2 * $Logfile: /Freespace2/code/Weapon/Weapons.cpp $
7 * Code to handle the weapon systems
10 * Revision 1.2 2002/05/07 03:16:53 theoddone33
11 * The Great Newline Fix
13 * Revision 1.1.1.1 2002/05/03 03:28:11 root
17 * 69 9/14/99 3:26a Dave
18 * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer
19 * respawn-too-early problem. Made a few crash points safe.
21 * 68 9/14/99 1:32a Andsager
22 * Better LOD for weapon explosions when behind. Move point ahead to get
23 * vertex and then find size.
25 * 67 9/07/99 1:10p Mikek
26 * Fix code I busted due to adding lifeleft to missiles.
28 * 66 9/07/99 12:20a Andsager
29 * LOD less agressive at lower hardware detail level
31 * 65 9/06/99 7:21p Dave
32 * Commented out bad lifeleft scaling code in weapon_set_tracking_info()
34 * 64 9/06/99 3:23p Andsager
35 * Make fireball and weapon expl ani LOD choice look at resolution of the
38 * 63 9/06/99 12:46a Andsager
39 * Add weapon_explosion_ani LOD
41 * 62 9/05/99 11:24p Mikek
42 * Fixed problems caused by earlier checkin (that was rolled back).
43 * Problem was wp->target_pos was not set for swarmers.
45 * More tweaking of missile behavior. Also add 20% to lifetime of a
48 * [Rolled back -- MK] 63 9/05/99 2:23p Mikek
49 * Make aspect seekers a little less likely to miss their target.
50 * Mysterious why they do it so often. Maybe fix for FS3...
52 * [Rolled back -- MK] 62 9/04/99 12:09p Mikek
53 * Limit number of spawned weapons that can home on player based on skill
54 * level. Works same as for non-spawned weapons. Only do in single
57 * 61 8/27/99 1:34a Andsager
58 * Modify damage by shockwaves for BIG|HUGE ships. Modify shockwave damge
59 * when weapon blows up.
61 * 60 8/24/99 10:47a Jefff
62 * tech room weapon anims. added tech anim field to weapons.tbl
64 * 59 8/16/99 11:58p Andsager
65 * Disable collision on proximity for ships with SIF_DONT_COLLIDE_INVIS
68 * 58 8/10/99 5:30p Jefff
69 * Added tech_title string to weapon_info. Changed parser accordingly.
71 * 57 8/05/99 2:06a Dave
74 * 56 8/02/99 5:16p Dave
75 * Bumped up weapon title string length from 32 to 48
77 * 55 7/29/99 5:41p Jefff
78 * Sound hooks for cmeasure success
80 * 54 7/24/99 1:54p Dave
81 * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert
84 * 53 7/19/99 7:20p Dave
85 * Beam tooling. Specialized player-killed-self messages. Fixed d3d nebula
88 * 52 7/18/99 12:32p Dave
89 * Randomly oriented shockwaves.
91 * 51 7/16/99 1:50p Dave
92 * 8 bit aabitmaps. yay.
94 * 50 7/15/99 9:20a Andsager
95 * FS2_DEMO initial checkin
97 * 49 7/08/99 10:53a Dave
98 * New multiplayer interpolation scheme. Not 100% done yet, but still
99 * better than the old way.
101 * 48 7/02/99 4:31p Dave
102 * Much more sophisticated lightning support.
104 * 47 7/01/99 5:57p Johnson
105 * Oops. Fixed big ship damage.
107 * 46 7/01/99 4:23p Dave
108 * Full support for multiple linked ambient engine sounds. Added "big
111 * 45 6/30/99 5:53p Dave
112 * Put in new anti-camper code.
114 * 44 6/22/99 3:24p Danw
115 * Fixed incorrect weapon hit sound culling.
117 * 43 6/21/99 7:25p Dave
118 * netplayer pain packet. Added type E unmoving beams.
120 * 42 6/14/99 10:45a Dave
121 * Made beam weapons specify accuracy by skill level in the weapons.tbl
123 * 41 6/11/99 11:13a Dave
124 * last minute changes before press tour build.
126 * 40 6/04/99 2:16p Dave
127 * Put in shrink effect for beam weapons.
129 * 39 6/01/99 8:35p Dave
130 * Finished lockarm weapons. Added proper supercap weapons/damage. Added
131 * awacs-set-radius sexpression.
133 * 38 6/01/99 3:52p Dave
134 * View footage screen. Fixed xstrings to not display the & symbol. Popup,
135 * dead popup, pxo find player popup, pxo private room popup.
137 * 37 5/27/99 6:17p Dave
138 * Added in laser glows.
140 * 36 5/20/99 7:00p Dave
141 * Added alternate type names for ships. Changed swarm missile table
144 * 35 5/08/99 8:25p Dave
145 * Upped object pairs. First run of nebula lightning.
147 * 34 4/28/99 11:13p Dave
148 * Temporary checkin of artillery code.
150 * 33 4/28/99 3:11p Andsager
151 * Stagger turret weapon fire times. Make turrets smarter when target is
152 * protected or beam protected. Add weaopn range to weapon info struct.
154 * 32 4/22/99 11:06p Dave
155 * Final pass at beam weapons. Solidified a lot of stuff. All that remains
156 * now is to tweak and fix bugs as they come up. No new beam weapon
159 * 31 4/19/99 11:01p Dave
160 * More sophisticated targeting laser support. Temporary checkin.
162 * 30 4/16/99 5:54p Dave
163 * Support for on/off style "stream" weapons. Real early support for
164 * target-painting lasers.
166 * 29 4/07/99 6:22p Dave
167 * Fred and Freespace support for multiple background bitmaps and suns.
168 * Fixed link errors on all subprojects. Moved encrypt_init() to
169 * cfile_init() and lcl_init(), since its safe to call twice.
171 * 28 4/02/99 1:35p Dave
172 * Removed weapon hit packet. No good for causing pain.
174 * 27 4/02/99 9:55a Dave
175 * Added a few more options in the weapons.tbl for beam weapons. Attempt
176 * at putting "pain" packets into multiplayer.
178 * 26 3/31/99 9:26p Dave
179 * Don't load beam textures when in Fred.
181 * 25 3/31/99 8:24p Dave
182 * Beefed up all kinds of stuff, incluging beam weapons, nebula effects
183 * and background nebulae. Added per-ship non-dimming pixel colors.
185 * 24 3/23/99 2:29p Andsager
186 * Fix shockwaves for kamikazi and Fred defined. Collect together
187 * shockwave_create_info struct.
189 * 23 3/23/99 11:03a Dave
190 * Added a few new fields and fixed parsing code for new weapon stuff.
192 * 22 3/19/99 9:52a Dave
193 * Checkin to repair massive source safe crash. Also added support for
194 * pof-style nebulae, and some new weapons code.
196 * 24 3/15/99 6:45p Daveb
197 * Put in rough nebula bitmap support.
199 * 23 3/12/99 3:19p Enricco
200 * Remove spurious Int3()
202 * 22 3/11/99 5:53p Dave
203 * More network optimization. Spliced in Dell OEM planet bitmap crap.
205 * 21 3/10/99 6:51p Dave
206 * Changed the way we buffer packets for all clients. Optimized turret
207 * fired packets. Did some weapon firing optimizations.
209 * 20 2/24/99 4:02p Dave
210 * Fixed weapon locking and homing problems for multiplayer dogfight mode.
212 * 19 2/05/99 12:52p Dave
213 * Fixed Glide nondarkening textures.
215 * 18 1/29/99 12:47a Dave
216 * Put in sounds for beam weapon. A bunch of interface screens (tech
219 * 17 1/27/99 9:56a Dave
220 * Temporary checkin of beam weapons for Dan to make cool sounds.
222 * 16 1/25/99 5:03a Dave
223 * First run of stealth, AWACS and TAG missile support. New mission type
226 * 15 1/24/99 11:37p Dave
227 * First full rev of beam weapons. Very customizable. Removed some bogus
228 * Int3()'s in low level net code.
230 * 14 1/21/99 10:45a Dave
231 * More beam weapon stuff. Put in warmdown time.
233 * 13 1/12/99 5:45p Dave
234 * Moved weapon pipeline in multiplayer to almost exclusively client side.
235 * Very good results. Bandwidth goes down, playability goes up for crappy
236 * connections. Fixed object update problem for ship subsystems.
238 * 12 1/08/99 2:08p Dave
239 * Fixed software rendering for pofview. Super early support for AWACS and
242 * 11 1/06/99 2:24p Dave
243 * Stubs and release build fixes.
245 * 10 12/01/98 6:12p Johnson
246 * Make sure to page in weapon impact animations as xparent textures.
248 * 9 11/20/98 4:08p Dave
249 * Fixed flak effect in multiplayer.
251 * 8 11/14/98 5:33p Dave
252 * Lots of nebula work. Put in ship contrails.
254 * 7 11/05/98 4:18p Dave
255 * First run nebula support. Beefed up localization a bit. Removed all
256 * conditional compiles for foreign versions. Modified mission file
259 * 6 10/26/98 9:42a Dave
260 * Early flak gun support.
262 * 5 10/23/98 3:51p Dave
263 * Full support for tstrings.tbl and foreign languages. All that remains
264 * is to make it active in Fred.
266 * 4 10/07/98 6:27p Dave
267 * Globalized mission and campaign file extensions. Removed Silent Threat
268 * special code. Moved \cache \players and \multidata into the \data
271 * 3 10/07/98 4:49p Andsager
272 * don't do weapon swap (was needed for mission disk)
274 * 2 10/07/98 10:54a Dave
277 * 1 10/07/98 10:51a Dave
279 * 314 9/21/98 11:19p Dave
282 * 313 9/19/98 4:33p Adam
283 * Changed default values for particle spew (used on Leech Cannon)
285 * 312 9/13/98 10:51p Dave
286 * Put in newfangled icons for mission simulator room. New mdisk.vp
287 * checksum and file length.
289 * 311 9/13/98 4:29p Andsager
290 * Maintain Weapon_info compataiblity with mission disk
292 * 310 9/13/98 4:26p Andsager
294 * 309 9/01/98 4:25p Dave
295 * Put in total (I think) backwards compatibility between mission disk
296 * freespace and non mission disk freespace, including pilot files and
297 * campaign savefiles.
299 * 308 8/28/98 3:29p Dave
300 * EMP effect done. AI effects may need some tweaking as required.
302 * 307 8/25/98 1:49p Dave
303 * First rev of EMP effect. Player side stuff basically done. Next comes
306 * 306 8/18/98 10:15a Dave
307 * Touchups on the corkscrew missiles. Added particle spewing weapons.
309 * 305 8/17/98 5:07p Dave
310 * First rev of corkscrewing missiles.
312 * 304 6/30/98 2:23p Dave
313 * Revised object update system. Removed updates for all weapons. Put
314 * button info back into control info packet.
316 * 303 6/22/98 8:36a Allender
317 * revamping of homing weapon system. don't send as object updates
320 * 302 5/24/98 2:25p Allender
321 * be sure that homing missiles die on client when lifeleft gets too
322 * negative (lost packets)
324 * 301 5/20/98 5:47p Sandeep
326 * 300 5/18/98 1:58a Mike
327 * Make Phoenix not be fired at fighters (but yes bombers).
328 * Improve positioning of ships in guard mode.
329 * Make turrets on player ship not fire near end of support ship docking.
337 #include "systemvars.h"
346 #include "floating.h"
348 #include "lighting.h"
352 #include "fireballs.h"
354 #include "hudtarget.h"
355 #include "freespace.h"
360 #include "multimsgs.h"
361 #include "linklist.h"
364 #include "cmeasure.h"
365 #include "shockwave.h"
367 #include "staticrand.h"
369 #include "multiutil.h"
373 #include "objcollide.h"
375 #include "particle.h"
376 #include "asteroid.h"
378 #include "multi_obj.h"
379 #include "corkscrew.h"
381 #include "localize.h"
383 #include "muzzleflash.h"
386 int Weapon_flyby_sound_enabled = 1;
387 DCF_BOOL( weapon_flyby, Weapon_flyby_sound_enabled )
390 static int Weapon_flyby_sound_timer;
392 weapon Weapons[MAX_WEAPONS];
393 weapon_info Weapon_info[MAX_WEAPON_TYPES];
395 #define MISSILE_OBJ_USED (1<<0) // flag used in missile_obj struct
396 #define MAX_MISSILE_OBJS MAX_WEAPONS // max number of missiles tracked in missile list
397 missile_obj Missile_objs[MAX_MISSILE_OBJS]; // array used to store missile object indexes
398 missile_obj Missile_obj_list; // head of linked list of missile_obj structs
401 // WEAPON EXPLOSION INFO
402 #define MAX_weapon_expl_lod 4
403 #define MAX_Weapon_expl_info 3
405 typedef struct weapon_expl_lod {
406 char filename[MAX_FILENAME_LEN];
412 typedef struct weapon_expl_info {
414 weapon_expl_lod lod[MAX_weapon_expl_lod];
417 weapon_expl_info Weapon_expl_info[MAX_Weapon_expl_info];
419 int Num_weapon_expl = 0;
421 int Num_weapon_types = 0;
424 int Weapons_inited = 0;
426 int laser_model_inner = -1;
427 int laser_model_outer = -1;
429 int missile_model = -1;
431 char *Weapon_names[MAX_WEAPON_TYPES];
433 int First_secondary_index = -1;
435 #define MAX_SPAWN_WEAPONS 10 // Up to 10 weapons can spawn weapons.
438 char Spawn_names[MAX_SPAWN_WEAPONS][NAME_LENGTH];
440 int Num_player_weapon_precedence; // Number of weapon types in Player_weapon_precedence
441 int Player_weapon_precedence[MAX_WEAPON_TYPES]; // Array of weapon types, precedence list for player weapon selection
443 // Used to avoid playing too many impact sounds in too short a time interval.
444 // This will elimate the odd "stereo" effect that occurs when two weapons impact at
445 // nearly the same time, like from a double laser (also saves sound channels!)
446 #define IMPACT_SOUND_DELTA 50 // in milliseconds
447 int Weapon_impact_timer; // timer, initalized at start of each mission
449 // energy suck defines
450 #define ESUCK_DEFAULT_WEAPON_REDUCE (10.0f)
451 #define ESUCK_DEFAULT_AFTERBURNER_REDUCE (10.0f)
453 // scale factor for supercaps taking damage from weapons which are not "supercap" weapons
454 #define SUPERCAP_DAMAGE_SCALE 0.25f
456 // scale factor for big ships getting hit by flak
457 #define FLAK_DAMAGE_SCALE 0.05f
459 extern int Max_allowed_player_homers[];
460 extern int compute_num_homing_objects(object *target_objp);
463 void parse_weapon_expl_tbl()
466 char base_filename[256] = "";
471 if ((rval = setjmp(parse_abort)) != 0) {
472 Error(LOCATION, "Unable to parse weapon_expl.tbl! Code = %i.\n", rval);
475 read_file_text(NOX("weapon_expl.tbl"));
480 required_string("#Start");
481 while (required_string_either("#End","$Name:")) {
482 Assert( Num_weapon_expl < MAX_Weapon_expl_info);
485 required_string("$Name:");
486 stuff_string(base_filename, F_NAME, NULL);
488 // # of lod levels - make sure old fireball.tbl is compatible
489 Weapon_expl_info[Num_weapon_expl].lod_count = 1;
490 if(optional_string("$LOD:")){
491 stuff_int(&Weapon_expl_info[Num_weapon_expl].lod_count);
494 // stuff default filename
495 strcpy(Weapon_expl_info[Num_weapon_expl].lod[0].filename, base_filename);
497 // stuff LOD level filenames
498 for(idx=1; idx<Weapon_expl_info[Num_weapon_expl].lod_count; idx++){
499 if(idx >= MAX_weapon_expl_lod){
503 sprintf(Weapon_expl_info[Num_weapon_expl].lod[idx].filename, "%s_%d", base_filename, idx);
508 required_string("#End");
510 // close localization
514 int get_weapon_expl_info_index(char *filename)
516 for (int i=0; i<MAX_Weapon_expl_info; i++) {
517 if ( stricmp(Weapon_expl_info[i].lod[0].filename, filename) == 0) {
524 // ----------------------------------------------------------------------
525 // missile_obj_list_init()
527 // Clear out the Missile_obj_list
529 void missile_obj_list_init()
533 list_init(&Missile_obj_list);
534 for ( i = 0; i < MAX_MISSILE_OBJS; i++ ) {
535 Missile_objs[i].flags = 0;
539 // ---------------------------------------------------
540 // missile_obj_list_add()
542 // Function to add a node from the Missile_obj_list. Only
543 // called from weapon_create()
544 int missile_obj_list_add(int objnum)
548 for ( i = 0; i < MAX_MISSILE_OBJS; i++ ) {
549 if ( !(Missile_objs[i].flags & MISSILE_OBJ_USED) )
552 if ( i == MAX_MISSILE_OBJS ) {
553 Error(LOCATION, "Fatal Error: Ran out of missile object nodes\n");
557 Missile_objs[i].flags = 0;
558 Missile_objs[i].objnum = objnum;
559 list_append(&Missile_obj_list, &Missile_objs[i]);
560 Missile_objs[i].flags |= MISSILE_OBJ_USED;
565 // ---------------------------------------------------
566 // missle_obj_list_remove()
568 // Function to remove a node from the Missile_obj_list. Only
569 // called from weapon_delete()
570 void missle_obj_list_remove(int index)
572 Assert(index >= 0 && index < MAX_MISSILE_OBJS);
573 list_remove(&Missile_obj_list, &Missile_objs[index]);
574 Missile_objs[index].flags = 0;
577 // ---------------------------------------------------
578 // missile_obj_list_rebuild()
580 // Called by the save/restore code to rebuild Missile_obj_list
582 void missile_obj_list_rebuild()
586 missile_obj_list_init();
588 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
589 if ( objp->type == OBJ_WEAPON && Weapon_info[Weapons[objp->instance].weapon_info_index].subtype == WP_MISSILE ) {
590 Weapons[objp->instance].missile_list_index = missile_obj_list_add(OBJ_INDEX(objp));
595 // If this is a player countermeasure, let the player know he evaded a missile
596 void weapon_maybe_alert_cmeasure_success(object *objp)
598 if ( objp->type == OBJ_CMEASURE ) {
600 cmp = &Cmeasures[objp->instance];
601 if ( cmp->source_objnum == OBJ_INDEX(Player_obj) ) {
602 hud_start_text_flash(XSTR("Evaded", 1430), 800);
603 snd_play(&Snds[SND_MISSILE_EVADED_POPUP]);
604 } else if ( Objects[cmp->source_objnum].flags & OF_PLAYER_SHIP ) {
605 send_countermeasure_success_packet( cmp->source_objnum );
610 // ---------------------------------------------------
611 // missile_obj_return_address()
613 // Called externally to generate an address from an index into
614 // the Missile_objs[] array
616 missile_obj *missile_obj_return_address(int index)
618 Assert(index >= 0 && index < MAX_MISSILE_OBJS);
619 return &Missile_objs[index];
622 // Return the index of Weapon_info[].name that is *name.
623 int weapon_info_lookup(char *name)
627 for (i=0; i<Num_weapon_types; i++)
628 if (!stricmp(name, Weapon_info[i].name))
634 #define DEFAULT_WEAPON_SPAWN_COUNT 10
636 // Parse the weapon flags.
637 void parse_wi_flags(weapon_info *weaponp)
639 char weapon_strings[MAX_WEAPON_FLAGS][NAME_LENGTH];
642 required_string("$Flags:");
644 num_strings = stuff_string_list(weapon_strings, MAX_WEAPON_FLAGS);
646 for (int i=0; i<num_strings; i++) {
647 if (!stricmp(NOX("Electronics"), weapon_strings[i]))
648 weaponp->wi_flags |= WIF_ELECTRONICS;
649 else if (!strnicmp(NOX("Spawn"), weapon_strings[i], 5)) {
650 if (weaponp->spawn_type == -1) {
651 int skip_length, name_length;
654 temp_string = weapon_strings[i];
656 weaponp->wi_flags |= WIF_SPAWN;
657 weaponp->spawn_type = (short)Num_spawn_types;
658 skip_length = strlen(NOX("Spawn")) + strspn(&temp_string[strlen(NOX("Spawn"))], NOX(" \t"));
659 char *num_start = strchr(&temp_string[skip_length], ',');
660 if (num_start == NULL) {
661 weaponp->spawn_count = DEFAULT_WEAPON_SPAWN_COUNT;
664 weaponp->spawn_count = (short)atoi(num_start+1);
665 name_length = num_start - temp_string - skip_length;
668 strncpy(Spawn_names[Num_spawn_types++], &(weapon_strings[i][skip_length]), name_length);
669 Assert(Num_spawn_types < MAX_SPAWN_WEAPONS);
671 Warning(LOCATION, "Illegal to have two spawn types for one weapon.\n"
672 "Ignoring weapon %s", weapon_strings[i]);
673 } else if (!stricmp(NOX("Remote Detonate"), weapon_strings[i]))
674 weaponp->wi_flags |= WIF_REMOTE;
675 else if (!stricmp(NOX("Puncture"), weapon_strings[i]))
676 weaponp->wi_flags |= WIF_PUNCTURE;
677 else if (!stricmp(NOX("Big Ship"), weapon_strings[i]))
678 weaponp->wi_flags |= WIF_BIG_ONLY;
679 else if (!stricmp(NOX("Huge"), weapon_strings[i]))
680 weaponp->wi_flags |= WIF_HUGE;
681 else if (!stricmp(NOX("Bomber+"), weapon_strings[i]))
682 weaponp->wi_flags |= WIF_BOMBER_PLUS;
683 else if (!stricmp(NOX("child"), weapon_strings[i]))
684 weaponp->wi_flags |= WIF_CHILD;
685 else if (!stricmp(NOX("Bomb"), weapon_strings[i]))
686 weaponp->wi_flags |= WIF_BOMB;
687 else if (!stricmp(NOX("No Dumbfire"), weapon_strings[i]))
688 weaponp->wi_flags |= WIF_NO_DUMBFIRE;
689 else if (!stricmp(NOX("In tech database"), weapon_strings[i]))
690 weaponp->wi_flags |= WIF_IN_TECH_DATABASE;
691 else if (!stricmp(NOX("Player allowed"), weapon_strings[i]))
692 weaponp->wi_flags |= WIF_PLAYER_ALLOWED;
693 else if (!stricmp(NOX("Particle Spew"), weapon_strings[i]))
694 weaponp->wi_flags |= WIF_PARTICLE_SPEW;
695 else if (!stricmp(NOX("EMP"), weapon_strings[i]))
696 weaponp->wi_flags |= WIF_EMP;
697 else if (!stricmp(NOX("Esuck"), weapon_strings[i]))
698 weaponp->wi_flags |= WIF_ENERGY_SUCK;
699 else if (!stricmp(NOX("Flak"), weapon_strings[i]))
700 weaponp->wi_flags |= WIF_FLAK;
701 else if (!stricmp(NOX("Corkscrew"), weapon_strings[i]))
702 weaponp->wi_flags |= WIF_CORKSCREW;
703 else if (!stricmp(NOX("Shudder"), weapon_strings[i]))
704 weaponp->wi_flags |= WIF_SHUDDER;
705 else if (!stricmp(NOX("lockarm"), weapon_strings[i]))
706 weaponp->wi_flags |= WIF_LOCKARM;
707 else if (!stricmp(NOX("beam"), weapon_strings[i]))
708 weaponp->wi_flags |= WIF_BEAM;
709 else if (!stricmp(NOX("stream"), weapon_strings[i]))
710 weaponp->wi_flags |= WIF_STREAM;
711 else if (!stricmp(NOX("supercap"), weapon_strings[i]))
712 weaponp->wi_flags |= WIF_SUPERCAP;
714 Warning(LOCATION, "Bogus string in weapon flags: %s\n", weapon_strings[i]);
717 // SWARM, CORKSCREW and FLAK should be mutually exclusive
718 if(weaponp->wi_flags & WIF_FLAK){
719 Assert(!(weaponp->wi_flags & WIF_CORKSCREW) && !(weaponp->wi_flags & WIF_SWARM));
721 if(weaponp->wi_flags & WIF_CORKSCREW){
722 Assert(!(weaponp->wi_flags & WIF_FLAK) && !(weaponp->wi_flags & WIF_SWARM));
724 if(weaponp->wi_flags & WIF_SWARM){
725 Assert(!(weaponp->wi_flags & WIF_CORKSCREW) && !(weaponp->wi_flags & WIF_FLAK));
728 // make sure flak guns are only placed on turrets
729 if(weaponp->wi_flags & WIF_FLAK){
730 Assert(weaponp->wi_flags & WIF_BIG_ONLY);
734 // function to parse the information for a specific weapon type.
735 // return 0 if successful, otherwise return -1
736 #define WEAPONS_MULTITEXT_LENGTH 2048
740 char buf[WEAPONS_MULTITEXT_LENGTH];
742 char fname[255] = "";
745 wip = &Weapon_info[Num_weapon_types];
749 required_string("$Name:");
750 stuff_string(wip->name, F_NAME, NULL);
751 diag_printf ("Weapon name -- %s\n", wip->name);
753 // AL 28-3-98: If this is a demo build, we only want to parse weapons that are preceded with
755 #ifdef DEMO // not needed FS2_DEMO (separate table file)
756 if ( wip->name[0] != '@' ) {
757 // advance to next weapon, and return -1
759 if ( skip_to_start_of_strings("$Name:", "#End") != 1 ) {
766 if ( wip->name[0] == '@' ) {
767 char old_name[NAME_LENGTH];
768 strcpy(old_name, wip->name);
769 strcpy(wip->name, old_name+1);
773 if (optional_string("+Title:")) {
774 stuff_string(wip->title, F_NAME, NULL, WEAPON_TITLE_LEN);
778 if (optional_string("+Description:")) {
779 stuff_string(buf, F_MULTITEXT, NULL);
780 wip->desc = strdup(buf);
783 wip->tech_title[0] = 0;
784 if (optional_string("+Tech Title:")) {
785 stuff_string(wip->tech_title, F_NAME, NULL, NAME_LENGTH);
788 wip->tech_anim_filename[0] = 0;
789 if (optional_string("+Tech Anim:")) {
790 stuff_string(wip->tech_anim_filename, F_NAME, NULL, NAME_LENGTH);
793 wip->tech_desc = NULL;
794 if (optional_string("+Tech Description:")) {
795 stuff_string(buf, F_MULTITEXT, NULL, WEAPONS_MULTITEXT_LENGTH);
796 wip->tech_desc = strdup(buf);
799 // Read the model file. It can be a POF file or none.
800 // If there is no model file (Model file: = "none") then we use our special
801 // laser renderer which requires inner, middle and outer information.
802 required_string("$Model file:");
803 stuff_string(wip->pofbitmap_name, F_NAME, NULL);
804 diag_printf ("Model pof file -- %s\n", wip->pofbitmap_name );
805 if ( stricmp(wip->pofbitmap_name, NOX("none")) ) {
807 wip->render_type = WRT_POF;
808 wip->laser_bitmap = -1;
810 // No POF or AVI file specified, render as special laser type.
813 wip->render_type = WRT_LASER;
816 // laser bitmap itself
817 required_string("@Laser Bitmap:");
818 stuff_string(wip->pofbitmap_name, F_NAME, NULL);
819 wip->laser_bitmap = -1;
821 wip->laser_bitmap = bm_load( wip->pofbitmap_name );
824 // optional laser glow
825 wip->laser_glow_bitmap = -1;
826 if(optional_string("@Laser Glow:")){
827 stuff_string(fname, F_NAME, NULL);
829 wip->laser_glow_bitmap = bm_load( fname );
831 // might as well lock it down as an aabitmap now
832 if(wip->laser_glow_bitmap >= 0){
833 bm_lock(wip->laser_glow_bitmap, 8, BMP_AABITMAP);
834 bm_unlock(wip->laser_glow_bitmap);
839 required_string("@Laser Color:");
840 stuff_byte(&r); stuff_byte(&g); stuff_byte(&b);
841 gr_init_color( &wip->laser_color_1, r, g, b );
843 // optional string for cycling laser colors
844 gr_init_color(&wip->laser_color_2, 0, 0, 0);
845 if(optional_string("@Laser Color2:")){
846 stuff_byte(&r); stuff_byte(&g); stuff_byte(&b);
847 gr_init_color( &wip->laser_color_2, r, g, b );
850 required_string("@Laser Length:");
851 stuff_float(&wip->laser_length);
853 required_string("@Laser Head Radius:");
854 stuff_float(&wip->laser_head_radius);
856 required_string("@Laser Tail Radius:");
857 stuff_float(&wip->laser_tail_radius );
860 required_string("$Mass:");
861 stuff_float( &(wip->mass) );
862 diag_printf ("Weapon mass -- %7.3f\n", wip->mass);
864 required_string("$Velocity:");
865 stuff_float( &(wip->max_speed) );
866 diag_printf ("Weapon mass -- %7.3f\n", wip->max_speed);
868 required_string("$Fire Wait:");
869 stuff_float( &(wip->fire_wait) );
870 diag_printf ("Weapon fire wait -- %7.3f\n", wip->fire_wait);
872 required_string("$Damage:");
873 stuff_float(&wip->damage);
875 // secondary weapons require these values
876 if (First_secondary_index != -1) {
877 required_string("$Blast Force:");
878 stuff_float( &(wip->blast_force) );
879 diag_printf ("Weapon blast force -- %7.3f\n", wip->blast_force);
881 required_string("$Inner Radius:");
882 stuff_float( &(wip->inner_radius) );
883 if ( wip->inner_radius != 0 ) {
884 wip->wi_flags |= WIF_AREA_EFFECT;
886 diag_printf ("Weapon inner blast radius -- %7.3f\n", wip->inner_radius);
888 required_string("$Outer Radius:");
889 stuff_float( &(wip->outer_radius) );
890 if ( wip->outer_radius != 0 ) {
891 wip->wi_flags |= WIF_AREA_EFFECT;
893 diag_printf ("Weapon outer blast radius -- %7.3f\n", wip->outer_radius);
895 required_string("$Shockwave Speed:");
896 stuff_float( &(wip->shockwave_speed) );
897 if ( wip->shockwave_speed != 0 ) {
898 wip->wi_flags |= WIF_SHOCKWAVE;
900 diag_printf ("Shockwave speed -- %7.3f\n", wip->shockwave_speed);
902 // for primary weapons they're optional
904 if(optional_string("$Blast Force:")){
905 stuff_float( &(wip->blast_force) );
906 diag_printf ("Weapon blast force -- %7.3f\n", wip->blast_force);
909 if(optional_string("$Inner Radius:")){
910 stuff_float( &(wip->inner_radius) );
911 if ( wip->inner_radius != 0 ) {
912 wip->wi_flags |= WIF_AREA_EFFECT;
914 diag_printf ("Weapon inner blast radius -- %7.3f\n", wip->inner_radius);
917 if(optional_string("$Outer Radius:")){
918 stuff_float( &(wip->outer_radius) );
919 if ( wip->outer_radius != 0 ) {
920 wip->wi_flags |= WIF_AREA_EFFECT;
922 diag_printf ("Weapon outer blast radius -- %7.3f\n", wip->outer_radius);
925 if(optional_string("$Shockwave Speed:")){
926 stuff_float( &(wip->shockwave_speed) );
927 if ( wip->shockwave_speed != 0 ) {
928 wip->wi_flags |= WIF_SHOCKWAVE;
930 diag_printf ("Shockwave speed -- %7.3f\n", wip->shockwave_speed);
934 required_string("$Armor Factor:");
935 stuff_float(&wip->armor_factor);
937 required_string("$Shield Factor:");
938 stuff_float(&wip->shield_factor);
940 required_string("$Subsystem Factor:");
941 stuff_float(&wip->subsystem_factor);
943 required_string("$Lifetime:");
944 stuff_float(&wip->lifetime);
946 required_string("$Energy Consumed:");
947 stuff_float(&wip->energy_consumed);
949 required_string("$Cargo Size:");
950 stuff_float(&wip->cargo_size);
953 required_string("$Homing:");
954 stuff_boolean(&is_homing);
956 if (is_homing == 1) {
959 // the following five items only need to be recorded if the weapon is a homing weapon
960 required_string("+Type:");
961 stuff_string(temp_type, F_NAME, NULL);
963 if (!stricmp(temp_type, NOX("HEAT"))) {
964 float view_cone_angle;
966 wip->wi_flags |= WIF_HOMING_HEAT | WIF_TURNS;
968 required_string("+Turn Time:");
969 stuff_float(&wip->turn_time);
971 required_string("+View Cone:");
972 stuff_float(&view_cone_angle);
974 wip->fov = (float)cos((float)(ANG_TO_RAD(view_cone_angle/2.0f)));
976 } else if (!stricmp(temp_type, NOX("ASPECT"))) {
977 wip->wi_flags |= WIF_HOMING_ASPECT | WIF_TURNS;
979 required_string("+Turn Time:");
980 stuff_float(&wip->turn_time);
982 required_string("+Min Lock Time:"); // minimum time (in seconds) to achieve lock
983 stuff_float(&wip->min_lock_time);
985 required_string("+Lock Pixels/Sec:"); // pixels/sec moved while locking
986 stuff_int(&wip->lock_pixels_per_sec);
988 required_string("+Catch-up Pixels/Sec:"); // pixels/sec moved while catching-up for a lock
989 stuff_int(&wip->catchup_pixels_per_sec);
991 required_string("+Catch-up Penalty:"); // number of extra pixels to move while locking as a penalty for catching up for a lock
992 stuff_int(&wip->catchup_pixel_penalty);
994 Error(LOCATION, "Illegal homing type = %s.\nMust be HEAT or ASPECT.\n", temp_type);
1000 wip->swarm_count = -1;
1001 if(optional_string("$Swarm:")){
1002 wip->swarm_count = SWARM_DEFAULT_NUM_MISSILES_FIRED;
1003 stuff_int(&s_count);
1004 wip->swarm_count = (short)s_count;
1006 // flag as being a swarm weapon
1007 wip->wi_flags |= WIF_SWARM;
1010 required_string("$LaunchSnd:");
1011 stuff_int(&wip->launch_snd);
1013 required_string("$ImpactSnd:");
1014 stuff_int(&wip->impact_snd);
1016 if (First_secondary_index != -1) {
1017 required_string("$FlyBySnd:");
1018 stuff_int(&wip->flyby_snd);
1021 // Secondary weapons are required to have a rearm rate.
1022 if (First_secondary_index != -1) {
1023 required_string( "$Rearm Rate:");
1024 stuff_float( &wip->rearm_rate );
1025 if (wip->rearm_rate > 0.1f)
1026 wip->rearm_rate = 1.0f/wip->rearm_rate;
1028 wip->rearm_rate = 1.0f;
1031 wip->weapon_range = 999999999.9f;
1032 if (optional_string("+Weapon Range:")) {
1033 stuff_float(&wip->weapon_range);
1036 wip->spawn_type = -1;
1037 parse_wi_flags(wip);
1039 char trail_name[MAX_FILENAME_LEN] = "";
1040 trail_info *ti = &wip->tr_info;
1041 memset(ti, 0, sizeof(trail_info));
1042 if(optional_string("$Trail:")){
1043 wip->wi_flags |= WIF_TRAIL; // missile leaves a trail
1045 required_string("+Start Width:");
1046 stuff_float(&ti->w_start);
1048 required_string("+End Width:");
1049 stuff_float(&ti->w_end);
1051 required_string("+Start Alpha:");
1052 stuff_float(&ti->a_start);
1054 required_string("+End Alpha:");
1055 stuff_float(&ti->a_end);
1057 required_string("+Max Life:");
1058 stuff_float(&ti->max_life);
1060 ti->stamp = fl2i(1000.0f*ti->max_life)/(NUM_TRAIL_SECTIONS+1);
1062 required_string("+Bitmap:");
1063 stuff_string(trail_name, F_NAME, NULL);
1064 ti->bitmap = bm_load(trail_name);
1065 // wip->delta_time = fl2i(1000.0f*wip->max_life)/(NUM_TRAIL_SECTIONS+1); // time between sections. max_life / num_sections basically.
1068 // read in filename for icon that is used in weapons selection
1069 wip->icon_filename[0] = 0;
1070 if ( optional_string("$Icon:") ) {
1071 stuff_string(wip->icon_filename, F_NAME, NULL);
1074 // read in filename for animation that is used in weapons selection
1075 wip->anim_filename[0] = 0;
1076 if ( optional_string("$Anim:") ) {
1077 stuff_string(wip->anim_filename, F_NAME, NULL);
1080 wip->impact_weapon_expl_index = -1;
1081 if ( optional_string("$Impact Explosion:") ) {
1082 char impact_ani_file[FILESPEC_LENGTH];
1083 stuff_string(impact_ani_file, F_NAME, NULL);
1084 if ( stricmp(impact_ani_file,NOX("none"))) {
1085 wip->impact_weapon_expl_index = get_weapon_expl_info_index(impact_ani_file);
1086 //int num_frames, fps;
1087 //wip->impact_explosion_ani = bm_load_animation( impact_ani_file, &num_frames, &fps, 1 );
1089 required_string("$Impact Explosion Radius:");
1090 stuff_float(&wip->impact_explosion_radius);
1095 char mflash_string[255] = "";
1096 wip->muzzle_flash = -1;
1097 if( optional_string("$Muzzleflash:") ){
1098 stuff_string(mflash_string, F_NAME, NULL);
1101 wip->muzzle_flash = mflash_lookup(mflash_string);
1103 if(wip->muzzle_flash >= 0){
1104 wip->wi_flags |= WIF_MFLASH;
1108 // EMP optional stuff (if WIF_EMP is not set, none of this matters, anyway)
1109 if( optional_string("$EMP Intensity:") ){
1110 stuff_float(&wip->emp_intensity);
1112 wip->emp_intensity = EMP_DEFAULT_INTENSITY;
1114 if( optional_string("$EMP Time:") ){
1115 stuff_float(&wip->emp_time);
1117 wip->emp_intensity = EMP_DEFAULT_TIME;
1120 // Energy suck optional stuff (if WIF_ENERGY_SUCK is not set, none of this matters anyway)
1121 if( optional_string("$Leech Weapon:") ){
1122 stuff_float(&wip->weapon_reduce);
1124 wip->weapon_reduce = ESUCK_DEFAULT_WEAPON_REDUCE;
1126 if( optional_string("$Leech Afterburner:") ){
1127 stuff_float(&wip->afterburner_reduce);
1129 wip->afterburner_reduce = ESUCK_DEFAULT_AFTERBURNER_REDUCE;
1132 // beam weapon optional stuff
1133 wip->b_info.beam_type = -1;
1134 wip->b_info.beam_life = -1.0f;
1135 wip->b_info.beam_warmup = -1;
1136 wip->b_info.beam_warmdown = -1;
1137 wip->b_info.beam_muzzle_radius = 0.0f;
1138 wip->b_info.beam_particle_count = -1;
1139 wip->b_info.beam_particle_radius = 0.0f;
1140 wip->b_info.beam_particle_angle = 0.0f;
1141 wip->b_info.beam_particle_ani = -1;
1142 wip->b_info.beam_loop_sound = -1;
1143 wip->b_info.beam_warmup_sound = -1;
1144 wip->b_info.beam_warmdown_sound = -1;
1145 wip->b_info.beam_num_sections = 0;
1146 wip->b_info.beam_glow_bitmap = -1;
1147 wip->b_info.beam_shots = 0;
1148 wip->b_info.beam_shrink_factor = 0.0f;
1149 wip->b_info.beam_shrink_pct = 0.0f;
1150 if( optional_string("$BeamInfo:")){
1152 required_string("+Type:");
1153 stuff_int(&wip->b_info.beam_type);
1155 // how long it lasts
1156 required_string("+Life:");
1157 stuff_float(&wip->b_info.beam_life);
1160 required_string("+Warmup:");
1161 stuff_int(&wip->b_info.beam_warmup);
1164 required_string("+Warmdown:");
1165 stuff_int(&wip->b_info.beam_warmdown);
1167 // muzzle glow radius
1168 required_string("+Radius:");
1169 stuff_float(&wip->b_info.beam_muzzle_radius);
1171 // particle spew count
1172 required_string("+PCount:");
1173 stuff_int(&wip->b_info.beam_particle_count);
1176 required_string("+PRadius:");
1177 stuff_float(&wip->b_info.beam_particle_radius);
1179 // angle off turret normal
1180 required_string("+PAngle:");
1181 stuff_float(&wip->b_info.beam_particle_angle);
1183 // particle bitmap/ani
1184 required_string("+PAni:");
1185 stuff_string(fname, F_NAME, NULL);
1187 int num_frames, fps;
1188 wip->b_info.beam_particle_ani = bm_load_animation(fname, &num_frames, &fps, 1);
1192 required_string("+Miss Factor:");
1193 for(idx=0; idx<NUM_SKILL_LEVELS; idx++){
1194 wip->b_info.beam_miss_factor[idx] = 0.00001f;
1195 stuff_float(&wip->b_info.beam_miss_factor[idx]);
1199 required_string("+BeamSound:");
1200 stuff_int(&wip->b_info.beam_loop_sound);
1203 required_string("+WarmupSound:");
1204 stuff_int(&wip->b_info.beam_warmup_sound);
1207 required_string("+WarmdownSound:");
1208 stuff_int(&wip->b_info.beam_warmdown_sound);
1211 required_string("+Muzzleglow:");
1212 stuff_string(fname, F_NAME, NULL);
1214 wip->b_info.beam_glow_bitmap = bm_load(fname);
1217 // # of shots (only used for type D beams)
1218 required_string("+Shots:");
1219 stuff_int(&wip->b_info.beam_shots);
1222 required_string("+ShrinkFactor:");
1223 stuff_float(&wip->b_info.beam_shrink_factor);
1224 required_string("+ShrinkPct:");
1225 stuff_float(&wip->b_info.beam_shrink_pct);
1228 while( optional_string("$Section:") ){
1229 beam_weapon_section_info i;
1230 char tex_name[255] = "";
1233 required_string("+Width:");
1234 stuff_float(&i.width);
1237 required_string("+Texture:");
1238 stuff_string(tex_name, F_NAME, NULL);
1241 i.texture = bm_load(tex_name);
1243 bm_lock(i.texture, 16, BMP_TEX_OTHER);
1244 bm_unlock(i.texture);
1249 required_string("+RGBA Inner:");
1250 stuff_byte(&i.rgba_inner[0]);
1251 stuff_byte(&i.rgba_inner[1]);
1252 stuff_byte(&i.rgba_inner[2]);
1253 stuff_byte(&i.rgba_inner[3]);
1256 required_string("+RGBA Outer:");
1257 stuff_byte(&i.rgba_outer[0]);
1258 stuff_byte(&i.rgba_outer[1]);
1259 stuff_byte(&i.rgba_outer[2]);
1260 stuff_byte(&i.rgba_outer[3]);
1263 required_string("+Flicker:");
1264 stuff_float(&i.flicker);
1267 required_string("+Zadd:");
1268 stuff_float(&i.z_add);
1271 if(wip->b_info.beam_num_sections < MAX_BEAM_SECTIONS - 1){
1272 wip->b_info.sections[wip->b_info.beam_num_sections++] = i;
1277 // tag weapon optional stuff
1278 wip->tag_level = -1;
1279 wip->tag_time = -1.0f;
1280 if( optional_string("$Tag:")){
1281 stuff_int(&wip->tag_level);
1282 stuff_float(&wip->tag_time);
1283 wip->wi_flags |= WIF_TAG;
1289 // function to parse the information for a specific ship type.
1290 void parse_cmeasure()
1292 cmeasure_info *cmeasurep;
1294 cmeasurep = &Cmeasure_info[Num_cmeasure_types];
1296 required_string("$Name:");
1297 stuff_string(cmeasurep->cmeasure_name, F_NAME, NULL);
1300 $Velocity: 20.0 ;; speed relative to ship, rear-fired until POF info added, MK, 5/22/97
1302 $Lifetime Min: 1.0 ;; Minimum lifetime
1303 $Lifetime Max: 2.0 ;; Maximum lifetime. Actual lifetime is rand(min..max).
1304 $LaunchSnd: counter_1.wav, .8, 10, 300 ;; countermeasure 1 fired (sound is 3d)
1307 required_string("$Velocity:");
1308 stuff_float( &(cmeasurep->max_speed) );
1310 required_string("$Fire Wait:");
1311 stuff_float( &(cmeasurep->fire_wait) );
1313 required_string("$Lifetime Min:");
1314 stuff_float(&cmeasurep->life_min);
1316 required_string("$Lifetime Max:");
1317 stuff_float(&cmeasurep->life_max);
1319 required_string("$LaunchSnd:");
1320 stuff_int(&cmeasurep->launch_sound);
1322 required_string("$Model:");
1323 stuff_string(cmeasurep->pof_name, F_NAME, NULL);
1324 cmeasurep->model_num = -1;
1328 // For all weapons that spawn weapons, given an index at weaponp->spawn_type,
1329 // convert the strings in Spawn_names to indices in the Weapon_types array.
1330 void translate_spawn_types()
1334 for (i=0; i<Num_weapon_types; i++)
1335 if (Weapon_info[i].spawn_type != -1) {
1336 int spawn_type = Weapon_info[i].spawn_type;
1338 for (j=0; j<Num_weapon_types; j++)
1339 if (!stricmp(Spawn_names[spawn_type], Weapon_info[j].name)) {
1340 Weapon_info[i].spawn_type = (short)j;
1342 Warning(LOCATION, "Weapon %s spawns itself. Infinite recursion?\n", Weapon_info[i].name);
1348 void parse_weaponstbl()
1350 // open localization
1353 read_file_text("weapons.tbl");
1356 Num_weapon_types = 0;
1357 First_secondary_index = -1;
1358 Num_spawn_types = 0;
1360 required_string("#Primary Weapons");
1361 while (required_string_either("#End", "$Name:")) {
1362 Assert( Num_weapon_types < MAX_WEAPON_TYPES );
1363 // AL 28-3-98: If parse_weapon() fails, try next .tbl weapon
1364 if ( parse_weapon() ) {
1367 Weapon_info[Num_weapon_types].subtype = WP_LASER;
1370 required_string("#End");
1372 required_string("#Secondary Weapons");
1373 First_secondary_index = Num_weapon_types;
1374 while (required_string_either("#End", "$Name:")) {
1375 Assert( Num_weapon_types < MAX_WEAPON_TYPES );
1376 // AL 28-3-98: If parse_weapon() fails, try next .tbl weapon
1377 if ( parse_weapon() ) {
1380 Weapon_info[Num_weapon_types].subtype = WP_MISSILE;
1383 required_string("#End");
1385 required_string("#Beam Weapons");
1386 while (required_string_either("#End", "$Name:")) {
1387 Assert( Num_weapon_types < MAX_WEAPON_TYPES );
1388 // AL 28-3-98: If parse_weapon() fails, try next .tbl weapon
1389 if ( parse_weapon() ) {
1392 Weapon_info[Num_weapon_types].subtype = WP_BEAM;
1395 required_string("#End");
1397 required_string("#Countermeasures");
1398 while (required_string_either("#End", "$Name:")) {
1399 Assert( Num_cmeasure_types < MAX_CMEASURE_TYPES );
1401 Num_cmeasure_types++;
1404 required_string("#End");
1406 // Read in a list of weapon_info indicies that are an ordering of the player weapon precedence.
1407 // This list is used to select an alternate weapon when a particular weapon is not available
1408 // during weapon selection.
1409 required_string("$Player Weapon Precedence:");
1410 Num_player_weapon_precedence = stuff_int_list(Player_weapon_precedence, MAX_WEAPON_TYPES, WEAPON_LIST_TYPE);
1412 translate_spawn_types();
1414 // close localization
1418 void create_weapon_names()
1422 for (i=0; i<Num_weapon_types; i++)
1423 Weapon_names[i] = Weapon_info[i].name;
1426 // This will get called once at game startup
1431 if ( !Weapons_inited ) {
1433 // parse weapon_exp.tbl
1434 parse_weapon_expl_tbl();
1436 // parse weapons.tbl
1437 if ((rval = setjmp(parse_abort)) != 0) {
1438 Error(LOCATION, "Error parsing 'weapons.tbl'\r\nError code = %i.\r\n", rval);
1441 create_weapon_names();
1446 weapon_level_init();
1450 // This will get called at the start of each level.
1451 void weapon_level_init()
1455 // Reset everything between levels
1457 for (i=0; i<MAX_WEAPONS; i++) {
1458 Weapons[i].objnum = -1;
1459 Weapons[i].weapon_info_index = -1;
1462 trail_level_init(); // reset all missile trails
1465 missile_obj_list_init();
1467 cscrew_level_init();
1472 Weapon_flyby_sound_timer = timestamp(0);
1473 Weapon_impact_timer = 1; // inited each level, used to reduce impact sounds
1476 MONITOR( NumWeaponsRend );
1478 float weapon_glow_scale_f = 2.3f;
1479 float weapon_glow_scale_r = 2.3f;
1480 float weapon_glow_scale_l = 1.5f;
1481 float weapon_glow_alpha_d3d = 0.85f;
1482 float weapon_glow_alpha_glide = 0.99f;
1483 void weapon_render(object *obj)
1490 MONITOR_INC(NumWeaponsRend, 1);
1492 Assert(obj->type == OBJ_WEAPON);
1494 num = obj->instance;
1496 wip = &Weapon_info[Weapons[num].weapon_info_index];
1498 switch (wip->render_type) {
1500 // turn off fogging for good measure
1501 gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0);
1503 if (wip->laser_bitmap >= 0) {
1504 gr_set_color_fast(&wip->laser_color_1);
1505 gr_set_bitmap(wip->laser_bitmap, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 0.99999f);
1508 vm_vec_scale_add(&headp, &obj->pos, &obj->orient.fvec, wip->laser_length);
1509 wp->weapon_flags &= ~WF_CONSIDER_FOR_FLYBY_SOUND;
1510 if ( g3_draw_laser(&headp, wip->laser_head_radius, &obj->pos, wip->laser_tail_radius) ) {
1511 wp->weapon_flags |= WF_CONSIDER_FOR_FLYBY_SOUND;
1515 // maybe draw laser glow bitmap
1516 if(wip->laser_glow_bitmap >= 0){
1517 // get the laser color
1518 weapon_get_laser_color(&c, obj);
1521 vm_vec_scale_add(&headp2, &obj->pos, &obj->orient.fvec, wip->laser_length * weapon_glow_scale_l);
1522 gr_set_bitmap(wip->laser_glow_bitmap, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, gr_screen.mode == GR_DIRECT3D ? weapon_glow_alpha_d3d : weapon_glow_alpha_glide);
1523 g3_draw_laser_rgb(&headp2, wip->laser_head_radius * weapon_glow_scale_f, &obj->pos, wip->laser_tail_radius * weapon_glow_scale_r, c.red, c.green, c.blue);
1529 uint render_flags = MR_NORMAL|MR_IS_MISSILE|MR_NO_LIGHTING;
1531 model_clear_instance(wip->model_num);
1533 if ( (wip->wi_flags & WIF_THRUSTER) && (wp->thruster_bitmap > -1) ) {
1536 // Add noise to thruster geometry.
1537 //ft = obj->phys_info.forward_thrust;
1538 ft = 1.0f; // Always use 1.0f for missiles
1539 ft *= (1.0f + frand()/5.0f - 1.0f/10.0f);
1543 model_set_thrust( wip->model_num, ft, wp->thruster_bitmap, wp->thruster_glow_bitmap, wp->thruster_glow_noise);
1544 render_flags |= MR_SHOW_THRUSTERS;
1547 model_render(wip->model_num, &obj->orient, &obj->pos, render_flags);
1549 // render a missile plume as well
1551 static int plume = -1;
1552 extern float Interp_thrust_twist;
1553 extern float Interp_thrust_twist2;
1555 plume = model_load("plume01.pof", -1, NULL);
1558 Interp_thrust_twist = tw;
1559 Interp_thrust_twist2 = tw2;
1560 model_set_alpha(plume_alpha);
1561 model_render(plume, &obj->orient, &obj->pos, MR_ALL_XPARENT);
1562 Interp_thrust_twist = -1.0f;
1563 Interp_thrust_twist2 = -1.0f;
1570 Warning(LOCATION, "Unknown weapon rendering type = %i\n", wip->render_type);
1574 void weapon_delete(object *obj)
1579 num = obj->instance;
1581 Assert( Weapons[num].objnum == OBJ_INDEX(obj));
1584 Assert(wp->weapon_info_index >= 0);
1585 wp->weapon_info_index = -1;
1586 if (wp->swarm_index >= 0) {
1587 swarm_delete(wp->swarm_index);
1588 wp->swarm_index = -1;
1591 if(wp->cscrew_index >= 0) {
1592 cscrew_delete(wp->cscrew_index);
1593 wp->cscrew_index = -1;
1596 if (wp->missile_list_index >= 0) {
1597 missle_obj_list_remove(wp->missile_list_index);
1598 wp->missile_list_index = -1;
1601 if (wp->flak_index >= 0){
1602 flak_delete(wp->flak_index);
1603 wp->flak_index = -1;
1606 if (wp->trail_num > -1) {
1607 trail_object_died(wp->trail_num);
1612 Assert(Num_weapons >= 0);
1615 // Check if missile is newly locked onto the Player, maybe play a launch warning
1616 void weapon_maybe_play_warning(weapon *wp)
1618 if ( wp->homing_object == Player_obj ) {
1619 if ( !(wp->weapon_flags & WF_LOCK_WARNING_PLAYED) ) {
1620 wp->weapon_flags |= WF_LOCK_WARNING_PLAYED;
1621 if ( Weapon_info[wp->weapon_info_index].wi_flags & WIF_HOMING_HEAT ) {
1622 snd_play(&Snds[SND_HEATLOCK_WARN]);
1624 Assert(Weapon_info[wp->weapon_info_index].wi_flags & WIF_HOMING_ASPECT);
1625 snd_play(&Snds[SND_ASPECTLOCK_WARN]);
1631 #define CMEASURE_DETONATE_DISTANCE 40.0f
1633 // Detonate all missiles near this countermeasure.
1634 void detonate_nearby_missiles(cmeasure *cmp)
1637 vector cmeasure_pos;
1639 cmeasure_pos = Objects[cmp->objnum].pos;
1641 mop = GET_FIRST(&Missile_obj_list);
1642 while(mop != END_OF_LIST(&Missile_obj_list)) {
1646 objp = &Objects[mop->objnum];
1647 wp = &Weapons[objp->instance];
1649 if (wp->team != cmp->team) {
1650 if ( Missiontime - wp->creation_time > F1_0/2) {
1651 if (vm_vec_dist_quick(&cmeasure_pos, &objp->pos) < CMEASURE_DETONATE_DISTANCE) {
1652 if (wp->lifeleft > 0.2f) {
1653 //nprintf(("Jim", "Frame %i: Cmeasure #%i detonating weapon #%i\n", Framecount, cmp-Cmeasures, wp-Weapons));
1654 wp->lifeleft = 0.2f;
1655 // nprintf(("AI", "Frame %i: Flagging weapon %i for detonation.\n", Framecount, wp-Weapons));
1665 // Find an object for weapon #num (object *weapon_objp) to home on due to heat.
1666 void find_homing_object(object *weapon_objp, int num)
1668 object *objp, *old_homing_objp;
1675 wip = &Weapon_info[Weapons[num].weapon_info_index];
1677 best_dist = 99999.9f;
1679 // save the old homing object so that multiplayer servers can give the right information
1680 // to clients if the object changes
1681 old_homing_objp = wp->homing_object;
1683 wp->homing_object = &obj_used_list;
1685 // Scan all objects, find a weapon to home on.
1686 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
1687 if ((objp->type == OBJ_SHIP) || (objp->type == OBJ_CMEASURE)) {
1688 if (objp->type == OBJ_CMEASURE)
1689 if (Cmeasures[objp->instance].flags & CMF_DUD_HEAT)
1692 int homing_object_team = obj_team(objp);
1693 if ( (homing_object_team != wp->team) || (homing_object_team == TEAM_TRAITOR) ) {
1696 vector vec_to_object;
1698 // AL 2-17-98: If ship is immune to sensors, can't home on it (Sandeep says so)!
1699 if ( objp->type == OBJ_SHIP ) {
1700 if ( Ships[objp->instance].flags & SF_HIDDEN_FROM_SENSORS ) {
1705 // If this is a player object, make sure there aren't already too many homers.
1706 // Only in single player. In multiplayer, we don't want to restrict it in dogfight on team vs. team.
1707 // For co-op, it's probably also OK.
1708 if (!( Game_mode & GM_MULTIPLAYER )) {
1709 int num_homers = compute_num_homing_objects(objp);
1710 if (Max_allowed_player_homers[Game_skill_level] < num_homers)
1715 dist = vm_vec_normalized_dir(&vec_to_object, &objp->pos, &weapon_objp->pos);
1717 if (objp->type == OBJ_CMEASURE)
1720 dot = vm_vec_dot(&vec_to_object, &weapon_objp->orient.fvec);
1722 if (dot > wip->fov) {
1723 if (dist < best_dist) {
1725 wp->homing_object = objp;
1726 wp->target_sig = objp->signature;
1728 weapon_maybe_alert_cmeasure_success(objp);
1735 // if (wp->homing_object->type == OBJ_CMEASURE)
1736 // nprintf(("AI", "Frame %i: Weapon #%i homing on cmeasure #%i\n", Framecount, num, objp-Objects));
1738 if (wp->homing_object == Player_obj)
1739 weapon_maybe_play_warning(wp);
1741 // if the old homing object is different that the new one, send a packet to clients
1742 if ( MULTIPLAYER_MASTER && (old_homing_objp != wp->homing_object) ) {
1743 send_homing_weapon_info( num );
1747 // Scan all countermeasures. Maybe make weapon_objp home on it.
1748 void find_homing_object_cmeasures_1(object *weapon_objp)
1753 float best_dot, dist, dot;
1755 wp = &Weapons[weapon_objp->instance];
1756 wip = &Weapon_info[wp->weapon_info_index];
1758 best_dot = wip->fov; // Note, setting to this avoids comparison below.
1760 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
1761 if (objp->type == OBJ_CMEASURE) {
1762 vector vec_to_object;
1763 dist = vm_vec_normalized_dir(&vec_to_object, &objp->pos, &weapon_objp->pos);
1765 if (dist < MAX_CMEASURE_TRACK_DIST) {
1767 if (wip->wi_flags & WIF_HOMING_ASPECT) {
1768 chance = 1.0f/2.0f; // aspect seeker this likely to chase a countermeasure
1770 chance = 1.0f/1.5f; // heat seeker this likely to chase a countermeasure
1772 if ((objp->signature != wp->cmeasure_ignore_objnum) && (objp->signature != wp->cmeasure_chase_objnum)) {
1773 if (frand() < chance) {
1774 wp->cmeasure_ignore_objnum = objp->signature; // Don't process this countermeasure again.
1775 //nprintf(("Jim", "Frame %i: Weapon #%i ignoring cmeasure #%i\n", Framecount, OBJ_INDEX(weapon_objp), objp->signature));
1777 wp->cmeasure_chase_objnum = objp->signature; // Don't process this countermeasure again.
1778 //nprintf(("Jim", "Frame %i: Weapon #%i CHASING cmeasure #%i\n", Framecount, OBJ_INDEX(weapon_objp), objp->signature));
1782 if (objp->signature != wp->cmeasure_ignore_objnum) {
1784 dot = vm_vec_dot(&vec_to_object, &weapon_objp->orient.fvec);
1786 if (dot > best_dot) {
1787 //nprintf(("Jim", "Frame %i: Weapon #%i homing on cmeasure #%i\n", Framecount, weapon_objp-Objects, objp->signature));
1789 wp->homing_object = objp;
1790 weapon_maybe_alert_cmeasure_success(objp);
1799 // Someone launched countermeasures.
1800 // For all heat-seeking homing objects, see if should favor tracking a countermeasure instead.
1801 void find_homing_object_cmeasures()
1803 object *weapon_objp;
1805 // nprintf(("AI", "Scanning for countermeasures in frame %i\n", Framecount));
1807 if (Cmeasures_homing_check == 0)
1810 if (Cmeasures_homing_check <= 0)
1811 Cmeasures_homing_check = 1;
1813 Cmeasures_homing_check--;
1815 for (weapon_objp = GET_FIRST(&obj_used_list); weapon_objp != END_OF_LIST(&obj_used_list); weapon_objp = GET_NEXT(weapon_objp) ) {
1816 if (weapon_objp->type == OBJ_WEAPON) {
1817 weapon_info *wip = &Weapon_info[Weapons[weapon_objp->instance].weapon_info_index];
1819 if (wip->wi_flags & WIF_HOMING)
1820 find_homing_object_cmeasures_1(weapon_objp);
1826 // Find object with signature "sig" and make weapon home on it.
1827 void find_homing_object_by_sig(object *weapon_objp, int sig)
1831 object *old_homing_objp;
1833 wp = &Weapons[weapon_objp->instance];
1835 // save the old object so that multiplayer masters know whether to send a homing update packet
1836 old_homing_objp = wp->homing_object;
1838 sop = GET_FIRST(&Ship_obj_list);
1839 while(sop != END_OF_LIST(&Ship_obj_list)) {
1842 objp = &Objects[sop->objnum];
1843 if (objp->signature == sig) {
1844 wp->homing_object = objp;
1845 wp->target_sig = objp->signature;
1852 // if the old homing object is different that the new one, send a packet to clients
1853 if ( MULTIPLAYER_MASTER && (old_homing_objp != wp->homing_object) ) {
1854 send_homing_weapon_info( weapon_objp->instance );
1859 // Make weapon num home. It's also object *obj.
1860 void weapon_home(object *obj, int num, float frame_time)
1866 Assert(obj->type == OBJ_WEAPON);
1867 Assert(obj->instance == num);
1869 wip = &Weapon_info[wp->weapon_info_index];
1870 hobjp = Weapons[num].homing_object;
1872 // If not 1/2 second gone by, don't home yet.
1873 if ((hobjp == &obj_used_list) || ( f2fl(Missiontime - wp->creation_time) < 0.25f )) {
1874 // If this is a heat seeking homing missile and 1/2 second has elapsed since firing
1875 // and we don't have a target (else we wouldn't be inside the IF), find a new target.
1876 if (wip->wi_flags & WIF_HOMING_HEAT)
1877 if ( f2fl(Missiontime - wp->creation_time) > 0.5f )
1878 find_homing_object(obj, num);
1880 if (obj->phys_info.speed > wip->max_speed) {
1881 obj->phys_info.speed -= frame_time * 4;
1882 vm_vec_copy_scale( &obj->phys_info.desired_vel, &obj->orient.fvec, obj->phys_info.speed);
1883 } else if ((obj->phys_info.speed < wip->max_speed/4) && (wip->wi_flags & WIF_HOMING_HEAT)) {
1884 obj->phys_info.speed = wip->max_speed/4;
1885 vm_vec_copy_scale( &obj->phys_info.desired_vel, &obj->orient.fvec, obj->phys_info.speed);
1888 /* Removed code that makes bombs drop for a bit. They looked odd and it was confusing. People wondered where their weapons went.
1889 // Make bombs drop down for first second of life.
1890 if (wip->wi_flags & WIF_BOMB) {
1891 if (wip->lifetime - wp->lifeleft < 0.5f) {
1892 float time_scale = wip->lifetime - wp->lifeleft;
1893 vm_vec_scale_add2(&obj->phys_info.desired_vel, &obj->orient.uvec, (time_scale - 0.5f) * max(10.0f, obj->phys_info.speed/2.0f));
1900 // AL 4-8-98: If orgiginal target for aspect lock missile is lost, stop homing
1901 if (wip->wi_flags & WIF_HOMING_ASPECT) {
1902 if ( wp->target_sig > 0 ) {
1903 if ( wp->homing_object->signature != wp->target_sig ) {
1904 wp->homing_object = &obj_used_list;
1910 // AL 4-13-98: Stop homing on a subsystem if parent ship has changed
1911 if (wip->wi_flags & WIF_HOMING_HEAT) {
1912 if ( wp->target_sig > 0 ) {
1913 if ( wp->homing_object->signature != wp->target_sig ) {
1914 wp->homing_subsys = NULL;
1920 if (hobjp->type == OBJ_NONE) {
1921 find_homing_object(obj, num);
1926 switch (hobjp->type) {
1928 if (wip->wi_flags & WIF_HOMING_ASPECT)
1929 find_homing_object_by_sig(obj, wp->target_sig);
1931 find_homing_object(obj, num);
1935 if (hobjp->signature != wp->target_sig) {
1936 if (wip->wi_flags & WIF_HOMING_ASPECT)
1937 find_homing_object_by_sig(obj, wp->target_sig);
1939 find_homing_object(obj, num);
1944 // only allowed to home on bombs
1945 Assert(Weapon_info[Weapons[hobjp->instance].weapon_info_index].wi_flags & WIF_BOMB);
1946 if (wip->wi_flags & WIF_HOMING_ASPECT)
1947 find_homing_object_by_sig(obj, wp->target_sig);
1949 find_homing_object(obj, num);
1957 // See if this weapon is the nearest homing object to the object it is homing on.
1958 // If so, update some fields in the target object's ai_info.
1959 if (hobjp != &obj_used_list) {
1962 dist = vm_vec_dist_quick(&obj->pos, &hobjp->pos);
1964 if (hobjp->type == OBJ_SHIP) {
1967 aip = &Ai_info[Ships[hobjp->instance].ai_index];
1969 if ((aip->nearest_locked_object == -1) || (dist < aip->nearest_locked_distance)) {
1970 aip->nearest_locked_object = obj-Objects;
1971 aip->nearest_locked_distance = dist;
1976 // If the object it is homing on is still valid, home some more!
1977 if (hobjp != &obj_used_list) {
1980 vector target_pos; // position of what the homing missile is seeking
1982 vm_vec_zero(&target_pos);
1984 // the homing missile may be seeking a subsystem on a ship. If so, we need to calculate the
1985 // world coordinates of that subsystem so the homing missile can seek it out.
1986 // For now, March 7, 1997, MK, heat seeking homing missiles will be able to home on
1987 // any subsystem. Probably makes sense for them to only home on certain kinds of subsystems.
1988 if ( wp->homing_subsys != NULL ) {
1989 get_subsystem_world_pos(hobjp, Weapons[num].homing_subsys, &target_pos);
1990 wp->homing_pos = target_pos; // store the homing position in weapon data
1991 Assert( !vm_is_vec_nan(&wp->homing_pos) );
1996 dist = vm_vec_dist_quick(&obj->pos, &hobjp->pos);
1997 if (hobjp->type == OBJ_CMEASURE) {
1998 if (dist < CMEASURE_DETONATE_DISTANCE) {
2001 cmp = &Cmeasures[hobjp->instance];
2003 // Make this missile detonate soon. Not right away, not sure why. Seems better.
2004 if (cmp->team != wp->team) {
2005 detonate_nearby_missiles(cmp);
2006 //nprintf(("AI", "Frame %i: Weapon %i hit cmeasure, will die!\n", Framecount, wp-Weapons));
2013 if (wip->fov > 0.8f)
2016 int pick_homing_point = 0;
2017 if ( IS_VEC_NULL(&wp->homing_pos) ) {
2018 pick_homing_point = 1;
2021 // Update homing position if it hasn't been set, you're within 500 meters, or every half second, approximately.
2022 // For large objects, don't lead them.
2023 if (hobjp->radius < 40.0f) {
2024 target_pos = hobjp->pos;
2025 wp->homing_pos = target_pos;
2026 } else if ( pick_homing_point || (dist < 500.0f) || (rand_chance(flFrametime, 2.0f)) ) {
2028 if (hobjp->type == OBJ_SHIP) {
2029 if ( !pick_homing_point ) {
2030 // ensure that current attack point is only updated in world coords (ie not pick a different vertex)
2031 wp->pick_big_attack_point_timestamp = 0;
2034 if ( pick_homing_point ) {
2035 // If *any* player is parent of homing missile, then use position where lock indicator is
2036 if ( Objects[obj->parent].flags & OF_PLAYER_SHIP ) {
2039 // determine the player
2041 if ( Game_mode & GM_MULTIPLAYER ) {
2044 pnum = multi_find_player_by_object( &Objects[obj->parent] );
2046 pp = Net_players[pnum].player;
2050 // If player has apect lock, we don't want to find a homing point on the closest
2051 // octant... setting the timestamp to 0 ensures this.
2052 if (wip->wi_flags & WIF_HOMING_ASPECT) {
2053 wp->pick_big_attack_point_timestamp = 0;
2055 wp->pick_big_attack_point_timestamp = 1;
2058 if ( pp && pp->locking_subsys ) {
2059 wp->big_attack_point = pp->locking_subsys->system_info->pnt;
2061 vm_vec_zero(&wp->big_attack_point);
2066 ai_big_pick_attack_point(hobjp, obj, &target_pos, fov);
2069 target_pos = hobjp->pos;
2072 wp->homing_pos = target_pos;
2073 Assert( !vm_is_vec_nan(&wp->homing_pos) );
2074 // nprintf(("AI", "Attack point = %7.3f %7.3f %7.3f\n", target_pos.x, target_pos.y, target_pos.z));
2076 target_pos = wp->homing_pos;
2079 // Couldn't find a lock.
2080 if (IS_VEC_NULL(&target_pos))
2083 // Cause aspect seeking weapon to home at target's predicted position.
2084 // But don't use predicted position if dot product small or negative.
2085 // If do this, with a ship headed towards missile, could choose a point behind missile.``1
2086 float dist_to_target, time_to_target;
2088 dist_to_target = vm_vec_normalized_dir(&vec_to_goal, &target_pos, &obj->pos);
2089 time_to_target = dist_to_target/wip->max_speed;
2092 tvec = obj->phys_info.vel;
2093 vm_vec_normalize(&tvec);
2095 old_dot = vm_vec_dot(&tvec, &vec_to_goal);
2097 // If a weapon has missed its target, detonate it.
2098 // This solves the problem of a weapon circling the center of a subsystem that has been blown away.
2099 // Problem: It does not do impact damage, just proximity damage.
2100 if ((dist_to_target < flFrametime * obj->phys_info.speed * 4.0f + 10.0f) && (old_dot < 0.0f)) {
2101 int kill_missile = TRUE;
2102 if (wp->homing_object) {
2103 if (wp->homing_object->type == OBJ_SHIP) {
2104 ship *shipp = &Ships[wp->homing_object->instance];
2105 if (Ship_info[shipp->ship_info_index].flags & SIF_DONT_COLLIDE_INVIS) {
2106 kill_missile = FALSE;
2111 if (kill_missile && (wp->lifeleft > 0.01f)) {
2112 wp->lifeleft = 0.01f;
2116 // Only lead target if more than one second away. Otherwise can miss target. I think this
2117 // is what's causing Harbingers to miss the super destroyer. -- MK, 4/15/98
2118 if ((wip->wi_flags & WIF_HOMING_ASPECT) && (old_dot > 0.1f) && (time_to_target > 0.1f))
2119 vm_vec_scale_add2(&target_pos, &hobjp->phys_info.vel, min(time_to_target, 2.0f));
2121 //nprintf(("AI", "Dot = %7.3f, dist = %7.3f, time_to = %6.3f, deg/sec = %7.3f\n", old_dot, dist_to_target, time_to_target, angles/flFrametime));
2123 // nprintf(("AI", "Weapon %i, lifeleft = %7.3f, dist = %7.3f, dot = %6.3f\n", num, Weapons[num].lifeleft, vm_vec_dist_quick(&obj->pos, &Weapons[num].homing_object->pos), old_dot));
2125 // If a HEAT seeking (rather than ASPECT seeking) homing missile, verify that target is in viewcone.
2126 if (wip->wi_flags & WIF_HOMING_HEAT) {
2127 if ((old_dot < wip->fov) && (dist_to_target > wip->inner_radius*1.1f)) { // Delay finding new target one frame to allow detonation.
2128 find_homing_object(obj, num);
2129 return; // Maybe found a new homing object. Return, process more next frame.
2130 } else // Subtract out life based on how far from target this missile points.
2131 if (wip->fov < 0.95f) {
2132 wp->lifeleft -= flFrametime * (0.95f - old_dot);
2133 //Should only happen when time is compressed.
2134 //if (flFrametime * (1.0f - old_dot) > 1.0f)
2137 } else if (wip->wi_flags & WIF_HOMING_ASPECT) { // subtract life as if max turn is 90 degrees.
2138 if (wip->fov < 0.95f)
2139 wp->lifeleft -= flFrametime * (0.95f - old_dot);
2141 Assert(0); // Hmm, a homing missile, but not aspect or heat?
2144 // Control speed based on dot product to goal. If close to straight ahead, move
2145 // at max speed, else move slower based on how far from ahead.
2146 if (old_dot < 0.90f) {
2147 obj->phys_info.speed = max(0.2f, old_dot* (float) fabs(old_dot));
2148 if (obj->phys_info.speed < wip->max_speed*0.75f)
2149 obj->phys_info.speed = wip->max_speed*0.75f;
2151 obj->phys_info.speed = wip->max_speed;
2153 // For first second of weapon's life, it doesn't fly at top speed. It ramps up.
2154 if (Missiontime - wp->creation_time < i2f(1)) {
2157 t = f2fl(Missiontime - wp->creation_time);
2158 obj->phys_info.speed *= t*t;
2161 Assert( obj->phys_info.speed > 0.0f );
2163 vm_vec_copy_scale( &obj->phys_info.desired_vel, &obj->orient.fvec, obj->phys_info.speed);
2165 // turn the missile towards the target only if non-swarm. Homing swarm missiles choose
2166 // a different vector to turn towards, this is done in swarm_update_direction().
2167 // if ( !(wip->wi_flags & WIF_SWARM) ) {
2168 if ( wp->swarm_index < 0 ) {
2169 // nprintf(("AI", "Dot, dist = %7.3f, %7.3f, target pos = %7.3f %7.3f %7.3f\n", old_dot, vm_vec_dist_quick(&obj->pos, &target_pos), target_pos.x, target_pos.y, target_pos.z));
2170 ai_turn_towards_vector(&target_pos, obj, frame_time, wip->turn_time, NULL, NULL, 0.0f, 0, NULL);
2171 vel = vm_vec_mag(&obj->phys_info.desired_vel);
2173 vm_vec_copy_scale(&obj->phys_info.desired_vel, &obj->orient.fvec, vel);
2177 /* // If this weapon shot past its target, make it detonate.
2178 if ((old_dot < 0.0f) && (dist_to_target < 50.0f)) {
2179 if (wp->lifeleft > 0.01f)
2180 wp->lifeleft = 0.01f;
2185 // as Mike K did with ships -- break weapon into process_pre and process_post for code to execute
2186 // before and after physics movement
2188 void weapon_process_pre( object *obj, float frame_time)
2190 // if the object is a corkscrew style weapon, process it now
2191 if((obj->type == OBJ_WEAPON) && (Weapons[obj->instance].cscrew_index >= 0)){
2192 cscrew_process_pre(obj);
2195 // if the weapon is a flak weapon, maybe detonate it early
2196 if((obj->type == OBJ_WEAPON) && (Weapon_info[Weapons[obj->instance].weapon_info_index].wi_flags & WIF_FLAK) && (Weapons[obj->instance].flak_index >= 0)){
2197 flak_maybe_detonate(obj);
2201 int Homing_hits = 0, Homing_misses = 0;
2204 MONITOR( NumWeapons );
2206 // maybe play a "whizz sound" if close enough to view position
2207 void weapon_maybe_play_flyby_sound(object *weapon_objp, weapon *wp)
2209 // do a quick out if not a laser
2210 if ( Weapon_info[wp->weapon_info_index].subtype != WP_LASER ) {
2214 // don't play flyby sounds too close together
2215 if ( !timestamp_elapsed(Weapon_flyby_sound_timer) ) {
2219 if ( !(wp->weapon_flags & WF_PLAYED_FLYBY_SOUND) && (wp->weapon_flags & WF_CONSIDER_FOR_FLYBY_SOUND) ) {
2220 float dist, dot, radius;
2222 dist = vm_vec_dist_quick(&weapon_objp->pos, &Eye_position);
2225 radius = Viewer_obj->radius;
2230 if ( (dist > radius) && (dist < 55) ) {
2231 vector vec_to_weapon;
2233 vm_vec_sub(&vec_to_weapon, &weapon_objp->pos, &Eye_position);
2234 vm_vec_normalize(&vec_to_weapon);
2236 // ensure laser is in front of eye
2237 dot = vm_vec_dot(&vec_to_weapon, &Eye_matrix.fvec);
2242 // ensure that laser is moving in similar direction to fvec
2243 dot = vm_vec_dot(&vec_to_weapon, &weapon_objp->orient.fvec);
2245 // nprintf(("Alan", "Weapon dot: %.2f\n", dot));
2246 if ( (dot < -0.80) && (dot > -0.98) ) {
2247 snd_play_3d( &Snds[SND_WEAPON_FLYBY], &weapon_objp->pos, &Eye_position );
2248 Weapon_flyby_sound_timer = timestamp(200);
2249 wp->weapon_flags |= WF_PLAYED_FLYBY_SOUND;
2255 // process a weapon after physics movement. MWA reorders some of the code on 8/13 for multiplayer. When
2256 // adding something to this function, decide whether or not a client in a multiplayer game needs to do
2257 // what is normally done in a single player game. Things like plotting an object on a radar, effect
2258 // for exhaust are things that are done on all machines. Things which calculate weapon targets, new
2259 // velocities, etc, are server only functions and should go after the if ( !MULTIPLAYER_MASTER ) statement
2260 // See Allender if you cannot decide what to do.
2261 void weapon_process_post(object * obj, float frame_time)
2267 MONITOR_INC( NumWeapons, 1 );
2269 Assert(obj->type == OBJ_WEAPON);
2271 num = obj->instance;
2274 int objnum = OBJ_INDEX(obj);
2275 Assert( Weapons[num].objnum == objnum );
2280 wp->lifeleft -= frame_time;
2281 wip = &Weapon_info[wp->weapon_info_index];
2283 // check life left. Multiplayer client code will go through here as well. We must be careful in weapon_hit
2284 // when killing a missile that spawn child weapons!!!!
2285 if ( wp->lifeleft < 0.0f ) {
2286 if ( wip->subtype & WP_MISSILE ) {
2287 if(Game_mode & GM_MULTIPLAYER){
2288 if ( !MULTIPLAYER_CLIENT || (MULTIPLAYER_CLIENT && (wp->lifeleft < -2.0f)) || (MULTIPLAYER_CLIENT && (wip->wi_flags & WIF_CHILD))) { // don't call this function multiplayer client -- host will send this packet to us
2289 // nprintf(("AI", "Frame %i: Weapon %i detonated, dist = %7.3f!\n", Framecount, obj-Objects));
2290 weapon_detonate(obj);
2293 // nprintf(("AI", "Frame %i: Weapon %i detonated, dist = %7.3f!\n", Framecount, obj-Objects));
2294 weapon_detonate(obj);
2296 if (wip->wi_flags & WIF_HOMING) {
2298 // nprintf(("AI", "Miss! Hits = %i/%i\n", Homing_hits, (Homing_hits + Homing_misses)));
2301 obj->flags |= OF_SHOULD_BE_DEAD;
2302 // demo_do_flag_dead(OBJ_INDEX(obj));
2308 // plot homing missiles on the radar
2309 if (wip->wi_flags & WIF_HOMING) {
2310 if ( hud_gauge_active(HUD_RADAR) ) {
2311 radar_plot_object( obj );
2316 if ((wip->wi_flags & WIF_TRAIL) && !(wip->wi_flags & WIF_CORKSCREW)) {
2317 if ( wp->trail_num > -1 ) {
2318 if (trail_stamp_elapsed(wp->trail_num)) {
2320 trail_add_segment( wp->trail_num, &obj->pos );
2322 trail_set_stamp(wp->trail_num);
2324 trail_set_segment( wp->trail_num, &obj->pos );
2330 if ( wip->wi_flags & WIF_THRUSTER ) {
2331 ship_do_weapon_thruster_frame( wp, obj, flFrametime );
2334 // maybe play a "whizz sound" if close enough to view position
2336 if ( Weapon_flyby_sound_enabled ) {
2337 weapon_maybe_play_flyby_sound(obj, wp);
2340 weapon_maybe_play_flyby_sound(obj, wp);
2343 // If our target is still valid, then update some info.
2344 if (wp->target_num != -1) {
2345 if (Objects[wp->target_num].signature == wp->target_sig) {
2349 vm_vec_avg(&v0, &obj->pos, &obj->last_pos);
2351 cur_dist = vm_vec_dist_quick(&v0, &Objects[wp->target_num].pos);
2353 if (cur_dist < wp->nearest_dist) {
2354 wp->nearest_dist = cur_dist;
2355 } else if (cur_dist > wp->nearest_dist + 1.0f) {
2358 ai_info *parent_aip;
2359 float lead_scale = 0.0f;
2362 if (obj->parent != Player_obj-Objects) {
2363 parent_aip = &Ai_info[Ships[Objects[obj->parent].instance].ai_index];
2364 lead_scale = parent_aip->lead_scale;
2367 vm_vec_normalized_dir(&tvec, &v0, &Objects[wp->target_num].pos);
2368 dot = vm_vec_dot(&tvec, &Objects[wp->target_num].orient.fvec);
2369 // nprintf(("AI", "Miss dot = %7.3f, dist = %7.3f, lead_scale = %7.3f\n", dot, cur_dist, lead_scale));
2370 wp->target_num = -1;
2372 // Learn! If over-shooting or under-shooting, compensate.
2373 // Really need to compensate for left/right errors. This does no good against someone circling
2374 // in a plane perpendicular to the attacker's forward vector.
2375 if (parent_aip != NULL) {
2376 if (cur_dist > 100.0f)
2377 parent_aip->lead_scale = 0.0f;
2380 parent_aip->lead_scale += cur_dist/2000.0f;
2381 } else if (dot > 0.1f) {
2382 parent_aip->lead_scale -= cur_dist/2000.0f;
2385 if (fl_abs(parent_aip->lead_scale) > 1.0f){
2386 parent_aip->lead_scale *= 0.9f;
2393 if(wip->wi_flags & WIF_PARTICLE_SPEW){
2394 weapon_maybe_spew_particle(obj);
2397 // a single player or multiplayer server function -- it affects actual weapon movement.
2398 if (wip->wi_flags & WIF_HOMING) {
2399 weapon_home(obj, num, frame_time);
2401 /* if (wip->wi_flags & WIF_BOMB) {
2402 if (wip->lifetime - obj->lifeleft < 1.0f) {
2407 // If this is a swarm type missile,
2408 // if ( wip->wi_flags & WIF_SWARM )
2409 if ( wp->swarm_index >= 0 ) {
2410 swarm_update_direction(obj, frame_time);
2413 if( wp->cscrew_index >= 0) {
2414 cscrew_process_post(obj);
2419 // Update weapon tracking information.
2420 void weapon_set_tracking_info(int weapon_objnum, int parent_objnum, int target_objnum, int target_is_locked, ship_subsys *target_subsys)
2423 object *parent_objp;
2426 int targeting_same = 0;
2428 if ( weapon_objnum < 0 ) {
2432 Assert(Objects[weapon_objnum].type == OBJ_WEAPON);
2434 wp = &Weapons[Objects[weapon_objnum].instance];
2435 wip = &Weapon_info[wp->weapon_info_index];
2436 parent_objp = &Objects[parent_objnum];
2438 Assert(parent_objp->type == OBJ_SHIP);
2439 ai_index = Ships[parent_objp->instance].ai_index;
2441 if ( ai_index >= 0 ) {
2442 int target_team = -1;
2443 if ( target_objnum >= 0 ) {
2444 int obj_type = Objects[target_objnum].type;
2445 if ( (obj_type == OBJ_SHIP) || (obj_type == OBJ_WEAPON) ) {
2446 target_team = obj_team(&Objects[target_objnum]);
2450 // determining if we're targeting the same team
2451 if(Ships[parent_objp->instance].team == target_team){
2457 if ((target_objnum != -1) && (!targeting_same || ((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT) && (target_team == TEAM_TRAITOR))) ) {
2458 wp->target_num = target_objnum;
2459 wp->target_sig = Objects[target_objnum].signature;
2460 wp->nearest_dist = 99999.0f;
2461 if ( (wip->wi_flags & WIF_HOMING_ASPECT) && target_is_locked) {
2462 wp->homing_object = &Objects[target_objnum];
2463 wp->homing_subsys = target_subsys;
2464 weapon_maybe_play_warning(wp);
2465 } else if ( wip->wi_flags & WIF_HOMING_HEAT ) {
2466 // Make a heat seeking missile try to home. If the target is outside the view cone, it will
2467 // immediately drop it and try to find one in its view cone.
2468 if (target_objnum != -1) {
2469 wp->homing_object = &Objects[target_objnum];
2470 weapon_maybe_play_warning(wp);
2472 wp->homing_object = &obj_used_list;
2474 wp->homing_subsys = target_subsys;
2477 wp->target_num = -1;
2478 wp->target_sig = -1;
2481 // If missile is locked on target, increase its lifetime by 20% since missiles can be fired at limit of range
2482 // as defined by velocity*lifeleft, but missiles often slow down a bit, plus can be fired at a moving away target.
2483 // Confusing to many players when their missiles run out of gas before getting to target.
2484 // DB - removed 7:14 pm 9/6/99. was totally messing up lifetimes for all weapons.
2485 // MK, 7:11 am, 9/7/99. Put it back in, but with a proper check here to make sure it's an aspect seeker and
2486 // put a sanity check in the color changing laser code that was broken by this code.
2487 if (target_is_locked && (wp->target_num != -1) && (wip->wi_flags & WIF_HOMING_ASPECT) ) {
2488 wp->lifeleft *= 1.2f;
2491 ai_update_danger_weapon(target_objnum, weapon_objnum);
2496 // weapon_create() will create a weapon object
2498 // Returns: index of weapon in the Objects[] array, -1 if the weapon object was not created
2499 int Weapons_created = 0;
2500 int weapon_create( vector * pos, matrix * orient, int weapon_id, int parent_objnum, int secondary_flag, int group_id, int is_locked )
2504 object *objp, *parent_objp;
2508 Assert(weapon_id >= 0 && weapon_id < Num_weapon_types);
2510 // beam weapons should never come through here!
2511 Assert(!(Weapon_info[weapon_id].wi_flags & WIF_BEAM));
2514 if (Num_weapons >= MAX_WEAPONS-5) {
2516 //No, do remove for AI ships -- MK, 3/12/98 // don't need to try and delete weapons for ai ships
2517 //if ( !(Objects[parent_objnum].flags & OF_PLAYER_SHIP) )
2520 num_deleted = collide_remove_weapons();
2521 nprintf(("WARNING", "Deleted %d weapons because of lack of slots\n", num_deleted));
2522 if (num_deleted == 0){
2527 for (n=0; n<MAX_WEAPONS; n++ ){
2528 if (Weapons[n].weapon_info_index < 0){
2533 if (n == MAX_WEAPONS) {
2534 // if we supposedly deleted weapons above, what happened here!!!!
2536 Int3(); // get allender -- something funny is going on!!!
2543 objnum = obj_create( OBJ_WEAPON, parent_objnum, n, orient, pos, 2.0f, OF_RENDERS | OF_COLLIDES | OF_PHYSICS );
2544 Assert(objnum >= 0);
2545 Assert(First_secondary_index != -1);
2546 objp = &Objects[objnum];
2549 if(parent_objnum >= 0){
2550 parent_objp = &Objects[parent_objnum];
2555 wip = &Weapon_info[weapon_id];
2557 // check if laser or dumbfire missile
2558 // set physics flag to allow optimization
2559 if ((wip->subtype == WP_LASER) || ((wip->subtype == WP_MISSILE) && !(wip->wi_flags & WIF_HOMING))) {
2561 objp->phys_info.flags |= PF_CONST_VEL;
2564 wp->weapon_info_index = weapon_id;
2565 wp->lifeleft = wip->lifetime;
2567 wp->objnum = objnum;
2568 wp->homing_object = &obj_used_list; // Assume not homing on anything.
2569 wp->homing_subsys = NULL;
2570 wp->creation_time = Missiontime;
2571 wp->group_id = group_id;
2573 // we don't necessarily need a parent
2574 if(parent_objp != NULL){
2575 Assert(parent_objp->type == OBJ_SHIP); // Get Mike, a non-ship has fired a weapon!
2576 Assert((parent_objp->instance >= 0) && (parent_objp->instance < MAX_SHIPS));
2577 wp->team = Ships[parent_objp->instance].team;
2578 wp->species = Ship_info[Ships[parent_objp->instance].ship_info_index].species;
2583 wp->turret_subsys = NULL;
2584 vm_vec_zero(&wp->homing_pos);
2585 wp->weapon_flags = 0;
2586 wp->target_sig = -1;
2587 wp->cmeasure_ignore_objnum = -1;
2588 wp->cmeasure_chase_objnum = -1;
2590 // Init the thruster info
2591 wp->thruster_bitmap = -1;
2592 wp->thruster_frame = 0.0f;
2593 wp->thruster_glow_bitmap = -1;
2594 wp->thruster_glow_noise = 1.0f;
2595 wp->thruster_glow_frame = 0.0f;
2597 if ( wip->wi_flags & WIF_SWARM ) {
2598 wp->swarm_index = (short)swarm_create();
2600 wp->swarm_index = -1;
2603 // if this is a particle spewing weapon, setup some stuff
2604 if(wip->wi_flags & WIF_PARTICLE_SPEW){
2605 wp->particle_spew_time = -1;
2608 // assign the network signature. The starting sig is sent to all clients, so this call should
2609 // result in the same net signature numbers getting assigned to every player in the game
2610 if ( Game_mode & GM_MULTIPLAYER ) {
2611 if(wip->subtype == WP_MISSILE){
2612 Objects[objnum].net_signature = multi_assign_network_signature( MULTI_SIG_NON_PERMANENT );
2614 // for weapons that respawn, add the number of respawnable weapons to the net signature pool
2615 // to reserve N signatures for the spawned weapons
2616 if ( wip->wi_flags & WIF_SPAWN ){
2617 multi_set_network_signature( (ushort)(Objects[objnum].net_signature + wip->spawn_count), MULTI_SIG_NON_PERMANENT );
2620 Objects[objnum].net_signature = multi_assign_network_signature( MULTI_SIG_NON_PERMANENT );
2622 // for multiplayer clients, when creating lasers, add some more life to the lasers. This helps
2623 // to overcome some problems associated with lasers dying on client machine before they get message
2624 // from server saying it hit something.
2625 // removed 1/13/98 -- MWA if ( MULTIPLAYER_CLIENT && (wip->subtype == WP_LASER) )
2626 // removed 1/13/98 -- MWA wp->lifeleft += 1.5f;
2629 // Make remote detonate missiles look like they're getting detonated by firer simply by giving them variable lifetimes.
2630 if (!(Objects[parent_objnum].flags & OF_PLAYER_SHIP) && (wip->wi_flags & WIF_REMOTE)) {
2633 if ( Game_mode & GM_NORMAL ){
2636 rand_val = static_randf(Objects[objnum].net_signature);
2639 wp->lifeleft = wp->lifeleft/2.0f + rand_val * wp->lifeleft/2.0f;
2642 objp->phys_info.mass = wip->mass;
2643 objp->phys_info.side_slip_time_const = 0.0f;
2644 objp->phys_info.rotdamp = 0.0f;
2645 vm_vec_zero(&objp->phys_info.max_vel);
2646 objp->phys_info.max_vel.z = wip->max_speed;
2647 vm_vec_zero(&objp->phys_info.max_rotvel);
2648 objp->shields[0] = wip->damage;
2649 if (wip->wi_flags & WIF_BOMB){
2650 objp->hull_strength = 50.0f;
2652 objp->hull_strength = 0.0f;
2655 if ( wip->subtype == WP_MISSILE ){
2656 objp->radius = model_get_radius(wip->model_num);
2657 } else if ( wip->subtype == WP_LASER ) {
2658 objp->radius = wip->laser_head_radius;
2661 // Set desired velocity and initial velocity.
2662 // For lasers, velocity is always the same.
2663 // For missiles, it is a small amount plus the firing ship's velocity.
2664 // For missiles, the velocity trends towards some goal.
2665 // Note: If you change how speed works here, such as adding in speed of parent ship, you'll need to change the AI code
2666 // that predicts collision points. See Mike Kulas or Dave Andsager. (Or see ai_get_weapon_speed().)
2667 if (!(wip->wi_flags & WIF_HOMING)) {
2668 vm_vec_copy_scale(&objp->phys_info.desired_vel, &objp->orient.fvec, objp->phys_info.max_vel.z );
2669 objp->phys_info.vel = objp->phys_info.desired_vel;
2670 objp->phys_info.speed = vm_vec_mag(&objp->phys_info.desired_vel);
2672 // For weapons that home, set velocity to sum of forward component of parent's velocity and 1/4 weapon's max speed.
2673 // Note that it is important to extract the forward component of the parent's velocity to factor out sliding, else
2674 // the missile will not be moving forward.
2675 if(parent_objp != NULL){
2676 vm_vec_copy_scale(&objp->phys_info.desired_vel, &objp->orient.fvec, vm_vec_dot(&parent_objp->phys_info.vel, &parent_objp->orient.fvec) + objp->phys_info.max_vel.z/4 );
2678 vm_vec_copy_scale(&objp->phys_info.desired_vel, &objp->orient.fvec, objp->phys_info.max_vel.z/4 );
2680 objp->phys_info.vel = objp->phys_info.desired_vel;
2681 objp->phys_info.speed = vm_vec_mag(&objp->phys_info.vel);
2684 // create the corkscrew
2685 if ( wip->wi_flags & WIF_CORKSCREW ) {
2686 wp->cscrew_index = (short)cscrew_create(objp);
2688 wp->cscrew_index = -1;
2691 // if this is a flak weapon shell, make it so
2692 // NOTE : this function will change some fundamental things about the weapon object
2693 if ( wip->wi_flags & WIF_FLAK ){
2696 wp->flak_index = -1;
2699 wp->missile_list_index = -1;
2700 // If this is a missile, then add it to the Missile_obj_list
2701 if ( wip->subtype == WP_MISSILE ) {
2702 wp->missile_list_index = missile_obj_list_add(objnum);
2705 if (wip->wi_flags & WIF_TRAIL /*&& !(wip->wi_flags & WIF_CORKSCREW) */) {
2706 wp->trail_num = trail_create(wip->tr_info);
2708 if ( wp->trail_num > -1 ) {
2709 // Add two segments. One to stay at launch pos, one to move.
2710 trail_add_segment( wp->trail_num, &objp->pos );
2711 trail_add_segment( wp->trail_num, &objp->pos );
2715 // Ensure weapon flyby sound doesn't get played for player lasers
2716 if ( parent_objp == Player_obj ) {
2717 wp->weapon_flags |= WF_PLAYED_FLYBY_SOUND;
2720 wp->pick_big_attack_point_timestamp = timestamp(1);
2722 // Set detail levels for POF-type weapons.
2723 if (Weapon_info[wp->weapon_info_index].model_num != -1) {
2726 pm = model_get(Weapon_info[wp->weapon_info_index].model_num);
2728 for (i=0; i<pm->n_detail_levels; i++){
2729 pm->detail_depth[i] = (objp->radius*20.0f + 20.0f) * i;
2733 // if the weapon was fired locked
2735 wp->weapon_flags |= WF_LOCKED_WHEN_FIRED;
2742 // Spawn child weapons from object *objp.
2743 void spawn_child_weapons(object *objp)
2748 ushort starting_sig;
2752 Assert(objp->type == OBJ_WEAPON);
2753 Assert((objp->instance >= 0) && (objp->instance < MAX_WEAPONS));
2755 wp = &Weapons[objp->instance];
2756 Assert((wp->weapon_info_index >= 0) && (wp->weapon_info_index < MAX_WEAPON_TYPES));
2757 wip = &Weapon_info[wp->weapon_info_index];
2759 child_id = wip->spawn_type;
2761 parent_num = objp->parent;
2763 if ((Objects[parent_num].type != objp->parent_type) || (Objects[parent_num].signature != objp->parent_sig)) {
2764 mprintf(("Warning: Parent of spawn weapon does not exist. Not spawning.\n"));
2769 if ( Game_mode & GM_MULTIPLAYER ) {
2770 // get the next network signature and save it. Set the next usable network signature to be
2771 // the passed in objects signature + 1. We "reserved" N of these slots when we created objp
2772 // for it's spawned children.
2773 starting_sig = multi_get_next_network_signature( MULTI_SIG_NON_PERMANENT );
2774 multi_set_network_signature( objp->net_signature, MULTI_SIG_NON_PERMANENT );
2777 for (i=0; i<wip->spawn_count; i++) {
2782 // for multiplayer, use the static randvec functions based on the network signatures to provide
2783 // the randomness so that it is the same on all machines.
2784 if ( Game_mode & GM_MULTIPLAYER ){
2785 static_randvec(objp->net_signature + i, &tvec);
2787 vm_vec_rand_vec_quick(&tvec);
2789 vm_vec_scale_add(&pos, &objp->pos, &tvec, objp->radius);
2791 vm_vector_2_matrix(&orient, &tvec, NULL, NULL);
2792 weapon_objnum = weapon_create(&pos, &orient, child_id, parent_num, 1, -1, wp->weapon_flags & WF_LOCKED_WHEN_FIRED);
2794 // Assign a little randomness to lifeleft so they don't all disappear at the same time.
2795 if (weapon_objnum != -1) {
2798 if ( Game_mode & GM_NORMAL ){
2801 rand_val = static_randf(objp->net_signature + i);
2804 Weapons[Objects[weapon_objnum].instance].lifeleft *= rand_val*0.4f + 0.8f;
2809 // in multiplayer, reset the next network signature to the one that was saved.
2810 if ( Game_mode & GM_MULTIPLAYER ){
2811 multi_set_network_signature( starting_sig, MULTI_SIG_NON_PERMANENT );
2815 // -----------------------------------------------------------------------
2816 // weapon_hit_do_sound()
2818 // Play a sound effect when a weapon hits a ship
2820 // To elimate the "stereo" effect of two lasers hitting at nearly
2821 // the same time, and to reduce the number of sound channels used,
2822 // only play one impact sound if IMPACT_SOUND_DELTA has elapsed
2824 // Note: Uses Weapon_impact_timer global for timer variable
2826 void weapon_hit_do_sound(object *hit_obj, weapon_info *wip, vector *hitpos)
2831 // If non-missiles (namely lasers) expire without hitting a ship, don't play impact sound
2832 if ( wip->subtype != WP_MISSILE ) {
2834 // flak weapons make sounds
2835 if(wip->wi_flags & WIF_FLAK){
2836 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2841 switch(hit_obj->type) {
2847 if ( timestamp_elapsed(Weapon_impact_timer) ) {
2848 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2849 Weapon_impact_timer = timestamp(IMPACT_SOUND_DELTA);
2859 if ( hit_obj == NULL ) {
2860 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2864 if ( timestamp_elapsed(Weapon_impact_timer) ) {
2867 if ( hit_obj->type == OBJ_SHIP ) {
2868 shield_str = ship_quadrant_shield_strength(hit_obj, hitpos);
2873 // play a shield hit if shields are above 10% max in this quadrant
2874 if ( shield_str > 0.1f ) {
2878 if ( !is_hull_hit ) {
2879 // Play a shield impact sound effect
2880 if ( hit_obj == Player_obj ) {
2881 snd_play_3d( &Snds[SND_SHIELD_HIT_YOU], hitpos, &Eye_position );
2882 // AL 12-15-97: Add missile impact sound even when shield is hit
2883 if ( wip->subtype == WP_MISSILE ) {
2884 snd_play_3d( &Snds[SND_PLAYER_HIT_MISSILE], hitpos, &Eye_position);
2887 snd_play_3d( &Snds[SND_SHIELD_HIT], hitpos, &Eye_position );
2890 // Play a hull impact sound effect
2891 switch ( wip->subtype ) {
2893 if ( hit_obj == Player_obj )
2894 snd_play_3d( &Snds[SND_PLAYER_HIT_LASER], hitpos, &Eye_position );
2896 if ( wip->impact_snd != -1 ) {
2897 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2902 if ( hit_obj == Player_obj )
2903 snd_play_3d( &Snds[SND_PLAYER_HIT_MISSILE], hitpos, &Eye_position);
2905 if ( wip->impact_snd != -1 ) {
2906 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2911 nprintf(("Warning","WARNING ==> Cannot determine sound to play for weapon impact\n"));
2916 Weapon_impact_timer = timestamp(IMPACT_SOUND_DELTA);
2920 // distrupt any subsystems that fall into damage sphere of this Electronics missile
2922 // input: ship_obj => pointer to ship that holds subsystem
2923 // blast_pos => world pos of weapon blast
2924 // wi_index => weapon info index of weapon causing blast
2925 void weapon_do_electronics_affect(object *ship_objp, vector *blast_pos, int wi_index)
2930 model_subsystem *psub;
2931 vector subsys_world_pos;
2934 shipp = &Ships[ship_objp->instance];
2935 wip = &Weapon_info[wi_index];
2937 for ( ss = GET_FIRST(&shipp->subsys_list); ss != END_OF_LIST(&shipp->subsys_list); ss = GET_NEXT(ss) ) {
2938 psub = ss->system_info;
2940 // convert subsys point to world coords
2941 vm_vec_unrotate(&subsys_world_pos, &psub->pnt, &ship_objp->orient);
2942 vm_vec_add2(&subsys_world_pos, &ship_objp->pos);
2944 // see if subsys point is within damage sphere
2945 dist = vm_vec_dist_quick(blast_pos, &subsys_world_pos);
2946 if ( dist < wip->outer_radius ) {
2947 ship_subsys_set_disrupted(ss, fl2i(6000.0f + frand()*4000.0f));
2952 // ----------------------------------------------------------------------
2953 // weapon_area_calc_damage()
2955 // Calculate teh damage for an object based on the location of an area-effect
2958 // input: objp => object pointer ship receiving blast effect
2959 // pos => world pos of blast center
2960 // inner_rad => smallest radius at which full damage is done
2961 // outer_rad => radius at which no damage is done
2962 // max_blast => maximum blast possible from explosion
2963 // max_damage => maximum damage possible from explosion
2964 // blast => OUTPUT PARAMETER: receives blast value from explosion
2965 // damage => OUTPUT PARAMETER: receives damage value from explosion
2966 // limit => a limit on the area, needed for shockwave damage
2968 // returns: no damage occurred => -1
2969 // damage occured => 0
2971 int weapon_area_calc_damage(object *objp, vector *pos, float inner_rad, float outer_rad, float max_blast, float max_damage, float *blast, float *damage, float limit)
2973 float dist, max_dist, min_dist;
2975 // only blast ships and asteroids
2976 if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_ASTEROID)) {
2980 max_dist = objp->radius + outer_rad;
2981 dist = vm_vec_dist_quick(&objp->pos, pos);
2982 if ( (dist > max_dist) || (dist > (limit+objp->radius)) ) {
2983 return -1; // spheres don't intersect at all
2986 if ( dist < (inner_rad+objp->radius) ) {
2987 // damage is maximum within inner radius
2988 *damage = max_damage;
2991 float dist_to_outer_rad_squared, total_dist_squared;
2992 min_dist = dist - objp->radius;
2993 Assert(min_dist < outer_rad);
2994 dist_to_outer_rad_squared = (outer_rad-min_dist)*(outer_rad-min_dist);
2995 total_dist_squared = (inner_rad-outer_rad)*(inner_rad-outer_rad);
2996 // AL 2-24-98: drop off damage relative to square of distance
2997 Assert(dist_to_outer_rad_squared <= total_dist_squared);
2998 *damage = max_damage * dist_to_outer_rad_squared/total_dist_squared;
3001 // *damage = (min_dist - outer_rad) * max_damage/(inner_rad - outer_rad);
3002 *blast = (min_dist - outer_rad) * max_blast /(inner_rad - outer_rad);
3005 // nprintf(("AI", "Frame %i: Damage = %7.3f, %7.3f meters away.\n", Framecount, *damage, dist));
3010 // ----------------------------------------------------------------------
3011 // weapon_area_apply_blast()
3013 // Apply the blast effects of an explosion to a ship
3015 // input: force_apply_pos => world pos of where force is applied to object
3016 // ship_obj => object pointer of ship receiving the blast
3017 // blast_pos => world pos of blast center
3018 // blast => force of blast
3019 // make_shockwave => boolean, whether to create a shockwave or not
3021 void weapon_area_apply_blast(vector *force_apply_pos, object *ship_obj, vector *blast_pos, float blast, int make_shockwave)
3023 #define SHAKE_CONST 3000
3024 vector force, vec_blast_to_ship, vec_ship_to_impact;
3027 // apply blast force based on distance from center of explosion
3028 vm_vec_sub(&vec_blast_to_ship, &ship_obj->pos, blast_pos);
3029 vm_vec_normalize_safe(&vec_blast_to_ship);
3030 vm_vec_copy_scale(&force, &vec_blast_to_ship, blast );
3033 vm_vec_sub(&vec_ship_to_impact, blast_pos, &ship_obj->pos);
3035 pm = model_get(Ships[ship_obj->instance].modelnum);
3036 Assert ( pm != NULL );
3038 if (make_shockwave) {
3039 physics_apply_shock (&force, blast, &ship_obj->phys_info, &ship_obj->orient, &pm->mins, &pm->maxs, pm->rad);
3040 if (ship_obj == Player_obj) {
3041 joy_ff_play_vector_effect(&vec_blast_to_ship, blast * 2.0f);
3044 ship_apply_whack( &force, &vec_ship_to_impact, ship_obj);
3048 // ----------------------------------------------------------------------
3049 // weapon_do_area_effect()
3051 // Do the area effect for a weapon
3053 // input: wobjp => object pointer to weapon causing explosion
3054 // pos => world pos of explosion center
3055 // other_obj => object pointer to ship that weapon impacted on (can be NULL)
3057 void weapon_do_area_effect(object *wobjp, vector *pos, object *other_obj)
3062 float damage, blast;
3064 wip = &Weapon_info[Weapons[wobjp->instance].weapon_info_index];
3065 wp = &Weapons[wobjp->instance];
3066 Assert(wip->inner_radius != 0);
3068 // only blast ships and asteroids
3069 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
3070 if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_ASTEROID) ) {
3074 if ( objp->type == OBJ_SHIP ) {
3075 // don't blast navbuoys
3076 if ( ship_get_SIF(objp->instance) & SIF_NAVBUOY ) {
3081 if ( weapon_area_calc_damage(objp, pos, wip->inner_radius, wip->outer_radius, wip->blast_force, wip->damage, &blast, &damage, wip->outer_radius) == -1 ){
3086 damage *= weapon_get_damage_scale(wip, wobjp, other_obj);
3088 switch ( objp->type ) {
3090 ship_apply_global_damage(objp, wobjp, pos, damage);
3091 weapon_area_apply_blast(NULL, objp, pos, blast, 0);
3094 asteroid_hit(objp, NULL, NULL, damage);
3103 // if this weapon has the "Electronics" flag set, then disrupt subsystems in sphere
3104 if ( (other_obj != NULL) && (wip->wi_flags & WIF_ELECTRONICS) ) {
3105 if ( other_obj->type == OBJ_SHIP ) {
3106 weapon_do_electronics_affect(other_obj, pos, Weapons[wobjp->instance].weapon_info_index);
3112 // ----------------------------------------------------------------------
3115 // This function is called when a weapon hits something (or, in the case of
3116 // missiles explodes for any particular reason)
3118 void weapon_hit( object * weapon_obj, object * other_obj, vector * hitpos )
3120 Assert(weapon_obj != NULL);
3121 if(weapon_obj == NULL){
3124 Assert((weapon_obj->type == OBJ_WEAPON) && (weapon_obj->instance >= 0) && (weapon_obj->instance < MAX_WEAPONS));
3125 if((weapon_obj->type != OBJ_WEAPON) || (weapon_obj->instance < 0) || (weapon_obj->instance >= MAX_WEAPONS)){
3129 int num = weapon_obj->instance;
3130 int weapon_type = Weapons[num].weapon_info_index;
3131 object *weapon_parent_objp;
3135 Assert((weapon_type >= 0) && (weapon_type < MAX_WEAPONS));
3136 if((weapon_type < 0) || (weapon_type >= MAX_WEAPONS)){
3139 wip = &Weapon_info[weapon_type];
3140 weapon_parent_objp = &Objects[weapon_obj->parent];
3142 // if this is the player ship, and is a laser hit, skip it. wait for player "pain" to take care of it
3143 // if( ((wip->subtype != WP_LASER) || !MULTIPLAYER_CLIENT) && (Player_obj != NULL) && (other_obj == Player_obj) ){
3144 if((other_obj != Player_obj) || (wip->subtype != WP_LASER) || !MULTIPLAYER_CLIENT){
3145 weapon_hit_do_sound(other_obj, wip, hitpos);
3148 if ( wip->impact_weapon_expl_index > -1 ) {
3149 int expl_ani_handle = weapon_get_expl_handle(wip->impact_weapon_expl_index, hitpos, wip->impact_explosion_radius);
3150 particle_create( hitpos, &vmd_zero_vector, 0.0f, wip->impact_explosion_radius, PARTICLE_BITMAP_PERSISTENT, expl_ani_handle );
3153 weapon_obj->flags |= OF_SHOULD_BE_DEAD;
3155 int sw_flag = SW_WEAPON;
3157 // check if this is an area effect weapon
3158 if ( wip->wi_flags & WIF_AREA_EFFECT ) {
3159 // if ( wip->subtype & WP_MISSILE && wip->wi_flags & WIF_AREA_EFFECT ) {
3160 if ( wip->wi_flags & WIF_SHOCKWAVE ) {
3161 float actual_damage = wip->damage;
3162 // Shockwaves caused by weapons hitting weapons are 1/4 as powerful
3163 if ( ((other_obj) && (other_obj->type == OBJ_WEAPON)) || (Weapons[num].weapon_flags & WF_DESTROYED_BY_WEAPON)) {
3164 actual_damage /= 4.0f;
3165 sw_flag |= SW_WEAPON_KILL;
3167 shockwave_create_info sci;
3168 sci.blast = wip->blast_force;
3169 sci.damage = actual_damage;
3170 sci.inner_rad = wip->inner_radius;
3171 sci.outer_rad = wip->outer_radius;
3172 sci.speed = wip->shockwave_speed;
3173 sci.rot_angle = 0.0f;
3175 shockwave_create(OBJ_INDEX(weapon_obj), hitpos, &sci, sw_flag);
3176 // snd_play_3d( &Snds[SND_SHOCKWAVE_IMPACT], hitpos, &Eye_position );
3179 weapon_do_area_effect(weapon_obj, hitpos, other_obj);
3183 // check if this is an EMP weapon
3184 if(wip->wi_flags & WIF_EMP){
3185 emp_apply(&weapon_obj->pos, wip->inner_radius, wip->outer_radius, wip->emp_intensity, wip->emp_time);
3188 // spawn weapons - note the change from FS 1 multiplayer.
3189 if (wip->wi_flags & WIF_SPAWN){
3190 spawn_child_weapons(weapon_obj);
3194 void weapon_detonate(object *objp)
3196 Assert(objp != NULL);
3200 Assert((objp->type == OBJ_WEAPON) && (objp->instance >= 0));
3201 if((objp->type != OBJ_WEAPON) || (objp->instance < 0)){
3205 // send a detonate packet in multiplayer
3206 if(MULTIPLAYER_MASTER){
3207 send_weapon_detonate_packet(objp);
3211 weapon_hit(objp, NULL, &objp->pos);
3214 // Return the Weapon_info[] index of the weapon with name *name.
3215 int weapon_name_lookup(char *name)
3219 for ( i=0; i < Num_weapon_types; i++) {
3220 if (!stricmp(name, Weapon_info[i].name)) {
3228 // Group_id: If you should quad lasers, they should all have the same group id.
3229 // This will be used to optimize lighting, since each group only needs to cast one light.
3230 // Call this to get a new group id, then pass it to each weapon_create call for all the
3231 // weapons in the group. Number will be between 0 and WEAPON_MAX_GROUP_IDS and will
3233 int weapon_create_group_id()
3235 static int current_id = 0;
3240 if ( current_id >= WEAPON_MAX_GROUP_IDS ) {
3247 void weapons_page_in()
3251 // Page in bitmaps for all weapons
3252 for (i=0; i<Num_weapon_types; i++ ) {
3253 weapon_info *wip = &Weapon_info[i];
3255 wip->wi_flags &= (~WIF_THRUSTER); // Assume no thrusters
3257 switch( wip->render_type ) {
3260 wip->model_num = model_load( wip->pofbitmap_name, 0, NULL );
3262 polymodel *pm = model_get( wip->model_num );
3264 // If it has a model, and the model pof has thrusters, then set
3266 if ( pm->n_thrusters > 0 ) {
3267 //mprintf(( "Weapon %s has thrusters!\n", wip->name ));
3268 wip->wi_flags |= WIF_THRUSTER;
3271 for (j=0; j<pm->n_textures; j++ ) {
3272 int bitmap_num = pm->original_textures[j];
3274 if ( bitmap_num > -1 ) {
3275 // if we're in Glide (and maybe later with D3D), use nondarkening textures
3276 if(gr_screen.mode == GR_GLIDE){
3277 bm_page_in_nondarkening_texture( bitmap_num );
3279 bm_page_in_texture( bitmap_num );
3288 bm_page_in_texture( wip->laser_bitmap );
3290 if(wip->laser_glow_bitmap >= 0){
3291 bm_page_in_texture(wip->laser_glow_bitmap);
3297 Int3(); // Invalid weapon rendering type.
3300 // If this has an impact vclip page it in.
3301 // if ( wip->impact_explosion_ani > -1 ) {
3302 // int nframes, fps;
3303 // bm_get_info( wip->impact_explosion_ani, NULL, NULL, NULL, &nframes, &fps );
3304 // bm_page_in_xparent_texture( wip->impact_explosion_ani, nframes );
3308 if ( (wip->wi_flags & WIF_TRAIL) && (wip->tr_info.bitmap > -1) ) {
3309 bm_page_in_texture( wip->tr_info.bitmap );
3312 // if this is a beam weapon, page in its stuff
3313 if(wip->wi_flags & WIF_BEAM){
3314 // all beam sections
3315 for(idx=0; idx<wip->b_info.beam_num_sections; idx++){
3316 if((idx < MAX_BEAM_SECTIONS) && (wip->b_info.sections[idx].texture >= 0)){
3317 bm_page_in_texture(wip->b_info.sections[idx].texture);
3322 if(wip->b_info.beam_glow_bitmap >= 0){
3323 bm_page_in_texture(wip->b_info.beam_glow_bitmap);
3327 if(wip->b_info.beam_particle_ani >= 0){
3329 bm_get_info( wip->b_info.beam_particle_ani, NULL, NULL, NULL, &nframes, &fps );
3330 bm_page_in_texture( wip->b_info.beam_particle_ani, nframes );
3336 for (i=0; i<Num_weapon_expl; i++) {
3337 int bitmap_handle, nframes, fps;
3339 for (j=0; j<Weapon_expl_info[i].lod_count; j++) {
3341 bitmap_handle = bm_load_animation(Weapon_expl_info[i].lod[j].filename, &nframes, &fps, 1);
3342 Weapon_expl_info[i].lod[j].bitmap_id = bitmap_handle;
3343 Weapon_expl_info[i].lod[j].fps = fps;
3344 Weapon_expl_info[i].lod[j].num_frames = nframes;
3347 bm_page_in_xparent_texture(bitmap_handle, nframes);
3352 for (i=0; i<Num_cmeasure_types; i++ ) {
3353 cmeasure_info *cmeasurep;
3355 cmeasurep = &Cmeasure_info[i];
3357 cmeasurep->model_num = model_load( cmeasurep->pof_name, 0, NULL );
3359 polymodel *pm = model_get( cmeasurep->model_num );
3361 for (j=0; j<pm->n_textures; j++ ) {
3362 int bitmap_num = pm->original_textures[j];
3364 if ( bitmap_num > -1 ) {
3365 bm_page_in_texture( bitmap_num );
3368 Assert( cmeasurep->model_num > -1 );
3373 // call to get the "color" of the laser at the given moment (since glowing lasers can cycle colors)
3374 void weapon_get_laser_color(color *c, object *objp)
3386 Assert(objp->type == OBJ_WEAPON);
3387 Assert(objp->instance >= 0);
3388 Assert(Weapons[objp->instance].weapon_info_index >= 0);
3389 if((objp->type != OBJ_WEAPON) || (objp->instance < 0) || (Weapons[objp->instance].weapon_info_index < 0)){
3392 wep = &Weapons[objp->instance];
3393 winfo = &Weapon_info[wep->weapon_info_index];
3395 // if we're a one-color laser
3396 if((winfo->laser_color_2.red == 0) && (winfo->laser_color_2.green == 0) && (winfo->laser_color_2.blue == 0)){
3397 *c = winfo->laser_color_1;
3401 pct = 1.0f - (wep->lifeleft / winfo->lifetime);
3404 } else if (pct < 0.0f)
3409 // otherwise interpolate between the colors
3410 gr_init_color( c, (int)((float)winfo->laser_color_1.red + (((float)winfo->laser_color_2.red - (float)winfo->laser_color_1.red) * pct)),
3411 (int)((float)winfo->laser_color_1.green + (((float)winfo->laser_color_2.green - (float)winfo->laser_color_1.green) * pct)),
3412 (int)((float)winfo->laser_color_1.blue + (((float)winfo->laser_color_2.blue - (float)winfo->laser_color_1.blue) * pct)) );
3415 // default weapon particle spew data
3416 int Weapon_particle_spew_count = 1;
3417 int Weapon_particle_spew_time = 25;
3418 float Weapon_particle_spew_vel = 0.4f;
3419 float Weapon_particle_spew_radius = 2.0f;
3420 float Weapon_particle_spew_lifetime = 0.15f;
3421 float Weapon_particle_spew_scale = 0.8f;
3423 // for weapons flagged as particle spewers, spew particles. wheee
3424 void weapon_maybe_spew_particle(object *obj)
3428 vector direct, direct_temp, particle_pos;
3429 vector null_vec = ZERO_VECTOR;
3434 Assert(obj->type == OBJ_WEAPON);
3435 Assert(obj->instance >= 0);
3436 Assert(Weapons[obj->instance].weapon_info_index >= 0);
3437 Assert(Weapon_info[Weapons[obj->instance].weapon_info_index].wi_flags & WIF_PARTICLE_SPEW);
3439 wp = &Weapons[obj->instance];
3441 // if the weapon's particle timestamp has elapse`d
3442 if((wp->particle_spew_time == -1) || timestamp_elapsed(wp->particle_spew_time)){
3443 // reset the timestamp
3444 wp->particle_spew_time = timestamp(Weapon_particle_spew_time);
3446 // spew some particles
3447 for(idx=0; idx<Weapon_particle_spew_count; idx++){
3448 // get the backward vector of the weapon
3449 direct = obj->orient.fvec;
3450 vm_vec_negate(&direct);
3452 // randomly perturb x, y and z
3455 ang = fl_radian(frand_range(-90.0f, 90.0f));
3456 vm_rot_point_around_line(&direct_temp, &direct, ang, &null_vec, &obj->orient.fvec);
3457 direct = direct_temp;
3458 vm_vec_scale(&direct, Weapon_particle_spew_scale);
3461 ang = fl_radian(frand_range(-90.0f, 90.0f));
3462 vm_rot_point_around_line(&direct_temp, &direct, ang, &null_vec, &obj->orient.rvec);
3463 direct = direct_temp;
3464 vm_vec_scale(&direct, Weapon_particle_spew_scale);
3467 ang = fl_radian(frand_range(-90.0f, 90.0f));
3468 vm_rot_point_around_line(&direct_temp, &direct, ang, &null_vec, &obj->orient.uvec);
3469 direct = direct_temp;
3470 vm_vec_scale(&direct, Weapon_particle_spew_scale);
3472 // get a velovity vector of some percentage of the weapon's velocity
3473 vel = obj->phys_info.vel;
3474 vm_vec_scale(&vel, Weapon_particle_spew_vel);
3476 // emit the particle
3477 vm_vec_add(&particle_pos, &obj->pos, &direct);
3478 particle_create(&particle_pos, &vel, Weapon_particle_spew_lifetime, Weapon_particle_spew_radius, PARTICLE_SMOKE);
3483 // debug console functionality
3484 void pspew_display_dcf()
3486 dc_printf("Particle spew settings\n\n");
3487 dc_printf("Particle spew count (pspew_count) : %d\n", Weapon_particle_spew_count);
3488 dc_printf("Particle spew time (pspew_time) : %d\n", Weapon_particle_spew_time);
3489 dc_printf("Particle spew velocity (pspew_vel) : %f\n", Weapon_particle_spew_vel);
3490 dc_printf("Particle spew size (pspew_size) : %f\n", Weapon_particle_spew_radius);
3491 dc_printf("Particle spew lifetime (pspew_life) : %f\n", Weapon_particle_spew_lifetime);
3492 dc_printf("Particle spew scale (psnew_scale) : %f\n", Weapon_particle_spew_scale);
3495 DCF(pspew_count, "Number of particles spewed at a time")
3497 dc_get_arg(ARG_INT);
3498 if(Dc_arg_type & ARG_INT){
3499 Weapon_particle_spew_count = Dc_arg_int;
3502 pspew_display_dcf();
3505 DCF(pspew_time, "Time between particle spews")
3507 dc_get_arg(ARG_INT);
3508 if(Dc_arg_type & ARG_INT){
3509 Weapon_particle_spew_time = Dc_arg_int;
3512 pspew_display_dcf();
3515 DCF(pspew_vel, "Relative velocity of particles (0.0 - 1.0)")
3517 dc_get_arg(ARG_FLOAT);
3518 if(Dc_arg_type & ARG_FLOAT){
3519 Weapon_particle_spew_vel = Dc_arg_float;
3522 pspew_display_dcf();
3525 DCF(pspew_size, "Size of spewed particles")
3527 dc_get_arg(ARG_FLOAT);
3528 if(Dc_arg_type & ARG_FLOAT){
3529 Weapon_particle_spew_radius = Dc_arg_float;
3532 pspew_display_dcf();
3535 DCF(pspew_life, "Lifetime of spewed particles")
3537 dc_get_arg(ARG_FLOAT);
3538 if(Dc_arg_type & ARG_FLOAT){
3539 Weapon_particle_spew_lifetime = Dc_arg_float;
3542 pspew_display_dcf();
3545 DCF(pspew_scale, "How far away particles are from the weapon path")
3547 dc_get_arg(ARG_FLOAT);
3548 if(Dc_arg_type & ARG_FLOAT){
3549 Weapon_particle_spew_scale = Dc_arg_float;
3552 pspew_display_dcf();
3555 // return a scale factor for damage which should be applied for 2 collisions
3556 float weapon_get_damage_scale(weapon_info *wip, object *wep, object *target)
3559 int from_player = 0;
3560 float total_scale = 1.0f;
3562 int is_big_damage_ship = 0;
3565 if((wip == NULL) || (wep == NULL) || (target == NULL)){
3569 // don't scale any damage if its not a weapon
3570 if((wep->type != OBJ_WEAPON) || (wep->instance < 0) || (wep->instance >= MAX_WEAPONS)){
3573 wp = &Weapons[wep->instance];
3575 // was the weapon fired by the player
3577 if((wep->parent >= 0) && (wep->parent < MAX_OBJECTS) && (Objects[wep->parent].flags & OF_PLAYER_SHIP)){
3581 // if this is a lockarm weapon, and it was fired unlocked
3582 if((wip->wi_flags & WIF_LOCKARM) && !(wp->weapon_flags & WF_LOCKED_WHEN_FIRED)){
3583 total_scale *= 0.1f;
3586 // if the hit object was a ship
3587 if(target->type == OBJ_SHIP){
3591 // get some info on the ship
3592 Assert((target->instance >= 0) && (target->instance < MAX_SHIPS));
3593 if((target->instance < 0) || (target->instance >= MAX_SHIPS)){
3596 shipp = &Ships[target->instance];
3597 sip = &Ship_info[Ships[target->instance].ship_info_index];
3599 // get hull pct of the ship currently
3600 hull_pct = target->hull_strength / sip->initial_hull_strength;
3602 // if it has hit a supercap ship and is not a supercap class weapon
3603 if((sip->flags & SIF_SUPERCAP) && !(wip->wi_flags & WIF_SUPERCAP)){
3604 // if the supercap is around 3/4 damage, apply nothing
3605 if(hull_pct <= 0.75f){
3608 total_scale *= SUPERCAP_DAMAGE_SCALE;
3612 // determine if this is a big damage ship
3613 is_big_damage_ship = (sip->flags & SIF_BIG_DAMAGE);
3615 // if this is a large ship, and is being hit by flak
3616 if(is_big_damage_ship && (wip->wi_flags & WIF_FLAK)){
3617 total_scale *= FLAK_DAMAGE_SCALE;
3620 // if the player is firing small weapons at a big ship
3621 if( from_player && is_big_damage_ship && !(wip->wi_flags & (WIF_HURTS_BIG_SHIPS)) ){
3623 // if its a laser weapon
3624 if(wip->subtype == WP_LASER){
3625 total_scale *= 0.01f;
3627 total_scale *= 0.05f;
3631 // if the weapon is a small weapon being fired at a big ship
3632 if( is_big_damage_ship && !(wip->wi_flags & (WIF_HURTS_BIG_SHIPS)) ){
3633 if(hull_pct > 0.1f){
3634 total_scale *= hull_pct;
3644 int weapon_get_expl_handle(int weapon_expl_index, vector *pos, float size)
3646 weapon_expl_info *wei = &Weapon_expl_info[weapon_expl_index];
3648 if (wei->lod_count == 1) {
3649 return wei->lod[0].bitmap_id;
3652 // now we have to do some work
3654 int x, y, w, h, bm_size;
3660 extern float Viewer_zoom;
3661 extern int G3_count;
3667 g3_set_view_matrix(&Eye_position, &Eye_matrix, Viewer_zoom);
3669 // get extents of the rotated bitmap
3670 g3_rotate_vertex(&v, pos);
3672 // if vertex is behind, find size if in front, then drop down 1 LOD
3673 if (v.codes & CC_BEHIND) {
3674 float dist = vm_vec_dist_quick(&Eye_position, pos);
3678 vm_vec_scale_add(&temp, &Eye_position, &Eye_matrix.fvec, dist);
3679 g3_rotate_vertex(&v, &temp);
3681 // if still behind, bail and go with default
3682 if (v.codes & CC_BEHIND) {
3687 if (!g3_get_bitmap_dims(wei->lod[0].bitmap_id, &v, size, &x, &y, &w, &h, &bm_size)) {
3688 if (Detail.hardware_textures == 4) {
3692 } else if(w <= bm_size/2){
3694 } else if(w <= 1.3f*bm_size){
3700 // less aggressive LOD for lower detail settings
3703 } else if(w <= bm_size/3){
3705 } else if(w <= (1.15f*bm_size)){
3713 // if it's behind, bump up LOD by 1
3723 best_lod = min(best_lod, wei->lod_count - 1);
3724 return wei->lod[best_lod].bitmap_id;