]> icculus.org git repositories - taylor/freespace2.git/blob - src/ship/shiphit.cpp
get rid of some platform specific stuff
[taylor/freespace2.git] / src / ship / shiphit.cpp
1 /*
2  * Copyright (C) Volition, Inc. 1999.  All rights reserved.
3  *
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
6  * the source.
7  */
8
9 /*
10  * $Logfile: /Freespace2/code/Ship/ShipHit.cpp $
11  * $Revision$
12  * $Date$
13  * $Author$
14  *
15  * Code to deal with a ship getting hit by something, be it a missile, dog, or ship.
16  *
17  * $Log$
18  * Revision 1.6  2002/07/13 19:47:02  theoddone33
19  * Fix some more warnings
20  *
21  * Change demo building, edit Makefile if you want the demo.
22  *
23  * Revision 1.5  2002/06/17 06:33:11  relnev
24  * ryan's struct patch for gcc 2.95
25  *
26  * Revision 1.4  2002/06/09 04:41:26  relnev
27  * added copyright header
28  *
29  * Revision 1.3  2002/06/02 04:26:34  relnev
30  * warning cleanup
31  *
32  * Revision 1.2  2002/05/03 13:34:34  theoddone33
33  * More stuff compiles
34  *
35  * Revision 1.1.1.1  2002/05/03 03:28:10  root
36  * Initial import.
37  *
38  * 
39  * 61    9/14/99 3:26a Dave
40  * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer
41  * respawn-too-early problem. Made a few crash points safe.
42  * 
43  * 60    9/13/99 4:52p Dave
44  * RESPAWN FIX
45  * 
46  * 59    9/09/99 11:17a Jimb
47  * Removed bogus Int3() in do_subobj_hit_stuff(). 
48  * 
49  * 58    9/07/99 4:01p Dave
50  * Fixed up a string.tbl paroblem (self destruct message). Make sure IPX
51  * does everything properly (setting up address when binding). Remove
52  * black rectangle background from UI_INPUTBOX.
53  * 
54  * 57    9/03/99 11:39p Mikek
55  * Fix problem in sm3-01 of dual-fired Helios bombs only doing 1/4 damage.
56  * 
57  * 56    9/03/99 2:24p Mikek
58  * Decrease overall damage done to player at Medium and Hard.  I believe
59  * this was the major culprit in Flak cannons being so nasty.  The firing
60  * rate seems to not have been an issue.
61  * 
62  * 55    9/02/99 11:55a Mikek
63  * Zero damage to small ship subsystems from shockwaves.
64  * 
65  * 54    9/01/99 10:15a Dave
66  * 
67  * 53    8/27/99 10:42a Andsager
68  * Don't reposition shockwave for BIG only HUGE ships
69  * 
70  * 52    8/27/99 1:34a Andsager
71  * Modify damage by shockwaves for BIG|HUGE ships.  Modify shockwave damge
72  * when weapon blows up.
73  * 
74  * 51    8/26/99 10:46p Andsager
75  * Apply shockwave damage to lethality.
76  * 
77  * 50    8/26/99 8:52p Dave
78  * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes.
79  * 
80  * 49    8/26/99 5:14p Andsager
81  * 
82  * 48    8/26/99 9:45a Dave
83  * First pass at easter eggs and cheats.
84  * 
85  * 47    8/23/99 11:59a Andsager
86  * Force choice of big fireball when Knossos destroyed.  Allow logging of
87  * ship destroyed when no killer_name (ie, from debug).
88  * 
89  * 46    8/22/99 5:53p Dave
90  * Scoring fixes. Added self destruct key. Put callsigns in the logfile
91  * instead of ship designations for multiplayer players.
92  * 
93  * 45    8/22/99 1:19p Dave
94  * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in
95  * which d3d cards are detected.
96  * 
97  * 44    8/20/99 5:09p Andsager
98  * Second pass on Knossos device explosion
99  * 
100  * 43    8/20/99 1:42p Andsager
101  * Frist pass on Knossos explosion.
102  * 
103  * 42    8/06/99 9:46p Dave
104  * Hopefully final changes for the demo.
105  * 
106  * 41    8/03/99 11:02p Dave
107  * Maybe fixed sync problems in multiplayer.
108  * 
109  * 40    8/02/99 1:59p Dave
110  * Fixed improper damage application to subobjects on a "big damage" ship.
111  * 
112  * 39    7/24/99 1:54p Dave
113  * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert
114  * missions.
115  * 
116  * 38    7/19/99 7:20p Dave
117  * Beam tooling. Specialized player-killed-self messages. Fixed d3d nebula
118  * pre-rendering.
119  * 
120  * 37    7/09/99 12:51a Andsager
121  * Modify engine wash (1) less damage (2) only at a closer range (3) no
122  * damage when engine is disabled
123  * 
124  * 36    6/30/99 5:53p Dave
125  * Put in new anti-camper code.
126  * 
127  * 35    6/28/99 4:51p Andsager
128  * Add ship-guardian sexp (does not allow ship to be killed)
129  * 
130  * 34    6/21/99 7:25p Dave
131  * netplayer pain packet. Added type E unmoving beams.
132  * 
133  * 33    6/10/99 3:43p Dave
134  * Do a better job of syncing text colors to HUD gauges.
135  * 
136  * 32    5/27/99 12:14p Andsager
137  * Some fixes for live debris when more than one subsys on ship with live
138  * debris.  Set subsys strength (when 0) blows off subsystem.
139  * sexp_hits_left_subsystem works for SUBSYSTEM_UNKNOWN.
140  * 
141  * 31    5/21/99 5:03p Andsager
142  * Add code to display engine wash death.  Modify ship_kill_packet
143  * 
144  * 30    5/21/99 1:44p Andsager
145  * Add engine wash gauge
146  * 
147  * 29    5/14/99 11:50a Andsager
148  * Added vaporize for SMALL ships hit by HUGE beams.  Modified dying
149  * frame.  Enlarged debris shards and range at which visible.
150  * 
151  * 28    5/12/99 2:55p Andsager
152  * Implemented level 2 tag as priority in turret object selection
153  * 
154  * 27    5/11/99 10:16p Andsager
155  * First pass on engine wash effect.  Rotation (control input), damage,
156  * shake.  
157  * 
158  * 26    4/28/99 11:13p Dave
159  * Temporary checkin of artillery code.
160  * 
161  * 25    4/23/99 12:01p Johnson
162  * Added SIF_HUGE_SHIP
163  * 
164  * 24    4/20/99 3:43p Andsager
165  * Added normal parameter to ship_apply_local_damage for case of ship_ship
166  * collision.
167  * 
168  * 23    4/16/99 5:54p Dave
169  * Support for on/off style "stream" weapons. Real early support for
170  * target-painting lasers.
171  * 
172  * 22    3/29/99 6:17p Dave
173  * More work on demo system. Got just about everything in except for
174  * blowing ships up, secondary weapons and player death/warpout.
175  * 
176  * 21    3/19/99 9:51a Dave
177  * Checkin to repair massive source safe crash. Also added support for
178  * pof-style nebulae, and some new weapons code.
179  * 
180  * 21    3/15/99 6:45p Daveb
181  * Put in rough nebula bitmap support.
182  * 
183  * 20    3/10/99 6:51p Dave
184  * Changed the way we buffer packets for all clients. Optimized turret
185  * fired packets. Did some weapon firing optimizations.
186  * 
187  * 19    2/26/99 6:01p Andsager
188  * Add sexp has-been-tagged-delay and cap-subsys-cargo-known-delay
189  * 
190  * 18    2/26/99 5:39p Johnson
191  * Put in some handling code for an assert().
192  * 
193  * 17    2/11/99 5:22p Andsager
194  * Fixed bugs, generalized block Sexp_variables
195  * 
196  * 16    2/05/99 10:38a Johnson
197  * Fixed improper object array reference. 
198  * 
199  * 15    2/04/99 1:23p Andsager
200  * Apply max spark limit to ships created in mission parse
201  * 
202  * 14    1/30/99 1:29a Dave
203  * Fixed nebula thumbnail problem. Full support for 1024x768 choose pilot
204  * screen.  Fixed beam weapon death messages.
205  * 
206  * 13    1/29/99 2:08a Dave
207  * Fixed beam weapon collisions with players. Reduced size of scoring
208  * struct for multiplayer. Disabled PXO.
209  * 
210  * 12    1/27/99 10:25p Andsager
211  * Added OEM sparks - make intelligent choice of next spark location for
212  * cruiser and cap ships
213  * 
214  * 11    1/25/99 5:03a Dave
215  * First run of stealth, AWACS and TAG missile support. New mission type
216  * :)
217  * 
218  * 10    1/21/99 4:22p Anoop
219  * Removed bogus Int3() from show_dead_message(...)
220  * 
221  * 9     1/12/99 5:45p Dave
222  * Moved weapon pipeline in multiplayer to almost exclusively client side.
223  * Very good results. Bandwidth goes down, playability goes up for crappy
224  * connections. Fixed object update problem for ship subsystems.
225  * 
226  * 8     12/23/98 2:53p Andsager
227  * Added ship activation and gas collection subsystems, removed bridge
228  * 
229  * 7     11/17/98 4:27p Andsager
230  * Stop sparks from emitting from destroyed subobjects
231  * 
232  * 6     11/09/98 2:11p Dave
233  * Nebula optimizations.
234  * 
235  * 5     10/26/98 9:42a Dave
236  * Early flak gun support.
237  * 
238  * 4     10/20/98 1:39p Andsager
239  * Make so sparks follow animated ship submodels.  Modify
240  * ship_weapon_do_hit_stuff() and ship_apply_local_damage() to add
241  * submodel_num.  Add submodel_num to multiplayer hit packet.
242  * 
243  * 3     10/13/98 9:29a Dave
244  * Started neatening up freespace.h. Many variables renamed and
245  * reorganized. Added AlphaColors.[h,cpp]
246  * 
247  * 2     10/07/98 10:53a Dave
248  * Initial checkin.
249  * 
250  * 1     10/07/98 10:51a Dave
251  * 
252  * 145   9/01/98 6:48p Dave
253  * Energy suck weapon. Removed a couple of now-bogus asserts in tracker
254  * code.
255  * 
256  * 144   8/25/98 1:48p Dave
257  * First rev of EMP effect. Player side stuff basically done. Next comes
258  * AI code.
259  * 
260  * 143   6/09/98 10:31a Hoffoss
261  * Created index numbers for all xstr() references.  Any new xstr() stuff
262  * added from here on out should be added to the end if the list.  The
263  * current list count can be found in FreeSpace.cpp (search for
264  * XSTR_SIZE).
265  * 
266  * 142   5/24/98 8:49p Allender
267  * put in Int3() to try and trap nasty error in multiplayer
268  * 
269  * 141   5/22/98 12:08p Mike
270  * Don't create "Disarmed" event for small ships.
271  * 
272  * 140   5/22/98 11:00a Mike
273  * Balance sm3-09a.
274  * 
275  * 139   5/18/98 12:41a Allender
276  * fixed subsystem problems on clients (i.e. not reporting properly on
277  * damage indicator).  Fixed ingame join problem with respawns.  minor
278  * comm menu stuff
279  * 
280  * 138   5/13/98 6:54p Dave
281  * More sophistication to PXO interface. Changed respawn checking so
282  * there's no window for desynchronization between the server and the
283  * clients.
284  * 
285  * 137   5/11/98 11:37a Mike
286  * Don't allow deathroll duration for large ships to be shortened by
287  * excess damage.
288  * 
289  * 136   5/10/98 11:30p Mike
290  * Better firing of bombs, less likely to go into strafe mode.
291  * 
292  * 135   5/07/98 12:24a Hoffoss
293  * Finished up sidewinder force feedback support.
294  * 
295  * 134   5/06/98 8:47a Andsager
296  * Initial check in, allow ship sparks to turn on and off depending on
297  * damage.
298  * 
299  * 133   5/06/98 1:12a Allender
300  * fix sequencing names, added nprintf to help respawn debugging
301  * 
302  * 132   5/04/98 4:07p Andsager
303  * Reduce deathroll rotvel cap and average by 25%.
304  * 
305  * 131   5/04/98 11:12a Mike
306  * Make kamikaze ships detonate on impact -- no death roll.
307  * 
308  * 130   4/30/98 12:17a Andsager
309  * Increase deathroll time for big ships and decrease max rotvel for big
310  * ships
311  * 
312  * 129   4/27/98 6:02p Dave
313  * Modify how missile scoring works. Fixed a team select ui bug. Speed up
314  * multi_lag system. Put in new main hall.
315  * 
316  * 128   4/27/98 2:23p Andsager
317  * Create fireballs on destroying subsystems of big ships.  Limit number
318  * of sparks on small ships.
319  * 
320  * 127   4/24/98 5:35p Andsager
321  * Fix sparks sometimes drawing not on model.  If ship is sphere in
322  * collision, don't draw sparks.  Modify ship_apply_local_damage() to take
323  * parameter no_spark.
324  * 
325  * 126   4/23/98 4:47p Andsager
326  * Make deathroll rotvel have z component largest.
327  * 
328  * 125   4/22/98 9:10a Andsager
329  * Resrore z component of deathroll rotvel, as before.  
330  * 
331  * 124   4/21/98 11:20p Andsager
332  * Modify deatroll rotvel. Fix bug getting only positive values.  Add
333  * random to current rotvel, make z rotvel always larger than x or y.
334  * Move call to shipfx_large_blowup_init into Ship.cpp.
335  * 
336  * 123   4/21/98 10:38a Mike
337  * Don't allow player to take _any_ kind of damage past stage 2 of
338  * warpout.
339  * 
340  * 122   4/20/98 5:10p John
341  * Took out cap of number of shards using num_particles.
342  * 
343  * 121   4/17/98 1:17p Mike
344  * Fix bug with uninitialized damage_to_apply.
345  * 
346  * 120   4/17/98 11:05a Mike
347  * Make number of pieces of small debris created by subsystem hits be
348  * based on detail level.
349  * Fix location of turret subsystem.  Was doubly globalizing, very bad on
350  * large ships!
351  * 
352  * 119   4/16/98 3:40p Mike
353  * Make subsys destroyed messages only get sent once.
354  * 
355  * 118   4/15/98 11:06p Mike
356  * Better balance of damage done to subsystems by shockwaves.
357  * 
358  * 117   4/15/98 10:13p Mike
359  * Fix application of damage to subsystems.
360  * 
361  * 116   4/14/98 9:15p John
362  * Added flag to specify which ships get the new large ship exploding
363  * effect.
364  * 
365  * 115   4/14/98 4:56p John
366  * Hooked in Andsager's large ship exploding code, but it is temporarily
367  * disabled.
368  * 
369  * 114   4/12/98 11:16a John
370  * Made palette red hit effect more proportional to damage.
371  * 
372  * 113   4/10/98 12:16p Allender
373  * fix ship hit kill and debris packets
374  * 
375  * 112   4/10/98 1:38a Allender
376  * fix bug with -1 vs 255 (for current secondary bank).  Undid previous
377  * code for ship_kill packets.
378  * 
379  * 111   4/09/98 5:44p Allender
380  * multiplayer network object fixes.  debris and self destructed ships
381  * should all sync up.  Fix problem where debris pieces (hull pieces) were
382  * not getting a net signature
383  * 
384  * 110   4/09/98 5:27p Mike
385  * Speed up deathrolls for smaller ships a bit.
386  * 
387  * 109   4/06/98 7:13p Allender
388  * generate the death text
389  * 
390  * 108   4/01/98 1:48p Allender
391  * major changes to ship collision in multiplayer.  Clients now do own
392  * ship/ship collisions (with their own ship only)  Modifed the hull
393  * update packet to be sent quicker when object is target of player.
394  * 
395  * 107   3/31/98 5:19p John
396  * Removed demo/save/restore.  Made NDEBUG defined compile.  Removed a
397  * bunch of debug stuff out of player file.  Made model code be able to
398  * unload models and malloc out only however many models are needed.
399  *  
400  * 
401  * 106   3/30/98 2:38p Mike
402  * Add asteroid_density to detail level support.
403  * No force explosion damage in training missions.
404  * Make cargo deathrolls shorter.
405  * 
406  * 105   3/30/98 1:08a Lawrance
407  * Implement "blast" icon.  Blink HUD icon when player ship is hit by a
408  * blast.
409  * 
410  * 104   3/24/98 4:26p Lawrance
411  * Make finding out if player killed self easier and more reliable
412  * 
413  * 103   3/24/98 2:16p Mike
414  * Fix bug with variation in death roll rotational velocity.  It wasn't
415  * getting initialized!
416  * 
417  * 102   3/21/98 3:36p Lawrance
418  * Let damage gauge know when player has taken damage.
419  * 
420  * 101   3/21/98 3:37p Mike
421  * Fix/optimize attacking of big ships.
422  * 
423  * 100   3/19/98 5:35p Lawrance
424  * Correctly inform player if killed by ship explosion.
425  *
426  * $NoKeywords: $
427  */
428
429 #include "pstypes.h"
430 #include "object.h"
431 #include "fvi.h"
432 #include "physics.h"
433 #include "vecmat.h"
434 #include "ship.h"
435 #include "model.h"
436 #include "key.h"
437 #include "weapon.h"
438 #include "radar.h"
439 #include "2d.h"
440 #include "3d.h"
441 #include "floating.h"
442 #include "ai.h"
443 #include "ailocal.h"
444 #include "fireballs.h"
445 #include "debris.h"
446 #include "hud.h"
447 #include "timer.h"
448 #include "cfile.h"
449 #include "missionlog.h"
450 #include "missionparse.h"
451 #include "bmpman.h"
452 #include "joy.h"
453 #include "joy_ff.h"
454 #include "player.h"
455 #include "parselo.h"
456 #include "freespace.h"
457 #include "sound.h"
458 #include "linklist.h"
459 #include "hudets.h"
460 #include "hudtarget.h"
461 #include "multi.h"
462 #include "multiutil.h"
463 #include "aigoals.h"
464 #include "gamesnd.h"
465 #include "eventmusic.h"
466 #include "shipfx.h"
467 #include "sexp.h"
468 #include "gamesequence.h"
469 #include "objectsnd.h"
470 #include "cmeasure.h"
471 #include "animplay.h"
472 #include "controlsconfig.h"
473 #include "afterburner.h"
474 #include "shockwave.h"
475 #include "hudsquadmsg.h"
476 #include "swarm.h"
477 #include "shiphit.h"
478 #include "multimsgs.h"
479 #include "particle.h"
480 #include "multi_respawn.h"
481 #include "popup.h"
482 #include "emp.h"
483 #include "beam.h"
484 #include "demo.h"
485 #include "multi_pmsg.h"
486
487 //#pragma optimize("", off)
488 //#pragma auto_inline(off)
489
490 typedef struct spark_pair {
491         int index1, index2;
492         float dist;
493 } spark_pair;
494
495 #define MAX_SPARK_PAIRS         ((MAX_SHIP_HITS * MAX_SHIP_HITS - MAX_SHIP_HITS) / 2)
496
497 #define BIG_SHIP_MIN_RADIUS     80.0f   //      ship radius above which death rolls can't be shortened by excessive damage
498
499 vector  Dead_camera_pos;
500 vector  Original_vec_to_deader;
501
502 //      Decrease damage applied to a subsystem based on skill level.
503 float   Skill_level_subsys_damage_scale[NUM_SKILL_LEVELS] = {0.2f, 0.4f, 0.6f, 0.8f, 1.0f};
504
505 bool is_subsys_destroyed(ship *shipp, int submodel)
506 {
507         ship_subsys *subsys;
508
509         if (submodel == -1) {
510                 return false;
511         }
512
513         for ( subsys=GET_FIRST(&shipp->subsys_list); subsys != END_OF_LIST(&shipp->subsys_list); subsys = GET_NEXT(subsys) ) {
514                 if (subsys->system_info->subobj_num == submodel) {
515                         if (subsys->current_hits > 0) {
516                                 return false;
517                         } else {
518                                 return true;
519                         }
520                 }
521         }
522
523         return false;
524 }
525
526 // do_subobj_destroyed_stuff is called when a subobject for a ship is killed.  Separated out
527 // to separate function on 10/15/97 by MWA for easy multiplayer access.  It does all of the
528 // cool things like blowing off the model (if applicable, writing the logs, etc)
529 void do_subobj_destroyed_stuff( ship *ship_p, ship_subsys *subsys, vector* hitpos )
530 {
531         ship_info *sip;
532         object *ship_obj;
533         model_subsystem *psub;
534         vector  g_subobj_pos;
535         int type, i, log_index;
536
537         // get some local variables
538         sip = &Ship_info[ship_p->ship_info_index];
539         ship_obj = &Objects[ship_p->objnum];
540         psub = subsys->system_info;
541         type = psub->type;
542         get_subsystem_world_pos(ship_obj, subsys, &g_subobj_pos);
543
544         // create fireballs when subsys destroy for large ships.
545         object* objp = &Objects[ship_p->objnum];
546         if (objp->radius > 100.0f) {
547                 // number of fireballs determined by radius of subsys
548                 int num_fireballs;
549                 if ( psub->radius < 3 ) {
550                         num_fireballs = 1;
551                 } else {
552                          num_fireballs = 5;
553                 }
554
555                 vector temp_vec, center_to_subsys, rand_vec;
556                 vm_vec_sub(&center_to_subsys, &g_subobj_pos, &objp->pos);
557                 for (int i=0; i<num_fireballs; i++) {
558                         if (i==0) {
559                                 // make first fireball at hitpos
560                                 if (hitpos) {
561                                         temp_vec = *hitpos;
562                                 } else {
563                                         temp_vec = g_subobj_pos;
564                                 }
565                         } else {
566                                 // make other fireballs at random positions, but try to keep on the surface
567                                 vm_vec_rand_vec_quick(&rand_vec);
568                                 float dot = vm_vec_dotprod(&center_to_subsys, &rand_vec);
569                                 vm_vec_scale_add2(&rand_vec, &center_to_subsys, -dot/vm_vec_mag_squared(&center_to_subsys));
570                                 vm_vec_scale_add(&temp_vec, &g_subobj_pos, &rand_vec, 0.5f*psub->radius);
571                         }
572
573                         // scale fireball size according to size of subsystem, but not less than 10
574                         float fireball_rad = psub->radius * 0.2f;
575                         if (fireball_rad < 10) {
576                                 fireball_rad = 10.0f;
577                         }
578
579                         vector fb_vel;
580                         vm_vec_crossprod(&fb_vel, &objp->phys_info.rotvel, &center_to_subsys);
581                         vm_vec_add2(&fb_vel, &objp->phys_info.vel);
582                         fireball_create( &temp_vec, FIREBALL_EXPLOSION_MEDIUM, OBJ_INDEX(objp), fireball_rad, 0, &fb_vel );
583                 }
584         }
585
586         if ( MULTIPLAYER_MASTER ) {
587                 int index;
588
589                 index = ship_get_index_from_subsys(subsys, ship_p->objnum);
590                 
591                 vector hit;
592                 if (hitpos) {
593                         hit = *hitpos;
594                 } else {
595                         hit = g_subobj_pos;
596                 }
597                 send_subsystem_destroyed_packet( ship_p, index, hit );
598         }
599
600         // next do a quick sanity check on the current hits that we are keeping for the generic subsystems
601         // I think that there might be rounding problems with the floats.  This code keeps us safe.
602         if ( ship_p->subsys_info[type].num == 1 ) {
603                 ship_p->subsys_info[type].current_hits = 0.0f;
604         } else {
605                 float hits;
606                 ship_subsys *ssp;
607
608                 hits = 0.0f;
609                 for ( ssp=GET_FIRST(&ship_p->subsys_list); ssp != END_OF_LIST(&ship_p->subsys_list); ssp = GET_NEXT(ssp) ) {
610                         if ( ssp->system_info->type == type )
611                                 hits += ssp->current_hits;
612                 }
613                 ship_p->subsys_info[type].current_hits = hits;
614         }
615
616         // store an event in the event log.  Also, determine if all turrets or all
617         // engines have been destroyed (if the subsystem is a turret or engine).
618         // put a disabled or disarmed entry in the log if this is the case
619         // 
620         // MWA -- 1/8/98  A problem was found when trying to determine (via sexpression) when some subsystems
621         // were destroyed.  The bottom line is that is the psub->name and psub->subobj_name are different,
622         // then direct detection doesn't work.  (This scenario happens mainly with turrets and probably with
623         // engines).  So, my solution is to encode the ship_info index, and the subsystem index into one
624         // integer, and pass that as the "index" parameter to add_entry.  We'll use that information to
625         // print out the info in the mission log.
626         SDL_assert( ship_p->ship_info_index < 65535 );
627
628         // get the "index" of this subsystem in the ship info structure.
629         for ( i = 0; i < sip->n_subsystems; i++ ) {
630                 if ( &(sip->subsystems[i]) == psub )
631                         break;
632         }
633         SDL_assert( i < sip->n_subsystems );
634         SDL_assert( i < 65535 );
635         log_index = ((ship_p->ship_info_index << 16) & 0xffff0000) | (i & 0xffff);
636
637         // Don't log or display info about the activation subsytem
638         int display = (psub->type != SUBSYSTEM_ACTIVATION);
639         if (display) {
640                 mission_log_add_entry(LOG_SHIP_SUBSYS_DESTROYED, ship_p->ship_name, psub->subobj_name, log_index );
641                 if ( ship_obj == Player_obj ) {
642                         snd_play( &Snds[SND_SUBSYS_DIE_1], 0.0f );
643                         HUD_printf(XSTR( "Your %s subsystem has been destroyed", 499), psub->name);
644                 }
645         }
646
647         if ( psub->type == SUBSYSTEM_TURRET ) {
648                 if ( ship_p->subsys_info[type].current_hits == 0.0f ) {
649                         //      Don't create "disarmed" event for small ships.
650                         if (!(Ship_info[ship_p->ship_info_index].flags & SIF_SMALL_SHIP)) {
651                                 mission_log_add_entry(LOG_SHIP_DISARMED, ship_p->ship_name, NULL );
652                                 // ship_p->flags |= SF_DISARMED;
653                         }
654                 }
655         } else if (psub->type == SUBSYSTEM_ENGINE ) {
656                 // when an engine is destroyed, we must change the max velocity of the ship
657                 // to be some fraction of its normal maximum value
658
659                 if ( ship_p->subsys_info[type].current_hits == 0.0f ) {
660                         mission_log_add_entry(LOG_SHIP_DISABLED, ship_p->ship_name, NULL );
661                         ship_p->flags |= SF_DISABLED;                           // add the disabled flag
662                 }
663         }
664
665         if ( psub->subobj_num > -1 )    {
666                 shipfx_blow_off_subsystem(ship_obj,ship_p,subsys,&g_subobj_pos);
667                 subsys->submodel_info_1.blown_off = 1;
668         }
669
670         if ( (psub->subobj_num != psub->turret_gun_sobj) && (psub->turret_gun_sobj >-1) )               {
671                 subsys->submodel_info_2.blown_off = 1;
672         }
673
674         // play sound effect when subsys gets blown up
675         int sound_index=-1;
676         if ( Ship_info[ship_p->ship_info_index].flags & SIF_HUGE_SHIP ) {
677                 sound_index=SND_CAPSHIP_SUBSYS_EXPLODE;
678         } else if ( Ship_info[ship_p->ship_info_index].flags & SIF_BIG_SHIP ) {
679                 sound_index=SND_SUBSYS_EXPLODE;
680         }
681         if ( sound_index >= 0 ) {
682                 snd_play_3d( &Snds[sound_index], &g_subobj_pos, &View_position );
683         }
684 }
685
686 // Return weapon type that is associated with damaging_objp
687 // input:       damaging_objp           =>      object pointer responsible for damage
688 //      exit:           -1              =>      no weapon type is associated with damage object
689 //                              >=0     =>      weapon type associated with damage object
690 int shiphit_get_damage_weapon(object *damaging_objp)
691 {
692         int weapon_info_index = -1;
693
694         if ( damaging_objp ) {
695                 switch(damaging_objp->type) {
696                 case OBJ_WEAPON:
697                         weapon_info_index = Weapons[damaging_objp->instance].weapon_info_index;
698                         break;
699                 case OBJ_SHOCKWAVE:
700                         weapon_info_index = shockwave_weapon_index(damaging_objp->instance);
701                         break;
702                 default:
703                         weapon_info_index = -1;
704                         break;
705                 }
706         }
707
708         return weapon_info_index;
709 }
710
711 //      Return range at which this object can apply damage.
712 //      Based on object type and subsystem type.
713 float subsys_get_range(object *other_obj, ship_subsys *subsys)
714 {
715         float   range;
716
717         if (other_obj->type == OBJ_SHOCKWAVE) {
718                 range = Shockwaves[other_obj->instance].outer_radius * 0.75f;   //      Shockwaves were too lethal to subsystems.
719         } else if ( subsys->system_info->type == SUBSYSTEM_TURRET ) {
720                 range = subsys->system_info->radius*3;
721         } else {
722                 range = subsys->system_info->radius*2;
723         }
724
725         return range;
726 }
727
728 #define MAX_DEBRIS_SHARDS       16              // cap the amount of debris shards that fly off per hit
729
730 // Make some random debris particles.  Previous way was not very random.  Create debris 75% of the time.
731 // Don't worry about multiplayer since this debris is the small stuff that cannot collide
732 void create_subsys_debris(object *ship_obj, vector *hitpos)
733 {
734         float show_debris = frand();
735         
736         if ( show_debris <= 0.75f ) {
737                 int ndebris;
738
739                 ndebris = (int)(show_debris * Detail.num_small_debris) + 1;                     // number of pieces of debris to create
740
741                 if ( ndebris > MAX_DEBRIS_SHARDS )
742                         ndebris = MAX_DEBRIS_SHARDS;
743
744                 //mprintf(( "Damage = %.1f, ndebris=%d\n", show_debris, ndebris ));
745                 for (int i=0; i<ndebris; i++ )  {
746                         debris_create( ship_obj, -1, -1, hitpos, hitpos, 0, 1.0f );
747                 }
748         }
749 }
750
751 void create_vaporize_debris(object *ship_obj, vector *hitpos)
752 {
753         int ndebris;
754         float show_debris = frand();
755
756         ndebris = (int)(4.0f * ((0.5f + show_debris) * Detail.num_small_debris)) + 5;                   // number of pieces of debris to create
757
758         if ( ndebris > MAX_DEBRIS_SHARDS ) {
759                 ndebris = MAX_DEBRIS_SHARDS;
760         }
761
762         //mprintf(( "Damage = %.1f, ndebris=%d\n", show_debris, ndebris ));
763         for (int i=0; i<ndebris; i++ )  {
764                 debris_create( ship_obj, -1, -1, hitpos, hitpos, 0, 1.4f );
765         }
766 }
767
768 #define MAX_SUBSYS_LIST 32
769
770 typedef struct {
771         float   dist;
772         float   range;
773         ship_subsys     *ptr;
774 } sublist;
775
776 // do_subobj_hit_stuff() is called when a collision is detected between a ship and something
777 // else.  This is where we see if any sub-objects on the ship should take damage.
778 //
779 //      Depending on where the collision occurs, the sub-system and surrounding hull will take 
780 // different amounts of damage.  The amount of damage a sub-object takes depending on how
781 // close the colliding object is to the center of the sub-object.  The remaining hull damage
782 // will be returned to the caller via the damage parameter.
783 //
784 //
785 // 0   -> 0.5 radius   : 100% subobject    0%  hull
786 // 0.5 -> 1.0 radius   :  50% subobject   50%  hull
787 // 1.0 -> 2.0 radius   :  25% subobject   75%  hull
788 //     >  2.0 radius   :   0% subobject  100%  hull
789 //
790 //
791 // The weapon damage is not neccesarily distributed evently between sub-systems when more than
792 // one sub-system is to take damage.  Whenever damage is to be assigned to a sub-system, the above
793 // percentages are used.  So, if more than one sub-object is taking damage, the second sub-system
794 // to be assigned damage will take less damage.  Eg. weapon hits in the 25% damage range of two
795 // subsytems, and the weapon damage is 12.  First subsystem takes 3 points damage.  Second subsystem
796 // will take 0.25*9 = 2.25 damage.  Should be close enough for most cases, and hull would receive 
797 // 0.75 * 9 = 6.75 damage.
798 //
799 //      Used to use the following constants, but now damage is linearly scaled up to 2x the subsystem
800 //      radius.  Same damage applied as defined by constants below.
801 //
802 //      Returns unapplied damage, which will probably be applied to the hull.
803 //
804 // Shockwave damage is handled here.  If other_obj->type == OBJ_SHOCKWAVE, it's a shockwave.
805 // apply the same damage to all subsystems.
806 //      Note: A negative damage number means to destroy the corresponding subsystem.  For example, call with -SUBSYSTEM_ENGINE to destroy engine.
807
808 float do_subobj_hit_stuff(object *ship_obj, object *other_obj, vector *hitpos, float damage)
809 {
810         vector                  g_subobj_pos;
811         float                           damage_left;
812         int                             weapon_info_index;
813         ship_subsys             *subsys;
814         ship                            *ship_p;
815         sublist                 subsys_list[MAX_SUBSYS_LIST];
816         vector                  hitpos2;
817
818         ship_p = &Ships[ship_obj->instance];
819
820         //      Don't damage player subsystems in a training mission.
821         if ( The_mission.game_type & MISSION_TYPE_TRAINING ) {
822                 if (ship_obj == Player_obj){
823                         return damage;
824                 }
825         }
826
827         //      Shockwave damage is applied like weapon damage.  It gets consumed.
828         if (other_obj->type == OBJ_SHOCKWAVE) {
829                 //      MK, 9/2/99.  Shockwaves do zero subsystem damage on small ships.
830                 if ( Ship_info[ship_p->ship_info_index].flags & (SIF_SMALL_SHIP))
831                         return damage;
832                 else {
833
834                         damage_left = Shockwaves[other_obj->instance].damage/4.0f;
835                 }
836                 hitpos2 = other_obj->pos;
837         } else {
838                 damage_left = damage;
839                 hitpos2 = *hitpos;
840         }
841
842         // scale subsystem damage if appropriate
843         weapon_info_index = shiphit_get_damage_weapon(other_obj);
844         if ((other_obj->type == OBJ_WEAPON) && ( weapon_info_index >= 0 )) {
845                 damage_left *= Weapon_info[weapon_info_index].subsystem_factor;
846         }
847
848
849 #ifndef NDEBUG
850         float hitpos_dist = vm_vec_dist( hitpos, &ship_obj->pos );      
851         if ( hitpos_dist > ship_obj->radius * 2.0f )    {
852                 mprintf(( "BOGUS HITPOS PASSED TO DO_SUBOBJ_HIT_STUFF (%.1f > %.1f)!\n", hitpos_dist, ship_obj->radius * 2.0f ));
853                 // Int3();      // Get John ASAP!!!!  Someone passed a local coordinate instead of world for hitpos probably.
854         }
855 #endif
856
857         create_subsys_debris(ship_obj, hitpos);
858
859         //      First, create a list of the N subsystems within range.
860         //      Then, one at a time, process them in order.
861         int     count = 0;
862         for ( subsys=GET_FIRST(&ship_p->subsys_list); subsys != END_OF_LIST(&ship_p->subsys_list); subsys = GET_NEXT(subsys) ) {
863                 #ifndef NDEBUG
864                 //      Debug option.  If damage is negative of subsystem type, then just destroy that subsystem.
865                 if (damage < 0.0f) {
866                         // single player or multiplayer
867                         SDL_assert(Player_ai->targeted_subsys != NULL);
868                         if ( (subsys == Player_ai->targeted_subsys) && (subsys->current_hits > 0) ) {
869                                 SDL_assert(subsys->system_info->type == (int) -damage);
870                                 ship_p->subsys_info[subsys->system_info->type].current_hits -= subsys->current_hits;
871                                 if (ship_p->subsys_info[subsys->system_info->type].current_hits < 0) {
872                                         ship_p->subsys_info[subsys->system_info->type].current_hits = 0.0f;
873                                 }
874                                 subsys->current_hits = 0.0f;
875                                 do_subobj_destroyed_stuff( ship_p, subsys, hitpos );
876                                 continue;
877                         } else {
878                                 continue;
879                         }
880                 }
881                 #endif
882                 
883                 if (subsys->current_hits > 0.0f) {
884                         float   dist;
885
886                         // calculate the distance between the hit and the subsystem center
887                         get_subsystem_world_pos(ship_obj, subsys, &g_subobj_pos);
888                         dist = vm_vec_dist_quick(&hitpos2, &g_subobj_pos);
889
890                         float range = subsys_get_range(other_obj, subsys);
891
892                         if ( dist < range) {
893                                 subsys_list[count].dist = dist;
894                                 subsys_list[count].range = range;
895                                 subsys_list[count].ptr = subsys;
896                                 count++;
897
898                                 if (count >= MAX_SUBSYS_LIST){
899                                         break;
900                                 }
901                         }
902                 }
903         }
904
905         //      Now scan the sorted list of subsystems in range.
906         //      Apply damage to the nearest one first, subtracting off damage as we go.
907         int     i, j;
908         for (j=0; j<count; j++) {
909                 float   dist, range;
910                 ship_subsys     *subsys;
911
912                 int     min_index = -1;
913                 float   min_dist = 9999999.9f;
914
915                 for (i=0; i<count; i++) {
916                         if (subsys_list[i].dist < min_dist) {
917                                 min_dist = subsys_list[i].dist;
918                                 min_index = i;
919                         }
920                 }
921                 SDL_assert(min_index != -1);
922
923                 float   damage_to_apply = 0.0f;
924                 subsys = subsys_list[min_index].ptr;
925                 range = subsys_list[min_index].range;
926                 dist = subsys_list[min_index].dist;
927                 subsys_list[min_index].dist = 9999999.9f;       //      Make sure we don't use this one again.
928
929                 //      HORRIBLE HACK!
930                 //      MK, 9/4/99
931                 //      When Helios bombs are dual fired against the Juggernaut in sm3-01 (FS2), they often
932                 //      miss their target.  There is code dating to FS1 in the collision code to detect that a bomb or
933                 //      missile has somehow missed its target.  It gets its lifeleft set to 0.1 and then it detonates.
934                 //      Unfortunately, the shockwave damage was cut by 4 above.  So boost it back up here.
935                 if ((dist < 10.0f) && (other_obj->type == OBJ_SHOCKWAVE)) {
936                         damage_left *= 4.0f * Weapon_info[weapon_info_index].subsystem_factor;;
937                 }
938
939 //              if (damage_left > 100.0f)
940 //                      nprintf(("AI", "Applying %7.3f damage to subsystem %7.3f units away.\n", damage_left, dist));
941
942                 if ( dist < range/2.0f ) {
943                         damage_to_apply = damage_left;
944                 } else if ( dist < range ) {
945                         damage_to_apply = damage_left * (1.0f - dist/range);
946                 }
947
948                 // if we're not in CLIENT_NODAMAGE multiplayer mode (which is a the NEW way of doing things)
949                 if (damage_to_apply > 0.1f && !(MULTIPLAYER_CLIENT) && !(Game_mode & GM_DEMO_PLAYBACK)) {
950                         //      Decrease damage to subsystems to player ships.
951                         if (ship_obj->flags & OF_PLAYER_SHIP){
952                                 damage_to_apply *= Skill_level_subsys_damage_scale[Game_skill_level];
953                         }
954                 
955                         subsys->current_hits -= damage_to_apply;
956                         ship_p->subsys_info[subsys->system_info->type].current_hits -= damage_to_apply;
957                         damage_left -= damage_to_apply;         // decrease the damage left to apply to the ship subsystems
958
959                         if (subsys->current_hits < 0.0f) {
960                                 damage_left -= subsys->current_hits;
961                                 ship_p->subsys_info[subsys->system_info->type].current_hits -= subsys->current_hits;
962                                 subsys->current_hits = 0.0f;                                    // set to 0 so repair on subsystem takes immediate effect
963                         }
964
965                         if ( ship_p->subsys_info[subsys->system_info->type].current_hits < 0.0f ){
966                                 ship_p->subsys_info[subsys->system_info->type].current_hits = 0.0f;
967                         }
968
969                         // multiplayer clients never blow up subobj stuff on their own
970                         if ( (subsys->current_hits <= 0.0f) && !MULTIPLAYER_CLIENT && !(Game_mode & GM_DEMO_PLAYBACK)){
971                                 do_subobj_destroyed_stuff( ship_p, subsys, hitpos );
972                         }
973
974                         if (damage_left <= 0)   { // no more damage to distribute, so stop checking
975                                 damage_left = 0.0f;
976                                 break;
977                         }
978                 }
979 //nprintf(("AI", "j=%i, sys = %s, dam = %6.1f, dam left = %6.1f, subhits = %5.0f\n", j, subsys->system_info->name, damage_to_apply, damage_left, subsys->current_hits));
980         }
981
982         //      Note: I changed this to return damage_left and it completely screwed up balance.
983         //      It had taken a few MX-50s to destory an Anubis (with 40% hull), then it took maybe ten.
984         //      So, I left it alone. -- MK, 4/15/98
985         return damage;
986 }
987
988 // Store who/what killed the player, so we can tell the player how he died
989 void shiphit_record_player_killer(object *killer_objp, player *p)
990 {
991         switch (killer_objp->type) {
992
993         case OBJ_WEAPON:
994                 p->killer_objtype=OBJ_WEAPON;
995                 p->killer_weapon_index=Weapons[killer_objp->instance].weapon_info_index;
996                 p->killer_species = Ship_info[Ships[Objects[killer_objp->parent].instance].ship_info_index].species;
997
998                 if ( &Objects[killer_objp->parent] == Player_obj ) {
999                         // killed by a missile?
1000                         if(Weapon_info[p->killer_weapon_index].subtype == WP_MISSILE){
1001                                 p->flags |= PLAYER_FLAGS_KILLED_SELF_MISSILES;
1002                         } else {
1003                                 p->flags |= PLAYER_FLAGS_KILLED_SELF_UNKNOWN;
1004                         }
1005                 }
1006
1007                 // in multiplayer, record callsign of killer if killed by another player
1008                 if ( (Game_mode & GM_MULTIPLAYER) && ( Objects[killer_objp->parent].flags & OF_PLAYER_SHIP) ) {
1009                         int pnum;
1010
1011                         pnum = multi_find_player_by_object( &Objects[killer_objp->parent] );
1012                         if ( pnum != -1 ) {
1013                                 strcpy(p->killer_parent_name, Net_players[pnum].player->callsign);
1014                         } else {
1015                                 nprintf(("Network", "Couldn't find player object of weapon for killer of %s\n", p->callsign));
1016                         }
1017                 } else {
1018                         strcpy(p->killer_parent_name, Ships[Objects[killer_objp->parent].instance].ship_name);
1019                 }
1020                 break;
1021
1022         case OBJ_SHOCKWAVE:
1023                 p->killer_objtype=OBJ_SHOCKWAVE;
1024                 p->killer_weapon_index=shockwave_weapon_index(killer_objp->instance);
1025                 p->killer_species = Ship_info[Ships[Objects[killer_objp->parent].instance].ship_info_index].species;
1026
1027                 if ( &Objects[killer_objp->parent] == Player_obj ) {
1028                         p->flags |= PLAYER_FLAGS_KILLED_SELF_SHOCKWAVE;
1029                 }
1030
1031                 if ( (Game_mode & GM_MULTIPLAYER) && ( Objects[killer_objp->parent].flags & OF_PLAYER_SHIP) ) {
1032                         int pnum;
1033
1034                         pnum = multi_find_player_by_object( &Objects[killer_objp->parent] );
1035                         if ( pnum != -1 ) {
1036                                 strcpy(p->killer_parent_name, Net_players[pnum].player->callsign);
1037                         } else {
1038                                 nprintf(("Network", "Couldn't find player object of shockwave for killer of %s\n", p->callsign));
1039                         }
1040                 } else {
1041                         strcpy(p->killer_parent_name, Ships[Objects[killer_objp->parent].instance].ship_name);
1042                 }
1043                 break;
1044
1045         case OBJ_SHIP:
1046                 p->killer_objtype=OBJ_SHIP;
1047                 p->killer_weapon_index=-1;
1048                 p->killer_species = Ship_info[Ships[killer_objp->instance].ship_info_index].species;
1049
1050                 if ( Ships[killer_objp->instance].flags & SF_EXPLODED ) {
1051                         p->flags |= PLAYER_FLAGS_KILLED_BY_EXPLOSION;
1052                 }
1053
1054                 if ( Ships[Objects[p->objnum].instance].wash_killed ) {
1055                         p->flags |= PLAYER_FLAGS_KILLED_BY_ENGINE_WASH;
1056                 }
1057
1058                 // in multiplayer, record callsign of killer if killed by another player
1059                 if ( (Game_mode & GM_MULTIPLAYER) && (killer_objp->flags & OF_PLAYER_SHIP) ) {
1060                         int pnum;
1061
1062                         pnum = multi_find_player_by_object( killer_objp );
1063                         if ( pnum != -1 ) {
1064                                 strcpy(p->killer_parent_name, Net_players[pnum].player->callsign);
1065                         } else {
1066                                 nprintf(("Network", "Couldn't find player object for killer of %s\n", p->callsign));
1067                         }
1068                 } else {
1069                         strcpy(p->killer_parent_name, Ships[killer_objp->instance].ship_name);
1070                 }
1071                 break;
1072         
1073         case OBJ_DEBRIS:
1074         case OBJ_ASTEROID:
1075                 if ( killer_objp->type == OBJ_DEBRIS ) {
1076                         p->killer_objtype = OBJ_DEBRIS;
1077                 } else {
1078                         p->killer_objtype = OBJ_ASTEROID;
1079                 }
1080                 p->killer_weapon_index=-1;
1081                 p->killer_species = SPECIES_NONE;
1082                 p->killer_parent_name[0] = '\0';
1083                 break;
1084
1085         case OBJ_BEAM:
1086                 int beam_obj;
1087                 beam_obj = beam_get_parent(killer_objp);
1088                 p->killer_species = SPECIES_NONE;               
1089                 p->killer_objtype = OBJ_BEAM;
1090                 if(beam_obj != -1){                     
1091                         if((Objects[beam_obj].type == OBJ_SHIP) && (Objects[beam_obj].instance >= 0)){
1092                                 strcpy(p->killer_parent_name, Ships[Objects[beam_obj].instance].ship_name);
1093                         }
1094                         p->killer_species = Ship_info[Ships[Objects[beam_obj].instance].ship_info_index].species;
1095                 } else {                        
1096                         strcpy(p->killer_parent_name, "");
1097                 }
1098                 break;
1099         
1100         case OBJ_NONE:
1101                 if ( Game_mode & GM_MULTIPLAYER ) {
1102                         Int3();
1103                 }
1104                 p->killer_objtype=-1;
1105                 p->killer_weapon_index=-1;
1106                 p->killer_parent_name[0]=0;
1107                 p->killer_species = SPECIES_NONE;
1108                 break;
1109
1110         default:
1111                 Int3();
1112                 break;
1113         }
1114 }
1115
1116 //      Say dead stuff.
1117 void show_dead_message(object *ship_obj, object *other_obj)
1118 {
1119         int pnum;
1120         player *player_p;
1121
1122         // not doing anything when a non player dies.
1123         if ( !(ship_obj->flags & OF_PLAYER_SHIP) ){
1124                 return;
1125         }
1126
1127         if(other_obj == NULL){
1128                 return;
1129         }
1130
1131         // Get a pointer to the player (we are assured a player ship was killed)
1132         if ( Game_mode & GM_NORMAL ) {
1133                 player_p = Player;
1134         } else {
1135                 // in multiplayer, get a pointer to the player that died.
1136                 pnum = multi_find_player_by_object( ship_obj );
1137                 if ( pnum == -1 ) {
1138                         //Int3();                               // this condition is bad bad bad -- get Allender
1139                         return;
1140                 }
1141                 player_p = Net_players[pnum].player;
1142         }
1143
1144         // multiplayer clients should already have this information.
1145         if ( !MULTIPLAYER_CLIENT ){
1146                 shiphit_record_player_killer( other_obj, player_p );
1147         }
1148
1149         // display a hud message is the guy killed isn't me (multiplayer only)
1150         /*
1151         if ( (Game_mode & GM_MULTIPLAYER) && (ship_obj != Player_obj) ) {
1152                 char death_text[256];
1153
1154                 player_generate_death_text( player_p, death_text );
1155                 HUD_sourced_printf(HUD_SOURCE_HIDDEN, death_text);
1156         }
1157         */
1158 }
1159
1160 /* JAS: THIS DOESN'T SEEM TO BE USED, SO I COMMENTED IT OUT
1161 //      Apply damage to a ship, destroying if necessary, etc.
1162 //      Returns portion of damage that exceeds ship shields, ie the "unused" portion of the damage.
1163 //      Note: This system does not use the mesh shield.  It applies damage to the overall ship shield.
1164 float apply_damage_to_ship(object *objp, float damage)
1165 {
1166         float   _ss;
1167
1168         add_shield_strength(objp, -damage);
1169
1170         // check if shields are below 0%, if so take leftover damage and apply to ship integrity
1171         if ((_ss = get_shield_strength(objp)) < 0.0f ) {
1172                 damage = -_ss;
1173                 set_shield_strength(objp, 0.0f);
1174         } else
1175                 damage = 0.0f;
1176
1177         return damage;
1178 }
1179 */
1180
1181 //      Do music processing for a ship hit.
1182 void ship_hit_music(object *ship_obj, object *other_obj)
1183 {
1184         ship* ship_p = &Ships[ship_obj->instance];
1185
1186         // Switch to battle track when a ship is hit by fire 
1187         //
1188         // If the ship hit has an AI class of none, it is a Cargo, NavBuoy or other non-aggressive
1189         // ship, so don't start the battle music        
1190         if (SDL_strcasecmp(Ai_class_names[Ai_info[ship_p->ai_index].ai_class], NOX("none"))) {
1191                 int team_1, team_2;
1192                 // Only start if ship hit and firing ship are from different teams
1193                 team_1 = Ships[ship_obj->instance].team;
1194                 switch ( other_obj->type ) {
1195                         case OBJ_SHIP:
1196                                 team_2 = Ships[other_obj->instance].team;
1197                                 if ( !SDL_strcasecmp(Ai_class_names[Ai_info[Ships[other_obj->instance].ai_index].ai_class], NOX("none")) ) {
1198                                         team_1 = team_2;
1199                                 }
1200                                 break;
1201
1202                         case OBJ_WEAPON:
1203                                 // parent of weapon is object num of ship that fired it
1204                                 team_2 = Ships[Objects[other_obj->parent].instance].team;       
1205                                 break;
1206
1207                         default:
1208                                 team_2 = team_1;
1209                                 break;  // Unexpected object type collided with ship, no big deal.
1210                 } // end switch
1211
1212                 if ( team_1 != team_2 )
1213                         event_music_battle_start();
1214         }
1215 }
1216
1217 //      Make sparks fly off a ship.
1218 // Currently used in misison_parse to create partially damaged ships.
1219 // NOTE: hitpos is in model coordinates on the detail[0] submodel (highest detail hull)
1220 // WILL NOT WORK RIGHT IF ON A ROTATING SUBMODEL
1221 void ship_hit_sparks_no_rotate(object *ship_obj, vector *hitpos)
1222 {
1223         ship            *ship_p = &Ships[ship_obj->instance];
1224
1225         int n = ship_p->num_hits;
1226         if (n >= MAX_SHIP_HITS) {
1227                 n = rand() % MAX_SHIP_HITS;
1228         } else {
1229                 ship_p->num_hits++;
1230         }
1231
1232         // No rotation.  Just make the spark
1233         ship_p->sparks[n].pos = *hitpos;
1234         ship_p->sparks[n].submodel_num = -1;
1235
1236         shipfx_emit_spark(ship_obj->instance, n);               // Create the first wave of sparks
1237
1238         if ( n == 0 )   {
1239                 ship_p->next_hit_spark = timestamp(0);          // when a hit spot will spark
1240         }
1241 }
1242
1243 // find the max number of sparks allowed for ship
1244 // limited for fighter by hull % others by radius.
1245 int get_max_sparks(object* ship_obj)
1246 {
1247         SDL_assert(ship_obj->type == OBJ_SHIP);
1248         SDL_assert((ship_obj->instance >= 0) && (ship_obj->instance < MAX_SHIPS));
1249         if(ship_obj->type != OBJ_SHIP){
1250                 return 1;
1251         }
1252         if((ship_obj->instance < 0) || (ship_obj->instance >= MAX_SHIPS)){
1253                 return 1;
1254         }
1255
1256         ship *ship_p = &Ships[ship_obj->instance];
1257         ship_info* si = &Ship_info[ship_p->ship_info_index];
1258         if (si->flags & SIF_FIGHTER) {
1259                 float hull_percent = ship_obj->hull_strength / Ship_info[ship_p->ship_info_index].initial_hull_strength;
1260
1261                 if (hull_percent > 0.8f) {
1262                         return 1;
1263                 } else if (hull_percent > 0.3f) {
1264                         return 2;
1265                 } else {
1266                         return 3;
1267                 }
1268         } else {
1269                 int num_sparks = (int) (ship_obj->radius * 0.08f);
1270                 if (num_sparks < 3) {
1271                         return 3;
1272                 } else if (num_sparks > MAX_SHIP_HITS) {
1273                         return MAX_SHIP_HITS;
1274                 } else {
1275                         return num_sparks;
1276                 }
1277         }
1278 }
1279
1280
1281 // helper function to qsort, sorting spark pairs by distance
1282 int spark_compare( const void *elem1, const void *elem2 )
1283 {
1284         spark_pair *pair1 = (spark_pair *) elem1;
1285         spark_pair *pair2 = (spark_pair *) elem2;
1286
1287         SDL_assert(pair1->dist >= 0);
1288         SDL_assert(pair2->dist >= 0);
1289
1290         if ( pair1->dist <  pair2->dist ) {
1291                 return -1;
1292         } else {
1293                 return 1;
1294         }
1295 }
1296
1297 // for big ships, when all spark slots are filled, make intelligent choice of one to be recycled
1298 int choose_next_spark(object *ship_obj, vector *hitpos)
1299 {
1300         int i, j, count, num_sparks, num_spark_pairs, spark_num;
1301         vector world_hitpos[MAX_SHIP_HITS];
1302         spark_pair spark_pairs[MAX_SPARK_PAIRS];
1303         ship *shipp = &Ships[ship_obj->instance];
1304
1305         // only choose next spark when all slots are full
1306         SDL_assert(get_max_sparks(ship_obj) == Ships[ship_obj->instance].num_hits);
1307
1308         // get num_sparks
1309         num_sparks = Ships[ship_obj->instance].num_hits;
1310         SDL_assert(num_sparks <= MAX_SHIP_HITS);
1311
1312         // get num_spark_paris -- only sort these
1313         num_spark_pairs = (num_sparks * num_sparks - num_sparks) / 2;
1314
1315         // get the world hitpos for all sparks
1316         bool model_started = false;
1317         for (spark_num=0; spark_num<num_sparks; spark_num++) {
1318                 if (shipp->sparks[spark_num].submodel_num != -1) {
1319                         if ( !model_started) {
1320                                 model_started = true;
1321                                 ship_model_start(ship_obj);
1322                         }
1323                         model_find_world_point(&world_hitpos[spark_num], &shipp->sparks[spark_num].pos, shipp->modelnum, shipp->sparks[spark_num].submodel_num, &ship_obj->orient, &ship_obj->pos);
1324                 } else {
1325                         // rotate sparks correctly with current ship orient
1326                         vm_vec_unrotate(&world_hitpos[spark_num], &shipp->sparks[spark_num].pos, &ship_obj->orient);
1327                         vm_vec_add2(&world_hitpos[spark_num], &ship_obj->pos);
1328                 }
1329         }
1330
1331         if (model_started) {
1332                 ship_model_stop(ship_obj);
1333         }
1334
1335         // check we're not making a spark in the same location as a current one
1336         for (i=0; i<num_sparks; i++) {
1337                 float dist = vm_vec_dist_squared(&world_hitpos[i], hitpos);
1338                 if (dist < 1) {
1339                         return i;
1340                 }
1341         }
1342
1343         // not same location, so maybe do random recyling
1344         if (frand() > 0.5f) {
1345                 return (rand() % num_sparks);
1346         }
1347
1348         // initialize spark pairs
1349         for (i=0; i<num_spark_pairs; i++) {
1350                 spark_pairs[i].index1 = 0;
1351                 spark_pairs[i].index2 = 0;
1352                 spark_pairs[i].dist = FLT_MAX;
1353         }
1354
1355         // set spark pairs
1356         count = 0;
1357         for (i=1; i<num_sparks; i++) {
1358                 for (j=0; j<i; j++) {
1359                         spark_pairs[count].index1 = i;
1360                         spark_pairs[count].index2 = j;
1361                         spark_pairs[count++].dist = vm_vec_dist_squared(&world_hitpos[i], &world_hitpos[j]);
1362                 }
1363         }
1364         SDL_assert(count == num_spark_pairs);
1365
1366         // sort pairs
1367         qsort(spark_pairs, count, sizeof(spark_pair), spark_compare);
1368         //mprintf(("Min spark pair dist %.1f\n", spark_pairs[0].dist));
1369
1370         // look through the first few sorted pairs, counting number of indices of closest pair
1371         int index1 = spark_pairs[0].index1;
1372         int index2 = spark_pairs[0].index2;
1373         int count1 = 0;
1374         int count2 = 0;
1375
1376         for (i=1; i<6; i++) {
1377                 if (spark_pairs[i].index1 == index1) {
1378                         count1++;
1379                 }
1380                 if (spark_pairs[i].index2 == index1) {
1381                         count1++;
1382                 }
1383                 if (spark_pairs[i].index1 == index2) {
1384                         count2++;
1385                 }
1386                 if (spark_pairs[i].index2 == index2) {
1387                         count2++;
1388                 }
1389         }
1390
1391         // recycle spark which has most indices in sorted list of pairs
1392         if (count1 > count2) {
1393                 return index1;
1394         } else {
1395                 return index2;
1396         }
1397 }
1398
1399
1400 //      Make sparks fly off a ship.
1401 void ship_hit_create_sparks(object *ship_obj, vector *hitpos, int submodel_num)
1402 {
1403         vector  tempv;
1404         ship            *ship_p = &Ships[ship_obj->instance];
1405
1406         int n, max_sparks;
1407
1408         n = ship_p->num_hits;
1409         max_sparks = get_max_sparks(ship_obj);
1410
1411         if (n >= max_sparks)    {
1412                 if ( Ship_info[ship_p->ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP) ) {
1413                         // large ship, choose intelligently
1414                         n = choose_next_spark(ship_obj, hitpos);
1415                 } else {
1416                         // otherwise, normal choice
1417                         n = rand() % max_sparks;
1418                 }
1419         } else {
1420                 ship_p->num_hits++;
1421         }
1422
1423         ship *pship = &Ships[ship_obj->instance];
1424
1425         bool instancing = false;
1426         // decide whether to do instancing
1427         if (submodel_num != -1) {
1428                 polymodel *pm = model_get(pship->modelnum);
1429                 if (pm->detail[0] != submodel_num) {
1430                         // submodel is not hull
1431                         // OPTIMIZE ... check if submodel can not rotate
1432                         instancing = true;
1433                 }
1434         }
1435
1436         if (instancing) {
1437                 // get the hit position in the subobject RF
1438                 ship_model_start(ship_obj);
1439                 vector temp_zero, temp_x, temp_y, temp_z;
1440                 model_find_world_point(&temp_zero, &vmd_zero_vector, pship->modelnum, submodel_num, &ship_obj->orient, &ship_obj->pos);
1441                 model_find_world_point(&temp_x, &vmd_x_vector, pship->modelnum, submodel_num, &ship_obj->orient, &ship_obj->pos);
1442                 model_find_world_point(&temp_y, &vmd_y_vector, pship->modelnum, submodel_num, &ship_obj->orient, &ship_obj->pos);
1443                 model_find_world_point(&temp_z, &vmd_z_vector, pship->modelnum, submodel_num, &ship_obj->orient, &ship_obj->pos);
1444                 ship_model_stop(ship_obj);
1445
1446                 // find submodel x,y,z axes
1447                 vm_vec_sub2(&temp_x, &temp_zero);
1448                 vm_vec_sub2(&temp_y, &temp_zero);
1449                 vm_vec_sub2(&temp_z, &temp_zero);
1450
1451                 // find displacement from submodel origin
1452                 vector diff;
1453                 vm_vec_sub(&diff, hitpos, &temp_zero);
1454
1455                 // find displacement from submodel origin in submodel RF
1456                 ship_p->sparks[n].pos.xyz.x = vm_vec_dotprod(&diff, &temp_x);
1457                 ship_p->sparks[n].pos.xyz.y = vm_vec_dotprod(&diff, &temp_y);
1458                 ship_p->sparks[n].pos.xyz.z = vm_vec_dotprod(&diff, &temp_z);
1459                 ship_p->sparks[n].submodel_num = submodel_num;
1460                 ship_p->sparks[n].end_time = timestamp(-1);
1461         } else {
1462                 // Rotate hitpos into ship_obj's frame of reference.
1463                 vm_vec_sub(&tempv, hitpos, &ship_obj->pos);
1464                 vm_vec_rotate(&ship_p->sparks[n].pos, &tempv, &ship_obj->orient);
1465                 ship_p->sparks[n].submodel_num = -1;
1466                 ship_p->sparks[n].end_time = timestamp(-1);
1467         }
1468
1469         // Create the first wave of sparks
1470         shipfx_emit_spark(ship_obj->instance, n);
1471
1472         if ( n == 0 )   {
1473                 ship_p->next_hit_spark = timestamp(0);          // when a hit spot will spark
1474         }
1475 }
1476
1477 //      Called from ship_hit_kill() when we detect the player has been killed.
1478 void player_died_start(object *killer_objp)
1479 {
1480         nprintf(("Network", "starting my player death\n"));
1481         gameseq_post_event(GS_EVENT_DEATH_DIED);        
1482         
1483 /*      vm_vec_scale_add(&Dead_camera_pos, &Player_obj->pos, &Player_obj->orient.v.fvec, -10.0f);
1484         vm_vec_scale_add2(&Dead_camera_pos, &Player_obj->orient.v.uvec, 3.0f);
1485         vm_vec_scale_add2(&Dead_camera_pos, &Player_obj->orient.v.rvec, 5.0f);
1486 */
1487
1488         //      Create a good vector for the camera to move along during death sequence.
1489         object  *other_objp = NULL;
1490
1491         // on multiplayer clients, there have been occasions where we haven't been able to determine
1492         // the killer of a ship (due to bogus/mismatched/timed-out signatures on the client side).  If
1493         // we don't know the killer, use the Player_obj as the other_objp for camera position.
1494         if ( killer_objp ) {
1495                 switch (killer_objp->type) {
1496                 case OBJ_WEAPON:
1497                 case OBJ_SHOCKWAVE:
1498                         other_objp = &Objects[killer_objp->parent];
1499                         break;
1500                 case OBJ_SHIP:
1501                 case OBJ_DEBRIS:
1502                 case OBJ_ASTEROID:
1503                 case OBJ_NONE:  //      Something that just got deleted due to also dying -- it happened to me! --MK.           
1504                         other_objp = killer_objp;
1505                         break;
1506
1507                 case OBJ_BEAM:
1508                         int beam_obj_parent;
1509                         beam_obj_parent = beam_get_parent(killer_objp);
1510                         if(beam_obj_parent == -1){
1511                                 other_objp = killer_objp;
1512                         } else {
1513                                 other_objp = &Objects[beam_obj_parent];
1514                         }
1515                         break;
1516
1517                 default:
1518                         Int3();         //      Killed by an object of a peculiar type.  What is it?
1519                         other_objp = killer_objp;       //      Enable to continue, just in case we shipped it with this bug...
1520                 }
1521         } else {
1522                 other_objp = Player_obj;
1523         }
1524
1525         vm_vec_add(&Original_vec_to_deader, &Player_obj->orient.v.fvec, &Player_obj->orient.v.rvec);
1526         vm_vec_scale(&Original_vec_to_deader, 2.0f);
1527         vm_vec_add2(&Original_vec_to_deader, &Player_obj->orient.v.uvec);
1528         vm_vec_normalize(&Original_vec_to_deader);
1529
1530         vector  vec_from_killer;
1531         vector  *side_vec;
1532         float           dist;
1533
1534         SDL_assert(other_objp != NULL);
1535
1536         if (Player_obj == other_objp) {
1537                 dist = 50.0f;
1538                 vec_from_killer = Player_obj->orient.v.fvec;
1539         } else {
1540                 dist = vm_vec_normalized_dir(&vec_from_killer, &Player_obj->pos, &other_objp->pos);
1541         }
1542
1543         if (dist > 100.0f)
1544                 dist = 100.0f;
1545         vm_vec_scale_add(&Dead_camera_pos, &Player_obj->pos, &vec_from_killer, dist);
1546
1547         float   dot = vm_vec_dot(&Player_obj->orient.v.rvec, &vec_from_killer);
1548         if (fl_abs(dot) > 0.8f)
1549                 side_vec = &Player_obj->orient.v.fvec;
1550         else
1551                 side_vec = &Player_obj->orient.v.rvec;
1552         
1553         vm_vec_scale_add2(&Dead_camera_pos, side_vec, 10.0f);
1554
1555         Player_ai->target_objnum = -1;          //      Clear targeting.  Otherwise, camera pulls away from player as soon as he blows up.
1556
1557         // stop any playing emp effect
1558         emp_stop_local();
1559 }
1560
1561
1562 #define DEATHROLL_TIME                                          3000                    //      generic deathroll is 3 seconds (3 * 1000 milliseconds)
1563 #define MIN_PLAYER_DEATHROLL_TIME               1000                    // at least one second deathroll for a player
1564 #define DEATHROLL_ROTVEL_CAP                            6.3f                    // maximum added deathroll rotvel in rad/sec (about 1 rev / sec)
1565 #define DEATHROLL_ROTVEL_MIN                            0.8f                    // minimum added deathroll rotvel in rad/sec (about 1 rev / 12 sec)
1566 #define DEATHROLL_MASS_STANDARD                 50                              // approximate mass of lightest ship
1567 #define DEATHROLL_VELOCITY_STANDARD     70                              // deathroll rotvel is scaled according to ship velocity
1568 #define DEATHROLL_ROTVEL_SCALE                  4                               // constant determines how quickly deathroll rotvel is ramped up  (smaller is faster)
1569
1570 void ai_announce_ship_dying(object *dying_objp);
1571
1572 void saturate_fabs(float *f, float max)
1573 {
1574         if ( fl_abs(*f) > max) {
1575                 if (*f > 0)
1576                         *f = max;
1577                 else
1578                         *f = -max;
1579         }
1580 }
1581
1582 // function to do generic things when a ship explodes
1583 void ship_generic_kill_stuff( object *objp, float percent_killed )
1584 {
1585         float rotvel_mag;
1586         int     delta_time;
1587         ship    *sp;
1588
1589         SDL_assert(objp->type == OBJ_SHIP);
1590         SDL_assert(objp->instance >= 0 && objp->instance < MAX_SHIPS );
1591         if((objp->type != OBJ_SHIP) || (objp->instance < 0) || (objp->instance >= MAX_SHIPS)){
1592                 return;
1593         }
1594         sp = &Ships[objp->instance];
1595         ship_info *sip = &Ship_info[sp->ship_info_index];
1596
1597         // if recording demo
1598         if(Game_mode & GM_DEMO_RECORD){
1599                 demo_POST_ship_kill(objp);
1600         }
1601
1602         ai_announce_ship_dying(objp);
1603
1604         sp->flags |= SF_DYING;
1605         objp->phys_info.flags |= (PF_DEAD_DAMP | PF_REDUCED_DAMP);
1606         delta_time = (int) (DEATHROLL_TIME);
1607
1608         //      For smaller ships, subtract off time proportional to excess damage delivered.
1609         if (objp->radius < BIG_SHIP_MIN_RADIUS)
1610                 delta_time -=  (int) (1.01f - 4*percent_killed);
1611
1612         //      Cut down cargo death rolls.  Looks a little silly. -- MK, 3/30/98.
1613         if (sip->flags & SIF_CARGO) {
1614                 delta_time /= 4;
1615         }
1616         
1617         //      Prevent bogus timestamps.
1618         if (delta_time < 2)
1619                 delta_time = 2;
1620         
1621         if (objp->flags & OF_PLAYER_SHIP) {
1622                 //      Note: Kamikaze ships have no minimum death time.
1623                 if (!(Ai_info[Ships[objp->instance].ai_index].ai_flags & AIF_KAMIKAZE) && (delta_time < MIN_PLAYER_DEATHROLL_TIME))
1624                         delta_time = MIN_PLAYER_DEATHROLL_TIME;
1625         }
1626
1627         //nprintf(("AI", "ShipHit.cpp: Frame %i, Gametime = %7.3f, Ship %s will die in %7.3f seconds.\n", Framecount, f2fl(Missiontime), Ships[objp->instance].ship_name, (float) delta_time/1000.0f));
1628
1629         //      Make big ships have longer deathrolls.
1630         //      This is debug code by MK to increase the deathroll time so ships have time to evade the shockwave.
1631         //      Perhaps deathroll time should be specified in ships.tbl.
1632         float damage = ship_get_exp_damage(objp);
1633
1634         if (damage >= 250.0f)
1635                 delta_time += 3000 + (int)(damage*4.0f + 4.0f*objp->radius);
1636
1637         if (Ai_info[sp->ai_index].ai_flags & AIF_KAMIKAZE)
1638                 delta_time = 2;
1639
1640         // Knossos gets 7-10 sec to die, time for "little" explosions
1641         if (Ship_info[sp->ship_info_index].flags & SIF_KNOSSOS_DEVICE) {
1642                 delta_time = 7000 + (int)(frand() * 3000.0f);
1643                 Ship_info[sp->ship_info_index].explosion_propagates = 0;
1644         }
1645         sp->final_death_time = timestamp(delta_time);   // Give him 3 secs to explode
1646
1647         if (sp->flags & SF_VAPORIZE) {
1648                 // SDL_assert(Ship_info[sp->ship_info_index].flags & SIF_SMALL_SHIP);
1649
1650                 // LIVE FOR 100 MS
1651                 sp->final_death_time = timestamp(100);
1652         }
1653
1654         //nprintf(("AI", "Time = %7.3f: final_death_time set to %7.3f\n", (float) timestamp_ticker/1000.0f, (float) sp->final_death_time/1000.0f));
1655
1656         sp->pre_death_explosion_happened = 0;                           // The little fireballs haven't came in yet.
1657
1658         sp->next_fireball = timestamp(0);       //start one right away
1659
1660         ai_deathroll_start(objp);
1661
1662         // play death roll begin sound
1663         sp->death_roll_snd = snd_play_3d( &Snds[SND_DEATH_ROLL], &objp->pos, &View_position, objp->radius );
1664         if (objp == Player_obj)
1665                 joy_ff_deathroll();
1666
1667         // apply a whack
1668         //      rotational velocity proportional to original translational velocity, with a bit added in.
1669         //      Also, preserve half of original rotational velocity.
1670
1671         // At standard speed (70) and standard mass (50), deathroll rotvel should be capped at DEATHROLL_ROTVEL_CAP
1672         // Minimum deathroll velocity is set    DEATHROLL_ROTVEL_MIN
1673         // At lower speed, lower death rotvel (scaled linearly)
1674         // At higher mass, lower death rotvel (scaled logarithmically)
1675         // variable scale calculates the deathroll rotational velocity magnitude
1676         float logval = (float) log10(objp->phys_info.mass / (0.05f*DEATHROLL_MASS_STANDARD));
1677         float velval = ((vm_vec_mag_quick(&objp->phys_info.vel) + 3.0f) / DEATHROLL_VELOCITY_STANDARD);
1678         float   p1 = (float) (DEATHROLL_ROTVEL_CAP - DEATHROLL_ROTVEL_MIN);
1679
1680         rotvel_mag = (float) DEATHROLL_ROTVEL_MIN * 2.0f/(logval + 2.0f);
1681         rotvel_mag += (float) (p1 * velval/logval) * 0.75f;
1682
1683         // set so maximum velocity from rotation is less than 200
1684         if (rotvel_mag*objp->radius > 150) {
1685                 rotvel_mag = 150.0f / objp->radius;
1686         }
1687
1688         if (sp->dock_objnum_when_dead != -1) {
1689                 // don't change current rotvel
1690                 sp->deathroll_rotvel = objp->phys_info.rotvel;
1691         } else {
1692                 // if added rotvel is too random, we should decrease the random component, putting a const in front of the rotvel.
1693                 sp->deathroll_rotvel = objp->phys_info.rotvel;
1694                 sp->deathroll_rotvel.xyz.x += (frand() - 0.5f) * 2.0f * rotvel_mag;
1695                 saturate_fabs(&sp->deathroll_rotvel.xyz.x, 0.75f*DEATHROLL_ROTVEL_CAP);
1696                 sp->deathroll_rotvel.xyz.y += (frand() - 0.5f) * 3.0f * rotvel_mag;
1697                 saturate_fabs(&sp->deathroll_rotvel.xyz.y, 0.75f*DEATHROLL_ROTVEL_CAP);
1698                 sp->deathroll_rotvel.xyz.z += (frand() - 0.5f) * 6.0f * rotvel_mag;
1699                 // make z component  2x larger than larger of x,y
1700                 float largest_mag = max(fl_abs(sp->deathroll_rotvel.xyz.x), fl_abs(sp->deathroll_rotvel.xyz.y));
1701                 if (fl_abs(sp->deathroll_rotvel.xyz.z) < 2.0f*largest_mag) {
1702                         sp->deathroll_rotvel.xyz.z *= (2.0f * largest_mag / fl_abs(sp->deathroll_rotvel.xyz.z));
1703                 }
1704                 saturate_fabs(&sp->deathroll_rotvel.xyz.z, 0.75f*DEATHROLL_ROTVEL_CAP);
1705                 // nprintf(("Physics", "Frame: %i rotvel_mag: %5.2f, rotvel: (%4.2f, %4.2f, %4.2f)\n", Framecount, rotvel_mag, sp->deathroll_rotvel.xyz.x, sp->deathroll_rotvel.xyz.y, sp->deathroll_rotvel.xyz.z));
1706         }
1707
1708         
1709         // blow out his reverse thrusters. Or drag, same thing.
1710         objp->phys_info.rotdamp = (float) DEATHROLL_ROTVEL_SCALE / rotvel_mag;
1711         objp->phys_info.side_slip_time_const = 10000.0f;
1712
1713         vm_vec_zero(&objp->phys_info.max_vel);          // make so he can't turn on his own VOLITION anymore.
1714
1715         vm_vec_zero(&objp->phys_info.max_rotvel);       // make so he can't change speed on his own VOLITION anymore.
1716
1717 }
1718
1719 // called from ship_hit_kill if the ship is vaporized
1720 void ship_vaporize(ship *shipp)
1721 {
1722         object *ship_obj;
1723
1724         // sanity
1725         SDL_assert(shipp != NULL);
1726         if(shipp == NULL){
1727                 return;
1728         }
1729         SDL_assert((shipp->objnum >= 0) && (shipp->objnum < MAX_OBJECTS));
1730         if((shipp->objnum < 0) || (shipp->objnum >= MAX_OBJECTS)){
1731                 return;
1732         }
1733         ship_obj = &Objects[shipp->objnum];
1734
1735         // create debris shards
1736         create_vaporize_debris(ship_obj, &ship_obj->pos);
1737 }
1738
1739 //      *ship_obj was hit and we've determined he's been killed!  By *other_obj!
1740 void ship_hit_kill(object *ship_obj, object *other_obj, float percent_killed, int self_destruct)
1741 {
1742         ship *sp;
1743         char *killer_ship_name;
1744         int killer_damage_percent = 0;
1745         object *killer_objp = NULL;
1746
1747         sp = &Ships[ship_obj->instance];
1748         show_dead_message(ship_obj, other_obj);
1749
1750         if (ship_obj == Player_obj) {
1751                 player_died_start(other_obj);
1752         }
1753
1754         // maybe vaporize him
1755         if(sp->flags & SF_VAPORIZE){
1756                 ship_vaporize(sp);
1757         }
1758
1759         // hehe
1760         extern void game_tst_mark(object *objp, ship *shipp);
1761         game_tst_mark(ship_obj, sp);
1762
1763         // single player and multiplayer masters evaluate the scoring and kill stuff
1764         if ( !MULTIPLAYER_CLIENT && !(Game_mode & GM_DEMO_PLAYBACK)) {
1765                 scoring_eval_kill( ship_obj );
1766
1767                 // ship is destroyed -- send this event to the mission log stuff to record this event.  Try to find who
1768                 // killed this ship.  scoring_eval_kill above should leave the obj signature of the ship who killed
1769                 // this guy (or a -1 if no one got the kill).
1770                 killer_ship_name = NULL;
1771                 killer_damage_percent = -1;
1772                 if ( sp->damage_ship_id[0] != -1 ) {
1773                         object *objp;
1774                         int sig;
1775
1776                         sig = sp->damage_ship_id[0];
1777                         for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
1778                                 if ( objp->signature == sig ){
1779                                         break;
1780                                 }
1781                         }
1782                         // if the object isn't around, the try to find the object in the list of ships which has exited                 
1783                         if ( objp != END_OF_LIST(&obj_used_list) ) {
1784                                 SDL_assert ( (objp->type == OBJ_SHIP ) || (objp->type == OBJ_GHOST) );                                  // I suppose that this should be true
1785                                 killer_ship_name = Ships[objp->instance].ship_name;
1786
1787                                 killer_objp = objp;
1788                         } else {
1789                                 int ei;
1790
1791                                 ei = ship_find_exited_ship_by_signature( sig );
1792                                 if ( ei != -1 ){
1793                                         killer_ship_name = Ships_exited[ei].ship_name;
1794                                 }
1795                         }
1796                         killer_damage_percent = (int)(sp->damage_ship[0] * 100.0f);
1797                 }               
1798
1799                 if(!self_destruct){
1800                         // multiplayer
1801                         if(Game_mode & GM_MULTIPLAYER){
1802                                 char name1[256] = "";
1803                                 char name2[256] = "";
1804                                 int np_index;
1805
1806                                 // get first name                               
1807                                 np_index = multi_find_player_by_object(ship_obj);                               
1808                                 if((np_index >= 0) && (np_index < MAX_PLAYERS) && (Net_players[np_index].player != NULL)){
1809                                         strcpy(name1, Net_players[np_index].player->callsign);
1810                                 } else {
1811                                         strcpy(name1, sp->ship_name);
1812                                 }
1813
1814                                 // argh
1815                                 if((killer_objp != NULL) || (killer_ship_name != NULL)){
1816
1817                                         // second name
1818                                         if(killer_objp == NULL){
1819                                                 strcpy(name2, killer_ship_name);
1820                                         } else {
1821                                                 np_index = multi_find_player_by_object(killer_objp);
1822                                                 if((np_index >= 0) && (np_index < MAX_PLAYERS) && (Net_players[np_index].player != NULL)){
1823                                                         strcpy(name2, Net_players[np_index].player->callsign);
1824                                                 } else {
1825                                                         strcpy(name2, killer_ship_name);
1826                                                 }
1827                                         }                                       
1828                                 }
1829
1830                                 mission_log_add_entry(LOG_SHIP_DESTROYED, name1, name2, killer_damage_percent);
1831                         } else {
1832                                 // DKA: 8/23/99 allow message log in single player with no killer name
1833                                 //if(killer_ship_name != NULL){
1834                                 mission_log_add_entry(LOG_SHIP_DESTROYED, sp->ship_name, killer_ship_name, killer_damage_percent);
1835                                 //}
1836                         }
1837                 }
1838
1839                 // maybe praise the player for this kill
1840                 if ( (killer_damage_percent > 10) && (other_obj != NULL) && (other_obj->parent_sig == Player_obj->signature) ) {
1841                         ship_maybe_praise_player(sp);
1842                 }
1843         }
1844
1845         ship_generic_kill_stuff( ship_obj, percent_killed );
1846
1847         // mwa -- removed 2/25/98 -- why is this here?  ship_obj->flags &= ~(OF_PLAYER_SHIP);
1848         // if it is for observers, must deal with it a separate way!!!!
1849         if ( MULTIPLAYER_MASTER ) {
1850                 // check to see if this ship needs to be respawned
1851                 multi_respawn_check(ship_obj);          
1852                         
1853                 // send the kill packet to all players
1854                 // maybe send vaporize packet to all players
1855                 send_ship_kill_packet( ship_obj, other_obj, percent_killed, self_destruct );
1856         }       
1857
1858         // If ship from a player wing ship has died, then maybe play a scream
1859         if ( !(ship_obj->flags & OF_PLAYER_SHIP) && (sp->flags & SF_FROM_PLAYER_WING) ) {
1860                 ship_maybe_scream(sp);
1861         }
1862
1863         // If player is dying, have wingman lament (only in single player)
1864         if ( (Game_mode & GM_NORMAL) && (ship_obj == Player_obj) ) {
1865                 ship_maybe_lament();
1866         }
1867 }
1868
1869 // function to simply explode a ship where it is currently at
1870 void ship_self_destruct( object *objp )
1871 {       
1872         SDL_assert ( objp->type == OBJ_SHIP );
1873
1874         // try and find a player
1875         if((Game_mode & GM_MULTIPLAYER) && (multi_find_player_by_object(objp) >= 0)){
1876                 int np_index = multi_find_player_by_object(objp);
1877                 if((np_index >= 0) && (np_index < MAX_PLAYERS) && (Net_players[np_index].player != NULL)){
1878                         mission_log_add_entry(LOG_SELF_DESTRUCT, Net_players[np_index].player->callsign, NULL );
1879                 } else {
1880                         mission_log_add_entry(LOG_SELF_DESTRUCT, Ships[objp->instance].ship_name, NULL );
1881                 }
1882         } else {
1883                 mission_log_add_entry(LOG_SELF_DESTRUCT, Ships[objp->instance].ship_name, NULL );
1884         }
1885         
1886         // check to see if this ship needs to be respawned
1887         if(MULTIPLAYER_MASTER){
1888                 // player ship?
1889                 int np_index = multi_find_player_by_object(objp);
1890                 if((np_index >= 0) && (np_index < MAX_PLAYERS) && MULTI_CONNECTED(Net_players[np_index]) && (Net_players[np_index].player != NULL)){
1891                         char msg[512] = "";
1892                         sprintf(msg, "%s %s", Net_players[np_index].player->callsign, XSTR("Self destructed", 1476));
1893
1894                         // send a message
1895                         send_game_chat_packet(Net_player, msg, MULTI_MSG_ALL, NULL, NULL, 2);
1896
1897                         // printf
1898                         if(!(Game_mode & GM_STANDALONE_SERVER)){
1899                                 HUD_printf(msg);
1900                         }
1901                 }
1902         }
1903
1904         // self destruct
1905         ship_hit_kill(objp, NULL, 1.0f, 1);     
1906 }
1907
1908 extern int Homing_hits, Homing_misses;
1909
1910 // Call this instead of physics_apply_whack directly to 
1911 // deal with two ships docking properly.
1912 void ship_apply_whack(vector *force, vector *new_pos, object *objp)
1913 {
1914         if (objp->type == OBJ_SHIP)     {
1915                 if (Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_SUPPORT | SIF_CARGO)) {
1916                         int     docked_to_objnum;       
1917                         ai_info *aip;
1918
1919                         aip = &Ai_info[Ships[objp->instance].ai_index];
1920                 
1921                         if (aip->ai_flags & AIF_DOCKED) {
1922                                 docked_to_objnum = aip->dock_objnum;
1923                                 if (aip->dock_objnum != -1) {
1924                                         physics_apply_whack(force, new_pos, &Objects[docked_to_objnum].phys_info, &Objects[docked_to_objnum].orient, Objects[docked_to_objnum].phys_info.mass + objp->phys_info.mass);
1925                                         return;
1926                                 }
1927                         }
1928                 }
1929         }
1930         if (objp == Player_obj) {
1931                 nprintf(("Sandeep", "Playing stupid joystick effect\n"));
1932                 vector test;
1933                 vm_vec_unrotate(&test, force, &objp->orient);
1934
1935                 game_whack_apply( -test.xyz.x, -test.xyz.y );
1936         }
1937                                         
1938         physics_apply_whack(force, new_pos, &objp->phys_info, &objp->orient, objp->phys_info.mass);
1939 }
1940
1941 float Skill_level_player_damage_scale[NUM_SKILL_LEVELS] = {0.25f, 0.5f, 0.65f, 0.85f, 1.0f};
1942
1943
1944 // If a ship is dying and it gets hit, shorten its deathroll.
1945 //      But, if it's a player, don't decrease below MIN_PLAYER_DEATHROLL_TIME
1946 void shiphit_hit_after_death(object *ship_obj, float damage)
1947 {
1948         float   percent_killed;
1949         int     delta_time, time_remaining;
1950         ship    *shipp = &Ships[ship_obj->instance];
1951         ship_info       *sip = &Ship_info[shipp->ship_info_index];
1952
1953         // Since the explosion has two phases (final_death_time and really_final_death_time)
1954         // we should only shorten the deathroll time if that is the phase we're in.
1955         // And you can tell by seeing if the timestamp is valid, since it gets set to
1956         // invalid after it does the first large explosion.
1957         if ( !timestamp_valid(shipp->final_death_time) )        {
1958                 return;
1959         }
1960
1961         // Don't adjust vaporized ship
1962         if (shipp->flags & SF_VAPORIZE) {
1963                 return;
1964         }
1965
1966         //      Don't shorten deathroll on very large ships.
1967         if (ship_obj->radius > BIG_SHIP_MIN_RADIUS)
1968                 return;
1969
1970         percent_killed = damage/sip->initial_hull_strength;
1971         if (percent_killed > 1.0f)
1972                 percent_killed = 1.0f;
1973
1974         delta_time = (int) (4 * DEATHROLL_TIME * percent_killed);
1975         time_remaining = timestamp_until(shipp->final_death_time);
1976
1977         //nprintf(("AI", "Gametime = %7.3f, Time until %s dies = %7.3f, delta = %7.3f\n", f2fl(Missiontime), Ships[ship_obj->instance].ship_name, (float)time_remaining/1000.0f, delta_time));
1978         if (ship_obj->flags & OF_PLAYER_SHIP)
1979                 if (time_remaining < MIN_PLAYER_DEATHROLL_TIME)
1980                         return;
1981
1982         // nprintf(("AI", "Subtracting off %7.3f seconds from deathroll, reducing to %7.3f\n", (float) delta_time/1000.0f, (float) (time_remaining - delta_time)/1000.0f));
1983
1984         delta_time = time_remaining - delta_time;
1985         if (ship_obj->flags & OF_PLAYER_SHIP)
1986                 if (delta_time < MIN_PLAYER_DEATHROLL_TIME)
1987                         delta_time = MIN_PLAYER_DEATHROLL_TIME;
1988
1989         //      Prevent bogus timestamp.
1990         if (delta_time < 2)
1991                 delta_time = 2;
1992
1993         shipp->final_death_time = timestamp(delta_time);        // Adjust time until explosion.
1994 }
1995
1996 MONITOR( ShipHits );
1997 MONITOR( ShipNumDied );
1998
1999 int maybe_shockwave_damage_adjust(object *ship_obj, object *other_obj, float *damage)
2000 {
2001         ship_subsys *subsys;
2002         ship *shipp;
2003         float dist, nearest_dist = FLT_MAX;
2004         vector g_subobj_pos;
2005         float max_damage;
2006         shockwave *sw;
2007
2008         SDL_assert(ship_obj->type == OBJ_SHIP);
2009         if (other_obj->type != OBJ_SHOCKWAVE) {
2010                 return 0;
2011         }
2012
2013         if (!(Ship_info[Ships[ship_obj->instance].ship_info_index].flags & SIF_HUGE_SHIP)) {
2014                 return 0;
2015         }
2016
2017         shipp = &Ships[ship_obj->instance];
2018         sw = &Shockwaves[other_obj->instance];
2019
2020         // find closest subsystem distance to shockwave origin
2021         for (subsys=GET_FIRST(&shipp->subsys_list); subsys != END_OF_LIST(&shipp->subsys_list); subsys = GET_NEXT(subsys) ) {
2022                 get_subsystem_world_pos(ship_obj, subsys, &g_subobj_pos);
2023                 dist = vm_vec_dist_quick(&g_subobj_pos, &other_obj->pos);
2024
2025                 if (dist < nearest_dist) {
2026                         nearest_dist = dist;
2027                 }
2028         }
2029
2030         // get max damage and adjust if needed to account for shockwave created from destroyed weapon
2031         max_damage = sw->damage;
2032         if (sw->flags & SW_WEAPON_KILL) {
2033                 max_damage *= 4.0f;
2034         }
2035
2036         // scale damage
2037         // floor of 25%, max if within inner_radius, linear between
2038         if (nearest_dist > sw->outer_radius) {
2039                 *damage = max_damage / 4.0f;
2040         } else if (nearest_dist < sw->inner_radius) {
2041                 *damage = max_damage;
2042         } else {
2043                 *damage = max_damage * (1.0f - 0.75f * (nearest_dist - sw->inner_radius) / (sw->outer_radius - sw->inner_radius));
2044         }
2045
2046         return 1;
2047 }
2048
2049 // ------------------------------------------------------------------------
2050 // ship_do_damage()
2051 //
2052 // Do damage assessment on a ship.    This should only be called
2053 // internally by ship_apply_global_damage and ship_apply_local_damage
2054 //
2055 // 
2056 //      input:  ship_obj                =>              object pointer for ship receiving damage
2057 //                              other_obj       =>              object pointer to object causing damage
2058 //                              hitpos          =>              impact world pos on the ship 
2059 //                              TODO:   get a better value for hitpos
2060 //                              damage          =>              damage to apply to the ship
2061 //                              shield_quadrant => which part of shield takes damage, -1 if not shield hit
2062 //                              wash_damage     =>              1 if damage is done by engine wash
2063 void ai_update_lethality(object *ship_obj, object *weapon_obj, float damage);
2064 static void ship_do_damage(object *ship_obj, object *other_obj, vector *hitpos, float damage, int shield_quadrant, int wash_damage=0)
2065 {
2066         ship *shipp;    
2067         float subsystem_damage = damage;                        // damage to be applied to subsystems
2068
2069         SDL_assert(ship_obj->instance >= 0);
2070         SDL_assert(ship_obj->type == OBJ_SHIP);
2071         shipp = &Ships[ship_obj->instance];
2072
2073         // maybe adjust damage done by shockwave for BIG|HUGE
2074         maybe_shockwave_damage_adjust(ship_obj, other_obj, &damage);
2075
2076         // update lethality of ship doing damage
2077         int update_lethality = FALSE;
2078         update_lethality = ((other_obj != NULL) && (other_obj->type == OBJ_WEAPON) && (other_obj->instance >= 0) && (other_obj->instance < MAX_WEAPONS));
2079         update_lethality = update_lethality || ((other_obj != NULL) && (other_obj->type == OBJ_SHOCKWAVE) && (other_obj->instance >= 0) && (other_obj->instance < MAX_SHOCKWAVES));
2080         if (update_lethality) {
2081                 ai_update_lethality(ship_obj, other_obj, damage);
2082         }
2083
2084         // if this is a weapon
2085         if((other_obj != NULL) && (other_obj->type == OBJ_WEAPON) && (other_obj->instance >= 0) && (other_obj->instance < MAX_WEAPONS)){
2086                 damage *= weapon_get_damage_scale(&Weapon_info[Weapons[other_obj->instance].weapon_info_index], other_obj, ship_obj);
2087         }
2088
2089         MONITOR_INC( ShipHits, 1 );
2090
2091         //      Don't damage player ship in the process of warping out.
2092         if ( Player->control_mode >= PCM_WARPOUT_STAGE2 )       {
2093                 if ( ship_obj == Player_obj ){
2094                         return;
2095                 }
2096         }
2097
2098         if ( (other_obj != NULL) && (other_obj->type == OBJ_WEAPON) ) {         
2099                 // for tvt and dogfight missions, don't scale damage
2100                 if( (Game_mode & GM_MULTIPLAYER) && ((Netgame.type_flags & NG_TYPE_TEAM) || (Netgame.type_flags & NG_TYPE_DOGFIGHT)) ){
2101                 } else {
2102                         // Do a little "skill" balancing for the player in single player and coop multiplayer
2103                         if (ship_obj->flags & OF_PLAYER_SHIP)   {
2104                                 damage *= Skill_level_player_damage_scale[Game_skill_level];
2105                                 subsystem_damage *= Skill_level_player_damage_scale[Game_skill_level];
2106                         }               
2107                 }
2108         }
2109
2110         // if this is not a laser, or i'm not a multiplayer client
2111         // apply pain to me
2112         if((other_obj != NULL) && ((Weapon_info[Weapons[other_obj->instance].weapon_info_index].subtype != WP_LASER) || !MULTIPLAYER_CLIENT) && (Player_obj != NULL) && (ship_obj == Player_obj)){
2113                 ship_hit_pain(damage);
2114         }       
2115
2116         // If the ship is invulnerable, do nothing
2117         if (ship_obj->flags & OF_INVULNERABLE)  {
2118                 return;
2119         }
2120
2121         //      if ship is already dying, shorten deathroll.
2122         if (shipp->flags & SF_DYING) {
2123                 shiphit_hit_after_death(ship_obj, damage);
2124                 return;
2125         }
2126         
2127         //      If we hit the shield, reduce it's strength and found
2128         // out how much damage is left over.
2129         if ( shield_quadrant > -1 && !(ship_obj->flags & OF_NO_SHIELDS) )       {
2130                 float shield_factor = -1.0f;
2131                 int     weapon_info_index;              
2132
2133                 weapon_info_index = shiphit_get_damage_weapon(other_obj);
2134                 if ( weapon_info_index >= 0 ) {
2135                         shield_factor = Weapon_info[weapon_info_index].shield_factor;
2136                 }
2137
2138                 if ( shield_factor >= 0 ) {
2139                         damage *= shield_factor;
2140                         subsystem_damage *= shield_factor;
2141                 }
2142
2143                 if ( damage > 0 ) {
2144                         float pre_shield = damage;
2145
2146                         damage = apply_damage_to_shield(ship_obj, shield_quadrant, damage);
2147
2148                         if(damage > 0.0f){
2149                                 subsystem_damage *= (damage / pre_shield);
2150                         } else {
2151                                 subsystem_damage = 0.0f;
2152                         }
2153                 }
2154
2155                 // if shield damage was increased, don't carry over leftover damage at scaled level
2156                 if ( shield_factor > 1 ) {
2157                         damage /= shield_factor;
2158
2159                         subsystem_damage /= shield_factor;
2160                 }
2161         }
2162                         
2163         // Apply leftover damage to the ship's subsystem and hull.
2164         if ( (damage > 0.0f) || (subsystem_damage > 0.0f) )     {
2165                 int     weapon_info_index;              
2166
2167                 float pre_subsys = subsystem_damage;
2168                 subsystem_damage = do_subobj_hit_stuff(ship_obj, other_obj, hitpos, subsystem_damage);
2169                 if(subsystem_damage > 0.0f){
2170                         damage *= (subsystem_damage / pre_subsys);
2171                 } else {
2172                         damage = 0.0f;
2173                 }
2174
2175                 // continue with damage?
2176                 if(damage > 0.0){
2177                         weapon_info_index = shiphit_get_damage_weapon(other_obj);
2178                         if ( weapon_info_index >= 0 ) {
2179                                 if (Weapon_info[weapon_info_index].wi_flags & WIF_PUNCTURE) {
2180                                         damage /= 4;
2181                                 }
2182
2183                                 damage *= Weapon_info[weapon_info_index].armor_factor;
2184                         }
2185
2186                         // if ship is flagged as can not die, don't let it die
2187                         if (ship_obj->flags & OF_GUARDIAN) {
2188                                 float min_hull_strength = 0.01f * Ship_info[Ships[ship_obj->instance].ship_info_index].initial_hull_strength;
2189                                 if ( (ship_obj->hull_strength - damage) < min_hull_strength ) {
2190                                         // find damage needed to take object to min hull strength
2191                                         damage = ship_obj->hull_strength - min_hull_strength;
2192
2193                                         // make sure damage is positive
2194                                         damage = max(0, damage);
2195                                 }
2196                         }
2197
2198                         // multiplayer clients don't do damage
2199                         if(((Game_mode & GM_MULTIPLAYER) && MULTIPLAYER_CLIENT) || (Game_mode & GM_DEMO_PLAYBACK)){
2200                         } else {
2201                                 ship_obj->hull_strength -= damage;              
2202                         }
2203
2204                         // let damage gauge know that player ship just took damage
2205                         if ( Player_obj == ship_obj ) {
2206                                 hud_gauge_popup_start(HUD_DAMAGE_GAUGE, 5000);
2207                         }
2208                 
2209                         // DB - removed 1/12/99 - scoring code properly bails if MULTIPLAYER_CLIENT
2210                         // in multiplayer, if I am not the host, get out of this function here!!
2211                         //if ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) ) {
2212                                 //return;
2213                         //}             
2214
2215                         switch (other_obj->type) {
2216                         case OBJ_SHOCKWAVE:
2217                                 scoring_add_damage(ship_obj,other_obj,damage);
2218                                 break;
2219                         case OBJ_ASTEROID:
2220                                 // don't call scoring for asteroids
2221                                 break;
2222                         case OBJ_WEAPON:
2223                                 if((other_obj->parent < 0) || (other_obj->parent >= MAX_OBJECTS)){
2224                                         scoring_add_damage(ship_obj, NULL, damage);
2225                                 } else {
2226                                         scoring_add_damage(ship_obj, &Objects[other_obj->parent], damage);
2227                                 }
2228                                 break;
2229                         default:
2230                                 break;
2231                         }
2232
2233                         if (ship_obj->hull_strength <= 0.0f) {
2234
2235                                 MONITOR_INC( ShipNumDied, 1 );
2236
2237                                 ship_info       *sip = &Ship_info[shipp->ship_info_index];
2238
2239                                 // If massive beam hitting small ship, vaporize  otherwise normal damage pipeline
2240                                 // Only vaporize once
2241                                 // multiplayer clients should skip this
2242                                 if(!MULTIPLAYER_CLIENT){
2243                                         if ( !(shipp->flags & SF_VAPORIZE) ) {
2244                                                 // Only small ships can be vaporized
2245                                                 if (sip->flags & (SIF_SMALL_SHIP)) {
2246                                                         if (other_obj->type == OBJ_BEAM) {
2247                                                                 int beam_weapon_info_index = beam_get_weapon_info_index(other_obj);
2248                                                                 if ( (beam_weapon_info_index > -1) && (Weapon_info[beam_weapon_info_index].wi_flags & (WIF_BEAM|WIF_HUGE)) ) {                                                          
2249                                                                         // Flag as vaporized
2250                                                                         shipp->flags |= SF_VAPORIZE;                                                            
2251                                                                 }
2252                                                         }
2253                                                 }
2254                                         }
2255                                 }
2256                                 
2257                                 // maybe engine wash death
2258                                 if (wash_damage) {
2259                                         shipp->wash_killed = 1;
2260                                 }
2261
2262                                 float percent_killed = -ship_obj->hull_strength/sip->initial_hull_strength;
2263                                 if (percent_killed > 1.0f){
2264                                         percent_killed = 1.0f;
2265                                 }
2266
2267                                 if ( !(shipp->flags & SF_DYING) && !MULTIPLAYER_CLIENT && !(Game_mode & GM_DEMO_PLAYBACK)){  // if not killed, then kill
2268                                         ship_hit_kill(ship_obj, other_obj, percent_killed, 0);
2269                                 }
2270                         }
2271                 }
2272         }
2273
2274         // if the hitting object is a weapon, maybe do some fun stuff here
2275         if(other_obj->type == OBJ_WEAPON){
2276                 weapon_info *wip;
2277                 SDL_assert(other_obj->instance >= 0);
2278                 if(other_obj->instance < 0){
2279                         return;
2280                 }
2281                 SDL_assert(Weapons[other_obj->instance].weapon_info_index >= 0);
2282                 if(Weapons[other_obj->instance].weapon_info_index < 0){
2283                         return;
2284                 }
2285                 wip = &Weapon_info[Weapons[other_obj->instance].weapon_info_index];
2286
2287                 // if its a leech weapon
2288                 if(wip->wi_flags & WIF_ENERGY_SUCK){
2289                         // reduce afterburner fuel
2290                         shipp->afterburner_fuel -= wip->afterburner_reduce;
2291                         shipp->afterburner_fuel = (shipp->afterburner_fuel < 0.0f) ? 0.0f : shipp->afterburner_fuel;
2292
2293                         // reduce weapon energy
2294                         shipp->weapon_energy -= wip->weapon_reduce;
2295                         shipp->weapon_energy = (shipp->weapon_energy < 0.0f) ? 0.0f : shipp->weapon_energy;
2296                 }
2297         }
2298 }
2299
2300 // This gets called to apply damage when something hits a particular point on a ship.
2301 // This assumes that whoever called this knows if the shield got hit or not.
2302 // hitpos is in world coordinates.
2303 // if shield_quadrant is not -1, then that part of the shield takes damage properly.
2304 void ship_apply_local_damage(object *ship_obj, object *other_obj, vector *hitpos, float damage, int shield_quadrant, bool create_spark, int submodel_num, vector *hit_normal)
2305 {
2306         ship *ship_p    = &Ships[ship_obj->instance];   
2307
2308         //      If got hit by a weapon, tell the AI so it can react.  Only do this line in single player,
2309         // or if I am the master in a multiplayer game
2310         if ( other_obj->type == OBJ_WEAPON && ( !(Game_mode & GM_MULTIPLAYER) || ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)) )) {
2311                 weapon  *wp;
2312
2313                 wp = &Weapons[other_obj->instance];
2314                 //      If weapon hits ship on same team and that ship not targeted and parent of weapon not player,
2315                 //      don't do damage.
2316                 //      Ie, player can always do damage.  AI can only damage team if that ship is targeted.
2317                 if (wp->target_num != ship_obj-Objects) {
2318                         if ((ship_p->team == wp->team) && !(Objects[other_obj->parent].flags & OF_PLAYER_SHIP) ) {
2319                                 /*char  ship_name[64];
2320
2321                                 if (other_obj->parent_type == OBJ_SHIP) {
2322                                         strcpy(ship_name, Ships[Objects[other_obj->parent].instance].ship_name);
2323                                 } else
2324                                         strcpy(ship_name, XSTR("[not a ship]",-1));
2325                                 */
2326                                 // nprintf(("AI", "Ignoring hit on %s by weapon #%i, parent = %s\n", ship_p->ship_name, other_obj-Objects, ship_name));
2327                                 return;
2328                         }
2329                 }
2330         }
2331
2332         // only want to check the following in single player or if I am the multiplayer game server
2333         if ( !MULTIPLAYER_CLIENT && !(Game_mode & GM_DEMO_PLAYBACK) && ((other_obj->type == OBJ_SHIP) || (other_obj->type == OBJ_WEAPON)) ){
2334                 ai_ship_hit(ship_obj, other_obj, hitpos, shield_quadrant, hit_normal);
2335         }
2336
2337         //      Cut damage done on the player by 4x in training missions, but do full accredidation
2338         if ( The_mission.game_type & MISSION_TYPE_TRAINING ){
2339                 if (ship_obj == Player_obj){
2340                         damage /= 4.0f;
2341                 }
2342         }       
2343
2344         // send a packet in multiplayer -- but don't sent it if the ship is already dying.  Clients can
2345         // take care of dealing with ship hits after a ship is already dead.
2346         // if ( (MULTIPLAYER_MASTER) && !(ship_p->flags & SF_DYING) ){
2347                 // if this is a player ship which is not mine, send him a ship hit packet
2348                 // int np_index = multi_find_player_by_object(ship_obj);
2349                 // if((np_index > 0) && (np_index < MAX_PLAYERS) && (np_index != MY_NET_PLAYER_NUM) && MULTI_CONNECTED(Net_players[np_index])){
2350                         // send_ship_hit_packet( ship_obj, other_obj, hitpos, damage, shield_quadrant, submodel_num, &Net_players[np_index]);
2351                 // }
2352         // }
2353
2354         // maybe tag the ship
2355         if(!MULTIPLAYER_CLIENT && (other_obj->type == OBJ_WEAPON) && (Weapon_info[Weapons[other_obj->instance].weapon_info_index].wi_flags & WIF_TAG)) {
2356                 if (Weapon_info[Weapons[other_obj->instance].weapon_info_index].tag_level == 1) {
2357                         Ships[ship_obj->instance].tag_left = Weapon_info[Weapons[other_obj->instance].weapon_info_index].tag_time;
2358                         Ships[ship_obj->instance].tag_total = Ships[ship_obj->instance].tag_left;
2359                         if (Ships[ship_obj->instance].time_first_tagged == 0) {
2360                                 Ships[ship_obj->instance].time_first_tagged = Missiontime;
2361                         }
2362                         mprintf(("TAGGED %s for %f seconds\n", Ships[ship_obj->instance].ship_name, Ships[ship_obj->instance].tag_left));
2363                 } else if (Weapon_info[Weapons[other_obj->instance].weapon_info_index].tag_level == 2) {
2364                         Ships[ship_obj->instance].level2_tag_left = Weapon_info[Weapons[other_obj->instance].weapon_info_index].tag_time;
2365                         Ships[ship_obj->instance].level2_tag_total = Ships[ship_obj->instance].level2_tag_left;
2366                         if (Ships[ship_obj->instance].time_first_tagged == 0) {
2367                                 Ships[ship_obj->instance].time_first_tagged = Missiontime;
2368                         }
2369                         mprintf(("Level 2 TAGGED %s for %f seconds\n", Ships[ship_obj->instance].ship_name, Ships[ship_obj->instance].level2_tag_left));
2370                 } else {
2371                         Int3(); // unknown tag level
2372                 }
2373         }
2374
2375
2376 #ifndef NDEBUG
2377         if (other_obj->type == OBJ_WEAPON) {
2378                 weapon_info     *wip = &Weapon_info[Weapons[other_obj->instance].weapon_info_index];
2379                 if (wip->wi_flags & WIF_HOMING) {
2380                         Homing_hits++;
2381                         // nprintf(("AI", " Hit!  Hits = %i/%i\n", Homing_hits, (Homing_hits + Homing_misses)));
2382                 }
2383         }
2384 #endif
2385
2386         
2387         if ( Event_Music_battle_started == 0 )  {
2388                 ship_hit_music(ship_obj, other_obj);
2389         }
2390         
2391
2392         if (damage < 0.0f){
2393                 damage = 0.0f;
2394         }
2395
2396         // evaluate any possible player stats implications
2397         scoring_eval_hit(ship_obj,other_obj);
2398
2399         ship_do_damage(ship_obj, other_obj, hitpos, damage, shield_quadrant );
2400
2401         // DA 5/5/98: move ship_hit_create_sparks() after do_damage() since number of sparks depends on hull strength
2402         // doesn't hit shield and we want sparks
2403         if ((shield_quadrant == MISS_SHIELDS) && create_spark)  {
2404                 // check if subsys destroyed
2405                 if ( !is_subsys_destroyed(ship_p, submodel_num) ) {
2406                         ship_hit_create_sparks(ship_obj, hitpos, submodel_num);
2407                 }
2408                 //fireball_create( hitpos, FIREBALL_SHIP_EXPLODE1, OBJ_INDEX(ship_obj), 0.25f );
2409         }
2410 }
2411
2412
2413
2414 // This gets called to apply damage when a damaging force hits a ship, but at no 
2415 // point in particular.  Like from a shockwave.   This routine will see if the
2416 // shield got hit and if so, apply damage to it.
2417 // You can pass force_center==NULL if you the damage doesn't come from anywhere,
2418 // like for debug keys to damage an object or something.  It will 
2419 // assume damage is non-directional and will apply it correctly.   
2420 void ship_apply_global_damage(object *ship_obj, object *other_obj, vector *force_center, float damage )
2421 {                               
2422         vector tmp, world_hitpos;
2423
2424         if ( force_center )     {
2425                 int shield_quad;
2426                 vector local_hitpos;
2427
2428                 // find world hitpos
2429                 vm_vec_sub( &tmp, force_center, &ship_obj->pos );
2430                 vm_vec_normalize_safe( &tmp );
2431                 vm_vec_scale_add( &world_hitpos, &ship_obj->pos, &tmp, ship_obj->radius );
2432
2433                 // Rotate world_hitpos into local coordinates (local_hitpos)
2434                 vm_vec_sub(&tmp, &world_hitpos, &ship_obj->pos );
2435                 vm_vec_rotate( &local_hitpos, &tmp, &ship_obj->orient );
2436
2437                 // shield_quad = quadrant facing the force_center
2438                 shield_quad = get_quadrant(&local_hitpos);
2439
2440                 // world_hitpos use force_center for shockwave
2441                 if (other_obj->type == OBJ_SHOCKWAVE && Ship_info[Ships[ship_obj->instance].ship_info_index].flags & SIF_HUGE_SHIP) {
2442                         world_hitpos = *force_center;
2443                 }
2444
2445                 // Do damage on local point             
2446                 ship_do_damage(ship_obj, other_obj, &world_hitpos, damage, shield_quad );
2447         } else {
2448                 // Since an force_center wasn't specified, this is probably just a debug key
2449                 // to kill an object.   So pick a shield quadrant and a point on the
2450                 // radius of the object.   
2451                 vm_vec_scale_add( &world_hitpos, &ship_obj->pos, &ship_obj->orient.v.fvec, ship_obj->radius );
2452
2453                 for (int i=0; i<MAX_SHIELD_SECTIONS; i++){
2454                         ship_do_damage(ship_obj, other_obj, &world_hitpos, damage/MAX_SHIELD_SECTIONS, i);
2455                 }
2456         }
2457
2458         // AL 3-30-98: Show flashing blast icon if player ship has taken blast damage
2459         if ( ship_obj == Player_obj ) {
2460                 // only show blast icon if playing on medium skill or lower
2461                 if ( Game_skill_level <= 2 ) {
2462                         hud_start_text_flash(XSTR("Blast", 1428), 2000);
2463                 }
2464         }
2465
2466         // evaluate any player stats scoring conditions (specifically, blasts from remotely detonated secondary weapons)
2467         scoring_eval_hit(ship_obj,other_obj,1); 
2468 }
2469
2470 void ship_apply_wash_damage(object *ship_obj, object *other_obj, float damage)
2471 {
2472         vector world_hitpos, direction_vec, rand_vec;
2473
2474         // Since an force_center wasn't specified, this is probably just a debug key
2475         // to kill an object.   So pick a shield quadrant and a point on the
2476         // radius of the object
2477         vm_vec_rand_vec_quick(&rand_vec);
2478         vm_vec_scale_add(&direction_vec, &ship_obj->orient.v.fvec, &rand_vec, 0.5f);
2479         vm_vec_normalize_quick(&direction_vec);
2480         vm_vec_scale_add( &world_hitpos, &ship_obj->pos, &direction_vec, ship_obj->radius );
2481
2482         // Do damage to hull and not to shields
2483         ship_do_damage(ship_obj, other_obj, &world_hitpos, damage, -1, 1);
2484
2485         // AL 3-30-98: Show flashing blast icon if player ship has taken blast damage
2486         if ( ship_obj == Player_obj ) {
2487                 // only show blast icon if playing on medium skill or lower
2488                 if ( Game_skill_level <= 2 ) {
2489                         hud_start_text_flash(XSTR("Engine Wash", 1429), 2000);
2490                 }
2491         }
2492
2493         // evaluate any player stats scoring conditions (specifically, blasts from remotely detonated secondary weapons)
2494         scoring_eval_hit(ship_obj,other_obj,1);
2495 }
2496
2497 // player pain
2498 void ship_hit_pain(float damage)
2499 {
2500         game_flash( damage/15.0f, -damage/30.0f, -damage/30.0f );
2501
2502         // kill any active popups when you get hit.
2503         if ( Game_mode & GM_MULTIPLAYER ){
2504                 popup_kill_any_active();
2505         }
2506 }
2507