/* * Copyright (C) Volition, Inc. 1999. All rights reserved. * * All source code herein is the property of Volition, Inc. You may not sell * or otherwise commercially exploit the source or things you created based on the * source. * */ #include #include #include "ai/aibig.h" #include "asteroid/asteroid.h" #include "cmdline/cmdline.h" #include "cmeasure/cmeasure.h" #include "debugconsole/console.h" #include "fireball/fireballs.h" #include "freespace.h" #include "gamesnd/gamesnd.h" #include "globalincs/linklist.h" #include "graphics/color.h" #include "hud/hud.h" #include "hud/hudartillery.h" #include "iff_defs/iff_defs.h" #include "io/joy_ff.h" #include "io/timer.h" #include "math/staticrand.h" #include "missionui/missionweaponchoice.h" #include "mod_table/mod_table.h" #include "nebula/neb.h" #include "network/multi.h" #include "network/multimsgs.h" #include "network/multiutil.h" #include "object/objcollide.h" #include "object/objectdock.h" #include "object/objectsnd.h" #include "parse/parsehi.h" #include "parse/parselo.h" #include "scripting/scripting.h" #include "particle/particle.h" #include "playerman/player.h" #include "radar/radar.h" #include "render/3d.h" #include "render/batching.h" #include "ship/ship.h" #include "ship/shiphit.h" #include "weapon/beam.h" // for BeamType definitions #include "weapon/corkscrew.h" #include "weapon/emp.h" #include "weapon/flak.h" #include "weapon/muzzleflash.h" #include "weapon/swarm.h" #include "particle/effects/SingleParticleEffect.h" #include "particle/effects/BeamPiercingEffect.h" #include "particle/effects/ParticleEmitterEffect.h" #include "tracing/Monitor.h" #include "tracing/tracing.h" #include "weapon.h" // Since SSMs are parsed after weapons, if we want to allow SSM strikes to be specified by name, we need to store those names until after SSMs are parsed. typedef struct delayed_ssm_data { SCP_string filename; int linenum; SCP_string ssm_entry; } delayed_ssm_data; SCP_unordered_map Delayed_SSM_data; SCP_vector Delayed_SSM_names; typedef struct delayed_ssm_index_data { SCP_string filename; int linenum; } delayed_ssm_index_data; SCP_unordered_map Delayed_SSM_indices_data; SCP_vector Delayed_SSM_indices; #ifndef NDEBUG int Weapon_flyby_sound_enabled = 1; DCF_BOOL( weapon_flyby, Weapon_flyby_sound_enabled ) #endif static int Weapon_flyby_sound_timer; weapon Weapons[MAX_WEAPONS]; SCP_vector Weapon_info; #define MISSILE_OBJ_USED (1<<0) // flag used in missile_obj struct #define MAX_MISSILE_OBJS MAX_WEAPONS // max number of missiles tracked in missile list missile_obj Missile_objs[MAX_MISSILE_OBJS]; // array used to store missile object indexes missile_obj Missile_obj_list; // head of linked list of missile_obj structs //WEAPON SUBTYPE STUFF const char *Weapon_subtype_names[] = { "Laser", "Missile", "Beam" }; int Num_weapon_subtypes = sizeof(Weapon_subtype_names)/sizeof(Weapon_subtype_names[0]); flag_def_list_new Burst_fire_flags[] = { { "fast firing", Weapon::Burst_Flags::Fast_firing, true, false }, { "random length", Weapon::Burst_Flags::Random_length, true, false }, { "resets", Weapon::Burst_Flags::Resets, true, false }, { "num firepoints for burst shots", Weapon::Burst_Flags::Num_firepoints_burst_shots, true, false } }; const size_t Num_burst_fire_flags = sizeof(Burst_fire_flags)/sizeof(flag_def_list_new); flag_def_list_new Beam_info_flags[] = { { "burst shares random target", Weapon::Beam_Info_Flags::Burst_share_random, true, false }, { "track own texture tiling", Weapon::Beam_Info_Flags::Track_own_texture_tiling, true, false } }; const size_t Num_beam_info_flags = sizeof(Beam_info_flags) / sizeof(flag_def_list_new); weapon_explosions Weapon_explosions; SCP_vector LOD_checker; flag_def_list_new Weapon_Info_Flags[] = { { "spawn", Weapon::Info_Flags::Spawn, true, true }, //special case { "remote detonate", Weapon::Info_Flags::Remote, true, false }, { "puncture", Weapon::Info_Flags::Puncture, true, false }, { "big ship", Weapon::Info_Flags::Big_only, true, false }, { "huge", Weapon::Info_Flags::Huge, true, false }, { "bomber+", Weapon::Info_Flags::Bomber_plus, true, false }, { "child", Weapon::Info_Flags::Child, true, false }, { "bomb", Weapon::Info_Flags::Bomb, true, false }, { "no dumbfire", Weapon::Info_Flags::No_dumbfire, true, false }, { "no doublefire", Weapon::Info_Flags::No_doublefire, true, false }, { "in tech database", Weapon::Info_Flags::In_tech_database, true, false }, { "player allowed", Weapon::Info_Flags::Player_allowed, true, false }, { "particle spew", Weapon::Info_Flags::Particle_spew, true, false }, { "emp", Weapon::Info_Flags::Emp, true, false }, { "esuck", Weapon::Info_Flags::Energy_suck, true, false }, { "flak", Weapon::Info_Flags::Flak, true, false }, { "corkscrew", Weapon::Info_Flags::Corkscrew, true, false }, { "shudder", Weapon::Info_Flags::Shudder, true, false }, { "electronics", Weapon::Info_Flags::Electronics, true, false }, { "lockarm", Weapon::Info_Flags::Lockarm, true, false }, { "beam", Weapon::Info_Flags::Beam, true, true }, //special case { "stream", Weapon::Info_Flags::NUM_VALUES, false, true }, //special case { "supercap", Weapon::Info_Flags::Supercap, true, false }, { "countermeasure", Weapon::Info_Flags::Cmeasure, true, false }, { "ballistic", Weapon::Info_Flags::Ballistic, true, false }, { "pierce shields", Weapon::Info_Flags::Pierce_shields, true, false }, { "local ssm", Weapon::Info_Flags::Local_ssm, true, false }, { "tagged only", Weapon::Info_Flags::Tagged_only, true, false }, { "beam no whack", Weapon::Info_Flags::NUM_VALUES, false, true }, //special case { "cycle", Weapon::Info_Flags::Cycle, true, false }, { "small only", Weapon::Info_Flags::Small_only, true, false }, { "same turret cooldown", Weapon::Info_Flags::Same_turret_cooldown, true, false }, { "apply no light", Weapon::Info_Flags::Mr_no_lighting, true, false }, { "training", Weapon::Info_Flags::Training, true, false }, { "smart spawn", Weapon::Info_Flags::Smart_spawn, true, false }, { "inherit parent target", Weapon::Info_Flags::Inherit_parent_target, true, false }, { "no emp kill", Weapon::Info_Flags::No_emp_kill, true, false }, { "untargeted heat seeker", Weapon::Info_Flags::Untargeted_heat_seeker, true, false }, { "no radius doubling", Weapon::Info_Flags::No_radius_doubling, true, false }, { "no subsystem homing", Weapon::Info_Flags::Non_subsys_homing, true, false }, { "no lifeleft penalty", Weapon::Info_Flags::No_life_lost_if_missed, true, false }, { "can be targeted", Weapon::Info_Flags::Can_be_targeted, true, false }, { "show on radar", Weapon::Info_Flags::Shown_on_radar, true, false }, { "show friendly on radar", Weapon::Info_Flags::Show_friendly, true, false }, { "capital+", Weapon::Info_Flags::Capital_plus, true, false }, { "chain external model fps", Weapon::Info_Flags::External_weapon_fp, true, false }, { "external model launcher", Weapon::Info_Flags::External_weapon_lnch, true, false }, { "takes blast damage", Weapon::Info_Flags::Takes_blast_damage, true, false }, { "takes shockwave damage", Weapon::Info_Flags::Takes_shockwave_damage, true, false }, { "hide from radar", Weapon::Info_Flags::Dont_show_on_radar, true, false }, { "render flak", Weapon::Info_Flags::Render_flak, true, false }, { "ciws", Weapon::Info_Flags::Ciws, true, false }, { "anti-subsystem beam", Weapon::Info_Flags::Antisubsysbeam, true, false }, { "no primary linking", Weapon::Info_Flags::Nolink, true, false }, { "same emp time for capships", Weapon::Info_Flags::Use_emp_time_for_capship_turrets, true, false }, { "no primary linked penalty", Weapon::Info_Flags::No_linked_penalty, true, false }, { "no homing speed ramp", Weapon::Info_Flags::No_homing_speed_ramp, true, false }, { "pulls aspect seekers", Weapon::Info_Flags::Cmeasure_aspect_home_on, true, false }, { "turret interceptable", Weapon::Info_Flags::Turret_Interceptable, true, false }, { "fighter interceptable", Weapon::Info_Flags::Fighter_Interceptable, true, false }, { "aoe electronics", Weapon::Info_Flags::Aoe_Electronics, true, false }, { "apply recoil", Weapon::Info_Flags::Apply_Recoil, true, false }, { "don't spawn if shot", Weapon::Info_Flags::Dont_spawn_if_shot, true, false }, { "die on lost lock", Weapon::Info_Flags::Die_on_lost_lock, true, true }, //special case { "no impact spew", Weapon::Info_Flags::No_impact_spew, true, false }, { "require exact los", Weapon::Info_Flags::Require_exact_los, true, false }, { "can damage shooter", Weapon::Info_Flags::Can_damage_shooter, true, false }, { "heals", Weapon::Info_Flags::Heals, true, false }, { "secondary no ammo", Weapon::Info_Flags::SecondaryNoAmmo, true, false }, { "no collide", Weapon::Info_Flags::No_collide, true, false }, { "multilock target dead subsys", Weapon::Info_Flags::Multilock_target_dead_subsys, true, false }, { "no evasion", Weapon::Info_Flags::No_evasion, true, false }, }; const size_t num_weapon_info_flags = sizeof(Weapon_Info_Flags) / sizeof(flag_def_list_new); int Num_weapons = 0; bool Weapons_inited = false; int laser_model_inner = -1; int laser_model_outer = -1; int missile_model = -1; int First_secondary_index = -1; int Default_cmeasure_index = -1; static int *used_weapons = NULL; int Num_spawn_types = 0; char **Spawn_names = NULL; SCP_vector Player_weapon_precedence; // Vector of weapon types, precedence list for player weapon selection SCP_vector Player_weapon_precedence_names; // Vector of weapon names, gets turned into the above after parsing all modular tables and sorting the Weapon_info vector. SCP_string Player_weapon_precedence_file; // If an invalid name is given, tell the user what file it was specified in. int Player_weapon_precedence_line; // And this is the line the precedence list was given on. // Used to avoid playing too many impact sounds in too short a time interval. // This will elimate the odd "stereo" effect that occurs when two weapons impact at // nearly the same time, like from a double laser (also saves sound channels!) #define IMPACT_SOUND_DELTA 50 // in milliseconds int Weapon_impact_timer; // timer, initialized at start of each mission // energy suck defines #define ESUCK_DEFAULT_WEAPON_REDUCE (10.0f) #define ESUCK_DEFAULT_AFTERBURNER_REDUCE (10.0f) // scale factor for big ships getting hit by flak #define FLAK_DAMAGE_SCALE 0.05f //default time of a homing missile to not home #define HOMING_DEFAULT_FREE_FLIGHT_TIME 0.5f // default percentage of max speed to coast at during freeflight const float HOMING_DEFAULT_FREE_FLIGHT_FACTOR = 0.25f; //default time of a homing primary to not home #define HOMING_DEFAULT_PRIMARY_FREE_FLIGHT_TIME 0.0f // time delay between each swarm missile that is fired #define SWARM_MISSILE_DELAY 150 // homing missiles have an extended lifetime so they don't appear to run out of gas before they can hit a moving target at extreme // range. Check the comment in weapon_set_tracking_info() for more details #define LOCKED_HOMING_EXTENDED_LIFE_FACTOR 1.2f // default number of missiles or bullets rearmed per load sound during rearm #define REARM_NUM_MISSILES_PER_BATCH 4 #define REARM_NUM_BALLISTIC_PRIMARIES_PER_BATCH 100 // most frequently a continuous spawn weapon is allowed to spawn static const float MINIMUM_SPAWN_INTERVAL = 0.1f; extern int compute_num_homing_objects(object *target_objp); void weapon_spew_stats(WeaponSpewType type); weapon_explosions::weapon_explosions() { ExplosionInfo.clear(); } int weapon_explosions::GetIndex(char *filename) { if ( filename == NULL ) { Int3(); return -1; } for (size_t i = 0; i < ExplosionInfo.size(); i++) { if ( !stricmp(ExplosionInfo[i].lod[0].filename, filename)) { return (int)i; } } return -1; } int weapon_explosions::Load(char *filename, int expected_lods) { char name_tmp[MAX_FILENAME_LEN] = ""; int bitmap_id = -1; int nframes, nfps; weapon_expl_info new_wei; Assert( expected_lods <= MAX_WEAPON_EXPL_LOD ); //Check if it exists int idx = GetIndex(filename); if (idx != -1) return idx; new_wei.lod_count = 1; strcpy_s(new_wei.lod[0].filename, filename); new_wei.lod[0].bitmap_id = bm_load_animation(filename, &new_wei.lod[0].num_frames, &new_wei.lod[0].fps, nullptr, nullptr, true); if (new_wei.lod[0].bitmap_id < 0) { Warning(LOCATION, "Weapon explosion '%s' does not have an LOD0 anim!", filename); // if we don't have the first then it's only safe to assume that the rest are missing or not usable return -1; } // 2 chars for the lod, 4 for the extension that gets added automatically if ( (MAX_FILENAME_LEN - strlen(filename)) > 6 ) { for (idx = 1; idx < expected_lods; idx++) { sprintf(name_tmp, "%s_%d", filename, idx); bitmap_id = bm_load_animation(name_tmp, &nframes, &nfps, nullptr, nullptr, true); if (bitmap_id > 0) { strcpy_s(new_wei.lod[idx].filename, name_tmp); new_wei.lod[idx].bitmap_id = bitmap_id; new_wei.lod[idx].num_frames = nframes; new_wei.lod[idx].fps = nfps; new_wei.lod_count++; } else { break; } } if (new_wei.lod_count != expected_lods) Warning(LOCATION, "For '%s', %i of %i LODs are missing!", filename, expected_lods - new_wei.lod_count, expected_lods); } else { Warning(LOCATION, "Filename '%s' is too long to have any LODs.", filename); } ExplosionInfo.push_back( new_wei ); return (int)(ExplosionInfo.size() - 1); } void weapon_explosions::PageIn(int idx) { int i; if ( (idx < 0) || (idx >= (int)ExplosionInfo.size()) ) return; weapon_expl_info *wei = &ExplosionInfo[idx]; for ( i = 0; i < wei->lod_count; i++ ) { if ( wei->lod[i].bitmap_id >= 0 ) { bm_page_in_xparent_texture( wei->lod[i].bitmap_id, wei->lod[i].num_frames ); } } } int weapon_explosions::GetAnim(int weapon_expl_index, vec3d *pos, float size) { if ( (weapon_expl_index < 0) || (weapon_expl_index >= (int)ExplosionInfo.size()) ) return -1; //Get our weapon expl for the day weapon_expl_info *wei = &ExplosionInfo[weapon_expl_index]; if (wei->lod_count == 1) return wei->lod[0].bitmap_id; // now we have to do some work vertex v; int x, y, w, h, bm_size; int must_stop = 0; int best_lod = 1; int behind = 0; // start the frame extern int G3_count; if(!G3_count){ g3_start_frame(1); must_stop = 1; } g3_set_view_matrix(&Eye_position, &Eye_matrix, Eye_fov); // get extents of the rotated bitmap g3_rotate_vertex(&v, pos); // if vertex is behind, find size if in front, then drop down 1 LOD if (v.codes & CC_BEHIND) { float dist = vm_vec_dist_quick(&Eye_position, pos); vec3d temp; behind = 1; vm_vec_scale_add(&temp, &Eye_position, &Eye_matrix.vec.fvec, dist); g3_rotate_vertex(&v, &temp); // if still behind, bail and go with default if (v.codes & CC_BEHIND) { behind = 0; } } if (!g3_get_bitmap_dims(wei->lod[0].bitmap_id, &v, size, &x, &y, &w, &h, &bm_size)) { if (Detail.hardware_textures == 4) { // straight LOD if(w <= bm_size/8){ best_lod = 3; } else if(w <= bm_size/2){ best_lod = 2; } else if(w <= 1.3f*bm_size){ best_lod = 1; } else { best_lod = 0; } } else { // less aggressive LOD for lower detail settings if(w <= bm_size/8){ best_lod = 3; } else if(w <= bm_size/3){ best_lod = 2; } else if(w <= (1.15f*bm_size)){ best_lod = 1; } else { best_lod = 0; } } } // if it's behind, bump up LOD by 1 if (behind) best_lod++; // end the frame if (must_stop) g3_end_frame(); best_lod = MIN(best_lod, wei->lod_count - 1); Assert( (best_lod >= 0) && (best_lod < MAX_WEAPON_EXPL_LOD) ); return wei->lod[best_lod].bitmap_id; } void parse_weapon_expl_tbl(const char *filename) { uint i; lod_checker lod_check; try { read_file_text(filename, CF_TYPE_TABLES); reset_parse(); required_string("#Start"); while (required_string_either("#End", "$Name:")) { memset(&lod_check, 0, sizeof(lod_checker)); // base filename required_string("$Name:"); stuff_string(lod_check.filename, F_NAME, MAX_FILENAME_LEN); //Do we have an LOD num if (optional_string("$LOD:")) { stuff_int(&lod_check.num_lods); } // only bother with this if we have 1 or more lods and less than max lods, // otherwise the stardard level loading will take care of the different effects if ((lod_check.num_lods > 0) && (lod_check.num_lods < MAX_WEAPON_EXPL_LOD)) { // name check, update lod count if it already exists for (i = 0; i < LOD_checker.size(); i++) { if (!stricmp(LOD_checker[i].filename, lod_check.filename)) { LOD_checker[i].num_lods = lod_check.num_lods; } } // old entry not found, add new entry if (i == LOD_checker.size()) { LOD_checker.push_back(lod_check); } } } required_string("#End"); } catch (const parse::ParseException& e) { mprintf(("TABLES: Unable to parse '%s'! Error message = %s.\n", filename, e.what())); return; } } /** * Clear out the Missile_obj_list */ void missile_obj_list_init() { int i; list_init(&Missile_obj_list); for ( i = 0; i < MAX_MISSILE_OBJS; i++ ) { Missile_objs[i].flags = 0; } } /** * Add a node from the Missile_obj_list. * @note Only called from weapon_create() */ int missile_obj_list_add(int objnum) { int i; for ( i = 0; i < MAX_MISSILE_OBJS; i++ ) { if ( !(Missile_objs[i].flags & MISSILE_OBJ_USED) ) break; } if ( i == MAX_MISSILE_OBJS ) { Error(LOCATION, "Fatal Error: Ran out of missile object nodes\n"); return -1; } Missile_objs[i].flags = 0; Missile_objs[i].objnum = objnum; list_append(&Missile_obj_list, &Missile_objs[i]); Missile_objs[i].flags |= MISSILE_OBJ_USED; return i; } /** * Remove a node from the Missile_obj_list. * @note Only called from weapon_delete() */ void missle_obj_list_remove(int index) { Assert(index >= 0 && index < MAX_MISSILE_OBJS); list_remove(&Missile_obj_list, &Missile_objs[index]); Missile_objs[index].flags = 0; } /** * Called externally to generate an address from an index into * the Missile_objs[] array */ missile_obj *missile_obj_return_address(int index) { Assert(index >= 0 && index < MAX_MISSILE_OBJS); return &Missile_objs[index]; } /** * Return the index of Weapon_info[].name that is *name. */ int weapon_info_lookup(const char *name) { Assertion(name != nullptr, "NULL name passed to weapon_info_lookup"); for (auto it = Weapon_info.cbegin(); it != Weapon_info.cend(); ++it) if (!stricmp(name, it->name)) return (int)std::distance(Weapon_info.cbegin(), it); return -1; } /** * Return the index of Weapon_info used by this pointer. Equivalent to the old WEAPON_INFO_INDEX macro: * #define WEAPON_INFO_INDEX(wip) (int)(wip-Weapon_info) */ int weapon_info_get_index(weapon_info *wip) { Assertion(wip != nullptr, "NULL wip passed to weapon_info_get_index"); return static_cast(std::distance(Weapon_info.data(), wip)); } #define DEFAULT_WEAPON_SPAWN_COUNT 10 // Parse the weapon flags. void parse_wi_flags(weapon_info *weaponp, flagset preset_wi_flags) { const char *spawn_str = NOX("Spawn"); const size_t spawn_str_len = strlen(spawn_str); //Make sure we HAVE flags :p if (!optional_string("$Flags:")) return; // To make sure +override doesn't overwrite previously parsed values we parse the flags into a separate flagset SCP_vector unparsed_or_special; flagset parsed_flags; parse_string_flag_list(parsed_flags, Weapon_Info_Flags, num_weapon_info_flags, &unparsed_or_special); if (optional_string("+override")) { // resetting the flag values if set to override the existing flags weaponp->wi_flags = preset_wi_flags; } // Now add the parsed flags to the weapon flags weaponp->wi_flags |= parsed_flags; bool set_nopierce = false; for (auto flag = unparsed_or_special.begin(); flag != unparsed_or_special.end(); ++flag) { SCP_string flag_text = *flag; //deal with spawn flag if (!strnicmp(spawn_str, flag_text.c_str(), 5)) { if (weaponp->num_spawn_weapons_defined < MAX_SPAWN_TYPES_PER_WEAPON) { //We need more spawning slots //allocate in slots of 10 if ((Num_spawn_types % 10) == 0) { Spawn_names = (char **)vm_realloc(Spawn_names, (Num_spawn_types + 10) * sizeof(*Spawn_names)); } size_t skip_length, name_length; std::unique_ptr temp_string(new char[flag_text.size() + 1]); strcpy(temp_string.get(), flag_text.c_str()); weaponp->wi_flags.set(Weapon::Info_Flags::Spawn); weaponp->spawn_info[weaponp->num_spawn_weapons_defined].spawn_type = (short)Num_spawn_types; skip_length = spawn_str_len + strspn(&temp_string[spawn_str_len], NOX(" \t")); char *num_start = strchr(&temp_string[skip_length], ','); if (num_start == NULL) { weaponp->spawn_info[weaponp->num_spawn_weapons_defined].spawn_count = DEFAULT_WEAPON_SPAWN_COUNT; name_length = 999; } else { weaponp->spawn_info[weaponp->num_spawn_weapons_defined].spawn_count = (short)atoi(num_start + 1); name_length = num_start - temp_string.get() - skip_length; } weaponp->maximum_children_spawned += weaponp->spawn_info[weaponp->num_spawn_weapons_defined].spawn_count; Spawn_names[Num_spawn_types] = vm_strndup(&flag_text[skip_length], name_length); Num_spawn_types++; weaponp->num_spawn_weapons_defined++; } else { Warning(LOCATION, "Illegal to have more than %d spawn types for one weapon.\nIgnoring weapon %s", MAX_SPAWN_TYPES_PER_WEAPON, weaponp->name); } } else if (!stricmp(NOX("beam"), flag_text.c_str())) { weaponp->wi_flags.set(Weapon::Info_Flags::Pierce_shields); } else if (!stricmp(NOX("no pierce shields"), flag_text.c_str())) { set_nopierce = true; } else if (!stricmp(NOX("beam no whack"), flag_text.c_str())) { Warning(LOCATION, "The \"beam no whack\" flag has been deprecated. Set the beam's mass to 0 instead. This has been done for you.\n"); weaponp->mass = 0.0f; } else if (!stricmp(NOX("interceptable"), flag_text.c_str())) { weaponp->wi_flags.set(Weapon::Info_Flags::Turret_Interceptable); weaponp->wi_flags.set(Weapon::Info_Flags::Fighter_Interceptable); } else if (!stricmp(NOX("die on lost lock"), flag_text.c_str())) { if (!(weaponp->is_locked_homing())) { Warning(LOCATION, "\"die on lost lock\" may only be used for Homing Type ASPECT/JAVELIN!"); weaponp->wi_flags.remove(Weapon::Info_Flags::Die_on_lost_lock); } } else if (!stricmp(NOX("stream"), flag_text.c_str())) { mprintf(("Ignoring \"stream\" flag on weapon %s...\n", weaponp->name)); // dont warn because its not a big deal, but also because retail has several 'stream' weapons } else { Warning(LOCATION, "Unrecognized flag in flag list for weapon %s: \"%s\"", weaponp->name, (*flag).c_str()); } } //Do cleanup and sanity checks if (set_nopierce) weaponp->wi_flags.remove(Weapon::Info_Flags::Pierce_shields); if (weaponp->wi_flags[Weapon::Info_Flags::In_tech_database]) weaponp->wi_flags.set(Weapon::Info_Flags::Default_in_tech_database); if (weaponp->wi_flags[Weapon::Info_Flags::Flak]) { if (weaponp->wi_flags[Weapon::Info_Flags::Swarm] || weaponp->wi_flags[Weapon::Info_Flags::Corkscrew]) { weaponp->wi_flags.remove(Weapon::Info_Flags::Swarm); weaponp->wi_flags.remove(Weapon::Info_Flags::Corkscrew); Warning(LOCATION, "Swarm, Corkscrew, and Flak are mutually exclusive! Removing Swarm and Corkscrew attributes from weapon %s.\n", weaponp->name); } } if (weaponp->wi_flags[Weapon::Info_Flags::Swarm] && weaponp->wi_flags[Weapon::Info_Flags::Corkscrew]) { weaponp->wi_flags.remove(Weapon::Info_Flags::Corkscrew); Warning(LOCATION, "Swarm and Corkscrew are mutually exclusive! Defaulting to Swarm on weapon %s.\n", weaponp->name); } if (weaponp->wi_flags[Weapon::Info_Flags::Local_ssm]) { if (!weaponp->is_homing() || weaponp->subtype != WP_MISSILE) { Warning(LOCATION, "local ssm must be guided missile: %s", weaponp->name); } } if (weaponp->wi_flags[Weapon::Info_Flags::Small_only] && weaponp->wi_flags[Weapon::Info_Flags::Huge]) { Warning(LOCATION, "\"small only\" and \"huge\" flags are mutually exclusive.\nThey are used together in %s\nThe AI can not use this weapon on any targets", weaponp->name); } if (!weaponp->wi_flags[Weapon::Info_Flags::Spawn] && weaponp->wi_flags[Weapon::Info_Flags::Smart_spawn]) { Warning(LOCATION, "\"smart spawn\" flag used without \"spawn\" flag in %s\n", weaponp->name); } if (!weaponp->wi_flags[Weapon::Info_Flags::Homing_heat] && weaponp->wi_flags[Weapon::Info_Flags::Untargeted_heat_seeker]) { Warning(LOCATION, "Weapon '%s' has the \"untargeted heat seeker\" flag, but Homing Type is not set to \"HEAT\".", weaponp->name); } if (!weaponp->wi_flags[Weapon::Info_Flags::Cmeasure] && weaponp->wi_flags[Weapon::Info_Flags::Cmeasure_aspect_home_on]) { weaponp->wi_flags.remove(Weapon::Info_Flags::Cmeasure_aspect_home_on); Warning(LOCATION, "Weapon %s has the \"pulls aspect seekers\" flag, but is not a countermeasure.\n", weaponp->name); } } void parse_shockwave_info(shockwave_create_info *sci, const char *pre_char) { char buf[NAME_LENGTH]; sprintf(buf, "%sShockwave damage:", pre_char); if(optional_string(buf)) { stuff_float(&sci->damage); sci->damage_overidden = true; } sprintf(buf, "%sShockwave damage type:", pre_char); if(optional_string(buf)) { stuff_string(buf, F_NAME, NAME_LENGTH); sci->damage_type_idx_sav = damage_type_add(buf); sci->damage_type_idx = sci->damage_type_idx_sav; } sprintf(buf, "%sBlast Force:", pre_char); if(optional_string(buf)) { stuff_float(&sci->blast); } sprintf(buf, "%sInner Radius:", pre_char); if(optional_string(buf)) { stuff_float(&sci->inner_rad); } sprintf(buf, "%sOuter Radius:", pre_char); if(optional_string(buf)) { stuff_float(&sci->outer_rad); } if (sci->outer_rad < sci->inner_rad) { Warning(LOCATION, "Shockwave outer radius must be greater than or equal to the inner radius!"); sci->outer_rad = sci->inner_rad; } sprintf(buf, "%sShockwave Speed:", pre_char); if(optional_string(buf)) { stuff_float(&sci->speed); } sprintf(buf, "%sShockwave Rotation:", pre_char); if(optional_string(buf)) { float angs[3]; stuff_float_list(angs, 3); for(int i = 0; i < 3; i++) { angs[i] = fl_radians(angs[i]); while(angs[i] < 0) { angs[i] += PI2; } while(angs[i] > PI2) { angs[i] -= PI2; } } sci->rot_angles.p = angs[0]; sci->rot_angles.b = angs[1]; sci->rot_angles.h = angs[2]; sci->rot_defined = true; } sprintf(buf, "%sShockwave Model:", pre_char); if(optional_string(buf)) { stuff_string(sci->pof_name, F_NAME, MAX_FILENAME_LEN); } sprintf(buf, "%sShockwave Name:", pre_char); if(optional_string(buf)) { stuff_string(sci->name, F_NAME, MAX_FILENAME_LEN); } } static SCP_vector Removed_weapons; /** * Parse the information for a specific ship type. * Return weapon index if successful, otherwise return -1 */ int parse_weapon(int subtype, bool replace, const char *filename) { char buf[NAME_LENGTH]; char fname[NAME_LENGTH]; weapon_info *wip = nullptr; int iff, idx; int primary_rearm_rate_specified=0; bool first_time = false; bool create_if_not_found = true; bool remove_weapon = false; // be careful to keep this up to date because modular tables can clear flags flagset preset_wi_flags; required_string("$Name:"); stuff_string(fname, F_NAME, NAME_LENGTH); diag_printf("Weapon name -- %s\n", fname); if(optional_string("+nocreate")) { if(!replace) { Warning(LOCATION, "+nocreate flag used for weapon in non-modular table"); } create_if_not_found = false; } // check first if this is on the remove blacklist auto it = std::find(Removed_weapons.begin(), Removed_weapons.end(), fname); if (it != Removed_weapons.end()) { remove_weapon = true; } // we might have a remove tag if (optional_string("+remove")) { if (!replace) { Warning(LOCATION, "+remove flag used for weapon in non-modular table"); } if (!remove_weapon) { Removed_weapons.push_back(fname); remove_weapon = true; } } //Remove @ symbol //these used to denote weapons that would //only be parsed in demo builds if ( fname[0] == '@' ) { backspace(fname); } //Check if weapon exists already int w_id = weapon_info_lookup(fname); // maybe remove it if (remove_weapon) { if (w_id >= 0) { mprintf(("Removing previously parsed weapon '%s'\n", fname)); Weapon_info.erase(Weapon_info.begin() + w_id); } if (!skip_to_start_of_string_either("$Name:", "#End")) { error_display(1, "Missing [#End] or [$Name] after weapon class %s", fname); } return -1; } // an entry for this weapon exists if (w_id >= 0) { wip = &Weapon_info[w_id]; if (!replace) { Warning(LOCATION, "Weapon name %s already exists in weapons.tbl. All weapon names must be unique; the second entry has been skipped", fname); if (!skip_to_start_of_string_either("$Name:", "#End")) { error_display(1, "Missing [#End] or [$Name] after duplicate weapon %s", fname); } return -1; } } // an entry does not exist else { // Don't create weapon if it has +nocreate and is in a modular table. if (!create_if_not_found && replace) { if (!skip_to_start_of_string_either("$Name:", "#End")) { error_display(1, "Missing [#End] or [$Name] after weapon %s", fname); } return -1; } // Check if there are too many weapon classes if (Weapon_info.size() >= MAX_WEAPON_TYPES) { Error(LOCATION, "Too many weapon classes before '%s'; maximum is %d.\n", fname, MAX_WEAPON_TYPES); } w_id = weapon_info_size(); Weapon_info.push_back(weapon_info()); wip = &Weapon_info.back(); first_time = true; strcpy_s(wip->name, fname); // if this name has a hash, create a default display name if (get_pointer_to_first_hash_symbol(wip->name)) { strcpy_s(wip->display_name, wip->name); end_string_at_first_hash_symbol(wip->display_name, true); consolidate_double_characters(wip->display_name, '#'); wip->wi_flags.set(Weapon::Info_Flags::Has_display_name); preset_wi_flags.set(Weapon::Info_Flags::Has_display_name); } // do German translation if (Lcl_gr && !Disable_built_in_translations) { if (!wip->display_name[0]) { strcpy_s(wip->display_name, wip->name); } lcl_translate_wep_name_gr(wip->display_name); } } if (optional_string("$Alt name:") || optional_string("$Display Name:")) { stuff_string(wip->display_name, F_NAME, NAME_LENGTH); wip->wi_flags.set(Weapon::Info_Flags::Has_display_name); preset_wi_flags.set(Weapon::Info_Flags::Has_display_name); } //Set subtype if(optional_string("$Subtype:")) { stuff_string(fname, F_NAME, NAME_LENGTH); if(!stricmp("Primary", fname)) { wip->subtype = WP_LASER; } else if(!stricmp("Secondary", fname)) { wip->subtype = WP_MISSILE; } else { Warning(LOCATION, "Unknown subtype on weapon '%s'", wip->name); } } else if(wip->subtype != WP_UNUSED && !first_time) { if(wip->subtype != subtype) { Warning(LOCATION, "Type of weapon %s entry does not agree with original entry type.", wip->name); } } else { wip->subtype = subtype; } if (optional_string("+Title:")) { stuff_string(wip->title, F_NAME, WEAPON_TITLE_LEN); } if (optional_string("+Description:")) { if (wip->desc != NULL) { vm_free(wip->desc); wip->desc = NULL; } stuff_malloc_string(&wip->desc, F_MULTITEXT); // Check if the text exceeds the limits auto current_line = wip->desc; size_t num_lines = 0; while (current_line != nullptr) { auto line_end = strchr(current_line, '\n'); auto line_length = line_end - current_line; if (line_end == nullptr) { line_length = strlen(current_line); } if (line_length >= WEAPON_DESC_MAX_LENGTH) { error_display(0, "Weapon description line " SIZE_T_ARG " is too long. Maximum is %d.", num_lines + 1, WEAPON_DESC_MAX_LENGTH); } ++num_lines; current_line = line_end == nullptr ? nullptr : line_end + 1; // Skip the \n character if it was a complete line } if (num_lines >= WEAPON_DESC_MAX_LINES) { error_display(0, "Weapon description has too many lines. Maximum is %d.", WEAPON_DESC_MAX_LINES); } } if (optional_string("+Tech Title:")) { stuff_string(wip->tech_title, F_NAME, NAME_LENGTH); } if (optional_string("+Tech Anim:")) { stuff_string(wip->tech_anim_filename, F_NAME, MAX_FILENAME_LEN); } if (optional_string("+Tech Description:")) { if (wip->tech_desc != NULL) { vm_free(wip->tech_desc); wip->tech_desc = NULL; } stuff_malloc_string(&wip->tech_desc, F_MULTITEXT); } if (optional_string("$Turret Name:")) { stuff_string(wip->altSubsysName, F_NAME, NAME_LENGTH); } if (optional_string("$Tech Model:")) { stuff_string(wip->tech_model, F_NAME, MAX_FILENAME_LEN); if (optional_string("+Closeup_pos:")) { stuff_vec3d(&wip->closeup_pos); } if (optional_string("+Closeup_zoom:")) { stuff_float(&wip->closeup_zoom); } } // Weapon fadein effect, used when no ani is specified or weapon_select_3d is active wip->selection_effect = Default_weapon_select_effect; // By default, use the FS2 effect if(optional_string("$Selection Effect:")) { char effect[NAME_LENGTH]; stuff_string(effect, F_NAME, NAME_LENGTH); if (!stricmp(effect, "FS2")) wip->selection_effect = 2; else if (!stricmp(effect, "FS1")) wip->selection_effect = 1; else if (!stricmp(effect, "off")) wip->selection_effect = 0; } //Check for the HUD image string if(optional_string("$HUD Image:")) { stuff_string(wip->hud_filename, F_NAME, MAX_FILENAME_LEN); } // Read the model file. It can be a POF file or none. // If there is no model file (Model file: = "none") then we use our special // laser renderer which requires inner, middle and outer information. if ( optional_string("$Model file:") ) { stuff_string(wip->pofbitmap_name, F_NAME, MAX_FILENAME_LEN); if (VALID_FNAME(wip->pofbitmap_name)) wip->render_type = WRT_POF; else wip->render_type = WRT_NONE; diag_printf("Model pof file -- %s\n", wip->pofbitmap_name ); } // a special LOD level to use when rendering the weapon in the hud targetbox if ( optional_string( "$POF target LOD:" ) ) stuff_int(&wip->hud_target_lod); if(optional_string("$Detail distance:")) { wip->num_detail_levels = (int)stuff_int_list(wip->detail_distance, MAX_MODEL_DETAIL_LEVELS, RAW_INTEGER_TYPE); } if ( optional_string("$External Model File:") ) stuff_string(wip->external_model_name, F_NAME, MAX_FILENAME_LEN); if ( optional_string("$Submodel Rotation Speed:") ) stuff_float(&wip->weapon_submodel_rotate_vel); if ( optional_string("$Submodel Rotation Acceleration:") ) stuff_float(&wip->weapon_submodel_rotate_accell); // No POF or AVI file specified, render as special laser type.(?) ubyte r,g,b; // laser bitmap itself if ( optional_string("@Laser Bitmap:") ) { stuff_string(fname, F_NAME, NAME_LENGTH); if (wip->render_type == WRT_POF) { mprintf(("WARNING: Weapon '%s' has both LASER and POF render types! Will only use POF type!\n", wip->name)); generic_anim_init(&wip->laser_bitmap, nullptr); } else { generic_anim_init(&wip->laser_bitmap, fname); wip->render_type = WRT_LASER; } } if (optional_string("@Laser Head-on Bitmap:")) { stuff_string(fname, F_NAME, NAME_LENGTH); if (wip->render_type != WRT_LASER) mprintf(("WARNING: Laser head-on bitmap specified on non-LASER type weapon (%s)!\n", wip->name)); else generic_anim_init(&wip->laser_headon_bitmap, fname); } // optional laser glow if ( optional_string("@Laser Glow:") ) { stuff_string(fname, F_NAME, NAME_LENGTH); if (wip->render_type != WRT_LASER) mprintf(("WARNING: Laser glow specified on non-LASER type weapon (%s)!\n", wip->name)); else generic_anim_init(&wip->laser_glow_bitmap, fname); } if (optional_string("@Laser Glow Head-on Bitmap:")) { stuff_string(fname, F_NAME, NAME_LENGTH); if (wip->render_type != WRT_LASER) mprintf(("WARNING: Laser glow head-on bitmap specified on non-LASER type weapon (%s)!\n", wip->name)); else generic_anim_init(&wip->laser_glow_headon_bitmap, fname); } if (optional_string("@Laser Head-on Transition Angle:")) { stuff_float(&wip->laser_headon_switch_ang); wip->laser_headon_switch_ang = fl_radians(wip->laser_headon_switch_ang); } if (optional_string("@Laser Head-on Transition Rate:")) { stuff_float(&wip->laser_headon_switch_rate); } if(optional_string("@Laser Color:")) { // This might be confusing at first glance. If we're a modular table (!first_time), // AND we're providing a new color for the laser (being in this block at all), // AND the RGB values for laser_color_1 and laser_color_2 match... // THEN we conclude that laser_color_2 wasn't explicitly defined before, and the modder would probably prefer // it if the laser didn't suddenly start changing colors from the new to the old over its lifespan. -MageKing17 bool reset = (!first_time && ( (wip->laser_color_1.red == wip->laser_color_2.red) && (wip->laser_color_1.green == wip->laser_color_2.green) && (wip->laser_color_1.blue == wip->laser_color_2.blue))); stuff_ubyte(&r); stuff_ubyte(&g); stuff_ubyte(&b); gr_init_color( &wip->laser_color_1, r, g, b ); if (reset) { gr_init_color( &wip->laser_color_2, wip->laser_color_1.red, wip->laser_color_1.green, wip->laser_color_1.blue ); } } // optional string for cycling laser colors if(optional_string("@Laser Color2:")){ stuff_ubyte(&r); stuff_ubyte(&g); stuff_ubyte(&b); gr_init_color( &wip->laser_color_2, r, g, b ); } else if (first_time) { gr_init_color( &wip->laser_color_2, wip->laser_color_1.red, wip->laser_color_1.green, wip->laser_color_1.blue ); } if(optional_string("@Laser Length:")) { stuff_float(&wip->laser_length); } if(optional_string("@Laser Head Radius:")) { stuff_float(&wip->laser_head_radius); } if(optional_string("@Laser Tail Radius:")) { stuff_float(&wip->laser_tail_radius ); } if (parse_optional_color3i_into("$Light color:", &wip->light_color)) { wip->light_color_set = true; } parse_optional_float_into("$Light radius:", &wip->light_radius); float fbuffer; if (parse_optional_float_into("$Light intensity:", &fbuffer)) wip->light_color.i(fbuffer); if (optional_string("$Collision Radius Override:")) { stuff_float(&wip->collision_radius_override); } if(optional_string("$Mass:")) { stuff_float( &(wip->mass) ); // Goober5000 - hack in order to make the beam whack behavior of these three beams match all other beams // this relies on Bobboau's beam whack hack in beam_apply_whack() if ((!strcmp(wip->name, "SAAA") && (wip->mass == 4.0f)) || (!strcmp(wip->name, "MjolnirBeam") && (wip->mass == 1000.0f)) || (!strcmp(wip->name, "MjolnirBeam#home") && (wip->mass == 1000.0f))) { wip->mass = 100.0f; } diag_printf ("Weapon mass -- %7.3f\n", wip->mass); } if(optional_string("$Velocity:")) { stuff_float( &(wip->max_speed) ); diag_printf ("Weapon mass -- %7.3f\n", wip->max_speed); } if(optional_string("$Fire Wait:")) { stuff_float( &(wip->fire_wait) ); diag_printf ("Weapon fire wait -- %7.3f\n", wip->fire_wait); // Min and max delay stuff for weapon fire wait randomization if (optional_string("+Max Delay:")) { stuff_float(&(wip->max_delay)); diag_printf("Weapon fire max delay -- %7.3f\n", wip->max_delay); } if (optional_string("+Min Delay:")) { stuff_float(&(wip->min_delay)); diag_printf("Weapon fire min delay -- %7.3f\n", wip->min_delay); } } if(optional_string("$Damage:")) { stuff_float(&wip->damage); //WMC - now that shockwave damage can be set for them individually, //do this automagically if(!wip->shockwave.damage_overidden) { wip->shockwave.damage = wip->damage; } } // Attenuation of non-beam primary weapon damage if(optional_string("$Damage Time:")) { stuff_float(&wip->damage_time); if(optional_string("+Attenuation Damage:")){ stuff_float(&wip->atten_damage); } else if (optional_string_either("+Min Damage:", "+Max Damage:")) { Warning(LOCATION, "+Min Damage: and +Max Damage: in %s are deprecated, please change to +Attenuation Damage:.", wip->name); stuff_float(&wip->atten_damage); } } // angle-based damage multiplier if (optional_string("$Angle of Incidence Damage Multiplier:")) { if (optional_string("+Min:")) { stuff_float(&wip->damage_incidence_min); } if (optional_string("+Max:")) { stuff_float(&wip->damage_incidence_max); } } if(optional_string("$Damage Type:")) { //This is checked for validity on every armor type //If it's invalid (or -1), then armor has no effect stuff_string(buf, F_NAME, NAME_LENGTH); wip->damage_type_idx_sav = damage_type_add(buf); wip->damage_type_idx = wip->damage_type_idx_sav; } if(optional_string("$Arm time:")) { float flit; stuff_float(&flit); wip->arm_time = fl2f(flit); } if(optional_string("$Arm distance:")) { stuff_float(&wip->arm_dist); } if(optional_string("$Arm radius:")) { stuff_float(&wip->arm_radius); } if(optional_string("$Detonation Range:")) { stuff_float(&wip->det_range); } if(optional_string("$Detonation Radius:")) { stuff_float(&wip->det_radius); } if(optional_string("$Flak Detonation Accuracy:")) { stuff_float(&wip->flak_detonation_accuracy); } if(optional_string("$Flak Targeting Accuracy:")) { stuff_float(&wip->flak_targeting_accuracy); } if(optional_string("$Untargeted Flak Range Penalty:")) { stuff_float(&wip->untargeted_flak_range_penalty); } parse_shockwave_info(&wip->shockwave, "$"); //Retain compatibility if(first_time) { wip->dinky_shockwave = wip->shockwave; wip->dinky_shockwave.damage *= Dinky_shockwave_default_multiplier; } if(optional_string("$Dinky shockwave:")) { parse_shockwave_info(&wip->dinky_shockwave, "+"); } if(optional_string("$Armor Factor:")) { stuff_float(&wip->armor_factor); } if(optional_string("$Shield Factor:")) { stuff_float(&wip->shield_factor); } if(optional_string("$Subsystem Factor:")) { stuff_float(&wip->subsystem_factor); } if(optional_string("$Lifetime Min:")) { stuff_float(&wip->life_min); if(wip->life_min < 0.0f) { wip->life_min = 0.0f; Warning(LOCATION, "Lifetime min for weapon '%s' cannot be less than 0. Setting to 0.\n", wip->name); } } if(optional_string("$Lifetime Max:")) { stuff_float(&wip->life_max); if(wip->life_max < 0.0f) { wip->life_max = 0.0f; Warning(LOCATION, "Lifetime max for weapon '%s' cannot be less than 0. Setting to 0.\n", wip->name); } else if (wip->life_max < wip->life_min) { wip->life_max = wip->life_min + 0.1f; Warning(LOCATION, "Lifetime max for weapon '%s' cannot be less than its Lifetime Min (%f) value. Setting to %f.\n", wip->name, wip->life_min, wip->life_max); } else { wip->lifetime = (wip->life_min+wip->life_max)*0.5f; } } if(wip->life_min >= 0.0f && wip->life_max < 0.0f) { wip->lifetime = wip->life_min; wip->life_min = -1.0f; Warning(LOCATION, "Lifetime min, but not lifetime max, specified for weapon %s. Assuming static lifetime of %.2f seconds.\n", wip->name, wip->lifetime); } if(optional_string("$Lifetime:")) { if(wip->life_min >= 0.0f || wip->life_max >= 0.0f) { Warning(LOCATION, "Lifetime min or max specified, but $Lifetime was also specified; min or max will be used."); } stuff_float(&wip->lifetime); if (wip->damage_time > wip->lifetime) { Warning(LOCATION, "Lifetime is lower than Damage Time, setting Damage Time to be one half the value of Lifetime."); wip->damage_time = 0.5f * wip->lifetime; } } if(optional_string("$Energy Consumed:")) { stuff_float(&wip->energy_consumed); } // Goober5000: cargo size is checked for div-0 errors... see below (must parse flags first) if(optional_string("$Cargo Size:")) { stuff_float(&wip->cargo_size); } bool is_homing=false; if(optional_string("$Homing:")) { stuff_boolean(&is_homing); } if (is_homing || (wip->is_homing())) { char temp_type[NAME_LENGTH]; // the following five items only need to be recorded if the weapon is a homing weapon if(optional_string("+Type:")) { stuff_string(temp_type, F_NAME, NAME_LENGTH); if (!stricmp(temp_type, NOX("HEAT"))) { wip->wi_flags.remove(Weapon::Info_Flags::Homing_aspect); wip->wi_flags.remove(Weapon::Info_Flags::Homing_javelin); wip->wi_flags.set(Weapon::Info_Flags::Homing_heat); preset_wi_flags.set(Weapon::Info_Flags::Homing_heat); } else if (!stricmp(temp_type, NOX("ASPECT"))) { wip->wi_flags.remove(Weapon::Info_Flags::Homing_heat); wip->wi_flags.remove(Weapon::Info_Flags::Homing_javelin); wip->wi_flags.set(Weapon::Info_Flags::Homing_aspect); preset_wi_flags.set(Weapon::Info_Flags::Homing_aspect); } else if (!stricmp(temp_type, NOX("JAVELIN"))) { wip->wi_flags.remove(Weapon::Info_Flags::Homing_heat); wip->wi_flags.remove(Weapon::Info_Flags::Homing_aspect); wip->wi_flags.set(Weapon::Info_Flags::Homing_javelin); preset_wi_flags.set(Weapon::Info_Flags::Homing_javelin); } wip->wi_flags.set(Weapon::Info_Flags::Turns); preset_wi_flags.set(Weapon::Info_Flags::Turns); //If you want to add another weapon, remember you need to reset //ALL homing flags. } if (wip->wi_flags[Weapon::Info_Flags::Homing_heat]) { float view_cone_angle; if(optional_string("+Turn Time:")) { stuff_float(&wip->turn_time); } if (optional_string("+Turning Acceleration Time:")) { stuff_float(&wip->turn_accel_time); if (!Framerate_independent_turning) { static bool No_flag_turn_accel_warned = false; if (!No_flag_turn_accel_warned) { No_flag_turn_accel_warned = true; Warning(LOCATION, "One or more weapons are using Turning Acceleration Time; this requires \"AI use framerate independent turning\" in game_settings.tbl "); } wip->turn_accel_time = 0.f; } } if(optional_string("+View Cone:")) { stuff_float(&view_cone_angle); wip->fov = cosf(fl_radians(view_cone_angle * 0.5f)); } if (optional_string("+Seeker Strength:")) { //heat default seeker strength is 3 stuff_float(&wip->seeker_strength); if (wip->seeker_strength > 0) { wip->wi_flags.set(Weapon::Info_Flags::Custom_seeker_str); preset_wi_flags.set(Weapon::Info_Flags::Custom_seeker_str); } else { Warning(LOCATION,"Seeker Strength for missile \'%s\' must be greater than zero\nResetting value to default.", wip->name); wip->seeker_strength = 3.0f; } } else { if(!(wip->wi_flags[Weapon::Info_Flags::Custom_seeker_str])) wip->seeker_strength = 3.0f; } if (optional_string("+Target Lead Scaler:")) { stuff_float(&wip->target_lead_scaler); if (wip->target_lead_scaler == 0.0f) wip->wi_flags.remove(Weapon::Info_Flags::Variable_lead_homing); else { wip->wi_flags.set(Weapon::Info_Flags::Variable_lead_homing); preset_wi_flags.set(Weapon::Info_Flags::Variable_lead_homing); } } } else if ((wip->wi_flags[Weapon::Info_Flags::Homing_aspect]) || (wip->wi_flags[Weapon::Info_Flags::Homing_javelin])) { if(optional_string("+Turn Time:")) { stuff_float(&wip->turn_time); } if (optional_string("+Turning Acceleration Time:")) { stuff_float(&wip->turn_accel_time); if (!Framerate_independent_turning) { static bool No_flag_turn_accel_warned = false; if (!No_flag_turn_accel_warned) { No_flag_turn_accel_warned = true; Warning(LOCATION, "One or more weapons are using Turning Acceleration Time; this requires \"AI use framerate independent turning\" in game_settings.tbl "); } wip->turn_accel_time = 0.f; } } if(optional_string("+View Cone:")) { float view_cone_angle; stuff_float(&view_cone_angle); wip->fov = (float)cos(fl_radians(view_cone_angle * 0.5f)); } if(optional_string("+Min Lock Time:")) { // minimum time (in seconds) to achieve lock stuff_float(&wip->min_lock_time); } if(optional_string("+Lock Pixels/Sec:")) { // pixels/sec moved while locking stuff_int(&wip->lock_pixels_per_sec); } if(optional_string("+Catch-up Pixels/Sec:")) { // pixels/sec moved while catching-up for a lock stuff_int(&wip->catchup_pixels_per_sec); } if(optional_string("+Catch-up Penalty:")) { // number of extra pixels to move while locking as a penalty for catching up for a lock stuff_int(&wip->catchup_pixel_penalty); } if (optional_string("+Seeker Strength:")) { //aspect default seeker strength is 2 stuff_float(&wip->seeker_strength); if (wip->seeker_strength > 0) { wip->wi_flags.set(Weapon::Info_Flags::Custom_seeker_str); preset_wi_flags.set(Weapon::Info_Flags::Custom_seeker_str); } else { Warning(LOCATION,"Seeker Strength for missile \'%s\' must be greater than zero\nReseting value to default.", wip->name); wip->seeker_strength = 2.0f; } } else { if(!(wip->wi_flags[Weapon::Info_Flags::Custom_seeker_str])) wip->seeker_strength = 2.0f; } if (optional_string("+Target Lead Scaler:")) { stuff_float(&wip->target_lead_scaler); if (wip->target_lead_scaler == 1.0f) wip->wi_flags.remove(Weapon::Info_Flags::Variable_lead_homing); else { wip->wi_flags.set(Weapon::Info_Flags::Variable_lead_homing); preset_wi_flags.set(Weapon::Info_Flags::Variable_lead_homing); } } if (optional_string("+Target Lock Restriction:")) { if (optional_string("current target, any subsystem")) { wip->target_restrict = LR_CURRENT_TARGET_SUBSYS; } else if (optional_string("any target")) { wip->target_restrict = LR_ANY_TARGETS; } else if (optional_string("current target only")) { wip->target_restrict = LR_CURRENT_TARGET; } else { wip->target_restrict = LR_CURRENT_TARGET; } } if (optional_string("+Independent Seekers:")) { stuff_boolean(&wip->multi_lock); } if (optional_string("+Target Lock Objecttypes:")) { if (optional_string("ships")) { wip->target_restrict_objecttypes = LR_Objecttypes::LRO_SHIPS; } else if (optional_string("bombs")) { wip->target_restrict_objecttypes = LR_Objecttypes::LRO_WEAPONS; if (wip->target_restrict != LR_ANY_TARGETS) { error_display(0, "+Target Lock Objecttypes: bombs is currently incompatibly with any +Target Lock Restriction but 'any target'"); wip->target_restrict = LR_ANY_TARGETS; } } } if (optional_string("+Trigger Hold:")) { stuff_boolean(&wip->trigger_lock); } if (optional_string("+Reset On Launch:")) { stuff_boolean(&wip->launch_reset_locks); } if (optional_string("+Max Seekers Per Target:")) { stuff_int(&wip->max_seekers_per_target); } if (optional_string("+Max Active Seekers:")) { stuff_int(&wip->max_seeking); } if (wip->is_locked_homing()) { // locked homing missiles have a much longer lifespan than the AI think they do wip->max_lifetime = wip->lifetime * LOCKED_HOMING_EXTENDED_LIFE_FACTOR; } } else { Error(LOCATION, "Illegal homing type = %s.\nMust be HEAT, ASPECT or JAVELIN.\n", temp_type); } // handle homing restrictions if (optional_string("+Ship Types:")) { SCP_vector temp_names; stuff_string_list(temp_names); for (auto& name : temp_names) wip->ship_restrict_strings.emplace_back(LockRestrictionType::TYPE, name); } if (optional_string("+Ship Classes:")) { SCP_vector temp_names; stuff_string_list(temp_names); for (auto& name : temp_names) wip->ship_restrict_strings.emplace_back(LockRestrictionType::CLASS, name); } if (optional_string("+Species:")) { SCP_vector temp_names; stuff_string_list(temp_names); for (auto& name : temp_names) wip->ship_restrict_strings.emplace_back(LockRestrictionType::SPECIES, name); } if (optional_string("+IFFs:")) { SCP_vector temp_names; stuff_string_list(temp_names); for (auto& name : temp_names) wip->ship_restrict_strings.emplace_back(LockRestrictionType::IFF, name); } if (subtype == WP_LASER && !wip->wi_flags[Weapon::Info_Flags::Homing_heat]) { Warning(LOCATION, "Homing primary %s must be a heat seeker. Setting to heat", wip->name); wip->wi_flags.remove(Weapon::Info_Flags::Homing_aspect); wip->wi_flags.remove(Weapon::Info_Flags::Homing_javelin); wip->wi_flags.set(Weapon::Info_Flags::Homing_heat); } } if (optional_string("$Homing Auto-Target Method:")) { char temp[NAME_LENGTH]; stuff_string(temp, F_NAME, NAME_LENGTH); if (!stricmp(temp, NOX("CLOSEST"))) wip->auto_target_method = HomingAcquisitionType::CLOSEST; else if (!stricmp(temp, NOX("RANDOM"))) wip->auto_target_method = HomingAcquisitionType::RANDOM; else Warning(LOCATION, "Homing weapon %s has an unrecognized Homing Auto-Target Method %s", wip->name, temp); } // swarm missiles int s_count; if(optional_string("$Swarm:")) { wip->swarm_count = SWARM_DEFAULT_NUM_MISSILES_FIRED; stuff_int(&s_count); wip->swarm_count = (short)s_count; // flag as being a swarm weapon wip->wi_flags.set(Weapon::Info_Flags::Swarm); preset_wi_flags.set(Weapon::Info_Flags::Swarm); } // *Swarm wait token -Et1 if((wip->wi_flags[Weapon::Info_Flags::Swarm]) && optional_string( "+SwarmWait:" )) { float SwarmWait; stuff_float( &SwarmWait ); if( SwarmWait > 0.0f && SwarmWait * wip->swarm_count < wip->fire_wait ) { wip->SwarmWait = int( SwarmWait * 1000 ); } } if(optional_string("$Acceleration Time:")) { stuff_float(&wip->acceleration_time); } if(optional_string("$Velocity Inherit:")) { stuff_float(&wip->vel_inherit_amount); wip->vel_inherit_amount /= 100.0f; // % -> 0..1 } if(optional_string("$Free Flight Time:")) { stuff_float(&(wip->free_flight_time)); } else if(first_time && is_homing) { if (subtype == WP_LASER) { wip->free_flight_time = HOMING_DEFAULT_PRIMARY_FREE_FLIGHT_TIME; } else { wip->free_flight_time = HOMING_DEFAULT_FREE_FLIGHT_TIME; } } if (optional_string("$Free Flight Speed:")) { error_display(0, "$Free Flight Speed: used for weapon '%s' is depreciated and ignored, use $Free Flight Speed Factor: instead. ", wip->name); float temp; stuff_float(&temp); } if(optional_string("$Free Flight Speed Factor:")) { stuff_float(&(wip->free_flight_speed_factor)); if (wip->free_flight_speed_factor < 0.01f) { error_display(0, "Free Flight Speed Factor value is too low for weapon '%s'. Resetting to default (0.25 times maximum)", wip->name); wip->free_flight_speed_factor = HOMING_DEFAULT_FREE_FLIGHT_FACTOR; } } else if (first_time && is_homing) { wip->free_flight_speed_factor = HOMING_DEFAULT_FREE_FLIGHT_FACTOR; } //Optional one-shot sound to play at the beginning of firing parse_game_sound("$PreLaunchSnd:", &wip->pre_launch_snd); //Optional delay for Pre-Launch sound if(optional_string("+PreLaunchSnd Min Interval:")) { stuff_int(&wip->pre_launch_snd_min_interval); } //Launch sound parse_game_sound("$LaunchSnd:", &wip->launch_snd); //Impact sound parse_game_sound("$ImpactSnd:", &wip->impact_snd); //Disarmed impact sound parse_game_sound("$Disarmed ImpactSnd:", &wip->disarmed_impact_snd); parse_game_sound("$FlyBySnd:", &wip->flyby_snd); parse_game_sound("$AmbientSnd:", &wip->ambient_snd); parse_game_sound("$TrackingSnd:", &wip->hud_tracking_snd); parse_game_sound("$LockedSnd:", &wip->hud_locked_snd); parse_game_sound("$InFlightSnd:", &wip->hud_in_flight_snd); if (optional_string("+Inflight sound type:")) { SCP_string type; stuff_string(type, F_NAME); if (!stricmp(type.c_str(), "TARGETED")) { wip->in_flight_play_type = TARGETED; } else if (!stricmp(type.c_str(), "UNTARGETED")) { wip->in_flight_play_type = UNTARGETED; } else if (!stricmp(type.c_str(), "ALWAYS")) { wip->in_flight_play_type = ALWAYS; } else { Warning(LOCATION, "Unknown in-flight sound type \"%s\"!", type.c_str()); wip->in_flight_play_type = ALWAYS; } } if(optional_string("$Model:")) { wip->render_type = WRT_POF; stuff_string(wip->pofbitmap_name, F_NAME, MAX_FILENAME_LEN); } // handle rearm rate - modified by Goober5000 primary_rearm_rate_specified = 0; float rearm_rate; // Anticipate rearm rate for ballistic primaries if (optional_string("$Rearm Rate:")) { if (subtype != WP_MISSILE) { primary_rearm_rate_specified = 1; } stuff_float( &rearm_rate ); if (rearm_rate > 0.0f) { wip->rearm_rate = 1.0f/rearm_rate; } else { Warning(LOCATION, "Rearm wait of less than 0 on weapon %s; setting to 1", wip->name); } } // set the number of missles or ballistic ammo reloaded per batch int reloaded_each_batch; if (optional_string("$Rearm Ammo Increment:")) { stuff_int(&reloaded_each_batch); if (reloaded_each_batch > 0) { wip->reloaded_per_batch = reloaded_each_batch; } else if (wip->reloaded_per_batch != -1) { Warning(LOCATION, "Rearm increment amount of 0 or less in weapon %s, keeping at previously defined value.", wip->name); } else { Warning(LOCATION, "Rearm increment amount of 0 or less in weapon %s, setting to the default, 4 for missiles or 100 for ballistic primaries.", wip->name); } } // This setting requires a default if not specified, otherwise, rearming will break. - Cyborg17 if (wip->reloaded_per_batch == -1) { if (subtype == WP_MISSILE) { wip->reloaded_per_batch = REARM_NUM_MISSILES_PER_BATCH; } else { wip->reloaded_per_batch = REARM_NUM_BALLISTIC_PRIMARIES_PER_BATCH; } } if (optional_string("+Weapon Range:")) { stuff_float(&wip->weapon_range); } if( optional_string( "+Weapon Min Range:" ) ) { float min_range; stuff_float( &min_range); if(min_range > 0.0f && min_range < MIN( wip->max_speed * wip->lifetime, wip->weapon_range ) ) { wip->weapon_min_range = min_range; } else { Warning(LOCATION, "Invalid minimum range on weapon %s; setting to 0", wip->name); } } if (optional_string("+Weapon Optimum Range:")) { stuff_float(&wip->optimum_range); if (wip->optimum_range < wip->weapon_min_range || wip->optimum_range > MIN(wip->max_speed * wip->lifetime, wip->weapon_range)) { Warning(LOCATION, "Optimum range on weapon %s must be within its min range and max range", wip->name); wip->optimum_range = 0.0f; } } if (optional_string("$Pierce Objects:")) { stuff_boolean(&wip->pierce_objects); if (optional_string("+Spawn Children On Pierce:")) { stuff_boolean(&wip->spawn_children_on_pierce); } } parse_wi_flags(wip, preset_wi_flags); // preset_wi_flags does not need to be maintained after the above function is called // be friendly; make sure ballistic flags are synchronized - Goober5000 // primary if (subtype == WP_LASER) { // ballistic if (wip->wi_flags[Weapon::Info_Flags::Ballistic]) { // rearm rate not specified if (!primary_rearm_rate_specified && first_time) { Warning(LOCATION, "$Rearm Rate for ballistic primary %s not specified. Defaulting to 100...\n", wip->name); wip->rearm_rate = 100.0f; } } // not ballistic else { // rearm rate specified if (primary_rearm_rate_specified) { Warning(LOCATION, "$Rearm Rate specified for non-ballistic primary %s\n", wip->name); } } } // secondary else { // ballistic if (wip->wi_flags[Weapon::Info_Flags::Ballistic]) { Warning(LOCATION, "Secondary weapon %s can't be ballistic. Removing this flag...\n", wip->name); wip->wi_flags.remove(Weapon::Info_Flags::Ballistic); } } // also make sure EMP is friendly - Goober5000 if (wip->wi_flags[Weapon::Info_Flags::Emp]) { if (!wip->shockwave.outer_rad) { Warning(LOCATION, "Outer blast radius of weapon %s is zero - EMP will not work.\nAdd $Outer Radius to weapon table entry.\n", wip->name); } } // also make sure secondaries and ballistic primaries do not have 0 cargo size if (subtype == WP_MISSILE || wip->wi_flags[Weapon::Info_Flags::Ballistic]) { if (wip->cargo_size == 0.0f) { Warning(LOCATION, "Cargo size of weapon %s cannot be 0. Setting to 1.\n", wip->name); wip->cargo_size = 1.0f; } } if ( optional_string("$Trail:") ) { trail_info *ti = &wip->tr_info; wip->wi_flags.set(Weapon::Info_Flags::Trail); // missile leaves a trail if ( optional_string("+Start Width:") ) stuff_float(&ti->w_start); if ( optional_string("+End Width:") ) stuff_float(&ti->w_end); if ( optional_string("+Start Alpha:") ) stuff_float(&ti->a_start); if ( optional_string("+End Alpha:") ) stuff_float(&ti->a_end); if (optional_string("+Alpha Decay Exponent:")) { stuff_float(&ti->a_decay_exponent); if (ti->a_decay_exponent < 0.0f) { Warning(LOCATION, "Trail Alpha Decay Exponent of weapon %s cannot be negative. Reseting to 1.\n", wip->name); ti->a_decay_exponent = 1.0f; } } if ( optional_string("+Max Life:") ) { stuff_float(&ti->max_life); ti->stamp = fl2i(1000.0f*ti->max_life)/(NUM_TRAIL_SECTIONS+1); } if (optional_string("+Spread:")) stuff_float(&ti->spread); if ( required_string("+Bitmap:") ) { stuff_string(fname, F_NAME, NAME_LENGTH); generic_bitmap_init(&ti->texture, fname); } if (optional_string("+Bitmap Stretch:")) { stuff_float(&ti->texture_stretch); if (ti->texture_stretch == 0.0f) { Warning(LOCATION, "Trail bitmap stretch of weapon %s cannot be 0. Setting to 1.\n", wip->name); ti->texture_stretch = 1.0f; } } if ( optional_string("+Faded Out Sections:") ) { stuff_int(&ti->n_fade_out_sections); } } // read in filename for icon that is used in weapons selection if ( optional_string("$Icon:") ) { stuff_string(wip->icon_filename, F_NAME, MAX_FILENAME_LEN); } // read in filename for animation that is used in weapons selection if ( optional_string("$Anim:") ) { stuff_string(wip->anim_filename, F_NAME, MAX_FILENAME_LEN); } if (optional_string("$Impact Effect:")) { wip->impact_weapon_expl_effect = particle::util::parseEffect(wip->name); } else { // This is for compatibility with old tables // Do not add features here! float size = 1.0f; int bitmapIndex = -1; // $Impact Effect was not found, parse the old values if (optional_string("$Impact Explosion:")) { stuff_string(fname, F_NAME, NAME_LENGTH); if (VALID_FNAME(fname)) { bitmapIndex = bm_load_animation(fname); if (bitmapIndex < 0) { Warning(LOCATION, "Couldn't load effect '%s' for weapon '%s'.", fname, wip->name); } } } if (optional_string("$Impact Explosion Radius:")) stuff_float(&size); if (bitmapIndex >= 0 && size > 0.0f) { using namespace particle; // Only beams do this randomization if (subtype == WP_BEAM) { // The original formula is (1.2f + 0.007f * (float)(rand() % 100)) which generates values within [1.2, 1.9) auto singleEffect = effects::SingleParticleEffect::createInstance(bitmapIndex, size * 1.2f, size * 1.9f); wip->impact_weapon_expl_effect = ParticleManager::get()->addEffect(singleEffect); } else { auto singleEffect = effects::SingleParticleEffect::createInstance(bitmapIndex, size, size); wip->impact_weapon_expl_effect = ParticleManager::get()->addEffect(singleEffect); } } } if ( optional_string("$Shield Impact Explosion Radius:") ) { stuff_float(&wip->shield_impact_explosion_radius); } else if (first_time) { using namespace particle; // Default value wip->shield_impact_explosion_radius = 1.0f; if (wip->impact_weapon_expl_effect.isValid()) { auto singleEffect = dynamic_cast(ParticleManager::get()->getEffect(wip->impact_weapon_expl_effect)); if (singleEffect) { // Initialize with value of the previously created single particle effect wip->shield_impact_explosion_radius = singleEffect->getProperties().m_radius.next(); } } } if (optional_string("$Dinky Impact Effect:")) { wip->dinky_impact_weapon_expl_effect = particle::util::parseEffect(wip->name); } else { // This is for compatibility with old tables // Do not add features here! if (optional_string("$Dinky Impact Explosion:")) { stuff_string(fname, F_NAME, NAME_LENGTH); int bitmapID = -1; float size = 1.0f; if (VALID_FNAME(fname)) { bitmapID = bm_load_animation(fname); if (bitmapID < 0) { Warning(LOCATION, "Couldn't load effect '%s' for weapon '%s'.", fname, wip->name); } } if (optional_string("$Dinky Impact Explosion Radius:")) { stuff_float(&size); } if (bitmapID >= 0 && size > 0.0f) { using namespace particle; // Only beams do this randomization if (subtype == WP_BEAM) { // The original formula is (1.2f + 0.007f * (float)(rand() % 100)) which generates values within [1.2, 1.9) auto singleEffect = effects::SingleParticleEffect::createInstance(bitmapID, size * 1.2f, size * 1.9f); wip->dinky_impact_weapon_expl_effect = ParticleManager::get()->addEffect(singleEffect); } else { auto singleEffect = effects::SingleParticleEffect::createInstance(bitmapID, size, size); wip->dinky_impact_weapon_expl_effect = ParticleManager::get()->addEffect(singleEffect); } } } else if (first_time) { wip->dinky_impact_weapon_expl_effect = wip->impact_weapon_expl_effect; } // Slight variation from original, as the original size is not known anymore the whole effect is copied // If the radius was stull specified it needs to be parsed to not mess up something else if (optional_string("$Dinky Impact Explosion Radius:")) { float temp; stuff_float(&temp); } } if (optional_string("$Piercing Impact Effect:")) { wip->piercing_impact_effect = particle::util::parseEffect(wip->name); if (first_time) { // The secondary effect is only needed if the old effect got parsed wip->piercing_impact_secondary_effect = particle::ParticleEffectHandle::invalid(); } } else { // This is for compatibility with old tables // Do not add features here! using namespace particle; using namespace effects; int effectIndex = -1; float radius = 0.0f; int count = 0; float life = 0.0f; float velocity = 0.0f; float back_velocity = 0.0f; float variance = 0.0f; particle_emitter emitter; memset(&emitter, 0, sizeof(emitter)); if (optional_string("$Piercing Impact Explosion:")) { stuff_string(fname, F_NAME, NAME_LENGTH); effectIndex = bm_load_animation(fname); if (effectIndex < 0) { Warning(LOCATION, "Failed to load effect '%s' for weapon %s!", fname, wip->name); } } if (optional_string("$Piercing Impact Radius:")) stuff_float(&radius); if (optional_string("$Piercing Impact Velocity:")) stuff_float(&velocity); if (optional_string("$Piercing Impact Splash Velocity:")) stuff_float(&back_velocity); if (optional_string("$Piercing Impact Variance:")) stuff_float(&variance); if (optional_string("$Piercing Impact Life:")) stuff_float(&life); if (optional_string("$Piercing Impact Particles:")) stuff_int(&count); if (effectIndex >= 0 && radius != 0.0f) { emitter.max_vel = 2.0f * velocity; emitter.min_vel = 0.5f * velocity; emitter.max_life = 2.0f * life; emitter.min_life = 0.25f * life; emitter.num_high = 2 * count; emitter.num_low = count / 2; emitter.normal_variance = variance; emitter.max_rad = 2.0f * radius; emitter.min_rad = 0.5f * radius; emitter.vel = vmd_zero_vector; auto emitterEffect = new ParticleEmitterEffect(); emitterEffect->setValues(emitter, effectIndex, 10.0f); wip->piercing_impact_effect = ParticleManager::get()->addEffect(emitterEffect); if (back_velocity != 0.0f) { emitter.max_vel = 2.0f * back_velocity; emitter.min_vel = 0.5f * back_velocity; emitter.num_high /= 2; emitter.num_low /= 2; auto secondaryEffect = new ParticleEmitterEffect(); secondaryEffect->setValues(emitter, effectIndex, 10.0f); wip->piercing_impact_secondary_effect = ParticleManager::get()->addEffect(secondaryEffect); } } } if (optional_string("$Inflight Effect:")) { auto effetIdx = particle::util::parseEffect(wip->name); wip->state_effects.insert(std::make_pair(WeaponState::NORMAL, effetIdx)); } if (wip->subtype == WP_MISSILE) { if (optional_string("$Freeflight Effect:")) { auto effetIdx = particle::util::parseEffect(wip->name); wip->state_effects.insert(std::make_pair(WeaponState::FREEFLIGHT, effetIdx)); } if (optional_string("$Ignition Effect:")) { auto effetIdx = particle::util::parseEffect(wip->name); wip->state_effects.insert(std::make_pair(WeaponState::IGNITION, effetIdx)); } if (optional_string("$Homed Flight Effect:")) { auto effetIdx = particle::util::parseEffect(wip->name); wip->state_effects.insert(std::make_pair(WeaponState::HOMED_FLIGHT, effetIdx)); } if (optional_string("$Unhomed Flight Effect:")) { auto effetIdx = particle::util::parseEffect(wip->name); wip->state_effects.insert(std::make_pair(WeaponState::UNHOMED_FLIGHT, effetIdx)); } } // muzzle flash if ( optional_string("$Muzzleflash:") ) { stuff_string(fname, F_NAME, NAME_LENGTH); // look it up wip->muzzle_flash = mflash_lookup(fname); } // EMP optional stuff (if WIF_EMP is not set, none of this matters, anyway) if( optional_string("$EMP Intensity:") ){ stuff_float(&wip->emp_intensity); } if( optional_string("$EMP Time:") ){ stuff_float(&wip->emp_time); } // This is an optional modifier for a weapon that uses the "apply recoil" flag. recoil_force in ship.cpp line 10445 is multiplied by this if defined. if (optional_string("$Recoil Modifier:")){ if (!(wip->wi_flags[Weapon::Info_Flags::Apply_Recoil])){ Warning(LOCATION, "$Recoil Modifier specified for weapon %s but this weapon does not have the \"apply recoil\" weapon flag set. Automatically setting the flag", wip->name); wip->wi_flags.set(Weapon::Info_Flags::Apply_Recoil); } stuff_float(&wip->recoil_modifier); } // Energy suck optional stuff (if WIF_ENERGY_SUCK is not set, none of this matters anyway) if( optional_string("$Leech Weapon:") ){ stuff_float(&wip->weapon_reduce); } if( optional_string("$Leech Afterburner:") ){ stuff_float(&wip->afterburner_reduce); } if (optional_string("$Corkscrew:")) { if(optional_string("+Num Fired:")) { stuff_int(&wip->cs_num_fired); } if(optional_string("+Radius:")) { stuff_float(&wip->cs_radius); } if(optional_string("+Fire Delay:")) { stuff_int(&wip->cs_delay); } if(optional_string("+Counter rotate:")) { stuff_boolean(&wip->cs_crotate); } if(optional_string("+Twist:")) { stuff_float(&wip->cs_twist); } } //electronics tag optional stuff //Note that I made all these optional in the interest of modular tables. //TODO: Possibly add a warning on first_time define? if (optional_string("$Electronics:")) { if(optional_string("+New Style:")) { wip->elec_use_new_style=1; } else if(optional_string("+Old Style:")) { wip->elec_use_new_style=0; } if(optional_string("+Area Of Effect")) { wip->wi_flags.set(Weapon::Info_Flags::Aoe_Electronics); } //New only -WMC if(optional_string("+Intensity:")) { float temp; stuff_float(&temp); Warning(LOCATION, "+Intensity is deprecated"); } if(optional_string("+Lifetime:")) { stuff_int(&wip->elec_time); } //New only -WMC if(optional_string("+Engine Multiplier:")) { stuff_float(&wip->elec_eng_mult); if(!wip->elec_use_new_style)Warning(LOCATION, "+Engine multiplier may only be used with new style electronics"); } //New only -WMC if(optional_string("+Weapon Multiplier:")) { stuff_float(&wip->elec_weap_mult); if(!wip->elec_use_new_style)Warning(LOCATION, "+Weapon multiplier may only be used with new style electronics"); } //New only -WMC if(optional_string("+Beam Turret Multiplier:")) { stuff_float(&wip->elec_beam_mult); if(!wip->elec_use_new_style)Warning(LOCATION, "+Beam turret multiplier may only be used with new style electronics"); } //New only -WMC if(optional_string("+Sensors Multiplier:")) { stuff_float(&wip->elec_sensors_mult); if(!wip->elec_use_new_style)Warning(LOCATION, "+Sensors multiplier may only be used with new style electronics"); } if(optional_string("+Randomness Time:")) { stuff_int(&wip->elec_randomness); } } //read in the spawn angle info //if the weapon isn't a spawn weapon, then this is not going to be used. int spawn_weap = 0; float dum_float; while (optional_string("$Spawn Angle:")) { stuff_float(&dum_float); if (spawn_weap < MAX_SPAWN_TYPES_PER_WEAPON) { wip->spawn_info[spawn_weap].spawn_angle = dum_float; spawn_weap++; } } spawn_weap = 0; while (optional_string("$Spawn Minimum Angle:")) { stuff_float(&dum_float); if (spawn_weap < MAX_SPAWN_TYPES_PER_WEAPON) { wip->spawn_info[spawn_weap].spawn_min_angle = dum_float; spawn_weap++; } } spawn_weap = 0; while (optional_string("$Spawn Interval:")) { float temp_interval; stuff_float(&temp_interval); if (spawn_weap < MAX_SPAWN_TYPES_PER_WEAPON) { // Get delay out of the way before handling interval so we can do adjusted lifetime if (optional_string("+Delay:")) { stuff_float(&wip->spawn_info[spawn_weap].spawn_interval_delay); } float adjusted_lifetime = wip->lifetime - wip->spawn_info[spawn_weap].spawn_interval_delay; if (temp_interval >= MINIMUM_SPAWN_INTERVAL) { wip->spawn_info[spawn_weap].spawn_interval = temp_interval; wip->maximum_children_spawned += (int)(wip->spawn_info[spawn_weap].spawn_count * (adjusted_lifetime / wip->spawn_info[spawn_weap].spawn_interval)); } else if (temp_interval > 0.f) { // only warn if they tried to put it in between 0 and minimum, to make it clear that it won't be used despite being positive Warning(LOCATION, "Weapon \'%s\' spawn interval must be greater than %1.1f seconds.\n", wip->name, MINIMUM_SPAWN_INTERVAL); } spawn_weap++; } } spawn_weap = 0; while (optional_string("$Spawn Chance:")) { stuff_float(&dum_float); if (spawn_weap < MAX_SPAWN_TYPES_PER_WEAPON) { if (dum_float < 0.f || dum_float > 1.f) { Warning(LOCATION, "Weapon \'%s\' spawn chance is invalid. Only 0 - 1 is valid.\n", wip->name); } else wip->spawn_info[spawn_weap].spawn_chance = dum_float; spawn_weap++; } } spawn_weap = 0; while (optional_string("$Spawn Effect:")) { if (spawn_weap < MAX_SPAWN_TYPES_PER_WEAPON) { wip->spawn_info[spawn_weap].spawn_effect = particle::util::parseEffect(wip->name); spawn_weap++; } } if (wip->wi_flags[Weapon::Info_Flags::Local_ssm] && optional_string("$Local SSM:")) { if(optional_string("+Warpout Delay:")) { stuff_int(&wip->lssm_warpout_delay); } if(optional_string("+Warpin Delay:")) { stuff_int(&wip->lssm_warpin_delay); } if(optional_string("+Stage 5 Velocity:")) { stuff_float(&wip->lssm_stage5_vel); } if(optional_string("+Warpin Radius:")) { stuff_float(&wip->lssm_warpin_radius); } if (optional_string("+Lock Range:")) { stuff_float(&wip->lssm_lock_range); } if (optional_string("+Warp Effect:")) { int temp; if (stuff_int_optional(&temp) != 2) { // We have a string to parse instead. char unique_id[NAME_LENGTH]; memset(unique_id, 0, NAME_LENGTH); stuff_string(unique_id, F_NAME, NAME_LENGTH); int fireball_type = fireball_info_lookup(unique_id); if (fireball_type < 0) { error_display(0, "Unknown fireball [%s] to use as warp effect for LSSM weapon [%s].", unique_id, wip->name); wip->lssm_warpeffect = FIREBALL_WARP; } else { wip->lssm_warpeffect = fireball_type; } } else { if ((temp < 0) || (temp >= Num_fireball_types)) { error_display(0, "Fireball index [%d] out of range (should be 0-%d) for LSSM weapon [%s].", temp, Num_fireball_types - 1, wip->name); wip->lssm_warpeffect = FIREBALL_WARP; } else { wip->lssm_warpeffect = temp; } } } } if (optional_string("$Countermeasure:")) { if (!(wip->wi_flags[Weapon::Info_Flags::Cmeasure])) { Warning(LOCATION,"Weapon \'%s\' has countermeasure information defined, but the \"countermeasure\" flag wasn\'t found in the \'$Flags:\' field.\n", wip->name); } if (optional_string("+Heat Effectiveness:")) stuff_float(&wip->cm_heat_effectiveness); if (optional_string("+Aspect Effectiveness:")) stuff_float(&wip->cm_aspect_effectiveness); if (optional_string("+Effective Radius:")) stuff_float(&wip->cm_effective_rad); if (optional_string("+Missile Detonation Radius:")) stuff_float(&wip->cm_detonation_rad); if (optional_string("+Single Missile Kill:")) stuff_boolean(&wip->cm_kill_single); if (optional_string("+Pulse Interval:")) { stuff_int(&wip->cmeasure_timer_interval); } if (optional_string("+Use Fire Wait:")) { wip->cmeasure_firewait = (int) (wip->fire_wait*1000.0f); } if (optional_string("+Failure Launch Delay Multiplier for AI:")) { int delay_multiplier; stuff_int(&delay_multiplier); if (delay_multiplier > 0) { wip->cmeasure_failure_delay_multiplier_ai = delay_multiplier; } else { Warning(LOCATION,"\"+Failure Launch Delay Multiplier for AI:\" should be >= 0 (read %i). Value will not be used. ", delay_multiplier); } } if (optional_string("+Successful Launch Delay Multiplier for AI:")) { int delay_multiplier; stuff_int(&delay_multiplier); if (delay_multiplier > 0) { wip->cmeasure_sucess_delay_multiplier_ai = delay_multiplier; } else { Warning(LOCATION, "\"+Successful Launch Delay Multiplier for AI:\" should be >= 0 (read %i). Value will not be used. ", delay_multiplier); } } } // beam weapon optional stuff if ( optional_string("$BeamInfo:") ) { // beam type if(optional_string("+Type:")) { stuff_string(fname, F_NAME, NAME_LENGTH); if (!stricmp(fname, "Direct Fire") || !stricmp(fname, "0")) wip->b_info.beam_type = BeamType::DIRECT_FIRE; else if (!stricmp(fname, "Slashing") || !stricmp(fname, "1")) wip->b_info.beam_type = BeamType::SLASHING; else if (!stricmp(fname, "Targeting") || !stricmp(fname, "2")) wip->b_info.beam_type = BeamType::TARGETING; else if (!stricmp(fname, "Antifighter") || !stricmp(fname, "3")) wip->b_info.beam_type = BeamType::ANTIFIGHTER; else if (!stricmp(fname, "Normal Fire") || !stricmp(fname, "4")) wip->b_info.beam_type = BeamType::NORMAL_FIRE; else if (!stricmp(fname, "Omni") || !stricmp(fname, "5")) wip->b_info.beam_type = BeamType::OMNI; else Warning(LOCATION, "Beam weapon, '%s', has an unknown beam type %s", wip->name, fname); } else if (first_time) { Warning(LOCATION, "Beam weapon, '%s', does not specify a beam type.", wip->name); } // how long it lasts if(optional_string("+Life:")) { stuff_float(&wip->b_info.beam_life); } // warmup time if(optional_string("+Warmup:")) { stuff_int(&wip->b_info.beam_warmup); } // warmdowm time if(optional_string("+Warmdown:")) { stuff_int(&wip->b_info.beam_warmdown); } // muzzle glow radius if(optional_string("+Radius:")) { stuff_float(&wip->b_info.beam_muzzle_radius); } // particle spew count if(optional_string("+PCount:")) { stuff_int(&wip->b_info.beam_particle_count); } // particle radius if(optional_string("+PRadius:")) { stuff_float(&wip->b_info.beam_particle_radius); } // angle off turret normal if(optional_string("+PAngle:")) { stuff_float(&wip->b_info.beam_particle_angle); } // particle bitmap/ani if ( optional_string("+PAni:") ) { stuff_string(fname, F_NAME, NAME_LENGTH); generic_anim_init(&wip->b_info.beam_particle_ani, fname); } // magic miss # if(optional_string("+Miss Factor:")) { for(idx=0; idxb_info.beam_iff_miss_factor[iff][idx] = temp; } } } // now check miss factors for each IFF for(iff=0; iff< (int)Iff_info.size(); iff++) { SCP_string miss_factor_string; sprintf(miss_factor_string, "+%s Miss Factor:", Iff_info[iff].iff_name); if(optional_string(miss_factor_string.c_str())) { // this Miss Factor applies only to the specified IFF for(idx=0; idxb_info.beam_iff_miss_factor[iff][idx])) { break; } } } } // beam fire sound parse_game_sound("+BeamSound:", &wip->b_info.beam_loop_sound); // warmup sound parse_game_sound("+WarmupSound:", &wip->b_info.beam_warmup_sound); // warmdown sound parse_game_sound("+WarmdownSound:", &wip->b_info.beam_warmdown_sound); // glow bitmap if (optional_string("+Muzzleglow:") ) { stuff_string(fname, F_NAME, NAME_LENGTH); generic_anim_init(&wip->b_info.beam_glow, fname); } if (optional_string("+Directional Glow:")) { stuff_float(&wip->b_info.glow_length); wip->b_info.directional_glow = true; } // # of shots (only used for type D beams) if(optional_string("+Shots:")) { stuff_int(&wip->b_info.beam_shots); } // make sure that we have at least one shot so that antifighter beams will work if ( (wip->b_info.beam_type == BeamType::ANTIFIGHTER) && (wip->b_info.beam_shots < 1) ) { Warning( LOCATION, "Antifighter beam weapon, '%s', has less than one \"+Shots\" specified! It must be set to at least 1!!", wip->name); wip->b_info.beam_shots = 1; } // shrinkage if(optional_string("+ShrinkFactor:")) { stuff_float(&wip->b_info.beam_shrink_factor); if (wip->b_info.beam_shrink_factor > 1.f || wip->b_info.beam_shrink_factor < 0.f) { Warning(LOCATION, "Beam '%s' ShrinkFactor must be between 0 and 1", wip->name); CLAMP(wip->b_info.beam_shrink_factor, 0.f, 1.f); } } if(optional_string("+ShrinkPct:")) { stuff_float(&wip->b_info.beam_shrink_pct); if (wip->b_info.beam_shrink_pct < 0.f) { Warning(LOCATION, "Beam '%s' ShrinkPct must be positive.", wip->name); wip->b_info.beam_shrink_pct = 0.f; } } // grow.. age? if (optional_string("+GrowFactor:")) { stuff_float(&wip->b_info.beam_grow_factor); if (wip->b_info.beam_grow_factor > 1.f || wip->b_info.beam_grow_factor < 0.f) { Warning(LOCATION, "Beam '%s' GrowFactor must be between 0 and 1", wip->name); CLAMP(wip->b_info.beam_grow_factor, 0.f, 1.f); } } if (optional_string("+GrowPct:")) { stuff_float(&wip->b_info.beam_grow_pct); if (wip->b_info.beam_grow_pct < 0.f) { Warning(LOCATION, "Beam '%s' GrowPct must be positive.", wip->name); wip->b_info.beam_grow_pct = 0.f; } } if (optional_string("+Initial Width Factor:")) { stuff_float(&wip->b_info.beam_initial_width); if (wip->b_info.beam_initial_width > 1.f || wip->b_info.beam_initial_width < 0.f) { Warning(LOCATION, "Beam '%s' Initial Width Factor must be between 0 and 1", wip->name); CLAMP(wip->b_info.beam_initial_width, 0.f, 1.f); } } if (optional_string("+Range:")) { stuff_float(&wip->b_info.range); } if ( optional_string("+Attenuation:") ) stuff_float(&wip->b_info.damage_threshold); if ( optional_string("+BeamWidth:") ) stuff_float(&wip->b_info.beam_width); parse_optional_bool_into("+Beam Light Flickers:", &wip->b_info.beam_light_flicker); parse_optional_bool_into("+Beam Width Multiplies Light Radius:", &wip->b_info.beam_light_as_multiplier); if (optional_string("+Beam Flash Particle Effect:")) { wip->flash_impact_weapon_expl_effect = particle::util::parseEffect(wip->name); } else { // This is for compatibility with old tables // Do not add features here! int bitmapIndex = -1; float size = 0.0f; bool defaultEffect = false; if (optional_string("+Beam Flash Effect:")) { stuff_string(fname, F_NAME, NAME_LENGTH); if (VALID_FNAME(fname)) { bitmapIndex = bm_load_animation(fname); if (bitmapIndex < 0) { Warning(LOCATION, "Failed to load effect '%s' for weapon '%s'!", fname, wip->name); } } } if (bitmapIndex < 0) { // Default to the smoke particle effect bitmapIndex = bm_load_animation("particlesmoke01"); defaultEffect = true; } if (optional_string("+Beam Flash Radius:")) stuff_float(&size); if (bitmapIndex >= 0 && size > 0.0f) { using namespace particle; if (defaultEffect) { // 'size * 1.5f * 0.005f' is another weird thing, the original code scales the lifetime of the flash particles based on size // so the new effects have to simulate that, but that onyl applies to the default effect, not a custom effect // seriously, who though that would be a good idea? auto singleEffect = effects::SingleParticleEffect::createInstance(bitmapIndex, size * 1.2f, size * 1.9f, size * 1.5f * 0.005f); wip->flash_impact_weapon_expl_effect = ParticleManager::get()-> addEffect(singleEffect); } else { auto singleEffect = effects::SingleParticleEffect::createInstance(bitmapIndex, size * 1.2f, size * 1.9f); wip->flash_impact_weapon_expl_effect = ParticleManager::get()-> addEffect(singleEffect); } } } if (optional_string("+Beam Piercing Particle Effect:")) { wip->piercing_impact_effect = particle::util::parseEffect(wip->name); } else { // This is for compatibility with old tables // Do not add features here! int bitmapIndex = -1; float radius = 0.0f; float velocity = 0.0f; float back_velocity = 0.0f; float variance = 0.0f; if (optional_string("+Beam Piercing Effect:")) { stuff_string(fname, F_NAME, NAME_LENGTH); if (VALID_FNAME(fname)) { bitmapIndex = bm_load_animation(fname); if (bitmapIndex < 0) { Warning(LOCATION, "Failed to load effect '%s' for weapon %s!", fname, wip->name); } } } if (optional_string("+Beam Piercing Radius:")) stuff_float(&radius); if (optional_string("+Beam Piercing Effect Velocity:")) stuff_float(&velocity); if (optional_string("+Beam Piercing Splash Effect Velocity:")) stuff_float(&back_velocity); if (optional_string("+Beam Piercing Effect Variance:")) stuff_float(&variance); if (bitmapIndex >= 0 && radius > 0.0f) { using namespace particle; using namespace effects; auto piercingEffect = new BeamPiercingEffect(); piercingEffect->setValues(bitmapIndex, radius, velocity, back_velocity, variance); wip->piercing_impact_effect = ParticleManager::get()-> addEffect(piercingEffect); } } if (optional_string("$Type 5 Beam Options:")) { char temp_type[NAME_LENGTH]; type5_beam_info* t5info = &wip->b_info.t5info; if (optional_string("+Start Position:")) { stuff_string(temp_type, F_NAME, NAME_LENGTH); if (!stricmp(temp_type, NOX("RANDOM ON SHIP"))) { t5info->start_pos = Type5BeamPos::RANDOM_INSIDE; } else if (!stricmp(temp_type, NOX("RANDOM OFF SHIP"))) { t5info->start_pos = Type5BeamPos::RANDOM_OUTSIDE; } else if (!stricmp(temp_type, NOX("CENTER"))) { t5info->start_pos = Type5BeamPos::CENTER; } else if (!stricmp(temp_type, NOX("SAME RANDOM"))) { Warning(LOCATION, "'SAME RANDOM' is not applicable for start position on beam %s!", wip->name); } else { Warning(LOCATION, "Invalid start position on beam %s!\n Options are: 'RANDOM ON SHIP', 'RANDOM OFF SHIP', 'CENTER''", wip->name); } } if (optional_string("+Start Position Offset:")) { stuff_vec3d(&t5info->start_pos_offset); } if (optional_string("+Start Position Randomness:")) { stuff_vec3d(&t5info->start_pos_rand); } if (optional_string("+End Position:")) { stuff_string(temp_type, F_NAME, NAME_LENGTH); if (!stricmp(temp_type, NOX("RANDOM ON SHIP"))) { t5info->end_pos = Type5BeamPos::RANDOM_INSIDE; t5info->no_translate = false; } else if (!stricmp(temp_type, NOX("RANDOM OFF SHIP"))) { t5info->end_pos = Type5BeamPos::RANDOM_OUTSIDE; t5info->no_translate = false; } else if (!stricmp(temp_type, NOX("CENTER"))) { t5info->end_pos = Type5BeamPos::CENTER; t5info->no_translate = false; } else if (!stricmp(temp_type, NOX("SAME RANDOM"))) { t5info->end_pos = Type5BeamPos::SAME_RANDOM; // offset could still be different so this counts as translating t5info->no_translate = false; } else { Warning(LOCATION, "Invalid end position on beam %s!\n Options are: 'RANDOM ON SHIP', 'RANDOM OFF SHIP', 'CENTER', 'SAME RANDOM'", wip->name); } } if (optional_string("+End Position Offset:")) { stuff_vec3d(&t5info->end_pos_offset); } if (optional_string("+End Position Randomness:")) { stuff_vec3d(&t5info->end_pos_rand); } if (optional_string("+Orient Offsets to Target:")) { stuff_boolean(&t5info->target_orient_positions); } if (optional_string("+Scale Offsets to Target:")) { stuff_boolean(&t5info->target_scale_positions); } if (optional_string("+Continuous Rotation:")) { stuff_float(&t5info->continuous_rot); t5info->continuous_rot *= (PI / 180.f); } if (optional_string("+Continuous Rotation Axis:")) { stuff_string(temp_type, F_NAME, NAME_LENGTH); if (!stricmp(temp_type, NOX("CENTER"))) { t5info->continuous_rot_axis = Type5BeamRotAxis::CENTER; } else if (!stricmp(temp_type, NOX("END POSITION BEFORE OFFSET"))) { t5info->continuous_rot_axis = Type5BeamRotAxis::ENDPOS_NO_OFFSET; } else if (!stricmp(temp_type, NOX("START POSITION BEFORE OFFSET"))) { t5info->continuous_rot_axis = Type5BeamRotAxis::STARTPOS_NO_OFFSET; } else if (!stricmp(temp_type, NOX("END POSITION AFTER OFFSET"))) { t5info->continuous_rot_axis = Type5BeamRotAxis::ENDPOS_OFFSET; } else if (!stricmp(temp_type, NOX("START POSITION AFTER OFFSET"))) { t5info->continuous_rot_axis = Type5BeamRotAxis::STARTPOS_OFFSET; } else { Warning(LOCATION, "Invalid continuous rotation axis on beam %s!\n Options are: 'CENTER', 'END POSITION BEFORE OFFSET', 'START POSITION BEFORE OFFSET', 'END POSITION AFTER OFFSET', 'START POSITION AFTER OFFSET'", wip->name); } } if (optional_string("+Burst Rotation Pattern:")) { stuff_float_list(t5info->burst_rot_pattern); for (float &rot : t5info->burst_rot_pattern) { rot = fl_radians(rot); } } if (optional_string("+Burst Rotation Axis:")) { stuff_string(temp_type, F_NAME, NAME_LENGTH); if (!stricmp(temp_type, NOX("CENTER"))) { t5info->burst_rot_axis = Type5BeamRotAxis::CENTER; } else if (!stricmp(temp_type, NOX("END POSITION BEFORE OFFSET"))) { t5info->burst_rot_axis = Type5BeamRotAxis::ENDPOS_NO_OFFSET; } else if (!stricmp(temp_type, NOX("START POSITION BEFORE OFFSET"))) { t5info->burst_rot_axis = Type5BeamRotAxis::STARTPOS_NO_OFFSET; } else if (!stricmp(temp_type, NOX("END POSITION AFTER OFFSET"))) { t5info->burst_rot_axis = Type5BeamRotAxis::ENDPOS_OFFSET; } else if (!stricmp(temp_type, NOX("START POSITION AFTER OFFSET"))) { t5info->burst_rot_axis = Type5BeamRotAxis::STARTPOS_OFFSET; } else { Warning(LOCATION, "Invalid burst rotation axis on beam %s!\n Options are: 'CENTER', 'END POSITION BEFORE OFFSET', 'START POSITION BEFORE OFFSET', 'END POSITION AFTER OFFSET', 'START POSITION AFTER OFFSET'", wip->name); } } if (optional_string("+Per Burst Rotation:")) { stuff_float(&t5info->per_burst_rot); t5info->per_burst_rot = fl_radians(t5info->per_burst_rot); if (t5info->per_burst_rot < -PI2 || t5info->per_burst_rot > PI2) { Warning(LOCATION, "Per Burst Rotation on beam '%s' must not exceed 360 degrees.", wip->name); t5info->per_burst_rot = 0.0f; } } if (optional_string("+Per Burst Rotation Axis:")) { stuff_string(temp_type, F_NAME, NAME_LENGTH); if (!stricmp(temp_type, NOX("CENTER"))) { t5info->per_burst_rot_axis = Type5BeamRotAxis::CENTER; } else if (!stricmp(temp_type, NOX("END POSITION BEFORE OFFSET"))) { t5info->per_burst_rot_axis = Type5BeamRotAxis::ENDPOS_NO_OFFSET; } else if (!stricmp(temp_type, NOX("START POSITION BEFORE OFFSET"))) { t5info->per_burst_rot_axis = Type5BeamRotAxis::STARTPOS_NO_OFFSET; } else if (!stricmp(temp_type, NOX("END POSITION AFTER OFFSET"))) { t5info->per_burst_rot_axis = Type5BeamRotAxis::ENDPOS_OFFSET; } else if (!stricmp(temp_type, NOX("START POSITION AFTER OFFSET"))) { t5info->per_burst_rot_axis = Type5BeamRotAxis::STARTPOS_OFFSET; } else { Warning(LOCATION, "Invalid per burst rotation axis on beam %s!\n Options are: 'CENTER', 'END POSITION BEFORE OFFSET', 'START POSITION BEFORE OFFSET', 'END POSITION AFTER OFFSET', 'START POSITION AFTER OFFSET'", wip->name); } } } if (optional_string("+Beam Flags:")) { parse_string_flag_list(wip->b_info.flags, Beam_info_flags, Num_beam_info_flags, nullptr); } // beam sections while ( optional_string("$Section:") ) { beam_weapon_section_info *bsip = NULL, tbsw; bool nocreate = false, remove = false; int bsw_index_override = -1; if ( optional_string("+Index:") ) { stuff_int(&bsw_index_override); if (first_time) { Warning(LOCATION, "+Index should not be used on weapon '%s' in its initial definition. +Index is only for modification of an existing weapon.", wip->name); bsw_index_override = -1; } else { if (optional_string("+remove")) { nocreate = true; remove = true; } if ((bsw_index_override < 0) || (!remove && (bsw_index_override >= wip->b_info.beam_num_sections))) Warning(LOCATION, "Invalid +Index value of %d specified for beam section on weapon '%s'; valid values at this point are %d to %d.", bsw_index_override, wip->name, 0, wip->b_info.beam_num_sections - 1); } } if ( optional_string("+nocreate") ) nocreate = true; // Where are we saving data? if (bsw_index_override >= 0) { if (bsw_index_override < wip->b_info.beam_num_sections) { bsip = &wip->b_info.sections[bsw_index_override]; } else { if ( !nocreate ) { if ( (bsw_index_override == wip->b_info.beam_num_sections) && (bsw_index_override < MAX_BEAM_SECTIONS) ) { bsip = &wip->b_info.sections[wip->b_info.beam_num_sections++]; } else { if ( !remove ) Warning(LOCATION, "Invalid index for manually-indexed beam section %d (max %d) on weapon %s.", bsw_index_override, MAX_BEAM_SECTIONS, wip->name); bsip = &tbsw; memset( bsip, 0, sizeof(beam_weapon_section_info) ); generic_anim_init(&bsip->texture, NULL); } } else { if ( !remove ) Warning(LOCATION, "Invalid index for manually-indexed beam section %d, and +nocreate specified, on weapon %s", bsw_index_override, wip->name); bsip = &tbsw; memset( bsip, 0, sizeof(beam_weapon_section_info) ); generic_anim_init(&bsip->texture, NULL); } } } else { if (wip->b_info.beam_num_sections < MAX_BEAM_SECTIONS) { bsip = &wip->b_info.sections[wip->b_info.beam_num_sections++]; generic_anim_init(&bsip->texture, NULL); } else { Warning(LOCATION, "Too many beam sections for weapon %s - max is %d", wip->name, MAX_BEAM_SECTIONS); bsip = &tbsw; memset( bsip, 0, sizeof(beam_weapon_section_info) ); generic_anim_init(&bsip->texture, NULL); } } // section width if ( optional_string("+Width:") ) stuff_float(&bsip->width); // texture if ( optional_string("+Texture:") ) { stuff_string(fname, F_NAME, NAME_LENGTH); // invisible textures are okay - see weapon_clean_entries() generic_anim_init(&bsip->texture, fname); } // The E -- Dummied out due to not being used anywhere if ( optional_string("+RGBA Inner:") ) { ubyte dummy; stuff_ubyte(&dummy); stuff_ubyte(&dummy); stuff_ubyte(&dummy); stuff_ubyte(&dummy); } // The E -- Dummied out due to not being used anywhere if ( optional_string("+RGBA Outer:") ) { ubyte dummy; stuff_ubyte(&dummy); stuff_ubyte(&dummy); stuff_ubyte(&dummy); stuff_ubyte(&dummy); } // flicker if ( optional_string("+Flicker:") ) { stuff_float(&bsip->flicker); //Sanity if (bsip->flicker < 0.0f || bsip->flicker > 1.0f) { mprintf(("WARNING: Invalid value found for +Flicker on section %d of beam %s. Valid range is 0.0 to 1.0, values will be adjusted.\n", wip->b_info.beam_num_sections, wip->name)); CLAMP(bsip->flicker, 0.0f, 1.0f); } } // zadd if ( optional_string("+Zadd:") ) stuff_float(&bsip->z_add); // beam texture tileing factor -Bobboau if ( optional_string("+Tile Factor:") ) { stuff_float(&bsip->tile_factor); stuff_int(&bsip->tile_type); } // beam texture moveing stuff -Bobboau if ( optional_string("+Translation:") ) stuff_float(&bsip->translation); // if we are actually removing this index then reset it and we'll // clean up the entries later if (remove) { memset( bsip, 0, sizeof(beam_weapon_section_info) ); generic_anim_init(&bsip->texture, NULL); } } } while ( optional_string("$Pspew:") ) { int spew_index = -1; // check for pspew flag if (!( wip->wi_flags[Weapon::Info_Flags::Particle_spew] )) { Warning(LOCATION, "$Pspew specified for weapon %s but this weapon does not have the \"Particle Spew\" weapon flag set. Automatically setting the flag", wip->name); wip->wi_flags.set(Weapon::Info_Flags::Particle_spew); } // index for xmt edit, replace and remove support if (optional_string("+Index:")) { stuff_int(&spew_index); if (spew_index < 0 || spew_index >= MAX_PARTICLE_SPEWERS) { Warning(LOCATION, "+Index in particle spewer out of range. It must be between 0 and %i. Tag will be ignored.", MAX_PARTICLE_SPEWERS); spew_index = -1; } } // check for remove flag if (optional_string("+Remove")) { if (spew_index < 0) { Warning(LOCATION, "+Index not specified or is out of range, can not remove spewer."); } else { // restore defaults wip->particle_spewers[spew_index].particle_spew_type = PSPEW_NONE; wip->particle_spewers[spew_index].particle_spew_count = 1; wip->particle_spewers[spew_index].particle_spew_time = 25; wip->particle_spewers[spew_index].particle_spew_vel = 0.4f; wip->particle_spewers[spew_index].particle_spew_radius = 2.0f; wip->particle_spewers[spew_index].particle_spew_lifetime = 0.15f; wip->particle_spewers[spew_index].particle_spew_scale = 0.8f; wip->particle_spewers[spew_index].particle_spew_z_scale = 1.0f; wip->particle_spewers[spew_index].particle_spew_rotation_rate = 10.0f; wip->particle_spewers[spew_index].particle_spew_offset = vmd_zero_vector; wip->particle_spewers[spew_index].particle_spew_velocity = vmd_zero_vector; generic_anim_init(&wip->particle_spewers[spew_index].particle_spew_anim, NULL); } } else { // were not removing the spewer if (spew_index < 0) { // index us ether not used or is invalid, so figure out where to put things //find a free slot in the pspew info array for (size_t s = 0; s < MAX_PARTICLE_SPEWERS; s++) { if (wip->particle_spewers[s].particle_spew_type == PSPEW_NONE) { spew_index = (int)s; break; } } } // no empty spot found, the modder tried to define too many spewers, or screwed up the xmts, or my code sucks if ( spew_index < 0 ) { Warning(LOCATION, "Too many particle spewers, max number of spewers is %i.", MAX_PARTICLE_SPEWERS); } else { // we have a valid index, now parse the spewer already if (optional_string("+Type:")) { // added type field for pspew types, 0 is the default for reverse compatability -nuke char temp_pspew_type[NAME_LENGTH]; stuff_string(temp_pspew_type, F_NAME, NAME_LENGTH); if (!stricmp(temp_pspew_type, NOX("DEFAULT"))) { wip->particle_spewers[spew_index].particle_spew_type = PSPEW_DEFAULT; } else if (!stricmp(temp_pspew_type, NOX("HELIX"))) { wip->particle_spewers[spew_index].particle_spew_type = PSPEW_HELIX; } else if (!stricmp(temp_pspew_type, NOX("SPARKLER"))) { // new types can be added here wip->particle_spewers[spew_index].particle_spew_type = PSPEW_SPARKLER; } else if (!stricmp(temp_pspew_type, NOX("RING"))) { wip->particle_spewers[spew_index].particle_spew_type = PSPEW_RING; } else if (!stricmp(temp_pspew_type, NOX("PLUME"))) { wip->particle_spewers[spew_index].particle_spew_type = PSPEW_PLUME; } else { wip->particle_spewers[spew_index].particle_spew_type = PSPEW_DEFAULT; } // for compatibility with existing tables that don't have a type tag } else if (wip->particle_spewers[spew_index].particle_spew_type == PSPEW_NONE) { // make sure the omission of type wasn't to edit an existing entry wip->particle_spewers[spew_index].particle_spew_type = PSPEW_DEFAULT; } if (optional_string("+Count:")) { stuff_int(&wip->particle_spewers[spew_index].particle_spew_count); } if (optional_string("+Time:")) { stuff_int(&wip->particle_spewers[spew_index].particle_spew_time); } if (optional_string("+Vel:")) { stuff_float(&wip->particle_spewers[spew_index].particle_spew_vel); } if (optional_string("+Radius:")) { stuff_float(&wip->particle_spewers[spew_index].particle_spew_radius); } if (optional_string("+Life:")) { stuff_float(&wip->particle_spewers[spew_index].particle_spew_lifetime); } if (optional_string("+Scale:")) { stuff_float(&wip->particle_spewers[spew_index].particle_spew_scale); } if (optional_string("+Z Scale:")) { stuff_float(&wip->particle_spewers[spew_index].particle_spew_z_scale); } if (optional_string("+Rotation Rate:")) { stuff_float(&wip->particle_spewers[spew_index].particle_spew_rotation_rate); } if (optional_string("+Offset:")) { stuff_vec3d(&wip->particle_spewers[spew_index].particle_spew_offset); } if (optional_string("+Initial Velocity:")) { stuff_vec3d(&wip->particle_spewers[spew_index].particle_spew_velocity); } if (optional_string("+Bitmap:")) { stuff_string(fname, F_NAME, MAX_FILENAME_LEN); generic_anim_init(&wip->particle_spewers[spew_index].particle_spew_anim, fname); } } } } // check to see if the pspew flag was enabled but no pspew tags were given, for compatability with retail tables if (wip->wi_flags[Weapon::Info_Flags::Particle_spew]) { bool nospew = true; for (size_t s = 0; s < MAX_PARTICLE_SPEWERS; s++) if (wip->particle_spewers[s].particle_spew_type != PSPEW_NONE) { nospew = false; } if (nospew) { // set first spewer to default wip->particle_spewers[0].particle_spew_type = PSPEW_DEFAULT; } } // tag weapon optional stuff if( optional_string("$Tag:")){ stuff_int(&wip->tag_level); stuff_float(&wip->tag_time); wip->wi_flags.set(Weapon::Info_Flags::Tag); } if( optional_string("$SSM:")){ if (stuff_int_optional(&wip->SSM_index) != 2) { // We can't make an SSM lookup yet, because weapons are parsed first, but we can save the data to process later. -MageKing17 stuff_string(fname, F_NAME, NAME_LENGTH); delayed_ssm_data temp_data; temp_data.filename = filename; temp_data.linenum = get_line_num(); temp_data.ssm_entry = fname; if (Delayed_SSM_data.find(wip->name) == Delayed_SSM_data.end()) Delayed_SSM_names.push_back(wip->name); Delayed_SSM_data[wip->name] = temp_data; } else { // We'll still want to validate the index later. -MageKing17 delayed_ssm_index_data temp_data; temp_data.filename = filename; temp_data.linenum = get_line_num(); if (Delayed_SSM_indices_data.find(wip->name) == Delayed_SSM_indices_data.end()) Delayed_SSM_indices.push_back(wip->name); Delayed_SSM_indices_data[wip->name] = temp_data; } }// SSM index -Bobboau if(optional_string("$FOF:")){ stuff_float(&wip->field_of_fire); if(optional_string("+FOF Spread Rate:")){ stuff_float(&wip->fof_spread_rate); if(required_string("+FOF Reset Rate:")){ stuff_float(&wip->fof_reset_rate); } if(required_string("+Max FOF:")){ float max_fof; stuff_float(&max_fof); wip->max_fof_spread = max_fof - wip->field_of_fire; if (wip->max_fof_spread <= 0.0f) { Warning(LOCATION, "WARNING: +Max FOF must be at least as big as $FOF for '%s'! Defaulting to match $FOF, no spread will occur!", wip->name); wip->max_fof_spread = 0.0f; } } } } if( optional_string("$Shots:")){ stuff_int(&wip->shots); } //Left in for compatibility if ( optional_string("$decal:") ) { mprintf(("WARNING: The decal system has been deactivated in FSO builds. Entries for weapon %s will be discarded.\n", wip->name)); required_string("+texture:"); stuff_string(fname, F_NAME, NAME_LENGTH); if ( optional_string("+backface texture:") ) { stuff_string(fname, F_NAME, NAME_LENGTH); } float bogus; required_string("+radius:"); stuff_float(&bogus); if ( optional_string("+burn time:") ) { stuff_float(&bogus); } } // New decal system parsing if (optional_string("$Impact Decal:")) { decals::parseDecalReference(wip->impact_decal, create_if_not_found); } if (optional_string("$Transparent:")) { wip->wi_flags.set(Weapon::Info_Flags::Transparent); required_string("+Alpha:"); stuff_float(&wip->alpha_max); if (wip->alpha_max > 1.0f) wip->alpha_max = 1.0f; if (wip->alpha_max <= 0.0f) { Warning(LOCATION, "WARNING: Alpha is set to 0 or a negative value for '%s'! Defaulting to 1.0!", wip->name); } if (optional_string("+Alpha Min:")) { stuff_float(&wip->alpha_min); CLAMP(wip->alpha_min, 0.0f, 1.0f); } if (optional_string("+Alpha Cycle:")) { stuff_float(&wip->alpha_cycle); if (wip->alpha_max == wip->alpha_min) Warning(LOCATION, "WARNING: Alpha is set to cycle for '%s', but max and min values are the same!", wip->name); } } if (optional_string("$Weapon Hitpoints:")) { stuff_int(&wip->weapon_hitpoints); } else if (first_time && (wip->wi_flags[Weapon::Info_Flags::Turret_Interceptable, Weapon::Info_Flags::Fighter_Interceptable])) { wip->weapon_hitpoints = 25; } // making sure bombs get their hitpoints assigned if ((wip->wi_flags[Weapon::Info_Flags::Bomb]) && (wip->weapon_hitpoints == 0)) { wip->weapon_hitpoints = 50; } if (wip->weapon_hitpoints <= 0.0f && (wip->wi_flags[Weapon::Info_Flags::No_radius_doubling])) { Warning(LOCATION, "Weapon \'%s\' is not interceptable but has \"no radius doubling\" set. Ignoring the flag", wip->name); wip->wi_flags.set(Weapon::Info_Flags::No_radius_doubling, false); } if(optional_string("$Armor Type:")) { stuff_string(buf, F_NAME, NAME_LENGTH); wip->armor_type_idx = armor_type_get_idx(buf); if(wip->armor_type_idx == -1) Warning(LOCATION,"Invalid armor name %s specified for weapon %s", buf, wip->name); } if (optional_string("$Burst Shots:")) { stuff_int(&wip->burst_shots); if (wip->burst_shots > 0) wip->burst_shots--; } if (optional_string("$Burst Delay:")) { int temp; stuff_int(&temp); if (temp > 0) { wip->burst_delay = ((float) temp) / 1000.0f; } } if (optional_string("$Burst Flags:")) { parse_string_flag_list(wip->burst_flags, Burst_fire_flags, Num_burst_fire_flags, NULL); } if (optional_string("$Thruster Flame Effect:")) { stuff_string(fname, F_NAME, NAME_LENGTH); if (VALID_FNAME(fname)) generic_anim_init( &wip->thruster_flame, fname ); } if (optional_string("$Thruster Glow Effect:")) { stuff_string(fname, F_NAME, NAME_LENGTH); if (VALID_FNAME(fname)) generic_anim_init( &wip->thruster_glow, fname ); } if (optional_string("$Thruster Glow Radius Factor:")) { stuff_float(&wip->thruster_glow_factor); } //pretty stupid if a target must be tagged to shoot tag missiles at it if ((wip->wi_flags[Weapon::Info_Flags::Tag]) && (wip->wi_flags[Weapon::Info_Flags::Tagged_only])) { Warning(LOCATION, "%s is a tag missile, but the target must be tagged to shoot it", wip->name); } // if burst delay is longer than firewait skip the whole burst fire option if (wip->burst_delay >= wip->fire_wait) wip->burst_shots = 0; // Set up weapon failure if (optional_string("$Failure Rate:")) { stuff_float(&wip->failure_rate); if (optional_string("+Failure Substitute:")) { stuff_string(wip->failure_sub_name, F_NAME); } } // This only works with lasters and missiles for now if (wip->subtype == WP_MISSILE || wip->subtype == WP_LASER) { // We always have an object we are attached to flagset contexts{actions::ProgramContextFlags::HasObject}; if (wip->render_type == WRT_POF) { // We will render with a model so we can have subobejcts contexts.set(actions::ProgramContextFlags::HasSubobject, true); } wip->on_create_program = actions::ProgramSet::parseProgramSet("$On Create:", contexts); } if (optional_string("$Animations:")) { animation::ModelAnimationParseHelper::parseAnimsetInfo(wip->animations, 'w', wip->name); } /* Generate a substitution pattern for this weapon. This pattern is very naive such that it calculates the lowest common denominator as being all of the periods multiplied together. */ while ( optional_string("$substitute:") ) { char subname[NAME_LENGTH]; int period = 0; int index = 0; int offset = 0; stuff_string(subname, F_NAME, NAME_LENGTH); if ( optional_string("+period:") ) { stuff_int(&period); if ( period <= 0 ) { Warning(LOCATION, "Substitution '%s' for weapon '%s' requires a period greater than 0. Setting period to 1.", subname, wip->name); period = 1; } if ( optional_string("+offset:") ) { stuff_int(&offset); if ( offset <= 0 ) { Warning(LOCATION, "Period offset for substitution '%s' of weapon '%s' has to be greater than 0. Setting offset to 1.", subname, wip->name); offset = 1; } } } else if ( optional_string("+index:") ) { stuff_int(&index); if ( index < 0 ) { Warning(LOCATION, "Substitution '%s' for weapon '%s' requires an index greater than 0. Setting index to 0.", subname, wip->name); index = 0; } } // we are going to use weapon substition so, make sure that the pattern array has at least one element if ( wip->num_substitution_patterns == 0 ) { // pattern is empty, initialize pattern with the weapon being currently parsed. strcpy_s(wip->weapon_substitution_pattern_names[0], wip->name); wip->num_substitution_patterns++; } // if tbler specifies a period then determine if we can fit the resulting pattern // neatly into the pattern array. if ( period > 0 ) { if ( (wip->num_substitution_patterns % period) > 0 ) { // not neat, need to expand the pattern so that our frequency pattern fits completly. size_t current_size = wip->num_substitution_patterns; size_t desired_size = current_size*period; if (desired_size > MAX_SUBSTITUTION_PATTERNS) { Warning(LOCATION, "The period is too large for the number of substitution patterns! desired size=" SIZE_T_ARG ", max size=%d", desired_size, MAX_SUBSTITUTION_PATTERNS); } else { wip->num_substitution_patterns = desired_size; // now duplicate the current pattern into the new area so the current pattern holds for ( size_t i = current_size; i < desired_size; i++ ) { strcpy_s(wip->weapon_substitution_pattern_names[i], wip->weapon_substitution_pattern_names[i%current_size]); } } } /* Apply the substituted weapon at the requested period, barrel shifted by offset if needed.*/ for ( size_t pos = (period + offset - 1) % period; pos < wip->num_substitution_patterns; pos += period ) { strcpy_s(wip->weapon_substitution_pattern_names[pos], subname); } } else { // assume that tbler wanted to specify a index for the new weapon. // make sure that there is enough room if (index >= MAX_SUBSTITUTION_PATTERNS) { Warning(LOCATION, "Substitution pattern index exceeds the maximum size! Index=%d, max size=%d", index, MAX_SUBSTITUTION_PATTERNS); } else { if ( (size_t)index >= wip->num_substitution_patterns ) { // need to make the pattern bigger by filling the extra with the current weapon. for ( size_t i = wip->num_substitution_patterns; i < (size_t)index; i++ ) { strcpy_s(wip->weapon_substitution_pattern_names[i], subname); } wip->num_substitution_patterns = index+1; } strcpy_s(wip->weapon_substitution_pattern_names[index], subname); } } } //Optional score for destroying this weapon. if (optional_string("$Score:")) { stuff_int(&wip->score); } if (optional_string("$Custom data:")) { parse_string_map(wip->custom_data, "$end_custom_data", "+Val:"); } return w_id; } /** * For all weapons that spawn weapons, given an index at weaponp->spawn_type, * convert the strings in Spawn_names to indices in the Weapon_types array. */ void translate_spawn_types() { int i, j, k; for (i = 0; i < weapon_info_size(); i++) { for (j = 0; j < Weapon_info[i].num_spawn_weapons_defined; j++) { if ( (Weapon_info[i].spawn_info[j].spawn_type > -1) && (Weapon_info[i].spawn_info[j].spawn_type < Num_spawn_types) ) { int spawn_type = Weapon_info[i].spawn_info[j].spawn_type; Assert( spawn_type < Num_spawn_types ); for (k = 0; k < weapon_info_size(); k++) { if ( !stricmp(Spawn_names[spawn_type], Weapon_info[k].name) ) { Weapon_info[i].spawn_info[j].spawn_type = (short)k; if (i == k) Warning(LOCATION, "Weapon %s spawns itself. Infinite recursion?\n", Weapon_info[i].name); break; } } } } } } static char Default_cmeasure_name[NAME_LENGTH] = ""; void parse_weaponstbl(const char *filename) { try { read_file_text(filename, CF_TYPE_TABLES); reset_parse(); if (optional_string("#Primary Weapons")) { while (required_string_either("#End", "$Name:")) { // AL 28-3-98: If parse_weapon() fails, try next .tbl weapon if (parse_weapon(WP_LASER, Parsing_modular_table, filename) < 0) { continue; } } required_string("#End"); } if (optional_string("#Secondary Weapons")) { while (required_string_either("#End", "$Name:")) { // AL 28-3-98: If parse_weapon() fails, try next .tbl weapon if (parse_weapon(WP_MISSILE, Parsing_modular_table, filename) < 0) { continue; } } required_string("#End"); } if (optional_string("#Beam Weapons")) { while (required_string_either("#End", "$Name:")) { // AL 28-3-98: If parse_weapon() fails, try next .tbl weapon if (parse_weapon(WP_BEAM, Parsing_modular_table, filename) < 0) { continue; } } required_string("#End"); } if (optional_string("#Countermeasures")) { while (required_string_either("#End", "$Name:")) { int idx = parse_weapon(WP_MISSILE, Parsing_modular_table, filename); if (idx < 0) { continue; } //Make sure cmeasure flag is set Weapon_info[idx].wi_flags.set(Weapon::Info_Flags::Cmeasure); //Set cmeasure index if (!strlen(Default_cmeasure_name)) { //We can't be sure that index will be the same after sorting, so save the name strcpy_s(Default_cmeasure_name, Weapon_info[idx].name); } } required_string("#End"); } // Read in a list of weapon_info indicies that are an ordering of the player weapon precedence. // This list is used to select an alternate weapon when a particular weapon is not available // during weapon selection. if ((!Parsing_modular_table && required_string("$Player Weapon Precedence:")) || optional_string("$Player Weapon Precedence:")) { Player_weapon_precedence_file = filename; Player_weapon_precedence_line = get_line_num(); stuff_string_list(Player_weapon_precedence_names); } } catch (const parse::ParseException& e) { mprintf(("TABLES: Unable to parse '%s'! Error message = %s.\n", filename, e.what())); return; } } //uses a simple bucket sort to sort weapons, order of importance is: //Lasers //Beams //Child primary weapons //Fighter missiles and bombs //Capital missiles and bombs //Child secondary weapons void weapon_sort_by_type() { weapon_info *lasers = NULL, *big_lasers = NULL, *beams = NULL, *missiles = NULL, *big_missiles = NULL, *child_primaries = NULL, *child_secondaries = NULL; int num_lasers = 0, num_big_lasers = 0, num_beams = 0, num_missiles = 0, num_big_missiles = 0, num_child_primaries = 0, num_child_secondaries = 0; int i, weapon_index; // get the initial count of each weapon type for (i = 0; i < weapon_info_size(); i++) { switch (Weapon_info[i].subtype) { case WP_UNUSED: continue; case WP_LASER: if (Weapon_info[i].wi_flags[Weapon::Info_Flags::Child]) num_child_primaries++; else if (Weapon_info[i].wi_flags[Weapon::Info_Flags::Big_only]) num_big_lasers++; else num_lasers++; break; case WP_BEAM: num_beams++; break; case WP_MISSILE: if (Weapon_info[i].wi_flags[Weapon::Info_Flags::Child]) num_child_secondaries++; else if (Weapon_info[i].wi_flags[Weapon::Info_Flags::Big_only]) num_big_missiles++; else num_missiles++; break; default: continue; } } // allocate the buckets if (num_lasers) { lasers = new weapon_info[num_lasers]; Verify( lasers != NULL ); num_lasers = 0; } if (num_big_lasers) { big_lasers = new weapon_info[num_big_lasers]; Verify( big_lasers != NULL ); num_big_lasers = 0; } if (num_beams) { beams = new weapon_info[num_beams]; Verify( beams != NULL ); num_beams = 0; } if (num_missiles) { missiles = new weapon_info[num_missiles]; Verify( missiles != NULL ); num_missiles = 0; } if (num_big_missiles) { big_missiles = new weapon_info[num_big_missiles]; Verify( big_missiles != NULL ); num_big_missiles = 0; } if (num_child_primaries) { child_primaries = new weapon_info[num_child_primaries]; Verify( child_primaries != NULL ); num_child_primaries = 0; } if (num_child_secondaries) { child_secondaries = new weapon_info[num_child_secondaries]; Verify( child_secondaries != NULL ); num_child_secondaries = 0; } // fill the buckets for (i = 0; i < weapon_info_size(); i++) { switch (Weapon_info[i].subtype) { case WP_UNUSED: continue; case WP_LASER: if (Weapon_info[i].wi_flags[Weapon::Info_Flags::Child]) child_primaries[num_child_primaries++] = Weapon_info[i]; else if (Weapon_info[i].wi_flags[Weapon::Info_Flags::Big_only]) big_lasers[num_big_lasers++] = Weapon_info[i]; else lasers[num_lasers++] = Weapon_info[i]; break; case WP_BEAM: beams[num_beams++] = Weapon_info[i]; break; case WP_MISSILE: if (Weapon_info[i].wi_flags[Weapon::Info_Flags::Child]) child_secondaries[num_child_secondaries++] = Weapon_info[i]; else if (Weapon_info[i].wi_flags[Weapon::Info_Flags::Big_only]) big_missiles[num_big_missiles++] = Weapon_info[i]; else missiles[num_missiles++]=Weapon_info[i]; break; default: continue; } } weapon_index = 0; // reorder the weapon_info structure according to our rules defined above for (i = 0; i < num_lasers; i++, weapon_index++) Weapon_info[weapon_index] = lasers[i]; for (i = 0; i < num_big_lasers; i++, weapon_index++) Weapon_info[weapon_index] = big_lasers[i]; for (i = 0; i < num_beams; i++, weapon_index++) Weapon_info[weapon_index] = beams[i]; for (i = 0; i < num_child_primaries; i++, weapon_index++) Weapon_info[weapon_index] = child_primaries[i]; // designate start of secondary weapons so that we'll have the correct offset later on First_secondary_index = weapon_index; for (i = 0; i < num_missiles; i++, weapon_index++) Weapon_info[weapon_index] = missiles[i]; for (i = 0; i < num_big_missiles; i++, weapon_index++) Weapon_info[weapon_index] = big_missiles[i]; for (i = 0; i < num_child_secondaries; i++, weapon_index++) Weapon_info[weapon_index] = child_secondaries[i]; if (lasers) delete [] lasers; if (big_lasers) delete [] big_lasers; if (beams) delete [] beams; if (missiles) delete [] missiles; if (big_missiles) delete [] big_missiles; if (child_primaries) delete [] child_primaries; if (child_secondaries) delete [] child_secondaries; } /** * Do any post-parse cleaning on weapon entries */ void weapon_clean_entries() { for (auto &wi : Weapon_info) { if (wi.wi_flags[Weapon::Info_Flags::Beam]) { // clean up any beam sections which may have been deleted int removed = 0; for (int s_idx = 0; s_idx < wi.b_info.beam_num_sections; s_idx++) { beam_weapon_section_info *bsip = &wi.b_info.sections[s_idx]; // If this is an invisible beam section, we want to keep it. Originally invisible sections were initialized as they were parsed, // but then they were inadvertently cleaned up in this function. So let's properly set the filename here while not removing the section. if ( !stricmp(bsip->texture.filename, "invisible") ) { memset(bsip->texture.filename, 0, MAX_FILENAME_LEN); } // Now remove empty beam sections as before else if ( !strlen(bsip->texture.filename) ) { int new_idx = s_idx + 1; while (new_idx < MAX_BEAM_SECTIONS) { memcpy( &wi.b_info.sections[new_idx-1], &wi.b_info.sections[new_idx], sizeof(beam_weapon_section_info) ); new_idx++; } removed++; } } if (removed) { mprintf(("NOTE: weapon-cleanup is removing %i stale beam sections, out of %i original, from '%s'.\n", removed, wi.b_info.beam_num_sections, wi.name)); wi.b_info.beam_num_sections -= removed; } if (wi.b_info.beam_num_sections == 0) { Warning(LOCATION, "The beam '%s' has 0 usable sections!", wi.name); } } } } void weapon_release_bitmaps() { // not for FRED... if (Fred_running) return; // if we are just going to load them all again any, keep everything if (Cmdline_load_all_weapons) return; for (int i = 0; i < weapon_info_size(); ++i) { weapon_info *wip = &Weapon_info[i]; // go ahead and clear out models, the model paging code will actually take care of // releasing this stuff if needed, but we have to keep track of current modelnums ourselves if (wip->render_type == WRT_POF) wip->model_num = -1; // we are only interested in what we don't need for this mission if ( used_weapons[i] ) continue; if (wip->render_type == WRT_LASER) { if (wip->laser_bitmap.first_frame >= 0) { bm_release(wip->laser_bitmap.first_frame); wip->laser_bitmap.first_frame = -1; } // now for the glow if (wip->laser_glow_bitmap.first_frame >= 0) { bm_release(wip->laser_glow_bitmap.first_frame); wip->laser_glow_bitmap.first_frame = -1; } // and the head-on bitmaps if (wip->laser_headon_bitmap.first_frame >= 0) { bm_release(wip->laser_headon_bitmap.first_frame); wip->laser_headon_bitmap.first_frame = -1; } if (wip->laser_glow_headon_bitmap.first_frame >= 0) { bm_release(wip->laser_glow_headon_bitmap.first_frame); wip->laser_glow_headon_bitmap.first_frame = -1; } } if (wip->wi_flags[Weapon::Info_Flags::Beam]) { // particle animation if (wip->b_info.beam_particle_ani.first_frame >= 0) { bm_release(wip->b_info.beam_particle_ani.first_frame); wip->b_info.beam_particle_ani.first_frame = -1; } // muzzle glow if (wip->b_info.beam_glow.first_frame >= 0) { bm_release(wip->b_info.beam_glow.first_frame); wip->b_info.beam_glow.first_frame = -1; } // section textures for (int j = 0; j < wip->b_info.beam_num_sections; ++j) { beam_weapon_section_info *bsi = &wip->b_info.sections[j]; if (bsi->texture.first_frame >= 0) { bm_release(bsi->texture.first_frame); bsi->texture.first_frame = -1; } } } if (wip->wi_flags[Weapon::Info_Flags::Trail]) { if (wip->tr_info.texture.bitmap_id >= 0) { bm_release(wip->tr_info.texture.bitmap_id); wip->tr_info.texture.bitmap_id = -1; } } if (wip->wi_flags[Weapon::Info_Flags::Particle_spew]) { // tweaked for multiple particle spews -nuke for (size_t s = 0; s < MAX_PARTICLE_SPEWERS; s++) { // just bitmaps that got loaded if (wip->particle_spewers[s].particle_spew_type != PSPEW_NONE){ if (wip->particle_spewers[s].particle_spew_anim.first_frame >= 0) { bm_release(wip->particle_spewers[s].particle_spew_anim.first_frame); wip->particle_spewers[s].particle_spew_anim.first_frame = -1; } } } } if (wip->thruster_flame.first_frame >= 0) { bm_release(wip->thruster_flame.first_frame); wip->thruster_flame.first_frame = -1; } if (wip->thruster_glow.first_frame >= 0) { bm_release(wip->thruster_glow.first_frame); wip->thruster_glow.first_frame = -1; } } } bool weapon_is_used(int weapon_index) { Assert( (weapon_index >= 0) || (weapon_index < weapon_info_size()) ); return (used_weapons[weapon_index] > 0); } void weapon_load_bitmaps(int weapon_index) { weapon_info *wip; // not for FRED... if (Fred_running) return; if ( (weapon_index < 0) || (weapon_index >= weapon_info_size()) ) { Int3(); return; } wip = &Weapon_info[weapon_index]; if ( (wip->render_type == WRT_LASER) && (wip->laser_bitmap.first_frame < 0) ) { wip->laser_bitmap.first_frame = bm_load(wip->laser_bitmap.filename); if (wip->laser_bitmap.first_frame >= 0) { wip->laser_bitmap.num_frames = 1; wip->laser_bitmap.total_time = 1; } // fall back to an animated type else if ( generic_anim_load(&wip->laser_bitmap) ) { mprintf(("Could not find a usable bitmap for '%s'!\n", wip->name)); Warning(LOCATION, "Could not find a usable bitmap (%s) for weapon '%s'!\n", wip->laser_bitmap.filename, wip->name); } // now see if we also have a glow if ( strlen(wip->laser_glow_bitmap.filename) ) { wip->laser_glow_bitmap.first_frame = bm_load(wip->laser_glow_bitmap.filename); if (wip->laser_glow_bitmap.first_frame >= 0) { wip->laser_glow_bitmap.num_frames = 1; wip->laser_glow_bitmap.total_time = 1; } // fall back to an animated type else if ( generic_anim_load(&wip->laser_glow_bitmap) ) { mprintf(("Could not find a usable glow bitmap for '%s'!\n", wip->name)); Warning(LOCATION, "Could not find a usable glow bitmap (%s) for weapon '%s'!\n", wip->laser_glow_bitmap.filename, wip->name); } } if (strlen(wip->laser_headon_bitmap.filename)) { wip->laser_headon_bitmap.first_frame = bm_load(wip->laser_headon_bitmap.filename); if (wip->laser_headon_bitmap.first_frame >= 0) { wip->laser_headon_bitmap.num_frames = 1; wip->laser_headon_bitmap.total_time = 1; } // fall back to an animated type else if (generic_anim_load(&wip->laser_headon_bitmap)) { mprintf(("Could not find a usable head-on bitmap for '%s'!\n", wip->name)); Warning(LOCATION, "Could not find a usable head-on bitmap (%s) for weapon '%s'!\n", wip->laser_headon_bitmap.filename, wip->name); } } if (strlen(wip->laser_glow_headon_bitmap.filename)) { wip->laser_glow_headon_bitmap.first_frame = bm_load(wip->laser_glow_headon_bitmap.filename); if (wip->laser_glow_headon_bitmap.first_frame >= 0) { wip->laser_glow_headon_bitmap.num_frames = 1; wip->laser_glow_headon_bitmap.total_time = 1; } // fall back to an animated type else if (generic_anim_load(&wip->laser_glow_headon_bitmap)) { mprintf(("Could not find a usable glow head-on bitmap for '%s'!\n", wip->name)); Warning(LOCATION, "Could not find a usable glow head-on bitmap (%s) for weapon '%s'!\n", wip->laser_glow_headon_bitmap.filename, wip->name); } } } if (wip->wi_flags[Weapon::Info_Flags::Beam]) { // particle animation if ( (wip->b_info.beam_particle_ani.first_frame < 0) && strlen(wip->b_info.beam_particle_ani.filename) ) generic_anim_load(&wip->b_info.beam_particle_ani); // muzzle glow if ( (wip->b_info.beam_glow.first_frame < 0) && strlen(wip->b_info.beam_glow.filename) ) { if ( generic_anim_load(&wip->b_info.beam_glow) ) { // animated version failed to load, try static instead wip->b_info.beam_glow.first_frame = bm_load(wip->b_info.beam_glow.filename); if (wip->b_info.beam_glow.first_frame >= 0) { wip->b_info.beam_glow.num_frames = 1; wip->b_info.beam_glow.total_time = 1; } else { mprintf(("Could not find a usable muzzle glow bitmap for '%s'!\n", wip->name)); Warning(LOCATION, "Could not find a usable muzzle glow bitmap (%s) for weapon '%s'!\n", wip->b_info.beam_glow.filename, wip->name); } } } // section textures for (int i = 0; i < wip->b_info.beam_num_sections; i++) { beam_weapon_section_info *bsi = &wip->b_info.sections[i]; if ( (bsi->texture.first_frame < 0) && strlen(bsi->texture.filename) ) { if ( generic_anim_load(&bsi->texture) ) { // animated version failed to load, try static instead bsi->texture.first_frame = bm_load(bsi->texture.filename); if (bsi->texture.first_frame >= 0) { bsi->texture.num_frames = 1; bsi->texture.total_time = 1; } else { mprintf(("Could not find a usable beam section (%i) bitmap for '%s'!\n", i, wip->name)); Warning(LOCATION, "Could not find a usable beam section (%i) bitmap (%s) for weapon '%s'!\n", i, bsi->texture.filename, wip->name); } } } } } if ( (wip->wi_flags[Weapon::Info_Flags::Trail]) && (wip->tr_info.texture.bitmap_id < 0) ) generic_bitmap_load(&wip->tr_info.texture); //WMC - Don't try to load an anim if no anim is specified, Mmkay? if (wip->wi_flags[Weapon::Info_Flags::Particle_spew]) { for (size_t s = 0; s < MAX_PARTICLE_SPEWERS; s++) { // looperfied for multiple pspewers -nuke if (wip->particle_spewers[s].particle_spew_type != PSPEW_NONE){ if ((wip->particle_spewers[s].particle_spew_anim.first_frame < 0) && (wip->particle_spewers[s].particle_spew_anim.filename[0] != '\0') ) { wip->particle_spewers[s].particle_spew_anim.first_frame = bm_load(wip->particle_spewers[s].particle_spew_anim.filename); if (wip->particle_spewers[s].particle_spew_anim.first_frame >= 0) { wip->particle_spewers[s].particle_spew_anim.num_frames = 1; wip->particle_spewers[s].particle_spew_anim.total_time = 1; } // fall back to an animated type else if ( generic_anim_load(&wip->particle_spewers[s].particle_spew_anim) ) { mprintf(("Could not find a usable particle spew bitmap for '%s'!\n", wip->name)); Warning(LOCATION, "Could not find a usable particle spew bitmap (%s) for weapon '%s'!\n", wip->particle_spewers[s].particle_spew_anim.filename, wip->name); } } } } } // load alternate thruster textures if (strlen(wip->thruster_flame.filename)) { generic_anim_load(&wip->thruster_flame); } if (strlen(wip->thruster_glow.filename)) { wip->thruster_glow.first_frame = bm_load(wip->thruster_glow.filename); if (wip->thruster_glow.first_frame >= 0) { wip->thruster_glow.num_frames = 1; wip->thruster_glow.total_time = 1; } else { generic_anim_load(&wip->thruster_glow); } } decals::loadBitmaps(wip->impact_decal); // if this weapon isn't already marked as used, then mark it as such now // (this should really only happen if the player is cheating) if ( !used_weapons[weapon_index] ) used_weapons[weapon_index]++; } /** * Checks all of the weapon infos for substitution patterns and caches the weapon_index of any that it finds. */ void weapon_generate_indexes_for_substitution() { for (int i = 0; i < weapon_info_size(); i++) { weapon_info *wip = &(Weapon_info[i]); if ( wip->num_substitution_patterns > 0 ) { for ( size_t j = 0; j < wip->num_substitution_patterns; j++ ) { int weapon_index = -1; if ( stricmp("none", wip->weapon_substitution_pattern_names[j]) != 0 ) { weapon_index = weapon_info_lookup(wip->weapon_substitution_pattern_names[j]); if ( weapon_index == -1 ) { // invalid sub weapon Warning(LOCATION, "Weapon '%s' requests substitution with '%s' which does not seem to exist", wip->name, wip->weapon_substitution_pattern_names[j]); continue; } if (Weapon_info[weapon_index].subtype != wip->subtype) { // Check to make sure secondaries can't be launched by primaries and vice versa Warning(LOCATION, "Weapon '%s' requests substitution with '%s' which is of a different subtype.", wip->name, wip->weapon_substitution_pattern_names[j]); wip->num_substitution_patterns = 0; std::fill(std::begin(wip->weapon_substitution_pattern), std::end(wip->weapon_substitution_pattern), -1); break; } if (Weapon_info[weapon_index].wi_flags[Weapon::Info_Flags::Beam] != wip->wi_flags[Weapon::Info_Flags::Beam]) { // Check to make sure beams and non-beams aren't being mixed Warning(LOCATION, "Beams and non-beams cannot be mixed in substitution for weapon '%s'.", wip->name); wip->num_substitution_patterns = 0; std::fill(std::begin(wip->weapon_substitution_pattern), std::end(wip->weapon_substitution_pattern), -1); break; } } wip->weapon_substitution_pattern[j] = weapon_index; } memset(wip->weapon_substitution_pattern_names, 0, sizeof(char) * MAX_SUBSTITUTION_PATTERNS * NAME_LENGTH); } if (wip->failure_rate > 0.0f) { if (VALID_FNAME(wip->failure_sub_name)) { wip->failure_sub = weapon_info_lookup(wip->failure_sub_name.c_str()); if (wip->failure_sub == -1) { // invalid sub weapon Warning(LOCATION, "Weapon '%s' requests substitution with '%s' which does not seem to exist", wip->name, wip->failure_sub_name.c_str()); wip->failure_rate = 0.0f; } if (Weapon_info[wip->failure_sub].subtype != wip->subtype) { // Check to make sure secondaries can't be launched by primaries and vice versa Warning(LOCATION, "Weapon '%s' requests substitution with '%s' which is of a different subtype.", wip->name, wip->failure_sub_name.c_str()); wip->failure_sub = -1; wip->failure_rate = 0.0f; } } wip->failure_sub_name.clear(); } } } void weapon_generate_indexes_for_precedence() { Player_weapon_precedence.clear(); // Make sure we're starting fresh. for (const auto &name : Player_weapon_precedence_names) { const char *cur_name = name.c_str(); const int cur_index = weapon_info_lookup(cur_name); if (cur_index == -1) { Warning(LOCATION, "Unknown weapon [%s] in player weapon precedence list (file %s, line %d).", cur_name, Player_weapon_precedence_file.c_str(), Player_weapon_precedence_line); } else { Player_weapon_precedence.push_back(cur_index); } } Player_weapon_precedence_names = SCP_vector(); // This is basically equivalent to .clear() and .shrink_to_fit() (it essentially swaps with the temporary vector, which then immediately deconstructs). Player_weapon_precedence_file = ""; // Similar to the above, this would swap with an empty string, thereby being equivalent to .clear() and .shrink_to_fit(). } void weapon_do_post_parse() { weapon_info *wip; int first_cmeasure_index = -1; weapon_sort_by_type(); // NOTE: This has to be first thing! weapon_clean_entries(); weapon_generate_indexes_for_substitution(); weapon_generate_indexes_for_precedence(); Default_cmeasure_index = -1; // run through weapons list and deal with individual issues for (int i = 0; i < weapon_info_size(); ++i) { wip = &Weapon_info[i]; // set default counter-measure index from the saved name if ( (Default_cmeasure_index < 0) && strlen(Default_cmeasure_name) ) { if ( !stricmp(wip->name, Default_cmeasure_name) ) { Default_cmeasure_index = i; } } // catch a fall back cmeasure index, just in case if ( (first_cmeasure_index < 0) && (wip->wi_flags[Weapon::Info_Flags::Cmeasure]) ) first_cmeasure_index = i; } // catch cmeasure fallback if (Default_cmeasure_index < 0) Default_cmeasure_index = first_cmeasure_index; // now we want to resolve the countermeasures by species for (SCP_vector::iterator ii = Species_info.begin(); ii != Species_info.end(); ++ii) { if (*ii->cmeasure_name) { int index = weapon_info_lookup(ii->cmeasure_name); if (index < 0) Warning(LOCATION, "Could not find weapon type '%s' to use as countermeasure on species '%s'", ii->cmeasure_name, ii->species_name); else if (Weapon_info[index].wi_flags[Weapon::Info_Flags::Beam]) Warning(LOCATION, "Attempt made to set a beam weapon as a countermeasure on species '%s'", ii->species_name); else ii->cmeasure_index = index; } } // translate all spawn type weapons to referrnce the appropriate spawned weapon entry translate_spawn_types(); } void weapon_expl_info_init() { int i; parse_weapon_expl_tbl("weapon_expl.tbl"); // check for, and load, modular tables parse_modular_table(NOX("*-wxp.tbm"), parse_weapon_expl_tbl); // we've got our list so pass it off for final checking and loading for (i = 0; i < (int)LOD_checker.size(); i++) { Weapon_explosions.Load( LOD_checker[i].filename, LOD_checker[i].num_lods ); } // done LOD_checker.clear(); } /** * This will get called once at game startup */ void weapon_init() { if ( !Weapons_inited ) { //Init weapon explosion info weapon_expl_info_init(); Num_spawn_types = 0; // parse weapons.tbl Removed_weapons.clear(); Weapon_info.clear(); parse_weaponstbl("weapons.tbl"); parse_modular_table(NOX("*-wep.tbm"), parse_weaponstbl); // do post-parse cleanup weapon_do_post_parse(); // allocate this once after we load the weapons if (used_weapons == nullptr) used_weapons = new int[Weapon_info.size()]; Weapons_inited = true; } if (Cmdline_spew_weapon_stats != WeaponSpewType::NONE) weapon_spew_stats(Cmdline_spew_weapon_stats); } /** * Call from game_shutdown() only!! */ void weapon_close() { int i; for (i = 0; i < weapon_info_size(); i++) { if (Weapon_info[i].desc) { vm_free(Weapon_info[i].desc); Weapon_info[i].desc = NULL; } if (Weapon_info[i].tech_desc) { vm_free(Weapon_info[i].tech_desc); Weapon_info[i].tech_desc = NULL; } } if (used_weapons != NULL) { delete[] used_weapons; used_weapons = NULL; } if (Spawn_names != NULL) { for (i=0; i= 0 ) { Weapon_info[i].ship_restrict.emplace_back(pair.first, idx); } else { Warning(LOCATION, "Couldn't find multi lock restriction type '%s' for weapon '%s'", name, Weapon_info[i].name); } } Weapon_info[i].ship_restrict_strings.clear(); } } trail_level_init(); // reset all missile trails swarm_level_init(); missile_obj_list_init(); cscrew_level_init(); // emp effect emp_level_init(); // clear out used_weapons between missions memset(used_weapons, 0, Weapon_info.size() * sizeof(int)); Weapon_flyby_sound_timer = timestamp(0); Weapon_impact_timer = 1; // inited each level, used to reduce impact sounds } MONITOR( NumWeaponsRend ) const float weapon_glow_scale_f = 2.3f; const float weapon_glow_scale_r = 2.3f; const float weapon_glow_scale_l = 1.5f; const int weapon_glow_alpha = 217; // (0.85 * 255); void weapon_delete(object *obj) { weapon *wp; int num; if (Script_system.IsActiveAction(CHA_ONWEAPONDELETE)) { Script_system.SetHookObjects(2, "Weapon", obj, "Self", obj); Script_system.RunCondition(CHA_ONWEAPONDELETE, obj); Script_system.RemHookVars({"Weapon", "Self"}); } num = obj->instance; Assert( Weapons[num].objnum == OBJ_INDEX(obj)); wp = &Weapons[num]; Assert(wp->weapon_info_index >= 0); wp->weapon_info_index = -1; if (wp->swarm_info_ptr != nullptr) wp->swarm_info_ptr.reset(); if(wp->cscrew_index >= 0) { cscrew_delete(wp->cscrew_index); wp->cscrew_index = -1; } if (wp->missile_list_index >= 0) { missle_obj_list_remove(wp->missile_list_index); wp->missile_list_index = -1; } if (wp->trail_ptr != NULL) { trail_object_died(wp->trail_ptr); wp->trail_ptr = NULL; } if (wp->hud_in_flight_snd_sig.isValid() && snd_is_playing(wp->hud_in_flight_snd_sig)) snd_stop(wp->hud_in_flight_snd_sig); if (wp->model_instance_num >= 0) model_delete_instance(wp->model_instance_num); if (wp->cmeasure_ignore_list != nullptr) { delete wp->cmeasure_ignore_list; wp->cmeasure_ignore_list = nullptr; } if (wp->collisionInfo != nullptr) { delete wp->collisionInfo; wp->collisionInfo = nullptr; } wp->objnum = -1; Num_weapons--; Assert(Num_weapons >= 0); } /** * Check if missile is newly locked onto the Player, maybe play a launch warning */ void weapon_maybe_play_warning(weapon *wp) { if ( wp->homing_object == Player_obj ) { if ( !(wp->weapon_flags[Weapon::Weapon_Flags::Lock_warning_played]) ) { wp->weapon_flags.set(Weapon::Weapon_Flags::Lock_warning_played); // Use heatlock-warning sound for Heat and Javelin for now // Possibly add an additional third sound later if ( (Weapon_info[wp->weapon_info_index].wi_flags[Weapon::Info_Flags::Homing_heat]) || (Weapon_info[wp->weapon_info_index].wi_flags[Weapon::Info_Flags::Homing_javelin]) ) { snd_play(gamesnd_get_game_sound(ship_get_sound(Player_obj, GameSounds::HEATLOCK_WARN))); } else { Assert(Weapon_info[wp->weapon_info_index].wi_flags[Weapon::Info_Flags::Homing_aspect]); snd_play(gamesnd_get_game_sound(ship_get_sound(Player_obj, GameSounds::ASPECTLOCK_WARN))); } } } } /** * Detonate all missiles near this countermeasure. */ void detonate_nearby_missiles(object* killer_objp, object* missile_objp) { if(killer_objp->type != OBJ_WEAPON || missile_objp->type != OBJ_WEAPON) { Int3(); return; } weapon_info* killer_infop = &Weapon_info[Weapons[killer_objp->instance].weapon_info_index]; if (killer_infop->cm_kill_single) { weapon* wp = &Weapons[missile_objp->instance]; if (wp->lifeleft > 0.2f) { nprintf(("Countermeasures", "Countermeasure (%s-%i) detonated missile (%s-%i) Frame: %i\n", killer_infop->name, killer_objp->signature, Weapon_info[Weapons[missile_objp->instance].weapon_info_index].name, missile_objp->signature, Framecount)); wp->lifeleft = 0.2f; wp->weapon_flags.set(Weapon::Weapon_Flags::Begun_detonation); } return; } missile_obj* mop = GET_FIRST(&Missile_obj_list); while(mop != END_OF_LIST(&Missile_obj_list)) { object* objp = &Objects[mop->objnum]; weapon* wp = &Weapons[objp->instance]; if (iff_x_attacks_y(Weapons[killer_objp->instance].team, wp->team)) { if ( Missiontime - wp->creation_time > F1_0/2) { if (vm_vec_dist_quick(&killer_objp->pos, &objp->pos) < killer_infop->cm_detonation_rad) { if (wp->lifeleft > 0.2f) { nprintf(("Countermeasures", "Countermeasure (%s-%i) detonated missile (%s-%i) Frame: %i\n", killer_infop->name, killer_objp->signature, Weapon_info[Weapons[objp->instance].weapon_info_index].name, objp->signature, Framecount)); wp->lifeleft = 0.2f; wp->weapon_flags.set(Weapon::Weapon_Flags::Begun_detonation); } } } } mop = mop->next; } } /** * Find an object for weapon #num (object *weapon_objp) to home on due to heat. */ void find_homing_object(object *weapon_objp, int num) { ship_subsys *target_engines = NULL; weapon* wp = &Weapons[num]; weapon_info* wip = &Weapon_info[Weapons[num].weapon_info_index]; float best_dist = 99999.9f; // save the old homing object so that multiplayer servers can give the right information // to clients if the object changes object* old_homing_objp = wp->homing_object; wp->homing_object = &obj_used_list; // only for random acquisition, accrue targets to later pick from randomly SCP_vector prospective_targets; // Scan all objects, find a weapon to home on. for ( object* objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) { if ((objp->type == OBJ_SHIP) || ((objp->type == OBJ_WEAPON) && (Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags[Weapon::Info_Flags::Cmeasure]))) { //WMC - Spawn weapons shouldn't go for protected ships // ditto for untargeted heat seekers - niffiwan if ( (objp->flags[Object::Object_Flags::Protected]) && ((wp->weapon_flags[Weapon::Weapon_Flags::Spawned]) || (wip->wi_flags[Weapon::Info_Flags::Untargeted_heat_seeker])) ) continue; // Spawned weapons should never home in on their parent - even in multiplayer dogfights where they would pass the iff test below if ((wp->weapon_flags[Weapon::Weapon_Flags::Spawned]) && (objp == &Objects[weapon_objp->parent])) continue; int homing_object_team = obj_team(objp); bool can_attack = weapon_has_iff_restrictions(wip) || iff_x_attacks_y(wp->team, homing_object_team); if (weapon_target_satisfies_lock_restrictions(wip, objp) && can_attack) { if ( objp->type == OBJ_SHIP ) { ship* sp = &Ships[objp->instance]; ship_info* sip = &Ship_info[sp->ship_info_index]; //if the homing weapon is a huge weapon and the ship that is being //looked at is not huge, then don't home if ((wip->wi_flags[Weapon::Info_Flags::Huge]) && !(sip->is_huge_ship())) { continue; } // AL 2-17-98: If ship is immune to sensors, can't home on it (Sandeep says so)! if ( sp->flags[Ship::Ship_Flags::Hidden_from_sensors] ) { continue; } // Goober5000: if missiles can't home on sensor-ghosted ships, // they definitely shouldn't home on stealth ships if ( sp->flags[Ship::Ship_Flags::Stealth] && (The_mission.ai_profile->flags[AI::Profile_Flags::Fix_heat_seeker_stealth_bug]) ) { continue; } if (wip->wi_flags[Weapon::Info_Flags::Homing_javelin]) { target_engines = ship_get_closest_subsys_in_sight(sp, SUBSYSTEM_ENGINE, &weapon_objp->pos); if (!target_engines) continue; } // MK, 9/4/99. // If this is a player object, make sure there aren't already too many homers. // Only in single player. In multiplayer, we don't want to restrict it in dogfight on team vs. team. // For co-op, it's probably also OK. if (!( Game_mode & GM_MULTIPLAYER ) && objp == Player_obj) { int num_homers = compute_num_homing_objects(objp); if (The_mission.ai_profile->max_allowed_player_homers[Game_skill_level] < num_homers) continue; } } else if (objp->type == OBJ_WEAPON) { //don't attempt to home on weapons if the weapon is a huge weapon or is a javelin homing weapon. if (wip->wi_flags[Weapon::Info_Flags::Huge, Weapon::Info_Flags::Homing_javelin]) continue; //don't look for local ssms that are gone for the time being if (Weapons[objp->instance].lssm_stage == 3) continue; } vec3d vec_to_object; float dist = vm_vec_normalized_dir(&vec_to_object, &objp->pos, &weapon_objp->pos); if (objp->type == OBJ_WEAPON && (Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags[Weapon::Info_Flags::Cmeasure])) { dist *= 0.5f; } float dot = vm_vec_dot(&vec_to_object, &weapon_objp->orient.vec.fvec); if (dot > wip->fov) { if (wip->auto_target_method == HomingAcquisitionType::CLOSEST && dist < best_dist) { best_dist = dist; wp->homing_object = objp; wp->target_sig = objp->signature; wp->homing_subsys = target_engines; cmeasure_maybe_alert_success(objp); } else { // HomingAcquisitionType::RANDOM prospective_targets.push_back(objp); } } } } } if (wip->auto_target_method == HomingAcquisitionType::RANDOM && prospective_targets.size() > 0) { // pick a random target from the valid ones object* target = prospective_targets[Random::next((int)prospective_targets.size())]; wp->homing_object = target; wp->target_sig = target->signature; wp->homing_subsys = nullptr; if (wip->wi_flags[Weapon::Info_Flags::Homing_javelin] && target->type == OBJ_SHIP) { wp->homing_subsys = ship_get_closest_subsys_in_sight(&Ships[target->instance], SUBSYSTEM_ENGINE, &weapon_objp->pos); } } if (wp->homing_object == Player_obj) weapon_maybe_play_warning(wp); // if the old homing object is different that the new one, send a packet to clients if ( MULTIPLAYER_MASTER && (old_homing_objp != wp->homing_object) ) { send_homing_weapon_info( num ); } } /** * For all homing weapons, see if they should be decoyed by a countermeasure. */ void find_homing_object_cmeasures(const SCP_vector &cmeasure_list) { for (object *weapon_objp = GET_FIRST(&obj_used_list); weapon_objp != END_OF_LIST(&obj_used_list); weapon_objp = GET_NEXT(weapon_objp) ) { if (weapon_objp->type == OBJ_WEAPON) { weapon *wp = &Weapons[weapon_objp->instance]; weapon_info *wip = &Weapon_info[wp->weapon_info_index]; if (wip->is_homing()) { float best_dot = wip->fov; for (auto cit = cmeasure_list.cbegin(); cit != cmeasure_list.cend(); ++cit) { //don't have a weapon try to home in on itself if (*cit == weapon_objp) continue; weapon *cm_wp = &Weapons[(*cit)->instance]; weapon_info *cm_wip = &Weapon_info[cm_wp->weapon_info_index]; //don't have a weapon try to home in on missiles fired by the same team, unless its the traitor team. if ((wp->team == cm_wp->team) && (wp->team != Iff_traitor)) continue; vec3d vec_to_object; float dist = vm_vec_normalized_dir(&vec_to_object, &(*cit)->pos, &weapon_objp->pos); if (dist < cm_wip->cm_effective_rad) { float chance; if (wp->cmeasure_ignore_list == nullptr) { wp->cmeasure_ignore_list = new SCP_vector; } else { bool found = false; for (auto ii = wp->cmeasure_ignore_list->cbegin(); ii != wp->cmeasure_ignore_list->cend(); ++ii) { if ((*cit)->signature == *ii) { nprintf(("CounterMeasures", "Weapon (%s-%04i) already seen CounterMeasure (%s-%04i) Frame: %i\n", wip->name, weapon_objp->instance, cm_wip->name, (*cit)->signature, Framecount)); found = true; break; } } if (found) { continue; } } if (wip->wi_flags[Weapon::Info_Flags::Homing_aspect]) { // aspect seeker this likely to chase a countermeasure chance = cm_wip->cm_aspect_effectiveness/wip->seeker_strength; } else { // heat seeker and javelin HS this likely to chase a countermeasure chance = cm_wip->cm_heat_effectiveness/wip->seeker_strength; } // remember this cmeasure so it can be ignored in future wp->cmeasure_ignore_list->push_back((*cit)->signature); if (frand() >= chance) { // failed to decoy nprintf(("CounterMeasures", "Weapon (%s-%04i) ignoring CounterMeasure (%s-%04i) Frame: %i\n", wip->name, weapon_objp->instance, cm_wip->name, (*cit)->signature, Framecount)); } else { // successful decoy, maybe chase the new cm float dot = vm_vec_dot(&vec_to_object, &weapon_objp->orient.vec.fvec); if (dot > best_dot) { best_dot = dot; wp->homing_object = (*cit); cmeasure_maybe_alert_success((*cit)); nprintf(("CounterMeasures", "Weapon (%s-%04i) chasing CounterMeasure (%s-%04i) Frame: %i\n", wip->name, weapon_objp->instance, cm_wip->name, (*cit)->signature, Framecount)); } } } } } } } } /** * Find object with signature "sig" and make weapon home on it. */ void find_homing_object_by_sig(object *weapon_objp, int sig) { ship_obj *sop; weapon *wp; object *old_homing_objp; wp = &Weapons[weapon_objp->instance]; // save the old object so that multiplayer masters know whether to send a homing update packet old_homing_objp = wp->homing_object; sop = GET_FIRST(&Ship_obj_list); while(sop != END_OF_LIST(&Ship_obj_list)) { object *objp; objp = &Objects[sop->objnum]; if (objp->signature == sig) { wp->homing_object = objp; wp->target_sig = objp->signature; break; } sop = sop->next; } // if the old homing object is different that the new one, send a packet to clients if ( MULTIPLAYER_MASTER && (old_homing_objp != wp->homing_object) ) { send_homing_weapon_info( weapon_objp->instance ); } } bool aspect_should_lose_target(weapon* wp) { Assert(wp != NULL); if (wp->homing_object->signature != wp->target_sig) { if (wp->homing_object->type == OBJ_WEAPON) { weapon_info* target_info = &Weapon_info[Weapons[wp->homing_object->instance].weapon_info_index]; if (target_info->wi_flags[Weapon::Info_Flags::Cmeasure]) { // Check if we can home on this countermeasure bool home_on_cmeasure = The_mission.ai_profile->flags[AI::Profile_Flags::Aspect_lock_countermeasure] || target_info->wi_flags[Weapon::Info_Flags::Cmeasure_aspect_home_on]; if (!home_on_cmeasure) { return true; } } } } return false; } /** * Make weapon num home. It's also object *obj. */ void weapon_home(object *obj, int num, float frame_time) { weapon *wp; weapon_info *wip; object *hobjp; Assert(obj->type == OBJ_WEAPON); Assert(obj->instance == num); wp = &Weapons[num]; wip = &Weapon_info[wp->weapon_info_index]; hobjp = Weapons[num].homing_object; //local ssms home only in stages 1 and 5 if ( (wp->lssm_stage==2) || (wp->lssm_stage==3) || (wp->lssm_stage==4)) return; float max_speed; if ((wip->wi_flags[Weapon::Info_Flags::Local_ssm]) && (wp->lssm_stage==5)) max_speed=wip->lssm_stage5_vel; else max_speed=wip->max_speed; // If not [free-flight-time] gone by, don't home yet. // Goober5000 - this has been fixed back to more closely follow the original logic. Remember, the retail code // had 0.5 second of free flight time, the first half of which was spent ramping up to full speed. if ((hobjp == &obj_used_list) || ( f2fl(Missiontime - wp->creation_time) < (wip->free_flight_time / 2) )) { if (f2fl(Missiontime - wp->creation_time) > wip->free_flight_time) { // If this is a heat seeking homing missile and [free-flight-time] has elapsed since firing // and we don't have a target (else we wouldn't be inside the IF), find a new target. if (wip->wi_flags[Weapon::Info_Flags::Homing_heat]) { find_homing_object(obj, num); } // modders may want aspect homing missiles to die if they lose their target else if (wip->is_locked_homing() && wip->wi_flags[Weapon::Info_Flags::Die_on_lost_lock]) { if (wp->lifeleft > 0.5f) { wp->lifeleft = frand_range(0.1f, 0.5f); // randomise a bit to avoid multiple missiles detonating in one frame wp->weapon_flags.set(Weapon::Weapon_Flags::Begun_detonation); } return; } } if (wip->acceleration_time > 0.0f) { if (Missiontime - wp->creation_time < fl2f(wip->acceleration_time)) { float t; t = f2fl(Missiontime - wp->creation_time) / wip->acceleration_time; obj->phys_info.speed = wp->launch_speed + MAX(0.0f, wp->weapon_max_vel - wp->launch_speed) * t; } } // since free_flight_time can now be 0, guard against that else if (wip->free_flight_time > 0.0f) { if (obj->phys_info.speed > max_speed) { obj->phys_info.speed -= frame_time * 4; } else if ((obj->phys_info.speed < max_speed * wip->free_flight_speed_factor) && (wip->wi_flags[Weapon::Info_Flags::Homing_heat])) { obj->phys_info.speed = max_speed * wip->free_flight_speed_factor; } } // no free_flight_time, so immediately set desired speed else { obj->phys_info.speed = max_speed; } // set velocity using whatever speed we have vm_vec_copy_scale( &obj->phys_info.desired_vel, &obj->orient.vec.fvec, obj->phys_info.speed); return; } if (wip->acceleration_time > 0.0f) { if (Missiontime - wp->creation_time < fl2f(wip->acceleration_time)) { float t; t = f2fl(Missiontime - wp->creation_time) / wip->acceleration_time; obj->phys_info.speed = wp->launch_speed + (wp->weapon_max_vel - wp->launch_speed) * t; vm_vec_copy_scale( &obj->phys_info.desired_vel, &obj->orient.vec.fvec, obj->phys_info.speed); } } // AL 4-8-98: If original target for aspect lock missile is lost, stop homing // WCS - or javelin if (wip->is_locked_homing()) { if ( wp->target_sig > 0 ) { if (aspect_should_lose_target(wp)) { wp->homing_object = &obj_used_list; return; } } } // AL 4-13-98: Stop homing on a subsystem if parent ship has changed if (wip->wi_flags[Weapon::Info_Flags::Homing_heat]) { if ( wp->target_sig > 0 ) { if ( wp->homing_object->signature != wp->target_sig ) { wp->homing_subsys = NULL; } } } // If target subsys is dead make missile pick random spot on target as attack point. if (wp->homing_subsys != NULL) { if (wp->homing_subsys->flags[Ship::Subsystem_Flags::Missiles_ignore_if_dead]) { if ((wp->homing_subsys->max_hits > 0) && (wp->homing_subsys->current_hits <= 0)) { wp->homing_object = &obj_used_list; return; } } } // Make sure Javelin HS missiles always home on engine subsystems if ships if ((wip->wi_flags[Weapon::Info_Flags::Homing_javelin]) && (hobjp->type == OBJ_SHIP) && (wp->target_sig > 0) && (wp->homing_subsys != NULL) && (wp->homing_subsys->system_info->type != SUBSYSTEM_ENGINE)) { int sindex = ship_get_by_signature(wp->target_sig); if (sindex >= 0) { ship *enemy = &Ships[sindex]; wp->homing_subsys = ship_get_closest_subsys_in_sight(enemy, SUBSYSTEM_ENGINE, &Objects[wp->objnum].pos); } } // If Javelin HS missile doesn't home in on a subsystem but homing in on a // ship, lose lock alltogether // Javelins can only home in one Engines or bombs. if ((wip->wi_flags[Weapon::Info_Flags::Homing_javelin]) && (hobjp->type == OBJ_SHIP) && (wp->target_sig > 0) && (wp->homing_subsys == NULL)) { wp->homing_object = &obj_used_list; return; } // TODO maybe add flag to allow WF_LOCKED_HOMING to lose target when target is dead switch (hobjp->type) { case OBJ_NONE: if (wip->is_locked_homing()) { find_homing_object_by_sig(obj, wp->target_sig); } else { find_homing_object(obj, num); } return; break; case OBJ_SHIP: if (hobjp->signature != wp->target_sig) { if (wip->is_locked_homing()) { find_homing_object_by_sig(obj, wp->target_sig); } else { find_homing_object(obj, num); } return; } break; case OBJ_WEAPON: { weapon_info* hobj_infop = &Weapon_info[Weapons[hobjp->instance].weapon_info_index]; bool home_on_cmeasure = The_mission.ai_profile->flags[AI::Profile_Flags::Aspect_lock_countermeasure] || hobj_infop->wi_flags[Weapon::Info_Flags::Cmeasure_aspect_home_on]; // don't home on countermeasures or non-bombs, that's handled elsewhere if (((hobj_infop->wi_flags[Weapon::Info_Flags::Cmeasure]) && !home_on_cmeasure)) { break; } else if (!(hobj_infop->wi_flags[Weapon::Info_Flags::Bomb])) { break; } if (wip->is_locked_homing()) { find_homing_object_by_sig(obj, wp->target_sig); } else { find_homing_object(obj, num); } break; } default: return; } // See if this weapon is the nearest homing object to the object it is homing on. // If so, update some fields in the target object's ai_info. if (hobjp != &obj_used_list && !(wip->wi_flags[Weapon::Info_Flags::No_evasion])) { if (hobjp->type == OBJ_SHIP) { ai_info *aip; aip = &Ai_info[Ships[hobjp->instance].ai_index]; vec3d target_vector; float dist = vm_vec_normalized_dir(&target_vector, &hobjp->pos, &obj->pos); // add this missile to nearest_locked_object if its the closest // with the flag, only do it if its also mostly pointed at its target if (((aip->nearest_locked_object == -1) || (dist < aip->nearest_locked_distance)) && (!(The_mission.ai_profile->flags[AI::Profile_Flags::Improved_missile_avoidance]) || vm_vec_dot(&target_vector, &obj->orient.vec.fvec) > 0.5f)) { aip->nearest_locked_object = OBJ_INDEX(obj); aip->nearest_locked_distance = dist; } } } // If the object it is homing on is still valid, home some more! if (hobjp != &obj_used_list) { float old_dot, vel; vec3d vec_to_goal; vec3d target_pos; // position of what the homing missile is seeking vm_vec_zero(&target_pos); if (wp->weapon_flags[Weapon::Weapon_Flags::Overridden_homing]) { target_pos = wp->homing_pos; } else { // the homing missile may be seeking a subsystem on a ship. If so, we need to calculate the // world coordinates of that subsystem so the homing missile can seek it out. // For now, March 7, 1997, MK, heat seeking homing missiles will be able to home on // any subsystem. Probably makes sense for them to only home on certain kinds of subsystems. if ((wp->homing_subsys != nullptr) && !(wip->wi_flags[Weapon::Info_Flags::Non_subsys_homing]) && hobjp->type == OBJ_SHIP) { get_subsystem_world_pos(hobjp, Weapons[num].homing_subsys, &target_pos); wp->homing_pos = target_pos; // store the homing position in weapon data Assert(!vm_is_vec_nan(&wp->homing_pos)); } else { float fov; float dist; dist = vm_vec_dist_quick(&obj->pos, &hobjp->pos); if (hobjp->type == OBJ_WEAPON) { weapon_info* hobj_infop = &Weapon_info[Weapons[hobjp->instance].weapon_info_index]; if (hobj_infop->wi_flags[Weapon::Info_Flags::Cmeasure] && dist < hobj_infop->cm_detonation_rad) { // Make this missile detonate soon. Not right away, not sure why. Seems better. if (iff_x_attacks_y(Weapons[hobjp->instance].team, wp->team)) { detonate_nearby_missiles(hobjp, obj); return; } } } fov = -1.0f; int pick_homing_point = 0; if (IS_VEC_NULL(&wp->homing_pos)) { pick_homing_point = 1; } // Update homing position if it hasn't been set, you're within 500 meters, or every half second, //approximately. For large objects, don't lead them. if (hobjp->radius < 40.0f) { target_pos = hobjp->pos; wp->homing_pos = target_pos; // only recalculate a homing point if you are not a client. You will get the new point from the server. } else if (pick_homing_point || (!MULTIPLAYER_CLIENT && ((dist < 500.0f) || (rand_chance(flFrametime, 2.0f))))) { if (hobjp->type == OBJ_SHIP) { if (!pick_homing_point) { // ensure that current attack point is only updated in world coords (ie not pick a different // vertex) wp->pick_big_attack_point_timestamp = 0; } if (pick_homing_point && !(wip->wi_flags[Weapon::Info_Flags::Non_subsys_homing])) { // If *any* player is parent of homing missile, then use position where lock indicator is if (Objects[obj->parent].flags[Object::Object_Flags::Player_ship]) { player* pp; // determine the player pp = Player; if (Game_mode & GM_MULTIPLAYER) { int pnum; pnum = multi_find_player_by_object(&Objects[obj->parent]); if (pnum != -1) { pp = Net_players[pnum].m_player; } } // If player has apect lock, we don't want to find a homing point on the closest // octant... setting the timestamp to 0 ensures this. if (wip->is_locked_homing()) { wp->pick_big_attack_point_timestamp = 0; } else { wp->pick_big_attack_point_timestamp = 1; } if (pp && pp->locking_subsys) { wp->big_attack_point = pp->locking_subsys->system_info->pnt; } else { vm_vec_zero(&wp->big_attack_point); } } } ai_big_pick_attack_point(hobjp, obj, &target_pos, fov); } else { target_pos = hobjp->pos; } wp->homing_pos = target_pos; Assert(!vm_is_vec_nan(&wp->homing_pos)); } else target_pos = wp->homing_pos; } } // Couldn't find a lock. if (IS_VEC_NULL(&target_pos)) return; // Cause aspect seeking weapon to home at target's predicted position. // But don't use predicted position if dot product small or negative. // If do this, with a ship headed towards missile, could choose a point behind missile. float dist_to_target, time_to_target; dist_to_target = vm_vec_normalized_dir(&vec_to_goal, &target_pos, &obj->pos); time_to_target = dist_to_target/max_speed; vec3d tvec; tvec = obj->phys_info.vel; vm_vec_normalize(&tvec); old_dot = vm_vec_dot(&tvec, &vec_to_goal); // If a weapon has missed its target, detonate it. // This solves the problem of a weapon circling the center of a subsystem that has been blown away. // Problem: It does not do impact damage, just proximity damage. if ((!wp->weapon_flags[Weapon::Weapon_Flags::Begun_detonation]) && (old_dot < wip->fov) && (dist_to_target < flFrametime * obj->phys_info.speed * 4.0f + 10.0f) && (weapon_has_homing_object(wp)) && (wp->homing_object->type == OBJ_SHIP) && (wip->subtype != WP_LASER)) { if (Fixed_missile_detonation) { // try to be smart about this... if we have a submodel, and it's not destroyed, give the missile enough time to reach the other side of it if (wp->homing_subsys && wp->homing_subsys->submodel_instance_1 && !wp->homing_subsys->submodel_instance_1->blown_off) { auto pm = model_get(Ship_info[Ships[wp->homing_object->instance].ship_info_index].model_num); auto sm = &pm->submodel[wp->homing_subsys->system_info->subobj_num]; wp->lifeleft = sm->rad / obj->phys_info.speed; } // otherwise detonate the missile immediately else { wp->lifeleft = 0.001f; } } else { // retail just detonates the missile immediately wp->lifeleft = 0.001f; } // this flag is needed so we don't prolong the missile's life by repeatedly detonating it wp->weapon_flags.set(Weapon::Weapon_Flags::Begun_detonation); } // Only lead target if more than one second away. Otherwise can miss target. I think this // is what's causing Harbingers to miss the super destroyer. -- MK, 4/15/98 if ((old_dot > 0.1f) && (time_to_target > 0.1f)) { if (wip->wi_flags[Weapon::Info_Flags::Variable_lead_homing]) { vm_vec_scale_add2(&target_pos, &hobjp->phys_info.vel, (0.33f * wip->target_lead_scaler * MIN(time_to_target, 6.0f))); } else if (wip->is_locked_homing()) { vm_vec_scale_add2(&target_pos, &hobjp->phys_info.vel, MIN(time_to_target, 2.0f)); } } // If a HEAT seeking (rather than ASPECT seeking) homing missile, verify that target is in viewcone. if (wip->wi_flags[Weapon::Info_Flags::Homing_heat]) { if ((old_dot < wip->fov) && (dist_to_target > wip->shockwave.inner_rad*1.1f)) { // Delay finding new target one frame to allow detonation. find_homing_object(obj, num); return; // Maybe found a new homing object. Return, process more next frame. } else // Subtract out life based on how far from target this missile points. if ((wip->fov < 0.95f) && !(wip->wi_flags[Weapon::Info_Flags::No_life_lost_if_missed])) { wp->lifeleft -= flFrametime * (0.95f - old_dot); } } else if (wip->is_locked_homing()) { // subtract life as if max turn is 90 degrees. if ((wip->fov < 0.95f) && !(wip->wi_flags[Weapon::Info_Flags::No_life_lost_if_missed])) wp->lifeleft -= flFrametime * (0.95f - old_dot); } else { Warning(LOCATION, "Tried to make weapon '%s' home, but found it wasn't aspect-seeking or heat-seeking or a Javelin!", wip->name); } // Control speed based on dot product to goal. If close to straight ahead, move // at max speed, else move slower based on how far from ahead. // Asteroth - but not for homing primaries if (old_dot < 0.90f && wip->subtype != WP_LASER) { obj->phys_info.speed = MAX(0.2f, old_dot* (float) fabs(old_dot)); if (obj->phys_info.speed < max_speed*0.75f) obj->phys_info.speed = max_speed*0.75f; } else obj->phys_info.speed = max_speed; if (wip->acceleration_time > 0.0f) { // Ramp up speed linearly for the given duration if (Missiontime - wp->creation_time < fl2f(wip->acceleration_time)) { float t; t = f2fl(Missiontime - wp->creation_time) / wip->acceleration_time; obj->phys_info.speed = wp->launch_speed + MAX(0.0f, wp->weapon_max_vel - wp->launch_speed) * t; } } else if (!(wip->wi_flags[Weapon::Info_Flags::No_homing_speed_ramp]) && Missiontime - wp->creation_time < i2f(1)) { // Default behavior: // For first second of weapon's life, it doesn't fly at top speed. It ramps up. float t; t = f2fl(Missiontime - wp->creation_time); obj->phys_info.speed *= t*t; } Assert( obj->phys_info.speed > 0.0f ); vm_vec_copy_scale( &obj->phys_info.desired_vel, &obj->orient.vec.fvec, obj->phys_info.speed); // turn the missile towards the target only if non-swarm. Homing swarm missiles choose // a different vector to turn towards, this is done in swarm_update_direction(). if ( wp->swarm_info_ptr == nullptr ) { ai_turn_towards_vector(&target_pos, obj, nullptr, nullptr, 0.0f, 0, nullptr); vel = vm_vec_mag(&obj->phys_info.desired_vel); vm_vec_copy_scale(&obj->phys_info.desired_vel, &obj->orient.vec.fvec, vel); } } } // moved out of weapon_process_post() so it can be called from either -post() or -pre() depending on Framerate_independent_turning void weapon_update_missiles(object* obj, float frame_time) { Assertion(obj->type == OBJ_WEAPON, "weapon_update_missiles called on a non-weapon object"); weapon* wp = &Weapons[obj->instance]; weapon_info* wip = &Weapon_info[wp->weapon_info_index]; // a single player or multiplayer server function -- it affects actual weapon movement. if (wip->is_homing() && !(wp->weapon_flags[Weapon::Weapon_Flags::No_homing])) { vec3d pos_hold = wp->homing_pos; int target_hold = wp->target_sig; weapon_home(obj, obj->instance, frame_time); // tell the server to send an update of the missile. if (MULTIPLAYER_MASTER && !IS_VEC_NULL(&wp->homing_pos)) { wp->weapon_flags.set(Weapon::Weapon_Flags::Multi_homing_update_needed); // if the first update for a weapon has already been sent, then we do not need to send any others unless the homing_pos // drastically changes. if (wp->weapon_flags[Weapon::Weapon_Flags::Multi_Update_Sent]) { vm_vec_sub2(&pos_hold, &wp->homing_pos); if ((vm_vec_mag(&pos_hold) < 1.0f) && (wp->target_sig == target_hold)) { wp->weapon_flags.remove(Weapon::Weapon_Flags::Multi_homing_update_needed); } } } // If this is a swarm type missile, if (wp->swarm_info_ptr != nullptr) { swarm_update_direction(obj, wp->swarm_info_ptr.get()); } } else if (wip->acceleration_time > 0.0f) { if (Missiontime - wp->creation_time < fl2f(wip->acceleration_time)) { float t; t = f2fl(Missiontime - wp->creation_time) / wip->acceleration_time; obj->phys_info.speed = wp->launch_speed + MAX(0.0f, wp->weapon_max_vel - wp->launch_speed) * t; } else { obj->phys_info.speed = wip->max_speed; obj->phys_info.flags |= PF_CONST_VEL; // Max speed reached, can use simpler physics calculations now } vm_vec_copy_scale(&obj->phys_info.desired_vel, &obj->orient.vec.fvec, obj->phys_info.speed); } } // as Mike K did with ships -- break weapon into process_pre and process_post for code to execute // before and after physics movement void weapon_process_pre( object *obj, float frame_time) { if(obj->type != OBJ_WEAPON) return; weapon *wp = &Weapons[obj->instance]; weapon_info *wip = &Weapon_info[wp->weapon_info_index]; // if the object is a corkscrew style weapon, process it now if((obj->type == OBJ_WEAPON) && (Weapons[obj->instance].cscrew_index >= 0)){ cscrew_process_pre(obj); } //WMC - Originally flak_maybe_detonate, moved here. if(wp->det_range > 0.0f) { vec3d temp; vm_vec_sub(&temp, &obj->pos, &wp->start_pos); if(vm_vec_mag(&temp) >= wp->det_range){ weapon_detonate(obj); } } //WMC - Maybe detonate weapon anyway! if(wip->det_radius > 0.0f) { if((weapon_has_homing_object(wp)) && (wp->homing_object->type != 0)) { if(!IS_VEC_NULL(&wp->homing_pos) && vm_vec_dist(&wp->homing_pos, &obj->pos) <= wip->det_radius) { weapon_detonate(obj); } } else if(wp->target_num > -1) { if(vm_vec_dist(&obj->pos, &Objects[wp->target_num].pos) <= wip->det_radius) { weapon_detonate(obj); } } } // If this flag is false missile turning is evaluated in weapon_process_post() if (Framerate_independent_turning) { weapon_update_missiles(obj, frame_time); } } int Homing_hits = 0, Homing_misses = 0; MONITOR( NumWeapons ) /** * Maybe play a "whizz sound" if close enough to view position */ void weapon_maybe_play_flyby_sound(object *weapon_objp, weapon *wp) { // don't play flyby sounds too close together if ( !timestamp_elapsed(Weapon_flyby_sound_timer) ) { return; } if ( !(wp->weapon_flags[Weapon::Weapon_Flags::Played_flyby_sound]) ) { float dist, dot, radius; if ( (Weapon_info[wp->weapon_info_index].wi_flags[Weapon::Info_Flags::Corkscrew]) ) { dist = vm_vec_dist_quick(&weapon_objp->last_pos, &Eye_position); } else { dist = vm_vec_dist_quick(&weapon_objp->pos, &Eye_position); } if ( Viewer_obj ) { radius = Viewer_obj->radius; } else { radius = 0.0f; } if ( (dist > radius) && (dist < 55) ) { vec3d vec_to_weapon; vm_vec_sub(&vec_to_weapon, &weapon_objp->pos, &Eye_position); vm_vec_normalize(&vec_to_weapon); // ensure laser is in front of eye dot = vm_vec_dot(&vec_to_weapon, &Eye_matrix.vec.fvec); if ( dot < 0.1 ) { return; } // ensure that laser is moving in similar direction to fvec dot = vm_vec_dot(&vec_to_weapon, &weapon_objp->orient.vec.fvec); if ( (dot < -0.80) && (dot > -0.98) ) { if(Weapon_info[wp->weapon_info_index].flyby_snd.isValid()) { snd_play_3d( gamesnd_get_game_sound(Weapon_info[wp->weapon_info_index].flyby_snd), &weapon_objp->pos, &Eye_position ); } else { if ( Weapon_info[wp->weapon_info_index].subtype == WP_LASER ) { snd_play_3d( gamesnd_get_game_sound(GameSounds::WEAPON_FLYBY), &weapon_objp->pos, &Eye_position ); } } Weapon_flyby_sound_timer = timestamp(200); wp->weapon_flags.set(Weapon::Weapon_Flags::Played_flyby_sound); } } } } static void weapon_set_state(weapon_info* wip, weapon* wp, WeaponState state) { if (wp->weapon_state == state) { // No change return; } wp->weapon_state = state; auto map_entry = wip->state_effects.find(wp->weapon_state); if ((map_entry != wip->state_effects.end()) && map_entry->second.isValid()) { auto source = particle::ParticleManager::get()->createSource(map_entry->second); object* objp = &Objects[wp->objnum]; source.moveToObject(objp, &vmd_zero_vector); source.setWeaponState(wp->weapon_state); source.setVelocity(&objp->phys_info.vel); source.finish(); } } static void weapon_update_state(weapon* wp) { weapon_info* wip = &Weapon_info[wp->weapon_info_index]; if (wip->subtype == WP_LASER) { weapon_set_state(wip, wp, WeaponState::NORMAL); return; } auto infree_flight = false; if (wip->free_flight_time) { fix lifetime = Missiontime - wp->creation_time; if (lifetime < fl2f(wip->free_flight_time)) { weapon_set_state(wip, wp, WeaponState::FREEFLIGHT); infree_flight = true; } else if (lifetime >= fl2f(wip->free_flight_time) && (lifetime - Frametime) <= fl2f(wip->free_flight_time) && weapon_has_homing_object(wp)) { weapon_set_state(wip, wp, WeaponState::IGNITION); infree_flight = true; } } if (!infree_flight) { if (!weapon_has_homing_object(wp)) { weapon_set_state(wip, wp, WeaponState::UNHOMED_FLIGHT); } else { weapon_set_state(wip, wp, WeaponState::HOMED_FLIGHT); } } } // process a weapon after physics movement. MWA reorders some of the code on 8/13 for multiplayer. When // adding something to this function, decide whether or not a client in a multiplayer game needs to do // what is normally done in a single player game. Things like plotting an object on a radar, effect // for exhaust are things that are done on all machines. Things which calculate weapon targets, new // velocities, etc, are server only functions and should go after the if ( !MULTIPLAYER_MASTER ) statement // See Allender if you cannot decide what to do. void weapon_process_post(object * obj, float frame_time) { int num; weapon_info *wip; weapon *wp; MONITOR_INC( NumWeapons, 1 ); Assert(obj->type == OBJ_WEAPON); num = obj->instance; #ifndef NDEBUG int objnum; objnum = OBJ_INDEX(obj); Assert( Weapons[num].objnum == objnum ); #endif wp = &Weapons[num]; wp->lifeleft -= frame_time; wip = &Weapon_info[wp->weapon_info_index]; // do continuous spawns if (wip->wi_flags[Weapon::Info_Flags::Spawn]) { for (int i = 0; i < wip->num_spawn_weapons_defined; i++) { if (wip->spawn_info[i].spawn_interval >= MINIMUM_SPAWN_INTERVAL) { if (timestamp_elapsed(wp->next_spawn_time[i])) { spawn_child_weapons(obj, i); // do the spawn effect if (wip->spawn_info[i].spawn_effect.isValid()) { auto particleSource = particle::ParticleManager::get()->createSource(wip->spawn_info[i].spawn_effect); particleSource.moveTo(&obj->pos); particleSource.setOrientationFromVec(&obj->phys_info.vel); particleSource.setVelocity(&obj->phys_info.vel); particleSource.finish(); } // update next_spawn_time wp->next_spawn_time[i] = timestamp() + (int)(wip->spawn_info[i].spawn_interval * 1000.f); } } } } if (wip->wi_flags[Weapon::Info_Flags::Local_ssm]) { if ((wp->lssm_stage != 5) && (wp->lssm_stage != 0)) { wp->lifeleft += frame_time; } } // check life left. Multiplayer client code will go through here as well. We must be careful in weapon_hit // when killing a missile that spawn child weapons!!!! if ( wp->lifeleft < 0.0f ) { if ( wip->subtype & WP_MISSILE ) { if(Game_mode & GM_MULTIPLAYER){ if ( !MULTIPLAYER_CLIENT || (MULTIPLAYER_CLIENT && (wp->lifeleft < -2.0f)) || (MULTIPLAYER_CLIENT && (wip->wi_flags[Weapon::Info_Flags::Child]))) { // don't call this function multiplayer client -- host will send this packet to us weapon_detonate(obj); } if (MULTIPLAYER_MASTER) { send_missile_kill_packet(obj); } } else { weapon_detonate(obj); } if (wip->is_homing()) { Homing_misses++; } } else { obj->flags.set(Object::Object_Flags::Should_be_dead); } return; } else if ((MULTIPLAYER_MASTER) && (wip->is_locked_homing() && wp->weapon_flags[Weapon::Weapon_Flags::Multi_homing_update_needed])) { send_homing_weapon_info(obj->instance); wp->weapon_flags.remove(Weapon::Weapon_Flags::Multi_homing_update_needed); } // plot homing missiles on the radar if (((wip->wi_flags[Weapon::Info_Flags::Bomb]) || (wip->wi_flags[Weapon::Info_Flags::Shown_on_radar])) && !(wip->wi_flags[Weapon::Info_Flags::Dont_show_on_radar])) { if ( hud_gauge_active(HUD_RADAR) ) { radar_plot_object( obj ); } } // trail missiles if ((wip->wi_flags[Weapon::Info_Flags::Trail]) && !(wip->wi_flags[Weapon::Info_Flags::Corkscrew])) { if ( (wp->trail_ptr != NULL ) && (wp->lssm_stage!=3)) { vec3d pos; if (wip->render_type == WRT_LASER) { // place tail origin in center of the bolt vm_vec_scale_add(&pos, &obj->pos, &obj->orient.vec.fvec, (wip->laser_length / 2)); } else { pos = obj->pos; } if (trail_stamp_elapsed(wp->trail_ptr)) { trail_add_segment( wp->trail_ptr, &pos, &obj->orient); trail_set_stamp(wp->trail_ptr); } else { trail_set_segment( wp->trail_ptr, &pos ); } } } if ( wip->wi_flags[Weapon::Info_Flags::Thruster] ) { ship_do_weapon_thruster_frame( wp, obj, flFrametime ); } // maybe play a "whizz sound" if close enough to view position #ifndef NDEBUG if ( Weapon_flyby_sound_enabled ) { weapon_maybe_play_flyby_sound(obj, wp); } #else weapon_maybe_play_flyby_sound(obj, wp); #endif if(wip->wi_flags[Weapon::Info_Flags::Particle_spew] && wp->lssm_stage != 3 ){ weapon_maybe_spew_particle(obj); } // If this flag is true this is evaluated in weapon_process_pre() if (!Framerate_independent_turning) { weapon_update_missiles(obj, frame_time); } //handle corkscrew missiles if (wip->is_homing() && !(wp->weapon_flags[Weapon::Weapon_Flags::No_homing]) && wp->cscrew_index >= 0) { cscrew_process_post(obj); } //local ssm stuff if (wip->wi_flags[Weapon::Info_Flags::Local_ssm]) { //go into subspace if the missile is locked and its time to warpout if ((wp->lssm_stage==1) && (timestamp_elapsed(wp->lssm_warpout_time))) { //if we don't have a lock at this point, just stay in normal space if (!weapon_has_homing_object(wp)) { wp->lssm_stage=0; return; } //point where to warpout vec3d warpout; //create a warp effect vm_vec_copy_scale(&warpout,&obj->phys_info.vel,3.0f); //get the size of the warp, directly using the model if possible float warp_size = obj->radius; if (wip->model_num >= 0) warp_size = model_get_radius(wip->model_num); //set the time the warphole stays open, minimum of 7 seconds wp->lssm_warp_time = ((warp_size * 2) / (obj->phys_info.speed)) +1.5f; wp->lssm_warp_time = MAX(wp->lssm_warp_time,7.0f); //calculate the percerentage of the warpholes life at which the missile is fully in subspace. wp->lssm_warp_pct = 1.0f - (3.0f/wp->lssm_warp_time); //create the warphole vm_vec_add2(&warpout,&obj->pos); wp->lssm_warp_idx = fireball_create(&warpout, wip->lssm_warpeffect, FIREBALL_WARP_EFFECT, -1, warp_size * 1.5f, true, &vmd_zero_vector, wp->lssm_warp_time, 0, &obj->orient); if (wp->lssm_warp_idx < 0) { mprintf(("LSSM: Failed to create warp effect! Please report if this happens frequently.\n")); // Abort warping wp->lssm_stage = 0; } else { wp->lssm_stage = 2; } } //its just entered subspace subspace. don't collide or render if ((wp->lssm_stage==2) && (fireball_lifeleft_percent(&Objects[wp->lssm_warp_idx]) <= wp->lssm_warp_pct)) { auto flags = obj->flags; flags.remove(Object::Object_Flags::Renders); flags.remove(Object::Object_Flags::Collides); obj_set_flags(obj, flags); // stop its trail here if (wp->trail_ptr != nullptr) { trail_object_died(wp->trail_ptr); wp->trail_ptr = nullptr; } //get the position of the target, and estimate its position when it warps out //so we have an idea of where it will be. auto target_objp = wp->homing_object; if (target_objp == nullptr && wp->target_num != -1) { target_objp = &Objects[wp->target_num]; } if (target_objp != nullptr) { vm_vec_scale_add(&wp->lssm_target_pos, &target_objp->pos, &target_objp->phys_info.vel, (float)wip->lssm_warpin_delay / 1000.0f); } else { // Our target is invalid, just jump to our position wp->lssm_target_pos = obj->pos; } wp->lssm_stage=3; } //time to warp in. if ((wp->lssm_stage==3) && (timestamp_elapsed(wp->lssm_warpin_time))) { vec3d warpin; object* target_objp=wp->homing_object; vec3d fvec; matrix orient; //spawn the ssm at a random point in a circle around the target vm_vec_random_in_circle(&warpin, &wp->lssm_target_pos, &target_objp->orient, wip->lssm_warpin_radius + target_objp->radius, true); //orient the missile properly vm_vec_sub(&fvec,&wp->lssm_target_pos, &warpin); vm_vector_2_matrix(&orient,&fvec,NULL,NULL); //get the size of the warp, directly using the model if possible float warp_size = obj->radius; if (wip->model_num >= 0) warp_size = model_get_radius(wip->model_num); //create a warpin effect wp->lssm_warp_idx = fireball_create(&warpin, wip->lssm_warpeffect, FIREBALL_WARP_EFFECT, -1, warp_size * 1.5f, false, &vmd_zero_vector, wp->lssm_warp_time, 0, &orient); if (wp->lssm_warp_idx < 0) { mprintf(("LSSM: Failed to create warp effect! Please report if this happens frequently.\n")); } obj->orient=orient; obj->pos=warpin; obj->phys_info.speed=0; obj->phys_info.desired_vel = vmd_zero_vector; obj->phys_info.vel = obj->phys_info.desired_vel; wp->lssm_stage = 4; } //done warping in. render and collide it. let the fun begin // If the previous fireball creation failed just put it into normal space now if ((wp->lssm_stage==4) && (wp->lssm_warp_idx < 0 || fireball_lifeleft_percent(&Objects[wp->lssm_warp_idx]) <=0.5f)) { vm_vec_copy_scale(&obj->phys_info.desired_vel, &obj->orient.vec.fvec, wip->lssm_stage5_vel ); obj->phys_info.vel = obj->phys_info.desired_vel; obj->phys_info.speed = vm_vec_mag(&obj->phys_info.desired_vel); wp->lssm_stage=5; auto flags = obj->flags; flags.set(Object::Object_Flags::Renders); flags.set(Object::Object_Flags::Collides); obj_set_flags(obj,flags); // start the trail back up if applicable if (wip->wi_flags[Weapon::Info_Flags::Trail]) { wp->trail_ptr = trail_create(&wip->tr_info); if (wp->trail_ptr != nullptr) { // Add two segments. One to stay at launch pos, one to move. trail_add_segment(wp->trail_ptr, &obj->pos, &obj->orient); trail_add_segment(wp->trail_ptr, &obj->pos, &obj->orient); } } } } if (wip->hud_in_flight_snd.isValid() && obj->parent_sig == Player_obj->signature) { bool play_sound = false; switch (wip->in_flight_play_type) { case TARGETED: play_sound = weapon_has_homing_object(wp); break; case UNTARGETED: play_sound = !weapon_has_homing_object(wp); break; case ALWAYS: play_sound = true; break; default: Error(LOCATION, "Unknown in-flight sound status %d!", (int) wip->in_flight_play_type); break; } if (play_sound) { if (!wp->hud_in_flight_snd_sig.isValid() || !snd_is_playing(wp->hud_in_flight_snd_sig)) { wp->hud_in_flight_snd_sig = snd_play_looping(gamesnd_get_game_sound(wip->hud_in_flight_snd)); } } } weapon_update_state(wp); } /** * Update weapon tracking information. */ void weapon_set_tracking_info(int weapon_objnum, int parent_objnum, int target_objnum, int target_is_locked, ship_subsys *target_subsys) { object *parent_objp; weapon *wp; weapon_info *wip; int targeting_same = 0; if ( weapon_objnum < 0 ) { return; } Assert(Objects[weapon_objnum].type == OBJ_WEAPON); wp = &Weapons[Objects[weapon_objnum].instance]; wip = &Weapon_info[wp->weapon_info_index]; if (wp->weapon_flags[Weapon::Weapon_Flags::No_homing]) { return; } if (parent_objnum >= 0) { parent_objp = &Objects[parent_objnum]; Assert(parent_objp->type == OBJ_SHIP); } else { parent_objp = NULL; } if (parent_objp != NULL && (Ships[parent_objp->instance].flags[Ship::Ship_Flags::No_secondary_lockon])) { wp->weapon_flags.set(Weapon::Weapon_Flags::No_homing); wp->homing_object = &obj_used_list; wp->homing_subsys = NULL; wp->target_num = -1; wp->target_sig = -1; return; } if ( parent_objp == NULL || Ships[parent_objp->instance].ai_index >= 0 ) { int target_team = -1; if ( target_objnum >= 0 ) { int obj_type = Objects[target_objnum].type; if ( (obj_type == OBJ_SHIP) || (obj_type == OBJ_WEAPON) ) { target_team = obj_team(&Objects[target_objnum]); } } // determining if we're targeting the same team if (parent_objp != NULL && Ships[parent_objp->instance].team == target_team){ targeting_same = 1; // Goober5000 - if we're going bonkers, pretend we're not targeting our own team ai_info *parent_aip = &Ai_info[Ships[parent_objp->instance].ai_index]; if (parent_aip->active_goal != AI_GOAL_NONE && parent_aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC) { if (parent_aip->goals[parent_aip->active_goal].flags[AI::Goal_Flags::Target_own_team]) { targeting_same = 0; } } } else { targeting_same = 0; } bool can_lock = (weapon_has_iff_restrictions(wip) && target_objnum >= 0) ? weapon_target_satisfies_lock_restrictions(wip, &Objects[target_objnum]) : (!targeting_same || (MULTI_DOGFIGHT && (target_team == Iff_traitor))); // Cyborg17 - exclude all invalid object numbers here since in multi, the lock slots can get out of sync. if ((target_objnum > -1) && (target_objnum < (MAX_OBJECTS)) && can_lock) { wp->target_num = target_objnum; wp->target_sig = Objects[target_objnum].signature; if ( (wip->wi_flags[Weapon::Info_Flags::Homing_aspect]) && target_is_locked) { wp->homing_object = &Objects[target_objnum]; wp->homing_subsys = target_subsys; weapon_maybe_play_warning(wp); } else if ( (wip->wi_flags[Weapon::Info_Flags::Homing_javelin]) && target_is_locked) { if ((Objects[target_objnum].type == OBJ_SHIP) && ( (wp->homing_subsys == NULL) || (wp->homing_subsys->system_info->type != SUBSYSTEM_ENGINE) )) { ship *target_ship = &Ships[Objects[target_objnum].instance]; wp->homing_subsys = ship_get_closest_subsys_in_sight(target_ship, SUBSYSTEM_ENGINE, &Objects[weapon_objnum].pos); if (wp->homing_subsys == NULL) { wp->homing_object = &obj_used_list; } else { Assert(wp->homing_subsys->parent_objnum == target_objnum); wp->homing_object = &Objects[target_objnum]; weapon_maybe_play_warning(wp); } } else { wp->homing_object = &Objects[target_objnum]; wp->homing_subsys = target_subsys; weapon_maybe_play_warning(wp); } } else if ( wip->wi_flags[Weapon::Info_Flags::Homing_heat] ) { // Make a heat seeking missile try to home. If the target is outside the view cone, it will // immediately drop it and try to find one in its view cone. if ((target_objnum != -1) && !(wip->wi_flags[Weapon::Info_Flags::Untargeted_heat_seeker])) { wp->homing_object = &Objects[target_objnum]; wp->homing_subsys = target_subsys; weapon_maybe_play_warning(wp); } else { wp->homing_object = &obj_used_list; wp->homing_subsys = NULL; } } } else { wp->target_num = -1; wp->target_sig = -1; } // If missile is locked on target, increase its lifetime by 20% since missiles can be fired at limit of range // as defined by velocity*lifeleft, but missiles often slow down a bit, plus can be fired at a moving away target. // Confusing to many players when their missiles run out of gas before getting to target. // DB - removed 7:14 pm 9/6/99. was totally messing up lifetimes for all weapons. // 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 // put a sanity check in the color changing laser code that was broken by this code. if (target_is_locked && (wp->target_num != -1) && (wip->is_locked_homing()) ) { wp->lifeleft *= LOCKED_HOMING_EXTENDED_LIFE_FACTOR; } ai_update_danger_weapon(target_objnum, weapon_objnum); } } size_t* get_pointer_to_weapon_fire_pattern_index(int weapon_type, int ship_idx, ship_subsys * src_turret) { Assertion(ship_idx >= 0 && ship_idx < MAX_SHIPS, "Invalid ship index in get_pointer_to_weapon_fire_pattern_index()"); ship* shipp = &Ships[ship_idx]; ship_weapon* ship_weapon_p = &(shipp->weapons); if(src_turret) { ship_weapon_p = &src_turret->weapons; } Assert( ship_weapon_p != NULL ); // search for the corresponding bank pattern index for the weapon_type that is being fired. // Note: Because a weapon_type may not be unique to a weapon bank per ship this search may attribute // the weapon to the wrong bank. Hopefully this isn't a problem. for ( int pi = 0; pi < MAX_SHIP_PRIMARY_BANKS; pi++ ) { if ( ship_weapon_p->primary_bank_weapons[pi] == weapon_type ) { return &(ship_weapon_p->primary_bank_pattern_index[pi]); } } for ( int si = 0; si < MAX_SHIP_SECONDARY_BANKS; si++ ) { if ( ship_weapon_p->secondary_bank_weapons[si] == weapon_type ) { return &(ship_weapon_p->secondary_bank_pattern_index[si]); } } return NULL; } /** * Create a weapon object * * @return Index of weapon in the Objects[] array, -1 if the weapon object was not created */ int Weapons_created = 0; int weapon_create( vec3d * pos, matrix * porient, int weapon_type, int parent_objnum, int group_id, int is_locked, int is_spawned, float fof_cooldown, ship_subsys * src_turret) { int n, objnum; object *objp, *parent_objp=NULL; weapon *wp; weapon_info *wip; Assert(weapon_type >= 0 && weapon_type < weapon_info_size()); wip = &Weapon_info[weapon_type]; // beam weapons should never come through here! if(wip->wi_flags[Weapon::Info_Flags::Beam]) { Warning(LOCATION, "An attempt to fire a beam ('%s') through weapon_create() was made.\n", wip->name); return -1; } parent_objp = NULL; if(parent_objnum >= 0){ parent_objp = &Objects[parent_objnum]; } if ( (wip->num_substitution_patterns > 0) && (parent_objp != NULL)) { // using substitution // get to the instance of the gun Assertion( parent_objp->type == OBJ_SHIP, "Expected type OBJ_SHIP, got %d", parent_objp->type ); Assertion( (parent_objp->instance < MAX_SHIPS) && (parent_objp->instance >= 0), "Ship index is %d, which is out of range [%d,%d)", parent_objp->instance, 0, MAX_SHIPS); ship* parent_shipp = &(Ships[parent_objp->instance]); Assert( parent_shipp != NULL ); size_t *position = get_pointer_to_weapon_fire_pattern_index(weapon_type, parent_objp->instance, src_turret); Assertion( position != NULL, "'%s' is trying to fire a weapon that is not selected", Ships[parent_objp->instance].ship_name ); size_t curr_pos = *position; if (((Weapon_info[weapon_type].subtype == WP_LASER && parent_shipp->flags[Ship::Ship_Flags::Primary_linked]) || (Weapon_info[weapon_type].subtype == WP_MISSILE && parent_shipp->flags[Ship::Ship_Flags::Secondary_dual_fire])) && (curr_pos > 0)) { curr_pos--; } ++(*position); *position = (*position) % wip->num_substitution_patterns; if ( wip->weapon_substitution_pattern[curr_pos] == -1 ) { // weapon doesn't want any sub return -1; } else if ( wip->weapon_substitution_pattern[curr_pos] != weapon_type ) { // weapon wants to sub with weapon other than me return weapon_create(pos, porient, wip->weapon_substitution_pattern[curr_pos], parent_objnum, group_id, is_locked, is_spawned, fof_cooldown); } } // Let's setup a fast failure check with a uniform distribution. if (wip->failure_rate > 0.0f) { util::UniformFloatRange rng(0.0f, 1.0f); float test = rng.next(); if (test < wip->failure_rate) { if (wip->failure_sub != -1) { return weapon_create(pos, porient, wip->failure_sub, parent_objnum, group_id, is_locked, is_spawned, fof_cooldown); } else { return -1; } } } if (Num_weapons == MAX_WEAPONS) { mprintf(("Can't fire due to lack of weapon slots")); return -1; } for (n=0; nrender_type == WRT_POF) && (wip->model_num < 0) ) { wip->model_num = model_load(wip->pofbitmap_name, 0, NULL); if (wip->model_num < 0) { Int3(); return -1; } } // make sure that our textures are loaded as well if ( !used_weapons[weapon_type] ) weapon_load_bitmaps(weapon_type); //I am hopeing that this way does not alter the input orient matrix //Feild of Fire code -Bobboau matrix morient; matrix *orient; if(porient != NULL) { morient = *porient; } else { morient = vmd_identity_matrix; } orient = &morient; float combined_fof = wip->field_of_fire; // If there is a fof_cooldown value, increase the spread linearly if (fof_cooldown != 0.0f) { combined_fof = wip->field_of_fire + (fof_cooldown * wip->max_fof_spread); } if(combined_fof > 0.0f){ vec3d f; vm_vec_random_cone(&f, &orient->vec.fvec, combined_fof); vm_vec_normalize(&f); vm_vector_2_matrix( orient, &f, NULL, NULL); } Weapons_created++; flagset default_flags; default_flags.set(Object::Object_Flags::Renders); default_flags.set(Object::Object_Flags::Physics); if (!wip->wi_flags[Weapon::Info_Flags::No_collide]) default_flags.set(Object::Object_Flags::Collides); if (wip->wi_flags[Weapon::Info_Flags::Can_damage_shooter]) default_flags.set(Object::Object_Flags::Collides_with_parent); // mark this object creation as essential, if it is created by a player. // You don't want players mysteriously wondering why they aren't firing. objnum = obj_create( OBJ_WEAPON, parent_objnum, n, orient, pos, 2.0f, default_flags, (parent_objp != nullptr && parent_objp->flags[Object::Object_Flags::Player_ship])); if (objnum < 0) { mprintf(("A weapon failed to be created because FSO is running out of object slots!\n")); return -1; } objp = &Objects[objnum]; // Create laser n! wp = &Weapons[n]; // check if laser or dumbfire missile // set physics flag to allow optimization if (((wip->subtype == WP_LASER) || (wip->subtype == WP_MISSILE)) && !(wip->is_homing()) && wip->acceleration_time == 0.0f) { // set physics flag objp->phys_info.flags |= PF_CONST_VEL; } wp->start_pos = *pos; wp->objnum = objnum; wp->model_instance_num = -1; wp->homing_object = &obj_used_list; // Assume not homing on anything. wp->homing_subsys = NULL; wp->creation_time = Missiontime; wp->group_id = group_id; // we don't necessarily need a parent if(parent_objp != NULL){ Assert(parent_objp->type == OBJ_SHIP); // Get Mike, a non-ship has fired a weapon! Assert((parent_objp->instance >= 0) && (parent_objp->instance < MAX_SHIPS)); wp->team = Ships[parent_objp->instance].team; wp->species = Ship_info[Ships[parent_objp->instance].ship_info_index].species; } else { // ugh - we need to prevent bad array accesses wp->team = Iff_traitor; wp->species = 0; } wp->turret_subsys = NULL; vm_vec_zero(&wp->homing_pos); wp->weapon_flags.reset(); wp->target_sig = -1; wp->cmeasure_ignore_list = nullptr; wp->det_range = wip->det_range; // Init the thruster info wp->thruster_bitmap = -1; wp->thruster_frame = 0.0f; wp->thruster_glow_bitmap = -1; wp->thruster_glow_noise = 1.0f; wp->thruster_glow_frame = 0.0f; // init the laser info wp->laser_bitmap_frame = 0.0f; wp->laser_headon_bitmap_frame = 0.0f; wp->laser_glow_bitmap_frame = 0.0f; wp->laser_glow_headon_bitmap_frame = 0.0f; // init the weapon state wp->weapon_state = WeaponState::INVALID; if ( wip->wi_flags[Weapon::Info_Flags::Swarm] ) { wp->swarm_info_ptr.reset(new swarm_info); swarm_create(objp, wp->swarm_info_ptr.get()); } // if this is a particle spewing weapon, setup some stuff if (wip->wi_flags[Weapon::Info_Flags::Particle_spew]) { for (size_t s = 0; s < MAX_PARTICLE_SPEWERS; s++) { // allow for multiple time values if (wip->particle_spewers[s].particle_spew_type != PSPEW_NONE) { wp->particle_spew_time[s] = -1; wp->particle_spew_rand = frand_range(0, PI2); // per weapon randomness } } } // assign the network signature. The starting sig is sent to all clients, so this call should // result in the same net signature numbers getting assigned to every player in the game if ( Game_mode & GM_MULTIPLAYER ) { if(wip->subtype == WP_MISSILE){ Objects[objnum].net_signature = multi_assign_network_signature( MULTI_SIG_NON_PERMANENT ); // for weapons that respawn, add the number of respawnable weapons to the net signature pool // to reserve N signatures for the spawned weapons if ( wip->wi_flags[Weapon::Info_Flags::Spawn] ){ multi_set_network_signature( (ushort)(Objects[objnum].net_signature + wip->maximum_children_spawned), MULTI_SIG_NON_PERMANENT ); } } else { Objects[objnum].net_signature = multi_assign_network_signature( MULTI_SIG_NON_PERMANENT ); } // for multiplayer clients, when creating lasers, add some more life to the lasers. This helps // to overcome some problems associated with lasers dying on client machine before they get message // from server saying it hit something. } //Check if we want to gen a random number //This is used for lifetime min/max float rand_val; if ( Game_mode & GM_NORMAL ){ rand_val = frand(); } else { rand_val = static_randf(Objects[objnum].net_signature); } wp->weapon_info_index = weapon_type; if(wip->life_min < 0.0f && wip->life_max < 0.0f) { wp->lifeleft = wip->lifetime; } else { wp->lifeleft = ((rand_val) * (wip->life_max - wip->life_min)) + wip->life_min; if((wip->wi_flags[Weapon::Info_Flags::Cmeasure]) && (parent_objp != NULL) && (parent_objp->flags[Object::Object_Flags::Player_ship])) { wp->lifeleft *= The_mission.ai_profile->cmeasure_life_scale[Game_skill_level]; } } if(wip->wi_flags[Weapon::Info_Flags::Cmeasure]) { // For the next two frames, any non-timer-based countermeasures will pulse each frame. Cmeasures_homing_check = 2; if (wip->cmeasure_timer_interval > 0) { // Timer-based countermeasures spawn pulsing as well. wp->cmeasure_timer = timestamp(); // Could also use timestamp(0), but it doesn't really matter either way. } } // Make remote detonate missiles look like they're getting detonated by firer simply by giving them variable lifetimes. if (parent_objp != NULL && !(parent_objp->flags[Object::Object_Flags::Player_ship]) && (wip->wi_flags[Weapon::Info_Flags::Remote])) { wp->lifeleft = wp->lifeleft/2.0f + rand_val * wp->lifeleft/2.0f; } objp->phys_info.mass = wip->mass; objp->phys_info.side_slip_time_const = 0.0f; objp->phys_info.rotdamp = wip->turn_accel_time ? wip->turn_accel_time / 2.f : 0.0f; vm_vec_zero(&objp->phys_info.max_vel); objp->phys_info.max_vel.xyz.z = wip->max_speed; vm_vec_zero(&objp->phys_info.max_rotvel); objp->shield_quadrant[0] = wip->damage; if (wip->weapon_hitpoints > 0){ objp->hull_strength = (float) wip->weapon_hitpoints; } else { objp->hull_strength = 0.0f; } if (wip->collision_radius_override > 0.0f) objp->radius = wip->collision_radius_override; else if ( wip->render_type == WRT_POF ) { // this should have been checked above, but let's be extra sure Assert(wip->model_num >= 0); objp->radius = model_get_radius(wip->model_num); // Always create an instance in case we need them if (model_get(wip->model_num)->flags & PM_FLAG_HAS_INTRINSIC_MOTION || !wip->on_create_program.isEmpty() || !wip->animations.isEmpty()) { wp->model_instance_num = model_create_instance(objnum, wip->model_num); } } else if ( wip->render_type == WRT_LASER ) { objp->radius = wip->laser_head_radius; } // Set desired velocity and initial velocity. // For lasers, velocity is always the same. // For missiles, it is a small amount plus the firing ship's velocity. // For missiles, the velocity trends towards some goal. // Note: If you change how speed works here, such as adding in speed of parent ship, you'll need to change the AI code // that predicts collision points. See Mike Kulas or Dave Andsager. (Or see ai_get_weapon_speed().) bool already_inherited_parent_speed = false; if (wip->acceleration_time > 0.0f) { vm_vec_copy_scale(&objp->phys_info.desired_vel, &objp->orient.vec.fvec, 0.01f ); // Tiny initial velocity to avoid possible null vec issues objp->phys_info.vel = objp->phys_info.desired_vel; objp->phys_info.speed = 0.0f; wp->launch_speed = 0.0f; } else if (!(wip->is_homing())) { vm_vec_copy_scale(&objp->phys_info.desired_vel, &objp->orient.vec.fvec, objp->phys_info.max_vel.xyz.z ); objp->phys_info.vel = objp->phys_info.desired_vel; objp->phys_info.speed = vm_vec_mag(&objp->phys_info.desired_vel); } else { // For weapons that home, set velocity to sum of the component of parent's velocity in the fire direction and freeflight speed factor(default 1/4) // Note that it is important to extract the component of parent's velocity in the fire direction to factor out sliding, else // the missile will not be moving forward. if(parent_objp != NULL){ if (wip->free_flight_time > 0.0) { vm_vec_copy_scale(&objp->phys_info.desired_vel, &objp->orient.vec.fvec, vm_vec_dot(&parent_objp->phys_info.vel, &objp->orient.vec.fvec) + objp->phys_info.max_vel.xyz.z * wip->free_flight_speed_factor); already_inherited_parent_speed = true; } else vm_vec_copy_scale(&objp->phys_info.desired_vel, &objp->orient.vec.fvec, objp->phys_info.max_vel.xyz.z*wip->free_flight_speed_factor ); } else { if (!is_locked && wip->free_flight_time > 0.0) { vm_vec_copy_scale(&objp->phys_info.desired_vel, &objp->orient.vec.fvec, objp->phys_info.max_vel.xyz.z* wip->free_flight_speed_factor); } else { vm_vec_copy_scale(&objp->phys_info.desired_vel, &objp->orient.vec.fvec, objp->phys_info.max_vel.xyz.z ); } } objp->phys_info.vel = objp->phys_info.desired_vel; objp->phys_info.speed = vm_vec_mag(&objp->phys_info.vel); } wp->weapon_max_vel = objp->phys_info.max_vel.xyz.z; // Turey - maybe make the initial speed of the weapon take into account the velocity of the parent. // Improves aiming during gliding. if ((parent_objp != nullptr) && (The_mission.ai_profile->flags[AI::Profile_Flags::Use_additive_weapon_velocity]) && !(already_inherited_parent_speed)) { float pspeed = vm_vec_mag( &parent_objp->phys_info.vel ); vm_vec_scale_add2( &objp->phys_info.vel, &parent_objp->phys_info.vel, wip->vel_inherit_amount ); wp->weapon_max_vel += pspeed * wip->vel_inherit_amount; objp->phys_info.speed = vm_vec_mag(&objp->phys_info.vel); if (wip->acceleration_time > 0.0f) wp->launch_speed += pspeed; } // create the corkscrew if ( wip->wi_flags[Weapon::Info_Flags::Corkscrew] ) { wp->cscrew_index = (short)cscrew_create(objp); } else { wp->cscrew_index = -1; } if (wip->wi_flags[Weapon::Info_Flags::Local_ssm]) { Assert(parent_objp); //local ssms must have a parent wp->lssm_warpout_time=timestamp(wip->lssm_warpout_delay); wp->lssm_warpin_time=timestamp(wip->lssm_warpout_delay + wip->lssm_warpin_delay); wp->lssm_stage=1; } else{ wp->lssm_stage=-1; } // if this is a flak weapon shell, make it so // NOTE : this function will change some fundamental things about the weapon object if ( (wip->wi_flags[Weapon::Info_Flags::Flak]) && !(wip->wi_flags[Weapon::Info_Flags::Render_flak]) ) { obj_set_flags(&Objects[wp->objnum], Objects[wp->objnum].flags - Object::Object_Flags::Renders); } wp->missile_list_index = -1; // If this is a missile, then add it to the Missile_obj_list if ( wip->subtype == WP_MISSILE ) { wp->missile_list_index = missile_obj_list_add(objnum); } if (wip->wi_flags[Weapon::Info_Flags::Trail] /*&& !(wip->wi_flags[Weapon::Info_Flags::Corkscrew]) */) { wp->trail_ptr = trail_create(&wip->tr_info); if ( wp->trail_ptr != NULL ) { // Add two segments. One to stay at launch pos, one to move. trail_add_segment( wp->trail_ptr, &objp->pos, &objp->orient ); trail_add_segment( wp->trail_ptr, &objp->pos, &objp->orient ); } } else { //If a weapon has no trails, make sure we don't try to do anything with them. wp->trail_ptr = NULL; } // Ensure weapon flyby sound doesn't get played for player lasers if ( parent_objp != NULL && parent_objp == Player_obj ) { wp->weapon_flags.set(Weapon::Weapon_Flags::Played_flyby_sound); } wp->pick_big_attack_point_timestamp = timestamp(1); if (wip->wi_flags[Weapon::Info_Flags::Spawn]) { for (int i = 0; i < wip->num_spawn_weapons_defined; i++) { if (wip->spawn_info[i].spawn_interval >= MINIMUM_SPAWN_INTERVAL) { int delay; if (wip->spawn_info[i].spawn_interval_delay < 0.f) delay = (int)(wip->spawn_info[i].spawn_interval * 1000); else delay = (int)(wip->spawn_info[i].spawn_interval_delay * 1000); if (delay < 10) delay = 10; // cap at 10 ms wp->next_spawn_time[i] = timestamp(delay); } else wp->next_spawn_time[i] = INT_MAX; // basically never expire } } // Set detail levels for POF-type weapons. if (Weapon_info[wp->weapon_info_index].model_num != -1) { polymodel * pm; int i; pm = model_get(Weapon_info[wp->weapon_info_index].model_num); for (i=0; in_detail_levels; i++){ // for weapons, detail levels are all preset to -1 if (wip->detail_distance[i] >= 0) pm->detail_depth[i] = i2fl(wip->detail_distance[i]); else pm->detail_depth[i] = (objp->radius*20.0f + 20.0f) * i; } #ifndef NDEBUG // since debug builds always have cheats enabled, we don't necessarily get the chance // to enable thrusters for previously non-loaded weapons (ie, weapons_page_in_cheats()) // when using cheat-keys, so we need to make sure and enable thrusters here if needed if (pm->n_thrusters > 0) { wip->wi_flags.set(Weapon::Info_Flags::Thruster); } #endif } // if the weapon was fired locked if(is_locked){ wp->weapon_flags.set(Weapon::Weapon_Flags::Locked_when_fired); } //if the weapon was spawned from a spawning type weapon if(is_spawned){ wp->weapon_flags.set(Weapon::Weapon_Flags::Spawned); } wp->alpha_current = -1.0f; wp->alpha_backward = 0; wp->collisionInfo = nullptr; wp->hud_in_flight_snd_sig = sound_handle::invalid(); Num_weapons++; if (Weapons_inherit_parent_collision_group) { Objects[objnum].collision_group_id = Objects[parent_objnum].collision_group_id; } weapon_update_state(wp); if (wip->render_type == WRT_LASER) { // No model so we also have no submodel wip->on_create_program.start(&Objects[objnum], &vmd_zero_vector, &vmd_identity_matrix, -1); } else if (wip->render_type == WRT_POF) { // We have a model so we can specify a subobject wip->on_create_program.start(&Objects[objnum], &vmd_zero_vector, &vmd_identity_matrix, model_get(wip->model_num)->detail[0]); } if (wip->ambient_snd.isValid()) { obj_snd_assign(objnum, wip->ambient_snd, &vmd_zero_vector , OS_MAIN); } //Only try and play animations on POF Weapons if (wip->render_type == WRT_POF && wp->model_instance_num > -1) { wip->animations.startAll(model_get_instance(wp->model_instance_num), animation::ModelAnimationTriggerType::OnSpawn, animation::ModelAnimationDirection::FWD); } if (Script_system.IsActiveAction(CHA_ONWEAPONCREATED)) { Script_system.SetHookObject("Weapon", &Objects[objnum]); Script_system.RunCondition(CHA_ONWEAPONCREATED, &Objects[objnum]); Script_system.RemHookVar("Weapon"); } return objnum; } /** * Spawn child weapons from object *objp. * Spawns all non-continuous spawn weapons when the overrides are -1 (on detonation) * When they are provided it is for continuous spawn weapons */ void spawn_child_weapons(object *objp, int spawn_index_override) { int child_id; int parent_num; ushort starting_sig; weapon *wp = NULL; beam *bp = NULL; weapon_info *wip, *child_wip; vec3d *opos, *fvec; Assertion(objp->type == OBJ_WEAPON || objp->type == OBJ_BEAM, "spawn_child_weapons() doesn't make sense for non-weapon non-beam objects; get a coder!\n"); Assertion(objp->instance >= 0, "spawn_child_weapons() called with an object with an instance of %d; get a coder!\n", objp->instance); Assertion(!(objp->type == OBJ_WEAPON) || (objp->instance < MAX_WEAPONS), "spawn_child_weapons() called with a weapon with an instance of %d while MAX_WEAPONS is %d; get a coder!\n", objp->instance, MAX_WEAPONS); Assertion(!(objp->type == OBJ_BEAM) || (objp->instance < MAX_BEAMS), "spawn_child_weapons() called with a beam with an instance of %d while MAX_BEAMS is %d; get a coder!\n", objp->instance, MAX_BEAMS); if (objp->type == OBJ_WEAPON) { wp = &Weapons[objp->instance]; Assertion((wp->weapon_info_index >= 0) && (wp->weapon_info_index < weapon_info_size()), "Invalid weapon_info_index of %d; get a coder!\n", wp->weapon_info_index); wip = &Weapon_info[wp->weapon_info_index]; } else if (objp->type == OBJ_BEAM) { bp = &Beams[objp->instance]; Assertion((bp->weapon_info_index >= 0) && (bp->weapon_info_index < weapon_info_size()), "Invalid weapon_info_index of %d; get a coder!\n", bp->weapon_info_index); wip = &Weapon_info[bp->weapon_info_index]; } else { // Let's make sure we don't do screwball things in a release build if this gets called with a non-weapon non-beam. return; } parent_num = objp->parent; if (parent_num >= 0) { if (Objects[parent_num].signature != objp->parent_sig) { mprintf(("Warning: Parent of spawn weapon does not exist. Not spawning.\n")); return; } } ship* parent_shipp; parent_shipp = &Ships[Objects[objp->parent].instance]; starting_sig = 0; if ( Game_mode & GM_MULTIPLAYER ) { // get the next network signature and save it. Set the next usable network signature to be // the passed in objects signature + 1. We "reserved" N of these slots when we created objp // for it's spawned children. starting_sig = multi_get_next_network_signature( MULTI_SIG_NON_PERMANENT ); multi_set_network_signature( objp->net_signature, MULTI_SIG_NON_PERMANENT ); } opos = &objp->pos; fvec = &objp->orient.vec.fvec; // as opposed to continuous spawn bool detonate_spawn = spawn_index_override == -1; int start_index = detonate_spawn ? 0 : spawn_index_override; for (int i = start_index; i < wip->num_spawn_weapons_defined; i++) { // don't spawn continuous spawning weapons on detonation if (detonate_spawn && wip->spawn_info[i].spawn_interval >= MINIMUM_SPAWN_INTERVAL) continue; // maybe roll for spawning int spawn_count; if (wip->spawn_info[i].spawn_chance < 1.f) { spawn_count = 0; for (int j = 0; j < wip->spawn_info[i].spawn_count; j++) { if (frand() < wip->spawn_info[i].spawn_chance) spawn_count++; } } else { spawn_count = wip->spawn_info[i].spawn_count; } for (int j = 0; j < spawn_count; j++) { int weapon_objnum; vec3d tvec, pos; matrix orient; child_id = wip->spawn_info[i].spawn_type; child_wip = &Weapon_info[child_id]; // for multiplayer, use the static randvec functions based on the network signatures to provide // the randomness so that it is the same on all machines. if ( Game_mode & GM_MULTIPLAYER ) { if (wip->spawn_info[i].spawn_min_angle <= 0) static_rand_cone(objp->net_signature + j, &tvec, fvec, wip->spawn_info[i].spawn_angle); else static_rand_cone(objp->net_signature + j, &tvec, fvec, wip->spawn_info[i].spawn_min_angle, wip->spawn_info[i].spawn_angle); } else { if(wip->spawn_info[i].spawn_min_angle <= 0) vm_vec_random_cone(&tvec, fvec, wip->spawn_info[i].spawn_angle); else vm_vec_random_cone(&tvec, fvec, wip->spawn_info[i].spawn_min_angle, wip->spawn_info[i].spawn_angle); } vm_vec_scale_add(&pos, opos, &tvec, objp->radius); // Let's allow beam-spawn! -MageKing17 if (child_wip->wi_flags[Weapon::Info_Flags::Beam]) { beam_fire_info fire_info; memset(&fire_info, 0, sizeof(beam_fire_info)); fire_info.accuracy = 0.000001f; // this will guarantee a hit fire_info.shooter = &Objects[parent_num]; fire_info.turret = NULL; if (child_wip->wi_flags[Weapon::Info_Flags::Inherit_parent_target] && weapon_has_homing_object(wp)) fire_info.target = wp->homing_object; else fire_info.target = nullptr; fire_info.target_subsys = NULL; fire_info.target_pos1 = fire_info.target_pos2 = pos; fire_info.bfi_flags |= BFIF_FLOATING_BEAM | BFIF_TARGETING_COORDS; fire_info.starting_pos = *opos; fire_info.beam_info_index = child_id; fire_info.team = static_cast(obj_team(&Objects[parent_num])); fire_info.fire_method = BFM_SPAWNED; fire_info.burst_index = j; // we would normally accumulate this per burst rotation, which we can't do // but we still need to do this once for the beam because it could be a negative, randomizing rotation fire_info.per_burst_rotation = child_wip->b_info.t5info.per_burst_rot; // fire the beam beam_fire(&fire_info); } else { vm_vector_2_matrix(&orient, &tvec, nullptr, nullptr); weapon_objnum = weapon_create(&pos, &orient, child_id, parent_num, -1, wp->weapon_flags[Weapon::Weapon_Flags::Locked_when_fired], 1); //if the child inherits parent target, do it only if the parent weapon was locked to begin with if ((child_wip->wi_flags[Weapon::Info_Flags::Inherit_parent_target]) && (weapon_has_homing_object(wp))) { //Deal with swarm weapons if (wp->swarm_info_ptr != nullptr) { weapon_set_tracking_info(weapon_objnum, parent_num, wp->swarm_info_ptr->homing_objnum, 1, wp->homing_subsys); } else { weapon_set_tracking_info(weapon_objnum, parent_num, wp->target_num, 1, wp->homing_subsys); } } // Assign a little randomness to lifeleft so they don't all disappear at the same time. if (weapon_objnum != -1) { float rand_val; if ( Game_mode & GM_NORMAL ){ rand_val = frand(); } else { rand_val = static_randf(objp->net_signature + j); } Weapons[Objects[weapon_objnum].instance].lifeleft *= rand_val*0.4f + 0.8f; if (child_wip->wi_flags[Weapon::Info_Flags::Remote]) { parent_shipp->weapons.detonate_weapon_time = timestamp((int)(DEFAULT_REMOTE_DETONATE_TRIGGER_WAIT * 1000)); parent_shipp->weapons.remote_detonaters_active++; } } } } // only spawn one type if continuous spawn if (!detonate_spawn) break; } // in multiplayer, reset the next network signature to the one that was saved. if ( Game_mode & GM_MULTIPLAYER ){ multi_set_network_signature( starting_sig, MULTI_SIG_NON_PERMANENT ); } } /** * Figures out whether to play disarmed or armed hit sound, checks that the * chosen one exists, and plays it */ void weapon_play_impact_sound(weapon_info *wip, vec3d *hitpos, bool is_armed) { if(is_armed) { if(wip->impact_snd.isValid()) { snd_play_3d( gamesnd_get_game_sound(wip->impact_snd), hitpos, &Eye_position ); } } else { if(wip->disarmed_impact_snd.isValid()) { snd_play_3d(gamesnd_get_game_sound(wip->disarmed_impact_snd), hitpos, &Eye_position); } } } /** * Play a sound effect when a weapon hits a ship * * To elimate the "stereo" effect of two lasers hitting at nearly * the same time, and to reduce the number of sound channels used, * only play one impact sound if IMPACT_SOUND_DELTA has elapsed * * @note Uses Weapon_impact_timer global for timer variable */ void weapon_hit_do_sound(object *hit_obj, weapon_info *wip, vec3d *hitpos, bool is_armed, int quadrant) { float shield_str; // If non-missiles (namely lasers) expire without hitting a ship, don't play impact sound if ( wip->subtype != WP_MISSILE ) { if ( !hit_obj ) { // flak weapons make sounds if(wip->wi_flags[Weapon::Info_Flags::Flak]) { weapon_play_impact_sound(wip, hitpos, is_armed); } return; } switch(hit_obj->type) { case OBJ_SHIP: // do nothing break; case OBJ_ASTEROID: if ( timestamp_elapsed(Weapon_impact_timer) ) { weapon_play_impact_sound(wip, hitpos, is_armed); Weapon_impact_timer = timestamp(IMPACT_SOUND_DELTA); } return; break; default: return; } } if ( hit_obj == NULL ) { weapon_play_impact_sound(wip, hitpos, is_armed); return; } if ( timestamp_elapsed(Weapon_impact_timer) ) { if ( hit_obj->type == OBJ_SHIP && quadrant >= 0 ) { shield_str = ship_quadrant_shield_strength(hit_obj, quadrant); } else { shield_str = 0.0f; } // play a shield hit if shields are above 10% max in this quadrant if ( shield_str > 0.1f ) { // Play a shield impact sound effect if ( hit_obj == Player_obj ) { snd_play_3d( gamesnd_get_game_sound(GameSounds::SHIELD_HIT_YOU), hitpos, &Eye_position ); // AL 12-15-97: Add missile impact sound even when shield is hit if ( wip->subtype == WP_MISSILE ) { snd_play_3d( gamesnd_get_game_sound(GameSounds::PLAYER_HIT_MISSILE), hitpos, &Eye_position); } } else { snd_play_3d( gamesnd_get_game_sound(GameSounds::SHIELD_HIT), hitpos, &Eye_position ); } } else { // Play a hull impact sound effect switch ( wip->subtype ) { case WP_LASER: if ( hit_obj == Player_obj ) snd_play_3d( gamesnd_get_game_sound(GameSounds::PLAYER_HIT_LASER), hitpos, &Eye_position ); else { weapon_play_impact_sound(wip, hitpos, is_armed); } break; case WP_MISSILE: if ( hit_obj == Player_obj ) snd_play_3d( gamesnd_get_game_sound(GameSounds::PLAYER_HIT_MISSILE), hitpos, &Eye_position); else { weapon_play_impact_sound(wip, hitpos, is_armed); } break; default: nprintf(("Warning","WARNING ==> Cannot determine sound to play for weapon impact\n")); break; } // end switch } Weapon_impact_timer = timestamp(IMPACT_SOUND_DELTA); } } extern bool turret_weapon_has_flags(ship_weapon *swp, Weapon::Info_Flags flags); /** * Distrupt any subsystems that fall into damage sphere of this Electronics missile * * @param ship_objp Pointer to ship that holds subsystem * @param blast_pos World pos of weapon blast * @param wi_index Weapon info index of weapon causing blast */ void weapon_do_electronics_effect(object *ship_objp, vec3d *blast_pos, int wi_index) { weapon_info *wip; ship *shipp; ship_subsys *ss; model_subsystem *psub; vec3d subsys_world_pos; float dist; shipp = &Ships[ship_objp->instance]; wip = &Weapon_info[wi_index]; for ( ss = GET_FIRST(&shipp->subsys_list); ss != END_OF_LIST(&shipp->subsys_list); ss = GET_NEXT(ss) ) { psub = ss->system_info; // convert subsys point to world coords vm_vec_unrotate(&subsys_world_pos, &psub->pnt, &ship_objp->orient); vm_vec_add2(&subsys_world_pos, &ship_objp->pos); // see if subsys point is within damage sphere dist = vm_vec_dist_quick(blast_pos, &subsys_world_pos); if ( dist < wip->shockwave.outer_rad ) { float disrupt_time = (float)wip->elec_time; //use new style electronics disruption if (wip->elec_use_new_style) { //if its an engine subsytem, take the multiplier into account if (psub->type==SUBSYSTEM_ENGINE) { disrupt_time*=wip->elec_eng_mult; } //if its a turret or weapon subsytem, take the multiplier into account if ((psub->type==SUBSYSTEM_TURRET) || (psub->type==SUBSYSTEM_WEAPONS)) { //disrupt beams //WMC - do this even if there are other types of weapons on the turret. //I figure, the big fancy electronics on beams will be used for the other //weapons as well. No reason having two targeting computers on a turret. //Plus, it's easy and fast to code. :) if ((psub->type==SUBSYSTEM_TURRET) && turret_weapon_has_flags(&ss->weapons, Weapon::Info_Flags::Beam)) { disrupt_time*=wip->elec_beam_mult; } //disrupt other weapons else { disrupt_time*=wip->elec_weap_mult; } } //disrupt sensor and awacs systems. if ((psub->type==SUBSYSTEM_SENSORS) || (psub->flags[Model::Subsystem_Flags::Awacs])) { disrupt_time*=wip->elec_sensors_mult; } } //add a little randomness to the disruption time disrupt_time += frand_range(-1.0f, 1.0f) * wip->elec_randomness; //disrupt this subsystem for the calculated time //if it turns out to be less than 0 seconds, don't bother if (disrupt_time > 0) { ship_subsys_set_disrupted(ss, fl2i(disrupt_time)); } } } } /** * Calculate the damage for an object based on the location of an area-effect * explosion. * * @param objp Object pointer ship receiving blast effect * @param pos World pos of blast center * @param inner_rad Smallest radius at which full damage is done * @param outer_rad Radius at which no damage is done * @param max_blast Maximum blast possible from explosion * @param max_damage Maximum damage possible from explosion * @param blast OUTPUT PARAMETER: receives blast value from explosion * @param damage OUTPUT PARAMETER: receives damage value from explosion * @param limit A limit on the area, needed for shockwave damage * * @return No damage occurred, -1 * @return Damage occured, 0 */ int weapon_area_calc_damage(object *objp, vec3d *pos, float inner_rad, float outer_rad, float max_blast, float max_damage, float *blast, float *damage, float limit) { float dist; vec3d box_pt; // if object receiving the blast is a ship, use the bbox for distances // otherwise use the objects radius // could possibly exclude SIF_SMALL_SHIP (& other small objects) from using the bbox if (objp->type == OBJ_SHIP) { int inside = get_nearest_bbox_point(objp, pos, &box_pt); if (inside) { dist = 0.0001f; } else { dist = vm_vec_dist_quick(pos, &box_pt); } } else { dist = vm_vec_dist_quick(&objp->pos, pos) - objp->radius; } if ( (dist > outer_rad) || (dist > limit) ) { return -1; // spheres don't intersect at all } if ( dist < inner_rad ) { // damage is maximum within inner radius *damage = max_damage; *blast = max_blast; } else { float dist_to_outer_rad_squared = (outer_rad-dist)*(outer_rad-dist); float total_dist_squared = (inner_rad-outer_rad)*(inner_rad-outer_rad); // this means the inner and outer radii are basically equal... and since we aren't within the inner radius, // we fudge the law of excluded middle to place ourselves outside the outer radius if (total_dist_squared < 0.0001f) { return -1; // avoid divide-by-zero; we won't take damage anyway } // AL 2-24-98: drop off damage relative to square of distance Assert(dist_to_outer_rad_squared <= total_dist_squared); *damage = max_damage * dist_to_outer_rad_squared/total_dist_squared; *blast = (dist - outer_rad) * max_blast /(inner_rad - outer_rad); } return 0; } /** * Apply the blast effects of an explosion to a ship * * @param force_apply_pos World pos of where force is applied to object * @param ship_objp Object pointer of ship receiving the blast * @param blast_pos World pos of blast center * @param blast Force of blast * @param make_shockwave Boolean, whether to create a shockwave or not */ void weapon_area_apply_blast(vec3d * /*force_apply_pos*/, object *ship_objp, vec3d *blast_pos, float blast, int make_shockwave) { vec3d force, vec_blast_to_ship, vec_ship_to_impact; polymodel *pm; // don't waste time here if there is no blast force if ( blast == 0.0f ) return; // apply blast force based on distance from center of explosion vm_vec_sub(&vec_blast_to_ship, &ship_objp->pos, blast_pos); vm_vec_normalize_safe(&vec_blast_to_ship); vm_vec_copy_scale(&force, &vec_blast_to_ship, blast ); vm_vec_sub(&vec_ship_to_impact, blast_pos, &ship_objp->pos); pm = model_get(Ship_info[Ships[ship_objp->instance].ship_info_index].model_num); Assert ( pm != NULL ); if (make_shockwave) { if (object_is_docked(ship_objp)) { // TODO: this sales down the effect properly but physics_apply_shock will apply // forces based on this ship's bbox, rather than the whole assembly's bbox like it should blast *= ship_objp->phys_info.mass / dock_calc_total_docked_mass(ship_objp); } physics_apply_shock (&force, blast, &ship_objp->phys_info, &ship_objp->orient, &pm->mins, &pm->maxs, pm->rad); if (ship_objp == Player_obj) { joy_ff_play_vector_effect(&vec_blast_to_ship, blast * 2.0f); } } else { ship_apply_whack( &force, blast_pos, ship_objp); } } /** * Do the area effect for a weapon * * @param wobjp Object pointer to weapon causing explosion * @param sci Shockwave info * @param pos World pos of explosion center * @param other_obj Object pointer to ship that weapon impacted on (can be NULL) */ void weapon_do_area_effect(object *wobjp, shockwave_create_info *sci, vec3d *pos, object *other_obj) { weapon_info *wip; object *objp; float damage, blast; wip = &Weapon_info[Weapons[wobjp->instance].weapon_info_index]; // only blast ships and asteroids // And (some) weapons for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) { if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_ASTEROID) && (objp->type != OBJ_WEAPON) ) { continue; } if (objp->type == OBJ_WEAPON) { // only apply to missiles with hitpoints weapon_info* wip2 = &Weapon_info[Weapons[objp->instance].weapon_info_index]; if (wip2->weapon_hitpoints <= 0) continue; if (!((wip2->wi_flags[Weapon::Info_Flags::Takes_blast_damage]) || (wip->wi_flags[Weapon::Info_Flags::Ciws]))) continue; } if ( objp->type == OBJ_SHIP ) { // don't blast navbuoys if ( ship_get_SIF(objp->instance)[Ship::Info_Flags::Navbuoy] ) { continue; } } if ( weapon_area_calc_damage(objp, pos, sci->inner_rad, sci->outer_rad, sci->blast, sci->damage, &blast, &damage, sci->outer_rad) == -1 ){ continue; } // scale damage damage *= weapon_get_damage_scale(wip, wobjp, other_obj); weapon_info* target_wip; switch ( objp->type ) { case OBJ_SHIP: // If we're doing an AoE Electronics blast, do the electronics stuff (unless it also has the regular "electronics" // flag and this is the ship the missile directly impacted; then leave it for the regular code below) -MageKing17 if ( (wip->wi_flags[Weapon::Info_Flags::Aoe_Electronics]) && !((objp->flags[Object::Object_Flags::Invulnerable]) || ((objp == other_obj) && (wip->wi_flags[Weapon::Info_Flags::Electronics]))) ) { weapon_do_electronics_effect(objp, pos, Weapons[wobjp->instance].weapon_info_index); } ship_apply_global_damage(objp, wobjp, pos, damage, wip->shockwave.damage_type_idx); weapon_area_apply_blast(NULL, objp, pos, blast, 0); break; case OBJ_ASTEROID: asteroid_hit(objp, NULL, NULL, damage); break; case OBJ_WEAPON: target_wip = &Weapon_info[Weapons[objp->instance].weapon_info_index]; if (target_wip->armor_type_idx >= 0) damage = Armor_types[target_wip->armor_type_idx].GetDamage(damage, wip->shockwave.damage_type_idx, 1.0f); objp->hull_strength -= damage; if (objp->hull_strength < 0.0f) { Weapons[objp->instance].lifeleft = 0.001f; Weapons[objp->instance].weapon_flags.set(Weapon::Weapon_Flags::Begun_detonation); Weapons[objp->instance].weapon_flags.set(Weapon::Weapon_Flags::Destroyed_by_weapon); } break; default: Int3(); break; } } // end for } // ---------------------------------------------------------------------- // weapon_armed(weapon) // // Call to figure out if a weapon is armed or not // //Weapon is armed when... //1: Weapon is shot down by weapon //OR //1: weapon is destroyed before arm time //2: weapon is destroyed before arm distance from ship //3: weapon is outside arm radius from target ship bool weapon_armed(weapon *wp, bool hit_target) { Assert(wp != NULL); weapon_info *wip = &Weapon_info[wp->weapon_info_index]; if((wp->weapon_flags[Weapon::Weapon_Flags::Destroyed_by_weapon]) && !wip->arm_time && wip->arm_dist == 0.0f && wip->arm_radius == 0.0f) { return false; } else { object *wobj = &Objects[wp->objnum]; object *pobj; if(wobj->parent > -1) { pobj = &Objects[wobj->parent]; } else { pobj = NULL; } if( ((wip->arm_time) && ((Missiontime - wp->creation_time) < wip->arm_time)) || ((wip->arm_dist) && (pobj != NULL && pobj->type != OBJ_NONE && (vm_vec_dist(&wobj->pos, &pobj->pos) < wip->arm_dist)))) { return false; } if(wip->arm_radius && (!hit_target)) { if(!weapon_has_homing_object(wp)) return false; if(IS_VEC_NULL(&wp->homing_pos) || vm_vec_dist(&wobj->pos, &wp->homing_pos) > wip->arm_radius) return false; } } return true; } /** * Called when a weapon hits something (or, in the case of * missiles explodes for any particular reason) */ void weapon_hit( object * weapon_obj, object * other_obj, vec3d * hitpos, int quadrant, vec3d* hitnormal ) { Assert(weapon_obj != NULL); if(weapon_obj == NULL){ return; } Assert((weapon_obj->type == OBJ_WEAPON) && (weapon_obj->instance >= 0) && (weapon_obj->instance < MAX_WEAPONS)); if((weapon_obj->type != OBJ_WEAPON) || (weapon_obj->instance < 0) || (weapon_obj->instance >= MAX_WEAPONS)){ return; } int num = weapon_obj->instance; int weapon_type = Weapons[num].weapon_info_index; weapon_info *wip; weapon *wp; bool hit_target = false; object *other_objp; ship_obj *so; ship *shipp; int objnum; Assert((weapon_type >= 0) && (weapon_type < weapon_info_size())); if ((weapon_type < 0) || (weapon_type >= weapon_info_size())) { return; } wp = &Weapons[weapon_obj->instance]; wip = &Weapon_info[weapon_type]; objnum = wp->objnum; // check if the weapon actually hit the intended target if (weapon_has_homing_object(wp)) if (wp->homing_object == other_obj) hit_target = true; //This is an expensive check bool armed_weapon = weapon_armed(&Weapons[num], hit_target); // if this is the player ship, and is a laser hit, skip it. wait for player "pain" to take care of it if ((other_obj != Player_obj) || (wip->subtype != WP_LASER) || !MULTIPLAYER_CLIENT) { weapon_hit_do_sound(other_obj, wip, hitpos, armed_weapon, quadrant); } if (wip->impact_weapon_expl_effect.isValid() && armed_weapon) { auto particleSource = particle::ParticleManager::get()->createSource(wip->impact_weapon_expl_effect); particleSource.moveTo(hitpos); particleSource.setOrientationFromVec(&weapon_obj->phys_info.vel); particleSource.setVelocity(&weapon_obj->phys_info.vel); if (hitnormal) { particleSource.setOrientationNormal(hitnormal); } particleSource.finish(); } else if (wip->dinky_impact_weapon_expl_effect.isValid() && !armed_weapon) { auto particleSource = particle::ParticleManager::get()->createSource(wip->dinky_impact_weapon_expl_effect); particleSource.moveTo(hitpos); particleSource.setOrientationFromVec(&weapon_obj->phys_info.vel); particleSource.setVelocity(&weapon_obj->phys_info.vel); if (hitnormal) { particleSource.setOrientationNormal(hitnormal); } particleSource.finish(); } if ((other_obj != nullptr) && (quadrant == -1) && (wip->piercing_impact_effect.isValid() && armed_weapon)) { if ((other_obj->type == OBJ_SHIP) || (other_obj->type == OBJ_DEBRIS)) { int ok_to_draw = 1; if (other_obj->type == OBJ_SHIP) { float draw_limit, hull_pct; int dmg_type_idx, piercing_type; shipp = &Ships[other_obj->instance]; hull_pct = other_obj->hull_strength / shipp->ship_max_hull_strength; dmg_type_idx = wip->damage_type_idx; draw_limit = Ship_info[shipp->ship_info_index].piercing_damage_draw_limit; if (shipp->armor_type_idx != -1) { piercing_type = Armor_types[shipp->armor_type_idx].GetPiercingType(dmg_type_idx); if (piercing_type == SADTF_PIERCING_DEFAULT) { draw_limit = Armor_types[shipp->armor_type_idx].GetPiercingLimit(dmg_type_idx); } else if ((piercing_type == SADTF_PIERCING_NONE) || (piercing_type == SADTF_PIERCING_RETAIL)) { ok_to_draw = 0; } } if (hull_pct > draw_limit) ok_to_draw = 0; } if (ok_to_draw) { using namespace particle; auto primarySource = ParticleManager::get()->createSource(wip->piercing_impact_effect); primarySource.moveTo(&weapon_obj->pos); primarySource.setOrientationMatrix(&weapon_obj->last_orient); primarySource.setVelocity(&weapon_obj->phys_info.vel); if (hitnormal) { primarySource.setOrientationNormal(hitnormal); } primarySource.finish(); if (wip->piercing_impact_secondary_effect.isValid()) { auto secondarySource = ParticleManager::get()->createSource(wip->piercing_impact_secondary_effect); secondarySource.moveTo(&weapon_obj->pos); secondarySource.setOrientationMatrix(&weapon_obj->last_orient); secondarySource.setVelocity(&weapon_obj->phys_info.vel); if (hitnormal) { secondarySource.setOrientationNormal(hitnormal); } secondarySource.finish(); } } } } //Set shockwaves flag int sw_flag = SW_WEAPON; if ( ((other_obj) && (other_obj->type == OBJ_WEAPON)) || (Weapons[num].weapon_flags[Weapon::Weapon_Flags::Destroyed_by_weapon])) { sw_flag |= SW_WEAPON_KILL; } //Which shockwave? shockwave_create_info *sci = &wip->shockwave; if(!armed_weapon) { sci = &wip->dinky_shockwave; } // check if this is an area effect weapon (i.e. has a blast radius) if (sci->inner_rad != 0.0f || sci->outer_rad != 0.0f) { if(sci->speed > 0.0f) { shockwave_create(OBJ_INDEX(weapon_obj), hitpos, sci, sw_flag, -1); } else { weapon_do_area_effect(weapon_obj, sci, hitpos, other_obj); } } // check if this is an EMP weapon if(wip->wi_flags[Weapon::Info_Flags::Emp]){ emp_apply(&weapon_obj->pos, wip->shockwave.inner_rad, wip->shockwave.outer_rad, wip->emp_intensity, wip->emp_time, (wip->wi_flags[Weapon::Info_Flags::Use_emp_time_for_capship_turrets]) != 0); } // if this weapon has the "Electronics" flag set, then disrupt subsystems in sphere if ((other_obj != NULL) && (wip->wi_flags[Weapon::Info_Flags::Electronics])) { if (other_obj->type == OBJ_SHIP) { weapon_do_electronics_effect(other_obj, &weapon_obj->pos, Weapons[weapon_obj->instance].weapon_info_index); } } if (!wip->pierce_objects || wip->spawn_children_on_pierce || !other_obj) { // spawn weapons - note the change from FS 1 multiplayer. if (wip->wi_flags[Weapon::Info_Flags::Spawn]) { if (!((wip->wi_flags[Weapon::Info_Flags::Dont_spawn_if_shot]) && (Weapons[num].weapon_flags[Weapon::Weapon_Flags::Destroyed_by_weapon]))) { // prevent spawning of children if shot down and the dont spawn if shot flag is set (DahBlount) spawn_child_weapons(weapon_obj); } } } //No other_obj means this weapon detonates if (wip->pierce_objects && other_obj) return; // For all objects that had this weapon as a target, wipe it out, forcing find of a new enemy for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) { other_objp = &Objects[so->objnum]; Assert(other_objp->instance != -1); shipp = &Ships[other_objp->instance]; Assert(shipp->ai_index != -1); ai_info *aip = &Ai_info[shipp->ai_index]; if (aip->target_objnum == objnum) { set_target_objnum(aip, -1); // If this ship had a dynamic goal of chasing this weapon, clear the dynamic goal. if (aip->resume_goal_time != -1) aip->active_goal = AI_GOAL_NONE; } if (aip->goal_objnum == objnum) { aip->goal_objnum = -1; aip->goal_signature = -1; } if (aip->guard_objnum == objnum) { aip->guard_objnum = -1; aip->guard_signature = -1; } if (aip->hitter_objnum == objnum) { aip->hitter_objnum = -1; } } weapon_obj->flags.set(Object::Object_Flags::Should_be_dead); // decrement parent's number of active remote detonators if applicable if (wip->wi_flags[Weapon::Info_Flags::Remote] && weapon_obj->parent >= 0 && (weapon_obj->parent < MAX_OBJECTS)) { object* parent = &Objects[weapon_obj->parent]; if ( parent->type == OBJ_SHIP && parent->signature == weapon_obj->parent_sig) Ships[Objects[weapon_obj->parent].instance].weapons.remote_detonaters_active--; } } void weapon_detonate(object *objp) { Assert(objp != NULL); if(objp == NULL){ return; } Assert((objp->type == OBJ_WEAPON) && (objp->instance >= 0)); if((objp->type != OBJ_WEAPON) || (objp->instance < 0)){ return; } // send a detonate packet in multiplayer if(MULTIPLAYER_MASTER){ send_weapon_detonate_packet(objp); } // call weapon hit // Wanderer - use last frame pos for the corkscrew missiles if ( (Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags[Weapon::Info_Flags::Corkscrew]) ) { weapon_hit(objp, NULL, &objp->last_pos); } else { weapon_hit(objp, NULL, &objp->pos); } } // Group_id: If you should quad lasers, they should all have the same group id. // This will be used to optimize lighting, since each group only needs to cast one light. // Call this to get a new group id, then pass it to each weapon_create call for all the // weapons in the group. Number will be between 0 and WEAPON_MAX_GROUP_IDS and will // get reused. int weapon_create_group_id() { static int current_id = 0; int n = current_id; current_id++; if ( current_id >= WEAPON_MAX_GROUP_IDS ) { current_id = 0; } return n; } /** * Call before weapons_page_in to mark a weapon as used */ void weapon_mark_as_used(int weapon_type) { if (weapon_type < 0) return; Assert(used_weapons != nullptr); Assert(weapon_type < weapon_info_size()); if (weapon_type < weapon_info_size()) { used_weapons[weapon_type]++; if (Weapon_info[weapon_type].num_substitution_patterns > 0) { for (size_t i = 0; i < Weapon_info[weapon_type].num_substitution_patterns; i++) { used_weapons[Weapon_info[weapon_type].weapon_substitution_pattern[i]]++; } } } } void weapons_page_in() { TRACE_SCOPE(tracing::WeaponPageIn); int i, j, idx; Assert( used_weapons != NULL ); // for weapons in weaponry pool for (i = 0; i < Num_teams; i++) { for (j = 0; j < Team_data[i].num_weapon_choices; j++) { used_weapons[Team_data[i].weaponry_pool[j]] += Team_data[i].weaponry_count[j]; } } // this grabs all spawn weapon types (Cluster Baby, etc.) which can't be // assigned directly to a ship for (i = 0; i < weapon_info_size(); i++) { // we only want entries that already exist if ( !used_weapons[i] ) continue; // if it's got a spawn type then grab it for (j = 0; j < Weapon_info[i].num_spawn_weapons_defined; j++) { used_weapons[(int)Weapon_info[i].spawn_info[j].spawn_type]++; } } // release anything loaded that we don't have marked as used for this mission if ( !Cmdline_load_all_weapons ) weapon_release_bitmaps(); // Page in bitmaps for all used weapons for (i = 0; i < weapon_info_size(); i++) { if ( !Cmdline_load_all_weapons ) { if ( !used_weapons[i] ) { nprintf(("Weapons", "Not loading weapon id %d (%s)\n", i, Weapon_info[i].name)); continue; } } weapon_load_bitmaps(i); weapon_info *wip = &Weapon_info[i]; wip->wi_flags.remove(Weapon::Info_Flags::Thruster); // Assume no thrusters switch (wip->render_type) { case WRT_POF: { wip->model_num = model_load( wip->pofbitmap_name, 0, NULL ); polymodel *pm = model_get( wip->model_num ); // If it has a model, and the model pof has thrusters, then set // the flags if (pm->n_thrusters > 0) { wip->wi_flags.set(Weapon::Info_Flags::Thruster); } for (j = 0; j < pm->n_textures; j++) pm->maps[j].PageIn(); break; } case WRT_LASER: { bm_page_in_texture( wip->laser_bitmap.first_frame ); bm_page_in_texture( wip->laser_glow_bitmap.first_frame ); bm_page_in_texture (wip->laser_headon_bitmap.first_frame ); bm_page_in_texture (wip->laser_glow_headon_bitmap.first_frame); break; } default: Assertion(wip->render_type != WRT_POF && wip->render_type != WRT_LASER, "Weapon %s does not have a valid rendering type. Type passed: %d\n", wip->name, wip->render_type); // Invalid weapon rendering type. } wip->external_model_num = -1; if ( strlen(wip->external_model_name) ) wip->external_model_num = model_load( wip->external_model_name, 0, NULL ); if (wip->external_model_num == -1) wip->external_model_num = wip->model_num; //Load shockwaves shockwave_create_info_load(&wip->shockwave); shockwave_create_info_load(&wip->dinky_shockwave); // trail bitmaps if ( (wip->wi_flags[Weapon::Info_Flags::Trail]) && (wip->tr_info.texture.bitmap_id > -1) ) bm_page_in_texture( wip->tr_info.texture.bitmap_id ); // if this is a beam weapon, page in its stuff if (wip->wi_flags[Weapon::Info_Flags::Beam]) { // all beam sections for (idx = 0; idx < wip->b_info.beam_num_sections; idx++) bm_page_in_texture(wip->b_info.sections[idx].texture.first_frame); // muzzle glow bm_page_in_texture(wip->b_info.beam_glow.first_frame); // particle ani bm_page_in_texture(wip->b_info.beam_particle_ani.first_frame); } if (wip->wi_flags[Weapon::Info_Flags::Particle_spew]) { for (size_t s = 0; s < MAX_PARTICLE_SPEWERS; s++) { // looped, multi particle spew -nuke if (wip->particle_spewers[s].particle_spew_type != PSPEW_NONE) { bm_page_in_texture(wip->particle_spewers[s].particle_spew_anim.first_frame); } } } // muzzle flashes if (wip->muzzle_flash >= 0) mflash_mark_as_used(wip->muzzle_flash); bm_page_in_texture(wip->thruster_flame.first_frame); bm_page_in_texture(wip->thruster_glow.first_frame); decals::pageInDecal(wip->impact_decal); } } /** * Page_in function for cheaters, grabs all weapons that weren't already in a mission * and loads the models for them. * * Non-model graphics elements will get loaded when they are rendered for the first time. * Maybe not the best way to do this but faster and a lot less error prone. */ void weapons_page_in_cheats() { int i; // don't bother if they are all loaded already if ( Cmdline_load_all_weapons ) return; Assert( used_weapons != NULL ); // force a page in of all muzzle flashes mflash_page_in(true); // page in models for all weapon types that aren't already loaded for (i = 0; i < weapon_info_size(); i++) { // skip over anything that's already loaded if (used_weapons[i]) continue; weapon_load_bitmaps(i); weapon_info *wip = &Weapon_info[i]; wip->wi_flags.remove(Weapon::Info_Flags::Thruster); // Assume no thrusters if ( wip->render_type == WRT_POF ) { wip->model_num = model_load( wip->pofbitmap_name, 0, NULL ); polymodel *pm = model_get( wip->model_num ); // If it has a model, and the model pof has thrusters, then set // the flags if ( pm->n_thrusters > 0 ) { wip->wi_flags.set(Weapon::Info_Flags::Thruster); } } wip->external_model_num = -1; if ( strlen(wip->external_model_name) ) wip->external_model_num = model_load( wip->external_model_name, 0, NULL ); if (wip->external_model_num == -1) wip->external_model_num = wip->model_num; //Load shockwaves shockwave_create_info_load(&wip->shockwave); shockwave_create_info_load(&wip->dinky_shockwave); used_weapons[i]++; } } /* Helper function for l_Weaponclass.isWeaponLoaded() * Pages in a single weapon and its substitutes and chilren given the weapon_info index for it */ bool weapon_page_in(int weapon_type) { Assert(used_weapons != NULL); if (weapon_type < 0 || weapon_type >= weapon_info_size()) { return false; } SCP_vector page_in_weapons; page_in_weapons.push_back(weapon_type); // Make sure substitution weapons are paged in as well if (Weapon_info[weapon_type].num_substitution_patterns > 0) { for (size_t i = 0; i < Weapon_info[weapon_type].num_substitution_patterns; i++) { page_in_weapons.push_back(Weapon_info[weapon_type].weapon_substitution_pattern[i]); } } // this grabs all spawn weapon types (Cluster Baby, etc.) which can't be // assigned directly to a ship // if it's got a spawn type then grab it size_t size = page_in_weapons.size(); for (size_t x = 0; x < size; x++) { if (Weapon_info[page_in_weapons.at(x)].num_spawn_weapons_defined > 0) { for (int j = 0; j < Weapon_info[page_in_weapons.at(x)].num_spawn_weapons_defined; j++) { page_in_weapons.push_back((int)Weapon_info[page_in_weapons.at(x)].spawn_info[j].spawn_type); } } } for (size_t k = 0; k < page_in_weapons.size(); k++) { if (used_weapons[page_in_weapons.at(k)]) { continue; // If weapon is already paged_in, we don't need to page it in again } // Page in bitmaps for the weapon weapon_load_bitmaps(page_in_weapons.at(k)); weapon_info *wip = &Weapon_info[page_in_weapons.at(k)]; wip->wi_flags.remove(Weapon::Info_Flags::Thruster); // Assume no thrusters switch (wip->render_type) { case WRT_POF: { wip->model_num = model_load(wip->pofbitmap_name, 0, NULL); polymodel *pm = model_get(wip->model_num); // If it has a model, and the model pof has thrusters, then set // the flags if (pm->n_thrusters > 0) { wip->wi_flags.set(Weapon::Info_Flags::Thruster); } for (int j = 0; j < pm->n_textures; j++) pm->maps[j].PageIn(); break; } case WRT_LASER: { bm_page_in_texture(wip->laser_bitmap.first_frame); bm_page_in_texture(wip->laser_glow_bitmap.first_frame); bm_page_in_texture(wip->laser_headon_bitmap.first_frame); bm_page_in_texture(wip->laser_glow_headon_bitmap.first_frame); break; } default: Assertion(wip->render_type != WRT_POF && wip->render_type != WRT_LASER, "Weapon %s does not have a valid rendering type. Type passed: %d\n", wip->name, wip->render_type); // Invalid weapon rendering type. } wip->external_model_num = -1; if (strlen(wip->external_model_name)) wip->external_model_num = model_load(wip->external_model_name, 0, NULL); if (wip->external_model_num == -1) wip->external_model_num = wip->model_num; //Load shockwaves shockwave_create_info_load(&wip->shockwave); shockwave_create_info_load(&wip->dinky_shockwave); // trail bitmaps if ((wip->wi_flags[Weapon::Info_Flags::Trail]) && (wip->tr_info.texture.bitmap_id > -1)) bm_page_in_texture(wip->tr_info.texture.bitmap_id); // if this is a beam weapon, page in its stuff if (wip->wi_flags[Weapon::Info_Flags::Beam]) { // all beam sections for (int idx = 0; idx < wip->b_info.beam_num_sections; idx++) bm_page_in_texture(wip->b_info.sections[idx].texture.first_frame); // muzzle glow bm_page_in_texture(wip->b_info.beam_glow.first_frame); // particle ani bm_page_in_texture(wip->b_info.beam_particle_ani.first_frame); } if (wip->wi_flags[Weapon::Info_Flags::Particle_spew]) { for (size_t s = 0; s < MAX_PARTICLE_SPEWERS; s++) { // looped, multi particle spew -nuke if (wip->particle_spewers[s].particle_spew_type != PSPEW_NONE) { bm_page_in_texture(wip->particle_spewers[s].particle_spew_anim.first_frame); } } } // muzzle flashes if (wip->muzzle_flash >= 0) mflash_mark_as_used(wip->muzzle_flash); bm_page_in_texture(wip->thruster_flame.first_frame); bm_page_in_texture(wip->thruster_glow.first_frame); // Page in decal bitmaps decals::pageInDecal(wip->impact_decal); used_weapons[page_in_weapons.at(k)]++; // Ensures weapon can be counted as used } return true; } bool weapon_used(int weapon_type) { return used_weapons[weapon_type] > 0; } /** * Get the "color" of the laser at the given moment (since glowing lasers can cycle colors) */ void weapon_get_laser_color(color *c, object *objp) { weapon *wep; weapon_info *winfo; float pct; // sanity if (c == NULL) return; // sanity Assert(objp != NULL); Assert(objp->type == OBJ_WEAPON); Assert(objp->instance >= 0); Assert(Weapons[objp->instance].weapon_info_index >= 0); if ( (objp == NULL) || (objp->type != OBJ_WEAPON) || (objp->instance < 0) || (Weapons[objp->instance].weapon_info_index < 0) ) return; wep = &Weapons[objp->instance]; winfo = &Weapon_info[wep->weapon_info_index]; // if we're a one-color laser if ( (winfo->laser_color_2.red == winfo->laser_color_1.red) && (winfo->laser_color_2.green == winfo->laser_color_1.green) && (winfo->laser_color_2.blue == winfo->laser_color_1.blue) ) { *c = winfo->laser_color_1; return; } int r = winfo->laser_color_1.red; int g = winfo->laser_color_1.green; int b = winfo->laser_color_1.blue; // lifetime pct pct = 1.0f - (wep->lifeleft / winfo->lifetime); CLAMP(pct, 0.0f, 0.5f); if (pct > 0.0f) { pct *= 2.0f; r += fl2i((winfo->laser_color_2.red - winfo->laser_color_1.red) * pct); g += fl2i((winfo->laser_color_2.green - winfo->laser_color_1.green) * pct); b += fl2i((winfo->laser_color_2.blue - winfo->laser_color_1.blue) * pct); } // otherwise interpolate between the colors gr_init_color( c, r, g, b ); } // default weapon particle spew data int Weapon_particle_spew_count = 1; int Weapon_particle_spew_time = 25; float Weapon_particle_spew_vel = 0.4f; float Weapon_particle_spew_radius = 2.0f; float Weapon_particle_spew_lifetime = 0.15f; float Weapon_particle_spew_scale = 0.8f; /** * For weapons flagged as particle spewers, spew particles. wheee */ void weapon_maybe_spew_particle(object *obj) { weapon *wp; weapon_info *wip; int idx; // check some stuff Assert(obj->type == OBJ_WEAPON); Assert(obj->instance >= 0); Assert(Weapons[obj->instance].weapon_info_index >= 0); Assert(Weapon_info[Weapons[obj->instance].weapon_info_index].wi_flags[Weapon::Info_Flags::Particle_spew]); wp = &Weapons[obj->instance]; wip = &Weapon_info[wp->weapon_info_index]; vec3d spawn_pos, spawn_vel, output_pos, output_vel, input_pos, input_vel; for (int psi = 0; psi < MAX_PARTICLE_SPEWERS; psi++) { // iterate through spewers -nuke if (wip->particle_spewers[psi].particle_spew_type != PSPEW_NONE) { // if the weapon's particle timestamp has elapsed if ((wp->particle_spew_time[psi] == -1) || timestamp_elapsed(wp->particle_spew_time[psi])) { // reset the timestamp wp->particle_spew_time[psi] = timestamp(wip->particle_spewers[0].particle_spew_time); // turn normals and origins to world space if we need to if (!vm_vec_same(&wip->particle_spewers[psi].particle_spew_offset, &vmd_zero_vector)) { // don't xform unused vectors vm_vec_unrotate(&spawn_pos, &wip->particle_spewers[psi].particle_spew_offset, &obj->orient); } else { spawn_pos = vmd_zero_vector; } if (!vm_vec_same(&wip->particle_spewers[psi].particle_spew_velocity, &vmd_zero_vector)) { vm_vec_unrotate(&spawn_vel, &wip->particle_spewers[psi].particle_spew_velocity, &obj->orient); } else { spawn_vel = vmd_zero_vector; } // spew some particles if (wip->particle_spewers[psi].particle_spew_type == PSPEW_DEFAULT) // default pspew type { // do the default pspew vec3d direct, direct_temp, particle_pos; vec3d null_vec = ZERO_VECTOR; vec3d vel; float ang; for (idx = 0; idx < wip->particle_spewers[psi].particle_spew_count; idx++) { // get the backward vector of the weapon direct = obj->orient.vec.fvec; vm_vec_negate(&direct); // randomly perturb x, y and z // uvec ang = frand_range(-PI_2,PI_2); // fl_radian(frand_range(-90.0f, 90.0f)); -optimized by nuke vm_rot_point_around_line(&direct_temp, &direct, ang, &null_vec, &obj->orient.vec.fvec); direct = direct_temp; vm_vec_scale(&direct, wip->particle_spewers[psi].particle_spew_scale); // rvec ang = frand_range(-PI_2,PI_2); // fl_radian(frand_range(-90.0f, 90.0f)); -optimized by nuke vm_rot_point_around_line(&direct_temp, &direct, ang, &null_vec, &obj->orient.vec.rvec); direct = direct_temp; vm_vec_scale(&direct, wip->particle_spewers[psi].particle_spew_scale); // fvec ang = frand_range(-PI_2,PI_2); // fl_radian(frand_range(-90.0f, 90.0f)); -optimized by nuke vm_rot_point_around_line(&direct_temp, &direct, ang, &null_vec, &obj->orient.vec.uvec); direct = direct_temp; vm_vec_scale(&direct, wip->particle_spewers[psi].particle_spew_scale); // get a velocity vector of some percentage of the weapon's velocity vel = obj->phys_info.vel; vm_vec_scale(&vel, wip->particle_spewers[psi].particle_spew_vel); // maybe add in offset and initial velocity if (!vm_vec_same(&spawn_vel, &vmd_zero_vector)) { // add in particle velocity if its available vm_vec_add2(&vel, &spawn_vel); } if (!vm_vec_same(&spawn_pos, &vmd_zero_vector)) { // add offset if available vm_vec_add2(&direct, &spawn_pos); } if (wip->wi_flags[Weapon::Info_Flags::Corkscrew]) { vm_vec_add(&particle_pos, &obj->last_pos, &direct); } else { vm_vec_add(&particle_pos, &obj->pos, &direct); } // emit the particle if (wip->particle_spewers[psi].particle_spew_anim.first_frame < 0) { particle::create(&particle_pos, &vel, wip->particle_spewers[psi].particle_spew_lifetime, wip->particle_spewers[psi].particle_spew_radius, particle::PARTICLE_SMOKE); } else { particle::create(&particle_pos, &vel, wip->particle_spewers[psi].particle_spew_lifetime, wip->particle_spewers[psi].particle_spew_radius, particle::PARTICLE_BITMAP, wip->particle_spewers[psi].particle_spew_anim.first_frame); } } } else if (wip->particle_spewers[psi].particle_spew_type == PSPEW_HELIX) { // helix float segment_length = wip->max_speed * flFrametime; // determine how long the segment is float segment_angular_length = PI2 * wip->particle_spewers[psi].particle_spew_rotation_rate * flFrametime; // determine how much the segment rotates float rotation_value = (wp->lifeleft * PI2 * wip->particle_spewers[psi].particle_spew_rotation_rate) + wp->particle_spew_rand; // calculate a rotational start point based on remaining life float inc = 1.0f / wip->particle_spewers[psi].particle_spew_count; // determine our incriment float particle_rot; vec3d input_pos_l = ZERO_VECTOR; for (float is = 0; is < 1; is += inc ) { // use iterator as a scaler particle_rot = rotation_value + (segment_angular_length * is); // find what point of the rotation were at input_vel.xyz.x = sinf(particle_rot) * wip->particle_spewers[psi].particle_spew_scale; // determine x/y velocity based on scale and rotation input_vel.xyz.y = cosf(particle_rot) * wip->particle_spewers[psi].particle_spew_scale; input_vel.xyz.z = wip->max_speed * wip->particle_spewers[psi].particle_spew_vel; // velocity inheritance vm_vec_unrotate(&output_vel, &input_vel, &obj->orient); // orient velocity to weapon input_pos_l.xyz.x = input_vel.xyz.x * flFrametime * (1.0f - is); // interpolate particle motion input_pos_l.xyz.y = input_vel.xyz.y * flFrametime * (1.0f - is); input_pos_l.xyz.z = segment_length * is; // position particle correctly on the z axis vm_vec_unrotate(&input_pos, &input_pos_l, &obj->orient); // orient to weapon vm_vec_sub(&output_pos, &obj->pos, &input_pos); // translate to world space //maybe add in offset and initial velocity if (!vm_vec_same(&spawn_vel, &vmd_zero_vector)) { // add particle velocity if needed vm_vec_add2(&output_vel, &spawn_vel); } if (!vm_vec_same(&spawn_pos, &vmd_zero_vector)) { // add offset if needed vm_vec_add2(&output_pos, &spawn_pos); } //emit particles if (wip->particle_spewers[psi].particle_spew_anim.first_frame < 0) { particle::create(&output_pos, &output_vel, wip->particle_spewers[psi].particle_spew_lifetime, wip->particle_spewers[psi].particle_spew_radius, particle::PARTICLE_SMOKE); } else { particle::create(&output_pos, &output_vel, wip->particle_spewers[psi].particle_spew_lifetime, wip->particle_spewers[psi].particle_spew_radius, particle::PARTICLE_BITMAP, wip->particle_spewers[psi].particle_spew_anim.first_frame); } } } else if (wip->particle_spewers[psi].particle_spew_type == PSPEW_SPARKLER) { // sparkler vec3d temp_vel; output_vel = obj->phys_info.vel; vm_vec_scale(&output_vel, wip->particle_spewers[psi].particle_spew_vel); for (idx = 0; idx < wip->particle_spewers[psi].particle_spew_count; idx++) { // create a random unit vector and scale it vm_vec_rand_vec_quick(&input_vel); vm_vec_scale(&input_vel, wip->particle_spewers[psi].particle_spew_scale); if (wip->particle_spewers[psi].particle_spew_z_scale != 1.0f) { // don't do the extra math for spherical effect temp_vel = input_vel; temp_vel.xyz.z *= wip->particle_spewers[psi].particle_spew_z_scale; // for an ovoid particle effect to better combine with laser effects vm_vec_unrotate(&input_vel, &temp_vel, &obj->orient); // so it has to be rotated } vm_vec_add2(&output_vel, &input_vel); // add to weapon velocity output_pos = obj->pos; // maybe add in offset and initial velocity if (!vm_vec_same(&spawn_vel, &vmd_zero_vector)) { // add particle velocity if needed vm_vec_add2(&output_vel, &spawn_vel); } if (!vm_vec_same(&spawn_pos, &vmd_zero_vector)) { // add offset if needed vm_vec_add2(&output_pos, &spawn_pos); } // emit particles if (wip->particle_spewers[psi].particle_spew_anim.first_frame < 0) { particle::create(&output_pos, &output_vel, wip->particle_spewers[psi].particle_spew_lifetime, wip->particle_spewers[psi].particle_spew_radius, particle::PARTICLE_SMOKE); } else { particle::create(&output_pos, &output_vel, wip->particle_spewers[psi].particle_spew_lifetime, wip->particle_spewers[psi].particle_spew_radius, particle::PARTICLE_BITMAP, wip->particle_spewers[psi].particle_spew_anim.first_frame); } } } else if (wip->particle_spewers[psi].particle_spew_type == PSPEW_RING) { float inc = PI2 / wip->particle_spewers[psi].particle_spew_count; for (float ir = 0; ir < PI2; ir += inc) { // use iterator for rotation input_vel.xyz.x = sinf(ir) * wip->particle_spewers[psi].particle_spew_scale; // generate velocity from rotation data input_vel.xyz.y = cosf(ir) * wip->particle_spewers[psi].particle_spew_scale; input_vel.xyz.z = obj->phys_info.fspeed * wip->particle_spewers[psi].particle_spew_vel; vm_vec_unrotate(&output_vel, &input_vel, &obj->orient); // rotate it to model output_pos = obj->pos; // maybe add in offset amd iitial velocity if (!vm_vec_same(&spawn_vel, &vmd_zero_vector)) { // add particle velocity if needed vm_vec_add2(&output_vel, &spawn_vel); } if (!vm_vec_same(&spawn_pos, &vmd_zero_vector)) { // add offset if needed vm_vec_add2(&output_pos, &spawn_pos); } // emit particles if (wip->particle_spewers[psi].particle_spew_anim.first_frame < 0) { particle::create(&output_pos, &output_vel, wip->particle_spewers[psi].particle_spew_lifetime, wip->particle_spewers[psi].particle_spew_radius, particle::PARTICLE_SMOKE); } else { particle::create(&output_pos, &output_vel, wip->particle_spewers[psi].particle_spew_lifetime, wip->particle_spewers[psi].particle_spew_radius, particle::PARTICLE_BITMAP, wip->particle_spewers[psi].particle_spew_anim.first_frame); } } } else if (wip->particle_spewers[psi].particle_spew_type == PSPEW_PLUME) { float ang_rand, len_rand, sin_ang, cos_ang; vec3d input_pos_l = ZERO_VECTOR; for (int i = 0; i < wip->particle_spewers[psi].particle_spew_count; i++) { // use polar coordinates to ensure a disk shaped spew plane ang_rand = frand_range(-PI,PI); len_rand = frand() * wip->particle_spewers[psi].particle_spew_scale; sin_ang = sinf(ang_rand); cos_ang = cosf(ang_rand); // compute velocity input_vel.xyz.x = wip->particle_spewers[psi].particle_spew_z_scale * -sin_ang; input_vel.xyz.y = wip->particle_spewers[psi].particle_spew_z_scale * -cos_ang; input_vel.xyz.z = obj->phys_info.fspeed * wip->particle_spewers[psi].particle_spew_vel; vm_vec_unrotate(&output_vel, &input_vel, &obj->orient); // rotate it to model // place particle on a disk prependicular to the weapon normal and rotate to model space input_pos_l.xyz.x = sin_ang * len_rand; input_pos_l.xyz.y = cos_ang * len_rand; vm_vec_unrotate(&input_pos, &input_pos_l, &obj->orient); // rotate to world vm_vec_sub(&output_pos, &obj->pos, &input_pos); // translate to world // maybe add in offset amd iitial velocity if (!vm_vec_same(&spawn_vel, &vmd_zero_vector)) { // add particle velocity if needed vm_vec_add2(&output_vel, &spawn_vel); } if (!vm_vec_same(&spawn_pos, &vmd_zero_vector)) { // add offset if needed vm_vec_add2(&output_pos, &spawn_pos); } //emit particles if (wip->particle_spewers[psi].particle_spew_anim.first_frame < 0) { particle::create(&output_pos, &output_vel, wip->particle_spewers[psi].particle_spew_lifetime, wip->particle_spewers[psi].particle_spew_radius, particle::PARTICLE_SMOKE); } else { particle::create(&output_pos, &output_vel, wip->particle_spewers[psi].particle_spew_lifetime, wip->particle_spewers[psi].particle_spew_radius, particle::PARTICLE_BITMAP, wip->particle_spewers[psi].particle_spew_anim.first_frame); } } } } } } } /** * Debug console functionality */ void dcf_pspew(); DCF(pspew_count, "Number of particles spewed at a time") { if (dc_optional_string_either("help", "--help")) { dcf_pspew(); return; } if (dc_optional_string_either("status", "--status") || dc_optional_string_either("?", "--?")) { dc_printf("Partical count is %i\n", Weapon_particle_spew_count); return; } dc_stuff_int(&Weapon_particle_spew_count); dc_printf("Partical count set to %i\n", Weapon_particle_spew_count); } DCF(pspew_time, "Time between particle spews") { if (dc_optional_string_either("help", "--help")) { dcf_pspew(); return; } if (dc_optional_string_either("status", "--status") || dc_optional_string_either("?", "--?")) { dc_printf("Particle spawn period is %i\n", Weapon_particle_spew_time); return; } dc_stuff_int(&Weapon_particle_spew_time); dc_printf("Particle spawn period set to %i\n", Weapon_particle_spew_time); } DCF(pspew_vel, "Relative velocity of particles (0.0 - 1.0)") { if (dc_optional_string_either("help", "--help")) { dcf_pspew(); return; } if (dc_optional_string_either("status", "--status") || dc_optional_string_either("?", "--?")) { dc_printf("Particle relative velocity is %f\n", Weapon_particle_spew_vel); return; } dc_stuff_float(&Weapon_particle_spew_vel); dc_printf("Particle relative velocity set to %f\n", Weapon_particle_spew_vel); } DCF(pspew_size, "Size of spewed particles") { if (dc_optional_string_either("help", "--help")) { dcf_pspew(); return; } if (dc_optional_string_either("status", "--status") || dc_optional_string_either("?", "--?")) { dc_printf("Particle size is %f\n", Weapon_particle_spew_radius); return; } dc_stuff_float(&Weapon_particle_spew_radius); dc_printf("Particle size set to %f\n", Weapon_particle_spew_radius); } DCF(pspew_life, "Lifetime of spewed particles") { if (dc_optional_string_either("help", "--help")) { dcf_pspew(); return; } if (dc_optional_string_either("status", "--status") || dc_optional_string_either("?", "--?")) { dc_printf("Particle lifetime is %f\n", Weapon_particle_spew_lifetime); return; } dc_stuff_float(&Weapon_particle_spew_lifetime); dc_printf("Particle lifetime set to %f\n", Weapon_particle_spew_lifetime); } DCF(pspew_scale, "How far away particles are from the weapon path") { if (dc_optional_string_either("help", "--help")) { dcf_pspew(); return; } if (dc_optional_string_either("status", "--status") || dc_optional_string_either("?", "--?")) { dc_printf("Particle scale is %f\n", Weapon_particle_spew_scale); } dc_stuff_float(&Weapon_particle_spew_scale); dc_printf("Particle scale set to %f\n", Weapon_particle_spew_scale); } // Help and Status provider DCF(pspew, "Particle spew help and status provider") { if (dc_optional_string_either("status", "--status") || dc_optional_string_either("?", "--?")) { dc_printf("Particle spew settings\n\n"); dc_printf(" Count (pspew_count) : %d\n", Weapon_particle_spew_count); dc_printf(" Time (pspew_time) : %d\n", Weapon_particle_spew_time); dc_printf(" Velocity (pspew_vel) : %f\n", Weapon_particle_spew_vel); dc_printf(" Size (pspew_size) : %f\n", Weapon_particle_spew_radius); dc_printf(" Lifetime (pspew_life) : %f\n", Weapon_particle_spew_lifetime); dc_printf(" Scale (psnew_scale) : %f\n", Weapon_particle_spew_scale); return; } dc_printf("Available particlar spew commands:\n"); dc_printf("pspew_count : %s\n", dcmd_pspew_count.help); dc_printf("pspew_time : %s\n", dcmd_pspew_time.help); dc_printf("pspew_vel : %s\n", dcmd_pspew_vel.help); dc_printf("pspew_size : %s\n", dcmd_pspew_size.help); dc_printf("pspew_life : %s\n", dcmd_pspew_life.help); dc_printf("pspew_scale : %s\n\n", dcmd_pspew_scale.help); dc_printf("To view status of all pspew settings, type in 'pspew --status'.\n"); dc_printf("Passing '--status' as an argument to any of the individual spew commands will show the status of that variable only.\n\n"); dc_printf("These commands adjust the various properties of the particle spew system, which is used by weapons when they are fired, are in-flight, and die (either by impact or by end of life time.\n"); dc_printf("Generally, a large particle count with small size and scale will result in a nice dense particle spew.\n"); dc_printf("Be advised, this effect is applied to _ALL_ weapons, and as such may drastically reduce framerates on lower powered platforms.\n"); } /** * Return a scale factor for damage which should be applied for 2 collisions */ float weapon_get_damage_scale(weapon_info *wip, object *wep, object *target) { weapon *wp; int from_player = 0; float total_scale = 1.0f; float hull_pct; int is_big_damage_ship = 0; // Goober5000 - additional sanity (target can be NULL) Assert(wip); Assert(wep); // sanity if((wip == NULL) || (wep == NULL) || (target == NULL)){ return 1.0f; } // don't scale any damage if its not a weapon if((wep->type != OBJ_WEAPON) || (wep->instance < 0) || (wep->instance >= MAX_WEAPONS)){ return 1.0f; } wp = &Weapons[wep->instance]; // was the weapon fired by the player from_player = 0; if((wep->parent >= 0) && (wep->parent < MAX_OBJECTS) && (Objects[wep->parent].flags[Object::Object_Flags::Player_ship])){ from_player = 1; } // if this is a lockarm weapon, and it was fired unlocked if((wip->wi_flags[Weapon::Info_Flags::Lockarm]) && !(wp->weapon_flags[Weapon::Weapon_Flags::Locked_when_fired])){ total_scale *= 0.1f; } // if the hit object was a ship and we're doing damage scaling if ( (target->type == OBJ_SHIP) && !(The_mission.ai_profile->flags[AI::Profile_Flags::Disable_weapon_damage_scaling]) && !(Ship_info[Ships[target->instance].ship_info_index].flags[Ship::Info_Flags::Disable_weapon_damage_scaling]) ) { ship_info *sip; // get some info on the ship Assert((target->instance >= 0) && (target->instance < MAX_SHIPS)); if((target->instance < 0) || (target->instance >= MAX_SHIPS)){ return total_scale; } sip = &Ship_info[Ships[target->instance].ship_info_index]; // get hull pct of the ship currently hull_pct = get_hull_pct(target); // if it has hit a supercap ship and is not a supercap class weapon if((sip->flags[Ship::Info_Flags::Supercap]) && !(wip->wi_flags[Weapon::Info_Flags::Supercap])){ // if the supercap is around 3/4 damage, apply nothing if(hull_pct <= 0.75f){ return 0.0f; } else { total_scale *= SUPERCAP_DAMAGE_SCALE; } } // determine if this is a big damage ship is_big_damage_ship = (sip->flags[Ship::Info_Flags::Big_damage]); // if this is a large ship, and is being hit by flak if(is_big_damage_ship && (wip->wi_flags[Weapon::Info_Flags::Flak])){ total_scale *= FLAK_DAMAGE_SCALE; } // if the weapon is a small weapon being fired at a big ship if( is_big_damage_ship && !(wip->hurts_big_ships()) ){ // if the player is firing it if ( from_player && !(The_mission.ai_profile->flags[AI::Profile_Flags::Player_weapon_scale_fix])) { // if it's a laser weapon if(wip->subtype == WP_LASER){ total_scale *= 0.01f; } else { total_scale *= 0.05f; } } // scale based on hull if(hull_pct > 0.1f){ total_scale *= hull_pct; } else { return 0.0f; } } } return total_scale; } void pause_in_flight_sounds() { for (int i = 0; i < MAX_WEAPONS; i++) { if (Weapons[i].objnum != -1) { weapon* wp = &Weapons[i]; if (wp->hud_in_flight_snd_sig.isValid() && snd_is_playing(wp->hud_in_flight_snd_sig)) { // Stop sound, it will be restarted in the first frame after the game is unpaused snd_stop(wp->hud_in_flight_snd_sig); } } } } void weapon_pause_sounds() { // Pause all beam sounds beam_pause_sounds(); // Pause in-flight sounds pause_in_flight_sounds(); } void weapon_unpause_sounds() { // Pause all beam sounds beam_unpause_sounds(); } void shield_impact_explosion(vec3d *hitpos, object *objp, float radius, int idx) { int expl_ani_handle = Weapon_explosions.GetAnim(idx, hitpos, radius); particle::create(hitpos, &vmd_zero_vector, 0.0f, radius, particle::PARTICLE_BITMAP_PERSISTENT, expl_ani_handle, objp); } // renders another laser bitmap on top of the regular bitmap based on the angle of the camera to the front of the laser // the two are cross-faded into each other so it can switch to the more appropriate bitmap depending on the angle // returns the alpha multiplier to be used for the main bitmap float weapon_render_headon_bitmap(object* wep_objp, vec3d* headp, vec3d* tailp, int bitmap, float width1, float width2, int r, int g, int b){ weapon* wp = &Weapons[wep_objp->instance]; weapon_info* wip = &Weapon_info[wp->weapon_info_index]; vec3d center, reye; vm_vec_avg(¢er, headp, &wep_objp->pos); vm_vec_sub(&reye, &Eye_position, ¢er); vm_vec_normalize(&reye); float ang = vm_vec_delta_ang_norm(&reye, &wep_objp->orient.vec.fvec, nullptr); float head_alpha, side_alpha; // get the head vs side apparent proportions if (wip->laser_headon_switch_ang < 0.0f) { head_alpha = ((width1 + width2) / 2) * fabs(cosf(ang)); side_alpha = wip->laser_length * fabs(sinf(ang)); } else { head_alpha = tanf(wip->laser_headon_switch_ang); side_alpha = 1 / head_alpha; side_alpha = side_alpha * fabs(sinf(ang)); head_alpha = head_alpha * fabs(cosf(ang)); } head_alpha = powf(head_alpha, wip->laser_headon_switch_rate); side_alpha = powf(side_alpha, wip->laser_headon_switch_rate); // turn it into 0..1 float head_side_total = head_alpha + side_alpha; head_alpha /= head_side_total; side_alpha /= head_side_total; // make the transition instant past 20 if (wip->laser_headon_switch_rate >= 20.0f) { if (head_alpha > side_alpha) { head_alpha = 1.0f; side_alpha = 0.0f; } else { head_alpha = 0.0f; side_alpha = 1.0f; } } r = (int)(r * head_alpha); g = (int)(g * head_alpha); b = (int)(b * head_alpha); batching_add_laser(bitmap, headp, width1, tailp, width2, r, g, b); return side_alpha; } void weapon_render(object* obj, model_draw_list *scene) { int num; weapon_info *wip; weapon *wp; color c; MONITOR_INC(NumWeaponsRend, 1); Assert(obj->type == OBJ_WEAPON); num = obj->instance; wp = &Weapons[num]; wip = &Weapon_info[Weapons[num].weapon_info_index]; if (wip->wi_flags[Weapon::Info_Flags::Transparent]) { if (wp->alpha_current == -1.0f) { wp->alpha_current = wip->alpha_max; } else if (wip->alpha_cycle > 0.0f) { if (wp->alpha_backward) { wp->alpha_current += wip->alpha_cycle; if (wp->alpha_current > wip->alpha_max) { wp->alpha_current = wip->alpha_max; wp->alpha_backward = 0; } } else { wp->alpha_current -= wip->alpha_cycle; if (wp->alpha_current < wip->alpha_min) { wp->alpha_current = wip->alpha_min; wp->alpha_backward = 1; } } } } switch (wip->render_type) { case WRT_LASER: { if(wip->laser_length < 0.0001f) return; int alpha = 255; int framenum = 0; int headon_framenum = 0; if (wip->laser_bitmap.first_frame >= 0) { gr_set_color_fast(&wip->laser_color_1); if (wip->laser_bitmap.num_frames > 1) { wp->laser_bitmap_frame += flFrametime; framenum = bm_get_anim_frame(wip->laser_bitmap.first_frame, wp->laser_bitmap_frame, wip->laser_bitmap.total_time, true); } if (wip->laser_headon_bitmap.num_frames > 1) { wp->laser_headon_bitmap_frame += flFrametime; headon_framenum = bm_get_anim_frame(wip->laser_headon_bitmap.first_frame, wp->laser_headon_bitmap_frame, wip->laser_headon_bitmap.total_time, true); } if (wip->wi_flags[Weapon::Info_Flags::Transparent]) alpha = fl2i(wp->alpha_current * 255.0f); if (The_mission.flags[Mission::Mission_Flags::Fullneb] && Neb_affects_weapons) alpha = (int)(alpha * neb2_get_fog_visibility(&obj->pos, Neb2_fog_visibility_weapon)); vec3d headp; vm_vec_scale_add(&headp, &obj->pos, &obj->orient.vec.fvec, wip->laser_length); // Scale the laser so that it always appears some configured amount of pixels wide, no matter the distance. // Only affects width, length remains unchanged. float scaled_head_radius = model_render_get_diameter_clamped_to_min_pixel_size(&headp, wip->laser_head_radius, Min_pixel_size_laser); float scaled_tail_radius = model_render_get_diameter_clamped_to_min_pixel_size(&obj->pos, wip->laser_tail_radius, Min_pixel_size_laser); // render the head-on bitmap if appropriate and maybe adjust the main bitmap's alpha if (wip->laser_headon_bitmap.first_frame >= 0) { float main_bitmap_alpha_mult = weapon_render_headon_bitmap(obj, &headp, &obj->pos, wip->laser_headon_bitmap.first_frame + headon_framenum, scaled_head_radius, scaled_tail_radius, alpha, alpha, alpha); alpha = (int)(alpha * main_bitmap_alpha_mult); } batching_add_laser( wip->laser_bitmap.first_frame + framenum, &headp, scaled_head_radius, &obj->pos, scaled_tail_radius, alpha, alpha, alpha); } // maybe draw laser glow bitmap if (wip->laser_glow_bitmap.first_frame >= 0) { // get the laser color weapon_get_laser_color(&c, obj); // *Tail point "getting bigger" as well as headpoint isn't being taken into consideration, so // it caused uneven glow between the head and tail, which really shows in big lasers. So...fixed! -Et1 vec3d headp2, tailp; vm_vec_scale_add(&headp2, &obj->pos, &obj->orient.vec.fvec, wip->laser_length * weapon_glow_scale_l); vm_vec_scale_add(&tailp, &obj->pos, &obj->orient.vec.fvec, wip->laser_length * (1 - weapon_glow_scale_l) ); framenum = 0; if (wip->laser_glow_bitmap.num_frames > 1) { wp->laser_glow_bitmap_frame += flFrametime; // Sanity checks if (wp->laser_glow_bitmap_frame < 0.0f) wp->laser_glow_bitmap_frame = 0.0f; if (wp->laser_glow_bitmap_frame > 100.0f) wp->laser_glow_bitmap_frame = 0.0f; while (wp->laser_glow_bitmap_frame > wip->laser_glow_bitmap.total_time) wp->laser_glow_bitmap_frame -= wip->laser_glow_bitmap.total_time; framenum = fl2i( (wp->laser_glow_bitmap_frame * wip->laser_glow_bitmap.num_frames) / wip->laser_glow_bitmap.total_time ); CLAMP(framenum, 0, wip->laser_glow_bitmap.num_frames-1); } if (wip->laser_glow_headon_bitmap.num_frames > 1) { wp->laser_headon_bitmap_frame += flFrametime; // Sanity checks if (wp->laser_glow_headon_bitmap_frame < 0.0f) wp->laser_glow_headon_bitmap_frame = 0.0f; if (wp->laser_glow_headon_bitmap_frame > 100.0f) wp->laser_glow_headon_bitmap_frame = 0.0f; while (wp->laser_glow_headon_bitmap_frame > wip->laser_glow_headon_bitmap.total_time) wp->laser_glow_headon_bitmap_frame -= wip->laser_glow_headon_bitmap.total_time; headon_framenum = fl2i((wp->laser_glow_headon_bitmap_frame * wip->laser_glow_headon_bitmap.num_frames) / wip->laser_glow_headon_bitmap.total_time); CLAMP(headon_framenum, 0, wip->laser_glow_headon_bitmap.num_frames - 1); } if (wip->wi_flags[Weapon::Info_Flags::Transparent]) { alpha = fl2i(wp->alpha_current * 255.0f); alpha -= 38; // take 1.5f into account for the normal glow alpha if (alpha < 0) alpha = 0; } else { alpha = weapon_glow_alpha; } if (The_mission.flags[Mission::Mission_Flags::Fullneb] && Neb_affects_weapons) alpha = (int)(alpha * neb2_get_fog_visibility(&obj->pos, Neb2_fog_visibility_weapon)); // Scale the laser so that it always appears some configured amount of pixels wide, no matter the distance. // Only affects width, length remains unchanged. float scaled_head_radius = model_render_get_diameter_clamped_to_min_pixel_size(&headp2, wip->laser_head_radius, Min_pixel_size_laser); float scaled_tail_radius = model_render_get_diameter_clamped_to_min_pixel_size(&tailp, wip->laser_tail_radius, Min_pixel_size_laser); int r = (c.red * alpha) / 255; int g = (c.green * alpha) / 255; int b = (c.blue * alpha) / 255; // render the head-on bitmap if appropriate and maybe adjust the main bitmap's alpha if (wip->laser_glow_headon_bitmap.first_frame >= 0) { float main_bitmap_alpha_mult = weapon_render_headon_bitmap(obj, &headp2, &tailp, wip->laser_glow_headon_bitmap.first_frame + headon_framenum, scaled_head_radius * weapon_glow_scale_f, scaled_tail_radius * weapon_glow_scale_r, r, g, b); r = (int)(r * main_bitmap_alpha_mult); g = (int)(g * main_bitmap_alpha_mult); b = (int)(b * main_bitmap_alpha_mult); } batching_add_laser( wip->laser_glow_bitmap.first_frame + framenum, &headp2, scaled_head_radius * weapon_glow_scale_f, &tailp, scaled_tail_radius * weapon_glow_scale_r, r, g, b); } break; } case WRT_POF: { model_render_params render_info; uint render_flags = MR_NORMAL|MR_IS_MISSILE|MR_NO_BATCH; if (wip->wi_flags[Weapon::Info_Flags::Mr_no_lighting]) render_flags |= MR_NO_LIGHTING; if (wip->wi_flags[Weapon::Info_Flags::Transparent]) { render_info.set_alpha(wp->alpha_current); render_flags |= MR_ALL_XPARENT; } model_clear_instance(wip->model_num); render_info.set_object_number(wp->objnum); if ( (wip->wi_flags[Weapon::Info_Flags::Thruster]) && ((wp->thruster_bitmap > -1) || (wp->thruster_glow_bitmap > -1)) ) { float ft; mst_info mst; // Add noise to thruster geometry. ft = 1.0f; // Always use 1.0f for missiles ft *= (1.0f + frand()/5.0f - 1.0f/10.0f); if (ft > 1.0f) ft = 1.0f; mst.length.xyz.x = ft; mst.length.xyz.y = ft; mst.length.xyz.z = ft; mst.primary_bitmap = wp->thruster_bitmap; mst.primary_glow_bitmap = wp->thruster_glow_bitmap; mst.glow_rad_factor = wip->thruster_glow_factor; mst.glow_noise = wp->thruster_glow_noise; render_info.set_thruster_info(mst); render_flags |= MR_SHOW_THRUSTERS; } //don't render local ssm's when they are still in subspace if (wp->lssm_stage==3) break; // start a clip plane if ( wp->lssm_stage == 2 ) { object *wobj=&Objects[wp->lssm_warp_idx]; //warphole object render_info.set_clip_plane(wobj->pos, wobj->orient.vec.fvec); } render_info.set_flags(render_flags); model_render_queue(&render_info, scene, wip->model_num, &obj->orient, &obj->pos); break; } default: Warning(LOCATION, "Unknown weapon rendering type = %i for weapon %s\n", wip->render_type, wip->name); } } // Called by hudartillery.cpp after SSMs have been parsed to make sure that $SSM: entries defined in weapons are valid. void validate_SSM_entries() { int wi; SCP_vector::const_iterator it; weapon_info *wip; for (it = Delayed_SSM_names.begin(); it != Delayed_SSM_names.end(); ++it) { delayed_ssm_data *dat = &Delayed_SSM_data[*it]; wi = weapon_info_lookup(it->c_str()); Assertion(wi >= 0, "Trying to validate non-existant weapon '%s'; get a coder!\n", it->c_str()); wip = &Weapon_info[wi]; nprintf(("parse", "Starting validation of '%s' [wip->name is '%s'], currently has an SSM_index of %d.\n", it->c_str(), wip->name, wip->SSM_index)); wip->SSM_index = ssm_info_lookup(dat->ssm_entry.c_str()); if (wip->SSM_index < 0) { if (Ssm_info.empty()) { Warning(LOCATION, "SSM entry '%s' in specification for %s (%s:line %d), despite no SSM strikes being defined.\n", dat->ssm_entry.c_str(), it->c_str(), dat->filename.c_str(), dat->linenum); } else { Warning(LOCATION, "Unknown SSM entry '%s' in specification for %s (%s:line %d).\n", dat->ssm_entry.c_str(), it->c_str(), dat->filename.c_str(), dat->linenum); } } nprintf(("parse", "Validation complete, SSM_index is %d.\n", wip->SSM_index)); } // This information is no longer relevant, so might as well clear it out. Delayed_SSM_data = SCP_unordered_map(); Delayed_SSM_names = SCP_vector(); for (it = Delayed_SSM_indices.begin(); it != Delayed_SSM_indices.end(); ++it) { delayed_ssm_index_data *dat = &Delayed_SSM_indices_data[*it]; wi = weapon_info_lookup(it->c_str()); Assertion(wi >= 0, "Trying to validate non-existant weapon '%s'; get a coder!\n", it->c_str()); wip = &Weapon_info[wi]; nprintf(("parse", "Starting validation of '%s' [wip->name is '%s'], currently has an SSM_index of %d.\n", it->c_str(), wip->name, wip->SSM_index)); if (wip->SSM_index < -1 || wip->SSM_index >= static_cast(Ssm_info.size())) { if (Ssm_info.empty()) { Warning(LOCATION, "SSM index '%d' in specification for %s (%s:line %d), despite no SSM strikes being defined.\n", wip->SSM_index, it->c_str(), dat->filename.c_str(), dat->linenum); } else { Warning(LOCATION, "Invalid SSM index '%d' (should be 0-" SIZE_T_ARG ") in specification for %s (%s:line %d).\n", wip->SSM_index, Ssm_info.size() - 1, it->c_str(), dat->filename.c_str(), dat->linenum); } wip->SSM_index = -1; } nprintf(("parse", "Validation complete, SSM-index is %d.\n", wip->SSM_index)); } // We don't need this anymore, either. Delayed_SSM_indices = SCP_vector(); Delayed_SSM_indices_data = SCP_unordered_map(); } int weapon_get_random_player_usable_weapon() { SCP_vector weapon_list; for (int i = 0; i < weapon_info_size(); ++i) { // skip if we aren't supposed to use it if (!Weapon_info[i].wi_flags[Weapon::Info_Flags::Player_allowed]) continue; weapon_list.push_back(i); } if (weapon_list.empty()) return -1; auto rand_wep = Random::next((int)weapon_list.size()); return weapon_list[rand_wep]; } weapon_info::weapon_info() { this->reset(); } void weapon_info::reset() { // INITIALIZE NEW FIELDS HERE // The order should match the order in the struct! int i, j; memset(this->name, 0, sizeof(this->name)); memset(this->display_name, 0, sizeof(this->display_name)); memset(this->title, 0, sizeof(this->title)); this->desc = nullptr; memset(this->altSubsysName, 0, sizeof(this->altSubsysName)); memset(this->pofbitmap_name, 0, sizeof(this->pofbitmap_name)); this->model_num = -1; memset(this->external_model_name, 0, sizeof(this->external_model_name)); this->external_model_num = -1; this->tech_desc = nullptr; memset(this->tech_anim_filename, 0, sizeof(this->tech_anim_filename)); memset(this->tech_title, 0, sizeof(this->tech_title)); memset(this->tech_model, 0, sizeof(this->tech_model)); this->hud_target_lod = -1; this->num_detail_levels = -1; for (i = 0; i < MAX_MODEL_DETAIL_LEVELS; i++) { this->detail_distance[i] = -1; } this->subtype = WP_UNUSED; this->render_type = WRT_NONE; vm_vec_zero(&this->closeup_pos); this->closeup_zoom = 1.0f; memset(this->hud_filename, 0, sizeof(this->hud_filename)); this->hud_image_index = -1; generic_anim_init(&this->laser_bitmap); generic_anim_init(&this->laser_glow_bitmap); generic_anim_init(&this->laser_headon_bitmap); generic_anim_init(&this->laser_glow_headon_bitmap); this->laser_headon_switch_ang = -1.0f; this->laser_headon_switch_rate = 2.0f; this->laser_length = 10.0f; gr_init_color(&this->laser_color_1, 255, 255, 255); gr_init_color(&this->laser_color_2, 255, 255, 255); this->laser_head_radius = 1.0f; this->laser_tail_radius = 1.0f; this->light_color_set = false; this->light_color.reset(); this->light_radius = -1.0f; //Defaults handled at runtime via lighting profile if left negative this->collision_radius_override = -1.0f; this->max_speed = 10.0f; this->acceleration_time = 0.0f; this->vel_inherit_amount = 1.0f; this->free_flight_time = 0.0f; this->free_flight_speed_factor = 0.25f; this->mass = 1.0f; this->fire_wait = 1.0f; this->max_delay = 0.0f; this->min_delay = 0.0f; this->damage = 0.0f; this->damage_time = -1.0f; this->atten_damage = -1.0f; this->damage_incidence_max = 1.0f; this->damage_incidence_min = 1.0f; shockwave_create_info_init(&this->shockwave); shockwave_create_info_init(&this->dinky_shockwave); this->arm_time = 0; this->arm_dist = 0.0f; this->arm_radius = 0.0f; this->det_range = 0.0f; this->det_radius = 0.0f; this->flak_detonation_accuracy = 65.0f; this->flak_targeting_accuracy = 60.0f; // Standard value as defined in flak.cpp this->untargeted_flak_range_penalty = 20.0f; this->armor_factor = 1.0f; this->shield_factor = 1.0f; this->subsystem_factor = 1.0f; this->life_min = -1.0f; this->life_max = -1.0f; this->max_lifetime = 1.0f; this->lifetime = 1.0f; this->energy_consumed = 0.0f; this->wi_flags.reset(); this->turn_time = 1.0f; this->turn_accel_time = 0.f; this->cargo_size = 1.0f; this->rearm_rate = 1.0f; this->reloaded_per_batch = -1; this->weapon_range = WEAPON_DEFAULT_TABLED_MAX_RANGE; // *Minimum weapon range, default is 0 -Et1 this->weapon_min_range = 0.0f; this->optimum_range = 0.0f; this->pierce_objects = false; this->spawn_children_on_pierce = false; this->num_spawn_weapons_defined = 0; this->maximum_children_spawned = 0; for (i = 0; i < MAX_SPAWN_TYPES_PER_WEAPON; i++) { this->spawn_info[i].spawn_type = -1; this->spawn_info[i].spawn_angle = 180; this->spawn_info[i].spawn_min_angle = 0; this->spawn_info[i].spawn_count = DEFAULT_WEAPON_SPAWN_COUNT; this->spawn_info[i].spawn_interval = -1.f; this->spawn_info[i].spawn_interval_delay = -1.f; this->spawn_info[i].spawn_chance = 1.f; } this->swarm_count = -1; // *Default is 150 -Et1 this->SwarmWait = SWARM_MISSILE_DELAY; this->target_restrict = LR_CURRENT_TARGET; this->target_restrict_objecttypes = LR_Objecttypes::LRO_SHIPS; this->multi_lock = false; this->trigger_lock = false; this->launch_reset_locks = false; this->max_seeking = 1; this->max_seekers_per_target = 1; this->ship_restrict.clear(); this->ship_restrict_strings.clear(); this->acquire_method = WLOCK_PIXEL; this->auto_target_method = HomingAcquisitionType::CLOSEST; this->min_lock_time = 0.0f; this->lock_pixels_per_sec = 50; this->catchup_pixels_per_sec = 50; this->catchup_pixel_penalty = 50; this->fov = 0; //should be cos(pi), not pi this->seeker_strength = 1.0f; this->lock_fov = 0.85f; this->pre_launch_snd = gamesnd_id(); this->pre_launch_snd_min_interval = 0; this->launch_snd = gamesnd_id(); this->impact_snd = gamesnd_id(); this->disarmed_impact_snd = gamesnd_id(); this->flyby_snd = gamesnd_id(); this->hud_tracking_snd = gamesnd_id(); this->hud_locked_snd = gamesnd_id(); this->hud_in_flight_snd = gamesnd_id(); this->in_flight_play_type = ALWAYS; // Trails this->tr_info.pt = vmd_zero_vector; this->tr_info.w_start = 1.0f; this->tr_info.w_end = 1.0f; this->tr_info.a_start = 1.0f; this->tr_info.a_end = 1.0f; this->tr_info.max_life = 1.0f; this->tr_info.spread = 0.0f; this->tr_info.a_decay_exponent = 1.0f; this->tr_info.stamp = 0; generic_bitmap_init(&this->tr_info.texture, NULL); this->tr_info.n_fade_out_sections = 0; this->tr_info.texture_stretch = 1.0f; memset(this->icon_filename, 0, sizeof(this->icon_filename)); memset(this->anim_filename, 0, sizeof(this->anim_filename)); this->selection_effect = Default_weapon_select_effect; this->shield_impact_explosion_radius = 1.0f; this->impact_weapon_expl_effect = particle::ParticleEffectHandle::invalid(); this->dinky_impact_weapon_expl_effect = particle::ParticleEffectHandle::invalid(); this->flash_impact_weapon_expl_effect = particle::ParticleEffectHandle::invalid(); this->piercing_impact_effect = particle::ParticleEffectHandle::invalid(); this->piercing_impact_secondary_effect = particle::ParticleEffectHandle::invalid(); this->state_effects.clear(); this->emp_intensity = EMP_DEFAULT_INTENSITY; this->emp_time = EMP_DEFAULT_TIME; // Goober5000: <-- Look! I fixed a Volition bug! Gimme $5, Dave! this->recoil_modifier = 1.0f; this->weapon_reduce = ESUCK_DEFAULT_WEAPON_REDUCE; this->afterburner_reduce = ESUCK_DEFAULT_AFTERBURNER_REDUCE; this->tag_time = -1.0f; this->tag_level = -1; this->muzzle_flash = -1; this->field_of_fire = 0.0f; this->fof_spread_rate = 0.0f; this->fof_reset_rate = 0.0f; this->max_fof_spread = 0.0f; this->shots = 1; //customizeable corkscrew stuff this->cs_num_fired = 4; this->cs_radius = 1.25f; this->cs_delay = 30; this->cs_crotate = 1; this->cs_twist = 5.0f; this->elec_time = 8000; this->elec_eng_mult = 1.0f; this->elec_weap_mult = 1.0f; this->elec_beam_mult = 1.0f; this->elec_sensors_mult = 1.0f; this->elec_randomness = 2000; this->elec_use_new_style = 0; this->SSM_index = -1; // tag C SSM index, wich entry in the SSM table this weapon calls -Bobboau this->lssm_warpout_delay = 0; //delay between launch and warpout (ms) this->lssm_warpin_delay = 0; //delay between warpout and warpin (ms) this->lssm_stage5_vel = 0; //velocity during final stage this->lssm_warpin_radius = 0; this->lssm_lock_range = 1000000.0f; //local ssm lock range (optional) this->lssm_warpeffect = FIREBALL_WARP; //Which fireballtype is used for the warp effect this->b_info.beam_type = BeamType::DIRECT_FIRE; this->b_info.beam_life = -1.0f; this->b_info.beam_warmup = -1; this->b_info.beam_warmdown = -1; this->b_info.beam_muzzle_radius = 0.0f; this->b_info.beam_particle_count = -1; this->b_info.beam_particle_radius = 0.0f; this->b_info.beam_particle_angle = 0.0f; this->b_info.beam_loop_sound = gamesnd_id(); this->b_info.beam_warmup_sound = gamesnd_id(); this->b_info.beam_warmdown_sound = gamesnd_id(); this->b_info.beam_num_sections = 0; this->b_info.glow_length = 0; this->b_info.directional_glow = false; this->b_info.beam_shots = 1; this->b_info.beam_shrink_factor = 0.0f; this->b_info.beam_shrink_pct = 0.0f; this->b_info.beam_grow_factor = 0.0f; this->b_info.beam_grow_pct = 0.0f; this->b_info.beam_initial_width = 1.0f; this->b_info.range = BEAM_FAR_LENGTH; this->b_info.damage_threshold = 1.0f; this->b_info.beam_width = -1.0f; this->b_info.beam_light_flicker = true; this->b_info.beam_light_as_multiplier = true; this->b_info.flags.reset(); // type 5 beam stuff this->b_info.t5info.no_translate = true; this->b_info.t5info.start_pos = Type5BeamPos::CENTER; this->b_info.t5info.end_pos = Type5BeamPos::CENTER; vm_vec_zero(&this->b_info.t5info.start_pos_offset); vm_vec_zero(&this->b_info.t5info.end_pos_offset); vm_vec_zero(&this->b_info.t5info.start_pos_rand); vm_vec_zero(&this->b_info.t5info.end_pos_rand); this->b_info.t5info.target_orient_positions = false; this->b_info.t5info.target_scale_positions = false; this->b_info.t5info.continuous_rot = 0.f; this->b_info.t5info.continuous_rot_axis = Type5BeamRotAxis::UNSPECIFIED; this->b_info.t5info.per_burst_rot = 0.f; this->b_info.t5info.per_burst_rot_axis = Type5BeamRotAxis::UNSPECIFIED; this->b_info.t5info.burst_rot_pattern.clear(); this->b_info.t5info.burst_rot_axis = Type5BeamRotAxis::UNSPECIFIED; generic_anim_init(&this->b_info.beam_glow, NULL); generic_anim_init(&this->b_info.beam_particle_ani, NULL); for (i = 0; i < (int)Iff_info.size(); i++) for (j = 0; j < NUM_SKILL_LEVELS; j++) this->b_info.beam_iff_miss_factor[i][j] = 0.00001f; //WMC - Okay, so this is needed now beam_weapon_section_info *bsip; for (i = 0; i < MAX_BEAM_SECTIONS; i++) { bsip = &this->b_info.sections[i]; generic_anim_init(&bsip->texture, NULL); bsip->width = 1.0f; bsip->flicker = 0.1f; bsip->z_add = i2fl(MAX_BEAM_SECTIONS - i - 1); bsip->tile_type = 0; bsip->tile_factor = 1.0f; bsip->translation = 0.0f; } for (size_t s = 0; s < MAX_PARTICLE_SPEWERS; s++) { // default values for everything -nuke this->particle_spewers[s].particle_spew_type = PSPEW_NONE; // added by nuke this->particle_spewers[s].particle_spew_count = 1; this->particle_spewers[s].particle_spew_time = 25; this->particle_spewers[s].particle_spew_vel = 0.4f; this->particle_spewers[s].particle_spew_radius = 2.0f; this->particle_spewers[s].particle_spew_lifetime = 0.15f; this->particle_spewers[s].particle_spew_scale = 0.8f; this->particle_spewers[s].particle_spew_z_scale = 1.0f; // added by nuke this->particle_spewers[s].particle_spew_rotation_rate = 10.0f; this->particle_spewers[s].particle_spew_offset = vmd_zero_vector; this->particle_spewers[s].particle_spew_velocity = vmd_zero_vector; generic_anim_init(&this->particle_spewers[s].particle_spew_anim, NULL); } this->cm_aspect_effectiveness = 1.0f; this->cm_heat_effectiveness = 1.0f; this->cm_effective_rad = MAX_CMEASURE_TRACK_DIST; this->cm_detonation_rad = CMEASURE_DETONATE_DISTANCE; this->cm_kill_single = false; this->cmeasure_timer_interval = 0; this->cmeasure_firewait = CMEASURE_WAIT; this->cmeasure_use_firewait = false; this->cmeasure_failure_delay_multiplier_ai = -1; this->cmeasure_sucess_delay_multiplier_ai = 2; this->weapon_submodel_rotate_accell = 10.0f; this->weapon_submodel_rotate_vel = 0.0f; this->damage_type_idx = -1; this->damage_type_idx_sav = -1; this->armor_type_idx = -1; this->alpha_max = 1.0f; this->alpha_min = 0.0f; this->alpha_cycle = 0.0f; this->weapon_hitpoints = 0; this->burst_shots = 0; this->burst_delay = 1.0f; // 1 second, just incase its not defined this->burst_flags.reset(); generic_anim_init(&this->thruster_flame); generic_anim_init(&this->thruster_glow); this->thruster_glow_factor = 1.0f; this->target_lead_scaler = 0.0f; this->num_targeting_priorities = 0; for (i = 0; i < 32; ++i) this->targeting_priorities[i] = -1; this->failure_rate = 0.0f; this->failure_sub_name.clear(); this->failure_sub = -1; this->num_substitution_patterns = 0; for (i = 0; i < MAX_SUBSTITUTION_PATTERNS; ++i) { this->weapon_substitution_pattern[i] = -1; this->weapon_substitution_pattern_names[i][0] = 0; } this->score = 0; // Reset using default constructor this->impact_decal = decals::creation_info(); this->on_create_program = actions::ProgramSet(); } const char* weapon_info::get_display_name() const { if (has_display_name()) return display_name; else return name; } bool weapon_info::has_display_name() const { return wi_flags[Weapon::Info_Flags::Has_display_name]; } void weapon_spew_stats(WeaponSpewType type) { #ifndef NDEBUG if (type == WeaponSpewType::NONE) return; // then why did we even call the function? bool all_weapons = (type == WeaponSpewType::ALL); // csv weapon stats for comparisons mprintf(("Name,Type,Velocity,Range,Damage Hull,DPS Hull,Damage Shield,DPS Shield,Damage Subsystem,DPS Subsystem,Power Use,Fire Wait,ROF,Reload,1/Reload,Area Effect,Shockwave%s\n", all_weapons ? ",Player Allowed" : "")); for (auto &wi : Weapon_info) { if (wi.subtype != WP_LASER && wi.subtype != WP_BEAM) continue; if (all_weapons || wi.wi_flags[Weapon::Info_Flags::Player_allowed]) { mprintf(("%s,%s,", wi.name, "Primary")); //Beam range is set in the b_info and velocity isn't very relevant to them. if (wi.wi_flags[Weapon::Info_Flags::Beam]) mprintf((",%.2f,",wi.b_info.range)); else mprintf(("%.2f,%.2f,", wi.max_speed, wi.max_speed * wi.lifetime)); float damage; if (wi.wi_flags[Weapon::Info_Flags::Beam]) damage = wi.damage * wi.b_info.beam_life * (1000.0f / i2fl(BEAM_DAMAGE_TIME)); else damage = wi.damage; float fire_rate; //To get overall fire rate, divide the number of shots in a firing cycle by the length of that cycle //In random length bursts, average between the longest and shortest firing cycle to get average rof if (wi.burst_shots > 1 && (wi.burst_flags[Weapon::Burst_Flags::Random_length])) fire_rate = (wi.burst_shots / (wi.fire_wait + wi.burst_delay * (wi.burst_shots - 1)) + (1 / wi.fire_wait)) / 2; else if (wi.burst_shots > 1) fire_rate = wi.burst_shots / (wi.fire_wait + wi.burst_delay * (wi.burst_shots - 1)); else fire_rate = 1 / wi.fire_wait; // doubled damage is handled strangely... float hull_multiplier = 1.0f; float shield_multiplier = 1.0f; float subsys_multiplier = 1.0f; // area effect? if (wi.shockwave.inner_rad > 0.0f || wi.shockwave.outer_rad > 0.0f) { hull_multiplier = 2.0f; shield_multiplier = 2.0f; // shockwave? if (wi.shockwave.speed > 0.0f) { subsys_multiplier = 2.0f; } } // puncture? if (wi.wi_flags[Weapon::Info_Flags::Puncture]) hull_multiplier /= 4; // beams ignore factors unless specified float armor_factor = wi.armor_factor; float shield_factor = wi.shield_factor; float subsys_factor = wi.subsystem_factor; if (wi.wi_flags[Weapon::Info_Flags::Beam] && !Beams_use_damage_factors) armor_factor = shield_factor = subsys_factor = 1.0f; mprintf(("%.2f,%.2f,", hull_multiplier * damage * armor_factor, hull_multiplier * damage * armor_factor * fire_rate)); mprintf(("%.2f,%.2f,", shield_multiplier * damage * shield_factor, shield_multiplier * damage * shield_factor * fire_rate)); mprintf(("%.2f,%.2f,", subsys_multiplier * damage * subsys_factor, subsys_multiplier * damage * subsys_factor * fire_rate)); mprintf(("%.2f,", wi.energy_consumed / wi.fire_wait)); mprintf(("%.2f,%.2f,", wi.fire_wait, fire_rate)); mprintf((",,")); // no reload for primaries if (wi.shockwave.inner_rad > 0.0f || wi.shockwave.outer_rad > 0.0f) mprintf(("Yes,")); else mprintf((",")); if (wi.shockwave.speed > 0.0f) mprintf(("Yes")); if (all_weapons) { mprintf((",")); mprintf((wi.wi_flags[Weapon::Info_Flags::Player_allowed] ? "Yes" : "")); } mprintf(("\n")); } } for (auto &wi : Weapon_info) { if (wi.subtype != WP_MISSILE) continue; if (all_weapons || wi.wi_flags[Weapon::Info_Flags::Player_allowed] || wi.wi_flags[Weapon::Info_Flags::Child]) { mprintf(("%s,%s,", wi.name, "Secondary")); mprintf(("%.2f,%.2f,", wi.max_speed, wi.max_speed * wi.lifetime)); // doubled damage is handled strangely... float hull_multiplier = 1.0f; float shield_multiplier = 1.0f; float subsys_multiplier = 1.0f; // area effect? if (wi.shockwave.inner_rad > 0.0f || wi.shockwave.outer_rad > 0.0f) { hull_multiplier = 2.0f; shield_multiplier = 2.0f; // shockwave? if (wi.shockwave.speed > 0.0f) { subsys_multiplier = 2.0f; } } // puncture? if (wi.wi_flags[Weapon::Info_Flags::Puncture]) hull_multiplier /= 4; mprintf(("%.2f,%.2f,", hull_multiplier * wi.damage * wi.armor_factor, hull_multiplier * wi.damage * wi.armor_factor / wi.fire_wait)); mprintf(("%.2f,%.2f,", shield_multiplier * wi.damage * wi.shield_factor, shield_multiplier * wi.damage * wi.shield_factor / wi.fire_wait)); mprintf(("%.2f,%.2f,", subsys_multiplier * wi.damage * wi.subsystem_factor, subsys_multiplier * wi.damage * wi.subsystem_factor / wi.fire_wait)); mprintf((",")); // no power use for secondaries mprintf(("%.2f,%.2f,", wi.fire_wait, 1.0f / wi.fire_wait)); mprintf(("%.2f,%.2f,", wi.reloaded_per_batch / wi.rearm_rate, wi.rearm_rate / wi.reloaded_per_batch)); // rearm_rate is actually the reciprocal of what is in weapons.tbl if (wi.shockwave.inner_rad > 0.0f || wi.shockwave.outer_rad > 0.0f) mprintf(("Yes,")); else mprintf((",")); if (wi.shockwave.speed > 0.0f) mprintf(("Yes")); if (all_weapons) { mprintf((",")); mprintf((wi.wi_flags[Weapon::Info_Flags::Player_allowed] ? "Yes" : "")); } mprintf(("\n")); } } // mvp-style stats mprintf(("\n")); for (auto &wi : Weapon_info) { if (wi.subtype != WP_LASER && wi.subtype != WP_BEAM) continue; if (all_weapons || wi.wi_flags[Weapon::Info_Flags::Player_allowed]) { mprintf(("%s\n", wi.name)); //Beam range is set in the b_info and velocity isn't very relevant to them. if (wi.wi_flags[Weapon::Info_Flags::Beam]) mprintf(("\tVelocity: N/A Range: %.0f\n", wi.b_info.range)); else mprintf(("\tVelocity: %-11.0fRange: %.0f\n", wi.max_speed, wi.max_speed* wi.lifetime)); float damage; if (wi.wi_flags[Weapon::Info_Flags::Beam]) damage = wi.damage * wi.b_info.beam_life * (1000.0f / i2fl(BEAM_DAMAGE_TIME)); else damage = wi.damage; float fire_rate; //We need to count the length of a firing cycle and then divide by the number of shots in that cycle //In random length bursts, average between the longest and shortest firing cycle to get average rof if (wi.burst_shots > 1 && (wi.burst_flags[Weapon::Burst_Flags::Random_length])) fire_rate = (wi.burst_shots / (wi.fire_wait + wi.burst_delay * (wi.burst_shots - 1)) + (1 / wi.fire_wait)) / 2; else if (wi.burst_shots > 1) fire_rate = wi.burst_shots / (wi.fire_wait + wi.burst_delay * (wi.burst_shots - 1)); else fire_rate = 1 / wi.fire_wait; // doubled damage is handled strangely... float hull_multiplier = 1.0f; float shield_multiplier = 1.0f; float subsys_multiplier = 1.0f; // area effect? if (wi.shockwave.inner_rad > 0.0f || wi.shockwave.outer_rad > 0.0f) { hull_multiplier = 2.0f; shield_multiplier = 2.0f; // shockwave? if (wi.shockwave.speed > 0.0f) { subsys_multiplier = 2.0f; } } // puncture? if (wi.wi_flags[Weapon::Info_Flags::Puncture]) hull_multiplier /= 4; // beams ignore factors unless specified float armor_factor = wi.armor_factor; float shield_factor = wi.shield_factor; float subsys_factor = wi.subsystem_factor; if (wi.wi_flags[Weapon::Info_Flags::Beam] && !Beams_use_damage_factors) armor_factor = shield_factor = subsys_factor = 1.0f; mprintf(("\tDPS: ")); mprintf(("%.0f Hull, ", hull_multiplier * damage * armor_factor * fire_rate)); mprintf(("%.0f Shield, ", shield_multiplier * damage * shield_factor * fire_rate)); mprintf(("%.0f Subsystem\n", subsys_multiplier * damage * subsys_factor * fire_rate)); char watts[NAME_LENGTH]; sprintf(watts, "%.1f", wi.energy_consumed * fire_rate); char *p = strstr(watts, ".0"); if (p) *p = 0; strcat(watts, "W"); char rof[NAME_LENGTH]; sprintf(rof, "%.1f", fire_rate); p = strstr(rof, ".0"); if (p) *p = 0; strcat(rof, "/s"); mprintf(("\tPower Use: %-10sROF: %s\n\n", watts, rof)); } } for (auto &wi : Weapon_info) { if (wi.subtype != WP_MISSILE) continue; if (all_weapons || wi.wi_flags[Weapon::Info_Flags::Player_allowed] || wi.wi_flags[Weapon::Info_Flags::Child]) { mprintf(("%s\n", wi.name)); mprintf(("\tVelocity: %-11.0fRange: %.0f\n", wi.max_speed, wi.max_speed * wi.lifetime)); // doubled damage is handled strangely... float hull_multiplier = 1.0f; float shield_multiplier = 1.0f; float subsys_multiplier = 1.0f; // area effect? if (wi.shockwave.inner_rad > 0.0f || wi.shockwave.outer_rad > 0.0f) { hull_multiplier = 2.0f; shield_multiplier = 2.0f; // shockwave? if (wi.shockwave.speed > 0.0f) { subsys_multiplier = 2.0f; } } // puncture? if (wi.wi_flags[Weapon::Info_Flags::Puncture]) hull_multiplier /= 4; mprintf(("\tDamage: ")); mprintf(("%.0f Hull, ", hull_multiplier * wi.damage * wi.armor_factor)); mprintf(("%.0f Shield, ", shield_multiplier * wi.damage * wi.shield_factor)); mprintf(("%.0f Subsystem\n", subsys_multiplier * wi.damage * wi.subsystem_factor)); char wait[NAME_LENGTH]; sprintf(wait, "%.1f", wi.fire_wait); char *p = strstr(wait, ".0"); if (p) *p = 0; strcat(wait, "s"); bool flip = wi.rearm_rate <= 1.0f; char flip_str[NAME_LENGTH]; sprintf(flip_str, "%d/", wi.reloaded_per_batch); char reload[NAME_LENGTH]; sprintf(reload, "%.1f", flip ? wi.reloaded_per_batch / wi.rearm_rate : wi.rearm_rate); p = strstr(reload, ".0"); if (p) *p = 0; mprintf(("\tFire Wait: %-10sReload: %s%s%ss\n\n", wait, !flip ? flip_str : "", reload, flip ? "/" : "")); } } #endif } // Given a weapon, figure out how many independent locks we can have with it. int weapon_get_max_missile_seekers(weapon_info *wip) { int max_target_locks; if ( wip->multi_lock ) { if ( wip->wi_flags[Weapon::Info_Flags::Swarm] ) { max_target_locks = wip->swarm_count; } else if ( wip->wi_flags[Weapon::Info_Flags::Corkscrew] ) { max_target_locks = wip->cs_num_fired; } else { max_target_locks = 1; } } else { max_target_locks = 1; } return max_target_locks; } // returns whether a homing weapon can home on a particular ship bool weapon_target_satisfies_lock_restrictions(weapon_info* wip, object* target) { if (target->type != OBJ_SHIP) return true; auto& restrictions = wip->ship_restrict; // if you didn't specify any restrictions, you can always lock if (restrictions.empty()) return true; int type_num = Ship_info[Ships[target->instance].ship_info_index].class_type; int class_num = Ships[target->instance].ship_info_index; int species_num = Ship_info[Ships[target->instance].ship_info_index].species; int iff_num = Ships[target->instance].team; // otherwise, you're good as long as it matches one of the allowances in the restriction list return std::any_of(restrictions.begin(), restrictions.end(), [=](std::pair& restriction) { switch (restriction.first) { case LockRestrictionType::TYPE: return restriction.second == type_num; case LockRestrictionType::CLASS: return restriction.second == class_num; case LockRestrictionType::SPECIES: return restriction.second == species_num; case LockRestrictionType::IFF: return restriction.second == iff_num; default: return true; } }); } // what it says on the tin // if true, the the IFF restrictions (later to be checked by the above) will replace the normal logic (can lock on enemies, not on friendlies) bool weapon_has_iff_restrictions(weapon_info* wip) { auto& restrictions = wip->ship_restrict; return std::any_of(restrictions.begin(), restrictions.end(), [=](std::pair& restriction) { return restriction.first == LockRestrictionType::IFF; }); } bool weapon_secondary_world_pos_in_range(object* shooter, weapon_info* wip, vec3d* target_world_pos) { vec3d vec_to_target; vm_vec_sub(&vec_to_target, target_world_pos, &shooter->pos); float dist_to_target = vm_vec_mag(&vec_to_target); float weapon_range; //local ssms are always in range :) if (wip->wi_flags[Weapon::Info_Flags::Local_ssm]) weapon_range = wip->lssm_lock_range; else // if the weapon can actually hit the target weapon_range = MIN((wip->max_speed * wip->lifetime), wip->weapon_range); extern int Nebula_sec_range; // reduce firing range in nebula if ((The_mission.flags[Mission::Mission_Flags::Fullneb]) && Nebula_sec_range) { weapon_range *= 0.8f; } return dist_to_target <= weapon_range; } bool weapon_multilock_can_lock_on_subsys(object* shooter, object* target, ship_subsys* target_subsys, weapon_info* wip, float* out_dot) { Assertion(shooter->type == OBJ_SHIP, "weapon_multilock_can_lock_on_subsys called with a non-ship shooter"); if (shooter->type != OBJ_SHIP) return false; if (target_subsys->flags[Ship::Subsystem_Flags::Untargetable]) return false; //by not checking for max_hits > 0 here, subsys' with disabled hitpoints are also excluded. if (!wip->wi_flags[Weapon::Info_Flags::Multilock_target_dead_subsys] && target_subsys->current_hits <= 0.0f) return false; vec3d ss_pos; get_subsystem_world_pos(target, target_subsys, &ss_pos); if (!weapon_secondary_world_pos_in_range(shooter, wip, &ss_pos)) return false; vec3d vec_to_target; vm_vec_normalized_dir(&vec_to_target, &ss_pos, &shooter->pos); float dot = vm_vec_dot(&shooter->orient.vec.fvec, &vec_to_target); if (out_dot != nullptr) *out_dot = dot; if (dot < wip->lock_fov) return false; vec3d gsubpos; vm_vec_unrotate(&gsubpos, &target_subsys->system_info->pnt, &target->orient); vm_vec_add2(&gsubpos, &target->pos); polymodel* pm = model_get(Ship_info[Ships[shooter->instance].ship_info_index].model_num); vec3d eye_pos = pm->view_positions[0].pnt + shooter->pos; return ship_subsystem_in_sight(target, target_subsys, &eye_pos, &gsubpos) == 1; } bool weapon_multilock_can_lock_on_target(object* shooter, object* target_objp, weapon_info* wip, float* out_dot, bool checkWeapons) { Assertion(shooter->type == OBJ_SHIP, "weapon_multilock_can_lock_on_target called with a non-ship shooter"); if (target_objp->type != OBJ_SHIP && !checkWeapons) { return false; } else if (target_objp->type != OBJ_WEAPON && checkWeapons) { return false; } if (hud_target_invalid_awacs(target_objp)) return false; if (target_objp->flags[Object::Object_Flags::Should_be_dead]) return false; if (!checkWeapons) { ship* target_ship = &Ships[target_objp->instance]; if (target_ship->flags[Ship::Ship_Flags::Dying]) return false; if (should_be_ignored(target_ship)) return false; } else { weapon* target_weapon = &Weapons[target_objp->instance]; if (!(Weapon_info[target_weapon->weapon_info_index].wi_flags[Weapon::Info_Flags::Bomb] || Weapon_info[target_weapon->weapon_info_index].wi_flags[Weapon::Info_Flags::Can_be_targeted])) return false; if (target_weapon->weapon_flags[Weapon::Weapon_Flags::Destroyed_by_weapon]) return false; } // if this is part of the same team and doesn't have any iff restrictions, reject lock if (!weapon_has_iff_restrictions(wip) && Ships[shooter->instance].team == obj_team(target_objp)) return false; vec3d vec_to_target; vm_vec_normalized_dir(&vec_to_target, &target_objp->pos, &shooter->pos); float dot = vm_vec_dot(&shooter->orient.vec.fvec, &vec_to_target); if (out_dot != nullptr) *out_dot = dot; return weapon_target_satisfies_lock_restrictions(wip, target_objp); } bool weapon_has_homing_object(weapon* wp) { return wp->homing_object != &obj_used_list; }