2 * $Logfile: /Freespace2/code/Weapon/Weapons.cpp $
7 * Code to handle the weapon systems
10 * Revision 1.1 2002/05/03 03:28:11 root
14 * 69 9/14/99 3:26a Dave
15 * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer
16 * respawn-too-early problem. Made a few crash points safe.
18 * 68 9/14/99 1:32a Andsager
19 * Better LOD for weapon explosions when behind. Move point ahead to get
20 * vertex and then find size.
22 * 67 9/07/99 1:10p Mikek
23 * Fix code I busted due to adding lifeleft to missiles.
25 * 66 9/07/99 12:20a Andsager
26 * LOD less agressive at lower hardware detail level
28 * 65 9/06/99 7:21p Dave
29 * Commented out bad lifeleft scaling code in weapon_set_tracking_info()
31 * 64 9/06/99 3:23p Andsager
32 * Make fireball and weapon expl ani LOD choice look at resolution of the
35 * 63 9/06/99 12:46a Andsager
36 * Add weapon_explosion_ani LOD
38 * 62 9/05/99 11:24p Mikek
39 * Fixed problems caused by earlier checkin (that was rolled back).
40 * Problem was wp->target_pos was not set for swarmers.
42 * More tweaking of missile behavior. Also add 20% to lifetime of a
45 * [Rolled back -- MK] 63 9/05/99 2:23p Mikek
46 * Make aspect seekers a little less likely to miss their target.
47 * Mysterious why they do it so often. Maybe fix for FS3...
49 * [Rolled back -- MK] 62 9/04/99 12:09p Mikek
50 * Limit number of spawned weapons that can home on player based on skill
51 * level. Works same as for non-spawned weapons. Only do in single
54 * 61 8/27/99 1:34a Andsager
55 * Modify damage by shockwaves for BIG|HUGE ships. Modify shockwave damge
56 * when weapon blows up.
58 * 60 8/24/99 10:47a Jefff
59 * tech room weapon anims. added tech anim field to weapons.tbl
61 * 59 8/16/99 11:58p Andsager
62 * Disable collision on proximity for ships with SIF_DONT_COLLIDE_INVIS
65 * 58 8/10/99 5:30p Jefff
66 * Added tech_title string to weapon_info. Changed parser accordingly.
68 * 57 8/05/99 2:06a Dave
71 * 56 8/02/99 5:16p Dave
72 * Bumped up weapon title string length from 32 to 48
74 * 55 7/29/99 5:41p Jefff
75 * Sound hooks for cmeasure success
77 * 54 7/24/99 1:54p Dave
78 * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert
81 * 53 7/19/99 7:20p Dave
82 * Beam tooling. Specialized player-killed-self messages. Fixed d3d nebula
85 * 52 7/18/99 12:32p Dave
86 * Randomly oriented shockwaves.
88 * 51 7/16/99 1:50p Dave
89 * 8 bit aabitmaps. yay.
91 * 50 7/15/99 9:20a Andsager
92 * FS2_DEMO initial checkin
94 * 49 7/08/99 10:53a Dave
95 * New multiplayer interpolation scheme. Not 100% done yet, but still
96 * better than the old way.
98 * 48 7/02/99 4:31p Dave
99 * Much more sophisticated lightning support.
101 * 47 7/01/99 5:57p Johnson
102 * Oops. Fixed big ship damage.
104 * 46 7/01/99 4:23p Dave
105 * Full support for multiple linked ambient engine sounds. Added "big
108 * 45 6/30/99 5:53p Dave
109 * Put in new anti-camper code.
111 * 44 6/22/99 3:24p Danw
112 * Fixed incorrect weapon hit sound culling.
114 * 43 6/21/99 7:25p Dave
115 * netplayer pain packet. Added type E unmoving beams.
117 * 42 6/14/99 10:45a Dave
118 * Made beam weapons specify accuracy by skill level in the weapons.tbl
120 * 41 6/11/99 11:13a Dave
121 * last minute changes before press tour build.
123 * 40 6/04/99 2:16p Dave
124 * Put in shrink effect for beam weapons.
126 * 39 6/01/99 8:35p Dave
127 * Finished lockarm weapons. Added proper supercap weapons/damage. Added
128 * awacs-set-radius sexpression.
130 * 38 6/01/99 3:52p Dave
131 * View footage screen. Fixed xstrings to not display the & symbol. Popup,
132 * dead popup, pxo find player popup, pxo private room popup.
134 * 37 5/27/99 6:17p Dave
135 * Added in laser glows.
137 * 36 5/20/99 7:00p Dave
138 * Added alternate type names for ships. Changed swarm missile table
141 * 35 5/08/99 8:25p Dave
142 * Upped object pairs. First run of nebula lightning.
144 * 34 4/28/99 11:13p Dave
145 * Temporary checkin of artillery code.
147 * 33 4/28/99 3:11p Andsager
148 * Stagger turret weapon fire times. Make turrets smarter when target is
149 * protected or beam protected. Add weaopn range to weapon info struct.
151 * 32 4/22/99 11:06p Dave
152 * Final pass at beam weapons. Solidified a lot of stuff. All that remains
153 * now is to tweak and fix bugs as they come up. No new beam weapon
156 * 31 4/19/99 11:01p Dave
157 * More sophisticated targeting laser support. Temporary checkin.
159 * 30 4/16/99 5:54p Dave
160 * Support for on/off style "stream" weapons. Real early support for
161 * target-painting lasers.
163 * 29 4/07/99 6:22p Dave
164 * Fred and Freespace support for multiple background bitmaps and suns.
165 * Fixed link errors on all subprojects. Moved encrypt_init() to
166 * cfile_init() and lcl_init(), since its safe to call twice.
168 * 28 4/02/99 1:35p Dave
169 * Removed weapon hit packet. No good for causing pain.
171 * 27 4/02/99 9:55a Dave
172 * Added a few more options in the weapons.tbl for beam weapons. Attempt
173 * at putting "pain" packets into multiplayer.
175 * 26 3/31/99 9:26p Dave
176 * Don't load beam textures when in Fred.
178 * 25 3/31/99 8:24p Dave
179 * Beefed up all kinds of stuff, incluging beam weapons, nebula effects
180 * and background nebulae. Added per-ship non-dimming pixel colors.
182 * 24 3/23/99 2:29p Andsager
183 * Fix shockwaves for kamikazi and Fred defined. Collect together
184 * shockwave_create_info struct.
186 * 23 3/23/99 11:03a Dave
187 * Added a few new fields and fixed parsing code for new weapon stuff.
189 * 22 3/19/99 9:52a Dave
190 * Checkin to repair massive source safe crash. Also added support for
191 * pof-style nebulae, and some new weapons code.
193 * 24 3/15/99 6:45p Daveb
194 * Put in rough nebula bitmap support.
196 * 23 3/12/99 3:19p Enricco
197 * Remove spurious Int3()
199 * 22 3/11/99 5:53p Dave
200 * More network optimization. Spliced in Dell OEM planet bitmap crap.
202 * 21 3/10/99 6:51p Dave
203 * Changed the way we buffer packets for all clients. Optimized turret
204 * fired packets. Did some weapon firing optimizations.
206 * 20 2/24/99 4:02p Dave
207 * Fixed weapon locking and homing problems for multiplayer dogfight mode.
209 * 19 2/05/99 12:52p Dave
210 * Fixed Glide nondarkening textures.
212 * 18 1/29/99 12:47a Dave
213 * Put in sounds for beam weapon. A bunch of interface screens (tech
216 * 17 1/27/99 9:56a Dave
217 * Temporary checkin of beam weapons for Dan to make cool sounds.
219 * 16 1/25/99 5:03a Dave
220 * First run of stealth, AWACS and TAG missile support. New mission type
223 * 15 1/24/99 11:37p Dave
224 * First full rev of beam weapons. Very customizable. Removed some bogus
225 * Int3()'s in low level net code.
227 * 14 1/21/99 10:45a Dave
228 * More beam weapon stuff. Put in warmdown time.
230 * 13 1/12/99 5:45p Dave
231 * Moved weapon pipeline in multiplayer to almost exclusively client side.
232 * Very good results. Bandwidth goes down, playability goes up for crappy
233 * connections. Fixed object update problem for ship subsystems.
235 * 12 1/08/99 2:08p Dave
236 * Fixed software rendering for pofview. Super early support for AWACS and
239 * 11 1/06/99 2:24p Dave
240 * Stubs and release build fixes.
242 * 10 12/01/98 6:12p Johnson
243 * Make sure to page in weapon impact animations as xparent textures.
245 * 9 11/20/98 4:08p Dave
246 * Fixed flak effect in multiplayer.
248 * 8 11/14/98 5:33p Dave
249 * Lots of nebula work. Put in ship contrails.
251 * 7 11/05/98 4:18p Dave
252 * First run nebula support. Beefed up localization a bit. Removed all
253 * conditional compiles for foreign versions. Modified mission file
256 * 6 10/26/98 9:42a Dave
257 * Early flak gun support.
259 * 5 10/23/98 3:51p Dave
260 * Full support for tstrings.tbl and foreign languages. All that remains
261 * is to make it active in Fred.
263 * 4 10/07/98 6:27p Dave
264 * Globalized mission and campaign file extensions. Removed Silent Threat
265 * special code. Moved \cache \players and \multidata into the \data
268 * 3 10/07/98 4:49p Andsager
269 * don't do weapon swap (was needed for mission disk)
271 * 2 10/07/98 10:54a Dave
274 * 1 10/07/98 10:51a Dave
276 * 314 9/21/98 11:19p Dave
279 * 313 9/19/98 4:33p Adam
280 * Changed default values for particle spew (used on Leech Cannon)
282 * 312 9/13/98 10:51p Dave
283 * Put in newfangled icons for mission simulator room. New mdisk.vp
284 * checksum and file length.
286 * 311 9/13/98 4:29p Andsager
287 * Maintain Weapon_info compataiblity with mission disk
289 * 310 9/13/98 4:26p Andsager
291 * 309 9/01/98 4:25p Dave
292 * Put in total (I think) backwards compatibility between mission disk
293 * freespace and non mission disk freespace, including pilot files and
294 * campaign savefiles.
296 * 308 8/28/98 3:29p Dave
297 * EMP effect done. AI effects may need some tweaking as required.
299 * 307 8/25/98 1:49p Dave
300 * First rev of EMP effect. Player side stuff basically done. Next comes
303 * 306 8/18/98 10:15a Dave
304 * Touchups on the corkscrew missiles. Added particle spewing weapons.
306 * 305 8/17/98 5:07p Dave
307 * First rev of corkscrewing missiles.
309 * 304 6/30/98 2:23p Dave
310 * Revised object update system. Removed updates for all weapons. Put
311 * button info back into control info packet.
313 * 303 6/22/98 8:36a Allender
314 * revamping of homing weapon system. don't send as object updates
317 * 302 5/24/98 2:25p Allender
318 * be sure that homing missiles die on client when lifeleft gets too
319 * negative (lost packets)
321 * 301 5/20/98 5:47p Sandeep
323 * 300 5/18/98 1:58a Mike
324 * Make Phoenix not be fired at fighters (but yes bombers).
325 * Improve positioning of ships in guard mode.
326 * Make turrets on player ship not fire near end of support ship docking.
334 #include "systemvars.h"
343 #include "floating.h"
345 #include "lighting.h"
349 #include "fireballs.h"
351 #include "hudtarget.h"
352 #include "freespace.h"
357 #include "multimsgs.h"
358 #include "linklist.h"
361 #include "cmeasure.h"
362 #include "shockwave.h"
364 #include "staticrand.h"
366 #include "multiutil.h"
370 #include "objcollide.h"
372 #include "particle.h"
373 #include "asteroid.h"
375 #include "multi_obj.h"
376 #include "corkscrew.h"
378 #include "localize.h"
380 #include "muzzleflash.h"
383 int Weapon_flyby_sound_enabled = 1;
384 DCF_BOOL( weapon_flyby, Weapon_flyby_sound_enabled )
387 static int Weapon_flyby_sound_timer;
389 weapon Weapons[MAX_WEAPONS];
390 weapon_info Weapon_info[MAX_WEAPON_TYPES];
392 #define MISSILE_OBJ_USED (1<<0) // flag used in missile_obj struct
393 #define MAX_MISSILE_OBJS MAX_WEAPONS // max number of missiles tracked in missile list
394 missile_obj Missile_objs[MAX_MISSILE_OBJS]; // array used to store missile object indexes
395 missile_obj Missile_obj_list; // head of linked list of missile_obj structs
398 // WEAPON EXPLOSION INFO
399 #define MAX_weapon_expl_lod 4
400 #define MAX_Weapon_expl_info 3
402 typedef struct weapon_expl_lod {
403 char filename[MAX_FILENAME_LEN];
409 typedef struct weapon_expl_info {
411 weapon_expl_lod lod[MAX_weapon_expl_lod];
414 weapon_expl_info Weapon_expl_info[MAX_Weapon_expl_info];
416 int Num_weapon_expl = 0;
418 int Num_weapon_types = 0;
421 int Weapons_inited = 0;
423 int laser_model_inner = -1;
424 int laser_model_outer = -1;
426 int missile_model = -1;
428 char *Weapon_names[MAX_WEAPON_TYPES];
430 int First_secondary_index = -1;
432 #define MAX_SPAWN_WEAPONS 10 // Up to 10 weapons can spawn weapons.
435 char Spawn_names[MAX_SPAWN_WEAPONS][NAME_LENGTH];
437 int Num_player_weapon_precedence; // Number of weapon types in Player_weapon_precedence
438 int Player_weapon_precedence[MAX_WEAPON_TYPES]; // Array of weapon types, precedence list for player weapon selection
440 // Used to avoid playing too many impact sounds in too short a time interval.
441 // This will elimate the odd "stereo" effect that occurs when two weapons impact at
442 // nearly the same time, like from a double laser (also saves sound channels!)
443 #define IMPACT_SOUND_DELTA 50 // in milliseconds
444 int Weapon_impact_timer; // timer, initalized at start of each mission
446 // energy suck defines
447 #define ESUCK_DEFAULT_WEAPON_REDUCE (10.0f)
448 #define ESUCK_DEFAULT_AFTERBURNER_REDUCE (10.0f)
450 // scale factor for supercaps taking damage from weapons which are not "supercap" weapons
451 #define SUPERCAP_DAMAGE_SCALE 0.25f
453 // scale factor for big ships getting hit by flak
454 #define FLAK_DAMAGE_SCALE 0.05f
456 extern int Max_allowed_player_homers[];
457 extern int compute_num_homing_objects(object *target_objp);
460 void parse_weapon_expl_tbl()
463 char base_filename[256] = "";
468 if ((rval = setjmp(parse_abort)) != 0) {
469 Error(LOCATION, "Unable to parse weapon_expl.tbl! Code = %i.\n", rval);
472 read_file_text(NOX("weapon_expl.tbl"));
477 required_string("#Start");
478 while (required_string_either("#End","$Name:")) {
479 Assert( Num_weapon_expl < MAX_Weapon_expl_info);
482 required_string("$Name:");
483 stuff_string(base_filename, F_NAME, NULL);
485 // # of lod levels - make sure old fireball.tbl is compatible
486 Weapon_expl_info[Num_weapon_expl].lod_count = 1;
487 if(optional_string("$LOD:")){
488 stuff_int(&Weapon_expl_info[Num_weapon_expl].lod_count);
491 // stuff default filename
492 strcpy(Weapon_expl_info[Num_weapon_expl].lod[0].filename, base_filename);
494 // stuff LOD level filenames
495 for(idx=1; idx<Weapon_expl_info[Num_weapon_expl].lod_count; idx++){
496 if(idx >= MAX_weapon_expl_lod){
500 sprintf(Weapon_expl_info[Num_weapon_expl].lod[idx].filename, "%s_%d", base_filename, idx);
505 required_string("#End");
507 // close localization
511 int get_weapon_expl_info_index(char *filename)
513 for (int i=0; i<MAX_Weapon_expl_info; i++) {
514 if ( stricmp(Weapon_expl_info[i].lod[0].filename, filename) == 0) {
521 // ----------------------------------------------------------------------
522 // missile_obj_list_init()
524 // Clear out the Missile_obj_list
526 void missile_obj_list_init()
530 list_init(&Missile_obj_list);
531 for ( i = 0; i < MAX_MISSILE_OBJS; i++ ) {
532 Missile_objs[i].flags = 0;
536 // ---------------------------------------------------
537 // missile_obj_list_add()
539 // Function to add a node from the Missile_obj_list. Only
540 // called from weapon_create()
541 int missile_obj_list_add(int objnum)
545 for ( i = 0; i < MAX_MISSILE_OBJS; i++ ) {
546 if ( !(Missile_objs[i].flags & MISSILE_OBJ_USED) )
549 if ( i == MAX_MISSILE_OBJS ) {
550 Error(LOCATION, "Fatal Error: Ran out of missile object nodes\n");
554 Missile_objs[i].flags = 0;
555 Missile_objs[i].objnum = objnum;
556 list_append(&Missile_obj_list, &Missile_objs[i]);
557 Missile_objs[i].flags |= MISSILE_OBJ_USED;
562 // ---------------------------------------------------
563 // missle_obj_list_remove()
565 // Function to remove a node from the Missile_obj_list. Only
566 // called from weapon_delete()
567 void missle_obj_list_remove(int index)
569 Assert(index >= 0 && index < MAX_MISSILE_OBJS);
570 list_remove(&Missile_obj_list, &Missile_objs[index]);
571 Missile_objs[index].flags = 0;
574 // ---------------------------------------------------
575 // missile_obj_list_rebuild()
577 // Called by the save/restore code to rebuild Missile_obj_list
579 void missile_obj_list_rebuild()
583 missile_obj_list_init();
585 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
586 if ( objp->type == OBJ_WEAPON && Weapon_info[Weapons[objp->instance].weapon_info_index].subtype == WP_MISSILE ) {
587 Weapons[objp->instance].missile_list_index = missile_obj_list_add(OBJ_INDEX(objp));
592 // If this is a player countermeasure, let the player know he evaded a missile
593 void weapon_maybe_alert_cmeasure_success(object *objp)
595 if ( objp->type == OBJ_CMEASURE ) {
597 cmp = &Cmeasures[objp->instance];
598 if ( cmp->source_objnum == OBJ_INDEX(Player_obj) ) {
599 hud_start_text_flash(XSTR("Evaded", 1430), 800);
600 snd_play(&Snds[SND_MISSILE_EVADED_POPUP]);
601 } else if ( Objects[cmp->source_objnum].flags & OF_PLAYER_SHIP ) {
602 send_countermeasure_success_packet( cmp->source_objnum );
607 // ---------------------------------------------------
608 // missile_obj_return_address()
610 // Called externally to generate an address from an index into
611 // the Missile_objs[] array
613 missile_obj *missile_obj_return_address(int index)
615 Assert(index >= 0 && index < MAX_MISSILE_OBJS);
616 return &Missile_objs[index];
619 // Return the index of Weapon_info[].name that is *name.
620 int weapon_info_lookup(char *name)
624 for (i=0; i<Num_weapon_types; i++)
625 if (!stricmp(name, Weapon_info[i].name))
631 #define DEFAULT_WEAPON_SPAWN_COUNT 10
633 // Parse the weapon flags.
634 void parse_wi_flags(weapon_info *weaponp)
636 char weapon_strings[MAX_WEAPON_FLAGS][NAME_LENGTH];
639 required_string("$Flags:");
641 num_strings = stuff_string_list(weapon_strings, MAX_WEAPON_FLAGS);
643 for (int i=0; i<num_strings; i++) {
644 if (!stricmp(NOX("Electronics"), weapon_strings[i]))
645 weaponp->wi_flags |= WIF_ELECTRONICS;
646 else if (!strnicmp(NOX("Spawn"), weapon_strings[i], 5)) {
647 if (weaponp->spawn_type == -1) {
648 int skip_length, name_length;
651 temp_string = weapon_strings[i];
653 weaponp->wi_flags |= WIF_SPAWN;
654 weaponp->spawn_type = (short)Num_spawn_types;
655 skip_length = strlen(NOX("Spawn")) + strspn(&temp_string[strlen(NOX("Spawn"))], NOX(" \t"));
656 char *num_start = strchr(&temp_string[skip_length], ',');
657 if (num_start == NULL) {
658 weaponp->spawn_count = DEFAULT_WEAPON_SPAWN_COUNT;
661 weaponp->spawn_count = (short)atoi(num_start+1);
662 name_length = num_start - temp_string - skip_length;
665 strncpy(Spawn_names[Num_spawn_types++], &(weapon_strings[i][skip_length]), name_length);
666 Assert(Num_spawn_types < MAX_SPAWN_WEAPONS);
668 Warning(LOCATION, "Illegal to have two spawn types for one weapon.\n"
669 "Ignoring weapon %s", weapon_strings[i]);
670 } else if (!stricmp(NOX("Remote Detonate"), weapon_strings[i]))
671 weaponp->wi_flags |= WIF_REMOTE;
672 else if (!stricmp(NOX("Puncture"), weapon_strings[i]))
673 weaponp->wi_flags |= WIF_PUNCTURE;
674 else if (!stricmp(NOX("Big Ship"), weapon_strings[i]))
675 weaponp->wi_flags |= WIF_BIG_ONLY;
676 else if (!stricmp(NOX("Huge"), weapon_strings[i]))
677 weaponp->wi_flags |= WIF_HUGE;
678 else if (!stricmp(NOX("Bomber+"), weapon_strings[i]))
679 weaponp->wi_flags |= WIF_BOMBER_PLUS;
680 else if (!stricmp(NOX("child"), weapon_strings[i]))
681 weaponp->wi_flags |= WIF_CHILD;
682 else if (!stricmp(NOX("Bomb"), weapon_strings[i]))
683 weaponp->wi_flags |= WIF_BOMB;
684 else if (!stricmp(NOX("No Dumbfire"), weapon_strings[i]))
685 weaponp->wi_flags |= WIF_NO_DUMBFIRE;
686 else if (!stricmp(NOX("In tech database"), weapon_strings[i]))
687 weaponp->wi_flags |= WIF_IN_TECH_DATABASE;
688 else if (!stricmp(NOX("Player allowed"), weapon_strings[i]))
689 weaponp->wi_flags |= WIF_PLAYER_ALLOWED;
690 else if (!stricmp(NOX("Particle Spew"), weapon_strings[i]))
691 weaponp->wi_flags |= WIF_PARTICLE_SPEW;
692 else if (!stricmp(NOX("EMP"), weapon_strings[i]))
693 weaponp->wi_flags |= WIF_EMP;
694 else if (!stricmp(NOX("Esuck"), weapon_strings[i]))
695 weaponp->wi_flags |= WIF_ENERGY_SUCK;
696 else if (!stricmp(NOX("Flak"), weapon_strings[i]))
697 weaponp->wi_flags |= WIF_FLAK;
698 else if (!stricmp(NOX("Corkscrew"), weapon_strings[i]))
699 weaponp->wi_flags |= WIF_CORKSCREW;
700 else if (!stricmp(NOX("Shudder"), weapon_strings[i]))
701 weaponp->wi_flags |= WIF_SHUDDER;
702 else if (!stricmp(NOX("lockarm"), weapon_strings[i]))
703 weaponp->wi_flags |= WIF_LOCKARM;
704 else if (!stricmp(NOX("beam"), weapon_strings[i]))
705 weaponp->wi_flags |= WIF_BEAM;
706 else if (!stricmp(NOX("stream"), weapon_strings[i]))
707 weaponp->wi_flags |= WIF_STREAM;
708 else if (!stricmp(NOX("supercap"), weapon_strings[i]))
709 weaponp->wi_flags |= WIF_SUPERCAP;
711 Warning(LOCATION, "Bogus string in weapon flags: %s\n", weapon_strings[i]);
714 // SWARM, CORKSCREW and FLAK should be mutually exclusive
715 if(weaponp->wi_flags & WIF_FLAK){
716 Assert(!(weaponp->wi_flags & WIF_CORKSCREW) && !(weaponp->wi_flags & WIF_SWARM));
718 if(weaponp->wi_flags & WIF_CORKSCREW){
719 Assert(!(weaponp->wi_flags & WIF_FLAK) && !(weaponp->wi_flags & WIF_SWARM));
721 if(weaponp->wi_flags & WIF_SWARM){
722 Assert(!(weaponp->wi_flags & WIF_CORKSCREW) && !(weaponp->wi_flags & WIF_FLAK));
725 // make sure flak guns are only placed on turrets
726 if(weaponp->wi_flags & WIF_FLAK){
727 Assert(weaponp->wi_flags & WIF_BIG_ONLY);
731 // function to parse the information for a specific weapon type.
732 // return 0 if successful, otherwise return -1
733 #define WEAPONS_MULTITEXT_LENGTH 2048
737 char buf[WEAPONS_MULTITEXT_LENGTH];
739 char fname[255] = "";
742 wip = &Weapon_info[Num_weapon_types];
746 required_string("$Name:");
747 stuff_string(wip->name, F_NAME, NULL);
748 diag_printf ("Weapon name -- %s\n", wip->name);
750 // AL 28-3-98: If this is a demo build, we only want to parse weapons that are preceded with
752 #ifdef DEMO // not needed FS2_DEMO (separate table file)
753 if ( wip->name[0] != '@' ) {
754 // advance to next weapon, and return -1
756 if ( skip_to_start_of_strings("$Name:", "#End") != 1 ) {
763 if ( wip->name[0] == '@' ) {
764 char old_name[NAME_LENGTH];
765 strcpy(old_name, wip->name);
766 strcpy(wip->name, old_name+1);
770 if (optional_string("+Title:")) {
771 stuff_string(wip->title, F_NAME, NULL, WEAPON_TITLE_LEN);
775 if (optional_string("+Description:")) {
776 stuff_string(buf, F_MULTITEXT, NULL);
777 wip->desc = strdup(buf);
780 wip->tech_title[0] = 0;
781 if (optional_string("+Tech Title:")) {
782 stuff_string(wip->tech_title, F_NAME, NULL, NAME_LENGTH);
785 wip->tech_anim_filename[0] = 0;
786 if (optional_string("+Tech Anim:")) {
787 stuff_string(wip->tech_anim_filename, F_NAME, NULL, NAME_LENGTH);
790 wip->tech_desc = NULL;
791 if (optional_string("+Tech Description:")) {
792 stuff_string(buf, F_MULTITEXT, NULL, WEAPONS_MULTITEXT_LENGTH);
793 wip->tech_desc = strdup(buf);
796 // Read the model file. It can be a POF file or none.
797 // If there is no model file (Model file: = "none") then we use our special
798 // laser renderer which requires inner, middle and outer information.
799 required_string("$Model file:");
800 stuff_string(wip->pofbitmap_name, F_NAME, NULL);
801 diag_printf ("Model pof file -- %s\n", wip->pofbitmap_name );
802 if ( stricmp(wip->pofbitmap_name, NOX("none")) ) {
804 wip->render_type = WRT_POF;
805 wip->laser_bitmap = -1;
807 // No POF or AVI file specified, render as special laser type.
810 wip->render_type = WRT_LASER;
813 // laser bitmap itself
814 required_string("@Laser Bitmap:");
815 stuff_string(wip->pofbitmap_name, F_NAME, NULL);
816 wip->laser_bitmap = -1;
818 wip->laser_bitmap = bm_load( wip->pofbitmap_name );
821 // optional laser glow
822 wip->laser_glow_bitmap = -1;
823 if(optional_string("@Laser Glow:")){
824 stuff_string(fname, F_NAME, NULL);
826 wip->laser_glow_bitmap = bm_load( fname );
828 // might as well lock it down as an aabitmap now
829 if(wip->laser_glow_bitmap >= 0){
830 bm_lock(wip->laser_glow_bitmap, 8, BMP_AABITMAP);
831 bm_unlock(wip->laser_glow_bitmap);
836 required_string("@Laser Color:");
837 stuff_byte(&r); stuff_byte(&g); stuff_byte(&b);
838 gr_init_color( &wip->laser_color_1, r, g, b );
840 // optional string for cycling laser colors
841 gr_init_color(&wip->laser_color_2, 0, 0, 0);
842 if(optional_string("@Laser Color2:")){
843 stuff_byte(&r); stuff_byte(&g); stuff_byte(&b);
844 gr_init_color( &wip->laser_color_2, r, g, b );
847 required_string("@Laser Length:");
848 stuff_float(&wip->laser_length);
850 required_string("@Laser Head Radius:");
851 stuff_float(&wip->laser_head_radius);
853 required_string("@Laser Tail Radius:");
854 stuff_float(&wip->laser_tail_radius );
857 required_string("$Mass:");
858 stuff_float( &(wip->mass) );
859 diag_printf ("Weapon mass -- %7.3f\n", wip->mass);
861 required_string("$Velocity:");
862 stuff_float( &(wip->max_speed) );
863 diag_printf ("Weapon mass -- %7.3f\n", wip->max_speed);
865 required_string("$Fire Wait:");
866 stuff_float( &(wip->fire_wait) );
867 diag_printf ("Weapon fire wait -- %7.3f\n", wip->fire_wait);
869 required_string("$Damage:");
870 stuff_float(&wip->damage);
872 // secondary weapons require these values
873 if (First_secondary_index != -1) {
874 required_string("$Blast Force:");
875 stuff_float( &(wip->blast_force) );
876 diag_printf ("Weapon blast force -- %7.3f\n", wip->blast_force);
878 required_string("$Inner Radius:");
879 stuff_float( &(wip->inner_radius) );
880 if ( wip->inner_radius != 0 ) {
881 wip->wi_flags |= WIF_AREA_EFFECT;
883 diag_printf ("Weapon inner blast radius -- %7.3f\n", wip->inner_radius);
885 required_string("$Outer Radius:");
886 stuff_float( &(wip->outer_radius) );
887 if ( wip->outer_radius != 0 ) {
888 wip->wi_flags |= WIF_AREA_EFFECT;
890 diag_printf ("Weapon outer blast radius -- %7.3f\n", wip->outer_radius);
892 required_string("$Shockwave Speed:");
893 stuff_float( &(wip->shockwave_speed) );
894 if ( wip->shockwave_speed != 0 ) {
895 wip->wi_flags |= WIF_SHOCKWAVE;
897 diag_printf ("Shockwave speed -- %7.3f\n", wip->shockwave_speed);
899 // for primary weapons they're optional
901 if(optional_string("$Blast Force:")){
902 stuff_float( &(wip->blast_force) );
903 diag_printf ("Weapon blast force -- %7.3f\n", wip->blast_force);
906 if(optional_string("$Inner Radius:")){
907 stuff_float( &(wip->inner_radius) );
908 if ( wip->inner_radius != 0 ) {
909 wip->wi_flags |= WIF_AREA_EFFECT;
911 diag_printf ("Weapon inner blast radius -- %7.3f\n", wip->inner_radius);
914 if(optional_string("$Outer Radius:")){
915 stuff_float( &(wip->outer_radius) );
916 if ( wip->outer_radius != 0 ) {
917 wip->wi_flags |= WIF_AREA_EFFECT;
919 diag_printf ("Weapon outer blast radius -- %7.3f\n", wip->outer_radius);
922 if(optional_string("$Shockwave Speed:")){
923 stuff_float( &(wip->shockwave_speed) );
924 if ( wip->shockwave_speed != 0 ) {
925 wip->wi_flags |= WIF_SHOCKWAVE;
927 diag_printf ("Shockwave speed -- %7.3f\n", wip->shockwave_speed);
931 required_string("$Armor Factor:");
932 stuff_float(&wip->armor_factor);
934 required_string("$Shield Factor:");
935 stuff_float(&wip->shield_factor);
937 required_string("$Subsystem Factor:");
938 stuff_float(&wip->subsystem_factor);
940 required_string("$Lifetime:");
941 stuff_float(&wip->lifetime);
943 required_string("$Energy Consumed:");
944 stuff_float(&wip->energy_consumed);
946 required_string("$Cargo Size:");
947 stuff_float(&wip->cargo_size);
950 required_string("$Homing:");
951 stuff_boolean(&is_homing);
953 if (is_homing == 1) {
956 // the following five items only need to be recorded if the weapon is a homing weapon
957 required_string("+Type:");
958 stuff_string(temp_type, F_NAME, NULL);
960 if (!stricmp(temp_type, NOX("HEAT"))) {
961 float view_cone_angle;
963 wip->wi_flags |= WIF_HOMING_HEAT | WIF_TURNS;
965 required_string("+Turn Time:");
966 stuff_float(&wip->turn_time);
968 required_string("+View Cone:");
969 stuff_float(&view_cone_angle);
971 wip->fov = (float)cos((float)(ANG_TO_RAD(view_cone_angle/2.0f)));
973 } else if (!stricmp(temp_type, NOX("ASPECT"))) {
974 wip->wi_flags |= WIF_HOMING_ASPECT | WIF_TURNS;
976 required_string("+Turn Time:");
977 stuff_float(&wip->turn_time);
979 required_string("+Min Lock Time:"); // minimum time (in seconds) to achieve lock
980 stuff_float(&wip->min_lock_time);
982 required_string("+Lock Pixels/Sec:"); // pixels/sec moved while locking
983 stuff_int(&wip->lock_pixels_per_sec);
985 required_string("+Catch-up Pixels/Sec:"); // pixels/sec moved while catching-up for a lock
986 stuff_int(&wip->catchup_pixels_per_sec);
988 required_string("+Catch-up Penalty:"); // number of extra pixels to move while locking as a penalty for catching up for a lock
989 stuff_int(&wip->catchup_pixel_penalty);
991 Error(LOCATION, "Illegal homing type = %s.\nMust be HEAT or ASPECT.\n", temp_type);
997 wip->swarm_count = -1;
998 if(optional_string("$Swarm:")){
999 wip->swarm_count = SWARM_DEFAULT_NUM_MISSILES_FIRED;
1000 stuff_int(&s_count);
1001 wip->swarm_count = (short)s_count;
1003 // flag as being a swarm weapon
1004 wip->wi_flags |= WIF_SWARM;
1007 required_string("$LaunchSnd:");
1008 stuff_int(&wip->launch_snd);
1010 required_string("$ImpactSnd:");
1011 stuff_int(&wip->impact_snd);
1013 if (First_secondary_index != -1) {
1014 required_string("$FlyBySnd:");
1015 stuff_int(&wip->flyby_snd);
1018 // Secondary weapons are required to have a rearm rate.
1019 if (First_secondary_index != -1) {
1020 required_string( "$Rearm Rate:");
1021 stuff_float( &wip->rearm_rate );
1022 if (wip->rearm_rate > 0.1f)
1023 wip->rearm_rate = 1.0f/wip->rearm_rate;
1025 wip->rearm_rate = 1.0f;
1028 wip->weapon_range = 999999999.9f;
1029 if (optional_string("+Weapon Range:")) {
1030 stuff_float(&wip->weapon_range);
1033 wip->spawn_type = -1;
1034 parse_wi_flags(wip);
1036 char trail_name[MAX_FILENAME_LEN] = "";
1037 trail_info *ti = &wip->tr_info;
1038 memset(ti, 0, sizeof(trail_info));
1039 if(optional_string("$Trail:")){
1040 wip->wi_flags |= WIF_TRAIL; // missile leaves a trail
1042 required_string("+Start Width:");
1043 stuff_float(&ti->w_start);
1045 required_string("+End Width:");
1046 stuff_float(&ti->w_end);
1048 required_string("+Start Alpha:");
1049 stuff_float(&ti->a_start);
1051 required_string("+End Alpha:");
1052 stuff_float(&ti->a_end);
1054 required_string("+Max Life:");
1055 stuff_float(&ti->max_life);
1057 ti->stamp = fl2i(1000.0f*ti->max_life)/(NUM_TRAIL_SECTIONS+1);
1059 required_string("+Bitmap:");
1060 stuff_string(trail_name, F_NAME, NULL);
1061 ti->bitmap = bm_load(trail_name);
1062 // wip->delta_time = fl2i(1000.0f*wip->max_life)/(NUM_TRAIL_SECTIONS+1); // time between sections. max_life / num_sections basically.
1065 // read in filename for icon that is used in weapons selection
1066 wip->icon_filename[0] = 0;
1067 if ( optional_string("$Icon:") ) {
1068 stuff_string(wip->icon_filename, F_NAME, NULL);
1071 // read in filename for animation that is used in weapons selection
1072 wip->anim_filename[0] = 0;
1073 if ( optional_string("$Anim:") ) {
1074 stuff_string(wip->anim_filename, F_NAME, NULL);
1077 wip->impact_weapon_expl_index = -1;
1078 if ( optional_string("$Impact Explosion:") ) {
1079 char impact_ani_file[FILESPEC_LENGTH];
1080 stuff_string(impact_ani_file, F_NAME, NULL);
1081 if ( stricmp(impact_ani_file,NOX("none"))) {
1082 wip->impact_weapon_expl_index = get_weapon_expl_info_index(impact_ani_file);
1083 //int num_frames, fps;
1084 //wip->impact_explosion_ani = bm_load_animation( impact_ani_file, &num_frames, &fps, 1 );
1086 required_string("$Impact Explosion Radius:");
1087 stuff_float(&wip->impact_explosion_radius);
1092 char mflash_string[255] = "";
1093 wip->muzzle_flash = -1;
1094 if( optional_string("$Muzzleflash:") ){
1095 stuff_string(mflash_string, F_NAME, NULL);
1098 wip->muzzle_flash = mflash_lookup(mflash_string);
1100 if(wip->muzzle_flash >= 0){
1101 wip->wi_flags |= WIF_MFLASH;
1105 // EMP optional stuff (if WIF_EMP is not set, none of this matters, anyway)
1106 if( optional_string("$EMP Intensity:") ){
1107 stuff_float(&wip->emp_intensity);
1109 wip->emp_intensity = EMP_DEFAULT_INTENSITY;
1111 if( optional_string("$EMP Time:") ){
1112 stuff_float(&wip->emp_time);
1114 wip->emp_intensity = EMP_DEFAULT_TIME;
1117 // Energy suck optional stuff (if WIF_ENERGY_SUCK is not set, none of this matters anyway)
1118 if( optional_string("$Leech Weapon:") ){
1119 stuff_float(&wip->weapon_reduce);
1121 wip->weapon_reduce = ESUCK_DEFAULT_WEAPON_REDUCE;
1123 if( optional_string("$Leech Afterburner:") ){
1124 stuff_float(&wip->afterburner_reduce);
1126 wip->afterburner_reduce = ESUCK_DEFAULT_AFTERBURNER_REDUCE;
1129 // beam weapon optional stuff
1130 wip->b_info.beam_type = -1;
1131 wip->b_info.beam_life = -1.0f;
1132 wip->b_info.beam_warmup = -1;
1133 wip->b_info.beam_warmdown = -1;
1134 wip->b_info.beam_muzzle_radius = 0.0f;
1135 wip->b_info.beam_particle_count = -1;
1136 wip->b_info.beam_particle_radius = 0.0f;
1137 wip->b_info.beam_particle_angle = 0.0f;
1138 wip->b_info.beam_particle_ani = -1;
1139 wip->b_info.beam_loop_sound = -1;
1140 wip->b_info.beam_warmup_sound = -1;
1141 wip->b_info.beam_warmdown_sound = -1;
1142 wip->b_info.beam_num_sections = 0;
1143 wip->b_info.beam_glow_bitmap = -1;
1144 wip->b_info.beam_shots = 0;
1145 wip->b_info.beam_shrink_factor = 0.0f;
1146 wip->b_info.beam_shrink_pct = 0.0f;
1147 if( optional_string("$BeamInfo:")){
1149 required_string("+Type:");
1150 stuff_int(&wip->b_info.beam_type);
1152 // how long it lasts
1153 required_string("+Life:");
1154 stuff_float(&wip->b_info.beam_life);
1157 required_string("+Warmup:");
1158 stuff_int(&wip->b_info.beam_warmup);
1161 required_string("+Warmdown:");
1162 stuff_int(&wip->b_info.beam_warmdown);
1164 // muzzle glow radius
1165 required_string("+Radius:");
1166 stuff_float(&wip->b_info.beam_muzzle_radius);
1168 // particle spew count
1169 required_string("+PCount:");
1170 stuff_int(&wip->b_info.beam_particle_count);
1173 required_string("+PRadius:");
1174 stuff_float(&wip->b_info.beam_particle_radius);
1176 // angle off turret normal
1177 required_string("+PAngle:");
1178 stuff_float(&wip->b_info.beam_particle_angle);
1180 // particle bitmap/ani
1181 required_string("+PAni:");
1182 stuff_string(fname, F_NAME, NULL);
1184 int num_frames, fps;
1185 wip->b_info.beam_particle_ani = bm_load_animation(fname, &num_frames, &fps, 1);
1189 required_string("+Miss Factor:");
1190 for(idx=0; idx<NUM_SKILL_LEVELS; idx++){
1191 wip->b_info.beam_miss_factor[idx] = 0.00001f;
1192 stuff_float(&wip->b_info.beam_miss_factor[idx]);
1196 required_string("+BeamSound:");
1197 stuff_int(&wip->b_info.beam_loop_sound);
1200 required_string("+WarmupSound:");
1201 stuff_int(&wip->b_info.beam_warmup_sound);
1204 required_string("+WarmdownSound:");
1205 stuff_int(&wip->b_info.beam_warmdown_sound);
1208 required_string("+Muzzleglow:");
1209 stuff_string(fname, F_NAME, NULL);
1211 wip->b_info.beam_glow_bitmap = bm_load(fname);
1214 // # of shots (only used for type D beams)
1215 required_string("+Shots:");
1216 stuff_int(&wip->b_info.beam_shots);
1219 required_string("+ShrinkFactor:");
1220 stuff_float(&wip->b_info.beam_shrink_factor);
1221 required_string("+ShrinkPct:");
1222 stuff_float(&wip->b_info.beam_shrink_pct);
1225 while( optional_string("$Section:") ){
1226 beam_weapon_section_info i;
1227 char tex_name[255] = "";
1230 required_string("+Width:");
1231 stuff_float(&i.width);
1234 required_string("+Texture:");
1235 stuff_string(tex_name, F_NAME, NULL);
1238 i.texture = bm_load(tex_name);
1240 bm_lock(i.texture, 16, BMP_TEX_OTHER);
1241 bm_unlock(i.texture);
1246 required_string("+RGBA Inner:");
1247 stuff_byte(&i.rgba_inner[0]);
1248 stuff_byte(&i.rgba_inner[1]);
1249 stuff_byte(&i.rgba_inner[2]);
1250 stuff_byte(&i.rgba_inner[3]);
1253 required_string("+RGBA Outer:");
1254 stuff_byte(&i.rgba_outer[0]);
1255 stuff_byte(&i.rgba_outer[1]);
1256 stuff_byte(&i.rgba_outer[2]);
1257 stuff_byte(&i.rgba_outer[3]);
1260 required_string("+Flicker:");
1261 stuff_float(&i.flicker);
1264 required_string("+Zadd:");
1265 stuff_float(&i.z_add);
1268 if(wip->b_info.beam_num_sections < MAX_BEAM_SECTIONS - 1){
1269 wip->b_info.sections[wip->b_info.beam_num_sections++] = i;
1274 // tag weapon optional stuff
1275 wip->tag_level = -1;
1276 wip->tag_time = -1.0f;
1277 if( optional_string("$Tag:")){
1278 stuff_int(&wip->tag_level);
1279 stuff_float(&wip->tag_time);
1280 wip->wi_flags |= WIF_TAG;
1286 // function to parse the information for a specific ship type.
1287 void parse_cmeasure()
1289 cmeasure_info *cmeasurep;
1291 cmeasurep = &Cmeasure_info[Num_cmeasure_types];
1293 required_string("$Name:");
1294 stuff_string(cmeasurep->cmeasure_name, F_NAME, NULL);
1297 $Velocity: 20.0 ;; speed relative to ship, rear-fired until POF info added, MK, 5/22/97
1299 $Lifetime Min: 1.0 ;; Minimum lifetime
1300 $Lifetime Max: 2.0 ;; Maximum lifetime. Actual lifetime is rand(min..max).
1301 $LaunchSnd: counter_1.wav, .8, 10, 300 ;; countermeasure 1 fired (sound is 3d)
1304 required_string("$Velocity:");
1305 stuff_float( &(cmeasurep->max_speed) );
1307 required_string("$Fire Wait:");
1308 stuff_float( &(cmeasurep->fire_wait) );
1310 required_string("$Lifetime Min:");
1311 stuff_float(&cmeasurep->life_min);
1313 required_string("$Lifetime Max:");
1314 stuff_float(&cmeasurep->life_max);
1316 required_string("$LaunchSnd:");
1317 stuff_int(&cmeasurep->launch_sound);
1319 required_string("$Model:");
1320 stuff_string(cmeasurep->pof_name, F_NAME, NULL);
1321 cmeasurep->model_num = -1;
1325 // For all weapons that spawn weapons, given an index at weaponp->spawn_type,
1326 // convert the strings in Spawn_names to indices in the Weapon_types array.
1327 void translate_spawn_types()
1331 for (i=0; i<Num_weapon_types; i++)
1332 if (Weapon_info[i].spawn_type != -1) {
1333 int spawn_type = Weapon_info[i].spawn_type;
1335 for (j=0; j<Num_weapon_types; j++)
1336 if (!stricmp(Spawn_names[spawn_type], Weapon_info[j].name)) {
1337 Weapon_info[i].spawn_type = (short)j;
1339 Warning(LOCATION, "Weapon %s spawns itself. Infinite recursion?\n", Weapon_info[i].name);
1345 void parse_weaponstbl()
1347 // open localization
1350 read_file_text("weapons.tbl");
1353 Num_weapon_types = 0;
1354 First_secondary_index = -1;
1355 Num_spawn_types = 0;
1357 required_string("#Primary Weapons");
1358 while (required_string_either("#End", "$Name:")) {
1359 Assert( Num_weapon_types < MAX_WEAPON_TYPES );
1360 // AL 28-3-98: If parse_weapon() fails, try next .tbl weapon
1361 if ( parse_weapon() ) {
1364 Weapon_info[Num_weapon_types].subtype = WP_LASER;
1367 required_string("#End");
1369 required_string("#Secondary Weapons");
1370 First_secondary_index = Num_weapon_types;
1371 while (required_string_either("#End", "$Name:")) {
1372 Assert( Num_weapon_types < MAX_WEAPON_TYPES );
1373 // AL 28-3-98: If parse_weapon() fails, try next .tbl weapon
1374 if ( parse_weapon() ) {
1377 Weapon_info[Num_weapon_types].subtype = WP_MISSILE;
1380 required_string("#End");
1382 required_string("#Beam Weapons");
1383 while (required_string_either("#End", "$Name:")) {
1384 Assert( Num_weapon_types < MAX_WEAPON_TYPES );
1385 // AL 28-3-98: If parse_weapon() fails, try next .tbl weapon
1386 if ( parse_weapon() ) {
1389 Weapon_info[Num_weapon_types].subtype = WP_BEAM;
1392 required_string("#End");
1394 required_string("#Countermeasures");
1395 while (required_string_either("#End", "$Name:")) {
1396 Assert( Num_cmeasure_types < MAX_CMEASURE_TYPES );
1398 Num_cmeasure_types++;
1401 required_string("#End");
1403 // Read in a list of weapon_info indicies that are an ordering of the player weapon precedence.
1404 // This list is used to select an alternate weapon when a particular weapon is not available
1405 // during weapon selection.
1406 required_string("$Player Weapon Precedence:");
1407 Num_player_weapon_precedence = stuff_int_list(Player_weapon_precedence, MAX_WEAPON_TYPES, WEAPON_LIST_TYPE);
1409 translate_spawn_types();
1411 // close localization
1415 void create_weapon_names()
1419 for (i=0; i<Num_weapon_types; i++)
1420 Weapon_names[i] = Weapon_info[i].name;
1423 // This will get called once at game startup
1428 if ( !Weapons_inited ) {
1430 // parse weapon_exp.tbl
1431 parse_weapon_expl_tbl();
1433 // parse weapons.tbl
1434 if ((rval = setjmp(parse_abort)) != 0) {
1435 Error(LOCATION, "Error parsing 'weapons.tbl'\r\nError code = %i.\r\n", rval);
1438 create_weapon_names();
1443 weapon_level_init();
1447 // This will get called at the start of each level.
1448 void weapon_level_init()
1452 // Reset everything between levels
1454 for (i=0; i<MAX_WEAPONS; i++) {
1455 Weapons[i].objnum = -1;
1456 Weapons[i].weapon_info_index = -1;
1459 trail_level_init(); // reset all missile trails
1462 missile_obj_list_init();
1464 cscrew_level_init();
1469 Weapon_flyby_sound_timer = timestamp(0);
1470 Weapon_impact_timer = 1; // inited each level, used to reduce impact sounds
1473 MONITOR( NumWeaponsRend );
1475 float weapon_glow_scale_f = 2.3f;
1476 float weapon_glow_scale_r = 2.3f;
1477 float weapon_glow_scale_l = 1.5f;
1478 float weapon_glow_alpha_d3d = 0.85f;
1479 float weapon_glow_alpha_glide = 0.99f;
1480 void weapon_render(object *obj)
1487 MONITOR_INC(NumWeaponsRend, 1);
1489 Assert(obj->type == OBJ_WEAPON);
1491 num = obj->instance;
1493 wip = &Weapon_info[Weapons[num].weapon_info_index];
1495 switch (wip->render_type) {
1497 // turn off fogging for good measure
1498 gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0);
1500 if (wip->laser_bitmap >= 0) {
1501 gr_set_color_fast(&wip->laser_color_1);
1502 gr_set_bitmap(wip->laser_bitmap, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 0.99999f);
1505 vm_vec_scale_add(&headp, &obj->pos, &obj->orient.fvec, wip->laser_length);
1506 wp->weapon_flags &= ~WF_CONSIDER_FOR_FLYBY_SOUND;
1507 if ( g3_draw_laser(&headp, wip->laser_head_radius, &obj->pos, wip->laser_tail_radius) ) {
1508 wp->weapon_flags |= WF_CONSIDER_FOR_FLYBY_SOUND;
1512 // maybe draw laser glow bitmap
1513 if(wip->laser_glow_bitmap >= 0){
1514 // get the laser color
1515 weapon_get_laser_color(&c, obj);
1518 vm_vec_scale_add(&headp2, &obj->pos, &obj->orient.fvec, wip->laser_length * weapon_glow_scale_l);
1519 gr_set_bitmap(wip->laser_glow_bitmap, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, gr_screen.mode == GR_DIRECT3D ? weapon_glow_alpha_d3d : weapon_glow_alpha_glide);
1520 g3_draw_laser_rgb(&headp2, wip->laser_head_radius * weapon_glow_scale_f, &obj->pos, wip->laser_tail_radius * weapon_glow_scale_r, c.red, c.green, c.blue);
1526 uint render_flags = MR_NORMAL|MR_IS_MISSILE|MR_NO_LIGHTING;
1528 model_clear_instance(wip->model_num);
1530 if ( (wip->wi_flags & WIF_THRUSTER) && (wp->thruster_bitmap > -1) ) {
1533 // Add noise to thruster geometry.
1534 //ft = obj->phys_info.forward_thrust;
1535 ft = 1.0f; // Always use 1.0f for missiles
1536 ft *= (1.0f + frand()/5.0f - 1.0f/10.0f);
1540 model_set_thrust( wip->model_num, ft, wp->thruster_bitmap, wp->thruster_glow_bitmap, wp->thruster_glow_noise);
1541 render_flags |= MR_SHOW_THRUSTERS;
1544 model_render(wip->model_num, &obj->orient, &obj->pos, render_flags);
1546 // render a missile plume as well
1548 static int plume = -1;
1549 extern float Interp_thrust_twist;
1550 extern float Interp_thrust_twist2;
1552 plume = model_load("plume01.pof", -1, NULL);
1555 Interp_thrust_twist = tw;
1556 Interp_thrust_twist2 = tw2;
1557 model_set_alpha(plume_alpha);
1558 model_render(plume, &obj->orient, &obj->pos, MR_ALL_XPARENT);
1559 Interp_thrust_twist = -1.0f;
1560 Interp_thrust_twist2 = -1.0f;
1567 Warning(LOCATION, "Unknown weapon rendering type = %i\n", wip->render_type);
1571 void weapon_delete(object *obj)
1576 num = obj->instance;
1578 Assert( Weapons[num].objnum == OBJ_INDEX(obj));
1581 Assert(wp->weapon_info_index >= 0);
1582 wp->weapon_info_index = -1;
1583 if (wp->swarm_index >= 0) {
1584 swarm_delete(wp->swarm_index);
1585 wp->swarm_index = -1;
1588 if(wp->cscrew_index >= 0) {
1589 cscrew_delete(wp->cscrew_index);
1590 wp->cscrew_index = -1;
1593 if (wp->missile_list_index >= 0) {
1594 missle_obj_list_remove(wp->missile_list_index);
1595 wp->missile_list_index = -1;
1598 if (wp->flak_index >= 0){
1599 flak_delete(wp->flak_index);
1600 wp->flak_index = -1;
1603 if (wp->trail_num > -1) {
1604 trail_object_died(wp->trail_num);
1609 Assert(Num_weapons >= 0);
1612 // Check if missile is newly locked onto the Player, maybe play a launch warning
1613 void weapon_maybe_play_warning(weapon *wp)
1615 if ( wp->homing_object == Player_obj ) {
1616 if ( !(wp->weapon_flags & WF_LOCK_WARNING_PLAYED) ) {
1617 wp->weapon_flags |= WF_LOCK_WARNING_PLAYED;
1618 if ( Weapon_info[wp->weapon_info_index].wi_flags & WIF_HOMING_HEAT ) {
1619 snd_play(&Snds[SND_HEATLOCK_WARN]);
1621 Assert(Weapon_info[wp->weapon_info_index].wi_flags & WIF_HOMING_ASPECT);
1622 snd_play(&Snds[SND_ASPECTLOCK_WARN]);
1628 #define CMEASURE_DETONATE_DISTANCE 40.0f
1630 // Detonate all missiles near this countermeasure.
1631 void detonate_nearby_missiles(cmeasure *cmp)
1634 vector cmeasure_pos;
1636 cmeasure_pos = Objects[cmp->objnum].pos;
1638 mop = GET_FIRST(&Missile_obj_list);
1639 while(mop != END_OF_LIST(&Missile_obj_list)) {
1643 objp = &Objects[mop->objnum];
1644 wp = &Weapons[objp->instance];
1646 if (wp->team != cmp->team) {
1647 if ( Missiontime - wp->creation_time > F1_0/2) {
1648 if (vm_vec_dist_quick(&cmeasure_pos, &objp->pos) < CMEASURE_DETONATE_DISTANCE) {
1649 if (wp->lifeleft > 0.2f) {
1650 //nprintf(("Jim", "Frame %i: Cmeasure #%i detonating weapon #%i\n", Framecount, cmp-Cmeasures, wp-Weapons));
1651 wp->lifeleft = 0.2f;
1652 // nprintf(("AI", "Frame %i: Flagging weapon %i for detonation.\n", Framecount, wp-Weapons));
1662 // Find an object for weapon #num (object *weapon_objp) to home on due to heat.
1663 void find_homing_object(object *weapon_objp, int num)
1665 object *objp, *old_homing_objp;
1672 wip = &Weapon_info[Weapons[num].weapon_info_index];
1674 best_dist = 99999.9f;
1676 // save the old homing object so that multiplayer servers can give the right information
1677 // to clients if the object changes
1678 old_homing_objp = wp->homing_object;
1680 wp->homing_object = &obj_used_list;
1682 // Scan all objects, find a weapon to home on.
1683 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
1684 if ((objp->type == OBJ_SHIP) || (objp->type == OBJ_CMEASURE)) {
1685 if (objp->type == OBJ_CMEASURE)
1686 if (Cmeasures[objp->instance].flags & CMF_DUD_HEAT)
1689 int homing_object_team = obj_team(objp);
1690 if ( (homing_object_team != wp->team) || (homing_object_team == TEAM_TRAITOR) ) {
1693 vector vec_to_object;
1695 // AL 2-17-98: If ship is immune to sensors, can't home on it (Sandeep says so)!
1696 if ( objp->type == OBJ_SHIP ) {
1697 if ( Ships[objp->instance].flags & SF_HIDDEN_FROM_SENSORS ) {
1702 // If this is a player object, make sure there aren't already too many homers.
1703 // Only in single player. In multiplayer, we don't want to restrict it in dogfight on team vs. team.
1704 // For co-op, it's probably also OK.
1705 if (!( Game_mode & GM_MULTIPLAYER )) {
1706 int num_homers = compute_num_homing_objects(objp);
1707 if (Max_allowed_player_homers[Game_skill_level] < num_homers)
1712 dist = vm_vec_normalized_dir(&vec_to_object, &objp->pos, &weapon_objp->pos);
1714 if (objp->type == OBJ_CMEASURE)
1717 dot = vm_vec_dot(&vec_to_object, &weapon_objp->orient.fvec);
1719 if (dot > wip->fov) {
1720 if (dist < best_dist) {
1722 wp->homing_object = objp;
1723 wp->target_sig = objp->signature;
1725 weapon_maybe_alert_cmeasure_success(objp);
1732 // if (wp->homing_object->type == OBJ_CMEASURE)
1733 // nprintf(("AI", "Frame %i: Weapon #%i homing on cmeasure #%i\n", Framecount, num, objp-Objects));
1735 if (wp->homing_object == Player_obj)
1736 weapon_maybe_play_warning(wp);
1738 // if the old homing object is different that the new one, send a packet to clients
1739 if ( MULTIPLAYER_MASTER && (old_homing_objp != wp->homing_object) ) {
1740 send_homing_weapon_info( num );
1744 // Scan all countermeasures. Maybe make weapon_objp home on it.
1745 void find_homing_object_cmeasures_1(object *weapon_objp)
1750 float best_dot, dist, dot;
1752 wp = &Weapons[weapon_objp->instance];
1753 wip = &Weapon_info[wp->weapon_info_index];
1755 best_dot = wip->fov; // Note, setting to this avoids comparison below.
1757 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
1758 if (objp->type == OBJ_CMEASURE) {
1759 vector vec_to_object;
1760 dist = vm_vec_normalized_dir(&vec_to_object, &objp->pos, &weapon_objp->pos);
1762 if (dist < MAX_CMEASURE_TRACK_DIST) {
1764 if (wip->wi_flags & WIF_HOMING_ASPECT) {
1765 chance = 1.0f/2.0f; // aspect seeker this likely to chase a countermeasure
1767 chance = 1.0f/1.5f; // heat seeker this likely to chase a countermeasure
1769 if ((objp->signature != wp->cmeasure_ignore_objnum) && (objp->signature != wp->cmeasure_chase_objnum)) {
1770 if (frand() < chance) {
1771 wp->cmeasure_ignore_objnum = objp->signature; // Don't process this countermeasure again.
1772 //nprintf(("Jim", "Frame %i: Weapon #%i ignoring cmeasure #%i\n", Framecount, OBJ_INDEX(weapon_objp), objp->signature));
1774 wp->cmeasure_chase_objnum = objp->signature; // Don't process this countermeasure again.
1775 //nprintf(("Jim", "Frame %i: Weapon #%i CHASING cmeasure #%i\n", Framecount, OBJ_INDEX(weapon_objp), objp->signature));
1779 if (objp->signature != wp->cmeasure_ignore_objnum) {
1781 dot = vm_vec_dot(&vec_to_object, &weapon_objp->orient.fvec);
1783 if (dot > best_dot) {
1784 //nprintf(("Jim", "Frame %i: Weapon #%i homing on cmeasure #%i\n", Framecount, weapon_objp-Objects, objp->signature));
1786 wp->homing_object = objp;
1787 weapon_maybe_alert_cmeasure_success(objp);
1796 // Someone launched countermeasures.
1797 // For all heat-seeking homing objects, see if should favor tracking a countermeasure instead.
1798 void find_homing_object_cmeasures()
1800 object *weapon_objp;
1802 // nprintf(("AI", "Scanning for countermeasures in frame %i\n", Framecount));
1804 if (Cmeasures_homing_check == 0)
1807 if (Cmeasures_homing_check <= 0)
1808 Cmeasures_homing_check = 1;
1810 Cmeasures_homing_check--;
1812 for (weapon_objp = GET_FIRST(&obj_used_list); weapon_objp != END_OF_LIST(&obj_used_list); weapon_objp = GET_NEXT(weapon_objp) ) {
1813 if (weapon_objp->type == OBJ_WEAPON) {
1814 weapon_info *wip = &Weapon_info[Weapons[weapon_objp->instance].weapon_info_index];
1816 if (wip->wi_flags & WIF_HOMING)
1817 find_homing_object_cmeasures_1(weapon_objp);
1823 // Find object with signature "sig" and make weapon home on it.
1824 void find_homing_object_by_sig(object *weapon_objp, int sig)
1828 object *old_homing_objp;
1830 wp = &Weapons[weapon_objp->instance];
1832 // save the old object so that multiplayer masters know whether to send a homing update packet
1833 old_homing_objp = wp->homing_object;
1835 sop = GET_FIRST(&Ship_obj_list);
1836 while(sop != END_OF_LIST(&Ship_obj_list)) {
1839 objp = &Objects[sop->objnum];
1840 if (objp->signature == sig) {
1841 wp->homing_object = objp;
1842 wp->target_sig = objp->signature;
1849 // if the old homing object is different that the new one, send a packet to clients
1850 if ( MULTIPLAYER_MASTER && (old_homing_objp != wp->homing_object) ) {
1851 send_homing_weapon_info( weapon_objp->instance );
1856 // Make weapon num home. It's also object *obj.
1857 void weapon_home(object *obj, int num, float frame_time)
1863 Assert(obj->type == OBJ_WEAPON);
1864 Assert(obj->instance == num);
1866 wip = &Weapon_info[wp->weapon_info_index];
1867 hobjp = Weapons[num].homing_object;
1869 // If not 1/2 second gone by, don't home yet.
1870 if ((hobjp == &obj_used_list) || ( f2fl(Missiontime - wp->creation_time) < 0.25f )) {
1871 // If this is a heat seeking homing missile and 1/2 second has elapsed since firing
1872 // and we don't have a target (else we wouldn't be inside the IF), find a new target.
1873 if (wip->wi_flags & WIF_HOMING_HEAT)
1874 if ( f2fl(Missiontime - wp->creation_time) > 0.5f )
1875 find_homing_object(obj, num);
1877 if (obj->phys_info.speed > wip->max_speed) {
1878 obj->phys_info.speed -= frame_time * 4;
1879 vm_vec_copy_scale( &obj->phys_info.desired_vel, &obj->orient.fvec, obj->phys_info.speed);
1880 } else if ((obj->phys_info.speed < wip->max_speed/4) && (wip->wi_flags & WIF_HOMING_HEAT)) {
1881 obj->phys_info.speed = wip->max_speed/4;
1882 vm_vec_copy_scale( &obj->phys_info.desired_vel, &obj->orient.fvec, obj->phys_info.speed);
1885 /* Removed code that makes bombs drop for a bit. They looked odd and it was confusing. People wondered where their weapons went.
1886 // Make bombs drop down for first second of life.
1887 if (wip->wi_flags & WIF_BOMB) {
1888 if (wip->lifetime - wp->lifeleft < 0.5f) {
1889 float time_scale = wip->lifetime - wp->lifeleft;
1890 vm_vec_scale_add2(&obj->phys_info.desired_vel, &obj->orient.uvec, (time_scale - 0.5f) * max(10.0f, obj->phys_info.speed/2.0f));
1897 // AL 4-8-98: If orgiginal target for aspect lock missile is lost, stop homing
1898 if (wip->wi_flags & WIF_HOMING_ASPECT) {
1899 if ( wp->target_sig > 0 ) {
1900 if ( wp->homing_object->signature != wp->target_sig ) {
1901 wp->homing_object = &obj_used_list;
1907 // AL 4-13-98: Stop homing on a subsystem if parent ship has changed
1908 if (wip->wi_flags & WIF_HOMING_HEAT) {
1909 if ( wp->target_sig > 0 ) {
1910 if ( wp->homing_object->signature != wp->target_sig ) {
1911 wp->homing_subsys = NULL;
1917 if (hobjp->type == OBJ_NONE) {
1918 find_homing_object(obj, num);
1923 switch (hobjp->type) {
1925 if (wip->wi_flags & WIF_HOMING_ASPECT)
1926 find_homing_object_by_sig(obj, wp->target_sig);
1928 find_homing_object(obj, num);
1932 if (hobjp->signature != wp->target_sig) {
1933 if (wip->wi_flags & WIF_HOMING_ASPECT)
1934 find_homing_object_by_sig(obj, wp->target_sig);
1936 find_homing_object(obj, num);
1941 // only allowed to home on bombs
1942 Assert(Weapon_info[Weapons[hobjp->instance].weapon_info_index].wi_flags & WIF_BOMB);
1943 if (wip->wi_flags & WIF_HOMING_ASPECT)
1944 find_homing_object_by_sig(obj, wp->target_sig);
1946 find_homing_object(obj, num);
1954 // See if this weapon is the nearest homing object to the object it is homing on.
1955 // If so, update some fields in the target object's ai_info.
1956 if (hobjp != &obj_used_list) {
1959 dist = vm_vec_dist_quick(&obj->pos, &hobjp->pos);
1961 if (hobjp->type == OBJ_SHIP) {
1964 aip = &Ai_info[Ships[hobjp->instance].ai_index];
1966 if ((aip->nearest_locked_object == -1) || (dist < aip->nearest_locked_distance)) {
1967 aip->nearest_locked_object = obj-Objects;
1968 aip->nearest_locked_distance = dist;
1973 // If the object it is homing on is still valid, home some more!
1974 if (hobjp != &obj_used_list) {
1977 vector target_pos; // position of what the homing missile is seeking
1979 vm_vec_zero(&target_pos);
1981 // the homing missile may be seeking a subsystem on a ship. If so, we need to calculate the
1982 // world coordinates of that subsystem so the homing missile can seek it out.
1983 // For now, March 7, 1997, MK, heat seeking homing missiles will be able to home on
1984 // any subsystem. Probably makes sense for them to only home on certain kinds of subsystems.
1985 if ( wp->homing_subsys != NULL ) {
1986 get_subsystem_world_pos(hobjp, Weapons[num].homing_subsys, &target_pos);
1987 wp->homing_pos = target_pos; // store the homing position in weapon data
1988 Assert( !vm_is_vec_nan(&wp->homing_pos) );
1993 dist = vm_vec_dist_quick(&obj->pos, &hobjp->pos);
1994 if (hobjp->type == OBJ_CMEASURE) {
1995 if (dist < CMEASURE_DETONATE_DISTANCE) {
1998 cmp = &Cmeasures[hobjp->instance];
2000 // Make this missile detonate soon. Not right away, not sure why. Seems better.
2001 if (cmp->team != wp->team) {
2002 detonate_nearby_missiles(cmp);
2003 //nprintf(("AI", "Frame %i: Weapon %i hit cmeasure, will die!\n", Framecount, wp-Weapons));
2010 if (wip->fov > 0.8f)
2013 int pick_homing_point = 0;
2014 if ( IS_VEC_NULL(&wp->homing_pos) ) {
2015 pick_homing_point = 1;
2018 // Update homing position if it hasn't been set, you're within 500 meters, or every half second, approximately.
2019 // For large objects, don't lead them.
2020 if (hobjp->radius < 40.0f) {
2021 target_pos = hobjp->pos;
2022 wp->homing_pos = target_pos;
2023 } else if ( pick_homing_point || (dist < 500.0f) || (rand_chance(flFrametime, 2.0f)) ) {
2025 if (hobjp->type == OBJ_SHIP) {
2026 if ( !pick_homing_point ) {
2027 // ensure that current attack point is only updated in world coords (ie not pick a different vertex)
2028 wp->pick_big_attack_point_timestamp = 0;
2031 if ( pick_homing_point ) {
2032 // If *any* player is parent of homing missile, then use position where lock indicator is
2033 if ( Objects[obj->parent].flags & OF_PLAYER_SHIP ) {
2036 // determine the player
2038 if ( Game_mode & GM_MULTIPLAYER ) {
2041 pnum = multi_find_player_by_object( &Objects[obj->parent] );
2043 pp = Net_players[pnum].player;
2047 // If player has apect lock, we don't want to find a homing point on the closest
2048 // octant... setting the timestamp to 0 ensures this.
2049 if (wip->wi_flags & WIF_HOMING_ASPECT) {
2050 wp->pick_big_attack_point_timestamp = 0;
2052 wp->pick_big_attack_point_timestamp = 1;
2055 if ( pp && pp->locking_subsys ) {
2056 wp->big_attack_point = pp->locking_subsys->system_info->pnt;
2058 vm_vec_zero(&wp->big_attack_point);
2063 ai_big_pick_attack_point(hobjp, obj, &target_pos, fov);
2066 target_pos = hobjp->pos;
2069 wp->homing_pos = target_pos;
2070 Assert( !vm_is_vec_nan(&wp->homing_pos) );
2071 // nprintf(("AI", "Attack point = %7.3f %7.3f %7.3f\n", target_pos.x, target_pos.y, target_pos.z));
2073 target_pos = wp->homing_pos;
2076 // Couldn't find a lock.
2077 if (IS_VEC_NULL(&target_pos))
2080 // Cause aspect seeking weapon to home at target's predicted position.
2081 // But don't use predicted position if dot product small or negative.
2082 // If do this, with a ship headed towards missile, could choose a point behind missile.``1
2083 float dist_to_target, time_to_target;
2085 dist_to_target = vm_vec_normalized_dir(&vec_to_goal, &target_pos, &obj->pos);
2086 time_to_target = dist_to_target/wip->max_speed;
2089 tvec = obj->phys_info.vel;
2090 vm_vec_normalize(&tvec);
2092 old_dot = vm_vec_dot(&tvec, &vec_to_goal);
2094 // If a weapon has missed its target, detonate it.
2095 // This solves the problem of a weapon circling the center of a subsystem that has been blown away.
2096 // Problem: It does not do impact damage, just proximity damage.
2097 if ((dist_to_target < flFrametime * obj->phys_info.speed * 4.0f + 10.0f) && (old_dot < 0.0f)) {
2098 int kill_missile = TRUE;
2099 if (wp->homing_object) {
2100 if (wp->homing_object->type == OBJ_SHIP) {
2101 ship *shipp = &Ships[wp->homing_object->instance];
2102 if (Ship_info[shipp->ship_info_index].flags & SIF_DONT_COLLIDE_INVIS) {
2103 kill_missile = FALSE;
2108 if (kill_missile && (wp->lifeleft > 0.01f)) {
2109 wp->lifeleft = 0.01f;
2113 // Only lead target if more than one second away. Otherwise can miss target. I think this
2114 // is what's causing Harbingers to miss the super destroyer. -- MK, 4/15/98
2115 if ((wip->wi_flags & WIF_HOMING_ASPECT) && (old_dot > 0.1f) && (time_to_target > 0.1f))
2116 vm_vec_scale_add2(&target_pos, &hobjp->phys_info.vel, min(time_to_target, 2.0f));
2118 //nprintf(("AI", "Dot = %7.3f, dist = %7.3f, time_to = %6.3f, deg/sec = %7.3f\n", old_dot, dist_to_target, time_to_target, angles/flFrametime));
2120 // nprintf(("AI", "Weapon %i, lifeleft = %7.3f, dist = %7.3f, dot = %6.3f\n", num, Weapons[num].lifeleft, vm_vec_dist_quick(&obj->pos, &Weapons[num].homing_object->pos), old_dot));
2122 // If a HEAT seeking (rather than ASPECT seeking) homing missile, verify that target is in viewcone.
2123 if (wip->wi_flags & WIF_HOMING_HEAT) {
2124 if ((old_dot < wip->fov) && (dist_to_target > wip->inner_radius*1.1f)) { // Delay finding new target one frame to allow detonation.
2125 find_homing_object(obj, num);
2126 return; // Maybe found a new homing object. Return, process more next frame.
2127 } else // Subtract out life based on how far from target this missile points.
2128 if (wip->fov < 0.95f) {
2129 wp->lifeleft -= flFrametime * (0.95f - old_dot);
2130 //Should only happen when time is compressed.
2131 //if (flFrametime * (1.0f - old_dot) > 1.0f)
2134 } else if (wip->wi_flags & WIF_HOMING_ASPECT) { // subtract life as if max turn is 90 degrees.
2135 if (wip->fov < 0.95f)
2136 wp->lifeleft -= flFrametime * (0.95f - old_dot);
2138 Assert(0); // Hmm, a homing missile, but not aspect or heat?
2141 // Control speed based on dot product to goal. If close to straight ahead, move
2142 // at max speed, else move slower based on how far from ahead.
2143 if (old_dot < 0.90f) {
2144 obj->phys_info.speed = max(0.2f, old_dot* (float) fabs(old_dot));
2145 if (obj->phys_info.speed < wip->max_speed*0.75f)
2146 obj->phys_info.speed = wip->max_speed*0.75f;
2148 obj->phys_info.speed = wip->max_speed;
2150 // For first second of weapon's life, it doesn't fly at top speed. It ramps up.
2151 if (Missiontime - wp->creation_time < i2f(1)) {
2154 t = f2fl(Missiontime - wp->creation_time);
2155 obj->phys_info.speed *= t*t;
2158 Assert( obj->phys_info.speed > 0.0f );
2160 vm_vec_copy_scale( &obj->phys_info.desired_vel, &obj->orient.fvec, obj->phys_info.speed);
2162 // turn the missile towards the target only if non-swarm. Homing swarm missiles choose
2163 // a different vector to turn towards, this is done in swarm_update_direction().
2164 // if ( !(wip->wi_flags & WIF_SWARM) ) {
2165 if ( wp->swarm_index < 0 ) {
2166 // nprintf(("AI", "Dot, dist = %7.3f, %7.3f, target pos = %7.3f %7.3f %7.3f\n", old_dot, vm_vec_dist_quick(&obj->pos, &target_pos), target_pos.x, target_pos.y, target_pos.z));
2167 ai_turn_towards_vector(&target_pos, obj, frame_time, wip->turn_time, NULL, NULL, 0.0f, 0, NULL);
2168 vel = vm_vec_mag(&obj->phys_info.desired_vel);
2170 vm_vec_copy_scale(&obj->phys_info.desired_vel, &obj->orient.fvec, vel);
2174 /* // If this weapon shot past its target, make it detonate.
2175 if ((old_dot < 0.0f) && (dist_to_target < 50.0f)) {
2176 if (wp->lifeleft > 0.01f)
2177 wp->lifeleft = 0.01f;
2182 // as Mike K did with ships -- break weapon into process_pre and process_post for code to execute
2183 // before and after physics movement
2185 void weapon_process_pre( object *obj, float frame_time)
2187 // if the object is a corkscrew style weapon, process it now
2188 if((obj->type == OBJ_WEAPON) && (Weapons[obj->instance].cscrew_index >= 0)){
2189 cscrew_process_pre(obj);
2192 // if the weapon is a flak weapon, maybe detonate it early
2193 if((obj->type == OBJ_WEAPON) && (Weapon_info[Weapons[obj->instance].weapon_info_index].wi_flags & WIF_FLAK) && (Weapons[obj->instance].flak_index >= 0)){
2194 flak_maybe_detonate(obj);
2198 int Homing_hits = 0, Homing_misses = 0;
2201 MONITOR( NumWeapons );
2203 // maybe play a "whizz sound" if close enough to view position
2204 void weapon_maybe_play_flyby_sound(object *weapon_objp, weapon *wp)
2206 // do a quick out if not a laser
2207 if ( Weapon_info[wp->weapon_info_index].subtype != WP_LASER ) {
2211 // don't play flyby sounds too close together
2212 if ( !timestamp_elapsed(Weapon_flyby_sound_timer) ) {
2216 if ( !(wp->weapon_flags & WF_PLAYED_FLYBY_SOUND) && (wp->weapon_flags & WF_CONSIDER_FOR_FLYBY_SOUND) ) {
2217 float dist, dot, radius;
2219 dist = vm_vec_dist_quick(&weapon_objp->pos, &Eye_position);
2222 radius = Viewer_obj->radius;
2227 if ( (dist > radius) && (dist < 55) ) {
2228 vector vec_to_weapon;
2230 vm_vec_sub(&vec_to_weapon, &weapon_objp->pos, &Eye_position);
2231 vm_vec_normalize(&vec_to_weapon);
2233 // ensure laser is in front of eye
2234 dot = vm_vec_dot(&vec_to_weapon, &Eye_matrix.fvec);
2239 // ensure that laser is moving in similar direction to fvec
2240 dot = vm_vec_dot(&vec_to_weapon, &weapon_objp->orient.fvec);
2242 // nprintf(("Alan", "Weapon dot: %.2f\n", dot));
2243 if ( (dot < -0.80) && (dot > -0.98) ) {
2244 snd_play_3d( &Snds[SND_WEAPON_FLYBY], &weapon_objp->pos, &Eye_position );
2245 Weapon_flyby_sound_timer = timestamp(200);
2246 wp->weapon_flags |= WF_PLAYED_FLYBY_SOUND;
2252 // process a weapon after physics movement. MWA reorders some of the code on 8/13 for multiplayer. When
2253 // adding something to this function, decide whether or not a client in a multiplayer game needs to do
2254 // what is normally done in a single player game. Things like plotting an object on a radar, effect
2255 // for exhaust are things that are done on all machines. Things which calculate weapon targets, new
2256 // velocities, etc, are server only functions and should go after the if ( !MULTIPLAYER_MASTER ) statement
2257 // See Allender if you cannot decide what to do.
2258 void weapon_process_post(object * obj, float frame_time)
2264 MONITOR_INC( NumWeapons, 1 );
2266 Assert(obj->type == OBJ_WEAPON);
2268 num = obj->instance;
2271 int objnum = OBJ_INDEX(obj);
2272 Assert( Weapons[num].objnum == objnum );
2277 wp->lifeleft -= frame_time;
2278 wip = &Weapon_info[wp->weapon_info_index];
2280 // check life left. Multiplayer client code will go through here as well. We must be careful in weapon_hit
2281 // when killing a missile that spawn child weapons!!!!
2282 if ( wp->lifeleft < 0.0f ) {
2283 if ( wip->subtype & WP_MISSILE ) {
2284 if(Game_mode & GM_MULTIPLAYER){
2285 if ( !MULTIPLAYER_CLIENT || (MULTIPLAYER_CLIENT && (wp->lifeleft < -2.0f)) || (MULTIPLAYER_CLIENT && (wip->wi_flags & WIF_CHILD))) { // don't call this function multiplayer client -- host will send this packet to us
2286 // nprintf(("AI", "Frame %i: Weapon %i detonated, dist = %7.3f!\n", Framecount, obj-Objects));
2287 weapon_detonate(obj);
2290 // nprintf(("AI", "Frame %i: Weapon %i detonated, dist = %7.3f!\n", Framecount, obj-Objects));
2291 weapon_detonate(obj);
2293 if (wip->wi_flags & WIF_HOMING) {
2295 // nprintf(("AI", "Miss! Hits = %i/%i\n", Homing_hits, (Homing_hits + Homing_misses)));
2298 obj->flags |= OF_SHOULD_BE_DEAD;
2299 // demo_do_flag_dead(OBJ_INDEX(obj));
2305 // plot homing missiles on the radar
2306 if (wip->wi_flags & WIF_HOMING) {
2307 if ( hud_gauge_active(HUD_RADAR) ) {
2308 radar_plot_object( obj );
2313 if ((wip->wi_flags & WIF_TRAIL) && !(wip->wi_flags & WIF_CORKSCREW)) {
2314 if ( wp->trail_num > -1 ) {
2315 if (trail_stamp_elapsed(wp->trail_num)) {
2317 trail_add_segment( wp->trail_num, &obj->pos );
2319 trail_set_stamp(wp->trail_num);
2321 trail_set_segment( wp->trail_num, &obj->pos );
2327 if ( wip->wi_flags & WIF_THRUSTER ) {
2328 ship_do_weapon_thruster_frame( wp, obj, flFrametime );
2331 // maybe play a "whizz sound" if close enough to view position
2333 if ( Weapon_flyby_sound_enabled ) {
2334 weapon_maybe_play_flyby_sound(obj, wp);
2337 weapon_maybe_play_flyby_sound(obj, wp);
2340 // If our target is still valid, then update some info.
2341 if (wp->target_num != -1) {
2342 if (Objects[wp->target_num].signature == wp->target_sig) {
2346 vm_vec_avg(&v0, &obj->pos, &obj->last_pos);
2348 cur_dist = vm_vec_dist_quick(&v0, &Objects[wp->target_num].pos);
2350 if (cur_dist < wp->nearest_dist) {
2351 wp->nearest_dist = cur_dist;
2352 } else if (cur_dist > wp->nearest_dist + 1.0f) {
2355 ai_info *parent_aip;
2356 float lead_scale = 0.0f;
2359 if (obj->parent != Player_obj-Objects) {
2360 parent_aip = &Ai_info[Ships[Objects[obj->parent].instance].ai_index];
2361 lead_scale = parent_aip->lead_scale;
2364 vm_vec_normalized_dir(&tvec, &v0, &Objects[wp->target_num].pos);
2365 dot = vm_vec_dot(&tvec, &Objects[wp->target_num].orient.fvec);
2366 // nprintf(("AI", "Miss dot = %7.3f, dist = %7.3f, lead_scale = %7.3f\n", dot, cur_dist, lead_scale));
2367 wp->target_num = -1;
2369 // Learn! If over-shooting or under-shooting, compensate.
2370 // Really need to compensate for left/right errors. This does no good against someone circling
2371 // in a plane perpendicular to the attacker's forward vector.
2372 if (parent_aip != NULL) {
2373 if (cur_dist > 100.0f)
2374 parent_aip->lead_scale = 0.0f;
2377 parent_aip->lead_scale += cur_dist/2000.0f;
2378 } else if (dot > 0.1f) {
2379 parent_aip->lead_scale -= cur_dist/2000.0f;
2382 if (fl_abs(parent_aip->lead_scale) > 1.0f){
2383 parent_aip->lead_scale *= 0.9f;
2390 if(wip->wi_flags & WIF_PARTICLE_SPEW){
2391 weapon_maybe_spew_particle(obj);
2394 // a single player or multiplayer server function -- it affects actual weapon movement.
2395 if (wip->wi_flags & WIF_HOMING) {
2396 weapon_home(obj, num, frame_time);
2398 /* if (wip->wi_flags & WIF_BOMB) {
2399 if (wip->lifetime - obj->lifeleft < 1.0f) {
2404 // If this is a swarm type missile,
2405 // if ( wip->wi_flags & WIF_SWARM )
2406 if ( wp->swarm_index >= 0 ) {
2407 swarm_update_direction(obj, frame_time);
2410 if( wp->cscrew_index >= 0) {
2411 cscrew_process_post(obj);
2416 // Update weapon tracking information.
2417 void weapon_set_tracking_info(int weapon_objnum, int parent_objnum, int target_objnum, int target_is_locked, ship_subsys *target_subsys)
2420 object *parent_objp;
2423 int targeting_same = 0;
2425 if ( weapon_objnum < 0 ) {
2429 Assert(Objects[weapon_objnum].type == OBJ_WEAPON);
2431 wp = &Weapons[Objects[weapon_objnum].instance];
2432 wip = &Weapon_info[wp->weapon_info_index];
2433 parent_objp = &Objects[parent_objnum];
2435 Assert(parent_objp->type == OBJ_SHIP);
2436 ai_index = Ships[parent_objp->instance].ai_index;
2438 if ( ai_index >= 0 ) {
2439 int target_team = -1;
2440 if ( target_objnum >= 0 ) {
2441 int obj_type = Objects[target_objnum].type;
2442 if ( (obj_type == OBJ_SHIP) || (obj_type == OBJ_WEAPON) ) {
2443 target_team = obj_team(&Objects[target_objnum]);
2447 // determining if we're targeting the same team
2448 if(Ships[parent_objp->instance].team == target_team){
2454 if ((target_objnum != -1) && (!targeting_same || ((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT) && (target_team == TEAM_TRAITOR))) ) {
2455 wp->target_num = target_objnum;
2456 wp->target_sig = Objects[target_objnum].signature;
2457 wp->nearest_dist = 99999.0f;
2458 if ( (wip->wi_flags & WIF_HOMING_ASPECT) && target_is_locked) {
2459 wp->homing_object = &Objects[target_objnum];
2460 wp->homing_subsys = target_subsys;
2461 weapon_maybe_play_warning(wp);
2462 } else if ( wip->wi_flags & WIF_HOMING_HEAT ) {
2463 // Make a heat seeking missile try to home. If the target is outside the view cone, it will
2464 // immediately drop it and try to find one in its view cone.
2465 if (target_objnum != -1) {
2466 wp->homing_object = &Objects[target_objnum];
2467 weapon_maybe_play_warning(wp);
2469 wp->homing_object = &obj_used_list;
2471 wp->homing_subsys = target_subsys;
2474 wp->target_num = -1;
2475 wp->target_sig = -1;
2478 // If missile is locked on target, increase its lifetime by 20% since missiles can be fired at limit of range
2479 // as defined by velocity*lifeleft, but missiles often slow down a bit, plus can be fired at a moving away target.
2480 // Confusing to many players when their missiles run out of gas before getting to target.
2481 // DB - removed 7:14 pm 9/6/99. was totally messing up lifetimes for all weapons.
2482 // MK, 7:11 am, 9/7/99. Put it back in, but with a proper check here to make sure it's an aspect seeker and
2483 // put a sanity check in the color changing laser code that was broken by this code.
2484 if (target_is_locked && (wp->target_num != -1) && (wip->wi_flags & WIF_HOMING_ASPECT) ) {
2485 wp->lifeleft *= 1.2f;
2488 ai_update_danger_weapon(target_objnum, weapon_objnum);
2493 // weapon_create() will create a weapon object
2495 // Returns: index of weapon in the Objects[] array, -1 if the weapon object was not created
2496 int Weapons_created = 0;
2497 int weapon_create( vector * pos, matrix * orient, int weapon_id, int parent_objnum, int secondary_flag, int group_id, int is_locked )
2501 object *objp, *parent_objp;
2505 Assert(weapon_id >= 0 && weapon_id < Num_weapon_types);
2507 // beam weapons should never come through here!
2508 Assert(!(Weapon_info[weapon_id].wi_flags & WIF_BEAM));
2511 if (Num_weapons >= MAX_WEAPONS-5) {
2513 //No, do remove for AI ships -- MK, 3/12/98 // don't need to try and delete weapons for ai ships
2514 //if ( !(Objects[parent_objnum].flags & OF_PLAYER_SHIP) )
2517 num_deleted = collide_remove_weapons();
2518 nprintf(("WARNING", "Deleted %d weapons because of lack of slots\n", num_deleted));
2519 if (num_deleted == 0){
2524 for (n=0; n<MAX_WEAPONS; n++ ){
2525 if (Weapons[n].weapon_info_index < 0){
2530 if (n == MAX_WEAPONS) {
2531 // if we supposedly deleted weapons above, what happened here!!!!
2533 Int3(); // get allender -- something funny is going on!!!
2540 objnum = obj_create( OBJ_WEAPON, parent_objnum, n, orient, pos, 2.0f, OF_RENDERS | OF_COLLIDES | OF_PHYSICS );
2541 Assert(objnum >= 0);
2542 Assert(First_secondary_index != -1);
2543 objp = &Objects[objnum];
2546 if(parent_objnum >= 0){
2547 parent_objp = &Objects[parent_objnum];
2552 wip = &Weapon_info[weapon_id];
2554 // check if laser or dumbfire missile
2555 // set physics flag to allow optimization
2556 if ((wip->subtype == WP_LASER) || ((wip->subtype == WP_MISSILE) && !(wip->wi_flags & WIF_HOMING))) {
2558 objp->phys_info.flags |= PF_CONST_VEL;
2561 wp->weapon_info_index = weapon_id;
2562 wp->lifeleft = wip->lifetime;
2564 wp->objnum = objnum;
2565 wp->homing_object = &obj_used_list; // Assume not homing on anything.
2566 wp->homing_subsys = NULL;
2567 wp->creation_time = Missiontime;
2568 wp->group_id = group_id;
2570 // we don't necessarily need a parent
2571 if(parent_objp != NULL){
2572 Assert(parent_objp->type == OBJ_SHIP); // Get Mike, a non-ship has fired a weapon!
2573 Assert((parent_objp->instance >= 0) && (parent_objp->instance < MAX_SHIPS));
2574 wp->team = Ships[parent_objp->instance].team;
2575 wp->species = Ship_info[Ships[parent_objp->instance].ship_info_index].species;
2580 wp->turret_subsys = NULL;
2581 vm_vec_zero(&wp->homing_pos);
2582 wp->weapon_flags = 0;
2583 wp->target_sig = -1;
2584 wp->cmeasure_ignore_objnum = -1;
2585 wp->cmeasure_chase_objnum = -1;
2587 // Init the thruster info
2588 wp->thruster_bitmap = -1;
2589 wp->thruster_frame = 0.0f;
2590 wp->thruster_glow_bitmap = -1;
2591 wp->thruster_glow_noise = 1.0f;
2592 wp->thruster_glow_frame = 0.0f;
2594 if ( wip->wi_flags & WIF_SWARM ) {
2595 wp->swarm_index = (short)swarm_create();
2597 wp->swarm_index = -1;
2600 // if this is a particle spewing weapon, setup some stuff
2601 if(wip->wi_flags & WIF_PARTICLE_SPEW){
2602 wp->particle_spew_time = -1;
2605 // assign the network signature. The starting sig is sent to all clients, so this call should
2606 // result in the same net signature numbers getting assigned to every player in the game
2607 if ( Game_mode & GM_MULTIPLAYER ) {
2608 if(wip->subtype == WP_MISSILE){
2609 Objects[objnum].net_signature = multi_assign_network_signature( MULTI_SIG_NON_PERMANENT );
2611 // for weapons that respawn, add the number of respawnable weapons to the net signature pool
2612 // to reserve N signatures for the spawned weapons
2613 if ( wip->wi_flags & WIF_SPAWN ){
2614 multi_set_network_signature( (ushort)(Objects[objnum].net_signature + wip->spawn_count), MULTI_SIG_NON_PERMANENT );
2617 Objects[objnum].net_signature = multi_assign_network_signature( MULTI_SIG_NON_PERMANENT );
2619 // for multiplayer clients, when creating lasers, add some more life to the lasers. This helps
2620 // to overcome some problems associated with lasers dying on client machine before they get message
2621 // from server saying it hit something.
2622 // removed 1/13/98 -- MWA if ( MULTIPLAYER_CLIENT && (wip->subtype == WP_LASER) )
2623 // removed 1/13/98 -- MWA wp->lifeleft += 1.5f;
2626 // Make remote detonate missiles look like they're getting detonated by firer simply by giving them variable lifetimes.
2627 if (!(Objects[parent_objnum].flags & OF_PLAYER_SHIP) && (wip->wi_flags & WIF_REMOTE)) {
2630 if ( Game_mode & GM_NORMAL ){
2633 rand_val = static_randf(Objects[objnum].net_signature);
2636 wp->lifeleft = wp->lifeleft/2.0f + rand_val * wp->lifeleft/2.0f;
2639 objp->phys_info.mass = wip->mass;
2640 objp->phys_info.side_slip_time_const = 0.0f;
2641 objp->phys_info.rotdamp = 0.0f;
2642 vm_vec_zero(&objp->phys_info.max_vel);
2643 objp->phys_info.max_vel.z = wip->max_speed;
2644 vm_vec_zero(&objp->phys_info.max_rotvel);
2645 objp->shields[0] = wip->damage;
2646 if (wip->wi_flags & WIF_BOMB){
2647 objp->hull_strength = 50.0f;
2649 objp->hull_strength = 0.0f;
2652 if ( wip->subtype == WP_MISSILE ){
2653 objp->radius = model_get_radius(wip->model_num);
2654 } else if ( wip->subtype == WP_LASER ) {
2655 objp->radius = wip->laser_head_radius;
2658 // Set desired velocity and initial velocity.
2659 // For lasers, velocity is always the same.
2660 // For missiles, it is a small amount plus the firing ship's velocity.
2661 // For missiles, the velocity trends towards some goal.
2662 // Note: If you change how speed works here, such as adding in speed of parent ship, you'll need to change the AI code
2663 // that predicts collision points. See Mike Kulas or Dave Andsager. (Or see ai_get_weapon_speed().)
2664 if (!(wip->wi_flags & WIF_HOMING)) {
2665 vm_vec_copy_scale(&objp->phys_info.desired_vel, &objp->orient.fvec, objp->phys_info.max_vel.z );
2666 objp->phys_info.vel = objp->phys_info.desired_vel;
2667 objp->phys_info.speed = vm_vec_mag(&objp->phys_info.desired_vel);
2669 // For weapons that home, set velocity to sum of forward component of parent's velocity and 1/4 weapon's max speed.
2670 // Note that it is important to extract the forward component of the parent's velocity to factor out sliding, else
2671 // the missile will not be moving forward.
2672 if(parent_objp != NULL){
2673 vm_vec_copy_scale(&objp->phys_info.desired_vel, &objp->orient.fvec, vm_vec_dot(&parent_objp->phys_info.vel, &parent_objp->orient.fvec) + objp->phys_info.max_vel.z/4 );
2675 vm_vec_copy_scale(&objp->phys_info.desired_vel, &objp->orient.fvec, objp->phys_info.max_vel.z/4 );
2677 objp->phys_info.vel = objp->phys_info.desired_vel;
2678 objp->phys_info.speed = vm_vec_mag(&objp->phys_info.vel);
2681 // create the corkscrew
2682 if ( wip->wi_flags & WIF_CORKSCREW ) {
2683 wp->cscrew_index = (short)cscrew_create(objp);
2685 wp->cscrew_index = -1;
2688 // if this is a flak weapon shell, make it so
2689 // NOTE : this function will change some fundamental things about the weapon object
2690 if ( wip->wi_flags & WIF_FLAK ){
2693 wp->flak_index = -1;
2696 wp->missile_list_index = -1;
2697 // If this is a missile, then add it to the Missile_obj_list
2698 if ( wip->subtype == WP_MISSILE ) {
2699 wp->missile_list_index = missile_obj_list_add(objnum);
2702 if (wip->wi_flags & WIF_TRAIL /*&& !(wip->wi_flags & WIF_CORKSCREW) */) {
2703 wp->trail_num = trail_create(wip->tr_info);
2705 if ( wp->trail_num > -1 ) {
2706 // Add two segments. One to stay at launch pos, one to move.
2707 trail_add_segment( wp->trail_num, &objp->pos );
2708 trail_add_segment( wp->trail_num, &objp->pos );
2712 // Ensure weapon flyby sound doesn't get played for player lasers
2713 if ( parent_objp == Player_obj ) {
2714 wp->weapon_flags |= WF_PLAYED_FLYBY_SOUND;
2717 wp->pick_big_attack_point_timestamp = timestamp(1);
2719 // Set detail levels for POF-type weapons.
2720 if (Weapon_info[wp->weapon_info_index].model_num != -1) {
2723 pm = model_get(Weapon_info[wp->weapon_info_index].model_num);
2725 for (i=0; i<pm->n_detail_levels; i++){
2726 pm->detail_depth[i] = (objp->radius*20.0f + 20.0f) * i;
2730 // if the weapon was fired locked
2732 wp->weapon_flags |= WF_LOCKED_WHEN_FIRED;
2739 // Spawn child weapons from object *objp.
2740 void spawn_child_weapons(object *objp)
2745 ushort starting_sig;
2749 Assert(objp->type == OBJ_WEAPON);
2750 Assert((objp->instance >= 0) && (objp->instance < MAX_WEAPONS));
2752 wp = &Weapons[objp->instance];
2753 Assert((wp->weapon_info_index >= 0) && (wp->weapon_info_index < MAX_WEAPON_TYPES));
2754 wip = &Weapon_info[wp->weapon_info_index];
2756 child_id = wip->spawn_type;
2758 parent_num = objp->parent;
2760 if ((Objects[parent_num].type != objp->parent_type) || (Objects[parent_num].signature != objp->parent_sig)) {
2761 mprintf(("Warning: Parent of spawn weapon does not exist. Not spawning.\n"));
2766 if ( Game_mode & GM_MULTIPLAYER ) {
2767 // get the next network signature and save it. Set the next usable network signature to be
2768 // the passed in objects signature + 1. We "reserved" N of these slots when we created objp
2769 // for it's spawned children.
2770 starting_sig = multi_get_next_network_signature( MULTI_SIG_NON_PERMANENT );
2771 multi_set_network_signature( objp->net_signature, MULTI_SIG_NON_PERMANENT );
2774 for (i=0; i<wip->spawn_count; i++) {
2779 // for multiplayer, use the static randvec functions based on the network signatures to provide
2780 // the randomness so that it is the same on all machines.
2781 if ( Game_mode & GM_MULTIPLAYER ){
2782 static_randvec(objp->net_signature + i, &tvec);
2784 vm_vec_rand_vec_quick(&tvec);
2786 vm_vec_scale_add(&pos, &objp->pos, &tvec, objp->radius);
2788 vm_vector_2_matrix(&orient, &tvec, NULL, NULL);
2789 weapon_objnum = weapon_create(&pos, &orient, child_id, parent_num, 1, -1, wp->weapon_flags & WF_LOCKED_WHEN_FIRED);
2791 // Assign a little randomness to lifeleft so they don't all disappear at the same time.
2792 if (weapon_objnum != -1) {
2795 if ( Game_mode & GM_NORMAL ){
2798 rand_val = static_randf(objp->net_signature + i);
2801 Weapons[Objects[weapon_objnum].instance].lifeleft *= rand_val*0.4f + 0.8f;
2806 // in multiplayer, reset the next network signature to the one that was saved.
2807 if ( Game_mode & GM_MULTIPLAYER ){
2808 multi_set_network_signature( starting_sig, MULTI_SIG_NON_PERMANENT );
2812 // -----------------------------------------------------------------------
2813 // weapon_hit_do_sound()
2815 // Play a sound effect when a weapon hits a ship
2817 // To elimate the "stereo" effect of two lasers hitting at nearly
2818 // the same time, and to reduce the number of sound channels used,
2819 // only play one impact sound if IMPACT_SOUND_DELTA has elapsed
2821 // Note: Uses Weapon_impact_timer global for timer variable
2823 void weapon_hit_do_sound(object *hit_obj, weapon_info *wip, vector *hitpos)
2828 // If non-missiles (namely lasers) expire without hitting a ship, don't play impact sound
2829 if ( wip->subtype != WP_MISSILE ) {
2831 // flak weapons make sounds
2832 if(wip->wi_flags & WIF_FLAK){
2833 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2838 switch(hit_obj->type) {
2844 if ( timestamp_elapsed(Weapon_impact_timer) ) {
2845 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2846 Weapon_impact_timer = timestamp(IMPACT_SOUND_DELTA);
2856 if ( hit_obj == NULL ) {
2857 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2861 if ( timestamp_elapsed(Weapon_impact_timer) ) {
2864 if ( hit_obj->type == OBJ_SHIP ) {
2865 shield_str = ship_quadrant_shield_strength(hit_obj, hitpos);
2870 // play a shield hit if shields are above 10% max in this quadrant
2871 if ( shield_str > 0.1f ) {
2875 if ( !is_hull_hit ) {
2876 // Play a shield impact sound effect
2877 if ( hit_obj == Player_obj ) {
2878 snd_play_3d( &Snds[SND_SHIELD_HIT_YOU], hitpos, &Eye_position );
2879 // AL 12-15-97: Add missile impact sound even when shield is hit
2880 if ( wip->subtype == WP_MISSILE ) {
2881 snd_play_3d( &Snds[SND_PLAYER_HIT_MISSILE], hitpos, &Eye_position);
2884 snd_play_3d( &Snds[SND_SHIELD_HIT], hitpos, &Eye_position );
2887 // Play a hull impact sound effect
2888 switch ( wip->subtype ) {
2890 if ( hit_obj == Player_obj )
2891 snd_play_3d( &Snds[SND_PLAYER_HIT_LASER], hitpos, &Eye_position );
2893 if ( wip->impact_snd != -1 ) {
2894 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2899 if ( hit_obj == Player_obj )
2900 snd_play_3d( &Snds[SND_PLAYER_HIT_MISSILE], hitpos, &Eye_position);
2902 if ( wip->impact_snd != -1 ) {
2903 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2908 nprintf(("Warning","WARNING ==> Cannot determine sound to play for weapon impact\n"));
2913 Weapon_impact_timer = timestamp(IMPACT_SOUND_DELTA);
2917 // distrupt any subsystems that fall into damage sphere of this Electronics missile
2919 // input: ship_obj => pointer to ship that holds subsystem
2920 // blast_pos => world pos of weapon blast
2921 // wi_index => weapon info index of weapon causing blast
2922 void weapon_do_electronics_affect(object *ship_objp, vector *blast_pos, int wi_index)
2927 model_subsystem *psub;
2928 vector subsys_world_pos;
2931 shipp = &Ships[ship_objp->instance];
2932 wip = &Weapon_info[wi_index];
2934 for ( ss = GET_FIRST(&shipp->subsys_list); ss != END_OF_LIST(&shipp->subsys_list); ss = GET_NEXT(ss) ) {
2935 psub = ss->system_info;
2937 // convert subsys point to world coords
2938 vm_vec_unrotate(&subsys_world_pos, &psub->pnt, &ship_objp->orient);
2939 vm_vec_add2(&subsys_world_pos, &ship_objp->pos);
2941 // see if subsys point is within damage sphere
2942 dist = vm_vec_dist_quick(blast_pos, &subsys_world_pos);
2943 if ( dist < wip->outer_radius ) {
2944 ship_subsys_set_disrupted(ss, fl2i(6000.0f + frand()*4000.0f));
2949 // ----------------------------------------------------------------------
2950 // weapon_area_calc_damage()
2952 // Calculate teh damage for an object based on the location of an area-effect
2955 // input: objp => object pointer ship receiving blast effect
2956 // pos => world pos of blast center
2957 // inner_rad => smallest radius at which full damage is done
2958 // outer_rad => radius at which no damage is done
2959 // max_blast => maximum blast possible from explosion
2960 // max_damage => maximum damage possible from explosion
2961 // blast => OUTPUT PARAMETER: receives blast value from explosion
2962 // damage => OUTPUT PARAMETER: receives damage value from explosion
2963 // limit => a limit on the area, needed for shockwave damage
2965 // returns: no damage occurred => -1
2966 // damage occured => 0
2968 int weapon_area_calc_damage(object *objp, vector *pos, float inner_rad, float outer_rad, float max_blast, float max_damage, float *blast, float *damage, float limit)
2970 float dist, max_dist, min_dist;
2972 // only blast ships and asteroids
2973 if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_ASTEROID)) {
2977 max_dist = objp->radius + outer_rad;
2978 dist = vm_vec_dist_quick(&objp->pos, pos);
2979 if ( (dist > max_dist) || (dist > (limit+objp->radius)) ) {
2980 return -1; // spheres don't intersect at all
2983 if ( dist < (inner_rad+objp->radius) ) {
2984 // damage is maximum within inner radius
2985 *damage = max_damage;
2988 float dist_to_outer_rad_squared, total_dist_squared;
2989 min_dist = dist - objp->radius;
2990 Assert(min_dist < outer_rad);
2991 dist_to_outer_rad_squared = (outer_rad-min_dist)*(outer_rad-min_dist);
2992 total_dist_squared = (inner_rad-outer_rad)*(inner_rad-outer_rad);
2993 // AL 2-24-98: drop off damage relative to square of distance
2994 Assert(dist_to_outer_rad_squared <= total_dist_squared);
2995 *damage = max_damage * dist_to_outer_rad_squared/total_dist_squared;
2998 // *damage = (min_dist - outer_rad) * max_damage/(inner_rad - outer_rad);
2999 *blast = (min_dist - outer_rad) * max_blast /(inner_rad - outer_rad);
3002 // nprintf(("AI", "Frame %i: Damage = %7.3f, %7.3f meters away.\n", Framecount, *damage, dist));
3007 // ----------------------------------------------------------------------
3008 // weapon_area_apply_blast()
3010 // Apply the blast effects of an explosion to a ship
3012 // input: force_apply_pos => world pos of where force is applied to object
3013 // ship_obj => object pointer of ship receiving the blast
3014 // blast_pos => world pos of blast center
3015 // blast => force of blast
3016 // make_shockwave => boolean, whether to create a shockwave or not
3018 void weapon_area_apply_blast(vector *force_apply_pos, object *ship_obj, vector *blast_pos, float blast, int make_shockwave)
3020 #define SHAKE_CONST 3000
3021 vector force, vec_blast_to_ship, vec_ship_to_impact;
3024 // apply blast force based on distance from center of explosion
3025 vm_vec_sub(&vec_blast_to_ship, &ship_obj->pos, blast_pos);
3026 vm_vec_normalize_safe(&vec_blast_to_ship);
3027 vm_vec_copy_scale(&force, &vec_blast_to_ship, blast );
3030 vm_vec_sub(&vec_ship_to_impact, blast_pos, &ship_obj->pos);
3032 pm = model_get(Ships[ship_obj->instance].modelnum);
3033 Assert ( pm != NULL );
3035 if (make_shockwave) {
3036 physics_apply_shock (&force, blast, &ship_obj->phys_info, &ship_obj->orient, &pm->mins, &pm->maxs, pm->rad);
3037 if (ship_obj == Player_obj) {
3038 joy_ff_play_vector_effect(&vec_blast_to_ship, blast * 2.0f);
3041 ship_apply_whack( &force, &vec_ship_to_impact, ship_obj);
3045 // ----------------------------------------------------------------------
3046 // weapon_do_area_effect()
3048 // Do the area effect for a weapon
3050 // input: wobjp => object pointer to weapon causing explosion
3051 // pos => world pos of explosion center
3052 // other_obj => object pointer to ship that weapon impacted on (can be NULL)
3054 void weapon_do_area_effect(object *wobjp, vector *pos, object *other_obj)
3059 float damage, blast;
3061 wip = &Weapon_info[Weapons[wobjp->instance].weapon_info_index];
3062 wp = &Weapons[wobjp->instance];
3063 Assert(wip->inner_radius != 0);
3065 // only blast ships and asteroids
3066 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
3067 if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_ASTEROID) ) {
3071 if ( objp->type == OBJ_SHIP ) {
3072 // don't blast navbuoys
3073 if ( ship_get_SIF(objp->instance) & SIF_NAVBUOY ) {
3078 if ( weapon_area_calc_damage(objp, pos, wip->inner_radius, wip->outer_radius, wip->blast_force, wip->damage, &blast, &damage, wip->outer_radius) == -1 ){
3083 damage *= weapon_get_damage_scale(wip, wobjp, other_obj);
3085 switch ( objp->type ) {
3087 ship_apply_global_damage(objp, wobjp, pos, damage);
3088 weapon_area_apply_blast(NULL, objp, pos, blast, 0);
3091 asteroid_hit(objp, NULL, NULL, damage);
3100 // if this weapon has the "Electronics" flag set, then disrupt subsystems in sphere
3101 if ( (other_obj != NULL) && (wip->wi_flags & WIF_ELECTRONICS) ) {
3102 if ( other_obj->type == OBJ_SHIP ) {
3103 weapon_do_electronics_affect(other_obj, pos, Weapons[wobjp->instance].weapon_info_index);
3109 // ----------------------------------------------------------------------
3112 // This function is called when a weapon hits something (or, in the case of
3113 // missiles explodes for any particular reason)
3115 void weapon_hit( object * weapon_obj, object * other_obj, vector * hitpos )
3117 Assert(weapon_obj != NULL);
3118 if(weapon_obj == NULL){
3121 Assert((weapon_obj->type == OBJ_WEAPON) && (weapon_obj->instance >= 0) && (weapon_obj->instance < MAX_WEAPONS));
3122 if((weapon_obj->type != OBJ_WEAPON) || (weapon_obj->instance < 0) || (weapon_obj->instance >= MAX_WEAPONS)){
3126 int num = weapon_obj->instance;
3127 int weapon_type = Weapons[num].weapon_info_index;
3128 object *weapon_parent_objp;
3132 Assert((weapon_type >= 0) && (weapon_type < MAX_WEAPONS));
3133 if((weapon_type < 0) || (weapon_type >= MAX_WEAPONS)){
3136 wip = &Weapon_info[weapon_type];
3137 weapon_parent_objp = &Objects[weapon_obj->parent];
3139 // if this is the player ship, and is a laser hit, skip it. wait for player "pain" to take care of it
3140 // if( ((wip->subtype != WP_LASER) || !MULTIPLAYER_CLIENT) && (Player_obj != NULL) && (other_obj == Player_obj) ){
3141 if((other_obj != Player_obj) || (wip->subtype != WP_LASER) || !MULTIPLAYER_CLIENT){
3142 weapon_hit_do_sound(other_obj, wip, hitpos);
3145 if ( wip->impact_weapon_expl_index > -1 ) {
3146 int expl_ani_handle = weapon_get_expl_handle(wip->impact_weapon_expl_index, hitpos, wip->impact_explosion_radius);
3147 particle_create( hitpos, &vmd_zero_vector, 0.0f, wip->impact_explosion_radius, PARTICLE_BITMAP_PERSISTENT, expl_ani_handle );
3150 weapon_obj->flags |= OF_SHOULD_BE_DEAD;
3152 int sw_flag = SW_WEAPON;
3154 // check if this is an area effect weapon
3155 if ( wip->wi_flags & WIF_AREA_EFFECT ) {
3156 // if ( wip->subtype & WP_MISSILE && wip->wi_flags & WIF_AREA_EFFECT ) {
3157 if ( wip->wi_flags & WIF_SHOCKWAVE ) {
3158 float actual_damage = wip->damage;
3159 // Shockwaves caused by weapons hitting weapons are 1/4 as powerful
3160 if ( ((other_obj) && (other_obj->type == OBJ_WEAPON)) || (Weapons[num].weapon_flags & WF_DESTROYED_BY_WEAPON)) {
3161 actual_damage /= 4.0f;
3162 sw_flag |= SW_WEAPON_KILL;
3164 shockwave_create_info sci;
3165 sci.blast = wip->blast_force;
3166 sci.damage = actual_damage;
3167 sci.inner_rad = wip->inner_radius;
3168 sci.outer_rad = wip->outer_radius;
3169 sci.speed = wip->shockwave_speed;
3170 sci.rot_angle = 0.0f;
3172 shockwave_create(OBJ_INDEX(weapon_obj), hitpos, &sci, sw_flag);
3173 // snd_play_3d( &Snds[SND_SHOCKWAVE_IMPACT], hitpos, &Eye_position );
3176 weapon_do_area_effect(weapon_obj, hitpos, other_obj);
3180 // check if this is an EMP weapon
3181 if(wip->wi_flags & WIF_EMP){
3182 emp_apply(&weapon_obj->pos, wip->inner_radius, wip->outer_radius, wip->emp_intensity, wip->emp_time);
3185 // spawn weapons - note the change from FS 1 multiplayer.
3186 if (wip->wi_flags & WIF_SPAWN){
3187 spawn_child_weapons(weapon_obj);
3191 void weapon_detonate(object *objp)
3193 Assert(objp != NULL);
3197 Assert((objp->type == OBJ_WEAPON) && (objp->instance >= 0));
3198 if((objp->type != OBJ_WEAPON) || (objp->instance < 0)){
3202 // send a detonate packet in multiplayer
3203 if(MULTIPLAYER_MASTER){
3204 send_weapon_detonate_packet(objp);
3208 weapon_hit(objp, NULL, &objp->pos);
3211 // Return the Weapon_info[] index of the weapon with name *name.
3212 int weapon_name_lookup(char *name)
3216 for ( i=0; i < Num_weapon_types; i++) {
3217 if (!stricmp(name, Weapon_info[i].name)) {
3225 // Group_id: If you should quad lasers, they should all have the same group id.
3226 // This will be used to optimize lighting, since each group only needs to cast one light.
3227 // Call this to get a new group id, then pass it to each weapon_create call for all the
3228 // weapons in the group. Number will be between 0 and WEAPON_MAX_GROUP_IDS and will
3230 int weapon_create_group_id()
3232 static int current_id = 0;
3237 if ( current_id >= WEAPON_MAX_GROUP_IDS ) {
3244 void weapons_page_in()
3248 // Page in bitmaps for all weapons
3249 for (i=0; i<Num_weapon_types; i++ ) {
3250 weapon_info *wip = &Weapon_info[i];
3252 wip->wi_flags &= (~WIF_THRUSTER); // Assume no thrusters
3254 switch( wip->render_type ) {
3257 wip->model_num = model_load( wip->pofbitmap_name, 0, NULL );
3259 polymodel *pm = model_get( wip->model_num );
3261 // If it has a model, and the model pof has thrusters, then set
3263 if ( pm->n_thrusters > 0 ) {
3264 //mprintf(( "Weapon %s has thrusters!\n", wip->name ));
3265 wip->wi_flags |= WIF_THRUSTER;
3268 for (j=0; j<pm->n_textures; j++ ) {
3269 int bitmap_num = pm->original_textures[j];
3271 if ( bitmap_num > -1 ) {
3272 // if we're in Glide (and maybe later with D3D), use nondarkening textures
3273 if(gr_screen.mode == GR_GLIDE){
3274 bm_page_in_nondarkening_texture( bitmap_num );
3276 bm_page_in_texture( bitmap_num );
3285 bm_page_in_texture( wip->laser_bitmap );
3287 if(wip->laser_glow_bitmap >= 0){
3288 bm_page_in_texture(wip->laser_glow_bitmap);
3294 Int3(); // Invalid weapon rendering type.
3297 // If this has an impact vclip page it in.
3298 // if ( wip->impact_explosion_ani > -1 ) {
3299 // int nframes, fps;
3300 // bm_get_info( wip->impact_explosion_ani, NULL, NULL, NULL, &nframes, &fps );
3301 // bm_page_in_xparent_texture( wip->impact_explosion_ani, nframes );
3305 if ( (wip->wi_flags & WIF_TRAIL) && (wip->tr_info.bitmap > -1) ) {
3306 bm_page_in_texture( wip->tr_info.bitmap );
3309 // if this is a beam weapon, page in its stuff
3310 if(wip->wi_flags & WIF_BEAM){
3311 // all beam sections
3312 for(idx=0; idx<wip->b_info.beam_num_sections; idx++){
3313 if((idx < MAX_BEAM_SECTIONS) && (wip->b_info.sections[idx].texture >= 0)){
3314 bm_page_in_texture(wip->b_info.sections[idx].texture);
3319 if(wip->b_info.beam_glow_bitmap >= 0){
3320 bm_page_in_texture(wip->b_info.beam_glow_bitmap);
3324 if(wip->b_info.beam_particle_ani >= 0){
3326 bm_get_info( wip->b_info.beam_particle_ani, NULL, NULL, NULL, &nframes, &fps );
3327 bm_page_in_texture( wip->b_info.beam_particle_ani, nframes );
3333 for (i=0; i<Num_weapon_expl; i++) {
3334 int bitmap_handle, nframes, fps;
3336 for (j=0; j<Weapon_expl_info[i].lod_count; j++) {
3338 bitmap_handle = bm_load_animation(Weapon_expl_info[i].lod[j].filename, &nframes, &fps, 1);
3339 Weapon_expl_info[i].lod[j].bitmap_id = bitmap_handle;
3340 Weapon_expl_info[i].lod[j].fps = fps;
3341 Weapon_expl_info[i].lod[j].num_frames = nframes;
3344 bm_page_in_xparent_texture(bitmap_handle, nframes);
3349 for (i=0; i<Num_cmeasure_types; i++ ) {
3350 cmeasure_info *cmeasurep;
3352 cmeasurep = &Cmeasure_info[i];
3354 cmeasurep->model_num = model_load( cmeasurep->pof_name, 0, NULL );
3356 polymodel *pm = model_get( cmeasurep->model_num );
3358 for (j=0; j<pm->n_textures; j++ ) {
3359 int bitmap_num = pm->original_textures[j];
3361 if ( bitmap_num > -1 ) {
3362 bm_page_in_texture( bitmap_num );
3365 Assert( cmeasurep->model_num > -1 );
3370 // call to get the "color" of the laser at the given moment (since glowing lasers can cycle colors)
3371 void weapon_get_laser_color(color *c, object *objp)
3383 Assert(objp->type == OBJ_WEAPON);
3384 Assert(objp->instance >= 0);
3385 Assert(Weapons[objp->instance].weapon_info_index >= 0);
3386 if((objp->type != OBJ_WEAPON) || (objp->instance < 0) || (Weapons[objp->instance].weapon_info_index < 0)){
3389 wep = &Weapons[objp->instance];
3390 winfo = &Weapon_info[wep->weapon_info_index];
3392 // if we're a one-color laser
3393 if((winfo->laser_color_2.red == 0) && (winfo->laser_color_2.green == 0) && (winfo->laser_color_2.blue == 0)){
3394 *c = winfo->laser_color_1;
3398 pct = 1.0f - (wep->lifeleft / winfo->lifetime);
3401 } else if (pct < 0.0f)
3406 // otherwise interpolate between the colors
3407 gr_init_color( c, (int)((float)winfo->laser_color_1.red + (((float)winfo->laser_color_2.red - (float)winfo->laser_color_1.red) * pct)),
3408 (int)((float)winfo->laser_color_1.green + (((float)winfo->laser_color_2.green - (float)winfo->laser_color_1.green) * pct)),
3409 (int)((float)winfo->laser_color_1.blue + (((float)winfo->laser_color_2.blue - (float)winfo->laser_color_1.blue) * pct)) );
3412 // default weapon particle spew data
3413 int Weapon_particle_spew_count = 1;
3414 int Weapon_particle_spew_time = 25;
3415 float Weapon_particle_spew_vel = 0.4f;
3416 float Weapon_particle_spew_radius = 2.0f;
3417 float Weapon_particle_spew_lifetime = 0.15f;
3418 float Weapon_particle_spew_scale = 0.8f;
3420 // for weapons flagged as particle spewers, spew particles. wheee
3421 void weapon_maybe_spew_particle(object *obj)
3425 vector direct, direct_temp, particle_pos;
3426 vector null_vec = ZERO_VECTOR;
3431 Assert(obj->type == OBJ_WEAPON);
3432 Assert(obj->instance >= 0);
3433 Assert(Weapons[obj->instance].weapon_info_index >= 0);
3434 Assert(Weapon_info[Weapons[obj->instance].weapon_info_index].wi_flags & WIF_PARTICLE_SPEW);
3436 wp = &Weapons[obj->instance];
3438 // if the weapon's particle timestamp has elapse`d
3439 if((wp->particle_spew_time == -1) || timestamp_elapsed(wp->particle_spew_time)){
3440 // reset the timestamp
3441 wp->particle_spew_time = timestamp(Weapon_particle_spew_time);
3443 // spew some particles
3444 for(idx=0; idx<Weapon_particle_spew_count; idx++){
3445 // get the backward vector of the weapon
3446 direct = obj->orient.fvec;
3447 vm_vec_negate(&direct);
3449 // randomly perturb x, y and z
3452 ang = fl_radian(frand_range(-90.0f, 90.0f));
3453 vm_rot_point_around_line(&direct_temp, &direct, ang, &null_vec, &obj->orient.fvec);
3454 direct = direct_temp;
3455 vm_vec_scale(&direct, Weapon_particle_spew_scale);
3458 ang = fl_radian(frand_range(-90.0f, 90.0f));
3459 vm_rot_point_around_line(&direct_temp, &direct, ang, &null_vec, &obj->orient.rvec);
3460 direct = direct_temp;
3461 vm_vec_scale(&direct, Weapon_particle_spew_scale);
3464 ang = fl_radian(frand_range(-90.0f, 90.0f));
3465 vm_rot_point_around_line(&direct_temp, &direct, ang, &null_vec, &obj->orient.uvec);
3466 direct = direct_temp;
3467 vm_vec_scale(&direct, Weapon_particle_spew_scale);
3469 // get a velovity vector of some percentage of the weapon's velocity
3470 vel = obj->phys_info.vel;
3471 vm_vec_scale(&vel, Weapon_particle_spew_vel);
3473 // emit the particle
3474 vm_vec_add(&particle_pos, &obj->pos, &direct);
3475 particle_create(&particle_pos, &vel, Weapon_particle_spew_lifetime, Weapon_particle_spew_radius, PARTICLE_SMOKE);
3480 // debug console functionality
3481 void pspew_display_dcf()
3483 dc_printf("Particle spew settings\n\n");
3484 dc_printf("Particle spew count (pspew_count) : %d\n", Weapon_particle_spew_count);
3485 dc_printf("Particle spew time (pspew_time) : %d\n", Weapon_particle_spew_time);
3486 dc_printf("Particle spew velocity (pspew_vel) : %f\n", Weapon_particle_spew_vel);
3487 dc_printf("Particle spew size (pspew_size) : %f\n", Weapon_particle_spew_radius);
3488 dc_printf("Particle spew lifetime (pspew_life) : %f\n", Weapon_particle_spew_lifetime);
3489 dc_printf("Particle spew scale (psnew_scale) : %f\n", Weapon_particle_spew_scale);
3492 DCF(pspew_count, "Number of particles spewed at a time")
3494 dc_get_arg(ARG_INT);
3495 if(Dc_arg_type & ARG_INT){
3496 Weapon_particle_spew_count = Dc_arg_int;
3499 pspew_display_dcf();
3502 DCF(pspew_time, "Time between particle spews")
3504 dc_get_arg(ARG_INT);
3505 if(Dc_arg_type & ARG_INT){
3506 Weapon_particle_spew_time = Dc_arg_int;
3509 pspew_display_dcf();
3512 DCF(pspew_vel, "Relative velocity of particles (0.0 - 1.0)")
3514 dc_get_arg(ARG_FLOAT);
3515 if(Dc_arg_type & ARG_FLOAT){
3516 Weapon_particle_spew_vel = Dc_arg_float;
3519 pspew_display_dcf();
3522 DCF(pspew_size, "Size of spewed particles")
3524 dc_get_arg(ARG_FLOAT);
3525 if(Dc_arg_type & ARG_FLOAT){
3526 Weapon_particle_spew_radius = Dc_arg_float;
3529 pspew_display_dcf();
3532 DCF(pspew_life, "Lifetime of spewed particles")
3534 dc_get_arg(ARG_FLOAT);
3535 if(Dc_arg_type & ARG_FLOAT){
3536 Weapon_particle_spew_lifetime = Dc_arg_float;
3539 pspew_display_dcf();
3542 DCF(pspew_scale, "How far away particles are from the weapon path")
3544 dc_get_arg(ARG_FLOAT);
3545 if(Dc_arg_type & ARG_FLOAT){
3546 Weapon_particle_spew_scale = Dc_arg_float;
3549 pspew_display_dcf();
3552 // return a scale factor for damage which should be applied for 2 collisions
3553 float weapon_get_damage_scale(weapon_info *wip, object *wep, object *target)
3556 int from_player = 0;
3557 float total_scale = 1.0f;
3559 int is_big_damage_ship = 0;
3562 if((wip == NULL) || (wep == NULL) || (target == NULL)){
3566 // don't scale any damage if its not a weapon
3567 if((wep->type != OBJ_WEAPON) || (wep->instance < 0) || (wep->instance >= MAX_WEAPONS)){
3570 wp = &Weapons[wep->instance];
3572 // was the weapon fired by the player
3574 if((wep->parent >= 0) && (wep->parent < MAX_OBJECTS) && (Objects[wep->parent].flags & OF_PLAYER_SHIP)){
3578 // if this is a lockarm weapon, and it was fired unlocked
3579 if((wip->wi_flags & WIF_LOCKARM) && !(wp->weapon_flags & WF_LOCKED_WHEN_FIRED)){
3580 total_scale *= 0.1f;
3583 // if the hit object was a ship
3584 if(target->type == OBJ_SHIP){
3588 // get some info on the ship
3589 Assert((target->instance >= 0) && (target->instance < MAX_SHIPS));
3590 if((target->instance < 0) || (target->instance >= MAX_SHIPS)){
3593 shipp = &Ships[target->instance];
3594 sip = &Ship_info[Ships[target->instance].ship_info_index];
3596 // get hull pct of the ship currently
3597 hull_pct = target->hull_strength / sip->initial_hull_strength;
3599 // if it has hit a supercap ship and is not a supercap class weapon
3600 if((sip->flags & SIF_SUPERCAP) && !(wip->wi_flags & WIF_SUPERCAP)){
3601 // if the supercap is around 3/4 damage, apply nothing
3602 if(hull_pct <= 0.75f){
3605 total_scale *= SUPERCAP_DAMAGE_SCALE;
3609 // determine if this is a big damage ship
3610 is_big_damage_ship = (sip->flags & SIF_BIG_DAMAGE);
3612 // if this is a large ship, and is being hit by flak
3613 if(is_big_damage_ship && (wip->wi_flags & WIF_FLAK)){
3614 total_scale *= FLAK_DAMAGE_SCALE;
3617 // if the player is firing small weapons at a big ship
3618 if( from_player && is_big_damage_ship && !(wip->wi_flags & (WIF_HURTS_BIG_SHIPS)) ){
3620 // if its a laser weapon
3621 if(wip->subtype == WP_LASER){
3622 total_scale *= 0.01f;
3624 total_scale *= 0.05f;
3628 // if the weapon is a small weapon being fired at a big ship
3629 if( is_big_damage_ship && !(wip->wi_flags & (WIF_HURTS_BIG_SHIPS)) ){
3630 if(hull_pct > 0.1f){
3631 total_scale *= hull_pct;
3641 int weapon_get_expl_handle(int weapon_expl_index, vector *pos, float size)
3643 weapon_expl_info *wei = &Weapon_expl_info[weapon_expl_index];
3645 if (wei->lod_count == 1) {
3646 return wei->lod[0].bitmap_id;
3649 // now we have to do some work
3651 int x, y, w, h, bm_size;
3657 extern float Viewer_zoom;
3658 extern int G3_count;
3664 g3_set_view_matrix(&Eye_position, &Eye_matrix, Viewer_zoom);
3666 // get extents of the rotated bitmap
3667 g3_rotate_vertex(&v, pos);
3669 // if vertex is behind, find size if in front, then drop down 1 LOD
3670 if (v.codes & CC_BEHIND) {
3671 float dist = vm_vec_dist_quick(&Eye_position, pos);
3675 vm_vec_scale_add(&temp, &Eye_position, &Eye_matrix.fvec, dist);
3676 g3_rotate_vertex(&v, &temp);
3678 // if still behind, bail and go with default
3679 if (v.codes & CC_BEHIND) {
3684 if (!g3_get_bitmap_dims(wei->lod[0].bitmap_id, &v, size, &x, &y, &w, &h, &bm_size)) {
3685 if (Detail.hardware_textures == 4) {
3689 } else if(w <= bm_size/2){
3691 } else if(w <= 1.3f*bm_size){
3697 // less aggressive LOD for lower detail settings
3700 } else if(w <= bm_size/3){
3702 } else if(w <= (1.15f*bm_size)){
3710 // if it's behind, bump up LOD by 1
3720 best_lod = min(best_lod, wei->lod_count - 1);
3721 return wei->lod[best_lod].bitmap_id;