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resolve various FS1 build issues
[taylor/freespace2.git] / src / weapon / weapons.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/Weapon/Weapons.cpp $
11  * $Revision$
12  * $Date$
13  * $Author$
14  *
15  * Code to handle the weapon systems
16  *
17  * $Log$
18  * Revision 1.13  2005/10/01 22:04:58  taylor
19  * fix FS1 (de)briefing voices, the directory names are different in FS1
20  * hard code the table values so that the fs1.vp file isn't needed
21  * hard code a mission fix for sm2-08a since a have no idea how to fix it otherwise
22  * generally cleanup some FS1 code
23  * fix volume sliders in the options screen that never went all the way up
24  *
25  * Revision 1.12  2005/08/12 08:48:11  taylor
26  * don't scale weapon damage for FS1, this way you can still kill a capship with lasers rather than bombs
27  *
28  * Revision 1.11  2004/09/20 01:31:45  theoddone33
29  * GCC 3.4 fixes.
30  *
31  * Revision 1.10  2003/06/11 18:30:33  taylor
32  * plug memory leaks
33  *
34  * Revision 1.9  2003/05/25 02:30:44  taylor
35  * Freespace 1 support
36  *
37  * Revision 1.8  2002/06/21 03:04:12  relnev
38  * nothing important
39  *
40  * Revision 1.7  2002/06/17 06:33:11  relnev
41  * ryan's struct patch for gcc 2.95
42  *
43  * Revision 1.6  2002/06/09 04:41:30  relnev
44  * added copyright header
45  *
46  * Revision 1.5  2002/06/05 08:05:29  relnev
47  * stub/warning removal.
48  *
49  * reworked the sound code.
50  *
51  * Revision 1.4  2002/06/01 03:32:00  relnev
52  * fix texture loading mistake.
53  *
54  * enable some d3d stuff for opengl also
55  *
56  * Revision 1.3  2002/05/28 08:52:03  relnev
57  * implemented two assembly stubs.
58  *
59  * cleaned up a few warnings.
60  *
61  * added a little demo hackery to make it progress a little farther.
62  *
63  * Revision 1.2  2002/05/07 03:16:53  theoddone33
64  * The Great Newline Fix
65  *
66  * Revision 1.1.1.1  2002/05/03 03:28:11  root
67  * Initial import.
68  *
69  * 
70  * 69    9/14/99 3:26a Dave
71  * Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer
72  * respawn-too-early problem. Made a few crash points safe.
73  * 
74  * 68    9/14/99 1:32a Andsager
75  * Better LOD for weapon explosions when behind.  Move point ahead to get
76  * vertex and then find size.
77  * 
78  * 67    9/07/99 1:10p Mikek
79  * Fix code I busted due to adding lifeleft to missiles.
80  * 
81  * 66    9/07/99 12:20a Andsager
82  * LOD less agressive at lower hardware detail level
83  * 
84  * 65    9/06/99 7:21p Dave
85  * Commented out bad lifeleft scaling code in weapon_set_tracking_info()
86  * 
87  * 64    9/06/99 3:23p Andsager
88  * Make fireball and weapon expl ani LOD choice look at resolution of the
89  * bitmap
90  * 
91  * 63    9/06/99 12:46a Andsager
92  * Add weapon_explosion_ani LOD
93  * 
94  * 62    9/05/99 11:24p Mikek
95  * Fixed problems caused by earlier checkin (that was rolled back).
96  * Problem was wp->target_pos was not set for swarmers.
97  * 
98  * More tweaking of missile behavior.  Also add 20% to lifetime of a
99  * locked missile.
100  * 
101  * [Rolled back -- MK] 63    9/05/99 2:23p Mikek
102  * Make aspect seekers a little less likely to miss their target.
103  * Mysterious why they do it so often.  Maybe fix for FS3...
104  * 
105  * [Rolled back -- MK] 62    9/04/99 12:09p Mikek
106  * Limit number of spawned weapons that can home on player based on skill
107  * level.  Works same as for non-spawned weapons.  Only do in single
108  * player.
109  * 
110  * 61    8/27/99 1:34a Andsager
111  * Modify damage by shockwaves for BIG|HUGE ships.  Modify shockwave damge
112  * when weapon blows up.
113  * 
114  * 60    8/24/99 10:47a Jefff
115  * tech room weapon anims.  added tech anim field to weapons.tbl
116  * 
117  * 59    8/16/99 11:58p Andsager
118  * Disable collision on proximity for ships with SIF_DONT_COLLIDE_INVIS
119  * hulls.
120  * 
121  * 58    8/10/99 5:30p Jefff
122  * Added tech_title string to weapon_info.  Changed parser accordingly.
123  * 
124  * 57    8/05/99 2:06a Dave
125  * Whee.
126  * 
127  * 56    8/02/99 5:16p Dave
128  * Bumped up weapon title string length from 32 to 48
129  * 
130  * 55    7/29/99 5:41p Jefff
131  * Sound hooks for cmeasure success
132  * 
133  * 54    7/24/99 1:54p Dave
134  * Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert
135  * missions.
136  * 
137  * 53    7/19/99 7:20p Dave
138  * Beam tooling. Specialized player-killed-self messages. Fixed d3d nebula
139  * pre-rendering.
140  * 
141  * 52    7/18/99 12:32p Dave
142  * Randomly oriented shockwaves.
143  * 
144  * 51    7/16/99 1:50p Dave
145  * 8 bit aabitmaps. yay.
146  * 
147  * 50    7/15/99 9:20a Andsager
148  * FS2_DEMO initial checkin
149  * 
150  * 49    7/08/99 10:53a Dave
151  * New multiplayer interpolation scheme. Not 100% done yet, but still
152  * better than the old way.
153  * 
154  * 48    7/02/99 4:31p Dave
155  * Much more sophisticated lightning support.
156  * 
157  * 47    7/01/99 5:57p Johnson
158  * Oops. Fixed big ship damage.
159  * 
160  * 46    7/01/99 4:23p Dave
161  * Full support for multiple linked ambient engine sounds. Added "big
162  * damage" flag.
163  * 
164  * 45    6/30/99 5:53p Dave
165  * Put in new anti-camper code.
166  * 
167  * 44    6/22/99 3:24p Danw
168  * Fixed incorrect weapon hit sound culling.
169  * 
170  * 43    6/21/99 7:25p Dave
171  * netplayer pain packet. Added type E unmoving beams.
172  * 
173  * 42    6/14/99 10:45a Dave
174  * Made beam weapons specify accuracy by skill level in the weapons.tbl
175  * 
176  * 41    6/11/99 11:13a Dave
177  * last minute changes before press tour build.
178  * 
179  * 40    6/04/99 2:16p Dave
180  * Put in shrink effect for beam weapons.
181  * 
182  * 39    6/01/99 8:35p Dave
183  * Finished lockarm weapons. Added proper supercap weapons/damage. Added
184  * awacs-set-radius sexpression.
185  * 
186  * 38    6/01/99 3:52p Dave
187  * View footage screen. Fixed xstrings to not display the & symbol. Popup,
188  * dead popup, pxo find player popup, pxo private room popup.
189  * 
190  * 37    5/27/99 6:17p Dave
191  * Added in laser glows.
192  * 
193  * 36    5/20/99 7:00p Dave
194  * Added alternate type names for ships. Changed swarm missile table
195  * entries.
196  * 
197  * 35    5/08/99 8:25p Dave
198  * Upped object pairs. First run of nebula lightning.
199  * 
200  * 34    4/28/99 11:13p Dave
201  * Temporary checkin of artillery code.
202  * 
203  * 33    4/28/99 3:11p Andsager
204  * Stagger turret weapon fire times.  Make turrets smarter when target is
205  * protected or beam protected.  Add weaopn range to weapon info struct.
206  * 
207  * 32    4/22/99 11:06p Dave
208  * Final pass at beam weapons. Solidified a lot of stuff. All that remains
209  * now is to tweak and fix bugs as they come up. No new beam weapon
210  * features.
211  * 
212  * 31    4/19/99 11:01p Dave
213  * More sophisticated targeting laser support. Temporary checkin.
214  * 
215  * 30    4/16/99 5:54p Dave
216  * Support for on/off style "stream" weapons. Real early support for
217  * target-painting lasers.
218  * 
219  * 29    4/07/99 6:22p Dave
220  * Fred and Freespace support for multiple background bitmaps and suns.
221  * Fixed link errors on all subprojects. Moved encrypt_init() to
222  * cfile_init() and lcl_init(), since its safe to call twice.
223  * 
224  * 28    4/02/99 1:35p Dave
225  * Removed weapon hit packet. No good for causing pain.
226  * 
227  * 27    4/02/99 9:55a Dave
228  * Added a few more options in the weapons.tbl for beam weapons. Attempt
229  * at putting "pain" packets into multiplayer.
230  * 
231  * 26    3/31/99 9:26p Dave
232  * Don't load beam textures when in Fred.
233  * 
234  * 25    3/31/99 8:24p Dave
235  * Beefed up all kinds of stuff, incluging beam weapons, nebula effects
236  * and background nebulae. Added per-ship non-dimming pixel colors.
237  * 
238  * 24    3/23/99 2:29p Andsager
239  * Fix shockwaves for kamikazi and Fred defined.  Collect together
240  * shockwave_create_info struct.
241  * 
242  * 23    3/23/99 11:03a Dave
243  * Added a few new fields and fixed parsing code for new weapon stuff.
244  * 
245  * 22    3/19/99 9:52a Dave
246  * Checkin to repair massive source safe crash. Also added support for
247  * pof-style nebulae, and some new weapons code.
248  * 
249  * 24    3/15/99 6:45p Daveb
250  * Put in rough nebula bitmap support.
251  * 
252  * 23    3/12/99 3:19p Enricco
253  * Remove spurious Int3()
254  * 
255  * 22    3/11/99 5:53p Dave
256  * More network optimization. Spliced in Dell OEM planet bitmap crap.
257  * 
258  * 21    3/10/99 6:51p Dave
259  * Changed the way we buffer packets for all clients. Optimized turret
260  * fired packets. Did some weapon firing optimizations.
261  * 
262  * 20    2/24/99 4:02p Dave
263  * Fixed weapon locking and homing problems for multiplayer dogfight mode.
264  * 
265  * 19    2/05/99 12:52p Dave
266  * Fixed Glide nondarkening textures.
267  * 
268  * 18    1/29/99 12:47a Dave
269  * Put in sounds for beam weapon. A bunch of interface screens (tech
270  * database stuff).
271  * 
272  * 17    1/27/99 9:56a Dave
273  * Temporary checkin of beam weapons for Dan to make cool sounds.
274  * 
275  * 16    1/25/99 5:03a Dave
276  * First run of stealth, AWACS and TAG missile support. New mission type
277  * :)
278  * 
279  * 15    1/24/99 11:37p Dave
280  * First full rev of beam weapons. Very customizable. Removed some bogus
281  * Int3()'s in low level net code.
282  * 
283  * 14    1/21/99 10:45a Dave
284  * More beam weapon stuff. Put in warmdown time.
285  * 
286  * 13    1/12/99 5:45p Dave
287  * Moved weapon pipeline in multiplayer to almost exclusively client side.
288  * Very good results. Bandwidth goes down, playability goes up for crappy
289  * connections. Fixed object update problem for ship subsystems.
290  * 
291  * 12    1/08/99 2:08p Dave
292  * Fixed software rendering for pofview. Super early support for AWACS and
293  * beam weapons.
294  * 
295  * 11    1/06/99 2:24p Dave
296  * Stubs and release build fixes.
297  * 
298  * 10    12/01/98 6:12p Johnson
299  * Make sure to page in weapon impact animations as xparent textures.
300  * 
301  * 9     11/20/98 4:08p Dave
302  * Fixed flak effect in multiplayer.
303  * 
304  * 8     11/14/98 5:33p Dave
305  * Lots of nebula work. Put in ship contrails.
306  * 
307  * 7     11/05/98 4:18p Dave
308  * First run nebula support. Beefed up localization a bit. Removed all
309  * conditional compiles for foreign versions. Modified mission file
310  * format.
311  * 
312  * 6     10/26/98 9:42a Dave
313  * Early flak gun support.
314  * 
315  * 5     10/23/98 3:51p Dave
316  * Full support for tstrings.tbl and foreign languages. All that remains
317  * is to make it active in Fred.
318  * 
319  * 4     10/07/98 6:27p Dave
320  * Globalized mission and campaign file extensions. Removed Silent Threat
321  * special code. Moved \cache \players and \multidata into the \data
322  * directory.
323  * 
324  * 3     10/07/98 4:49p Andsager
325  * don't do weapon swap (was needed for mission disk)
326  * 
327  * 2     10/07/98 10:54a Dave
328  * Initial checkin.
329  * 
330  * 1     10/07/98 10:51a Dave
331  * 
332  * 314   9/21/98 11:19p Dave
333  * Weapon name fix.
334  * 
335  * 313   9/19/98 4:33p Adam
336  * Changed default values for particle spew (used on Leech Cannon)
337  * 
338  * 312   9/13/98 10:51p Dave
339  * Put in newfangled icons for mission simulator room. New mdisk.vp
340  * checksum and file length.
341  * 
342  * 311   9/13/98 4:29p Andsager
343  * Maintain Weapon_info compataiblity with mission disk
344  * 
345  * 310   9/13/98 4:26p Andsager
346  * 
347  * 309   9/01/98 4:25p Dave
348  * Put in total (I think) backwards compatibility between mission disk
349  * freespace and non mission disk freespace, including pilot files and
350  * campaign savefiles.
351  * 
352  * 308   8/28/98 3:29p Dave
353  * EMP effect done. AI effects may need some tweaking as required.
354  * 
355  * 307   8/25/98 1:49p Dave
356  * First rev of EMP effect. Player side stuff basically done. Next comes
357  * AI code.
358  * 
359  * 306   8/18/98 10:15a Dave
360  * Touchups on the corkscrew missiles. Added particle spewing weapons.
361  * 
362  * 305   8/17/98 5:07p Dave
363  * First rev of corkscrewing missiles.
364  * 
365  * 304   6/30/98 2:23p Dave
366  * Revised object update system. Removed updates for all weapons. Put
367  * button info back into control info packet.
368  * 
369  * 303   6/22/98 8:36a Allender
370  * revamping of homing weapon system.  don't send as object updates
371  * anymore
372  * 
373  * 302   5/24/98 2:25p Allender
374  * be sure that homing missiles die on client when lifeleft gets too
375  * negative (lost packets)
376  * 
377  * 301   5/20/98 5:47p Sandeep
378  * 
379  * 300   5/18/98 1:58a Mike
380  * Make Phoenix not be fired at fighters (but yes bombers).
381  * Improve positioning of ships in guard mode.
382  * Make turrets on player ship not fire near end of support ship docking.
383  * 
384  * $NoKeywords: $
385  */
386
387 #include <stdlib.h>
388
389 #include "pstypes.h"
390 #include "systemvars.h"
391 #include "vecmat.h"
392 #include "tmapper.h"
393 #include "2d.h"
394 #include "3d.h"
395 #include "bmpman.h"
396 #include "model.h"
397 #include "key.h"
398 #include "physics.h"
399 #include "floating.h"
400 #include "model.h"
401 #include "lighting.h"
402 #include "object.h"
403 #include "weapon.h"
404 #include "ship.h"
405 #include "fireballs.h"
406 #include "player.h"
407 #include "hudtarget.h"
408 #include "freespace.h"
409 #include "radar.h"
410 #include "ai.h"
411 #include "sound.h"
412 #include "multi.h"
413 #include "multimsgs.h"
414 #include "linklist.h"
415 #include "timer.h"
416 #include "gamesnd.h"
417 #include "cmeasure.h"
418 #include "shockwave.h"
419 #include "model.h"
420 #include "staticrand.h"
421 #include "swarm.h"
422 #include "multiutil.h"
423 #include "shiphit.h"
424 #include "trails.h"
425 #include "hud.h"
426 #include "objcollide.h"
427 #include "aibig.h"
428 #include "particle.h"
429 #include "asteroid.h"
430 #include "joy_ff.h"
431 #include "multi_obj.h"
432 #include "corkscrew.h"
433 #include "emp.h"
434 #include "localize.h"
435 #include "flak.h"
436 #include "muzzleflash.h"
437
438 #ifndef NDEBUG
439 int Weapon_flyby_sound_enabled = 1;
440 DCF_BOOL( weapon_flyby, Weapon_flyby_sound_enabled )
441 #endif
442
443 static int Weapon_flyby_sound_timer;    
444
445 weapon Weapons[MAX_WEAPONS];
446 weapon_info Weapon_info[MAX_WEAPON_TYPES];
447
448 #define         MISSILE_OBJ_USED        (1<<0)                  // flag used in missile_obj struct
449 #define         MAX_MISSILE_OBJS        MAX_WEAPONS             // max number of missiles tracked in missile list
450 missile_obj Missile_objs[MAX_MISSILE_OBJS];     // array used to store missile object indexes
451 missile_obj Missile_obj_list;                                           // head of linked list of missile_obj structs
452
453
454 // WEAPON EXPLOSION INFO
455 #define MAX_weapon_expl_lod                                             4
456 #define MAX_Weapon_expl_info                                    3
457
458 typedef struct weapon_expl_lod {
459         char    filename[MAX_FILENAME_LEN];
460         int     bitmap_id;
461         int     num_frames;
462         int     fps;
463 } weapon_expl_lod;
464
465 typedef struct weapon_expl_info {
466         int                                     lod_count;      
467         weapon_expl_lod         lod[MAX_weapon_expl_lod];
468 } weapon_expl_info;
469
470 weapon_expl_info Weapon_expl_info[MAX_Weapon_expl_info];
471
472 int Num_weapon_expl = 0;
473
474 int Num_weapon_types = 0;
475
476 int Num_weapons = 0;
477 int Weapons_inited = 0;
478
479 int laser_model_inner = -1;
480 int laser_model_outer = -1;
481
482 int missile_model = -1;
483
484 char    *Weapon_names[MAX_WEAPON_TYPES];
485
486 int     First_secondary_index = -1;
487
488 #define MAX_SPAWN_WEAPONS       10                      //      Up to 10 weapons can spawn weapons.
489
490 int     Num_spawn_types;
491 char    Spawn_names[MAX_SPAWN_WEAPONS][NAME_LENGTH];
492
493 int Num_player_weapon_precedence;                               // Number of weapon types in Player_weapon_precedence
494 int Player_weapon_precedence[MAX_WEAPON_TYPES]; // Array of weapon types, precedence list for player weapon selection
495
496 // Used to avoid playing too many impact sounds in too short a time interval.
497 // This will elimate the odd "stereo" effect that occurs when two weapons impact at 
498 // nearly the same time, like from a double laser (also saves sound channels!)
499 #define IMPACT_SOUND_DELTA      50              // in milliseconds
500 int             Weapon_impact_timer;                    // timer, initalized at start of each mission
501
502 // energy suck defines
503 #define ESUCK_DEFAULT_WEAPON_REDUCE                             (10.0f)
504 #define ESUCK_DEFAULT_AFTERBURNER_REDUCE                (10.0f)
505
506 // scale factor for supercaps taking damage from weapons which are not "supercap" weapons
507 #define SUPERCAP_DAMAGE_SCALE                   0.25f
508
509 // scale factor for big ships getting hit by flak
510 #define FLAK_DAMAGE_SCALE                               0.05f
511
512 extern int Max_allowed_player_homers[];
513 extern int compute_num_homing_objects(object *target_objp);
514
515 // 
516 void parse_weapon_expl_tbl()
517 {
518 #ifndef MAKE_FS1
519         int     idx;
520         char base_filename[256] = "";
521
522         // open localization
523         lcl_ext_open();
524
525         try {
526                 read_file_text(NOX("weapon_expl.tbl"));
527                 reset_parse();
528
529                 Num_weapon_expl = 0;
530                 required_string("#Start");
531                 while (required_string_either("#End","$Name:")) {
532                         SDL_assert( Num_weapon_expl < MAX_Weapon_expl_info);
533
534                         // base filename
535                         required_string("$Name:");
536                         stuff_string(base_filename, F_NAME, NULL);
537
538                         // # of lod levels - make sure old fireball.tbl is compatible
539                         Weapon_expl_info[Num_weapon_expl].lod_count = 1;
540                         if(optional_string("$LOD:")){
541                                 stuff_int(&Weapon_expl_info[Num_weapon_expl].lod_count);
542                         }
543
544                         // stuff default filename
545                         SDL_strlcpy(Weapon_expl_info[Num_weapon_expl].lod[0].filename, base_filename, MAX_FILENAME_LEN);
546
547                         // stuff LOD level filenames
548                         for(idx=1; idx<Weapon_expl_info[Num_weapon_expl].lod_count; idx++){
549                                 if(idx >= MAX_weapon_expl_lod){
550                                         break;
551                                 }
552
553                                 SDL_snprintf(Weapon_expl_info[Num_weapon_expl].lod[idx].filename, MAX_FILENAME_LEN, "%s_%d", base_filename, idx);
554                         }
555
556                         Num_weapon_expl++;
557                 }
558                 required_string("#End");
559         } catch (parse_error_t rval) {
560                 Error(LOCATION, "Unable to parse weapon_expl.tbl!  Code = %i.\n", (int)rval);
561         }
562
563         // close localization
564         lcl_ext_close();
565 #else
566         // hard coded value for FS1
567         Num_weapon_expl = 0;
568
569         Weapon_expl_info[Num_weapon_expl].lod_count = 1;
570         SDL_strlcpy(Weapon_expl_info[Num_weapon_expl].lod[0].filename, "ExpMissileHit1", MAX_FILENAME_LEN);
571
572         Num_weapon_expl++;
573 #endif
574 }
575
576 int get_weapon_expl_info_index(char *filename)
577 {
578         for (int i=0; i<MAX_Weapon_expl_info; i++) {
579                 if ( SDL_strcasecmp(Weapon_expl_info[i].lod[0].filename, filename) == 0) {
580                         return i;
581                 }
582         }
583
584         return -1;
585 }
586 // ----------------------------------------------------------------------
587 // missile_obj_list_init()
588 //
589 // Clear out the Missile_obj_list
590 //
591 void missile_obj_list_init()
592 {
593         int i;
594
595         list_init(&Missile_obj_list);
596         for ( i = 0; i < MAX_MISSILE_OBJS; i++ ) {
597                 Missile_objs[i].flags = 0;
598         }
599 }
600
601 // ---------------------------------------------------
602 // missile_obj_list_add()
603 //
604 // Function to add a node from the Missile_obj_list.  Only
605 // called from weapon_create()
606 int missile_obj_list_add(int objnum)
607 {
608         int i;
609
610         for ( i = 0; i < MAX_MISSILE_OBJS; i++ ) {
611                 if ( !(Missile_objs[i].flags & MISSILE_OBJ_USED) )
612                         break;
613         }
614         if ( i == MAX_MISSILE_OBJS ) {
615                 Error(LOCATION, "Fatal Error: Ran out of missile object nodes\n");
616                 return -1;
617         }
618         
619         Missile_objs[i].flags = 0;
620         Missile_objs[i].objnum = objnum;
621         list_append(&Missile_obj_list, &Missile_objs[i]);
622         Missile_objs[i].flags |= MISSILE_OBJ_USED;
623
624         return i;
625 }
626
627 // ---------------------------------------------------
628 // missle_obj_list_remove()
629 //
630 // Function to remove a node from the Missile_obj_list.  Only
631 // called from weapon_delete()
632 void missle_obj_list_remove(int index)
633 {
634         SDL_assert(index >= 0 && index < MAX_MISSILE_OBJS);
635         list_remove(&Missile_obj_list, &Missile_objs[index]);   
636         Missile_objs[index].flags = 0;
637 }
638
639 // ---------------------------------------------------
640 // missile_obj_list_rebuild()
641 //
642 // Called by the save/restore code to rebuild Missile_obj_list
643 //
644 void missile_obj_list_rebuild()
645 {
646         object *objp;
647
648         missile_obj_list_init();
649
650         for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
651                 if ( objp->type == OBJ_WEAPON && Weapon_info[Weapons[objp->instance].weapon_info_index].subtype == WP_MISSILE ) {
652                         Weapons[objp->instance].missile_list_index = missile_obj_list_add(OBJ_INDEX(objp));
653                 }
654         }
655 }
656
657 // If this is a player countermeasure, let the player know he evaded a missile
658 void weapon_maybe_alert_cmeasure_success(object *objp)
659 {
660         if ( objp->type == OBJ_CMEASURE ) {
661                 cmeasure *cmp;
662                 cmp = &Cmeasures[objp->instance];
663                 if ( cmp->source_objnum == OBJ_INDEX(Player_obj) ) {
664                         hud_start_text_flash(XSTR("Evaded", 1430), 800);
665                         snd_play(&Snds[SND_MISSILE_EVADED_POPUP]);
666                 } else if ( Objects[cmp->source_objnum].flags & OF_PLAYER_SHIP ) {
667                         send_countermeasure_success_packet( cmp->source_objnum );
668                 }
669         }
670 }
671
672 // ---------------------------------------------------
673 // missile_obj_return_address()
674 //
675 // Called externally to generate an address from an index into
676 // the Missile_objs[] array
677 //
678 missile_obj *missile_obj_return_address(int index)
679 {
680         SDL_assert(index >= 0 && index < MAX_MISSILE_OBJS);
681         return &Missile_objs[index];
682 }
683
684 //      Return the index of Weapon_info[].name that is *name.
685 int weapon_info_lookup(const char *name)
686 {
687         int     i;
688
689 #ifdef MAKE_FS1
690         // fix the stupid table stuff - it's non-fatal but annoying error messages
691         if (!strcmp(name, "Disruptor Missile")) {
692                 name = "D-Missile";
693         // this one fixes the same issue with a SilentThreat mission
694         } else if (!strcmp(name, "Shield Breaker")) {
695                 name = "S-Breaker";
696         }
697 #endif
698
699         for (i=0; i<Num_weapon_types; i++)
700                 if (!SDL_strcasecmp(name, Weapon_info[i].name))
701                         return i;
702
703         return -1;
704 }
705
706 #define DEFAULT_WEAPON_SPAWN_COUNT      10
707
708 //      Parse the weapon flags.
709 void parse_wi_flags(weapon_info *weaponp)
710 {
711         char    weapon_strings[MAX_WEAPON_FLAGS][NAME_LENGTH];
712         int     num_strings;
713
714         required_string("$Flags:");
715
716         num_strings = stuff_string_list(weapon_strings, MAX_WEAPON_FLAGS);
717         
718         for (int i=0; i<num_strings; i++) {
719                 if (!SDL_strcasecmp(NOX("Electronics"), weapon_strings[i]))
720                         weaponp->wi_flags |= WIF_ELECTRONICS;           
721                 else if (!SDL_strncasecmp(NOX("Spawn"), weapon_strings[i], 5)) {
722                         if (weaponp->spawn_type == -1) {
723                                 int     skip_length, name_length;
724                                 char    *temp_string;
725
726                                 temp_string = weapon_strings[i];
727
728                                 weaponp->wi_flags |= WIF_SPAWN;
729                                 weaponp->spawn_type = (short)Num_spawn_types;
730                                 skip_length = strlen(NOX("Spawn")) + strspn(&temp_string[strlen(NOX("Spawn"))], NOX(" \t"));
731                                 char *num_start = SDL_strchr(&temp_string[skip_length], ',');
732                                 if (num_start == NULL) {
733                                         weaponp->spawn_count = DEFAULT_WEAPON_SPAWN_COUNT;
734                                         name_length = NAME_LENGTH;
735                                 } else {
736                                         weaponp->spawn_count = (short)atoi(num_start+1);
737                                         name_length = min(num_start - temp_string - skip_length + 1, NAME_LENGTH);
738                                 }
739
740                                 SDL_strlcpy(Spawn_names[Num_spawn_types++], &(weapon_strings[i][skip_length]), name_length);
741                                 SDL_assert(Num_spawn_types < MAX_SPAWN_WEAPONS);
742                         } else
743                                 Warning(LOCATION, "Illegal to have two spawn types for one weapon.\n"
744                                                                                 "Ignoring weapon %s", weapon_strings[i]);
745                 } else if (!SDL_strcasecmp(NOX("Remote Detonate"), weapon_strings[i]))
746                         weaponp->wi_flags |= WIF_REMOTE;
747                 else if (!SDL_strcasecmp(NOX("Puncture"), weapon_strings[i]))
748                         weaponp->wi_flags |= WIF_PUNCTURE;              
749                 else if (!SDL_strcasecmp(NOX("Big Ship"), weapon_strings[i]))
750                         weaponp->wi_flags |= WIF_BIG_ONLY;
751                 else if (!SDL_strcasecmp(NOX("Huge"), weapon_strings[i]))
752                         weaponp->wi_flags |= WIF_HUGE;
753                 else if (!SDL_strcasecmp(NOX("Bomber+"), weapon_strings[i]))
754                         weaponp->wi_flags |= WIF_BOMBER_PLUS;
755                 else if (!SDL_strcasecmp(NOX("child"), weapon_strings[i]))
756                         weaponp->wi_flags |= WIF_CHILD;
757                 else if (!SDL_strcasecmp(NOX("Bomb"), weapon_strings[i]))
758                         weaponp->wi_flags |= WIF_BOMB;
759                 else if (!SDL_strcasecmp(NOX("No Dumbfire"), weapon_strings[i]))
760                         weaponp->wi_flags |= WIF_NO_DUMBFIRE;
761                 else if (!SDL_strcasecmp(NOX("In tech database"), weapon_strings[i]))
762                         weaponp->wi_flags |= WIF_IN_TECH_DATABASE;
763                 else if (!SDL_strcasecmp(NOX("Player allowed"), weapon_strings[i]))
764                         weaponp->wi_flags |= WIF_PLAYER_ALLOWED;                
765                 else if (!SDL_strcasecmp(NOX("Particle Spew"), weapon_strings[i]))
766                         weaponp->wi_flags |= WIF_PARTICLE_SPEW;
767                 else if (!SDL_strcasecmp(NOX("EMP"), weapon_strings[i]))
768                         weaponp->wi_flags |= WIF_EMP;
769                 else if (!SDL_strcasecmp(NOX("Esuck"), weapon_strings[i]))
770                         weaponp->wi_flags |= WIF_ENERGY_SUCK;
771                 else if (!SDL_strcasecmp(NOX("Flak"), weapon_strings[i]))
772                         weaponp->wi_flags |= WIF_FLAK;
773                 else if (!SDL_strcasecmp(NOX("Corkscrew"), weapon_strings[i]))
774                         weaponp->wi_flags |= WIF_CORKSCREW;
775                 else if (!SDL_strcasecmp(NOX("Shudder"), weapon_strings[i]))
776                         weaponp->wi_flags |= WIF_SHUDDER;               
777                 else if (!SDL_strcasecmp(NOX("lockarm"), weapon_strings[i]))
778                         weaponp->wi_flags |= WIF_LOCKARM;               
779                 else if (!SDL_strcasecmp(NOX("beam"), weapon_strings[i]))
780                         weaponp->wi_flags |= WIF_BEAM;
781                 else if (!SDL_strcasecmp(NOX("stream"), weapon_strings[i]))
782                         weaponp->wi_flags |= WIF_STREAM;
783                 else if (!SDL_strcasecmp(NOX("supercap"), weapon_strings[i]))
784                         weaponp->wi_flags |= WIF_SUPERCAP;
785 #ifdef MAKE_FS1
786                 else if (!SDL_strcasecmp(NOX("Swarm"), weapon_strings[i]))
787                         weaponp->wi_flags |= WIF_SWARM;
788                 else if (!SDL_strcasecmp(NOX("No Ship"), weapon_strings[i]))
789                         weaponp->wi_flags |= WIF_CHILD;
790 #endif 
791                 else
792                         Warning(LOCATION, "Bogus string in weapon flags: %s\n", weapon_strings[i]);
793         }       
794
795         // SWARM, CORKSCREW and FLAK should be mutually exclusive
796         if(weaponp->wi_flags & WIF_FLAK){
797                 SDL_assert(!(weaponp->wi_flags & WIF_CORKSCREW) && !(weaponp->wi_flags & WIF_SWARM));
798         }
799         if(weaponp->wi_flags & WIF_CORKSCREW){
800                 SDL_assert(!(weaponp->wi_flags & WIF_FLAK) && !(weaponp->wi_flags & WIF_SWARM));
801         }
802         if(weaponp->wi_flags & WIF_SWARM){
803                 SDL_assert(!(weaponp->wi_flags & WIF_CORKSCREW) && !(weaponp->wi_flags & WIF_FLAK));
804         }
805
806         // make sure flak guns are only placed on turrets
807         if(weaponp->wi_flags & WIF_FLAK){
808                 SDL_assert(weaponp->wi_flags & WIF_BIG_ONLY);
809         }
810 }
811
812 // function to parse the information for a specific weapon type.        
813 // return 0 if successful, otherwise return -1
814 #define WEAPONS_MULTITEXT_LENGTH 2048
815
816 int parse_weapon()
817 {
818         char buf[WEAPONS_MULTITEXT_LENGTH];
819         weapon_info *wip;
820         char fname[255] = "";
821         int idx;
822
823         wip = &Weapon_info[Num_weapon_types];
824
825         wip->wi_flags = 0;
826
827         required_string("$Name:");
828         stuff_string(wip->name, F_NAME, NULL);
829         diag_printf ("Weapon name -- %s\n", wip->name);
830
831         // AL 28-3-98: If this is a demo build, we only want to parse weapons that are preceded with
832         //             the '@' symbol
833         #ifdef DEMO // not needed FS2_DEMO (separate table file)
834                 if ( wip->name[0] != '@' ) {
835                         // advance to next weapon, and return -1
836
837                         if ( skip_to_start_of_strings("$Name:", "#End") != 1 ) {
838                                 Int3();
839                         }
840                         return -1;
841                 }
842         #endif
843
844         if ( wip->name[0] == '@' ) {
845                 char old_name[NAME_LENGTH];
846                 SDL_strlcpy(old_name, wip->name, SDL_arraysize(old_name));
847                 SDL_strlcpy(wip->name, old_name+1, SDL_arraysize(wip->name));
848         }
849
850         wip->title[0] = 0;
851         if (optional_string("+Title:")) {
852                 stuff_string(wip->title, F_NAME, NULL, WEAPON_TITLE_LEN);
853         }
854
855         wip->desc = NULL;
856         if (optional_string("+Description:")) {
857                 stuff_string(buf, F_MULTITEXT, NULL);
858                 wip->desc = strdup(buf);
859         }
860
861         wip->tech_title[0] = 0;
862         if (optional_string("+Tech Title:")) {
863                 stuff_string(wip->tech_title, F_NAME, NULL, NAME_LENGTH);
864         }
865
866         wip->tech_anim_filename[0] = 0;
867         if (optional_string("+Tech Anim:")) {
868                 stuff_string(wip->tech_anim_filename, F_NAME, NULL, NAME_LENGTH);
869         }
870
871         wip->tech_desc = NULL;
872         if (optional_string("+Tech Description:")) {
873                 stuff_string(buf, F_MULTITEXT, NULL, WEAPONS_MULTITEXT_LENGTH);
874                 wip->tech_desc = strdup(buf);
875         }
876
877         //      Read the model file.  It can be a POF file or none.
878         //      If there is no model file (Model file: = "none") then we use our special
879         //      laser renderer which requires inner, middle and outer information.
880         required_string("$Model file:");
881         stuff_string(wip->pofbitmap_name, F_NAME, NULL);
882         diag_printf ("Model pof file -- %s\n", wip->pofbitmap_name );
883         if ( SDL_strcasecmp(wip->pofbitmap_name, NOX("none")) ) {
884                 wip->model_num = -1;                            
885                 wip->render_type = WRT_POF;
886                 wip->laser_bitmap = -1;
887         } else {
888                 //      No POF or AVI file specified, render as special laser type.
889                 ubyte r,g,b;
890
891                 wip->render_type = WRT_LASER;
892                 wip->model_num = -1;
893
894                 // laser bitmap itself
895                 required_string("@Laser Bitmap:");
896                 stuff_string(wip->pofbitmap_name, F_NAME, NULL);
897                 wip->laser_bitmap = -1;
898                 if(!Fred_running){
899                         wip->laser_bitmap = bm_load( wip->pofbitmap_name );
900                 }
901
902                 // optional laser glow
903                 wip->laser_glow_bitmap = -1;
904                 if(optional_string("@Laser Glow:")){
905                         stuff_string(fname, F_NAME, NULL);              
906                         if(!Fred_running){
907                                 wip->laser_glow_bitmap = bm_load( fname );
908
909                                 // might as well lock it down as an aabitmap now
910                                 if(wip->laser_glow_bitmap >= 0){
911                                         bm_lock(wip->laser_glow_bitmap, 8, BMP_AABITMAP);
912                                         bm_unlock(wip->laser_glow_bitmap);
913                                 }
914                         }
915                 }
916                 
917                 required_string("@Laser Color:");
918                 stuff_byte(&r); stuff_byte(&g); stuff_byte(&b);
919                 gr_init_color( &wip->laser_color_1, r, g, b );
920
921                 // optional string for cycling laser colors
922                 gr_init_color(&wip->laser_color_2, 0, 0, 0);
923                 if(optional_string("@Laser Color2:")){
924                         stuff_byte(&r); stuff_byte(&g); stuff_byte(&b);
925                         gr_init_color( &wip->laser_color_2, r, g, b );
926                 }
927
928                 required_string("@Laser Length:");
929                 stuff_float(&wip->laser_length);
930                 
931                 required_string("@Laser Head Radius:");
932                 stuff_float(&wip->laser_head_radius);
933
934                 required_string("@Laser Tail Radius:");
935                 stuff_float(&wip->laser_tail_radius );
936         }
937
938         required_string("$Mass:");
939         stuff_float( &(wip->mass) );
940         diag_printf ("Weapon mass -- %7.3f\n", wip->mass);
941
942         required_string("$Velocity:");
943         stuff_float( &(wip->max_speed) );
944         diag_printf ("Weapon mass -- %7.3f\n", wip->max_speed);
945
946         required_string("$Fire Wait:");
947         stuff_float( &(wip->fire_wait) );
948         diag_printf ("Weapon fire wait -- %7.3f\n", wip->fire_wait);
949
950         required_string("$Damage:");
951         stuff_float(&wip->damage);
952
953         // secondary weapons require these values
954         if (First_secondary_index != -1) {
955                 required_string("$Blast Force:");
956                 stuff_float( &(wip->blast_force) );
957                 diag_printf ("Weapon blast force -- %7.3f\n", wip->blast_force);
958
959                 required_string("$Inner Radius:");
960                 stuff_float( &(wip->inner_radius) );
961                 if ( wip->inner_radius != 0 ) {
962                         wip->wi_flags |= WIF_AREA_EFFECT;
963                 }
964                 diag_printf ("Weapon inner blast radius -- %7.3f\n", wip->inner_radius);
965
966                 required_string("$Outer Radius:");
967                 stuff_float( &(wip->outer_radius) );
968                 if ( wip->outer_radius != 0 ) {
969                         wip->wi_flags |= WIF_AREA_EFFECT;
970                 }
971                 diag_printf ("Weapon outer blast radius -- %7.3f\n", wip->outer_radius);
972
973                 required_string("$Shockwave Speed:");
974                 stuff_float( &(wip->shockwave_speed) );
975                 if ( wip->shockwave_speed != 0 ) {
976                         wip->wi_flags |= WIF_SHOCKWAVE;
977                 }
978                 diag_printf ("Shockwave speed -- %7.3f\n", wip->shockwave_speed);
979         } 
980         // for primary weapons they're optional
981         else {
982                 if(optional_string("$Blast Force:")){
983                         stuff_float( &(wip->blast_force) );
984                         diag_printf ("Weapon blast force -- %7.3f\n", wip->blast_force);
985                 }
986
987                 if(optional_string("$Inner Radius:")){
988                         stuff_float( &(wip->inner_radius) );
989                         if ( wip->inner_radius != 0 ) {
990                                 wip->wi_flags |= WIF_AREA_EFFECT;
991                         }
992                         diag_printf ("Weapon inner blast radius -- %7.3f\n", wip->inner_radius);
993                 }
994
995                 if(optional_string("$Outer Radius:")){
996                         stuff_float( &(wip->outer_radius) );
997                         if ( wip->outer_radius != 0 ) {
998                                 wip->wi_flags |= WIF_AREA_EFFECT;
999                         }
1000                         diag_printf ("Weapon outer blast radius -- %7.3f\n", wip->outer_radius);
1001                 }
1002
1003                 if(optional_string("$Shockwave Speed:")){
1004                         stuff_float( &(wip->shockwave_speed) );
1005                         if ( wip->shockwave_speed != 0 ) {
1006                                 wip->wi_flags |= WIF_SHOCKWAVE;
1007                         }
1008                         diag_printf ("Shockwave speed -- %7.3f\n", wip->shockwave_speed);
1009                 }
1010         }
1011
1012         required_string("$Armor Factor:");
1013         stuff_float(&wip->armor_factor);
1014
1015         required_string("$Shield Factor:");
1016         stuff_float(&wip->shield_factor);
1017
1018         required_string("$Subsystem Factor:");
1019         stuff_float(&wip->subsystem_factor);
1020
1021         required_string("$Lifetime:");
1022         stuff_float(&wip->lifetime);
1023
1024         required_string("$Energy Consumed:");
1025         stuff_float(&wip->energy_consumed);
1026
1027         required_string("$Cargo Size:");
1028         stuff_float(&wip->cargo_size);
1029
1030         int is_homing=0;
1031         required_string("$Homing:");
1032         stuff_boolean(&is_homing);
1033
1034         if (is_homing == 1) {
1035                 char    temp_type[128];
1036
1037                 // the following five items only need to be recorded if the weapon is a homing weapon
1038                 required_string("+Type:");
1039                 stuff_string(temp_type, F_NAME, NULL);
1040
1041                 if (!SDL_strcasecmp(temp_type, NOX("HEAT"))) {
1042                         float   view_cone_angle;
1043
1044                         wip->wi_flags |= WIF_HOMING_HEAT | WIF_TURNS;
1045
1046                         required_string("+Turn Time:");                 
1047                         stuff_float(&wip->turn_time);
1048
1049                         required_string("+View Cone:");
1050                         stuff_float(&view_cone_angle);
1051
1052                         wip->fov = (float)cos((float)(ANG_TO_RAD(view_cone_angle/2.0f)));
1053
1054                 } else if (!SDL_strcasecmp(temp_type, NOX("ASPECT"))) {
1055                         wip->wi_flags |= WIF_HOMING_ASPECT | WIF_TURNS;
1056
1057                         required_string("+Turn Time:");                 
1058                         stuff_float(&wip->turn_time);
1059
1060                         required_string("+Min Lock Time:");                     // minimum time (in seconds) to achieve lock
1061                         stuff_float(&wip->min_lock_time);
1062
1063                         required_string("+Lock Pixels/Sec:");           // pixels/sec moved while locking
1064                         stuff_int(&wip->lock_pixels_per_sec);
1065
1066                         required_string("+Catch-up Pixels/Sec:");       // pixels/sec moved while catching-up for a lock
1067                         stuff_int(&wip->catchup_pixels_per_sec);
1068
1069                         required_string("+Catch-up Penalty:");          // number of extra pixels to move while locking as a penalty for catching up for a lock
1070                         stuff_int(&wip->catchup_pixel_penalty);
1071                 } else
1072                         Error(LOCATION, "Illegal homing type = %s.\nMust be HEAT or ASPECT.\n", temp_type);
1073
1074         }
1075
1076         // swarm missiles
1077         int s_count;
1078         wip->swarm_count = -1;
1079         if(optional_string("$Swarm:")){
1080                 wip->swarm_count = SWARM_DEFAULT_NUM_MISSILES_FIRED;
1081                 stuff_int(&s_count);
1082                 wip->swarm_count = (short)s_count;
1083
1084                 // flag as being a swarm weapon
1085                 wip->wi_flags |= WIF_SWARM;
1086         }
1087
1088         required_string("$LaunchSnd:");
1089         stuff_int(&wip->launch_snd);
1090
1091         required_string("$ImpactSnd:");
1092         stuff_int(&wip->impact_snd);
1093
1094         if (First_secondary_index != -1) {
1095                 required_string("$FlyBySnd:");
1096                 stuff_int(&wip->flyby_snd);
1097         }
1098
1099         //      Secondary weapons are required to have a rearm rate.
1100         if (First_secondary_index != -1) {
1101                 required_string( "$Rearm Rate:");
1102                 stuff_float( &wip->rearm_rate );
1103                 if (wip->rearm_rate > 0.1f)
1104                         wip->rearm_rate = 1.0f/wip->rearm_rate;
1105                 else
1106                         wip->rearm_rate = 1.0f;
1107         }
1108
1109         wip->weapon_range = 999999999.9f;
1110         if (optional_string("+Weapon Range:")) {
1111                 stuff_float(&wip->weapon_range);
1112         }
1113
1114         wip->spawn_type = -1;
1115         parse_wi_flags(wip);
1116
1117         char trail_name[MAX_FILENAME_LEN] = "";
1118         trail_info *ti = &wip->tr_info;
1119         memset(ti, 0, sizeof(trail_info));
1120 #ifndef MAKE_FS1
1121         if(optional_string("$Trail:")){ 
1122                 wip->wi_flags |= WIF_TRAIL;             // missile leaves a trail
1123
1124                 required_string("+Start Width:");
1125                 stuff_float(&ti->w_start);
1126
1127                 required_string("+End Width:");
1128                 stuff_float(&ti->w_end);
1129
1130                 required_string("+Start Alpha:");
1131                 stuff_float(&ti->a_start);
1132
1133                 required_string("+End Alpha:");
1134                 stuff_float(&ti->a_end);                
1135
1136                 required_string("+Max Life:");
1137                 stuff_float(&ti->max_life);
1138
1139                 ti->stamp = fl2i(1000.0f*ti->max_life)/(NUM_TRAIL_SECTIONS+1);
1140
1141                 required_string("+Bitmap:");
1142                 stuff_string(trail_name, F_NAME, NULL);
1143                 ti->bitmap = bm_load(trail_name);
1144                 // wip->delta_time = fl2i(1000.0f*wip->max_life)/(NUM_TRAIL_SECTIONS+1);                // time between sections.  max_life / num_sections basically.
1145         }
1146 #else
1147         // seemed easier to separate this out from above
1148         int has_trail=0;
1149         required_string("$Trail:");
1150         stuff_boolean(&has_trail);
1151
1152         if (has_trail == 1) {
1153                 wip->wi_flags |= WIF_TRAIL;     // missile leaves a trail
1154
1155                 required_string("+Head Width:");
1156                 stuff_float(&ti->w_start);
1157
1158                 required_string("+Tail Width:");
1159                 stuff_float(&ti->w_end);
1160
1161                 ti->a_start = 1.0;
1162                 ti->a_end = 0.0;
1163
1164                 required_string("+Life:");
1165                 stuff_float(&ti->max_life);
1166
1167                 ti->stamp = fl2i(1000.0f*ti->max_life)/(NUM_TRAIL_SECTIONS+1);
1168
1169                 required_string("+Bitmap:");
1170                 stuff_string(trail_name, F_NAME, NULL);
1171                 ti->bitmap = bm_load(trail_name);
1172         }
1173 #endif
1174
1175         // read in filename for icon that is used in weapons selection
1176         wip->icon_filename[0] = 0;
1177         if ( optional_string("$Icon:") ) {
1178                 stuff_string(wip->icon_filename, F_NAME, NULL);
1179         }
1180
1181         // read in filename for animation that is used in weapons selection
1182         wip->anim_filename[0] = 0;
1183         if ( optional_string("$Anim:") ) {
1184                 stuff_string(wip->anim_filename, F_NAME, NULL);
1185         }
1186
1187         wip->impact_weapon_expl_index = -1;
1188         if ( optional_string("$Impact Explosion:") ) {
1189                 char impact_ani_file[FILESPEC_LENGTH];
1190                 stuff_string(impact_ani_file, F_NAME, NULL);
1191                 if ( SDL_strcasecmp(impact_ani_file,NOX("none")))       {
1192                         wip->impact_weapon_expl_index = get_weapon_expl_info_index(impact_ani_file);
1193                         //int num_frames, fps;
1194                         //wip->impact_explosion_ani = bm_load_animation( impact_ani_file, &num_frames, &fps, 1 );
1195
1196                         required_string("$Impact Explosion Radius:");
1197                         stuff_float(&wip->impact_explosion_radius);
1198                 }
1199         }
1200
1201         // muzzle flash
1202         char mflash_string[255] = "";
1203         wip->muzzle_flash = -1;
1204         if( optional_string("$Muzzleflash:") ){
1205                 stuff_string(mflash_string, F_NAME, NULL);
1206
1207                 // look it up
1208                 wip->muzzle_flash = mflash_lookup(mflash_string);
1209
1210                 if(wip->muzzle_flash >= 0){                     
1211                         wip->wi_flags |= WIF_MFLASH;
1212                 }
1213         }
1214
1215         // EMP optional stuff (if WIF_EMP is not set, none of this matters, anyway)
1216         if( optional_string("$EMP Intensity:") ){
1217                 stuff_float(&wip->emp_intensity);
1218         } else {
1219                 wip->emp_intensity = EMP_DEFAULT_INTENSITY;
1220         }
1221         if( optional_string("$EMP Time:") ){
1222                 stuff_float(&wip->emp_time);
1223         } else {
1224                 wip->emp_intensity = EMP_DEFAULT_TIME;
1225         }
1226
1227         // Energy suck optional stuff (if WIF_ENERGY_SUCK is not set, none of this matters anyway)
1228         if( optional_string("$Leech Weapon:") ){
1229                 stuff_float(&wip->weapon_reduce);
1230         } else {
1231                 wip->weapon_reduce = ESUCK_DEFAULT_WEAPON_REDUCE;
1232         }
1233         if( optional_string("$Leech Afterburner:") ){
1234                 stuff_float(&wip->afterburner_reduce);
1235         } else {
1236                 wip->afterburner_reduce = ESUCK_DEFAULT_AFTERBURNER_REDUCE;
1237         }
1238
1239         // beam weapon optional stuff
1240         wip->b_info.beam_type = -1;
1241         wip->b_info.beam_life = -1.0f;
1242         wip->b_info.beam_warmup = -1;
1243         wip->b_info.beam_warmdown = -1;
1244         wip->b_info.beam_muzzle_radius = 0.0f;
1245         wip->b_info.beam_particle_count = -1;
1246         wip->b_info.beam_particle_radius = 0.0f;
1247         wip->b_info.beam_particle_angle = 0.0f;
1248         wip->b_info.beam_particle_ani = -1;     
1249         wip->b_info.beam_loop_sound = -1;
1250         wip->b_info.beam_warmup_sound = -1;
1251         wip->b_info.beam_warmdown_sound = -1;
1252         wip->b_info.beam_num_sections = 0;
1253         wip->b_info.beam_glow_bitmap = -1;
1254         wip->b_info.beam_shots = 0;
1255         wip->b_info.beam_shrink_factor = 0.0f;
1256         wip->b_info.beam_shrink_pct = 0.0f;
1257         if( optional_string("$BeamInfo:")){
1258                 // beam type
1259                 required_string("+Type:");
1260                 stuff_int(&wip->b_info.beam_type);
1261
1262                 // how long it lasts
1263                 required_string("+Life:");
1264                 stuff_float(&wip->b_info.beam_life);
1265
1266                 // warmup time
1267                 required_string("+Warmup:");
1268                 stuff_int(&wip->b_info.beam_warmup);
1269
1270                 // warmdowm time
1271                 required_string("+Warmdown:");
1272                 stuff_int(&wip->b_info.beam_warmdown);
1273
1274                 // muzzle glow radius
1275                 required_string("+Radius:");
1276                 stuff_float(&wip->b_info.beam_muzzle_radius);
1277
1278                 // particle spew count
1279                 required_string("+PCount:");
1280                 stuff_int(&wip->b_info.beam_particle_count);
1281
1282                 // particle radius
1283                 required_string("+PRadius:");
1284                 stuff_float(&wip->b_info.beam_particle_radius);
1285
1286                 // angle off turret normal
1287                 required_string("+PAngle:");
1288                 stuff_float(&wip->b_info.beam_particle_angle);
1289
1290                 // particle bitmap/ani          
1291                 required_string("+PAni:");
1292                 stuff_string(fname, F_NAME, NULL);
1293                 if(!Fred_running){
1294                         int num_frames, fps;
1295                         wip->b_info.beam_particle_ani = bm_load_animation(fname, &num_frames, &fps, 1);
1296                 }
1297
1298                 // magic miss #
1299                 required_string("+Miss Factor:");               
1300                 for(idx=0; idx<NUM_SKILL_LEVELS; idx++){
1301                         wip->b_info.beam_miss_factor[idx] = 0.00001f;
1302                         stuff_float(&wip->b_info.beam_miss_factor[idx]);
1303                 }
1304
1305                 // beam fire sound
1306                 required_string("+BeamSound:");
1307                 stuff_int(&wip->b_info.beam_loop_sound);
1308
1309                 // warmup sound
1310                 required_string("+WarmupSound:");
1311                 stuff_int(&wip->b_info.beam_warmup_sound);
1312
1313                 // warmdown sound
1314                 required_string("+WarmdownSound:");
1315                 stuff_int(&wip->b_info.beam_warmdown_sound);
1316
1317                 // glow bitmap
1318                 required_string("+Muzzleglow:");
1319                 stuff_string(fname, F_NAME, NULL);
1320                 if(!Fred_running){
1321                         wip->b_info.beam_glow_bitmap = bm_load(fname);
1322                 }
1323
1324                 // # of shots (only used for type D beams)
1325                 required_string("+Shots:");
1326                 stuff_int(&wip->b_info.beam_shots);
1327
1328                 // shrinkage
1329                 required_string("+ShrinkFactor:");
1330                 stuff_float(&wip->b_info.beam_shrink_factor);
1331                 required_string("+ShrinkPct:");
1332                 stuff_float(&wip->b_info.beam_shrink_pct);
1333
1334                 // beam sections
1335                 while( optional_string("$Section:") ){
1336                         beam_weapon_section_info i;
1337                         char tex_name[255] = "";
1338                         
1339                         // section width
1340                         required_string("+Width:");
1341                         stuff_float(&i.width);
1342
1343                         // texture
1344                         required_string("+Texture:");
1345                         stuff_string(tex_name, F_NAME, NULL);
1346                         i.texture = -1;
1347                         if(!Fred_running){
1348                                 i.texture = bm_load(tex_name);
1349                                 if(i.texture >= 0){
1350                                         bm_lock(i.texture, 16, BMP_TEX_OTHER);
1351                                         bm_unlock(i.texture);
1352                                 }
1353                         }
1354
1355                         // rgba inner
1356                         required_string("+RGBA Inner:");
1357                         stuff_byte(&i.rgba_inner[0]);
1358                         stuff_byte(&i.rgba_inner[1]);
1359                         stuff_byte(&i.rgba_inner[2]);
1360                         stuff_byte(&i.rgba_inner[3]);
1361
1362                         // rgba outer
1363                         required_string("+RGBA Outer:");
1364                         stuff_byte(&i.rgba_outer[0]);
1365                         stuff_byte(&i.rgba_outer[1]);
1366                         stuff_byte(&i.rgba_outer[2]);
1367                         stuff_byte(&i.rgba_outer[3]);
1368
1369                         // flicker
1370                         required_string("+Flicker:");
1371                         stuff_float(&i.flicker);                        
1372
1373                         // zadd
1374                         required_string("+Zadd:");
1375                         stuff_float(&i.z_add);
1376
1377                         // maybe copy it
1378                         if(wip->b_info.beam_num_sections < MAX_BEAM_SECTIONS - 1){
1379                                 wip->b_info.sections[wip->b_info.beam_num_sections++] = i;
1380                         }
1381                 }               
1382         }
1383
1384         // tag weapon optional stuff
1385         wip->tag_level = -1;
1386         wip->tag_time = -1.0f;
1387         if( optional_string("$Tag:")){
1388                 stuff_int(&wip->tag_level);
1389                 stuff_float(&wip->tag_time);            
1390                 wip->wi_flags |= WIF_TAG;
1391         }       
1392
1393         return 0;
1394 }
1395
1396 // function to parse the information for a specific ship type.  
1397 void parse_cmeasure()
1398 {
1399         cmeasure_info *cmeasurep;
1400
1401         cmeasurep = &Cmeasure_info[Num_cmeasure_types];
1402
1403         required_string("$Name:");
1404         stuff_string(cmeasurep->cmeasure_name, F_NAME, NULL);
1405
1406 /*$Name:                                        Type One
1407 $Velocity:                              20.0                            ;; speed relative to ship, rear-fired until POF info added, MK, 5/22/97
1408 $Fire Wait:                             0.5
1409 $Lifetime Min:                  1.0                             ;; Minimum lifetime
1410 $Lifetime Max:                  2.0                             ;; Maximum lifetime.  Actual lifetime is rand(min..max).
1411 $LaunchSnd:                             counter_1.wav,  .8, 10, 300     ;; countermeasure 1 fired (sound is 3d)
1412 */
1413
1414         required_string("$Velocity:");
1415         stuff_float( &(cmeasurep->max_speed) );
1416
1417         required_string("$Fire Wait:");
1418         stuff_float( &(cmeasurep->fire_wait) );
1419
1420         required_string("$Lifetime Min:");
1421         stuff_float(&cmeasurep->life_min);
1422
1423         required_string("$Lifetime Max:");
1424         stuff_float(&cmeasurep->life_max);
1425
1426         required_string("$LaunchSnd:");
1427         stuff_int(&cmeasurep->launch_sound);
1428
1429         required_string("$Model:");
1430         stuff_string(cmeasurep->pof_name, F_NAME, NULL);
1431         cmeasurep->model_num = -1;              
1432 }
1433
1434
1435 //      For all weapons that spawn weapons, given an index at weaponp->spawn_type,
1436 // convert the strings in Spawn_names to indices in the Weapon_types array.
1437 void translate_spawn_types()
1438 {
1439         int     i,j;
1440
1441         for (i=0; i<Num_weapon_types; i++)
1442                 if (Weapon_info[i].spawn_type != -1) {
1443                         int     spawn_type = Weapon_info[i].spawn_type;
1444
1445                         for (j=0; j<Num_weapon_types; j++)
1446                                 if (!SDL_strcasecmp(Spawn_names[spawn_type], Weapon_info[j].name)) {
1447                                         Weapon_info[i].spawn_type = (short)j;
1448                                         if (i == j){
1449                                                 Warning(LOCATION, "Weapon %s spawns itself.  Infinite recursion?\n", Weapon_info[i].name);
1450                                         }
1451                                 }
1452                 }
1453 }
1454
1455 void parse_weaponstbl()
1456 {
1457         // open localization
1458         lcl_ext_open();
1459
1460         read_file_text("weapons.tbl");
1461         reset_parse();
1462
1463         Num_weapon_types = 0;
1464         First_secondary_index = -1;
1465         Num_spawn_types = 0;
1466         
1467         required_string("#Primary Weapons");
1468         while (required_string_either("#End", "$Name:")) {
1469                 SDL_assert( Num_weapon_types < MAX_WEAPON_TYPES );
1470                 // AL 28-3-98: If parse_weapon() fails, try next .tbl weapon
1471                 if ( parse_weapon() ) {
1472                         continue;
1473                 }
1474                 Weapon_info[Num_weapon_types].subtype = WP_LASER;
1475                 Num_weapon_types++;
1476         }
1477         required_string("#End");
1478
1479         required_string("#Secondary Weapons");
1480         First_secondary_index = Num_weapon_types;
1481         while (required_string_either("#End", "$Name:")) {
1482                 SDL_assert( Num_weapon_types < MAX_WEAPON_TYPES );
1483                 // AL 28-3-98: If parse_weapon() fails, try next .tbl weapon
1484                 if ( parse_weapon() ) {
1485                         continue;
1486                 }
1487                 Weapon_info[Num_weapon_types].subtype = WP_MISSILE;
1488                 Num_weapon_types++;
1489         }
1490         required_string("#End");
1491
1492         required_string("#Beam Weapons");
1493         while (required_string_either("#End", "$Name:")) {
1494                 SDL_assert( Num_weapon_types < MAX_WEAPON_TYPES );
1495                 // AL 28-3-98: If parse_weapon() fails, try next .tbl weapon
1496                 if ( parse_weapon() ) {
1497                         continue;
1498                 }
1499                 Weapon_info[Num_weapon_types].subtype = WP_BEAM;
1500                 Num_weapon_types++;
1501         }
1502         required_string("#End");
1503
1504         required_string("#Countermeasures");
1505         while (required_string_either("#End", "$Name:")) {
1506                 SDL_assert( Num_cmeasure_types < MAX_CMEASURE_TYPES );
1507                 parse_cmeasure();
1508                 Num_cmeasure_types++;
1509         }
1510
1511         required_string("#End");
1512
1513         // Read in a list of weapon_info indicies that are an ordering of the player weapon precedence.
1514         // This list is used to select an alternate weapon when a particular weapon is not available
1515         // during weapon selection.
1516         required_string("$Player Weapon Precedence:");
1517         Num_player_weapon_precedence = stuff_int_list(Player_weapon_precedence, MAX_WEAPON_TYPES, WEAPON_LIST_TYPE);
1518
1519         translate_spawn_types();
1520
1521         // close localization
1522         lcl_ext_close();
1523 }
1524
1525 void create_weapon_names()
1526 {
1527         int     i;
1528
1529         for (i=0; i<Num_weapon_types; i++)
1530                 Weapon_names[i] = Weapon_info[i].name;
1531 }
1532
1533 // This will get called once at game startup
1534 void weapon_init()
1535 {
1536         if ( !Weapons_inited ) {
1537 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
1538                 // parse weapon_exp.tbl
1539                 parse_weapon_expl_tbl();
1540 #endif
1541                 // parse weapons.tbl
1542                 try {
1543                         parse_weaponstbl();
1544                         create_weapon_names();
1545                         Weapons_inited = 1;
1546                 } catch (parse_error_t rval) {
1547                         Error(LOCATION, "Error parsing 'weapons.tbl'\r\nError code = %i.\r\n", (int)rval);
1548                 }
1549         }
1550
1551         weapon_level_init();
1552 }
1553
1554
1555 // This will get called at the start of each level.
1556 void weapon_level_init()
1557 {
1558         int i;
1559
1560         // Reset everything between levels
1561         Num_weapons = 0;
1562         for (i=0; i<MAX_WEAPONS; i++)   {
1563                 Weapons[i].objnum = -1;
1564                 Weapons[i].weapon_info_index = -1;
1565         }
1566
1567         trail_level_init();             // reset all missile trails
1568
1569         swarm_level_init();
1570         missile_obj_list_init();
1571         
1572         cscrew_level_init();
1573
1574         // emp effect
1575         emp_level_init();
1576
1577         Weapon_flyby_sound_timer = timestamp(0);
1578         Weapon_impact_timer = 1;        // inited each level, used to reduce impact sounds
1579 }
1580
1581 MONITOR( NumWeaponsRend );      
1582
1583 static const float weapon_glow_scale_f = 2.3f;
1584 static const float weapon_glow_scale_r = 2.3f;
1585 static const float weapon_glow_scale_l = 1.5f;
1586 static const float weapon_glow_alpha = 0.85f;
1587
1588 void weapon_render(object *obj)
1589 {
1590         int num;
1591         weapon_info *wip;
1592         weapon *wp;
1593         color c;
1594
1595         MONITOR_INC(NumWeaponsRend, 1);
1596
1597         SDL_assert(obj->type == OBJ_WEAPON);
1598
1599         num = obj->instance;
1600         wp = &Weapons[num];
1601         wip = &Weapon_info[Weapons[num].weapon_info_index];
1602
1603         switch (wip->render_type) {
1604                 case WRT_LASER: {
1605                         // turn off fogging for good measure
1606                         gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0, -1.0f, -1.0f);
1607
1608                         if (wip->laser_bitmap >= 0) {                                   
1609                                 gr_set_color_fast(&wip->laser_color_1);
1610                                 gr_set_bitmap(wip->laser_bitmap, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 0.99999f, -1, -1);
1611
1612                                 vector headp;
1613                                 vm_vec_scale_add(&headp, &obj->pos, &obj->orient.v.fvec, wip->laser_length);
1614                                 wp->weapon_flags &= ~WF_CONSIDER_FOR_FLYBY_SOUND;
1615                                 if ( g3_draw_laser(&headp, wip->laser_head_radius, &obj->pos, wip->laser_tail_radius) ) {
1616                                         wp->weapon_flags |= WF_CONSIDER_FOR_FLYBY_SOUND;
1617                                 }
1618                         }                       
1619
1620                         // maybe draw laser glow bitmap
1621                         if(wip->laser_glow_bitmap >= 0){
1622                                 // get the laser color
1623                                 weapon_get_laser_color(&c, obj);
1624
1625                                 vector headp2 = ZERO_VECTOR;
1626                                 vm_vec_scale_add(&headp2, &obj->pos, &obj->orient.v.fvec, wip->laser_length * weapon_glow_scale_l);
1627                                 gr_set_bitmap(wip->laser_glow_bitmap, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, weapon_glow_alpha, -1, -1);
1628                                 g3_draw_laser_rgb(&headp2, wip->laser_head_radius * weapon_glow_scale_f, &obj->pos, wip->laser_tail_radius * weapon_glow_scale_r, c.red, c.green, c.blue);
1629                         }                                               
1630                         break;
1631                 }
1632
1633                 case WRT_POF:   {
1634                                 uint render_flags = MR_NORMAL|MR_IS_MISSILE|MR_NO_LIGHTING;
1635
1636                                 model_clear_instance(wip->model_num);
1637
1638                                 if ( (wip->wi_flags & WIF_THRUSTER) && (wp->thruster_bitmap > -1) ) {
1639                                         float   ft;
1640
1641                                         //      Add noise to thruster geometry.
1642                                         //ft = obj->phys_info.forward_thrust;                                   
1643                                         ft = 1.0f;              // Always use 1.0f for missiles                                 
1644                                         ft *= (1.0f + frand()/5.0f - 1.0f/10.0f);
1645                                         if (ft > 1.0f)
1646                                                 ft = 1.0f;
1647
1648                                         model_set_thrust( wip->model_num, ft, wp->thruster_bitmap, wp->thruster_glow_bitmap, wp->thruster_glow_noise);
1649                                         render_flags |= MR_SHOW_THRUSTERS;
1650                                 }
1651
1652                                 model_render(wip->model_num, &obj->orient, &obj->pos, render_flags);
1653
1654                                 // render a missile plume as well
1655                                 /*
1656                                 static int plume = -1;  
1657                                 extern float Interp_thrust_twist;
1658                                 extern float Interp_thrust_twist2;
1659                                 if(plume == -1){
1660                                         plume = model_load("plume01.pof", -1, NULL);
1661                                 }
1662                                 if(plume != -1){
1663                                         Interp_thrust_twist = tw;
1664                                         Interp_thrust_twist2 = tw2;
1665                                         model_set_alpha(plume_alpha);
1666                                         model_render(plume, &obj->orient, &obj->pos, MR_ALL_XPARENT);
1667                                         Interp_thrust_twist = -1.0f;
1668                                         Interp_thrust_twist2 = -1.0f;
1669                                 }
1670                                 */
1671                         }
1672                         break;
1673
1674                 default:
1675                         Warning(LOCATION, "Unknown weapon rendering type = %i\n", wip->render_type);
1676         }
1677 }
1678
1679 void weapon_delete(object *obj)
1680 {
1681         weapon *wp;
1682         int num;
1683
1684         num = obj->instance;
1685
1686         SDL_assert( Weapons[num].objnum == OBJ_INDEX(obj));
1687         wp = &Weapons[num];
1688
1689         SDL_assert(wp->weapon_info_index >= 0);
1690         wp->weapon_info_index = -1;
1691         if (wp->swarm_index >= 0) {
1692                 swarm_delete(wp->swarm_index);
1693                 wp->swarm_index = -1;
1694         }
1695
1696         if(wp->cscrew_index >= 0) {
1697                 cscrew_delete(wp->cscrew_index);
1698                 wp->cscrew_index = -1;
1699         }
1700
1701         if (wp->missile_list_index >= 0) {
1702                 missle_obj_list_remove(wp->missile_list_index);
1703                 wp->missile_list_index = -1;
1704         }
1705
1706         if (wp->flak_index >= 0){
1707                 flak_delete(wp->flak_index);
1708                 wp->flak_index = -1;
1709         }
1710
1711         if (wp->trail_num > -1) {
1712                 trail_object_died(wp->trail_num);
1713         }
1714
1715         wp->objnum = -1;
1716         Num_weapons--;
1717         SDL_assert(Num_weapons >= 0);
1718 }
1719
1720 // Check if missile is newly locked onto the Player, maybe play a launch warning
1721 void weapon_maybe_play_warning(weapon *wp)
1722 {
1723         if ( wp->homing_object == Player_obj ) {
1724                 if ( !(wp->weapon_flags & WF_LOCK_WARNING_PLAYED) ) {
1725                         wp->weapon_flags |= WF_LOCK_WARNING_PLAYED;
1726                         if ( Weapon_info[wp->weapon_info_index].wi_flags & WIF_HOMING_HEAT ) {
1727                                 snd_play(&Snds[SND_HEATLOCK_WARN]);
1728                         } else {
1729                                 SDL_assert(Weapon_info[wp->weapon_info_index].wi_flags & WIF_HOMING_ASPECT);
1730                                 snd_play(&Snds[SND_ASPECTLOCK_WARN]);
1731                         }
1732                 }
1733         }
1734 }
1735
1736 #define CMEASURE_DETONATE_DISTANCE              40.0f
1737
1738 //      Detonate all missiles near this countermeasure.
1739 void detonate_nearby_missiles(cmeasure *cmp)
1740 {
1741         missile_obj     *mop;
1742         vector          cmeasure_pos;
1743
1744         cmeasure_pos = Objects[cmp->objnum].pos;
1745
1746         mop = GET_FIRST(&Missile_obj_list);
1747         while(mop != END_OF_LIST(&Missile_obj_list)) {
1748                 object  *objp;
1749                 weapon  *wp;
1750
1751                 objp = &Objects[mop->objnum];
1752                 wp = &Weapons[objp->instance];
1753
1754                 if (wp->team != cmp->team) {
1755                         if ( Missiontime - wp->creation_time > F1_0/2) {
1756                                 if (vm_vec_dist_quick(&cmeasure_pos, &objp->pos) < CMEASURE_DETONATE_DISTANCE) {
1757                                         if (wp->lifeleft > 0.2f) { 
1758                                                 //nprintf(("Jim", "Frame %i: Cmeasure #%i detonating weapon #%i\n", Framecount, cmp-Cmeasures, wp-Weapons));
1759                                                 wp->lifeleft = 0.2f;
1760                                                 // nprintf(("AI", "Frame %i: Flagging weapon %i for detonation.\n", Framecount, wp-Weapons));
1761                                         }
1762                                 }
1763                         }
1764                 }
1765
1766                 mop = mop->next;
1767         }
1768 }
1769
1770 //      Find an object for weapon #num (object *weapon_objp) to home on due to heat.
1771 void find_homing_object(object *weapon_objp, int num)
1772 {
1773         object          *objp, *old_homing_objp;
1774         weapon_info     *wip;
1775         weapon          *wp;
1776         float                   best_dist;
1777
1778         wp = &Weapons[num];
1779
1780         wip = &Weapon_info[Weapons[num].weapon_info_index];
1781
1782         best_dist = 99999.9f;
1783
1784         // save the old homing object so that multiplayer servers can give the right information
1785         // to clients if the object changes
1786         old_homing_objp = wp->homing_object;
1787
1788         wp->homing_object = &obj_used_list;
1789
1790         //      Scan all objects, find a weapon to home on.
1791         for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
1792                 if ((objp->type == OBJ_SHIP) || (objp->type == OBJ_CMEASURE)) {
1793                         if (objp->type == OBJ_CMEASURE)
1794                                 if (Cmeasures[objp->instance].flags & CMF_DUD_HEAT)
1795                                         continue;
1796
1797                         int homing_object_team = obj_team(objp);
1798                         if ( (homing_object_team != wp->team) || (homing_object_team == TEAM_TRAITOR) ) {
1799                                 float           dist;
1800                                 float           dot;
1801                                 vector  vec_to_object;
1802
1803                                 // AL 2-17-98: If ship is immune to sensors, can't home on it (Sandeep says so)!
1804                                 if ( objp->type == OBJ_SHIP ) {
1805                                         if ( Ships[objp->instance].flags & SF_HIDDEN_FROM_SENSORS ) {
1806                                                 continue;
1807                                         }
1808
1809                                         //      MK, 9/4/99.
1810                                         //      If this is a player object, make sure there aren't already too many homers.
1811                                         //      Only in single player.  In multiplayer, we don't want to restrict it in dogfight on team vs. team.
1812                                         //      For co-op, it's probably also OK.
1813                                         if (!( Game_mode & GM_MULTIPLAYER )) {
1814                                                 int     num_homers = compute_num_homing_objects(objp);
1815                                                 if (Max_allowed_player_homers[Game_skill_level] < num_homers)
1816                                                         continue;
1817                                         }
1818                                 }
1819
1820                                 dist = vm_vec_normalized_dir(&vec_to_object, &objp->pos, &weapon_objp->pos);
1821
1822                                 if (objp->type == OBJ_CMEASURE)
1823                                         dist *= 0.5f;
1824
1825                                 dot = vm_vec_dot(&vec_to_object, &weapon_objp->orient.v.fvec);
1826
1827                                 if (dot > wip->fov) {
1828                                         if (dist < best_dist) {
1829                                                 best_dist = dist;
1830                                                 wp->homing_object = objp;
1831                                                 wp->target_sig = objp->signature;
1832
1833                                                 weapon_maybe_alert_cmeasure_success(objp);
1834                                         }
1835                                 }
1836                         }
1837                 }
1838         }
1839
1840 //      if (wp->homing_object->type == OBJ_CMEASURE)
1841 //              nprintf(("AI", "Frame %i: Weapon #%i homing on cmeasure #%i\n", Framecount, num, objp-Objects));
1842
1843         if (wp->homing_object == Player_obj)
1844                 weapon_maybe_play_warning(wp);
1845
1846         // if the old homing object is different that the new one, send a packet to clients
1847         if ( MULTIPLAYER_MASTER && (old_homing_objp != wp->homing_object) ) {
1848                 send_homing_weapon_info( num );
1849         }
1850 }
1851
1852 //      Scan all countermeasures.  Maybe make weapon_objp home on it.
1853 void find_homing_object_cmeasures_1(object *weapon_objp)
1854 {
1855         object  *objp;
1856         weapon  *wp;
1857         weapon_info     *wip;
1858         float           best_dot, dist, dot;
1859
1860         wp = &Weapons[weapon_objp->instance];
1861         wip = &Weapon_info[wp->weapon_info_index];
1862
1863         best_dot = wip->fov;                    //      Note, setting to this avoids comparison below.
1864
1865         for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
1866                 if (objp->type == OBJ_CMEASURE) {
1867                         vector  vec_to_object;
1868                         dist = vm_vec_normalized_dir(&vec_to_object, &objp->pos, &weapon_objp->pos);
1869
1870                         if (dist < MAX_CMEASURE_TRACK_DIST) {
1871                                 float   chance;
1872                                 if (wip->wi_flags & WIF_HOMING_ASPECT) {
1873                                         chance = 1.0f/2.0f;     //      aspect seeker this likely to chase a countermeasure
1874                                 } else {
1875                                         chance = 1.0f/1.5f;     //      heat seeker this likely to chase a countermeasure
1876                                 }
1877                                 if ((objp->signature != wp->cmeasure_ignore_objnum) && (objp->signature != wp->cmeasure_chase_objnum)) {
1878                                         if (frand() < chance) {
1879                                                 wp->cmeasure_ignore_objnum = objp->signature;   //      Don't process this countermeasure again.
1880                                                 //nprintf(("Jim", "Frame %i: Weapon #%i ignoring cmeasure #%i\n", Framecount, OBJ_INDEX(weapon_objp), objp->signature));
1881                                         } else  {
1882                                                 wp->cmeasure_chase_objnum = objp->signature;    //      Don't process this countermeasure again.
1883                                                 //nprintf(("Jim", "Frame %i: Weapon #%i CHASING cmeasure #%i\n", Framecount, OBJ_INDEX(weapon_objp), objp->signature));
1884                                         }
1885                                 }
1886                                 
1887                                 if (objp->signature != wp->cmeasure_ignore_objnum) {
1888
1889                                         dot = vm_vec_dot(&vec_to_object, &weapon_objp->orient.v.fvec);
1890
1891                                         if (dot > best_dot) {
1892                                                 //nprintf(("Jim", "Frame %i: Weapon #%i homing on cmeasure #%i\n", Framecount, weapon_objp-Objects, objp->signature));
1893                                                 best_dot = dot;
1894                                                 wp->homing_object = objp;
1895                                                 weapon_maybe_alert_cmeasure_success(objp);
1896                                         }
1897                                 }
1898                         }
1899                 }
1900         }
1901 }
1902
1903
1904 //      Someone launched countermeasures.
1905 //      For all heat-seeking homing objects, see if should favor tracking a countermeasure instead.
1906 void find_homing_object_cmeasures()
1907 {
1908         object  *weapon_objp;
1909
1910         // nprintf(("AI", "Scanning for countermeasures in frame %i\n", Framecount));
1911
1912         if (Cmeasures_homing_check == 0)
1913                 return;
1914
1915         if (Cmeasures_homing_check <= 0)
1916                 Cmeasures_homing_check = 1;
1917
1918         Cmeasures_homing_check--;
1919
1920         for (weapon_objp = GET_FIRST(&obj_used_list); weapon_objp != END_OF_LIST(&obj_used_list); weapon_objp = GET_NEXT(weapon_objp) ) {
1921                 if (weapon_objp->type == OBJ_WEAPON) {
1922                         weapon_info     *wip = &Weapon_info[Weapons[weapon_objp->instance].weapon_info_index];
1923
1924                         if (wip->wi_flags & WIF_HOMING)
1925                                 find_homing_object_cmeasures_1(weapon_objp);
1926                 }
1927         }
1928
1929 }
1930
1931 //      Find object with signature "sig" and make weapon home on it.
1932 void find_homing_object_by_sig(object *weapon_objp, int sig)
1933 {
1934         ship_obj                *sop;
1935         weapon          *wp;
1936         object          *old_homing_objp;
1937
1938         wp = &Weapons[weapon_objp->instance];
1939
1940         // save the old object so that multiplayer masters know whether to send a homing update packet
1941         old_homing_objp = wp->homing_object;
1942
1943         sop = GET_FIRST(&Ship_obj_list);
1944         while(sop != END_OF_LIST(&Ship_obj_list)) {
1945                 object  *objp;
1946
1947                 objp = &Objects[sop->objnum];
1948                 if (objp->signature == sig) {
1949                         wp->homing_object = objp;
1950                         wp->target_sig = objp->signature;
1951                         break;
1952                 }
1953
1954                 sop = sop->next;
1955         }
1956
1957         // if the old homing object is different that the new one, send a packet to clients
1958         if ( MULTIPLAYER_MASTER && (old_homing_objp != wp->homing_object) ) {
1959                 send_homing_weapon_info( weapon_objp->instance );
1960         }
1961
1962 }
1963
1964 //      Make weapon num home.  It's also object *obj.
1965 void weapon_home(object *obj, int num, float frame_time)
1966 {
1967         weapon          *wp;
1968         weapon_info     *wip;
1969         object          *hobjp;
1970
1971         SDL_assert(obj->type == OBJ_WEAPON);
1972         SDL_assert(obj->instance == num);
1973         wp = &Weapons[num];
1974         wip = &Weapon_info[wp->weapon_info_index];
1975         hobjp = Weapons[num].homing_object;
1976
1977         //      If not 1/2 second gone by, don't home yet.
1978         if ((hobjp == &obj_used_list) || ( f2fl(Missiontime - wp->creation_time) < 0.25f )) {
1979                 //      If this is a heat seeking homing missile and 1/2 second has elapsed since firing
1980                 //      and we don't have a target (else we wouldn't be inside the IF), find a new target.
1981                 if (wip->wi_flags & WIF_HOMING_HEAT)
1982                         if ( f2fl(Missiontime - wp->creation_time) > 0.5f )
1983                                 find_homing_object(obj, num);
1984
1985                 if (obj->phys_info.speed > wip->max_speed) {
1986                         obj->phys_info.speed -= frame_time * 4;
1987                         vm_vec_copy_scale( &obj->phys_info.desired_vel, &obj->orient.v.fvec, obj->phys_info.speed);
1988                 } else if ((obj->phys_info.speed < wip->max_speed/4) && (wip->wi_flags & WIF_HOMING_HEAT)) {
1989                         obj->phys_info.speed = wip->max_speed/4;
1990                         vm_vec_copy_scale( &obj->phys_info.desired_vel, &obj->orient.v.fvec, obj->phys_info.speed);
1991                 }
1992
1993 /*      Removed code that makes bombs drop for a bit.  They looked odd and it was confusing.  People wondered where their weapons went.
1994                 //      Make bombs drop down for first second of life.
1995                 if (wip->wi_flags & WIF_BOMB) {
1996                         if (wip->lifetime - wp->lifeleft < 0.5f) {
1997                                 float   time_scale = wip->lifetime - wp->lifeleft;
1998                                 vm_vec_scale_add2(&obj->phys_info.desired_vel, &obj->orient.uvec, (time_scale - 0.5f) * max(10.0f, obj->phys_info.speed/2.0f));
1999                         }
2000                 }
2001 */
2002                 return;
2003         }
2004
2005         // AL 4-8-98: If orgiginal target for aspect lock missile is lost, stop homing
2006         if (wip->wi_flags & WIF_HOMING_ASPECT) {
2007                 if ( wp->target_sig > 0 ) {
2008                         if ( wp->homing_object->signature != wp->target_sig ) {
2009                                 wp->homing_object = &obj_used_list;
2010                                 return;
2011                         }
2012                 }
2013         }
2014
2015         // AL 4-13-98: Stop homing on a subsystem if parent ship has changed
2016         if (wip->wi_flags & WIF_HOMING_HEAT) {
2017                 if ( wp->target_sig > 0 ) {
2018                         if ( wp->homing_object->signature != wp->target_sig ) {
2019                                 wp->homing_subsys = NULL;
2020                         }
2021                 }
2022         }
2023
2024 /*
2025         if (hobjp->type == OBJ_NONE) {
2026                 find_homing_object(obj, num);
2027                 return;
2028         }
2029 */
2030
2031         switch (hobjp->type) {
2032         case OBJ_NONE:
2033                 if (wip->wi_flags & WIF_HOMING_ASPECT)
2034                         find_homing_object_by_sig(obj, wp->target_sig);
2035                 else
2036                         find_homing_object(obj, num);
2037                 return;
2038                 break;
2039         case OBJ_SHIP:
2040                 if (hobjp->signature != wp->target_sig) {
2041                         if (wip->wi_flags & WIF_HOMING_ASPECT)
2042                                 find_homing_object_by_sig(obj, wp->target_sig);
2043                         else
2044                                 find_homing_object(obj, num);
2045                         return;
2046                 }
2047                 break;
2048         case OBJ_WEAPON:
2049                 // only allowed to home on bombs
2050                 SDL_assert(Weapon_info[Weapons[hobjp->instance].weapon_info_index].wi_flags & WIF_BOMB);
2051                 if (wip->wi_flags & WIF_HOMING_ASPECT)
2052                         find_homing_object_by_sig(obj, wp->target_sig);
2053                 else
2054                         find_homing_object(obj, num);
2055                 break;
2056         case OBJ_CMEASURE:
2057                 break;
2058         default:
2059                 return;
2060         }
2061
2062         //      See if this weapon is the nearest homing object to the object it is homing on.
2063         //      If so, update some fields in the target object's ai_info.
2064         if (hobjp != &obj_used_list) {
2065                 float   dist;
2066
2067                 dist = vm_vec_dist_quick(&obj->pos, &hobjp->pos);
2068
2069                 if (hobjp->type == OBJ_SHIP) {
2070                         ai_info *aip;
2071
2072                         aip = &Ai_info[Ships[hobjp->instance].ai_index];
2073
2074                         if ((aip->nearest_locked_object == -1) || (dist < aip->nearest_locked_distance)) {
2075                                 aip->nearest_locked_object = obj-Objects;
2076                                 aip->nearest_locked_distance = dist;
2077                         }
2078                 }
2079         }
2080
2081         //      If the object it is homing on is still valid, home some more!
2082         if (hobjp != &obj_used_list) {
2083                 float           old_dot, vel;
2084                 vector  vec_to_goal;
2085                 vector  target_pos;     // position of what the homing missile is seeking
2086
2087                 vm_vec_zero(&target_pos);
2088
2089                 // the homing missile may be seeking a subsystem on a ship.  If so, we need to calculate the
2090                 // world coordinates of that subsystem so the homing missile can seek it out.
2091                 //      For now, March 7, 1997, MK, heat seeking homing missiles will be able to home on
2092                 //      any subsystem.  Probably makes sense for them to only home on certain kinds of subsystems.
2093                 if ( wp->homing_subsys != NULL ) {
2094                         get_subsystem_world_pos(hobjp, Weapons[num].homing_subsys, &target_pos);
2095                         wp->homing_pos = target_pos;    // store the homing position in weapon data
2096                         SDL_assert( !vm_is_vec_nan(&wp->homing_pos) );
2097                 } else {
2098                         float   fov;
2099                         float   dist;
2100
2101                         dist = vm_vec_dist_quick(&obj->pos, &hobjp->pos);
2102                         if (hobjp->type == OBJ_CMEASURE) {
2103                                 if (dist < CMEASURE_DETONATE_DISTANCE) {
2104                                         cmeasure        *cmp;
2105
2106                                         cmp = &Cmeasures[hobjp->instance];
2107
2108                                         //      Make this missile detonate soon.  Not right away, not sure why.  Seems better.
2109                                         if (cmp->team != wp->team) {
2110                                                 detonate_nearby_missiles(cmp);
2111                                                 //nprintf(("AI", "Frame %i: Weapon %i hit cmeasure, will die!\n", Framecount, wp-Weapons));
2112                                                 return;
2113                                         }
2114                                 }
2115                         }
2116
2117                         fov = 0.8f;
2118                         if (wip->fov > 0.8f)
2119                                 fov = wip->fov;
2120
2121                         int pick_homing_point = 0;
2122                         if ( IS_VEC_NULL(&wp->homing_pos) ) {
2123                                 pick_homing_point = 1;
2124                         }
2125
2126                         //      Update homing position if it hasn't been set, you're within 500 meters, or every half second, approximately.
2127                         //      For large objects, don't lead them.
2128                         if (hobjp->radius < 40.0f) {
2129                                 target_pos = hobjp->pos;
2130                                 wp->homing_pos = target_pos;
2131                         } else if ( pick_homing_point || (dist < 500.0f) || (rand_chance(flFrametime, 2.0f)) ) {
2132
2133                                 if (hobjp->type == OBJ_SHIP) {
2134                                         if ( !pick_homing_point ) {
2135                                                 // ensure that current attack point is only updated in world coords (ie not pick a different vertex)
2136                                                 wp->pick_big_attack_point_timestamp = 0;
2137                                         }
2138
2139                                         if ( pick_homing_point ) {
2140                                                 // If *any* player is parent of homing missile, then use position where lock indicator is
2141                                                 if ( Objects[obj->parent].flags & OF_PLAYER_SHIP ) {
2142                                                         player *pp;
2143
2144                                                         // determine the player
2145                                                         pp = Player;
2146                                                         if ( Game_mode & GM_MULTIPLAYER ) {
2147                                                                 int pnum;
2148
2149                                                                 pnum = multi_find_player_by_object( &Objects[obj->parent] );
2150                                                                 if ( pnum != -1 ){
2151                                                                         pp = Net_players[pnum].player;
2152                                                                 }
2153                                                         }
2154
2155                                                         // If player has apect lock, we don't want to find a homing point on the closest
2156                                                         // octant... setting the timestamp to 0 ensures this.
2157                                                         if (wip->wi_flags & WIF_HOMING_ASPECT) {
2158                                                                 wp->pick_big_attack_point_timestamp = 0;
2159                                                         } else {
2160                                                                 wp->pick_big_attack_point_timestamp = 1;
2161                                                         }
2162
2163                                                         if ( pp && pp->locking_subsys ) {
2164                                                                 wp->big_attack_point = pp->locking_subsys->system_info->pnt;
2165                                                         } else {
2166                                                                 vm_vec_zero(&wp->big_attack_point);
2167                                                         }
2168                                                 }
2169                                         }
2170
2171                                         ai_big_pick_attack_point(hobjp, obj, &target_pos, fov);
2172
2173                                 } else {
2174                                         target_pos = hobjp->pos;
2175                                 }
2176
2177                                 wp->homing_pos = target_pos;
2178                                 SDL_assert( !vm_is_vec_nan(&wp->homing_pos) );
2179                                 // nprintf(("AI", "Attack point = %7.3f %7.3f %7.3f\n", target_pos.xyz.x, target_pos.xyz.y, target_pos.xyz.z));
2180                         } else
2181                                 target_pos = wp->homing_pos;
2182                 }
2183
2184                 //      Couldn't find a lock.
2185                 if (IS_VEC_NULL(&target_pos))
2186                         return;
2187
2188                 //      Cause aspect seeking weapon to home at target's predicted position.
2189                 //      But don't use predicted position if dot product small or negative.
2190                 //      If do this, with a ship headed towards missile, could choose a point behind missile.``1
2191                 float   dist_to_target, time_to_target;
2192                 
2193                 dist_to_target = vm_vec_normalized_dir(&vec_to_goal, &target_pos, &obj->pos);
2194                 time_to_target = dist_to_target/wip->max_speed;
2195
2196                 vector  tvec;
2197                 tvec = obj->phys_info.vel;
2198                 vm_vec_normalize(&tvec);
2199
2200                 old_dot = vm_vec_dot(&tvec, &vec_to_goal);
2201
2202                 //      If a weapon has missed its target, detonate it.
2203                 //      This solves the problem of a weapon circling the center of a subsystem that has been blown away.
2204                 //      Problem: It does not do impact damage, just proximity damage.
2205                 if ((dist_to_target < flFrametime * obj->phys_info.speed * 4.0f + 10.0f) && (old_dot < 0.0f)) {
2206                         int kill_missile = TRUE;
2207                         if (wp->homing_object) {
2208                                 if (wp->homing_object->type == OBJ_SHIP) {
2209                                         ship *shipp = &Ships[wp->homing_object->instance];
2210                                         if (Ship_info[shipp->ship_info_index].flags & SIF_DONT_COLLIDE_INVIS) {
2211                                                 kill_missile = FALSE;
2212                                         }
2213                                 }
2214                         }
2215                         
2216                         if (kill_missile && (wp->lifeleft > 0.01f)) {
2217                                 wp->lifeleft = 0.01f;
2218                         }
2219                 }
2220
2221                 //      Only lead target if more than one second away.  Otherwise can miss target.  I think this
2222                 //      is what's causing Harbingers to miss the super destroyer. -- MK, 4/15/98
2223                 if ((wip->wi_flags & WIF_HOMING_ASPECT) && (old_dot > 0.1f) && (time_to_target > 0.1f))
2224                         vm_vec_scale_add2(&target_pos, &hobjp->phys_info.vel, min(time_to_target, 2.0f));
2225
2226                 //nprintf(("AI", "Dot = %7.3f, dist = %7.3f, time_to = %6.3f, deg/sec = %7.3f\n", old_dot, dist_to_target, time_to_target, angles/flFrametime));
2227
2228                 // nprintf(("AI", "Weapon %i, lifeleft = %7.3f, dist = %7.3f, dot = %6.3f\n", num, Weapons[num].lifeleft, vm_vec_dist_quick(&obj->pos, &Weapons[num].homing_object->pos), old_dot));
2229
2230                 //      If a HEAT seeking (rather than ASPECT seeking) homing missile, verify that target is in viewcone.
2231                 if (wip->wi_flags & WIF_HOMING_HEAT) {
2232                         if ((old_dot < wip->fov) && (dist_to_target > wip->inner_radius*1.1f)) {        //      Delay finding new target one frame to allow detonation.
2233                                 find_homing_object(obj, num);
2234                                 return;                 //      Maybe found a new homing object.  Return, process more next frame.
2235                         } else  //      Subtract out life based on how far from target this missile points.
2236                                 if (wip->fov < 0.95f) {
2237                                         wp->lifeleft -= flFrametime * (0.95f - old_dot);
2238                                         //Should only happen when time is compressed.
2239                                         //if (flFrametime * (1.0f - old_dot) > 1.0f)
2240                                         //      Int3();
2241                                 }
2242                 } else if (wip->wi_flags & WIF_HOMING_ASPECT) { //      subtract life as if max turn is 90 degrees.
2243                         if (wip->fov < 0.95f)
2244                                 wp->lifeleft -= flFrametime * (0.95f - old_dot);
2245                 } else
2246                         SDL_assert(0);  //      Hmm, a homing missile, but not aspect or heat?
2247
2248
2249                 //      Control speed based on dot product to goal.  If close to straight ahead, move
2250                 //      at max speed, else move slower based on how far from ahead.
2251                 if (old_dot < 0.90f) {
2252                         obj->phys_info.speed = max(0.2f, old_dot* (float) fabs(old_dot));
2253                         if (obj->phys_info.speed < wip->max_speed*0.75f)
2254                                 obj->phys_info.speed = wip->max_speed*0.75f;
2255                 } else
2256                         obj->phys_info.speed = wip->max_speed;
2257
2258                 //      For first second of weapon's life, it doesn't fly at top speed.  It ramps up.
2259                 if (Missiontime - wp->creation_time < i2f(1)) {
2260                         float   t;
2261
2262                         t = f2fl(Missiontime - wp->creation_time);
2263                         obj->phys_info.speed *= t*t;
2264                 }
2265
2266                 SDL_assert( obj->phys_info.speed > 0.0f );
2267
2268                 vm_vec_copy_scale( &obj->phys_info.desired_vel, &obj->orient.v.fvec, obj->phys_info.speed);
2269
2270                 // turn the missile towards the target only if non-swarm.  Homing swarm missiles choose
2271                 // a different vector to turn towards, this is done in swarm_update_direction().
2272 //              if ( !(wip->wi_flags & WIF_SWARM) ) {
2273                 if ( wp->swarm_index < 0 ) {
2274                         // nprintf(("AI", "Dot, dist = %7.3f, %7.3f, target pos = %7.3f %7.3f %7.3f\n", old_dot, vm_vec_dist_quick(&obj->pos, &target_pos), target_pos.xyz.x, target_pos.xyz.y, target_pos.xyz.z));
2275                         ai_turn_towards_vector(&target_pos, obj, frame_time, wip->turn_time, NULL, NULL, 0.0f, 0, NULL);
2276                         vel = vm_vec_mag(&obj->phys_info.desired_vel);
2277
2278                         vm_vec_copy_scale(&obj->phys_info.desired_vel, &obj->orient.v.fvec, vel);
2279
2280                 }
2281
2282 /*              //      If this weapon shot past its target, make it detonate.
2283                 if ((old_dot < 0.0f) && (dist_to_target < 50.0f)) {
2284                         if (wp->lifeleft > 0.01f)
2285                                 wp->lifeleft = 0.01f;
2286                 }
2287 */      }
2288 }
2289
2290 // as Mike K did with ships -- break weapon into process_pre and process_post for code to execute
2291 // before and after physics movement
2292
2293 void weapon_process_pre( object *obj, float frame_time)
2294 {
2295         // if the object is a corkscrew style weapon, process it now
2296         if((obj->type == OBJ_WEAPON) && (Weapons[obj->instance].cscrew_index >= 0)){
2297                 cscrew_process_pre(obj);
2298         }
2299
2300         // if the weapon is a flak weapon, maybe detonate it early
2301         if((obj->type == OBJ_WEAPON) && (Weapon_info[Weapons[obj->instance].weapon_info_index].wi_flags & WIF_FLAK) && (Weapons[obj->instance].flak_index >= 0)){
2302                 flak_maybe_detonate(obj);               
2303         }
2304 }
2305
2306 int     Homing_hits = 0, Homing_misses = 0;
2307
2308
2309 MONITOR( NumWeapons );  
2310
2311 // maybe play a "whizz sound" if close enough to view position
2312 void weapon_maybe_play_flyby_sound(object *weapon_objp, weapon *wp)
2313 {       
2314         // do a quick out if not a laser
2315         if ( Weapon_info[wp->weapon_info_index].subtype != WP_LASER ) {
2316                 return;
2317         }
2318
2319         // don't play flyby sounds too close together
2320         if ( !timestamp_elapsed(Weapon_flyby_sound_timer) ) {
2321                 return;
2322         }
2323
2324         if ( !(wp->weapon_flags & WF_PLAYED_FLYBY_SOUND) && (wp->weapon_flags & WF_CONSIDER_FOR_FLYBY_SOUND) ) {
2325                 float           dist, dot, radius;
2326
2327                 dist = vm_vec_dist_quick(&weapon_objp->pos, &Eye_position);
2328
2329                 if ( Viewer_obj ) {
2330                         radius = Viewer_obj->radius;
2331                 } else {
2332                         radius = 0.0f;
2333                 }
2334
2335                 if ( (dist > radius) && (dist < 55) ) {
2336                         vector  vec_to_weapon;
2337
2338                         vm_vec_sub(&vec_to_weapon, &weapon_objp->pos, &Eye_position);
2339                         vm_vec_normalize(&vec_to_weapon);
2340
2341                         // ensure laser is in front of eye
2342                         dot = vm_vec_dot(&vec_to_weapon, &Eye_matrix.v.fvec);
2343                         if ( dot < 0.1 ) {
2344                                 return;
2345                         }
2346
2347                         // ensure that laser is moving in similar direction to fvec
2348                         dot = vm_vec_dot(&vec_to_weapon, &weapon_objp->orient.v.fvec);
2349                         
2350 //                      nprintf(("Alan", "Weapon dot: %.2f\n", dot));
2351                         if ( (dot < -0.80) && (dot > -0.98) ) {
2352                                 snd_play_3d( &Snds[SND_WEAPON_FLYBY], &weapon_objp->pos, &Eye_position );
2353                                 Weapon_flyby_sound_timer = timestamp(200);
2354                                 wp->weapon_flags |= WF_PLAYED_FLYBY_SOUND;
2355                         }
2356                 }
2357         }
2358 }
2359
2360 // process a weapon after physics movement.  MWA reorders some of the code on 8/13 for multiplayer.  When
2361 // adding something to this function, decide whether or not a client in a multiplayer game needs to do
2362 // what is normally done in a single player game.  Things like plotting an object on a radar, effect
2363 // for exhaust are things that are done on all machines.  Things which calculate weapon targets, new
2364 // velocities, etc, are server only functions and should go after the if ( !MULTIPLAYER_MASTER ) statement
2365 // See Allender if you cannot decide what to do.
2366 void weapon_process_post(object * obj, float frame_time)
2367 {
2368         int                     num;    
2369         weapon_info     *wip;
2370         weapon          *wp;
2371
2372         MONITOR_INC( NumWeapons, 1 );   
2373         
2374         SDL_assert(obj->type == OBJ_WEAPON);
2375
2376         num = obj->instance;
2377
2378 #ifndef NDEBUG
2379         int objnum = OBJ_INDEX(obj);
2380         SDL_assert( Weapons[num].objnum == objnum );
2381 #endif
2382
2383         wp = &Weapons[num];
2384
2385         wp->lifeleft -= frame_time;
2386         wip = &Weapon_info[wp->weapon_info_index];
2387
2388         // check life left.  Multiplayer client code will go through here as well.  We must be careful in weapon_hit
2389         // when killing a missile that spawn child weapons!!!!
2390         if ( wp->lifeleft < 0.0f ) {
2391                 if ( wip->subtype & WP_MISSILE ) {
2392                         if(Game_mode & GM_MULTIPLAYER){                         
2393                                 if ( !MULTIPLAYER_CLIENT || (MULTIPLAYER_CLIENT && (wp->lifeleft < -2.0f)) || (MULTIPLAYER_CLIENT && (wip->wi_flags & WIF_CHILD))) {                                    // don't call this function multiplayer client -- host will send this packet to us
2394                                         // nprintf(("AI", "Frame %i: Weapon %i detonated, dist = %7.3f!\n", Framecount, obj-Objects));
2395                                         weapon_detonate(obj);                                   
2396                                 }
2397                         } else {
2398                                 // nprintf(("AI", "Frame %i: Weapon %i detonated, dist = %7.3f!\n", Framecount, obj-Objects));
2399                                 weapon_detonate(obj);                                                                   
2400                         }
2401                         if (wip->wi_flags & WIF_HOMING) {
2402                                 Homing_misses++;
2403                                 // nprintf(("AI", "Miss!  Hits = %i/%i\n", Homing_hits, (Homing_hits + Homing_misses)));
2404                         }
2405                 } else {
2406                         obj->flags |= OF_SHOULD_BE_DEAD;
2407 //                      demo_do_flag_dead(OBJ_INDEX(obj));
2408                 }
2409
2410                 return;
2411         }
2412
2413         // plot homing missiles on the radar
2414         if (wip->wi_flags & WIF_HOMING) {
2415                 if ( hud_gauge_active(HUD_RADAR) ) {
2416                         radar_plot_object( obj );
2417                 }
2418         }
2419
2420         // trail missiles
2421         if ((wip->wi_flags & WIF_TRAIL) && !(wip->wi_flags & WIF_CORKSCREW)) {
2422                 if ( wp->trail_num > -1 )       {
2423                         if (trail_stamp_elapsed(wp->trail_num)) {
2424
2425                                 trail_add_segment( wp->trail_num, &obj->pos );
2426                                 
2427                                 trail_set_stamp(wp->trail_num);
2428                         } else {
2429                                 trail_set_segment( wp->trail_num, &obj->pos );
2430                         }
2431
2432                 }
2433         }
2434
2435         if ( wip->wi_flags & WIF_THRUSTER )     {
2436                 ship_do_weapon_thruster_frame( wp, obj, flFrametime );  
2437         }
2438
2439         // maybe play a "whizz sound" if close enough to view position
2440         #ifndef NDEBUG
2441         if ( Weapon_flyby_sound_enabled ) {
2442                 weapon_maybe_play_flyby_sound(obj, wp);
2443         }
2444         #else
2445                 weapon_maybe_play_flyby_sound(obj, wp);
2446         #endif  
2447         
2448         //      If our target is still valid, then update some info.
2449         if (wp->target_num != -1) {
2450                 if (Objects[wp->target_num].signature == wp->target_sig) {
2451                         float           cur_dist;
2452                         vector  v0;
2453
2454                         vm_vec_avg(&v0, &obj->pos, &obj->last_pos);
2455
2456                         cur_dist = vm_vec_dist_quick(&v0, &Objects[wp->target_num].pos);
2457
2458                         if (cur_dist < wp->nearest_dist) {
2459                                 wp->nearest_dist = cur_dist;
2460                         } else if (cur_dist > wp->nearest_dist + 1.0f) {
2461                                 float           dot;
2462                                 vector  tvec;
2463                                 ai_info *parent_aip;
2464                         //      float           lead_scale = 0.0f;
2465
2466                                 parent_aip = NULL;
2467                                 if (obj->parent != Player_obj-Objects) {
2468                                         parent_aip = &Ai_info[Ships[Objects[obj->parent].instance].ai_index];
2469                                 //      lead_scale = parent_aip->lead_scale;
2470                                 }
2471
2472                                 vm_vec_normalized_dir(&tvec, &v0, &Objects[wp->target_num].pos);
2473                                 dot = vm_vec_dot(&tvec, &Objects[wp->target_num].orient.v.fvec);
2474                                 // nprintf(("AI", "Miss dot = %7.3f, dist = %7.3f, lead_scale = %7.3f\n", dot, cur_dist, lead_scale));
2475                                 wp->target_num = -1;
2476
2477                                 //      Learn!  If over-shooting or under-shooting, compensate.
2478                                 //      Really need to compensate for left/right errors.  This does no good against someone circling
2479                                 //      in a plane perpendicular to the attacker's forward vector.
2480                                 if (parent_aip != NULL) {
2481                                         if (cur_dist > 100.0f)
2482                                                 parent_aip->lead_scale = 0.0f;
2483
2484                                         if (dot < -0.1f){
2485                                                 parent_aip->lead_scale += cur_dist/2000.0f;
2486                                         } else if (dot > 0.1f) {
2487                                                 parent_aip->lead_scale -= cur_dist/2000.0f;
2488                                         }
2489                                         
2490                                         if (fl_abs(parent_aip->lead_scale) > 1.0f){
2491                                                 parent_aip->lead_scale *= 0.9f;
2492                                         }
2493                                 }
2494                         }
2495                 }
2496         }
2497
2498         if(wip->wi_flags & WIF_PARTICLE_SPEW){
2499                 weapon_maybe_spew_particle(obj);
2500         }
2501
2502         // a single player or multiplayer server function -- it affects actual weapon movement.
2503         if (wip->wi_flags & WIF_HOMING) {
2504                 weapon_home(obj, num, frame_time);
2505
2506 /*              if (wip->wi_flags & WIF_BOMB) {
2507                         if (wip->lifetime - obj->lifeleft < 1.0f) {
2508                                 
2509                         }
2510                 }
2511 */              
2512                 // If this is a swarm type missile, 
2513 //              if ( wip->wi_flags & WIF_SWARM ) 
2514                 if ( wp->swarm_index >= 0 ) {
2515                         swarm_update_direction(obj, frame_time);
2516                 }
2517
2518                 if( wp->cscrew_index >= 0) {
2519                         cscrew_process_post(obj);                       
2520                 }
2521         }
2522 }
2523
2524 //      Update weapon tracking information.
2525 void weapon_set_tracking_info(int weapon_objnum, int parent_objnum, int target_objnum, int target_is_locked, ship_subsys *target_subsys)
2526 {
2527         int                     ai_index;
2528         object          *parent_objp;
2529         weapon          *wp;
2530         weapon_info     *wip;
2531         int targeting_same = 0;
2532
2533         if ( weapon_objnum < 0 ) {
2534                 return;
2535         }
2536
2537         SDL_assert(Objects[weapon_objnum].type == OBJ_WEAPON);
2538
2539         wp = &Weapons[Objects[weapon_objnum].instance];
2540         wip = &Weapon_info[wp->weapon_info_index];
2541         parent_objp = &Objects[parent_objnum];
2542
2543         SDL_assert(parent_objp->type == OBJ_SHIP);
2544         ai_index = Ships[parent_objp->instance].ai_index;
2545
2546         if ( ai_index >= 0 ) {
2547                 int target_team = -1;
2548                 if ( target_objnum >= 0 ) {
2549                         int obj_type = Objects[target_objnum].type;
2550                         if ( (obj_type == OBJ_SHIP) || (obj_type == OBJ_WEAPON) ) {
2551                                 target_team = obj_team(&Objects[target_objnum]);
2552                         }
2553                 }
2554         
2555                 // determining if we're targeting the same team
2556                 if(Ships[parent_objp->instance].team == target_team){
2557                         targeting_same = 1;
2558                 } else {
2559                         targeting_same = 0;
2560                 }
2561
2562                 if ((target_objnum != -1) && (!targeting_same || ((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT) && (target_team == TEAM_TRAITOR))) ) {
2563                         wp->target_num = target_objnum;
2564                         wp->target_sig = Objects[target_objnum].signature;
2565                         wp->nearest_dist = 99999.0f;
2566                         if ( (wip->wi_flags & WIF_HOMING_ASPECT) && target_is_locked) {
2567                                 wp->homing_object = &Objects[target_objnum];
2568                                 wp->homing_subsys = target_subsys;
2569                                 weapon_maybe_play_warning(wp);
2570                         } else if ( wip->wi_flags & WIF_HOMING_HEAT ) {
2571                                 //      Make a heat seeking missile try to home.  If the target is outside the view cone, it will
2572                                 //      immediately drop it and try to find one in its view cone.
2573                                 if (target_objnum != -1) {
2574                                         wp->homing_object = &Objects[target_objnum];
2575                                         weapon_maybe_play_warning(wp);
2576                                 } else
2577                                         wp->homing_object = &obj_used_list;
2578
2579                                 wp->homing_subsys = target_subsys;
2580                         }
2581                 } else {
2582                         wp->target_num = -1;
2583                         wp->target_sig = -1;
2584                 }
2585
2586                 //      If missile is locked on target, increase its lifetime by 20% since missiles can be fired at limit of range
2587                 //      as defined by velocity*lifeleft, but missiles often slow down a bit, plus can be fired at a moving away target.
2588                 //      Confusing to many players when their missiles run out of gas before getting to target.  
2589                 // DB - removed 7:14 pm 9/6/99. was totally messing up lifetimes for all weapons.
2590                 //      MK, 7:11 am, 9/7/99.  Put it back in, but with a proper check here to make sure it's an aspect seeker and
2591                 //      put a sanity check in the color changing laser code that was broken by this code.
2592                 if (target_is_locked && (wp->target_num != -1) && (wip->wi_flags & WIF_HOMING_ASPECT) ) {
2593                         wp->lifeleft *= 1.2f;
2594                 }
2595
2596                 ai_update_danger_weapon(target_objnum, weapon_objnum);          
2597         }
2598 }
2599
2600
2601 // weapon_create() will create a weapon object
2602 //
2603 // Returns:  index of weapon in the Objects[] array, -1 if the weapon object was not created
2604 int Weapons_created = 0;
2605 int weapon_create( vector * pos, matrix * orient, int weapon_id, int parent_objnum, int secondary_flag, int group_id, int is_locked )
2606 {
2607         int                     n, objnum;
2608         int num_deleted;
2609         object          *objp, *parent_objp;
2610         weapon          *wp;
2611         weapon_info     *wip;
2612
2613         SDL_assert(weapon_id >= 0 && weapon_id < Num_weapon_types);
2614
2615         // beam weapons should never come through here!
2616         SDL_assert(!(Weapon_info[weapon_id].wi_flags & WIF_BEAM));
2617
2618         num_deleted = 0;
2619         if (Num_weapons >= MAX_WEAPONS-5) {
2620
2621                 //No, do remove for AI ships -- MK, 3/12/98  // don't need to try and delete weapons for ai ships
2622                 //if ( !(Objects[parent_objnum].flags & OF_PLAYER_SHIP) )
2623                 //      return -1;
2624
2625                 num_deleted = collide_remove_weapons();
2626                 nprintf(("WARNING", "Deleted %d weapons because of lack of slots\n", num_deleted));
2627                 if (num_deleted == 0){
2628                         return -1;
2629                 }
2630         }
2631
2632         for (n=0; n<MAX_WEAPONS; n++ ){
2633                 if (Weapons[n].weapon_info_index < 0){
2634                         break;
2635                 }
2636         }
2637
2638         if (n == MAX_WEAPONS) {
2639                 // if we supposedly deleted weapons above, what happened here!!!!
2640                 if (num_deleted){
2641                         Int3();                         // get allender -- something funny is going on!!!
2642                 }
2643
2644                 return -1;
2645         }
2646
2647         Weapons_created++;
2648         objnum = obj_create( OBJ_WEAPON, parent_objnum, n, orient, pos, 2.0f, OF_RENDERS | OF_COLLIDES | OF_PHYSICS );
2649         SDL_assert(objnum >= 0);
2650         SDL_assert(First_secondary_index != -1);
2651         objp = &Objects[objnum];
2652
2653         parent_objp = NULL;
2654         if(parent_objnum >= 0){
2655                 parent_objp = &Objects[parent_objnum];
2656         }
2657
2658         // Create laser n!
2659         wp = &Weapons[n];
2660         wip = &Weapon_info[weapon_id];
2661
2662         // check if laser or dumbfire missile
2663         // set physics flag to allow optimization
2664         if ((wip->subtype == WP_LASER) || ((wip->subtype == WP_MISSILE) && !(wip->wi_flags & WIF_HOMING))) {
2665                 // set physics flag
2666                 objp->phys_info.flags |= PF_CONST_VEL;
2667         }
2668
2669         wp->weapon_info_index = weapon_id;
2670         wp->lifeleft = wip->lifetime;
2671
2672         wp->objnum = objnum;
2673         wp->homing_object = &obj_used_list;             //      Assume not homing on anything.
2674         wp->homing_subsys = NULL;
2675         wp->creation_time = Missiontime;
2676         wp->group_id = group_id;
2677
2678         // we don't necessarily need a parent
2679         if(parent_objp != NULL){
2680                 SDL_assert(parent_objp->type == OBJ_SHIP);      //      Get Mike, a non-ship has fired a weapon!
2681                 SDL_assert((parent_objp->instance >= 0) && (parent_objp->instance < MAX_SHIPS));
2682                 wp->team = Ships[parent_objp->instance].team;
2683                 wp->species = Ship_info[Ships[parent_objp->instance].ship_info_index].species;
2684         } else {
2685                 wp->team = 0;
2686                 wp->species = 0;
2687         }
2688         wp->turret_subsys = NULL;
2689         vm_vec_zero(&wp->homing_pos);
2690         wp->weapon_flags = 0;
2691         wp->target_sig = -1;
2692         wp->cmeasure_ignore_objnum = -1;
2693         wp->cmeasure_chase_objnum = -1;
2694
2695         // Init the thruster info
2696         wp->thruster_bitmap = -1;
2697         wp->thruster_frame = 0.0f;
2698         wp->thruster_glow_bitmap = -1;
2699         wp->thruster_glow_noise = 1.0f;
2700         wp->thruster_glow_frame = 0.0f;
2701
2702         if ( wip->wi_flags & WIF_SWARM ) {
2703                 wp->swarm_index = (short)swarm_create();
2704         } else {
2705                 wp->swarm_index = -1;
2706         }               
2707
2708         // if this is a particle spewing weapon, setup some stuff
2709         if(wip->wi_flags & WIF_PARTICLE_SPEW){
2710                 wp->particle_spew_time = -1;            
2711         }
2712
2713         // assign the network signature.  The starting sig is sent to all clients, so this call should
2714         // result in the same net signature numbers getting assigned to every player in the game
2715         if ( Game_mode & GM_MULTIPLAYER ) {
2716                 if(wip->subtype == WP_MISSILE){
2717                         Objects[objnum].net_signature = multi_assign_network_signature( MULTI_SIG_NON_PERMANENT );
2718
2719                         // for weapons that respawn, add the number of respawnable weapons to the net signature pool
2720                         // to reserve N signatures for the spawned weapons
2721                         if ( wip->wi_flags & WIF_SPAWN ){
2722                                 multi_set_network_signature( (ushort)(Objects[objnum].net_signature + wip->spawn_count), MULTI_SIG_NON_PERMANENT );
2723                         }
2724                 } else {
2725                         Objects[objnum].net_signature = multi_assign_network_signature( MULTI_SIG_NON_PERMANENT );
2726                 }
2727                 // for multiplayer clients, when creating lasers, add some more life to the lasers.  This helps
2728                 // to overcome some problems associated with lasers dying on client machine before they get message
2729                 // from server saying it hit something.
2730                 // removed 1/13/98 -- MWA if ( MULTIPLAYER_CLIENT && (wip->subtype == WP_LASER) )
2731                 //      removed 1/13/98 -- MWA  wp->lifeleft += 1.5f;
2732         }
2733
2734         //      Make remote detonate missiles look like they're getting detonated by firer simply by giving them variable lifetimes.
2735         if (!(Objects[parent_objnum].flags & OF_PLAYER_SHIP) && (wip->wi_flags & WIF_REMOTE)) {
2736                 float rand_val;
2737
2738                 if ( Game_mode & GM_NORMAL ){
2739                         rand_val = frand();
2740                 } else {
2741                         rand_val = static_randf(Objects[objnum].net_signature);
2742                 }
2743
2744                 wp->lifeleft = wp->lifeleft/2.0f + rand_val * wp->lifeleft/2.0f;
2745         }
2746
2747         objp->phys_info.mass = wip->mass;
2748         objp->phys_info.side_slip_time_const = 0.0f;
2749         objp->phys_info.rotdamp = 0.0f;
2750         vm_vec_zero(&objp->phys_info.max_vel);
2751         objp->phys_info.max_vel.xyz.z = wip->max_speed;
2752         vm_vec_zero(&objp->phys_info.max_rotvel);
2753         objp->shields[0] = wip->damage;
2754         if (wip->wi_flags & WIF_BOMB){
2755                 objp->hull_strength = 50.0f;
2756         } else {
2757                 objp->hull_strength = 0.0f;
2758         }
2759
2760         if ( wip->subtype == WP_MISSILE ){
2761                 objp->radius = model_get_radius(wip->model_num);
2762         } else if ( wip->subtype == WP_LASER ) {
2763                 objp->radius = wip->laser_head_radius;
2764         }
2765
2766         //      Set desired velocity and initial velocity.
2767         //      For lasers, velocity is always the same.
2768         //      For missiles, it is a small amount plus the firing ship's velocity.
2769         //      For missiles, the velocity trends towards some goal.
2770         //      Note: If you change how speed works here, such as adding in speed of parent ship, you'll need to change the AI code
2771         //      that predicts collision points.  See Mike Kulas or Dave Andsager.  (Or see ai_get_weapon_speed().)
2772         if (!(wip->wi_flags & WIF_HOMING)) {
2773                 vm_vec_copy_scale(&objp->phys_info.desired_vel, &objp->orient.v.fvec, objp->phys_info.max_vel.xyz.z );
2774                 objp->phys_info.vel = objp->phys_info.desired_vel;
2775                 objp->phys_info.speed = vm_vec_mag(&objp->phys_info.desired_vel);
2776         } else {                
2777                 //      For weapons that home, set velocity to sum of forward component of parent's velocity and 1/4 weapon's max speed.
2778                 //      Note that it is important to extract the forward component of the parent's velocity to factor out sliding, else
2779                 //      the missile will not be moving forward.
2780                 if(parent_objp != NULL){
2781                         vm_vec_copy_scale(&objp->phys_info.desired_vel, &objp->orient.v.fvec, vm_vec_dot(&parent_objp->phys_info.vel, &parent_objp->orient.v.fvec) + objp->phys_info.max_vel.xyz.z/4 );
2782                 } else {
2783                         vm_vec_copy_scale(&objp->phys_info.desired_vel, &objp->orient.v.fvec, objp->phys_info.max_vel.xyz.z/4 );
2784                 }
2785                 objp->phys_info.vel = objp->phys_info.desired_vel;
2786                 objp->phys_info.speed = vm_vec_mag(&objp->phys_info.vel);
2787         }
2788
2789         // create the corkscrew
2790         if ( wip->wi_flags & WIF_CORKSCREW ) {
2791                 wp->cscrew_index = (short)cscrew_create(objp);
2792         } else {
2793                 wp->cscrew_index = -1;
2794         }
2795
2796         // if this is a flak weapon shell, make it so
2797         // NOTE : this function will change some fundamental things about the weapon object
2798         if ( wip->wi_flags & WIF_FLAK ){
2799                 flak_create(wp);
2800         } else {
2801                 wp->flak_index = -1;
2802         }       
2803
2804         wp->missile_list_index = -1;
2805         // If this is a missile, then add it to the Missile_obj_list
2806         if ( wip->subtype == WP_MISSILE ) {
2807                 wp->missile_list_index = missile_obj_list_add(objnum);
2808         }
2809
2810         if (wip->wi_flags & WIF_TRAIL /*&& !(wip->wi_flags & WIF_CORKSCREW) */) {
2811                 wp->trail_num = trail_create(wip->tr_info);             
2812
2813                 if ( wp->trail_num > -1 )       {
2814                         // Add two segments.  One to stay at launch pos, one to move.
2815                         trail_add_segment( wp->trail_num, &objp->pos );
2816                         trail_add_segment( wp->trail_num, &objp->pos );
2817                 }
2818         }
2819
2820         // Ensure weapon flyby sound doesn't get played for player lasers
2821         if ( parent_objp == Player_obj ) {
2822                 wp->weapon_flags |= WF_PLAYED_FLYBY_SOUND;
2823         }
2824
2825         wp->pick_big_attack_point_timestamp = timestamp(1);
2826
2827         //      Set detail levels for POF-type weapons.
2828         if (Weapon_info[wp->weapon_info_index].model_num != -1) {
2829                 polymodel * pm;
2830                 int     i;
2831                 pm = model_get(Weapon_info[wp->weapon_info_index].model_num);
2832
2833                 for (i=0; i<pm->n_detail_levels; i++){
2834                         pm->detail_depth[i] = (objp->radius*20.0f + 20.0f) * i;
2835                 }
2836         }
2837
2838                 // if the weapon was fired locked
2839         if(is_locked){
2840                 wp->weapon_flags |= WF_LOCKED_WHEN_FIRED;
2841         }
2842
2843         Num_weapons++;
2844         return objnum;
2845 }
2846
2847 //      Spawn child weapons from object *objp.
2848 void spawn_child_weapons(object *objp)
2849 {
2850         int     i;
2851         int     child_id;
2852         int     parent_num;
2853         ushort starting_sig;
2854         weapon  *wp;
2855         weapon_info     *wip;
2856
2857         SDL_assert(objp->type == OBJ_WEAPON);
2858         SDL_assert((objp->instance >= 0) && (objp->instance < MAX_WEAPONS));
2859
2860         wp = &Weapons[objp->instance];
2861         SDL_assert((wp->weapon_info_index >= 0) && (wp->weapon_info_index < MAX_WEAPON_TYPES));
2862         wip = &Weapon_info[wp->weapon_info_index];
2863
2864         child_id = wip->spawn_type;
2865
2866         parent_num = objp->parent;
2867
2868         if ((Objects[parent_num].type != objp->parent_type) || (Objects[parent_num].signature != objp->parent_sig)) {
2869                 mprintf(("Warning: Parent of spawn weapon does not exist.  Not spawning.\n"));
2870                 return;
2871         }
2872
2873         starting_sig = 0;
2874         if ( Game_mode & GM_MULTIPLAYER ) {             
2875                 // get the next network signature and save it.  Set the next usable network signature to be
2876                 // the passed in objects signature + 1.  We "reserved" N of these slots when we created objp
2877                 // for it's spawned children.
2878                 starting_sig = multi_get_next_network_signature( MULTI_SIG_NON_PERMANENT );
2879                 multi_set_network_signature( objp->net_signature, MULTI_SIG_NON_PERMANENT );
2880         }
2881
2882         for (i=0; i<wip->spawn_count; i++) {
2883                 int             weapon_objnum;
2884                 vector  tvec, pos;
2885                 matrix  orient;
2886
2887                 // for multiplayer, use the static randvec functions based on the network signatures to provide
2888                 // the randomness so that it is the same on all machines.
2889                 if ( Game_mode & GM_MULTIPLAYER ){
2890                         static_randvec(objp->net_signature + i, &tvec);
2891                 } else {
2892                         vm_vec_rand_vec_quick(&tvec);
2893                 }
2894                 vm_vec_scale_add(&pos, &objp->pos, &tvec, objp->radius);
2895
2896                 vm_vector_2_matrix(&orient, &tvec, NULL, NULL);
2897                 weapon_objnum = weapon_create(&pos, &orient, child_id, parent_num, 1, -1, wp->weapon_flags & WF_LOCKED_WHEN_FIRED);
2898
2899                 //      Assign a little randomness to lifeleft so they don't all disappear at the same time.
2900                 if (weapon_objnum != -1) {
2901                         float rand_val;
2902
2903                         if ( Game_mode & GM_NORMAL ){
2904                                 rand_val = frand();
2905                         } else {
2906                                 rand_val = static_randf(objp->net_signature + i);
2907                         }
2908
2909                         Weapons[Objects[weapon_objnum].instance].lifeleft *= rand_val*0.4f + 0.8f;
2910                 }
2911
2912         }
2913
2914         // in multiplayer, reset the next network signature to the one that was saved.
2915         if ( Game_mode & GM_MULTIPLAYER ){
2916                 multi_set_network_signature( starting_sig, MULTI_SIG_NON_PERMANENT );
2917         }
2918 }
2919
2920 // -----------------------------------------------------------------------
2921 // weapon_hit_do_sound()
2922 //
2923 // Play a sound effect when a weapon hits a ship
2924 //
2925 // To elimate the "stereo" effect of two lasers hitting at nearly
2926 // the same time, and to reduce the number of sound channels used,
2927 // only play one impact sound if IMPACT_SOUND_DELTA has elapsed
2928 //
2929 // Note: Uses Weapon_impact_timer global for timer variable
2930 //
2931 void weapon_hit_do_sound(object *hit_obj, weapon_info *wip, vector *hitpos)
2932 {
2933         int     is_hull_hit;
2934         float shield_str;
2935
2936         // If non-missiles (namely lasers) expire without hitting a ship, don't play impact sound
2937         if      ( wip->subtype != WP_MISSILE ) {                
2938                 if ( !hit_obj ) {
2939                         // flak weapons make sounds             
2940                         if(wip->wi_flags & WIF_FLAK){
2941                                 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );                           
2942                         }
2943                         return;
2944                 }
2945
2946                 switch(hit_obj->type) {
2947                 case OBJ_SHIP:
2948                         // do nothing
2949                         break;
2950
2951                 case OBJ_ASTEROID:
2952                         if ( timestamp_elapsed(Weapon_impact_timer) ) {
2953                                 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2954                                 Weapon_impact_timer = timestamp(IMPACT_SOUND_DELTA);
2955                         }
2956                         return;
2957                         break;
2958
2959                 default:
2960                         return;
2961                 }
2962         }
2963
2964         if ( hit_obj == NULL ) {
2965                 snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
2966                 return;
2967         }
2968
2969         if ( timestamp_elapsed(Weapon_impact_timer) ) {
2970
2971                 is_hull_hit = 1;
2972                 if ( hit_obj->type == OBJ_SHIP ) {
2973                         shield_str = ship_quadrant_shield_strength(hit_obj, hitpos);
2974                 } else {
2975                         shield_str = 0.0f;
2976                 }
2977
2978                 // play a shield hit if shields are above 10% max in this quadrant
2979                 if ( shield_str > 0.1f ) {
2980                         is_hull_hit = 0;
2981                 }
2982
2983                 if ( !is_hull_hit ) {
2984                         // Play a shield impact sound effect
2985                         if ( hit_obj == Player_obj ) {
2986                                 snd_play_3d( &Snds[SND_SHIELD_HIT_YOU], hitpos, &Eye_position );
2987                                 // AL 12-15-97: Add missile impact sound even when shield is hit
2988                                 if ( wip->subtype == WP_MISSILE ) {
2989                                         snd_play_3d( &Snds[SND_PLAYER_HIT_MISSILE], hitpos, &Eye_position);
2990                                 }
2991                         } else {
2992                                 snd_play_3d( &Snds[SND_SHIELD_HIT], hitpos, &Eye_position );
2993                         }
2994                 } else {
2995                         // Play a hull impact sound effect
2996                         switch ( wip->subtype ) {
2997                                 case WP_LASER:
2998                                         if ( hit_obj == Player_obj )
2999                                                 snd_play_3d( &Snds[SND_PLAYER_HIT_LASER], hitpos, &Eye_position );
3000                                         else {
3001                                                 if ( wip->impact_snd != -1 ) {
3002                                                         snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
3003                                                 }
3004                                         }
3005                                         break;
3006                                 case WP_MISSILE:
3007                                         if ( hit_obj == Player_obj ) 
3008                                                 snd_play_3d( &Snds[SND_PLAYER_HIT_MISSILE], hitpos, &Eye_position);
3009                                         else {
3010                                                 if ( wip->impact_snd != -1 ) {
3011                                                         snd_play_3d( &Snds[wip->impact_snd], hitpos, &Eye_position );
3012                                                 }
3013                                         }
3014                                         break;
3015                                 default:        
3016                                         nprintf(("Warning","WARNING ==> Cannot determine sound to play for weapon impact\n"));
3017                                         break;
3018                         } // end switch
3019                 }
3020
3021                 Weapon_impact_timer = timestamp(IMPACT_SOUND_DELTA);
3022         }
3023 }
3024
3025 // distrupt any subsystems that fall into damage sphere of this Electronics missile
3026 //
3027 // input:       ship_obj                =>              pointer to ship that holds subsystem
3028 //                              blast_pos       =>              world pos of weapon blast
3029 //                              wi_index                =>              weapon info index of weapon causing blast
3030 void weapon_do_electronics_affect(object *ship_objp, vector *blast_pos, int wi_index)
3031 {
3032         weapon_info                     *wip;
3033         ship                                    *shipp;
3034         ship_subsys                     *ss;
3035         model_subsystem *psub;
3036         vector                          subsys_world_pos;
3037         float                                   dist;
3038
3039         shipp = &Ships[ship_objp->instance];
3040         wip = &Weapon_info[wi_index];
3041
3042         for ( ss = GET_FIRST(&shipp->subsys_list); ss != END_OF_LIST(&shipp->subsys_list); ss = GET_NEXT(ss) ) {
3043                 psub = ss->system_info;
3044
3045                 // convert subsys point to world coords
3046                 vm_vec_unrotate(&subsys_world_pos, &psub->pnt, &ship_objp->orient);
3047                 vm_vec_add2(&subsys_world_pos, &ship_objp->pos);
3048
3049                 // see if subsys point is within damage sphere
3050                 dist = vm_vec_dist_quick(blast_pos, &subsys_world_pos); 
3051                 if ( dist < wip->outer_radius ) {
3052                         ship_subsys_set_disrupted(ss, fl2i(6000.0f + frand()*4000.0f));
3053                 }
3054         }
3055 }
3056
3057 //      ----------------------------------------------------------------------
3058 //      weapon_area_calc_damage()
3059 //
3060 // Calculate teh damage for an object based on the location of an area-effect
3061 // explosion.
3062 //
3063 // input:               objp                    =>              object pointer ship receiving blast effect
3064 //                                      pos                     =>              world pos of blast center
3065 //                                      inner_rad       =>              smallest radius at which full damage is done
3066 //                                      outer_rad       =>              radius at which no damage is done
3067 //                                      max_blast       =>              maximum blast possible from explosion
3068 //                                      max_damage      =>              maximum damage possible from explosion
3069 //                                      blast                   =>              OUTPUT PARAMETER: receives blast value from explosion
3070 //                                      damage          =>              OUTPUT PARAMETER: receives damage value from explosion
3071 //                                      limit                   =>              a limit on the area, needed for shockwave damage
3072 //
3073 //      returns:                no damage occurred      =>              -1
3074 //                                      damage occured                  =>              0
3075 //
3076 int weapon_area_calc_damage(object *objp, vector *pos, float inner_rad, float outer_rad, float max_blast, float max_damage, float *blast, float *damage, float limit)
3077 {
3078         float                   dist, max_dist, min_dist;
3079
3080         // only blast ships and asteroids
3081         if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_ASTEROID)) {
3082                 return -1;
3083         }
3084
3085         max_dist = objp->radius + outer_rad;
3086         dist = vm_vec_dist_quick(&objp->pos, pos);      
3087         if ( (dist > max_dist) || (dist > (limit+objp->radius)) ) {
3088                 return -1;      // spheres don't intersect at all
3089         }
3090
3091         if ( dist < (inner_rad+objp->radius) ) {
3092                 // damage is maximum within inner radius
3093                 *damage = max_damage;
3094                 *blast = max_blast;
3095         } else {
3096                 float dist_to_outer_rad_squared, total_dist_squared;
3097                 min_dist = dist - objp->radius;
3098                 SDL_assert(min_dist < outer_rad);
3099                 dist_to_outer_rad_squared = (outer_rad-min_dist)*(outer_rad-min_dist);
3100                 total_dist_squared = (inner_rad-outer_rad)*(inner_rad-outer_rad);
3101                 // AL 2-24-98: drop off damage relative to square of distance
3102                 SDL_assert(dist_to_outer_rad_squared <= total_dist_squared);
3103                 *damage = max_damage * dist_to_outer_rad_squared/total_dist_squared;
3104
3105
3106 //              *damage = (min_dist - outer_rad) * max_damage/(inner_rad - outer_rad);
3107                 *blast =  (min_dist - outer_rad) * max_blast /(inner_rad - outer_rad);
3108         }
3109
3110         // nprintf(("AI", "Frame %i: Damage = %7.3f, %7.3f meters away.\n", Framecount, *damage, dist));
3111
3112         return 0;
3113 }
3114
3115 //      ----------------------------------------------------------------------
3116 //      weapon_area_apply_blast()
3117 //
3118 // Apply the blast effects of an explosion to a ship
3119 //
3120 // input:       force_apply_pos =>              world pos of where force is applied to object
3121 //                              ship_obj                                =>              object pointer of ship receiving the blast
3122 //                              blast_pos                       =>              world pos of blast center
3123 //                              blast                                   =>              force of blast
3124 //                              make_shockwave          =>              boolean, whether to create a shockwave or not
3125 //
3126 void weapon_area_apply_blast(vector *force_apply_pos, object *ship_obj, vector *blast_pos, float blast, int make_shockwave)
3127 {
3128         #define SHAKE_CONST 3000
3129         vector          force, vec_blast_to_ship, vec_ship_to_impact;
3130         polymodel               *pm;
3131
3132         // apply blast force based on distance from center of explosion
3133         vm_vec_sub(&vec_blast_to_ship, &ship_obj->pos, blast_pos);
3134         vm_vec_normalize_safe(&vec_blast_to_ship);
3135         vm_vec_copy_scale(&force, &vec_blast_to_ship, blast );
3136
3137
3138         vm_vec_sub(&vec_ship_to_impact, blast_pos, &ship_obj->pos);
3139
3140         pm = model_get(Ships[ship_obj->instance].modelnum);
3141         SDL_assert ( pm != NULL );
3142
3143         if (make_shockwave) {
3144                 physics_apply_shock (&force, blast, &ship_obj->phys_info, &ship_obj->orient, &pm->mins, &pm->maxs, pm->rad);
3145                 if (ship_obj == Player_obj) {
3146                         joy_ff_play_vector_effect(&vec_blast_to_ship, blast * 2.0f);
3147                 }
3148         } else {
3149                 ship_apply_whack( &force, &vec_ship_to_impact, ship_obj);
3150         }
3151 }
3152
3153 //      ----------------------------------------------------------------------
3154 //      weapon_do_area_effect()
3155 //
3156 // Do the area effect for a weapon
3157 //
3158 // input:       wobjp                   =>              object pointer to weapon causing explosion
3159 //                              pos                     =>              world pos of explosion center
3160 //                              other_obj       =>              object pointer to ship that weapon impacted on (can be NULL)
3161 //
3162 void weapon_do_area_effect(object *wobjp, vector *pos, object *other_obj)
3163 {
3164         weapon_info     *wip;
3165         object          *objp;
3166         float                   damage, blast;
3167
3168         wip = &Weapon_info[Weapons[wobjp->instance].weapon_info_index]; 
3169
3170         SDL_assert(wip->inner_radius != 0);
3171
3172         // only blast ships and asteroids
3173         for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
3174                 if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_ASTEROID) ) {
3175                         continue;
3176                 }
3177         
3178                 if ( objp->type == OBJ_SHIP ) {
3179                         // don't blast navbuoys
3180                         if ( ship_get_SIF(objp->instance) & SIF_NAVBUOY ) {
3181                                 continue;
3182                         }
3183                 }
3184
3185                 if ( weapon_area_calc_damage(objp, pos, wip->inner_radius, wip->outer_radius, wip->blast_force, wip->damage, &blast, &damage, wip->outer_radius) == -1 ){
3186                         continue;
3187                 }
3188
3189                 // scale damage
3190                 damage *= weapon_get_damage_scale(wip, wobjp, other_obj);               
3191
3192                 switch ( objp->type ) {
3193                 case OBJ_SHIP:
3194                         ship_apply_global_damage(objp, wobjp, pos, damage);
3195                         weapon_area_apply_blast(NULL, objp, pos, blast, 0);                     
3196                         break;
3197                 case OBJ_ASTEROID:
3198                         asteroid_hit(objp, NULL, NULL, damage);
3199                         break;
3200                 default:
3201                         Int3();
3202                         break;
3203                 }       
3204
3205         }       // end for
3206
3207         // if this weapon has the "Electronics" flag set, then disrupt subsystems in sphere
3208         if ( (other_obj != NULL) && (wip->wi_flags & WIF_ELECTRONICS) ) {
3209                 if ( other_obj->type == OBJ_SHIP ) {
3210                         weapon_do_electronics_affect(other_obj, pos, Weapons[wobjp->instance].weapon_info_index);
3211                 }
3212         }
3213 }
3214
3215
3216 //      ----------------------------------------------------------------------
3217 //      weapon_hit()
3218 //
3219 // This function is called when a weapon hits something (or, in the case of
3220 // missiles explodes for any particular reason)
3221 //
3222 void weapon_hit( object * weapon_obj, object * other_obj, vector * hitpos )
3223 {
3224         SDL_assert(weapon_obj != NULL);
3225         if(weapon_obj == NULL){
3226                 return;
3227         }
3228         SDL_assert((weapon_obj->type == OBJ_WEAPON) && (weapon_obj->instance >= 0) && (weapon_obj->instance < MAX_WEAPONS));
3229         if((weapon_obj->type != OBJ_WEAPON) || (weapon_obj->instance < 0) || (weapon_obj->instance >= MAX_WEAPONS)){
3230                 return;
3231         }
3232
3233         int                     num = weapon_obj->instance;
3234         int                     weapon_type = Weapons[num].weapon_info_index;
3235         weapon_info     *wip;
3236         // int np_index;
3237
3238         SDL_assert((weapon_type >= 0) && (weapon_type < MAX_WEAPONS));
3239         if((weapon_type < 0) || (weapon_type >= MAX_WEAPONS)){
3240                 return;
3241         }
3242         wip = &Weapon_info[weapon_type];
3243
3244         // if this is the player ship, and is a laser hit, skip it. wait for player "pain" to take care of it
3245         // if( ((wip->subtype != WP_LASER) || !MULTIPLAYER_CLIENT) && (Player_obj != NULL) && (other_obj == Player_obj) ){
3246         if((other_obj != Player_obj) || (wip->subtype != WP_LASER) || !MULTIPLAYER_CLIENT){
3247                 weapon_hit_do_sound(other_obj, wip, hitpos);
3248         }
3249
3250         if ( wip->impact_weapon_expl_index > -1 )       {
3251                 int expl_ani_handle = weapon_get_expl_handle(wip->impact_weapon_expl_index, hitpos, wip->impact_explosion_radius);
3252                 particle_create( hitpos, &vmd_zero_vector, 0.0f, wip->impact_explosion_radius, PARTICLE_BITMAP_PERSISTENT, expl_ani_handle );
3253         }
3254
3255         weapon_obj->flags |= OF_SHOULD_BE_DEAD;
3256
3257         int sw_flag = SW_WEAPON;
3258
3259         // check if this is an area effect weapon
3260         if ( wip->wi_flags & WIF_AREA_EFFECT ) {
3261         // if ( wip->subtype & WP_MISSILE && wip->wi_flags & WIF_AREA_EFFECT ) {
3262                 if ( wip->wi_flags & WIF_SHOCKWAVE ) {
3263                         float actual_damage = wip->damage;
3264                         // Shockwaves caused by weapons hitting weapons are 1/4 as powerful
3265                         if ( ((other_obj) && (other_obj->type == OBJ_WEAPON)) || (Weapons[num].weapon_flags & WF_DESTROYED_BY_WEAPON)) {
3266                                 actual_damage /= 4.0f;
3267                                 sw_flag |= SW_WEAPON_KILL;
3268                         }
3269                         shockwave_create_info sci;
3270                         sci.blast = wip->blast_force;
3271                         sci.damage = actual_damage;
3272                         sci.inner_rad = wip->inner_radius;
3273                         sci.outer_rad = wip->outer_radius;
3274                         sci.speed = wip->shockwave_speed;
3275                         sci.rot_angle = 0.0f;
3276
3277                         shockwave_create(OBJ_INDEX(weapon_obj), hitpos, &sci, sw_flag);
3278 //                      snd_play_3d( &Snds[SND_SHOCKWAVE_IMPACT], hitpos, &Eye_position );
3279                 }
3280                 else {
3281                         weapon_do_area_effect(weapon_obj, hitpos, other_obj);
3282                 }
3283         }
3284
3285         // check if this is an EMP weapon
3286         if(wip->wi_flags & WIF_EMP){
3287                 emp_apply(&weapon_obj->pos, wip->inner_radius, wip->outer_radius, wip->emp_intensity, wip->emp_time);
3288         }       
3289
3290         // spawn weapons - note the change from FS 1 multiplayer.
3291         if (wip->wi_flags & WIF_SPAWN){
3292                 spawn_child_weapons(weapon_obj);
3293         }       
3294 }
3295
3296 void weapon_detonate(object *objp)
3297 {
3298         SDL_assert(objp != NULL);
3299         if(objp == NULL){
3300                 return;
3301         }
3302         SDL_assert((objp->type == OBJ_WEAPON) && (objp->instance >= 0));
3303         if((objp->type != OBJ_WEAPON) || (objp->instance < 0)){
3304                 return;
3305         }       
3306
3307         // send a detonate packet in multiplayer
3308         if(MULTIPLAYER_MASTER){
3309                 send_weapon_detonate_packet(objp);
3310         }
3311
3312         // call weapon hit
3313         weapon_hit(objp, NULL, &objp->pos);
3314 }
3315
3316 //      Return the Weapon_info[] index of the weapon with name *name.
3317 int weapon_name_lookup(const char *name)
3318 {
3319         int     i;
3320
3321         for ( i=0; i < Num_weapon_types; i++) {
3322                 if (!SDL_strcasecmp(name, Weapon_info[i].name)) {
3323                         return i;
3324                 }
3325         }
3326
3327         return -1;
3328 }
3329
3330 // Group_id:  If you should quad lasers, they should all have the same group id.  
3331 // This will be used to optimize lighting, since each group only needs to cast one light.
3332 // Call this to get a new group id, then pass it to each weapon_create call for all the
3333 // weapons in the group.   Number will be between 0 and WEAPON_MAX_GROUP_IDS and will
3334 // get reused.
3335 int weapon_create_group_id()
3336 {
3337         static int current_id = 0;
3338
3339         int n = current_id;
3340         
3341         current_id++;
3342         if ( current_id >= WEAPON_MAX_GROUP_IDS )       {
3343                 current_id = 0;
3344         }
3345         return n;
3346 }
3347
3348
3349 void weapons_page_in()
3350 {
3351         int i, j, idx;
3352
3353         // Page in bitmaps for all weapons
3354         for (i=0; i<Num_weapon_types; i++ )     {
3355                 weapon_info *wip = &Weapon_info[i];
3356
3357                 wip->wi_flags &= (~WIF_THRUSTER);               // Assume no thrusters
3358                 
3359                 switch( wip->render_type )      {
3360                         case WRT_POF:
3361                                 {
3362                                         wip->model_num = model_load( wip->pofbitmap_name, 0, NULL );
3363
3364                                         polymodel *pm = model_get( wip->model_num );
3365
3366                                         // If it has a model, and the model pof has thrusters, then set
3367                                         // the flags
3368                                         if ( pm->n_thrusters > 0 )      {
3369                                                 //mprintf(( "Weapon %s has thrusters!\n", wip->name ));
3370                                                 wip->wi_flags |= WIF_THRUSTER;
3371                                         }
3372                 
3373                                         for (j=0; j<pm->n_textures; j++ )       {
3374                                                 int bitmap_num = pm->original_textures[j];
3375
3376                                                 if ( bitmap_num > -1 )  {
3377                                                         bm_page_in_texture( bitmap_num );
3378                                                 }
3379                                         }
3380                                 }
3381                                 break;
3382
3383                         case WRT_LASER:
3384                                 {
3385                                         bm_page_in_texture( wip->laser_bitmap );
3386
3387                                         if(wip->laser_glow_bitmap >= 0){
3388                                                 bm_page_in_texture(wip->laser_glow_bitmap);
3389                                         }
3390                                 }
3391                                 break;
3392
3393                         default:
3394                                 Int3(); // Invalid weapon rendering type.
3395                 }
3396
3397                 // If this has an impact vclip page it in.
3398 //              if ( wip->impact_explosion_ani > -1 )   {
3399 //                      int nframes, fps;
3400 //                      bm_get_info( wip->impact_explosion_ani, NULL, NULL, NULL, &nframes, &fps );
3401 //                      bm_page_in_xparent_texture( wip->impact_explosion_ani, nframes );
3402 //              }
3403
3404                 // trail bitmaps
3405                 if ( (wip->wi_flags & WIF_TRAIL) && (wip->tr_info.bitmap > -1) )        {
3406                         bm_page_in_texture( wip->tr_info.bitmap );
3407                 }
3408
3409                 // if this is a beam weapon, page in its stuff
3410                 if(wip->wi_flags & WIF_BEAM){
3411                         // all beam sections
3412                         for(idx=0; idx<wip->b_info.beam_num_sections; idx++){
3413                                 if((idx < MAX_BEAM_SECTIONS) && (wip->b_info.sections[idx].texture >= 0)){
3414                                         bm_page_in_texture(wip->b_info.sections[idx].texture);
3415                                 }
3416                         }
3417
3418                         // muzzle glow
3419                         if(wip->b_info.beam_glow_bitmap >= 0){
3420                                 bm_page_in_texture(wip->b_info.beam_glow_bitmap);
3421                         }
3422
3423                         // particle ani
3424                         if(wip->b_info.beam_particle_ani >= 0){
3425                                 int nframes, fps;
3426                                 bm_get_info( wip->b_info.beam_particle_ani, NULL, NULL, NULL, &nframes, &fps );
3427                                 bm_page_in_texture( wip->b_info.beam_particle_ani, nframes );
3428                         }
3429                 }
3430         }
3431
3432         // explosion ani's
3433         for (i=0; i<Num_weapon_expl; i++) {
3434                 int bitmap_handle, nframes, fps;
3435
3436                 for (j=0; j<Weapon_expl_info[i].lod_count; j++) {
3437                         //load ani
3438                         bitmap_handle = bm_load_animation(Weapon_expl_info[i].lod[j].filename, &nframes, &fps, 1);
3439                         Weapon_expl_info[i].lod[j].bitmap_id = bitmap_handle;
3440                         Weapon_expl_info[i].lod[j].fps = fps;
3441                         Weapon_expl_info[i].lod[j].num_frames = nframes;
3442
3443                         // page it in
3444                         bm_page_in_xparent_texture(bitmap_handle, nframes);
3445                 }
3446         }
3447
3448         // Counter measures
3449         for (i=0; i<Num_cmeasure_types; i++ )   {
3450                 cmeasure_info *cmeasurep;
3451
3452                 cmeasurep = &Cmeasure_info[i];
3453         
3454                 cmeasurep->model_num = model_load( cmeasurep->pof_name, 0, NULL );
3455
3456                 polymodel *pm = model_get( cmeasurep->model_num );
3457
3458                 for (j=0; j<pm->n_textures; j++ )       {
3459                         int bitmap_num = pm->original_textures[j];
3460
3461                         if ( bitmap_num > -1 )  {
3462                                 bm_page_in_texture( bitmap_num );
3463                         }
3464                 }
3465                 SDL_assert( cmeasurep->model_num > -1 );
3466         }
3467
3468 }
3469
3470 // call to get the "color" of the laser at the given moment (since glowing lasers can cycle colors)
3471 void weapon_get_laser_color(color *c, object *objp)
3472 {
3473         weapon *wep;
3474         weapon_info *winfo;
3475         float pct;
3476
3477         // sanity
3478         if(c == NULL){
3479                 return;
3480         }
3481
3482         // sanity
3483         SDL_assert(objp->type == OBJ_WEAPON);
3484         SDL_assert(objp->instance >= 0);
3485         SDL_assert(Weapons[objp->instance].weapon_info_index >= 0);
3486         if((objp->type != OBJ_WEAPON) || (objp->instance < 0) || (Weapons[objp->instance].weapon_info_index < 0)){
3487                 return;
3488         }
3489         wep = &Weapons[objp->instance];
3490         winfo = &Weapon_info[wep->weapon_info_index];
3491
3492         // if we're a one-color laser
3493         if((winfo->laser_color_2.red == 0) && (winfo->laser_color_2.green == 0) && (winfo->laser_color_2.blue == 0)){
3494                 *c = winfo->laser_color_1;
3495         }
3496
3497         // lifetime pct
3498         pct = 1.0f - (wep->lifeleft / winfo->lifetime);
3499         if(pct > 0.5f){
3500                 pct = 0.5f;
3501         } else if (pct < 0.0f)
3502                 pct = 0.0f;
3503
3504         pct *= 2.0f;
3505         
3506         // otherwise interpolate between the colors
3507         gr_init_color( c, (int)((float)winfo->laser_color_1.red + (((float)winfo->laser_color_2.red - (float)winfo->laser_color_1.red) * pct)), 
3508                                                         (int)((float)winfo->laser_color_1.green + (((float)winfo->laser_color_2.green - (float)winfo->laser_color_1.green) * pct)), 
3509                                                         (int)((float)winfo->laser_color_1.blue + (((float)winfo->laser_color_2.blue - (float)winfo->laser_color_1.blue) * pct)) );
3510 }
3511
3512 // default weapon particle spew data
3513 int Weapon_particle_spew_count = 1;
3514 int Weapon_particle_spew_time = 25;
3515 float Weapon_particle_spew_vel = 0.4f;
3516 float Weapon_particle_spew_radius = 2.0f;
3517 float Weapon_particle_spew_lifetime = 0.15f;
3518 float Weapon_particle_spew_scale = 0.8f;
3519
3520 // for weapons flagged as particle spewers, spew particles. wheee
3521 void weapon_maybe_spew_particle(object *obj)
3522 {
3523         weapon *wp;
3524         int idx;
3525         vector direct, direct_temp, particle_pos;
3526         vector null_vec = ZERO_VECTOR;
3527         vector vel;
3528         float ang;
3529
3530         // check some stuff
3531         SDL_assert(obj->type == OBJ_WEAPON);
3532         SDL_assert(obj->instance >= 0);
3533         SDL_assert(Weapons[obj->instance].weapon_info_index >= 0);
3534         SDL_assert(Weapon_info[Weapons[obj->instance].weapon_info_index].wi_flags & WIF_PARTICLE_SPEW);
3535         
3536         wp = &Weapons[obj->instance];   
3537
3538         // if the weapon's particle timestamp has elapse`d
3539         if((wp->particle_spew_time == -1) || timestamp_elapsed(wp->particle_spew_time)){
3540                 // reset the timestamp
3541                 wp->particle_spew_time = timestamp(Weapon_particle_spew_time);
3542
3543                 // spew some particles
3544                 for(idx=0; idx<Weapon_particle_spew_count; idx++){
3545                         // get the backward vector of the weapon
3546                         direct = obj->orient.v.fvec;
3547                         vm_vec_negate(&direct);
3548
3549                         //      randomly perturb x, y and z
3550                         
3551                         // uvec
3552                         ang = fl_radian(frand_range(-90.0f, 90.0f));
3553                         vm_rot_point_around_line(&direct_temp, &direct, ang, &null_vec, &obj->orient.v.fvec);                   
3554                         direct = direct_temp;
3555                         vm_vec_scale(&direct, Weapon_particle_spew_scale);
3556
3557                         // rvec
3558                         ang = fl_radian(frand_range(-90.0f, 90.0f));
3559                         vm_rot_point_around_line(&direct_temp, &direct, ang, &null_vec, &obj->orient.v.rvec);                   
3560                         direct = direct_temp;
3561                         vm_vec_scale(&direct, Weapon_particle_spew_scale);
3562
3563                         // fvec
3564                         ang = fl_radian(frand_range(-90.0f, 90.0f));
3565                         vm_rot_point_around_line(&direct_temp, &direct, ang, &null_vec, &obj->orient.v.uvec);                   
3566                         direct = direct_temp;
3567                         vm_vec_scale(&direct, Weapon_particle_spew_scale);
3568
3569                         // get a velovity vector of some percentage of the weapon's velocity
3570                         vel = obj->phys_info.vel;
3571                         vm_vec_scale(&vel, Weapon_particle_spew_vel);
3572
3573                         // emit the particle
3574                         vm_vec_add(&particle_pos, &obj->pos, &direct);
3575                         particle_create(&particle_pos, &vel, Weapon_particle_spew_lifetime, Weapon_particle_spew_radius, PARTICLE_SMOKE);
3576                 }
3577         }
3578 }
3579
3580 // debug console functionality
3581 void pspew_display_dcf()
3582 {
3583         dc_printf("Particle spew settings\n\n");
3584         dc_printf("Particle spew count (pspew_count) : %d\n", Weapon_particle_spew_count);
3585         dc_printf("Particle spew time (pspew_time) : %d\n", Weapon_particle_spew_time);
3586         dc_printf("Particle spew velocity (pspew_vel) : %f\n", Weapon_particle_spew_vel);
3587         dc_printf("Particle spew size (pspew_size) : %f\n", Weapon_particle_spew_radius);
3588         dc_printf("Particle spew lifetime (pspew_life) : %f\n", Weapon_particle_spew_lifetime);
3589         dc_printf("Particle spew scale (psnew_scale) : %f\n", Weapon_particle_spew_scale);
3590 }
3591
3592 DCF(pspew_count, "Number of particles spewed at a time")
3593 {       
3594         dc_get_arg(ARG_INT);
3595         if(Dc_arg_type & ARG_INT){
3596                 Weapon_particle_spew_count = Dc_arg_int;
3597         }
3598
3599         pspew_display_dcf();
3600 }
3601
3602 DCF(pspew_time, "Time between particle spews")
3603 {       
3604         dc_get_arg(ARG_INT);
3605         if(Dc_arg_type & ARG_INT){
3606                 Weapon_particle_spew_time = Dc_arg_int;
3607         }
3608
3609         pspew_display_dcf();
3610 }
3611
3612 DCF(pspew_vel, "Relative velocity of particles (0.0 - 1.0)")
3613 {       
3614         dc_get_arg(ARG_FLOAT);
3615         if(Dc_arg_type & ARG_FLOAT){
3616                 Weapon_particle_spew_vel = Dc_arg_float;
3617         }
3618
3619         pspew_display_dcf();
3620 }
3621
3622 DCF(pspew_size, "Size of spewed particles")
3623 {       
3624         dc_get_arg(ARG_FLOAT);
3625         if(Dc_arg_type & ARG_FLOAT){
3626                 Weapon_particle_spew_radius = Dc_arg_float;
3627         }
3628
3629         pspew_display_dcf();
3630 }
3631
3632 DCF(pspew_life, "Lifetime of spewed particles")
3633 {       
3634         dc_get_arg(ARG_FLOAT);
3635         if(Dc_arg_type & ARG_FLOAT){
3636                 Weapon_particle_spew_lifetime = Dc_arg_float;
3637         }
3638
3639         pspew_display_dcf();
3640 }
3641
3642 DCF(pspew_scale, "How far away particles are from the weapon path")
3643 {       
3644         dc_get_arg(ARG_FLOAT);
3645         if(Dc_arg_type & ARG_FLOAT){
3646                 Weapon_particle_spew_scale = Dc_arg_float;
3647         }
3648
3649         pspew_display_dcf();
3650 }
3651
3652 // return a scale factor for damage which should be applied for 2 collisions
3653 float weapon_get_damage_scale(weapon_info *wip, object *wep, object *target)
3654 {
3655 #ifdef MAKE_FS1
3656         // don't do special damage scaling for capships in FS1
3657         return 1.0f;
3658
3659 #else
3660
3661         weapon *wp;
3662         int from_player = 0;
3663         float total_scale = 1.0f;
3664         float hull_pct;
3665         int is_big_damage_ship = 0;
3666
3667         // sanity
3668         if((wip == NULL) || (wep == NULL) || (target == NULL)){
3669                 return 1.0f;
3670         }
3671
3672         // don't scale any damage if its not a weapon   
3673         if((wep->type != OBJ_WEAPON) || (wep->instance < 0) || (wep->instance >= MAX_WEAPONS)){
3674                 return 1.0f;
3675         }
3676         wp = &Weapons[wep->instance];
3677
3678         // was the weapon fired by the player
3679         from_player = 0;
3680         if((wep->parent >= 0) && (wep->parent < MAX_OBJECTS) && (Objects[wep->parent].flags & OF_PLAYER_SHIP)){
3681                 from_player = 1;
3682         }
3683                 
3684         // if this is a lockarm weapon, and it was fired unlocked
3685         if((wip->wi_flags & WIF_LOCKARM) && !(wp->weapon_flags & WF_LOCKED_WHEN_FIRED)){                
3686                 total_scale *= 0.1f;
3687         }
3688
3689         // if the hit object was a ship
3690         if(target->type == OBJ_SHIP){
3691                 ship_info *sip;
3692
3693                 // get some info on the ship
3694                 SDL_assert((target->instance >= 0) && (target->instance < MAX_SHIPS));
3695                 if((target->instance < 0) || (target->instance >= MAX_SHIPS)){
3696                         return total_scale;
3697                 }
3698
3699                 sip = &Ship_info[Ships[target->instance].ship_info_index];
3700
3701                 // get hull pct of the ship currently
3702                 hull_pct = target->hull_strength / sip->initial_hull_strength;
3703
3704                 // if it has hit a supercap ship and is not a supercap class weapon
3705                 if((sip->flags & SIF_SUPERCAP) && !(wip->wi_flags & WIF_SUPERCAP)){
3706                         // if the supercap is around 3/4 damage, apply nothing
3707                         if(hull_pct <= 0.75f){
3708                                 return 0.0f;
3709                         } else {
3710                                 total_scale *= SUPERCAP_DAMAGE_SCALE;
3711                         }
3712                 }
3713
3714                 // determine if this is a big damage ship
3715                 is_big_damage_ship = (sip->flags & SIF_BIG_DAMAGE);
3716
3717                 // if this is a large ship, and is being hit by flak
3718                 if(is_big_damage_ship && (wip->wi_flags & WIF_FLAK)){
3719                         total_scale *= FLAK_DAMAGE_SCALE;
3720                 }
3721                 
3722                 // if the player is firing small weapons at a big ship
3723                 if( from_player && is_big_damage_ship && !(wip->wi_flags & (WIF_HURTS_BIG_SHIPS)) ){
3724
3725                         // if its a laser weapon
3726                         if(wip->subtype == WP_LASER){
3727                                 total_scale *= 0.01f;
3728                         } else {
3729                                 total_scale *= 0.05f;
3730                         }
3731                 }
3732
3733                 // if the weapon is a small weapon being fired at a big ship
3734                 if( is_big_damage_ship && !(wip->wi_flags & (WIF_HURTS_BIG_SHIPS)) ){
3735                         if(hull_pct > 0.1f){
3736                                 total_scale *= hull_pct;
3737                         } else {
3738                                 return 0.0f;
3739                         }
3740                 }
3741         }
3742         
3743         return total_scale;
3744 #endif
3745 }
3746
3747 int weapon_get_expl_handle(int weapon_expl_index, vector *pos, float size)
3748 {
3749         weapon_expl_info *wei = &Weapon_expl_info[weapon_expl_index];
3750
3751         if (wei->lod_count == 1) {
3752                 return wei->lod[0].bitmap_id;
3753         }
3754
3755         // now we have to do some work
3756         vertex v;
3757         int x, y, w, h, bm_size;
3758         int must_stop = 0;
3759         int best_lod = 1;
3760         int behind = 0;
3761
3762         // start the frame
3763         extern float Viewer_zoom;
3764         extern int G3_count;
3765
3766         if(!G3_count){
3767                 g3_start_frame(1);
3768                 must_stop = 1;
3769         }
3770         g3_set_view_matrix(&Eye_position, &Eye_matrix, Viewer_zoom);
3771
3772         // get extents of the rotated bitmap
3773         g3_rotate_vertex(&v, pos);
3774
3775         // if vertex is behind, find size if in front, then drop down 1 LOD
3776         if (v.codes & CC_BEHIND) {
3777                 float dist = vm_vec_dist_quick(&Eye_position, pos);
3778                 vector temp;
3779
3780                 behind = 1;
3781                 vm_vec_scale_add(&temp, &Eye_position, &Eye_matrix.v.fvec, dist);
3782                 g3_rotate_vertex(&v, &temp);
3783
3784                 // if still behind, bail and go with default
3785                 if (v.codes & CC_BEHIND) {
3786                         behind = 0;
3787                 }
3788         }
3789
3790         if (!g3_get_bitmap_dims(wei->lod[0].bitmap_id, &v, size, &x, &y, &w, &h, &bm_size)) {
3791                 if (Detail.hardware_textures == 4) {
3792                         // straight LOD
3793                         if(w <= bm_size/8){
3794                                 best_lod = 3;
3795                         } else if(w <= bm_size/2){
3796                                 best_lod = 2;
3797                         } else if(w <= 1.3f*bm_size){
3798                                 best_lod = 1;
3799                         } else {
3800                                 best_lod = 0;
3801                         }
3802                 } else {
3803                         // less aggressive LOD for lower detail settings
3804                         if(w <= bm_size/8){
3805                                 best_lod = 3;
3806                         } else if(w <= bm_size/3){
3807                                 best_lod = 2;
3808                         } else if(w <= (1.15f*bm_size)){
3809                                 best_lod = 1;
3810                         } else {
3811                                 best_lod = 0;
3812                         }               
3813                 }
3814         }
3815
3816         // if it's behind, bump up LOD by 1
3817         if (behind) {
3818                 best_lod++;
3819         }
3820
3821         // end the frame
3822         if(must_stop){
3823                 g3_end_frame();
3824         }
3825
3826         best_lod = min(best_lod, wei->lod_count - 1);
3827         return wei->lod[best_lod].bitmap_id;
3828 }
3829
3830 // -------------------------------------------------------------------------------------------------
3831 // weapon_close()
3832 //
3833 // called in game_shutdown() to free malloced memory
3834 //
3835 // NOTE: do not call this function.  It is only called from game_shutdown()
3836 void weapon_close()
3837 {
3838         int i;
3839         
3840         // free info from parsed table data
3841         for (i=0; i<MAX_WEAPON_TYPES; i++) {
3842                 if ( Weapon_info[i].desc != NULL ) {
3843                         free(Weapon_info[i].desc);
3844                         Weapon_info[i].desc = NULL;
3845                 }
3846                 if ( Weapon_info[i].tech_desc != NULL ) {
3847                         free(Weapon_info[i].tech_desc);
3848                         Weapon_info[i].tech_desc = NULL;
3849                 }
3850         }
3851 }