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 1.5 2002/06/17 06:33:11 relnev
19 * ryan's struct patch for gcc 2.95
21 * Revision 1.4 2002/06/09 04:41:26 relnev
22 * added copyright header
24 * Revision 1.3 2002/06/02 00:31:36 relnev
25 * implemented osregistry
27 * Revision 1.2 2002/05/03 13:34:34 theoddone33
30 * Revision 1.1.1.1 2002/05/03 03:28:10 root
34 * 144 10/13/99 3:43p Jefff
35 * fixed unnumbered XSTRs
37 * 143 9/14/99 3:26a Dave
38 * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer
39 * respawn-too-early problem. Made a few crash points safe.
41 * 142 9/11/99 4:02p Dave
42 * Don't page in model textures when doing ship_model_change() in fred.
44 * 141 9/10/99 9:44p Dave
45 * Bumped version # up. Make server reliable connects not have such a huge
48 * 140 9/06/99 3:30p Mikek
49 * Added system to restrict weapon choices for dogfight missions.
51 * 139 9/01/99 10:15a Dave
53 * 138 9/01/99 8:43a Andsager
54 * supress WARNING from no_fred ships flag
56 * 137 8/26/99 8:52p Dave
57 * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes.
59 * 136 8/26/99 6:08p Andsager
60 * Add debug code for lethality and number of turrets targeting player.
62 * 135 8/26/99 5:14p Andsager
64 * 134 8/26/99 9:45a Dave
65 * First pass at easter eggs and cheats.
67 * 133 8/24/99 4:25p Andsager
68 * Add ship-vanish sexp
70 * 132 8/23/99 11:59a Andsager
71 * Force choice of big fireball when Knossos destroyed. Allow logging of
72 * ship destroyed when no killer_name (ie, from debug).
74 * 131 8/23/99 11:09a Andsager
75 * Round 2 of Knossos explosion
77 * 130 8/20/99 5:09p Andsager
78 * Second pass on Knossos device explosion
80 * 129 8/18/99 10:59p Andsager
81 * Enable "b" key to target bombers.
83 * 128 8/18/99 12:09p Andsager
84 * Add debug if message has no anim for message. Make messages come from
87 * 127 8/16/99 10:04p Andsager
88 * Add special-warp-dist and special-warpout-name sexp for Knossos device
91 * 126 8/16/99 4:06p Dave
92 * Big honking checkin.
94 * 125 8/16/99 2:01p Andsager
95 * Knossos warp-in warp-out.
97 * 124 8/13/99 10:49a Andsager
98 * Knossos and HUGE ship warp out. HUGE ship warp in. Stealth search
99 * modes dont collide big ships.
101 * 123 8/05/99 6:19p Dave
102 * New demo checksums.
104 * 122 8/05/99 12:57a Andsager
105 * the insanity of it all!
107 * 121 8/03/99 11:13a Andsager
108 * Bump up number of ship_subsystems for demo
110 * 120 8/02/99 10:39p Dave
111 * Added colored shields. OoOoOoooOoo
113 * 119 7/29/99 10:47p Dave
114 * Standardized D3D fogging using vertex fog. Shook out Savage 4 bugs.
116 * 118 7/29/99 12:05a Dave
117 * Nebula speed optimizations.
119 * 117 7/28/99 1:36p Andsager
120 * Modify cargo1 to include flag CARGO_NO_DEPLETE. Add sexp
121 * cargo-no-deplete (only for BIG / HUGE). Modify ship struct to pack
124 * 116 7/26/99 5:50p Dave
125 * Revised ingame join. Better? We'll see....
127 * 115 7/26/99 8:06a Andsager
128 * Consistent personas
130 * 114 7/24/99 5:22p Jefff
131 * Removed debug rendering of interpolated ships in multiplayer.
133 * 113 7/19/99 8:57p Andsager
134 * Added Ship_exited red_alert_carry flag and hull strength for RED ALERT
135 * carry over of Exited_ships
137 * 112 7/19/99 7:20p Dave
138 * Beam tooling. Specialized player-killed-self messages. Fixed d3d nebula
141 * 111 7/19/99 12:02p Andsager
142 * Allow AWACS on any ship subsystem. Fix sexp_set_subsystem_strength to
143 * only blow up subsystem if its strength is > 0
145 * 110 7/18/99 9:56p Andsager
146 * Make max_ship_subsys 300 again!
148 * 109 7/18/99 5:20p Dave
149 * Jump node icon. Fixed debris fogging. Framerate warning stuff.
151 * 108 7/18/99 12:32p Dave
152 * Randomly oriented shockwaves.
154 * 107 7/15/99 6:36p Jamesa
155 * Moved default ship name into the ships.tbl
157 * 104 7/15/99 9:20a Andsager
158 * FS2_DEMO initial checkin
160 * 103 7/13/99 5:03p Alanl
161 * make sure object sounds get assigned to ships
163 * 102 7/09/99 5:54p Dave
164 * Seperated cruiser types into individual types. Added tons of new
165 * briefing icons. Campaign screen.
167 * 101 7/08/99 5:49p Andsager
168 * Fixed bug colliding with just warped in Cap ship
170 * 100 7/08/99 10:53a Dave
171 * New multiplayer interpolation scheme. Not 100% done yet, but still
172 * better than the old way.
174 * 99 7/06/99 4:24p Dave
175 * Mid-level checkin. Starting on some potentially cool multiplayer
178 * 98 7/06/99 10:45a Andsager
179 * Modify engine wash to work on any ship that is not small. Add AWACS
182 * 97 7/01/99 4:23p Dave
183 * Full support for multiple linked ambient engine sounds. Added "big
186 * 96 7/01/99 11:44a Dave
187 * Updated object sound system to allow multiple obj sounds per ship.
188 * Added hit-by-beam sound. Added killed by beam sound.
190 * 95 6/30/99 5:53p Dave
191 * Put in new anti-camper code.
193 * 94 6/20/99 12:06a Alanl
194 * new event music changes
196 * 93 6/16/99 4:06p Dave
197 * New pilot info popup. Added new draw-bitmap-as-poly function.
199 * 92 6/16/99 10:21a Dave
200 * Added send-message-list sexpression.
202 * 91 6/14/99 3:21p Andsager
203 * Allow collisions between ship and its debris. Fix up collision pairs
204 * when large ship is warping out.
206 * 90 6/10/99 3:43p Dave
207 * Do a better job of syncing text colors to HUD gauges.
209 * 89 6/07/99 4:21p Andsager
210 * Add HUD color for tagged object. Apply to target and radar.
212 * 88 6/04/99 5:08p Andsager
213 * Sort of hack to allow minicap and supercap tat the same time.
215 * 87 6/03/99 9:29p Andsager
216 * Remove special case for Asteroid ship LOD warning
218 * 86 6/03/99 11:43a Dave
219 * Added the ability to use a different model when rendering to the HUD
222 * 85 6/01/99 8:35p Dave
223 * Finished lockarm weapons. Added proper supercap weapons/damage. Added
224 * awacs-set-radius sexpression.
226 * 84 5/28/99 9:26a Andsager
227 * Added check_world_pt_in_expanded_ship_bbox() function
229 * 83 5/26/99 4:00p Dave
230 * Fixed small lighting bug,
232 * 82 5/26/99 11:46a Dave
233 * Added ship-blasting lighting and made the randomization of lighting
234 * much more customizable.
236 * 81 5/24/99 5:45p Dave
237 * Added detail levels to the nebula, with a decent speedup. Split nebula
238 * lightning into its own section.
240 * 80 5/21/99 5:03p Andsager
241 * Add code to display engine wash death. Modify ship_kill_packet
243 * 79 5/20/99 7:00p Dave
244 * Added alternate type names for ships. Changed swarm missile table
247 * 78 5/19/99 11:09a Andsager
248 * Turn on engine wash. Check every 1/4 sec.
250 * 77 5/18/99 1:30p Dave
251 * Added muzzle flash table stuff.
253 * 76 5/18/99 12:08p Andsager
254 * Added observer_process_post to handle observer too far away
256 * 75 5/18/99 11:15a Andsager
257 * Fix bug in mulitplayer max rangel
259 * 74 5/18/99 10:08a Andsager
260 * Modified single maximum range before blown up to also be multi
263 * 73 5/14/99 3:01p Andsager
264 * Fix bug in ship_do_cap_subsys_cargo_revealed
266 * 72 5/14/99 1:59p Andsager
267 * Multiplayer message for subsystem cargo revealed.
269 * 71 5/14/99 11:50a Andsager
270 * Added vaporize for SMALL ships hit by HUGE beams. Modified dying
271 * frame. Enlarged debris shards and range at which visible.
273 * 70 5/12/99 2:55p Andsager
274 * Implemented level 2 tag as priority in turret object selection
276 * 69 5/11/99 10:16p Andsager
277 * First pass on engine wash effect. Rotation (control input), damage,
280 * 68 5/10/99 4:54p Dave
281 * Fixed particularly hideous subsystem bug related to multiple ship types
282 * using the same model.
284 * 67 4/30/99 12:18p Dave
285 * Several minor bug fixes.
287 * 66 4/29/99 2:29p Dave
288 * Made flak work much better in multiplayer.
290 * 65 4/28/99 11:13p Dave
291 * Temporary checkin of artillery code.
293 * 64 4/28/99 3:11p Andsager
294 * Stagger turret weapon fire times. Make turrets smarter when target is
295 * protected or beam protected. Add weaopn range to weapon info struct.
297 * 63 4/27/99 12:16a Dave
298 * Fixed beam weapon muzzle glow problem. Fixed premature timeout on the
299 * pxo server list screen. Fixed secondary firing for hosts on a
300 * standalone. Fixed wacky multiplayer weapon "shuddering" problem.
302 * 62 4/23/99 12:30p Andsager
303 * Add debug code for showing attack point against big ships.
305 * 61 4/23/99 12:01p Johnson
306 * Added SIF_HUGE_SHIP
308 * 60 4/20/99 6:39p Dave
309 * Almost done with artillery targeting. Added support for downloading
310 * images on the PXO screen.
312 * 59 4/19/99 11:01p Dave
313 * More sophisticated targeting laser support. Temporary checkin.
315 * 58 4/19/99 12:21p Johnson
316 * Allow ships with invisible polygons which do not collide
318 * 57 4/16/99 5:54p Dave
319 * Support for on/off style "stream" weapons. Real early support for
320 * target-painting lasers.
322 * 56 4/12/99 10:07p Dave
323 * Made network startup more forgiving. Added checkmarks to dogfight
324 * screen for players who hit commit.
326 * 55 4/02/99 9:55a Dave
327 * Added a few more options in the weapons.tbl for beam weapons. Attempt
328 * at putting "pain" packets into multiplayer.
330 * 54 3/31/99 8:24p Dave
331 * Beefed up all kinds of stuff, incluging beam weapons, nebula effects
332 * and background nebulae. Added per-ship non-dimming pixel colors.
334 * 53 3/30/99 5:40p Dave
335 * Fixed reinforcements for TvT in multiplayer.
337 * 52 3/29/99 6:17p Dave
338 * More work on demo system. Got just about everything in except for
339 * blowing ships up, secondary weapons and player death/warpout.
341 * 51 3/28/99 5:58p Dave
342 * Added early demo code. Make objects move. Nice and framerate
343 * independant, but not much else. Don't use yet unless you're me :)
345 * 50 3/26/99 5:23p Andsager
346 * Fix bug with special explostions sometimes not generating shockwaves.
348 * 49 3/26/99 4:49p Dave
349 * Made cruisers able to dock with stuff. Made docking points and paths
352 * 48 3/25/99 4:47p Johnson
353 * HACK allow Mycernus to dock with Enif
355 * 47 3/25/99 2:38p Johnson
356 * Give brad special mission docking stuff
358 * 46 3/25/99 1:30p Johnson
359 * Allow Arcadia/Mentu docking
361 * 45 3/24/99 4:05p Dave
362 * Put in support for assigning the player to a specific squadron with a
363 * specific logo. Preliminary work for doing pos/orient checksumming in
364 * multiplayer to reduce bandwidth.
366 * 44 3/23/99 2:29p Andsager
367 * Fix shockwaves for kamikazi and Fred defined. Collect together
368 * shockwave_create_info struct.
370 * 43 3/20/99 3:46p Dave
371 * Added support for model-based background nebulae. Added 3 new
374 * 42 3/19/99 9:51a Dave
375 * Checkin to repair massive source safe crash. Also added support for
376 * pof-style nebulae, and some new weapons code.
378 * 43 3/12/99 4:30p Anoop
379 * Check for OBJ_NONE as well as OBJ_GHOST when firing secondary weapons
381 * 42 3/11/99 2:22p Dave
382 * Fixed a countermeasure firing assert for multiplayer.
384 * 41 3/10/99 6:51p Dave
385 * Changed the way we buffer packets for all clients. Optimized turret
386 * fired packets. Did some weapon firing optimizations.
388 * 40 3/10/99 2:29p Dan
389 * disable lod warning for asteroid ships
391 * 39 3/09/99 6:24p Dave
392 * More work on object update revamping. Identified several sources of
393 * unnecessary bandwidth.
395 * 38 3/08/99 7:03p Dave
396 * First run of new object update system. Looks very promising.
398 * 37 3/05/99 1:33p Dave
399 * Upped subsystem max to 700
401 * 36 3/04/99 6:09p Dave
402 * Added in sexpressions for firing beams and checking for if a ship is
405 * 35 3/02/99 9:25p Dave
406 * Added a bunch of model rendering debug code. Started work on fixing
407 * beam weapon wacky firing.
409 * 34 3/01/99 7:39p Dave
410 * Added prioritizing ship respawns. Also fixed respawns in TvT so teams
411 * don't mix respawn points.
413 * 33 2/26/99 6:01p Andsager
414 * Add sexp has-been-tagged-delay and cap-subsys-cargo-known-delay
416 * 32 2/26/99 4:14p Dave
417 * Put in the ability to have multiple shockwaves for ships.
419 * 31 2/21/99 1:48p Dave
420 * Some code for monitoring datarate for multiplayer in detail.
422 * 30 2/19/99 3:52p Neilk
423 * Put in some proper handling code for undocking dying objects (handle
424 * wacky object types like OBJ_GHOST).
426 * 29 2/11/99 5:22p Andsager
427 * Fixed bugs, generalized block Sexp_variables
429 * 28 2/11/99 2:15p Andsager
430 * Add ship explosion modification to FRED
432 * 27 2/05/99 12:52p Dave
433 * Fixed Glide nondarkening textures.
435 * 26 2/03/99 12:42p Andsager
436 * Add escort priority. Modify ship_flags_dlg to include field. Save and
437 * Load. Add escort priority field to ship.
439 * 25 2/02/99 9:36a Andsager
440 * Bash hull strength to zero when ship is killed (by sexp)
442 * 24 1/29/99 2:25p Andsager
443 * Added turret_swarm_missiles
445 * 23 1/29/99 12:47a Dave
446 * Put in sounds for beam weapon. A bunch of interface screens (tech
449 * 22 1/27/99 9:56a Dave
450 * Temporary checkin of beam weapons for Dan to make cool sounds.
452 * 21 1/25/99 5:03a Dave
453 * First run of stealth, AWACS and TAG missile support. New mission type
456 * 20 1/24/99 11:37p Dave
457 * First full rev of beam weapons. Very customizable. Removed some bogus
458 * Int3()'s in low level net code.
460 * 19 1/14/99 6:06p Dave
461 * 100% full squad logo support for single player and multiplayer.
463 * 18 1/14/99 12:48a Dave
464 * Todo list bug fixes. Made a pass at putting briefing icons back into
465 * FRED. Sort of works :(
467 * 17 1/12/99 5:45p Dave
468 * Moved weapon pipeline in multiplayer to almost exclusively client side.
469 * Very good results. Bandwidth goes down, playability goes up for crappy
470 * connections. Fixed object update problem for ship subsystems.
472 * 16 1/08/99 2:08p Dave
473 * Fixed software rendering for pofview. Super early support for AWACS and
476 * 15 1/06/99 2:24p Dave
477 * Stubs and release build fixes.
479 * 14 12/23/98 2:53p Andsager
480 * Added ship activation and gas collection subsystems, removed bridge
482 * 13 12/09/98 7:34p Dave
483 * Cleanup up nebula effect. Tweaked many values.
485 * 12 12/08/98 9:36a Dave
486 * Almost done nebula effect for D3D. Looks 85% as good as Glide.
488 * 11 12/06/98 2:36p Dave
489 * Drastically improved nebula fogging.
491 * 10 11/19/98 4:19p Dave
492 * Put IPX sockets back in psnet. Consolidated all multiplayer config
495 * 9 11/14/98 5:33p Dave
496 * Lots of nebula work. Put in ship contrails.
498 * 8 11/11/98 5:37p Dave
499 * Checkin for multiplayer testing.
501 * 7 10/26/98 9:42a Dave
502 * Early flak gun support.
504 * 6 10/23/98 3:51p Dave
505 * Full support for tstrings.tbl and foreign languages. All that remains
506 * is to make it active in Fred.
508 * 5 10/23/98 3:03p Andsager
509 * Initial support for changing rotation rate.
511 * 4 10/20/98 1:39p Andsager
512 * Make so sparks follow animated ship submodels. Modify
513 * ship_weapon_do_hit_stuff() and ship_apply_local_damage() to add
514 * submodel_num. Add submodel_num to multiplayer hit packet.
516 * 3 10/13/98 9:29a Dave
517 * Started neatening up freespace.h. Many variables renamed and
518 * reorganized. Added AlphaColors.[h,cpp]
520 * 2 10/07/98 10:53a Dave
523 * 1 10/07/98 10:51a Dave
525 * 915 8/28/98 3:29p Dave
526 * EMP effect done. AI effects may need some tweaking as required.
528 * 914 8/25/98 1:48p Dave
529 * First rev of EMP effect. Player side stuff basically done. Next comes
532 * 913 8/17/98 5:07p Dave
533 * First rev of corkscrewing missiles.
535 * 912 7/15/98 11:29a Allender
536 * quick error dialog to prevent the > 50 ships per mission problem
538 * 911 7/06/98 6:11p Dave
539 * More object update stuff.
541 * 910 6/30/98 2:23p Dave
542 * Revised object update system. Removed updates for all weapons. Put
543 * button info back into control info packet.
545 * 909 6/12/98 2:49p Dave
546 * Patch 1.02 changes.
548 * 908 6/10/98 6:46p Lawrance
549 * increase SHIP_MULTITEXT_LENGTH to 1500
551 * 906 6/09/98 10:31a Hoffoss
552 * Created index numbers for all xstr() references. Any new xstr() stuff
553 * added from here on out should be added to the end if the list. The
554 * current list count can be found in FreeSpace.cpp (search for
557 * 905 6/01/98 11:43a John
558 * JAS & MK: Classified all strings for localization.
560 * 904 5/24/98 10:50p Mike
561 * Fix problem with ships with propagating explosions not being able to
564 * 903 5/23/98 4:14p John
565 * Added code to preload textures to video card for AGP. Added in code
566 * to page in some bitmaps that weren't getting paged in at level start.
568 * 902 5/23/98 12:05a Adam
569 * change ship_is_getting_locked() to take weapon range into account
571 * 901 5/22/98 5:32p Andsager
572 * Make big ship explosion sounds play all the way through. remove
573 * cur_snd from ship struct.
575 * 900 5/21/98 7:11p Sandeep
576 * Increased the buffer size a bit during parse ships.tbl to account for
577 * slightly lengthy descriptions
579 * 899 5/21/98 3:31p Allender
580 * fix bug where Ship_obj_list was getting overwritten by the exited ships
583 * 898 5/21/98 1:44p Lawrance
584 * add ship_obj list validation
586 * 897 5/21/98 11:33a Lawrance
587 * Check aspect_locked_time when determining if another ship is seeking
590 * 896 5/19/98 8:42p Andsager
591 * Add cur_snd (used for sound management of big ship explosions)
593 * 895 5/18/98 2:50p Peter
594 * AL: Check to make sure we don't overflow support_ships[] array in
595 * ship_find_repair_ship
597 * 894 5/15/98 11:11p Mike
598 * Make game a bit easier based on skill level, mainly at Easy and, to a
599 * lesser extent, Medium.
601 * 893 5/15/98 6:45p Hoffoss
602 * Made some things not appear in the release version of Fred.
604 * 892 5/15/98 5:37p Hoffoss
605 * Added new 'tech description' fields to ship and weapon tables, and
606 * added usage of it in tech room.
608 * 891 5/15/98 12:07p Allender
609 * make messaging come from proper ships when in team vs. team games.
611 * 890 5/14/98 9:38p Andsager
612 * Fixed bug in dying_undock_physics when both ships have ovelapping dying
615 * 889 5/13/98 6:54p Dave
616 * More sophistication to PXO interface. Changed respawn checking so
617 * there's no window for desynchronization between the server and the
620 * 888 5/12/98 10:54p Andsager
621 * Add new sound manager for big ship sub-explosion sounds
623 * 887 5/12/98 2:34p Adam
624 * re-instated the old nicer particle ANI's for ship explosions.
626 * 886 5/12/98 9:15a Andsager
627 * Clean up big ship sub-explosion sound. Make single instance of sounds.
628 * Choose random sounds. Add timestamp to post split sounds. Make
629 * explosion flash depend on wheth ship was visible if within ~1.5 radii.
631 * 885 5/11/98 4:33p Allender
632 * fixed ingame join problems -- started to work on new object updating
633 * code (currently ifdef'ed out)
635 * 884 5/11/98 4:05p Lawrance
636 * Increase sanity timestamp for next_fire_time to 60 seconds
638 * 883 5/10/98 11:30p Mike
639 * Better firing of bombs, less likely to go into strafe mode.
641 * 882 5/09/98 4:52p Lawrance
642 * Implement padlock view (up/rear/left/right)
644 * 881 5/08/98 5:31p Hoffoss
645 * Isolated the joystick force feedback code more from dependence on other
648 * 880 5/08/98 4:39p Mike
649 * Comment out two Asserts that trap a condition that is actually legal.
668 #include "floating.h"
671 #include "fireballs.h"
676 #include "missionlog.h"
677 #include "missionparse.h"
683 #include "freespace.h"
686 #include "linklist.h"
688 #include "hudtarget.h"
689 #include "hudshield.h"
691 #include "multiutil.h"
692 #include "multimsgs.h"
695 #include "eventmusic.h"
698 #include "gamesequence.h"
699 #include "objectsnd.h"
700 #include "cmeasure.h"
701 #include "animplay.h"
702 #include "controlsconfig.h"
703 #include "afterburner.h"
704 #include "shockwave.h"
705 #include "hudsquadmsg.h"
708 #include "subsysdamage.h"
709 #include "missionmessage.h"
710 #include "lighting.h"
711 #include "particle.h"
713 #include "asteroid.h"
714 #include "hudtargetbox.h"
715 #include "multi_respawn.h"
716 #include "hudartillery.h"
717 #include "hudwingmanstatus.h"
718 #include "jumpnode.h"
719 #include "redalert.h"
720 #include "corkscrew.h"
722 #include "localize.h"
724 #include "shipcontrails.h"
725 #include "alphacolors.h"
728 #include "staticrand.h"
729 #include "missionshipchoice.h"
732 #define MAX_SHIP_SUBOBJECTS 360
734 #define MAX_SHIP_SUBOBJECTS 700 // Reduced from 1000 to 400 by MK on 4/1/98.
735 // Highest I saw was 164 in sm2-03a which Sandeep says has a lot of ships.
736 // JAS: sm3-01 needs 460. You cannot know this number until *all* ships
737 // have warped in. So I put code in the paging code which knows all ships
738 // that will warp in.
741 //#define MIN_COLLISION_MOVE_DIST 5.0
742 //#define COLLISION_VEL_CONST 0.1
743 #define COLLISION_FRICTION_FACTOR 0.0 // ratio of maximum friction impulse to repulsion impulse
744 #define COLLISION_ROTATION_FACTOR 1.0 // increase in rotation from collision
746 int Ai_render_debug_flag=0;
748 int Ship_sphere_check = 0;
749 int Ship_auto_repair = 1; // flag to indicate auto-repair of subsystem should occur
750 extern void render_path_points(object *objp);
753 // mwa -- removed 11/24/97 int num_ships = 0;
755 int Num_reinforcements = 0;
756 ship Ships[MAX_SHIPS];
758 wing Wings[MAX_WINGS];
759 int Starting_wings[MAX_PLAYER_WINGS]; // wings player starts a mission with (-1 = none)
760 int ships_inited = 0;
762 engine_wash_info Engine_wash_info[MAX_ENGINE_WASH_TYPES];
763 char get_engine_wash_index(char *engine_wash_name);
765 // information for ships which have exited the game
766 exited_ship Ships_exited[MAX_EXITED_SHIPS];
767 int Num_exited_ships;
769 int Num_engine_wash_types;
771 int Num_ship_subobj_types;
772 int Num_ship_subobjects;
773 int Player_ship_class; // needs to be player specific, move to player structure
775 #define SHIP_OBJ_USED (1<<0) // flag used in ship_obj struct
776 #define MAX_SHIP_OBJS MAX_SHIPS // max number of ships tracked in ship list
777 ship_obj Ship_objs[MAX_SHIP_OBJS]; // array used to store ship object indexes
778 ship_obj Ship_obj_list; // head of linked list of ship_obj structs
780 ship_info Ship_info[MAX_SHIP_TYPES];
781 ship_subsys Ship_subsystems[MAX_SHIP_SUBOBJECTS];
782 ship_subsys ship_subsys_free_list;
783 reinforcements Reinforcements[MAX_REINFORCEMENTS];
785 int Num_player_ship_precedence; // Number of ship types in Player_ship_precedence
786 int Player_ship_precedence[MAX_PLAYER_SHIP_CHOICES]; // Array of ship types, precedence list for player ship/wing selection
788 static int Laser_energy_out_snd_timer; // timer so we play out of laser sound effect periodically
789 static int Missile_out_snd_timer; // timer so we play out of laser sound effect periodically
791 // structure used to hold ship counts of particular types. The order in which these appear is crucial
792 // since the goal code relies on this placement to find the array index in the Ship_counts array
793 char *Ship_type_names[MAX_SHIP_TYPE_COUNTS] = {
818 int Ship_type_flags[MAX_SHIP_TYPE_COUNTS] = {
821 SIF_FIGHTER | SIF_BOMBER,
841 ship_counts Ship_counts[MAX_SHIP_TYPE_COUNTS];
843 // I don't want to do an AI cargo check every frame, so I made a global timer to limit check to
844 // every SHIP_CARGO_CHECK_INTERVAL ms. Didn't want to make a timer in each ship struct. Ensure
845 // inited to 1 at mission start.
846 static int Ship_cargo_check_timer;
848 // a global definition of the IFF colors
849 color IFF_colors[MAX_IFF_COLORS][2]; // AL 1-2-97: Create two IFF colors, regular and bright
851 void ship_iff_init_colors()
854 int iff_bright_delta=4;
857 for ( i=0; i<2; i++ ) {
860 alpha = (HUD_COLOR_ALPHA_MAX - iff_bright_delta) * 16;
862 alpha = HUD_COLOR_ALPHA_MAX * 16;
864 gr_init_alphacolor( &IFF_colors[IFF_COLOR_HOSTILE][i], 0xff, 0x00, 0x00, alpha );
865 gr_init_alphacolor( &IFF_colors[IFF_COLOR_FRIENDLY][i], 0x00, 0xff, 0x00, alpha );
866 gr_init_alphacolor( &IFF_colors[IFF_COLOR_NEUTRAL][i], 0xff, 0x00, 0x00, alpha );
867 gr_init_alphacolor( &IFF_colors[IFF_COLOR_UNKNOWN][i], 0xff, 0x00, 0xff, alpha );
868 gr_init_alphacolor( &IFF_colors[IFF_COLOR_SELECTION][i], 0xff, 0xff, 0xff, alpha );
869 gr_init_alphacolor( &IFF_colors[IFF_COLOR_MESSAGE][i], 0x7f, 0x7f, 0x7f, alpha );
870 gr_init_alphacolor( &IFF_colors[IFF_COLOR_TAGGED][i], 0xff, 0xff, 0x00, alpha );
874 // set the ship_obj struct fields to default values
875 void ship_obj_list_reset_slot(int index)
877 Ship_objs[index].flags = 0;
878 Ship_objs[index].next = NULL;
879 Ship_objs[index].prev = (ship_obj*)-1;
882 // if the given ship is in alpha/beta/gamma/zeta wings
883 int ship_in_abgz(ship *shipp)
885 if(!strcmp(shipp->ship_name, "Alpha 1")) return 1;
886 if(!strcmp(shipp->ship_name, "Alpha 2")) return 1;
887 if(!strcmp(shipp->ship_name, "Alpha 3")) return 1;
888 if(!strcmp(shipp->ship_name, "Alpha 4")) return 1;
890 if(!strcmp(shipp->ship_name, "Beta 1")) return 1;
891 if(!strcmp(shipp->ship_name, "Beta 2")) return 1;
892 if(!strcmp(shipp->ship_name, "Beta 3")) return 1;
893 if(!strcmp(shipp->ship_name, "Beta 4")) return 1;
895 if(!strcmp(shipp->ship_name, "Gamma 1")) return 1;
896 if(!strcmp(shipp->ship_name, "Gamma 2")) return 1;
897 if(!strcmp(shipp->ship_name, "Gamma 3")) return 1;
898 if(!strcmp(shipp->ship_name, "Gamma 4")) return 1;
900 if(!strcmp(shipp->ship_name, "Zeta 1")) return 1;
901 if(!strcmp(shipp->ship_name, "Zeta 2")) return 1;
902 if(!strcmp(shipp->ship_name, "Zeta 3")) return 1;
903 if(!strcmp(shipp->ship_name, "Zeta 4")) return 1;
909 // ---------------------------------------------------
910 // ship_obj_list_init()
912 void ship_obj_list_init()
916 list_init(&Ship_obj_list);
917 for ( i = 0; i < MAX_SHIP_OBJS; i++ ) {
918 ship_obj_list_reset_slot(i);
922 // ---------------------------------------------------
923 // ship_obj_list_add()
925 // Function to add a node to the Ship_obj_list. Only
926 // called from ship_create()
927 int ship_obj_list_add(int objnum)
931 for ( i = 0; i < MAX_SHIP_OBJS; i++ ) {
932 if ( !(Ship_objs[i].flags & SHIP_OBJ_USED) )
935 if ( i == MAX_SHIP_OBJS ) {
936 Error(LOCATION, "Fatal Error: Ran out of ship object nodes\n");
940 Ship_objs[i].flags = 0;
941 Ship_objs[i].objnum = objnum;
942 list_append(&Ship_obj_list, &Ship_objs[i]);
943 Ship_objs[i].flags |= SHIP_OBJ_USED;
948 // ---------------------------------------------------
949 // ship_obj_list_remove()
951 // Function to remove a node from the Ship_obj_list. Only
952 // called from ship_delete()
953 void ship_obj_list_remove(int index)
955 Assert(index >= 0 && index < MAX_SHIP_OBJS);
956 list_remove(&Ship_obj_list, &Ship_objs[index]);
957 ship_obj_list_reset_slot(index);
960 // ---------------------------------------------------
961 // ship_obj_list_rebuild()
963 // Called from the save/restore code to re-create the Ship_obj_list
965 void ship_obj_list_rebuild()
969 ship_obj_list_init();
971 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
972 if ( objp->type == OBJ_SHIP ) {
973 Ships[objp->instance].ship_list_index = ship_obj_list_add(OBJ_INDEX(objp));
978 ship_obj *get_ship_obj_ptr_from_index(int index)
980 Assert(index >= 0 && index < MAX_SHIP_OBJS);
981 return &Ship_objs[index];
985 // return number of ships in the game.
986 int ship_get_num_ships()
992 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) )
998 // parse an engine wash info record
999 void parse_engine_wash()
1001 engine_wash_info *ewp;
1002 ewp = &Engine_wash_info[Num_engine_wash_types];
1004 // name of engine wash info
1005 required_string("$Name:");
1006 stuff_string(ewp->name, F_NAME, NULL);
1008 // half angle of cone of wash from thruster
1009 required_string("$Angle:");
1010 stuff_float(&ewp->angle);
1011 ewp->angle *= (PI / 180.0f);
1013 // radius multiplier for hemisphere around thruster pt
1014 required_string("$Radius Mult:");
1015 stuff_float(&ewp->radius_mult);
1018 required_string("$Length:");
1019 stuff_float(&ewp->length);
1021 // intensity inside hemisphere (or at 0 distance from frustated cone)
1022 required_string("$Intensity:");
1023 stuff_float(&ewp->intensity);
1027 #define SHIP_MULTITEXT_LENGTH 1500
1028 // function to parse the information for a specific ship type.
1031 char buf[SHIP_MULTITEXT_LENGTH + 1];
1034 float hull_percentage_of_hits = 100.0f;
1035 int n_subsystems = 0;
1036 model_subsystem subsystems[MAX_MODEL_SUBSYSTEMS]; // see model.h for max_model_subsystems
1037 for (int idx=0; idx<MAX_MODEL_SUBSYSTEMS; idx++) {
1038 subsystems[idx].stepped_rotation = NULL;
1039 subsystems[idx].ai_rotation = NULL;
1041 int i, num_allowed, rtn = 0;
1042 int allowed_weapons[MAX_WEAPON_TYPES];
1044 sip = &Ship_info[Num_ship_types];
1047 // These should be specified in ships.tbl eventually!
1050 required_string("$Name:");
1051 stuff_string(sip->name, F_NAME, NULL);
1053 // AL 28-3-98: If this is a demo build, we only want to parse weapons that are preceded with
1055 #ifdef DEMO // not needed FS2_DEMO (using separate table file)
1056 if ( sip->name[0] != '@' ) {
1057 // advance to next weapon, and return -1
1058 if ( skip_to_start_of_strings("$Name:", "#End") != 1 ) {
1066 if (strchr(sip->name, '#') && Fred_running)
1070 if ( sip->name[0] == '@' ) {
1071 char old_name[NAME_LENGTH];
1072 strcpy(old_name, sip->name);
1073 strcpy(sip->name, old_name+1);
1076 diag_printf ("Ship name -- %s\n", sip->name);
1077 if ( ship_info_lookup( sip->name ) != -1 ){
1078 Error(LOCATION, "Error: Ship name %s already exists in ships.tbl. All ship class names must be unique.", sip->name);
1081 required_string("$Short name:");
1082 stuff_string(sip->short_name, F_NAME, NULL);
1083 diag_printf ("Ship short name -- %s\n", sip->short_name);
1085 find_and_stuff("$Species:", &sip->species, F_NAME, Species_names, MAX_SPECIES_NAMES, "species names");
1086 diag_printf ("Ship species -- %s\n", Species_names[sip->species]);
1088 sip->type_str = sip->maneuverability_str = sip->armor_str = sip->manufacturer_str = NULL;
1089 if (optional_string("+Type:")) {
1090 stuff_string(buf, F_MESSAGE, NULL);
1091 sip->type_str = strdup(buf);
1094 if (optional_string("+Maneuverability:")) {
1095 stuff_string(buf, F_MESSAGE, NULL);
1096 sip->maneuverability_str = strdup(buf);
1099 if (optional_string("+Armor:")) {
1100 stuff_string(buf, F_MESSAGE, NULL);
1101 sip->armor_str = strdup(buf);
1104 if (optional_string("+Manufacturer:")) {
1105 stuff_string(buf, F_MESSAGE, NULL);
1106 sip->manufacturer_str = strdup(buf);
1110 if (optional_string("+Description:")) {
1111 stuff_string(buf, F_MULTITEXT, NULL);
1112 sip->desc = strdup(buf);
1115 sip->tech_desc = NULL;
1116 if (optional_string("+Tech Description:")) {
1117 stuff_string(buf, F_MULTITEXT, NULL, SHIP_MULTITEXT_LENGTH);
1118 sip->tech_desc = strdup(buf);
1121 // Code added here by SS to parse the optional strings for length, gun_mounts, missile_banks
1123 sip->ship_length = NULL;
1124 if (optional_string("+Length:")) {
1125 stuff_string(buf, F_MESSAGE, NULL);
1126 sip->ship_length = strdup(buf);
1129 sip->gun_mounts = NULL;
1130 if (optional_string("+Gun Mounts:")) {
1131 stuff_string(buf, F_MESSAGE, NULL);
1132 sip->gun_mounts = strdup(buf);
1135 sip->missile_banks = NULL;
1136 if (optional_string("+Missile Banks:")) {
1137 stuff_string(buf, F_MESSAGE, NULL);
1138 sip->missile_banks = strdup(buf);
1144 sip->num_detail_levels = 0;
1146 required_string( "$POF file:" );
1147 stuff_string( sip->pof_file, F_NAME, NULL );
1149 // optional hud targeting model
1150 strcpy(sip->pof_file_hud, "");
1151 if(optional_string( "$POF target file:")){
1152 stuff_string(sip->pof_file_hud, F_NAME, NULL);
1155 required_string("$Detail distance:");
1156 sip->num_detail_levels = stuff_int_list(sip->detail_distance, MAX_SHIP_DETAIL_LEVELS, RAW_INTEGER_TYPE);
1158 // check for optional pixel colors
1159 sip->num_nondark_colors = 0;
1160 while(optional_string("$ND:")){
1166 if(sip->num_nondark_colors < MAX_NONDARK_COLORS){
1167 sip->nondark_colors[sip->num_nondark_colors][0] = nr;
1168 sip->nondark_colors[sip->num_nondark_colors][1] = ng;
1169 sip->nondark_colors[sip->num_nondark_colors++][2] = nb;
1173 required_string("$Show damage:");
1175 stuff_boolean(&bogus_bool);
1177 required_string("$Density:");
1178 stuff_float( &(sip->density) );
1179 diag_printf ("Ship density -- %7.3f\n", sip->density);
1181 required_string("$Damp:");
1182 stuff_float( &(sip->damp) );
1183 diag_printf ("Ship damp -- %7.3f\n", sip->damp);
1185 required_string("$Rotdamp:");
1186 stuff_float( &(sip->rotdamp) );
1187 diag_printf ("Ship rotdamp -- %7.3f\n", sip->rotdamp);
1189 required_string("$Max Velocity:");
1190 stuff_vector(&sip->max_vel);
1192 // calculate the max speed from max_velocity
1193 sip->max_speed = vm_vec_mag(&sip->max_vel);
1195 required_string("$Rotation Time:");
1196 stuff_vector(&sip->rotation_time);
1198 sip->srotation_time = (sip->rotation_time.xyz.x + sip->rotation_time.xyz.y)/2.0f;
1200 sip->max_rotvel.xyz.x = (2 * PI) / sip->rotation_time.xyz.x;
1201 sip->max_rotvel.xyz.y = (2 * PI) / sip->rotation_time.xyz.y;
1202 sip->max_rotvel.xyz.z = (2 * PI) / sip->rotation_time.xyz.z;
1204 // get the backwards velocity;
1205 required_string("$Rear Velocity:");
1206 stuff_float(&sip->max_rear_vel);
1208 // get the accelerations
1209 required_string("$Forward accel:");
1210 stuff_float(&sip->forward_accel );
1212 required_string("$Forward decel:");
1213 stuff_float(&sip->forward_decel );
1215 required_string("$Slide accel:");
1216 stuff_float(&sip->slide_accel );
1218 required_string("$Slide decel:");
1219 stuff_float(&sip->slide_decel );
1221 // get ship explosion info
1222 required_string("$Expl inner rad:");
1223 stuff_float(&sip->inner_rad);
1225 required_string("$Expl outer rad:");
1226 stuff_float(&sip->outer_rad);
1228 required_string("$Expl damage:");
1229 stuff_float(&sip->damage);
1231 required_string("$Expl blast:");
1232 stuff_float(&sip->blast);
1234 required_string("$Expl Propagates:");
1235 stuff_boolean(&sip->explosion_propagates);
1237 required_string("$Shockwave Speed:");
1238 stuff_float( &sip->shockwave_speed );
1240 sip->shockwave_count = 1;
1241 if(optional_string("$Shockwave Count:")){
1242 stuff_int(&sip->shockwave_count);
1245 for ( i = 0; i < MAX_WEAPON_TYPES; i++ ){
1246 sip->allowed_weapons[i] = 0;
1249 // Set the weapons filter used in weapons loadout (for primary weapons)
1250 if (optional_string("$Allowed PBanks:")) {
1251 num_allowed = stuff_int_list(allowed_weapons, MAX_WEAPON_TYPES, WEAPON_LIST_TYPE);
1253 // actually say which weapons are allowed
1254 for ( i = 0; i < num_allowed; i++ ) {
1255 if ( allowed_weapons[i] >= 0 ) { // MK, Bug fix, 9/6/99. Used to be "allowed_weapons" not "allowed_weapons[i]".
1256 sip->allowed_weapons[allowed_weapons[i]] |= 1;
1261 // Set the weapons filter used in weapons loadout (for primary weapons)
1262 if (optional_string("$Allowed Dogfight PBanks:")) {
1263 num_allowed = stuff_int_list(allowed_weapons, MAX_WEAPON_TYPES, WEAPON_LIST_TYPE);
1265 // actually say which weapons are allowed
1266 for ( i = 0; i < num_allowed; i++ ) {
1267 if ( allowed_weapons[i] >= 0 ) {
1268 sip->allowed_weapons[allowed_weapons[i]] |= 2;
1273 // Get default primary bank weapons
1274 for ( i = 0; i < MAX_PRIMARY_BANKS; i++ ){
1275 sip->primary_bank_weapons[i] = -1;
1277 required_string("$Default PBanks:");
1278 sip->num_primary_banks = stuff_int_list(sip->primary_bank_weapons, MAX_PRIMARY_BANKS, WEAPON_LIST_TYPE);
1281 for ( i = 0; i < sip->num_primary_banks; i++ ) {
1282 Assert(sip->primary_bank_weapons[i] >= 0);
1285 // Set the weapons filter used in weapons loadout (for secondary weapons)
1286 if (optional_string("$Allowed SBanks:")) {
1287 num_allowed = stuff_int_list(allowed_weapons, MAX_WEAPON_TYPES, WEAPON_LIST_TYPE);
1289 // actually say which weapons are allowed
1290 for ( i = 0; i < num_allowed; i++ ) {
1291 if ( allowed_weapons[i] >= 0 ) {
1292 sip->allowed_weapons[allowed_weapons[i]] |= 1;
1297 // Set the weapons filter used in weapons loadout (for secondary weapons)
1298 if (optional_string("$Allowed Dogfight SBanks:")) {
1299 num_allowed = stuff_int_list(allowed_weapons, MAX_WEAPON_TYPES, WEAPON_LIST_TYPE);
1301 // actually say which weapons are allowed
1302 for ( i = 0; i < num_allowed; i++ ) {
1303 if ( allowed_weapons[i] >= 0 ) {
1304 sip->allowed_weapons[allowed_weapons[i]] |= 2;
1309 // Get default secondary bank weapons
1310 for ( i = 0; i < MAX_SECONDARY_BANKS; i++ ){
1311 sip->secondary_bank_weapons[i] = -1;
1313 required_string("$Default SBanks:");
1314 sip->num_secondary_banks = stuff_int_list(sip->secondary_bank_weapons, MAX_SECONDARY_BANKS, WEAPON_LIST_TYPE);
1317 for ( i = 0; i < sip->num_secondary_banks; i++ ) {
1318 Assert(sip->secondary_bank_weapons[i] >= 0);
1321 // Get the capacity of each secondary bank
1322 required_string("$Sbank Capacity:");
1324 capacity_count = stuff_int_list(sip->secondary_bank_ammo_capacity, MAX_SECONDARY_BANKS, RAW_INTEGER_TYPE);
1325 if ( capacity_count != sip->num_secondary_banks ) {
1326 Warning(LOCATION, "Secondary bank capacities have not been specified for ship class %s... fix this!!", sip->name);
1329 required_string("$Shields:");
1330 stuff_float(&sip->shields);
1332 // optional shield color
1333 sip->shield_color[0] = 255;
1334 sip->shield_color[1] = 255;
1335 sip->shield_color[2] = 255;
1336 if(optional_string("$Shield Color:")){
1337 stuff_byte(&sip->shield_color[0]);
1338 stuff_byte(&sip->shield_color[1]);
1339 stuff_byte(&sip->shield_color[2]);
1342 // The next three fields are used for the ETS
1343 required_string("$Power Output:");
1344 stuff_float(&sip->power_output);
1346 required_string("$Max Oclk Speed:");
1347 stuff_float(&sip->max_overclocked_speed);
1349 required_string("$Max Weapon Eng:");
1350 stuff_float(&sip->max_weapon_reserve);
1352 required_string("$Hitpoints:");
1353 stuff_float(&sip->initial_hull_strength);
1355 required_string("$Flags:");
1356 char ship_strings[MAX_SHIP_FLAGS][NAME_LENGTH];
1357 int num_strings = stuff_string_list(ship_strings, MAX_SHIP_FLAGS);
1358 sip->flags = SIF_DEFAULT_VALUE;
1359 for ( i=0; i<num_strings; i++ ) {
1360 if (!stricmp(NOX("no_collide"), ship_strings[i]))
1361 sip->flags &= ~SIF_DO_COLLISION_CHECK;
1362 else if (!stricmp(NOX("player_ship"), ship_strings[i]))
1363 sip->flags |= SIF_PLAYER_SHIP;
1364 else if (!stricmp(NOX("default_player_ship"), ship_strings[i]))
1365 sip->flags |= SIF_DEFAULT_PLAYER_SHIP;
1366 else if ( !stricmp(NOX("repair_rearm"), ship_strings[i]))
1367 sip->flags |= SIF_SUPPORT;
1368 else if ( !stricmp(NOX("cargo"), ship_strings[i]))
1369 sip->flags |= SIF_CARGO;
1370 else if ( !stricmp( NOX("fighter"), ship_strings[i]))
1371 sip->flags |= SIF_FIGHTER;
1372 else if ( !stricmp( NOX("bomber"), ship_strings[i]))
1373 sip->flags |= SIF_BOMBER;
1374 else if ( !stricmp( NOX("transport"), ship_strings[i]))
1375 sip->flags |= SIF_TRANSPORT;
1376 else if ( !stricmp( NOX("freighter"), ship_strings[i]))
1377 sip->flags |= SIF_FREIGHTER;
1378 else if ( !stricmp( NOX("capital"), ship_strings[i]))
1379 sip->flags |= SIF_CAPITAL;
1380 else if (!stricmp( NOX("supercap"), ship_strings[i]))
1381 sip->flags |= SIF_SUPERCAP;
1382 else if (!stricmp( NOX("drydock"), ship_strings[i]))
1383 sip->flags |= SIF_DRYDOCK;
1384 else if ( !stricmp( NOX("cruiser"), ship_strings[i]))
1385 sip->flags |= SIF_CRUISER;
1386 else if ( !stricmp( NOX("navbuoy"), ship_strings[i]))
1387 sip->flags |= SIF_NAVBUOY;
1388 else if ( !stricmp( NOX("sentrygun"), ship_strings[i]))
1389 sip->flags |= SIF_SENTRYGUN;
1390 else if ( !stricmp( NOX("escapepod"), ship_strings[i]))
1391 sip->flags |= SIF_ESCAPEPOD;
1392 else if ( !stricmp( NOX("no type"), ship_strings[i]))
1393 sip->flags |= SIF_NO_SHIP_TYPE;
1394 else if ( !stricmp( NOX("ship copy"), ship_strings[i]))
1395 sip->flags |= SIF_SHIP_COPY;
1396 else if ( !stricmp( NOX("in tech database"), ship_strings[i]))
1397 sip->flags |= SIF_IN_TECH_DATABASE | SIF_IN_TECH_DATABASE_M;
1398 else if ( !stricmp( NOX("in tech database multi"), ship_strings[i]))
1399 sip->flags |= SIF_IN_TECH_DATABASE_M;
1400 else if ( !stricmp( NOX("dont collide invisible"), ship_strings[i]))
1401 sip->flags |= SIF_DONT_COLLIDE_INVIS;
1402 else if ( !stricmp( NOX("big damage"), ship_strings[i]))
1403 sip->flags |= SIF_BIG_DAMAGE;
1404 else if ( !stricmp( NOX("corvette"), ship_strings[i]))
1405 sip->flags |= SIF_CORVETTE;
1406 else if ( !stricmp( NOX("gas miner"), ship_strings[i]))
1407 sip->flags |= SIF_GAS_MINER;
1408 else if ( !stricmp( NOX("awacs"), ship_strings[i]))
1409 sip->flags |= SIF_AWACS;
1410 else if ( !stricmp( NOX("knossos"), ship_strings[i]))
1411 sip->flags |= SIF_KNOSSOS_DEVICE;
1412 else if ( !stricmp( NOX("no_fred"), ship_strings[i]))
1413 sip->flags |= SIF_NO_FRED;
1415 Warning(LOCATION, "Bogus string in ship flags: %s\n", ship_strings[i]);
1418 find_and_stuff("$AI Class:", &sip->ai_class, F_NAME, Ai_class_names, Num_ai_classes, "AI class names");
1420 // Get Afterburner information
1421 // Be aware that if $Afterburner is not 1, the other Afterburner fields are not read in
1422 required_string("$Afterburner:");
1423 int has_afterburner;
1424 stuff_boolean(&has_afterburner);
1425 if ( has_afterburner == 1 ) {
1426 sip->flags |= SIF_AFTERBURNER;
1428 required_string("+Aburn Max Vel:");
1429 stuff_vector(&sip->afterburner_max_vel);
1431 required_string("+Aburn For accel:");
1432 stuff_float(&sip->afterburner_forward_accel);
1434 required_string("+Aburn Fuel:");
1435 stuff_float(&sip->afterburner_fuel_capacity);
1437 required_string("+Aburn Burn Rate:");
1438 stuff_float(&sip->afterburner_burn_rate);
1441 required_string("+Aburn Rec Rate:");
1442 stuff_float(&sip->afterburner_recover_rate);
1444 sip->afterburner_max_vel.xyz.x = 0.0f;
1445 sip->afterburner_max_vel.xyz.y = 0.0f;
1446 sip->afterburner_max_vel.xyz.z = 0.0f;
1449 required_string("$Countermeasures:");
1450 stuff_int(&sip->cmeasure_max);
1452 required_string("$Scan time:");
1453 stuff_int(&sip->scan_time);
1455 required_string("$EngineSnd:");
1456 stuff_int(&sip->engine_snd);
1458 required_string("$Closeup_pos:");
1459 stuff_vector(&sip->closeup_pos);
1461 required_string("$Closeup_zoom:");
1462 stuff_float(&sip->closeup_zoom);
1464 sip->shield_icon_index = 255; // stored as ubyte
1465 if (optional_string("$Shield_icon:")) {
1466 char tmpbuf[NAME_LENGTH];
1467 stuff_string(tmpbuf, F_NAME, NULL);
1468 hud_shield_assign_info(sip, tmpbuf);
1471 // read in filename for icon that is used in ship selection
1472 sip->icon_filename[0] = 0;
1473 if ( optional_string("$Ship_icon:") ) {
1474 stuff_string(sip->icon_filename, F_NAME, NULL);
1477 // read in filename for animation that is used in ship selection
1478 sip->anim_filename[0] = 0;
1479 if ( optional_string("$Ship_anim:") ) {
1480 stuff_string(sip->anim_filename, F_NAME, NULL);
1483 // read in filename for animation that is used in ship selection
1484 sip->overhead_filename[0] = 0;
1485 if ( optional_string("$Ship_overhead:") ) {
1486 stuff_string(sip->overhead_filename, F_NAME, NULL);
1490 if ( optional_string("$Score:") ){
1491 stuff_int( &sip->score );
1494 // if the ship is a stealth ship
1495 if ( optional_string("$Stealth:") ){
1496 sip->flags |= SIF_STEALTH;
1499 // parse contrail info
1500 char trail_name[MAX_FILENAME_LEN] = "";
1502 memset(&sip->ct_info, 0, sizeof(trail_info) * MAX_SHIP_CONTRAILS);
1504 while(optional_string("$Trail:")){
1505 // this means you've reached the max # of contrails for a ship
1506 Assert(sip->ct_count <= MAX_SHIP_CONTRAILS);
1508 ci = &sip->ct_info[sip->ct_count++];
1510 required_string("+Offset:");
1511 stuff_vector(&ci->pt);
1513 required_string("+Start Width:");
1514 stuff_float(&ci->w_start);
1516 required_string("+End Width:");
1517 stuff_float(&ci->w_end);
1519 required_string("+Start Alpha:");
1520 stuff_float(&ci->a_start);
1522 required_string("+End Alpha:");
1523 stuff_float(&ci->a_end);
1525 required_string("+Max Life:");
1526 stuff_float(&ci->max_life);
1528 required_string("+Spew Time:");
1529 stuff_int(&ci->stamp);
1531 required_string("+Bitmap:");
1532 stuff_string(trail_name, F_NAME, NULL);
1533 ci->bitmap = bm_load(trail_name);
1537 int r = required_string_3("#End", "$Subsystem:", "$Name" );
1545 float percentage_of_hits;
1546 model_subsystem *sp; // to append on the ships list of subsystems
1548 Assert ( n_subsystems < MAX_MODEL_SUBSYSTEMS );
1549 sp = &subsystems[n_subsystems++]; // subsystems a local -- when done, we will malloc and copy
1550 required_string("$Subsystem:");
1551 stuff_string(sp->subobj_name, F_NAME, ",");
1553 stuff_float(&percentage_of_hits);
1554 stuff_float(&turning_rate);
1555 hull_percentage_of_hits -= percentage_of_hits;
1556 sp->max_hits = sip->initial_hull_strength * (percentage_of_hits / 100.0f);
1557 sp->type = SUBSYSTEM_UNKNOWN;
1558 // specified as how long to turn 360 degrees in ships.tbl
1559 if ( turning_rate > 0.0f ){
1560 sp->turret_turning_rate = PI2 / turning_rate;
1562 sp->turret_turning_rate = 0.0f;
1565 for (i=0; i<MAX_PRIMARY_BANKS; i++)
1566 sp->primary_banks[i] = -1;
1567 for (i=0; i<MAX_SECONDARY_BANKS; i++) {
1568 sp->secondary_banks[i] = -1;
1569 sp->secondary_bank_capacity[i] = 0;
1572 // Get default primary bank weapons
1573 if (optional_string("$Default PBanks:")){
1574 stuff_int_list(sp->primary_banks, MAX_PRIMARY_BANKS, WEAPON_LIST_TYPE);
1577 // Get default secondary bank weapons
1578 if (optional_string("$Default SBanks:")){
1579 stuff_int_list(sp->secondary_banks, MAX_SECONDARY_BANKS, WEAPON_LIST_TYPE);
1582 // Get the capacity of each secondary bank
1583 if (optional_string("$Sbank Capacity:")){
1584 stuff_int_list(sp->secondary_bank_capacity, MAX_SECONDARY_BANKS, RAW_INTEGER_TYPE);
1587 // Get optional engine wake info
1588 if (optional_string("$Engine Wash:")) {
1589 char engine_wash_name[32];
1590 stuff_string(engine_wash_name, F_NAME, NULL);
1591 // get and set index
1592 sp->engine_wash_index = get_engine_wash_index(engine_wash_name);
1594 sp->engine_wash_index = -1;
1597 // Get any AWACS info
1598 sp->awacs_intensity = 0.0f;
1599 if(optional_string("$AWACS:")){
1600 stuff_float(&sp->awacs_intensity);
1601 stuff_float(&sp->awacs_radius);
1602 sip->flags |= SIF_HAS_AWACS;
1605 sp->turret_weapon_type = sp->primary_banks[0]; // temporary, will be obsolete later.
1606 if ( sp->turret_weapon_type < 0 ) {
1607 sp->turret_weapon_type = sp->secondary_banks[0];
1609 sp->model_num = -1; // init value for later sanity checking!!
1616 Int3(); // Impossible return value from required_string_3.
1619 Assert( hull_percentage_of_hits > 0.0f ); // must be > 0
1621 // when done reading subsystems, malloc and copy the subsystem data to the ship info structure
1622 sip->n_subsystems = n_subsystems;
1623 if ( n_subsystems > 0 ) {
1624 sip->subsystems = (model_subsystem *)malloc(sizeof(model_subsystem) * n_subsystems );
1625 Assert( sip->subsystems != NULL );
1628 sip->subsystems = NULL;
1631 for ( i = 0; i < n_subsystems; i++ ){
1632 sip->subsystems[i] = subsystems[i];
1635 // if we have a ship copy, then check to be sure that our base ship exists
1636 if ( sip->flags & SIF_SHIP_COPY ) {
1639 index = ship_info_base_lookup( Num_ship_types ); // Num_ship_types is our current entry into the array
1640 if ( index == -1 ) {
1641 char *p, name[NAME_LENGTH];;
1643 strcpy( name, sip->name );
1644 p = strchr(name, '#');
1647 Error(LOCATION, "Ship %s is a copy, but base ship %s couldn't be found.", sip->name, name);
1654 char get_engine_wash_index(char *engine_wash_name)
1658 for (i=0; i<Num_engine_wash_types; i++) {
1659 if ( 0 == stricmp(engine_wash_name, Engine_wash_info[i].name) ) {
1664 // not found, so return -1
1668 void parse_shiptbl()
1670 // open localization
1673 read_file_text("ships.tbl");
1676 // parse default ship
1677 required_string("#Default Player Ship");
1678 required_string("$Name:");
1679 stuff_string(default_player_ship, F_NAME, NULL, 254);
1680 required_string("#End");
1682 Num_engine_wash_types = 0;
1685 required_string("#Engine Wash Info");
1686 while (required_string_either("#End", "$Name:")) {
1687 Assert( Num_engine_wash_types < MAX_ENGINE_WASH_TYPES );
1689 parse_engine_wash();
1690 Num_engine_wash_types++;
1693 required_string("#End");
1694 required_string("#Ship Classes");
1696 while (required_string_either("#End","$Name:")) {
1697 Assert( Num_ship_types < MAX_SHIP_TYPES );
1699 if ( parse_ship() ) {
1706 required_string("#End");
1708 // Read in a list of ship_info indicies that are an ordering of the player ship precedence.
1709 // This list is used to select an alternate ship when a particular ship is not available
1710 // during ship selection.
1711 required_string("$Player Ship Precedence:");
1712 Num_player_ship_precedence = stuff_int_list(Player_ship_precedence, MAX_PLAYER_SHIP_CHOICES, SHIP_INFO_TYPE);
1714 // close localization
1718 int ship_show_velocity_dot = 0;
1721 DCF_BOOL( show_velocity_dot, ship_show_velocity_dot )
1724 // Called once at the beginning of the game to parse ships.tbl and stuff the Ship_info[]
1730 if ( !ships_inited ) {
1732 if ((rval = setjmp(parse_abort)) != 0) {
1733 Error(LOCATION, "Error parsing 'ships.tbl'\r\nError code = %i.\r\n", rval);
1739 ship_iff_init_colors();
1742 ship_level_init(); // needed for FRED
1746 // This will get called at the start of each level.
1747 void ship_level_init()
1751 // Reset everything between levels
1754 // Mark all the models as invalid, since all the models get paged out
1756 for (i=0; i<MAX_SHIP_TYPES; i++ ) {
1757 Ship_info[i].modelnum = -1;
1758 Ship_info[i].modelnum_hud = -1;
1761 // mwa removed 11/24/97 num_ships = 0;
1762 Num_exited_ships = 0;
1763 for (i=0; i<MAX_SHIPS; i++ ) {
1764 Ships[i].objnum = -1;
1767 for ( i = 0; i < MAX_EXITED_SHIPS; i++ ) {
1768 memset ( &Ships_exited[i], 0, sizeof(exited_ship) );
1769 Ships_exited[i].obj_signature = -1;
1773 for (i = 0; i < MAX_WINGS; i++ )
1774 Wings[i].num_waves = -1;
1776 for (i=0; i<MAX_PLAYER_WINGS; i++)
1777 Starting_wings[i] = -1;
1779 // Empty the subsys list
1780 memset( Ship_subsystems, 0, sizeof(ship_subsys)*MAX_SHIP_SUBOBJECTS );
1782 list_init( &ship_subsys_free_list );
1783 for ( i = 0; i < MAX_SHIP_SUBOBJECTS; i++ )
1784 list_append( &ship_subsys_free_list, &Ship_subsystems[i] );
1786 Laser_energy_out_snd_timer = 1;
1787 Missile_out_snd_timer = 1;
1789 for (i = 0; i < MAX_SHIP_TYPE_COUNTS; i++ ) {
1790 Ship_counts[i].total = 0;
1791 Ship_counts[i].killed = 0;
1794 ship_obj_list_init();
1796 Ship_cargo_check_timer = 1;
1798 shipfx_large_blowup_level_init();
1801 // function to add a ship onto the exited ships list. The reason parameter
1802 // tells us why the ship left the mission (i.e. departed or destroyed)
1803 void ship_add_exited_ship( ship *sp, int reason )
1807 // reuse oldest slots if none left
1808 if ( Num_exited_ships == MAX_EXITED_SHIPS ) {
1811 // find the oldest entry
1813 for ( i = 1; i < MAX_SHIPS; i++ ) {
1814 if ( Ships_exited[i].time < Ships_exited[oldest_entry].time ) {
1818 entry = oldest_entry;
1820 entry = Num_exited_ships;
1824 strcpy( Ships_exited[entry].ship_name, sp->ship_name );
1825 Ships_exited[entry].obj_signature = Objects[sp->objnum].signature;
1826 Ships_exited[entry].team = sp->team;
1827 Ships_exited[entry].flags = reason;
1828 // if ship is red alert, flag as such
1829 if (sp->flags & SF_RED_ALERT_STORE_STATUS) {
1830 Ships_exited[entry].flags |= SEF_RED_ALERT_CARRY;
1832 Ships_exited[entry].time = Missiontime;
1833 Ships_exited[entry].hull_strength = int(Objects[sp->objnum].hull_strength);
1835 if ( sp->flags & SF_CARGO_REVEALED )
1836 Ships_exited[entry].flags |= SEF_CARGO_KNOWN;
1837 if ( sp->time_first_tagged > 0 )
1838 Ships_exited[entry].flags |= SEF_BEEN_TAGGED;
1841 // function which attempts to find information about an exited ship based on shipname
1842 int ship_find_exited_ship_by_name( char *name )
1846 for (i = 0; i < Num_exited_ships; i++) {
1847 if ( !stricmp(name, Ships_exited[i].ship_name) )
1851 if ( i == Num_exited_ships )
1857 // function which attempts to find information about an exited ship based on shipname
1858 int ship_find_exited_ship_by_signature( int signature )
1862 for (i = 0; i < Num_exited_ships; i++) {
1863 if ( signature == Ships_exited[i].obj_signature )
1867 if ( i == Num_exited_ships )
1874 void physics_ship_init(object *objp)
1876 ship_info *sinfo = &Ship_info[Ships[objp->instance].ship_info_index];
1877 physics_info *pi = &objp->phys_info;
1878 polymodel *pm = model_get( Ships[objp->instance].modelnum );
1880 // use mass and I_body_inv from POF read into polymodel
1882 pi->mass = pm->mass * sinfo->density;
1883 pi->I_body_inv = pm->moment_of_inertia;
1884 // scale pm->I_body_inv value by density
1885 vm_vec_scale( &pi->I_body_inv.v.rvec, sinfo->density );
1886 vm_vec_scale( &pi->I_body_inv.v.uvec, sinfo->density );
1887 vm_vec_scale( &pi->I_body_inv.v.fvec, sinfo->density );
1889 pi->side_slip_time_const = sinfo->damp;
1890 pi->rotdamp = sinfo->rotdamp;
1891 pi->max_vel = sinfo->max_vel;
1892 pi->afterburner_max_vel = sinfo->afterburner_max_vel;
1893 pi->max_rotvel = sinfo->max_rotvel;
1894 pi->max_rear_vel = sinfo->max_rear_vel;
1895 pi->flags |= PF_ACCELERATES;
1900 pi->forward_accel_time_const=sinfo->forward_accel;
1901 pi->afterburner_forward_accel_time_const=sinfo->afterburner_forward_accel;
1902 pi->forward_decel_time_const=sinfo->forward_decel;
1903 pi->slide_accel_time_const=sinfo->slide_accel;
1904 pi->slide_decel_time_const=sinfo->slide_decel;
1906 if ( (pi->max_vel.xyz.x > 0.000001f) || (pi->max_vel.xyz.y > 0.000001f) )
1907 pi->flags |= PF_SLIDE_ENABLED;
1909 vm_vec_zero(&pi->vel);
1910 vm_vec_zero(&pi->rotvel);
1913 // pi->accel = 0.0f;
1914 vm_set_identity(&pi->last_rotmat);
1917 // function to set the orders allowed for a ship -- based on ship type. This value might get overridden
1918 // by a value in the mission file.
1919 int ship_get_default_orders_accepted( ship_info *sip )
1923 ship_info_flag = sip->flags;
1925 if ( ship_info_flag & SIF_FIGHTER )
1926 return FIGHTER_MESSAGES;
1927 else if ( ship_info_flag & SIF_BOMBER )
1928 return BOMBER_MESSAGES;
1929 else if ( ship_info_flag & (SIF_CRUISER | SIF_GAS_MINER | SIF_AWACS | SIF_CORVETTE) )
1930 return CRUISER_MESSAGES;
1931 else if ( ship_info_flag & SIF_FREIGHTER )
1932 return FREIGHTER_MESSAGES;
1933 else if ( ship_info_flag & SIF_CAPITAL )
1934 return CAPITAL_MESSAGES;
1935 else if ( ship_info_flag & SIF_TRANSPORT )
1936 return TRANSPORT_MESSAGES;
1937 else if ( ship_info_flag & SIF_SUPPORT )
1938 return SUPPORT_MESSAGES;
1943 void ship_set(int ship_index, int objnum, int ship_type)
1947 object *objp = &Objects[objnum];
1948 ship *shipp = &Ships[ship_index];
1949 ship_weapon *swp = &shipp->weapons;
1950 ship_info *sip = &(Ship_info[ship_type]);
1953 // sprintf(shipp->ship_name, "%s %d", Ship_info[ship_type].name, ship_index); // moved to ship_create()
1954 Assert(strlen(shipp->ship_name) < NAME_LENGTH - 1);
1955 shipp->ship_info_index = ship_type;
1956 shipp->objnum = objnum;
1958 shipp->reinforcement_index = -1;
1962 shipp->escort_priority = 0;
1963 shipp->special_exp_index = -1;
1964 shipp->num_hits = 0;
1966 shipp->wash_killed = 0;
1967 shipp->time_cargo_revealed = 0;
1968 shipp->time_first_tagged = 0;
1969 shipp->wash_timestamp = timestamp(0);
1970 shipp->dock_objnum_when_dead = -1;
1971 shipp->large_ship_blowup_index = -1;
1972 shipp->respawn_priority = 0;
1973 for (i=0; i<NUM_SUB_EXPL_HANDLES; i++) {
1974 shipp->sub_expl_sound_handle[i] = -1;
1977 if ( !Fred_running ) {
1978 shipp->final_warp_time = timestamp(-1);
1979 shipp->final_death_time = timestamp(-1); // There death sequence ain't start et.
1980 shipp->really_final_death_time = timestamp(-1); // There death sequence ain't start et.
1981 shipp->next_fireball = timestamp(-1); // When a random fireball will pop up
1982 shipp->next_hit_spark = timestamp(-1); // when a hit spot will spark
1983 for (i=0; i<MAX_SHIP_ARCS; i++ ) {
1984 shipp->arc_timestamp[i] = timestamp(-1); // Mark this arc as unused
1986 shipp->arc_next_time = timestamp(-1); // No electrical arcs yet.
1987 } else { // the values should be different for Fred
1988 shipp->final_warp_time = -1;
1989 shipp->final_death_time = 0;
1990 shipp->really_final_death_time = -1;
1991 shipp->next_fireball = -1;
1992 shipp->next_hit_spark = -1;
1993 for (i=0; i<MAX_SHIP_ARCS; i++ ) {
1994 shipp->arc_timestamp[i] = -1;
1996 shipp->arc_next_time = -1;
1998 shipp->team = TEAM_FRIENDLY; // Default friendly, probably get overridden.
1999 shipp->arrival_location = 0;
2000 shipp->arrival_distance = 0;
2001 shipp->arrival_anchor = -1;
2002 shipp->arrival_delay = 0;
2003 shipp->arrival_cue = -1;
2004 shipp->departure_location = 0;
2005 shipp->departure_delay = 0;
2006 shipp->departure_cue = -1;
2007 shipp->shield_hits = 0; // No shield hits yet on this baby.
2008 shipp->current_max_speed = Ship_info[ship_type].max_speed;
2010 shipp->alt_type_index = -1;
2012 shipp->lightning_stamp = -1;
2014 shipp->emp_intensity = -1.0f;
2015 shipp->emp_decr = 0.0f;
2017 shipp->targeting_laser_bank = -1;
2018 shipp->targeting_laser_objnum = -1;
2020 shipp->determination = 10;
2021 shipp->wingnum = -1;
2022 for (i = 0; i < MAX_PLAYERS; i++)
2023 shipp->last_targeted_subobject[i] = NULL;
2026 objp->hull_strength = 100.0f;
2028 objp->hull_strength = sip->initial_hull_strength;
2031 shipp->afterburner_fuel = sip->afterburner_fuel_capacity;
2033 shipp->cmeasure_count = sip->cmeasure_max;
2035 for ( i = 0; i < MAX_PRIMARY_BANKS; i++ ){
2036 swp->next_primary_fire_stamp[i] = timestamp(0);
2039 shipp->cmeasure_fire_stamp = timestamp(0);
2041 for ( i = 0; i < MAX_SECONDARY_BANKS; i++ ) {
2043 shipp->weapons.secondary_bank_ammo[i] = 100;
2045 shipp->weapons.secondary_bank_ammo[i] = 0;
2048 swp->secondary_bank_ammo[i] = 0;
2049 swp->secondary_next_slot[i] = 0;
2050 swp->next_secondary_fire_stamp[i] = timestamp(0);
2051 swp->secondary_bank_rearm_time[i] = timestamp(0); // will be able to rearm this bank immediately
2054 for ( i = 0; i < sip->num_secondary_banks; i++ ) {
2056 weapon_size = Weapon_info[sip->secondary_bank_weapons[i]].cargo_size;
2057 Assert( weapon_size > 0.0f );
2059 swp->secondary_bank_ammo[i] = 100;
2061 swp->secondary_bank_ammo[i] = fl2i(sip->secondary_bank_ammo_capacity[i] / weapon_size + 0.5f );
2065 swp->current_primary_bank = -1;
2066 swp->current_secondary_bank = -1;
2069 if ( sip->num_primary_banks > 0 ) {
2070 if ( swp->primary_bank_weapons[BANK_1] >= 0 ) {
2071 swp->current_primary_bank = BANK_1;
2073 swp->current_primary_bank = -1;
2077 swp->current_primary_bank = -1;
2080 if ( sip->num_secondary_banks > 0 ) {
2081 if ( swp->secondary_bank_weapons[BANK_1] >= 0 ) {
2082 swp->current_secondary_bank = BANK_1;
2084 swp->current_secondary_bank = -1;
2088 swp->current_secondary_bank = -1;
2091 shipp->current_cmeasure = 0;
2093 ets_init_ship(objp); // init ship fields that are used for the ETS
2095 physics_ship_init(objp);
2097 objp->shields[0] = 100.0f;
2099 set_shield_strength(objp, sip->shields);
2101 shipp->target_shields_delta = 0.0f;
2102 shipp->target_weapon_energy_delta = 0.0f;
2104 ai_object_init(objp, shipp->ai_index);
2105 shipp->weapons.ai_class = Ai_info[shipp->ai_index].ai_class;
2106 shipp->shield_integrity = NULL;
2107 // shipp->sw.blast_duration = -1; // init shockwave struct
2109 shipp->orders_accepted = ship_get_default_orders_accepted( sip );
2110 shipp->num_swarm_missiles_to_fire = 0;
2111 shipp->num_turret_swarm_info = 0;
2112 shipp->death_roll_snd = -1;
2113 shipp->thruster_bitmap = -1;
2114 shipp->thruster_frame = 0.0f;
2115 shipp->thruster_glow_bitmap = -1;
2116 shipp->thruster_glow_noise = 1.0f;
2117 shipp->thruster_glow_frame = 0.0f;
2118 shipp->next_engine_stutter = 1;
2119 shipp->persona_index = -1;
2120 shipp->flags |= SF_ENGINES_ON;
2121 shipp->subsys_disrupted_flags=0;
2122 shipp->subsys_disrupted_check_timestamp=timestamp(0);
2124 // swarm missile stuff
2125 shipp->next_swarm_fire = 1;
2127 // corkscrew missile stuff
2128 shipp->next_corkscrew_fire = 1;
2131 shipp->score = sip->score;
2134 shipp->tag_left = -1.0f;
2135 shipp->level2_tag_left = -1.0f;
2137 // multiplayer field initializations
2138 for (i = 0; i < MAX_PLAYERS; i++ ) {
2139 shipp->np_updates[i].update_stamp = -1;
2140 shipp->np_updates[i].status_update_stamp = -1;
2141 shipp->np_updates[i].subsys_update_stamp = -1;
2142 shipp->np_updates[i].seq = 0;
2144 extern int oo_arrive_time_count[MAX_SHIPS];
2145 extern int oo_interp_count[MAX_SHIPS];
2146 oo_arrive_time_count[shipp - Ships] = 0;
2147 oo_interp_count[shipp - Ships] = 0;
2149 shipp->special_warp_objnum = -1;
2151 // set awacs warning flags so awacs ship only asks for help once at each level
2152 shipp->awacs_warning_flag = AWACS_WARN_NONE;
2155 // function which recalculates the overall strength of subsystems. Needed because
2156 // several places in FreeSpace change subsystem strength and all this data needs to
2157 // be kept up to date.
2158 void ship_recalc_subsys_strength( ship *shipp )
2161 ship_subsys *ship_system;
2163 // fill in the subsys_info fields for all particular types of subsystems
2164 // make the current strength be 1.0. If there are initial conditions on the ship, then
2165 // the mission parse code should take care of setting that.
2166 for (i = 0; i < SUBSYSTEM_MAX; i++) {
2167 shipp->subsys_info[i].num = 0;
2168 shipp->subsys_info[i].total_hits = 0.0f;
2169 shipp->subsys_info[i].current_hits = 0.0f;
2172 // count all of the subsystems of a particular type. For each generic type of subsystem, we store the
2173 // total count of hits. (i.e. for 3 engines, we store the sum of the max_hits for each engine)
2174 for ( ship_system = GET_FIRST(&shipp->subsys_list); ship_system != END_OF_LIST(&shipp->subsys_list); ship_system = GET_NEXT(ship_system) ) {
2177 type = ship_system->system_info->type;
2178 Assert ( (type >= 0) && (type < SUBSYSTEM_MAX) );
2179 shipp->subsys_info[type].num++;
2180 shipp->subsys_info[type].total_hits += ship_system->system_info->max_hits;
2181 shipp->subsys_info[type].current_hits += ship_system->current_hits;
2184 // set any ship flags which should be set. unset the flags since we might be repairing a subsystem
2185 // through sexpressions.
2186 shipp->flags &= ~SF_DISABLED;
2187 if ( (shipp->subsys_info[SUBSYSTEM_ENGINE].num > 0) && (shipp->subsys_info[SUBSYSTEM_ENGINE].current_hits == 0.0f) ){
2188 shipp->flags |= SF_DISABLED;
2192 shipp->flags &= ~SF_DISARMED;
2193 if ( (shipp->subsys_info[SUBSYSTEM_TURRET].num > 0) && (shipp->subsys_info[SUBSYSTEM_TURRET].current_hits == 0.0f) ){
2194 shipp->flags |= SF_DISARMED;
2199 // routine to possibly fixup the model subsystem information for this ship pointer. Needed when
2200 // ships share the same model.
2201 void ship_copy_subsystem_fixup(ship_info *sip)
2205 model_num = sip->modelnum;
2207 // since we allow a model file to be shared between several ships, we must check to be sure that our
2208 // subsystems have been loaded properly
2210 subsystems_needed = 0;
2211 for (i = 0; i < sip->n_subsystems; i++ ) {
2212 if ( sip->subsystems[i].model_num == -1 ){
2213 subsystems_needed++;
2218 // if we need to get information for all our subsystems, we need to find another ship with the same model
2219 // number as our own and that has the model information
2220 // if ( subsystems_needed == sip->n_subsystems ) {
2221 for ( i = 0; i < Num_ship_types; i++ ) {
2222 model_subsystem *msp;
2224 if ( (Ship_info[i].modelnum != model_num) || (&Ship_info[i] == sip) ){
2228 // see if this ship has subsystems and a model for the subsystems. We only need check the first
2229 // subsystem since previous error checking would have trapped it's loading as an error.
2230 Assert( Ship_info[i].n_subsystems == sip->n_subsystems );
2232 msp = &Ship_info[i].subsystems[0];
2233 model_copy_subsystems( sip->n_subsystems, &(sip->subsystems[0]), msp );
2234 sip->flags |= SIF_PATH_FIXUP;
2242 // ignore_subsys_info => default parameter with value of 0. This is
2243 // only set to 1 by the save/restore code
2244 void subsys_set(int objnum, int ignore_subsys_info)
2246 ship *shipp = &Ships[Objects[objnum].instance];
2247 ship_info *sinfo = &Ship_info[Ships[Objects[objnum].instance].ship_info_index];
2248 model_subsystem *sp;
2249 ship_subsys *ship_system;
2252 // set up the subsystems for this ship. walk through list of subsystems in the ship-info array.
2253 // for each subsystem, get a new ship_subsys instance and set up the pointers and other values
2254 list_init ( &shipp->subsys_list ); // initialize the ship's list of subsystems
2255 for ( i = 0; i < sinfo->n_subsystems; i++ ) {
2257 sp = &(sinfo->subsystems[i]);
2258 if ( sp->model_num == -1 ) {
2259 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 );
2263 // set up the linked list
2264 ship_system = GET_FIRST( &ship_subsys_free_list ); // get a new element from the ship_subsystem array
2265 Assert ( ship_system != &ship_subsys_free_list ); // shouldn't have the dummy element
2266 list_remove( &ship_subsys_free_list, ship_system ); // remove the element from the array
2267 list_append( &shipp->subsys_list, ship_system ); // link the element into the ship
2269 ship_system->system_info = sp; // set the system_info pointer to point to the data read in from the model
2270 if ( !Fred_running ){
2271 ship_system->current_hits = sp->max_hits; // set the max hits
2273 ship_system->current_hits = 0.0f; // Jason wants this to be 0 in Fred.
2275 ship_system->turret_next_fire_stamp = timestamp(0);
2276 ship_system->turret_next_enemy_check_stamp = timestamp(0);
2277 ship_system->turret_enemy_objnum = -1;
2278 ship_system->turret_next_fire_stamp = timestamp((int) frand_range(1.0f, 500.0f)); // next time this turret can fire
2279 ship_system->turret_last_fire_direction = sp->turret_norm;
2280 ship_system->turret_next_fire_pos = 0;
2281 ship_system->turret_time_enemy_in_range = 0.0f;
2282 ship_system->disruption_timestamp=timestamp(0);
2283 ship_system->turret_pick_big_attack_point_timestamp = timestamp(0);
2284 vm_vec_zero(&ship_system->turret_big_attack_point);
2285 ship_system->subsys_cargo_name = -1;
2286 ship_system->subsys_cargo_revealed = 0;
2289 ship_system->weapons.flags = 0;
2292 for (k=0; k<MAX_PRIMARY_BANKS; k++){
2293 if (sp->primary_banks[k] != -1) {
2294 ship_system->weapons.primary_bank_weapons[j] = sp->primary_banks[k];
2295 ship_system->weapons.next_primary_fire_stamp[j++] = 0;
2299 ship_system->weapons.num_primary_banks = j;
2302 for (k=0; k<MAX_SECONDARY_BANKS; k++){
2303 if (sp->secondary_banks[k] != -1) {
2304 ship_system->weapons.secondary_bank_weapons[j] = sp->secondary_banks[k];
2305 ship_system->weapons.secondary_bank_capacity[j] = sp->secondary_bank_capacity[k];
2306 ship_system->weapons.next_secondary_fire_stamp[j++] = timestamp(0);
2310 ship_system->weapons.num_secondary_banks = j;
2311 ship_system->weapons.current_primary_bank = -1;
2312 ship_system->weapons.current_secondary_bank = -1;
2314 for (k=0; k<MAX_SECONDARY_BANKS; k++) {
2315 ship_system->weapons.secondary_bank_ammo[k] = (Fred_running ? 100 : ship_system->weapons.secondary_bank_capacity[k]);
2317 ship_system->weapons.secondary_next_slot[k] = 0;
2320 ship_system->weapons.last_fired_weapon_index = -1;
2321 ship_system->weapons.last_fired_weapon_signature = -1;
2322 ship_system->weapons.detonate_weapon_time = -1;
2323 ship_system->weapons.ai_class = sinfo->ai_class; // assume ai class of ship for turret
2325 // rapid fire (swarm) stuff
2326 ship_system->turret_swarm_info_index = -1;
2329 ship_system->awacs_intensity = sp->awacs_intensity;
2330 ship_system->awacs_radius = sp->awacs_radius;
2331 if (ship_system->awacs_intensity > 0) {
2332 ship_system->system_info->flags |= MSS_FLAG_AWACS;
2335 // turn_rate, turn_accel
2336 // model_set_instance_info
2337 float turn_accel = 0.5f;
2338 model_set_instance_info(&ship_system->submodel_info_1, sp->turn_rate, turn_accel);
2340 // model_clear_instance_info( &ship_system->submodel_info_1 );
2341 model_clear_instance_info( &ship_system->submodel_info_2 );
2344 if ( !ignore_subsys_info ) {
2345 ship_recalc_subsys_strength( shipp );
2352 // Render docking information, NOT while in object's reference frame.
2353 void render_dock_bays(object *objp)
2359 sip = &Ship_info[Ships[objp->instance].ship_info_index];
2360 pm = model_get( sip->modelnum );
2362 if (pm->docking_bays == NULL)
2365 if (pm->docking_bays[0].num_slots != 2)
2368 db = &pm->docking_bays[0];
2371 vector p0, p1, p2, p3, nr;
2373 vm_vec_unrotate(&p0, &db->pnt[0], &objp->orient);
2374 vm_vec_add2(&p0, &objp->pos);
2375 g3_rotate_vertex(&v0, &p0);
2377 vm_vec_unrotate(&p1, &db->pnt[1], &objp->orient);
2378 vm_vec_add2(&p1, &objp->pos);
2379 g3_rotate_vertex(&v1, &p1);
2381 gr_set_color(255, 0, 0);
2382 g3_draw_line(&v0, &v1);
2384 vm_vec_avg(&p2, &p0, &p1);
2386 vm_vec_unrotate(&nr, &db->norm[0], &objp->orient);
2387 vm_vec_scale_add(&p3, &p2, &nr, 10.0f);
2389 g3_rotate_vertex(&v0, &p2);
2390 g3_rotate_vertex(&v1, &p3);
2391 gr_set_color(255, 255, 0);
2392 g3_draw_line(&v0, &v1);
2393 g3_draw_sphere(&v1, 1.25f);
2399 int Ship_shadows = 0;
2401 DCF_BOOL( ship_shadows, Ship_shadows );
2403 MONITOR( NumShipsRend );
2405 int Show_shield_hits = 0;
2406 DCF_BOOL( show_shield_hits, Show_shield_hits );
2408 int Show_tnorms = 0;
2409 DCF_BOOL( show_tnorms, Show_tnorms );
2412 DCF_BOOL( show_paths, Show_paths );
2414 int Show_fpaths = 0;
2415 DCF_BOOL( show_fpaths, Show_fpaths );
2417 void ship_render(object * obj)
2423 num = obj->instance;
2428 // show target when attacking big ship
2429 vector temp, target;
2430 ai_info *aip = &Ai_info[Ships[obj->instance].ai_index];
2431 if ( (aip->target_objnum >= 0) && (Ship_info[Ships[Objects[aip->target_objnum].instance].ship_info_index].flags & (SIF_SUPERCAP|SIF_CAPITAL|SIF_CRUISER)) ) {
2432 vm_vec_unrotate(&temp, &aip->big_attack_point, &Objects[aip->target_objnum].orient);
2433 vm_vec_add(&target, &temp, &Objects[aip->target_objnum].pos);
2436 gr_set_color(128,0,0);
2437 g3_rotate_vertex( &v0, &obj->pos );
2438 g3_rotate_vertex( &v1, &target );
2440 g3_draw_line(&v0, &v1);
2442 g3_draw_sphere(&v1, 5.0f);
2447 // if (Ships[num].subtype == SHIP_PLAYER ) return;
2448 if ( obj == Viewer_obj ) {
2449 if (ship_show_velocity_dot && (obj==Player_obj) ) {
2453 vm_vec_scale_add( &v, &obj->phys_info.vel, &obj->orient.v.fvec, 3.0f );
2454 vm_vec_normalize( &v );
2457 vm_vec_scale_add( &p0, &obj->pos, &v, 20.0f);
2459 g3_rotate_vertex( &v0, &p0 );
2461 gr_set_color(0,128,0);
2462 g3_draw_sphere( &v0, 0.1f );
2465 // Show the shield hit effect for the viewer.
2466 if ( Show_shield_hits ) {
2467 shipp = &Ships[num];
2468 if (shipp->shield_hits) {
2469 create_shield_explosion_all(obj);
2470 shipp->shield_hits = 0;
2477 MONITOR_INC( NumShipsRend, 1 );
2479 shipp = &Ships[num];
2480 si = &Ship_info[Ships[num].ship_info_index];
2482 // Make ships that are warping in not render during stage 1
2483 if ( shipp->flags & SF_ARRIVING_STAGE_1 ){
2487 if ( Ship_shadows && shipfx_in_shadow( obj ) ) {
2488 light_set_shadow(1);
2490 light_set_shadow(0);
2493 ship_model_start(obj);
2495 uint render_flags = MR_NORMAL;
2497 // Turn off model caching for the player ship in external view.
2498 if (obj == Player_obj) {
2499 render_flags |= MR_ALWAYS_REDRAW;
2502 // Turn off model caching if this is the player's target.
2503 if ( Player_ai->target_objnum == OBJ_INDEX(obj)) {
2504 render_flags |= MR_ALWAYS_REDRAW;
2508 if(Show_paths || Show_fpaths){
2509 render_flags |= MR_BAY_PATHS;
2513 // Only render electrical arcs if within 500m of the eye (for a 10m piece)
2514 if ( vm_vec_dist_quick( &obj->pos, &Eye_position ) < obj->radius*50.0f ) {
2516 for (i=0; i<MAX_SHIP_ARCS; i++ ) {
2517 if ( timestamp_valid( shipp->arc_timestamp[i] ) ) {
2518 render_flags |= MR_ALWAYS_REDRAW; // Turn off model caching if arcing.
2519 model_add_arc( shipp->modelnum, -1, &shipp->arc_pts[i][0], &shipp->arc_pts[i][1], shipp->arc_type[i] );
2524 if ( shipp->large_ship_blowup_index > -1 ) {
2525 shipfx_large_blowup_render(shipp);
2528 // ship_get_subsystem_strength( shipp, SUBSYSTEM_ENGINE)>ENGINE_MIN_STR
2530 if ( (shipp->thruster_bitmap > -1) && (!(shipp->flags & SF_DISABLED)) && (!ship_subsys_disrupted(shipp, SUBSYSTEM_ENGINE)) ) {
2533 // Add noise to thruster geometry.
2534 ft = obj->phys_info.forward_thrust;
2535 ft *= (1.0f + frand()/5.0f - 1.0f/10.0f);
2539 model_set_thrust( shipp->modelnum, ft, shipp->thruster_bitmap, shipp->thruster_glow_bitmap, shipp->thruster_glow_noise );
2540 render_flags |= MR_SHOW_THRUSTERS;
2543 // fill the model flash lighting values in
2544 shipfx_flash_light_model( obj, shipp );
2546 object *docked_objp = NULL;
2547 ship * docked_shipp = NULL;
2548 ship * warp_shipp = shipp;
2550 // check to see if departing ship is docked with anything.
2551 docked_objp = ai_find_docked_object( obj );
2552 if ( docked_objp ) {
2553 docked_shipp = &Ships[docked_objp->instance];
2555 if ( docked_shipp->flags & (SF_DEPART_WARP|SF_ARRIVING) ) {
2556 warp_shipp = docked_shipp;
2560 // Warp_shipp points to the ship that is going through a
2561 // warp... either this ship or the ship it is docked with.
2563 // If the ship is going "through" the warp effect, then
2564 // set up the model renderer to only draw the polygons in front
2565 // of the warp in effect
2566 int clip_started = 0;
2568 if ( warp_shipp->flags & (SF_ARRIVING|SF_DEPART_WARP) ) {
2571 g3_start_user_clip_plane( &warp_shipp->warp_effect_pos, &warp_shipp->warp_effect_fvec );
2573 // Turn off model caching while going thru warp effect.
2574 render_flags |= MR_ALWAYS_REDRAW;
2577 // maybe set squad logo bitmap
2578 model_set_insignia_bitmap(-1);
2579 if(Game_mode & GM_MULTIPLAYER){
2580 // if its any player's object
2581 int np_index = multi_find_player_by_object( obj );
2582 if((np_index >= 0) && (np_index < MAX_PLAYERS) && MULTI_CONNECTED(Net_players[np_index]) && (Net_players[np_index].player != NULL)){
2583 model_set_insignia_bitmap(Net_players[np_index].player->insignia_texture);
2586 // in single player, we want to render model insignias on all ships in alpha beta and gamma
2588 // if its an object in my squadron
2589 if(ship_in_abgz(shipp)){
2590 model_set_insignia_bitmap(Player->insignia_texture);
2594 // maybe disable lighting
2595 // if((The_mission.flags & MISSION_FLAG_FULLNEB) && (neb2_get_fog_intensity(obj) > 0.33f) && (si->flags & SIF_SMALL_SHIP)){
2596 // render_flags |= MR_NO_LIGHTING;
2600 if(The_mission.flags & MISSION_FLAG_FULLNEB){
2601 extern void model_set_fog_level(float l);
2602 model_set_fog_level(neb2_get_fog_intensity(obj));
2606 if((The_mission.flags & MISSION_FLAG_FULLNEB) && (si->flags & SIF_SMALL_SHIP)){
2607 // force detail levels
2608 float fog_val = neb2_get_fog_intensity(obj);
2609 if(fog_val >= 0.6f){
2610 model_set_detail_level(2);
2611 model_render( shipp->modelnum, &obj->orient, &obj->pos, render_flags | MR_LOCK_DETAIL, OBJ_INDEX(obj) );
2613 model_render( shipp->modelnum, &obj->orient, &obj->pos, render_flags, OBJ_INDEX(obj) );
2616 model_render( shipp->modelnum, &obj->orient, &obj->pos, render_flags, OBJ_INDEX(obj) );
2619 // always turn off fog after rendering a ship
2620 gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0);
2622 light_set_shadow(0);
2625 if (Show_shield_mesh)
2626 ship_draw_shield( obj); // Render the shield.
2629 if ( clip_started ) {
2630 g3_stop_user_clip_plane();
2634 /* if (Mc.shield_hit_tri != -1) {
2635 //render_shield_explosion(model_num, orient, pos, &Hit_point, Hit_tri);
2636 Mc.shield_hit_tri = -1;
2640 ship_model_stop(obj);
2642 if (shipp->shield_hits) {
2643 create_shield_explosion_all(obj);
2644 shipp->shield_hits = 0;
2648 if (Ai_render_debug_flag || Show_paths) {
2649 if ( shipp->ai_index != -1 ){
2650 render_path_points(obj);
2653 render_dock_bays(obj);
2659 ship_subsys *systemp;
2660 vector tpos, tnorm, temp;
2664 gr_set_color(0, 0, 255);
2665 systemp = GET_FIRST( &shipp->subsys_list );
2666 while ( systemp != END_OF_LIST(&shipp->subsys_list) ) {
2667 ship_get_global_turret_gun_info(obj, systemp, &tpos, &tnorm, 1, &temp);
2670 vm_vec_scale_add(&v2, &v1, &tnorm, 20.0f);
2672 g3_rotate_vertex(&l1, &v1);
2673 g3_rotate_vertex(&l2, &v2);
2675 g3_draw_sphere(&l1, 2.0f);
2676 g3_draw_line(&l1, &l2);
2678 systemp = GET_NEXT(systemp);
2684 void ship_subsystem_delete(ship *shipp)
2686 ship_subsys *systemp, *temp;
2688 systemp = GET_FIRST( &shipp->subsys_list );
2689 while ( systemp != END_OF_LIST(&shipp->subsys_list) ) {
2690 temp = GET_NEXT( systemp ); // use temporary since pointers will get screwed with next operation
2691 list_remove( &shipp->subsys_list, systemp ); // remove the element
2692 list_append( &ship_subsys_free_list, systemp ); // and place back onto free list
2693 systemp = temp; // use the temp variable to move right along
2697 void ship_delete( object * obj )
2702 num = obj->instance;
2705 objnum = OBJ_INDEX(obj);
2706 Assert( Ships[num].objnum == objnum );
2708 shipp = &Ships[num];
2710 if (shipp->ai_index != -1){
2711 ai_free_slot(shipp->ai_index);
2714 // free up the list of subsystems of this ship. walk through list and move remaining subsystems
2715 // on ship back to the free list for other ships to use.
2716 ship_subsystem_delete(&Ships[num]);
2719 // mwa 11/24/97 num_ships--;
2721 if (model_get(shipp->modelnum)->shield.ntris) {
2722 free(shipp->shield_integrity);
2723 shipp->shield_integrity = NULL;
2726 if ( shipp->ship_list_index != -1 ) {
2727 ship_obj_list_remove(shipp->ship_list_index);
2728 shipp->ship_list_index = -1;
2731 free_sexp2(shipp->arrival_cue);
2732 free_sexp2(shipp->departure_cue);
2734 // call the contrail system
2735 ct_ship_delete(shipp);
2738 // function used by ship_destroyed and ship_departed which is called if the ship
2739 // is in a wing. This function updates the ship_index list (i.e. removes it's
2740 // entry in the list), and packs the array accordingly.
2741 void ship_wing_cleanup( int shipnum, wing *wingp )
2743 int i, index = -1, team;
2745 team = Ships[shipnum].team;
2746 // compress the ship_index array and mark the last entry with a -1
2747 for (i = 0; i < wingp->current_count; i++ ) {
2748 if ( wingp->ship_index[i] == shipnum ) {
2754 // Assert(index != -1);
2756 // this can happen in multiplayer (dogfight, ingame join specifically)
2761 for ( i = index; i < wingp->current_count - 1; i++ ){
2762 wingp->ship_index[i] = wingp->ship_index[i+1];
2765 wingp->current_count--;
2766 Assert ( wingp->current_count >= 0 );
2767 wingp->ship_index[wingp->current_count] = -1;
2769 // if the current count is 0, check to see if the wing departed or was destroyed.
2770 if ( wingp->current_count == 0 ) {
2772 // if this wing was ordered to depart by the player, set the current_wave equal to the total
2773 // waves so we can mark the wing as gone and no other ships arrive
2774 if ( wingp->flags & WF_DEPARTURE_ORDERED )
2775 wingp->current_wave = wingp->num_waves;
2777 // first, be sure to mark a wing destroyed event if all members of wing were destroyed and on
2778 // the last wave. This circumvents a problem where the wing could be marked as departed and
2779 // destroyed if the last ships were destroyed after the wing's departure cue became true.
2781 // if the wing wasn't destroyed, and it is departing, then mark it as departed -- in this
2782 // case, there had better be ships in this wing with departure entries in the log file. The
2783 // logfile code checks for this case.
2784 if ( (wingp->current_wave == wingp->num_waves) && (wingp->total_destroyed == wingp->total_arrived_count) ) {
2785 mission_log_add_entry(LOG_WING_DESTROYED, wingp->name, NULL, team);
2786 wingp->flags |= WF_WING_GONE;
2787 wingp->time_gone = Missiontime;
2788 } else if ( (wingp->flags & WF_WING_DEPARTING) || (wingp->current_wave == wingp->num_waves) ) {
2793 // apparently, there have been reports of ships still present in the mission when this log
2794 // entry if written. Do a sanity check here to find out for sure.
2795 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2797 // skip the player -- stupid special case.
2798 if ( &Objects[so->objnum] == Player_obj )
2801 if ( (Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_INGAME_JOIN) )
2804 if ( (Ships[Objects[so->objnum].instance].wingnum == WING_INDEX(wingp)) && !(Ships[Objects[so->objnum].instance].flags & (SF_DEPARTING|SF_DYING)) )
2809 if ( wingp->flags & (WF_WING_DEPARTING|WF_DEPARTURE_ORDERED) )
2810 mission_log_add_entry(LOG_WING_DEPART, wingp->name, NULL, team);
2812 wingp->flags |= WF_WING_GONE;
2813 wingp->time_gone = Missiontime;
2818 // function to do management, like log entries and wing cleanup after a ship has been destroyed
2820 void ship_destroyed( int num )
2825 shipp = &Ships[num];
2826 objp = &Objects[shipp->objnum];
2828 // add the information to the exited ship list
2829 ship_add_exited_ship( shipp, SEF_DESTROYED );
2831 // determine if we need to count this ship as a klll in counting number of kills per ship type
2832 // look at the ignore flag for the ship (if not in a wing), or the ignore flag for the wing
2833 // (if the ship is in a wing), and add to the kill count if the flags are not set
2834 if ( !(shipp->flags & SF_IGNORE_COUNT) || ((shipp->wingnum != -1) && !(Wings[shipp->wingnum].flags & WF_IGNORE_COUNT)) )
2835 ship_add_ship_type_kill_count( Ship_info[shipp->ship_info_index].flags );
2837 // if ship belongs to a wing -- increment the total number of ships in the wing destroyed
2838 if ( shipp->wingnum != -1 ) {
2841 wingp = &Wings[shipp->wingnum];
2842 wingp->total_destroyed++;
2843 ship_wing_cleanup( num, wingp );
2846 // Note, this call to ai_ship_destroy must come after ship_wing_cleanup for guarded wings to
2847 // properly note the destruction of a ship in their wing.
2848 if ( shipp->ai_index != -1 ) {
2849 ai_ship_destroy(num, SEF_DESTROYED); // Do AI stuff for destruction of ship.
2852 nprintf(("Alan","SHIP DESTROYED: %s\n", shipp->ship_name));
2854 if ( (shipp->wing_status_wing_index >= 0) && (shipp->wing_status_wing_pos >= 0) ) {
2855 nprintf(("Alan","STATUS UPDATED: %s\n", shipp->ship_name));
2856 hud_set_wingman_status_dead(shipp->wing_status_wing_index, shipp->wing_status_wing_pos);
2859 // let the event music system know a hostile was destoyed (important for deciding when to transition from battle to normal music)
2860 if (Player_ship != NULL) {
2861 if (shipp->team != Player_ship->team) {
2862 event_music_hostile_ship_destroyed();
2867 void ship_vanished(int num)
2873 objp = &Objects[sp->objnum];
2876 if(Game_mode & GM_DEMO_RECORD){
2877 demo_POST_departed(Objects[Ships[num].objnum].signature, Ships[num].flags);
2880 // add the information to the exited ship list
2881 ship_add_exited_ship( sp, SEF_DEPARTED );
2883 // update wingman status gauge
2884 if ( (sp->wing_status_wing_index >= 0) && (sp->wing_status_wing_pos >= 0) ) {
2885 hud_set_wingman_status_departed(sp->wing_status_wing_index, sp->wing_status_wing_pos);
2888 ai_ship_destroy(num, SEF_DEPARTED); // should still do AI cleanup after ship has departed
2891 void ship_departed( int num )
2899 if(Game_mode & GM_DEMO_RECORD){
2900 demo_POST_departed(Objects[Ships[num].objnum].signature, Ships[num].flags);
2903 // add the information to the exited ship list
2904 ship_add_exited_ship( sp, SEF_DEPARTED );
2906 // update wingman status gauge
2907 if ( (sp->wing_status_wing_index >= 0) && (sp->wing_status_wing_pos >= 0) ) {
2908 hud_set_wingman_status_departed(sp->wing_status_wing_index, sp->wing_status_wing_pos);
2911 // see if this ship departed within the radius of a jump node -- if so, put the node name into
2912 // the secondary mission log field
2913 for ( i = 0; i < Num_jump_nodes; i++ ) {
2915 vector ship_pos, node_pos;
2917 ship_pos = Objects[sp->objnum].pos;
2918 node_pos = Objects[Jump_nodes[i].objnum].pos;
2919 radius = model_get_radius( Jump_nodes[i].modelnum );
2920 dist = vm_vec_dist( &ship_pos, &node_pos );
2921 if ( dist <= radius ) {
2922 mission_log_add_entry(LOG_SHIP_DEPART, sp->ship_name, Jump_nodes[i].name, sp->wingnum);
2928 if ( i == Num_jump_nodes ){
2929 mission_log_add_entry(LOG_SHIP_DEPART, sp->ship_name, NULL, sp->wingnum);
2932 ai_ship_destroy(num, SEF_DEPARTED); // should still do AI cleanup after ship has departed
2934 // don't bother doing this for demo playback - we don't keep track of wing info
2935 if(!(Game_mode & GM_DEMO_PLAYBACK)){
2936 if ( sp->wingnum != -1 ) {
2939 wingp = &Wings[sp->wingnum];
2940 wingp->total_departed++;
2941 ship_wing_cleanup( num, wingp );
2946 // --------------------------------------------------------------------------------------------------------------------
2947 // ship_explode_area_calc_damage
2949 // input pos1 => ship explosion position
2950 // pos2 => other ship position
2951 // inner_rad => distance from ship center for which full damage is applied
2952 // outer_rad => distance from ship center for which no damage is applied
2953 // max_damage => maximum damage applied
2954 // max_blast => maximum impulse applied from blast
2956 // calculates the blast and damage applied to a ship from another ship blowing up.
2958 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 )
2962 dist = vm_vec_dist_quick( pos1, pos2 );
2964 // check outside outer radius
2965 if ( dist > outer_rad )
2968 if ( dist < inner_rad ) {
2969 // check insider inner radius
2970 *damage = max_damage;
2973 // between inner and outer
2974 float fraction = 1.0f - (dist - inner_rad) / (outer_rad - inner_rad);
2975 *damage = fraction * max_damage;
2976 *blast = fraction * max_blast;
2982 // --------------------------------------------------------------------------------------------------------------------
2983 // ship_blow_up_area_apply_blast
2984 // this function applies damage to ship close to others when a ship dies and blows up
2986 // inputs: objp => ship object pointers
2987 // pos => position of the ship when it finally blows up
2988 // inner_rad => distance from ship center for which full damage is applied
2989 // outer_rad => distance from ship center for which no damage is applied
2990 // damage => maximum damage applied
2991 // blast => maximum impulse applied from blast
2993 void ship_blow_up_area_apply_blast( object *exp_objp)
2996 Assert( exp_objp->type == OBJ_SHIP );
2997 float inner_rad, outer_rad, max_damage, max_blast, shockwave_speed;
2998 shockwave_create_info sci;
3000 // No area explosion in training missions.
3001 if (The_mission.game_type & MISSION_TYPE_TRAINING){
3005 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)) {
3006 float override = Ai_info[Ships[exp_objp->instance].ai_index].kamikaze_damage;
3008 inner_rad = exp_objp->radius*2.0f;
3009 outer_rad = exp_objp->radius*4.0f; // + (override * 0.3f);
3010 max_damage = override;
3011 max_blast = override * 5.0f;
3012 shockwave_speed = 100.0f;
3014 sip = &Ship_info[Ships[exp_objp->instance].ship_info_index];
3016 if (Ships[exp_objp->instance].special_exp_index != -1) {
3017 int start = Ships[exp_objp->instance].special_exp_index;
3019 inner_rad = (float) atoi(Sexp_variables[start+INNER_RAD].text);
3020 outer_rad = (float) atoi(Sexp_variables[start+OUTER_RAD].text);
3021 max_damage = (float) atoi(Sexp_variables[start+DAMAGE].text);
3022 max_blast = (float) atoi(Sexp_variables[start+BLAST].text);
3023 propagates = atoi(Sexp_variables[start+PROPAGATE].text);
3025 shockwave_speed = (float) atoi(Sexp_variables[start+SHOCK_SPEED].text);
3027 shockwave_speed = 0.0f;
3030 inner_rad = sip->inner_rad;
3031 outer_rad = sip->outer_rad;
3032 max_damage = sip->damage;
3033 max_blast = sip->blast;
3034 shockwave_speed = sip->shockwave_speed;
3038 // nprintf(("AI", "Frame %i: Area effect blast from ship %s\n", Framecount, Ships[exp_objp->instance].ship_name));
3040 // account for ships that give no damage when they blow up.
3041 if ( (max_damage < 0.1f) && (max_blast < 0.1f) ){
3045 if ( shockwave_speed > 0 ) {
3046 sci.inner_rad = inner_rad;
3047 sci.outer_rad = outer_rad;
3048 sci.blast = max_blast;
3049 sci.damage = max_damage;
3050 sci.speed = shockwave_speed;
3051 sci.rot_angle = frand_range(0.0f, 359.0f);
3052 shipfx_do_shockwave_stuff(&Ships[exp_objp->instance], &sci);
3053 // shockwave_create(Ships[exp_objp->instance].objnum, &exp_objp->pos, shockwave_speed, inner_rad, outer_rad, max_damage, max_blast, SW_SHIP_DEATH);
3057 float damage = 0.0f;
3058 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
3059 if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_ASTEROID) ) {
3063 if ( objp == exp_objp ){
3067 // don't blast navbuoys
3068 if ( objp->type == OBJ_SHIP ) {
3069 if ( ship_get_SIF(objp->instance) & SIF_NAVBUOY ) {
3074 if ( ship_explode_area_calc_damage( &exp_objp->pos, &objp->pos, inner_rad, outer_rad, max_damage, max_blast, &damage, &blast ) == -1 ){
3078 switch ( objp->type ) {
3080 ship_apply_global_damage( objp, exp_objp, &exp_objp->pos, damage );
3081 vector force, vec_ship_to_impact;
3082 vm_vec_sub( &vec_ship_to_impact, &objp->pos, &exp_objp->pos );
3083 vm_vec_copy_normalize( &force, &vec_ship_to_impact );
3084 vm_vec_scale( &force, blast );
3085 ship_apply_whack( &force, &vec_ship_to_impact, objp );
3088 asteroid_hit(objp, NULL, NULL, damage);
3098 void do_dying_undock_physics(object* objp, ship* sp)
3100 Assert(sp->dock_objnum_when_dead >= 0);
3101 if(sp->dock_objnum_when_dead < 0){
3104 object* dock_obj = &Objects[sp->dock_objnum_when_dead];
3107 Assert(objp->type == OBJ_SHIP);
3108 Assert(dock_obj->type == OBJ_SHIP);
3109 if((objp->type != OBJ_SHIP) || (dock_obj->type != OBJ_SHIP)){
3113 float damage = 0.2f*Ship_info[sp->ship_info_index].initial_hull_strength;
3114 ship_apply_global_damage(dock_obj, objp, &objp->pos, damage);
3117 vector impulse_norm, impulse_vec, pos;
3118 vm_vec_sub(&impulse_norm, &dock_obj->pos, &objp->pos);
3119 vm_vec_normalize(&impulse_norm);
3120 // set for relative separation velocity of ~30
3121 float impulse_mag = 50.f*dock_obj->phys_info.mass*objp->phys_info.mass/(dock_obj->phys_info.mass + objp->phys_info.mass);
3122 vm_vec_copy_scale(&impulse_vec, &impulse_norm, impulse_mag);
3123 vm_vec_rand_vec_quick(&pos);
3124 vm_vec_scale(&pos, dock_obj->radius);
3125 // apply whack to dock obj
3126 physics_apply_whack(&impulse_vec, &pos, &dock_obj->phys_info, &dock_obj->orient, dock_obj->phys_info.mass);
3127 // enhance rotation of the docked ship
3128 vm_vec_scale(&dock_obj->phys_info.rotvel, 2.0f);
3130 // apply whack to ship
3131 vm_vec_negate(&impulse_vec);
3132 vm_vec_rand_vec_quick(&pos);
3133 vm_vec_scale(&pos, objp->radius);
3134 physics_apply_whack(&impulse_vec, &pos, &objp->phys_info, &objp->orient, objp->phys_info.mass);
3136 // reset dock_objnum_when_dead to -1 for dockee, since docker has blown up.
3137 if (Ships[dock_obj->instance].dock_objnum_when_dead == sp->objnum) {
3138 Ships[dock_obj->instance].dock_objnum_when_dead = -1;
3142 // Do the stuff we do in a frame for a ship that's in its death throes.
3143 void ship_dying_frame(object *objp, int ship_num)
3146 sp = &Ships[ship_num];
3147 int knossos_ship = false;
3149 if ( sp->flags & SF_DYING ) {
3150 knossos_ship = (Ship_info[sp->ship_info_index].flags & SIF_KNOSSOS_DEVICE);
3152 // bash hull value toward 0 (from self destruct)
3153 if (objp->hull_strength > 0) {
3154 int time_left = timestamp_until(sp->final_death_time);
3155 float hits_left = objp->hull_strength;
3157 objp->hull_strength -= hits_left * (1000.0f * flFrametime) / time_left;
3160 // special case of VAPORIZE
3161 if (sp->flags & SF_VAPORIZE) {
3162 // Assert(Ship_info[sp->ship_info_index].flags & SIF_SMALL_SHIP);
3163 if (timestamp_elapsed(sp->final_death_time)) {
3166 snd_play_3d( &Snds[SND_VAPORIZED], &objp->pos, &View_position, objp->radius, NULL, 0, 1.0f, SND_PRIORITY_MUST_PLAY );
3168 // do joystick effect
3169 if (objp == Player_obj) {
3173 // if dying ship is docked, do damage to docked and physics
3174 if (sp->dock_objnum_when_dead != -1) {
3175 do_dying_undock_physics(objp, sp);
3178 // do all accounting for respawning client and server side here.
3179 if (objp == Player_obj) {
3180 gameseq_post_event(GS_EVENT_DEATH_BLEW_UP);
3183 // mark object as dead
3184 objp->flags |= OF_SHOULD_BE_DEAD;
3186 // Don't blow up model. Only use debris shards.
3187 // call ship function to clean up after the ship is destroyed.
3188 ship_destroyed(ship_num);
3195 // bash the desired rotvel
3196 objp->phys_info.desired_rotvel = sp->deathroll_rotvel;
3198 // Do fireballs for Big ship with propagating explostion, but not Kamikaze
3199 if (!(Ai_info[sp->ai_index].ai_flags & AIF_KAMIKAZE) && ship_get_exp_propagates(sp)) {
3200 if ( timestamp_elapsed(Ships[ship_num].next_fireball)) {
3201 vector outpnt, pnt1, pnt2;
3202 polymodel *pm = model_get(sp->modelnum);
3204 // Gets two random points on the surface of a submodel
3205 submodel_get_two_random_points(sp->modelnum, pm->detail[0], &pnt1, &pnt2 );
3207 // vm_vec_avg( &tmp, &pnt1, &pnt2 ); [KNOSSOS get random in plane 1/1.414 in rad
3208 model_find_world_point(&outpnt, &pnt1, sp->modelnum, pm->detail[0], &objp->orient, &objp->pos );
3210 float rad = objp->radius*0.1f;
3211 int fireball_type = FIREBALL_EXPLOSION_LARGE1 + rand()%FIREBALL_NUM_LARGE_EXPLOSIONS;
3212 fireball_create( &outpnt, fireball_type, OBJ_INDEX(objp), rad, 0, &objp->phys_info.vel );
3213 // start the next fireball up in the next 50 - 200 ms (2-3 per frame)
3214 sp->next_fireball = timestamp_rand(333,500);
3216 // do sound - maybe start a random sound, if it has played far enough.
3217 do_sub_expl_sound(objp->radius, &outpnt, sp->sub_expl_sound_handle);
3221 // create little fireballs for knossos as it dies
3223 if ( timestamp_elapsed(Ships[ship_num].next_fireball)) {
3224 vector rand_vec, outpnt; // [0-.7 rad] in plane
3225 vm_vec_rand_vec_quick(&rand_vec);
3226 float scale = -vm_vec_dotprod(&objp->orient.v.fvec, &rand_vec) * (0.9f + 0.2f * frand());
3227 vm_vec_scale_add2(&rand_vec, &objp->orient.v.fvec, scale);
3228 vm_vec_normalize_quick(&rand_vec);
3229 scale = objp->radius * frand() * 0.717f;
3230 vm_vec_scale(&rand_vec, scale);
3231 vm_vec_add(&outpnt, &objp->pos, &rand_vec);
3233 float rad = objp->radius*0.2f;
3234 int fireball_type = FIREBALL_EXPLOSION_LARGE1 + rand()%FIREBALL_NUM_LARGE_EXPLOSIONS;
3235 fireball_create( &outpnt, fireball_type, OBJ_INDEX(objp), rad, 0, &objp->phys_info.vel );
3236 // start the next fireball up in the next 50 - 200 ms (2-3 per frame)
3237 sp->next_fireball = timestamp_rand(333,500);
3240 particle_emitter pe;
3242 pe.num_low = 15; // Lowest number of particles to create
3243 pe.num_high = 30; // Highest number of particles to create
3244 pe.pos = outpnt; // Where the particles emit from
3245 pe.vel = objp->phys_info.vel; // Initial velocity of all the particles
3246 pe.min_life = 2.0f; // How long the particles live
3247 pe.max_life = 12.0f; // How long the particles live
3248 pe.normal = objp->orient.v.uvec; // What normal the particle emit around
3249 pe.normal_variance = 2.0f; // How close they stick to that normal 0=on normal, 1=180, 2=360 degree
3251 pe.max_vel = 350.0f;
3252 pe.min_rad = 30.0f; // * objp->radius;
3253 pe.max_rad = 100.0f; // * objp->radius;
3254 particle_emit( &pe, PARTICLE_SMOKE2, 0, 50 );
3256 // do sound - maybe start a random sound, if it has played far enough.
3257 do_sub_expl_sound(objp->radius, &outpnt, sp->sub_expl_sound_handle);
3262 //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));
3263 int time_until_minor_explosions = timestamp_until(sp->final_death_time);
3265 // Wait until just before death and set off some explosions
3266 // If it is less than 1/2 second until large explosion, but there is
3267 // at least 1/10th of a second left, then create 5 small explosions
3268 if ( (time_until_minor_explosions < 500) && (time_until_minor_explosions > 100) && (!sp->pre_death_explosion_happened) ) {
3269 //mprintf(( "Ship almost dying!!\n" ));
3270 sp->next_fireball = timestamp(-1); // never time out again
3271 sp->pre_death_explosion_happened=1; // Mark this event as having occurred
3273 polymodel *pm = model_get(sp->modelnum);
3275 // Start shockwave for ship with propagating explosion, do now for timing
3276 if ( ship_get_exp_propagates(sp) ) {
3277 ship_blow_up_area_apply_blast( objp );
3280 for (int zz=0; zz<6; zz++ ) {
3281 // dont make sequence of fireballs for knossos
3285 // Find two random vertices on the model, then average them
3286 // and make the piece start there.
3287 vector tmp, outpnt, pnt1, pnt2;
3289 // Gets two random points on the surface of a submodel [KNOSSOS]
3290 submodel_get_two_random_points(sp->modelnum, pm->detail[0], &pnt1, &pnt2 );
3292 vm_vec_avg( &tmp, &pnt1, &pnt2 );
3293 model_find_world_point(&outpnt, &tmp, sp->modelnum, pm->detail[0], &objp->orient, &objp->pos );
3295 float rad = frand()*0.30f;
3296 rad += objp->radius*0.40f;
3297 fireball_create( &outpnt, FIREBALL_EXPLOSION_MEDIUM, OBJ_INDEX(objp), rad, 0, &objp->phys_info.vel );
3300 // if ship is docked, undock now.
3301 if (sp->dock_objnum_when_dead != -1) {
3302 // other ship undocks
3303 // These asserts should no longer be needed and they cause a problem that is not obvious how to fix.
3304 //Assert( !(Ai_info[Ships[dock_obj->instance].ai_index].ai_flags & AIF_DOCKED) );
3305 //Assert( Ai_info[Ships[dock_obj->instance].ai_index].dock_objnum == -1 );
3306 // MWA Ai_info[Ships[dock_obj->instance].ai_index].ai_flags &= ~AIF_DOCKED;
3307 // MWA Ai_info[Ships[dock_obj->instance].ai_index].dock_objnum = -1;
3308 // MWA Ai_info[Ships[dock_obj->instance].ai_index].mode = AIM_NONE;
3312 if ( timestamp_elapsed(sp->final_death_time)) {
3314 sp->final_death_time = timestamp(-1); // never time out again
3315 //mprintf(( "Ship dying!!\n" ));
3317 // play ship explosion sound effect, pick appropriate explosion sound
3319 if ( Ship_info[sp->ship_info_index].flags & (SIF_CAPITAL | SIF_KNOSSOS_DEVICE) ) {
3320 sound_index=SND_CAPSHIP_EXPLODE;
3322 if ( OBJ_INDEX(objp) & 1 ) {
3323 sound_index=SND_SHIP_EXPLODE_1;
3325 sound_index=SND_SHIP_EXPLODE_2;
3329 snd_play_3d( &Snds[sound_index], &objp->pos, &View_position, objp->radius, NULL, 0, 1.0f, SND_PRIORITY_MUST_PLAY );
3330 if (objp == Player_obj)
3333 if ( sp->death_roll_snd != -1 ) {
3334 snd_stop(sp->death_roll_snd);
3335 sp->death_roll_snd = -1;
3338 // if dying ship is docked, do damage to docked and physics
3339 if (sp->dock_objnum_when_dead != -1) {
3340 do_dying_undock_physics(objp, sp);
3343 // play a random explosion
3344 particle_emitter pe;
3346 pe.num_low = 50; // Lowest number of particles to create
3347 pe.num_high = 100; // Highest number of particles to create
3348 pe.pos = objp->pos; // Where the particles emit from
3349 pe.vel = objp->phys_info.vel; // Initial velocity of all the particles
3350 pe.min_life = 0.5f; // How long the particles live
3351 pe.max_life = 4.0f; // How long the particles live
3352 pe.normal = objp->orient.v.uvec; // What normal the particle emit around
3353 pe.normal_variance = 2.0f; // How close they stick to that normal 0=on normal, 1=180, 2=360 degree
3354 pe.min_vel = 0.0f; // How fast the slowest particle can move
3355 pe.max_vel = 20.0f; // How fast the fastest particle can move
3356 pe.min_rad = 0.1f; // Min radius
3357 pe.max_rad = 1.5f; // Max radius
3359 if (!knossos_ship) {
3360 particle_emit( &pe, PARTICLE_SMOKE2, 0 );
3363 // If this is a large ship with a propagating explosion, set it to blow up.
3364 if ( ship_get_exp_propagates(sp) ) {
3365 if (Ai_info[sp->ai_index].ai_flags & AIF_KAMIKAZE) {
3366 ship_blow_up_area_apply_blast( objp );
3368 shipfx_large_blowup_init(sp);
3369 // need to timeout immediately to keep physics in sync
3370 sp->really_final_death_time = timestamp(0);
3372 // only do big fireball if not big ship
3374 int fireball_objnum, fireball_type;
3375 float explosion_life;
3376 big_rad = objp->radius*1.75f;
3377 fireball_type = FIREBALL_EXPLOSION_LARGE1 + rand()%FIREBALL_NUM_LARGE_EXPLOSIONS;
3379 big_rad = objp->radius * 1.2f;
3380 fireball_type = FIREBALL_EXPLOSION_LARGE1;
3382 fireball_objnum = fireball_create( &objp->pos, fireball_type, OBJ_INDEX(objp), big_rad, 0, &objp->phys_info.vel );
3383 if ( fireball_objnum > -1 ) {
3384 explosion_life = fireball_lifeleft(&Objects[fireball_objnum]);
3386 explosion_life = 0.0f;
3389 // JAS: I put in all this code because of an item on my todo list that
3390 // said that the ship destroyed debris shouldn't pop in until the
3391 // big explosion is 30% done. I did this on Oct24 and me & Adam
3392 // thought it looked dumb since the explosion didn't move with the
3393 // ship, so instead of just taking this code out, since we might need
3394 // it in the future, I disabled it. You can reenable it by changing
3395 // the commenting on the following two lines.
3396 sp->really_final_death_time = timestamp( fl2i(explosion_life*1000.0f)/5 ); // Wait till 30% of vclip time before breaking the ship up.
3397 //sp->really_final_death_time = timestamp(0); // Make ship break apart the instant the explosion starts
3400 sp->flags |= SF_EXPLODED;
3402 if ( !(ship_get_exp_propagates(sp)) ) {
3403 // apply area of effect blast damage from ship explosion
3404 ship_blow_up_area_apply_blast( objp );
3408 if ( timestamp_elapsed(sp->really_final_death_time)) {
3410 //mprintf(( "Ship really dying!!\n" ));
3411 // do large_ship_split and explosion
3412 if ( sp->large_ship_blowup_index > -1 ) {
3413 if ( shipfx_large_blowup_do_frame(sp, flFrametime) ) {
3414 // do all accounting for respawning client and server side here.
3415 if(objp == Player_obj) {
3416 gameseq_post_event(GS_EVENT_DEATH_BLEW_UP);
3419 objp->flags |= OF_SHOULD_BE_DEAD;
3421 ship_destroyed(ship_num); // call ship function to clean up after the ship is destroyed.
3426 //fireball_create( &objp->pos, FIREBALL_SHIP_EXPLODE1, OBJ_INDEX(objp), objp->radius/2.0f );
3427 //mprintf(("Frame %i: Died!\n", Framecount));
3429 shipfx_blow_up_model(objp, Ships[ship_num].modelnum, 0, 20, &objp->pos );
3431 // do all accounting for respawning client and server side here.
3432 if(objp == Player_obj) {
3433 gameseq_post_event(GS_EVENT_DEATH_BLEW_UP);
3436 objp->flags |= OF_SHOULD_BE_DEAD;
3438 ship_destroyed(ship_num); // call ship function to clean up after the ship is destroyed.
3439 sp->really_final_death_time = timestamp( -1 ); // Never time out again!
3442 // If a ship is dying (and not a capital or big ship) then stutter the engine sound
3443 if ( timestamp_elapsed(sp->next_engine_stutter) ) {
3444 if ( !(Ship_info[sp->ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) ) {
3445 sp->flags ^= SF_ENGINES_ON; // toggle state of engines
3446 sp->next_engine_stutter = timestamp_rand(50, 250);
3452 void ship_chase_shield_energy_targets(ship *shipp, object *obj, float frametime)
3457 if (shipp->flags & SF_DYING)
3460 sip = &Ship_info[shipp->ship_info_index];
3462 delta = frametime * ETS_RECHARGE_RATE * sip->shields / 100.0f;
3464 // Chase target_shields and target_weapon_energy
3465 if (shipp->target_shields_delta > 0.0f) {
3466 if (delta > shipp->target_shields_delta)
3467 delta = shipp->target_shields_delta;
3469 add_shield_strength(obj, delta);
3470 shipp->target_shields_delta -= delta;
3471 } else if (shipp->target_shields_delta < 0.0f) {
3472 if (delta < -shipp->target_shields_delta)
3473 delta = -shipp->target_shields_delta;
3475 add_shield_strength(obj, -delta);
3476 shipp->target_shields_delta += delta;
3479 delta = frametime * ETS_RECHARGE_RATE * sip->max_weapon_reserve / 100.0f;
3481 if (shipp->target_weapon_energy_delta > 0.0f) {
3482 if (delta > shipp->target_weapon_energy_delta)
3483 delta = shipp->target_weapon_energy_delta;
3485 shipp->weapon_energy += delta;
3486 shipp->target_weapon_energy_delta -= delta;
3487 } else if (shipp->target_weapon_energy_delta < 0.0f) {
3488 if (delta < -shipp->target_weapon_energy_delta)
3489 delta = -shipp->target_weapon_energy_delta;
3491 shipp->weapon_energy -= delta;
3492 shipp->target_weapon_energy_delta += delta;
3497 // Stuff for showing ship thrusters.
3498 typedef struct thrust_anim {
3501 float time; // in seconds
3504 #define NUM_THRUST_ANIMS 6
3505 #define NUM_THRUST_GLOW_ANIMS 6
3507 // These are indexed by: Species*2 + (After_burner_on?1:0)
3508 static thrust_anim Thrust_anims[NUM_THRUST_ANIMS];
3509 char Thrust_anim_names[NUM_THRUST_ANIMS][MAX_FILENAME_LEN] = {
3511 "thruster01", "thruster01a",
3512 "thruster02", "thruster02a",
3513 "thruster03", "thruster03a"
3517 // These are indexed by: Species*2 + (After_burner_on?1:0)
3518 static thrust_anim Thrust_glow_anims[NUM_THRUST_GLOW_ANIMS];
3519 char Thrust_glow_anim_names[NUM_THRUST_GLOW_ANIMS][MAX_FILENAME_LEN] = {
3521 "thrusterglow01", "thrusterglow01a",
3522 "thrusterglow02", "thrusterglow02a",
3523 "thrusterglow03", "thrusterglow03a"
3527 static int Thrust_anim_inited = 0;
3529 // loads the animations for ship's afterburners
3530 void ship_init_thrusters()
3535 if ( Thrust_anim_inited == 1 )
3538 // AL 29-3-98: Don't want to include Shivan thrusters in the demo build
3539 int num_thrust_anims = NUM_THRUST_ANIMS;
3540 #ifdef DEMO // N/A FS2_DEMO
3541 num_thrust_anims = NUM_THRUST_ANIMS - 2;
3544 for ( i = 0; i < num_thrust_anims; i++ ) {
3545 ta = &Thrust_anims[i];
3546 ta->first_frame = bm_load_animation(Thrust_anim_names[i], &ta->num_frames, &fps, 1);
3547 if ( ta->first_frame == -1 ) {
3548 Error(LOCATION,"Error loading animation file: %s\n",Thrust_anim_names[i]);
3552 ta->time = i2fl(ta->num_frames)/fps;
3555 // AL 29-3-98: Don't want to include Shivan thrusters in the demo build
3556 int num_thrust_glow_anims = NUM_THRUST_GLOW_ANIMS;
3557 #ifdef DEMO // N/A FS2_DEMO
3558 num_thrust_glow_anims = NUM_THRUST_GLOW_ANIMS - 2;
3561 for ( i = 0; i < num_thrust_glow_anims; i++ ) {
3562 ta = &Thrust_glow_anims[i];
3563 ta->num_frames = NOISE_NUM_FRAMES;
3565 ta->first_frame = bm_load( Thrust_glow_anim_names[i] );
3566 if ( ta->first_frame == -1 ) {
3567 Error(LOCATION,"Error loading bitmap file: %s\n",Thrust_glow_anim_names[i]);
3571 ta->time = i2fl(ta->num_frames)/fps;
3574 Thrust_anim_inited = 1;
3578 // JAS - figure out which thruster bitmap will get rendered next
3579 // time around. ship_render needs to have shipp->thruster_bitmap set to
3580 // a valid bitmap number, or -1 if we shouldn't render thrusters.
3581 void ship_do_thruster_frame( ship *shipp, object *objp, float frametime )
3586 thrust_anim *the_anim;
3587 ship_info *sinfo = &Ship_info[shipp->ship_info_index];
3589 if ( !Thrust_anim_inited ) ship_init_thrusters();
3591 // The animations are organized by:
3592 // Species*2 + (After_burner_on?1:0)
3593 anim_index = sinfo->species*2;
3595 if ( objp->phys_info.flags & PF_AFTERBURNER_ON ) {
3596 anim_index++; // select afterburner anim.
3597 rate = 1.5f; // go at 1.5x faster when afterburners on
3599 // If thrust at 0, go at half as fast, full thrust; full framerate
3600 // so set rate from 0.5 to 1.0, depending on thrust from 0 to 1
3601 // rate = 0.5f + objp->phys_info.forward_thrust / 2.0f;
3602 rate = 0.67f * (1.0f + objp->phys_info.forward_thrust);
3607 Assert( anim_index > -1 );
3608 Assert( anim_index < NUM_THRUST_ANIMS );
3610 the_anim = &Thrust_anims[anim_index];
3612 Assert( frametime > 0.0f );
3613 shipp->thruster_frame += frametime * rate;
3616 if ( shipp->thruster_frame < 0.0f ) shipp->thruster_frame = 0.0f;
3617 if ( shipp->thruster_frame > 100.0f ) shipp->thruster_frame = 0.0f;
3619 while ( shipp->thruster_frame > the_anim->time ) {
3620 shipp->thruster_frame -= the_anim->time;
3622 framenum = fl2i( (shipp->thruster_frame*the_anim->num_frames) / the_anim->time );
3623 if ( framenum < 0 ) framenum = 0;
3624 if ( framenum >= the_anim->num_frames ) framenum = the_anim->num_frames-1;
3626 // if ( anim_index == 0 )
3627 // mprintf(( "Frame = %d/%d, anim=%d\n", framenum+1, the_anim->num_frames, anim_index ));
3629 // Get the bitmap for this frame
3630 shipp->thruster_bitmap = the_anim->first_frame + framenum;
3632 // mprintf(( "TF: %.2f\n", shipp->thruster_frame ));
3634 // Do it for glow bitmaps
3635 the_anim = &Thrust_glow_anims[anim_index];
3637 Assert( frametime > 0.0f );
3638 shipp->thruster_glow_frame += frametime * rate;
3641 if ( shipp->thruster_glow_frame < 0.0f ) shipp->thruster_glow_frame = 0.0f;
3642 if ( shipp->thruster_glow_frame > 100.0f ) shipp->thruster_glow_frame = 0.0f;
3644 while ( shipp->thruster_glow_frame > the_anim->time ) {
3645 shipp->thruster_glow_frame -= the_anim->time;
3647 framenum = fl2i( (shipp->thruster_glow_frame*the_anim->num_frames) / the_anim->time );
3648 if ( framenum < 0 ) framenum = 0;
3649 if ( framenum >= the_anim->num_frames ) framenum = the_anim->num_frames-1;
3651 // if ( anim_index == 0 )
3652 // mprintf(( "Frame = %d/%d, anim=%d\n", framenum+1, the_anim->num_frames, anim_index ));
3654 // Get the bitmap for this frame
3655 shipp->thruster_glow_bitmap = the_anim->first_frame; // + framenum;
3656 shipp->thruster_glow_noise = Noise[framenum];
3661 // JAS - figure out which thruster bitmap will get rendered next
3662 // time around. ship_render needs to have shipp->thruster_bitmap set to
3663 // a valid bitmap number, or -1 if we shouldn't render thrusters.
3664 // This does basically the same thing as ship_do_thruster_frame, except it
3665 // operates on a weapon. This is in the ship code because it needs
3666 // the same thruster animation info as the ship stuff, and I would
3667 // rather extern this one function than all the thruster animation stuff.
3668 void ship_do_weapon_thruster_frame( weapon *weaponp, object *objp, float frametime )
3673 thrust_anim *the_anim;
3675 if ( !Thrust_anim_inited ) ship_init_thrusters();
3677 // The animations are organized by:
3678 // Species*2 + (After_burner_on?1:0)
3679 anim_index = weaponp->species*2;
3681 // If thrust at 0, go at half as fast, full thrust; full framerate
3682 // so set rate from 0.5 to 1.0, depending on thrust from 0 to 1
3683 // rate = 0.5f + objp->phys_info.forward_thrust / 2.0f;
3684 rate = 0.67f * (1.0f + objp->phys_info.forward_thrust);
3686 Assert( anim_index > -1 );
3687 Assert( anim_index < NUM_THRUST_ANIMS );
3689 the_anim = &Thrust_anims[anim_index];
3691 Assert( frametime > 0.0f );
3692 weaponp->thruster_frame += frametime * rate;
3695 if ( weaponp->thruster_frame < 0.0f ) weaponp->thruster_frame = 0.0f;
3696 if ( weaponp->thruster_frame > 100.0f ) weaponp->thruster_frame = 0.0f;
3698 while ( weaponp->thruster_frame > the_anim->time ) {
3699 weaponp->thruster_frame -= the_anim->time;
3701 framenum = fl2i( (weaponp->thruster_frame*the_anim->num_frames) / the_anim->time );
3702 if ( framenum < 0 ) framenum = 0;
3703 if ( framenum >= the_anim->num_frames ) framenum = the_anim->num_frames-1;
3705 // if ( anim_index == 0 )
3706 // mprintf(( "Frame = %d/%d, anim=%d\n", framenum+1, the_anim->num_frames, anim_index ));
3708 // Get the bitmap for this frame
3709 weaponp->thruster_bitmap = the_anim->first_frame + framenum;
3711 // mprintf(( "TF: %.2f\n", weaponp->thruster_frame ));
3713 // Do it for glow bitmaps
3714 the_anim = &Thrust_glow_anims[anim_index];
3716 Assert( frametime > 0.0f );
3717 weaponp->thruster_glow_frame += frametime * rate;
3720 if ( weaponp->thruster_glow_frame < 0.0f ) weaponp->thruster_glow_frame = 0.0f;
3721 if ( weaponp->thruster_glow_frame > 100.0f ) weaponp->thruster_glow_frame = 0.0f;
3723 while ( weaponp->thruster_glow_frame > the_anim->time ) {
3724 weaponp->thruster_glow_frame -= the_anim->time;
3726 framenum = fl2i( (weaponp->thruster_glow_frame*the_anim->num_frames) / the_anim->time );
3727 if ( framenum < 0 ) framenum = 0;
3728 if ( framenum >= the_anim->num_frames ) framenum = the_anim->num_frames-1;
3730 // if ( anim_index == 0 )
3731 // mprintf(( "Frame = %d/%d, anim=%d\n", framenum+1, the_anim->num_frames, anim_index ));
3733 // Get the bitmap for this frame
3734 weaponp->thruster_glow_bitmap = the_anim->first_frame; // + framenum;
3735 weaponp->thruster_glow_noise = Noise[framenum];
3740 // Repair damaged subsystems for a ship, called for each ship once per frame.
3741 // TODO: optimize by only calling ever N seconds and keeping track of elapsed time
3743 // NOTE: need to update current_hits in the sp->subsys_list element, and the sp->subsys_info[]
3745 #define SHIP_REPAIR_SUBSYSTEM_RATE 0.01f // percent repair per second for a subsystem
3746 #define SUBSYS_REPAIR_THRESHOLD 0.1 // only repair subsystems that have > 10% strength
3747 void ship_auto_repair_frame(int shipnum, float frametime)
3750 ship_subsys_info *ssip;
3755 if ( !Ship_auto_repair ) // only repair subsystems if Ship_auto_repair flag is set
3759 Assert( shipnum >= 0 && shipnum < MAX_SHIPS);
3760 sp = &Ships[shipnum];
3761 sip = &Ship_info[sp->ship_info_index];
3763 // only allow for the auto-repair of subsystems on small ships
3764 if ( !(sip->flags & SIF_SMALL_SHIP) )
3767 // AL 3-14-98: only allow auto-repair if power output not zero
3768 if ( sip->power_output <= 0 )
3771 // iterate through subsystems, repair as needed based on elapsed frametime
3772 for ( ssp = GET_FIRST(&sp->subsys_list); ssp != END_OF_LIST(&sp->subsys_list); ssp = GET_NEXT(ssp) ) {
3773 Assert(ssp->system_info->type >= 0 && ssp->system_info->type < SUBSYSTEM_MAX);
3774 ssip = &sp->subsys_info[ssp->system_info->type];
3776 if ( ssp->current_hits != ssp->system_info->max_hits ) {
3778 // only repair those subsystems which are not destroyed
3779 if ( ssp->system_info->max_hits <= 0 || ssp->current_hits <= 0 )
3782 // do incremental repair on the subsystem
3783 ssp->current_hits += ssp->system_info->max_hits * SHIP_REPAIR_SUBSYSTEM_RATE * frametime;
3784 ssip->current_hits += ssip->total_hits * SHIP_REPAIR_SUBSYSTEM_RATE * frametime;
3786 // check for overflow of current_hits
3787 if ( ssp->current_hits >= ssp->system_info->max_hits ) {
3788 // TODO: here is hook for when a subsystem is fully repaired (eg add voice)
3789 ssp->current_hits = ssp->system_info->max_hits;
3791 if ( ssip->current_hits >= ssip->total_hits ) {
3792 ssip->current_hits = ssip->total_hits;
3798 // this function checks to see how far the player has strayed from his starting location (should be
3799 // single player only). Issues a warning at some distance. Makes mission end if he keeps flying away
3800 // 3 strikes and you're out or too far away
3801 #define PLAYER_MAX_DIST_WARNING 70000 // distance in KM at which player gets warning to return to battle
3802 #define PLAYER_DISTANCE_MAX_WARNINGS 3 // maximum number of warnings player can receive before mission ends
3803 #define PLAYER_MAX_DIST_END 75000 // distance from starting loc at which we end mission
3804 #define PLAYER_WARN_DELTA_TIME 10000
3805 #define PLAYER_DEATH_DELTA_TIME 5000
3807 void ship_check_player_distance_sub(player *p, int multi_target=-1)
3809 // only check distance for ships
3810 if ( p->control_mode != PCM_NORMAL ) {
3811 // already warping out... don't bother checking anymore
3815 float dist = vm_vec_dist_quick(&Objects[p->objnum].pos, &vmd_zero_vector);
3817 int give_warning_to_player = 0;
3818 if ( dist > PLAYER_MAX_DIST_WARNING ) {
3819 if (p->distance_warning_count == 0) {
3820 give_warning_to_player = 1;
3822 if (timestamp_until(p->distance_warning_time) < 0) {
3823 give_warning_to_player = 1;
3828 if ( give_warning_to_player ) {
3829 // increase warning count
3830 p->distance_warning_count++;
3831 // set timestamp unless player PLAYER_FLAGS_DIST_TO_BE_KILLED flag is set
3832 if ( !(p->flags & PLAYER_FLAGS_DIST_TO_BE_KILLED) ) {
3833 p->distance_warning_time = timestamp(PLAYER_WARN_DELTA_TIME);
3835 // issue up to max warnings
3836 if (p->distance_warning_count <= PLAYER_DISTANCE_MAX_WARNINGS) {
3837 message_send_builtin_to_player( MESSAGE_STRAY_WARNING, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_SOON, 0, 0, multi_target, -1 );
3840 // 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));
3841 if (p->distance_warning_count > PLAYER_DISTANCE_MAX_WARNINGS) {
3842 p->flags |= PLAYER_FLAGS_DIST_WARNING;
3846 if ( !(p->flags & PLAYER_FLAGS_FORCE_MISSION_OVER) && ((p->distance_warning_count > PLAYER_DISTANCE_MAX_WARNINGS) || (dist > PLAYER_MAX_DIST_END)) ) {
3847 // DKA 5/17/99 - DONT force warpout. Won't work multiplayer. Blow up ship.
3848 if ( !(p->flags & PLAYER_FLAGS_DIST_TO_BE_KILLED) ) {
3849 message_send_builtin_to_player( MESSAGE_STRAY_WARNING_FINAL, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, multi_target, -1 );
3850 p->flags |= PLAYER_FLAGS_DIST_TO_BE_KILLED;
3851 p->distance_warning_time = timestamp(PLAYER_DEATH_DELTA_TIME);
3853 // HUD_sourced_printf(HUD_SOURCE_TERRAN_CMD, XSTR("Terran Command: Sorry pilot, removing you from battle because of your insubordination!!!", -1));
3854 // gameseq_post_event(GS_EVENT_PLAYER_WARPOUT_START_FORCED);
3856 // get hull strength and blow up
3857 if ( (p->flags & PLAYER_FLAGS_DIST_TO_BE_KILLED) && (timestamp_until(p->distance_warning_time) < 0) ) {
3858 p->flags |= PLAYER_FLAGS_FORCE_MISSION_OVER;
3859 float damage = 10.0f * Objects[p->objnum].hull_strength;
3860 ship_apply_global_damage(&Objects[p->objnum], &Objects[p->objnum], NULL, damage);
3864 // see if player has moved back into "bounds"
3865 if ( (dist < PLAYER_MAX_DIST_WARNING) && (p->flags & PLAYER_FLAGS_DIST_WARNING) && !(p->flags & PLAYER_FLAGS_DIST_TO_BE_KILLED) ) {
3866 p->flags &= ~PLAYER_FLAGS_DIST_WARNING;
3867 p->distance_warning_count = 1;
3871 void ship_check_player_distance()
3876 if (Game_mode & GM_MULTIPLAYER) {
3877 // if I'm the server, check all non-observer players including myself
3878 if (MULTIPLAYER_MASTER) {
3880 for (idx=0; idx<MAX_PLAYERS; idx++) {
3881 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) ) {
3882 // if bad, blow him up
3883 ship_check_player_distance_sub(Net_players[idx].player, idx);
3890 // maybe blow him up
3891 ship_check_player_distance_sub(Player);
3895 void observer_process_post(object *objp)
3897 Assert(objp->type == OBJ_OBSERVER);
3899 if (Game_mode & GM_MULTIPLAYER) {
3900 // if I'm just an observer
3901 if (MULTI_OBSERVER(Net_players[MY_NET_PLAYER_NUM])) {
3902 float dist = vm_vec_dist_quick(&Player_obj->pos, &vmd_zero_vector);
3903 // if beyond max dist, reset to 0
3904 if (dist > PLAYER_MAX_DIST_END) {
3906 if ((Player_obj != NULL) && (Player_obj->type != OBJ_GHOST)) {
3907 Player_obj->pos = vmd_zero_vector;
3914 // reset some physics info when ship's engines goes from disabled->enabled
3915 void ship_reset_disabled_physics(object *objp, int ship_class)
3917 objp->phys_info.flags &= ~(PF_REDUCED_DAMP | PF_DEAD_DAMP);
3918 objp->phys_info.side_slip_time_const = Ship_info[ship_class].damp;
3921 // Clear/set the subsystem disrupted flags
3922 void ship_subsys_disrupted_check(ship *sp)
3925 int engines_disabled=0;
3927 if ( sp->subsys_disrupted_flags & (1<<SUBSYSTEM_ENGINE) ) {
3931 sp->subsys_disrupted_flags=0;
3933 ss = GET_FIRST(&sp->subsys_list);
3934 while ( ss != END_OF_LIST( &sp->subsys_list ) ) {
3935 if ( !timestamp_elapsed(ss->disruption_timestamp) ) {
3936 sp->subsys_disrupted_flags |= (1<<ss->system_info->type);
3938 ss = GET_NEXT( ss );
3941 if ( engines_disabled ) {
3942 if ( !(sp->subsys_disrupted_flags & (1<<SUBSYSTEM_ENGINE)) ) {
3943 if ( !(sp->flags & SF_DISABLED) ) {
3944 ship_reset_disabled_physics(&Objects[sp->objnum], sp->ship_info_index);
3950 // Maybe check ship subsystems for disruption, and set/clear flags
3951 void ship_subsys_disrupted_maybe_check(ship *shipp)
3953 if ( timestamp_elapsed(shipp->subsys_disrupted_check_timestamp) ) {
3954 ship_subsys_disrupted_check(shipp);
3955 shipp->subsys_disrupted_check_timestamp=timestamp(250);
3959 // Determine if a given subsystem is disrupted (ie inoperable)
3960 // input: ss => pointer to ship subsystem
3961 // exit: 1 => subsystem is disrupted
3962 // 0 => subsystem is not disrupted
3963 int ship_subsys_disrupted(ship_subsys *ss)
3966 Int3(); // should never happen, get Alan if it does.
3970 if ( timestamp_elapsed(ss->disruption_timestamp) ) {
3977 // Disrupt a subsystem (ie make it inoperable for a time)
3978 // input: ss => ship subsystem to be disrupted
3979 // time => time in ms that subsystem should be disrupted
3980 void ship_subsys_set_disrupted(ship_subsys *ss, int time)
3985 Int3(); // should never happen, get Alan if it does.
3989 time_left=timestamp_until(ss->disruption_timestamp);
3990 if ( time_left < 0 ) {
3994 ss->disruption_timestamp = timestamp(time+time_left);
3997 // Determine if a given subsystem is disrupted (ie inoperable)
3998 // input: sp => pointer to ship containing subsystem
3999 // type => type of subsystem (SUBSYSTEM_*)
4000 // exit: 1 => subsystem is disrupted
4001 // 0 => subsystem is not disrupted
4003 int ship_subsys_disrupted(ship *sp, int type)
4005 if ( sp->subsys_disrupted_flags & (1<<type) ) {
4012 float Decay_rate = 1.0f / 120.0f;
4013 DCF(lethality_decay, "time in sec to return from 100 to 0")
4015 dc_get_arg(ARG_FLOAT);
4016 Decay_rate = Dc_arg_float;
4019 float min_lethality = 0.0f;
4021 void lethality_decay(ai_info *aip)
4023 float decay_rate = Decay_rate;
4024 aip->lethality -= 100.0f * decay_rate * flFrametime;
4025 aip->lethality = max(-10.0f, aip->lethality);
4027 // if (aip->lethality < min_lethality) {
4028 // min_lethality = aip->lethality;
4029 // mprintf(("new lethality low: %.1f\n", min_lethality));
4033 if (Objects[Ships[aip->shipnum].objnum].flags & OF_PLAYER_SHIP) {
4034 if (Framecount % 10 == 0) {
4035 int num_turrets = 0;
4036 if ((aip->target_objnum != -1) && (Objects[aip->target_objnum].type == OBJ_SHIP)) {
4037 int num_turrets_attacking(object *turret_parent, int target_objnum);
4038 num_turrets = num_turrets_attacking(&Objects[aip->target_objnum], Ships[aip->shipnum].objnum);
4040 nprintf(("lethality", "Player lethality: %.1f, num turrets targeting player: %d\n", aip->lethality, num_turrets));
4046 void ship_process_pre(object *objp, float frametime)
4050 MONITOR( NumShips );
4052 // Player ship uses this code, but does a quick out after doing a few things.
4053 // when adding code to this function, decide whether or not a client in a multiplayer game
4054 // needs to execute the code you are adding. Code which moves things, creates things, etc
4055 // probably doesn't need to be called. If you don't know -- find Allender!!!
4056 void ship_process_post(object * obj, float frametime)
4061 if(obj->type != OBJ_SHIP){
4062 nprintf(("Network","Ignoring non-ship object in ship_process_post()\n"));
4066 MONITOR_INC( NumShips, 1 );
4068 num = obj->instance;
4069 Assert( num >= 0 && num < MAX_SHIPS);
4070 Assert( obj->type == OBJ_SHIP );
4071 Assert( Ships[num].objnum == OBJ_INDEX(obj));
4073 shipp = &Ships[num];
4075 shipp->shield_hits = 0;
4077 update_ets(obj, frametime);
4079 afterburners_update(obj, frametime);
4081 ship_subsys_disrupted_maybe_check(shipp);
4083 ship_dying_frame(obj, num);
4085 ship_chase_shield_energy_targets(shipp, obj, frametime);
4087 // AL 1-6-98: record the initial ammo counts for ships, which is used as the max limit for rearming
4088 if ( !(shipp->flags & SF_AMMO_COUNT_RECORDED) ) {
4089 for ( int i=0; i<MAX_SECONDARY_BANKS; i++ ) {
4090 if ( red_alert_mission() ) {
4091 int max_missiles = get_max_ammo_count_for_bank(shipp->ship_info_index, i, shipp->weapons.secondary_bank_weapons[i]);
4092 shipp->weapons.secondary_bank_start_ammo[i] = max_missiles;
4094 shipp->weapons.secondary_bank_start_ammo[i] = shipp->weapons.secondary_bank_ammo[i];
4097 shipp->flags |= SF_AMMO_COUNT_RECORDED;
4100 if(!(Game_mode & GM_STANDALONE_SERVER)){
4101 // Plot ship on the radar. What about multiplayer ships?
4102 if ( obj != Player_obj ) // don't plot myself.
4103 radar_plot_object( obj );
4105 // MWA -- move the spark code to before the check for multiplayer master
4106 // Do ship sparks. Don't do sparks on my ship (since I cannot see it). This
4107 // code will do sparks on other ships in multiplayer though.
4108 // JAS: Actually in external view, you can see sparks, so I don't do sparks
4109 // on the Viewer_obj, not Player_obj.
4110 if ( (obj != Viewer_obj) && timestamp_elapsed(Ships[num].next_hit_spark) ) {
4111 shipfx_emit_spark(num,-1); // -1 means choose random spark location
4114 if ( obj != Viewer_obj ) {
4115 shipfx_do_damaged_arcs_frame( shipp );
4118 // JAS - flicker the thruster bitmaps
4119 ship_do_thruster_frame(shipp,obj,frametime);
4122 ship_auto_repair_frame(num, frametime);
4124 // MWA -- move the spark code to before the check for multiplayer master
4126 // if (timestamp_elapsed(Ships[num].next_hit_spark)) {
4128 // Ships[num].next_hit_spark = timestamp_rand(100,500);
4131 shipfx_do_lightning_frame(shipp);
4133 // if the ship has an EMP effect active, process it
4134 emp_process_ship(shipp);
4136 // call the contrail system
4137 ct_ship_process(shipp);
4139 // process engine wash
4140 void engine_wash_ship_process(ship *shipp);
4141 engine_wash_ship_process(shipp);
4144 if(shipp->tag_left > 0.0f){
4145 shipp->tag_left -= flFrametime;
4146 if(shipp->tag_left <= 0.000001f){
4147 shipp->tag_left = -1.0f;
4149 mprintf(("Killing TAG for %s\n", shipp->ship_name));
4153 // update level 2 TAG info
4154 if(shipp->level2_tag_left > 0.0f){
4155 shipp->level2_tag_left -= flFrametime;
4156 if(shipp->level2_tag_left <= 0.000001f){
4157 shipp->level2_tag_left = -1.0f;
4159 mprintf(("Killing level 2 TAG for %s\n", shipp->ship_name));
4163 if ( shipp->flags & SF_ARRIVING && Ai_info[shipp->ai_index].mode != AIM_BAY_EMERGE ) {
4164 // JAS -- if the ship is warping in, just move it forward at a speed
4165 // fast enough to move 2x it's radius in SHIP_WARP_TIME seconds.
4166 shipfx_warpin_frame( obj, frametime );
4167 } else if ( shipp->flags & SF_DEPART_WARP ) {
4168 // JAS -- if the ship is warping out, just move it forward at a speed
4169 // fast enough to move 2x it's radius in SHIP_WARP_TIME seconds.
4170 shipfx_warpout_frame( obj, frametime );
4174 // for multiplayer people. return here if in multiplay and not the host
4175 if ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) )
4178 // MWA -- moved the code to maybe fire swarm missiles to after the check for
4179 // multiplayer master. Only single player and multi server needs to do this code
4180 // this code might call ship_fire_secondary which will send the fire packets
4181 swarm_maybe_fire_missile(num);
4183 // maybe fire turret swarm missiles
4184 void turret_swarm_maybe_fire_missile(int num);
4185 turret_swarm_maybe_fire_missile(num);
4187 // maybe fire a corkscrew missile (just like swarmers)
4188 cscrew_maybe_fire_missile(num);
4190 // AL 2-19-98: Fire turret for player if it exists
4191 if ( obj->flags & OF_PLAYER_SHIP ) {
4192 player_maybe_fire_turret(obj);
4195 // if single player, check player object is not too far from starting location
4196 // DKA 5/17/99 check SINGLE and MULTI
4197 // if ( !(Game_mode & GM_MULTIPLAYER) && (obj == Player_obj) )
4198 if (obj == Player_obj) {
4199 ship_check_player_distance();
4202 // update ship lethality
4203 if ( Ships[num].ai_index >= 0 ){
4204 if (!physics_paused && !ai_paused){
4205 lethality_decay(&Ai_info[Ships[num].ai_index]);
4209 // if the ship is a player ship or an observer ship don't need to do AI
4210 if ( (obj->flags & OF_PLAYER_SHIP) || (obj->type == OBJ_OBSERVER) ) {
4214 if ( Ships[num].ai_index >= 0 ){
4215 if (!physics_paused && !ai_paused){
4216 ai_process( obj, Ships[num].ai_index, frametime );
4223 // ------------------------------------------------------------------------
4224 // ship_set_default_weapons()
4226 // Set the ship level weapons based on the information contained in the ship
4227 // info. Weapon assignments are checked against the model to ensure the models
4228 // and the ship info weapon data are in synch.
4232 void ship_set_default_weapons(ship *shipp, ship_info *sip)
4236 ship_weapon *swp = &shipp->weapons;
4238 // Copy primary and secondary weapons from ship_info to ship.
4239 // Later, this will happen in the weapon loadout screen.
4240 for (i=0; i < MAX_PRIMARY_BANKS; i++){
4241 swp->primary_bank_weapons[i] = sip->primary_bank_weapons[i];
4244 for (i=0; i < MAX_SECONDARY_BANKS; i++){
4245 swp->secondary_bank_weapons[i] = sip->secondary_bank_weapons[i];
4248 // Copy the number of primary and secondary banks to ship, and verify that
4249 // model is in synch
4250 po = model_get( sip->modelnum );
4253 if ( po->n_guns > sip->num_primary_banks ) {
4254 Assert(po->n_guns <= MAX_PRIMARY_BANKS);
4255 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);
4256 for ( i = sip->num_primary_banks; i < po->n_guns; i++ ) {
4257 // Make unspecified weapon for bank be a Light Laser
4258 swp->primary_bank_weapons[i] = weapon_info_lookup(NOX("Light Laser"));
4259 Assert(swp->primary_bank_weapons[i] >= 0);
4261 sip->num_primary_banks = po->n_guns;
4263 else if ( po->n_guns < sip->num_primary_banks ) {
4264 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);
4265 sip->num_primary_banks = po->n_guns;
4269 if ( po->n_missiles > sip->num_secondary_banks ) {
4270 Assert(po->n_missiles <= MAX_SECONDARY_BANKS);
4271 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);
4272 for ( i = sip->num_secondary_banks; i < po->n_missiles; i++ ) {
4273 // Make unspecified weapon for bank be a Rockeye Missile
4274 swp->secondary_bank_weapons[i] = weapon_info_lookup(NOX("Rockeye Missile"));
4275 Assert(swp->secondary_bank_weapons[i] >= 0);
4277 sip->num_secondary_banks = po->n_missiles;
4279 else if ( po->n_missiles < sip->num_secondary_banks ) {
4280 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);
4281 sip->num_secondary_banks = po->n_missiles;
4284 swp->num_primary_banks = sip->num_primary_banks;
4285 swp->num_secondary_banks = sip->num_secondary_banks;
4286 for ( i = 0; i < swp->num_secondary_banks; i++ ) {
4288 swp->secondary_bank_ammo[i] = 100;
4290 swp->secondary_bank_ammo[i] = sip->secondary_bank_ammo_capacity[i];
4293 swp->secondary_bank_capacity[i] = sip->secondary_bank_ammo_capacity[i];
4296 for ( i = 0; i < MAX_PRIMARY_BANKS; i++ ){
4297 swp->next_primary_fire_stamp[i] = timestamp(0);
4300 for ( i = 0; i < MAX_SECONDARY_BANKS; i++ ){
4301 swp->next_secondary_fire_stamp[i] = timestamp(0);
4306 // A faster version of ship_check_collision that does not do checking at the polygon
4307 // level. Just checks to see if a vector will intersect a sphere.
4308 int ship_check_collision_fast( object * obj, object * other_obj, vector * hitpos)
4313 Assert( obj->type == OBJ_SHIP );
4314 Assert( obj->instance >= 0 );
4316 num = obj->instance;
4318 ship_model_start(obj); // are these needed in this fast case? probably not.
4320 mc.model_num = Ships[num].modelnum; // Fill in the model to check
4321 mc.orient = &obj->orient; // The object's orient
4322 mc.pos = &obj->pos; // The object's position
4323 mc.p0 = &other_obj->last_pos; // Point 1 of ray to check
4324 mc.p1 = &other_obj->pos; // Point 2 of ray to check
4325 mc.flags = MC_ONLY_SPHERE; // flags
4329 *hitpos = mc.hit_point_world;
4331 ship_model_stop(obj); // are these needed in this fast case? probably not.
4336 // ensure that the subsys path is at least SUBSYS_PATH_DIST from the
4337 // second last to last point.
4338 void ship_maybe_fixup_subsys_path(polymodel *pm, int path_num)
4340 vector *v1, *v2, dir;
4342 int index_1, index_2;
4345 mp = &pm->paths[path_num];
4348 Assert(mp->nverts > 1);
4353 v1 = &mp->verts[index_1].pos;
4354 v2 = &mp->verts[index_2].pos;
4356 dist = vm_vec_dist(v1, v2);
4357 if ( dist < SUBSYS_PATH_DIST-10 ) {
4358 vm_vec_normalized_dir(&dir, v2, v1);
4359 vm_vec_scale_add(v2, v1, &dir, SUBSYS_PATH_DIST);
4363 // fill in the path_num field inside the model_subsystem struct. This is an index into
4364 // the pm->paths[] array, which is a path that provides a frontal approach to a subsystem
4365 // (used for attacking purposes)
4367 // NOTE: path_num in model_subsystem has the follows the following convention:
4368 // > 0 => index into pm->paths[] for model that subsystem sits on
4369 // -1 => path is not yet determined (may or may not exist)
4370 // -2 => path doesn't yet exist for this subsystem
4371 void ship_set_subsys_path_nums(ship_info *sip, polymodel *pm)
4375 for ( i = 0; i < sip->n_subsystems; i++ ) {
4376 sip->subsystems[i].path_num = -1;
4379 for ( i = 0; i < sip->n_subsystems; i++ ) {
4381 for ( j = 0; j < pm->n_paths; j++ ) {
4382 if ( (sip->subsystems[i].subobj_num != -1) && (sip->subsystems[i].subobj_num == pm->paths[j].parent_submodel) ) {
4384 } else if ( !stricmp(sip->subsystems[i].subobj_name, pm->paths[j].parent_name) ) {
4389 if ( pm->n_paths > j ) {
4390 sip->subsystems[i].path_num = j;
4391 ship_maybe_fixup_subsys_path(pm, j);
4397 // If a path num wasn't located, then set value to -2
4398 if ( sip->subsystems[i].path_num == -1 )
4399 sip->subsystems[i].path_num = -2;
4403 // Determine the path indices (indicies into pm->paths[]) for the paths used for approaching/departing
4404 // a fighter bay on a capital ship.
4405 void ship_set_bay_path_nums(ship_info *sip, polymodel *pm)
4408 char bay_num_str[3];
4410 if ( pm->ship_bay != NULL ) {
4412 pm->ship_bay = NULL;
4415 // currently only capital ships have fighter bays
4416 if ( !(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) ) {
4420 // malloc out storage for the path information
4421 pm->ship_bay = (ship_bay*)malloc(sizeof(ship_bay));
4422 Assert(pm->ship_bay != NULL);
4424 pm->ship_bay->num_paths = 0;
4425 // TODO: determine if zeroing out here is affecting any earlier initializations
4426 pm->ship_bay->arrive_flags = 0; // bitfield, set to 1 when that path number is reserved for an arrival
4427 pm->ship_bay->depart_flags = 0; // bitfield, set to 1 when that path number is reserved for a departure
4430 // iterate through the paths that exist in the polymodel, searching for $bayN pathnames
4431 for ( i = 0; i < pm->n_paths; i++ ) {
4432 if ( !strnicmp(pm->paths[i].name, NOX("$bay"), 4) ) {
4433 strncpy(bay_num_str, pm->paths[i].name+4, 2);
4435 bay_num = atoi(bay_num_str);
4436 Assert(bay_num >= 1 && bay_num <= MAX_SHIP_BAY_PATHS);
4437 pm->ship_bay->paths[bay_num-1] = i;
4438 pm->ship_bay->num_paths++;
4443 // Ensure create time for ship is unqiue
4444 void ship_make_create_time_unique(ship *shipp)
4446 int sanity_counter = 0, collision;
4447 ship *compare_shipp;
4449 uint new_create_time;
4451 new_create_time = shipp->create_time;
4455 if ( sanity_counter++ > 50 ) {
4462 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
4463 compare_shipp = &Ships[Objects[so->objnum].instance];
4465 if ( compare_shipp == shipp ) {
4469 if ( compare_shipp->create_time == new_create_time ) {
4477 shipp->create_time = new_create_time;
4483 int Ship_subsys_hwm = 0;
4485 void show_ship_subsys_count()
4490 for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
4491 if (objp->type == OBJ_SHIP) {
4492 count += Ship_info[Ships[objp->type].ship_info_index].n_subsystems;
4496 //nprintf(("AI", "Num subsystems, high water mark = %i, %i\n", count, Ship_subsys_hwm));
4498 if (count > Ship_subsys_hwm) {
4499 Ship_subsys_hwm = count;
4503 // Returns object index of ship.
4505 int ship_create(matrix *orient, vector *pos, int ship_type)
4507 int i, n, objnum, j, k, t;
4511 t = ship_get_num_ships();
4513 // The following check caps the number of ships that can be created. Because Fred needs
4514 // to create all the ships, regardless of when they arrive/depart, it needs a higher
4515 // limit than FreeSpace. On release, however, we will reduce it, thus FreeSpace needs
4516 // to check against what this limit will be, otherwise testing the missions before
4517 // release could work fine, yet not work anymore once a release build is made.
4523 if (t >= SHIPS_LIMIT) {
4524 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 );
4529 //nprintf(("AI", "Number of ships = %i\n", t));
4531 for (n=0; n<MAX_SHIPS; n++){
4532 if (Ships[n].objnum == -1){
4537 if (n == MAX_SHIPS){
4541 Assert((ship_type >= 0) && (ship_type < Num_ship_types));
4542 sip = &(Ship_info[ship_type]);
4545 // check to be sure that this ship falls into a ship size category!!!
4546 // get Allender or Mike if you hit this Assert
4547 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) );
4549 sip->modelnum = model_load(sip->pof_file, sip->n_subsystems, &sip->subsystems[0]); // use the highest detail level
4550 shipp->modelnum = sip->modelnum;
4552 // maybe load an optional hud target model
4553 if(strlen(sip->pof_file_hud)){
4554 // check to see if a "real" ship uses this model. if so, load it up for him so that subsystems are setup properly
4556 for(idx=0; idx<Num_ship_types; idx++){
4557 if(!stricmp(Ship_info[idx].pof_file, sip->pof_file_hud)){
4558 Ship_info[idx].modelnum = model_load(Ship_info[idx].pof_file, Ship_info[idx].n_subsystems, &Ship_info[idx].subsystems[0]);
4562 // mow load it for me with no subsystems
4563 sip->modelnum_hud = model_load(sip->pof_file_hud, 0, NULL);
4567 pm = model_get(shipp->modelnum);
4569 ship_copy_subsystem_fixup(sip);
4571 show_ship_subsys_count();
4573 if ( sip->num_detail_levels < pm->n_detail_levels ) {
4574 Warning(LOCATION, "For ship '%s', detail level\nmismatch (POF needs %d)", sip->name, pm->n_detail_levels );
4576 for (i=0; i<pm->n_detail_levels; i++ ) {
4577 sip->detail_distance[i] = 0;
4581 for (i=0; i<sip->num_detail_levels; i++ ) {
4582 pm->detail_depth[i] = i2fl(sip->detail_distance[i]);
4585 if ( sip->flags & SIF_NAVBUOY ) {
4586 // JAS: Nav buoys don't need to do collisions!
4587 objnum = obj_create(OBJ_SHIP, -1, n, orient, pos, model_get_radius(shipp->modelnum), OF_RENDERS | OF_PHYSICS );
4589 objnum = obj_create(OBJ_SHIP, -1, n, orient, pos, model_get_radius(shipp->modelnum), OF_RENDERS | OF_COLLIDES | OF_PHYSICS );
4591 Assert( objnum >= 0 );
4593 shipp->ai_index = ai_get_slot(n);
4594 Assert( shipp->ai_index >= 0 );
4596 sprintf(shipp->ship_name, NOX("%s %d"), Ship_info[ship_type].name, n);
4597 ship_set_default_weapons(shipp, sip); // Moved up here because ship_set requires that weapon info be valid. MK, 4/28/98
4598 ship_set(n, objnum, ship_type);
4600 // fill in the path_num field inside the model_subsystem struct. This is an index into
4601 // the pm->paths[] array, which is a path that provides a frontal approach to a subsystem
4602 // (used for attacking purposes)
4604 // NOTE: path_num in model_subsystem has the follows the following convention:
4605 // > 0 => index into pm->paths[] for model that subsystem sits on
4606 // -1 => path is not yet determined (may or may not exist)
4607 // -2 => path doesn't yet exist for this subsystem
4608 ship_set_subsys_path_nums(sip, pm);
4610 // set the path indicies for fighter bays on the ship (currently, only capital ships have fighter bays)
4611 ship_set_bay_path_nums(sip, pm);
4613 init_ai_object(objnum);
4614 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
4616 //ship_set_default_weapons(shipp, sip);
4618 // Allocate shield and initialize it.
4619 if (pm->shield.ntris) {
4620 shipp->shield_integrity = (float *)malloc(sizeof(float)*pm->shield.ntris);
4621 for (i=0; i<pm->shield.ntris; i++)
4622 shipp->shield_integrity[i] = 1.0f;
4625 shipp->shield_integrity = NULL;
4627 // fix up references into paths for this ship's model to point to a ship_subsys entry instead
4628 // of a submodel index. The ship_subsys entry should be the same for *all* instances of the
4631 if ( !(sip->flags & SIF_PATH_FIXUP )) {
4632 for ( i = 0; i < pm->n_paths; i++ ) {
4633 for ( j = 0; j < pm->paths[i].nverts; j++ ) {
4634 for ( k = 0; k < pm->paths[i].verts[j].nturrets; k++ ) {
4635 int ptindex = pm->paths[i].verts[j].turret_ids[k]; // this index is a submodel number (ala bspgen)
4639 // iterate through the ship_subsystems looking for an id that matches
4641 ss = GET_FIRST(&Ships[n].subsys_list);
4642 while ( ss != END_OF_LIST( &Ships[n].subsys_list ) ) {
4643 if ( ss->system_info->subobj_num == ptindex ) { // when these are equal, fix up the ref
4644 pm->paths[i].verts[j].turret_ids[k] = index; // in path structure to index a ship_subsys
4648 ss = GET_NEXT( ss );
4651 if ( ss == END_OF_LIST(&Ships[n].subsys_list) )
4652 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 );
4656 sip->flags |= SIF_PATH_FIXUP;
4659 // reset the damage record fields (for scoring purposes)
4660 shipp->total_damage_received = 0.0f;
4661 for(i=0;i<MAX_DAMAGE_SLOTS;i++){
4662 shipp->damage_ship[i] = 0.0f;
4663 shipp->damage_ship_id[i] = -1;
4666 // Add this ship to Ship_obj_list
4667 shipp->ship_list_index = ship_obj_list_add(objnum);
4669 // Set time when ship is created
4670 shipp->create_time = timer_get_milliseconds();
4672 ship_make_create_time_unique(shipp);
4674 // set the team select index to be -1
4675 shipp->ts_index = -1;
4677 shipp->wing_status_wing_index = -1; // wing index (0-4) in wingman status gauge
4678 shipp->wing_status_wing_pos = -1; // wing position (0-5) in wingman status gauge
4680 // call the contrail system
4681 ct_ship_create(shipp);
4686 // ----------------------------------------------------------------
4687 // ship_model_change()
4689 // Change the ship model for a ship to that for ship class 'ship_type'
4691 // input: n => index of ship in Ships[] array
4692 // ship_type => ship class (index into Ship_info[])
4694 void ship_model_change(int n, int ship_type)
4701 Assert( n >= 0 && n < MAX_SHIPS );
4703 sip = &(Ship_info[ship_type]);
4705 model_num = model_load(sip->pof_file, sip->n_subsystems, &sip->subsystems[0]); // use the highest detail level
4709 model_page_in_textures(model_num, ship_type);
4712 Objects[sp->objnum].radius = model_get_radius(model_num);
4713 sip->modelnum = model_num;
4714 sp->modelnum = model_num;
4717 pm = model_get(sp->modelnum);
4719 ship_copy_subsystem_fixup(sip);
4721 if ( sip->num_detail_levels < pm->n_detail_levels ) {
4722 Warning(LOCATION, "For ship '%s', detail level\nmismatch (POF needs %d)", sip->name, pm->n_detail_levels );
4724 for (i=0; i<pm->n_detail_levels; i++ ) {
4725 sip->detail_distance[i] = 0;
4729 for (i=0; i<sip->num_detail_levels; i++ ) {
4730 pm->detail_depth[i] = i2fl(sip->detail_distance[i]);
4734 // ----------------------------------------------------------------
4735 // change_ship_type()
4737 // Change the ship class on a ship, and changing all required information
4738 // for consistency (ie textures, subsystems, weapons, physics)
4740 // input: n => index of ship in Ships[] array
4741 // ship_type => ship class (index into Ship_info[])
4743 void change_ship_type(int n, int ship_type)
4750 Assert( n >= 0 && n < MAX_SHIPS );
4752 sip = &(Ship_info[ship_type]);
4753 objp = &Objects[sp->objnum];
4755 // point to new ship data
4756 sp->ship_info_index = ship_type;
4758 ship_model_change(n, ship_type);
4760 // if the subsystem list is not currently empty, then we need to clear it out first.
4761 if ( NOT_EMPTY(&sp->subsys_list) ) {
4762 ship_subsys *ship_system, *tmp;
4764 for ( ship_system = GET_FIRST(&sp->subsys_list); ship_system != END_OF_LIST(&sp->subsys_list); ) {
4765 tmp = GET_NEXT(ship_system);
4766 list_remove( &sp->subsys_list, ship_system );
4767 list_append( &ship_subsys_free_list, ship_system );
4771 // fix up the subsystems
4772 subsys_set( sp->objnum );
4774 // set the correct hull strength
4776 objp->hull_strength = 100.0f;
4778 objp->hull_strength = sip->initial_hull_strength;
4781 // set the correct shields strength
4783 objp->shields[0] = 100.0f;
4785 set_shield_strength(objp, sip->shields);
4788 sp->afterburner_fuel = sip->afterburner_fuel_capacity;
4790 ship_set_default_weapons(sp, sip);
4791 physics_ship_init(&Objects[sp->objnum]);
4792 ets_init_ship(&Objects[sp->objnum]);
4793 // mwa removed the next line in favor of simply setting the ai_class in AI_info. ai_object_init
4794 // was trashing mode in ai_info when it was valid due to goals.
4795 //ai_object_init(&Objects[sp->objnum], sp->ai_index);
4796 Ai_info[sp->ai_index].ai_class = sip->ai_class;
4800 // Fire the debug laser
4801 int ship_fire_primary_debug(object *objp)
4804 ship *shipp = &Ships[objp->instance];
4807 if ( !timestamp_elapsed(shipp->weapons.next_primary_fire_stamp[0]) )
4810 // do timestamp stuff for next firing time
4811 shipp->weapons.next_primary_fire_stamp[0] = timestamp(250);
4813 // Debug code! Make the single laser fire only one bolt and from the object center!
4814 for (i=0; i<MAX_WEAPONS; i++)
4815 if (!stricmp(Weapon_info[i].name, NOX("Debug Laser")))
4818 vm_vec_add(&wpos, &objp->pos, &(objp->orient.v.fvec) );
4819 if (i != MAX_WEAPONS) {
4821 weapon_objnum = weapon_create( &wpos, &objp->orient, i, OBJ_INDEX(objp), 0 );
4822 weapon_set_tracking_info(weapon_objnum, OBJ_INDEX(objp), Ai_info[shipp->ai_index].target_objnum);
4829 // Launch countermeasures from object *objp. rand_val is used in multiplayer to ensure that all
4830 // clients in the game fire countermeasure the same way
4831 int ship_launch_countermeasure(object *objp, int rand_val)
4833 int fired, check_count, cmeasure_count;
4837 shipp = &Ships[objp->instance];
4839 // in the case where the server is an observer, he can launch countermeasures unless we do this.
4840 if( objp->type == OBJ_OBSERVER){
4844 if ( !timestamp_elapsed(shipp->cmeasure_fire_stamp) ){
4848 shipp->cmeasure_fire_stamp = timestamp(CMEASURE_WAIT); // Can launch every half second.
4850 if (Weapon_energy_cheat) {
4851 shipp->cmeasure_count++;
4855 // we might check the count of countermeasures left depending on game state. Multiplayer clients
4856 // do not need to check any objects other than themselves for the count
4859 if ( MULTIPLAYER_CLIENT && (objp != Player_obj) ){
4863 if (check_count && (shipp->cmeasure_count <= 0) ) {
4864 if ( objp == Player_obj ) {
4865 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "No more countermeasure charges.", 485));
4866 snd_play( &Snds[SND_OUT_OF_MISSLES], 0.0f );
4869 // if we have a player ship, then send the fired packet anyway so that the player
4870 // who fired will get his 'out of countermeasures' sound
4872 if ( objp->flags & OF_PLAYER_SHIP ){
4873 goto send_countermeasure_fired;
4879 cmeasure_count = shipp->cmeasure_count;
4880 shipp->cmeasure_count--;
4882 vm_vec_scale_add(&pos, &objp->pos, &objp->orient.v.fvec, -objp->radius/2.0f);
4884 // cmeasure_create fires 1 countermeasure. returns -1 if not fired, otherwise a non-negative
4886 fired = cmeasure_create( objp, &pos, shipp->current_cmeasure, rand_val );
4888 // Play sound effect for counter measure launch
4889 Assert(shipp->current_cmeasure < Num_cmeasure_types);
4890 if ( Cmeasure_info[shipp->current_cmeasure].launch_sound != -1 ) {
4891 snd_play_3d( &Snds[Cmeasure_info[shipp->current_cmeasure].launch_sound], &pos, &View_position );
4895 send_countermeasure_fired:
4896 // the new way of doing things
4897 // if(Netgame.debug_flags & NETD_FLAG_CLIENT_FIRING){
4898 if(Game_mode & GM_MULTIPLAYER){
4899 send_NEW_countermeasure_fired_packet( objp, cmeasure_count, fired );
4902 // the old way of doing things
4904 // if ( MULTIPLAYER_MASTER ){
4905 // send_countermeasure_fired_packet( objp, cmeasure_count, fired );
4909 return (fired>0); // return 0 if not fired, 1 otherwise
4912 // internal function.. see if enough time has elapsed to play fail sound again
4913 int ship_maybe_play_primary_fail_sound()
4915 hud_start_flash_weapon(Player_ship->weapons.current_primary_bank);
4917 if ( timestamp_elapsed(Laser_energy_out_snd_timer) ) {
4918 Laser_energy_out_snd_timer = timestamp(50);
4919 snd_play( &Snds[SND_OUT_OF_WEAPON_ENERGY]);
4925 // internal function.. see if enough time has elapsed to play fail sound again
4926 int ship_maybe_play_secondary_fail_sound(weapon_info *wip)
4928 hud_start_flash_weapon(Player_ship->weapons.num_primary_banks + Player_ship->weapons.current_secondary_bank);
4930 if ( timestamp_elapsed(Missile_out_snd_timer) ) {
4932 if ( wip->wi_flags & WIF_SWARM ) {
4933 Missile_out_snd_timer = timestamp(500);
4935 Missile_out_snd_timer = timestamp(50);
4937 snd_play( &Snds[SND_OUT_OF_MISSLES] );
4943 // internal function.. see if weapon for ship can fire based on weapons subystem
4946 // returns: 1 => weapon failed to fire
4947 // 0 => weapon can fire
4948 int ship_weapon_maybe_fail(ship *sp)
4951 float weapons_subsys_str;
4953 // If playing on lowest skill level, weapons will not fail due to subsystem damage
4954 if ( Game_skill_level == 0 ){
4959 weapons_subsys_str = ship_get_subsystem_strength( sp, SUBSYSTEM_WEAPONS );
4960 if ( weapons_subsys_str < SUBSYS_WEAPONS_STR_FIRE_FAIL ) {
4963 else if ( weapons_subsys_str < SUBSYS_WEAPONS_STR_FIRE_OK ) {
4964 // chance to fire depends on weapons subsystem strength
4965 if ( (frand()-0.2f) > weapons_subsys_str )
4970 // is subsystem disrupted?
4971 if ( ship_subsys_disrupted(sp, SUBSYSTEM_WEAPONS) ) {
4979 // create a moving tracer based upon a weapon which just fired
4981 float t_len = 10.0f;
4983 float t_min = 150.0f;
4984 float t_max = 300.0f;
4987 dc_get_arg(ARG_FLOAT);
4988 t_rad = Dc_arg_float;
4992 dc_get_arg(ARG_FLOAT);
4993 t_len = Dc_arg_float;
4997 dc_get_arg(ARG_FLOAT);
4998 t_vel = Dc_arg_float;
5002 dc_get_arg(ARG_FLOAT);
5003 t_min = Dc_arg_float;
5007 dc_get_arg(ARG_FLOAT);
5008 t_max = Dc_arg_float;
5010 void ship_fire_tracer(int weapon_objnum)
5012 particle_info pinfo;
5013 object *objp = &Objects[weapon_objnum];
5014 weapon_info *wip = &Weapon_info[Weapons[Objects[weapon_objnum].instance].weapon_info_index];
5016 // setup particle info
5017 memset(&pinfo, 0, sizeof(particle_info));
5018 pinfo.pos = objp->pos;
5019 pinfo.vel = objp->phys_info.vel;
5020 vm_vec_scale(&pinfo.vel, t_vel);
5021 pinfo.lifetime = wip->lifetime;
5023 pinfo.type = PARTICLE_BITMAP;
5024 pinfo.optional_data = wip->laser_bitmap;
5025 pinfo.tracer_length = t_len;
5027 pinfo.attached_objnum = -1;
5028 pinfo.attached_sig = 0;
5030 // create the particle
5031 particle_create(&pinfo);
5034 // Multiplicative delay factors for increasing skill levels.
5035 float Ship_fire_delay_scale_hostile[NUM_SKILL_LEVELS] = {4.0f, 2.5f, 1.75f, 1.25f, 1.0f};
5036 float Ship_fire_delay_scale_friendly[NUM_SKILL_LEVELS] = {2.0f, 1.4f, 1.25f, 1.1f, 1.0f};
5038 int tracers[MAX_SHIPS][4][4];
5040 // fires a primary weapon for the given object. It also handles multiplayer cases.
5041 // in multiplayer, the starting network signature, and number of banks fired are sent
5042 // to all the clients in the game. All the info is passed to send_primary at the end of
5043 // the function. The check_energy parameter (defaults to 1) tells us whether or not
5044 // we should check the energy. It will be 0 when a multiplayer client is firing an AI
5046 int ship_fire_primary(object * obj, int stream_weapons, int force)
5048 vector gun_point, pnt, firing_pos;
5049 int n = obj->instance;
5054 int weapon, i, j, weapon_objnum;
5055 int bank_to_fire, num_fired = 0;
5056 int banks_fired, have_timeout; // used for multiplayer to help determine whether or not to send packet
5057 have_timeout = 0; // used to help tell us whether or not we need to send a packet
5058 banks_fired = 0; // used in multiplayer -- bitfield of banks that were fired
5060 int sound_played; // used to track what sound is played. If the player is firing two banks
5061 // of the same laser, we only want to play one sound
5062 Assert( obj != NULL );
5068 // in the case where the server is an observer, he can fire (which) would be bad - unless we do this.
5069 if( obj->type == OBJ_OBSERVER){
5073 Assert( obj->type == OBJ_SHIP );
5075 Assert( Ships[n].objnum == OBJ_INDEX(obj));
5076 if((obj->type != OBJ_SHIP) || (n < 0) || (n >= MAX_SHIPS) || (Ships[n].objnum != OBJ_INDEX(obj))){
5081 swp = &shipp->weapons;
5084 if((shipp->ship_info_index < 0) || (shipp->ship_info_index >= Num_ship_types)){
5087 if((shipp->ai_index < 0) || (shipp->ai_index >= MAX_AI_INFO)){
5090 sip = &Ship_info[shipp->ship_info_index];
5091 aip = &Ai_info[shipp->ai_index];
5093 if ( swp->num_primary_banks <= 0 ) {
5097 if ( swp->current_primary_bank < 0 ){
5103 // Fire the correct primary bank. If primaries are linked (SF_PRIMARY_LINKED set), then fire
5104 // both primary banks.
5105 int num_primary_banks;
5107 if ( shipp->flags & SF_PRIMARY_LINKED ) {
5108 num_primary_banks = swp->num_primary_banks;
5110 num_primary_banks = min(1, swp->num_primary_banks);
5113 Assert(num_primary_banks > 0);
5114 if (num_primary_banks < 1){
5118 // if we're firing stream weapons, but the trigger is not down, do nothing
5119 if(stream_weapons && !(shipp->flags & SF_TRIGGER_DOWN)){
5123 for ( i = 0; i < num_primary_banks; i++ ) {
5124 bank_to_fire = (swp->current_primary_bank+i)%2; // Max supported banks is 2
5126 weapon = swp->primary_bank_weapons[bank_to_fire];
5127 Assert( weapon >= 0 && weapon < MAX_WEAPONS );
5128 if ( (weapon < 0) || (weapon >= MAX_WEAPON_TYPES) ) {
5129 Int3(); // why would a ship try to fire a weapon that doesn't exist?
5132 weapon_info* winfo_p = &Weapon_info[weapon];
5134 // if this is a targeting laser, start it up
5135 if((winfo_p->wi_flags & WIF_BEAM) && (winfo_p->b_info.beam_type == BEAM_TYPE_C)){
5136 ship_start_targeting_laser(shipp);
5140 // if we're firing stream weapons and this is a non stream weapon, skip it
5141 if(stream_weapons && !(winfo_p->wi_flags & WIF_STREAM)){
5144 // if we're firing non stream weapons and this is a stream weapon, skip it
5145 if(!stream_weapons && (winfo_p->wi_flags & WIF_STREAM)){
5149 // only non-multiplayer clients (single, multi-host) need to do timestamp checking
5150 if ( !timestamp_elapsed(swp->next_primary_fire_stamp[bank_to_fire]) ) {
5151 if (timestamp_until(swp->next_primary_fire_stamp[bank_to_fire]) > 5000){
5152 swp->next_primary_fire_stamp[bank_to_fire] = timestamp(1000);
5159 //nprintf(("AI", "Time = %7.3f, firing %s\n", f2fl(Missiontime), Weapon_info[weapon].name));
5161 // do timestamp stuff for next firing time
5162 float next_fire_delay = (float) winfo_p->fire_wait * 1000.0f;
5163 if (!(obj->flags & OF_PLAYER_SHIP)) {
5164 if (shipp->team == Ships[Player_obj->instance].team){
5165 next_fire_delay *= Ship_fire_delay_scale_friendly[Game_skill_level];
5167 next_fire_delay *= Ship_fire_delay_scale_hostile[Game_skill_level];
5171 next_fire_delay *= 1.0f + (num_primary_banks - 1) * 0.5f; // 50% time penalty if banks linked
5173 // MK, 2/4/98: Since you probably were allowed to fire earlier, but couldn't fire until your frame interval
5174 // rolled around, subtract out up to half the previous frametime.
5175 // Note, unless we track whether the fire button has been held down, and not tapped, it's hard to
5176 // know how much time to subtract off. It could be this fire is "late" because the user didn't want to fire.
5177 if (next_fire_delay > 0.0f) {
5178 if (obj->flags & OF_PLAYER_SHIP) {
5179 int t = timestamp_until(swp->next_primary_fire_stamp[bank_to_fire]);
5183 tx = (float) t/-1000.0f;
5184 if (tx > flFrametime/2.0f){
5185 tx = 1000.0f * flFrametime * 0.7f;
5187 next_fire_delay -= tx;
5190 if ((int) next_fire_delay < 1){
5191 next_fire_delay = 1.0f;
5195 swp->next_primary_fire_stamp[bank_to_fire] = timestamp((int)(next_fire_delay));
5198 // Here is where we check if weapons subsystem is capable of firing the weapon.
5199 // Note that we can have partial bank firing, if the weapons subsystem is partially
5200 // functional, which should be cool.
5201 if ( ship_weapon_maybe_fail(shipp) && !force) {
5202 if ( obj == Player_obj ) {
5203 if ( ship_maybe_play_primary_fail_sound() ) {
5209 polymodel *po = model_get( Ship_info[shipp->ship_info_index].modelnum );
5210 if ( po->n_guns > 0 ) {
5211 int num_slots = po->gun_banks[bank_to_fire].num_slots;
5213 // fail unless we're forcing (energy based primaries)
5214 if ( (shipp->weapon_energy < num_slots*winfo_p->energy_consumed) && !force) {
5215 if ( obj == Player_obj ) {
5216 swp->next_primary_fire_stamp[bank_to_fire] = timestamp(swp->next_primary_fire_stamp[bank_to_fire]);
5217 if ( ship_maybe_play_primary_fail_sound() ) {
5223 // deplete the weapon reserve energy by the amount of energy used to fire the weapon
5224 shipp->weapon_energy -= num_slots*winfo_p->energy_consumed;
5225 if(shipp->weapon_energy < 0.0f){
5226 shipp->weapon_energy = 0.0f;
5229 // Mark all these weapons as in the same group
5230 int new_group_id = weapon_create_group_id();
5232 for ( j = 0; j < num_slots; j++ ) {
5233 pnt = po->gun_banks[bank_to_fire].pnt[j];
5234 vm_vec_unrotate(&gun_point, &pnt, &obj->orient);
5235 vm_vec_add(&firing_pos, &gun_point, &obj->pos);
5237 // create the weapon -- the network signature for multiplayer is created inside
5239 weapon_objnum = weapon_create( &firing_pos, &obj->orient, weapon, OBJ_INDEX(obj),0, new_group_id );
5240 weapon_set_tracking_info(weapon_objnum, OBJ_INDEX(obj), aip->target_objnum, aip->current_target_is_locked, aip->targeted_subsys);
5242 // create the muzzle flash effect
5243 shipfx_flash_create( obj, shipp, &pnt, &obj->orient.v.fvec, 1, weapon );
5245 // maybe shudder the ship - if its me
5246 if((winfo_p->wi_flags & WIF_SHUDDER) && (obj == Player_obj) && !(Game_mode & GM_STANDALONE_SERVER)){
5247 // calculate some arbitrary value between 100
5248 // (mass * velocity) / 10
5249 game_shudder_apply(500, (winfo_p->mass * winfo_p->max_speed) / 10.0f);
5255 banks_fired |= (1<<bank_to_fire); // mark this bank as fired.
5258 // Only play the weapon fired sound if it hasn't been played yet. This is to
5259 // avoid playing the same sound multiple times when banks are linked with the
5261 if ( sound_played != winfo_p->launch_snd ) {
5262 sound_played = winfo_p->launch_snd;
5263 if ( obj == Player_obj ) {
5264 if ( winfo_p->launch_snd != -1 ) {
5269 if(winfo_p->launch_snd == SND_AUTOCANNON_SHOT){
5270 snd_play( &Snds[winfo_p->launch_snd], 0.0f, 1.0f, SND_PRIORITY_TRIPLE_INSTANCE );
5272 snd_play( &Snds[winfo_p->launch_snd], 0.0f, 1.0f, SND_PRIORITY_MUST_PLAY );
5274 // snd_play( &Snds[winfo_p->launch_snd] );
5276 swp = &Player_ship->weapons;
5277 if (swp->current_primary_bank >= 0) {
5278 wip = &Weapon_info[swp->primary_bank_weapons[swp->current_primary_bank]];
5279 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);
5284 if ( winfo_p->launch_snd != -1 ) {
5285 snd_play_3d( &Snds[winfo_p->launch_snd], &obj->pos, &View_position );
5289 } // end for (go to next primary bank)
5291 // if multiplayer and we're client-side firing, send the packet
5292 // if((Game_mode & GM_MULTIPLAYER) && (Netgame.debug_flags & NETD_FLAG_CLIENT_FIRING)){
5293 if(Game_mode & GM_MULTIPLAYER){
5294 // if i'm a client, and this is not me, don't send
5295 if(!(MULTIPLAYER_CLIENT && (shipp != Player_ship))){
5296 send_NEW_primary_fired_packet( shipp, banks_fired );
5300 // post a primary fired event
5301 if(Game_mode & GM_DEMO_RECORD){
5302 demo_POST_primary_fired(obj, swp->current_primary_bank, shipp->flags & SF_PRIMARY_LINKED);
5306 if (obj->flags & OF_PLAYER_SHIP) {
5307 // in multiplayer -- only the server needs to keep track of the stats. Call the cool
5308 // function to find the player given the object *. It had better return a valid player
5309 // or our internal structure as messed up.
5310 if( Game_mode & GM_MULTIPLAYER ) {
5311 if ( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {
5314 player_num = multi_find_player_by_object ( obj );
5315 Assert ( player_num != -1 );
5317 Net_players[player_num].player->stats.mp_shots_fired += num_fired;
5320 Player->stats.mp_shots_fired += num_fired;
5327 void ship_start_targeting_laser(ship *shipp)
5329 int bank0_laser = 0;
5330 int bank1_laser = 0;
5332 // determine if either of our banks have a targeting laser
5333 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)){
5336 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)){
5340 // if primary banks are linked
5341 if(shipp->flags & SF_PRIMARY_LINKED){
5343 shipp->targeting_laser_bank = 0;
5347 shipp->targeting_laser_bank = 1;
5351 // if we only have 1 bank selected
5353 if(bank0_laser && (shipp->weapons.current_primary_bank == 0)){
5354 shipp->targeting_laser_bank = 0;
5357 if(bank1_laser && (shipp->weapons.current_primary_bank == 1)){
5358 shipp->targeting_laser_bank = 1;
5364 void ship_stop_targeting_laser(ship *shipp)
5366 shipp->targeting_laser_bank = -1;
5367 shipp->targeting_laser_objnum = -1;
5370 void ship_process_targeting_lasers()
5372 beam_fire_info fire_info;
5377 // interate over all ships
5378 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
5383 if(Objects[so->objnum].type != OBJ_SHIP){
5386 if(Objects[so->objnum].instance < 0){
5389 shipp = &Ships[Objects[so->objnum].instance];
5391 // if our trigger is no longer down, switch it off
5392 if(!(shipp->flags & SF_TRIGGER_DOWN)){
5393 ship_stop_targeting_laser(shipp);
5397 // if we have a bank to fire - fire it
5398 if((shipp->targeting_laser_bank >= 0) && (shipp->targeting_laser_bank < 2)){
5399 // try and get the model
5400 m = model_get(shipp->modelnum);
5405 // fire a targeting laser
5406 fire_info.accuracy = 0.0f;
5407 fire_info.beam_info_index = shipp->weapons.primary_bank_weapons[shipp->targeting_laser_bank];
5408 fire_info.beam_info_override = NULL;
5409 fire_info.shooter = &Objects[shipp->objnum];
5410 fire_info.target = NULL;
5411 fire_info.target_subsys = NULL;
5412 fire_info.turret = NULL;
5413 fire_info.targeting_laser_offset = m->gun_banks[shipp->targeting_laser_bank].pnt[0];
5414 shipp->targeting_laser_objnum = beam_fire_targeting(&fire_info);
5416 // hmm, why didn't it fire?
5417 if(shipp->targeting_laser_objnum < 0){
5419 ship_stop_targeting_laser(shipp);
5425 // Attempt to detonate weapon last fired by *shipp.
5426 // Only used for weapons that support remote detonation.
5427 // Return true if detonated, else return false.
5428 // Calls weapon_hit() to detonate weapon.
5429 // If it's a weapon that spawns particles, those will be released.
5430 int maybe_detonate_weapon(ship_weapon *swp, object *src)
5432 int objnum = swp->last_fired_weapon_index;
5436 objp = &Objects[objnum];
5438 if (objp->type != OBJ_WEAPON){
5442 if ((objp->instance < 0) || (objp->instance > MAX_WEAPONS)){
5446 // check to make sure that the weapon to detonate still exists
5447 if ( swp->last_fired_weapon_signature != objp->signature ){
5451 Assert(Weapons[objp->instance].weapon_info_index != -1);
5452 wip = &Weapon_info[Weapons[objp->instance].weapon_info_index];
5454 if (wip->wi_flags & WIF_REMOTE) {
5456 if ((objnum >= 0) && (objnum < MAX_OBJECTS)) {
5459 weapon_sig = objp->signature;
5461 if (swp->last_fired_weapon_signature == weapon_sig) {
5462 weapon_detonate(objp);
5463 swp->last_fired_weapon_index = -1;
5466 if (src == Player_obj) {
5467 char missile_name[NAME_LENGTH];
5468 strcpy(missile_name, wip->name);
5469 hud_end_string_at_first_hash_symbol(missile_name);
5470 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Detonated %s!", 486), missile_name);
5482 // Maybe detonate secondary weapon that's already out.
5483 // Return true if we detonate it, false if not.
5484 int ship_fire_secondary_detonate(object *obj, ship_weapon *swp)
5486 if (swp->last_fired_weapon_index != -1)
5487 if (timestamp_elapsed(swp->detonate_weapon_time)) {
5488 object *first_objp = &Objects[swp->last_fired_weapon_index];
5489 if (maybe_detonate_weapon(swp, obj)) {
5490 // If dual fire was set, there could be another weapon to detonate. Scan all weapons.
5493 //nprintf(("AI", "Weapon %i detonated\n", first_objp-Objects));
5495 // check for currently locked missiles (highest precedence)
5496 for ( mo = GET_FIRST(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
5498 Assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
5499 mobjp = &Objects[mo->objnum];
5500 if ((mobjp != first_objp) && (mobjp->parent_sig == obj->parent_sig)) {
5501 if (Weapon_info[Weapons[mobjp->instance].weapon_info_index].wi_flags & WIF_REMOTE) {
5502 //nprintf(("AI", "Also detonating weapon %i whose parent is %s\n", mobjp-Objects, Ships[Objects[mobjp->parent].instance].ship_name));
5503 weapon_detonate(mobjp);
5515 // Try to switch to a secondary bank that has ammo
5516 int ship_select_next_valid_secondary_bank(ship_weapon *swp)
5520 int ns = swp->num_secondary_banks;
5523 int i,j=swp->current_secondary_bank+1;
5524 for (i=0; i<ns; i++) {
5529 if ( swp->secondary_bank_ammo[j] > 0 ) {
5530 swp->current_secondary_bank=j;
5543 extern void ai_maybe_announce_shockwave_weapon(object *firing_objp, int weapon_index);
5545 // Object *obj fires its secondary weapon, if it can.
5546 // If its most recently fired weapon is a remotely detonatable weapon, detonate it.
5547 // Returns number of weapons fired. Note, for swarmers, returns 1 if it is allowed
5548 // 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.
5549 // When you want to fire swarmers, you call this function with allow_swarm NOT set and frame interval
5550 // code comes aruond and fires it.
5551 // allow_swarm -> default value is 0... since swarm missiles are fired over several frames,
5552 // need to avoid firing when normally called
5553 int ship_fire_secondary( object *obj, int allow_swarm )
5555 int n, weapon, j, bank, have_timeout, starting_bank_count = -1, num_fired;
5556 ushort starting_sig = 0;
5563 vector missile_point, pnt, firing_pos;
5565 Assert( obj != NULL );
5567 // in the case where the server is an observer, he can fire (which would be bad) - unless we do this.
5568 if( obj->type == OBJ_OBSERVER ){
5572 // in the case where the object is a ghost (a delayed fire packet from right before he died, for instance)
5573 if( (obj->type == OBJ_GHOST) || (obj->type == OBJ_NONE) ){
5577 Assert( obj->type == OBJ_SHIP );
5578 if(obj->type != OBJ_SHIP){
5582 Assert( n >= 0 && n < MAX_SHIPS );
5583 if((n < 0) || (n >= MAX_SHIPS)){
5586 Assert( Ships[n].objnum == OBJ_INDEX(obj));
5587 if(Ships[n].objnum != OBJ_INDEX(obj)){
5592 swp = &shipp->weapons;
5593 sip = &Ship_info[shipp->ship_info_index];
5594 aip = &Ai_info[shipp->ai_index];
5596 // if no secondary weapons are present on ship, return
5597 if ( swp->num_secondary_banks <= 0 ){
5601 // If ship is being repaired/rearmed, it cannot fire missiles
5602 if ( aip->ai_flags & AIF_BEING_REPAIRED ) {
5606 num_fired = 0; // tracks how many missiles actually fired
5608 bank = swp->current_secondary_bank;
5613 weapon = swp->secondary_bank_weapons[bank];
5614 Assert( (swp->secondary_bank_weapons[bank] >= 0) && (swp->secondary_bank_weapons[bank] < MAX_WEAPON_TYPES) );
5615 if((swp->secondary_bank_weapons[bank] < 0) || (swp->secondary_bank_weapons[bank] >= MAX_WEAPON_TYPES)){
5618 wip = &Weapon_info[swp->secondary_bank_weapons[bank]];
5620 have_timeout = 0; // used to help tell whether or not we have a timeout
5621 if ( MULTIPLAYER_MASTER ) {
5622 starting_sig = multi_get_next_network_signature( MULTI_SIG_NON_PERMANENT );
5623 starting_bank_count = swp->secondary_bank_ammo[bank];
5626 if (ship_fire_secondary_detonate(obj, swp)) {
5627 // in multiplayer, master sends a secondary fired packet with starting signature of -1 -- indicates
5628 // to client code to set the detonate timer to 0.
5629 if ( MULTIPLAYER_MASTER ) {
5630 // MWA -- 4/6/98 Assert invalid since the bank count could have gone to 0.
5631 //Assert(starting_bank_count != 0);
5632 send_secondary_fired_packet( shipp, 0, starting_bank_count, 1, allow_swarm );
5635 // For all banks, if ok to fire a weapon, make it wait a bit.
5636 // Solves problem of fire button likely being down next frame and
5637 // firing weapon despite fire causing detonation of existing weapon.
5638 if (swp->current_secondary_bank >= 0) {
5639 if (timestamp_elapsed(swp->next_secondary_fire_stamp[bank])){
5640 swp->next_secondary_fire_stamp[bank] = timestamp(max((int) flFrametime*3000, 250));
5646 if ( swp->current_secondary_bank < 0 ){
5650 if ( !timestamp_elapsed(swp->next_secondary_fire_stamp[bank]) && !allow_swarm) {
5651 if (timestamp_until(swp->next_secondary_fire_stamp[bank]) > 60000){
5652 swp->next_secondary_fire_stamp[bank] = timestamp(1000);
5655 goto done_secondary;
5658 // Ensure if this is a "require-lock" missile, that a lock actually exists
5659 if ( wip->wi_flags & WIF_NO_DUMBFIRE ) {
5660 if ( aip->current_target_is_locked <= 0 ) {
5661 if ( obj == Player_obj ) {
5662 if ( !Weapon_energy_cheat ) {
5663 if ((aip->target_objnum != -1) && (vm_vec_dist_quick(&obj->pos, &Objects[aip->target_objnum].pos) > wip->lifetime * wip->max_speed)) {
5664 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Too far from target to acquire lock", 487));
5666 char missile_name[NAME_LENGTH];
5667 strcpy(missile_name, wip->name);
5668 hud_end_string_at_first_hash_symbol(missile_name);
5669 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Cannot fire %s without a lock", 488), missile_name);
5672 snd_play( &Snds[SND_OUT_OF_MISSLES] );
5673 swp->next_secondary_fire_stamp[bank] = timestamp(800); // to avoid repeating messages
5677 // multiplayer clients should always fire the weapon here, so return only if not
5678 // a multiplayer client.
5679 if ( !MULTIPLAYER_CLIENT ){
5686 // if trying to fire a swarm missile, make sure being called from right place
5687 if ( (wip->wi_flags & WIF_SWARM) && !allow_swarm ) {
5688 Assert(wip->swarm_count > 0);
5689 if(wip->swarm_count <= 0){
5690 shipp->num_swarm_missiles_to_fire += SWARM_DEFAULT_NUM_MISSILES_FIRED;
5692 shipp->num_swarm_missiles_to_fire += wip->swarm_count;
5694 return 1; // Note: Missiles didn't get fired, but the frame interval code will fire them.
5697 // if trying to fire a corkscrew missile, make sure being called from right place
5698 if ( (wip->wi_flags & WIF_CORKSCREW) && !allow_swarm ) {
5699 shipp->num_corkscrew_to_fire = (ubyte)(shipp->num_corkscrew_to_fire + (ubyte)Corkscrew_num_missiles_fired);
5700 return 1; // Note: Missiles didn't get fired, but the frame interval code will fire them.
5703 swp->next_secondary_fire_stamp[bank] = timestamp((int)(Weapon_info[weapon].fire_wait * 1000.0f)); // They can fire 5 times a second
5705 // Here is where we check if weapons subsystem is capable of firing the weapon.
5706 // do only in single plyaer or if I am the server of a multiplayer game
5707 if ( !(Game_mode & GM_MULTIPLAYER) || MULTIPLAYER_MASTER ) {
5708 if ( ship_weapon_maybe_fail(shipp) ) {
5709 if ( obj == Player_obj )
5710 if ( ship_maybe_play_secondary_fail_sound(wip) ) {
5711 char missile_name[NAME_LENGTH];
5712 strcpy(missile_name, Weapon_info[weapon].name);
5713 hud_end_string_at_first_hash_symbol(missile_name);
5714 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Cannot fire %s due to weapons system damage", 489), missile_name);
5716 goto done_secondary;
5720 po = model_get( Ship_info[shipp->ship_info_index].modelnum );
5721 if ( po->n_missiles > 0 ) {
5722 int check_ammo; // used to tell if we should check ammo counts or not
5725 if ( bank > po->n_missiles ) {
5726 nprintf(("WARNING","WARNING ==> Tried to fire bank %d, but ship has only %d banks\n", bank+1, po->n_missiles));
5727 return 0; // we can make a quick out here!!!
5730 num_slots = po->missile_banks[bank].num_slots;
5732 // determine if there is enough ammo left to fire weapons on this bank. As with primary
5733 // weapons, we might or might not check ammo counts depending on game mode, who is firing,
5734 // and if I am a client in multiplayer
5736 if ( MULTIPLAYER_CLIENT && (obj != Player_obj) ){
5740 if ( check_ammo && ( swp->secondary_bank_ammo[bank] <= 0) ) {
5741 if ( shipp->objnum == OBJ_INDEX(Player_obj) ) {
5742 if ( ship_maybe_play_secondary_fail_sound(wip) ) {
5743 // HUD_sourced_printf(HUD_SOURCE_HIDDEN, "No %s missiles left in bank", Weapon_info[swp->secondary_bank_weapons[bank]].name);
5747 // TODO: AI switch secondary weapon / re-arm?
5749 goto done_secondary;
5752 int start_slot, end_slot;
5754 if ( shipp->flags & SF_SECONDARY_DUAL_FIRE ) {
5755 start_slot = swp->secondary_next_slot[bank];
5756 // AL 11-19-97: Ensure enough ammo remains when firing linked secondary weapons
5757 if ( check_ammo && (swp->secondary_bank_ammo[bank] < 2) ) {
5758 end_slot = start_slot;
5760 end_slot = start_slot+1;
5763 start_slot = swp->secondary_next_slot[bank];
5764 end_slot = start_slot;
5767 int pnt_index=start_slot;
5768 for ( j = start_slot; j <= end_slot; j++ ) {
5771 swp->secondary_next_slot[bank]++;
5772 if ( swp->secondary_next_slot[bank] > (num_slots-1) ){
5773 swp->secondary_next_slot[bank] = 0;
5776 if ( pnt_index >= num_slots ){
5779 pnt = po->missile_banks[bank].pnt[pnt_index++];
5780 vm_vec_unrotate(&missile_point, &pnt, &obj->orient);
5781 vm_vec_add(&firing_pos, &missile_point, &obj->pos);
5783 if ( Game_mode & GM_MULTIPLAYER ) {
5784 Assert( Weapon_info[weapon].subtype == WP_MISSILE );
5787 // create the weapon -- for multiplayer, the net_signature is assigned inside
5789 weapon_num = weapon_create( &firing_pos, &obj->orient, weapon, OBJ_INDEX(obj), 0, -1, aip->current_target_is_locked);
5790 weapon_set_tracking_info(weapon_num, OBJ_INDEX(obj), aip->target_objnum, aip->current_target_is_locked, aip->targeted_subsys);
5792 // create the muzzle flash effect
5793 shipfx_flash_create( obj, shipp, &pnt, &obj->orient.v.fvec, 0, weapon );
5796 if ( weapon_num != -1 )
5797 Demo_fire_secondary_requests++; // testing for demo
5800 swp->last_fired_weapon_index = weapon_num;
5801 swp->detonate_weapon_time = timestamp(500); // Can detonate 1/2 second later.
5802 if (weapon_num != -1) {
5803 swp->last_fired_weapon_signature = Objects[weapon_num].signature;
5806 // subtract the number of missiles fired
5807 if ( Weapon_energy_cheat == 0 ){
5808 swp->secondary_bank_ammo[bank]--;
5813 if ( obj == Player_obj ) {
5814 if ( Weapon_info[weapon].launch_snd != -1 ) {
5818 snd_play( &Snds[Weapon_info[weapon].launch_snd], 0.0f, 1.0f, SND_PRIORITY_MUST_PLAY );
5819 swp = &Player_ship->weapons;
5820 if (swp->current_secondary_bank >= 0) {
5821 wip = &Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]];
5822 if (Player_ship->flags & SF_SECONDARY_DUAL_FIRE){
5823 joy_ff_play_secondary_shoot((int) (wip->cargo_size * 2.0f));
5825 joy_ff_play_secondary_shoot((int) wip->cargo_size);
5831 if ( Weapon_info[weapon].launch_snd != -1 ) {
5832 snd_play_3d( &Snds[Weapon_info[weapon].launch_snd], &obj->pos, &View_position );
5839 // if I am the master of a multiplayer game, send a secondary fired packet along with the
5840 // first network signatures for the newly created weapons. if nothing got fired, send a failed
5842 if ( MULTIPLAYER_MASTER ) {
5843 Assert(starting_sig != 0);
5844 send_secondary_fired_packet( shipp, starting_sig, starting_bank_count, num_fired, allow_swarm );
5848 if (obj->flags & OF_PLAYER_SHIP) {
5849 // in multiplayer -- only the server needs to keep track of the stats. Call the cool
5850 // function to find the player given the object *. It had better return a valid player
5851 // or our internal structure as messed up.
5852 if( Game_mode & GM_MULTIPLAYER ) {
5853 if ( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {
5856 player_num = multi_find_player_by_object ( obj );
5857 Assert ( player_num != -1 );
5859 Net_players[player_num].player->stats.ms_shots_fired += num_fired;
5862 Player->stats.ms_shots_fired += num_fired;
5865 // maybe announce a shockwave weapon
5866 ai_maybe_announce_shockwave_weapon(obj, weapon);
5869 // AL 3-7-98: Move to next valid secondary bank if out of ammo
5870 if ( (obj->flags & OF_PLAYER_SHIP) && (swp->secondary_bank_ammo[bank] <= 0) ) {
5871 int fire_wait = (int)(Weapon_info[weapon].fire_wait * 1000.0f);
5872 if ( ship_select_next_valid_secondary_bank(swp) ) {
5873 swp->next_secondary_fire_stamp[swp->current_secondary_bank] = max(timestamp(250),timestamp(fire_wait)); // 1/4 second delay until can fire
5874 if ( obj == Player_obj ) {
5875 snd_play( &Snds[SND_SECONDARY_CYCLE] );
5883 // ------------------------------------------------------------------------------
5884 // ship_select_next_primary()
5886 // Return true if a new index gets selected.
5888 // parameters: objp => pointer to object for ship cycling primary
5889 // direction => forward == CYCLE_PRIMARY_NEXT, backward == CYCLE_PRIMARY_PREV
5891 // NOTE: This code can be called for any arbitrary ship. HUD messages and sounds are only used
5892 // for the player ship.
5893 int ship_select_next_primary(object *objp, int direction)
5898 Assert(objp != NULL);
5899 Assert(objp->type == OBJ_SHIP);
5900 Assert(objp->instance >= 0 && objp->instance < MAX_SHIPS);
5902 shipp = &Ships[objp->instance];
5903 swp = &shipp->weapons;
5905 Assert(direction == CYCLE_PRIMARY_NEXT || direction == CYCLE_PRIMARY_PREV);
5907 switch ( swp->num_primary_banks ) {
5910 if ( objp == Player_obj ) {
5911 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "This ship has no primary weapons", 490));
5912 gamesnd_play_error_beep();
5918 if ( objp == Player_obj ) {
5919 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);
5920 gamesnd_play_error_beep();
5926 if ( shipp->flags & SF_PRIMARY_LINKED ) {
5927 shipp->flags &= ~SF_PRIMARY_LINKED;
5928 if ( direction == CYCLE_PRIMARY_NEXT ) {
5929 swp->current_primary_bank = 0;
5931 swp->current_primary_bank = 1;
5934 switch ( swp->current_primary_bank ) {
5936 if ( direction == CYCLE_PRIMARY_NEXT ) {
5937 swp->current_primary_bank = 1;
5939 shipp->flags |= SF_PRIMARY_LINKED;
5944 if ( direction == CYCLE_PRIMARY_NEXT ) {
5945 shipp->flags |= SF_PRIMARY_LINKED;
5947 swp->current_primary_bank = 0;
5952 Int3(); // should never happen, get Alan if it does
5960 Int3(); // should never happen, get Alan if it does
5965 if ( objp == Player_obj ) {
5966 snd_play( &Snds[SND_PRIMARY_CYCLE], 0.0f );
5969 ship_primary_changed(shipp);
5973 // ------------------------------------------------------------------------------
5974 // ship_select_next_secondary() selects the next secondary bank with missles
5976 // returns: 1 => The secondary bank was switched
5977 // 0 => The secondary bank stayed the same
5979 // If a secondary bank has no missles left, it is skipped.
5981 // NOTE: This can be called for an arbitrary ship. HUD messages and sounds are only used
5982 // for the player ship.
5983 int ship_select_next_secondary(object *objp)
5985 Assert(objp != NULL);
5986 Assert(objp->type == OBJ_SHIP);
5987 Assert(objp->instance >= 0 && objp->instance < MAX_SHIPS);
5989 int original_bank, new_bank, i;
5993 shipp = &Ships[objp->instance];
5994 swp = &shipp->weapons;
5996 switch ( swp->num_secondary_banks ) {
5998 if ( objp == Player_obj ) {
5999 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "This ship has no secondary weapons", 492));
6000 gamesnd_play_error_beep();
6006 if ( objp == Player_obj ) {
6007 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);
6008 gamesnd_play_error_beep();
6015 Assert(swp->current_secondary_bank < swp->num_secondary_banks);
6016 original_bank = swp->current_secondary_bank;
6018 for ( i = 1; i < swp->num_secondary_banks; i++ ) {
6019 new_bank = (swp->current_secondary_bank+i) % swp->num_secondary_banks;
6020 if ( swp->secondary_bank_ammo[new_bank] <= 0 )
6022 swp->current_secondary_bank = new_bank;
6026 if ( swp->current_secondary_bank != original_bank ) {
6027 if ( objp == Player_obj ) {
6028 snd_play( &Snds[SND_SECONDARY_CYCLE], 0.0f );
6030 ship_secondary_changed(shipp);
6037 Int3(); // should never happen, get Alan if it does
6042 // If we've reached this point, must have failed
6046 // Stuff list of weapon indices for object *objp in list *outlist.
6047 // Return number of weapons in list.
6048 int get_available_secondary_weapons(object *objp, int *outlist, int *outbanklist)
6054 Assert(objp->type == OBJ_SHIP);
6055 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
6056 shipp = &Ships[objp->instance];
6058 for (i=0; i<shipp->weapons.num_secondary_banks; i++)
6059 if (shipp->weapons.secondary_bank_ammo[i]) {
6060 outbanklist[count] = i;
6061 outlist[count++] = shipp->weapons.secondary_bank_weapons[i];
6067 // Return the object index of the ship with name *name.
6068 int wing_name_lookup(char *name, int ignore_count)
6073 wing_limit = MAX_WINGS;
6075 wing_limit = num_wings;
6077 if (Fred_running || ignore_count ) { // current_count not used for Fred..
6078 for (i=0; i<wing_limit; i++)
6079 if (Wings[i].wave_count && !stricmp(Wings[i].name, name))
6083 for (i=0; i<wing_limit; i++)
6084 if (Wings[i].current_count && !stricmp(Wings[i].name, name))
6091 // this function is needed in addition to wing_name_lookup because it does a straight lookup without
6092 // caring about how many ships are in the wing, etc.
6093 int wing_lookup(char *name)
6096 for(idx=0;idx<num_wings;idx++)
6097 if(strcmp(Wings[idx].name,name)==0)
6103 // Return the index of Ship_info[].name that is *name.
6104 int ship_info_lookup(char *name)
6108 for (i=0; i < Num_ship_types; i++)
6109 if (!stricmp(name, Ship_info[i].name))
6115 // Return the index of Ship_info[].name which is the *base* ship of a ship copy
6116 int ship_info_base_lookup(int si_index)
6119 char name[NAME_LENGTH], *p;
6121 strcpy( name, Ship_info[si_index].name );
6122 p = strchr( name, '#' );
6123 Assert( p ); // get allender -- something bogus with ship copy
6126 i = ship_info_lookup( name );
6127 Assert( i != -1 ); // get allender -- there had better be a base ship!
6132 // Return the ship index of the ship with name *name.
6133 int ship_name_lookup(char *name, int inc_players)
6142 for (i=0; i<MAX_SHIPS; i++){
6143 if (Ships[i].objnum >= 0){
6144 if (Objects[Ships[i].objnum].type == OBJ_SHIP || (Objects[Ships[i].objnum].type == OBJ_START && inc_players)){
6145 if (!stricmp(name, Ships[i].ship_name)){
6156 int ship_type_name_lookup(char *name)
6165 // look through the Ship_type_names array
6166 for(idx=0; idx<MAX_SHIP_TYPE_COUNTS; idx++){
6167 if(!stricmp(name, Ship_type_names[idx])){
6176 // checks the (arrival & departure) state of a ship. Return values:
6177 // -1: has yet to arrive in mission
6178 // 0: is currently in mission
6179 // 1: has been destroyed, departed, or never existsed
6180 int ship_query_state(char *name)
6190 for (i=0; i<MAX_SHIPS; i++){
6191 if (Ships[i].objnum >= 0){
6192 if ((Objects[Ships[i].objnum].type == OBJ_SHIP) || (Objects[Ships[i].objnum].type == OBJ_START)){
6193 if (!stricmp(name, Ships[i].ship_name)){
6200 objp = GET_FIRST(&ship_arrival_list);
6201 while (objp != END_OF_LIST(&ship_arrival_list)) {
6202 if (!stricmp(name, objp->name)){
6206 objp = GET_NEXT(objp);
6212 // Note: This is not a general purpose routine.
6213 // It is specifically used for targeting.
6214 // It only returns a subsystem position if it has shields.
6215 // Return true/false for subsystem found/not found.
6216 // Stuff vector *pos with absolute position.
6217 // subsysp is a pointer to the subsystem.
6218 int get_subsystem_pos(vector *pos, object *objp, ship_subsys *subsysp)
6221 model_subsystem *psub;
6225 Assert(objp->type == OBJ_SHIP);
6226 shipp = &Ships[objp->instance];
6228 Assert ( subsysp != NULL );
6230 psub = subsysp->system_info;
6231 vm_copy_transpose_matrix(&m, &objp->orient);
6233 vm_vec_rotate(&pnt, &psub->pnt, &m);
6234 vm_vec_add2(&pnt, &objp->pos);
6243 //=================================================
6244 // Takes all the angle info from the ship structure and stuffs it
6245 // into the model data so that the model code has all the correct
6246 // angles and stuff that it needs. This is a poorly designed
6247 // system that should be re-engineered so that all the model functions
6248 // accept a list of angles and everyone passes them through, but
6249 // that would require some major code revision.
6250 // So, anytime you are using a model that has rotating parts, you
6251 // need to do a ship_model_start before any model_ functions are
6252 // called and a ship_model_stop after you're done. Even for
6253 // collision detection and stuff, not just rendering.
6254 // See John for details.
6256 void ship_model_start(object *objp)
6258 model_subsystem *psub;
6262 shipp = &Ships[objp->instance];
6264 // First clear all the angles in the model to zero
6265 model_clear_instance(shipp->modelnum);
6267 // Go through all subsystems and bash the model angles for all
6268 // the subsystems that need it.
6269 for ( pss = GET_FIRST(&shipp->subsys_list); pss != END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
6270 psub = pss->system_info;
6271 switch (psub->type) {
6272 case SUBSYSTEM_RADAR:
6273 case SUBSYSTEM_NAVIGATION:
6274 case SUBSYSTEM_COMMUNICATION:
6275 case SUBSYSTEM_UNKNOWN:
6276 case SUBSYSTEM_ENGINE:
6277 case SUBSYSTEM_SENSORS:
6278 case SUBSYSTEM_WEAPONS:
6279 case SUBSYSTEM_SOLAR:
6280 case SUBSYSTEM_GAS_COLLECT:
6281 case SUBSYSTEM_ACTIVATION:
6283 case SUBSYSTEM_TURRET:
6284 Assert( !(psub->flags & MSS_FLAG_ROTATES) ); // Turrets can't rotate!!! See John!
6287 Error(LOCATION, "Illegal subsystem type.\n");
6291 if ( psub->subobj_num > -1 ) {
6292 model_set_instance(shipp->modelnum, psub->subobj_num, &pss->submodel_info_1 );
6295 if ( (psub->subobj_num != psub->turret_gun_sobj) && (psub->turret_gun_sobj >-1) ) {
6296 model_set_instance(shipp->modelnum, psub->turret_gun_sobj, &pss->submodel_info_2 );
6302 //==========================================================
6303 // Clears all the instance specific stuff out of the model info
6304 void ship_model_stop(object *objp)
6308 shipp = &Ships[objp->instance];
6310 // Then, clear all the angles in the model to zero
6311 model_clear_instance(shipp->modelnum);
6315 //==========================================================
6316 // Finds the number of crew points in a ship
6317 int ship_find_num_crewpoints(object *objp)
6320 model_subsystem *psub;
6324 shipp = &Ships[objp->instance];
6326 // Go through all subsystems and record the model angles for all
6327 // the subsystems that need it.
6328 for ( pss = GET_FIRST(&shipp->subsys_list); pss != END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
6329 psub = pss->system_info;
6330 switch (psub->type) {
6331 case SUBSYSTEM_TURRET:
6332 if ( psub->flags & MSS_FLAG_CREWPOINT )
6333 n++; // fall through
6335 case SUBSYSTEM_RADAR:
6336 case SUBSYSTEM_NAVIGATION:
6337 case SUBSYSTEM_COMMUNICATION:
6338 case SUBSYSTEM_UNKNOWN:
6339 case SUBSYSTEM_ENGINE:
6340 case SUBSYSTEM_GAS_COLLECT:
6341 case SUBSYSTEM_ACTIVATION:
6344 Error(LOCATION, "Illegal subsystem type.\n");
6350 //==========================================================
6351 // Finds the number of turrets in a ship
6352 int ship_find_num_turrets(object *objp)
6355 model_subsystem *psub;
6359 shipp = &Ships[objp->instance];
6361 // Go through all subsystems and record the model angles for all
6362 // the subsystems that need it.
6363 for ( pss = GET_FIRST(&shipp->subsys_list); pss != END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
6364 psub = pss->system_info;
6365 switch (psub->type) {
6366 case SUBSYSTEM_TURRET:
6367 n++; // drop through
6369 case SUBSYSTEM_RADAR:
6370 case SUBSYSTEM_NAVIGATION:
6371 case SUBSYSTEM_COMMUNICATION:
6372 case SUBSYSTEM_UNKNOWN:
6373 case SUBSYSTEM_ENGINE:
6374 case SUBSYSTEM_GAS_COLLECT:
6375 case SUBSYSTEM_ACTIVATION:
6378 Error(LOCATION, "Illegal subsystem type.\n");
6384 // Modify the matrix orient by the slew angles a.
6385 void compute_slew_matrix(matrix *orient, angles *a)
6391 t1.h = 0.0f; t1.b = 0.0f;
6392 t2.p = 0.0f; t2.b = 0.0f;
6394 // put in p & b like normal
6395 vm_angles_2_matrix(&tmp, &t1 );
6396 vm_matrix_x_matrix( &tmp2, orient, &tmp);
6398 // Put in heading separately
6399 vm_angles_2_matrix(&tmp, &t2 );
6400 vm_matrix_x_matrix( orient, &tmp2, &tmp );
6402 vm_orthogonalize_matrix(orient);
6405 // calculates the eye position for this ship in the global reference frame. Uses the
6406 // view_positions array in the model. The 0th element is the noral viewing position.
6407 // the vector of the eye is returned in the parameter 'eye'. The orientation of the
6408 // eye is returned in orient. (NOTE: this is kind of bogus for now since non 0th element
6409 // eyes have no defined up vector)
6410 void ship_get_eye( vector *eye_pos, matrix *eye_orient, object *obj )
6417 shipp = &Ships[obj->instance];
6418 pm = model_get( shipp->modelnum );
6420 // check to be sure that we have a view eye to look at.....spit out nasty debug message
6421 if ( pm->n_view_positions == 0 ) {
6422 // nprintf (("Warning", "No eye position found for model %s. Find artist to get fixed.\n", pm->filename ));
6423 *eye_pos = obj->pos;
6424 *eye_orient = obj->orient;
6427 ep = &(pm->view_positions[0] );
6429 // eye points are stored in an array -- the normal viewing position for a ship is the current_eye_index
6431 model_find_world_point( eye_pos, &ep->pnt, shipp->modelnum, ep->parent, &obj->orient, &obj->pos );
6432 // if ( shipp->current_eye_index == 0 ) {
6433 *eye_orient = obj->orient;
6435 // model_find_world_dir( &vec, &ep->norm, shipp->modelnum, ep->parent, &obj->orient, &obj->pos );
6436 // kind of bogus, but use the objects uvec to avoid totally stupid looking behavior.
6437 // vm_vector_2_matrix(eye_orient,&vec,&obj->orient.v.uvec,NULL);
6440 // Modify the orientation based on head orientation.
6441 if ( Viewer_obj == obj ) {
6442 if ( Viewer_mode & VM_PADLOCK_ANY ) {
6443 player_get_padlock_orient(eye_orient);
6445 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
6450 // of attackers to make this decision.
6452 // NOTE: This function takes into account how many ships are attacking a subsystem, and will
6453 // prefer an ignored subsystem over a subsystem that is in line of sight, if the in-sight
6454 // subsystem is attacked by more than MAX_SUBSYS_ATTACKERS
6456 // sp => ship pointer to parent of subsystem
6457 // subsys_type => what kind of subsystem this is
6458 // attacker_pos => the world coords of the attacker of this subsystem
6460 // returns: pointer to subsystem if one found, NULL otherwise
6461 #define MAX_SUBSYS_ATTACKERS 3
6462 ship_subsys *ship_get_best_subsys_to_attack(ship *sp, int subsys_type, vector *attacker_pos)
6465 ship_subsys *best_in_sight_subsys, *lowest_attacker_subsys, *ss_return;
6466 int lowest_num_attackers, lowest_in_sight_attackers, num_attackers;
6470 lowest_in_sight_attackers = lowest_num_attackers = 1000;
6471 ss_return = best_in_sight_subsys = lowest_attacker_subsys = NULL;
6473 for (ss = GET_FIRST(&sp->subsys_list); ss != END_OF_LIST(&sp->subsys_list); ss = GET_NEXT(ss) ) {
6474 if ( (ss->system_info->type == subsys_type) && (ss->current_hits > 0) ) {
6476 // get world pos of subsystem
6477 vm_vec_unrotate(&gsubpos, &ss->system_info->pnt, &Objects[sp->objnum].orient);
6478 vm_vec_add2(&gsubpos, &Objects[sp->objnum].pos);
6480 // now find the number of ships attacking this subsystem by iterating through the ships list,
6481 // and checking if aip->targeted_subsys matches the subsystem we're checking
6483 sop = GET_FIRST(&Ship_obj_list);
6484 while(sop != END_OF_LIST(&Ship_obj_list)){
6485 if ( Ai_info[Ships[Objects[sop->objnum].instance].ai_index].targeted_subsys == ss ) {
6488 sop = GET_NEXT(sop);
6491 if ( num_attackers < lowest_num_attackers ) {
6492 lowest_num_attackers = num_attackers;
6493 lowest_attacker_subsys = ss;
6496 if ( ship_subsystem_in_sight(&Objects[sp->objnum], ss, attacker_pos, &gsubpos) ) {
6497 if ( num_attackers < lowest_in_sight_attackers ) {
6498 lowest_in_sight_attackers = num_attackers;
6499 best_in_sight_subsys = ss;
6505 if ( best_in_sight_subsys == NULL ) {
6506 // no subsystems are in sight, so return the subsystem with the lowest # of attackers
6507 ss_return = lowest_attacker_subsys;
6509 if ( lowest_in_sight_attackers > MAX_SUBSYS_ATTACKERS ) {
6510 ss_return = lowest_attacker_subsys;
6512 ss_return = best_in_sight_subsys;
6519 // function to return a pointer to the 'nth' ship_subsys structure in a ship's linked list
6521 // attacker_pos => world pos of attacker (default value NULL). If value is non-NULL, try
6522 // to select the best subsystem to attack of that type (using line-of-sight)
6523 // and based on the number of ships already attacking the subsystem
6524 ship_subsys *ship_get_indexed_subsys( ship *sp, int index, vector *attacker_pos )
6529 // first, special code to see if the index < 0. If so, we are looking for one of several possible
6530 // engines or one of several possible turrets. If we enter this if statement, we will always return
6535 subsys_type = -index;
6536 if ( sp->subsys_info[subsys_type].current_hits == 0.0f ) // if there are no hits, no subsystem to attack.
6539 if ( attacker_pos != NULL ) {
6540 ss = ship_get_best_subsys_to_attack(sp, subsys_type, attacker_pos);
6543 // next, scan the list of subsystems and search for the first subsystem of the particular
6544 // type which has > 0 hits remaining.
6545 for (ss = GET_FIRST(&sp->subsys_list); ss != END_OF_LIST(&sp->subsys_list); ss = GET_NEXT(ss) ) {
6546 if ( (ss->system_info->type == subsys_type) && (ss->current_hits > 0) )
6551 Int3(); // maybe we shouldn't get here, but with possible floating point rounding, I suppose we could
6557 ss = GET_FIRST(&sp->subsys_list);
6558 while ( ss != END_OF_LIST( &sp->subsys_list ) ) {
6559 if ( count == index )
6562 ss = GET_NEXT( ss );
6564 Int3(); // get allender -- turret ref didn't fixup correctly!!!!
6568 // Given a pointer to a subsystem and an associated object, return the index.
6569 int ship_get_index_from_subsys(ship_subsys *ssp, int objnum, int error_bypass)
6578 Assert(objnum >= 0);
6579 Assert(Objects[objnum].instance >= 0);
6581 shipp = &Ships[Objects[objnum].instance];
6584 ss = GET_FIRST(&shipp->subsys_list);
6585 while ( ss != END_OF_LIST( &shipp->subsys_list ) ) {
6589 ss = GET_NEXT( ss );
6591 if ( !error_bypass )
6592 Int3(); // get allender -- turret ref didn't fixup correctly!!!!
6597 // function which returns the index number of the ship_subsys parameter
6598 int ship_get_subsys_index(ship *sp, char *ss_name, int error_bypass)
6604 ss = GET_FIRST(&sp->subsys_list);
6605 while ( ss != END_OF_LIST( &sp->subsys_list ) ) {
6606 if ( !stricmp(ss->system_info->subobj_name, ss_name) )
6609 ss = GET_NEXT( ss );
6618 // routine to return the strength of a subsystem. We keep a total hit tally for all subsystems
6619 // which are similar (i.e. a total for all engines). These routines will return a number between
6620 // 0.0 and 1.0 which is the relative combined strength of the given subsystem type. The number
6621 // calculated for the engines is slightly different. Once an engine reaches < 15% of it's hits, it's
6622 // output drops to that %. A dead engine has no output.
6623 float ship_get_subsystem_strength( ship *shipp, int type )
6628 Assert ( (type >= 0) && (type < SUBSYSTEM_MAX) );
6629 if ( shipp->subsys_info[type].total_hits == 0.0f )
6632 // For a dying ship, all subsystem strengths are zero.
6633 if (Objects[shipp->objnum].hull_strength <= 0.0f)
6636 strength = shipp->subsys_info[type].current_hits / shipp->subsys_info[type].total_hits;
6638 if ( strength == 0.0f ) // short circuit 0
6641 if ( (type == SUBSYSTEM_ENGINE) && (strength < 1.0f) ) {
6645 ssp = GET_FIRST(&shipp->subsys_list);
6646 while ( ssp != END_OF_LIST( &shipp->subsys_list ) ) {
6648 if ( ssp->system_info->type == SUBSYSTEM_ENGINE ) {
6651 ratio = ssp->current_hits / ssp->system_info->max_hits;
6652 if ( ratio < ENGINE_MIN_STR )
6653 ratio = ENGINE_MIN_STR;
6657 ssp = GET_NEXT( ssp );
6659 strength = percent / (float)shipp->subsys_info[type].num;
6665 // set the strength of a subsystem on a given ship. The strength passed as a
6666 // parameter is between 0.0 and 1.0
6668 // NOTE: this function was made to be called by the debug function dcf_set_subsys(). If
6669 // you want to use this, be sure that you test it for all cases.
6670 void ship_set_subsystem_strength( ship *shipp, int type, float strength )
6672 float total_current_hits, diff;
6675 Assert ( (type >= 0) && (type < SUBSYSTEM_MAX) );
6676 if ( shipp->subsys_info[type].total_hits == 0.0f )
6679 total_current_hits = 0.0f;
6680 ssp = GET_FIRST(&shipp->subsys_list);
6681 while ( ssp != END_OF_LIST( &shipp->subsys_list ) ) {
6683 if ( ssp->system_info->type == type ) {
6684 ssp->current_hits = strength * ssp->system_info->max_hits;
6685 total_current_hits += ssp->current_hits;
6687 ssp = GET_NEXT( ssp );
6690 // update the objects integrity, needed since we've bashed the strength of a subsysem
6691 diff = total_current_hits - shipp->subsys_info[type].current_hits;
6692 Objects[shipp->objnum].hull_strength += diff;
6693 // fix up the shipp->subsys_info[type] current_hits value
6694 shipp->subsys_info[type].current_hits = total_current_hits;
6697 #define SHIELD_REPAIR_RATE 0.20f // Percent of shield repaired per second.
6698 #define HULL_REPAIR_RATE 0.15f // Percent of hull repaired per second.
6699 #define SUBSYS_REPAIR_RATE 0.10f // Percent of subsystems repaired per second.
6701 // ==================================================================================
6702 // ship_do_rearm_frame()
6704 // function to rearm a ship. This function gets called from the ai code ai_do_rearm_frame (or
6705 // some function of a similar name). Returns 1 when ship is fully repaired and rearmed, 0 otherwise
6708 #define REARM_NUM_MISSILES_PER_BATCH 4 // how many missiles are dropped in per load sound
6710 int ship_do_rearm_frame( object *objp, float frametime )
6712 int i, banks_full, subsys_type, subsys_all_ok;
6713 float shield_str, repair_delta, repair_allocated;
6720 shipp = &Ships[objp->instance];
6721 swp = &shipp->weapons;
6722 sip = &Ship_info[shipp->ship_info_index];
6723 aip = &Ai_info[shipp->ai_index];
6725 // AL 10-31-97: Add missing primary weapons to the ship. This is required since designers
6726 // want to have ships that start with no primaries, but can get them through
6728 if ( swp->num_primary_banks < sip->num_primary_banks ) {
6729 for ( i = swp->num_primary_banks; i < sip->num_primary_banks; i++ ) {
6730 swp->primary_bank_weapons[i] = sip->primary_bank_weapons[i];
6732 swp->num_primary_banks = sip->num_primary_banks;
6735 // AL 12-30-97: Repair broken warp drive
6736 if ( shipp->flags & SF_WARP_BROKEN ) {
6737 // TODO: maybe do something here like informing player warp is fixed?
6738 shipp->flags &= ~SF_WARP_BROKEN;
6741 // AL 1-16-97: Replenish countermeasures
6742 shipp->cmeasure_count = sip->cmeasure_max;
6744 // Do shield repair here
6745 if ( !(objp->flags & OF_NO_SHIELDS) ) {
6746 shield_str = get_shield_strength(objp);
6747 if ( shield_str < sip->shields ) {
6748 if ( objp == Player_obj ) {
6749 player_maybe_start_repair_sound();
6751 shield_str += sip->shields * frametime * SHIELD_REPAIR_RATE;
6752 if ( shield_str > sip->shields ) {
6753 shield_str = sip->shields;
6755 set_shield_strength(objp, shield_str);
6759 // Repair the ship integrity (subsystems + hull). This works by applying the repair points
6760 // to the subsystems. Ships integrity is stored is objp->hull_strength, so that always is
6761 // incremented by repair_allocated
6762 repair_allocated = sip->initial_hull_strength * frametime * HULL_REPAIR_RATE;
6765 AL 11-24-97: remove increase to hull integrity
6767 objp->hull_strength += repair_allocated;
6768 if ( objp->hull_strength > sip->initial_hull_strength ) {
6769 repair_allocated -= ( sip->initial_hull_strength - objp->hull_strength);
6770 objp->hull_strength = sip->initial_hull_strength;
6774 // check the subsystems of the ship.
6776 ssp = GET_FIRST(&shipp->subsys_list);
6777 while ( ssp != END_OF_LIST( &shipp->subsys_list ) ) {
6779 if ( ssp->current_hits < ssp->system_info->max_hits && repair_allocated > 0 ) {
6781 subsys_type = ssp->system_info->type;
6783 if ( objp == Player_obj ) {
6784 player_maybe_start_repair_sound();
6787 repair_delta = ssp->system_info->max_hits - ssp->current_hits;
6788 if ( repair_delta > repair_allocated ) {
6789 repair_delta = repair_allocated;
6791 repair_allocated -= repair_delta;
6792 Assert(repair_allocated >= 0.0f);
6794 // add repair to current strength of single subsystem
6795 ssp->current_hits += repair_delta;
6796 if ( ssp->current_hits > ssp->system_info->max_hits ) {
6797 ssp->current_hits = ssp->system_info->max_hits;
6800 // add repair to aggregate strength of subsystems of that type
6801 shipp->subsys_info[subsys_type].current_hits += repair_delta;
6802 if ( shipp->subsys_info[subsys_type].current_hits > shipp->subsys_info[subsys_type].total_hits )
6803 shipp->subsys_info[subsys_type].current_hits = shipp->subsys_info[subsys_type].total_hits;
6805 if ( ssp->current_hits > ssp->system_info->max_hits )
6806 ssp->current_hits = ssp->system_info->max_hits;
6808 // check to see if this subsystem was totally non functional before -- if so, then
6810 if ( (ssp->system_info->type == SUBSYSTEM_ENGINE) && (shipp->flags & SF_DISABLED) ) {
6811 shipp->flags &= ~SF_DISABLED;
6812 ship_reset_disabled_physics(objp, shipp->ship_info_index);
6816 ssp = GET_NEXT( ssp );
6819 // now deal with rearming the player. All secondary weapons have a certain rate at which
6820 // they can be rearmed. We can rearm multiple banks at once.
6822 if ( subsys_all_ok ) {
6823 for (i = 0; i < swp->num_secondary_banks; i++ ) {
6824 if ( swp->secondary_bank_ammo[i] < swp->secondary_bank_start_ammo[i] ) {
6827 if ( objp == Player_obj ) {
6828 hud_gauge_popup_start(HUD_WEAPONS_GAUGE);
6831 if ( timestamp_elapsed(swp->secondary_bank_rearm_time[i]) ) {
6833 // Have to do some gymnastics to play the sound effects properly. There is a
6834 // one time sound effect which is the missile loading start, then for each missile
6835 // loaded there is a sound effect. These are only played for the player.
6837 rearm_time = Weapon_info[swp->secondary_bank_weapons[i]].rearm_rate;
6838 if ( aip->rearm_first_missile == TRUE ) {
6842 swp->secondary_bank_rearm_time[i] = timestamp( (int)(rearm_time * 1000.f) );
6844 // Acutal loading of missiles is preceded by a sound effect which is the missile
6845 // loading equipment moving into place
6846 if ( aip->rearm_first_missile == TRUE ) {
6847 snd_play_3d( &Snds[SND_MISSILE_START_LOAD], &objp->pos, &View_position );
6848 aip->rearm_first_missile = FALSE;
6851 snd_play_3d( &Snds[SND_MISSILE_LOAD], &objp->pos, &View_position );
6852 if (objp == Player_obj)
6853 joy_ff_play_reload_effect();
6855 swp->secondary_bank_ammo[i] += REARM_NUM_MISSILES_PER_BATCH;
6856 if ( swp->secondary_bank_ammo[i] > swp->secondary_bank_start_ammo[i] )
6857 swp->secondary_bank_ammo[i] = swp->secondary_bank_start_ammo[i];
6864 } // end if (subsys_all_ok)
6866 if ( banks_full == swp->num_secondary_banks ) {
6867 aip->rearm_first_missile = TRUE;
6870 int shields_full = 0;
6871 if ( (objp->flags & OF_NO_SHIELDS) ) {
6874 if ( get_shield_strength(objp) >= sip->shields )
6878 // return 1 if at end of subsystem list, hull damage at 0, and shields full and all secondary banks full.
6879 // if ( ((ssp = END_OF_LIST(&shipp->subsys_list)) != NULL )&&(objp->hull_strength == sip->initial_hull_strength)&&(shields_full) ) {
6880 if ( subsys_all_ok && shields_full ) {
6882 if ( objp == Player_obj ) {
6883 player_stop_repair_sound();
6886 if (!aip->rearm_release_delay)
6887 aip->rearm_release_delay = timestamp(1200);
6889 if ( banks_full == swp->num_secondary_banks ) {
6891 if ( timestamp_elapsed(aip->rearm_release_delay) )
6895 aip->rearm_release_delay = timestamp(1200);
6902 // function which is used to find a repair ship to repair requester_obj. the way repair ships will work
6904 // if repair ship present and available, return pointer to that object.
6905 // If repair ship present and busy, possibly return that object if he can satisfy the request soon enough.
6906 // If repair ship present and busy and cannot satisfy request, return NULL to warp a new one in if below max number
6907 // if no repair ship present, return NULL to force a new one to be warped in.
6908 #define MAX_SUPPORT_SHIPS_PER_TEAM 1
6910 object *ship_find_repair_ship( object *requester_obj )
6913 ship *requester_ship;
6914 int num_support_ships, num_available_support_ships;
6915 float min_dist = 99999.0f;
6916 object *nearest_support_ship = NULL;
6917 int support_ships[MAX_SUPPORT_SHIPS_PER_TEAM];
6919 Assert(requester_obj->type == OBJ_SHIP);
6920 Assert((requester_obj->instance >= 0) && (requester_obj->instance < MAX_OBJECTS));
6922 // if support ships are not allowed, then no support ship can repair!
6923 if ( !is_support_allowed(requester_obj) )
6926 num_support_ships = 0;
6927 num_available_support_ships = 0;
6929 requester_ship = &Ships[requester_obj->instance];
6930 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
6931 if ((objp->type == OBJ_SHIP) && !(objp->flags & OF_SHOULD_BE_DEAD)) {
6936 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
6938 shipp = &Ships[objp->instance];
6939 sip = &Ship_info[shipp->ship_info_index];
6941 if ( shipp->team != requester_ship->team )
6944 if ( !(sip->flags & SIF_SUPPORT) )
6947 // don't deal with dying support ships
6948 if ( shipp->flags & (SF_DYING | SF_DEPARTING) )
6951 dist = vm_vec_dist_quick(&objp->pos, &requester_obj->pos);
6952 support_ships[num_support_ships] = objp-Objects;
6954 if (!(Ai_info[shipp->ai_index].ai_flags & AIF_REPAIRING)) {
6955 num_available_support_ships++;
6956 if (dist < min_dist) {
6958 nearest_support_ship = objp;
6962 if ( num_support_ships >= MAX_SUPPORT_SHIPS_PER_TEAM ) {
6963 mprintf(("Why is there more than %d support ships in this mission?\n",MAX_SUPPORT_SHIPS_PER_TEAM));
6966 support_ships[num_support_ships] = OBJ_INDEX(objp);
6967 num_support_ships++;
6972 if (nearest_support_ship != NULL)
6973 return nearest_support_ship;
6974 else if (num_support_ships >= MAX_SUPPORT_SHIPS_PER_TEAM) {
6975 Assert(&Objects[support_ships[0]] != NULL);
6976 return &Objects[support_ships[0]];
6978 Assert(num_support_ships < MAX_SUPPORT_SHIPS_PER_TEAM);
6985 // -------------------------------------------------------------------------------------------------
6988 // called in game_shutdown() to free malloced memory
6990 // NOTE: do not call this function. It is only called from game_shutdown()
6995 for (i=0; i<MAX_SHIPS; i++ ) {
6996 if ( Ships[i].shield_integrity != NULL && Ships[i].objnum != -1 ) {
6997 free( Ships[i].shield_integrity );
6998 Ships[i].shield_integrity = NULL;
7002 // free memory alloced for subsystem storage
7003 for ( i = 0; i < Num_ship_types; i++ ) {
7004 if ( Ship_info[i].subsystems != NULL ) {
7005 free(Ship_info[i].subsystems);
7010 // -------------------------------------------------------------------------------------------------
7011 // ship_assign_sound()
7013 // Assign object-linked sound to a particular ship
7015 void ship_assign_sound(ship *sp)
7020 ship_subsys *moveup;
7022 Assert( sp->objnum >= 0 );
7026 objp = &Objects[sp->objnum];
7027 sip = &Ship_info[sp->ship_info_index];
7029 if ( sip->engine_snd != -1 ) {
7030 vm_vec_copy_scale(&engine_pos, &objp->orient.v.fvec, -objp->radius/2.0f);
7032 obj_snd_assign(sp->objnum, sip->engine_snd, &engine_pos, 1);
7035 // if he's got any specific engine subsystems. go for it.
7036 moveup = GET_FIRST(&sp->subsys_list);
7037 while(moveup != END_OF_LIST(&sp->subsys_list)){
7038 // check the name of the subsystem
7039 if(strstr(moveup->system_info->name, "enginelarge")){
7040 obj_snd_assign(sp->objnum, SND_ENGINE_LOOP_LARGE, &moveup->system_info->pnt, 0);
7041 } else if(strstr(moveup->system_info->name, "enginehuge")){
7042 obj_snd_assign(sp->objnum, SND_ENGINE_LOOP_HUGE, &moveup->system_info->pnt, 0);
7046 moveup = GET_NEXT(moveup);
7050 // -------------------------------------------------------------------------------------------------
7051 // ship_assign_sound_all()
7053 // Assign object-linked sounds to all ships currently in the obj_used_list
7055 void ship_assign_sound_all()
7058 int idx, has_sounds;
7060 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
7061 if ( objp->type == OBJ_SHIP && Player_obj != objp) {
7064 // check to make sure this guy hasn't got sounds already assigned to him
7065 for(idx=0; idx<MAX_OBJECT_SOUNDS; idx++){
7066 if(objp->objsnd_num[idx] != -1){
7073 // actually assign the sound
7075 ship_assign_sound(&Ships[objp->instance]);
7082 // ---------------------------------------------------------------------------------------
7085 // Debug console function to set the shield for the player ship
7087 DCF(set_shield,"Change player ship shield strength")
7091 sip = &Ship_info[Ships[Player_obj->instance].ship_info_index];
7093 dc_get_arg(ARG_FLOAT|ARG_NONE);
7095 if ( Dc_arg_type & ARG_FLOAT ) {
7096 if ( Dc_arg_float < 0 )
7097 Dc_arg_float = 0.0f;
7098 if ( Dc_arg_float > 1.0 )
7099 Dc_arg_float = 1.0f;
7100 set_shield_strength(Player_obj, Dc_arg_float * sip->shields);
7101 dc_printf("Shields set to %.2f\n", get_shield_strength(Player_obj) );
7106 dc_printf ("Usage: set_shield [num]\n");
7107 dc_printf ("[num] -- shield percentage 0.0 -> 1.0 of max\n");
7108 dc_printf ("with no parameters, displays shield strength\n");
7113 dc_printf( "Shields are currently %.2f", get_shield_strength(Player_obj) );
7117 // ---------------------------------------------------------------------------------------
7120 // Debug console function to set the hull for the player ship
7122 DCF(set_hull, "Change player ship hull strength")
7126 sip = &Ship_info[Ships[Player_obj->instance].ship_info_index];
7128 dc_get_arg(ARG_FLOAT|ARG_NONE);
7130 if ( Dc_arg_type & ARG_FLOAT ) {
7131 if ( Dc_arg_float < 0 )
7132 Dc_arg_float = 0.0f;
7133 if ( Dc_arg_float > 1.0 )
7134 Dc_arg_float = 1.0f;
7135 Player_obj->hull_strength = Dc_arg_float * sip->initial_hull_strength;
7136 dc_printf("Hull set to %.2f\n", Player_obj->hull_strength );
7141 dc_printf ("Usage: set_hull [num]\n");
7142 dc_printf ("[num] -- hull percentage 0.0 -> 1.0 of max\n");
7143 dc_printf ("with no parameters, displays hull strength\n");
7148 dc_printf( "Hull is currently %.2f", Player_obj->hull_strength );
7152 // ---------------------------------------------------------------------------------------
7155 // Debug console function to set the strength of a particular subsystem
7158 DCF(set_subsys, "Set the strength of a particular subsystem on player ship" )
7161 dc_get_arg(ARG_STRING);
7162 if ( !stricmp( Dc_arg, "weapons" )) {
7163 dc_get_arg(ARG_FLOAT);
7164 if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) {
7167 ship_set_subsystem_strength( Player_ship, SUBSYSTEM_WEAPONS, Dc_arg_float );
7169 } else if ( !stricmp( Dc_arg, "engine" )) {
7170 dc_get_arg(ARG_FLOAT);
7171 if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) {
7174 ship_set_subsystem_strength( Player_ship, SUBSYSTEM_ENGINE, Dc_arg_float );
7175 if ( Dc_arg_float < ENGINE_MIN_STR ) {
7176 Player_ship->flags |= SF_DISABLED; // add the disabled flag
7178 Player_ship->flags &= (~SF_DISABLED); // add the disabled flag
7181 } else if ( !stricmp( Dc_arg, "sensors" )) {
7182 dc_get_arg(ARG_FLOAT);
7183 if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) {
7186 ship_set_subsystem_strength( Player_ship, SUBSYSTEM_SENSORS, Dc_arg_float );
7188 } else if ( !stricmp( Dc_arg, "communication" )) {
7189 dc_get_arg(ARG_FLOAT);
7190 if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) {
7193 ship_set_subsystem_strength( Player_ship, SUBSYSTEM_COMMUNICATION, Dc_arg_float );
7195 } else if ( !stricmp( Dc_arg, "navigation" )) {
7196 dc_get_arg(ARG_FLOAT);
7197 if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) {
7200 ship_set_subsystem_strength( Player_ship, SUBSYSTEM_NAVIGATION, Dc_arg_float );
7202 } else if ( !stricmp( Dc_arg, "radar" )) {
7203 dc_get_arg(ARG_FLOAT);
7204 if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) {
7207 ship_set_subsystem_strength( Player_ship, SUBSYSTEM_RADAR, Dc_arg_float );
7216 dc_printf( "Usage: set_subsys type X\nWhere X is value between 0 and 1.0, and type can be:\n" );
7217 dc_printf( "weapons\n" );
7218 dc_printf( "engine\n" );
7219 dc_printf( "sensors\n" );
7220 dc_printf( "communication\n" );
7221 dc_printf( "navigation\n" );
7222 dc_printf( "radar\n" );
7223 Dc_status = 0; // don't print status if help is printed. Too messy.
7228 // console function to toggle whether auto-repair for subsystems is active
7230 DCF_BOOL( auto_repair, Ship_auto_repair );
7233 // two functions to keep track of counting ships of particular types. Maybe we should be rolling this
7234 // thing into the stats section?? The first function adds a ship of a particular type to the overall
7235 // count of ships of that type (called from MissionParse.cpp). The second function adds to the kill total
7236 // of ships of a particular type. Note that we use the ship_info flags structure member to determine
7237 // what is happening.
7238 void ship_add_ship_type_count( int ship_info_flag, int num )
7240 if ( ship_info_flag & SIF_CARGO )
7241 Ship_counts[SHIP_TYPE_CARGO].total += num;
7242 else if ( (ship_info_flag & SIF_FIGHTER) || (ship_info_flag & SIF_BOMBER) )
7243 Ship_counts[SHIP_TYPE_FIGHTER_BOMBER].total += num;
7244 else if ( ship_info_flag & SIF_CRUISER )
7245 Ship_counts[SHIP_TYPE_CRUISER].total += num;
7246 else if ( ship_info_flag & SIF_CORVETTE )
7247 Ship_counts[SHIP_TYPE_CORVETTE].total += num;
7248 else if ( ship_info_flag & SIF_GAS_MINER )
7249 Ship_counts[SHIP_TYPE_GAS_MINER].total += num;
7250 else if ( ship_info_flag & SIF_AWACS )
7251 Ship_counts[SHIP_TYPE_AWACS].total += num;
7252 else if ( ship_info_flag & SIF_FREIGHTER )
7253 Ship_counts[SHIP_TYPE_FREIGHTER].total += num;
7254 else if ( ship_info_flag & SIF_CAPITAL )
7255 Ship_counts[SHIP_TYPE_CAPITAL].total += num;
7256 else if ( ship_info_flag & SIF_TRANSPORT )
7257 Ship_counts[SHIP_TYPE_TRANSPORT].total += num;
7258 else if ( ship_info_flag & SIF_SUPPORT )
7259 Ship_counts[SHIP_TYPE_REPAIR_REARM].total += num;
7260 else if ( ship_info_flag & SIF_NO_SHIP_TYPE )
7261 Ship_counts[SHIP_TYPE_NONE].total += num;
7262 else if ( ship_info_flag & SIF_NAVBUOY ) {
7263 Ship_counts[SHIP_TYPE_NAVBUOY].total += num;
7264 } else if ( ship_info_flag & SIF_SENTRYGUN ) {
7265 Ship_counts[SHIP_TYPE_SENTRYGUN].total += num;
7266 } else if ( ship_info_flag & SIF_ESCAPEPOD ) {
7267 Ship_counts[SHIP_TYPE_ESCAPEPOD].total += num;
7268 } else if ( ship_info_flag & SIF_SUPERCAP ) {
7269 Ship_counts[SHIP_TYPE_SUPERCAP].total += num;
7270 } else if ( ship_info_flag & SIF_DRYDOCK ) {
7271 Ship_counts[SHIP_TYPE_DRYDOCK].total += num;
7272 } else if ( ship_info_flag & SIF_KNOSSOS_DEVICE){
7273 Ship_counts[SHIP_TYPE_KNOSSOS_DEVICE].total += num;
7276 Int3(); //get allender -- unknown ship type
7279 void ship_add_ship_type_kill_count( int ship_info_flag )
7281 if ( ship_info_flag & SIF_CARGO )
7282 Ship_counts[SHIP_TYPE_CARGO].killed++;
7283 else if ( (ship_info_flag & SIF_FIGHTER) || (ship_info_flag & SIF_BOMBER) )
7284 Ship_counts[SHIP_TYPE_FIGHTER_BOMBER].killed++;
7285 else if ( ship_info_flag & SIF_CRUISER )
7286 Ship_counts[SHIP_TYPE_CRUISER].killed++;
7287 else if ( ship_info_flag & SIF_CORVETTE )
7288 Ship_counts[SHIP_TYPE_CORVETTE].killed++;
7289 else if ( ship_info_flag & SIF_AWACS )
7290 Ship_counts[SHIP_TYPE_AWACS].killed++;
7291 else if ( ship_info_flag & SIF_GAS_MINER )
7292 Ship_counts[SHIP_TYPE_GAS_MINER].killed++;
7293 else if ( ship_info_flag & SIF_FREIGHTER )
7294 Ship_counts[SHIP_TYPE_FREIGHTER].killed++;
7295 else if ( ship_info_flag & SIF_CAPITAL )
7296 Ship_counts[SHIP_TYPE_CAPITAL].killed++;
7297 else if ( ship_info_flag & SIF_TRANSPORT )
7298 Ship_counts[SHIP_TYPE_TRANSPORT].killed++;
7299 else if ( ship_info_flag & SIF_SUPPORT )
7300 Ship_counts[SHIP_TYPE_REPAIR_REARM].killed++;
7301 else if ( ship_info_flag & SIF_SENTRYGUN )
7302 Ship_counts[SHIP_TYPE_SENTRYGUN].killed++;
7303 else if ( ship_info_flag & SIF_ESCAPEPOD )
7304 Ship_counts[SHIP_TYPE_ESCAPEPOD].killed++;
7305 else if ( ship_info_flag & SIF_NO_SHIP_TYPE )
7306 Ship_counts[SHIP_TYPE_NONE].killed++;
7307 else if ( ship_info_flag & SIF_SUPERCAP )
7308 Ship_counts[SHIP_TYPE_SUPERCAP].killed++;
7309 else if ( ship_info_flag & SIF_DRYDOCK )
7310 Ship_counts[SHIP_TYPE_DRYDOCK].killed++;
7311 else if ( ship_info_flag & SIF_KNOSSOS_DEVICE )
7312 Ship_counts[SHIP_TYPE_KNOSSOS_DEVICE].killed++;
7314 Int3(); //get allender -- unknown ship type
7317 int ship_query_general_type(int ship)
7319 return ship_query_general_type(&Ships[ship]);
7322 int ship_query_general_type(ship *shipp)
7326 flags = Ship_info[shipp->ship_info_index].flags;
7327 switch (flags & SIF_ALL_SHIP_TYPES) {
7329 return SHIP_TYPE_CARGO;
7333 return SHIP_TYPE_FIGHTER_BOMBER;
7336 return SHIP_TYPE_CRUISER;
7339 return SHIP_TYPE_FREIGHTER;
7342 return SHIP_TYPE_CAPITAL;
7345 return SHIP_TYPE_TRANSPORT;
7347 case SIF_NO_SHIP_TYPE:
7348 return SHIP_TYPE_NONE;
7351 return SHIP_TYPE_REPAIR_REARM;
7354 return SHIP_TYPE_NAVBUOY;
7357 return SHIP_TYPE_SENTRYGUN;
7360 return SHIP_TYPE_ESCAPEPOD;
7363 return SHIP_TYPE_SUPERCAP;
7366 return SHIP_TYPE_DRYDOCK;
7369 return SHIP_TYPE_CORVETTE;
7372 return SHIP_TYPE_AWACS;
7375 return SHIP_TYPE_GAS_MINER;
7377 case SIF_KNOSSOS_DEVICE:
7378 return SHIP_TYPE_KNOSSOS_DEVICE;
7381 Error(LOCATION, "Ship type flag is unknown. Flags value is 0x%x", flags);
7382 return SHIP_TYPE_NONE;
7385 // returns true if the docker can (is allowed) to dock with dockee
7386 int ship_docking_valid(int docker, int dockee)
7388 int docker_type, dockee_type;
7390 Assert(docker >= 0 && docker < MAX_SHIPS);
7391 Assert(dockee >= 0 && dockee < MAX_SHIPS);
7392 docker_type = ship_query_general_type(docker);
7393 dockee_type = ship_query_general_type(dockee);
7395 // escape pods can dock with transports, freighters, cruisers.
7396 if ( docker_type == SHIP_TYPE_ESCAPEPOD ) {
7397 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)){
7402 // docket == freighter
7403 if (docker_type == SHIP_TYPE_FREIGHTER) {
7404 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)){
7409 // docker == cruiser
7410 if ( (docker_type == SHIP_TYPE_CRUISER) || (docker_type == SHIP_TYPE_CORVETTE) || (docker_type == SHIP_TYPE_GAS_MINER) || (docker_type == SHIP_TYPE_AWACS)){
7411 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)){
7416 if (docker_type == SHIP_TYPE_TRANSPORT) {
7417 if ( (dockee_type == SHIP_TYPE_CARGO) || (dockee_type == SHIP_TYPE_CRUISER)
7418 || (dockee_type == SHIP_TYPE_FREIGHTER) || (dockee_type == SHIP_TYPE_TRANSPORT)
7419 || (dockee_type == SHIP_TYPE_CAPITAL) || (dockee_type == SHIP_TYPE_ESCAPEPOD)
7420 || (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)){
7425 if (docker_type == SHIP_TYPE_REPAIR_REARM) {
7426 if ((dockee_type == SHIP_TYPE_FIGHTER_BOMBER) || (dockee_type == SHIP_TYPE_STEALTH)){
7434 // function to return a random ship in a starting player wing. Returns -1 if a suitable
7435 // one cannot be found
7436 // input: max_dist => OPTIONAL PARAMETER (default value 0.0f) max range ship can be from player
7437 // input: persona => OPTIONAL PARAMETER (default to -1) which persona to get
7438 int ship_get_random_player_wing_ship( int flags, float max_dist, int persona_index, int get_first, int multi_team )
7440 int i, j, ship_index, count;
7441 int slist[MAX_SHIPS_PER_WING * MAX_STARTING_WINGS], which_one;
7443 // iterate through starting wings of player. Add ship indices of ships which meet
7446 for (i = 0; i < num_wings; i++ ) {
7452 if(multi_team >= 0){
7453 if(!stricmp(Wings[i].name, multi_team == 0 ? "alpha" : "zeta")){
7459 // first check for a player starting wing (alpha, beta, gamma)
7460 for ( j = 0; j < MAX_PLAYER_WINGS; j++ ) {
7461 if ( i == Starting_wings[j] ) {
7467 // if not found, the delta and epsilon count too
7468 if ( wingnum == -1 ) {
7469 if ( !stricmp(Wings[i].name, NOX("delta")) || !stricmp(Wings[i].name, NOX("epsilon")) ) {
7474 if ( wingnum == -1 ){
7479 for ( j = 0; j < Wings[wingnum].current_count; j++ ) {
7480 ship_index = Wings[wingnum].ship_index[j];
7481 Assert( ship_index != -1 );
7483 if ( Ships[ship_index].flags & SF_DYING ) {
7487 // see if ship meets our criterea
7488 if ( (flags == SHIP_GET_NO_PLAYERS) && (Objects[Ships[ship_index].objnum].flags & OF_PLAYER_SHIP) ){
7492 // don't process ships on a different team
7494 if ( Player_ship->team != Ships[ship_index].team ){
7499 // see if ship is within max_dist units
7500 if ( (max_dist > 0) && (multi_team < 0) ) {
7502 dist = vm_vec_dist_quick(&Objects[Ships[ship_index].objnum].pos, &Player_obj->pos);
7503 if ( dist > max_dist ) {
7508 // if we should be checking persona's, then don't add ships that don't have the proper persona
7509 if ( persona_index != -1 ) {
7510 if ( Ships[ship_index].persona_index != persona_index ){
7515 // return the first ship with correct persona
7520 slist[count] = ship_index;
7529 // now get a random one from the list
7530 which_one = (rand() % count);
7531 ship_index = slist[which_one];
7533 Assert ( Ships[ship_index].objnum != -1 );
7538 // like above function, but returns a random ship in the given wing -- no restrictions
7539 // input: max_dist => OPTIONAL PARAMETER (default value 0.0f) max range ship can be from player
7540 int ship_get_random_ship_in_wing(int wingnum, int flags, float max_dist, int get_first)
7542 int i, ship_index, slist[MAX_SHIPS_PER_WING], count, which_one;
7545 for ( i = 0; i < Wings[wingnum].current_count; i++ ) {
7546 ship_index = Wings[wingnum].ship_index[i];
7547 Assert( ship_index != -1 );
7549 if ( Ships[ship_index].flags & SF_DYING ) {
7553 // see if ship meets our criterea
7554 if ( (flags == SHIP_GET_NO_PLAYERS) && (Objects[Ships[ship_index].objnum].flags & OF_PLAYER_SHIP) )
7557 // see if ship is within max_dist units
7558 if ( max_dist > 0 ) {
7560 dist = vm_vec_dist_quick(&Objects[Ships[ship_index].objnum].pos, &Player_obj->pos);
7561 if ( dist > max_dist ) {
7566 // return the first ship in wing
7571 slist[count] = ship_index;
7579 // now get a random one from the list
7580 which_one = (rand() % count);
7581 ship_index = slist[which_one];
7583 Assert ( Ships[ship_index].objnum != -1 );
7589 // this function returns a random index into the Ship array of a ship of the given team
7590 // cargo containers are not counted as ships for the purposes of this function. Why???
7591 // because now it is only used for getting a random ship for a message and cargo containers
7592 // can't send mesages. This function is an example of kind of bad coding :-(
7593 // input: max_dist => OPTIONAL PARAMETER (default value 0.0f) max range ship can be from player
7594 int ship_get_random_team_ship( int team, int flags, float max_dist )
7597 object *objp, *obj_list[MAX_SHIPS];
7599 // for any allied, go through the ships list and find all of the ships on that team
7601 for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
7602 if ( objp->type != OBJ_SHIP )
7605 // series of conditionals one per line for easy reading
7606 // don't process ships on wrong team
7607 // don't process cargo's or navbuoys
7608 // don't process player ships if flags are set
7609 if ( Ships[objp->instance].team != team )
7611 else if ( Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_NOT_FLYABLE )
7613 else if ( (flags == SHIP_GET_NO_PLAYERS) && (objp->flags & OF_PLAYER_SHIP) )
7615 else if ( (flags == SHIP_GET_ONLY_PLAYERS) && !(objp->flags & OF_PLAYER_SHIP) )
7618 if ( Ships[objp->instance].flags & SF_DYING ) {
7622 // see if ship is within max_dist units
7623 if ( max_dist > 0 ) {
7625 dist = vm_vec_dist_quick(&objp->pos, &Player_obj->pos);
7626 if ( dist > max_dist ) {
7631 obj_list[num] = objp;
7638 which_one = (rand() % num);
7639 objp = obj_list[which_one];
7641 Assert ( objp->instance != -1 );
7643 return objp->instance;
7646 // -----------------------------------------------------------------------
7647 // ship_secondary_bank_has_ammo()
7649 // check if currently selected secondary bank has ammo
7651 // input: shipnum => index into Ships[] array for ship to check
7653 int ship_secondary_bank_has_ammo(int shipnum)
7657 Assert(shipnum >= 0 && shipnum < MAX_SHIPS);
7658 swp = &Ships[shipnum].weapons;
7660 if ( swp->current_secondary_bank == -1 )
7663 Assert(swp->current_secondary_bank >= 0 && swp->current_secondary_bank < MAX_SECONDARY_BANKS );
7664 if ( swp->secondary_bank_ammo[swp->current_secondary_bank] <= 0 )
7670 // see if there is enough engine power to allow the ship to warp
7671 // returns 1 if ship is able to warp, otherwise return 0
7672 int ship_can_warp(ship *sp)
7676 engine_str = ship_get_subsystem_strength( sp, SUBSYSTEM_ENGINE );
7677 // Note that ship can always warp at lowest skill level
7678 if ( (Game_skill_level > 0) && (engine_str >= SHIP_MIN_ENGINES_TO_WARP) ){
7686 // Calculate the normal vector from a subsystem position and it's first path point
7687 // input: sp => pointer to ship that is parent of subsystem
7688 // ss => pointer to subsystem of interest
7689 // norm => output parameter... vector from subsys to first path point
7691 // exit: 0 => a valid vector was placed in norm
7692 // !0 => an path normal could not be calculated
7694 int ship_return_subsys_path_normal(ship *sp, ship_subsys *ss, vector *gsubpos, vector *norm)
7696 if ( ss->system_info->path_num >= 0 ) {
7701 pm = model_get(sp->modelnum);
7702 mp = &pm->paths[ss->system_info->path_num];
7703 if ( mp->nverts >= 2 ) {
7704 // path_point = &mp->verts[mp->nverts-1].pos;
7705 path_point = &mp->verts[0].pos;
7706 // get path point in world coords
7707 vm_vec_unrotate(&gpath_point, path_point, &Objects[sp->objnum].orient);
7708 vm_vec_add2(&gpath_point, &Objects[sp->objnum].pos);
7709 // get unit vector pointing from subsys pos to first path point
7710 vm_vec_normalized_dir(norm, &gpath_point, gsubpos);
7718 // Determine if the subsystem can be viewed from eye_pos. The method is to check where the
7719 // vector from eye_pos to the subsystem hits the ship. If distance from the hit position and
7720 // the center of the subsystem is within a range (currently the subsystem radius) it is considered
7721 // in view (return true). If not in view, return false.
7723 // input: objp => object that is the ship with the subsystem on it
7724 // subsys => pointer to the subsystem of interest
7725 // eye_pos => world coord for the eye looking at the subsystem
7726 // subsys_pos => world coord for the center of the subsystem of interest
7727 // do_facing_check => OPTIONAL PARAMETER (default value is 1), do a dot product check to see if subsystem fvec is facing
7728 // towards the eye position
7729 // dot_out => OPTIONAL PARAMETER, output parameter, will return dot between subsys fvec and subsys_to_eye_vec
7730 // (only filled in if do_facing_check is true)
7731 // vec_out => OPTIONAL PARAMETER, vector from eye_pos to absolute subsys_pos. (only filled in if do_facing_check is true)
7732 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)
7736 vector terminus, eye_to_pos, subsys_fvec, subsys_to_eye_vec;
7738 if (objp->type != OBJ_SHIP)
7741 // See if we are at least facing the subsystem
7742 if ( do_facing_check ) {
7743 if ( ship_return_subsys_path_normal(&Ships[objp->instance], subsys, subsys_pos, &subsys_fvec) ) {
7744 // non-zero return value means that we couldn't generate a normal from path info... so use inaccurate method
7745 vm_vec_normalized_dir(&subsys_fvec, subsys_pos, &objp->pos);
7748 vm_vec_normalized_dir(&subsys_to_eye_vec, eye_pos, subsys_pos);
7749 dot = vm_vec_dot(&subsys_fvec, &subsys_to_eye_vec);
7755 *vec_out = subsys_to_eye_vec;
7756 vm_vec_negate(vec_out);
7763 // See if ray from eye to subsystem actually hits close enough to the subsystem position
7764 vm_vec_normalized_dir(&eye_to_pos, subsys_pos, eye_pos);
7765 vm_vec_scale_add(&terminus, eye_pos, &eye_to_pos, 100000.0f);
7767 ship_model_start(objp);
7769 mc.model_num = Ships[objp->instance].modelnum; // Fill in the model to check
7770 mc.orient = &objp->orient; // The object's orientation
7771 mc.pos = &objp->pos; // The object's position
7772 mc.p0 = eye_pos; // Point 1 of ray to check
7773 mc.p1 = &terminus; // Point 2 of ray to check
7774 mc.flags = MC_CHECK_MODEL;
7778 ship_model_stop(objp);
7780 if ( !mc.num_hits ) {
7784 // determine if hitpos is close enough to subsystem
7785 dist = vm_vec_dist(&mc.hit_point_world, subsys_pos);
7787 if ( dist <= subsys->system_info->radius ) {
7794 // try to find a subsystem matching 'type' inside the ship, and that is
7795 // not destroyed. If cannot find one, return NULL.
7796 ship_subsys *ship_return_next_subsys(ship *shipp, int type, vector *attacker_pos)
7800 Assert ( type >= 0 && type < SUBSYSTEM_MAX );
7802 // If aggregate total is 0, that means no subsystem is alive of that type
7803 if ( shipp->subsys_info[type].total_hits <= 0.0f )
7806 // loop through all the subsystems, if we find a match that has some strength, return it
7807 ssp = ship_get_best_subsys_to_attack(shipp, type, attacker_pos);
7812 // Return the shield strength in the quadrant hit on hit_objp, based on global hitpos
7814 // input: hit_objp => object pointer to ship getting hit
7815 // hitpos => global position of impact
7817 // exit: strength of shields in the quadrant that was hit as a percentage, between 0 and 1.0
7819 // Assumes: that hitpos is a valid global hit position
7820 float ship_quadrant_shield_strength(object *hit_objp, vector *hitpos)
7822 int quadrant_num, i;
7824 vector tmpv1, tmpv2;
7826 // If ship doesn't have shield mesh, then return
7827 if ( hit_objp->flags & OF_NO_SHIELDS ) {
7831 // Check if all the shield quadrants are all already 0, if so return 0
7832 for ( i = 0; i < 4; i++ ) {
7833 if ( hit_objp->shields[i] > 0 )
7841 // convert hitpos to position in model coordinates
7842 vm_vec_sub(&tmpv1, hitpos, &hit_objp->pos);
7843 vm_vec_rotate(&tmpv2, &tmpv1, &hit_objp->orient);
7844 quadrant_num = get_quadrant(&tmpv2);
7845 //nprintf(("Alan","Quadrant hit: %d\n", quadrant_num));
7847 if ( quadrant_num < 0 )
7850 max_quadrant = Ship_info[Ships[hit_objp->instance].ship_info_index].shields / 4.0f;
7851 if ( max_quadrant <= 0 ) {
7855 Assert(hit_objp->shields[quadrant_num] <= max_quadrant);
7857 return hit_objp->shields[quadrant_num]/max_quadrant;
7860 // Determine if a ship is threatened by any dumbfire projectiles (laser or missile)
7861 // input: sp => pointer to ship that might be threatened
7862 // exit: 0 => no dumbfire threats
7863 // 1 => at least one dumbfire threat
7865 // NOTE: Currently this function is only called periodically from the HUD code for the
7867 int ship_dumbfire_threat(ship *sp)
7869 if ( (Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER) ) {
7873 if (ai_endangered_by_weapon(&Ai_info[sp->ai_index]) > 0) {
7880 // Return !0 if there is a missile in the air homing on shipp
7881 int ship_has_homing_missile_locked(ship *shipp)
7883 object *locked_objp, *A;
7888 Assert(shipp->objnum >= 0 && shipp->objnum < MAX_OBJECTS);
7889 locked_objp = &Objects[shipp->objnum];
7891 // check for currently locked missiles (highest precedence)
7892 for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
7893 Assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
7894 A = &Objects[mo->objnum];
7896 if (A->type != OBJ_WEAPON)
7899 Assert((A->instance >= 0) && (A->instance < MAX_WEAPONS));
7900 wp = &Weapons[A->instance];
7901 wip = &Weapon_info[wp->weapon_info_index];
7903 if ( wip->subtype != WP_MISSILE )
7906 if ( !(wip->wi_flags & (WIF_HOMING_ASPECT|WIF_HOMING_HEAT) ) )
7909 if (wp->homing_object == locked_objp) {
7917 // Return !0 if there is some ship attempting to lock onto shipp
7918 int ship_is_getting_locked(ship *shipp)
7924 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
7925 objp = &Objects[so->objnum];
7926 aip = &Ai_info[Ships[objp->instance].ai_index];
7928 if ( aip->target_objnum == shipp->objnum ) {
7929 if ( aip->aspect_locked_time > 0.1f ) {
7930 float dist, wep_range;
7931 dist = vm_vec_dist_quick(&objp->pos, &Objects[shipp->objnum].pos);
7932 wep_range = ship_get_secondary_weapon_range(&Ships[objp->instance]);
7933 if ( wep_range > dist ) {
7934 nprintf(("Alan","AI ship is seeking lock\n"));
7944 // Determine if a ship is threatened by attempted lock or actual lock
7945 // input: sp => pointer to ship that might be threatened
7946 // exit: 0 => no lock threats of any kind
7947 // 1 => at least one attempting lock (no actual locks)
7948 // 2 => at least one lock (possible other attempting locks)
7950 // NOTE: Currently this function is only called periodically from the HUD code for the
7952 int ship_lock_threat(ship *sp)
7954 if ( ship_has_homing_missile_locked(sp) ) {
7958 if ( ship_is_getting_locked(sp) ) {
7965 // converts a bitmask, such as 0x08, into the bit number this would be (3 in this case)
7966 // NOTE: Should move file to something like Math_utils.
7967 int bitmask_2_bitnum(int num)
7971 for (i=0; i<32; i++)
7978 // Get a text description of a ships orders.
7980 // input: outbuf => buffer to hold orders string
7981 // sp => ship pointer to extract orders from
7983 // exit: NULL => printable orders are not applicable
7984 // non-NULL => pointer to string that was passed in originally
7986 // This function is called from HUD code to get a text description
7987 // of what a ship's orders are. Feel free to use this function if
7988 // it suits your needs for something.
7990 char *ship_return_orders(char *outbuf, ship *sp)
7996 Assert(sp->ai_index >= 0);
7997 aip = &Ai_info[sp->ai_index];
7999 // The active goal is always in the first element of aip->goals[]
8000 aigp = &aip->goals[0];
8002 if ( aigp->ai_mode < 0 )
8005 order_text = Ai_goal_text(bitmask_2_bitnum(aigp->ai_mode));
8006 if ( order_text == NULL )
8009 strcpy(outbuf, order_text);
8010 switch (aigp->ai_mode ) {
8012 case AI_GOAL_FORM_ON_WING:
8013 case AI_GOAL_GUARD_WING:
8014 case AI_GOAL_CHASE_WING:
8015 if ( aigp->ship_name ) {
8016 strcat(outbuf, aigp->ship_name);
8017 strcat(outbuf, XSTR( " Wing", 494));
8019 strcpy(outbuf, XSTR( "no orders", 495));
8025 case AI_GOAL_UNDOCK:
8027 case AI_GOAL_DISABLE_SHIP:
8028 case AI_GOAL_DISARM_SHIP:
8029 case AI_GOAL_EVADE_SHIP:
8030 case AI_GOAL_REARM_REPAIR:
8031 if ( aigp->ship_name ) {
8032 strcat(outbuf, aigp->ship_name);
8034 strcpy(outbuf, XSTR( "no orders", 495));
8038 case AI_GOAL_DESTROY_SUBSYSTEM: {
8039 char name[NAME_LENGTH];
8040 if ( aip->targeted_subsys != NULL ) {
8041 sprintf(outbuf, XSTR( "atk %s %s", 496), aigp->ship_name, hud_targetbox_truncate_subsys_name(aip->targeted_subsys->system_info->name));
8042 strcat(outbuf, name);
8044 strcpy(outbuf, XSTR( "no orders", 495) );
8049 case AI_GOAL_WAYPOINTS:
8050 case AI_GOAL_WAYPOINTS_ONCE:
8051 // don't do anything, all info is in order_text
8061 // return the amount of time until ship reaches it's goal (in MM:SS format)
8062 // input: outbuf => buffer to hold orders string
8063 // sp => ship pointer to extract orders from
8065 // exit: NULL => printable orders are not applicable
8066 // non-NULL => pointer to string that was passed in originally
8068 // This function is called from HUD code to get a text description
8069 // of what a ship's orders are. Feel free to use this function if
8070 // it suits your needs for something.
8071 char *ship_return_time_to_goal(char *outbuf, ship *sp)
8074 int time, seconds, minutes;
8079 objp = &Objects[sp->objnum];
8080 aip = &Ai_info[sp->ai_index];
8082 min_speed = objp->phys_info.speed;
8084 if ( aip->mode == AIM_WAYPOINTS ) {
8086 min_speed = 0.9f * sp->current_max_speed;
8087 if (aip->wp_list >= 0) {
8088 wpl = &Waypoint_lists[aip->wp_list];
8089 dist += vm_vec_dist_quick(&objp->pos, &wpl->waypoints[aip->wp_index]);
8090 for (int i=aip->wp_index; i<wpl->count-1; i++) {
8091 dist += vm_vec_dist_quick(&wpl->waypoints[i], &wpl->waypoints[i+1]);
8099 if ( (Objects[sp->objnum].phys_info.speed <= 0) || (sp->current_max_speed <= 0.0f) ) {
8104 speed = objp->phys_info.speed;
8106 if (speed < min_speed)
8108 time = fl2i(dist/speed);
8111 } else if ( (aip->mode == AIM_DOCK) && (aip->submode < AIS_DOCK_4) ) {
8112 time = hud_support_get_dock_time( OBJ_INDEX(objp) );
8114 // don't return anytime for time to except for waypoints and actual docking.
8119 } else if ( aip->goal_objnum >= 0 ) {
8120 dist = vm_vec_dist_quick(&Objects[aip->goal_objnum].pos, &objp->pos);
8121 min_speed = sip->max_speed/4.0f;
8122 } else if ( aip->target_objnum >= 0 ) {
8123 if ( aip->guard_objnum < 0 ) {
8124 dist = vm_vec_dist_quick(&Objects[aip->target_objnum].pos, &objp->pos);
8125 min_speed = sip->max_speed/4.0f;
8133 if ( minutes > 99 ) {
8137 sprintf(outbuf, NOX("%02d:%02d"), minutes, seconds);
8139 sprintf( outbuf, XSTR( "Unknown", 497) );
8146 // Called to check if any AI ships might reveal the cargo of any cargo containers.
8148 // This is called once a frame, but a global timer 'Ship_cargo_check_timer' will limit this
8149 // function to being called every SHIP_CARGO_CHECK_INTERVAL ms. I think that should be sufficient.
8151 // NOTE: This function uses CARGO_REVEAL_DISTANCE from the HUD code... which is a multiple of
8152 // the ship radius that is used to determine when cargo is detected. AI ships do not
8153 // have to have the ship targeted to reveal cargo. The player is ignored in this function.
8154 #define SHIP_CARGO_CHECK_INTERVAL 1000
8155 void ship_check_cargo_all()
8158 ship_obj *cargo_so, *ship_so;
8159 ship *cargo_sp, *ship_sp;
8160 float dist_squared, limit_squared;
8162 // I don't want to do this check every frame, so I made a global timer to limit check to
8163 // every SHIP_CARGO_CHECK_INTERVAL ms.
8164 if ( !timestamp_elapsed(Ship_cargo_check_timer) ) {
8167 Ship_cargo_check_timer = timestamp(SHIP_CARGO_CHECK_INTERVAL);
8170 // Check all friendly fighter/bombers against all non-friendly cargo containers that don't have
8173 // for now just locate a captial ship on the same team:
8174 cargo_so = GET_FIRST(&Ship_obj_list);
8175 while(cargo_so != END_OF_LIST(&Ship_obj_list)){
8176 cargo_sp = &Ships[Objects[cargo_so->objnum].instance];
8177 if ( (Ship_info[cargo_sp->ship_info_index].flags & SIF_CARGO) && !(cargo_sp->team & TEAM_FRIENDLY) ) {
8179 // If the cargo is revealed, continue on to next hostile cargo
8180 if ( cargo_sp->flags & SF_CARGO_REVEALED ) {
8184 // check against friendly fighter/bombers + cruiser/freighter/transport
8185 // IDEA: could cull down to fighter/bomber if we want this to run a bit quicker
8186 for ( ship_so=GET_FIRST(&Ship_obj_list); ship_so != END_OF_LIST(&Ship_obj_list); ship_so=GET_NEXT(ship_so) ) {
8187 ship_sp = &Ships[Objects[ship_so->objnum].instance];
8188 // only consider friendly ships
8189 if ( !(ship_sp->team & TEAM_FRIENDLY) ) {
8193 // ignore the player
8194 if ( ship_so->objnum == OBJ_INDEX(Player_obj) ) {
8198 // if this ship is a small or big ship
8199 if ( Ship_info[ship_sp->ship_info_index].flags & (SIF_SMALL_SHIP|SIF_BIG_SHIP) ) {
8200 cargo_objp = &Objects[cargo_sp->objnum];
8201 // use square of distance, faster than getting real distance (which will use sqrt)
8202 dist_squared = vm_vec_dist_squared(&cargo_objp->pos, &Objects[ship_sp->objnum].pos);
8203 limit_squared = (cargo_objp->radius+CARGO_RADIUS_DELTA)*(cargo_objp->radius+CARGO_RADIUS_DELTA);
8204 if ( dist_squared <= max(limit_squared, CARGO_REVEAL_MIN_DIST*CARGO_REVEAL_MIN_DIST) ) {
8205 ship_do_cargo_revealed( cargo_sp );
8206 break; // break out of for loop, move on to next hostile cargo
8212 cargo_so = GET_NEXT(cargo_so);
8217 // Maybe warn player about this attacking ship. This is called once per frame, and the
8218 // information about the closest attacking ship comes for free, since this function is called
8219 // from HUD code which has already determined the closest enemy attacker and the distance.
8221 // input: enemy_sp => ship pointer to the TEAM_ENEMY ship attacking the player
8222 // dist => the distance of the enemy to the player
8224 // NOTE: there are no filters on enemy_sp, so it could be any ship type
8226 #define PLAYER_ALLOW_WARN_INTERVAL 60000 // minimum time between warnings
8227 #define PLAYER_CHECK_WARN_INTERVAL 300 // how often we check for warnings
8228 #define PLAYER_MAX_WARNINGS 2 // max number of warnings player can receive in a mission
8229 #define PLAYER_MIN_WARN_DIST 100 // minimum distance attacking ship can be from player and still allow warning
8230 #define PLAYER_MAX_WARN_DIST 1000 // maximum distance attacking ship can be from plyaer and still allow warning
8232 void ship_maybe_warn_player(ship *enemy_sp, float dist)
8234 float fdot; //, rdot, udot;
8235 vector vec_to_target;
8236 int msg_type; //, on_right;
8238 // First check if the player has reached the maximum number of warnings for a mission
8239 if ( Player->warn_count >= PLAYER_MAX_WARNINGS ) {
8243 // Check if enough time has elapsed since last warning, if not - leave
8244 if ( !timestamp_elapsed(Player->allow_warn_timestamp) ) {
8248 // Check to see if check timer has elapsed. Necessary, since we don't want to check each frame
8249 if ( !timestamp_elapsed(Player->check_warn_timestamp ) ) {
8252 Player->check_warn_timestamp = timestamp(PLAYER_CHECK_WARN_INTERVAL);
8254 // only allow warnings if within a certain distance range
8255 if ( dist < PLAYER_MIN_WARN_DIST || dist > PLAYER_MAX_WARN_DIST ) {
8259 // only warn if a fighter or bomber is attacking the player
8260 if ( !(Ship_info[enemy_sp->ship_info_index].flags & SIF_SMALL_SHIP) ) {
8264 // get vector from player to target
8265 vm_vec_normalized_dir(&vec_to_target, &Objects[enemy_sp->objnum].pos, &Eye_position);
8267 // ensure that enemy fighter is oriented towards player
8268 fdot = vm_vec_dot(&Objects[enemy_sp->objnum].orient.v.fvec, &vec_to_target);
8269 if ( fdot > -0.7 ) {
8273 fdot = vm_vec_dot(&Player_obj->orient.v.fvec, &vec_to_target);
8277 // check if attacking ship is on six. return if not far enough behind player.
8281 msg_type = MESSAGE_CHECK_6;
8283 goto warn_player_done;
8286 // see if attacking ship is in front of ship (then do nothing)
8291 // ok, ship is on 3 or 9. Find out which
8292 rdot = vm_vec_dot(&Player_obj->orient.v.rvec, &vec_to_target);
8299 // now determine if ship is high or low
8300 udot = vm_vec_dot(&Player_obj->orient.v.uvec, &vec_to_target);
8301 if ( udot < -0.8 ) {
8302 return; // if ship is attacking from directly below, no warning given
8307 msg_type = MESSAGE_CHECK_3_HIGH;
8309 msg_type = MESSAGE_CHECK_9_HIGH;
8313 msg_type = MESSAGE_CHECK_3_LOW;
8315 msg_type = MESSAGE_CHECK_9_LOW;
8322 if ( msg_type != -1 ) {
8325 // multiplayer tvt - this is client side.
8326 if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM) && (Net_player != NULL)){
8327 ship_index = ship_get_random_player_wing_ship( SHIP_GET_NO_PLAYERS, 0.0f, -1, 0, Net_player->p_info.team );
8329 ship_index = ship_get_random_player_wing_ship( SHIP_GET_NO_PLAYERS );
8332 if ( ship_index >= 0 ) {
8333 // multiplayer - make sure I just send to myself
8334 if(Game_mode & GM_MULTIPLAYER){
8335 message_send_builtin_to_player(msg_type, &Ships[ship_index], MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, MY_NET_PLAYER_NUM, -1);
8337 message_send_builtin_to_player(msg_type, &Ships[ship_index], MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, -1);
8339 Player->allow_warn_timestamp = timestamp(PLAYER_ALLOW_WARN_INTERVAL);
8340 Player->warn_count++;
8341 // nprintf(("Alan","Warning given for ship name: %s\n", enemy_sp->ship_name));
8346 // player has just killed a ship, maybe offer send a 'good job' message
8347 #define PLAYER_MAX_PRAISES 10 // max number of praises player can receive in a mission
8348 void ship_maybe_praise_player(ship *deader_sp)
8354 // First check if the player has reached the maximum number of praises for a mission
8355 if ( Player->praise_count >= PLAYER_MAX_PRAISES ) {
8359 // Check if enough time has elapsed since last praise, if not - leave
8360 if ( !timestamp_elapsed(Player->allow_praise_timestamp) ) {
8364 if ( !(Player_ship->team & TEAM_FRIENDLY) ) {
8368 if ( deader_sp->team == Player_ship->team ) { // only praise if killing an enemy!
8372 // don't praise the destruction of navbuoys, cargo or other non-flyable ship types
8373 if ( Ship_info[deader_sp->ship_info_index].flags & SIF_NOT_FLYABLE ) {
8377 // There is already a praise pending
8378 if ( Player->praise_delay_timestamp ) {
8382 // We don't want to praise the player right away.. it is more realistic to wait a moment
8383 Player->praise_delay_timestamp = timestamp_rand(1000, 2000);
8386 // player has just killed a ship, maybe offer send a 'good job' message
8387 #define PLAYER_ASK_HELP_INTERVAL 60000 // minimum time between praises
8388 #define PLAYER_MAX_ASK_HELP 10 // max number of warnings player can receive in a mission
8389 #define ASK_HELP_SHIELD_PERCENT 0.1 // percent shields at which ship will ask for help
8390 #define ASK_HELP_HULL_PERCENT 0.3 // percent hull at which ship will ask for help
8391 #define AWACS_HELP_HULL_HI 0.75 // percent hull at which ship will ask for help
8392 #define AWACS_HELP_HULL_LOW 0.25 // percent hull at which ship will ask for help
8394 // -----------------------------------------------------------------------------
8395 void awacs_maybe_ask_for_help(ship *sp, int multi_team_filter)
8399 objp = &Objects[sp->objnum];
8401 if ( objp->hull_strength < ( (AWACS_HELP_HULL_LOW + 0.01f *(static_rand(objp-Objects) & 5)) * Ship_info[sp->ship_info_index].initial_hull_strength) ) {
8402 // awacs ship below 25 + (0-4) %
8403 if (!(sp->awacs_warning_flag & AWACS_WARN_25)) {
8404 message = MESSAGE_AWACS_25;
8405 sp->awacs_warning_flag |= AWACS_WARN_25;
8407 } 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) ) {
8408 // awacs ship below 75 + (0-4) %
8409 if (!(sp->awacs_warning_flag & AWACS_WARN_75)) {
8410 message = MESSAGE_AWACS_75;
8411 sp->awacs_warning_flag |= AWACS_WARN_75;
8416 message_send_builtin_to_player(message, sp, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, multi_team_filter);
8417 Player->allow_ask_help_timestamp = timestamp(PLAYER_ASK_HELP_INTERVAL);
8418 Player->ask_help_count++;
8422 // -----------------------------------------------------------------------------
8423 void ship_maybe_ask_for_help(ship *sp)
8426 int multi_team_filter = -1;
8428 // First check if the player has reached the maximum number of ask_help's for a mission
8429 if ( Player->ask_help_count >= PLAYER_MAX_ASK_HELP ) {
8433 // Check if enough time has elapsed since last help request, if not - leave
8434 if ( !timestamp_elapsed(Player->allow_ask_help_timestamp) ) {
8438 if ( !(Player_ship->team & TEAM_FRIENDLY) ) {
8442 Assert(sp->team & TEAM_FRIENDLY );
8443 objp = &Objects[sp->objnum];
8445 if ( objp->flags & OF_PLAYER_SHIP ) {// don't let the player ask for help!
8449 // determine team filter if TvT
8450 if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)){
8451 if(sp->team == TEAM_FRIENDLY){
8452 multi_team_filter = 0;
8453 } else if(sp->team == TEAM_HOSTILE){
8454 multi_team_filter = 1;
8458 // handle awacs ship as a special case
8459 if (Ship_info[sp->ship_info_index].flags & SIF_HAS_AWACS) {
8460 awacs_maybe_ask_for_help(sp, multi_team_filter);
8464 // for now, only have wingman ships request help
8465 if ( !(sp->flags & SF_FROM_PLAYER_WING) ) {
8469 // first check if hull is at a critical level
8470 if ( objp->hull_strength < ASK_HELP_HULL_PERCENT * Ship_info[sp->ship_info_index].initial_hull_strength ) {
8474 // check if shields are near critical level
8475 if ( objp->flags & OF_NO_SHIELDS ) {
8476 return; // no shields on ship, no don't check shield levels
8479 if ( get_shield_strength(objp) > (ASK_HELP_SHIELD_PERCENT * Ship_info[sp->ship_info_index].shields) ) {
8485 Assert(Ship_info[sp->ship_info_index].flags & (SIF_FIGHTER|SIF_BOMBER) ); // get Alan
8486 message_send_builtin_to_player(MESSAGE_HELP, sp, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, multi_team_filter);
8487 Player->allow_ask_help_timestamp = timestamp(PLAYER_ASK_HELP_INTERVAL);
8489 if ( timestamp_until(Player->allow_scream_timestamp) < 15000 ) {
8490 Player->allow_scream_timestamp = timestamp(15000); // prevent overlap with death message
8493 Player->ask_help_count++;
8496 // The player has just entered death roll, maybe have wingman mourn the loss of the player
8497 void ship_maybe_lament()
8501 // no. because in multiplayer, its funny
8502 if(Game_mode & GM_MULTIPLAYER){
8506 if ( rand()%4 == 0 ) {
8507 ship_index = ship_get_random_player_wing_ship( SHIP_GET_NO_PLAYERS );
8508 if ( ship_index >= 0 ) {
8509 message_send_builtin_to_player(MESSAGE_PLAYED_DIED, &Ships[ship_index], MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, -1);
8514 #define PLAYER_SCREAM_INTERVAL 60000
8515 #define PLAYER_MAX_SCREAMS 10
8517 // play a death scream for a ship
8518 void ship_scream(ship *sp)
8520 int multi_team_filter = -1;
8528 if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)){
8529 if(sp->team == TEAM_FRIENDLY){
8530 multi_team_filter = 0;
8531 } else if(sp->team == TEAM_HOSTILE){
8532 multi_team_filter = 1;
8536 message_send_builtin_to_player(MESSAGE_WINGMAN_SCREAM, sp, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, multi_team_filter);
8537 Player->allow_scream_timestamp = timestamp(PLAYER_SCREAM_INTERVAL);
8538 Player->scream_count++;
8539 sp->flags |= SF_SHIP_HAS_SCREAMED;
8541 // prevent overlap with help messages
8542 if ( timestamp_until(Player->allow_ask_help_timestamp) < 15000 ) {
8543 Player->allow_ask_help_timestamp = timestamp(15000); // prevent overlap with death message
8547 // ship has just died, maybe play a scream.
8549 // NOTE: this is only called for ships that are in a player wing (and not player ship)
8550 void ship_maybe_scream(ship *sp)
8555 // First check if the player has reached the maximum number of screams for a mission
8556 if ( Player->scream_count >= PLAYER_MAX_SCREAMS ) {
8560 // if on different teams (i.e. team v. team games in multiplayer), no scream
8561 if ( sp->team != Player_ship->team ) {
8565 // Check if enough time has elapsed since last scream, if not - leave
8566 if ( !timestamp_elapsed(Player->allow_scream_timestamp) ) {
8573 // maybe tell player that we've requested a support ship
8574 #define PLAYER_REQUEST_REPAIR_MSG_INTERVAL 240000
8575 void ship_maybe_tell_about_rearm(ship *sp)
8577 if ( !timestamp_elapsed(Player->request_repair_timestamp) ) {
8581 if ( !(Player_ship->team & TEAM_FRIENDLY) ) {
8585 // AL 1-4-98: If ship integrity is low, tell player you want to get repaired. Otherwise, tell
8586 // the player you want to get re-armed.
8588 int message_type = -1;
8589 int heavily_damaged = 0;
8590 if ( Objects[sp->objnum].hull_strength/Ship_info[sp->ship_info_index].initial_hull_strength < 0.4 ) {
8591 heavily_damaged = 1;
8594 if ( heavily_damaged || (sp->flags & SF_DISABLED) ) {
8595 message_type = MESSAGE_REPAIR_REQUEST;
8601 for ( i = 0; i < swp->num_secondary_banks; i++ ) {
8602 if (swp->secondary_bank_start_ammo[i] > 0) {
8603 if ( swp->secondary_bank_ammo[i]/swp->secondary_bank_start_ammo[i] < 0.5f ) {
8604 message_type = MESSAGE_REARM_REQUEST;
8611 int multi_team_filter = -1;
8614 if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)){
8615 if(sp->team == TEAM_FRIENDLY){
8616 multi_team_filter = 0;
8617 } else if(sp->team == TEAM_HOSTILE){
8618 multi_team_filter = 1;
8622 if ( message_type >= 0 ) {
8624 message_send_builtin_to_player(message_type, sp, MESSAGE_PRIORITY_NORMAL, MESSAGE_TIME_SOON, 0, 0, -1, multi_team_filter);
8626 Player->request_repair_timestamp = timestamp(PLAYER_REQUEST_REPAIR_MSG_INTERVAL);
8630 // The current primary weapon or link status for a ship has changed.. notify clients if multiplayer
8632 // input: sp => pointer to ship that modified primaries
8633 void ship_primary_changed(ship *sp)
8638 // we only need to deal with multiplayer issues for now, so bail it not multiplayer
8639 if ( !(Game_mode & GM_MULTIPLAYER) )
8646 if ( MULTIPLAYER_MASTER )
8647 send_ship_weapon_change( sp, MULTI_PRIMARY_CHANGED, swp->current_primary_bank, (sp->flags & SF_PRIMARY_LINKED)?1:0 );
8651 // The current secondary weapon or dual-fire status for a ship has changed.. notify clients if multiplayer
8653 // input: sp => pointer to ship that modified secondaries
8654 void ship_secondary_changed(ship *sp)
8659 // we only need to deal with multiplayer issues for now, so bail it not multiplayer
8660 if ( !(Game_mode & GM_MULTIPLAYER) ){
8667 if ( MULTIPLAYER_MASTER )
8668 send_ship_weapon_change( sp, MULTI_SECONDARY_CHANGED, swp->current_secondary_bank, (sp->flags & SF_SECONDARY_DUAL_FIRE)?1:0 );
8672 int ship_get_SIF(ship *shipp)
8674 return Ship_info[shipp->ship_info_index].flags;
8677 int ship_get_SIF(int sh)
8679 return Ship_info[Ships[sh].ship_info_index].flags;
8682 int ship_get_by_signature(int signature)
8686 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
8687 // if we found a matching ship object signature
8688 if((Objects[so->objnum].signature == signature) && (Objects[so->objnum].type == OBJ_SHIP)){
8689 return Objects[so->objnum].instance;
8693 // couldn't find the ship
8697 // function which gets called when the cargo of a ship is revealed. Happens at two different locations
8698 // (at least when this function was written), one for the player, and one for AI ships. Need to send stuff
8699 // to clients in multiplayer game.
8700 void ship_do_cargo_revealed( ship *shipp, int from_network )
8702 // don't do anything if we already know the cargo
8703 if ( shipp->flags & SF_CARGO_REVEALED ){
8707 nprintf(("Network", "Revealing cargo for %s\n", shipp->ship_name));
8709 // send the packet if needed
8710 if ( (Game_mode & GM_MULTIPLAYER) && !from_network ){
8711 send_cargo_revealed_packet( shipp );
8714 shipp->flags |= SF_CARGO_REVEALED;
8715 shipp->time_cargo_revealed = Missiontime;
8717 // if the cargo is something other than "nothing", then make a log entry
8718 if ( stricmp(Cargo_names[shipp->cargo1 & CARGO_INDEX_MASK], NOX("nothing")) ){
8719 mission_log_add_entry(LOG_CARGO_REVEALED, shipp->ship_name, NULL, (shipp->cargo1 & CARGO_INDEX_MASK) );
8723 void ship_do_cap_subsys_cargo_revealed( ship *shipp, ship_subsys *subsys, int from_network )
8725 if ( subsys->subsys_cargo_revealed ) {
8730 nprintf(("Network", "Revealing cap ship subsys cargo for %s\n", shipp->ship_name));
8732 // send the packet if needed
8733 if ( (Game_mode & GM_MULTIPLAYER) && !from_network ){
8734 int subsystem_index = ship_get_index_from_subsys(subsys, shipp->objnum);
8735 send_subsystem_cargo_revealed_packet( shipp, subsystem_index );
8738 subsys->subsys_cargo_revealed = 1;
8740 // if the cargo is something other than "nothing", then make a log entry
8741 if ( (subsys->subsys_cargo_name > 0) && stricmp(Cargo_names[subsys->subsys_cargo_name], NOX("nothing")) ){
8742 mission_log_add_entry(LOG_CAP_SUBSYS_CARGO_REVEALED, shipp->ship_name, subsys->system_info->name, subsys->subsys_cargo_name );
8747 // Return the range of the currently selected secondary weapon
8748 // NOTE: If there is no missiles left in the current bank, range returned is 0
8749 float ship_get_secondary_weapon_range(ship *shipp)
8754 swp = &shipp->weapons;
8755 if ( swp->current_secondary_bank >= 0 ) {
8757 int bank=swp->current_secondary_bank;
8758 wip = &Weapon_info[swp->secondary_bank_weapons[bank]];
8759 if ( swp->secondary_bank_ammo[bank] > 0 ) {
8760 srange = wip->max_speed * wip->lifetime;
8767 // Determine the number of secondary ammo units (missile/bomb) allowed max for a ship
8769 int get_max_ammo_count_for_bank(int ship_class, int bank, int ammo_type)
8771 float capacity, size;
8773 capacity = (float) Ship_info[ship_class].secondary_bank_ammo_capacity[bank];
8774 size = (float) Weapon_info[ammo_type].cargo_size;
8775 return (int) (capacity / size);
8780 // Page in bitmaps for all the ships in this level
8784 int num_subsystems_needed = 0;
8786 int ship_class_used[MAX_SHIP_TYPES];
8788 // Mark all ship classes as not used
8789 for (i=0; i<MAX_SHIP_TYPES; i++ ) {
8790 ship_class_used[i] = 0;
8793 // Mark any support ship types as used
8795 for (i=0; i<Num_ship_types; i++ ) {
8796 if ( Ship_info[i].flags & SIF_SUPPORT ) {
8797 nprintf(( "Paging", "Found support ship '%s'\n", Ship_info[i].name ));
8798 ship_class_used[i]++;
8800 num_subsystems_needed += Ship_info[i].n_subsystems;
8804 // Mark any ships in the mission as used
8806 for (i=0; i<MAX_SHIPS; i++) {
8807 if (Ships[i].objnum > -1) {
8808 nprintf(( "Paging","Found ship '%s'\n", Ships[i].ship_name ));
8809 ship_class_used[Ships[i].ship_info_index]++;
8811 num_subsystems_needed += Ship_info[Ships[i].ship_info_index].n_subsystems;
8815 // Mark any ships that might warp in in the future as used
8818 for( p_objp = GET_FIRST(&ship_arrival_list); p_objp != END_OF_LIST(&ship_arrival_list); p_objp = GET_NEXT(p_objp) ) {
8819 nprintf(( "Paging","Found future arrival ship '%s'\n", p_objp->name ));
8820 ship_class_used[p_objp->ship_class]++;
8822 num_subsystems_needed += Ship_info[p_objp->ship_class].n_subsystems;
8826 // Page in all the ship classes that are used on this level
8828 int num_ship_types_used = 0;
8830 for (i=0; i<MAX_SHIP_TYPES; i++ ) {
8831 if ( ship_class_used[i] ) {
8832 ship_info *si = &Ship_info[i];
8834 num_ship_types_used++;
8836 // Page in the small hud icons for each ship
8838 extern void hud_ship_icon_page_in(ship_info *sip);
8840 hud_ship_icon_page_in(si);
8844 // See if this model was previously loaded by another ship
8845 int model_previously_loaded = -1;
8846 int ship_previously_loaded = -1;
8847 for (j=0; j<MAX_SHIP_TYPES; j++ ) {
8848 if ( (Ship_info[j].modelnum > -1) && !stricmp(si->pof_file, Ship_info[j].pof_file) ) {
8849 // Model already loaded
8850 model_previously_loaded = Ship_info[j].modelnum;
8851 ship_previously_loaded = j;
8856 // If the model is previously loaded...
8857 if ( model_previously_loaded > -1 ) {
8859 // If previously loaded model isn't the same ship class...)
8860 if ( ship_previously_loaded != i ) {
8862 // update the model number.
8863 si->modelnum = model_previously_loaded;
8865 for ( j = 0; j < si->n_subsystems; j++ ) {
8866 si->subsystems[j].model_num = -1;
8869 ship_copy_subsystem_fixup(si);
8872 for ( j = 0; j < si->n_subsystems; j++ ) {
8873 Assert( si->subsystems[j].model_num == si->modelnum );
8878 // Just to be safe (I mean to check that my code works...)
8879 Assert( si->modelnum > -1 );
8880 Assert( si->modelnum == model_previously_loaded );
8883 for ( j = 0; j < si->n_subsystems; j++ ) {
8884 Assert( si->subsystems[j].model_num == si->modelnum );
8889 // Model not loaded... so load it and page in its textures
8890 si->modelnum = model_load(si->pof_file, si->n_subsystems, &si->subsystems[0]);
8892 Assert( si->modelnum > -1 );
8894 // Verify that all the subsystem model numbers are updated
8896 for ( j = 0; j < si->n_subsystems; j++ ) {
8897 Assert( si->subsystems[j].model_num == si->modelnum ); // JAS
8906 for (i=0; i<MAX_SHIP_TYPES; i++ ) {
8907 if ( ship_class_used[i] ) {
8908 ship_info *si = &Ship_info[i];
8910 if ( si->modelnum > -1 ) {
8911 polymodel *pm = model_get(si->modelnum);
8913 nprintf(( "Paging", "Paging in textures for model '%s'\n", si->pof_file ));
8915 for (j=0; j<pm->n_textures; j++ ) {
8916 int bitmap_num = pm->original_textures[j];
8918 if ( bitmap_num > -1 ) {
8919 // if we're in Glide (and maybe later with D3D), use nondarkening textures
8920 if(gr_screen.mode == GR_GLIDE){
8921 bm_page_in_nondarkening_texture( bitmap_num );
8923 bm_page_in_texture( bitmap_num );
8929 nprintf(( "Paging", "Couldn't load model '%s'\n", si->pof_file ));
8934 nprintf(( "Paging", "There are %d ship classes used in this mission.\n", num_ship_types_used ));
8935 mprintf(( "This mission requires %d Ship_subsystems. See #define MAX_SHIP_SUBOBJECTS.\n", num_subsystems_needed ));
8937 // JAS: If you hit this, then MAX_SHIP_SUBOBJECTS is set too low.
8938 // I added this code in to detect an error that wasn't getting detected any other
8940 Assert(num_subsystems_needed < MAX_SHIP_SUBOBJECTS );
8942 // Page in the thruster effects
8945 // Make sure thrusters are loaded
8946 if ( !Thrust_anim_inited ) ship_init_thrusters();
8948 for ( i = 0; i < NUM_THRUST_ANIMS; i++ ) {
8949 thrust_anim *ta = &Thrust_anims[i];
8950 for ( j = 0; j<ta->num_frames; j++ ) {
8951 bm_page_in_texture( ta->first_frame + j );
8955 for ( i = 0; i < NUM_THRUST_GLOW_ANIMS; i++ ) {
8956 thrust_anim *ta = &Thrust_glow_anims[i];
8957 // glows are really not anims
8958 bm_page_in_texture( ta->first_frame );
8961 // page in insignia bitmaps
8962 if(Game_mode & GM_MULTIPLAYER){
8963 for(i=0; i<MAX_PLAYERS; i++){
8964 if(MULTI_CONNECTED(Net_players[i]) && (Net_players[i].player != NULL) && (Net_players[i].player->insignia_texture >= 0)){
8965 bm_page_in_xparent_texture(Net_players[i].player->insignia_texture);
8969 if((Player != NULL) && (Player->insignia_texture >= 0)){
8970 bm_page_in_xparent_texture(Player->insignia_texture);
8975 // function to return true if support ships are allowed in the mission for the given object.
8976 // In single player, must be friendly and not Shivan.
8977 // In multiplayer -- to be coded by Mark Allender after 5/4/98 -- MK, 5/4/98
8978 int is_support_allowed(object *objp)
8980 if (The_mission.disallow_support){
8984 if ( Game_mode & GM_NORMAL ) {
8985 if (Ships[objp->instance].team != TEAM_FRIENDLY){
8989 switch (Ship_info[Ships[objp->instance].ship_info_index].species) {
8990 case SPECIES_TERRAN:
8992 case SPECIES_VASUDAN:
8994 case SPECIES_SHIVAN:
9002 // multiplayer version behaves differently. Depending on mode:
9003 // 1) coop mode -- only available to friendly
9004 // 2) team v team mode -- availble to either side
9005 // 3) dogfight -- never
9007 if(Netgame.type_flags & NG_TYPE_DOGFIGHT){
9011 if ( IS_MISSION_MULTI_COOP ) {
9012 if ( Ships[objp->instance].team != TEAM_FRIENDLY ){
9022 // return ship index
9023 int ship_get_random_ship()
9030 // get the # of ships on the list
9031 num_ships = ship_get_num_ships();
9033 // get a random ship on the list
9034 rand_ship = (int)frand_range(0.0f, (float)(num_ships - 1));
9038 if(rand_ship > num_ships){
9039 rand_ship = num_ships;
9043 so = GET_FIRST(&Ship_obj_list);
9044 for(idx=0; idx<rand_ship; idx++) {
9048 return Objects[so->objnum].instance;
9051 // forcible jettison cargo from a ship
9052 void ship_jettison_cargo(ship *shipp)
9056 vector impulse, pos;
9058 // make sure we are docked with a valid object
9059 if(shipp->objnum < 0){
9062 objp = &Objects[shipp->objnum];
9063 if(Ai_info[shipp->ai_index].dock_objnum == -1){
9066 if(Objects[Ai_info[shipp->ai_index].dock_objnum].type != OBJ_SHIP){
9070 if(Ai_info[Ships[Objects[Ai_info[shipp->ai_index].dock_objnum].instance].ai_index].dock_objnum != OBJ_INDEX(objp)){
9073 cargo_objp = &Objects[Ai_info[shipp->ai_index].dock_objnum];
9075 // undock the objects
9076 ai_do_objects_undocked_stuff( objp, cargo_objp );
9079 vm_vec_sub(&pos, &cargo_objp->pos, &objp->pos);
9081 vm_vec_scale(&impulse, 100.0f);
9082 vm_vec_normalize(&pos);
9085 physics_apply_whack(&impulse, &pos, &cargo_objp->phys_info, &cargo_objp->orient, cargo_objp->phys_info.mass);
9088 float ship_get_exp_damage(object* objp)
9090 Assert(objp->type == OBJ_SHIP);
9093 ship *shipp = &Ships[objp->instance];
9095 if (shipp->special_exp_index != -1) {
9096 damage = (float) atoi(Sexp_variables[shipp->special_exp_index+DAMAGE].text);
9098 damage = Ship_info[shipp->ship_info_index].damage;
9104 int ship_get_exp_propagates(ship *sp)
9106 return Ship_info[sp->ship_info_index].explosion_propagates;
9109 float ship_get_exp_outer_rad(object *ship_objp)
9112 Assert(ship_objp->type == OBJ_SHIP);
9114 if (Ships[ship_objp->instance].special_exp_index == -1) {
9115 outer_rad = Ship_info[Ships[ship_objp->instance].ship_info_index].outer_rad;
9117 outer_rad = (float) atoi(Sexp_variables[Ships[ship_objp->instance].special_exp_index+OUTER_RAD].text);
9123 int valid_cap_subsys_cargo_list(char *subsys)
9125 if (strstr(subsys, "nav")
9126 || strstr(subsys, "comm")
9127 || strstr(subsys, "engines")
9128 || strstr(subsys, "fighter") // fighter bays
9129 || strstr(subsys, "sensors")
9130 || strstr(subsys, "weapons")) {
9138 // determine turret status of a given subsystem, returns 0 for no turret, 1 for "fixed turret", 2 for "rotating" turret
9139 int ship_get_turret_type(ship_subsys *subsys)
9141 // not a turret at all
9142 if(subsys->system_info->type != SUBSYSTEM_TURRET){
9147 if(subsys->system_info->turret_turning_rate > 0.0f){
9155 ship_subsys *ship_get_subsys(ship *shipp, char *subsys_name)
9157 ship_subsys *lookup;
9160 if((shipp == NULL) || (subsys_name == NULL)){
9164 lookup = GET_FIRST(&shipp->subsys_list);
9165 while(lookup != END_OF_LIST(&shipp->subsys_list)){
9167 if(!strcmp(lookup->system_info->subobj_name, subsys_name)){
9172 lookup = GET_NEXT(lookup);
9179 // returns 0 if no conflict, 1 if conflict, -1 on some kind of error with wing struct
9180 int wing_has_conflicting_teams(int wing_index)
9182 int first_team, idx;
9185 Assert((wing_index >= 0) && (wing_index < num_wings) && (Wings[wing_index].current_count > 0));
9186 if((wing_index < 0) || (wing_index >= num_wings) || (Wings[wing_index].current_count <= 0)){
9191 Assert(Wings[wing_index].ship_index[0] >= 0);
9192 if(Wings[wing_index].ship_index[0] < 0){
9195 first_team = Ships[Wings[wing_index].ship_index[0]].team;
9196 for(idx=1; idx<Wings[wing_index].current_count; idx++){
9197 // more sanity checks
9198 Assert(Wings[wing_index].ship_index[idx] >= 0);
9199 if(Wings[wing_index].ship_index[idx] < 0){
9203 // if we've got a team conflict
9204 if(first_team != Ships[Wings[wing_index].ship_index[idx]].team){
9213 // get the team of a reinforcement item
9214 int ship_get_reinforcement_team(int r_index)
9220 Assert((r_index >= 0) && (r_index < Num_reinforcements));
9221 if((r_index < 0) || (r_index >= Num_reinforcements)){
9225 // if the reinforcement is a ship
9226 objp = mission_parse_get_arrival_ship( Reinforcements[r_index].name );
9231 // if the reinforcement is a ship
9232 wing_index = wing_lookup(Reinforcements[r_index].name);
9233 if(wing_index >= 0){
9234 // go through the ship arrival list and find the first ship in this wing
9235 objp = GET_FIRST(&ship_arrival_list);
9236 while( objp != END_OF_LIST(&ship_arrival_list) ) {
9238 if (objp->wingnum == wing_index) {
9243 objp = GET_NEXT(objp);
9251 // determine if the given texture is used by a ship type. return ship info index, or -1 if not used by a ship
9252 int ship_get_texture(int bitmap)
9256 // check all ship types
9257 for(idx=0; idx<Num_ship_types; idx++){
9258 if((Ship_info[idx].modelnum >= 0) && model_find_texture(Ship_info[idx].modelnum, bitmap) == 1){
9263 // couldn't find the texture
9267 extern void ssm_create(vector *target, vector *start, int ssm_index, ssm_firing_info *override);
9269 // update artillery lock info
9270 #define CLEAR_ARTILLERY_AND_CONTINUE() { if(aip != NULL){ aip->artillery_objnum = -1; aip->artillery_sig = -1; aip->artillery_lock_time = 0.0f;} continue; }
9271 float artillery_dist = 10.0f;
9274 dc_get_arg(ARG_FLOAT);
9275 artillery_dist = Dc_arg_float;
9277 void ship_update_artillery_lock()
9279 #if defined(MULTIPLAYER_BETA_BUILD) || defined(FS2_DEMO)
9282 ai_info *aip = NULL;
9283 weapon_info *tlaser = NULL;
9284 mc_info *cinfo = NULL;
9286 vector temp, local_hit;
9291 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ){
9293 if((so->objnum >= 0) && (Objects[so->objnum].type == OBJ_SHIP) && (Objects[so->objnum].instance >= 0)){
9294 shipp = &Ships[Objects[so->objnum].instance];
9300 if(shipp->ai_index >= 0){
9301 aip = &Ai_info[shipp->ai_index];
9304 // if the ship has no targeting laser firing
9305 if((shipp->targeting_laser_objnum < 0) || (shipp->targeting_laser_bank < 0)){
9306 CLEAR_ARTILLERY_AND_CONTINUE();
9309 // if he didn't hit any objects this frame
9310 if(beam_get_num_collisions(shipp->targeting_laser_objnum) <= 0){
9311 CLEAR_ARTILLERY_AND_CONTINUE();
9314 // get weapon info for the targeting laser he's firing
9315 Assert((shipp->weapons.current_primary_bank >= 0) && (shipp->weapons.current_primary_bank < 2));
9316 if((shipp->weapons.current_primary_bank < 0) || (shipp->weapons.current_primary_bank >= 2)){
9319 Assert(shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank] >= 0);
9320 if(shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank] < 0){
9323 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));
9324 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)){
9327 tlaser = &Weapon_info[shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]];
9329 // get collision info
9330 if(!beam_get_collision(shipp->targeting_laser_objnum, 0, &c_objnum, &cinfo)){
9331 CLEAR_ARTILLERY_AND_CONTINUE();
9333 if((c_objnum < 0) || (cinfo == NULL)){
9334 CLEAR_ARTILLERY_AND_CONTINUE();
9337 // get the position we hit this guy with in his local coords
9338 vm_vec_sub(&temp, &cinfo->hit_point_world, &Objects[c_objnum].pos);
9339 vm_vec_rotate(&local_hit, &temp, &Objects[c_objnum].orient);
9341 // if we are hitting a different guy now, reset the lock
9342 if((c_objnum != aip->artillery_objnum) || (Objects[c_objnum].signature != aip->artillery_sig)){
9343 aip->artillery_objnum = c_objnum;
9344 aip->artillery_sig = Objects[c_objnum].signature;
9345 aip->artillery_lock_time = 0.0f;
9346 aip->artillery_lock_pos = local_hit;
9352 // otherwise we're hitting the same guy. check to see if we've strayed too far
9353 if(vm_vec_dist_quick(&local_hit, &aip->artillery_lock_pos) > artillery_dist){
9354 // hmmm. reset lock time, but don't reset the lock itself
9355 aip->artillery_lock_time = 0.0f;
9359 // finally - just increment the lock time
9360 aip->artillery_lock_time += flFrametime;
9363 if(aip->artillery_lock_time >= 2.0f){
9365 HUD_printf("Firing artillery");
9368 vm_vec_unrotate(&temp, &aip->artillery_lock_pos, &Objects[aip->artillery_objnum].orient);
9369 vm_vec_add2(&temp, &Objects[aip->artillery_objnum].pos);
9370 ssm_create(&temp, &Objects[so->objnum].pos, 0, NULL);
9372 // reset the artillery
9373 aip->artillery_lock_time = 0.0f;
9379 // checks if a world point is inside the extended bounding box of a ship
9380 // may not work if delta box is large and negative (ie, adjusted box crosses over on itself - min > max)
9381 int check_world_pt_in_expanded_ship_bbox(vector *world_pt, object *objp, float delta_box)
9383 Assert(objp->type == OBJ_SHIP);
9385 vector temp, ship_pt;
9387 vm_vec_sub(&temp, world_pt, &objp->pos);
9388 vm_vec_rotate(&ship_pt, &temp, &objp->orient);
9390 pm = model_get(Ships[objp->instance].modelnum);
9393 (ship_pt.xyz.x > pm->mins.xyz.x - delta_box) && (ship_pt.xyz.x < pm->maxs.xyz.x + delta_box)
9394 && (ship_pt.xyz.y > pm->mins.xyz.y - delta_box) && (ship_pt.xyz.y < pm->maxs.xyz.y + delta_box)
9395 && (ship_pt.xyz.z > pm->mins.xyz.z - delta_box) && (ship_pt.xyz.z < pm->maxs.xyz.z + delta_box)
9400 // returns true when objp is ship and is tagged
9401 int ship_is_tagged(object *objp)
9404 if (objp->type == OBJ_SHIP) {
9405 shipp = &Ships[objp->instance];
9406 if ( (shipp->tag_left > 0) || (shipp->level2_tag_left > 0) ) {
9414 // get maximum ship speed (when not warping in or out)
9415 float ship_get_max_speed(ship *shipp)
9419 int ship_info_index = shipp->ship_info_index;
9422 max_speed = Ship_info[ship_info_index].max_overclocked_speed;
9425 max_speed = max(max_speed, Ship_info[ship_info_index].max_vel.xyz.z);
9428 max_speed = max(max_speed, Ship_info[ship_info_index].afterburner_max_vel.xyz.z);
9433 // determin warp speed of ship
9434 float ship_get_warp_speed(object *objp)
9436 Assert(objp->type == OBJ_SHIP);
9437 float shipfx_calculate_warp_speed(object *);
9438 return shipfx_calculate_warp_speed(objp);
9441 // returns true if ship is beginning to speed up in warpout
9442 int ship_is_beginning_warpout_speedup(object *objp)
9444 Assert(objp->type == OBJ_SHIP);
9448 aip = &Ai_info[Ships[objp->instance].ai_index];
9450 if (aip->mode == AIM_WARP_OUT) {
9451 if ( (aip->submode == AIS_WARP_3) || (aip->submode == AIS_WARP_4) || (aip->submode == AIS_WARP_5) ) {
9459 // given a ship info type, return a species
9460 int ship_get_species_by_type(int ship_info_index)
9463 if((ship_info_index < 0) || (ship_info_index >= Num_ship_types)){
9468 return Ship_info[ship_info_index].species;
9471 // return the length of a ship
9472 float ship_get_length(ship* shipp)
9474 polymodel *pm = model_get(shipp->modelnum);
9475 return (pm->maxs.xyz.z - pm->mins.xyz.z);