2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Ship/Ship.cpp $
15 * Ship (and other object) handling functions
18 * Revision 1.9 2004/09/20 01:31:44 theoddone33
21 * Revision 1.8 2004/07/04 11:39:06 taylor
22 * fix missing debrief text, crash on exit, path separator's, warning fixes, no GR_SOFT
24 * Revision 1.7 2003/06/11 18:30:33 taylor
27 * Revision 1.6 2003/05/25 02:30:44 taylor
30 * Revision 1.5 2002/06/17 06:33:11 relnev
31 * ryan's struct patch for gcc 2.95
33 * Revision 1.4 2002/06/09 04:41:26 relnev
34 * added copyright header
36 * Revision 1.3 2002/06/02 00:31:36 relnev
37 * implemented osregistry
39 * Revision 1.2 2002/05/03 13:34:34 theoddone33
42 * Revision 1.1.1.1 2002/05/03 03:28:10 root
46 * 144 10/13/99 3:43p Jefff
47 * fixed unnumbered XSTRs
49 * 143 9/14/99 3:26a Dave
50 * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer
51 * respawn-too-early problem. Made a few crash points safe.
53 * 142 9/11/99 4:02p Dave
54 * Don't page in model textures when doing ship_model_change() in fred.
56 * 141 9/10/99 9:44p Dave
57 * Bumped version # up. Make server reliable connects not have such a huge
60 * 140 9/06/99 3:30p Mikek
61 * Added system to restrict weapon choices for dogfight missions.
63 * 139 9/01/99 10:15a Dave
65 * 138 9/01/99 8:43a Andsager
66 * supress WARNING from no_fred ships flag
68 * 137 8/26/99 8:52p Dave
69 * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes.
71 * 136 8/26/99 6:08p Andsager
72 * Add debug code for lethality and number of turrets targeting player.
74 * 135 8/26/99 5:14p Andsager
76 * 134 8/26/99 9:45a Dave
77 * First pass at easter eggs and cheats.
79 * 133 8/24/99 4:25p Andsager
80 * Add ship-vanish sexp
82 * 132 8/23/99 11:59a Andsager
83 * Force choice of big fireball when Knossos destroyed. Allow logging of
84 * ship destroyed when no killer_name (ie, from debug).
86 * 131 8/23/99 11:09a Andsager
87 * Round 2 of Knossos explosion
89 * 130 8/20/99 5:09p Andsager
90 * Second pass on Knossos device explosion
92 * 129 8/18/99 10:59p Andsager
93 * Enable "b" key to target bombers.
95 * 128 8/18/99 12:09p Andsager
96 * Add debug if message has no anim for message. Make messages come from
99 * 127 8/16/99 10:04p Andsager
100 * Add special-warp-dist and special-warpout-name sexp for Knossos device
103 * 126 8/16/99 4:06p Dave
104 * Big honking checkin.
106 * 125 8/16/99 2:01p Andsager
107 * Knossos warp-in warp-out.
109 * 124 8/13/99 10:49a Andsager
110 * Knossos and HUGE ship warp out. HUGE ship warp in. Stealth search
111 * modes dont collide big ships.
113 * 123 8/05/99 6:19p Dave
114 * New demo checksums.
116 * 122 8/05/99 12:57a Andsager
117 * the insanity of it all!
119 * 121 8/03/99 11:13a Andsager
120 * Bump up number of ship_subsystems for demo
122 * 120 8/02/99 10:39p Dave
123 * Added colored shields. OoOoOoooOoo
125 * 119 7/29/99 10:47p Dave
126 * Standardized D3D fogging using vertex fog. Shook out Savage 4 bugs.
128 * 118 7/29/99 12:05a Dave
129 * Nebula speed optimizations.
131 * 117 7/28/99 1:36p Andsager
132 * Modify cargo1 to include flag CARGO_NO_DEPLETE. Add sexp
133 * cargo-no-deplete (only for BIG / HUGE). Modify ship struct to pack
136 * 116 7/26/99 5:50p Dave
137 * Revised ingame join. Better? We'll see....
139 * 115 7/26/99 8:06a Andsager
140 * Consistent personas
142 * 114 7/24/99 5:22p Jefff
143 * Removed debug rendering of interpolated ships in multiplayer.
145 * 113 7/19/99 8:57p Andsager
146 * Added Ship_exited red_alert_carry flag and hull strength for RED ALERT
147 * carry over of Exited_ships
149 * 112 7/19/99 7:20p Dave
150 * Beam tooling. Specialized player-killed-self messages. Fixed d3d nebula
153 * 111 7/19/99 12:02p Andsager
154 * Allow AWACS on any ship subsystem. Fix sexp_set_subsystem_strength to
155 * only blow up subsystem if its strength is > 0
157 * 110 7/18/99 9:56p Andsager
158 * Make max_ship_subsys 300 again!
160 * 109 7/18/99 5:20p Dave
161 * Jump node icon. Fixed debris fogging. Framerate warning stuff.
163 * 108 7/18/99 12:32p Dave
164 * Randomly oriented shockwaves.
166 * 107 7/15/99 6:36p Jamesa
167 * Moved default ship name into the ships.tbl
169 * 104 7/15/99 9:20a Andsager
170 * FS2_DEMO initial checkin
172 * 103 7/13/99 5:03p Alanl
173 * make sure object sounds get assigned to ships
175 * 102 7/09/99 5:54p Dave
176 * Seperated cruiser types into individual types. Added tons of new
177 * briefing icons. Campaign screen.
179 * 101 7/08/99 5:49p Andsager
180 * Fixed bug colliding with just warped in Cap ship
182 * 100 7/08/99 10:53a Dave
183 * New multiplayer interpolation scheme. Not 100% done yet, but still
184 * better than the old way.
186 * 99 7/06/99 4:24p Dave
187 * Mid-level checkin. Starting on some potentially cool multiplayer
190 * 98 7/06/99 10:45a Andsager
191 * Modify engine wash to work on any ship that is not small. Add AWACS
194 * 97 7/01/99 4:23p Dave
195 * Full support for multiple linked ambient engine sounds. Added "big
198 * 96 7/01/99 11:44a Dave
199 * Updated object sound system to allow multiple obj sounds per ship.
200 * Added hit-by-beam sound. Added killed by beam sound.
202 * 95 6/30/99 5:53p Dave
203 * Put in new anti-camper code.
205 * 94 6/20/99 12:06a Alanl
206 * new event music changes
208 * 93 6/16/99 4:06p Dave
209 * New pilot info popup. Added new draw-bitmap-as-poly function.
211 * 92 6/16/99 10:21a Dave
212 * Added send-message-list sexpression.
214 * 91 6/14/99 3:21p Andsager
215 * Allow collisions between ship and its debris. Fix up collision pairs
216 * when large ship is warping out.
218 * 90 6/10/99 3:43p Dave
219 * Do a better job of syncing text colors to HUD gauges.
221 * 89 6/07/99 4:21p Andsager
222 * Add HUD color for tagged object. Apply to target and radar.
224 * 88 6/04/99 5:08p Andsager
225 * Sort of hack to allow minicap and supercap tat the same time.
227 * 87 6/03/99 9:29p Andsager
228 * Remove special case for Asteroid ship LOD warning
230 * 86 6/03/99 11:43a Dave
231 * Added the ability to use a different model when rendering to the HUD
234 * 85 6/01/99 8:35p Dave
235 * Finished lockarm weapons. Added proper supercap weapons/damage. Added
236 * awacs-set-radius sexpression.
238 * 84 5/28/99 9:26a Andsager
239 * Added check_world_pt_in_expanded_ship_bbox() function
241 * 83 5/26/99 4:00p Dave
242 * Fixed small lighting bug,
244 * 82 5/26/99 11:46a Dave
245 * Added ship-blasting lighting and made the randomization of lighting
246 * much more customizable.
248 * 81 5/24/99 5:45p Dave
249 * Added detail levels to the nebula, with a decent speedup. Split nebula
250 * lightning into its own section.
252 * 80 5/21/99 5:03p Andsager
253 * Add code to display engine wash death. Modify ship_kill_packet
255 * 79 5/20/99 7:00p Dave
256 * Added alternate type names for ships. Changed swarm missile table
259 * 78 5/19/99 11:09a Andsager
260 * Turn on engine wash. Check every 1/4 sec.
262 * 77 5/18/99 1:30p Dave
263 * Added muzzle flash table stuff.
265 * 76 5/18/99 12:08p Andsager
266 * Added observer_process_post to handle observer too far away
268 * 75 5/18/99 11:15a Andsager
269 * Fix bug in mulitplayer max rangel
271 * 74 5/18/99 10:08a Andsager
272 * Modified single maximum range before blown up to also be multi
275 * 73 5/14/99 3:01p Andsager
276 * Fix bug in ship_do_cap_subsys_cargo_revealed
278 * 72 5/14/99 1:59p Andsager
279 * Multiplayer message for subsystem cargo revealed.
281 * 71 5/14/99 11:50a Andsager
282 * Added vaporize for SMALL ships hit by HUGE beams. Modified dying
283 * frame. Enlarged debris shards and range at which visible.
285 * 70 5/12/99 2:55p Andsager
286 * Implemented level 2 tag as priority in turret object selection
288 * 69 5/11/99 10:16p Andsager
289 * First pass on engine wash effect. Rotation (control input), damage,
292 * 68 5/10/99 4:54p Dave
293 * Fixed particularly hideous subsystem bug related to multiple ship types
294 * using the same model.
296 * 67 4/30/99 12:18p Dave
297 * Several minor bug fixes.
299 * 66 4/29/99 2:29p Dave
300 * Made flak work much better in multiplayer.
302 * 65 4/28/99 11:13p Dave
303 * Temporary checkin of artillery code.
305 * 64 4/28/99 3:11p Andsager
306 * Stagger turret weapon fire times. Make turrets smarter when target is
307 * protected or beam protected. Add weaopn range to weapon info struct.
309 * 63 4/27/99 12:16a Dave
310 * Fixed beam weapon muzzle glow problem. Fixed premature timeout on the
311 * pxo server list screen. Fixed secondary firing for hosts on a
312 * standalone. Fixed wacky multiplayer weapon "shuddering" problem.
314 * 62 4/23/99 12:30p Andsager
315 * Add debug code for showing attack point against big ships.
317 * 61 4/23/99 12:01p Johnson
318 * Added SIF_HUGE_SHIP
320 * 60 4/20/99 6:39p Dave
321 * Almost done with artillery targeting. Added support for downloading
322 * images on the PXO screen.
324 * 59 4/19/99 11:01p Dave
325 * More sophisticated targeting laser support. Temporary checkin.
327 * 58 4/19/99 12:21p Johnson
328 * Allow ships with invisible polygons which do not collide
330 * 57 4/16/99 5:54p Dave
331 * Support for on/off style "stream" weapons. Real early support for
332 * target-painting lasers.
334 * 56 4/12/99 10:07p Dave
335 * Made network startup more forgiving. Added checkmarks to dogfight
336 * screen for players who hit commit.
338 * 55 4/02/99 9:55a Dave
339 * Added a few more options in the weapons.tbl for beam weapons. Attempt
340 * at putting "pain" packets into multiplayer.
342 * 54 3/31/99 8:24p Dave
343 * Beefed up all kinds of stuff, incluging beam weapons, nebula effects
344 * and background nebulae. Added per-ship non-dimming pixel colors.
346 * 53 3/30/99 5:40p Dave
347 * Fixed reinforcements for TvT in multiplayer.
349 * 52 3/29/99 6:17p Dave
350 * More work on demo system. Got just about everything in except for
351 * blowing ships up, secondary weapons and player death/warpout.
353 * 51 3/28/99 5:58p Dave
354 * Added early demo code. Make objects move. Nice and framerate
355 * independant, but not much else. Don't use yet unless you're me :)
357 * 50 3/26/99 5:23p Andsager
358 * Fix bug with special explostions sometimes not generating shockwaves.
360 * 49 3/26/99 4:49p Dave
361 * Made cruisers able to dock with stuff. Made docking points and paths
364 * 48 3/25/99 4:47p Johnson
365 * HACK allow Mycernus to dock with Enif
367 * 47 3/25/99 2:38p Johnson
368 * Give brad special mission docking stuff
370 * 46 3/25/99 1:30p Johnson
371 * Allow Arcadia/Mentu docking
373 * 45 3/24/99 4:05p Dave
374 * Put in support for assigning the player to a specific squadron with a
375 * specific logo. Preliminary work for doing pos/orient checksumming in
376 * multiplayer to reduce bandwidth.
378 * 44 3/23/99 2:29p Andsager
379 * Fix shockwaves for kamikazi and Fred defined. Collect together
380 * shockwave_create_info struct.
382 * 43 3/20/99 3:46p Dave
383 * Added support for model-based background nebulae. Added 3 new
386 * 42 3/19/99 9:51a Dave
387 * Checkin to repair massive source safe crash. Also added support for
388 * pof-style nebulae, and some new weapons code.
390 * 43 3/12/99 4:30p Anoop
391 * Check for OBJ_NONE as well as OBJ_GHOST when firing secondary weapons
393 * 42 3/11/99 2:22p Dave
394 * Fixed a countermeasure firing assert for multiplayer.
396 * 41 3/10/99 6:51p Dave
397 * Changed the way we buffer packets for all clients. Optimized turret
398 * fired packets. Did some weapon firing optimizations.
400 * 40 3/10/99 2:29p Dan
401 * disable lod warning for asteroid ships
403 * 39 3/09/99 6:24p Dave
404 * More work on object update revamping. Identified several sources of
405 * unnecessary bandwidth.
407 * 38 3/08/99 7:03p Dave
408 * First run of new object update system. Looks very promising.
410 * 37 3/05/99 1:33p Dave
411 * Upped subsystem max to 700
413 * 36 3/04/99 6:09p Dave
414 * Added in sexpressions for firing beams and checking for if a ship is
417 * 35 3/02/99 9:25p Dave
418 * Added a bunch of model rendering debug code. Started work on fixing
419 * beam weapon wacky firing.
421 * 34 3/01/99 7:39p Dave
422 * Added prioritizing ship respawns. Also fixed respawns in TvT so teams
423 * don't mix respawn points.
425 * 33 2/26/99 6:01p Andsager
426 * Add sexp has-been-tagged-delay and cap-subsys-cargo-known-delay
428 * 32 2/26/99 4:14p Dave
429 * Put in the ability to have multiple shockwaves for ships.
431 * 31 2/21/99 1:48p Dave
432 * Some code for monitoring datarate for multiplayer in detail.
434 * 30 2/19/99 3:52p Neilk
435 * Put in some proper handling code for undocking dying objects (handle
436 * wacky object types like OBJ_GHOST).
438 * 29 2/11/99 5:22p Andsager
439 * Fixed bugs, generalized block Sexp_variables
441 * 28 2/11/99 2:15p Andsager
442 * Add ship explosion modification to FRED
444 * 27 2/05/99 12:52p Dave
445 * Fixed Glide nondarkening textures.
447 * 26 2/03/99 12:42p Andsager
448 * Add escort priority. Modify ship_flags_dlg to include field. Save and
449 * Load. Add escort priority field to ship.
451 * 25 2/02/99 9:36a Andsager
452 * Bash hull strength to zero when ship is killed (by sexp)
454 * 24 1/29/99 2:25p Andsager
455 * Added turret_swarm_missiles
457 * 23 1/29/99 12:47a Dave
458 * Put in sounds for beam weapon. A bunch of interface screens (tech
461 * 22 1/27/99 9:56a Dave
462 * Temporary checkin of beam weapons for Dan to make cool sounds.
464 * 21 1/25/99 5:03a Dave
465 * First run of stealth, AWACS and TAG missile support. New mission type
468 * 20 1/24/99 11:37p Dave
469 * First full rev of beam weapons. Very customizable. Removed some bogus
470 * Int3()'s in low level net code.
472 * 19 1/14/99 6:06p Dave
473 * 100% full squad logo support for single player and multiplayer.
475 * 18 1/14/99 12:48a Dave
476 * Todo list bug fixes. Made a pass at putting briefing icons back into
477 * FRED. Sort of works :(
479 * 17 1/12/99 5:45p Dave
480 * Moved weapon pipeline in multiplayer to almost exclusively client side.
481 * Very good results. Bandwidth goes down, playability goes up for crappy
482 * connections. Fixed object update problem for ship subsystems.
484 * 16 1/08/99 2:08p Dave
485 * Fixed software rendering for pofview. Super early support for AWACS and
488 * 15 1/06/99 2:24p Dave
489 * Stubs and release build fixes.
491 * 14 12/23/98 2:53p Andsager
492 * Added ship activation and gas collection subsystems, removed bridge
494 * 13 12/09/98 7:34p Dave
495 * Cleanup up nebula effect. Tweaked many values.
497 * 12 12/08/98 9:36a Dave
498 * Almost done nebula effect for D3D. Looks 85% as good as Glide.
500 * 11 12/06/98 2:36p Dave
501 * Drastically improved nebula fogging.
503 * 10 11/19/98 4:19p Dave
504 * Put IPX sockets back in psnet. Consolidated all multiplayer config
507 * 9 11/14/98 5:33p Dave
508 * Lots of nebula work. Put in ship contrails.
510 * 8 11/11/98 5:37p Dave
511 * Checkin for multiplayer testing.
513 * 7 10/26/98 9:42a Dave
514 * Early flak gun support.
516 * 6 10/23/98 3:51p Dave
517 * Full support for tstrings.tbl and foreign languages. All that remains
518 * is to make it active in Fred.
520 * 5 10/23/98 3:03p Andsager
521 * Initial support for changing rotation rate.
523 * 4 10/20/98 1:39p Andsager
524 * Make so sparks follow animated ship submodels. Modify
525 * ship_weapon_do_hit_stuff() and ship_apply_local_damage() to add
526 * submodel_num. Add submodel_num to multiplayer hit packet.
528 * 3 10/13/98 9:29a Dave
529 * Started neatening up freespace.h. Many variables renamed and
530 * reorganized. Added AlphaColors.[h,cpp]
532 * 2 10/07/98 10:53a Dave
535 * 1 10/07/98 10:51a Dave
537 * 915 8/28/98 3:29p Dave
538 * EMP effect done. AI effects may need some tweaking as required.
540 * 914 8/25/98 1:48p Dave
541 * First rev of EMP effect. Player side stuff basically done. Next comes
544 * 913 8/17/98 5:07p Dave
545 * First rev of corkscrewing missiles.
547 * 912 7/15/98 11:29a Allender
548 * quick error dialog to prevent the > 50 ships per mission problem
550 * 911 7/06/98 6:11p Dave
551 * More object update stuff.
553 * 910 6/30/98 2:23p Dave
554 * Revised object update system. Removed updates for all weapons. Put
555 * button info back into control info packet.
557 * 909 6/12/98 2:49p Dave
558 * Patch 1.02 changes.
560 * 908 6/10/98 6:46p Lawrance
561 * increase SHIP_MULTITEXT_LENGTH to 1500
563 * 906 6/09/98 10:31a Hoffoss
564 * Created index numbers for all xstr() references. Any new xstr() stuff
565 * added from here on out should be added to the end if the list. The
566 * current list count can be found in FreeSpace.cpp (search for
569 * 905 6/01/98 11:43a John
570 * JAS & MK: Classified all strings for localization.
572 * 904 5/24/98 10:50p Mike
573 * Fix problem with ships with propagating explosions not being able to
576 * 903 5/23/98 4:14p John
577 * Added code to preload textures to video card for AGP. Added in code
578 * to page in some bitmaps that weren't getting paged in at level start.
580 * 902 5/23/98 12:05a Adam
581 * change ship_is_getting_locked() to take weapon range into account
583 * 901 5/22/98 5:32p Andsager
584 * Make big ship explosion sounds play all the way through. remove
585 * cur_snd from ship struct.
587 * 900 5/21/98 7:11p Sandeep
588 * Increased the buffer size a bit during parse ships.tbl to account for
589 * slightly lengthy descriptions
591 * 899 5/21/98 3:31p Allender
592 * fix bug where Ship_obj_list was getting overwritten by the exited ships
595 * 898 5/21/98 1:44p Lawrance
596 * add ship_obj list validation
598 * 897 5/21/98 11:33a Lawrance
599 * Check aspect_locked_time when determining if another ship is seeking
602 * 896 5/19/98 8:42p Andsager
603 * Add cur_snd (used for sound management of big ship explosions)
605 * 895 5/18/98 2:50p Peter
606 * AL: Check to make sure we don't overflow support_ships[] array in
607 * ship_find_repair_ship
609 * 894 5/15/98 11:11p Mike
610 * Make game a bit easier based on skill level, mainly at Easy and, to a
611 * lesser extent, Medium.
613 * 893 5/15/98 6:45p Hoffoss
614 * Made some things not appear in the release version of Fred.
616 * 892 5/15/98 5:37p Hoffoss
617 * Added new 'tech description' fields to ship and weapon tables, and
618 * added usage of it in tech room.
620 * 891 5/15/98 12:07p Allender
621 * make messaging come from proper ships when in team vs. team games.
623 * 890 5/14/98 9:38p Andsager
624 * Fixed bug in dying_undock_physics when both ships have ovelapping dying
627 * 889 5/13/98 6:54p Dave
628 * More sophistication to PXO interface. Changed respawn checking so
629 * there's no window for desynchronization between the server and the
632 * 888 5/12/98 10:54p Andsager
633 * Add new sound manager for big ship sub-explosion sounds
635 * 887 5/12/98 2:34p Adam
636 * re-instated the old nicer particle ANI's for ship explosions.
638 * 886 5/12/98 9:15a Andsager
639 * Clean up big ship sub-explosion sound. Make single instance of sounds.
640 * Choose random sounds. Add timestamp to post split sounds. Make
641 * explosion flash depend on wheth ship was visible if within ~1.5 radii.
643 * 885 5/11/98 4:33p Allender
644 * fixed ingame join problems -- started to work on new object updating
645 * code (currently ifdef'ed out)
647 * 884 5/11/98 4:05p Lawrance
648 * Increase sanity timestamp for next_fire_time to 60 seconds
650 * 883 5/10/98 11:30p Mike
651 * Better firing of bombs, less likely to go into strafe mode.
653 * 882 5/09/98 4:52p Lawrance
654 * Implement padlock view (up/rear/left/right)
656 * 881 5/08/98 5:31p Hoffoss
657 * Isolated the joystick force feedback code more from dependence on other
660 * 880 5/08/98 4:39p Mike
661 * Comment out two Asserts that trap a condition that is actually legal.
680 #include "floating.h"
683 #include "fireballs.h"
688 #include "missionlog.h"
689 #include "missionparse.h"
695 #include "freespace.h"
698 #include "linklist.h"
700 #include "hudtarget.h"
701 #include "hudshield.h"
703 #include "multiutil.h"
704 #include "multimsgs.h"
707 #include "eventmusic.h"
710 #include "gamesequence.h"
711 #include "objectsnd.h"
712 #include "cmeasure.h"
713 #include "animplay.h"
714 #include "controlsconfig.h"
715 #include "afterburner.h"
716 #include "shockwave.h"
717 #include "hudsquadmsg.h"
720 #include "subsysdamage.h"
721 #include "missionmessage.h"
722 #include "lighting.h"
723 #include "particle.h"
725 #include "asteroid.h"
726 #include "hudtargetbox.h"
727 #include "multi_respawn.h"
728 #include "hudartillery.h"
729 #include "hudwingmanstatus.h"
730 #include "jumpnode.h"
731 #include "redalert.h"
732 #include "corkscrew.h"
734 #include "localize.h"
736 #include "shipcontrails.h"
737 #include "alphacolors.h"
740 #include "staticrand.h"
741 #include "missionshipchoice.h"
743 #if defined(FS2_DEMO) || defined(FS1_DEMO)
744 #define MAX_SHIP_SUBOBJECTS 360
746 #define MAX_SHIP_SUBOBJECTS 700 // Reduced from 1000 to 400 by MK on 4/1/98.
747 // Highest I saw was 164 in sm2-03a which Sandeep says has a lot of ships.
748 // JAS: sm3-01 needs 460. You cannot know this number until *all* ships
749 // have warped in. So I put code in the paging code which knows all ships
750 // that will warp in.
753 //#define MIN_COLLISION_MOVE_DIST 5.0
754 //#define COLLISION_VEL_CONST 0.1
755 #define COLLISION_FRICTION_FACTOR 0.0 // ratio of maximum friction impulse to repulsion impulse
756 #define COLLISION_ROTATION_FACTOR 1.0 // increase in rotation from collision
758 int Ai_render_debug_flag=0;
760 int Ship_sphere_check = 0;
761 int Ship_auto_repair = 1; // flag to indicate auto-repair of subsystem should occur
762 extern void render_path_points(object *objp);
765 // mwa -- removed 11/24/97 int num_ships = 0;
767 int Num_reinforcements = 0;
768 ship Ships[MAX_SHIPS];
770 wing Wings[MAX_WINGS];
771 int Starting_wings[MAX_PLAYER_WINGS]; // wings player starts a mission with (-1 = none)
772 int ships_inited = 0;
774 engine_wash_info Engine_wash_info[MAX_ENGINE_WASH_TYPES];
775 char get_engine_wash_index(char *engine_wash_name);
777 // information for ships which have exited the game
778 exited_ship Ships_exited[MAX_EXITED_SHIPS];
779 int Num_exited_ships;
781 int Num_engine_wash_types;
783 int Num_ship_subobj_types;
784 int Num_ship_subobjects;
785 int Player_ship_class; // needs to be player specific, move to player structure
787 #define SHIP_OBJ_USED (1<<0) // flag used in ship_obj struct
788 #define MAX_SHIP_OBJS MAX_SHIPS // max number of ships tracked in ship list
789 ship_obj Ship_objs[MAX_SHIP_OBJS]; // array used to store ship object indexes
790 ship_obj Ship_obj_list; // head of linked list of ship_obj structs
792 ship_info Ship_info[MAX_SHIP_TYPES];
793 ship_subsys Ship_subsystems[MAX_SHIP_SUBOBJECTS];
794 ship_subsys ship_subsys_free_list;
795 reinforcements Reinforcements[MAX_REINFORCEMENTS];
797 int Num_player_ship_precedence; // Number of ship types in Player_ship_precedence
798 int Player_ship_precedence[MAX_PLAYER_SHIP_CHOICES]; // Array of ship types, precedence list for player ship/wing selection
800 static int Laser_energy_out_snd_timer; // timer so we play out of laser sound effect periodically
801 static int Missile_out_snd_timer; // timer so we play out of laser sound effect periodically
803 // structure used to hold ship counts of particular types. The order in which these appear is crucial
804 // since the goal code relies on this placement to find the array index in the Ship_counts array
805 char *Ship_type_names[MAX_SHIP_TYPE_COUNTS] = {
830 int Ship_type_flags[MAX_SHIP_TYPE_COUNTS] = {
833 SIF_FIGHTER | SIF_BOMBER,
853 ship_counts Ship_counts[MAX_SHIP_TYPE_COUNTS];
855 // I don't want to do an AI cargo check every frame, so I made a global timer to limit check to
856 // every SHIP_CARGO_CHECK_INTERVAL ms. Didn't want to make a timer in each ship struct. Ensure
857 // inited to 1 at mission start.
858 static int Ship_cargo_check_timer;
860 // a global definition of the IFF colors
861 color IFF_colors[MAX_IFF_COLORS][2]; // AL 1-2-97: Create two IFF colors, regular and bright
863 void ship_iff_init_colors()
866 int iff_bright_delta=4;
869 for ( i=0; i<2; i++ ) {
872 alpha = (HUD_COLOR_ALPHA_MAX - iff_bright_delta) * 16;
874 alpha = HUD_COLOR_ALPHA_MAX * 16;
876 gr_init_alphacolor( &IFF_colors[IFF_COLOR_HOSTILE][i], 0xff, 0x00, 0x00, alpha, AC_TYPE_HUD);
877 gr_init_alphacolor( &IFF_colors[IFF_COLOR_FRIENDLY][i], 0x00, 0xff, 0x00, alpha, AC_TYPE_HUD);
878 gr_init_alphacolor( &IFF_colors[IFF_COLOR_NEUTRAL][i], 0xff, 0x00, 0x00, alpha, AC_TYPE_HUD);
879 gr_init_alphacolor( &IFF_colors[IFF_COLOR_UNKNOWN][i], 0xff, 0x00, 0xff, alpha, AC_TYPE_HUD);
880 gr_init_alphacolor( &IFF_colors[IFF_COLOR_SELECTION][i], 0xff, 0xff, 0xff, alpha, AC_TYPE_HUD);
881 gr_init_alphacolor( &IFF_colors[IFF_COLOR_MESSAGE][i], 0x7f, 0x7f, 0x7f, alpha, AC_TYPE_HUD);
882 gr_init_alphacolor( &IFF_colors[IFF_COLOR_TAGGED][i], 0xff, 0xff, 0x00, alpha, AC_TYPE_HUD);
886 // set the ship_obj struct fields to default values
887 void ship_obj_list_reset_slot(int index)
889 Ship_objs[index].flags = 0;
890 Ship_objs[index].next = NULL;
891 Ship_objs[index].prev = (ship_obj*)-1;
894 // if the given ship is in alpha/beta/gamma/zeta wings
895 int ship_in_abgz(ship *shipp)
897 if(!strcmp(shipp->ship_name, "Alpha 1")) return 1;
898 if(!strcmp(shipp->ship_name, "Alpha 2")) return 1;
899 if(!strcmp(shipp->ship_name, "Alpha 3")) return 1;
900 if(!strcmp(shipp->ship_name, "Alpha 4")) return 1;
902 if(!strcmp(shipp->ship_name, "Beta 1")) return 1;
903 if(!strcmp(shipp->ship_name, "Beta 2")) return 1;
904 if(!strcmp(shipp->ship_name, "Beta 3")) return 1;
905 if(!strcmp(shipp->ship_name, "Beta 4")) return 1;
907 if(!strcmp(shipp->ship_name, "Gamma 1")) return 1;
908 if(!strcmp(shipp->ship_name, "Gamma 2")) return 1;
909 if(!strcmp(shipp->ship_name, "Gamma 3")) return 1;
910 if(!strcmp(shipp->ship_name, "Gamma 4")) return 1;
912 if(!strcmp(shipp->ship_name, "Zeta 1")) return 1;
913 if(!strcmp(shipp->ship_name, "Zeta 2")) return 1;
914 if(!strcmp(shipp->ship_name, "Zeta 3")) return 1;
915 if(!strcmp(shipp->ship_name, "Zeta 4")) return 1;
921 // ---------------------------------------------------
922 // ship_obj_list_init()
924 void ship_obj_list_init()
928 list_init(&Ship_obj_list);
929 for ( i = 0; i < MAX_SHIP_OBJS; i++ ) {
930 ship_obj_list_reset_slot(i);
934 // ---------------------------------------------------
935 // ship_obj_list_add()
937 // Function to add a node to the Ship_obj_list. Only
938 // called from ship_create()
939 int ship_obj_list_add(int objnum)
943 for ( i = 0; i < MAX_SHIP_OBJS; i++ ) {
944 if ( !(Ship_objs[i].flags & SHIP_OBJ_USED) )
947 if ( i == MAX_SHIP_OBJS ) {
948 Error(LOCATION, "Fatal Error: Ran out of ship object nodes\n");
952 Ship_objs[i].flags = 0;
953 Ship_objs[i].objnum = objnum;
954 list_append(&Ship_obj_list, &Ship_objs[i]);
955 Ship_objs[i].flags |= SHIP_OBJ_USED;
960 // ---------------------------------------------------
961 // ship_obj_list_remove()
963 // Function to remove a node from the Ship_obj_list. Only
964 // called from ship_delete()
965 void ship_obj_list_remove(int index)
967 Assert(index >= 0 && index < MAX_SHIP_OBJS);
968 list_remove(&Ship_obj_list, &Ship_objs[index]);
969 ship_obj_list_reset_slot(index);
972 // ---------------------------------------------------
973 // ship_obj_list_rebuild()
975 // Called from the save/restore code to re-create the Ship_obj_list
977 void ship_obj_list_rebuild()
981 ship_obj_list_init();
983 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
984 if ( objp->type == OBJ_SHIP ) {
985 Ships[objp->instance].ship_list_index = ship_obj_list_add(OBJ_INDEX(objp));
990 ship_obj *get_ship_obj_ptr_from_index(int index)
992 Assert(index >= 0 && index < MAX_SHIP_OBJS);
993 return &Ship_objs[index];
997 // return number of ships in the game.
998 int ship_get_num_ships()
1004 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) )
1010 // parse an engine wash info record
1011 void parse_engine_wash()
1013 engine_wash_info *ewp;
1014 ewp = &Engine_wash_info[Num_engine_wash_types];
1016 // name of engine wash info
1017 required_string("$Name:");
1018 stuff_string(ewp->name, F_NAME, NULL);
1020 // half angle of cone of wash from thruster
1021 required_string("$Angle:");
1022 stuff_float(&ewp->angle);
1023 ewp->angle *= (PI / 180.0f);
1025 // radius multiplier for hemisphere around thruster pt
1026 required_string("$Radius Mult:");
1027 stuff_float(&ewp->radius_mult);
1030 required_string("$Length:");
1031 stuff_float(&ewp->length);
1033 // intensity inside hemisphere (or at 0 distance from frustated cone)
1034 required_string("$Intensity:");
1035 stuff_float(&ewp->intensity);
1039 #define SHIP_MULTITEXT_LENGTH 1500
1040 // function to parse the information for a specific ship type.
1043 char buf[SHIP_MULTITEXT_LENGTH + 1];
1046 float hull_percentage_of_hits = 100.0f;
1047 int n_subsystems = 0;
1048 model_subsystem subsystems[MAX_MODEL_SUBSYSTEMS]; // see model.h for max_model_subsystems
1049 for (int idx=0; idx<MAX_MODEL_SUBSYSTEMS; idx++) {
1050 subsystems[idx].stepped_rotation = NULL;
1051 subsystems[idx].ai_rotation = NULL;
1053 int i, num_allowed, rtn = 0;
1054 int allowed_weapons[MAX_WEAPON_TYPES];
1056 sip = &Ship_info[Num_ship_types];
1059 // These should be specified in ships.tbl eventually!
1062 required_string("$Name:");
1063 stuff_string(sip->name, F_NAME, NULL);
1065 // AL 28-3-98: If this is a demo build, we only want to parse weapons that are preceded with
1067 #ifdef DEMO // not needed FS2_DEMO (using separate table file)
1068 if ( sip->name[0] != '@' ) {
1069 // advance to next weapon, and return -1
1070 if ( skip_to_start_of_strings("$Name:", "#End") != 1 ) {
1078 if (strchr(sip->name, '#') && Fred_running)
1082 if ( sip->name[0] == '@' ) {
1083 char old_name[NAME_LENGTH];
1084 strcpy(old_name, sip->name);
1085 strcpy(sip->name, old_name+1);
1088 diag_printf ("Ship name -- %s\n", sip->name);
1089 if ( ship_info_lookup( sip->name ) != -1 ){
1090 Error(LOCATION, "Error: Ship name %s already exists in ships.tbl. All ship class names must be unique.", sip->name);
1093 required_string("$Short name:");
1094 stuff_string(sip->short_name, F_NAME, NULL);
1095 diag_printf ("Ship short name -- %s\n", sip->short_name);
1097 find_and_stuff("$Species:", &sip->species, F_NAME, Species_names, MAX_SPECIES_NAMES, "species names");
1098 diag_printf ("Ship species -- %s\n", Species_names[sip->species]);
1100 sip->type_str = sip->maneuverability_str = sip->armor_str = sip->manufacturer_str = NULL;
1101 if (optional_string("+Type:")) {
1102 stuff_string(buf, F_MESSAGE, NULL);
1103 sip->type_str = strdup(buf);
1106 if (optional_string("+Maneuverability:")) {
1107 stuff_string(buf, F_MESSAGE, NULL);
1108 sip->maneuverability_str = strdup(buf);
1111 if (optional_string("+Armor:")) {
1112 stuff_string(buf, F_MESSAGE, NULL);
1113 sip->armor_str = strdup(buf);
1116 if (optional_string("+Manufacturer:")) {
1117 stuff_string(buf, F_MESSAGE, NULL);
1118 sip->manufacturer_str = strdup(buf);
1122 if (optional_string("+Description:")) {
1123 stuff_string(buf, F_MULTITEXT, NULL);
1124 sip->desc = strdup(buf);
1127 sip->tech_desc = NULL;
1128 if (optional_string("+Tech Description:")) {
1129 stuff_string(buf, F_MULTITEXT, NULL, SHIP_MULTITEXT_LENGTH);
1130 sip->tech_desc = strdup(buf);
1133 // Code added here by SS to parse the optional strings for length, gun_mounts, missile_banks
1135 sip->ship_length = NULL;
1136 if (optional_string("+Length:")) {
1137 stuff_string(buf, F_MESSAGE, NULL);
1138 sip->ship_length = strdup(buf);
1141 sip->gun_mounts = NULL;
1142 if (optional_string("+Gun Mounts:")) {
1143 stuff_string(buf, F_MESSAGE, NULL);
1144 sip->gun_mounts = strdup(buf);
1147 sip->missile_banks = NULL;
1148 if (optional_string("+Missile Banks:")) {
1149 stuff_string(buf, F_MESSAGE, NULL);
1150 sip->missile_banks = strdup(buf);
1156 sip->num_detail_levels = 0;
1158 required_string( "$POF file:" );
1159 stuff_string( sip->pof_file, F_NAME, NULL );
1161 // optional hud targeting model
1162 strcpy(sip->pof_file_hud, "");
1163 if(optional_string( "$POF target file:")){
1164 stuff_string(sip->pof_file_hud, F_NAME, NULL);
1167 required_string("$Detail distance:");
1168 sip->num_detail_levels = stuff_int_list(sip->detail_distance, MAX_SHIP_DETAIL_LEVELS, RAW_INTEGER_TYPE);
1170 // check for optional pixel colors
1171 sip->num_nondark_colors = 0;
1172 while(optional_string("$ND:")){
1178 if(sip->num_nondark_colors < MAX_NONDARK_COLORS){
1179 sip->nondark_colors[sip->num_nondark_colors][0] = nr;
1180 sip->nondark_colors[sip->num_nondark_colors][1] = ng;
1181 sip->nondark_colors[sip->num_nondark_colors++][2] = nb;
1185 required_string("$Show damage:");
1187 stuff_boolean(&bogus_bool);
1189 required_string("$Density:");
1190 stuff_float( &(sip->density) );
1191 diag_printf ("Ship density -- %7.3f\n", sip->density);
1193 required_string("$Damp:");
1194 stuff_float( &(sip->damp) );
1195 diag_printf ("Ship damp -- %7.3f\n", sip->damp);
1197 required_string("$Rotdamp:");
1198 stuff_float( &(sip->rotdamp) );
1199 diag_printf ("Ship rotdamp -- %7.3f\n", sip->rotdamp);
1201 required_string("$Max Velocity:");
1202 stuff_vector(&sip->max_vel);
1204 // calculate the max speed from max_velocity
1205 sip->max_speed = vm_vec_mag(&sip->max_vel);
1207 required_string("$Rotation Time:");
1208 stuff_vector(&sip->rotation_time);
1210 sip->srotation_time = (sip->rotation_time.xyz.x + sip->rotation_time.xyz.y)/2.0f;
1212 sip->max_rotvel.xyz.x = (2 * PI) / sip->rotation_time.xyz.x;
1213 sip->max_rotvel.xyz.y = (2 * PI) / sip->rotation_time.xyz.y;
1214 sip->max_rotvel.xyz.z = (2 * PI) / sip->rotation_time.xyz.z;
1216 // get the backwards velocity;
1217 required_string("$Rear Velocity:");
1218 stuff_float(&sip->max_rear_vel);
1220 // get the accelerations
1221 required_string("$Forward accel:");
1222 stuff_float(&sip->forward_accel );
1224 required_string("$Forward decel:");
1225 stuff_float(&sip->forward_decel );
1227 required_string("$Slide accel:");
1228 stuff_float(&sip->slide_accel );
1230 required_string("$Slide decel:");
1231 stuff_float(&sip->slide_decel );
1233 // get ship explosion info
1234 required_string("$Expl inner rad:");
1235 stuff_float(&sip->inner_rad);
1237 required_string("$Expl outer rad:");
1238 stuff_float(&sip->outer_rad);
1240 required_string("$Expl damage:");
1241 stuff_float(&sip->damage);
1243 required_string("$Expl blast:");
1244 stuff_float(&sip->blast);
1246 required_string("$Expl Propagates:");
1247 stuff_boolean(&sip->explosion_propagates);
1249 required_string("$Shockwave Speed:");
1250 stuff_float( &sip->shockwave_speed );
1252 sip->shockwave_count = 1;
1253 if(optional_string("$Shockwave Count:")){
1254 stuff_int(&sip->shockwave_count);
1257 for ( i = 0; i < MAX_WEAPON_TYPES; i++ ){
1258 sip->allowed_weapons[i] = 0;
1261 // Set the weapons filter used in weapons loadout (for primary weapons)
1262 if (optional_string("$Allowed PBanks:")) {
1263 num_allowed = stuff_int_list(allowed_weapons, MAX_WEAPON_TYPES, WEAPON_LIST_TYPE);
1265 // actually say which weapons are allowed
1266 for ( i = 0; i < num_allowed; i++ ) {
1267 if ( allowed_weapons[i] >= 0 ) { // MK, Bug fix, 9/6/99. Used to be "allowed_weapons" not "allowed_weapons[i]".
1268 sip->allowed_weapons[allowed_weapons[i]] |= 1;
1273 // Set the weapons filter used in weapons loadout (for primary weapons)
1274 if (optional_string("$Allowed Dogfight PBanks:")) {
1275 num_allowed = stuff_int_list(allowed_weapons, MAX_WEAPON_TYPES, WEAPON_LIST_TYPE);
1277 // actually say which weapons are allowed
1278 for ( i = 0; i < num_allowed; i++ ) {
1279 if ( allowed_weapons[i] >= 0 ) {
1280 sip->allowed_weapons[allowed_weapons[i]] |= 2;
1285 // Get default primary bank weapons
1286 for ( i = 0; i < MAX_PRIMARY_BANKS; i++ ){
1287 sip->primary_bank_weapons[i] = -1;
1289 required_string("$Default PBanks:");
1290 sip->num_primary_banks = stuff_int_list(sip->primary_bank_weapons, MAX_PRIMARY_BANKS, WEAPON_LIST_TYPE);
1293 for ( i = 0; i < sip->num_primary_banks; i++ ) {
1294 Assert(sip->primary_bank_weapons[i] >= 0);
1297 // Set the weapons filter used in weapons loadout (for secondary weapons)
1298 if (optional_string("$Allowed SBanks:")) {
1299 num_allowed = stuff_int_list(allowed_weapons, MAX_WEAPON_TYPES, WEAPON_LIST_TYPE);
1301 // actually say which weapons are allowed
1302 for ( i = 0; i < num_allowed; i++ ) {
1303 if ( allowed_weapons[i] >= 0 ) {
1304 sip->allowed_weapons[allowed_weapons[i]] |= 1;
1309 // Set the weapons filter used in weapons loadout (for secondary weapons)
1310 if (optional_string("$Allowed Dogfight SBanks:")) {
1311 num_allowed = stuff_int_list(allowed_weapons, MAX_WEAPON_TYPES, WEAPON_LIST_TYPE);
1313 // actually say which weapons are allowed
1314 for ( i = 0; i < num_allowed; i++ ) {
1315 if ( allowed_weapons[i] >= 0 ) {
1316 sip->allowed_weapons[allowed_weapons[i]] |= 2;
1321 // Get default secondary bank weapons
1322 for ( i = 0; i < MAX_SECONDARY_BANKS; i++ ){
1323 sip->secondary_bank_weapons[i] = -1;
1325 required_string("$Default SBanks:");
1326 sip->num_secondary_banks = stuff_int_list(sip->secondary_bank_weapons, MAX_SECONDARY_BANKS, WEAPON_LIST_TYPE);
1329 for ( i = 0; i < sip->num_secondary_banks; i++ ) {
1330 Assert(sip->secondary_bank_weapons[i] >= 0);
1333 // Get the capacity of each secondary bank
1334 required_string("$Sbank Capacity:");
1336 capacity_count = stuff_int_list(sip->secondary_bank_ammo_capacity, MAX_SECONDARY_BANKS, RAW_INTEGER_TYPE);
1337 if ( capacity_count != sip->num_secondary_banks ) {
1338 Warning(LOCATION, "Secondary bank capacities have not been specified for ship class %s... fix this!!", sip->name);
1341 required_string("$Shields:");
1342 stuff_float(&sip->shields);
1344 // optional shield color
1345 sip->shield_color[0] = 255;
1346 sip->shield_color[1] = 255;
1347 sip->shield_color[2] = 255;
1348 if(optional_string("$Shield Color:")){
1349 stuff_byte(&sip->shield_color[0]);
1350 stuff_byte(&sip->shield_color[1]);
1351 stuff_byte(&sip->shield_color[2]);
1354 // The next three fields are used for the ETS
1355 required_string("$Power Output:");
1356 stuff_float(&sip->power_output);
1358 required_string("$Max Oclk Speed:");
1359 stuff_float(&sip->max_overclocked_speed);
1361 required_string("$Max Weapon Eng:");
1362 stuff_float(&sip->max_weapon_reserve);
1364 required_string("$Hitpoints:");
1365 stuff_float(&sip->initial_hull_strength);
1367 required_string("$Flags:");
1368 char ship_strings[MAX_SHIP_FLAGS][NAME_LENGTH];
1369 int num_strings = stuff_string_list(ship_strings, MAX_SHIP_FLAGS);
1370 sip->flags = SIF_DEFAULT_VALUE;
1371 for ( i=0; i<num_strings; i++ ) {
1372 if (!stricmp(NOX("no_collide"), ship_strings[i]))
1373 sip->flags &= ~SIF_DO_COLLISION_CHECK;
1374 else if (!stricmp(NOX("player_ship"), ship_strings[i]))
1375 sip->flags |= SIF_PLAYER_SHIP;
1376 else if (!stricmp(NOX("default_player_ship"), ship_strings[i]))
1377 sip->flags |= SIF_DEFAULT_PLAYER_SHIP;
1378 else if ( !stricmp(NOX("repair_rearm"), ship_strings[i]))
1379 sip->flags |= SIF_SUPPORT;
1380 else if ( !stricmp(NOX("cargo"), ship_strings[i]))
1381 sip->flags |= SIF_CARGO;
1382 else if ( !stricmp( NOX("fighter"), ship_strings[i]))
1383 sip->flags |= SIF_FIGHTER;
1384 else if ( !stricmp( NOX("bomber"), ship_strings[i]))
1385 sip->flags |= SIF_BOMBER;
1386 else if ( !stricmp( NOX("transport"), ship_strings[i]))
1387 sip->flags |= SIF_TRANSPORT;
1388 else if ( !stricmp( NOX("freighter"), ship_strings[i]))
1389 sip->flags |= SIF_FREIGHTER;
1390 else if ( !stricmp( NOX("capital"), ship_strings[i]))
1391 sip->flags |= SIF_CAPITAL;
1392 else if (!stricmp( NOX("supercap"), ship_strings[i]))
1393 sip->flags |= SIF_SUPERCAP;
1394 else if (!stricmp( NOX("drydock"), ship_strings[i]))
1395 sip->flags |= SIF_DRYDOCK;
1396 else if ( !stricmp( NOX("cruiser"), ship_strings[i]))
1397 sip->flags |= SIF_CRUISER;
1398 else if ( !stricmp( NOX("navbuoy"), ship_strings[i]))
1399 sip->flags |= SIF_NAVBUOY;
1400 else if ( !stricmp( NOX("sentrygun"), ship_strings[i]))
1401 sip->flags |= SIF_SENTRYGUN;
1402 else if ( !stricmp( NOX("escapepod"), ship_strings[i]))
1403 sip->flags |= SIF_ESCAPEPOD;
1404 else if ( !stricmp( NOX("no type"), ship_strings[i]))
1405 sip->flags |= SIF_NO_SHIP_TYPE;
1406 else if ( !stricmp( NOX("ship copy"), ship_strings[i]))
1407 sip->flags |= SIF_SHIP_COPY;
1408 else if ( !stricmp( NOX("in tech database"), ship_strings[i]))
1409 sip->flags |= SIF_IN_TECH_DATABASE | SIF_IN_TECH_DATABASE_M;
1410 else if ( !stricmp( NOX("in tech database multi"), ship_strings[i]))
1411 sip->flags |= SIF_IN_TECH_DATABASE_M;
1412 else if ( !stricmp( NOX("dont collide invisible"), ship_strings[i]))
1413 sip->flags |= SIF_DONT_COLLIDE_INVIS;
1414 else if ( !stricmp( NOX("big damage"), ship_strings[i]))
1415 sip->flags |= SIF_BIG_DAMAGE;
1416 else if ( !stricmp( NOX("corvette"), ship_strings[i]))
1417 sip->flags |= SIF_CORVETTE;
1418 else if ( !stricmp( NOX("gas miner"), ship_strings[i]))
1419 sip->flags |= SIF_GAS_MINER;
1420 else if ( !stricmp( NOX("awacs"), ship_strings[i]))
1421 sip->flags |= SIF_AWACS;
1422 else if ( !stricmp( NOX("knossos"), ship_strings[i]))
1423 sip->flags |= SIF_KNOSSOS_DEVICE;
1424 else if ( !stricmp( NOX("no_fred"), ship_strings[i]))
1425 sip->flags |= SIF_NO_FRED;
1427 Warning(LOCATION, "Bogus string in ship flags: %s\n", ship_strings[i]);
1430 find_and_stuff("$AI Class:", &sip->ai_class, F_NAME, Ai_class_names, Num_ai_classes, "AI class names");
1432 // Get Afterburner information
1433 // Be aware that if $Afterburner is not 1, the other Afterburner fields are not read in
1434 required_string("$Afterburner:");
1435 int has_afterburner;
1436 stuff_boolean(&has_afterburner);
1437 if ( has_afterburner == 1 ) {
1438 sip->flags |= SIF_AFTERBURNER;
1440 required_string("+Aburn Max Vel:");
1441 stuff_vector(&sip->afterburner_max_vel);
1443 required_string("+Aburn For accel:");
1444 stuff_float(&sip->afterburner_forward_accel);
1446 required_string("+Aburn Fuel:");
1447 stuff_float(&sip->afterburner_fuel_capacity);
1449 required_string("+Aburn Burn Rate:");
1450 stuff_float(&sip->afterburner_burn_rate);
1453 required_string("+Aburn Rec Rate:");
1454 stuff_float(&sip->afterburner_recover_rate);
1456 sip->afterburner_max_vel.xyz.x = 0.0f;
1457 sip->afterburner_max_vel.xyz.y = 0.0f;
1458 sip->afterburner_max_vel.xyz.z = 0.0f;
1461 required_string("$Countermeasures:");
1462 stuff_int(&sip->cmeasure_max);
1464 required_string("$Scan time:");
1465 stuff_int(&sip->scan_time);
1467 required_string("$EngineSnd:");
1468 stuff_int(&sip->engine_snd);
1470 required_string("$Closeup_pos:");
1471 stuff_vector(&sip->closeup_pos);
1473 required_string("$Closeup_zoom:");
1474 stuff_float(&sip->closeup_zoom);
1476 sip->shield_icon_index = 255; // stored as ubyte
1477 if (optional_string("$Shield_icon:")) {
1478 char tmpbuf[NAME_LENGTH];
1479 stuff_string(tmpbuf, F_NAME, NULL);
1480 hud_shield_assign_info(sip, tmpbuf);
1483 // read in filename for icon that is used in ship selection
1484 sip->icon_filename[0] = 0;
1485 if ( optional_string("$Ship_icon:") ) {
1486 stuff_string(sip->icon_filename, F_NAME, NULL);
1489 // read in filename for animation that is used in ship selection
1490 sip->anim_filename[0] = 0;
1491 if ( optional_string("$Ship_anim:") ) {
1492 stuff_string(sip->anim_filename, F_NAME, NULL);
1495 // read in filename for animation that is used in ship selection
1496 sip->overhead_filename[0] = 0;
1497 if ( optional_string("$Ship_overhead:") ) {
1498 stuff_string(sip->overhead_filename, F_NAME, NULL);
1502 if ( optional_string("$Score:") ){
1503 stuff_int( &sip->score );
1506 // if the ship is a stealth ship
1507 if ( optional_string("$Stealth:") ){
1508 sip->flags |= SIF_STEALTH;
1512 // parse contrail info
1513 char trail_name[MAX_FILENAME_LEN] = "";
1515 memset(&sip->ct_info, 0, sizeof(trail_info) * MAX_SHIP_CONTRAILS);
1517 while(optional_string("$Trail:")){
1518 // this means you've reached the max # of contrails for a ship
1519 Assert(sip->ct_count <= MAX_SHIP_CONTRAILS);
1521 ci = &sip->ct_info[sip->ct_count++];
1523 required_string("+Offset:");
1524 stuff_vector(&ci->pt);
1526 required_string("+Start Width:");
1527 stuff_float(&ci->w_start);
1529 required_string("+End Width:");
1530 stuff_float(&ci->w_end);
1532 required_string("+Start Alpha:");
1533 stuff_float(&ci->a_start);
1535 required_string("+End Alpha:");
1536 stuff_float(&ci->a_end);
1538 required_string("+Max Life:");
1539 stuff_float(&ci->max_life);
1541 required_string("+Spew Time:");
1542 stuff_int(&ci->stamp);
1544 required_string("+Bitmap:");
1545 stuff_string(trail_name, F_NAME, NULL);
1546 ci->bitmap = bm_load(trail_name);
1551 int r = required_string_3("#End", "$Subsystem:", "$Name" );
1559 float percentage_of_hits;
1560 model_subsystem *sp; // to append on the ships list of subsystems
1562 Assert ( n_subsystems < MAX_MODEL_SUBSYSTEMS );
1563 sp = &subsystems[n_subsystems++]; // subsystems a local -- when done, we will malloc and copy
1564 required_string("$Subsystem:");
1565 stuff_string(sp->subobj_name, F_NAME, ",");
1567 stuff_float(&percentage_of_hits);
1568 stuff_float(&turning_rate);
1569 hull_percentage_of_hits -= percentage_of_hits;
1570 sp->max_hits = sip->initial_hull_strength * (percentage_of_hits / 100.0f);
1571 sp->type = SUBSYSTEM_UNKNOWN;
1572 // specified as how long to turn 360 degrees in ships.tbl
1573 if ( turning_rate > 0.0f ){
1574 sp->turret_turning_rate = PI2 / turning_rate;
1576 sp->turret_turning_rate = 0.0f;
1579 for (i=0; i<MAX_PRIMARY_BANKS; i++)
1580 sp->primary_banks[i] = -1;
1581 for (i=0; i<MAX_SECONDARY_BANKS; i++) {
1582 sp->secondary_banks[i] = -1;
1583 sp->secondary_bank_capacity[i] = 0;
1586 // Get default primary bank weapons
1587 if (optional_string("$Default PBanks:")){
1588 stuff_int_list(sp->primary_banks, MAX_PRIMARY_BANKS, WEAPON_LIST_TYPE);
1591 // Get default secondary bank weapons
1592 if (optional_string("$Default SBanks:")){
1593 stuff_int_list(sp->secondary_banks, MAX_SECONDARY_BANKS, WEAPON_LIST_TYPE);
1596 // Get the capacity of each secondary bank
1597 if (optional_string("$Sbank Capacity:")){
1598 stuff_int_list(sp->secondary_bank_capacity, MAX_SECONDARY_BANKS, RAW_INTEGER_TYPE);
1601 // Get optional engine wake info
1602 if (optional_string("$Engine Wash:")) {
1603 char engine_wash_name[32];
1604 stuff_string(engine_wash_name, F_NAME, NULL);
1605 // get and set index
1606 sp->engine_wash_index = get_engine_wash_index(engine_wash_name);
1608 sp->engine_wash_index = -1;
1611 // Get any AWACS info
1612 sp->awacs_intensity = 0.0f;
1613 if(optional_string("$AWACS:")){
1614 stuff_float(&sp->awacs_intensity);
1615 stuff_float(&sp->awacs_radius);
1616 sip->flags |= SIF_HAS_AWACS;
1619 sp->turret_weapon_type = sp->primary_banks[0]; // temporary, will be obsolete later.
1620 if ( sp->turret_weapon_type < 0 ) {
1621 sp->turret_weapon_type = sp->secondary_banks[0];
1623 sp->model_num = -1; // init value for later sanity checking!!
1630 Int3(); // Impossible return value from required_string_3.
1633 Assert( hull_percentage_of_hits > 0.0f ); // must be > 0
1635 // when done reading subsystems, malloc and copy the subsystem data to the ship info structure
1636 sip->n_subsystems = n_subsystems;
1637 if ( n_subsystems > 0 ) {
1638 sip->subsystems = (model_subsystem *)malloc(sizeof(model_subsystem) * n_subsystems );
1639 Assert( sip->subsystems != NULL );
1642 sip->subsystems = NULL;
1645 for ( i = 0; i < n_subsystems; i++ ){
1646 sip->subsystems[i] = subsystems[i];
1649 // if we have a ship copy, then check to be sure that our base ship exists
1650 if ( sip->flags & SIF_SHIP_COPY ) {
1653 index = ship_info_base_lookup( Num_ship_types ); // Num_ship_types is our current entry into the array
1654 if ( index == -1 ) {
1655 char *p, name[NAME_LENGTH];;
1657 strcpy( name, sip->name );
1658 p = strchr(name, '#');
1661 Error(LOCATION, "Ship %s is a copy, but base ship %s couldn't be found.", sip->name, name);
1668 char get_engine_wash_index(char *engine_wash_name)
1672 for (i=0; i<Num_engine_wash_types; i++) {
1673 if ( 0 == stricmp(engine_wash_name, Engine_wash_info[i].name) ) {
1678 // not found, so return -1
1682 void parse_shiptbl()
1684 // open localization
1687 read_file_text("ships.tbl");
1691 // parse default ship
1692 required_string("#Default Player Ship");
1693 required_string("$Name:");
1694 stuff_string(default_player_ship, F_NAME, NULL, 254);
1695 required_string("#End");
1699 Num_engine_wash_types = 0;
1704 required_string("#Engine Wash Info");
1705 while (required_string_either("#End", "$Name:")) {
1706 Assert( Num_engine_wash_types < MAX_ENGINE_WASH_TYPES );
1708 parse_engine_wash();
1709 Num_engine_wash_types++;
1712 required_string("#End");
1714 required_string("#Ship Classes");
1716 while (required_string_either("#End","$Name:")) {
1717 Assert( Num_ship_types < MAX_SHIP_TYPES );
1719 if ( parse_ship() ) {
1726 required_string("#End");
1728 // Read in a list of ship_info indicies that are an ordering of the player ship precedence.
1729 // This list is used to select an alternate ship when a particular ship is not available
1730 // during ship selection.
1731 required_string("$Player Ship Precedence:");
1732 Num_player_ship_precedence = stuff_int_list(Player_ship_precedence, MAX_PLAYER_SHIP_CHOICES, SHIP_INFO_TYPE);
1734 // close localization
1738 int ship_show_velocity_dot = 0;
1741 DCF_BOOL( show_velocity_dot, ship_show_velocity_dot )
1744 // Called once at the beginning of the game to parse ships.tbl and stuff the Ship_info[]
1750 if ( !ships_inited ) {
1752 if ((rval = setjmp(parse_abort)) != 0) {
1753 Error(LOCATION, "Error parsing 'ships.tbl'\r\nError code = %i.\r\n", rval);
1759 ship_iff_init_colors();
1762 ship_level_init(); // needed for FRED
1766 // This will get called at the start of each level.
1767 void ship_level_init()
1771 // Reset everything between levels
1774 // Mark all the models as invalid, since all the models get paged out
1776 for (i=0; i<MAX_SHIP_TYPES; i++ ) {
1777 Ship_info[i].modelnum = -1;
1778 Ship_info[i].modelnum_hud = -1;
1781 // mwa removed 11/24/97 num_ships = 0;
1782 Num_exited_ships = 0;
1783 for (i=0; i<MAX_SHIPS; i++ ) {
1784 Ships[i].objnum = -1;
1787 for ( i = 0; i < MAX_EXITED_SHIPS; i++ ) {
1788 memset ( &Ships_exited[i], 0, sizeof(exited_ship) );
1789 Ships_exited[i].obj_signature = -1;
1793 for (i = 0; i < MAX_WINGS; i++ )
1794 Wings[i].num_waves = -1;
1796 for (i=0; i<MAX_PLAYER_WINGS; i++)
1797 Starting_wings[i] = -1;
1799 // Empty the subsys list
1800 memset( Ship_subsystems, 0, sizeof(ship_subsys)*MAX_SHIP_SUBOBJECTS );
1802 list_init( &ship_subsys_free_list );
1803 for ( i = 0; i < MAX_SHIP_SUBOBJECTS; i++ )
1804 list_append( &ship_subsys_free_list, &Ship_subsystems[i] );
1806 Laser_energy_out_snd_timer = 1;
1807 Missile_out_snd_timer = 1;
1809 for (i = 0; i < MAX_SHIP_TYPE_COUNTS; i++ ) {
1810 Ship_counts[i].total = 0;
1811 Ship_counts[i].killed = 0;
1814 ship_obj_list_init();
1816 Ship_cargo_check_timer = 1;
1818 shipfx_large_blowup_level_init();
1821 // function to add a ship onto the exited ships list. The reason parameter
1822 // tells us why the ship left the mission (i.e. departed or destroyed)
1823 void ship_add_exited_ship( ship *sp, int reason )
1827 // reuse oldest slots if none left
1828 if ( Num_exited_ships == MAX_EXITED_SHIPS ) {
1831 // find the oldest entry
1833 for ( i = 1; i < MAX_SHIPS; i++ ) {
1834 if ( Ships_exited[i].time < Ships_exited[oldest_entry].time ) {
1838 entry = oldest_entry;
1840 entry = Num_exited_ships;
1844 strcpy( Ships_exited[entry].ship_name, sp->ship_name );
1845 Ships_exited[entry].obj_signature = Objects[sp->objnum].signature;
1846 Ships_exited[entry].team = sp->team;
1847 Ships_exited[entry].flags = reason;
1848 // if ship is red alert, flag as such
1849 if (sp->flags & SF_RED_ALERT_STORE_STATUS) {
1850 Ships_exited[entry].flags |= SEF_RED_ALERT_CARRY;
1852 Ships_exited[entry].time = Missiontime;
1853 Ships_exited[entry].hull_strength = int(Objects[sp->objnum].hull_strength);
1855 if ( sp->flags & SF_CARGO_REVEALED )
1856 Ships_exited[entry].flags |= SEF_CARGO_KNOWN;
1857 if ( sp->time_first_tagged > 0 )
1858 Ships_exited[entry].flags |= SEF_BEEN_TAGGED;
1861 // function which attempts to find information about an exited ship based on shipname
1862 int ship_find_exited_ship_by_name( char *name )
1866 for (i = 0; i < Num_exited_ships; i++) {
1867 if ( !stricmp(name, Ships_exited[i].ship_name) )
1871 if ( i == Num_exited_ships )
1877 // function which attempts to find information about an exited ship based on shipname
1878 int ship_find_exited_ship_by_signature( int signature )
1882 for (i = 0; i < Num_exited_ships; i++) {
1883 if ( signature == Ships_exited[i].obj_signature )
1887 if ( i == Num_exited_ships )
1894 void physics_ship_init(object *objp)
1896 ship_info *sinfo = &Ship_info[Ships[objp->instance].ship_info_index];
1897 physics_info *pi = &objp->phys_info;
1898 polymodel *pm = model_get( Ships[objp->instance].modelnum );
1900 // use mass and I_body_inv from POF read into polymodel
1902 pi->mass = pm->mass * sinfo->density;
1903 pi->I_body_inv = pm->moment_of_inertia;
1904 // scale pm->I_body_inv value by density
1905 vm_vec_scale( &pi->I_body_inv.v.rvec, sinfo->density );
1906 vm_vec_scale( &pi->I_body_inv.v.uvec, sinfo->density );
1907 vm_vec_scale( &pi->I_body_inv.v.fvec, sinfo->density );
1909 pi->side_slip_time_const = sinfo->damp;
1910 pi->rotdamp = sinfo->rotdamp;
1911 pi->max_vel = sinfo->max_vel;
1912 pi->afterburner_max_vel = sinfo->afterburner_max_vel;
1913 pi->max_rotvel = sinfo->max_rotvel;
1914 pi->max_rear_vel = sinfo->max_rear_vel;
1915 pi->flags |= PF_ACCELERATES;
1920 pi->forward_accel_time_const=sinfo->forward_accel;
1921 pi->afterburner_forward_accel_time_const=sinfo->afterburner_forward_accel;
1922 pi->forward_decel_time_const=sinfo->forward_decel;
1923 pi->slide_accel_time_const=sinfo->slide_accel;
1924 pi->slide_decel_time_const=sinfo->slide_decel;
1926 if ( (pi->max_vel.xyz.x > 0.000001f) || (pi->max_vel.xyz.y > 0.000001f) )
1927 pi->flags |= PF_SLIDE_ENABLED;
1929 vm_vec_zero(&pi->vel);
1930 vm_vec_zero(&pi->rotvel);
1933 // pi->accel = 0.0f;
1934 vm_set_identity(&pi->last_rotmat);
1937 // function to set the orders allowed for a ship -- based on ship type. This value might get overridden
1938 // by a value in the mission file.
1939 int ship_get_default_orders_accepted( ship_info *sip )
1943 ship_info_flag = sip->flags;
1945 if ( ship_info_flag & SIF_FIGHTER )
1946 return FIGHTER_MESSAGES;
1947 else if ( ship_info_flag & SIF_BOMBER )
1948 return BOMBER_MESSAGES;
1949 else if ( ship_info_flag & (SIF_CRUISER | SIF_GAS_MINER | SIF_AWACS | SIF_CORVETTE) )
1950 return CRUISER_MESSAGES;
1951 else if ( ship_info_flag & SIF_FREIGHTER )
1952 return FREIGHTER_MESSAGES;
1953 else if ( ship_info_flag & SIF_CAPITAL )
1954 return CAPITAL_MESSAGES;
1955 else if ( ship_info_flag & SIF_TRANSPORT )
1956 return TRANSPORT_MESSAGES;
1957 else if ( ship_info_flag & SIF_SUPPORT )
1958 return SUPPORT_MESSAGES;
1963 void ship_set(int ship_index, int objnum, int ship_type)
1967 object *objp = &Objects[objnum];
1968 ship *shipp = &Ships[ship_index];
1969 ship_weapon *swp = &shipp->weapons;
1970 ship_info *sip = &(Ship_info[ship_type]);
1973 // sprintf(shipp->ship_name, "%s %d", Ship_info[ship_type].name, ship_index); // moved to ship_create()
1974 Assert(strlen(shipp->ship_name) < NAME_LENGTH - 1);
1975 shipp->ship_info_index = ship_type;
1976 shipp->objnum = objnum;
1978 shipp->reinforcement_index = -1;
1982 shipp->escort_priority = 0;
1983 shipp->special_exp_index = -1;
1984 shipp->num_hits = 0;
1986 shipp->wash_killed = 0;
1987 shipp->time_cargo_revealed = 0;
1988 shipp->time_first_tagged = 0;
1989 shipp->wash_timestamp = timestamp(0);
1990 shipp->dock_objnum_when_dead = -1;
1991 shipp->large_ship_blowup_index = -1;
1992 shipp->respawn_priority = 0;
1993 for (i=0; i<NUM_SUB_EXPL_HANDLES; i++) {
1994 shipp->sub_expl_sound_handle[i] = -1;
1997 if ( !Fred_running ) {
1998 shipp->final_warp_time = timestamp(-1);
1999 shipp->final_death_time = timestamp(-1); // There death sequence ain't start et.
2000 shipp->really_final_death_time = timestamp(-1); // There death sequence ain't start et.
2001 shipp->next_fireball = timestamp(-1); // When a random fireball will pop up
2002 shipp->next_hit_spark = timestamp(-1); // when a hit spot will spark
2003 for (i=0; i<MAX_SHIP_ARCS; i++ ) {
2004 shipp->arc_timestamp[i] = timestamp(-1); // Mark this arc as unused
2006 shipp->arc_next_time = timestamp(-1); // No electrical arcs yet.
2007 } else { // the values should be different for Fred
2008 shipp->final_warp_time = -1;
2009 shipp->final_death_time = 0;
2010 shipp->really_final_death_time = -1;
2011 shipp->next_fireball = -1;
2012 shipp->next_hit_spark = -1;
2013 for (i=0; i<MAX_SHIP_ARCS; i++ ) {
2014 shipp->arc_timestamp[i] = -1;
2016 shipp->arc_next_time = -1;
2018 shipp->team = TEAM_FRIENDLY; // Default friendly, probably get overridden.
2019 shipp->arrival_location = 0;
2020 shipp->arrival_distance = 0;
2021 shipp->arrival_anchor = -1;
2022 shipp->arrival_delay = 0;
2023 shipp->arrival_cue = -1;
2024 shipp->departure_location = 0;
2025 shipp->departure_delay = 0;
2026 shipp->departure_cue = -1;
2027 shipp->shield_hits = 0; // No shield hits yet on this baby.
2028 shipp->current_max_speed = Ship_info[ship_type].max_speed;
2030 shipp->alt_type_index = -1;
2032 shipp->lightning_stamp = -1;
2034 shipp->emp_intensity = -1.0f;
2035 shipp->emp_decr = 0.0f;
2037 shipp->targeting_laser_bank = -1;
2038 shipp->targeting_laser_objnum = -1;
2040 shipp->determination = 10;
2041 shipp->wingnum = -1;
2042 for (i = 0; i < MAX_PLAYERS; i++)
2043 shipp->last_targeted_subobject[i] = NULL;
2046 objp->hull_strength = 100.0f;
2048 objp->hull_strength = sip->initial_hull_strength;
2051 shipp->afterburner_fuel = sip->afterburner_fuel_capacity;
2053 shipp->cmeasure_count = sip->cmeasure_max;
2055 for ( i = 0; i < MAX_PRIMARY_BANKS; i++ ){
2056 swp->next_primary_fire_stamp[i] = timestamp(0);
2059 shipp->cmeasure_fire_stamp = timestamp(0);
2061 for ( i = 0; i < MAX_SECONDARY_BANKS; i++ ) {
2063 shipp->weapons.secondary_bank_ammo[i] = 100;
2065 shipp->weapons.secondary_bank_ammo[i] = 0;
2068 swp->secondary_bank_ammo[i] = 0;
2069 swp->secondary_next_slot[i] = 0;
2070 swp->next_secondary_fire_stamp[i] = timestamp(0);
2071 swp->secondary_bank_rearm_time[i] = timestamp(0); // will be able to rearm this bank immediately
2074 for ( i = 0; i < sip->num_secondary_banks; i++ ) {
2076 weapon_size = Weapon_info[sip->secondary_bank_weapons[i]].cargo_size;
2077 Assert( weapon_size > 0.0f );
2079 swp->secondary_bank_ammo[i] = 100;
2081 swp->secondary_bank_ammo[i] = fl2i(sip->secondary_bank_ammo_capacity[i] / weapon_size + 0.5f );
2085 swp->current_primary_bank = -1;
2086 swp->current_secondary_bank = -1;
2089 if ( sip->num_primary_banks > 0 ) {
2090 if ( swp->primary_bank_weapons[BANK_1] >= 0 ) {
2091 swp->current_primary_bank = BANK_1;
2093 swp->current_primary_bank = -1;
2097 swp->current_primary_bank = -1;
2100 if ( sip->num_secondary_banks > 0 ) {
2101 if ( swp->secondary_bank_weapons[BANK_1] >= 0 ) {
2102 swp->current_secondary_bank = BANK_1;
2104 swp->current_secondary_bank = -1;
2108 swp->current_secondary_bank = -1;
2111 shipp->current_cmeasure = 0;
2113 ets_init_ship(objp); // init ship fields that are used for the ETS
2115 physics_ship_init(objp);
2117 objp->shields[0] = 100.0f;
2119 set_shield_strength(objp, sip->shields);
2121 shipp->target_shields_delta = 0.0f;
2122 shipp->target_weapon_energy_delta = 0.0f;
2124 ai_object_init(objp, shipp->ai_index);
2125 shipp->weapons.ai_class = Ai_info[shipp->ai_index].ai_class;
2126 shipp->shield_integrity = NULL;
2127 // shipp->sw.blast_duration = -1; // init shockwave struct
2129 shipp->orders_accepted = ship_get_default_orders_accepted( sip );
2130 shipp->num_swarm_missiles_to_fire = 0;
2131 shipp->num_turret_swarm_info = 0;
2132 shipp->death_roll_snd = -1;
2133 shipp->thruster_bitmap = -1;
2134 shipp->thruster_frame = 0.0f;
2135 shipp->thruster_glow_bitmap = -1;
2136 shipp->thruster_glow_noise = 1.0f;
2137 shipp->thruster_glow_frame = 0.0f;
2138 shipp->next_engine_stutter = 1;
2139 shipp->persona_index = -1;
2140 shipp->flags |= SF_ENGINES_ON;
2141 shipp->subsys_disrupted_flags=0;
2142 shipp->subsys_disrupted_check_timestamp=timestamp(0);
2144 // swarm missile stuff
2145 shipp->next_swarm_fire = 1;
2147 // corkscrew missile stuff
2148 shipp->next_corkscrew_fire = 1;
2151 shipp->score = sip->score;
2154 shipp->tag_left = -1.0f;
2155 shipp->level2_tag_left = -1.0f;
2157 // multiplayer field initializations
2158 for (i = 0; i < MAX_PLAYERS; i++ ) {
2159 shipp->np_updates[i].update_stamp = -1;
2160 shipp->np_updates[i].status_update_stamp = -1;
2161 shipp->np_updates[i].subsys_update_stamp = -1;
2162 shipp->np_updates[i].seq = 0;
2164 extern int oo_arrive_time_count[MAX_SHIPS];
2165 extern int oo_interp_count[MAX_SHIPS];
2166 oo_arrive_time_count[shipp - Ships] = 0;
2167 oo_interp_count[shipp - Ships] = 0;
2169 shipp->special_warp_objnum = -1;
2171 // set awacs warning flags so awacs ship only asks for help once at each level
2172 shipp->awacs_warning_flag = AWACS_WARN_NONE;
2175 // function which recalculates the overall strength of subsystems. Needed because
2176 // several places in FreeSpace change subsystem strength and all this data needs to
2177 // be kept up to date.
2178 void ship_recalc_subsys_strength( ship *shipp )
2181 ship_subsys *ship_system;
2183 // fill in the subsys_info fields for all particular types of subsystems
2184 // make the current strength be 1.0. If there are initial conditions on the ship, then
2185 // the mission parse code should take care of setting that.
2186 for (i = 0; i < SUBSYSTEM_MAX; i++) {
2187 shipp->subsys_info[i].num = 0;
2188 shipp->subsys_info[i].total_hits = 0.0f;
2189 shipp->subsys_info[i].current_hits = 0.0f;
2192 // count all of the subsystems of a particular type. For each generic type of subsystem, we store the
2193 // total count of hits. (i.e. for 3 engines, we store the sum of the max_hits for each engine)
2194 for ( ship_system = GET_FIRST(&shipp->subsys_list); ship_system != END_OF_LIST(&shipp->subsys_list); ship_system = GET_NEXT(ship_system) ) {
2197 type = ship_system->system_info->type;
2198 Assert ( (type >= 0) && (type < SUBSYSTEM_MAX) );
2199 shipp->subsys_info[type].num++;
2200 shipp->subsys_info[type].total_hits += ship_system->system_info->max_hits;
2201 shipp->subsys_info[type].current_hits += ship_system->current_hits;
2204 // set any ship flags which should be set. unset the flags since we might be repairing a subsystem
2205 // through sexpressions.
2206 shipp->flags &= ~SF_DISABLED;
2207 if ( (shipp->subsys_info[SUBSYSTEM_ENGINE].num > 0) && (shipp->subsys_info[SUBSYSTEM_ENGINE].current_hits == 0.0f) ){
2208 shipp->flags |= SF_DISABLED;
2212 shipp->flags &= ~SF_DISARMED;
2213 if ( (shipp->subsys_info[SUBSYSTEM_TURRET].num > 0) && (shipp->subsys_info[SUBSYSTEM_TURRET].current_hits == 0.0f) ){
2214 shipp->flags |= SF_DISARMED;
2219 // routine to possibly fixup the model subsystem information for this ship pointer. Needed when
2220 // ships share the same model.
2221 void ship_copy_subsystem_fixup(ship_info *sip)
2225 model_num = sip->modelnum;
2227 // since we allow a model file to be shared between several ships, we must check to be sure that our
2228 // subsystems have been loaded properly
2230 subsystems_needed = 0;
2231 for (i = 0; i < sip->n_subsystems; i++ ) {
2232 if ( sip->subsystems[i].model_num == -1 ){
2233 subsystems_needed++;
2238 // if we need to get information for all our subsystems, we need to find another ship with the same model
2239 // number as our own and that has the model information
2240 // if ( subsystems_needed == sip->n_subsystems ) {
2241 for ( i = 0; i < Num_ship_types; i++ ) {
2242 model_subsystem *msp;
2244 if ( (Ship_info[i].modelnum != model_num) || (&Ship_info[i] == sip) ){
2248 // see if this ship has subsystems and a model for the subsystems. We only need check the first
2249 // subsystem since previous error checking would have trapped it's loading as an error.
2250 Assert( Ship_info[i].n_subsystems == sip->n_subsystems );
2252 msp = &Ship_info[i].subsystems[0];
2253 model_copy_subsystems( sip->n_subsystems, &(sip->subsystems[0]), msp );
2254 sip->flags |= SIF_PATH_FIXUP;
2262 // ignore_subsys_info => default parameter with value of 0. This is
2263 // only set to 1 by the save/restore code
2264 void subsys_set(int objnum, int ignore_subsys_info)
2266 ship *shipp = &Ships[Objects[objnum].instance];
2267 ship_info *sinfo = &Ship_info[Ships[Objects[objnum].instance].ship_info_index];
2268 model_subsystem *sp;
2269 ship_subsys *ship_system;
2272 // set up the subsystems for this ship. walk through list of subsystems in the ship-info array.
2273 // for each subsystem, get a new ship_subsys instance and set up the pointers and other values
2274 list_init ( &shipp->subsys_list ); // initialize the ship's list of subsystems
2275 for ( i = 0; i < sinfo->n_subsystems; i++ ) {
2277 sp = &(sinfo->subsystems[i]);
2278 if ( sp->model_num == -1 ) {
2279 Warning (LOCATION, "Invalid subobj_num or model_num in subsystem %s on ship type %s.\nNot linking into ship!\n\n(This warning means that a subsystem was present in ships.tbl and not present in the model\nit should probably be removed from the model.)\n", sp->subobj_name, sinfo->name );
2283 // set up the linked list
2284 ship_system = GET_FIRST( &ship_subsys_free_list ); // get a new element from the ship_subsystem array
2285 Assert ( ship_system != &ship_subsys_free_list ); // shouldn't have the dummy element
2286 list_remove( &ship_subsys_free_list, ship_system ); // remove the element from the array
2287 list_append( &shipp->subsys_list, ship_system ); // link the element into the ship
2289 ship_system->system_info = sp; // set the system_info pointer to point to the data read in from the model
2290 if ( !Fred_running ){
2291 ship_system->current_hits = sp->max_hits; // set the max hits
2293 ship_system->current_hits = 0.0f; // Jason wants this to be 0 in Fred.
2295 ship_system->turret_next_fire_stamp = timestamp(0);
2296 ship_system->turret_next_enemy_check_stamp = timestamp(0);
2297 ship_system->turret_enemy_objnum = -1;
2298 ship_system->turret_next_fire_stamp = timestamp((int) frand_range(1.0f, 500.0f)); // next time this turret can fire
2299 ship_system->turret_last_fire_direction = sp->turret_norm;
2300 ship_system->turret_next_fire_pos = 0;
2301 ship_system->turret_time_enemy_in_range = 0.0f;
2302 ship_system->disruption_timestamp=timestamp(0);
2303 ship_system->turret_pick_big_attack_point_timestamp = timestamp(0);
2304 vm_vec_zero(&ship_system->turret_big_attack_point);
2305 ship_system->subsys_cargo_name = -1;
2306 ship_system->subsys_cargo_revealed = 0;
2309 ship_system->weapons.flags = 0;
2312 for (k=0; k<MAX_PRIMARY_BANKS; k++){
2313 if (sp->primary_banks[k] != -1) {
2314 ship_system->weapons.primary_bank_weapons[j] = sp->primary_banks[k];
2315 ship_system->weapons.next_primary_fire_stamp[j++] = 0;
2319 ship_system->weapons.num_primary_banks = j;
2322 for (k=0; k<MAX_SECONDARY_BANKS; k++){
2323 if (sp->secondary_banks[k] != -1) {
2324 ship_system->weapons.secondary_bank_weapons[j] = sp->secondary_banks[k];
2325 ship_system->weapons.secondary_bank_capacity[j] = sp->secondary_bank_capacity[k];
2326 ship_system->weapons.next_secondary_fire_stamp[j++] = timestamp(0);
2330 ship_system->weapons.num_secondary_banks = j;
2331 ship_system->weapons.current_primary_bank = -1;
2332 ship_system->weapons.current_secondary_bank = -1;
2334 for (k=0; k<MAX_SECONDARY_BANKS; k++) {
2335 ship_system->weapons.secondary_bank_ammo[k] = (Fred_running ? 100 : ship_system->weapons.secondary_bank_capacity[k]);
2337 ship_system->weapons.secondary_next_slot[k] = 0;
2340 ship_system->weapons.last_fired_weapon_index = -1;
2341 ship_system->weapons.last_fired_weapon_signature = -1;
2342 ship_system->weapons.detonate_weapon_time = -1;
2343 ship_system->weapons.ai_class = sinfo->ai_class; // assume ai class of ship for turret
2345 // rapid fire (swarm) stuff
2346 ship_system->turret_swarm_info_index = -1;
2349 ship_system->awacs_intensity = sp->awacs_intensity;
2350 ship_system->awacs_radius = sp->awacs_radius;
2351 if (ship_system->awacs_intensity > 0) {
2352 ship_system->system_info->flags |= MSS_FLAG_AWACS;
2355 // turn_rate, turn_accel
2356 // model_set_instance_info
2357 float turn_accel = 0.5f;
2358 model_set_instance_info(&ship_system->submodel_info_1, sp->turn_rate, turn_accel);
2360 // model_clear_instance_info( &ship_system->submodel_info_1 );
2361 model_clear_instance_info( &ship_system->submodel_info_2 );
2364 if ( !ignore_subsys_info ) {
2365 ship_recalc_subsys_strength( shipp );
2372 // Render docking information, NOT while in object's reference frame.
2373 void render_dock_bays(object *objp)
2379 sip = &Ship_info[Ships[objp->instance].ship_info_index];
2380 pm = model_get( sip->modelnum );
2382 if (pm->docking_bays == NULL)
2385 if (pm->docking_bays[0].num_slots != 2)
2388 db = &pm->docking_bays[0];
2391 vector p0, p1, p2, p3, nr;
2393 vm_vec_unrotate(&p0, &db->pnt[0], &objp->orient);
2394 vm_vec_add2(&p0, &objp->pos);
2395 g3_rotate_vertex(&v0, &p0);
2397 vm_vec_unrotate(&p1, &db->pnt[1], &objp->orient);
2398 vm_vec_add2(&p1, &objp->pos);
2399 g3_rotate_vertex(&v1, &p1);
2401 gr_set_color(255, 0, 0);
2402 g3_draw_line(&v0, &v1);
2404 vm_vec_avg(&p2, &p0, &p1);
2406 vm_vec_unrotate(&nr, &db->norm[0], &objp->orient);
2407 vm_vec_scale_add(&p3, &p2, &nr, 10.0f);
2409 g3_rotate_vertex(&v0, &p2);
2410 g3_rotate_vertex(&v1, &p3);
2411 gr_set_color(255, 255, 0);
2412 g3_draw_line(&v0, &v1);
2413 g3_draw_sphere(&v1, 1.25f);
2419 int Ship_shadows = 0;
2421 DCF_BOOL( ship_shadows, Ship_shadows );
2423 MONITOR( NumShipsRend );
2425 int Show_shield_hits = 0;
2426 DCF_BOOL( show_shield_hits, Show_shield_hits );
2428 int Show_tnorms = 0;
2429 DCF_BOOL( show_tnorms, Show_tnorms );
2432 DCF_BOOL( show_paths, Show_paths );
2434 int Show_fpaths = 0;
2435 DCF_BOOL( show_fpaths, Show_fpaths );
2437 void ship_render(object * obj)
2443 num = obj->instance;
2448 // show target when attacking big ship
2449 vector temp, target;
2450 ai_info *aip = &Ai_info[Ships[obj->instance].ai_index];
2451 if ( (aip->target_objnum >= 0) && (Ship_info[Ships[Objects[aip->target_objnum].instance].ship_info_index].flags & (SIF_SUPERCAP|SIF_CAPITAL|SIF_CRUISER)) ) {
2452 vm_vec_unrotate(&temp, &aip->big_attack_point, &Objects[aip->target_objnum].orient);
2453 vm_vec_add(&target, &temp, &Objects[aip->target_objnum].pos);
2456 gr_set_color(128,0,0);
2457 g3_rotate_vertex( &v0, &obj->pos );
2458 g3_rotate_vertex( &v1, &target );
2460 g3_draw_line(&v0, &v1);
2462 g3_draw_sphere(&v1, 5.0f);
2467 // if (Ships[num].subtype == SHIP_PLAYER ) return;
2468 if ( obj == Viewer_obj ) {
2469 if (ship_show_velocity_dot && (obj==Player_obj) ) {
2473 vm_vec_scale_add( &v, &obj->phys_info.vel, &obj->orient.v.fvec, 3.0f );
2474 vm_vec_normalize( &v );
2477 vm_vec_scale_add( &p0, &obj->pos, &v, 20.0f);
2479 g3_rotate_vertex( &v0, &p0 );
2481 gr_set_color(0,128,0);
2482 g3_draw_sphere( &v0, 0.1f );
2485 // Show the shield hit effect for the viewer.
2486 if ( Show_shield_hits ) {
2487 shipp = &Ships[num];
2488 if (shipp->shield_hits) {
2489 create_shield_explosion_all(obj);
2490 shipp->shield_hits = 0;
2497 MONITOR_INC( NumShipsRend, 1 );
2499 shipp = &Ships[num];
2500 si = &Ship_info[Ships[num].ship_info_index];
2502 // Make ships that are warping in not render during stage 1
2503 if ( shipp->flags & SF_ARRIVING_STAGE_1 ){
2507 if ( Ship_shadows && shipfx_in_shadow( obj ) ) {
2508 light_set_shadow(1);
2510 light_set_shadow(0);
2513 ship_model_start(obj);
2515 uint render_flags = MR_NORMAL;
2517 // Turn off model caching for the player ship in external view.
2518 if (obj == Player_obj) {
2519 render_flags |= MR_ALWAYS_REDRAW;
2522 // Turn off model caching if this is the player's target.
2523 if ( Player_ai->target_objnum == OBJ_INDEX(obj)) {
2524 render_flags |= MR_ALWAYS_REDRAW;
2528 if(Show_paths || Show_fpaths){
2529 render_flags |= MR_BAY_PATHS;
2533 // Only render electrical arcs if within 500m of the eye (for a 10m piece)
2534 if ( vm_vec_dist_quick( &obj->pos, &Eye_position ) < obj->radius*50.0f ) {
2536 for (i=0; i<MAX_SHIP_ARCS; i++ ) {
2537 if ( timestamp_valid( shipp->arc_timestamp[i] ) ) {
2538 render_flags |= MR_ALWAYS_REDRAW; // Turn off model caching if arcing.
2539 model_add_arc( shipp->modelnum, -1, &shipp->arc_pts[i][0], &shipp->arc_pts[i][1], shipp->arc_type[i] );
2544 if ( shipp->large_ship_blowup_index > -1 ) {
2545 shipfx_large_blowup_render(shipp);
2548 // ship_get_subsystem_strength( shipp, SUBSYSTEM_ENGINE)>ENGINE_MIN_STR
2550 if ( (shipp->thruster_bitmap > -1) && (!(shipp->flags & SF_DISABLED)) && (!ship_subsys_disrupted(shipp, SUBSYSTEM_ENGINE)) ) {
2553 // Add noise to thruster geometry.
2554 ft = obj->phys_info.forward_thrust;
2555 ft *= (1.0f + frand()/5.0f - 1.0f/10.0f);
2559 model_set_thrust( shipp->modelnum, ft, shipp->thruster_bitmap, shipp->thruster_glow_bitmap, shipp->thruster_glow_noise );
2560 render_flags |= MR_SHOW_THRUSTERS;
2563 // fill the model flash lighting values in
2564 shipfx_flash_light_model( obj, shipp );
2566 object *docked_objp = NULL;
2567 ship * docked_shipp = NULL;
2568 ship * warp_shipp = shipp;
2570 // check to see if departing ship is docked with anything.
2571 docked_objp = ai_find_docked_object( obj );
2572 if ( docked_objp ) {
2573 docked_shipp = &Ships[docked_objp->instance];
2575 if ( docked_shipp->flags & (SF_DEPART_WARP|SF_ARRIVING) ) {
2576 warp_shipp = docked_shipp;
2580 // Warp_shipp points to the ship that is going through a
2581 // warp... either this ship or the ship it is docked with.
2583 // If the ship is going "through" the warp effect, then
2584 // set up the model renderer to only draw the polygons in front
2585 // of the warp in effect
2586 int clip_started = 0;
2588 if ( warp_shipp->flags & (SF_ARRIVING|SF_DEPART_WARP) ) {
2591 g3_start_user_clip_plane( &warp_shipp->warp_effect_pos, &warp_shipp->warp_effect_fvec );
2593 // Turn off model caching while going thru warp effect.
2594 render_flags |= MR_ALWAYS_REDRAW;
2597 // maybe set squad logo bitmap
2598 model_set_insignia_bitmap(-1);
2599 if(Game_mode & GM_MULTIPLAYER){
2600 // if its any player's object
2601 int np_index = multi_find_player_by_object( obj );
2602 if((np_index >= 0) && (np_index < MAX_PLAYERS) && MULTI_CONNECTED(Net_players[np_index]) && (Net_players[np_index].player != NULL)){
2603 model_set_insignia_bitmap(Net_players[np_index].player->insignia_texture);
2606 // in single player, we want to render model insignias on all ships in alpha beta and gamma
2608 // if its an object in my squadron
2609 if(ship_in_abgz(shipp)){
2610 model_set_insignia_bitmap(Player->insignia_texture);
2614 // maybe disable lighting
2615 // if((The_mission.flags & MISSION_FLAG_FULLNEB) && (neb2_get_fog_intensity(obj) > 0.33f) && (si->flags & SIF_SMALL_SHIP)){
2616 // render_flags |= MR_NO_LIGHTING;
2620 if(The_mission.flags & MISSION_FLAG_FULLNEB){
2621 extern void model_set_fog_level(float l);
2622 model_set_fog_level(neb2_get_fog_intensity(obj));
2626 if((The_mission.flags & MISSION_FLAG_FULLNEB) && (si->flags & SIF_SMALL_SHIP)){
2627 // force detail levels
2628 float fog_val = neb2_get_fog_intensity(obj);
2629 if(fog_val >= 0.6f){
2630 model_set_detail_level(2);
2631 model_render( shipp->modelnum, &obj->orient, &obj->pos, render_flags | MR_LOCK_DETAIL, OBJ_INDEX(obj) );
2633 model_render( shipp->modelnum, &obj->orient, &obj->pos, render_flags, OBJ_INDEX(obj) );
2636 model_render( shipp->modelnum, &obj->orient, &obj->pos, render_flags, OBJ_INDEX(obj) );
2639 // always turn off fog after rendering a ship
2640 gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0, -1.0f, -1.0f);
2642 light_set_shadow(0);
2645 if (Show_shield_mesh)
2646 ship_draw_shield( obj); // Render the shield.
2649 if ( clip_started ) {
2650 g3_stop_user_clip_plane();
2654 /* if (Mc.shield_hit_tri != -1) {
2655 //render_shield_explosion(model_num, orient, pos, &Hit_point, Hit_tri);
2656 Mc.shield_hit_tri = -1;
2660 ship_model_stop(obj);
2662 if (shipp->shield_hits) {
2663 create_shield_explosion_all(obj);
2664 shipp->shield_hits = 0;
2668 if (Ai_render_debug_flag || Show_paths) {
2669 if ( shipp->ai_index != -1 ){
2670 render_path_points(obj);
2673 render_dock_bays(obj);
2679 ship_subsys *systemp;
2680 vector tpos, tnorm, temp;
2684 gr_set_color(0, 0, 255);
2685 systemp = GET_FIRST( &shipp->subsys_list );
2686 while ( systemp != END_OF_LIST(&shipp->subsys_list) ) {
2687 ship_get_global_turret_gun_info(obj, systemp, &tpos, &tnorm, 1, &temp);
2690 vm_vec_scale_add(&v2, &v1, &tnorm, 20.0f);
2692 g3_rotate_vertex(&l1, &v1);
2693 g3_rotate_vertex(&l2, &v2);
2695 g3_draw_sphere(&l1, 2.0f);
2696 g3_draw_line(&l1, &l2);
2698 systemp = GET_NEXT(systemp);
2704 void ship_subsystem_delete(ship *shipp)
2706 ship_subsys *systemp, *temp;
2708 systemp = GET_FIRST( &shipp->subsys_list );
2709 while ( systemp != END_OF_LIST(&shipp->subsys_list) ) {
2710 temp = GET_NEXT( systemp ); // use temporary since pointers will get screwed with next operation
2711 list_remove( &shipp->subsys_list, systemp ); // remove the element
2712 list_append( &ship_subsys_free_list, systemp ); // and place back onto free list
2713 systemp = temp; // use the temp variable to move right along
2717 void ship_delete( object * obj )
2722 num = obj->instance;
2725 objnum = OBJ_INDEX(obj);
2726 Assert( Ships[num].objnum == objnum );
2728 shipp = &Ships[num];
2730 if (shipp->ai_index != -1){
2731 ai_free_slot(shipp->ai_index);
2734 // free up the list of subsystems of this ship. walk through list and move remaining subsystems
2735 // on ship back to the free list for other ships to use.
2736 ship_subsystem_delete(&Ships[num]);
2739 // mwa 11/24/97 num_ships--;
2741 if (model_get(shipp->modelnum)->shield.ntris) {
2742 free(shipp->shield_integrity);
2743 shipp->shield_integrity = NULL;
2746 if ( shipp->ship_list_index != -1 ) {
2747 ship_obj_list_remove(shipp->ship_list_index);
2748 shipp->ship_list_index = -1;
2751 free_sexp2(shipp->arrival_cue);
2752 free_sexp2(shipp->departure_cue);
2754 // call the contrail system
2755 ct_ship_delete(shipp);
2758 // function used by ship_destroyed and ship_departed which is called if the ship
2759 // is in a wing. This function updates the ship_index list (i.e. removes it's
2760 // entry in the list), and packs the array accordingly.
2761 void ship_wing_cleanup( int shipnum, wing *wingp )
2763 int i, index = -1, team;
2765 team = Ships[shipnum].team;
2766 // compress the ship_index array and mark the last entry with a -1
2767 for (i = 0; i < wingp->current_count; i++ ) {
2768 if ( wingp->ship_index[i] == shipnum ) {
2774 // Assert(index != -1);
2776 // this can happen in multiplayer (dogfight, ingame join specifically)
2781 for ( i = index; i < wingp->current_count - 1; i++ ){
2782 wingp->ship_index[i] = wingp->ship_index[i+1];
2785 wingp->current_count--;
2786 Assert ( wingp->current_count >= 0 );
2787 wingp->ship_index[wingp->current_count] = -1;
2789 // if the current count is 0, check to see if the wing departed or was destroyed.
2790 if ( wingp->current_count == 0 ) {
2792 // if this wing was ordered to depart by the player, set the current_wave equal to the total
2793 // waves so we can mark the wing as gone and no other ships arrive
2794 if ( wingp->flags & WF_DEPARTURE_ORDERED )
2795 wingp->current_wave = wingp->num_waves;
2797 // first, be sure to mark a wing destroyed event if all members of wing were destroyed and on
2798 // the last wave. This circumvents a problem where the wing could be marked as departed and
2799 // destroyed if the last ships were destroyed after the wing's departure cue became true.
2801 // if the wing wasn't destroyed, and it is departing, then mark it as departed -- in this
2802 // case, there had better be ships in this wing with departure entries in the log file. The
2803 // logfile code checks for this case.
2804 if ( (wingp->current_wave == wingp->num_waves) && (wingp->total_destroyed == wingp->total_arrived_count) ) {
2805 mission_log_add_entry(LOG_WING_DESTROYED, wingp->name, NULL, team);
2806 wingp->flags |= WF_WING_GONE;
2807 wingp->time_gone = Missiontime;
2808 } else if ( (wingp->flags & WF_WING_DEPARTING) || (wingp->current_wave == wingp->num_waves) ) {
2813 // apparently, there have been reports of ships still present in the mission when this log
2814 // entry if written. Do a sanity check here to find out for sure.
2815 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2817 // skip the player -- stupid special case.
2818 if ( &Objects[so->objnum] == Player_obj )
2821 if ( (Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_INGAME_JOIN) )
2824 if ( (Ships[Objects[so->objnum].instance].wingnum == WING_INDEX(wingp)) && !(Ships[Objects[so->objnum].instance].flags & (SF_DEPARTING|SF_DYING)) )
2829 if ( wingp->flags & (WF_WING_DEPARTING|WF_DEPARTURE_ORDERED) )
2830 mission_log_add_entry(LOG_WING_DEPART, wingp->name, NULL, team);
2832 wingp->flags |= WF_WING_GONE;
2833 wingp->time_gone = Missiontime;
2838 // function to do management, like log entries and wing cleanup after a ship has been destroyed
2840 void ship_destroyed( int num )
2845 shipp = &Ships[num];
2846 objp = &Objects[shipp->objnum];
2848 // add the information to the exited ship list
2849 ship_add_exited_ship( shipp, SEF_DESTROYED );
2851 // determine if we need to count this ship as a klll in counting number of kills per ship type
2852 // look at the ignore flag for the ship (if not in a wing), or the ignore flag for the wing
2853 // (if the ship is in a wing), and add to the kill count if the flags are not set
2854 if ( !(shipp->flags & SF_IGNORE_COUNT) || ((shipp->wingnum != -1) && !(Wings[shipp->wingnum].flags & WF_IGNORE_COUNT)) )
2855 ship_add_ship_type_kill_count( Ship_info[shipp->ship_info_index].flags );
2857 // if ship belongs to a wing -- increment the total number of ships in the wing destroyed
2858 if ( shipp->wingnum != -1 ) {
2861 wingp = &Wings[shipp->wingnum];
2862 wingp->total_destroyed++;
2863 ship_wing_cleanup( num, wingp );
2866 // Note, this call to ai_ship_destroy must come after ship_wing_cleanup for guarded wings to
2867 // properly note the destruction of a ship in their wing.
2868 if ( shipp->ai_index != -1 ) {
2869 ai_ship_destroy(num, SEF_DESTROYED); // Do AI stuff for destruction of ship.
2872 nprintf(("Alan","SHIP DESTROYED: %s\n", shipp->ship_name));
2874 if ( (shipp->wing_status_wing_index >= 0) && (shipp->wing_status_wing_pos >= 0) ) {
2875 nprintf(("Alan","STATUS UPDATED: %s\n", shipp->ship_name));
2876 hud_set_wingman_status_dead(shipp->wing_status_wing_index, shipp->wing_status_wing_pos);
2879 // let the event music system know a hostile was destoyed (important for deciding when to transition from battle to normal music)
2880 if (Player_ship != NULL) {
2881 if (shipp->team != Player_ship->team) {
2882 event_music_hostile_ship_destroyed();
2887 void ship_vanished(int num)
2893 objp = &Objects[sp->objnum];
2896 if(Game_mode & GM_DEMO_RECORD){
2897 demo_POST_departed(Objects[Ships[num].objnum].signature, Ships[num].flags);
2900 // add the information to the exited ship list
2901 ship_add_exited_ship( sp, SEF_DEPARTED );
2903 // update wingman status gauge
2904 if ( (sp->wing_status_wing_index >= 0) && (sp->wing_status_wing_pos >= 0) ) {
2905 hud_set_wingman_status_departed(sp->wing_status_wing_index, sp->wing_status_wing_pos);
2908 ai_ship_destroy(num, SEF_DEPARTED); // should still do AI cleanup after ship has departed
2911 void ship_departed( int num )
2919 if(Game_mode & GM_DEMO_RECORD){
2920 demo_POST_departed(Objects[Ships[num].objnum].signature, Ships[num].flags);
2923 // add the information to the exited ship list
2924 ship_add_exited_ship( sp, SEF_DEPARTED );
2926 // update wingman status gauge
2927 if ( (sp->wing_status_wing_index >= 0) && (sp->wing_status_wing_pos >= 0) ) {
2928 hud_set_wingman_status_departed(sp->wing_status_wing_index, sp->wing_status_wing_pos);
2931 // see if this ship departed within the radius of a jump node -- if so, put the node name into
2932 // the secondary mission log field
2933 for ( i = 0; i < Num_jump_nodes; i++ ) {
2935 vector ship_pos, node_pos;
2937 ship_pos = Objects[sp->objnum].pos;
2938 node_pos = Objects[Jump_nodes[i].objnum].pos;
2939 radius = model_get_radius( Jump_nodes[i].modelnum );
2940 dist = vm_vec_dist( &ship_pos, &node_pos );
2941 if ( dist <= radius ) {
2942 mission_log_add_entry(LOG_SHIP_DEPART, sp->ship_name, Jump_nodes[i].name, sp->wingnum);
2948 if ( i == Num_jump_nodes ){
2949 mission_log_add_entry(LOG_SHIP_DEPART, sp->ship_name, NULL, sp->wingnum);
2952 ai_ship_destroy(num, SEF_DEPARTED); // should still do AI cleanup after ship has departed
2954 // don't bother doing this for demo playback - we don't keep track of wing info
2955 if(!(Game_mode & GM_DEMO_PLAYBACK)){
2956 if ( sp->wingnum != -1 ) {
2959 wingp = &Wings[sp->wingnum];
2960 wingp->total_departed++;
2961 ship_wing_cleanup( num, wingp );
2966 // --------------------------------------------------------------------------------------------------------------------
2967 // ship_explode_area_calc_damage
2969 // input pos1 => ship explosion position
2970 // pos2 => other ship position
2971 // inner_rad => distance from ship center for which full damage is applied
2972 // outer_rad => distance from ship center for which no damage is applied
2973 // max_damage => maximum damage applied
2974 // max_blast => maximum impulse applied from blast
2976 // calculates the blast and damage applied to a ship from another ship blowing up.
2978 int ship_explode_area_calc_damage( vector *pos1, vector *pos2, float inner_rad, float outer_rad, float max_damage, float max_blast, float *damage, float *blast )
2982 dist = vm_vec_dist_quick( pos1, pos2 );
2984 // check outside outer radius
2985 if ( dist > outer_rad )
2988 if ( dist < inner_rad ) {
2989 // check insider inner radius
2990 *damage = max_damage;
2993 // between inner and outer
2994 float fraction = 1.0f - (dist - inner_rad) / (outer_rad - inner_rad);
2995 *damage = fraction * max_damage;
2996 *blast = fraction * max_blast;
3002 // --------------------------------------------------------------------------------------------------------------------
3003 // ship_blow_up_area_apply_blast
3004 // this function applies damage to ship close to others when a ship dies and blows up
3006 // inputs: objp => ship object pointers
3007 // pos => position of the ship when it finally blows up
3008 // inner_rad => distance from ship center for which full damage is applied
3009 // outer_rad => distance from ship center for which no damage is applied
3010 // damage => maximum damage applied
3011 // blast => maximum impulse applied from blast
3013 void ship_blow_up_area_apply_blast( object *exp_objp)
3016 Assert( exp_objp->type == OBJ_SHIP );
3017 float inner_rad, outer_rad, max_damage, max_blast, shockwave_speed;
3018 shockwave_create_info sci;
3020 // No area explosion in training missions.
3021 if (The_mission.game_type & MISSION_TYPE_TRAINING){
3025 if ((exp_objp->hull_strength <= KAMIKAZE_HULL_ON_DEATH) && (Ai_info[Ships[exp_objp->instance].ai_index].ai_flags & AIF_KAMIKAZE) && (Ships[exp_objp->instance].special_exp_index < 0)) {
3026 float override = Ai_info[Ships[exp_objp->instance].ai_index].kamikaze_damage;
3028 inner_rad = exp_objp->radius*2.0f;
3029 outer_rad = exp_objp->radius*4.0f; // + (override * 0.3f);
3030 max_damage = override;
3031 max_blast = override * 5.0f;
3032 shockwave_speed = 100.0f;
3034 sip = &Ship_info[Ships[exp_objp->instance].ship_info_index];
3036 if (Ships[exp_objp->instance].special_exp_index != -1) {
3037 int start = Ships[exp_objp->instance].special_exp_index;
3039 inner_rad = (float) atoi(Sexp_variables[start+INNER_RAD].text);
3040 outer_rad = (float) atoi(Sexp_variables[start+OUTER_RAD].text);
3041 max_damage = (float) atoi(Sexp_variables[start+DAMAGE].text);
3042 max_blast = (float) atoi(Sexp_variables[start+BLAST].text);
3043 propagates = atoi(Sexp_variables[start+PROPAGATE].text);
3045 shockwave_speed = (float) atoi(Sexp_variables[start+SHOCK_SPEED].text);
3047 shockwave_speed = 0.0f;
3050 inner_rad = sip->inner_rad;
3051 outer_rad = sip->outer_rad;
3052 max_damage = sip->damage;
3053 max_blast = sip->blast;
3054 shockwave_speed = sip->shockwave_speed;
3058 // nprintf(("AI", "Frame %i: Area effect blast from ship %s\n", Framecount, Ships[exp_objp->instance].ship_name));
3060 // account for ships that give no damage when they blow up.
3061 if ( (max_damage < 0.1f) && (max_blast < 0.1f) ){
3065 if ( shockwave_speed > 0 ) {
3066 sci.inner_rad = inner_rad;
3067 sci.outer_rad = outer_rad;
3068 sci.blast = max_blast;
3069 sci.damage = max_damage;
3070 sci.speed = shockwave_speed;
3071 sci.rot_angle = frand_range(0.0f, 359.0f);
3072 shipfx_do_shockwave_stuff(&Ships[exp_objp->instance], &sci);
3073 // shockwave_create(Ships[exp_objp->instance].objnum, &exp_objp->pos, shockwave_speed, inner_rad, outer_rad, max_damage, max_blast, SW_SHIP_DEATH);
3077 float damage = 0.0f;
3078 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
3079 if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_ASTEROID) ) {
3083 if ( objp == exp_objp ){
3087 // don't blast navbuoys
3088 if ( objp->type == OBJ_SHIP ) {
3089 if ( ship_get_SIF(objp->instance) & SIF_NAVBUOY ) {
3094 if ( ship_explode_area_calc_damage( &exp_objp->pos, &objp->pos, inner_rad, outer_rad, max_damage, max_blast, &damage, &blast ) == -1 ){
3098 switch ( objp->type ) {
3100 ship_apply_global_damage( objp, exp_objp, &exp_objp->pos, damage );
3101 vector force, vec_ship_to_impact;
3102 vm_vec_sub( &vec_ship_to_impact, &objp->pos, &exp_objp->pos );
3103 vm_vec_copy_normalize( &force, &vec_ship_to_impact );
3104 vm_vec_scale( &force, blast );
3105 ship_apply_whack( &force, &vec_ship_to_impact, objp );
3108 asteroid_hit(objp, NULL, NULL, damage);
3118 void do_dying_undock_physics(object* objp, ship* sp)
3120 Assert(sp->dock_objnum_when_dead >= 0);
3121 if(sp->dock_objnum_when_dead < 0){
3124 object* dock_obj = &Objects[sp->dock_objnum_when_dead];
3127 Assert(objp->type == OBJ_SHIP);
3128 Assert(dock_obj->type == OBJ_SHIP);
3129 if((objp->type != OBJ_SHIP) || (dock_obj->type != OBJ_SHIP)){
3133 float damage = 0.2f*Ship_info[sp->ship_info_index].initial_hull_strength;
3134 ship_apply_global_damage(dock_obj, objp, &objp->pos, damage);
3137 vector impulse_norm, impulse_vec, pos;
3138 vm_vec_sub(&impulse_norm, &dock_obj->pos, &objp->pos);
3139 vm_vec_normalize(&impulse_norm);
3140 // set for relative separation velocity of ~30
3141 float impulse_mag = 50.f*dock_obj->phys_info.mass*objp->phys_info.mass/(dock_obj->phys_info.mass + objp->phys_info.mass);
3142 vm_vec_copy_scale(&impulse_vec, &impulse_norm, impulse_mag);
3143 vm_vec_rand_vec_quick(&pos);
3144 vm_vec_scale(&pos, dock_obj->radius);
3145 // apply whack to dock obj
3146 physics_apply_whack(&impulse_vec, &pos, &dock_obj->phys_info, &dock_obj->orient, dock_obj->phys_info.mass);
3147 // enhance rotation of the docked ship
3148 vm_vec_scale(&dock_obj->phys_info.rotvel, 2.0f);
3150 // apply whack to ship
3151 vm_vec_negate(&impulse_vec);
3152 vm_vec_rand_vec_quick(&pos);
3153 vm_vec_scale(&pos, objp->radius);
3154 physics_apply_whack(&impulse_vec, &pos, &objp->phys_info, &objp->orient, objp->phys_info.mass);
3156 // reset dock_objnum_when_dead to -1 for dockee, since docker has blown up.
3157 if (Ships[dock_obj->instance].dock_objnum_when_dead == sp->objnum) {
3158 Ships[dock_obj->instance].dock_objnum_when_dead = -1;
3162 // Do the stuff we do in a frame for a ship that's in its death throes.
3163 void ship_dying_frame(object *objp, int ship_num)
3166 sp = &Ships[ship_num];
3167 int knossos_ship = false;
3169 if ( sp->flags & SF_DYING ) {
3170 knossos_ship = (Ship_info[sp->ship_info_index].flags & SIF_KNOSSOS_DEVICE);
3172 // bash hull value toward 0 (from self destruct)
3173 if (objp->hull_strength > 0) {
3174 int time_left = timestamp_until(sp->final_death_time);
3175 float hits_left = objp->hull_strength;
3177 objp->hull_strength -= hits_left * (1000.0f * flFrametime) / time_left;
3180 // special case of VAPORIZE
3181 if (sp->flags & SF_VAPORIZE) {
3182 // Assert(Ship_info[sp->ship_info_index].flags & SIF_SMALL_SHIP);
3183 if (timestamp_elapsed(sp->final_death_time)) {
3186 snd_play_3d( &Snds[SND_VAPORIZED], &objp->pos, &View_position, objp->radius, NULL, 0, 1.0f, SND_PRIORITY_MUST_PLAY );
3188 // do joystick effect
3189 if (objp == Player_obj) {
3193 // if dying ship is docked, do damage to docked and physics
3194 if (sp->dock_objnum_when_dead != -1) {
3195 do_dying_undock_physics(objp, sp);
3198 // do all accounting for respawning client and server side here.
3199 if (objp == Player_obj) {
3200 gameseq_post_event(GS_EVENT_DEATH_BLEW_UP);
3203 // mark object as dead
3204 objp->flags |= OF_SHOULD_BE_DEAD;
3206 // Don't blow up model. Only use debris shards.
3207 // call ship function to clean up after the ship is destroyed.
3208 ship_destroyed(ship_num);
3215 // bash the desired rotvel
3216 objp->phys_info.desired_rotvel = sp->deathroll_rotvel;
3218 // Do fireballs for Big ship with propagating explostion, but not Kamikaze
3219 if (!(Ai_info[sp->ai_index].ai_flags & AIF_KAMIKAZE) && ship_get_exp_propagates(sp)) {
3220 if ( timestamp_elapsed(Ships[ship_num].next_fireball)) {
3221 vector outpnt, pnt1, pnt2;
3222 polymodel *pm = model_get(sp->modelnum);
3224 // Gets two random points on the surface of a submodel
3225 submodel_get_two_random_points(sp->modelnum, pm->detail[0], &pnt1, &pnt2 );
3227 // vm_vec_avg( &tmp, &pnt1, &pnt2 ); [KNOSSOS get random in plane 1/1.414 in rad
3228 model_find_world_point(&outpnt, &pnt1, sp->modelnum, pm->detail[0], &objp->orient, &objp->pos );
3230 float rad = objp->radius*0.1f;
3231 int fireball_type = FIREBALL_EXPLOSION_LARGE1 + rand()%FIREBALL_NUM_LARGE_EXPLOSIONS;
3232 fireball_create( &outpnt, fireball_type, OBJ_INDEX(objp), rad, 0, &objp->phys_info.vel );
3233 // start the next fireball up in the next 50 - 200 ms (2-3 per frame)
3234 sp->next_fireball = timestamp_rand(333,500);
3236 // do sound - maybe start a random sound, if it has played far enough.
3237 do_sub_expl_sound(objp->radius, &outpnt, sp->sub_expl_sound_handle);
3241 // create little fireballs for knossos as it dies
3243 if ( timestamp_elapsed(Ships[ship_num].next_fireball)) {
3244 vector rand_vec, outpnt; // [0-.7 rad] in plane
3245 vm_vec_rand_vec_quick(&rand_vec);
3246 float scale = -vm_vec_dotprod(&objp->orient.v.fvec, &rand_vec) * (0.9f + 0.2f * frand());
3247 vm_vec_scale_add2(&rand_vec, &objp->orient.v.fvec, scale);
3248 vm_vec_normalize_quick(&rand_vec);
3249 scale = objp->radius * frand() * 0.717f;
3250 vm_vec_scale(&rand_vec, scale);
3251 vm_vec_add(&outpnt, &objp->pos, &rand_vec);
3253 float rad = objp->radius*0.2f;
3254 int fireball_type = FIREBALL_EXPLOSION_LARGE1 + rand()%FIREBALL_NUM_LARGE_EXPLOSIONS;
3255 fireball_create( &outpnt, fireball_type, OBJ_INDEX(objp), rad, 0, &objp->phys_info.vel );
3256 // start the next fireball up in the next 50 - 200 ms (2-3 per frame)
3257 sp->next_fireball = timestamp_rand(333,500);
3260 particle_emitter pe;
3262 pe.num_low = 15; // Lowest number of particles to create
3263 pe.num_high = 30; // Highest number of particles to create
3264 pe.pos = outpnt; // Where the particles emit from
3265 pe.vel = objp->phys_info.vel; // Initial velocity of all the particles
3266 pe.min_life = 2.0f; // How long the particles live
3267 pe.max_life = 12.0f; // How long the particles live
3268 pe.normal = objp->orient.v.uvec; // What normal the particle emit around
3269 pe.normal_variance = 2.0f; // How close they stick to that normal 0=on normal, 1=180, 2=360 degree
3271 pe.max_vel = 350.0f;
3272 pe.min_rad = 30.0f; // * objp->radius;
3273 pe.max_rad = 100.0f; // * objp->radius;
3274 particle_emit( &pe, PARTICLE_SMOKE2, 0, 50 );
3276 // do sound - maybe start a random sound, if it has played far enough.
3277 do_sub_expl_sound(objp->radius, &outpnt, sp->sub_expl_sound_handle);
3282 //nprintf(("AI", "Ship.cpp: Frame=%i, Time = %7.3f, Ship %s will die in %7.3f seconds.\n", Framecount, f2fl(Missiontime), Ships[ship_num].ship_name, (float) timestamp_until(sp->final_death_time)/1000.0f));
3283 int time_until_minor_explosions = timestamp_until(sp->final_death_time);
3285 // Wait until just before death and set off some explosions
3286 // If it is less than 1/2 second until large explosion, but there is
3287 // at least 1/10th of a second left, then create 5 small explosions
3288 if ( (time_until_minor_explosions < 500) && (time_until_minor_explosions > 100) && (!sp->pre_death_explosion_happened) ) {
3289 //mprintf(( "Ship almost dying!!\n" ));
3290 sp->next_fireball = timestamp(-1); // never time out again
3291 sp->pre_death_explosion_happened=1; // Mark this event as having occurred
3293 polymodel *pm = model_get(sp->modelnum);
3295 // Start shockwave for ship with propagating explosion, do now for timing
3296 if ( ship_get_exp_propagates(sp) ) {
3297 ship_blow_up_area_apply_blast( objp );
3300 for (int zz=0; zz<6; zz++ ) {
3301 // dont make sequence of fireballs for knossos
3305 // Find two random vertices on the model, then average them
3306 // and make the piece start there.
3307 vector tmp, outpnt, pnt1, pnt2;
3309 // Gets two random points on the surface of a submodel [KNOSSOS]
3310 submodel_get_two_random_points(sp->modelnum, pm->detail[0], &pnt1, &pnt2 );
3312 vm_vec_avg( &tmp, &pnt1, &pnt2 );
3313 model_find_world_point(&outpnt, &tmp, sp->modelnum, pm->detail[0], &objp->orient, &objp->pos );
3315 float rad = frand()*0.30f;
3316 rad += objp->radius*0.40f;
3317 fireball_create( &outpnt, FIREBALL_EXPLOSION_MEDIUM, OBJ_INDEX(objp), rad, 0, &objp->phys_info.vel );
3320 // if ship is docked, undock now.
3321 if (sp->dock_objnum_when_dead != -1) {
3322 // other ship undocks
3323 // These asserts should no longer be needed and they cause a problem that is not obvious how to fix.
3324 //Assert( !(Ai_info[Ships[dock_obj->instance].ai_index].ai_flags & AIF_DOCKED) );
3325 //Assert( Ai_info[Ships[dock_obj->instance].ai_index].dock_objnum == -1 );
3326 // MWA Ai_info[Ships[dock_obj->instance].ai_index].ai_flags &= ~AIF_DOCKED;
3327 // MWA Ai_info[Ships[dock_obj->instance].ai_index].dock_objnum = -1;
3328 // MWA Ai_info[Ships[dock_obj->instance].ai_index].mode = AIM_NONE;
3332 if ( timestamp_elapsed(sp->final_death_time)) {
3334 sp->final_death_time = timestamp(-1); // never time out again
3335 //mprintf(( "Ship dying!!\n" ));
3337 // play ship explosion sound effect, pick appropriate explosion sound
3339 if ( Ship_info[sp->ship_info_index].flags & (SIF_CAPITAL | SIF_KNOSSOS_DEVICE) ) {
3340 sound_index=SND_CAPSHIP_EXPLODE;
3342 if ( OBJ_INDEX(objp) & 1 ) {
3343 sound_index=SND_SHIP_EXPLODE_1;
3345 sound_index=SND_SHIP_EXPLODE_2;
3349 snd_play_3d( &Snds[sound_index], &objp->pos, &View_position, objp->radius, NULL, 0, 1.0f, SND_PRIORITY_MUST_PLAY );
3350 if (objp == Player_obj)
3353 if ( sp->death_roll_snd != -1 ) {
3354 snd_stop(sp->death_roll_snd);
3355 sp->death_roll_snd = -1;
3358 // if dying ship is docked, do damage to docked and physics
3359 if (sp->dock_objnum_when_dead != -1) {
3360 do_dying_undock_physics(objp, sp);
3363 // play a random explosion
3364 particle_emitter pe;
3366 pe.num_low = 50; // Lowest number of particles to create
3367 pe.num_high = 100; // Highest number of particles to create
3368 pe.pos = objp->pos; // Where the particles emit from
3369 pe.vel = objp->phys_info.vel; // Initial velocity of all the particles
3370 pe.min_life = 0.5f; // How long the particles live
3371 pe.max_life = 4.0f; // How long the particles live
3372 pe.normal = objp->orient.v.uvec; // What normal the particle emit around
3373 pe.normal_variance = 2.0f; // How close they stick to that normal 0=on normal, 1=180, 2=360 degree
3374 pe.min_vel = 0.0f; // How fast the slowest particle can move
3375 pe.max_vel = 20.0f; // How fast the fastest particle can move
3376 pe.min_rad = 0.1f; // Min radius
3377 pe.max_rad = 1.5f; // Max radius
3379 if (!knossos_ship) {
3380 particle_emit( &pe, PARTICLE_SMOKE2, 0 );
3383 // If this is a large ship with a propagating explosion, set it to blow up.
3384 if ( ship_get_exp_propagates(sp) ) {
3385 if (Ai_info[sp->ai_index].ai_flags & AIF_KAMIKAZE) {
3386 ship_blow_up_area_apply_blast( objp );
3388 shipfx_large_blowup_init(sp);
3389 // need to timeout immediately to keep physics in sync
3390 sp->really_final_death_time = timestamp(0);
3392 // only do big fireball if not big ship
3394 int fireball_objnum, fireball_type;
3395 float explosion_life;
3396 big_rad = objp->radius*1.75f;
3397 fireball_type = FIREBALL_EXPLOSION_LARGE1 + rand()%FIREBALL_NUM_LARGE_EXPLOSIONS;
3399 big_rad = objp->radius * 1.2f;
3400 fireball_type = FIREBALL_EXPLOSION_LARGE1;
3402 fireball_objnum = fireball_create( &objp->pos, fireball_type, OBJ_INDEX(objp), big_rad, 0, &objp->phys_info.vel );
3403 if ( fireball_objnum > -1 ) {
3404 explosion_life = fireball_lifeleft(&Objects[fireball_objnum]);
3406 explosion_life = 0.0f;
3409 // JAS: I put in all this code because of an item on my todo list that
3410 // said that the ship destroyed debris shouldn't pop in until the
3411 // big explosion is 30% done. I did this on Oct24 and me & Adam
3412 // thought it looked dumb since the explosion didn't move with the
3413 // ship, so instead of just taking this code out, since we might need
3414 // it in the future, I disabled it. You can reenable it by changing
3415 // the commenting on the following two lines.
3416 sp->really_final_death_time = timestamp( fl2i(explosion_life*1000.0f)/5 ); // Wait till 30% of vclip time before breaking the ship up.
3417 //sp->really_final_death_time = timestamp(0); // Make ship break apart the instant the explosion starts
3420 sp->flags |= SF_EXPLODED;
3422 if ( !(ship_get_exp_propagates(sp)) ) {
3423 // apply area of effect blast damage from ship explosion
3424 ship_blow_up_area_apply_blast( objp );
3428 if ( timestamp_elapsed(sp->really_final_death_time)) {
3430 //mprintf(( "Ship really dying!!\n" ));
3431 // do large_ship_split and explosion
3432 if ( sp->large_ship_blowup_index > -1 ) {
3433 if ( shipfx_large_blowup_do_frame(sp, flFrametime) ) {
3434 // do all accounting for respawning client and server side here.
3435 if(objp == Player_obj) {
3436 gameseq_post_event(GS_EVENT_DEATH_BLEW_UP);
3439 objp->flags |= OF_SHOULD_BE_DEAD;
3441 ship_destroyed(ship_num); // call ship function to clean up after the ship is destroyed.
3446 //fireball_create( &objp->pos, FIREBALL_SHIP_EXPLODE1, OBJ_INDEX(objp), objp->radius/2.0f );
3447 //mprintf(("Frame %i: Died!\n", Framecount));
3449 shipfx_blow_up_model(objp, Ships[ship_num].modelnum, 0, 20, &objp->pos );
3451 // do all accounting for respawning client and server side here.
3452 if(objp == Player_obj) {
3453 gameseq_post_event(GS_EVENT_DEATH_BLEW_UP);
3456 objp->flags |= OF_SHOULD_BE_DEAD;
3458 ship_destroyed(ship_num); // call ship function to clean up after the ship is destroyed.
3459 sp->really_final_death_time = timestamp( -1 ); // Never time out again!
3462 // If a ship is dying (and not a capital or big ship) then stutter the engine sound
3463 if ( timestamp_elapsed(sp->next_engine_stutter) ) {
3464 if ( !(Ship_info[sp->ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) ) {
3465 sp->flags ^= SF_ENGINES_ON; // toggle state of engines
3466 sp->next_engine_stutter = timestamp_rand(50, 250);
3472 void ship_chase_shield_energy_targets(ship *shipp, object *obj, float frametime)
3477 if (shipp->flags & SF_DYING)
3480 sip = &Ship_info[shipp->ship_info_index];
3482 delta = frametime * ETS_RECHARGE_RATE * sip->shields / 100.0f;
3484 // Chase target_shields and target_weapon_energy
3485 if (shipp->target_shields_delta > 0.0f) {
3486 if (delta > shipp->target_shields_delta)
3487 delta = shipp->target_shields_delta;
3489 add_shield_strength(obj, delta);
3490 shipp->target_shields_delta -= delta;
3491 } else if (shipp->target_shields_delta < 0.0f) {
3492 if (delta < -shipp->target_shields_delta)
3493 delta = -shipp->target_shields_delta;
3495 add_shield_strength(obj, -delta);
3496 shipp->target_shields_delta += delta;
3499 delta = frametime * ETS_RECHARGE_RATE * sip->max_weapon_reserve / 100.0f;
3501 if (shipp->target_weapon_energy_delta > 0.0f) {
3502 if (delta > shipp->target_weapon_energy_delta)
3503 delta = shipp->target_weapon_energy_delta;
3505 shipp->weapon_energy += delta;
3506 shipp->target_weapon_energy_delta -= delta;
3507 } else if (shipp->target_weapon_energy_delta < 0.0f) {
3508 if (delta < -shipp->target_weapon_energy_delta)
3509 delta = -shipp->target_weapon_energy_delta;
3511 shipp->weapon_energy -= delta;
3512 shipp->target_weapon_energy_delta += delta;
3517 // Stuff for showing ship thrusters.
3518 typedef struct thrust_anim {
3521 float time; // in seconds
3524 #define NUM_THRUST_ANIMS 6
3525 #define NUM_THRUST_GLOW_ANIMS 6
3527 // These are indexed by: Species*2 + (After_burner_on?1:0)
3528 static thrust_anim Thrust_anims[NUM_THRUST_ANIMS];
3529 char Thrust_anim_names[NUM_THRUST_ANIMS][MAX_FILENAME_LEN] = {
3531 "thruster01", "thruster01a",
3532 "thruster02", "thruster02a",
3533 "thruster03", "thruster03a"
3537 // These are indexed by: Species*2 + (After_burner_on?1:0)
3538 static thrust_anim Thrust_glow_anims[NUM_THRUST_GLOW_ANIMS];
3539 char Thrust_glow_anim_names[NUM_THRUST_GLOW_ANIMS][MAX_FILENAME_LEN] = {
3541 "thrusterglow01", "thrusterglow01a",
3542 "thrusterglow02", "thrusterglow02a",
3543 "thrusterglow03", "thrusterglow03a"
3547 static int Thrust_anim_inited = 0;
3549 // loads the animations for ship's afterburners
3550 void ship_init_thrusters()
3555 if ( Thrust_anim_inited == 1 )
3558 // AL 29-3-98: Don't want to include Shivan thrusters in the demo build
3559 int num_thrust_anims = NUM_THRUST_ANIMS;
3560 #ifdef DEMO // N/A FS2_DEMO
3561 num_thrust_anims = NUM_THRUST_ANIMS - 2;
3564 for ( i = 0; i < num_thrust_anims; i++ ) {
3565 ta = &Thrust_anims[i];
3566 ta->first_frame = bm_load_animation(Thrust_anim_names[i], &ta->num_frames, &fps, 1);
3567 if ( ta->first_frame == -1 ) {
3568 Error(LOCATION,"Error loading animation file: %s\n",Thrust_anim_names[i]);
3572 ta->time = i2fl(ta->num_frames)/fps;
3575 // AL 29-3-98: Don't want to include Shivan thrusters in the demo build
3576 int num_thrust_glow_anims = NUM_THRUST_GLOW_ANIMS;
3577 #ifdef DEMO // N/A FS2_DEMO
3578 num_thrust_glow_anims = NUM_THRUST_GLOW_ANIMS - 2;
3581 for ( i = 0; i < num_thrust_glow_anims; i++ ) {
3582 ta = &Thrust_glow_anims[i];
3583 ta->num_frames = NOISE_NUM_FRAMES;
3585 ta->first_frame = bm_load( Thrust_glow_anim_names[i] );
3586 if ( ta->first_frame == -1 ) {
3587 Error(LOCATION,"Error loading bitmap file: %s\n",Thrust_glow_anim_names[i]);
3591 ta->time = i2fl(ta->num_frames)/fps;
3594 Thrust_anim_inited = 1;
3598 // JAS - figure out which thruster bitmap will get rendered next
3599 // time around. ship_render needs to have shipp->thruster_bitmap set to
3600 // a valid bitmap number, or -1 if we shouldn't render thrusters.
3601 void ship_do_thruster_frame( ship *shipp, object *objp, float frametime )
3606 thrust_anim *the_anim;
3607 ship_info *sinfo = &Ship_info[shipp->ship_info_index];
3609 if ( !Thrust_anim_inited ) ship_init_thrusters();
3611 // The animations are organized by:
3612 // Species*2 + (After_burner_on?1:0)
3613 anim_index = sinfo->species*2;
3615 if ( objp->phys_info.flags & PF_AFTERBURNER_ON ) {
3616 anim_index++; // select afterburner anim.
3617 rate = 1.5f; // go at 1.5x faster when afterburners on
3619 // If thrust at 0, go at half as fast, full thrust; full framerate
3620 // so set rate from 0.5 to 1.0, depending on thrust from 0 to 1
3621 // rate = 0.5f + objp->phys_info.forward_thrust / 2.0f;
3622 rate = 0.67f * (1.0f + objp->phys_info.forward_thrust);
3627 Assert( anim_index > -1 );
3628 Assert( anim_index < NUM_THRUST_ANIMS );
3630 the_anim = &Thrust_anims[anim_index];
3632 Assert( frametime > 0.0f );
3633 shipp->thruster_frame += frametime * rate;
3636 if ( shipp->thruster_frame < 0.0f ) shipp->thruster_frame = 0.0f;
3637 if ( shipp->thruster_frame > 100.0f ) shipp->thruster_frame = 0.0f;
3639 while ( shipp->thruster_frame > the_anim->time ) {
3640 shipp->thruster_frame -= the_anim->time;
3642 framenum = fl2i( (shipp->thruster_frame*the_anim->num_frames) / the_anim->time );
3643 if ( framenum < 0 ) framenum = 0;
3644 if ( framenum >= the_anim->num_frames ) framenum = the_anim->num_frames-1;
3646 // if ( anim_index == 0 )
3647 // mprintf(( "Frame = %d/%d, anim=%d\n", framenum+1, the_anim->num_frames, anim_index ));
3649 // Get the bitmap for this frame
3650 shipp->thruster_bitmap = the_anim->first_frame + framenum;
3652 // mprintf(( "TF: %.2f\n", shipp->thruster_frame ));
3654 // Do it for glow bitmaps
3655 the_anim = &Thrust_glow_anims[anim_index];
3657 Assert( frametime > 0.0f );
3658 shipp->thruster_glow_frame += frametime * rate;
3661 if ( shipp->thruster_glow_frame < 0.0f ) shipp->thruster_glow_frame = 0.0f;
3662 if ( shipp->thruster_glow_frame > 100.0f ) shipp->thruster_glow_frame = 0.0f;
3664 while ( shipp->thruster_glow_frame > the_anim->time ) {
3665 shipp->thruster_glow_frame -= the_anim->time;
3667 framenum = fl2i( (shipp->thruster_glow_frame*the_anim->num_frames) / the_anim->time );
3668 if ( framenum < 0 ) framenum = 0;
3669 if ( framenum >= the_anim->num_frames ) framenum = the_anim->num_frames-1;
3671 // if ( anim_index == 0 )
3672 // mprintf(( "Frame = %d/%d, anim=%d\n", framenum+1, the_anim->num_frames, anim_index ));
3674 // Get the bitmap for this frame
3675 shipp->thruster_glow_bitmap = the_anim->first_frame; // + framenum;
3676 shipp->thruster_glow_noise = Noise[framenum];
3681 // JAS - figure out which thruster bitmap will get rendered next
3682 // time around. ship_render needs to have shipp->thruster_bitmap set to
3683 // a valid bitmap number, or -1 if we shouldn't render thrusters.
3684 // This does basically the same thing as ship_do_thruster_frame, except it
3685 // operates on a weapon. This is in the ship code because it needs
3686 // the same thruster animation info as the ship stuff, and I would
3687 // rather extern this one function than all the thruster animation stuff.
3688 void ship_do_weapon_thruster_frame( weapon *weaponp, object *objp, float frametime )
3693 thrust_anim *the_anim;
3695 if ( !Thrust_anim_inited ) ship_init_thrusters();
3697 // The animations are organized by:
3698 // Species*2 + (After_burner_on?1:0)
3699 anim_index = weaponp->species*2;
3701 // If thrust at 0, go at half as fast, full thrust; full framerate
3702 // so set rate from 0.5 to 1.0, depending on thrust from 0 to 1
3703 // rate = 0.5f + objp->phys_info.forward_thrust / 2.0f;
3704 rate = 0.67f * (1.0f + objp->phys_info.forward_thrust);
3706 Assert( anim_index > -1 );
3707 Assert( anim_index < NUM_THRUST_ANIMS );
3709 the_anim = &Thrust_anims[anim_index];
3711 Assert( frametime > 0.0f );
3712 weaponp->thruster_frame += frametime * rate;
3715 if ( weaponp->thruster_frame < 0.0f ) weaponp->thruster_frame = 0.0f;
3716 if ( weaponp->thruster_frame > 100.0f ) weaponp->thruster_frame = 0.0f;
3718 while ( weaponp->thruster_frame > the_anim->time ) {
3719 weaponp->thruster_frame -= the_anim->time;
3721 framenum = fl2i( (weaponp->thruster_frame*the_anim->num_frames) / the_anim->time );
3722 if ( framenum < 0 ) framenum = 0;
3723 if ( framenum >= the_anim->num_frames ) framenum = the_anim->num_frames-1;
3725 // if ( anim_index == 0 )
3726 // mprintf(( "Frame = %d/%d, anim=%d\n", framenum+1, the_anim->num_frames, anim_index ));
3728 // Get the bitmap for this frame
3729 weaponp->thruster_bitmap = the_anim->first_frame + framenum;
3731 // mprintf(( "TF: %.2f\n", weaponp->thruster_frame ));
3733 // Do it for glow bitmaps
3734 the_anim = &Thrust_glow_anims[anim_index];
3736 Assert( frametime > 0.0f );
3737 weaponp->thruster_glow_frame += frametime * rate;
3740 if ( weaponp->thruster_glow_frame < 0.0f ) weaponp->thruster_glow_frame = 0.0f;
3741 if ( weaponp->thruster_glow_frame > 100.0f ) weaponp->thruster_glow_frame = 0.0f;
3743 while ( weaponp->thruster_glow_frame > the_anim->time ) {
3744 weaponp->thruster_glow_frame -= the_anim->time;
3746 framenum = fl2i( (weaponp->thruster_glow_frame*the_anim->num_frames) / the_anim->time );
3747 if ( framenum < 0 ) framenum = 0;
3748 if ( framenum >= the_anim->num_frames ) framenum = the_anim->num_frames-1;
3750 // if ( anim_index == 0 )
3751 // mprintf(( "Frame = %d/%d, anim=%d\n", framenum+1, the_anim->num_frames, anim_index ));
3753 // Get the bitmap for this frame
3754 weaponp->thruster_glow_bitmap = the_anim->first_frame; // + framenum;
3755 weaponp->thruster_glow_noise = Noise[framenum];
3760 // Repair damaged subsystems for a ship, called for each ship once per frame.
3761 // TODO: optimize by only calling ever N seconds and keeping track of elapsed time
3763 // NOTE: need to update current_hits in the sp->subsys_list element, and the sp->subsys_info[]
3765 #define SHIP_REPAIR_SUBSYSTEM_RATE 0.01f // percent repair per second for a subsystem
3766 #define SUBSYS_REPAIR_THRESHOLD 0.1 // only repair subsystems that have > 10% strength
3767 void ship_auto_repair_frame(int shipnum, float frametime)
3770 ship_subsys_info *ssip;
3775 if ( !Ship_auto_repair ) // only repair subsystems if Ship_auto_repair flag is set
3779 Assert( shipnum >= 0 && shipnum < MAX_SHIPS);
3780 sp = &Ships[shipnum];
3781 sip = &Ship_info[sp->ship_info_index];
3783 // only allow for the auto-repair of subsystems on small ships
3784 if ( !(sip->flags & SIF_SMALL_SHIP) )
3787 // AL 3-14-98: only allow auto-repair if power output not zero
3788 if ( sip->power_output <= 0 )
3791 // iterate through subsystems, repair as needed based on elapsed frametime
3792 for ( ssp = GET_FIRST(&sp->subsys_list); ssp != END_OF_LIST(&sp->subsys_list); ssp = GET_NEXT(ssp) ) {
3793 Assert(ssp->system_info->type >= 0 && ssp->system_info->type < SUBSYSTEM_MAX);
3794 ssip = &sp->subsys_info[ssp->system_info->type];
3796 if ( ssp->current_hits != ssp->system_info->max_hits ) {
3798 // only repair those subsystems which are not destroyed
3799 if ( ssp->system_info->max_hits <= 0 || ssp->current_hits <= 0 )
3802 // do incremental repair on the subsystem
3803 ssp->current_hits += ssp->system_info->max_hits * SHIP_REPAIR_SUBSYSTEM_RATE * frametime;
3804 ssip->current_hits += ssip->total_hits * SHIP_REPAIR_SUBSYSTEM_RATE * frametime;
3806 // check for overflow of current_hits
3807 if ( ssp->current_hits >= ssp->system_info->max_hits ) {
3808 // TODO: here is hook for when a subsystem is fully repaired (eg add voice)
3809 ssp->current_hits = ssp->system_info->max_hits;
3811 if ( ssip->current_hits >= ssip->total_hits ) {
3812 ssip->current_hits = ssip->total_hits;
3818 // this function checks to see how far the player has strayed from his starting location (should be
3819 // single player only). Issues a warning at some distance. Makes mission end if he keeps flying away
3820 // 3 strikes and you're out or too far away
3821 #define PLAYER_MAX_DIST_WARNING 70000 // distance in KM at which player gets warning to return to battle
3822 #define PLAYER_DISTANCE_MAX_WARNINGS 3 // maximum number of warnings player can receive before mission ends
3823 #define PLAYER_MAX_DIST_END 75000 // distance from starting loc at which we end mission
3824 #define PLAYER_WARN_DELTA_TIME 10000
3825 #define PLAYER_DEATH_DELTA_TIME 5000
3827 void ship_check_player_distance_sub(player *p, int multi_target=-1)
3829 // only check distance for ships
3830 if ( p->control_mode != PCM_NORMAL ) {
3831 // already warping out... don't bother checking anymore
3835 float dist = vm_vec_dist_quick(&Objects[p->objnum].pos, &vmd_zero_vector);
3837 int give_warning_to_player = 0;
3838 if ( dist > PLAYER_MAX_DIST_WARNING ) {
3839 if (p->distance_warning_count == 0) {
3840 give_warning_to_player = 1;
3842 if (timestamp_until(p->distance_warning_time) < 0) {
3843 give_warning_to_player = 1;
3848 if ( give_warning_to_player ) {
3849 // increase warning count
3850 p->distance_warning_count++;
3851 // set timestamp unless player PLAYER_FLAGS_DIST_TO_BE_KILLED flag is set
3852 if ( !(p->flags & PLAYER_FLAGS_DIST_TO_BE_KILLED) ) {
3853 p->distance_warning_time = timestamp(PLAYER_WARN_DELTA_TIME);
3855 // issue up to max warnings
3856 if (p->distance_warning_count <= PLAYER_DISTANCE_MAX_WARNINGS) {
3857 message_send_builtin_to_player( MESSAGE_STRAY_WARNING, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_SOON, 0, 0, multi_target, -1 );
3860 // HUD_sourced_printf(HUD_SOURCE_TERRAN_CMD, XSTR("Terran Command: You're straying too far from battle pilot, return immediately or be taken from the battlefield.", -1));
3861 if (p->distance_warning_count > PLAYER_DISTANCE_MAX_WARNINGS) {
3862 p->flags |= PLAYER_FLAGS_DIST_WARNING;
3866 if ( !(p->flags & PLAYER_FLAGS_FORCE_MISSION_OVER) && ((p->distance_warning_count > PLAYER_DISTANCE_MAX_WARNINGS) || (dist > PLAYER_MAX_DIST_END)) ) {
3867 // DKA 5/17/99 - DONT force warpout. Won't work multiplayer. Blow up ship.
3868 if ( !(p->flags & PLAYER_FLAGS_DIST_TO_BE_KILLED) ) {
3869 message_send_builtin_to_player( MESSAGE_STRAY_WARNING_FINAL, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, multi_target, -1 );
3870 p->flags |= PLAYER_FLAGS_DIST_TO_BE_KILLED;
3871 p->distance_warning_time = timestamp(PLAYER_DEATH_DELTA_TIME);
3873 // HUD_sourced_printf(HUD_SOURCE_TERRAN_CMD, XSTR("Terran Command: Sorry pilot, removing you from battle because of your insubordination!!!", -1));
3874 // gameseq_post_event(GS_EVENT_PLAYER_WARPOUT_START_FORCED);
3876 // get hull strength and blow up
3877 if ( (p->flags & PLAYER_FLAGS_DIST_TO_BE_KILLED) && (timestamp_until(p->distance_warning_time) < 0) ) {
3878 p->flags |= PLAYER_FLAGS_FORCE_MISSION_OVER;
3879 float damage = 10.0f * Objects[p->objnum].hull_strength;
3880 ship_apply_global_damage(&Objects[p->objnum], &Objects[p->objnum], NULL, damage);
3884 // see if player has moved back into "bounds"
3885 if ( (dist < PLAYER_MAX_DIST_WARNING) && (p->flags & PLAYER_FLAGS_DIST_WARNING) && !(p->flags & PLAYER_FLAGS_DIST_TO_BE_KILLED) ) {
3886 p->flags &= ~PLAYER_FLAGS_DIST_WARNING;
3887 p->distance_warning_count = 1;
3891 void ship_check_player_distance()
3896 if (Game_mode & GM_MULTIPLAYER) {
3897 // if I'm the server, check all non-observer players including myself
3898 if (MULTIPLAYER_MASTER) {
3900 for (idx=0; idx<MAX_PLAYERS; idx++) {
3901 if (MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && !MULTI_OBSERVER(Net_players[idx]) && (Objects[Net_players[idx].player->objnum].type != OBJ_GHOST) ) {
3902 // if bad, blow him up
3903 ship_check_player_distance_sub(Net_players[idx].player, idx);
3910 // maybe blow him up
3911 ship_check_player_distance_sub(Player);
3915 void observer_process_post(object *objp)
3917 Assert(objp->type == OBJ_OBSERVER);
3919 if (Game_mode & GM_MULTIPLAYER) {
3920 // if I'm just an observer
3921 if (MULTI_OBSERVER(Net_players[MY_NET_PLAYER_NUM])) {
3922 float dist = vm_vec_dist_quick(&Player_obj->pos, &vmd_zero_vector);
3923 // if beyond max dist, reset to 0
3924 if (dist > PLAYER_MAX_DIST_END) {
3926 if ((Player_obj != NULL) && (Player_obj->type != OBJ_GHOST)) {
3927 Player_obj->pos = vmd_zero_vector;
3934 // reset some physics info when ship's engines goes from disabled->enabled
3935 void ship_reset_disabled_physics(object *objp, int ship_class)
3937 objp->phys_info.flags &= ~(PF_REDUCED_DAMP | PF_DEAD_DAMP);
3938 objp->phys_info.side_slip_time_const = Ship_info[ship_class].damp;
3941 // Clear/set the subsystem disrupted flags
3942 void ship_subsys_disrupted_check(ship *sp)
3945 int engines_disabled=0;
3947 if ( sp->subsys_disrupted_flags & (1<<SUBSYSTEM_ENGINE) ) {
3951 sp->subsys_disrupted_flags=0;
3953 ss = GET_FIRST(&sp->subsys_list);
3954 while ( ss != END_OF_LIST( &sp->subsys_list ) ) {
3955 if ( !timestamp_elapsed(ss->disruption_timestamp) ) {
3956 sp->subsys_disrupted_flags |= (1<<ss->system_info->type);
3958 ss = GET_NEXT( ss );
3961 if ( engines_disabled ) {
3962 if ( !(sp->subsys_disrupted_flags & (1<<SUBSYSTEM_ENGINE)) ) {
3963 if ( !(sp->flags & SF_DISABLED) ) {
3964 ship_reset_disabled_physics(&Objects[sp->objnum], sp->ship_info_index);
3970 // Maybe check ship subsystems for disruption, and set/clear flags
3971 void ship_subsys_disrupted_maybe_check(ship *shipp)
3973 if ( timestamp_elapsed(shipp->subsys_disrupted_check_timestamp) ) {
3974 ship_subsys_disrupted_check(shipp);
3975 shipp->subsys_disrupted_check_timestamp=timestamp(250);
3979 // Determine if a given subsystem is disrupted (ie inoperable)
3980 // input: ss => pointer to ship subsystem
3981 // exit: 1 => subsystem is disrupted
3982 // 0 => subsystem is not disrupted
3983 int ship_subsys_disrupted(ship_subsys *ss)
3986 Int3(); // should never happen, get Alan if it does.
3990 if ( timestamp_elapsed(ss->disruption_timestamp) ) {
3997 // Disrupt a subsystem (ie make it inoperable for a time)
3998 // input: ss => ship subsystem to be disrupted
3999 // time => time in ms that subsystem should be disrupted
4000 void ship_subsys_set_disrupted(ship_subsys *ss, int time)
4005 Int3(); // should never happen, get Alan if it does.
4009 time_left=timestamp_until(ss->disruption_timestamp);
4010 if ( time_left < 0 ) {
4014 ss->disruption_timestamp = timestamp(time+time_left);
4017 // Determine if a given subsystem is disrupted (ie inoperable)
4018 // input: sp => pointer to ship containing subsystem
4019 // type => type of subsystem (SUBSYSTEM_*)
4020 // exit: 1 => subsystem is disrupted
4021 // 0 => subsystem is not disrupted
4023 int ship_subsys_disrupted(ship *sp, int type)
4025 if ( sp->subsys_disrupted_flags & (1<<type) ) {
4032 float Decay_rate = 1.0f / 120.0f;
4033 DCF(lethality_decay, "time in sec to return from 100 to 0")
4035 dc_get_arg(ARG_FLOAT);
4036 Decay_rate = Dc_arg_float;
4039 float min_lethality = 0.0f;
4041 void lethality_decay(ai_info *aip)
4043 float decay_rate = Decay_rate;
4044 aip->lethality -= 100.0f * decay_rate * flFrametime;
4045 aip->lethality = max(-10.0f, aip->lethality);
4047 // if (aip->lethality < min_lethality) {
4048 // min_lethality = aip->lethality;
4049 // mprintf(("new lethality low: %.1f\n", min_lethality));
4053 if (Objects[Ships[aip->shipnum].objnum].flags & OF_PLAYER_SHIP) {
4054 if (Framecount % 10 == 0) {
4055 int num_turrets = 0;
4056 if ((aip->target_objnum != -1) && (Objects[aip->target_objnum].type == OBJ_SHIP)) {
4057 int num_turrets_attacking(object *turret_parent, int target_objnum);
4058 num_turrets = num_turrets_attacking(&Objects[aip->target_objnum], Ships[aip->shipnum].objnum);
4060 nprintf(("lethality", "Player lethality: %.1f, num turrets targeting player: %d\n", aip->lethality, num_turrets));
4066 void ship_process_pre(object *objp, float frametime)
4070 MONITOR( NumShips );
4072 // Player ship uses this code, but does a quick out after doing a few things.
4073 // when adding code to this function, decide whether or not a client in a multiplayer game
4074 // needs to execute the code you are adding. Code which moves things, creates things, etc
4075 // probably doesn't need to be called. If you don't know -- find Allender!!!
4076 void ship_process_post(object * obj, float frametime)
4081 if(obj->type != OBJ_SHIP){
4082 nprintf(("Network","Ignoring non-ship object in ship_process_post()\n"));
4086 MONITOR_INC( NumShips, 1 );
4088 num = obj->instance;
4089 Assert( num >= 0 && num < MAX_SHIPS);
4090 Assert( obj->type == OBJ_SHIP );
4091 Assert( Ships[num].objnum == OBJ_INDEX(obj));
4093 shipp = &Ships[num];
4095 shipp->shield_hits = 0;
4097 update_ets(obj, frametime);
4099 afterburners_update(obj, frametime);
4101 ship_subsys_disrupted_maybe_check(shipp);
4103 ship_dying_frame(obj, num);
4105 ship_chase_shield_energy_targets(shipp, obj, frametime);
4107 // AL 1-6-98: record the initial ammo counts for ships, which is used as the max limit for rearming
4108 if ( !(shipp->flags & SF_AMMO_COUNT_RECORDED) ) {
4109 for ( int i=0; i<MAX_SECONDARY_BANKS; i++ ) {
4110 if ( red_alert_mission() ) {
4111 int max_missiles = get_max_ammo_count_for_bank(shipp->ship_info_index, i, shipp->weapons.secondary_bank_weapons[i]);
4112 shipp->weapons.secondary_bank_start_ammo[i] = max_missiles;
4114 shipp->weapons.secondary_bank_start_ammo[i] = shipp->weapons.secondary_bank_ammo[i];
4117 shipp->flags |= SF_AMMO_COUNT_RECORDED;
4120 if(!(Game_mode & GM_STANDALONE_SERVER)){
4121 // Plot ship on the radar. What about multiplayer ships?
4122 if ( obj != Player_obj ) // don't plot myself.
4123 radar_plot_object( obj );
4125 // MWA -- move the spark code to before the check for multiplayer master
4126 // Do ship sparks. Don't do sparks on my ship (since I cannot see it). This
4127 // code will do sparks on other ships in multiplayer though.
4128 // JAS: Actually in external view, you can see sparks, so I don't do sparks
4129 // on the Viewer_obj, not Player_obj.
4130 if ( (obj != Viewer_obj) && timestamp_elapsed(Ships[num].next_hit_spark) ) {
4131 shipfx_emit_spark(num,-1); // -1 means choose random spark location
4134 if ( obj != Viewer_obj ) {
4135 shipfx_do_damaged_arcs_frame( shipp );
4138 // JAS - flicker the thruster bitmaps
4139 ship_do_thruster_frame(shipp,obj,frametime);
4142 ship_auto_repair_frame(num, frametime);
4144 // MWA -- move the spark code to before the check for multiplayer master
4146 // if (timestamp_elapsed(Ships[num].next_hit_spark)) {
4148 // Ships[num].next_hit_spark = timestamp_rand(100,500);
4151 shipfx_do_lightning_frame(shipp);
4153 // if the ship has an EMP effect active, process it
4154 emp_process_ship(shipp);
4156 // call the contrail system
4157 ct_ship_process(shipp);
4159 // process engine wash
4160 void engine_wash_ship_process(ship *shipp);
4161 engine_wash_ship_process(shipp);
4164 if(shipp->tag_left > 0.0f){
4165 shipp->tag_left -= flFrametime;
4166 if(shipp->tag_left <= 0.000001f){
4167 shipp->tag_left = -1.0f;
4169 mprintf(("Killing TAG for %s\n", shipp->ship_name));
4173 // update level 2 TAG info
4174 if(shipp->level2_tag_left > 0.0f){
4175 shipp->level2_tag_left -= flFrametime;
4176 if(shipp->level2_tag_left <= 0.000001f){
4177 shipp->level2_tag_left = -1.0f;
4179 mprintf(("Killing level 2 TAG for %s\n", shipp->ship_name));
4183 if ( shipp->flags & SF_ARRIVING && Ai_info[shipp->ai_index].mode != AIM_BAY_EMERGE ) {
4184 // JAS -- if the ship is warping in, just move it forward at a speed
4185 // fast enough to move 2x it's radius in SHIP_WARP_TIME seconds.
4186 shipfx_warpin_frame( obj, frametime );
4187 } else if ( shipp->flags & SF_DEPART_WARP ) {
4188 // JAS -- if the ship is warping out, just move it forward at a speed
4189 // fast enough to move 2x it's radius in SHIP_WARP_TIME seconds.
4190 shipfx_warpout_frame( obj, frametime );
4194 // for multiplayer people. return here if in multiplay and not the host
4195 if ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) )
4198 // MWA -- moved the code to maybe fire swarm missiles to after the check for
4199 // multiplayer master. Only single player and multi server needs to do this code
4200 // this code might call ship_fire_secondary which will send the fire packets
4201 swarm_maybe_fire_missile(num);
4203 // maybe fire turret swarm missiles
4204 void turret_swarm_maybe_fire_missile(int num);
4205 turret_swarm_maybe_fire_missile(num);
4207 // maybe fire a corkscrew missile (just like swarmers)
4208 cscrew_maybe_fire_missile(num);
4210 // AL 2-19-98: Fire turret for player if it exists
4211 if ( obj->flags & OF_PLAYER_SHIP ) {
4212 player_maybe_fire_turret(obj);
4215 // if single player, check player object is not too far from starting location
4216 // DKA 5/17/99 check SINGLE and MULTI
4217 // if ( !(Game_mode & GM_MULTIPLAYER) && (obj == Player_obj) )
4218 if (obj == Player_obj) {
4219 ship_check_player_distance();
4222 // update ship lethality
4223 if ( Ships[num].ai_index >= 0 ){
4224 if (!physics_paused && !ai_paused){
4225 lethality_decay(&Ai_info[Ships[num].ai_index]);
4229 // if the ship is a player ship or an observer ship don't need to do AI
4230 if ( (obj->flags & OF_PLAYER_SHIP) || (obj->type == OBJ_OBSERVER) ) {
4234 if ( Ships[num].ai_index >= 0 ){
4235 if (!physics_paused && !ai_paused){
4236 ai_process( obj, Ships[num].ai_index, frametime );
4243 // ------------------------------------------------------------------------
4244 // ship_set_default_weapons()
4246 // Set the ship level weapons based on the information contained in the ship
4247 // info. Weapon assignments are checked against the model to ensure the models
4248 // and the ship info weapon data are in synch.
4252 void ship_set_default_weapons(ship *shipp, ship_info *sip)
4256 ship_weapon *swp = &shipp->weapons;
4258 // Copy primary and secondary weapons from ship_info to ship.
4259 // Later, this will happen in the weapon loadout screen.
4260 for (i=0; i < MAX_PRIMARY_BANKS; i++){
4261 swp->primary_bank_weapons[i] = sip->primary_bank_weapons[i];
4264 for (i=0; i < MAX_SECONDARY_BANKS; i++){
4265 swp->secondary_bank_weapons[i] = sip->secondary_bank_weapons[i];
4268 // Copy the number of primary and secondary banks to ship, and verify that
4269 // model is in synch
4270 po = model_get( sip->modelnum );
4273 if ( po->n_guns > sip->num_primary_banks ) {
4274 Assert(po->n_guns <= MAX_PRIMARY_BANKS);
4275 Warning(LOCATION, "There are %d primary banks in the model file,\nbut only %d primary banks in ships.tbl for %s\n", po->n_guns, sip->num_primary_banks, sip->name);
4276 for ( i = sip->num_primary_banks; i < po->n_guns; i++ ) {
4277 // Make unspecified weapon for bank be a Light Laser
4278 swp->primary_bank_weapons[i] = weapon_info_lookup(NOX("Light Laser"));
4279 Assert(swp->primary_bank_weapons[i] >= 0);
4281 sip->num_primary_banks = po->n_guns;
4283 else if ( po->n_guns < sip->num_primary_banks ) {
4284 Warning(LOCATION, "There are %d primary banks in ships.tbl for %s\nbut only %d primary banks in the model\n", sip->num_primary_banks, sip->name, po->n_guns);
4285 sip->num_primary_banks = po->n_guns;
4289 if ( po->n_missiles > sip->num_secondary_banks ) {
4290 Assert(po->n_missiles <= MAX_SECONDARY_BANKS);
4291 Warning(LOCATION, "There are %d secondary banks in model,\nbut only %d secondary banks in ships.tbl for %s\n", po->n_missiles, sip->num_secondary_banks, sip->name);
4292 for ( i = sip->num_secondary_banks; i < po->n_missiles; i++ ) {
4293 // Make unspecified weapon for bank be a Rockeye Missile
4294 swp->secondary_bank_weapons[i] = weapon_info_lookup(NOX("Rockeye Missile"));
4295 Assert(swp->secondary_bank_weapons[i] >= 0);
4297 sip->num_secondary_banks = po->n_missiles;
4299 else if ( po->n_missiles < sip->num_secondary_banks ) {
4300 Warning(LOCATION, "There are %d secondary banks in ships.tbl for %s,\n but only %d secondary banks in the model.\n", sip->num_secondary_banks, sip->name, po->n_missiles);
4301 sip->num_secondary_banks = po->n_missiles;
4304 swp->num_primary_banks = sip->num_primary_banks;
4305 swp->num_secondary_banks = sip->num_secondary_banks;
4306 for ( i = 0; i < swp->num_secondary_banks; i++ ) {
4308 swp->secondary_bank_ammo[i] = 100;
4310 swp->secondary_bank_ammo[i] = sip->secondary_bank_ammo_capacity[i];
4313 swp->secondary_bank_capacity[i] = sip->secondary_bank_ammo_capacity[i];
4316 for ( i = 0; i < MAX_PRIMARY_BANKS; i++ ){
4317 swp->next_primary_fire_stamp[i] = timestamp(0);
4320 for ( i = 0; i < MAX_SECONDARY_BANKS; i++ ){
4321 swp->next_secondary_fire_stamp[i] = timestamp(0);
4326 // A faster version of ship_check_collision that does not do checking at the polygon
4327 // level. Just checks to see if a vector will intersect a sphere.
4328 int ship_check_collision_fast( object * obj, object * other_obj, vector * hitpos)
4333 Assert( obj->type == OBJ_SHIP );
4334 Assert( obj->instance >= 0 );
4336 num = obj->instance;
4338 ship_model_start(obj); // are these needed in this fast case? probably not.
4340 mc.model_num = Ships[num].modelnum; // Fill in the model to check
4341 mc.orient = &obj->orient; // The object's orient
4342 mc.pos = &obj->pos; // The object's position
4343 mc.p0 = &other_obj->last_pos; // Point 1 of ray to check
4344 mc.p1 = &other_obj->pos; // Point 2 of ray to check
4345 mc.flags = MC_ONLY_SPHERE; // flags
4349 *hitpos = mc.hit_point_world;
4351 ship_model_stop(obj); // are these needed in this fast case? probably not.
4356 // ensure that the subsys path is at least SUBSYS_PATH_DIST from the
4357 // second last to last point.
4358 void ship_maybe_fixup_subsys_path(polymodel *pm, int path_num)
4360 vector *v1, *v2, dir;
4362 int index_1, index_2;
4365 mp = &pm->paths[path_num];
4368 Assert(mp->nverts > 1);
4373 v1 = &mp->verts[index_1].pos;
4374 v2 = &mp->verts[index_2].pos;
4376 dist = vm_vec_dist(v1, v2);
4377 if ( dist < SUBSYS_PATH_DIST-10 ) {
4378 vm_vec_normalized_dir(&dir, v2, v1);
4379 vm_vec_scale_add(v2, v1, &dir, SUBSYS_PATH_DIST);
4383 // fill in the path_num field inside the model_subsystem struct. This is an index into
4384 // the pm->paths[] array, which is a path that provides a frontal approach to a subsystem
4385 // (used for attacking purposes)
4387 // NOTE: path_num in model_subsystem has the follows the following convention:
4388 // > 0 => index into pm->paths[] for model that subsystem sits on
4389 // -1 => path is not yet determined (may or may not exist)
4390 // -2 => path doesn't yet exist for this subsystem
4391 void ship_set_subsys_path_nums(ship_info *sip, polymodel *pm)
4395 for ( i = 0; i < sip->n_subsystems; i++ ) {
4396 sip->subsystems[i].path_num = -1;
4399 for ( i = 0; i < sip->n_subsystems; i++ ) {
4401 for ( j = 0; j < pm->n_paths; j++ ) {
4402 if ( (sip->subsystems[i].subobj_num != -1) && (sip->subsystems[i].subobj_num == pm->paths[j].parent_submodel) ) {
4404 } else if ( !stricmp(sip->subsystems[i].subobj_name, pm->paths[j].parent_name) ) {
4409 if ( pm->n_paths > j ) {
4410 sip->subsystems[i].path_num = j;
4411 ship_maybe_fixup_subsys_path(pm, j);
4417 // If a path num wasn't located, then set value to -2
4418 if ( sip->subsystems[i].path_num == -1 )
4419 sip->subsystems[i].path_num = -2;
4423 // Determine the path indices (indicies into pm->paths[]) for the paths used for approaching/departing
4424 // a fighter bay on a capital ship.
4425 void ship_set_bay_path_nums(ship_info *sip, polymodel *pm)
4428 char bay_num_str[3];
4430 if ( pm->ship_bay != NULL ) {
4432 pm->ship_bay = NULL;
4435 // currently only capital ships have fighter bays
4436 if ( !(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) ) {
4440 // malloc out storage for the path information
4441 pm->ship_bay = (ship_bay*)malloc(sizeof(ship_bay));
4442 Assert(pm->ship_bay != NULL);
4444 pm->ship_bay->num_paths = 0;
4445 // TODO: determine if zeroing out here is affecting any earlier initializations
4446 pm->ship_bay->arrive_flags = 0; // bitfield, set to 1 when that path number is reserved for an arrival
4447 pm->ship_bay->depart_flags = 0; // bitfield, set to 1 when that path number is reserved for a departure
4450 // iterate through the paths that exist in the polymodel, searching for $bayN pathnames
4451 for ( i = 0; i < pm->n_paths; i++ ) {
4452 if ( !strnicmp(pm->paths[i].name, NOX("$bay"), 4) ) {
4453 strncpy(bay_num_str, pm->paths[i].name+4, 2);
4455 bay_num = atoi(bay_num_str);
4456 Assert(bay_num >= 1 && bay_num <= MAX_SHIP_BAY_PATHS);
4457 pm->ship_bay->paths[bay_num-1] = i;
4458 pm->ship_bay->num_paths++;
4463 // Ensure create time for ship is unqiue
4464 void ship_make_create_time_unique(ship *shipp)
4466 int sanity_counter = 0, collision;
4467 ship *compare_shipp;
4469 uint new_create_time;
4471 new_create_time = shipp->create_time;
4475 if ( sanity_counter++ > 50 ) {
4482 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
4483 compare_shipp = &Ships[Objects[so->objnum].instance];
4485 if ( compare_shipp == shipp ) {
4489 if ( compare_shipp->create_time == new_create_time ) {
4497 shipp->create_time = new_create_time;
4503 int Ship_subsys_hwm = 0;
4505 void show_ship_subsys_count()
4510 for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
4511 if (objp->type == OBJ_SHIP) {
4512 count += Ship_info[Ships[(int)objp->type].ship_info_index].n_subsystems;
4516 //nprintf(("AI", "Num subsystems, high water mark = %i, %i\n", count, Ship_subsys_hwm));
4518 if (count > Ship_subsys_hwm) {
4519 Ship_subsys_hwm = count;
4523 // Returns object index of ship.
4525 int ship_create(matrix *orient, vector *pos, int ship_type)
4527 int i, n, objnum, j, k, t;
4531 t = ship_get_num_ships();
4533 // The following check caps the number of ships that can be created. Because Fred needs
4534 // to create all the ships, regardless of when they arrive/depart, it needs a higher
4535 // limit than FreeSpace. On release, however, we will reduce it, thus FreeSpace needs
4536 // to check against what this limit will be, otherwise testing the missions before
4537 // release could work fine, yet not work anymore once a release build is made.
4543 if (t >= SHIPS_LIMIT) {
4544 Error(LOCATION, XSTR("There is a limit of %d ships in the mission at once. Please be sure that you do not have more than %d ships present in the mission at the same time.", 1495), SHIPS_LIMIT, SHIPS_LIMIT );
4549 //nprintf(("AI", "Number of ships = %i\n", t));
4551 for (n=0; n<MAX_SHIPS; n++){
4552 if (Ships[n].objnum == -1){
4557 if (n == MAX_SHIPS){
4561 Assert((ship_type >= 0) && (ship_type < Num_ship_types));
4562 sip = &(Ship_info[ship_type]);
4565 // check to be sure that this ship falls into a ship size category!!!
4566 // get Allender or Mike if you hit this Assert
4567 Assert( sip->flags & (SIF_SMALL_SHIP | SIF_BIG_SHIP | SIF_CAPITAL | SIF_NO_SHIP_TYPE | SIF_NOT_FLYABLE | SIF_ESCAPEPOD | SIF_SUPERCAP | SIF_DRYDOCK | SIF_KNOSSOS_DEVICE) );
4569 sip->modelnum = model_load(sip->pof_file, sip->n_subsystems, &sip->subsystems[0]); // use the highest detail level
4570 shipp->modelnum = sip->modelnum;
4572 // maybe load an optional hud target model
4573 if(strlen(sip->pof_file_hud)){
4574 // check to see if a "real" ship uses this model. if so, load it up for him so that subsystems are setup properly
4576 for(idx=0; idx<Num_ship_types; idx++){
4577 if(!stricmp(Ship_info[idx].pof_file, sip->pof_file_hud)){
4578 Ship_info[idx].modelnum = model_load(Ship_info[idx].pof_file, Ship_info[idx].n_subsystems, &Ship_info[idx].subsystems[0]);
4582 // mow load it for me with no subsystems
4583 sip->modelnum_hud = model_load(sip->pof_file_hud, 0, NULL);
4587 pm = model_get(shipp->modelnum);
4589 ship_copy_subsystem_fixup(sip);
4591 show_ship_subsys_count();
4593 if ( sip->num_detail_levels < pm->n_detail_levels ) {
4594 Warning(LOCATION, "For ship '%s', detail level\nmismatch (POF needs %d)", sip->name, pm->n_detail_levels );
4596 for (i=0; i<pm->n_detail_levels; i++ ) {
4597 sip->detail_distance[i] = 0;
4601 for (i=0; i<sip->num_detail_levels; i++ ) {
4602 pm->detail_depth[i] = i2fl(sip->detail_distance[i]);
4605 if ( sip->flags & SIF_NAVBUOY ) {
4606 // JAS: Nav buoys don't need to do collisions!
4607 objnum = obj_create(OBJ_SHIP, -1, n, orient, pos, model_get_radius(shipp->modelnum), OF_RENDERS | OF_PHYSICS );
4609 objnum = obj_create(OBJ_SHIP, -1, n, orient, pos, model_get_radius(shipp->modelnum), OF_RENDERS | OF_COLLIDES | OF_PHYSICS );
4611 Assert( objnum >= 0 );
4613 shipp->ai_index = ai_get_slot(n);
4614 Assert( shipp->ai_index >= 0 );
4616 sprintf(shipp->ship_name, NOX("%s %d"), Ship_info[ship_type].name, n);
4617 ship_set_default_weapons(shipp, sip); // Moved up here because ship_set requires that weapon info be valid. MK, 4/28/98
4618 ship_set(n, objnum, ship_type);
4620 // fill in the path_num field inside the model_subsystem struct. This is an index into
4621 // the pm->paths[] array, which is a path that provides a frontal approach to a subsystem
4622 // (used for attacking purposes)
4624 // NOTE: path_num in model_subsystem has the follows the following convention:
4625 // > 0 => index into pm->paths[] for model that subsystem sits on
4626 // -1 => path is not yet determined (may or may not exist)
4627 // -2 => path doesn't yet exist for this subsystem
4628 ship_set_subsys_path_nums(sip, pm);
4630 // set the path indicies for fighter bays on the ship (currently, only capital ships have fighter bays)
4631 ship_set_bay_path_nums(sip, pm);
4633 init_ai_object(objnum);
4634 ai_clear_ship_goals( &Ai_info[Ships[n].ai_index] ); // only do this one here. Can't do it in init_ai because it might wipe out goals in mission file
4636 //ship_set_default_weapons(shipp, sip);
4638 // Allocate shield and initialize it.
4639 if (pm->shield.ntris) {
4640 shipp->shield_integrity = (float *)malloc(sizeof(float)*pm->shield.ntris);
4641 for (i=0; i<pm->shield.ntris; i++)
4642 shipp->shield_integrity[i] = 1.0f;
4645 shipp->shield_integrity = NULL;
4647 // fix up references into paths for this ship's model to point to a ship_subsys entry instead
4648 // of a submodel index. The ship_subsys entry should be the same for *all* instances of the
4651 if ( !(sip->flags & SIF_PATH_FIXUP )) {
4652 for ( i = 0; i < pm->n_paths; i++ ) {
4653 for ( j = 0; j < pm->paths[i].nverts; j++ ) {
4654 for ( k = 0; k < pm->paths[i].verts[j].nturrets; k++ ) {
4655 int ptindex = pm->paths[i].verts[j].turret_ids[k]; // this index is a submodel number (ala bspgen)
4659 // iterate through the ship_subsystems looking for an id that matches
4661 ss = GET_FIRST(&Ships[n].subsys_list);
4662 while ( ss != END_OF_LIST( &Ships[n].subsys_list ) ) {
4663 if ( ss->system_info->subobj_num == ptindex ) { // when these are equal, fix up the ref
4664 pm->paths[i].verts[j].turret_ids[k] = index; // in path structure to index a ship_subsys
4668 ss = GET_NEXT( ss );
4671 if ( ss == END_OF_LIST(&Ships[n].subsys_list) )
4672 Warning(LOCATION, "Couldn't fix up turret indices in spline path\n\nModel: %s\nPath: %s\nVertex: %d\nTurret model id:%d\n\nThis probably means the turret was not specified in ships.tbl", sip->pof_file, pm->paths[i].name, j, ptindex );
4676 sip->flags |= SIF_PATH_FIXUP;
4679 // reset the damage record fields (for scoring purposes)
4680 shipp->total_damage_received = 0.0f;
4681 for(i=0;i<MAX_DAMAGE_SLOTS;i++){
4682 shipp->damage_ship[i] = 0.0f;
4683 shipp->damage_ship_id[i] = -1;
4686 // Add this ship to Ship_obj_list
4687 shipp->ship_list_index = ship_obj_list_add(objnum);
4689 // Set time when ship is created
4690 shipp->create_time = timer_get_milliseconds();
4692 ship_make_create_time_unique(shipp);
4694 // set the team select index to be -1
4695 shipp->ts_index = -1;
4697 shipp->wing_status_wing_index = -1; // wing index (0-4) in wingman status gauge
4698 shipp->wing_status_wing_pos = -1; // wing position (0-5) in wingman status gauge
4700 // call the contrail system
4701 ct_ship_create(shipp);
4706 // ----------------------------------------------------------------
4707 // ship_model_change()
4709 // Change the ship model for a ship to that for ship class 'ship_type'
4711 // input: n => index of ship in Ships[] array
4712 // ship_type => ship class (index into Ship_info[])
4714 void ship_model_change(int n, int ship_type)
4721 Assert( n >= 0 && n < MAX_SHIPS );
4723 sip = &(Ship_info[ship_type]);
4725 model_num = model_load(sip->pof_file, sip->n_subsystems, &sip->subsystems[0]); // use the highest detail level
4729 model_page_in_textures(model_num, ship_type);
4732 Objects[sp->objnum].radius = model_get_radius(model_num);
4733 sip->modelnum = model_num;
4734 sp->modelnum = model_num;
4737 pm = model_get(sp->modelnum);
4739 ship_copy_subsystem_fixup(sip);
4741 if ( sip->num_detail_levels < pm->n_detail_levels ) {
4742 Warning(LOCATION, "For ship '%s', detail level\nmismatch (POF needs %d)", sip->name, pm->n_detail_levels );
4744 for (i=0; i<pm->n_detail_levels; i++ ) {
4745 sip->detail_distance[i] = 0;
4749 for (i=0; i<sip->num_detail_levels; i++ ) {
4750 pm->detail_depth[i] = i2fl(sip->detail_distance[i]);
4754 // ----------------------------------------------------------------
4755 // change_ship_type()
4757 // Change the ship class on a ship, and changing all required information
4758 // for consistency (ie textures, subsystems, weapons, physics)
4760 // input: n => index of ship in Ships[] array
4761 // ship_type => ship class (index into Ship_info[])
4763 void change_ship_type(int n, int ship_type)
4770 Assert( n >= 0 && n < MAX_SHIPS );
4772 sip = &(Ship_info[ship_type]);
4773 objp = &Objects[sp->objnum];
4775 // point to new ship data
4776 sp->ship_info_index = ship_type;
4778 ship_model_change(n, ship_type);
4780 // if the subsystem list is not currently empty, then we need to clear it out first.
4781 if ( NOT_EMPTY(&sp->subsys_list) ) {
4782 ship_subsys *ship_system, *tmp;
4784 for ( ship_system = GET_FIRST(&sp->subsys_list); ship_system != END_OF_LIST(&sp->subsys_list); ) {
4785 tmp = GET_NEXT(ship_system);
4786 list_remove( &sp->subsys_list, ship_system );
4787 list_append( &ship_subsys_free_list, ship_system );
4791 // fix up the subsystems
4792 subsys_set( sp->objnum );
4794 // set the correct hull strength
4796 objp->hull_strength = 100.0f;
4798 objp->hull_strength = sip->initial_hull_strength;
4801 // set the correct shields strength
4803 objp->shields[0] = 100.0f;
4805 set_shield_strength(objp, sip->shields);
4808 sp->afterburner_fuel = sip->afterburner_fuel_capacity;
4810 ship_set_default_weapons(sp, sip);
4811 physics_ship_init(&Objects[sp->objnum]);
4812 ets_init_ship(&Objects[sp->objnum]);
4813 // mwa removed the next line in favor of simply setting the ai_class in AI_info. ai_object_init
4814 // was trashing mode in ai_info when it was valid due to goals.
4815 //ai_object_init(&Objects[sp->objnum], sp->ai_index);
4816 Ai_info[sp->ai_index].ai_class = sip->ai_class;
4820 // Fire the debug laser
4821 int ship_fire_primary_debug(object *objp)
4824 ship *shipp = &Ships[objp->instance];
4827 if ( !timestamp_elapsed(shipp->weapons.next_primary_fire_stamp[0]) )
4830 // do timestamp stuff for next firing time
4831 shipp->weapons.next_primary_fire_stamp[0] = timestamp(250);
4833 // Debug code! Make the single laser fire only one bolt and from the object center!
4834 for (i=0; i<MAX_WEAPONS; i++)
4835 if (!stricmp(Weapon_info[i].name, NOX("Debug Laser")))
4838 vm_vec_add(&wpos, &objp->pos, &(objp->orient.v.fvec) );
4839 if (i != MAX_WEAPONS) {
4841 weapon_objnum = weapon_create( &wpos, &objp->orient, i, OBJ_INDEX(objp), 0 );
4842 weapon_set_tracking_info(weapon_objnum, OBJ_INDEX(objp), Ai_info[shipp->ai_index].target_objnum);
4849 // Launch countermeasures from object *objp. rand_val is used in multiplayer to ensure that all
4850 // clients in the game fire countermeasure the same way
4851 int ship_launch_countermeasure(object *objp, int rand_val)
4853 int fired, check_count, cmeasure_count;
4857 shipp = &Ships[objp->instance];
4859 // in the case where the server is an observer, he can launch countermeasures unless we do this.
4860 if( objp->type == OBJ_OBSERVER){
4864 if ( !timestamp_elapsed(shipp->cmeasure_fire_stamp) ){
4868 shipp->cmeasure_fire_stamp = timestamp(CMEASURE_WAIT); // Can launch every half second.
4870 if (Weapon_energy_cheat) {
4871 shipp->cmeasure_count++;
4875 // we might check the count of countermeasures left depending on game state. Multiplayer clients
4876 // do not need to check any objects other than themselves for the count
4879 if ( MULTIPLAYER_CLIENT && (objp != Player_obj) ){
4883 if (check_count && (shipp->cmeasure_count <= 0) ) {
4884 if ( objp == Player_obj ) {
4885 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "No more countermeasure charges.", 485));
4886 snd_play( &Snds[SND_OUT_OF_MISSLES], 0.0f );
4889 // if we have a player ship, then send the fired packet anyway so that the player
4890 // who fired will get his 'out of countermeasures' sound
4892 if ( objp->flags & OF_PLAYER_SHIP ){
4893 goto send_countermeasure_fired;
4899 cmeasure_count = shipp->cmeasure_count;
4900 shipp->cmeasure_count--;
4902 vm_vec_scale_add(&pos, &objp->pos, &objp->orient.v.fvec, -objp->radius/2.0f);
4904 // cmeasure_create fires 1 countermeasure. returns -1 if not fired, otherwise a non-negative
4906 fired = cmeasure_create( objp, &pos, shipp->current_cmeasure, rand_val );
4908 // Play sound effect for counter measure launch
4909 Assert(shipp->current_cmeasure < Num_cmeasure_types);
4910 if ( Cmeasure_info[shipp->current_cmeasure].launch_sound != -1 ) {
4911 snd_play_3d( &Snds[Cmeasure_info[shipp->current_cmeasure].launch_sound], &pos, &View_position );
4915 send_countermeasure_fired:
4916 // the new way of doing things
4917 // if(Netgame.debug_flags & NETD_FLAG_CLIENT_FIRING){
4918 if(Game_mode & GM_MULTIPLAYER){
4919 send_NEW_countermeasure_fired_packet( objp, cmeasure_count, fired );
4922 // the old way of doing things
4924 // if ( MULTIPLAYER_MASTER ){
4925 // send_countermeasure_fired_packet( objp, cmeasure_count, fired );
4929 return (fired>0); // return 0 if not fired, 1 otherwise
4932 // internal function.. see if enough time has elapsed to play fail sound again
4933 int ship_maybe_play_primary_fail_sound()
4935 hud_start_flash_weapon(Player_ship->weapons.current_primary_bank);
4937 if ( timestamp_elapsed(Laser_energy_out_snd_timer) ) {
4938 Laser_energy_out_snd_timer = timestamp(50);
4939 snd_play( &Snds[SND_OUT_OF_WEAPON_ENERGY]);
4945 // internal function.. see if enough time has elapsed to play fail sound again
4946 int ship_maybe_play_secondary_fail_sound(weapon_info *wip)
4948 hud_start_flash_weapon(Player_ship->weapons.num_primary_banks + Player_ship->weapons.current_secondary_bank);
4950 if ( timestamp_elapsed(Missile_out_snd_timer) ) {
4952 if ( wip->wi_flags & WIF_SWARM ) {
4953 Missile_out_snd_timer = timestamp(500);
4955 Missile_out_snd_timer = timestamp(50);
4957 snd_play( &Snds[SND_OUT_OF_MISSLES] );
4963 // internal function.. see if weapon for ship can fire based on weapons subystem
4966 // returns: 1 => weapon failed to fire
4967 // 0 => weapon can fire
4968 int ship_weapon_maybe_fail(ship *sp)
4971 float weapons_subsys_str;
4973 // If playing on lowest skill level, weapons will not fail due to subsystem damage
4974 if ( Game_skill_level == 0 ){
4979 weapons_subsys_str = ship_get_subsystem_strength( sp, SUBSYSTEM_WEAPONS );
4980 if ( weapons_subsys_str < SUBSYS_WEAPONS_STR_FIRE_FAIL ) {
4983 else if ( weapons_subsys_str < SUBSYS_WEAPONS_STR_FIRE_OK ) {
4984 // chance to fire depends on weapons subsystem strength
4985 if ( (frand()-0.2f) > weapons_subsys_str )
4990 // is subsystem disrupted?
4991 if ( ship_subsys_disrupted(sp, SUBSYSTEM_WEAPONS) ) {
4999 // create a moving tracer based upon a weapon which just fired
5001 float t_len = 10.0f;
5003 float t_min = 150.0f;
5004 float t_max = 300.0f;
5007 dc_get_arg(ARG_FLOAT);
5008 t_rad = Dc_arg_float;
5012 dc_get_arg(ARG_FLOAT);
5013 t_len = Dc_arg_float;
5017 dc_get_arg(ARG_FLOAT);
5018 t_vel = Dc_arg_float;
5022 dc_get_arg(ARG_FLOAT);
5023 t_min = Dc_arg_float;
5027 dc_get_arg(ARG_FLOAT);
5028 t_max = Dc_arg_float;
5030 void ship_fire_tracer(int weapon_objnum)
5032 particle_info pinfo;
5033 object *objp = &Objects[weapon_objnum];
5034 weapon_info *wip = &Weapon_info[Weapons[Objects[weapon_objnum].instance].weapon_info_index];
5036 // setup particle info
5037 memset(&pinfo, 0, sizeof(particle_info));
5038 pinfo.pos = objp->pos;
5039 pinfo.vel = objp->phys_info.vel;
5040 vm_vec_scale(&pinfo.vel, t_vel);
5041 pinfo.lifetime = wip->lifetime;
5043 pinfo.type = PARTICLE_BITMAP;
5044 pinfo.optional_data = wip->laser_bitmap;
5045 pinfo.tracer_length = t_len;
5047 pinfo.attached_objnum = -1;
5048 pinfo.attached_sig = 0;
5050 // create the particle
5051 particle_create(&pinfo);
5054 // Multiplicative delay factors for increasing skill levels.
5055 float Ship_fire_delay_scale_hostile[NUM_SKILL_LEVELS] = {4.0f, 2.5f, 1.75f, 1.25f, 1.0f};
5056 float Ship_fire_delay_scale_friendly[NUM_SKILL_LEVELS] = {2.0f, 1.4f, 1.25f, 1.1f, 1.0f};
5058 int tracers[MAX_SHIPS][4][4];
5060 // fires a primary weapon for the given object. It also handles multiplayer cases.
5061 // in multiplayer, the starting network signature, and number of banks fired are sent
5062 // to all the clients in the game. All the info is passed to send_primary at the end of
5063 // the function. The check_energy parameter (defaults to 1) tells us whether or not
5064 // we should check the energy. It will be 0 when a multiplayer client is firing an AI
5066 int ship_fire_primary(object * obj, int stream_weapons, int force)
5068 vector gun_point, pnt, firing_pos;
5069 int n = obj->instance;
5074 int weapon, i, j, weapon_objnum;
5075 int bank_to_fire, num_fired = 0;
5076 int banks_fired, have_timeout; // used for multiplayer to help determine whether or not to send packet
5077 have_timeout = 0; // used to help tell us whether or not we need to send a packet
5078 banks_fired = 0; // used in multiplayer -- bitfield of banks that were fired
5080 int sound_played; // used to track what sound is played. If the player is firing two banks
5081 // of the same laser, we only want to play one sound
5082 Assert( obj != NULL );
5088 // in the case where the server is an observer, he can fire (which) would be bad - unless we do this.
5089 if( obj->type == OBJ_OBSERVER){
5093 Assert( obj->type == OBJ_SHIP );
5095 Assert( Ships[n].objnum == OBJ_INDEX(obj));
5096 if((obj->type != OBJ_SHIP) || (n < 0) || (n >= MAX_SHIPS) || (Ships[n].objnum != OBJ_INDEX(obj))){
5101 swp = &shipp->weapons;
5104 if((shipp->ship_info_index < 0) || (shipp->ship_info_index >= Num_ship_types)){
5107 if((shipp->ai_index < 0) || (shipp->ai_index >= MAX_AI_INFO)){
5110 sip = &Ship_info[shipp->ship_info_index];
5111 aip = &Ai_info[shipp->ai_index];
5113 if ( swp->num_primary_banks <= 0 ) {
5117 if ( swp->current_primary_bank < 0 ){
5123 // Fire the correct primary bank. If primaries are linked (SF_PRIMARY_LINKED set), then fire
5124 // both primary banks.
5125 int num_primary_banks;
5127 if ( shipp->flags & SF_PRIMARY_LINKED ) {
5128 num_primary_banks = swp->num_primary_banks;
5130 num_primary_banks = min(1, swp->num_primary_banks);
5133 Assert(num_primary_banks > 0);
5134 if (num_primary_banks < 1){
5138 // if we're firing stream weapons, but the trigger is not down, do nothing
5139 if(stream_weapons && !(shipp->flags & SF_TRIGGER_DOWN)){
5143 for ( i = 0; i < num_primary_banks; i++ ) {
5144 bank_to_fire = (swp->current_primary_bank+i)%2; // Max supported banks is 2
5146 weapon = swp->primary_bank_weapons[bank_to_fire];
5147 Assert( weapon >= 0 && weapon < MAX_WEAPONS );
5148 if ( (weapon < 0) || (weapon >= MAX_WEAPON_TYPES) ) {
5149 Int3(); // why would a ship try to fire a weapon that doesn't exist?
5152 weapon_info* winfo_p = &Weapon_info[weapon];
5154 // if this is a targeting laser, start it up
5155 if((winfo_p->wi_flags & WIF_BEAM) && (winfo_p->b_info.beam_type == BEAM_TYPE_C)){
5156 ship_start_targeting_laser(shipp);
5160 // if we're firing stream weapons and this is a non stream weapon, skip it
5161 if(stream_weapons && !(winfo_p->wi_flags & WIF_STREAM)){
5164 // if we're firing non stream weapons and this is a stream weapon, skip it
5165 if(!stream_weapons && (winfo_p->wi_flags & WIF_STREAM)){
5169 // only non-multiplayer clients (single, multi-host) need to do timestamp checking
5170 if ( !timestamp_elapsed(swp->next_primary_fire_stamp[bank_to_fire]) ) {
5171 if (timestamp_until(swp->next_primary_fire_stamp[bank_to_fire]) > 5000){
5172 swp->next_primary_fire_stamp[bank_to_fire] = timestamp(1000);
5179 //nprintf(("AI", "Time = %7.3f, firing %s\n", f2fl(Missiontime), Weapon_info[weapon].name));
5181 // do timestamp stuff for next firing time
5182 float next_fire_delay = (float) winfo_p->fire_wait * 1000.0f;
5183 if (!(obj->flags & OF_PLAYER_SHIP)) {
5184 if (shipp->team == Ships[Player_obj->instance].team){
5185 next_fire_delay *= Ship_fire_delay_scale_friendly[Game_skill_level];
5187 next_fire_delay *= Ship_fire_delay_scale_hostile[Game_skill_level];
5191 next_fire_delay *= 1.0f + (num_primary_banks - 1) * 0.5f; // 50% time penalty if banks linked
5193 // MK, 2/4/98: Since you probably were allowed to fire earlier, but couldn't fire until your frame interval
5194 // rolled around, subtract out up to half the previous frametime.
5195 // Note, unless we track whether the fire button has been held down, and not tapped, it's hard to
5196 // know how much time to subtract off. It could be this fire is "late" because the user didn't want to fire.
5197 if (next_fire_delay > 0.0f) {
5198 if (obj->flags & OF_PLAYER_SHIP) {
5199 int t = timestamp_until(swp->next_primary_fire_stamp[bank_to_fire]);
5203 tx = (float) t/-1000.0f;
5204 if (tx > flFrametime/2.0f){
5205 tx = 1000.0f * flFrametime * 0.7f;
5207 next_fire_delay -= tx;
5210 if ((int) next_fire_delay < 1){
5211 next_fire_delay = 1.0f;
5215 swp->next_primary_fire_stamp[bank_to_fire] = timestamp((int)(next_fire_delay));
5218 // Here is where we check if weapons subsystem is capable of firing the weapon.
5219 // Note that we can have partial bank firing, if the weapons subsystem is partially
5220 // functional, which should be cool.
5221 if ( ship_weapon_maybe_fail(shipp) && !force) {
5222 if ( obj == Player_obj ) {
5223 if ( ship_maybe_play_primary_fail_sound() ) {
5229 polymodel *po = model_get( Ship_info[shipp->ship_info_index].modelnum );
5230 if ( po->n_guns > 0 ) {
5231 int num_slots = po->gun_banks[bank_to_fire].num_slots;
5233 // fail unless we're forcing (energy based primaries)
5234 if ( (shipp->weapon_energy < num_slots*winfo_p->energy_consumed) && !force) {
5235 if ( obj == Player_obj ) {
5236 swp->next_primary_fire_stamp[bank_to_fire] = timestamp(swp->next_primary_fire_stamp[bank_to_fire]);
5237 if ( ship_maybe_play_primary_fail_sound() ) {
5243 // deplete the weapon reserve energy by the amount of energy used to fire the weapon
5244 shipp->weapon_energy -= num_slots*winfo_p->energy_consumed;
5245 if(shipp->weapon_energy < 0.0f){
5246 shipp->weapon_energy = 0.0f;
5249 // Mark all these weapons as in the same group
5250 int new_group_id = weapon_create_group_id();
5252 for ( j = 0; j < num_slots; j++ ) {
5253 pnt = po->gun_banks[bank_to_fire].pnt[j];
5254 vm_vec_unrotate(&gun_point, &pnt, &obj->orient);
5255 vm_vec_add(&firing_pos, &gun_point, &obj->pos);
5257 // create the weapon -- the network signature for multiplayer is created inside
5259 weapon_objnum = weapon_create( &firing_pos, &obj->orient, weapon, OBJ_INDEX(obj),0, new_group_id );
5260 weapon_set_tracking_info(weapon_objnum, OBJ_INDEX(obj), aip->target_objnum, aip->current_target_is_locked, aip->targeted_subsys);
5262 // create the muzzle flash effect
5263 shipfx_flash_create( obj, shipp, &pnt, &obj->orient.v.fvec, 1, weapon );
5265 // maybe shudder the ship - if its me
5266 if((winfo_p->wi_flags & WIF_SHUDDER) && (obj == Player_obj) && !(Game_mode & GM_STANDALONE_SERVER)){
5267 // calculate some arbitrary value between 100
5268 // (mass * velocity) / 10
5269 game_shudder_apply(500, (winfo_p->mass * winfo_p->max_speed) / 10.0f);
5275 banks_fired |= (1<<bank_to_fire); // mark this bank as fired.
5278 // Only play the weapon fired sound if it hasn't been played yet. This is to
5279 // avoid playing the same sound multiple times when banks are linked with the
5281 if ( sound_played != winfo_p->launch_snd ) {
5282 sound_played = winfo_p->launch_snd;
5283 if ( obj == Player_obj ) {
5284 if ( winfo_p->launch_snd != -1 ) {
5289 if(winfo_p->launch_snd == SND_AUTOCANNON_SHOT){
5290 snd_play( &Snds[winfo_p->launch_snd], 0.0f, 1.0f, SND_PRIORITY_TRIPLE_INSTANCE );
5292 snd_play( &Snds[winfo_p->launch_snd], 0.0f, 1.0f, SND_PRIORITY_MUST_PLAY );
5294 // snd_play( &Snds[winfo_p->launch_snd] );
5296 swp = &Player_ship->weapons;
5297 if (swp->current_primary_bank >= 0) {
5298 wip = &Weapon_info[swp->primary_bank_weapons[swp->current_primary_bank]];
5299 joy_ff_play_primary_shoot((int) ((wip->armor_factor + wip->shield_factor * 0.2f) * (wip->damage * wip->damage - 7.5f) * 0.45f + 0.6f) * 10 + 2000);
5304 if ( winfo_p->launch_snd != -1 ) {
5305 snd_play_3d( &Snds[winfo_p->launch_snd], &obj->pos, &View_position );
5309 } // end for (go to next primary bank)
5311 // if multiplayer and we're client-side firing, send the packet
5312 // if((Game_mode & GM_MULTIPLAYER) && (Netgame.debug_flags & NETD_FLAG_CLIENT_FIRING)){
5313 if(Game_mode & GM_MULTIPLAYER){
5314 // if i'm a client, and this is not me, don't send
5315 if(!(MULTIPLAYER_CLIENT && (shipp != Player_ship))){
5316 send_NEW_primary_fired_packet( shipp, banks_fired );
5320 // post a primary fired event
5321 if(Game_mode & GM_DEMO_RECORD){
5322 demo_POST_primary_fired(obj, swp->current_primary_bank, shipp->flags & SF_PRIMARY_LINKED);
5326 if (obj->flags & OF_PLAYER_SHIP) {
5327 // in multiplayer -- only the server needs to keep track of the stats. Call the cool
5328 // function to find the player given the object *. It had better return a valid player
5329 // or our internal structure as messed up.
5330 if( Game_mode & GM_MULTIPLAYER ) {
5331 if ( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {
5334 player_num = multi_find_player_by_object ( obj );
5335 Assert ( player_num != -1 );
5337 Net_players[player_num].player->stats.mp_shots_fired += num_fired;
5340 Player->stats.mp_shots_fired += num_fired;
5347 void ship_start_targeting_laser(ship *shipp)
5349 int bank0_laser = 0;
5350 int bank1_laser = 0;
5352 // determine if either of our banks have a targeting laser
5353 if((shipp->weapons.primary_bank_weapons[0] >= 0) && (Weapon_info[shipp->weapons.primary_bank_weapons[0]].wi_flags & WIF_BEAM) && (Weapon_info[shipp->weapons.primary_bank_weapons[0]].b_info.beam_type == BEAM_TYPE_C)){
5356 if((shipp->weapons.primary_bank_weapons[1] >= 0) && (Weapon_info[shipp->weapons.primary_bank_weapons[1]].wi_flags & WIF_BEAM) && (Weapon_info[shipp->weapons.primary_bank_weapons[1]].b_info.beam_type == BEAM_TYPE_C)){
5360 // if primary banks are linked
5361 if(shipp->flags & SF_PRIMARY_LINKED){
5363 shipp->targeting_laser_bank = 0;
5367 shipp->targeting_laser_bank = 1;
5371 // if we only have 1 bank selected
5373 if(bank0_laser && (shipp->weapons.current_primary_bank == 0)){
5374 shipp->targeting_laser_bank = 0;
5377 if(bank1_laser && (shipp->weapons.current_primary_bank == 1)){
5378 shipp->targeting_laser_bank = 1;
5384 void ship_stop_targeting_laser(ship *shipp)
5386 shipp->targeting_laser_bank = -1;
5387 shipp->targeting_laser_objnum = -1;
5390 void ship_process_targeting_lasers()
5392 beam_fire_info fire_info;
5397 // interate over all ships
5398 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
5403 if(Objects[so->objnum].type != OBJ_SHIP){
5406 if(Objects[so->objnum].instance < 0){
5409 shipp = &Ships[Objects[so->objnum].instance];
5411 // if our trigger is no longer down, switch it off
5412 if(!(shipp->flags & SF_TRIGGER_DOWN)){
5413 ship_stop_targeting_laser(shipp);
5417 // if we have a bank to fire - fire it
5418 if((shipp->targeting_laser_bank >= 0) && (shipp->targeting_laser_bank < 2)){
5419 // try and get the model
5420 m = model_get(shipp->modelnum);
5425 // fire a targeting laser
5426 fire_info.accuracy = 0.0f;
5427 fire_info.beam_info_index = shipp->weapons.primary_bank_weapons[(int)shipp->targeting_laser_bank];
5428 fire_info.beam_info_override = NULL;
5429 fire_info.shooter = &Objects[shipp->objnum];
5430 fire_info.target = NULL;
5431 fire_info.target_subsys = NULL;
5432 fire_info.turret = NULL;
5433 fire_info.targeting_laser_offset = m->gun_banks[shipp->targeting_laser_bank].pnt[0];
5434 shipp->targeting_laser_objnum = beam_fire_targeting(&fire_info);
5436 // hmm, why didn't it fire?
5437 if(shipp->targeting_laser_objnum < 0){
5439 ship_stop_targeting_laser(shipp);
5445 // Attempt to detonate weapon last fired by *shipp.
5446 // Only used for weapons that support remote detonation.
5447 // Return true if detonated, else return false.
5448 // Calls weapon_hit() to detonate weapon.
5449 // If it's a weapon that spawns particles, those will be released.
5450 int maybe_detonate_weapon(ship_weapon *swp, object *src)
5452 int objnum = swp->last_fired_weapon_index;
5456 objp = &Objects[objnum];
5458 if (objp->type != OBJ_WEAPON){
5462 if ((objp->instance < 0) || (objp->instance > MAX_WEAPONS)){
5466 // check to make sure that the weapon to detonate still exists
5467 if ( swp->last_fired_weapon_signature != objp->signature ){
5471 Assert(Weapons[objp->instance].weapon_info_index != -1);
5472 wip = &Weapon_info[Weapons[objp->instance].weapon_info_index];
5474 if (wip->wi_flags & WIF_REMOTE) {
5476 if ((objnum >= 0) && (objnum < MAX_OBJECTS)) {
5479 weapon_sig = objp->signature;
5481 if (swp->last_fired_weapon_signature == weapon_sig) {
5482 weapon_detonate(objp);
5483 swp->last_fired_weapon_index = -1;
5486 if (src == Player_obj) {
5487 char missile_name[NAME_LENGTH];
5488 strcpy(missile_name, wip->name);
5489 hud_end_string_at_first_hash_symbol(missile_name);
5490 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Detonated %s!", 486), missile_name);
5502 // Maybe detonate secondary weapon that's already out.
5503 // Return true if we detonate it, false if not.
5504 int ship_fire_secondary_detonate(object *obj, ship_weapon *swp)
5506 if (swp->last_fired_weapon_index != -1)
5507 if (timestamp_elapsed(swp->detonate_weapon_time)) {
5508 object *first_objp = &Objects[swp->last_fired_weapon_index];
5509 if (maybe_detonate_weapon(swp, obj)) {
5510 // If dual fire was set, there could be another weapon to detonate. Scan all weapons.
5513 //nprintf(("AI", "Weapon %i detonated\n", first_objp-Objects));
5515 // check for currently locked missiles (highest precedence)
5516 for ( mo = GET_FIRST(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
5518 Assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
5519 mobjp = &Objects[mo->objnum];
5520 if ((mobjp != first_objp) && (mobjp->parent_sig == obj->parent_sig)) {
5521 if (Weapon_info[Weapons[mobjp->instance].weapon_info_index].wi_flags & WIF_REMOTE) {
5522 //nprintf(("AI", "Also detonating weapon %i whose parent is %s\n", mobjp-Objects, Ships[Objects[mobjp->parent].instance].ship_name));
5523 weapon_detonate(mobjp);
5535 // Try to switch to a secondary bank that has ammo
5536 int ship_select_next_valid_secondary_bank(ship_weapon *swp)
5540 int ns = swp->num_secondary_banks;
5543 int i,j=swp->current_secondary_bank+1;
5544 for (i=0; i<ns; i++) {
5549 if ( swp->secondary_bank_ammo[j] > 0 ) {
5550 swp->current_secondary_bank=j;
5563 extern void ai_maybe_announce_shockwave_weapon(object *firing_objp, int weapon_index);
5565 // Object *obj fires its secondary weapon, if it can.
5566 // If its most recently fired weapon is a remotely detonatable weapon, detonate it.
5567 // Returns number of weapons fired. Note, for swarmers, returns 1 if it is allowed
5568 // to fire the missiles when allow_swarm is NOT set. They don't actually get fired on a call here unless allow_swarm is set.
5569 // When you want to fire swarmers, you call this function with allow_swarm NOT set and frame interval
5570 // code comes aruond and fires it.
5571 // allow_swarm -> default value is 0... since swarm missiles are fired over several frames,
5572 // need to avoid firing when normally called
5573 int ship_fire_secondary( object *obj, int allow_swarm )
5575 int n, weapon, j, bank, have_timeout, starting_bank_count = -1, num_fired;
5576 ushort starting_sig = 0;
5583 vector missile_point, pnt, firing_pos;
5585 Assert( obj != NULL );
5587 // in the case where the server is an observer, he can fire (which would be bad) - unless we do this.
5588 if( obj->type == OBJ_OBSERVER ){
5592 // in the case where the object is a ghost (a delayed fire packet from right before he died, for instance)
5593 if( (obj->type == OBJ_GHOST) || (obj->type == OBJ_NONE) ){
5597 Assert( obj->type == OBJ_SHIP );
5598 if(obj->type != OBJ_SHIP){
5602 Assert( n >= 0 && n < MAX_SHIPS );
5603 if((n < 0) || (n >= MAX_SHIPS)){
5606 Assert( Ships[n].objnum == OBJ_INDEX(obj));
5607 if(Ships[n].objnum != OBJ_INDEX(obj)){
5612 swp = &shipp->weapons;
5613 sip = &Ship_info[shipp->ship_info_index];
5614 aip = &Ai_info[shipp->ai_index];
5616 // if no secondary weapons are present on ship, return
5617 if ( swp->num_secondary_banks <= 0 ){
5621 // If ship is being repaired/rearmed, it cannot fire missiles
5622 if ( aip->ai_flags & AIF_BEING_REPAIRED ) {
5626 num_fired = 0; // tracks how many missiles actually fired
5628 bank = swp->current_secondary_bank;
5633 weapon = swp->secondary_bank_weapons[bank];
5634 Assert( (swp->secondary_bank_weapons[bank] >= 0) && (swp->secondary_bank_weapons[bank] < MAX_WEAPON_TYPES) );
5635 if((swp->secondary_bank_weapons[bank] < 0) || (swp->secondary_bank_weapons[bank] >= MAX_WEAPON_TYPES)){
5638 wip = &Weapon_info[swp->secondary_bank_weapons[bank]];
5640 have_timeout = 0; // used to help tell whether or not we have a timeout
5641 if ( MULTIPLAYER_MASTER ) {
5642 starting_sig = multi_get_next_network_signature( MULTI_SIG_NON_PERMANENT );
5643 starting_bank_count = swp->secondary_bank_ammo[bank];
5646 if (ship_fire_secondary_detonate(obj, swp)) {
5647 // in multiplayer, master sends a secondary fired packet with starting signature of -1 -- indicates
5648 // to client code to set the detonate timer to 0.
5649 if ( MULTIPLAYER_MASTER ) {
5650 // MWA -- 4/6/98 Assert invalid since the bank count could have gone to 0.
5651 //Assert(starting_bank_count != 0);
5652 send_secondary_fired_packet( shipp, 0, starting_bank_count, 1, allow_swarm );
5655 // For all banks, if ok to fire a weapon, make it wait a bit.
5656 // Solves problem of fire button likely being down next frame and
5657 // firing weapon despite fire causing detonation of existing weapon.
5658 if (swp->current_secondary_bank >= 0) {
5659 if (timestamp_elapsed(swp->next_secondary_fire_stamp[bank])){
5660 swp->next_secondary_fire_stamp[bank] = timestamp(max((int) flFrametime*3000, 250));
5666 if ( swp->current_secondary_bank < 0 ){
5670 if ( !timestamp_elapsed(swp->next_secondary_fire_stamp[bank]) && !allow_swarm) {
5671 if (timestamp_until(swp->next_secondary_fire_stamp[bank]) > 60000){
5672 swp->next_secondary_fire_stamp[bank] = timestamp(1000);
5675 goto done_secondary;
5678 // Ensure if this is a "require-lock" missile, that a lock actually exists
5679 if ( wip->wi_flags & WIF_NO_DUMBFIRE ) {
5680 if ( aip->current_target_is_locked <= 0 ) {
5681 if ( obj == Player_obj ) {
5682 if ( !Weapon_energy_cheat ) {
5683 if ((aip->target_objnum != -1) && (vm_vec_dist_quick(&obj->pos, &Objects[aip->target_objnum].pos) > wip->lifetime * wip->max_speed)) {
5684 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Too far from target to acquire lock", 487));
5686 char missile_name[NAME_LENGTH];
5687 strcpy(missile_name, wip->name);
5688 hud_end_string_at_first_hash_symbol(missile_name);
5689 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Cannot fire %s without a lock", 488), missile_name);
5692 snd_play( &Snds[SND_OUT_OF_MISSLES] );
5693 swp->next_secondary_fire_stamp[bank] = timestamp(800); // to avoid repeating messages
5697 // multiplayer clients should always fire the weapon here, so return only if not
5698 // a multiplayer client.
5699 if ( !MULTIPLAYER_CLIENT ){
5706 // if trying to fire a swarm missile, make sure being called from right place
5707 if ( (wip->wi_flags & WIF_SWARM) && !allow_swarm ) {
5708 Assert(wip->swarm_count > 0);
5709 if(wip->swarm_count <= 0){
5710 shipp->num_swarm_missiles_to_fire += SWARM_DEFAULT_NUM_MISSILES_FIRED;
5712 shipp->num_swarm_missiles_to_fire += wip->swarm_count;
5714 return 1; // Note: Missiles didn't get fired, but the frame interval code will fire them.
5717 // if trying to fire a corkscrew missile, make sure being called from right place
5718 if ( (wip->wi_flags & WIF_CORKSCREW) && !allow_swarm ) {
5719 shipp->num_corkscrew_to_fire = (ubyte)(shipp->num_corkscrew_to_fire + (ubyte)Corkscrew_num_missiles_fired);
5720 return 1; // Note: Missiles didn't get fired, but the frame interval code will fire them.
5723 swp->next_secondary_fire_stamp[bank] = timestamp((int)(Weapon_info[weapon].fire_wait * 1000.0f)); // They can fire 5 times a second
5725 // Here is where we check if weapons subsystem is capable of firing the weapon.
5726 // do only in single plyaer or if I am the server of a multiplayer game
5727 if ( !(Game_mode & GM_MULTIPLAYER) || MULTIPLAYER_MASTER ) {
5728 if ( ship_weapon_maybe_fail(shipp) ) {
5729 if ( obj == Player_obj )
5730 if ( ship_maybe_play_secondary_fail_sound(wip) ) {
5731 char missile_name[NAME_LENGTH];
5732 strcpy(missile_name, Weapon_info[weapon].name);
5733 hud_end_string_at_first_hash_symbol(missile_name);
5734 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Cannot fire %s due to weapons system damage", 489), missile_name);
5736 goto done_secondary;
5740 po = model_get( Ship_info[shipp->ship_info_index].modelnum );
5741 if ( po->n_missiles > 0 ) {
5742 int check_ammo; // used to tell if we should check ammo counts or not
5745 if ( bank > po->n_missiles ) {
5746 nprintf(("WARNING","WARNING ==> Tried to fire bank %d, but ship has only %d banks\n", bank+1, po->n_missiles));
5747 return 0; // we can make a quick out here!!!
5750 num_slots = po->missile_banks[bank].num_slots;
5752 // determine if there is enough ammo left to fire weapons on this bank. As with primary
5753 // weapons, we might or might not check ammo counts depending on game mode, who is firing,
5754 // and if I am a client in multiplayer
5756 if ( MULTIPLAYER_CLIENT && (obj != Player_obj) ){
5760 if ( check_ammo && ( swp->secondary_bank_ammo[bank] <= 0) ) {
5761 if ( shipp->objnum == OBJ_INDEX(Player_obj) ) {
5762 if ( ship_maybe_play_secondary_fail_sound(wip) ) {
5763 // HUD_sourced_printf(HUD_SOURCE_HIDDEN, "No %s missiles left in bank", Weapon_info[swp->secondary_bank_weapons[bank]].name);
5767 // TODO: AI switch secondary weapon / re-arm?
5769 goto done_secondary;
5772 int start_slot, end_slot;
5774 if ( shipp->flags & SF_SECONDARY_DUAL_FIRE ) {
5775 start_slot = swp->secondary_next_slot[bank];
5776 // AL 11-19-97: Ensure enough ammo remains when firing linked secondary weapons
5777 if ( check_ammo && (swp->secondary_bank_ammo[bank] < 2) ) {
5778 end_slot = start_slot;
5780 end_slot = start_slot+1;
5783 start_slot = swp->secondary_next_slot[bank];
5784 end_slot = start_slot;
5787 int pnt_index=start_slot;
5788 for ( j = start_slot; j <= end_slot; j++ ) {
5791 swp->secondary_next_slot[bank]++;
5792 if ( swp->secondary_next_slot[bank] > (num_slots-1) ){
5793 swp->secondary_next_slot[bank] = 0;
5796 if ( pnt_index >= num_slots ){
5799 pnt = po->missile_banks[bank].pnt[pnt_index++];
5800 vm_vec_unrotate(&missile_point, &pnt, &obj->orient);
5801 vm_vec_add(&firing_pos, &missile_point, &obj->pos);
5803 if ( Game_mode & GM_MULTIPLAYER ) {
5804 Assert( Weapon_info[weapon].subtype == WP_MISSILE );
5807 // create the weapon -- for multiplayer, the net_signature is assigned inside
5809 weapon_num = weapon_create( &firing_pos, &obj->orient, weapon, OBJ_INDEX(obj), 0, -1, aip->current_target_is_locked);
5810 weapon_set_tracking_info(weapon_num, OBJ_INDEX(obj), aip->target_objnum, aip->current_target_is_locked, aip->targeted_subsys);
5812 // create the muzzle flash effect
5813 shipfx_flash_create( obj, shipp, &pnt, &obj->orient.v.fvec, 0, weapon );
5816 if ( weapon_num != -1 )
5817 Demo_fire_secondary_requests++; // testing for demo
5820 swp->last_fired_weapon_index = weapon_num;
5821 swp->detonate_weapon_time = timestamp(500); // Can detonate 1/2 second later.
5822 if (weapon_num != -1) {
5823 swp->last_fired_weapon_signature = Objects[weapon_num].signature;
5826 // subtract the number of missiles fired
5827 if ( Weapon_energy_cheat == 0 ){
5828 swp->secondary_bank_ammo[bank]--;
5833 if ( obj == Player_obj ) {
5834 if ( Weapon_info[weapon].launch_snd != -1 ) {
5838 snd_play( &Snds[Weapon_info[weapon].launch_snd], 0.0f, 1.0f, SND_PRIORITY_MUST_PLAY );
5839 swp = &Player_ship->weapons;
5840 if (swp->current_secondary_bank >= 0) {
5841 wip = &Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]];
5842 if (Player_ship->flags & SF_SECONDARY_DUAL_FIRE){
5843 joy_ff_play_secondary_shoot((int) (wip->cargo_size * 2.0f));
5845 joy_ff_play_secondary_shoot((int) wip->cargo_size);
5851 if ( Weapon_info[weapon].launch_snd != -1 ) {
5852 snd_play_3d( &Snds[Weapon_info[weapon].launch_snd], &obj->pos, &View_position );
5859 // if I am the master of a multiplayer game, send a secondary fired packet along with the
5860 // first network signatures for the newly created weapons. if nothing got fired, send a failed
5862 if ( MULTIPLAYER_MASTER ) {
5863 Assert(starting_sig != 0);
5864 send_secondary_fired_packet( shipp, starting_sig, starting_bank_count, num_fired, allow_swarm );
5868 if (obj->flags & OF_PLAYER_SHIP) {
5869 // in multiplayer -- only the server needs to keep track of the stats. Call the cool
5870 // function to find the player given the object *. It had better return a valid player
5871 // or our internal structure as messed up.
5872 if( Game_mode & GM_MULTIPLAYER ) {
5873 if ( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {
5876 player_num = multi_find_player_by_object ( obj );
5877 Assert ( player_num != -1 );
5879 Net_players[player_num].player->stats.ms_shots_fired += num_fired;
5882 Player->stats.ms_shots_fired += num_fired;
5885 // maybe announce a shockwave weapon
5886 ai_maybe_announce_shockwave_weapon(obj, weapon);
5889 // AL 3-7-98: Move to next valid secondary bank if out of ammo
5890 if ( (obj->flags & OF_PLAYER_SHIP) && (swp->secondary_bank_ammo[bank] <= 0) ) {
5891 int fire_wait = (int)(Weapon_info[weapon].fire_wait * 1000.0f);
5892 if ( ship_select_next_valid_secondary_bank(swp) ) {
5893 swp->next_secondary_fire_stamp[swp->current_secondary_bank] = max(timestamp(250),timestamp(fire_wait)); // 1/4 second delay until can fire
5894 if ( obj == Player_obj ) {
5895 snd_play( &Snds[SND_SECONDARY_CYCLE] );
5903 // ------------------------------------------------------------------------------
5904 // ship_select_next_primary()
5906 // Return true if a new index gets selected.
5908 // parameters: objp => pointer to object for ship cycling primary
5909 // direction => forward == CYCLE_PRIMARY_NEXT, backward == CYCLE_PRIMARY_PREV
5911 // NOTE: This code can be called for any arbitrary ship. HUD messages and sounds are only used
5912 // for the player ship.
5913 int ship_select_next_primary(object *objp, int direction)
5918 Assert(objp != NULL);
5919 Assert(objp->type == OBJ_SHIP);
5920 Assert(objp->instance >= 0 && objp->instance < MAX_SHIPS);
5922 shipp = &Ships[objp->instance];
5923 swp = &shipp->weapons;
5925 Assert(direction == CYCLE_PRIMARY_NEXT || direction == CYCLE_PRIMARY_PREV);
5927 switch ( swp->num_primary_banks ) {
5930 if ( objp == Player_obj ) {
5931 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "This ship has no primary weapons", 490));
5932 gamesnd_play_error_beep();
5938 if ( objp == Player_obj ) {
5939 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "This ship has only one primary weapon: %s", 491),Weapon_info[swp->primary_bank_weapons[swp->current_primary_bank]].name, swp->current_primary_bank + 1);
5940 gamesnd_play_error_beep();
5946 if ( shipp->flags & SF_PRIMARY_LINKED ) {
5947 shipp->flags &= ~SF_PRIMARY_LINKED;
5948 if ( direction == CYCLE_PRIMARY_NEXT ) {
5949 swp->current_primary_bank = 0;
5951 swp->current_primary_bank = 1;
5954 switch ( swp->current_primary_bank ) {
5956 if ( direction == CYCLE_PRIMARY_NEXT ) {
5957 swp->current_primary_bank = 1;
5959 shipp->flags |= SF_PRIMARY_LINKED;
5964 if ( direction == CYCLE_PRIMARY_NEXT ) {
5965 shipp->flags |= SF_PRIMARY_LINKED;
5967 swp->current_primary_bank = 0;
5972 Int3(); // should never happen, get Alan if it does
5980 Int3(); // should never happen, get Alan if it does
5985 if ( objp == Player_obj ) {
5986 snd_play( &Snds[SND_PRIMARY_CYCLE], 0.0f );
5989 ship_primary_changed(shipp);
5993 // ------------------------------------------------------------------------------
5994 // ship_select_next_secondary() selects the next secondary bank with missles
5996 // returns: 1 => The secondary bank was switched
5997 // 0 => The secondary bank stayed the same
5999 // If a secondary bank has no missles left, it is skipped.
6001 // NOTE: This can be called for an arbitrary ship. HUD messages and sounds are only used
6002 // for the player ship.
6003 int ship_select_next_secondary(object *objp)
6005 Assert(objp != NULL);
6006 Assert(objp->type == OBJ_SHIP);
6007 Assert(objp->instance >= 0 && objp->instance < MAX_SHIPS);
6009 int original_bank, new_bank, i;
6013 shipp = &Ships[objp->instance];
6014 swp = &shipp->weapons;
6016 switch ( swp->num_secondary_banks ) {
6018 if ( objp == Player_obj ) {
6019 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "This ship has no secondary weapons", 492));
6020 gamesnd_play_error_beep();
6026 if ( objp == Player_obj ) {
6027 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "This ship has only one secondary weapon: %s", 493), Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]].name, swp->current_secondary_bank + 1);
6028 gamesnd_play_error_beep();
6035 Assert(swp->current_secondary_bank < swp->num_secondary_banks);
6036 original_bank = swp->current_secondary_bank;
6038 for ( i = 1; i < swp->num_secondary_banks; i++ ) {
6039 new_bank = (swp->current_secondary_bank+i) % swp->num_secondary_banks;
6040 if ( swp->secondary_bank_ammo[new_bank] <= 0 )
6042 swp->current_secondary_bank = new_bank;
6046 if ( swp->current_secondary_bank != original_bank ) {
6047 if ( objp == Player_obj ) {
6048 snd_play( &Snds[SND_SECONDARY_CYCLE], 0.0f );
6050 ship_secondary_changed(shipp);
6057 Int3(); // should never happen, get Alan if it does
6062 // If we've reached this point, must have failed
6066 // Stuff list of weapon indices for object *objp in list *outlist.
6067 // Return number of weapons in list.
6068 int get_available_secondary_weapons(object *objp, int *outlist, int *outbanklist)
6074 Assert(objp->type == OBJ_SHIP);
6075 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
6076 shipp = &Ships[objp->instance];
6078 for (i=0; i<shipp->weapons.num_secondary_banks; i++)
6079 if (shipp->weapons.secondary_bank_ammo[i]) {
6080 outbanklist[count] = i;
6081 outlist[count++] = shipp->weapons.secondary_bank_weapons[i];
6087 // Return the object index of the ship with name *name.
6088 int wing_name_lookup(char *name, int ignore_count)
6093 wing_limit = MAX_WINGS;
6095 wing_limit = num_wings;
6097 if (Fred_running || ignore_count ) { // current_count not used for Fred..
6098 for (i=0; i<wing_limit; i++)
6099 if (Wings[i].wave_count && !stricmp(Wings[i].name, name))
6103 for (i=0; i<wing_limit; i++)
6104 if (Wings[i].current_count && !stricmp(Wings[i].name, name))
6111 // this function is needed in addition to wing_name_lookup because it does a straight lookup without
6112 // caring about how many ships are in the wing, etc.
6113 int wing_lookup(char *name)
6116 for(idx=0;idx<num_wings;idx++)
6117 if(strcmp(Wings[idx].name,name)==0)
6123 // Return the index of Ship_info[].name that is *name.
6124 int ship_info_lookup(char *name)
6128 for (i=0; i < Num_ship_types; i++)
6129 if (!stricmp(name, Ship_info[i].name))
6135 // Return the index of Ship_info[].name which is the *base* ship of a ship copy
6136 int ship_info_base_lookup(int si_index)
6139 char name[NAME_LENGTH], *p;
6141 strcpy( name, Ship_info[si_index].name );
6142 p = strchr( name, '#' );
6143 Assert( p ); // get allender -- something bogus with ship copy
6146 i = ship_info_lookup( name );
6147 Assert( i != -1 ); // get allender -- there had better be a base ship!
6152 // Return the ship index of the ship with name *name.
6153 int ship_name_lookup(char *name, int inc_players)
6162 for (i=0; i<MAX_SHIPS; i++){
6163 if (Ships[i].objnum >= 0){
6164 if (Objects[Ships[i].objnum].type == OBJ_SHIP || (Objects[Ships[i].objnum].type == OBJ_START && inc_players)){
6165 if (!stricmp(name, Ships[i].ship_name)){
6176 int ship_type_name_lookup(char *name)
6185 // look through the Ship_type_names array
6186 for(idx=0; idx<MAX_SHIP_TYPE_COUNTS; idx++){
6187 if(!stricmp(name, Ship_type_names[idx])){
6196 // checks the (arrival & departure) state of a ship. Return values:
6197 // -1: has yet to arrive in mission
6198 // 0: is currently in mission
6199 // 1: has been destroyed, departed, or never existsed
6200 int ship_query_state(char *name)
6210 for (i=0; i<MAX_SHIPS; i++){
6211 if (Ships[i].objnum >= 0){
6212 if ((Objects[Ships[i].objnum].type == OBJ_SHIP) || (Objects[Ships[i].objnum].type == OBJ_START)){
6213 if (!stricmp(name, Ships[i].ship_name)){
6220 objp = GET_FIRST(&ship_arrival_list);
6221 while (objp != END_OF_LIST(&ship_arrival_list)) {
6222 if (!stricmp(name, objp->name)){
6226 objp = GET_NEXT(objp);
6232 // Note: This is not a general purpose routine.
6233 // It is specifically used for targeting.
6234 // It only returns a subsystem position if it has shields.
6235 // Return true/false for subsystem found/not found.
6236 // Stuff vector *pos with absolute position.
6237 // subsysp is a pointer to the subsystem.
6238 int get_subsystem_pos(vector *pos, object *objp, ship_subsys *subsysp)
6241 model_subsystem *psub;
6245 Assert(objp->type == OBJ_SHIP);
6246 shipp = &Ships[objp->instance];
6248 Assert ( subsysp != NULL );
6250 psub = subsysp->system_info;
6251 vm_copy_transpose_matrix(&m, &objp->orient);
6253 vm_vec_rotate(&pnt, &psub->pnt, &m);
6254 vm_vec_add2(&pnt, &objp->pos);
6263 //=================================================
6264 // Takes all the angle info from the ship structure and stuffs it
6265 // into the model data so that the model code has all the correct
6266 // angles and stuff that it needs. This is a poorly designed
6267 // system that should be re-engineered so that all the model functions
6268 // accept a list of angles and everyone passes them through, but
6269 // that would require some major code revision.
6270 // So, anytime you are using a model that has rotating parts, you
6271 // need to do a ship_model_start before any model_ functions are
6272 // called and a ship_model_stop after you're done. Even for
6273 // collision detection and stuff, not just rendering.
6274 // See John for details.
6276 void ship_model_start(object *objp)
6278 model_subsystem *psub;
6282 shipp = &Ships[objp->instance];
6284 // First clear all the angles in the model to zero
6285 model_clear_instance(shipp->modelnum);
6287 // Go through all subsystems and bash the model angles for all
6288 // the subsystems that need it.
6289 for ( pss = GET_FIRST(&shipp->subsys_list); pss != END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
6290 psub = pss->system_info;
6291 switch (psub->type) {
6292 case SUBSYSTEM_RADAR:
6293 case SUBSYSTEM_NAVIGATION:
6294 case SUBSYSTEM_COMMUNICATION:
6295 case SUBSYSTEM_UNKNOWN:
6296 case SUBSYSTEM_ENGINE:
6297 case SUBSYSTEM_SENSORS:
6298 case SUBSYSTEM_WEAPONS:
6299 case SUBSYSTEM_SOLAR:
6300 case SUBSYSTEM_GAS_COLLECT:
6301 case SUBSYSTEM_ACTIVATION:
6303 case SUBSYSTEM_TURRET:
6304 Assert( !(psub->flags & MSS_FLAG_ROTATES) ); // Turrets can't rotate!!! See John!
6307 Error(LOCATION, "Illegal subsystem type.\n");
6311 if ( psub->subobj_num > -1 ) {
6312 model_set_instance(shipp->modelnum, psub->subobj_num, &pss->submodel_info_1 );
6315 if ( (psub->subobj_num != psub->turret_gun_sobj) && (psub->turret_gun_sobj >-1) ) {
6316 model_set_instance(shipp->modelnum, psub->turret_gun_sobj, &pss->submodel_info_2 );
6322 //==========================================================
6323 // Clears all the instance specific stuff out of the model info
6324 void ship_model_stop(object *objp)
6328 shipp = &Ships[objp->instance];
6330 // Then, clear all the angles in the model to zero
6331 model_clear_instance(shipp->modelnum);
6335 //==========================================================
6336 // Finds the number of crew points in a ship
6337 int ship_find_num_crewpoints(object *objp)
6340 model_subsystem *psub;
6344 shipp = &Ships[objp->instance];
6346 // Go through all subsystems and record the model angles for all
6347 // the subsystems that need it.
6348 for ( pss = GET_FIRST(&shipp->subsys_list); pss != END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
6349 psub = pss->system_info;
6350 switch (psub->type) {
6351 case SUBSYSTEM_TURRET:
6352 if ( psub->flags & MSS_FLAG_CREWPOINT )
6353 n++; // fall through
6355 case SUBSYSTEM_RADAR:
6356 case SUBSYSTEM_NAVIGATION:
6357 case SUBSYSTEM_COMMUNICATION:
6358 case SUBSYSTEM_UNKNOWN:
6359 case SUBSYSTEM_ENGINE:
6360 case SUBSYSTEM_GAS_COLLECT:
6361 case SUBSYSTEM_ACTIVATION:
6364 Error(LOCATION, "Illegal subsystem type.\n");
6370 //==========================================================
6371 // Finds the number of turrets in a ship
6372 int ship_find_num_turrets(object *objp)
6375 model_subsystem *psub;
6379 shipp = &Ships[objp->instance];
6381 // Go through all subsystems and record the model angles for all
6382 // the subsystems that need it.
6383 for ( pss = GET_FIRST(&shipp->subsys_list); pss != END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
6384 psub = pss->system_info;
6385 switch (psub->type) {
6386 case SUBSYSTEM_TURRET:
6387 n++; // drop through
6389 case SUBSYSTEM_RADAR:
6390 case SUBSYSTEM_NAVIGATION:
6391 case SUBSYSTEM_COMMUNICATION:
6392 case SUBSYSTEM_UNKNOWN:
6393 case SUBSYSTEM_ENGINE:
6394 case SUBSYSTEM_GAS_COLLECT:
6395 case SUBSYSTEM_ACTIVATION:
6398 Error(LOCATION, "Illegal subsystem type.\n");
6404 // Modify the matrix orient by the slew angles a.
6405 void compute_slew_matrix(matrix *orient, angles *a)
6411 t1.h = 0.0f; t1.b = 0.0f;
6412 t2.p = 0.0f; t2.b = 0.0f;
6414 // put in p & b like normal
6415 vm_angles_2_matrix(&tmp, &t1 );
6416 vm_matrix_x_matrix( &tmp2, orient, &tmp);
6418 // Put in heading separately
6419 vm_angles_2_matrix(&tmp, &t2 );
6420 vm_matrix_x_matrix( orient, &tmp2, &tmp );
6422 vm_orthogonalize_matrix(orient);
6425 // calculates the eye position for this ship in the global reference frame. Uses the
6426 // view_positions array in the model. The 0th element is the noral viewing position.
6427 // the vector of the eye is returned in the parameter 'eye'. The orientation of the
6428 // eye is returned in orient. (NOTE: this is kind of bogus for now since non 0th element
6429 // eyes have no defined up vector)
6430 void ship_get_eye( vector *eye_pos, matrix *eye_orient, object *obj )
6437 shipp = &Ships[obj->instance];
6438 pm = model_get( shipp->modelnum );
6440 // check to be sure that we have a view eye to look at.....spit out nasty debug message
6441 if ( pm->n_view_positions == 0 ) {
6442 // nprintf (("Warning", "No eye position found for model %s. Find artist to get fixed.\n", pm->filename ));
6443 *eye_pos = obj->pos;
6444 *eye_orient = obj->orient;
6447 ep = &(pm->view_positions[0] );
6449 // eye points are stored in an array -- the normal viewing position for a ship is the current_eye_index
6451 model_find_world_point( eye_pos, &ep->pnt, shipp->modelnum, ep->parent, &obj->orient, &obj->pos );
6452 // if ( shipp->current_eye_index == 0 ) {
6453 *eye_orient = obj->orient;
6455 // model_find_world_dir( &vec, &ep->norm, shipp->modelnum, ep->parent, &obj->orient, &obj->pos );
6456 // kind of bogus, but use the objects uvec to avoid totally stupid looking behavior.
6457 // vm_vector_2_matrix(eye_orient,&vec,&obj->orient.v.uvec,NULL);
6460 // Modify the orientation based on head orientation.
6461 if ( Viewer_obj == obj ) {
6462 if ( Viewer_mode & VM_PADLOCK_ANY ) {
6463 player_get_padlock_orient(eye_orient);
6465 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
6470 // of attackers to make this decision.
6472 // NOTE: This function takes into account how many ships are attacking a subsystem, and will
6473 // prefer an ignored subsystem over a subsystem that is in line of sight, if the in-sight
6474 // subsystem is attacked by more than MAX_SUBSYS_ATTACKERS
6476 // sp => ship pointer to parent of subsystem
6477 // subsys_type => what kind of subsystem this is
6478 // attacker_pos => the world coords of the attacker of this subsystem
6480 // returns: pointer to subsystem if one found, NULL otherwise
6481 #define MAX_SUBSYS_ATTACKERS 3
6482 ship_subsys *ship_get_best_subsys_to_attack(ship *sp, int subsys_type, vector *attacker_pos)
6485 ship_subsys *best_in_sight_subsys, *lowest_attacker_subsys, *ss_return;
6486 int lowest_num_attackers, lowest_in_sight_attackers, num_attackers;
6490 lowest_in_sight_attackers = lowest_num_attackers = 1000;
6491 ss_return = best_in_sight_subsys = lowest_attacker_subsys = NULL;
6493 for (ss = GET_FIRST(&sp->subsys_list); ss != END_OF_LIST(&sp->subsys_list); ss = GET_NEXT(ss) ) {
6494 if ( (ss->system_info->type == subsys_type) && (ss->current_hits > 0) ) {
6496 // get world pos of subsystem
6497 vm_vec_unrotate(&gsubpos, &ss->system_info->pnt, &Objects[sp->objnum].orient);
6498 vm_vec_add2(&gsubpos, &Objects[sp->objnum].pos);
6500 // now find the number of ships attacking this subsystem by iterating through the ships list,
6501 // and checking if aip->targeted_subsys matches the subsystem we're checking
6503 sop = GET_FIRST(&Ship_obj_list);
6504 while(sop != END_OF_LIST(&Ship_obj_list)){
6505 if ( Ai_info[Ships[Objects[sop->objnum].instance].ai_index].targeted_subsys == ss ) {
6508 sop = GET_NEXT(sop);
6511 if ( num_attackers < lowest_num_attackers ) {
6512 lowest_num_attackers = num_attackers;
6513 lowest_attacker_subsys = ss;
6516 if ( ship_subsystem_in_sight(&Objects[sp->objnum], ss, attacker_pos, &gsubpos) ) {
6517 if ( num_attackers < lowest_in_sight_attackers ) {
6518 lowest_in_sight_attackers = num_attackers;
6519 best_in_sight_subsys = ss;
6525 if ( best_in_sight_subsys == NULL ) {
6526 // no subsystems are in sight, so return the subsystem with the lowest # of attackers
6527 ss_return = lowest_attacker_subsys;
6529 if ( lowest_in_sight_attackers > MAX_SUBSYS_ATTACKERS ) {
6530 ss_return = lowest_attacker_subsys;
6532 ss_return = best_in_sight_subsys;
6539 // function to return a pointer to the 'nth' ship_subsys structure in a ship's linked list
6541 // attacker_pos => world pos of attacker (default value NULL). If value is non-NULL, try
6542 // to select the best subsystem to attack of that type (using line-of-sight)
6543 // and based on the number of ships already attacking the subsystem
6544 ship_subsys *ship_get_indexed_subsys( ship *sp, int index, vector *attacker_pos )
6549 // first, special code to see if the index < 0. If so, we are looking for one of several possible
6550 // engines or one of several possible turrets. If we enter this if statement, we will always return
6555 subsys_type = -index;
6556 if ( sp->subsys_info[subsys_type].current_hits == 0.0f ) // if there are no hits, no subsystem to attack.
6559 if ( attacker_pos != NULL ) {
6560 ss = ship_get_best_subsys_to_attack(sp, subsys_type, attacker_pos);
6563 // next, scan the list of subsystems and search for the first subsystem of the particular
6564 // type which has > 0 hits remaining.
6565 for (ss = GET_FIRST(&sp->subsys_list); ss != END_OF_LIST(&sp->subsys_list); ss = GET_NEXT(ss) ) {
6566 if ( (ss->system_info->type == subsys_type) && (ss->current_hits > 0) )
6571 Int3(); // maybe we shouldn't get here, but with possible floating point rounding, I suppose we could
6577 ss = GET_FIRST(&sp->subsys_list);
6578 while ( ss != END_OF_LIST( &sp->subsys_list ) ) {
6579 if ( count == index )
6582 ss = GET_NEXT( ss );
6584 Int3(); // get allender -- turret ref didn't fixup correctly!!!!
6588 // Given a pointer to a subsystem and an associated object, return the index.
6589 int ship_get_index_from_subsys(ship_subsys *ssp, int objnum, int error_bypass)
6598 Assert(objnum >= 0);
6599 Assert(Objects[objnum].instance >= 0);
6601 shipp = &Ships[Objects[objnum].instance];
6604 ss = GET_FIRST(&shipp->subsys_list);
6605 while ( ss != END_OF_LIST( &shipp->subsys_list ) ) {
6609 ss = GET_NEXT( ss );
6611 if ( !error_bypass )
6612 Int3(); // get allender -- turret ref didn't fixup correctly!!!!
6617 // function which returns the index number of the ship_subsys parameter
6618 int ship_get_subsys_index(ship *sp, char *ss_name, int error_bypass)
6624 ss = GET_FIRST(&sp->subsys_list);
6625 while ( ss != END_OF_LIST( &sp->subsys_list ) ) {
6626 if ( !stricmp(ss->system_info->subobj_name, ss_name) )
6629 ss = GET_NEXT( ss );
6638 // routine to return the strength of a subsystem. We keep a total hit tally for all subsystems
6639 // which are similar (i.e. a total for all engines). These routines will return a number between
6640 // 0.0 and 1.0 which is the relative combined strength of the given subsystem type. The number
6641 // calculated for the engines is slightly different. Once an engine reaches < 15% of it's hits, it's
6642 // output drops to that %. A dead engine has no output.
6643 float ship_get_subsystem_strength( ship *shipp, int type )
6648 Assert ( (type >= 0) && (type < SUBSYSTEM_MAX) );
6649 if ( shipp->subsys_info[type].total_hits == 0.0f )
6652 // For a dying ship, all subsystem strengths are zero.
6653 if (Objects[shipp->objnum].hull_strength <= 0.0f)
6656 strength = shipp->subsys_info[type].current_hits / shipp->subsys_info[type].total_hits;
6658 if ( strength == 0.0f ) // short circuit 0
6661 if ( (type == SUBSYSTEM_ENGINE) && (strength < 1.0f) ) {
6665 ssp = GET_FIRST(&shipp->subsys_list);
6666 while ( ssp != END_OF_LIST( &shipp->subsys_list ) ) {
6668 if ( ssp->system_info->type == SUBSYSTEM_ENGINE ) {
6671 ratio = ssp->current_hits / ssp->system_info->max_hits;
6672 if ( ratio < ENGINE_MIN_STR )
6673 ratio = ENGINE_MIN_STR;
6677 ssp = GET_NEXT( ssp );
6679 strength = percent / (float)shipp->subsys_info[type].num;
6685 // set the strength of a subsystem on a given ship. The strength passed as a
6686 // parameter is between 0.0 and 1.0
6688 // NOTE: this function was made to be called by the debug function dcf_set_subsys(). If
6689 // you want to use this, be sure that you test it for all cases.
6690 void ship_set_subsystem_strength( ship *shipp, int type, float strength )
6692 float total_current_hits, diff;
6695 Assert ( (type >= 0) && (type < SUBSYSTEM_MAX) );
6696 if ( shipp->subsys_info[type].total_hits == 0.0f )
6699 total_current_hits = 0.0f;
6700 ssp = GET_FIRST(&shipp->subsys_list);
6701 while ( ssp != END_OF_LIST( &shipp->subsys_list ) ) {
6703 if ( ssp->system_info->type == type ) {
6704 ssp->current_hits = strength * ssp->system_info->max_hits;
6705 total_current_hits += ssp->current_hits;
6707 ssp = GET_NEXT( ssp );
6710 // update the objects integrity, needed since we've bashed the strength of a subsysem
6711 diff = total_current_hits - shipp->subsys_info[type].current_hits;
6712 Objects[shipp->objnum].hull_strength += diff;
6713 // fix up the shipp->subsys_info[type] current_hits value
6714 shipp->subsys_info[type].current_hits = total_current_hits;
6717 #define SHIELD_REPAIR_RATE 0.20f // Percent of shield repaired per second.
6718 #define HULL_REPAIR_RATE 0.15f // Percent of hull repaired per second.
6719 #define SUBSYS_REPAIR_RATE 0.10f // Percent of subsystems repaired per second.
6721 // ==================================================================================
6722 // ship_do_rearm_frame()
6724 // function to rearm a ship. This function gets called from the ai code ai_do_rearm_frame (or
6725 // some function of a similar name). Returns 1 when ship is fully repaired and rearmed, 0 otherwise
6728 #define REARM_NUM_MISSILES_PER_BATCH 4 // how many missiles are dropped in per load sound
6730 int ship_do_rearm_frame( object *objp, float frametime )
6732 int i, banks_full, subsys_type, subsys_all_ok;
6733 float shield_str, repair_delta, repair_allocated;
6740 shipp = &Ships[objp->instance];
6741 swp = &shipp->weapons;
6742 sip = &Ship_info[shipp->ship_info_index];
6743 aip = &Ai_info[shipp->ai_index];
6745 // AL 10-31-97: Add missing primary weapons to the ship. This is required since designers
6746 // want to have ships that start with no primaries, but can get them through
6748 if ( swp->num_primary_banks < sip->num_primary_banks ) {
6749 for ( i = swp->num_primary_banks; i < sip->num_primary_banks; i++ ) {
6750 swp->primary_bank_weapons[i] = sip->primary_bank_weapons[i];
6752 swp->num_primary_banks = sip->num_primary_banks;
6755 // AL 12-30-97: Repair broken warp drive
6756 if ( shipp->flags & SF_WARP_BROKEN ) {
6757 // TODO: maybe do something here like informing player warp is fixed?
6758 shipp->flags &= ~SF_WARP_BROKEN;
6761 // AL 1-16-97: Replenish countermeasures
6762 shipp->cmeasure_count = sip->cmeasure_max;
6764 // Do shield repair here
6765 if ( !(objp->flags & OF_NO_SHIELDS) ) {
6766 shield_str = get_shield_strength(objp);
6767 if ( shield_str < sip->shields ) {
6768 if ( objp == Player_obj ) {
6769 player_maybe_start_repair_sound();
6771 shield_str += sip->shields * frametime * SHIELD_REPAIR_RATE;
6772 if ( shield_str > sip->shields ) {
6773 shield_str = sip->shields;
6775 set_shield_strength(objp, shield_str);
6779 // Repair the ship integrity (subsystems + hull). This works by applying the repair points
6780 // to the subsystems. Ships integrity is stored is objp->hull_strength, so that always is
6781 // incremented by repair_allocated
6782 repair_allocated = sip->initial_hull_strength * frametime * HULL_REPAIR_RATE;
6785 AL 11-24-97: remove increase to hull integrity
6787 objp->hull_strength += repair_allocated;
6788 if ( objp->hull_strength > sip->initial_hull_strength ) {
6789 repair_allocated -= ( sip->initial_hull_strength - objp->hull_strength);
6790 objp->hull_strength = sip->initial_hull_strength;
6794 // check the subsystems of the ship.
6796 ssp = GET_FIRST(&shipp->subsys_list);
6797 while ( ssp != END_OF_LIST( &shipp->subsys_list ) ) {
6799 if ( ssp->current_hits < ssp->system_info->max_hits && repair_allocated > 0 ) {
6801 subsys_type = ssp->system_info->type;
6803 if ( objp == Player_obj ) {
6804 player_maybe_start_repair_sound();
6807 repair_delta = ssp->system_info->max_hits - ssp->current_hits;
6808 if ( repair_delta > repair_allocated ) {
6809 repair_delta = repair_allocated;
6811 repair_allocated -= repair_delta;
6812 Assert(repair_allocated >= 0.0f);
6814 // add repair to current strength of single subsystem
6815 ssp->current_hits += repair_delta;
6816 if ( ssp->current_hits > ssp->system_info->max_hits ) {
6817 ssp->current_hits = ssp->system_info->max_hits;
6820 // add repair to aggregate strength of subsystems of that type
6821 shipp->subsys_info[subsys_type].current_hits += repair_delta;
6822 if ( shipp->subsys_info[subsys_type].current_hits > shipp->subsys_info[subsys_type].total_hits )
6823 shipp->subsys_info[subsys_type].current_hits = shipp->subsys_info[subsys_type].total_hits;
6825 if ( ssp->current_hits > ssp->system_info->max_hits )
6826 ssp->current_hits = ssp->system_info->max_hits;
6828 // check to see if this subsystem was totally non functional before -- if so, then
6830 if ( (ssp->system_info->type == SUBSYSTEM_ENGINE) && (shipp->flags & SF_DISABLED) ) {
6831 shipp->flags &= ~SF_DISABLED;
6832 ship_reset_disabled_physics(objp, shipp->ship_info_index);
6836 ssp = GET_NEXT( ssp );
6839 // now deal with rearming the player. All secondary weapons have a certain rate at which
6840 // they can be rearmed. We can rearm multiple banks at once.
6842 if ( subsys_all_ok ) {
6843 for (i = 0; i < swp->num_secondary_banks; i++ ) {
6844 if ( swp->secondary_bank_ammo[i] < swp->secondary_bank_start_ammo[i] ) {
6847 if ( objp == Player_obj ) {
6848 hud_gauge_popup_start(HUD_WEAPONS_GAUGE);
6851 if ( timestamp_elapsed(swp->secondary_bank_rearm_time[i]) ) {
6853 // Have to do some gymnastics to play the sound effects properly. There is a
6854 // one time sound effect which is the missile loading start, then for each missile
6855 // loaded there is a sound effect. These are only played for the player.
6857 rearm_time = Weapon_info[swp->secondary_bank_weapons[i]].rearm_rate;
6858 if ( aip->rearm_first_missile == TRUE ) {
6862 swp->secondary_bank_rearm_time[i] = timestamp( (int)(rearm_time * 1000.f) );
6864 // Acutal loading of missiles is preceded by a sound effect which is the missile
6865 // loading equipment moving into place
6866 if ( aip->rearm_first_missile == TRUE ) {
6867 snd_play_3d( &Snds[SND_MISSILE_START_LOAD], &objp->pos, &View_position );
6868 aip->rearm_first_missile = FALSE;
6871 snd_play_3d( &Snds[SND_MISSILE_LOAD], &objp->pos, &View_position );
6872 if (objp == Player_obj)
6873 joy_ff_play_reload_effect();
6875 swp->secondary_bank_ammo[i] += REARM_NUM_MISSILES_PER_BATCH;
6876 if ( swp->secondary_bank_ammo[i] > swp->secondary_bank_start_ammo[i] )
6877 swp->secondary_bank_ammo[i] = swp->secondary_bank_start_ammo[i];
6884 } // end if (subsys_all_ok)
6886 if ( banks_full == swp->num_secondary_banks ) {
6887 aip->rearm_first_missile = TRUE;
6890 int shields_full = 0;
6891 if ( (objp->flags & OF_NO_SHIELDS) ) {
6894 if ( get_shield_strength(objp) >= sip->shields )
6898 // return 1 if at end of subsystem list, hull damage at 0, and shields full and all secondary banks full.
6899 // if ( ((ssp = END_OF_LIST(&shipp->subsys_list)) != NULL )&&(objp->hull_strength == sip->initial_hull_strength)&&(shields_full) ) {
6900 if ( subsys_all_ok && shields_full ) {
6902 if ( objp == Player_obj ) {
6903 player_stop_repair_sound();
6906 if (!aip->rearm_release_delay)
6907 aip->rearm_release_delay = timestamp(1200);
6909 if ( banks_full == swp->num_secondary_banks ) {
6911 if ( timestamp_elapsed(aip->rearm_release_delay) )
6915 aip->rearm_release_delay = timestamp(1200);
6922 // function which is used to find a repair ship to repair requester_obj. the way repair ships will work
6924 // if repair ship present and available, return pointer to that object.
6925 // If repair ship present and busy, possibly return that object if he can satisfy the request soon enough.
6926 // If repair ship present and busy and cannot satisfy request, return NULL to warp a new one in if below max number
6927 // if no repair ship present, return NULL to force a new one to be warped in.
6928 #define MAX_SUPPORT_SHIPS_PER_TEAM 1
6930 object *ship_find_repair_ship( object *requester_obj )
6933 ship *requester_ship;
6934 int num_support_ships, num_available_support_ships;
6935 float min_dist = 99999.0f;
6936 object *nearest_support_ship = NULL;
6937 int support_ships[MAX_SUPPORT_SHIPS_PER_TEAM];
6939 Assert(requester_obj->type == OBJ_SHIP);
6940 Assert((requester_obj->instance >= 0) && (requester_obj->instance < MAX_OBJECTS));
6942 // if support ships are not allowed, then no support ship can repair!
6943 if ( !is_support_allowed(requester_obj) )
6946 num_support_ships = 0;
6947 num_available_support_ships = 0;
6949 requester_ship = &Ships[requester_obj->instance];
6950 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
6951 if ((objp->type == OBJ_SHIP) && !(objp->flags & OF_SHOULD_BE_DEAD)) {
6956 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
6958 shipp = &Ships[objp->instance];
6959 sip = &Ship_info[shipp->ship_info_index];
6961 if ( shipp->team != requester_ship->team )
6964 if ( !(sip->flags & SIF_SUPPORT) )
6967 // don't deal with dying support ships
6968 if ( shipp->flags & (SF_DYING | SF_DEPARTING) )
6971 dist = vm_vec_dist_quick(&objp->pos, &requester_obj->pos);
6972 support_ships[num_support_ships] = objp-Objects;
6974 if (!(Ai_info[shipp->ai_index].ai_flags & AIF_REPAIRING)) {
6975 num_available_support_ships++;
6976 if (dist < min_dist) {
6978 nearest_support_ship = objp;
6982 if ( num_support_ships >= MAX_SUPPORT_SHIPS_PER_TEAM ) {
6983 mprintf(("Why is there more than %d support ships in this mission?\n",MAX_SUPPORT_SHIPS_PER_TEAM));
6986 support_ships[num_support_ships] = OBJ_INDEX(objp);
6987 num_support_ships++;
6992 if (nearest_support_ship != NULL)
6993 return nearest_support_ship;
6994 else if (num_support_ships >= MAX_SUPPORT_SHIPS_PER_TEAM) {
6995 Assert(&Objects[support_ships[0]] != NULL);
6996 return &Objects[support_ships[0]];
6998 Assert(num_support_ships < MAX_SUPPORT_SHIPS_PER_TEAM);
7005 // -------------------------------------------------------------------------------------------------
7008 // called in game_shutdown() to free malloced memory
7010 // NOTE: do not call this function. It is only called from game_shutdown()
7015 for (i=0; i<MAX_SHIPS; i++ ) {
7016 if ( Ships[i].shield_integrity != NULL && Ships[i].objnum != -1 ) {
7017 free( Ships[i].shield_integrity );
7018 Ships[i].shield_integrity = NULL;
7022 // free memory alloced for subsystem storage
7023 for ( i = 0; i < Num_ship_types; i++ ) {
7024 if ( Ship_info[i].subsystems != NULL ) {
7025 free(Ship_info[i].subsystems);
7029 // free info from parsed table data
7030 for (i=0; i<MAX_SHIP_TYPES; i++) {
7031 if(Ship_info[i].type_str != NULL){
7032 free(Ship_info[i].type_str);
7033 Ship_info[i].type_str = NULL;
7035 if(Ship_info[i].maneuverability_str != NULL){
7036 free(Ship_info[i].maneuverability_str);
7037 Ship_info[i].maneuverability_str = NULL;
7039 if(Ship_info[i].armor_str != NULL){
7040 free(Ship_info[i].armor_str);
7041 Ship_info[i].armor_str = NULL;
7043 if(Ship_info[i].manufacturer_str != NULL){
7044 free(Ship_info[i].manufacturer_str);
7045 Ship_info[i].manufacturer_str = NULL;
7047 if(Ship_info[i].desc != NULL){
7048 free(Ship_info[i].desc);
7049 Ship_info[i].desc = NULL;
7051 if(Ship_info[i].tech_desc != NULL){
7052 free(Ship_info[i].tech_desc);
7053 Ship_info[i].tech_desc = NULL;
7055 if(Ship_info[i].ship_length != NULL){
7056 free(Ship_info[i].ship_length);
7057 Ship_info[i].ship_length = NULL;
7059 if(Ship_info[i].gun_mounts != NULL){
7060 free(Ship_info[i].gun_mounts);
7061 Ship_info[i].gun_mounts = NULL;
7063 if(Ship_info[i].missile_banks != NULL){
7064 free(Ship_info[i].missile_banks);
7065 Ship_info[i].missile_banks = NULL;
7069 // NOTE: pm->ship_bay is free'd is modelread.cpp, model_unload().
7074 // -------------------------------------------------------------------------------------------------
7075 // ship_assign_sound()
7077 // Assign object-linked sound to a particular ship
7079 void ship_assign_sound(ship *sp)
7084 ship_subsys *moveup;
7086 Assert( sp->objnum >= 0 );
7090 objp = &Objects[sp->objnum];
7091 sip = &Ship_info[sp->ship_info_index];
7093 if ( sip->engine_snd != -1 ) {
7094 vm_vec_copy_scale(&engine_pos, &objp->orient.v.fvec, -objp->radius/2.0f);
7096 obj_snd_assign(sp->objnum, sip->engine_snd, &engine_pos, 1);
7099 // if he's got any specific engine subsystems. go for it.
7100 moveup = GET_FIRST(&sp->subsys_list);
7101 while(moveup != END_OF_LIST(&sp->subsys_list)){
7102 // check the name of the subsystem
7103 if(strstr(moveup->system_info->name, "enginelarge")){
7104 obj_snd_assign(sp->objnum, SND_ENGINE_LOOP_LARGE, &moveup->system_info->pnt, 0);
7105 } else if(strstr(moveup->system_info->name, "enginehuge")){
7106 obj_snd_assign(sp->objnum, SND_ENGINE_LOOP_HUGE, &moveup->system_info->pnt, 0);
7110 moveup = GET_NEXT(moveup);
7114 // -------------------------------------------------------------------------------------------------
7115 // ship_assign_sound_all()
7117 // Assign object-linked sounds to all ships currently in the obj_used_list
7119 void ship_assign_sound_all()
7122 int idx, has_sounds;
7124 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
7125 if ( objp->type == OBJ_SHIP && Player_obj != objp) {
7128 // check to make sure this guy hasn't got sounds already assigned to him
7129 for(idx=0; idx<MAX_OBJECT_SOUNDS; idx++){
7130 if(objp->objsnd_num[idx] != -1){
7137 // actually assign the sound
7139 ship_assign_sound(&Ships[objp->instance]);
7146 // ---------------------------------------------------------------------------------------
7149 // Debug console function to set the shield for the player ship
7151 DCF(set_shield,"Change player ship shield strength")
7155 sip = &Ship_info[Ships[Player_obj->instance].ship_info_index];
7157 dc_get_arg(ARG_FLOAT|ARG_NONE);
7159 if ( Dc_arg_type & ARG_FLOAT ) {
7160 if ( Dc_arg_float < 0 )
7161 Dc_arg_float = 0.0f;
7162 if ( Dc_arg_float > 1.0 )
7163 Dc_arg_float = 1.0f;
7164 set_shield_strength(Player_obj, Dc_arg_float * sip->shields);
7165 dc_printf("Shields set to %.2f\n", get_shield_strength(Player_obj) );
7170 dc_printf ("Usage: set_shield [num]\n");
7171 dc_printf ("[num] -- shield percentage 0.0 -> 1.0 of max\n");
7172 dc_printf ("with no parameters, displays shield strength\n");
7177 dc_printf( "Shields are currently %.2f", get_shield_strength(Player_obj) );
7181 // ---------------------------------------------------------------------------------------
7184 // Debug console function to set the hull for the player ship
7186 DCF(set_hull, "Change player ship hull strength")
7190 sip = &Ship_info[Ships[Player_obj->instance].ship_info_index];
7192 dc_get_arg(ARG_FLOAT|ARG_NONE);
7194 if ( Dc_arg_type & ARG_FLOAT ) {
7195 if ( Dc_arg_float < 0 )
7196 Dc_arg_float = 0.0f;
7197 if ( Dc_arg_float > 1.0 )
7198 Dc_arg_float = 1.0f;
7199 Player_obj->hull_strength = Dc_arg_float * sip->initial_hull_strength;
7200 dc_printf("Hull set to %.2f\n", Player_obj->hull_strength );
7205 dc_printf ("Usage: set_hull [num]\n");
7206 dc_printf ("[num] -- hull percentage 0.0 -> 1.0 of max\n");
7207 dc_printf ("with no parameters, displays hull strength\n");
7212 dc_printf( "Hull is currently %.2f", Player_obj->hull_strength );
7216 // ---------------------------------------------------------------------------------------
7219 // Debug console function to set the strength of a particular subsystem
7222 DCF(set_subsys, "Set the strength of a particular subsystem on player ship" )
7225 dc_get_arg(ARG_STRING);
7226 if ( !stricmp( Dc_arg, "weapons" )) {
7227 dc_get_arg(ARG_FLOAT);
7228 if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) {
7231 ship_set_subsystem_strength( Player_ship, SUBSYSTEM_WEAPONS, Dc_arg_float );
7233 } else if ( !stricmp( Dc_arg, "engine" )) {
7234 dc_get_arg(ARG_FLOAT);
7235 if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) {
7238 ship_set_subsystem_strength( Player_ship, SUBSYSTEM_ENGINE, Dc_arg_float );
7239 if ( Dc_arg_float < ENGINE_MIN_STR ) {
7240 Player_ship->flags |= SF_DISABLED; // add the disabled flag
7242 Player_ship->flags &= (~SF_DISABLED); // add the disabled flag
7245 } else if ( !stricmp( Dc_arg, "sensors" )) {
7246 dc_get_arg(ARG_FLOAT);
7247 if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) {
7250 ship_set_subsystem_strength( Player_ship, SUBSYSTEM_SENSORS, Dc_arg_float );
7252 } else if ( !stricmp( Dc_arg, "communication" )) {
7253 dc_get_arg(ARG_FLOAT);
7254 if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) {
7257 ship_set_subsystem_strength( Player_ship, SUBSYSTEM_COMMUNICATION, Dc_arg_float );
7259 } else if ( !stricmp( Dc_arg, "navigation" )) {
7260 dc_get_arg(ARG_FLOAT);
7261 if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) {
7264 ship_set_subsystem_strength( Player_ship, SUBSYSTEM_NAVIGATION, Dc_arg_float );
7266 } else if ( !stricmp( Dc_arg, "radar" )) {
7267 dc_get_arg(ARG_FLOAT);
7268 if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) {
7271 ship_set_subsystem_strength( Player_ship, SUBSYSTEM_RADAR, Dc_arg_float );
7280 dc_printf( "Usage: set_subsys type X\nWhere X is value between 0 and 1.0, and type can be:\n" );
7281 dc_printf( "weapons\n" );
7282 dc_printf( "engine\n" );
7283 dc_printf( "sensors\n" );
7284 dc_printf( "communication\n" );
7285 dc_printf( "navigation\n" );
7286 dc_printf( "radar\n" );
7287 Dc_status = 0; // don't print status if help is printed. Too messy.
7292 // console function to toggle whether auto-repair for subsystems is active
7294 DCF_BOOL( auto_repair, Ship_auto_repair );
7297 // two functions to keep track of counting ships of particular types. Maybe we should be rolling this
7298 // thing into the stats section?? The first function adds a ship of a particular type to the overall
7299 // count of ships of that type (called from MissionParse.cpp). The second function adds to the kill total
7300 // of ships of a particular type. Note that we use the ship_info flags structure member to determine
7301 // what is happening.
7302 void ship_add_ship_type_count( int ship_info_flag, int num )
7304 if ( ship_info_flag & SIF_CARGO )
7305 Ship_counts[SHIP_TYPE_CARGO].total += num;
7306 else if ( (ship_info_flag & SIF_FIGHTER) || (ship_info_flag & SIF_BOMBER) )
7307 Ship_counts[SHIP_TYPE_FIGHTER_BOMBER].total += num;
7308 else if ( ship_info_flag & SIF_CRUISER )
7309 Ship_counts[SHIP_TYPE_CRUISER].total += num;
7310 else if ( ship_info_flag & SIF_CORVETTE )
7311 Ship_counts[SHIP_TYPE_CORVETTE].total += num;
7312 else if ( ship_info_flag & SIF_GAS_MINER )
7313 Ship_counts[SHIP_TYPE_GAS_MINER].total += num;
7314 else if ( ship_info_flag & SIF_AWACS )
7315 Ship_counts[SHIP_TYPE_AWACS].total += num;
7316 else if ( ship_info_flag & SIF_FREIGHTER )
7317 Ship_counts[SHIP_TYPE_FREIGHTER].total += num;
7318 else if ( ship_info_flag & SIF_CAPITAL )
7319 Ship_counts[SHIP_TYPE_CAPITAL].total += num;
7320 else if ( ship_info_flag & SIF_TRANSPORT )
7321 Ship_counts[SHIP_TYPE_TRANSPORT].total += num;
7322 else if ( ship_info_flag & SIF_SUPPORT )
7323 Ship_counts[SHIP_TYPE_REPAIR_REARM].total += num;
7324 else if ( ship_info_flag & SIF_NO_SHIP_TYPE )
7325 Ship_counts[SHIP_TYPE_NONE].total += num;
7326 else if ( ship_info_flag & SIF_NAVBUOY ) {
7327 Ship_counts[SHIP_TYPE_NAVBUOY].total += num;
7328 } else if ( ship_info_flag & SIF_SENTRYGUN ) {
7329 Ship_counts[SHIP_TYPE_SENTRYGUN].total += num;
7330 } else if ( ship_info_flag & SIF_ESCAPEPOD ) {
7331 Ship_counts[SHIP_TYPE_ESCAPEPOD].total += num;
7332 } else if ( ship_info_flag & SIF_SUPERCAP ) {
7333 Ship_counts[SHIP_TYPE_SUPERCAP].total += num;
7334 } else if ( ship_info_flag & SIF_DRYDOCK ) {
7335 Ship_counts[SHIP_TYPE_DRYDOCK].total += num;
7336 } else if ( ship_info_flag & SIF_KNOSSOS_DEVICE){
7337 Ship_counts[SHIP_TYPE_KNOSSOS_DEVICE].total += num;
7340 Int3(); //get allender -- unknown ship type
7343 void ship_add_ship_type_kill_count( int ship_info_flag )
7345 if ( ship_info_flag & SIF_CARGO )
7346 Ship_counts[SHIP_TYPE_CARGO].killed++;
7347 else if ( (ship_info_flag & SIF_FIGHTER) || (ship_info_flag & SIF_BOMBER) )
7348 Ship_counts[SHIP_TYPE_FIGHTER_BOMBER].killed++;
7349 else if ( ship_info_flag & SIF_CRUISER )
7350 Ship_counts[SHIP_TYPE_CRUISER].killed++;
7351 else if ( ship_info_flag & SIF_CORVETTE )
7352 Ship_counts[SHIP_TYPE_CORVETTE].killed++;
7353 else if ( ship_info_flag & SIF_AWACS )
7354 Ship_counts[SHIP_TYPE_AWACS].killed++;
7355 else if ( ship_info_flag & SIF_GAS_MINER )
7356 Ship_counts[SHIP_TYPE_GAS_MINER].killed++;
7357 else if ( ship_info_flag & SIF_FREIGHTER )
7358 Ship_counts[SHIP_TYPE_FREIGHTER].killed++;
7359 else if ( ship_info_flag & SIF_CAPITAL )
7360 Ship_counts[SHIP_TYPE_CAPITAL].killed++;
7361 else if ( ship_info_flag & SIF_TRANSPORT )
7362 Ship_counts[SHIP_TYPE_TRANSPORT].killed++;
7363 else if ( ship_info_flag & SIF_SUPPORT )
7364 Ship_counts[SHIP_TYPE_REPAIR_REARM].killed++;
7365 else if ( ship_info_flag & SIF_SENTRYGUN )
7366 Ship_counts[SHIP_TYPE_SENTRYGUN].killed++;
7367 else if ( ship_info_flag & SIF_ESCAPEPOD )
7368 Ship_counts[SHIP_TYPE_ESCAPEPOD].killed++;
7369 else if ( ship_info_flag & SIF_NO_SHIP_TYPE )
7370 Ship_counts[SHIP_TYPE_NONE].killed++;
7371 else if ( ship_info_flag & SIF_SUPERCAP )
7372 Ship_counts[SHIP_TYPE_SUPERCAP].killed++;
7373 else if ( ship_info_flag & SIF_DRYDOCK )
7374 Ship_counts[SHIP_TYPE_DRYDOCK].killed++;
7375 else if ( ship_info_flag & SIF_KNOSSOS_DEVICE )
7376 Ship_counts[SHIP_TYPE_KNOSSOS_DEVICE].killed++;
7378 Int3(); //get allender -- unknown ship type
7381 int ship_query_general_type(int ship)
7383 return ship_query_general_type(&Ships[ship]);
7386 int ship_query_general_type(ship *shipp)
7390 flags = Ship_info[shipp->ship_info_index].flags;
7391 switch (flags & SIF_ALL_SHIP_TYPES) {
7393 return SHIP_TYPE_CARGO;
7397 return SHIP_TYPE_FIGHTER_BOMBER;
7400 return SHIP_TYPE_CRUISER;
7403 return SHIP_TYPE_FREIGHTER;
7406 return SHIP_TYPE_CAPITAL;
7409 return SHIP_TYPE_TRANSPORT;
7411 case SIF_NO_SHIP_TYPE:
7412 return SHIP_TYPE_NONE;
7415 return SHIP_TYPE_REPAIR_REARM;
7418 return SHIP_TYPE_NAVBUOY;
7421 return SHIP_TYPE_SENTRYGUN;
7424 return SHIP_TYPE_ESCAPEPOD;
7427 return SHIP_TYPE_SUPERCAP;
7430 return SHIP_TYPE_DRYDOCK;
7433 return SHIP_TYPE_CORVETTE;
7436 return SHIP_TYPE_AWACS;
7439 return SHIP_TYPE_GAS_MINER;
7441 case SIF_KNOSSOS_DEVICE:
7442 return SHIP_TYPE_KNOSSOS_DEVICE;
7445 Error(LOCATION, "Ship type flag is unknown. Flags value is 0x%x", flags);
7446 return SHIP_TYPE_NONE;
7449 // returns true if the docker can (is allowed) to dock with dockee
7450 int ship_docking_valid(int docker, int dockee)
7452 int docker_type, dockee_type;
7454 Assert(docker >= 0 && docker < MAX_SHIPS);
7455 Assert(dockee >= 0 && dockee < MAX_SHIPS);
7456 docker_type = ship_query_general_type(docker);
7457 dockee_type = ship_query_general_type(dockee);
7459 // escape pods can dock with transports, freighters, cruisers.
7460 if ( docker_type == SHIP_TYPE_ESCAPEPOD ) {
7461 if ( (dockee_type == SHIP_TYPE_TRANSPORT) || (dockee_type == SHIP_TYPE_CRUISER) || (dockee_type == SHIP_TYPE_FREIGHTER) || (dockee_type == SHIP_TYPE_DRYDOCK) || (dockee_type == SHIP_TYPE_CORVETTE) || (dockee_type == SHIP_TYPE_GAS_MINER) || (dockee_type == SHIP_TYPE_AWACS)){
7466 // docket == freighter
7467 if (docker_type == SHIP_TYPE_FREIGHTER) {
7468 if ( (dockee_type == SHIP_TYPE_CARGO) || (dockee_type == SHIP_TYPE_CRUISER) || (dockee_type == SHIP_TYPE_CAPITAL) || (dockee_type == SHIP_TYPE_SUPERCAP) || (dockee_type == SHIP_TYPE_DRYDOCK) || (dockee_type == SHIP_TYPE_CORVETTE) || (dockee_type == SHIP_TYPE_GAS_MINER) || (dockee_type == SHIP_TYPE_AWACS)){
7473 // docker == cruiser
7474 if ( (docker_type == SHIP_TYPE_CRUISER) || (docker_type == SHIP_TYPE_CORVETTE) || (docker_type == SHIP_TYPE_GAS_MINER) || (docker_type == SHIP_TYPE_AWACS)){
7475 if ( (dockee_type == SHIP_TYPE_CARGO) || (dockee_type == SHIP_TYPE_CRUISER) || (dockee_type == SHIP_TYPE_CAPITAL) || (dockee_type == SHIP_TYPE_SUPERCAP) || (dockee_type == SHIP_TYPE_DRYDOCK) || (dockee_type == SHIP_TYPE_CORVETTE) || (dockee_type == SHIP_TYPE_GAS_MINER) || (dockee_type == SHIP_TYPE_AWACS)){
7480 if (docker_type == SHIP_TYPE_TRANSPORT) {
7481 if ( (dockee_type == SHIP_TYPE_CARGO) || (dockee_type == SHIP_TYPE_CRUISER)
7482 || (dockee_type == SHIP_TYPE_FREIGHTER) || (dockee_type == SHIP_TYPE_TRANSPORT)
7483 || (dockee_type == SHIP_TYPE_CAPITAL) || (dockee_type == SHIP_TYPE_ESCAPEPOD)
7484 || (dockee_type == SHIP_TYPE_SUPERCAP) || (dockee_type == SHIP_TYPE_DRYDOCK) || (dockee_type == SHIP_TYPE_CORVETTE) || (dockee_type == SHIP_TYPE_GAS_MINER) || (dockee_type == SHIP_TYPE_AWACS)){
7489 if (docker_type == SHIP_TYPE_REPAIR_REARM) {
7490 if ((dockee_type == SHIP_TYPE_FIGHTER_BOMBER) || (dockee_type == SHIP_TYPE_STEALTH)){
7498 // function to return a random ship in a starting player wing. Returns -1 if a suitable
7499 // one cannot be found
7500 // input: max_dist => OPTIONAL PARAMETER (default value 0.0f) max range ship can be from player
7501 // input: persona => OPTIONAL PARAMETER (default to -1) which persona to get
7502 int ship_get_random_player_wing_ship( int flags, float max_dist, int persona_index, int get_first, int multi_team )
7504 int i, j, ship_index, count;
7505 int slist[MAX_SHIPS_PER_WING * MAX_STARTING_WINGS], which_one;
7507 // iterate through starting wings of player. Add ship indices of ships which meet
7510 for (i = 0; i < num_wings; i++ ) {
7516 if(multi_team >= 0){
7517 if(!stricmp(Wings[i].name, multi_team == 0 ? "alpha" : "zeta")){
7523 // first check for a player starting wing (alpha, beta, gamma)
7524 for ( j = 0; j < MAX_PLAYER_WINGS; j++ ) {
7525 if ( i == Starting_wings[j] ) {
7531 // if not found, the delta and epsilon count too
7532 if ( wingnum == -1 ) {
7533 if ( !stricmp(Wings[i].name, NOX("delta")) || !stricmp(Wings[i].name, NOX("epsilon")) ) {
7538 if ( wingnum == -1 ){
7543 for ( j = 0; j < Wings[wingnum].current_count; j++ ) {
7544 ship_index = Wings[wingnum].ship_index[j];
7545 Assert( ship_index != -1 );
7547 if ( Ships[ship_index].flags & SF_DYING ) {
7551 // see if ship meets our criterea
7552 if ( (flags == SHIP_GET_NO_PLAYERS) && (Objects[Ships[ship_index].objnum].flags & OF_PLAYER_SHIP) ){
7556 // don't process ships on a different team
7558 if ( Player_ship->team != Ships[ship_index].team ){
7563 // see if ship is within max_dist units
7564 if ( (max_dist > 0) && (multi_team < 0) ) {
7566 dist = vm_vec_dist_quick(&Objects[Ships[ship_index].objnum].pos, &Player_obj->pos);
7567 if ( dist > max_dist ) {
7572 // if we should be checking persona's, then don't add ships that don't have the proper persona
7573 if ( persona_index != -1 ) {
7574 if ( Ships[ship_index].persona_index != persona_index ){
7579 // return the first ship with correct persona
7584 slist[count] = ship_index;
7593 // now get a random one from the list
7594 which_one = (rand() % count);
7595 ship_index = slist[which_one];
7597 Assert ( Ships[ship_index].objnum != -1 );
7602 // like above function, but returns a random ship in the given wing -- no restrictions
7603 // input: max_dist => OPTIONAL PARAMETER (default value 0.0f) max range ship can be from player
7604 int ship_get_random_ship_in_wing(int wingnum, int flags, float max_dist, int get_first)
7606 int i, ship_index, slist[MAX_SHIPS_PER_WING], count, which_one;
7609 for ( i = 0; i < Wings[wingnum].current_count; i++ ) {
7610 ship_index = Wings[wingnum].ship_index[i];
7611 Assert( ship_index != -1 );
7613 if ( Ships[ship_index].flags & SF_DYING ) {
7617 // see if ship meets our criterea
7618 if ( (flags == SHIP_GET_NO_PLAYERS) && (Objects[Ships[ship_index].objnum].flags & OF_PLAYER_SHIP) )
7621 // see if ship is within max_dist units
7622 if ( max_dist > 0 ) {
7624 dist = vm_vec_dist_quick(&Objects[Ships[ship_index].objnum].pos, &Player_obj->pos);
7625 if ( dist > max_dist ) {
7630 // return the first ship in wing
7635 slist[count] = ship_index;
7643 // now get a random one from the list
7644 which_one = (rand() % count);
7645 ship_index = slist[which_one];
7647 Assert ( Ships[ship_index].objnum != -1 );
7653 // this function returns a random index into the Ship array of a ship of the given team
7654 // cargo containers are not counted as ships for the purposes of this function. Why???
7655 // because now it is only used for getting a random ship for a message and cargo containers
7656 // can't send mesages. This function is an example of kind of bad coding :-(
7657 // input: max_dist => OPTIONAL PARAMETER (default value 0.0f) max range ship can be from player
7658 int ship_get_random_team_ship( int team, int flags, float max_dist )
7661 object *objp, *obj_list[MAX_SHIPS];
7663 // for any allied, go through the ships list and find all of the ships on that team
7665 for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
7666 if ( objp->type != OBJ_SHIP )
7669 // series of conditionals one per line for easy reading
7670 // don't process ships on wrong team
7671 // don't process cargo's or navbuoys
7672 // don't process player ships if flags are set
7673 if ( Ships[objp->instance].team != team )
7675 else if ( Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_NOT_FLYABLE )
7677 else if ( (flags == SHIP_GET_NO_PLAYERS) && (objp->flags & OF_PLAYER_SHIP) )
7679 else if ( (flags == SHIP_GET_ONLY_PLAYERS) && !(objp->flags & OF_PLAYER_SHIP) )
7682 if ( Ships[objp->instance].flags & SF_DYING ) {
7686 // see if ship is within max_dist units
7687 if ( max_dist > 0 ) {
7689 dist = vm_vec_dist_quick(&objp->pos, &Player_obj->pos);
7690 if ( dist > max_dist ) {
7695 obj_list[num] = objp;
7702 which_one = (rand() % num);
7703 objp = obj_list[which_one];
7705 Assert ( objp->instance != -1 );
7707 return objp->instance;
7710 // -----------------------------------------------------------------------
7711 // ship_secondary_bank_has_ammo()
7713 // check if currently selected secondary bank has ammo
7715 // input: shipnum => index into Ships[] array for ship to check
7717 int ship_secondary_bank_has_ammo(int shipnum)
7721 Assert(shipnum >= 0 && shipnum < MAX_SHIPS);
7722 swp = &Ships[shipnum].weapons;
7724 if ( swp->current_secondary_bank == -1 )
7727 Assert(swp->current_secondary_bank >= 0 && swp->current_secondary_bank < MAX_SECONDARY_BANKS );
7728 if ( swp->secondary_bank_ammo[swp->current_secondary_bank] <= 0 )
7734 // see if there is enough engine power to allow the ship to warp
7735 // returns 1 if ship is able to warp, otherwise return 0
7736 int ship_can_warp(ship *sp)
7740 engine_str = ship_get_subsystem_strength( sp, SUBSYSTEM_ENGINE );
7741 // Note that ship can always warp at lowest skill level
7742 if ( (Game_skill_level > 0) && (engine_str >= SHIP_MIN_ENGINES_TO_WARP) ){
7750 // Calculate the normal vector from a subsystem position and it's first path point
7751 // input: sp => pointer to ship that is parent of subsystem
7752 // ss => pointer to subsystem of interest
7753 // norm => output parameter... vector from subsys to first path point
7755 // exit: 0 => a valid vector was placed in norm
7756 // !0 => an path normal could not be calculated
7758 int ship_return_subsys_path_normal(ship *sp, ship_subsys *ss, vector *gsubpos, vector *norm)
7760 if ( ss->system_info->path_num >= 0 ) {
7765 pm = model_get(sp->modelnum);
7766 mp = &pm->paths[ss->system_info->path_num];
7767 if ( mp->nverts >= 2 ) {
7768 // path_point = &mp->verts[mp->nverts-1].pos;
7769 path_point = &mp->verts[0].pos;
7770 // get path point in world coords
7771 vm_vec_unrotate(&gpath_point, path_point, &Objects[sp->objnum].orient);
7772 vm_vec_add2(&gpath_point, &Objects[sp->objnum].pos);
7773 // get unit vector pointing from subsys pos to first path point
7774 vm_vec_normalized_dir(norm, &gpath_point, gsubpos);
7782 // Determine if the subsystem can be viewed from eye_pos. The method is to check where the
7783 // vector from eye_pos to the subsystem hits the ship. If distance from the hit position and
7784 // the center of the subsystem is within a range (currently the subsystem radius) it is considered
7785 // in view (return true). If not in view, return false.
7787 // input: objp => object that is the ship with the subsystem on it
7788 // subsys => pointer to the subsystem of interest
7789 // eye_pos => world coord for the eye looking at the subsystem
7790 // subsys_pos => world coord for the center of the subsystem of interest
7791 // do_facing_check => OPTIONAL PARAMETER (default value is 1), do a dot product check to see if subsystem fvec is facing
7792 // towards the eye position
7793 // dot_out => OPTIONAL PARAMETER, output parameter, will return dot between subsys fvec and subsys_to_eye_vec
7794 // (only filled in if do_facing_check is true)
7795 // vec_out => OPTIONAL PARAMETER, vector from eye_pos to absolute subsys_pos. (only filled in if do_facing_check is true)
7796 int ship_subsystem_in_sight(object* objp, ship_subsys* subsys, vector *eye_pos, vector* subsys_pos, int do_facing_check, float *dot_out, vector *vec_out)
7800 vector terminus, eye_to_pos, subsys_fvec, subsys_to_eye_vec;
7802 if (objp->type != OBJ_SHIP)
7805 // See if we are at least facing the subsystem
7806 if ( do_facing_check ) {
7807 if ( ship_return_subsys_path_normal(&Ships[objp->instance], subsys, subsys_pos, &subsys_fvec) ) {
7808 // non-zero return value means that we couldn't generate a normal from path info... so use inaccurate method
7809 vm_vec_normalized_dir(&subsys_fvec, subsys_pos, &objp->pos);
7812 vm_vec_normalized_dir(&subsys_to_eye_vec, eye_pos, subsys_pos);
7813 dot = vm_vec_dot(&subsys_fvec, &subsys_to_eye_vec);
7819 *vec_out = subsys_to_eye_vec;
7820 vm_vec_negate(vec_out);
7827 // See if ray from eye to subsystem actually hits close enough to the subsystem position
7828 vm_vec_normalized_dir(&eye_to_pos, subsys_pos, eye_pos);
7829 vm_vec_scale_add(&terminus, eye_pos, &eye_to_pos, 100000.0f);
7831 ship_model_start(objp);
7833 mc.model_num = Ships[objp->instance].modelnum; // Fill in the model to check
7834 mc.orient = &objp->orient; // The object's orientation
7835 mc.pos = &objp->pos; // The object's position
7836 mc.p0 = eye_pos; // Point 1 of ray to check
7837 mc.p1 = &terminus; // Point 2 of ray to check
7838 mc.flags = MC_CHECK_MODEL;
7842 ship_model_stop(objp);
7844 if ( !mc.num_hits ) {
7848 // determine if hitpos is close enough to subsystem
7849 dist = vm_vec_dist(&mc.hit_point_world, subsys_pos);
7851 if ( dist <= subsys->system_info->radius ) {
7858 // try to find a subsystem matching 'type' inside the ship, and that is
7859 // not destroyed. If cannot find one, return NULL.
7860 ship_subsys *ship_return_next_subsys(ship *shipp, int type, vector *attacker_pos)
7864 Assert ( type >= 0 && type < SUBSYSTEM_MAX );
7866 // If aggregate total is 0, that means no subsystem is alive of that type
7867 if ( shipp->subsys_info[type].total_hits <= 0.0f )
7870 // loop through all the subsystems, if we find a match that has some strength, return it
7871 ssp = ship_get_best_subsys_to_attack(shipp, type, attacker_pos);
7876 // Return the shield strength in the quadrant hit on hit_objp, based on global hitpos
7878 // input: hit_objp => object pointer to ship getting hit
7879 // hitpos => global position of impact
7881 // exit: strength of shields in the quadrant that was hit as a percentage, between 0 and 1.0
7883 // Assumes: that hitpos is a valid global hit position
7884 float ship_quadrant_shield_strength(object *hit_objp, vector *hitpos)
7886 int quadrant_num, i;
7888 vector tmpv1, tmpv2;
7890 // If ship doesn't have shield mesh, then return
7891 if ( hit_objp->flags & OF_NO_SHIELDS ) {
7895 // Check if all the shield quadrants are all already 0, if so return 0
7896 for ( i = 0; i < 4; i++ ) {
7897 if ( hit_objp->shields[i] > 0 )
7905 // convert hitpos to position in model coordinates
7906 vm_vec_sub(&tmpv1, hitpos, &hit_objp->pos);
7907 vm_vec_rotate(&tmpv2, &tmpv1, &hit_objp->orient);
7908 quadrant_num = get_quadrant(&tmpv2);
7909 //nprintf(("Alan","Quadrant hit: %d\n", quadrant_num));
7911 if ( quadrant_num < 0 )
7914 max_quadrant = Ship_info[Ships[hit_objp->instance].ship_info_index].shields / 4.0f;
7915 if ( max_quadrant <= 0 ) {
7919 Assert(hit_objp->shields[quadrant_num] <= max_quadrant);
7921 return hit_objp->shields[quadrant_num]/max_quadrant;
7924 // Determine if a ship is threatened by any dumbfire projectiles (laser or missile)
7925 // input: sp => pointer to ship that might be threatened
7926 // exit: 0 => no dumbfire threats
7927 // 1 => at least one dumbfire threat
7929 // NOTE: Currently this function is only called periodically from the HUD code for the
7931 int ship_dumbfire_threat(ship *sp)
7933 if ( (Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER) ) {
7937 if (ai_endangered_by_weapon(&Ai_info[sp->ai_index]) > 0) {
7944 // Return !0 if there is a missile in the air homing on shipp
7945 int ship_has_homing_missile_locked(ship *shipp)
7947 object *locked_objp, *A;
7952 Assert(shipp->objnum >= 0 && shipp->objnum < MAX_OBJECTS);
7953 locked_objp = &Objects[shipp->objnum];
7955 // check for currently locked missiles (highest precedence)
7956 for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
7957 Assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
7958 A = &Objects[mo->objnum];
7960 if (A->type != OBJ_WEAPON)
7963 Assert((A->instance >= 0) && (A->instance < MAX_WEAPONS));
7964 wp = &Weapons[A->instance];
7965 wip = &Weapon_info[wp->weapon_info_index];
7967 if ( wip->subtype != WP_MISSILE )
7970 if ( !(wip->wi_flags & (WIF_HOMING_ASPECT|WIF_HOMING_HEAT) ) )
7973 if (wp->homing_object == locked_objp) {
7981 // Return !0 if there is some ship attempting to lock onto shipp
7982 int ship_is_getting_locked(ship *shipp)
7988 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
7989 objp = &Objects[so->objnum];
7990 aip = &Ai_info[Ships[objp->instance].ai_index];
7992 if ( aip->target_objnum == shipp->objnum ) {
7993 if ( aip->aspect_locked_time > 0.1f ) {
7994 float dist, wep_range;
7995 dist = vm_vec_dist_quick(&objp->pos, &Objects[shipp->objnum].pos);
7996 wep_range = ship_get_secondary_weapon_range(&Ships[objp->instance]);
7997 if ( wep_range > dist ) {
7998 nprintf(("Alan","AI ship is seeking lock\n"));
8008 // Determine if a ship is threatened by attempted lock or actual lock
8009 // input: sp => pointer to ship that might be threatened
8010 // exit: 0 => no lock threats of any kind
8011 // 1 => at least one attempting lock (no actual locks)
8012 // 2 => at least one lock (possible other attempting locks)
8014 // NOTE: Currently this function is only called periodically from the HUD code for the
8016 int ship_lock_threat(ship *sp)
8018 if ( ship_has_homing_missile_locked(sp) ) {
8022 if ( ship_is_getting_locked(sp) ) {
8029 // converts a bitmask, such as 0x08, into the bit number this would be (3 in this case)
8030 // NOTE: Should move file to something like Math_utils.
8031 int bitmask_2_bitnum(int num)
8035 for (i=0; i<32; i++)
8042 // Get a text description of a ships orders.
8044 // input: outbuf => buffer to hold orders string
8045 // sp => ship pointer to extract orders from
8047 // exit: NULL => printable orders are not applicable
8048 // non-NULL => pointer to string that was passed in originally
8050 // This function is called from HUD code to get a text description
8051 // of what a ship's orders are. Feel free to use this function if
8052 // it suits your needs for something.
8054 char *ship_return_orders(char *outbuf, ship *sp)
8060 Assert(sp->ai_index >= 0);
8061 aip = &Ai_info[sp->ai_index];
8063 // The active goal is always in the first element of aip->goals[]
8064 aigp = &aip->goals[0];
8066 if ( aigp->ai_mode < 0 )
8069 order_text = Ai_goal_text(bitmask_2_bitnum(aigp->ai_mode));
8070 if ( order_text == NULL )
8073 strcpy(outbuf, order_text);
8074 switch (aigp->ai_mode ) {
8076 case AI_GOAL_FORM_ON_WING:
8077 case AI_GOAL_GUARD_WING:
8078 case AI_GOAL_CHASE_WING:
8079 if ( aigp->ship_name ) {
8080 strcat(outbuf, aigp->ship_name);
8081 strcat(outbuf, XSTR( " Wing", 494));
8083 strcpy(outbuf, XSTR( "no orders", 495));
8089 case AI_GOAL_UNDOCK:
8091 case AI_GOAL_DISABLE_SHIP:
8092 case AI_GOAL_DISARM_SHIP:
8093 case AI_GOAL_EVADE_SHIP:
8094 case AI_GOAL_REARM_REPAIR:
8095 if ( aigp->ship_name ) {
8096 strcat(outbuf, aigp->ship_name);
8098 strcpy(outbuf, XSTR( "no orders", 495));
8102 case AI_GOAL_DESTROY_SUBSYSTEM: {
8103 char name[NAME_LENGTH];
8104 if ( aip->targeted_subsys != NULL ) {
8105 sprintf(outbuf, XSTR( "atk %s %s", 496), aigp->ship_name, hud_targetbox_truncate_subsys_name(aip->targeted_subsys->system_info->name));
8106 strcat(outbuf, name);
8108 strcpy(outbuf, XSTR( "no orders", 495) );
8113 case AI_GOAL_WAYPOINTS:
8114 case AI_GOAL_WAYPOINTS_ONCE:
8115 // don't do anything, all info is in order_text
8125 // return the amount of time until ship reaches it's goal (in MM:SS format)
8126 // input: outbuf => buffer to hold orders string
8127 // sp => ship pointer to extract orders from
8129 // exit: NULL => printable orders are not applicable
8130 // non-NULL => pointer to string that was passed in originally
8132 // This function is called from HUD code to get a text description
8133 // of what a ship's orders are. Feel free to use this function if
8134 // it suits your needs for something.
8135 char *ship_return_time_to_goal(char *outbuf, ship *sp)
8138 int time, seconds, minutes;
8143 objp = &Objects[sp->objnum];
8144 aip = &Ai_info[sp->ai_index];
8146 min_speed = objp->phys_info.speed;
8148 if ( aip->mode == AIM_WAYPOINTS ) {
8150 min_speed = 0.9f * sp->current_max_speed;
8151 if (aip->wp_list >= 0) {
8152 wpl = &Waypoint_lists[aip->wp_list];
8153 dist += vm_vec_dist_quick(&objp->pos, &wpl->waypoints[aip->wp_index]);
8154 for (int i=aip->wp_index; i<wpl->count-1; i++) {
8155 dist += vm_vec_dist_quick(&wpl->waypoints[i], &wpl->waypoints[i+1]);
8163 if ( (Objects[sp->objnum].phys_info.speed <= 0) || (sp->current_max_speed <= 0.0f) ) {
8168 speed = objp->phys_info.speed;
8170 if (speed < min_speed)
8172 time = fl2i(dist/speed);
8175 } else if ( (aip->mode == AIM_DOCK) && (aip->submode < AIS_DOCK_4) ) {
8176 time = hud_support_get_dock_time( OBJ_INDEX(objp) );
8178 // don't return anytime for time to except for waypoints and actual docking.
8183 } else if ( aip->goal_objnum >= 0 ) {
8184 dist = vm_vec_dist_quick(&Objects[aip->goal_objnum].pos, &objp->pos);
8185 min_speed = sip->max_speed/4.0f;
8186 } else if ( aip->target_objnum >= 0 ) {
8187 if ( aip->guard_objnum < 0 ) {
8188 dist = vm_vec_dist_quick(&Objects[aip->target_objnum].pos, &objp->pos);
8189 min_speed = sip->max_speed/4.0f;
8197 if ( minutes > 99 ) {
8201 sprintf(outbuf, NOX("%02d:%02d"), minutes, seconds);
8203 sprintf( outbuf, XSTR( "Unknown", 497) );
8210 // Called to check if any AI ships might reveal the cargo of any cargo containers.
8212 // This is called once a frame, but a global timer 'Ship_cargo_check_timer' will limit this
8213 // function to being called every SHIP_CARGO_CHECK_INTERVAL ms. I think that should be sufficient.
8215 // NOTE: This function uses CARGO_REVEAL_DISTANCE from the HUD code... which is a multiple of
8216 // the ship radius that is used to determine when cargo is detected. AI ships do not
8217 // have to have the ship targeted to reveal cargo. The player is ignored in this function.
8218 #define SHIP_CARGO_CHECK_INTERVAL 1000
8219 void ship_check_cargo_all()
8222 ship_obj *cargo_so, *ship_so;
8223 ship *cargo_sp, *ship_sp;
8224 float dist_squared, limit_squared;
8226 // I don't want to do this check every frame, so I made a global timer to limit check to
8227 // every SHIP_CARGO_CHECK_INTERVAL ms.
8228 if ( !timestamp_elapsed(Ship_cargo_check_timer) ) {
8231 Ship_cargo_check_timer = timestamp(SHIP_CARGO_CHECK_INTERVAL);
8234 // Check all friendly fighter/bombers against all non-friendly cargo containers that don't have
8237 // for now just locate a captial ship on the same team:
8238 cargo_so = GET_FIRST(&Ship_obj_list);
8239 while(cargo_so != END_OF_LIST(&Ship_obj_list)){
8240 cargo_sp = &Ships[Objects[cargo_so->objnum].instance];
8241 if ( (Ship_info[cargo_sp->ship_info_index].flags & SIF_CARGO) && !(cargo_sp->team & TEAM_FRIENDLY) ) {
8243 // If the cargo is revealed, continue on to next hostile cargo
8244 if ( cargo_sp->flags & SF_CARGO_REVEALED ) {
8248 // check against friendly fighter/bombers + cruiser/freighter/transport
8249 // IDEA: could cull down to fighter/bomber if we want this to run a bit quicker
8250 for ( ship_so=GET_FIRST(&Ship_obj_list); ship_so != END_OF_LIST(&Ship_obj_list); ship_so=GET_NEXT(ship_so) ) {
8251 ship_sp = &Ships[Objects[ship_so->objnum].instance];
8252 // only consider friendly ships
8253 if ( !(ship_sp->team & TEAM_FRIENDLY) ) {
8257 // ignore the player
8258 if ( ship_so->objnum == OBJ_INDEX(Player_obj) ) {
8262 // if this ship is a small or big ship
8263 if ( Ship_info[ship_sp->ship_info_index].flags & (SIF_SMALL_SHIP|SIF_BIG_SHIP) ) {
8264 cargo_objp = &Objects[cargo_sp->objnum];
8265 // use square of distance, faster than getting real distance (which will use sqrt)
8266 dist_squared = vm_vec_dist_squared(&cargo_objp->pos, &Objects[ship_sp->objnum].pos);
8267 limit_squared = (cargo_objp->radius+CARGO_RADIUS_DELTA)*(cargo_objp->radius+CARGO_RADIUS_DELTA);
8268 if ( dist_squared <= max(limit_squared, CARGO_REVEAL_MIN_DIST*CARGO_REVEAL_MIN_DIST) ) {
8269 ship_do_cargo_revealed( cargo_sp );
8270 break; // break out of for loop, move on to next hostile cargo
8276 cargo_so = GET_NEXT(cargo_so);
8281 // Maybe warn player about this attacking ship. This is called once per frame, and the
8282 // information about the closest attacking ship comes for free, since this function is called
8283 // from HUD code which has already determined the closest enemy attacker and the distance.
8285 // input: enemy_sp => ship pointer to the TEAM_ENEMY ship attacking the player
8286 // dist => the distance of the enemy to the player
8288 // NOTE: there are no filters on enemy_sp, so it could be any ship type
8290 #define PLAYER_ALLOW_WARN_INTERVAL 60000 // minimum time between warnings
8291 #define PLAYER_CHECK_WARN_INTERVAL 300 // how often we check for warnings
8292 #define PLAYER_MAX_WARNINGS 2 // max number of warnings player can receive in a mission
8293 #define PLAYER_MIN_WARN_DIST 100 // minimum distance attacking ship can be from player and still allow warning
8294 #define PLAYER_MAX_WARN_DIST 1000 // maximum distance attacking ship can be from plyaer and still allow warning
8296 void ship_maybe_warn_player(ship *enemy_sp, float dist)
8298 float fdot; //, rdot, udot;
8299 vector vec_to_target;
8300 int msg_type; //, on_right;
8302 // First check if the player has reached the maximum number of warnings for a mission
8303 if ( Player->warn_count >= PLAYER_MAX_WARNINGS ) {
8307 // Check if enough time has elapsed since last warning, if not - leave
8308 if ( !timestamp_elapsed(Player->allow_warn_timestamp) ) {
8312 // Check to see if check timer has elapsed. Necessary, since we don't want to check each frame
8313 if ( !timestamp_elapsed(Player->check_warn_timestamp ) ) {
8316 Player->check_warn_timestamp = timestamp(PLAYER_CHECK_WARN_INTERVAL);
8318 // only allow warnings if within a certain distance range
8319 if ( dist < PLAYER_MIN_WARN_DIST || dist > PLAYER_MAX_WARN_DIST ) {
8323 // only warn if a fighter or bomber is attacking the player
8324 if ( !(Ship_info[enemy_sp->ship_info_index].flags & SIF_SMALL_SHIP) ) {
8328 // get vector from player to target
8329 vm_vec_normalized_dir(&vec_to_target, &Objects[enemy_sp->objnum].pos, &Eye_position);
8331 // ensure that enemy fighter is oriented towards player
8332 fdot = vm_vec_dot(&Objects[enemy_sp->objnum].orient.v.fvec, &vec_to_target);
8333 if ( fdot > -0.7 ) {
8337 fdot = vm_vec_dot(&Player_obj->orient.v.fvec, &vec_to_target);
8341 // check if attacking ship is on six. return if not far enough behind player.
8345 msg_type = MESSAGE_CHECK_6;
8347 goto warn_player_done;
8350 // see if attacking ship is in front of ship (then do nothing)
8355 // ok, ship is on 3 or 9. Find out which
8356 rdot = vm_vec_dot(&Player_obj->orient.v.rvec, &vec_to_target);
8363 // now determine if ship is high or low
8364 udot = vm_vec_dot(&Player_obj->orient.v.uvec, &vec_to_target);
8365 if ( udot < -0.8 ) {
8366 return; // if ship is attacking from directly below, no warning given
8371 msg_type = MESSAGE_CHECK_3_HIGH;
8373 msg_type = MESSAGE_CHECK_9_HIGH;
8377 msg_type = MESSAGE_CHECK_3_LOW;
8379 msg_type = MESSAGE_CHECK_9_LOW;
8386 if ( msg_type != -1 ) {
8389 // multiplayer tvt - this is client side.
8390 if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM) && (Net_player != NULL)){
8391 ship_index = ship_get_random_player_wing_ship( SHIP_GET_NO_PLAYERS, 0.0f, -1, 0, Net_player->p_info.team );
8393 ship_index = ship_get_random_player_wing_ship( SHIP_GET_NO_PLAYERS );
8396 if ( ship_index >= 0 ) {
8397 // multiplayer - make sure I just send to myself
8398 if(Game_mode & GM_MULTIPLAYER){
8399 message_send_builtin_to_player(msg_type, &Ships[ship_index], MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, MY_NET_PLAYER_NUM, -1);
8401 message_send_builtin_to_player(msg_type, &Ships[ship_index], MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, -1);
8403 Player->allow_warn_timestamp = timestamp(PLAYER_ALLOW_WARN_INTERVAL);
8404 Player->warn_count++;
8405 // nprintf(("Alan","Warning given for ship name: %s\n", enemy_sp->ship_name));
8410 // player has just killed a ship, maybe offer send a 'good job' message
8411 #define PLAYER_MAX_PRAISES 10 // max number of praises player can receive in a mission
8412 void ship_maybe_praise_player(ship *deader_sp)
8418 // First check if the player has reached the maximum number of praises for a mission
8419 if ( Player->praise_count >= PLAYER_MAX_PRAISES ) {
8423 // Check if enough time has elapsed since last praise, if not - leave
8424 if ( !timestamp_elapsed(Player->allow_praise_timestamp) ) {
8428 if ( !(Player_ship->team & TEAM_FRIENDLY) ) {
8432 if ( deader_sp->team == Player_ship->team ) { // only praise if killing an enemy!
8436 // don't praise the destruction of navbuoys, cargo or other non-flyable ship types
8437 if ( Ship_info[deader_sp->ship_info_index].flags & SIF_NOT_FLYABLE ) {
8441 // There is already a praise pending
8442 if ( Player->praise_delay_timestamp ) {
8446 // We don't want to praise the player right away.. it is more realistic to wait a moment
8447 Player->praise_delay_timestamp = timestamp_rand(1000, 2000);
8450 // player has just killed a ship, maybe offer send a 'good job' message
8451 #define PLAYER_ASK_HELP_INTERVAL 60000 // minimum time between praises
8452 #define PLAYER_MAX_ASK_HELP 10 // max number of warnings player can receive in a mission
8453 #define ASK_HELP_SHIELD_PERCENT 0.1 // percent shields at which ship will ask for help
8454 #define ASK_HELP_HULL_PERCENT 0.3 // percent hull at which ship will ask for help
8455 #define AWACS_HELP_HULL_HI 0.75 // percent hull at which ship will ask for help
8456 #define AWACS_HELP_HULL_LOW 0.25 // percent hull at which ship will ask for help
8458 // -----------------------------------------------------------------------------
8459 void awacs_maybe_ask_for_help(ship *sp, int multi_team_filter)
8463 objp = &Objects[sp->objnum];
8465 if ( objp->hull_strength < ( (AWACS_HELP_HULL_LOW + 0.01f *(static_rand(objp-Objects) & 5)) * Ship_info[sp->ship_info_index].initial_hull_strength) ) {
8466 // awacs ship below 25 + (0-4) %
8467 if (!(sp->awacs_warning_flag & AWACS_WARN_25)) {
8468 message = MESSAGE_AWACS_25;
8469 sp->awacs_warning_flag |= AWACS_WARN_25;
8471 } else if ( objp->hull_strength < ( (AWACS_HELP_HULL_HI + 0.01f*(static_rand(objp-Objects) & 5)) * Ship_info[sp->ship_info_index].initial_hull_strength) ) {
8472 // awacs ship below 75 + (0-4) %
8473 if (!(sp->awacs_warning_flag & AWACS_WARN_75)) {
8474 message = MESSAGE_AWACS_75;
8475 sp->awacs_warning_flag |= AWACS_WARN_75;
8480 message_send_builtin_to_player(message, sp, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, multi_team_filter);
8481 Player->allow_ask_help_timestamp = timestamp(PLAYER_ASK_HELP_INTERVAL);
8482 Player->ask_help_count++;
8486 // -----------------------------------------------------------------------------
8487 void ship_maybe_ask_for_help(ship *sp)
8490 int multi_team_filter = -1;
8492 // First check if the player has reached the maximum number of ask_help's for a mission
8493 if ( Player->ask_help_count >= PLAYER_MAX_ASK_HELP ) {
8497 // Check if enough time has elapsed since last help request, if not - leave
8498 if ( !timestamp_elapsed(Player->allow_ask_help_timestamp) ) {
8502 if ( !(Player_ship->team & TEAM_FRIENDLY) ) {
8506 Assert(sp->team & TEAM_FRIENDLY );
8507 objp = &Objects[sp->objnum];
8509 if ( objp->flags & OF_PLAYER_SHIP ) {// don't let the player ask for help!
8513 // determine team filter if TvT
8514 if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)){
8515 if(sp->team == TEAM_FRIENDLY){
8516 multi_team_filter = 0;
8517 } else if(sp->team == TEAM_HOSTILE){
8518 multi_team_filter = 1;
8522 // handle awacs ship as a special case
8523 if (Ship_info[sp->ship_info_index].flags & SIF_HAS_AWACS) {
8524 awacs_maybe_ask_for_help(sp, multi_team_filter);
8528 // for now, only have wingman ships request help
8529 if ( !(sp->flags & SF_FROM_PLAYER_WING) ) {
8533 // first check if hull is at a critical level
8534 if ( objp->hull_strength < ASK_HELP_HULL_PERCENT * Ship_info[sp->ship_info_index].initial_hull_strength ) {
8538 // check if shields are near critical level
8539 if ( objp->flags & OF_NO_SHIELDS ) {
8540 return; // no shields on ship, no don't check shield levels
8543 if ( get_shield_strength(objp) > (ASK_HELP_SHIELD_PERCENT * Ship_info[sp->ship_info_index].shields) ) {
8549 Assert(Ship_info[sp->ship_info_index].flags & (SIF_FIGHTER|SIF_BOMBER) ); // get Alan
8550 message_send_builtin_to_player(MESSAGE_HELP, sp, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, multi_team_filter);
8551 Player->allow_ask_help_timestamp = timestamp(PLAYER_ASK_HELP_INTERVAL);
8553 if ( timestamp_until(Player->allow_scream_timestamp) < 15000 ) {
8554 Player->allow_scream_timestamp = timestamp(15000); // prevent overlap with death message
8557 Player->ask_help_count++;
8560 // The player has just entered death roll, maybe have wingman mourn the loss of the player
8561 void ship_maybe_lament()
8565 // no. because in multiplayer, its funny
8566 if(Game_mode & GM_MULTIPLAYER){
8570 if ( rand()%4 == 0 ) {
8571 ship_index = ship_get_random_player_wing_ship( SHIP_GET_NO_PLAYERS );
8572 if ( ship_index >= 0 ) {
8573 message_send_builtin_to_player(MESSAGE_PLAYED_DIED, &Ships[ship_index], MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, -1);
8578 #define PLAYER_SCREAM_INTERVAL 60000
8579 #define PLAYER_MAX_SCREAMS 10
8581 // play a death scream for a ship
8582 void ship_scream(ship *sp)
8584 int multi_team_filter = -1;
8592 if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)){
8593 if(sp->team == TEAM_FRIENDLY){
8594 multi_team_filter = 0;
8595 } else if(sp->team == TEAM_HOSTILE){
8596 multi_team_filter = 1;
8600 message_send_builtin_to_player(MESSAGE_WINGMAN_SCREAM, sp, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, multi_team_filter);
8601 Player->allow_scream_timestamp = timestamp(PLAYER_SCREAM_INTERVAL);
8602 Player->scream_count++;
8603 sp->flags |= SF_SHIP_HAS_SCREAMED;
8605 // prevent overlap with help messages
8606 if ( timestamp_until(Player->allow_ask_help_timestamp) < 15000 ) {
8607 Player->allow_ask_help_timestamp = timestamp(15000); // prevent overlap with death message
8611 // ship has just died, maybe play a scream.
8613 // NOTE: this is only called for ships that are in a player wing (and not player ship)
8614 void ship_maybe_scream(ship *sp)
8619 // First check if the player has reached the maximum number of screams for a mission
8620 if ( Player->scream_count >= PLAYER_MAX_SCREAMS ) {
8624 // if on different teams (i.e. team v. team games in multiplayer), no scream
8625 if ( sp->team != Player_ship->team ) {
8629 // Check if enough time has elapsed since last scream, if not - leave
8630 if ( !timestamp_elapsed(Player->allow_scream_timestamp) ) {
8637 // maybe tell player that we've requested a support ship
8638 #define PLAYER_REQUEST_REPAIR_MSG_INTERVAL 240000
8639 void ship_maybe_tell_about_rearm(ship *sp)
8641 if ( !timestamp_elapsed(Player->request_repair_timestamp) ) {
8645 if ( !(Player_ship->team & TEAM_FRIENDLY) ) {
8649 // AL 1-4-98: If ship integrity is low, tell player you want to get repaired. Otherwise, tell
8650 // the player you want to get re-armed.
8652 int message_type = -1;
8653 int heavily_damaged = 0;
8654 if ( Objects[sp->objnum].hull_strength/Ship_info[sp->ship_info_index].initial_hull_strength < 0.4 ) {
8655 heavily_damaged = 1;
8658 if ( heavily_damaged || (sp->flags & SF_DISABLED) ) {
8659 message_type = MESSAGE_REPAIR_REQUEST;
8665 for ( i = 0; i < swp->num_secondary_banks; i++ ) {
8666 if (swp->secondary_bank_start_ammo[i] > 0) {
8667 if ( swp->secondary_bank_ammo[i]/swp->secondary_bank_start_ammo[i] < 0.5f ) {
8668 message_type = MESSAGE_REARM_REQUEST;
8675 int multi_team_filter = -1;
8678 if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)){
8679 if(sp->team == TEAM_FRIENDLY){
8680 multi_team_filter = 0;
8681 } else if(sp->team == TEAM_HOSTILE){
8682 multi_team_filter = 1;
8686 if ( message_type >= 0 ) {
8688 message_send_builtin_to_player(message_type, sp, MESSAGE_PRIORITY_NORMAL, MESSAGE_TIME_SOON, 0, 0, -1, multi_team_filter);
8690 Player->request_repair_timestamp = timestamp(PLAYER_REQUEST_REPAIR_MSG_INTERVAL);
8694 // The current primary weapon or link status for a ship has changed.. notify clients if multiplayer
8696 // input: sp => pointer to ship that modified primaries
8697 void ship_primary_changed(ship *sp)
8702 // we only need to deal with multiplayer issues for now, so bail it not multiplayer
8703 if ( !(Game_mode & GM_MULTIPLAYER) )
8710 if ( MULTIPLAYER_MASTER )
8711 send_ship_weapon_change( sp, MULTI_PRIMARY_CHANGED, swp->current_primary_bank, (sp->flags & SF_PRIMARY_LINKED)?1:0 );
8715 // The current secondary weapon or dual-fire status for a ship has changed.. notify clients if multiplayer
8717 // input: sp => pointer to ship that modified secondaries
8718 void ship_secondary_changed(ship *sp)
8723 // we only need to deal with multiplayer issues for now, so bail it not multiplayer
8724 if ( !(Game_mode & GM_MULTIPLAYER) ){
8731 if ( MULTIPLAYER_MASTER )
8732 send_ship_weapon_change( sp, MULTI_SECONDARY_CHANGED, swp->current_secondary_bank, (sp->flags & SF_SECONDARY_DUAL_FIRE)?1:0 );
8736 int ship_get_SIF(ship *shipp)
8738 return Ship_info[shipp->ship_info_index].flags;
8741 int ship_get_SIF(int sh)
8743 return Ship_info[Ships[sh].ship_info_index].flags;
8746 int ship_get_by_signature(int signature)
8750 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
8751 // if we found a matching ship object signature
8752 if((Objects[so->objnum].signature == signature) && (Objects[so->objnum].type == OBJ_SHIP)){
8753 return Objects[so->objnum].instance;
8757 // couldn't find the ship
8761 // function which gets called when the cargo of a ship is revealed. Happens at two different locations
8762 // (at least when this function was written), one for the player, and one for AI ships. Need to send stuff
8763 // to clients in multiplayer game.
8764 void ship_do_cargo_revealed( ship *shipp, int from_network )
8766 // don't do anything if we already know the cargo
8767 if ( shipp->flags & SF_CARGO_REVEALED ){
8771 nprintf(("Network", "Revealing cargo for %s\n", shipp->ship_name));
8773 // send the packet if needed
8774 if ( (Game_mode & GM_MULTIPLAYER) && !from_network ){
8775 send_cargo_revealed_packet( shipp );
8778 shipp->flags |= SF_CARGO_REVEALED;
8779 shipp->time_cargo_revealed = Missiontime;
8781 // if the cargo is something other than "nothing", then make a log entry
8782 if ( stricmp(Cargo_names[shipp->cargo1 & CARGO_INDEX_MASK], NOX("nothing")) ){
8783 mission_log_add_entry(LOG_CARGO_REVEALED, shipp->ship_name, NULL, (shipp->cargo1 & CARGO_INDEX_MASK) );
8787 void ship_do_cap_subsys_cargo_revealed( ship *shipp, ship_subsys *subsys, int from_network )
8789 if ( subsys->subsys_cargo_revealed ) {
8794 nprintf(("Network", "Revealing cap ship subsys cargo for %s\n", shipp->ship_name));
8796 // send the packet if needed
8797 if ( (Game_mode & GM_MULTIPLAYER) && !from_network ){
8798 int subsystem_index = ship_get_index_from_subsys(subsys, shipp->objnum);
8799 send_subsystem_cargo_revealed_packet( shipp, subsystem_index );
8802 subsys->subsys_cargo_revealed = 1;
8804 // if the cargo is something other than "nothing", then make a log entry
8805 if ( (subsys->subsys_cargo_name > 0) && stricmp(Cargo_names[subsys->subsys_cargo_name], NOX("nothing")) ){
8806 mission_log_add_entry(LOG_CAP_SUBSYS_CARGO_REVEALED, shipp->ship_name, subsys->system_info->name, subsys->subsys_cargo_name );
8811 // Return the range of the currently selected secondary weapon
8812 // NOTE: If there is no missiles left in the current bank, range returned is 0
8813 float ship_get_secondary_weapon_range(ship *shipp)
8818 swp = &shipp->weapons;
8819 if ( swp->current_secondary_bank >= 0 ) {
8821 int bank=swp->current_secondary_bank;
8822 wip = &Weapon_info[swp->secondary_bank_weapons[bank]];
8823 if ( swp->secondary_bank_ammo[bank] > 0 ) {
8824 srange = wip->max_speed * wip->lifetime;
8831 // Determine the number of secondary ammo units (missile/bomb) allowed max for a ship
8833 int get_max_ammo_count_for_bank(int ship_class, int bank, int ammo_type)
8835 float capacity, size;
8837 capacity = (float) Ship_info[ship_class].secondary_bank_ammo_capacity[bank];
8838 size = (float) Weapon_info[ammo_type].cargo_size;
8839 return (int) (capacity / size);
8844 // Page in bitmaps for all the ships in this level
8848 int num_subsystems_needed = 0;
8850 int ship_class_used[MAX_SHIP_TYPES];
8852 // Mark all ship classes as not used
8853 for (i=0; i<MAX_SHIP_TYPES; i++ ) {
8854 ship_class_used[i] = 0;
8857 // Mark any support ship types as used
8859 for (i=0; i<Num_ship_types; i++ ) {
8860 if ( Ship_info[i].flags & SIF_SUPPORT ) {
8861 nprintf(( "Paging", "Found support ship '%s'\n", Ship_info[i].name ));
8862 ship_class_used[i]++;
8864 num_subsystems_needed += Ship_info[i].n_subsystems;
8868 // Mark any ships in the mission as used
8870 for (i=0; i<MAX_SHIPS; i++) {
8871 if (Ships[i].objnum > -1) {
8872 nprintf(( "Paging","Found ship '%s'\n", Ships[i].ship_name ));
8873 ship_class_used[Ships[i].ship_info_index]++;
8875 num_subsystems_needed += Ship_info[Ships[i].ship_info_index].n_subsystems;
8879 // Mark any ships that might warp in in the future as used
8882 for( p_objp = GET_FIRST(&ship_arrival_list); p_objp != END_OF_LIST(&ship_arrival_list); p_objp = GET_NEXT(p_objp) ) {
8883 nprintf(( "Paging","Found future arrival ship '%s'\n", p_objp->name ));
8884 ship_class_used[p_objp->ship_class]++;
8886 num_subsystems_needed += Ship_info[p_objp->ship_class].n_subsystems;
8890 // Page in all the ship classes that are used on this level
8892 int num_ship_types_used = 0;
8894 for (i=0; i<MAX_SHIP_TYPES; i++ ) {
8895 if ( ship_class_used[i] ) {
8896 ship_info *si = &Ship_info[i];
8898 num_ship_types_used++;
8900 // Page in the small hud icons for each ship
8902 extern void hud_ship_icon_page_in(ship_info *sip);
8904 hud_ship_icon_page_in(si);
8908 // See if this model was previously loaded by another ship
8909 int model_previously_loaded = -1;
8910 int ship_previously_loaded = -1;
8911 for (j=0; j<MAX_SHIP_TYPES; j++ ) {
8912 if ( (Ship_info[j].modelnum > -1) && !stricmp(si->pof_file, Ship_info[j].pof_file) ) {
8913 // Model already loaded
8914 model_previously_loaded = Ship_info[j].modelnum;
8915 ship_previously_loaded = j;
8920 // If the model is previously loaded...
8921 if ( model_previously_loaded > -1 ) {
8923 // If previously loaded model isn't the same ship class...)
8924 if ( ship_previously_loaded != i ) {
8926 // update the model number.
8927 si->modelnum = model_previously_loaded;
8929 for ( j = 0; j < si->n_subsystems; j++ ) {
8930 si->subsystems[j].model_num = -1;
8933 ship_copy_subsystem_fixup(si);
8936 for ( j = 0; j < si->n_subsystems; j++ ) {
8937 Assert( si->subsystems[j].model_num == si->modelnum );
8942 // Just to be safe (I mean to check that my code works...)
8943 Assert( si->modelnum > -1 );
8944 Assert( si->modelnum == model_previously_loaded );
8947 for ( j = 0; j < si->n_subsystems; j++ ) {
8948 Assert( si->subsystems[j].model_num == si->modelnum );
8953 // Model not loaded... so load it and page in its textures
8954 si->modelnum = model_load(si->pof_file, si->n_subsystems, &si->subsystems[0]);
8956 Assert( si->modelnum > -1 );
8958 // Verify that all the subsystem model numbers are updated
8960 for ( j = 0; j < si->n_subsystems; j++ ) {
8961 Assert( si->subsystems[j].model_num == si->modelnum ); // JAS
8970 for (i=0; i<MAX_SHIP_TYPES; i++ ) {
8971 if ( ship_class_used[i] ) {
8972 ship_info *si = &Ship_info[i];
8974 if ( si->modelnum > -1 ) {
8975 polymodel *pm = model_get(si->modelnum);
8977 nprintf(( "Paging", "Paging in textures for model '%s'\n", si->pof_file ));
8979 for (j=0; j<pm->n_textures; j++ ) {
8980 int bitmap_num = pm->original_textures[j];
8982 if ( bitmap_num > -1 ) {
8983 // if we're in Glide (and maybe later with D3D), use nondarkening textures
8984 if(gr_screen.mode == GR_GLIDE){
8985 bm_page_in_nondarkening_texture( bitmap_num );
8987 bm_page_in_texture( bitmap_num );
8993 nprintf(( "Paging", "Couldn't load model '%s'\n", si->pof_file ));
8998 nprintf(( "Paging", "There are %d ship classes used in this mission.\n", num_ship_types_used ));
8999 mprintf(( "This mission requires %d Ship_subsystems. See #define MAX_SHIP_SUBOBJECTS.\n", num_subsystems_needed ));
9001 // JAS: If you hit this, then MAX_SHIP_SUBOBJECTS is set too low.
9002 // I added this code in to detect an error that wasn't getting detected any other
9004 Assert(num_subsystems_needed < MAX_SHIP_SUBOBJECTS );
9006 // Page in the thruster effects
9009 // Make sure thrusters are loaded
9010 if ( !Thrust_anim_inited ) ship_init_thrusters();
9012 for ( i = 0; i < NUM_THRUST_ANIMS; i++ ) {
9013 thrust_anim *ta = &Thrust_anims[i];
9014 for ( j = 0; j<ta->num_frames; j++ ) {
9015 bm_page_in_texture( ta->first_frame + j );
9019 for ( i = 0; i < NUM_THRUST_GLOW_ANIMS; i++ ) {
9020 thrust_anim *ta = &Thrust_glow_anims[i];
9021 // glows are really not anims
9022 bm_page_in_texture( ta->first_frame );
9025 // page in insignia bitmaps
9026 if(Game_mode & GM_MULTIPLAYER){
9027 for(i=0; i<MAX_PLAYERS; i++){
9028 if(MULTI_CONNECTED(Net_players[i]) && (Net_players[i].player != NULL) && (Net_players[i].player->insignia_texture >= 0)){
9029 bm_page_in_xparent_texture(Net_players[i].player->insignia_texture);
9033 if((Player != NULL) && (Player->insignia_texture >= 0)){
9034 bm_page_in_xparent_texture(Player->insignia_texture);
9039 // function to return true if support ships are allowed in the mission for the given object.
9040 // In single player, must be friendly and not Shivan.
9041 // In multiplayer -- to be coded by Mark Allender after 5/4/98 -- MK, 5/4/98
9042 int is_support_allowed(object *objp)
9044 if (The_mission.disallow_support){
9048 if ( Game_mode & GM_NORMAL ) {
9049 if (Ships[objp->instance].team != TEAM_FRIENDLY){
9053 switch (Ship_info[Ships[objp->instance].ship_info_index].species) {
9054 case SPECIES_TERRAN:
9056 case SPECIES_VASUDAN:
9058 case SPECIES_SHIVAN:
9066 // multiplayer version behaves differently. Depending on mode:
9067 // 1) coop mode -- only available to friendly
9068 // 2) team v team mode -- availble to either side
9069 // 3) dogfight -- never
9071 if(Netgame.type_flags & NG_TYPE_DOGFIGHT){
9075 if ( IS_MISSION_MULTI_COOP ) {
9076 if ( Ships[objp->instance].team != TEAM_FRIENDLY ){
9086 // return ship index
9087 int ship_get_random_ship()
9094 // get the # of ships on the list
9095 num_ships = ship_get_num_ships();
9097 // get a random ship on the list
9098 rand_ship = (int)frand_range(0.0f, (float)(num_ships - 1));
9102 if(rand_ship > num_ships){
9103 rand_ship = num_ships;
9107 so = GET_FIRST(&Ship_obj_list);
9108 for(idx=0; idx<rand_ship; idx++) {
9112 return Objects[so->objnum].instance;
9115 // forcible jettison cargo from a ship
9116 void ship_jettison_cargo(ship *shipp)
9120 vector impulse, pos;
9122 // make sure we are docked with a valid object
9123 if(shipp->objnum < 0){
9126 objp = &Objects[shipp->objnum];
9127 if(Ai_info[shipp->ai_index].dock_objnum == -1){
9130 if(Objects[Ai_info[shipp->ai_index].dock_objnum].type != OBJ_SHIP){
9134 if(Ai_info[Ships[Objects[Ai_info[shipp->ai_index].dock_objnum].instance].ai_index].dock_objnum != OBJ_INDEX(objp)){
9137 cargo_objp = &Objects[Ai_info[shipp->ai_index].dock_objnum];
9139 // undock the objects
9140 ai_do_objects_undocked_stuff( objp, cargo_objp );
9143 vm_vec_sub(&pos, &cargo_objp->pos, &objp->pos);
9145 vm_vec_scale(&impulse, 100.0f);
9146 vm_vec_normalize(&pos);
9149 physics_apply_whack(&impulse, &pos, &cargo_objp->phys_info, &cargo_objp->orient, cargo_objp->phys_info.mass);
9152 float ship_get_exp_damage(object* objp)
9154 Assert(objp->type == OBJ_SHIP);
9157 ship *shipp = &Ships[objp->instance];
9159 if (shipp->special_exp_index != -1) {
9160 damage = (float) atoi(Sexp_variables[shipp->special_exp_index+DAMAGE].text);
9162 damage = Ship_info[shipp->ship_info_index].damage;
9168 int ship_get_exp_propagates(ship *sp)
9170 return Ship_info[sp->ship_info_index].explosion_propagates;
9173 float ship_get_exp_outer_rad(object *ship_objp)
9176 Assert(ship_objp->type == OBJ_SHIP);
9178 if (Ships[ship_objp->instance].special_exp_index == -1) {
9179 outer_rad = Ship_info[Ships[ship_objp->instance].ship_info_index].outer_rad;
9181 outer_rad = (float) atoi(Sexp_variables[Ships[ship_objp->instance].special_exp_index+OUTER_RAD].text);
9187 int valid_cap_subsys_cargo_list(char *subsys)
9189 if (strstr(subsys, "nav")
9190 || strstr(subsys, "comm")
9191 || strstr(subsys, "engines")
9192 || strstr(subsys, "fighter") // fighter bays
9193 || strstr(subsys, "sensors")
9194 || strstr(subsys, "weapons")) {
9202 // determine turret status of a given subsystem, returns 0 for no turret, 1 for "fixed turret", 2 for "rotating" turret
9203 int ship_get_turret_type(ship_subsys *subsys)
9205 // not a turret at all
9206 if(subsys->system_info->type != SUBSYSTEM_TURRET){
9211 if(subsys->system_info->turret_turning_rate > 0.0f){
9219 ship_subsys *ship_get_subsys(ship *shipp, char *subsys_name)
9221 ship_subsys *lookup;
9224 if((shipp == NULL) || (subsys_name == NULL)){
9228 lookup = GET_FIRST(&shipp->subsys_list);
9229 while(lookup != END_OF_LIST(&shipp->subsys_list)){
9231 if(!strcmp(lookup->system_info->subobj_name, subsys_name)){
9236 lookup = GET_NEXT(lookup);
9243 // returns 0 if no conflict, 1 if conflict, -1 on some kind of error with wing struct
9244 int wing_has_conflicting_teams(int wing_index)
9246 int first_team, idx;
9249 Assert((wing_index >= 0) && (wing_index < num_wings) && (Wings[wing_index].current_count > 0));
9250 if((wing_index < 0) || (wing_index >= num_wings) || (Wings[wing_index].current_count <= 0)){
9255 Assert(Wings[wing_index].ship_index[0] >= 0);
9256 if(Wings[wing_index].ship_index[0] < 0){
9259 first_team = Ships[Wings[wing_index].ship_index[0]].team;
9260 for(idx=1; idx<Wings[wing_index].current_count; idx++){
9261 // more sanity checks
9262 Assert(Wings[wing_index].ship_index[idx] >= 0);
9263 if(Wings[wing_index].ship_index[idx] < 0){
9267 // if we've got a team conflict
9268 if(first_team != Ships[Wings[wing_index].ship_index[idx]].team){
9277 // get the team of a reinforcement item
9278 int ship_get_reinforcement_team(int r_index)
9284 Assert((r_index >= 0) && (r_index < Num_reinforcements));
9285 if((r_index < 0) || (r_index >= Num_reinforcements)){
9289 // if the reinforcement is a ship
9290 objp = mission_parse_get_arrival_ship( Reinforcements[r_index].name );
9295 // if the reinforcement is a ship
9296 wing_index = wing_lookup(Reinforcements[r_index].name);
9297 if(wing_index >= 0){
9298 // go through the ship arrival list and find the first ship in this wing
9299 objp = GET_FIRST(&ship_arrival_list);
9300 while( objp != END_OF_LIST(&ship_arrival_list) ) {
9302 if (objp->wingnum == wing_index) {
9307 objp = GET_NEXT(objp);
9315 // determine if the given texture is used by a ship type. return ship info index, or -1 if not used by a ship
9316 int ship_get_texture(int bitmap)
9320 // check all ship types
9321 for(idx=0; idx<Num_ship_types; idx++){
9322 if((Ship_info[idx].modelnum >= 0) && model_find_texture(Ship_info[idx].modelnum, bitmap) == 1){
9327 // couldn't find the texture
9331 extern void ssm_create(vector *target, vector *start, int ssm_index, ssm_firing_info *override);
9333 // update artillery lock info
9334 #define CLEAR_ARTILLERY_AND_CONTINUE() { if(aip != NULL){ aip->artillery_objnum = -1; aip->artillery_sig = -1; aip->artillery_lock_time = 0.0f;} continue; }
9335 float artillery_dist = 10.0f;
9338 dc_get_arg(ARG_FLOAT);
9339 artillery_dist = Dc_arg_float;
9341 void ship_update_artillery_lock()
9343 #if defined(MULTIPLAYER_BETA_BUILD) || defined(FS2_DEMO) || defined(FS1_DEMO)
9346 ai_info *aip = NULL;
9347 weapon_info *tlaser = NULL;
9348 mc_info *cinfo = NULL;
9350 vector temp, local_hit;
9355 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ){
9357 if((so->objnum >= 0) && (Objects[so->objnum].type == OBJ_SHIP) && (Objects[so->objnum].instance >= 0)){
9358 shipp = &Ships[Objects[so->objnum].instance];
9364 if(shipp->ai_index >= 0){
9365 aip = &Ai_info[shipp->ai_index];
9368 // if the ship has no targeting laser firing
9369 if((shipp->targeting_laser_objnum < 0) || (shipp->targeting_laser_bank < 0)){
9370 CLEAR_ARTILLERY_AND_CONTINUE();
9373 // if he didn't hit any objects this frame
9374 if(beam_get_num_collisions(shipp->targeting_laser_objnum) <= 0){
9375 CLEAR_ARTILLERY_AND_CONTINUE();
9378 // get weapon info for the targeting laser he's firing
9379 Assert((shipp->weapons.current_primary_bank >= 0) && (shipp->weapons.current_primary_bank < 2));
9380 if((shipp->weapons.current_primary_bank < 0) || (shipp->weapons.current_primary_bank >= 2)){
9383 Assert(shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank] >= 0);
9384 if(shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank] < 0){
9387 Assert((Weapon_info[shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]].wi_flags & WIF_BEAM) && (Weapon_info[shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]].b_info.beam_type == BEAM_TYPE_C));
9388 if(!(Weapon_info[shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]].wi_flags & WIF_BEAM) || (Weapon_info[shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]].b_info.beam_type != BEAM_TYPE_C)){
9391 tlaser = &Weapon_info[shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]];
9393 // get collision info
9394 if(!beam_get_collision(shipp->targeting_laser_objnum, 0, &c_objnum, &cinfo)){
9395 CLEAR_ARTILLERY_AND_CONTINUE();
9397 if((c_objnum < 0) || (cinfo == NULL)){
9398 CLEAR_ARTILLERY_AND_CONTINUE();
9401 // get the position we hit this guy with in his local coords
9402 vm_vec_sub(&temp, &cinfo->hit_point_world, &Objects[c_objnum].pos);
9403 vm_vec_rotate(&local_hit, &temp, &Objects[c_objnum].orient);
9405 // if we are hitting a different guy now, reset the lock
9406 if((c_objnum != aip->artillery_objnum) || (Objects[c_objnum].signature != aip->artillery_sig)){
9407 aip->artillery_objnum = c_objnum;
9408 aip->artillery_sig = Objects[c_objnum].signature;
9409 aip->artillery_lock_time = 0.0f;
9410 aip->artillery_lock_pos = local_hit;
9416 // otherwise we're hitting the same guy. check to see if we've strayed too far
9417 if(vm_vec_dist_quick(&local_hit, &aip->artillery_lock_pos) > artillery_dist){
9418 // hmmm. reset lock time, but don't reset the lock itself
9419 aip->artillery_lock_time = 0.0f;
9423 // finally - just increment the lock time
9424 aip->artillery_lock_time += flFrametime;
9427 if(aip->artillery_lock_time >= 2.0f){
9429 HUD_printf("Firing artillery");
9432 vm_vec_unrotate(&temp, &aip->artillery_lock_pos, &Objects[aip->artillery_objnum].orient);
9433 vm_vec_add2(&temp, &Objects[aip->artillery_objnum].pos);
9434 ssm_create(&temp, &Objects[so->objnum].pos, 0, NULL);
9436 // reset the artillery
9437 aip->artillery_lock_time = 0.0f;
9443 // checks if a world point is inside the extended bounding box of a ship
9444 // may not work if delta box is large and negative (ie, adjusted box crosses over on itself - min > max)
9445 int check_world_pt_in_expanded_ship_bbox(vector *world_pt, object *objp, float delta_box)
9447 Assert(objp->type == OBJ_SHIP);
9449 vector temp, ship_pt;
9451 vm_vec_sub(&temp, world_pt, &objp->pos);
9452 vm_vec_rotate(&ship_pt, &temp, &objp->orient);
9454 pm = model_get(Ships[objp->instance].modelnum);
9457 (ship_pt.xyz.x > pm->mins.xyz.x - delta_box) && (ship_pt.xyz.x < pm->maxs.xyz.x + delta_box)
9458 && (ship_pt.xyz.y > pm->mins.xyz.y - delta_box) && (ship_pt.xyz.y < pm->maxs.xyz.y + delta_box)
9459 && (ship_pt.xyz.z > pm->mins.xyz.z - delta_box) && (ship_pt.xyz.z < pm->maxs.xyz.z + delta_box)
9464 // returns true when objp is ship and is tagged
9465 int ship_is_tagged(object *objp)
9468 if (objp->type == OBJ_SHIP) {
9469 shipp = &Ships[objp->instance];
9470 if ( (shipp->tag_left > 0) || (shipp->level2_tag_left > 0) ) {
9478 // get maximum ship speed (when not warping in or out)
9479 float ship_get_max_speed(ship *shipp)
9483 int ship_info_index = shipp->ship_info_index;
9486 max_speed = Ship_info[ship_info_index].max_overclocked_speed;
9489 max_speed = max(max_speed, Ship_info[ship_info_index].max_vel.xyz.z);
9492 max_speed = max(max_speed, Ship_info[ship_info_index].afterburner_max_vel.xyz.z);
9497 // determin warp speed of ship
9498 float ship_get_warp_speed(object *objp)
9500 Assert(objp->type == OBJ_SHIP);
9501 float shipfx_calculate_warp_speed(object *);
9502 return shipfx_calculate_warp_speed(objp);
9505 // returns true if ship is beginning to speed up in warpout
9506 int ship_is_beginning_warpout_speedup(object *objp)
9508 Assert(objp->type == OBJ_SHIP);
9512 aip = &Ai_info[Ships[objp->instance].ai_index];
9514 if (aip->mode == AIM_WARP_OUT) {
9515 if ( (aip->submode == AIS_WARP_3) || (aip->submode == AIS_WARP_4) || (aip->submode == AIS_WARP_5) ) {
9523 // given a ship info type, return a species
9524 int ship_get_species_by_type(int ship_info_index)
9527 if((ship_info_index < 0) || (ship_info_index >= Num_ship_types)){
9532 return Ship_info[ship_info_index].species;
9535 // return the length of a ship
9536 float ship_get_length(ship* shipp)
9538 polymodel *pm = model_get(shipp->modelnum);
9539 return (pm->maxs.xyz.z - pm->mins.xyz.z);