s missiles left in bank", Weapon_info[swp->secondary_bank_weapons[bank]].name);
5764 // TODO: AI switch secondary weapon / re-arm?
5766 goto done_secondary;
5769 int start_slot, end_slot;
5771 if ( shipp->flags & SF_SECONDARY_DUAL_FIRE ) {
5772 start_slot = swp->secondary_next_slot[bank];
5773 // AL 11-19-97: Ensure enough ammo remains when firing linked secondary weapons
5774 if ( check_ammo && (swp->secondary_bank_ammo[bank] < 2) ) {
5775 end_slot = start_slot;
5777 end_slot = start_slot+1;
5780 start_slot = swp->secondary_next_slot[bank];
5781 end_slot = start_slot;
5784 int pnt_index=start_slot;
5785 for ( j = start_slot; j <= end_slot; j++ ) {
5788 swp->secondary_next_slot[bank]++;
5789 if ( swp->secondary_next_slot[bank] > (num_slots-1) ){
5790 swp->secondary_next_slot[bank] = 0;
5793 if ( pnt_index >= num_slots ){
5796 pnt = po->missile_banks[bank].pnt[pnt_index++];
5797 vm_vec_unrotate(&missile_point, &pnt, &obj->orient);
5798 vm_vec_add(&firing_pos, &missile_point, &obj->pos);
5800 if ( Game_mode & GM_MULTIPLAYER ) {
5801 Assert( Weapon_info[weapon].subtype == WP_MISSILE );
5804 // create the weapon -- for multiplayer, the net_signature is assigned inside
5806 weapon_num = weapon_create( &firing_pos, &obj->orient, weapon, OBJ_INDEX(obj), 0, -1, aip->current_target_is_locked);
5807 weapon_set_tracking_info(weapon_num, OBJ_INDEX(obj), aip->target_objnum, aip->current_target_is_locked, aip->targeted_subsys);
5809 // create the muzzle flash effect
5810 shipfx_flash_create( obj, shipp, &pnt, &obj->orient.v.fvec, 0, weapon );
5813 if ( weapon_num != -1 )
5814 Demo_fire_secondary_requests++; // testing for demo
5817 swp->last_fired_weapon_index = weapon_num;
5818 swp->detonate_weapon_time = timestamp(500); // Can detonate 1/2 second later.
5819 if (weapon_num != -1) {
5820 swp->last_fired_weapon_signature = Objects[weapon_num].signature;
5823 // subtract the number of missiles fired
5824 if ( Weapon_energy_cheat == 0 ){
5825 swp->secondary_bank_ammo[bank]--;
5830 if ( obj == Player_obj ) {
5831 if ( Weapon_info[weapon].launch_snd != -1 ) {
5835 snd_play( &Snds[Weapon_info[weapon].launch_snd], 0.0f, 1.0f, SND_PRIORITY_MUST_PLAY );
5836 swp = &Player_ship->weapons;
5837 if (swp->current_secondary_bank >= 0) {
5838 wip = &Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]];
5839 if (Player_ship->flags & SF_SECONDARY_DUAL_FIRE){
5840 joy_ff_play_secondary_shoot((int) (wip->cargo_size * 2.0f));
5842 joy_ff_play_secondary_shoot((int) wip->cargo_size);
5848 if ( Weapon_info[weapon].launch_snd != -1 ) {
5849 snd_play_3d( &Snds[Weapon_info[weapon].launch_snd], &obj->pos, &View_position );
5856 // if I am the master of a multiplayer game, send a secondary fired packet along with the
5857 // first network signatures for the newly created weapons. if nothing got fired, send a failed
5859 if ( MULTIPLAYER_MASTER ) {
5860 Assert(starting_sig != 0);
5861 send_secondary_fired_packet( shipp, starting_sig, starting_bank_count, num_fired, allow_swarm );
5865 if (obj->flags & OF_PLAYER_SHIP) {
5866 // in multiplayer -- only the server needs to keep track of the stats. Call the cool
5867 // function to find the player given the object *. It had better return a valid player
5868 // or our internal structure as messed up.
5869 if( Game_mode & GM_MULTIPLAYER ) {
5870 if ( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {
5873 player_num = multi_find_player_by_object ( obj );
5874 Assert ( player_num != -1 );
5876 Net_players[player_num].player->stats.ms_shots_fired += num_fired;
5879 Player->stats.ms_shots_fired += num_fired;
5882 // maybe announce a shockwave weapon
5883 ai_maybe_announce_shockwave_weapon(obj, weapon);
5886 // AL 3-7-98: Move to next valid secondary bank if out of ammo
5887 if ( (obj->flags & OF_PLAYER_SHIP) && (swp->secondary_bank_ammo[bank] <= 0) ) {
5888 int fire_wait = (int)(Weapon_info[weapon].fire_wait * 1000.0f);
5889 if ( ship_select_next_valid_secondary_bank(swp) ) {
5890 swp->next_secondary_fire_stamp[swp->current_secondary_bank] = max(timestamp(250),timestamp(fire_wait)); // 1/4 second delay until can fire
5891 if ( obj == Player_obj ) {
5892 snd_play( &Snds[SND_SECONDARY_CYCLE] );
5900 // ------------------------------------------------------------------------------
5901 // ship_select_next_primary()
5903 // Return true if a new index gets selected.
5905 // parameters: objp => pointer to object for ship cycling primary
5906 // direction => forward == CYCLE_PRIMARY_NEXT, backward == CYCLE_PRIMARY_PREV
5908 // NOTE: This code can be called for any arbitrary ship. HUD messages and sounds are only used
5909 // for the player ship.
5910 int ship_select_next_primary(object *objp, int direction)
5915 Assert(objp != NULL);
5916 Assert(objp->type == OBJ_SHIP);
5917 Assert(objp->instance >= 0 && objp->instance < MAX_SHIPS);
5919 shipp = &Ships[objp->instance];
5920 swp = &shipp->weapons;
5922 Assert(direction == CYCLE_PRIMARY_NEXT || direction == CYCLE_PRIMARY_PREV);
5924 switch ( swp->num_primary_banks ) {
5927 if ( objp == Player_obj ) {
5928 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "This ship has no primary weapons", 490));
5929 gamesnd_play_error_beep();
5935 if ( objp == Player_obj ) {
5936 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);
5937 gamesnd_play_error_beep();
5943 if ( shipp->flags & SF_PRIMARY_LINKED ) {
5944 shipp->flags &= ~SF_PRIMARY_LINKED;
5945 if ( direction == CYCLE_PRIMARY_NEXT ) {
5946 swp->current_primary_bank = 0;
5948 swp->current_primary_bank = 1;
5951 switch ( swp->current_primary_bank ) {
5953 if ( direction == CYCLE_PRIMARY_NEXT ) {
5954 swp->current_primary_bank = 1;
5956 shipp->flags |= SF_PRIMARY_LINKED;
5961 if ( direction == CYCLE_PRIMARY_NEXT ) {
5962 shipp->flags |= SF_PRIMARY_LINKED;
5964 swp->current_primary_bank = 0;
5969 Int3(); // should never happen, get Alan if it does
5977 Int3(); // should never happen, get Alan if it does
5982 if ( objp == Player_obj ) {
5983 snd_play( &Snds[SND_PRIMARY_CYCLE], 0.0f );
5986 ship_primary_changed(shipp);
5990 // ------------------------------------------------------------------------------
5991 // ship_select_next_secondary() selects the next secondary bank with missles
5993 // returns: 1 => The secondary bank was switched
5994 // 0 => The secondary bank stayed the same
5996 // If a secondary bank has no missles left, it is skipped.
5998 // NOTE: This can be called for an arbitrary ship. HUD messages and sounds are only used
5999 // for the player ship.
6000 int ship_select_next_secondary(object *objp)
6002 Assert(objp != NULL);
6003 Assert(objp->type == OBJ_SHIP);
6004 Assert(objp->instance >= 0 && objp->instance < MAX_SHIPS);
6006 int original_bank, new_bank, i;
6010 shipp = &Ships[objp->instance];
6011 swp = &shipp->weapons;
6013 switch ( swp->num_secondary_banks ) {
6015 if ( objp == Player_obj ) {
6016 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "This ship has no secondary weapons", 492));
6017 gamesnd_play_error_beep();
6023 if ( objp == Player_obj ) {
6024 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);
6025 gamesnd_play_error_beep();
6032 Assert(swp->current_secondary_bank < swp->num_secondary_banks);
6033 original_bank = swp->current_secondary_bank;
6035 for ( i = 1; i < swp->num_secondary_banks; i++ ) {
6036 new_bank = (swp->current_secondary_bank+i) % swp->num_secondary_banks;
6037 if ( swp->secondary_bank_ammo[new_bank] <= 0 )
6039 swp->current_secondary_bank = new_bank;
6043 if ( swp->current_secondary_bank != original_bank ) {
6044 if ( objp == Player_obj ) {
6045 snd_play( &Snds[SND_SECONDARY_CYCLE], 0.0f );
6047 ship_secondary_changed(shipp);
6054 Int3(); // should never happen, get Alan if it does
6059 // If we've reached this point, must have failed
6063 // Stuff list of weapon indices for object *objp in list *outlist.
6064 // Return number of weapons in list.
6065 int get_available_secondary_weapons(object *objp, int *outlist, int *outbanklist)
6071 Assert(objp->type == OBJ_SHIP);
6072 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
6073 shipp = &Ships[objp->instance];
6075 for (i=0; i<shipp->weapons.num_secondary_banks; i++)
6076 if (shipp->weapons.secondary_bank_ammo[i]) {
6077 outbanklist[count] = i;
6078 outlist[count++] = shipp->weapons.secondary_bank_weapons[i];
6084 // Return the object index of the ship with name *name.
6085 int wing_name_lookup(char *name, int ignore_count)
6090 wing_limit = MAX_WINGS;
6092 wing_limit = num_wings;
6094 if (Fred_running || ignore_count ) { // current_count not used for Fred..
6095 for (i=0; i<wing_limit; i++)
6096 if (Wings[i].wave_count && !stricmp(Wings[i].name, name))
6100 for (i=0; i<wing_limit; i++)
6101 if (Wings[i].current_count && !stricmp(Wings[i].name, name))
6108 // this function is needed in addition to wing_name_lookup because it does a straight lookup without
6109 // caring about how many ships are in the wing, etc.
6110 int wing_lookup(char *name)
6113 for(idx=0;idx<num_wings;idx++)
6114 if(strcmp(Wings[idx].name,name)==0)
6120 // Return the index of Ship_info[].name that is *name.
6121 int ship_info_lookup(char *name)
6125 for (i=0; i < Num_ship_types; i++)
6126 if (!stricmp(name, Ship_info[i].name))
6132 // Return the index of Ship_info[].name which is the *base* ship of a ship copy
6133 int ship_info_base_lookup(int si_index)
6136 char name[NAME_LENGTH], *p;
6138 strcpy( name, Ship_info[si_index].name );
6139 p = strchr( name, '#' );
6140 Assert( p ); // get allender -- something bogus with ship copy
6143 i = ship_info_lookup( name );
6144 Assert( i != -1 ); // get allender -- there had better be a base ship!
6149 // Return the ship index of the ship with name *name.
6150 int ship_name_lookup(char *name, int inc_players)
6159 for (i=0; i<MAX_SHIPS; i++){
6160 if (Ships[i].objnum >= 0){
6161 if (Objects[Ships[i].objnum].type == OBJ_SHIP || (Objects[Ships[i].objnum].type == OBJ_START && inc_players)){
6162 if (!stricmp(name, Ships[i].ship_name)){
6173 int ship_type_name_lookup(char *name)
6182 // look through the Ship_type_names array
6183 for(idx=0; idx<MAX_SHIP_TYPE_COUNTS; idx++){
6184 if(!stricmp(name, Ship_type_names[idx])){
6193 // checks the (arrival & departure) state of a ship. Return values:
6194 // -1: has yet to arrive in mission
6195 // 0: is currently in mission
6196 // 1: has been destroyed, departed, or never existsed
6197 int ship_query_state(char *name)
6207 for (i=0; i<MAX_SHIPS; i++){
6208 if (Ships[i].objnum >= 0){
6209 if ((Objects[Ships[i].objnum].type == OBJ_SHIP) || (Objects[Ships[i].objnum].type == OBJ_START)){
6210 if (!stricmp(name, Ships[i].ship_name)){
6217 objp = GET_FIRST(&ship_arrival_list);
6218 while (objp != END_OF_LIST(&ship_arrival_list)) {
6219 if (!stricmp(name, objp->name)){
6223 objp = GET_NEXT(objp);
6229 // Note: This is not a general purpose routine.
6230 // It is specifically used for targeting.
6231 // It only returns a subsystem position if it has shields.
6232 // Return true/false for subsystem found/not found.
6233 // Stuff vector *pos with absolute position.
6234 // subsysp is a pointer to the subsystem.
6235 int get_subsystem_pos(vector *pos, object *objp, ship_subsys *subsysp)
6238 model_subsystem *psub;
6242 Assert(objp->type == OBJ_SHIP);
6243 shipp = &Ships[objp->instance];
6245 Assert ( subsysp != NULL );
6247 psub = subsysp->system_info;
6248 vm_copy_transpose_matrix(&m, &objp->orient);
6250 vm_vec_rotate(&pnt, &psub->pnt, &m);
6251 vm_vec_add2(&pnt, &objp->pos);
6260 //=================================================
6261 // Takes all the angle info from the ship structure and stuffs it
6262 // into the model data so that the model code has all the correct
6263 // angles and stuff that it needs. This is a poorly designed
6264 // system that should be re-engineered so that all the model functions
6265 // accept a list of angles and everyone passes them through, but
6266 // that would require some major code revision.
6267 // So, anytime you are using a model that has rotating parts, you
6268 // need to do a ship_model_start before any model_ functions are
6269 // called and a ship_model_stop after you're done. Even for
6270 // collision detection and stuff, not just rendering.
6271 // See John for details.
6273 void ship_model_start(object *objp)
6275 model_subsystem *psub;
6279 shipp = &Ships[objp->instance];
6281 // First clear all the angles in the model to zero
6282 model_clear_instance(shipp->modelnum);
6284 // Go through all subsystems and bash the model angles for all
6285 // the subsystems that need it.
6286 for ( pss = GET_FIRST(&shipp->subsys_list); pss != END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
6287 psub = pss->system_info;
6288 switch (psub->type) {
6289 case SUBSYSTEM_RADAR:
6290 case SUBSYSTEM_NAVIGATION:
6291 case SUBSYSTEM_COMMUNICATION:
6292 case SUBSYSTEM_UNKNOWN:
6293 case SUBSYSTEM_ENGINE:
6294 case SUBSYSTEM_SENSORS:
6295 case SUBSYSTEM_WEAPONS:
6296 case SUBSYSTEM_SOLAR:
6297 case SUBSYSTEM_GAS_COLLECT:
6298 case SUBSYSTEM_ACTIVATION:
6300 case SUBSYSTEM_TURRET:
6301 Assert( !(psub->flags & MSS_FLAG_ROTATES) ); // Turrets can't rotate!!! See John!
6304 Error(LOCATION, "Illegal subsystem type.\n");
6308 if ( psub->subobj_num > -1 ) {
6309 model_set_instance(shipp->modelnum, psub->subobj_num, &pss->submodel_info_1 );
6312 if ( (psub->subobj_num != psub->turret_gun_sobj) && (psub->turret_gun_sobj >-1) ) {
6313 model_set_instance(shipp->modelnum, psub->turret_gun_sobj, &pss->submodel_info_2 );
6319 //==========================================================
6320 // Clears all the instance specific stuff out of the model info
6321 void ship_model_stop(object *objp)
6325 shipp = &Ships[objp->instance];
6327 // Then, clear all the angles in the model to zero
6328 model_clear_instance(shipp->modelnum);
6332 //==========================================================
6333 // Finds the number of crew points in a ship
6334 int ship_find_num_crewpoints(object *objp)
6337 model_subsystem *psub;
6341 shipp = &Ships[objp->instance];
6343 // Go through all subsystems and record the model angles for all
6344 // the subsystems that need it.
6345 for ( pss = GET_FIRST(&shipp->subsys_list); pss != END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
6346 psub = pss->system_info;
6347 switch (psub->type) {
6348 case SUBSYSTEM_TURRET:
6349 if ( psub->flags & MSS_FLAG_CREWPOINT )
6350 n++; // fall through
6352 case SUBSYSTEM_RADAR:
6353 case SUBSYSTEM_NAVIGATION:
6354 case SUBSYSTEM_COMMUNICATION:
6355 case SUBSYSTEM_UNKNOWN:
6356 case SUBSYSTEM_ENGINE:
6357 case SUBSYSTEM_GAS_COLLECT:
6358 case SUBSYSTEM_ACTIVATION:
6361 Error(LOCATION, "Illegal subsystem type.\n");
6367 //==========================================================
6368 // Finds the number of turrets in a ship
6369 int ship_find_num_turrets(object *objp)
6372 model_subsystem *psub;
6376 shipp = &Ships[objp->instance];
6378 // Go through all subsystems and record the model angles for all
6379 // the subsystems that need it.
6380 for ( pss = GET_FIRST(&shipp->subsys_list); pss != END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
6381 psub = pss->system_info;
6382 switch (psub->type) {
6383 case SUBSYSTEM_TURRET:
6384 n++; // drop through
6386 case SUBSYSTEM_RADAR:
6387 case SUBSYSTEM_NAVIGATION:
6388 case SUBSYSTEM_COMMUNICATION:
6389 case SUBSYSTEM_UNKNOWN:
6390 case SUBSYSTEM_ENGINE:
6391 case SUBSYSTEM_GAS_COLLECT:
6392 case SUBSYSTEM_ACTIVATION:
6395 Error(LOCATION, "Illegal subsystem type.\n");
6401 // Modify the matrix orient by the slew angles a.
6402 void compute_slew_matrix(matrix *orient, angles *a)
6408 t1.h = 0.0f; t1.b = 0.0f;
6409 t2.p = 0.0f; t2.b = 0.0f;
6411 // put in p & b like normal
6412 vm_angles_2_matrix(&tmp, &t1 );
6413 vm_matrix_x_matrix( &tmp2, orient, &tmp);
6415 // Put in heading separately
6416 vm_angles_2_matrix(&tmp, &t2 );
6417 vm_matrix_x_matrix( orient, &tmp2, &tmp );
6419 vm_orthogonalize_matrix(orient);
6422 // calculates the eye position for this ship in the global reference frame. Uses the
6423 // view_positions array in the model. The 0th element is the noral viewing position.
6424 // the vector of the eye is returned in the parameter 'eye'. The orientation of the
6425 // eye is returned in orient. (NOTE: this is kind of bogus for now since non 0th element
6426 // eyes have no defined up vector)
6427 void ship_get_eye( vector *eye_pos, matrix *eye_orient, object *obj )
6434 shipp = &Ships[obj->instance];
6435 pm = model_get( shipp->modelnum );
6437 // check to be sure that we have a view eye to look at.....spit out nasty debug message
6438 if ( pm->n_view_positions == 0 ) {
6439 // nprintf (("Warning", "No eye position found for model %s. Find artist to get fixed.\n", pm->filename ));
6440 *eye_pos = obj->pos;
6441 *eye_orient = obj->orient;
6444 ep = &(pm->view_positions[0] );
6446 // eye points are stored in an array -- the normal viewing position for a ship is the current_eye_index
6448 model_find_world_point( eye_pos, &ep->pnt, shipp->modelnum, ep->parent, &obj->orient, &obj->pos );
6449 // if ( shipp->current_eye_index == 0 ) {
6450 *eye_orient = obj->orient;
6452 // model_find_world_dir( &vec, &ep->norm, shipp->modelnum, ep->parent, &obj->orient, &obj->pos );
6453 // kind of bogus, but use the objects uvec to avoid totally stupid looking behavior.
6454 // vm_vector_2_matrix(eye_orient,&vec,&obj->orient.v.uvec,NULL);
6457 // Modify the orientation based on head orientation.
6458 if ( Viewer_obj == obj ) {
6459 if ( Viewer_mode & VM_PADLOCK_ANY ) {
6460 player_get_padlock_orient(eye_orient);
6462 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
6467 // of attackers to make this decision.
6469 // NOTE: This function takes into account how many ships are attacking a subsystem, and will
6470 // prefer an ignored subsystem over a subsystem that is in line of sight, if the in-sight
6471 // subsystem is attacked by more than MAX_SUBSYS_ATTACKERS
6473 // sp => ship pointer to parent of subsystem
6474 // subsys_type => what kind of subsystem this is
6475 // attacker_pos => the world coords of the attacker of this subsystem
6477 // returns: pointer to subsystem if one found, NULL otherwise
6478 #define MAX_SUBSYS_ATTACKERS 3
6479 ship_subsys *ship_get_best_subsys_to_attack(ship *sp, int subsys_type, vector *attacker_pos)
6482 ship_subsys *best_in_sight_subsys, *lowest_attacker_subsys, *ss_return;
6483 int lowest_num_attackers, lowest_in_sight_attackers, num_attackers;
6487 lowest_in_sight_attackers = lowest_num_attackers = 1000;
6488 ss_return = best_in_sight_subsys = lowest_attacker_subsys = NULL;
6490 for (ss = GET_FIRST(&sp->subsys_list); ss != END_OF_LIST(&sp->subsys_list); ss = GET_NEXT(ss) ) {
6491 if ( (ss->system_info->type == subsys_type) && (ss->current_hits > 0) ) {
6493 // get world pos of subsystem
6494 vm_vec_unrotate(&gsubpos, &ss->system_info->pnt, &Objects[sp->objnum].orient);
6495 vm_vec_add2(&gsubpos, &Objects[sp->objnum].pos);
6497 // now find the number of ships attacking this subsystem by iterating through the ships list,
6498 // and checking if aip->targeted_subsys matches the subsystem we're checking
6500 sop = GET_FIRST(&Ship_obj_list);
6501 while(sop != END_OF_LIST(&Ship_obj_list)){
6502 if ( Ai_info[Ships[Objects[sop->objnum].instance].ai_index].targeted_subsys == ss ) {
6505 sop = GET_NEXT(sop);
6508 if ( num_attackers < lowest_num_attackers ) {
6509 lowest_num_attackers = num_attackers;
6510 lowest_attacker_subsys = ss;
6513 if ( ship_subsystem_in_sight(&Objects[sp->objnum], ss, attacker_pos, &gsubpos) ) {
6514 if ( num_attackers < lowest_in_sight_attackers ) {
6515 lowest_in_sight_attackers = num_attackers;
6516 best_in_sight_subsys = ss;
6522 if ( best_in_sight_subsys == NULL ) {
6523 // no subsystems are in sight, so return the subsystem with the lowest # of attackers
6524 ss_return = lowest_attacker_subsys;
6526 if ( lowest_in_sight_attackers > MAX_SUBSYS_ATTACKERS ) {
6527 ss_return = lowest_attacker_subsys;
6529 ss_return = best_in_sight_subsys;
6536 // function to return a pointer to the 'nth' ship_subsys structure in a ship's linked list
6538 // attacker_pos => world pos of attacker (default value NULL). If value is non-NULL, try
6539 // to select the best subsystem to attack of that type (using line-of-sight)
6540 // and based on the number of ships already attacking the subsystem
6541 ship_subsys *ship_get_indexed_subsys( ship *sp, int index, vector *attacker_pos )
6546 // first, special code to see if the index < 0. If so, we are looking for one of several possible
6547 // engines or one of several possible turrets. If we enter this if statement, we will always return
6552 subsys_type = -index;
6553 if ( sp->subsys_info[subsys_type].current_hits == 0.0f ) // if there are no hits, no subsystem to attack.
6556 if ( attacker_pos != NULL ) {
6557 ss = ship_get_best_subsys_to_attack(sp, subsys_type, attacker_pos);
6560 // next, scan the list of subsystems and search for the first subsystem of the particular
6561 // type which has > 0 hits remaining.
6562 for (ss = GET_FIRST(&sp->subsys_list); ss != END_OF_LIST(&sp->subsys_list); ss = GET_NEXT(ss) ) {
6563 if ( (ss->system_info->type == subsys_type) && (ss->current_hits > 0) )
6568 Int3(); // maybe we shouldn't get here, but with possible floating point rounding, I suppose we could
6574 ss = GET_FIRST(&sp->subsys_list);
6575 while ( ss != END_OF_LIST( &sp->subsys_list ) ) {
6576 if ( count == index )
6579 ss = GET_NEXT( ss );
6581 Int3(); // get allender -- turret ref didn't fixup correctly!!!!
6585 // Given a pointer to a subsystem and an associated object, return the index.
6586 int ship_get_index_from_subsys(ship_subsys *ssp, int objnum, int error_bypass)
6595 Assert(objnum >= 0);
6596 Assert(Objects[objnum].instance >= 0);
6598 shipp = &Ships[Objects[objnum].instance];
6601 ss = GET_FIRST(&shipp->subsys_list);
6602 while ( ss != END_OF_LIST( &shipp->subsys_list ) ) {
6606 ss = GET_NEXT( ss );
6608 if ( !error_bypass )
6609 Int3(); // get allender -- turret ref didn't fixup correctly!!!!
6614 // function which returns the index number of the ship_subsys parameter
6615 int ship_get_subsys_index(ship *sp, char *ss_name, int error_bypass)
6621 ss = GET_FIRST(&sp->subsys_list);
6622 while ( ss != END_OF_LIST( &sp->subsys_list ) ) {
6623 if ( !stricmp(ss->system_info->subobj_name, ss_name) )
6626 ss = GET_NEXT( ss );
6635 // routine to return the strength of a subsystem. We keep a total hit tally for all subsystems
6636 // which are similar (i.e. a total for all engines). These routines will return a number between
6637 // 0.0 and 1.0 which is the relative combined strength of the given subsystem type. The number
6638 // calculated for the engines is slightly different. Once an engine reaches < 15% of it's hits, it's
6639 // output drops to that %. A dead engine has no output.
6640 float ship_get_subsystem_strength( ship *shipp, int type )
6645 Assert ( (type >= 0) && (type < SUBSYSTEM_MAX) );
6646 if ( shipp->subsys_info[type].total_hits == 0.0f )
6649 // For a dying ship, all subsystem strengths are zero.
6650 if (Objects[shipp->objnum].hull_strength <= 0.0f)
6653 strength = shipp->subsys_info[type].current_hits / shipp->subsys_info[type].total_hits;
6655 if ( strength == 0.0f ) // short circuit 0
6658 if ( (type == SUBSYSTEM_ENGINE) && (strength < 1.0f) ) {
6662 ssp = GET_FIRST(&shipp->subsys_list);
6663 while ( ssp != END_OF_LIST( &shipp->subsys_list ) ) {
6665 if ( ssp->system_info->type == SUBSYSTEM_ENGINE ) {
6668 ratio = ssp->current_hits / ssp->system_info->max_hits;
6669 if ( ratio < ENGINE_MIN_STR )
6670 ratio = ENGINE_MIN_STR;
6674 ssp = GET_NEXT( ssp );
6676 strength = percent / (float)shipp->subsys_info[type].num;
6682 // set the strength of a subsystem on a given ship. The strength passed as a
6683 // parameter is between 0.0 and 1.0
6685 // NOTE: this function was made to be called by the debug function dcf_set_subsys(). If
6686 // you want to use this, be sure that you test it for all cases.
6687 void ship_set_subsystem_strength( ship *shipp, int type, float strength )
6689 float total_current_hits, diff;
6692 Assert ( (type >= 0) && (type < SUBSYSTEM_MAX) );
6693 if ( shipp->subsys_info[type].total_hits == 0.0f )
6696 total_current_hits = 0.0f;
6697 ssp = GET_FIRST(&shipp->subsys_list);
6698 while ( ssp != END_OF_LIST( &shipp->subsys_list ) ) {
6700 if ( ssp->system_info->type == type ) {
6701 ssp->current_hits = strength * ssp->system_info->max_hits;
6702 total_current_hits += ssp->current_hits;
6704 ssp = GET_NEXT( ssp );
6707 // update the objects integrity, needed since we've bashed the strength of a subsysem
6708 diff = total_current_hits - shipp->subsys_info[type].current_hits;
6709 Objects[shipp->objnum].hull_strength += diff;
6710 // fix up the shipp->subsys_info[type] current_hits value
6711 shipp->subsys_info[type].current_hits = total_current_hits;
6714 #define SHIELD_REPAIR_RATE 0.20f // Percent of shield repaired per second.
6715 #define HULL_REPAIR_RATE 0.15f // Percent of hull repaired per second.
6716 #define SUBSYS_REPAIR_RATE 0.10f // Percent of subsystems repaired per second.
6718 // ==================================================================================
6719 // ship_do_rearm_frame()
6721 // function to rearm a ship. This function gets called from the ai code ai_do_rearm_frame (or
6722 // some function of a similar name). Returns 1 when ship is fully repaired and rearmed, 0 otherwise
6725 #define REARM_NUM_MISSILES_PER_BATCH 4 // how many missiles are dropped in per load sound
6727 int ship_do_rearm_frame( object *objp, float frametime )
6729 int i, banks_full, subsys_type, subsys_all_ok;
6730 float shield_str, repair_delta, repair_allocated;
6737 shipp = &Ships[objp->instance];
6738 swp = &shipp->weapons;
6739 sip = &Ship_info[shipp->ship_info_index];
6740 aip = &Ai_info[shipp->ai_index];
6742 // AL 10-31-97: Add missing primary weapons to the ship. This is required since designers
6743 // want to have ships that start with no primaries, but can get them through
6745 if ( swp->num_primary_banks < sip->num_primary_banks ) {
6746 for ( i = swp->num_primary_banks; i < sip->num_primary_banks; i++ ) {
6747 swp->primary_bank_weapons[i] = sip->primary_bank_weapons[i];
6749 swp->num_primary_banks = sip->num_primary_banks;
6752 // AL 12-30-97: Repair broken warp drive
6753 if ( shipp->flags & SF_WARP_BROKEN ) {
6754 // TODO: maybe do something here like informing player warp is fixed?
6755 shipp->flags &= ~SF_WARP_BROKEN;
6758 // AL 1-16-97: Replenish countermeasures
6759 shipp->cmeasure_count = sip->cmeasure_max;
6761 // Do shield repair here
6762 if ( !(objp->flags & OF_NO_SHIELDS) ) {
6763 shield_str = get_shield_strength(objp);
6764 if ( shield_str < sip->shields ) {
6765 if ( objp == Player_obj ) {
6766 player_maybe_start_repair_sound();
6768 shield_str += sip->shields * frametime * SHIELD_REPAIR_RATE;
6769 if ( shield_str > sip->shields ) {
6770 shield_str = sip->shields;
6772 set_shield_strength(objp, shield_str);
6776 // Repair the ship integrity (subsystems + hull). This works by applying the repair points
6777 // to the subsystems. Ships integrity is stored is objp->hull_strength, so that always is
6778 // incremented by repair_allocated
6779 repair_allocated = sip->initial_hull_strength * frametime * HULL_REPAIR_RATE;
6782 AL 11-24-97: remove increase to hull integrity
6784 objp->hull_strength += repair_allocated;
6785 if ( objp->hull_strength > sip->initial_hull_strength ) {
6786 repair_allocated -= ( sip->initial_hull_strength - objp->hull_strength);
6787 objp->hull_strength = sip->initial_hull_strength;
6791 // check the subsystems of the ship.
6793 ssp = GET_FIRST(&shipp->subsys_list);
6794 while ( ssp != END_OF_LIST( &shipp->subsys_list ) ) {
6796 if ( ssp->current_hits < ssp->system_info->max_hits && repair_allocated > 0 ) {
6798 subsys_type = ssp->system_info->type;
6800 if ( objp == Player_obj ) {
6801 player_maybe_start_repair_sound();
6804 repair_delta = ssp->system_info->max_hits - ssp->current_hits;
6805 if ( repair_delta > repair_allocated ) {
6806 repair_delta = repair_allocated;
6808 repair_allocated -= repair_delta;
6809 Assert(repair_allocated >= 0.0f);
6811 // add repair to current strength of single subsystem
6812 ssp->current_hits += repair_delta;
6813 if ( ssp->current_hits > ssp->system_info->max_hits ) {
6814 ssp->current_hits = ssp->system_info->max_hits;
6817 // add repair to aggregate strength of subsystems of that type
6818 shipp->subsys_info[subsys_type].current_hits += repair_delta;
6819 if ( shipp->subsys_info[subsys_type].current_hits > shipp->subsys_info[subsys_type].total_hits )
6820 shipp->subsys_info[subsys_type].current_hits = shipp->subsys_info[subsys_type].total_hits;
6822 if ( ssp->current_hits > ssp->system_info->max_hits )
6823 ssp->current_hits = ssp->system_info->max_hits;
6825 // check to see if this subsystem was totally non functional before -- if so, then
6827 if ( (ssp->system_info->type == SUBSYSTEM_ENGINE) && (shipp->flags & SF_DISABLED) ) {
6828 shipp->flags &= ~SF_DISABLED;
6829 ship_reset_disabled_physics(objp, shipp->ship_info_index);
6833 ssp = GET_NEXT( ssp );
6836 // now deal with rearming the player. All secondary weapons have a certain rate at which
6837 // they can be rearmed. We can rearm multiple banks at once.
6839 if ( subsys_all_ok ) {
6840 for (i = 0; i < swp->num_secondary_banks; i++ ) {
6841 if ( swp->secondary_bank_ammo[i] < swp->secondary_bank_start_ammo[i] ) {
6844 if ( objp == Player_obj ) {
6845 hud_gauge_popup_start(HUD_WEAPONS_GAUGE);
6848 if ( timestamp_elapsed(swp->secondary_bank_rearm_time[i]) ) {
6850 // Have to do some gymnastics to play the sound effects properly. There is a
6851 // one time sound effect which is the missile loading start, then for each missile
6852 // loaded there is a sound effect. These are only played for the player.
6854 rearm_time = Weapon_info[swp->secondary_bank_weapons[i]].rearm_rate;
6855 if ( aip->rearm_first_missile == TRUE ) {
6859 swp->secondary_bank_rearm_time[i] = timestamp( (int)(rearm_time * 1000.f) );
6861 // Acutal loading of missiles is preceded by a sound effect which is the missile
6862 // loading equipment moving into place
6863 if ( aip->rearm_first_missile == TRUE ) {
6864 snd_play_3d( &Snds[SND_MISSILE_START_LOAD], &objp->pos, &View_position );
6865 aip->rearm_first_missile = FALSE;
6868 snd_play_3d( &Snds[SND_MISSILE_LOAD], &objp->pos, &View_position );
6869 if (objp == Player_obj)
6870 joy_ff_play_reload_effect();
6872 swp->secondary_bank_ammo[i] += REARM_NUM_MISSILES_PER_BATCH;
6873 if ( swp->secondary_bank_ammo[i] > swp->secondary_bank_start_ammo[i] )
6874 swp->secondary_bank_ammo[i] = swp->secondary_bank_start_ammo[i];
6881 } // end if (subsys_all_ok)
6883 if ( banks_full == swp->num_secondary_banks ) {
6884 aip->rearm_first_missile = TRUE;
6887 int shields_full = 0;
6888 if ( (objp->flags & OF_NO_SHIELDS) ) {
6891 if ( get_shield_strength(objp) >= sip->shields )
6895 // return 1 if at end of subsystem list, hull damage at 0, and shields full and all secondary banks full.
6896 // if ( ((ssp = END_OF_LIST(&shipp->subsys_list)) != NULL )&&(objp->hull_strength == sip->initial_hull_strength)&&(shields_full) ) {
6897 if ( subsys_all_ok && shields_full ) {
6899 if ( objp == Player_obj ) {
6900 player_stop_repair_sound();
6903 if (!aip->rearm_release_delay)
6904 aip->rearm_release_delay = timestamp(1200);
6906 if ( banks_full == swp->num_secondary_banks ) {
6908 if ( timestamp_elapsed(aip->rearm_release_delay) )
6912 aip->rearm_release_delay = timestamp(1200);
6919 // function which is used to find a repair ship to repair requester_obj. the way repair ships will work
6921 // if repair ship present and available, return pointer to that object.
6922 // If repair ship present and busy, possibly return that object if he can satisfy the request soon enough.
6923 // If repair ship present and busy and cannot satisfy request, return NULL to warp a new one in if below max number
6924 // if no repair ship present, return NULL to force a new one to be warped in.
6925 #define MAX_SUPPORT_SHIPS_PER_TEAM 1
6927 object *ship_find_repair_ship( object *requester_obj )
6930 ship *requester_ship;
6931 int num_support_ships, num_available_support_ships;
6932 float min_dist = 99999.0f;
6933 object *nearest_support_ship = NULL;
6934 int support_ships[MAX_SUPPORT_SHIPS_PER_TEAM];
6936 Assert(requester_obj->type == OBJ_SHIP);
6937 Assert((requester_obj->instance >= 0) && (requester_obj->instance < MAX_OBJECTS));
6939 // if support ships are not allowed, then no support ship can repair!
6940 if ( !is_support_allowed(requester_obj) )
6943 num_support_ships = 0;
6944 num_available_support_ships = 0;
6946 requester_ship = &Ships[requester_obj->instance];
6947 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
6948 if ((objp->type == OBJ_SHIP) && !(objp->flags & OF_SHOULD_BE_DEAD)) {
6953 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
6955 shipp = &Ships[objp->instance];
6956 sip = &Ship_info[shipp->ship_info_index];
6958 if ( shipp->team != requester_ship->team )
6961 if ( !(sip->flags & SIF_SUPPORT) )
6964 // don't deal with dying support ships
6965 if ( shipp->flags & (SF_DYING | SF_DEPARTING) )
6968 dist = vm_vec_dist_quick(&objp->pos, &requester_obj->pos);
6969 support_ships[num_support_ships] = objp-Objects;
6971 if (!(Ai_info[shipp->ai_index].ai_flags & AIF_REPAIRING)) {
6972 num_available_support_ships++;
6973 if (dist < min_dist) {
6975 nearest_support_ship = objp;
6979 if ( num_support_ships >= MAX_SUPPORT_SHIPS_PER_TEAM ) {
6980 mprintf(("Why is there more than %d support ships in this mission?\n",MAX_SUPPORT_SHIPS_PER_TEAM));
6983 support_ships[num_support_ships] = OBJ_INDEX(objp);
6984 num_support_ships++;
6989 if (nearest_support_ship != NULL)
6990 return nearest_support_ship;
6991 else if (num_support_ships >= MAX_SUPPORT_SHIPS_PER_TEAM) {
6992 Assert(&Objects[support_ships[0]] != NULL);
6993 return &Objects[support_ships[0]];
6995 Assert(num_support_ships < MAX_SUPPORT_SHIPS_PER_TEAM);
7002 // -------------------------------------------------------------------------------------------------
7005 // called in game_shutdown() to free malloced memory
7007 // NOTE: do not call this function. It is only called from game_shutdown()
7012 for (i=0; i<MAX_SHIPS; i++ ) {
7013 if ( Ships[i].shield_integrity != NULL && Ships[i].objnum != -1 ) {
7014 free( Ships[i].shield_integrity );
7015 Ships[i].shield_integrity = NULL;
7019 // free memory alloced for subsystem storage
7020 for ( i = 0; i < Num_ship_types; i++ ) {
7021 if ( Ship_info[i].subsystems != NULL ) {
7022 free(Ship_info[i].subsystems);
7026 // free info from parsed table data
7027 for (i=0; i<MAX_SHIP_TYPES; i++) {
7028 if(Ship_info[i].type_str != NULL){
7029 free(Ship_info[i].type_str);
7030 Ship_info[i].type_str = NULL;
7032 if(Ship_info[i].maneuverability_str != NULL){
7033 free(Ship_info[i].maneuverability_str);
7034 Ship_info[i].maneuverability_str = NULL;
7036 if(Ship_info[i].armor_str != NULL){
7037 free(Ship_info[i].armor_str);
7038 Ship_info[i].armor_str = NULL;
7040 if(Ship_info[i].manufacturer_str != NULL){
7041 free(Ship_info[i].manufacturer_str);
7042 Ship_info[i].manufacturer_str = NULL;
7044 if(Ship_info[i].desc != NULL){
7045 free(Ship_info[i].desc);
7046 Ship_info[i].desc = NULL;
7048 if(Ship_info[i].tech_desc != NULL){
7049 free(Ship_info[i].tech_desc);
7050 Ship_info[i].tech_desc = NULL;
7052 if(Ship_info[i].ship_length != NULL){
7053 free(Ship_info[i].ship_length);
7054 Ship_info[i].ship_length = NULL;
7056 if(Ship_info[i].gun_mounts != NULL){
7057 free(Ship_info[i].gun_mounts);
7058 Ship_info[i].gun_mounts = NULL;
7060 if(Ship_info[i].missile_banks != NULL){
7061 free(Ship_info[i].missile_banks);
7062 Ship_info[i].missile_banks = NULL;
7066 // NOTE: pm->ship_bay is free'd is modelread.cpp, model_unload().
7071 // -------------------------------------------------------------------------------------------------
7072 // ship_assign_sound()
7074 // Assign object-linked sound to a particular ship
7076 void ship_assign_sound(ship *sp)
7081 ship_subsys *moveup;
7083 Assert( sp->objnum >= 0 );
7087 objp = &Objects[sp->objnum];
7088 sip = &Ship_info[sp->ship_info_index];
7090 if ( sip->engine_snd != -1 ) {
7091 vm_vec_copy_scale(&engine_pos, &objp->orient.v.fvec, -objp->radius/2.0f);
7093 obj_snd_assign(sp->objnum, sip->engine_snd, &engine_pos, 1);
7096 // if he's got any specific engine subsystems. go for it.
7097 moveup = GET_FIRST(&sp->subsys_list);
7098 while(moveup != END_OF_LIST(&sp->subsys_list)){
7099 // check the name of the subsystem
7100 if(strstr(moveup->system_info->name, "enginelarge")){
7101 obj_snd_assign(sp->objnum, SND_ENGINE_LOOP_LARGE, &moveup->system_info->pnt, 0);
7102 } else if(strstr(moveup->system_info->name, "enginehuge")){
7103 obj_snd_assign(sp->objnum, SND_ENGINE_LOOP_HUGE, &moveup->system_info->pnt, 0);
7107 moveup = GET_NEXT(moveup);
7111 // -------------------------------------------------------------------------------------------------
7112 // ship_assign_sound_all()
7114 // Assign object-linked sounds to all ships currently in the obj_used_list
7116 void ship_assign_sound_all()
7119 int idx, has_sounds;
7121 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
7122 if ( objp->type == OBJ_SHIP && Player_obj != objp) {
7125 // check to make sure this guy hasn't got sounds already assigned to him
7126 for(idx=0; idx<MAX_OBJECT_SOUNDS; idx++){
7127 if(objp->objsnd_num[idx] != -1){
7134 // actually assign the sound
7136 ship_assign_sound(&Ships[objp->instance]);
7143 // ---------------------------------------------------------------------------------------
7146 // Debug console function to set the shield for the player ship
7148 DCF(set_shield,"Change player ship shield strength")
7152 sip = &Ship_info[Ships[Player_obj->instance].ship_info_index];
7154 dc_get_arg(ARG_FLOAT|ARG_NONE);
7156 if ( Dc_arg_type & ARG_FLOAT ) {
7157 if ( Dc_arg_float < 0 )
7158 Dc_arg_float = 0.0f;
7159 if ( Dc_arg_float > 1.0 )
7160 Dc_arg_float = 1.0f;
7161 set_shield_strength(Player_obj, Dc_arg_float * sip->shields);
7162 dc_printf("Shields set to %.2f\n", get_shield_strength(Player_obj) );
7167 dc_printf ("Usage: set_shield [num]\n");
7168 dc_printf ("[num] -- shield percentage 0.0 -> 1.0 of max\n");
7169 dc_printf ("with no parameters, displays shield strength\n");
7174 dc_printf( "Shields are currently %.2f", get_shield_strength(Player_obj) );
7178 // ---------------------------------------------------------------------------------------
7181 // Debug console function to set the hull for the player ship
7183 DCF(set_hull, "Change player ship hull strength")
7187 sip = &Ship_info[Ships[Player_obj->instance].ship_info_index];
7189 dc_get_arg(ARG_FLOAT|ARG_NONE);
7191 if ( Dc_arg_type & ARG_FLOAT ) {
7192 if ( Dc_arg_float < 0 )
7193 Dc_arg_float = 0.0f;
7194 if ( Dc_arg_float > 1.0 )
7195 Dc_arg_float = 1.0f;
7196 Player_obj->hull_strength = Dc_arg_float * sip->initial_hull_strength;
7197 dc_printf("Hull set to %.2f\n", Player_obj->hull_strength );
7202 dc_printf ("Usage: set_hull [num]\n");
7203 dc_printf ("[num] -- hull percentage 0.0 -> 1.0 of max\n");
7204 dc_printf ("with no parameters, displays hull strength\n");
7209 dc_printf( "Hull is currently %.2f", Player_obj->hull_strength );
7213 // ---------------------------------------------------------------------------------------
7216 // Debug console function to set the strength of a particular subsystem
7219 DCF(set_subsys, "Set the strength of a particular subsystem on player ship" )
7222 dc_get_arg(ARG_STRING);
7223 if ( !stricmp( Dc_arg, "weapons" )) {
7224 dc_get_arg(ARG_FLOAT);
7225 if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) {
7228 ship_set_subsystem_strength( Player_ship, SUBSYSTEM_WEAPONS, Dc_arg_float );
7230 } else if ( !stricmp( Dc_arg, "engine" )) {
7231 dc_get_arg(ARG_FLOAT);
7232 if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) {
7235 ship_set_subsystem_strength( Player_ship, SUBSYSTEM_ENGINE, Dc_arg_float );
7236 if ( Dc_arg_float < ENGINE_MIN_STR ) {
7237 Player_ship->flags |= SF_DISABLED; // add the disabled flag
7239 Player_ship->flags &= (~SF_DISABLED); // add the disabled flag
7242 } else if ( !stricmp( Dc_arg, "sensors" )) {
7243 dc_get_arg(ARG_FLOAT);
7244 if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) {
7247 ship_set_subsystem_strength( Player_ship, SUBSYSTEM_SENSORS, Dc_arg_float );
7249 } else if ( !stricmp( Dc_arg, "communication" )) {
7250 dc_get_arg(ARG_FLOAT);
7251 if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) {
7254 ship_set_subsystem_strength( Player_ship, SUBSYSTEM_COMMUNICATION, Dc_arg_float );
7256 } else if ( !stricmp( Dc_arg, "navigation" )) {
7257 dc_get_arg(ARG_FLOAT);
7258 if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) {
7261 ship_set_subsystem_strength( Player_ship, SUBSYSTEM_NAVIGATION, Dc_arg_float );
7263 } else if ( !stricmp( Dc_arg, "radar" )) {
7264 dc_get_arg(ARG_FLOAT);
7265 if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) {
7268 ship_set_subsystem_strength( Player_ship, SUBSYSTEM_RADAR, Dc_arg_float );
7277 dc_printf( "Usage: set_subsys type X\nWhere X is value between 0 and 1.0, and type can be:\n" );
7278 dc_printf( "weapons\n" );
7279 dc_printf( "engine\n" );
7280 dc_printf( "sensors\n" );
7281 dc_printf( "communication\n" );
7282 dc_printf( "navigation\n" );
7283 dc_printf( "radar\n" );
7284 Dc_status = 0; // don't print status if help is printed. Too messy.
7289 // console function to toggle whether auto-repair for subsystems is active
7291 DCF_BOOL( auto_repair, Ship_auto_repair );
7294 // two functions to keep track of counting ships of particular types. Maybe we should be rolling this
7295 // thing into the stats section?? The first function adds a ship of a particular type to the overall
7296 // count of ships of that type (called from MissionParse.cpp). The second function adds to the kill total
7297 // of ships of a particular type. Note that we use the ship_info flags structure member to determine
7298 // what is happening.
7299 void ship_add_ship_type_count( int ship_info_flag, int num )
7301 if ( ship_info_flag & SIF_CARGO )
7302 Ship_counts[SHIP_TYPE_CARGO].total += num;
7303 else if ( (ship_info_flag & SIF_FIGHTER) || (ship_info_flag & SIF_BOMBER) )
7304 Ship_counts[SHIP_TYPE_FIGHTER_BOMBER].total += num;
7305 else if ( ship_info_flag & SIF_CRUISER )
7306 Ship_counts[SHIP_TYPE_CRUISER].total += num;
7307 else if ( ship_info_flag & SIF_CORVETTE )
7308 Ship_counts[SHIP_TYPE_CORVETTE].total += num;
7309 else if ( ship_info_flag & SIF_GAS_MINER )
7310 Ship_counts[SHIP_TYPE_GAS_MINER].total += num;
7311 else if ( ship_info_flag & SIF_AWACS )
7312 Ship_counts[SHIP_TYPE_AWACS].total += num;
7313 else if ( ship_info_flag & SIF_FREIGHTER )
7314 Ship_counts[SHIP_TYPE_FREIGHTER].total += num;
7315 else if ( ship_info_flag & SIF_CAPITAL )
7316 Ship_counts[SHIP_TYPE_CAPITAL].total += num;
7317 else if ( ship_info_flag & SIF_TRANSPORT )
7318 Ship_counts[SHIP_TYPE_TRANSPORT].total += num;
7319 else if ( ship_info_flag & SIF_SUPPORT )
7320 Ship_counts[SHIP_TYPE_REPAIR_REARM].total += num;
7321 else if ( ship_info_flag & SIF_NO_SHIP_TYPE )
7322 Ship_counts[SHIP_TYPE_NONE].total += num;
7323 else if ( ship_info_flag & SIF_NAVBUOY ) {
7324 Ship_counts[SHIP_TYPE_NAVBUOY].total += num;
7325 } else if ( ship_info_flag & SIF_SENTRYGUN ) {
7326 Ship_counts[SHIP_TYPE_SENTRYGUN].total += num;
7327 } else if ( ship_info_flag & SIF_ESCAPEPOD ) {
7328 Ship_counts[SHIP_TYPE_ESCAPEPOD].total += num;
7329 } else if ( ship_info_flag & SIF_SUPERCAP ) {
7330 Ship_counts[SHIP_TYPE_SUPERCAP].total += num;
7331 } else if ( ship_info_flag & SIF_DRYDOCK ) {
7332 Ship_counts[SHIP_TYPE_DRYDOCK].total += num;
7333 } else if ( ship_info_flag & SIF_KNOSSOS_DEVICE){
7334 Ship_counts[SHIP_TYPE_KNOSSOS_DEVICE].total += num;
7337 Int3(); //get allender -- unknown ship type
7340 void ship_add_ship_type_kill_count( int ship_info_flag )
7342 if ( ship_info_flag & SIF_CARGO )
7343 Ship_counts[SHIP_TYPE_CARGO].killed++;
7344 else if ( (ship_info_flag & SIF_FIGHTER) || (ship_info_flag & SIF_BOMBER) )
7345 Ship_counts[SHIP_TYPE_FIGHTER_BOMBER].killed++;
7346 else if ( ship_info_flag & SIF_CRUISER )
7347 Ship_counts[SHIP_TYPE_CRUISER].killed++;
7348 else if ( ship_info_flag & SIF_CORVETTE )
7349 Ship_counts[SHIP_TYPE_CORVETTE].killed++;
7350 else if ( ship_info_flag & SIF_AWACS )
7351 Ship_counts[SHIP_TYPE_AWACS].killed++;
7352 else if ( ship_info_flag & SIF_GAS_MINER )
7353 Ship_counts[SHIP_TYPE_GAS_MINER].killed++;
7354 else if ( ship_info_flag & SIF_FREIGHTER )
7355 Ship_counts[SHIP_TYPE_FREIGHTER].killed++;
7356 else if ( ship_info_flag & SIF_CAPITAL )
7357 Ship_counts[SHIP_TYPE_CAPITAL].killed++;
7358 else if ( ship_info_flag & SIF_TRANSPORT )
7359 Ship_counts[SHIP_TYPE_TRANSPORT].killed++;
7360 else if ( ship_info_flag & SIF_SUPPORT )
7361 Ship_counts[SHIP_TYPE_REPAIR_REARM].killed++;
7362 else if ( ship_info_flag & SIF_SENTRYGUN )
7363 Ship_counts[SHIP_TYPE_SENTRYGUN].killed++;
7364 else if ( ship_info_flag & SIF_ESCAPEPOD )
7365 Ship_counts[SHIP_TYPE_ESCAPEPOD].killed++;
7366 else if ( ship_info_flag & SIF_NO_SHIP_TYPE )
7367 Ship_counts[SHIP_TYPE_NONE].killed++;
7368 else if ( ship_info_flag & SIF_SUPERCAP )
7369 Ship_counts[SHIP_TYPE_SUPERCAP].killed++;
7370 else if ( ship_info_flag & SIF_DRYDOCK )
7371 Ship_counts[SHIP_TYPE_DRYDOCK].killed++;
7372 else if ( ship_info_flag & SIF_KNOSSOS_DEVICE )
7373 Ship_counts[SHIP_TYPE_KNOSSOS_DEVICE].killed++;
7375 Int3(); //get allender -- unknown ship type
7378 int ship_query_general_type(int ship)
7380 return ship_query_general_type(&Ships[ship]);
7383 int ship_query_general_type(ship *shipp)
7387 flags = Ship_info[shipp->ship_info_index].flags;
7388 switch (flags & SIF_ALL_SHIP_TYPES) {
7390 return SHIP_TYPE_CARGO;
7394 return SHIP_TYPE_FIGHTER_BOMBER;
7397 return SHIP_TYPE_CRUISER;
7400 return SHIP_TYPE_FREIGHTER;
7403 return SHIP_TYPE_CAPITAL;
7406 return SHIP_TYPE_TRANSPORT;
7408 case SIF_NO_SHIP_TYPE:
7409 return SHIP_TYPE_NONE;
7412 return SHIP_TYPE_REPAIR_REARM;
7415 return SHIP_TYPE_NAVBUOY;
7418 return SHIP_TYPE_SENTRYGUN;
7421 return SHIP_TYPE_ESCAPEPOD;
7424 return SHIP_TYPE_SUPERCAP;
7427 return SHIP_TYPE_DRYDOCK;
7430 return SHIP_TYPE_CORVETTE;
7433 return SHIP_TYPE_AWACS;
7436 return SHIP_TYPE_GAS_MINER;
7438 case SIF_KNOSSOS_DEVICE:
7439 return SHIP_TYPE_KNOSSOS_DEVICE;
7442 Error(LOCATION, "Ship type flag is unknown. Flags value is 0x%x", flags);
7443 return SHIP_TYPE_NONE;
7446 // returns true if the docker can (is allowed) to dock with dockee
7447 int ship_docking_valid(int docker, int dockee)
7449 int docker_type, dockee_type;
7451 Assert(docker >= 0 && docker < MAX_SHIPS);
7452 Assert(dockee >= 0 && dockee < MAX_SHIPS);
7453 docker_type = ship_query_general_type(docker);
7454 dockee_type = ship_query_general_type(dockee);
7456 // escape pods can dock with transports, freighters, cruisers.
7457 if ( docker_type == SHIP_TYPE_ESCAPEPOD ) {
7458 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)){
7463 // docket == freighter
7464 if (docker_type == SHIP_TYPE_FREIGHTER) {
7465 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)){
7470 // docker == cruiser
7471 if ( (docker_type == SHIP_TYPE_CRUISER) || (docker_type == SHIP_TYPE_CORVETTE) || (docker_type == SHIP_TYPE_GAS_MINER) || (docker_type == SHIP_TYPE_AWACS)){
7472 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)){
7477 if (docker_type == SHIP_TYPE_TRANSPORT) {
7478 if ( (dockee_type == SHIP_TYPE_CARGO) || (dockee_type == SHIP_TYPE_CRUISER)
7479 || (dockee_type == SHIP_TYPE_FREIGHTER) || (dockee_type == SHIP_TYPE_TRANSPORT)
7480 || (dockee_type == SHIP_TYPE_CAPITAL) || (dockee_type == SHIP_TYPE_ESCAPEPOD)
7481 || (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)){
7486 if (docker_type == SHIP_TYPE_REPAIR_REARM) {
7487 if ((dockee_type == SHIP_TYPE_FIGHTER_BOMBER) || (dockee_type == SHIP_TYPE_STEALTH)){
7495 // function to return a random ship in a starting player wing. Returns -1 if a suitable
7496 // one cannot be found
7497 // input: max_dist => OPTIONAL PARAMETER (default value 0.0f) max range ship can be from player
7498 // input: persona => OPTIONAL PARAMETER (default to -1) which persona to get
7499 int ship_get_random_player_wing_ship( int flags, float max_dist, int persona_index, int get_first, int multi_team )
7501 int i, j, ship_index, count;
7502 int slist[MAX_SHIPS_PER_WING * MAX_STARTING_WINGS], which_one;
7504 // iterate through starting wings of player. Add ship indices of ships which meet
7507 for (i = 0; i < num_wings; i++ ) {
7513 if(multi_team >= 0){
7514 if(!stricmp(Wings[i].name, multi_team == 0 ? "alpha" : "zeta")){
7520 // first check for a player starting wing (alpha, beta, gamma)
7521 for ( j = 0; j < MAX_PLAYER_WINGS; j++ ) {
7522 if ( i == Starting_wings[j] ) {
7528 // if not found, the delta and epsilon count too
7529 if ( wingnum == -1 ) {
7530 if ( !stricmp(Wings[i].name, NOX("delta")) || !stricmp(Wings[i].name, NOX("epsilon")) ) {
7535 if ( wingnum == -1 ){
7540 for ( j = 0; j < Wings[wingnum].current_count; j++ ) {
7541 ship_index = Wings[wingnum].ship_index[j];
7542 Assert( ship_index != -1 );
7544 if ( Ships[ship_index].flags & SF_DYING ) {
7548 // see if ship meets our criterea
7549 if ( (flags == SHIP_GET_NO_PLAYERS) && (Objects[Ships[ship_index].objnum].flags & OF_PLAYER_SHIP) ){
7553 // don't process ships on a different team
7555 if ( Player_ship->team != Ships[ship_index].team ){
7560 // see if ship is within max_dist units
7561 if ( (max_dist > 0) && (multi_team < 0) ) {
7563 dist = vm_vec_dist_quick(&Objects[Ships[ship_index].objnum].pos, &Player_obj->pos);
7564 if ( dist > max_dist ) {
7569 // if we should be checking persona's, then don't add ships that don't have the proper persona
7570 if ( persona_index != -1 ) {
7571 if ( Ships[ship_index].persona_index != persona_index ){
7576 // return the first ship with correct persona
7581 slist[count] = ship_index;
7590 // now get a random one from the list
7591 which_one = (rand() % count);
7592 ship_index = slist[which_one];
7594 Assert ( Ships[ship_index].objnum != -1 );
7599 // like above function, but returns a random ship in the given wing -- no restrictions
7600 // input: max_dist => OPTIONAL PARAMETER (default value 0.0f) max range ship can be from player
7601 int ship_get_random_ship_in_wing(int wingnum, int flags, float max_dist, int get_first)
7603 int i, ship_index, slist[MAX_SHIPS_PER_WING], count, which_one;
7606 for ( i = 0; i < Wings[wingnum].current_count; i++ ) {
7607 ship_index = Wings[wingnum].ship_index[i];
7608 Assert( ship_index != -1 );
7610 if ( Ships[ship_index].flags & SF_DYING ) {
7614 // see if ship meets our criterea
7615 if ( (flags == SHIP_GET_NO_PLAYERS) && (Objects[Ships[ship_index].objnum].flags & OF_PLAYER_SHIP) )
7618 // see if ship is within max_dist units
7619 if ( max_dist > 0 ) {
7621 dist = vm_vec_dist_quick(&Objects[Ships[ship_index].objnum].pos, &Player_obj->pos);
7622 if ( dist > max_dist ) {
7627 // return the first ship in wing
7632 slist[count] = ship_index;
7640 // now get a random one from the list
7641 which_one = (rand() % count);
7642 ship_index = slist[which_one];
7644 Assert ( Ships[ship_index].objnum != -1 );
7650 // this function returns a random index into the Ship array of a ship of the given team
7651 // cargo containers are not counted as ships for the purposes of this function. Why???
7652 // because now it is only used for getting a random ship for a message and cargo containers
7653 // can't send mesages. This function is an example of kind of bad coding :-(
7654 // input: max_dist => OPTIONAL PARAMETER (default value 0.0f) max range ship can be from player
7655 int ship_get_random_team_ship( int team, int flags, float max_dist )
7658 object *objp, *obj_list[MAX_SHIPS];
7660 // for any allied, go through the ships list and find all of the ships on that team
7662 for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
7663 if ( objp->type != OBJ_SHIP )
7666 // series of conditionals one per line for easy reading
7667 // don't process ships on wrong team
7668 // don't process cargo's or navbuoys
7669 // don't process player ships if flags are set
7670 if ( Ships[objp->instance].team != team )
7672 else if ( Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_NOT_FLYABLE )
7674 else if ( (flags == SHIP_GET_NO_PLAYERS) && (objp->flags & OF_PLAYER_SHIP) )
7676 else if ( (flags == SHIP_GET_ONLY_PLAYERS) && !(objp->flags & OF_PLAYER_SHIP) )
7679 if ( Ships[objp->instance].flags & SF_DYING ) {
7683 // see if ship is within max_dist units
7684 if ( max_dist > 0 ) {
7686 dist = vm_vec_dist_quick(&objp->pos, &Player_obj->pos);
7687 if ( dist > max_dist ) {
7692 obj_list[num] = objp;
7699 which_one = (rand() % num);
7700 objp = obj_list[which_one];
7702 Assert ( objp->instance != -1 );
7704 return objp->instance;
7707 // -----------------------------------------------------------------------
7708 // ship_secondary_bank_has_ammo()
7710 // check if currently selected secondary bank has ammo
7712 // input: shipnum => index into Ships[] array for ship to check
7714 int ship_secondary_bank_has_ammo(int shipnum)
7718 Assert(shipnum >= 0 && shipnum < MAX_SHIPS);
7719 swp = &Ships[shipnum].weapons;
7721 if ( swp->current_secondary_bank == -1 )
7724 Assert(swp->current_secondary_bank >= 0 && swp->current_secondary_bank < MAX_SECONDARY_BANKS );
7725 if ( swp->secondary_bank_ammo[swp->current_secondary_bank] <= 0 )
7731 // see if there is enough engine power to allow the ship to warp
7732 // returns 1 if ship is able to warp, otherwise return 0
7733 int ship_can_warp(ship *sp)
7737 engine_str = ship_get_subsystem_strength( sp, SUBSYSTEM_ENGINE );
7738 // Note that ship can always warp at lowest skill level
7739 if ( (Game_skill_level > 0) && (engine_str >= SHIP_MIN_ENGINES_TO_WARP) ){
7747 // Calculate the normal vector from a subsystem position and it's first path point
7748 // input: sp => pointer to ship that is parent of subsystem
7749 // ss => pointer to subsystem of interest
7750 // norm => output parameter... vector from subsys to first path point
7752 // exit: 0 => a valid vector was placed in norm
7753 // !0 => an path normal could not be calculated
7755 int ship_return_subsys_path_normal(ship *sp, ship_subsys *ss, vector *gsubpos, vector *norm)
7757 if ( ss->system_info->path_num >= 0 ) {
7762 pm = model_get(sp->modelnum);
7763 mp = &pm->paths[ss->system_info->path_num];
7764 if ( mp->nverts >= 2 ) {
7765 // path_point = &mp->verts[mp->nverts-1].pos;
7766 path_point = &mp->verts[0].pos;
7767 // get path point in world coords
7768 vm_vec_unrotate(&gpath_point, path_point, &Objects[sp->objnum].orient);
7769 vm_vec_add2(&gpath_point, &Objects[sp->objnum].pos);
7770 // get unit vector pointing from subsys pos to first path point
7771 vm_vec_normalized_dir(norm, &gpath_point, gsubpos);
7779 // Determine if the subsystem can be viewed from eye_pos. The method is to check where the
7780 // vector from eye_pos to the subsystem hits the ship. If distance from the hit position and
7781 // the center of the subsystem is within a range (currently the subsystem radius) it is considered
7782 // in view (return true). If not in view, return false.
7784 // input: objp => object that is the ship with the subsystem on it
7785 // subsys => pointer to the subsystem of interest
7786 // eye_pos => world coord for the eye looking at the subsystem
7787 // subsys_pos => world coord for the center of the subsystem of interest
7788 // do_facing_check => OPTIONAL PARAMETER (default value is 1), do a dot product check to see if subsystem fvec is facing
7789 // towards the eye position
7790 // dot_out => OPTIONAL PARAMETER, output parameter, will return dot between subsys fvec and subsys_to_eye_vec
7791 // (only filled in if do_facing_check is true)
7792 // vec_out => OPTIONAL PARAMETER, vector from eye_pos to absolute subsys_pos. (only filled in if do_facing_check is true)
7793 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)
7797 vector terminus, eye_to_pos, subsys_fvec, subsys_to_eye_vec;
7799 if (objp->type != OBJ_SHIP)
7802 // See if we are at least facing the subsystem
7803 if ( do_facing_check ) {
7804 if ( ship_return_subsys_path_normal(&Ships[objp->instance], subsys, subsys_pos, &subsys_fvec) ) {
7805 // non-zero return value means that we couldn't generate a normal from path info... so use inaccurate method
7806 vm_vec_normalized_dir(&subsys_fvec, subsys_pos, &objp->pos);
7809 vm_vec_normalized_dir(&subsys_to_eye_vec, eye_pos, subsys_pos);
7810 dot = vm_vec_dot(&subsys_fvec, &subsys_to_eye_vec);
7816 *vec_out = subsys_to_eye_vec;
7817 vm_vec_negate(vec_out);
7824 // See if ray from eye to subsystem actually hits close enough to the subsystem position
7825 vm_vec_normalized_dir(&eye_to_pos, subsys_pos, eye_pos);
7826 vm_vec_scale_add(&terminus, eye_pos, &eye_to_pos, 100000.0f);
7828 ship_model_start(objp);
7830 mc.model_num = Ships[objp->instance].modelnum; // Fill in the model to check
7831 mc.orient = &objp->orient; // The object's orientation
7832 mc.pos = &objp->pos; // The object's position
7833 mc.p0 = eye_pos; // Point 1 of ray to check
7834 mc.p1 = &terminus; // Point 2 of ray to check
7835 mc.flags = MC_CHECK_MODEL;
7839 ship_model_stop(objp);
7841 if ( !mc.num_hits ) {
7845 // determine if hitpos is close enough to subsystem
7846 dist = vm_vec_dist(&mc.hit_point_world, subsys_pos);
7848 if ( dist <= subsys->system_info->radius ) {
7855 // try to find a subsystem matching 'type' inside the ship, and that is
7856 // not destroyed. If cannot find one, return NULL.
7857 ship_subsys *ship_return_next_subsys(ship *shipp, int type, vector *attacker_pos)
7861 Assert ( type >= 0 && type < SUBSYSTEM_MAX );
7863 // If aggregate total is 0, that means no subsystem is alive of that type
7864 if ( shipp->subsys_info[type].total_hits <= 0.0f )
7867 // loop through all the subsystems, if we find a match that has some strength, return it
7868 ssp = ship_get_best_subsys_to_attack(shipp, type, attacker_pos);
7873 // Return the shield strength in the quadrant hit on hit_objp, based on global hitpos
7875 // input: hit_objp => object pointer to ship getting hit
7876 // hitpos => global position of impact
7878 // exit: strength of shields in the quadrant that was hit as a percentage, between 0 and 1.0
7880 // Assumes: that hitpos is a valid global hit position
7881 float ship_quadrant_shield_strength(object *hit_objp, vector *hitpos)
7883 int quadrant_num, i;
7885 vector tmpv1, tmpv2;
7887 // If ship doesn't have shield mesh, then return
7888 if ( hit_objp->flags & OF_NO_SHIELDS ) {
7892 // Check if all the shield quadrants are all already 0, if so return 0
7893 for ( i = 0; i < 4; i++ ) {
7894 if ( hit_objp->shields[i] > 0 )
7902 // convert hitpos to position in model coordinates
7903 vm_vec_sub(&tmpv1, hitpos, &hit_objp->pos);
7904 vm_vec_rotate(&tmpv2, &tmpv1, &hit_objp->orient);
7905 quadrant_num = get_quadrant(&tmpv2);
7906 //nprintf(("Alan","Quadrant hit: %d\n", quadrant_num));
7908 if ( quadrant_num < 0 )
7911 max_quadrant = Ship_info[Ships[hit_objp->instance].ship_info_index].shields / 4.0f;
7912 if ( max_quadrant <= 0 ) {
7916 Assert(hit_objp->shields[quadrant_num] <= max_quadrant);
7918 return hit_objp->shields[quadrant_num]/max_quadrant;
7921 // Determine if a ship is threatened by any dumbfire projectiles (laser or missile)
7922 // input: sp => pointer to ship that might be threatened
7923 // exit: 0 => no dumbfire threats
7924 // 1 => at least one dumbfire threat
7926 // NOTE: Currently this function is only called periodically from the HUD code for the
7928 int ship_dumbfire_threat(ship *sp)
7930 if ( (Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER) ) {
7934 if (ai_endangered_by_weapon(&Ai_info[sp->ai_index]) > 0) {
7941 // Return !0 if there is a missile in the air homing on shipp
7942 int ship_has_homing_missile_locked(ship *shipp)
7944 object *locked_objp, *A;
7949 Assert(shipp->objnum >= 0 && shipp->objnum < MAX_OBJECTS);
7950 locked_objp = &Objects[shipp->objnum];
7952 // check for currently locked missiles (highest precedence)
7953 for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
7954 Assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
7955 A = &Objects[mo->objnum];
7957 if (A->type != OBJ_WEAPON)
7960 Assert((A->instance >= 0) && (A->instance < MAX_WEAPONS));
7961 wp = &Weapons[A->instance];
7962 wip = &Weapon_info[wp->weapon_info_index];
7964 if ( wip->subtype != WP_MISSILE )
7967 if ( !(wip->wi_flags & (WIF_HOMING_ASPECT|WIF_HOMING_HEAT) ) )
7970 if (wp->homing_object == locked_objp) {
7978 // Return !0 if there is some ship attempting to lock onto shipp
7979 int ship_is_getting_locked(ship *shipp)
7985 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
7986 objp = &Objects[so->objnum];
7987 aip = &Ai_info[Ships[objp->instance].ai_index];
7989 if ( aip->target_objnum == shipp->objnum ) {
7990 if ( aip->aspect_locked_time > 0.1f ) {
7991 float dist, wep_range;
7992 dist = vm_vec_dist_quick(&objp->pos, &Objects[shipp->objnum].pos);
7993 wep_range = ship_get_secondary_weapon_range(&Ships[objp->instance]);
7994 if ( wep_range > dist ) {
7995 nprintf(("Alan","AI ship is seeking lock\n"));
8005 // Determine if a ship is threatened by attempted lock or actual lock
8006 // input: sp => pointer to ship that might be threatened
8007 // exit: 0 => no lock threats of any kind
8008 // 1 => at least one attempting lock (no actual locks)
8009 // 2 => at least one lock (possible other attempting locks)
8011 // NOTE: Currently this function is only called periodically from the HUD code for the
8013 int ship_lock_threat(ship *sp)
8015 if ( ship_has_homing_missile_locked(sp) ) {
8019 if ( ship_is_getting_locked(sp) ) {
8026 // converts a bitmask, such as 0x08, into the bit number this would be (3 in this case)
8027 // NOTE: Should move file to something like Math_utils.
8028 int bitmask_2_bitnum(int num)
8032 for (i=0; i<32; i++)
8039 // Get a text description of a ships orders.
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.
8051 char *ship_return_orders(char *outbuf, ship *sp)
8057 Assert(sp->ai_index >= 0);
8058 aip = &Ai_info[sp->ai_index];
8060 // The active goal is always in the first element of aip->goals[]
8061 aigp = &aip->goals[0];
8063 if ( aigp->ai_mode < 0 )
8066 order_text = Ai_goal_text(bitmask_2_bitnum(aigp->ai_mode));
8067 if ( order_text == NULL )
8070 strcpy(outbuf, order_text);
8071 switch (aigp->ai_mode ) {
8073 case AI_GOAL_FORM_ON_WING:
8074 case AI_GOAL_GUARD_WING:
8075 case AI_GOAL_CHASE_WING:
8076 if ( aigp->ship_name ) {
8077 strcat(outbuf, aigp->ship_name);
8078 strcat(outbuf, XSTR( " Wing", 494));
8080 strcpy(outbuf, XSTR( "no orders", 495));
8086 case AI_GOAL_UNDOCK:
8088 case AI_GOAL_DISABLE_SHIP:
8089 case AI_GOAL_DISARM_SHIP:
8090 case AI_GOAL_EVADE_SHIP:
8091 case AI_GOAL_REARM_REPAIR:
8092 if ( aigp->ship_name ) {
8093 strcat(outbuf, aigp->ship_name);
8095 strcpy(outbuf, XSTR( "no orders", 495));
8099 case AI_GOAL_DESTROY_SUBSYSTEM: {
8100 char name[NAME_LENGTH];
8101 if ( aip->targeted_subsys != NULL ) {
8102 sprintf(outbuf, XSTR( "atk %s %s", 496), aigp->ship_name, hud_targetbox_truncate_subsys_name(aip->targeted_subsys->system_info->name));
8103 strcat(outbuf, name);
8105 strcpy(outbuf, XSTR( "no orders", 495) );
8110 case AI_GOAL_WAYPOINTS:
8111 case AI_GOAL_WAYPOINTS_ONCE:
8112 // don't do anything, all info is in order_text
8122 // return the amount of time until ship reaches it's goal (in MM:SS format)
8123 // input: outbuf => buffer to hold orders string
8124 // sp => ship pointer to extract orders from
8126 // exit: NULL => printable orders are not applicable
8127 // non-NULL => pointer to string that was passed in originally
8129 // This function is called from HUD code to get a text description
8130 // of what a ship's orders are. Feel free to use this function if
8131 // it suits your needs for something.
8132 char *ship_return_time_to_goal(char *outbuf, ship *sp)
8135 int time, seconds, minutes;
8140 objp = &Objects[sp->objnum];
8141 aip = &Ai_info[sp->ai_index];
8143 min_speed = objp->phys_info.speed;
8145 if ( aip->mode == AIM_WAYPOINTS ) {
8147 min_speed = 0.9f * sp->current_max_speed;
8148 if (aip->wp_list >= 0) {
8149 wpl = &Waypoint_lists[aip->wp_list];
8150 dist += vm_vec_dist_quick(&objp->pos, &wpl->waypoints[aip->wp_index]);
8151 for (int i=aip->wp_index; i<wpl->count-1; i++) {
8152 dist += vm_vec_dist_quick(&wpl->waypoints[i], &wpl->waypoints[i+1]);
8160 if ( (Objects[sp->objnum].phys_info.speed <= 0) || (sp->current_max_speed <= 0.0f) ) {
8165 speed = objp->phys_info.speed;
8167 if (speed < min_speed)
8169 time = fl2i(dist/speed);
8172 } else if ( (aip->mode == AIM_DOCK) && (aip->submode < AIS_DOCK_4) ) {
8173 time = hud_support_get_dock_time( OBJ_INDEX(objp) );
8175 // don't return anytime for time to except for waypoints and actual docking.
8180 } else if ( aip->goal_objnum >= 0 ) {
8181 dist = vm_vec_dist_quick(&Objects[aip->goal_objnum].pos, &objp->pos);
8182 min_speed = sip->max_speed/4.0f;
8183 } else if ( aip->target_objnum >= 0 ) {
8184 if ( aip->guard_objnum < 0 ) {
8185 dist = vm_vec_dist_quick(&Objects[aip->target_objnum].pos, &objp->pos);
8186 min_speed = sip->max_speed/4.0f;
8194 if ( minutes > 99 ) {
8198 sprintf(outbuf, NOX("%02d:%02d"), minutes, seconds);
8200 sprintf( outbuf, XSTR( "Unknown", 497) );
8207 // Called to check if any AI ships might reveal the cargo of any cargo containers.
8209 // This is called once a frame, but a global timer 'Ship_cargo_check_timer' will limit this
8210 // function to being called every SHIP_CARGO_CHECK_INTERVAL ms. I think that should be sufficient.
8212 // NOTE: This function uses CARGO_REVEAL_DISTANCE from the HUD code... which is a multiple of
8213 // the ship radius that is used to determine when cargo is detected. AI ships do not
8214 // have to have the ship targeted to reveal cargo. The player is ignored in this function.
8215 #define SHIP_CARGO_CHECK_INTERVAL 1000
8216 void ship_check_cargo_all()
8219 ship_obj *cargo_so, *ship_so;
8220 ship *cargo_sp, *ship_sp;
8221 float dist_squared, limit_squared;
8223 // I don't want to do this check every frame, so I made a global timer to limit check to
8224 // every SHIP_CARGO_CHECK_INTERVAL ms.
8225 if ( !timestamp_elapsed(Ship_cargo_check_timer) ) {
8228 Ship_cargo_check_timer = timestamp(SHIP_CARGO_CHECK_INTERVAL);
8231 // Check all friendly fighter/bombers against all non-friendly cargo containers that don't have
8234 // for now just locate a captial ship on the same team:
8235 cargo_so = GET_FIRST(&Ship_obj_list);
8236 while(cargo_so != END_OF_LIST(&Ship_obj_list)){
8237 cargo_sp = &Ships[Objects[cargo_so->objnum].instance];
8238 if ( (Ship_info[cargo_sp->ship_info_index].flags & SIF_CARGO) && !(cargo_sp->team & TEAM_FRIENDLY) ) {
8240 // If the cargo is revealed, continue on to next hostile cargo
8241 if ( cargo_sp->flags & SF_CARGO_REVEALED ) {
8245 // check against friendly fighter/bombers + cruiser/freighter/transport
8246 // IDEA: could cull down to fighter/bomber if we want this to run a bit quicker
8247 for ( ship_so=GET_FIRST(&Ship_obj_list); ship_so != END_OF_LIST(&Ship_obj_list); ship_so=GET_NEXT(ship_so) ) {
8248 ship_sp = &Ships[Objects[ship_so->objnum].instance];
8249 // only consider friendly ships
8250 if ( !(ship_sp->team & TEAM_FRIENDLY) ) {
8254 // ignore the player
8255 if ( ship_so->objnum == OBJ_INDEX(Player_obj) ) {
8259 // if this ship is a small or big ship
8260 if ( Ship_info[ship_sp->ship_info_index].flags & (SIF_SMALL_SHIP|SIF_BIG_SHIP) ) {
8261 cargo_objp = &Objects[cargo_sp->objnum];
8262 // use square of distance, faster than getting real distance (which will use sqrt)
8263 dist_squared = vm_vec_dist_squared(&cargo_objp->pos, &Objects[ship_sp->objnum].pos);
8264 limit_squared = (cargo_objp->radius+CARGO_RADIUS_DELTA)*(cargo_objp->radius+CARGO_RADIUS_DELTA);
8265 if ( dist_squared <= max(limit_squared, CARGO_REVEAL_MIN_DIST*CARGO_REVEAL_MIN_DIST) ) {
8266 ship_do_cargo_revealed( cargo_sp );
8267 break; // break out of for loop, move on to next hostile cargo
8273 cargo_so = GET_NEXT(cargo_so);
8278 // Maybe warn player about this attacking ship. This is called once per frame, and the
8279 // information about the closest attacking ship comes for free, since this function is called
8280 // from HUD code which has already determined the closest enemy attacker and the distance.
8282 // input: enemy_sp => ship pointer to the TEAM_ENEMY ship attacking the player
8283 // dist => the distance of the enemy to the player
8285 // NOTE: there are no filters on enemy_sp, so it could be any ship type
8287 #define PLAYER_ALLOW_WARN_INTERVAL 60000 // minimum time between warnings
8288 #define PLAYER_CHECK_WARN_INTERVAL 300 // how often we check for warnings
8289 #define PLAYER_MAX_WARNINGS 2 // max number of warnings player can receive in a mission
8290 #define PLAYER_MIN_WARN_DIST 100 // minimum distance attacking ship can be from player and still allow warning
8291 #define PLAYER_MAX_WARN_DIST 1000 // maximum distance attacking ship can be from plyaer and still allow warning
8293 void ship_maybe_warn_player(ship *enemy_sp, float dist)
8295 float fdot; //, rdot, udot;
8296 vector vec_to_target;
8297 int msg_type; //, on_right;
8299 // First check if the player has reached the maximum number of warnings for a mission
8300 if ( Player->warn_count >= PLAYER_MAX_WARNINGS ) {
8304 // Check if enough time has elapsed since last warning, if not - leave
8305 if ( !timestamp_elapsed(Player->allow_warn_timestamp) ) {
8309 // Check to see if check timer has elapsed. Necessary, since we don't want to check each frame
8310 if ( !timestamp_elapsed(Player->check_warn_timestamp ) ) {
8313 Player->check_warn_timestamp = timestamp(PLAYER_CHECK_WARN_INTERVAL);
8315 // only allow warnings if within a certain distance range
8316 if ( dist < PLAYER_MIN_WARN_DIST || dist > PLAYER_MAX_WARN_DIST ) {
8320 // only warn if a fighter or bomber is attacking the player
8321 if ( !(Ship_info[enemy_sp->ship_info_index].flags & SIF_SMALL_SHIP) ) {
8325 // get vector from player to target
8326 vm_vec_normalized_dir(&vec_to_target, &Objects[enemy_sp->objnum].pos, &Eye_position);
8328 // ensure that enemy fighter is oriented towards player
8329 fdot = vm_vec_dot(&Objects[enemy_sp->objnum].orient.v.fvec, &vec_to_target);
8330 if ( fdot > -0.7 ) {
8334 fdot = vm_vec_dot(&Player_obj->orient.v.fvec, &vec_to_target);
8338 // check if attacking ship is on six. return if not far enough behind player.
8342 msg_type = MESSAGE_CHECK_6;
8344 goto warn_player_done;
8347 // see if attacking ship is in front of ship (then do nothing)
8352 // ok, ship is on 3 or 9. Find out which
8353 rdot = vm_vec_dot(&Player_obj->orient.v.rvec, &vec_to_target);
8360 // now determine if ship is high or low
8361 udot = vm_vec_dot(&Player_obj->orient.v.uvec, &vec_to_target);
8362 if ( udot < -0.8 ) {
8363 return; // if ship is attacking from directly below, no warning given
8368 msg_type = MESSAGE_CHECK_3_HIGH;
8370 msg_type = MESSAGE_CHECK_9_HIGH;
8374 msg_type = MESSAGE_CHECK_3_LOW;
8376 msg_type = MESSAGE_CHECK_9_LOW;
8383 if ( msg_type != -1 ) {
8386 // multiplayer tvt - this is client side.
8387 if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM) && (Net_player != NULL)){
8388 ship_index = ship_get_random_player_wing_ship( SHIP_GET_NO_PLAYERS, 0.0f, -1, 0, Net_player->p_info.team );
8390 ship_index = ship_get_random_player_wing_ship( SHIP_GET_NO_PLAYERS );
8393 if ( ship_index >= 0 ) {
8394 // multiplayer - make sure I just send to myself
8395 if(Game_mode & GM_MULTIPLAYER){
8396 message_send_builtin_to_player(msg_type, &Ships[ship_index], MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, MY_NET_PLAYER_NUM, -1);
8398 message_send_builtin_to_player(msg_type, &Ships[ship_index], MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, -1);
8400 Player->allow_warn_timestamp = timestamp(PLAYER_ALLOW_WARN_INTERVAL);
8401 Player->warn_count++;
8402 // nprintf(("Alan","Warning given for ship name: %s\n", enemy_sp->ship_name));
8407 // player has just killed a ship, maybe offer send a 'good job' message
8408 #define PLAYER_MAX_PRAISES 10 // max number of praises player can receive in a mission
8409 void ship_maybe_praise_player(ship *deader_sp)
8415 // First check if the player has reached the maximum number of praises for a mission
8416 if ( Player->praise_count >= PLAYER_MAX_PRAISES ) {
8420 // Check if enough time has elapsed since last praise, if not - leave
8421 if ( !timestamp_elapsed(Player->allow_praise_timestamp) ) {
8425 if ( !(Player_ship->team & TEAM_FRIENDLY) ) {
8429 if ( deader_sp->team == Player_ship->team ) { // only praise if killing an enemy!
8433 // don't praise the destruction of navbuoys, cargo or other non-flyable ship types
8434 if ( Ship_info[deader_sp->ship_info_index].flags & SIF_NOT_FLYABLE ) {
8438 // There is already a praise pending
8439 if ( Player->praise_delay_timestamp ) {
8443 // We don't want to praise the player right away.. it is more realistic to wait a moment
8444 Player->praise_delay_timestamp = timestamp_rand(1000, 2000);
8447 // player has just killed a ship, maybe offer send a 'good job' message
8448 #define PLAYER_ASK_HELP_INTERVAL 60000 // minimum time between praises
8449 #define PLAYER_MAX_ASK_HELP 10 // max number of warnings player can receive in a mission
8450 #define ASK_HELP_SHIELD_PERCENT 0.1 // percent shields at which ship will ask for help
8451 #define ASK_HELP_HULL_PERCENT 0.3 // percent hull at which ship will ask for help
8452 #define AWACS_HELP_HULL_HI 0.75 // percent hull at which ship will ask for help
8453 #define AWACS_HELP_HULL_LOW 0.25 // percent hull at which ship will ask for help
8455 // -----------------------------------------------------------------------------
8456 void awacs_maybe_ask_for_help(ship *sp, int multi_team_filter)
8460 objp = &Objects[sp->objnum];
8462 if ( objp->hull_strength < ( (AWACS_HELP_HULL_LOW + 0.01f *(static_rand(objp-Objects) & 5)) * Ship_info[sp->ship_info_index].initial_hull_strength) ) {
8463 // awacs ship below 25 + (0-4) %
8464 if (!(sp->awacs_warning_flag & AWACS_WARN_25)) {
8465 message = MESSAGE_AWACS_25;
8466 sp->awacs_warning_flag |= AWACS_WARN_25;
8468 } 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) ) {
8469 // awacs ship below 75 + (0-4) %
8470 if (!(sp->awacs_warning_flag & AWACS_WARN_75)) {
8471 message = MESSAGE_AWACS_75;
8472 sp->awacs_warning_flag |= AWACS_WARN_75;
8477 message_send_builtin_to_player(message, sp, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, multi_team_filter);
8478 Player->allow_ask_help_timestamp = timestamp(PLAYER_ASK_HELP_INTERVAL);
8479 Player->ask_help_count++;
8483 // -----------------------------------------------------------------------------
8484 void ship_maybe_ask_for_help(ship *sp)
8487 int multi_team_filter = -1;
8489 // First check if the player has reached the maximum number of ask_help's for a mission
8490 if ( Player->ask_help_count >= PLAYER_MAX_ASK_HELP ) {
8494 // Check if enough time has elapsed since last help request, if not - leave
8495 if ( !timestamp_elapsed(Player->allow_ask_help_timestamp) ) {
8499 if ( !(Player_ship->team & TEAM_FRIENDLY) ) {
8503 Assert(sp->team & TEAM_FRIENDLY );
8504 objp = &Objects[sp->objnum];
8506 if ( objp->flags & OF_PLAYER_SHIP ) {// don't let the player ask for help!
8510 // determine team filter if TvT
8511 if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)){
8512 if(sp->team == TEAM_FRIENDLY){
8513 multi_team_filter = 0;
8514 } else if(sp->team == TEAM_HOSTILE){
8515 multi_team_filter = 1;
8519 // handle awacs ship as a special case
8520 if (Ship_info[sp->ship_info_index].flags & SIF_HAS_AWACS) {
8521 awacs_maybe_ask_for_help(sp, multi_team_filter);
8525 // for now, only have wingman ships request help
8526 if ( !(sp->flags & SF_FROM_PLAYER_WING) ) {
8530 // first check if hull is at a critical level
8531 if ( objp->hull_strength < ASK_HELP_HULL_PERCENT * Ship_info[sp->ship_info_index].initial_hull_strength ) {
8535 // check if shields are near critical level
8536 if ( objp->flags & OF_NO_SHIELDS ) {
8537 return; // no shields on ship, no don't check shield levels
8540 if ( get_shield_strength(objp) > (ASK_HELP_SHIELD_PERCENT * Ship_info[sp->ship_info_index].shields) ) {
8546 Assert(Ship_info[sp->ship_info_index].flags & (SIF_FIGHTER|SIF_BOMBER) ); // get Alan
8547 message_send_builtin_to_player(MESSAGE_HELP, sp, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, multi_team_filter);
8548 Player->allow_ask_help_timestamp = timestamp(PLAYER_ASK_HELP_INTERVAL);
8550 if ( timestamp_until(Player->allow_scream_timestamp) < 15000 ) {
8551 Player->allow_scream_timestamp = timestamp(15000); // prevent overlap with death message
8554 Player->ask_help_count++;
8557 // The player has just entered death roll, maybe have wingman mourn the loss of the player
8558 void ship_maybe_lament()
8562 // no. because in multiplayer, its funny
8563 if(Game_mode & GM_MULTIPLAYER){
8567 if ( rand()%4 == 0 ) {
8568 ship_index = ship_get_random_player_wing_ship( SHIP_GET_NO_PLAYERS );
8569 if ( ship_index >= 0 ) {
8570 message_send_builtin_to_player(MESSAGE_PLAYED_DIED, &Ships[ship_index], MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, -1);
8575 #define PLAYER_SCREAM_INTERVAL 60000
8576 #define PLAYER_MAX_SCREAMS 10
8578 // play a death scream for a ship
8579 void ship_scream(ship *sp)
8581 int multi_team_filter = -1;
8589 if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)){
8590 if(sp->team == TEAM_FRIENDLY){
8591 multi_team_filter = 0;
8592 } else if(sp->team == TEAM_HOSTILE){
8593 multi_team_filter = 1;
8597 message_send_builtin_to_player(MESSAGE_WINGMAN_SCREAM, sp, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, multi_team_filter);
8598 Player->allow_scream_timestamp = timestamp(PLAYER_SCREAM_INTERVAL);
8599 Player->scream_count++;
8600 sp->flags |= SF_SHIP_HAS_SCREAMED;
8602 // prevent overlap with help messages
8603 if ( timestamp_until(Player->allow_ask_help_timestamp) < 15000 ) {
8604 Player->allow_ask_help_timestamp = timestamp(15000); // prevent overlap with death message
8608 // ship has just died, maybe play a scream.
8610 // NOTE: this is only called for ships that are in a player wing (and not player ship)
8611 void ship_maybe_scream(ship *sp)
8616 // First check if the player has reached the maximum number of screams for a mission
8617 if ( Player->scream_count >= PLAYER_MAX_SCREAMS ) {
8621 // if on different teams (i.e. team v. team games in multiplayer), no scream
8622 if ( sp->team != Player_ship->team ) {
8626 // Check if enough time has elapsed since last scream, if not - leave
8627 if ( !timestamp_elapsed(Player->allow_scream_timestamp) ) {
8634 // maybe tell player that we've requested a support ship
8635 #define PLAYER_REQUEST_REPAIR_MSG_INTERVAL 240000
8636 void ship_maybe_tell_about_rearm(ship *sp)
8638 if ( !timestamp_elapsed(Player->request_repair_timestamp) ) {
8642 if ( !(Player_ship->team & TEAM_FRIENDLY) ) {
8646 // AL 1-4-98: If ship integrity is low, tell player you want to get repaired. Otherwise, tell
8647 // the player you want to get re-armed.
8649 int message_type = -1;
8650 int heavily_damaged = 0;
8651 if ( Objects[sp->objnum].hull_strength/Ship_info[sp->ship_info_index].initial_hull_strength < 0.4 ) {
8652 heavily_damaged = 1;
8655 if ( heavily_damaged || (sp->flags & SF_DISABLED) ) {
8656 message_type = MESSAGE_REPAIR_REQUEST;
8662 for ( i = 0; i < swp->num_secondary_banks; i++ ) {
8663 if (swp->secondary_bank_start_ammo[i] > 0) {
8664 if ( swp->secondary_bank_ammo[i]/swp->secondary_bank_start_ammo[i] < 0.5f ) {
8665 message_type = MESSAGE_REARM_REQUEST;
8672 int multi_team_filter = -1;
8675 if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)){
8676 if(sp->team == TEAM_FRIENDLY){
8677 multi_team_filter = 0;
8678 } else if(sp->team == TEAM_HOSTILE){
8679 multi_team_filter = 1;
8683 if ( message_type >= 0 ) {
8685 message_send_builtin_to_player(message_type, sp, MESSAGE_PRIORITY_NORMAL, MESSAGE_TIME_SOON, 0, 0, -1, multi_team_filter);
8687 Player->request_repair_timestamp = timestamp(PLAYER_REQUEST_REPAIR_MSG_INTERVAL);
8691 // The current primary weapon or link status for a ship has changed.. notify clients if multiplayer
8693 // input: sp => pointer to ship that modified primaries
8694 void ship_primary_changed(ship *sp)
8699 // we only need to deal with multiplayer issues for now, so bail it not multiplayer
8700 if ( !(Game_mode & GM_MULTIPLAYER) )
8707 if ( MULTIPLAYER_MASTER )
8708 send_ship_weapon_change( sp, MULTI_PRIMARY_CHANGED, swp->current_primary_bank, (sp->flags & SF_PRIMARY_LINKED)?1:0 );
8712 // The current secondary weapon or dual-fire status for a ship has changed.. notify clients if multiplayer
8714 // input: sp => pointer to ship that modified secondaries
8715 void ship_secondary_changed(ship *sp)
8720 // we only need to deal with multiplayer issues for now, so bail it not multiplayer
8721 if ( !(Game_mode & GM_MULTIPLAYER) ){
8728 if ( MULTIPLAYER_MASTER )
8729 send_ship_weapon_change( sp, MULTI_SECONDARY_CHANGED, swp->current_secondary_bank, (sp->flags & SF_SECONDARY_DUAL_FIRE)?1:0 );
8733 int ship_get_SIF(ship *shipp)
8735 return Ship_info[shipp->ship_info_index].flags;
8738 int ship_get_SIF(int sh)
8740 return Ship_info[Ships[sh].ship_info_index].flags;
8743 int ship_get_by_signature(int signature)
8747 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
8748 // if we found a matching ship object signature
8749 if((Objects[so->objnum].signature == signature) && (Objects[so->objnum].type == OBJ_SHIP)){
8750 return Objects[so->objnum].instance;
8754 // couldn't find the ship
8758 // function which gets called when the cargo of a ship is revealed. Happens at two different locations
8759 // (at least when this function was written), one for the player, and one for AI ships. Need to send stuff
8760 // to clients in multiplayer game.
8761 void ship_do_cargo_revealed( ship *shipp, int from_network )
8763 // don't do anything if we already know the cargo
8764 if ( shipp->flags & SF_CARGO_REVEALED ){
8768 nprintf(("Network", "Revealing cargo for %s\n", shipp->ship_name));
8770 // send the packet if needed
8771 if ( (Game_mode & GM_MULTIPLAYER) && !from_network ){
8772 send_cargo_revealed_packet( shipp );
8775 shipp->flags |= SF_CARGO_REVEALED;
8776 shipp->time_cargo_revealed = Missiontime;
8778 // if the cargo is something other than "nothing", then make a log entry
8779 if ( stricmp(Cargo_names[shipp->cargo1 & CARGO_INDEX_MASK], NOX("nothing")) ){
8780 mission_log_add_entry(LOG_CARGO_REVEALED, shipp->ship_name, NULL, (shipp->cargo1 & CARGO_INDEX_MASK) );
8784 void ship_do_cap_subsys_cargo_revealed( ship *shipp, ship_subsys *subsys, int from_network )
8786 if ( subsys->subsys_cargo_revealed ) {
8791 nprintf(("Network", "Revealing cap ship subsys cargo for %s\n", shipp->ship_name));
8793 // send the packet if needed
8794 if ( (Game_mode & GM_MULTIPLAYER) && !from_network ){
8795 int subsystem_index = ship_get_index_from_subsys(subsys, shipp->objnum);
8796 send_subsystem_cargo_revealed_packet( shipp, subsystem_index );
8799 subsys->subsys_cargo_revealed = 1;
8801 // if the cargo is something other than "nothing", then make a log entry
8802 if ( (subsys->subsys_cargo_name > 0) && stricmp(Cargo_names[subsys->subsys_cargo_name], NOX("nothing")) ){
8803 mission_log_add_entry(LOG_CAP_SUBSYS_CARGO_REVEALED, shipp->ship_name, subsys->system_info->name, subsys->subsys_cargo_name );
8808 // Return the range of the currently selected secondary weapon
8809 // NOTE: If there is no missiles left in the current bank, range returned is 0
8810 float ship_get_secondary_weapon_range(ship *shipp)
8815 swp = &shipp->weapons;
8816 if ( swp->current_secondary_bank >= 0 ) {
8818 int bank=swp->current_secondary_bank;
8819 wip = &Weapon_info[swp->secondary_bank_weapons[bank]];
8820 if ( swp->secondary_bank_ammo[bank] > 0 ) {
8821 srange = wip->max_speed * wip->lifetime;
8828 // Determine the number of secondary ammo units (missile/bomb) allowed max for a ship
8830 int get_max_ammo_count_for_bank(int ship_class, int bank, int ammo_type)
8832 float capacity, size;
8834 capacity = (float) Ship_info[ship_class].secondary_bank_ammo_capacity[bank];
8835 size = (float) Weapon_info[ammo_type].cargo_size;
8836 return (int) (capacity / size);
8841 // Page in bitmaps for all the ships in this level
8845 int num_subsystems_needed = 0;
8847 int ship_class_used[MAX_SHIP_TYPES];
8849 // Mark all ship classes as not used
8850 for (i=0; i<MAX_SHIP_TYPES; i++ ) {
8851 ship_class_used[i] = 0;
8854 // Mark any support ship types as used
8856 for (i=0; i<Num_ship_types; i++ ) {
8857 if ( Ship_info[i].flags & SIF_SUPPORT ) {
8858 nprintf(( "Paging", "Found support ship '%s'\n", Ship_info[i].name ));
8859 ship_class_used[i]++;
8861 num_subsystems_needed += Ship_info[i].n_subsystems;
8865 // Mark any ships in the mission as used
8867 for (i=0; i<MAX_SHIPS; i++) {
8868 if (Ships[i].objnum > -1) {
8869 nprintf(( "Paging","Found ship '%s'\n", Ships[i].ship_name ));
8870 ship_class_used[Ships[i].ship_info_index]++;
8872 num_subsystems_needed += Ship_info[Ships[i].ship_info_index].n_subsystems;
8876 // Mark any ships that might warp in in the future as used
8879 for( p_objp = GET_FIRST(&ship_arrival_list); p_objp != END_OF_LIST(&ship_arrival_list); p_objp = GET_NEXT(p_objp) ) {
8880 nprintf(( "Paging","Found future arrival ship '%s'\n", p_objp->name ));
8881 ship_class_used[p_objp->ship_class]++;
8883 num_subsystems_needed += Ship_info[p_objp->ship_class].n_subsystems;
8887 // Page in all the ship classes that are used on this level
8889 int num_ship_types_used = 0;
8891 for (i=0; i<MAX_SHIP_TYPES; i++ ) {
8892 if ( ship_class_used[i] ) {
8893 ship_info *si = &Ship_info[i];
8895 num_ship_types_used++;
8897 // Page in the small hud icons for each ship
8899 extern void hud_ship_icon_page_in(ship_info *sip);
8901 hud_ship_icon_page_in(si);
8905 // See if this model was previously loaded by another ship
8906 int model_previously_loaded = -1;
8907 int ship_previously_loaded = -1;
8908 for (j=0; j<MAX_SHIP_TYPES; j++ ) {
8909 if ( (Ship_info[j].modelnum > -1) && !stricmp(si->pof_file, Ship_info[j].pof_file) ) {
8910 // Model already loaded
8911 model_previously_loaded = Ship_info[j].modelnum;
8912 ship_previously_loaded = j;
8917 // If the model is previously loaded...
8918 if ( model_previously_loaded > -1 ) {
8920 // If previously loaded model isn't the same ship class...)
8921 if ( ship_previously_loaded != i ) {
8923 // update the model number.
8924 si->modelnum = model_previously_loaded;
8926 for ( j = 0; j < si->n_subsystems; j++ ) {
8927 si->subsystems[j].model_num = -1;
8930 ship_copy_subsystem_fixup(si);
8933 for ( j = 0; j < si->n_subsystems; j++ ) {
8934 Assert( si->subsystems[j].model_num == si->modelnum );
8939 // Just to be safe (I mean to check that my code works...)
8940 Assert( si->modelnum > -1 );
8941 Assert( si->modelnum == model_previously_loaded );
8944 for ( j = 0; j < si->n_subsystems; j++ ) {
8945 Assert( si->subsystems[j].model_num == si->modelnum );
8950 // Model not loaded... so load it and page in its textures
8951 si->modelnum = model_load(si->pof_file, si->n_subsystems, &si->subsystems[0]);
8953 Assert( si->modelnum > -1 );
8955 // Verify that all the subsystem model numbers are updated
8957 for ( j = 0; j < si->n_subsystems; j++ ) {
8958 Assert( si->subsystems[j].model_num == si->modelnum ); // JAS
8967 for (i=0; i<MAX_SHIP_TYPES; i++ ) {
8968 if ( ship_class_used[i] ) {
8969 ship_info *si = &Ship_info[i];
8971 if ( si->modelnum > -1 ) {
8972 polymodel *pm = model_get(si->modelnum);
8974 nprintf(( "Paging", "Paging in textures for model '%s'\n", si->pof_file ));
8976 for (j=0; j<pm->n_textures; j++ ) {
8977 int bitmap_num = pm->original_textures[j];
8979 if ( bitmap_num > -1 ) {
8980 // if we're in Glide (and maybe later with D3D), use nondarkening textures
8981 if(gr_screen.mode == GR_GLIDE){
8982 bm_page_in_nondarkening_texture( bitmap_num );
8984 bm_page_in_texture( bitmap_num );
8990 nprintf(( "Paging", "Couldn't load model '%s'\n", si->pof_file ));
8995 nprintf(( "Paging", "There are %d ship classes used in this mission.\n", num_ship_types_used ));
8996 mprintf(( "This mission requires %d Ship_subsystems. See #define MAX_SHIP_SUBOBJECTS.\n", num_subsystems_needed ));
8998 // JAS: If you hit this, then MAX_SHIP_SUBOBJECTS is set too low.
8999 // I added this code in to detect an error that wasn't getting detected any other
9001 Assert(num_subsystems_needed < MAX_SHIP_SUBOBJECTS );
9003 // Page in the thruster effects
9006 // Make sure thrusters are loaded
9007 if ( !Thrust_anim_inited ) ship_init_thrusters();
9009 for ( i = 0; i < NUM_THRUST_ANIMS; i++ ) {
9010 thrust_anim *ta = &Thrust_anims[i];
9011 for ( j = 0; j<ta->num_frames; j++ ) {
9012 bm_page_in_texture( ta->first_frame + j );
9016 for ( i = 0; i < NUM_THRUST_GLOW_ANIMS; i++ ) {
9017 thrust_anim *ta = &Thrust_glow_anims[i];
9018 // glows are really not anims
9019 bm_page_in_texture( ta->first_frame );
9022 // page in insignia bitmaps
9023 if(Game_mode & GM_MULTIPLAYER){
9024 for(i=0; i<MAX_PLAYERS; i++){
9025 if(MULTI_CONNECTED(Net_players[i]) && (Net_players[i].player != NULL) && (Net_players[i].player->insignia_texture >= 0)){
9026 bm_page_in_xparent_texture(Net_players[i].player->insignia_texture);
9030 if((Player != NULL) && (Player->insignia_texture >= 0)){
9031 bm_page_in_xparent_texture(Player->insignia_texture);
9036 // function to return true if support ships are allowed in the mission for the given object.
9037 // In single player, must be friendly and not Shivan.
9038 // In multiplayer -- to be coded by Mark Allender after 5/4/98 -- MK, 5/4/98
9039 int is_support_allowed(object *objp)
9041 if (The_mission.disallow_support){
9045 if ( Game_mode & GM_NORMAL ) {
9046 if (Ships[objp->instance].team != TEAM_FRIENDLY){
9050 switch (Ship_info[Ships[objp->instance].ship_info_index].species) {
9051 case SPECIES_TERRAN:
9053 case SPECIES_VASUDAN:
9055 case SPECIES_SHIVAN:
9063 // multiplayer version behaves differently. Depending on mode:
9064 // 1) coop mode -- only available to friendly
9065 // 2) team v team mode -- availble to either side
9066 // 3) dogfight -- never
9068 if(Netgame.type_flags & NG_TYPE_DOGFIGHT){
9072 if ( IS_MISSION_MULTI_COOP ) {
9073 if ( Ships[objp->instance].team != TEAM_FRIENDLY ){
9083 // return ship index
9084 int ship_get_random_ship()
9091 // get the # of ships on the list
9092 num_ships = ship_get_num_ships();
9094 // get a random ship on the list
9095 rand_ship = (int)frand_range(0.0f, (float)(num_ships - 1));
9099 if(rand_ship > num_ships){
9100 rand_ship = num_ships;
9104 so = GET_FIRST(&Ship_obj_list);
9105 for(idx=0; idx<rand_ship; idx++) {
9109 return Objects[so->objnum].instance;
9112 // forcible jettison cargo from a ship
9113 void ship_jettison_cargo(ship *shipp)
9117 vector impulse, pos;
9119 // make sure we are docked with a valid object
9120 if(shipp->objnum < 0){
9123 objp = &Objects[shipp->objnum];
9124 if(Ai_info[shipp->ai_index].dock_objnum == -1){
9127 if(Objects[Ai_info[shipp->ai_index].dock_objnum].type != OBJ_SHIP){
9131 if(Ai_info[Ships[Objects[Ai_info[shipp->ai_index].dock_objnum].instance].ai_index].dock_objnum != OBJ_INDEX(objp)){
9134 cargo_objp = &Objects[Ai_info[shipp->ai_index].dock_objnum];
9136 // undock the objects
9137 ai_do_objects_undocked_stuff( objp, cargo_objp );
9140 vm_vec_sub(&pos, &cargo_objp->pos, &objp->pos);
9142 vm_vec_scale(&impulse, 100.0f);
9143 vm_vec_normalize(&pos);
9146 physics_apply_whack(&impulse, &pos, &cargo_objp->phys_info, &cargo_objp->orient, cargo_objp->phys_info.mass);
9149 float ship_get_exp_damage(object* objp)
9151 Assert(objp->type == OBJ_SHIP);
9154 ship *shipp = &Ships[objp->instance];
9156 if (shipp->special_exp_index != -1) {
9157 damage = (float) atoi(Sexp_variables[shipp->special_exp_index+DAMAGE].text);
9159 damage = Ship_info[shipp->ship_info_index].damage;
9165 int ship_get_exp_propagates(ship *sp)
9167 return Ship_info[sp->ship_info_index].explosion_propagates;
9170 float ship_get_exp_outer_rad(object *ship_objp)
9173 Assert(ship_objp->type == OBJ_SHIP);
9175 if (Ships[ship_objp->instance].special_exp_index == -1) {
9176 outer_rad = Ship_info[Ships[ship_objp->instance].ship_info_index].outer_rad;
9178 outer_rad = (float) atoi(Sexp_variables[Ships[ship_objp->instance].special_exp_index+OUTER_RAD].text);
9184 int valid_cap_subsys_cargo_list(char *subsys)
9186 if (strstr(subsys, "nav")
9187 || strstr(subsys, "comm")
9188 || strstr(subsys, "engines")
9189 || strstr(subsys, "fighter") // fighter bays
9190 || strstr(subsys, "sensors")
9191 || strstr(subsys, "weapons")) {
9199 // determine turret status of a given subsystem, returns 0 for no turret, 1 for "fixed turret", 2 for "rotating" turret
9200 int ship_get_turret_type(ship_subsys *subsys)
9202 // not a turret at all
9203 if(subsys->system_info->type != SUBSYSTEM_TURRET){
9208 if(subsys->system_info->turret_turning_rate > 0.0f){
9216 ship_subsys *ship_get_subsys(ship *shipp, char *subsys_name)
9218 ship_subsys *lookup;
9221 if((shipp == NULL) || (subsys_name == NULL)){
9225 lookup = GET_FIRST(&shipp->subsys_list);
9226 while(lookup != END_OF_LIST(&shipp->subsys_list)){
9228 if(!strcmp(lookup->system_info->subobj_name, subsys_name)){
9233 lookup = GET_NEXT(lookup);
9240 // returns 0 if no conflict, 1 if conflict, -1 on some kind of error with wing struct
9241 int wing_has_conflicting_teams(int wing_index)
9243 int first_team, idx;
9246 Assert((wing_index >= 0) && (wing_index < num_wings) && (Wings[wing_index].current_count > 0));
9247 if((wing_index < 0) || (wing_index >= num_wings) || (Wings[wing_index].current_count <= 0)){
9252 Assert(Wings[wing_index].ship_index[0] >= 0);
9253 if(Wings[wing_index].ship_index[0] < 0){
9256 first_team = Ships[Wings[wing_index].ship_index[0]].team;
9257 for(idx=1; idx<Wings[wing_index].current_count; idx++){
9258 // more sanity checks
9259 Assert(Wings[wing_index].ship_index[idx] >= 0);
9260 if(Wings[wing_index].ship_index[idx] < 0){
9264 // if we've got a team conflict
9265 if(first_team != Ships[Wings[wing_index].ship_index[idx]].team){
9274 // get the team of a reinforcement item
9275 int ship_get_reinforcement_team(int r_index)
9281 Assert((r_index >= 0) && (r_index < Num_reinforcements));
9282 if((r_index < 0) || (r_index >= Num_reinforcements)){
9286 // if the reinforcement is a ship
9287 objp = mission_parse_get_arrival_ship( Reinforcements[r_index].name );
9292 // if the reinforcement is a ship
9293 wing_index = wing_lookup(Reinforcements[r_index].name);
9294 if(wing_index >= 0){
9295 // go through the ship arrival list and find the first ship in this wing
9296 objp = GET_FIRST(&ship_arrival_list);
9297 while( objp != END_OF_LIST(&ship_arrival_list) ) {
9299 if (objp->wingnum == wing_index) {
9304 objp = GET_NEXT(objp);
9312 // determine if the given texture is used by a ship type. return ship info index, or -1 if not used by a ship
9313 int ship_get_texture(int bitmap)
9317 // check all ship types
9318 for(idx=0; idx<Num_ship_types; idx++){
9319 if((Ship_info[idx].modelnum >= 0) && model_find_texture(Ship_info[idx].modelnum, bitmap) == 1){
9324 // couldn't find the texture
9328 extern void ssm_create(vector *target, vector *start, int ssm_index, ssm_firing_info *override);
9330 // update artillery lock info
9331 #define CLEAR_ARTILLERY_AND_CONTINUE() { if(aip != NULL){ aip->artillery_objnum = -1; aip->artillery_sig = -1; aip->artillery_lock_time = 0.0f;} continue; }
9332 float artillery_dist = 10.0f;
9335 dc_get_arg(ARG_FLOAT);
9336 artillery_dist = Dc_arg_float;
9338 void ship_update_artillery_lock()
9340 #if defined(MULTIPLAYER_BETA_BUILD) || defined(FS2_DEMO) || defined(FS1_DEMO)
9343 ai_info *aip = NULL;
9344 weapon_info *tlaser = NULL;
9345 mc_info *cinfo = NULL;
9347 vector temp, local_hit;
9352 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ){
9354 if((so->objnum >= 0) && (Objects[so->objnum].type == OBJ_SHIP) && (Objects[so->objnum].instance >= 0)){
9355 shipp = &Ships[Objects[so->objnum].instance];
9361 if(shipp->ai_index >= 0){
9362 aip = &Ai_info[shipp->ai_index];
9365 // if the ship has no targeting laser firing
9366 if((shipp->targeting_laser_objnum < 0) || (shipp->targeting_laser_bank < 0)){
9367 CLEAR_ARTILLERY_AND_CONTINUE();
9370 // if he didn't hit any objects this frame
9371 if(beam_get_num_collisions(shipp->targeting_laser_objnum) <= 0){
9372 CLEAR_ARTILLERY_AND_CONTINUE();
9375 // get weapon info for the targeting laser he's firing
9376 Assert((shipp->weapons.current_primary_bank >= 0) && (shipp->weapons.current_primary_bank < 2));
9377 if((shipp->weapons.current_primary_bank < 0) || (shipp->weapons.current_primary_bank >= 2)){
9380 Assert(shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank] >= 0);
9381 if(shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank] < 0){
9384 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));
9385 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)){
9388 tlaser = &Weapon_info[shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]];
9390 // get collision info
9391 if(!beam_get_collision(shipp->targeting_laser_objnum, 0, &c_objnum, &cinfo)){
9392 CLEAR_ARTILLERY_AND_CONTINUE();
9394 if((c_objnum < 0) || (cinfo == NULL)){
9395 CLEAR_ARTILLERY_AND_CONTINUE();
9398 // get the position we hit this guy with in his local coords
9399 vm_vec_sub(&temp, &cinfo->hit_point_world, &Objects[c_objnum].pos);
9400 vm_vec_rotate(&local_hit, &temp, &Objects[c_objnum].orient);
9402 // if we are hitting a different guy now, reset the lock
9403 if((c_objnum != aip->artillery_objnum) || (Objects[c_objnum].signature != aip->artillery_sig)){
9404 aip->artillery_objnum = c_objnum;
9405 aip->artillery_sig = Objects[c_objnum].signature;
9406 aip->artillery_lock_time = 0.0f;
9407 aip->artillery_lock_pos = local_hit;
9413 // otherwise we're hitting the same guy. check to see if we've strayed too far
9414 if(vm_vec_dist_quick(&local_hit, &aip->artillery_lock_pos) > artillery_dist){
9415 // hmmm. reset lock time, but don't reset the lock itself
9416 aip->artillery_lock_time = 0.0f;
9420 // finally - just increment the lock time
9421 aip->artillery_lock_time += flFrametime;
9424 if(aip->artillery_lock_time >= 2.0f){
9426 HUD_printf("Firing artillery");
9429 vm_vec_unrotate(&temp, &aip->artillery_lock_pos, &Objects[aip->artillery_objnum].orient);
9430 vm_vec_add2(&temp, &Objects[aip->artillery_objnum].pos);
9431 ssm_create(&temp, &Objects[so->objnum].pos, 0, NULL);
9433 // reset the artillery
9434 aip->artillery_lock_time = 0.0f;
9440 // checks if a world point is inside the extended bounding box of a ship
9441 // may not work if delta box is large and negative (ie, adjusted box crosses over on itself - min > max)
9442 int check_world_pt_in_expanded_ship_bbox(vector *world_pt, object *objp, float delta_box)
9444 Assert(objp->type == OBJ_SHIP);
9446 vector temp, ship_pt;
9448 vm_vec_sub(&temp, world_pt, &objp->pos);
9449 vm_vec_rotate(&ship_pt, &temp, &objp->orient);
9451 pm = model_get(Ships[objp->instance].modelnum);
9454 (ship_pt.xyz.x > pm->mins.xyz.x - delta_box) && (ship_pt.xyz.x < pm->maxs.xyz.x + delta_box)
9455 && (ship_pt.xyz.y > pm->mins.xyz.y - delta_box) && (ship_pt.xyz.y < pm->maxs.xyz.y + delta_box)
9456 && (ship_pt.xyz.z > pm->mins.xyz.z - delta_box) && (ship_pt.xyz.z < pm->maxs.xyz.z + delta_box)
9461 // returns true when objp is ship and is tagged
9462 int ship_is_tagged(object *objp)
9465 if (objp->type == OBJ_SHIP) {
9466 shipp = &Ships[objp->instance];
9467 if ( (shipp->tag_left > 0) || (shipp->level2_tag_left > 0) ) {
9475 // get maximum ship speed (when not warping in or out)
9476 float ship_get_max_speed(ship *shipp)
9480 int ship_info_index = shipp->ship_info_index;
9483 max_speed = Ship_info[ship_info_index].max_overclocked_speed;
9486 max_speed = max(max_speed, Ship_info[ship_info_index].max_vel.xyz.z);
9489 max_speed = max(max_speed, Ship_info[ship_info_index].afterburner_max_vel.xyz.z);
9494 // determin warp speed of ship
9495 float ship_get_warp_speed(object *objp)
9497 Assert(objp->type == OBJ_SHIP);
9498 float shipfx_calculate_warp_speed(object *);
9499 return shipfx_calculate_warp_speed(objp);
9502 // returns true if ship is beginning to speed up in warpout
9503 int ship_is_beginning_warpout_speedup(object *objp)
9505 Assert(objp->type == OBJ_SHIP);
9509 aip = &Ai_info[Ships[objp->instance].ai_index];
9511 if (aip->mode == AIM_WARP_OUT) {
9512 if ( (aip->submode == AIS_WARP_3) || (aip->submode == AIS_WARP_4) || (aip->submode == AIS_WARP_5) ) {
9520 // given a ship info type, return a species
9521 int ship_get_species_by_type(int ship_info_index)
9524 if((ship_info_index < 0) || (ship_info_index >= Num_ship_types)){
9529 return Ship_info[ship_info_index].species;
9532 // return the length of a ship
9533 float ship_get_length(ship* shipp)
9535 polymodel *pm = model_get(shipp->modelnum);
9536 return (pm->maxs.xyz.z - pm->mins.xyz.z);