2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Ship/Ship.cpp $
15 * Ship (and other object) handling functions
18 * Revision 1.4 2002/06/09 04:41:26 relnev
19 * added copyright header
21 * Revision 1.3 2002/06/02 00:31:36 relnev
22 * implemented osregistry
24 * Revision 1.2 2002/05/03 13:34:34 theoddone33
27 * Revision 1.1.1.1 2002/05/03 03:28:10 root
31 * 144 10/13/99 3:43p Jefff
32 * fixed unnumbered XSTRs
34 * 143 9/14/99 3:26a Dave
35 * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer
36 * respawn-too-early problem. Made a few crash points safe.
38 * 142 9/11/99 4:02p Dave
39 * Don't page in model textures when doing ship_model_change() in fred.
41 * 141 9/10/99 9:44p Dave
42 * Bumped version # up. Make server reliable connects not have such a huge
45 * 140 9/06/99 3:30p Mikek
46 * Added system to restrict weapon choices for dogfight missions.
48 * 139 9/01/99 10:15a Dave
50 * 138 9/01/99 8:43a Andsager
51 * supress WARNING from no_fred ships flag
53 * 137 8/26/99 8:52p Dave
54 * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes.
56 * 136 8/26/99 6:08p Andsager
57 * Add debug code for lethality and number of turrets targeting player.
59 * 135 8/26/99 5:14p Andsager
61 * 134 8/26/99 9:45a Dave
62 * First pass at easter eggs and cheats.
64 * 133 8/24/99 4:25p Andsager
65 * Add ship-vanish sexp
67 * 132 8/23/99 11:59a Andsager
68 * Force choice of big fireball when Knossos destroyed. Allow logging of
69 * ship destroyed when no killer_name (ie, from debug).
71 * 131 8/23/99 11:09a Andsager
72 * Round 2 of Knossos explosion
74 * 130 8/20/99 5:09p Andsager
75 * Second pass on Knossos device explosion
77 * 129 8/18/99 10:59p Andsager
78 * Enable "b" key to target bombers.
80 * 128 8/18/99 12:09p Andsager
81 * Add debug if message has no anim for message. Make messages come from
84 * 127 8/16/99 10:04p Andsager
85 * Add special-warp-dist and special-warpout-name sexp for Knossos device
88 * 126 8/16/99 4:06p Dave
89 * Big honking checkin.
91 * 125 8/16/99 2:01p Andsager
92 * Knossos warp-in warp-out.
94 * 124 8/13/99 10:49a Andsager
95 * Knossos and HUGE ship warp out. HUGE ship warp in. Stealth search
96 * modes dont collide big ships.
98 * 123 8/05/99 6:19p Dave
101 * 122 8/05/99 12:57a Andsager
102 * the insanity of it all!
104 * 121 8/03/99 11:13a Andsager
105 * Bump up number of ship_subsystems for demo
107 * 120 8/02/99 10:39p Dave
108 * Added colored shields. OoOoOoooOoo
110 * 119 7/29/99 10:47p Dave
111 * Standardized D3D fogging using vertex fog. Shook out Savage 4 bugs.
113 * 118 7/29/99 12:05a Dave
114 * Nebula speed optimizations.
116 * 117 7/28/99 1:36p Andsager
117 * Modify cargo1 to include flag CARGO_NO_DEPLETE. Add sexp
118 * cargo-no-deplete (only for BIG / HUGE). Modify ship struct to pack
121 * 116 7/26/99 5:50p Dave
122 * Revised ingame join. Better? We'll see....
124 * 115 7/26/99 8:06a Andsager
125 * Consistent personas
127 * 114 7/24/99 5:22p Jefff
128 * Removed debug rendering of interpolated ships in multiplayer.
130 * 113 7/19/99 8:57p Andsager
131 * Added Ship_exited red_alert_carry flag and hull strength for RED ALERT
132 * carry over of Exited_ships
134 * 112 7/19/99 7:20p Dave
135 * Beam tooling. Specialized player-killed-self messages. Fixed d3d nebula
138 * 111 7/19/99 12:02p Andsager
139 * Allow AWACS on any ship subsystem. Fix sexp_set_subsystem_strength to
140 * only blow up subsystem if its strength is > 0
142 * 110 7/18/99 9:56p Andsager
143 * Make max_ship_subsys 300 again!
145 * 109 7/18/99 5:20p Dave
146 * Jump node icon. Fixed debris fogging. Framerate warning stuff.
148 * 108 7/18/99 12:32p Dave
149 * Randomly oriented shockwaves.
151 * 107 7/15/99 6:36p Jamesa
152 * Moved default ship name into the ships.tbl
154 * 104 7/15/99 9:20a Andsager
155 * FS2_DEMO initial checkin
157 * 103 7/13/99 5:03p Alanl
158 * make sure object sounds get assigned to ships
160 * 102 7/09/99 5:54p Dave
161 * Seperated cruiser types into individual types. Added tons of new
162 * briefing icons. Campaign screen.
164 * 101 7/08/99 5:49p Andsager
165 * Fixed bug colliding with just warped in Cap ship
167 * 100 7/08/99 10:53a Dave
168 * New multiplayer interpolation scheme. Not 100% done yet, but still
169 * better than the old way.
171 * 99 7/06/99 4:24p Dave
172 * Mid-level checkin. Starting on some potentially cool multiplayer
175 * 98 7/06/99 10:45a Andsager
176 * Modify engine wash to work on any ship that is not small. Add AWACS
179 * 97 7/01/99 4:23p Dave
180 * Full support for multiple linked ambient engine sounds. Added "big
183 * 96 7/01/99 11:44a Dave
184 * Updated object sound system to allow multiple obj sounds per ship.
185 * Added hit-by-beam sound. Added killed by beam sound.
187 * 95 6/30/99 5:53p Dave
188 * Put in new anti-camper code.
190 * 94 6/20/99 12:06a Alanl
191 * new event music changes
193 * 93 6/16/99 4:06p Dave
194 * New pilot info popup. Added new draw-bitmap-as-poly function.
196 * 92 6/16/99 10:21a Dave
197 * Added send-message-list sexpression.
199 * 91 6/14/99 3:21p Andsager
200 * Allow collisions between ship and its debris. Fix up collision pairs
201 * when large ship is warping out.
203 * 90 6/10/99 3:43p Dave
204 * Do a better job of syncing text colors to HUD gauges.
206 * 89 6/07/99 4:21p Andsager
207 * Add HUD color for tagged object. Apply to target and radar.
209 * 88 6/04/99 5:08p Andsager
210 * Sort of hack to allow minicap and supercap tat the same time.
212 * 87 6/03/99 9:29p Andsager
213 * Remove special case for Asteroid ship LOD warning
215 * 86 6/03/99 11:43a Dave
216 * Added the ability to use a different model when rendering to the HUD
219 * 85 6/01/99 8:35p Dave
220 * Finished lockarm weapons. Added proper supercap weapons/damage. Added
221 * awacs-set-radius sexpression.
223 * 84 5/28/99 9:26a Andsager
224 * Added check_world_pt_in_expanded_ship_bbox() function
226 * 83 5/26/99 4:00p Dave
227 * Fixed small lighting bug,
229 * 82 5/26/99 11:46a Dave
230 * Added ship-blasting lighting and made the randomization of lighting
231 * much more customizable.
233 * 81 5/24/99 5:45p Dave
234 * Added detail levels to the nebula, with a decent speedup. Split nebula
235 * lightning into its own section.
237 * 80 5/21/99 5:03p Andsager
238 * Add code to display engine wash death. Modify ship_kill_packet
240 * 79 5/20/99 7:00p Dave
241 * Added alternate type names for ships. Changed swarm missile table
244 * 78 5/19/99 11:09a Andsager
245 * Turn on engine wash. Check every 1/4 sec.
247 * 77 5/18/99 1:30p Dave
248 * Added muzzle flash table stuff.
250 * 76 5/18/99 12:08p Andsager
251 * Added observer_process_post to handle observer too far away
253 * 75 5/18/99 11:15a Andsager
254 * Fix bug in mulitplayer max rangel
256 * 74 5/18/99 10:08a Andsager
257 * Modified single maximum range before blown up to also be multi
260 * 73 5/14/99 3:01p Andsager
261 * Fix bug in ship_do_cap_subsys_cargo_revealed
263 * 72 5/14/99 1:59p Andsager
264 * Multiplayer message for subsystem cargo revealed.
266 * 71 5/14/99 11:50a Andsager
267 * Added vaporize for SMALL ships hit by HUGE beams. Modified dying
268 * frame. Enlarged debris shards and range at which visible.
270 * 70 5/12/99 2:55p Andsager
271 * Implemented level 2 tag as priority in turret object selection
273 * 69 5/11/99 10:16p Andsager
274 * First pass on engine wash effect. Rotation (control input), damage,
277 * 68 5/10/99 4:54p Dave
278 * Fixed particularly hideous subsystem bug related to multiple ship types
279 * using the same model.
281 * 67 4/30/99 12:18p Dave
282 * Several minor bug fixes.
284 * 66 4/29/99 2:29p Dave
285 * Made flak work much better in multiplayer.
287 * 65 4/28/99 11:13p Dave
288 * Temporary checkin of artillery code.
290 * 64 4/28/99 3:11p Andsager
291 * Stagger turret weapon fire times. Make turrets smarter when target is
292 * protected or beam protected. Add weaopn range to weapon info struct.
294 * 63 4/27/99 12:16a Dave
295 * Fixed beam weapon muzzle glow problem. Fixed premature timeout on the
296 * pxo server list screen. Fixed secondary firing for hosts on a
297 * standalone. Fixed wacky multiplayer weapon "shuddering" problem.
299 * 62 4/23/99 12:30p Andsager
300 * Add debug code for showing attack point against big ships.
302 * 61 4/23/99 12:01p Johnson
303 * Added SIF_HUGE_SHIP
305 * 60 4/20/99 6:39p Dave
306 * Almost done with artillery targeting. Added support for downloading
307 * images on the PXO screen.
309 * 59 4/19/99 11:01p Dave
310 * More sophisticated targeting laser support. Temporary checkin.
312 * 58 4/19/99 12:21p Johnson
313 * Allow ships with invisible polygons which do not collide
315 * 57 4/16/99 5:54p Dave
316 * Support for on/off style "stream" weapons. Real early support for
317 * target-painting lasers.
319 * 56 4/12/99 10:07p Dave
320 * Made network startup more forgiving. Added checkmarks to dogfight
321 * screen for players who hit commit.
323 * 55 4/02/99 9:55a Dave
324 * Added a few more options in the weapons.tbl for beam weapons. Attempt
325 * at putting "pain" packets into multiplayer.
327 * 54 3/31/99 8:24p Dave
328 * Beefed up all kinds of stuff, incluging beam weapons, nebula effects
329 * and background nebulae. Added per-ship non-dimming pixel colors.
331 * 53 3/30/99 5:40p Dave
332 * Fixed reinforcements for TvT in multiplayer.
334 * 52 3/29/99 6:17p Dave
335 * More work on demo system. Got just about everything in except for
336 * blowing ships up, secondary weapons and player death/warpout.
338 * 51 3/28/99 5:58p Dave
339 * Added early demo code. Make objects move. Nice and framerate
340 * independant, but not much else. Don't use yet unless you're me :)
342 * 50 3/26/99 5:23p Andsager
343 * Fix bug with special explostions sometimes not generating shockwaves.
345 * 49 3/26/99 4:49p Dave
346 * Made cruisers able to dock with stuff. Made docking points and paths
349 * 48 3/25/99 4:47p Johnson
350 * HACK allow Mycernus to dock with Enif
352 * 47 3/25/99 2:38p Johnson
353 * Give brad special mission docking stuff
355 * 46 3/25/99 1:30p Johnson
356 * Allow Arcadia/Mentu docking
358 * 45 3/24/99 4:05p Dave
359 * Put in support for assigning the player to a specific squadron with a
360 * specific logo. Preliminary work for doing pos/orient checksumming in
361 * multiplayer to reduce bandwidth.
363 * 44 3/23/99 2:29p Andsager
364 * Fix shockwaves for kamikazi and Fred defined. Collect together
365 * shockwave_create_info struct.
367 * 43 3/20/99 3:46p Dave
368 * Added support for model-based background nebulae. Added 3 new
371 * 42 3/19/99 9:51a Dave
372 * Checkin to repair massive source safe crash. Also added support for
373 * pof-style nebulae, and some new weapons code.
375 * 43 3/12/99 4:30p Anoop
376 * Check for OBJ_NONE as well as OBJ_GHOST when firing secondary weapons
378 * 42 3/11/99 2:22p Dave
379 * Fixed a countermeasure firing assert for multiplayer.
381 * 41 3/10/99 6:51p Dave
382 * Changed the way we buffer packets for all clients. Optimized turret
383 * fired packets. Did some weapon firing optimizations.
385 * 40 3/10/99 2:29p Dan
386 * disable lod warning for asteroid ships
388 * 39 3/09/99 6:24p Dave
389 * More work on object update revamping. Identified several sources of
390 * unnecessary bandwidth.
392 * 38 3/08/99 7:03p Dave
393 * First run of new object update system. Looks very promising.
395 * 37 3/05/99 1:33p Dave
396 * Upped subsystem max to 700
398 * 36 3/04/99 6:09p Dave
399 * Added in sexpressions for firing beams and checking for if a ship is
402 * 35 3/02/99 9:25p Dave
403 * Added a bunch of model rendering debug code. Started work on fixing
404 * beam weapon wacky firing.
406 * 34 3/01/99 7:39p Dave
407 * Added prioritizing ship respawns. Also fixed respawns in TvT so teams
408 * don't mix respawn points.
410 * 33 2/26/99 6:01p Andsager
411 * Add sexp has-been-tagged-delay and cap-subsys-cargo-known-delay
413 * 32 2/26/99 4:14p Dave
414 * Put in the ability to have multiple shockwaves for ships.
416 * 31 2/21/99 1:48p Dave
417 * Some code for monitoring datarate for multiplayer in detail.
419 * 30 2/19/99 3:52p Neilk
420 * Put in some proper handling code for undocking dying objects (handle
421 * wacky object types like OBJ_GHOST).
423 * 29 2/11/99 5:22p Andsager
424 * Fixed bugs, generalized block Sexp_variables
426 * 28 2/11/99 2:15p Andsager
427 * Add ship explosion modification to FRED
429 * 27 2/05/99 12:52p Dave
430 * Fixed Glide nondarkening textures.
432 * 26 2/03/99 12:42p Andsager
433 * Add escort priority. Modify ship_flags_dlg to include field. Save and
434 * Load. Add escort priority field to ship.
436 * 25 2/02/99 9:36a Andsager
437 * Bash hull strength to zero when ship is killed (by sexp)
439 * 24 1/29/99 2:25p Andsager
440 * Added turret_swarm_missiles
442 * 23 1/29/99 12:47a Dave
443 * Put in sounds for beam weapon. A bunch of interface screens (tech
446 * 22 1/27/99 9:56a Dave
447 * Temporary checkin of beam weapons for Dan to make cool sounds.
449 * 21 1/25/99 5:03a Dave
450 * First run of stealth, AWACS and TAG missile support. New mission type
453 * 20 1/24/99 11:37p Dave
454 * First full rev of beam weapons. Very customizable. Removed some bogus
455 * Int3()'s in low level net code.
457 * 19 1/14/99 6:06p Dave
458 * 100% full squad logo support for single player and multiplayer.
460 * 18 1/14/99 12:48a Dave
461 * Todo list bug fixes. Made a pass at putting briefing icons back into
462 * FRED. Sort of works :(
464 * 17 1/12/99 5:45p Dave
465 * Moved weapon pipeline in multiplayer to almost exclusively client side.
466 * Very good results. Bandwidth goes down, playability goes up for crappy
467 * connections. Fixed object update problem for ship subsystems.
469 * 16 1/08/99 2:08p Dave
470 * Fixed software rendering for pofview. Super early support for AWACS and
473 * 15 1/06/99 2:24p Dave
474 * Stubs and release build fixes.
476 * 14 12/23/98 2:53p Andsager
477 * Added ship activation and gas collection subsystems, removed bridge
479 * 13 12/09/98 7:34p Dave
480 * Cleanup up nebula effect. Tweaked many values.
482 * 12 12/08/98 9:36a Dave
483 * Almost done nebula effect for D3D. Looks 85% as good as Glide.
485 * 11 12/06/98 2:36p Dave
486 * Drastically improved nebula fogging.
488 * 10 11/19/98 4:19p Dave
489 * Put IPX sockets back in psnet. Consolidated all multiplayer config
492 * 9 11/14/98 5:33p Dave
493 * Lots of nebula work. Put in ship contrails.
495 * 8 11/11/98 5:37p Dave
496 * Checkin for multiplayer testing.
498 * 7 10/26/98 9:42a Dave
499 * Early flak gun support.
501 * 6 10/23/98 3:51p Dave
502 * Full support for tstrings.tbl and foreign languages. All that remains
503 * is to make it active in Fred.
505 * 5 10/23/98 3:03p Andsager
506 * Initial support for changing rotation rate.
508 * 4 10/20/98 1:39p Andsager
509 * Make so sparks follow animated ship submodels. Modify
510 * ship_weapon_do_hit_stuff() and ship_apply_local_damage() to add
511 * submodel_num. Add submodel_num to multiplayer hit packet.
513 * 3 10/13/98 9:29a Dave
514 * Started neatening up freespace.h. Many variables renamed and
515 * reorganized. Added AlphaColors.[h,cpp]
517 * 2 10/07/98 10:53a Dave
520 * 1 10/07/98 10:51a Dave
522 * 915 8/28/98 3:29p Dave
523 * EMP effect done. AI effects may need some tweaking as required.
525 * 914 8/25/98 1:48p Dave
526 * First rev of EMP effect. Player side stuff basically done. Next comes
529 * 913 8/17/98 5:07p Dave
530 * First rev of corkscrewing missiles.
532 * 912 7/15/98 11:29a Allender
533 * quick error dialog to prevent the > 50 ships per mission problem
535 * 911 7/06/98 6:11p Dave
536 * More object update stuff.
538 * 910 6/30/98 2:23p Dave
539 * Revised object update system. Removed updates for all weapons. Put
540 * button info back into control info packet.
542 * 909 6/12/98 2:49p Dave
543 * Patch 1.02 changes.
545 * 908 6/10/98 6:46p Lawrance
546 * increase SHIP_MULTITEXT_LENGTH to 1500
548 * 906 6/09/98 10:31a Hoffoss
549 * Created index numbers for all xstr() references. Any new xstr() stuff
550 * added from here on out should be added to the end if the list. The
551 * current list count can be found in FreeSpace.cpp (search for
554 * 905 6/01/98 11:43a John
555 * JAS & MK: Classified all strings for localization.
557 * 904 5/24/98 10:50p Mike
558 * Fix problem with ships with propagating explosions not being able to
561 * 903 5/23/98 4:14p John
562 * Added code to preload textures to video card for AGP. Added in code
563 * to page in some bitmaps that weren't getting paged in at level start.
565 * 902 5/23/98 12:05a Adam
566 * change ship_is_getting_locked() to take weapon range into account
568 * 901 5/22/98 5:32p Andsager
569 * Make big ship explosion sounds play all the way through. remove
570 * cur_snd from ship struct.
572 * 900 5/21/98 7:11p Sandeep
573 * Increased the buffer size a bit during parse ships.tbl to account for
574 * slightly lengthy descriptions
576 * 899 5/21/98 3:31p Allender
577 * fix bug where Ship_obj_list was getting overwritten by the exited ships
580 * 898 5/21/98 1:44p Lawrance
581 * add ship_obj list validation
583 * 897 5/21/98 11:33a Lawrance
584 * Check aspect_locked_time when determining if another ship is seeking
587 * 896 5/19/98 8:42p Andsager
588 * Add cur_snd (used for sound management of big ship explosions)
590 * 895 5/18/98 2:50p Peter
591 * AL: Check to make sure we don't overflow support_ships[] array in
592 * ship_find_repair_ship
594 * 894 5/15/98 11:11p Mike
595 * Make game a bit easier based on skill level, mainly at Easy and, to a
596 * lesser extent, Medium.
598 * 893 5/15/98 6:45p Hoffoss
599 * Made some things not appear in the release version of Fred.
601 * 892 5/15/98 5:37p Hoffoss
602 * Added new 'tech description' fields to ship and weapon tables, and
603 * added usage of it in tech room.
605 * 891 5/15/98 12:07p Allender
606 * make messaging come from proper ships when in team vs. team games.
608 * 890 5/14/98 9:38p Andsager
609 * Fixed bug in dying_undock_physics when both ships have ovelapping dying
612 * 889 5/13/98 6:54p Dave
613 * More sophistication to PXO interface. Changed respawn checking so
614 * there's no window for desynchronization between the server and the
617 * 888 5/12/98 10:54p Andsager
618 * Add new sound manager for big ship sub-explosion sounds
620 * 887 5/12/98 2:34p Adam
621 * re-instated the old nicer particle ANI's for ship explosions.
623 * 886 5/12/98 9:15a Andsager
624 * Clean up big ship sub-explosion sound. Make single instance of sounds.
625 * Choose random sounds. Add timestamp to post split sounds. Make
626 * explosion flash depend on wheth ship was visible if within ~1.5 radii.
628 * 885 5/11/98 4:33p Allender
629 * fixed ingame join problems -- started to work on new object updating
630 * code (currently ifdef'ed out)
632 * 884 5/11/98 4:05p Lawrance
633 * Increase sanity timestamp for next_fire_time to 60 seconds
635 * 883 5/10/98 11:30p Mike
636 * Better firing of bombs, less likely to go into strafe mode.
638 * 882 5/09/98 4:52p Lawrance
639 * Implement padlock view (up/rear/left/right)
641 * 881 5/08/98 5:31p Hoffoss
642 * Isolated the joystick force feedback code more from dependence on other
645 * 880 5/08/98 4:39p Mike
646 * Comment out two Asserts that trap a condition that is actually legal.
665 #include "floating.h"
668 #include "fireballs.h"
673 #include "missionlog.h"
674 #include "missionparse.h"
680 #include "freespace.h"
683 #include "linklist.h"
685 #include "hudtarget.h"
686 #include "hudshield.h"
688 #include "multiutil.h"
689 #include "multimsgs.h"
692 #include "eventmusic.h"
695 #include "gamesequence.h"
696 #include "objectsnd.h"
697 #include "cmeasure.h"
698 #include "animplay.h"
699 #include "controlsconfig.h"
700 #include "afterburner.h"
701 #include "shockwave.h"
702 #include "hudsquadmsg.h"
705 #include "subsysdamage.h"
706 #include "missionmessage.h"
707 #include "lighting.h"
708 #include "particle.h"
710 #include "asteroid.h"
711 #include "hudtargetbox.h"
712 #include "multi_respawn.h"
713 #include "hudartillery.h"
714 #include "hudwingmanstatus.h"
715 #include "jumpnode.h"
716 #include "redalert.h"
717 #include "corkscrew.h"
719 #include "localize.h"
721 #include "shipcontrails.h"
722 #include "alphacolors.h"
725 #include "staticrand.h"
726 #include "missionshipchoice.h"
729 #define MAX_SHIP_SUBOBJECTS 360
731 #define MAX_SHIP_SUBOBJECTS 700 // Reduced from 1000 to 400 by MK on 4/1/98.
732 // Highest I saw was 164 in sm2-03a which Sandeep says has a lot of ships.
733 // JAS: sm3-01 needs 460. You cannot know this number until *all* ships
734 // have warped in. So I put code in the paging code which knows all ships
735 // that will warp in.
738 //#define MIN_COLLISION_MOVE_DIST 5.0
739 //#define COLLISION_VEL_CONST 0.1
740 #define COLLISION_FRICTION_FACTOR 0.0 // ratio of maximum friction impulse to repulsion impulse
741 #define COLLISION_ROTATION_FACTOR 1.0 // increase in rotation from collision
743 int Ai_render_debug_flag=0;
745 int Ship_sphere_check = 0;
746 int Ship_auto_repair = 1; // flag to indicate auto-repair of subsystem should occur
747 extern void render_path_points(object *objp);
750 // mwa -- removed 11/24/97 int num_ships = 0;
752 int Num_reinforcements = 0;
753 ship Ships[MAX_SHIPS];
755 wing Wings[MAX_WINGS];
756 int Starting_wings[MAX_PLAYER_WINGS]; // wings player starts a mission with (-1 = none)
757 int ships_inited = 0;
759 engine_wash_info Engine_wash_info[MAX_ENGINE_WASH_TYPES];
760 char get_engine_wash_index(char *engine_wash_name);
762 // information for ships which have exited the game
763 exited_ship Ships_exited[MAX_EXITED_SHIPS];
764 int Num_exited_ships;
766 int Num_engine_wash_types;
768 int Num_ship_subobj_types;
769 int Num_ship_subobjects;
770 int Player_ship_class; // needs to be player specific, move to player structure
772 #define SHIP_OBJ_USED (1<<0) // flag used in ship_obj struct
773 #define MAX_SHIP_OBJS MAX_SHIPS // max number of ships tracked in ship list
774 ship_obj Ship_objs[MAX_SHIP_OBJS]; // array used to store ship object indexes
775 ship_obj Ship_obj_list; // head of linked list of ship_obj structs
777 ship_info Ship_info[MAX_SHIP_TYPES];
778 ship_subsys Ship_subsystems[MAX_SHIP_SUBOBJECTS];
779 ship_subsys ship_subsys_free_list;
780 reinforcements Reinforcements[MAX_REINFORCEMENTS];
782 int Num_player_ship_precedence; // Number of ship types in Player_ship_precedence
783 int Player_ship_precedence[MAX_PLAYER_SHIP_CHOICES]; // Array of ship types, precedence list for player ship/wing selection
785 static int Laser_energy_out_snd_timer; // timer so we play out of laser sound effect periodically
786 static int Missile_out_snd_timer; // timer so we play out of laser sound effect periodically
788 // structure used to hold ship counts of particular types. The order in which these appear is crucial
789 // since the goal code relies on this placement to find the array index in the Ship_counts array
790 char *Ship_type_names[MAX_SHIP_TYPE_COUNTS] = {
815 int Ship_type_flags[MAX_SHIP_TYPE_COUNTS] = {
818 SIF_FIGHTER | SIF_BOMBER,
838 ship_counts Ship_counts[MAX_SHIP_TYPE_COUNTS];
840 // I don't want to do an AI cargo check every frame, so I made a global timer to limit check to
841 // every SHIP_CARGO_CHECK_INTERVAL ms. Didn't want to make a timer in each ship struct. Ensure
842 // inited to 1 at mission start.
843 static int Ship_cargo_check_timer;
845 // a global definition of the IFF colors
846 color IFF_colors[MAX_IFF_COLORS][2]; // AL 1-2-97: Create two IFF colors, regular and bright
848 void ship_iff_init_colors()
851 int iff_bright_delta=4;
854 for ( i=0; i<2; i++ ) {
857 alpha = (HUD_COLOR_ALPHA_MAX - iff_bright_delta) * 16;
859 alpha = HUD_COLOR_ALPHA_MAX * 16;
861 gr_init_alphacolor( &IFF_colors[IFF_COLOR_HOSTILE][i], 0xff, 0x00, 0x00, alpha );
862 gr_init_alphacolor( &IFF_colors[IFF_COLOR_FRIENDLY][i], 0x00, 0xff, 0x00, alpha );
863 gr_init_alphacolor( &IFF_colors[IFF_COLOR_NEUTRAL][i], 0xff, 0x00, 0x00, alpha );
864 gr_init_alphacolor( &IFF_colors[IFF_COLOR_UNKNOWN][i], 0xff, 0x00, 0xff, alpha );
865 gr_init_alphacolor( &IFF_colors[IFF_COLOR_SELECTION][i], 0xff, 0xff, 0xff, alpha );
866 gr_init_alphacolor( &IFF_colors[IFF_COLOR_MESSAGE][i], 0x7f, 0x7f, 0x7f, alpha );
867 gr_init_alphacolor( &IFF_colors[IFF_COLOR_TAGGED][i], 0xff, 0xff, 0x00, alpha );
871 // set the ship_obj struct fields to default values
872 void ship_obj_list_reset_slot(int index)
874 Ship_objs[index].flags = 0;
875 Ship_objs[index].next = NULL;
876 Ship_objs[index].prev = (ship_obj*)-1;
879 // if the given ship is in alpha/beta/gamma/zeta wings
880 int ship_in_abgz(ship *shipp)
882 if(!strcmp(shipp->ship_name, "Alpha 1")) return 1;
883 if(!strcmp(shipp->ship_name, "Alpha 2")) return 1;
884 if(!strcmp(shipp->ship_name, "Alpha 3")) return 1;
885 if(!strcmp(shipp->ship_name, "Alpha 4")) return 1;
887 if(!strcmp(shipp->ship_name, "Beta 1")) return 1;
888 if(!strcmp(shipp->ship_name, "Beta 2")) return 1;
889 if(!strcmp(shipp->ship_name, "Beta 3")) return 1;
890 if(!strcmp(shipp->ship_name, "Beta 4")) return 1;
892 if(!strcmp(shipp->ship_name, "Gamma 1")) return 1;
893 if(!strcmp(shipp->ship_name, "Gamma 2")) return 1;
894 if(!strcmp(shipp->ship_name, "Gamma 3")) return 1;
895 if(!strcmp(shipp->ship_name, "Gamma 4")) return 1;
897 if(!strcmp(shipp->ship_name, "Zeta 1")) return 1;
898 if(!strcmp(shipp->ship_name, "Zeta 2")) return 1;
899 if(!strcmp(shipp->ship_name, "Zeta 3")) return 1;
900 if(!strcmp(shipp->ship_name, "Zeta 4")) return 1;
906 // ---------------------------------------------------
907 // ship_obj_list_init()
909 void ship_obj_list_init()
913 list_init(&Ship_obj_list);
914 for ( i = 0; i < MAX_SHIP_OBJS; i++ ) {
915 ship_obj_list_reset_slot(i);
919 // ---------------------------------------------------
920 // ship_obj_list_add()
922 // Function to add a node to the Ship_obj_list. Only
923 // called from ship_create()
924 int ship_obj_list_add(int objnum)
928 for ( i = 0; i < MAX_SHIP_OBJS; i++ ) {
929 if ( !(Ship_objs[i].flags & SHIP_OBJ_USED) )
932 if ( i == MAX_SHIP_OBJS ) {
933 Error(LOCATION, "Fatal Error: Ran out of ship object nodes\n");
937 Ship_objs[i].flags = 0;
938 Ship_objs[i].objnum = objnum;
939 list_append(&Ship_obj_list, &Ship_objs[i]);
940 Ship_objs[i].flags |= SHIP_OBJ_USED;
945 // ---------------------------------------------------
946 // ship_obj_list_remove()
948 // Function to remove a node from the Ship_obj_list. Only
949 // called from ship_delete()
950 void ship_obj_list_remove(int index)
952 Assert(index >= 0 && index < MAX_SHIP_OBJS);
953 list_remove(&Ship_obj_list, &Ship_objs[index]);
954 ship_obj_list_reset_slot(index);
957 // ---------------------------------------------------
958 // ship_obj_list_rebuild()
960 // Called from the save/restore code to re-create the Ship_obj_list
962 void ship_obj_list_rebuild()
966 ship_obj_list_init();
968 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
969 if ( objp->type == OBJ_SHIP ) {
970 Ships[objp->instance].ship_list_index = ship_obj_list_add(OBJ_INDEX(objp));
975 ship_obj *get_ship_obj_ptr_from_index(int index)
977 Assert(index >= 0 && index < MAX_SHIP_OBJS);
978 return &Ship_objs[index];
982 // return number of ships in the game.
983 int ship_get_num_ships()
989 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) )
995 // parse an engine wash info record
996 void parse_engine_wash()
998 engine_wash_info *ewp;
999 ewp = &Engine_wash_info[Num_engine_wash_types];
1001 // name of engine wash info
1002 required_string("$Name:");
1003 stuff_string(ewp->name, F_NAME, NULL);
1005 // half angle of cone of wash from thruster
1006 required_string("$Angle:");
1007 stuff_float(&ewp->angle);
1008 ewp->angle *= (PI / 180.0f);
1010 // radius multiplier for hemisphere around thruster pt
1011 required_string("$Radius Mult:");
1012 stuff_float(&ewp->radius_mult);
1015 required_string("$Length:");
1016 stuff_float(&ewp->length);
1018 // intensity inside hemisphere (or at 0 distance from frustated cone)
1019 required_string("$Intensity:");
1020 stuff_float(&ewp->intensity);
1024 #define SHIP_MULTITEXT_LENGTH 1500
1025 // function to parse the information for a specific ship type.
1028 char buf[SHIP_MULTITEXT_LENGTH + 1];
1031 float hull_percentage_of_hits = 100.0f;
1032 int n_subsystems = 0;
1033 model_subsystem subsystems[MAX_MODEL_SUBSYSTEMS]; // see model.h for max_model_subsystems
1034 for (int idx=0; idx<MAX_MODEL_SUBSYSTEMS; idx++) {
1035 subsystems[idx].stepped_rotation = NULL;
1036 subsystems[idx].ai_rotation = NULL;
1038 int i, num_allowed, rtn = 0;
1039 int allowed_weapons[MAX_WEAPON_TYPES];
1041 sip = &Ship_info[Num_ship_types];
1044 // These should be specified in ships.tbl eventually!
1047 required_string("$Name:");
1048 stuff_string(sip->name, F_NAME, NULL);
1050 // AL 28-3-98: If this is a demo build, we only want to parse weapons that are preceded with
1052 #ifdef DEMO // not needed FS2_DEMO (using separate table file)
1053 if ( sip->name[0] != '@' ) {
1054 // advance to next weapon, and return -1
1055 if ( skip_to_start_of_strings("$Name:", "#End") != 1 ) {
1063 if (strchr(sip->name, '#') && Fred_running)
1067 if ( sip->name[0] == '@' ) {
1068 char old_name[NAME_LENGTH];
1069 strcpy(old_name, sip->name);
1070 strcpy(sip->name, old_name+1);
1073 diag_printf ("Ship name -- %s\n", sip->name);
1074 if ( ship_info_lookup( sip->name ) != -1 ){
1075 Error(LOCATION, "Error: Ship name %s already exists in ships.tbl. All ship class names must be unique.", sip->name);
1078 required_string("$Short name:");
1079 stuff_string(sip->short_name, F_NAME, NULL);
1080 diag_printf ("Ship short name -- %s\n", sip->short_name);
1082 find_and_stuff("$Species:", &sip->species, F_NAME, Species_names, MAX_SPECIES_NAMES, "species names");
1083 diag_printf ("Ship species -- %s\n", Species_names[sip->species]);
1085 sip->type_str = sip->maneuverability_str = sip->armor_str = sip->manufacturer_str = NULL;
1086 if (optional_string("+Type:")) {
1087 stuff_string(buf, F_MESSAGE, NULL);
1088 sip->type_str = strdup(buf);
1091 if (optional_string("+Maneuverability:")) {
1092 stuff_string(buf, F_MESSAGE, NULL);
1093 sip->maneuverability_str = strdup(buf);
1096 if (optional_string("+Armor:")) {
1097 stuff_string(buf, F_MESSAGE, NULL);
1098 sip->armor_str = strdup(buf);
1101 if (optional_string("+Manufacturer:")) {
1102 stuff_string(buf, F_MESSAGE, NULL);
1103 sip->manufacturer_str = strdup(buf);
1107 if (optional_string("+Description:")) {
1108 stuff_string(buf, F_MULTITEXT, NULL);
1109 sip->desc = strdup(buf);
1112 sip->tech_desc = NULL;
1113 if (optional_string("+Tech Description:")) {
1114 stuff_string(buf, F_MULTITEXT, NULL, SHIP_MULTITEXT_LENGTH);
1115 sip->tech_desc = strdup(buf);
1118 // Code added here by SS to parse the optional strings for length, gun_mounts, missile_banks
1120 sip->ship_length = NULL;
1121 if (optional_string("+Length:")) {
1122 stuff_string(buf, F_MESSAGE, NULL);
1123 sip->ship_length = strdup(buf);
1126 sip->gun_mounts = NULL;
1127 if (optional_string("+Gun Mounts:")) {
1128 stuff_string(buf, F_MESSAGE, NULL);
1129 sip->gun_mounts = strdup(buf);
1132 sip->missile_banks = NULL;
1133 if (optional_string("+Missile Banks:")) {
1134 stuff_string(buf, F_MESSAGE, NULL);
1135 sip->missile_banks = strdup(buf);
1141 sip->num_detail_levels = 0;
1143 required_string( "$POF file:" );
1144 stuff_string( sip->pof_file, F_NAME, NULL );
1146 // optional hud targeting model
1147 strcpy(sip->pof_file_hud, "");
1148 if(optional_string( "$POF target file:")){
1149 stuff_string(sip->pof_file_hud, F_NAME, NULL);
1152 required_string("$Detail distance:");
1153 sip->num_detail_levels = stuff_int_list(sip->detail_distance, MAX_SHIP_DETAIL_LEVELS, RAW_INTEGER_TYPE);
1155 // check for optional pixel colors
1156 sip->num_nondark_colors = 0;
1157 while(optional_string("$ND:")){
1163 if(sip->num_nondark_colors < MAX_NONDARK_COLORS){
1164 sip->nondark_colors[sip->num_nondark_colors][0] = nr;
1165 sip->nondark_colors[sip->num_nondark_colors][1] = ng;
1166 sip->nondark_colors[sip->num_nondark_colors++][2] = nb;
1170 required_string("$Show damage:");
1172 stuff_boolean(&bogus_bool);
1174 required_string("$Density:");
1175 stuff_float( &(sip->density) );
1176 diag_printf ("Ship density -- %7.3f\n", sip->density);
1178 required_string("$Damp:");
1179 stuff_float( &(sip->damp) );
1180 diag_printf ("Ship damp -- %7.3f\n", sip->damp);
1182 required_string("$Rotdamp:");
1183 stuff_float( &(sip->rotdamp) );
1184 diag_printf ("Ship rotdamp -- %7.3f\n", sip->rotdamp);
1186 required_string("$Max Velocity:");
1187 stuff_vector(&sip->max_vel);
1189 // calculate the max speed from max_velocity
1190 sip->max_speed = vm_vec_mag(&sip->max_vel);
1192 required_string("$Rotation Time:");
1193 stuff_vector(&sip->rotation_time);
1195 sip->srotation_time = (sip->rotation_time.x + sip->rotation_time.y)/2.0f;
1197 sip->max_rotvel.x = (2 * PI) / sip->rotation_time.x;
1198 sip->max_rotvel.y = (2 * PI) / sip->rotation_time.y;
1199 sip->max_rotvel.z = (2 * PI) / sip->rotation_time.z;
1201 // get the backwards velocity;
1202 required_string("$Rear Velocity:");
1203 stuff_float(&sip->max_rear_vel);
1205 // get the accelerations
1206 required_string("$Forward accel:");
1207 stuff_float(&sip->forward_accel );
1209 required_string("$Forward decel:");
1210 stuff_float(&sip->forward_decel );
1212 required_string("$Slide accel:");
1213 stuff_float(&sip->slide_accel );
1215 required_string("$Slide decel:");
1216 stuff_float(&sip->slide_decel );
1218 // get ship explosion info
1219 required_string("$Expl inner rad:");
1220 stuff_float(&sip->inner_rad);
1222 required_string("$Expl outer rad:");
1223 stuff_float(&sip->outer_rad);
1225 required_string("$Expl damage:");
1226 stuff_float(&sip->damage);
1228 required_string("$Expl blast:");
1229 stuff_float(&sip->blast);
1231 required_string("$Expl Propagates:");
1232 stuff_boolean(&sip->explosion_propagates);
1234 required_string("$Shockwave Speed:");
1235 stuff_float( &sip->shockwave_speed );
1237 sip->shockwave_count = 1;
1238 if(optional_string("$Shockwave Count:")){
1239 stuff_int(&sip->shockwave_count);
1242 for ( i = 0; i < MAX_WEAPON_TYPES; i++ ){
1243 sip->allowed_weapons[i] = 0;
1246 // Set the weapons filter used in weapons loadout (for primary weapons)
1247 if (optional_string("$Allowed PBanks:")) {
1248 num_allowed = stuff_int_list(allowed_weapons, MAX_WEAPON_TYPES, WEAPON_LIST_TYPE);
1250 // actually say which weapons are allowed
1251 for ( i = 0; i < num_allowed; i++ ) {
1252 if ( allowed_weapons[i] >= 0 ) { // MK, Bug fix, 9/6/99. Used to be "allowed_weapons" not "allowed_weapons[i]".
1253 sip->allowed_weapons[allowed_weapons[i]] |= 1;
1258 // Set the weapons filter used in weapons loadout (for primary weapons)
1259 if (optional_string("$Allowed Dogfight PBanks:")) {
1260 num_allowed = stuff_int_list(allowed_weapons, MAX_WEAPON_TYPES, WEAPON_LIST_TYPE);
1262 // actually say which weapons are allowed
1263 for ( i = 0; i < num_allowed; i++ ) {
1264 if ( allowed_weapons[i] >= 0 ) {
1265 sip->allowed_weapons[allowed_weapons[i]] |= 2;
1270 // Get default primary bank weapons
1271 for ( i = 0; i < MAX_PRIMARY_BANKS; i++ ){
1272 sip->primary_bank_weapons[i] = -1;
1274 required_string("$Default PBanks:");
1275 sip->num_primary_banks = stuff_int_list(sip->primary_bank_weapons, MAX_PRIMARY_BANKS, WEAPON_LIST_TYPE);
1278 for ( i = 0; i < sip->num_primary_banks; i++ ) {
1279 Assert(sip->primary_bank_weapons[i] >= 0);
1282 // Set the weapons filter used in weapons loadout (for secondary weapons)
1283 if (optional_string("$Allowed SBanks:")) {
1284 num_allowed = stuff_int_list(allowed_weapons, MAX_WEAPON_TYPES, WEAPON_LIST_TYPE);
1286 // actually say which weapons are allowed
1287 for ( i = 0; i < num_allowed; i++ ) {
1288 if ( allowed_weapons[i] >= 0 ) {
1289 sip->allowed_weapons[allowed_weapons[i]] |= 1;
1294 // Set the weapons filter used in weapons loadout (for secondary weapons)
1295 if (optional_string("$Allowed Dogfight SBanks:")) {
1296 num_allowed = stuff_int_list(allowed_weapons, MAX_WEAPON_TYPES, WEAPON_LIST_TYPE);
1298 // actually say which weapons are allowed
1299 for ( i = 0; i < num_allowed; i++ ) {
1300 if ( allowed_weapons[i] >= 0 ) {
1301 sip->allowed_weapons[allowed_weapons[i]] |= 2;
1306 // Get default secondary bank weapons
1307 for ( i = 0; i < MAX_SECONDARY_BANKS; i++ ){
1308 sip->secondary_bank_weapons[i] = -1;
1310 required_string("$Default SBanks:");
1311 sip->num_secondary_banks = stuff_int_list(sip->secondary_bank_weapons, MAX_SECONDARY_BANKS, WEAPON_LIST_TYPE);
1314 for ( i = 0; i < sip->num_secondary_banks; i++ ) {
1315 Assert(sip->secondary_bank_weapons[i] >= 0);
1318 // Get the capacity of each secondary bank
1319 required_string("$Sbank Capacity:");
1321 capacity_count = stuff_int_list(sip->secondary_bank_ammo_capacity, MAX_SECONDARY_BANKS, RAW_INTEGER_TYPE);
1322 if ( capacity_count != sip->num_secondary_banks ) {
1323 Warning(LOCATION, "Secondary bank capacities have not been specified for ship class %s... fix this!!", sip->name);
1326 required_string("$Shields:");
1327 stuff_float(&sip->shields);
1329 // optional shield color
1330 sip->shield_color[0] = 255;
1331 sip->shield_color[1] = 255;
1332 sip->shield_color[2] = 255;
1333 if(optional_string("$Shield Color:")){
1334 stuff_byte(&sip->shield_color[0]);
1335 stuff_byte(&sip->shield_color[1]);
1336 stuff_byte(&sip->shield_color[2]);
1339 // The next three fields are used for the ETS
1340 required_string("$Power Output:");
1341 stuff_float(&sip->power_output);
1343 required_string("$Max Oclk Speed:");
1344 stuff_float(&sip->max_overclocked_speed);
1346 required_string("$Max Weapon Eng:");
1347 stuff_float(&sip->max_weapon_reserve);
1349 required_string("$Hitpoints:");
1350 stuff_float(&sip->initial_hull_strength);
1352 required_string("$Flags:");
1353 char ship_strings[MAX_SHIP_FLAGS][NAME_LENGTH];
1354 int num_strings = stuff_string_list(ship_strings, MAX_SHIP_FLAGS);
1355 sip->flags = SIF_DEFAULT_VALUE;
1356 for ( i=0; i<num_strings; i++ ) {
1357 if (!stricmp(NOX("no_collide"), ship_strings[i]))
1358 sip->flags &= ~SIF_DO_COLLISION_CHECK;
1359 else if (!stricmp(NOX("player_ship"), ship_strings[i]))
1360 sip->flags |= SIF_PLAYER_SHIP;
1361 else if (!stricmp(NOX("default_player_ship"), ship_strings[i]))
1362 sip->flags |= SIF_DEFAULT_PLAYER_SHIP;
1363 else if ( !stricmp(NOX("repair_rearm"), ship_strings[i]))
1364 sip->flags |= SIF_SUPPORT;
1365 else if ( !stricmp(NOX("cargo"), ship_strings[i]))
1366 sip->flags |= SIF_CARGO;
1367 else if ( !stricmp( NOX("fighter"), ship_strings[i]))
1368 sip->flags |= SIF_FIGHTER;
1369 else if ( !stricmp( NOX("bomber"), ship_strings[i]))
1370 sip->flags |= SIF_BOMBER;
1371 else if ( !stricmp( NOX("transport"), ship_strings[i]))
1372 sip->flags |= SIF_TRANSPORT;
1373 else if ( !stricmp( NOX("freighter"), ship_strings[i]))
1374 sip->flags |= SIF_FREIGHTER;
1375 else if ( !stricmp( NOX("capital"), ship_strings[i]))
1376 sip->flags |= SIF_CAPITAL;
1377 else if (!stricmp( NOX("supercap"), ship_strings[i]))
1378 sip->flags |= SIF_SUPERCAP;
1379 else if (!stricmp( NOX("drydock"), ship_strings[i]))
1380 sip->flags |= SIF_DRYDOCK;
1381 else if ( !stricmp( NOX("cruiser"), ship_strings[i]))
1382 sip->flags |= SIF_CRUISER;
1383 else if ( !stricmp( NOX("navbuoy"), ship_strings[i]))
1384 sip->flags |= SIF_NAVBUOY;
1385 else if ( !stricmp( NOX("sentrygun"), ship_strings[i]))
1386 sip->flags |= SIF_SENTRYGUN;
1387 else if ( !stricmp( NOX("escapepod"), ship_strings[i]))
1388 sip->flags |= SIF_ESCAPEPOD;
1389 else if ( !stricmp( NOX("no type"), ship_strings[i]))
1390 sip->flags |= SIF_NO_SHIP_TYPE;
1391 else if ( !stricmp( NOX("ship copy"), ship_strings[i]))
1392 sip->flags |= SIF_SHIP_COPY;
1393 else if ( !stricmp( NOX("in tech database"), ship_strings[i]))
1394 sip->flags |= SIF_IN_TECH_DATABASE | SIF_IN_TECH_DATABASE_M;
1395 else if ( !stricmp( NOX("in tech database multi"), ship_strings[i]))
1396 sip->flags |= SIF_IN_TECH_DATABASE_M;
1397 else if ( !stricmp( NOX("dont collide invisible"), ship_strings[i]))
1398 sip->flags |= SIF_DONT_COLLIDE_INVIS;
1399 else if ( !stricmp( NOX("big damage"), ship_strings[i]))
1400 sip->flags |= SIF_BIG_DAMAGE;
1401 else if ( !stricmp( NOX("corvette"), ship_strings[i]))
1402 sip->flags |= SIF_CORVETTE;
1403 else if ( !stricmp( NOX("gas miner"), ship_strings[i]))
1404 sip->flags |= SIF_GAS_MINER;
1405 else if ( !stricmp( NOX("awacs"), ship_strings[i]))
1406 sip->flags |= SIF_AWACS;
1407 else if ( !stricmp( NOX("knossos"), ship_strings[i]))
1408 sip->flags |= SIF_KNOSSOS_DEVICE;
1409 else if ( !stricmp( NOX("no_fred"), ship_strings[i]))
1410 sip->flags |= SIF_NO_FRED;
1412 Warning(LOCATION, "Bogus string in ship flags: %s\n", ship_strings[i]);
1415 find_and_stuff("$AI Class:", &sip->ai_class, F_NAME, Ai_class_names, Num_ai_classes, "AI class names");
1417 // Get Afterburner information
1418 // Be aware that if $Afterburner is not 1, the other Afterburner fields are not read in
1419 required_string("$Afterburner:");
1420 int has_afterburner;
1421 stuff_boolean(&has_afterburner);
1422 if ( has_afterburner == 1 ) {
1423 sip->flags |= SIF_AFTERBURNER;
1425 required_string("+Aburn Max Vel:");
1426 stuff_vector(&sip->afterburner_max_vel);
1428 required_string("+Aburn For accel:");
1429 stuff_float(&sip->afterburner_forward_accel);
1431 required_string("+Aburn Fuel:");
1432 stuff_float(&sip->afterburner_fuel_capacity);
1434 required_string("+Aburn Burn Rate:");
1435 stuff_float(&sip->afterburner_burn_rate);
1438 required_string("+Aburn Rec Rate:");
1439 stuff_float(&sip->afterburner_recover_rate);
1441 sip->afterburner_max_vel.x = 0.0f;
1442 sip->afterburner_max_vel.y = 0.0f;
1443 sip->afterburner_max_vel.z = 0.0f;
1446 required_string("$Countermeasures:");
1447 stuff_int(&sip->cmeasure_max);
1449 required_string("$Scan time:");
1450 stuff_int(&sip->scan_time);
1452 required_string("$EngineSnd:");
1453 stuff_int(&sip->engine_snd);
1455 required_string("$Closeup_pos:");
1456 stuff_vector(&sip->closeup_pos);
1458 required_string("$Closeup_zoom:");
1459 stuff_float(&sip->closeup_zoom);
1461 sip->shield_icon_index = 255; // stored as ubyte
1462 if (optional_string("$Shield_icon:")) {
1463 char tmpbuf[NAME_LENGTH];
1464 stuff_string(tmpbuf, F_NAME, NULL);
1465 hud_shield_assign_info(sip, tmpbuf);
1468 // read in filename for icon that is used in ship selection
1469 sip->icon_filename[0] = 0;
1470 if ( optional_string("$Ship_icon:") ) {
1471 stuff_string(sip->icon_filename, F_NAME, NULL);
1474 // read in filename for animation that is used in ship selection
1475 sip->anim_filename[0] = 0;
1476 if ( optional_string("$Ship_anim:") ) {
1477 stuff_string(sip->anim_filename, F_NAME, NULL);
1480 // read in filename for animation that is used in ship selection
1481 sip->overhead_filename[0] = 0;
1482 if ( optional_string("$Ship_overhead:") ) {
1483 stuff_string(sip->overhead_filename, F_NAME, NULL);
1487 if ( optional_string("$Score:") ){
1488 stuff_int( &sip->score );
1491 // if the ship is a stealth ship
1492 if ( optional_string("$Stealth:") ){
1493 sip->flags |= SIF_STEALTH;
1496 // parse contrail info
1497 char trail_name[MAX_FILENAME_LEN] = "";
1499 memset(&sip->ct_info, 0, sizeof(trail_info) * MAX_SHIP_CONTRAILS);
1501 while(optional_string("$Trail:")){
1502 // this means you've reached the max # of contrails for a ship
1503 Assert(sip->ct_count <= MAX_SHIP_CONTRAILS);
1505 ci = &sip->ct_info[sip->ct_count++];
1507 required_string("+Offset:");
1508 stuff_vector(&ci->pt);
1510 required_string("+Start Width:");
1511 stuff_float(&ci->w_start);
1513 required_string("+End Width:");
1514 stuff_float(&ci->w_end);
1516 required_string("+Start Alpha:");
1517 stuff_float(&ci->a_start);
1519 required_string("+End Alpha:");
1520 stuff_float(&ci->a_end);
1522 required_string("+Max Life:");
1523 stuff_float(&ci->max_life);
1525 required_string("+Spew Time:");
1526 stuff_int(&ci->stamp);
1528 required_string("+Bitmap:");
1529 stuff_string(trail_name, F_NAME, NULL);
1530 ci->bitmap = bm_load(trail_name);
1534 int r = required_string_3("#End", "$Subsystem:", "$Name" );
1542 float percentage_of_hits;
1543 model_subsystem *sp; // to append on the ships list of subsystems
1545 Assert ( n_subsystems < MAX_MODEL_SUBSYSTEMS );
1546 sp = &subsystems[n_subsystems++]; // subsystems a local -- when done, we will malloc and copy
1547 required_string("$Subsystem:");
1548 stuff_string(sp->subobj_name, F_NAME, ",");
1550 stuff_float(&percentage_of_hits);
1551 stuff_float(&turning_rate);
1552 hull_percentage_of_hits -= percentage_of_hits;
1553 sp->max_hits = sip->initial_hull_strength * (percentage_of_hits / 100.0f);
1554 sp->type = SUBSYSTEM_UNKNOWN;
1555 // specified as how long to turn 360 degrees in ships.tbl
1556 if ( turning_rate > 0.0f ){
1557 sp->turret_turning_rate = PI2 / turning_rate;
1559 sp->turret_turning_rate = 0.0f;
1562 for (i=0; i<MAX_PRIMARY_BANKS; i++)
1563 sp->primary_banks[i] = -1;
1564 for (i=0; i<MAX_SECONDARY_BANKS; i++) {
1565 sp->secondary_banks[i] = -1;
1566 sp->secondary_bank_capacity[i] = 0;
1569 // Get default primary bank weapons
1570 if (optional_string("$Default PBanks:")){
1571 stuff_int_list(sp->primary_banks, MAX_PRIMARY_BANKS, WEAPON_LIST_TYPE);
1574 // Get default secondary bank weapons
1575 if (optional_string("$Default SBanks:")){
1576 stuff_int_list(sp->secondary_banks, MAX_SECONDARY_BANKS, WEAPON_LIST_TYPE);
1579 // Get the capacity of each secondary bank
1580 if (optional_string("$Sbank Capacity:")){
1581 stuff_int_list(sp->secondary_bank_capacity, MAX_SECONDARY_BANKS, RAW_INTEGER_TYPE);
1584 // Get optional engine wake info
1585 if (optional_string("$Engine Wash:")) {
1586 char engine_wash_name[32];
1587 stuff_string(engine_wash_name, F_NAME, NULL);
1588 // get and set index
1589 sp->engine_wash_index = get_engine_wash_index(engine_wash_name);
1591 sp->engine_wash_index = -1;
1594 // Get any AWACS info
1595 sp->awacs_intensity = 0.0f;
1596 if(optional_string("$AWACS:")){
1597 stuff_float(&sp->awacs_intensity);
1598 stuff_float(&sp->awacs_radius);
1599 sip->flags |= SIF_HAS_AWACS;
1602 sp->turret_weapon_type = sp->primary_banks[0]; // temporary, will be obsolete later.
1603 if ( sp->turret_weapon_type < 0 ) {
1604 sp->turret_weapon_type = sp->secondary_banks[0];
1606 sp->model_num = -1; // init value for later sanity checking!!
1613 Int3(); // Impossible return value from required_string_3.
1616 Assert( hull_percentage_of_hits > 0.0f ); // must be > 0
1618 // when done reading subsystems, malloc and copy the subsystem data to the ship info structure
1619 sip->n_subsystems = n_subsystems;
1620 if ( n_subsystems > 0 ) {
1621 sip->subsystems = (model_subsystem *)malloc(sizeof(model_subsystem) * n_subsystems );
1622 Assert( sip->subsystems != NULL );
1625 sip->subsystems = NULL;
1628 for ( i = 0; i < n_subsystems; i++ ){
1629 sip->subsystems[i] = subsystems[i];
1632 // if we have a ship copy, then check to be sure that our base ship exists
1633 if ( sip->flags & SIF_SHIP_COPY ) {
1636 index = ship_info_base_lookup( Num_ship_types ); // Num_ship_types is our current entry into the array
1637 if ( index == -1 ) {
1638 char *p, name[NAME_LENGTH];;
1640 strcpy( name, sip->name );
1641 p = strchr(name, '#');
1644 Error(LOCATION, "Ship %s is a copy, but base ship %s couldn't be found.", sip->name, name);
1651 char get_engine_wash_index(char *engine_wash_name)
1655 for (i=0; i<Num_engine_wash_types; i++) {
1656 if ( 0 == stricmp(engine_wash_name, Engine_wash_info[i].name) ) {
1661 // not found, so return -1
1665 void parse_shiptbl()
1667 // open localization
1670 read_file_text("ships.tbl");
1673 // parse default ship
1674 required_string("#Default Player Ship");
1675 required_string("$Name:");
1676 stuff_string(default_player_ship, F_NAME, NULL, 254);
1677 required_string("#End");
1679 Num_engine_wash_types = 0;
1682 required_string("#Engine Wash Info");
1683 while (required_string_either("#End", "$Name:")) {
1684 Assert( Num_engine_wash_types < MAX_ENGINE_WASH_TYPES );
1686 parse_engine_wash();
1687 Num_engine_wash_types++;
1690 required_string("#End");
1691 required_string("#Ship Classes");
1693 while (required_string_either("#End","$Name:")) {
1694 Assert( Num_ship_types < MAX_SHIP_TYPES );
1696 if ( parse_ship() ) {
1703 required_string("#End");
1705 // Read in a list of ship_info indicies that are an ordering of the player ship precedence.
1706 // This list is used to select an alternate ship when a particular ship is not available
1707 // during ship selection.
1708 required_string("$Player Ship Precedence:");
1709 Num_player_ship_precedence = stuff_int_list(Player_ship_precedence, MAX_PLAYER_SHIP_CHOICES, SHIP_INFO_TYPE);
1711 // close localization
1715 int ship_show_velocity_dot = 0;
1718 DCF_BOOL( show_velocity_dot, ship_show_velocity_dot )
1721 // Called once at the beginning of the game to parse ships.tbl and stuff the Ship_info[]
1727 if ( !ships_inited ) {
1729 if ((rval = setjmp(parse_abort)) != 0) {
1730 Error(LOCATION, "Error parsing 'ships.tbl'\r\nError code = %i.\r\n", rval);
1736 ship_iff_init_colors();
1739 ship_level_init(); // needed for FRED
1743 // This will get called at the start of each level.
1744 void ship_level_init()
1748 // Reset everything between levels
1751 // Mark all the models as invalid, since all the models get paged out
1753 for (i=0; i<MAX_SHIP_TYPES; i++ ) {
1754 Ship_info[i].modelnum = -1;
1755 Ship_info[i].modelnum_hud = -1;
1758 // mwa removed 11/24/97 num_ships = 0;
1759 Num_exited_ships = 0;
1760 for (i=0; i<MAX_SHIPS; i++ ) {
1761 Ships[i].objnum = -1;
1764 for ( i = 0; i < MAX_EXITED_SHIPS; i++ ) {
1765 memset ( &Ships_exited[i], 0, sizeof(exited_ship) );
1766 Ships_exited[i].obj_signature = -1;
1770 for (i = 0; i < MAX_WINGS; i++ )
1771 Wings[i].num_waves = -1;
1773 for (i=0; i<MAX_PLAYER_WINGS; i++)
1774 Starting_wings[i] = -1;
1776 // Empty the subsys list
1777 memset( Ship_subsystems, 0, sizeof(ship_subsys)*MAX_SHIP_SUBOBJECTS );
1779 list_init( &ship_subsys_free_list );
1780 for ( i = 0; i < MAX_SHIP_SUBOBJECTS; i++ )
1781 list_append( &ship_subsys_free_list, &Ship_subsystems[i] );
1783 Laser_energy_out_snd_timer = 1;
1784 Missile_out_snd_timer = 1;
1786 for (i = 0; i < MAX_SHIP_TYPE_COUNTS; i++ ) {
1787 Ship_counts[i].total = 0;
1788 Ship_counts[i].killed = 0;
1791 ship_obj_list_init();
1793 Ship_cargo_check_timer = 1;
1795 shipfx_large_blowup_level_init();
1798 // function to add a ship onto the exited ships list. The reason parameter
1799 // tells us why the ship left the mission (i.e. departed or destroyed)
1800 void ship_add_exited_ship( ship *sp, int reason )
1804 // reuse oldest slots if none left
1805 if ( Num_exited_ships == MAX_EXITED_SHIPS ) {
1808 // find the oldest entry
1810 for ( i = 1; i < MAX_SHIPS; i++ ) {
1811 if ( Ships_exited[i].time < Ships_exited[oldest_entry].time ) {
1815 entry = oldest_entry;
1817 entry = Num_exited_ships;
1821 strcpy( Ships_exited[entry].ship_name, sp->ship_name );
1822 Ships_exited[entry].obj_signature = Objects[sp->objnum].signature;
1823 Ships_exited[entry].team = sp->team;
1824 Ships_exited[entry].flags = reason;
1825 // if ship is red alert, flag as such
1826 if (sp->flags & SF_RED_ALERT_STORE_STATUS) {
1827 Ships_exited[entry].flags |= SEF_RED_ALERT_CARRY;
1829 Ships_exited[entry].time = Missiontime;
1830 Ships_exited[entry].hull_strength = int(Objects[sp->objnum].hull_strength);
1832 if ( sp->flags & SF_CARGO_REVEALED )
1833 Ships_exited[entry].flags |= SEF_CARGO_KNOWN;
1834 if ( sp->time_first_tagged > 0 )
1835 Ships_exited[entry].flags |= SEF_BEEN_TAGGED;
1838 // function which attempts to find information about an exited ship based on shipname
1839 int ship_find_exited_ship_by_name( char *name )
1843 for (i = 0; i < Num_exited_ships; i++) {
1844 if ( !stricmp(name, Ships_exited[i].ship_name) )
1848 if ( i == Num_exited_ships )
1854 // function which attempts to find information about an exited ship based on shipname
1855 int ship_find_exited_ship_by_signature( int signature )
1859 for (i = 0; i < Num_exited_ships; i++) {
1860 if ( signature == Ships_exited[i].obj_signature )
1864 if ( i == Num_exited_ships )
1871 void physics_ship_init(object *objp)
1873 ship_info *sinfo = &Ship_info[Ships[objp->instance].ship_info_index];
1874 physics_info *pi = &objp->phys_info;
1875 polymodel *pm = model_get( Ships[objp->instance].modelnum );
1877 // use mass and I_body_inv from POF read into polymodel
1879 pi->mass = pm->mass * sinfo->density;
1880 pi->I_body_inv = pm->moment_of_inertia;
1881 // scale pm->I_body_inv value by density
1882 vm_vec_scale( &pi->I_body_inv.rvec, sinfo->density );
1883 vm_vec_scale( &pi->I_body_inv.uvec, sinfo->density );
1884 vm_vec_scale( &pi->I_body_inv.fvec, sinfo->density );
1886 pi->side_slip_time_const = sinfo->damp;
1887 pi->rotdamp = sinfo->rotdamp;
1888 pi->max_vel = sinfo->max_vel;
1889 pi->afterburner_max_vel = sinfo->afterburner_max_vel;
1890 pi->max_rotvel = sinfo->max_rotvel;
1891 pi->max_rear_vel = sinfo->max_rear_vel;
1892 pi->flags |= PF_ACCELERATES;
1897 pi->forward_accel_time_const=sinfo->forward_accel;
1898 pi->afterburner_forward_accel_time_const=sinfo->afterburner_forward_accel;
1899 pi->forward_decel_time_const=sinfo->forward_decel;
1900 pi->slide_accel_time_const=sinfo->slide_accel;
1901 pi->slide_decel_time_const=sinfo->slide_decel;
1903 if ( (pi->max_vel.x > 0.000001f) || (pi->max_vel.y > 0.000001f) )
1904 pi->flags |= PF_SLIDE_ENABLED;
1906 vm_vec_zero(&pi->vel);
1907 vm_vec_zero(&pi->rotvel);
1910 // pi->accel = 0.0f;
1911 vm_set_identity(&pi->last_rotmat);
1914 // function to set the orders allowed for a ship -- based on ship type. This value might get overridden
1915 // by a value in the mission file.
1916 int ship_get_default_orders_accepted( ship_info *sip )
1920 ship_info_flag = sip->flags;
1922 if ( ship_info_flag & SIF_FIGHTER )
1923 return FIGHTER_MESSAGES;
1924 else if ( ship_info_flag & SIF_BOMBER )
1925 return BOMBER_MESSAGES;
1926 else if ( ship_info_flag & (SIF_CRUISER | SIF_GAS_MINER | SIF_AWACS | SIF_CORVETTE) )
1927 return CRUISER_MESSAGES;
1928 else if ( ship_info_flag & SIF_FREIGHTER )
1929 return FREIGHTER_MESSAGES;
1930 else if ( ship_info_flag & SIF_CAPITAL )
1931 return CAPITAL_MESSAGES;
1932 else if ( ship_info_flag & SIF_TRANSPORT )
1933 return TRANSPORT_MESSAGES;
1934 else if ( ship_info_flag & SIF_SUPPORT )
1935 return SUPPORT_MESSAGES;
1940 void ship_set(int ship_index, int objnum, int ship_type)
1944 object *objp = &Objects[objnum];
1945 ship *shipp = &Ships[ship_index];
1946 ship_weapon *swp = &shipp->weapons;
1947 ship_info *sip = &(Ship_info[ship_type]);
1950 // sprintf(shipp->ship_name, "%s %d", Ship_info[ship_type].name, ship_index); // moved to ship_create()
1951 Assert(strlen(shipp->ship_name) < NAME_LENGTH - 1);
1952 shipp->ship_info_index = ship_type;
1953 shipp->objnum = objnum;
1955 shipp->reinforcement_index = -1;
1959 shipp->escort_priority = 0;
1960 shipp->special_exp_index = -1;
1961 shipp->num_hits = 0;
1963 shipp->wash_killed = 0;
1964 shipp->time_cargo_revealed = 0;
1965 shipp->time_first_tagged = 0;
1966 shipp->wash_timestamp = timestamp(0);
1967 shipp->dock_objnum_when_dead = -1;
1968 shipp->large_ship_blowup_index = -1;
1969 shipp->respawn_priority = 0;
1970 for (i=0; i<NUM_SUB_EXPL_HANDLES; i++) {
1971 shipp->sub_expl_sound_handle[i] = -1;
1974 if ( !Fred_running ) {
1975 shipp->final_warp_time = timestamp(-1);
1976 shipp->final_death_time = timestamp(-1); // There death sequence ain't start et.
1977 shipp->really_final_death_time = timestamp(-1); // There death sequence ain't start et.
1978 shipp->next_fireball = timestamp(-1); // When a random fireball will pop up
1979 shipp->next_hit_spark = timestamp(-1); // when a hit spot will spark
1980 for (i=0; i<MAX_SHIP_ARCS; i++ ) {
1981 shipp->arc_timestamp[i] = timestamp(-1); // Mark this arc as unused
1983 shipp->arc_next_time = timestamp(-1); // No electrical arcs yet.
1984 } else { // the values should be different for Fred
1985 shipp->final_warp_time = -1;
1986 shipp->final_death_time = 0;
1987 shipp->really_final_death_time = -1;
1988 shipp->next_fireball = -1;
1989 shipp->next_hit_spark = -1;
1990 for (i=0; i<MAX_SHIP_ARCS; i++ ) {
1991 shipp->arc_timestamp[i] = -1;
1993 shipp->arc_next_time = -1;
1995 shipp->team = TEAM_FRIENDLY; // Default friendly, probably get overridden.
1996 shipp->arrival_location = 0;
1997 shipp->arrival_distance = 0;
1998 shipp->arrival_anchor = -1;
1999 shipp->arrival_delay = 0;
2000 shipp->arrival_cue = -1;
2001 shipp->departure_location = 0;
2002 shipp->departure_delay = 0;
2003 shipp->departure_cue = -1;
2004 shipp->shield_hits = 0; // No shield hits yet on this baby.
2005 shipp->current_max_speed = Ship_info[ship_type].max_speed;
2007 shipp->alt_type_index = -1;
2009 shipp->lightning_stamp = -1;
2011 shipp->emp_intensity = -1.0f;
2012 shipp->emp_decr = 0.0f;
2014 shipp->targeting_laser_bank = -1;
2015 shipp->targeting_laser_objnum = -1;
2017 shipp->determination = 10;
2018 shipp->wingnum = -1;
2019 for (i = 0; i < MAX_PLAYERS; i++)
2020 shipp->last_targeted_subobject[i] = NULL;
2023 objp->hull_strength = 100.0f;
2025 objp->hull_strength = sip->initial_hull_strength;
2028 shipp->afterburner_fuel = sip->afterburner_fuel_capacity;
2030 shipp->cmeasure_count = sip->cmeasure_max;
2032 for ( i = 0; i < MAX_PRIMARY_BANKS; i++ ){
2033 swp->next_primary_fire_stamp[i] = timestamp(0);
2036 shipp->cmeasure_fire_stamp = timestamp(0);
2038 for ( i = 0; i < MAX_SECONDARY_BANKS; i++ ) {
2040 shipp->weapons.secondary_bank_ammo[i] = 100;
2042 shipp->weapons.secondary_bank_ammo[i] = 0;
2045 swp->secondary_bank_ammo[i] = 0;
2046 swp->secondary_next_slot[i] = 0;
2047 swp->next_secondary_fire_stamp[i] = timestamp(0);
2048 swp->secondary_bank_rearm_time[i] = timestamp(0); // will be able to rearm this bank immediately
2051 for ( i = 0; i < sip->num_secondary_banks; i++ ) {
2053 weapon_size = Weapon_info[sip->secondary_bank_weapons[i]].cargo_size;
2054 Assert( weapon_size > 0.0f );
2056 swp->secondary_bank_ammo[i] = 100;
2058 swp->secondary_bank_ammo[i] = fl2i(sip->secondary_bank_ammo_capacity[i] / weapon_size + 0.5f );
2062 swp->current_primary_bank = -1;
2063 swp->current_secondary_bank = -1;
2066 if ( sip->num_primary_banks > 0 ) {
2067 if ( swp->primary_bank_weapons[BANK_1] >= 0 ) {
2068 swp->current_primary_bank = BANK_1;
2070 swp->current_primary_bank = -1;
2074 swp->current_primary_bank = -1;
2077 if ( sip->num_secondary_banks > 0 ) {
2078 if ( swp->secondary_bank_weapons[BANK_1] >= 0 ) {
2079 swp->current_secondary_bank = BANK_1;
2081 swp->current_secondary_bank = -1;
2085 swp->current_secondary_bank = -1;
2088 shipp->current_cmeasure = 0;
2090 ets_init_ship(objp); // init ship fields that are used for the ETS
2092 physics_ship_init(objp);
2094 objp->shields[0] = 100.0f;
2096 set_shield_strength(objp, sip->shields);
2098 shipp->target_shields_delta = 0.0f;
2099 shipp->target_weapon_energy_delta = 0.0f;
2101 ai_object_init(objp, shipp->ai_index);
2102 shipp->weapons.ai_class = Ai_info[shipp->ai_index].ai_class;
2103 shipp->shield_integrity = NULL;
2104 // shipp->sw.blast_duration = -1; // init shockwave struct
2106 shipp->orders_accepted = ship_get_default_orders_accepted( sip );
2107 shipp->num_swarm_missiles_to_fire = 0;
2108 shipp->num_turret_swarm_info = 0;
2109 shipp->death_roll_snd = -1;
2110 shipp->thruster_bitmap = -1;
2111 shipp->thruster_frame = 0.0f;
2112 shipp->thruster_glow_bitmap = -1;
2113 shipp->thruster_glow_noise = 1.0f;
2114 shipp->thruster_glow_frame = 0.0f;
2115 shipp->next_engine_stutter = 1;
2116 shipp->persona_index = -1;
2117 shipp->flags |= SF_ENGINES_ON;
2118 shipp->subsys_disrupted_flags=0;
2119 shipp->subsys_disrupted_check_timestamp=timestamp(0);
2121 // swarm missile stuff
2122 shipp->next_swarm_fire = 1;
2124 // corkscrew missile stuff
2125 shipp->next_corkscrew_fire = 1;
2128 shipp->score = sip->score;
2131 shipp->tag_left = -1.0f;
2132 shipp->level2_tag_left = -1.0f;
2134 // multiplayer field initializations
2135 for (i = 0; i < MAX_PLAYERS; i++ ) {
2136 shipp->np_updates[i].update_stamp = -1;
2137 shipp->np_updates[i].status_update_stamp = -1;
2138 shipp->np_updates[i].subsys_update_stamp = -1;
2139 shipp->np_updates[i].seq = 0;
2141 extern int oo_arrive_time_count[MAX_SHIPS];
2142 extern int oo_interp_count[MAX_SHIPS];
2143 oo_arrive_time_count[shipp - Ships] = 0;
2144 oo_interp_count[shipp - Ships] = 0;
2146 shipp->special_warp_objnum = -1;
2148 // set awacs warning flags so awacs ship only asks for help once at each level
2149 shipp->awacs_warning_flag = AWACS_WARN_NONE;
2152 // function which recalculates the overall strength of subsystems. Needed because
2153 // several places in FreeSpace change subsystem strength and all this data needs to
2154 // be kept up to date.
2155 void ship_recalc_subsys_strength( ship *shipp )
2158 ship_subsys *ship_system;
2160 // fill in the subsys_info fields for all particular types of subsystems
2161 // make the current strength be 1.0. If there are initial conditions on the ship, then
2162 // the mission parse code should take care of setting that.
2163 for (i = 0; i < SUBSYSTEM_MAX; i++) {
2164 shipp->subsys_info[i].num = 0;
2165 shipp->subsys_info[i].total_hits = 0.0f;
2166 shipp->subsys_info[i].current_hits = 0.0f;
2169 // count all of the subsystems of a particular type. For each generic type of subsystem, we store the
2170 // total count of hits. (i.e. for 3 engines, we store the sum of the max_hits for each engine)
2171 for ( ship_system = GET_FIRST(&shipp->subsys_list); ship_system != END_OF_LIST(&shipp->subsys_list); ship_system = GET_NEXT(ship_system) ) {
2174 type = ship_system->system_info->type;
2175 Assert ( (type >= 0) && (type < SUBSYSTEM_MAX) );
2176 shipp->subsys_info[type].num++;
2177 shipp->subsys_info[type].total_hits += ship_system->system_info->max_hits;
2178 shipp->subsys_info[type].current_hits += ship_system->current_hits;
2181 // set any ship flags which should be set. unset the flags since we might be repairing a subsystem
2182 // through sexpressions.
2183 shipp->flags &= ~SF_DISABLED;
2184 if ( (shipp->subsys_info[SUBSYSTEM_ENGINE].num > 0) && (shipp->subsys_info[SUBSYSTEM_ENGINE].current_hits == 0.0f) ){
2185 shipp->flags |= SF_DISABLED;
2189 shipp->flags &= ~SF_DISARMED;
2190 if ( (shipp->subsys_info[SUBSYSTEM_TURRET].num > 0) && (shipp->subsys_info[SUBSYSTEM_TURRET].current_hits == 0.0f) ){
2191 shipp->flags |= SF_DISARMED;
2196 // routine to possibly fixup the model subsystem information for this ship pointer. Needed when
2197 // ships share the same model.
2198 void ship_copy_subsystem_fixup(ship_info *sip)
2202 model_num = sip->modelnum;
2204 // since we allow a model file to be shared between several ships, we must check to be sure that our
2205 // subsystems have been loaded properly
2207 subsystems_needed = 0;
2208 for (i = 0; i < sip->n_subsystems; i++ ) {
2209 if ( sip->subsystems[i].model_num == -1 ){
2210 subsystems_needed++;
2215 // if we need to get information for all our subsystems, we need to find another ship with the same model
2216 // number as our own and that has the model information
2217 // if ( subsystems_needed == sip->n_subsystems ) {
2218 for ( i = 0; i < Num_ship_types; i++ ) {
2219 model_subsystem *msp;
2221 if ( (Ship_info[i].modelnum != model_num) || (&Ship_info[i] == sip) ){
2225 // see if this ship has subsystems and a model for the subsystems. We only need check the first
2226 // subsystem since previous error checking would have trapped it's loading as an error.
2227 Assert( Ship_info[i].n_subsystems == sip->n_subsystems );
2229 msp = &Ship_info[i].subsystems[0];
2230 model_copy_subsystems( sip->n_subsystems, &(sip->subsystems[0]), msp );
2231 sip->flags |= SIF_PATH_FIXUP;
2239 // ignore_subsys_info => default parameter with value of 0. This is
2240 // only set to 1 by the save/restore code
2241 void subsys_set(int objnum, int ignore_subsys_info)
2243 ship *shipp = &Ships[Objects[objnum].instance];
2244 ship_info *sinfo = &Ship_info[Ships[Objects[objnum].instance].ship_info_index];
2245 model_subsystem *sp;
2246 ship_subsys *ship_system;
2249 // set up the subsystems for this ship. walk through list of subsystems in the ship-info array.
2250 // for each subsystem, get a new ship_subsys instance and set up the pointers and other values
2251 list_init ( &shipp->subsys_list ); // initialize the ship's list of subsystems
2252 for ( i = 0; i < sinfo->n_subsystems; i++ ) {
2254 sp = &(sinfo->subsystems[i]);
2255 if ( sp->model_num == -1 ) {
2256 Warning (LOCATION, "Invalid subobj_num or model_num in subsystem %s on ship type %s.\nNot linking into ship!\n\n(This warning means that a subsystem was present in ships.tbl and not present in the model\nit should probably be removed from the model.)\n", sp->subobj_name, sinfo->name );
2260 // set up the linked list
2261 ship_system = GET_FIRST( &ship_subsys_free_list ); // get a new element from the ship_subsystem array
2262 Assert ( ship_system != &ship_subsys_free_list ); // shouldn't have the dummy element
2263 list_remove( &ship_subsys_free_list, ship_system ); // remove the element from the array
2264 list_append( &shipp->subsys_list, ship_system ); // link the element into the ship
2266 ship_system->system_info = sp; // set the system_info pointer to point to the data read in from the model
2267 if ( !Fred_running ){
2268 ship_system->current_hits = sp->max_hits; // set the max hits
2270 ship_system->current_hits = 0.0f; // Jason wants this to be 0 in Fred.
2272 ship_system->turret_next_fire_stamp = timestamp(0);
2273 ship_system->turret_next_enemy_check_stamp = timestamp(0);
2274 ship_system->turret_enemy_objnum = -1;
2275 ship_system->turret_next_fire_stamp = timestamp((int) frand_range(1.0f, 500.0f)); // next time this turret can fire
2276 ship_system->turret_last_fire_direction = sp->turret_norm;
2277 ship_system->turret_next_fire_pos = 0;
2278 ship_system->turret_time_enemy_in_range = 0.0f;
2279 ship_system->disruption_timestamp=timestamp(0);
2280 ship_system->turret_pick_big_attack_point_timestamp = timestamp(0);
2281 vm_vec_zero(&ship_system->turret_big_attack_point);
2282 ship_system->subsys_cargo_name = -1;
2283 ship_system->subsys_cargo_revealed = 0;
2286 ship_system->weapons.flags = 0;
2289 for (k=0; k<MAX_PRIMARY_BANKS; k++){
2290 if (sp->primary_banks[k] != -1) {
2291 ship_system->weapons.primary_bank_weapons[j] = sp->primary_banks[k];
2292 ship_system->weapons.next_primary_fire_stamp[j++] = 0;
2296 ship_system->weapons.num_primary_banks = j;
2299 for (k=0; k<MAX_SECONDARY_BANKS; k++){
2300 if (sp->secondary_banks[k] != -1) {
2301 ship_system->weapons.secondary_bank_weapons[j] = sp->secondary_banks[k];
2302 ship_system->weapons.secondary_bank_capacity[j] = sp->secondary_bank_capacity[k];
2303 ship_system->weapons.next_secondary_fire_stamp[j++] = timestamp(0);
2307 ship_system->weapons.num_secondary_banks = j;
2308 ship_system->weapons.current_primary_bank = -1;
2309 ship_system->weapons.current_secondary_bank = -1;
2311 for (k=0; k<MAX_SECONDARY_BANKS; k++) {
2312 ship_system->weapons.secondary_bank_ammo[k] = (Fred_running ? 100 : ship_system->weapons.secondary_bank_capacity[k]);
2314 ship_system->weapons.secondary_next_slot[k] = 0;
2317 ship_system->weapons.last_fired_weapon_index = -1;
2318 ship_system->weapons.last_fired_weapon_signature = -1;
2319 ship_system->weapons.detonate_weapon_time = -1;
2320 ship_system->weapons.ai_class = sinfo->ai_class; // assume ai class of ship for turret
2322 // rapid fire (swarm) stuff
2323 ship_system->turret_swarm_info_index = -1;
2326 ship_system->awacs_intensity = sp->awacs_intensity;
2327 ship_system->awacs_radius = sp->awacs_radius;
2328 if (ship_system->awacs_intensity > 0) {
2329 ship_system->system_info->flags |= MSS_FLAG_AWACS;
2332 // turn_rate, turn_accel
2333 // model_set_instance_info
2334 float turn_accel = 0.5f;
2335 model_set_instance_info(&ship_system->submodel_info_1, sp->turn_rate, turn_accel);
2337 // model_clear_instance_info( &ship_system->submodel_info_1 );
2338 model_clear_instance_info( &ship_system->submodel_info_2 );
2341 if ( !ignore_subsys_info ) {
2342 ship_recalc_subsys_strength( shipp );
2349 // Render docking information, NOT while in object's reference frame.
2350 void render_dock_bays(object *objp)
2356 sip = &Ship_info[Ships[objp->instance].ship_info_index];
2357 pm = model_get( sip->modelnum );
2359 if (pm->docking_bays == NULL)
2362 if (pm->docking_bays[0].num_slots != 2)
2365 db = &pm->docking_bays[0];
2368 vector p0, p1, p2, p3, nr;
2370 vm_vec_unrotate(&p0, &db->pnt[0], &objp->orient);
2371 vm_vec_add2(&p0, &objp->pos);
2372 g3_rotate_vertex(&v0, &p0);
2374 vm_vec_unrotate(&p1, &db->pnt[1], &objp->orient);
2375 vm_vec_add2(&p1, &objp->pos);
2376 g3_rotate_vertex(&v1, &p1);
2378 gr_set_color(255, 0, 0);
2379 g3_draw_line(&v0, &v1);
2381 vm_vec_avg(&p2, &p0, &p1);
2383 vm_vec_unrotate(&nr, &db->norm[0], &objp->orient);
2384 vm_vec_scale_add(&p3, &p2, &nr, 10.0f);
2386 g3_rotate_vertex(&v0, &p2);
2387 g3_rotate_vertex(&v1, &p3);
2388 gr_set_color(255, 255, 0);
2389 g3_draw_line(&v0, &v1);
2390 g3_draw_sphere(&v1, 1.25f);
2396 int Ship_shadows = 0;
2398 DCF_BOOL( ship_shadows, Ship_shadows );
2400 MONITOR( NumShipsRend );
2402 int Show_shield_hits = 0;
2403 DCF_BOOL( show_shield_hits, Show_shield_hits );
2405 int Show_tnorms = 0;
2406 DCF_BOOL( show_tnorms, Show_tnorms );
2409 DCF_BOOL( show_paths, Show_paths );
2411 int Show_fpaths = 0;
2412 DCF_BOOL( show_fpaths, Show_fpaths );
2414 void ship_render(object * obj)
2420 num = obj->instance;
2425 // show target when attacking big ship
2426 vector temp, target;
2427 ai_info *aip = &Ai_info[Ships[obj->instance].ai_index];
2428 if ( (aip->target_objnum >= 0) && (Ship_info[Ships[Objects[aip->target_objnum].instance].ship_info_index].flags & (SIF_SUPERCAP|SIF_CAPITAL|SIF_CRUISER)) ) {
2429 vm_vec_unrotate(&temp, &aip->big_attack_point, &Objects[aip->target_objnum].orient);
2430 vm_vec_add(&target, &temp, &Objects[aip->target_objnum].pos);
2433 gr_set_color(128,0,0);
2434 g3_rotate_vertex( &v0, &obj->pos );
2435 g3_rotate_vertex( &v1, &target );
2437 g3_draw_line(&v0, &v1);
2439 g3_draw_sphere(&v1, 5.0f);
2444 // if (Ships[num].subtype == SHIP_PLAYER ) return;
2445 if ( obj == Viewer_obj ) {
2446 if (ship_show_velocity_dot && (obj==Player_obj) ) {
2450 vm_vec_scale_add( &v, &obj->phys_info.vel, &obj->orient.fvec, 3.0f );
2451 vm_vec_normalize( &v );
2454 vm_vec_scale_add( &p0, &obj->pos, &v, 20.0f);
2456 g3_rotate_vertex( &v0, &p0 );
2458 gr_set_color(0,128,0);
2459 g3_draw_sphere( &v0, 0.1f );
2462 // Show the shield hit effect for the viewer.
2463 if ( Show_shield_hits ) {
2464 shipp = &Ships[num];
2465 if (shipp->shield_hits) {
2466 create_shield_explosion_all(obj);
2467 shipp->shield_hits = 0;
2474 MONITOR_INC( NumShipsRend, 1 );
2476 shipp = &Ships[num];
2477 si = &Ship_info[Ships[num].ship_info_index];
2479 // Make ships that are warping in not render during stage 1
2480 if ( shipp->flags & SF_ARRIVING_STAGE_1 ){
2484 if ( Ship_shadows && shipfx_in_shadow( obj ) ) {
2485 light_set_shadow(1);
2487 light_set_shadow(0);
2490 ship_model_start(obj);
2492 uint render_flags = MR_NORMAL;
2494 // Turn off model caching for the player ship in external view.
2495 if (obj == Player_obj) {
2496 render_flags |= MR_ALWAYS_REDRAW;
2499 // Turn off model caching if this is the player's target.
2500 if ( Player_ai->target_objnum == OBJ_INDEX(obj)) {
2501 render_flags |= MR_ALWAYS_REDRAW;
2505 if(Show_paths || Show_fpaths){
2506 render_flags |= MR_BAY_PATHS;
2510 // Only render electrical arcs if within 500m of the eye (for a 10m piece)
2511 if ( vm_vec_dist_quick( &obj->pos, &Eye_position ) < obj->radius*50.0f ) {
2513 for (i=0; i<MAX_SHIP_ARCS; i++ ) {
2514 if ( timestamp_valid( shipp->arc_timestamp[i] ) ) {
2515 render_flags |= MR_ALWAYS_REDRAW; // Turn off model caching if arcing.
2516 model_add_arc( shipp->modelnum, -1, &shipp->arc_pts[i][0], &shipp->arc_pts[i][1], shipp->arc_type[i] );
2521 if ( shipp->large_ship_blowup_index > -1 ) {
2522 shipfx_large_blowup_render(shipp);
2525 // ship_get_subsystem_strength( shipp, SUBSYSTEM_ENGINE)>ENGINE_MIN_STR
2527 if ( (shipp->thruster_bitmap > -1) && (!(shipp->flags & SF_DISABLED)) && (!ship_subsys_disrupted(shipp, SUBSYSTEM_ENGINE)) ) {
2530 // Add noise to thruster geometry.
2531 ft = obj->phys_info.forward_thrust;
2532 ft *= (1.0f + frand()/5.0f - 1.0f/10.0f);
2536 model_set_thrust( shipp->modelnum, ft, shipp->thruster_bitmap, shipp->thruster_glow_bitmap, shipp->thruster_glow_noise );
2537 render_flags |= MR_SHOW_THRUSTERS;
2540 // fill the model flash lighting values in
2541 shipfx_flash_light_model( obj, shipp );
2543 object *docked_objp = NULL;
2544 ship * docked_shipp = NULL;
2545 ship * warp_shipp = shipp;
2547 // check to see if departing ship is docked with anything.
2548 docked_objp = ai_find_docked_object( obj );
2549 if ( docked_objp ) {
2550 docked_shipp = &Ships[docked_objp->instance];
2552 if ( docked_shipp->flags & (SF_DEPART_WARP|SF_ARRIVING) ) {
2553 warp_shipp = docked_shipp;
2557 // Warp_shipp points to the ship that is going through a
2558 // warp... either this ship or the ship it is docked with.
2560 // If the ship is going "through" the warp effect, then
2561 // set up the model renderer to only draw the polygons in front
2562 // of the warp in effect
2563 int clip_started = 0;
2565 if ( warp_shipp->flags & (SF_ARRIVING|SF_DEPART_WARP) ) {
2568 g3_start_user_clip_plane( &warp_shipp->warp_effect_pos, &warp_shipp->warp_effect_fvec );
2570 // Turn off model caching while going thru warp effect.
2571 render_flags |= MR_ALWAYS_REDRAW;
2574 // maybe set squad logo bitmap
2575 model_set_insignia_bitmap(-1);
2576 if(Game_mode & GM_MULTIPLAYER){
2577 // if its any player's object
2578 int np_index = multi_find_player_by_object( obj );
2579 if((np_index >= 0) && (np_index < MAX_PLAYERS) && MULTI_CONNECTED(Net_players[np_index]) && (Net_players[np_index].player != NULL)){
2580 model_set_insignia_bitmap(Net_players[np_index].player->insignia_texture);
2583 // in single player, we want to render model insignias on all ships in alpha beta and gamma
2585 // if its an object in my squadron
2586 if(ship_in_abgz(shipp)){
2587 model_set_insignia_bitmap(Player->insignia_texture);
2591 // maybe disable lighting
2592 // if((The_mission.flags & MISSION_FLAG_FULLNEB) && (neb2_get_fog_intensity(obj) > 0.33f) && (si->flags & SIF_SMALL_SHIP)){
2593 // render_flags |= MR_NO_LIGHTING;
2597 if(The_mission.flags & MISSION_FLAG_FULLNEB){
2598 extern void model_set_fog_level(float l);
2599 model_set_fog_level(neb2_get_fog_intensity(obj));
2603 if((The_mission.flags & MISSION_FLAG_FULLNEB) && (si->flags & SIF_SMALL_SHIP)){
2604 // force detail levels
2605 float fog_val = neb2_get_fog_intensity(obj);
2606 if(fog_val >= 0.6f){
2607 model_set_detail_level(2);
2608 model_render( shipp->modelnum, &obj->orient, &obj->pos, render_flags | MR_LOCK_DETAIL, OBJ_INDEX(obj) );
2610 model_render( shipp->modelnum, &obj->orient, &obj->pos, render_flags, OBJ_INDEX(obj) );
2613 model_render( shipp->modelnum, &obj->orient, &obj->pos, render_flags, OBJ_INDEX(obj) );
2616 // always turn off fog after rendering a ship
2617 gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0);
2619 light_set_shadow(0);
2622 if (Show_shield_mesh)
2623 ship_draw_shield( obj); // Render the shield.
2626 if ( clip_started ) {
2627 g3_stop_user_clip_plane();
2631 /* if (Mc.shield_hit_tri != -1) {
2632 //render_shield_explosion(model_num, orient, pos, &Hit_point, Hit_tri);
2633 Mc.shield_hit_tri = -1;
2637 ship_model_stop(obj);
2639 if (shipp->shield_hits) {
2640 create_shield_explosion_all(obj);
2641 shipp->shield_hits = 0;
2645 if (Ai_render_debug_flag || Show_paths) {
2646 if ( shipp->ai_index != -1 ){
2647 render_path_points(obj);
2650 render_dock_bays(obj);
2656 ship_subsys *systemp;
2657 vector tpos, tnorm, temp;
2661 gr_set_color(0, 0, 255);
2662 systemp = GET_FIRST( &shipp->subsys_list );
2663 while ( systemp != END_OF_LIST(&shipp->subsys_list) ) {
2664 ship_get_global_turret_gun_info(obj, systemp, &tpos, &tnorm, 1, &temp);
2667 vm_vec_scale_add(&v2, &v1, &tnorm, 20.0f);
2669 g3_rotate_vertex(&l1, &v1);
2670 g3_rotate_vertex(&l2, &v2);
2672 g3_draw_sphere(&l1, 2.0f);
2673 g3_draw_line(&l1, &l2);
2675 systemp = GET_NEXT(systemp);
2681 void ship_subsystem_delete(ship *shipp)
2683 ship_subsys *systemp, *temp;
2685 systemp = GET_FIRST( &shipp->subsys_list );
2686 while ( systemp != END_OF_LIST(&shipp->subsys_list) ) {
2687 temp = GET_NEXT( systemp ); // use temporary since pointers will get screwed with next operation
2688 list_remove( &shipp->subsys_list, systemp ); // remove the element
2689 list_append( &ship_subsys_free_list, systemp ); // and place back onto free list
2690 systemp = temp; // use the temp variable to move right along
2694 void ship_delete( object * obj )
2699 num = obj->instance;
2702 objnum = OBJ_INDEX(obj);
2703 Assert( Ships[num].objnum == objnum );
2705 shipp = &Ships[num];
2707 if (shipp->ai_index != -1){
2708 ai_free_slot(shipp->ai_index);
2711 // free up the list of subsystems of this ship. walk through list and move remaining subsystems
2712 // on ship back to the free list for other ships to use.
2713 ship_subsystem_delete(&Ships[num]);
2716 // mwa 11/24/97 num_ships--;
2718 if (model_get(shipp->modelnum)->shield.ntris) {
2719 free(shipp->shield_integrity);
2720 shipp->shield_integrity = NULL;
2723 if ( shipp->ship_list_index != -1 ) {
2724 ship_obj_list_remove(shipp->ship_list_index);
2725 shipp->ship_list_index = -1;
2728 free_sexp2(shipp->arrival_cue);
2729 free_sexp2(shipp->departure_cue);
2731 // call the contrail system
2732 ct_ship_delete(shipp);
2735 // function used by ship_destroyed and ship_departed which is called if the ship
2736 // is in a wing. This function updates the ship_index list (i.e. removes it's
2737 // entry in the list), and packs the array accordingly.
2738 void ship_wing_cleanup( int shipnum, wing *wingp )
2740 int i, index = -1, team;
2742 team = Ships[shipnum].team;
2743 // compress the ship_index array and mark the last entry with a -1
2744 for (i = 0; i < wingp->current_count; i++ ) {
2745 if ( wingp->ship_index[i] == shipnum ) {
2751 // Assert(index != -1);
2753 // this can happen in multiplayer (dogfight, ingame join specifically)
2758 for ( i = index; i < wingp->current_count - 1; i++ ){
2759 wingp->ship_index[i] = wingp->ship_index[i+1];
2762 wingp->current_count--;
2763 Assert ( wingp->current_count >= 0 );
2764 wingp->ship_index[wingp->current_count] = -1;
2766 // if the current count is 0, check to see if the wing departed or was destroyed.
2767 if ( wingp->current_count == 0 ) {
2769 // if this wing was ordered to depart by the player, set the current_wave equal to the total
2770 // waves so we can mark the wing as gone and no other ships arrive
2771 if ( wingp->flags & WF_DEPARTURE_ORDERED )
2772 wingp->current_wave = wingp->num_waves;
2774 // first, be sure to mark a wing destroyed event if all members of wing were destroyed and on
2775 // the last wave. This circumvents a problem where the wing could be marked as departed and
2776 // destroyed if the last ships were destroyed after the wing's departure cue became true.
2778 // if the wing wasn't destroyed, and it is departing, then mark it as departed -- in this
2779 // case, there had better be ships in this wing with departure entries in the log file. The
2780 // logfile code checks for this case.
2781 if ( (wingp->current_wave == wingp->num_waves) && (wingp->total_destroyed == wingp->total_arrived_count) ) {
2782 mission_log_add_entry(LOG_WING_DESTROYED, wingp->name, NULL, team);
2783 wingp->flags |= WF_WING_GONE;
2784 wingp->time_gone = Missiontime;
2785 } else if ( (wingp->flags & WF_WING_DEPARTING) || (wingp->current_wave == wingp->num_waves) ) {
2790 // apparently, there have been reports of ships still present in the mission when this log
2791 // entry if written. Do a sanity check here to find out for sure.
2792 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2794 // skip the player -- stupid special case.
2795 if ( &Objects[so->objnum] == Player_obj )
2798 if ( (Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_INGAME_JOIN) )
2801 if ( (Ships[Objects[so->objnum].instance].wingnum == WING_INDEX(wingp)) && !(Ships[Objects[so->objnum].instance].flags & (SF_DEPARTING|SF_DYING)) )
2806 if ( wingp->flags & (WF_WING_DEPARTING|WF_DEPARTURE_ORDERED) )
2807 mission_log_add_entry(LOG_WING_DEPART, wingp->name, NULL, team);
2809 wingp->flags |= WF_WING_GONE;
2810 wingp->time_gone = Missiontime;
2815 // function to do management, like log entries and wing cleanup after a ship has been destroyed
2817 void ship_destroyed( int num )
2822 shipp = &Ships[num];
2823 objp = &Objects[shipp->objnum];
2825 // add the information to the exited ship list
2826 ship_add_exited_ship( shipp, SEF_DESTROYED );
2828 // determine if we need to count this ship as a klll in counting number of kills per ship type
2829 // look at the ignore flag for the ship (if not in a wing), or the ignore flag for the wing
2830 // (if the ship is in a wing), and add to the kill count if the flags are not set
2831 if ( !(shipp->flags & SF_IGNORE_COUNT) || ((shipp->wingnum != -1) && !(Wings[shipp->wingnum].flags & WF_IGNORE_COUNT)) )
2832 ship_add_ship_type_kill_count( Ship_info[shipp->ship_info_index].flags );
2834 // if ship belongs to a wing -- increment the total number of ships in the wing destroyed
2835 if ( shipp->wingnum != -1 ) {
2838 wingp = &Wings[shipp->wingnum];
2839 wingp->total_destroyed++;
2840 ship_wing_cleanup( num, wingp );
2843 // Note, this call to ai_ship_destroy must come after ship_wing_cleanup for guarded wings to
2844 // properly note the destruction of a ship in their wing.
2845 if ( shipp->ai_index != -1 ) {
2846 ai_ship_destroy(num, SEF_DESTROYED); // Do AI stuff for destruction of ship.
2849 nprintf(("Alan","SHIP DESTROYED: %s\n", shipp->ship_name));
2851 if ( (shipp->wing_status_wing_index >= 0) && (shipp->wing_status_wing_pos >= 0) ) {
2852 nprintf(("Alan","STATUS UPDATED: %s\n", shipp->ship_name));
2853 hud_set_wingman_status_dead(shipp->wing_status_wing_index, shipp->wing_status_wing_pos);
2856 // let the event music system know a hostile was destoyed (important for deciding when to transition from battle to normal music)
2857 if (Player_ship != NULL) {
2858 if (shipp->team != Player_ship->team) {
2859 event_music_hostile_ship_destroyed();
2864 void ship_vanished(int num)
2870 objp = &Objects[sp->objnum];
2873 if(Game_mode & GM_DEMO_RECORD){
2874 demo_POST_departed(Objects[Ships[num].objnum].signature, Ships[num].flags);
2877 // add the information to the exited ship list
2878 ship_add_exited_ship( sp, SEF_DEPARTED );
2880 // update wingman status gauge
2881 if ( (sp->wing_status_wing_index >= 0) && (sp->wing_status_wing_pos >= 0) ) {
2882 hud_set_wingman_status_departed(sp->wing_status_wing_index, sp->wing_status_wing_pos);
2885 ai_ship_destroy(num, SEF_DEPARTED); // should still do AI cleanup after ship has departed
2888 void ship_departed( int num )
2896 if(Game_mode & GM_DEMO_RECORD){
2897 demo_POST_departed(Objects[Ships[num].objnum].signature, Ships[num].flags);
2900 // add the information to the exited ship list
2901 ship_add_exited_ship( sp, SEF_DEPARTED );
2903 // update wingman status gauge
2904 if ( (sp->wing_status_wing_index >= 0) && (sp->wing_status_wing_pos >= 0) ) {
2905 hud_set_wingman_status_departed(sp->wing_status_wing_index, sp->wing_status_wing_pos);
2908 // see if this ship departed within the radius of a jump node -- if so, put the node name into
2909 // the secondary mission log field
2910 for ( i = 0; i < Num_jump_nodes; i++ ) {
2912 vector ship_pos, node_pos;
2914 ship_pos = Objects[sp->objnum].pos;
2915 node_pos = Objects[Jump_nodes[i].objnum].pos;
2916 radius = model_get_radius( Jump_nodes[i].modelnum );
2917 dist = vm_vec_dist( &ship_pos, &node_pos );
2918 if ( dist <= radius ) {
2919 mission_log_add_entry(LOG_SHIP_DEPART, sp->ship_name, Jump_nodes[i].name, sp->wingnum);
2925 if ( i == Num_jump_nodes ){
2926 mission_log_add_entry(LOG_SHIP_DEPART, sp->ship_name, NULL, sp->wingnum);
2929 ai_ship_destroy(num, SEF_DEPARTED); // should still do AI cleanup after ship has departed
2931 // don't bother doing this for demo playback - we don't keep track of wing info
2932 if(!(Game_mode & GM_DEMO_PLAYBACK)){
2933 if ( sp->wingnum != -1 ) {
2936 wingp = &Wings[sp->wingnum];
2937 wingp->total_departed++;
2938 ship_wing_cleanup( num, wingp );
2943 // --------------------------------------------------------------------------------------------------------------------
2944 // ship_explode_area_calc_damage
2946 // input pos1 => ship explosion position
2947 // pos2 => other ship position
2948 // inner_rad => distance from ship center for which full damage is applied
2949 // outer_rad => distance from ship center for which no damage is applied
2950 // max_damage => maximum damage applied
2951 // max_blast => maximum impulse applied from blast
2953 // calculates the blast and damage applied to a ship from another ship blowing up.
2955 int ship_explode_area_calc_damage( vector *pos1, vector *pos2, float inner_rad, float outer_rad, float max_damage, float max_blast, float *damage, float *blast )
2959 dist = vm_vec_dist_quick( pos1, pos2 );
2961 // check outside outer radius
2962 if ( dist > outer_rad )
2965 if ( dist < inner_rad ) {
2966 // check insider inner radius
2967 *damage = max_damage;
2970 // between inner and outer
2971 float fraction = 1.0f - (dist - inner_rad) / (outer_rad - inner_rad);
2972 *damage = fraction * max_damage;
2973 *blast = fraction * max_blast;
2979 // --------------------------------------------------------------------------------------------------------------------
2980 // ship_blow_up_area_apply_blast
2981 // this function applies damage to ship close to others when a ship dies and blows up
2983 // inputs: objp => ship object pointers
2984 // pos => position of the ship when it finally blows up
2985 // inner_rad => distance from ship center for which full damage is applied
2986 // outer_rad => distance from ship center for which no damage is applied
2987 // damage => maximum damage applied
2988 // blast => maximum impulse applied from blast
2990 void ship_blow_up_area_apply_blast( object *exp_objp)
2993 Assert( exp_objp->type == OBJ_SHIP );
2994 float inner_rad, outer_rad, max_damage, max_blast, shockwave_speed;
2995 shockwave_create_info sci;
2997 // No area explosion in training missions.
2998 if (The_mission.game_type & MISSION_TYPE_TRAINING){
3002 if ((exp_objp->hull_strength <= KAMIKAZE_HULL_ON_DEATH) && (Ai_info[Ships[exp_objp->instance].ai_index].ai_flags & AIF_KAMIKAZE) && (Ships[exp_objp->instance].special_exp_index < 0)) {
3003 float override = Ai_info[Ships[exp_objp->instance].ai_index].kamikaze_damage;
3005 inner_rad = exp_objp->radius*2.0f;
3006 outer_rad = exp_objp->radius*4.0f; // + (override * 0.3f);
3007 max_damage = override;
3008 max_blast = override * 5.0f;
3009 shockwave_speed = 100.0f;
3011 sip = &Ship_info[Ships[exp_objp->instance].ship_info_index];
3013 if (Ships[exp_objp->instance].special_exp_index != -1) {
3014 int start = Ships[exp_objp->instance].special_exp_index;
3016 inner_rad = (float) atoi(Sexp_variables[start+INNER_RAD].text);
3017 outer_rad = (float) atoi(Sexp_variables[start+OUTER_RAD].text);
3018 max_damage = (float) atoi(Sexp_variables[start+DAMAGE].text);
3019 max_blast = (float) atoi(Sexp_variables[start+BLAST].text);
3020 propagates = atoi(Sexp_variables[start+PROPAGATE].text);
3022 shockwave_speed = (float) atoi(Sexp_variables[start+SHOCK_SPEED].text);
3024 shockwave_speed = 0.0f;
3027 inner_rad = sip->inner_rad;
3028 outer_rad = sip->outer_rad;
3029 max_damage = sip->damage;
3030 max_blast = sip->blast;
3031 shockwave_speed = sip->shockwave_speed;
3035 // nprintf(("AI", "Frame %i: Area effect blast from ship %s\n", Framecount, Ships[exp_objp->instance].ship_name));
3037 // account for ships that give no damage when they blow up.
3038 if ( (max_damage < 0.1f) && (max_blast < 0.1f) ){
3042 if ( shockwave_speed > 0 ) {
3043 sci.inner_rad = inner_rad;
3044 sci.outer_rad = outer_rad;
3045 sci.blast = max_blast;
3046 sci.damage = max_damage;
3047 sci.speed = shockwave_speed;
3048 sci.rot_angle = frand_range(0.0f, 359.0f);
3049 shipfx_do_shockwave_stuff(&Ships[exp_objp->instance], &sci);
3050 // shockwave_create(Ships[exp_objp->instance].objnum, &exp_objp->pos, shockwave_speed, inner_rad, outer_rad, max_damage, max_blast, SW_SHIP_DEATH);
3054 float damage = 0.0f;
3055 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
3056 if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_ASTEROID) ) {
3060 if ( objp == exp_objp ){
3064 // don't blast navbuoys
3065 if ( objp->type == OBJ_SHIP ) {
3066 if ( ship_get_SIF(objp->instance) & SIF_NAVBUOY ) {
3071 if ( ship_explode_area_calc_damage( &exp_objp->pos, &objp->pos, inner_rad, outer_rad, max_damage, max_blast, &damage, &blast ) == -1 ){
3075 switch ( objp->type ) {
3077 ship_apply_global_damage( objp, exp_objp, &exp_objp->pos, damage );
3078 vector force, vec_ship_to_impact;
3079 vm_vec_sub( &vec_ship_to_impact, &objp->pos, &exp_objp->pos );
3080 vm_vec_copy_normalize( &force, &vec_ship_to_impact );
3081 vm_vec_scale( &force, blast );
3082 ship_apply_whack( &force, &vec_ship_to_impact, objp );
3085 asteroid_hit(objp, NULL, NULL, damage);
3095 void do_dying_undock_physics(object* objp, ship* sp)
3097 Assert(sp->dock_objnum_when_dead >= 0);
3098 if(sp->dock_objnum_when_dead < 0){
3101 object* dock_obj = &Objects[sp->dock_objnum_when_dead];
3104 Assert(objp->type == OBJ_SHIP);
3105 Assert(dock_obj->type == OBJ_SHIP);
3106 if((objp->type != OBJ_SHIP) || (dock_obj->type != OBJ_SHIP)){
3110 float damage = 0.2f*Ship_info[sp->ship_info_index].initial_hull_strength;
3111 ship_apply_global_damage(dock_obj, objp, &objp->pos, damage);
3114 vector impulse_norm, impulse_vec, pos;
3115 vm_vec_sub(&impulse_norm, &dock_obj->pos, &objp->pos);
3116 vm_vec_normalize(&impulse_norm);
3117 // set for relative separation velocity of ~30
3118 float impulse_mag = 50.f*dock_obj->phys_info.mass*objp->phys_info.mass/(dock_obj->phys_info.mass + objp->phys_info.mass);
3119 vm_vec_copy_scale(&impulse_vec, &impulse_norm, impulse_mag);
3120 vm_vec_rand_vec_quick(&pos);
3121 vm_vec_scale(&pos, dock_obj->radius);
3122 // apply whack to dock obj
3123 physics_apply_whack(&impulse_vec, &pos, &dock_obj->phys_info, &dock_obj->orient, dock_obj->phys_info.mass);
3124 // enhance rotation of the docked ship
3125 vm_vec_scale(&dock_obj->phys_info.rotvel, 2.0f);
3127 // apply whack to ship
3128 vm_vec_negate(&impulse_vec);
3129 vm_vec_rand_vec_quick(&pos);
3130 vm_vec_scale(&pos, objp->radius);
3131 physics_apply_whack(&impulse_vec, &pos, &objp->phys_info, &objp->orient, objp->phys_info.mass);
3133 // reset dock_objnum_when_dead to -1 for dockee, since docker has blown up.
3134 if (Ships[dock_obj->instance].dock_objnum_when_dead == sp->objnum) {
3135 Ships[dock_obj->instance].dock_objnum_when_dead = -1;
3139 // Do the stuff we do in a frame for a ship that's in its death throes.
3140 void ship_dying_frame(object *objp, int ship_num)
3143 sp = &Ships[ship_num];
3144 int knossos_ship = false;
3146 if ( sp->flags & SF_DYING ) {
3147 knossos_ship = (Ship_info[sp->ship_info_index].flags & SIF_KNOSSOS_DEVICE);
3149 // bash hull value toward 0 (from self destruct)
3150 if (objp->hull_strength > 0) {
3151 int time_left = timestamp_until(sp->final_death_time);
3152 float hits_left = objp->hull_strength;
3154 objp->hull_strength -= hits_left * (1000.0f * flFrametime) / time_left;
3157 // special case of VAPORIZE
3158 if (sp->flags & SF_VAPORIZE) {
3159 // Assert(Ship_info[sp->ship_info_index].flags & SIF_SMALL_SHIP);
3160 if (timestamp_elapsed(sp->final_death_time)) {
3163 snd_play_3d( &Snds[SND_VAPORIZED], &objp->pos, &View_position, objp->radius, NULL, 0, 1.0f, SND_PRIORITY_MUST_PLAY );
3165 // do joystick effect
3166 if (objp == Player_obj) {
3170 // if dying ship is docked, do damage to docked and physics
3171 if (sp->dock_objnum_when_dead != -1) {
3172 do_dying_undock_physics(objp, sp);
3175 // do all accounting for respawning client and server side here.
3176 if (objp == Player_obj) {
3177 gameseq_post_event(GS_EVENT_DEATH_BLEW_UP);
3180 // mark object as dead
3181 objp->flags |= OF_SHOULD_BE_DEAD;
3183 // Don't blow up model. Only use debris shards.
3184 // call ship function to clean up after the ship is destroyed.
3185 ship_destroyed(ship_num);
3192 // bash the desired rotvel
3193 objp->phys_info.desired_rotvel = sp->deathroll_rotvel;
3195 // Do fireballs for Big ship with propagating explostion, but not Kamikaze
3196 if (!(Ai_info[sp->ai_index].ai_flags & AIF_KAMIKAZE) && ship_get_exp_propagates(sp)) {
3197 if ( timestamp_elapsed(Ships[ship_num].next_fireball)) {
3198 vector outpnt, pnt1, pnt2;
3199 polymodel *pm = model_get(sp->modelnum);
3201 // Gets two random points on the surface of a submodel
3202 submodel_get_two_random_points(sp->modelnum, pm->detail[0], &pnt1, &pnt2 );
3204 // vm_vec_avg( &tmp, &pnt1, &pnt2 ); [KNOSSOS get random in plane 1/1.414 in rad
3205 model_find_world_point(&outpnt, &pnt1, sp->modelnum, pm->detail[0], &objp->orient, &objp->pos );
3207 float rad = objp->radius*0.1f;
3208 int fireball_type = FIREBALL_EXPLOSION_LARGE1 + rand()%FIREBALL_NUM_LARGE_EXPLOSIONS;
3209 fireball_create( &outpnt, fireball_type, OBJ_INDEX(objp), rad, 0, &objp->phys_info.vel );
3210 // start the next fireball up in the next 50 - 200 ms (2-3 per frame)
3211 sp->next_fireball = timestamp_rand(333,500);
3213 // do sound - maybe start a random sound, if it has played far enough.
3214 do_sub_expl_sound(objp->radius, &outpnt, sp->sub_expl_sound_handle);
3218 // create little fireballs for knossos as it dies
3220 if ( timestamp_elapsed(Ships[ship_num].next_fireball)) {
3221 vector rand_vec, outpnt; // [0-.7 rad] in plane
3222 vm_vec_rand_vec_quick(&rand_vec);
3223 float scale = -vm_vec_dotprod(&objp->orient.fvec, &rand_vec) * (0.9f + 0.2f * frand());
3224 vm_vec_scale_add2(&rand_vec, &objp->orient.fvec, scale);
3225 vm_vec_normalize_quick(&rand_vec);
3226 scale = objp->radius * frand() * 0.717f;
3227 vm_vec_scale(&rand_vec, scale);
3228 vm_vec_add(&outpnt, &objp->pos, &rand_vec);
3230 float rad = objp->radius*0.2f;
3231 int fireball_type = FIREBALL_EXPLOSION_LARGE1 + rand()%FIREBALL_NUM_LARGE_EXPLOSIONS;
3232 fireball_create( &outpnt, fireball_type, OBJ_INDEX(objp), rad, 0, &objp->phys_info.vel );
3233 // start the next fireball up in the next 50 - 200 ms (2-3 per frame)
3234 sp->next_fireball = timestamp_rand(333,500);
3237 particle_emitter pe;
3239 pe.num_low = 15; // Lowest number of particles to create
3240 pe.num_high = 30; // Highest number of particles to create
3241 pe.pos = outpnt; // Where the particles emit from
3242 pe.vel = objp->phys_info.vel; // Initial velocity of all the particles
3243 pe.min_life = 2.0f; // How long the particles live
3244 pe.max_life = 12.0f; // How long the particles live
3245 pe.normal = objp->orient.uvec; // What normal the particle emit around
3246 pe.normal_variance = 2.0f; // How close they stick to that normal 0=on normal, 1=180, 2=360 degree
3248 pe.max_vel = 350.0f;
3249 pe.min_rad = 30.0f; // * objp->radius;
3250 pe.max_rad = 100.0f; // * objp->radius;
3251 particle_emit( &pe, PARTICLE_SMOKE2, 0, 50 );
3253 // do sound - maybe start a random sound, if it has played far enough.
3254 do_sub_expl_sound(objp->radius, &outpnt, sp->sub_expl_sound_handle);
3259 //nprintf(("AI", "Ship.cpp: Frame=%i, Time = %7.3f, Ship %s will die in %7.3f seconds.\n", Framecount, f2fl(Missiontime), Ships[ship_num].ship_name, (float) timestamp_until(sp->final_death_time)/1000.0f));
3260 int time_until_minor_explosions = timestamp_until(sp->final_death_time);
3262 // Wait until just before death and set off some explosions
3263 // If it is less than 1/2 second until large explosion, but there is
3264 // at least 1/10th of a second left, then create 5 small explosions
3265 if ( (time_until_minor_explosions < 500) && (time_until_minor_explosions > 100) && (!sp->pre_death_explosion_happened) ) {
3266 //mprintf(( "Ship almost dying!!\n" ));
3267 sp->next_fireball = timestamp(-1); // never time out again
3268 sp->pre_death_explosion_happened=1; // Mark this event as having occurred
3270 polymodel *pm = model_get(sp->modelnum);
3272 // Start shockwave for ship with propagating explosion, do now for timing
3273 if ( ship_get_exp_propagates(sp) ) {
3274 ship_blow_up_area_apply_blast( objp );
3277 for (int zz=0; zz<6; zz++ ) {
3278 // dont make sequence of fireballs for knossos
3282 // Find two random vertices on the model, then average them
3283 // and make the piece start there.
3284 vector tmp, outpnt, pnt1, pnt2;
3286 // Gets two random points on the surface of a submodel [KNOSSOS]
3287 submodel_get_two_random_points(sp->modelnum, pm->detail[0], &pnt1, &pnt2 );
3289 vm_vec_avg( &tmp, &pnt1, &pnt2 );
3290 model_find_world_point(&outpnt, &tmp, sp->modelnum, pm->detail[0], &objp->orient, &objp->pos );
3292 float rad = frand()*0.30f;
3293 rad += objp->radius*0.40f;
3294 fireball_create( &outpnt, FIREBALL_EXPLOSION_MEDIUM, OBJ_INDEX(objp), rad, 0, &objp->phys_info.vel );
3297 // if ship is docked, undock now.
3298 if (sp->dock_objnum_when_dead != -1) {
3299 // other ship undocks
3300 // These asserts should no longer be needed and they cause a problem that is not obvious how to fix.
3301 //Assert( !(Ai_info[Ships[dock_obj->instance].ai_index].ai_flags & AIF_DOCKED) );
3302 //Assert( Ai_info[Ships[dock_obj->instance].ai_index].dock_objnum == -1 );
3303 // MWA Ai_info[Ships[dock_obj->instance].ai_index].ai_flags &= ~AIF_DOCKED;
3304 // MWA Ai_info[Ships[dock_obj->instance].ai_index].dock_objnum = -1;
3305 // MWA Ai_info[Ships[dock_obj->instance].ai_index].mode = AIM_NONE;
3309 if ( timestamp_elapsed(sp->final_death_time)) {
3311 sp->final_death_time = timestamp(-1); // never time out again
3312 //mprintf(( "Ship dying!!\n" ));
3314 // play ship explosion sound effect, pick appropriate explosion sound
3316 if ( Ship_info[sp->ship_info_index].flags & (SIF_CAPITAL | SIF_KNOSSOS_DEVICE) ) {
3317 sound_index=SND_CAPSHIP_EXPLODE;
3319 if ( OBJ_INDEX(objp) & 1 ) {
3320 sound_index=SND_SHIP_EXPLODE_1;
3322 sound_index=SND_SHIP_EXPLODE_2;
3326 snd_play_3d( &Snds[sound_index], &objp->pos, &View_position, objp->radius, NULL, 0, 1.0f, SND_PRIORITY_MUST_PLAY );
3327 if (objp == Player_obj)
3330 if ( sp->death_roll_snd != -1 ) {
3331 snd_stop(sp->death_roll_snd);
3332 sp->death_roll_snd = -1;
3335 // if dying ship is docked, do damage to docked and physics
3336 if (sp->dock_objnum_when_dead != -1) {
3337 do_dying_undock_physics(objp, sp);
3340 // play a random explosion
3341 particle_emitter pe;
3343 pe.num_low = 50; // Lowest number of particles to create
3344 pe.num_high = 100; // Highest number of particles to create
3345 pe.pos = objp->pos; // Where the particles emit from
3346 pe.vel = objp->phys_info.vel; // Initial velocity of all the particles
3347 pe.min_life = 0.5f; // How long the particles live
3348 pe.max_life = 4.0f; // How long the particles live
3349 pe.normal = objp->orient.uvec; // What normal the particle emit around
3350 pe.normal_variance = 2.0f; // How close they stick to that normal 0=on normal, 1=180, 2=360 degree
3351 pe.min_vel = 0.0f; // How fast the slowest particle can move
3352 pe.max_vel = 20.0f; // How fast the fastest particle can move
3353 pe.min_rad = 0.1f; // Min radius
3354 pe.max_rad = 1.5f; // Max radius
3356 if (!knossos_ship) {
3357 particle_emit( &pe, PARTICLE_SMOKE2, 0 );
3360 // If this is a large ship with a propagating explosion, set it to blow up.
3361 if ( ship_get_exp_propagates(sp) ) {
3362 if (Ai_info[sp->ai_index].ai_flags & AIF_KAMIKAZE) {
3363 ship_blow_up_area_apply_blast( objp );
3365 shipfx_large_blowup_init(sp);
3366 // need to timeout immediately to keep physics in sync
3367 sp->really_final_death_time = timestamp(0);
3369 // only do big fireball if not big ship
3371 int fireball_objnum, fireball_type;
3372 float explosion_life;
3373 big_rad = objp->radius*1.75f;
3374 fireball_type = FIREBALL_EXPLOSION_LARGE1 + rand()%FIREBALL_NUM_LARGE_EXPLOSIONS;
3376 big_rad = objp->radius * 1.2f;
3377 fireball_type = FIREBALL_EXPLOSION_LARGE1;
3379 fireball_objnum = fireball_create( &objp->pos, fireball_type, OBJ_INDEX(objp), big_rad, 0, &objp->phys_info.vel );
3380 if ( fireball_objnum > -1 ) {
3381 explosion_life = fireball_lifeleft(&Objects[fireball_objnum]);
3383 explosion_life = 0.0f;
3386 // JAS: I put in all this code because of an item on my todo list that
3387 // said that the ship destroyed debris shouldn't pop in until the
3388 // big explosion is 30% done. I did this on Oct24 and me & Adam
3389 // thought it looked dumb since the explosion didn't move with the
3390 // ship, so instead of just taking this code out, since we might need
3391 // it in the future, I disabled it. You can reenable it by changing
3392 // the commenting on the following two lines.
3393 sp->really_final_death_time = timestamp( fl2i(explosion_life*1000.0f)/5 ); // Wait till 30% of vclip time before breaking the ship up.
3394 //sp->really_final_death_time = timestamp(0); // Make ship break apart the instant the explosion starts
3397 sp->flags |= SF_EXPLODED;
3399 if ( !(ship_get_exp_propagates(sp)) ) {
3400 // apply area of effect blast damage from ship explosion
3401 ship_blow_up_area_apply_blast( objp );
3405 if ( timestamp_elapsed(sp->really_final_death_time)) {
3407 //mprintf(( "Ship really dying!!\n" ));
3408 // do large_ship_split and explosion
3409 if ( sp->large_ship_blowup_index > -1 ) {
3410 if ( shipfx_large_blowup_do_frame(sp, flFrametime) ) {
3411 // do all accounting for respawning client and server side here.
3412 if(objp == Player_obj) {
3413 gameseq_post_event(GS_EVENT_DEATH_BLEW_UP);
3416 objp->flags |= OF_SHOULD_BE_DEAD;
3418 ship_destroyed(ship_num); // call ship function to clean up after the ship is destroyed.
3423 //fireball_create( &objp->pos, FIREBALL_SHIP_EXPLODE1, OBJ_INDEX(objp), objp->radius/2.0f );
3424 //mprintf(("Frame %i: Died!\n", Framecount));
3426 shipfx_blow_up_model(objp, Ships[ship_num].modelnum, 0, 20, &objp->pos );
3428 // do all accounting for respawning client and server side here.
3429 if(objp == Player_obj) {
3430 gameseq_post_event(GS_EVENT_DEATH_BLEW_UP);
3433 objp->flags |= OF_SHOULD_BE_DEAD;
3435 ship_destroyed(ship_num); // call ship function to clean up after the ship is destroyed.
3436 sp->really_final_death_time = timestamp( -1 ); // Never time out again!
3439 // If a ship is dying (and not a capital or big ship) then stutter the engine sound
3440 if ( timestamp_elapsed(sp->next_engine_stutter) ) {
3441 if ( !(Ship_info[sp->ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) ) {
3442 sp->flags ^= SF_ENGINES_ON; // toggle state of engines
3443 sp->next_engine_stutter = timestamp_rand(50, 250);
3449 void ship_chase_shield_energy_targets(ship *shipp, object *obj, float frametime)
3454 if (shipp->flags & SF_DYING)
3457 sip = &Ship_info[shipp->ship_info_index];
3459 delta = frametime * ETS_RECHARGE_RATE * sip->shields / 100.0f;
3461 // Chase target_shields and target_weapon_energy
3462 if (shipp->target_shields_delta > 0.0f) {
3463 if (delta > shipp->target_shields_delta)
3464 delta = shipp->target_shields_delta;
3466 add_shield_strength(obj, delta);
3467 shipp->target_shields_delta -= delta;
3468 } else if (shipp->target_shields_delta < 0.0f) {
3469 if (delta < -shipp->target_shields_delta)
3470 delta = -shipp->target_shields_delta;
3472 add_shield_strength(obj, -delta);
3473 shipp->target_shields_delta += delta;
3476 delta = frametime * ETS_RECHARGE_RATE * sip->max_weapon_reserve / 100.0f;
3478 if (shipp->target_weapon_energy_delta > 0.0f) {
3479 if (delta > shipp->target_weapon_energy_delta)
3480 delta = shipp->target_weapon_energy_delta;
3482 shipp->weapon_energy += delta;
3483 shipp->target_weapon_energy_delta -= delta;
3484 } else if (shipp->target_weapon_energy_delta < 0.0f) {
3485 if (delta < -shipp->target_weapon_energy_delta)
3486 delta = -shipp->target_weapon_energy_delta;
3488 shipp->weapon_energy -= delta;
3489 shipp->target_weapon_energy_delta += delta;
3494 // Stuff for showing ship thrusters.
3495 typedef struct thrust_anim {
3498 float time; // in seconds
3501 #define NUM_THRUST_ANIMS 6
3502 #define NUM_THRUST_GLOW_ANIMS 6
3504 // These are indexed by: Species*2 + (After_burner_on?1:0)
3505 static thrust_anim Thrust_anims[NUM_THRUST_ANIMS];
3506 char Thrust_anim_names[NUM_THRUST_ANIMS][MAX_FILENAME_LEN] = {
3508 "thruster01", "thruster01a",
3509 "thruster02", "thruster02a",
3510 "thruster03", "thruster03a"
3514 // These are indexed by: Species*2 + (After_burner_on?1:0)
3515 static thrust_anim Thrust_glow_anims[NUM_THRUST_GLOW_ANIMS];
3516 char Thrust_glow_anim_names[NUM_THRUST_GLOW_ANIMS][MAX_FILENAME_LEN] = {
3518 "thrusterglow01", "thrusterglow01a",
3519 "thrusterglow02", "thrusterglow02a",
3520 "thrusterglow03", "thrusterglow03a"
3524 static int Thrust_anim_inited = 0;
3526 // loads the animations for ship's afterburners
3527 void ship_init_thrusters()
3532 if ( Thrust_anim_inited == 1 )
3535 // AL 29-3-98: Don't want to include Shivan thrusters in the demo build
3536 int num_thrust_anims = NUM_THRUST_ANIMS;
3537 #ifdef DEMO // N/A FS2_DEMO
3538 num_thrust_anims = NUM_THRUST_ANIMS - 2;
3541 for ( i = 0; i < num_thrust_anims; i++ ) {
3542 ta = &Thrust_anims[i];
3543 ta->first_frame = bm_load_animation(Thrust_anim_names[i], &ta->num_frames, &fps, 1);
3544 if ( ta->first_frame == -1 ) {
3545 Error(LOCATION,"Error loading animation file: %s\n",Thrust_anim_names[i]);
3549 ta->time = i2fl(ta->num_frames)/fps;
3552 // AL 29-3-98: Don't want to include Shivan thrusters in the demo build
3553 int num_thrust_glow_anims = NUM_THRUST_GLOW_ANIMS;
3554 #ifdef DEMO // N/A FS2_DEMO
3555 num_thrust_glow_anims = NUM_THRUST_GLOW_ANIMS - 2;
3558 for ( i = 0; i < num_thrust_glow_anims; i++ ) {
3559 ta = &Thrust_glow_anims[i];
3560 ta->num_frames = NOISE_NUM_FRAMES;
3562 ta->first_frame = bm_load( Thrust_glow_anim_names[i] );
3563 if ( ta->first_frame == -1 ) {
3564 Error(LOCATION,"Error loading bitmap file: %s\n",Thrust_glow_anim_names[i]);
3568 ta->time = i2fl(ta->num_frames)/fps;
3571 Thrust_anim_inited = 1;
3575 // JAS - figure out which thruster bitmap will get rendered next
3576 // time around. ship_render needs to have shipp->thruster_bitmap set to
3577 // a valid bitmap number, or -1 if we shouldn't render thrusters.
3578 void ship_do_thruster_frame( ship *shipp, object *objp, float frametime )
3583 thrust_anim *the_anim;
3584 ship_info *sinfo = &Ship_info[shipp->ship_info_index];
3586 if ( !Thrust_anim_inited ) ship_init_thrusters();
3588 // The animations are organized by:
3589 // Species*2 + (After_burner_on?1:0)
3590 anim_index = sinfo->species*2;
3592 if ( objp->phys_info.flags & PF_AFTERBURNER_ON ) {
3593 anim_index++; // select afterburner anim.
3594 rate = 1.5f; // go at 1.5x faster when afterburners on
3596 // If thrust at 0, go at half as fast, full thrust; full framerate
3597 // so set rate from 0.5 to 1.0, depending on thrust from 0 to 1
3598 // rate = 0.5f + objp->phys_info.forward_thrust / 2.0f;
3599 rate = 0.67f * (1.0f + objp->phys_info.forward_thrust);
3604 Assert( anim_index > -1 );
3605 Assert( anim_index < NUM_THRUST_ANIMS );
3607 the_anim = &Thrust_anims[anim_index];
3609 Assert( frametime > 0.0f );
3610 shipp->thruster_frame += frametime * rate;
3613 if ( shipp->thruster_frame < 0.0f ) shipp->thruster_frame = 0.0f;
3614 if ( shipp->thruster_frame > 100.0f ) shipp->thruster_frame = 0.0f;
3616 while ( shipp->thruster_frame > the_anim->time ) {
3617 shipp->thruster_frame -= the_anim->time;
3619 framenum = fl2i( (shipp->thruster_frame*the_anim->num_frames) / the_anim->time );
3620 if ( framenum < 0 ) framenum = 0;
3621 if ( framenum >= the_anim->num_frames ) framenum = the_anim->num_frames-1;
3623 // if ( anim_index == 0 )
3624 // mprintf(( "Frame = %d/%d, anim=%d\n", framenum+1, the_anim->num_frames, anim_index ));
3626 // Get the bitmap for this frame
3627 shipp->thruster_bitmap = the_anim->first_frame + framenum;
3629 // mprintf(( "TF: %.2f\n", shipp->thruster_frame ));
3631 // Do it for glow bitmaps
3632 the_anim = &Thrust_glow_anims[anim_index];
3634 Assert( frametime > 0.0f );
3635 shipp->thruster_glow_frame += frametime * rate;
3638 if ( shipp->thruster_glow_frame < 0.0f ) shipp->thruster_glow_frame = 0.0f;
3639 if ( shipp->thruster_glow_frame > 100.0f ) shipp->thruster_glow_frame = 0.0f;
3641 while ( shipp->thruster_glow_frame > the_anim->time ) {
3642 shipp->thruster_glow_frame -= the_anim->time;
3644 framenum = fl2i( (shipp->thruster_glow_frame*the_anim->num_frames) / the_anim->time );
3645 if ( framenum < 0 ) framenum = 0;
3646 if ( framenum >= the_anim->num_frames ) framenum = the_anim->num_frames-1;
3648 // if ( anim_index == 0 )
3649 // mprintf(( "Frame = %d/%d, anim=%d\n", framenum+1, the_anim->num_frames, anim_index ));
3651 // Get the bitmap for this frame
3652 shipp->thruster_glow_bitmap = the_anim->first_frame; // + framenum;
3653 shipp->thruster_glow_noise = Noise[framenum];
3658 // JAS - figure out which thruster bitmap will get rendered next
3659 // time around. ship_render needs to have shipp->thruster_bitmap set to
3660 // a valid bitmap number, or -1 if we shouldn't render thrusters.
3661 // This does basically the same thing as ship_do_thruster_frame, except it
3662 // operates on a weapon. This is in the ship code because it needs
3663 // the same thruster animation info as the ship stuff, and I would
3664 // rather extern this one function than all the thruster animation stuff.
3665 void ship_do_weapon_thruster_frame( weapon *weaponp, object *objp, float frametime )
3670 thrust_anim *the_anim;
3672 if ( !Thrust_anim_inited ) ship_init_thrusters();
3674 // The animations are organized by:
3675 // Species*2 + (After_burner_on?1:0)
3676 anim_index = weaponp->species*2;
3678 // If thrust at 0, go at half as fast, full thrust; full framerate
3679 // so set rate from 0.5 to 1.0, depending on thrust from 0 to 1
3680 // rate = 0.5f + objp->phys_info.forward_thrust / 2.0f;
3681 rate = 0.67f * (1.0f + objp->phys_info.forward_thrust);
3683 Assert( anim_index > -1 );
3684 Assert( anim_index < NUM_THRUST_ANIMS );
3686 the_anim = &Thrust_anims[anim_index];
3688 Assert( frametime > 0.0f );
3689 weaponp->thruster_frame += frametime * rate;
3692 if ( weaponp->thruster_frame < 0.0f ) weaponp->thruster_frame = 0.0f;
3693 if ( weaponp->thruster_frame > 100.0f ) weaponp->thruster_frame = 0.0f;
3695 while ( weaponp->thruster_frame > the_anim->time ) {
3696 weaponp->thruster_frame -= the_anim->time;
3698 framenum = fl2i( (weaponp->thruster_frame*the_anim->num_frames) / the_anim->time );
3699 if ( framenum < 0 ) framenum = 0;
3700 if ( framenum >= the_anim->num_frames ) framenum = the_anim->num_frames-1;
3702 // if ( anim_index == 0 )
3703 // mprintf(( "Frame = %d/%d, anim=%d\n", framenum+1, the_anim->num_frames, anim_index ));
3705 // Get the bitmap for this frame
3706 weaponp->thruster_bitmap = the_anim->first_frame + framenum;
3708 // mprintf(( "TF: %.2f\n", weaponp->thruster_frame ));
3710 // Do it for glow bitmaps
3711 the_anim = &Thrust_glow_anims[anim_index];
3713 Assert( frametime > 0.0f );
3714 weaponp->thruster_glow_frame += frametime * rate;
3717 if ( weaponp->thruster_glow_frame < 0.0f ) weaponp->thruster_glow_frame = 0.0f;
3718 if ( weaponp->thruster_glow_frame > 100.0f ) weaponp->thruster_glow_frame = 0.0f;
3720 while ( weaponp->thruster_glow_frame > the_anim->time ) {
3721 weaponp->thruster_glow_frame -= the_anim->time;
3723 framenum = fl2i( (weaponp->thruster_glow_frame*the_anim->num_frames) / the_anim->time );
3724 if ( framenum < 0 ) framenum = 0;
3725 if ( framenum >= the_anim->num_frames ) framenum = the_anim->num_frames-1;
3727 // if ( anim_index == 0 )
3728 // mprintf(( "Frame = %d/%d, anim=%d\n", framenum+1, the_anim->num_frames, anim_index ));
3730 // Get the bitmap for this frame
3731 weaponp->thruster_glow_bitmap = the_anim->first_frame; // + framenum;
3732 weaponp->thruster_glow_noise = Noise[framenum];
3737 // Repair damaged subsystems for a ship, called for each ship once per frame.
3738 // TODO: optimize by only calling ever N seconds and keeping track of elapsed time
3740 // NOTE: need to update current_hits in the sp->subsys_list element, and the sp->subsys_info[]
3742 #define SHIP_REPAIR_SUBSYSTEM_RATE 0.01f // percent repair per second for a subsystem
3743 #define SUBSYS_REPAIR_THRESHOLD 0.1 // only repair subsystems that have > 10% strength
3744 void ship_auto_repair_frame(int shipnum, float frametime)
3747 ship_subsys_info *ssip;
3752 if ( !Ship_auto_repair ) // only repair subsystems if Ship_auto_repair flag is set
3756 Assert( shipnum >= 0 && shipnum < MAX_SHIPS);
3757 sp = &Ships[shipnum];
3758 sip = &Ship_info[sp->ship_info_index];
3760 // only allow for the auto-repair of subsystems on small ships
3761 if ( !(sip->flags & SIF_SMALL_SHIP) )
3764 // AL 3-14-98: only allow auto-repair if power output not zero
3765 if ( sip->power_output <= 0 )
3768 // iterate through subsystems, repair as needed based on elapsed frametime
3769 for ( ssp = GET_FIRST(&sp->subsys_list); ssp != END_OF_LIST(&sp->subsys_list); ssp = GET_NEXT(ssp) ) {
3770 Assert(ssp->system_info->type >= 0 && ssp->system_info->type < SUBSYSTEM_MAX);
3771 ssip = &sp->subsys_info[ssp->system_info->type];
3773 if ( ssp->current_hits != ssp->system_info->max_hits ) {
3775 // only repair those subsystems which are not destroyed
3776 if ( ssp->system_info->max_hits <= 0 || ssp->current_hits <= 0 )
3779 // do incremental repair on the subsystem
3780 ssp->current_hits += ssp->system_info->max_hits * SHIP_REPAIR_SUBSYSTEM_RATE * frametime;
3781 ssip->current_hits += ssip->total_hits * SHIP_REPAIR_SUBSYSTEM_RATE * frametime;
3783 // check for overflow of current_hits
3784 if ( ssp->current_hits >= ssp->system_info->max_hits ) {
3785 // TODO: here is hook for when a subsystem is fully repaired (eg add voice)
3786 ssp->current_hits = ssp->system_info->max_hits;
3788 if ( ssip->current_hits >= ssip->total_hits ) {
3789 ssip->current_hits = ssip->total_hits;
3795 // this function checks to see how far the player has strayed from his starting location (should be
3796 // single player only). Issues a warning at some distance. Makes mission end if he keeps flying away
3797 // 3 strikes and you're out or too far away
3798 #define PLAYER_MAX_DIST_WARNING 70000 // distance in KM at which player gets warning to return to battle
3799 #define PLAYER_DISTANCE_MAX_WARNINGS 3 // maximum number of warnings player can receive before mission ends
3800 #define PLAYER_MAX_DIST_END 75000 // distance from starting loc at which we end mission
3801 #define PLAYER_WARN_DELTA_TIME 10000
3802 #define PLAYER_DEATH_DELTA_TIME 5000
3804 void ship_check_player_distance_sub(player *p, int multi_target=-1)
3806 // only check distance for ships
3807 if ( p->control_mode != PCM_NORMAL ) {
3808 // already warping out... don't bother checking anymore
3812 float dist = vm_vec_dist_quick(&Objects[p->objnum].pos, &vmd_zero_vector);
3814 int give_warning_to_player = 0;
3815 if ( dist > PLAYER_MAX_DIST_WARNING ) {
3816 if (p->distance_warning_count == 0) {
3817 give_warning_to_player = 1;
3819 if (timestamp_until(p->distance_warning_time) < 0) {
3820 give_warning_to_player = 1;
3825 if ( give_warning_to_player ) {
3826 // increase warning count
3827 p->distance_warning_count++;
3828 // set timestamp unless player PLAYER_FLAGS_DIST_TO_BE_KILLED flag is set
3829 if ( !(p->flags & PLAYER_FLAGS_DIST_TO_BE_KILLED) ) {
3830 p->distance_warning_time = timestamp(PLAYER_WARN_DELTA_TIME);
3832 // issue up to max warnings
3833 if (p->distance_warning_count <= PLAYER_DISTANCE_MAX_WARNINGS) {
3834 message_send_builtin_to_player( MESSAGE_STRAY_WARNING, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_SOON, 0, 0, multi_target, -1 );
3837 // HUD_sourced_printf(HUD_SOURCE_TERRAN_CMD, XSTR("Terran Command: You're straying too far from battle pilot, return immediately or be taken from the battlefield.", -1));
3838 if (p->distance_warning_count > PLAYER_DISTANCE_MAX_WARNINGS) {
3839 p->flags |= PLAYER_FLAGS_DIST_WARNING;
3843 if ( !(p->flags & PLAYER_FLAGS_FORCE_MISSION_OVER) && ((p->distance_warning_count > PLAYER_DISTANCE_MAX_WARNINGS) || (dist > PLAYER_MAX_DIST_END)) ) {
3844 // DKA 5/17/99 - DONT force warpout. Won't work multiplayer. Blow up ship.
3845 if ( !(p->flags & PLAYER_FLAGS_DIST_TO_BE_KILLED) ) {
3846 message_send_builtin_to_player( MESSAGE_STRAY_WARNING_FINAL, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, multi_target, -1 );
3847 p->flags |= PLAYER_FLAGS_DIST_TO_BE_KILLED;
3848 p->distance_warning_time = timestamp(PLAYER_DEATH_DELTA_TIME);
3850 // HUD_sourced_printf(HUD_SOURCE_TERRAN_CMD, XSTR("Terran Command: Sorry pilot, removing you from battle because of your insubordination!!!", -1));
3851 // gameseq_post_event(GS_EVENT_PLAYER_WARPOUT_START_FORCED);
3853 // get hull strength and blow up
3854 if ( (p->flags & PLAYER_FLAGS_DIST_TO_BE_KILLED) && (timestamp_until(p->distance_warning_time) < 0) ) {
3855 p->flags |= PLAYER_FLAGS_FORCE_MISSION_OVER;
3856 float damage = 10.0f * Objects[p->objnum].hull_strength;
3857 ship_apply_global_damage(&Objects[p->objnum], &Objects[p->objnum], NULL, damage);
3861 // see if player has moved back into "bounds"
3862 if ( (dist < PLAYER_MAX_DIST_WARNING) && (p->flags & PLAYER_FLAGS_DIST_WARNING) && !(p->flags & PLAYER_FLAGS_DIST_TO_BE_KILLED) ) {
3863 p->flags &= ~PLAYER_FLAGS_DIST_WARNING;
3864 p->distance_warning_count = 1;
3868 void ship_check_player_distance()
3873 if (Game_mode & GM_MULTIPLAYER) {
3874 // if I'm the server, check all non-observer players including myself
3875 if (MULTIPLAYER_MASTER) {
3877 for (idx=0; idx<MAX_PLAYERS; idx++) {
3878 if (MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && !MULTI_OBSERVER(Net_players[idx]) && (Objects[Net_players[idx].player->objnum].type != OBJ_GHOST) ) {
3879 // if bad, blow him up
3880 ship_check_player_distance_sub(Net_players[idx].player, idx);
3887 // maybe blow him up
3888 ship_check_player_distance_sub(Player);
3892 void observer_process_post(object *objp)
3894 Assert(objp->type == OBJ_OBSERVER);
3896 if (Game_mode & GM_MULTIPLAYER) {
3897 // if I'm just an observer
3898 if (MULTI_OBSERVER(Net_players[MY_NET_PLAYER_NUM])) {
3899 float dist = vm_vec_dist_quick(&Player_obj->pos, &vmd_zero_vector);
3900 // if beyond max dist, reset to 0
3901 if (dist > PLAYER_MAX_DIST_END) {
3903 if ((Player_obj != NULL) && (Player_obj->type != OBJ_GHOST)) {
3904 Player_obj->pos = vmd_zero_vector;
3911 // reset some physics info when ship's engines goes from disabled->enabled
3912 void ship_reset_disabled_physics(object *objp, int ship_class)
3914 objp->phys_info.flags &= ~(PF_REDUCED_DAMP | PF_DEAD_DAMP);
3915 objp->phys_info.side_slip_time_const = Ship_info[ship_class].damp;
3918 // Clear/set the subsystem disrupted flags
3919 void ship_subsys_disrupted_check(ship *sp)
3922 int engines_disabled=0;
3924 if ( sp->subsys_disrupted_flags & (1<<SUBSYSTEM_ENGINE) ) {
3928 sp->subsys_disrupted_flags=0;
3930 ss = GET_FIRST(&sp->subsys_list);
3931 while ( ss != END_OF_LIST( &sp->subsys_list ) ) {
3932 if ( !timestamp_elapsed(ss->disruption_timestamp) ) {
3933 sp->subsys_disrupted_flags |= (1<<ss->system_info->type);
3935 ss = GET_NEXT( ss );
3938 if ( engines_disabled ) {
3939 if ( !(sp->subsys_disrupted_flags & (1<<SUBSYSTEM_ENGINE)) ) {
3940 if ( !(sp->flags & SF_DISABLED) ) {
3941 ship_reset_disabled_physics(&Objects[sp->objnum], sp->ship_info_index);
3947 // Maybe check ship subsystems for disruption, and set/clear flags
3948 void ship_subsys_disrupted_maybe_check(ship *shipp)
3950 if ( timestamp_elapsed(shipp->subsys_disrupted_check_timestamp) ) {
3951 ship_subsys_disrupted_check(shipp);
3952 shipp->subsys_disrupted_check_timestamp=timestamp(250);
3956 // Determine if a given subsystem is disrupted (ie inoperable)
3957 // input: ss => pointer to ship subsystem
3958 // exit: 1 => subsystem is disrupted
3959 // 0 => subsystem is not disrupted
3960 int ship_subsys_disrupted(ship_subsys *ss)
3963 Int3(); // should never happen, get Alan if it does.
3967 if ( timestamp_elapsed(ss->disruption_timestamp) ) {
3974 // Disrupt a subsystem (ie make it inoperable for a time)
3975 // input: ss => ship subsystem to be disrupted
3976 // time => time in ms that subsystem should be disrupted
3977 void ship_subsys_set_disrupted(ship_subsys *ss, int time)
3982 Int3(); // should never happen, get Alan if it does.
3986 time_left=timestamp_until(ss->disruption_timestamp);
3987 if ( time_left < 0 ) {
3991 ss->disruption_timestamp = timestamp(time+time_left);
3994 // Determine if a given subsystem is disrupted (ie inoperable)
3995 // input: sp => pointer to ship containing subsystem
3996 // type => type of subsystem (SUBSYSTEM_*)
3997 // exit: 1 => subsystem is disrupted
3998 // 0 => subsystem is not disrupted
4000 int ship_subsys_disrupted(ship *sp, int type)
4002 if ( sp->subsys_disrupted_flags & (1<<type) ) {
4009 float Decay_rate = 1.0f / 120.0f;
4010 DCF(lethality_decay, "time in sec to return from 100 to 0")
4012 dc_get_arg(ARG_FLOAT);
4013 Decay_rate = Dc_arg_float;
4016 float min_lethality = 0.0f;
4018 void lethality_decay(ai_info *aip)
4020 float decay_rate = Decay_rate;
4021 aip->lethality -= 100.0f * decay_rate * flFrametime;
4022 aip->lethality = max(-10.0f, aip->lethality);
4024 // if (aip->lethality < min_lethality) {
4025 // min_lethality = aip->lethality;
4026 // mprintf(("new lethality low: %.1f\n", min_lethality));
4030 if (Objects[Ships[aip->shipnum].objnum].flags & OF_PLAYER_SHIP) {
4031 if (Framecount % 10 == 0) {
4032 int num_turrets = 0;
4033 if ((aip->target_objnum != -1) && (Objects[aip->target_objnum].type == OBJ_SHIP)) {
4034 int num_turrets_attacking(object *turret_parent, int target_objnum);
4035 num_turrets = num_turrets_attacking(&Objects[aip->target_objnum], Ships[aip->shipnum].objnum);
4037 nprintf(("lethality", "Player lethality: %.1f, num turrets targeting player: %d\n", aip->lethality, num_turrets));
4043 void ship_process_pre(object *objp, float frametime)
4047 MONITOR( NumShips );
4049 // Player ship uses this code, but does a quick out after doing a few things.
4050 // when adding code to this function, decide whether or not a client in a multiplayer game
4051 // needs to execute the code you are adding. Code which moves things, creates things, etc
4052 // probably doesn't need to be called. If you don't know -- find Allender!!!
4053 void ship_process_post(object * obj, float frametime)
4058 if(obj->type != OBJ_SHIP){
4059 nprintf(("Network","Ignoring non-ship object in ship_process_post()\n"));
4063 MONITOR_INC( NumShips, 1 );
4065 num = obj->instance;
4066 Assert( num >= 0 && num < MAX_SHIPS);
4067 Assert( obj->type == OBJ_SHIP );
4068 Assert( Ships[num].objnum == OBJ_INDEX(obj));
4070 shipp = &Ships[num];
4072 shipp->shield_hits = 0;
4074 update_ets(obj, frametime);
4076 afterburners_update(obj, frametime);
4078 ship_subsys_disrupted_maybe_check(shipp);
4080 ship_dying_frame(obj, num);
4082 ship_chase_shield_energy_targets(shipp, obj, frametime);
4084 // AL 1-6-98: record the initial ammo counts for ships, which is used as the max limit for rearming
4085 if ( !(shipp->flags & SF_AMMO_COUNT_RECORDED) ) {
4086 for ( int i=0; i<MAX_SECONDARY_BANKS; i++ ) {
4087 if ( red_alert_mission() ) {
4088 int max_missiles = get_max_ammo_count_for_bank(shipp->ship_info_index, i, shipp->weapons.secondary_bank_weapons[i]);
4089 shipp->weapons.secondary_bank_start_ammo[i] = max_missiles;
4091 shipp->weapons.secondary_bank_start_ammo[i] = shipp->weapons.secondary_bank_ammo[i];
4094 shipp->flags |= SF_AMMO_COUNT_RECORDED;
4097 if(!(Game_mode & GM_STANDALONE_SERVER)){
4098 // Plot ship on the radar. What about multiplayer ships?
4099 if ( obj != Player_obj ) // don't plot myself.
4100 radar_plot_object( obj );
4102 // MWA -- move the spark code to before the check for multiplayer master
4103 // Do ship sparks. Don't do sparks on my ship (since I cannot see it). This
4104 // code will do sparks on other ships in multiplayer though.
4105 // JAS: Actually in external view, you can see sparks, so I don't do sparks
4106 // on the Viewer_obj, not Player_obj.
4107 if ( (obj != Viewer_obj) && timestamp_elapsed(Ships[num].next_hit_spark) ) {
4108 shipfx_emit_spark(num,-1); // -1 means choose random spark location
4111 if ( obj != Viewer_obj ) {
4112 shipfx_do_damaged_arcs_frame( shipp );
4115 // JAS - flicker the thruster bitmaps
4116 ship_do_thruster_frame(shipp,obj,frametime);
4119 ship_auto_repair_frame(num, frametime);
4121 // MWA -- move the spark code to before the check for multiplayer master
4123 // if (timestamp_elapsed(Ships[num].next_hit_spark)) {
4125 // Ships[num].next_hit_spark = timestamp_rand(100,500);
4128 shipfx_do_lightning_frame(shipp);
4130 // if the ship has an EMP effect active, process it
4131 emp_process_ship(shipp);
4133 // call the contrail system
4134 ct_ship_process(shipp);
4136 // process engine wash
4137 void engine_wash_ship_process(ship *shipp);
4138 engine_wash_ship_process(shipp);
4141 if(shipp->tag_left > 0.0f){
4142 shipp->tag_left -= flFrametime;
4143 if(shipp->tag_left <= 0.000001f){
4144 shipp->tag_left = -1.0f;
4146 mprintf(("Killing TAG for %s\n", shipp->ship_name));
4150 // update level 2 TAG info
4151 if(shipp->level2_tag_left > 0.0f){
4152 shipp->level2_tag_left -= flFrametime;
4153 if(shipp->level2_tag_left <= 0.000001f){
4154 shipp->level2_tag_left = -1.0f;
4156 mprintf(("Killing level 2 TAG for %s\n", shipp->ship_name));
4160 if ( shipp->flags & SF_ARRIVING && Ai_info[shipp->ai_index].mode != AIM_BAY_EMERGE ) {
4161 // JAS -- if the ship is warping in, just move it forward at a speed
4162 // fast enough to move 2x it's radius in SHIP_WARP_TIME seconds.
4163 shipfx_warpin_frame( obj, frametime );
4164 } else if ( shipp->flags & SF_DEPART_WARP ) {
4165 // JAS -- if the ship is warping out, just move it forward at a speed
4166 // fast enough to move 2x it's radius in SHIP_WARP_TIME seconds.
4167 shipfx_warpout_frame( obj, frametime );
4171 // for multiplayer people. return here if in multiplay and not the host
4172 if ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) )
4175 // MWA -- moved the code to maybe fire swarm missiles to after the check for
4176 // multiplayer master. Only single player and multi server needs to do this code
4177 // this code might call ship_fire_secondary which will send the fire packets
4178 swarm_maybe_fire_missile(num);
4180 // maybe fire turret swarm missiles
4181 void turret_swarm_maybe_fire_missile(int num);
4182 turret_swarm_maybe_fire_missile(num);
4184 // maybe fire a corkscrew missile (just like swarmers)
4185 cscrew_maybe_fire_missile(num);
4187 // AL 2-19-98: Fire turret for player if it exists
4188 if ( obj->flags & OF_PLAYER_SHIP ) {
4189 player_maybe_fire_turret(obj);
4192 // if single player, check player object is not too far from starting location
4193 // DKA 5/17/99 check SINGLE and MULTI
4194 // if ( !(Game_mode & GM_MULTIPLAYER) && (obj == Player_obj) )
4195 if (obj == Player_obj) {
4196 ship_check_player_distance();
4199 // update ship lethality
4200 if ( Ships[num].ai_index >= 0 ){
4201 if (!physics_paused && !ai_paused){
4202 lethality_decay(&Ai_info[Ships[num].ai_index]);
4206 // if the ship is a player ship or an observer ship don't need to do AI
4207 if ( (obj->flags & OF_PLAYER_SHIP) || (obj->type == OBJ_OBSERVER) ) {
4211 if ( Ships[num].ai_index >= 0 ){
4212 if (!physics_paused && !ai_paused){
4213 ai_process( obj, Ships[num].ai_index, frametime );
4220 // ------------------------------------------------------------------------
4221 // ship_set_default_weapons()
4223 // Set the ship level weapons based on the information contained in the ship
4224 // info. Weapon assignments are checked against the model to ensure the models
4225 // and the ship info weapon data are in synch.
4229 void ship_set_default_weapons(ship *shipp, ship_info *sip)
4233 ship_weapon *swp = &shipp->weapons;
4235 // Copy primary and secondary weapons from ship_info to ship.
4236 // Later, this will happen in the weapon loadout screen.
4237 for (i=0; i < MAX_PRIMARY_BANKS; i++){
4238 swp->primary_bank_weapons[i] = sip->primary_bank_weapons[i];
4241 for (i=0; i < MAX_SECONDARY_BANKS; i++){
4242 swp->secondary_bank_weapons[i] = sip->secondary_bank_weapons[i];
4245 // Copy the number of primary and secondary banks to ship, and verify that
4246 // model is in synch
4247 po = model_get( sip->modelnum );
4250 if ( po->n_guns > sip->num_primary_banks ) {
4251 Assert(po->n_guns <= MAX_PRIMARY_BANKS);
4252 Warning(LOCATION, "There are %d primary banks in the model file,\nbut only %d primary banks in ships.tbl for %s\n", po->n_guns, sip->num_primary_banks, sip->name);
4253 for ( i = sip->num_primary_banks; i < po->n_guns; i++ ) {
4254 // Make unspecified weapon for bank be a Light Laser
4255 swp->primary_bank_weapons[i] = weapon_info_lookup(NOX("Light Laser"));
4256 Assert(swp->primary_bank_weapons[i] >= 0);
4258 sip->num_primary_banks = po->n_guns;
4260 else if ( po->n_guns < sip->num_primary_banks ) {
4261 Warning(LOCATION, "There are %d primary banks in ships.tbl for %s\nbut only %d primary banks in the model\n", sip->num_primary_banks, sip->name, po->n_guns);
4262 sip->num_primary_banks = po->n_guns;
4266 if ( po->n_missiles > sip->num_secondary_banks ) {
4267 Assert(po->n_missiles <= MAX_SECONDARY_BANKS);
4268 Warning(LOCATION, "There are %d secondary banks in model,\nbut only %d secondary banks in ships.tbl for %s\n", po->n_missiles, sip->num_secondary_banks, sip->name);
4269 for ( i = sip->num_secondary_banks; i < po->n_missiles; i++ ) {
4270 // Make unspecified weapon for bank be a Rockeye Missile
4271 swp->secondary_bank_weapons[i] = weapon_info_lookup(NOX("Rockeye Missile"));
4272 Assert(swp->secondary_bank_weapons[i] >= 0);
4274 sip->num_secondary_banks = po->n_missiles;
4276 else if ( po->n_missiles < sip->num_secondary_banks ) {
4277 Warning(LOCATION, "There are %d secondary banks in ships.tbl for %s,\n but only %d secondary banks in the model.\n", sip->num_secondary_banks, sip->name, po->n_missiles);
4278 sip->num_secondary_banks = po->n_missiles;
4281 swp->num_primary_banks = sip->num_primary_banks;
4282 swp->num_secondary_banks = sip->num_secondary_banks;
4283 for ( i = 0; i < swp->num_secondary_banks; i++ ) {
4285 swp->secondary_bank_ammo[i] = 100;
4287 swp->secondary_bank_ammo[i] = sip->secondary_bank_ammo_capacity[i];
4290 swp->secondary_bank_capacity[i] = sip->secondary_bank_ammo_capacity[i];
4293 for ( i = 0; i < MAX_PRIMARY_BANKS; i++ ){
4294 swp->next_primary_fire_stamp[i] = timestamp(0);
4297 for ( i = 0; i < MAX_SECONDARY_BANKS; i++ ){
4298 swp->next_secondary_fire_stamp[i] = timestamp(0);
4303 // A faster version of ship_check_collision that does not do checking at the polygon
4304 // level. Just checks to see if a vector will intersect a sphere.
4305 int ship_check_collision_fast( object * obj, object * other_obj, vector * hitpos)
4310 Assert( obj->type == OBJ_SHIP );
4311 Assert( obj->instance >= 0 );
4313 num = obj->instance;
4315 ship_model_start(obj); // are these needed in this fast case? probably not.
4317 mc.model_num = Ships[num].modelnum; // Fill in the model to check
4318 mc.orient = &obj->orient; // The object's orient
4319 mc.pos = &obj->pos; // The object's position
4320 mc.p0 = &other_obj->last_pos; // Point 1 of ray to check
4321 mc.p1 = &other_obj->pos; // Point 2 of ray to check
4322 mc.flags = MC_ONLY_SPHERE; // flags
4326 *hitpos = mc.hit_point_world;
4328 ship_model_stop(obj); // are these needed in this fast case? probably not.
4333 // ensure that the subsys path is at least SUBSYS_PATH_DIST from the
4334 // second last to last point.
4335 void ship_maybe_fixup_subsys_path(polymodel *pm, int path_num)
4337 vector *v1, *v2, dir;
4339 int index_1, index_2;
4342 mp = &pm->paths[path_num];
4345 Assert(mp->nverts > 1);
4350 v1 = &mp->verts[index_1].pos;
4351 v2 = &mp->verts[index_2].pos;
4353 dist = vm_vec_dist(v1, v2);
4354 if ( dist < SUBSYS_PATH_DIST-10 ) {
4355 vm_vec_normalized_dir(&dir, v2, v1);
4356 vm_vec_scale_add(v2, v1, &dir, SUBSYS_PATH_DIST);
4360 // fill in the path_num field inside the model_subsystem struct. This is an index into
4361 // the pm->paths[] array, which is a path that provides a frontal approach to a subsystem
4362 // (used for attacking purposes)
4364 // NOTE: path_num in model_subsystem has the follows the following convention:
4365 // > 0 => index into pm->paths[] for model that subsystem sits on
4366 // -1 => path is not yet determined (may or may not exist)
4367 // -2 => path doesn't yet exist for this subsystem
4368 void ship_set_subsys_path_nums(ship_info *sip, polymodel *pm)
4372 for ( i = 0; i < sip->n_subsystems; i++ ) {
4373 sip->subsystems[i].path_num = -1;
4376 for ( i = 0; i < sip->n_subsystems; i++ ) {
4378 for ( j = 0; j < pm->n_paths; j++ ) {
4379 if ( (sip->subsystems[i].subobj_num != -1) && (sip->subsystems[i].subobj_num == pm->paths[j].parent_submodel) ) {
4381 } else if ( !stricmp(sip->subsystems[i].subobj_name, pm->paths[j].parent_name) ) {
4386 if ( pm->n_paths > j ) {
4387 sip->subsystems[i].path_num = j;
4388 ship_maybe_fixup_subsys_path(pm, j);
4394 // If a path num wasn't located, then set value to -2
4395 if ( sip->subsystems[i].path_num == -1 )
4396 sip->subsystems[i].path_num = -2;
4400 // Determine the path indices (indicies into pm->paths[]) for the paths used for approaching/departing
4401 // a fighter bay on a capital ship.
4402 void ship_set_bay_path_nums(ship_info *sip, polymodel *pm)
4405 char bay_num_str[3];
4407 if ( pm->ship_bay != NULL ) {
4409 pm->ship_bay = NULL;
4412 // currently only capital ships have fighter bays
4413 if ( !(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) ) {
4417 // malloc out storage for the path information
4418 pm->ship_bay = (ship_bay*)malloc(sizeof(ship_bay));
4419 Assert(pm->ship_bay != NULL);
4421 pm->ship_bay->num_paths = 0;
4422 // TODO: determine if zeroing out here is affecting any earlier initializations
4423 pm->ship_bay->arrive_flags = 0; // bitfield, set to 1 when that path number is reserved for an arrival
4424 pm->ship_bay->depart_flags = 0; // bitfield, set to 1 when that path number is reserved for a departure
4427 // iterate through the paths that exist in the polymodel, searching for $bayN pathnames
4428 for ( i = 0; i < pm->n_paths; i++ ) {
4429 if ( !strnicmp(pm->paths[i].name, NOX("$bay"), 4) ) {
4430 strncpy(bay_num_str, pm->paths[i].name+4, 2);
4432 bay_num = atoi(bay_num_str);
4433 Assert(bay_num >= 1 && bay_num <= MAX_SHIP_BAY_PATHS);
4434 pm->ship_bay->paths[bay_num-1] = i;
4435 pm->ship_bay->num_paths++;
4440 // Ensure create time for ship is unqiue
4441 void ship_make_create_time_unique(ship *shipp)
4443 int sanity_counter = 0, collision;
4444 ship *compare_shipp;
4446 uint new_create_time;
4448 new_create_time = shipp->create_time;
4452 if ( sanity_counter++ > 50 ) {
4459 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
4460 compare_shipp = &Ships[Objects[so->objnum].instance];
4462 if ( compare_shipp == shipp ) {
4466 if ( compare_shipp->create_time == new_create_time ) {
4474 shipp->create_time = new_create_time;
4480 int Ship_subsys_hwm = 0;
4482 void show_ship_subsys_count()
4487 for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
4488 if (objp->type == OBJ_SHIP) {
4489 count += Ship_info[Ships[objp->type].ship_info_index].n_subsystems;
4493 //nprintf(("AI", "Num subsystems, high water mark = %i, %i\n", count, Ship_subsys_hwm));
4495 if (count > Ship_subsys_hwm) {
4496 Ship_subsys_hwm = count;
4500 // Returns object index of ship.
4502 int ship_create(matrix *orient, vector *pos, int ship_type)
4504 int i, n, objnum, j, k, t;
4508 t = ship_get_num_ships();
4510 // The following check caps the number of ships that can be created. Because Fred needs
4511 // to create all the ships, regardless of when they arrive/depart, it needs a higher
4512 // limit than FreeSpace. On release, however, we will reduce it, thus FreeSpace needs
4513 // to check against what this limit will be, otherwise testing the missions before
4514 // release could work fine, yet not work anymore once a release build is made.
4520 if (t >= SHIPS_LIMIT) {
4521 Error(LOCATION, XSTR("There is a limit of %d ships in the mission at once. Please be sure that you do not have more than %d ships present in the mission at the same time.", 1495), SHIPS_LIMIT, SHIPS_LIMIT );
4526 //nprintf(("AI", "Number of ships = %i\n", t));
4528 for (n=0; n<MAX_SHIPS; n++){
4529 if (Ships[n].objnum == -1){
4534 if (n == MAX_SHIPS){
4538 Assert((ship_type >= 0) && (ship_type < Num_ship_types));
4539 sip = &(Ship_info[ship_type]);
4542 // check to be sure that this ship falls into a ship size category!!!
4543 // get Allender or Mike if you hit this Assert
4544 Assert( sip->flags & (SIF_SMALL_SHIP | SIF_BIG_SHIP | SIF_CAPITAL | SIF_NO_SHIP_TYPE | SIF_NOT_FLYABLE | SIF_ESCAPEPOD | SIF_SUPERCAP | SIF_DRYDOCK | SIF_KNOSSOS_DEVICE) );
4546 sip->modelnum = model_load(sip->pof_file, sip->n_subsystems, &sip->subsystems[0]); // use the highest detail level
4547 shipp->modelnum = sip->modelnum;
4549 // maybe load an optional hud target model
4550 if(strlen(sip->pof_file_hud)){
4551 // check to see if a "real" ship uses this model. if so, load it up for him so that subsystems are setup properly
4553 for(idx=0; idx<Num_ship_types; idx++){
4554 if(!stricmp(Ship_info[idx].pof_file, sip->pof_file_hud)){
4555 Ship_info[idx].modelnum = model_load(Ship_info[idx].pof_file, Ship_info[idx].n_subsystems, &Ship_info[idx].subsystems[0]);
4559 // mow load it for me with no subsystems
4560 sip->modelnum_hud = model_load(sip->pof_file_hud, 0, NULL);
4564 pm = model_get(shipp->modelnum);
4566 ship_copy_subsystem_fixup(sip);
4568 show_ship_subsys_count();
4570 if ( sip->num_detail_levels < pm->n_detail_levels ) {
4571 Warning(LOCATION, "For ship '%s', detail level\nmismatch (POF needs %d)", sip->name, pm->n_detail_levels );
4573 for (i=0; i<pm->n_detail_levels; i++ ) {
4574 sip->detail_distance[i] = 0;
4578 for (i=0; i<sip->num_detail_levels; i++ ) {
4579 pm->detail_depth[i] = i2fl(sip->detail_distance[i]);
4582 if ( sip->flags & SIF_NAVBUOY ) {
4583 // JAS: Nav buoys don't need to do collisions!
4584 objnum = obj_create(OBJ_SHIP, -1, n, orient, pos, model_get_radius(shipp->modelnum), OF_RENDERS | OF_PHYSICS );
4586 objnum = obj_create(OBJ_SHIP, -1, n, orient, pos, model_get_radius(shipp->modelnum), OF_RENDERS | OF_COLLIDES | OF_PHYSICS );
4588 Assert( objnum >= 0 );
4590 shipp->ai_index = ai_get_slot(n);
4591 Assert( shipp->ai_index >= 0 );
4593 sprintf(shipp->ship_name, NOX("%s %d"), Ship_info[ship_type].name, n);
4594 ship_set_default_weapons(shipp, sip); // Moved up here because ship_set requires that weapon info be valid. MK, 4/28/98
4595 ship_set(n, objnum, ship_type);
4597 // fill in the path_num field inside the model_subsystem struct. This is an index into
4598 // the pm->paths[] array, which is a path that provides a frontal approach to a subsystem
4599 // (used for attacking purposes)
4601 // NOTE: path_num in model_subsystem has the follows the following convention:
4602 // > 0 => index into pm->paths[] for model that subsystem sits on
4603 // -1 => path is not yet determined (may or may not exist)
4604 // -2 => path doesn't yet exist for this subsystem
4605 ship_set_subsys_path_nums(sip, pm);
4607 // set the path indicies for fighter bays on the ship (currently, only capital ships have fighter bays)
4608 ship_set_bay_path_nums(sip, pm);
4610 init_ai_object(objnum);
4611 ai_clear_ship_goals( &Ai_info[Ships[n].ai_index] ); // only do this one here. Can't do it in init_ai because it might wipe out goals in mission file
4613 //ship_set_default_weapons(shipp, sip);
4615 // Allocate shield and initialize it.
4616 if (pm->shield.ntris) {
4617 shipp->shield_integrity = (float *)malloc(sizeof(float)*pm->shield.ntris);
4618 for (i=0; i<pm->shield.ntris; i++)
4619 shipp->shield_integrity[i] = 1.0f;
4622 shipp->shield_integrity = NULL;
4624 // fix up references into paths for this ship's model to point to a ship_subsys entry instead
4625 // of a submodel index. The ship_subsys entry should be the same for *all* instances of the
4628 if ( !(sip->flags & SIF_PATH_FIXUP )) {
4629 for ( i = 0; i < pm->n_paths; i++ ) {
4630 for ( j = 0; j < pm->paths[i].nverts; j++ ) {
4631 for ( k = 0; k < pm->paths[i].verts[j].nturrets; k++ ) {
4632 int ptindex = pm->paths[i].verts[j].turret_ids[k]; // this index is a submodel number (ala bspgen)
4636 // iterate through the ship_subsystems looking for an id that matches
4638 ss = GET_FIRST(&Ships[n].subsys_list);
4639 while ( ss != END_OF_LIST( &Ships[n].subsys_list ) ) {
4640 if ( ss->system_info->subobj_num == ptindex ) { // when these are equal, fix up the ref
4641 pm->paths[i].verts[j].turret_ids[k] = index; // in path structure to index a ship_subsys
4645 ss = GET_NEXT( ss );
4648 if ( ss == END_OF_LIST(&Ships[n].subsys_list) )
4649 Warning(LOCATION, "Couldn't fix up turret indices in spline path\n\nModel: %s\nPath: %s\nVertex: %d\nTurret model id:%d\n\nThis probably means the turret was not specified in ships.tbl", sip->pof_file, pm->paths[i].name, j, ptindex );
4653 sip->flags |= SIF_PATH_FIXUP;
4656 // reset the damage record fields (for scoring purposes)
4657 shipp->total_damage_received = 0.0f;
4658 for(i=0;i<MAX_DAMAGE_SLOTS;i++){
4659 shipp->damage_ship[i] = 0.0f;
4660 shipp->damage_ship_id[i] = -1;
4663 // Add this ship to Ship_obj_list
4664 shipp->ship_list_index = ship_obj_list_add(objnum);
4666 // Set time when ship is created
4667 shipp->create_time = timer_get_milliseconds();
4669 ship_make_create_time_unique(shipp);
4671 // set the team select index to be -1
4672 shipp->ts_index = -1;
4674 shipp->wing_status_wing_index = -1; // wing index (0-4) in wingman status gauge
4675 shipp->wing_status_wing_pos = -1; // wing position (0-5) in wingman status gauge
4677 // call the contrail system
4678 ct_ship_create(shipp);
4683 // ----------------------------------------------------------------
4684 // ship_model_change()
4686 // Change the ship model for a ship to that for ship class 'ship_type'
4688 // input: n => index of ship in Ships[] array
4689 // ship_type => ship class (index into Ship_info[])
4691 void ship_model_change(int n, int ship_type)
4698 Assert( n >= 0 && n < MAX_SHIPS );
4700 sip = &(Ship_info[ship_type]);
4702 model_num = model_load(sip->pof_file, sip->n_subsystems, &sip->subsystems[0]); // use the highest detail level
4706 model_page_in_textures(model_num, ship_type);
4709 Objects[sp->objnum].radius = model_get_radius(model_num);
4710 sip->modelnum = model_num;
4711 sp->modelnum = model_num;
4714 pm = model_get(sp->modelnum);
4716 ship_copy_subsystem_fixup(sip);
4718 if ( sip->num_detail_levels < pm->n_detail_levels ) {
4719 Warning(LOCATION, "For ship '%s', detail level\nmismatch (POF needs %d)", sip->name, pm->n_detail_levels );
4721 for (i=0; i<pm->n_detail_levels; i++ ) {
4722 sip->detail_distance[i] = 0;
4726 for (i=0; i<sip->num_detail_levels; i++ ) {
4727 pm->detail_depth[i] = i2fl(sip->detail_distance[i]);
4731 // ----------------------------------------------------------------
4732 // change_ship_type()
4734 // Change the ship class on a ship, and changing all required information
4735 // for consistency (ie textures, subsystems, weapons, physics)
4737 // input: n => index of ship in Ships[] array
4738 // ship_type => ship class (index into Ship_info[])
4740 void change_ship_type(int n, int ship_type)
4747 Assert( n >= 0 && n < MAX_SHIPS );
4749 sip = &(Ship_info[ship_type]);
4750 objp = &Objects[sp->objnum];
4752 // point to new ship data
4753 sp->ship_info_index = ship_type;
4755 ship_model_change(n, ship_type);
4757 // if the subsystem list is not currently empty, then we need to clear it out first.
4758 if ( NOT_EMPTY(&sp->subsys_list) ) {
4759 ship_subsys *ship_system, *tmp;
4761 for ( ship_system = GET_FIRST(&sp->subsys_list); ship_system != END_OF_LIST(&sp->subsys_list); ) {
4762 tmp = GET_NEXT(ship_system);
4763 list_remove( &sp->subsys_list, ship_system );
4764 list_append( &ship_subsys_free_list, ship_system );
4768 // fix up the subsystems
4769 subsys_set( sp->objnum );
4771 // set the correct hull strength
4773 objp->hull_strength = 100.0f;
4775 objp->hull_strength = sip->initial_hull_strength;
4778 // set the correct shields strength
4780 objp->shields[0] = 100.0f;
4782 set_shield_strength(objp, sip->shields);
4785 sp->afterburner_fuel = sip->afterburner_fuel_capacity;
4787 ship_set_default_weapons(sp, sip);
4788 physics_ship_init(&Objects[sp->objnum]);
4789 ets_init_ship(&Objects[sp->objnum]);
4790 // mwa removed the next line in favor of simply setting the ai_class in AI_info. ai_object_init
4791 // was trashing mode in ai_info when it was valid due to goals.
4792 //ai_object_init(&Objects[sp->objnum], sp->ai_index);
4793 Ai_info[sp->ai_index].ai_class = sip->ai_class;
4797 // Fire the debug laser
4798 int ship_fire_primary_debug(object *objp)
4801 ship *shipp = &Ships[objp->instance];
4804 if ( !timestamp_elapsed(shipp->weapons.next_primary_fire_stamp[0]) )
4807 // do timestamp stuff for next firing time
4808 shipp->weapons.next_primary_fire_stamp[0] = timestamp(250);
4810 // Debug code! Make the single laser fire only one bolt and from the object center!
4811 for (i=0; i<MAX_WEAPONS; i++)
4812 if (!stricmp(Weapon_info[i].name, NOX("Debug Laser")))
4815 vm_vec_add(&wpos, &objp->pos, &(objp->orient.fvec) );
4816 if (i != MAX_WEAPONS) {
4818 weapon_objnum = weapon_create( &wpos, &objp->orient, i, OBJ_INDEX(objp), 0 );
4819 weapon_set_tracking_info(weapon_objnum, OBJ_INDEX(objp), Ai_info[shipp->ai_index].target_objnum);
4826 // Launch countermeasures from object *objp. rand_val is used in multiplayer to ensure that all
4827 // clients in the game fire countermeasure the same way
4828 int ship_launch_countermeasure(object *objp, int rand_val)
4830 int fired, check_count, cmeasure_count;
4834 shipp = &Ships[objp->instance];
4836 // in the case where the server is an observer, he can launch countermeasures unless we do this.
4837 if( objp->type == OBJ_OBSERVER){
4841 if ( !timestamp_elapsed(shipp->cmeasure_fire_stamp) ){
4845 shipp->cmeasure_fire_stamp = timestamp(CMEASURE_WAIT); // Can launch every half second.
4847 if (Weapon_energy_cheat) {
4848 shipp->cmeasure_count++;
4852 // we might check the count of countermeasures left depending on game state. Multiplayer clients
4853 // do not need to check any objects other than themselves for the count
4856 if ( MULTIPLAYER_CLIENT && (objp != Player_obj) ){
4860 if (check_count && (shipp->cmeasure_count <= 0) ) {
4861 if ( objp == Player_obj ) {
4862 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "No more countermeasure charges.", 485));
4863 snd_play( &Snds[SND_OUT_OF_MISSLES], 0.0f );
4866 // if we have a player ship, then send the fired packet anyway so that the player
4867 // who fired will get his 'out of countermeasures' sound
4869 if ( objp->flags & OF_PLAYER_SHIP ){
4870 goto send_countermeasure_fired;
4876 cmeasure_count = shipp->cmeasure_count;
4877 shipp->cmeasure_count--;
4879 vm_vec_scale_add(&pos, &objp->pos, &objp->orient.fvec, -objp->radius/2.0f);
4881 // cmeasure_create fires 1 countermeasure. returns -1 if not fired, otherwise a non-negative
4883 fired = cmeasure_create( objp, &pos, shipp->current_cmeasure, rand_val );
4885 // Play sound effect for counter measure launch
4886 Assert(shipp->current_cmeasure < Num_cmeasure_types);
4887 if ( Cmeasure_info[shipp->current_cmeasure].launch_sound != -1 ) {
4888 snd_play_3d( &Snds[Cmeasure_info[shipp->current_cmeasure].launch_sound], &pos, &View_position );
4892 send_countermeasure_fired:
4893 // the new way of doing things
4894 // if(Netgame.debug_flags & NETD_FLAG_CLIENT_FIRING){
4895 if(Game_mode & GM_MULTIPLAYER){
4896 send_NEW_countermeasure_fired_packet( objp, cmeasure_count, fired );
4899 // the old way of doing things
4901 // if ( MULTIPLAYER_MASTER ){
4902 // send_countermeasure_fired_packet( objp, cmeasure_count, fired );
4906 return (fired>0); // return 0 if not fired, 1 otherwise
4909 // internal function.. see if enough time has elapsed to play fail sound again
4910 int ship_maybe_play_primary_fail_sound()
4912 hud_start_flash_weapon(Player_ship->weapons.current_primary_bank);
4914 if ( timestamp_elapsed(Laser_energy_out_snd_timer) ) {
4915 Laser_energy_out_snd_timer = timestamp(50);
4916 snd_play( &Snds[SND_OUT_OF_WEAPON_ENERGY]);
4922 // internal function.. see if enough time has elapsed to play fail sound again
4923 int ship_maybe_play_secondary_fail_sound(weapon_info *wip)
4925 hud_start_flash_weapon(Player_ship->weapons.num_primary_banks + Player_ship->weapons.current_secondary_bank);
4927 if ( timestamp_elapsed(Missile_out_snd_timer) ) {
4929 if ( wip->wi_flags & WIF_SWARM ) {
4930 Missile_out_snd_timer = timestamp(500);
4932 Missile_out_snd_timer = timestamp(50);
4934 snd_play( &Snds[SND_OUT_OF_MISSLES] );
4940 // internal function.. see if weapon for ship can fire based on weapons subystem
4943 // returns: 1 => weapon failed to fire
4944 // 0 => weapon can fire
4945 int ship_weapon_maybe_fail(ship *sp)
4948 float weapons_subsys_str;
4950 // If playing on lowest skill level, weapons will not fail due to subsystem damage
4951 if ( Game_skill_level == 0 ){
4956 weapons_subsys_str = ship_get_subsystem_strength( sp, SUBSYSTEM_WEAPONS );
4957 if ( weapons_subsys_str < SUBSYS_WEAPONS_STR_FIRE_FAIL ) {
4960 else if ( weapons_subsys_str < SUBSYS_WEAPONS_STR_FIRE_OK ) {
4961 // chance to fire depends on weapons subsystem strength
4962 if ( (frand()-0.2f) > weapons_subsys_str )
4967 // is subsystem disrupted?
4968 if ( ship_subsys_disrupted(sp, SUBSYSTEM_WEAPONS) ) {
4976 // create a moving tracer based upon a weapon which just fired
4978 float t_len = 10.0f;
4980 float t_min = 150.0f;
4981 float t_max = 300.0f;
4984 dc_get_arg(ARG_FLOAT);
4985 t_rad = Dc_arg_float;
4989 dc_get_arg(ARG_FLOAT);
4990 t_len = Dc_arg_float;
4994 dc_get_arg(ARG_FLOAT);
4995 t_vel = Dc_arg_float;
4999 dc_get_arg(ARG_FLOAT);
5000 t_min = Dc_arg_float;
5004 dc_get_arg(ARG_FLOAT);
5005 t_max = Dc_arg_float;
5007 void ship_fire_tracer(int weapon_objnum)
5009 particle_info pinfo;
5010 object *objp = &Objects[weapon_objnum];
5011 weapon_info *wip = &Weapon_info[Weapons[Objects[weapon_objnum].instance].weapon_info_index];
5013 // setup particle info
5014 memset(&pinfo, 0, sizeof(particle_info));
5015 pinfo.pos = objp->pos;
5016 pinfo.vel = objp->phys_info.vel;
5017 vm_vec_scale(&pinfo.vel, t_vel);
5018 pinfo.lifetime = wip->lifetime;
5020 pinfo.type = PARTICLE_BITMAP;
5021 pinfo.optional_data = wip->laser_bitmap;
5022 pinfo.tracer_length = t_len;
5024 pinfo.attached_objnum = -1;
5025 pinfo.attached_sig = 0;
5027 // create the particle
5028 particle_create(&pinfo);
5031 // Multiplicative delay factors for increasing skill levels.
5032 float Ship_fire_delay_scale_hostile[NUM_SKILL_LEVELS] = {4.0f, 2.5f, 1.75f, 1.25f, 1.0f};
5033 float Ship_fire_delay_scale_friendly[NUM_SKILL_LEVELS] = {2.0f, 1.4f, 1.25f, 1.1f, 1.0f};
5035 int tracers[MAX_SHIPS][4][4];
5037 // fires a primary weapon for the given object. It also handles multiplayer cases.
5038 // in multiplayer, the starting network signature, and number of banks fired are sent
5039 // to all the clients in the game. All the info is passed to send_primary at the end of
5040 // the function. The check_energy parameter (defaults to 1) tells us whether or not
5041 // we should check the energy. It will be 0 when a multiplayer client is firing an AI
5043 int ship_fire_primary(object * obj, int stream_weapons, int force)
5045 vector gun_point, pnt, firing_pos;
5046 int n = obj->instance;
5051 int weapon, i, j, weapon_objnum;
5052 int bank_to_fire, num_fired = 0;
5053 int banks_fired, have_timeout; // used for multiplayer to help determine whether or not to send packet
5054 have_timeout = 0; // used to help tell us whether or not we need to send a packet
5055 banks_fired = 0; // used in multiplayer -- bitfield of banks that were fired
5057 int sound_played; // used to track what sound is played. If the player is firing two banks
5058 // of the same laser, we only want to play one sound
5059 Assert( obj != NULL );
5065 // in the case where the server is an observer, he can fire (which) would be bad - unless we do this.
5066 if( obj->type == OBJ_OBSERVER){
5070 Assert( obj->type == OBJ_SHIP );
5072 Assert( Ships[n].objnum == OBJ_INDEX(obj));
5073 if((obj->type != OBJ_SHIP) || (n < 0) || (n >= MAX_SHIPS) || (Ships[n].objnum != OBJ_INDEX(obj))){
5078 swp = &shipp->weapons;
5081 if((shipp->ship_info_index < 0) || (shipp->ship_info_index >= Num_ship_types)){
5084 if((shipp->ai_index < 0) || (shipp->ai_index >= MAX_AI_INFO)){
5087 sip = &Ship_info[shipp->ship_info_index];
5088 aip = &Ai_info[shipp->ai_index];
5090 if ( swp->num_primary_banks <= 0 ) {
5094 if ( swp->current_primary_bank < 0 ){
5100 // Fire the correct primary bank. If primaries are linked (SF_PRIMARY_LINKED set), then fire
5101 // both primary banks.
5102 int num_primary_banks;
5104 if ( shipp->flags & SF_PRIMARY_LINKED ) {
5105 num_primary_banks = swp->num_primary_banks;
5107 num_primary_banks = min(1, swp->num_primary_banks);
5110 Assert(num_primary_banks > 0);
5111 if (num_primary_banks < 1){
5115 // if we're firing stream weapons, but the trigger is not down, do nothing
5116 if(stream_weapons && !(shipp->flags & SF_TRIGGER_DOWN)){
5120 for ( i = 0; i < num_primary_banks; i++ ) {
5121 bank_to_fire = (swp->current_primary_bank+i)%2; // Max supported banks is 2
5123 weapon = swp->primary_bank_weapons[bank_to_fire];
5124 Assert( weapon >= 0 && weapon < MAX_WEAPONS );
5125 if ( (weapon < 0) || (weapon >= MAX_WEAPON_TYPES) ) {
5126 Int3(); // why would a ship try to fire a weapon that doesn't exist?
5129 weapon_info* winfo_p = &Weapon_info[weapon];
5131 // if this is a targeting laser, start it up
5132 if((winfo_p->wi_flags & WIF_BEAM) && (winfo_p->b_info.beam_type == BEAM_TYPE_C)){
5133 ship_start_targeting_laser(shipp);
5137 // if we're firing stream weapons and this is a non stream weapon, skip it
5138 if(stream_weapons && !(winfo_p->wi_flags & WIF_STREAM)){
5141 // if we're firing non stream weapons and this is a stream weapon, skip it
5142 if(!stream_weapons && (winfo_p->wi_flags & WIF_STREAM)){
5146 // only non-multiplayer clients (single, multi-host) need to do timestamp checking
5147 if ( !timestamp_elapsed(swp->next_primary_fire_stamp[bank_to_fire]) ) {
5148 if (timestamp_until(swp->next_primary_fire_stamp[bank_to_fire]) > 5000){
5149 swp->next_primary_fire_stamp[bank_to_fire] = timestamp(1000);
5156 //nprintf(("AI", "Time = %7.3f, firing %s\n", f2fl(Missiontime), Weapon_info[weapon].name));
5158 // do timestamp stuff for next firing time
5159 float next_fire_delay = (float) winfo_p->fire_wait * 1000.0f;
5160 if (!(obj->flags & OF_PLAYER_SHIP)) {
5161 if (shipp->team == Ships[Player_obj->instance].team){
5162 next_fire_delay *= Ship_fire_delay_scale_friendly[Game_skill_level];
5164 next_fire_delay *= Ship_fire_delay_scale_hostile[Game_skill_level];
5168 next_fire_delay *= 1.0f + (num_primary_banks - 1) * 0.5f; // 50% time penalty if banks linked
5170 // MK, 2/4/98: Since you probably were allowed to fire earlier, but couldn't fire until your frame interval
5171 // rolled around, subtract out up to half the previous frametime.
5172 // Note, unless we track whether the fire button has been held down, and not tapped, it's hard to
5173 // know how much time to subtract off. It could be this fire is "late" because the user didn't want to fire.
5174 if (next_fire_delay > 0.0f) {
5175 if (obj->flags & OF_PLAYER_SHIP) {
5176 int t = timestamp_until(swp->next_primary_fire_stamp[bank_to_fire]);
5180 tx = (float) t/-1000.0f;
5181 if (tx > flFrametime/2.0f){
5182 tx = 1000.0f * flFrametime * 0.7f;
5184 next_fire_delay -= tx;
5187 if ((int) next_fire_delay < 1){
5188 next_fire_delay = 1.0f;
5192 swp->next_primary_fire_stamp[bank_to_fire] = timestamp((int)(next_fire_delay));
5195 // Here is where we check if weapons subsystem is capable of firing the weapon.
5196 // Note that we can have partial bank firing, if the weapons subsystem is partially
5197 // functional, which should be cool.
5198 if ( ship_weapon_maybe_fail(shipp) && !force) {
5199 if ( obj == Player_obj ) {
5200 if ( ship_maybe_play_primary_fail_sound() ) {
5206 polymodel *po = model_get( Ship_info[shipp->ship_info_index].modelnum );
5207 if ( po->n_guns > 0 ) {
5208 int num_slots = po->gun_banks[bank_to_fire].num_slots;
5210 // fail unless we're forcing (energy based primaries)
5211 if ( (shipp->weapon_energy < num_slots*winfo_p->energy_consumed) && !force) {
5212 if ( obj == Player_obj ) {
5213 swp->next_primary_fire_stamp[bank_to_fire] = timestamp(swp->next_primary_fire_stamp[bank_to_fire]);
5214 if ( ship_maybe_play_primary_fail_sound() ) {
5220 // deplete the weapon reserve energy by the amount of energy used to fire the weapon
5221 shipp->weapon_energy -= num_slots*winfo_p->energy_consumed;
5222 if(shipp->weapon_energy < 0.0f){
5223 shipp->weapon_energy = 0.0f;
5226 // Mark all these weapons as in the same group
5227 int new_group_id = weapon_create_group_id();
5229 for ( j = 0; j < num_slots; j++ ) {
5230 pnt = po->gun_banks[bank_to_fire].pnt[j];
5231 vm_vec_unrotate(&gun_point, &pnt, &obj->orient);
5232 vm_vec_add(&firing_pos, &gun_point, &obj->pos);
5234 // create the weapon -- the network signature for multiplayer is created inside
5236 weapon_objnum = weapon_create( &firing_pos, &obj->orient, weapon, OBJ_INDEX(obj),0, new_group_id );
5237 weapon_set_tracking_info(weapon_objnum, OBJ_INDEX(obj), aip->target_objnum, aip->current_target_is_locked, aip->targeted_subsys);
5239 // create the muzzle flash effect
5240 shipfx_flash_create( obj, shipp, &pnt, &obj->orient.fvec, 1, weapon );
5242 // maybe shudder the ship - if its me
5243 if((winfo_p->wi_flags & WIF_SHUDDER) && (obj == Player_obj) && !(Game_mode & GM_STANDALONE_SERVER)){
5244 // calculate some arbitrary value between 100
5245 // (mass * velocity) / 10
5246 game_shudder_apply(500, (winfo_p->mass * winfo_p->max_speed) / 10.0f);
5252 banks_fired |= (1<<bank_to_fire); // mark this bank as fired.
5255 // Only play the weapon fired sound if it hasn't been played yet. This is to
5256 // avoid playing the same sound multiple times when banks are linked with the
5258 if ( sound_played != winfo_p->launch_snd ) {
5259 sound_played = winfo_p->launch_snd;
5260 if ( obj == Player_obj ) {
5261 if ( winfo_p->launch_snd != -1 ) {
5266 if(winfo_p->launch_snd == SND_AUTOCANNON_SHOT){
5267 snd_play( &Snds[winfo_p->launch_snd], 0.0f, 1.0f, SND_PRIORITY_TRIPLE_INSTANCE );
5269 snd_play( &Snds[winfo_p->launch_snd], 0.0f, 1.0f, SND_PRIORITY_MUST_PLAY );
5271 // snd_play( &Snds[winfo_p->launch_snd] );
5273 swp = &Player_ship->weapons;
5274 if (swp->current_primary_bank >= 0) {
5275 wip = &Weapon_info[swp->primary_bank_weapons[swp->current_primary_bank]];
5276 joy_ff_play_primary_shoot((int) ((wip->armor_factor + wip->shield_factor * 0.2f) * (wip->damage * wip->damage - 7.5f) * 0.45f + 0.6f) * 10 + 2000);
5281 if ( winfo_p->launch_snd != -1 ) {
5282 snd_play_3d( &Snds[winfo_p->launch_snd], &obj->pos, &View_position );
5286 } // end for (go to next primary bank)
5288 // if multiplayer and we're client-side firing, send the packet
5289 // if((Game_mode & GM_MULTIPLAYER) && (Netgame.debug_flags & NETD_FLAG_CLIENT_FIRING)){
5290 if(Game_mode & GM_MULTIPLAYER){
5291 // if i'm a client, and this is not me, don't send
5292 if(!(MULTIPLAYER_CLIENT && (shipp != Player_ship))){
5293 send_NEW_primary_fired_packet( shipp, banks_fired );
5297 // post a primary fired event
5298 if(Game_mode & GM_DEMO_RECORD){
5299 demo_POST_primary_fired(obj, swp->current_primary_bank, shipp->flags & SF_PRIMARY_LINKED);
5303 if (obj->flags & OF_PLAYER_SHIP) {
5304 // in multiplayer -- only the server needs to keep track of the stats. Call the cool
5305 // function to find the player given the object *. It had better return a valid player
5306 // or our internal structure as messed up.
5307 if( Game_mode & GM_MULTIPLAYER ) {
5308 if ( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {
5311 player_num = multi_find_player_by_object ( obj );
5312 Assert ( player_num != -1 );
5314 Net_players[player_num].player->stats.mp_shots_fired += num_fired;
5317 Player->stats.mp_shots_fired += num_fired;
5324 void ship_start_targeting_laser(ship *shipp)
5326 int bank0_laser = 0;
5327 int bank1_laser = 0;
5329 // determine if either of our banks have a targeting laser
5330 if((shipp->weapons.primary_bank_weapons[0] >= 0) && (Weapon_info[shipp->weapons.primary_bank_weapons[0]].wi_flags & WIF_BEAM) && (Weapon_info[shipp->weapons.primary_bank_weapons[0]].b_info.beam_type == BEAM_TYPE_C)){
5333 if((shipp->weapons.primary_bank_weapons[1] >= 0) && (Weapon_info[shipp->weapons.primary_bank_weapons[1]].wi_flags & WIF_BEAM) && (Weapon_info[shipp->weapons.primary_bank_weapons[1]].b_info.beam_type == BEAM_TYPE_C)){
5337 // if primary banks are linked
5338 if(shipp->flags & SF_PRIMARY_LINKED){
5340 shipp->targeting_laser_bank = 0;
5344 shipp->targeting_laser_bank = 1;
5348 // if we only have 1 bank selected
5350 if(bank0_laser && (shipp->weapons.current_primary_bank == 0)){
5351 shipp->targeting_laser_bank = 0;
5354 if(bank1_laser && (shipp->weapons.current_primary_bank == 1)){
5355 shipp->targeting_laser_bank = 1;
5361 void ship_stop_targeting_laser(ship *shipp)
5363 shipp->targeting_laser_bank = -1;
5364 shipp->targeting_laser_objnum = -1;
5367 void ship_process_targeting_lasers()
5369 beam_fire_info fire_info;
5374 // interate over all ships
5375 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
5380 if(Objects[so->objnum].type != OBJ_SHIP){
5383 if(Objects[so->objnum].instance < 0){
5386 shipp = &Ships[Objects[so->objnum].instance];
5388 // if our trigger is no longer down, switch it off
5389 if(!(shipp->flags & SF_TRIGGER_DOWN)){
5390 ship_stop_targeting_laser(shipp);
5394 // if we have a bank to fire - fire it
5395 if((shipp->targeting_laser_bank >= 0) && (shipp->targeting_laser_bank < 2)){
5396 // try and get the model
5397 m = model_get(shipp->modelnum);
5402 // fire a targeting laser
5403 fire_info.accuracy = 0.0f;
5404 fire_info.beam_info_index = shipp->weapons.primary_bank_weapons[shipp->targeting_laser_bank];
5405 fire_info.beam_info_override = NULL;
5406 fire_info.shooter = &Objects[shipp->objnum];
5407 fire_info.target = NULL;
5408 fire_info.target_subsys = NULL;
5409 fire_info.turret = NULL;
5410 fire_info.targeting_laser_offset = m->gun_banks[shipp->targeting_laser_bank].pnt[0];
5411 shipp->targeting_laser_objnum = beam_fire_targeting(&fire_info);
5413 // hmm, why didn't it fire?
5414 if(shipp->targeting_laser_objnum < 0){
5416 ship_stop_targeting_laser(shipp);
5422 // Attempt to detonate weapon last fired by *shipp.
5423 // Only used for weapons that support remote detonation.
5424 // Return true if detonated, else return false.
5425 // Calls weapon_hit() to detonate weapon.
5426 // If it's a weapon that spawns particles, those will be released.
5427 int maybe_detonate_weapon(ship_weapon *swp, object *src)
5429 int objnum = swp->last_fired_weapon_index;
5433 objp = &Objects[objnum];
5435 if (objp->type != OBJ_WEAPON){
5439 if ((objp->instance < 0) || (objp->instance > MAX_WEAPONS)){
5443 // check to make sure that the weapon to detonate still exists
5444 if ( swp->last_fired_weapon_signature != objp->signature ){
5448 Assert(Weapons[objp->instance].weapon_info_index != -1);
5449 wip = &Weapon_info[Weapons[objp->instance].weapon_info_index];
5451 if (wip->wi_flags & WIF_REMOTE) {
5453 if ((objnum >= 0) && (objnum < MAX_OBJECTS)) {
5456 weapon_sig = objp->signature;
5458 if (swp->last_fired_weapon_signature == weapon_sig) {
5459 weapon_detonate(objp);
5460 swp->last_fired_weapon_index = -1;
5463 if (src == Player_obj) {
5464 char missile_name[NAME_LENGTH];
5465 strcpy(missile_name, wip->name);
5466 hud_end_string_at_first_hash_symbol(missile_name);
5467 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Detonated %s!", 486), missile_name);
5479 // Maybe detonate secondary weapon that's already out.
5480 // Return true if we detonate it, false if not.
5481 int ship_fire_secondary_detonate(object *obj, ship_weapon *swp)
5483 if (swp->last_fired_weapon_index != -1)
5484 if (timestamp_elapsed(swp->detonate_weapon_time)) {
5485 object *first_objp = &Objects[swp->last_fired_weapon_index];
5486 if (maybe_detonate_weapon(swp, obj)) {
5487 // If dual fire was set, there could be another weapon to detonate. Scan all weapons.
5490 //nprintf(("AI", "Weapon %i detonated\n", first_objp-Objects));
5492 // check for currently locked missiles (highest precedence)
5493 for ( mo = GET_FIRST(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
5495 Assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
5496 mobjp = &Objects[mo->objnum];
5497 if ((mobjp != first_objp) && (mobjp->parent_sig == obj->parent_sig)) {
5498 if (Weapon_info[Weapons[mobjp->instance].weapon_info_index].wi_flags & WIF_REMOTE) {
5499 //nprintf(("AI", "Also detonating weapon %i whose parent is %s\n", mobjp-Objects, Ships[Objects[mobjp->parent].instance].ship_name));
5500 weapon_detonate(mobjp);
5512 // Try to switch to a secondary bank that has ammo
5513 int ship_select_next_valid_secondary_bank(ship_weapon *swp)
5517 int ns = swp->num_secondary_banks;
5520 int i,j=swp->current_secondary_bank+1;
5521 for (i=0; i<ns; i++) {
5526 if ( swp->secondary_bank_ammo[j] > 0 ) {
5527 swp->current_secondary_bank=j;
5540 extern void ai_maybe_announce_shockwave_weapon(object *firing_objp, int weapon_index);
5542 // Object *obj fires its secondary weapon, if it can.
5543 // If its most recently fired weapon is a remotely detonatable weapon, detonate it.
5544 // Returns number of weapons fired. Note, for swarmers, returns 1 if it is allowed
5545 // to fire the missiles when allow_swarm is NOT set. They don't actually get fired on a call here unless allow_swarm is set.
5546 // When you want to fire swarmers, you call this function with allow_swarm NOT set and frame interval
5547 // code comes aruond and fires it.
5548 // allow_swarm -> default value is 0... since swarm missiles are fired over several frames,
5549 // need to avoid firing when normally called
5550 int ship_fire_secondary( object *obj, int allow_swarm )
5552 int n, weapon, j, bank, have_timeout, starting_bank_count = -1, num_fired;
5553 ushort starting_sig = 0;
5560 vector missile_point, pnt, firing_pos;
5562 Assert( obj != NULL );
5564 // in the case where the server is an observer, he can fire (which would be bad) - unless we do this.
5565 if( obj->type == OBJ_OBSERVER ){
5569 // in the case where the object is a ghost (a delayed fire packet from right before he died, for instance)
5570 if( (obj->type == OBJ_GHOST) || (obj->type == OBJ_NONE) ){
5574 Assert( obj->type == OBJ_SHIP );
5575 if(obj->type != OBJ_SHIP){
5579 Assert( n >= 0 && n < MAX_SHIPS );
5580 if((n < 0) || (n >= MAX_SHIPS)){
5583 Assert( Ships[n].objnum == OBJ_INDEX(obj));
5584 if(Ships[n].objnum != OBJ_INDEX(obj)){
5589 swp = &shipp->weapons;
5590 sip = &Ship_info[shipp->ship_info_index];
5591 aip = &Ai_info[shipp->ai_index];
5593 // if no secondary weapons are present on ship, return
5594 if ( swp->num_secondary_banks <= 0 ){
5598 // If ship is being repaired/rearmed, it cannot fire missiles
5599 if ( aip->ai_flags & AIF_BEING_REPAIRED ) {
5603 num_fired = 0; // tracks how many missiles actually fired
5605 bank = swp->current_secondary_bank;
5610 weapon = swp->secondary_bank_weapons[bank];
5611 Assert( (swp->secondary_bank_weapons[bank] >= 0) && (swp->secondary_bank_weapons[bank] < MAX_WEAPON_TYPES) );
5612 if((swp->secondary_bank_weapons[bank] < 0) || (swp->secondary_bank_weapons[bank] >= MAX_WEAPON_TYPES)){
5615 wip = &Weapon_info[swp->secondary_bank_weapons[bank]];
5617 have_timeout = 0; // used to help tell whether or not we have a timeout
5618 if ( MULTIPLAYER_MASTER ) {
5619 starting_sig = multi_get_next_network_signature( MULTI_SIG_NON_PERMANENT );
5620 starting_bank_count = swp->secondary_bank_ammo[bank];
5623 if (ship_fire_secondary_detonate(obj, swp)) {
5624 // in multiplayer, master sends a secondary fired packet with starting signature of -1 -- indicates
5625 // to client code to set the detonate timer to 0.
5626 if ( MULTIPLAYER_MASTER ) {
5627 // MWA -- 4/6/98 Assert invalid since the bank count could have gone to 0.
5628 //Assert(starting_bank_count != 0);
5629 send_secondary_fired_packet( shipp, 0, starting_bank_count, 1, allow_swarm );
5632 // For all banks, if ok to fire a weapon, make it wait a bit.
5633 // Solves problem of fire button likely being down next frame and
5634 // firing weapon despite fire causing detonation of existing weapon.
5635 if (swp->current_secondary_bank >= 0) {
5636 if (timestamp_elapsed(swp->next_secondary_fire_stamp[bank])){
5637 swp->next_secondary_fire_stamp[bank] = timestamp(max((int) flFrametime*3000, 250));
5643 if ( swp->current_secondary_bank < 0 ){
5647 if ( !timestamp_elapsed(swp->next_secondary_fire_stamp[bank]) && !allow_swarm) {
5648 if (timestamp_until(swp->next_secondary_fire_stamp[bank]) > 60000){
5649 swp->next_secondary_fire_stamp[bank] = timestamp(1000);
5652 goto done_secondary;
5655 // Ensure if this is a "require-lock" missile, that a lock actually exists
5656 if ( wip->wi_flags & WIF_NO_DUMBFIRE ) {
5657 if ( aip->current_target_is_locked <= 0 ) {
5658 if ( obj == Player_obj ) {
5659 if ( !Weapon_energy_cheat ) {
5660 if ((aip->target_objnum != -1) && (vm_vec_dist_quick(&obj->pos, &Objects[aip->target_objnum].pos) > wip->lifetime * wip->max_speed)) {
5661 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Too far from target to acquire lock", 487));
5663 char missile_name[NAME_LENGTH];
5664 strcpy(missile_name, wip->name);
5665 hud_end_string_at_first_hash_symbol(missile_name);
5666 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Cannot fire %s without a lock", 488), missile_name);
5669 snd_play( &Snds[SND_OUT_OF_MISSLES] );
5670 swp->next_secondary_fire_stamp[bank] = timestamp(800); // to avoid repeating messages
5674 // multiplayer clients should always fire the weapon here, so return only if not
5675 // a multiplayer client.
5676 if ( !MULTIPLAYER_CLIENT ){
5683 // if trying to fire a swarm missile, make sure being called from right place
5684 if ( (wip->wi_flags & WIF_SWARM) && !allow_swarm ) {
5685 Assert(wip->swarm_count > 0);
5686 if(wip->swarm_count <= 0){
5687 shipp->num_swarm_missiles_to_fire += SWARM_DEFAULT_NUM_MISSILES_FIRED;
5689 shipp->num_swarm_missiles_to_fire += wip->swarm_count;
5691 return 1; // Note: Missiles didn't get fired, but the frame interval code will fire them.
5694 // if trying to fire a corkscrew missile, make sure being called from right place
5695 if ( (wip->wi_flags & WIF_CORKSCREW) && !allow_swarm ) {
5696 shipp->num_corkscrew_to_fire = (ubyte)(shipp->num_corkscrew_to_fire + (ubyte)Corkscrew_num_missiles_fired);
5697 return 1; // Note: Missiles didn't get fired, but the frame interval code will fire them.
5700 swp->next_secondary_fire_stamp[bank] = timestamp((int)(Weapon_info[weapon].fire_wait * 1000.0f)); // They can fire 5 times a second
5702 // Here is where we check if weapons subsystem is capable of firing the weapon.
5703 // do only in single plyaer or if I am the server of a multiplayer game
5704 if ( !(Game_mode & GM_MULTIPLAYER) || MULTIPLAYER_MASTER ) {
5705 if ( ship_weapon_maybe_fail(shipp) ) {
5706 if ( obj == Player_obj )
5707 if ( ship_maybe_play_secondary_fail_sound(wip) ) {
5708 char missile_name[NAME_LENGTH];
5709 strcpy(missile_name, Weapon_info[weapon].name);
5710 hud_end_string_at_first_hash_symbol(missile_name);
5711 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Cannot fire %s due to weapons system damage", 489), missile_name);
5713 goto done_secondary;
5717 po = model_get( Ship_info[shipp->ship_info_index].modelnum );
5718 if ( po->n_missiles > 0 ) {
5719 int check_ammo; // used to tell if we should check ammo counts or not
5722 if ( bank > po->n_missiles ) {
5723 nprintf(("WARNING","WARNING ==> Tried to fire bank %d, but ship has only %d banks\n", bank+1, po->n_missiles));
5724 return 0; // we can make a quick out here!!!
5727 num_slots = po->missile_banks[bank].num_slots;
5729 // determine if there is enough ammo left to fire weapons on this bank. As with primary
5730 // weapons, we might or might not check ammo counts depending on game mode, who is firing,
5731 // and if I am a client in multiplayer
5733 if ( MULTIPLAYER_CLIENT && (obj != Player_obj) ){
5737 if ( check_ammo && ( swp->secondary_bank_ammo[bank] <= 0) ) {
5738 if ( shipp->objnum == OBJ_INDEX(Player_obj) ) {
5739 if ( ship_maybe_play_secondary_fail_sound(wip) ) {
5740 // HUD_sourced_printf(HUD_SOURCE_HIDDEN, "No %s missiles left in bank", Weapon_info[swp->secondary_bank_weapons[bank]].name);
5744 // TODO: AI switch secondary weapon / re-arm?
5746 goto done_secondary;
5749 int start_slot, end_slot;
5751 if ( shipp->flags & SF_SECONDARY_DUAL_FIRE ) {
5752 start_slot = swp->secondary_next_slot[bank];
5753 // AL 11-19-97: Ensure enough ammo remains when firing linked secondary weapons
5754 if ( check_ammo && (swp->secondary_bank_ammo[bank] < 2) ) {
5755 end_slot = start_slot;
5757 end_slot = start_slot+1;
5760 start_slot = swp->secondary_next_slot[bank];
5761 end_slot = start_slot;
5764 int pnt_index=start_slot;
5765 for ( j = start_slot; j <= end_slot; j++ ) {
5768 swp->secondary_next_slot[bank]++;
5769 if ( swp->secondary_next_slot[bank] > (num_slots-1) ){
5770 swp->secondary_next_slot[bank] = 0;
5773 if ( pnt_index >= num_slots ){
5776 pnt = po->missile_banks[bank].pnt[pnt_index++];
5777 vm_vec_unrotate(&missile_point, &pnt, &obj->orient);
5778 vm_vec_add(&firing_pos, &missile_point, &obj->pos);
5780 if ( Game_mode & GM_MULTIPLAYER ) {
5781 Assert( Weapon_info[weapon].subtype == WP_MISSILE );
5784 // create the weapon -- for multiplayer, the net_signature is assigned inside
5786 weapon_num = weapon_create( &firing_pos, &obj->orient, weapon, OBJ_INDEX(obj), 0, -1, aip->current_target_is_locked);
5787 weapon_set_tracking_info(weapon_num, OBJ_INDEX(obj), aip->target_objnum, aip->current_target_is_locked, aip->targeted_subsys);
5789 // create the muzzle flash effect
5790 shipfx_flash_create( obj, shipp, &pnt, &obj->orient.fvec, 0, weapon );
5793 if ( weapon_num != -1 )
5794 Demo_fire_secondary_requests++; // testing for demo
5797 swp->last_fired_weapon_index = weapon_num;
5798 swp->detonate_weapon_time = timestamp(500); // Can detonate 1/2 second later.
5799 if (weapon_num != -1) {
5800 swp->last_fired_weapon_signature = Objects[weapon_num].signature;
5803 // subtract the number of missiles fired
5804 if ( Weapon_energy_cheat == 0 ){
5805 swp->secondary_bank_ammo[bank]--;
5810 if ( obj == Player_obj ) {
5811 if ( Weapon_info[weapon].launch_snd != -1 ) {
5815 snd_play( &Snds[Weapon_info[weapon].launch_snd], 0.0f, 1.0f, SND_PRIORITY_MUST_PLAY );
5816 swp = &Player_ship->weapons;
5817 if (swp->current_secondary_bank >= 0) {
5818 wip = &Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]];
5819 if (Player_ship->flags & SF_SECONDARY_DUAL_FIRE){
5820 joy_ff_play_secondary_shoot((int) (wip->cargo_size * 2.0f));
5822 joy_ff_play_secondary_shoot((int) wip->cargo_size);
5828 if ( Weapon_info[weapon].launch_snd != -1 ) {
5829 snd_play_3d( &Snds[Weapon_info[weapon].launch_snd], &obj->pos, &View_position );
5836 // if I am the master of a multiplayer game, send a secondary fired packet along with the
5837 // first network signatures for the newly created weapons. if nothing got fired, send a failed
5839 if ( MULTIPLAYER_MASTER ) {
5840 Assert(starting_sig != 0);
5841 send_secondary_fired_packet( shipp, starting_sig, starting_bank_count, num_fired, allow_swarm );
5845 if (obj->flags & OF_PLAYER_SHIP) {
5846 // in multiplayer -- only the server needs to keep track of the stats. Call the cool
5847 // function to find the player given the object *. It had better return a valid player
5848 // or our internal structure as messed up.
5849 if( Game_mode & GM_MULTIPLAYER ) {
5850 if ( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {
5853 player_num = multi_find_player_by_object ( obj );
5854 Assert ( player_num != -1 );
5856 Net_players[player_num].player->stats.ms_shots_fired += num_fired;
5859 Player->stats.ms_shots_fired += num_fired;
5862 // maybe announce a shockwave weapon
5863 ai_maybe_announce_shockwave_weapon(obj, weapon);
5866 // AL 3-7-98: Move to next valid secondary bank if out of ammo
5867 if ( (obj->flags & OF_PLAYER_SHIP) && (swp->secondary_bank_ammo[bank] <= 0) ) {
5868 int fire_wait = (int)(Weapon_info[weapon].fire_wait * 1000.0f);
5869 if ( ship_select_next_valid_secondary_bank(swp) ) {
5870 swp->next_secondary_fire_stamp[swp->current_secondary_bank] = max(timestamp(250),timestamp(fire_wait)); // 1/4 second delay until can fire
5871 if ( obj == Player_obj ) {
5872 snd_play( &Snds[SND_SECONDARY_CYCLE] );
5880 // ------------------------------------------------------------------------------
5881 // ship_select_next_primary()
5883 // Return true if a new index gets selected.
5885 // parameters: objp => pointer to object for ship cycling primary
5886 // direction => forward == CYCLE_PRIMARY_NEXT, backward == CYCLE_PRIMARY_PREV
5888 // NOTE: This code can be called for any arbitrary ship. HUD messages and sounds are only used
5889 // for the player ship.
5890 int ship_select_next_primary(object *objp, int direction)
5895 Assert(objp != NULL);
5896 Assert(objp->type == OBJ_SHIP);
5897 Assert(objp->instance >= 0 && objp->instance < MAX_SHIPS);
5899 shipp = &Ships[objp->instance];
5900 swp = &shipp->weapons;
5902 Assert(direction == CYCLE_PRIMARY_NEXT || direction == CYCLE_PRIMARY_PREV);
5904 switch ( swp->num_primary_banks ) {
5907 if ( objp == Player_obj ) {
5908 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "This ship has no primary weapons", 490));
5909 gamesnd_play_error_beep();
5915 if ( objp == Player_obj ) {
5916 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "This ship has only one primary weapon: %s", 491),Weapon_info[swp->primary_bank_weapons[swp->current_primary_bank]].name, swp->current_primary_bank + 1);
5917 gamesnd_play_error_beep();
5923 if ( shipp->flags & SF_PRIMARY_LINKED ) {
5924 shipp->flags &= ~SF_PRIMARY_LINKED;
5925 if ( direction == CYCLE_PRIMARY_NEXT ) {
5926 swp->current_primary_bank = 0;
5928 swp->current_primary_bank = 1;
5931 switch ( swp->current_primary_bank ) {
5933 if ( direction == CYCLE_PRIMARY_NEXT ) {
5934 swp->current_primary_bank = 1;
5936 shipp->flags |= SF_PRIMARY_LINKED;
5941 if ( direction == CYCLE_PRIMARY_NEXT ) {
5942 shipp->flags |= SF_PRIMARY_LINKED;
5944 swp->current_primary_bank = 0;
5949 Int3(); // should never happen, get Alan if it does
5957 Int3(); // should never happen, get Alan if it does
5962 if ( objp == Player_obj ) {
5963 snd_play( &Snds[SND_PRIMARY_CYCLE], 0.0f );
5966 ship_primary_changed(shipp);
5970 // ------------------------------------------------------------------------------
5971 // ship_select_next_secondary() selects the next secondary bank with missles
5973 // returns: 1 => The secondary bank was switched
5974 // 0 => The secondary bank stayed the same
5976 // If a secondary bank has no missles left, it is skipped.
5978 // NOTE: This can be called for an arbitrary ship. HUD messages and sounds are only used
5979 // for the player ship.
5980 int ship_select_next_secondary(object *objp)
5982 Assert(objp != NULL);
5983 Assert(objp->type == OBJ_SHIP);
5984 Assert(objp->instance >= 0 && objp->instance < MAX_SHIPS);
5986 int original_bank, new_bank, i;
5990 shipp = &Ships[objp->instance];
5991 swp = &shipp->weapons;
5993 switch ( swp->num_secondary_banks ) {
5995 if ( objp == Player_obj ) {
5996 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "This ship has no secondary weapons", 492));
5997 gamesnd_play_error_beep();
6003 if ( objp == Player_obj ) {
6004 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "This ship has only one secondary weapon: %s", 493), Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]].name, swp->current_secondary_bank + 1);
6005 gamesnd_play_error_beep();
6012 Assert(swp->current_secondary_bank < swp->num_secondary_banks);
6013 original_bank = swp->current_secondary_bank;
6015 for ( i = 1; i < swp->num_secondary_banks; i++ ) {
6016 new_bank = (swp->current_secondary_bank+i) % swp->num_secondary_banks;
6017 if ( swp->secondary_bank_ammo[new_bank] <= 0 )
6019 swp->current_secondary_bank = new_bank;
6023 if ( swp->current_secondary_bank != original_bank ) {
6024 if ( objp == Player_obj ) {
6025 snd_play( &Snds[SND_SECONDARY_CYCLE], 0.0f );
6027 ship_secondary_changed(shipp);
6034 Int3(); // should never happen, get Alan if it does
6039 // If we've reached this point, must have failed
6043 // Stuff list of weapon indices for object *objp in list *outlist.
6044 // Return number of weapons in list.
6045 int get_available_secondary_weapons(object *objp, int *outlist, int *outbanklist)
6051 Assert(objp->type == OBJ_SHIP);
6052 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
6053 shipp = &Ships[objp->instance];
6055 for (i=0; i<shipp->weapons.num_secondary_banks; i++)
6056 if (shipp->weapons.secondary_bank_ammo[i]) {
6057 outbanklist[count] = i;
6058 outlist[count++] = shipp->weapons.secondary_bank_weapons[i];
6064 // Return the object index of the ship with name *name.
6065 int wing_name_lookup(char *name, int ignore_count)
6070 wing_limit = MAX_WINGS;
6072 wing_limit = num_wings;
6074 if (Fred_running || ignore_count ) { // current_count not used for Fred..
6075 for (i=0; i<wing_limit; i++)
6076 if (Wings[i].wave_count && !stricmp(Wings[i].name, name))
6080 for (i=0; i<wing_limit; i++)
6081 if (Wings[i].current_count && !stricmp(Wings[i].name, name))
6088 // this function is needed in addition to wing_name_lookup because it does a straight lookup without
6089 // caring about how many ships are in the wing, etc.
6090 int wing_lookup(char *name)
6093 for(idx=0;idx<num_wings;idx++)
6094 if(strcmp(Wings[idx].name,name)==0)
6100 // Return the index of Ship_info[].name that is *name.
6101 int ship_info_lookup(char *name)
6105 for (i=0; i < Num_ship_types; i++)
6106 if (!stricmp(name, Ship_info[i].name))
6112 // Return the index of Ship_info[].name which is the *base* ship of a ship copy
6113 int ship_info_base_lookup(int si_index)
6116 char name[NAME_LENGTH], *p;
6118 strcpy( name, Ship_info[si_index].name );
6119 p = strchr( name, '#' );
6120 Assert( p ); // get allender -- something bogus with ship copy
6123 i = ship_info_lookup( name );
6124 Assert( i != -1 ); // get allender -- there had better be a base ship!
6129 // Return the ship index of the ship with name *name.
6130 int ship_name_lookup(char *name, int inc_players)
6139 for (i=0; i<MAX_SHIPS; i++){
6140 if (Ships[i].objnum >= 0){
6141 if (Objects[Ships[i].objnum].type == OBJ_SHIP || (Objects[Ships[i].objnum].type == OBJ_START && inc_players)){
6142 if (!stricmp(name, Ships[i].ship_name)){
6153 int ship_type_name_lookup(char *name)
6162 // look through the Ship_type_names array
6163 for(idx=0; idx<MAX_SHIP_TYPE_COUNTS; idx++){
6164 if(!stricmp(name, Ship_type_names[idx])){
6173 // checks the (arrival & departure) state of a ship. Return values:
6174 // -1: has yet to arrive in mission
6175 // 0: is currently in mission
6176 // 1: has been destroyed, departed, or never existsed
6177 int ship_query_state(char *name)
6187 for (i=0; i<MAX_SHIPS; i++){
6188 if (Ships[i].objnum >= 0){
6189 if ((Objects[Ships[i].objnum].type == OBJ_SHIP) || (Objects[Ships[i].objnum].type == OBJ_START)){
6190 if (!stricmp(name, Ships[i].ship_name)){
6197 objp = GET_FIRST(&ship_arrival_list);
6198 while (objp != END_OF_LIST(&ship_arrival_list)) {
6199 if (!stricmp(name, objp->name)){
6203 objp = GET_NEXT(objp);
6209 // Note: This is not a general purpose routine.
6210 // It is specifically used for targeting.
6211 // It only returns a subsystem position if it has shields.
6212 // Return true/false for subsystem found/not found.
6213 // Stuff vector *pos with absolute position.
6214 // subsysp is a pointer to the subsystem.
6215 int get_subsystem_pos(vector *pos, object *objp, ship_subsys *subsysp)
6218 model_subsystem *psub;
6222 Assert(objp->type == OBJ_SHIP);
6223 shipp = &Ships[objp->instance];
6225 Assert ( subsysp != NULL );
6227 psub = subsysp->system_info;
6228 vm_copy_transpose_matrix(&m, &objp->orient);
6230 vm_vec_rotate(&pnt, &psub->pnt, &m);
6231 vm_vec_add2(&pnt, &objp->pos);
6240 //=================================================
6241 // Takes all the angle info from the ship structure and stuffs it
6242 // into the model data so that the model code has all the correct
6243 // angles and stuff that it needs. This is a poorly designed
6244 // system that should be re-engineered so that all the model functions
6245 // accept a list of angles and everyone passes them through, but
6246 // that would require some major code revision.
6247 // So, anytime you are using a model that has rotating parts, you
6248 // need to do a ship_model_start before any model_ functions are
6249 // called and a ship_model_stop after you're done. Even for
6250 // collision detection and stuff, not just rendering.
6251 // See John for details.
6253 void ship_model_start(object *objp)
6255 model_subsystem *psub;
6259 shipp = &Ships[objp->instance];
6261 // First clear all the angles in the model to zero
6262 model_clear_instance(shipp->modelnum);
6264 // Go through all subsystems and bash the model angles for all
6265 // the subsystems that need it.
6266 for ( pss = GET_FIRST(&shipp->subsys_list); pss != END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
6267 psub = pss->system_info;
6268 switch (psub->type) {
6269 case SUBSYSTEM_RADAR:
6270 case SUBSYSTEM_NAVIGATION:
6271 case SUBSYSTEM_COMMUNICATION:
6272 case SUBSYSTEM_UNKNOWN:
6273 case SUBSYSTEM_ENGINE:
6274 case SUBSYSTEM_SENSORS:
6275 case SUBSYSTEM_WEAPONS:
6276 case SUBSYSTEM_SOLAR:
6277 case SUBSYSTEM_GAS_COLLECT:
6278 case SUBSYSTEM_ACTIVATION:
6280 case SUBSYSTEM_TURRET:
6281 Assert( !(psub->flags & MSS_FLAG_ROTATES) ); // Turrets can't rotate!!! See John!
6284 Error(LOCATION, "Illegal subsystem type.\n");
6288 if ( psub->subobj_num > -1 ) {
6289 model_set_instance(shipp->modelnum, psub->subobj_num, &pss->submodel_info_1 );
6292 if ( (psub->subobj_num != psub->turret_gun_sobj) && (psub->turret_gun_sobj >-1) ) {
6293 model_set_instance(shipp->modelnum, psub->turret_gun_sobj, &pss->submodel_info_2 );
6299 //==========================================================
6300 // Clears all the instance specific stuff out of the model info
6301 void ship_model_stop(object *objp)
6305 shipp = &Ships[objp->instance];
6307 // Then, clear all the angles in the model to zero
6308 model_clear_instance(shipp->modelnum);
6312 //==========================================================
6313 // Finds the number of crew points in a ship
6314 int ship_find_num_crewpoints(object *objp)
6317 model_subsystem *psub;
6321 shipp = &Ships[objp->instance];
6323 // Go through all subsystems and record the model angles for all
6324 // the subsystems that need it.
6325 for ( pss = GET_FIRST(&shipp->subsys_list); pss != END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
6326 psub = pss->system_info;
6327 switch (psub->type) {
6328 case SUBSYSTEM_TURRET:
6329 if ( psub->flags & MSS_FLAG_CREWPOINT )
6330 n++; // fall through
6332 case SUBSYSTEM_RADAR:
6333 case SUBSYSTEM_NAVIGATION:
6334 case SUBSYSTEM_COMMUNICATION:
6335 case SUBSYSTEM_UNKNOWN:
6336 case SUBSYSTEM_ENGINE:
6337 case SUBSYSTEM_GAS_COLLECT:
6338 case SUBSYSTEM_ACTIVATION:
6341 Error(LOCATION, "Illegal subsystem type.\n");
6347 //==========================================================
6348 // Finds the number of turrets in a ship
6349 int ship_find_num_turrets(object *objp)
6352 model_subsystem *psub;
6356 shipp = &Ships[objp->instance];
6358 // Go through all subsystems and record the model angles for all
6359 // the subsystems that need it.
6360 for ( pss = GET_FIRST(&shipp->subsys_list); pss != END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
6361 psub = pss->system_info;
6362 switch (psub->type) {
6363 case SUBSYSTEM_TURRET:
6364 n++; // drop through
6366 case SUBSYSTEM_RADAR:
6367 case SUBSYSTEM_NAVIGATION:
6368 case SUBSYSTEM_COMMUNICATION:
6369 case SUBSYSTEM_UNKNOWN:
6370 case SUBSYSTEM_ENGINE:
6371 case SUBSYSTEM_GAS_COLLECT:
6372 case SUBSYSTEM_ACTIVATION:
6375 Error(LOCATION, "Illegal subsystem type.\n");
6381 // Modify the matrix orient by the slew angles a.
6382 void compute_slew_matrix(matrix *orient, angles *a)
6388 t1.h = 0.0f; t1.b = 0.0f;
6389 t2.p = 0.0f; t2.b = 0.0f;
6391 // put in p & b like normal
6392 vm_angles_2_matrix(&tmp, &t1 );
6393 vm_matrix_x_matrix( &tmp2, orient, &tmp);
6395 // Put in heading separately
6396 vm_angles_2_matrix(&tmp, &t2 );
6397 vm_matrix_x_matrix( orient, &tmp2, &tmp );
6399 vm_orthogonalize_matrix(orient);
6402 // calculates the eye position for this ship in the global reference frame. Uses the
6403 // view_positions array in the model. The 0th element is the noral viewing position.
6404 // the vector of the eye is returned in the parameter 'eye'. The orientation of the
6405 // eye is returned in orient. (NOTE: this is kind of bogus for now since non 0th element
6406 // eyes have no defined up vector)
6407 void ship_get_eye( vector *eye_pos, matrix *eye_orient, object *obj )
6414 shipp = &Ships[obj->instance];
6415 pm = model_get( shipp->modelnum );
6417 // check to be sure that we have a view eye to look at.....spit out nasty debug message
6418 if ( pm->n_view_positions == 0 ) {
6419 // nprintf (("Warning", "No eye position found for model %s. Find artist to get fixed.\n", pm->filename ));
6420 *eye_pos = obj->pos;
6421 *eye_orient = obj->orient;
6424 ep = &(pm->view_positions[0] );
6426 // eye points are stored in an array -- the normal viewing position for a ship is the current_eye_index
6428 model_find_world_point( eye_pos, &ep->pnt, shipp->modelnum, ep->parent, &obj->orient, &obj->pos );
6429 // if ( shipp->current_eye_index == 0 ) {
6430 *eye_orient = obj->orient;
6432 // model_find_world_dir( &vec, &ep->norm, shipp->modelnum, ep->parent, &obj->orient, &obj->pos );
6433 // kind of bogus, but use the objects uvec to avoid totally stupid looking behavior.
6434 // vm_vector_2_matrix(eye_orient,&vec,&obj->orient.uvec,NULL);
6437 // Modify the orientation based on head orientation.
6438 if ( Viewer_obj == obj ) {
6439 if ( Viewer_mode & VM_PADLOCK_ANY ) {
6440 player_get_padlock_orient(eye_orient);
6442 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
6447 // of attackers to make this decision.
6449 // NOTE: This function takes into account how many ships are attacking a subsystem, and will
6450 // prefer an ignored subsystem over a subsystem that is in line of sight, if the in-sight
6451 // subsystem is attacked by more than MAX_SUBSYS_ATTACKERS
6453 // sp => ship pointer to parent of subsystem
6454 // subsys_type => what kind of subsystem this is
6455 // attacker_pos => the world coords of the attacker of this subsystem
6457 // returns: pointer to subsystem if one found, NULL otherwise
6458 #define MAX_SUBSYS_ATTACKERS 3
6459 ship_subsys *ship_get_best_subsys_to_attack(ship *sp, int subsys_type, vector *attacker_pos)
6462 ship_subsys *best_in_sight_subsys, *lowest_attacker_subsys, *ss_return;
6463 int lowest_num_attackers, lowest_in_sight_attackers, num_attackers;
6467 lowest_in_sight_attackers = lowest_num_attackers = 1000;
6468 ss_return = best_in_sight_subsys = lowest_attacker_subsys = NULL;
6470 for (ss = GET_FIRST(&sp->subsys_list); ss != END_OF_LIST(&sp->subsys_list); ss = GET_NEXT(ss) ) {
6471 if ( (ss->system_info->type == subsys_type) && (ss->current_hits > 0) ) {
6473 // get world pos of subsystem
6474 vm_vec_unrotate(&gsubpos, &ss->system_info->pnt, &Objects[sp->objnum].orient);
6475 vm_vec_add2(&gsubpos, &Objects[sp->objnum].pos);
6477 // now find the number of ships attacking this subsystem by iterating through the ships list,
6478 // and checking if aip->targeted_subsys matches the subsystem we're checking
6480 sop = GET_FIRST(&Ship_obj_list);
6481 while(sop != END_OF_LIST(&Ship_obj_list)){
6482 if ( Ai_info[Ships[Objects[sop->objnum].instance].ai_index].targeted_subsys == ss ) {
6485 sop = GET_NEXT(sop);
6488 if ( num_attackers < lowest_num_attackers ) {
6489 lowest_num_attackers = num_attackers;
6490 lowest_attacker_subsys = ss;
6493 if ( ship_subsystem_in_sight(&Objects[sp->objnum], ss, attacker_pos, &gsubpos) ) {
6494 if ( num_attackers < lowest_in_sight_attackers ) {
6495 lowest_in_sight_attackers = num_attackers;
6496 best_in_sight_subsys = ss;
6502 if ( best_in_sight_subsys == NULL ) {
6503 // no subsystems are in sight, so return the subsystem with the lowest # of attackers
6504 ss_return = lowest_attacker_subsys;
6506 if ( lowest_in_sight_attackers > MAX_SUBSYS_ATTACKERS ) {
6507 ss_return = lowest_attacker_subsys;
6509 ss_return = best_in_sight_subsys;
6516 // function to return a pointer to the 'nth' ship_subsys structure in a ship's linked list
6518 // attacker_pos => world pos of attacker (default value NULL). If value is non-NULL, try
6519 // to select the best subsystem to attack of that type (using line-of-sight)
6520 // and based on the number of ships already attacking the subsystem
6521 ship_subsys *ship_get_indexed_subsys( ship *sp, int index, vector *attacker_pos )
6526 // first, special code to see if the index < 0. If so, we are looking for one of several possible
6527 // engines or one of several possible turrets. If we enter this if statement, we will always return
6532 subsys_type = -index;
6533 if ( sp->subsys_info[subsys_type].current_hits == 0.0f ) // if there are no hits, no subsystem to attack.
6536 if ( attacker_pos != NULL ) {
6537 ss = ship_get_best_subsys_to_attack(sp, subsys_type, attacker_pos);
6540 // next, scan the list of subsystems and search for the first subsystem of the particular
6541 // type which has > 0 hits remaining.
6542 for (ss = GET_FIRST(&sp->subsys_list); ss != END_OF_LIST(&sp->subsys_list); ss = GET_NEXT(ss) ) {
6543 if ( (ss->system_info->type == subsys_type) && (ss->current_hits > 0) )
6548 Int3(); // maybe we shouldn't get here, but with possible floating point rounding, I suppose we could
6554 ss = GET_FIRST(&sp->subsys_list);
6555 while ( ss != END_OF_LIST( &sp->subsys_list ) ) {
6556 if ( count == index )
6559 ss = GET_NEXT( ss );
6561 Int3(); // get allender -- turret ref didn't fixup correctly!!!!
6565 // Given a pointer to a subsystem and an associated object, return the index.
6566 int ship_get_index_from_subsys(ship_subsys *ssp, int objnum, int error_bypass)
6575 Assert(objnum >= 0);
6576 Assert(Objects[objnum].instance >= 0);
6578 shipp = &Ships[Objects[objnum].instance];
6581 ss = GET_FIRST(&shipp->subsys_list);
6582 while ( ss != END_OF_LIST( &shipp->subsys_list ) ) {
6586 ss = GET_NEXT( ss );
6588 if ( !error_bypass )
6589 Int3(); // get allender -- turret ref didn't fixup correctly!!!!
6594 // function which returns the index number of the ship_subsys parameter
6595 int ship_get_subsys_index(ship *sp, char *ss_name, int error_bypass)
6601 ss = GET_FIRST(&sp->subsys_list);
6602 while ( ss != END_OF_LIST( &sp->subsys_list ) ) {
6603 if ( !stricmp(ss->system_info->subobj_name, ss_name) )
6606 ss = GET_NEXT( ss );
6615 // routine to return the strength of a subsystem. We keep a total hit tally for all subsystems
6616 // which are similar (i.e. a total for all engines). These routines will return a number between
6617 // 0.0 and 1.0 which is the relative combined strength of the given subsystem type. The number
6618 // calculated for the engines is slightly different. Once an engine reaches < 15% of it's hits, it's
6619 // output drops to that %. A dead engine has no output.
6620 float ship_get_subsystem_strength( ship *shipp, int type )
6625 Assert ( (type >= 0) && (type < SUBSYSTEM_MAX) );
6626 if ( shipp->subsys_info[type].total_hits == 0.0f )
6629 // For a dying ship, all subsystem strengths are zero.
6630 if (Objects[shipp->objnum].hull_strength <= 0.0f)
6633 strength = shipp->subsys_info[type].current_hits / shipp->subsys_info[type].total_hits;
6635 if ( strength == 0.0f ) // short circuit 0
6638 if ( (type == SUBSYSTEM_ENGINE) && (strength < 1.0f) ) {
6642 ssp = GET_FIRST(&shipp->subsys_list);
6643 while ( ssp != END_OF_LIST( &shipp->subsys_list ) ) {
6645 if ( ssp->system_info->type == SUBSYSTEM_ENGINE ) {
6648 ratio = ssp->current_hits / ssp->system_info->max_hits;
6649 if ( ratio < ENGINE_MIN_STR )
6650 ratio = ENGINE_MIN_STR;
6654 ssp = GET_NEXT( ssp );
6656 strength = percent / (float)shipp->subsys_info[type].num;
6662 // set the strength of a subsystem on a given ship. The strength passed as a
6663 // parameter is between 0.0 and 1.0
6665 // NOTE: this function was made to be called by the debug function dcf_set_subsys(). If
6666 // you want to use this, be sure that you test it for all cases.
6667 void ship_set_subsystem_strength( ship *shipp, int type, float strength )
6669 float total_current_hits, diff;
6672 Assert ( (type >= 0) && (type < SUBSYSTEM_MAX) );
6673 if ( shipp->subsys_info[type].total_hits == 0.0f )
6676 total_current_hits = 0.0f;
6677 ssp = GET_FIRST(&shipp->subsys_list);
6678 while ( ssp != END_OF_LIST( &shipp->subsys_list ) ) {
6680 if ( ssp->system_info->type == type ) {
6681 ssp->current_hits = strength * ssp->system_info->max_hits;
6682 total_current_hits += ssp->current_hits;
6684 ssp = GET_NEXT( ssp );
6687 // update the objects integrity, needed since we've bashed the strength of a subsysem
6688 diff = total_current_hits - shipp->subsys_info[type].current_hits;
6689 Objects[shipp->objnum].hull_strength += diff;
6690 // fix up the shipp->subsys_info[type] current_hits value
6691 shipp->subsys_info[type].current_hits = total_current_hits;
6694 #define SHIELD_REPAIR_RATE 0.20f // Percent of shield repaired per second.
6695 #define HULL_REPAIR_RATE 0.15f // Percent of hull repaired per second.
6696 #define SUBSYS_REPAIR_RATE 0.10f // Percent of subsystems repaired per second.
6698 // ==================================================================================
6699 // ship_do_rearm_frame()
6701 // function to rearm a ship. This function gets called from the ai code ai_do_rearm_frame (or
6702 // some function of a similar name). Returns 1 when ship is fully repaired and rearmed, 0 otherwise
6705 #define REARM_NUM_MISSILES_PER_BATCH 4 // how many missiles are dropped in per load sound
6707 int ship_do_rearm_frame( object *objp, float frametime )
6709 int i, banks_full, subsys_type, subsys_all_ok;
6710 float shield_str, repair_delta, repair_allocated;
6717 shipp = &Ships[objp->instance];
6718 swp = &shipp->weapons;
6719 sip = &Ship_info[shipp->ship_info_index];
6720 aip = &Ai_info[shipp->ai_index];
6722 // AL 10-31-97: Add missing primary weapons to the ship. This is required since designers
6723 // want to have ships that start with no primaries, but can get them through
6725 if ( swp->num_primary_banks < sip->num_primary_banks ) {
6726 for ( i = swp->num_primary_banks; i < sip->num_primary_banks; i++ ) {
6727 swp->primary_bank_weapons[i] = sip->primary_bank_weapons[i];
6729 swp->num_primary_banks = sip->num_primary_banks;
6732 // AL 12-30-97: Repair broken warp drive
6733 if ( shipp->flags & SF_WARP_BROKEN ) {
6734 // TODO: maybe do something here like informing player warp is fixed?
6735 shipp->flags &= ~SF_WARP_BROKEN;
6738 // AL 1-16-97: Replenish countermeasures
6739 shipp->cmeasure_count = sip->cmeasure_max;
6741 // Do shield repair here
6742 if ( !(objp->flags & OF_NO_SHIELDS) ) {
6743 shield_str = get_shield_strength(objp);
6744 if ( shield_str < sip->shields ) {
6745 if ( objp == Player_obj ) {
6746 player_maybe_start_repair_sound();
6748 shield_str += sip->shields * frametime * SHIELD_REPAIR_RATE;
6749 if ( shield_str > sip->shields ) {
6750 shield_str = sip->shields;
6752 set_shield_strength(objp, shield_str);
6756 // Repair the ship integrity (subsystems + hull). This works by applying the repair points
6757 // to the subsystems. Ships integrity is stored is objp->hull_strength, so that always is
6758 // incremented by repair_allocated
6759 repair_allocated = sip->initial_hull_strength * frametime * HULL_REPAIR_RATE;
6762 AL 11-24-97: remove increase to hull integrity
6764 objp->hull_strength += repair_allocated;
6765 if ( objp->hull_strength > sip->initial_hull_strength ) {
6766 repair_allocated -= ( sip->initial_hull_strength - objp->hull_strength);
6767 objp->hull_strength = sip->initial_hull_strength;
6771 // check the subsystems of the ship.
6773 ssp = GET_FIRST(&shipp->subsys_list);
6774 while ( ssp != END_OF_LIST( &shipp->subsys_list ) ) {
6776 if ( ssp->current_hits < ssp->system_info->max_hits && repair_allocated > 0 ) {
6778 subsys_type = ssp->system_info->type;
6780 if ( objp == Player_obj ) {
6781 player_maybe_start_repair_sound();
6784 repair_delta = ssp->system_info->max_hits - ssp->current_hits;
6785 if ( repair_delta > repair_allocated ) {
6786 repair_delta = repair_allocated;
6788 repair_allocated -= repair_delta;
6789 Assert(repair_allocated >= 0.0f);
6791 // add repair to current strength of single subsystem
6792 ssp->current_hits += repair_delta;
6793 if ( ssp->current_hits > ssp->system_info->max_hits ) {
6794 ssp->current_hits = ssp->system_info->max_hits;
6797 // add repair to aggregate strength of subsystems of that type
6798 shipp->subsys_info[subsys_type].current_hits += repair_delta;
6799 if ( shipp->subsys_info[subsys_type].current_hits > shipp->subsys_info[subsys_type].total_hits )
6800 shipp->subsys_info[subsys_type].current_hits = shipp->subsys_info[subsys_type].total_hits;
6802 if ( ssp->current_hits > ssp->system_info->max_hits )
6803 ssp->current_hits = ssp->system_info->max_hits;
6805 // check to see if this subsystem was totally non functional before -- if so, then
6807 if ( (ssp->system_info->type == SUBSYSTEM_ENGINE) && (shipp->flags & SF_DISABLED) ) {
6808 shipp->flags &= ~SF_DISABLED;
6809 ship_reset_disabled_physics(objp, shipp->ship_info_index);
6813 ssp = GET_NEXT( ssp );
6816 // now deal with rearming the player. All secondary weapons have a certain rate at which
6817 // they can be rearmed. We can rearm multiple banks at once.
6819 if ( subsys_all_ok ) {
6820 for (i = 0; i < swp->num_secondary_banks; i++ ) {
6821 if ( swp->secondary_bank_ammo[i] < swp->secondary_bank_start_ammo[i] ) {
6824 if ( objp == Player_obj ) {
6825 hud_gauge_popup_start(HUD_WEAPONS_GAUGE);
6828 if ( timestamp_elapsed(swp->secondary_bank_rearm_time[i]) ) {
6830 // Have to do some gymnastics to play the sound effects properly. There is a
6831 // one time sound effect which is the missile loading start, then for each missile
6832 // loaded there is a sound effect. These are only played for the player.
6834 rearm_time = Weapon_info[swp->secondary_bank_weapons[i]].rearm_rate;
6835 if ( aip->rearm_first_missile == TRUE ) {
6839 swp->secondary_bank_rearm_time[i] = timestamp( (int)(rearm_time * 1000.f) );
6841 // Acutal loading of missiles is preceded by a sound effect which is the missile
6842 // loading equipment moving into place
6843 if ( aip->rearm_first_missile == TRUE ) {
6844 snd_play_3d( &Snds[SND_MISSILE_START_LOAD], &objp->pos, &View_position );
6845 aip->rearm_first_missile = FALSE;
6848 snd_play_3d( &Snds[SND_MISSILE_LOAD], &objp->pos, &View_position );
6849 if (objp == Player_obj)
6850 joy_ff_play_reload_effect();
6852 swp->secondary_bank_ammo[i] += REARM_NUM_MISSILES_PER_BATCH;
6853 if ( swp->secondary_bank_ammo[i] > swp->secondary_bank_start_ammo[i] )
6854 swp->secondary_bank_ammo[i] = swp->secondary_bank_start_ammo[i];
6861 } // end if (subsys_all_ok)
6863 if ( banks_full == swp->num_secondary_banks ) {
6864 aip->rearm_first_missile = TRUE;
6867 int shields_full = 0;
6868 if ( (objp->flags & OF_NO_SHIELDS) ) {
6871 if ( get_shield_strength(objp) >= sip->shields )
6875 // return 1 if at end of subsystem list, hull damage at 0, and shields full and all secondary banks full.
6876 // if ( ((ssp = END_OF_LIST(&shipp->subsys_list)) != NULL )&&(objp->hull_strength == sip->initial_hull_strength)&&(shields_full) ) {
6877 if ( subsys_all_ok && shields_full ) {
6879 if ( objp == Player_obj ) {
6880 player_stop_repair_sound();
6883 if (!aip->rearm_release_delay)
6884 aip->rearm_release_delay = timestamp(1200);
6886 if ( banks_full == swp->num_secondary_banks ) {
6888 if ( timestamp_elapsed(aip->rearm_release_delay) )
6892 aip->rearm_release_delay = timestamp(1200);
6899 // function which is used to find a repair ship to repair requester_obj. the way repair ships will work
6901 // if repair ship present and available, return pointer to that object.
6902 // If repair ship present and busy, possibly return that object if he can satisfy the request soon enough.
6903 // If repair ship present and busy and cannot satisfy request, return NULL to warp a new one in if below max number
6904 // if no repair ship present, return NULL to force a new one to be warped in.
6905 #define MAX_SUPPORT_SHIPS_PER_TEAM 1
6907 object *ship_find_repair_ship( object *requester_obj )
6910 ship *requester_ship;
6911 int num_support_ships, num_available_support_ships;
6912 float min_dist = 99999.0f;
6913 object *nearest_support_ship = NULL;
6914 int support_ships[MAX_SUPPORT_SHIPS_PER_TEAM];
6916 Assert(requester_obj->type == OBJ_SHIP);
6917 Assert((requester_obj->instance >= 0) && (requester_obj->instance < MAX_OBJECTS));
6919 // if support ships are not allowed, then no support ship can repair!
6920 if ( !is_support_allowed(requester_obj) )
6923 num_support_ships = 0;
6924 num_available_support_ships = 0;
6926 requester_ship = &Ships[requester_obj->instance];
6927 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
6928 if ((objp->type == OBJ_SHIP) && !(objp->flags & OF_SHOULD_BE_DEAD)) {
6933 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
6935 shipp = &Ships[objp->instance];
6936 sip = &Ship_info[shipp->ship_info_index];
6938 if ( shipp->team != requester_ship->team )
6941 if ( !(sip->flags & SIF_SUPPORT) )
6944 // don't deal with dying support ships
6945 if ( shipp->flags & (SF_DYING | SF_DEPARTING) )
6948 dist = vm_vec_dist_quick(&objp->pos, &requester_obj->pos);
6949 support_ships[num_support_ships] = objp-Objects;
6951 if (!(Ai_info[shipp->ai_index].ai_flags & AIF_REPAIRING)) {
6952 num_available_support_ships++;
6953 if (dist < min_dist) {
6955 nearest_support_ship = objp;
6959 if ( num_support_ships >= MAX_SUPPORT_SHIPS_PER_TEAM ) {
6960 mprintf(("Why is there more than %d support ships in this mission?\n",MAX_SUPPORT_SHIPS_PER_TEAM));
6963 support_ships[num_support_ships] = OBJ_INDEX(objp);
6964 num_support_ships++;
6969 if (nearest_support_ship != NULL)
6970 return nearest_support_ship;
6971 else if (num_support_ships >= MAX_SUPPORT_SHIPS_PER_TEAM) {
6972 Assert(&Objects[support_ships[0]] != NULL);
6973 return &Objects[support_ships[0]];
6975 Assert(num_support_ships < MAX_SUPPORT_SHIPS_PER_TEAM);
6982 // -------------------------------------------------------------------------------------------------
6985 // called in game_shutdown() to free malloced memory
6987 // NOTE: do not call this function. It is only called from game_shutdown()
6992 for (i=0; i<MAX_SHIPS; i++ ) {
6993 if ( Ships[i].shield_integrity != NULL && Ships[i].objnum != -1 ) {
6994 free( Ships[i].shield_integrity );
6995 Ships[i].shield_integrity = NULL;
6999 // free memory alloced for subsystem storage
7000 for ( i = 0; i < Num_ship_types; i++ ) {
7001 if ( Ship_info[i].subsystems != NULL ) {
7002 free(Ship_info[i].subsystems);
7007 // -------------------------------------------------------------------------------------------------
7008 // ship_assign_sound()
7010 // Assign object-linked sound to a particular ship
7012 void ship_assign_sound(ship *sp)
7017 ship_subsys *moveup;
7019 Assert( sp->objnum >= 0 );
7023 objp = &Objects[sp->objnum];
7024 sip = &Ship_info[sp->ship_info_index];
7026 if ( sip->engine_snd != -1 ) {
7027 vm_vec_copy_scale(&engine_pos, &objp->orient.fvec, -objp->radius/2.0f);
7029 obj_snd_assign(sp->objnum, sip->engine_snd, &engine_pos, 1);
7032 // if he's got any specific engine subsystems. go for it.
7033 moveup = GET_FIRST(&sp->subsys_list);
7034 while(moveup != END_OF_LIST(&sp->subsys_list)){
7035 // check the name of the subsystem
7036 if(strstr(moveup->system_info->name, "enginelarge")){
7037 obj_snd_assign(sp->objnum, SND_ENGINE_LOOP_LARGE, &moveup->system_info->pnt, 0);
7038 } else if(strstr(moveup->system_info->name, "enginehuge")){
7039 obj_snd_assign(sp->objnum, SND_ENGINE_LOOP_HUGE, &moveup->system_info->pnt, 0);
7043 moveup = GET_NEXT(moveup);
7047 // -------------------------------------------------------------------------------------------------
7048 // ship_assign_sound_all()
7050 // Assign object-linked sounds to all ships currently in the obj_used_list
7052 void ship_assign_sound_all()
7055 int idx, has_sounds;
7057 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
7058 if ( objp->type == OBJ_SHIP && Player_obj != objp) {
7061 // check to make sure this guy hasn't got sounds already assigned to him
7062 for(idx=0; idx<MAX_OBJECT_SOUNDS; idx++){
7063 if(objp->objsnd_num[idx] != -1){
7070 // actually assign the sound
7072 ship_assign_sound(&Ships[objp->instance]);
7079 // ---------------------------------------------------------------------------------------
7082 // Debug console function to set the shield for the player ship
7084 DCF(set_shield,"Change player ship shield strength")
7088 sip = &Ship_info[Ships[Player_obj->instance].ship_info_index];
7090 dc_get_arg(ARG_FLOAT|ARG_NONE);
7092 if ( Dc_arg_type & ARG_FLOAT ) {
7093 if ( Dc_arg_float < 0 )
7094 Dc_arg_float = 0.0f;
7095 if ( Dc_arg_float > 1.0 )
7096 Dc_arg_float = 1.0f;
7097 set_shield_strength(Player_obj, Dc_arg_float * sip->shields);
7098 dc_printf("Shields set to %.2f\n", get_shield_strength(Player_obj) );
7103 dc_printf ("Usage: set_shield [num]\n");
7104 dc_printf ("[num] -- shield percentage 0.0 -> 1.0 of max\n");
7105 dc_printf ("with no parameters, displays shield strength\n");
7110 dc_printf( "Shields are currently %.2f", get_shield_strength(Player_obj) );
7114 // ---------------------------------------------------------------------------------------
7117 // Debug console function to set the hull for the player ship
7119 DCF(set_hull, "Change player ship hull strength")
7123 sip = &Ship_info[Ships[Player_obj->instance].ship_info_index];
7125 dc_get_arg(ARG_FLOAT|ARG_NONE);
7127 if ( Dc_arg_type & ARG_FLOAT ) {
7128 if ( Dc_arg_float < 0 )
7129 Dc_arg_float = 0.0f;
7130 if ( Dc_arg_float > 1.0 )
7131 Dc_arg_float = 1.0f;
7132 Player_obj->hull_strength = Dc_arg_float * sip->initial_hull_strength;
7133 dc_printf("Hull set to %.2f\n", Player_obj->hull_strength );
7138 dc_printf ("Usage: set_hull [num]\n");
7139 dc_printf ("[num] -- hull percentage 0.0 -> 1.0 of max\n");
7140 dc_printf ("with no parameters, displays hull strength\n");
7145 dc_printf( "Hull is currently %.2f", Player_obj->hull_strength );
7149 // ---------------------------------------------------------------------------------------
7152 // Debug console function to set the strength of a particular subsystem
7155 DCF(set_subsys, "Set the strength of a particular subsystem on player ship" )
7158 dc_get_arg(ARG_STRING);
7159 if ( !stricmp( Dc_arg, "weapons" )) {
7160 dc_get_arg(ARG_FLOAT);
7161 if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) {
7164 ship_set_subsystem_strength( Player_ship, SUBSYSTEM_WEAPONS, Dc_arg_float );
7166 } else if ( !stricmp( Dc_arg, "engine" )) {
7167 dc_get_arg(ARG_FLOAT);
7168 if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) {
7171 ship_set_subsystem_strength( Player_ship, SUBSYSTEM_ENGINE, Dc_arg_float );
7172 if ( Dc_arg_float < ENGINE_MIN_STR ) {
7173 Player_ship->flags |= SF_DISABLED; // add the disabled flag
7175 Player_ship->flags &= (~SF_DISABLED); // add the disabled flag
7178 } else if ( !stricmp( Dc_arg, "sensors" )) {
7179 dc_get_arg(ARG_FLOAT);
7180 if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) {
7183 ship_set_subsystem_strength( Player_ship, SUBSYSTEM_SENSORS, Dc_arg_float );
7185 } else if ( !stricmp( Dc_arg, "communication" )) {
7186 dc_get_arg(ARG_FLOAT);
7187 if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) {
7190 ship_set_subsystem_strength( Player_ship, SUBSYSTEM_COMMUNICATION, Dc_arg_float );
7192 } else if ( !stricmp( Dc_arg, "navigation" )) {
7193 dc_get_arg(ARG_FLOAT);
7194 if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) {
7197 ship_set_subsystem_strength( Player_ship, SUBSYSTEM_NAVIGATION, Dc_arg_float );
7199 } else if ( !stricmp( Dc_arg, "radar" )) {
7200 dc_get_arg(ARG_FLOAT);
7201 if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) {
7204 ship_set_subsystem_strength( Player_ship, SUBSYSTEM_RADAR, Dc_arg_float );
7213 dc_printf( "Usage: set_subsys type X\nWhere X is value between 0 and 1.0, and type can be:\n" );
7214 dc_printf( "weapons\n" );
7215 dc_printf( "engine\n" );
7216 dc_printf( "sensors\n" );
7217 dc_printf( "communication\n" );
7218 dc_printf( "navigation\n" );
7219 dc_printf( "radar\n" );
7220 Dc_status = 0; // don't print status if help is printed. Too messy.
7225 // console function to toggle whether auto-repair for subsystems is active
7227 DCF_BOOL( auto_repair, Ship_auto_repair );
7230 // two functions to keep track of counting ships of particular types. Maybe we should be rolling this
7231 // thing into the stats section?? The first function adds a ship of a particular type to the overall
7232 // count of ships of that type (called from MissionParse.cpp). The second function adds to the kill total
7233 // of ships of a particular type. Note that we use the ship_info flags structure member to determine
7234 // what is happening.
7235 void ship_add_ship_type_count( int ship_info_flag, int num )
7237 if ( ship_info_flag & SIF_CARGO )
7238 Ship_counts[SHIP_TYPE_CARGO].total += num;
7239 else if ( (ship_info_flag & SIF_FIGHTER) || (ship_info_flag & SIF_BOMBER) )
7240 Ship_counts[SHIP_TYPE_FIGHTER_BOMBER].total += num;
7241 else if ( ship_info_flag & SIF_CRUISER )
7242 Ship_counts[SHIP_TYPE_CRUISER].total += num;
7243 else if ( ship_info_flag & SIF_CORVETTE )
7244 Ship_counts[SHIP_TYPE_CORVETTE].total += num;
7245 else if ( ship_info_flag & SIF_GAS_MINER )
7246 Ship_counts[SHIP_TYPE_GAS_MINER].total += num;
7247 else if ( ship_info_flag & SIF_AWACS )
7248 Ship_counts[SHIP_TYPE_AWACS].total += num;
7249 else if ( ship_info_flag & SIF_FREIGHTER )
7250 Ship_counts[SHIP_TYPE_FREIGHTER].total += num;
7251 else if ( ship_info_flag & SIF_CAPITAL )
7252 Ship_counts[SHIP_TYPE_CAPITAL].total += num;
7253 else if ( ship_info_flag & SIF_TRANSPORT )
7254 Ship_counts[SHIP_TYPE_TRANSPORT].total += num;
7255 else if ( ship_info_flag & SIF_SUPPORT )
7256 Ship_counts[SHIP_TYPE_REPAIR_REARM].total += num;
7257 else if ( ship_info_flag & SIF_NO_SHIP_TYPE )
7258 Ship_counts[SHIP_TYPE_NONE].total += num;
7259 else if ( ship_info_flag & SIF_NAVBUOY ) {
7260 Ship_counts[SHIP_TYPE_NAVBUOY].total += num;
7261 } else if ( ship_info_flag & SIF_SENTRYGUN ) {
7262 Ship_counts[SHIP_TYPE_SENTRYGUN].total += num;
7263 } else if ( ship_info_flag & SIF_ESCAPEPOD ) {
7264 Ship_counts[SHIP_TYPE_ESCAPEPOD].total += num;
7265 } else if ( ship_info_flag & SIF_SUPERCAP ) {
7266 Ship_counts[SHIP_TYPE_SUPERCAP].total += num;
7267 } else if ( ship_info_flag & SIF_DRYDOCK ) {
7268 Ship_counts[SHIP_TYPE_DRYDOCK].total += num;
7269 } else if ( ship_info_flag & SIF_KNOSSOS_DEVICE){
7270 Ship_counts[SHIP_TYPE_KNOSSOS_DEVICE].total += num;
7273 Int3(); //get allender -- unknown ship type
7276 void ship_add_ship_type_kill_count( int ship_info_flag )
7278 if ( ship_info_flag & SIF_CARGO )
7279 Ship_counts[SHIP_TYPE_CARGO].killed++;
7280 else if ( (ship_info_flag & SIF_FIGHTER) || (ship_info_flag & SIF_BOMBER) )
7281 Ship_counts[SHIP_TYPE_FIGHTER_BOMBER].killed++;
7282 else if ( ship_info_flag & SIF_CRUISER )
7283 Ship_counts[SHIP_TYPE_CRUISER].killed++;
7284 else if ( ship_info_flag & SIF_CORVETTE )
7285 Ship_counts[SHIP_TYPE_CORVETTE].killed++;
7286 else if ( ship_info_flag & SIF_AWACS )
7287 Ship_counts[SHIP_TYPE_AWACS].killed++;
7288 else if ( ship_info_flag & SIF_GAS_MINER )
7289 Ship_counts[SHIP_TYPE_GAS_MINER].killed++;
7290 else if ( ship_info_flag & SIF_FREIGHTER )
7291 Ship_counts[SHIP_TYPE_FREIGHTER].killed++;
7292 else if ( ship_info_flag & SIF_CAPITAL )
7293 Ship_counts[SHIP_TYPE_CAPITAL].killed++;
7294 else if ( ship_info_flag & SIF_TRANSPORT )
7295 Ship_counts[SHIP_TYPE_TRANSPORT].killed++;
7296 else if ( ship_info_flag & SIF_SUPPORT )
7297 Ship_counts[SHIP_TYPE_REPAIR_REARM].killed++;
7298 else if ( ship_info_flag & SIF_SENTRYGUN )
7299 Ship_counts[SHIP_TYPE_SENTRYGUN].killed++;
7300 else if ( ship_info_flag & SIF_ESCAPEPOD )
7301 Ship_counts[SHIP_TYPE_ESCAPEPOD].killed++;
7302 else if ( ship_info_flag & SIF_NO_SHIP_TYPE )
7303 Ship_counts[SHIP_TYPE_NONE].killed++;
7304 else if ( ship_info_flag & SIF_SUPERCAP )
7305 Ship_counts[SHIP_TYPE_SUPERCAP].killed++;
7306 else if ( ship_info_flag & SIF_DRYDOCK )
7307 Ship_counts[SHIP_TYPE_DRYDOCK].killed++;
7308 else if ( ship_info_flag & SIF_KNOSSOS_DEVICE )
7309 Ship_counts[SHIP_TYPE_KNOSSOS_DEVICE].killed++;
7311 Int3(); //get allender -- unknown ship type
7314 int ship_query_general_type(int ship)
7316 return ship_query_general_type(&Ships[ship]);
7319 int ship_query_general_type(ship *shipp)
7323 flags = Ship_info[shipp->ship_info_index].flags;
7324 switch (flags & SIF_ALL_SHIP_TYPES) {
7326 return SHIP_TYPE_CARGO;
7330 return SHIP_TYPE_FIGHTER_BOMBER;
7333 return SHIP_TYPE_CRUISER;
7336 return SHIP_TYPE_FREIGHTER;
7339 return SHIP_TYPE_CAPITAL;
7342 return SHIP_TYPE_TRANSPORT;
7344 case SIF_NO_SHIP_TYPE:
7345 return SHIP_TYPE_NONE;
7348 return SHIP_TYPE_REPAIR_REARM;
7351 return SHIP_TYPE_NAVBUOY;
7354 return SHIP_TYPE_SENTRYGUN;
7357 return SHIP_TYPE_ESCAPEPOD;
7360 return SHIP_TYPE_SUPERCAP;
7363 return SHIP_TYPE_DRYDOCK;
7366 return SHIP_TYPE_CORVETTE;
7369 return SHIP_TYPE_AWACS;
7372 return SHIP_TYPE_GAS_MINER;
7374 case SIF_KNOSSOS_DEVICE:
7375 return SHIP_TYPE_KNOSSOS_DEVICE;
7378 Error(LOCATION, "Ship type flag is unknown. Flags value is 0x%x", flags);
7379 return SHIP_TYPE_NONE;
7382 // returns true if the docker can (is allowed) to dock with dockee
7383 int ship_docking_valid(int docker, int dockee)
7385 int docker_type, dockee_type;
7387 Assert(docker >= 0 && docker < MAX_SHIPS);
7388 Assert(dockee >= 0 && dockee < MAX_SHIPS);
7389 docker_type = ship_query_general_type(docker);
7390 dockee_type = ship_query_general_type(dockee);
7392 // escape pods can dock with transports, freighters, cruisers.
7393 if ( docker_type == SHIP_TYPE_ESCAPEPOD ) {
7394 if ( (dockee_type == SHIP_TYPE_TRANSPORT) || (dockee_type == SHIP_TYPE_CRUISER) || (dockee_type == SHIP_TYPE_FREIGHTER) || (dockee_type == SHIP_TYPE_DRYDOCK) || (dockee_type == SHIP_TYPE_CORVETTE) || (dockee_type == SHIP_TYPE_GAS_MINER) || (dockee_type == SHIP_TYPE_AWACS)){
7399 // docket == freighter
7400 if (docker_type == SHIP_TYPE_FREIGHTER) {
7401 if ( (dockee_type == SHIP_TYPE_CARGO) || (dockee_type == SHIP_TYPE_CRUISER) || (dockee_type == SHIP_TYPE_CAPITAL) || (dockee_type == SHIP_TYPE_SUPERCAP) || (dockee_type == SHIP_TYPE_DRYDOCK) || (dockee_type == SHIP_TYPE_CORVETTE) || (dockee_type == SHIP_TYPE_GAS_MINER) || (dockee_type == SHIP_TYPE_AWACS)){
7406 // docker == cruiser
7407 if ( (docker_type == SHIP_TYPE_CRUISER) || (docker_type == SHIP_TYPE_CORVETTE) || (docker_type == SHIP_TYPE_GAS_MINER) || (docker_type == SHIP_TYPE_AWACS)){
7408 if ( (dockee_type == SHIP_TYPE_CARGO) || (dockee_type == SHIP_TYPE_CRUISER) || (dockee_type == SHIP_TYPE_CAPITAL) || (dockee_type == SHIP_TYPE_SUPERCAP) || (dockee_type == SHIP_TYPE_DRYDOCK) || (dockee_type == SHIP_TYPE_CORVETTE) || (dockee_type == SHIP_TYPE_GAS_MINER) || (dockee_type == SHIP_TYPE_AWACS)){
7413 if (docker_type == SHIP_TYPE_TRANSPORT) {
7414 if ( (dockee_type == SHIP_TYPE_CARGO) || (dockee_type == SHIP_TYPE_CRUISER)
7415 || (dockee_type == SHIP_TYPE_FREIGHTER) || (dockee_type == SHIP_TYPE_TRANSPORT)
7416 || (dockee_type == SHIP_TYPE_CAPITAL) || (dockee_type == SHIP_TYPE_ESCAPEPOD)
7417 || (dockee_type == SHIP_TYPE_SUPERCAP) || (dockee_type == SHIP_TYPE_DRYDOCK) || (dockee_type == SHIP_TYPE_CORVETTE) || (dockee_type == SHIP_TYPE_GAS_MINER) || (dockee_type == SHIP_TYPE_AWACS)){
7422 if (docker_type == SHIP_TYPE_REPAIR_REARM) {
7423 if ((dockee_type == SHIP_TYPE_FIGHTER_BOMBER) || (dockee_type == SHIP_TYPE_STEALTH)){
7431 // function to return a random ship in a starting player wing. Returns -1 if a suitable
7432 // one cannot be found
7433 // input: max_dist => OPTIONAL PARAMETER (default value 0.0f) max range ship can be from player
7434 // input: persona => OPTIONAL PARAMETER (default to -1) which persona to get
7435 int ship_get_random_player_wing_ship( int flags, float max_dist, int persona_index, int get_first, int multi_team )
7437 int i, j, ship_index, count;
7438 int slist[MAX_SHIPS_PER_WING * MAX_STARTING_WINGS], which_one;
7440 // iterate through starting wings of player. Add ship indices of ships which meet
7443 for (i = 0; i < num_wings; i++ ) {
7449 if(multi_team >= 0){
7450 if(!stricmp(Wings[i].name, multi_team == 0 ? "alpha" : "zeta")){
7456 // first check for a player starting wing (alpha, beta, gamma)
7457 for ( j = 0; j < MAX_PLAYER_WINGS; j++ ) {
7458 if ( i == Starting_wings[j] ) {
7464 // if not found, the delta and epsilon count too
7465 if ( wingnum == -1 ) {
7466 if ( !stricmp(Wings[i].name, NOX("delta")) || !stricmp(Wings[i].name, NOX("epsilon")) ) {
7471 if ( wingnum == -1 ){
7476 for ( j = 0; j < Wings[wingnum].current_count; j++ ) {
7477 ship_index = Wings[wingnum].ship_index[j];
7478 Assert( ship_index != -1 );
7480 if ( Ships[ship_index].flags & SF_DYING ) {
7484 // see if ship meets our criterea
7485 if ( (flags == SHIP_GET_NO_PLAYERS) && (Objects[Ships[ship_index].objnum].flags & OF_PLAYER_SHIP) ){
7489 // don't process ships on a different team
7491 if ( Player_ship->team != Ships[ship_index].team ){
7496 // see if ship is within max_dist units
7497 if ( (max_dist > 0) && (multi_team < 0) ) {
7499 dist = vm_vec_dist_quick(&Objects[Ships[ship_index].objnum].pos, &Player_obj->pos);
7500 if ( dist > max_dist ) {
7505 // if we should be checking persona's, then don't add ships that don't have the proper persona
7506 if ( persona_index != -1 ) {
7507 if ( Ships[ship_index].persona_index != persona_index ){
7512 // return the first ship with correct persona
7517 slist[count] = ship_index;
7526 // now get a random one from the list
7527 which_one = (rand() % count);
7528 ship_index = slist[which_one];
7530 Assert ( Ships[ship_index].objnum != -1 );
7535 // like above function, but returns a random ship in the given wing -- no restrictions
7536 // input: max_dist => OPTIONAL PARAMETER (default value 0.0f) max range ship can be from player
7537 int ship_get_random_ship_in_wing(int wingnum, int flags, float max_dist, int get_first)
7539 int i, ship_index, slist[MAX_SHIPS_PER_WING], count, which_one;
7542 for ( i = 0; i < Wings[wingnum].current_count; i++ ) {
7543 ship_index = Wings[wingnum].ship_index[i];
7544 Assert( ship_index != -1 );
7546 if ( Ships[ship_index].flags & SF_DYING ) {
7550 // see if ship meets our criterea
7551 if ( (flags == SHIP_GET_NO_PLAYERS) && (Objects[Ships[ship_index].objnum].flags & OF_PLAYER_SHIP) )
7554 // see if ship is within max_dist units
7555 if ( max_dist > 0 ) {
7557 dist = vm_vec_dist_quick(&Objects[Ships[ship_index].objnum].pos, &Player_obj->pos);
7558 if ( dist > max_dist ) {
7563 // return the first ship in wing
7568 slist[count] = ship_index;
7576 // now get a random one from the list
7577 which_one = (rand() % count);
7578 ship_index = slist[which_one];
7580 Assert ( Ships[ship_index].objnum != -1 );
7586 // this function returns a random index into the Ship array of a ship of the given team
7587 // cargo containers are not counted as ships for the purposes of this function. Why???
7588 // because now it is only used for getting a random ship for a message and cargo containers
7589 // can't send mesages. This function is an example of kind of bad coding :-(
7590 // input: max_dist => OPTIONAL PARAMETER (default value 0.0f) max range ship can be from player
7591 int ship_get_random_team_ship( int team, int flags, float max_dist )
7594 object *objp, *obj_list[MAX_SHIPS];
7596 // for any allied, go through the ships list and find all of the ships on that team
7598 for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
7599 if ( objp->type != OBJ_SHIP )
7602 // series of conditionals one per line for easy reading
7603 // don't process ships on wrong team
7604 // don't process cargo's or navbuoys
7605 // don't process player ships if flags are set
7606 if ( Ships[objp->instance].team != team )
7608 else if ( Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_NOT_FLYABLE )
7610 else if ( (flags == SHIP_GET_NO_PLAYERS) && (objp->flags & OF_PLAYER_SHIP) )
7612 else if ( (flags == SHIP_GET_ONLY_PLAYERS) && !(objp->flags & OF_PLAYER_SHIP) )
7615 if ( Ships[objp->instance].flags & SF_DYING ) {
7619 // see if ship is within max_dist units
7620 if ( max_dist > 0 ) {
7622 dist = vm_vec_dist_quick(&objp->pos, &Player_obj->pos);
7623 if ( dist > max_dist ) {
7628 obj_list[num] = objp;
7635 which_one = (rand() % num);
7636 objp = obj_list[which_one];
7638 Assert ( objp->instance != -1 );
7640 return objp->instance;
7643 // -----------------------------------------------------------------------
7644 // ship_secondary_bank_has_ammo()
7646 // check if currently selected secondary bank has ammo
7648 // input: shipnum => index into Ships[] array for ship to check
7650 int ship_secondary_bank_has_ammo(int shipnum)
7654 Assert(shipnum >= 0 && shipnum < MAX_SHIPS);
7655 swp = &Ships[shipnum].weapons;
7657 if ( swp->current_secondary_bank == -1 )
7660 Assert(swp->current_secondary_bank >= 0 && swp->current_secondary_bank < MAX_SECONDARY_BANKS );
7661 if ( swp->secondary_bank_ammo[swp->current_secondary_bank] <= 0 )
7667 // see if there is enough engine power to allow the ship to warp
7668 // returns 1 if ship is able to warp, otherwise return 0
7669 int ship_can_warp(ship *sp)
7673 engine_str = ship_get_subsystem_strength( sp, SUBSYSTEM_ENGINE );
7674 // Note that ship can always warp at lowest skill level
7675 if ( (Game_skill_level > 0) && (engine_str >= SHIP_MIN_ENGINES_TO_WARP) ){
7683 // Calculate the normal vector from a subsystem position and it's first path point
7684 // input: sp => pointer to ship that is parent of subsystem
7685 // ss => pointer to subsystem of interest
7686 // norm => output parameter... vector from subsys to first path point
7688 // exit: 0 => a valid vector was placed in norm
7689 // !0 => an path normal could not be calculated
7691 int ship_return_subsys_path_normal(ship *sp, ship_subsys *ss, vector *gsubpos, vector *norm)
7693 if ( ss->system_info->path_num >= 0 ) {
7698 pm = model_get(sp->modelnum);
7699 mp = &pm->paths[ss->system_info->path_num];
7700 if ( mp->nverts >= 2 ) {
7701 // path_point = &mp->verts[mp->nverts-1].pos;
7702 path_point = &mp->verts[0].pos;
7703 // get path point in world coords
7704 vm_vec_unrotate(&gpath_point, path_point, &Objects[sp->objnum].orient);
7705 vm_vec_add2(&gpath_point, &Objects[sp->objnum].pos);
7706 // get unit vector pointing from subsys pos to first path point
7707 vm_vec_normalized_dir(norm, &gpath_point, gsubpos);
7715 // Determine if the subsystem can be viewed from eye_pos. The method is to check where the
7716 // vector from eye_pos to the subsystem hits the ship. If distance from the hit position and
7717 // the center of the subsystem is within a range (currently the subsystem radius) it is considered
7718 // in view (return true). If not in view, return false.
7720 // input: objp => object that is the ship with the subsystem on it
7721 // subsys => pointer to the subsystem of interest
7722 // eye_pos => world coord for the eye looking at the subsystem
7723 // subsys_pos => world coord for the center of the subsystem of interest
7724 // do_facing_check => OPTIONAL PARAMETER (default value is 1), do a dot product check to see if subsystem fvec is facing
7725 // towards the eye position
7726 // dot_out => OPTIONAL PARAMETER, output parameter, will return dot between subsys fvec and subsys_to_eye_vec
7727 // (only filled in if do_facing_check is true)
7728 // vec_out => OPTIONAL PARAMETER, vector from eye_pos to absolute subsys_pos. (only filled in if do_facing_check is true)
7729 int ship_subsystem_in_sight(object* objp, ship_subsys* subsys, vector *eye_pos, vector* subsys_pos, int do_facing_check, float *dot_out, vector *vec_out)
7733 vector terminus, eye_to_pos, subsys_fvec, subsys_to_eye_vec;
7735 if (objp->type != OBJ_SHIP)
7738 // See if we are at least facing the subsystem
7739 if ( do_facing_check ) {
7740 if ( ship_return_subsys_path_normal(&Ships[objp->instance], subsys, subsys_pos, &subsys_fvec) ) {
7741 // non-zero return value means that we couldn't generate a normal from path info... so use inaccurate method
7742 vm_vec_normalized_dir(&subsys_fvec, subsys_pos, &objp->pos);
7745 vm_vec_normalized_dir(&subsys_to_eye_vec, eye_pos, subsys_pos);
7746 dot = vm_vec_dot(&subsys_fvec, &subsys_to_eye_vec);
7752 *vec_out = subsys_to_eye_vec;
7753 vm_vec_negate(vec_out);
7760 // See if ray from eye to subsystem actually hits close enough to the subsystem position
7761 vm_vec_normalized_dir(&eye_to_pos, subsys_pos, eye_pos);
7762 vm_vec_scale_add(&terminus, eye_pos, &eye_to_pos, 100000.0f);
7764 ship_model_start(objp);
7766 mc.model_num = Ships[objp->instance].modelnum; // Fill in the model to check
7767 mc.orient = &objp->orient; // The object's orientation
7768 mc.pos = &objp->pos; // The object's position
7769 mc.p0 = eye_pos; // Point 1 of ray to check
7770 mc.p1 = &terminus; // Point 2 of ray to check
7771 mc.flags = MC_CHECK_MODEL;
7775 ship_model_stop(objp);
7777 if ( !mc.num_hits ) {
7781 // determine if hitpos is close enough to subsystem
7782 dist = vm_vec_dist(&mc.hit_point_world, subsys_pos);
7784 if ( dist <= subsys->system_info->radius ) {
7791 // try to find a subsystem matching 'type' inside the ship, and that is
7792 // not destroyed. If cannot find one, return NULL.
7793 ship_subsys *ship_return_next_subsys(ship *shipp, int type, vector *attacker_pos)
7797 Assert ( type >= 0 && type < SUBSYSTEM_MAX );
7799 // If aggregate total is 0, that means no subsystem is alive of that type
7800 if ( shipp->subsys_info[type].total_hits <= 0.0f )
7803 // loop through all the subsystems, if we find a match that has some strength, return it
7804 ssp = ship_get_best_subsys_to_attack(shipp, type, attacker_pos);
7809 // Return the shield strength in the quadrant hit on hit_objp, based on global hitpos
7811 // input: hit_objp => object pointer to ship getting hit
7812 // hitpos => global position of impact
7814 // exit: strength of shields in the quadrant that was hit as a percentage, between 0 and 1.0
7816 // Assumes: that hitpos is a valid global hit position
7817 float ship_quadrant_shield_strength(object *hit_objp, vector *hitpos)
7819 int quadrant_num, i;
7821 vector tmpv1, tmpv2;
7823 // If ship doesn't have shield mesh, then return
7824 if ( hit_objp->flags & OF_NO_SHIELDS ) {
7828 // Check if all the shield quadrants are all already 0, if so return 0
7829 for ( i = 0; i < 4; i++ ) {
7830 if ( hit_objp->shields[i] > 0 )
7838 // convert hitpos to position in model coordinates
7839 vm_vec_sub(&tmpv1, hitpos, &hit_objp->pos);
7840 vm_vec_rotate(&tmpv2, &tmpv1, &hit_objp->orient);
7841 quadrant_num = get_quadrant(&tmpv2);
7842 //nprintf(("Alan","Quadrant hit: %d\n", quadrant_num));
7844 if ( quadrant_num < 0 )
7847 max_quadrant = Ship_info[Ships[hit_objp->instance].ship_info_index].shields / 4.0f;
7848 if ( max_quadrant <= 0 ) {
7852 Assert(hit_objp->shields[quadrant_num] <= max_quadrant);
7854 return hit_objp->shields[quadrant_num]/max_quadrant;
7857 // Determine if a ship is threatened by any dumbfire projectiles (laser or missile)
7858 // input: sp => pointer to ship that might be threatened
7859 // exit: 0 => no dumbfire threats
7860 // 1 => at least one dumbfire threat
7862 // NOTE: Currently this function is only called periodically from the HUD code for the
7864 int ship_dumbfire_threat(ship *sp)
7866 if ( (Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER) ) {
7870 if (ai_endangered_by_weapon(&Ai_info[sp->ai_index]) > 0) {
7877 // Return !0 if there is a missile in the air homing on shipp
7878 int ship_has_homing_missile_locked(ship *shipp)
7880 object *locked_objp, *A;
7885 Assert(shipp->objnum >= 0 && shipp->objnum < MAX_OBJECTS);
7886 locked_objp = &Objects[shipp->objnum];
7888 // check for currently locked missiles (highest precedence)
7889 for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
7890 Assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
7891 A = &Objects[mo->objnum];
7893 if (A->type != OBJ_WEAPON)
7896 Assert((A->instance >= 0) && (A->instance < MAX_WEAPONS));
7897 wp = &Weapons[A->instance];
7898 wip = &Weapon_info[wp->weapon_info_index];
7900 if ( wip->subtype != WP_MISSILE )
7903 if ( !(wip->wi_flags & (WIF_HOMING_ASPECT|WIF_HOMING_HEAT) ) )
7906 if (wp->homing_object == locked_objp) {
7914 // Return !0 if there is some ship attempting to lock onto shipp
7915 int ship_is_getting_locked(ship *shipp)
7921 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
7922 objp = &Objects[so->objnum];
7923 aip = &Ai_info[Ships[objp->instance].ai_index];
7925 if ( aip->target_objnum == shipp->objnum ) {
7926 if ( aip->aspect_locked_time > 0.1f ) {
7927 float dist, wep_range;
7928 dist = vm_vec_dist_quick(&objp->pos, &Objects[shipp->objnum].pos);
7929 wep_range = ship_get_secondary_weapon_range(&Ships[objp->instance]);
7930 if ( wep_range > dist ) {
7931 nprintf(("Alan","AI ship is seeking lock\n"));
7941 // Determine if a ship is threatened by attempted lock or actual lock
7942 // input: sp => pointer to ship that might be threatened
7943 // exit: 0 => no lock threats of any kind
7944 // 1 => at least one attempting lock (no actual locks)
7945 // 2 => at least one lock (possible other attempting locks)
7947 // NOTE: Currently this function is only called periodically from the HUD code for the
7949 int ship_lock_threat(ship *sp)
7951 if ( ship_has_homing_missile_locked(sp) ) {
7955 if ( ship_is_getting_locked(sp) ) {
7962 // converts a bitmask, such as 0x08, into the bit number this would be (3 in this case)
7963 // NOTE: Should move file to something like Math_utils.
7964 int bitmask_2_bitnum(int num)
7968 for (i=0; i<32; i++)
7975 // Get a text description of a ships orders.
7977 // input: outbuf => buffer to hold orders string
7978 // sp => ship pointer to extract orders from
7980 // exit: NULL => printable orders are not applicable
7981 // non-NULL => pointer to string that was passed in originally
7983 // This function is called from HUD code to get a text description
7984 // of what a ship's orders are. Feel free to use this function if
7985 // it suits your needs for something.
7987 char *ship_return_orders(char *outbuf, ship *sp)
7993 Assert(sp->ai_index >= 0);
7994 aip = &Ai_info[sp->ai_index];
7996 // The active goal is always in the first element of aip->goals[]
7997 aigp = &aip->goals[0];
7999 if ( aigp->ai_mode < 0 )
8002 order_text = Ai_goal_text(bitmask_2_bitnum(aigp->ai_mode));
8003 if ( order_text == NULL )
8006 strcpy(outbuf, order_text);
8007 switch (aigp->ai_mode ) {
8009 case AI_GOAL_FORM_ON_WING:
8010 case AI_GOAL_GUARD_WING:
8011 case AI_GOAL_CHASE_WING:
8012 if ( aigp->ship_name ) {
8013 strcat(outbuf, aigp->ship_name);
8014 strcat(outbuf, XSTR( " Wing", 494));
8016 strcpy(outbuf, XSTR( "no orders", 495));
8022 case AI_GOAL_UNDOCK:
8024 case AI_GOAL_DISABLE_SHIP:
8025 case AI_GOAL_DISARM_SHIP:
8026 case AI_GOAL_EVADE_SHIP:
8027 case AI_GOAL_REARM_REPAIR:
8028 if ( aigp->ship_name ) {
8029 strcat(outbuf, aigp->ship_name);
8031 strcpy(outbuf, XSTR( "no orders", 495));
8035 case AI_GOAL_DESTROY_SUBSYSTEM: {
8036 char name[NAME_LENGTH];
8037 if ( aip->targeted_subsys != NULL ) {
8038 sprintf(outbuf, XSTR( "atk %s %s", 496), aigp->ship_name, hud_targetbox_truncate_subsys_name(aip->targeted_subsys->system_info->name));
8039 strcat(outbuf, name);
8041 strcpy(outbuf, XSTR( "no orders", 495) );
8046 case AI_GOAL_WAYPOINTS:
8047 case AI_GOAL_WAYPOINTS_ONCE:
8048 // don't do anything, all info is in order_text
8058 // return the amount of time until ship reaches it's goal (in MM:SS format)
8059 // input: outbuf => buffer to hold orders string
8060 // sp => ship pointer to extract orders from
8062 // exit: NULL => printable orders are not applicable
8063 // non-NULL => pointer to string that was passed in originally
8065 // This function is called from HUD code to get a text description
8066 // of what a ship's orders are. Feel free to use this function if
8067 // it suits your needs for something.
8068 char *ship_return_time_to_goal(char *outbuf, ship *sp)
8071 int time, seconds, minutes;
8076 objp = &Objects[sp->objnum];
8077 aip = &Ai_info[sp->ai_index];
8079 min_speed = objp->phys_info.speed;
8081 if ( aip->mode == AIM_WAYPOINTS ) {
8083 min_speed = 0.9f * sp->current_max_speed;
8084 if (aip->wp_list >= 0) {
8085 wpl = &Waypoint_lists[aip->wp_list];
8086 dist += vm_vec_dist_quick(&objp->pos, &wpl->waypoints[aip->wp_index]);
8087 for (int i=aip->wp_index; i<wpl->count-1; i++) {
8088 dist += vm_vec_dist_quick(&wpl->waypoints[i], &wpl->waypoints[i+1]);
8096 if ( (Objects[sp->objnum].phys_info.speed <= 0) || (sp->current_max_speed <= 0.0f) ) {
8101 speed = objp->phys_info.speed;
8103 if (speed < min_speed)
8105 time = fl2i(dist/speed);
8108 } else if ( (aip->mode == AIM_DOCK) && (aip->submode < AIS_DOCK_4) ) {
8109 time = hud_support_get_dock_time( OBJ_INDEX(objp) );
8111 // don't return anytime for time to except for waypoints and actual docking.
8116 } else if ( aip->goal_objnum >= 0 ) {
8117 dist = vm_vec_dist_quick(&Objects[aip->goal_objnum].pos, &objp->pos);
8118 min_speed = sip->max_speed/4.0f;
8119 } else if ( aip->target_objnum >= 0 ) {
8120 if ( aip->guard_objnum < 0 ) {
8121 dist = vm_vec_dist_quick(&Objects[aip->target_objnum].pos, &objp->pos);
8122 min_speed = sip->max_speed/4.0f;
8130 if ( minutes > 99 ) {
8134 sprintf(outbuf, NOX("%02d:%02d"), minutes, seconds);
8136 sprintf( outbuf, XSTR( "Unknown", 497) );
8143 // Called to check if any AI ships might reveal the cargo of any cargo containers.
8145 // This is called once a frame, but a global timer 'Ship_cargo_check_timer' will limit this
8146 // function to being called every SHIP_CARGO_CHECK_INTERVAL ms. I think that should be sufficient.
8148 // NOTE: This function uses CARGO_REVEAL_DISTANCE from the HUD code... which is a multiple of
8149 // the ship radius that is used to determine when cargo is detected. AI ships do not
8150 // have to have the ship targeted to reveal cargo. The player is ignored in this function.
8151 #define SHIP_CARGO_CHECK_INTERVAL 1000
8152 void ship_check_cargo_all()
8155 ship_obj *cargo_so, *ship_so;
8156 ship *cargo_sp, *ship_sp;
8157 float dist_squared, limit_squared;
8159 // I don't want to do this check every frame, so I made a global timer to limit check to
8160 // every SHIP_CARGO_CHECK_INTERVAL ms.
8161 if ( !timestamp_elapsed(Ship_cargo_check_timer) ) {
8164 Ship_cargo_check_timer = timestamp(SHIP_CARGO_CHECK_INTERVAL);
8167 // Check all friendly fighter/bombers against all non-friendly cargo containers that don't have
8170 // for now just locate a captial ship on the same team:
8171 cargo_so = GET_FIRST(&Ship_obj_list);
8172 while(cargo_so != END_OF_LIST(&Ship_obj_list)){
8173 cargo_sp = &Ships[Objects[cargo_so->objnum].instance];
8174 if ( (Ship_info[cargo_sp->ship_info_index].flags & SIF_CARGO) && !(cargo_sp->team & TEAM_FRIENDLY) ) {
8176 // If the cargo is revealed, continue on to next hostile cargo
8177 if ( cargo_sp->flags & SF_CARGO_REVEALED ) {
8181 // check against friendly fighter/bombers + cruiser/freighter/transport
8182 // IDEA: could cull down to fighter/bomber if we want this to run a bit quicker
8183 for ( ship_so=GET_FIRST(&Ship_obj_list); ship_so != END_OF_LIST(&Ship_obj_list); ship_so=GET_NEXT(ship_so) ) {
8184 ship_sp = &Ships[Objects[ship_so->objnum].instance];
8185 // only consider friendly ships
8186 if ( !(ship_sp->team & TEAM_FRIENDLY) ) {
8190 // ignore the player
8191 if ( ship_so->objnum == OBJ_INDEX(Player_obj) ) {
8195 // if this ship is a small or big ship
8196 if ( Ship_info[ship_sp->ship_info_index].flags & (SIF_SMALL_SHIP|SIF_BIG_SHIP) ) {
8197 cargo_objp = &Objects[cargo_sp->objnum];
8198 // use square of distance, faster than getting real distance (which will use sqrt)
8199 dist_squared = vm_vec_dist_squared(&cargo_objp->pos, &Objects[ship_sp->objnum].pos);
8200 limit_squared = (cargo_objp->radius+CARGO_RADIUS_DELTA)*(cargo_objp->radius+CARGO_RADIUS_DELTA);
8201 if ( dist_squared <= max(limit_squared, CARGO_REVEAL_MIN_DIST*CARGO_REVEAL_MIN_DIST) ) {
8202 ship_do_cargo_revealed( cargo_sp );
8203 break; // break out of for loop, move on to next hostile cargo
8209 cargo_so = GET_NEXT(cargo_so);
8214 // Maybe warn player about this attacking ship. This is called once per frame, and the
8215 // information about the closest attacking ship comes for free, since this function is called
8216 // from HUD code which has already determined the closest enemy attacker and the distance.
8218 // input: enemy_sp => ship pointer to the TEAM_ENEMY ship attacking the player
8219 // dist => the distance of the enemy to the player
8221 // NOTE: there are no filters on enemy_sp, so it could be any ship type
8223 #define PLAYER_ALLOW_WARN_INTERVAL 60000 // minimum time between warnings
8224 #define PLAYER_CHECK_WARN_INTERVAL 300 // how often we check for warnings
8225 #define PLAYER_MAX_WARNINGS 2 // max number of warnings player can receive in a mission
8226 #define PLAYER_MIN_WARN_DIST 100 // minimum distance attacking ship can be from player and still allow warning
8227 #define PLAYER_MAX_WARN_DIST 1000 // maximum distance attacking ship can be from plyaer and still allow warning
8229 void ship_maybe_warn_player(ship *enemy_sp, float dist)
8231 float fdot; //, rdot, udot;
8232 vector vec_to_target;
8233 int msg_type; //, on_right;
8235 // First check if the player has reached the maximum number of warnings for a mission
8236 if ( Player->warn_count >= PLAYER_MAX_WARNINGS ) {
8240 // Check if enough time has elapsed since last warning, if not - leave
8241 if ( !timestamp_elapsed(Player->allow_warn_timestamp) ) {
8245 // Check to see if check timer has elapsed. Necessary, since we don't want to check each frame
8246 if ( !timestamp_elapsed(Player->check_warn_timestamp ) ) {
8249 Player->check_warn_timestamp = timestamp(PLAYER_CHECK_WARN_INTERVAL);
8251 // only allow warnings if within a certain distance range
8252 if ( dist < PLAYER_MIN_WARN_DIST || dist > PLAYER_MAX_WARN_DIST ) {
8256 // only warn if a fighter or bomber is attacking the player
8257 if ( !(Ship_info[enemy_sp->ship_info_index].flags & SIF_SMALL_SHIP) ) {
8261 // get vector from player to target
8262 vm_vec_normalized_dir(&vec_to_target, &Objects[enemy_sp->objnum].pos, &Eye_position);
8264 // ensure that enemy fighter is oriented towards player
8265 fdot = vm_vec_dot(&Objects[enemy_sp->objnum].orient.fvec, &vec_to_target);
8266 if ( fdot > -0.7 ) {
8270 fdot = vm_vec_dot(&Player_obj->orient.fvec, &vec_to_target);
8274 // check if attacking ship is on six. return if not far enough behind player.
8278 msg_type = MESSAGE_CHECK_6;
8280 goto warn_player_done;
8283 // see if attacking ship is in front of ship (then do nothing)
8288 // ok, ship is on 3 or 9. Find out which
8289 rdot = vm_vec_dot(&Player_obj->orient.rvec, &vec_to_target);
8296 // now determine if ship is high or low
8297 udot = vm_vec_dot(&Player_obj->orient.uvec, &vec_to_target);
8298 if ( udot < -0.8 ) {
8299 return; // if ship is attacking from directly below, no warning given
8304 msg_type = MESSAGE_CHECK_3_HIGH;
8306 msg_type = MESSAGE_CHECK_9_HIGH;
8310 msg_type = MESSAGE_CHECK_3_LOW;
8312 msg_type = MESSAGE_CHECK_9_LOW;
8319 if ( msg_type != -1 ) {
8322 // multiplayer tvt - this is client side.
8323 if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM) && (Net_player != NULL)){
8324 ship_index = ship_get_random_player_wing_ship( SHIP_GET_NO_PLAYERS, 0.0f, -1, 0, Net_player->p_info.team );
8326 ship_index = ship_get_random_player_wing_ship( SHIP_GET_NO_PLAYERS );
8329 if ( ship_index >= 0 ) {
8330 // multiplayer - make sure I just send to myself
8331 if(Game_mode & GM_MULTIPLAYER){
8332 message_send_builtin_to_player(msg_type, &Ships[ship_index], MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, MY_NET_PLAYER_NUM, -1);
8334 message_send_builtin_to_player(msg_type, &Ships[ship_index], MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, -1);
8336 Player->allow_warn_timestamp = timestamp(PLAYER_ALLOW_WARN_INTERVAL);
8337 Player->warn_count++;
8338 // nprintf(("Alan","Warning given for ship name: %s\n", enemy_sp->ship_name));
8343 // player has just killed a ship, maybe offer send a 'good job' message
8344 #define PLAYER_MAX_PRAISES 10 // max number of praises player can receive in a mission
8345 void ship_maybe_praise_player(ship *deader_sp)
8351 // First check if the player has reached the maximum number of praises for a mission
8352 if ( Player->praise_count >= PLAYER_MAX_PRAISES ) {
8356 // Check if enough time has elapsed since last praise, if not - leave
8357 if ( !timestamp_elapsed(Player->allow_praise_timestamp) ) {
8361 if ( !(Player_ship->team & TEAM_FRIENDLY) ) {
8365 if ( deader_sp->team == Player_ship->team ) { // only praise if killing an enemy!
8369 // don't praise the destruction of navbuoys, cargo or other non-flyable ship types
8370 if ( Ship_info[deader_sp->ship_info_index].flags & SIF_NOT_FLYABLE ) {
8374 // There is already a praise pending
8375 if ( Player->praise_delay_timestamp ) {
8379 // We don't want to praise the player right away.. it is more realistic to wait a moment
8380 Player->praise_delay_timestamp = timestamp_rand(1000, 2000);
8383 // player has just killed a ship, maybe offer send a 'good job' message
8384 #define PLAYER_ASK_HELP_INTERVAL 60000 // minimum time between praises
8385 #define PLAYER_MAX_ASK_HELP 10 // max number of warnings player can receive in a mission
8386 #define ASK_HELP_SHIELD_PERCENT 0.1 // percent shields at which ship will ask for help
8387 #define ASK_HELP_HULL_PERCENT 0.3 // percent hull at which ship will ask for help
8388 #define AWACS_HELP_HULL_HI 0.75 // percent hull at which ship will ask for help
8389 #define AWACS_HELP_HULL_LOW 0.25 // percent hull at which ship will ask for help
8391 // -----------------------------------------------------------------------------
8392 void awacs_maybe_ask_for_help(ship *sp, int multi_team_filter)
8396 objp = &Objects[sp->objnum];
8398 if ( objp->hull_strength < ( (AWACS_HELP_HULL_LOW + 0.01f *(static_rand(objp-Objects) & 5)) * Ship_info[sp->ship_info_index].initial_hull_strength) ) {
8399 // awacs ship below 25 + (0-4) %
8400 if (!(sp->awacs_warning_flag & AWACS_WARN_25)) {
8401 message = MESSAGE_AWACS_25;
8402 sp->awacs_warning_flag |= AWACS_WARN_25;
8404 } else if ( objp->hull_strength < ( (AWACS_HELP_HULL_HI + 0.01f*(static_rand(objp-Objects) & 5)) * Ship_info[sp->ship_info_index].initial_hull_strength) ) {
8405 // awacs ship below 75 + (0-4) %
8406 if (!(sp->awacs_warning_flag & AWACS_WARN_75)) {
8407 message = MESSAGE_AWACS_75;
8408 sp->awacs_warning_flag |= AWACS_WARN_75;
8413 message_send_builtin_to_player(message, sp, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, multi_team_filter);
8414 Player->allow_ask_help_timestamp = timestamp(PLAYER_ASK_HELP_INTERVAL);
8415 Player->ask_help_count++;
8419 // -----------------------------------------------------------------------------
8420 void ship_maybe_ask_for_help(ship *sp)
8423 int multi_team_filter = -1;
8425 // First check if the player has reached the maximum number of ask_help's for a mission
8426 if ( Player->ask_help_count >= PLAYER_MAX_ASK_HELP ) {
8430 // Check if enough time has elapsed since last help request, if not - leave
8431 if ( !timestamp_elapsed(Player->allow_ask_help_timestamp) ) {
8435 if ( !(Player_ship->team & TEAM_FRIENDLY) ) {
8439 Assert(sp->team & TEAM_FRIENDLY );
8440 objp = &Objects[sp->objnum];
8442 if ( objp->flags & OF_PLAYER_SHIP ) {// don't let the player ask for help!
8446 // determine team filter if TvT
8447 if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)){
8448 if(sp->team == TEAM_FRIENDLY){
8449 multi_team_filter = 0;
8450 } else if(sp->team == TEAM_HOSTILE){
8451 multi_team_filter = 1;
8455 // handle awacs ship as a special case
8456 if (Ship_info[sp->ship_info_index].flags & SIF_HAS_AWACS) {
8457 awacs_maybe_ask_for_help(sp, multi_team_filter);
8461 // for now, only have wingman ships request help
8462 if ( !(sp->flags & SF_FROM_PLAYER_WING) ) {
8466 // first check if hull is at a critical level
8467 if ( objp->hull_strength < ASK_HELP_HULL_PERCENT * Ship_info[sp->ship_info_index].initial_hull_strength ) {
8471 // check if shields are near critical level
8472 if ( objp->flags & OF_NO_SHIELDS ) {
8473 return; // no shields on ship, no don't check shield levels
8476 if ( get_shield_strength(objp) > (ASK_HELP_SHIELD_PERCENT * Ship_info[sp->ship_info_index].shields) ) {
8482 Assert(Ship_info[sp->ship_info_index].flags & (SIF_FIGHTER|SIF_BOMBER) ); // get Alan
8483 message_send_builtin_to_player(MESSAGE_HELP, sp, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, multi_team_filter);
8484 Player->allow_ask_help_timestamp = timestamp(PLAYER_ASK_HELP_INTERVAL);
8486 if ( timestamp_until(Player->allow_scream_timestamp) < 15000 ) {
8487 Player->allow_scream_timestamp = timestamp(15000); // prevent overlap with death message
8490 Player->ask_help_count++;
8493 // The player has just entered death roll, maybe have wingman mourn the loss of the player
8494 void ship_maybe_lament()
8498 // no. because in multiplayer, its funny
8499 if(Game_mode & GM_MULTIPLAYER){
8503 if ( rand()%4 == 0 ) {
8504 ship_index = ship_get_random_player_wing_ship( SHIP_GET_NO_PLAYERS );
8505 if ( ship_index >= 0 ) {
8506 message_send_builtin_to_player(MESSAGE_PLAYED_DIED, &Ships[ship_index], MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, -1);
8511 #define PLAYER_SCREAM_INTERVAL 60000
8512 #define PLAYER_MAX_SCREAMS 10
8514 // play a death scream for a ship
8515 void ship_scream(ship *sp)
8517 int multi_team_filter = -1;
8525 if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)){
8526 if(sp->team == TEAM_FRIENDLY){
8527 multi_team_filter = 0;
8528 } else if(sp->team == TEAM_HOSTILE){
8529 multi_team_filter = 1;
8533 message_send_builtin_to_player(MESSAGE_WINGMAN_SCREAM, sp, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, multi_team_filter);
8534 Player->allow_scream_timestamp = timestamp(PLAYER_SCREAM_INTERVAL);
8535 Player->scream_count++;
8536 sp->flags |= SF_SHIP_HAS_SCREAMED;
8538 // prevent overlap with help messages
8539 if ( timestamp_until(Player->allow_ask_help_timestamp) < 15000 ) {
8540 Player->allow_ask_help_timestamp = timestamp(15000); // prevent overlap with death message
8544 // ship has just died, maybe play a scream.
8546 // NOTE: this is only called for ships that are in a player wing (and not player ship)
8547 void ship_maybe_scream(ship *sp)
8552 // First check if the player has reached the maximum number of screams for a mission
8553 if ( Player->scream_count >= PLAYER_MAX_SCREAMS ) {
8557 // if on different teams (i.e. team v. team games in multiplayer), no scream
8558 if ( sp->team != Player_ship->team ) {
8562 // Check if enough time has elapsed since last scream, if not - leave
8563 if ( !timestamp_elapsed(Player->allow_scream_timestamp) ) {
8570 // maybe tell player that we've requested a support ship
8571 #define PLAYER_REQUEST_REPAIR_MSG_INTERVAL 240000
8572 void ship_maybe_tell_about_rearm(ship *sp)
8574 if ( !timestamp_elapsed(Player->request_repair_timestamp) ) {
8578 if ( !(Player_ship->team & TEAM_FRIENDLY) ) {
8582 // AL 1-4-98: If ship integrity is low, tell player you want to get repaired. Otherwise, tell
8583 // the player you want to get re-armed.
8585 int message_type = -1;
8586 int heavily_damaged = 0;
8587 if ( Objects[sp->objnum].hull_strength/Ship_info[sp->ship_info_index].initial_hull_strength < 0.4 ) {
8588 heavily_damaged = 1;
8591 if ( heavily_damaged || (sp->flags & SF_DISABLED) ) {
8592 message_type = MESSAGE_REPAIR_REQUEST;
8598 for ( i = 0; i < swp->num_secondary_banks; i++ ) {
8599 if (swp->secondary_bank_start_ammo[i] > 0) {
8600 if ( swp->secondary_bank_ammo[i]/swp->secondary_bank_start_ammo[i] < 0.5f ) {
8601 message_type = MESSAGE_REARM_REQUEST;
8608 int multi_team_filter = -1;
8611 if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)){
8612 if(sp->team == TEAM_FRIENDLY){
8613 multi_team_filter = 0;
8614 } else if(sp->team == TEAM_HOSTILE){
8615 multi_team_filter = 1;
8619 if ( message_type >= 0 ) {
8621 message_send_builtin_to_player(message_type, sp, MESSAGE_PRIORITY_NORMAL, MESSAGE_TIME_SOON, 0, 0, -1, multi_team_filter);
8623 Player->request_repair_timestamp = timestamp(PLAYER_REQUEST_REPAIR_MSG_INTERVAL);
8627 // The current primary weapon or link status for a ship has changed.. notify clients if multiplayer
8629 // input: sp => pointer to ship that modified primaries
8630 void ship_primary_changed(ship *sp)
8635 // we only need to deal with multiplayer issues for now, so bail it not multiplayer
8636 if ( !(Game_mode & GM_MULTIPLAYER) )
8643 if ( MULTIPLAYER_MASTER )
8644 send_ship_weapon_change( sp, MULTI_PRIMARY_CHANGED, swp->current_primary_bank, (sp->flags & SF_PRIMARY_LINKED)?1:0 );
8648 // The current secondary weapon or dual-fire status for a ship has changed.. notify clients if multiplayer
8650 // input: sp => pointer to ship that modified secondaries
8651 void ship_secondary_changed(ship *sp)
8656 // we only need to deal with multiplayer issues for now, so bail it not multiplayer
8657 if ( !(Game_mode & GM_MULTIPLAYER) ){
8664 if ( MULTIPLAYER_MASTER )
8665 send_ship_weapon_change( sp, MULTI_SECONDARY_CHANGED, swp->current_secondary_bank, (sp->flags & SF_SECONDARY_DUAL_FIRE)?1:0 );
8669 int ship_get_SIF(ship *shipp)
8671 return Ship_info[shipp->ship_info_index].flags;
8674 int ship_get_SIF(int sh)
8676 return Ship_info[Ships[sh].ship_info_index].flags;
8679 int ship_get_by_signature(int signature)
8683 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
8684 // if we found a matching ship object signature
8685 if((Objects[so->objnum].signature == signature) && (Objects[so->objnum].type == OBJ_SHIP)){
8686 return Objects[so->objnum].instance;
8690 // couldn't find the ship
8694 // function which gets called when the cargo of a ship is revealed. Happens at two different locations
8695 // (at least when this function was written), one for the player, and one for AI ships. Need to send stuff
8696 // to clients in multiplayer game.
8697 void ship_do_cargo_revealed( ship *shipp, int from_network )
8699 // don't do anything if we already know the cargo
8700 if ( shipp->flags & SF_CARGO_REVEALED ){
8704 nprintf(("Network", "Revealing cargo for %s\n", shipp->ship_name));
8706 // send the packet if needed
8707 if ( (Game_mode & GM_MULTIPLAYER) && !from_network ){
8708 send_cargo_revealed_packet( shipp );
8711 shipp->flags |= SF_CARGO_REVEALED;
8712 shipp->time_cargo_revealed = Missiontime;
8714 // if the cargo is something other than "nothing", then make a log entry
8715 if ( stricmp(Cargo_names[shipp->cargo1 & CARGO_INDEX_MASK], NOX("nothing")) ){
8716 mission_log_add_entry(LOG_CARGO_REVEALED, shipp->ship_name, NULL, (shipp->cargo1 & CARGO_INDEX_MASK) );
8720 void ship_do_cap_subsys_cargo_revealed( ship *shipp, ship_subsys *subsys, int from_network )
8722 if ( subsys->subsys_cargo_revealed ) {
8727 nprintf(("Network", "Revealing cap ship subsys cargo for %s\n", shipp->ship_name));
8729 // send the packet if needed
8730 if ( (Game_mode & GM_MULTIPLAYER) && !from_network ){
8731 int subsystem_index = ship_get_index_from_subsys(subsys, shipp->objnum);
8732 send_subsystem_cargo_revealed_packet( shipp, subsystem_index );
8735 subsys->subsys_cargo_revealed = 1;
8737 // if the cargo is something other than "nothing", then make a log entry
8738 if ( (subsys->subsys_cargo_name > 0) && stricmp(Cargo_names[subsys->subsys_cargo_name], NOX("nothing")) ){
8739 mission_log_add_entry(LOG_CAP_SUBSYS_CARGO_REVEALED, shipp->ship_name, subsys->system_info->name, subsys->subsys_cargo_name );
8744 // Return the range of the currently selected secondary weapon
8745 // NOTE: If there is no missiles left in the current bank, range returned is 0
8746 float ship_get_secondary_weapon_range(ship *shipp)
8751 swp = &shipp->weapons;
8752 if ( swp->current_secondary_bank >= 0 ) {
8754 int bank=swp->current_secondary_bank;
8755 wip = &Weapon_info[swp->secondary_bank_weapons[bank]];
8756 if ( swp->secondary_bank_ammo[bank] > 0 ) {
8757 srange = wip->max_speed * wip->lifetime;
8764 // Determine the number of secondary ammo units (missile/bomb) allowed max for a ship
8766 int get_max_ammo_count_for_bank(int ship_class, int bank, int ammo_type)
8768 float capacity, size;
8770 capacity = (float) Ship_info[ship_class].secondary_bank_ammo_capacity[bank];
8771 size = (float) Weapon_info[ammo_type].cargo_size;
8772 return (int) (capacity / size);
8777 // Page in bitmaps for all the ships in this level
8781 int num_subsystems_needed = 0;
8783 int ship_class_used[MAX_SHIP_TYPES];
8785 // Mark all ship classes as not used
8786 for (i=0; i<MAX_SHIP_TYPES; i++ ) {
8787 ship_class_used[i] = 0;
8790 // Mark any support ship types as used
8792 for (i=0; i<Num_ship_types; i++ ) {
8793 if ( Ship_info[i].flags & SIF_SUPPORT ) {
8794 nprintf(( "Paging", "Found support ship '%s'\n", Ship_info[i].name ));
8795 ship_class_used[i]++;
8797 num_subsystems_needed += Ship_info[i].n_subsystems;
8801 // Mark any ships in the mission as used
8803 for (i=0; i<MAX_SHIPS; i++) {
8804 if (Ships[i].objnum > -1) {
8805 nprintf(( "Paging","Found ship '%s'\n", Ships[i].ship_name ));
8806 ship_class_used[Ships[i].ship_info_index]++;
8808 num_subsystems_needed += Ship_info[Ships[i].ship_info_index].n_subsystems;
8812 // Mark any ships that might warp in in the future as used
8815 for( p_objp = GET_FIRST(&ship_arrival_list); p_objp != END_OF_LIST(&ship_arrival_list); p_objp = GET_NEXT(p_objp) ) {
8816 nprintf(( "Paging","Found future arrival ship '%s'\n", p_objp->name ));
8817 ship_class_used[p_objp->ship_class]++;
8819 num_subsystems_needed += Ship_info[p_objp->ship_class].n_subsystems;
8823 // Page in all the ship classes that are used on this level
8825 int num_ship_types_used = 0;
8827 for (i=0; i<MAX_SHIP_TYPES; i++ ) {
8828 if ( ship_class_used[i] ) {
8829 ship_info *si = &Ship_info[i];
8831 num_ship_types_used++;
8833 // Page in the small hud icons for each ship
8835 extern void hud_ship_icon_page_in(ship_info *sip);
8837 hud_ship_icon_page_in(si);
8841 // See if this model was previously loaded by another ship
8842 int model_previously_loaded = -1;
8843 int ship_previously_loaded = -1;
8844 for (j=0; j<MAX_SHIP_TYPES; j++ ) {
8845 if ( (Ship_info[j].modelnum > -1) && !stricmp(si->pof_file, Ship_info[j].pof_file) ) {
8846 // Model already loaded
8847 model_previously_loaded = Ship_info[j].modelnum;
8848 ship_previously_loaded = j;
8853 // If the model is previously loaded...
8854 if ( model_previously_loaded > -1 ) {
8856 // If previously loaded model isn't the same ship class...)
8857 if ( ship_previously_loaded != i ) {
8859 // update the model number.
8860 si->modelnum = model_previously_loaded;
8862 for ( j = 0; j < si->n_subsystems; j++ ) {
8863 si->subsystems[j].model_num = -1;
8866 ship_copy_subsystem_fixup(si);
8869 for ( j = 0; j < si->n_subsystems; j++ ) {
8870 Assert( si->subsystems[j].model_num == si->modelnum );
8875 // Just to be safe (I mean to check that my code works...)
8876 Assert( si->modelnum > -1 );
8877 Assert( si->modelnum == model_previously_loaded );
8880 for ( j = 0; j < si->n_subsystems; j++ ) {
8881 Assert( si->subsystems[j].model_num == si->modelnum );
8886 // Model not loaded... so load it and page in its textures
8887 si->modelnum = model_load(si->pof_file, si->n_subsystems, &si->subsystems[0]);
8889 Assert( si->modelnum > -1 );
8891 // Verify that all the subsystem model numbers are updated
8893 for ( j = 0; j < si->n_subsystems; j++ ) {
8894 Assert( si->subsystems[j].model_num == si->modelnum ); // JAS
8903 for (i=0; i<MAX_SHIP_TYPES; i++ ) {
8904 if ( ship_class_used[i] ) {
8905 ship_info *si = &Ship_info[i];
8907 if ( si->modelnum > -1 ) {
8908 polymodel *pm = model_get(si->modelnum);
8910 nprintf(( "Paging", "Paging in textures for model '%s'\n", si->pof_file ));
8912 for (j=0; j<pm->n_textures; j++ ) {
8913 int bitmap_num = pm->original_textures[j];
8915 if ( bitmap_num > -1 ) {
8916 // if we're in Glide (and maybe later with D3D), use nondarkening textures
8917 if(gr_screen.mode == GR_GLIDE){
8918 bm_page_in_nondarkening_texture( bitmap_num );
8920 bm_page_in_texture( bitmap_num );
8926 nprintf(( "Paging", "Couldn't load model '%s'\n", si->pof_file ));
8931 nprintf(( "Paging", "There are %d ship classes used in this mission.\n", num_ship_types_used ));
8932 mprintf(( "This mission requires %d Ship_subsystems. See #define MAX_SHIP_SUBOBJECTS.\n", num_subsystems_needed ));
8934 // JAS: If you hit this, then MAX_SHIP_SUBOBJECTS is set too low.
8935 // I added this code in to detect an error that wasn't getting detected any other
8937 Assert(num_subsystems_needed < MAX_SHIP_SUBOBJECTS );
8939 // Page in the thruster effects
8942 // Make sure thrusters are loaded
8943 if ( !Thrust_anim_inited ) ship_init_thrusters();
8945 for ( i = 0; i < NUM_THRUST_ANIMS; i++ ) {
8946 thrust_anim *ta = &Thrust_anims[i];
8947 for ( j = 0; j<ta->num_frames; j++ ) {
8948 bm_page_in_texture( ta->first_frame + j );
8952 for ( i = 0; i < NUM_THRUST_GLOW_ANIMS; i++ ) {
8953 thrust_anim *ta = &Thrust_glow_anims[i];
8954 // glows are really not anims
8955 bm_page_in_texture( ta->first_frame );
8958 // page in insignia bitmaps
8959 if(Game_mode & GM_MULTIPLAYER){
8960 for(i=0; i<MAX_PLAYERS; i++){
8961 if(MULTI_CONNECTED(Net_players[i]) && (Net_players[i].player != NULL) && (Net_players[i].player->insignia_texture >= 0)){
8962 bm_page_in_xparent_texture(Net_players[i].player->insignia_texture);
8966 if((Player != NULL) && (Player->insignia_texture >= 0)){
8967 bm_page_in_xparent_texture(Player->insignia_texture);
8972 // function to return true if support ships are allowed in the mission for the given object.
8973 // In single player, must be friendly and not Shivan.
8974 // In multiplayer -- to be coded by Mark Allender after 5/4/98 -- MK, 5/4/98
8975 int is_support_allowed(object *objp)
8977 if (The_mission.disallow_support){
8981 if ( Game_mode & GM_NORMAL ) {
8982 if (Ships[objp->instance].team != TEAM_FRIENDLY){
8986 switch (Ship_info[Ships[objp->instance].ship_info_index].species) {
8987 case SPECIES_TERRAN:
8989 case SPECIES_VASUDAN:
8991 case SPECIES_SHIVAN:
8999 // multiplayer version behaves differently. Depending on mode:
9000 // 1) coop mode -- only available to friendly
9001 // 2) team v team mode -- availble to either side
9002 // 3) dogfight -- never
9004 if(Netgame.type_flags & NG_TYPE_DOGFIGHT){
9008 if ( IS_MISSION_MULTI_COOP ) {
9009 if ( Ships[objp->instance].team != TEAM_FRIENDLY ){
9019 // return ship index
9020 int ship_get_random_ship()
9027 // get the # of ships on the list
9028 num_ships = ship_get_num_ships();
9030 // get a random ship on the list
9031 rand_ship = (int)frand_range(0.0f, (float)(num_ships - 1));
9035 if(rand_ship > num_ships){
9036 rand_ship = num_ships;
9040 so = GET_FIRST(&Ship_obj_list);
9041 for(idx=0; idx<rand_ship; idx++) {
9045 return Objects[so->objnum].instance;
9048 // forcible jettison cargo from a ship
9049 void ship_jettison_cargo(ship *shipp)
9053 vector impulse, pos;
9055 // make sure we are docked with a valid object
9056 if(shipp->objnum < 0){
9059 objp = &Objects[shipp->objnum];
9060 if(Ai_info[shipp->ai_index].dock_objnum == -1){
9063 if(Objects[Ai_info[shipp->ai_index].dock_objnum].type != OBJ_SHIP){
9067 if(Ai_info[Ships[Objects[Ai_info[shipp->ai_index].dock_objnum].instance].ai_index].dock_objnum != OBJ_INDEX(objp)){
9070 cargo_objp = &Objects[Ai_info[shipp->ai_index].dock_objnum];
9072 // undock the objects
9073 ai_do_objects_undocked_stuff( objp, cargo_objp );
9076 vm_vec_sub(&pos, &cargo_objp->pos, &objp->pos);
9078 vm_vec_scale(&impulse, 100.0f);
9079 vm_vec_normalize(&pos);
9082 physics_apply_whack(&impulse, &pos, &cargo_objp->phys_info, &cargo_objp->orient, cargo_objp->phys_info.mass);
9085 float ship_get_exp_damage(object* objp)
9087 Assert(objp->type == OBJ_SHIP);
9090 ship *shipp = &Ships[objp->instance];
9092 if (shipp->special_exp_index != -1) {
9093 damage = (float) atoi(Sexp_variables[shipp->special_exp_index+DAMAGE].text);
9095 damage = Ship_info[shipp->ship_info_index].damage;
9101 int ship_get_exp_propagates(ship *sp)
9103 return Ship_info[sp->ship_info_index].explosion_propagates;
9106 float ship_get_exp_outer_rad(object *ship_objp)
9109 Assert(ship_objp->type == OBJ_SHIP);
9111 if (Ships[ship_objp->instance].special_exp_index == -1) {
9112 outer_rad = Ship_info[Ships[ship_objp->instance].ship_info_index].outer_rad;
9114 outer_rad = (float) atoi(Sexp_variables[Ships[ship_objp->instance].special_exp_index+OUTER_RAD].text);
9120 int valid_cap_subsys_cargo_list(char *subsys)
9122 if (strstr(subsys, "nav")
9123 || strstr(subsys, "comm")
9124 || strstr(subsys, "engines")
9125 || strstr(subsys, "fighter") // fighter bays
9126 || strstr(subsys, "sensors")
9127 || strstr(subsys, "weapons")) {
9135 // determine turret status of a given subsystem, returns 0 for no turret, 1 for "fixed turret", 2 for "rotating" turret
9136 int ship_get_turret_type(ship_subsys *subsys)
9138 // not a turret at all
9139 if(subsys->system_info->type != SUBSYSTEM_TURRET){
9144 if(subsys->system_info->turret_turning_rate > 0.0f){
9152 ship_subsys *ship_get_subsys(ship *shipp, char *subsys_name)
9154 ship_subsys *lookup;
9157 if((shipp == NULL) || (subsys_name == NULL)){
9161 lookup = GET_FIRST(&shipp->subsys_list);
9162 while(lookup != END_OF_LIST(&shipp->subsys_list)){
9164 if(!strcmp(lookup->system_info->subobj_name, subsys_name)){
9169 lookup = GET_NEXT(lookup);
9176 // returns 0 if no conflict, 1 if conflict, -1 on some kind of error with wing struct
9177 int wing_has_conflicting_teams(int wing_index)
9179 int first_team, idx;
9182 Assert((wing_index >= 0) && (wing_index < num_wings) && (Wings[wing_index].current_count > 0));
9183 if((wing_index < 0) || (wing_index >= num_wings) || (Wings[wing_index].current_count <= 0)){
9188 Assert(Wings[wing_index].ship_index[0] >= 0);
9189 if(Wings[wing_index].ship_index[0] < 0){
9192 first_team = Ships[Wings[wing_index].ship_index[0]].team;
9193 for(idx=1; idx<Wings[wing_index].current_count; idx++){
9194 // more sanity checks
9195 Assert(Wings[wing_index].ship_index[idx] >= 0);
9196 if(Wings[wing_index].ship_index[idx] < 0){
9200 // if we've got a team conflict
9201 if(first_team != Ships[Wings[wing_index].ship_index[idx]].team){
9210 // get the team of a reinforcement item
9211 int ship_get_reinforcement_team(int r_index)
9217 Assert((r_index >= 0) && (r_index < Num_reinforcements));
9218 if((r_index < 0) || (r_index >= Num_reinforcements)){
9222 // if the reinforcement is a ship
9223 objp = mission_parse_get_arrival_ship( Reinforcements[r_index].name );
9228 // if the reinforcement is a ship
9229 wing_index = wing_lookup(Reinforcements[r_index].name);
9230 if(wing_index >= 0){
9231 // go through the ship arrival list and find the first ship in this wing
9232 objp = GET_FIRST(&ship_arrival_list);
9233 while( objp != END_OF_LIST(&ship_arrival_list) ) {
9235 if (objp->wingnum == wing_index) {
9240 objp = GET_NEXT(objp);
9248 // determine if the given texture is used by a ship type. return ship info index, or -1 if not used by a ship
9249 int ship_get_texture(int bitmap)
9253 // check all ship types
9254 for(idx=0; idx<Num_ship_types; idx++){
9255 if((Ship_info[idx].modelnum >= 0) && model_find_texture(Ship_info[idx].modelnum, bitmap) == 1){
9260 // couldn't find the texture
9264 extern void ssm_create(vector *target, vector *start, int ssm_index, ssm_firing_info *override);
9266 // update artillery lock info
9267 #define CLEAR_ARTILLERY_AND_CONTINUE() { if(aip != NULL){ aip->artillery_objnum = -1; aip->artillery_sig = -1; aip->artillery_lock_time = 0.0f;} continue; }
9268 float artillery_dist = 10.0f;
9271 dc_get_arg(ARG_FLOAT);
9272 artillery_dist = Dc_arg_float;
9274 void ship_update_artillery_lock()
9276 #if defined(MULTIPLAYER_BETA_BUILD) || defined(FS2_DEMO)
9279 ai_info *aip = NULL;
9280 weapon_info *tlaser = NULL;
9281 mc_info *cinfo = NULL;
9283 vector temp, local_hit;
9288 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ){
9290 if((so->objnum >= 0) && (Objects[so->objnum].type == OBJ_SHIP) && (Objects[so->objnum].instance >= 0)){
9291 shipp = &Ships[Objects[so->objnum].instance];
9297 if(shipp->ai_index >= 0){
9298 aip = &Ai_info[shipp->ai_index];
9301 // if the ship has no targeting laser firing
9302 if((shipp->targeting_laser_objnum < 0) || (shipp->targeting_laser_bank < 0)){
9303 CLEAR_ARTILLERY_AND_CONTINUE();
9306 // if he didn't hit any objects this frame
9307 if(beam_get_num_collisions(shipp->targeting_laser_objnum) <= 0){
9308 CLEAR_ARTILLERY_AND_CONTINUE();
9311 // get weapon info for the targeting laser he's firing
9312 Assert((shipp->weapons.current_primary_bank >= 0) && (shipp->weapons.current_primary_bank < 2));
9313 if((shipp->weapons.current_primary_bank < 0) || (shipp->weapons.current_primary_bank >= 2)){
9316 Assert(shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank] >= 0);
9317 if(shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank] < 0){
9320 Assert((Weapon_info[shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]].wi_flags & WIF_BEAM) && (Weapon_info[shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]].b_info.beam_type == BEAM_TYPE_C));
9321 if(!(Weapon_info[shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]].wi_flags & WIF_BEAM) || (Weapon_info[shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]].b_info.beam_type != BEAM_TYPE_C)){
9324 tlaser = &Weapon_info[shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]];
9326 // get collision info
9327 if(!beam_get_collision(shipp->targeting_laser_objnum, 0, &c_objnum, &cinfo)){
9328 CLEAR_ARTILLERY_AND_CONTINUE();
9330 if((c_objnum < 0) || (cinfo == NULL)){
9331 CLEAR_ARTILLERY_AND_CONTINUE();
9334 // get the position we hit this guy with in his local coords
9335 vm_vec_sub(&temp, &cinfo->hit_point_world, &Objects[c_objnum].pos);
9336 vm_vec_rotate(&local_hit, &temp, &Objects[c_objnum].orient);
9338 // if we are hitting a different guy now, reset the lock
9339 if((c_objnum != aip->artillery_objnum) || (Objects[c_objnum].signature != aip->artillery_sig)){
9340 aip->artillery_objnum = c_objnum;
9341 aip->artillery_sig = Objects[c_objnum].signature;
9342 aip->artillery_lock_time = 0.0f;
9343 aip->artillery_lock_pos = local_hit;
9349 // otherwise we're hitting the same guy. check to see if we've strayed too far
9350 if(vm_vec_dist_quick(&local_hit, &aip->artillery_lock_pos) > artillery_dist){
9351 // hmmm. reset lock time, but don't reset the lock itself
9352 aip->artillery_lock_time = 0.0f;
9356 // finally - just increment the lock time
9357 aip->artillery_lock_time += flFrametime;
9360 if(aip->artillery_lock_time >= 2.0f){
9362 HUD_printf("Firing artillery");
9365 vm_vec_unrotate(&temp, &aip->artillery_lock_pos, &Objects[aip->artillery_objnum].orient);
9366 vm_vec_add2(&temp, &Objects[aip->artillery_objnum].pos);
9367 ssm_create(&temp, &Objects[so->objnum].pos, 0, NULL);
9369 // reset the artillery
9370 aip->artillery_lock_time = 0.0f;
9376 // checks if a world point is inside the extended bounding box of a ship
9377 // may not work if delta box is large and negative (ie, adjusted box crosses over on itself - min > max)
9378 int check_world_pt_in_expanded_ship_bbox(vector *world_pt, object *objp, float delta_box)
9380 Assert(objp->type == OBJ_SHIP);
9382 vector temp, ship_pt;
9384 vm_vec_sub(&temp, world_pt, &objp->pos);
9385 vm_vec_rotate(&ship_pt, &temp, &objp->orient);
9387 pm = model_get(Ships[objp->instance].modelnum);
9390 (ship_pt.x > pm->mins.x - delta_box) && (ship_pt.x < pm->maxs.x + delta_box)
9391 && (ship_pt.y > pm->mins.y - delta_box) && (ship_pt.y < pm->maxs.y + delta_box)
9392 && (ship_pt.z > pm->mins.z - delta_box) && (ship_pt.z < pm->maxs.z + delta_box)
9397 // returns true when objp is ship and is tagged
9398 int ship_is_tagged(object *objp)
9401 if (objp->type == OBJ_SHIP) {
9402 shipp = &Ships[objp->instance];
9403 if ( (shipp->tag_left > 0) || (shipp->level2_tag_left > 0) ) {
9411 // get maximum ship speed (when not warping in or out)
9412 float ship_get_max_speed(ship *shipp)
9416 int ship_info_index = shipp->ship_info_index;
9419 max_speed = Ship_info[ship_info_index].max_overclocked_speed;
9422 max_speed = max(max_speed, Ship_info[ship_info_index].max_vel.z);
9425 max_speed = max(max_speed, Ship_info[ship_info_index].afterburner_max_vel.z);
9430 // determin warp speed of ship
9431 float ship_get_warp_speed(object *objp)
9433 Assert(objp->type == OBJ_SHIP);
9434 float shipfx_calculate_warp_speed(object *);
9435 return shipfx_calculate_warp_speed(objp);
9438 // returns true if ship is beginning to speed up in warpout
9439 int ship_is_beginning_warpout_speedup(object *objp)
9441 Assert(objp->type == OBJ_SHIP);
9445 aip = &Ai_info[Ships[objp->instance].ai_index];
9447 if (aip->mode == AIM_WARP_OUT) {
9448 if ( (aip->submode == AIS_WARP_3) || (aip->submode == AIS_WARP_4) || (aip->submode == AIS_WARP_5) ) {
9456 // given a ship info type, return a species
9457 int ship_get_species_by_type(int ship_info_index)
9460 if((ship_info_index < 0) || (ship_info_index >= Num_ship_types)){
9465 return Ship_info[ship_info_index].species;
9468 // return the length of a ship
9469 float ship_get_length(ship* shipp)
9471 polymodel *pm = model_get(shipp->modelnum);
9472 return (pm->maxs.z - pm->mins.z);