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/ShipHit.cpp $
15 * Code to deal with a ship getting hit by something, be it a missile, dog, or ship.
18 * Revision 1.4 2002/06/09 04:41:26 relnev
19 * added copyright header
21 * Revision 1.3 2002/06/02 04:26:34 relnev
24 * Revision 1.2 2002/05/03 13:34:34 theoddone33
27 * Revision 1.1.1.1 2002/05/03 03:28:10 root
31 * 61 9/14/99 3:26a Dave
32 * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer
33 * respawn-too-early problem. Made a few crash points safe.
35 * 60 9/13/99 4:52p Dave
38 * 59 9/09/99 11:17a Jimb
39 * Removed bogus Int3() in do_subobj_hit_stuff().
41 * 58 9/07/99 4:01p Dave
42 * Fixed up a string.tbl paroblem (self destruct message). Make sure IPX
43 * does everything properly (setting up address when binding). Remove
44 * black rectangle background from UI_INPUTBOX.
46 * 57 9/03/99 11:39p Mikek
47 * Fix problem in sm3-01 of dual-fired Helios bombs only doing 1/4 damage.
49 * 56 9/03/99 2:24p Mikek
50 * Decrease overall damage done to player at Medium and Hard. I believe
51 * this was the major culprit in Flak cannons being so nasty. The firing
52 * rate seems to not have been an issue.
54 * 55 9/02/99 11:55a Mikek
55 * Zero damage to small ship subsystems from shockwaves.
57 * 54 9/01/99 10:15a Dave
59 * 53 8/27/99 10:42a Andsager
60 * Don't reposition shockwave for BIG only HUGE ships
62 * 52 8/27/99 1:34a Andsager
63 * Modify damage by shockwaves for BIG|HUGE ships. Modify shockwave damge
64 * when weapon blows up.
66 * 51 8/26/99 10:46p Andsager
67 * Apply shockwave damage to lethality.
69 * 50 8/26/99 8:52p Dave
70 * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes.
72 * 49 8/26/99 5:14p Andsager
74 * 48 8/26/99 9:45a Dave
75 * First pass at easter eggs and cheats.
77 * 47 8/23/99 11:59a Andsager
78 * Force choice of big fireball when Knossos destroyed. Allow logging of
79 * ship destroyed when no killer_name (ie, from debug).
81 * 46 8/22/99 5:53p Dave
82 * Scoring fixes. Added self destruct key. Put callsigns in the logfile
83 * instead of ship designations for multiplayer players.
85 * 45 8/22/99 1:19p Dave
86 * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in
87 * which d3d cards are detected.
89 * 44 8/20/99 5:09p Andsager
90 * Second pass on Knossos device explosion
92 * 43 8/20/99 1:42p Andsager
93 * Frist pass on Knossos explosion.
95 * 42 8/06/99 9:46p Dave
96 * Hopefully final changes for the demo.
98 * 41 8/03/99 11:02p Dave
99 * Maybe fixed sync problems in multiplayer.
101 * 40 8/02/99 1:59p Dave
102 * Fixed improper damage application to subobjects on a "big damage" ship.
104 * 39 7/24/99 1:54p Dave
105 * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert
108 * 38 7/19/99 7:20p Dave
109 * Beam tooling. Specialized player-killed-self messages. Fixed d3d nebula
112 * 37 7/09/99 12:51a Andsager
113 * Modify engine wash (1) less damage (2) only at a closer range (3) no
114 * damage when engine is disabled
116 * 36 6/30/99 5:53p Dave
117 * Put in new anti-camper code.
119 * 35 6/28/99 4:51p Andsager
120 * Add ship-guardian sexp (does not allow ship to be killed)
122 * 34 6/21/99 7:25p Dave
123 * netplayer pain packet. Added type E unmoving beams.
125 * 33 6/10/99 3:43p Dave
126 * Do a better job of syncing text colors to HUD gauges.
128 * 32 5/27/99 12:14p Andsager
129 * Some fixes for live debris when more than one subsys on ship with live
130 * debris. Set subsys strength (when 0) blows off subsystem.
131 * sexp_hits_left_subsystem works for SUBSYSTEM_UNKNOWN.
133 * 31 5/21/99 5:03p Andsager
134 * Add code to display engine wash death. Modify ship_kill_packet
136 * 30 5/21/99 1:44p Andsager
137 * Add engine wash gauge
139 * 29 5/14/99 11:50a Andsager
140 * Added vaporize for SMALL ships hit by HUGE beams. Modified dying
141 * frame. Enlarged debris shards and range at which visible.
143 * 28 5/12/99 2:55p Andsager
144 * Implemented level 2 tag as priority in turret object selection
146 * 27 5/11/99 10:16p Andsager
147 * First pass on engine wash effect. Rotation (control input), damage,
150 * 26 4/28/99 11:13p Dave
151 * Temporary checkin of artillery code.
153 * 25 4/23/99 12:01p Johnson
154 * Added SIF_HUGE_SHIP
156 * 24 4/20/99 3:43p Andsager
157 * Added normal parameter to ship_apply_local_damage for case of ship_ship
160 * 23 4/16/99 5:54p Dave
161 * Support for on/off style "stream" weapons. Real early support for
162 * target-painting lasers.
164 * 22 3/29/99 6:17p Dave
165 * More work on demo system. Got just about everything in except for
166 * blowing ships up, secondary weapons and player death/warpout.
168 * 21 3/19/99 9:51a Dave
169 * Checkin to repair massive source safe crash. Also added support for
170 * pof-style nebulae, and some new weapons code.
172 * 21 3/15/99 6:45p Daveb
173 * Put in rough nebula bitmap support.
175 * 20 3/10/99 6:51p Dave
176 * Changed the way we buffer packets for all clients. Optimized turret
177 * fired packets. Did some weapon firing optimizations.
179 * 19 2/26/99 6:01p Andsager
180 * Add sexp has-been-tagged-delay and cap-subsys-cargo-known-delay
182 * 18 2/26/99 5:39p Johnson
183 * Put in some handling code for an assert().
185 * 17 2/11/99 5:22p Andsager
186 * Fixed bugs, generalized block Sexp_variables
188 * 16 2/05/99 10:38a Johnson
189 * Fixed improper object array reference.
191 * 15 2/04/99 1:23p Andsager
192 * Apply max spark limit to ships created in mission parse
194 * 14 1/30/99 1:29a Dave
195 * Fixed nebula thumbnail problem. Full support for 1024x768 choose pilot
196 * screen. Fixed beam weapon death messages.
198 * 13 1/29/99 2:08a Dave
199 * Fixed beam weapon collisions with players. Reduced size of scoring
200 * struct for multiplayer. Disabled PXO.
202 * 12 1/27/99 10:25p Andsager
203 * Added OEM sparks - make intelligent choice of next spark location for
204 * cruiser and cap ships
206 * 11 1/25/99 5:03a Dave
207 * First run of stealth, AWACS and TAG missile support. New mission type
210 * 10 1/21/99 4:22p Anoop
211 * Removed bogus Int3() from show_dead_message(...)
213 * 9 1/12/99 5:45p Dave
214 * Moved weapon pipeline in multiplayer to almost exclusively client side.
215 * Very good results. Bandwidth goes down, playability goes up for crappy
216 * connections. Fixed object update problem for ship subsystems.
218 * 8 12/23/98 2:53p Andsager
219 * Added ship activation and gas collection subsystems, removed bridge
221 * 7 11/17/98 4:27p Andsager
222 * Stop sparks from emitting from destroyed subobjects
224 * 6 11/09/98 2:11p Dave
225 * Nebula optimizations.
227 * 5 10/26/98 9:42a Dave
228 * Early flak gun support.
230 * 4 10/20/98 1:39p Andsager
231 * Make so sparks follow animated ship submodels. Modify
232 * ship_weapon_do_hit_stuff() and ship_apply_local_damage() to add
233 * submodel_num. Add submodel_num to multiplayer hit packet.
235 * 3 10/13/98 9:29a Dave
236 * Started neatening up freespace.h. Many variables renamed and
237 * reorganized. Added AlphaColors.[h,cpp]
239 * 2 10/07/98 10:53a Dave
242 * 1 10/07/98 10:51a Dave
244 * 145 9/01/98 6:48p Dave
245 * Energy suck weapon. Removed a couple of now-bogus asserts in tracker
248 * 144 8/25/98 1:48p Dave
249 * First rev of EMP effect. Player side stuff basically done. Next comes
252 * 143 6/09/98 10:31a Hoffoss
253 * Created index numbers for all xstr() references. Any new xstr() stuff
254 * added from here on out should be added to the end if the list. The
255 * current list count can be found in FreeSpace.cpp (search for
258 * 142 5/24/98 8:49p Allender
259 * put in Int3() to try and trap nasty error in multiplayer
261 * 141 5/22/98 12:08p Mike
262 * Don't create "Disarmed" event for small ships.
264 * 140 5/22/98 11:00a Mike
267 * 139 5/18/98 12:41a Allender
268 * fixed subsystem problems on clients (i.e. not reporting properly on
269 * damage indicator). Fixed ingame join problem with respawns. minor
272 * 138 5/13/98 6:54p Dave
273 * More sophistication to PXO interface. Changed respawn checking so
274 * there's no window for desynchronization between the server and the
277 * 137 5/11/98 11:37a Mike
278 * Don't allow deathroll duration for large ships to be shortened by
281 * 136 5/10/98 11:30p Mike
282 * Better firing of bombs, less likely to go into strafe mode.
284 * 135 5/07/98 12:24a Hoffoss
285 * Finished up sidewinder force feedback support.
287 * 134 5/06/98 8:47a Andsager
288 * Initial check in, allow ship sparks to turn on and off depending on
291 * 133 5/06/98 1:12a Allender
292 * fix sequencing names, added nprintf to help respawn debugging
294 * 132 5/04/98 4:07p Andsager
295 * Reduce deathroll rotvel cap and average by 25%.
297 * 131 5/04/98 11:12a Mike
298 * Make kamikaze ships detonate on impact -- no death roll.
300 * 130 4/30/98 12:17a Andsager
301 * Increase deathroll time for big ships and decrease max rotvel for big
304 * 129 4/27/98 6:02p Dave
305 * Modify how missile scoring works. Fixed a team select ui bug. Speed up
306 * multi_lag system. Put in new main hall.
308 * 128 4/27/98 2:23p Andsager
309 * Create fireballs on destroying subsystems of big ships. Limit number
310 * of sparks on small ships.
312 * 127 4/24/98 5:35p Andsager
313 * Fix sparks sometimes drawing not on model. If ship is sphere in
314 * collision, don't draw sparks. Modify ship_apply_local_damage() to take
315 * parameter no_spark.
317 * 126 4/23/98 4:47p Andsager
318 * Make deathroll rotvel have z component largest.
320 * 125 4/22/98 9:10a Andsager
321 * Resrore z component of deathroll rotvel, as before.
323 * 124 4/21/98 11:20p Andsager
324 * Modify deatroll rotvel. Fix bug getting only positive values. Add
325 * random to current rotvel, make z rotvel always larger than x or y.
326 * Move call to shipfx_large_blowup_init into Ship.cpp.
328 * 123 4/21/98 10:38a Mike
329 * Don't allow player to take _any_ kind of damage past stage 2 of
332 * 122 4/20/98 5:10p John
333 * Took out cap of number of shards using num_particles.
335 * 121 4/17/98 1:17p Mike
336 * Fix bug with uninitialized damage_to_apply.
338 * 120 4/17/98 11:05a Mike
339 * Make number of pieces of small debris created by subsystem hits be
340 * based on detail level.
341 * Fix location of turret subsystem. Was doubly globalizing, very bad on
344 * 119 4/16/98 3:40p Mike
345 * Make subsys destroyed messages only get sent once.
347 * 118 4/15/98 11:06p Mike
348 * Better balance of damage done to subsystems by shockwaves.
350 * 117 4/15/98 10:13p Mike
351 * Fix application of damage to subsystems.
353 * 116 4/14/98 9:15p John
354 * Added flag to specify which ships get the new large ship exploding
357 * 115 4/14/98 4:56p John
358 * Hooked in Andsager's large ship exploding code, but it is temporarily
361 * 114 4/12/98 11:16a John
362 * Made palette red hit effect more proportional to damage.
364 * 113 4/10/98 12:16p Allender
365 * fix ship hit kill and debris packets
367 * 112 4/10/98 1:38a Allender
368 * fix bug with -1 vs 255 (for current secondary bank). Undid previous
369 * code for ship_kill packets.
371 * 111 4/09/98 5:44p Allender
372 * multiplayer network object fixes. debris and self destructed ships
373 * should all sync up. Fix problem where debris pieces (hull pieces) were
374 * not getting a net signature
376 * 110 4/09/98 5:27p Mike
377 * Speed up deathrolls for smaller ships a bit.
379 * 109 4/06/98 7:13p Allender
380 * generate the death text
382 * 108 4/01/98 1:48p Allender
383 * major changes to ship collision in multiplayer. Clients now do own
384 * ship/ship collisions (with their own ship only) Modifed the hull
385 * update packet to be sent quicker when object is target of player.
387 * 107 3/31/98 5:19p John
388 * Removed demo/save/restore. Made NDEBUG defined compile. Removed a
389 * bunch of debug stuff out of player file. Made model code be able to
390 * unload models and malloc out only however many models are needed.
393 * 106 3/30/98 2:38p Mike
394 * Add asteroid_density to detail level support.
395 * No force explosion damage in training missions.
396 * Make cargo deathrolls shorter.
398 * 105 3/30/98 1:08a Lawrance
399 * Implement "blast" icon. Blink HUD icon when player ship is hit by a
402 * 104 3/24/98 4:26p Lawrance
403 * Make finding out if player killed self easier and more reliable
405 * 103 3/24/98 2:16p Mike
406 * Fix bug with variation in death roll rotational velocity. It wasn't
407 * getting initialized!
409 * 102 3/21/98 3:36p Lawrance
410 * Let damage gauge know when player has taken damage.
412 * 101 3/21/98 3:37p Mike
413 * Fix/optimize attacking of big ships.
415 * 100 3/19/98 5:35p Lawrance
416 * Correctly inform player if killed by ship explosion.
433 #include "floating.h"
436 #include "fireballs.h"
441 #include "missionlog.h"
442 #include "missionparse.h"
448 #include "freespace.h"
450 #include "linklist.h"
452 #include "hudtarget.h"
454 #include "multiutil.h"
457 #include "eventmusic.h"
460 #include "gamesequence.h"
461 #include "objectsnd.h"
462 #include "cmeasure.h"
463 #include "animplay.h"
464 #include "controlsconfig.h"
465 #include "afterburner.h"
466 #include "shockwave.h"
467 #include "hudsquadmsg.h"
470 #include "multimsgs.h"
471 #include "particle.h"
472 #include "multi_respawn.h"
477 #include "multi_pmsg.h"
479 //#pragma optimize("", off)
480 //#pragma auto_inline(off)
482 typedef struct spark_pair {
487 #define MAX_SPARK_PAIRS ((MAX_SHIP_HITS * MAX_SHIP_HITS - MAX_SHIP_HITS) / 2)
489 #define BIG_SHIP_MIN_RADIUS 80.0f // ship radius above which death rolls can't be shortened by excessive damage
491 vector Dead_camera_pos;
492 vector Original_vec_to_deader;
494 // Decrease damage applied to a subsystem based on skill level.
495 float Skill_level_subsys_damage_scale[NUM_SKILL_LEVELS] = {0.2f, 0.4f, 0.6f, 0.8f, 1.0f};
497 bool is_subsys_destroyed(ship *shipp, int submodel)
501 if (submodel == -1) {
505 for ( subsys=GET_FIRST(&shipp->subsys_list); subsys != END_OF_LIST(&shipp->subsys_list); subsys = GET_NEXT(subsys) ) {
506 if (subsys->system_info->subobj_num == submodel) {
507 if (subsys->current_hits > 0) {
518 // do_subobj_destroyed_stuff is called when a subobject for a ship is killed. Separated out
519 // to separate function on 10/15/97 by MWA for easy multiplayer access. It does all of the
520 // cool things like blowing off the model (if applicable, writing the logs, etc)
521 void do_subobj_destroyed_stuff( ship *ship_p, ship_subsys *subsys, vector* hitpos )
525 model_subsystem *psub;
527 int type, i, log_index;
529 // get some local variables
530 sip = &Ship_info[ship_p->ship_info_index];
531 ship_obj = &Objects[ship_p->objnum];
532 psub = subsys->system_info;
534 get_subsystem_world_pos(ship_obj, subsys, &g_subobj_pos);
536 // create fireballs when subsys destroy for large ships.
537 object* objp = &Objects[ship_p->objnum];
538 if (objp->radius > 100.0f) {
539 // number of fireballs determined by radius of subsys
541 if ( psub->radius < 3 ) {
547 vector temp_vec, center_to_subsys, rand_vec;
548 vm_vec_sub(¢er_to_subsys, &g_subobj_pos, &objp->pos);
549 for (int i=0; i<num_fireballs; i++) {
551 // make first fireball at hitpos
555 temp_vec = g_subobj_pos;
558 // make other fireballs at random positions, but try to keep on the surface
559 vm_vec_rand_vec_quick(&rand_vec);
560 float dot = vm_vec_dotprod(¢er_to_subsys, &rand_vec);
561 vm_vec_scale_add2(&rand_vec, ¢er_to_subsys, -dot/vm_vec_mag_squared(¢er_to_subsys));
562 vm_vec_scale_add(&temp_vec, &g_subobj_pos, &rand_vec, 0.5f*psub->radius);
565 // scale fireball size according to size of subsystem, but not less than 10
566 float fireball_rad = psub->radius * 0.2f;
567 if (fireball_rad < 10) {
568 fireball_rad = 10.0f;
572 vm_vec_crossprod(&fb_vel, &objp->phys_info.rotvel, ¢er_to_subsys);
573 vm_vec_add2(&fb_vel, &objp->phys_info.vel);
574 fireball_create( &temp_vec, FIREBALL_EXPLOSION_MEDIUM, OBJ_INDEX(objp), fireball_rad, 0, &fb_vel );
578 if ( MULTIPLAYER_MASTER ) {
581 index = ship_get_index_from_subsys(subsys, ship_p->objnum);
589 send_subsystem_destroyed_packet( ship_p, index, hit );
592 // next do a quick sanity check on the current hits that we are keeping for the generic subsystems
593 // I think that there might be rounding problems with the floats. This code keeps us safe.
594 if ( ship_p->subsys_info[type].num == 1 ) {
595 ship_p->subsys_info[type].current_hits = 0.0f;
601 for ( ssp=GET_FIRST(&ship_p->subsys_list); ssp != END_OF_LIST(&ship_p->subsys_list); ssp = GET_NEXT(ssp) ) {
602 if ( ssp->system_info->type == type )
603 hits += ssp->current_hits;
605 ship_p->subsys_info[type].current_hits = hits;
608 // store an event in the event log. Also, determine if all turrets or all
609 // engines have been destroyed (if the subsystem is a turret or engine).
610 // put a disabled or disarmed entry in the log if this is the case
612 // MWA -- 1/8/98 A problem was found when trying to determine (via sexpression) when some subsystems
613 // were destroyed. The bottom line is that is the psub->name and psub->subobj_name are different,
614 // then direct detection doesn't work. (This scenario happens mainly with turrets and probably with
615 // engines). So, my solution is to encode the ship_info index, and the subsystem index into one
616 // integer, and pass that as the "index" parameter to add_entry. We'll use that information to
617 // print out the info in the mission log.
618 Assert( ship_p->ship_info_index < 65535 );
620 // get the "index" of this subsystem in the ship info structure.
621 for ( i = 0; i < sip->n_subsystems; i++ ) {
622 if ( &(sip->subsystems[i]) == psub )
625 Assert( i < sip->n_subsystems );
627 log_index = ((ship_p->ship_info_index << 16) & 0xffff0000) | (i & 0xffff);
629 // Don't log or display info about the activation subsytem
630 int display = (psub->type != SUBSYSTEM_ACTIVATION);
632 mission_log_add_entry(LOG_SHIP_SUBSYS_DESTROYED, ship_p->ship_name, psub->subobj_name, log_index );
633 if ( ship_obj == Player_obj ) {
634 snd_play( &Snds[SND_SUBSYS_DIE_1], 0.0f );
635 HUD_printf(XSTR( "Your %s subsystem has been destroyed", 499), psub->name);
639 if ( psub->type == SUBSYSTEM_TURRET ) {
640 if ( ship_p->subsys_info[type].current_hits == 0.0f ) {
641 // Don't create "disarmed" event for small ships.
642 if (!(Ship_info[ship_p->ship_info_index].flags & SIF_SMALL_SHIP)) {
643 mission_log_add_entry(LOG_SHIP_DISARMED, ship_p->ship_name, NULL );
644 // ship_p->flags |= SF_DISARMED;
647 } else if (psub->type == SUBSYSTEM_ENGINE ) {
648 // when an engine is destroyed, we must change the max velocity of the ship
649 // to be some fraction of its normal maximum value
651 if ( ship_p->subsys_info[type].current_hits == 0.0f ) {
652 mission_log_add_entry(LOG_SHIP_DISABLED, ship_p->ship_name, NULL );
653 ship_p->flags |= SF_DISABLED; // add the disabled flag
657 if ( psub->subobj_num > -1 ) {
658 shipfx_blow_off_subsystem(ship_obj,ship_p,subsys,&g_subobj_pos);
659 subsys->submodel_info_1.blown_off = 1;
662 if ( (psub->subobj_num != psub->turret_gun_sobj) && (psub->turret_gun_sobj >-1) ) {
663 subsys->submodel_info_2.blown_off = 1;
666 // play sound effect when subsys gets blown up
668 if ( Ship_info[ship_p->ship_info_index].flags & SIF_HUGE_SHIP ) {
669 sound_index=SND_CAPSHIP_SUBSYS_EXPLODE;
670 } else if ( Ship_info[ship_p->ship_info_index].flags & SIF_BIG_SHIP ) {
671 sound_index=SND_SUBSYS_EXPLODE;
673 if ( sound_index >= 0 ) {
674 snd_play_3d( &Snds[sound_index], &g_subobj_pos, &View_position );
678 // Return weapon type that is associated with damaging_objp
679 // input: damaging_objp => object pointer responsible for damage
680 // exit: -1 => no weapon type is associated with damage object
681 // >=0 => weapon type associated with damage object
682 int shiphit_get_damage_weapon(object *damaging_objp)
684 int weapon_info_index = -1;
686 if ( damaging_objp ) {
687 switch(damaging_objp->type) {
689 weapon_info_index = Weapons[damaging_objp->instance].weapon_info_index;
692 weapon_info_index = shockwave_weapon_index(damaging_objp->instance);
695 weapon_info_index = -1;
700 return weapon_info_index;
703 // Return range at which this object can apply damage.
704 // Based on object type and subsystem type.
705 float subsys_get_range(object *other_obj, ship_subsys *subsys)
709 if (other_obj->type == OBJ_SHOCKWAVE) {
710 range = Shockwaves[other_obj->instance].outer_radius * 0.75f; // Shockwaves were too lethal to subsystems.
711 } else if ( subsys->system_info->type == SUBSYSTEM_TURRET ) {
712 range = subsys->system_info->radius*3;
714 range = subsys->system_info->radius*2;
720 #define MAX_DEBRIS_SHARDS 16 // cap the amount of debris shards that fly off per hit
722 // Make some random debris particles. Previous way was not very random. Create debris 75% of the time.
723 // Don't worry about multiplayer since this debris is the small stuff that cannot collide
724 void create_subsys_debris(object *ship_obj, vector *hitpos)
726 float show_debris = frand();
728 if ( show_debris <= 0.75f ) {
731 ndebris = (int)(show_debris * Detail.num_small_debris) + 1; // number of pieces of debris to create
733 if ( ndebris > MAX_DEBRIS_SHARDS )
734 ndebris = MAX_DEBRIS_SHARDS;
736 //mprintf(( "Damage = %.1f, ndebris=%d\n", show_debris, ndebris ));
737 for (int i=0; i<ndebris; i++ ) {
738 debris_create( ship_obj, -1, -1, hitpos, hitpos, 0, 1.0f );
743 void create_vaporize_debris(object *ship_obj, vector *hitpos)
746 float show_debris = frand();
748 ndebris = (int)(4.0f * ((0.5f + show_debris) * Detail.num_small_debris)) + 5; // number of pieces of debris to create
750 if ( ndebris > MAX_DEBRIS_SHARDS ) {
751 ndebris = MAX_DEBRIS_SHARDS;
754 //mprintf(( "Damage = %.1f, ndebris=%d\n", show_debris, ndebris ));
755 for (int i=0; i<ndebris; i++ ) {
756 debris_create( ship_obj, -1, -1, hitpos, hitpos, 0, 1.4f );
760 #define MAX_SUBSYS_LIST 32
768 // do_subobj_hit_stuff() is called when a collision is detected between a ship and something
769 // else. This is where we see if any sub-objects on the ship should take damage.
771 // Depending on where the collision occurs, the sub-system and surrounding hull will take
772 // different amounts of damage. The amount of damage a sub-object takes depending on how
773 // close the colliding object is to the center of the sub-object. The remaining hull damage
774 // will be returned to the caller via the damage parameter.
777 // 0 -> 0.5 radius : 100% subobject 0% hull
778 // 0.5 -> 1.0 radius : 50% subobject 50% hull
779 // 1.0 -> 2.0 radius : 25% subobject 75% hull
780 // > 2.0 radius : 0% subobject 100% hull
783 // The weapon damage is not neccesarily distributed evently between sub-systems when more than
784 // one sub-system is to take damage. Whenever damage is to be assigned to a sub-system, the above
785 // percentages are used. So, if more than one sub-object is taking damage, the second sub-system
786 // to be assigned damage will take less damage. Eg. weapon hits in the 25% damage range of two
787 // subsytems, and the weapon damage is 12. First subsystem takes 3 points damage. Second subsystem
788 // will take 0.25*9 = 2.25 damage. Should be close enough for most cases, and hull would receive
789 // 0.75 * 9 = 6.75 damage.
791 // Used to use the following constants, but now damage is linearly scaled up to 2x the subsystem
792 // radius. Same damage applied as defined by constants below.
794 // Returns unapplied damage, which will probably be applied to the hull.
796 // Shockwave damage is handled here. If other_obj->type == OBJ_SHOCKWAVE, it's a shockwave.
797 // apply the same damage to all subsystems.
798 // Note: A negative damage number means to destroy the corresponding subsystem. For example, call with -SUBSYSTEM_ENGINE to destroy engine.
800 float do_subobj_hit_stuff(object *ship_obj, object *other_obj, vector *hitpos, float damage)
804 int weapon_info_index;
807 sublist subsys_list[MAX_SUBSYS_LIST];
810 ship_p = &Ships[ship_obj->instance];
812 // Don't damage player subsystems in a training mission.
813 if ( The_mission.game_type & MISSION_TYPE_TRAINING ) {
814 if (ship_obj == Player_obj){
819 // Shockwave damage is applied like weapon damage. It gets consumed.
820 if (other_obj->type == OBJ_SHOCKWAVE) {
821 // MK, 9/2/99. Shockwaves do zero subsystem damage on small ships.
822 if ( Ship_info[ship_p->ship_info_index].flags & (SIF_SMALL_SHIP))
826 damage_left = Shockwaves[other_obj->instance].damage/4.0f;
828 hitpos2 = other_obj->pos;
830 damage_left = damage;
834 // scale subsystem damage if appropriate
835 weapon_info_index = shiphit_get_damage_weapon(other_obj);
836 if ((other_obj->type == OBJ_WEAPON) && ( weapon_info_index >= 0 )) {
837 damage_left *= Weapon_info[weapon_info_index].subsystem_factor;
842 float hitpos_dist = vm_vec_dist( hitpos, &ship_obj->pos );
843 if ( hitpos_dist > ship_obj->radius * 2.0f ) {
844 mprintf(( "BOGUS HITPOS PASSED TO DO_SUBOBJ_HIT_STUFF (%.1f > %.1f)!\n", hitpos_dist, ship_obj->radius * 2.0f ));
845 // Int3(); // Get John ASAP!!!! Someone passed a local coordinate instead of world for hitpos probably.
849 create_subsys_debris(ship_obj, hitpos);
851 // First, create a list of the N subsystems within range.
852 // Then, one at a time, process them in order.
854 for ( subsys=GET_FIRST(&ship_p->subsys_list); subsys != END_OF_LIST(&ship_p->subsys_list); subsys = GET_NEXT(subsys) ) {
856 // Debug option. If damage is negative of subsystem type, then just destroy that subsystem.
858 // single player or multiplayer
859 Assert(Player_ai->targeted_subsys != NULL);
860 if ( (subsys == Player_ai->targeted_subsys) && (subsys->current_hits > 0) ) {
861 Assert(subsys->system_info->type == (int) -damage);
862 ship_p->subsys_info[subsys->system_info->type].current_hits -= subsys->current_hits;
863 if (ship_p->subsys_info[subsys->system_info->type].current_hits < 0) {
864 ship_p->subsys_info[subsys->system_info->type].current_hits = 0.0f;
866 subsys->current_hits = 0.0f;
867 do_subobj_destroyed_stuff( ship_p, subsys, hitpos );
875 if (subsys->current_hits > 0.0f) {
878 // calculate the distance between the hit and the subsystem center
879 get_subsystem_world_pos(ship_obj, subsys, &g_subobj_pos);
880 dist = vm_vec_dist_quick(&hitpos2, &g_subobj_pos);
882 float range = subsys_get_range(other_obj, subsys);
885 subsys_list[count].dist = dist;
886 subsys_list[count].range = range;
887 subsys_list[count].ptr = subsys;
890 if (count >= MAX_SUBSYS_LIST){
897 // Now scan the sorted list of subsystems in range.
898 // Apply damage to the nearest one first, subtracting off damage as we go.
900 for (j=0; j<count; j++) {
905 float min_dist = 9999999.9f;
907 for (i=0; i<count; i++) {
908 if (subsys_list[i].dist < min_dist) {
909 min_dist = subsys_list[i].dist;
913 Assert(min_index != -1);
915 float damage_to_apply = 0.0f;
916 subsys = subsys_list[min_index].ptr;
917 range = subsys_list[min_index].range;
918 dist = subsys_list[min_index].dist;
919 subsys_list[min_index].dist = 9999999.9f; // Make sure we don't use this one again.
923 // When Helios bombs are dual fired against the Juggernaut in sm3-01 (FS2), they often
924 // miss their target. There is code dating to FS1 in the collision code to detect that a bomb or
925 // missile has somehow missed its target. It gets its lifeleft set to 0.1 and then it detonates.
926 // Unfortunately, the shockwave damage was cut by 4 above. So boost it back up here.
927 if ((dist < 10.0f) && (other_obj->type == OBJ_SHOCKWAVE)) {
928 damage_left *= 4.0f * Weapon_info[weapon_info_index].subsystem_factor;;
931 // if (damage_left > 100.0f)
932 // nprintf(("AI", "Applying %7.3f damage to subsystem %7.3f units away.\n", damage_left, dist));
934 if ( dist < range/2.0f ) {
935 damage_to_apply = damage_left;
936 } else if ( dist < range ) {
937 damage_to_apply = damage_left * (1.0f - dist/range);
940 // if we're not in CLIENT_NODAMAGE multiplayer mode (which is a the NEW way of doing things)
941 if (damage_to_apply > 0.1f && !(MULTIPLAYER_CLIENT) && !(Game_mode & GM_DEMO_PLAYBACK)) {
942 // Decrease damage to subsystems to player ships.
943 if (ship_obj->flags & OF_PLAYER_SHIP){
944 damage_to_apply *= Skill_level_subsys_damage_scale[Game_skill_level];
947 subsys->current_hits -= damage_to_apply;
948 ship_p->subsys_info[subsys->system_info->type].current_hits -= damage_to_apply;
949 damage_left -= damage_to_apply; // decrease the damage left to apply to the ship subsystems
951 if (subsys->current_hits < 0.0f) {
952 damage_left -= subsys->current_hits;
953 ship_p->subsys_info[subsys->system_info->type].current_hits -= subsys->current_hits;
954 subsys->current_hits = 0.0f; // set to 0 so repair on subsystem takes immediate effect
957 if ( ship_p->subsys_info[subsys->system_info->type].current_hits < 0.0f ){
958 ship_p->subsys_info[subsys->system_info->type].current_hits = 0.0f;
961 // multiplayer clients never blow up subobj stuff on their own
962 if ( (subsys->current_hits <= 0.0f) && !MULTIPLAYER_CLIENT && !(Game_mode & GM_DEMO_PLAYBACK)){
963 do_subobj_destroyed_stuff( ship_p, subsys, hitpos );
966 if (damage_left <= 0) { // no more damage to distribute, so stop checking
971 //nprintf(("AI", "j=%i, sys = %s, dam = %6.1f, dam left = %6.1f, subhits = %5.0f\n", j, subsys->system_info->name, damage_to_apply, damage_left, subsys->current_hits));
974 // Note: I changed this to return damage_left and it completely screwed up balance.
975 // It had taken a few MX-50s to destory an Anubis (with 40% hull), then it took maybe ten.
976 // So, I left it alone. -- MK, 4/15/98
980 // Store who/what killed the player, so we can tell the player how he died
981 void shiphit_record_player_killer(object *killer_objp, player *p)
983 switch (killer_objp->type) {
986 p->killer_objtype=OBJ_WEAPON;
987 p->killer_weapon_index=Weapons[killer_objp->instance].weapon_info_index;
988 p->killer_species = Ship_info[Ships[Objects[killer_objp->parent].instance].ship_info_index].species;
990 if ( &Objects[killer_objp->parent] == Player_obj ) {
991 // killed by a missile?
992 if(Weapon_info[p->killer_weapon_index].subtype == WP_MISSILE){
993 p->flags |= PLAYER_FLAGS_KILLED_SELF_MISSILES;
995 p->flags |= PLAYER_FLAGS_KILLED_SELF_UNKNOWN;
999 // in multiplayer, record callsign of killer if killed by another player
1000 if ( (Game_mode & GM_MULTIPLAYER) && ( Objects[killer_objp->parent].flags & OF_PLAYER_SHIP) ) {
1003 pnum = multi_find_player_by_object( &Objects[killer_objp->parent] );
1005 strcpy(p->killer_parent_name, Net_players[pnum].player->callsign);
1007 nprintf(("Network", "Couldn't find player object of weapon for killer of %s\n", p->callsign));
1010 strcpy(p->killer_parent_name, Ships[Objects[killer_objp->parent].instance].ship_name);
1015 p->killer_objtype=OBJ_SHOCKWAVE;
1016 p->killer_weapon_index=shockwave_weapon_index(killer_objp->instance);
1017 p->killer_species = Ship_info[Ships[Objects[killer_objp->parent].instance].ship_info_index].species;
1019 if ( &Objects[killer_objp->parent] == Player_obj ) {
1020 p->flags |= PLAYER_FLAGS_KILLED_SELF_SHOCKWAVE;
1023 if ( (Game_mode & GM_MULTIPLAYER) && ( Objects[killer_objp->parent].flags & OF_PLAYER_SHIP) ) {
1026 pnum = multi_find_player_by_object( &Objects[killer_objp->parent] );
1028 strcpy(p->killer_parent_name, Net_players[pnum].player->callsign);
1030 nprintf(("Network", "Couldn't find player object of shockwave for killer of %s\n", p->callsign));
1033 strcpy(p->killer_parent_name, Ships[Objects[killer_objp->parent].instance].ship_name);
1038 p->killer_objtype=OBJ_SHIP;
1039 p->killer_weapon_index=-1;
1040 p->killer_species = Ship_info[Ships[killer_objp->instance].ship_info_index].species;
1042 if ( Ships[killer_objp->instance].flags & SF_EXPLODED ) {
1043 p->flags |= PLAYER_FLAGS_KILLED_BY_EXPLOSION;
1046 if ( Ships[Objects[p->objnum].instance].wash_killed ) {
1047 p->flags |= PLAYER_FLAGS_KILLED_BY_ENGINE_WASH;
1050 // in multiplayer, record callsign of killer if killed by another player
1051 if ( (Game_mode & GM_MULTIPLAYER) && (killer_objp->flags & OF_PLAYER_SHIP) ) {
1054 pnum = multi_find_player_by_object( killer_objp );
1056 strcpy(p->killer_parent_name, Net_players[pnum].player->callsign);
1058 nprintf(("Network", "Couldn't find player object for killer of %s\n", p->callsign));
1061 strcpy(p->killer_parent_name, Ships[killer_objp->instance].ship_name);
1067 if ( killer_objp->type == OBJ_DEBRIS ) {
1068 p->killer_objtype = OBJ_DEBRIS;
1070 p->killer_objtype = OBJ_ASTEROID;
1072 p->killer_weapon_index=-1;
1073 p->killer_species = SPECIES_NONE;
1074 p->killer_parent_name[0] = '\0';
1079 beam_obj = beam_get_parent(killer_objp);
1080 p->killer_species = SPECIES_NONE;
1081 p->killer_objtype = OBJ_BEAM;
1083 if((Objects[beam_obj].type == OBJ_SHIP) && (Objects[beam_obj].instance >= 0)){
1084 strcpy(p->killer_parent_name, Ships[Objects[beam_obj].instance].ship_name);
1086 p->killer_species = Ship_info[Ships[Objects[beam_obj].instance].ship_info_index].species;
1088 strcpy(p->killer_parent_name, "");
1093 if ( Game_mode & GM_MULTIPLAYER ) {
1096 p->killer_objtype=-1;
1097 p->killer_weapon_index=-1;
1098 p->killer_parent_name[0]=0;
1099 p->killer_species = SPECIES_NONE;
1109 void show_dead_message(object *ship_obj, object *other_obj)
1114 // not doing anything when a non player dies.
1115 if ( !(ship_obj->flags & OF_PLAYER_SHIP) ){
1119 if(other_obj == NULL){
1123 // Get a pointer to the player (we are assured a player ship was killed)
1124 if ( Game_mode & GM_NORMAL ) {
1127 // in multiplayer, get a pointer to the player that died.
1128 pnum = multi_find_player_by_object( ship_obj );
1130 //Int3(); // this condition is bad bad bad -- get Allender
1133 player_p = Net_players[pnum].player;
1136 // multiplayer clients should already have this information.
1137 if ( !MULTIPLAYER_CLIENT ){
1138 shiphit_record_player_killer( other_obj, player_p );
1141 // display a hud message is the guy killed isn't me (multiplayer only)
1143 if ( (Game_mode & GM_MULTIPLAYER) && (ship_obj != Player_obj) ) {
1144 char death_text[256];
1146 player_generate_death_text( player_p, death_text );
1147 HUD_sourced_printf(HUD_SOURCE_HIDDEN, death_text);
1152 /* JAS: THIS DOESN'T SEEM TO BE USED, SO I COMMENTED IT OUT
1153 // Apply damage to a ship, destroying if necessary, etc.
1154 // Returns portion of damage that exceeds ship shields, ie the "unused" portion of the damage.
1155 // Note: This system does not use the mesh shield. It applies damage to the overall ship shield.
1156 float apply_damage_to_ship(object *objp, float damage)
1160 add_shield_strength(objp, -damage);
1162 // check if shields are below 0%, if so take leftover damage and apply to ship integrity
1163 if ((_ss = get_shield_strength(objp)) < 0.0f ) {
1165 set_shield_strength(objp, 0.0f);
1173 // Do music processing for a ship hit.
1174 void ship_hit_music(object *ship_obj, object *other_obj)
1176 ship* ship_p = &Ships[ship_obj->instance];
1178 // Switch to battle track when a ship is hit by fire
1180 // If the ship hit has an AI class of none, it is a Cargo, NavBuoy or other non-aggressive
1181 // ship, so don't start the battle music
1182 if (stricmp(Ai_class_names[Ai_info[ship_p->ai_index].ai_class], NOX("none"))) {
1184 // Only start if ship hit and firing ship are from different teams
1185 team_1 = Ships[ship_obj->instance].team;
1186 switch ( other_obj->type ) {
1188 team_2 = Ships[other_obj->instance].team;
1189 if ( !stricmp(Ai_class_names[Ai_info[Ships[other_obj->instance].ai_index].ai_class], NOX("none")) ) {
1195 // parent of weapon is object num of ship that fired it
1196 team_2 = Ships[Objects[other_obj->parent].instance].team;
1201 break; // Unexpected object type collided with ship, no big deal.
1204 if ( team_1 != team_2 )
1205 event_music_battle_start();
1209 // Make sparks fly off a ship.
1210 // Currently used in misison_parse to create partially damaged ships.
1211 // NOTE: hitpos is in model coordinates on the detail[0] submodel (highest detail hull)
1212 // WILL NOT WORK RIGHT IF ON A ROTATING SUBMODEL
1213 void ship_hit_sparks_no_rotate(object *ship_obj, vector *hitpos)
1215 ship *ship_p = &Ships[ship_obj->instance];
1217 int n = ship_p->num_hits;
1218 if (n >= MAX_SHIP_HITS) {
1219 n = rand() % MAX_SHIP_HITS;
1224 // No rotation. Just make the spark
1225 ship_p->sparks[n].pos = *hitpos;
1226 ship_p->sparks[n].submodel_num = -1;
1228 shipfx_emit_spark(ship_obj->instance, n); // Create the first wave of sparks
1231 ship_p->next_hit_spark = timestamp(0); // when a hit spot will spark
1235 // find the max number of sparks allowed for ship
1236 // limited for fighter by hull % others by radius.
1237 int get_max_sparks(object* ship_obj)
1239 Assert(ship_obj->type == OBJ_SHIP);
1240 Assert((ship_obj->instance >= 0) && (ship_obj->instance < MAX_SHIPS));
1241 if(ship_obj->type != OBJ_SHIP){
1244 if((ship_obj->instance < 0) || (ship_obj->instance >= MAX_SHIPS)){
1248 ship *ship_p = &Ships[ship_obj->instance];
1249 ship_info* si = &Ship_info[ship_p->ship_info_index];
1250 if (si->flags & SIF_FIGHTER) {
1251 float hull_percent = ship_obj->hull_strength / Ship_info[ship_p->ship_info_index].initial_hull_strength;
1253 if (hull_percent > 0.8f) {
1255 } else if (hull_percent > 0.3f) {
1261 int num_sparks = (int) (ship_obj->radius * 0.08f);
1262 if (num_sparks < 3) {
1264 } else if (num_sparks > MAX_SHIP_HITS) {
1265 return MAX_SHIP_HITS;
1273 // helper function to qsort, sorting spark pairs by distance
1274 int spark_compare( const void *elem1, const void *elem2 )
1276 spark_pair *pair1 = (spark_pair *) elem1;
1277 spark_pair *pair2 = (spark_pair *) elem2;
1279 Assert(pair1->dist >= 0);
1280 Assert(pair2->dist >= 0);
1282 if ( pair1->dist < pair2->dist ) {
1289 // for big ships, when all spark slots are filled, make intelligent choice of one to be recycled
1290 int choose_next_spark(object *ship_obj, vector *hitpos)
1292 int i, j, count, num_sparks, num_spark_pairs, spark_num;
1293 vector world_hitpos[MAX_SHIP_HITS];
1294 spark_pair spark_pairs[MAX_SPARK_PAIRS];
1295 ship *shipp = &Ships[ship_obj->instance];
1297 // only choose next spark when all slots are full
1298 Assert(get_max_sparks(ship_obj) == Ships[ship_obj->instance].num_hits);
1301 num_sparks = Ships[ship_obj->instance].num_hits;
1302 Assert(num_sparks <= MAX_SHIP_HITS);
1304 // get num_spark_paris -- only sort these
1305 num_spark_pairs = (num_sparks * num_sparks - num_sparks) / 2;
1307 // get the world hitpos for all sparks
1308 bool model_started = false;
1309 for (spark_num=0; spark_num<num_sparks; spark_num++) {
1310 if (shipp->sparks[spark_num].submodel_num != -1) {
1311 if ( !model_started) {
1312 model_started = true;
1313 ship_model_start(ship_obj);
1315 model_find_world_point(&world_hitpos[spark_num], &shipp->sparks[spark_num].pos, shipp->modelnum, shipp->sparks[spark_num].submodel_num, &ship_obj->orient, &ship_obj->pos);
1317 // rotate sparks correctly with current ship orient
1318 vm_vec_unrotate(&world_hitpos[spark_num], &shipp->sparks[spark_num].pos, &ship_obj->orient);
1319 vm_vec_add2(&world_hitpos[spark_num], &ship_obj->pos);
1323 if (model_started) {
1324 ship_model_stop(ship_obj);
1327 // check we're not making a spark in the same location as a current one
1328 for (i=0; i<num_sparks; i++) {
1329 float dist = vm_vec_dist_squared(&world_hitpos[i], hitpos);
1335 // not same location, so maybe do random recyling
1336 if (frand() > 0.5f) {
1337 return (rand() % num_sparks);
1340 // initialize spark pairs
1341 for (i=0; i<num_spark_pairs; i++) {
1342 spark_pairs[i].index1 = 0;
1343 spark_pairs[i].index2 = 0;
1344 spark_pairs[i].dist = FLT_MAX;
1349 for (i=1; i<num_sparks; i++) {
1350 for (j=0; j<i; j++) {
1351 spark_pairs[count].index1 = i;
1352 spark_pairs[count].index2 = j;
1353 spark_pairs[count++].dist = vm_vec_dist_squared(&world_hitpos[i], &world_hitpos[j]);
1356 Assert(count == num_spark_pairs);
1359 qsort(spark_pairs, count, sizeof(spark_pair), spark_compare);
1360 //mprintf(("Min spark pair dist %.1f\n", spark_pairs[0].dist));
1362 // look through the first few sorted pairs, counting number of indices of closest pair
1363 int index1 = spark_pairs[0].index1;
1364 int index2 = spark_pairs[0].index2;
1368 for (i=1; i<6; i++) {
1369 if (spark_pairs[i].index1 == index1) {
1372 if (spark_pairs[i].index2 == index1) {
1375 if (spark_pairs[i].index1 == index2) {
1378 if (spark_pairs[i].index2 == index2) {
1383 // recycle spark which has most indices in sorted list of pairs
1384 if (count1 > count2) {
1392 // Make sparks fly off a ship.
1393 void ship_hit_create_sparks(object *ship_obj, vector *hitpos, int submodel_num)
1396 ship *ship_p = &Ships[ship_obj->instance];
1400 n = ship_p->num_hits;
1401 max_sparks = get_max_sparks(ship_obj);
1403 if (n >= max_sparks) {
1404 if ( Ship_info[ship_p->ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP) ) {
1405 // large ship, choose intelligently
1406 n = choose_next_spark(ship_obj, hitpos);
1408 // otherwise, normal choice
1409 n = rand() % max_sparks;
1415 ship *pship = &Ships[ship_obj->instance];
1417 bool instancing = false;
1418 // decide whether to do instancing
1419 if (submodel_num != -1) {
1420 polymodel *pm = model_get(pship->modelnum);
1421 if (pm->detail[0] != submodel_num) {
1422 // submodel is not hull
1423 // OPTIMIZE ... check if submodel can not rotate
1429 // get the hit position in the subobject RF
1430 ship_model_start(ship_obj);
1431 vector temp_zero, temp_x, temp_y, temp_z;
1432 model_find_world_point(&temp_zero, &vmd_zero_vector, pship->modelnum, submodel_num, &ship_obj->orient, &ship_obj->pos);
1433 model_find_world_point(&temp_x, &vmd_x_vector, pship->modelnum, submodel_num, &ship_obj->orient, &ship_obj->pos);
1434 model_find_world_point(&temp_y, &vmd_y_vector, pship->modelnum, submodel_num, &ship_obj->orient, &ship_obj->pos);
1435 model_find_world_point(&temp_z, &vmd_z_vector, pship->modelnum, submodel_num, &ship_obj->orient, &ship_obj->pos);
1436 ship_model_stop(ship_obj);
1438 // find submodel x,y,z axes
1439 vm_vec_sub2(&temp_x, &temp_zero);
1440 vm_vec_sub2(&temp_y, &temp_zero);
1441 vm_vec_sub2(&temp_z, &temp_zero);
1443 // find displacement from submodel origin
1445 vm_vec_sub(&diff, hitpos, &temp_zero);
1447 // find displacement from submodel origin in submodel RF
1448 ship_p->sparks[n].pos.x = vm_vec_dotprod(&diff, &temp_x);
1449 ship_p->sparks[n].pos.y = vm_vec_dotprod(&diff, &temp_y);
1450 ship_p->sparks[n].pos.z = vm_vec_dotprod(&diff, &temp_z);
1451 ship_p->sparks[n].submodel_num = submodel_num;
1452 ship_p->sparks[n].end_time = timestamp(-1);
1454 // Rotate hitpos into ship_obj's frame of reference.
1455 vm_vec_sub(&tempv, hitpos, &ship_obj->pos);
1456 vm_vec_rotate(&ship_p->sparks[n].pos, &tempv, &ship_obj->orient);
1457 ship_p->sparks[n].submodel_num = -1;
1458 ship_p->sparks[n].end_time = timestamp(-1);
1461 // Create the first wave of sparks
1462 shipfx_emit_spark(ship_obj->instance, n);
1465 ship_p->next_hit_spark = timestamp(0); // when a hit spot will spark
1469 // Called from ship_hit_kill() when we detect the player has been killed.
1470 void player_died_start(object *killer_objp)
1472 nprintf(("Network", "starting my player death\n"));
1473 gameseq_post_event(GS_EVENT_DEATH_DIED);
1475 /* vm_vec_scale_add(&Dead_camera_pos, &Player_obj->pos, &Player_obj->orient.fvec, -10.0f);
1476 vm_vec_scale_add2(&Dead_camera_pos, &Player_obj->orient.uvec, 3.0f);
1477 vm_vec_scale_add2(&Dead_camera_pos, &Player_obj->orient.rvec, 5.0f);
1480 // Create a good vector for the camera to move along during death sequence.
1481 object *other_objp = NULL;
1483 // on multiplayer clients, there have been occasions where we haven't been able to determine
1484 // the killer of a ship (due to bogus/mismatched/timed-out signatures on the client side). If
1485 // we don't know the killer, use the Player_obj as the other_objp for camera position.
1486 if ( killer_objp ) {
1487 switch (killer_objp->type) {
1490 other_objp = &Objects[killer_objp->parent];
1495 case OBJ_NONE: // Something that just got deleted due to also dying -- it happened to me! --MK.
1496 other_objp = killer_objp;
1500 int beam_obj_parent;
1501 beam_obj_parent = beam_get_parent(killer_objp);
1502 if(beam_obj_parent == -1){
1503 other_objp = killer_objp;
1505 other_objp = &Objects[beam_obj_parent];
1510 Int3(); // Killed by an object of a peculiar type. What is it?
1511 other_objp = killer_objp; // Enable to continue, just in case we shipped it with this bug...
1514 other_objp = Player_obj;
1517 vm_vec_add(&Original_vec_to_deader, &Player_obj->orient.fvec, &Player_obj->orient.rvec);
1518 vm_vec_scale(&Original_vec_to_deader, 2.0f);
1519 vm_vec_add2(&Original_vec_to_deader, &Player_obj->orient.uvec);
1520 vm_vec_normalize(&Original_vec_to_deader);
1522 vector vec_from_killer;
1526 Assert(other_objp != NULL);
1528 if (Player_obj == other_objp) {
1530 vec_from_killer = Player_obj->orient.fvec;
1532 dist = vm_vec_normalized_dir(&vec_from_killer, &Player_obj->pos, &other_objp->pos);
1537 vm_vec_scale_add(&Dead_camera_pos, &Player_obj->pos, &vec_from_killer, dist);
1539 float dot = vm_vec_dot(&Player_obj->orient.rvec, &vec_from_killer);
1540 if (fl_abs(dot) > 0.8f)
1541 side_vec = &Player_obj->orient.fvec;
1543 side_vec = &Player_obj->orient.rvec;
1545 vm_vec_scale_add2(&Dead_camera_pos, side_vec, 10.0f);
1547 Player_ai->target_objnum = -1; // Clear targeting. Otherwise, camera pulls away from player as soon as he blows up.
1549 // stop any playing emp effect
1554 #define DEATHROLL_TIME 3000 // generic deathroll is 3 seconds (3 * 1000 milliseconds)
1555 #define MIN_PLAYER_DEATHROLL_TIME 1000 // at least one second deathroll for a player
1556 #define DEATHROLL_ROTVEL_CAP 6.3f // maximum added deathroll rotvel in rad/sec (about 1 rev / sec)
1557 #define DEATHROLL_ROTVEL_MIN 0.8f // minimum added deathroll rotvel in rad/sec (about 1 rev / 12 sec)
1558 #define DEATHROLL_MASS_STANDARD 50 // approximate mass of lightest ship
1559 #define DEATHROLL_VELOCITY_STANDARD 70 // deathroll rotvel is scaled according to ship velocity
1560 #define DEATHROLL_ROTVEL_SCALE 4 // constant determines how quickly deathroll rotvel is ramped up (smaller is faster)
1562 void ai_announce_ship_dying(object *dying_objp);
1564 void saturate_fabs(float *f, float max)
1566 if ( fl_abs(*f) > max) {
1574 // function to do generic things when a ship explodes
1575 void ship_generic_kill_stuff( object *objp, float percent_killed )
1581 Assert(objp->type == OBJ_SHIP);
1582 Assert(objp->instance >= 0 && objp->instance < MAX_SHIPS );
1583 if((objp->type != OBJ_SHIP) || (objp->instance < 0) || (objp->instance >= MAX_SHIPS)){
1586 sp = &Ships[objp->instance];
1587 ship_info *sip = &Ship_info[sp->ship_info_index];
1589 // if recording demo
1590 if(Game_mode & GM_DEMO_RECORD){
1591 demo_POST_ship_kill(objp);
1594 ai_announce_ship_dying(objp);
1596 sp->flags |= SF_DYING;
1597 objp->phys_info.flags |= (PF_DEAD_DAMP | PF_REDUCED_DAMP);
1598 delta_time = (int) (DEATHROLL_TIME);
1600 // For smaller ships, subtract off time proportional to excess damage delivered.
1601 if (objp->radius < BIG_SHIP_MIN_RADIUS)
1602 delta_time -= (int) (1.01f - 4*percent_killed);
1604 // Cut down cargo death rolls. Looks a little silly. -- MK, 3/30/98.
1605 if (sip->flags & SIF_CARGO) {
1609 // Prevent bogus timestamps.
1613 if (objp->flags & OF_PLAYER_SHIP) {
1614 // Note: Kamikaze ships have no minimum death time.
1615 if (!(Ai_info[Ships[objp->instance].ai_index].ai_flags & AIF_KAMIKAZE) && (delta_time < MIN_PLAYER_DEATHROLL_TIME))
1616 delta_time = MIN_PLAYER_DEATHROLL_TIME;
1619 //nprintf(("AI", "ShipHit.cpp: Frame %i, Gametime = %7.3f, Ship %s will die in %7.3f seconds.\n", Framecount, f2fl(Missiontime), Ships[objp->instance].ship_name, (float) delta_time/1000.0f));
1621 // Make big ships have longer deathrolls.
1622 // This is debug code by MK to increase the deathroll time so ships have time to evade the shockwave.
1623 // Perhaps deathroll time should be specified in ships.tbl.
1624 float damage = ship_get_exp_damage(objp);
1626 if (damage >= 250.0f)
1627 delta_time += 3000 + (int)(damage*4.0f + 4.0f*objp->radius);
1629 if (Ai_info[sp->ai_index].ai_flags & AIF_KAMIKAZE)
1632 // Knossos gets 7-10 sec to die, time for "little" explosions
1633 if (Ship_info[sp->ship_info_index].flags & SIF_KNOSSOS_DEVICE) {
1634 delta_time = 7000 + (int)(frand() * 3000.0f);
1635 Ship_info[sp->ship_info_index].explosion_propagates = 0;
1637 sp->final_death_time = timestamp(delta_time); // Give him 3 secs to explode
1639 if (sp->flags & SF_VAPORIZE) {
1640 // Assert(Ship_info[sp->ship_info_index].flags & SIF_SMALL_SHIP);
1643 sp->final_death_time = timestamp(100);
1646 //nprintf(("AI", "Time = %7.3f: final_death_time set to %7.3f\n", (float) timestamp_ticker/1000.0f, (float) sp->final_death_time/1000.0f));
1648 sp->pre_death_explosion_happened = 0; // The little fireballs haven't came in yet.
1650 sp->next_fireball = timestamp(0); //start one right away
1652 ai_deathroll_start(objp);
1654 // play death roll begin sound
1655 sp->death_roll_snd = snd_play_3d( &Snds[SND_DEATH_ROLL], &objp->pos, &View_position, objp->radius );
1656 if (objp == Player_obj)
1660 // rotational velocity proportional to original translational velocity, with a bit added in.
1661 // Also, preserve half of original rotational velocity.
1663 // At standard speed (70) and standard mass (50), deathroll rotvel should be capped at DEATHROLL_ROTVEL_CAP
1664 // Minimum deathroll velocity is set DEATHROLL_ROTVEL_MIN
1665 // At lower speed, lower death rotvel (scaled linearly)
1666 // At higher mass, lower death rotvel (scaled logarithmically)
1667 // variable scale calculates the deathroll rotational velocity magnitude
1668 float logval = (float) log10(objp->phys_info.mass / (0.05f*DEATHROLL_MASS_STANDARD));
1669 float velval = ((vm_vec_mag_quick(&objp->phys_info.vel) + 3.0f) / DEATHROLL_VELOCITY_STANDARD);
1670 float p1 = (float) (DEATHROLL_ROTVEL_CAP - DEATHROLL_ROTVEL_MIN);
1672 rotvel_mag = (float) DEATHROLL_ROTVEL_MIN * 2.0f/(logval + 2.0f);
1673 rotvel_mag += (float) (p1 * velval/logval) * 0.75f;
1675 // set so maximum velocity from rotation is less than 200
1676 if (rotvel_mag*objp->radius > 150) {
1677 rotvel_mag = 150.0f / objp->radius;
1680 if (sp->dock_objnum_when_dead != -1) {
1681 // don't change current rotvel
1682 sp->deathroll_rotvel = objp->phys_info.rotvel;
1684 // if added rotvel is too random, we should decrease the random component, putting a const in front of the rotvel.
1685 sp->deathroll_rotvel = objp->phys_info.rotvel;
1686 sp->deathroll_rotvel.x += (frand() - 0.5f) * 2.0f * rotvel_mag;
1687 saturate_fabs(&sp->deathroll_rotvel.x, 0.75f*DEATHROLL_ROTVEL_CAP);
1688 sp->deathroll_rotvel.y += (frand() - 0.5f) * 3.0f * rotvel_mag;
1689 saturate_fabs(&sp->deathroll_rotvel.y, 0.75f*DEATHROLL_ROTVEL_CAP);
1690 sp->deathroll_rotvel.z += (frand() - 0.5f) * 6.0f * rotvel_mag;
1691 // make z component 2x larger than larger of x,y
1692 float largest_mag = max(fl_abs(sp->deathroll_rotvel.x), fl_abs(sp->deathroll_rotvel.y));
1693 if (fl_abs(sp->deathroll_rotvel.z) < 2.0f*largest_mag) {
1694 sp->deathroll_rotvel.z *= (2.0f * largest_mag / fl_abs(sp->deathroll_rotvel.z));
1696 saturate_fabs(&sp->deathroll_rotvel.z, 0.75f*DEATHROLL_ROTVEL_CAP);
1697 // nprintf(("Physics", "Frame: %i rotvel_mag: %5.2f, rotvel: (%4.2f, %4.2f, %4.2f)\n", Framecount, rotvel_mag, sp->deathroll_rotvel.x, sp->deathroll_rotvel.y, sp->deathroll_rotvel.z));
1701 // blow out his reverse thrusters. Or drag, same thing.
1702 objp->phys_info.rotdamp = (float) DEATHROLL_ROTVEL_SCALE / rotvel_mag;
1703 objp->phys_info.side_slip_time_const = 10000.0f;
1705 vm_vec_zero(&objp->phys_info.max_vel); // make so he can't turn on his own VOLITION anymore.
1707 vm_vec_zero(&objp->phys_info.max_rotvel); // make so he can't change speed on his own VOLITION anymore.
1711 // called from ship_hit_kill if the ship is vaporized
1712 void ship_vaporize(ship *shipp)
1717 Assert(shipp != NULL);
1721 Assert((shipp->objnum >= 0) && (shipp->objnum < MAX_OBJECTS));
1722 if((shipp->objnum < 0) || (shipp->objnum >= MAX_OBJECTS)){
1725 ship_obj = &Objects[shipp->objnum];
1727 // create debris shards
1728 create_vaporize_debris(ship_obj, &ship_obj->pos);
1731 // *ship_obj was hit and we've determined he's been killed! By *other_obj!
1732 void ship_hit_kill(object *ship_obj, object *other_obj, float percent_killed, int self_destruct)
1735 char *killer_ship_name;
1736 int killer_damage_percent = 0;
1737 object *killer_objp = NULL;
1739 sp = &Ships[ship_obj->instance];
1740 show_dead_message(ship_obj, other_obj);
1742 if (ship_obj == Player_obj) {
1743 player_died_start(other_obj);
1746 // maybe vaporize him
1747 if(sp->flags & SF_VAPORIZE){
1752 extern void game_tst_mark(object *objp, ship *shipp);
1753 game_tst_mark(ship_obj, sp);
1755 // single player and multiplayer masters evaluate the scoring and kill stuff
1756 if ( !MULTIPLAYER_CLIENT && !(Game_mode & GM_DEMO_PLAYBACK)) {
1757 scoring_eval_kill( ship_obj );
1759 // ship is destroyed -- send this event to the mission log stuff to record this event. Try to find who
1760 // killed this ship. scoring_eval_kill above should leave the obj signature of the ship who killed
1761 // this guy (or a -1 if no one got the kill).
1762 killer_ship_name = NULL;
1763 killer_damage_percent = -1;
1764 if ( sp->damage_ship_id[0] != -1 ) {
1768 sig = sp->damage_ship_id[0];
1769 for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
1770 if ( objp->signature == sig ){
1774 // if the object isn't around, the try to find the object in the list of ships which has exited
1775 if ( objp != END_OF_LIST(&obj_used_list) ) {
1776 Assert ( (objp->type == OBJ_SHIP ) || (objp->type == OBJ_GHOST) ); // I suppose that this should be true
1777 killer_ship_name = Ships[objp->instance].ship_name;
1783 ei = ship_find_exited_ship_by_signature( sig );
1785 killer_ship_name = Ships_exited[ei].ship_name;
1788 killer_damage_percent = (int)(sp->damage_ship[0] * 100.0f);
1793 if(Game_mode & GM_MULTIPLAYER){
1794 char name1[256] = "";
1795 char name2[256] = "";
1799 np_index = multi_find_player_by_object(ship_obj);
1800 if((np_index >= 0) && (np_index < MAX_PLAYERS) && (Net_players[np_index].player != NULL)){
1801 strcpy(name1, Net_players[np_index].player->callsign);
1803 strcpy(name1, sp->ship_name);
1807 if((killer_objp != NULL) || (killer_ship_name != NULL)){
1810 if(killer_objp == NULL){
1811 strcpy(name2, killer_ship_name);
1813 np_index = multi_find_player_by_object(killer_objp);
1814 if((np_index >= 0) && (np_index < MAX_PLAYERS) && (Net_players[np_index].player != NULL)){
1815 strcpy(name2, Net_players[np_index].player->callsign);
1817 strcpy(name2, killer_ship_name);
1822 mission_log_add_entry(LOG_SHIP_DESTROYED, name1, name2, killer_damage_percent);
1824 // DKA: 8/23/99 allow message log in single player with no killer name
1825 //if(killer_ship_name != NULL){
1826 mission_log_add_entry(LOG_SHIP_DESTROYED, sp->ship_name, killer_ship_name, killer_damage_percent);
1831 // maybe praise the player for this kill
1832 if ( (killer_damage_percent > 10) && (other_obj != NULL) && (other_obj->parent_sig == Player_obj->signature) ) {
1833 ship_maybe_praise_player(sp);
1837 ship_generic_kill_stuff( ship_obj, percent_killed );
1839 // mwa -- removed 2/25/98 -- why is this here? ship_obj->flags &= ~(OF_PLAYER_SHIP);
1840 // if it is for observers, must deal with it a separate way!!!!
1841 if ( MULTIPLAYER_MASTER ) {
1842 // check to see if this ship needs to be respawned
1843 multi_respawn_check(ship_obj);
1845 // send the kill packet to all players
1846 // maybe send vaporize packet to all players
1847 send_ship_kill_packet( ship_obj, other_obj, percent_killed, self_destruct );
1850 // If ship from a player wing ship has died, then maybe play a scream
1851 if ( !(ship_obj->flags & OF_PLAYER_SHIP) && (sp->flags & SF_FROM_PLAYER_WING) ) {
1852 ship_maybe_scream(sp);
1855 // If player is dying, have wingman lament (only in single player)
1856 if ( (Game_mode & GM_NORMAL) && (ship_obj == Player_obj) ) {
1857 ship_maybe_lament();
1861 // function to simply explode a ship where it is currently at
1862 void ship_self_destruct( object *objp )
1864 Assert ( objp->type == OBJ_SHIP );
1866 // try and find a player
1867 if((Game_mode & GM_MULTIPLAYER) && (multi_find_player_by_object(objp) >= 0)){
1868 int np_index = multi_find_player_by_object(objp);
1869 if((np_index >= 0) && (np_index < MAX_PLAYERS) && (Net_players[np_index].player != NULL)){
1870 mission_log_add_entry(LOG_SELF_DESTRUCT, Net_players[np_index].player->callsign, NULL );
1872 mission_log_add_entry(LOG_SELF_DESTRUCT, Ships[objp->instance].ship_name, NULL );
1875 mission_log_add_entry(LOG_SELF_DESTRUCT, Ships[objp->instance].ship_name, NULL );
1878 // check to see if this ship needs to be respawned
1879 if(MULTIPLAYER_MASTER){
1881 int np_index = multi_find_player_by_object(objp);
1882 if((np_index >= 0) && (np_index < MAX_PLAYERS) && MULTI_CONNECTED(Net_players[np_index]) && (Net_players[np_index].player != NULL)){
1884 sprintf(msg, "%s %s", Net_players[np_index].player->callsign, XSTR("Self destructed", 1476));
1887 send_game_chat_packet(Net_player, msg, MULTI_MSG_ALL, NULL, NULL, 2);
1890 if(!(Game_mode & GM_STANDALONE_SERVER)){
1897 ship_hit_kill(objp, NULL, 1.0f, 1);
1900 extern int Homing_hits, Homing_misses;
1902 // Call this instead of physics_apply_whack directly to
1903 // deal with two ships docking properly.
1904 void ship_apply_whack(vector *force, vector *new_pos, object *objp)
1906 if (objp->type == OBJ_SHIP) {
1907 if (Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_SUPPORT | SIF_CARGO)) {
1908 int docked_to_objnum;
1911 aip = &Ai_info[Ships[objp->instance].ai_index];
1913 if (aip->ai_flags & AIF_DOCKED) {
1914 docked_to_objnum = aip->dock_objnum;
1915 if (aip->dock_objnum != -1) {
1916 physics_apply_whack(force, new_pos, &Objects[docked_to_objnum].phys_info, &Objects[docked_to_objnum].orient, Objects[docked_to_objnum].phys_info.mass + objp->phys_info.mass);
1922 if (objp == Player_obj) {
1923 nprintf(("Sandeep", "Playing stupid joystick effect\n"));
1925 vm_vec_unrotate(&test, force, &objp->orient);
1927 game_whack_apply( -test.x, -test.y );
1930 physics_apply_whack(force, new_pos, &objp->phys_info, &objp->orient, objp->phys_info.mass);
1933 float Skill_level_player_damage_scale[NUM_SKILL_LEVELS] = {0.25f, 0.5f, 0.65f, 0.85f, 1.0f};
1936 // If a ship is dying and it gets hit, shorten its deathroll.
1937 // But, if it's a player, don't decrease below MIN_PLAYER_DEATHROLL_TIME
1938 void shiphit_hit_after_death(object *ship_obj, float damage)
1940 float percent_killed;
1941 int delta_time, time_remaining;
1942 ship *shipp = &Ships[ship_obj->instance];
1943 ship_info *sip = &Ship_info[shipp->ship_info_index];
1945 // Since the explosion has two phases (final_death_time and really_final_death_time)
1946 // we should only shorten the deathroll time if that is the phase we're in.
1947 // And you can tell by seeing if the timestamp is valid, since it gets set to
1948 // invalid after it does the first large explosion.
1949 if ( !timestamp_valid(shipp->final_death_time) ) {
1953 // Don't adjust vaporized ship
1954 if (shipp->flags & SF_VAPORIZE) {
1958 // Don't shorten deathroll on very large ships.
1959 if (ship_obj->radius > BIG_SHIP_MIN_RADIUS)
1962 percent_killed = damage/sip->initial_hull_strength;
1963 if (percent_killed > 1.0f)
1964 percent_killed = 1.0f;
1966 delta_time = (int) (4 * DEATHROLL_TIME * percent_killed);
1967 time_remaining = timestamp_until(shipp->final_death_time);
1969 //nprintf(("AI", "Gametime = %7.3f, Time until %s dies = %7.3f, delta = %7.3f\n", f2fl(Missiontime), Ships[ship_obj->instance].ship_name, (float)time_remaining/1000.0f, delta_time));
1970 if (ship_obj->flags & OF_PLAYER_SHIP)
1971 if (time_remaining < MIN_PLAYER_DEATHROLL_TIME)
1974 // nprintf(("AI", "Subtracting off %7.3f seconds from deathroll, reducing to %7.3f\n", (float) delta_time/1000.0f, (float) (time_remaining - delta_time)/1000.0f));
1976 delta_time = time_remaining - delta_time;
1977 if (ship_obj->flags & OF_PLAYER_SHIP)
1978 if (delta_time < MIN_PLAYER_DEATHROLL_TIME)
1979 delta_time = MIN_PLAYER_DEATHROLL_TIME;
1981 // Prevent bogus timestamp.
1985 shipp->final_death_time = timestamp(delta_time); // Adjust time until explosion.
1988 MONITOR( ShipHits );
1989 MONITOR( ShipNumDied );
1991 int maybe_shockwave_damage_adjust(object *ship_obj, object *other_obj, float *damage)
1993 ship_subsys *subsys;
1995 float dist, nearest_dist = FLT_MAX;
1996 vector g_subobj_pos;
2000 Assert(ship_obj->type == OBJ_SHIP);
2001 if (other_obj->type != OBJ_SHOCKWAVE) {
2005 if (!(Ship_info[Ships[ship_obj->instance].ship_info_index].flags & SIF_HUGE_SHIP)) {
2009 shipp = &Ships[ship_obj->instance];
2010 sw = &Shockwaves[other_obj->instance];
2012 // find closest subsystem distance to shockwave origin
2013 for (subsys=GET_FIRST(&shipp->subsys_list); subsys != END_OF_LIST(&shipp->subsys_list); subsys = GET_NEXT(subsys) ) {
2014 get_subsystem_world_pos(ship_obj, subsys, &g_subobj_pos);
2015 dist = vm_vec_dist_quick(&g_subobj_pos, &other_obj->pos);
2017 if (dist < nearest_dist) {
2018 nearest_dist = dist;
2022 // get max damage and adjust if needed to account for shockwave created from destroyed weapon
2023 max_damage = sw->damage;
2024 if (sw->flags & SW_WEAPON_KILL) {
2029 // floor of 25%, max if within inner_radius, linear between
2030 if (nearest_dist > sw->outer_radius) {
2031 *damage = max_damage / 4.0f;
2032 } else if (nearest_dist < sw->inner_radius) {
2033 *damage = max_damage;
2035 *damage = max_damage * (1.0f - 0.75f * (nearest_dist - sw->inner_radius) / (sw->outer_radius - sw->inner_radius));
2041 // ------------------------------------------------------------------------
2044 // Do damage assessment on a ship. This should only be called
2045 // internally by ship_apply_global_damage and ship_apply_local_damage
2048 // input: ship_obj => object pointer for ship receiving damage
2049 // other_obj => object pointer to object causing damage
2050 // hitpos => impact world pos on the ship
2051 // TODO: get a better value for hitpos
2052 // damage => damage to apply to the ship
2053 // shield_quadrant => which part of shield takes damage, -1 if not shield hit
2054 // wash_damage => 1 if damage is done by engine wash
2055 void ai_update_lethality(object *ship_obj, object *weapon_obj, float damage);
2056 static void ship_do_damage(object *ship_obj, object *other_obj, vector *hitpos, float damage, int shield_quadrant, int wash_damage=0)
2059 float subsystem_damage = damage; // damage to be applied to subsystems
2061 Assert(ship_obj->instance >= 0);
2062 Assert(ship_obj->type == OBJ_SHIP);
2063 shipp = &Ships[ship_obj->instance];
2065 // maybe adjust damage done by shockwave for BIG|HUGE
2066 maybe_shockwave_damage_adjust(ship_obj, other_obj, &damage);
2068 // update lethality of ship doing damage
2069 int update_lethality = FALSE;
2070 update_lethality = ((other_obj != NULL) && (other_obj->type == OBJ_WEAPON) && (other_obj->instance >= 0) && (other_obj->instance < MAX_WEAPONS));
2071 update_lethality = update_lethality || ((other_obj != NULL) && (other_obj->type == OBJ_SHOCKWAVE) && (other_obj->instance >= 0) && (other_obj->instance < MAX_SHOCKWAVES));
2072 if (update_lethality) {
2073 ai_update_lethality(ship_obj, other_obj, damage);
2076 // if this is a weapon
2077 if((other_obj != NULL) && (other_obj->type == OBJ_WEAPON) && (other_obj->instance >= 0) && (other_obj->instance < MAX_WEAPONS)){
2078 damage *= weapon_get_damage_scale(&Weapon_info[Weapons[other_obj->instance].weapon_info_index], other_obj, ship_obj);
2081 MONITOR_INC( ShipHits, 1 );
2083 // Don't damage player ship in the process of warping out.
2084 if ( Player->control_mode >= PCM_WARPOUT_STAGE2 ) {
2085 if ( ship_obj == Player_obj ){
2090 if ( (other_obj != NULL) && (other_obj->type == OBJ_WEAPON) ) {
2091 // for tvt and dogfight missions, don't scale damage
2092 if( (Game_mode & GM_MULTIPLAYER) && ((Netgame.type_flags & NG_TYPE_TEAM) || (Netgame.type_flags & NG_TYPE_DOGFIGHT)) ){
2094 // Do a little "skill" balancing for the player in single player and coop multiplayer
2095 if (ship_obj->flags & OF_PLAYER_SHIP) {
2096 damage *= Skill_level_player_damage_scale[Game_skill_level];
2097 subsystem_damage *= Skill_level_player_damage_scale[Game_skill_level];
2102 // if this is not a laser, or i'm not a multiplayer client
2104 if((other_obj != NULL) && ((Weapon_info[Weapons[other_obj->instance].weapon_info_index].subtype != WP_LASER) || !MULTIPLAYER_CLIENT) && (Player_obj != NULL) && (ship_obj == Player_obj)){
2105 ship_hit_pain(damage);
2108 // If the ship is invulnerable, do nothing
2109 if (ship_obj->flags & OF_INVULNERABLE) {
2113 // if ship is already dying, shorten deathroll.
2114 if (shipp->flags & SF_DYING) {
2115 shiphit_hit_after_death(ship_obj, damage);
2119 // If we hit the shield, reduce it's strength and found
2120 // out how much damage is left over.
2121 if ( shield_quadrant > -1 && !(ship_obj->flags & OF_NO_SHIELDS) ) {
2122 float shield_factor = -1.0f;
2123 int weapon_info_index;
2125 weapon_info_index = shiphit_get_damage_weapon(other_obj);
2126 if ( weapon_info_index >= 0 ) {
2127 shield_factor = Weapon_info[weapon_info_index].shield_factor;
2130 if ( shield_factor >= 0 ) {
2131 damage *= shield_factor;
2132 subsystem_damage *= shield_factor;
2136 float pre_shield = damage;
2138 damage = apply_damage_to_shield(ship_obj, shield_quadrant, damage);
2141 subsystem_damage *= (damage / pre_shield);
2143 subsystem_damage = 0.0f;
2147 // if shield damage was increased, don't carry over leftover damage at scaled level
2148 if ( shield_factor > 1 ) {
2149 damage /= shield_factor;
2151 subsystem_damage /= shield_factor;
2155 // Apply leftover damage to the ship's subsystem and hull.
2156 if ( (damage > 0.0f) || (subsystem_damage > 0.0f) ) {
2157 int weapon_info_index;
2159 float pre_subsys = subsystem_damage;
2160 subsystem_damage = do_subobj_hit_stuff(ship_obj, other_obj, hitpos, subsystem_damage);
2161 if(subsystem_damage > 0.0f){
2162 damage *= (subsystem_damage / pre_subsys);
2167 // continue with damage?
2169 weapon_info_index = shiphit_get_damage_weapon(other_obj);
2170 if ( weapon_info_index >= 0 ) {
2171 if (Weapon_info[weapon_info_index].wi_flags & WIF_PUNCTURE) {
2175 damage *= Weapon_info[weapon_info_index].armor_factor;
2178 // if ship is flagged as can not die, don't let it die
2179 if (ship_obj->flags & OF_GUARDIAN) {
2180 float min_hull_strength = 0.01f * Ship_info[Ships[ship_obj->instance].ship_info_index].initial_hull_strength;
2181 if ( (ship_obj->hull_strength - damage) < min_hull_strength ) {
2182 // find damage needed to take object to min hull strength
2183 damage = ship_obj->hull_strength - min_hull_strength;
2185 // make sure damage is positive
2186 damage = max(0, damage);
2190 // multiplayer clients don't do damage
2191 if(((Game_mode & GM_MULTIPLAYER) && MULTIPLAYER_CLIENT) || (Game_mode & GM_DEMO_PLAYBACK)){
2193 ship_obj->hull_strength -= damage;
2196 // let damage gauge know that player ship just took damage
2197 if ( Player_obj == ship_obj ) {
2198 hud_gauge_popup_start(HUD_DAMAGE_GAUGE, 5000);
2201 // DB - removed 1/12/99 - scoring code properly bails if MULTIPLAYER_CLIENT
2202 // in multiplayer, if I am not the host, get out of this function here!!
2203 //if ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) ) {
2207 switch (other_obj->type) {
2209 scoring_add_damage(ship_obj,other_obj,damage);
2212 // don't call scoring for asteroids
2215 if((other_obj->parent < 0) || (other_obj->parent >= MAX_OBJECTS)){
2216 scoring_add_damage(ship_obj, NULL, damage);
2218 scoring_add_damage(ship_obj, &Objects[other_obj->parent], damage);
2225 if (ship_obj->hull_strength <= 0.0f) {
2227 MONITOR_INC( ShipNumDied, 1 );
2229 ship_info *sip = &Ship_info[shipp->ship_info_index];
2231 // If massive beam hitting small ship, vaporize otherwise normal damage pipeline
2232 // Only vaporize once
2233 // multiplayer clients should skip this
2234 if(!MULTIPLAYER_CLIENT){
2235 if ( !(shipp->flags & SF_VAPORIZE) ) {
2236 // Only small ships can be vaporized
2237 if (sip->flags & (SIF_SMALL_SHIP)) {
2238 if (other_obj->type == OBJ_BEAM) {
2239 int beam_weapon_info_index = beam_get_weapon_info_index(other_obj);
2240 if ( (beam_weapon_info_index > -1) && (Weapon_info[beam_weapon_info_index].wi_flags & (WIF_BEAM|WIF_HUGE)) ) {
2241 // Flag as vaporized
2242 shipp->flags |= SF_VAPORIZE;
2249 // maybe engine wash death
2251 shipp->wash_killed = 1;
2254 float percent_killed = -ship_obj->hull_strength/sip->initial_hull_strength;
2255 if (percent_killed > 1.0f){
2256 percent_killed = 1.0f;
2259 if ( !(shipp->flags & SF_DYING) && !MULTIPLAYER_CLIENT && !(Game_mode & GM_DEMO_PLAYBACK)){ // if not killed, then kill
2260 ship_hit_kill(ship_obj, other_obj, percent_killed, 0);
2266 // if the hitting object is a weapon, maybe do some fun stuff here
2267 if(other_obj->type == OBJ_WEAPON){
2269 Assert(other_obj->instance >= 0);
2270 if(other_obj->instance < 0){
2273 Assert(Weapons[other_obj->instance].weapon_info_index >= 0);
2274 if(Weapons[other_obj->instance].weapon_info_index < 0){
2277 wip = &Weapon_info[Weapons[other_obj->instance].weapon_info_index];
2279 // if its a leech weapon
2280 if(wip->wi_flags & WIF_ENERGY_SUCK){
2281 // reduce afterburner fuel
2282 shipp->afterburner_fuel -= wip->afterburner_reduce;
2283 shipp->afterburner_fuel = (shipp->afterburner_fuel < 0.0f) ? 0.0f : shipp->afterburner_fuel;
2285 // reduce weapon energy
2286 shipp->weapon_energy -= wip->weapon_reduce;
2287 shipp->weapon_energy = (shipp->weapon_energy < 0.0f) ? 0.0f : shipp->weapon_energy;
2292 // This gets called to apply damage when something hits a particular point on a ship.
2293 // This assumes that whoever called this knows if the shield got hit or not.
2294 // hitpos is in world coordinates.
2295 // if shield_quadrant is not -1, then that part of the shield takes damage properly.
2296 void ship_apply_local_damage(object *ship_obj, object *other_obj, vector *hitpos, float damage, int shield_quadrant, bool create_spark, int submodel_num, vector *hit_normal)
2298 ship *ship_p = &Ships[ship_obj->instance];
2300 // If got hit by a weapon, tell the AI so it can react. Only do this line in single player,
2301 // or if I am the master in a multiplayer game
2302 if ( other_obj->type == OBJ_WEAPON && ( !(Game_mode & GM_MULTIPLAYER) || ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)) )) {
2305 wp = &Weapons[other_obj->instance];
2306 // If weapon hits ship on same team and that ship not targeted and parent of weapon not player,
2308 // Ie, player can always do damage. AI can only damage team if that ship is targeted.
2309 if (wp->target_num != ship_obj-Objects) {
2310 if ((ship_p->team == wp->team) && !(Objects[other_obj->parent].flags & OF_PLAYER_SHIP) ) {
2311 /*char ship_name[64];
2313 if (other_obj->parent_type == OBJ_SHIP) {
2314 strcpy(ship_name, Ships[Objects[other_obj->parent].instance].ship_name);
2316 strcpy(ship_name, XSTR("[not a ship]",-1));
2318 // nprintf(("AI", "Ignoring hit on %s by weapon #%i, parent = %s\n", ship_p->ship_name, other_obj-Objects, ship_name));
2324 // only want to check the following in single player or if I am the multiplayer game server
2325 if ( !MULTIPLAYER_CLIENT && !(Game_mode & GM_DEMO_PLAYBACK) && ((other_obj->type == OBJ_SHIP) || (other_obj->type == OBJ_WEAPON)) ){
2326 ai_ship_hit(ship_obj, other_obj, hitpos, shield_quadrant, hit_normal);
2329 // Cut damage done on the player by 4x in training missions, but do full accredidation
2330 if ( The_mission.game_type & MISSION_TYPE_TRAINING ){
2331 if (ship_obj == Player_obj){
2336 // send a packet in multiplayer -- but don't sent it if the ship is already dying. Clients can
2337 // take care of dealing with ship hits after a ship is already dead.
2338 // if ( (MULTIPLAYER_MASTER) && !(ship_p->flags & SF_DYING) ){
2339 // if this is a player ship which is not mine, send him a ship hit packet
2340 // int np_index = multi_find_player_by_object(ship_obj);
2341 // if((np_index > 0) && (np_index < MAX_PLAYERS) && (np_index != MY_NET_PLAYER_NUM) && MULTI_CONNECTED(Net_players[np_index])){
2342 // send_ship_hit_packet( ship_obj, other_obj, hitpos, damage, shield_quadrant, submodel_num, &Net_players[np_index]);
2346 // maybe tag the ship
2347 if(!MULTIPLAYER_CLIENT && (other_obj->type == OBJ_WEAPON) && (Weapon_info[Weapons[other_obj->instance].weapon_info_index].wi_flags & WIF_TAG)) {
2348 if (Weapon_info[Weapons[other_obj->instance].weapon_info_index].tag_level == 1) {
2349 Ships[ship_obj->instance].tag_left = Weapon_info[Weapons[other_obj->instance].weapon_info_index].tag_time;
2350 Ships[ship_obj->instance].tag_total = Ships[ship_obj->instance].tag_left;
2351 if (Ships[ship_obj->instance].time_first_tagged == 0) {
2352 Ships[ship_obj->instance].time_first_tagged = Missiontime;
2354 mprintf(("TAGGED %s for %f seconds\n", Ships[ship_obj->instance].ship_name, Ships[ship_obj->instance].tag_left));
2355 } else if (Weapon_info[Weapons[other_obj->instance].weapon_info_index].tag_level == 2) {
2356 Ships[ship_obj->instance].level2_tag_left = Weapon_info[Weapons[other_obj->instance].weapon_info_index].tag_time;
2357 Ships[ship_obj->instance].level2_tag_total = Ships[ship_obj->instance].level2_tag_left;
2358 if (Ships[ship_obj->instance].time_first_tagged == 0) {
2359 Ships[ship_obj->instance].time_first_tagged = Missiontime;
2361 mprintf(("Level 2 TAGGED %s for %f seconds\n", Ships[ship_obj->instance].ship_name, Ships[ship_obj->instance].level2_tag_left));
2363 Int3(); // unknown tag level
2369 if (other_obj->type == OBJ_WEAPON) {
2370 weapon_info *wip = &Weapon_info[Weapons[other_obj->instance].weapon_info_index];
2371 if (wip->wi_flags & WIF_HOMING) {
2373 // nprintf(("AI", " Hit! Hits = %i/%i\n", Homing_hits, (Homing_hits + Homing_misses)));
2379 if ( Event_Music_battle_started == 0 ) {
2380 ship_hit_music(ship_obj, other_obj);
2388 // evaluate any possible player stats implications
2389 scoring_eval_hit(ship_obj,other_obj);
2391 ship_do_damage(ship_obj, other_obj, hitpos, damage, shield_quadrant );
2393 // DA 5/5/98: move ship_hit_create_sparks() after do_damage() since number of sparks depends on hull strength
2394 // doesn't hit shield and we want sparks
2395 if ((shield_quadrant == MISS_SHIELDS) && create_spark) {
2396 // check if subsys destroyed
2397 if ( !is_subsys_destroyed(ship_p, submodel_num) ) {
2398 ship_hit_create_sparks(ship_obj, hitpos, submodel_num);
2400 //fireball_create( hitpos, FIREBALL_SHIP_EXPLODE1, OBJ_INDEX(ship_obj), 0.25f );
2406 // This gets called to apply damage when a damaging force hits a ship, but at no
2407 // point in particular. Like from a shockwave. This routine will see if the
2408 // shield got hit and if so, apply damage to it.
2409 // You can pass force_center==NULL if you the damage doesn't come from anywhere,
2410 // like for debug keys to damage an object or something. It will
2411 // assume damage is non-directional and will apply it correctly.
2412 void ship_apply_global_damage(object *ship_obj, object *other_obj, vector *force_center, float damage )
2414 vector tmp, world_hitpos;
2416 if ( force_center ) {
2418 vector local_hitpos;
2420 // find world hitpos
2421 vm_vec_sub( &tmp, force_center, &ship_obj->pos );
2422 vm_vec_normalize_safe( &tmp );
2423 vm_vec_scale_add( &world_hitpos, &ship_obj->pos, &tmp, ship_obj->radius );
2425 // Rotate world_hitpos into local coordinates (local_hitpos)
2426 vm_vec_sub(&tmp, &world_hitpos, &ship_obj->pos );
2427 vm_vec_rotate( &local_hitpos, &tmp, &ship_obj->orient );
2429 // shield_quad = quadrant facing the force_center
2430 shield_quad = get_quadrant(&local_hitpos);
2432 // world_hitpos use force_center for shockwave
2433 if (other_obj->type == OBJ_SHOCKWAVE && Ship_info[Ships[ship_obj->instance].ship_info_index].flags & SIF_HUGE_SHIP) {
2434 world_hitpos = *force_center;
2437 // Do damage on local point
2438 ship_do_damage(ship_obj, other_obj, &world_hitpos, damage, shield_quad );
2440 // Since an force_center wasn't specified, this is probably just a debug key
2441 // to kill an object. So pick a shield quadrant and a point on the
2442 // radius of the object.
2443 vm_vec_scale_add( &world_hitpos, &ship_obj->pos, &ship_obj->orient.fvec, ship_obj->radius );
2445 for (int i=0; i<MAX_SHIELD_SECTIONS; i++){
2446 ship_do_damage(ship_obj, other_obj, &world_hitpos, damage/MAX_SHIELD_SECTIONS, i);
2450 // AL 3-30-98: Show flashing blast icon if player ship has taken blast damage
2451 if ( ship_obj == Player_obj ) {
2452 // only show blast icon if playing on medium skill or lower
2453 if ( Game_skill_level <= 2 ) {
2454 hud_start_text_flash(XSTR("Blast", 1428), 2000);
2458 // evaluate any player stats scoring conditions (specifically, blasts from remotely detonated secondary weapons)
2459 scoring_eval_hit(ship_obj,other_obj,1);
2462 void ship_apply_wash_damage(object *ship_obj, object *other_obj, float damage)
2464 vector world_hitpos, direction_vec, rand_vec;
2466 // Since an force_center wasn't specified, this is probably just a debug key
2467 // to kill an object. So pick a shield quadrant and a point on the
2468 // radius of the object
2469 vm_vec_rand_vec_quick(&rand_vec);
2470 vm_vec_scale_add(&direction_vec, &ship_obj->orient.fvec, &rand_vec, 0.5f);
2471 vm_vec_normalize_quick(&direction_vec);
2472 vm_vec_scale_add( &world_hitpos, &ship_obj->pos, &direction_vec, ship_obj->radius );
2474 // Do damage to hull and not to shields
2475 ship_do_damage(ship_obj, other_obj, &world_hitpos, damage, -1, 1);
2477 // AL 3-30-98: Show flashing blast icon if player ship has taken blast damage
2478 if ( ship_obj == Player_obj ) {
2479 // only show blast icon if playing on medium skill or lower
2480 if ( Game_skill_level <= 2 ) {
2481 hud_start_text_flash(XSTR("Engine Wash", 1429), 2000);
2485 // evaluate any player stats scoring conditions (specifically, blasts from remotely detonated secondary weapons)
2486 scoring_eval_hit(ship_obj,other_obj,1);
2490 void ship_hit_pain(float damage)
2492 game_flash( damage/15.0f, -damage/30.0f, -damage/30.0f );
2494 // kill any active popups when you get hit.
2495 if ( Game_mode & GM_MULTIPLAYER ){
2496 popup_kill_any_active();