2 * $Logfile: /Freespace2/code/Ship/Ship.cpp $
7 * Ship (and other object) handling functions
10 * Revision 1.2 2002/05/03 13:34:34 theoddone33
13 * Revision 1.1.1.1 2002/05/03 03:28:10 root
17 * 144 10/13/99 3:43p Jefff
18 * fixed unnumbered XSTRs
20 * 143 9/14/99 3:26a Dave
21 * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer
22 * respawn-too-early problem. Made a few crash points safe.
24 * 142 9/11/99 4:02p Dave
25 * Don't page in model textures when doing ship_model_change() in fred.
27 * 141 9/10/99 9:44p Dave
28 * Bumped version # up. Make server reliable connects not have such a huge
31 * 140 9/06/99 3:30p Mikek
32 * Added system to restrict weapon choices for dogfight missions.
34 * 139 9/01/99 10:15a Dave
36 * 138 9/01/99 8:43a Andsager
37 * supress WARNING from no_fred ships flag
39 * 137 8/26/99 8:52p Dave
40 * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes.
42 * 136 8/26/99 6:08p Andsager
43 * Add debug code for lethality and number of turrets targeting player.
45 * 135 8/26/99 5:14p Andsager
47 * 134 8/26/99 9:45a Dave
48 * First pass at easter eggs and cheats.
50 * 133 8/24/99 4:25p Andsager
51 * Add ship-vanish sexp
53 * 132 8/23/99 11:59a Andsager
54 * Force choice of big fireball when Knossos destroyed. Allow logging of
55 * ship destroyed when no killer_name (ie, from debug).
57 * 131 8/23/99 11:09a Andsager
58 * Round 2 of Knossos explosion
60 * 130 8/20/99 5:09p Andsager
61 * Second pass on Knossos device explosion
63 * 129 8/18/99 10:59p Andsager
64 * Enable "b" key to target bombers.
66 * 128 8/18/99 12:09p Andsager
67 * Add debug if message has no anim for message. Make messages come from
70 * 127 8/16/99 10:04p Andsager
71 * Add special-warp-dist and special-warpout-name sexp for Knossos device
74 * 126 8/16/99 4:06p Dave
75 * Big honking checkin.
77 * 125 8/16/99 2:01p Andsager
78 * Knossos warp-in warp-out.
80 * 124 8/13/99 10:49a Andsager
81 * Knossos and HUGE ship warp out. HUGE ship warp in. Stealth search
82 * modes dont collide big ships.
84 * 123 8/05/99 6:19p Dave
87 * 122 8/05/99 12:57a Andsager
88 * the insanity of it all!
90 * 121 8/03/99 11:13a Andsager
91 * Bump up number of ship_subsystems for demo
93 * 120 8/02/99 10:39p Dave
94 * Added colored shields. OoOoOoooOoo
96 * 119 7/29/99 10:47p Dave
97 * Standardized D3D fogging using vertex fog. Shook out Savage 4 bugs.
99 * 118 7/29/99 12:05a Dave
100 * Nebula speed optimizations.
102 * 117 7/28/99 1:36p Andsager
103 * Modify cargo1 to include flag CARGO_NO_DEPLETE. Add sexp
104 * cargo-no-deplete (only for BIG / HUGE). Modify ship struct to pack
107 * 116 7/26/99 5:50p Dave
108 * Revised ingame join. Better? We'll see....
110 * 115 7/26/99 8:06a Andsager
111 * Consistent personas
113 * 114 7/24/99 5:22p Jefff
114 * Removed debug rendering of interpolated ships in multiplayer.
116 * 113 7/19/99 8:57p Andsager
117 * Added Ship_exited red_alert_carry flag and hull strength for RED ALERT
118 * carry over of Exited_ships
120 * 112 7/19/99 7:20p Dave
121 * Beam tooling. Specialized player-killed-self messages. Fixed d3d nebula
124 * 111 7/19/99 12:02p Andsager
125 * Allow AWACS on any ship subsystem. Fix sexp_set_subsystem_strength to
126 * only blow up subsystem if its strength is > 0
128 * 110 7/18/99 9:56p Andsager
129 * Make max_ship_subsys 300 again!
131 * 109 7/18/99 5:20p Dave
132 * Jump node icon. Fixed debris fogging. Framerate warning stuff.
134 * 108 7/18/99 12:32p Dave
135 * Randomly oriented shockwaves.
137 * 107 7/15/99 6:36p Jamesa
138 * Moved default ship name into the ships.tbl
140 * 104 7/15/99 9:20a Andsager
141 * FS2_DEMO initial checkin
143 * 103 7/13/99 5:03p Alanl
144 * make sure object sounds get assigned to ships
146 * 102 7/09/99 5:54p Dave
147 * Seperated cruiser types into individual types. Added tons of new
148 * briefing icons. Campaign screen.
150 * 101 7/08/99 5:49p Andsager
151 * Fixed bug colliding with just warped in Cap ship
153 * 100 7/08/99 10:53a Dave
154 * New multiplayer interpolation scheme. Not 100% done yet, but still
155 * better than the old way.
157 * 99 7/06/99 4:24p Dave
158 * Mid-level checkin. Starting on some potentially cool multiplayer
161 * 98 7/06/99 10:45a Andsager
162 * Modify engine wash to work on any ship that is not small. Add AWACS
165 * 97 7/01/99 4:23p Dave
166 * Full support for multiple linked ambient engine sounds. Added "big
169 * 96 7/01/99 11:44a Dave
170 * Updated object sound system to allow multiple obj sounds per ship.
171 * Added hit-by-beam sound. Added killed by beam sound.
173 * 95 6/30/99 5:53p Dave
174 * Put in new anti-camper code.
176 * 94 6/20/99 12:06a Alanl
177 * new event music changes
179 * 93 6/16/99 4:06p Dave
180 * New pilot info popup. Added new draw-bitmap-as-poly function.
182 * 92 6/16/99 10:21a Dave
183 * Added send-message-list sexpression.
185 * 91 6/14/99 3:21p Andsager
186 * Allow collisions between ship and its debris. Fix up collision pairs
187 * when large ship is warping out.
189 * 90 6/10/99 3:43p Dave
190 * Do a better job of syncing text colors to HUD gauges.
192 * 89 6/07/99 4:21p Andsager
193 * Add HUD color for tagged object. Apply to target and radar.
195 * 88 6/04/99 5:08p Andsager
196 * Sort of hack to allow minicap and supercap tat the same time.
198 * 87 6/03/99 9:29p Andsager
199 * Remove special case for Asteroid ship LOD warning
201 * 86 6/03/99 11:43a Dave
202 * Added the ability to use a different model when rendering to the HUD
205 * 85 6/01/99 8:35p Dave
206 * Finished lockarm weapons. Added proper supercap weapons/damage. Added
207 * awacs-set-radius sexpression.
209 * 84 5/28/99 9:26a Andsager
210 * Added check_world_pt_in_expanded_ship_bbox() function
212 * 83 5/26/99 4:00p Dave
213 * Fixed small lighting bug,
215 * 82 5/26/99 11:46a Dave
216 * Added ship-blasting lighting and made the randomization of lighting
217 * much more customizable.
219 * 81 5/24/99 5:45p Dave
220 * Added detail levels to the nebula, with a decent speedup. Split nebula
221 * lightning into its own section.
223 * 80 5/21/99 5:03p Andsager
224 * Add code to display engine wash death. Modify ship_kill_packet
226 * 79 5/20/99 7:00p Dave
227 * Added alternate type names for ships. Changed swarm missile table
230 * 78 5/19/99 11:09a Andsager
231 * Turn on engine wash. Check every 1/4 sec.
233 * 77 5/18/99 1:30p Dave
234 * Added muzzle flash table stuff.
236 * 76 5/18/99 12:08p Andsager
237 * Added observer_process_post to handle observer too far away
239 * 75 5/18/99 11:15a Andsager
240 * Fix bug in mulitplayer max rangel
242 * 74 5/18/99 10:08a Andsager
243 * Modified single maximum range before blown up to also be multi
246 * 73 5/14/99 3:01p Andsager
247 * Fix bug in ship_do_cap_subsys_cargo_revealed
249 * 72 5/14/99 1:59p Andsager
250 * Multiplayer message for subsystem cargo revealed.
252 * 71 5/14/99 11:50a Andsager
253 * Added vaporize for SMALL ships hit by HUGE beams. Modified dying
254 * frame. Enlarged debris shards and range at which visible.
256 * 70 5/12/99 2:55p Andsager
257 * Implemented level 2 tag as priority in turret object selection
259 * 69 5/11/99 10:16p Andsager
260 * First pass on engine wash effect. Rotation (control input), damage,
263 * 68 5/10/99 4:54p Dave
264 * Fixed particularly hideous subsystem bug related to multiple ship types
265 * using the same model.
267 * 67 4/30/99 12:18p Dave
268 * Several minor bug fixes.
270 * 66 4/29/99 2:29p Dave
271 * Made flak work much better in multiplayer.
273 * 65 4/28/99 11:13p Dave
274 * Temporary checkin of artillery code.
276 * 64 4/28/99 3:11p Andsager
277 * Stagger turret weapon fire times. Make turrets smarter when target is
278 * protected or beam protected. Add weaopn range to weapon info struct.
280 * 63 4/27/99 12:16a Dave
281 * Fixed beam weapon muzzle glow problem. Fixed premature timeout on the
282 * pxo server list screen. Fixed secondary firing for hosts on a
283 * standalone. Fixed wacky multiplayer weapon "shuddering" problem.
285 * 62 4/23/99 12:30p Andsager
286 * Add debug code for showing attack point against big ships.
288 * 61 4/23/99 12:01p Johnson
289 * Added SIF_HUGE_SHIP
291 * 60 4/20/99 6:39p Dave
292 * Almost done with artillery targeting. Added support for downloading
293 * images on the PXO screen.
295 * 59 4/19/99 11:01p Dave
296 * More sophisticated targeting laser support. Temporary checkin.
298 * 58 4/19/99 12:21p Johnson
299 * Allow ships with invisible polygons which do not collide
301 * 57 4/16/99 5:54p Dave
302 * Support for on/off style "stream" weapons. Real early support for
303 * target-painting lasers.
305 * 56 4/12/99 10:07p Dave
306 * Made network startup more forgiving. Added checkmarks to dogfight
307 * screen for players who hit commit.
309 * 55 4/02/99 9:55a Dave
310 * Added a few more options in the weapons.tbl for beam weapons. Attempt
311 * at putting "pain" packets into multiplayer.
313 * 54 3/31/99 8:24p Dave
314 * Beefed up all kinds of stuff, incluging beam weapons, nebula effects
315 * and background nebulae. Added per-ship non-dimming pixel colors.
317 * 53 3/30/99 5:40p Dave
318 * Fixed reinforcements for TvT in multiplayer.
320 * 52 3/29/99 6:17p Dave
321 * More work on demo system. Got just about everything in except for
322 * blowing ships up, secondary weapons and player death/warpout.
324 * 51 3/28/99 5:58p Dave
325 * Added early demo code. Make objects move. Nice and framerate
326 * independant, but not much else. Don't use yet unless you're me :)
328 * 50 3/26/99 5:23p Andsager
329 * Fix bug with special explostions sometimes not generating shockwaves.
331 * 49 3/26/99 4:49p Dave
332 * Made cruisers able to dock with stuff. Made docking points and paths
335 * 48 3/25/99 4:47p Johnson
336 * HACK allow Mycernus to dock with Enif
338 * 47 3/25/99 2:38p Johnson
339 * Give brad special mission docking stuff
341 * 46 3/25/99 1:30p Johnson
342 * Allow Arcadia/Mentu docking
344 * 45 3/24/99 4:05p Dave
345 * Put in support for assigning the player to a specific squadron with a
346 * specific logo. Preliminary work for doing pos/orient checksumming in
347 * multiplayer to reduce bandwidth.
349 * 44 3/23/99 2:29p Andsager
350 * Fix shockwaves for kamikazi and Fred defined. Collect together
351 * shockwave_create_info struct.
353 * 43 3/20/99 3:46p Dave
354 * Added support for model-based background nebulae. Added 3 new
357 * 42 3/19/99 9:51a Dave
358 * Checkin to repair massive source safe crash. Also added support for
359 * pof-style nebulae, and some new weapons code.
361 * 43 3/12/99 4:30p Anoop
362 * Check for OBJ_NONE as well as OBJ_GHOST when firing secondary weapons
364 * 42 3/11/99 2:22p Dave
365 * Fixed a countermeasure firing assert for multiplayer.
367 * 41 3/10/99 6:51p Dave
368 * Changed the way we buffer packets for all clients. Optimized turret
369 * fired packets. Did some weapon firing optimizations.
371 * 40 3/10/99 2:29p Dan
372 * disable lod warning for asteroid ships
374 * 39 3/09/99 6:24p Dave
375 * More work on object update revamping. Identified several sources of
376 * unnecessary bandwidth.
378 * 38 3/08/99 7:03p Dave
379 * First run of new object update system. Looks very promising.
381 * 37 3/05/99 1:33p Dave
382 * Upped subsystem max to 700
384 * 36 3/04/99 6:09p Dave
385 * Added in sexpressions for firing beams and checking for if a ship is
388 * 35 3/02/99 9:25p Dave
389 * Added a bunch of model rendering debug code. Started work on fixing
390 * beam weapon wacky firing.
392 * 34 3/01/99 7:39p Dave
393 * Added prioritizing ship respawns. Also fixed respawns in TvT so teams
394 * don't mix respawn points.
396 * 33 2/26/99 6:01p Andsager
397 * Add sexp has-been-tagged-delay and cap-subsys-cargo-known-delay
399 * 32 2/26/99 4:14p Dave
400 * Put in the ability to have multiple shockwaves for ships.
402 * 31 2/21/99 1:48p Dave
403 * Some code for monitoring datarate for multiplayer in detail.
405 * 30 2/19/99 3:52p Neilk
406 * Put in some proper handling code for undocking dying objects (handle
407 * wacky object types like OBJ_GHOST).
409 * 29 2/11/99 5:22p Andsager
410 * Fixed bugs, generalized block Sexp_variables
412 * 28 2/11/99 2:15p Andsager
413 * Add ship explosion modification to FRED
415 * 27 2/05/99 12:52p Dave
416 * Fixed Glide nondarkening textures.
418 * 26 2/03/99 12:42p Andsager
419 * Add escort priority. Modify ship_flags_dlg to include field. Save and
420 * Load. Add escort priority field to ship.
422 * 25 2/02/99 9:36a Andsager
423 * Bash hull strength to zero when ship is killed (by sexp)
425 * 24 1/29/99 2:25p Andsager
426 * Added turret_swarm_missiles
428 * 23 1/29/99 12:47a Dave
429 * Put in sounds for beam weapon. A bunch of interface screens (tech
432 * 22 1/27/99 9:56a Dave
433 * Temporary checkin of beam weapons for Dan to make cool sounds.
435 * 21 1/25/99 5:03a Dave
436 * First run of stealth, AWACS and TAG missile support. New mission type
439 * 20 1/24/99 11:37p Dave
440 * First full rev of beam weapons. Very customizable. Removed some bogus
441 * Int3()'s in low level net code.
443 * 19 1/14/99 6:06p Dave
444 * 100% full squad logo support for single player and multiplayer.
446 * 18 1/14/99 12:48a Dave
447 * Todo list bug fixes. Made a pass at putting briefing icons back into
448 * FRED. Sort of works :(
450 * 17 1/12/99 5:45p Dave
451 * Moved weapon pipeline in multiplayer to almost exclusively client side.
452 * Very good results. Bandwidth goes down, playability goes up for crappy
453 * connections. Fixed object update problem for ship subsystems.
455 * 16 1/08/99 2:08p Dave
456 * Fixed software rendering for pofview. Super early support for AWACS and
459 * 15 1/06/99 2:24p Dave
460 * Stubs and release build fixes.
462 * 14 12/23/98 2:53p Andsager
463 * Added ship activation and gas collection subsystems, removed bridge
465 * 13 12/09/98 7:34p Dave
466 * Cleanup up nebula effect. Tweaked many values.
468 * 12 12/08/98 9:36a Dave
469 * Almost done nebula effect for D3D. Looks 85% as good as Glide.
471 * 11 12/06/98 2:36p Dave
472 * Drastically improved nebula fogging.
474 * 10 11/19/98 4:19p Dave
475 * Put IPX sockets back in psnet. Consolidated all multiplayer config
478 * 9 11/14/98 5:33p Dave
479 * Lots of nebula work. Put in ship contrails.
481 * 8 11/11/98 5:37p Dave
482 * Checkin for multiplayer testing.
484 * 7 10/26/98 9:42a Dave
485 * Early flak gun support.
487 * 6 10/23/98 3:51p Dave
488 * Full support for tstrings.tbl and foreign languages. All that remains
489 * is to make it active in Fred.
491 * 5 10/23/98 3:03p Andsager
492 * Initial support for changing rotation rate.
494 * 4 10/20/98 1:39p Andsager
495 * Make so sparks follow animated ship submodels. Modify
496 * ship_weapon_do_hit_stuff() and ship_apply_local_damage() to add
497 * submodel_num. Add submodel_num to multiplayer hit packet.
499 * 3 10/13/98 9:29a Dave
500 * Started neatening up freespace.h. Many variables renamed and
501 * reorganized. Added AlphaColors.[h,cpp]
503 * 2 10/07/98 10:53a Dave
506 * 1 10/07/98 10:51a Dave
508 * 915 8/28/98 3:29p Dave
509 * EMP effect done. AI effects may need some tweaking as required.
511 * 914 8/25/98 1:48p Dave
512 * First rev of EMP effect. Player side stuff basically done. Next comes
515 * 913 8/17/98 5:07p Dave
516 * First rev of corkscrewing missiles.
518 * 912 7/15/98 11:29a Allender
519 * quick error dialog to prevent the > 50 ships per mission problem
521 * 911 7/06/98 6:11p Dave
522 * More object update stuff.
524 * 910 6/30/98 2:23p Dave
525 * Revised object update system. Removed updates for all weapons. Put
526 * button info back into control info packet.
528 * 909 6/12/98 2:49p Dave
529 * Patch 1.02 changes.
531 * 908 6/10/98 6:46p Lawrance
532 * increase SHIP_MULTITEXT_LENGTH to 1500
534 * 906 6/09/98 10:31a Hoffoss
535 * Created index numbers for all xstr() references. Any new xstr() stuff
536 * added from here on out should be added to the end if the list. The
537 * current list count can be found in FreeSpace.cpp (search for
540 * 905 6/01/98 11:43a John
541 * JAS & MK: Classified all strings for localization.
543 * 904 5/24/98 10:50p Mike
544 * Fix problem with ships with propagating explosions not being able to
547 * 903 5/23/98 4:14p John
548 * Added code to preload textures to video card for AGP. Added in code
549 * to page in some bitmaps that weren't getting paged in at level start.
551 * 902 5/23/98 12:05a Adam
552 * change ship_is_getting_locked() to take weapon range into account
554 * 901 5/22/98 5:32p Andsager
555 * Make big ship explosion sounds play all the way through. remove
556 * cur_snd from ship struct.
558 * 900 5/21/98 7:11p Sandeep
559 * Increased the buffer size a bit during parse ships.tbl to account for
560 * slightly lengthy descriptions
562 * 899 5/21/98 3:31p Allender
563 * fix bug where Ship_obj_list was getting overwritten by the exited ships
566 * 898 5/21/98 1:44p Lawrance
567 * add ship_obj list validation
569 * 897 5/21/98 11:33a Lawrance
570 * Check aspect_locked_time when determining if another ship is seeking
573 * 896 5/19/98 8:42p Andsager
574 * Add cur_snd (used for sound management of big ship explosions)
576 * 895 5/18/98 2:50p Peter
577 * AL: Check to make sure we don't overflow support_ships[] array in
578 * ship_find_repair_ship
580 * 894 5/15/98 11:11p Mike
581 * Make game a bit easier based on skill level, mainly at Easy and, to a
582 * lesser extent, Medium.
584 * 893 5/15/98 6:45p Hoffoss
585 * Made some things not appear in the release version of Fred.
587 * 892 5/15/98 5:37p Hoffoss
588 * Added new 'tech description' fields to ship and weapon tables, and
589 * added usage of it in tech room.
591 * 891 5/15/98 12:07p Allender
592 * make messaging come from proper ships when in team vs. team games.
594 * 890 5/14/98 9:38p Andsager
595 * Fixed bug in dying_undock_physics when both ships have ovelapping dying
598 * 889 5/13/98 6:54p Dave
599 * More sophistication to PXO interface. Changed respawn checking so
600 * there's no window for desynchronization between the server and the
603 * 888 5/12/98 10:54p Andsager
604 * Add new sound manager for big ship sub-explosion sounds
606 * 887 5/12/98 2:34p Adam
607 * re-instated the old nicer particle ANI's for ship explosions.
609 * 886 5/12/98 9:15a Andsager
610 * Clean up big ship sub-explosion sound. Make single instance of sounds.
611 * Choose random sounds. Add timestamp to post split sounds. Make
612 * explosion flash depend on wheth ship was visible if within ~1.5 radii.
614 * 885 5/11/98 4:33p Allender
615 * fixed ingame join problems -- started to work on new object updating
616 * code (currently ifdef'ed out)
618 * 884 5/11/98 4:05p Lawrance
619 * Increase sanity timestamp for next_fire_time to 60 seconds
621 * 883 5/10/98 11:30p Mike
622 * Better firing of bombs, less likely to go into strafe mode.
624 * 882 5/09/98 4:52p Lawrance
625 * Implement padlock view (up/rear/left/right)
627 * 881 5/08/98 5:31p Hoffoss
628 * Isolated the joystick force feedback code more from dependence on other
631 * 880 5/08/98 4:39p Mike
632 * Comment out two Asserts that trap a condition that is actually legal.
651 #include "floating.h"
654 #include "fireballs.h"
659 #include "missionlog.h"
660 #include "missionparse.h"
666 #include "freespace.h"
669 #include "linklist.h"
671 #include "hudtarget.h"
672 #include "hudshield.h"
674 #include "multiutil.h"
675 #include "multimsgs.h"
678 #include "eventmusic.h"
681 #include "gamesequence.h"
682 #include "objectsnd.h"
683 #include "cmeasure.h"
684 #include "animplay.h"
685 #include "controlsconfig.h"
686 #include "afterburner.h"
687 #include "shockwave.h"
688 #include "hudsquadmsg.h"
691 #include "subsysdamage.h"
692 #include "missionmessage.h"
693 #include "lighting.h"
694 #include "particle.h"
696 #include "asteroid.h"
697 #include "hudtargetbox.h"
698 #include "multi_respawn.h"
699 #include "hudartillery.h"
700 #include "hudwingmanstatus.h"
701 #include "jumpnode.h"
702 #include "redalert.h"
703 #include "corkscrew.h"
705 #include "localize.h"
707 #include "shipcontrails.h"
708 #include "alphacolors.h"
711 #include "staticrand.h"
712 #include "missionshipchoice.h"
715 #define MAX_SHIP_SUBOBJECTS 360
717 #define MAX_SHIP_SUBOBJECTS 700 // Reduced from 1000 to 400 by MK on 4/1/98.
718 // Highest I saw was 164 in sm2-03a which Sandeep says has a lot of ships.
719 // JAS: sm3-01 needs 460. You cannot know this number until *all* ships
720 // have warped in. So I put code in the paging code which knows all ships
721 // that will warp in.
724 //#define MIN_COLLISION_MOVE_DIST 5.0
725 //#define COLLISION_VEL_CONST 0.1
726 #define COLLISION_FRICTION_FACTOR 0.0 // ratio of maximum friction impulse to repulsion impulse
727 #define COLLISION_ROTATION_FACTOR 1.0 // increase in rotation from collision
729 int Ai_render_debug_flag=0;
731 int Ship_sphere_check = 0;
732 int Ship_auto_repair = 1; // flag to indicate auto-repair of subsystem should occur
733 extern void render_path_points(object *objp);
736 // mwa -- removed 11/24/97 int num_ships = 0;
738 int Num_reinforcements = 0;
739 ship Ships[MAX_SHIPS];
741 wing Wings[MAX_WINGS];
742 int Starting_wings[MAX_PLAYER_WINGS]; // wings player starts a mission with (-1 = none)
743 int ships_inited = 0;
745 engine_wash_info Engine_wash_info[MAX_ENGINE_WASH_TYPES];
746 char get_engine_wash_index(char *engine_wash_name);
748 // information for ships which have exited the game
749 exited_ship Ships_exited[MAX_EXITED_SHIPS];
750 int Num_exited_ships;
752 int Num_engine_wash_types;
754 int Num_ship_subobj_types;
755 int Num_ship_subobjects;
756 int Player_ship_class; // needs to be player specific, move to player structure
758 #define SHIP_OBJ_USED (1<<0) // flag used in ship_obj struct
759 #define MAX_SHIP_OBJS MAX_SHIPS // max number of ships tracked in ship list
760 ship_obj Ship_objs[MAX_SHIP_OBJS]; // array used to store ship object indexes
761 ship_obj Ship_obj_list; // head of linked list of ship_obj structs
763 ship_info Ship_info[MAX_SHIP_TYPES];
764 ship_subsys Ship_subsystems[MAX_SHIP_SUBOBJECTS];
765 ship_subsys ship_subsys_free_list;
766 reinforcements Reinforcements[MAX_REINFORCEMENTS];
768 int Num_player_ship_precedence; // Number of ship types in Player_ship_precedence
769 int Player_ship_precedence[MAX_PLAYER_SHIP_CHOICES]; // Array of ship types, precedence list for player ship/wing selection
771 static int Laser_energy_out_snd_timer; // timer so we play out of laser sound effect periodically
772 static int Missile_out_snd_timer; // timer so we play out of laser sound effect periodically
774 // structure used to hold ship counts of particular types. The order in which these appear is crucial
775 // since the goal code relies on this placement to find the array index in the Ship_counts array
776 char *Ship_type_names[MAX_SHIP_TYPE_COUNTS] = {
801 int Ship_type_flags[MAX_SHIP_TYPE_COUNTS] = {
804 SIF_FIGHTER | SIF_BOMBER,
824 ship_counts Ship_counts[MAX_SHIP_TYPE_COUNTS];
826 // I don't want to do an AI cargo check every frame, so I made a global timer to limit check to
827 // every SHIP_CARGO_CHECK_INTERVAL ms. Didn't want to make a timer in each ship struct. Ensure
828 // inited to 1 at mission start.
829 static int Ship_cargo_check_timer;
831 // a global definition of the IFF colors
832 color IFF_colors[MAX_IFF_COLORS][2]; // AL 1-2-97: Create two IFF colors, regular and bright
834 void ship_iff_init_colors()
837 int iff_bright_delta=4;
840 for ( i=0; i<2; i++ ) {
843 alpha = (HUD_COLOR_ALPHA_MAX - iff_bright_delta) * 16;
845 alpha = HUD_COLOR_ALPHA_MAX * 16;
847 gr_init_alphacolor( &IFF_colors[IFF_COLOR_HOSTILE][i], 0xff, 0x00, 0x00, alpha );
848 gr_init_alphacolor( &IFF_colors[IFF_COLOR_FRIENDLY][i], 0x00, 0xff, 0x00, alpha );
849 gr_init_alphacolor( &IFF_colors[IFF_COLOR_NEUTRAL][i], 0xff, 0x00, 0x00, alpha );
850 gr_init_alphacolor( &IFF_colors[IFF_COLOR_UNKNOWN][i], 0xff, 0x00, 0xff, alpha );
851 gr_init_alphacolor( &IFF_colors[IFF_COLOR_SELECTION][i], 0xff, 0xff, 0xff, alpha );
852 gr_init_alphacolor( &IFF_colors[IFF_COLOR_MESSAGE][i], 0x7f, 0x7f, 0x7f, alpha );
853 gr_init_alphacolor( &IFF_colors[IFF_COLOR_TAGGED][i], 0xff, 0xff, 0x00, alpha );
857 // set the ship_obj struct fields to default values
858 void ship_obj_list_reset_slot(int index)
860 Ship_objs[index].flags = 0;
861 Ship_objs[index].next = NULL;
862 Ship_objs[index].prev = (ship_obj*)-1;
865 // if the given ship is in alpha/beta/gamma/zeta wings
866 int ship_in_abgz(ship *shipp)
868 if(!strcmp(shipp->ship_name, "Alpha 1")) return 1;
869 if(!strcmp(shipp->ship_name, "Alpha 2")) return 1;
870 if(!strcmp(shipp->ship_name, "Alpha 3")) return 1;
871 if(!strcmp(shipp->ship_name, "Alpha 4")) return 1;
873 if(!strcmp(shipp->ship_name, "Beta 1")) return 1;
874 if(!strcmp(shipp->ship_name, "Beta 2")) return 1;
875 if(!strcmp(shipp->ship_name, "Beta 3")) return 1;
876 if(!strcmp(shipp->ship_name, "Beta 4")) return 1;
878 if(!strcmp(shipp->ship_name, "Gamma 1")) return 1;
879 if(!strcmp(shipp->ship_name, "Gamma 2")) return 1;
880 if(!strcmp(shipp->ship_name, "Gamma 3")) return 1;
881 if(!strcmp(shipp->ship_name, "Gamma 4")) return 1;
883 if(!strcmp(shipp->ship_name, "Zeta 1")) return 1;
884 if(!strcmp(shipp->ship_name, "Zeta 2")) return 1;
885 if(!strcmp(shipp->ship_name, "Zeta 3")) return 1;
886 if(!strcmp(shipp->ship_name, "Zeta 4")) return 1;
892 // ---------------------------------------------------
893 // ship_obj_list_init()
895 void ship_obj_list_init()
899 list_init(&Ship_obj_list);
900 for ( i = 0; i < MAX_SHIP_OBJS; i++ ) {
901 ship_obj_list_reset_slot(i);
905 // ---------------------------------------------------
906 // ship_obj_list_add()
908 // Function to add a node to the Ship_obj_list. Only
909 // called from ship_create()
910 int ship_obj_list_add(int objnum)
914 for ( i = 0; i < MAX_SHIP_OBJS; i++ ) {
915 if ( !(Ship_objs[i].flags & SHIP_OBJ_USED) )
918 if ( i == MAX_SHIP_OBJS ) {
919 Error(LOCATION, "Fatal Error: Ran out of ship object nodes\n");
923 Ship_objs[i].flags = 0;
924 Ship_objs[i].objnum = objnum;
925 list_append(&Ship_obj_list, &Ship_objs[i]);
926 Ship_objs[i].flags |= SHIP_OBJ_USED;
931 // ---------------------------------------------------
932 // ship_obj_list_remove()
934 // Function to remove a node from the Ship_obj_list. Only
935 // called from ship_delete()
936 void ship_obj_list_remove(int index)
938 Assert(index >= 0 && index < MAX_SHIP_OBJS);
939 list_remove(&Ship_obj_list, &Ship_objs[index]);
940 ship_obj_list_reset_slot(index);
943 // ---------------------------------------------------
944 // ship_obj_list_rebuild()
946 // Called from the save/restore code to re-create the Ship_obj_list
948 void ship_obj_list_rebuild()
952 ship_obj_list_init();
954 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
955 if ( objp->type == OBJ_SHIP ) {
956 Ships[objp->instance].ship_list_index = ship_obj_list_add(OBJ_INDEX(objp));
961 ship_obj *get_ship_obj_ptr_from_index(int index)
963 Assert(index >= 0 && index < MAX_SHIP_OBJS);
964 return &Ship_objs[index];
968 // return number of ships in the game.
969 int ship_get_num_ships()
975 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) )
981 // parse an engine wash info record
982 void parse_engine_wash()
984 engine_wash_info *ewp;
985 ewp = &Engine_wash_info[Num_engine_wash_types];
987 // name of engine wash info
988 required_string("$Name:");
989 stuff_string(ewp->name, F_NAME, NULL);
991 // half angle of cone of wash from thruster
992 required_string("$Angle:");
993 stuff_float(&ewp->angle);
994 ewp->angle *= (PI / 180.0f);
996 // radius multiplier for hemisphere around thruster pt
997 required_string("$Radius Mult:");
998 stuff_float(&ewp->radius_mult);
1001 required_string("$Length:");
1002 stuff_float(&ewp->length);
1004 // intensity inside hemisphere (or at 0 distance from frustated cone)
1005 required_string("$Intensity:");
1006 stuff_float(&ewp->intensity);
1010 #define SHIP_MULTITEXT_LENGTH 1500
1011 // function to parse the information for a specific ship type.
1014 char buf[SHIP_MULTITEXT_LENGTH + 1];
1017 float hull_percentage_of_hits = 100.0f;
1018 int n_subsystems = 0;
1019 model_subsystem subsystems[MAX_MODEL_SUBSYSTEMS]; // see model.h for max_model_subsystems
1020 for (int idx=0; idx<MAX_MODEL_SUBSYSTEMS; idx++) {
1021 subsystems[idx].stepped_rotation = NULL;
1022 subsystems[idx].ai_rotation = NULL;
1024 int i, num_allowed, rtn = 0;
1025 int allowed_weapons[MAX_WEAPON_TYPES];
1027 sip = &Ship_info[Num_ship_types];
1030 // These should be specified in ships.tbl eventually!
1033 required_string("$Name:");
1034 stuff_string(sip->name, F_NAME, NULL);
1036 // AL 28-3-98: If this is a demo build, we only want to parse weapons that are preceded with
1038 #ifdef DEMO // not needed FS2_DEMO (using separate table file)
1039 if ( sip->name[0] != '@' ) {
1040 // advance to next weapon, and return -1
1041 if ( skip_to_start_of_strings("$Name:", "#End") != 1 ) {
1049 if (strchr(sip->name, '#') && Fred_running)
1053 if ( sip->name[0] == '@' ) {
1054 char old_name[NAME_LENGTH];
1055 strcpy(old_name, sip->name);
1056 strcpy(sip->name, old_name+1);
1059 diag_printf ("Ship name -- %s\n", sip->name);
1060 if ( ship_info_lookup( sip->name ) != -1 ){
1061 Error(LOCATION, "Error: Ship name %s already exists in ships.tbl. All ship class names must be unique.", sip->name);
1064 required_string("$Short name:");
1065 stuff_string(sip->short_name, F_NAME, NULL);
1066 diag_printf ("Ship short name -- %s\n", sip->short_name);
1068 find_and_stuff("$Species:", &sip->species, F_NAME, Species_names, MAX_SPECIES_NAMES, "species names");
1069 diag_printf ("Ship species -- %s\n", Species_names[sip->species]);
1071 sip->type_str = sip->maneuverability_str = sip->armor_str = sip->manufacturer_str = NULL;
1072 if (optional_string("+Type:")) {
1073 stuff_string(buf, F_MESSAGE, NULL);
1074 sip->type_str = strdup(buf);
1077 if (optional_string("+Maneuverability:")) {
1078 stuff_string(buf, F_MESSAGE, NULL);
1079 sip->maneuverability_str = strdup(buf);
1082 if (optional_string("+Armor:")) {
1083 stuff_string(buf, F_MESSAGE, NULL);
1084 sip->armor_str = strdup(buf);
1087 if (optional_string("+Manufacturer:")) {
1088 stuff_string(buf, F_MESSAGE, NULL);
1089 sip->manufacturer_str = strdup(buf);
1093 if (optional_string("+Description:")) {
1094 stuff_string(buf, F_MULTITEXT, NULL);
1095 sip->desc = strdup(buf);
1098 sip->tech_desc = NULL;
1099 if (optional_string("+Tech Description:")) {
1100 stuff_string(buf, F_MULTITEXT, NULL, SHIP_MULTITEXT_LENGTH);
1101 sip->tech_desc = strdup(buf);
1104 // Code added here by SS to parse the optional strings for length, gun_mounts, missile_banks
1106 sip->ship_length = NULL;
1107 if (optional_string("+Length:")) {
1108 stuff_string(buf, F_MESSAGE, NULL);
1109 sip->ship_length = strdup(buf);
1112 sip->gun_mounts = NULL;
1113 if (optional_string("+Gun Mounts:")) {
1114 stuff_string(buf, F_MESSAGE, NULL);
1115 sip->gun_mounts = strdup(buf);
1118 sip->missile_banks = NULL;
1119 if (optional_string("+Missile Banks:")) {
1120 stuff_string(buf, F_MESSAGE, NULL);
1121 sip->missile_banks = strdup(buf);
1127 sip->num_detail_levels = 0;
1129 required_string( "$POF file:" );
1130 stuff_string( sip->pof_file, F_NAME, NULL );
1132 // optional hud targeting model
1133 strcpy(sip->pof_file_hud, "");
1134 if(optional_string( "$POF target file:")){
1135 stuff_string(sip->pof_file_hud, F_NAME, NULL);
1138 required_string("$Detail distance:");
1139 sip->num_detail_levels = stuff_int_list(sip->detail_distance, MAX_SHIP_DETAIL_LEVELS, RAW_INTEGER_TYPE);
1141 // check for optional pixel colors
1142 sip->num_nondark_colors = 0;
1143 while(optional_string("$ND:")){
1149 if(sip->num_nondark_colors < MAX_NONDARK_COLORS){
1150 sip->nondark_colors[sip->num_nondark_colors][0] = nr;
1151 sip->nondark_colors[sip->num_nondark_colors][1] = ng;
1152 sip->nondark_colors[sip->num_nondark_colors++][2] = nb;
1156 required_string("$Show damage:");
1158 stuff_boolean(&bogus_bool);
1160 required_string("$Density:");
1161 stuff_float( &(sip->density) );
1162 diag_printf ("Ship density -- %7.3f\n", sip->density);
1164 required_string("$Damp:");
1165 stuff_float( &(sip->damp) );
1166 diag_printf ("Ship damp -- %7.3f\n", sip->damp);
1168 required_string("$Rotdamp:");
1169 stuff_float( &(sip->rotdamp) );
1170 diag_printf ("Ship rotdamp -- %7.3f\n", sip->rotdamp);
1172 required_string("$Max Velocity:");
1173 stuff_vector(&sip->max_vel);
1175 // calculate the max speed from max_velocity
1176 sip->max_speed = vm_vec_mag(&sip->max_vel);
1178 required_string("$Rotation Time:");
1179 stuff_vector(&sip->rotation_time);
1181 sip->srotation_time = (sip->rotation_time.x + sip->rotation_time.y)/2.0f;
1183 sip->max_rotvel.x = (2 * PI) / sip->rotation_time.x;
1184 sip->max_rotvel.y = (2 * PI) / sip->rotation_time.y;
1185 sip->max_rotvel.z = (2 * PI) / sip->rotation_time.z;
1187 // get the backwards velocity;
1188 required_string("$Rear Velocity:");
1189 stuff_float(&sip->max_rear_vel);
1191 // get the accelerations
1192 required_string("$Forward accel:");
1193 stuff_float(&sip->forward_accel );
1195 required_string("$Forward decel:");
1196 stuff_float(&sip->forward_decel );
1198 required_string("$Slide accel:");
1199 stuff_float(&sip->slide_accel );
1201 required_string("$Slide decel:");
1202 stuff_float(&sip->slide_decel );
1204 // get ship explosion info
1205 required_string("$Expl inner rad:");
1206 stuff_float(&sip->inner_rad);
1208 required_string("$Expl outer rad:");
1209 stuff_float(&sip->outer_rad);
1211 required_string("$Expl damage:");
1212 stuff_float(&sip->damage);
1214 required_string("$Expl blast:");
1215 stuff_float(&sip->blast);
1217 required_string("$Expl Propagates:");
1218 stuff_boolean(&sip->explosion_propagates);
1220 required_string("$Shockwave Speed:");
1221 stuff_float( &sip->shockwave_speed );
1223 sip->shockwave_count = 1;
1224 if(optional_string("$Shockwave Count:")){
1225 stuff_int(&sip->shockwave_count);
1228 for ( i = 0; i < MAX_WEAPON_TYPES; i++ ){
1229 sip->allowed_weapons[i] = 0;
1232 // Set the weapons filter used in weapons loadout (for primary weapons)
1233 if (optional_string("$Allowed PBanks:")) {
1234 num_allowed = stuff_int_list(allowed_weapons, MAX_WEAPON_TYPES, WEAPON_LIST_TYPE);
1236 // actually say which weapons are allowed
1237 for ( i = 0; i < num_allowed; i++ ) {
1238 if ( allowed_weapons[i] >= 0 ) { // MK, Bug fix, 9/6/99. Used to be "allowed_weapons" not "allowed_weapons[i]".
1239 sip->allowed_weapons[allowed_weapons[i]] |= 1;
1244 // Set the weapons filter used in weapons loadout (for primary weapons)
1245 if (optional_string("$Allowed Dogfight PBanks:")) {
1246 num_allowed = stuff_int_list(allowed_weapons, MAX_WEAPON_TYPES, WEAPON_LIST_TYPE);
1248 // actually say which weapons are allowed
1249 for ( i = 0; i < num_allowed; i++ ) {
1250 if ( allowed_weapons[i] >= 0 ) {
1251 sip->allowed_weapons[allowed_weapons[i]] |= 2;
1256 // Get default primary bank weapons
1257 for ( i = 0; i < MAX_PRIMARY_BANKS; i++ ){
1258 sip->primary_bank_weapons[i] = -1;
1260 required_string("$Default PBanks:");
1261 sip->num_primary_banks = stuff_int_list(sip->primary_bank_weapons, MAX_PRIMARY_BANKS, WEAPON_LIST_TYPE);
1264 for ( i = 0; i < sip->num_primary_banks; i++ ) {
1265 Assert(sip->primary_bank_weapons[i] >= 0);
1268 // Set the weapons filter used in weapons loadout (for secondary weapons)
1269 if (optional_string("$Allowed SBanks:")) {
1270 num_allowed = stuff_int_list(allowed_weapons, MAX_WEAPON_TYPES, WEAPON_LIST_TYPE);
1272 // actually say which weapons are allowed
1273 for ( i = 0; i < num_allowed; i++ ) {
1274 if ( allowed_weapons[i] >= 0 ) {
1275 sip->allowed_weapons[allowed_weapons[i]] |= 1;
1280 // Set the weapons filter used in weapons loadout (for secondary weapons)
1281 if (optional_string("$Allowed Dogfight SBanks:")) {
1282 num_allowed = stuff_int_list(allowed_weapons, MAX_WEAPON_TYPES, WEAPON_LIST_TYPE);
1284 // actually say which weapons are allowed
1285 for ( i = 0; i < num_allowed; i++ ) {
1286 if ( allowed_weapons[i] >= 0 ) {
1287 sip->allowed_weapons[allowed_weapons[i]] |= 2;
1292 // Get default secondary bank weapons
1293 for ( i = 0; i < MAX_SECONDARY_BANKS; i++ ){
1294 sip->secondary_bank_weapons[i] = -1;
1296 required_string("$Default SBanks:");
1297 sip->num_secondary_banks = stuff_int_list(sip->secondary_bank_weapons, MAX_SECONDARY_BANKS, WEAPON_LIST_TYPE);
1300 for ( i = 0; i < sip->num_secondary_banks; i++ ) {
1301 Assert(sip->secondary_bank_weapons[i] >= 0);
1304 // Get the capacity of each secondary bank
1305 required_string("$Sbank Capacity:");
1307 capacity_count = stuff_int_list(sip->secondary_bank_ammo_capacity, MAX_SECONDARY_BANKS, RAW_INTEGER_TYPE);
1308 if ( capacity_count != sip->num_secondary_banks ) {
1309 Warning(LOCATION, "Secondary bank capacities have not been specified for ship class %s... fix this!!", sip->name);
1312 required_string("$Shields:");
1313 stuff_float(&sip->shields);
1315 // optional shield color
1316 sip->shield_color[0] = 255;
1317 sip->shield_color[1] = 255;
1318 sip->shield_color[2] = 255;
1319 if(optional_string("$Shield Color:")){
1320 stuff_byte(&sip->shield_color[0]);
1321 stuff_byte(&sip->shield_color[1]);
1322 stuff_byte(&sip->shield_color[2]);
1325 // The next three fields are used for the ETS
1326 required_string("$Power Output:");
1327 stuff_float(&sip->power_output);
1329 required_string("$Max Oclk Speed:");
1330 stuff_float(&sip->max_overclocked_speed);
1332 required_string("$Max Weapon Eng:");
1333 stuff_float(&sip->max_weapon_reserve);
1335 required_string("$Hitpoints:");
1336 stuff_float(&sip->initial_hull_strength);
1338 required_string("$Flags:");
1339 char ship_strings[MAX_SHIP_FLAGS][NAME_LENGTH];
1340 int num_strings = stuff_string_list(ship_strings, MAX_SHIP_FLAGS);
1341 sip->flags = SIF_DEFAULT_VALUE;
1342 for ( i=0; i<num_strings; i++ ) {
1343 if (!stricmp(NOX("no_collide"), ship_strings[i]))
1344 sip->flags &= ~SIF_DO_COLLISION_CHECK;
1345 else if (!stricmp(NOX("player_ship"), ship_strings[i]))
1346 sip->flags |= SIF_PLAYER_SHIP;
1347 else if (!stricmp(NOX("default_player_ship"), ship_strings[i]))
1348 sip->flags |= SIF_DEFAULT_PLAYER_SHIP;
1349 else if ( !stricmp(NOX("repair_rearm"), ship_strings[i]))
1350 sip->flags |= SIF_SUPPORT;
1351 else if ( !stricmp(NOX("cargo"), ship_strings[i]))
1352 sip->flags |= SIF_CARGO;
1353 else if ( !stricmp( NOX("fighter"), ship_strings[i]))
1354 sip->flags |= SIF_FIGHTER;
1355 else if ( !stricmp( NOX("bomber"), ship_strings[i]))
1356 sip->flags |= SIF_BOMBER;
1357 else if ( !stricmp( NOX("transport"), ship_strings[i]))
1358 sip->flags |= SIF_TRANSPORT;
1359 else if ( !stricmp( NOX("freighter"), ship_strings[i]))
1360 sip->flags |= SIF_FREIGHTER;
1361 else if ( !stricmp( NOX("capital"), ship_strings[i]))
1362 sip->flags |= SIF_CAPITAL;
1363 else if (!stricmp( NOX("supercap"), ship_strings[i]))
1364 sip->flags |= SIF_SUPERCAP;
1365 else if (!stricmp( NOX("drydock"), ship_strings[i]))
1366 sip->flags |= SIF_DRYDOCK;
1367 else if ( !stricmp( NOX("cruiser"), ship_strings[i]))
1368 sip->flags |= SIF_CRUISER;
1369 else if ( !stricmp( NOX("navbuoy"), ship_strings[i]))
1370 sip->flags |= SIF_NAVBUOY;
1371 else if ( !stricmp( NOX("sentrygun"), ship_strings[i]))
1372 sip->flags |= SIF_SENTRYGUN;
1373 else if ( !stricmp( NOX("escapepod"), ship_strings[i]))
1374 sip->flags |= SIF_ESCAPEPOD;
1375 else if ( !stricmp( NOX("no type"), ship_strings[i]))
1376 sip->flags |= SIF_NO_SHIP_TYPE;
1377 else if ( !stricmp( NOX("ship copy"), ship_strings[i]))
1378 sip->flags |= SIF_SHIP_COPY;
1379 else if ( !stricmp( NOX("in tech database"), ship_strings[i]))
1380 sip->flags |= SIF_IN_TECH_DATABASE | SIF_IN_TECH_DATABASE_M;
1381 else if ( !stricmp( NOX("in tech database multi"), ship_strings[i]))
1382 sip->flags |= SIF_IN_TECH_DATABASE_M;
1383 else if ( !stricmp( NOX("dont collide invisible"), ship_strings[i]))
1384 sip->flags |= SIF_DONT_COLLIDE_INVIS;
1385 else if ( !stricmp( NOX("big damage"), ship_strings[i]))
1386 sip->flags |= SIF_BIG_DAMAGE;
1387 else if ( !stricmp( NOX("corvette"), ship_strings[i]))
1388 sip->flags |= SIF_CORVETTE;
1389 else if ( !stricmp( NOX("gas miner"), ship_strings[i]))
1390 sip->flags |= SIF_GAS_MINER;
1391 else if ( !stricmp( NOX("awacs"), ship_strings[i]))
1392 sip->flags |= SIF_AWACS;
1393 else if ( !stricmp( NOX("knossos"), ship_strings[i]))
1394 sip->flags |= SIF_KNOSSOS_DEVICE;
1395 else if ( !stricmp( NOX("no_fred"), ship_strings[i]))
1396 sip->flags |= SIF_NO_FRED;
1398 Warning(LOCATION, "Bogus string in ship flags: %s\n", ship_strings[i]);
1401 find_and_stuff("$AI Class:", &sip->ai_class, F_NAME, Ai_class_names, Num_ai_classes, "AI class names");
1403 // Get Afterburner information
1404 // Be aware that if $Afterburner is not 1, the other Afterburner fields are not read in
1405 required_string("$Afterburner:");
1406 int has_afterburner;
1407 stuff_boolean(&has_afterburner);
1408 if ( has_afterburner == 1 ) {
1409 sip->flags |= SIF_AFTERBURNER;
1411 required_string("+Aburn Max Vel:");
1412 stuff_vector(&sip->afterburner_max_vel);
1414 required_string("+Aburn For accel:");
1415 stuff_float(&sip->afterburner_forward_accel);
1417 required_string("+Aburn Fuel:");
1418 stuff_float(&sip->afterburner_fuel_capacity);
1420 required_string("+Aburn Burn Rate:");
1421 stuff_float(&sip->afterburner_burn_rate);
1424 required_string("+Aburn Rec Rate:");
1425 stuff_float(&sip->afterburner_recover_rate);
1427 sip->afterburner_max_vel.x = 0.0f;
1428 sip->afterburner_max_vel.y = 0.0f;
1429 sip->afterburner_max_vel.z = 0.0f;
1432 required_string("$Countermeasures:");
1433 stuff_int(&sip->cmeasure_max);
1435 required_string("$Scan time:");
1436 stuff_int(&sip->scan_time);
1438 required_string("$EngineSnd:");
1439 stuff_int(&sip->engine_snd);
1441 required_string("$Closeup_pos:");
1442 stuff_vector(&sip->closeup_pos);
1444 required_string("$Closeup_zoom:");
1445 stuff_float(&sip->closeup_zoom);
1447 sip->shield_icon_index = 255; // stored as ubyte
1448 if (optional_string("$Shield_icon:")) {
1449 char tmpbuf[NAME_LENGTH];
1450 stuff_string(tmpbuf, F_NAME, NULL);
1451 hud_shield_assign_info(sip, tmpbuf);
1454 // read in filename for icon that is used in ship selection
1455 sip->icon_filename[0] = 0;
1456 if ( optional_string("$Ship_icon:") ) {
1457 stuff_string(sip->icon_filename, F_NAME, NULL);
1460 // read in filename for animation that is used in ship selection
1461 sip->anim_filename[0] = 0;
1462 if ( optional_string("$Ship_anim:") ) {
1463 stuff_string(sip->anim_filename, F_NAME, NULL);
1466 // read in filename for animation that is used in ship selection
1467 sip->overhead_filename[0] = 0;
1468 if ( optional_string("$Ship_overhead:") ) {
1469 stuff_string(sip->overhead_filename, F_NAME, NULL);
1473 if ( optional_string("$Score:") ){
1474 stuff_int( &sip->score );
1477 // if the ship is a stealth ship
1478 if ( optional_string("$Stealth:") ){
1479 sip->flags |= SIF_STEALTH;
1482 // parse contrail info
1483 char trail_name[MAX_FILENAME_LEN] = "";
1485 memset(&sip->ct_info, 0, sizeof(trail_info) * MAX_SHIP_CONTRAILS);
1487 while(optional_string("$Trail:")){
1488 // this means you've reached the max # of contrails for a ship
1489 Assert(sip->ct_count <= MAX_SHIP_CONTRAILS);
1491 ci = &sip->ct_info[sip->ct_count++];
1493 required_string("+Offset:");
1494 stuff_vector(&ci->pt);
1496 required_string("+Start Width:");
1497 stuff_float(&ci->w_start);
1499 required_string("+End Width:");
1500 stuff_float(&ci->w_end);
1502 required_string("+Start Alpha:");
1503 stuff_float(&ci->a_start);
1505 required_string("+End Alpha:");
1506 stuff_float(&ci->a_end);
1508 required_string("+Max Life:");
1509 stuff_float(&ci->max_life);
1511 required_string("+Spew Time:");
1512 stuff_int(&ci->stamp);
1514 required_string("+Bitmap:");
1515 stuff_string(trail_name, F_NAME, NULL);
1516 ci->bitmap = bm_load(trail_name);
1520 int r = required_string_3("#End", "$Subsystem:", "$Name" );
1528 float percentage_of_hits;
1529 model_subsystem *sp; // to append on the ships list of subsystems
1531 Assert ( n_subsystems < MAX_MODEL_SUBSYSTEMS );
1532 sp = &subsystems[n_subsystems++]; // subsystems a local -- when done, we will malloc and copy
1533 required_string("$Subsystem:");
1534 stuff_string(sp->subobj_name, F_NAME, ",");
1536 stuff_float(&percentage_of_hits);
1537 stuff_float(&turning_rate);
1538 hull_percentage_of_hits -= percentage_of_hits;
1539 sp->max_hits = sip->initial_hull_strength * (percentage_of_hits / 100.0f);
1540 sp->type = SUBSYSTEM_UNKNOWN;
1541 // specified as how long to turn 360 degrees in ships.tbl
1542 if ( turning_rate > 0.0f ){
1543 sp->turret_turning_rate = PI2 / turning_rate;
1545 sp->turret_turning_rate = 0.0f;
1548 for (i=0; i<MAX_PRIMARY_BANKS; i++)
1549 sp->primary_banks[i] = -1;
1550 for (i=0; i<MAX_SECONDARY_BANKS; i++) {
1551 sp->secondary_banks[i] = -1;
1552 sp->secondary_bank_capacity[i] = 0;
1555 // Get default primary bank weapons
1556 if (optional_string("$Default PBanks:")){
1557 stuff_int_list(sp->primary_banks, MAX_PRIMARY_BANKS, WEAPON_LIST_TYPE);
1560 // Get default secondary bank weapons
1561 if (optional_string("$Default SBanks:")){
1562 stuff_int_list(sp->secondary_banks, MAX_SECONDARY_BANKS, WEAPON_LIST_TYPE);
1565 // Get the capacity of each secondary bank
1566 if (optional_string("$Sbank Capacity:")){
1567 stuff_int_list(sp->secondary_bank_capacity, MAX_SECONDARY_BANKS, RAW_INTEGER_TYPE);
1570 // Get optional engine wake info
1571 if (optional_string("$Engine Wash:")) {
1572 char engine_wash_name[32];
1573 stuff_string(engine_wash_name, F_NAME, NULL);
1574 // get and set index
1575 sp->engine_wash_index = get_engine_wash_index(engine_wash_name);
1577 sp->engine_wash_index = -1;
1580 // Get any AWACS info
1581 sp->awacs_intensity = 0.0f;
1582 if(optional_string("$AWACS:")){
1583 stuff_float(&sp->awacs_intensity);
1584 stuff_float(&sp->awacs_radius);
1585 sip->flags |= SIF_HAS_AWACS;
1588 sp->turret_weapon_type = sp->primary_banks[0]; // temporary, will be obsolete later.
1589 if ( sp->turret_weapon_type < 0 ) {
1590 sp->turret_weapon_type = sp->secondary_banks[0];
1592 sp->model_num = -1; // init value for later sanity checking!!
1599 Int3(); // Impossible return value from required_string_3.
1602 Assert( hull_percentage_of_hits > 0.0f ); // must be > 0
1604 // when done reading subsystems, malloc and copy the subsystem data to the ship info structure
1605 sip->n_subsystems = n_subsystems;
1606 if ( n_subsystems > 0 ) {
1607 sip->subsystems = (model_subsystem *)malloc(sizeof(model_subsystem) * n_subsystems );
1608 Assert( sip->subsystems != NULL );
1611 sip->subsystems = NULL;
1614 for ( i = 0; i < n_subsystems; i++ ){
1615 sip->subsystems[i] = subsystems[i];
1618 // if we have a ship copy, then check to be sure that our base ship exists
1619 if ( sip->flags & SIF_SHIP_COPY ) {
1622 index = ship_info_base_lookup( Num_ship_types ); // Num_ship_types is our current entry into the array
1623 if ( index == -1 ) {
1624 char *p, name[NAME_LENGTH];;
1626 strcpy( name, sip->name );
1627 p = strchr(name, '#');
1630 Error(LOCATION, "Ship %s is a copy, but base ship %s couldn't be found.", sip->name, name);
1637 char get_engine_wash_index(char *engine_wash_name)
1641 for (i=0; i<Num_engine_wash_types; i++) {
1642 if ( 0 == stricmp(engine_wash_name, Engine_wash_info[i].name) ) {
1647 // not found, so return -1
1651 void parse_shiptbl()
1653 // open localization
1656 read_file_text("ships.tbl");
1659 // parse default ship
1660 required_string("#Default Player Ship");
1661 required_string("$Name:");
1662 stuff_string(default_player_ship, F_NAME, NULL, 254);
1663 required_string("#End");
1665 Num_engine_wash_types = 0;
1668 required_string("#Engine Wash Info");
1669 while (required_string_either("#End", "$Name:")) {
1670 Assert( Num_engine_wash_types < MAX_ENGINE_WASH_TYPES );
1672 parse_engine_wash();
1673 Num_engine_wash_types++;
1676 required_string("#End");
1677 required_string("#Ship Classes");
1679 while (required_string_either("#End","$Name:")) {
1680 Assert( Num_ship_types < MAX_SHIP_TYPES );
1682 if ( parse_ship() ) {
1689 required_string("#End");
1691 // Read in a list of ship_info indicies that are an ordering of the player ship precedence.
1692 // This list is used to select an alternate ship when a particular ship is not available
1693 // during ship selection.
1694 required_string("$Player Ship Precedence:");
1695 Num_player_ship_precedence = stuff_int_list(Player_ship_precedence, MAX_PLAYER_SHIP_CHOICES, SHIP_INFO_TYPE);
1697 // close localization
1701 int ship_show_velocity_dot = 0;
1704 DCF_BOOL( show_velocity_dot, ship_show_velocity_dot )
1707 // Called once at the beginning of the game to parse ships.tbl and stuff the Ship_info[]
1713 if ( !ships_inited ) {
1715 if ((rval = setjmp(parse_abort)) != 0) {
1716 Error(LOCATION, "Error parsing 'ships.tbl'\r\nError code = %i.\r\n", rval);
1722 ship_iff_init_colors();
1725 ship_level_init(); // needed for FRED
1729 // This will get called at the start of each level.
1730 void ship_level_init()
1734 // Reset everything between levels
1737 // Mark all the models as invalid, since all the models get paged out
1739 for (i=0; i<MAX_SHIP_TYPES; i++ ) {
1740 Ship_info[i].modelnum = -1;
1741 Ship_info[i].modelnum_hud = -1;
1744 // mwa removed 11/24/97 num_ships = 0;
1745 Num_exited_ships = 0;
1746 for (i=0; i<MAX_SHIPS; i++ ) {
1747 Ships[i].objnum = -1;
1750 for ( i = 0; i < MAX_EXITED_SHIPS; i++ ) {
1751 memset ( &Ships_exited[i], 0, sizeof(exited_ship) );
1752 Ships_exited[i].obj_signature = -1;
1756 for (i = 0; i < MAX_WINGS; i++ )
1757 Wings[i].num_waves = -1;
1759 for (i=0; i<MAX_PLAYER_WINGS; i++)
1760 Starting_wings[i] = -1;
1762 // Empty the subsys list
1763 memset( Ship_subsystems, 0, sizeof(ship_subsys)*MAX_SHIP_SUBOBJECTS );
1765 list_init( &ship_subsys_free_list );
1766 for ( i = 0; i < MAX_SHIP_SUBOBJECTS; i++ )
1767 list_append( &ship_subsys_free_list, &Ship_subsystems[i] );
1769 Laser_energy_out_snd_timer = 1;
1770 Missile_out_snd_timer = 1;
1772 for (i = 0; i < MAX_SHIP_TYPE_COUNTS; i++ ) {
1773 Ship_counts[i].total = 0;
1774 Ship_counts[i].killed = 0;
1777 ship_obj_list_init();
1779 Ship_cargo_check_timer = 1;
1781 shipfx_large_blowup_level_init();
1784 // function to add a ship onto the exited ships list. The reason parameter
1785 // tells us why the ship left the mission (i.e. departed or destroyed)
1786 void ship_add_exited_ship( ship *sp, int reason )
1790 // reuse oldest slots if none left
1791 if ( Num_exited_ships == MAX_EXITED_SHIPS ) {
1794 // find the oldest entry
1796 for ( i = 1; i < MAX_SHIPS; i++ ) {
1797 if ( Ships_exited[i].time < Ships_exited[oldest_entry].time ) {
1801 entry = oldest_entry;
1803 entry = Num_exited_ships;
1807 strcpy( Ships_exited[entry].ship_name, sp->ship_name );
1808 Ships_exited[entry].obj_signature = Objects[sp->objnum].signature;
1809 Ships_exited[entry].team = sp->team;
1810 Ships_exited[entry].flags = reason;
1811 // if ship is red alert, flag as such
1812 if (sp->flags & SF_RED_ALERT_STORE_STATUS) {
1813 Ships_exited[entry].flags |= SEF_RED_ALERT_CARRY;
1815 Ships_exited[entry].time = Missiontime;
1816 Ships_exited[entry].hull_strength = int(Objects[sp->objnum].hull_strength);
1818 if ( sp->flags & SF_CARGO_REVEALED )
1819 Ships_exited[entry].flags |= SEF_CARGO_KNOWN;
1820 if ( sp->time_first_tagged > 0 )
1821 Ships_exited[entry].flags |= SEF_BEEN_TAGGED;
1824 // function which attempts to find information about an exited ship based on shipname
1825 int ship_find_exited_ship_by_name( char *name )
1829 for (i = 0; i < Num_exited_ships; i++) {
1830 if ( !stricmp(name, Ships_exited[i].ship_name) )
1834 if ( i == Num_exited_ships )
1840 // function which attempts to find information about an exited ship based on shipname
1841 int ship_find_exited_ship_by_signature( int signature )
1845 for (i = 0; i < Num_exited_ships; i++) {
1846 if ( signature == Ships_exited[i].obj_signature )
1850 if ( i == Num_exited_ships )
1857 void physics_ship_init(object *objp)
1859 ship_info *sinfo = &Ship_info[Ships[objp->instance].ship_info_index];
1860 physics_info *pi = &objp->phys_info;
1861 polymodel *pm = model_get( Ships[objp->instance].modelnum );
1863 // use mass and I_body_inv from POF read into polymodel
1865 pi->mass = pm->mass * sinfo->density;
1866 pi->I_body_inv = pm->moment_of_inertia;
1867 // scale pm->I_body_inv value by density
1868 vm_vec_scale( &pi->I_body_inv.rvec, sinfo->density );
1869 vm_vec_scale( &pi->I_body_inv.uvec, sinfo->density );
1870 vm_vec_scale( &pi->I_body_inv.fvec, sinfo->density );
1872 pi->side_slip_time_const = sinfo->damp;
1873 pi->rotdamp = sinfo->rotdamp;
1874 pi->max_vel = sinfo->max_vel;
1875 pi->afterburner_max_vel = sinfo->afterburner_max_vel;
1876 pi->max_rotvel = sinfo->max_rotvel;
1877 pi->max_rear_vel = sinfo->max_rear_vel;
1878 pi->flags |= PF_ACCELERATES;
1883 pi->forward_accel_time_const=sinfo->forward_accel;
1884 pi->afterburner_forward_accel_time_const=sinfo->afterburner_forward_accel;
1885 pi->forward_decel_time_const=sinfo->forward_decel;
1886 pi->slide_accel_time_const=sinfo->slide_accel;
1887 pi->slide_decel_time_const=sinfo->slide_decel;
1889 if ( (pi->max_vel.x > 0.000001f) || (pi->max_vel.y > 0.000001f) )
1890 pi->flags |= PF_SLIDE_ENABLED;
1892 vm_vec_zero(&pi->vel);
1893 vm_vec_zero(&pi->rotvel);
1896 // pi->accel = 0.0f;
1897 vm_set_identity(&pi->last_rotmat);
1900 // function to set the orders allowed for a ship -- based on ship type. This value might get overridden
1901 // by a value in the mission file.
1902 int ship_get_default_orders_accepted( ship_info *sip )
1906 ship_info_flag = sip->flags;
1908 if ( ship_info_flag & SIF_FIGHTER )
1909 return FIGHTER_MESSAGES;
1910 else if ( ship_info_flag & SIF_BOMBER )
1911 return BOMBER_MESSAGES;
1912 else if ( ship_info_flag & (SIF_CRUISER | SIF_GAS_MINER | SIF_AWACS | SIF_CORVETTE) )
1913 return CRUISER_MESSAGES;
1914 else if ( ship_info_flag & SIF_FREIGHTER )
1915 return FREIGHTER_MESSAGES;
1916 else if ( ship_info_flag & SIF_CAPITAL )
1917 return CAPITAL_MESSAGES;
1918 else if ( ship_info_flag & SIF_TRANSPORT )
1919 return TRANSPORT_MESSAGES;
1920 else if ( ship_info_flag & SIF_SUPPORT )
1921 return SUPPORT_MESSAGES;
1926 void ship_set(int ship_index, int objnum, int ship_type)
1930 object *objp = &Objects[objnum];
1931 ship *shipp = &Ships[ship_index];
1932 ship_weapon *swp = &shipp->weapons;
1933 ship_info *sip = &(Ship_info[ship_type]);
1936 // sprintf(shipp->ship_name, "%s %d", Ship_info[ship_type].name, ship_index); // moved to ship_create()
1937 Assert(strlen(shipp->ship_name) < NAME_LENGTH - 1);
1938 shipp->ship_info_index = ship_type;
1939 shipp->objnum = objnum;
1941 shipp->reinforcement_index = -1;
1945 shipp->escort_priority = 0;
1946 shipp->special_exp_index = -1;
1947 shipp->num_hits = 0;
1949 shipp->wash_killed = 0;
1950 shipp->time_cargo_revealed = 0;
1951 shipp->time_first_tagged = 0;
1952 shipp->wash_timestamp = timestamp(0);
1953 shipp->dock_objnum_when_dead = -1;
1954 shipp->large_ship_blowup_index = -1;
1955 shipp->respawn_priority = 0;
1956 for (i=0; i<NUM_SUB_EXPL_HANDLES; i++) {
1957 shipp->sub_expl_sound_handle[i] = -1;
1960 if ( !Fred_running ) {
1961 shipp->final_warp_time = timestamp(-1);
1962 shipp->final_death_time = timestamp(-1); // There death sequence ain't start et.
1963 shipp->really_final_death_time = timestamp(-1); // There death sequence ain't start et.
1964 shipp->next_fireball = timestamp(-1); // When a random fireball will pop up
1965 shipp->next_hit_spark = timestamp(-1); // when a hit spot will spark
1966 for (i=0; i<MAX_SHIP_ARCS; i++ ) {
1967 shipp->arc_timestamp[i] = timestamp(-1); // Mark this arc as unused
1969 shipp->arc_next_time = timestamp(-1); // No electrical arcs yet.
1970 } else { // the values should be different for Fred
1971 shipp->final_warp_time = -1;
1972 shipp->final_death_time = 0;
1973 shipp->really_final_death_time = -1;
1974 shipp->next_fireball = -1;
1975 shipp->next_hit_spark = -1;
1976 for (i=0; i<MAX_SHIP_ARCS; i++ ) {
1977 shipp->arc_timestamp[i] = -1;
1979 shipp->arc_next_time = -1;
1981 shipp->team = TEAM_FRIENDLY; // Default friendly, probably get overridden.
1982 shipp->arrival_location = 0;
1983 shipp->arrival_distance = 0;
1984 shipp->arrival_anchor = -1;
1985 shipp->arrival_delay = 0;
1986 shipp->arrival_cue = -1;
1987 shipp->departure_location = 0;
1988 shipp->departure_delay = 0;
1989 shipp->departure_cue = -1;
1990 shipp->shield_hits = 0; // No shield hits yet on this baby.
1991 shipp->current_max_speed = Ship_info[ship_type].max_speed;
1993 shipp->alt_type_index = -1;
1995 shipp->lightning_stamp = -1;
1997 shipp->emp_intensity = -1.0f;
1998 shipp->emp_decr = 0.0f;
2000 shipp->targeting_laser_bank = -1;
2001 shipp->targeting_laser_objnum = -1;
2003 shipp->determination = 10;
2004 shipp->wingnum = -1;
2005 for (i = 0; i < MAX_PLAYERS; i++)
2006 shipp->last_targeted_subobject[i] = NULL;
2009 objp->hull_strength = 100.0f;
2011 objp->hull_strength = sip->initial_hull_strength;
2014 shipp->afterburner_fuel = sip->afterburner_fuel_capacity;
2016 shipp->cmeasure_count = sip->cmeasure_max;
2018 for ( i = 0; i < MAX_PRIMARY_BANKS; i++ ){
2019 swp->next_primary_fire_stamp[i] = timestamp(0);
2022 shipp->cmeasure_fire_stamp = timestamp(0);
2024 for ( i = 0; i < MAX_SECONDARY_BANKS; i++ ) {
2026 shipp->weapons.secondary_bank_ammo[i] = 100;
2028 shipp->weapons.secondary_bank_ammo[i] = 0;
2031 swp->secondary_bank_ammo[i] = 0;
2032 swp->secondary_next_slot[i] = 0;
2033 swp->next_secondary_fire_stamp[i] = timestamp(0);
2034 swp->secondary_bank_rearm_time[i] = timestamp(0); // will be able to rearm this bank immediately
2037 for ( i = 0; i < sip->num_secondary_banks; i++ ) {
2039 weapon_size = Weapon_info[sip->secondary_bank_weapons[i]].cargo_size;
2040 Assert( weapon_size > 0.0f );
2042 swp->secondary_bank_ammo[i] = 100;
2044 swp->secondary_bank_ammo[i] = fl2i(sip->secondary_bank_ammo_capacity[i] / weapon_size + 0.5f );
2048 swp->current_primary_bank = -1;
2049 swp->current_secondary_bank = -1;
2052 if ( sip->num_primary_banks > 0 ) {
2053 if ( swp->primary_bank_weapons[BANK_1] >= 0 ) {
2054 swp->current_primary_bank = BANK_1;
2056 swp->current_primary_bank = -1;
2060 swp->current_primary_bank = -1;
2063 if ( sip->num_secondary_banks > 0 ) {
2064 if ( swp->secondary_bank_weapons[BANK_1] >= 0 ) {
2065 swp->current_secondary_bank = BANK_1;
2067 swp->current_secondary_bank = -1;
2071 swp->current_secondary_bank = -1;
2074 shipp->current_cmeasure = 0;
2076 ets_init_ship(objp); // init ship fields that are used for the ETS
2078 physics_ship_init(objp);
2080 objp->shields[0] = 100.0f;
2082 set_shield_strength(objp, sip->shields);
2084 shipp->target_shields_delta = 0.0f;
2085 shipp->target_weapon_energy_delta = 0.0f;
2087 ai_object_init(objp, shipp->ai_index);
2088 shipp->weapons.ai_class = Ai_info[shipp->ai_index].ai_class;
2089 shipp->shield_integrity = NULL;
2090 // shipp->sw.blast_duration = -1; // init shockwave struct
2092 shipp->orders_accepted = ship_get_default_orders_accepted( sip );
2093 shipp->num_swarm_missiles_to_fire = 0;
2094 shipp->num_turret_swarm_info = 0;
2095 shipp->death_roll_snd = -1;
2096 shipp->thruster_bitmap = -1;
2097 shipp->thruster_frame = 0.0f;
2098 shipp->thruster_glow_bitmap = -1;
2099 shipp->thruster_glow_noise = 1.0f;
2100 shipp->thruster_glow_frame = 0.0f;
2101 shipp->next_engine_stutter = 1;
2102 shipp->persona_index = -1;
2103 shipp->flags |= SF_ENGINES_ON;
2104 shipp->subsys_disrupted_flags=0;
2105 shipp->subsys_disrupted_check_timestamp=timestamp(0);
2107 // swarm missile stuff
2108 shipp->next_swarm_fire = 1;
2110 // corkscrew missile stuff
2111 shipp->next_corkscrew_fire = 1;
2114 shipp->score = sip->score;
2117 shipp->tag_left = -1.0f;
2118 shipp->level2_tag_left = -1.0f;
2120 // multiplayer field initializations
2121 for (i = 0; i < MAX_PLAYERS; i++ ) {
2122 shipp->np_updates[i].update_stamp = -1;
2123 shipp->np_updates[i].status_update_stamp = -1;
2124 shipp->np_updates[i].subsys_update_stamp = -1;
2125 shipp->np_updates[i].seq = 0;
2127 extern int oo_arrive_time_count[MAX_SHIPS];
2128 extern int oo_interp_count[MAX_SHIPS];
2129 oo_arrive_time_count[shipp - Ships] = 0;
2130 oo_interp_count[shipp - Ships] = 0;
2132 shipp->special_warp_objnum = -1;
2134 // set awacs warning flags so awacs ship only asks for help once at each level
2135 shipp->awacs_warning_flag = AWACS_WARN_NONE;
2138 // function which recalculates the overall strength of subsystems. Needed because
2139 // several places in FreeSpace change subsystem strength and all this data needs to
2140 // be kept up to date.
2141 void ship_recalc_subsys_strength( ship *shipp )
2144 ship_subsys *ship_system;
2146 // fill in the subsys_info fields for all particular types of subsystems
2147 // make the current strength be 1.0. If there are initial conditions on the ship, then
2148 // the mission parse code should take care of setting that.
2149 for (i = 0; i < SUBSYSTEM_MAX; i++) {
2150 shipp->subsys_info[i].num = 0;
2151 shipp->subsys_info[i].total_hits = 0.0f;
2152 shipp->subsys_info[i].current_hits = 0.0f;
2155 // count all of the subsystems of a particular type. For each generic type of subsystem, we store the
2156 // total count of hits. (i.e. for 3 engines, we store the sum of the max_hits for each engine)
2157 for ( ship_system = GET_FIRST(&shipp->subsys_list); ship_system != END_OF_LIST(&shipp->subsys_list); ship_system = GET_NEXT(ship_system) ) {
2160 type = ship_system->system_info->type;
2161 Assert ( (type >= 0) && (type < SUBSYSTEM_MAX) );
2162 shipp->subsys_info[type].num++;
2163 shipp->subsys_info[type].total_hits += ship_system->system_info->max_hits;
2164 shipp->subsys_info[type].current_hits += ship_system->current_hits;
2167 // set any ship flags which should be set. unset the flags since we might be repairing a subsystem
2168 // through sexpressions.
2169 shipp->flags &= ~SF_DISABLED;
2170 if ( (shipp->subsys_info[SUBSYSTEM_ENGINE].num > 0) && (shipp->subsys_info[SUBSYSTEM_ENGINE].current_hits == 0.0f) ){
2171 shipp->flags |= SF_DISABLED;
2175 shipp->flags &= ~SF_DISARMED;
2176 if ( (shipp->subsys_info[SUBSYSTEM_TURRET].num > 0) && (shipp->subsys_info[SUBSYSTEM_TURRET].current_hits == 0.0f) ){
2177 shipp->flags |= SF_DISARMED;
2182 // routine to possibly fixup the model subsystem information for this ship pointer. Needed when
2183 // ships share the same model.
2184 void ship_copy_subsystem_fixup(ship_info *sip)
2188 model_num = sip->modelnum;
2190 // since we allow a model file to be shared between several ships, we must check to be sure that our
2191 // subsystems have been loaded properly
2193 subsystems_needed = 0;
2194 for (i = 0; i < sip->n_subsystems; i++ ) {
2195 if ( sip->subsystems[i].model_num == -1 ){
2196 subsystems_needed++;
2201 // if we need to get information for all our subsystems, we need to find another ship with the same model
2202 // number as our own and that has the model information
2203 // if ( subsystems_needed == sip->n_subsystems ) {
2204 for ( i = 0; i < Num_ship_types; i++ ) {
2205 model_subsystem *msp;
2207 if ( (Ship_info[i].modelnum != model_num) || (&Ship_info[i] == sip) ){
2211 // see if this ship has subsystems and a model for the subsystems. We only need check the first
2212 // subsystem since previous error checking would have trapped it's loading as an error.
2213 Assert( Ship_info[i].n_subsystems == sip->n_subsystems );
2215 msp = &Ship_info[i].subsystems[0];
2216 model_copy_subsystems( sip->n_subsystems, &(sip->subsystems[0]), msp );
2217 sip->flags |= SIF_PATH_FIXUP;
2225 // ignore_subsys_info => default parameter with value of 0. This is
2226 // only set to 1 by the save/restore code
2227 void subsys_set(int objnum, int ignore_subsys_info)
2229 ship *shipp = &Ships[Objects[objnum].instance];
2230 ship_info *sinfo = &Ship_info[Ships[Objects[objnum].instance].ship_info_index];
2231 model_subsystem *sp;
2232 ship_subsys *ship_system;
2235 // set up the subsystems for this ship. walk through list of subsystems in the ship-info array.
2236 // for each subsystem, get a new ship_subsys instance and set up the pointers and other values
2237 list_init ( &shipp->subsys_list ); // initialize the ship's list of subsystems
2238 for ( i = 0; i < sinfo->n_subsystems; i++ ) {
2240 sp = &(sinfo->subsystems[i]);
2241 if ( sp->model_num == -1 ) {
2242 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 );
2246 // set up the linked list
2247 ship_system = GET_FIRST( &ship_subsys_free_list ); // get a new element from the ship_subsystem array
2248 Assert ( ship_system != &ship_subsys_free_list ); // shouldn't have the dummy element
2249 list_remove( &ship_subsys_free_list, ship_system ); // remove the element from the array
2250 list_append( &shipp->subsys_list, ship_system ); // link the element into the ship
2252 ship_system->system_info = sp; // set the system_info pointer to point to the data read in from the model
2253 if ( !Fred_running ){
2254 ship_system->current_hits = sp->max_hits; // set the max hits
2256 ship_system->current_hits = 0.0f; // Jason wants this to be 0 in Fred.
2258 ship_system->turret_next_fire_stamp = timestamp(0);
2259 ship_system->turret_next_enemy_check_stamp = timestamp(0);
2260 ship_system->turret_enemy_objnum = -1;
2261 ship_system->turret_next_fire_stamp = timestamp((int) frand_range(1.0f, 500.0f)); // next time this turret can fire
2262 ship_system->turret_last_fire_direction = sp->turret_norm;
2263 ship_system->turret_next_fire_pos = 0;
2264 ship_system->turret_time_enemy_in_range = 0.0f;
2265 ship_system->disruption_timestamp=timestamp(0);
2266 ship_system->turret_pick_big_attack_point_timestamp = timestamp(0);
2267 vm_vec_zero(&ship_system->turret_big_attack_point);
2268 ship_system->subsys_cargo_name = -1;
2269 ship_system->subsys_cargo_revealed = 0;
2272 ship_system->weapons.flags = 0;
2275 for (k=0; k<MAX_PRIMARY_BANKS; k++){
2276 if (sp->primary_banks[k] != -1) {
2277 ship_system->weapons.primary_bank_weapons[j] = sp->primary_banks[k];
2278 ship_system->weapons.next_primary_fire_stamp[j++] = 0;
2282 ship_system->weapons.num_primary_banks = j;
2285 for (k=0; k<MAX_SECONDARY_BANKS; k++){
2286 if (sp->secondary_banks[k] != -1) {
2287 ship_system->weapons.secondary_bank_weapons[j] = sp->secondary_banks[k];
2288 ship_system->weapons.secondary_bank_capacity[j] = sp->secondary_bank_capacity[k];
2289 ship_system->weapons.next_secondary_fire_stamp[j++] = timestamp(0);
2293 ship_system->weapons.num_secondary_banks = j;
2294 ship_system->weapons.current_primary_bank = -1;
2295 ship_system->weapons.current_secondary_bank = -1;
2297 for (k=0; k<MAX_SECONDARY_BANKS; k++) {
2298 ship_system->weapons.secondary_bank_ammo[k] = (Fred_running ? 100 : ship_system->weapons.secondary_bank_capacity[k]);
2300 ship_system->weapons.secondary_next_slot[k] = 0;
2303 ship_system->weapons.last_fired_weapon_index = -1;
2304 ship_system->weapons.last_fired_weapon_signature = -1;
2305 ship_system->weapons.detonate_weapon_time = -1;
2306 ship_system->weapons.ai_class = sinfo->ai_class; // assume ai class of ship for turret
2308 // rapid fire (swarm) stuff
2309 ship_system->turret_swarm_info_index = -1;
2312 ship_system->awacs_intensity = sp->awacs_intensity;
2313 ship_system->awacs_radius = sp->awacs_radius;
2314 if (ship_system->awacs_intensity > 0) {
2315 ship_system->system_info->flags |= MSS_FLAG_AWACS;
2318 // turn_rate, turn_accel
2319 // model_set_instance_info
2320 float turn_accel = 0.5f;
2321 model_set_instance_info(&ship_system->submodel_info_1, sp->turn_rate, turn_accel);
2323 // model_clear_instance_info( &ship_system->submodel_info_1 );
2324 model_clear_instance_info( &ship_system->submodel_info_2 );
2327 if ( !ignore_subsys_info ) {
2328 ship_recalc_subsys_strength( shipp );
2335 // Render docking information, NOT while in object's reference frame.
2336 void render_dock_bays(object *objp)
2342 sip = &Ship_info[Ships[objp->instance].ship_info_index];
2343 pm = model_get( sip->modelnum );
2345 if (pm->docking_bays == NULL)
2348 if (pm->docking_bays[0].num_slots != 2)
2351 db = &pm->docking_bays[0];
2354 vector p0, p1, p2, p3, nr;
2356 vm_vec_unrotate(&p0, &db->pnt[0], &objp->orient);
2357 vm_vec_add2(&p0, &objp->pos);
2358 g3_rotate_vertex(&v0, &p0);
2360 vm_vec_unrotate(&p1, &db->pnt[1], &objp->orient);
2361 vm_vec_add2(&p1, &objp->pos);
2362 g3_rotate_vertex(&v1, &p1);
2364 gr_set_color(255, 0, 0);
2365 g3_draw_line(&v0, &v1);
2367 vm_vec_avg(&p2, &p0, &p1);
2369 vm_vec_unrotate(&nr, &db->norm[0], &objp->orient);
2370 vm_vec_scale_add(&p3, &p2, &nr, 10.0f);
2372 g3_rotate_vertex(&v0, &p2);
2373 g3_rotate_vertex(&v1, &p3);
2374 gr_set_color(255, 255, 0);
2375 g3_draw_line(&v0, &v1);
2376 g3_draw_sphere(&v1, 1.25f);
2382 int Ship_shadows = 0;
2384 DCF_BOOL( ship_shadows, Ship_shadows );
2386 MONITOR( NumShipsRend );
2388 int Show_shield_hits = 0;
2389 DCF_BOOL( show_shield_hits, Show_shield_hits );
2391 int Show_tnorms = 0;
2392 DCF_BOOL( show_tnorms, Show_tnorms );
2395 DCF_BOOL( show_paths, Show_paths );
2397 int Show_fpaths = 0;
2398 DCF_BOOL( show_fpaths, Show_fpaths );
2400 void ship_render(object * obj)
2406 num = obj->instance;
2411 // show target when attacking big ship
2412 vector temp, target;
2413 ai_info *aip = &Ai_info[Ships[obj->instance].ai_index];
2414 if ( (aip->target_objnum >= 0) && (Ship_info[Ships[Objects[aip->target_objnum].instance].ship_info_index].flags & (SIF_SUPERCAP|SIF_CAPITAL|SIF_CRUISER)) ) {
2415 vm_vec_unrotate(&temp, &aip->big_attack_point, &Objects[aip->target_objnum].orient);
2416 vm_vec_add(&target, &temp, &Objects[aip->target_objnum].pos);
2419 gr_set_color(128,0,0);
2420 g3_rotate_vertex( &v0, &obj->pos );
2421 g3_rotate_vertex( &v1, &target );
2423 g3_draw_line(&v0, &v1);
2425 g3_draw_sphere(&v1, 5.0f);
2430 // if (Ships[num].subtype == SHIP_PLAYER ) return;
2431 if ( obj == Viewer_obj ) {
2432 if (ship_show_velocity_dot && (obj==Player_obj) ) {
2436 vm_vec_scale_add( &v, &obj->phys_info.vel, &obj->orient.fvec, 3.0f );
2437 vm_vec_normalize( &v );
2440 vm_vec_scale_add( &p0, &obj->pos, &v, 20.0f);
2442 g3_rotate_vertex( &v0, &p0 );
2444 gr_set_color(0,128,0);
2445 g3_draw_sphere( &v0, 0.1f );
2448 // Show the shield hit effect for the viewer.
2449 if ( Show_shield_hits ) {
2450 shipp = &Ships[num];
2451 if (shipp->shield_hits) {
2452 create_shield_explosion_all(obj);
2453 shipp->shield_hits = 0;
2460 MONITOR_INC( NumShipsRend, 1 );
2462 shipp = &Ships[num];
2463 si = &Ship_info[Ships[num].ship_info_index];
2465 // Make ships that are warping in not render during stage 1
2466 if ( shipp->flags & SF_ARRIVING_STAGE_1 ){
2470 if ( Ship_shadows && shipfx_in_shadow( obj ) ) {
2471 light_set_shadow(1);
2473 light_set_shadow(0);
2476 ship_model_start(obj);
2478 uint render_flags = MR_NORMAL;
2480 // Turn off model caching for the player ship in external view.
2481 if (obj == Player_obj) {
2482 render_flags |= MR_ALWAYS_REDRAW;
2485 // Turn off model caching if this is the player's target.
2486 if ( Player_ai->target_objnum == OBJ_INDEX(obj)) {
2487 render_flags |= MR_ALWAYS_REDRAW;
2491 if(Show_paths || Show_fpaths){
2492 render_flags |= MR_BAY_PATHS;
2496 // Only render electrical arcs if within 500m of the eye (for a 10m piece)
2497 if ( vm_vec_dist_quick( &obj->pos, &Eye_position ) < obj->radius*50.0f ) {
2499 for (i=0; i<MAX_SHIP_ARCS; i++ ) {
2500 if ( timestamp_valid( shipp->arc_timestamp[i] ) ) {
2501 render_flags |= MR_ALWAYS_REDRAW; // Turn off model caching if arcing.
2502 model_add_arc( shipp->modelnum, -1, &shipp->arc_pts[i][0], &shipp->arc_pts[i][1], shipp->arc_type[i] );
2507 if ( shipp->large_ship_blowup_index > -1 ) {
2508 shipfx_large_blowup_render(shipp);
2511 // ship_get_subsystem_strength( shipp, SUBSYSTEM_ENGINE)>ENGINE_MIN_STR
2513 if ( (shipp->thruster_bitmap > -1) && (!(shipp->flags & SF_DISABLED)) && (!ship_subsys_disrupted(shipp, SUBSYSTEM_ENGINE)) ) {
2516 // Add noise to thruster geometry.
2517 ft = obj->phys_info.forward_thrust;
2518 ft *= (1.0f + frand()/5.0f - 1.0f/10.0f);
2522 model_set_thrust( shipp->modelnum, ft, shipp->thruster_bitmap, shipp->thruster_glow_bitmap, shipp->thruster_glow_noise );
2523 render_flags |= MR_SHOW_THRUSTERS;
2526 // fill the model flash lighting values in
2527 shipfx_flash_light_model( obj, shipp );
2529 object *docked_objp = NULL;
2530 ship * docked_shipp = NULL;
2531 ship * warp_shipp = shipp;
2533 // check to see if departing ship is docked with anything.
2534 docked_objp = ai_find_docked_object( obj );
2535 if ( docked_objp ) {
2536 docked_shipp = &Ships[docked_objp->instance];
2538 if ( docked_shipp->flags & (SF_DEPART_WARP|SF_ARRIVING) ) {
2539 warp_shipp = docked_shipp;
2543 // Warp_shipp points to the ship that is going through a
2544 // warp... either this ship or the ship it is docked with.
2546 // If the ship is going "through" the warp effect, then
2547 // set up the model renderer to only draw the polygons in front
2548 // of the warp in effect
2549 int clip_started = 0;
2551 if ( warp_shipp->flags & (SF_ARRIVING|SF_DEPART_WARP) ) {
2554 g3_start_user_clip_plane( &warp_shipp->warp_effect_pos, &warp_shipp->warp_effect_fvec );
2556 // Turn off model caching while going thru warp effect.
2557 render_flags |= MR_ALWAYS_REDRAW;
2560 // maybe set squad logo bitmap
2561 model_set_insignia_bitmap(-1);
2562 if(Game_mode & GM_MULTIPLAYER){
2563 // if its any player's object
2564 int np_index = multi_find_player_by_object( obj );
2565 if((np_index >= 0) && (np_index < MAX_PLAYERS) && MULTI_CONNECTED(Net_players[np_index]) && (Net_players[np_index].player != NULL)){
2566 model_set_insignia_bitmap(Net_players[np_index].player->insignia_texture);
2569 // in single player, we want to render model insignias on all ships in alpha beta and gamma
2571 // if its an object in my squadron
2572 if(ship_in_abgz(shipp)){
2573 model_set_insignia_bitmap(Player->insignia_texture);
2577 // maybe disable lighting
2578 // if((The_mission.flags & MISSION_FLAG_FULLNEB) && (neb2_get_fog_intensity(obj) > 0.33f) && (si->flags & SIF_SMALL_SHIP)){
2579 // render_flags |= MR_NO_LIGHTING;
2583 if(The_mission.flags & MISSION_FLAG_FULLNEB){
2584 extern void model_set_fog_level(float l);
2585 model_set_fog_level(neb2_get_fog_intensity(obj));
2589 if((The_mission.flags & MISSION_FLAG_FULLNEB) && (si->flags & SIF_SMALL_SHIP)){
2590 // force detail levels
2591 float fog_val = neb2_get_fog_intensity(obj);
2592 if(fog_val >= 0.6f){
2593 model_set_detail_level(2);
2594 model_render( shipp->modelnum, &obj->orient, &obj->pos, render_flags | MR_LOCK_DETAIL, OBJ_INDEX(obj) );
2596 model_render( shipp->modelnum, &obj->orient, &obj->pos, render_flags, OBJ_INDEX(obj) );
2599 model_render( shipp->modelnum, &obj->orient, &obj->pos, render_flags, OBJ_INDEX(obj) );
2602 // always turn off fog after rendering a ship
2603 gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0);
2605 light_set_shadow(0);
2608 if (Show_shield_mesh)
2609 ship_draw_shield( obj); // Render the shield.
2612 if ( clip_started ) {
2613 g3_stop_user_clip_plane();
2617 /* if (Mc.shield_hit_tri != -1) {
2618 //render_shield_explosion(model_num, orient, pos, &Hit_point, Hit_tri);
2619 Mc.shield_hit_tri = -1;
2623 ship_model_stop(obj);
2625 if (shipp->shield_hits) {
2626 create_shield_explosion_all(obj);
2627 shipp->shield_hits = 0;
2631 if (Ai_render_debug_flag || Show_paths) {
2632 if ( shipp->ai_index != -1 ){
2633 render_path_points(obj);
2636 render_dock_bays(obj);
2642 ship_subsys *systemp;
2643 vector tpos, tnorm, temp;
2647 gr_set_color(0, 0, 255);
2648 systemp = GET_FIRST( &shipp->subsys_list );
2649 while ( systemp != END_OF_LIST(&shipp->subsys_list) ) {
2650 ship_get_global_turret_gun_info(obj, systemp, &tpos, &tnorm, 1, &temp);
2653 vm_vec_scale_add(&v2, &v1, &tnorm, 20.0f);
2655 g3_rotate_vertex(&l1, &v1);
2656 g3_rotate_vertex(&l2, &v2);
2658 g3_draw_sphere(&l1, 2.0f);
2659 g3_draw_line(&l1, &l2);
2661 systemp = GET_NEXT(systemp);
2667 void ship_subsystem_delete(ship *shipp)
2669 ship_subsys *systemp, *temp;
2671 systemp = GET_FIRST( &shipp->subsys_list );
2672 while ( systemp != END_OF_LIST(&shipp->subsys_list) ) {
2673 temp = GET_NEXT( systemp ); // use temporary since pointers will get screwed with next operation
2674 list_remove( &shipp->subsys_list, systemp ); // remove the element
2675 list_append( &ship_subsys_free_list, systemp ); // and place back onto free list
2676 systemp = temp; // use the temp variable to move right along
2680 void ship_delete( object * obj )
2685 num = obj->instance;
2688 objnum = OBJ_INDEX(obj);
2689 Assert( Ships[num].objnum == objnum );
2691 shipp = &Ships[num];
2693 if (shipp->ai_index != -1){
2694 ai_free_slot(shipp->ai_index);
2697 // free up the list of subsystems of this ship. walk through list and move remaining subsystems
2698 // on ship back to the free list for other ships to use.
2699 ship_subsystem_delete(&Ships[num]);
2702 // mwa 11/24/97 num_ships--;
2704 if (model_get(shipp->modelnum)->shield.ntris) {
2705 free(shipp->shield_integrity);
2706 shipp->shield_integrity = NULL;
2709 if ( shipp->ship_list_index != -1 ) {
2710 ship_obj_list_remove(shipp->ship_list_index);
2711 shipp->ship_list_index = -1;
2714 free_sexp2(shipp->arrival_cue);
2715 free_sexp2(shipp->departure_cue);
2717 // call the contrail system
2718 ct_ship_delete(shipp);
2721 // function used by ship_destroyed and ship_departed which is called if the ship
2722 // is in a wing. This function updates the ship_index list (i.e. removes it's
2723 // entry in the list), and packs the array accordingly.
2724 void ship_wing_cleanup( int shipnum, wing *wingp )
2726 int i, index = -1, team;
2728 team = Ships[shipnum].team;
2729 // compress the ship_index array and mark the last entry with a -1
2730 for (i = 0; i < wingp->current_count; i++ ) {
2731 if ( wingp->ship_index[i] == shipnum ) {
2737 // Assert(index != -1);
2739 // this can happen in multiplayer (dogfight, ingame join specifically)
2744 for ( i = index; i < wingp->current_count - 1; i++ ){
2745 wingp->ship_index[i] = wingp->ship_index[i+1];
2748 wingp->current_count--;
2749 Assert ( wingp->current_count >= 0 );
2750 wingp->ship_index[wingp->current_count] = -1;
2752 // if the current count is 0, check to see if the wing departed or was destroyed.
2753 if ( wingp->current_count == 0 ) {
2755 // if this wing was ordered to depart by the player, set the current_wave equal to the total
2756 // waves so we can mark the wing as gone and no other ships arrive
2757 if ( wingp->flags & WF_DEPARTURE_ORDERED )
2758 wingp->current_wave = wingp->num_waves;
2760 // first, be sure to mark a wing destroyed event if all members of wing were destroyed and on
2761 // the last wave. This circumvents a problem where the wing could be marked as departed and
2762 // destroyed if the last ships were destroyed after the wing's departure cue became true.
2764 // if the wing wasn't destroyed, and it is departing, then mark it as departed -- in this
2765 // case, there had better be ships in this wing with departure entries in the log file. The
2766 // logfile code checks for this case.
2767 if ( (wingp->current_wave == wingp->num_waves) && (wingp->total_destroyed == wingp->total_arrived_count) ) {
2768 mission_log_add_entry(LOG_WING_DESTROYED, wingp->name, NULL, team);
2769 wingp->flags |= WF_WING_GONE;
2770 wingp->time_gone = Missiontime;
2771 } else if ( (wingp->flags & WF_WING_DEPARTING) || (wingp->current_wave == wingp->num_waves) ) {
2776 // apparently, there have been reports of ships still present in the mission when this log
2777 // entry if written. Do a sanity check here to find out for sure.
2778 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2780 // skip the player -- stupid special case.
2781 if ( &Objects[so->objnum] == Player_obj )
2784 if ( (Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_INGAME_JOIN) )
2787 if ( (Ships[Objects[so->objnum].instance].wingnum == WING_INDEX(wingp)) && !(Ships[Objects[so->objnum].instance].flags & (SF_DEPARTING|SF_DYING)) )
2792 if ( wingp->flags & (WF_WING_DEPARTING|WF_DEPARTURE_ORDERED) )
2793 mission_log_add_entry(LOG_WING_DEPART, wingp->name, NULL, team);
2795 wingp->flags |= WF_WING_GONE;
2796 wingp->time_gone = Missiontime;
2801 // function to do management, like log entries and wing cleanup after a ship has been destroyed
2803 void ship_destroyed( int num )
2808 shipp = &Ships[num];
2809 objp = &Objects[shipp->objnum];
2811 // add the information to the exited ship list
2812 ship_add_exited_ship( shipp, SEF_DESTROYED );
2814 // determine if we need to count this ship as a klll in counting number of kills per ship type
2815 // look at the ignore flag for the ship (if not in a wing), or the ignore flag for the wing
2816 // (if the ship is in a wing), and add to the kill count if the flags are not set
2817 if ( !(shipp->flags & SF_IGNORE_COUNT) || ((shipp->wingnum != -1) && !(Wings[shipp->wingnum].flags & WF_IGNORE_COUNT)) )
2818 ship_add_ship_type_kill_count( Ship_info[shipp->ship_info_index].flags );
2820 // if ship belongs to a wing -- increment the total number of ships in the wing destroyed
2821 if ( shipp->wingnum != -1 ) {
2824 wingp = &Wings[shipp->wingnum];
2825 wingp->total_destroyed++;
2826 ship_wing_cleanup( num, wingp );
2829 // Note, this call to ai_ship_destroy must come after ship_wing_cleanup for guarded wings to
2830 // properly note the destruction of a ship in their wing.
2831 if ( shipp->ai_index != -1 ) {
2832 ai_ship_destroy(num, SEF_DESTROYED); // Do AI stuff for destruction of ship.
2835 nprintf(("Alan","SHIP DESTROYED: %s\n", shipp->ship_name));
2837 if ( (shipp->wing_status_wing_index >= 0) && (shipp->wing_status_wing_pos >= 0) ) {
2838 nprintf(("Alan","STATUS UPDATED: %s\n", shipp->ship_name));
2839 hud_set_wingman_status_dead(shipp->wing_status_wing_index, shipp->wing_status_wing_pos);
2842 // let the event music system know a hostile was destoyed (important for deciding when to transition from battle to normal music)
2843 if (Player_ship != NULL) {
2844 if (shipp->team != Player_ship->team) {
2845 event_music_hostile_ship_destroyed();
2850 void ship_vanished(int num)
2856 objp = &Objects[sp->objnum];
2859 if(Game_mode & GM_DEMO_RECORD){
2860 demo_POST_departed(Objects[Ships[num].objnum].signature, Ships[num].flags);
2863 // add the information to the exited ship list
2864 ship_add_exited_ship( sp, SEF_DEPARTED );
2866 // update wingman status gauge
2867 if ( (sp->wing_status_wing_index >= 0) && (sp->wing_status_wing_pos >= 0) ) {
2868 hud_set_wingman_status_departed(sp->wing_status_wing_index, sp->wing_status_wing_pos);
2871 ai_ship_destroy(num, SEF_DEPARTED); // should still do AI cleanup after ship has departed
2874 void ship_departed( int num )
2882 if(Game_mode & GM_DEMO_RECORD){
2883 demo_POST_departed(Objects[Ships[num].objnum].signature, Ships[num].flags);
2886 // add the information to the exited ship list
2887 ship_add_exited_ship( sp, SEF_DEPARTED );
2889 // update wingman status gauge
2890 if ( (sp->wing_status_wing_index >= 0) && (sp->wing_status_wing_pos >= 0) ) {
2891 hud_set_wingman_status_departed(sp->wing_status_wing_index, sp->wing_status_wing_pos);
2894 // see if this ship departed within the radius of a jump node -- if so, put the node name into
2895 // the secondary mission log field
2896 for ( i = 0; i < Num_jump_nodes; i++ ) {
2898 vector ship_pos, node_pos;
2900 ship_pos = Objects[sp->objnum].pos;
2901 node_pos = Objects[Jump_nodes[i].objnum].pos;
2902 radius = model_get_radius( Jump_nodes[i].modelnum );
2903 dist = vm_vec_dist( &ship_pos, &node_pos );
2904 if ( dist <= radius ) {
2905 mission_log_add_entry(LOG_SHIP_DEPART, sp->ship_name, Jump_nodes[i].name, sp->wingnum);
2911 if ( i == Num_jump_nodes ){
2912 mission_log_add_entry(LOG_SHIP_DEPART, sp->ship_name, NULL, sp->wingnum);
2915 ai_ship_destroy(num, SEF_DEPARTED); // should still do AI cleanup after ship has departed
2917 // don't bother doing this for demo playback - we don't keep track of wing info
2918 if(!(Game_mode & GM_DEMO_PLAYBACK)){
2919 if ( sp->wingnum != -1 ) {
2922 wingp = &Wings[sp->wingnum];
2923 wingp->total_departed++;
2924 ship_wing_cleanup( num, wingp );
2929 // --------------------------------------------------------------------------------------------------------------------
2930 // ship_explode_area_calc_damage
2932 // input pos1 => ship explosion position
2933 // pos2 => other ship position
2934 // inner_rad => distance from ship center for which full damage is applied
2935 // outer_rad => distance from ship center for which no damage is applied
2936 // max_damage => maximum damage applied
2937 // max_blast => maximum impulse applied from blast
2939 // calculates the blast and damage applied to a ship from another ship blowing up.
2941 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 )
2945 dist = vm_vec_dist_quick( pos1, pos2 );
2947 // check outside outer radius
2948 if ( dist > outer_rad )
2951 if ( dist < inner_rad ) {
2952 // check insider inner radius
2953 *damage = max_damage;
2956 // between inner and outer
2957 float fraction = 1.0f - (dist - inner_rad) / (outer_rad - inner_rad);
2958 *damage = fraction * max_damage;
2959 *blast = fraction * max_blast;
2965 // --------------------------------------------------------------------------------------------------------------------
2966 // ship_blow_up_area_apply_blast
2967 // this function applies damage to ship close to others when a ship dies and blows up
2969 // inputs: objp => ship object pointers
2970 // pos => position of the ship when it finally blows up
2971 // inner_rad => distance from ship center for which full damage is applied
2972 // outer_rad => distance from ship center for which no damage is applied
2973 // damage => maximum damage applied
2974 // blast => maximum impulse applied from blast
2976 void ship_blow_up_area_apply_blast( object *exp_objp)
2979 Assert( exp_objp->type == OBJ_SHIP );
2980 float inner_rad, outer_rad, max_damage, max_blast, shockwave_speed;
2981 shockwave_create_info sci;
2983 // No area explosion in training missions.
2984 if (The_mission.game_type & MISSION_TYPE_TRAINING){
2988 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)) {
2989 float override = Ai_info[Ships[exp_objp->instance].ai_index].kamikaze_damage;
2991 inner_rad = exp_objp->radius*2.0f;
2992 outer_rad = exp_objp->radius*4.0f; // + (override * 0.3f);
2993 max_damage = override;
2994 max_blast = override * 5.0f;
2995 shockwave_speed = 100.0f;
2997 sip = &Ship_info[Ships[exp_objp->instance].ship_info_index];
2999 if (Ships[exp_objp->instance].special_exp_index != -1) {
3000 int start = Ships[exp_objp->instance].special_exp_index;
3002 inner_rad = (float) atoi(Sexp_variables[start+INNER_RAD].text);
3003 outer_rad = (float) atoi(Sexp_variables[start+OUTER_RAD].text);
3004 max_damage = (float) atoi(Sexp_variables[start+DAMAGE].text);
3005 max_blast = (float) atoi(Sexp_variables[start+BLAST].text);
3006 propagates = atoi(Sexp_variables[start+PROPAGATE].text);
3008 shockwave_speed = (float) atoi(Sexp_variables[start+SHOCK_SPEED].text);
3010 shockwave_speed = 0.0f;
3013 inner_rad = sip->inner_rad;
3014 outer_rad = sip->outer_rad;
3015 max_damage = sip->damage;
3016 max_blast = sip->blast;
3017 shockwave_speed = sip->shockwave_speed;
3021 // nprintf(("AI", "Frame %i: Area effect blast from ship %s\n", Framecount, Ships[exp_objp->instance].ship_name));
3023 // account for ships that give no damage when they blow up.
3024 if ( (max_damage < 0.1f) && (max_blast < 0.1f) ){
3028 if ( shockwave_speed > 0 ) {
3029 sci.inner_rad = inner_rad;
3030 sci.outer_rad = outer_rad;
3031 sci.blast = max_blast;
3032 sci.damage = max_damage;
3033 sci.speed = shockwave_speed;
3034 sci.rot_angle = frand_range(0.0f, 359.0f);
3035 shipfx_do_shockwave_stuff(&Ships[exp_objp->instance], &sci);
3036 // shockwave_create(Ships[exp_objp->instance].objnum, &exp_objp->pos, shockwave_speed, inner_rad, outer_rad, max_damage, max_blast, SW_SHIP_DEATH);
3040 float damage = 0.0f;
3041 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
3042 if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_ASTEROID) ) {
3046 if ( objp == exp_objp ){
3050 // don't blast navbuoys
3051 if ( objp->type == OBJ_SHIP ) {
3052 if ( ship_get_SIF(objp->instance) & SIF_NAVBUOY ) {
3057 if ( ship_explode_area_calc_damage( &exp_objp->pos, &objp->pos, inner_rad, outer_rad, max_damage, max_blast, &damage, &blast ) == -1 ){
3061 switch ( objp->type ) {
3063 ship_apply_global_damage( objp, exp_objp, &exp_objp->pos, damage );
3064 vector force, vec_ship_to_impact;
3065 vm_vec_sub( &vec_ship_to_impact, &objp->pos, &exp_objp->pos );
3066 vm_vec_copy_normalize( &force, &vec_ship_to_impact );
3067 vm_vec_scale( &force, blast );
3068 ship_apply_whack( &force, &vec_ship_to_impact, objp );
3071 asteroid_hit(objp, NULL, NULL, damage);
3081 void do_dying_undock_physics(object* objp, ship* sp)
3083 Assert(sp->dock_objnum_when_dead >= 0);
3084 if(sp->dock_objnum_when_dead < 0){
3087 object* dock_obj = &Objects[sp->dock_objnum_when_dead];
3090 Assert(objp->type == OBJ_SHIP);
3091 Assert(dock_obj->type == OBJ_SHIP);
3092 if((objp->type != OBJ_SHIP) || (dock_obj->type != OBJ_SHIP)){
3096 float damage = 0.2f*Ship_info[sp->ship_info_index].initial_hull_strength;
3097 ship_apply_global_damage(dock_obj, objp, &objp->pos, damage);
3100 vector impulse_norm, impulse_vec, pos;
3101 vm_vec_sub(&impulse_norm, &dock_obj->pos, &objp->pos);
3102 vm_vec_normalize(&impulse_norm);
3103 // set for relative separation velocity of ~30
3104 float impulse_mag = 50.f*dock_obj->phys_info.mass*objp->phys_info.mass/(dock_obj->phys_info.mass + objp->phys_info.mass);
3105 vm_vec_copy_scale(&impulse_vec, &impulse_norm, impulse_mag);
3106 vm_vec_rand_vec_quick(&pos);
3107 vm_vec_scale(&pos, dock_obj->radius);
3108 // apply whack to dock obj
3109 physics_apply_whack(&impulse_vec, &pos, &dock_obj->phys_info, &dock_obj->orient, dock_obj->phys_info.mass);
3110 // enhance rotation of the docked ship
3111 vm_vec_scale(&dock_obj->phys_info.rotvel, 2.0f);
3113 // apply whack to ship
3114 vm_vec_negate(&impulse_vec);
3115 vm_vec_rand_vec_quick(&pos);
3116 vm_vec_scale(&pos, objp->radius);
3117 physics_apply_whack(&impulse_vec, &pos, &objp->phys_info, &objp->orient, objp->phys_info.mass);
3119 // reset dock_objnum_when_dead to -1 for dockee, since docker has blown up.
3120 if (Ships[dock_obj->instance].dock_objnum_when_dead == sp->objnum) {
3121 Ships[dock_obj->instance].dock_objnum_when_dead = -1;
3125 // Do the stuff we do in a frame for a ship that's in its death throes.
3126 void ship_dying_frame(object *objp, int ship_num)
3129 sp = &Ships[ship_num];
3130 int knossos_ship = false;
3132 if ( sp->flags & SF_DYING ) {
3133 knossos_ship = (Ship_info[sp->ship_info_index].flags & SIF_KNOSSOS_DEVICE);
3135 // bash hull value toward 0 (from self destruct)
3136 if (objp->hull_strength > 0) {
3137 int time_left = timestamp_until(sp->final_death_time);
3138 float hits_left = objp->hull_strength;
3140 objp->hull_strength -= hits_left * (1000.0f * flFrametime) / time_left;
3143 // special case of VAPORIZE
3144 if (sp->flags & SF_VAPORIZE) {
3145 // Assert(Ship_info[sp->ship_info_index].flags & SIF_SMALL_SHIP);
3146 if (timestamp_elapsed(sp->final_death_time)) {
3149 snd_play_3d( &Snds[SND_VAPORIZED], &objp->pos, &View_position, objp->radius, NULL, 0, 1.0f, SND_PRIORITY_MUST_PLAY );
3151 // do joystick effect
3152 if (objp == Player_obj) {
3156 // if dying ship is docked, do damage to docked and physics
3157 if (sp->dock_objnum_when_dead != -1) {
3158 do_dying_undock_physics(objp, sp);
3161 // do all accounting for respawning client and server side here.
3162 if (objp == Player_obj) {
3163 gameseq_post_event(GS_EVENT_DEATH_BLEW_UP);
3166 // mark object as dead
3167 objp->flags |= OF_SHOULD_BE_DEAD;
3169 // Don't blow up model. Only use debris shards.
3170 // call ship function to clean up after the ship is destroyed.
3171 ship_destroyed(ship_num);
3178 // bash the desired rotvel
3179 objp->phys_info.desired_rotvel = sp->deathroll_rotvel;
3181 // Do fireballs for Big ship with propagating explostion, but not Kamikaze
3182 if (!(Ai_info[sp->ai_index].ai_flags & AIF_KAMIKAZE) && ship_get_exp_propagates(sp)) {
3183 if ( timestamp_elapsed(Ships[ship_num].next_fireball)) {
3184 vector outpnt, pnt1, pnt2;
3185 polymodel *pm = model_get(sp->modelnum);
3187 // Gets two random points on the surface of a submodel
3188 submodel_get_two_random_points(sp->modelnum, pm->detail[0], &pnt1, &pnt2 );
3190 // vm_vec_avg( &tmp, &pnt1, &pnt2 ); [KNOSSOS get random in plane 1/1.414 in rad
3191 model_find_world_point(&outpnt, &pnt1, sp->modelnum, pm->detail[0], &objp->orient, &objp->pos );
3193 float rad = objp->radius*0.1f;
3194 int fireball_type = FIREBALL_EXPLOSION_LARGE1 + rand()%FIREBALL_NUM_LARGE_EXPLOSIONS;
3195 fireball_create( &outpnt, fireball_type, OBJ_INDEX(objp), rad, 0, &objp->phys_info.vel );
3196 // start the next fireball up in the next 50 - 200 ms (2-3 per frame)
3197 sp->next_fireball = timestamp_rand(333,500);
3199 // do sound - maybe start a random sound, if it has played far enough.
3200 do_sub_expl_sound(objp->radius, &outpnt, sp->sub_expl_sound_handle);
3204 // create little fireballs for knossos as it dies
3206 if ( timestamp_elapsed(Ships[ship_num].next_fireball)) {
3207 vector rand_vec, outpnt; // [0-.7 rad] in plane
3208 vm_vec_rand_vec_quick(&rand_vec);
3209 float scale = -vm_vec_dotprod(&objp->orient.fvec, &rand_vec) * (0.9f + 0.2f * frand());
3210 vm_vec_scale_add2(&rand_vec, &objp->orient.fvec, scale);
3211 vm_vec_normalize_quick(&rand_vec);
3212 scale = objp->radius * frand() * 0.717f;
3213 vm_vec_scale(&rand_vec, scale);
3214 vm_vec_add(&outpnt, &objp->pos, &rand_vec);
3216 float rad = objp->radius*0.2f;
3217 int fireball_type = FIREBALL_EXPLOSION_LARGE1 + rand()%FIREBALL_NUM_LARGE_EXPLOSIONS;
3218 fireball_create( &outpnt, fireball_type, OBJ_INDEX(objp), rad, 0, &objp->phys_info.vel );
3219 // start the next fireball up in the next 50 - 200 ms (2-3 per frame)
3220 sp->next_fireball = timestamp_rand(333,500);
3223 particle_emitter pe;
3225 pe.num_low = 15; // Lowest number of particles to create
3226 pe.num_high = 30; // Highest number of particles to create
3227 pe.pos = outpnt; // Where the particles emit from
3228 pe.vel = objp->phys_info.vel; // Initial velocity of all the particles
3229 pe.min_life = 2.0f; // How long the particles live
3230 pe.max_life = 12.0f; // How long the particles live
3231 pe.normal = objp->orient.uvec; // What normal the particle emit around
3232 pe.normal_variance = 2.0f; // How close they stick to that normal 0=on normal, 1=180, 2=360 degree
3234 pe.max_vel = 350.0f;
3235 pe.min_rad = 30.0f; // * objp->radius;
3236 pe.max_rad = 100.0f; // * objp->radius;
3237 particle_emit( &pe, PARTICLE_SMOKE2, 0, 50 );
3239 // do sound - maybe start a random sound, if it has played far enough.
3240 do_sub_expl_sound(objp->radius, &outpnt, sp->sub_expl_sound_handle);
3245 //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));
3246 int time_until_minor_explosions = timestamp_until(sp->final_death_time);
3248 // Wait until just before death and set off some explosions
3249 // If it is less than 1/2 second until large explosion, but there is
3250 // at least 1/10th of a second left, then create 5 small explosions
3251 if ( (time_until_minor_explosions < 500) && (time_until_minor_explosions > 100) && (!sp->pre_death_explosion_happened) ) {
3252 //mprintf(( "Ship almost dying!!\n" ));
3253 sp->next_fireball = timestamp(-1); // never time out again
3254 sp->pre_death_explosion_happened=1; // Mark this event as having occurred
3256 polymodel *pm = model_get(sp->modelnum);
3258 // Start shockwave for ship with propagating explosion, do now for timing
3259 if ( ship_get_exp_propagates(sp) ) {
3260 ship_blow_up_area_apply_blast( objp );
3263 for (int zz=0; zz<6; zz++ ) {
3264 // dont make sequence of fireballs for knossos
3268 // Find two random vertices on the model, then average them
3269 // and make the piece start there.
3270 vector tmp, outpnt, pnt1, pnt2;
3272 // Gets two random points on the surface of a submodel [KNOSSOS]
3273 submodel_get_two_random_points(sp->modelnum, pm->detail[0], &pnt1, &pnt2 );
3275 vm_vec_avg( &tmp, &pnt1, &pnt2 );
3276 model_find_world_point(&outpnt, &tmp, sp->modelnum, pm->detail[0], &objp->orient, &objp->pos );
3278 float rad = frand()*0.30f;
3279 rad += objp->radius*0.40f;
3280 fireball_create( &outpnt, FIREBALL_EXPLOSION_MEDIUM, OBJ_INDEX(objp), rad, 0, &objp->phys_info.vel );
3283 // if ship is docked, undock now.
3284 if (sp->dock_objnum_when_dead != -1) {
3285 // other ship undocks
3286 // These asserts should no longer be needed and they cause a problem that is not obvious how to fix.
3287 //Assert( !(Ai_info[Ships[dock_obj->instance].ai_index].ai_flags & AIF_DOCKED) );
3288 //Assert( Ai_info[Ships[dock_obj->instance].ai_index].dock_objnum == -1 );
3289 // MWA Ai_info[Ships[dock_obj->instance].ai_index].ai_flags &= ~AIF_DOCKED;
3290 // MWA Ai_info[Ships[dock_obj->instance].ai_index].dock_objnum = -1;
3291 // MWA Ai_info[Ships[dock_obj->instance].ai_index].mode = AIM_NONE;
3295 if ( timestamp_elapsed(sp->final_death_time)) {
3297 sp->final_death_time = timestamp(-1); // never time out again
3298 //mprintf(( "Ship dying!!\n" ));
3300 // play ship explosion sound effect, pick appropriate explosion sound
3302 if ( Ship_info[sp->ship_info_index].flags & (SIF_CAPITAL | SIF_KNOSSOS_DEVICE) ) {
3303 sound_index=SND_CAPSHIP_EXPLODE;
3305 if ( OBJ_INDEX(objp) & 1 ) {
3306 sound_index=SND_SHIP_EXPLODE_1;
3308 sound_index=SND_SHIP_EXPLODE_2;
3312 snd_play_3d( &Snds[sound_index], &objp->pos, &View_position, objp->radius, NULL, 0, 1.0f, SND_PRIORITY_MUST_PLAY );
3313 if (objp == Player_obj)
3316 if ( sp->death_roll_snd != -1 ) {
3317 snd_stop(sp->death_roll_snd);
3318 sp->death_roll_snd = -1;
3321 // if dying ship is docked, do damage to docked and physics
3322 if (sp->dock_objnum_when_dead != -1) {
3323 do_dying_undock_physics(objp, sp);
3326 // play a random explosion
3327 particle_emitter pe;
3329 pe.num_low = 50; // Lowest number of particles to create
3330 pe.num_high = 100; // Highest number of particles to create
3331 pe.pos = objp->pos; // Where the particles emit from
3332 pe.vel = objp->phys_info.vel; // Initial velocity of all the particles
3333 pe.min_life = 0.5f; // How long the particles live
3334 pe.max_life = 4.0f; // How long the particles live
3335 pe.normal = objp->orient.uvec; // What normal the particle emit around
3336 pe.normal_variance = 2.0f; // How close they stick to that normal 0=on normal, 1=180, 2=360 degree
3337 pe.min_vel = 0.0f; // How fast the slowest particle can move
3338 pe.max_vel = 20.0f; // How fast the fastest particle can move
3339 pe.min_rad = 0.1f; // Min radius
3340 pe.max_rad = 1.5f; // Max radius
3342 if (!knossos_ship) {
3343 particle_emit( &pe, PARTICLE_SMOKE2, 0 );
3346 // If this is a large ship with a propagating explosion, set it to blow up.
3347 if ( ship_get_exp_propagates(sp) ) {
3348 if (Ai_info[sp->ai_index].ai_flags & AIF_KAMIKAZE) {
3349 ship_blow_up_area_apply_blast( objp );
3351 shipfx_large_blowup_init(sp);
3352 // need to timeout immediately to keep physics in sync
3353 sp->really_final_death_time = timestamp(0);
3355 // only do big fireball if not big ship
3357 int fireball_objnum, fireball_type;
3358 float explosion_life;
3359 big_rad = objp->radius*1.75f;
3360 fireball_type = FIREBALL_EXPLOSION_LARGE1 + rand()%FIREBALL_NUM_LARGE_EXPLOSIONS;
3362 big_rad = objp->radius * 1.2f;
3363 fireball_type = FIREBALL_EXPLOSION_LARGE1;
3365 fireball_objnum = fireball_create( &objp->pos, fireball_type, OBJ_INDEX(objp), big_rad, 0, &objp->phys_info.vel );
3366 if ( fireball_objnum > -1 ) {
3367 explosion_life = fireball_lifeleft(&Objects[fireball_objnum]);
3369 explosion_life = 0.0f;
3372 // JAS: I put in all this code because of an item on my todo list that
3373 // said that the ship destroyed debris shouldn't pop in until the
3374 // big explosion is 30% done. I did this on Oct24 and me & Adam
3375 // thought it looked dumb since the explosion didn't move with the
3376 // ship, so instead of just taking this code out, since we might need
3377 // it in the future, I disabled it. You can reenable it by changing
3378 // the commenting on the following two lines.
3379 sp->really_final_death_time = timestamp( fl2i(explosion_life*1000.0f)/5 ); // Wait till 30% of vclip time before breaking the ship up.
3380 //sp->really_final_death_time = timestamp(0); // Make ship break apart the instant the explosion starts
3383 sp->flags |= SF_EXPLODED;
3385 if ( !(ship_get_exp_propagates(sp)) ) {
3386 // apply area of effect blast damage from ship explosion
3387 ship_blow_up_area_apply_blast( objp );
3391 if ( timestamp_elapsed(sp->really_final_death_time)) {
3393 //mprintf(( "Ship really dying!!\n" ));
3394 // do large_ship_split and explosion
3395 if ( sp->large_ship_blowup_index > -1 ) {
3396 if ( shipfx_large_blowup_do_frame(sp, flFrametime) ) {
3397 // do all accounting for respawning client and server side here.
3398 if(objp == Player_obj) {
3399 gameseq_post_event(GS_EVENT_DEATH_BLEW_UP);
3402 objp->flags |= OF_SHOULD_BE_DEAD;
3404 ship_destroyed(ship_num); // call ship function to clean up after the ship is destroyed.
3409 //fireball_create( &objp->pos, FIREBALL_SHIP_EXPLODE1, OBJ_INDEX(objp), objp->radius/2.0f );
3410 //mprintf(("Frame %i: Died!\n", Framecount));
3412 shipfx_blow_up_model(objp, Ships[ship_num].modelnum, 0, 20, &objp->pos );
3414 // do all accounting for respawning client and server side here.
3415 if(objp == Player_obj) {
3416 gameseq_post_event(GS_EVENT_DEATH_BLEW_UP);
3419 objp->flags |= OF_SHOULD_BE_DEAD;
3421 ship_destroyed(ship_num); // call ship function to clean up after the ship is destroyed.
3422 sp->really_final_death_time = timestamp( -1 ); // Never time out again!
3425 // If a ship is dying (and not a capital or big ship) then stutter the engine sound
3426 if ( timestamp_elapsed(sp->next_engine_stutter) ) {
3427 if ( !(Ship_info[sp->ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) ) {
3428 sp->flags ^= SF_ENGINES_ON; // toggle state of engines
3429 sp->next_engine_stutter = timestamp_rand(50, 250);
3435 void ship_chase_shield_energy_targets(ship *shipp, object *obj, float frametime)
3440 if (shipp->flags & SF_DYING)
3443 sip = &Ship_info[shipp->ship_info_index];
3445 delta = frametime * ETS_RECHARGE_RATE * sip->shields / 100.0f;
3447 // Chase target_shields and target_weapon_energy
3448 if (shipp->target_shields_delta > 0.0f) {
3449 if (delta > shipp->target_shields_delta)
3450 delta = shipp->target_shields_delta;
3452 add_shield_strength(obj, delta);
3453 shipp->target_shields_delta -= delta;
3454 } else if (shipp->target_shields_delta < 0.0f) {
3455 if (delta < -shipp->target_shields_delta)
3456 delta = -shipp->target_shields_delta;
3458 add_shield_strength(obj, -delta);
3459 shipp->target_shields_delta += delta;
3462 delta = frametime * ETS_RECHARGE_RATE * sip->max_weapon_reserve / 100.0f;
3464 if (shipp->target_weapon_energy_delta > 0.0f) {
3465 if (delta > shipp->target_weapon_energy_delta)
3466 delta = shipp->target_weapon_energy_delta;
3468 shipp->weapon_energy += delta;
3469 shipp->target_weapon_energy_delta -= delta;
3470 } else if (shipp->target_weapon_energy_delta < 0.0f) {
3471 if (delta < -shipp->target_weapon_energy_delta)
3472 delta = -shipp->target_weapon_energy_delta;
3474 shipp->weapon_energy -= delta;
3475 shipp->target_weapon_energy_delta += delta;
3480 // Stuff for showing ship thrusters.
3481 typedef struct thrust_anim {
3484 float time; // in seconds
3487 #define NUM_THRUST_ANIMS 6
3488 #define NUM_THRUST_GLOW_ANIMS 6
3490 // These are indexed by: Species*2 + (After_burner_on?1:0)
3491 static thrust_anim Thrust_anims[NUM_THRUST_ANIMS];
3492 char Thrust_anim_names[NUM_THRUST_ANIMS][MAX_FILENAME_LEN] = {
3494 "thruster01", "thruster01a",
3495 "thruster02", "thruster02a",
3496 "thruster03", "thruster03a"
3500 // These are indexed by: Species*2 + (After_burner_on?1:0)
3501 static thrust_anim Thrust_glow_anims[NUM_THRUST_GLOW_ANIMS];
3502 char Thrust_glow_anim_names[NUM_THRUST_GLOW_ANIMS][MAX_FILENAME_LEN] = {
3504 "thrusterglow01", "thrusterglow01a",
3505 "thrusterglow02", "thrusterglow02a",
3506 "thrusterglow03", "thrusterglow03a"
3510 static int Thrust_anim_inited = 0;
3512 // loads the animations for ship's afterburners
3513 void ship_init_thrusters()
3518 if ( Thrust_anim_inited == 1 )
3521 // AL 29-3-98: Don't want to include Shivan thrusters in the demo build
3522 int num_thrust_anims = NUM_THRUST_ANIMS;
3523 #ifdef DEMO // N/A FS2_DEMO
3524 num_thrust_anims = NUM_THRUST_ANIMS - 2;
3527 for ( i = 0; i < num_thrust_anims; i++ ) {
3528 ta = &Thrust_anims[i];
3529 ta->first_frame = bm_load_animation(Thrust_anim_names[i], &ta->num_frames, &fps, 1);
3530 if ( ta->first_frame == -1 ) {
3531 Error(LOCATION,"Error loading animation file: %s\n",Thrust_anim_names[i]);
3535 ta->time = i2fl(ta->num_frames)/fps;
3538 // AL 29-3-98: Don't want to include Shivan thrusters in the demo build
3539 int num_thrust_glow_anims = NUM_THRUST_GLOW_ANIMS;
3540 #ifdef DEMO // N/A FS2_DEMO
3541 num_thrust_glow_anims = NUM_THRUST_GLOW_ANIMS - 2;
3544 for ( i = 0; i < num_thrust_glow_anims; i++ ) {
3545 ta = &Thrust_glow_anims[i];
3546 ta->num_frames = NOISE_NUM_FRAMES;
3548 ta->first_frame = bm_load( Thrust_glow_anim_names[i] );
3549 if ( ta->first_frame == -1 ) {
3550 Error(LOCATION,"Error loading bitmap file: %s\n",Thrust_glow_anim_names[i]);
3554 ta->time = i2fl(ta->num_frames)/fps;
3557 Thrust_anim_inited = 1;
3561 // JAS - figure out which thruster bitmap will get rendered next
3562 // time around. ship_render needs to have shipp->thruster_bitmap set to
3563 // a valid bitmap number, or -1 if we shouldn't render thrusters.
3564 void ship_do_thruster_frame( ship *shipp, object *objp, float frametime )
3569 thrust_anim *the_anim;
3570 ship_info *sinfo = &Ship_info[shipp->ship_info_index];
3572 if ( !Thrust_anim_inited ) ship_init_thrusters();
3574 // The animations are organized by:
3575 // Species*2 + (After_burner_on?1:0)
3576 anim_index = sinfo->species*2;
3578 if ( objp->phys_info.flags & PF_AFTERBURNER_ON ) {
3579 anim_index++; // select afterburner anim.
3580 rate = 1.5f; // go at 1.5x faster when afterburners on
3582 // If thrust at 0, go at half as fast, full thrust; full framerate
3583 // so set rate from 0.5 to 1.0, depending on thrust from 0 to 1
3584 // rate = 0.5f + objp->phys_info.forward_thrust / 2.0f;
3585 rate = 0.67f * (1.0f + objp->phys_info.forward_thrust);
3590 Assert( anim_index > -1 );
3591 Assert( anim_index < NUM_THRUST_ANIMS );
3593 the_anim = &Thrust_anims[anim_index];
3595 Assert( frametime > 0.0f );
3596 shipp->thruster_frame += frametime * rate;
3599 if ( shipp->thruster_frame < 0.0f ) shipp->thruster_frame = 0.0f;
3600 if ( shipp->thruster_frame > 100.0f ) shipp->thruster_frame = 0.0f;
3602 while ( shipp->thruster_frame > the_anim->time ) {
3603 shipp->thruster_frame -= the_anim->time;
3605 framenum = fl2i( (shipp->thruster_frame*the_anim->num_frames) / the_anim->time );
3606 if ( framenum < 0 ) framenum = 0;
3607 if ( framenum >= the_anim->num_frames ) framenum = the_anim->num_frames-1;
3609 // if ( anim_index == 0 )
3610 // mprintf(( "Frame = %d/%d, anim=%d\n", framenum+1, the_anim->num_frames, anim_index ));
3612 // Get the bitmap for this frame
3613 shipp->thruster_bitmap = the_anim->first_frame + framenum;
3615 // mprintf(( "TF: %.2f\n", shipp->thruster_frame ));
3617 // Do it for glow bitmaps
3618 the_anim = &Thrust_glow_anims[anim_index];
3620 Assert( frametime > 0.0f );
3621 shipp->thruster_glow_frame += frametime * rate;
3624 if ( shipp->thruster_glow_frame < 0.0f ) shipp->thruster_glow_frame = 0.0f;
3625 if ( shipp->thruster_glow_frame > 100.0f ) shipp->thruster_glow_frame = 0.0f;
3627 while ( shipp->thruster_glow_frame > the_anim->time ) {
3628 shipp->thruster_glow_frame -= the_anim->time;
3630 framenum = fl2i( (shipp->thruster_glow_frame*the_anim->num_frames) / the_anim->time );
3631 if ( framenum < 0 ) framenum = 0;
3632 if ( framenum >= the_anim->num_frames ) framenum = the_anim->num_frames-1;
3634 // if ( anim_index == 0 )
3635 // mprintf(( "Frame = %d/%d, anim=%d\n", framenum+1, the_anim->num_frames, anim_index ));
3637 // Get the bitmap for this frame
3638 shipp->thruster_glow_bitmap = the_anim->first_frame; // + framenum;
3639 shipp->thruster_glow_noise = Noise[framenum];
3644 // JAS - figure out which thruster bitmap will get rendered next
3645 // time around. ship_render needs to have shipp->thruster_bitmap set to
3646 // a valid bitmap number, or -1 if we shouldn't render thrusters.
3647 // This does basically the same thing as ship_do_thruster_frame, except it
3648 // operates on a weapon. This is in the ship code because it needs
3649 // the same thruster animation info as the ship stuff, and I would
3650 // rather extern this one function than all the thruster animation stuff.
3651 void ship_do_weapon_thruster_frame( weapon *weaponp, object *objp, float frametime )
3656 thrust_anim *the_anim;
3658 if ( !Thrust_anim_inited ) ship_init_thrusters();
3660 // The animations are organized by:
3661 // Species*2 + (After_burner_on?1:0)
3662 anim_index = weaponp->species*2;
3664 // If thrust at 0, go at half as fast, full thrust; full framerate
3665 // so set rate from 0.5 to 1.0, depending on thrust from 0 to 1
3666 // rate = 0.5f + objp->phys_info.forward_thrust / 2.0f;
3667 rate = 0.67f * (1.0f + objp->phys_info.forward_thrust);
3669 Assert( anim_index > -1 );
3670 Assert( anim_index < NUM_THRUST_ANIMS );
3672 the_anim = &Thrust_anims[anim_index];
3674 Assert( frametime > 0.0f );
3675 weaponp->thruster_frame += frametime * rate;
3678 if ( weaponp->thruster_frame < 0.0f ) weaponp->thruster_frame = 0.0f;
3679 if ( weaponp->thruster_frame > 100.0f ) weaponp->thruster_frame = 0.0f;
3681 while ( weaponp->thruster_frame > the_anim->time ) {
3682 weaponp->thruster_frame -= the_anim->time;
3684 framenum = fl2i( (weaponp->thruster_frame*the_anim->num_frames) / the_anim->time );
3685 if ( framenum < 0 ) framenum = 0;
3686 if ( framenum >= the_anim->num_frames ) framenum = the_anim->num_frames-1;
3688 // if ( anim_index == 0 )
3689 // mprintf(( "Frame = %d/%d, anim=%d\n", framenum+1, the_anim->num_frames, anim_index ));
3691 // Get the bitmap for this frame
3692 weaponp->thruster_bitmap = the_anim->first_frame + framenum;
3694 // mprintf(( "TF: %.2f\n", weaponp->thruster_frame ));
3696 // Do it for glow bitmaps
3697 the_anim = &Thrust_glow_anims[anim_index];
3699 Assert( frametime > 0.0f );
3700 weaponp->thruster_glow_frame += frametime * rate;
3703 if ( weaponp->thruster_glow_frame < 0.0f ) weaponp->thruster_glow_frame = 0.0f;
3704 if ( weaponp->thruster_glow_frame > 100.0f ) weaponp->thruster_glow_frame = 0.0f;
3706 while ( weaponp->thruster_glow_frame > the_anim->time ) {
3707 weaponp->thruster_glow_frame -= the_anim->time;
3709 framenum = fl2i( (weaponp->thruster_glow_frame*the_anim->num_frames) / the_anim->time );
3710 if ( framenum < 0 ) framenum = 0;
3711 if ( framenum >= the_anim->num_frames ) framenum = the_anim->num_frames-1;
3713 // if ( anim_index == 0 )
3714 // mprintf(( "Frame = %d/%d, anim=%d\n", framenum+1, the_anim->num_frames, anim_index ));
3716 // Get the bitmap for this frame
3717 weaponp->thruster_glow_bitmap = the_anim->first_frame; // + framenum;
3718 weaponp->thruster_glow_noise = Noise[framenum];
3723 // Repair damaged subsystems for a ship, called for each ship once per frame.
3724 // TODO: optimize by only calling ever N seconds and keeping track of elapsed time
3726 // NOTE: need to update current_hits in the sp->subsys_list element, and the sp->subsys_info[]
3728 #define SHIP_REPAIR_SUBSYSTEM_RATE 0.01f // percent repair per second for a subsystem
3729 #define SUBSYS_REPAIR_THRESHOLD 0.1 // only repair subsystems that have > 10% strength
3730 void ship_auto_repair_frame(int shipnum, float frametime)
3733 ship_subsys_info *ssip;
3738 if ( !Ship_auto_repair ) // only repair subsystems if Ship_auto_repair flag is set
3742 Assert( shipnum >= 0 && shipnum < MAX_SHIPS);
3743 sp = &Ships[shipnum];
3744 sip = &Ship_info[sp->ship_info_index];
3746 // only allow for the auto-repair of subsystems on small ships
3747 if ( !(sip->flags & SIF_SMALL_SHIP) )
3750 // AL 3-14-98: only allow auto-repair if power output not zero
3751 if ( sip->power_output <= 0 )
3754 // iterate through subsystems, repair as needed based on elapsed frametime
3755 for ( ssp = GET_FIRST(&sp->subsys_list); ssp != END_OF_LIST(&sp->subsys_list); ssp = GET_NEXT(ssp) ) {
3756 Assert(ssp->system_info->type >= 0 && ssp->system_info->type < SUBSYSTEM_MAX);
3757 ssip = &sp->subsys_info[ssp->system_info->type];
3759 if ( ssp->current_hits != ssp->system_info->max_hits ) {
3761 // only repair those subsystems which are not destroyed
3762 if ( ssp->system_info->max_hits <= 0 || ssp->current_hits <= 0 )
3765 // do incremental repair on the subsystem
3766 ssp->current_hits += ssp->system_info->max_hits * SHIP_REPAIR_SUBSYSTEM_RATE * frametime;
3767 ssip->current_hits += ssip->total_hits * SHIP_REPAIR_SUBSYSTEM_RATE * frametime;
3769 // check for overflow of current_hits
3770 if ( ssp->current_hits >= ssp->system_info->max_hits ) {
3771 // TODO: here is hook for when a subsystem is fully repaired (eg add voice)
3772 ssp->current_hits = ssp->system_info->max_hits;
3774 if ( ssip->current_hits >= ssip->total_hits ) {
3775 ssip->current_hits = ssip->total_hits;
3781 // this function checks to see how far the player has strayed from his starting location (should be
3782 // single player only). Issues a warning at some distance. Makes mission end if he keeps flying away
3783 // 3 strikes and you're out or too far away
3784 #define PLAYER_MAX_DIST_WARNING 70000 // distance in KM at which player gets warning to return to battle
3785 #define PLAYER_DISTANCE_MAX_WARNINGS 3 // maximum number of warnings player can receive before mission ends
3786 #define PLAYER_MAX_DIST_END 75000 // distance from starting loc at which we end mission
3787 #define PLAYER_WARN_DELTA_TIME 10000
3788 #define PLAYER_DEATH_DELTA_TIME 5000
3790 void ship_check_player_distance_sub(player *p, int multi_target=-1)
3792 // only check distance for ships
3793 if ( p->control_mode != PCM_NORMAL ) {
3794 // already warping out... don't bother checking anymore
3798 float dist = vm_vec_dist_quick(&Objects[p->objnum].pos, &vmd_zero_vector);
3800 int give_warning_to_player = 0;
3801 if ( dist > PLAYER_MAX_DIST_WARNING ) {
3802 if (p->distance_warning_count == 0) {
3803 give_warning_to_player = 1;
3805 if (timestamp_until(p->distance_warning_time) < 0) {
3806 give_warning_to_player = 1;
3811 if ( give_warning_to_player ) {
3812 // increase warning count
3813 p->distance_warning_count++;
3814 // set timestamp unless player PLAYER_FLAGS_DIST_TO_BE_KILLED flag is set
3815 if ( !(p->flags & PLAYER_FLAGS_DIST_TO_BE_KILLED) ) {
3816 p->distance_warning_time = timestamp(PLAYER_WARN_DELTA_TIME);
3818 // issue up to max warnings
3819 if (p->distance_warning_count <= PLAYER_DISTANCE_MAX_WARNINGS) {
3820 message_send_builtin_to_player( MESSAGE_STRAY_WARNING, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_SOON, 0, 0, multi_target, -1 );
3823 // 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));
3824 if (p->distance_warning_count > PLAYER_DISTANCE_MAX_WARNINGS) {
3825 p->flags |= PLAYER_FLAGS_DIST_WARNING;
3829 if ( !(p->flags & PLAYER_FLAGS_FORCE_MISSION_OVER) && ((p->distance_warning_count > PLAYER_DISTANCE_MAX_WARNINGS) || (dist > PLAYER_MAX_DIST_END)) ) {
3830 // DKA 5/17/99 - DONT force warpout. Won't work multiplayer. Blow up ship.
3831 if ( !(p->flags & PLAYER_FLAGS_DIST_TO_BE_KILLED) ) {
3832 message_send_builtin_to_player( MESSAGE_STRAY_WARNING_FINAL, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, multi_target, -1 );
3833 p->flags |= PLAYER_FLAGS_DIST_TO_BE_KILLED;
3834 p->distance_warning_time = timestamp(PLAYER_DEATH_DELTA_TIME);
3836 // HUD_sourced_printf(HUD_SOURCE_TERRAN_CMD, XSTR("Terran Command: Sorry pilot, removing you from battle because of your insubordination!!!", -1));
3837 // gameseq_post_event(GS_EVENT_PLAYER_WARPOUT_START_FORCED);
3839 // get hull strength and blow up
3840 if ( (p->flags & PLAYER_FLAGS_DIST_TO_BE_KILLED) && (timestamp_until(p->distance_warning_time) < 0) ) {
3841 p->flags |= PLAYER_FLAGS_FORCE_MISSION_OVER;
3842 float damage = 10.0f * Objects[p->objnum].hull_strength;
3843 ship_apply_global_damage(&Objects[p->objnum], &Objects[p->objnum], NULL, damage);
3847 // see if player has moved back into "bounds"
3848 if ( (dist < PLAYER_MAX_DIST_WARNING) && (p->flags & PLAYER_FLAGS_DIST_WARNING) && !(p->flags & PLAYER_FLAGS_DIST_TO_BE_KILLED) ) {
3849 p->flags &= ~PLAYER_FLAGS_DIST_WARNING;
3850 p->distance_warning_count = 1;
3854 void ship_check_player_distance()
3859 if (Game_mode & GM_MULTIPLAYER) {
3860 // if I'm the server, check all non-observer players including myself
3861 if (MULTIPLAYER_MASTER) {
3863 for (idx=0; idx<MAX_PLAYERS; idx++) {
3864 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) ) {
3865 // if bad, blow him up
3866 ship_check_player_distance_sub(Net_players[idx].player, idx);
3873 // maybe blow him up
3874 ship_check_player_distance_sub(Player);
3878 void observer_process_post(object *objp)
3880 Assert(objp->type == OBJ_OBSERVER);
3882 if (Game_mode & GM_MULTIPLAYER) {
3883 // if I'm just an observer
3884 if (MULTI_OBSERVER(Net_players[MY_NET_PLAYER_NUM])) {
3885 float dist = vm_vec_dist_quick(&Player_obj->pos, &vmd_zero_vector);
3886 // if beyond max dist, reset to 0
3887 if (dist > PLAYER_MAX_DIST_END) {
3889 if ((Player_obj != NULL) && (Player_obj->type != OBJ_GHOST)) {
3890 Player_obj->pos = vmd_zero_vector;
3897 // reset some physics info when ship's engines goes from disabled->enabled
3898 void ship_reset_disabled_physics(object *objp, int ship_class)
3900 objp->phys_info.flags &= ~(PF_REDUCED_DAMP | PF_DEAD_DAMP);
3901 objp->phys_info.side_slip_time_const = Ship_info[ship_class].damp;
3904 // Clear/set the subsystem disrupted flags
3905 void ship_subsys_disrupted_check(ship *sp)
3908 int engines_disabled=0;
3910 if ( sp->subsys_disrupted_flags & (1<<SUBSYSTEM_ENGINE) ) {
3914 sp->subsys_disrupted_flags=0;
3916 ss = GET_FIRST(&sp->subsys_list);
3917 while ( ss != END_OF_LIST( &sp->subsys_list ) ) {
3918 if ( !timestamp_elapsed(ss->disruption_timestamp) ) {
3919 sp->subsys_disrupted_flags |= (1<<ss->system_info->type);
3921 ss = GET_NEXT( ss );
3924 if ( engines_disabled ) {
3925 if ( !(sp->subsys_disrupted_flags & (1<<SUBSYSTEM_ENGINE)) ) {
3926 if ( !(sp->flags & SF_DISABLED) ) {
3927 ship_reset_disabled_physics(&Objects[sp->objnum], sp->ship_info_index);
3933 // Maybe check ship subsystems for disruption, and set/clear flags
3934 void ship_subsys_disrupted_maybe_check(ship *shipp)
3936 if ( timestamp_elapsed(shipp->subsys_disrupted_check_timestamp) ) {
3937 ship_subsys_disrupted_check(shipp);
3938 shipp->subsys_disrupted_check_timestamp=timestamp(250);
3942 // Determine if a given subsystem is disrupted (ie inoperable)
3943 // input: ss => pointer to ship subsystem
3944 // exit: 1 => subsystem is disrupted
3945 // 0 => subsystem is not disrupted
3946 int ship_subsys_disrupted(ship_subsys *ss)
3949 Int3(); // should never happen, get Alan if it does.
3953 if ( timestamp_elapsed(ss->disruption_timestamp) ) {
3960 // Disrupt a subsystem (ie make it inoperable for a time)
3961 // input: ss => ship subsystem to be disrupted
3962 // time => time in ms that subsystem should be disrupted
3963 void ship_subsys_set_disrupted(ship_subsys *ss, int time)
3968 Int3(); // should never happen, get Alan if it does.
3972 time_left=timestamp_until(ss->disruption_timestamp);
3973 if ( time_left < 0 ) {
3977 ss->disruption_timestamp = timestamp(time+time_left);
3980 // Determine if a given subsystem is disrupted (ie inoperable)
3981 // input: sp => pointer to ship containing subsystem
3982 // type => type of subsystem (SUBSYSTEM_*)
3983 // exit: 1 => subsystem is disrupted
3984 // 0 => subsystem is not disrupted
3986 int ship_subsys_disrupted(ship *sp, int type)
3988 if ( sp->subsys_disrupted_flags & (1<<type) ) {
3995 float Decay_rate = 1.0f / 120.0f;
3996 DCF(lethality_decay, "time in sec to return from 100 to 0")
3998 dc_get_arg(ARG_FLOAT);
3999 Decay_rate = Dc_arg_float;
4002 float min_lethality = 0.0f;
4004 void lethality_decay(ai_info *aip)
4006 float decay_rate = Decay_rate;
4007 aip->lethality -= 100.0f * decay_rate * flFrametime;
4008 aip->lethality = max(-10.0f, aip->lethality);
4010 // if (aip->lethality < min_lethality) {
4011 // min_lethality = aip->lethality;
4012 // mprintf(("new lethality low: %.1f\n", min_lethality));
4016 if (Objects[Ships[aip->shipnum].objnum].flags & OF_PLAYER_SHIP) {
4017 if (Framecount % 10 == 0) {
4018 int num_turrets = 0;
4019 if ((aip->target_objnum != -1) && (Objects[aip->target_objnum].type == OBJ_SHIP)) {
4020 int num_turrets_attacking(object *turret_parent, int target_objnum);
4021 num_turrets = num_turrets_attacking(&Objects[aip->target_objnum], Ships[aip->shipnum].objnum);
4023 nprintf(("lethality", "Player lethality: %.1f, num turrets targeting player: %d\n", aip->lethality, num_turrets));
4029 void ship_process_pre(object *objp, float frametime)
4033 MONITOR( NumShips );
4035 // Player ship uses this code, but does a quick out after doing a few things.
4036 // when adding code to this function, decide whether or not a client in a multiplayer game
4037 // needs to execute the code you are adding. Code which moves things, creates things, etc
4038 // probably doesn't need to be called. If you don't know -- find Allender!!!
4039 void ship_process_post(object * obj, float frametime)
4044 if(obj->type != OBJ_SHIP){
4045 nprintf(("Network","Ignoring non-ship object in ship_process_post()\n"));
4049 MONITOR_INC( NumShips, 1 );
4051 num = obj->instance;
4052 Assert( num >= 0 && num < MAX_SHIPS);
4053 Assert( obj->type == OBJ_SHIP );
4054 Assert( Ships[num].objnum == OBJ_INDEX(obj));
4056 shipp = &Ships[num];
4058 shipp->shield_hits = 0;
4060 update_ets(obj, frametime);
4062 afterburners_update(obj, frametime);
4064 ship_subsys_disrupted_maybe_check(shipp);
4066 ship_dying_frame(obj, num);
4068 ship_chase_shield_energy_targets(shipp, obj, frametime);
4070 // AL 1-6-98: record the initial ammo counts for ships, which is used as the max limit for rearming
4071 if ( !(shipp->flags & SF_AMMO_COUNT_RECORDED) ) {
4072 for ( int i=0; i<MAX_SECONDARY_BANKS; i++ ) {
4073 if ( red_alert_mission() ) {
4074 int max_missiles = get_max_ammo_count_for_bank(shipp->ship_info_index, i, shipp->weapons.secondary_bank_weapons[i]);
4075 shipp->weapons.secondary_bank_start_ammo[i] = max_missiles;
4077 shipp->weapons.secondary_bank_start_ammo[i] = shipp->weapons.secondary_bank_ammo[i];
4080 shipp->flags |= SF_AMMO_COUNT_RECORDED;
4083 if(!(Game_mode & GM_STANDALONE_SERVER)){
4084 // Plot ship on the radar. What about multiplayer ships?
4085 if ( obj != Player_obj ) // don't plot myself.
4086 radar_plot_object( obj );
4088 // MWA -- move the spark code to before the check for multiplayer master
4089 // Do ship sparks. Don't do sparks on my ship (since I cannot see it). This
4090 // code will do sparks on other ships in multiplayer though.
4091 // JAS: Actually in external view, you can see sparks, so I don't do sparks
4092 // on the Viewer_obj, not Player_obj.
4093 if ( (obj != Viewer_obj) && timestamp_elapsed(Ships[num].next_hit_spark) ) {
4094 shipfx_emit_spark(num,-1); // -1 means choose random spark location
4097 if ( obj != Viewer_obj ) {
4098 shipfx_do_damaged_arcs_frame( shipp );
4101 // JAS - flicker the thruster bitmaps
4102 ship_do_thruster_frame(shipp,obj,frametime);
4105 ship_auto_repair_frame(num, frametime);
4107 // MWA -- move the spark code to before the check for multiplayer master
4109 // if (timestamp_elapsed(Ships[num].next_hit_spark)) {
4111 // Ships[num].next_hit_spark = timestamp_rand(100,500);
4114 shipfx_do_lightning_frame(shipp);
4116 // if the ship has an EMP effect active, process it
4117 emp_process_ship(shipp);
4119 // call the contrail system
4120 ct_ship_process(shipp);
4122 // process engine wash
4123 void engine_wash_ship_process(ship *shipp);
4124 engine_wash_ship_process(shipp);
4127 if(shipp->tag_left > 0.0f){
4128 shipp->tag_left -= flFrametime;
4129 if(shipp->tag_left <= 0.000001f){
4130 shipp->tag_left = -1.0f;
4132 mprintf(("Killing TAG for %s\n", shipp->ship_name));
4136 // update level 2 TAG info
4137 if(shipp->level2_tag_left > 0.0f){
4138 shipp->level2_tag_left -= flFrametime;
4139 if(shipp->level2_tag_left <= 0.000001f){
4140 shipp->level2_tag_left = -1.0f;
4142 mprintf(("Killing level 2 TAG for %s\n", shipp->ship_name));
4146 if ( shipp->flags & SF_ARRIVING && Ai_info[shipp->ai_index].mode != AIM_BAY_EMERGE ) {
4147 // JAS -- if the ship is warping in, just move it forward at a speed
4148 // fast enough to move 2x it's radius in SHIP_WARP_TIME seconds.
4149 shipfx_warpin_frame( obj, frametime );
4150 } else if ( shipp->flags & SF_DEPART_WARP ) {
4151 // JAS -- if the ship is warping out, just move it forward at a speed
4152 // fast enough to move 2x it's radius in SHIP_WARP_TIME seconds.
4153 shipfx_warpout_frame( obj, frametime );
4157 // for multiplayer people. return here if in multiplay and not the host
4158 if ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) )
4161 // MWA -- moved the code to maybe fire swarm missiles to after the check for
4162 // multiplayer master. Only single player and multi server needs to do this code
4163 // this code might call ship_fire_secondary which will send the fire packets
4164 swarm_maybe_fire_missile(num);
4166 // maybe fire turret swarm missiles
4167 void turret_swarm_maybe_fire_missile(int num);
4168 turret_swarm_maybe_fire_missile(num);
4170 // maybe fire a corkscrew missile (just like swarmers)
4171 cscrew_maybe_fire_missile(num);
4173 // AL 2-19-98: Fire turret for player if it exists
4174 if ( obj->flags & OF_PLAYER_SHIP ) {
4175 player_maybe_fire_turret(obj);
4178 // if single player, check player object is not too far from starting location
4179 // DKA 5/17/99 check SINGLE and MULTI
4180 // if ( !(Game_mode & GM_MULTIPLAYER) && (obj == Player_obj) )
4181 if (obj == Player_obj) {
4182 ship_check_player_distance();
4185 // update ship lethality
4186 if ( Ships[num].ai_index >= 0 ){
4187 if (!physics_paused && !ai_paused){
4188 lethality_decay(&Ai_info[Ships[num].ai_index]);
4192 // if the ship is a player ship or an observer ship don't need to do AI
4193 if ( (obj->flags & OF_PLAYER_SHIP) || (obj->type == OBJ_OBSERVER) ) {
4197 if ( Ships[num].ai_index >= 0 ){
4198 if (!physics_paused && !ai_paused){
4199 ai_process( obj, Ships[num].ai_index, frametime );
4206 // ------------------------------------------------------------------------
4207 // ship_set_default_weapons()
4209 // Set the ship level weapons based on the information contained in the ship
4210 // info. Weapon assignments are checked against the model to ensure the models
4211 // and the ship info weapon data are in synch.
4215 void ship_set_default_weapons(ship *shipp, ship_info *sip)
4219 ship_weapon *swp = &shipp->weapons;
4221 // Copy primary and secondary weapons from ship_info to ship.
4222 // Later, this will happen in the weapon loadout screen.
4223 for (i=0; i < MAX_PRIMARY_BANKS; i++){
4224 swp->primary_bank_weapons[i] = sip->primary_bank_weapons[i];
4227 for (i=0; i < MAX_SECONDARY_BANKS; i++){
4228 swp->secondary_bank_weapons[i] = sip->secondary_bank_weapons[i];
4231 // Copy the number of primary and secondary banks to ship, and verify that
4232 // model is in synch
4233 po = model_get( sip->modelnum );
4236 if ( po->n_guns > sip->num_primary_banks ) {
4237 Assert(po->n_guns <= MAX_PRIMARY_BANKS);
4238 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);
4239 for ( i = sip->num_primary_banks; i < po->n_guns; i++ ) {
4240 // Make unspecified weapon for bank be a Light Laser
4241 swp->primary_bank_weapons[i] = weapon_info_lookup(NOX("Light Laser"));
4242 Assert(swp->primary_bank_weapons[i] >= 0);
4244 sip->num_primary_banks = po->n_guns;
4246 else if ( po->n_guns < sip->num_primary_banks ) {
4247 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);
4248 sip->num_primary_banks = po->n_guns;
4252 if ( po->n_missiles > sip->num_secondary_banks ) {
4253 Assert(po->n_missiles <= MAX_SECONDARY_BANKS);
4254 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);
4255 for ( i = sip->num_secondary_banks; i < po->n_missiles; i++ ) {
4256 // Make unspecified weapon for bank be a Rockeye Missile
4257 swp->secondary_bank_weapons[i] = weapon_info_lookup(NOX("Rockeye Missile"));
4258 Assert(swp->secondary_bank_weapons[i] >= 0);
4260 sip->num_secondary_banks = po->n_missiles;
4262 else if ( po->n_missiles < sip->num_secondary_banks ) {
4263 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);
4264 sip->num_secondary_banks = po->n_missiles;
4267 swp->num_primary_banks = sip->num_primary_banks;
4268 swp->num_secondary_banks = sip->num_secondary_banks;
4269 for ( i = 0; i < swp->num_secondary_banks; i++ ) {
4271 swp->secondary_bank_ammo[i] = 100;
4273 swp->secondary_bank_ammo[i] = sip->secondary_bank_ammo_capacity[i];
4276 swp->secondary_bank_capacity[i] = sip->secondary_bank_ammo_capacity[i];
4279 for ( i = 0; i < MAX_PRIMARY_BANKS; i++ ){
4280 swp->next_primary_fire_stamp[i] = timestamp(0);
4283 for ( i = 0; i < MAX_SECONDARY_BANKS; i++ ){
4284 swp->next_secondary_fire_stamp[i] = timestamp(0);
4289 // A faster version of ship_check_collision that does not do checking at the polygon
4290 // level. Just checks to see if a vector will intersect a sphere.
4291 int ship_check_collision_fast( object * obj, object * other_obj, vector * hitpos)
4296 Assert( obj->type == OBJ_SHIP );
4297 Assert( obj->instance >= 0 );
4299 num = obj->instance;
4301 ship_model_start(obj); // are these needed in this fast case? probably not.
4303 mc.model_num = Ships[num].modelnum; // Fill in the model to check
4304 mc.orient = &obj->orient; // The object's orient
4305 mc.pos = &obj->pos; // The object's position
4306 mc.p0 = &other_obj->last_pos; // Point 1 of ray to check
4307 mc.p1 = &other_obj->pos; // Point 2 of ray to check
4308 mc.flags = MC_ONLY_SPHERE; // flags
4312 *hitpos = mc.hit_point_world;
4314 ship_model_stop(obj); // are these needed in this fast case? probably not.
4319 // ensure that the subsys path is at least SUBSYS_PATH_DIST from the
4320 // second last to last point.
4321 void ship_maybe_fixup_subsys_path(polymodel *pm, int path_num)
4323 vector *v1, *v2, dir;
4325 int index_1, index_2;
4328 mp = &pm->paths[path_num];
4331 Assert(mp->nverts > 1);
4336 v1 = &mp->verts[index_1].pos;
4337 v2 = &mp->verts[index_2].pos;
4339 dist = vm_vec_dist(v1, v2);
4340 if ( dist < SUBSYS_PATH_DIST-10 ) {
4341 vm_vec_normalized_dir(&dir, v2, v1);
4342 vm_vec_scale_add(v2, v1, &dir, SUBSYS_PATH_DIST);
4346 // fill in the path_num field inside the model_subsystem struct. This is an index into
4347 // the pm->paths[] array, which is a path that provides a frontal approach to a subsystem
4348 // (used for attacking purposes)
4350 // NOTE: path_num in model_subsystem has the follows the following convention:
4351 // > 0 => index into pm->paths[] for model that subsystem sits on
4352 // -1 => path is not yet determined (may or may not exist)
4353 // -2 => path doesn't yet exist for this subsystem
4354 void ship_set_subsys_path_nums(ship_info *sip, polymodel *pm)
4358 for ( i = 0; i < sip->n_subsystems; i++ ) {
4359 sip->subsystems[i].path_num = -1;
4362 for ( i = 0; i < sip->n_subsystems; i++ ) {
4364 for ( j = 0; j < pm->n_paths; j++ ) {
4365 if ( (sip->subsystems[i].subobj_num != -1) && (sip->subsystems[i].subobj_num == pm->paths[j].parent_submodel) ) {
4367 } else if ( !stricmp(sip->subsystems[i].subobj_name, pm->paths[j].parent_name) ) {
4372 if ( pm->n_paths > j ) {
4373 sip->subsystems[i].path_num = j;
4374 ship_maybe_fixup_subsys_path(pm, j);
4380 // If a path num wasn't located, then set value to -2
4381 if ( sip->subsystems[i].path_num == -1 )
4382 sip->subsystems[i].path_num = -2;
4386 // Determine the path indices (indicies into pm->paths[]) for the paths used for approaching/departing
4387 // a fighter bay on a capital ship.
4388 void ship_set_bay_path_nums(ship_info *sip, polymodel *pm)
4391 char bay_num_str[3];
4393 if ( pm->ship_bay != NULL ) {
4395 pm->ship_bay = NULL;
4398 // currently only capital ships have fighter bays
4399 if ( !(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) ) {
4403 // malloc out storage for the path information
4404 pm->ship_bay = (ship_bay*)malloc(sizeof(ship_bay));
4405 Assert(pm->ship_bay != NULL);
4407 pm->ship_bay->num_paths = 0;
4408 // TODO: determine if zeroing out here is affecting any earlier initializations
4409 pm->ship_bay->arrive_flags = 0; // bitfield, set to 1 when that path number is reserved for an arrival
4410 pm->ship_bay->depart_flags = 0; // bitfield, set to 1 when that path number is reserved for a departure
4413 // iterate through the paths that exist in the polymodel, searching for $bayN pathnames
4414 for ( i = 0; i < pm->n_paths; i++ ) {
4415 if ( !strnicmp(pm->paths[i].name, NOX("$bay"), 4) ) {
4416 strncpy(bay_num_str, pm->paths[i].name+4, 2);
4418 bay_num = atoi(bay_num_str);
4419 Assert(bay_num >= 1 && bay_num <= MAX_SHIP_BAY_PATHS);
4420 pm->ship_bay->paths[bay_num-1] = i;
4421 pm->ship_bay->num_paths++;
4426 // Ensure create time for ship is unqiue
4427 void ship_make_create_time_unique(ship *shipp)
4429 int sanity_counter = 0, collision;
4430 ship *compare_shipp;
4432 uint new_create_time;
4434 new_create_time = shipp->create_time;
4438 if ( sanity_counter++ > 50 ) {
4445 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
4446 compare_shipp = &Ships[Objects[so->objnum].instance];
4448 if ( compare_shipp == shipp ) {
4452 if ( compare_shipp->create_time == new_create_time ) {
4460 shipp->create_time = new_create_time;
4466 int Ship_subsys_hwm = 0;
4468 void show_ship_subsys_count()
4473 for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
4474 if (objp->type == OBJ_SHIP) {
4475 count += Ship_info[Ships[objp->type].ship_info_index].n_subsystems;
4479 //nprintf(("AI", "Num subsystems, high water mark = %i, %i\n", count, Ship_subsys_hwm));
4481 if (count > Ship_subsys_hwm) {
4482 Ship_subsys_hwm = count;
4486 // Returns object index of ship.
4488 int ship_create(matrix *orient, vector *pos, int ship_type)
4490 int i, n, objnum, j, k, t;
4494 t = ship_get_num_ships();
4496 // The following check caps the number of ships that can be created. Because Fred needs
4497 // to create all the ships, regardless of when they arrive/depart, it needs a higher
4498 // limit than FreeSpace. On release, however, we will reduce it, thus FreeSpace needs
4499 // to check against what this limit will be, otherwise testing the missions before
4500 // release could work fine, yet not work anymore once a release build is made.
4506 if (t >= SHIPS_LIMIT) {
4507 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 );
4512 //nprintf(("AI", "Number of ships = %i\n", t));
4514 for (n=0; n<MAX_SHIPS; n++){
4515 if (Ships[n].objnum == -1){
4520 if (n == MAX_SHIPS){
4524 Assert((ship_type >= 0) && (ship_type < Num_ship_types));
4525 sip = &(Ship_info[ship_type]);
4528 // check to be sure that this ship falls into a ship size category!!!
4529 // get Allender or Mike if you hit this Assert
4530 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) );
4532 sip->modelnum = model_load(sip->pof_file, sip->n_subsystems, &sip->subsystems[0]); // use the highest detail level
4533 shipp->modelnum = sip->modelnum;
4535 // maybe load an optional hud target model
4536 if(strlen(sip->pof_file_hud)){
4537 // check to see if a "real" ship uses this model. if so, load it up for him so that subsystems are setup properly
4539 for(idx=0; idx<Num_ship_types; idx++){
4540 if(!stricmp(Ship_info[idx].pof_file, sip->pof_file_hud)){
4541 Ship_info[idx].modelnum = model_load(Ship_info[idx].pof_file, Ship_info[idx].n_subsystems, &Ship_info[idx].subsystems[0]);
4545 // mow load it for me with no subsystems
4546 sip->modelnum_hud = model_load(sip->pof_file_hud, NULL, NULL);
4550 pm = model_get(shipp->modelnum);
4552 ship_copy_subsystem_fixup(sip);
4554 show_ship_subsys_count();
4556 if ( sip->num_detail_levels < pm->n_detail_levels ) {
4557 Warning(LOCATION, "For ship '%s', detail level\nmismatch (POF needs %d)", sip->name, pm->n_detail_levels );
4559 for (i=0; i<pm->n_detail_levels; i++ ) {
4560 sip->detail_distance[i] = 0;
4564 for (i=0; i<sip->num_detail_levels; i++ ) {
4565 pm->detail_depth[i] = i2fl(sip->detail_distance[i]);
4568 if ( sip->flags & SIF_NAVBUOY ) {
4569 // JAS: Nav buoys don't need to do collisions!
4570 objnum = obj_create(OBJ_SHIP, -1, n, orient, pos, model_get_radius(shipp->modelnum), OF_RENDERS | OF_PHYSICS );
4572 objnum = obj_create(OBJ_SHIP, -1, n, orient, pos, model_get_radius(shipp->modelnum), OF_RENDERS | OF_COLLIDES | OF_PHYSICS );
4574 Assert( objnum >= 0 );
4576 shipp->ai_index = ai_get_slot(n);
4577 Assert( shipp->ai_index >= 0 );
4579 sprintf(shipp->ship_name, NOX("%s %d"), Ship_info[ship_type].name, n);
4580 ship_set_default_weapons(shipp, sip); // Moved up here because ship_set requires that weapon info be valid. MK, 4/28/98
4581 ship_set(n, objnum, ship_type);
4583 // fill in the path_num field inside the model_subsystem struct. This is an index into
4584 // the pm->paths[] array, which is a path that provides a frontal approach to a subsystem
4585 // (used for attacking purposes)
4587 // NOTE: path_num in model_subsystem has the follows the following convention:
4588 // > 0 => index into pm->paths[] for model that subsystem sits on
4589 // -1 => path is not yet determined (may or may not exist)
4590 // -2 => path doesn't yet exist for this subsystem
4591 ship_set_subsys_path_nums(sip, pm);
4593 // set the path indicies for fighter bays on the ship (currently, only capital ships have fighter bays)
4594 ship_set_bay_path_nums(sip, pm);
4596 init_ai_object(objnum);
4597 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
4599 //ship_set_default_weapons(shipp, sip);
4601 // Allocate shield and initialize it.
4602 if (pm->shield.ntris) {
4603 shipp->shield_integrity = (float *)malloc(sizeof(float)*pm->shield.ntris);
4604 for (i=0; i<pm->shield.ntris; i++)
4605 shipp->shield_integrity[i] = 1.0f;
4608 shipp->shield_integrity = NULL;
4610 // fix up references into paths for this ship's model to point to a ship_subsys entry instead
4611 // of a submodel index. The ship_subsys entry should be the same for *all* instances of the
4614 if ( !(sip->flags & SIF_PATH_FIXUP )) {
4615 for ( i = 0; i < pm->n_paths; i++ ) {
4616 for ( j = 0; j < pm->paths[i].nverts; j++ ) {
4617 for ( k = 0; k < pm->paths[i].verts[j].nturrets; k++ ) {
4618 int ptindex = pm->paths[i].verts[j].turret_ids[k]; // this index is a submodel number (ala bspgen)
4622 // iterate through the ship_subsystems looking for an id that matches
4624 ss = GET_FIRST(&Ships[n].subsys_list);
4625 while ( ss != END_OF_LIST( &Ships[n].subsys_list ) ) {
4626 if ( ss->system_info->subobj_num == ptindex ) { // when these are equal, fix up the ref
4627 pm->paths[i].verts[j].turret_ids[k] = index; // in path structure to index a ship_subsys
4631 ss = GET_NEXT( ss );
4634 if ( ss == END_OF_LIST(&Ships[n].subsys_list) )
4635 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 );
4639 sip->flags |= SIF_PATH_FIXUP;
4642 // reset the damage record fields (for scoring purposes)
4643 shipp->total_damage_received = 0.0f;
4644 for(i=0;i<MAX_DAMAGE_SLOTS;i++){
4645 shipp->damage_ship[i] = 0.0f;
4646 shipp->damage_ship_id[i] = -1;
4649 // Add this ship to Ship_obj_list
4650 shipp->ship_list_index = ship_obj_list_add(objnum);
4652 // Set time when ship is created
4653 shipp->create_time = timer_get_milliseconds();
4655 ship_make_create_time_unique(shipp);
4657 // set the team select index to be -1
4658 shipp->ts_index = -1;
4660 shipp->wing_status_wing_index = -1; // wing index (0-4) in wingman status gauge
4661 shipp->wing_status_wing_pos = -1; // wing position (0-5) in wingman status gauge
4663 // call the contrail system
4664 ct_ship_create(shipp);
4669 // ----------------------------------------------------------------
4670 // ship_model_change()
4672 // Change the ship model for a ship to that for ship class 'ship_type'
4674 // input: n => index of ship in Ships[] array
4675 // ship_type => ship class (index into Ship_info[])
4677 void ship_model_change(int n, int ship_type)
4684 Assert( n >= 0 && n < MAX_SHIPS );
4686 sip = &(Ship_info[ship_type]);
4688 model_num = model_load(sip->pof_file, sip->n_subsystems, &sip->subsystems[0]); // use the highest detail level
4692 model_page_in_textures(model_num, ship_type);
4695 Objects[sp->objnum].radius = model_get_radius(model_num);
4696 sip->modelnum = model_num;
4697 sp->modelnum = model_num;
4700 pm = model_get(sp->modelnum);
4702 ship_copy_subsystem_fixup(sip);
4704 if ( sip->num_detail_levels < pm->n_detail_levels ) {
4705 Warning(LOCATION, "For ship '%s', detail level\nmismatch (POF needs %d)", sip->name, pm->n_detail_levels );
4707 for (i=0; i<pm->n_detail_levels; i++ ) {
4708 sip->detail_distance[i] = 0;
4712 for (i=0; i<sip->num_detail_levels; i++ ) {
4713 pm->detail_depth[i] = i2fl(sip->detail_distance[i]);
4717 // ----------------------------------------------------------------
4718 // change_ship_type()
4720 // Change the ship class on a ship, and changing all required information
4721 // for consistency (ie textures, subsystems, weapons, physics)
4723 // input: n => index of ship in Ships[] array
4724 // ship_type => ship class (index into Ship_info[])
4726 void change_ship_type(int n, int ship_type)
4733 Assert( n >= 0 && n < MAX_SHIPS );
4735 sip = &(Ship_info[ship_type]);
4736 objp = &Objects[sp->objnum];
4738 // point to new ship data
4739 sp->ship_info_index = ship_type;
4741 ship_model_change(n, ship_type);
4743 // if the subsystem list is not currently empty, then we need to clear it out first.
4744 if ( NOT_EMPTY(&sp->subsys_list) ) {
4745 ship_subsys *ship_system, *tmp;
4747 for ( ship_system = GET_FIRST(&sp->subsys_list); ship_system != END_OF_LIST(&sp->subsys_list); ) {
4748 tmp = GET_NEXT(ship_system);
4749 list_remove( &sp->subsys_list, ship_system );
4750 list_append( &ship_subsys_free_list, ship_system );
4754 // fix up the subsystems
4755 subsys_set( sp->objnum );
4757 // set the correct hull strength
4759 objp->hull_strength = 100.0f;
4761 objp->hull_strength = sip->initial_hull_strength;
4764 // set the correct shields strength
4766 objp->shields[0] = 100.0f;
4768 set_shield_strength(objp, sip->shields);
4771 sp->afterburner_fuel = sip->afterburner_fuel_capacity;
4773 ship_set_default_weapons(sp, sip);
4774 physics_ship_init(&Objects[sp->objnum]);
4775 ets_init_ship(&Objects[sp->objnum]);
4776 // mwa removed the next line in favor of simply setting the ai_class in AI_info. ai_object_init
4777 // was trashing mode in ai_info when it was valid due to goals.
4778 //ai_object_init(&Objects[sp->objnum], sp->ai_index);
4779 Ai_info[sp->ai_index].ai_class = sip->ai_class;
4783 // Fire the debug laser
4784 int ship_fire_primary_debug(object *objp)
4787 ship *shipp = &Ships[objp->instance];
4790 if ( !timestamp_elapsed(shipp->weapons.next_primary_fire_stamp[0]) )
4793 // do timestamp stuff for next firing time
4794 shipp->weapons.next_primary_fire_stamp[0] = timestamp(250);
4796 // Debug code! Make the single laser fire only one bolt and from the object center!
4797 for (i=0; i<MAX_WEAPONS; i++)
4798 if (!stricmp(Weapon_info[i].name, NOX("Debug Laser")))
4801 vm_vec_add(&wpos, &objp->pos, &(objp->orient.fvec) );
4802 if (i != MAX_WEAPONS) {
4804 weapon_objnum = weapon_create( &wpos, &objp->orient, i, OBJ_INDEX(objp), 0 );
4805 weapon_set_tracking_info(weapon_objnum, OBJ_INDEX(objp), Ai_info[shipp->ai_index].target_objnum);
4812 // Launch countermeasures from object *objp. rand_val is used in multiplayer to ensure that all
4813 // clients in the game fire countermeasure the same way
4814 int ship_launch_countermeasure(object *objp, int rand_val)
4816 int fired, check_count, cmeasure_count;
4820 shipp = &Ships[objp->instance];
4822 // in the case where the server is an observer, he can launch countermeasures unless we do this.
4823 if( objp->type == OBJ_OBSERVER){
4827 if ( !timestamp_elapsed(shipp->cmeasure_fire_stamp) ){
4831 shipp->cmeasure_fire_stamp = timestamp(CMEASURE_WAIT); // Can launch every half second.
4833 if (Weapon_energy_cheat) {
4834 shipp->cmeasure_count++;
4838 // we might check the count of countermeasures left depending on game state. Multiplayer clients
4839 // do not need to check any objects other than themselves for the count
4842 if ( MULTIPLAYER_CLIENT && (objp != Player_obj) ){
4846 if (check_count && (shipp->cmeasure_count <= 0) ) {
4847 if ( objp == Player_obj ) {
4848 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "No more countermeasure charges.", 485));
4849 snd_play( &Snds[SND_OUT_OF_MISSLES], 0.0f );
4852 // if we have a player ship, then send the fired packet anyway so that the player
4853 // who fired will get his 'out of countermeasures' sound
4855 if ( objp->flags & OF_PLAYER_SHIP ){
4856 goto send_countermeasure_fired;
4862 cmeasure_count = shipp->cmeasure_count;
4863 shipp->cmeasure_count--;
4865 vm_vec_scale_add(&pos, &objp->pos, &objp->orient.fvec, -objp->radius/2.0f);
4867 // cmeasure_create fires 1 countermeasure. returns -1 if not fired, otherwise a non-negative
4869 fired = cmeasure_create( objp, &pos, shipp->current_cmeasure, rand_val );
4871 // Play sound effect for counter measure launch
4872 Assert(shipp->current_cmeasure < Num_cmeasure_types);
4873 if ( Cmeasure_info[shipp->current_cmeasure].launch_sound != -1 ) {
4874 snd_play_3d( &Snds[Cmeasure_info[shipp->current_cmeasure].launch_sound], &pos, &View_position );
4878 send_countermeasure_fired:
4879 // the new way of doing things
4880 // if(Netgame.debug_flags & NETD_FLAG_CLIENT_FIRING){
4881 if(Game_mode & GM_MULTIPLAYER){
4882 send_NEW_countermeasure_fired_packet( objp, cmeasure_count, fired );
4885 // the old way of doing things
4887 // if ( MULTIPLAYER_MASTER ){
4888 // send_countermeasure_fired_packet( objp, cmeasure_count, fired );
4892 return (fired>0); // return 0 if not fired, 1 otherwise
4895 // internal function.. see if enough time has elapsed to play fail sound again
4896 int ship_maybe_play_primary_fail_sound()
4898 hud_start_flash_weapon(Player_ship->weapons.current_primary_bank);
4900 if ( timestamp_elapsed(Laser_energy_out_snd_timer) ) {
4901 Laser_energy_out_snd_timer = timestamp(50);
4902 snd_play( &Snds[SND_OUT_OF_WEAPON_ENERGY]);
4908 // internal function.. see if enough time has elapsed to play fail sound again
4909 int ship_maybe_play_secondary_fail_sound(weapon_info *wip)
4911 hud_start_flash_weapon(Player_ship->weapons.num_primary_banks + Player_ship->weapons.current_secondary_bank);
4913 if ( timestamp_elapsed(Missile_out_snd_timer) ) {
4915 if ( wip->wi_flags & WIF_SWARM ) {
4916 Missile_out_snd_timer = timestamp(500);
4918 Missile_out_snd_timer = timestamp(50);
4920 snd_play( &Snds[SND_OUT_OF_MISSLES] );
4926 // internal function.. see if weapon for ship can fire based on weapons subystem
4929 // returns: 1 => weapon failed to fire
4930 // 0 => weapon can fire
4931 int ship_weapon_maybe_fail(ship *sp)
4934 float weapons_subsys_str;
4936 // If playing on lowest skill level, weapons will not fail due to subsystem damage
4937 if ( Game_skill_level == 0 ){
4942 weapons_subsys_str = ship_get_subsystem_strength( sp, SUBSYSTEM_WEAPONS );
4943 if ( weapons_subsys_str < SUBSYS_WEAPONS_STR_FIRE_FAIL ) {
4946 else if ( weapons_subsys_str < SUBSYS_WEAPONS_STR_FIRE_OK ) {
4947 // chance to fire depends on weapons subsystem strength
4948 if ( (frand()-0.2f) > weapons_subsys_str )
4953 // is subsystem disrupted?
4954 if ( ship_subsys_disrupted(sp, SUBSYSTEM_WEAPONS) ) {
4962 // create a moving tracer based upon a weapon which just fired
4964 float t_len = 10.0f;
4966 float t_min = 150.0f;
4967 float t_max = 300.0f;
4970 dc_get_arg(ARG_FLOAT);
4971 t_rad = Dc_arg_float;
4975 dc_get_arg(ARG_FLOAT);
4976 t_len = Dc_arg_float;
4980 dc_get_arg(ARG_FLOAT);
4981 t_vel = Dc_arg_float;
4985 dc_get_arg(ARG_FLOAT);
4986 t_min = Dc_arg_float;
4990 dc_get_arg(ARG_FLOAT);
4991 t_max = Dc_arg_float;
4993 void ship_fire_tracer(int weapon_objnum)
4995 particle_info pinfo;
4996 object *objp = &Objects[weapon_objnum];
4997 weapon_info *wip = &Weapon_info[Weapons[Objects[weapon_objnum].instance].weapon_info_index];
4999 // setup particle info
5000 memset(&pinfo, 0, sizeof(particle_info));
5001 pinfo.pos = objp->pos;
5002 pinfo.vel = objp->phys_info.vel;
5003 vm_vec_scale(&pinfo.vel, t_vel);
5004 pinfo.lifetime = wip->lifetime;
5006 pinfo.type = PARTICLE_BITMAP;
5007 pinfo.optional_data = wip->laser_bitmap;
5008 pinfo.tracer_length = t_len;
5010 pinfo.attached_objnum = -1;
5011 pinfo.attached_sig = 0;
5013 // create the particle
5014 particle_create(&pinfo);
5017 // Multiplicative delay factors for increasing skill levels.
5018 float Ship_fire_delay_scale_hostile[NUM_SKILL_LEVELS] = {4.0f, 2.5f, 1.75f, 1.25f, 1.0f};
5019 float Ship_fire_delay_scale_friendly[NUM_SKILL_LEVELS] = {2.0f, 1.4f, 1.25f, 1.1f, 1.0f};
5021 int tracers[MAX_SHIPS][4][4];
5023 // fires a primary weapon for the given object. It also handles multiplayer cases.
5024 // in multiplayer, the starting network signature, and number of banks fired are sent
5025 // to all the clients in the game. All the info is passed to send_primary at the end of
5026 // the function. The check_energy parameter (defaults to 1) tells us whether or not
5027 // we should check the energy. It will be 0 when a multiplayer client is firing an AI
5029 int ship_fire_primary(object * obj, int stream_weapons, int force)
5031 vector gun_point, pnt, firing_pos;
5032 int n = obj->instance;
5037 int weapon, i, j, weapon_objnum;
5038 int bank_to_fire, num_fired = 0;
5039 int banks_fired, have_timeout; // used for multiplayer to help determine whether or not to send packet
5040 have_timeout = 0; // used to help tell us whether or not we need to send a packet
5041 banks_fired = 0; // used in multiplayer -- bitfield of banks that were fired
5043 int sound_played; // used to track what sound is played. If the player is firing two banks
5044 // of the same laser, we only want to play one sound
5045 Assert( obj != NULL );
5051 // in the case where the server is an observer, he can fire (which) would be bad - unless we do this.
5052 if( obj->type == OBJ_OBSERVER){
5056 Assert( obj->type == OBJ_SHIP );
5058 Assert( Ships[n].objnum == OBJ_INDEX(obj));
5059 if((obj->type != OBJ_SHIP) || (n < 0) || (n >= MAX_SHIPS) || (Ships[n].objnum != OBJ_INDEX(obj))){
5064 swp = &shipp->weapons;
5067 if((shipp->ship_info_index < 0) || (shipp->ship_info_index >= Num_ship_types)){
5070 if((shipp->ai_index < 0) || (shipp->ai_index >= MAX_AI_INFO)){
5073 sip = &Ship_info[shipp->ship_info_index];
5074 aip = &Ai_info[shipp->ai_index];
5076 if ( swp->num_primary_banks <= 0 ) {
5080 if ( swp->current_primary_bank < 0 ){
5086 // Fire the correct primary bank. If primaries are linked (SF_PRIMARY_LINKED set), then fire
5087 // both primary banks.
5088 int num_primary_banks;
5090 if ( shipp->flags & SF_PRIMARY_LINKED ) {
5091 num_primary_banks = swp->num_primary_banks;
5093 num_primary_banks = min(1, swp->num_primary_banks);
5096 Assert(num_primary_banks > 0);
5097 if (num_primary_banks < 1){
5101 // if we're firing stream weapons, but the trigger is not down, do nothing
5102 if(stream_weapons && !(shipp->flags & SF_TRIGGER_DOWN)){
5106 for ( i = 0; i < num_primary_banks; i++ ) {
5107 bank_to_fire = (swp->current_primary_bank+i)%2; // Max supported banks is 2
5109 weapon = swp->primary_bank_weapons[bank_to_fire];
5110 Assert( weapon >= 0 && weapon < MAX_WEAPONS );
5111 if ( (weapon < 0) || (weapon >= MAX_WEAPON_TYPES) ) {
5112 Int3(); // why would a ship try to fire a weapon that doesn't exist?
5115 weapon_info* winfo_p = &Weapon_info[weapon];
5117 // if this is a targeting laser, start it up
5118 if((winfo_p->wi_flags & WIF_BEAM) && (winfo_p->b_info.beam_type == BEAM_TYPE_C)){
5119 ship_start_targeting_laser(shipp);
5123 // if we're firing stream weapons and this is a non stream weapon, skip it
5124 if(stream_weapons && !(winfo_p->wi_flags & WIF_STREAM)){
5127 // if we're firing non stream weapons and this is a stream weapon, skip it
5128 if(!stream_weapons && (winfo_p->wi_flags & WIF_STREAM)){
5132 // only non-multiplayer clients (single, multi-host) need to do timestamp checking
5133 if ( !timestamp_elapsed(swp->next_primary_fire_stamp[bank_to_fire]) ) {
5134 if (timestamp_until(swp->next_primary_fire_stamp[bank_to_fire]) > 5000){
5135 swp->next_primary_fire_stamp[bank_to_fire] = timestamp(1000);
5142 //nprintf(("AI", "Time = %7.3f, firing %s\n", f2fl(Missiontime), Weapon_info[weapon].name));
5144 // do timestamp stuff for next firing time
5145 float next_fire_delay = (float) winfo_p->fire_wait * 1000.0f;
5146 if (!(obj->flags & OF_PLAYER_SHIP)) {
5147 if (shipp->team == Ships[Player_obj->instance].team){
5148 next_fire_delay *= Ship_fire_delay_scale_friendly[Game_skill_level];
5150 next_fire_delay *= Ship_fire_delay_scale_hostile[Game_skill_level];
5154 next_fire_delay *= 1.0f + (num_primary_banks - 1) * 0.5f; // 50% time penalty if banks linked
5156 // MK, 2/4/98: Since you probably were allowed to fire earlier, but couldn't fire until your frame interval
5157 // rolled around, subtract out up to half the previous frametime.
5158 // Note, unless we track whether the fire button has been held down, and not tapped, it's hard to
5159 // know how much time to subtract off. It could be this fire is "late" because the user didn't want to fire.
5160 if (next_fire_delay > 0.0f) {
5161 if (obj->flags & OF_PLAYER_SHIP) {
5162 int t = timestamp_until(swp->next_primary_fire_stamp[bank_to_fire]);
5166 tx = (float) t/-1000.0f;
5167 if (tx > flFrametime/2.0f){
5168 tx = 1000.0f * flFrametime * 0.7f;
5170 next_fire_delay -= tx;
5173 if ((int) next_fire_delay < 1){
5174 next_fire_delay = 1.0f;
5178 swp->next_primary_fire_stamp[bank_to_fire] = timestamp((int)(next_fire_delay));
5181 // Here is where we check if weapons subsystem is capable of firing the weapon.
5182 // Note that we can have partial bank firing, if the weapons subsystem is partially
5183 // functional, which should be cool.
5184 if ( ship_weapon_maybe_fail(shipp) && !force) {
5185 if ( obj == Player_obj ) {
5186 if ( ship_maybe_play_primary_fail_sound() ) {
5192 polymodel *po = model_get( Ship_info[shipp->ship_info_index].modelnum );
5193 if ( po->n_guns > 0 ) {
5194 int num_slots = po->gun_banks[bank_to_fire].num_slots;
5196 // fail unless we're forcing (energy based primaries)
5197 if ( (shipp->weapon_energy < num_slots*winfo_p->energy_consumed) && !force) {
5198 if ( obj == Player_obj ) {
5199 swp->next_primary_fire_stamp[bank_to_fire] = timestamp(swp->next_primary_fire_stamp[bank_to_fire]);
5200 if ( ship_maybe_play_primary_fail_sound() ) {
5206 // deplete the weapon reserve energy by the amount of energy used to fire the weapon
5207 shipp->weapon_energy -= num_slots*winfo_p->energy_consumed;
5208 if(shipp->weapon_energy < 0.0f){
5209 shipp->weapon_energy = 0.0f;
5212 // Mark all these weapons as in the same group
5213 int new_group_id = weapon_create_group_id();
5215 for ( j = 0; j < num_slots; j++ ) {
5216 pnt = po->gun_banks[bank_to_fire].pnt[j];
5217 vm_vec_unrotate(&gun_point, &pnt, &obj->orient);
5218 vm_vec_add(&firing_pos, &gun_point, &obj->pos);
5220 // create the weapon -- the network signature for multiplayer is created inside
5222 weapon_objnum = weapon_create( &firing_pos, &obj->orient, weapon, OBJ_INDEX(obj),0, new_group_id );
5223 weapon_set_tracking_info(weapon_objnum, OBJ_INDEX(obj), aip->target_objnum, aip->current_target_is_locked, aip->targeted_subsys);
5225 // create the muzzle flash effect
5226 shipfx_flash_create( obj, shipp, &pnt, &obj->orient.fvec, 1, weapon );
5228 // maybe shudder the ship - if its me
5229 if((winfo_p->wi_flags & WIF_SHUDDER) && (obj == Player_obj) && !(Game_mode & GM_STANDALONE_SERVER)){
5230 // calculate some arbitrary value between 100
5231 // (mass * velocity) / 10
5232 game_shudder_apply(500, (winfo_p->mass * winfo_p->max_speed) / 10.0f);
5238 banks_fired |= (1<<bank_to_fire); // mark this bank as fired.
5241 // Only play the weapon fired sound if it hasn't been played yet. This is to
5242 // avoid playing the same sound multiple times when banks are linked with the
5244 if ( sound_played != winfo_p->launch_snd ) {
5245 sound_played = winfo_p->launch_snd;
5246 if ( obj == Player_obj ) {
5247 if ( winfo_p->launch_snd != -1 ) {
5252 if(winfo_p->launch_snd == SND_AUTOCANNON_SHOT){
5253 snd_play( &Snds[winfo_p->launch_snd], 0.0f, 1.0f, SND_PRIORITY_TRIPLE_INSTANCE );
5255 snd_play( &Snds[winfo_p->launch_snd], 0.0f, 1.0f, SND_PRIORITY_MUST_PLAY );
5257 // snd_play( &Snds[winfo_p->launch_snd] );
5259 swp = &Player_ship->weapons;
5260 if (swp->current_primary_bank >= 0) {
5261 wip = &Weapon_info[swp->primary_bank_weapons[swp->current_primary_bank]];
5262 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);
5267 if ( winfo_p->launch_snd != -1 ) {
5268 snd_play_3d( &Snds[winfo_p->launch_snd], &obj->pos, &View_position );
5272 } // end for (go to next primary bank)
5274 // if multiplayer and we're client-side firing, send the packet
5275 // if((Game_mode & GM_MULTIPLAYER) && (Netgame.debug_flags & NETD_FLAG_CLIENT_FIRING)){
5276 if(Game_mode & GM_MULTIPLAYER){
5277 // if i'm a client, and this is not me, don't send
5278 if(!(MULTIPLAYER_CLIENT && (shipp != Player_ship))){
5279 send_NEW_primary_fired_packet( shipp, banks_fired );
5283 // post a primary fired event
5284 if(Game_mode & GM_DEMO_RECORD){
5285 demo_POST_primary_fired(obj, swp->current_primary_bank, shipp->flags & SF_PRIMARY_LINKED);
5289 if (obj->flags & OF_PLAYER_SHIP) {
5290 // in multiplayer -- only the server needs to keep track of the stats. Call the cool
5291 // function to find the player given the object *. It had better return a valid player
5292 // or our internal structure as messed up.
5293 if( Game_mode & GM_MULTIPLAYER ) {
5294 if ( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {
5297 player_num = multi_find_player_by_object ( obj );
5298 Assert ( player_num != -1 );
5300 Net_players[player_num].player->stats.mp_shots_fired += num_fired;
5303 Player->stats.mp_shots_fired += num_fired;
5310 void ship_start_targeting_laser(ship *shipp)
5312 int bank0_laser = 0;
5313 int bank1_laser = 0;
5315 // determine if either of our banks have a targeting laser
5316 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)){
5319 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)){
5323 // if primary banks are linked
5324 if(shipp->flags & SF_PRIMARY_LINKED){
5326 shipp->targeting_laser_bank = 0;
5330 shipp->targeting_laser_bank = 1;
5334 // if we only have 1 bank selected
5336 if(bank0_laser && (shipp->weapons.current_primary_bank == 0)){
5337 shipp->targeting_laser_bank = 0;
5340 if(bank1_laser && (shipp->weapons.current_primary_bank == 1)){
5341 shipp->targeting_laser_bank = 1;
5347 void ship_stop_targeting_laser(ship *shipp)
5349 shipp->targeting_laser_bank = -1;
5350 shipp->targeting_laser_objnum = -1;
5353 void ship_process_targeting_lasers()
5355 beam_fire_info fire_info;
5360 // interate over all ships
5361 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
5366 if(Objects[so->objnum].type != OBJ_SHIP){
5369 if(Objects[so->objnum].instance < 0){
5372 shipp = &Ships[Objects[so->objnum].instance];
5374 // if our trigger is no longer down, switch it off
5375 if(!(shipp->flags & SF_TRIGGER_DOWN)){
5376 ship_stop_targeting_laser(shipp);
5380 // if we have a bank to fire - fire it
5381 if((shipp->targeting_laser_bank >= 0) && (shipp->targeting_laser_bank < 2)){
5382 // try and get the model
5383 m = model_get(shipp->modelnum);
5388 // fire a targeting laser
5389 fire_info.accuracy = 0.0f;
5390 fire_info.beam_info_index = shipp->weapons.primary_bank_weapons[shipp->targeting_laser_bank];
5391 fire_info.beam_info_override = NULL;
5392 fire_info.shooter = &Objects[shipp->objnum];
5393 fire_info.target = NULL;
5394 fire_info.target_subsys = NULL;
5395 fire_info.turret = NULL;
5396 fire_info.targeting_laser_offset = m->gun_banks[shipp->targeting_laser_bank].pnt[0];
5397 shipp->targeting_laser_objnum = beam_fire_targeting(&fire_info);
5399 // hmm, why didn't it fire?
5400 if(shipp->targeting_laser_objnum < 0){
5402 ship_stop_targeting_laser(shipp);
5408 // Attempt to detonate weapon last fired by *shipp.
5409 // Only used for weapons that support remote detonation.
5410 // Return true if detonated, else return false.
5411 // Calls weapon_hit() to detonate weapon.
5412 // If it's a weapon that spawns particles, those will be released.
5413 int maybe_detonate_weapon(ship_weapon *swp, object *src)
5415 int objnum = swp->last_fired_weapon_index;
5419 objp = &Objects[objnum];
5421 if (objp->type != OBJ_WEAPON){
5425 if ((objp->instance < 0) || (objp->instance > MAX_WEAPONS)){
5429 // check to make sure that the weapon to detonate still exists
5430 if ( swp->last_fired_weapon_signature != objp->signature ){
5434 Assert(Weapons[objp->instance].weapon_info_index != -1);
5435 wip = &Weapon_info[Weapons[objp->instance].weapon_info_index];
5437 if (wip->wi_flags & WIF_REMOTE) {
5439 if ((objnum >= 0) && (objnum < MAX_OBJECTS)) {
5442 weapon_sig = objp->signature;
5444 if (swp->last_fired_weapon_signature == weapon_sig) {
5445 weapon_detonate(objp);
5446 swp->last_fired_weapon_index = -1;
5449 if (src == Player_obj) {
5450 char missile_name[NAME_LENGTH];
5451 strcpy(missile_name, wip->name);
5452 hud_end_string_at_first_hash_symbol(missile_name);
5453 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Detonated %s!", 486), missile_name);
5465 // Maybe detonate secondary weapon that's already out.
5466 // Return true if we detonate it, false if not.
5467 int ship_fire_secondary_detonate(object *obj, ship_weapon *swp)
5469 if (swp->last_fired_weapon_index != -1)
5470 if (timestamp_elapsed(swp->detonate_weapon_time)) {
5471 object *first_objp = &Objects[swp->last_fired_weapon_index];
5472 if (maybe_detonate_weapon(swp, obj)) {
5473 // If dual fire was set, there could be another weapon to detonate. Scan all weapons.
5476 //nprintf(("AI", "Weapon %i detonated\n", first_objp-Objects));
5478 // check for currently locked missiles (highest precedence)
5479 for ( mo = GET_FIRST(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
5481 Assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
5482 mobjp = &Objects[mo->objnum];
5483 if ((mobjp != first_objp) && (mobjp->parent_sig == obj->parent_sig)) {
5484 if (Weapon_info[Weapons[mobjp->instance].weapon_info_index].wi_flags & WIF_REMOTE) {
5485 //nprintf(("AI", "Also detonating weapon %i whose parent is %s\n", mobjp-Objects, Ships[Objects[mobjp->parent].instance].ship_name));
5486 weapon_detonate(mobjp);
5498 // Try to switch to a secondary bank that has ammo
5499 int ship_select_next_valid_secondary_bank(ship_weapon *swp)
5503 int ns = swp->num_secondary_banks;
5506 int i,j=swp->current_secondary_bank+1;
5507 for (i=0; i<ns; i++) {
5512 if ( swp->secondary_bank_ammo[j] > 0 ) {
5513 swp->current_secondary_bank=j;
5526 extern void ai_maybe_announce_shockwave_weapon(object *firing_objp, int weapon_index);
5528 // Object *obj fires its secondary weapon, if it can.
5529 // If its most recently fired weapon is a remotely detonatable weapon, detonate it.
5530 // Returns number of weapons fired. Note, for swarmers, returns 1 if it is allowed
5531 // 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.
5532 // When you want to fire swarmers, you call this function with allow_swarm NOT set and frame interval
5533 // code comes aruond and fires it.
5534 // allow_swarm -> default value is 0... since swarm missiles are fired over several frames,
5535 // need to avoid firing when normally called
5536 int ship_fire_secondary( object *obj, int allow_swarm )
5538 int n, weapon, j, bank, have_timeout, starting_bank_count = -1, num_fired;
5539 ushort starting_sig = 0;
5546 vector missile_point, pnt, firing_pos;
5548 Assert( obj != NULL );
5550 // in the case where the server is an observer, he can fire (which would be bad) - unless we do this.
5551 if( obj->type == OBJ_OBSERVER ){
5555 // in the case where the object is a ghost (a delayed fire packet from right before he died, for instance)
5556 if( (obj->type == OBJ_GHOST) || (obj->type == OBJ_NONE) ){
5560 Assert( obj->type == OBJ_SHIP );
5561 if(obj->type != OBJ_SHIP){
5565 Assert( n >= 0 && n < MAX_SHIPS );
5566 if((n < 0) || (n >= MAX_SHIPS)){
5569 Assert( Ships[n].objnum == OBJ_INDEX(obj));
5570 if(Ships[n].objnum != OBJ_INDEX(obj)){
5575 swp = &shipp->weapons;
5576 sip = &Ship_info[shipp->ship_info_index];
5577 aip = &Ai_info[shipp->ai_index];
5579 // if no secondary weapons are present on ship, return
5580 if ( swp->num_secondary_banks <= 0 ){
5584 // If ship is being repaired/rearmed, it cannot fire missiles
5585 if ( aip->ai_flags & AIF_BEING_REPAIRED ) {
5589 num_fired = 0; // tracks how many missiles actually fired
5591 bank = swp->current_secondary_bank;
5596 weapon = swp->secondary_bank_weapons[bank];
5597 Assert( (swp->secondary_bank_weapons[bank] >= 0) && (swp->secondary_bank_weapons[bank] < MAX_WEAPON_TYPES) );
5598 if((swp->secondary_bank_weapons[bank] < 0) || (swp->secondary_bank_weapons[bank] >= MAX_WEAPON_TYPES)){
5601 wip = &Weapon_info[swp->secondary_bank_weapons[bank]];
5603 have_timeout = 0; // used to help tell whether or not we have a timeout
5604 if ( MULTIPLAYER_MASTER ) {
5605 starting_sig = multi_get_next_network_signature( MULTI_SIG_NON_PERMANENT );
5606 starting_bank_count = swp->secondary_bank_ammo[bank];
5609 if (ship_fire_secondary_detonate(obj, swp)) {
5610 // in multiplayer, master sends a secondary fired packet with starting signature of -1 -- indicates
5611 // to client code to set the detonate timer to 0.
5612 if ( MULTIPLAYER_MASTER ) {
5613 // MWA -- 4/6/98 Assert invalid since the bank count could have gone to 0.
5614 //Assert(starting_bank_count != 0);
5615 send_secondary_fired_packet( shipp, 0, starting_bank_count, 1, allow_swarm );
5618 // For all banks, if ok to fire a weapon, make it wait a bit.
5619 // Solves problem of fire button likely being down next frame and
5620 // firing weapon despite fire causing detonation of existing weapon.
5621 if (swp->current_secondary_bank >= 0) {
5622 if (timestamp_elapsed(swp->next_secondary_fire_stamp[bank])){
5623 swp->next_secondary_fire_stamp[bank] = timestamp(max((int) flFrametime*3000, 250));
5629 if ( swp->current_secondary_bank < 0 ){
5633 if ( !timestamp_elapsed(swp->next_secondary_fire_stamp[bank]) && !allow_swarm) {
5634 if (timestamp_until(swp->next_secondary_fire_stamp[bank]) > 60000){
5635 swp->next_secondary_fire_stamp[bank] = timestamp(1000);
5638 goto done_secondary;
5641 // Ensure if this is a "require-lock" missile, that a lock actually exists
5642 if ( wip->wi_flags & WIF_NO_DUMBFIRE ) {
5643 if ( aip->current_target_is_locked <= 0 ) {
5644 if ( obj == Player_obj ) {
5645 if ( !Weapon_energy_cheat ) {
5646 if ((aip->target_objnum != -1) && (vm_vec_dist_quick(&obj->pos, &Objects[aip->target_objnum].pos) > wip->lifetime * wip->max_speed)) {
5647 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Too far from target to acquire lock", 487));
5649 char missile_name[NAME_LENGTH];
5650 strcpy(missile_name, wip->name);
5651 hud_end_string_at_first_hash_symbol(missile_name);
5652 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Cannot fire %s without a lock", 488), missile_name);
5655 snd_play( &Snds[SND_OUT_OF_MISSLES] );
5656 swp->next_secondary_fire_stamp[bank] = timestamp(800); // to avoid repeating messages
5660 // multiplayer clients should always fire the weapon here, so return only if not
5661 // a multiplayer client.
5662 if ( !MULTIPLAYER_CLIENT ){
5669 // if trying to fire a swarm missile, make sure being called from right place
5670 if ( (wip->wi_flags & WIF_SWARM) && !allow_swarm ) {
5671 Assert(wip->swarm_count > 0);
5672 if(wip->swarm_count <= 0){
5673 shipp->num_swarm_missiles_to_fire += SWARM_DEFAULT_NUM_MISSILES_FIRED;
5675 shipp->num_swarm_missiles_to_fire += wip->swarm_count;
5677 return 1; // Note: Missiles didn't get fired, but the frame interval code will fire them.
5680 // if trying to fire a corkscrew missile, make sure being called from right place
5681 if ( (wip->wi_flags & WIF_CORKSCREW) && !allow_swarm ) {
5682 shipp->num_corkscrew_to_fire = (ubyte)(shipp->num_corkscrew_to_fire + (ubyte)Corkscrew_num_missiles_fired);
5683 return 1; // Note: Missiles didn't get fired, but the frame interval code will fire them.
5686 swp->next_secondary_fire_stamp[bank] = timestamp((int)(Weapon_info[weapon].fire_wait * 1000.0f)); // They can fire 5 times a second
5688 // Here is where we check if weapons subsystem is capable of firing the weapon.
5689 // do only in single plyaer or if I am the server of a multiplayer game
5690 if ( !(Game_mode & GM_MULTIPLAYER) || MULTIPLAYER_MASTER ) {
5691 if ( ship_weapon_maybe_fail(shipp) ) {
5692 if ( obj == Player_obj )
5693 if ( ship_maybe_play_secondary_fail_sound(wip) ) {
5694 char missile_name[NAME_LENGTH];
5695 strcpy(missile_name, Weapon_info[weapon].name);
5696 hud_end_string_at_first_hash_symbol(missile_name);
5697 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Cannot fire %s due to weapons system damage", 489), missile_name);
5699 goto done_secondary;
5703 po = model_get( Ship_info[shipp->ship_info_index].modelnum );
5704 if ( po->n_missiles > 0 ) {
5705 int check_ammo; // used to tell if we should check ammo counts or not
5708 if ( bank > po->n_missiles ) {
5709 nprintf(("WARNING","WARNING ==> Tried to fire bank %d, but ship has only %d banks\n", bank+1, po->n_missiles));
5710 return 0; // we can make a quick out here!!!
5713 num_slots = po->missile_banks[bank].num_slots;
5715 // determine if there is enough ammo left to fire weapons on this bank. As with primary
5716 // weapons, we might or might not check ammo counts depending on game mode, who is firing,
5717 // and if I am a client in multiplayer
5719 if ( MULTIPLAYER_CLIENT && (obj != Player_obj) ){
5723 if ( check_ammo && ( swp->secondary_bank_ammo[bank] <= 0) ) {
5724 if ( shipp->objnum == OBJ_INDEX(Player_obj) ) {
5725 if ( ship_maybe_play_secondary_fail_sound(wip) ) {
5726 // HUD_sourced_printf(HUD_SOURCE_HIDDEN, "No %s missiles left in bank", Weapon_info[swp->secondary_bank_weapons[bank]].name);
5730 // TODO: AI switch secondary weapon / re-arm?
5732 goto done_secondary;
5735 int start_slot, end_slot;
5737 if ( shipp->flags & SF_SECONDARY_DUAL_FIRE ) {
5738 start_slot = swp->secondary_next_slot[bank];
5739 // AL 11-19-97: Ensure enough ammo remains when firing linked secondary weapons
5740 if ( check_ammo && (swp->secondary_bank_ammo[bank] < 2) ) {
5741 end_slot = start_slot;
5743 end_slot = start_slot+1;
5746 start_slot = swp->secondary_next_slot[bank];
5747 end_slot = start_slot;
5750 int pnt_index=start_slot;
5751 for ( j = start_slot; j <= end_slot; j++ ) {
5754 swp->secondary_next_slot[bank]++;
5755 if ( swp->secondary_next_slot[bank] > (num_slots-1) ){
5756 swp->secondary_next_slot[bank] = 0;
5759 if ( pnt_index >= num_slots ){
5762 pnt = po->missile_banks[bank].pnt[pnt_index++];
5763 vm_vec_unrotate(&missile_point, &pnt, &obj->orient);
5764 vm_vec_add(&firing_pos, &missile_point, &obj->pos);
5766 if ( Game_mode & GM_MULTIPLAYER ) {
5767 Assert( Weapon_info[weapon].subtype == WP_MISSILE );
5770 // create the weapon -- for multiplayer, the net_signature is assigned inside
5772 weapon_num = weapon_create( &firing_pos, &obj->orient, weapon, OBJ_INDEX(obj), 0, -1, aip->current_target_is_locked);
5773 weapon_set_tracking_info(weapon_num, OBJ_INDEX(obj), aip->target_objnum, aip->current_target_is_locked, aip->targeted_subsys);
5775 // create the muzzle flash effect
5776 shipfx_flash_create( obj, shipp, &pnt, &obj->orient.fvec, 0, weapon );
5779 if ( weapon_num != -1 )
5780 Demo_fire_secondary_requests++; // testing for demo
5783 swp->last_fired_weapon_index = weapon_num;
5784 swp->detonate_weapon_time = timestamp(500); // Can detonate 1/2 second later.
5785 if (weapon_num != -1) {
5786 swp->last_fired_weapon_signature = Objects[weapon_num].signature;
5789 // subtract the number of missiles fired
5790 if ( Weapon_energy_cheat == 0 ){
5791 swp->secondary_bank_ammo[bank]--;
5796 if ( obj == Player_obj ) {
5797 if ( Weapon_info[weapon].launch_snd != -1 ) {
5801 snd_play( &Snds[Weapon_info[weapon].launch_snd], 0.0f, 1.0f, SND_PRIORITY_MUST_PLAY );
5802 swp = &Player_ship->weapons;
5803 if (swp->current_secondary_bank >= 0) {
5804 wip = &Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]];
5805 if (Player_ship->flags & SF_SECONDARY_DUAL_FIRE){
5806 joy_ff_play_secondary_shoot((int) (wip->cargo_size * 2.0f));
5808 joy_ff_play_secondary_shoot((int) wip->cargo_size);
5814 if ( Weapon_info[weapon].launch_snd != -1 ) {
5815 snd_play_3d( &Snds[Weapon_info[weapon].launch_snd], &obj->pos, &View_position );
5822 // if I am the master of a multiplayer game, send a secondary fired packet along with the
5823 // first network signatures for the newly created weapons. if nothing got fired, send a failed
5825 if ( MULTIPLAYER_MASTER ) {
5826 Assert(starting_sig != 0);
5827 send_secondary_fired_packet( shipp, starting_sig, starting_bank_count, num_fired, allow_swarm );
5831 if (obj->flags & OF_PLAYER_SHIP) {
5832 // in multiplayer -- only the server needs to keep track of the stats. Call the cool
5833 // function to find the player given the object *. It had better return a valid player
5834 // or our internal structure as messed up.
5835 if( Game_mode & GM_MULTIPLAYER ) {
5836 if ( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {
5839 player_num = multi_find_player_by_object ( obj );
5840 Assert ( player_num != -1 );
5842 Net_players[player_num].player->stats.ms_shots_fired += num_fired;
5845 Player->stats.ms_shots_fired += num_fired;
5848 // maybe announce a shockwave weapon
5849 ai_maybe_announce_shockwave_weapon(obj, weapon);
5852 // AL 3-7-98: Move to next valid secondary bank if out of ammo
5853 if ( (obj->flags & OF_PLAYER_SHIP) && (swp->secondary_bank_ammo[bank] <= 0) ) {
5854 int fire_wait = (int)(Weapon_info[weapon].fire_wait * 1000.0f);
5855 if ( ship_select_next_valid_secondary_bank(swp) ) {
5856 swp->next_secondary_fire_stamp[swp->current_secondary_bank] = max(timestamp(250),timestamp(fire_wait)); // 1/4 second delay until can fire
5857 if ( obj == Player_obj ) {
5858 snd_play( &Snds[SND_SECONDARY_CYCLE] );
5866 // ------------------------------------------------------------------------------
5867 // ship_select_next_primary()
5869 // Return true if a new index gets selected.
5871 // parameters: objp => pointer to object for ship cycling primary
5872 // direction => forward == CYCLE_PRIMARY_NEXT, backward == CYCLE_PRIMARY_PREV
5874 // NOTE: This code can be called for any arbitrary ship. HUD messages and sounds are only used
5875 // for the player ship.
5876 int ship_select_next_primary(object *objp, int direction)
5881 Assert(objp != NULL);
5882 Assert(objp->type == OBJ_SHIP);
5883 Assert(objp->instance >= 0 && objp->instance < MAX_SHIPS);
5885 shipp = &Ships[objp->instance];
5886 swp = &shipp->weapons;
5888 Assert(direction == CYCLE_PRIMARY_NEXT || direction == CYCLE_PRIMARY_PREV);
5890 switch ( swp->num_primary_banks ) {
5893 if ( objp == Player_obj ) {
5894 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "This ship has no primary weapons", 490));
5895 gamesnd_play_error_beep();
5901 if ( objp == Player_obj ) {
5902 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);
5903 gamesnd_play_error_beep();
5909 if ( shipp->flags & SF_PRIMARY_LINKED ) {
5910 shipp->flags &= ~SF_PRIMARY_LINKED;
5911 if ( direction == CYCLE_PRIMARY_NEXT ) {
5912 swp->current_primary_bank = 0;
5914 swp->current_primary_bank = 1;
5917 switch ( swp->current_primary_bank ) {
5919 if ( direction == CYCLE_PRIMARY_NEXT ) {
5920 swp->current_primary_bank = 1;
5922 shipp->flags |= SF_PRIMARY_LINKED;
5927 if ( direction == CYCLE_PRIMARY_NEXT ) {
5928 shipp->flags |= SF_PRIMARY_LINKED;
5930 swp->current_primary_bank = 0;
5935 Int3(); // should never happen, get Alan if it does
5943 Int3(); // should never happen, get Alan if it does
5948 if ( objp == Player_obj ) {
5949 snd_play( &Snds[SND_PRIMARY_CYCLE], 0.0f );
5952 ship_primary_changed(shipp);
5956 // ------------------------------------------------------------------------------
5957 // ship_select_next_secondary() selects the next secondary bank with missles
5959 // returns: 1 => The secondary bank was switched
5960 // 0 => The secondary bank stayed the same
5962 // If a secondary bank has no missles left, it is skipped.
5964 // NOTE: This can be called for an arbitrary ship. HUD messages and sounds are only used
5965 // for the player ship.
5966 int ship_select_next_secondary(object *objp)
5968 Assert(objp != NULL);
5969 Assert(objp->type == OBJ_SHIP);
5970 Assert(objp->instance >= 0 && objp->instance < MAX_SHIPS);
5972 int original_bank, new_bank, i;
5976 shipp = &Ships[objp->instance];
5977 swp = &shipp->weapons;
5979 switch ( swp->num_secondary_banks ) {
5981 if ( objp == Player_obj ) {
5982 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "This ship has no secondary weapons", 492));
5983 gamesnd_play_error_beep();
5989 if ( objp == Player_obj ) {
5990 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);
5991 gamesnd_play_error_beep();
5998 Assert(swp->current_secondary_bank < swp->num_secondary_banks);
5999 original_bank = swp->current_secondary_bank;
6001 for ( i = 1; i < swp->num_secondary_banks; i++ ) {
6002 new_bank = (swp->current_secondary_bank+i) % swp->num_secondary_banks;
6003 if ( swp->secondary_bank_ammo[new_bank] <= 0 )
6005 swp->current_secondary_bank = new_bank;
6009 if ( swp->current_secondary_bank != original_bank ) {
6010 if ( objp == Player_obj ) {
6011 snd_play( &Snds[SND_SECONDARY_CYCLE], 0.0f );
6013 ship_secondary_changed(shipp);
6020 Int3(); // should never happen, get Alan if it does
6025 // If we've reached this point, must have failed
6029 // Stuff list of weapon indices for object *objp in list *outlist.
6030 // Return number of weapons in list.
6031 int get_available_secondary_weapons(object *objp, int *outlist, int *outbanklist)
6037 Assert(objp->type == OBJ_SHIP);
6038 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
6039 shipp = &Ships[objp->instance];
6041 for (i=0; i<shipp->weapons.num_secondary_banks; i++)
6042 if (shipp->weapons.secondary_bank_ammo[i]) {
6043 outbanklist[count] = i;
6044 outlist[count++] = shipp->weapons.secondary_bank_weapons[i];
6050 // Return the object index of the ship with name *name.
6051 int wing_name_lookup(char *name, int ignore_count)
6056 wing_limit = MAX_WINGS;
6058 wing_limit = num_wings;
6060 if (Fred_running || ignore_count ) { // current_count not used for Fred..
6061 for (i=0; i<wing_limit; i++)
6062 if (Wings[i].wave_count && !stricmp(Wings[i].name, name))
6066 for (i=0; i<wing_limit; i++)
6067 if (Wings[i].current_count && !stricmp(Wings[i].name, name))
6074 // this function is needed in addition to wing_name_lookup because it does a straight lookup without
6075 // caring about how many ships are in the wing, etc.
6076 int wing_lookup(char *name)
6079 for(idx=0;idx<num_wings;idx++)
6080 if(strcmp(Wings[idx].name,name)==0)
6086 // Return the index of Ship_info[].name that is *name.
6087 int ship_info_lookup(char *name)
6091 for (i=0; i < Num_ship_types; i++)
6092 if (!stricmp(name, Ship_info[i].name))
6098 // Return the index of Ship_info[].name which is the *base* ship of a ship copy
6099 int ship_info_base_lookup(int si_index)
6102 char name[NAME_LENGTH], *p;
6104 strcpy( name, Ship_info[si_index].name );
6105 p = strchr( name, '#' );
6106 Assert( p ); // get allender -- something bogus with ship copy
6109 i = ship_info_lookup( name );
6110 Assert( i != -1 ); // get allender -- there had better be a base ship!
6115 // Return the ship index of the ship with name *name.
6116 int ship_name_lookup(char *name, int inc_players)
6125 for (i=0; i<MAX_SHIPS; i++){
6126 if (Ships[i].objnum >= 0){
6127 if (Objects[Ships[i].objnum].type == OBJ_SHIP || (Objects[Ships[i].objnum].type == OBJ_START && inc_players)){
6128 if (!stricmp(name, Ships[i].ship_name)){
6139 int ship_type_name_lookup(char *name)
6148 // look through the Ship_type_names array
6149 for(idx=0; idx<MAX_SHIP_TYPE_COUNTS; idx++){
6150 if(!stricmp(name, Ship_type_names[idx])){
6159 // checks the (arrival & departure) state of a ship. Return values:
6160 // -1: has yet to arrive in mission
6161 // 0: is currently in mission
6162 // 1: has been destroyed, departed, or never existsed
6163 int ship_query_state(char *name)
6173 for (i=0; i<MAX_SHIPS; i++){
6174 if (Ships[i].objnum >= 0){
6175 if ((Objects[Ships[i].objnum].type == OBJ_SHIP) || (Objects[Ships[i].objnum].type == OBJ_START)){
6176 if (!stricmp(name, Ships[i].ship_name)){
6183 objp = GET_FIRST(&ship_arrival_list);
6184 while (objp != END_OF_LIST(&ship_arrival_list)) {
6185 if (!stricmp(name, objp->name)){
6189 objp = GET_NEXT(objp);
6195 // Note: This is not a general purpose routine.
6196 // It is specifically used for targeting.
6197 // It only returns a subsystem position if it has shields.
6198 // Return true/false for subsystem found/not found.
6199 // Stuff vector *pos with absolute position.
6200 // subsysp is a pointer to the subsystem.
6201 int get_subsystem_pos(vector *pos, object *objp, ship_subsys *subsysp)
6204 model_subsystem *psub;
6208 Assert(objp->type == OBJ_SHIP);
6209 shipp = &Ships[objp->instance];
6211 Assert ( subsysp != NULL );
6213 psub = subsysp->system_info;
6214 vm_copy_transpose_matrix(&m, &objp->orient);
6216 vm_vec_rotate(&pnt, &psub->pnt, &m);
6217 vm_vec_add2(&pnt, &objp->pos);
6226 //=================================================
6227 // Takes all the angle info from the ship structure and stuffs it
6228 // into the model data so that the model code has all the correct
6229 // angles and stuff that it needs. This is a poorly designed
6230 // system that should be re-engineered so that all the model functions
6231 // accept a list of angles and everyone passes them through, but
6232 // that would require some major code revision.
6233 // So, anytime you are using a model that has rotating parts, you
6234 // need to do a ship_model_start before any model_ functions are
6235 // called and a ship_model_stop after you're done. Even for
6236 // collision detection and stuff, not just rendering.
6237 // See John for details.
6239 void ship_model_start(object *objp)
6241 model_subsystem *psub;
6245 shipp = &Ships[objp->instance];
6247 // First clear all the angles in the model to zero
6248 model_clear_instance(shipp->modelnum);
6250 // Go through all subsystems and bash the model angles for all
6251 // the subsystems that need it.
6252 for ( pss = GET_FIRST(&shipp->subsys_list); pss != END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
6253 psub = pss->system_info;
6254 switch (psub->type) {
6255 case SUBSYSTEM_RADAR:
6256 case SUBSYSTEM_NAVIGATION:
6257 case SUBSYSTEM_COMMUNICATION:
6258 case SUBSYSTEM_UNKNOWN:
6259 case SUBSYSTEM_ENGINE:
6260 case SUBSYSTEM_SENSORS:
6261 case SUBSYSTEM_WEAPONS:
6262 case SUBSYSTEM_SOLAR:
6263 case SUBSYSTEM_GAS_COLLECT:
6264 case SUBSYSTEM_ACTIVATION:
6266 case SUBSYSTEM_TURRET:
6267 Assert( !(psub->flags & MSS_FLAG_ROTATES) ); // Turrets can't rotate!!! See John!
6270 Error(LOCATION, "Illegal subsystem type.\n");
6274 if ( psub->subobj_num > -1 ) {
6275 model_set_instance(shipp->modelnum, psub->subobj_num, &pss->submodel_info_1 );
6278 if ( (psub->subobj_num != psub->turret_gun_sobj) && (psub->turret_gun_sobj >-1) ) {
6279 model_set_instance(shipp->modelnum, psub->turret_gun_sobj, &pss->submodel_info_2 );
6285 //==========================================================
6286 // Clears all the instance specific stuff out of the model info
6287 void ship_model_stop(object *objp)
6291 shipp = &Ships[objp->instance];
6293 // Then, clear all the angles in the model to zero
6294 model_clear_instance(shipp->modelnum);
6298 //==========================================================
6299 // Finds the number of crew points in a ship
6300 int ship_find_num_crewpoints(object *objp)
6303 model_subsystem *psub;
6307 shipp = &Ships[objp->instance];
6309 // Go through all subsystems and record the model angles for all
6310 // the subsystems that need it.
6311 for ( pss = GET_FIRST(&shipp->subsys_list); pss != END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
6312 psub = pss->system_info;
6313 switch (psub->type) {
6314 case SUBSYSTEM_TURRET:
6315 if ( psub->flags & MSS_FLAG_CREWPOINT )
6316 n++; // fall through
6318 case SUBSYSTEM_RADAR:
6319 case SUBSYSTEM_NAVIGATION:
6320 case SUBSYSTEM_COMMUNICATION:
6321 case SUBSYSTEM_UNKNOWN:
6322 case SUBSYSTEM_ENGINE:
6323 case SUBSYSTEM_GAS_COLLECT:
6324 case SUBSYSTEM_ACTIVATION:
6327 Error(LOCATION, "Illegal subsystem type.\n");
6333 //==========================================================
6334 // Finds the number of turrets in a ship
6335 int ship_find_num_turrets(object *objp)
6338 model_subsystem *psub;
6342 shipp = &Ships[objp->instance];
6344 // Go through all subsystems and record the model angles for all
6345 // the subsystems that need it.
6346 for ( pss = GET_FIRST(&shipp->subsys_list); pss != END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
6347 psub = pss->system_info;
6348 switch (psub->type) {
6349 case SUBSYSTEM_TURRET:
6350 n++; // drop 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 // Modify the matrix orient by the slew angles a.
6368 void compute_slew_matrix(matrix *orient, angles *a)
6374 t1.h = 0.0f; t1.b = 0.0f;
6375 t2.p = 0.0f; t2.b = 0.0f;
6377 // put in p & b like normal
6378 vm_angles_2_matrix(&tmp, &t1 );
6379 vm_matrix_x_matrix( &tmp2, orient, &tmp);
6381 // Put in heading separately
6382 vm_angles_2_matrix(&tmp, &t2 );
6383 vm_matrix_x_matrix( orient, &tmp2, &tmp );
6385 vm_orthogonalize_matrix(orient);
6388 // calculates the eye position for this ship in the global reference frame. Uses the
6389 // view_positions array in the model. The 0th element is the noral viewing position.
6390 // the vector of the eye is returned in the parameter 'eye'. The orientation of the
6391 // eye is returned in orient. (NOTE: this is kind of bogus for now since non 0th element
6392 // eyes have no defined up vector)
6393 void ship_get_eye( vector *eye_pos, matrix *eye_orient, object *obj )
6400 shipp = &Ships[obj->instance];
6401 pm = model_get( shipp->modelnum );
6403 // check to be sure that we have a view eye to look at.....spit out nasty debug message
6404 if ( pm->n_view_positions == 0 ) {
6405 // nprintf (("Warning", "No eye position found for model %s. Find artist to get fixed.\n", pm->filename ));
6406 *eye_pos = obj->pos;
6407 *eye_orient = obj->orient;
6410 ep = &(pm->view_positions[0] );
6412 // eye points are stored in an array -- the normal viewing position for a ship is the current_eye_index
6414 model_find_world_point( eye_pos, &ep->pnt, shipp->modelnum, ep->parent, &obj->orient, &obj->pos );
6415 // if ( shipp->current_eye_index == 0 ) {
6416 *eye_orient = obj->orient;
6418 // model_find_world_dir( &vec, &ep->norm, shipp->modelnum, ep->parent, &obj->orient, &obj->pos );
6419 // kind of bogus, but use the objects uvec to avoid totally stupid looking behavior.
6420 // vm_vector_2_matrix(eye_orient,&vec,&obj->orient.uvec,NULL);
6423 // Modify the orientation based on head orientation.
6424 if ( Viewer_obj == obj ) {
6425 if ( Viewer_mode & VM_PADLOCK_ANY ) {
6426 player_get_padlock_orient(eye_orient);
6428 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
6433 // of attackers to make this decision.
6435 // NOTE: This function takes into account how many ships are attacking a subsystem, and will
6436 // prefer an ignored subsystem over a subsystem that is in line of sight, if the in-sight
6437 // subsystem is attacked by more than MAX_SUBSYS_ATTACKERS
6439 // sp => ship pointer to parent of subsystem
6440 // subsys_type => what kind of subsystem this is
6441 // attacker_pos => the world coords of the attacker of this subsystem
6443 // returns: pointer to subsystem if one found, NULL otherwise
6444 #define MAX_SUBSYS_ATTACKERS 3
6445 ship_subsys *ship_get_best_subsys_to_attack(ship *sp, int subsys_type, vector *attacker_pos)
6448 ship_subsys *best_in_sight_subsys, *lowest_attacker_subsys, *ss_return;
6449 int lowest_num_attackers, lowest_in_sight_attackers, num_attackers;
6453 lowest_in_sight_attackers = lowest_num_attackers = 1000;
6454 ss_return = best_in_sight_subsys = lowest_attacker_subsys = NULL;
6456 for (ss = GET_FIRST(&sp->subsys_list); ss != END_OF_LIST(&sp->subsys_list); ss = GET_NEXT(ss) ) {
6457 if ( (ss->system_info->type == subsys_type) && (ss->current_hits > 0) ) {
6459 // get world pos of subsystem
6460 vm_vec_unrotate(&gsubpos, &ss->system_info->pnt, &Objects[sp->objnum].orient);
6461 vm_vec_add2(&gsubpos, &Objects[sp->objnum].pos);
6463 // now find the number of ships attacking this subsystem by iterating through the ships list,
6464 // and checking if aip->targeted_subsys matches the subsystem we're checking
6466 sop = GET_FIRST(&Ship_obj_list);
6467 while(sop != END_OF_LIST(&Ship_obj_list)){
6468 if ( Ai_info[Ships[Objects[sop->objnum].instance].ai_index].targeted_subsys == ss ) {
6471 sop = GET_NEXT(sop);
6474 if ( num_attackers < lowest_num_attackers ) {
6475 lowest_num_attackers = num_attackers;
6476 lowest_attacker_subsys = ss;
6479 if ( ship_subsystem_in_sight(&Objects[sp->objnum], ss, attacker_pos, &gsubpos) ) {
6480 if ( num_attackers < lowest_in_sight_attackers ) {
6481 lowest_in_sight_attackers = num_attackers;
6482 best_in_sight_subsys = ss;
6488 if ( best_in_sight_subsys == NULL ) {
6489 // no subsystems are in sight, so return the subsystem with the lowest # of attackers
6490 ss_return = lowest_attacker_subsys;
6492 if ( lowest_in_sight_attackers > MAX_SUBSYS_ATTACKERS ) {
6493 ss_return = lowest_attacker_subsys;
6495 ss_return = best_in_sight_subsys;
6502 // function to return a pointer to the 'nth' ship_subsys structure in a ship's linked list
6504 // attacker_pos => world pos of attacker (default value NULL). If value is non-NULL, try
6505 // to select the best subsystem to attack of that type (using line-of-sight)
6506 // and based on the number of ships already attacking the subsystem
6507 ship_subsys *ship_get_indexed_subsys( ship *sp, int index, vector *attacker_pos )
6512 // first, special code to see if the index < 0. If so, we are looking for one of several possible
6513 // engines or one of several possible turrets. If we enter this if statement, we will always return
6518 subsys_type = -index;
6519 if ( sp->subsys_info[subsys_type].current_hits == 0.0f ) // if there are no hits, no subsystem to attack.
6522 if ( attacker_pos != NULL ) {
6523 ss = ship_get_best_subsys_to_attack(sp, subsys_type, attacker_pos);
6526 // next, scan the list of subsystems and search for the first subsystem of the particular
6527 // type which has > 0 hits remaining.
6528 for (ss = GET_FIRST(&sp->subsys_list); ss != END_OF_LIST(&sp->subsys_list); ss = GET_NEXT(ss) ) {
6529 if ( (ss->system_info->type == subsys_type) && (ss->current_hits > 0) )
6534 Int3(); // maybe we shouldn't get here, but with possible floating point rounding, I suppose we could
6540 ss = GET_FIRST(&sp->subsys_list);
6541 while ( ss != END_OF_LIST( &sp->subsys_list ) ) {
6542 if ( count == index )
6545 ss = GET_NEXT( ss );
6547 Int3(); // get allender -- turret ref didn't fixup correctly!!!!
6551 // Given a pointer to a subsystem and an associated object, return the index.
6552 int ship_get_index_from_subsys(ship_subsys *ssp, int objnum, int error_bypass)
6561 Assert(objnum >= 0);
6562 Assert(Objects[objnum].instance >= 0);
6564 shipp = &Ships[Objects[objnum].instance];
6567 ss = GET_FIRST(&shipp->subsys_list);
6568 while ( ss != END_OF_LIST( &shipp->subsys_list ) ) {
6572 ss = GET_NEXT( ss );
6574 if ( !error_bypass )
6575 Int3(); // get allender -- turret ref didn't fixup correctly!!!!
6580 // function which returns the index number of the ship_subsys parameter
6581 int ship_get_subsys_index(ship *sp, char *ss_name, int error_bypass)
6587 ss = GET_FIRST(&sp->subsys_list);
6588 while ( ss != END_OF_LIST( &sp->subsys_list ) ) {
6589 if ( !stricmp(ss->system_info->subobj_name, ss_name) )
6592 ss = GET_NEXT( ss );
6601 // routine to return the strength of a subsystem. We keep a total hit tally for all subsystems
6602 // which are similar (i.e. a total for all engines). These routines will return a number between
6603 // 0.0 and 1.0 which is the relative combined strength of the given subsystem type. The number
6604 // calculated for the engines is slightly different. Once an engine reaches < 15% of it's hits, it's
6605 // output drops to that %. A dead engine has no output.
6606 float ship_get_subsystem_strength( ship *shipp, int type )
6611 Assert ( (type >= 0) && (type < SUBSYSTEM_MAX) );
6612 if ( shipp->subsys_info[type].total_hits == 0.0f )
6615 // For a dying ship, all subsystem strengths are zero.
6616 if (Objects[shipp->objnum].hull_strength <= 0.0f)
6619 strength = shipp->subsys_info[type].current_hits / shipp->subsys_info[type].total_hits;
6621 if ( strength == 0.0f ) // short circuit 0
6624 if ( (type == SUBSYSTEM_ENGINE) && (strength < 1.0f) ) {
6628 ssp = GET_FIRST(&shipp->subsys_list);
6629 while ( ssp != END_OF_LIST( &shipp->subsys_list ) ) {
6631 if ( ssp->system_info->type == SUBSYSTEM_ENGINE ) {
6634 ratio = ssp->current_hits / ssp->system_info->max_hits;
6635 if ( ratio < ENGINE_MIN_STR )
6636 ratio = ENGINE_MIN_STR;
6640 ssp = GET_NEXT( ssp );
6642 strength = percent / (float)shipp->subsys_info[type].num;
6648 // set the strength of a subsystem on a given ship. The strength passed as a
6649 // parameter is between 0.0 and 1.0
6651 // NOTE: this function was made to be called by the debug function dcf_set_subsys(). If
6652 // you want to use this, be sure that you test it for all cases.
6653 void ship_set_subsystem_strength( ship *shipp, int type, float strength )
6655 float total_current_hits, diff;
6658 Assert ( (type >= 0) && (type < SUBSYSTEM_MAX) );
6659 if ( shipp->subsys_info[type].total_hits == 0.0f )
6662 total_current_hits = 0.0f;
6663 ssp = GET_FIRST(&shipp->subsys_list);
6664 while ( ssp != END_OF_LIST( &shipp->subsys_list ) ) {
6666 if ( ssp->system_info->type == type ) {
6667 ssp->current_hits = strength * ssp->system_info->max_hits;
6668 total_current_hits += ssp->current_hits;
6670 ssp = GET_NEXT( ssp );
6673 // update the objects integrity, needed since we've bashed the strength of a subsysem
6674 diff = total_current_hits - shipp->subsys_info[type].current_hits;
6675 Objects[shipp->objnum].hull_strength += diff;
6676 // fix up the shipp->subsys_info[type] current_hits value
6677 shipp->subsys_info[type].current_hits = total_current_hits;
6680 #define SHIELD_REPAIR_RATE 0.20f // Percent of shield repaired per second.
6681 #define HULL_REPAIR_RATE 0.15f // Percent of hull repaired per second.
6682 #define SUBSYS_REPAIR_RATE 0.10f // Percent of subsystems repaired per second.
6684 // ==================================================================================
6685 // ship_do_rearm_frame()
6687 // function to rearm a ship. This function gets called from the ai code ai_do_rearm_frame (or
6688 // some function of a similar name). Returns 1 when ship is fully repaired and rearmed, 0 otherwise
6691 #define REARM_NUM_MISSILES_PER_BATCH 4 // how many missiles are dropped in per load sound
6693 int ship_do_rearm_frame( object *objp, float frametime )
6695 int i, banks_full, subsys_type, subsys_all_ok;
6696 float shield_str, repair_delta, repair_allocated;
6703 shipp = &Ships[objp->instance];
6704 swp = &shipp->weapons;
6705 sip = &Ship_info[shipp->ship_info_index];
6706 aip = &Ai_info[shipp->ai_index];
6708 // AL 10-31-97: Add missing primary weapons to the ship. This is required since designers
6709 // want to have ships that start with no primaries, but can get them through
6711 if ( swp->num_primary_banks < sip->num_primary_banks ) {
6712 for ( i = swp->num_primary_banks; i < sip->num_primary_banks; i++ ) {
6713 swp->primary_bank_weapons[i] = sip->primary_bank_weapons[i];
6715 swp->num_primary_banks = sip->num_primary_banks;
6718 // AL 12-30-97: Repair broken warp drive
6719 if ( shipp->flags & SF_WARP_BROKEN ) {
6720 // TODO: maybe do something here like informing player warp is fixed?
6721 shipp->flags &= ~SF_WARP_BROKEN;
6724 // AL 1-16-97: Replenish countermeasures
6725 shipp->cmeasure_count = sip->cmeasure_max;
6727 // Do shield repair here
6728 if ( !(objp->flags & OF_NO_SHIELDS) ) {
6729 shield_str = get_shield_strength(objp);
6730 if ( shield_str < sip->shields ) {
6731 if ( objp == Player_obj ) {
6732 player_maybe_start_repair_sound();
6734 shield_str += sip->shields * frametime * SHIELD_REPAIR_RATE;
6735 if ( shield_str > sip->shields ) {
6736 shield_str = sip->shields;
6738 set_shield_strength(objp, shield_str);
6742 // Repair the ship integrity (subsystems + hull). This works by applying the repair points
6743 // to the subsystems. Ships integrity is stored is objp->hull_strength, so that always is
6744 // incremented by repair_allocated
6745 repair_allocated = sip->initial_hull_strength * frametime * HULL_REPAIR_RATE;
6748 AL 11-24-97: remove increase to hull integrity
6750 objp->hull_strength += repair_allocated;
6751 if ( objp->hull_strength > sip->initial_hull_strength ) {
6752 repair_allocated -= ( sip->initial_hull_strength - objp->hull_strength);
6753 objp->hull_strength = sip->initial_hull_strength;
6757 // check the subsystems of the ship.
6759 ssp = GET_FIRST(&shipp->subsys_list);
6760 while ( ssp != END_OF_LIST( &shipp->subsys_list ) ) {
6762 if ( ssp->current_hits < ssp->system_info->max_hits && repair_allocated > 0 ) {
6764 subsys_type = ssp->system_info->type;
6766 if ( objp == Player_obj ) {
6767 player_maybe_start_repair_sound();
6770 repair_delta = ssp->system_info->max_hits - ssp->current_hits;
6771 if ( repair_delta > repair_allocated ) {
6772 repair_delta = repair_allocated;
6774 repair_allocated -= repair_delta;
6775 Assert(repair_allocated >= 0.0f);
6777 // add repair to current strength of single subsystem
6778 ssp->current_hits += repair_delta;
6779 if ( ssp->current_hits > ssp->system_info->max_hits ) {
6780 ssp->current_hits = ssp->system_info->max_hits;
6783 // add repair to aggregate strength of subsystems of that type
6784 shipp->subsys_info[subsys_type].current_hits += repair_delta;
6785 if ( shipp->subsys_info[subsys_type].current_hits > shipp->subsys_info[subsys_type].total_hits )
6786 shipp->subsys_info[subsys_type].current_hits = shipp->subsys_info[subsys_type].total_hits;
6788 if ( ssp->current_hits > ssp->system_info->max_hits )
6789 ssp->current_hits = ssp->system_info->max_hits;
6791 // check to see if this subsystem was totally non functional before -- if so, then
6793 if ( (ssp->system_info->type == SUBSYSTEM_ENGINE) && (shipp->flags & SF_DISABLED) ) {
6794 shipp->flags &= ~SF_DISABLED;
6795 ship_reset_disabled_physics(objp, shipp->ship_info_index);
6799 ssp = GET_NEXT( ssp );
6802 // now deal with rearming the player. All secondary weapons have a certain rate at which
6803 // they can be rearmed. We can rearm multiple banks at once.
6805 if ( subsys_all_ok ) {
6806 for (i = 0; i < swp->num_secondary_banks; i++ ) {
6807 if ( swp->secondary_bank_ammo[i] < swp->secondary_bank_start_ammo[i] ) {
6810 if ( objp == Player_obj ) {
6811 hud_gauge_popup_start(HUD_WEAPONS_GAUGE);
6814 if ( timestamp_elapsed(swp->secondary_bank_rearm_time[i]) ) {
6816 // Have to do some gymnastics to play the sound effects properly. There is a
6817 // one time sound effect which is the missile loading start, then for each missile
6818 // loaded there is a sound effect. These are only played for the player.
6820 rearm_time = Weapon_info[swp->secondary_bank_weapons[i]].rearm_rate;
6821 if ( aip->rearm_first_missile == TRUE ) {
6825 swp->secondary_bank_rearm_time[i] = timestamp( (int)(rearm_time * 1000.f) );
6827 // Acutal loading of missiles is preceded by a sound effect which is the missile
6828 // loading equipment moving into place
6829 if ( aip->rearm_first_missile == TRUE ) {
6830 snd_play_3d( &Snds[SND_MISSILE_START_LOAD], &objp->pos, &View_position );
6831 aip->rearm_first_missile = FALSE;
6834 snd_play_3d( &Snds[SND_MISSILE_LOAD], &objp->pos, &View_position );
6835 if (objp == Player_obj)
6836 joy_ff_play_reload_effect();
6838 swp->secondary_bank_ammo[i] += REARM_NUM_MISSILES_PER_BATCH;
6839 if ( swp->secondary_bank_ammo[i] > swp->secondary_bank_start_ammo[i] )
6840 swp->secondary_bank_ammo[i] = swp->secondary_bank_start_ammo[i];
6847 } // end if (subsys_all_ok)
6849 if ( banks_full == swp->num_secondary_banks ) {
6850 aip->rearm_first_missile = TRUE;
6853 int shields_full = 0;
6854 if ( (objp->flags & OF_NO_SHIELDS) ) {
6857 if ( get_shield_strength(objp) >= sip->shields )
6861 // return 1 if at end of subsystem list, hull damage at 0, and shields full and all secondary banks full.
6862 // if ( ((ssp = END_OF_LIST(&shipp->subsys_list)) != NULL )&&(objp->hull_strength == sip->initial_hull_strength)&&(shields_full) ) {
6863 if ( subsys_all_ok && shields_full ) {
6865 if ( objp == Player_obj ) {
6866 player_stop_repair_sound();
6869 if (!aip->rearm_release_delay)
6870 aip->rearm_release_delay = timestamp(1200);
6872 if ( banks_full == swp->num_secondary_banks ) {
6874 if ( timestamp_elapsed(aip->rearm_release_delay) )
6878 aip->rearm_release_delay = timestamp(1200);
6885 // function which is used to find a repair ship to repair requester_obj. the way repair ships will work
6887 // if repair ship present and available, return pointer to that object.
6888 // If repair ship present and busy, possibly return that object if he can satisfy the request soon enough.
6889 // If repair ship present and busy and cannot satisfy request, return NULL to warp a new one in if below max number
6890 // if no repair ship present, return NULL to force a new one to be warped in.
6891 #define MAX_SUPPORT_SHIPS_PER_TEAM 1
6893 object *ship_find_repair_ship( object *requester_obj )
6896 ship *requester_ship;
6897 int num_support_ships, num_available_support_ships;
6898 float min_dist = 99999.0f;
6899 object *nearest_support_ship = NULL;
6900 int support_ships[MAX_SUPPORT_SHIPS_PER_TEAM];
6902 Assert(requester_obj->type == OBJ_SHIP);
6903 Assert((requester_obj->instance >= 0) && (requester_obj->instance < MAX_OBJECTS));
6905 // if support ships are not allowed, then no support ship can repair!
6906 if ( !is_support_allowed(requester_obj) )
6909 num_support_ships = 0;
6910 num_available_support_ships = 0;
6912 requester_ship = &Ships[requester_obj->instance];
6913 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
6914 if ((objp->type == OBJ_SHIP) && !(objp->flags & OF_SHOULD_BE_DEAD)) {
6919 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
6921 shipp = &Ships[objp->instance];
6922 sip = &Ship_info[shipp->ship_info_index];
6924 if ( shipp->team != requester_ship->team )
6927 if ( !(sip->flags & SIF_SUPPORT) )
6930 // don't deal with dying support ships
6931 if ( shipp->flags & (SF_DYING | SF_DEPARTING) )
6934 dist = vm_vec_dist_quick(&objp->pos, &requester_obj->pos);
6935 support_ships[num_support_ships] = objp-Objects;
6937 if (!(Ai_info[shipp->ai_index].ai_flags & AIF_REPAIRING)) {
6938 num_available_support_ships++;
6939 if (dist < min_dist) {
6941 nearest_support_ship = objp;
6945 if ( num_support_ships >= MAX_SUPPORT_SHIPS_PER_TEAM ) {
6946 mprintf(("Why is there more than %d support ships in this mission?\n",MAX_SUPPORT_SHIPS_PER_TEAM));
6949 support_ships[num_support_ships] = OBJ_INDEX(objp);
6950 num_support_ships++;
6955 if (nearest_support_ship != NULL)
6956 return nearest_support_ship;
6957 else if (num_support_ships >= MAX_SUPPORT_SHIPS_PER_TEAM) {
6958 Assert(&Objects[support_ships[0]] != NULL);
6959 return &Objects[support_ships[0]];
6961 Assert(num_support_ships < MAX_SUPPORT_SHIPS_PER_TEAM);
6968 // -------------------------------------------------------------------------------------------------
6971 // called in game_shutdown() to free malloced memory
6973 // NOTE: do not call this function. It is only called from game_shutdown()
6978 for (i=0; i<MAX_SHIPS; i++ ) {
6979 if ( Ships[i].shield_integrity != NULL && Ships[i].objnum != -1 ) {
6980 free( Ships[i].shield_integrity );
6981 Ships[i].shield_integrity = NULL;
6985 // free memory alloced for subsystem storage
6986 for ( i = 0; i < Num_ship_types; i++ ) {
6987 if ( Ship_info[i].subsystems != NULL ) {
6988 free(Ship_info[i].subsystems);
6993 // -------------------------------------------------------------------------------------------------
6994 // ship_assign_sound()
6996 // Assign object-linked sound to a particular ship
6998 void ship_assign_sound(ship *sp)
7003 ship_subsys *moveup;
7005 Assert( sp->objnum >= 0 );
7009 objp = &Objects[sp->objnum];
7010 sip = &Ship_info[sp->ship_info_index];
7012 if ( sip->engine_snd != -1 ) {
7013 vm_vec_copy_scale(&engine_pos, &objp->orient.fvec, -objp->radius/2.0f);
7015 obj_snd_assign(sp->objnum, sip->engine_snd, &engine_pos, 1);
7018 // if he's got any specific engine subsystems. go for it.
7019 moveup = GET_FIRST(&sp->subsys_list);
7020 while(moveup != END_OF_LIST(&sp->subsys_list)){
7021 // check the name of the subsystem
7022 if(strstr(moveup->system_info->name, "enginelarge")){
7023 obj_snd_assign(sp->objnum, SND_ENGINE_LOOP_LARGE, &moveup->system_info->pnt, 0);
7024 } else if(strstr(moveup->system_info->name, "enginehuge")){
7025 obj_snd_assign(sp->objnum, SND_ENGINE_LOOP_HUGE, &moveup->system_info->pnt, 0);
7029 moveup = GET_NEXT(moveup);
7033 // -------------------------------------------------------------------------------------------------
7034 // ship_assign_sound_all()
7036 // Assign object-linked sounds to all ships currently in the obj_used_list
7038 void ship_assign_sound_all()
7041 int idx, has_sounds;
7043 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
7044 if ( objp->type == OBJ_SHIP && Player_obj != objp) {
7047 // check to make sure this guy hasn't got sounds already assigned to him
7048 for(idx=0; idx<MAX_OBJECT_SOUNDS; idx++){
7049 if(objp->objsnd_num[idx] != -1){
7056 // actually assign the sound
7058 ship_assign_sound(&Ships[objp->instance]);
7065 // ---------------------------------------------------------------------------------------
7068 // Debug console function to set the shield for the player ship
7070 DCF(set_shield,"Change player ship shield strength")
7074 sip = &Ship_info[Ships[Player_obj->instance].ship_info_index];
7076 dc_get_arg(ARG_FLOAT|ARG_NONE);
7078 if ( Dc_arg_type & ARG_FLOAT ) {
7079 if ( Dc_arg_float < 0 )
7080 Dc_arg_float = 0.0f;
7081 if ( Dc_arg_float > 1.0 )
7082 Dc_arg_float = 1.0f;
7083 set_shield_strength(Player_obj, Dc_arg_float * sip->shields);
7084 dc_printf("Shields set to %.2f\n", get_shield_strength(Player_obj) );
7089 dc_printf ("Usage: set_shield [num]\n");
7090 dc_printf ("[num] -- shield percentage 0.0 -> 1.0 of max\n");
7091 dc_printf ("with no parameters, displays shield strength\n");
7096 dc_printf( "Shields are currently %.2f", get_shield_strength(Player_obj) );
7100 // ---------------------------------------------------------------------------------------
7103 // Debug console function to set the hull for the player ship
7105 DCF(set_hull, "Change player ship hull strength")
7109 sip = &Ship_info[Ships[Player_obj->instance].ship_info_index];
7111 dc_get_arg(ARG_FLOAT|ARG_NONE);
7113 if ( Dc_arg_type & ARG_FLOAT ) {
7114 if ( Dc_arg_float < 0 )
7115 Dc_arg_float = 0.0f;
7116 if ( Dc_arg_float > 1.0 )
7117 Dc_arg_float = 1.0f;
7118 Player_obj->hull_strength = Dc_arg_float * sip->initial_hull_strength;
7119 dc_printf("Hull set to %.2f\n", Player_obj->hull_strength );
7124 dc_printf ("Usage: set_hull [num]\n");
7125 dc_printf ("[num] -- hull percentage 0.0 -> 1.0 of max\n");
7126 dc_printf ("with no parameters, displays hull strength\n");
7131 dc_printf( "Hull is currently %.2f", Player_obj->hull_strength );
7135 // ---------------------------------------------------------------------------------------
7138 // Debug console function to set the strength of a particular subsystem
7141 DCF(set_subsys, "Set the strength of a particular subsystem on player ship" )
7144 dc_get_arg(ARG_STRING);
7145 if ( !stricmp( Dc_arg, "weapons" )) {
7146 dc_get_arg(ARG_FLOAT);
7147 if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) {
7150 ship_set_subsystem_strength( Player_ship, SUBSYSTEM_WEAPONS, Dc_arg_float );
7152 } else if ( !stricmp( Dc_arg, "engine" )) {
7153 dc_get_arg(ARG_FLOAT);
7154 if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) {
7157 ship_set_subsystem_strength( Player_ship, SUBSYSTEM_ENGINE, Dc_arg_float );
7158 if ( Dc_arg_float < ENGINE_MIN_STR ) {
7159 Player_ship->flags |= SF_DISABLED; // add the disabled flag
7161 Player_ship->flags &= (~SF_DISABLED); // add the disabled flag
7164 } else if ( !stricmp( Dc_arg, "sensors" )) {
7165 dc_get_arg(ARG_FLOAT);
7166 if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) {
7169 ship_set_subsystem_strength( Player_ship, SUBSYSTEM_SENSORS, Dc_arg_float );
7171 } else if ( !stricmp( Dc_arg, "communication" )) {
7172 dc_get_arg(ARG_FLOAT);
7173 if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) {
7176 ship_set_subsystem_strength( Player_ship, SUBSYSTEM_COMMUNICATION, Dc_arg_float );
7178 } else if ( !stricmp( Dc_arg, "navigation" )) {
7179 dc_get_arg(ARG_FLOAT);
7180 if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) {
7183 ship_set_subsystem_strength( Player_ship, SUBSYSTEM_NAVIGATION, Dc_arg_float );
7185 } else if ( !stricmp( Dc_arg, "radar" )) {
7186 dc_get_arg(ARG_FLOAT);
7187 if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) {
7190 ship_set_subsystem_strength( Player_ship, SUBSYSTEM_RADAR, Dc_arg_float );
7199 dc_printf( "Usage: set_subsys type X\nWhere X is value between 0 and 1.0, and type can be:\n" );
7200 dc_printf( "weapons\n" );
7201 dc_printf( "engine\n" );
7202 dc_printf( "sensors\n" );
7203 dc_printf( "communication\n" );
7204 dc_printf( "navigation\n" );
7205 dc_printf( "radar\n" );
7206 Dc_status = 0; // don't print status if help is printed. Too messy.
7211 // console function to toggle whether auto-repair for subsystems is active
7213 DCF_BOOL( auto_repair, Ship_auto_repair );
7216 // two functions to keep track of counting ships of particular types. Maybe we should be rolling this
7217 // thing into the stats section?? The first function adds a ship of a particular type to the overall
7218 // count of ships of that type (called from MissionParse.cpp). The second function adds to the kill total
7219 // of ships of a particular type. Note that we use the ship_info flags structure member to determine
7220 // what is happening.
7221 void ship_add_ship_type_count( int ship_info_flag, int num )
7223 if ( ship_info_flag & SIF_CARGO )
7224 Ship_counts[SHIP_TYPE_CARGO].total += num;
7225 else if ( (ship_info_flag & SIF_FIGHTER) || (ship_info_flag & SIF_BOMBER) )
7226 Ship_counts[SHIP_TYPE_FIGHTER_BOMBER].total += num;
7227 else if ( ship_info_flag & SIF_CRUISER )
7228 Ship_counts[SHIP_TYPE_CRUISER].total += num;
7229 else if ( ship_info_flag & SIF_CORVETTE )
7230 Ship_counts[SHIP_TYPE_CORVETTE].total += num;
7231 else if ( ship_info_flag & SIF_GAS_MINER )
7232 Ship_counts[SHIP_TYPE_GAS_MINER].total += num;
7233 else if ( ship_info_flag & SIF_AWACS )
7234 Ship_counts[SHIP_TYPE_AWACS].total += num;
7235 else if ( ship_info_flag & SIF_FREIGHTER )
7236 Ship_counts[SHIP_TYPE_FREIGHTER].total += num;
7237 else if ( ship_info_flag & SIF_CAPITAL )
7238 Ship_counts[SHIP_TYPE_CAPITAL].total += num;
7239 else if ( ship_info_flag & SIF_TRANSPORT )
7240 Ship_counts[SHIP_TYPE_TRANSPORT].total += num;
7241 else if ( ship_info_flag & SIF_SUPPORT )
7242 Ship_counts[SHIP_TYPE_REPAIR_REARM].total += num;
7243 else if ( ship_info_flag & SIF_NO_SHIP_TYPE )
7244 Ship_counts[SHIP_TYPE_NONE].total += num;
7245 else if ( ship_info_flag & SIF_NAVBUOY ) {
7246 Ship_counts[SHIP_TYPE_NAVBUOY].total += num;
7247 } else if ( ship_info_flag & SIF_SENTRYGUN ) {
7248 Ship_counts[SHIP_TYPE_SENTRYGUN].total += num;
7249 } else if ( ship_info_flag & SIF_ESCAPEPOD ) {
7250 Ship_counts[SHIP_TYPE_ESCAPEPOD].total += num;
7251 } else if ( ship_info_flag & SIF_SUPERCAP ) {
7252 Ship_counts[SHIP_TYPE_SUPERCAP].total += num;
7253 } else if ( ship_info_flag & SIF_DRYDOCK ) {
7254 Ship_counts[SHIP_TYPE_DRYDOCK].total += num;
7255 } else if ( ship_info_flag & SIF_KNOSSOS_DEVICE){
7256 Ship_counts[SHIP_TYPE_KNOSSOS_DEVICE].total += num;
7259 Int3(); //get allender -- unknown ship type
7262 void ship_add_ship_type_kill_count( int ship_info_flag )
7264 if ( ship_info_flag & SIF_CARGO )
7265 Ship_counts[SHIP_TYPE_CARGO].killed++;
7266 else if ( (ship_info_flag & SIF_FIGHTER) || (ship_info_flag & SIF_BOMBER) )
7267 Ship_counts[SHIP_TYPE_FIGHTER_BOMBER].killed++;
7268 else if ( ship_info_flag & SIF_CRUISER )
7269 Ship_counts[SHIP_TYPE_CRUISER].killed++;
7270 else if ( ship_info_flag & SIF_CORVETTE )
7271 Ship_counts[SHIP_TYPE_CORVETTE].killed++;
7272 else if ( ship_info_flag & SIF_AWACS )
7273 Ship_counts[SHIP_TYPE_AWACS].killed++;
7274 else if ( ship_info_flag & SIF_GAS_MINER )
7275 Ship_counts[SHIP_TYPE_GAS_MINER].killed++;
7276 else if ( ship_info_flag & SIF_FREIGHTER )
7277 Ship_counts[SHIP_TYPE_FREIGHTER].killed++;
7278 else if ( ship_info_flag & SIF_CAPITAL )
7279 Ship_counts[SHIP_TYPE_CAPITAL].killed++;
7280 else if ( ship_info_flag & SIF_TRANSPORT )
7281 Ship_counts[SHIP_TYPE_TRANSPORT].killed++;
7282 else if ( ship_info_flag & SIF_SUPPORT )
7283 Ship_counts[SHIP_TYPE_REPAIR_REARM].killed++;
7284 else if ( ship_info_flag & SIF_SENTRYGUN )
7285 Ship_counts[SHIP_TYPE_SENTRYGUN].killed++;
7286 else if ( ship_info_flag & SIF_ESCAPEPOD )
7287 Ship_counts[SHIP_TYPE_ESCAPEPOD].killed++;
7288 else if ( ship_info_flag & SIF_NO_SHIP_TYPE )
7289 Ship_counts[SHIP_TYPE_NONE].killed++;
7290 else if ( ship_info_flag & SIF_SUPERCAP )
7291 Ship_counts[SHIP_TYPE_SUPERCAP].killed++;
7292 else if ( ship_info_flag & SIF_DRYDOCK )
7293 Ship_counts[SHIP_TYPE_DRYDOCK].killed++;
7294 else if ( ship_info_flag & SIF_KNOSSOS_DEVICE )
7295 Ship_counts[SHIP_TYPE_KNOSSOS_DEVICE].killed++;
7297 Int3(); //get allender -- unknown ship type
7300 int ship_query_general_type(int ship)
7302 return ship_query_general_type(&Ships[ship]);
7305 int ship_query_general_type(ship *shipp)
7309 flags = Ship_info[shipp->ship_info_index].flags;
7310 switch (flags & SIF_ALL_SHIP_TYPES) {
7312 return SHIP_TYPE_CARGO;
7316 return SHIP_TYPE_FIGHTER_BOMBER;
7319 return SHIP_TYPE_CRUISER;
7322 return SHIP_TYPE_FREIGHTER;
7325 return SHIP_TYPE_CAPITAL;
7328 return SHIP_TYPE_TRANSPORT;
7330 case SIF_NO_SHIP_TYPE:
7331 return SHIP_TYPE_NONE;
7334 return SHIP_TYPE_REPAIR_REARM;
7337 return SHIP_TYPE_NAVBUOY;
7340 return SHIP_TYPE_SENTRYGUN;
7343 return SHIP_TYPE_ESCAPEPOD;
7346 return SHIP_TYPE_SUPERCAP;
7349 return SHIP_TYPE_DRYDOCK;
7352 return SHIP_TYPE_CORVETTE;
7355 return SHIP_TYPE_AWACS;
7358 return SHIP_TYPE_GAS_MINER;
7360 case SIF_KNOSSOS_DEVICE:
7361 return SHIP_TYPE_KNOSSOS_DEVICE;
7364 Error(LOCATION, "Ship type flag is unknown. Flags value is 0x%x", flags);
7365 return SHIP_TYPE_NONE;
7368 // returns true if the docker can (is allowed) to dock with dockee
7369 int ship_docking_valid(int docker, int dockee)
7371 int docker_type, dockee_type;
7373 Assert(docker >= 0 && docker < MAX_SHIPS);
7374 Assert(dockee >= 0 && dockee < MAX_SHIPS);
7375 docker_type = ship_query_general_type(docker);
7376 dockee_type = ship_query_general_type(dockee);
7378 // escape pods can dock with transports, freighters, cruisers.
7379 if ( docker_type == SHIP_TYPE_ESCAPEPOD ) {
7380 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)){
7385 // docket == freighter
7386 if (docker_type == SHIP_TYPE_FREIGHTER) {
7387 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)){
7392 // docker == cruiser
7393 if ( (docker_type == SHIP_TYPE_CRUISER) || (docker_type == SHIP_TYPE_CORVETTE) || (docker_type == SHIP_TYPE_GAS_MINER) || (docker_type == SHIP_TYPE_AWACS)){
7394 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)){
7399 if (docker_type == SHIP_TYPE_TRANSPORT) {
7400 if ( (dockee_type == SHIP_TYPE_CARGO) || (dockee_type == SHIP_TYPE_CRUISER)
7401 || (dockee_type == SHIP_TYPE_FREIGHTER) || (dockee_type == SHIP_TYPE_TRANSPORT)
7402 || (dockee_type == SHIP_TYPE_CAPITAL) || (dockee_type == SHIP_TYPE_ESCAPEPOD)
7403 || (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)){
7408 if (docker_type == SHIP_TYPE_REPAIR_REARM) {
7409 if ((dockee_type == SHIP_TYPE_FIGHTER_BOMBER) || (dockee_type == SHIP_TYPE_STEALTH)){
7417 // function to return a random ship in a starting player wing. Returns -1 if a suitable
7418 // one cannot be found
7419 // input: max_dist => OPTIONAL PARAMETER (default value 0.0f) max range ship can be from player
7420 // input: persona => OPTIONAL PARAMETER (default to -1) which persona to get
7421 int ship_get_random_player_wing_ship( int flags, float max_dist, int persona_index, int get_first, int multi_team )
7423 int i, j, ship_index, count;
7424 int slist[MAX_SHIPS_PER_WING * MAX_STARTING_WINGS], which_one;
7426 // iterate through starting wings of player. Add ship indices of ships which meet
7429 for (i = 0; i < num_wings; i++ ) {
7435 if(multi_team >= 0){
7436 if(!stricmp(Wings[i].name, multi_team == 0 ? "alpha" : "zeta")){
7442 // first check for a player starting wing (alpha, beta, gamma)
7443 for ( j = 0; j < MAX_PLAYER_WINGS; j++ ) {
7444 if ( i == Starting_wings[j] ) {
7450 // if not found, the delta and epsilon count too
7451 if ( wingnum == -1 ) {
7452 if ( !stricmp(Wings[i].name, NOX("delta")) || !stricmp(Wings[i].name, NOX("epsilon")) ) {
7457 if ( wingnum == -1 ){
7462 for ( j = 0; j < Wings[wingnum].current_count; j++ ) {
7463 ship_index = Wings[wingnum].ship_index[j];
7464 Assert( ship_index != -1 );
7466 if ( Ships[ship_index].flags & SF_DYING ) {
7470 // see if ship meets our criterea
7471 if ( (flags == SHIP_GET_NO_PLAYERS) && (Objects[Ships[ship_index].objnum].flags & OF_PLAYER_SHIP) ){
7475 // don't process ships on a different team
7477 if ( Player_ship->team != Ships[ship_index].team ){
7482 // see if ship is within max_dist units
7483 if ( (max_dist > 0) && (multi_team < 0) ) {
7485 dist = vm_vec_dist_quick(&Objects[Ships[ship_index].objnum].pos, &Player_obj->pos);
7486 if ( dist > max_dist ) {
7491 // if we should be checking persona's, then don't add ships that don't have the proper persona
7492 if ( persona_index != -1 ) {
7493 if ( Ships[ship_index].persona_index != persona_index ){
7498 // return the first ship with correct persona
7503 slist[count] = ship_index;
7512 // now get a random one from the list
7513 which_one = (rand() % count);
7514 ship_index = slist[which_one];
7516 Assert ( Ships[ship_index].objnum != -1 );
7521 // like above function, but returns a random ship in the given wing -- no restrictions
7522 // input: max_dist => OPTIONAL PARAMETER (default value 0.0f) max range ship can be from player
7523 int ship_get_random_ship_in_wing(int wingnum, int flags, float max_dist, int get_first)
7525 int i, ship_index, slist[MAX_SHIPS_PER_WING], count, which_one;
7528 for ( i = 0; i < Wings[wingnum].current_count; i++ ) {
7529 ship_index = Wings[wingnum].ship_index[i];
7530 Assert( ship_index != -1 );
7532 if ( Ships[ship_index].flags & SF_DYING ) {
7536 // see if ship meets our criterea
7537 if ( (flags == SHIP_GET_NO_PLAYERS) && (Objects[Ships[ship_index].objnum].flags & OF_PLAYER_SHIP) )
7540 // see if ship is within max_dist units
7541 if ( max_dist > 0 ) {
7543 dist = vm_vec_dist_quick(&Objects[Ships[ship_index].objnum].pos, &Player_obj->pos);
7544 if ( dist > max_dist ) {
7549 // return the first ship in wing
7554 slist[count] = ship_index;
7562 // now get a random one from the list
7563 which_one = (rand() % count);
7564 ship_index = slist[which_one];
7566 Assert ( Ships[ship_index].objnum != -1 );
7572 // this function returns a random index into the Ship array of a ship of the given team
7573 // cargo containers are not counted as ships for the purposes of this function. Why???
7574 // because now it is only used for getting a random ship for a message and cargo containers
7575 // can't send mesages. This function is an example of kind of bad coding :-(
7576 // input: max_dist => OPTIONAL PARAMETER (default value 0.0f) max range ship can be from player
7577 int ship_get_random_team_ship( int team, int flags, float max_dist )
7580 object *objp, *obj_list[MAX_SHIPS];
7582 // for any allied, go through the ships list and find all of the ships on that team
7584 for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
7585 if ( objp->type != OBJ_SHIP )
7588 // series of conditionals one per line for easy reading
7589 // don't process ships on wrong team
7590 // don't process cargo's or navbuoys
7591 // don't process player ships if flags are set
7592 if ( Ships[objp->instance].team != team )
7594 else if ( Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_NOT_FLYABLE )
7596 else if ( (flags == SHIP_GET_NO_PLAYERS) && (objp->flags & OF_PLAYER_SHIP) )
7598 else if ( (flags == SHIP_GET_ONLY_PLAYERS) && !(objp->flags & OF_PLAYER_SHIP) )
7601 if ( Ships[objp->instance].flags & SF_DYING ) {
7605 // see if ship is within max_dist units
7606 if ( max_dist > 0 ) {
7608 dist = vm_vec_dist_quick(&objp->pos, &Player_obj->pos);
7609 if ( dist > max_dist ) {
7614 obj_list[num] = objp;
7621 which_one = (rand() % num);
7622 objp = obj_list[which_one];
7624 Assert ( objp->instance != -1 );
7626 return objp->instance;
7629 // -----------------------------------------------------------------------
7630 // ship_secondary_bank_has_ammo()
7632 // check if currently selected secondary bank has ammo
7634 // input: shipnum => index into Ships[] array for ship to check
7636 int ship_secondary_bank_has_ammo(int shipnum)
7640 Assert(shipnum >= 0 && shipnum < MAX_SHIPS);
7641 swp = &Ships[shipnum].weapons;
7643 if ( swp->current_secondary_bank == -1 )
7646 Assert(swp->current_secondary_bank >= 0 && swp->current_secondary_bank < MAX_SECONDARY_BANKS );
7647 if ( swp->secondary_bank_ammo[swp->current_secondary_bank] <= 0 )
7653 // see if there is enough engine power to allow the ship to warp
7654 // returns 1 if ship is able to warp, otherwise return 0
7655 int ship_can_warp(ship *sp)
7659 engine_str = ship_get_subsystem_strength( sp, SUBSYSTEM_ENGINE );
7660 // Note that ship can always warp at lowest skill level
7661 if ( (Game_skill_level > 0) && (engine_str >= SHIP_MIN_ENGINES_TO_WARP) ){
7669 // Calculate the normal vector from a subsystem position and it's first path point
7670 // input: sp => pointer to ship that is parent of subsystem
7671 // ss => pointer to subsystem of interest
7672 // norm => output parameter... vector from subsys to first path point
7674 // exit: 0 => a valid vector was placed in norm
7675 // !0 => an path normal could not be calculated
7677 int ship_return_subsys_path_normal(ship *sp, ship_subsys *ss, vector *gsubpos, vector *norm)
7679 if ( ss->system_info->path_num >= 0 ) {
7684 pm = model_get(sp->modelnum);
7685 mp = &pm->paths[ss->system_info->path_num];
7686 if ( mp->nverts >= 2 ) {
7687 // path_point = &mp->verts[mp->nverts-1].pos;
7688 path_point = &mp->verts[0].pos;
7689 // get path point in world coords
7690 vm_vec_unrotate(&gpath_point, path_point, &Objects[sp->objnum].orient);
7691 vm_vec_add2(&gpath_point, &Objects[sp->objnum].pos);
7692 // get unit vector pointing from subsys pos to first path point
7693 vm_vec_normalized_dir(norm, &gpath_point, gsubpos);
7701 // Determine if the subsystem can be viewed from eye_pos. The method is to check where the
7702 // vector from eye_pos to the subsystem hits the ship. If distance from the hit position and
7703 // the center of the subsystem is within a range (currently the subsystem radius) it is considered
7704 // in view (return true). If not in view, return false.
7706 // input: objp => object that is the ship with the subsystem on it
7707 // subsys => pointer to the subsystem of interest
7708 // eye_pos => world coord for the eye looking at the subsystem
7709 // subsys_pos => world coord for the center of the subsystem of interest
7710 // do_facing_check => OPTIONAL PARAMETER (default value is 1), do a dot product check to see if subsystem fvec is facing
7711 // towards the eye position
7712 // dot_out => OPTIONAL PARAMETER, output parameter, will return dot between subsys fvec and subsys_to_eye_vec
7713 // (only filled in if do_facing_check is true)
7714 // vec_out => OPTIONAL PARAMETER, vector from eye_pos to absolute subsys_pos. (only filled in if do_facing_check is true)
7715 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)
7719 vector terminus, eye_to_pos, subsys_fvec, subsys_to_eye_vec;
7721 if (objp->type != OBJ_SHIP)
7724 // See if we are at least facing the subsystem
7725 if ( do_facing_check ) {
7726 if ( ship_return_subsys_path_normal(&Ships[objp->instance], subsys, subsys_pos, &subsys_fvec) ) {
7727 // non-zero return value means that we couldn't generate a normal from path info... so use inaccurate method
7728 vm_vec_normalized_dir(&subsys_fvec, subsys_pos, &objp->pos);
7731 vm_vec_normalized_dir(&subsys_to_eye_vec, eye_pos, subsys_pos);
7732 dot = vm_vec_dot(&subsys_fvec, &subsys_to_eye_vec);
7738 *vec_out = subsys_to_eye_vec;
7739 vm_vec_negate(vec_out);
7746 // See if ray from eye to subsystem actually hits close enough to the subsystem position
7747 vm_vec_normalized_dir(&eye_to_pos, subsys_pos, eye_pos);
7748 vm_vec_scale_add(&terminus, eye_pos, &eye_to_pos, 100000.0f);
7750 ship_model_start(objp);
7752 mc.model_num = Ships[objp->instance].modelnum; // Fill in the model to check
7753 mc.orient = &objp->orient; // The object's orientation
7754 mc.pos = &objp->pos; // The object's position
7755 mc.p0 = eye_pos; // Point 1 of ray to check
7756 mc.p1 = &terminus; // Point 2 of ray to check
7757 mc.flags = MC_CHECK_MODEL;
7761 ship_model_stop(objp);
7763 if ( !mc.num_hits ) {
7767 // determine if hitpos is close enough to subsystem
7768 dist = vm_vec_dist(&mc.hit_point_world, subsys_pos);
7770 if ( dist <= subsys->system_info->radius ) {
7777 // try to find a subsystem matching 'type' inside the ship, and that is
7778 // not destroyed. If cannot find one, return NULL.
7779 ship_subsys *ship_return_next_subsys(ship *shipp, int type, vector *attacker_pos)
7783 Assert ( type >= 0 && type < SUBSYSTEM_MAX );
7785 // If aggregate total is 0, that means no subsystem is alive of that type
7786 if ( shipp->subsys_info[type].total_hits <= 0.0f )
7789 // loop through all the subsystems, if we find a match that has some strength, return it
7790 ssp = ship_get_best_subsys_to_attack(shipp, type, attacker_pos);
7795 // Return the shield strength in the quadrant hit on hit_objp, based on global hitpos
7797 // input: hit_objp => object pointer to ship getting hit
7798 // hitpos => global position of impact
7800 // exit: strength of shields in the quadrant that was hit as a percentage, between 0 and 1.0
7802 // Assumes: that hitpos is a valid global hit position
7803 float ship_quadrant_shield_strength(object *hit_objp, vector *hitpos)
7805 int quadrant_num, i;
7807 vector tmpv1, tmpv2;
7809 // If ship doesn't have shield mesh, then return
7810 if ( hit_objp->flags & OF_NO_SHIELDS ) {
7814 // Check if all the shield quadrants are all already 0, if so return 0
7815 for ( i = 0; i < 4; i++ ) {
7816 if ( hit_objp->shields[i] > 0 )
7824 // convert hitpos to position in model coordinates
7825 vm_vec_sub(&tmpv1, hitpos, &hit_objp->pos);
7826 vm_vec_rotate(&tmpv2, &tmpv1, &hit_objp->orient);
7827 quadrant_num = get_quadrant(&tmpv2);
7828 //nprintf(("Alan","Quadrant hit: %d\n", quadrant_num));
7830 if ( quadrant_num < 0 )
7833 max_quadrant = Ship_info[Ships[hit_objp->instance].ship_info_index].shields / 4.0f;
7834 if ( max_quadrant <= 0 ) {
7838 Assert(hit_objp->shields[quadrant_num] <= max_quadrant);
7840 return hit_objp->shields[quadrant_num]/max_quadrant;
7843 // Determine if a ship is threatened by any dumbfire projectiles (laser or missile)
7844 // input: sp => pointer to ship that might be threatened
7845 // exit: 0 => no dumbfire threats
7846 // 1 => at least one dumbfire threat
7848 // NOTE: Currently this function is only called periodically from the HUD code for the
7850 int ship_dumbfire_threat(ship *sp)
7852 if ( (Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER) ) {
7856 if (ai_endangered_by_weapon(&Ai_info[sp->ai_index]) > 0) {
7863 // Return !0 if there is a missile in the air homing on shipp
7864 int ship_has_homing_missile_locked(ship *shipp)
7866 object *locked_objp, *A;
7871 Assert(shipp->objnum >= 0 && shipp->objnum < MAX_OBJECTS);
7872 locked_objp = &Objects[shipp->objnum];
7874 // check for currently locked missiles (highest precedence)
7875 for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
7876 Assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
7877 A = &Objects[mo->objnum];
7879 if (A->type != OBJ_WEAPON)
7882 Assert((A->instance >= 0) && (A->instance < MAX_WEAPONS));
7883 wp = &Weapons[A->instance];
7884 wip = &Weapon_info[wp->weapon_info_index];
7886 if ( wip->subtype != WP_MISSILE )
7889 if ( !(wip->wi_flags & (WIF_HOMING_ASPECT|WIF_HOMING_HEAT) ) )
7892 if (wp->homing_object == locked_objp) {
7900 // Return !0 if there is some ship attempting to lock onto shipp
7901 int ship_is_getting_locked(ship *shipp)
7907 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
7908 objp = &Objects[so->objnum];
7909 aip = &Ai_info[Ships[objp->instance].ai_index];
7911 if ( aip->target_objnum == shipp->objnum ) {
7912 if ( aip->aspect_locked_time > 0.1f ) {
7913 float dist, wep_range;
7914 dist = vm_vec_dist_quick(&objp->pos, &Objects[shipp->objnum].pos);
7915 wep_range = ship_get_secondary_weapon_range(&Ships[objp->instance]);
7916 if ( wep_range > dist ) {
7917 nprintf(("Alan","AI ship is seeking lock\n"));
7927 // Determine if a ship is threatened by attempted lock or actual lock
7928 // input: sp => pointer to ship that might be threatened
7929 // exit: 0 => no lock threats of any kind
7930 // 1 => at least one attempting lock (no actual locks)
7931 // 2 => at least one lock (possible other attempting locks)
7933 // NOTE: Currently this function is only called periodically from the HUD code for the
7935 int ship_lock_threat(ship *sp)
7937 if ( ship_has_homing_missile_locked(sp) ) {
7941 if ( ship_is_getting_locked(sp) ) {
7948 // converts a bitmask, such as 0x08, into the bit number this would be (3 in this case)
7949 // NOTE: Should move file to something like Math_utils.
7950 int bitmask_2_bitnum(int num)
7954 for (i=0; i<32; i++)
7961 // Get a text description of a ships orders.
7963 // input: outbuf => buffer to hold orders string
7964 // sp => ship pointer to extract orders from
7966 // exit: NULL => printable orders are not applicable
7967 // non-NULL => pointer to string that was passed in originally
7969 // This function is called from HUD code to get a text description
7970 // of what a ship's orders are. Feel free to use this function if
7971 // it suits your needs for something.
7973 char *ship_return_orders(char *outbuf, ship *sp)
7979 Assert(sp->ai_index >= 0);
7980 aip = &Ai_info[sp->ai_index];
7982 // The active goal is always in the first element of aip->goals[]
7983 aigp = &aip->goals[0];
7985 if ( aigp->ai_mode < 0 )
7988 order_text = Ai_goal_text(bitmask_2_bitnum(aigp->ai_mode));
7989 if ( order_text == NULL )
7992 strcpy(outbuf, order_text);
7993 switch (aigp->ai_mode ) {
7995 case AI_GOAL_FORM_ON_WING:
7996 case AI_GOAL_GUARD_WING:
7997 case AI_GOAL_CHASE_WING:
7998 if ( aigp->ship_name ) {
7999 strcat(outbuf, aigp->ship_name);
8000 strcat(outbuf, XSTR( " Wing", 494));
8002 strcpy(outbuf, XSTR( "no orders", 495));
8008 case AI_GOAL_UNDOCK:
8010 case AI_GOAL_DISABLE_SHIP:
8011 case AI_GOAL_DISARM_SHIP:
8012 case AI_GOAL_EVADE_SHIP:
8013 case AI_GOAL_REARM_REPAIR:
8014 if ( aigp->ship_name ) {
8015 strcat(outbuf, aigp->ship_name);
8017 strcpy(outbuf, XSTR( "no orders", 495));
8021 case AI_GOAL_DESTROY_SUBSYSTEM: {
8022 char name[NAME_LENGTH];
8023 if ( aip->targeted_subsys != NULL ) {
8024 sprintf(outbuf, XSTR( "atk %s %s", 496), aigp->ship_name, hud_targetbox_truncate_subsys_name(aip->targeted_subsys->system_info->name));
8025 strcat(outbuf, name);
8027 strcpy(outbuf, XSTR( "no orders", 495) );
8032 case AI_GOAL_WAYPOINTS:
8033 case AI_GOAL_WAYPOINTS_ONCE:
8034 // don't do anything, all info is in order_text
8044 // return the amount of time until ship reaches it's goal (in MM:SS format)
8045 // input: outbuf => buffer to hold orders string
8046 // sp => ship pointer to extract orders from
8048 // exit: NULL => printable orders are not applicable
8049 // non-NULL => pointer to string that was passed in originally
8051 // This function is called from HUD code to get a text description
8052 // of what a ship's orders are. Feel free to use this function if
8053 // it suits your needs for something.
8054 char *ship_return_time_to_goal(char *outbuf, ship *sp)
8057 int time, seconds, minutes;
8062 objp = &Objects[sp->objnum];
8063 aip = &Ai_info[sp->ai_index];
8065 min_speed = objp->phys_info.speed;
8067 if ( aip->mode == AIM_WAYPOINTS ) {
8069 min_speed = 0.9f * sp->current_max_speed;
8070 if (aip->wp_list >= 0) {
8071 wpl = &Waypoint_lists[aip->wp_list];
8072 dist += vm_vec_dist_quick(&objp->pos, &wpl->waypoints[aip->wp_index]);
8073 for (int i=aip->wp_index; i<wpl->count-1; i++) {
8074 dist += vm_vec_dist_quick(&wpl->waypoints[i], &wpl->waypoints[i+1]);
8082 if ( (Objects[sp->objnum].phys_info.speed <= 0) || (sp->current_max_speed <= 0.0f) ) {
8087 speed = objp->phys_info.speed;
8089 if (speed < min_speed)
8091 time = fl2i(dist/speed);
8094 } else if ( (aip->mode == AIM_DOCK) && (aip->submode < AIS_DOCK_4) ) {
8095 time = hud_support_get_dock_time( OBJ_INDEX(objp) );
8097 // don't return anytime for time to except for waypoints and actual docking.
8102 } else if ( aip->goal_objnum >= 0 ) {
8103 dist = vm_vec_dist_quick(&Objects[aip->goal_objnum].pos, &objp->pos);
8104 min_speed = sip->max_speed/4.0f;
8105 } else if ( aip->target_objnum >= 0 ) {
8106 if ( aip->guard_objnum < 0 ) {
8107 dist = vm_vec_dist_quick(&Objects[aip->target_objnum].pos, &objp->pos);
8108 min_speed = sip->max_speed/4.0f;
8116 if ( minutes > 99 ) {
8120 sprintf(outbuf, NOX("%02d:%02d"), minutes, seconds);
8122 sprintf( outbuf, XSTR( "Unknown", 497) );
8129 // Called to check if any AI ships might reveal the cargo of any cargo containers.
8131 // This is called once a frame, but a global timer 'Ship_cargo_check_timer' will limit this
8132 // function to being called every SHIP_CARGO_CHECK_INTERVAL ms. I think that should be sufficient.
8134 // NOTE: This function uses CARGO_REVEAL_DISTANCE from the HUD code... which is a multiple of
8135 // the ship radius that is used to determine when cargo is detected. AI ships do not
8136 // have to have the ship targeted to reveal cargo. The player is ignored in this function.
8137 #define SHIP_CARGO_CHECK_INTERVAL 1000
8138 void ship_check_cargo_all()
8141 ship_obj *cargo_so, *ship_so;
8142 ship *cargo_sp, *ship_sp;
8143 float dist_squared, limit_squared;
8145 // I don't want to do this check every frame, so I made a global timer to limit check to
8146 // every SHIP_CARGO_CHECK_INTERVAL ms.
8147 if ( !timestamp_elapsed(Ship_cargo_check_timer) ) {
8150 Ship_cargo_check_timer = timestamp(SHIP_CARGO_CHECK_INTERVAL);
8153 // Check all friendly fighter/bombers against all non-friendly cargo containers that don't have
8156 // for now just locate a captial ship on the same team:
8157 cargo_so = GET_FIRST(&Ship_obj_list);
8158 while(cargo_so != END_OF_LIST(&Ship_obj_list)){
8159 cargo_sp = &Ships[Objects[cargo_so->objnum].instance];
8160 if ( (Ship_info[cargo_sp->ship_info_index].flags & SIF_CARGO) && !(cargo_sp->team & TEAM_FRIENDLY) ) {
8162 // If the cargo is revealed, continue on to next hostile cargo
8163 if ( cargo_sp->flags & SF_CARGO_REVEALED ) {
8167 // check against friendly fighter/bombers + cruiser/freighter/transport
8168 // IDEA: could cull down to fighter/bomber if we want this to run a bit quicker
8169 for ( ship_so=GET_FIRST(&Ship_obj_list); ship_so != END_OF_LIST(&Ship_obj_list); ship_so=GET_NEXT(ship_so) ) {
8170 ship_sp = &Ships[Objects[ship_so->objnum].instance];
8171 // only consider friendly ships
8172 if ( !(ship_sp->team & TEAM_FRIENDLY) ) {
8176 // ignore the player
8177 if ( ship_so->objnum == OBJ_INDEX(Player_obj) ) {
8181 // if this ship is a small or big ship
8182 if ( Ship_info[ship_sp->ship_info_index].flags & (SIF_SMALL_SHIP|SIF_BIG_SHIP) ) {
8183 cargo_objp = &Objects[cargo_sp->objnum];
8184 // use square of distance, faster than getting real distance (which will use sqrt)
8185 dist_squared = vm_vec_dist_squared(&cargo_objp->pos, &Objects[ship_sp->objnum].pos);
8186 limit_squared = (cargo_objp->radius+CARGO_RADIUS_DELTA)*(cargo_objp->radius+CARGO_RADIUS_DELTA);
8187 if ( dist_squared <= max(limit_squared, CARGO_REVEAL_MIN_DIST*CARGO_REVEAL_MIN_DIST) ) {
8188 ship_do_cargo_revealed( cargo_sp );
8189 break; // break out of for loop, move on to next hostile cargo
8195 cargo_so = GET_NEXT(cargo_so);
8200 // Maybe warn player about this attacking ship. This is called once per frame, and the
8201 // information about the closest attacking ship comes for free, since this function is called
8202 // from HUD code which has already determined the closest enemy attacker and the distance.
8204 // input: enemy_sp => ship pointer to the TEAM_ENEMY ship attacking the player
8205 // dist => the distance of the enemy to the player
8207 // NOTE: there are no filters on enemy_sp, so it could be any ship type
8209 #define PLAYER_ALLOW_WARN_INTERVAL 60000 // minimum time between warnings
8210 #define PLAYER_CHECK_WARN_INTERVAL 300 // how often we check for warnings
8211 #define PLAYER_MAX_WARNINGS 2 // max number of warnings player can receive in a mission
8212 #define PLAYER_MIN_WARN_DIST 100 // minimum distance attacking ship can be from player and still allow warning
8213 #define PLAYER_MAX_WARN_DIST 1000 // maximum distance attacking ship can be from plyaer and still allow warning
8215 void ship_maybe_warn_player(ship *enemy_sp, float dist)
8217 float fdot; //, rdot, udot;
8218 vector vec_to_target;
8219 int msg_type; //, on_right;
8221 // First check if the player has reached the maximum number of warnings for a mission
8222 if ( Player->warn_count >= PLAYER_MAX_WARNINGS ) {
8226 // Check if enough time has elapsed since last warning, if not - leave
8227 if ( !timestamp_elapsed(Player->allow_warn_timestamp) ) {
8231 // Check to see if check timer has elapsed. Necessary, since we don't want to check each frame
8232 if ( !timestamp_elapsed(Player->check_warn_timestamp ) ) {
8235 Player->check_warn_timestamp = timestamp(PLAYER_CHECK_WARN_INTERVAL);
8237 // only allow warnings if within a certain distance range
8238 if ( dist < PLAYER_MIN_WARN_DIST || dist > PLAYER_MAX_WARN_DIST ) {
8242 // only warn if a fighter or bomber is attacking the player
8243 if ( !(Ship_info[enemy_sp->ship_info_index].flags & SIF_SMALL_SHIP) ) {
8247 // get vector from player to target
8248 vm_vec_normalized_dir(&vec_to_target, &Objects[enemy_sp->objnum].pos, &Eye_position);
8250 // ensure that enemy fighter is oriented towards player
8251 fdot = vm_vec_dot(&Objects[enemy_sp->objnum].orient.fvec, &vec_to_target);
8252 if ( fdot > -0.7 ) {
8256 fdot = vm_vec_dot(&Player_obj->orient.fvec, &vec_to_target);
8260 // check if attacking ship is on six. return if not far enough behind player.
8264 msg_type = MESSAGE_CHECK_6;
8266 goto warn_player_done;
8269 // see if attacking ship is in front of ship (then do nothing)
8274 // ok, ship is on 3 or 9. Find out which
8275 rdot = vm_vec_dot(&Player_obj->orient.rvec, &vec_to_target);
8282 // now determine if ship is high or low
8283 udot = vm_vec_dot(&Player_obj->orient.uvec, &vec_to_target);
8284 if ( udot < -0.8 ) {
8285 return; // if ship is attacking from directly below, no warning given
8290 msg_type = MESSAGE_CHECK_3_HIGH;
8292 msg_type = MESSAGE_CHECK_9_HIGH;
8296 msg_type = MESSAGE_CHECK_3_LOW;
8298 msg_type = MESSAGE_CHECK_9_LOW;
8305 if ( msg_type != -1 ) {
8308 // multiplayer tvt - this is client side.
8309 if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM) && (Net_player != NULL)){
8310 ship_index = ship_get_random_player_wing_ship( SHIP_GET_NO_PLAYERS, 0.0f, -1, 0, Net_player->p_info.team );
8312 ship_index = ship_get_random_player_wing_ship( SHIP_GET_NO_PLAYERS );
8315 if ( ship_index >= 0 ) {
8316 // multiplayer - make sure I just send to myself
8317 if(Game_mode & GM_MULTIPLAYER){
8318 message_send_builtin_to_player(msg_type, &Ships[ship_index], MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, MY_NET_PLAYER_NUM, -1);
8320 message_send_builtin_to_player(msg_type, &Ships[ship_index], MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, -1);
8322 Player->allow_warn_timestamp = timestamp(PLAYER_ALLOW_WARN_INTERVAL);
8323 Player->warn_count++;
8324 // nprintf(("Alan","Warning given for ship name: %s\n", enemy_sp->ship_name));
8329 // player has just killed a ship, maybe offer send a 'good job' message
8330 #define PLAYER_MAX_PRAISES 10 // max number of praises player can receive in a mission
8331 void ship_maybe_praise_player(ship *deader_sp)
8337 // First check if the player has reached the maximum number of praises for a mission
8338 if ( Player->praise_count >= PLAYER_MAX_PRAISES ) {
8342 // Check if enough time has elapsed since last praise, if not - leave
8343 if ( !timestamp_elapsed(Player->allow_praise_timestamp) ) {
8347 if ( !(Player_ship->team & TEAM_FRIENDLY) ) {
8351 if ( deader_sp->team == Player_ship->team ) { // only praise if killing an enemy!
8355 // don't praise the destruction of navbuoys, cargo or other non-flyable ship types
8356 if ( Ship_info[deader_sp->ship_info_index].flags & SIF_NOT_FLYABLE ) {
8360 // There is already a praise pending
8361 if ( Player->praise_delay_timestamp ) {
8365 // We don't want to praise the player right away.. it is more realistic to wait a moment
8366 Player->praise_delay_timestamp = timestamp_rand(1000, 2000);
8369 // player has just killed a ship, maybe offer send a 'good job' message
8370 #define PLAYER_ASK_HELP_INTERVAL 60000 // minimum time between praises
8371 #define PLAYER_MAX_ASK_HELP 10 // max number of warnings player can receive in a mission
8372 #define ASK_HELP_SHIELD_PERCENT 0.1 // percent shields at which ship will ask for help
8373 #define ASK_HELP_HULL_PERCENT 0.3 // percent hull at which ship will ask for help
8374 #define AWACS_HELP_HULL_HI 0.75 // percent hull at which ship will ask for help
8375 #define AWACS_HELP_HULL_LOW 0.25 // percent hull at which ship will ask for help
8377 // -----------------------------------------------------------------------------
8378 void awacs_maybe_ask_for_help(ship *sp, int multi_team_filter)
8382 objp = &Objects[sp->objnum];
8384 if ( objp->hull_strength < ( (AWACS_HELP_HULL_LOW + 0.01f *(static_rand(objp-Objects) & 5)) * Ship_info[sp->ship_info_index].initial_hull_strength) ) {
8385 // awacs ship below 25 + (0-4) %
8386 if (!(sp->awacs_warning_flag & AWACS_WARN_25)) {
8387 message = MESSAGE_AWACS_25;
8388 sp->awacs_warning_flag |= AWACS_WARN_25;
8390 } 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) ) {
8391 // awacs ship below 75 + (0-4) %
8392 if (!(sp->awacs_warning_flag & AWACS_WARN_75)) {
8393 message = MESSAGE_AWACS_75;
8394 sp->awacs_warning_flag |= AWACS_WARN_75;
8399 message_send_builtin_to_player(message, sp, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, multi_team_filter);
8400 Player->allow_ask_help_timestamp = timestamp(PLAYER_ASK_HELP_INTERVAL);
8401 Player->ask_help_count++;
8405 // -----------------------------------------------------------------------------
8406 void ship_maybe_ask_for_help(ship *sp)
8409 int multi_team_filter = -1;
8411 // First check if the player has reached the maximum number of ask_help's for a mission
8412 if ( Player->ask_help_count >= PLAYER_MAX_ASK_HELP ) {
8416 // Check if enough time has elapsed since last help request, if not - leave
8417 if ( !timestamp_elapsed(Player->allow_ask_help_timestamp) ) {
8421 if ( !(Player_ship->team & TEAM_FRIENDLY) ) {
8425 Assert(sp->team & TEAM_FRIENDLY );
8426 objp = &Objects[sp->objnum];
8428 if ( objp->flags & OF_PLAYER_SHIP ) {// don't let the player ask for help!
8432 // determine team filter if TvT
8433 if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)){
8434 if(sp->team == TEAM_FRIENDLY){
8435 multi_team_filter = 0;
8436 } else if(sp->team == TEAM_HOSTILE){
8437 multi_team_filter = 1;
8441 // handle awacs ship as a special case
8442 if (Ship_info[sp->ship_info_index].flags & SIF_HAS_AWACS) {
8443 awacs_maybe_ask_for_help(sp, multi_team_filter);
8447 // for now, only have wingman ships request help
8448 if ( !(sp->flags & SF_FROM_PLAYER_WING) ) {
8452 // first check if hull is at a critical level
8453 if ( objp->hull_strength < ASK_HELP_HULL_PERCENT * Ship_info[sp->ship_info_index].initial_hull_strength ) {
8457 // check if shields are near critical level
8458 if ( objp->flags & OF_NO_SHIELDS ) {
8459 return; // no shields on ship, no don't check shield levels
8462 if ( get_shield_strength(objp) > (ASK_HELP_SHIELD_PERCENT * Ship_info[sp->ship_info_index].shields) ) {
8468 Assert(Ship_info[sp->ship_info_index].flags & (SIF_FIGHTER|SIF_BOMBER) ); // get Alan
8469 message_send_builtin_to_player(MESSAGE_HELP, sp, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, multi_team_filter);
8470 Player->allow_ask_help_timestamp = timestamp(PLAYER_ASK_HELP_INTERVAL);
8472 if ( timestamp_until(Player->allow_scream_timestamp) < 15000 ) {
8473 Player->allow_scream_timestamp = timestamp(15000); // prevent overlap with death message
8476 Player->ask_help_count++;
8479 // The player has just entered death roll, maybe have wingman mourn the loss of the player
8480 void ship_maybe_lament()
8484 // no. because in multiplayer, its funny
8485 if(Game_mode & GM_MULTIPLAYER){
8489 if ( rand()%4 == 0 ) {
8490 ship_index = ship_get_random_player_wing_ship( SHIP_GET_NO_PLAYERS );
8491 if ( ship_index >= 0 ) {
8492 message_send_builtin_to_player(MESSAGE_PLAYED_DIED, &Ships[ship_index], MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, -1);
8497 #define PLAYER_SCREAM_INTERVAL 60000
8498 #define PLAYER_MAX_SCREAMS 10
8500 // play a death scream for a ship
8501 void ship_scream(ship *sp)
8503 int multi_team_filter = -1;
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 message_send_builtin_to_player(MESSAGE_WINGMAN_SCREAM, sp, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, multi_team_filter);
8520 Player->allow_scream_timestamp = timestamp(PLAYER_SCREAM_INTERVAL);
8521 Player->scream_count++;
8522 sp->flags |= SF_SHIP_HAS_SCREAMED;
8524 // prevent overlap with help messages
8525 if ( timestamp_until(Player->allow_ask_help_timestamp) < 15000 ) {
8526 Player->allow_ask_help_timestamp = timestamp(15000); // prevent overlap with death message
8530 // ship has just died, maybe play a scream.
8532 // NOTE: this is only called for ships that are in a player wing (and not player ship)
8533 void ship_maybe_scream(ship *sp)
8538 // First check if the player has reached the maximum number of screams for a mission
8539 if ( Player->scream_count >= PLAYER_MAX_SCREAMS ) {
8543 // if on different teams (i.e. team v. team games in multiplayer), no scream
8544 if ( sp->team != Player_ship->team ) {
8548 // Check if enough time has elapsed since last scream, if not - leave
8549 if ( !timestamp_elapsed(Player->allow_scream_timestamp) ) {
8556 // maybe tell player that we've requested a support ship
8557 #define PLAYER_REQUEST_REPAIR_MSG_INTERVAL 240000
8558 void ship_maybe_tell_about_rearm(ship *sp)
8560 if ( !timestamp_elapsed(Player->request_repair_timestamp) ) {
8564 if ( !(Player_ship->team & TEAM_FRIENDLY) ) {
8568 // AL 1-4-98: If ship integrity is low, tell player you want to get repaired. Otherwise, tell
8569 // the player you want to get re-armed.
8571 int message_type = -1;
8572 int heavily_damaged = 0;
8573 if ( Objects[sp->objnum].hull_strength/Ship_info[sp->ship_info_index].initial_hull_strength < 0.4 ) {
8574 heavily_damaged = 1;
8577 if ( heavily_damaged || (sp->flags & SF_DISABLED) ) {
8578 message_type = MESSAGE_REPAIR_REQUEST;
8584 for ( i = 0; i < swp->num_secondary_banks; i++ ) {
8585 if (swp->secondary_bank_start_ammo[i] > 0) {
8586 if ( swp->secondary_bank_ammo[i]/swp->secondary_bank_start_ammo[i] < 0.5f ) {
8587 message_type = MESSAGE_REARM_REQUEST;
8594 int multi_team_filter = -1;
8597 if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)){
8598 if(sp->team == TEAM_FRIENDLY){
8599 multi_team_filter = 0;
8600 } else if(sp->team == TEAM_HOSTILE){
8601 multi_team_filter = 1;
8605 if ( message_type >= 0 ) {
8607 message_send_builtin_to_player(message_type, sp, MESSAGE_PRIORITY_NORMAL, MESSAGE_TIME_SOON, 0, 0, -1, multi_team_filter);
8609 Player->request_repair_timestamp = timestamp(PLAYER_REQUEST_REPAIR_MSG_INTERVAL);
8613 // The current primary weapon or link status for a ship has changed.. notify clients if multiplayer
8615 // input: sp => pointer to ship that modified primaries
8616 void ship_primary_changed(ship *sp)
8621 // we only need to deal with multiplayer issues for now, so bail it not multiplayer
8622 if ( !(Game_mode & GM_MULTIPLAYER) )
8629 if ( MULTIPLAYER_MASTER )
8630 send_ship_weapon_change( sp, MULTI_PRIMARY_CHANGED, swp->current_primary_bank, (sp->flags & SF_PRIMARY_LINKED)?1:0 );
8634 // The current secondary weapon or dual-fire status for a ship has changed.. notify clients if multiplayer
8636 // input: sp => pointer to ship that modified secondaries
8637 void ship_secondary_changed(ship *sp)
8642 // we only need to deal with multiplayer issues for now, so bail it not multiplayer
8643 if ( !(Game_mode & GM_MULTIPLAYER) ){
8650 if ( MULTIPLAYER_MASTER )
8651 send_ship_weapon_change( sp, MULTI_SECONDARY_CHANGED, swp->current_secondary_bank, (sp->flags & SF_SECONDARY_DUAL_FIRE)?1:0 );
8655 int ship_get_SIF(ship *shipp)
8657 return Ship_info[shipp->ship_info_index].flags;
8660 int ship_get_SIF(int sh)
8662 return Ship_info[Ships[sh].ship_info_index].flags;
8665 int ship_get_by_signature(int signature)
8669 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
8670 // if we found a matching ship object signature
8671 if((Objects[so->objnum].signature == signature) && (Objects[so->objnum].type == OBJ_SHIP)){
8672 return Objects[so->objnum].instance;
8676 // couldn't find the ship
8680 // function which gets called when the cargo of a ship is revealed. Happens at two different locations
8681 // (at least when this function was written), one for the player, and one for AI ships. Need to send stuff
8682 // to clients in multiplayer game.
8683 void ship_do_cargo_revealed( ship *shipp, int from_network )
8685 // don't do anything if we already know the cargo
8686 if ( shipp->flags & SF_CARGO_REVEALED ){
8690 nprintf(("Network", "Revealing cargo for %s\n", shipp->ship_name));
8692 // send the packet if needed
8693 if ( (Game_mode & GM_MULTIPLAYER) && !from_network ){
8694 send_cargo_revealed_packet( shipp );
8697 shipp->flags |= SF_CARGO_REVEALED;
8698 shipp->time_cargo_revealed = Missiontime;
8700 // if the cargo is something other than "nothing", then make a log entry
8701 if ( stricmp(Cargo_names[shipp->cargo1 & CARGO_INDEX_MASK], NOX("nothing")) ){
8702 mission_log_add_entry(LOG_CARGO_REVEALED, shipp->ship_name, NULL, (shipp->cargo1 & CARGO_INDEX_MASK) );
8706 void ship_do_cap_subsys_cargo_revealed( ship *shipp, ship_subsys *subsys, int from_network )
8708 if ( subsys->subsys_cargo_revealed ) {
8713 nprintf(("Network", "Revealing cap ship subsys cargo for %s\n", shipp->ship_name));
8715 // send the packet if needed
8716 if ( (Game_mode & GM_MULTIPLAYER) && !from_network ){
8717 int subsystem_index = ship_get_index_from_subsys(subsys, shipp->objnum);
8718 send_subsystem_cargo_revealed_packet( shipp, subsystem_index );
8721 subsys->subsys_cargo_revealed = 1;
8723 // if the cargo is something other than "nothing", then make a log entry
8724 if ( (subsys->subsys_cargo_name > 0) && stricmp(Cargo_names[subsys->subsys_cargo_name], NOX("nothing")) ){
8725 mission_log_add_entry(LOG_CAP_SUBSYS_CARGO_REVEALED, shipp->ship_name, subsys->system_info->name, subsys->subsys_cargo_name );
8730 // Return the range of the currently selected secondary weapon
8731 // NOTE: If there is no missiles left in the current bank, range returned is 0
8732 float ship_get_secondary_weapon_range(ship *shipp)
8737 swp = &shipp->weapons;
8738 if ( swp->current_secondary_bank >= 0 ) {
8740 int bank=swp->current_secondary_bank;
8741 wip = &Weapon_info[swp->secondary_bank_weapons[bank]];
8742 if ( swp->secondary_bank_ammo[bank] > 0 ) {
8743 srange = wip->max_speed * wip->lifetime;
8750 // Determine the number of secondary ammo units (missile/bomb) allowed max for a ship
8752 int get_max_ammo_count_for_bank(int ship_class, int bank, int ammo_type)
8754 float capacity, size;
8756 capacity = (float) Ship_info[ship_class].secondary_bank_ammo_capacity[bank];
8757 size = (float) Weapon_info[ammo_type].cargo_size;
8758 return (int) (capacity / size);
8763 // Page in bitmaps for all the ships in this level
8767 int num_subsystems_needed = 0;
8769 int ship_class_used[MAX_SHIP_TYPES];
8771 // Mark all ship classes as not used
8772 for (i=0; i<MAX_SHIP_TYPES; i++ ) {
8773 ship_class_used[i] = 0;
8776 // Mark any support ship types as used
8778 for (i=0; i<Num_ship_types; i++ ) {
8779 if ( Ship_info[i].flags & SIF_SUPPORT ) {
8780 nprintf(( "Paging", "Found support ship '%s'\n", Ship_info[i].name ));
8781 ship_class_used[i]++;
8783 num_subsystems_needed += Ship_info[i].n_subsystems;
8787 // Mark any ships in the mission as used
8789 for (i=0; i<MAX_SHIPS; i++) {
8790 if (Ships[i].objnum > -1) {
8791 nprintf(( "Paging","Found ship '%s'\n", Ships[i].ship_name ));
8792 ship_class_used[Ships[i].ship_info_index]++;
8794 num_subsystems_needed += Ship_info[Ships[i].ship_info_index].n_subsystems;
8798 // Mark any ships that might warp in in the future as used
8801 for( p_objp = GET_FIRST(&ship_arrival_list); p_objp != END_OF_LIST(&ship_arrival_list); p_objp = GET_NEXT(p_objp) ) {
8802 nprintf(( "Paging","Found future arrival ship '%s'\n", p_objp->name ));
8803 ship_class_used[p_objp->ship_class]++;
8805 num_subsystems_needed += Ship_info[p_objp->ship_class].n_subsystems;
8809 // Page in all the ship classes that are used on this level
8811 int num_ship_types_used = 0;
8813 for (i=0; i<MAX_SHIP_TYPES; i++ ) {
8814 if ( ship_class_used[i] ) {
8815 ship_info *si = &Ship_info[i];
8817 num_ship_types_used++;
8819 // Page in the small hud icons for each ship
8821 extern void hud_ship_icon_page_in(ship_info *sip);
8823 hud_ship_icon_page_in(si);
8827 // See if this model was previously loaded by another ship
8828 int model_previously_loaded = -1;
8829 int ship_previously_loaded = -1;
8830 for (j=0; j<MAX_SHIP_TYPES; j++ ) {
8831 if ( (Ship_info[j].modelnum > -1) && !stricmp(si->pof_file, Ship_info[j].pof_file) ) {
8832 // Model already loaded
8833 model_previously_loaded = Ship_info[j].modelnum;
8834 ship_previously_loaded = j;
8839 // If the model is previously loaded...
8840 if ( model_previously_loaded > -1 ) {
8842 // If previously loaded model isn't the same ship class...)
8843 if ( ship_previously_loaded != i ) {
8845 // update the model number.
8846 si->modelnum = model_previously_loaded;
8848 for ( j = 0; j < si->n_subsystems; j++ ) {
8849 si->subsystems[j].model_num = -1;
8852 ship_copy_subsystem_fixup(si);
8855 for ( j = 0; j < si->n_subsystems; j++ ) {
8856 Assert( si->subsystems[j].model_num == si->modelnum );
8861 // Just to be safe (I mean to check that my code works...)
8862 Assert( si->modelnum > -1 );
8863 Assert( si->modelnum == model_previously_loaded );
8866 for ( j = 0; j < si->n_subsystems; j++ ) {
8867 Assert( si->subsystems[j].model_num == si->modelnum );
8872 // Model not loaded... so load it and page in its textures
8873 si->modelnum = model_load(si->pof_file, si->n_subsystems, &si->subsystems[0]);
8875 Assert( si->modelnum > -1 );
8877 // Verify that all the subsystem model numbers are updated
8879 for ( j = 0; j < si->n_subsystems; j++ ) {
8880 Assert( si->subsystems[j].model_num == si->modelnum ); // JAS
8889 for (i=0; i<MAX_SHIP_TYPES; i++ ) {
8890 if ( ship_class_used[i] ) {
8891 ship_info *si = &Ship_info[i];
8893 if ( si->modelnum > -1 ) {
8894 polymodel *pm = model_get(si->modelnum);
8896 nprintf(( "Paging", "Paging in textures for model '%s'\n", si->pof_file ));
8898 for (j=0; j<pm->n_textures; j++ ) {
8899 int bitmap_num = pm->original_textures[j];
8901 if ( bitmap_num > -1 ) {
8902 // if we're in Glide (and maybe later with D3D), use nondarkening textures
8903 if(gr_screen.mode == GR_GLIDE){
8904 bm_page_in_nondarkening_texture( bitmap_num );
8906 bm_page_in_texture( bitmap_num );
8912 nprintf(( "Paging", "Couldn't load model '%s'\n", si->pof_file ));
8917 nprintf(( "Paging", "There are %d ship classes used in this mission.\n", num_ship_types_used ));
8918 mprintf(( "This mission requires %d Ship_subsystems. See #define MAX_SHIP_SUBOBJECTS.\n", num_subsystems_needed ));
8920 // JAS: If you hit this, then MAX_SHIP_SUBOBJECTS is set too low.
8921 // I added this code in to detect an error that wasn't getting detected any other
8923 Assert(num_subsystems_needed < MAX_SHIP_SUBOBJECTS );
8925 // Page in the thruster effects
8928 // Make sure thrusters are loaded
8929 if ( !Thrust_anim_inited ) ship_init_thrusters();
8931 for ( i = 0; i < NUM_THRUST_ANIMS; i++ ) {
8932 thrust_anim *ta = &Thrust_anims[i];
8933 for ( j = 0; j<ta->num_frames; j++ ) {
8934 bm_page_in_texture( ta->first_frame + j );
8938 for ( i = 0; i < NUM_THRUST_GLOW_ANIMS; i++ ) {
8939 thrust_anim *ta = &Thrust_glow_anims[i];
8940 // glows are really not anims
8941 bm_page_in_texture( ta->first_frame );
8944 // page in insignia bitmaps
8945 if(Game_mode & GM_MULTIPLAYER){
8946 for(i=0; i<MAX_PLAYERS; i++){
8947 if(MULTI_CONNECTED(Net_players[i]) && (Net_players[i].player != NULL) && (Net_players[i].player->insignia_texture >= 0)){
8948 bm_page_in_xparent_texture(Net_players[i].player->insignia_texture);
8952 if((Player != NULL) && (Player->insignia_texture >= 0)){
8953 bm_page_in_xparent_texture(Player->insignia_texture);
8958 // function to return true if support ships are allowed in the mission for the given object.
8959 // In single player, must be friendly and not Shivan.
8960 // In multiplayer -- to be coded by Mark Allender after 5/4/98 -- MK, 5/4/98
8961 int is_support_allowed(object *objp)
8963 if (The_mission.disallow_support){
8967 if ( Game_mode & GM_NORMAL ) {
8968 if (Ships[objp->instance].team != TEAM_FRIENDLY){
8972 switch (Ship_info[Ships[objp->instance].ship_info_index].species) {
8973 case SPECIES_TERRAN:
8975 case SPECIES_VASUDAN:
8977 case SPECIES_SHIVAN:
8985 // multiplayer version behaves differently. Depending on mode:
8986 // 1) coop mode -- only available to friendly
8987 // 2) team v team mode -- availble to either side
8988 // 3) dogfight -- never
8990 if(Netgame.type_flags & NG_TYPE_DOGFIGHT){
8994 if ( IS_MISSION_MULTI_COOP ) {
8995 if ( Ships[objp->instance].team != TEAM_FRIENDLY ){
9005 // return ship index
9006 int ship_get_random_ship()
9013 // get the # of ships on the list
9014 num_ships = ship_get_num_ships();
9016 // get a random ship on the list
9017 rand_ship = (int)frand_range(0.0f, (float)(num_ships - 1));
9021 if(rand_ship > num_ships){
9022 rand_ship = num_ships;
9026 so = GET_FIRST(&Ship_obj_list);
9027 for(idx=0; idx<rand_ship; idx++) {
9031 return Objects[so->objnum].instance;
9034 // forcible jettison cargo from a ship
9035 void ship_jettison_cargo(ship *shipp)
9039 vector impulse, pos;
9041 // make sure we are docked with a valid object
9042 if(shipp->objnum < 0){
9045 objp = &Objects[shipp->objnum];
9046 if(Ai_info[shipp->ai_index].dock_objnum == -1){
9049 if(Objects[Ai_info[shipp->ai_index].dock_objnum].type != OBJ_SHIP){
9053 if(Ai_info[Ships[Objects[Ai_info[shipp->ai_index].dock_objnum].instance].ai_index].dock_objnum != OBJ_INDEX(objp)){
9056 cargo_objp = &Objects[Ai_info[shipp->ai_index].dock_objnum];
9058 // undock the objects
9059 ai_do_objects_undocked_stuff( objp, cargo_objp );
9062 vm_vec_sub(&pos, &cargo_objp->pos, &objp->pos);
9064 vm_vec_scale(&impulse, 100.0f);
9065 vm_vec_normalize(&pos);
9068 physics_apply_whack(&impulse, &pos, &cargo_objp->phys_info, &cargo_objp->orient, cargo_objp->phys_info.mass);
9071 float ship_get_exp_damage(object* objp)
9073 Assert(objp->type == OBJ_SHIP);
9076 ship *shipp = &Ships[objp->instance];
9078 if (shipp->special_exp_index != -1) {
9079 damage = (float) atoi(Sexp_variables[shipp->special_exp_index+DAMAGE].text);
9081 damage = Ship_info[shipp->ship_info_index].damage;
9087 int ship_get_exp_propagates(ship *sp)
9089 return Ship_info[sp->ship_info_index].explosion_propagates;
9092 float ship_get_exp_outer_rad(object *ship_objp)
9095 Assert(ship_objp->type == OBJ_SHIP);
9097 if (Ships[ship_objp->instance].special_exp_index == -1) {
9098 outer_rad = Ship_info[Ships[ship_objp->instance].ship_info_index].outer_rad;
9100 outer_rad = (float) atoi(Sexp_variables[Ships[ship_objp->instance].special_exp_index+OUTER_RAD].text);
9106 int valid_cap_subsys_cargo_list(char *subsys)
9108 if (strstr(subsys, "nav")
9109 || strstr(subsys, "comm")
9110 || strstr(subsys, "engines")
9111 || strstr(subsys, "fighter") // fighter bays
9112 || strstr(subsys, "sensors")
9113 || strstr(subsys, "weapons")) {
9121 // determine turret status of a given subsystem, returns 0 for no turret, 1 for "fixed turret", 2 for "rotating" turret
9122 int ship_get_turret_type(ship_subsys *subsys)
9124 // not a turret at all
9125 if(subsys->system_info->type != SUBSYSTEM_TURRET){
9130 if(subsys->system_info->turret_turning_rate > 0.0f){
9138 ship_subsys *ship_get_subsys(ship *shipp, char *subsys_name)
9140 ship_subsys *lookup;
9143 if((shipp == NULL) || (subsys_name == NULL)){
9147 lookup = GET_FIRST(&shipp->subsys_list);
9148 while(lookup != END_OF_LIST(&shipp->subsys_list)){
9150 if(!strcmp(lookup->system_info->subobj_name, subsys_name)){
9155 lookup = GET_NEXT(lookup);
9162 // returns 0 if no conflict, 1 if conflict, -1 on some kind of error with wing struct
9163 int wing_has_conflicting_teams(int wing_index)
9165 int first_team, idx;
9168 Assert((wing_index >= 0) && (wing_index < num_wings) && (Wings[wing_index].current_count > 0));
9169 if((wing_index < 0) || (wing_index >= num_wings) || (Wings[wing_index].current_count <= 0)){
9174 Assert(Wings[wing_index].ship_index[0] >= 0);
9175 if(Wings[wing_index].ship_index[0] < 0){
9178 first_team = Ships[Wings[wing_index].ship_index[0]].team;
9179 for(idx=1; idx<Wings[wing_index].current_count; idx++){
9180 // more sanity checks
9181 Assert(Wings[wing_index].ship_index[idx] >= 0);
9182 if(Wings[wing_index].ship_index[idx] < 0){
9186 // if we've got a team conflict
9187 if(first_team != Ships[Wings[wing_index].ship_index[idx]].team){
9196 // get the team of a reinforcement item
9197 int ship_get_reinforcement_team(int r_index)
9203 Assert((r_index >= 0) && (r_index < Num_reinforcements));
9204 if((r_index < 0) || (r_index >= Num_reinforcements)){
9208 // if the reinforcement is a ship
9209 objp = mission_parse_get_arrival_ship( Reinforcements[r_index].name );
9214 // if the reinforcement is a ship
9215 wing_index = wing_lookup(Reinforcements[r_index].name);
9216 if(wing_index >= 0){
9217 // go through the ship arrival list and find the first ship in this wing
9218 objp = GET_FIRST(&ship_arrival_list);
9219 while( objp != END_OF_LIST(&ship_arrival_list) ) {
9221 if (objp->wingnum == wing_index) {
9226 objp = GET_NEXT(objp);
9234 // determine if the given texture is used by a ship type. return ship info index, or -1 if not used by a ship
9235 int ship_get_texture(int bitmap)
9239 // check all ship types
9240 for(idx=0; idx<Num_ship_types; idx++){
9241 if((Ship_info[idx].modelnum >= 0) && model_find_texture(Ship_info[idx].modelnum, bitmap) == 1){
9246 // couldn't find the texture
9250 extern void ssm_create(vector *target, vector *start, int ssm_index, ssm_firing_info *override);
9252 // update artillery lock info
9253 #define CLEAR_ARTILLERY_AND_CONTINUE() { if(aip != NULL){ aip->artillery_objnum = -1; aip->artillery_sig = -1; aip->artillery_lock_time = 0.0f;} continue; }
9254 float artillery_dist = 10.0f;
9257 dc_get_arg(ARG_FLOAT);
9258 artillery_dist = Dc_arg_float;
9260 void ship_update_artillery_lock()
9262 #if defined(MULTIPLAYER_BETA_BUILD) || defined(FS2_DEMO)
9265 ai_info *aip = NULL;
9266 weapon_info *tlaser = NULL;
9267 mc_info *cinfo = NULL;
9269 vector temp, local_hit;
9274 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ){
9276 if((so->objnum >= 0) && (Objects[so->objnum].type == OBJ_SHIP) && (Objects[so->objnum].instance >= 0)){
9277 shipp = &Ships[Objects[so->objnum].instance];
9283 if(shipp->ai_index >= 0){
9284 aip = &Ai_info[shipp->ai_index];
9287 // if the ship has no targeting laser firing
9288 if((shipp->targeting_laser_objnum < 0) || (shipp->targeting_laser_bank < 0)){
9289 CLEAR_ARTILLERY_AND_CONTINUE();
9292 // if he didn't hit any objects this frame
9293 if(beam_get_num_collisions(shipp->targeting_laser_objnum) <= 0){
9294 CLEAR_ARTILLERY_AND_CONTINUE();
9297 // get weapon info for the targeting laser he's firing
9298 Assert((shipp->weapons.current_primary_bank >= 0) && (shipp->weapons.current_primary_bank < 2));
9299 if((shipp->weapons.current_primary_bank < 0) || (shipp->weapons.current_primary_bank >= 2)){
9302 Assert(shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank] >= 0);
9303 if(shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank] < 0){
9306 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));
9307 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)){
9310 tlaser = &Weapon_info[shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]];
9312 // get collision info
9313 if(!beam_get_collision(shipp->targeting_laser_objnum, 0, &c_objnum, &cinfo)){
9314 CLEAR_ARTILLERY_AND_CONTINUE();
9316 if((c_objnum < 0) || (cinfo == NULL)){
9317 CLEAR_ARTILLERY_AND_CONTINUE();
9320 // get the position we hit this guy with in his local coords
9321 vm_vec_sub(&temp, &cinfo->hit_point_world, &Objects[c_objnum].pos);
9322 vm_vec_rotate(&local_hit, &temp, &Objects[c_objnum].orient);
9324 // if we are hitting a different guy now, reset the lock
9325 if((c_objnum != aip->artillery_objnum) || (Objects[c_objnum].signature != aip->artillery_sig)){
9326 aip->artillery_objnum = c_objnum;
9327 aip->artillery_sig = Objects[c_objnum].signature;
9328 aip->artillery_lock_time = 0.0f;
9329 aip->artillery_lock_pos = local_hit;
9335 // otherwise we're hitting the same guy. check to see if we've strayed too far
9336 if(vm_vec_dist_quick(&local_hit, &aip->artillery_lock_pos) > artillery_dist){
9337 // hmmm. reset lock time, but don't reset the lock itself
9338 aip->artillery_lock_time = 0.0f;
9342 // finally - just increment the lock time
9343 aip->artillery_lock_time += flFrametime;
9346 if(aip->artillery_lock_time >= 2.0f){
9348 HUD_printf("Firing artillery");
9351 vm_vec_unrotate(&temp, &aip->artillery_lock_pos, &Objects[aip->artillery_objnum].orient);
9352 vm_vec_add2(&temp, &Objects[aip->artillery_objnum].pos);
9353 ssm_create(&temp, &Objects[so->objnum].pos, 0, NULL);
9355 // reset the artillery
9356 aip->artillery_lock_time = 0.0f;
9362 // checks if a world point is inside the extended bounding box of a ship
9363 // may not work if delta box is large and negative (ie, adjusted box crosses over on itself - min > max)
9364 int check_world_pt_in_expanded_ship_bbox(vector *world_pt, object *objp, float delta_box)
9366 Assert(objp->type == OBJ_SHIP);
9368 vector temp, ship_pt;
9370 vm_vec_sub(&temp, world_pt, &objp->pos);
9371 vm_vec_rotate(&ship_pt, &temp, &objp->orient);
9373 pm = model_get(Ships[objp->instance].modelnum);
9376 (ship_pt.x > pm->mins.x - delta_box) && (ship_pt.x < pm->maxs.x + delta_box)
9377 && (ship_pt.y > pm->mins.y - delta_box) && (ship_pt.y < pm->maxs.y + delta_box)
9378 && (ship_pt.z > pm->mins.z - delta_box) && (ship_pt.z < pm->maxs.z + delta_box)
9383 // returns true when objp is ship and is tagged
9384 int ship_is_tagged(object *objp)
9387 if (objp->type == OBJ_SHIP) {
9388 shipp = &Ships[objp->instance];
9389 if ( (shipp->tag_left > 0) || (shipp->level2_tag_left > 0) ) {
9397 // get maximum ship speed (when not warping in or out)
9398 float ship_get_max_speed(ship *shipp)
9402 int ship_info_index = shipp->ship_info_index;
9405 max_speed = Ship_info[ship_info_index].max_overclocked_speed;
9408 max_speed = max(max_speed, Ship_info[ship_info_index].max_vel.z);
9411 max_speed = max(max_speed, Ship_info[ship_info_index].afterburner_max_vel.z);
9416 // determin warp speed of ship
9417 float ship_get_warp_speed(object *objp)
9419 Assert(objp->type == OBJ_SHIP);
9420 float shipfx_calculate_warp_speed(object *);
9421 return shipfx_calculate_warp_speed(objp);
9424 // returns true if ship is beginning to speed up in warpout
9425 int ship_is_beginning_warpout_speedup(object *objp)
9427 Assert(objp->type == OBJ_SHIP);
9431 aip = &Ai_info[Ships[objp->instance].ai_index];
9433 if (aip->mode == AIM_WARP_OUT) {
9434 if ( (aip->submode == AIS_WARP_3) || (aip->submode == AIS_WARP_4) || (aip->submode == AIS_WARP_5) ) {
9442 // given a ship info type, return a species
9443 int ship_get_species_by_type(int ship_info_index)
9446 if((ship_info_index < 0) || (ship_info_index >= Num_ship_types)){
9451 return Ship_info[ship_info_index].species;
9454 // return the length of a ship
9455 float ship_get_length(ship* shipp)
9457 polymodel *pm = model_get(shipp->modelnum);
9458 return (pm->maxs.z - pm->mins.z);