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implemented two assembly stubs.
[taylor/freespace2.git] / src / weapon / weapons.cpp
1 /*
2  * $Logfile: /Freespace2/code/Weapon/Weapons.cpp $
3  * $Revision$
4  * $Date$
5  * $Author$
6  *
7  * Code to handle the weapon systems
8  *
9  * $Log$
10  * Revision 1.3  2002/05/28 08:52:03  relnev
11  * implemented two assembly stubs.
12  *
13  * cleaned up a few warnings.
14  *
15  * added a little demo hackery to make it progress a little farther.
16  *
17  * Revision 1.2  2002/05/07 03:16:53  theoddone33
18  * The Great Newline Fix
19  *
20  * Revision 1.1.1.1  2002/05/03 03:28:11  root
21  * Initial import.
22  *
23  * 
24  * 69    9/14/99 3:26a Dave
25  * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer
26  * respawn-too-early problem. Made a few crash points safe.
27  * 
28  * 68    9/14/99 1:32a Andsager
29  * Better LOD for weapon explosions when behind.  Move point ahead to get
30  * vertex and then find size.
31  * 
32  * 67    9/07/99 1:10p Mikek
33  * Fix code I busted due to adding lifeleft to missiles.
34  * 
35  * 66    9/07/99 12:20a Andsager
36  * LOD less agressive at lower hardware detail level
37  * 
38  * 65    9/06/99 7:21p Dave
39  * Commented out bad lifeleft scaling code in weapon_set_tracking_info()
40  * 
41  * 64    9/06/99 3:23p Andsager
42  * Make fireball and weapon expl ani LOD choice look at resolution of the
43  * bitmap
44  * 
45  * 63    9/06/99 12:46a Andsager
46  * Add weapon_explosion_ani LOD
47  * 
48  * 62    9/05/99 11:24p Mikek
49  * Fixed problems caused by earlier checkin (that was rolled back).
50  * Problem was wp->target_pos was not set for swarmers.
51  * 
52  * More tweaking of missile behavior.  Also add 20% to lifetime of a
53  * locked missile.
54  * 
55  * [Rolled back -- MK] 63    9/05/99 2:23p Mikek
56  * Make aspect seekers a little less likely to miss their target.
57  * Mysterious why they do it so often.  Maybe fix for FS3...
58  * 
59  * [Rolled back -- MK] 62    9/04/99 12:09p Mikek
60  * Limit number of spawned weapons that can home on player based on skill
61  * level.  Works same as for non-spawned weapons.  Only do in single
62  * player.
63  * 
64  * 61    8/27/99 1:34a Andsager
65  * Modify damage by shockwaves for BIG|HUGE ships.  Modify shockwave damge
66  * when weapon blows up.
67  * 
68  * 60    8/24/99 10:47a Jefff
69  * tech room weapon anims.  added tech anim field to weapons.tbl
70  * 
71  * 59    8/16/99 11:58p Andsager
72  * Disable collision on proximity for ships with SIF_DONT_COLLIDE_INVIS
73  * hulls.
74  * 
75  * 58    8/10/99 5:30p Jefff
76  * Added tech_title string to weapon_info.  Changed parser accordingly.
77  * 
78  * 57    8/05/99 2:06a Dave
79  * Whee.
80  * 
81  * 56    8/02/99 5:16p Dave
82  * Bumped up weapon title string length from 32 to 48
83  * 
84  * 55    7/29/99 5:41p Jefff
85  * Sound hooks for cmeasure success
86  * 
87  * 54    7/24/99 1:54p Dave
88  * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert
89  * missions.
90  * 
91  * 53    7/19/99 7:20p Dave
92  * Beam tooling. Specialized player-killed-self messages. Fixed d3d nebula
93  * pre-rendering.
94  * 
95  * 52    7/18/99 12:32p Dave
96  * Randomly oriented shockwaves.
97  * 
98  * 51    7/16/99 1:50p Dave
99  * 8 bit aabitmaps. yay.
100  * 
101  * 50    7/15/99 9:20a Andsager
102  * FS2_DEMO initial checkin
103  * 
104  * 49    7/08/99 10:53a Dave
105  * New multiplayer interpolation scheme. Not 100% done yet, but still
106  * better than the old way.
107  * 
108  * 48    7/02/99 4:31p Dave
109  * Much more sophisticated lightning support.
110  * 
111  * 47    7/01/99 5:57p Johnson
112  * Oops. Fixed big ship damage.
113  * 
114  * 46    7/01/99 4:23p Dave
115  * Full support for multiple linked ambient engine sounds. Added "big
116  * damage" flag.
117  * 
118  * 45    6/30/99 5:53p Dave
119  * Put in new anti-camper code.
120  * 
121  * 44    6/22/99 3:24p Danw
122  * Fixed incorrect weapon hit sound culling.
123  * 
124  * 43    6/21/99 7:25p Dave
125  * netplayer pain packet. Added type E unmoving beams.
126  * 
127  * 42    6/14/99 10:45a Dave
128  * Made beam weapons specify accuracy by skill level in the weapons.tbl
129  * 
130  * 41    6/11/99 11:13a Dave
131  * last minute changes before press tour build.
132  * 
133  * 40    6/04/99 2:16p Dave
134  * Put in shrink effect for beam weapons.
135  * 
136  * 39    6/01/99 8:35p Dave
137  * Finished lockarm weapons. Added proper supercap weapons/damage. Added
138  * awacs-set-radius sexpression.
139  * 
140  * 38    6/01/99 3:52p Dave
141  * View footage screen. Fixed xstrings to not display the & symbol. Popup,
142  * dead popup, pxo find player popup, pxo private room popup.
143  * 
144  * 37    5/27/99 6:17p Dave
145  * Added in laser glows.
146  * 
147  * 36    5/20/99 7:00p Dave
148  * Added alternate type names for ships. Changed swarm missile table
149  * entries.
150  * 
151  * 35    5/08/99 8:25p Dave
152  * Upped object pairs. First run of nebula lightning.
153  * 
154  * 34    4/28/99 11:13p Dave
155  * Temporary checkin of artillery code.
156  * 
157  * 33    4/28/99 3:11p Andsager
158  * Stagger turret weapon fire times.  Make turrets smarter when target is
159  * protected or beam protected.  Add weaopn range to weapon info struct.
160  * 
161  * 32    4/22/99 11:06p Dave
162  * Final pass at beam weapons. Solidified a lot of stuff. All that remains
163  * now is to tweak and fix bugs as they come up. No new beam weapon
164  * features.
165  * 
166  * 31    4/19/99 11:01p Dave
167  * More sophisticated targeting laser support. Temporary checkin.
168  * 
169  * 30    4/16/99 5:54p Dave
170  * Support for on/off style "stream" weapons. Real early support for
171  * target-painting lasers.
172  * 
173  * 29    4/07/99 6:22p Dave
174  * Fred and Freespace support for multiple background bitmaps and suns.
175  * Fixed link errors on all subprojects. Moved encrypt_init() to
176  * cfile_init() and lcl_init(), since its safe to call twice.
177  * 
178  * 28    4/02/99 1:35p Dave
179  * Removed weapon hit packet. No good for causing pain.
180  * 
181  * 27    4/02/99 9:55a Dave
182  * Added a few more options in the weapons.tbl for beam weapons. Attempt
183  * at putting "pain" packets into multiplayer.
184  * 
185  * 26    3/31/99 9:26p Dave
186  * Don't load beam textures when in Fred.
187  * 
188  * 25    3/31/99 8:24p Dave
189  * Beefed up all kinds of stuff, incluging beam weapons, nebula effects
190  * and background nebulae. Added per-ship non-dimming pixel colors.
191  * 
192  * 24    3/23/99 2:29p Andsager
193  * Fix shockwaves for kamikazi and Fred defined.  Collect together
194  * shockwave_create_info struct.
195  * 
196  * 23    3/23/99 11:03a Dave
197  * Added a few new fields and fixed parsing code for new weapon stuff.
198  * 
199  * 22    3/19/99 9:52a Dave
200  * Checkin to repair massive source safe crash. Also added support for
201  * pof-style nebulae, and some new weapons code.
202  * 
203  * 24    3/15/99 6:45p Daveb
204  * Put in rough nebula bitmap support.
205  * 
206  * 23    3/12/99 3:19p Enricco
207  * Remove spurious Int3()
208  * 
209  * 22    3/11/99 5:53p Dave
210  * More network optimization. Spliced in Dell OEM planet bitmap crap.
211  * 
212  * 21    3/10/99 6:51p Dave
213  * Changed the way we buffer packets for all clients. Optimized turret
214  * fired packets. Did some weapon firing optimizations.
215  * 
216  * 20    2/24/99 4:02p Dave
217  * Fixed weapon locking and homing problems for multiplayer dogfight mode.
218  * 
219  * 19    2/05/99 12:52p Dave
220  * Fixed Glide nondarkening textures.
221  * 
222  * 18    1/29/99 12:47a Dave
223  * Put in sounds for beam weapon. A bunch of interface screens (tech
224  * database stuff).
225  * 
226  * 17    1/27/99 9:56a Dave
227  * Temporary checkin of beam weapons for Dan to make cool sounds.
228  * 
229  * 16    1/25/99 5:03a Dave
230  * First run of stealth, AWACS and TAG missile support. New mission type
231  * :)
232  * 
233  * 15    1/24/99 11:37p Dave
234  * First full rev of beam weapons. Very customizable. Removed some bogus
235  * Int3()'s in low level net code.
236  * 
237  * 14    1/21/99 10:45a Dave
238  * More beam weapon stuff. Put in warmdown time.
239  * 
240  * 13    1/12/99 5:45p Dave
241  * Moved weapon pipeline in multiplayer to almost exclusively client side.
242  * Very good results. Bandwidth goes down, playability goes up for crappy
243  * connections. Fixed object update problem for ship subsystems.
244  * 
245  * 12    1/08/99 2:08p Dave
246  * Fixed software rendering for pofview. Super early support for AWACS and
247  * beam weapons.
248  * 
249  * 11    1/06/99 2:24p Dave
250  * Stubs and release build fixes.
251  * 
252  * 10    12/01/98 6:12p Johnson
253  * Make sure to page in weapon impact animations as xparent textures.
254  * 
255  * 9     11/20/98 4:08p Dave
256  * Fixed flak effect in multiplayer.
257  * 
258  * 8     11/14/98 5:33p Dave
259  * Lots of nebula work. Put in ship contrails.
260  * 
261  * 7     11/05/98 4:18p Dave
262  * First run nebula support. Beefed up localization a bit. Removed all
263  * conditional compiles for foreign versions. Modified mission file
264  * format.
265  * 
266  * 6     10/26/98 9:42a Dave
267  * Early flak gun support.
268  * 
269  * 5     10/23/98 3:51p Dave
270  * Full support for tstrings.tbl and foreign languages. All that remains
271  * is to make it active in Fred.
272  * 
273  * 4     10/07/98 6:27p Dave
274  * Globalized mission and campaign file extensions. Removed Silent Threat
275  * special code. Moved \cache \players and \multidata into the \data
276  * directory.
277  * 
278  * 3     10/07/98 4:49p Andsager
279  * don't do weapon swap (was needed for mission disk)
280  * 
281  * 2     10/07/98 10:54a Dave
282  * Initial checkin.
283  * 
284  * 1     10/07/98 10:51a Dave
285  * 
286  * 314   9/21/98 11:19p Dave
287  * Weapon name fix.
288  * 
289  * 313   9/19/98 4:33p Adam
290  * Changed default values for particle spew (used on Leech Cannon)
291  * 
292  * 312   9/13/98 10:51p Dave
293  * Put in newfangled icons for mission simulator room. New mdisk.vp
294  * checksum and file length.
295  * 
296  * 311   9/13/98 4:29p Andsager
297  * Maintain Weapon_info compataiblity with mission disk
298  * 
299  * 310   9/13/98 4:26p Andsager
300  * 
301  * 309   9/01/98 4:25p Dave
302  * Put in total (I think) backwards compatibility between mission disk
303  * freespace and non mission disk freespace, including pilot files and
304  * campaign savefiles.
305  * 
306  * 308   8/28/98 3:29p Dave
307  * EMP effect done. AI effects may need some tweaking as required.
308  * 
309  * 307   8/25/98 1:49p Dave
310  * First rev of EMP effect. Player side stuff basically done. Next comes
311  * AI code.
312  * 
313  * 306   8/18/98 10:15a Dave
314  * Touchups on the corkscrew missiles. Added particle spewing weapons.
315  * 
316  * 305   8/17/98 5:07p Dave
317  * First rev of corkscrewing missiles.
318  * 
319  * 304   6/30/98 2:23p Dave
320  * Revised object update system. Removed updates for all weapons. Put
321  * button info back into control info packet.
322  * 
323  * 303   6/22/98 8:36a Allender
324  * revamping of homing weapon system.  don't send as object updates
325  * anymore
326  * 
327  * 302   5/24/98 2:25p Allender
328  * be sure that homing missiles die on client when lifeleft gets too
329  * negative (lost packets)
330  * 
331  * 301   5/20/98 5:47p Sandeep
332  * 
333  * 300   5/18/98 1:58a Mike
334  * Make Phoenix not be fired at fighters (but yes bombers).
335  * Improve positioning of ships in guard mode.
336  * Make turrets on player ship not fire near end of support ship docking.
337  * 
338  * $NoKeywords: $
339  */
340
341 #include <stdlib.h>
342
343 #include "pstypes.h"
344 #include "systemvars.h"
345 #include "vecmat.h"
346 #include "tmapper.h"
347 #include "2d.h"
348 #include "3d.h"
349 #include "bmpman.h"
350 #include "model.h"
351 #include "key.h"
352 #include "physics.h"
353 #include "floating.h"
354 #include "model.h"
355 #include "lighting.h"
356 #include "object.h"
357 #include "weapon.h"
358 #include "ship.h"
359 #include "fireballs.h"
360 #include "player.h"
361 #include "hudtarget.h"
362 #include "freespace.h"
363 #include "radar.h"
364 #include "ai.h"
365 #include "sound.h"
366 #include "multi.h"
367 #include "multimsgs.h"
368 #include "linklist.h"
369 #include "timer.h"
370 #include "gamesnd.h"
371 #include "cmeasure.h"
372 #include "shockwave.h"
373 #include "model.h"
374 #include "staticrand.h"
375 #include "swarm.h"
376 #include "multiutil.h"
377 #include "shiphit.h"
378 #include "trails.h"
379 #include "hud.h"
380 #include "objcollide.h"
381 #include "aibig.h"
382 #include "particle.h"
383 #include "asteroid.h"
384 #include "joy_ff.h"
385 #include "multi_obj.h"
386 #include "corkscrew.h"
387 #include "emp.h"
388 #include "localize.h"
389 #include "flak.h"
390 #include "muzzleflash.h"
391
392 #ifndef NDEBUG
393 int Weapon_flyby_sound_enabled = 1;
394 DCF_BOOL( weapon_flyby, Weapon_flyby_sound_enabled )
395 #endif
396
397 static int Weapon_flyby_sound_timer;    
398
399 weapon Weapons[MAX_WEAPONS];
400 weapon_info Weapon_info[MAX_WEAPON_TYPES];
401
402 #define         MISSILE_OBJ_USED        (1<<0)                  // flag used in missile_obj struct
403 #define         MAX_MISSILE_OBJS        MAX_WEAPONS             // max number of missiles tracked in missile list
404 missile_obj Missile_objs[MAX_MISSILE_OBJS];     // array used to store missile object indexes
405 missile_obj Missile_obj_list;                                           // head of linked list of missile_obj structs
406
407
408 // WEAPON EXPLOSION INFO
409 #define MAX_weapon_expl_lod                                             4
410 #define MAX_Weapon_expl_info                                    3
411
412 typedef struct weapon_expl_lod {
413         char    filename[MAX_FILENAME_LEN];
414         int     bitmap_id;
415         int     num_frames;
416         int     fps;
417 } weapon_expl_lod;
418
419 typedef struct weapon_expl_info {
420         int                                     lod_count;      
421         weapon_expl_lod         lod[MAX_weapon_expl_lod];
422 } weapon_expl_info;
423
424 weapon_expl_info Weapon_expl_info[MAX_Weapon_expl_info];
425
426 int Num_weapon_expl = 0;
427
428 int Num_weapon_types = 0;
429
430 int Num_weapons = 0;
431 int Weapons_inited = 0;
432
433 int laser_model_inner = -1;
434 int laser_model_outer = -1;
435
436 int missile_model = -1;
437
438 char    *Weapon_names[MAX_WEAPON_TYPES];
439
440 int     First_secondary_index = -1;
441
442 #define MAX_SPAWN_WEAPONS       10                      //      Up to 10 weapons can spawn weapons.
443
444 int     Num_spawn_types;
445 char    Spawn_names[MAX_SPAWN_WEAPONS][NAME_LENGTH];
446
447 int Num_player_weapon_precedence;                               // Number of weapon types in Player_weapon_precedence
448 int Player_weapon_precedence[MAX_WEAPON_TYPES]; // Array of weapon types, precedence list for player weapon selection
449
450 // Used to avoid playing too many impact sounds in too short a time interval.
451 // This will elimate the odd "stereo" effect that occurs when two weapons impact at 
452 // nearly the same time, like from a double laser (also saves sound channels!)
453 #define IMPACT_SOUND_DELTA      50              // in milliseconds
454 int             Weapon_impact_timer;                    // timer, initalized at start of each mission
455
456 // energy suck defines
457 #define ESUCK_DEFAULT_WEAPON_REDUCE                             (10.0f)
458 #define ESUCK_DEFAULT_AFTERBURNER_REDUCE                (10.0f)
459
460 // scale factor for supercaps taking damage from weapons which are not "supercap" weapons
461 #define SUPERCAP_DAMAGE_SCALE                   0.25f
462
463 // scale factor for big ships getting hit by flak
464 #define FLAK_DAMAGE_SCALE                               0.05f
465
466 extern int Max_allowed_player_homers[];
467 extern int compute_num_homing_objects(object *target_objp);
468
469 // 
470 void parse_weapon_expl_tbl()
471 {
472         int     rval, idx;
473         char base_filename[256] = "";
474
475         // open localization
476         lcl_ext_open();
477
478         if ((rval = setjmp(parse_abort)) != 0) {
479                 Error(LOCATION, "Unable to parse weapon_expl.tbl!  Code = %i.\n", rval);
480         }
481         else {
482                 read_file_text(NOX("weapon_expl.tbl"));
483                 reset_parse();          
484         }
485
486         Num_weapon_expl = 0;
487         required_string("#Start");
488         while (required_string_either("#End","$Name:")) {
489                 Assert( Num_weapon_expl < MAX_Weapon_expl_info);
490
491                 // base filename
492                 required_string("$Name:");
493                 stuff_string(base_filename, F_NAME, NULL);
494
495                 // # of lod levels - make sure old fireball.tbl is compatible
496                 Weapon_expl_info[Num_weapon_expl].lod_count = 1;
497                 if(optional_string("$LOD:")){
498                         stuff_int(&Weapon_expl_info[Num_weapon_expl].lod_count);
499                 }
500
501                 // stuff default filename
502                 strcpy(Weapon_expl_info[Num_weapon_expl].lod[0].filename, base_filename);
503
504                 // stuff LOD level filenames
505                 for(idx=1; idx<Weapon_expl_info[Num_weapon_expl].lod_count; idx++){
506                         if(idx >= MAX_weapon_expl_lod){
507                                 break;
508                         }
509
510                         sprintf(Weapon_expl_info[Num_weapon_expl].lod[idx].filename, "%s_%d", base_filename, idx);
511                 }
512
513                 Num_weapon_expl++;
514         }
515         required_string("#End");
516
517         // close localization
518         lcl_ext_close();
519 }
520
521 int get_weapon_expl_info_index(char *filename)
522 {
523         for (int i=0; i<MAX_Weapon_expl_info; i++) {
524                 if ( stricmp(Weapon_expl_info[i].lod[0].filename, filename) == 0) {
525                         return i;
526                 }
527         }
528
529         return -1;
530 }
531 // ----------------------------------------------------------------------
532 // missile_obj_list_init()
533 //
534 // Clear out the Missile_obj_list
535 //
536 void missile_obj_list_init()
537 {
538         int i;
539
540         list_init(&Missile_obj_list);
541         for ( i = 0; i < MAX_MISSILE_OBJS; i++ ) {
542                 Missile_objs[i].flags = 0;
543         }
544 }
545
546 // ---------------------------------------------------
547 // missile_obj_list_add()
548 //
549 // Function to add a node from the Missile_obj_list.  Only
550 // called from weapon_create()
551 int missile_obj_list_add(int objnum)
552 {
553         int i;
554
555         for ( i = 0; i < MAX_MISSILE_OBJS; i++ ) {
556                 if ( !(Missile_objs[i].flags & MISSILE_OBJ_USED) )
557                         break;
558         }
559         if ( i == MAX_MISSILE_OBJS ) {
560                 Error(LOCATION, "Fatal Error: Ran out of missile object nodes\n");
561                 return -1;
562         }
563         
564         Missile_objs[i].flags = 0;
565         Missile_objs[i].objnum = objnum;
566         list_append(&Missile_obj_list, &Missile_objs[i]);
567         Missile_objs[i].flags |= MISSILE_OBJ_USED;
568
569         return i;
570 }
571
572 // ---------------------------------------------------
573 // missle_obj_list_remove()
574 //
575 // Function to remove a node from the Missile_obj_list.  Only
576 // called from weapon_delete()
577 void missle_obj_list_remove(int index)
578 {
579         Assert(index >= 0 && index < MAX_MISSILE_OBJS);
580         list_remove(&Missile_obj_list, &Missile_objs[index]);   
581         Missile_objs[index].flags = 0;
582 }
583
584 // ---------------------------------------------------
585 // missile_obj_list_rebuild()
586 //
587 // Called by the save/restore code to rebuild Missile_obj_list
588 //
589 void missile_obj_list_rebuild()
590 {
591         object *objp;
592
593         missile_obj_list_init();
594
595         for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
596                 if ( objp->type == OBJ_WEAPON && Weapon_info[Weapons[objp->instance].weapon_info_index].subtype == WP_MISSILE ) {
597                         Weapons[objp->instance].missile_list_index = missile_obj_list_add(OBJ_INDEX(objp));
598                 }
599         }
600 }
601
602 // If this is a player countermeasure, let the player know he evaded a missile
603 void weapon_maybe_alert_cmeasure_success(object *objp)
604 {
605         if ( objp->type == OBJ_CMEASURE ) {
606                 cmeasure *cmp;
607                 cmp = &Cmeasures[objp->instance];
608                 if ( cmp->source_objnum == OBJ_INDEX(Player_obj) ) {
609                         hud_start_text_flash(XSTR("Evaded", 1430), 800);
610                         snd_play(&Snds[SND_MISSILE_EVADED_POPUP]);
611                 } else if ( Objects[cmp->source_objnum].flags & OF_PLAYER_SHIP ) {
612                         send_countermeasure_success_packet( cmp->source_objnum );
613                 }
614         }
615 }
616
617 // ---------------------------------------------------
618 // missile_obj_return_address()
619 //
620 // Called externally to generate an address from an index into
621 // the Missile_objs[] array
622 //
623 missile_obj *missile_obj_return_address(int index)
624 {
625         Assert(index >= 0 && index < MAX_MISSILE_OBJS);
626         return &Missile_objs[index];
627 }
628
629 //      Return the index of Weapon_info[].name that is *name.
630 int weapon_info_lookup(char *name)
631 {
632         int     i;
633
634         for (i=0; i<Num_weapon_types; i++)
635                 if (!stricmp(name, Weapon_info[i].name))
636                         return i;
637
638         return -1;
639 }
640
641 #define DEFAULT_WEAPON_SPAWN_COUNT      10
642
643 //      Parse the weapon flags.
644 void parse_wi_flags(weapon_info *weaponp)
645 {
646         char    weapon_strings[MAX_WEAPON_FLAGS][NAME_LENGTH];
647         int     num_strings;
648
649         required_string("$Flags:");
650
651         num_strings = stuff_string_list(weapon_strings, MAX_WEAPON_FLAGS);
652         
653         for (int i=0; i<num_strings; i++) {
654                 if (!stricmp(NOX("Electronics"), weapon_strings[i]))
655                         weaponp->wi_flags |= WIF_ELECTRONICS;           
656                 else if (!strnicmp(NOX("Spawn"), weapon_strings[i], 5)) {
657                         if (weaponp->spawn_type == -1) {
658                                 int     skip_length, name_length;
659                                 char    *temp_string;
660
661                                 temp_string = weapon_strings[i];
662
663                                 weaponp->wi_flags |= WIF_SPAWN;
664                                 weaponp->spawn_type = (short)Num_spawn_types;
665                                 skip_length = strlen(NOX("Spawn")) + strspn(&temp_string[strlen(NOX("Spawn"))], NOX(" \t"));
666                                 char *num_start = strchr(&temp_string[skip_length], ',');
667                                 if (num_start == NULL) {
668                                         weaponp->spawn_count = DEFAULT_WEAPON_SPAWN_COUNT;
669                                         name_length = 999;
670                                 } else {
671                                         weaponp->spawn_count = (short)atoi(num_start+1);
672                                         name_length = num_start - temp_string - skip_length;
673                                 }
674
675                                 strncpy(Spawn_names[Num_spawn_types++], &(weapon_strings[i][skip_length]), name_length);
676                                 Assert(Num_spawn_types < MAX_SPAWN_WEAPONS);
677                         } else
678                                 Warning(LOCATION, "Illegal to have two spawn types for one weapon.\n"
679                                                                                 "Ignoring weapon %s", weapon_strings[i]);
680                 } else if (!stricmp(NOX("Remote Detonate"), weapon_strings[i]))
681                         weaponp->wi_flags |= WIF_REMOTE;
682                 else if (!stricmp(NOX("Puncture"), weapon_strings[i]))
683                         weaponp->wi_flags |= WIF_PUNCTURE;              
684                 else if (!stricmp(NOX("Big Ship"), weapon_strings[i]))
685                         weaponp->wi_flags |= WIF_BIG_ONLY;
686                 else if (!stricmp(NOX("Huge"), weapon_strings[i]))
687                         weaponp->wi_flags |= WIF_HUGE;
688                 else if (!stricmp(NOX("Bomber+"), weapon_strings[i]))
689                         weaponp->wi_flags |= WIF_BOMBER_PLUS;
690                 else if (!stricmp(NOX("child"), weapon_strings[i]))
691                         weaponp->wi_flags |= WIF_CHILD;
692                 else if (!stricmp(NOX("Bomb"), weapon_strings[i]))
693                         weaponp->wi_flags |= WIF_BOMB;
694                 else if (!stricmp(NOX("No Dumbfire"), weapon_strings[i]))
695                         weaponp->wi_flags |= WIF_NO_DUMBFIRE;
696                 else if (!stricmp(NOX("In tech database"), weapon_strings[i]))
697                         weaponp->wi_flags |= WIF_IN_TECH_DATABASE;
698                 else if (!stricmp(NOX("Player allowed"), weapon_strings[i]))
699                         weaponp->wi_flags |= WIF_PLAYER_ALLOWED;                
700                 else if (!stricmp(NOX("Particle Spew"), weapon_strings[i]))
701                         weaponp->wi_flags |= WIF_PARTICLE_SPEW;
702                 else if (!stricmp(NOX("EMP"), weapon_strings[i]))
703                         weaponp->wi_flags |= WIF_EMP;
704                 else if (!stricmp(NOX("Esuck"), weapon_strings[i]))
705                         weaponp->wi_flags |= WIF_ENERGY_SUCK;
706                 else if (!stricmp(NOX("Flak"), weapon_strings[i]))
707                         weaponp->wi_flags |= WIF_FLAK;
708                 else if (!stricmp(NOX("Corkscrew"), weapon_strings[i]))
709                         weaponp->wi_flags |= WIF_CORKSCREW;
710                 else if (!stricmp(NOX("Shudder"), weapon_strings[i]))
711                         weaponp->wi_flags |= WIF_SHUDDER;               
712                 else if (!stricmp(NOX("lockarm"), weapon_strings[i]))
713                         weaponp->wi_flags |= WIF_LOCKARM;               
714                 else if (!stricmp(NOX("beam"), weapon_strings[i]))
715                         weaponp->wi_flags |= WIF_BEAM;
716                 else if (!stricmp(NOX("stream"), weapon_strings[i]))
717                         weaponp->wi_flags |= WIF_STREAM;
718                 else if (!stricmp(NOX("supercap"), weapon_strings[i]))
719                         weaponp->wi_flags |= WIF_SUPERCAP;
720                 else
721                         Warning(LOCATION, "Bogus string in weapon flags: %s\n", weapon_strings[i]);
722         }       
723
724         // SWARM, CORKSCREW and FLAK should be mutually exclusive
725         if(weaponp->wi_flags & WIF_FLAK){
726                 Assert(!(weaponp->wi_flags & WIF_CORKSCREW) && !(weaponp->wi_flags & WIF_SWARM));
727         }
728         if(weaponp->wi_flags & WIF_CORKSCREW){
729                 Assert(!(weaponp->wi_flags & WIF_FLAK) && !(weaponp->wi_flags & WIF_SWARM));
730         }
731         if(weaponp->wi_flags & WIF_SWARM){
732                 Assert(!(weaponp->wi_flags & WIF_CORKSCREW) && !(weaponp->wi_flags & WIF_FLAK));
733         }
734
735         // make sure flak guns are only placed on turrets
736         if(weaponp->wi_flags & WIF_FLAK){
737                 Assert(weaponp->wi_flags & WIF_BIG_ONLY);
738         }
739 }
740
741 // function to parse the information for a specific weapon type.        
742 // return 0 if successful, otherwise return -1
743 #define WEAPONS_MULTITEXT_LENGTH 2048
744
745 int parse_weapon()
746 {
747         char buf[WEAPONS_MULTITEXT_LENGTH];
748         weapon_info *wip;
749         char fname[255] = "";
750         int idx;
751
752         wip = &Weapon_info[Num_weapon_types];
753
754         wip->wi_flags = 0;
755
756         required_string("$Name:");
757         stuff_string(wip->name, F_NAME, NULL);
758         diag_printf ("Weapon name -- %s\n", wip->name);
759
760         // AL 28-3-98: If this is a demo build, we only want to parse weapons that are preceded with
761         //             the '@' symbol
762         #ifdef DEMO // not needed FS2_DEMO (separate table file)
763                 if ( wip->name[0] != '@' ) {
764                         // advance to next weapon, and return -1
765
766                         if ( skip_to_start_of_strings("$Name:", "#End") != 1 ) {
767                                 Int3();
768                         }
769                         return -1;
770                 }
771         #endif
772
773         if ( wip->name[0] == '@' ) {
774                 char old_name[NAME_LENGTH];
775                 strcpy(old_name, wip->name);
776                 strcpy(wip->name, old_name+1);
777         }
778
779         wip->title[0] = 0;
780         if (optional_string("+Title:")) {
781                 stuff_string(wip->title, F_NAME, NULL, WEAPON_TITLE_LEN);
782         }
783
784         wip->desc = NULL;
785         if (optional_string("+Description:")) {
786                 stuff_string(buf, F_MULTITEXT, NULL);
787                 wip->desc = strdup(buf);
788         }
789
790         wip->tech_title[0] = 0;
791         if (optional_string("+Tech Title:")) {
792                 stuff_string(wip->tech_title, F_NAME, NULL, NAME_LENGTH);
793         }
794
795         wip->tech_anim_filename[0] = 0;
796         if (optional_string("+Tech Anim:")) {
797                 stuff_string(wip->tech_anim_filename, F_NAME, NULL, NAME_LENGTH);
798         }
799
800         wip->tech_desc = NULL;
801         if (optional_string("+Tech Description:")) {
802                 stuff_string(buf, F_MULTITEXT, NULL, WEAPONS_MULTITEXT_LENGTH);
803                 wip->tech_desc = strdup(buf);
804         }
805
806         //      Read the model file.  It can be a POF file or none.
807         //      If there is no model file (Model file: = "none") then we use our special
808         //      laser renderer which requires inner, middle and outer information.
809         required_string("$Model file:");
810         stuff_string(wip->pofbitmap_name, F_NAME, NULL);
811         diag_printf ("Model pof file -- %s\n", wip->pofbitmap_name );
812         if ( stricmp(wip->pofbitmap_name, NOX("none")) ) {
813                 wip->model_num = -1;                            
814                 wip->render_type = WRT_POF;
815                 wip->laser_bitmap = -1;
816         } else {
817                 //      No POF or AVI file specified, render as special laser type.
818                 ubyte r,g,b;
819
820                 wip->render_type = WRT_LASER;
821                 wip->model_num = -1;
822
823                 // laser bitmap itself
824                 required_string("@Laser Bitmap:");
825                 stuff_string(wip->pofbitmap_name, F_NAME, NULL);
826                 wip->laser_bitmap = -1;
827                 if(!Fred_running){
828                         wip->laser_bitmap = bm_load( wip->pofbitmap_name );
829                 }
830
831                 // optional laser glow
832                 wip->laser_glow_bitmap = -1;
833                 if(optional_string("@Laser Glow:")){
834                         stuff_string(fname, F_NAME, NULL);              
835                         if(!Fred_running){
836                                 wip->laser_glow_bitmap = bm_load( fname );
837
838                                 // might as well lock it down as an aabitmap now
839                                 if(wip->laser_glow_bitmap >= 0){
840                                         bm_lock(wip->laser_glow_bitmap, 8, BMP_AABITMAP);
841                                         bm_unlock(wip->laser_glow_bitmap);
842                                 }
843                         }
844                 }
845                 
846                 required_string("@Laser Color:");
847                 stuff_byte(&r); stuff_byte(&g); stuff_byte(&b);
848                 gr_init_color( &wip->laser_color_1, r, g, b );
849
850                 // optional string for cycling laser colors
851                 gr_init_color(&wip->laser_color_2, 0, 0, 0);
852                 if(optional_string("@Laser Color2:")){
853                         stuff_byte(&r); stuff_byte(&g); stuff_byte(&b);
854                         gr_init_color( &wip->laser_color_2, r, g, b );
855                 }
856
857                 required_string("@Laser Length:");
858                 stuff_float(&wip->laser_length);
859                 
860                 required_string("@Laser Head Radius:");
861                 stuff_float(&wip->laser_head_radius);
862
863                 required_string("@Laser Tail Radius:");
864                 stuff_float(&wip->laser_tail_radius );
865         }
866
867         required_string("$Mass:");
868         stuff_float( &(wip->mass) );
869         diag_printf ("Weapon mass -- %7.3f\n", wip->mass);
870
871         required_string("$Velocity:");
872         stuff_float( &(wip->max_speed) );
873         diag_printf ("Weapon mass -- %7.3f\n", wip->max_speed);
874
875         required_string("$Fire Wait:");
876         stuff_float( &(wip->fire_wait) );
877         diag_printf ("Weapon fire wait -- %7.3f\n", wip->fire_wait);
878
879         required_string("$Damage:");
880         stuff_float(&wip->damage);
881
882         // secondary weapons require these values
883         if (First_secondary_index != -1) {
884                 required_string("$Blast Force:");
885                 stuff_float( &(wip->blast_force) );
886                 diag_printf ("Weapon blast force -- %7.3f\n", wip->blast_force);
887
888                 required_string("$Inner Radius:");
889                 stuff_float( &(wip->inner_radius) );
890                 if ( wip->inner_radius != 0 ) {
891                         wip->wi_flags |= WIF_AREA_EFFECT;
892                 }
893                 diag_printf ("Weapon inner blast radius -- %7.3f\n", wip->inner_radius);
894
895                 required_string("$Outer Radius:");
896                 stuff_float( &(wip->outer_radius) );
897                 if ( wip->outer_radius != 0 ) {
898                         wip->wi_flags |= WIF_AREA_EFFECT;
899                 }
900                 diag_printf ("Weapon outer blast radius -- %7.3f\n", wip->outer_radius);
901
902                 required_string("$Shockwave Speed:");
903                 stuff_float( &(wip->shockwave_speed) );
904                 if ( wip->shockwave_speed != 0 ) {
905                         wip->wi_flags |= WIF_SHOCKWAVE;
906                 }
907                 diag_printf ("Shockwave speed -- %7.3f\n", wip->shockwave_speed);
908         } 
909         // for primary weapons they're optional
910         else {
911                 if(optional_string("$Blast Force:")){
912                         stuff_float( &(wip->blast_force) );
913                         diag_printf ("Weapon blast force -- %7.3f\n", wip->blast_force);
914                 }
915
916                 if(optional_string("$Inner Radius:")){
917                         stuff_float( &(wip->inner_radius) );
918                         if ( wip->inner_radius != 0 ) {
919                                 wip->wi_flags |= WIF_AREA_EFFECT;
920                         }
921                         diag_printf ("Weapon inner blast radius -- %7.3f\n", wip->inner_radius);
922                 }
923
924                 if(optional_string("$Outer Radius:")){
925                         stuff_float( &(wip->outer_radius) );
926                         if ( wip->outer_radius != 0 ) {
927                                 wip->wi_flags |= WIF_AREA_EFFECT;
928                         }
929                         diag_printf ("Weapon outer blast radius -- %7.3f\n", wip->outer_radius);
930                 }
931
932                 if(optional_string("$Shockwave Speed:")){
933                         stuff_float( &(wip->shockwave_speed) );
934                         if ( wip->shockwave_speed != 0 ) {
935                                 wip->wi_flags |= WIF_SHOCKWAVE;
936                         }
937                         diag_printf ("Shockwave speed -- %7.3f\n", wip->shockwave_speed);
938                 }
939         }
940
941         required_string("$Armor Factor:");
942         stuff_float(&wip->armor_factor);
943
944         required_string("$Shield Factor:");
945         stuff_float(&wip->shield_factor);
946
947         required_string("$Subsystem Factor:");
948         stuff_float(&wip->subsystem_factor);
949
950         required_string("$Lifetime:");
951         stuff_float(&wip->lifetime);
952
953         required_string("$Energy Consumed:");
954         stuff_float(&wip->energy_consumed);
955
956         required_string("$Cargo Size:");
957         stuff_float(&wip->cargo_size);
958
959         int is_homing=0;
960         required_string("$Homing:");
961         stuff_boolean(&is_homing);
962
963         if (is_homing == 1) {
964                 char    temp_type[128];
965
966                 // the following five items only need to be recorded if the weapon is a homing weapon
967                 required_string("+Type:");
968                 stuff_string(temp_type, F_NAME, NULL);
969
970                 if (!stricmp(temp_type, NOX("HEAT"))) {
971                         float   view_cone_angle;
972
973                         wip->wi_flags |= WIF_HOMING_HEAT | WIF_TURNS;
974
975                         required_string("+Turn Time:");                 
976                         stuff_float(&wip->turn_time);
977
978                         required_string("+View Cone:");
979                         stuff_float(&view_cone_angle);
980
981                         wip->fov = (float)cos((float)(ANG_TO_RAD(view_cone_angle/2.0f)));
982
983                 } else if (!stricmp(temp_type, NOX("ASPECT"))) {
984                         wip->wi_flags |= WIF_HOMING_ASPECT | WIF_TURNS;
985
986                         required_string("+Turn Time:");                 
987                         stuff_float(&wip->turn_time);
988
989                         required_string("+Min Lock Time:");                     // minimum time (in seconds) to achieve lock
990                         stuff_float(&wip->min_lock_time);
991
992                         required_string("+Lock Pixels/Sec:");           // pixels/sec moved while locking
993                         stuff_int(&wip->lock_pixels_per_sec);
994
995                         required_string("+Catch-up Pixels/Sec:");       // pixels/sec moved while catching-up for a lock
996                         stuff_int(&wip->catchup_pixels_per_sec);
997
998                         required_string("+Catch-up Penalty:");          // number of extra pixels to move while locking as a penalty for catching up for a lock
999                         stuff_int(&wip->catchup_pixel_penalty);
1000                 } else
1001                         Error(LOCATION, "Illegal homing type = %s.\nMust be HEAT or ASPECT.\n", temp_type);
1002
1003         }
1004
1005         // swarm missiles
1006         int s_count;
1007         wip->swarm_count = -1;
1008         if(optional_string("$Swarm:")){
1009                 wip->swarm_count = SWARM_DEFAULT_NUM_MISSILES_FIRED;
1010                 stuff_int(&s_count);
1011                 wip->swarm_count = (short)s_count;
1012
1013                 // flag as being a swarm weapon
1014                 wip->wi_flags |= WIF_SWARM;
1015         }
1016
1017         required_string("$LaunchSnd:");
1018         stuff_int(&wip->launch_snd);
1019
1020         required_string("$ImpactSnd:");
1021         stuff_int(&wip->impact_snd);
1022
1023         if (First_secondary_index != -1) {
1024                 required_string("$FlyBySnd:");
1025                 stuff_int(&wip->flyby_snd);
1026         }
1027
1028         //      Secondary weapons are required to have a rearm rate.
1029         if (First_secondary_index != -1) {
1030                 required_string( "$Rearm Rate:");
1031                 stuff_float( &wip->rearm_rate );
1032                 if (wip->rearm_rate > 0.1f)
1033                         wip->rearm_rate = 1.0f/wip->rearm_rate;
1034                 else
1035                         wip->rearm_rate = 1.0f;
1036         }
1037
1038         wip->weapon_range = 999999999.9f;
1039         if (optional_string("+Weapon Range:")) {
1040                 stuff_float(&wip->weapon_range);
1041         }
1042
1043         wip->spawn_type = -1;
1044         parse_wi_flags(wip);
1045
1046         char trail_name[MAX_FILENAME_LEN] = "";
1047         trail_info *ti = &wip->tr_info;
1048         memset(ti, 0, sizeof(trail_info));
1049         if(optional_string("$Trail:")){ 
1050                 wip->wi_flags |= WIF_TRAIL;             // missile leaves a trail
1051
1052                 required_string("+Start Width:");
1053                 stuff_float(&ti->w_start);
1054
1055                 required_string("+End Width:");
1056                 stuff_float(&ti->w_end);
1057
1058                 required_string("+Start Alpha:");
1059                 stuff_float(&ti->a_start);
1060
1061                 required_string("+End Alpha:");
1062                 stuff_float(&ti->a_end);                
1063
1064                 required_string("+Max Life:");
1065                 stuff_float(&ti->max_life);
1066
1067                 ti->stamp = fl2i(1000.0f*ti->max_life)/(NUM_TRAIL_SECTIONS+1);
1068
1069                 required_string("+Bitmap:");
1070                 stuff_string(trail_name, F_NAME, NULL);
1071                 ti->bitmap = bm_load(trail_name);
1072                 // wip->delta_time = fl2i(1000.0f*wip->max_life)/(NUM_TRAIL_SECTIONS+1);                // time between sections.  max_life / num_sections basically.
1073         }
1074
1075         // read in filename for icon that is used in weapons selection
1076         wip->icon_filename[0] = 0;
1077         if ( optional_string("$Icon:") ) {
1078                 stuff_string(wip->icon_filename, F_NAME, NULL);
1079         }
1080
1081         // read in filename for animation that is used in weapons selection
1082         wip->anim_filename[0] = 0;
1083         if ( optional_string("$Anim:") ) {
1084                 stuff_string(wip->anim_filename, F_NAME, NULL);
1085         }
1086
1087         wip->impact_weapon_expl_index = -1;
1088         if ( optional_string("$Impact Explosion:") ) {
1089                 char impact_ani_file[FILESPEC_LENGTH];
1090                 stuff_string(impact_ani_file, F_NAME, NULL);
1091                 if ( stricmp(impact_ani_file,NOX("none")))      {
1092                         wip->impact_weapon_expl_index = get_weapon_expl_info_index(impact_ani_file);
1093                         //int num_frames, fps;
1094                         //wip->impact_explosion_ani = bm_load_animation( impact_ani_file, &num_frames, &fps, 1 );
1095
1096                         required_string("$Impact Explosion Radius:");
1097                         stuff_float(&wip->impact_explosion_radius);
1098                 }
1099         }
1100
1101         // muzzle flash
1102         char mflash_string[255] = "";
1103         wip->muzzle_flash = -1;
1104         if( optional_string("$Muzzleflash:") ){
1105                 stuff_string(mflash_string, F_NAME, NULL);
1106
1107                 // look it up
1108                 wip->muzzle_flash = mflash_lookup(mflash_string);
1109
1110                 if(wip->muzzle_flash >= 0){                     
1111                         wip->wi_flags |= WIF_MFLASH;
1112                 }
1113         }
1114
1115         // EMP optional stuff (if WIF_EMP is not set, none of this matters, anyway)
1116         if( optional_string("$EMP Intensity:") ){
1117                 stuff_float(&wip->emp_intensity);
1118         } else {
1119                 wip->emp_intensity = EMP_DEFAULT_INTENSITY;
1120         }
1121         if( optional_string("$EMP Time:") ){
1122                 stuff_float(&wip->emp_time);
1123         } else {
1124                 wip->emp_intensity = EMP_DEFAULT_TIME;
1125         }
1126
1127         // Energy suck optional stuff (if WIF_ENERGY_SUCK is not set, none of this matters anyway)
1128         if( optional_string("$Leech Weapon:") ){
1129                 stuff_float(&wip->weapon_reduce);
1130         } else {
1131                 wip->weapon_reduce = ESUCK_DEFAULT_WEAPON_REDUCE;
1132         }
1133         if( optional_string("$Leech Afterburner:") ){
1134                 stuff_float(&wip->afterburner_reduce);
1135         } else {
1136                 wip->afterburner_reduce = ESUCK_DEFAULT_AFTERBURNER_REDUCE;
1137         }
1138
1139         // beam weapon optional stuff
1140         wip->b_info.beam_type = -1;
1141         wip->b_info.beam_life = -1.0f;
1142         wip->b_info.beam_warmup = -1;
1143         wip->b_info.beam_warmdown = -1;
1144         wip->b_info.beam_muzzle_radius = 0.0f;
1145         wip->b_info.beam_particle_count = -1;
1146         wip->b_info.beam_particle_radius = 0.0f;
1147         wip->b_info.beam_particle_angle = 0.0f;
1148         wip->b_info.beam_particle_ani = -1;     
1149         wip->b_info.beam_loop_sound = -1;
1150         wip->b_info.beam_warmup_sound = -1;
1151         wip->b_info.beam_warmdown_sound = -1;
1152         wip->b_info.beam_num_sections = 0;
1153         wip->b_info.beam_glow_bitmap = -1;
1154         wip->b_info.beam_shots = 0;
1155         wip->b_info.beam_shrink_factor = 0.0f;
1156         wip->b_info.beam_shrink_pct = 0.0f;
1157         if( optional_string("$BeamInfo:")){
1158                 // beam type
1159                 required_string("+Type:");
1160                 stuff_int(&wip->b_info.beam_type);
1161
1162                 // how long it lasts
1163                 required_string("+Life:");
1164                 stuff_float(&wip->b_info.beam_life);
1165
1166                 // warmup time
1167                 required_string("+Warmup:");
1168                 stuff_int(&wip->b_info.beam_warmup);
1169
1170                 // warmdowm time
1171                 required_string("+Warmdown:");
1172                 stuff_int(&wip->b_info.beam_warmdown);
1173
1174                 // muzzle glow radius
1175                 required_string("+Radius:");
1176                 stuff_float(&wip->b_info.beam_muzzle_radius);
1177
1178                 // particle spew count
1179                 required_string("+PCount:");
1180                 stuff_int(&wip->b_info.beam_particle_count);
1181
1182                 // particle radius
1183                 required_string("+PRadius:");
1184                 stuff_float(&wip->b_info.beam_particle_radius);
1185
1186                 // angle off turret normal
1187                 required_string("+PAngle:");
1188                 stuff_float(&wip->b_info.beam_particle_angle);
1189
1190                 // particle bitmap/ani          
1191                 required_string("+PAni:");
1192                 stuff_string(fname, F_NAME, NULL);
1193                 if(!Fred_running){
1194                         int num_frames, fps;
1195                         wip->b_info.beam_particle_ani = bm_load_animation(fname, &num_frames, &fps, 1);
1196                 }
1197
1198                 // magic miss #
1199                 required_string("+Miss Factor:");               
1200                 for(idx=0; idx<NUM_SKILL_LEVELS; idx++){
1201                         wip->b_info.beam_miss_factor[idx] = 0.00001f;
1202                         stuff_float(&wip->b_info.beam_miss_factor[idx]);
1203                 }
1204
1205                 // beam fire sound
1206                 required_string("+BeamSound:");
1207                 stuff_int(&wip->b_info.beam_loop_sound);
1208
1209                 // warmup sound
1210                 required_string("+WarmupSound:");
1211                 stuff_int(&wip->b_info.beam_warmup_sound);
1212
1213                 // warmdown sound
1214                 required_string("+WarmdownSound:");
1215                 stuff_int(&wip->b_info.beam_warmdown_sound);
1216
1217                 // glow bitmap
1218                 required_string("+Muzzleglow:");
1219                 stuff_string(fname, F_NAME, NULL);
1220                 if(!Fred_running){
1221                         wip->b_info.beam_glow_bitmap = bm_load(fname);
1222                 }
1223
1224                 // # of shots (only used for type D beams)
1225                 required_string("+Shots:");
1226                 stuff_int(&wip->b_info.beam_shots);
1227
1228                 // shrinkage
1229                 required_string("+ShrinkFactor:");
1230                 stuff_float(&wip->b_info.beam_shrink_factor);
1231                 required_string("+ShrinkPct:");
1232                 stuff_float(&wip->b_info.beam_shrink_pct);
1233
1234                 // beam sections
1235                 while( optional_string("$Section:") ){
1236                         beam_weapon_section_info i;
1237                         char tex_name[255] = "";
1238                         
1239                         // section width
1240                         required_string("+Width:");
1241                         stuff_float(&i.width);
1242
1243                         // texture
1244                         required_string("+Texture:");
1245                         stuff_string(tex_name, F_NAME, NULL);
1246                         i.texture = -1;
1247                         if(!Fred_running){
1248                                 i.texture = bm_load(tex_name);
1249                                 if(i.texture >= 0){
1250                                         bm_lock(i.texture, 16, BMP_TEX_OTHER);
1251                                         bm_unlock(i.texture);
1252                                 }
1253                         }
1254
1255                         // rgba inner
1256                         required_string("+RGBA Inner:");
1257                         stuff_byte(&i.rgba_inner[0]);
1258                         stuff_byte(&i.rgba_inner[1]);
1259                         stuff_byte(&i.rgba_inner[2]);
1260                         stuff_byte(&i.rgba_inner[3]);
1261
1262                         // rgba outer
1263                         required_string("+RGBA Outer:");
1264                         stuff_byte(&i.rgba_outer[0]);
1265                         stuff_byte(&i.rgba_outer[1]);
1266                         stuff_byte(&i.rgba_outer[2]);
1267                         stuff_byte(&i.rgba_outer[3]);
1268
1269                         // flicker
1270                         required_string("+Flicker:");
1271                         stuff_float(&i.flicker);                        
1272
1273                         // zadd
1274                         required_string("+Zadd:");
1275                         stuff_float(&i.z_add);
1276
1277                         // maybe copy it
1278                         if(wip->b_info.beam_num_sections < MAX_BEAM_SECTIONS - 1){
1279                                 wip->b_info.sections[wip->b_info.beam_num_sections++] = i;
1280                         }
1281                 }               
1282         }
1283
1284         // tag weapon optional stuff
1285         wip->tag_level = -1;
1286         wip->tag_time = -1.0f;
1287         if( optional_string("$Tag:")){
1288                 stuff_int(&wip->tag_level);
1289                 stuff_float(&wip->tag_time);            
1290                 wip->wi_flags |= WIF_TAG;
1291         }       
1292
1293         return 0;
1294 }
1295
1296 // function to parse the information for a specific ship type.  
1297 void parse_cmeasure()
1298 {
1299         cmeasure_info *cmeasurep;
1300
1301         cmeasurep = &Cmeasure_info[Num_cmeasure_types];
1302
1303         required_string("$Name:");
1304         stuff_string(cmeasurep->cmeasure_name, F_NAME, NULL);
1305
1306 /*$Name:                                        Type One
1307 $Velocity:                              20.0                            ;; speed relative to ship, rear-fired until POF info added, MK, 5/22/97
1308 $Fire Wait:                             0.5
1309 $Lifetime Min:                  1.0                             ;; Minimum lifetime
1310 $Lifetime Max:                  2.0                             ;; Maximum lifetime.  Actual lifetime is rand(min..max).
1311 $LaunchSnd:                             counter_1.wav,  .8, 10, 300     ;; countermeasure 1 fired (sound is 3d)
1312 */
1313
1314         required_string("$Velocity:");
1315         stuff_float( &(cmeasurep->max_speed) );
1316
1317         required_string("$Fire Wait:");
1318         stuff_float( &(cmeasurep->fire_wait) );
1319
1320         required_string("$Lifetime Min:");
1321         stuff_float(&cmeasurep->life_min);
1322
1323         required_string("$Lifetime Max:");
1324         stuff_float(&cmeasurep->life_max);
1325
1326         required_string("$LaunchSnd:");
1327         stuff_int(&cmeasurep->launch_sound);
1328
1329         required_string("$Model:");
1330         stuff_string(cmeasurep->pof_name, F_NAME, NULL);
1331         cmeasurep->model_num = -1;              
1332 }
1333
1334
1335 //      For all weapons that spawn weapons, given an index at weaponp->spawn_type,
1336 // convert the strings in Spawn_names to indices in the Weapon_types array.
1337 void translate_spawn_types()
1338 {
1339         int     i,j;
1340
1341         for (i=0; i<Num_weapon_types; i++)
1342                 if (Weapon_info[i].spawn_type != -1) {
1343                         int     spawn_type = Weapon_info[i].spawn_type;
1344
1345                         for (j=0; j<Num_weapon_types; j++)
1346                                 if (!stricmp(Spawn_names[spawn_type], Weapon_info[j].name)) {
1347                                         Weapon_info[i].spawn_type = (short)j;
1348                                         if (i == j){
1349                                                 Warning(LOCATION, "Weapon %s spawns itself.  Infinite recursion?\n", Weapon_info[i].name);
1350                                         }
1351                                 }
1352                 }
1353 }
1354
1355 void parse_weaponstbl()
1356 {
1357         // open localization
1358         lcl_ext_open();
1359
1360         read_file_text("weapons.tbl");
1361         reset_parse();
1362
1363         Num_weapon_types = 0;
1364         First_secondary_index = -1;
1365         Num_spawn_types = 0;
1366         
1367         required_string("#Primary Weapons");
1368         while (required_string_either("#End", "$Name:")) {
1369                 Assert( Num_weapon_types < MAX_WEAPON_TYPES );
1370                 // AL 28-3-98: If parse_weapon() fails, try next .tbl weapon
1371                 if ( parse_weapon() ) {
1372                         continue;
1373                 }
1374                 Weapon_info[Num_weapon_types].subtype = WP_LASER;
1375                 Num_weapon_types++;
1376         }
1377         required_string("#End");
1378
1379         required_string("#Secondary Weapons");
1380         First_secondary_index = Num_weapon_types;
1381         while (required_string_either("#End", "$Name:")) {
1382                 Assert( Num_weapon_types < MAX_WEAPON_TYPES );
1383                 // AL 28-3-98: If parse_weapon() fails, try next .tbl weapon
1384                 if ( parse_weapon() ) {
1385                         continue;
1386                 }
1387                 Weapon_info[Num_weapon_types].subtype = WP_MISSILE;
1388                 Num_weapon_types++;
1389         }
1390         required_string("#End");
1391
1392         required_string("#Beam Weapons");
1393         while (required_string_either("#End", "$Name:")) {
1394                 Assert( Num_weapon_types < MAX_WEAPON_TYPES );
1395                 // AL 28-3-98: If parse_weapon() fails, try next .tbl weapon
1396                 if ( parse_weapon() ) {
1397                         continue;
1398                 }
1399                 Weapon_info[Num_weapon_types].subtype = WP_BEAM;
1400                 Num_weapon_types++;
1401         }
1402         required_string("#End");
1403
1404         required_string("#Countermeasures");
1405         while (required_string_either("#End", "$Name:")) {
1406                 Assert( Num_cmeasure_types < MAX_CMEASURE_TYPES );
1407                 parse_cmeasure();
1408                 Num_cmeasure_types++;
1409         }
1410
1411         required_string("#End");
1412
1413         // Read in a list of weapon_info indicies that are an ordering of the player weapon precedence.
1414         // This list is used to select an alternate weapon when a particular weapon is not available
1415         // during weapon selection.
1416         required_string("$Player Weapon Precedence:");
1417         Num_player_weapon_precedence = stuff_int_list(Player_weapon_precedence, MAX_WEAPON_TYPES, WEAPON_LIST_TYPE);
1418
1419         translate_spawn_types();
1420
1421         // close localization
1422         lcl_ext_close();
1423 }
1424
1425 void create_weapon_names()
1426 {
1427         int     i;
1428
1429         for (i=0; i<Num_weapon_types; i++)
1430                 Weapon_names[i] = Weapon_info[i].name;
1431 }
1432
1433 // This will get called once at game startup
1434 void weapon_init()
1435 {
1436         int rval;
1437
1438         if ( !Weapons_inited ) {
1439 #ifndef FS2_DEMO
1440                 STUB_FUNCTION;
1441 #warning FS2_DEMO HACK! commented out a function call           
1442                 // parse weapon_exp.tbl
1443                 parse_weapon_expl_tbl();
1444 #endif
1445                 // parse weapons.tbl
1446                 if ((rval = setjmp(parse_abort)) != 0) {
1447                         Error(LOCATION, "Error parsing 'weapons.tbl'\r\nError code = %i.\r\n", rval);
1448                 } else {                        
1449                         parse_weaponstbl();
1450                         create_weapon_names();
1451                         Weapons_inited = 1;
1452                 }
1453         }
1454
1455         weapon_level_init();
1456 }
1457
1458
1459 // This will get called at the start of each level.
1460 void weapon_level_init()
1461 {
1462         int i;
1463
1464         // Reset everything between levels
1465         Num_weapons = 0;
1466         for (i=0; i<MAX_WEAPONS; i++)   {
1467                 Weapons[i].objnum = -1;
1468                 Weapons[i].weapon_info_index = -1;
1469         }
1470
1471         trail_level_init();             // reset all missile trails
1472
1473         swarm_level_init();
1474         missile_obj_list_init();
1475         
1476         cscrew_level_init();
1477
1478         // emp effect
1479         emp_level_init();
1480
1481         Weapon_flyby_sound_timer = timestamp(0);
1482         Weapon_impact_timer = 1;        // inited each level, used to reduce impact sounds
1483 }
1484
1485 MONITOR( NumWeaponsRend );      
1486
1487 float weapon_glow_scale_f = 2.3f;
1488 float weapon_glow_scale_r = 2.3f;
1489 float weapon_glow_scale_l = 1.5f;
1490 float weapon_glow_alpha_d3d = 0.85f;
1491 float weapon_glow_alpha_glide = 0.99f;
1492 void weapon_render(object *obj)
1493 {
1494         int num;
1495         weapon_info *wip;
1496         weapon *wp;
1497         color c;
1498
1499         MONITOR_INC(NumWeaponsRend, 1);
1500
1501         Assert(obj->type == OBJ_WEAPON);
1502
1503         num = obj->instance;
1504         wp = &Weapons[num];
1505         wip = &Weapon_info[Weapons[num].weapon_info_index];
1506
1507         switch (wip->render_type) {
1508                 case WRT_LASER: {
1509                         // turn off fogging for good measure
1510                         gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0);
1511
1512                         if (wip->laser_bitmap >= 0) {                                   
1513                                 gr_set_color_fast(&wip->laser_color_1);
1514                                 gr_set_bitmap(wip->laser_bitmap, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 0.99999f);
1515
1516                                 vector headp;
1517                                 vm_vec_scale_add(&headp, &obj->pos, &obj->orient.fvec, wip->laser_length);
1518                                 wp->weapon_flags &= ~WF_CONSIDER_FOR_FLYBY_SOUND;
1519                                 if ( g3_draw_laser(&headp, wip->laser_head_radius, &obj->pos, wip->laser_tail_radius) ) {
1520                                         wp->weapon_flags |= WF_CONSIDER_FOR_FLYBY_SOUND;
1521                                 }
1522                         }                       
1523
1524                         // maybe draw laser glow bitmap
1525                         if(wip->laser_glow_bitmap >= 0){
1526                                 // get the laser color
1527                                 weapon_get_laser_color(&c, obj);
1528
1529                                 vector headp2;                  
1530                                 vm_vec_scale_add(&headp2, &obj->pos, &obj->orient.fvec, wip->laser_length * weapon_glow_scale_l);
1531                                 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);
1532                                 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);
1533                         }                                               
1534                         break;
1535                 }
1536
1537                 case WRT_POF:   {
1538                                 uint render_flags = MR_NORMAL|MR_IS_MISSILE|MR_NO_LIGHTING;
1539
1540                                 model_clear_instance(wip->model_num);
1541
1542                                 if ( (wip->wi_flags & WIF_THRUSTER) && (wp->thruster_bitmap > -1) ) {
1543                                         float   ft;
1544
1545                                         //      Add noise to thruster geometry.
1546                                         //ft = obj->phys_info.forward_thrust;                                   
1547                                         ft = 1.0f;              // Always use 1.0f for missiles                                 
1548                                         ft *= (1.0f + frand()/5.0f - 1.0f/10.0f);
1549                                         if (ft > 1.0f)
1550                                                 ft = 1.0f;
1551
1552                                         model_set_thrust( wip->model_num, ft, wp->thruster_bitmap, wp->thruster_glow_bitmap, wp->thruster_glow_noise);
1553                                         render_flags |= MR_SHOW_THRUSTERS;
1554                                 }
1555
1556                                 model_render(wip->model_num, &obj->orient, &obj->pos, render_flags);
1557
1558                                 // render a missile plume as well
1559                                 /*
1560                                 static int plume = -1;  
1561                                 extern float Interp_thrust_twist;
1562                                 extern float Interp_thrust_twist2;
1563                                 if(plume == -1){
1564                                         plume = model_load("plume01.pof", -1, NULL);
1565                                 }
1566                                 if(plume != -1){
1567                                         Interp_thrust_twist = tw;
1568                                         Interp_thrust_twist2 = tw2;
1569                                         model_set_alpha(plume_alpha);
1570                                         model_render(plume, &obj->orient, &obj->pos, MR_ALL_XPARENT);
1571                                         Interp_thrust_twist = -1.0f;
1572                                         Interp_thrust_twist2 = -1.0f;
1573                                 }
1574                                 */
1575                         }
1576                         break;
1577
1578                 default:
1579                         Warning(LOCATION, "Unknown weapon rendering type = %i\n", wip->render_type);
1580         }
1581 }
1582
1583 void weapon_delete(object *obj)
1584 {
1585         weapon *wp;
1586         int num;
1587
1588         num = obj->instance;
1589
1590         Assert( Weapons[num].objnum == OBJ_INDEX(obj));
1591         wp = &Weapons[num];
1592
1593         Assert(wp->weapon_info_index >= 0);
1594         wp->weapon_info_index = -1;
1595         if (wp->swarm_index >= 0) {
1596                 swarm_delete(wp->swarm_index);
1597                 wp->swarm_index = -1;
1598         }
1599
1600         if(wp->cscrew_index >= 0) {
1601                 cscrew_delete(wp->cscrew_index);
1602                 wp->cscrew_index = -1;
1603         }
1604
1605         if (wp->missile_list_index >= 0) {
1606                 missle_obj_list_remove(wp->missile_list_index);
1607                 wp->missile_list_index = -1;
1608         }
1609
1610         if (wp->flak_index >= 0){
1611                 flak_delete(wp->flak_index);
1612                 wp->flak_index = -1;
1613         }
1614
1615         if (wp->trail_num > -1) {
1616                 trail_object_died(wp->trail_num);
1617         }
1618
1619         wp->objnum = -1;
1620         Num_weapons--;
1621         Assert(Num_weapons >= 0);
1622 }
1623
1624 // Check if missile is newly locked onto the Player, maybe play a launch warning
1625 void weapon_maybe_play_warning(weapon *wp)
1626 {
1627         if ( wp->homing_object == Player_obj ) {
1628                 if ( !(wp->weapon_flags & WF_LOCK_WARNING_PLAYED) ) {
1629                         wp->weapon_flags |= WF_LOCK_WARNING_PLAYED;
1630                         if ( Weapon_info[wp->weapon_info_index].wi_flags & WIF_HOMING_HEAT ) {
1631                                 snd_play(&Snds[SND_HEATLOCK_WARN]);
1632                         } else {
1633                                 Assert(Weapon_info[wp->weapon_info_index].wi_flags & WIF_HOMING_ASPECT);
1634                                 snd_play(&Snds[SND_ASPECTLOCK_WARN]);
1635                         }
1636                 }
1637         }
1638 }
1639
1640 #define CMEASURE_DETONATE_DISTANCE              40.0f
1641
1642 //      Detonate all missiles near this countermeasure.
1643 void detonate_nearby_missiles(cmeasure *cmp)
1644 {
1645         missile_obj     *mop;
1646         vector          cmeasure_pos;
1647
1648         cmeasure_pos = Objects[cmp->objnum].pos;
1649
1650         mop = GET_FIRST(&Missile_obj_list);
1651         while(mop != END_OF_LIST(&Missile_obj_list)) {
1652                 object  *objp;
1653                 weapon  *wp;
1654
1655                 objp = &Objects[mop->objnum];
1656                 wp = &Weapons[objp->instance];
1657
1658                 if (wp->team != cmp->team) {
1659                         if ( Missiontime - wp->creation_time > F1_0/2) {
1660                                 if (vm_vec_dist_quick(&cmeasure_pos, &objp->pos) < CMEASURE_DETONATE_DISTANCE) {
1661                                         if (wp->lifeleft > 0.2f) { 
1662                                                 //nprintf(("Jim", "Frame %i: Cmeasure #%i detonating weapon #%i\n", Framecount, cmp-Cmeasures, wp-Weapons));
1663                                                 wp->lifeleft = 0.2f;
1664                                                 // nprintf(("AI", "Frame %i: Flagging weapon %i for detonation.\n", Framecount, wp-Weapons));
1665                                         }
1666                                 }
1667                         }
1668                 }
1669
1670                 mop = mop->next;
1671         }
1672 }
1673
1674 //      Find an object for weapon #num (object *weapon_objp) to home on due to heat.
1675 void find_homing_object(object *weapon_objp, int num)
1676 {
1677         object          *objp, *old_homing_objp;
1678         weapon_info     *wip;
1679         weapon          *wp;
1680         float                   best_dist;
1681
1682         wp = &Weapons[num];
1683
1684         wip = &Weapon_info[Weapons[num].weapon_info_index];
1685
1686         best_dist = 99999.9f;
1687
1688         // save the old homing object so that multiplayer servers can give the right information
1689         // to clients if the object changes
1690         old_homing_objp = wp->homing_object;
1691
1692         wp->homing_object = &obj_used_list;
1693
1694         //      Scan all objects, find a weapon to home on.
1695         for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
1696                 if ((objp->type == OBJ_SHIP) || (objp->type == OBJ_CMEASURE)) {
1697                         if (objp->type == OBJ_CMEASURE)
1698                                 if (Cmeasures[objp->instance].flags & CMF_DUD_HEAT)
1699                                         continue;
1700
1701                         int homing_object_team = obj_team(objp);
1702                         if ( (homing_object_team != wp->team) || (homing_object_team == TEAM_TRAITOR) ) {
1703                                 float           dist;
1704                                 float           dot;
1705                                 vector  vec_to_object;
1706
1707                                 // AL 2-17-98: If ship is immune to sensors, can't home on it (Sandeep says so)!
1708                                 if ( objp->type == OBJ_SHIP ) {
1709                                         if ( Ships[objp->instance].flags & SF_HIDDEN_FROM_SENSORS ) {
1710                                                 continue;
1711                                         }
1712
1713                                         //      MK, 9/4/99.
1714                                         //      If this is a player object, make sure there aren't already too many homers.
1715                                         //      Only in single player.  In multiplayer, we don't want to restrict it in dogfight on team vs. team.
1716                                         //      For co-op, it's probably also OK.
1717                                         if (!( Game_mode & GM_MULTIPLAYER )) {
1718                                                 int     num_homers = compute_num_homing_objects(objp);
1719                                                 if (Max_allowed_player_homers[Game_skill_level] < num_homers)
1720                                                         continue;
1721                                         }
1722                                 }
1723
1724                                 dist = vm_vec_normalized_dir(&vec_to_object, &objp->pos, &weapon_objp->pos);
1725
1726                                 if (objp->type == OBJ_CMEASURE)
1727                                         dist *= 0.5f;
1728
1729                                 dot = vm_vec_dot(&vec_to_object, &weapon_objp->orient.fvec);
1730
1731                                 if (dot > wip->fov) {
1732                                         if (dist < best_dist) {
1733                                                 best_dist = dist;
1734                                                 wp->homing_object = objp;
1735                                                 wp->target_sig = objp->signature;
1736
1737                                                 weapon_maybe_alert_cmeasure_success(objp);
1738                                         }
1739                                 }
1740                         }
1741                 }
1742         }
1743
1744 //      if (wp->homing_object->type == OBJ_CMEASURE)
1745 //              nprintf(("AI", "Frame %i: Weapon #%i homing on cmeasure #%i\n", Framecount, num, objp-Objects));
1746
1747         if (wp->homing_object == Player_obj)
1748                 weapon_maybe_play_warning(wp);
1749
1750         // if the old homing object is different that the new one, send a packet to clients
1751         if ( MULTIPLAYER_MASTER && (old_homing_objp != wp->homing_object) ) {
1752                 send_homing_weapon_info( num );
1753         }
1754 }
1755
1756 //      Scan all countermeasures.  Maybe make weapon_objp home on it.
1757 void find_homing_object_cmeasures_1(object *weapon_objp)
1758 {
1759         object  *objp;
1760         weapon  *wp;
1761         weapon_info     *wip;
1762         float           best_dot, dist, dot;
1763
1764         wp = &Weapons[weapon_objp->instance];
1765         wip = &Weapon_info[wp->weapon_info_index];
1766
1767         best_dot = wip->fov;                    //      Note, setting to this avoids comparison below.
1768
1769         for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
1770                 if (objp->type == OBJ_CMEASURE) {
1771                         vector  vec_to_object;
1772                         dist = vm_vec_normalized_dir(&vec_to_object, &objp->pos, &weapon_objp->pos);
1773
1774                         if (dist < MAX_CMEASURE_TRACK_DIST) {
1775                                 float   chance;
1776                                 if (wip->wi_flags & WIF_HOMING_ASPECT) {
1777                                         chance = 1.0f/2.0f;     //      aspect seeker this likely to chase a countermeasure
1778                                 } else {
1779                                         chance = 1.0f/1.5f;     //      heat seeker this likely to chase a countermeasure
1780                                 }
1781                                 if ((objp->signature != wp->cmeasure_ignore_objnum) && (objp->signature != wp->cmeasure_chase_objnum)) {
1782                                         if (frand() < chance) {
1783                                                 wp->cmeasure_ignore_objnum = objp->signature;   //      Don't process this countermeasure again.
1784                                                 //nprintf(("Jim", "Frame %i: Weapon #%i ignoring cmeasure #%i\n", Framecount, OBJ_INDEX(weapon_objp), objp->signature));
1785                                         } else  {
1786                                                 wp->cmeasure_chase_objnum = objp->signature;    //      Don't process this countermeasure again.
1787                                                 //nprintf(("Jim", "Frame %i: Weapon #%i CHASING cmeasure #%i\n", Framecount, OBJ_INDEX(weapon_objp), objp->signature));
1788                                         }
1789                                 }
1790                                 
1791                                 if (objp->signature != wp->cmeasure_ignore_objnum) {
1792
1793                                         dot = vm_vec_dot(&vec_to_object, &weapon_objp->orient.fvec);
1794
1795                                         if (dot > best_dot) {
1796                                                 //nprintf(("Jim", "Frame %i: Weapon #%i homing on cmeasure #%i\n", Framecount, weapon_objp-Objects, objp->signature));
1797                                                 best_dot = dot;
1798                                                 wp->homing_object = objp;
1799                                                 weapon_maybe_alert_cmeasure_success(objp);
1800                                         }
1801                                 }
1802                         }
1803                 }
1804         }
1805 }
1806
1807
1808 //      Someone launched countermeasures.
1809 //      For all heat-seeking homing objects, see if should favor tracking a countermeasure instead.
1810 void find_homing_object_cmeasures()
1811 {
1812         object  *weapon_objp;
1813
1814         // nprintf(("AI", "Scanning for countermeasures in frame %i\n", Framecount));
1815
1816         if (Cmeasures_homing_check == 0)
1817                 return;
1818
1819         if (Cmeasures_homing_check <= 0)
1820                 Cmeasures_homing_check = 1;
1821
1822         Cmeasures_homing_check--;
1823
1824         for (weapon_objp = GET_FIRST(&obj_used_list); weapon_objp != END_OF_LIST(&obj_used_list); weapon_objp = GET_NEXT(weapon_objp) ) {
1825                 if (weapon_objp->type == OBJ_WEAPON) {
1826                         weapon_info     *wip = &Weapon_info[Weapons[weapon_objp->instance].weapon_info_index];
1827
1828                         if (wip->wi_flags & WIF_HOMING)
1829                                 find_homing_object_cmeasures_1(weapon_objp);
1830                 }
1831         }
1832
1833 }
1834
1835 //      Find object with signature "sig" and make weapon home on it.
1836 void find_homing_object_by_sig(object *weapon_objp, int sig)
1837 {
1838         ship_obj                *sop;
1839         weapon          *wp;
1840         object          *old_homing_objp;
1841
1842         wp = &Weapons[weapon_objp->instance];
1843
1844         // save the old object so that multiplayer masters know whether to send a homing update packet
1845         old_homing_objp = wp->homing_object;
1846
1847         sop = GET_FIRST(&Ship_obj_list);
1848         while(sop != END_OF_LIST(&Ship_obj_list)) {
1849                 object  *objp;
1850
1851                 objp = &Objects[sop->objnum];
1852                 if (objp->signature == sig) {
1853                         wp->homing_object = objp;
1854                         wp->target_sig = objp->signature;
1855                         break;
1856                 }
1857
1858                 sop = sop->next;
1859         }
1860
1861         // if the old homing object is different that the new one, send a packet to clients
1862         if ( MULTIPLAYER_MASTER && (old_homing_objp != wp->homing_object) ) {
1863                 send_homing_weapon_info( weapon_objp->instance );
1864         }
1865
1866 }
1867
1868 //      Make weapon num home.  It's also object *obj.
1869 void weapon_home(object *obj, int num, float frame_time)
1870 {
1871         weapon          *wp;
1872         weapon_info     *wip;
1873         object          *hobjp;
1874
1875         Assert(obj->type == OBJ_WEAPON);
1876         Assert(obj->instance == num);
1877         wp = &Weapons[num];
1878         wip = &Weapon_info[wp->weapon_info_index];
1879         hobjp = Weapons[num].homing_object;
1880
1881         //      If not 1/2 second gone by, don't home yet.
1882         if ((hobjp == &obj_used_list) || ( f2fl(Missiontime - wp->creation_time) < 0.25f )) {
1883                 //      If this is a heat seeking homing missile and 1/2 second has elapsed since firing
1884                 //      and we don't have a target (else we wouldn't be inside the IF), find a new target.
1885                 if (wip->wi_flags & WIF_HOMING_HEAT)
1886                         if ( f2fl(Missiontime - wp->creation_time) > 0.5f )
1887                                 find_homing_object(obj, num);
1888
1889                 if (obj->phys_info.speed > wip->max_speed) {
1890                         obj->phys_info.speed -= frame_time * 4;
1891                         vm_vec_copy_scale( &obj->phys_info.desired_vel, &obj->orient.fvec, obj->phys_info.speed);
1892                 } else if ((obj->phys_info.speed < wip->max_speed/4) && (wip->wi_flags & WIF_HOMING_HEAT)) {
1893                         obj->phys_info.speed = wip->max_speed/4;
1894                         vm_vec_copy_scale( &obj->phys_info.desired_vel, &obj->orient.fvec, obj->phys_info.speed);
1895                 }
1896
1897 /*      Removed code that makes bombs drop for a bit.  They looked odd and it was confusing.  People wondered where their weapons went.
1898                 //      Make bombs drop down for first second of life.
1899                 if (wip->wi_flags & WIF_BOMB) {
1900                         if (wip->lifetime - wp->lifeleft < 0.5f) {
1901                                 float   time_scale = wip->lifetime - wp->lifeleft;
1902                                 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));
1903                         }
1904                 }
1905 */
1906                 return;
1907         }
1908
1909         // AL 4-8-98: If orgiginal target for aspect lock missile is lost, stop homing
1910         if (wip->wi_flags & WIF_HOMING_ASPECT) {
1911                 if ( wp->target_sig > 0 ) {
1912                         if ( wp->homing_object->signature != wp->target_sig ) {
1913                                 wp->homing_object = &obj_used_list;
1914                                 return;
1915                         }
1916                 }
1917         }
1918
1919         // AL 4-13-98: Stop homing on a subsystem if parent ship has changed
1920         if (wip->wi_flags & WIF_HOMING_HEAT) {
1921                 if ( wp->target_sig > 0 ) {
1922                         if ( wp->homing_object->signature != wp->target_sig ) {
1923                                 wp->homing_subsys = NULL;
1924                         }
1925                 }
1926         }
1927
1928 /*
1929         if (hobjp->type == OBJ_NONE) {
1930                 find_homing_object(obj, num);
1931                 return;
1932         }
1933 */
1934
1935         switch (hobjp->type) {
1936         case OBJ_NONE:
1937                 if (wip->wi_flags & WIF_HOMING_ASPECT)
1938                         find_homing_object_by_sig(obj, wp->target_sig);
1939                 else
1940                         find_homing_object(obj, num);
1941                 return;
1942                 break;
1943         case OBJ_SHIP:
1944                 if (hobjp->signature != wp->target_sig) {
1945                         if (wip->wi_flags & WIF_HOMING_ASPECT)
1946                                 find_homing_object_by_sig(obj, wp->target_sig);
1947                         else
1948                                 find_homing_object(obj, num);
1949                         return;
1950                 }
1951                 break;
1952         case OBJ_WEAPON:
1953                 // only allowed to home on bombs
1954                 Assert(Weapon_info[Weapons[hobjp->instance].weapon_info_index].wi_flags & WIF_BOMB);
1955                 if (wip->wi_flags & WIF_HOMING_ASPECT)
1956                         find_homing_object_by_sig(obj, wp->target_sig);
1957                 else
1958                         find_homing_object(obj, num);
1959                 break;
1960         case OBJ_CMEASURE:
1961                 break;
1962         default:
1963                 return;
1964         }
1965
1966         //      See if this weapon is the nearest homing object to the object it is homing on.
1967         //      If so, update some fields in the target object's ai_info.
1968         if (hobjp != &obj_used_list) {
1969                 float   dist;
1970
1971                 dist = vm_vec_dist_quick(&obj->pos, &hobjp->pos);
1972
1973                 if (hobjp->type == OBJ_SHIP) {
1974                         ai_info *aip;
1975
1976                         aip = &Ai_info[Ships[hobjp->instance].ai_index];
1977
1978                         if ((aip->nearest_locked_object == -1) || (dist < aip->nearest_locked_distance)) {
1979                                 aip->nearest_locked_object = obj-Objects;
1980                                 aip->nearest_locked_distance = dist;
1981                         }
1982                 }
1983         }
1984
1985         //      If the object it is homing on is still valid, home some more!
1986         if (hobjp != &obj_used_list) {
1987                 float           old_dot, vel;
1988                 vector  vec_to_goal;
1989                 vector  target_pos;     // position of what the homing missile is seeking
1990
1991                 vm_vec_zero(&target_pos);
1992
1993                 // the homing missile may be seeking a subsystem on a ship.  If so, we need to calculate the
1994                 // world coordinates of that subsystem so the homing missile can seek it out.
1995                 //      For now, March 7, 1997, MK, heat seeking homing missiles will be able to home on
1996                 //      any subsystem.  Probably makes sense for them to only home on certain kinds of subsystems.
1997                 if ( wp->homing_subsys != NULL ) {
1998                         get_subsystem_world_pos(hobjp, Weapons[num].homing_subsys, &target_pos);
1999                         wp->homing_pos = target_pos;    // store the homing position in weapon data
2000                         Assert( !vm_is_vec_nan(&wp->homing_pos) );
2001                 } else {
2002                         float   fov;
2003                         float   dist;
2004
2005                         dist = vm_vec_dist_quick(&obj->pos, &hobjp->pos);
2006                         if (hobjp->type == OBJ_CMEASURE) {
2007                                 if (dist < CMEASURE_DETONATE_DISTANCE) {
2008                                         cmeasure        *cmp;
2009
2010                                         cmp = &Cmeasures[hobjp->instance];
2011
2012                                         //      Make this missile detonate soon.  Not right away, not sure why.  Seems better.
2013                                         if (cmp->team != wp->team) {
2014                                                 detonate_nearby_missiles(cmp);
2015                                                 //nprintf(("AI", "Frame %i: Weapon %i hit cmeasure, will die!\n", Framecount, wp-Weapons));
2016                                                 return;
2017                                         }
2018                                 }
2019                         }
2020
2021                         fov = 0.8f;
2022                         if (wip->fov > 0.8f)
2023                                 fov = wip->fov;
2024
2025                         int pick_homing_point = 0;
2026                         if ( IS_VEC_NULL(&wp->homing_pos) ) {
2027                                 pick_homing_point = 1;
2028                         }
2029
2030                         //      Update homing position if it hasn't been set, you're within 500 meters, or every half second, approximately.
2031                         //      For large objects, don't lead them.
2032                         if (hobjp->radius < 40.0f) {
2033                                 target_pos = hobjp->pos;
2034                                 wp->homing_pos = target_pos;
2035                         } else if ( pick_homing_point || (dist < 500.0f) || (rand_chance(flFrametime, 2.0f)) ) {
2036
2037                                 if (hobjp->type == OBJ_SHIP) {
2038                                         if ( !pick_homing_point ) {
2039                                                 // ensure that current attack point is only updated in world coords (ie not pick a different vertex)
2040                                                 wp->pick_big_attack_point_timestamp = 0;
2041                                         }
2042
2043                                         if ( pick_homing_point ) {
2044                                                 // If *any* player is parent of homing missile, then use position where lock indicator is
2045                                                 if ( Objects[obj->parent].flags & OF_PLAYER_SHIP ) {
2046                                                         player *pp;
2047
2048                                                         // determine the player
2049                                                         pp = Player;
2050                                                         if ( Game_mode & GM_MULTIPLAYER ) {
2051                                                                 int pnum;
2052
2053                                                                 pnum = multi_find_player_by_object( &Objects[obj->parent] );
2054                                                                 if ( pnum != -1 ){
2055                                                                         pp = Net_players[pnum].player;
2056                                                                 }
2057                                                         }
2058
2059                                                         // If player has apect lock, we don't want to find a homing point on the closest
2060                                                         // octant... setting the timestamp to 0 ensures this.
2061                                                         if (wip->wi_flags & WIF_HOMING_ASPECT) {
2062                                                                 wp->pick_big_attack_point_timestamp = 0;
2063                                                         } else {
2064                                                                 wp->pick_big_attack_point_timestamp = 1;
2065                                                         }
2066
2067                                                         if ( pp && pp->locking_subsys ) {
2068                                                                 wp->big_attack_point = pp->locking_subsys->system_info->pnt;
2069                                                         } else {
2070                                                                 vm_vec_zero(&wp->big_attack_point);
2071                                                         }
2072                                                 }
2073                                         }
2074
2075                                         ai_big_pick_attack_point(hobjp, obj, &target_pos, fov);
2076
2077                                 } else {
2078                                         target_pos = hobjp->pos;
2079                                 }
2080
2081                                 wp->homing_pos = target_pos;
2082                                 Assert( !vm_is_vec_nan(&wp->homing_pos) );
2083                                 // nprintf(("AI", "Attack point = %7.3f %7.3f %7.3f\n", target_pos.x, target_pos.y, target_pos.z));
2084                         } else
2085                                 target_pos = wp->homing_pos;
2086                 }
2087
2088                 //      Couldn't find a lock.
2089                 if (IS_VEC_NULL(&target_pos))
2090                         return;
2091
2092                 //      Cause aspect seeking weapon to home at target's predicted position.
2093                 //      But don't use predicted position if dot product small or negative.
2094                 //      If do this, with a ship headed towards missile, could choose a point behind missile.``1
2095                 float   dist_to_target, time_to_target;
2096                 
2097                 dist_to_target = vm_vec_normalized_dir(&vec_to_goal, &target_pos, &obj->pos);
2098                 time_to_target = dist_to_target/wip->max_speed;
2099
2100                 vector  tvec;
2101                 tvec = obj->phys_info.vel;
2102                 vm_vec_normalize(&tvec);
2103
2104                 old_dot = vm_vec_dot(&tvec, &vec_to_goal);
2105
2106                 //      If a weapon has missed its target, detonate it.
2107                 //      This solves the problem of a weapon circling the center of a subsystem that has been blown away.
2108                 //      Problem: It does not do impact damage, just proximity damage.
2109                 if ((dist_to_target < flFrametime * obj->phys_info.speed * 4.0f + 10.0f) && (old_dot < 0.0f)) {
2110                         int kill_missile = TRUE;
2111                         if (wp->homing_object) {
2112                                 if (wp->homing_object->type == OBJ_SHIP) {
2113                                         ship *shipp = &Ships[wp->homing_object->instance];
2114                                         if (Ship_info[shipp->ship_info_index].flags & SIF_DONT_COLLIDE_INVIS) {
2115                                                 kill_missile = FALSE;
2116                                         }
2117                                 }
2118                         }
2119                         
2120                         if (kill_missile && (wp->lifeleft > 0.01f)) {
2121                                 wp->lifeleft = 0.01f;
2122                         }
2123                 }
2124
2125                 //      Only lead target if more than one second away.  Otherwise can miss target.  I think this
2126                 //      is what's causing Harbingers to miss the super destroyer. -- MK, 4/15/98
2127                 if ((wip->wi_flags & WIF_HOMING_ASPECT) && (old_dot > 0.1f) && (time_to_target > 0.1f))
2128                         vm_vec_scale_add2(&target_pos, &hobjp->phys_info.vel, min(time_to_target, 2.0f));
2129
2130                 //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));
2131
2132                 // 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));
2133
2134                 //      If a HEAT seeking (rather than ASPECT seeking) homing missile, verify that target is in viewcone.
2135                 if (wip->wi_flags & WIF_HOMING_HEAT) {
2136                         if ((old_dot < wip->fov) && (dist_to_target > wip->inner_radius*1.1f)) {        //      Delay finding new target one frame to allow detonation.
2137                                 find_homing_object(obj, num);
2138                                 return;                 //      Maybe found a new homing object.  Return, process more next frame.
2139                         } else  //      Subtract out life based on how far from target this missile points.
2140                                 if (wip->fov < 0.95f) {
2141                                         wp->lifeleft -= flFrametime * (0.95f - old_dot);
2142                                         //Should only happen when time is compressed.
2143                                         //if (flFrametime * (1.0f - old_dot) > 1.0f)
2144                                         //      Int3();
2145                                 }
2146                 } else if (wip->wi_flags & WIF_HOMING_ASPECT) { //      subtract life as if max turn is 90 degrees.
2147                         if (wip->fov < 0.95f)
2148                                 wp->lifeleft -= flFrametime * (0.95f - old_dot);
2149                 } else
2150                         Assert(0);      //      Hmm, a homing missile, but not aspect or heat?
2151
2152
2153                 //      Control speed based on dot product to goal.  If close to straight ahead, move
2154                 //      at max speed, else move slower based on how far from ahead.
2155                 if (old_dot < 0.90f) {
2156                         obj->phys_info.speed = max(0.2f, old_dot* (float) fabs(old_dot));
2157                         if (obj->phys_info.speed < wip->max_speed*0.75f)
2158                                 obj->phys_info.speed = wip->max_speed*0.75f;
2159                 } else
2160                         obj->phys_info.speed = wip->max_speed;
2161
2162                 //      For first second of weapon's life, it doesn't fly at top speed.  It ramps up.
2163                 if (Missiontime - wp->creation_time < i2f(1)) {
2164                         float   t;
2165
2166                         t = f2fl(Missiontime - wp->creation_time);
2167                         obj->phys_info.speed *= t*t;
2168                 }
2169
2170                 Assert( obj->phys_info.speed > 0.0f );
2171
2172                 vm_vec_copy_scale( &obj->phys_info.desired_vel, &obj->orient.fvec, obj->phys_info.speed);
2173
2174                 // turn the missile towards the target only if non-swarm.  Homing swarm missiles choose
2175                 // a different vector to turn towards, this is done in swarm_update_direction().
2176 //              if ( !(wip->wi_flags & WIF_SWARM) ) {
2177                 if ( wp->swarm_index < 0 ) {
2178                         // 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));
2179                         ai_turn_towards_vector(&target_pos, obj, frame_time, wip->turn_time, NULL, NULL, 0.0f, 0, NULL);
2180                         vel = vm_vec_mag(&obj->phys_info.desired_vel);
2181
2182                         vm_vec_copy_scale(&obj->phys_info.desired_vel, &obj->orient.fvec, vel);
2183
2184                 }
2185
2186 /*              //      If this weapon shot past its target, make it detonate.
2187                 if ((old_dot < 0.0f) && (dist_to_target < 50.0f)) {
2188                         if (wp->lifeleft > 0.01f)
2189                                 wp->lifeleft = 0.01f;
2190                 }
2191 */      }
2192 }
2193
2194 // as Mike K did with ships -- break weapon into process_pre and process_post for code to execute
2195 // before and after physics movement
2196
2197 void weapon_process_pre( object *obj, float frame_time)
2198 {
2199         // if the object is a corkscrew style weapon, process it now
2200         if((obj->type == OBJ_WEAPON) && (Weapons[obj->instance].cscrew_index >= 0)){
2201                 cscrew_process_pre(obj);
2202         }
2203
2204         // if the weapon is a flak weapon, maybe detonate it early
2205         if((obj->type == OBJ_WEAPON) && (Weapon_info[Weapons[obj->instance].weapon_info_index].wi_flags & WIF_FLAK) && (Weapons[obj->instance].flak_index >= 0)){
2206                 flak_maybe_detonate(obj);               
2207         }
2208 }
2209
2210 int     Homing_hits = 0, Homing_misses = 0;
2211
2212
2213 MONITOR( NumWeapons );  
2214
2215 // maybe play a "whizz sound" if close enough to view position
2216 void weapon_maybe_play_flyby_sound(object *weapon_objp, weapon *wp)
2217 {       
2218         // do a quick out if not a laser
2219         if ( Weapon_info[wp->weapon_info_index].subtype != WP_LASER ) {
2220                 return;
2221         }
2222
2223         // don't play flyby sounds too close together
2224         if ( !timestamp_elapsed(Weapon_flyby_sound_timer) ) {
2225                 return;
2226         }
2227
2228         if ( !(wp->weapon_flags & WF_PLAYED_FLYBY_SOUND) && (wp->weapon_flags & WF_CONSIDER_FOR_FLYBY_SOUND) ) {
2229                 float           dist, dot, radius;
2230
2231                 dist = vm_vec_dist_quick(&weapon_objp->pos, &Eye_position);
2232
2233                 if ( Viewer_obj ) {
2234                         radius = Viewer_obj->radius;
2235                 } else {
2236                         radius = 0.0f;
2237                 }
2238
2239                 if ( (dist > radius) && (dist < 55) ) {
2240                         vector  vec_to_weapon;
2241
2242                         vm_vec_sub(&vec_to_weapon, &weapon_objp->pos, &Eye_position);
2243                         vm_vec_normalize(&vec_to_weapon);
2244
2245                         // ensure laser is in front of eye
2246                         dot = vm_vec_dot(&vec_to_weapon, &Eye_matrix.fvec);
2247                         if ( dot < 0.1 ) {
2248                                 return;
2249                         }
2250
2251                         // ensure that laser is moving in similar direction to fvec
2252                         dot = vm_vec_dot(&vec_to_weapon, &weapon_objp->orient.fvec);
2253                         
2254 //                      nprintf(("Alan", "Weapon dot: %.2f\n", dot));
2255                         if ( (dot < -0.80) && (dot > -0.98) ) {
2256                                 snd_play_3d( &Snds[SND_WEAPON_FLYBY], &weapon_objp->pos, &Eye_position );
2257                                 Weapon_flyby_sound_timer = timestamp(200);
2258                                 wp->weapon_flags |= WF_PLAYED_FLYBY_SOUND;
2259                         }
2260                 }
2261         }
2262 }
2263
2264 // process a weapon after physics movement.  MWA reorders some of the code on 8/13 for multiplayer.  When
2265 // adding something to this function, decide whether or not a client in a multiplayer game needs to do
2266 // what is normally done in a single player game.  Things like plotting an object on a radar, effect
2267 // for exhaust are things that are done on all machines.  Things which calculate weapon targets, new
2268 // velocities, etc, are server only functions and should go after the if ( !MULTIPLAYER_MASTER ) statement
2269 // See Allender if you cannot decide what to do.
2270 void weapon_process_post(object * obj, float frame_time)
2271 {
2272         int                     num;    
2273         weapon_info     *wip;
2274         weapon          *wp;
2275
2276         MONITOR_INC( NumWeapons, 1 );   
2277         
2278         Assert(obj->type == OBJ_WEAPON);
2279
2280         num = obj->instance;
2281
2282 #ifndef NDEBUG
2283         int objnum = OBJ_INDEX(obj);
2284         Assert( Weapons[num].objnum == objnum );
2285 #endif
2286
2287         wp = &Weapons[num];
2288
2289         wp->lifeleft -= frame_time;
2290         wip = &Weapon_info[wp->weapon_info_index];
2291
2292         // check life left.  Multiplayer client code will go through here as well.  We must be careful in weapon_hit
2293         // when killing a missile that spawn child weapons!!!!
2294         if ( wp->lifeleft < 0.0f ) {
2295                 if ( wip->subtype & WP_MISSILE ) {
2296                         if(Game_mode & GM_MULTIPLAYER){                         
2297                                 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
2298                                         // nprintf(("AI", "Frame %i: Weapon %i detonated, dist = %7.3f!\n", Framecount, obj-Objects));
2299                                         weapon_detonate(obj);                                   
2300                                 }
2301                         } else {
2302                                 // nprintf(("AI", "Frame %i: Weapon %i detonated, dist = %7.3f!\n", Framecount, obj-Objects));
2303                                 weapon_detonate(obj);                                                                   
2304                         }
2305                         if (wip->wi_flags & WIF_HOMING) {
2306                                 Homing_misses++;
2307                                 // nprintf(("AI", "Miss!  Hits = %i/%i\n", Homing_hits, (Homing_hits + Homing_misses)));
2308                         }
2309                 } else {
2310                         obj->flags |= OF_SHOULD_BE_DEAD;
2311 //                      demo_do_flag_dead(OBJ_INDEX(obj));
2312                 }
2313
2314                 return;
2315         }
2316
2317         // plot homing missiles on the radar
2318         if (wip->wi_flags & WIF_HOMING) {
2319                 if ( hud_gauge_active(HUD_RADAR) ) {
2320                         radar_plot_object( obj );
2321                 }
2322         }
2323
2324         // trail missiles
2325         if ((wip->wi_flags & WIF_TRAIL) && !(wip->wi_flags & WIF_CORKSCREW)) {
2326                 if ( wp->trail_num > -1 )       {
2327                         if (trail_stamp_elapsed(wp->trail_num)) {
2328
2329                                 trail_add_segment( wp->trail_num, &obj->pos );
2330                                 
2331                                 trail_set_stamp(wp->trail_num);
2332                         } else {
2333                                 trail_set_segment( wp->trail_num, &obj->pos );
2334                         }
2335
2336                 }
2337         }
2338
2339         if ( wip->wi_flags & WIF_THRUSTER )     {
2340                 ship_do_weapon_thruster_frame( wp, obj, flFrametime );  
2341         }
2342
2343         // maybe play a "whizz sound" if close enough to view position
2344         #ifndef NDEBUG
2345         if ( Weapon_flyby_sound_enabled ) {
2346                 weapon_maybe_play_flyby_sound(obj, wp);
2347         }
2348         #else
2349                 weapon_maybe_play_flyby_sound(obj, wp);
2350         #endif  
2351         
2352         //      If our target is still valid, then update some info.
2353         if (wp->target_num != -1) {
2354                 if (Objects[wp->target_num].signature == wp->target_sig) {
2355                         float           cur_dist;
2356                         vector  v0;
2357
2358                         vm_vec_avg(&v0, &obj->pos, &obj->last_pos);
2359
2360                         cur_dist = vm_vec_dist_quick(&v0, &Objects[wp->target_num].pos);
2361
2362                         if (cur_dist < wp->nearest_dist) {
2363                                 wp->nearest_dist = cur_dist;
2364                         } else if (cur_dist > wp->nearest_dist + 1.0f) {
2365                                 float           dot;
2366                                 vector  tvec;
2367                                 ai_info *parent_aip;
2368                                 float           lead_scale = 0.0f;
2369
2370                                 parent_aip = NULL;
2371                                 if (obj->parent != Player_obj-Objects) {
2372                                         parent_aip = &Ai_info[Ships[Objects[obj->parent].instance].ai_index];
2373                                         lead_scale = parent_aip->lead_scale;
2374                                 }
2375
2376                                 vm_vec_normalized_dir(&tvec, &v0, &Objects[wp->target_num].pos);
2377                                 dot = vm_vec_dot(&tvec, &Objects[wp->target_num].orient.fvec);
2378                                 // nprintf(("AI", "Miss dot = %7.3f, dist = %7.3f, lead_scale = %7.3f\n", dot, cur_dist, lead_scale));
2379                                 wp->target_num = -1;
2380
2381                                 //      Learn!  If over-shooting or under-shooting, compensate.
2382                                 //      Really need to compensate for left/right errors.  This does no good against someone circling
2383                                 //      in a plane perpendicular to the attacker's forward vector.
2384                                 if (parent_aip != NULL) {
2385                                         if (cur_dist > 100.0f)
2386                                                 parent_aip->lead_scale = 0.0f;
2387
2388                                         if (dot < -0.1f){
2389                                                 parent_aip->lead_scale += cur_dist/2000.0f;
2390                                         } else if (dot > 0.1f) {
2391                                                 parent_aip->lead_scale -= cur_dist/2000.0f;
2392                                         }
2393                                         
2394                                         if (fl_abs(parent_aip->lead_scale) > 1.0f){
2395                                                 parent_aip->lead_scale *= 0.9f;
2396                                         }
2397                                 }
2398                         }
2399                 }
2400         }
2401
2402         if(wip->wi_flags & WIF_PARTICLE_SPEW){
2403                 weapon_maybe_spew_particle(obj);
2404         }
2405
2406         // a single player or multiplayer server function -- it affects actual weapon movement.
2407         if (wip->wi_flags & WIF_HOMING) {
2408                 weapon_home(obj, num, frame_time);
2409
2410 /*              if (wip->wi_flags & WIF_BOMB) {
2411                         if (wip->lifetime - obj->lifeleft < 1.0f) {
2412                                 
2413                         }
2414                 }
2415 */              
2416                 // If this is a swarm type missile, 
2417 //              if ( wip->wi_flags & WIF_SWARM ) 
2418                 if ( wp->swarm_index >= 0 ) {
2419                         swarm_update_direction(obj, frame_time);
2420                 }
2421
2422                 if( wp->cscrew_index >= 0) {
2423                         cscrew_process_post(obj);                       
2424                 }
2425         }
2426 }
2427
2428 //      Update weapon tracking information.
2429 void weapon_set_tracking_info(int weapon_objnum, int parent_objnum, int target_objnum, int target_is_locked, ship_subsys *target_subsys)
2430 {
2431         int                     ai_index;
2432         object          *parent_objp;
2433         weapon          *wp;
2434         weapon_info     *wip;
2435         int targeting_same = 0;
2436
2437         if ( weapon_objnum < 0 ) {
2438                 return;
2439         }
2440
2441         Assert(Objects[weapon_objnum].type == OBJ_WEAPON);
2442
2443         wp = &Weapons[Objects[weapon_objnum].instance];
2444         wip = &Weapon_info[wp->weapon_info_index];
2445         parent_objp = &Objects[parent_objnum];
2446
2447         Assert(parent_objp->type == OBJ_SHIP);
2448         ai_index = Ships[parent_objp->instance].ai_index;
2449
2450         if ( ai_index >= 0 ) {
2451                 int target_team = -1;
2452                 if ( target_objnum >= 0 ) {
2453                         int obj_type = Objects[target_objnum].type;
2454                         if ( (obj_type == OBJ_SHIP) || (obj_type == OBJ_WEAPON) ) {
2455                                 target_team = obj_team(&Objects[target_objnum]);
2456                         }
2457                 }
2458         
2459                 // determining if we're targeting the same team
2460                 if(Ships[parent_objp->instance].team == target_team){
2461                         targeting_same = 1;
2462                 } else {
2463                         targeting_same = 0;
2464                 }
2465
2466                 if ((target_objnum != -1) && (!targeting_same || ((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT) && (target_team == TEAM_TRAITOR))) ) {
2467                         wp->target_num = target_objnum;
2468                         wp->target_sig = Objects[target_objnum].signature;
2469                         wp->nearest_dist = 99999.0f;
2470                         if ( (wip->wi_flags & WIF_HOMING_ASPECT) && target_is_locked) {
2471                                 wp->homing_object = &Objects[target_objnum];
2472                                 wp->homing_subsys = target_subsys;
2473                                 weapon_maybe_play_warning(wp);
2474                         } else if ( wip->wi_flags & WIF_HOMING_HEAT ) {
2475                                 //      Make a heat seeking missile try to home.  If the target is outside the view cone, it will
2476                                 //      immediately drop it and try to find one in its view cone.
2477                                 if (target_objnum != -1) {
2478                                         wp->homing_object = &Objects[target_objnum];
2479                                         weapon_maybe_play_warning(wp);
2480                                 } else
2481                                         wp->homing_object = &obj_used_list;
2482
2483                                 wp->homing_subsys = target_subsys;
2484                         }
2485                 } else {
2486                         wp->target_num = -1;
2487                         wp->target_sig = -1;
2488                 }
2489
2490                 //      If missile is locked on target, increase its lifetime by 20% since missiles can be fired at limit of range
2491                 //      as defined by velocity*lifeleft, but missiles often slow down a bit, plus can be fired at a moving away target.
2492                 //      Confusing to many players when their missiles run out of gas before getting to target.  
2493                 // DB - removed 7:14 pm 9/6/99. was totally messing up lifetimes for all weapons.
2494                 //      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
2495                 //      put a sanity check in the color changing laser code that was broken by this code.
2496                 if (target_is_locked && (wp->target_num != -1) && (wip->wi_flags & WIF_HOMING_ASPECT) ) {
2497                         wp->lifeleft *= 1.2f;
2498                 }
2499
2500                 ai_update_danger_weapon(target_objnum, weapon_objnum);          
2501         }
2502 }
2503
2504
2505 // weapon_create() will create a weapon object
2506 //
2507 // Returns:  index of weapon in the Objects[] array, -1 if the weapon object was not created
2508 int Weapons_created = 0;
2509 int weapon_create( vector * pos, matrix * orient, int weapon_id, int parent_objnum, int secondary_flag, int group_id, int is_locked )
2510 {
2511         int                     n, objnum;
2512         int num_deleted;
2513         object          *objp, *parent_objp;
2514         weapon          *wp;
2515         weapon_info     *wip;
2516
2517         Assert(weapon_id >= 0 && weapon_id < Num_weapon_types);
2518
2519         // beam weapons should never come through here!
2520         Assert(!(Weapon_info[weapon_id].wi_flags & WIF_BEAM));
2521
2522         num_deleted = 0;
2523         if (Num_weapons >= MAX_WEAPONS-5) {
2524
2525                 //No, do remove for AI ships -- MK, 3/12/98  // don't need to try and delete weapons for ai ships
2526                 //if ( !(Objects[parent_objnum].flags & OF_PLAYER_SHIP) )
2527                 //      return -1;
2528
2529                 num_deleted = collide_remove_weapons();
2530                 nprintf(("WARNING", "Deleted %d weapons because of lack of slots\n", num_deleted));
2531                 if (num_deleted == 0){
2532                         return -1;
2533                 }
2534         }
2535
2536         for (n=0; n<MAX_WEAPONS; n++ ){
2537                 if (Weapons[n].weapon_info_index < 0){
2538                         break;
2539                 }
2540         }
2541
2542         if (n == MAX_WEAPONS) {
2543                 // if we supposedly deleted weapons above, what happened here!!!!
2544                 if (num_deleted){
2545                         Int3();                         // get allender -- something funny is going on!!!
2546                 }
2547
2548                 return -1;
2549         }
2550
2551         Weapons_created++;
2552         objnum = obj_create( OBJ_WEAPON, parent_objnum, n, orient, pos, 2.0f, OF_RENDERS | OF_COLLIDES | OF_PHYSICS );
2553         Assert(objnum >= 0);
2554         Assert(First_secondary_index != -1);
2555         objp = &Objects[objnum];
2556
2557         parent_objp = NULL;
2558         if(parent_objnum >= 0){
2559                 parent_objp = &Objects[parent_objnum];
2560         }
2561
2562         // Create laser n!
2563         wp = &Weapons[n];
2564         wip = &Weapon_info[weapon_id];
2565
2566         // check if laser or dumbfire missile
2567         // set physics flag to allow optimization
2568         if ((wip->subtype == WP_LASER) || ((wip->subtype == WP_MISSILE) && !(wip->wi_flags & WIF_HOMING))) {
2569                 // set physics flag
2570                 objp->phys_info.flags |= PF_CONST_VEL;
2571         }
2572
2573         wp->weapon_info_index = weapon_id;
2574         wp->lifeleft = wip->lifetime;
2575
2576         wp->objnum = objnum;
2577         wp->homing_object = &obj_used_list;             //      Assume not homing on anything.
2578         wp->homing_subsys = NULL;
2579         wp->creation_time = Missiontime;
2580         wp->group_id = group_id;
2581
2582         // we don't necessarily need a parent
2583         if(parent_objp != NULL){
2584                 Assert(parent_objp->type == OBJ_SHIP);  //      Get Mike, a non-ship has fired a weapon!
2585                 Assert((parent_objp->instance >= 0) && (parent_objp->instance < MAX_SHIPS));
2586                 wp->team = Ships[parent_objp->instance].team;
2587                 wp->species = Ship_info[Ships[parent_objp->instance].ship_info_index].species;
2588         } else {
2589                 wp->team = 0;
2590                 wp->species = 0;
2591         }
2592         wp->turret_subsys = NULL;
2593         vm_vec_zero(&wp->homing_pos);
2594         wp->weapon_flags = 0;
2595         wp->target_sig = -1;
2596         wp->cmeasure_ignore_objnum = -1;
2597         wp->cmeasure_chase_objnum = -1;
2598
2599         // Init the thruster info
2600         wp->thruster_bitmap = -1;
2601         wp->thruster_frame = 0.0f;
2602         wp->thruster_glow_bitmap = -1;
2603         wp->thruster_glow_noise = 1.0f;
2604         wp->thruster_glow_frame = 0.0f;
2605
2606         if ( wip->wi_flags & WIF_SWARM ) {
2607                 wp->swarm_index = (short)swarm_create();
2608         } else {
2609                 wp->swarm_index = -1;
2610         }               
2611
2612         // if this is a particle spewing weapon, setup some stuff
2613         if(wip->wi_flags & WIF_PARTICLE_SPEW){
2614                 wp->particle_spew_time = -1;            
2615         }
2616
2617         // assign the network signature.  The starting sig is sent to all clients, so this call should
2618         // result in the same net signature numbers getting assigned to every player in the game
2619         if ( Game_mode & GM_MULTIPLAYER ) {
2620                 if(wip->subtype == WP_MISSILE){
2621                         Objects[objnum].net_signature = multi_assign_network_signature( MULTI_SIG_NON_PERMANENT );
2622
2623                         // for weapons that respawn, add the number of respawnable weapons to the net signature pool
2624                         // to reserve N signatures for the spawned weapons
2625                         if ( wip->wi_flags & WIF_SPAWN ){
2626                                 multi_set_network_signature( (ushort)(Objects[objnum].net_signature + wip->spawn_count), MULTI_SIG_NON_PERMANENT );
2627                         }
2628                 } else {
2629                         Objects[objnum].net_signature = multi_assign_network_signature( MULTI_SIG_NON_PERMANENT );
2630                 }
2631                 // for multiplayer clients, when creating lasers, add some more life to the lasers.  This helps
2632                 // to overcome some problems associated with lasers dying on client machine before they get message
2633                 // from server saying it hit something.
2634                 // removed 1/13/98 -- MWA if ( MULTIPLAYER_CLIENT && (wip->subtype == WP_LASER) )
2635                 //      removed 1/13/98 -- MWA  wp->lifeleft += 1.5f;
2636         }
2637
2638         //      Make remote detonate missiles look like they're getting detonated by firer simply by giving them variable lifetimes.
2639         if (!(Objects[parent_objnum].flags & OF_PLAYER_SHIP) && (wip->wi_flags & WIF_REMOTE)) {
2640                 float rand_val;
2641
2642                 if ( Game_mode & GM_NORMAL ){
2643                         rand_val = frand();
2644                 } else {
2645                         rand_val = static_randf(Objects[objnum].net_signature);
2646                 }
2647
2648                 wp->lifeleft = wp->lifeleft/2.0f + rand_val * wp->lifeleft/2.0f;
2649         }
2650
2651         objp->phys_info.mass = wip->mass;
2652         objp->phys_info.side_slip_time_const = 0.0f;
2653         objp->phys_info.rotdamp = 0.0f;
2654         vm_vec_zero(&objp->phys_info.max_vel);
2655         objp->phys_info.max_vel.z = wip->max_speed;
2656         vm_vec_zero(&objp->phys_info.max_rotvel);
2657         objp->shields[0] = wip->damage;
2658         if (wip->wi_flags & WIF_BOMB){
2659                 objp->hull_strength = 50.0f;
2660         } else {
2661                 objp->hull_strength = 0.0f;
2662         }
2663
2664         if ( wip->subtype == WP_MISSILE ){
2665                 objp->radius = model_get_radius(wip->model_num);
2666         } else if ( wip->subtype == WP_LASER ) {
2667                 objp->radius = wip->laser_head_radius;
2668         }
2669
2670         //      Set desired velocity and initial velocity.
2671         //      For lasers, velocity is always the same.
2672         //      For missiles, it is a small amount plus the firing ship's velocity.
2673         //      For missiles, the velocity trends towards some goal.
2674         //      Note: If you change how speed works here, such as adding in speed of parent ship, you'll need to change the AI code
2675         //      that predicts collision points.  See Mike Kulas or Dave Andsager.  (Or see ai_get_weapon_speed().)
2676         if (!(wip->wi_flags & WIF_HOMING)) {
2677                 vm_vec_copy_scale(&objp->phys_info.desired_vel, &objp->orient.fvec, objp->phys_info.max_vel.z );
2678                 objp->phys_info.vel = objp->phys_info.desired_vel;
2679                 objp->phys_info.speed = vm_vec_mag(&objp->phys_info.desired_vel);
2680         } else {                
2681                 //      For weapons that home, set velocity to sum of forward component of parent's velocity and 1/4 weapon's max speed.
2682                 //      Note that it is important to extract the forward component of the parent's velocity to factor out sliding, else
2683                 //      the missile will not be moving forward.
2684                 if(parent_objp != NULL){
2685                         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 );
2686                 } else {
2687                         vm_vec_copy_scale(&objp->phys_info.desired_vel, &objp->orient.fvec, objp->phys_info.max_vel.z/4 );
2688                 }
2689                 objp->phys_info.vel = objp->phys_info.desired_vel;
2690                 objp->phys_info.speed = vm_vec_mag(&objp->phys_info.vel);
2691         }
2692
2693         // create the corkscrew
2694         if ( wip->wi_flags & WIF_CORKSCREW ) {
2695                 wp->cscrew_index = (short)cscrew_create(objp);
2696         } else {
2697                 wp->cscrew_index = -1;
2698         }
2699
2700         // if this is a flak weapon shell, make it so
2701         // NOTE : this function will change some fundamental things about the weapon object
2702         if ( wip->wi_flags & WIF_FLAK ){
2703                 flak_create(wp);
2704         } else {
2705                 wp->flak_index = -1;
2706         }       
2707
2708         wp->missile_list_index = -1;
2709         // If this is a missile, then add it to the Missile_obj_list
2710         if ( wip->subtype == WP_MISSILE ) {
2711                 wp->missile_list_index = missile_obj_list_add(objnum);
2712         }
2713
2714         if (wip->wi_flags & WIF_TRAIL /*&& !(wip->wi_flags & WIF_CORKSCREW) */) {
2715                 wp->trail_num = trail_create(wip->tr_info);             
2716
2717                 if ( wp->trail_num > -1 )       {
2718                         // Add two segments.  One to stay at launch pos, one to move.
2719                         trail_add_segment( wp->trail_num, &objp->pos );
2720                         trail_add_segment( wp->trail_num, &objp->pos );
2721                 }
2722         }
2723
2724         // Ensure weapon flyby sound doesn't get played for player lasers
2725         if ( parent_objp == Player_obj ) {
2726                 wp->weapon_flags |= WF_PLAYED_FLYBY_SOUND;
2727         }
2728
2729         wp->pick_big_attack_point_timestamp = timestamp(1);
2730
2731         //      Set detail levels for POF-type weapons.
2732         if (Weapon_info[wp->weapon_info_index].model_num != -1) {
2733                 polymodel * pm;
2734                 int     i;
2735                 pm = model_get(Weapon_info[wp->weapon_info_index].model_num);
2736
2737                 for (i=0; i<pm->n_detail_levels; i++){
2738                         pm->detail_depth[i] = (objp->radius*20.0f + 20.0f) * i;
2739                 }
2740         }
2741
2742                 // if the weapon was fired locked
2743         if(is_locked){
2744                 wp->weapon_flags |= WF_LOCKED_WHEN_FIRED;
2745         }
2746
2747         Num_weapons++;
2748         return objnum;
2749 }
2750
2751 //      Spawn child weapons from object *objp.
2752 void spawn_child_weapons(object *objp)
2753 {
2754         int     i;
2755         int     child_id;
2756         int     parent_num;
2757         ushort starting_sig;
2758         weapon  *wp;
2759         weapon_info     *wip;
2760
2761         Assert(objp->type == OBJ_WEAPON);
2762         Assert((objp->instance >= 0) && (objp->instance < MAX_WEAPONS));
2763
2764         wp = &Weapons[objp->instance];
2765         Assert((wp->weapon_info_index >= 0) && (wp->weapon_info_index < MAX_WEAPON_TYPES));
2766         wip = &Weapon_info[wp->weapon_info_index];
2767
2768         child_id = wip->spawn_type;
2769
2770         parent_num = objp->parent;
2771
2772         if ((Objects[parent_num].type != objp->parent_type) || (Objects[parent_num].signature != objp->parent_sig)) {
2773                 mprintf(("Warning: Parent of spawn weapon does not exist.  Not spawning.\n"));
2774                 return;
2775         }
2776
2777         starting_sig = 0;
2778         if ( Game_mode & GM_MULTIPLAYER ) {             
2779                 // get the next network signature and save it.  Set the next usable network signature to be
2780                 // the passed in objects signature + 1.  We "reserved" N of these slots when we created objp
2781                 // for it's spawned children.
2782                 starting_sig = multi_get_next_network_signature( MULTI_SIG_NON_PERMANENT );
2783                 multi_set_network_signature( objp->net_signature, MULTI_SIG_NON_PERMANENT );
2784         }
2785
2786         for (i=0; i<wip->spawn_count; i++) {
2787                 int             weapon_objnum;
2788                 vector  tvec, pos;
2789                 matrix  orient;
2790
2791                 // for multiplayer, use the static randvec functions based on the network signatures to provide
2792                 // the randomness so that it is the same on all machines.
2793                 if ( Game_mode & GM_MULTIPLAYER ){
2794                         static_randvec(objp->net_signature + i, &tvec);
2795                 } else {
2796                         vm_vec_rand_vec_quick(&tvec);
2797                 }
2798                 vm_vec_scale_add(&pos, &objp->pos, &tvec, objp->radius);
2799
2800                 vm_vector_2_matrix(&orient, &tvec, NULL, NULL);
2801                 weapon_objnum = weapon_create(&pos, &orient, child_id, parent_num, 1, -1, wp->weapon_flags & WF_LOCKED_WHEN_FIRED);
2802
2803                 //      Assign a little randomness to lifeleft so they don't all disappear at the same time.
2804                 if (weapon_objnum != -1) {
2805                         float rand_val;
2806
2807                         if ( Game_mode & GM_NORMAL ){
2808                                 rand_val = frand();
2809                         } else {
2810                                 rand_val = static_randf(objp->net_signature + i);
2811                         }
2812
2813                         Weapons[Objects[weapon_objnum].instance].lifeleft *= rand_val*0.4f + 0.8f;
2814                 }
2815
2816         }
2817
2818         // in multiplayer, reset the next network signature to the one that was saved.
2819         if ( Game_mode & GM_MULTIPLAYER ){
2820                 multi_set_network_signature( starting_sig, MULTI_SIG_NON_PERMANENT );
2821         }
2822 }
2823
2824 // -----------------------------------------------------------------------
2825 // weapon_hit_do_sound()
2826 //
2827 // Play a sound effect when a weapon hits a ship
2828 //
2829 // To elimate the "stereo" effect of two lasers hitting at nearly
2830 // the same time, and to reduce the number of sound channels used,
2831 // only play one impact sound if IMPACT_SOUND_DELTA has elapsed
2832 //
2833 // Note: Uses Weapon_impact_timer global for timer variable
2834 //
2835 void weapon_hit_do_sound(object *hit_obj, weapon_info *wip, vector *hitpos)
2836 {
2837         int     is_hull_hit;
2838         float shield_str;
2839
2840         // If non-missiles (namely lasers) expire without hitting a ship, don't play impact sound
2841         if      ( wip->subtype != WP_MISSILE ) {                
2842                 if ( !hit_obj ) {
2843                         // flak weapons make sounds             
2844                         if(wip->wi_flags & WIF_FLAK){
2845                                 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );                           
2846                         }
2847                         return;
2848                 }
2849
2850                 switch(hit_obj->type) {
2851                 case OBJ_SHIP:
2852                         // do nothing
2853                         break;
2854
2855                 case OBJ_ASTEROID:
2856                         if ( timestamp_elapsed(Weapon_impact_timer) ) {
2857                                 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2858                                 Weapon_impact_timer = timestamp(IMPACT_SOUND_DELTA);
2859                         }
2860                         return;
2861                         break;
2862
2863                 default:
2864                         return;
2865                 }
2866         }
2867
2868         if ( hit_obj == NULL ) {
2869                 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2870                 return;
2871         }
2872
2873         if ( timestamp_elapsed(Weapon_impact_timer) ) {
2874
2875                 is_hull_hit = 1;
2876                 if ( hit_obj->type == OBJ_SHIP ) {
2877                         shield_str = ship_quadrant_shield_strength(hit_obj, hitpos);
2878                 } else {
2879                         shield_str = 0.0f;
2880                 }
2881
2882                 // play a shield hit if shields are above 10% max in this quadrant
2883                 if ( shield_str > 0.1f ) {
2884                         is_hull_hit = 0;
2885                 }
2886
2887                 if ( !is_hull_hit ) {
2888                         // Play a shield impact sound effect
2889                         if ( hit_obj == Player_obj ) {
2890                                 snd_play_3d( &Snds[SND_SHIELD_HIT_YOU], hitpos, &Eye_position );
2891                                 // AL 12-15-97: Add missile impact sound even when shield is hit
2892                                 if ( wip->subtype == WP_MISSILE ) {
2893                                         snd_play_3d( &Snds[SND_PLAYER_HIT_MISSILE], hitpos, &Eye_position);
2894                                 }
2895                         } else {
2896                                 snd_play_3d( &Snds[SND_SHIELD_HIT], hitpos, &Eye_position );
2897                         }
2898                 } else {
2899                         // Play a hull impact sound effect
2900                         switch ( wip->subtype ) {
2901                                 case WP_LASER:
2902                                         if ( hit_obj == Player_obj )
2903                                                 snd_play_3d( &Snds[SND_PLAYER_HIT_LASER], hitpos, &Eye_position );
2904                                         else {
2905                                                 if ( wip->impact_snd != -1 ) {
2906                                                         snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2907                                                 }
2908                                         }
2909                                         break;
2910                                 case WP_MISSILE:
2911                                         if ( hit_obj == Player_obj ) 
2912                                                 snd_play_3d( &Snds[SND_PLAYER_HIT_MISSILE], hitpos, &Eye_position);
2913                                         else {
2914                                                 if ( wip->impact_snd != -1 ) {
2915                                                         snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2916                                                 }
2917                                         }
2918                                         break;
2919                                 default:        
2920                                         nprintf(("Warning","WARNING ==> Cannot determine sound to play for weapon impact\n"));
2921                                         break;
2922                         } // end switch
2923                 }
2924
2925                 Weapon_impact_timer = timestamp(IMPACT_SOUND_DELTA);
2926         }
2927 }
2928
2929 // distrupt any subsystems that fall into damage sphere of this Electronics missile
2930 //
2931 // input:       ship_obj                =>              pointer to ship that holds subsystem
2932 //                              blast_pos       =>              world pos of weapon blast
2933 //                              wi_index                =>              weapon info index of weapon causing blast
2934 void weapon_do_electronics_affect(object *ship_objp, vector *blast_pos, int wi_index)
2935 {
2936         weapon_info                     *wip;
2937         ship                                    *shipp;
2938         ship_subsys                     *ss;
2939         model_subsystem *psub;
2940         vector                          subsys_world_pos;
2941         float                                   dist;
2942
2943         shipp = &Ships[ship_objp->instance];
2944         wip = &Weapon_info[wi_index];
2945
2946         for ( ss = GET_FIRST(&shipp->subsys_list); ss != END_OF_LIST(&shipp->subsys_list); ss = GET_NEXT(ss) ) {
2947                 psub = ss->system_info;
2948
2949                 // convert subsys point to world coords
2950                 vm_vec_unrotate(&subsys_world_pos, &psub->pnt, &ship_objp->orient);
2951                 vm_vec_add2(&subsys_world_pos, &ship_objp->pos);
2952
2953                 // see if subsys point is within damage sphere
2954                 dist = vm_vec_dist_quick(blast_pos, &subsys_world_pos); 
2955                 if ( dist < wip->outer_radius ) {
2956                         ship_subsys_set_disrupted(ss, fl2i(6000.0f + frand()*4000.0f));
2957                 }
2958         }
2959 }
2960
2961 //      ----------------------------------------------------------------------
2962 //      weapon_area_calc_damage()
2963 //
2964 // Calculate teh damage for an object based on the location of an area-effect
2965 // explosion.
2966 //
2967 // input:               objp                    =>              object pointer ship receiving blast effect
2968 //                                      pos                     =>              world pos of blast center
2969 //                                      inner_rad       =>              smallest radius at which full damage is done
2970 //                                      outer_rad       =>              radius at which no damage is done
2971 //                                      max_blast       =>              maximum blast possible from explosion
2972 //                                      max_damage      =>              maximum damage possible from explosion
2973 //                                      blast                   =>              OUTPUT PARAMETER: receives blast value from explosion
2974 //                                      damage          =>              OUTPUT PARAMETER: receives damage value from explosion
2975 //                                      limit                   =>              a limit on the area, needed for shockwave damage
2976 //
2977 //      returns:                no damage occurred      =>              -1
2978 //                                      damage occured                  =>              0
2979 //
2980 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)
2981 {
2982         float                   dist, max_dist, min_dist;
2983
2984         // only blast ships and asteroids
2985         if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_ASTEROID)) {
2986                 return -1;
2987         }
2988
2989         max_dist = objp->radius + outer_rad;
2990         dist = vm_vec_dist_quick(&objp->pos, pos);      
2991         if ( (dist > max_dist) || (dist > (limit+objp->radius)) ) {
2992                 return -1;      // spheres don't intersect at all
2993         }
2994
2995         if ( dist < (inner_rad+objp->radius) ) {
2996                 // damage is maximum within inner radius
2997                 *damage = max_damage;
2998                 *blast = max_blast;
2999         } else {
3000                 float dist_to_outer_rad_squared, total_dist_squared;
3001                 min_dist = dist - objp->radius;
3002                 Assert(min_dist < outer_rad);
3003                 dist_to_outer_rad_squared = (outer_rad-min_dist)*(outer_rad-min_dist);
3004                 total_dist_squared = (inner_rad-outer_rad)*(inner_rad-outer_rad);
3005                 // AL 2-24-98: drop off damage relative to square of distance
3006                 Assert(dist_to_outer_rad_squared <= total_dist_squared);
3007                 *damage = max_damage * dist_to_outer_rad_squared/total_dist_squared;
3008
3009
3010 //              *damage = (min_dist - outer_rad) * max_damage/(inner_rad - outer_rad);
3011                 *blast =  (min_dist - outer_rad) * max_blast /(inner_rad - outer_rad);
3012         }
3013
3014         // nprintf(("AI", "Frame %i: Damage = %7.3f, %7.3f meters away.\n", Framecount, *damage, dist));
3015
3016         return 0;
3017 }
3018
3019 //      ----------------------------------------------------------------------
3020 //      weapon_area_apply_blast()
3021 //
3022 // Apply the blast effects of an explosion to a ship
3023 //
3024 // input:       force_apply_pos =>              world pos of where force is applied to object
3025 //                              ship_obj                                =>              object pointer of ship receiving the blast
3026 //                              blast_pos                       =>              world pos of blast center
3027 //                              blast                                   =>              force of blast
3028 //                              make_shockwave          =>              boolean, whether to create a shockwave or not
3029 //
3030 void weapon_area_apply_blast(vector *force_apply_pos, object *ship_obj, vector *blast_pos, float blast, int make_shockwave)
3031 {
3032         #define SHAKE_CONST 3000
3033         vector          force, vec_blast_to_ship, vec_ship_to_impact;
3034         polymodel               *pm;
3035
3036         // apply blast force based on distance from center of explosion
3037         vm_vec_sub(&vec_blast_to_ship, &ship_obj->pos, blast_pos);
3038         vm_vec_normalize_safe(&vec_blast_to_ship);
3039         vm_vec_copy_scale(&force, &vec_blast_to_ship, blast );
3040
3041
3042         vm_vec_sub(&vec_ship_to_impact, blast_pos, &ship_obj->pos);
3043
3044         pm = model_get(Ships[ship_obj->instance].modelnum);
3045         Assert ( pm != NULL );
3046
3047         if (make_shockwave) {
3048                 physics_apply_shock (&force, blast, &ship_obj->phys_info, &ship_obj->orient, &pm->mins, &pm->maxs, pm->rad);
3049                 if (ship_obj == Player_obj) {
3050                         joy_ff_play_vector_effect(&vec_blast_to_ship, blast * 2.0f);
3051                 }
3052         } else {
3053                 ship_apply_whack( &force, &vec_ship_to_impact, ship_obj);
3054         }
3055 }
3056
3057 //      ----------------------------------------------------------------------
3058 //      weapon_do_area_effect()
3059 //
3060 // Do the area effect for a weapon
3061 //
3062 // input:       wobjp                   =>              object pointer to weapon causing explosion
3063 //                              pos                     =>              world pos of explosion center
3064 //                              other_obj       =>              object pointer to ship that weapon impacted on (can be NULL)
3065 //
3066 void weapon_do_area_effect(object *wobjp, vector *pos, object *other_obj)
3067 {
3068         weapon_info     *wip;
3069         weapon *wp;
3070         object          *objp;
3071         float                   damage, blast;
3072
3073         wip = &Weapon_info[Weapons[wobjp->instance].weapon_info_index]; 
3074         wp = &Weapons[wobjp->instance];
3075         Assert(wip->inner_radius != 0); 
3076
3077         // only blast ships and asteroids
3078         for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
3079                 if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_ASTEROID) ) {
3080                         continue;
3081                 }
3082         
3083                 if ( objp->type == OBJ_SHIP ) {
3084                         // don't blast navbuoys
3085                         if ( ship_get_SIF(objp->instance) & SIF_NAVBUOY ) {
3086                                 continue;
3087                         }
3088                 }
3089
3090                 if ( weapon_area_calc_damage(objp, pos, wip->inner_radius, wip->outer_radius, wip->blast_force, wip->damage, &blast, &damage, wip->outer_radius) == -1 ){
3091                         continue;
3092                 }
3093
3094                 // scale damage
3095                 damage *= weapon_get_damage_scale(wip, wobjp, other_obj);               
3096
3097                 switch ( objp->type ) {
3098                 case OBJ_SHIP:
3099                         ship_apply_global_damage(objp, wobjp, pos, damage);
3100                         weapon_area_apply_blast(NULL, objp, pos, blast, 0);                     
3101                         break;
3102                 case OBJ_ASTEROID:
3103                         asteroid_hit(objp, NULL, NULL, damage);
3104                         break;
3105                 default:
3106                         Int3();
3107                         break;
3108                 }       
3109
3110         }       // end for
3111
3112         // if this weapon has the "Electronics" flag set, then disrupt subsystems in sphere
3113         if ( (other_obj != NULL) && (wip->wi_flags & WIF_ELECTRONICS) ) {
3114                 if ( other_obj->type == OBJ_SHIP ) {
3115                         weapon_do_electronics_affect(other_obj, pos, Weapons[wobjp->instance].weapon_info_index);
3116                 }
3117         }
3118 }
3119
3120
3121 //      ----------------------------------------------------------------------
3122 //      weapon_hit()
3123 //
3124 // This function is called when a weapon hits something (or, in the case of
3125 // missiles explodes for any particular reason)
3126 //
3127 void weapon_hit( object * weapon_obj, object * other_obj, vector * hitpos )
3128 {
3129         Assert(weapon_obj != NULL);
3130         if(weapon_obj == NULL){
3131                 return;
3132         }
3133         Assert((weapon_obj->type == OBJ_WEAPON) && (weapon_obj->instance >= 0) && (weapon_obj->instance < MAX_WEAPONS));
3134         if((weapon_obj->type != OBJ_WEAPON) || (weapon_obj->instance < 0) || (weapon_obj->instance >= MAX_WEAPONS)){
3135                 return;
3136         }
3137
3138         int                     num = weapon_obj->instance;
3139         int                     weapon_type = Weapons[num].weapon_info_index;
3140         object          *weapon_parent_objp;
3141         weapon_info     *wip;
3142         // int np_index;
3143
3144         Assert((weapon_type >= 0) && (weapon_type < MAX_WEAPONS));
3145         if((weapon_type < 0) || (weapon_type >= MAX_WEAPONS)){
3146                 return;
3147         }
3148         wip = &Weapon_info[weapon_type];
3149         weapon_parent_objp = &Objects[weapon_obj->parent];
3150
3151         // if this is the player ship, and is a laser hit, skip it. wait for player "pain" to take care of it
3152         // if( ((wip->subtype != WP_LASER) || !MULTIPLAYER_CLIENT) && (Player_obj != NULL) && (other_obj == Player_obj) ){
3153         if((other_obj != Player_obj) || (wip->subtype != WP_LASER) || !MULTIPLAYER_CLIENT){
3154                 weapon_hit_do_sound(other_obj, wip, hitpos);
3155         }
3156
3157         if ( wip->impact_weapon_expl_index > -1 )       {
3158                 int expl_ani_handle = weapon_get_expl_handle(wip->impact_weapon_expl_index, hitpos, wip->impact_explosion_radius);
3159                 particle_create( hitpos, &vmd_zero_vector, 0.0f, wip->impact_explosion_radius, PARTICLE_BITMAP_PERSISTENT, expl_ani_handle );
3160         }
3161
3162         weapon_obj->flags |= OF_SHOULD_BE_DEAD;
3163
3164         int sw_flag = SW_WEAPON;
3165
3166         // check if this is an area effect weapon
3167         if ( wip->wi_flags & WIF_AREA_EFFECT ) {
3168         // if ( wip->subtype & WP_MISSILE && wip->wi_flags & WIF_AREA_EFFECT ) {
3169                 if ( wip->wi_flags & WIF_SHOCKWAVE ) {
3170                         float actual_damage = wip->damage;
3171                         // Shockwaves caused by weapons hitting weapons are 1/4 as powerful
3172                         if ( ((other_obj) && (other_obj->type == OBJ_WEAPON)) || (Weapons[num].weapon_flags & WF_DESTROYED_BY_WEAPON)) {
3173                                 actual_damage /= 4.0f;
3174                                 sw_flag |= SW_WEAPON_KILL;
3175                         }
3176                         shockwave_create_info sci;
3177                         sci.blast = wip->blast_force;
3178                         sci.damage = actual_damage;
3179                         sci.inner_rad = wip->inner_radius;
3180                         sci.outer_rad = wip->outer_radius;
3181                         sci.speed = wip->shockwave_speed;
3182                         sci.rot_angle = 0.0f;
3183
3184                         shockwave_create(OBJ_INDEX(weapon_obj), hitpos, &sci, sw_flag);
3185 //                      snd_play_3d( &Snds[SND_SHOCKWAVE_IMPACT], hitpos, &Eye_position );
3186                 }
3187                 else {
3188                         weapon_do_area_effect(weapon_obj, hitpos, other_obj);
3189                 }
3190         }
3191
3192         // check if this is an EMP weapon
3193         if(wip->wi_flags & WIF_EMP){
3194                 emp_apply(&weapon_obj->pos, wip->inner_radius, wip->outer_radius, wip->emp_intensity, wip->emp_time);
3195         }       
3196
3197         // spawn weapons - note the change from FS 1 multiplayer.
3198         if (wip->wi_flags & WIF_SPAWN){
3199                 spawn_child_weapons(weapon_obj);
3200         }       
3201 }
3202
3203 void weapon_detonate(object *objp)
3204 {
3205         Assert(objp != NULL);
3206         if(objp == NULL){
3207                 return;
3208         }
3209         Assert((objp->type == OBJ_WEAPON) && (objp->instance >= 0));
3210         if((objp->type != OBJ_WEAPON) || (objp->instance < 0)){
3211                 return;
3212         }       
3213
3214         // send a detonate packet in multiplayer
3215         if(MULTIPLAYER_MASTER){
3216                 send_weapon_detonate_packet(objp);
3217         }
3218
3219         // call weapon hit
3220         weapon_hit(objp, NULL, &objp->pos);
3221 }
3222
3223 //      Return the Weapon_info[] index of the weapon with name *name.
3224 int weapon_name_lookup(char *name)
3225 {
3226         int     i;
3227
3228         for ( i=0; i < Num_weapon_types; i++) {
3229                 if (!stricmp(name, Weapon_info[i].name)) {
3230                         return i;
3231                 }
3232         }
3233
3234         return -1;
3235 }
3236
3237 // Group_id:  If you should quad lasers, they should all have the same group id.  
3238 // This will be used to optimize lighting, since each group only needs to cast one light.
3239 // Call this to get a new group id, then pass it to each weapon_create call for all the
3240 // weapons in the group.   Number will be between 0 and WEAPON_MAX_GROUP_IDS and will
3241 // get reused.
3242 int weapon_create_group_id()
3243 {
3244         static int current_id = 0;
3245
3246         int n = current_id;
3247         
3248         current_id++;
3249         if ( current_id >= WEAPON_MAX_GROUP_IDS )       {
3250                 current_id = 0;
3251         }
3252         return n;
3253 }
3254
3255
3256 void weapons_page_in()
3257 {
3258         int i, j, idx;
3259
3260         // Page in bitmaps for all weapons
3261         for (i=0; i<Num_weapon_types; i++ )     {
3262                 weapon_info *wip = &Weapon_info[i];
3263
3264                 wip->wi_flags &= (~WIF_THRUSTER);               // Assume no thrusters
3265                 
3266                 switch( wip->render_type )      {
3267                         case WRT_POF:
3268                                 {
3269                                         wip->model_num = model_load( wip->pofbitmap_name, 0, NULL );
3270
3271                                         polymodel *pm = model_get( wip->model_num );
3272
3273                                         // If it has a model, and the model pof has thrusters, then set
3274                                         // the flags
3275                                         if ( pm->n_thrusters > 0 )      {
3276                                                 //mprintf(( "Weapon %s has thrusters!\n", wip->name ));
3277                                                 wip->wi_flags |= WIF_THRUSTER;
3278                                         }
3279                 
3280                                         for (j=0; j<pm->n_textures; j++ )       {
3281                                                 int bitmap_num = pm->original_textures[j];
3282
3283                                                 if ( bitmap_num > -1 )  {
3284                                                         // if we're in Glide (and maybe later with D3D), use nondarkening textures
3285                                                         if(gr_screen.mode == GR_GLIDE){
3286                                                                 bm_page_in_nondarkening_texture( bitmap_num );
3287                                                         } else {
3288                                                                 bm_page_in_texture( bitmap_num );
3289                                                         }
3290                                                 }
3291                                         }
3292                                 }
3293                                 break;
3294
3295                         case WRT_LASER:
3296                                 {
3297                                         bm_page_in_texture( wip->laser_bitmap );
3298
3299                                         if(wip->laser_glow_bitmap >= 0){
3300                                                 bm_page_in_texture(wip->laser_glow_bitmap);
3301                                         }
3302                                 }
3303                                 break;
3304
3305                         default:
3306                                 Int3(); // Invalid weapon rendering type.
3307                 }
3308
3309                 // If this has an impact vclip page it in.
3310 //              if ( wip->impact_explosion_ani > -1 )   {
3311 //                      int nframes, fps;
3312 //                      bm_get_info( wip->impact_explosion_ani, NULL, NULL, NULL, &nframes, &fps );
3313 //                      bm_page_in_xparent_texture( wip->impact_explosion_ani, nframes );
3314 //              }
3315
3316                 // trail bitmaps
3317                 if ( (wip->wi_flags & WIF_TRAIL) && (wip->tr_info.bitmap > -1) )        {
3318                         bm_page_in_texture( wip->tr_info.bitmap );
3319                 }
3320
3321                 // if this is a beam weapon, page in its stuff
3322                 if(wip->wi_flags & WIF_BEAM){
3323                         // all beam sections
3324                         for(idx=0; idx<wip->b_info.beam_num_sections; idx++){
3325                                 if((idx < MAX_BEAM_SECTIONS) && (wip->b_info.sections[idx].texture >= 0)){
3326                                         bm_page_in_texture(wip->b_info.sections[idx].texture);
3327                                 }
3328                         }
3329
3330                         // muzzle glow
3331                         if(wip->b_info.beam_glow_bitmap >= 0){
3332                                 bm_page_in_texture(wip->b_info.beam_glow_bitmap);
3333                         }
3334
3335                         // particle ani
3336                         if(wip->b_info.beam_particle_ani >= 0){
3337                                 int nframes, fps;
3338                                 bm_get_info( wip->b_info.beam_particle_ani, NULL, NULL, NULL, &nframes, &fps );
3339                                 bm_page_in_texture( wip->b_info.beam_particle_ani, nframes );
3340                         }
3341                 }
3342         }
3343
3344         // explosion ani's
3345         for (i=0; i<Num_weapon_expl; i++) {
3346                 int bitmap_handle, nframes, fps;
3347
3348                 for (j=0; j<Weapon_expl_info[i].lod_count; j++) {
3349                         //load ani
3350                         bitmap_handle = bm_load_animation(Weapon_expl_info[i].lod[j].filename, &nframes, &fps, 1);
3351                         Weapon_expl_info[i].lod[j].bitmap_id = bitmap_handle;
3352                         Weapon_expl_info[i].lod[j].fps = fps;
3353                         Weapon_expl_info[i].lod[j].num_frames = nframes;
3354
3355                         // page it in
3356                         bm_page_in_xparent_texture(bitmap_handle, nframes);
3357                 }
3358         }
3359
3360         // Counter measures
3361         for (i=0; i<Num_cmeasure_types; i++ )   {
3362                 cmeasure_info *cmeasurep;
3363
3364                 cmeasurep = &Cmeasure_info[i];
3365         
3366                 cmeasurep->model_num = model_load( cmeasurep->pof_name, 0, NULL );
3367
3368                 polymodel *pm = model_get( cmeasurep->model_num );
3369
3370                 for (j=0; j<pm->n_textures; j++ )       {
3371                         int bitmap_num = pm->original_textures[j];
3372
3373                         if ( bitmap_num > -1 )  {
3374                                 bm_page_in_texture( bitmap_num );
3375                         }
3376                 }
3377                 Assert( cmeasurep->model_num > -1 );
3378         }
3379
3380 }
3381
3382 // call to get the "color" of the laser at the given moment (since glowing lasers can cycle colors)
3383 void weapon_get_laser_color(color *c, object *objp)
3384 {
3385         weapon *wep;
3386         weapon_info *winfo;
3387         float pct;
3388
3389         // sanity
3390         if(c == NULL){
3391                 return;
3392         }
3393
3394         // sanity
3395         Assert(objp->type == OBJ_WEAPON);
3396         Assert(objp->instance >= 0);
3397         Assert(Weapons[objp->instance].weapon_info_index >= 0);
3398         if((objp->type != OBJ_WEAPON) || (objp->instance < 0) || (Weapons[objp->instance].weapon_info_index < 0)){
3399                 return;
3400         }
3401         wep = &Weapons[objp->instance];
3402         winfo = &Weapon_info[wep->weapon_info_index];
3403
3404         // if we're a one-color laser
3405         if((winfo->laser_color_2.red == 0) && (winfo->laser_color_2.green == 0) && (winfo->laser_color_2.blue == 0)){
3406                 *c = winfo->laser_color_1;
3407         }
3408
3409         // lifetime pct
3410         pct = 1.0f - (wep->lifeleft / winfo->lifetime);
3411         if(pct > 0.5f){
3412                 pct = 0.5f;
3413         } else if (pct < 0.0f)
3414                 pct = 0.0f;
3415
3416         pct *= 2.0f;
3417         
3418         // otherwise interpolate between the colors
3419         gr_init_color( c, (int)((float)winfo->laser_color_1.red + (((float)winfo->laser_color_2.red - (float)winfo->laser_color_1.red) * pct)), 
3420                                                         (int)((float)winfo->laser_color_1.green + (((float)winfo->laser_color_2.green - (float)winfo->laser_color_1.green) * pct)), 
3421                                                         (int)((float)winfo->laser_color_1.blue + (((float)winfo->laser_color_2.blue - (float)winfo->laser_color_1.blue) * pct)) );
3422 }
3423
3424 // default weapon particle spew data
3425 int Weapon_particle_spew_count = 1;
3426 int Weapon_particle_spew_time = 25;
3427 float Weapon_particle_spew_vel = 0.4f;
3428 float Weapon_particle_spew_radius = 2.0f;
3429 float Weapon_particle_spew_lifetime = 0.15f;
3430 float Weapon_particle_spew_scale = 0.8f;
3431
3432 // for weapons flagged as particle spewers, spew particles. wheee
3433 void weapon_maybe_spew_particle(object *obj)
3434 {
3435         weapon *wp;
3436         int idx;
3437         vector direct, direct_temp, particle_pos;
3438         vector null_vec = ZERO_VECTOR;
3439         vector vel;
3440         float ang;
3441
3442         // check some stuff
3443         Assert(obj->type == OBJ_WEAPON);
3444         Assert(obj->instance >= 0);
3445         Assert(Weapons[obj->instance].weapon_info_index >= 0);
3446         Assert(Weapon_info[Weapons[obj->instance].weapon_info_index].wi_flags & WIF_PARTICLE_SPEW);
3447         
3448         wp = &Weapons[obj->instance];   
3449
3450         // if the weapon's particle timestamp has elapse`d
3451         if((wp->particle_spew_time == -1) || timestamp_elapsed(wp->particle_spew_time)){
3452                 // reset the timestamp
3453                 wp->particle_spew_time = timestamp(Weapon_particle_spew_time);
3454
3455                 // spew some particles
3456                 for(idx=0; idx<Weapon_particle_spew_count; idx++){
3457                         // get the backward vector of the weapon
3458                         direct = obj->orient.fvec;
3459                         vm_vec_negate(&direct);
3460
3461                         //      randomly perturb x, y and z
3462                         
3463                         // uvec
3464                         ang = fl_radian(frand_range(-90.0f, 90.0f));
3465                         vm_rot_point_around_line(&direct_temp, &direct, ang, &null_vec, &obj->orient.fvec);                     
3466                         direct = direct_temp;
3467                         vm_vec_scale(&direct, Weapon_particle_spew_scale);
3468
3469                         // rvec
3470                         ang = fl_radian(frand_range(-90.0f, 90.0f));
3471                         vm_rot_point_around_line(&direct_temp, &direct, ang, &null_vec, &obj->orient.rvec);                     
3472                         direct = direct_temp;
3473                         vm_vec_scale(&direct, Weapon_particle_spew_scale);
3474
3475                         // fvec
3476                         ang = fl_radian(frand_range(-90.0f, 90.0f));
3477                         vm_rot_point_around_line(&direct_temp, &direct, ang, &null_vec, &obj->orient.uvec);                     
3478                         direct = direct_temp;
3479                         vm_vec_scale(&direct, Weapon_particle_spew_scale);
3480
3481                         // get a velovity vector of some percentage of the weapon's velocity
3482                         vel = obj->phys_info.vel;
3483                         vm_vec_scale(&vel, Weapon_particle_spew_vel);
3484
3485                         // emit the particle
3486                         vm_vec_add(&particle_pos, &obj->pos, &direct);
3487                         particle_create(&particle_pos, &vel, Weapon_particle_spew_lifetime, Weapon_particle_spew_radius, PARTICLE_SMOKE);
3488                 }
3489         }
3490 }
3491
3492 // debug console functionality
3493 void pspew_display_dcf()
3494 {
3495         dc_printf("Particle spew settings\n\n");
3496         dc_printf("Particle spew count (pspew_count) : %d\n", Weapon_particle_spew_count);
3497         dc_printf("Particle spew time (pspew_time) : %d\n", Weapon_particle_spew_time);
3498         dc_printf("Particle spew velocity (pspew_vel) : %f\n", Weapon_particle_spew_vel);
3499         dc_printf("Particle spew size (pspew_size) : %f\n", Weapon_particle_spew_radius);
3500         dc_printf("Particle spew lifetime (pspew_life) : %f\n", Weapon_particle_spew_lifetime);
3501         dc_printf("Particle spew scale (psnew_scale) : %f\n", Weapon_particle_spew_scale);
3502 }
3503
3504 DCF(pspew_count, "Number of particles spewed at a time")
3505 {       
3506         dc_get_arg(ARG_INT);
3507         if(Dc_arg_type & ARG_INT){
3508                 Weapon_particle_spew_count = Dc_arg_int;
3509         }
3510
3511         pspew_display_dcf();
3512 }
3513
3514 DCF(pspew_time, "Time between particle spews")
3515 {       
3516         dc_get_arg(ARG_INT);
3517         if(Dc_arg_type & ARG_INT){
3518                 Weapon_particle_spew_time = Dc_arg_int;
3519         }
3520
3521         pspew_display_dcf();
3522 }
3523
3524 DCF(pspew_vel, "Relative velocity of particles (0.0 - 1.0)")
3525 {       
3526         dc_get_arg(ARG_FLOAT);
3527         if(Dc_arg_type & ARG_FLOAT){
3528                 Weapon_particle_spew_vel = Dc_arg_float;
3529         }
3530
3531         pspew_display_dcf();
3532 }
3533
3534 DCF(pspew_size, "Size of spewed particles")
3535 {       
3536         dc_get_arg(ARG_FLOAT);
3537         if(Dc_arg_type & ARG_FLOAT){
3538                 Weapon_particle_spew_radius = Dc_arg_float;
3539         }
3540
3541         pspew_display_dcf();
3542 }
3543
3544 DCF(pspew_life, "Lifetime of spewed particles")
3545 {       
3546         dc_get_arg(ARG_FLOAT);
3547         if(Dc_arg_type & ARG_FLOAT){
3548                 Weapon_particle_spew_lifetime = Dc_arg_float;
3549         }
3550
3551         pspew_display_dcf();
3552 }
3553
3554 DCF(pspew_scale, "How far away particles are from the weapon path")
3555 {       
3556         dc_get_arg(ARG_FLOAT);
3557         if(Dc_arg_type & ARG_FLOAT){
3558                 Weapon_particle_spew_scale = Dc_arg_float;
3559         }
3560
3561         pspew_display_dcf();
3562 }
3563
3564 // return a scale factor for damage which should be applied for 2 collisions
3565 float weapon_get_damage_scale(weapon_info *wip, object *wep, object *target)
3566 {
3567         weapon *wp;     
3568         int from_player = 0;
3569         float total_scale = 1.0f;
3570         float hull_pct;
3571         int is_big_damage_ship = 0;
3572
3573         // sanity
3574         if((wip == NULL) || (wep == NULL) || (target == NULL)){
3575                 return 1.0f;
3576         }
3577
3578         // don't scale any damage if its not a weapon   
3579         if((wep->type != OBJ_WEAPON) || (wep->instance < 0) || (wep->instance >= MAX_WEAPONS)){
3580                 return 1.0f;
3581         }
3582         wp = &Weapons[wep->instance];
3583
3584         // was the weapon fired by the player
3585         from_player = 0;
3586         if((wep->parent >= 0) && (wep->parent < MAX_OBJECTS) && (Objects[wep->parent].flags & OF_PLAYER_SHIP)){
3587                 from_player = 1;
3588         }
3589                 
3590         // if this is a lockarm weapon, and it was fired unlocked
3591         if((wip->wi_flags & WIF_LOCKARM) && !(wp->weapon_flags & WF_LOCKED_WHEN_FIRED)){                
3592                 total_scale *= 0.1f;
3593         }
3594         
3595         // if the hit object was a ship
3596         if(target->type == OBJ_SHIP){
3597                 ship *shipp;
3598                 ship_info *sip;
3599
3600                 // get some info on the ship
3601                 Assert((target->instance >= 0) && (target->instance < MAX_SHIPS));
3602                 if((target->instance < 0) || (target->instance >= MAX_SHIPS)){
3603                         return total_scale;
3604                 }
3605                 shipp = &Ships[target->instance];
3606                 sip = &Ship_info[Ships[target->instance].ship_info_index];
3607
3608                 // get hull pct of the ship currently
3609                 hull_pct = target->hull_strength / sip->initial_hull_strength;
3610
3611                 // if it has hit a supercap ship and is not a supercap class weapon
3612                 if((sip->flags & SIF_SUPERCAP) && !(wip->wi_flags & WIF_SUPERCAP)){
3613                         // if the supercap is around 3/4 damage, apply nothing
3614                         if(hull_pct <= 0.75f){
3615                                 return 0.0f;
3616                         } else {
3617                                 total_scale *= SUPERCAP_DAMAGE_SCALE;
3618                         }
3619                 }
3620
3621                 // determine if this is a big damage ship
3622                 is_big_damage_ship = (sip->flags & SIF_BIG_DAMAGE);
3623
3624                 // if this is a large ship, and is being hit by flak
3625                 if(is_big_damage_ship && (wip->wi_flags & WIF_FLAK)){
3626                         total_scale *= FLAK_DAMAGE_SCALE;
3627                 }
3628                 
3629                 // if the player is firing small weapons at a big ship
3630                 if( from_player && is_big_damage_ship && !(wip->wi_flags & (WIF_HURTS_BIG_SHIPS)) ){
3631
3632                         // if its a laser weapon
3633                         if(wip->subtype == WP_LASER){
3634                                 total_scale *= 0.01f;
3635                         } else {
3636                                 total_scale *= 0.05f;
3637                         }
3638                 }
3639
3640                 // if the weapon is a small weapon being fired at a big ship
3641                 if( is_big_damage_ship && !(wip->wi_flags & (WIF_HURTS_BIG_SHIPS)) ){
3642                         if(hull_pct > 0.1f){
3643                                 total_scale *= hull_pct;
3644                         } else {
3645                                 return 0.0f;
3646                         }
3647                 }
3648         }
3649         
3650         return total_scale;
3651 }
3652
3653 int weapon_get_expl_handle(int weapon_expl_index, vector *pos, float size)
3654 {
3655         weapon_expl_info *wei = &Weapon_expl_info[weapon_expl_index];
3656
3657         if (wei->lod_count == 1) {
3658                 return wei->lod[0].bitmap_id;
3659         }
3660
3661         // now we have to do some work
3662         vertex v;
3663         int x, y, w, h, bm_size;
3664         int must_stop = 0;
3665         int best_lod = 1;
3666         int behind = 0;
3667
3668         // start the frame
3669         extern float Viewer_zoom;
3670         extern int G3_count;
3671
3672         if(!G3_count){
3673                 g3_start_frame(1);
3674                 must_stop = 1;
3675         }
3676         g3_set_view_matrix(&Eye_position, &Eye_matrix, Viewer_zoom);
3677
3678         // get extents of the rotated bitmap
3679         g3_rotate_vertex(&v, pos);
3680
3681         // if vertex is behind, find size if in front, then drop down 1 LOD
3682         if (v.codes & CC_BEHIND) {
3683                 float dist = vm_vec_dist_quick(&Eye_position, pos);
3684                 vector temp;
3685
3686                 behind = 1;
3687                 vm_vec_scale_add(&temp, &Eye_position, &Eye_matrix.fvec, dist);
3688                 g3_rotate_vertex(&v, &temp);
3689
3690                 // if still behind, bail and go with default
3691                 if (v.codes & CC_BEHIND) {
3692                         behind = 0;
3693                 }
3694         }
3695
3696         if (!g3_get_bitmap_dims(wei->lod[0].bitmap_id, &v, size, &x, &y, &w, &h, &bm_size)) {
3697                 if (Detail.hardware_textures == 4) {
3698                         // straight LOD
3699                         if(w <= bm_size/8){
3700                                 best_lod = 3;
3701                         } else if(w <= bm_size/2){
3702                                 best_lod = 2;
3703                         } else if(w <= 1.3f*bm_size){
3704                                 best_lod = 1;
3705                         } else {
3706                                 best_lod = 0;
3707                         }
3708                 } else {
3709                         // less aggressive LOD for lower detail settings
3710                         if(w <= bm_size/8){
3711                                 best_lod = 3;
3712                         } else if(w <= bm_size/3){
3713                                 best_lod = 2;
3714                         } else if(w <= (1.15f*bm_size)){
3715                                 best_lod = 1;
3716                         } else {
3717                                 best_lod = 0;
3718                         }               
3719                 }
3720         }
3721
3722         // if it's behind, bump up LOD by 1
3723         if (behind) {
3724                 best_lod++;
3725         }
3726
3727         // end the frame
3728         if(must_stop){
3729                 g3_end_frame();
3730         }
3731
3732         best_lod = min(best_lod, wei->lod_count - 1);
3733         return wei->lod[best_lod].bitmap_id;
3734 }