/* * 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 "globalincs/def_files.h" #include "ship/ship.h" #include "object/object.h" #include "weapon/weapon.h" #include "radar/radar.h" #include "render/3d.h" #include "fireball/fireballs.h" #include "hud/hud.h" #include "io/timer.h" #include "mission/missionlog.h" #include "io/joy_ff.h" #include "playerman/player.h" #include "parse/parselo.h" #include "freespace2/freespace.h" #include "globalincs/linklist.h" #include "hud/hudets.h" #include "hud/hudshield.h" #include "hud/hudmessage.h" #include "ai/aigoals.h" #include "gamesnd/gamesnd.h" #include "gamesnd/eventmusic.h" #include "ship/shipfx.h" #include "gamesequence/gamesequence.h" #include "object/objectshield.h" #include "object/objectsnd.h" #include "object/waypoint.h" #include "cmeasure/cmeasure.h" #include "ship/afterburner.h" #include "weapon/shockwave.h" #include "hud/hudsquadmsg.h" #include "weapon/swarm.h" #include "ship/subsysdamage.h" #include "mission/missionmessage.h" #include "lighting/lighting.h" #include "particle/particle.h" #include "ship/shiphit.h" #include "asteroid/asteroid.h" #include "hud/hudtargetbox.h" #include "hud/hudwingmanstatus.h" #include "jumpnode/jumpnode.h" #include "missionui/redalert.h" #include "weapon/corkscrew.h" #include "weapon/emp.h" #include "localization/localize.h" #include "nebula/neb.h" #include "ship/shipcontrails.h" #include "weapon/beam.h" #include "math/staticrand.h" #include "missionui/missionshipchoice.h" #include "hud/hudartillery.h" #include "species_defs/species_defs.h" #include "weapon/flak.h" //phreak addded 11/05/02 for flak primaries #include "mission/missioncampaign.h" #include "radar/radarsetup.h" #include "object/objectdock.h" #include "object/deadobjectdock.h" #include "iff_defs/iff_defs.h" #include "network/multiutil.h" #include "network/multimsgs.h" #include "autopilot/autopilot.h" #include "cmdline/cmdline.h" #include "object/objcollide.h" #include "parse/scripting.h" #include "graphics/gropenglshader.h" #define NUM_SHIP_SUBSYSTEM_SETS 20 // number of subobject sets to use (because of the fact that it's a linked list, // we can't easily go fully dynamic) #define NUM_SHIP_SUBSYSTEMS_PER_SET 200 // Reduced from 1000 to 400 by MK on 4/1/98. DTP; bumped from 700 to 2100 // Reduced to 200 by taylor on 3/13/07 -- it's managed in dynamically allocated sets now // Highest I saw was 164 in sm2-03a which Sandeep says has a lot of ships. // JAS: sm3-01 needs 460. You cannot know this number until *all* ships // have warped in. So I put code in the paging code which knows all ships // that will warp in. static int Num_ship_subsystems = 0; static int Num_ship_subsystems_allocated = 0; static ship_subsys *Ship_subsystems[NUM_SHIP_SUBSYSTEM_SETS] = { NULL }; ship_subsys ship_subsys_free_list; extern bool splodeing; extern float splode_level; extern int splodeingtexture; extern int Cmdline_nohtl; extern void fs2netd_add_table_validation(char *tblname); #define SHIP_REPAIR_SUBSYSTEM_RATE 0.01f int Ai_render_debug_flag=0; #ifndef NDEBUG int Ship_sphere_check = 0; int Ship_auto_repair = 1; // flag to indicate auto-repair of subsystem should occur extern void render_path_points(object *objp); #endif int Num_wings = 0; int Num_reinforcements = 0; ship Ships[MAX_SHIPS]; ship *Player_ship; int *Player_cockpit_textures; SCP_vector Player_displays; wing Wings[MAX_WINGS]; int ships_inited = 0; int armor_inited = 0; int Starting_wings[MAX_STARTING_WINGS]; // wings player starts a mission with (-1 = none) // Goober5000 int Squadron_wings[MAX_SQUADRON_WINGS]; int TVT_wings[MAX_TVT_WINGS]; // Goober5000 char Starting_wing_names[MAX_STARTING_WINGS][NAME_LENGTH]; char Squadron_wing_names[MAX_SQUADRON_WINGS][NAME_LENGTH]; char TVT_wing_names[MAX_TVT_WINGS][NAME_LENGTH]; SCP_vector Engine_wash_info; engine_wash_info *get_engine_wash_pointer(char* engine_wash_name); void ship_reset_disabled_physics(object *objp, int ship_class); // information for ships which have exited the game SCP_vector Ships_exited; int Num_engine_wash_types; int Num_ship_classes; int Num_ship_subobj_types; int Num_ship_subobjects; int Player_ship_class; // needs to be player specific, move to player structure #define SHIP_OBJ_USED (1<<0) // flag used in ship_obj struct #define MAX_SHIP_OBJS MAX_SHIPS // max number of ships tracked in ship list ship_obj Ship_objs[MAX_SHIP_OBJS]; // array used to store ship object indexes ship_obj Ship_obj_list; // head of linked list of ship_obj structs ship_info Ship_info[MAX_SHIP_CLASSES]; reinforcements Reinforcements[MAX_REINFORCEMENTS]; SCP_vector Ship_templates; static char **tspecies_names = NULL; SCP_vector Ship_types; SCP_vector Armor_types; SCP_vector Damage_types; flag_def_list Armor_flags[] = { { "ignore subsystem armor", SAF_IGNORE_SS_ARMOR, 0 } }; const int Num_armor_flags = sizeof(Armor_flags)/sizeof(flag_def_list); flag_def_list Man_types[] = { { "Bank right", MT_BANK_RIGHT, 0 }, { "Bank left", MT_BANK_LEFT, 0 }, { "Pitch up", MT_PITCH_UP, 0 }, { "Pitch down", MT_PITCH_DOWN, 0 }, { "Roll right", MT_ROLL_RIGHT, 0 }, { "Roll left", MT_ROLL_LEFT, 0 }, { "Slide right", MT_SLIDE_RIGHT, 0 }, { "Slide left", MT_SLIDE_LEFT, 0 }, { "Slide up", MT_SLIDE_UP, 0 }, { "Slide down", MT_SLIDE_DOWN, 0 }, { "Forward", MT_FORWARD, 0 }, { "Reverse", MT_REVERSE, 0 } }; const int Num_man_types = sizeof(Man_types)/sizeof(flag_def_list); // Goober5000 - I figured we should keep this separate // from Comm_orders, considering how I redid it :p // (and also because we may want to change either // the order text or the flag text in the future) flag_def_list Player_orders[] = { // common stuff { "attack ship", ATTACK_TARGET_ITEM, 0 }, { "disable ship", DISABLE_TARGET_ITEM, 0 }, { "disarm ship", DISARM_TARGET_ITEM, 0 }, { "disable subsys", DISABLE_SUBSYSTEM_ITEM, 0 }, { "guard ship", PROTECT_TARGET_ITEM, 0 }, { "ignore ship", IGNORE_TARGET_ITEM, 0 }, { "form on wing", FORMATION_ITEM, 0 }, { "cover me", COVER_ME_ITEM, 0 }, { "attack any", ENGAGE_ENEMY_ITEM, 0 }, // transports mostly { "dock", CAPTURE_TARGET_ITEM, 0 }, // support ships { "rearm me", REARM_REPAIR_ME_ITEM, 0 }, { "abort rearm", ABORT_REARM_REPAIR_ITEM, 0 }, // all ships { "depart", DEPART_ITEM, 0 }, // extra stuff for support { "stay near me", STAY_NEAR_ME_ITEM, 0 }, { "stay near ship", STAY_NEAR_TARGET_ITEM, 0 }, { "keep safe dist", KEEP_SAFE_DIST_ITEM, 0 } }; const int Num_player_orders = sizeof(Player_orders)/sizeof(flag_def_list); // Use the last parameter here to tell the parser whether to stuff the flag into flags or flags2 flag_def_list Subsystem_flags[] = { { "untargetable", MSS_FLAG_UNTARGETABLE, 0 }, { "carry no damage", MSS_FLAG_CARRY_NO_DAMAGE, 0 }, { "use multiple guns", MSS_FLAG_USE_MULTIPLE_GUNS, 0 }, { "fire down normals", MSS_FLAG_FIRE_ON_NORMAL, 0 }, { "check hull", MSS_FLAG_TURRET_HULL_CHECK, 0 }, { "fixed firingpoints", MSS_FLAG_TURRET_FIXED_FP, 0 }, { "salvo mode", MSS_FLAG_TURRET_SALVO, 0 }, { "no subsystem targeting", MSS_FLAG_NO_SS_TARGETING, 0 }, { "fire on target", MSS_FLAG_FIRE_ON_TARGET, 0 }, { "reset when idle", MSS_FLAG_TURRET_RESET_IDLE, 0 }, { "carry shockwave", MSS_FLAG_CARRY_SHOCKWAVE, 0 }, { "allow landing", MSS_FLAG_ALLOW_LANDING, 0 }, { "target requires fov", MSS_FLAG_FOV_REQUIRED, 0 }, { "fov edge checks", MSS_FLAG_FOV_EDGE_CHECK, 0 }, { "no replace", MSS_FLAG_NO_REPLACE, 0 }, { "no live debris", MSS_FLAG_NO_LIVE_DEBRIS, 0 }, { "ignore if dead", MSS_FLAG_IGNORE_IF_DEAD, 0 }, { "allow vanishing", MSS_FLAG_ALLOW_VANISHING, 0 }, { "damage as hull", MSS_FLAG_DAMAGE_AS_HULL, 0 }, { "starts locked", MSS_FLAG_TURRET_LOCKED, 0 }, { "no aggregate", MSS_FLAG_NO_AGGREGATE, 0 }, { "wait for animation", MSS_FLAG_TURRET_ANIM_WAIT, 0 }, { "play fire sound for player", MSS_FLAG2_PLAYER_TURRET_SOUND, 1}, { "only target if can fire", MSS_FLAG2_TURRET_ONLY_TARGET_IF_CAN_FIRE, 1} }; const int Num_subsystem_flags = sizeof(Subsystem_flags)/sizeof(flag_def_list); // NOTE: a var of: // "0" means that it's a SIF_* flag // "1" means that it's a SIF2_* flag // "255" means that the option is obsolete and a warning should be generated flag_def_list Ship_flags[] = { { "no_collide", SIF_NO_COLLIDE, 0 }, { "player_ship", SIF_PLAYER_SHIP, 0 }, { "default_player_ship", SIF_DEFAULT_PLAYER_SHIP, 0 }, { "repair_rearm", SIF_SUPPORT, 0 }, { "cargo", SIF_CARGO, 0 }, { "fighter", SIF_FIGHTER, 0 }, { "bomber", SIF_BOMBER, 0 }, { "transport", SIF_TRANSPORT, 0 }, { "freighter", SIF_FREIGHTER, 0 }, { "capital", SIF_CAPITAL, 0 }, { "supercap", SIF_SUPERCAP, 0 }, { "drydock", SIF_DRYDOCK, 0 }, { "cruiser", SIF_CRUISER, 0 }, { "navbuoy", SIF_NAVBUOY, 0 }, { "sentrygun", SIF_SENTRYGUN, 0 }, { "escapepod", SIF_ESCAPEPOD, 0 }, { "stealth", SIF_STEALTH, 0 }, { "no type", SIF_NO_SHIP_TYPE, 0 }, { "ship copy", SIF_SHIP_COPY, 0 }, { "in tech database", SIF_IN_TECH_DATABASE | SIF_IN_TECH_DATABASE_M, 0 }, { "in tech database multi", SIF_IN_TECH_DATABASE_M, 0 }, { "dont collide invisible", SIF_SHIP_CLASS_DONT_COLLIDE_INVIS, 0 }, { "big damage", SIF_BIG_DAMAGE, 0 }, { "corvette", SIF_CORVETTE, 0 }, { "gas miner", SIF_GAS_MINER, 0 }, { "awacs", SIF_AWACS, 0 }, { "knossos", SIF_KNOSSOS_DEVICE, 0 }, { "no_fred", SIF_NO_FRED, 0 }, { "flash", SIF2_FLASH, 1 }, { "surface shields", SIF2_SURFACE_SHIELDS, 1 }, { "show ship", SIF2_SHOW_SHIP_MODEL, 1 }, { "generate icon", SIF2_GENERATE_HUD_ICON, 1 }, { "no weapon damage scaling", SIF2_DISABLE_WEAPON_DAMAGE_SCALING, 1 }, { "gun convergence", SIF2_GUN_CONVERGENCE, 1 }, { "no thruster geometry noise", SIF2_NO_THRUSTER_GEO_NOISE, 1 }, { "intrinsic no shields", SIF2_INTRINSIC_NO_SHIELDS, 1 }, { "no primary linking", SIF2_NO_PRIMARY_LINKING, 1 }, { "no pain flash", SIF2_NO_PAIN_FLASH, 1 }, { "no ets", SIF2_NO_ETS, 1 }, { "no lighting", SIF2_NO_LIGHTING, 1 }, // to keep things clean, obsolete options go last { "ballistic primaries", -1, 255 } }; const int Num_ship_flags = sizeof(Ship_flags) / sizeof(flag_def_list); /* ++Here be dragons.. err.. begins the section for the ai targeting revision ++ First flag_def_list (& its size) for object types (ship/asteroid/weapon) ++ List of reasonable object flags (from object.h) ++ List of potentially useful ship class flags ++ List of potentially useful weapon class flags */ flag_def_list ai_tgt_objects[] = { { "ship", OBJ_SHIP, 0 }, { "asteroid", OBJ_ASTEROID, 0 }, { "weapon", OBJ_WEAPON, 0 } }; const int num_ai_tgt_objects = sizeof(ai_tgt_objects) / sizeof(flag_def_list); flag_def_list ai_tgt_obj_flags[] = { { "no shields", OF_NO_SHIELDS, 0 }, { "targetable as bomb", OF_TARGETABLE_AS_BOMB, 0 } }; const int num_ai_tgt_obj_flags = sizeof(ai_tgt_obj_flags) / sizeof(flag_def_list); flag_def_list ai_tgt_ship_flags[] = { { "afterburners", SIF_AFTERBURNER, 0 }, { "big damage", SIF_BIG_DAMAGE, 0 }, { "has awacs", SIF_HAS_AWACS, 0 } }; const int num_ai_tgt_ship_flags = sizeof(ai_tgt_ship_flags) / sizeof(flag_def_list); flag_def_list ai_tgt_weapon_flags[] = { { "bomb", WIF_BOMB, 0 }, { "huge damage", WIF_HUGE, 0 }, { "supercap damage", WIF_SUPERCAP, 0 }, { "bomber+", WIF_BOMBER_PLUS, 0 }, { "electronics", WIF_ELECTRONICS, 0 }, { "puncture", WIF_PUNCTURE, 0 }, { "emp", WIF_EMP, 0 }, { "heat seeking", WIF_HOMING_HEAT, 0 }, { "aspect seeking", WIF_HOMING_ASPECT, 0 }, { "engine seeking", WIF_HOMING_JAVELIN, 0 }, { "pierce shields", WIF2_PIERCE_SHIELDS, 1 }, { "local ssm", WIF2_LOCAL_SSM, 1 }, { "capital+", WIF2_CAPITAL_PLUS, 1 } }; const int num_ai_tgt_weapon_flags = sizeof(ai_tgt_weapon_flags) / sizeof(flag_def_list); SCP_vector Ai_tp_list; static int Laser_energy_out_snd_timer; // timer so we play out of laser sound effect periodically static int Missile_out_snd_timer; // timer so we play out of laser sound effect periodically SCP_vector Ship_type_counts; // I don't want to do an AI cargo check every frame, so I made a global timer to limit check to // every SHIP_CARGO_CHECK_INTERVAL ms. Didn't want to make a timer in each ship struct. Ensure // inited to 1 at mission start. static int Ship_cargo_check_timer; static int Thrust_anim_inited = 0; bool warning_too_many_ship_classes = false; int ship_get_subobj_model_num(ship_info* sip, char* subobj_name); // Used to set the default effect for real time ship select anis, defaults to the FS2 effect int Default_ship_select_effect = 2; SCP_vector Ship_effects; /** * Set the ship_obj struct fields to default values */ void ship_obj_list_reset_slot(int index) { Ship_objs[index].flags = 0; Ship_objs[index].next = NULL; Ship_objs[index].prev = (ship_obj*)-1; } /** * If the given ship is in my squadron wings */ int ship_in_my_squadron(ship *shipp) { int i; for (i=0; iwingnum == Starting_wings[i]) return 1; } for (i=0; iwingnum == TVT_wings[i]) return 1; } // not in return 0; } /** * Initialise Ship_obj_list */ void ship_obj_list_init() { int i; list_init(&Ship_obj_list); for ( i = 0; i < MAX_SHIP_OBJS; i++ ) { ship_obj_list_reset_slot(i); } } /** * Function to add a node to the Ship_obj_list. Only * called from ::ship_create() */ int ship_obj_list_add(int objnum) { int i; for ( i = 0; i < MAX_SHIP_OBJS; i++ ) { if ( !(Ship_objs[i].flags & SHIP_OBJ_USED) ) break; } if ( i == MAX_SHIP_OBJS ) { Error(LOCATION, "Fatal Error: Ran out of ship object nodes\n"); return -1; } Ship_objs[i].flags = 0; Ship_objs[i].objnum = objnum; list_append(&Ship_obj_list, &Ship_objs[i]); Ship_objs[i].flags |= SHIP_OBJ_USED; return i; } /** * Function to remove a node from the Ship_obj_list. Only * called from ::ship_delete() */ void ship_obj_list_remove(int index) { Assert(index >= 0 && index < MAX_SHIP_OBJS); list_remove( Ship_obj_list, &Ship_objs[index]); ship_obj_list_reset_slot(index); } /** * Called from the save/restore code to re-create the Ship_obj_list */ void ship_obj_list_rebuild() { object *objp; ship_obj_list_init(); for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) { if ( objp->type == OBJ_SHIP ) { Ships[objp->instance].ship_list_index = ship_obj_list_add(OBJ_INDEX(objp)); } } } ship_obj *get_ship_obj_ptr_from_index(int index) { Assert(index >= 0 && index < MAX_SHIP_OBJS); return &Ship_objs[index]; } /** * Return number of ships in the game. */ int ship_get_num_ships() { int count; ship_obj *so; count = 0; for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) count++; return count; } engine_wash_info::engine_wash_info() { name[0] = '\0'; angle = PI / 10.0f; radius_mult = 1.0f; length = 500.0f; intensity = 1.0f; } /** * Parse an engine wash info record */ void parse_engine_wash(bool replace) { engine_wash_info ewt; engine_wash_info *ewp; bool create_if_not_found = true; bool first_time = true; // name of engine wash info required_string("$Name:"); stuff_string(ewt.name, F_NAME, NAME_LENGTH); if(optional_string("+nocreate")) { if(!replace) { Warning(LOCATION, "+nocreate flag used for engine wash in non-modular table"); } create_if_not_found = false; } //Does this engine wash exist already? //If so, load this new info into it //Otherwise, increment Num_engine_wash_types ewp = get_engine_wash_pointer(ewt.name); if(ewp != NULL) { if(replace) { nprintf(("Warning", "More than one version of engine wash %s exists; using newer version.", ewt.name)); } else { Error(LOCATION, "Error: Engine wash %s already exists. All engine wash names must be unique.", ewt.name); } first_time = false; } else { //Don't create engine wash if it has +nocreate and is in a modular table. if(!create_if_not_found && replace) { if ( !skip_to_start_of_string_either("$Name:", "#End")) { Int3(); } return; } Engine_wash_info.push_back(ewt); ewp = &Engine_wash_info[Num_engine_wash_types++]; } // half angle of cone of wash from thruster if(optional_string("$Angle:")) { stuff_float(&ewp->angle); ewp->angle *= (PI / 180.0f); } // radius multiplier for hemisphere around thruster pt if(optional_string("$Radius Mult:")) { stuff_float(&ewp->radius_mult); } // length of cone if(optional_string("$Length:")) { stuff_float(&ewp->length); } // intensity inside hemisphere (or at 0 distance from frustated cone) if(optional_string("$Intensity:")) { stuff_float(&ewp->intensity); } } char *Warp_types[] = { "Default", "Knossos", "Babylon5", "Galactica", "Homeworld", "Hyperspace", }; int Num_warp_types = sizeof(Warp_types)/sizeof(char*); int warptype_match(char *p) { int i; for(i = 0; i < Num_warp_types; i++) { if(!stricmp(Warp_types[i], p)) return i; } return -1; } char *Lightning_types[] = { "None", "Default", }; int Num_lightning_types = sizeof(Lightning_types)/sizeof(char*); int lightningtype_match(char *p) { int i; for(i = 0; i < Num_lightning_types; i++) { if(!stricmp(Lightning_types[i], p)) return i; } return -1; } // Kazan -- Volition had this set to 1500, Set it to 4K for WC Saga #define SHIP_MULTITEXT_LENGTH 4096 #define DEFAULT_DELTA_BANK_CONST 0.5f /** * Writes default info to a ship entry * * Result: Perfectly valid ship_info entry, just with no name * Called from parse_ship so that modular tables are cumulative, * rather than simply replacing the previous entry */ void init_ship_entry(ship_info *sip) { int i,j; sip->name[0] = '\0'; sip->alt_name[0] = '\0'; sprintf(sip->short_name, "ShipClass%d", (sip - Ship_info)); sip->species = 0; sip->class_type = -1; sip->type_str = sip->maneuverability_str = sip->armor_str = sip->manufacturer_str = NULL; sip->desc = NULL; sip->tech_title[0] = 0; sip->tech_desc = NULL; sip->ship_length = NULL; sip->gun_mounts = NULL; sip->missile_banks = NULL; sip->num_detail_levels = 1; sip->detail_distance[0] = 0; sip->hud_target_lod = -1; strcpy_s(sip->cockpit_pof_file, ""); sip->cockpit_offset = vmd_zero_vector; strcpy_s(sip->pof_file, ""); strcpy_s(sip->pof_file_hud, ""); sip->num_nondark_colors = 0; sip->density = 1.0f; sip->damp = 0.0f; sip->rotdamp = 0.0f; sip->delta_bank_const = DEFAULT_DELTA_BANK_CONST; vm_vec_zero(&sip->max_vel); sip->max_speed = 0.0f; vm_vec_zero(&sip->rotation_time); vm_vec_zero(&sip->max_rotvel); sip->srotation_time = 0.0f; sip->max_rear_vel = 0.0f; sip->forward_accel = 0.0f; sip->forward_decel = 0.0f; sip->slide_accel = 0.0f; sip->slide_decel = 0.0f; sip->can_glide = false; sip->glide_cap = 0.0f; sip->glide_dynamic_cap = false; sip->glide_accel_mult = 0.0f; sip->use_newtonian_damp = false; sip->newtonian_damp_override = false; sip->aiming_flags = 0; sip->autoaim_fov = 0.0f; sip->minimum_convergence_distance = 0.0f; sip->convergence_distance = 100.0f; vm_vec_zero(&sip->convergence_offset); sip->warpin_snd_start = -1; sip->warpout_snd_start = -1; sip->warpin_snd_end = -1; sip->warpout_snd_end = -1; sip->warpin_speed = 0.0f; sip->warpout_speed = 0.0f; sip->warpin_radius = 0.0f; sip->warpout_radius = 0.0f; sip->warpin_time = 0; sip->warpin_decel_exp = 1; sip->warpout_time = 0; sip->warpout_accel_exp = 1; sip->warpin_type = WT_DEFAULT; sip->warpout_type = WT_DEFAULT; sip->warpout_player_speed = 0.0f; sip->explosion_propagates = 0; sip->big_exp_visual_rad = -1.0f; sip->prop_exp_rad_mult = 1.0f; sip->death_roll_base_time = 3000; sip->death_roll_r_mult = 1.0f; sip->death_roll_time_mult = 1.0f; sip->death_fx_r_mult = 1.0f; sip->death_fx_count = 6; sip->vaporize_chance = 0; sip->shockwave_count = 1; sip->explosion_bitmap_anims.clear(); sip->collision_damage_type_idx = -1; sip->collision_physics.both_small_bounce = 5.0; //Retail default collision physics sip->collision_physics.bounce = 5.0; sip->collision_physics.friction = COLLISION_FRICTION_FACTOR; sip->collision_physics.rotation_factor = COLLISION_ROTATION_FACTOR; // Default landing parameters sip->collision_physics.landing_max_z = 0.0f; sip->collision_physics.landing_min_z = 0.0f; sip->collision_physics.landing_min_y = 0.0f; sip->collision_physics.landing_max_x = 0.0f; sip->collision_physics.landing_max_angle = 0.0f; sip->collision_physics.landing_min_angle = 0.0f; sip->collision_physics.landing_max_rot_angle = 0.0f; sip->collision_physics.reorient_max_z = 0.0f; sip->collision_physics.reorient_min_z = 0.0f; sip->collision_physics.reorient_min_y = 0.0f; sip->collision_physics.reorient_max_x = 0.0f; sip->collision_physics.reorient_max_angle = 0.0f; sip->collision_physics.reorient_min_angle = 0.0f; sip->collision_physics.reorient_max_rot_angle = 0.0f; sip->collision_physics.reorient_mult = 1.0f; sip->collision_physics.landing_rest_angle = 0.0f; sip->collision_physics.landing_sound_idx = -1; sip->debris_min_lifetime = -1.0f; sip->debris_max_lifetime = -1.0f; sip->debris_min_speed = -1.0f; sip->debris_max_speed = -1.0f; sip->debris_min_rotspeed = -1.0f; sip->debris_max_rotspeed = -1.0f; sip->debris_damage_type_idx = -1; sip->debris_max_hitpoints = -1.0f; sip->debris_min_hitpoints = -1.0f; sip->debris_damage_mult = 1.0f; sip->debris_arc_percent = 0.5f; for ( i = 0; i < MAX_WEAPON_TYPES; i++ ) { sip->allowed_weapons[i] = 0; } for ( i = 0; i < MAX_SHIP_WEAPONS; i++ ) { sip->restricted_loadout_flag[i] = 0; for ( j = 0; j < MAX_WEAPON_TYPES; j++ ) { sip->allowed_bank_restricted_weapons[i][j] = 0; } } sip->draw_models = false; sip->weapon_model_draw_distance = 200.0f; sip->num_primary_banks = 0; for ( i = 0; i < MAX_SHIP_PRIMARY_BANKS; i++ ) { sip->primary_bank_weapons[i] = -1; sip->draw_primary_models[i] = false; sip->primary_bank_ammo_capacity[i] = 0; } sip->num_secondary_banks = 0; for ( i = 0; i < MAX_SHIP_SECONDARY_BANKS; i++ ) { sip->secondary_bank_weapons[i] = -1; sip->draw_secondary_models[i] = false; sip->secondary_bank_ammo_capacity[i] = 0; } sip->max_shield_strength = 0.0f; sip->shield_color[0] = 255; sip->shield_color[1] = 255; sip->shield_color[2] = 255; sip->power_output = 0.0f; sip->max_overclocked_speed = 0.0f; sip->max_weapon_reserve = 0.0f; sip->max_shield_regen_per_second = 0.0f; sip->max_weapon_regen_per_second = 0.0f; sip->max_hull_strength = 100.0f; sip->hull_repair_rate = 0.0f; //-2 represents not set, in which case the default is used for the ship (if it is small) sip->subsys_repair_rate = -2.0f; sip->sup_hull_repair_rate = 0.15f; sip->sup_shield_repair_rate = 0.20f; sip->sup_subsys_repair_rate = 0.15f; sip->armor_type_idx = -1; sip->shield_armor_type_idx = -1; sip->flags = SIF_DEFAULT_VALUE; sip->flags2 = SIF2_DEFAULT_VALUE; sip->ai_class = 0; sip->afterburner_max_vel.xyz.x = 0.0f; sip->afterburner_max_vel.xyz.y = 0.0f; sip->afterburner_max_vel.xyz.z = 0.0f; vm_vec_zero(&sip->afterburner_max_vel); sip->afterburner_forward_accel = 0.0f; sip->afterburner_max_reverse_vel = 0.0f; sip->afterburner_reverse_accel = 0.0f; sip->afterburner_fuel_capacity = 0.0f; sip->afterburner_burn_rate = 0.0f; sip->afterburner_recover_rate = 0.0f; generic_bitmap_init(&sip->afterburner_trail, NULL); sip->afterburner_trail_width_factor = 1.0f; sip->afterburner_trail_alpha_factor = 1.0f; sip->afterburner_trail_life = 5.0f; sip->afterburner_trail_faded_out_sections = 0; sip->cmeasure_type = Default_cmeasure_index; sip->cmeasure_max = 0; sip->scan_time = 2000; sip->engine_snd = -1; vm_vec_zero(&sip->closeup_pos); sip->closeup_zoom = 0.5f; sip->topdown_offset_def = false; vm_vec_zero(&sip->topdown_offset); sip->shield_icon_index = 255; // stored as ubyte sip->icon_filename[0] = 0; sip->anim_filename[0] = 0; sip->overhead_filename[0] = 0; sip->score = 0; // Bobboau's thruster stuff generic_anim_init( &sip->thruster_flame_info.normal ); generic_anim_init( &sip->thruster_flame_info.afterburn ); generic_anim_init( &sip->thruster_glow_info.normal ); generic_anim_init( &sip->thruster_glow_info.afterburn ); generic_bitmap_init( &sip->thruster_secondary_glow_info.normal ); generic_bitmap_init( &sip->thruster_secondary_glow_info.afterburn ); generic_bitmap_init( &sip->thruster_tertiary_glow_info.normal ); generic_bitmap_init( &sip->thruster_tertiary_glow_info.afterburn ); // Bobboau's thruster stuff sip->thruster01_glow_rad_factor = 1.0f; sip->thruster02_glow_rad_factor = 1.0f; sip->thruster03_glow_rad_factor = 1.0f; sip->thruster02_glow_len_factor = 1.0f; sip->thruster_dist_len_factor = 2.0f; sip->thruster_dist_rad_factor = 2.0f; sip->draw_distortion = true; sip->splodeing_texture = -1; strcpy_s(sip->splodeing_texture_name, "boom"); sip->normal_thruster_particles.clear(); sip->afterburner_thruster_particles.clear(); memset(&sip->ct_info, 0, sizeof(trail_info) * MAX_SHIP_CONTRAILS); sip->ct_count = 0; sip->n_subsystems = 0; sip->subsystems = NULL; // default values from shipfx.cpp sip->impact_spew.n_high = 30; sip->impact_spew.n_low = 25; sip->impact_spew.max_rad = 0.5f; sip->impact_spew.min_rad = 0.2f; sip->impact_spew.max_life = 0.55f; sip->impact_spew.min_life = 0.05f; sip->impact_spew.max_vel = 12.0f; sip->impact_spew.min_vel = 2.0f; sip->impact_spew.variance = 1.0f; // default values from shipfx.cpp sip->damage_spew.n_high = 1; // 1 is used here to trigger retail behaviour sip->damage_spew.n_low = 0; sip->damage_spew.max_rad = 1.3f; sip->damage_spew.min_rad = 0.7f; sip->damage_spew.max_life = 0.0f; sip->damage_spew.min_life = 0.0f; sip->damage_spew.max_vel = 12.0f; sip->damage_spew.min_vel = 3.0f; sip->damage_spew.variance = 0.0f; sip->knossos_end_particles.n_high = 30; sip->knossos_end_particles.n_low = 15; sip->knossos_end_particles.max_rad = 100.0f; sip->knossos_end_particles.min_rad = 30.0f; sip->knossos_end_particles.max_life = 12.0f; sip->knossos_end_particles.min_life = 2.0f; sip->knossos_end_particles.max_vel = 350.0f; sip->knossos_end_particles.min_vel = 50.0f; sip->knossos_end_particles.variance = 2.0f; sip->split_particles.n_high = 80; sip->split_particles.n_low = 40; sip->split_particles.max_rad = 0.0f; sip->split_particles.min_rad = 0.0f; sip->split_particles.max_life = 0.0f; sip->split_particles.min_life = 0.0f; sip->split_particles.max_vel = 0.0f; sip->split_particles.min_vel = 0.0f; sip->split_particles.variance = 2.0f; sip->regular_end_particles.n_high = 100; sip->regular_end_particles.n_low = 50; sip->regular_end_particles.max_rad = 1.5f; sip->regular_end_particles.min_rad = 0.1f; sip->regular_end_particles.max_life = 4.0f; sip->regular_end_particles.min_life = 0.5f; sip->regular_end_particles.max_vel = 20.0f; sip->regular_end_particles.min_vel = 0.0f; sip->regular_end_particles.variance = 2.0f; sip->cockpit_model_num = -1; sip->model_num = -1; sip->model_num_hud = -1; sip->radar_image_2d_idx = -1; sip->radar_image_size = -1; sip->radar_projection_size_mult = 1.0f; for (i=0;iship_iff_info[i][j] = -1; } } sip->emp_resistance_mod = 0.0f; sip->displays.clear(); sip->hud_gauges.clear(); sip->hud_enabled = false; sip->hud_retail = false; sip->piercing_damage_draw_limit = 0.10f; sip->damage_lightning_type = SLT_DEFAULT; sip->pathMetadata.clear(); sip->selection_effect = Default_ship_select_effect; } /** * Parse the information for a specific ship type. */ int parse_ship(char *filename, bool replace) { char buf[SHIP_MULTITEXT_LENGTH]; ship_info *sip; bool create_if_not_found = true; int rtn = 0; required_string("$Name:"); stuff_string(buf, F_NAME, SHIP_MULTITEXT_LENGTH); if(optional_string("+nocreate")) { if(!replace) { Warning(LOCATION, "+nocreate flag used for ship in non-modular table"); } create_if_not_found = false; } strcpy_s(parse_error_text, "\nin ship: "); strcat_s(parse_error_text, buf); #ifdef NDEBUG if (get_pointer_to_first_hash_symbol(buf) && Fred_running) rtn = 1; #endif //Remove @ symbol //these used to be used to denote weapons that would //only be parsed in demo builds if ( buf[0] == '@' ) { backspace(buf); } diag_printf ("Ship name -- %s\n", buf); //Check if ship exists already int ship_id; bool first_time = false; ship_id = ship_info_lookup( buf ); if(ship_id != -1) { sip = &Ship_info[ship_id]; if(!replace) { Warning(LOCATION, "Error: Ship name %s already exists in %s. All ship class names must be unique.", sip->name, filename); if ( !skip_to_start_of_string_either("$Name:", "#End")) { Int3(); } return -1; } } else { //Don't create ship if it has +nocreate and is in a modular table. if(!create_if_not_found && replace) { if ( !skip_to_start_of_string_either("$Name:", "#End")) { Int3(); } return -1; } //Check if there are too many ship classes if(Num_ship_classes >= MAX_SHIP_CLASSES) { if (!warning_too_many_ship_classes) { Warning(LOCATION, "Too many ship classes before '%s'; maximum is %d, so only the first %d will be used\nPlease check also the debug log as it may contain other ship classes which are over the limit", buf, MAX_SHIP_CLASSES, Num_ship_classes); warning_too_many_ship_classes = true; } else { mprintf(("Warning: Too many ship classes before '%s'\n", buf)); } skip_to_start_of_string_either("$Name:", "#End"); return -1; } //Init vars sip = &Ship_info[Num_ship_classes]; first_time = true; init_ship_entry(sip); strcpy_s(sip->name, buf); Num_ship_classes++; } // Use a template for this ship. if( optional_string( "+Use Template:" ) ) { // Should never resolve to true, but just in case... if( !create_if_not_found ) { Warning(LOCATION, "Both '+nocreate' and '+Use Template:' were specified for ship class '%s', ignoring '+Use Template:'", buf); } else { char template_name[SHIP_MULTITEXT_LENGTH]; stuff_string(template_name, F_NAME, SHIP_MULTITEXT_LENGTH); int template_id = ship_template_lookup( template_name); if ( template_id != -1 ) { first_time = false; memcpy(sip, &Ship_templates[template_id], sizeof(ship_info)); strcpy_s(sip->name, buf); } else { Warning(LOCATION, "Unable to find ship template '%s' requested by ship class '%s', ignoring template request...", template_name, buf); } } } rtn = parse_ship_values(sip, false, first_time, replace); strcpy_s(parse_error_text, ""); return rtn; //0 for success } /** * Parse the information for a specific ship type template. */ int parse_ship_template() { char buf[SHIP_MULTITEXT_LENGTH]; ship_info new_template; ship_info *sip = &new_template; int rtn = 0; required_string("$Template:"); stuff_string(buf, F_NAME, SHIP_MULTITEXT_LENGTH); if( optional_string("+nocreate") ) { Warning(LOCATION, "+nocreate flag used on ship template. Ship templates can not be modified. Ignoring +nocreate."); } strcpy_s(parse_error_text, "\nin ship template: "); strcat_s(parse_error_text, buf); diag_printf ("Ship template name -- %s\n", buf); //Check if the template exists already int template_id; template_id = ship_template_lookup( buf ); if( template_id != -1 ) { sip = &Ship_templates[template_id]; Warning(LOCATION, "Error: Ship template %s already exists. All ship template names must be unique.", sip->name); if ( !skip_to_start_of_string_either("$Template:", "#End")) { Int3(); } return -1; } else { init_ship_entry(sip); strcpy_s(sip->name, buf); //Use another template for this template. This allows for template hierarchies. - Turey if( optional_string("+Use Template:") ) { char template_name[SHIP_MULTITEXT_LENGTH]; stuff_string(template_name, F_NAME, SHIP_MULTITEXT_LENGTH); template_id = ship_template_lookup( template_name); if ( template_id != -1 ) { memcpy(sip, &Ship_templates[template_id], sizeof(ship_info)); strcpy_s(sip->name, buf); } else { Warning(LOCATION, "Unable to find ship template '%s' requested by ship template '%s', ignoring template request...", template_name, buf); } } } rtn = parse_ship_values( sip, true, true, false ); // Now that we're done everything, check to see if the template exists already, and if it doesn't, add it to the vector. if ( ship_template_lookup( sip->name ) != -1 ) { Warning(LOCATION, "Ship Template '%s' already exists, discarding duplicate...", sip->name); } else { Ship_templates.push_back(*sip); } return rtn; } void parse_ship_sound(char *name, int id, ship_info *sip) { Assert( name != NULL ); int temp_index = -1; parse_sound(name, &temp_index, sip->name); if (temp_index >= 0) sip->ship_sounds.insert(std::pair(id, temp_index)); } void parse_ship_sounds(ship_info *sip) { parse_ship_sound("$CockpitEngineSnd:", SND_ENGINE, sip); parse_ship_sound("$FullThrottleSnd:", SND_FULL_THROTTLE, sip); parse_ship_sound("$ZeroThrottleSnd:", SND_ZERO_THROTTLE, sip); parse_ship_sound("$ThrottleUpSnd:", SND_THROTTLE_UP, sip); parse_ship_sound("$ThrottleDownSnd:", SND_THROTTLE_DOWN, sip); parse_ship_sound("$AfterburnerSnd:", SND_ABURN_LOOP, sip); parse_ship_sound("$AfterburnerEngageSnd:", SND_ABURN_ENGAGE, sip); parse_ship_sound("$AfterburnerFailedSnd:", SND_ABURN_FAIL, sip); parse_ship_sound("$MissileTrackingSnd:", SND_MISSILE_TRACKING, sip); parse_ship_sound("$MissileLockedSnd:", SND_MISSILE_LOCK, sip); parse_ship_sound("$PrimaryCycleSnd:", SND_PRIMARY_CYCLE, sip); parse_ship_sound("$SecondaryCycleSnd:", SND_SECONDARY_CYCLE, sip); parse_ship_sound("$TargetAcquiredSnd:", SND_TARGET_ACQUIRE, sip); parse_ship_sound("$PrimaryFireFailedSnd:", SND_OUT_OF_WEAPON_ENERGY, sip); parse_ship_sound("$SecondaryFireFailedSnd:", SND_OUT_OF_MISSLES, sip); parse_ship_sound("$HeatSeekerLaunchWarningSnd:", SND_HEATLOCK_WARN, sip); parse_ship_sound("$AspectSeekerLaunchWarningSnd:", SND_ASPECTLOCK_WARN, sip); parse_ship_sound("$MissileLockWarningSnd:", SND_THREAT_FLASH, sip); parse_ship_sound("$HeatSeekerProximityWarningSnd:", SND_PROXIMITY_WARNING, sip); parse_ship_sound("$AspectSeekerProximityWarningSnd:", SND_PROXIMITY_ASPECT_WARNING, sip); parse_ship_sound("$MissileEvadedSnd:", SND_MISSILE_EVADED_POPUP, sip); parse_ship_sound("$CargoScanningSnd:", SND_CARGO_SCAN, sip); } void parse_ship_particle_effect(ship_info* sip, particle_effect* pe, char *id_string) { float tempf; int temp; if(optional_string("+Max particles:")) { stuff_int(&temp); if (temp < 0) { Warning(LOCATION,"Bad value %i, defined as %s particle number (max) in ship '%s'.\nValue should be a non-negative integer.\n", temp, id_string, sip->name); } else { pe->n_high = temp; if (pe->n_high == 0) { // notification for disabling the particles mprintf(("Particle effect for %s disabled on ship '%s'.\n", id_string, sip->name)); } } } if(optional_string("+Min particles:")) { stuff_int(&temp); if (temp < 0) { Warning(LOCATION,"Bad value %i, defined as %s particle number (min) in ship '%s'.\nValue should be a non-negative integer.\n", temp, id_string, sip->name); } else { pe->n_low = temp; } } if (pe->n_low > pe->n_high) pe->n_low = pe->n_high; if(optional_string("+Max Radius:")) { stuff_float(&tempf); if (tempf <= 0.0f) { Warning(LOCATION,"Bad value %f, defined as %s particle radius (max) in ship '%s'.\nValue should be a positive float.\n", tempf, id_string, sip->name); } else { pe->max_rad = tempf; } } if(optional_string("+Min Radius:")) { stuff_float(&tempf); if (tempf < 0.0f) { Warning(LOCATION,"Bad value %f, defined as %s particle radius (min) in ship '%s'.\nValue should be a non-negative float.\n", tempf, id_string, sip->name); } else { pe->min_rad = tempf; } } if (pe->min_rad > pe->max_rad) pe->min_rad = pe->max_rad; if(optional_string("+Max Lifetime:")) { stuff_float(&tempf); if (tempf <= 0.0f) { Warning(LOCATION,"Bad value %f, defined as %s particle lifetime (max) in ship '%s'.\nValue should be a positive float.\n", tempf, id_string, sip->name); } else { pe->max_life = tempf; } } if(optional_string("+Min Lifetime:")) { stuff_float(&tempf); if (tempf < 0.0f) { Warning(LOCATION,"Bad value %f, defined as %s particle lifetime (min) in ship '%s'.\nValue should be a non-negative float.\n", tempf, id_string, sip->name); } else { pe->min_life = tempf; } } if (pe->min_life > pe->max_life) pe->min_life = pe->max_life; if(optional_string("+Max Velocity:")) { stuff_float(&tempf); if (tempf < 0.0f) { Warning(LOCATION,"Bad value %f, defined as %s particle velocity (max) in ship '%s'.\nValue should be a non-negative float.\n", tempf, id_string, sip->name); } else { pe->max_vel = tempf; } } if(optional_string("+Min Velocity:")) { stuff_float(&tempf); if (tempf < 0.0f) { Warning(LOCATION,"Bad value %f, defined as %s particle velocity (min) in ship '%s'.\nValue should be a non-negative float.\n", tempf, id_string, sip->name); } else { pe->min_vel = tempf; } } if (pe->min_vel > pe->max_vel) pe->min_vel = pe->max_vel; if(optional_string("+Normal Variance:")) { stuff_float(&tempf); if ((tempf >= 0.0f) && (tempf <= 2.0f)) { pe->variance = tempf; } else { Warning(LOCATION,"Bad value %f, defined as %s particle normal variance in ship '%s'.\nValue should be a float from 0.0 to 2.0.\n", tempf, id_string, sip->name); } } } /** * Common method for parsing ship/subsystem primary/secondary weapons so that the parser doesn't flip out in the event of a problem. * */ void parse_weapon_bank(ship_info *sip, bool is_primary, int *num_banks, int *bank_default_weapons, int *bank_capacities) { Assert(sip != NULL); Assert(bank_default_weapons != NULL); Assert(bank_capacities != NULL); const int max_banks = is_primary ? MAX_SHIP_PRIMARY_BANKS : MAX_SHIP_SECONDARY_BANKS; // we initialize to the previous parse, which presumably worked int num_bank_capacities = num_banks != NULL ? *num_banks : 0; if (optional_string(const_cast(is_primary ? "$Default PBanks:" : "$Default SBanks:"))) { // get weapon list if (num_banks != NULL) *num_banks = stuff_int_list(bank_default_weapons, max_banks, WEAPON_LIST_TYPE); else stuff_int_list(bank_default_weapons, max_banks, WEAPON_LIST_TYPE); } if (optional_string(const_cast(is_primary ? "$PBank Capacity:" : "$SBank Capacity:"))) { // get capacity list num_bank_capacities = stuff_int_list(bank_capacities, max_banks, RAW_INTEGER_TYPE); } // num_banks can be null if we're parsing weapons for a turret if ((num_banks != NULL) && (*num_banks != num_bank_capacities)) { // okay for a ship to have 0 primary capacities, since it won't be ammo-enabled if (is_primary && num_bank_capacities != 0) { Warning(LOCATION, "Ship class '%s' has %d primary banks, but %d primary capacities... fix this!!", sip->name, *num_banks, num_bank_capacities); } // secondaries have no excuse! if (!is_primary) { Warning(LOCATION, "Ship class '%s' has %d secondary banks, but %d secondary capacities... fix this!!", sip->name, *num_banks, num_bank_capacities); } } } /** * Puts values into a ship_info. */ int parse_ship_values(ship_info* sip, bool isTemplate, bool first_time, bool replace) { char buf[SHIP_MULTITEXT_LENGTH]; char* info_type_name; int i, j, num_allowed; int allowed_weapons[MAX_WEAPON_TYPES]; int rtn = 0; char name_tmp[NAME_LENGTH]; if ( !isTemplate ) { info_type_name = "Ship Class"; } else { info_type_name = "Ship Template"; } if(optional_string("$Alt name:")) stuff_string(sip->alt_name, F_NAME, NAME_LENGTH); if(optional_string("$Short name:")) stuff_string(sip->short_name, F_NAME, NAME_LENGTH); else if(first_time) { char *srcpos, *srcend, *destpos, *destend; srcpos = sip->name; destpos = sip->short_name; srcend = srcpos + strlen(sip->name); destend = destpos + sizeof(sip->short_name) - 1; while(srcpos < srcend) { if(*srcpos != ' ') *destpos++ = *srcpos++; else srcpos++; } } diag_printf ("Ship short name -- %s\n", sip->short_name); if (optional_string("$Species:")) { char temp[NAME_LENGTH]; stuff_string(temp, F_NAME, NAME_LENGTH); int i = 0; bool found = false; for (SCP_vector::iterator sii = Species_info.begin(); sii != Species_info.end(); ++sii, ++i) { if (!stricmp(temp, sii->species_name)) { sip->species = i; found = true; break; } } if (!found) { Error(LOCATION, "Invalid Species %s defined in table entry for ship %s.\n", temp, sip->name); } } diag_printf ("Ship species -- %s\n", Species_info[sip->species].species_name); if (optional_string("+Type:")) { stuff_malloc_string(&sip->type_str, F_MESSAGE); } if (optional_string("+Maneuverability:")) { stuff_malloc_string(&sip->maneuverability_str, F_MESSAGE); } if (optional_string("+Armor:")) { stuff_malloc_string(&sip->armor_str, F_MESSAGE); } if (optional_string("+Manufacturer:")) { stuff_malloc_string(&sip->manufacturer_str, F_MESSAGE); } if (optional_string("+Description:")) { stuff_malloc_string(&sip->desc, F_MULTITEXT, NULL, SHIP_MULTITEXT_LENGTH); } if (optional_string("+Tech Title:")) { stuff_string(sip->tech_title, F_NAME, NAME_LENGTH); } if (optional_string("+Tech Description:")) { stuff_malloc_string(&sip->tech_desc, F_MULTITEXT, NULL, SHIP_MULTITEXT_LENGTH); } if (optional_string("+Length:")) { stuff_malloc_string(&sip->ship_length, F_MESSAGE); } if (optional_string("+Gun Mounts:")) { stuff_malloc_string(&sip->gun_mounts, F_MESSAGE); } if (optional_string("+Missile Banks:")) { stuff_malloc_string(&sip->missile_banks, F_MESSAGE); } // Ship fadein effect, used when no ani is specified or ship_select_3d is active sip->selection_effect = Default_ship_select_effect; //By default, use the FS2 effect if(optional_string("$Selection Effect:")) { char effect[NAME_LENGTH]; stuff_string(effect, F_NAME, NAME_LENGTH); if (!stricmp(effect, "FS2")) sip->selection_effect = 2; if (!stricmp(effect, "FS1")) sip->selection_effect = 1; if (!stricmp(effect, "off")) sip->selection_effect = 0; } if(optional_string( "$Cockpit POF file:" )) { char temp[MAX_FILENAME_LEN]; stuff_string(temp, F_NAME, MAX_FILENAME_LEN); // assume we're using this file name bool valid = true; // Goober5000 - if this is a modular table, and we're replacing an existing file name, and the file doesn't exist, don't replace it if (replace) if (sip->cockpit_pof_file[0] != '\0') if (!cf_exists_full(temp, CF_TYPE_MODELS)) valid = false; if (valid) strcpy_s(sip->cockpit_pof_file, temp); else WarningEx(LOCATION, "Ship %s\nCockpit POF file \"%s\" invalid!", sip->name, temp); } if(optional_string( "+Cockpit offset:" )) { stuff_vector(&sip->cockpit_offset); } while(optional_string( "$Cockpit Display:" )) { cockpit_display_info display; display.bg_filename[0] = 0; display.fg_filename[0] = 0; display.filename[0] = 0; display.name[0] = 0; display.offset[0] = 0; display.offset[1] = 0; required_string("+Texture:"); stuff_string(display.filename, F_NAME, MAX_FILENAME_LEN); if ( optional_string("+Offsets:") ) { stuff_int_list(display.offset, 2); } required_string("+Size:"); stuff_int_list(display.size, 2); if ( optional_string("+Background:") ) { stuff_string(display.bg_filename, F_NAME, MAX_FILENAME_LEN); } if ( optional_string("+Foreground:") ) { stuff_string(display.fg_filename, F_NAME, MAX_FILENAME_LEN); } required_string("+Display Name:"); stuff_string(display.name, F_NAME, MAX_FILENAME_LEN); if ( display.offset[0] < 0 || display.offset[1] < 0 ) { Warning(LOCATION, "Negative display offsets given for cockpit display on %s, skipping entry", sip->name); continue; } if( display.size[0] <= 0 || display.size[1] <= 0 ) { Warning(LOCATION, "Negative or zero display size given for cockpit display on %s, skipping entry", sip->name); continue; } sip->displays.push_back(display); } if(optional_string( "$POF file:" )) { char temp[MAX_FILENAME_LEN]; stuff_string(temp, F_NAME, MAX_FILENAME_LEN); // assume we're using this file name bool valid = true; // Goober5000 - if this is a modular table, and we're replacing an existing file name, and the file doesn't exist, don't replace it if (replace) if (sip->pof_file[0] != '\0') if (!cf_exists_full(temp, CF_TYPE_MODELS)) valid = false; if (valid) strcpy_s(sip->pof_file, temp); else WarningEx(LOCATION, "Ship %s\nPOF file \"%s\" invalid!", sip->name, temp); } // ship class texture replacement - Goober5000 and taylor int PLACEHOLDER_num_texture_replacements = 0; char PLACEHOLDER_old_texture[MAX_FILENAME_LEN]; char PLACEHOLDER_new_texture[MAX_FILENAME_LEN]; int PLACEHOLDER_new_texture_id; if (optional_string("$Texture Replace:")) { char *p; while ((PLACEHOLDER_num_texture_replacements < MAX_REPLACEMENT_TEXTURES) && (optional_string("+old:"))) { stuff_string(PLACEHOLDER_old_texture, F_NAME, MAX_FILENAME_LEN); required_string("+new:"); stuff_string(PLACEHOLDER_new_texture, F_NAME, MAX_FILENAME_LEN); // get rid of extensions p = strchr(PLACEHOLDER_old_texture, '.'); if (p) { mprintf(("Extraneous extension found on replacement texture %s!\n", PLACEHOLDER_old_texture)); *p = 0; } p = strchr(PLACEHOLDER_new_texture, '.'); if (p) { mprintf(("Extraneous extension found on replacement texture %s!\n", PLACEHOLDER_new_texture)); *p = 0; } // load the texture PLACEHOLDER_new_texture_id = bm_load(PLACEHOLDER_new_texture); if (PLACEHOLDER_new_texture_id < 0) { mprintf(("Could not load replacement texture %s for ship %s\n", PLACEHOLDER_new_texture, sip->name)); } // increment PLACEHOLDER_num_texture_replacements++; } } // optional hud targeting model if(optional_string( "$POF target file:")) { char temp[MAX_FILENAME_LEN]; stuff_string(temp, F_NAME, MAX_FILENAME_LEN); // assume we're using this file name bool valid = true; // Goober5000 - if this is a modular table, and we're replacing an existing file name, and the file doesn't exist, don't replace it if (replace) if (sip->pof_file[0] != '\0') if (!cf_exists_full(temp, CF_TYPE_MODELS)) valid = false; if (valid) strcpy_s(sip->pof_file_hud, temp); else WarningEx(LOCATION, "Ship \"%s\" POF target file \"%s\" invalid!", sip->name, temp); } // optional hud target LOD if not using special hud model if (optional_string( "$POF target LOD:" )) { stuff_int(&sip->hud_target_lod); } if(optional_string("$Detail distance:")) { sip->num_detail_levels = stuff_int_list(sip->detail_distance, MAX_SHIP_DETAIL_LEVELS, RAW_INTEGER_TYPE); } // check for optional pixel colors while(optional_string("$ND:")){ ubyte nr, ng, nb; stuff_ubyte(&nr); stuff_ubyte(&ng); stuff_ubyte(&nb); if(sip->num_nondark_colors < MAX_NONDARK_COLORS){ sip->nondark_colors[sip->num_nondark_colors][0] = nr; sip->nondark_colors[sip->num_nondark_colors][1] = ng; sip->nondark_colors[sip->num_nondark_colors++][2] = nb; } } if(optional_string("$Show damage:")) { int bogus_bool; stuff_boolean(&bogus_bool); } if(optional_string("$Damage Lightning Type:")) { stuff_string(buf, F_NAME, SHIP_MULTITEXT_LENGTH); j = lightningtype_match(buf); if(j >= 0) { sip->damage_lightning_type = j; } else { Warning(LOCATION, "Invalid lightning type '%s' specified for ship '%s'", buf, sip->name); sip->damage_lightning_type = SLT_DEFAULT; } } if(optional_string("$Impact:")) { if(optional_string("+Damage Type:")) { stuff_string(buf, F_NAME, NAME_LENGTH); sip->collision_damage_type_idx = damage_type_add(buf); } } //HACK - //This should really be reworked so that all particle fields //are settable, but erg, just not happening right now -C if(optional_string("$Impact Spew:")) { parse_ship_particle_effect(sip, &sip->impact_spew, "impact spew"); } if(optional_string("$Damage Spew:")) { parse_ship_particle_effect(sip, &sip->damage_spew, "damage spew"); } if(optional_string("$Collision Physics:")) { if(optional_string("+Bounce:")) { stuff_float(&sip->collision_physics.bounce); } if(optional_string("+Both Small Bounce:")) { stuff_float(&sip->collision_physics.both_small_bounce); } if(optional_string("+Friction:")) { stuff_float(&sip->collision_physics.friction); } if(optional_string("+Rotation Factor:")) { stuff_float(&sip->collision_physics.friction); } if(optional_string("+Landing Max Forward Vel:")) { stuff_float(&sip->collision_physics.landing_max_z); } if(optional_string("+Landing Min Forward Vel:")) { stuff_float(&sip->collision_physics.landing_min_z); } if(optional_string("+Landing Max Descent Vel:")) { stuff_float(&sip->collision_physics.landing_min_y); sip->collision_physics.landing_min_y *= -1; } if(optional_string("+Landing Max Horizontal Vel:")) { stuff_float(&sip->collision_physics.landing_max_x); } if(optional_string("+Landing Max Angle:")) { float degrees; stuff_float(°rees); sip->collision_physics.landing_max_angle = cos(ANG_TO_RAD(90 - degrees)); } if(optional_string("+Landing Min Angle:")) { float degrees; stuff_float(°rees); sip->collision_physics.landing_min_angle = cos(ANG_TO_RAD(90 - degrees)); } if(optional_string("+Landing Max Rotate Angle:")) { float degrees; stuff_float(°rees); sip->collision_physics.landing_max_rot_angle = cos(ANG_TO_RAD(90 - degrees)); } if(optional_string("+Reorient Max Forward Vel:")) { stuff_float(&sip->collision_physics.reorient_max_z); } if(optional_string("+Reorient Min Forward Vel:")) { stuff_float(&sip->collision_physics.reorient_min_z); } if(optional_string("+Reorient Max Descent Vel:")) { stuff_float(&sip->collision_physics.reorient_min_y); sip->collision_physics.reorient_min_y *= -1; } if(optional_string("+Reorient Max Horizontal Vel:")) { stuff_float(&sip->collision_physics.reorient_max_x); } if(optional_string("+Reorient Max Angle:")) { float degrees; stuff_float(°rees); sip->collision_physics.reorient_max_angle = cos(ANG_TO_RAD(90 - degrees)); } if(optional_string("+Reorient Min Angle:")) { float degrees; stuff_float(°rees); sip->collision_physics.reorient_min_angle = cos(ANG_TO_RAD(90 - degrees)); } if(optional_string("+Reorient Max Rotate Angle:")) { float degrees; stuff_float(°rees); sip->collision_physics.reorient_max_rot_angle = cos(ANG_TO_RAD(90 - degrees)); } if(optional_string("+Reorient Speed Mult:")) { stuff_float(&sip->collision_physics.reorient_mult); } if(optional_string("+Landing Rest Angle:")) { float degrees; stuff_float(°rees); sip->collision_physics.landing_rest_angle = cos(ANG_TO_RAD(90 - degrees)); } parse_sound("+Landing Sound:", &sip->collision_physics.landing_sound_idx, sip->name); } if(optional_string("$Debris:")) { if(optional_string("+Min Lifetime:")) { stuff_float(&sip->debris_min_lifetime); if(sip->debris_min_lifetime < 0.0f) Warning(LOCATION, "Debris min lifetime on %s '%s' is below 0 and will be ignored", info_type_name, sip->name); } if(optional_string("+Max Lifetime:")) { stuff_float(&sip->debris_max_lifetime); if(sip->debris_max_lifetime < 0.0f) Warning(LOCATION, "Debris max lifetime on %s '%s' is below 0 and will be ignored", info_type_name, sip->name); } if(optional_string("+Min Speed:")) { stuff_float(&sip->debris_min_speed); if(sip->debris_min_speed < 0.0f) Warning(LOCATION, "Debris min speed on %s '%s' is below 0 and will be ignored", info_type_name, sip->name); } if(optional_string("+Max Speed:")) { stuff_float(&sip->debris_max_speed); if(sip->debris_max_speed < 0.0f) Warning(LOCATION, "Debris max speed on %s '%s' is below 0 and will be ignored", info_type_name, sip->name); } if(optional_string("+Min Rotation speed:")) { stuff_float(&sip->debris_min_rotspeed); if(sip->debris_min_rotspeed < 0.0f) Warning(LOCATION, "Debris min speed on %s '%s' is below 0 and will be ignored", info_type_name, sip->name); } if(optional_string("+Max Rotation speed:")) { stuff_float(&sip->debris_max_rotspeed); if(sip->debris_max_rotspeed < 0.0f) Warning(LOCATION, "Debris max speed on %s '%s' is below 0 and will be ignored", info_type_name, sip->name); } if(optional_string("+Damage Type:")) { stuff_string(buf, F_NAME, NAME_LENGTH); sip->debris_damage_type_idx = damage_type_add(buf); } if(optional_string("+Min Hitpoints:")) { stuff_float(&sip->debris_min_hitpoints); if(sip->debris_min_hitpoints < 0.0f) Warning(LOCATION, "Debris min hitpoints on %s '%s' is below 0 and will be ignored", info_type_name, sip->name); } if(optional_string("+Max Hitpoints:")) { stuff_float(&sip->debris_max_hitpoints); if(sip->debris_max_hitpoints < 0.0f) Warning(LOCATION, "Debris max hitpoints on %s '%s' is below 0 and will be ignored", info_type_name, sip->name); } if(optional_string("+Damage Multiplier:")) { stuff_float(&sip->debris_damage_mult); if(sip->debris_damage_mult < 0.0f) Warning(LOCATION, "Debris damage multiplier on %s '%s' is below 0 and will be ignored", info_type_name, sip->name); } if(optional_string("+Lightning Arc Percent:")) { stuff_float(&sip->debris_arc_percent); if(sip->debris_arc_percent < 0.0f || sip->debris_arc_percent > 100.0f) { Warning(LOCATION, "Lightning Arc Percent on %s '%s' should be between 0 and 100.0 (read %f). Entry will be ignored.", info_type_name, sip->name, sip->debris_arc_percent); sip->debris_arc_percent = 50.0; } //Percent is nice for modders, but here in the code we want it betwwen 0 and 1.0 sip->debris_arc_percent /= 100.0; } } //WMC - sanity checking if(sip->debris_min_speed > sip->debris_max_speed && sip->debris_max_speed >= 0.0f) { Warning(LOCATION, "Debris min speed (%f) on %s '%s' is greater than debris max speed (%f), and will be set to debris max speed.", sip->debris_min_speed, info_type_name, sip->name, sip->debris_max_speed); sip->debris_min_speed = sip->debris_max_speed; } if(sip->debris_min_rotspeed > sip->debris_max_rotspeed && sip->debris_max_rotspeed >= 0.0f) { Warning(LOCATION, "Debris min rotation speed (%f) on %s '%s' is greater than debris max rotation speed (%f), and will be set to debris max rotation speed.", sip->debris_min_rotspeed, info_type_name, sip->name, sip->debris_max_rotspeed); sip->debris_min_rotspeed = sip->debris_max_rotspeed; } if(sip->debris_min_lifetime > sip->debris_max_lifetime && sip->debris_max_lifetime >= 0.0f) { Warning(LOCATION, "Debris min lifetime (%f) on %s '%s' is greater than debris max lifetime (%f), and will be set to debris max lifetime.", sip->debris_min_lifetime, info_type_name, sip->name, sip->debris_max_lifetime); sip->debris_min_lifetime = sip->debris_max_lifetime; } if(sip->debris_min_hitpoints > sip->debris_max_hitpoints && sip->debris_max_hitpoints >= 0.0f) { Warning(LOCATION, "Debris min hitpoints (%f) on %s '%s' is greater than debris max hitpoints (%f), and will be set to debris max hitpoints.", sip->debris_min_hitpoints, info_type_name, sip->name, sip->debris_max_hitpoints); sip->debris_min_hitpoints = sip->debris_max_hitpoints; } if(optional_string("$Density:")) stuff_float( &(sip->density) ); diag_printf ("Ship density -- %7.3f\n", sip->density); if(optional_string("$Damp:")) stuff_float( &(sip->damp) ); diag_printf ("Ship damp -- %7.3f\n", sip->damp); if(optional_string("$Rotdamp:")) stuff_float( &(sip->rotdamp) ); diag_printf ("Ship rotdamp -- %7.3f\n", sip->rotdamp); if(optional_string("$Banking Constant:")) stuff_float( &(sip->delta_bank_const) ); diag_printf ("%s '%s' delta_bank_const -- %7.3f\n", info_type_name, sip->name, sip->delta_bank_const); if(optional_string("$Max Velocity:")) { stuff_vector(&sip->max_vel); sip->max_accel = sip->max_vel.xyz.z; } // calculate the max speed from max_velocity sip->max_speed = sip->max_vel.xyz.z; if(optional_string("$Rotation Time:")) { stuff_vector(&sip->rotation_time); // div/0 safety check. if ((sip->rotation_time.xyz.x == 0) || (sip->rotation_time.xyz.y == 0) || (sip->rotation_time.xyz.z == 0)) Warning(LOCATION, "Rotation time must have non-zero values in each of the three variables.\nFix this in ship %s\n", sip->name); sip->srotation_time = (sip->rotation_time.xyz.x + sip->rotation_time.xyz.y)/2.0f; sip->max_rotvel.xyz.x = (2 * PI) / sip->rotation_time.xyz.x; sip->max_rotvel.xyz.y = (2 * PI) / sip->rotation_time.xyz.y; sip->max_rotvel.xyz.z = (2 * PI) / sip->rotation_time.xyz.z; } // get the backwards velocity; if(optional_string("$Rear Velocity:")) { stuff_float(&sip->max_rear_vel); sip->min_speed = -sip->max_rear_vel; } // get the accelerations if(optional_string("$Forward accel:")) stuff_float(&sip->forward_accel ); if(optional_string("$Forward decel:")) stuff_float(&sip->forward_decel ); if(optional_string("$Slide accel:")) stuff_float(&sip->slide_accel ); if(optional_string("$Slide decel:")) stuff_float(&sip->slide_decel ); if(optional_string("$Glide:")) { stuff_boolean(&sip->can_glide); } if(sip->can_glide == true) { if(optional_string("+Dynamic Glide Cap:")) stuff_boolean(&sip->glide_dynamic_cap); if(optional_string("+Max Glide Speed:")) stuff_float(&sip->glide_cap ); if(optional_string("+Glide Accel Mult:")) stuff_float(&sip->glide_accel_mult); } if(optional_string("$Use Newtonian Dampening:")) { sip->newtonian_damp_override = true; stuff_boolean(&sip->use_newtonian_damp); } if(optional_string("$Autoaim FOV:")) { int fov_temp; stuff_int(&fov_temp); // Make sure it is a reasonable value fov_temp = (((fov_temp % 360) + 360) % 360) / 2; sip->aiming_flags |= AIM_FLAG_AUTOAIM; sip->autoaim_fov = (float)fov_temp * PI / 180.0f; if(optional_string("+Converging Autoaim")) sip->aiming_flags |= AIM_FLAG_AUTOAIM_CONVERGENCE; if(optional_string("+Minimum Distance:")) stuff_float(&sip->minimum_convergence_distance); } if(optional_string("$Convergence:")) { if(optional_string("+Automatic")) { sip->aiming_flags |= AIM_FLAG_AUTO_CONVERGENCE; if(optional_string("+Minimum Distance:")) stuff_float(&sip->minimum_convergence_distance); } if(optional_string("+Standard")) { sip->aiming_flags |= AIM_FLAG_STD_CONVERGENCE; if(required_string("+Distance:")) stuff_float(&sip->convergence_distance); } if(optional_string("+Offset:")) { stuff_vector(&sip->convergence_offset); if (IS_VEC_NULL(&sip->convergence_offset)) sip->aiming_flags &= ~AIM_FLAG_CONVERGENCE_OFFSET; else sip->aiming_flags |= AIM_FLAG_CONVERGENCE_OFFSET; } } if(optional_string("$Warpin type:")) { stuff_string(buf, F_NAME, SHIP_MULTITEXT_LENGTH); j = warptype_match(buf); if(j >= 0) { sip->warpin_type = j; } else { Warning(LOCATION, "Invalid warpin type '%s' specified for ship '%s'", buf, sip->name); sip->warpin_type = WT_DEFAULT; } } parse_sound("$Warpin Start Sound:", &sip->warpin_snd_start, sip->name); parse_sound("$Warpin End Sound:", &sip->warpin_snd_end, sip->name); if(optional_string("$Warpin speed:")) { stuff_float(&sip->warpin_speed); } if(optional_string("$Warpin time:")) { float t_time; stuff_float(&t_time); sip->warpin_time = fl2i(t_time*1000.0f); if(sip->warpin_time <= 0) { Warning(LOCATION, "Warp-in time specified as 0 or less on ship '%s'; value ignored", sip->name); } } if(optional_string("$Warpin decel exp:")) { stuff_float(&sip->warpin_decel_exp); if (sip->warpin_decel_exp < 0.0f) { Warning(LOCATION, "Warp-in deceleration exponent specified as less than 0 on ship '%s'; value ignored", sip->name); sip->warpin_decel_exp = 1.0f; } } if(optional_string("$Warpin radius:")) { stuff_float(&sip->warpin_radius); if(sip->warpin_radius <= 0.0f) { Warning(LOCATION, "Warp-in radius specified as 0 or less on ship '%s'; value ignored", sip->name); } } if(optional_string("$Warpin animation:")) { stuff_string(sip->warpin_anim, F_NAME, MAX_FILENAME_LEN); } if(optional_string("$Warpout type:")) { stuff_string(buf, F_NAME, SHIP_MULTITEXT_LENGTH); j = warptype_match(buf); if(j >= 0) { sip->warpout_type = j; } else { Warning(LOCATION, "Invalid warpout type '%s' specified for ship '%s'", buf, sip->name); sip->warpout_type = WT_DEFAULT; } } parse_sound("$Warpout Start Sound:", &sip->warpout_snd_start, sip->name); parse_sound("$Warpout End Sound:", &sip->warpout_snd_end, sip->name); if(optional_string("$Warpout engage time:")) { float t_time; stuff_float(&t_time); if (t_time >= 0) sip->warpout_engage_time = fl2i(t_time*1000.0f); else Warning(LOCATION, "Warp-out engage time specified as 0 or less on ship '%s'; value ignored", sip->name); } else { sip->warpout_engage_time = -1; } if(optional_string("$Warpout speed:")) { stuff_float(&sip->warpout_speed); } if(optional_string("$Warpout time:")) { float t_time; stuff_float(&t_time); sip->warpout_time = fl2i(t_time*1000.0f); if(sip->warpout_time <= 0) { Warning(LOCATION, "Warp-out time specified as 0 or less on ship '%s'; value ignored", sip->name); } } if(optional_string("$Warpout accel exp:")) { stuff_float(&sip->warpout_accel_exp); if (sip->warpout_accel_exp < 0.0f) { Warning(LOCATION, "Warp-out acceleration exponent specified as less than 0 on ship '%s'; value ignored", sip->name); sip->warpout_accel_exp = 1.0f; } } if(optional_string("$Warpout radius:")) { stuff_float(&sip->warpout_radius); if(sip->warpout_radius <= 0.0f) { Warning(LOCATION, "Warp-out radius specified as 0 or less on ship '%s'; value ignored", sip->name); } } if(optional_string("$Warpout animation:")) { stuff_string(sip->warpout_anim, F_NAME, MAX_FILENAME_LEN); } if(optional_string("$Player warpout speed:")) { stuff_float(&sip->warpout_player_speed); if(sip->warpout_player_speed == 0.0f) { Warning(LOCATION, "Player warp-out speed cannot be 0; value ignored."); } } // get ship explosion info shockwave_create_info *sci = &sip->shockwave; if(optional_string("$Expl inner rad:")){ stuff_float(&sci->inner_rad); } if(optional_string("$Expl outer rad:")){ stuff_float(&sci->outer_rad); } if(optional_string("$Expl damage:")){ stuff_float(&sci->damage); } if(optional_string("$Expl blast:")){ stuff_float(&sci->blast); } if(optional_string("$Expl Propagates:")){ stuff_boolean(&sip->explosion_propagates); } if(optional_string("$Propagating Expl Radius Multiplier:")){ stuff_float(&sip->prop_exp_rad_mult); if(sip->prop_exp_rad_mult <= 0) { // on invalid value return to default setting Warning(LOCATION, "Propagating explosion radius multiplier was set to non-positive value.\nDefaulting multiplier to 1.0 on ship '%s'.\n", sip->name); sip->prop_exp_rad_mult = 1.0f; } } if(optional_string("$Expl Visual Rad:")){ stuff_float(&sip->big_exp_visual_rad); } if(optional_string("$Base Death-Roll Time:")){ stuff_int(&sip->death_roll_base_time); if (sip->death_roll_base_time < 2) sip->death_roll_base_time = 2; } if(optional_string("$Death-Roll Explosion Radius Mult:")){ stuff_float(&sip->death_roll_r_mult); if (sip->death_roll_r_mult < 0) sip->death_roll_r_mult = 0; } if(optional_string("$Death-Roll Explosion Intensity Mult:")){ stuff_float(&sip->death_roll_time_mult); if (sip->death_roll_time_mult <= 0) sip->death_roll_time_mult = 1.0f; } if(optional_string("$Death FX Explosion Radius Mult:")){ stuff_float(&sip->death_fx_r_mult); if (sip->death_fx_r_mult < 0) sip->death_fx_r_mult = 0; } if(optional_string("$Death FX Explosion Count:")){ stuff_int(&sip->death_fx_count); if (sip->death_fx_count < 0) sip->death_fx_count = 0; } if(optional_string("$Ship Splitting Particles:")) { parse_ship_particle_effect(sip, &sip->split_particles, "ship split spew"); } if(optional_string("$Ship Death Particles:")) { parse_ship_particle_effect(sip, &sip->regular_end_particles, "normal death spew"); } if(optional_string("$Alternate Death Particles:")) { parse_ship_particle_effect(sip, &sip->knossos_end_particles, "knossos death spew"); } if(optional_string("$Vaporize Percent Chance:")){ stuff_float(&sip->vaporize_chance); if (sip->vaporize_chance < 0.0f || sip->vaporize_chance > 100.0f) { sip->vaporize_chance = 0.0f; Warning(LOCATION, "$Vaporize Percent Chance should be between 0 and 100.0 (read %f). Setting to 0.", sip->vaporize_chance); } //Percent is nice for modders, but here in the code we want it betwwen 0 and 1.0 sip->vaporize_chance /= 100.0; } if(optional_string("$Shockwave Damage Type:")) { stuff_string(buf, F_NAME, SHIP_MULTITEXT_LENGTH); sci->damage_type_idx_sav = damage_type_add(buf); sci->damage_type_idx = sci->damage_type_idx_sav; } if(optional_string("$Shockwave Speed:")){ stuff_float( &sci->speed ); } if(optional_string("$Shockwave Count:")){ stuff_int(&sip->shockwave_count); } if(optional_string("$Shockwave model:")){ stuff_string( sci->pof_name, F_NAME, MAX_FILENAME_LEN); } if(optional_string("$Shockwave name:")) { stuff_string( sci->name, F_NAME, NAME_LENGTH); } if(optional_string("$Explosion Animations:")){ int temp[MAX_FIREBALL_TYPES]; int parsed_ints = stuff_int_list(temp, MAX_FIREBALL_TYPES, RAW_INTEGER_TYPE); sip->explosion_bitmap_anims.clear(); sip->explosion_bitmap_anims.insert(sip->explosion_bitmap_anims.begin(), temp, temp+parsed_ints); } char temp_error[128]; strcpy_s(temp_error, parse_error_text); if (optional_string("$Weapon Model Draw Distance:")) { stuff_float( &sip->weapon_model_draw_distance ); } // Goober5000 - fixed Bobboau's implementation of restricted banks int bank; // Set the weapons filter used in weapons loadout (for primary weapons) if (optional_string("$Allowed PBanks:")) { bank = -1; while (check_for_string("(")) { bank++; // make sure we don't specify more than we have banks for if (bank >= MAX_SHIP_PRIMARY_BANKS) { Warning(LOCATION, "$Allowed PBanks bank-specific loadout for %s exceeds permissible number of primary banks. Ignoring the rest...", sip->name); bank--; break; } strcat_s(parse_error_text,"'s primary banks"); num_allowed = stuff_int_list(allowed_weapons, MAX_WEAPON_TYPES, WEAPON_LIST_TYPE); strcpy_s(parse_error_text, temp_error); // actually say which weapons are allowed for ( i = 0; i < num_allowed; i++ ) { if ( allowed_weapons[i] >= 0 ) // MK, Bug fix, 9/6/99. Used to be "allowed_weapons" not "allowed_weapons[i]". { sip->allowed_bank_restricted_weapons[bank][allowed_weapons[i]] |= REGULAR_WEAPON; } } } // set flags if need be if (bank > 0) // meaning there was a restricted bank table entry { for (i=0; i<=bank; i++) { sip->restricted_loadout_flag[i] |= REGULAR_WEAPON; } } } // Set the weapons filter used in weapons loadout (for primary weapons) if (optional_string("$Allowed Dogfight PBanks:")) { bank = -1; while (check_for_string("(")) { bank++; // make sure we don't specify more than we have banks for if (bank >= MAX_SHIP_PRIMARY_BANKS) { Warning(LOCATION, "$Allowed Dogfight PBanks bank-specific loadout for %s exceeds permissible number of primary banks. Ignoring the rest...", sip->name); bank--; break; } strcat_s(parse_error_text,"'s primary dogfight banks"); num_allowed = stuff_int_list(allowed_weapons, MAX_WEAPON_TYPES, WEAPON_LIST_TYPE); strcpy_s(parse_error_text, temp_error); // actually say which weapons are allowed for ( i = 0; i < num_allowed; i++ ) { if ( allowed_weapons[i] >= 0 ) // MK, Bug fix, 9/6/99. Used to be "allowed_weapons" not "allowed_weapons[i]". { sip->allowed_bank_restricted_weapons[bank][allowed_weapons[i]] |= DOGFIGHT_WEAPON; } } } // set flags if need be if (bank > 0) // meaning there was a restricted bank table entry { for (i=0; i<=bank; i++) { sip->restricted_loadout_flag[i] |= DOGFIGHT_WEAPON; } } } // Get primary bank weapons parse_weapon_bank(sip, true, &sip->num_primary_banks, sip->primary_bank_weapons, sip->primary_bank_ammo_capacity); if(optional_string("$Show Primary Models:")) { sip->draw_models = true; stuff_bool_list(sip->draw_primary_models, sip->num_primary_banks); } // Set the weapons filter used in weapons loadout (for secondary weapons) if (optional_string("$Allowed SBanks:")) { bank = -1; while (check_for_string("(")) { bank++; // make sure we don't specify more than we have banks for if (bank >= MAX_SHIP_SECONDARY_BANKS) { Warning(LOCATION, "$Allowed SBanks bank-specific loadout for %s exceeds permissible number of secondary banks. Ignoring the rest...", sip->name); bank--; break; } strcat_s(parse_error_text,"'s secondary banks"); num_allowed = stuff_int_list(allowed_weapons, MAX_WEAPON_TYPES, WEAPON_LIST_TYPE); strcpy_s(parse_error_text, temp_error); // actually say which weapons are allowed for ( i = 0; i < num_allowed; i++ ) { if ( allowed_weapons[i] >= 0 ) // MK, Bug fix, 9/6/99. Used to be "allowed_weapons" not "allowed_weapons[i]". { sip->allowed_bank_restricted_weapons[MAX_SHIP_PRIMARY_BANKS+bank][allowed_weapons[i]] |= REGULAR_WEAPON; } } } // set flags if need be if (bank > 0) // meaning there was a restricted bank table entry { for (i=0; i<=bank; i++) { sip->restricted_loadout_flag[MAX_SHIP_PRIMARY_BANKS+i] |= REGULAR_WEAPON; } } } // Set the weapons filter used in weapons loadout (for secondary weapons) if (optional_string("$Allowed Dogfight SBanks:")) { bank = -1; while (check_for_string("(")) { bank++; // make sure we don't specify more than we have banks for if (bank >= MAX_SHIP_SECONDARY_BANKS) { Warning(LOCATION, "$Allowed Dogfight SBanks bank-specific loadout for %s exceeds permissible number of secondary banks. Ignoring the rest...", sip->name); bank--; break; } strcat_s(parse_error_text,"'s secondary dogfight banks"); num_allowed = stuff_int_list(allowed_weapons, MAX_WEAPON_TYPES, WEAPON_LIST_TYPE); strcpy_s(parse_error_text, temp_error); // actually say which weapons are allowed for ( i = 0; i < num_allowed; i++ ) { if ( allowed_weapons[i] >= 0 ) // MK, Bug fix, 9/6/99. Used to be "allowed_weapons" not "allowed_weapons[i]". { sip->allowed_bank_restricted_weapons[MAX_SHIP_PRIMARY_BANKS+bank][allowed_weapons[i]] |= DOGFIGHT_WEAPON; } } } // set flags if need be if (bank > 0) // meaning there was a restricted bank table entry { for (i=0; i<=bank; i++) { sip->restricted_loadout_flag[MAX_SHIP_PRIMARY_BANKS+i] |= DOGFIGHT_WEAPON; } } } // Get secondary bank weapons parse_weapon_bank(sip, false, &sip->num_secondary_banks, sip->secondary_bank_weapons, sip->secondary_bank_ammo_capacity); if(optional_string("$Show Secondary Models:")) { sip->draw_models = true; stuff_bool_list(sip->draw_secondary_models, sip->num_secondary_banks); } if(optional_string("$Shields:")) stuff_float(&sip->max_shield_strength); // optional shield color if(optional_string("$Shield Color:")){ stuff_ubyte(&sip->shield_color[0]); stuff_ubyte(&sip->shield_color[1]); stuff_ubyte(&sip->shield_color[2]); } // The next five fields are used for the ETS if (optional_string("$Power Output:")) stuff_float(&sip->power_output); // Goober5000 if (optional_string("$Shield Regeneration Rate:")) stuff_float(&sip->max_shield_regen_per_second); else if (first_time) sip->max_shield_regen_per_second = 0.02f; // Support ship hull shield rate - if allowed if(optional_string("$Support Shield Repair Rate:")) { stuff_float(&sip->sup_shield_repair_rate); sip->sup_shield_repair_rate *= 0.01f; CLAMP(sip->sup_shield_repair_rate, 0.0f, 1.0f); } // Goober5000 if (optional_string("$Weapon Regeneration Rate:")) stuff_float(&sip->max_weapon_regen_per_second); else if (first_time) sip->max_weapon_regen_per_second = 0.04f; if (optional_string("$Max Oclk Speed:") || optional_string("$Max Overclock Speed:")) stuff_float(&sip->max_overclocked_speed); else if (first_time) sip->max_overclocked_speed = sip->max_vel.xyz.z * 1.5f; if (optional_string("$Max Weapon Eng:") || optional_string("$Max Weapon Energy:")) stuff_float(&sip->max_weapon_reserve); if(optional_string("$Hitpoints:")) { stuff_float(&sip->max_hull_strength); if (sip->max_hull_strength < 0.0f) { Warning(LOCATION, "Max hull strength on ship %s cannot be less than 0. Defaulting to 100.\n", sip->name, sip->max_hull_strength); sip->max_hull_strength = 100.0f; } } //Hull rep rate if(optional_string("$Hull Repair Rate:")) { stuff_float(&sip->hull_repair_rate); sip->hull_repair_rate *= 0.01f; //Sanity checking if(sip->hull_repair_rate > 1.0f) sip->hull_repair_rate = 1.0f; else if(sip->hull_repair_rate < -1.0f) sip->hull_repair_rate = -1.0f; } // Support ship hull repair rate - if allowed if(optional_string("$Support Hull Repair Rate:")) { stuff_float(&sip->sup_hull_repair_rate); sip->sup_hull_repair_rate *= 0.01f; CLAMP(sip->sup_hull_repair_rate, 0.0f, 1.0f); } //Subsys rep rate if(optional_string("$Subsystem Repair Rate:")) { stuff_float(&sip->subsys_repair_rate); sip->subsys_repair_rate *= 0.01f; //Sanity checking if(sip->subsys_repair_rate > 1.0f) sip->subsys_repair_rate = 1.0f; else if(sip->subsys_repair_rate < -1.0f) sip->subsys_repair_rate = -1.0f; } // Support ship hull repair rate if(optional_string("$Support Subsystem Repair Rate:")) { stuff_float(&sip->sup_subsys_repair_rate); sip->sup_subsys_repair_rate *= 0.01f; CLAMP(sip->sup_subsys_repair_rate, 0.0f, 1.0f); } if(optional_string("$Armor Type:")) { stuff_string(buf, F_NAME, SHIP_MULTITEXT_LENGTH); sip->armor_type_idx = armor_type_get_idx(buf); if(sip->armor_type_idx == -1) Warning(LOCATION,"Invalid armor name %s specified for hull in ship class %s", buf, sip->name); } if(optional_string("$Shield Armor Type:")) { stuff_string(buf, F_NAME, SHIP_MULTITEXT_LENGTH); sip->shield_armor_type_idx = armor_type_get_idx(buf); if(sip->shield_armor_type_idx == -1) Warning(LOCATION,"Invalid armor name %s specified for shield in ship class %s", buf, sip->name); } if (optional_string("$Flags:")) { char ship_strings[MAX_SHIP_FLAGS][NAME_LENGTH]; int num_strings = stuff_string_list(ship_strings, MAX_SHIP_FLAGS); int ship_type_index = -1; if (!optional_string("+noreplace")) { // clear flags since we might have a modular table // clear only those which are actually set in the flags sip->flags = (sip->flags & SIF_MASK); sip->flags2 = (sip->flags2 & SIF2_MASK); } for (i = 0; i < num_strings; i++) { // get ship type from ship flags char *ship_type = ship_strings[i]; bool flag_found = false; // Goober5000 - in retail FreeSpace, some ship classes were specified differently // in ships.tbl and the ship type array; this patches those differences so that // the ship type lookup will work properly if (!stricmp(ship_type, "sentrygun")) ship_type = "sentry gun"; else if (!stricmp(ship_type, "escapepod")) ship_type = "escape pod"; else if (!stricmp(ship_type, "repair_rearm")) ship_type = "support"; else if (!stricmp(ship_type, "supercap")) ship_type = "super cap"; else if (!stricmp(ship_type, "knossos")) ship_type = "knossos device"; // look it up in the object types table ship_type_index = ship_type_name_lookup(ship_type); // set ship class type if ((ship_type_index >= 0) && (sip->class_type < 0)) sip->class_type = ship_type_index; // check various ship flags for (int idx = 0; idx < Num_ship_flags; idx++) { if ( !stricmp(Ship_flags[idx].name, ship_strings[i]) ) { flag_found = true; if (Ship_flags[idx].var == 255) Warning(LOCATION, "Use of '%s' flag for ship '%s' - this flag is no longer needed.", Ship_flags[idx].name, sip->name); else if (Ship_flags[idx].var == 0) sip->flags |= Ship_flags[idx].def; else if (Ship_flags[idx].var == 1) sip->flags2 |= Ship_flags[idx].def; } } if ( !flag_found && (ship_type_index < 0) ) Warning(LOCATION, "Bogus string in ship flags: %s\n", ship_strings[i]); } // set original status of tech database flags - Goober5000 if (sip->flags & SIF_IN_TECH_DATABASE) sip->flags2 |= SIF2_DEFAULT_IN_TECH_DATABASE; if (sip->flags & SIF_IN_TECH_DATABASE_M) sip->flags2 |= SIF2_DEFAULT_IN_TECH_DATABASE_M; } // Goober5000 - ensure number of banks checks out if (sip->num_primary_banks > MAX_SHIP_PRIMARY_BANKS) { Error(LOCATION, "Ship Class %s has too many primary banks (%d). Maximum for ships is currently %d.\n", sip->name, sip->num_primary_banks, MAX_SHIP_PRIMARY_BANKS); } // copy to regular allowed_weapons array for (i=0; iallowed_bank_restricted_weapons[i][j] & REGULAR_WEAPON) sip->allowed_weapons[j] |= REGULAR_WEAPON; if (sip->allowed_bank_restricted_weapons[i][j] & DOGFIGHT_WEAPON) sip->allowed_weapons[j] |= DOGFIGHT_WEAPON; } } //Set ship ballistic flag if necessary for (i=0; iallowed_bank_restricted_weapons[i][j] && (Weapon_info[j].wi_flags2 & WIF2_BALLISTIC)) { sip->flags |= SIF_BALLISTIC_PRIMARIES; break; } } } find_and_stuff_optional("$AI Class:", &sip->ai_class, F_NAME, Ai_class_names, Num_ai_classes, "AI class names"); // Get Afterburner information // Be aware that if $Afterburner is not 1, the other Afterburner fields are not read in int has_afterburner = 0; if(optional_string("$Afterburner:")) stuff_boolean(&has_afterburner); if ( has_afterburner == 1 ) { sip->flags |= SIF_AFTERBURNER; if(optional_string("+Aburn Max Vel:")) { stuff_vector(&sip->afterburner_max_vel); } if(optional_string("+Aburn For accel:")) { stuff_float(&sip->afterburner_forward_accel); } // SparK: added reverse burner capability if(optional_string("+Aburn Max Reverse Vel:")) { stuff_float(&sip->afterburner_max_reverse_vel); } if(optional_string("+Aburn Rev accel:")) { stuff_float(&sip->afterburner_reverse_accel); } if(optional_string("+Aburn Fuel:")) { stuff_float(&sip->afterburner_fuel_capacity); } if(optional_string("+Aburn Burn Rate:")) { stuff_float(&sip->afterburner_burn_rate); } if(optional_string("+Aburn Rec Rate:")) { stuff_float(&sip->afterburner_recover_rate); } if (!(sip->afterburner_fuel_capacity) ) { Warning(LOCATION, "Ship class %s has an afterburner but has no afterburner fuel. Setting fuel to 1", sip->name); sip->afterburner_fuel_capacity = 1.0f; } } if ( optional_string("$Trails:") ) { bool trails_warning = true; if (optional_string("+Bitmap:") ) { trails_warning = false; generic_bitmap_init(&sip->afterburner_trail, NULL); stuff_string(sip->afterburner_trail.filename, F_NAME, MAX_FILENAME_LEN); } if ( optional_string("+Width:") ) { trails_warning = false; stuff_float(&sip->afterburner_trail_width_factor); } if ( optional_string("+Alpha:") ) { trails_warning = false; stuff_float(&sip->afterburner_trail_alpha_factor); } if ( optional_string("+Life:") ) { trails_warning = false; stuff_float(&sip->afterburner_trail_life); } if ( optional_string("+Faded Out Sections:") ) { trails_warning = false; stuff_int(&sip->afterburner_trail_faded_out_sections); } if (trails_warning) Warning(LOCATION, "Ship %s entry has $Trails field specified, but no properties given.", sip->name); } if(optional_string("$Countermeasure type:")) { stuff_string(buf, F_NAME, SHIP_MULTITEXT_LENGTH); int res = weapon_info_lookup(buf); if(res == -1) { Warning(LOCATION, "Could not find weapon type '%s' to use as countermeasure on ship class '%s'", sip->name); } else if(Weapon_info[res].wi_flags & WIF_BEAM) { Warning(LOCATION, "Attempt made to set a beam weapon as a countermeasure on ship class '%s'", sip->name); } else { sip->cmeasure_type = res; } } if(optional_string("$Countermeasures:")) stuff_int(&sip->cmeasure_max); if(optional_string("$Scan time:")) stuff_int(&sip->scan_time); //Parse the engine sound parse_sound("$EngineSnd:", &sip->engine_snd, sip->name); //Parse optional sound to be used for beginning of a glide parse_sound("$GlideStartSnd:", &sip->glide_start_snd, sip->name); //Parse optional sound to be used for end of a glide parse_sound("$GlideEndSnd:", &sip->glide_end_snd, sip->name); parse_ship_sounds(sip); if(optional_string("$Closeup_pos:")) { stuff_vector(&sip->closeup_pos); } else if (first_time && strlen(sip->pof_file)) { //Calculate from the model file. This is inefficient, but whatever int model_idx = model_load(sip->pof_file, 0, NULL); polymodel *pm = model_get(model_idx); //Go through, find best sip->closeup_pos.xyz.z = fabsf(pm->maxs.xyz.z); float temp = fabsf(pm->mins.xyz.z); if(temp > sip->closeup_pos.xyz.z) sip->closeup_pos.xyz.z = temp; //Now multiply by 2 sip->closeup_pos.xyz.z *= -2.0f; //We're done with the model. model_unload(model_idx); } if(optional_string("$Closeup_zoom:")) stuff_float(&sip->closeup_zoom); if(optional_string("$Topdown offset:")) { sip->topdown_offset_def = true; stuff_vector(&sip->topdown_offset); } if (optional_string("$Shield_icon:")) { stuff_string(name_tmp, F_NAME, sizeof(name_tmp)); hud_shield_assign_info(sip, name_tmp); } // read in filename for icon that is used in ship selection if ( optional_string("$Ship_icon:") ) { stuff_string(sip->icon_filename, F_NAME, MAX_FILENAME_LEN); } // read in filename for animation that is used in ship selection if ( optional_string("$Ship_anim:") ) { stuff_string(sip->anim_filename, F_NAME, MAX_FILENAME_LEN); } // read in filename for animation that is used in ship selection if ( optional_string("$Ship_overhead:") ) { stuff_string(sip->overhead_filename, F_NAME, MAX_FILENAME_LEN); } if ( optional_string("$Score:") ){ stuff_int( &sip->score ); } if (first_time) { species_info *species = &Species_info[sip->species]; sip->thruster_flame_info = species->thruster_info.flames; sip->thruster_glow_info = species->thruster_info.glow; sip->thruster_secondary_glow_info = species->thruster_secondary_glow_info; sip->thruster_tertiary_glow_info = species->thruster_tertiary_glow_info; sip->thruster_distortion_info = species->thruster_distortion_info; } if ( optional_string("$Thruster Normal Flame:") ) { stuff_string( name_tmp, F_NAME, sizeof(name_tmp) ); if ( VALID_FNAME(name_tmp) ) generic_anim_init( &sip->thruster_flame_info.normal, name_tmp ); } if ( optional_string("$Thruster Afterburner Flame:") ) { stuff_string( name_tmp, F_NAME, sizeof(name_tmp) ); if ( VALID_FNAME(name_tmp) ) generic_anim_init( &sip->thruster_flame_info.afterburn, name_tmp ); } if ( optional_string("$Thruster Bitmap 1:") ) { stuff_string( name_tmp, F_NAME, sizeof(name_tmp) ); if ( VALID_FNAME(name_tmp) ) { strcpy_s(sip->thruster_glow_info.normal.filename, name_tmp); thruster_glow_anim_load( &sip->thruster_glow_info.normal ); } } if ( optional_string("$Thruster Bitmap 1a:") ) { stuff_string( name_tmp, F_NAME, sizeof(name_tmp) ); if ( VALID_FNAME(name_tmp) ) { strcpy_s(sip->thruster_glow_info.afterburn.filename, name_tmp); thruster_glow_anim_load( &sip->thruster_glow_info.afterburn ); } } if ( optional_string("$Thruster01 Radius factor:") ) { stuff_float(&sip->thruster01_glow_rad_factor); } if ( optional_string("$Thruster Bitmap 2:") ) { stuff_string( name_tmp, F_NAME, sizeof(name_tmp) ); if ( VALID_FNAME(name_tmp) ) generic_bitmap_init( &sip->thruster_secondary_glow_info.normal, name_tmp ); } if ( optional_string("$Thruster Bitmap 2a:") ) { stuff_string( name_tmp, F_NAME, sizeof(name_tmp) ); if ( VALID_FNAME(name_tmp) ) generic_bitmap_init( &sip->thruster_secondary_glow_info.afterburn, name_tmp ); } if ( optional_string("$Thruster02 Radius factor:") ) { stuff_float(&sip->thruster02_glow_rad_factor); } if ( optional_string("$Thruster01 Length factor:") ) { stuff_float(&sip->thruster02_glow_len_factor); Warning(LOCATION, "Deprecated spelling: \"$Thruster01 Length factor:\". Use \"$Thruster02 Length factor:\" instead."); } if ( optional_string("$Thruster02 Length factor:") ) { stuff_float(&sip->thruster02_glow_len_factor); } if ( optional_string("$Thruster Bitmap 3:") ) { stuff_string( name_tmp, F_NAME, sizeof(name_tmp) ); if ( VALID_FNAME(name_tmp) ) generic_bitmap_init( &sip->thruster_tertiary_glow_info.normal, name_tmp ); } if ( optional_string("$Thruster Bitmap 3a:") ) { stuff_string( name_tmp, F_NAME, sizeof(name_tmp) ); if ( VALID_FNAME(name_tmp) ) generic_bitmap_init( &sip->thruster_tertiary_glow_info.afterburn, name_tmp ); } if ( optional_string("$Thruster03 Radius factor:") ) { stuff_float(&sip->thruster03_glow_rad_factor); } // Valathil - Custom Thruster Distortion if ( optional_string("$Thruster Bitmap Distortion:") ) { stuff_string( name_tmp, F_NAME, sizeof(name_tmp) ); if ( VALID_FNAME(name_tmp) ) generic_bitmap_init( &sip->thruster_distortion_info.normal, name_tmp ); } if ( optional_string("$Thruster Bitmap Distortion a:") ) { stuff_string( name_tmp, F_NAME, sizeof(name_tmp) ); if ( VALID_FNAME(name_tmp) ) generic_bitmap_init( &sip->thruster_distortion_info.afterburn, name_tmp ); } if ( optional_string("$Thruster Distortion Radius factor:") ) { stuff_float(&sip->thruster_dist_rad_factor); } if ( optional_string("$Thruster Distortion Length factor:") ) { stuff_float(&sip->thruster_dist_len_factor); } if ( optional_string("$Thruster Distortion:") ) { stuff_boolean(&sip->draw_distortion); } while ( optional_string("$Thruster Particles:") ) { bool afterburner = false; thruster_particles tpart; if ( optional_string("$Thruster Particle Bitmap:") ) afterburner = false; else if ( optional_string("$Afterburner Particle Bitmap:") ) afterburner = true; else Error( LOCATION, "formatting error in the thruster's particle section for ship %s\n", sip->name ); generic_anim_init(&tpart.thruster_bitmap, NULL); stuff_string(tpart.thruster_bitmap.filename, F_NAME, MAX_FILENAME_LEN); required_string("$Min Radius:"); stuff_float(&tpart.min_rad); required_string("$Max Radius:"); stuff_float(&tpart.max_rad); required_string("$Min created:"); stuff_int(&tpart.n_low); required_string("$Max created:"); stuff_int(&tpart.n_high); required_string("$Variance:"); stuff_float(&tpart.variance); if (afterburner) { sip->afterburner_thruster_particles.push_back( tpart ); } else { sip->normal_thruster_particles.push_back( tpart ); } } // if the ship is a stealth ship if ( optional_string("$Stealth:") ) { sip->flags |= SIF_STEALTH; } else if ( optional_string("$Stealth") ) { Warning(LOCATION, "Ship %s is missing the colon after \"$Stealth\". Note that you may also use the ship flag \"stealth\".", sip->name); sip->flags |= SIF_STEALTH; } if ( optional_string("$max decals:") ){ int bogus; stuff_int(&bogus); WarningEx(LOCATION, "The decal system has been deactivated in FSO builds. Entries will be discarded.\n"); mprintf(("WARNING: The decal system has been deactivated in FSO builds. Entries will be discarded.\n")); //Do nothing, left in for compatibility. } // parse contrail info while ( optional_string("$Trail:") ) { // setting '+ClearAll' resets the trails if ( optional_string("+ClearAll")) { memset(&sip->ct_info, 0, sizeof(trail_info) * MAX_SHIP_CONTRAILS); sip->ct_count = 0; } // this means you've reached the max # of contrails for a ship if (sip->ct_count >= MAX_SHIP_CONTRAILS) { Warning(LOCATION, "%s has more contrails than the max of %d", sip->name, MAX_SHIP_CONTRAILS); break; } trail_info *ci = &sip->ct_info[sip->ct_count++]; required_string("+Offset:"); stuff_vector(&ci->pt); required_string("+Start Width:"); stuff_float(&ci->w_start); required_string("+End Width:"); stuff_float(&ci->w_end); required_string("+Start Alpha:"); stuff_float(&ci->a_start); required_string("+End Alpha:"); stuff_float(&ci->a_end); required_string("+Max Life:"); stuff_float(&ci->max_life); required_string("+Spew Time:"); stuff_int(&ci->stamp); required_string("+Bitmap:"); stuff_string(name_tmp, F_NAME, NAME_LENGTH); generic_bitmap_init(&ci->texture, name_tmp); generic_bitmap_load(&ci->texture); if (optional_string("+Faded Out Sections:") ) { stuff_int(&ci->n_fade_out_sections); } } man_thruster *mtp = NULL; man_thruster manwich; while(optional_string("$Thruster:")) { int idx = -1; if(optional_string("+index:")) { stuff_int(&idx); } if(idx >= 0 && idx < sip->num_maneuvering) { mtp = &sip->maneuvering[idx]; } else if(idx < 0) { if(sip->num_maneuvering < MAX_MAN_THRUSTERS) { mtp = &sip->maneuvering[sip->num_maneuvering++]; } else { Warning(LOCATION, "Too many maneuvering thrusters on ship '%s'; maximum is %d", sip->name, MAX_MAN_THRUSTERS); } } else { mtp = &manwich; Warning(LOCATION, "Invalid index (%d) specified for maneuvering thruster on ship %s", idx, sip->name); } if(optional_string("+Used for:")) { parse_string_flag_list(&mtp->use_flags, Man_types, Num_man_types); } if(optional_string("+Position:")) { stuff_float_list(mtp->pos.a1d, 3); } if(optional_string("+Normal:")) { stuff_float_list(mtp->norm.a1d, 3); } if(optional_string("+Texture:")) { stuff_string(name_tmp, F_NAME, sizeof(name_tmp)); int tex_fps=0, tex_nframes=0, tex_id=-1;; tex_id = bm_load_animation(name_tmp, &tex_nframes, &tex_fps, NULL, 1); if(tex_id < 0) tex_id = bm_load(name_tmp); if(tex_id >= 0) { if(mtp->tex_id >= 0) { bm_unload(mtp->tex_id); } mtp->tex_id = tex_id; mtp->tex_fps = tex_fps; mtp->tex_nframes = tex_nframes; } } if(optional_string("+Radius:")) { stuff_float(&mtp->radius); } if(optional_string("+Length:")) { stuff_float(&mtp->length); } parse_sound("+StartSnd:", &mtp->start_snd, sip->name); parse_sound("+LoopSnd:", &mtp->loop_snd, sip->name); parse_sound("+StopSnd:", &mtp->stop_snd, sip->name); } if (optional_string("$Radar Image 2D:")) { stuff_string(name_tmp, F_NAME, NAME_LENGTH); sip->radar_image_2d_idx = bm_load(name_tmp); if (optional_string("$Radar Image Size:")) stuff_int(&sip->radar_image_size); if (optional_string("$3D Radar Blip Size Multiplier:")) stuff_float(&sip->radar_projection_size_mult); } // Alternate - per ship class - IFF colors while((optional_string("$Ship IFF Colors:")) || (optional_string("$Ship IFF Colours:"))) { char iff_1[NAME_LENGTH]; char iff_2[NAME_LENGTH]; int iff_color_data[3]; int iff_data[2]; // Get the iff strings and get the iff indexes required_string("+Seen By:"); stuff_string(iff_1, F_NAME, NAME_LENGTH); required_string("+When IFF Is:"); stuff_string(iff_2, F_NAME, NAME_LENGTH); iff_data[0] = iff_lookup(iff_1); iff_data[1] = iff_lookup(iff_2); if (iff_data[0] == -1) WarningEx(LOCATION, "Ship %s\nIFF colour seen by \"%s\" invalid!", sip->name, iff_1); if (iff_data[1] == -1) WarningEx(LOCATION, "Ship %s\nIFF colour when IFF is \"%s\" invalid!", sip->name, iff_2); // Set the color required_string("+As Color:"); stuff_int_list(iff_color_data, 3, RAW_INTEGER_TYPE); sip->ship_iff_info[iff_data[0]][iff_data[1]] = iff_init_color(iff_color_data[0],iff_color_data[1],iff_color_data[2]); } if (optional_string("$Target Priority Groups:") ) { SCP_vector target_group_strings; int num_strings = stuff_string_list(target_group_strings); int num_groups = Ai_tp_list.size(); int k; bool override_strings = false; if (optional_string("+Override")) { override_strings = true; } for(j = 0; j < num_strings; j++) { for(i = 0; i < num_groups; i++) { if ( !stricmp(target_group_strings[j].c_str(), Ai_tp_list[i].name) ) { //so now the string from the list above as well as the ai priority group name match //clear it if override has been set if (override_strings) { Ai_tp_list[i].ship_class.clear(); override_strings = false; } for (k = 0; k < Num_ship_classes; k++) { //find the index number of the current ship info type if (Ship_info[k].name == sip->name) { Ai_tp_list[i].ship_class.push_back(k); break; } } // found something, try next string break; } } if (i == num_groups) { Warning(LOCATION,"Unidentified priority group '%s' set for ship class '%s'\n", target_group_strings[j].c_str(), sip->name); } } } if (optional_string("$EMP Resistance Modifier:")) { stuff_float(&sip->emp_resistance_mod); } if (optional_string("$Piercing Damage Draw Limit:")) { float tempf; stuff_float(&tempf); sip->piercing_damage_draw_limit = tempf / 100.0f; } while(optional_string("$Path Metadata:")) { char path_name[64]; stuff_string(path_name, F_NAME, sizeof(path_name)); path_metadata metadata; init_path_metadata(metadata); //Get +departure rvec and store on the path_metadata object if (optional_string("+departure rvec:")) { stuff_vector(&metadata.departure_rvec); } //Add the new path_metadata to sip->pathMetadata keyed by path name SCP_string pathName(path_name); sip->pathMetadata[pathName] = metadata; } int n_subsystems = 0; int cont_flag = 1; model_subsystem subsystems[MAX_MODEL_SUBSYSTEMS]; // see model.h for max_model_subsystems for (i=0; in_subsystems; i++) { hull_percentage_of_hits -= sip->subsystems[i].max_subsys_strength / sip->max_hull_strength; } while (cont_flag) { int r = required_string_4("#End", "$Subsystem:", "$Name", "$Template" ); switch (r) { case 0: cont_flag = 0; break; case 1: { float turning_rate; float percentage_of_hits; bool turret_has_base_fov = false; model_subsystem *sp = NULL; // to append on the ships list of subsystems int sfo_return; required_string("$Subsystem:"); stuff_string(name_tmp, F_NAME, sizeof(name_tmp), ","); Mp++; for(i = 0;i < sip->n_subsystems; i++) { if(!subsystem_stricmp(sip->subsystems[i].subobj_name, name_tmp)) sp = &sip->subsystems[i]; } if(sp == NULL) { if( sip->n_subsystems + n_subsystems >= MAX_MODEL_SUBSYSTEMS ) { Warning(LOCATION, "Number of subsystems for ship entry '%s' (%d) exceeds max of %d; only the first %d will be used", sip->name, sip->n_subsystems, n_subsystems, MAX_MODEL_SUBSYSTEMS); break; } sp = &subsystems[n_subsystems++]; // subsystems a local -- when done, we will malloc and copy strcpy_s(sp->subobj_name, name_tmp); //Init blank values sp->max_subsys_strength = 0.0f; sp->turret_turning_rate = 0.0f; sp->weapon_rotation_pbank = -1; memset(sp->alt_sub_name, 0, sizeof(sp->alt_sub_name) ); memset(sp->alt_dmg_sub_name, 0, sizeof(sp->alt_dmg_sub_name) ); for (i=0; iprimary_banks[i] = -1; sp->primary_bank_capacity[i] = 0; } for (i=0; isecondary_banks[i] = -1; sp->secondary_bank_capacity[i] = 0; } sp->engine_wash_pointer = NULL; sp->alive_snd = -1; sp->dead_snd = -1; sp->rotation_snd = -1; sp->turret_gun_rotation_snd = -1; sp->turret_gun_rotation_snd_mult = 1.0f; sp->turret_base_rotation_snd = -1; sp->turret_base_rotation_snd_mult = 1.0f; sp->flags = 0; sp->flags2 = 0; sp->n_triggers = 0; sp->triggers = NULL; sp->model_num = -1; // init value for later sanity checking!! sp->armor_type_idx = -1; sp->path_num = -1; sp->turret_max_fov = 1.0f; sp->turret_reset_delay = 2000; sp->num_target_priorities = 0; for (i = 0; i < 32; i++) { sp->target_priority[i] = -1; } sp->optimum_range = 0.0f; sp->favor_current_facing = 0.0f; sp->turret_rof_scaler = 1.0f; sp->turret_max_bomb_ownage = -1; sp->turret_max_target_ownage = -1; } sfo_return = stuff_float_optional(&percentage_of_hits); if(sfo_return==2) { hull_percentage_of_hits -= percentage_of_hits; sp->max_subsys_strength = sip->max_hull_strength * (percentage_of_hits / 100.0f); sp->type = SUBSYSTEM_UNKNOWN; } if(sfo_return > 0) { if(stuff_float_optional(&turning_rate)==2) { // specified as how long to turn 360 degrees in ships.tbl if ( turning_rate > 0.0f ){ sp->turret_turning_rate = PI2 / turning_rate; } else { sp->turret_turning_rate = 0.0f; } } else { Error(LOCATION, "Malformed $Subsystem entry '%s' %s.\n\n" "Specify a turning rate or remove the trailing comma.", sp->subobj_name, parse_error_text[0] != '\0' ? parse_error_text: "unknown ship"); } } if(optional_string("$Alt Subsystem Name:")) { stuff_string(buf, F_NAME, SHIP_MULTITEXT_LENGTH); strcpy_s(sp->alt_sub_name, buf); } if(optional_string("$Alt Damage Popup Subsystem Name:")) { stuff_string(buf, F_NAME, SHIP_MULTITEXT_LENGTH); strcpy_s(sp->alt_dmg_sub_name, buf); } if(optional_string("$Armor Type:")) { stuff_string(buf, F_NAME, SHIP_MULTITEXT_LENGTH); sp->armor_type_idx = armor_type_get_idx(buf); if (sp->armor_type_idx == -1) WarningEx(LOCATION, "Ship %s, subsystem %s\nInvalid armor type %s!", sip->name, sp->subobj_name, buf); } // Get primary bank weapons parse_weapon_bank(sip, true, NULL, sp->primary_banks, sp->primary_bank_capacity); // Get secondary bank weapons parse_weapon_bank(sip, false, NULL, sp->secondary_banks, sp->secondary_bank_capacity); // Get optional engine wake info if (optional_string("$Engine Wash:")) { stuff_string(name_tmp, F_NAME, sizeof(name_tmp)); // get and set index sp->engine_wash_pointer = get_engine_wash_pointer(name_tmp); if(sp->engine_wash_pointer == NULL) WarningEx(LOCATION,"Invalid engine wash name %s specified for subsystem %s in ship class %s", name_tmp, sp->subobj_name, sip->name); } parse_sound("$AliveSnd:", &sp->alive_snd, sp->subobj_name); parse_sound("$DeadSnd:", &sp->dead_snd, sp->subobj_name); parse_sound("$RotationSnd:", &sp->rotation_snd, sp->subobj_name); parse_sound("$Turret Base RotationSnd:", &sp->turret_base_rotation_snd, sp->subobj_name); parse_sound("$Turret Gun RotationSnd:", &sp->turret_gun_rotation_snd, sp->subobj_name); if (optional_string("$Turret BaseSnd Volume:")) stuff_float(&sp->turret_base_rotation_snd_mult); if (optional_string("$Turret GunSnd Volume:")) stuff_float(&sp->turret_gun_rotation_snd_mult); // Get any AWACS info sp->awacs_intensity = 0.0f; if(optional_string("$AWACS:")){ sfo_return = stuff_float_optional(&sp->awacs_intensity); if(sfo_return > 0) stuff_float_optional(&sp->awacs_radius); sip->flags |= SIF_HAS_AWACS; } if(optional_string("$Maximum Barrel Elevation:")){ int value; stuff_int(&value); CAP(value, 0, 90); float angle = ANG_TO_RAD((float) (90 - value)); sp->turret_max_fov = (float)cos(angle); } if(optional_string("$Turret Base FOV:")) { int value; stuff_int(&value); CAP(value, 0, 359); float angle = ANG_TO_RAD((float) value)/2.0f; sp->turret_y_fov = (float)cos(angle); turret_has_base_fov = true; } if (optional_string("$Turret Reset Delay:")) stuff_int(&sp->turret_reset_delay); if (optional_string("$Turret Optimum Range:")) stuff_float(&sp->optimum_range); if (optional_string("$Turret Direction Preference:")) { int temp; stuff_int(&temp); if (temp == 0) { sp->favor_current_facing = 0.0f; } else { CAP(temp, 1, 100); sp->favor_current_facing = 1.0f + (((float) (100 - temp)) / 10.0f); } } if (optional_string("$Target Priority:")) { SCP_vector tgt_priorities; int num_strings = stuff_string_list(tgt_priorities); sp->num_target_priorities = 0; if (num_strings > 32) num_strings = 32; int num_groups = Ai_tp_list.size(); for(i = 0; i < num_strings; i++) { for(j = 0; j < num_groups; j++) { if ( !stricmp(Ai_tp_list[j].name, tgt_priorities[i].c_str())) { sp->target_priority[i] = j; sp->num_target_priorities++; break; } } if (j == num_groups) { Warning(LOCATION, "Unidentified target priority '%s' set for\nsubsystem '%s' in ship class '%s'.", tgt_priorities[i].c_str(), sp->subobj_name, sip->name); } } } if (optional_string("$Max Turrets per Bomb:")) { stuff_int(&sp->turret_max_bomb_ownage); } if (optional_string("$Max Turrets per Target:")) { stuff_int(&sp->turret_max_target_ownage); } if (optional_string("$ROF:")) { if (optional_string("+Use firingpoints")) { sp->turret_rof_scaler = 0; } else { if (optional_string("+Multiplier:")) { float tempf; stuff_float(&tempf); if (tempf < 0) { mprintf(("RoF multiplier clamped to 0 for subsystem '%s' in ship class '%s'.\n", sp->subobj_name, sip->name)); sp->turret_rof_scaler = 0; } else { sp->turret_rof_scaler = tempf; } } else { Warning(LOCATION, "RoF multiplier not set for subsystem\n'%s' in ship class '%s'.", sp->subobj_name, sip->name); } } } if (optional_string("$Flags:")) { char flag_strings[Num_subsystem_flags][NAME_LENGTH]; int num_strings = stuff_string_list(flag_strings, NUM_SUBSYSTEM_FLAGS); if (!optional_string("+noreplace")) { // clear flags since we might have a modular table // clear only those which are actually set in the flags sp->flags = 0; sp->flags2 = 0; } for (i = 0; i < num_strings; i++) { bool flag_found = false; // check various subsystem flags for (int idx = 0; idx < Num_subsystem_flags; idx++) { if ( !stricmp(Subsystem_flags[idx].name, flag_strings[i]) ) { flag_found = true; if (Subsystem_flags[idx].var == 0) sp->flags |= Subsystem_flags[idx].def; else if (Subsystem_flags[idx].var == 1) sp->flags2 |= Subsystem_flags[idx].def; } } if ( !flag_found ) Warning(LOCATION, "Bogus string in subsystem flags: %s\n", flag_strings[i]); } //If we've set any subsystem as landable, set a ship-info flag as a shortcut for later if (sp->flags & MSS_FLAG_ALLOW_LANDING) sip->flags2 |= SIF2_ALLOW_LANDINGS; } if (turret_has_base_fov) sp->flags |= MSS_FLAG_TURRET_ALT_MATH; if (optional_string("+non-targetable")) { Warning(LOCATION, "Grammar error in table file. Please change \"+non-targetable\" to \"+untargetable\"."); sp->flags |= MSS_FLAG_UNTARGETABLE; } bool old_flags = false; if (optional_string("+untargetable")) { sp->flags |= MSS_FLAG_UNTARGETABLE; old_flags = true; } if (optional_string("+carry-no-damage")) { sp->flags |= MSS_FLAG_CARRY_NO_DAMAGE; old_flags = true; } if (optional_string("+use-multiple-guns")) { sp->flags |= MSS_FLAG_USE_MULTIPLE_GUNS; old_flags = true; } if (optional_string("+fire-down-normals")) { sp->flags |= MSS_FLAG_FIRE_ON_NORMAL; old_flags = true; } if ((sp->flags & MSS_FLAG_TURRET_FIXED_FP) && !(sp->flags & MSS_FLAG_USE_MULTIPLE_GUNS)) { Warning(LOCATION, "\"fixed firingpoints\" flag used without \"use multiple guns\" flag on a subsystem on ship %s.\n\"use multiple guns\" flags added by default\n", sip->name); sp->flags |= MSS_FLAG_USE_MULTIPLE_GUNS; } if (old_flags) { mprintf(("Use of deprecated subsystem syntax. Please use the $Flags: field for subsystem flags.\n\n" \ "At least one of the following tags was used on ship %s, subsystem %s:\n" \ "\t+untargetable\n" \ "\t+carry-no-damage\n" \ "\t+use-multiple-guns\n" \ "\t+fire-down-normals\n", sip->name, sp->subobj_name)); } while(optional_string("$animation:")) { stuff_string(name_tmp, F_NAME, sizeof(name_tmp)); if(!stricmp(name_tmp, "triggered")) { queued_animation *current_trigger; sp->triggers = (queued_animation*)vm_realloc(sp->triggers, sizeof(queued_animation) * (sp->n_triggers + 1)); // Echelon9 - horrible, direct memory management (works for now) Verify(sp->triggers != NULL); memset(&sp->triggers[sp->n_triggers], 0, sizeof(queued_animation)); current_trigger = &sp->triggers[sp->n_triggers]; sp->n_triggers++; //add a new trigger required_string("$type:"); char atype[NAME_LENGTH]; stuff_string(atype, F_NAME, NAME_LENGTH); current_trigger->type = model_anim_match_type(atype); if(optional_string("+sub_type:")){ stuff_int(¤t_trigger->subtype); }else{ current_trigger->subtype = ANIMATION_SUBTYPE_ALL; } if(optional_string("+sub_name:")) { stuff_string(current_trigger->sub_name, F_NAME, NAME_LENGTH); } else { strcpy_s(current_trigger->sub_name, ""); } if(current_trigger->type == TRIGGER_TYPE_INITIAL){ //the only thing initial animation type needs is the angle, //so to save space lets just make everything optional in this case if(optional_string("+delay:")) stuff_int(¤t_trigger->start); else current_trigger->start = 0; if ( optional_string("+reverse_delay:") ) stuff_int(¤t_trigger->reverse_start); else current_trigger->reverse_start = 0; if(optional_string("+absolute_angle:")){ current_trigger->absolute = true; stuff_vector(¤t_trigger->angle ); current_trigger->angle.xyz.x = fl_radians(current_trigger->angle.xyz.x); current_trigger->angle.xyz.y = fl_radians(current_trigger->angle.xyz.y); current_trigger->angle.xyz.z = fl_radians(current_trigger->angle.xyz.z); }else{ current_trigger->absolute = false; if(!optional_string("+relative_angle:")) required_string("+relative_angle:"); stuff_vector(¤t_trigger->angle ); current_trigger->angle.xyz.x = fl_radians(current_trigger->angle.xyz.x); current_trigger->angle.xyz.y = fl_radians(current_trigger->angle.xyz.y); current_trigger->angle.xyz.z = fl_radians(current_trigger->angle.xyz.z); } if(optional_string("+velocity:")){ stuff_vector(¤t_trigger->vel ); current_trigger->vel.xyz.x = fl_radians(current_trigger->vel.xyz.x); current_trigger->vel.xyz.y = fl_radians(current_trigger->vel.xyz.y); current_trigger->vel.xyz.z = fl_radians(current_trigger->vel.xyz.z); } if(optional_string("+acceleration:")){ stuff_vector(¤t_trigger->accel ); current_trigger->accel.xyz.x = fl_radians(current_trigger->accel.xyz.x); current_trigger->accel.xyz.y = fl_radians(current_trigger->accel.xyz.y); current_trigger->accel.xyz.z = fl_radians(current_trigger->accel.xyz.z); } if(optional_string("+time:")) stuff_int(¤t_trigger->end ); else current_trigger->end = 0; }else{ required_string("+delay:"); stuff_int(¤t_trigger->start); current_trigger->reverse_start = -1; //have some code figure this out for us if ( optional_string("+reverse_delay:") ) stuff_int(¤t_trigger->reverse_start); if(optional_string("+absolute_angle:")){ current_trigger->absolute = true; stuff_vector(¤t_trigger->angle ); current_trigger->angle.xyz.x = fl_radians(current_trigger->angle.xyz.x); current_trigger->angle.xyz.y = fl_radians(current_trigger->angle.xyz.y); current_trigger->angle.xyz.z = fl_radians(current_trigger->angle.xyz.z); }else{ current_trigger->absolute = false; required_string("+relative_angle:"); stuff_vector(¤t_trigger->angle ); current_trigger->angle.xyz.x = fl_radians(current_trigger->angle.xyz.x); current_trigger->angle.xyz.y = fl_radians(current_trigger->angle.xyz.y); current_trigger->angle.xyz.z = fl_radians(current_trigger->angle.xyz.z); } required_string("+velocity:"); stuff_vector(¤t_trigger->vel ); current_trigger->vel.xyz.x = fl_radians(current_trigger->vel.xyz.x); current_trigger->vel.xyz.y = fl_radians(current_trigger->vel.xyz.y); current_trigger->vel.xyz.z = fl_radians(current_trigger->vel.xyz.z); required_string("+acceleration:"); stuff_vector(¤t_trigger->accel ); current_trigger->accel.xyz.x = fl_radians(current_trigger->accel.xyz.x); current_trigger->accel.xyz.y = fl_radians(current_trigger->accel.xyz.y); current_trigger->accel.xyz.z = fl_radians(current_trigger->accel.xyz.z); if(optional_string("+time:")) stuff_int(¤t_trigger->end ); else current_trigger->end = 0; if(optional_string("$Sound:")){ required_string("+Start:"); stuff_int(¤t_trigger->start_sound ); required_string("+Loop:"); stuff_int(¤t_trigger->loop_sound ); required_string("+End:"); stuff_int(¤t_trigger->end_sound ); required_string("+Radius:"); stuff_float(¤t_trigger->snd_rad ); }else{ current_trigger->start_sound = -1; current_trigger->loop_sound = -1; current_trigger->end_sound = -1; current_trigger->snd_rad = 0; } } //make sure that the amount of time it takes to accelerate up and down doesn't make it go farther than the angle current_trigger->correct(); } else if(!stricmp(name_tmp, "linked")) { mprintf(("TODO: set up linked animation\n")); } } } break; case 2: cont_flag = 0; break; case 3: if (isTemplate) { cont_flag = 0; break; } default: Int3(); // Impossible return value from required_string_3. } } // must be > 0//no it doesn't :P -Bobboau // yes it does! - Goober5000 // (we don't want a div-0 error) if (hull_percentage_of_hits <= 0.0f ) { //Warning(LOCATION, "The subsystems defined for the %s can take more (or the same) combined damage than the ship itself. Adjust the tables so that the percentages add up to less than 100", sip->name); } // when done reading subsystems, malloc and copy the subsystem data to the ship info structure int orig_n_subsystems = sip->n_subsystems; if ( n_subsystems > 0 ) { if(sip->n_subsystems < 1) { sip->n_subsystems = n_subsystems; sip->subsystems = (model_subsystem *)vm_malloc(sizeof(model_subsystem) * sip->n_subsystems ); } else { sip->n_subsystems += n_subsystems; sip->subsystems = (model_subsystem *)vm_realloc(sip->subsystems, sizeof(model_subsystem) * sip->n_subsystems); } Assert( sip->subsystems != NULL ); for ( i = 0; i < n_subsystems; i++ ){ sip->subsystems[orig_n_subsystems+i] = subsystems[i]; } } model_anim_fix_reverse_times(sip); strcpy_s(parse_error_text, ""); return rtn; //0 for success } engine_wash_info *get_engine_wash_pointer(char *engine_wash_name) { for(int i = 0; i < Num_engine_wash_types; i++) { if(!stricmp(engine_wash_name, Engine_wash_info[i].name)) { return &Engine_wash_info[i]; } } //Didn't find anything. return NULL; } void parse_ship_type() { char name_buf[NAME_LENGTH]; bool nocreate = false; ship_type_info stp_buf, *stp = NULL; required_string("$Name:"); stuff_string(name_buf, F_NAME, NAME_LENGTH); if(optional_string("+nocreate")) { nocreate = true; } int idx = ship_type_name_lookup(name_buf); if (idx >= 0) { stp = &Ship_types[idx]; } else { stp = &stp_buf; strcpy_s(stp->name, name_buf); } char *ship_type = NULL; if (!stricmp(stp->name, "sentrygun")) { ship_type = "sentry gun"; } else if (!stricmp(stp->name, "escapepod")) { ship_type = "escape pod"; } else if (!stricmp(stp->name, "repair_rearm")) { ship_type = "support"; } else if (!stricmp(stp->name, "supercap")) { ship_type = "super cap"; } else if (!stricmp(stp->name, "knossos")) { ship_type = "knossos device"; } if (ship_type != NULL) { Warning(LOCATION, "Bad ship type name in objecttypes.tbl\n\nUsed ship type is redirected to another ship type.\nReplace \"%s\" with \"%s\"\nin objecttypes.tbl to fix this.\n", stp->name, ship_type); } //Okay, now we should have the values to parse //But they aren't here!! :O //Now they are!! Whee fogging!! //AI turret targeting priority setup if (optional_string("$Target Priority Groups:") ) { SCP_vector target_group_strings; int num_strings = stuff_string_list(target_group_strings); int num_groups = Ai_tp_list.size(); int i, j; bool override_strings = false; if (optional_string("+Override")) { override_strings = true; } for(j = 0; j < num_strings; j++) { for(i = 0; i < num_groups; i++) { if ( !stricmp(target_group_strings[j].c_str(), Ai_tp_list[i].name) ) { //so now the string from the list above as well as the ai priority group name match //clear it if override has been set if (override_strings) { Ai_tp_list[i].ship_type.clear(); override_strings = false; } //find the index number of the current ship info type Ai_tp_list[i].ship_type.push_back(ship_type_name_lookup(name_buf)); break; } } if (i == num_groups) { Warning(LOCATION,"Unidentified priority group '%s' set for objecttype '%s'\n", target_group_strings[j].c_str(), stp->name); } } } if(optional_string("$Counts for Alone:")) { stuff_boolean_flag(&stp->message_bools, STI_MSG_COUNTS_FOR_ALONE); } if(optional_string("$Praise Destruction:")) { stuff_boolean_flag(&stp->message_bools, STI_MSG_PRAISE_DESTRUCTION); } if(optional_string("$On Hotkey list:")) { stuff_boolean_flag(&stp->hud_bools, STI_HUD_HOTKEY_ON_LIST); } if(optional_string("$Target as Threat:")) { stuff_boolean_flag(&stp->hud_bools, STI_HUD_TARGET_AS_THREAT); } if(optional_string("$Show Attack Direction:")) { stuff_boolean_flag(&stp->hud_bools, STI_HUD_SHOW_ATTACK_DIRECTION); } if(optional_string("$Scannable:")) { stuff_boolean_flag(&stp->ship_bools, STI_SHIP_SCANNABLE); } if(optional_string("$Warp Pushes:")) { stuff_boolean_flag(&stp->ship_bools, STI_SHIP_WARP_PUSHES); } if(optional_string("$Warp Pushable:")) { stuff_boolean_flag(&stp->ship_bools, STI_SHIP_WARP_PUSHABLE); } if(optional_string("$Turrets prioritize ship target:")) { stuff_boolean_flag(&stp->ship_bools, STI_TURRET_TGT_SHIP_TGT); } if(optional_string("$Max Debris Speed:")) { stuff_float(&stp->debris_max_speed); } if(optional_string("$FF Multiplier:")) { stuff_float(&stp->ff_multiplier); } if(optional_string("$EMP Multiplier:")) { stuff_float(&stp->emp_multiplier); } if(optional_string("$Beams Easily Hit:")) { stuff_boolean_flag(&stp->weapon_bools, STI_WEAP_BEAMS_EASILY_HIT); } if(optional_string("$Protected on cripple:")) { stuff_boolean_flag(&stp->ai_bools, STI_AI_PROTECTED_ON_CRIPPLE); } if(optional_string("$No Huge Beam Impact Effects:")) { stuff_boolean_flag(&stp->weapon_bools, STI_WEAP_NO_HUGE_IMPACT_EFF); } if(optional_string("$Don't display class in briefing:")) { stuff_boolean_flag(&stp->hud_bools, STI_HUD_NO_CLASS_DISPLAY); } if(optional_string("$Fog:")) { if(optional_string("+Start dist:")) { stuff_float(&stp->fog_start_dist); } if(optional_string("+Compl dist:")) { stuff_float(&stp->fog_complete_dist); } } if(optional_string("$AI:")) { if(optional_string("+Valid goals:")) { parse_string_flag_list(&stp->ai_valid_goals, Ai_goal_names, Num_ai_goals); } if(optional_string("+Accept Player Orders:")) { stuff_boolean_flag(&stp->ai_bools, STI_AI_ACCEPT_PLAYER_ORDERS); } if(optional_string("+Player Orders:")) { parse_string_flag_list(&stp->ai_player_orders, Player_orders, Num_player_orders); } if(optional_string("+Auto attacks:")) { stuff_boolean_flag(&stp->ai_bools, STI_AI_AUTO_ATTACKS); } if(optional_string("+Attempt broadside:")) { stuff_boolean_flag(&stp->ai_bools, STI_AI_ATTEMPT_BROADSIDE); } if(optional_string("+Actively Pursues:")) { stuff_string_list(stp->ai_actively_pursues_temp); } if(optional_string("+Guards attack this:")) { stuff_boolean_flag(&stp->ai_bools, STI_AI_GUARDS_ATTACK); } if(optional_string("+Turrets attack this:")) { stuff_boolean_flag(&stp->ai_bools, STI_AI_TURRETS_ATTACK); } if(optional_string("+Can form wing:")) { stuff_boolean_flag(&stp->ai_bools, STI_AI_CAN_FORM_WING); } if(optional_string("+Active docks:")) { parse_string_flag_list(&stp->ai_active_dock, Dock_type_names, Num_dock_type_names); } if(optional_string("+Passive docks:")) { parse_string_flag_list(&stp->ai_passive_dock, Dock_type_names, Num_dock_type_names); } if(optional_string("+Ignored on cripple by:")) { stuff_string_list(stp->ai_cripple_ignores_temp); } } if(optional_string("$Explosion Animations:")) { int temp[MAX_FIREBALL_TYPES]; int parsed_ints = stuff_int_list(temp, MAX_FIREBALL_TYPES, RAW_INTEGER_TYPE); stp->explosion_bitmap_anims.clear(); stp->explosion_bitmap_anims.insert(stp->explosion_bitmap_anims.begin(), temp, temp+parsed_ints); } if(optional_string("$Vaporize Percent Chance:")) { stuff_float(&stp->vaporize_chance); if (stp->vaporize_chance < 0.0f || stp->vaporize_chance > 100.0f) { stp->vaporize_chance = 0.0f; Warning(LOCATION, "$Vaporize Percent Chance should be between 0 and 100.0 (read %f). Setting to 0.", stp->vaporize_chance); } //Percent is nice for modders, but here in the code we want it betwwen 0 and 1.0 stp->vaporize_chance /= 100.0; } if (!nocreate) Ship_types.push_back(stp_buf); } void parse_shiptype_tbl(char *filename) { int rval; // open localization lcl_ext_open(); if ((rval = setjmp(parse_abort)) != 0) { mprintf(("TABLES: Unable to parse '%s'! Error code = %i.\n", filename, rval)); lcl_ext_close(); return; } if (filename != NULL) read_file_text(filename, CF_TYPE_TABLES); else read_file_text_from_array(defaults_get_file("objecttypes.tbl")); reset_parse(); if (optional_string("#Target Priorities")) { while (required_string_either("#End", "$Name:")) parse_ai_target_priorities(); required_string("#End"); } if (optional_string("#Weapon Targeting Priorities")) { while (required_string_either("#End", "$Name:")) parse_weapon_targeting_priorities(); required_string("#End"); } if (optional_string("#Ship Types")) { while (required_string_either("#End", "$Name:")) parse_ship_type(); required_string("#End"); } // add tbl/tbm to multiplayer validation list fs2netd_add_table_validation(filename); // close localization lcl_ext_close(); } // The E - Simple lookup function for FRED. int get_default_player_ship_index() { if (strlen(default_player_ship)) { for (int i = 0; i < Num_ship_classes; i++) { if (stricmp(default_player_ship, Ship_info[i].name) == 0) return i; } return 0; } else return 0; } // Goober5000 - this works better in its own function void ship_set_default_player_ship() { int i; // already have one if(strlen(default_player_ship)) return; // find the first with the default flag for(i = 0; i < Num_ship_classes; i++) { if(Ship_info[i].flags & SIF_DEFAULT_PLAYER_SHIP) { strcpy_s(default_player_ship, Ship_info[i].name); return; } } // find the first player ship for(i = 0; i < Num_ship_classes; i++) { if(Ship_info[i].flags & SIF_PLAYER_SHIP) { strcpy_s(default_player_ship, Ship_info[i].name); return; } } // find the first ship if(Num_ship_classes > 0) { strcpy_s(default_player_ship, Ship_info[0].name); } } void parse_shiptbl(char *filename) { int rval; // open localization lcl_ext_open(); if ((rval = setjmp(parse_abort)) != 0) { mprintf(("TABLES: Unable to parse '%s'! Error code = %i.\n", filename, rval)); lcl_ext_close(); return; } read_file_text(filename, CF_TYPE_TABLES); reset_parse(); // parse default ship //Override default player ship if(optional_string("#Default Player Ship")) { required_string("$Name:"); stuff_string(default_player_ship, F_NAME, sizeof(default_player_ship)); required_string("#End"); } //Add engine washes //This will override if they already exist if(optional_string("#Engine Wash Info")) { while (required_string_either("#End", "$Name:")) { parse_engine_wash(Parsing_modular_table); } required_string("#End"); } if( optional_string("#Ship Templates") ) { while ( required_string_either("#End","$Template:") ) { if ( parse_ship_template() ) { continue; } } required_string("#End"); } //Add ship classes if(optional_string("#Ship Classes")) { while (required_string_either("#End","$Name:")) { if ( parse_ship(filename, Parsing_modular_table) ) { continue; } } required_string("#End"); } //Set default player ship ship_set_default_player_ship(); // add tbl/tbm to multiplayer validation list fs2netd_add_table_validation(filename); // close localization lcl_ext_close(); } int ship_show_velocity_dot = 0; DCF_BOOL( show_velocity_dot, ship_show_velocity_dot ) /** * Clean up ship entries, making sure various flags and settings are correct */ void ship_parse_post_cleanup() { int i, j; char name_tmp[NAME_LENGTH]; ship_info *sip; for (i = 0; i < Num_ship_classes; i++) { sip = &Ship_info[i]; // ballistic primary fixage... { bool pbank_capacity_specified = false; // determine whether this ship had primary capacities specified for it for (j = 0; j < sip->num_primary_banks; j++) { if (sip->primary_bank_ammo_capacity[j] > 0) { pbank_capacity_specified = true; break; } } // be friendly; ensure ballistic flags check out if (pbank_capacity_specified) { if ( !(sip->flags & SIF_BALLISTIC_PRIMARIES) ) { Warning(LOCATION, "Pbank capacity specified for non-ballistic-primary-enabled ship %s.\nResetting capacities to 0.\nTo fix this, add a ballistic primary to the list of allowed primaries.\n", sip->name); for (j = 0; j < MAX_SHIP_PRIMARY_BANKS; j++) { sip->primary_bank_ammo_capacity[j] = 0; } } } else { if (sip->flags & SIF_BALLISTIC_PRIMARIES) { Warning(LOCATION, "Pbank capacity not specified for ballistic-primary-enabled ship %s.\nDefaulting to capacity of 1 per bank.\n", sip->name); for (j = 0; j < MAX_SHIP_PRIMARY_BANKS; j++) { sip->primary_bank_ammo_capacity[j] = 1; } } } } // ultra stupid compatbility handling for the once broken "generate hud" flag. // it was previously testing the afterburner flag, so that's what we check for that if ( (sip->shield_icon_index == 255) && (sip->flags & SIF_AFTERBURNER) && !(sip->flags2 & SIF2_GENERATE_HUD_ICON) && (sip->flags & SIF_PLAYER_SHIP) ) { Warning(LOCATION, "Compatibility warning:\nNo shield icon specified for '%s' but the \"generate icon\" flag is not specified.\nEnabling flag by default.\n", sip->name); sip->flags2 |= SIF2_GENERATE_HUD_ICON; } // if we have a ship copy, then check to be sure that our base ship exists if (sip->flags & SIF_SHIP_COPY) { strcpy_s(name_tmp, sip->name); if (end_string_at_first_hash_symbol(name_tmp)) { if (ship_info_lookup(name_tmp) < 0) { Warning(LOCATION, "Ship %s is a copy, but base ship %s couldn't be found.", sip->name, name_tmp); sip->flags &= ~SIF_SHIP_COPY; } } else { Warning(LOCATION, "Ships %s is a copy, but does not use the ship copy name extension."); sip->flags &= ~SIF_SHIP_COPY; } } } // check also target groups here int n_tgt_groups = Ai_tp_list.size(); if (n_tgt_groups > 0) { for(i = 0; i < n_tgt_groups; i++) { if (!(Ai_tp_list[i].obj_flags || Ai_tp_list[i].sif_flags || Ai_tp_list[i].sif2_flags || Ai_tp_list[i].wif2_flags || Ai_tp_list[i].wif_flags)) { //had none of these, check next if (Ai_tp_list[i].obj_type == -1) { //didn't have this one if (!(Ai_tp_list[i].ship_class.size() || Ai_tp_list[i].ship_type.size() || Ai_tp_list[i].weapon_class.size())) { // had nothing - time to issue a warning Warning(LOCATION, "Target priority group '%s' had no targeting rules issued for it.\n", Ai_tp_list[i].name); } } } } } } /** * Called once at the beginning of the game to parse ships.tbl and stuff the ::Ship_info[] * structure */ void ship_init() { if ( !ships_inited ) { //Parse main TBL first if (cf_exists_full("objecttypes.tbl", CF_TYPE_TABLES)) parse_shiptype_tbl("objecttypes.tbl"); else parse_shiptype_tbl(NULL); //Then other ones parse_modular_table(NOX("*-obt.tbm"), parse_shiptype_tbl); // DO ALL THE STUFF WE NEED TO DO AFTER LOADING Ship_types ship_type_info *stp; uint i,j; int idx; for(i = 0; i < Ship_types.size(); i++) { stp = &Ship_types[i]; //Handle active pursuit for(j = 0; j < stp->ai_actively_pursues_temp.size(); j++) { idx = ship_type_name_lookup((char*)stp->ai_actively_pursues_temp[j].c_str()); if(idx >= 0) { stp->ai_actively_pursues.push_back(idx); } } stp->ai_actively_pursues_temp.clear(); //Handle disabled/disarmed behaviour for(j = 0; j < stp->ai_cripple_ignores_temp.size(); j++) { idx = ship_type_name_lookup((char*)stp->ai_cripple_ignores_temp[j].c_str()); if(idx >= 0) { stp->ai_cripple_ignores.push_back(idx); } } stp->ai_cripple_ignores_temp.clear(); } //ships.tbl { Num_engine_wash_types = 0; Num_ship_classes = 0; strcpy_s(default_player_ship, ""); // static alias stuff - stupid, but it seems to be necessary tspecies_names = (char **) vm_malloc( Species_info.size() * sizeof(char*) ); for (i = 0; i < Species_info.size(); i++) tspecies_names[i] = Species_info[i].species_name; //Parse main TBL first parse_shiptbl("ships.tbl"); //Then other ones parse_modular_table(NOX("*-shp.tbm"), parse_shiptbl); ship_parse_post_cleanup(); ships_inited = 1; // cleanup //Unload ship templates, we don't need them anymore. Ship_templates.clear(); vm_free(tspecies_names); tspecies_names = NULL; } // NULL out "dynamic" subsystem ptr's for (i = 0; i < NUM_SHIP_SUBSYSTEM_SETS; i++) Ship_subsystems[i] = NULL; } ship_level_init(); // needed for FRED } int Man_thruster_reset_timestamp = 0; static void ship_clear_subsystems() { int i; for (i = 0; i < NUM_SHIP_SUBSYSTEM_SETS; i++) { if (Ship_subsystems[i] != NULL) { vm_free(Ship_subsystems[i]); Ship_subsystems[i] = NULL; } } Num_ship_subsystems = 0; Num_ship_subsystems_allocated = 0; } static int ship_allocate_subsystems(int num_so, bool page_in = false) { int idx, i; int num_subsystems_save = 0; // "0" itself is safe if (num_so < 0) { Int3(); return 0; } // allow a page-in thingy, so that we can grab as much as possible before mission // start, but without messing up our count for future things if (page_in) num_subsystems_save = Num_ship_subsystems; Num_ship_subsystems += num_so; // bail if we don't actually need any more if ( Num_ship_subsystems < Num_ship_subsystems_allocated ) return 1; mprintf(("Allocating space for at least %i new ship subsystems ... ", num_so)); // we might need more than one set worth of new subsystems, so make as many as required do { for (idx = 0; idx < NUM_SHIP_SUBSYSTEM_SETS; idx++) { if (Ship_subsystems[idx] == NULL) break; } // safety check, but even if we have this here it will fubar something else later, so we're screwed either way if (idx == NUM_SHIP_SUBSYSTEM_SETS) { return 0; } Ship_subsystems[idx] = (ship_subsys*) vm_malloc( sizeof(ship_subsys) * NUM_SHIP_SUBSYSTEMS_PER_SET ); memset( Ship_subsystems[idx], 0, sizeof(ship_subsys) * NUM_SHIP_SUBSYSTEMS_PER_SET ); // append the new set to our free list for (i = 0; i < NUM_SHIP_SUBSYSTEMS_PER_SET; i++) list_append( &ship_subsys_free_list, &Ship_subsystems[idx][i] ); Num_ship_subsystems_allocated += NUM_SHIP_SUBSYSTEMS_PER_SET; } while ( (Num_ship_subsystems - Num_ship_subsystems_allocated) > 0 ); if (page_in) Num_ship_subsystems = num_subsystems_save; mprintf((" a total of %i is now available (%i in-use).\n", Num_ship_subsystems_allocated, Num_ship_subsystems)); return 1; } /** * This will get called at the start of each level. */ void ship_level_init() { int i; // Reset everything between levels Ships_exited.clear(); Ships_exited.reserve(100); for (i=0; iship_name ); entry.obj_signature = Objects[sp->objnum].signature; entry.ship_class = sp->ship_info_index; entry.team = sp->team; entry.ship_class = sp->ship_info_index; entry.flags = reason; // if ship is red alert, flag as such if (sp->flags & SF_RED_ALERT_STORE_STATUS) { entry.flags |= SEF_RED_ALERT_CARRY; } entry.time = Missiontime; entry.hull_strength = int(Objects[sp->objnum].hull_strength); entry.cargo1 = sp->cargo1; entry.time_cargo_revealed = (fix)0; if ( sp->flags & SF_CARGO_REVEALED ) { entry.flags |= SEF_CARGO_KNOWN; entry.time_cargo_revealed = sp->time_cargo_revealed; } if ( sp->time_first_tagged > 0 ) entry.flags |= SEF_BEEN_TAGGED; //copy across the damage_ship arrays for (int i = 0; i < MAX_DAMAGE_SLOTS ; i++) { entry.damage_ship_id[i] = sp->damage_ship_id[i] ; entry.damage_ship[i] = sp->damage_ship[i] ; } Ships_exited.push_back(entry); } /** * Attempt to find information about an exited ship based on shipname */ int ship_find_exited_ship_by_name( char *name ) { int i; for (i = 0; i < (int)Ships_exited.size(); i++) { if ( !stricmp(name, Ships_exited[i].ship_name) ) return i; } return -1; } /** * Attempt to find information about an exited ship based on signature */ int ship_find_exited_ship_by_signature( int signature ) { int i; for (i = 0; i < (int)Ships_exited.size(); i++) { if ( signature == Ships_exited[i].obj_signature ) return i; } return -1; } void physics_ship_init(object *objp) { ship_info *sinfo = &Ship_info[Ships[objp->instance].ship_info_index]; physics_info *pi = &objp->phys_info; polymodel *pm = model_get(sinfo->model_num); // use mass and I_body_inv from POF read into polymodel physics_init(pi); pi->mass = pm->mass * sinfo->density; if (pi->mass==0.0f) { vec3d size; vm_vec_sub(&size,&pm->maxs,&pm->mins); float vmass=size.xyz.x*size.xyz.y*size.xyz.z; float amass=4.65f*(float)pow(vmass,(2.0f/3.0f)); nprintf(("Physics", "pi->mass==0.0f. setting to %f",amass)); Warning(LOCATION, "%s (%s) has no mass! setting to %f", sinfo->name, sinfo->pof_file, amass); pm->mass=amass; pi->mass=amass*sinfo->density; } // ack! // if pm's MOI is invalid, compensate if ( IS_VEC_NULL(&pm->moment_of_inertia.vec.rvec) && IS_VEC_NULL(&pm->moment_of_inertia.vec.uvec) && IS_VEC_NULL(&pm->moment_of_inertia.vec.fvec) ) { nprintf(("Physics", "pm->moment_of_inertia is invalid for %s!", pm->filename)); Warning(LOCATION, "%s (%s) has a null moment of inertia!", sinfo->name, sinfo->pof_file); // TODO: generate MOI properly pi->I_body_inv = pm->moment_of_inertia; } // it's valid, so we can use it else pi->I_body_inv = pm->moment_of_inertia; // scale pm->I_body_inv value by density vm_vec_scale( &pi->I_body_inv.vec.rvec, sinfo->density ); vm_vec_scale( &pi->I_body_inv.vec.uvec, sinfo->density ); vm_vec_scale( &pi->I_body_inv.vec.fvec, sinfo->density ); pi->center_of_mass = pm->center_of_mass; pi->side_slip_time_const = sinfo->damp; pi->delta_bank_const = sinfo->delta_bank_const; pi->rotdamp = sinfo->rotdamp; pi->max_vel = sinfo->max_vel; pi->afterburner_max_vel = sinfo->afterburner_max_vel; pi->max_rotvel = sinfo->max_rotvel; pi->max_rear_vel = sinfo->max_rear_vel; pi->flags |= PF_ACCELERATES; pi->flags &= ~PF_GLIDING; //Turn off glide pi->flags &= ~PF_FORCE_GLIDE; pi->forward_accel_time_const=sinfo->forward_accel; pi->afterburner_forward_accel_time_const=sinfo->afterburner_forward_accel; pi->forward_decel_time_const=sinfo->forward_decel; pi->slide_accel_time_const=sinfo->slide_accel; pi->slide_decel_time_const=sinfo->slide_decel; if ( (pi->max_vel.xyz.x > 0.000001f) || (pi->max_vel.xyz.y > 0.000001f) ) pi->flags |= PF_SLIDE_ENABLED; pi->cur_glide_cap = pi->max_vel.xyz.z; //Init dynamic glide cap stuff to the max vel. if ( sinfo->glide_cap > 0.000001f || sinfo->glide_cap < -0.000001f ) //Backslash pi->glide_cap = sinfo->glide_cap; else pi->glide_cap = MAX(MAX(pi->max_vel.xyz.z, sinfo->max_overclocked_speed), pi->afterburner_max_vel.xyz.z); // If there's not a value for +Max Glide Speed set in the table, we want this cap to default to the fastest speed the ship can go. // However, a negative value means we want no cap, thus allowing nearly infinite maximum gliding speeds. //SUSHI: If we are using dynamic glide capping, force the glide cap to 0 (understood by physics.cpp to mean the cap should be dynamic) if (sinfo->glide_dynamic_cap) pi->glide_cap = 0; pi->glide_accel_mult = sinfo->glide_accel_mult; //SUSHI: This defaults to the AI_Profile value, and is only optionally overridden pi->use_newtonian_damp = ((The_mission.ai_profile->flags & AIPF_USE_NEWTONIAN_DAMPENING) != 0); if (sinfo->newtonian_damp_override) pi->use_newtonian_damp = sinfo->use_newtonian_damp; vm_vec_zero(&pi->vel); vm_vec_zero(&pi->rotvel); pi->speed = 0.0f; pi->heading = 0.0f; vm_set_identity(&pi->last_rotmat); //SparK: setting the reverse burners pi->afterburner_max_reverse_vel = sinfo->afterburner_max_reverse_vel; pi->afterburner_reverse_accel = sinfo->afterburner_reverse_accel; } /** * Get the type of the given ship as a string */ int ship_get_type(char* output, ship_info *sip) { if(sip->class_type < 0) { strcpy(output, "Unknown"); return 0; } strcpy(output, Ship_types[sip->class_type].name); return 1; } /** * Set the orders allowed for a ship -- based on ship type. * * This value might get overridden by a value in the mission file. */ int ship_get_default_orders_accepted( ship_info *sip ) { if(sip->class_type >= 0) { return Ship_types[sip->class_type].ai_player_orders; } else { return 0; } } vec3d get_submodel_offset(int model, int submodel){ polymodel*pm = model_get(model); if(pm->submodel[submodel].parent == -1) return pm->submodel[submodel].offset; vec3d ret = pm->submodel[submodel].offset; vec3d v = get_submodel_offset(model,pm->submodel[submodel].parent); vm_vec_add2(&ret, &v); return ret; } void ship_set_warp_effects(object *objp, ship_info *sip) { ship *shipp = &Ships[objp->instance]; if(shipp->warpin_effect != NULL) delete shipp->warpin_effect; switch(sip->warpin_type) { case WT_DEFAULT: case WT_KNOSSOS: case WT_DEFAULT_THEN_KNOSSOS: shipp->warpin_effect = new WE_Default(objp, WD_WARP_IN); break; case WT_IN_PLACE_ANIM: shipp->warpin_effect = new WE_BSG(objp, WD_WARP_IN); break; case WT_SWEEPER: shipp->warpin_effect = new WE_Homeworld(objp, WD_WARP_IN); break; case WT_HYPERSPACE: shipp->warpin_effect = new WE_Hyperspace(objp, WD_WARP_IN); break; default: shipp->warpin_effect = new WarpEffect(); } if(shipp->warpout_effect != NULL) delete shipp->warpout_effect; switch(sip->warpout_type) { case WT_DEFAULT: case WT_KNOSSOS: case WT_DEFAULT_THEN_KNOSSOS: shipp->warpout_effect = new WE_Default(objp, WD_WARP_OUT); break; case WT_IN_PLACE_ANIM: shipp->warpout_effect = new WE_BSG(objp, WD_WARP_OUT); break; case WT_SWEEPER: shipp->warpout_effect = new WE_Homeworld(objp, WD_WARP_OUT); break; case WT_HYPERSPACE: shipp->warpout_effect = new WE_Hyperspace(objp, WD_WARP_OUT); break; default: shipp->warpout_effect = new WarpEffect(); } } void ship_set(int ship_index, int objnum, int ship_type) { int i, j; object *objp = &Objects[objnum]; ship *shipp = &Ships[ship_index]; ship_weapon *swp = &shipp->weapons; ship_info *sip = &(Ship_info[ship_type]); Assert(strlen(shipp->ship_name) < NAME_LENGTH - 1); shipp->ship_info_index = ship_type; shipp->objnum = objnum; shipp->group = 0; shipp->reinforcement_index = -1; shipp->cargo1 = 0; shipp->hotkey = -1; shipp->score = 0; shipp->assist_score_pct = 0; shipp->escort_priority = 0; shipp->num_hits = 0; shipp->flags = 0; shipp->flags2 = 0; // set certain flags that used to be in ship_info - Goober5000 if (sip->flags & SIF_STEALTH) shipp->flags2 |= SF2_STEALTH; if (sip->flags & SIF_SHIP_CLASS_DONT_COLLIDE_INVIS) shipp->flags2 |= SF2_DONT_COLLIDE_INVIS; if (sip->flags2 & SIF2_NO_ETS) shipp->flags2 |= SF2_NO_ETS; shipp->wash_killed = 0; shipp->time_cargo_revealed = 0; shipp->time_first_tagged = 0; shipp->wash_timestamp = timestamp(0); shipp->large_ship_blowup_index = -1; shipp->respawn_priority = 0; for (i=0; isub_expl_sound_handle[i] = -1; } if ( !Fred_running ) { shipp->warpin_effect = NULL; shipp->warpout_effect = NULL; ship_set_warp_effects(objp, sip); shipp->final_death_time = timestamp(-1); // There death sequence ain't start et. shipp->end_death_time = 0; shipp->death_time = -1; shipp->really_final_death_time = timestamp(-1); // There death sequence ain't start et. shipp->next_fireball = timestamp(-1); // When a random fireball will pop up shipp->next_hit_spark = timestamp(-1); // when a hit spot will spark for (i=0; iarc_timestamp[i] = timestamp(-1); // Mark this arc as unused } shipp->arc_next_time = timestamp(-1); // No electrical arcs yet. } else { // the values should be different for Fred shipp->final_death_time = 0; shipp->end_death_time = 0; shipp->death_time = -1; shipp->really_final_death_time = -1; shipp->next_fireball = -1; shipp->next_hit_spark = -1; for (i=0; iarc_timestamp[i] = -1; } shipp->arc_next_time = -1; } shipp->team = 0; // Default, probably get overridden. shipp->arrival_location = 0; shipp->arrival_distance = 0; shipp->arrival_anchor = -1; shipp->arrival_path_mask = 0; shipp->arrival_delay = 0; shipp->arrival_cue = -1; shipp->departure_location = 0; shipp->departure_path_mask = 0; shipp->departure_delay = 0; shipp->departure_cue = -1; shipp->shield_hits = 0; // No shield hits yet on this baby. shipp->current_max_speed = Ship_info[ship_type].max_speed; shipp->alt_type_index = -1; shipp->callsign_index = -1; shipp->lightning_stamp = -1; shipp->emp_intensity = -1.0f; shipp->emp_decr = 0.0f; shipp->targeting_laser_bank = -1; shipp->targeting_laser_objnum = -1; shipp->wingnum = -1; for (i = 0; i < MAX_PLAYERS; i++) shipp->last_targeted_subobject[i] = NULL; if (Fred_running){ shipp->ship_max_hull_strength = 100.0f; } else { shipp->ship_max_hull_strength = sip->max_hull_strength; } objp->hull_strength = shipp->ship_max_hull_strength; shipp->afterburner_fuel = sip->afterburner_fuel_capacity; shipp->cmeasure_count = sip->cmeasure_max; for ( i = 0; i < MAX_SHIP_PRIMARY_BANKS; i++ ) { swp->primary_bank_ammo[i] = 0; // added by Goober5000 swp->next_primary_fire_stamp[i] = timestamp(0); swp->last_primary_fire_stamp[i] = -1; swp->primary_bank_rearm_time[i] = timestamp(0); // added by Goober5000 swp->last_primary_fire_sound_stamp[i] = timestamp(0); // added by Halleck swp->primary_animation_position[i] = MA_POS_NOT_SET; swp->secondary_animation_position[i] = MA_POS_NOT_SET; swp->primary_animation_done_time[i] = timestamp(0); swp->secondary_animation_done_time[i] = timestamp(0); swp->burst_counter[i] = 0; } shipp->cmeasure_fire_stamp = timestamp(0); // handle ballistic primaries - kinda hackish; is this actually necessary? // because I think it's not needed - when I accidentally left this unreachable // it didn't cause any problems - Goober5000 for ( i = 0; i < sip->num_primary_banks; i++ ) { float weapon_size; weapon_size = Weapon_info[sip->primary_bank_weapons[i]].cargo_size; if ( weapon_size > 0.0f ) { if (Fred_running) { swp->primary_bank_ammo[i] = 100; } else { swp->primary_bank_ammo[i] = fl2i(sip->primary_bank_ammo_capacity[i] / weapon_size + 0.5f ); } } } // conventional secondary banks for ( i = 0; i < MAX_SHIP_SECONDARY_BANKS; i++ ) { if (Fred_running) { swp->secondary_bank_ammo[i] = 100; } else { swp->secondary_bank_ammo[i] = 0; } swp->secondary_bank_ammo[i] = 0; swp->secondary_next_slot[i] = 0; swp->next_secondary_fire_stamp[i] = timestamp(0); swp->last_secondary_fire_stamp[i] = -1; swp->secondary_bank_rearm_time[i] = timestamp(0); // will be able to rearm this bank immediately swp->burst_counter[i + MAX_SHIP_PRIMARY_BANKS] = 0; } for ( i = 0; i < sip->num_secondary_banks; i++ ) { float weapon_size; weapon_size = Weapon_info[sip->secondary_bank_weapons[i]].cargo_size; Assertion( weapon_size > 0.0f, "Cargo size for secondary weapon %s is invalid, must be greater than 0.\n", Weapon_info[sip->secondary_bank_weapons[i]].name ); if (Fred_running) { swp->secondary_bank_ammo[i] = 100; } else { swp->secondary_bank_ammo[i] = fl2i(sip->secondary_bank_ammo_capacity[i] / weapon_size + 0.5f ); } } swp->current_primary_bank = -1; swp->current_secondary_bank = -1; swp->previous_primary_bank = -1; swp->previous_secondary_bank = -1; if ( sip->num_primary_banks > 0 ) { if ( swp->primary_bank_weapons[BANK_1] >= 0 ) { swp->current_primary_bank = BANK_1; swp->previous_primary_bank = BANK_1; } else { swp->current_primary_bank = -1; } } else { swp->current_primary_bank = -1; } if ( sip->num_secondary_banks > 0 ) { if ( swp->secondary_bank_weapons[BANK_1] >= 0 ) { swp->current_secondary_bank = BANK_1; swp->previous_secondary_bank = BANK_1; } else { swp->current_secondary_bank = -1; } } else { swp->current_secondary_bank = -1; } shipp->current_cmeasure = sip->cmeasure_type; ets_init_ship(objp); // init ship fields that are used for the ETS physics_ship_init(objp); if (Fred_running) { shipp->ship_max_shield_strength = 100.0f; objp->shield_quadrant[0] = 100.0f; } else { shipp->ship_max_shield_strength = sip->max_shield_strength; shield_set_strength(objp, shipp->ship_max_shield_strength); } shipp->target_shields_delta = 0.0f; shipp->target_weapon_energy_delta = 0.0f; ai_object_init(objp, shipp->ai_index); shipp->weapons.ai_class = Ai_info[shipp->ai_index].ai_class; shipp->shield_integrity = NULL; shipp->ship_guardian_threshold = 0; if (!subsys_set(objnum)) { char err_msg[512]; sprintf (err_msg, "Unable to allocate ship subsystems. Maximum is %d. No subsystems have been assigned to %s.", (NUM_SHIP_SUBSYSTEM_SETS* NUM_SHIP_SUBSYSTEMS_PER_SET), shipp->ship_name); if (Fred_running) { MessageBox(NULL, err_msg, "Error", MB_OK); } else { Error(LOCATION, err_msg); } } shipp->orders_accepted = ship_get_default_orders_accepted( sip ); shipp->num_swarm_missiles_to_fire = 0; shipp->num_turret_swarm_info = 0; shipp->death_roll_snd = -1; shipp->thruster_bitmap = -1; shipp->thruster_frame = 0.0f; shipp->thruster_glow_bitmap = -1; shipp->thruster_glow_noise = 1.0f; shipp->thruster_glow_frame = 0.0f; shipp->next_engine_stutter = 1; shipp->persona_index = -1; shipp->flags |= SF_ENGINES_ON; shipp->subsys_disrupted_flags=0; shipp->subsys_disrupted_check_timestamp=timestamp(0); shipp->base_texture_anim_frametime = 0; // Bobboau's stuff shipp->thruster_secondary_glow_bitmap = -1; shipp->thruster_tertiary_glow_bitmap = -1; // swarm missile stuff shipp->next_swarm_fire = 1; // corkscrew missile stuff shipp->next_corkscrew_fire = 1; // field for score shipp->score = sip->score; // tag shipp->tag_left = -1.0f; shipp->level2_tag_left = -1.0f; // multiplayer field initializations for (i = 0; i < MAX_PLAYERS; i++ ) { shipp->np_updates[i].update_stamp = -1; shipp->np_updates[i].status_update_stamp = -1; shipp->np_updates[i].subsys_update_stamp = -1; shipp->np_updates[i].seq = 0; } extern int oo_arrive_time_count[MAX_SHIPS]; extern int oo_interp_count[MAX_SHIPS]; oo_arrive_time_count[shipp - Ships] = 0; oo_interp_count[shipp - Ships] = 0; shipp->primitive_sensor_range = DEFAULT_SHIP_PRIMITIVE_SENSOR_RANGE; shipp->special_warpin_objnum = -1; shipp->special_warpout_objnum = -1; polymodel *pm = model_get(sip->model_num); if(pm != NULL && pm->n_view_positions > 0) ship_set_eye(objp, 0); else ship_set_eye(objp, -1); // set awacs warning flags so awacs ship only asks for help once at each level shipp->awacs_warning_flag = AWACS_WARN_NONE; // Goober5000 - revised texture replacement shipp->ship_replacement_textures = NULL; shipp->glow_point_bank_active.clear(); shipp->shader_effect_active = false; shipp->shader_effect_duration = 0; shipp->shader_effect_num = 0; shipp->shader_effect_start_time = 0; // fighter bay door stuff shipp->bay_doors_status = MA_POS_NOT_SET; shipp->bay_doors_wanting_open = 0; shipp->bay_doors_need_open = false; shipp->bay_doors_anim_done_time = 0; shipp->bay_doors_launched_from = 0; shipp->bay_doors_parent_shipnum = -1; for(i = 0; isecondary_point_reload_pct[i][k] = 1.0f; } } for(i = 0; iprimary_rotate_rate[i] = 0.0f; shipp->primary_rotate_ang[i] = 0.0f; } //Thrusters for(i = 0; i < MAX_MAN_THRUSTERS; i++) { shipp->thrusters_start[i] = 0; shipp->thrusters_sounds[i] = -1; } // Alt classes shipp->s_alt_classes.clear(); // Make sure these get set to -1 for(i=0;iship_iff_color[i][j] = -1; } } shipp->armor_type_idx = sip->armor_type_idx; shipp->shield_armor_type_idx = sip->shield_armor_type_idx; shipp->collision_damage_type_idx = sip->collision_damage_type_idx; shipp->debris_damage_type_idx = sip->debris_damage_type_idx; sip->shockwave.damage_type_idx = sip->shockwave.damage_type_idx_sav; } /** * Recalculates the overall strength of subsystems. * * Needed because several places in FreeSpace change subsystem strength and all * this data needs to be kept up to date. */ void ship_recalc_subsys_strength( ship *shipp ) { int i; ship_subsys *ship_system; // fill in the subsys_info fields for all particular types of subsystems // make the current strength be 1.0. If there are initial conditions on the ship, then // the mission parse code should take care of setting that. for (i = 0; i < SUBSYSTEM_MAX; i++) { shipp->subsys_info[i].type_count = 0; shipp->subsys_info[i].aggregate_max_hits = 0.0f; shipp->subsys_info[i].aggregate_current_hits = 0.0f; } // count all of the subsystems of a particular type. For each generic type of subsystem, we store the // total count of hits. (i.e. for 3 engines, we store the sum of the max_hits for each engine) for ( ship_system = GET_FIRST(&shipp->subsys_list); ship_system != END_OF_LIST(&shipp->subsys_list); ship_system = GET_NEXT(ship_system) ) { if (!(ship_system->flags & SSF_NO_AGGREGATE)) { int type = ship_system->system_info->type; Assert ( (type >= 0) && (type < SUBSYSTEM_MAX) ); shipp->subsys_info[type].type_count++; shipp->subsys_info[type].aggregate_max_hits += ship_system->max_hits; shipp->subsys_info[type].aggregate_current_hits += ship_system->current_hits; } //Get rid of any persistent sounds on the subsystem //This is inefficient + sloppy but there's not really an easy way to handle things //if a subsystem is brought back from the dead, other than this if(ship_system->current_hits > 0.0f) { if(ship_system->subsys_snd_flags & SSSF_DEAD) { obj_snd_delete_type(shipp->objnum, ship_system->system_info->dead_snd, ship_system); ship_system->subsys_snd_flags &= ~SSSF_DEAD; } if((ship_system->system_info->alive_snd != -1) && !(ship_system->subsys_snd_flags & SSSF_ALIVE)) { obj_snd_assign(shipp->objnum, ship_system->system_info->alive_snd, &ship_system->system_info->pnt, 0, OS_SUBSYS_ALIVE, ship_system); ship_system->subsys_snd_flags |= SSSF_ALIVE; } if(!(ship_system->subsys_snd_flags & SSSF_TURRET_ROTATION)) { if(ship_system->system_info->turret_base_rotation_snd != -1) { obj_snd_assign(shipp->objnum, ship_system->system_info->turret_base_rotation_snd, &ship_system->system_info->pnt, 0, OS_TURRET_BASE_ROTATION, ship_system); ship_system->subsys_snd_flags |= SSSF_TURRET_ROTATION; } if(ship_system->system_info->turret_gun_rotation_snd != -1) { obj_snd_assign(shipp->objnum, ship_system->system_info->turret_gun_rotation_snd, &ship_system->system_info->pnt, 0, OS_TURRET_GUN_ROTATION, ship_system); ship_system->subsys_snd_flags |= SSSF_TURRET_ROTATION; } } if((ship_system->flags & SSF_ROTATES) && (ship_system->system_info->rotation_snd != -1) && !(ship_system->subsys_snd_flags & SSSF_ROTATE)) { obj_snd_assign(shipp->objnum, ship_system->system_info->rotation_snd, &ship_system->system_info->pnt, 0, OS_SUBSYS_ROTATION, ship_system); ship_system->subsys_snd_flags |= SSSF_ROTATE; } } else { if(ship_system->subsys_snd_flags & SSSF_ALIVE) { obj_snd_delete_type(shipp->objnum, ship_system->system_info->alive_snd, ship_system); ship_system->subsys_snd_flags &= ~SSSF_ALIVE; } if(ship_system->subsys_snd_flags & SSSF_TURRET_ROTATION) { obj_snd_delete_type(shipp->objnum, ship_system->system_info->turret_base_rotation_snd, ship_system); obj_snd_delete_type(shipp->objnum, ship_system->system_info->turret_gun_rotation_snd, ship_system); ship_system->subsys_snd_flags &= ~SSSF_TURRET_ROTATION; } if(ship_system->subsys_snd_flags & SSSF_ROTATE) { obj_snd_delete_type(shipp->objnum, ship_system->system_info->rotation_snd, ship_system); ship_system->subsys_snd_flags &= ~SSSF_ROTATE; } if((ship_system->system_info->dead_snd != -1) && !(ship_system->subsys_snd_flags & SSSF_DEAD)) { obj_snd_assign(shipp->objnum, ship_system->system_info->dead_snd, &ship_system->system_info->pnt, 0, OS_SUBSYS_DEAD, ship_system); ship_system->subsys_snd_flags |= SSSF_DEAD; } } } // set any ship flags which should be set. unset the flags since we might be repairing a subsystem // through sexpressions. if ( (shipp->subsys_info[SUBSYSTEM_ENGINE].type_count > 0) && (shipp->subsys_info[SUBSYSTEM_ENGINE].aggregate_current_hits <= 0.0f) ) { shipp->flags |= SF_DISABLED; } else { shipp->flags &= ~SF_DISABLED; ship_reset_disabled_physics( &Objects[shipp->objnum], shipp->ship_info_index ); } } /** * Fixup the model subsystem information for this ship pointer. * Needed when ships share the same model. */ void ship_copy_subsystem_fixup(ship_info *sip) { int i, model_num; model_num = sip->model_num; // no point copying the subsystem data if the ship in question has none... // mark that the ship (cargo container) has the path fixup done. if (sip->n_subsystems == 0) { sip->flags |= SIF_PATH_FIXUP; return; } // if we need to get information for all our subsystems, we need to find another ship with the same model // number as our own and that has the model information for ( i = 0; i < Num_ship_classes; i++ ) { model_subsystem *source_msp, *dest_msp; if ( (Ship_info[i].model_num != model_num) || (&Ship_info[i] == sip) ){ continue; } // see if this ship has subsystems and a model for the subsystems. We only need check the first // subsystem since previous error checking would have trapped its loading as an error. Assert( Ship_info[i].n_subsystems == sip->n_subsystems ); source_msp = &Ship_info[i].subsystems[0]; dest_msp = &(sip->subsystems[0]); if (source_msp->model_num != -1) { model_copy_subsystems( sip->n_subsystems, dest_msp, source_msp ); } else if (dest_msp->model_num != -1) { model_copy_subsystems( sip->n_subsystems, source_msp, dest_msp ); } else { // if none were found try finding a another ship to copy the data from continue; } sip->flags |= SIF_PATH_FIXUP; break; } } /** * Set subsystem * * @param objnum Object number (used as index into Objects[]) * @param ignore_subsys_info Default parameter with value of 0. This is only set to 1 by the save/restore code */ int subsys_set(int objnum, int ignore_subsys_info) { ship *shipp = &Ships[Objects[objnum].instance]; ship_info *sinfo = &Ship_info[Ships[Objects[objnum].instance].ship_info_index]; model_subsystem *model_system; ship_subsys *ship_system; int i, j, k; // set up the subsystems for this ship. walk through list of subsystems in the ship-info array. // for each subsystem, get a new ship_subsys instance and set up the pointers and other values list_init ( &shipp->subsys_list ); // initialize the ship's list of subsystems // make sure to have allocated the number of subsystems we require if (!ship_allocate_subsystems( sinfo->n_subsystems )) { return 0; } for ( i = 0; i < sinfo->n_subsystems; i++ ) { model_system = &(sinfo->subsystems[i]); if (model_system->model_num < 0) { Warning (LOCATION, "Invalid subobj_num or model_num in subsystem '%s' on ship type '%s'.\nNot linking into ship!\n\n(This warning means that a subsystem was present in the table entry and not present in the model\nit should probably be removed from the table or added to the model.)\n", model_system->subobj_name, sinfo->name ); continue; } // set up the linked list ship_system = GET_FIRST( &ship_subsys_free_list ); // get a new element from the ship_subsystem array Assert ( ship_system != &ship_subsys_free_list ); // shouldn't have the dummy element list_remove( ship_subsys_free_list, ship_system ); // remove the element from the array list_append( &shipp->subsys_list, ship_system ); // link the element into the ship ship_system->system_info = model_system; // set the system_info pointer to point to the data read in from the model // if the table has set an name copy it if (ship_system->system_info->alt_sub_name[0] != '\0') { strcpy_s(ship_system->sub_name, ship_system->system_info->alt_sub_name); } else { memset(ship_system->sub_name, '\0', sizeof(ship_system->sub_name)); } // copy subsystem target priorities stuff ship_system->num_target_priorities = ship_system->system_info->num_target_priorities; for (j = 0; j < 32; j++) { ship_system->target_priority[j] = ship_system->system_info->target_priority[j]; } ship_system->rof_scaler = ship_system->system_info->turret_rof_scaler; // zero flags ship_system->flags = 0; ship_system->weapons.flags = 0; ship_system->subsys_snd_flags = 0; // Goober5000 if (model_system->flags & MSS_FLAG_UNTARGETABLE) ship_system->flags |= SSF_UNTARGETABLE; // Wanderer if (model_system->flags & MSS_FLAG_NO_SS_TARGETING) ship_system->flags |= SSF_NO_SS_TARGETING; if ((The_mission.ai_profile->flags2 & AIPF2_ADVANCED_TURRET_FOV_EDGE_CHECKS) || (model_system->flags & MSS_FLAG_FOV_EDGE_CHECK)) ship_system->flags |= SSF_FOV_EDGE_CHECK; if ((The_mission.ai_profile->flags2 & AIPF2_REQUIRE_TURRET_TO_HAVE_TARGET_IN_FOV) || (model_system->flags & MSS_FLAG_FOV_REQUIRED)) ship_system->flags |= SSF_FOV_REQUIRED; if (model_system->flags & MSS_FLAG_NO_REPLACE) ship_system->flags |= SSF_NO_REPLACE; if (model_system->flags & MSS_FLAG_NO_LIVE_DEBRIS) ship_system->flags |= SSF_NO_LIVE_DEBRIS; if (model_system->flags & MSS_FLAG_IGNORE_IF_DEAD) ship_system->flags |= SSF_MISSILES_IGNORE_IF_DEAD; if (model_system->flags & MSS_FLAG_ALLOW_VANISHING) ship_system->flags |= SSF_VANISHED; if (model_system->flags & MSS_FLAG_DAMAGE_AS_HULL) ship_system->flags |= SSF_DAMAGE_AS_HULL; if (model_system->flags & MSS_FLAG_NO_AGGREGATE) ship_system->flags |= SSF_NO_AGGREGATE; if (model_system->flags & MSS_FLAG_ROTATES) ship_system->flags |= SSF_ROTATES; if (model_system->flags2 & MSS_FLAG2_PLAYER_TURRET_SOUND) ship_system->flags |= SSF_PLAY_SOUND_FOR_PLAYER; ship_system->turn_rate = model_system->turn_rate; // Goober5000 - this has to be moved outside back to parse_create_object, because // a lot of the ship creation code is duplicated in several points and overwrites // previous things... ugh. ship_system->max_hits = model_system->max_subsys_strength; // * shipp->ship_max_hull_strength / sinfo->max_hull_strength; if ( !Fred_running ){ ship_system->current_hits = ship_system->max_hits; // set the current hits } else { ship_system->current_hits = 0.0f; // Jason wants this to be 0 in Fred. } ship_system->subsys_guardian_threshold = 0; ship_system->armor_type_idx = model_system->armor_type_idx; ship_system->turret_next_fire_stamp = timestamp(0); ship_system->turret_next_enemy_check_stamp = timestamp(0); ship_system->turret_enemy_objnum = -1; ship_system->turret_next_fire_stamp = timestamp((int) frand_range(1.0f, 500.0f)); // next time this turret can fire ship_system->turret_last_fire_direction = model_system->turret_norm; ship_system->turret_next_fire_pos = 0; ship_system->turret_time_enemy_in_range = 0.0f; ship_system->disruption_timestamp=timestamp(0); ship_system->turret_pick_big_attack_point_timestamp = timestamp(0); ship_system->scripting_target_override = false; vm_vec_zero(&ship_system->turret_big_attack_point); for(j = 0; j < NUM_TURRET_ORDER_TYPES; j++) { //WMC - Set targeting order to default. ship_system->turret_targeting_order[j] = j; } ship_system->optimum_range = model_system->optimum_range; ship_system->favor_current_facing = model_system->favor_current_facing; ship_system->subsys_cargo_name = 0; ship_system->time_subsys_cargo_revealed = 0; j = 0; int number_of_weapons = 0; for (k=0; kprimary_banks[k] != -1) { ship_system->weapons.primary_bank_weapons[j] = model_system->primary_banks[k]; ship_system->weapons.primary_bank_capacity[j] = model_system->primary_bank_capacity[k]; // added by Goober5000 ship_system->weapons.next_primary_fire_stamp[j] = timestamp(0); ship_system->weapons.last_primary_fire_stamp[j++] = -1; } ship_system->weapons.burst_counter[k] = 0; } ship_system->weapons.num_primary_banks = j; number_of_weapons += j; j = 0; for (k=0; ksecondary_banks[k] != -1) { ship_system->weapons.secondary_bank_weapons[j] = model_system->secondary_banks[k]; ship_system->weapons.secondary_bank_capacity[j] = model_system->secondary_bank_capacity[k]; ship_system->weapons.next_secondary_fire_stamp[j] = timestamp(0); ship_system->weapons.last_secondary_fire_stamp[j++] = -1; } ship_system->weapons.burst_counter[k + MAX_SHIP_PRIMARY_BANKS] = 0; } ship_system->weapons.num_secondary_banks = j; number_of_weapons += j; ship_system->weapons.current_primary_bank = -1; ship_system->weapons.current_secondary_bank = -1; ship_system->next_aim_pos_time = 0; ship_system->turret_max_bomb_ownage = model_system->turret_max_bomb_ownage; ship_system->turret_max_target_ownage = model_system->turret_max_target_ownage; // Make turret flag checks and warnings if ((ship_system->system_info->flags & MSS_FLAG_TURRET_SALVO) && (ship_system->system_info->flags & MSS_FLAG_TURRET_FIXED_FP)) { Warning (LOCATION, "\"salvo mode\" flag used with \"fixed firingpoints\" flag\nsubsystem '%s' on ship type '%s'.\n\"salvo mode\" flag is ignored\n", model_system->subobj_name, sinfo->name ); ship_system->system_info->flags &= (~MSS_FLAG_TURRET_SALVO); } if ((ship_system->system_info->flags & MSS_FLAG_TURRET_SALVO) && (model_system->turret_num_firing_points < 2)) { Warning (LOCATION, "\"salvo mode\" flag used with turret which has less than two firingpoints\nsubsystem '%s' on ship type '%s'.\n\"salvo mode\" flag is ignored\n", model_system->subobj_name, sinfo->name ); ship_system->system_info->flags &= (~MSS_FLAG_TURRET_SALVO); } if ((ship_system->system_info->flags & MSS_FLAG_TURRET_FIXED_FP) && (model_system->turret_num_firing_points < 2)) { Warning (LOCATION, "\"fixed firingpoints\" flag used with turret which has less than two firingpoints\nsubsystem '%s' on ship type '%s'.\n\"fixed firingpoints\" flag is ignored\n", model_system->subobj_name, sinfo->name ); ship_system->system_info->flags &= (~MSS_FLAG_TURRET_FIXED_FP); } if ((ship_system->system_info->flags & MSS_FLAG_TURRET_SALVO) && (ship_system->system_info->flags & MSS_FLAG_USE_MULTIPLE_GUNS)) { Warning (LOCATION, "\"salvo mode\" flag used with \"use multiple guns\" flag\nsubsystem '%s' on ship type '%s'.\n\"use multiple guns\" flag is ignored\n", model_system->subobj_name, sinfo->name ); ship_system->system_info->flags &= (~MSS_FLAG_USE_MULTIPLE_GUNS); } if ((ship_system->system_info->flags & MSS_FLAG_TURRET_FIXED_FP) && !(ship_system->system_info->flags & MSS_FLAG_USE_MULTIPLE_GUNS)) { Warning (LOCATION, "\"fixed firingpoints\" flag used without \"use multiple guns\" flag\nsubsystem '%s' on ship type '%s'.\n\"use multiple guns\" guns added by default\n", model_system->subobj_name, sinfo->name ); ship_system->system_info->flags |= MSS_FLAG_USE_MULTIPLE_GUNS; } if ((ship_system->system_info->flags & MSS_FLAG_TURRET_SALVO) && (number_of_weapons > 1)) { Warning (LOCATION, "\"salvo mode\" flag used with turret which has more than one weapon defined for it\nsubsystem '%s' on ship type '%s'.\nonly single weapon will be used\n", model_system->subobj_name, sinfo->name ); } if ((ship_system->system_info->flags & MSS_FLAG_TURRET_FIXED_FP) && (number_of_weapons > model_system->turret_num_firing_points)) { Warning (LOCATION, "\"fixed firingpoint\" flag used with turret which has more weapons defined for it than it has firingpoints\nsubsystem '%s' on ship type '%s'.\nweapons will share firingpoints\n", model_system->subobj_name, sinfo->name ); } if ((ship_system->system_info->flags & MSS_FLAG_TURRET_FIXED_FP) && (number_of_weapons < model_system->turret_num_firing_points)) { Warning (LOCATION, "\"fixed firingpoint\" flag used with turret which has less weapons defined for it than it has firingpoints\nsubsystem '%s' on ship type '%s'.\nsome of the firingpoints will be left unused\n", model_system->subobj_name, sinfo->name ); } for (k=0; kweapons.secondary_bank_ammo[k] = (Fred_running ? 100 : ship_system->weapons.secondary_bank_capacity[k]); ship_system->weapons.secondary_next_slot[k] = 0; } // Goober5000 for (k=0; kweapons.primary_bank_ammo[k] = (Fred_running ? 100 : ship_system->weapons.primary_bank_capacity[k]); } ship_system->weapons.last_fired_weapon_index = -1; ship_system->weapons.last_fired_weapon_signature = -1; ship_system->weapons.detonate_weapon_time = -1; ship_system->weapons.ai_class = sinfo->ai_class; // assume ai class of ship for turret // rapid fire (swarm) stuff for (k = 0; k < MAX_TFP; k++) ship_system->turret_swarm_info_index[k] = -1; ship_system->turret_swarm_num = 0; // AWACS stuff ship_system->awacs_intensity = model_system->awacs_intensity; ship_system->awacs_radius = model_system->awacs_radius; if (ship_system->awacs_intensity > 0) { ship_system->system_info->flags |= MSS_FLAG_AWACS; } // turn_rate, turn_accel float turn_accel = 0.5f; model_set_instance_info(&ship_system->submodel_info_1, model_system->turn_rate, turn_accel); model_clear_instance_info( &ship_system->submodel_info_2 ); } if ( !ignore_subsys_info ) { ship_recalc_subsys_strength( shipp ); } // Fix up animation code references for (i = 0; i < sinfo->n_subsystems; i++) { for (j = 0; j < sinfo->subsystems[i].n_triggers; j++) { if (subsystem_stricmp(sinfo->subsystems[i].triggers[j].sub_name, "")) { int idx = ship_get_subobj_model_num(sinfo, sinfo->subsystems[i].triggers[j].sub_name); if (idx != -1) { sinfo->subsystems[i].triggers[j].subtype = idx; } else { WarningEx(LOCATION, "Could not find subobject %s in ship class %s. Animation triggers will not work correctly.\n", sinfo->subsystems[i].triggers[j].sub_name, sinfo->name); } } } } return 1; } /** * Modify the matrix orient by the slew angles a. */ void compute_slew_matrix(matrix *orient, angles *a) { matrix tmp, tmp2; angles t1, t2; t1 = t2 = *a; t1.h = 0.0f; t1.b = 0.0f; t2.p = 0.0f; t2.b = 0.0f; // put in p & b like normal vm_angles_2_matrix(&tmp, &t2 ); // Changed the order of axis rotations. First pitch, then yaw (Swifty) vm_matrix_x_matrix( &tmp2, orient, &tmp); // Put in heading separately vm_angles_2_matrix(&tmp, &t1 ); vm_matrix_x_matrix( orient, &tmp2, &tmp ); vm_orthogonalize_matrix(orient); } #ifndef NDEBUG /** * Render docking information, NOT while in object's reference frame. */ void render_dock_bays(object *objp) { polymodel *pm; dock_bay *db; pm = model_get(Ship_info[Ships[objp->instance].ship_info_index].model_num); if (pm->docking_bays == NULL) return; if (pm->docking_bays[0].num_slots != 2) return; db = &pm->docking_bays[0]; vertex v0, v1; vec3d p0, p1, p2, p3, nr; vm_vec_unrotate(&p0, &db->pnt[0], &objp->orient); vm_vec_add2(&p0, &objp->pos); g3_rotate_vertex(&v0, &p0); vm_vec_unrotate(&p1, &db->pnt[1], &objp->orient); vm_vec_add2(&p1, &objp->pos); g3_rotate_vertex(&v1, &p1); gr_set_color(255, 0, 0); g3_draw_line(&v0, &v1); vm_vec_avg(&p2, &p0, &p1); vm_vec_unrotate(&nr, &db->norm[0], &objp->orient); vm_vec_scale_add(&p3, &p2, &nr, 10.0f); g3_rotate_vertex(&v0, &p2); g3_rotate_vertex(&v1, &p3); gr_set_color(255, 255, 0); g3_draw_line(&v0, &v1); g3_draw_sphere(&v1, 1.25f); } #endif int Ship_shadows = 0; DCF_BOOL( ship_shadows, Ship_shadows ) MONITOR( NumShipsRend ) int Show_shield_hits = 0; DCF_BOOL( show_shield_hits, Show_shield_hits ) int Show_tnorms = 0; DCF_BOOL( show_tnorms, Show_tnorms ) int Show_paths = 0; DCF_BOOL( show_paths, Show_paths ) int Show_fpaths = 0; DCF_BOOL( show_fpaths, Show_fpaths ) void ship_find_warping_ship_helper(object *objp, dock_function_info *infop) { // only check ships if (objp->type != OBJ_SHIP) return; // am I arriving or departing by warp? if ( Ships[objp->instance].flags & (SF_ARRIVING|SF_DEPART_WARP) ) { #ifndef NDEBUG // in debug builds, make sure only one of the docked objects has these flags set if (infop->maintained_variables.bool_value) { //WMC - This is annoying and triggered in sm2-10 //Warning(LOCATION, "Ship %s and its docked ship %s are arriving or departing at the same time.\n", //Ships[infop->maintained_variables.objp_value->instance].ship_name, Ships[objp->instance].ship_name); } #endif // we found someone infop->maintained_variables.bool_value = true; infop->maintained_variables.objp_value = objp; #ifdef NDEBUG // return early in release builds infop->early_return_condition = true; #endif } } SCP_vector Man_thrusters; /** * Batch renders all maneuvering thrusters in the array. * * It also clears the array every 10 seconds to keep mem usage down. */ void batch_render_man_thrusters() { man_thruster_renderer *mtr; size_t mant_size = Man_thrusters.size(); if (mant_size == 0) return; for(size_t i = 0; i < mant_size; i++) { mtr = &Man_thrusters[i]; gr_set_bitmap(mtr->bmap_id, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 1.0f); mtr->man_batcher.render(TMAP_FLAG_GOURAUD | TMAP_FLAG_RGB | TMAP_FLAG_TEXTURED | TMAP_FLAG_CORRECT | TMAP_HTL_3D_UNLIT); mtr->bmap_id = -1; //Mark as free } //WMC - clear maneuvering thruster render queue every 10 seconds if(timestamp() - Man_thruster_reset_timestamp > 10000) { Man_thrusters.clear(); Man_thruster_reset_timestamp = timestamp(); } } /** * Looks for a free slot in the man_thruster batch * rendering array. Or, it returns a slot with the same bitmap * ID as the maneuvering thruster. * * You could actually batch render anything that uses a simple bitmap * on a single poly with this system...just plug the bitmap into bmap_frame * and use as a normal batcher. * * Once calling this function, use man_batcher.allocate_add() to allocate or it will crash later. * Then call man_batcher.draw*() */ man_thruster_renderer *man_thruster_get_slot(int bmap_frame) { man_thruster_renderer *mtr; size_t mant_size = Man_thrusters.size(); for(size_t mi = 0; mi < mant_size; mi++) { mtr = &Man_thrusters[mi]; if(mtr->bmap_id == bmap_frame) return mtr; } for(size_t mj = 0; mj < mant_size; mj++) { mtr = &Man_thrusters[mj]; if(mtr->bmap_id == -1) { mtr->bmap_id = bmap_frame; return mtr; } } Man_thrusters.push_back(man_thruster_renderer(bmap_frame)); return &Man_thrusters[Man_thrusters.size()-1]; } //WMC - used for FTL and maneuvering thrusters geometry_batcher fx_batcher; void ship_render(object * obj) { int num = obj->instance; Assert( num >= 0); ship *shipp = &Ships[num]; ship *warp_shipp = NULL; ship_info *sip = &Ship_info[Ships[num].ship_info_index]; bool reset_proj_when_done = false; bool is_first_stage_arrival = false; bool show_thrusters = (shipp->flags2 & SF2_NO_THRUSTERS) == 0; dock_function_info dfi; #if 0 // show target when attacking big ship vec3d temp, target; ai_info *aip = &Ai_info[Ships[obj->instance].ai_index]; if ( (aip->target_objnum >= 0) && (Ship_info[Ships[Objects[aip->target_objnum].instance].ship_info_index].flags & (SIF_SUPERCAP|SIF_CAPITAL|SIF_CRUISER)) ) { vm_vec_unrotate(&temp, &aip->big_attack_point, &Objects[aip->target_objnum].orient); vm_vec_add(&target, &temp, &Objects[aip->target_objnum].pos); vertex v0, v1; gr_set_color(128,0,0); g3_rotate_vertex( &v0, &obj->pos ); g3_rotate_vertex( &v1, &target ); g3_draw_line(&v0, &v1); g3_draw_sphere(&v1, 5.0f); } #endif if ( obj == Viewer_obj) { if (ship_show_velocity_dot && (obj==Player_obj) ) { vec3d p0,v; vertex v0; vm_vec_scale_add( &v, &obj->phys_info.vel, &obj->orient.vec.fvec, 3.0f ); vm_vec_normalize( &v ); vm_vec_scale_add( &p0, &obj->pos, &v, 20.0f); g3_rotate_vertex( &v0, &p0 ); gr_set_color(0,128,0); g3_draw_sphere( &v0, 0.1f ); } // Show the shield hit effect for the viewer. if ( Show_shield_hits ) { shipp = &Ships[num]; if (shipp->shield_hits) { create_shield_explosion_all(obj); shipp->shield_hits = 0; } } if (!(sip->flags2 & SIF2_SHOW_SHIP_MODEL) && !(Viewer_mode & VM_TOPDOWN)) { return; } //For in-ship cockpits. This is admittedly something of a hack if (!Cmdline_nohtl) { reset_proj_when_done = true; gr_end_view_matrix(); gr_end_proj_matrix(); gr_set_proj_matrix(Proj_fov, gr_screen.clip_aspect, 0.05f, Max_draw_distance); gr_set_view_matrix(&Eye_position, &Eye_matrix); } } MONITOR_INC( NumShipsRend, 1 ); memset( &dfi, 0, sizeof(dock_function_info) ); // look for a warping ship, whether for me or for anybody I'm docked with dock_evaluate_all_docked_objects(obj, &dfi, ship_find_warping_ship_helper); // if any docked objects are set to stage 1 arrival then set bool if (dfi.maintained_variables.bool_value) { warp_shipp = &Ships[dfi.maintained_variables.objp_value->instance]; is_first_stage_arrival = ((warp_shipp->flags & SF_ARRIVING_STAGE_1) > 0); // This is a hack to make ships using the hyperspace warpin type to // render even in stage 1, which is used for collision detection // purposes -zookeeper if (Ship_info[warp_shipp->ship_info_index].warpin_type == WT_HYPERSPACE) { warp_shipp = NULL; is_first_stage_arrival = false; } } // Make ships that are warping in not render during stage 1 if ( !(is_first_stage_arrival) ) { if ( Ship_shadows && shipfx_in_shadow( obj ) ) { light_set_shadow(1); } else { light_set_shadow(0); } ship_model_start(obj); uint render_flags = MR_NORMAL; #ifndef NDEBUG if(Show_paths || Show_fpaths){ render_flags |= MR_BAY_PATHS; } #endif // Only render electrical arcs if within 500m of the eye (for a 10m piece) if ( vm_vec_dist_quick( &obj->pos, &Eye_position ) < obj->radius*50.0f ) { int i; for (i=0; iarc_timestamp[i] ) ) { model_add_arc(sip->model_num, -1, &shipp->arc_pts[i][0], &shipp->arc_pts[i][1], shipp->arc_type[i]); } } } if ( shipp->large_ship_blowup_index >= 0 ) { shipfx_large_blowup_render(shipp); } else { //WMC - I suppose this is a bit hackish. physics_info *pi = &Objects[shipp->objnum].phys_info; float render_amount; fx_batcher.allocate(sip->num_maneuvering); //Act as if all thrusters are going. for(int i = 0; i < sip->num_maneuvering; i++) { man_thruster *mtp = &sip->maneuvering[i]; render_amount = 0.0f; //WMC - get us a steady value vec3d des_vel; vm_vec_rotate(&des_vel, &pi->desired_vel, &obj->orient); if(pi->desired_rotvel.xyz.x < 0 && (mtp->use_flags & MT_PITCH_UP)) { render_amount = fl_abs(pi->desired_rotvel.xyz.x) / pi->max_rotvel.xyz.x; } else if(pi->desired_rotvel.xyz.x > 0 && (mtp->use_flags & MT_PITCH_DOWN)) { render_amount = fl_abs(pi->desired_rotvel.xyz.x) / pi->max_rotvel.xyz.x; } else if(pi->desired_rotvel.xyz.y < 0 && (mtp->use_flags & MT_ROLL_RIGHT)) { render_amount = fl_abs(pi->desired_rotvel.xyz.y) / pi->max_rotvel.xyz.y; } else if(pi->desired_rotvel.xyz.y > 0 && (mtp->use_flags & MT_ROLL_LEFT)) { render_amount = fl_abs(pi->desired_rotvel.xyz.y) / pi->max_rotvel.xyz.y; } else if(pi->desired_rotvel.xyz.z < 0 && (mtp->use_flags & MT_BANK_RIGHT)) { render_amount = fl_abs(pi->desired_rotvel.xyz.z) / pi->max_rotvel.xyz.z; } else if(pi->desired_rotvel.xyz.z > 0 && (mtp->use_flags & MT_BANK_LEFT)) { render_amount = fl_abs(pi->desired_rotvel.xyz.z) / pi->max_rotvel.xyz.z; } //Backslash - show thrusters according to thrust amount, not speed if(pi->side_thrust > 0 && (mtp->use_flags & MT_SLIDE_RIGHT)) { render_amount = pi->side_thrust; } else if(pi->side_thrust < 0 && (mtp->use_flags & MT_SLIDE_LEFT)) { render_amount = -pi->side_thrust; } else if(pi->vert_thrust > 0 && (mtp->use_flags & MT_SLIDE_UP)) { render_amount = pi->vert_thrust; } else if(pi->vert_thrust < 0 && (mtp->use_flags & MT_SLIDE_DOWN)) { render_amount = -pi->vert_thrust; } else if(pi->forward_thrust > 0 && (mtp->use_flags & MT_FORWARD)) { render_amount = pi->forward_thrust; } else if(pi->forward_thrust < 0 && (mtp->use_flags & MT_REVERSE)) { render_amount = -pi->forward_thrust; } //Don't render small faraway thrusters (more than 10k * radius away) if (vm_vec_dist(&Eye_position, &obj->pos) > (10000.0f * mtp->radius)) render_amount = 0.0f; if(render_amount > 0.0f) { //Handle sounds and stuff if(shipp->thrusters_start[i] <= 0) { shipp->thrusters_start[i] = timestamp(); if(mtp->start_snd >= 0) snd_play_3d( &Snds[mtp->start_snd], &mtp->pos, &Eye_position, 0.0f, &obj->phys_info.vel ); } //Only assign looping sound if //it is specified //it isn't assigned already //start sound doesn't exist or has finished if (!Cmdline_freespace_no_sound) if(mtp->loop_snd >= 0 && shipp->thrusters_sounds[i] < 0 && (mtp->start_snd < 0 || (snd_get_duration(mtp->start_snd) < timestamp() - shipp->thrusters_start[i])) ) { shipp->thrusters_sounds[i] = obj_snd_assign(OBJ_INDEX(obj), mtp->loop_snd, &mtp->pos, 1); } //Draw graphics //Skip invalid ones if(mtp->tex_id >= 0) { float rad = mtp->radius; if(rad <= 0.0f) rad = 1.0f; float len = mtp->length; if(len == 0.0f) len = rad; vec3d start, tmpend, end; //Start vm_vec_unrotate(&start, &mtp->pos, &obj->orient); vm_vec_add2(&start, &obj->pos); //End vm_vec_scale_add(&tmpend, &mtp->pos, &mtp->norm, len * render_amount); vm_vec_unrotate(&end, &tmpend, &obj->orient); vm_vec_add2(&end, &obj->pos); //Draw fx_batcher.draw_beam(&start, &end, rad, 1.0f); int bmap_frame = mtp->tex_id; if(mtp->tex_nframes > 0) bmap_frame += (int)(((float)(timestamp() - shipp->thrusters_start[i]) / 1000.0f) * (float)mtp->tex_fps) % mtp->tex_nframes; man_thruster_renderer *mtr = man_thruster_get_slot(bmap_frame); mtr->man_batcher.add_allocate(1); mtr->man_batcher.draw_beam(&start, &end, rad, 1.0f); } } //We've stopped firing a thruster else if(shipp->thrusters_start[i] > 0) { shipp->thrusters_start[i] = 0; if(shipp->thrusters_sounds[i] >= 0) { obj_snd_delete(OBJ_INDEX(obj), shipp->thrusters_sounds[i]); shipp->thrusters_sounds[i] = -1; } if(mtp->stop_snd >= 0) { //Get world pos vec3d start; vm_vec_unrotate(&start, &mtp->pos, &obj->orient); vm_vec_add2(&start, &obj->pos); snd_play_3d( &Snds[mtp->stop_snd], &mtp->pos, &Eye_position, 0.0f, &obj->phys_info.vel ); } } } if ( !(shipp->flags & SF_DISABLED) && !ship_subsys_disrupted(shipp, SUBSYSTEM_ENGINE) && show_thrusters) { mst_info mst; mst.length.xyz.z = obj->phys_info.forward_thrust; mst.length.xyz.x = obj->phys_info.side_thrust; mst.length.xyz.y = obj->phys_info.vert_thrust; // Maybe add noise to thruster geometry. if (!(sip->flags2 & SIF2_NO_THRUSTER_GEO_NOISE)) { mst.length.xyz.z *= (1.0f + frand()/5.0f - 0.1f); mst.length.xyz.y *= (1.0f + frand()/5.0f - 0.1f); mst.length.xyz.x *= (1.0f + frand()/5.0f - 0.1f); } CLAMP(mst.length.xyz.z, -1.0f, 1.0f); CLAMP(mst.length.xyz.y, -1.0f, 1.0f); CLAMP(mst.length.xyz.x, -1.0f, 1.0f); mst.primary_bitmap = shipp->thruster_bitmap; mst.primary_glow_bitmap = shipp->thruster_glow_bitmap; mst.secondary_glow_bitmap = shipp->thruster_secondary_glow_bitmap; mst.tertiary_glow_bitmap = shipp->thruster_tertiary_glow_bitmap; mst.distortion_bitmap = shipp->thruster_distortion_bitmap; mst.use_ab = (obj->phys_info.flags & PF_AFTERBURNER_ON) || (obj->phys_info.flags & PF_BOOSTER_ON); mst.glow_noise = shipp->thruster_glow_noise; mst.rotvel = &Objects[shipp->objnum].phys_info.rotvel; mst.glow_rad_factor = sip->thruster01_glow_rad_factor; mst.secondary_glow_rad_factor = sip->thruster02_glow_rad_factor; mst.tertiary_glow_rad_factor = sip->thruster03_glow_rad_factor; mst.glow_length_factor = sip->thruster02_glow_len_factor; mst.distortion_length_factor = sip->thruster_dist_len_factor; mst.distortion_rad_factor = sip->thruster_dist_rad_factor; mst.draw_distortion = sip->draw_distortion; model_set_thrust(sip->model_num, &mst); render_flags |= MR_SHOW_THRUSTERS; } // fill the model flash lighting values in shipfx_flash_light_model( obj, sip->model_num ); // If the ship is going "through" the warp effect, then // set up the model renderer to only draw the polygons in front // of the warp in effect int clip_started = 0; // Warp_shipp points to the ship that is going through a // warp... either this ship or the ship it is docked with. if ( warp_shipp != NULL ) { if(warp_shipp->flags & SF_ARRIVING) clip_started = warp_shipp->warpin_effect->warpShipClip(); else if(warp_shipp->flags & SF_DEPART_WARP) clip_started = warp_shipp->warpout_effect->warpShipClip(); } // maybe set squad logo bitmap model_set_insignia_bitmap(-1); if(Game_mode & GM_MULTIPLAYER){ // if its any player's object int np_index = multi_find_player_by_object( obj ); if((np_index >= 0) && (np_index < MAX_PLAYERS) && MULTI_CONNECTED(Net_players[np_index]) && (Net_players[np_index].m_player != NULL)){ model_set_insignia_bitmap(Net_players[np_index].m_player->insignia_texture); } } // in single player, we want to render model insignias on all ships in alpha beta and gamma // Goober5000 - and also on wings that have their logos set else { // if its an object in my squadron if(ship_in_my_squadron(shipp)) { model_set_insignia_bitmap(Player->insignia_texture); } // maybe it has a wing squad logo - Goober5000 if (shipp->wingnum >= 0) { // don't override the player's wing if (shipp->wingnum != Player_ship->wingnum) { // if we have a logo texture if (Wings[shipp->wingnum].wing_insignia_texture >= 0) { model_set_insignia_bitmap(Wings[shipp->wingnum].wing_insignia_texture); } } } } // nebula if(The_mission.flags & MISSION_FLAG_FULLNEB){ extern void model_set_fog_level(float l); model_set_fog_level(neb2_get_fog_intensity(obj)); } // Valathil - maybe do a scripting hook here to do some scriptable effects? if(shipp->shader_effect_active && Use_GLSL > 1) { float timer; render_flags |= (MR_ANIMATED_SHADER); ship_effect* sep = &Ship_effects[shipp->shader_effect_num]; opengl_shader_set_animated_effect(sep->shader_effect); if (sep->invert_timer) { timer = 1.0f - ((timer_get_milliseconds() - shipp->shader_effect_start_time) / (float)shipp->shader_effect_duration); timer = MAX(timer,0.0f); } else { timer = ((timer_get_milliseconds() - shipp->shader_effect_start_time) / (float)shipp->shader_effect_duration); } opengl_shader_set_animated_timer(timer); if (sep->disables_rendering && (timer_get_milliseconds() > shipp->shader_effect_start_time + shipp->shader_effect_duration) ) { shipp->flags2 |= SF2_CLOAKED; shipp->shader_effect_active = false; } else { shipp->flags2 &= ~SF2_CLOAKED; if (timer_get_milliseconds() > shipp->shader_effect_start_time + shipp->shader_effect_duration) shipp->shader_effect_active = false; } } if(sip->flags2 & SIF2_NO_LIGHTING) render_flags |= MR_NO_LIGHTING; //draw weapon models if (sip->draw_models && !(shipp->flags2 & SF2_CLOAKED)) { int i,k; ship_weapon *swp = &shipp->weapons; g3_start_instance_matrix(&obj->pos, &obj->orient, true); int save_flags = render_flags; render_flags &= ~MR_SHOW_THRUSTERS; //primary weapons for (i = 0; i < swp->num_primary_banks; i++) { if (Weapon_info[swp->primary_bank_weapons[i]].external_model_num == -1 || !sip->draw_primary_models[i]) continue; w_bank *bank = &model_get(sip->model_num)->gun_banks[i]; for(k = 0; k < bank->num_slots; k++) { polymodel* pm = model_get(Weapon_info[swp->primary_bank_weapons[i]].external_model_num); pm->gun_submodel_rotation = shipp->primary_rotate_ang[i]; model_render(Weapon_info[swp->primary_bank_weapons[i]].external_model_num, &vmd_identity_matrix, &bank->pnt[k], render_flags); pm->gun_submodel_rotation = 0.0f; } } //secondary weapons int num_secondaries_rendered = 0; vec3d secondary_weapon_pos; w_bank* bank; for (i = 0; i < swp->num_secondary_banks; i++) { if (Weapon_info[swp->secondary_bank_weapons[i]].external_model_num == -1 || !sip->draw_secondary_models[i]) continue; bank = &(model_get(sip->model_num))->missile_banks[i]; if (Weapon_info[swp->secondary_bank_weapons[i]].wi_flags2 & WIF2_EXTERNAL_WEAPON_LNCH) { for(k = 0; k < bank->num_slots; k++) { model_render(Weapon_info[swp->secondary_bank_weapons[i]].external_model_num, &vmd_identity_matrix, &bank->pnt[k], render_flags); } } else { num_secondaries_rendered = 0; for(k = 0; k < bank->num_slots; k++) { secondary_weapon_pos = bank->pnt[k]; if (num_secondaries_rendered >= shipp->weapons.secondary_bank_ammo[i]) break; if(shipp->secondary_point_reload_pct[i][k] <= 0.0) continue; num_secondaries_rendered++; vm_vec_scale_add2(&secondary_weapon_pos, &vmd_z_vector, -(1.0f-shipp->secondary_point_reload_pct[i][k]) * model_get(Weapon_info[swp->secondary_bank_weapons[i]].external_model_num)->rad); model_render(Weapon_info[swp->secondary_bank_weapons[i]].external_model_num, &vmd_identity_matrix, &secondary_weapon_pos, render_flags); } } } g3_done_instance(true); render_flags = save_flags; } // small ships if (!(shipp->flags2 & SF2_CLOAKED)) { if ((The_mission.flags & MISSION_FLAG_FULLNEB) && (sip->flags & SIF_SMALL_SHIP)) { // force detail levels float fog_val = neb2_get_fog_intensity(obj); if(fog_val >= 0.6f){ model_set_detail_level(2); model_render( sip->model_num, &obj->orient, &obj->pos, render_flags | MR_LOCK_DETAIL, OBJ_INDEX(obj), -1, shipp->ship_replacement_textures ); } else { model_render( sip->model_num, &obj->orient, &obj->pos, render_flags, OBJ_INDEX(obj), -1, shipp->ship_replacement_textures ); } } else { model_render( sip->model_num, &obj->orient, &obj->pos, render_flags, OBJ_INDEX(obj), -1, shipp->ship_replacement_textures ); } } // always turn off fog after rendering a ship gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0); light_set_shadow(0); #ifndef NDEBUG if (Show_shield_mesh) ship_draw_shield( obj); // Render the shield. #endif if ( clip_started ) { g3_stop_user_clip_plane(); } } ship_model_stop(obj); if (shipp->shield_hits) { create_shield_explosion_all(obj); shipp->shield_hits = 0; } #ifndef NDEBUG if (Ai_render_debug_flag || Show_paths) { if ( shipp->ai_index != -1 ){ render_path_points(obj); } render_dock_bays(obj); } #endif #ifndef NDEBUG if(Show_tnorms){ ship_subsys *systemp; vec3d tpos, tnorm, temp; vec3d v1, v2; vertex l1, l2; gr_set_color(0, 0, 255); systemp = GET_FIRST( &shipp->subsys_list ); while ( systemp != END_OF_LIST(&shipp->subsys_list) ) { ship_get_global_turret_gun_info(obj, systemp, &tpos, &tnorm, 1, &temp); v1 = tpos; vm_vec_scale_add(&v2, &v1, &tnorm, 20.0f); g3_rotate_vertex(&l1, &v1); g3_rotate_vertex(&l2, &v2); g3_draw_sphere(&l1, 2.0f); g3_draw_line(&l1, &l2); systemp = GET_NEXT(systemp); } } #endif if (!Cmdline_nohtl && reset_proj_when_done) { gr_end_view_matrix(); gr_end_proj_matrix(); gr_set_proj_matrix(Proj_fov, gr_screen.clip_aspect, Min_draw_distance, Max_draw_distance); gr_set_view_matrix(&Eye_position, &Eye_matrix); } } //WMC - Draw animated warp effect (ie BSG thingy) //WMC - based on Bobb's secondary thruster stuff //which was in turn based on the beam code. //I'm gonna need some serious acid to neutralize this base. if(shipp->flags & SF_ARRIVING) shipp->warpin_effect->warpShipRender(); else if(shipp->flags & SF_DEPART_WARP) shipp->warpout_effect->warpShipRender(); } void ship_render_cockpit(object *objp) { if(objp->type != OBJ_SHIP || objp->instance < 0) return; ship *shipp = &Ships[objp->instance]; ship_info *sip = &Ship_info[shipp->ship_info_index]; if(sip->cockpit_model_num < 0) return; polymodel *pm = model_get(sip->cockpit_model_num); Assert(pm != NULL); //Setup gr_reset_clip(); hud_save_restore_camera_data(1); matrix eye_ori = vmd_identity_matrix; vec3d eye_pos = vmd_zero_vector; ship_get_eye(&eye_pos, &eye_ori, objp, false); vec3d pos = vmd_zero_vector; vm_vec_unrotate(&pos, &sip->cockpit_offset, &eye_ori); vm_vec_add2(&pos, &eye_pos); if (!Cmdline_nohtl) { gr_set_proj_matrix(Proj_fov, gr_screen.clip_aspect, 0.02f, 10.0f*pm->rad); gr_set_view_matrix(&Eye_position, &Eye_matrix); } //Zbuffer int saved_zbuffer_mode = gr_zbuffer_get(); gr_zbuffer_set(GR_ZBUFF_NONE); //Deal with the model model_set_detail_level(0); model_clear_instance(sip->cockpit_model_num); model_render(sip->cockpit_model_num, &eye_ori, &pos, MR_LOCK_DETAIL | MR_NO_FOGGING, -1, -1, Player_cockpit_textures); //Zbuffer gr_zbuffer_set(saved_zbuffer_mode); if (!Cmdline_nohtl) { gr_end_view_matrix(); gr_end_proj_matrix(); } hud_save_restore_camera_data(0); } void ship_init_cockpit_displays(ship *shipp) { ship_info *sip = &Ship_info[shipp->ship_info_index]; int cockpit_model_num = sip->cockpit_model_num; // don't bother creating cockpit texture replacements if this ship has no cockpit if ( cockpit_model_num < 0 ) { return; } // check if we even have cockpit displays if ( sip->displays.size() <= 0 ) { return; } if ( Player_cockpit_textures != NULL) { return; } // ship's cockpit texture replacements haven't been setup yet, so do it. Player_cockpit_textures = (int *) vm_malloc(MAX_REPLACEMENT_TEXTURES * sizeof(int)); int i; for ( i = 0; i < MAX_REPLACEMENT_TEXTURES; i++ ) { Player_cockpit_textures[i] = -1; } for ( i = 0; i < (int)sip->displays.size(); i++ ) { ship_add_cockpit_display(&sip->displays[i], cockpit_model_num); } ship_set_hud_cockpit_targets(); } void ship_clear_cockpit_displays() { for ( int i = 0; i < (int)Player_displays.size(); i++ ) { if ( Player_displays[i].background >= 0 ) { bm_release(Player_displays[i].background); } if ( Player_displays[i].foreground >= 0 ) { bm_release(Player_displays[i].foreground); } if ( Player_displays[i].target >= 0 ) { bm_release(Player_displays[i].target); } } Player_displays.clear(); if ( Player_cockpit_textures != NULL ) { vm_free(Player_cockpit_textures); Player_cockpit_textures = NULL; } } void ship_add_cockpit_display(cockpit_display_info *display, int cockpit_model_num) { if ( strlen(display->filename) <= 0 ) { return; } if( cockpit_model_num < 0 ) { return; } int i, tm_num, diffuse_target = -1, glow_target = -1, bmp_handle = -1; int w, h; cockpit_display new_display; // if no texture target has been found yet, find one. polymodel *pm = model_get(cockpit_model_num); for ( i = 0; i < pm->n_textures; i++ ) { tm_num = pm->maps[i].FindTexture(display->filename); if ( tm_num >= 0 ) { diffuse_target = i*TM_NUM_TYPES; glow_target = i*TM_NUM_TYPES+TM_GLOW_TYPE; bmp_handle = pm->maps[i].textures[tm_num].GetTexture(); break; } } // if we still don't have a valid bmp_handle, then this texture name is invalid. Scold and bail if ( bmp_handle < 0 ) { Warning(LOCATION, "Invalid texture target defined: %s", display->filename); return; } if (glow_target != -1 && diffuse_target != -1) { // create a render target for this cockpit texture if ( Player_cockpit_textures[diffuse_target] < 0 || Player_cockpit_textures[glow_target] < 0) { bm_get_info(bmp_handle, &w, &h); Player_cockpit_textures[diffuse_target] = bm_make_render_target(w, h, BMP_FLAG_RENDER_TARGET_DYNAMIC); // if no render target was made, bail if ( Player_cockpit_textures[diffuse_target] < 0 ) { return; } Player_cockpit_textures[glow_target] = Player_cockpit_textures[diffuse_target]; } } new_display.background = -1; if ( display->bg_filename[0] != '\0' ) { new_display.background = bm_load(display->bg_filename); if ( new_display.background < 0 ) { Warning(LOCATION, "Unable to load background %s for cockpit display %s", display->bg_filename, display->name); } } new_display.foreground = -1; if ( display->fg_filename[0] != '\0' ) { new_display.foreground = bm_load(display->fg_filename); if ( new_display.foreground < 0 ) { Warning(LOCATION, "Unable to load background %s for cockpit display %s", display->fg_filename, display->name); } } strcpy_s(new_display.name, display->name); new_display.offset[0] = display->offset[0]; new_display.offset[1] = display->offset[1]; new_display.size[0] = display->size[0]; new_display.size[1] = display->size[1]; new_display.source = bmp_handle; new_display.target = Player_cockpit_textures[diffuse_target]; Player_displays.push_back(new_display); } void ship_set_hud_cockpit_targets() { if ( !Ship_info[Player_ship->ship_info_index].hud_enabled ) { return; } SCP_vector &hud = Ship_info[Player_ship->ship_info_index].hud_gauges; for ( int i = 0; i < (int)hud.size(); i++ ) { for ( int j = 0; j < (int)Player_displays.size(); j++ ) { hud[i]->setCockpitTarget(&Player_displays[j]); } } } int ship_start_render_cockpit_display(int cockpit_display_num) { // make sure this thing even has a cockpit if ( Ship_info[Player_ship->ship_info_index].cockpit_model_num < 0 ) { return -1; } if ( Player_cockpit_textures == NULL ) { return -1; } // check sanity of the cockpit display handle if ( cockpit_display_num >= (int)Player_displays.size() || cockpit_display_num < 0 ) { return -1; } cockpit_display* display = &Player_displays[cockpit_display_num]; if ( display->target < 0 ) { return -1; } if ( !bm_set_render_target(display->target) ) { return -1; } int cull = gr_set_cull(0); gr_clear(); gr_set_bitmap(display->source); gr_bitmap(0, 0, false); if ( display->background >= 0 ) { gr_set_bitmap(display->background); gr_bitmap_ex(display->offset[0], display->offset[1], display->size[0], display->size[1], 0, 0, false); } gr_set_cull(cull); return display->target; } void ship_end_render_cockpit_display(int cockpit_display_num) { // make sure this thing even has a cockpit if ( Ship_info[Player_ship->ship_info_index].cockpit_model_num < 0 ) { return; } if ( Player_cockpit_textures == NULL ) { return; } // check sanity of the cockpit display handle if ( cockpit_display_num >= (int)Player_displays.size() || cockpit_display_num < 0 ) { return; } cockpit_display* display = &Player_displays[cockpit_display_num]; int cull = gr_set_cull(0); if ( display->foreground >= 0 ) { gr_reset_clip(); gr_set_bitmap(display->foreground); gr_bitmap_ex(display->offset[0], display->offset[1], display->size[0], display->size[1], 0, 0, false); } gr_set_cull(cull); bm_set_render_target(-1); } void ship_subsystems_delete(ship *shipp) { if ( NOT_EMPTY(&shipp->subsys_list) ) { ship_subsys *systemp, *temp; systemp = GET_FIRST( &shipp->subsys_list ); while ( systemp != END_OF_LIST(&shipp->subsys_list) ) { temp = GET_NEXT( systemp ); // use temporary since pointers will get screwed with next operation list_remove( shipp->subsys_list, systemp ); // remove the element list_append( &ship_subsys_free_list, systemp ); // and place back onto free list Num_ship_subsystems--; // subtract from our in-use total systemp = temp; // use the temp variable to move right along } } } void ship_delete( object * obj ) { ship *shipp; int num, objnum; num = obj->instance; Assert( num >= 0); objnum = OBJ_INDEX(obj); Assert( Ships[num].objnum == objnum ); shipp = &Ships[num]; if (shipp->ai_index != -1){ ai_free_slot(shipp->ai_index); } // free up the list of subsystems of this ship. walk through list and move remaining subsystems // on ship back to the free list for other ships to use. ship_subsystems_delete(&Ships[num]); shipp->objnum = -1; if (shipp->shield_integrity != NULL) { vm_free(shipp->shield_integrity); shipp->shield_integrity = NULL; } if (shipp->ship_replacement_textures != NULL) { vm_free(shipp->ship_replacement_textures); shipp->ship_replacement_textures = NULL; } // glow point banks shipp->glow_point_bank_active.clear(); if ( shipp->ship_list_index != -1 ) { ship_obj_list_remove(shipp->ship_list_index); shipp->ship_list_index = -1; } free_sexp2(shipp->arrival_cue); free_sexp2(shipp->departure_cue); // call the contrail system ct_ship_delete(shipp); model_delete_instance(shipp->model_instance_num); } /** * Used by ::ship_cleanup which is called if the ship is in a wing. * * This function updates the ship_index list (i.e. removes its entry in the list) * and packs the array accordingly. */ void ship_wing_cleanup( int shipnum, wing *wingp ) { int i, index = -1, team = Ships[shipnum].team; // find this ship's position within its wing for (i = 0; i < wingp->current_count; i++) { if (wingp->ship_index[i] == shipnum) { index = i; break; } } // this can happen in multiplayer (dogfight, ingame join specifically) if (index == -1) return; // compress the ship_index array and mark the last entry with a -1 for (i = index; i < wingp->current_count - 1; i++) wingp->ship_index[i] = wingp->ship_index[i+1]; wingp->current_count--; Assert ( wingp->current_count >= 0 ); wingp->ship_index[wingp->current_count] = -1; // if the current count is 0, check to see if the wing departed or was destroyed. if (wingp->current_count == 0) { // if this wing was ordered to depart by the player, set the current_wave equal to the total // waves so we can mark the wing as gone and no other ships arrive // Goober5000 - also if it's departing... this is sort of, but not exactly, what :V: did; // but it seems to be consistent with how it should behave if (wingp->flags & (WF_WING_DEPARTING | WF_DEPARTURE_ORDERED)) wingp->current_wave = wingp->num_waves; // Goober5000 - some changes for clarity and closing holes // make sure to flag the wing as gone if all of its member ships are gone and no more can arrive if ((wingp->current_wave == wingp->num_waves) && (wingp->total_destroyed + wingp->total_departed + wingp->total_vanished == wingp->total_arrived_count)) { // mark the wing as gone wingp->flags |= WF_WING_GONE; wingp->time_gone = Missiontime; // if all ships were destroyed, log it as destroyed if (wingp->total_destroyed == wingp->total_arrived_count) { // first, be sure to mark a wing destroyed event if all members of wing were destroyed and on // the last wave. This circumvents a problem where the wing could be marked as departed and // destroyed if the last ships were destroyed after the wing's departure cue became true. mission_log_add_entry(LOG_WING_DESTROYED, wingp->name, NULL, team); } // if some ships escaped, log it as departed else if (wingp->total_vanished != wingp->total_arrived_count) { // if the wing wasn't destroyed, and it is departing, then mark it as departed -- in this // case, there had better be ships in this wing with departure entries in the log file. The // logfile code checks for this case. mission_log_add_entry(LOG_WING_DEPARTED, wingp->name, NULL, team); } #ifndef NDEBUG //WMC - Ships can depart too, besides being destroyed :P if ((wingp->total_destroyed + wingp->total_departed + wingp->total_vanished) != wingp->total_arrived_count) { // apparently, there have been reports of ships still present in the mission when this log // entry if written. Do a sanity check here to find out for sure. for (ship_obj *so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so)) { // skip the player -- stupid special case. if (&Objects[so->objnum] == Player_obj) continue; if ((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_INGAME_JOIN)) continue; if ((Ships[Objects[so->objnum].instance].wingnum == WING_INDEX(wingp)) && !(Ships[Objects[so->objnum].instance].flags & (SF_DEPARTING|SF_DYING))) { // TODO: I think this Int3() is triggered when a wing whose ships are all docked to ships of another // wing departs. It can be reliably seen in TVWP chapter 1 mission 7, when Torino and Iota wing depart. // Not sure how to fix this. -- Goober5000 Int3(); } } } #endif } } } // functions to do management, like log entries and wing cleanup after a ship has been destroyed // Goober5000 void ship_actually_depart_helper(object *objp, dock_function_info *infop) { // do standard departure stuff first objp->flags |= OF_SHOULD_BE_DEAD; if (objp->type == OBJ_SHIP) ship_cleanup(objp->instance, infop->parameter_variables.bool_value ? SHIP_VANISHED : SHIP_DEPARTED); // do the end-mission stuff if it's the player ship if (objp == Player_obj) gameseq_post_event(GS_EVENT_PLAYER_WARPOUT_DONE); } /** * Used to actually remove a ship, plus all the ships it's docked to, from the mission */ void ship_actually_depart(int shipnum, int method) { dock_function_info dfi; dfi.parameter_variables.bool_value = (method == SHIP_VANISHED ? true:false); dock_evaluate_all_docked_objects(&Objects[Ships[shipnum].objnum], &dfi, ship_actually_depart_helper); // in a couple of cases we'll need to send a packet to update clients if (MULTIPLAYER_MASTER && ((method == SHIP_DEPARTED_BAY) || (method == SHIP_VANISHED)) ) { send_ship_depart_packet(&Objects[Ships[shipnum].objnum], method); } } /** * Merge ship_destroyed and ship_departed and ship_vanished */ void ship_cleanup(int shipnum, int cleanup_mode) { Assert(shipnum >= 0 && shipnum < MAX_SHIPS); Assert(cleanup_mode == SHIP_DESTROYED || cleanup_mode == SHIP_DEPARTED || cleanup_mode == SHIP_VANISHED); Assert(Objects[Ships[shipnum].objnum].type == OBJ_SHIP); Assert(Objects[Ships[shipnum].objnum].flags & OF_SHOULD_BE_DEAD); ship *shipp = &Ships[shipnum]; // add the information to the exited ship list if (cleanup_mode == SHIP_DESTROYED) { ship_add_exited_ship(shipp, SEF_DESTROYED); } else { ship_add_exited_ship(shipp, SEF_DEPARTED); } // record kill? if (cleanup_mode == SHIP_DESTROYED) { // determine if we need to count this ship as a kill in counting number of kills per ship type // look at the ignore flag for the ship (if not in a wing), or the ignore flag for the wing // (if the ship is in a wing), and add to the kill count if the flags are not set if ( !(shipp->flags & SF_IGNORE_COUNT) || ((shipp->wingnum != -1) && !(Wings[shipp->wingnum].flags & WF_IGNORE_COUNT)) ) ship_add_ship_type_kill_count( shipp->ship_info_index ); // let the event music system know an enemy was destroyed (important for deciding when to transition from battle to normal music) if (Player_ship != NULL && iff_x_attacks_y(Player_ship->team, shipp->team)) event_music_hostile_ship_destroyed(); } // add mission log entry? // (vanished ships have no log, and destroyed ships are logged in ship_hit_kill) if (cleanup_mode == SHIP_DEPARTED) { // see if this ship departed within the radius of a jump node -- if so, put the node name into // the secondary mission log field jump_node *jnp = jumpnode_get_which_in(&Objects[shipp->objnum]); if(jnp==NULL) mission_log_add_entry(LOG_SHIP_DEPARTED, shipp->ship_name, NULL, shipp->wingnum); else mission_log_add_entry(LOG_SHIP_DEPARTED, shipp->ship_name, jnp->get_name_ptr(), shipp->wingnum); } #ifndef NDEBUG // add a debug log entry if (cleanup_mode == SHIP_DESTROYED) { nprintf(("Alan", "SHIP DESTROYED: %s\n", shipp->ship_name)); } else if (cleanup_mode == SHIP_DEPARTED) { nprintf(("Alan", "SHIP DEPARTED: %s\n", shipp->ship_name)); } else { nprintf(("Alan", "SHIP VANISHED: %s\n", shipp->ship_name)); } #endif // update wingman status gauge if ( (shipp->wing_status_wing_index >= 0) && (shipp->wing_status_wing_pos >= 0) ) { if (cleanup_mode == SHIP_DESTROYED) { hud_set_wingman_status_dead(shipp->wing_status_wing_index, shipp->wing_status_wing_pos); } else if (cleanup_mode == SHIP_DEPARTED) { hud_set_wingman_status_departed(shipp->wing_status_wing_index, shipp->wing_status_wing_pos); } else { hud_set_wingman_status_none(shipp->wing_status_wing_index, shipp->wing_status_wing_pos); } } // if ship belongs to a wing, do the wing cleanup if ( shipp->wingnum != -1 ) { wing *wingp = &Wings[shipp->wingnum]; if (cleanup_mode == SHIP_DESTROYED) { wingp->total_destroyed++; } else if (cleanup_mode == SHIP_DEPARTED) { wingp->total_departed++; } else { wingp->total_vanished++; } ship_wing_cleanup(shipnum, wingp); } // Note, this call to ai_ship_destroy must come after ship_wing_cleanup for guarded wings to // properly note the destruction of a ship in their wing. if (cleanup_mode == SHIP_DESTROYED) { ai_ship_destroy(shipnum, SEF_DESTROYED); // Do AI stuff for destruction of ship. } else { ai_ship_destroy(shipnum, SEF_DEPARTED); // should still do AI cleanup after ship has departed } } /** * Calculates the blast and damage applied to a ship from another ship blowing up. * * @param pos1 ship explosion position * @param pos2 other ship position * @param inner_rad distance from ship center for which full damage is applied * @param outer_rad distance from ship center for which no damage is applied * @param max_damage maximum damage applied * @param max_blast maximum impulse applied from blast * @param damage damage applied * @param blast impulse applied from blast */ int ship_explode_area_calc_damage( vec3d *pos1, vec3d *pos2, float inner_rad, float outer_rad, float max_damage, float max_blast, float *damage, float *blast ) { float dist; dist = vm_vec_dist_quick( pos1, pos2 ); // check outside outer radius if ( dist > outer_rad ) return -1; if ( dist < inner_rad ) { // check insider inner radius *damage = max_damage; *blast = max_blast; } else { // between inner and outer float fraction = 1.0f - (dist - inner_rad) / (outer_rad - inner_rad); *damage = fraction * max_damage; *blast = fraction * max_blast; } return 1; } /** * Applies damage to ship close to others when a ship dies and blows up * * @param exp_objp ship object pointers */ void ship_blow_up_area_apply_blast( object *exp_objp) { ship *shipp; ship_info *sip; float inner_rad, outer_rad, max_damage, max_blast, shockwave_speed; shockwave_create_info sci; // No area explosion in training missions. if (The_mission.game_type & MISSION_TYPE_TRAINING){ return; } Assert( exp_objp != NULL ); Assert( exp_objp->type == OBJ_SHIP ); Assert( exp_objp->instance >= 0 ); shipp = &Ships[exp_objp->instance]; sip = &Ship_info[shipp->ship_info_index]; Assert( (shipp != NULL) && (sip != NULL) ); if ((exp_objp->hull_strength <= KAMIKAZE_HULL_ON_DEATH) && (Ai_info[Ships[exp_objp->instance].ai_index].ai_flags & AIF_KAMIKAZE) && (shipp->special_exp_damage == -1)) { int override = Ai_info[shipp->ai_index].kamikaze_damage; inner_rad = exp_objp->radius*2.0f; outer_rad = exp_objp->radius*4.0f; // + (override * 0.3f); max_damage = i2fl(override); max_blast = override * 5.0f; shockwave_speed = 100.0f; } else { if (shipp->use_special_explosion) { inner_rad = i2fl(shipp->special_exp_inner); outer_rad = i2fl(shipp->special_exp_outer); max_damage = i2fl(shipp->special_exp_damage); max_blast = i2fl(shipp->special_exp_blast); shockwave_speed = i2fl(shipp->special_exp_shockwave_speed); } else { inner_rad = sip->shockwave.inner_rad; outer_rad = sip->shockwave.outer_rad; max_damage = sip->shockwave.damage; max_blast = sip->shockwave.blast; shockwave_speed = sip->shockwave.speed; } } // account for ships that give no damage when they blow up. if ( (max_damage < 0.1f) && (max_blast < 0.1f) ){ return; } if ( shockwave_speed > 0 ) { strcpy_s(sci.name, sip->shockwave.name); strcpy_s(sci.pof_name, sip->shockwave.pof_name); sci.inner_rad = inner_rad; sci.outer_rad = outer_rad; sci.blast = max_blast; sci.damage = max_damage; sci.speed = shockwave_speed; sci.rot_angles.p = frand_range(0.0f, 1.99f*PI); sci.rot_angles.b = frand_range(0.0f, 1.99f*PI); sci.rot_angles.h = frand_range(0.0f, 1.99f*PI); shipfx_do_shockwave_stuff(shipp, &sci); } else { object *objp; float blast = 0.0f; float damage = 0.0f; 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) ) { continue; } if ( objp == exp_objp ){ continue; } // don't blast navbuoys if ( objp->type == OBJ_SHIP ) { if ( ship_get_SIF(objp->instance) & SIF_NAVBUOY ) { continue; } } if ( ship_explode_area_calc_damage( &exp_objp->pos, &objp->pos, inner_rad, outer_rad, max_damage, max_blast, &damage, &blast ) == -1 ){ continue; } switch ( objp->type ) { case OBJ_SHIP: ship_apply_global_damage( objp, exp_objp, &exp_objp->pos, damage ); vec3d force, vec_ship_to_impact; vm_vec_sub( &vec_ship_to_impact, &objp->pos, &exp_objp->pos ); vm_vec_copy_normalize( &force, &vec_ship_to_impact ); vm_vec_scale( &force, blast ); ship_apply_whack( &force, &vec_ship_to_impact, objp ); break; case OBJ_ASTEROID: asteroid_hit(objp, NULL, NULL, damage); break; default: Int3(); break; } } // end for } } /** * Only ever called once for any ship that dies * * This function relies on the "dead dock" list, which replaces the dock_objnum_when_dead * used in retail. */ void do_dying_undock_physics(object *dying_objp, ship *dying_shipp) { // this function should only be called for an object that was docked... // no harm in calling it if it wasn't, but we want to enforce this Assert(object_is_dead_docked(dying_objp)); object *docked_objp; float damage; float impulse_mag; vec3d impulse_norm, impulse_vec, pos; // damage applied to each docked object damage = 0.2f * dying_shipp->ship_max_hull_strength; // Goober5000 - as with ai_deathroll_start, we can't simply iterate through the dock list while we're // unlinking things. So just repeatedly unlink the first object. while (object_is_dead_docked(dying_objp)) { docked_objp = dock_get_first_dead_docked_object(dying_objp); // only consider the mass of these two objects, not the whole assembly // (this is inaccurate, but the alternative is a huge mess of extra code for a very small gain in realism) float docked_mass = dying_objp->phys_info.mass + docked_objp->phys_info.mass; // damage this docked object ship_apply_global_damage(docked_objp, dying_objp, &dying_objp->pos, damage); // do physics vm_vec_sub(&impulse_norm, &docked_objp->pos, &dying_objp->pos); vm_vec_normalize(&impulse_norm); // set for relative separation velocity of ~30 impulse_mag = 50.f * docked_objp->phys_info.mass * dying_objp->phys_info.mass / docked_mass; vm_vec_copy_scale(&impulse_vec, &impulse_norm, impulse_mag); vm_vec_rand_vec_quick(&pos); vm_vec_scale(&pos, docked_objp->radius); // apply whack to docked object physics_apply_whack(&impulse_vec, &pos, &docked_objp->phys_info, &docked_objp->orient, docked_objp->phys_info.mass); // enhance rotation of the docked object vm_vec_scale(&docked_objp->phys_info.rotvel, 2.0f); // apply whack to dying object vm_vec_negate(&impulse_vec); vm_vec_rand_vec_quick(&pos); vm_vec_scale(&pos, dying_objp->radius); physics_apply_whack(&impulse_vec, &pos, &dying_objp->phys_info, &dying_objp->orient, dying_objp->phys_info.mass); // unlink the two objects, since dying_objp has blown up dock_dead_undock_objects(dying_objp, docked_objp); } } /** * Do the stuff we do in a frame for a ship that's in its death throes. */ void ship_dying_frame(object *objp, int ship_num) { ship *shipp = &Ships[ship_num]; if ( shipp->flags & SF_DYING ) { ship_info *sip = &Ship_info[shipp->ship_info_index]; int knossos_ship = (sip->flags & SIF_KNOSSOS_DEVICE); // bash hull value toward 0 (from self destruct) if (objp->hull_strength > 0) { int time_left = timestamp_until(shipp->final_death_time); float hits_left = objp->hull_strength; objp->hull_strength -= hits_left * (1000.0f * flFrametime) / time_left; } // special case of VAPORIZE if (shipp->flags & SF_VAPORIZE) { if (timestamp_elapsed(shipp->final_death_time)) { // play death sound snd_play_3d( &Snds[SND_VAPORIZED], &objp->pos, &View_position, objp->radius, NULL, 0, 1.0f, SND_PRIORITY_MUST_PLAY ); // do joystick effect if (objp == Player_obj) { joy_ff_explode(); } // if dying ship is docked, do damage to docked and physics if (object_is_dead_docked(objp)) { do_dying_undock_physics(objp, shipp); } // do all accounting for respawning client and server side here. if (objp == Player_obj) { gameseq_post_event(GS_EVENT_DEATH_BLEW_UP); } // mark object as dead objp->flags |= OF_SHOULD_BE_DEAD; // Don't blow up model. Only use debris shards. // call ship function to clean up after the ship is destroyed. ship_cleanup(ship_num, SHIP_DESTROYED); return; } else { return; } } // bash the desired rotvel objp->phys_info.desired_rotvel = shipp->deathroll_rotvel; // Do fireballs for Big ship with propagating explostion, but not Kamikaze if (!(Ai_info[shipp->ai_index].ai_flags & AIF_KAMIKAZE) && ship_get_exp_propagates(shipp) && (sip->death_roll_r_mult > 0.0f)) { if ( timestamp_elapsed(shipp->next_fireball)) { vec3d outpnt, pnt1, pnt2; polymodel *pm = model_get(sip->model_num); // Gets two random points on the surface of a submodel submodel_get_two_random_points(pm->id, pm->detail[0], &pnt1, &pnt2 ); model_find_world_point(&outpnt, &pnt1, sip->model_num, pm->detail[0], &objp->orient, &objp->pos ); float rad = objp->radius*0.1f; if (sip->death_roll_r_mult != 1.0f) rad *= sip->death_roll_r_mult; int fireball_type = fireball_ship_explosion_type(sip); if(fireball_type < 0) { fireball_type = FIREBALL_EXPLOSION_LARGE1 + rand()%FIREBALL_NUM_LARGE_EXPLOSIONS; } fireball_create( &outpnt, fireball_type, FIREBALL_LARGE_EXPLOSION, OBJ_INDEX(objp), rad, 0, &objp->phys_info.vel ); // start the next fireball up in the next 50 - 200 ms (2-3 per frame) int min_time = 333; int max_time = 500; if (sip->death_roll_time_mult != 1.0f) { min_time = (int) (min_time / sip->death_roll_time_mult); max_time = (int) (max_time / sip->death_roll_time_mult); } shipp->next_fireball = timestamp_rand(min_time,max_time); // do sound - maybe start a random sound, if it has played far enough. do_sub_expl_sound(objp->radius, &outpnt, shipp->sub_expl_sound_handle); } } // create little fireballs for knossos as it dies if (knossos_ship) { if ( timestamp_elapsed(shipp->next_fireball)) { vec3d rand_vec, outpnt; // [0-.7 rad] in plane vm_vec_rand_vec_quick(&rand_vec); float scale = -vm_vec_dotprod(&objp->orient.vec.fvec, &rand_vec) * (0.9f + 0.2f * frand()); vm_vec_scale_add2(&rand_vec, &objp->orient.vec.fvec, scale); vm_vec_normalize_quick(&rand_vec); scale = objp->radius * frand() * 0.717f; vm_vec_scale(&rand_vec, scale); vm_vec_add(&outpnt, &objp->pos, &rand_vec); float rad = objp->radius*0.2f; int fireball_type = fireball_ship_explosion_type(sip); if(fireball_type < 0) { fireball_type = FIREBALL_EXPLOSION_LARGE1 + rand()%FIREBALL_NUM_LARGE_EXPLOSIONS; } fireball_create( &outpnt, fireball_type, FIREBALL_LARGE_EXPLOSION, OBJ_INDEX(objp), rad, 0, &objp->phys_info.vel ); // start the next fireball up in the next 50 - 200 ms (2-3 per frame) shipp->next_fireball = timestamp_rand(333,500); // emit particles particle_emitter pe; particle_effect pef = sip->knossos_end_particles; pe.num_low = pef.n_low; // Lowest number of particles to create pe.num_high = pef.n_high; // Highest number of particles to create pe.pos = outpnt; // Where the particles emit from pe.vel = objp->phys_info.vel; // Initial velocity of all the particles pe.min_life = pef.min_life; // How long the particles live pe.max_life = pef.max_life; // How long the particles live pe.normal = objp->orient.vec.uvec; // What normal the particle emit around pe.normal_variance = pef.variance; // How close they stick to that normal 0=on normal, 1=180, 2=360 degree pe.min_vel = pef.min_vel; pe.max_vel = pef.max_vel; pe.min_rad = pef.min_rad; // * objp->radius; pe.max_rad = pef.max_rad; // * objp->radius; if (pe.num_high > 0) { particle_emit( &pe, PARTICLE_SMOKE2, 0, 50 ); } // do sound - maybe start a random sound, if it has played far enough. do_sub_expl_sound(objp->radius, &outpnt, shipp->sub_expl_sound_handle); } } int time_until_minor_explosions = timestamp_until(shipp->final_death_time); // Wait until just before death and set off some explosions // If it is less than 1/2 second until large explosion, but there is // at least 1/10th of a second left, then create 5 small explosions if ( (time_until_minor_explosions < 500) && (time_until_minor_explosions > 100) && (!shipp->pre_death_explosion_happened) ) { shipp->next_fireball = timestamp(-1); // never time out again shipp->pre_death_explosion_happened=1; // Mark this event as having occurred polymodel *pm = model_get(sip->model_num); // Start shockwave for ship with propagating explosion, do now for timing if ( ship_get_exp_propagates(shipp) ) { ship_blow_up_area_apply_blast( objp ); } int zz_max = sip->death_fx_count; for (int zz=0; zzdeath_fx_r_mult <= 0.0f) { break; } // Find two random vertices on the model, then average them // and make the piece start there. vec3d tmp, outpnt, pnt1, pnt2; // Gets two random points on the surface of a submodel [KNOSSOS] submodel_get_two_random_points(pm->id, pm->detail[0], &pnt1, &pnt2 ); vm_vec_avg( &tmp, &pnt1, &pnt2 ); model_find_world_point(&outpnt, &tmp, pm->id, pm->detail[0], &objp->orient, &objp->pos ); float rad = objp->radius*0.40f; rad *= sip->death_fx_r_mult; int fireball_type = fireball_ship_explosion_type(sip); if(fireball_type < 0) { fireball_type = FIREBALL_EXPLOSION_MEDIUM; } fireball_create( &outpnt, fireball_type, FIREBALL_MEDIUM_EXPLOSION, OBJ_INDEX(objp), rad, 0, &objp->phys_info.vel ); } } if ( timestamp_elapsed(shipp->final_death_time)) { shipp->death_time = shipp->final_death_time; shipp->final_death_time = timestamp(-1); // never time out again // play ship explosion sound effect, pick appropriate explosion sound int sound_index; if ( sip->flags & (SIF_CAPITAL | SIF_KNOSSOS_DEVICE) ) { sound_index=SND_CAPSHIP_EXPLODE; } else { if ( OBJ_INDEX(objp) & 1 ) { sound_index=SND_SHIP_EXPLODE_1; } else { sound_index=SND_SHIP_EXPLODE_2; } } snd_play_3d( &Snds[sound_index], &objp->pos, &View_position, objp->radius, NULL, 0, 1.0f, SND_PRIORITY_MUST_PLAY ); if (objp == Player_obj) joy_ff_explode(); if ( shipp->death_roll_snd != -1 ) { snd_stop(shipp->death_roll_snd); shipp->death_roll_snd = -1; } // if dying ship is docked, do damage to docked and physics if (object_is_dead_docked(objp)) { do_dying_undock_physics(objp, shipp); } // play a random explosion particle_emitter pe; particle_effect pef = sip->regular_end_particles; pe.num_low = pef.n_low; // Lowest number of particles to create pe.num_high = pef.n_high; // Highest number of particles to create pe.pos = objp->pos; // Where the particles emit from pe.vel = objp->phys_info.vel; // Initial velocity of all the particles pe.min_life = pef.min_life; // How long the particles live pe.max_life = pef.max_life; // How long the particles live pe.normal = objp->orient.vec.uvec; // What normal the particle emit around pe.normal_variance = pef.variance; // How close they stick to that normal 0=on normal, 1=180, 2=360 degree pe.min_vel = pef.min_vel; // How fast the slowest particle can move pe.max_vel = pef.max_vel; // How fast the fastest particle can move pe.min_rad = pef.min_rad; // Min radius pe.max_rad = pef.max_rad; // Max radius if ((!knossos_ship) && (pe.num_high > 0)) { particle_emit( &pe, PARTICLE_SMOKE2, 0 ); } // If this is a large ship with a propagating explosion, set it to blow up. if ( ship_get_exp_propagates(shipp) ) { if (Ai_info[shipp->ai_index].ai_flags & AIF_KAMIKAZE) { ship_blow_up_area_apply_blast( objp ); } shipfx_large_blowup_init(shipp); // need to timeout immediately to keep physics in sync shipp->really_final_death_time = timestamp(0); polymodel *pm = model_get(sip->model_num); shipp->end_death_time = timestamp((int) pm->core_radius); } else { // only do big fireball if not big ship float big_rad; int fireball_objnum, fireball_type, default_fireball_type; float explosion_life; big_rad = objp->radius*1.75f; default_fireball_type = FIREBALL_EXPLOSION_LARGE1 + rand()%FIREBALL_NUM_LARGE_EXPLOSIONS; if (knossos_ship) { big_rad = objp->radius * 1.2f; default_fireball_type = FIREBALL_EXPLOSION_LARGE1; } //SUSHI: Option to override radius of big fireball if (Ship_info[shipp->ship_info_index].big_exp_visual_rad >= 0) big_rad = Ship_info[shipp->ship_info_index].big_exp_visual_rad; fireball_type = fireball_ship_explosion_type(sip); if(fireball_type < 0) { fireball_type = default_fireball_type; } fireball_objnum = fireball_create( &objp->pos, fireball_type, FIREBALL_LARGE_EXPLOSION, OBJ_INDEX(objp), big_rad, 0, &objp->phys_info.vel ); if ( fireball_objnum >= 0 ) { explosion_life = fireball_lifeleft(&Objects[fireball_objnum]); } else { explosion_life = 0.0f; } // JAS: I put in all this code because of an item on my todo list that // said that the ship destroyed debris shouldn't pop in until the // big explosion is 30% done. I did this on Oct24 and me & Adam // thought it looked dumb since the explosion didn't move with the // ship, so instead of just taking this code out, since we might need // it in the future, I disabled it. You can reenable it by changing // the commenting on the following two lines. shipp->end_death_time = shipp->really_final_death_time = timestamp( fl2i(explosion_life*1000.0f)/5 ); // Wait till 30% of vclip time before breaking the ship up. } shipp->flags |= SF_EXPLODED; if ( !(ship_get_exp_propagates(shipp)) ) { // apply area of effect blast damage from ship explosion ship_blow_up_area_apply_blast( objp ); } } if ( timestamp_elapsed(shipp->really_final_death_time)) { // Copied from lock all turrets sexp // Locks all turrets on ship that is about to split. ship_subsys *subsys; subsys = GET_FIRST(&shipp->subsys_list); while ( subsys != END_OF_LIST(&shipp->subsys_list) ) { // just mark all turrets as locked if (subsys->system_info->type == SUBSYSTEM_TURRET) { subsys->weapons.flags |= SW_FLAG_TURRET_LOCK; } subsys = GET_NEXT(subsys); } // do large_ship_split and explosion if ( shipp->large_ship_blowup_index >= 0 ) { if ( shipfx_large_blowup_do_frame(shipp, flFrametime) ) { // do all accounting for respawning client and server side here. if(objp == Player_obj) { gameseq_post_event(GS_EVENT_DEATH_BLEW_UP); } objp->flags |= OF_SHOULD_BE_DEAD; ship_cleanup(ship_num, SHIP_DESTROYED); // call ship function to clean up after the ship is destroyed. } return; } shipfx_blow_up_model(objp, sip->model_num, 0, 20, &objp->pos ); // do all accounting for respawning client and server side here. if(objp == Player_obj) { gameseq_post_event(GS_EVENT_DEATH_BLEW_UP); } objp->flags |= OF_SHOULD_BE_DEAD; ship_cleanup(ship_num, SHIP_DESTROYED); // call ship function to clean up after the ship is destroyed. shipp->really_final_death_time = timestamp( -1 ); // Never time out again! } // If a ship is dying (and not a capital or big ship) then stutter the engine sound if ( timestamp_elapsed(shipp->next_engine_stutter) ) { if ( !(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) ) { shipp->flags ^= SF_ENGINES_ON; // toggle state of engines shipp->next_engine_stutter = timestamp_rand(50, 250); } } } } void ship_chase_shield_energy_targets(ship *shipp, object *obj, float frametime) { float delta; ship_info *sip; if (shipp->flags & SF_DYING) return; sip = &Ship_info[shipp->ship_info_index]; delta = frametime * ETS_RECHARGE_RATE * shipp->ship_max_shield_strength / 100.0f; // Chase target_shields and target_weapon_energy if (shipp->target_shields_delta > 0.0f) { if (delta > shipp->target_shields_delta) delta = shipp->target_shields_delta; shield_add_strength(obj, delta); shipp->target_shields_delta -= delta; } else if (shipp->target_shields_delta < 0.0f) { if (delta < -shipp->target_shields_delta) delta = -shipp->target_shields_delta; shield_add_strength(obj, -delta); shipp->target_shields_delta += delta; } delta = frametime * ETS_RECHARGE_RATE * sip->max_weapon_reserve / 100.0f; if (shipp->target_weapon_energy_delta > 0.0f) { if (delta > shipp->target_weapon_energy_delta) delta = shipp->target_weapon_energy_delta; shipp->weapon_energy += delta; shipp->target_weapon_energy_delta -= delta; } else if (shipp->target_weapon_energy_delta < 0.0f) { if (delta < -shipp->target_weapon_energy_delta) delta = -shipp->target_weapon_energy_delta; shipp->weapon_energy -= delta; shipp->target_weapon_energy_delta += delta; } } int thruster_glow_anim_load(generic_anim *ga) { if ( !VALID_FNAME(ga->filename) ) return -1; int fps = 15; ga->first_frame = bm_load(ga->filename); if (ga->first_frame < 0) { Warning(LOCATION, "Couldn't load thruster glow animation '%s'\nPrimary glow type effect does not accept .EFF or .ANI effects", ga->filename); return -1; } ga->num_frames = NOISE_NUM_FRAMES; Assert(fps != 0); ga->total_time = i2fl(ga->num_frames)/fps; return 0; } /** * Loads the animations for ship's afterburners */ void ship_init_thrusters() { if ( Thrust_anim_inited == 1 ) return; for (size_t i = 0; i < Species_info.size(); i++) { species_info *species = &Species_info[i]; generic_anim_load(&species->thruster_info.flames.normal); generic_anim_load(&species->thruster_info.flames.afterburn); // Bobboau's extra thruster stuff { generic_bitmap_load(&species->thruster_secondary_glow_info.normal); generic_bitmap_load(&species->thruster_secondary_glow_info.afterburn); generic_bitmap_load(&species->thruster_tertiary_glow_info.normal); generic_bitmap_load(&species->thruster_tertiary_glow_info.afterburn); generic_bitmap_load(&species->thruster_distortion_info.normal); generic_bitmap_load(&species->thruster_distortion_info.afterburn); } // glows are handled a bit strangely thruster_glow_anim_load(&species->thruster_info.glow.normal); thruster_glow_anim_load(&species->thruster_info.glow.afterburn); } Thrust_anim_inited = 1; } /** * Figure out which thruster bitmap will get rendered next time around. * * ::ship_render() needs to have shipp->thruster_bitmap set to * a valid bitmap number, or -1 if we shouldn't render thrusters. */ void ship_do_thruster_frame( ship *shipp, object *objp, float frametime ) { float rate; int framenum; int secondary_glow_bitmap, tertiary_glow_bitmap, distortion_bitmap; generic_anim *flame_anim, *glow_anim; ship_info *sinfo = &Ship_info[shipp->ship_info_index]; if ( !Thrust_anim_inited ) { ship_init_thrusters(); } if (objp->phys_info.flags & PF_AFTERBURNER_ON) { flame_anim = &sinfo->thruster_flame_info.afterburn; // select afterburner flame glow_anim = &sinfo->thruster_glow_info.afterburn; // select afterburner glow secondary_glow_bitmap = sinfo->thruster_secondary_glow_info.afterburn.bitmap_id; tertiary_glow_bitmap = sinfo->thruster_tertiary_glow_info.afterburn.bitmap_id; distortion_bitmap = sinfo->thruster_distortion_info.afterburn.bitmap_id; rate = 1.5f; // go at 1.5x faster when afterburners on } else if (objp->phys_info.flags & PF_BOOSTER_ON) { flame_anim = &sinfo->thruster_flame_info.afterburn; // select afterburner flame glow_anim = &sinfo->thruster_glow_info.afterburn; // select afterburner glow secondary_glow_bitmap = sinfo->thruster_secondary_glow_info.afterburn.bitmap_id; tertiary_glow_bitmap = sinfo->thruster_tertiary_glow_info.afterburn.bitmap_id; distortion_bitmap = sinfo->thruster_distortion_info.afterburn.bitmap_id; rate = 2.5f; // go at 2.5x faster when boosters on } else { flame_anim = &sinfo->thruster_flame_info.normal; // select normal flame glow_anim = &sinfo->thruster_glow_info.normal; // select normal glow secondary_glow_bitmap = sinfo->thruster_secondary_glow_info.normal.bitmap_id; tertiary_glow_bitmap = sinfo->thruster_tertiary_glow_info.normal.bitmap_id; distortion_bitmap = sinfo->thruster_distortion_info.normal.bitmap_id; // If thrust at 0, go at half as fast, full thrust; full framerate // so set rate from 0.67 to 1.67, depending on thrust from 0 to 1 rate = 0.67f * (1.0f + objp->phys_info.forward_thrust); } Assert( frametime > 0.0f ); // add primary thruster effects ... if (flame_anim->first_frame >= 0) { shipp->thruster_frame += frametime * rate; // Sanity checks if (shipp->thruster_frame < 0.0f) { shipp->thruster_frame = 0.0f; } else if (shipp->thruster_frame > 100.0f) { shipp->thruster_frame = 0.0f; } while (shipp->thruster_frame > flame_anim->total_time) { shipp->thruster_frame -= flame_anim->total_time; } framenum = fl2i( (shipp->thruster_frame * flame_anim->num_frames) / flame_anim->total_time ); CLAMP(framenum, 0, (flame_anim->num_frames - 1)); // Get the bitmap for this frame shipp->thruster_bitmap = flame_anim->first_frame + framenum; } else { shipp->thruster_frame = 0.0f; shipp->thruster_bitmap = -1; } // primary glows ... if (glow_anim->first_frame >= 0) { shipp->thruster_glow_frame += frametime * rate; // Sanity checks if (shipp->thruster_glow_frame < 0.0f) { shipp->thruster_glow_frame = 0.0f; } else if (shipp->thruster_glow_frame > 100.0f) { shipp->thruster_glow_frame = 0.0f; } while (shipp->thruster_glow_frame > glow_anim->total_time) { shipp->thruster_glow_frame -= glow_anim->total_time; } framenum = fl2i( (shipp->thruster_glow_frame*glow_anim->num_frames) / glow_anim->total_time ); CLAMP(framenum, 0, (glow_anim->num_frames - 1)); // Get the bitmap for this frame shipp->thruster_glow_bitmap = glow_anim->first_frame; // + framenum; shipp->thruster_glow_noise = Noise[framenum]; } else { shipp->thruster_glow_frame = 0.0f; shipp->thruster_glow_bitmap = -1; shipp->thruster_glow_noise = 1.0f; } // add extra thruster effects shipp->thruster_secondary_glow_bitmap = secondary_glow_bitmap; shipp->thruster_tertiary_glow_bitmap = tertiary_glow_bitmap; shipp->thruster_distortion_bitmap = distortion_bitmap; } /** * Figure out which thruster bitmap will get rendered next time around. * * ship_render needs to have shipp->thruster_bitmap set to * a valid bitmap number, or -1 if we shouldn't render thrusters. * * This does basically the same thing as ship_do_thruster_frame, except it * operates on a weapon. This is in the ship code because it needs * the same thruster animation info as the ship stuff, and I would * rather extern this one function than all the thruster animation stuff. */ void ship_do_weapon_thruster_frame( weapon *weaponp, object *objp, float frametime ) { float rate; int framenum; generic_anim *flame_anim, *glow_anim; if (!Thrust_anim_inited) ship_init_thrusters(); species_info *species = &Species_info[weaponp->species]; weapon_info *wip = &Weapon_info[weaponp->weapon_info_index]; // If thrust at 0, go at half as fast, full thrust; full framerate // so set rate from 0.67 to 1.67, depending on thrust from 0 to 1 rate = 0.67f * (1.0f + objp->phys_info.forward_thrust); if (wip->thruster_flame.first_frame >= 0) flame_anim = &wip->thruster_flame; else flame_anim = &species->thruster_info.flames.normal; if (wip->thruster_glow.first_frame >= 0) glow_anim = &wip->thruster_glow; else glow_anim = &species->thruster_info.glow.normal; Assert( frametime > 0.0f ); if (flame_anim->first_frame >= 0) { weaponp->thruster_frame += frametime * rate; // Sanity checks if ( weaponp->thruster_frame < 0.0f ) weaponp->thruster_frame = 0.0f; if ( weaponp->thruster_frame > 100.0f ) weaponp->thruster_frame = 0.0f; while ( weaponp->thruster_frame > flame_anim->total_time ) { weaponp->thruster_frame -= flame_anim->total_time; } framenum = fl2i( (weaponp->thruster_frame*flame_anim->num_frames) / flame_anim->total_time ); if ( framenum < 0 ) framenum = 0; if ( framenum >= flame_anim->num_frames ) framenum = flame_anim->num_frames-1; // Get the bitmap for this frame weaponp->thruster_bitmap = flame_anim->first_frame + framenum; } else { weaponp->thruster_frame = 0.0f; weaponp->thruster_bitmap = -1; } // Do it for glow bitmaps if (glow_anim->first_frame >= 0) { weaponp->thruster_glow_frame += frametime * rate; // Sanity checks if ( weaponp->thruster_glow_frame < 0.0f ) weaponp->thruster_glow_frame = 0.0f; if ( weaponp->thruster_glow_frame > 100.0f ) weaponp->thruster_glow_frame = 0.0f; while ( weaponp->thruster_glow_frame > glow_anim->total_time ) { weaponp->thruster_glow_frame -= glow_anim->total_time; } framenum = fl2i( (weaponp->thruster_glow_frame*glow_anim->num_frames) / glow_anim->total_time ); if ( framenum < 0 ) framenum = 0; if ( framenum >= glow_anim->num_frames ) framenum = glow_anim->num_frames-1; // Get the bitmap for this frame weaponp->thruster_glow_bitmap = glow_anim->first_frame; // + framenum; weaponp->thruster_glow_noise = Noise[framenum]; } else { weaponp->thruster_glow_frame = 0.0f; weaponp->thruster_glow_bitmap = -1; weaponp->thruster_glow_noise = 1.0f; } } // Repair damaged subsystems for a ship, called for each ship once per frame. // TODO: optimize by only calling ever N seconds and keeping track of elapsed time // // NOTE: need to update current_hits in the sp->subsys_list element, and the sp->subsys_info[] // element. #define SHIP_REPAIR_SUBSYSTEM_RATE 0.01f // percent repair per second for a subsystem #define SUBSYS_REPAIR_THRESHOLD 0.1 // only repair subsystems that have > 10% strength void ship_auto_repair_frame(int shipnum, float frametime) { ship_subsys *ssp; ship_subsys_info *ssip; ship *sp; ship_info *sip; object *objp; float real_repair_rate; #ifndef NDEBUG if ( !Ship_auto_repair ) // only repair subsystems if Ship_auto_repair flag is set return; #endif Assert( shipnum >= 0 && shipnum < MAX_SHIPS); sp = &Ships[shipnum]; sip = &Ship_info[sp->ship_info_index]; objp = &Objects[sp->objnum]; //Repair the hull...or maybe unrepair? if(sip->hull_repair_rate != 0.0f) { objp->hull_strength += sp->ship_max_hull_strength * sip->hull_repair_rate * frametime; if(objp->hull_strength > sp->ship_max_hull_strength) { objp->hull_strength = sp->ship_max_hull_strength; } } // only allow for the auto-repair of subsystems on small ships //...NOT. Check if var has been changed from def -C if ( !(sip->flags & SIF_SMALL_SHIP) && sip->subsys_repair_rate == -2.0f) return; if(sip->subsys_repair_rate == -2.0f) real_repair_rate = SHIP_REPAIR_SUBSYSTEM_RATE; else real_repair_rate = sip->subsys_repair_rate; // AL 3-14-98: only allow auto-repair if power output not zero if (sip->power_output <= 0) return; // iterate through subsystems, repair as needed based on elapsed frametime for ( ssp = GET_FIRST(&sp->subsys_list); ssp != END_OF_LIST(&sp->subsys_list); ssp = GET_NEXT(ssp) ) { Assert(ssp->system_info->type >= 0 && ssp->system_info->type < SUBSYSTEM_MAX); ssip = &sp->subsys_info[ssp->system_info->type]; if ( ssp->current_hits < ssp->max_hits ) { // only repair those subsystems which are not destroyed if ( ssp->max_hits <= 0 || ssp->current_hits <= 0 ) continue; // do incremental repair on the subsystem // check for overflow of current_hits ssp->current_hits += ssp->max_hits * real_repair_rate * frametime; if ( ssp->current_hits > ssp->max_hits ) { ssp->current_hits = ssp->max_hits; } // aggregate repair if (!(ssp->flags & SSF_NO_AGGREGATE)) { ssip->aggregate_current_hits += ssip->aggregate_max_hits * real_repair_rate * frametime; if ( ssip->aggregate_current_hits > ssip->aggregate_max_hits ) { ssip->aggregate_current_hits = ssip->aggregate_max_hits; } } } } // end for } // this function checks to see how far the player has strayed from his starting location (should be // single player only). Issues a warning at some distance. Makes mission end if he keeps flying away // 3 strikes and you're out or too far away #define PLAYER_MAX_DIST_WARNING 700000 // distance in KM at which player gets warning to return to battle #define PLAYER_DISTANCE_MAX_WARNINGS 3 // maximum number of warnings player can receive before mission ends #define PLAYER_MAX_DIST_END 750000 // distance from starting loc at which we end mission #define PLAYER_WARN_DELTA_TIME 10000 //ms #define PLAYER_DEATH_DELTA_TIME 5000 //ms void ship_check_player_distance_sub(player *p, int multi_target=-1) { // only check distance for ships if ( p->control_mode != PCM_NORMAL ) { // already warping out... don't bother checking anymore return; } float dist = vm_vec_dist_quick(&Objects[p->objnum].pos, &vmd_zero_vector); int give_warning_to_player = 0; if ( dist > PLAYER_MAX_DIST_WARNING ) { if (p->distance_warning_count == 0) { give_warning_to_player = 1; } else { if (timestamp_until(p->distance_warning_time) < 0) { give_warning_to_player = 1; } } } if ( give_warning_to_player ) { // increase warning count p->distance_warning_count++; // set timestamp unless player PLAYER_FLAGS_DIST_TO_BE_KILLED flag is set if ( !(p->flags & PLAYER_FLAGS_DIST_TO_BE_KILLED) ) { p->distance_warning_time = timestamp(PLAYER_WARN_DELTA_TIME); } // issue up to max warnings if (p->distance_warning_count <= PLAYER_DISTANCE_MAX_WARNINGS) { message_send_builtin_to_player( MESSAGE_STRAY_WARNING, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_SOON, 0, 0, multi_target, -1 ); } if (p->distance_warning_count > PLAYER_DISTANCE_MAX_WARNINGS) { p->flags |= PLAYER_FLAGS_DIST_WARNING; } } if ( !(p->flags & PLAYER_FLAGS_FORCE_MISSION_OVER) && ((p->distance_warning_count > PLAYER_DISTANCE_MAX_WARNINGS) || (dist > PLAYER_MAX_DIST_END)) ) { // DKA 5/17/99 - DON'T force warpout. Won't work multiplayer. Blow up ship. if ( !(p->flags & PLAYER_FLAGS_DIST_TO_BE_KILLED) ) { message_send_builtin_to_player( MESSAGE_STRAY_WARNING_FINAL, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, multi_target, -1 ); p->flags |= PLAYER_FLAGS_DIST_TO_BE_KILLED; p->distance_warning_time = timestamp(PLAYER_DEATH_DELTA_TIME); } // get hull strength and blow up if ( (p->flags & PLAYER_FLAGS_DIST_TO_BE_KILLED) && (timestamp_until(p->distance_warning_time) < 0) ) { p->flags |= PLAYER_FLAGS_FORCE_MISSION_OVER; float damage = 10.0f * Objects[p->objnum].hull_strength; ship_apply_global_damage(&Objects[p->objnum], &Objects[p->objnum], NULL, damage); } } // see if player has moved back into "bounds" if ( (dist < PLAYER_MAX_DIST_WARNING) && (p->flags & PLAYER_FLAGS_DIST_WARNING) && !(p->flags & PLAYER_FLAGS_DIST_TO_BE_KILLED) ) { p->flags &= ~PLAYER_FLAGS_DIST_WARNING; p->distance_warning_count = 1; } } void ship_check_player_distance() { int idx; // multiplayer if (Game_mode & GM_MULTIPLAYER) { // if I'm the server, check all non-observer players including myself if (MULTIPLAYER_MASTER) { // warn all players for (idx=0; idxobjnum].type != OBJ_GHOST) ) { // if bad, blow him up ship_check_player_distance_sub(Net_players[idx].m_player, idx); } } } } // single player else { // maybe blow him up ship_check_player_distance_sub(Player); } } void observer_process_post(object *objp) { Assert(objp != NULL); if (objp == NULL) return; Assert(objp->type == OBJ_OBSERVER); if (Game_mode & GM_MULTIPLAYER) { // if I'm just an observer if (MULTI_OBSERVER(Net_players[MY_NET_PLAYER_NUM])) { float dist = vm_vec_dist_quick(&Player_obj->pos, &vmd_zero_vector); // if beyond max dist, reset to 0 if (dist > PLAYER_MAX_DIST_END) { // set me to zero if ((Player_obj != NULL) && (Player_obj->type != OBJ_GHOST)) { Player_obj->pos = vmd_zero_vector; } } } } } /** * Reset some physics info when ship's engines goes from disabled->enabled */ void ship_reset_disabled_physics(object *objp, int ship_class) { Assert(objp != NULL); if (objp == NULL) return; objp->phys_info.flags &= ~(PF_REDUCED_DAMP | PF_DEAD_DAMP); objp->phys_info.side_slip_time_const = Ship_info[ship_class].damp; } /** * Clear/set the subsystem disrupted flags */ void ship_subsys_disrupted_check(ship *sp) { ship_subsys *ss; int engines_disabled=0; if ( sp->subsys_disrupted_flags & (1<subsys_disrupted_flags=0; ss = GET_FIRST(&sp->subsys_list); while ( ss != END_OF_LIST( &sp->subsys_list ) ) { if ( !timestamp_elapsed(ss->disruption_timestamp) ) { sp->subsys_disrupted_flags |= (1<system_info->type); } ss = GET_NEXT( ss ); } if ( engines_disabled ) { if ( !(sp->subsys_disrupted_flags & (1<flags & SF_DISABLED) ) { ship_reset_disabled_physics(&Objects[sp->objnum], sp->ship_info_index); } } } } /** * Maybe check ship subsystems for disruption, and set/clear flags */ void ship_subsys_disrupted_maybe_check(ship *shipp) { if ( timestamp_elapsed(shipp->subsys_disrupted_check_timestamp) ) { ship_subsys_disrupted_check(shipp); shipp->subsys_disrupted_check_timestamp=timestamp(250); } } /** * Determine if a given subsystem is disrupted (ie inoperable) * * @param ss pointer to ship subsystem * @return 1 if subsystem is disrupted, 0 if subsystem is not disrupted */ int ship_subsys_disrupted(ship_subsys *ss) { if ( !ss ) { Int3(); // should never happen, get Alan if it does. return 0; } if ( timestamp_elapsed(ss->disruption_timestamp) ) { return 0; } else { return 1; } } /** * Disrupt a subsystem (ie make it inoperable for a time) * * @param ss pointer to ship subsystem to be disrupted * @param time time in ms that subsystem should be disrupted */ void ship_subsys_set_disrupted(ship_subsys *ss, int time) { int time_left=0; if ( !ss ) { Int3(); // should never happen, get Alan if it does. return; } time_left=timestamp_until(ss->disruption_timestamp); if ( time_left < 0 ) { time_left=0; } ss->disruption_timestamp = timestamp(time+time_left); } /** * Determine if a given subsystem is disrupted (ie inoperable) * * @param sp pointer to ship containing subsystem * @param type type of subsystem (SUBSYSTEM_*) * @return 1 if subsystem is disrupted, 0 if subsystem is not disrupted */ int ship_subsys_disrupted(ship *sp, int type) { if ( sp->subsys_disrupted_flags & (1<lethality -= 100.0f * decay_rate * flFrametime; aip->lethality = MAX(-10.0f, aip->lethality); #ifndef NDEBUG if (Objects[Ships[aip->shipnum].objnum].flags & OF_PLAYER_SHIP) { if (Framecount % 10 == 0) { int num_turrets = 0; if ((aip->target_objnum != -1) && (Objects[aip->target_objnum].type == OBJ_SHIP)) { //TODO: put this where it belongs, this would involve recompiling *everything* right now //-WMC int num_turrets_attacking(object *turret_parent, int target_objnum); num_turrets = num_turrets_attacking(&Objects[aip->target_objnum], Ships[aip->shipnum].objnum); } nprintf(("lethality", "Player lethality: %.1f, num turrets targeting player: %d\n", aip->lethality, num_turrets)); } } #endif } void ship_process_pre(object *objp, float frametime) { if ( (objp == NULL) || !frametime ) return; } MONITOR( NumShips ) /** * Player ship uses this code, but does a quick out after doing a few things. * * When adding code to this function, decide whether or not a client in a multiplayer game * needs to execute the code you are adding. Code which moves things, creates things, etc * probably doesn't need to be called. If you don't know -- find Allender!!! */ void ship_process_post(object * obj, float frametime) { int num; ship *shipp; ship_info *sip; if(obj->type != OBJ_SHIP){ nprintf(("Network","Ignoring non-ship object in ship_process_post()\n")); return; } MONITOR_INC( NumShips, 1 ); num = obj->instance; Assert( num >= 0 && num < MAX_SHIPS); Assert( obj->type == OBJ_SHIP ); Assert( Ships[num].objnum == OBJ_INDEX(obj)); shipp = &Ships[num]; sip = &Ship_info[shipp->ship_info_index]; shipp->shield_hits = 0; update_ets(obj, frametime); afterburners_update(obj, frametime); ship_subsys_disrupted_maybe_check(shipp); ship_dying_frame(obj, num); ship_chase_shield_energy_targets(shipp, obj, frametime); // AL 1-6-98: record the initial ammo counts for ships, which is used as the max limit for rearming // Goober5000 - added ballistics support if ( !(shipp->flags & SF_AMMO_COUNT_RECORDED) ) { int max_missiles; for ( int i=0; iship_info_index, i, shipp->weapons.secondary_bank_weapons[i]); shipp->weapons.secondary_bank_start_ammo[i] = max_missiles; } else { shipp->weapons.secondary_bank_start_ammo[i] = shipp->weapons.secondary_bank_ammo[i]; } } if ( sip->flags & SIF_BALLISTIC_PRIMARIES ) { for ( int i=0; iship_info_index, i, shipp->weapons.primary_bank_weapons[i]); shipp->weapons.primary_bank_start_ammo[i] = max_missiles; } else { shipp->weapons.primary_bank_start_ammo[i] = shipp->weapons.primary_bank_ammo[i]; } } } shipp->flags |= SF_AMMO_COUNT_RECORDED; } if(!(Game_mode & GM_STANDALONE_SERVER)) { // Plot ship on the radar. What about multiplayer ships? if ( obj != Player_obj ) // don't plot myself. radar_plot_object( obj ); // MWA -- move the spark code to before the check for multiplayer master // Do ship sparks. Don't do sparks on my ship (since I cannot see it). This // code will do sparks on other ships in multiplayer though. // JAS: Actually in external view, you can see sparks, so I don't do sparks // on the Viewer_obj, not Player_obj. if ( (obj != Viewer_obj) && timestamp_elapsed(Ships[num].next_hit_spark) ) { shipfx_emit_spark(num,-1); // -1 means choose random spark location } if ( obj != Viewer_obj ) { shipfx_do_damaged_arcs_frame( shipp ); } // JAS - flicker the thruster bitmaps ship_do_thruster_frame(shipp,obj,frametime); } ship_auto_repair_frame(num, frametime); shipfx_do_lightning_frame(shipp); // if the ship has an EMP effect active, process it emp_process_ship(shipp); // call the contrail system ct_ship_process(shipp); // process engine wash void engine_wash_ship_process(ship *shipp); engine_wash_ship_process(shipp); // update TAG info if(shipp->tag_left > 0.0f){ shipp->tag_left -= flFrametime; if(shipp->tag_left <= 0.000001f){ shipp->tag_left = -1.0f; mprintf(("Killing TAG for %s\n", shipp->ship_name)); } } // update level 2 TAG info if(shipp->level2_tag_left > 0.0f){ shipp->level2_tag_left -= flFrametime; if(shipp->level2_tag_left <= 0.000001f){ shipp->level2_tag_left = -1.0f; mprintf(("Killing level 2 TAG for %s\n", shipp->ship_name)); } } if ( shipp->flags & SF_ARRIVING && Ai_info[shipp->ai_index].mode != AIM_BAY_EMERGE ) { // JAS -- if the ship is warping in, just move it forward at a speed // fast enough to move 2x its radius in SHIP_WARP_TIME seconds. shipfx_warpin_frame( obj, frametime ); } else if ( shipp->flags & SF_DEPART_WARP ) { // JAS -- if the ship is warping out, just move it forward at a speed // fast enough to move 2x its radius in SHIP_WARP_TIME seconds. shipfx_warpout_frame( obj, frametime ); } if ( (!(shipp->flags & SF_ARRIVING) || (Ai_info[shipp->ai_index].mode == AIM_BAY_EMERGE) || ((sip->warpin_type == WT_IN_PLACE_ANIM) && (shipp->flags & SF_ARRIVING_STAGE_2)) ) && !(shipp->flags & SF_DEPART_WARP)) { // Do AI. // for multiplayer people. return here if in multiplay and not the host if ( MULTIPLAYER_CLIENT ) { model_anim_handle_multiplayer( &Ships[num] ); return; } // MWA -- moved the code to maybe fire swarm missiles to after the check for // multiplayer master. Only single player and multi server needs to do this code // this code might call ship_fire_secondary which will send the fire packets swarm_maybe_fire_missile(num); // maybe fire turret swarm missiles void turret_swarm_maybe_fire_missile(int num); turret_swarm_maybe_fire_missile(num); // maybe fire a corkscrew missile (just like swarmers) cscrew_maybe_fire_missile(num); //rotate player subobjects since its processed by the ai functions // AL 2-19-98: Fire turret for player if it exists //WMC - changed this to call process_subobjects if ( (obj->flags & OF_PLAYER_SHIP) && !Player_use_ai ) { ai_info *aip = &Ai_info[Ships[obj->instance].ai_index]; if (aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED)) { if (aip->support_ship_objnum >= 0) { if (vm_vec_dist_quick(&obj->pos, &Objects[aip->support_ship_objnum].pos) < (obj->radius + Objects[aip->support_ship_objnum].radius) * 1.25f) return; } } process_subobjects(OBJ_INDEX(obj)); } if (obj == Player_obj) { ship_check_player_distance(); } // update ship lethality if ( Ships[num].ai_index >= 0 ){ if (!physics_paused && !ai_paused){ lethality_decay(&Ai_info[Ships[num].ai_index]); } } // if the ship is an observer ship don't need to do AI if ( obj->type == OBJ_OBSERVER) { return; } // Goober5000 - player may want to use AI if ( (Ships[num].ai_index >= 0) && (!(obj->flags & OF_PLAYER_SHIP) || Player_use_ai) ){ if (!physics_paused && !ai_paused){ ai_process( obj, Ships[num].ai_index, frametime ); } } } } /** * Set the ship level weapons based on the information contained in the ship info. * * Weapon assignments are checked against the model to ensure the models * and the ship info weapon data are in synch. */ void ship_set_default_weapons(ship *shipp, ship_info *sip) { int i, j; polymodel *pm; ship_weapon *swp = &shipp->weapons; weapon_info *wip; // Copy primary and secondary weapons from ship_info to ship. // Later, this will happen in the weapon loadout screen. for (i=0; i < MAX_SHIP_PRIMARY_BANKS; i++){ swp->primary_bank_weapons[i] = sip->primary_bank_weapons[i]; } for (i=0; i < MAX_SHIP_SECONDARY_BANKS; i++){ swp->secondary_bank_weapons[i] = sip->secondary_bank_weapons[i]; } // Copy the number of primary and secondary banks to ship, and verify that // model is in synch pm = model_get( sip->model_num ); // Primary banks if ( pm->n_guns > sip->num_primary_banks ) { Assert(pm->n_guns <= MAX_SHIP_PRIMARY_BANKS); Error(LOCATION, "There are %d primary banks in the model file,\nbut only %d primary banks specified for %s.\nThis must be fixed, as it will cause crashes.\n", pm->n_guns, sip->num_primary_banks, sip->name); for ( i = sip->num_primary_banks; i < pm->n_guns; i++ ) { // Make unspecified weapon for bank be a laser for ( j = 0; j < Num_player_weapon_precedence; j++ ) { Assertion((Player_weapon_precedence[j] > 0), "Error reading player weapon precedence list. Check weapons.tbl for $Player Weapon Precedence entry, and correct as necessary.\n"); int weapon_id = Player_weapon_precedence[j]; if ( (Weapon_info[weapon_id].subtype == WP_LASER) || (Weapon_info[weapon_id].subtype == WP_BEAM) ) { swp->primary_bank_weapons[i] = weapon_id; break; } } Assert(swp->primary_bank_weapons[i] >= 0); } sip->num_primary_banks = pm->n_guns; } else if ( pm->n_guns < sip->num_primary_banks ) { Warning(LOCATION, "There are %d primary banks specified for %s\nbut only %d primary banks in the model\n", sip->num_primary_banks, sip->name, pm->n_guns); sip->num_primary_banks = pm->n_guns; } // Secondary banks if ( pm->n_missiles > sip->num_secondary_banks ) { Assert(pm->n_missiles <= MAX_SHIP_SECONDARY_BANKS); Error(LOCATION, "There are %d secondary banks in the model file,\nbut only %d secondary banks specified for %s.\nThis must be fixed, as it will cause crashes.\n", pm->n_missiles, sip->num_secondary_banks, sip->name); for ( i = sip->num_secondary_banks; i < pm->n_missiles; i++ ) { // Make unspecified weapon for bank be a missile for ( j = 0; j < Num_player_weapon_precedence; j++ ) { Assertion((Player_weapon_precedence[j] > 0), "Error reading player weapon precedence list. Check weapons.tbl for $Player Weapon Precedence entry, and correct as necessary.\n"); int weapon_id = Player_weapon_precedence[j]; if (Weapon_info[weapon_id].subtype == WP_MISSILE) { swp->secondary_bank_weapons[i] = weapon_id; break; } } Assert(swp->secondary_bank_weapons[i] >= 0); } sip->num_secondary_banks = pm->n_missiles; } else if ( pm->n_missiles < sip->num_secondary_banks ) { Warning(LOCATION, "There are %d secondary banks specified for %s,\n but only %d secondary banks in the model.\n", sip->num_secondary_banks, sip->name, pm->n_missiles); sip->num_secondary_banks = pm->n_missiles; } // added ballistic primary support - Goober5000 swp->num_primary_banks = sip->num_primary_banks; for ( i = 0; i < swp->num_primary_banks; i++ ) { wip = &Weapon_info[swp->primary_bank_weapons[i]]; if ( wip->wi_flags2 & WIF2_BALLISTIC ) { if (Fred_running){ swp->primary_bank_ammo[i] = 100; } else { float capacity, size; capacity = (float) sip->primary_bank_ammo_capacity[i]; size = (float) wip->cargo_size; swp->primary_bank_ammo[i] = fl2i((capacity / size)+0.5f); swp->primary_bank_start_ammo[i] = swp->primary_bank_ammo[i]; } swp->primary_bank_capacity[i] = sip->primary_bank_ammo_capacity[i]; } } swp->num_secondary_banks = sip->num_secondary_banks; for ( i = 0; i < swp->num_secondary_banks; i++ ) { if (Fred_running){ swp->secondary_bank_ammo[i] = 100; } else { wip = &Weapon_info[swp->secondary_bank_weapons[i]]; float size = (float) wip->cargo_size; swp->secondary_bank_ammo[i] = fl2i(sip->secondary_bank_ammo_capacity[i]/size); // Karajorma - Support ships will use the wrong values if we don't set this. swp->secondary_bank_start_ammo[i] = swp->secondary_bank_ammo[i]; } swp->secondary_bank_capacity[i] = sip->secondary_bank_ammo_capacity[i]; } for ( i = 0; i < MAX_SHIP_PRIMARY_BANKS; i++ ){ swp->next_primary_fire_stamp[i] = timestamp(0); swp->last_primary_fire_stamp[i] = -1; swp->burst_counter[i] = 0; swp->last_primary_fire_sound_stamp[i] = timestamp(0); } for ( i = 0; i < MAX_SHIP_SECONDARY_BANKS; i++ ){ swp->next_secondary_fire_stamp[i] = timestamp(0); swp->last_secondary_fire_stamp[i] = -1; swp->burst_counter[i + MAX_SHIP_PRIMARY_BANKS] = 0; } //Countermeasures shipp->current_cmeasure = sip->cmeasure_type; } /** * Faster version of ship_check_collision that does not do checking at the polygon * level. Just checks to see if a vector will intersect a sphere. */ int ship_check_collision_fast( object * obj, object * other_obj, vec3d * hitpos) { int num; mc_info mc; Assert( obj->type == OBJ_SHIP ); Assert( obj->instance >= 0 ); num = obj->instance; mc.model_instance_num = Ships[num].model_instance_num; mc.model_num = Ship_info[Ships[num].ship_info_index].model_num; // Fill in the model to check mc.orient = &obj->orient; // The object's orient mc.pos = &obj->pos; // The object's position mc.p0 = &other_obj->last_pos; // Point 1 of ray to check mc.p1 = &other_obj->pos; // Point 2 of ray to check mc.flags = MC_ONLY_SPHERE; // flags model_collide(&mc); if (mc.num_hits) *hitpos = mc.hit_point_world; return mc.num_hits; } /** * Ensure create time for ship is unique */ void ship_make_create_time_unique(ship *shipp) { static int last_smctu_initial_time = -1; static int last_smctu_final_time = -1; int sanity_counter = 0, collision; ship *compare_shipp; ship_obj *so; uint new_create_time; new_create_time = shipp->create_time; while (1) { collision = 0; for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) { compare_shipp = &Ships[Objects[so->objnum].instance]; if ( compare_shipp == shipp ) { continue; } if ( compare_shipp->create_time == new_create_time ) { if((unsigned int)sanity_counter == 0 && (unsigned int)last_smctu_initial_time == shipp->create_time) { //WMC: If we're creating a whole bunch of ships at once, we can //shortcut this process by looking at the last call to this function //This fixes a bug when more than 50 ships are created at once. new_create_time = last_smctu_final_time + 1; } else { new_create_time++; } collision = 1; break; } } if ( !collision ) { last_smctu_initial_time = shipp->create_time; last_smctu_final_time = new_create_time; shipp->create_time = new_create_time; break; } if ( sanity_counter++ > MAX_SHIPS ) { Int3(); break; } } } int Ship_subsys_hwm = 0; void show_ship_subsys_count() { object *objp; int count = 0; int o_type = 0; for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) { o_type = (int)objp->type; if (o_type == OBJ_SHIP) { count += Ship_info[Ships[o_type].ship_info_index].n_subsystems; } } if (count > Ship_subsys_hwm) { Ship_subsys_hwm = count; } } void ship_init_afterburners(ship *shipp) { Assert( shipp ); shipp->ab_count = 0; if (shipp->ship_info_index < 0) { Int3(); return; } ship_info *sip = &Ship_info[shipp->ship_info_index]; Assert( sip->model_num >= 0 ); polymodel *pm = model_get(sip->model_num); Assert( pm != NULL ); if ( !(sip->flags & SIF_AFTERBURNER) ) { return; } if (sip->afterburner_trail.bitmap_id < 0) { return; } for (int i = 0; i < pm->n_thrusters; i++) { thruster_bank *bank = &pm->thrusters[i]; for (int j = 0; j < bank->num_points; j++) { // this means you've reached the max # of AB trails for a ship if (shipp->ab_count >= MAX_SHIP_CONTRAILS) { Int3(); break; } trail_info *ci = &shipp->ab_info[shipp->ab_count]; if (bank->points[j].norm.xyz.z > -0.5f) { continue; // only make ab trails for thrusters that are pointing backwards } ci->pt = bank->points[j].pnt; //offset ci->w_start = bank->points[j].radius * sip->afterburner_trail_width_factor; // width * table loaded width factor ci->w_end = 0.05f; //end width ci->a_start = 1.0f * sip->afterburner_trail_alpha_factor; // start alpha * table loaded alpha factor ci->a_end = 0.0f; //end alpha ci->max_life = sip->afterburner_trail_life; // table loaded max life ci->stamp = 60; //spew time??? ci->n_fade_out_sections = sip->afterburner_trail_faded_out_sections; // initial fade out ci->texture.bitmap_id = sip->afterburner_trail.bitmap_id; // table loaded bitmap used on this ships burner trails nprintf(("AB TRAIL", "AB trail point #%d made for '%s'\n", shipp->ab_count, shipp->ship_name)); shipp->ab_count++; } } } /** * Returns object index of ship. * @return -1 means failed. */ int ship_create(matrix *orient, vec3d *pos, int ship_type, char *ship_name) { int i, n, objnum, j, k, t; ship_info *sip; ship *shipp; t = ship_get_num_ships(); // The following check caps the number of ships that can be created. Because Fred needs // to create all the ships, regardless of when they arrive/depart, it needs a higher // limit than FreeSpace. On release, however, we will reduce it, thus FreeSpace needs // to check against what this limit will be, otherwise testing the missions before // release could work fine, yet not work anymore once a release build is made. if (Fred_running) { if (t >= MAX_SHIPS) return -1; } else { if (t >= SHIPS_LIMIT) { Error(LOCATION, XSTR("There is a limit of %d ships in the mission at once. Please be sure that you do not have more than %d ships present in the mission at the same time.", 1495), SHIPS_LIMIT, SHIPS_LIMIT ); return -1; } } for (n=0; n= 0) && (ship_type < Num_ship_classes)); sip = &(Ship_info[ship_type]); shipp = &Ships[n]; sip->model_num = model_load(sip->pof_file, sip->n_subsystems, &sip->subsystems[0]); // use the highest detail level if(strlen(sip->cockpit_pof_file)) { sip->cockpit_model_num = model_load(sip->cockpit_pof_file, 0, NULL); } // maybe load an optional hud target model if(strlen(sip->pof_file_hud)){ // check to see if a "real" ship uses this model. if so, load it up for him so that subsystems are setup properly int idx; for(idx=0; idxpof_file_hud)){ Ship_info[idx].model_num = model_load(Ship_info[idx].pof_file, Ship_info[idx].n_subsystems, &Ship_info[idx].subsystems[0]); } } // mow load it for me with no subsystems sip->model_num_hud = model_load(sip->pof_file_hud, 0, NULL); } polymodel *pm = model_get(sip->model_num); ship_copy_subsystem_fixup(sip); show_ship_subsys_count(); if ( sip->num_detail_levels < pm->n_detail_levels ) { Warning(LOCATION, "For ship '%s', detail level\nmismatch. Table has %d,\nPOF has %d.", sip->name, sip->num_detail_levels, pm->n_detail_levels ); for (i=0; in_detail_levels; i++ ) { sip->detail_distance[i] = 0; } } for (i=0; inum_detail_levels; i++ ) { pm->detail_depth[i] = i2fl(sip->detail_distance[i]); } // JAS: Nav buoys don't need to do collisions! // G5K: Corrected to apply specifically for ships with the no-collide flag. (In retail, navbuoys already have this flag, so this doesn't break anything.) if ( sip->flags & SIF_NO_COLLIDE ) { objnum = obj_create(OBJ_SHIP, -1, n, orient, pos, model_get_radius(sip->model_num), OF_RENDERS | OF_PHYSICS ); } else { objnum = obj_create(OBJ_SHIP, -1, n, orient, pos, model_get_radius(sip->model_num), OF_RENDERS | OF_COLLIDES | OF_PHYSICS ); } Assert( objnum >= 0 ); shipp->ai_index = ai_get_slot(n); Assert( shipp->ai_index >= 0 ); // Goober5000 - if no ship name specified, or if specified ship already exists, // or if specified ship has exited, use a default name if ((ship_name == NULL) || (ship_name_lookup(ship_name) >= 0) || (ship_find_exited_ship_by_name(ship_name) >= 0)) { sprintf(shipp->ship_name, NOX("%s %d"), Ship_info[ship_type].name, n); } else { strcpy_s(shipp->ship_name, ship_name); } ship_set_default_weapons(shipp, sip); // Moved up here because ship_set requires that weapon info be valid. MK, 4/28/98 ship_set(n, objnum, ship_type); init_ai_object(objnum); ai_clear_ship_goals( &Ai_info[Ships[n].ai_index] ); // only do this one here. Can't do it in init_ai because it might wipe out goals in mission file // Allocate shield and initialize it. if (pm->shield.ntris) { shipp->shield_integrity = (float *) vm_malloc(sizeof(float) * pm->shield.ntris); for (i=0; ishield.ntris; i++) shipp->shield_integrity[i] = 1.0f; } else shipp->shield_integrity = NULL; // allocate memory for keeping glow point bank status (enabled/disabled) { bool val = true; // default value, enabled if (pm->n_glow_point_banks) shipp->glow_point_bank_active.resize( pm->n_glow_point_banks, val ); } // fix up references into paths for this ship's model to point to a ship_subsys entry instead // of a submodel index. The ship_subsys entry should be the same for *all* instances of the // same ship. if (!(sip->flags & SIF_PATH_FIXUP)) { for ( i = 0; i < pm->n_paths; i++ ) { for ( j = 0; j < pm->paths[i].nverts; j++ ) { for ( k = 0; k < pm->paths[i].verts[j].nturrets; k++ ) { int ptindex = pm->paths[i].verts[j].turret_ids[k]; // this index is a submodel number (ala bspgen) int index; ship_subsys *ss; // iterate through the ship_subsystems looking for an id that matches index = 0; ss = GET_FIRST(&Ships[n].subsys_list); while ( ss != END_OF_LIST( &Ships[n].subsys_list ) ) { if ( ss->system_info->subobj_num == ptindex ) { // when these are equal, fix up the ref pm->paths[i].verts[j].turret_ids[k] = index; // in path structure to index a ship_subsys break; } index++; ss = GET_NEXT( ss ); } if ( ss == END_OF_LIST(&Ships[n].subsys_list) ) Warning(LOCATION, "Couldn't fix up turret indices in spline path\n\nModel: %s\nPath: %s\nVertex: %d\nTurret model id:%d\n\nThis probably means that the turret was not specified in the ship table(s).", sip->pof_file, pm->paths[i].name, j, ptindex ); } } } sip->flags |= SIF_PATH_FIXUP; } // reset the damage record fields (for scoring purposes) shipp->total_damage_received = 0.0f; for(i=0;idamage_ship[i] = 0.0f; shipp->damage_ship_id[i] = -1; } // Add this ship to Ship_obj_list shipp->ship_list_index = ship_obj_list_add(objnum); // Set time when ship is created shipp->create_time = timer_get_milliseconds(); ship_make_create_time_unique(shipp); // set the team select index to be -1 shipp->ts_index = -1; shipp->wing_status_wing_index = -1; // wing index (0-4) in wingman status gauge shipp->wing_status_wing_pos = -1; // wing position (0-5) in wingman status gauge // first try at ABtrails -Bobboau ship_init_afterburners(shipp); // call the contrail system ct_ship_create(shipp); model_anim_set_initial_states(shipp); shipp->model_instance_num = model_create_instance(sip->model_num); return objnum; } /** * Change the ship model for a ship to that for ship class 'ship_type' * * @param n index of ship in ::Ships[] array * @param ship_type ship class (index into ::Ship_info[]) */ void ship_model_change(int n, int ship_type) { int i; ship_info *sip; ship *sp; polymodel * pm; Assert( n >= 0 && n < MAX_SHIPS ); sp = &Ships[n]; sip = &(Ship_info[ship_type]); // get new model if (sip->model_num == -1) { sip->model_num = model_load(sip->pof_file, sip->n_subsystems, &sip->subsystems[0]); } if ( sip->cockpit_model_num == -1 ) { if ( strlen(sip->cockpit_pof_file) ) { sip->cockpit_model_num = model_load(sip->cockpit_pof_file, 0, NULL); } } pm = model_get(sip->model_num); Objects[sp->objnum].radius = model_get_radius(pm->id); // page in nondims in game if ( !Fred_running ) model_page_in_textures(sip->model_num, ship_type); // allocate memory for keeping glow point bank status (enabled/disabled) { bool val = true; // default value, enabled // clear out any old gpb's first, then add new ones if needed sp->glow_point_bank_active.clear(); if (pm->n_glow_point_banks) sp->glow_point_bank_active.resize( pm->n_glow_point_banks, val ); } ship_copy_subsystem_fixup(sip); if ( sip->num_detail_levels < pm->n_detail_levels ) { Warning(LOCATION, "For ship '%s', detail level\nmismatch (POF needs %d)", sip->name, pm->n_detail_levels ); for (i=0; in_detail_levels; i++ ) { sip->detail_distance[i] = 0; } } if (sp->shield_integrity != NULL) { vm_free(sp->shield_integrity); sp->shield_integrity = NULL; } // Allocate shield and initialize it. if (pm->shield.ntris) { sp->shield_integrity = (float *) vm_malloc(sizeof(float) * pm->shield.ntris); for (i = 0; i < pm->shield.ntris; i++) { sp->shield_integrity[i] = 1.0f; } } else { sp->shield_integrity = NULL; } for (i=0; inum_detail_levels; i++ ) { pm->detail_depth[i] = i2fl(sip->detail_distance[i]); } // reset texture animations sp->base_texture_anim_frametime = game_get_overall_frametime(); } /** * Change the ship class on a ship, and changing all required information * for consistency (ie textures, subsystems, weapons, physics) * * @param n index of ship in ::Ships[] array * @param ship_type ship class (index into ::Ship_info[]) * @param by_sexp SEXP reference */ void change_ship_type(int n, int ship_type, int by_sexp) { int i; ship_info *sip; ship_info *sip_orig; ship *sp; ship sp_orig; ship_weapon *swp; ship_subsys *ss; object *objp; p_object *p_objp; float hull_pct, shield_pct; physics_info ph_inf; Assert( n >= 0 && n < MAX_SHIPS ); sp = &Ships[n]; sp_orig = Ships[n]; sip = &(Ship_info[ship_type]); swp = &sp->weapons; sip_orig = &Ship_info[sp->ship_info_index]; objp = &Objects[sp->objnum]; p_objp = mission_parse_get_parse_object(sp->ship_name); ph_inf = objp->phys_info; // Goober5000 - maintain the original hull, shield, and subsystem percentages... gah // hull if (sp->special_hitpoints) { hull_pct = objp->hull_strength / sp->ship_max_hull_strength; } else { Assert( Ship_info[sp->ship_info_index].max_hull_strength > 0.0f ); hull_pct = objp->hull_strength / Ship_info[sp->ship_info_index].max_hull_strength; } // extra check Assert(hull_pct > 0.0f && hull_pct <= 1.0f); if (hull_pct <= 0.0f) hull_pct = 0.1f; if (hull_pct > 1.0f) hull_pct = 1.0f; // shield if (sp->special_shield > 0) { shield_pct = shield_get_strength(objp) / sp->ship_max_shield_strength; } else if (Ship_info[sp->ship_info_index].max_shield_strength > 0.0f) { shield_pct = shield_get_strength(objp) / Ship_info[sp->ship_info_index].max_shield_strength; } else { shield_pct = 0.0f; } // extra check Assert(shield_pct >= 0.0f && shield_pct <= 1.0f); if (shield_pct < 0.0f) shield_pct = 0.0f; if (shield_pct > 1.0f) shield_pct = 1.0f; // subsystems int num_saved_subsystems = 0; char **subsys_names = new char *[sip_orig->n_subsystems]; float *subsys_pcts = new float[sip_orig->n_subsystems]; ss = GET_FIRST(&sp->subsys_list); while ( ss != END_OF_LIST(&sp->subsys_list) ) { if (num_saved_subsystems == sip_orig->n_subsystems) { Error(LOCATION, "Subsystem mismatch while changing ship class from '%s' to '%s'!", sip_orig->name, sip->name); break; } // save subsys information subsys_names[num_saved_subsystems] = new char[NAME_LENGTH]; strcpy(subsys_names[num_saved_subsystems], ss->system_info->subobj_name); if (ss->max_hits > 0.0f) subsys_pcts[num_saved_subsystems] = ss->current_hits / ss->max_hits; else subsys_pcts[num_saved_subsystems] = ss->max_hits; // extra check Assert(subsys_pcts[num_saved_subsystems] >= 0.0f && subsys_pcts[num_saved_subsystems] <= 1.0f); if (subsys_pcts[num_saved_subsystems] < 0.0f) subsys_pcts[num_saved_subsystems] = 0.0f; if (subsys_pcts[num_saved_subsystems] > 1.0f) subsys_pcts[num_saved_subsystems] = 1.0f; num_saved_subsystems++; ss = GET_NEXT(ss); } // make sure that shields are disabled/enabled if they need to be - Chief1983 if (!Fred_running) { if ((p_objp->flags2 & P2_OF_FORCE_SHIELDS_ON) && (sp->ship_max_shield_strength > 0.0f)) { objp->flags &= ~OF_NO_SHIELDS; } else if ((p_objp->flags & P_OF_NO_SHIELDS) || (sp->ship_max_shield_strength == 0.0f)) { objp->flags |= OF_NO_SHIELDS; // Since there's not a mission flag set to be adjusting this, see if there was a change from a ship that normally has shields to one that doesn't, and vice versa } else if (!(sip_orig->flags2 & SIF2_INTRINSIC_NO_SHIELDS) && (sip->flags2 & SIF2_INTRINSIC_NO_SHIELDS)) { objp->flags |= OF_NO_SHIELDS; } else if ((sip_orig->flags2 & SIF2_INTRINSIC_NO_SHIELDS) && !(sip->flags2 & SIF2_INTRINSIC_NO_SHIELDS) && (sp->ship_max_shield_strength > 0.0f)) { objp->flags &= ~OF_NO_SHIELDS; } } // point to new ship data ship_model_change(n, ship_type); sp->ship_info_index = ship_type; if (!Fred_running) { //WMC - set warp effects ship_set_warp_effects(objp, sip); } // set the correct hull strength if (Fred_running) { sp->ship_max_hull_strength = 100.0f; objp->hull_strength = 100.0f; } else { if (sp->special_hitpoints > 0) { sp->ship_max_hull_strength = (float)sp->special_hitpoints > 0; } else { sp->ship_max_hull_strength = sip->max_hull_strength; } objp->hull_strength = hull_pct * sp->ship_max_hull_strength; } // set the correct shield strength if (Fred_running) { if (sp->ship_max_shield_strength) sp->ship_max_shield_strength = 100.0f; objp->shield_quadrant[0] = 100.0f; } else { if (sp->special_shield >= 0) { sp->ship_max_shield_strength = (float)sp->special_shield; } else { sp->ship_max_shield_strength = sip->max_shield_strength; } shield_set_strength(objp, shield_pct * sp->ship_max_shield_strength); } // Goober5000: div-0 checks Assert(sp->ship_max_hull_strength > 0.0f); Assert(objp->hull_strength > 0.0f); // niffiwan: set new armor types sp->armor_type_idx = sip->armor_type_idx; sp->shield_armor_type_idx = sip->shield_armor_type_idx; sp->collision_damage_type_idx = sip->collision_damage_type_idx; sp->debris_damage_type_idx = sip->debris_damage_type_idx; // subsys stuff done only after hull stuff is set // if the subsystem list is not currently empty, then we need to clear it out first. ship_subsystems_delete(sp); // fix up the subsystems subsys_set( sp->objnum ); // Goober5000 - restore the subsystem percentages ss = GET_FIRST(&sp->subsys_list); while ( ss != END_OF_LIST(&sp->subsys_list) ) { for (i = 0; i < num_saved_subsystems; i++) { if (!subsystem_stricmp(ss->system_info->subobj_name, subsys_names[i])) { ss->current_hits = ss->max_hits * subsys_pcts[i]; break; } } ss = GET_NEXT(ss); } ship_recalc_subsys_strength(sp); // now free the memory for (i = 0; i < sip_orig->n_subsystems; i++) delete[] subsys_names[i]; delete [] subsys_names; delete [] subsys_pcts; sp->afterburner_fuel = MAX(0, sip->afterburner_fuel_capacity - (sip_orig->afterburner_fuel_capacity - sp->afterburner_fuel)); sp->cmeasure_count = MAX(0, sip->cmeasure_max - (sip_orig->cmeasure_max - sp->cmeasure_count)); // avoid cases where either of these are 0 if (sp->current_max_speed != 0 && sip_orig->max_speed != 0) { sp->current_max_speed = sip->max_speed * (sp->current_max_speed / sip_orig->max_speed); } else { sp->current_max_speed = sip->max_speed; } ship_set_default_weapons(sp, sip); physics_ship_init(&Objects[sp->objnum]); ets_init_ship(&Objects[sp->objnum]); // Reset physics to previous values if (by_sexp) { Objects[sp->objnum].phys_info.desired_rotvel = ph_inf.desired_rotvel; Objects[sp->objnum].phys_info.desired_vel = ph_inf.desired_vel; Objects[sp->objnum].phys_info.forward_thrust = ph_inf.forward_thrust; Objects[sp->objnum].phys_info.fspeed = ph_inf.fspeed; Objects[sp->objnum].phys_info.heading = ph_inf.heading; Objects[sp->objnum].phys_info.last_rotmat = ph_inf.last_rotmat; Objects[sp->objnum].phys_info.prev_fvec = ph_inf.prev_fvec; Objects[sp->objnum].phys_info.prev_ramp_vel = ph_inf.prev_ramp_vel; Objects[sp->objnum].phys_info.reduced_damp_decay = ph_inf.reduced_damp_decay; Objects[sp->objnum].phys_info.rotvel = ph_inf.rotvel; Objects[sp->objnum].phys_info.shockwave_decay = ph_inf.shockwave_decay; Objects[sp->objnum].phys_info.shockwave_shake_amp = ph_inf.shockwave_shake_amp; Objects[sp->objnum].phys_info.side_thrust = ph_inf.side_thrust; Objects[sp->objnum].phys_info.speed = ph_inf.speed; Objects[sp->objnum].phys_info.vel = ph_inf.vel; Objects[sp->objnum].phys_info.vert_thrust = ph_inf.vert_thrust; } ship_set_new_ai_class(n, sip->ai_class); //====================================================== // Bobboau's thruster stuff again if (sip->afterburner_trail.bitmap_id < 0) generic_bitmap_load(&sip->afterburner_trail); sp->ab_count = 0; if (sip->flags & SIF_AFTERBURNER) { polymodel *pm = model_get(sip->model_num); for (int h = 0; h < pm->n_thrusters; h++) { for (int j = 0; j < pm->thrusters->num_points; j++) { // this means you've reached the max # of AB trails for a ship Assert(sip->ct_count <= MAX_SHIP_CONTRAILS); trail_info *ci = &sp->ab_info[sp->ab_count]; // only make ab trails for thrusters that are pointing backwards if (pm->thrusters[h].points[j].norm.xyz.z > -0.5) continue; ci->pt = pm->thrusters[h].points[j].pnt; //offset ci->w_start = pm->thrusters[h].points[j].radius * sip->afterburner_trail_width_factor; // width * table loaded width factor ci->w_end = 0.05f;//end width ci->a_start = 1.0f * sip->afterburner_trail_alpha_factor; // start alpha * table loaded alpha factor ci->a_end = 0.0f;//end alpha ci->max_life = sip->afterburner_trail_life; // table loaded max life ci->stamp = 60; //spew time??? ci->n_fade_out_sections = sip->afterburner_trail_faded_out_sections; // table loaded n sections to be faded out ci->texture.bitmap_id = sip->afterburner_trail.bitmap_id; // table loaded bitmap used on this ships burner trails nprintf(("AB TRAIL", "AB trail point #%d made for '%s'\n", sp->ab_count, sp->ship_name)); sp->ab_count++; Assert(MAX_SHIP_CONTRAILS > sp->ab_count); } } }//end AB trails -Bobboau // Goober5000 - check other class-specific flags too if (sip->flags & SIF_STEALTH) // changing TO a stealthy ship class sp->flags2 |= SF2_STEALTH; else if (sip_orig->flags & SIF_STEALTH) // changing FROM a stealthy ship class sp->flags2 &= ~SF2_STEALTH; if (sip->flags & SIF_SHIP_CLASS_DONT_COLLIDE_INVIS) // changing TO a don't-collide-invisible ship class sp->flags2 |= SF2_DONT_COLLIDE_INVIS; else if (sip_orig->flags & SIF_SHIP_CLASS_DONT_COLLIDE_INVIS) // changing FROM a don't-collide-invisible ship class sp->flags2 &= ~SF2_DONT_COLLIDE_INVIS; if (sip->flags2 & SIF2_NO_ETS) sp->flags2 |= SF2_NO_ETS; else if (sip_orig->flags2 & SIF2_NO_ETS) sp->flags2 &= ~SF2_NO_ETS; // Chief1983: Make sure that when changing to a new ship with secondaries, you switch to bank 0. They still won't // fire if the SF2_SECONDARIES_LOCKED flag is on as this should have carried over. if ( swp->num_secondary_banks > 0 && swp->current_secondary_bank == -1 ){ swp->current_secondary_bank = 0; } // Bobboau's animation fixup for( i = 0; iprimary_animation_position[i] = false; } for( i = 0; isecondary_animation_position[i] = false; } model_anim_set_initial_states(sp); //Reassign sound stuff ship_assign_sound(sp); // create new model instance data sp->model_instance_num = model_create_instance(sip->model_num); // Valathil - Reinitialize collision checks obj_remove_pairs(objp); obj_add_pairs(objp->instance); // The E - If we're switching during gameplay, make sure we get valid primary/secondary selections if ( by_sexp ) { if (sip_orig->num_primary_banks > sip->num_primary_banks) { sp->weapons.current_primary_bank = 0; } if (sip_orig->num_secondary_banks > sip->num_secondary_banks) { sp->weapons.current_secondary_bank = 0; } // While we're at it, let's copy over the ETS settings too sp->weapon_recharge_index = sp_orig.weapon_recharge_index; sp->shield_recharge_index = sp_orig.shield_recharge_index; sp->engine_recharge_index = sp_orig.engine_recharge_index; } // zookeeper - If we're switching in the loadout screen, make sure we retain initial velocity set in FRED if (!(Game_mode & GM_IN_MISSION) && !(Fred_running)) { Objects[sp->objnum].phys_info.speed = (float) p_objp->initial_velocity * sip->max_speed / 100.0f; Objects[sp->objnum].phys_info.vel.xyz.z = Objects[sp->objnum].phys_info.speed; Objects[sp->objnum].phys_info.prev_ramp_vel = Objects[sp->objnum].phys_info.vel; Objects[sp->objnum].phys_info.desired_vel = Objects[sp->objnum].phys_info.vel; } } #ifndef NDEBUG /** * Fire the debug laser */ int ship_fire_primary_debug(object *objp) { int i; ship *shipp = &Ships[objp->instance]; vec3d wpos; if ( !timestamp_elapsed(shipp->weapons.next_primary_fire_stamp[0]) ) return 0; // do timestamp stuff for next firing time shipp->weapons.next_primary_fire_stamp[0] = timestamp(250); shipp->weapons.last_primary_fire_stamp[0] = timestamp(); // Debug code! Make the single laser fire only one bolt and from the object center! for (i=0; ipos, &(objp->orient.vec.fvec) ); if (i != MAX_WEAPONS) { int weapon_objnum; weapon_objnum = weapon_create( &wpos, &objp->orient, i, OBJ_INDEX(objp) ); weapon_set_tracking_info(weapon_objnum, OBJ_INDEX(objp), Ai_info[shipp->ai_index].target_objnum); return 1; } else return 0; } #endif /** * Launch countermeasures from object *objp. * * @param objp object from which to launch countermeasure * @param rand_val is used in multiplayer to ensure that all clients in the game fire countermeasure the same way */ int ship_launch_countermeasure(object *objp, int rand_val) { if(!Countermeasures_enabled) { return 0; } int check_count, cmeasure_count; int cobjnum=-1; vec3d pos; ship *shipp; ship_info *sip; shipp = &Ships[objp->instance]; sip = &Ship_info[shipp->ship_info_index]; int arand; if(rand_val < 0) { arand = myrand(); } else { arand = rand_val; } // in the case where the server is an observer, he can launch countermeasures unless we do this. if( objp->type == OBJ_OBSERVER){ return 0; } if ( !timestamp_elapsed(shipp->cmeasure_fire_stamp) ){ return 0; } shipp->cmeasure_fire_stamp = timestamp(CMEASURE_WAIT); // Can launch every half second. #ifndef NDEBUG if (Weapon_energy_cheat) { shipp->cmeasure_count++; } #endif // we might check the count of countermeasures left depending on game state. Multiplayer clients // do not need to check any objects other than themselves for the count check_count = 1; if ( MULTIPLAYER_CLIENT && (objp != Player_obj) ){ check_count = 0; } if ( check_count && ((shipp->cmeasure_count <= 0) || (sip->cmeasure_type < 0)) ) { if ( objp == Player_obj ) { if(sip->cmeasure_max < 1 || sip->cmeasure_type < 0) { //TODO: multi-lingual support HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Not equipped with countermeasures", -1)); } else if(shipp->current_cmeasure < 0) { //TODO: multi-lingual support HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "No countermeasures selected", -1)); } else if(shipp->cmeasure_count <= 0) { HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "No more countermeasure charges.", 485)); } snd_play( &Snds[ship_get_sound(Player_obj, SND_OUT_OF_MISSLES)], 0.0f ); } // if we have a player ship, then send the fired packet anyway so that the player // who fired will get his 'out of countermeasures' sound cmeasure_count = 0; if ( objp->flags & OF_PLAYER_SHIP ){ goto send_countermeasure_fired; } return 0; } cmeasure_count = shipp->cmeasure_count; shipp->cmeasure_count--; vm_vec_scale_add(&pos, &objp->pos, &objp->orient.vec.fvec, -objp->radius/2.0f); cobjnum = weapon_create(&pos, &objp->orient, shipp->current_cmeasure, OBJ_INDEX(objp)); if (cobjnum >= 0) { cmeasure_set_ship_launch_vel(&Objects[cobjnum], objp, arand); nprintf(("Network", "Cmeasure created by %s\n", shipp->ship_name)); // Play sound effect for counter measure launch Assert(shipp->current_cmeasure < Num_weapon_types); if ( Weapon_info[shipp->current_cmeasure].launch_snd >= 0 ) { snd_play_3d( &Snds[Weapon_info[shipp->current_cmeasure].launch_snd], &pos, &View_position ); } send_countermeasure_fired: // the new way of doing things if(Game_mode & GM_MULTIPLAYER){ send_NEW_countermeasure_fired_packet( objp, cmeasure_count, /*arand*/Objects[cobjnum].net_signature ); } } return (cobjnum >= 0); // return 0 if not fired, 1 otherwise } /** * See if enough time has elapsed to play fail sound again */ int ship_maybe_play_primary_fail_sound() { ship_weapon *swp = &Player_ship->weapons; int stampval; hud_start_flash_weapon(swp->current_primary_bank); if ( timestamp_elapsed(Laser_energy_out_snd_timer) ) { // check timestamp according to ballistics if (Weapon_info[swp->primary_bank_weapons[swp->current_primary_bank]].wi_flags2 & WIF2_BALLISTIC) { stampval = 500; } else { stampval = 50; } Laser_energy_out_snd_timer = timestamp(stampval); snd_play( &Snds[ship_get_sound(Player_obj, SND_OUT_OF_WEAPON_ENERGY)]); return 1; } return 0; } /** * See if enough time has elapsed to play secondary fail sound again */ int ship_maybe_play_secondary_fail_sound(weapon_info *wip) { hud_start_flash_weapon(Player_ship->weapons.num_primary_banks + Player_ship->weapons.current_secondary_bank); if ( timestamp_elapsed(Missile_out_snd_timer) ) { if ( wip->wi_flags & WIF_SWARM ) { Missile_out_snd_timer = timestamp(500); } else { Missile_out_snd_timer = timestamp(50); } snd_play( &Snds[ship_get_sound(Player_obj, SND_OUT_OF_MISSLES)] ); return 1; } return 0; } /** * See if weapon for ship can fire based on weapons subystem strength. * * @return 1 if weapon failed to fire, 0 if weapon can fire */ int ship_weapon_maybe_fail(ship *sp) { int rval; float weapons_subsys_str; // If playing on lowest skill level, weapons will not fail due to subsystem damage if ( Game_skill_level == 0 ){ return 0; } rval = 0; weapons_subsys_str = ship_get_subsystem_strength( sp, SUBSYSTEM_WEAPONS ); if ( weapons_subsys_str < SUBSYS_WEAPONS_STR_FIRE_FAIL ) { rval = 1; } else if ( weapons_subsys_str < SUBSYS_WEAPONS_STR_FIRE_OK ) { // chance to fire depends on weapons subsystem strength if ( (frand()-0.2f) > weapons_subsys_str ) rval = 1; } if (!rval) { // is subsystem disrupted? if ( ship_subsys_disrupted(sp, SUBSYSTEM_WEAPONS) ) { rval=1; } } return rval; } // create a moving tracer based upon a weapon which just fired float t_rad = 0.5f; float t_len = 10.0f; float t_vel = 0.2f; float t_min = 150.0f; float t_max = 300.0f; DCF(t_rad, "") { dc_get_arg(ARG_FLOAT); t_rad = Dc_arg_float; } DCF(t_len, "") { dc_get_arg(ARG_FLOAT); t_len = Dc_arg_float; } DCF(t_vel, "") { dc_get_arg(ARG_FLOAT); t_vel = Dc_arg_float; } DCF(t_min, "") { dc_get_arg(ARG_FLOAT); t_min = Dc_arg_float; } DCF(t_max, "") { dc_get_arg(ARG_FLOAT); t_max = Dc_arg_float; } void ship_fire_tracer(int weapon_objnum) { particle_info pinfo; object *objp = &Objects[weapon_objnum]; weapon_info *wip = &Weapon_info[Weapons[Objects[weapon_objnum].instance].weapon_info_index]; // setup particle info memset(&pinfo, 0, sizeof(particle_info)); pinfo.pos = objp->pos; pinfo.vel = objp->phys_info.vel; vm_vec_scale(&pinfo.vel, t_vel); pinfo.lifetime = wip->lifetime; pinfo.rad = t_rad; pinfo.type = PARTICLE_BITMAP; pinfo.optional_data = wip->laser_bitmap.first_frame; pinfo.tracer_length = t_len; pinfo.reverse = 0; pinfo.attached_objnum = -1; pinfo.attached_sig = 0; // create the particle particle_create(&pinfo); } /** * Stops a single primary bank */ int ship_stop_fire_primary_bank(object * obj, int bank_to_stop) { ship *shipp; ship_weapon *swp; if(obj == NULL){ return 0; } if(obj->type != OBJ_SHIP){ return 0; } shipp = &Ships[obj->instance]; swp = &shipp->weapons; if(Ship_info[shipp->ship_info_index].draw_primary_models[bank_to_stop]){ if(shipp->primary_rotate_rate[bank_to_stop] > 0.0f) shipp->primary_rotate_rate[bank_to_stop] -= Weapon_info[swp->primary_bank_weapons[bank_to_stop]].weapon_submodel_rotate_accell*flFrametime; if(shipp->primary_rotate_rate[bank_to_stop] < 0.0f)shipp->primary_rotate_rate[bank_to_stop] = 0.0f; shipp->primary_rotate_ang[bank_to_stop] += shipp->primary_rotate_rate[bank_to_stop]*flFrametime; if(shipp->primary_rotate_ang[bank_to_stop] > PI2)shipp->primary_rotate_ang[bank_to_stop] -= PI2; if(shipp->primary_rotate_ang[bank_to_stop] < 0.0f)shipp->primary_rotate_ang[bank_to_stop] += PI2; } if(shipp->was_firing_last_frame[bank_to_stop] == 0) return 0; shipp->was_firing_last_frame[bank_to_stop] = 0; return 1; } /** * Stuff to do when the ship has stoped fireing all primary weapons */ int ship_stop_fire_primary(object * obj) { int i, num_primary_banks = 0, bank_to_stop = 0; ship *shipp; ship_weapon *swp; if(obj == NULL){ return 0; } if(obj->type != OBJ_SHIP){ return 0; } shipp = &Ships[obj->instance]; swp = &shipp->weapons; bank_to_stop = swp->current_primary_bank; if ( shipp->flags & SF_PRIMARY_LINKED ) { num_primary_banks = swp->num_primary_banks; } else { num_primary_banks = MIN(1, swp->num_primary_banks); } for ( i = 0; i < num_primary_banks; i++ ) { // Goober5000 - allow more than two banks bank_to_stop = (swp->current_primary_bank+i) % swp->num_primary_banks; //only stop if it was fireing last frame ship_stop_fire_primary_bank(obj, bank_to_stop); } for(i = 0; inum_primary_banks+num_primary_banks;i++) ship_stop_fire_primary_bank(obj, i%swp->num_primary_banks); return 1; } int tracers[MAX_SHIPS][4][4]; float ship_get_subsystem_strength( ship *shipp, int type ); // fires a primary weapon for the given object. It also handles multiplayer cases. // in multiplayer, the starting network signature, and number of banks fired are sent // to all the clients in the game. All the info is passed to send_primary at the end of // the function. The check_energy parameter (defaults to 1) tells us whether or not // we should check the energy. It will be 0 when a multiplayer client is firing an AI // primary. int ship_fire_primary(object * obj, int stream_weapons, int force) { vec3d gun_point, pnt, firing_pos, target_position, target_velocity_vec; int n = obj->instance; ship *shipp; ship_weapon *swp; ship_info *sip; ai_info *aip; int weapon, i, j, w, v, weapon_objnum; int bank_to_fire, num_fired = 0; int banks_fired, have_timeout; // used for multiplayer to help determine whether or not to send packet have_timeout = 0; // used to help tell us whether or not we need to send a packet banks_fired = 0; // used in multiplayer -- bitfield of banks that were fired bool has_fired = false; // used to determine whether we should fire the scripting hook bool has_autoaim, has_converging_autoaim, needs_target_pos; // used to flag weapon/ship as having autoaim float autoaim_fov = 0; // autoaim limit float dist_to_target = 0; // distance to target, for autoaim & automatic convergence int sound_played; // used to track what sound is played. If the player is firing two banks // of the same laser, we only want to play one sound Assert( obj != NULL ); if(obj == NULL){ return 0; } // in the case where the server is an observer, he can fire (which) would be bad - unless we do this. if( obj->type == OBJ_OBSERVER){ return 0; } Assert( obj->type == OBJ_SHIP ); Assert( n >= 0 ); Assert( Ships[n].objnum == OBJ_INDEX(obj)); if((obj->type != OBJ_SHIP) || (n < 0) || (n >= MAX_SHIPS) || (Ships[n].objnum != OBJ_INDEX(obj))){ return 0; } shipp = &Ships[n]; swp = &shipp->weapons; // bogus if((shipp->ship_info_index < 0) || (shipp->ship_info_index >= Num_ship_classes)){ return 0; } if((shipp->ai_index < 0) || (shipp->ai_index >= MAX_AI_INFO)){ return 0; } sip = &Ship_info[shipp->ship_info_index]; aip = &Ai_info[shipp->ai_index]; if ( swp->num_primary_banks <= 0 ) { return 0; } if ( swp->current_primary_bank < 0 ){ return 0; } // If the primaries have been locked, bail if (shipp->flags2 & SF2_PRIMARIES_LOCKED) { return 0; } sound_played = -1; // Fire the correct primary bank. If primaries are linked (SF_PRIMARY_LINKED set), then fire // both primary banks. int num_primary_banks; if ( shipp->flags & SF_PRIMARY_LINKED ) { num_primary_banks = swp->num_primary_banks; } else { num_primary_banks = MIN(1, swp->num_primary_banks); } Assert(num_primary_banks > 0); if (num_primary_banks < 1){ return 0; } // if we're firing stream weapons, but the trigger is not down, do nothing if(stream_weapons && !(shipp->flags & SF_TRIGGER_DOWN)){ return 0; } if(num_primary_banks == 1) for(i = 0; inum_primary_banks; i++){ if(i!=swp->current_primary_bank)ship_stop_fire_primary_bank(obj, i); } // lets start gun convergence / autoaim code from here - Wanderer has_converging_autoaim = ((sip->aiming_flags & AIM_FLAG_AUTOAIM_CONVERGENCE || (The_mission.ai_profile->player_autoaim_fov[Game_skill_level] > 0.0f)) && aip->target_objnum != -1); has_autoaim = ((has_converging_autoaim || (sip->aiming_flags & AIM_FLAG_AUTOAIM)) && aip->target_objnum != -1); needs_target_pos = ((has_autoaim || (sip->aiming_flags & AIM_FLAG_AUTO_CONVERGENCE)) && aip->target_objnum != -1); if (needs_target_pos) { if (has_autoaim) { autoaim_fov = MAX(sip->autoaim_fov, The_mission.ai_profile->player_autoaim_fov[Game_skill_level]); } // If a subsystem is targeted, fire in that direction instead if (aip->targeted_subsys != NULL) { get_subsystem_world_pos(&Objects[aip->target_objnum], aip->targeted_subsys, &target_position); } else { target_position = Objects[aip->target_objnum].pos; } target_velocity_vec = Objects[aip->target_objnum].phys_info.vel; if (The_mission.ai_profile->flags & AIPF_USE_ADDITIVE_WEAPON_VELOCITY) vm_vec_sub2(&target_velocity_vec, &obj->phys_info.vel); dist_to_target = vm_vec_dist_quick(&target_position, &obj->pos); } for ( i = 0; i < num_primary_banks; i++ ) { // Goober5000 - allow more than two banks bank_to_fire = (swp->current_primary_bank+i) % swp->num_primary_banks; weapon = swp->primary_bank_weapons[bank_to_fire]; Assert( weapon >= 0 && weapon < MAX_WEAPON_TYPES ); if ( (weapon < 0) || (weapon >= MAX_WEAPON_TYPES) ) { Int3(); // why would a ship try to fire a weapon that doesn't exist? continue; } if (swp->primary_animation_position[bank_to_fire] == MA_POS_SET) { if ( timestamp_elapsed(swp->primary_animation_done_time[bank_to_fire]) ) swp->primary_animation_position[bank_to_fire] = MA_POS_READY; else continue; } weapon_info* winfo_p = &Weapon_info[weapon]; if(sip->draw_primary_models[bank_to_fire]){ if(shipp->primary_rotate_rate[bank_to_fire] < winfo_p->weapon_submodel_rotate_vel) shipp->primary_rotate_rate[bank_to_fire] += winfo_p->weapon_submodel_rotate_accell*flFrametime; if(shipp->primary_rotate_rate[bank_to_fire] > winfo_p->weapon_submodel_rotate_vel)shipp->primary_rotate_rate[bank_to_fire] = winfo_p->weapon_submodel_rotate_vel; shipp->primary_rotate_ang[bank_to_fire] += shipp->primary_rotate_rate[bank_to_fire]*flFrametime; if(shipp->primary_rotate_ang[bank_to_fire] > PI2)shipp->primary_rotate_ang[bank_to_fire] -= PI2; if(shipp->primary_rotate_ang[bank_to_fire] < 0.0f)shipp->primary_rotate_ang[bank_to_fire] += PI2; if(shipp->primary_rotate_rate[bank_to_fire] < winfo_p->weapon_submodel_rotate_vel)continue; } // if this is a targeting laser, start it up ///- only targeting laser if it is tag-c, otherwise it's a fighter beam -Bobboau if((winfo_p->wi_flags & WIF_BEAM) && (winfo_p->tag_level == 3) && (shipp->flags & SF_TRIGGER_DOWN) && (winfo_p->b_info.beam_type == BEAM_TYPE_C) ){ ship_start_targeting_laser(shipp); continue; } // if we're firing stream weapons and this is a non stream weapon, skip it if(stream_weapons && !(winfo_p->wi_flags & WIF_STREAM)){ continue; } // if we're firing non stream weapons and this is a stream weapon, skip it if(!stream_weapons && (winfo_p->wi_flags & WIF_STREAM)){ continue; } // only non-multiplayer clients (single, multi-host) need to do timestamp checking if ( !timestamp_elapsed(swp->next_primary_fire_stamp[bank_to_fire]) ) { have_timeout = 1; continue; } // do timestamp stuff for next firing time float next_fire_delay; bool fast_firing = false; if (winfo_p->burst_shots > swp->burst_counter[bank_to_fire]) { next_fire_delay = (float) winfo_p->burst_delay * 1000.0f; swp->burst_counter[bank_to_fire]++; if (winfo_p->burst_flags & WBF_FAST_FIRING) fast_firing = true; } else { next_fire_delay = (float) winfo_p->fire_wait * 1000.0f; swp->burst_counter[bank_to_fire] = 0; } if (!((obj->flags & OF_PLAYER_SHIP) || (fast_firing))) { if (shipp->team == Ships[Player_obj->instance].team){ next_fire_delay *= aip->ai_ship_fire_delay_scale_friendly; } else { next_fire_delay *= aip->ai_ship_fire_delay_scale_hostile; } } polymodel *pm = model_get( sip->model_num ); // Goober5000 (thanks to _argv[-1] for the original idea) if (!(The_mission.ai_profile->flags & AIPF_DISABLE_LINKED_FIRE_PENALTY)) { next_fire_delay *= 1.0f + (num_primary_banks - 1) * 0.5f; // 50% time penalty if banks linked } // MK, 2/4/98: Since you probably were allowed to fire earlier, but couldn't fire until your frame interval // rolled around, subtract out up to half the previous frametime. // Note, unless we track whether the fire button has been held down, and not tapped, it's hard to // know how much time to subtract off. It could be this fire is "late" because the user didn't want to fire. if ((next_fire_delay > 0.0f)) { if (obj->flags & OF_PLAYER_SHIP) { int t = timestamp_until(swp->next_primary_fire_stamp[bank_to_fire]); if (t < 0) { float tx; tx = (float) t/-1000.0f; if (tx > flFrametime/2.0f){ tx = 1000.0f * flFrametime * 0.7f; } next_fire_delay -= tx; } if ((int) next_fire_delay < 1){ next_fire_delay = 1.0f; } } swp->next_primary_fire_stamp[bank_to_fire] = timestamp((int)(next_fire_delay)); swp->last_primary_fire_stamp[bank_to_fire] = timestamp(); } if (winfo_p->wi_flags2 & WIF2_CYCLE){ Assert(pm->gun_banks[bank_to_fire].num_slots != 0); swp->next_primary_fire_stamp[bank_to_fire] = timestamp((int)(next_fire_delay / pm->gun_banks[bank_to_fire].num_slots)); swp->last_primary_fire_stamp[bank_to_fire] = timestamp(); //to maintain balance of fighters with more fire points they will fire faster than ships with fewer points }else{ swp->next_primary_fire_stamp[bank_to_fire] = timestamp((int)(next_fire_delay)); swp->last_primary_fire_stamp[bank_to_fire] = timestamp(); } // Here is where we check if weapons subsystem is capable of firing the weapon. // Note that we can have partial bank firing, if the weapons subsystem is partially // functional, which should be cool. if ( ship_weapon_maybe_fail(shipp) && !force) { if ( obj == Player_obj ) { if ( ship_maybe_play_primary_fail_sound() ) { } } ship_stop_fire_primary_bank(obj, bank_to_fire); continue; } if ( pm->n_guns > 0 ) { int num_slots = pm->gun_banks[bank_to_fire].num_slots; vec3d predicted_target_pos, plr_to_target_vec; vec3d player_forward_vec = obj->orient.vec.fvec; bool in_automatic_aim_fov = false; float dist_to_aim = 0; // more autoaim stuff here - Wanderer // needs weapon speed if (needs_target_pos) { float time_to_target, angle_to_target; vec3d last_delta_vec; time_to_target = 0.0f; if (winfo_p->max_speed != 0) { time_to_target = dist_to_target / winfo_p->max_speed; } vm_vec_scale_add(&predicted_target_pos, &target_position, &target_velocity_vec, time_to_target); polish_predicted_target_pos(winfo_p, &Objects[aip->target_objnum], &target_position, &predicted_target_pos, dist_to_target, &last_delta_vec, 1); vm_vec_sub(&plr_to_target_vec, &predicted_target_pos, &obj->pos); if (has_autoaim) { angle_to_target = vm_vec_delta_ang(&player_forward_vec, &plr_to_target_vec, NULL); if (angle_to_target < autoaim_fov) in_automatic_aim_fov = true; } dist_to_aim = vm_vec_mag_quick(&plr_to_target_vec); // minimum convergence distance if (sip->minimum_convergence_distance > dist_to_aim) { float dist_mult; dist_mult = sip->minimum_convergence_distance / dist_to_aim; vm_vec_scale_add(&predicted_target_pos, &obj->pos, &plr_to_target_vec, dist_mult); } } if(winfo_p->wi_flags & WIF_BEAM){ // the big change I made for fighter beams, if there beams fill out the Fire_Info for a targeting laser then fire it, for each point in the weapon bank -Bobboau float t; if (winfo_p->burst_shots > swp->burst_counter[bank_to_fire]) { t = winfo_p->burst_delay; swp->burst_counter[bank_to_fire]++; } else { t = winfo_p->fire_wait;//doing that time scale thing on enemy fighter is just ugly with beams, especaly ones that have careful timeing swp->burst_counter[bank_to_fire] = 0; } swp->next_primary_fire_stamp[bank_to_fire] = timestamp((int) (t * 1000.0f)); swp->last_primary_fire_stamp[bank_to_fire] = timestamp(); beam_fire_info fbfire_info; int points; if (winfo_p->b_info.beam_shots){ if (winfo_p->b_info.beam_shots > num_slots){ points = num_slots; }else{ points = winfo_p->b_info.beam_shots; } }else{ points = num_slots; } if ( shipp->weapon_energy < points*winfo_p->energy_consumed*flFrametime) { swp->next_primary_fire_stamp[bank_to_fire] = timestamp(swp->next_primary_fire_stamp[bank_to_fire]*2); if ( obj == Player_obj ) { if ( ship_maybe_play_primary_fail_sound() ) { // I guess they just deleted the commented HUD message here (they left // it in in other routines) } } ship_stop_fire_primary_bank(obj, bank_to_fire); continue; } shipp->beam_sys_info.turret_norm.xyz.x = 0.0f; shipp->beam_sys_info.turret_norm.xyz.y = 0.0f; shipp->beam_sys_info.turret_norm.xyz.z = 1.0f; shipp->beam_sys_info.model_num = sip->model_num; shipp->beam_sys_info.turret_gun_sobj = pm->detail[0]; shipp->beam_sys_info.turret_num_firing_points = 1; shipp->beam_sys_info.turret_fov = (float)cos((winfo_p->field_of_fire != 0.0f)?winfo_p->field_of_fire:180); shipp->fighter_beam_turret_data.disruption_timestamp = timestamp(0); shipp->fighter_beam_turret_data.turret_next_fire_pos = 0; shipp->fighter_beam_turret_data.current_hits = 1.0; shipp->fighter_beam_turret_data.system_info = &shipp->beam_sys_info; fbfire_info.target_subsys = Ai_info[shipp->ai_index].targeted_subsys; fbfire_info.beam_info_index = shipp->weapons.primary_bank_weapons[bank_to_fire]; fbfire_info.beam_info_override = NULL; fbfire_info.shooter = &Objects[shipp->objnum]; if (aip->target_objnum >= 0) { fbfire_info.target = &Objects[aip->target_objnum]; } else { fbfire_info.target = NULL; } fbfire_info.turret = &shipp->fighter_beam_turret_data; fbfire_info.bfi_flags |= BFIF_IS_FIGHTER_BEAM; fbfire_info.bank = bank_to_fire; for ( v = 0; v < points; v++ ){ if(winfo_p->b_info.beam_shots){ j = (shipp->last_fired_point[bank_to_fire]+1)%num_slots; shipp->last_fired_point[bank_to_fire] = j; }else{ j=v; } fbfire_info.targeting_laser_offset = pm->gun_banks[bank_to_fire].pnt[j]; shipp->beam_sys_info.pnt = pm->gun_banks[bank_to_fire].pnt[j]; shipp->beam_sys_info.turret_firing_point[0] = pm->gun_banks[bank_to_fire].pnt[j]; fbfire_info.point = j; beam_fire(&fbfire_info); has_fired = true; num_fired++; } } else //if this isn't a fighter beam, do it normally -Bobboau { int points = 0, numtimes = 1; // ok if this is a cycling weapon use shots as the number of points to fire from at a time // otherwise shots is the number of times all points will be fired (used mostly for the 'shotgun' effect) if (winfo_p->wi_flags2 & WIF2_CYCLE) { numtimes = 1; points = MIN(num_slots, winfo_p->shots); } else { numtimes = winfo_p->shots; points = num_slots; } // The energy-consumption code executes even for ballistic primaries, because // there may be a reason why you want to have ballistics consume energy. Perhaps // you can't fire too many too quickly or they'll overheat. If not, just set // the weapon's energy_consumed to 0 and it'll work just fine. - Goober5000 // fail unless we're forcing (energy based primaries) if ( (shipp->weapon_energy < points*numtimes * winfo_p->energy_consumed) //was num_slots && !force ) { swp->next_primary_fire_stamp[bank_to_fire] = timestamp(swp->next_primary_fire_stamp[bank_to_fire]); if ( obj == Player_obj ) { if ( ship_maybe_play_primary_fail_sound() ) { // I guess they just deleted the commented HUD message here (they left // it in in other routines) } } ship_stop_fire_primary_bank(obj, bank_to_fire); continue; } // moved the above to here to use points instead of num_slots for energy consumption check // ballistics support for primaries - Goober5000 if ( winfo_p->wi_flags2 & WIF2_BALLISTIC ) { // Make sure this ship is set up for ballistics. // If you get this error, add the ballistic primaries tags to ships.tbl. Assert ( sip->flags & SIF_BALLISTIC_PRIMARIES ); // If ship is being repaired/rearmed, it cannot fire ballistics if ( aip->ai_flags & AIF_BEING_REPAIRED ) { continue; } // duplicated from the secondaries firing routine... // determine if there is enough ammo left to fire weapons on this bank. As with primary // weapons, we might or might not check ammo counts depending on game mode, who is firing, // and if I am a client in multiplayer int check_ammo = 1; if ( MULTIPLAYER_CLIENT && (obj != Player_obj) ) { check_ammo = 0; } // not enough ammo if ( check_ammo && ( swp->primary_bank_ammo[bank_to_fire] <= 0) ) { if ( obj == Player_obj ) { if ( ship_maybe_play_primary_fail_sound() ) { // HUD_sourced_printf(HUD_SOURCE_HIDDEN, "No %s ammunition left in bank", Weapon_info[swp->primary_bank_weapons[bank_to_fire]].name); } } else { // TODO: AI switch primary weapon / re-arm? } continue; } // deplete ammo if ( Weapon_energy_cheat == 0 ) { swp->primary_bank_ammo[bank_to_fire] -= points*numtimes; // make sure we don't go below zero; any such error is excusable // because it only happens when the bank is depleted in one shot if (swp->primary_bank_ammo[bank_to_fire] < 0) { swp->primary_bank_ammo[bank_to_fire] = 0; } } } // now handle the energy as usual // deplete the weapon reserve energy by the amount of energy used to fire the weapon // Only subtract the energy amount required for equipment operation once shipp->weapon_energy -= points*numtimes * winfo_p->energy_consumed; // note for later: option for fuel! // Mark all these weapons as in the same group int new_group_id = weapon_create_group_id(); for ( w = 0; w < numtimes; w++ ) { polymodel *weapon_model = NULL; if(winfo_p->external_model_num >= 0) weapon_model = model_get(winfo_p->external_model_num); if (weapon_model) if ((weapon_model->n_guns <= swp->external_model_fp_counter[bank_to_fire]) || (swp->external_model_fp_counter[bank_to_fire] < 0)) swp->external_model_fp_counter[bank_to_fire] = 0; for ( j = 0; j < points; j++ ) { int pt; //point if (winfo_p->wi_flags2 & WIF2_CYCLE){ pt = (shipp->last_fired_point[bank_to_fire]+1)%num_slots; }else{ pt = j; } int sub_shots = 1; // Use 0 instead of bank_to_fire as index when checking the number of external weapon model firingpoints if (weapon_model && weapon_model->n_guns) if (!(winfo_p->wi_flags2 & WIF2_EXTERNAL_WEAPON_FP)) sub_shots = weapon_model->gun_banks[0].num_slots; for(int s = 0; sgun_banks[bank_to_fire].pnt[pt]; // Use 0 instead of bank_to_fire as index to external weapon model firingpoints if (weapon_model && weapon_model->n_guns) { if (winfo_p->wi_flags2 & WIF2_EXTERNAL_WEAPON_FP) { vm_vec_add2(&pnt, &weapon_model->gun_banks[0].pnt[swp->external_model_fp_counter[bank_to_fire]]); } else { vm_vec_add2(&pnt, &weapon_model->gun_banks[0].pnt[s]); } } vm_vec_unrotate(&gun_point, &pnt, &obj->orient); vm_vec_add(&firing_pos, &gun_point, &obj->pos); matrix firing_orient; /* I AIM autoaim convergence II AIM autoaim III AIM auto convergence IV AIM std convergence V SIF convergence no convergence or autoaim */ if (has_autoaim && in_automatic_aim_fov) { vec3d firing_vec; if (has_converging_autoaim) { // converging autoaim vm_vec_sub(&firing_vec, &predicted_target_pos, &firing_pos); } else { // autoaim vm_vec_sub(&firing_vec, &predicted_target_pos, &obj->pos); } vm_vector_2_matrix(&firing_orient, &firing_vec, NULL, NULL); } else if ((sip->aiming_flags & AIM_FLAG_STD_CONVERGENCE) || ((sip->aiming_flags & AIM_FLAG_AUTO_CONVERGENCE) && (aip->target_objnum != -1))) { // std & auto convergence vec3d target_vec, firing_vec, convergence_offset; // make sure vector is of the set length vm_vec_copy_normalize(&target_vec, &player_forward_vec); if ((sip->aiming_flags & AIM_FLAG_AUTO_CONVERGENCE) && (aip->target_objnum != -1)) { // auto convergence vm_vec_scale(&target_vec, dist_to_aim); } else { // std convergence vm_vec_scale(&target_vec, sip->convergence_distance); } // if there is convergence offset then make use of it) if (sip->aiming_flags & AIM_FLAG_CONVERGENCE_OFFSET) { vm_vec_unrotate(&convergence_offset, &sip->convergence_offset, &obj->orient); vm_vec_add2(&target_vec, &convergence_offset); } vm_vec_add2(&target_vec, &obj->pos); vm_vec_sub(&firing_vec, &target_vec, &firing_pos); // set orientation vm_vector_2_matrix(&firing_orient, &firing_vec, NULL, NULL); } else if (sip->aiming_flags & AIM_FLAG_STD_CONVERGENCE) { // fixed distance convergence vec3d target_vec, firing_vec, convergence_offset; // make sure vector is of the set length vm_vec_copy_normalize(&target_vec, &player_forward_vec); vm_vec_scale(&target_vec, sip->convergence_distance); // if there is convergence offset then make use of it) if (sip->aiming_flags & AIM_FLAG_CONVERGENCE_OFFSET) { vm_vec_unrotate(&convergence_offset, &sip->convergence_offset, &obj->orient); vm_vec_add2(&target_vec, &convergence_offset); } vm_vec_add2(&target_vec, &obj->pos); vm_vec_sub(&firing_vec, &target_vec, &firing_pos); // set orientation vm_vector_2_matrix(&firing_orient, &firing_vec, NULL, NULL); } else if (sip->flags2 & SIF2_GUN_CONVERGENCE) { // model file defined convergence vec3d firing_vec; vm_vec_unrotate(&firing_vec, &pm->gun_banks[bank_to_fire].norm[pt], &obj->orient); vm_vector_2_matrix(&firing_orient, &firing_vec, NULL, NULL); } else { // no autoaim or convergence firing_orient = obj->orient; } // create the weapon -- the network signature for multiplayer is created inside // of weapon_create weapon_objnum = weapon_create( &firing_pos, &firing_orient, weapon, OBJ_INDEX(obj), new_group_id ); has_fired = true; weapon_set_tracking_info(weapon_objnum, OBJ_INDEX(obj), aip->target_objnum, aip->current_target_is_locked, aip->targeted_subsys); if (winfo_p->wi_flags & WIF_FLAK) { object *target; vec3d predicted_pos; float flak_range=(winfo_p->lifetime)*(winfo_p->max_speed); float range_to_target = flak_range; float wepstr=ship_get_subsystem_strength(shipp, SUBSYSTEM_WEAPONS); if (aip->target_objnum != -1) { target = &Objects[aip->target_objnum]; } else { target = NULL; } if (target != NULL) { set_predicted_enemy_pos(&predicted_pos, obj, &target->pos, &target->phys_info.vel, aip); range_to_target=vm_vec_dist(&predicted_pos, &obj->pos); } //if we have a target and its in range if ( (target != NULL) && (range_to_target < flak_range) ) { //set flak range to range of ship flak_pick_range(&Objects[weapon_objnum], &firing_pos, &predicted_pos,wepstr); } else { flak_set_range(&Objects[weapon_objnum], flak_range-20); } if ((winfo_p->muzzle_flash>=0) && (((shipp==Player_ship) && (vm_vec_mag(&Player_obj->phys_info.vel)>=45)) || (shipp!=Player_ship))) { flak_muzzle_flash(&firing_pos,&obj->orient.vec.fvec, &obj->phys_info, swp->primary_bank_weapons[bank_to_fire]); } } // create the muzzle flash effect if ( (obj != Player_obj) || (sip->flags2 & SIF2_SHOW_SHIP_MODEL) || (Viewer_mode) ) { // show the flash only if in not cockpit view, or if "show ship" flag is set shipfx_flash_create( obj, sip->model_num, &pnt, &obj->orient.vec.fvec, 1, weapon ); } // maybe shudder the ship - if its me if((winfo_p->wi_flags & WIF_SHUDDER) && (obj == Player_obj) && !(Game_mode & GM_STANDALONE_SERVER)){ // calculate some arbitrary value between 100 // (mass * velocity) / 10 game_shudder_apply(500, (winfo_p->mass * winfo_p->max_speed) * 0.1f); } num_fired++; shipp->last_fired_point[bank_to_fire] = (shipp->last_fired_point[bank_to_fire] + 1) % num_slots; } } swp->external_model_fp_counter[bank_to_fire]++; } } CLAMP(shipp->weapon_energy, 0.0f, sip->max_weapon_reserve); banks_fired |= (1<wi_flags & WIF_BEAM)){ // not a beam weapon? if ( sound_played != winfo_p->launch_snd ) { sound_played = winfo_p->launch_snd; if ( obj == Player_obj ) { if ( winfo_p->launch_snd != -1 ) { weapon_info *wip; ship_weapon *sw_pl; //Update the last timestamp until continous fire is over, so we have the timestamp of the cease-fire. if (shipp->was_firing_last_frame[bank_to_fire] == 1) { swp->last_primary_fire_sound_stamp[bank_to_fire] = timestamp(); } //Check for pre-launch sound and play if relevant if( (winfo_p->pre_launch_snd != -1) //If this weapon type has a pre-fire sound && ((timestamp() - swp->last_primary_fire_sound_stamp[bank_to_fire]) >= winfo_p->pre_launch_snd_min_interval) //and if we're past our minimum delay from the last cease-fire && (shipp->was_firing_last_frame[bank_to_fire] == 0) //and if we are at the beginning of a firing stream ){ snd_play( &Snds[winfo_p->pre_launch_snd], 0.0f, 1.0f, SND_PRIORITY_MUST_PLAY); //play it } else { //Otherwise, play normal firing sounds // HACK if(winfo_p->launch_snd == SND_AUTOCANNON_SHOT){ snd_play( &Snds[winfo_p->launch_snd], 0.0f, 1.0f, SND_PRIORITY_TRIPLE_INSTANCE ); } else { snd_play( &Snds[winfo_p->launch_snd], 0.0f, 1.0f, SND_PRIORITY_MUST_PLAY ); } } sw_pl = &Player_ship->weapons; if (sw_pl->current_primary_bank >= 0) { wip = &Weapon_info[sw_pl->primary_bank_weapons[sw_pl->current_primary_bank]]; int force_level = (int) ((wip->armor_factor + wip->shield_factor * 0.2f) * (wip->damage * wip->damage - 7.5f) * 0.45f + 0.6f) * 10 + 2000; // modify force feedback for ballistics: make it stronger if (wip->wi_flags2 & WIF2_BALLISTIC) joy_ff_play_primary_shoot(force_level * 2); // no ballistics else joy_ff_play_primary_shoot(force_level); } } }else { if ( winfo_p->launch_snd != -1 ) { snd_play_3d( &Snds[winfo_p->launch_snd], &obj->pos, &View_position ); } } } } shipp->was_firing_last_frame[bank_to_fire] = 1; } // end for (go to next primary bank) // if multiplayer and we're client-side firing, send the packet if(Game_mode & GM_MULTIPLAYER){ // if i'm a client, and this is not me, don't send if(!(MULTIPLAYER_CLIENT && (shipp != Player_ship))){ send_NEW_primary_fired_packet( shipp, banks_fired ); } } // STATS if (obj->flags & OF_PLAYER_SHIP) { // in multiplayer -- only the server needs to keep track of the stats. Call the cool // function to find the player given the object *. It had better return a valid player // or our internal structure as messed up. if( Game_mode & GM_MULTIPLAYER ) { if ( Net_player->flags & NETINFO_FLAG_AM_MASTER ) { int player_num; player_num = multi_find_player_by_object ( obj ); Assert ( player_num != -1 ); Net_players[player_num].m_player->stats.mp_shots_fired += num_fired; } } else { Player->stats.mp_shots_fired += num_fired; } } if (has_fired) { object *objp = &Objects[shipp->objnum]; object* target; if (Ai_info[shipp->ai_index].target_objnum != -1) target = &Objects[Ai_info[shipp->ai_index].target_objnum]; else target = NULL; if (objp == Player_obj && Player_ai->target_objnum != -1) target = &Objects[Player_ai->target_objnum]; Script_system.SetHookObjects(2, "User", objp, "Target", target); Script_system.RunCondition(CHA_ONWPFIRED, 0, NULL, objp); } return num_fired; } void ship_start_targeting_laser(ship *shipp) { int bank0_laser = 0; int bank1_laser = 0; // determine if either of our banks have a targeting laser if((shipp->weapons.primary_bank_weapons[0] >= 0) && (Weapon_info[shipp->weapons.primary_bank_weapons[0]].wi_flags & WIF_BEAM) && (Weapon_info[shipp->weapons.primary_bank_weapons[0]].b_info.beam_type == BEAM_TYPE_C)){ bank0_laser = 1; } if((shipp->weapons.primary_bank_weapons[1] >= 0) && (Weapon_info[shipp->weapons.primary_bank_weapons[1]].wi_flags & WIF_BEAM) && (Weapon_info[shipp->weapons.primary_bank_weapons[1]].b_info.beam_type == BEAM_TYPE_C)){ bank1_laser = 1; } // if primary banks are linked if(shipp->flags & SF_PRIMARY_LINKED){ if(bank0_laser){ shipp->targeting_laser_bank = 0; return; } if(bank1_laser){ shipp->targeting_laser_bank = 1; return; } } // if we only have 1 bank selected else { if(bank0_laser && (shipp->weapons.current_primary_bank == 0)){ shipp->targeting_laser_bank = 0; return; } if(bank1_laser && (shipp->weapons.current_primary_bank == 1)){ shipp->targeting_laser_bank = 1; return; } } } void ship_stop_targeting_laser(ship *shipp) { shipp->targeting_laser_bank = -1; shipp->targeting_laser_objnum = -1; // erase old laser obj num if it has any -Bobboau } void ship_process_targeting_lasers() { fighter_beam_fire_info fire_info; ship_obj *so; ship *shipp; polymodel *m; // interate over all ships for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) { // sanity checks if(so->objnum < 0){ continue; } if(Objects[so->objnum].type != OBJ_SHIP){ continue; } if(Objects[so->objnum].instance < 0){ continue; } shipp = &Ships[Objects[so->objnum].instance]; // if our trigger is no longer down, switch it off if(!(shipp->flags & SF_TRIGGER_DOWN)){ ship_stop_targeting_laser(shipp); continue; } // if we have a bank to fire - fire it if((shipp->targeting_laser_bank >= 0) && (shipp->targeting_laser_bank < 2)){ // try and get the model m = model_get(Ship_info[shipp->ship_info_index].model_num); if(m == NULL){ continue; } // fire a targeting laser fire_info.life_left = 0.0; //for fighter beams fire_info.life_total = 0.0f; //for fighter beams fire_info.warmdown_stamp = -1; //for fighter beams fire_info.warmup_stamp = -1; //for fighter beams fire_info.accuracy = 0.0f; fire_info.beam_info_index = shipp->weapons.primary_bank_weapons[(int)shipp->targeting_laser_bank]; fire_info.beam_info_override = NULL; fire_info.shooter = &Objects[shipp->objnum]; fire_info.target = NULL; fire_info.target_subsys = NULL; fire_info.turret = NULL; fire_info.targeting_laser_offset = m->gun_banks[shipp->targeting_laser_bank].pnt[0]; shipp->targeting_laser_objnum = beam_fire_targeting(&fire_info); // hmm, why didn't it fire? if(shipp->targeting_laser_objnum < 0){ Int3(); ship_stop_targeting_laser(shipp); } } }} /** * Attempt to detonate weapon last fired by *src. * Only used for weapons that support remote detonation. * * @param swp Ship weapon * @param src Source of weapon * @return true if detonated, else return false. * * Calls ::weapon_hit() to detonate weapon. * If it's a weapon that spawns particles, those will be released. */ int maybe_detonate_weapon(ship_weapon *swp, object *src) { int objnum = swp->last_fired_weapon_index; object *objp; weapon_info *wip; objp = &Objects[objnum]; if (objp->type != OBJ_WEAPON){ return 0; } if ((objp->instance < 0) || (objp->instance > MAX_WEAPONS)){ return 0; } // check to make sure that the weapon to detonate still exists if ( swp->last_fired_weapon_signature != objp->signature ){ return 0; } Assert(Weapons[objp->instance].weapon_info_index != -1); wip = &Weapon_info[Weapons[objp->instance].weapon_info_index]; if (wip->wi_flags & WIF_REMOTE) { if ((objnum >= 0) && (objnum < MAX_OBJECTS)) { int weapon_sig; weapon_sig = objp->signature; if (swp->last_fired_weapon_signature == weapon_sig) { weapon_detonate(objp); swp->last_fired_weapon_index = -1; return 1; } } } return 0; } /** * Maybe detonate secondary weapon that's already out. * @return Return true if we detonate it, false if not. */ int ship_fire_secondary_detonate(object *obj, ship_weapon *swp) { if (swp->last_fired_weapon_index != -1) if (timestamp_elapsed(swp->detonate_weapon_time)) { object *first_objp = &Objects[swp->last_fired_weapon_index]; if (maybe_detonate_weapon(swp, obj)) { // If dual fire was set, there could be another weapon to detonate. Scan all weapons. missile_obj *mo; // check for currently locked missiles (highest precedence) for ( mo = GET_FIRST(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) { object *mobjp; Assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS); mobjp = &Objects[mo->objnum]; if ((mobjp != first_objp) && (mobjp->parent_sig == obj->parent_sig)) { if (Weapon_info[Weapons[mobjp->instance].weapon_info_index].wi_flags & WIF_REMOTE) { weapon_detonate(mobjp); } } } return 1; } } return 0; } /** * Try to switch to a secondary bank that has ammo */ int ship_select_next_valid_secondary_bank(ship_weapon *swp) { int cycled=0; int ns = swp->num_secondary_banks; if ( ns > 1 ) { int i,j=swp->current_secondary_bank+1; for (i=0; i= ns ) { j=0; } if ( swp->secondary_bank_ammo[j] > 0 ) { swp->current_secondary_bank=j; cycled = 1; break; } j++; } } return cycled; } extern void ai_maybe_announce_shockwave_weapon(object *firing_objp, int weapon_index); // Object *obj fires its secondary weapon, if it can. // If its most recently fired weapon is a remotely detonatable weapon, detonate it. // Returns number of weapons fired. Note, for swarmers, returns 1 if it is allowed // to fire the missiles when allow_swarm is NOT set. They don't actually get fired on a call here unless allow_swarm is set. // When you want to fire swarmers, you call this function with allow_swarm NOT set and frame interval // code comes aruond and fires it. // allow_swarm -> default value is 0... since swarm missiles are fired over several frames, // need to avoid firing when normally called int ship_fire_secondary( object *obj, int allow_swarm ) { int n, weapon, j, bank, have_timeout, starting_bank_count = -1, num_fired; ushort starting_sig = 0; ship *shipp; ship_weapon *swp; ship_info *sip; weapon_info *wip; ai_info *aip; polymodel *pm; vec3d missile_point, pnt, firing_pos; bool has_fired = false; // Used to determine whether to fire the scripting hook Assert( obj != NULL ); // in the case where the server is an observer, he can fire (which would be bad) - unless we do this. if( obj->type == OBJ_OBSERVER ){ return 0; } // in the case where the object is a ghost (a delayed fire packet from right before he died, for instance) if( (obj->type == OBJ_GHOST) || (obj->type == OBJ_NONE) ){ return 0; } Assert( obj->type == OBJ_SHIP ); if(obj->type != OBJ_SHIP){ return 0; } n = obj->instance; Assert( n >= 0 && n < MAX_SHIPS ); if((n < 0) || (n >= MAX_SHIPS)){ return 0; } Assert( Ships[n].objnum == OBJ_INDEX(obj)); if(Ships[n].objnum != OBJ_INDEX(obj)){ return 0; } shipp = &Ships[n]; swp = &shipp->weapons; sip = &Ship_info[shipp->ship_info_index]; aip = &Ai_info[shipp->ai_index]; // if no secondary weapons are present on ship, return if ( swp->num_secondary_banks <= 0 ){ return 0; } // If the secondaries have been locked, bail if (shipp->flags2 & SF2_SECONDARIES_LOCKED) { return 0; } // If ship is being repaired/rearmed, it cannot fire missiles if ( aip->ai_flags & AIF_BEING_REPAIRED ) { return 0; } num_fired = 0; // tracks how many missiles actually fired bank = swp->current_secondary_bank; if ( bank < 0 ) { return 0; } if (swp->secondary_animation_position[bank] == MA_POS_SET) { if ( timestamp_elapsed(swp->secondary_animation_done_time[bank]) ) swp->secondary_animation_position[bank] = MA_POS_READY; else return 0; } weapon = swp->secondary_bank_weapons[bank]; Assert( (swp->secondary_bank_weapons[bank] >= 0) && (swp->secondary_bank_weapons[bank] < MAX_WEAPON_TYPES) ); if((swp->secondary_bank_weapons[bank] < 0) || (swp->secondary_bank_weapons[bank] >= MAX_WEAPON_TYPES)){ return 0; } wip = &Weapon_info[weapon]; have_timeout = 0; // used to help tell whether or not we have a timeout if ( MULTIPLAYER_MASTER ) { starting_sig = multi_get_next_network_signature( MULTI_SIG_NON_PERMANENT ); starting_bank_count = swp->secondary_bank_ammo[bank]; } if (ship_fire_secondary_detonate(obj, swp)) { // in multiplayer, master sends a secondary fired packet with starting signature of -1 -- indicates // to client code to set the detonate timer to 0. if ( MULTIPLAYER_MASTER ) { send_secondary_fired_packet( shipp, 0, starting_bank_count, 1, allow_swarm ); } // For all banks, if ok to fire a weapon, make it wait a bit. // Solves problem of fire button likely being down next frame and // firing weapon despite fire causing detonation of existing weapon. if (swp->current_secondary_bank >= 0) { if (timestamp_elapsed(swp->next_secondary_fire_stamp[bank])){ swp->next_secondary_fire_stamp[bank] = timestamp(MAX((int) flFrametime*3000, 250)); } } return 0; } if ( swp->current_secondary_bank < 0 ){ return 0; } if ( !timestamp_elapsed(swp->next_secondary_fire_stamp[bank]) && !allow_swarm) { if (timestamp_until(swp->next_secondary_fire_stamp[bank]) > 60000){ swp->next_secondary_fire_stamp[bank] = timestamp(1000); } have_timeout = 1; goto done_secondary; } // Ensure if this is a "require-lock" missile, that a lock actually exists if ( wip->wi_flags & WIF_NO_DUMBFIRE ) { if ( aip->current_target_is_locked <= 0 ) { if ( obj == Player_obj ) { if ( !Weapon_energy_cheat ) { float max_dist; max_dist = wip->lifetime * wip->max_speed; if (wip->wi_flags2 & WIF2_LOCAL_SSM){ max_dist= wip->lssm_lock_range; } if ((aip->target_objnum != -1) && (vm_vec_dist_quick(&obj->pos, &Objects[aip->target_objnum].pos) > max_dist)) { HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Too far from target to acquire lock", 487)); } else { char missile_name[NAME_LENGTH]; strcpy_s(missile_name, wip->name); end_string_at_first_hash_symbol(missile_name); HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Cannot fire %s without a lock", 488), missile_name); } snd_play( &Snds[ship_get_sound(Player_obj, SND_OUT_OF_MISSLES)] ); swp->next_secondary_fire_stamp[bank] = timestamp(800); // to avoid repeating messages return 0; } } else { // multiplayer clients should always fire the weapon here, so return only if not // a multiplayer client. if ( !MULTIPLAYER_CLIENT ) { return 0; } } } } if (wip->wi_flags2 & WIF2_TAGGED_ONLY) { if (!ship_is_tagged(&Objects[aip->target_objnum])) { if (obj==Player_obj) { if ( !Weapon_energy_cheat ) { HUD_sourced_printf(HUD_SOURCE_HIDDEN, NOX("Cannot fire %s if target is not tagged"),wip->name); snd_play( &Snds[ship_get_sound(Player_obj, SND_OUT_OF_MISSLES)] ); swp->next_secondary_fire_stamp[bank] = timestamp(800); // to avoid repeating messages return 0; } } else { if ( !MULTIPLAYER_CLIENT ) { return 0; } } } } // if trying to fire a swarm missile, make sure being called from right place if ( (wip->wi_flags & WIF_SWARM) && !allow_swarm ) { Assert(wip->swarm_count > 0); if(wip->swarm_count <= 0){ shipp->num_swarm_missiles_to_fire += SWARM_DEFAULT_NUM_MISSILES_FIRED; } else { shipp->num_swarm_missiles_to_fire += wip->swarm_count; } return 1; // Note: Missiles didn't get fired, but the frame interval code will fire them. } // if trying to fire a corkscrew missile, make sure being called from right place if ( (wip->wi_flags & WIF_CORKSCREW) && !allow_swarm ) { //phreak 11-9-02 //changed this from 4 to custom number defined in tables shipp->num_corkscrew_to_fire = (ubyte)(shipp->num_corkscrew_to_fire + (ubyte)wip->cs_num_fired); return 1; // Note: Missiles didn't get fired, but the frame interval code will fire them. } float t; if (Weapon_info[weapon].burst_shots > swp->burst_counter[bank]) { t = Weapon_info[weapon].burst_delay; swp->burst_counter[bank]++; } else { t = Weapon_info[weapon].fire_wait; // They can fire 5 times a second swp->burst_counter[bank] = 0; } swp->next_secondary_fire_stamp[bank] = timestamp((int) (t * 1000.0f)); swp->last_secondary_fire_stamp[bank] = timestamp(); // Here is where we check if weapons subsystem is capable of firing the weapon. // do only in single player or if I am the server of a multiplayer game if ( !(Game_mode & GM_MULTIPLAYER) || MULTIPLAYER_MASTER ) { if ( ship_weapon_maybe_fail(shipp) ) { if ( obj == Player_obj ) if ( ship_maybe_play_secondary_fail_sound(wip) ) { char missile_name[NAME_LENGTH]; strcpy_s(missile_name, Weapon_info[weapon].name); end_string_at_first_hash_symbol(missile_name); HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Cannot fire %s due to weapons system damage", 489), missile_name); } goto done_secondary; } } pm = model_get( sip->model_num ); if ( pm->n_missiles > 0 ) { int check_ammo; // used to tell if we should check ammo counts or not int num_slots; if ( bank > pm->n_missiles ) { nprintf(("WARNING","WARNING ==> Tried to fire bank %d, but ship has only %d banks\n", bank+1, pm->n_missiles)); return 0; // we can make a quick out here!!! } num_slots = pm->missile_banks[bank].num_slots; // determine if there is enough ammo left to fire weapons on this bank. As with primary // weapons, we might or might not check ammo counts depending on game mode, who is firing, // and if I am a client in multiplayer check_ammo = 1; if ( MULTIPLAYER_CLIENT && (obj != Player_obj) ){ check_ammo = 0; } if ( check_ammo && ( swp->secondary_bank_ammo[bank] <= 0) ) { if ( shipp->objnum == OBJ_INDEX(Player_obj) ) { if ( ship_maybe_play_secondary_fail_sound(wip) ) { // HUD_sourced_printf(HUD_SOURCE_HIDDEN, "No %s missiles left in bank", Weapon_info[swp->secondary_bank_weapons[bank]].name); } } else { // TODO: AI switch secondary weapon / re-arm? } goto done_secondary; } int start_slot, end_slot; if ( shipp->flags & SF_SECONDARY_DUAL_FIRE ) { start_slot = swp->secondary_next_slot[bank]; // AL 11-19-97: Ensure enough ammo remains when firing linked secondary weapons if ( check_ammo && (swp->secondary_bank_ammo[bank] < 2) ) { end_slot = start_slot; } else { end_slot = start_slot+1; } } else { start_slot = swp->secondary_next_slot[bank]; end_slot = start_slot; } int pnt_index=start_slot; //If this is a tertiary weapon, only subtract one piece of ammo for ( j = start_slot; j <= end_slot; j++ ) { int weapon_num; swp->secondary_next_slot[bank]++; if ( swp->secondary_next_slot[bank] > (num_slots-1) ){ swp->secondary_next_slot[bank] = 0; } if ( pnt_index >= num_slots ){ pnt_index = 0; } shipp->secondary_point_reload_pct[bank][pnt_index] = 0.0f; pnt = pm->missile_banks[bank].pnt[pnt_index++]; polymodel *weapon_model = NULL; if(wip->external_model_num >= 0){ weapon_model = model_get(wip->external_model_num); } if (weapon_model && weapon_model->n_guns) { int external_bank = bank + MAX_SHIP_PRIMARY_BANKS; if (wip->wi_flags2 & WIF2_EXTERNAL_WEAPON_FP) { if ((weapon_model->n_guns <= swp->external_model_fp_counter[external_bank]) || (swp->external_model_fp_counter[external_bank] < 0)) swp->external_model_fp_counter[external_bank] = 0; vm_vec_add2(&pnt, &weapon_model->gun_banks[0].pnt[swp->external_model_fp_counter[external_bank]]); swp->external_model_fp_counter[external_bank]++; } else { // make it use the 0 index slot vm_vec_add2(&pnt, &weapon_model->gun_banks[0].pnt[0]); } } vm_vec_unrotate(&missile_point, &pnt, &obj->orient); vm_vec_add(&firing_pos, &missile_point, &obj->pos); if ( Game_mode & GM_MULTIPLAYER ) { Assert( Weapon_info[weapon].subtype == WP_MISSILE ); } matrix firing_orient; if(!(sip->flags2 & SIF2_GUN_CONVERGENCE)) { firing_orient = obj->orient; } else { vec3d firing_vec; vm_vec_unrotate(&firing_vec, &pm->missile_banks[bank].norm[pnt_index-1], &obj->orient); vm_vector_2_matrix(&firing_orient, &firing_vec, NULL, NULL); } // create the weapon -- for multiplayer, the net_signature is assigned inside // of weapon_create weapon_num = weapon_create( &firing_pos, &firing_orient, weapon, OBJ_INDEX(obj), -1, aip->current_target_is_locked); weapon_set_tracking_info(weapon_num, OBJ_INDEX(obj), aip->target_objnum, aip->current_target_is_locked, aip->targeted_subsys); has_fired = true; // create the muzzle flash effect if ( (obj != Player_obj) || (sip->flags2 & SIF2_SHOW_SHIP_MODEL) || (Viewer_mode) ) { // show the flash only if in not cockpit view, or if "show ship" flag is set shipfx_flash_create(obj, sip->model_num, &pnt, &obj->orient.vec.fvec, 0, weapon); } num_fired++; swp->last_fired_weapon_index = weapon_num; swp->detonate_weapon_time = timestamp(500); // Can detonate 1/2 second later. if (weapon_num != -1) { swp->last_fired_weapon_signature = Objects[weapon_num].signature; } // subtract the number of missiles fired if ( Weapon_energy_cheat == 0 ){ swp->secondary_bank_ammo[bank]--; } } } if ( obj == Player_obj ) { if ( Weapon_info[weapon].launch_snd != -1 ) { snd_play( &Snds[Weapon_info[weapon].launch_snd], 0.0f, 1.0f, SND_PRIORITY_MUST_PLAY ); swp = &Player_ship->weapons; if (swp->current_secondary_bank >= 0) { wip = &Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]]; if (Player_ship->flags & SF_SECONDARY_DUAL_FIRE){ joy_ff_play_secondary_shoot((int) (wip->cargo_size * 2.0f)); } else { joy_ff_play_secondary_shoot((int) wip->cargo_size); } } } } else { if ( Weapon_info[weapon].launch_snd != -1 ) { snd_play_3d( &Snds[Weapon_info[weapon].launch_snd], &obj->pos, &View_position ); } } done_secondary: if(num_fired > 0){ // if I am the master of a multiplayer game, send a secondary fired packet along with the // first network signatures for the newly created weapons. if nothing got fired, send a failed // packet if if ( MULTIPLAYER_MASTER ) { Assert(starting_sig != 0); send_secondary_fired_packet( shipp, starting_sig, starting_bank_count, num_fired, allow_swarm ); } // STATS if (obj->flags & OF_PLAYER_SHIP) { // in multiplayer -- only the server needs to keep track of the stats. Call the cool // function to find the player given the object *. It had better return a valid player // or our internal structure as messed up. if( Game_mode & GM_MULTIPLAYER ) { if ( Net_player->flags & NETINFO_FLAG_AM_MASTER ) { int player_num; player_num = multi_find_player_by_object ( obj ); Assert ( player_num != -1 ); Net_players[player_num].m_player->stats.ms_shots_fired += num_fired; } } else { Player->stats.ms_shots_fired += num_fired; } } // maybe announce a shockwave weapon ai_maybe_announce_shockwave_weapon(obj, weapon); } // if we are out of ammo in this bank then don't carry over firing swarm/corkscrew // missiles to a new bank if (swp->secondary_bank_ammo[bank] <= 0) { // NOTE: these are set to 1 since they will get reduced by 1 in the // swarm/corkscrew code once this function returns if (shipp->num_swarm_missiles_to_fire > 1) { shipp->num_swarm_missiles_to_fire = 1; } if (shipp->num_corkscrew_to_fire > 1) { shipp->num_corkscrew_to_fire = 1; } } // AL 3-7-98: Move to next valid secondary bank if out of ammo // //21-07-02 01:24 DTP; COMMENTED OUT some of the mistakes //this bug was made by AL, when he assumed he had to take the next fire_wait time remaining and add 250 ms of delay to it, //and put it in the next valid bank. for the player to have a 250 ms of penalty // //what that caused was that the next valid bank inherited the current valid banks FULL fire delay. since he used the Weapon_info struct that has // no information / member that stores the next valids banks remaning fire_wait delay. // //what he should have done was to check of the next valid bank had any fire delay that had elapsed, if it had elapsed, //then it would have no firedelay. and then add 250 ms of delay. in effect, this way there is no penalty if there is any firedelay remaning in //the next valid bank. the delay is there to prevent things like Trible/Quad Fire Trebuchets. // if ( (obj->flags & OF_PLAYER_SHIP) && (swp->secondary_bank_ammo[bank] <= 0) ) { if ( ship_select_next_valid_secondary_bank(swp) ) { //DTP here we switch to the next valid bank, but we can't call weapon_info on next fire_wait if ( timestamp_elapsed(shipp->weapons.next_secondary_fire_stamp[shipp->weapons.current_secondary_bank]) ) { //DTP, this is simply a copy of the manual cycle functions shipp->weapons.next_secondary_fire_stamp[shipp->weapons.current_secondary_bank] = timestamp(1000); //Bumped from 250 to 1000 because some people seem to be to triggerhappy :). shipp->weapons.last_secondary_fire_stamp[shipp->weapons.current_secondary_bank] = timestamp(); } if ( obj == Player_obj ) { snd_play( &Snds[ship_get_sound(Player_obj, SND_SECONDARY_CYCLE)] ); } } } if (has_fired) { object *objp = &Objects[shipp->objnum]; object* target; if (Ai_info[shipp->ai_index].target_objnum != -1) target = &Objects[Ai_info[shipp->ai_index].target_objnum]; else target = NULL; if (objp == Player_obj && Player_ai->target_objnum != -1) target = &Objects[Player_ai->target_objnum]; Script_system.SetHookObjects(2, "User", objp, "Target", target); Script_system.RunCondition(CHA_ONWPFIRED, 0, NULL, objp); } return num_fired; } // Goober5000 int primary_out_of_ammo(ship_weapon *swp, int bank) { // true if both ballistic and ammo <= 0, // false if not ballistic or if ballistic and ammo > 0 if ( Weapon_info[swp->primary_bank_weapons[bank]].wi_flags2 & WIF2_BALLISTIC ) { if (swp->primary_bank_ammo[bank] <= 0) { return 1; } } // note: never out of ammo if not ballistic return 0; } /** * Return true if a new index gets selected. * * @param objp pointer to object for ship cycling primary * @param direction forward == CYCLE_PRIMARY_NEXT, backward == CYCLE_PRIMARY_PREV * * NOTE: This code can be called for any arbitrary ship. HUD messages and sounds are only used * for the player ship. */ int ship_select_next_primary(object *objp, int direction) { ship *shipp; ship_info *sip; ship_weapon *swp; int new_bank; int original_bank; unsigned int original_link_flag; int i; Assert(objp != NULL); Assert(objp->type == OBJ_SHIP); Assert(objp->instance >= 0 && objp->instance < MAX_SHIPS); shipp = &Ships[objp->instance]; sip = &Ship_info[shipp->ship_info_index]; swp = &shipp->weapons; Assert(direction == CYCLE_PRIMARY_NEXT || direction == CYCLE_PRIMARY_PREV); original_bank = swp->current_primary_bank; original_link_flag = shipp->flags & SF_PRIMARY_LINKED; // redid case structure to possibly add more primaries in the future - Goober5000 if ( swp->num_primary_banks == 0 ) { if ( objp == Player_obj ) { HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "This ship has no primary weapons", 490)); gamesnd_play_error_beep(); } return 0; } else if ( swp->num_primary_banks == 1 ) { if ( objp == Player_obj ) { HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "This ship has only one primary weapon: %s", 491),Weapon_info[swp->primary_bank_weapons[swp->current_primary_bank]].name, swp->current_primary_bank + 1); gamesnd_play_error_beep(); } return 0; } else if ( swp->num_primary_banks > MAX_SHIP_PRIMARY_BANKS ) { Int3(); return 0; } else { Assert((swp->current_primary_bank >= 0) && (swp->current_primary_bank < swp->num_primary_banks)); // first check if linked if ( shipp->flags & SF_PRIMARY_LINKED ) { shipp->flags &= ~SF_PRIMARY_LINKED; if ( direction == CYCLE_PRIMARY_NEXT ) { swp->current_primary_bank = 0; } else { swp->current_primary_bank = swp->num_primary_banks - 1; } } // now handle when not linked: cycle and constrain else { if ( direction == CYCLE_PRIMARY_NEXT ) { if ( swp->current_primary_bank < swp->num_primary_banks - 1 ) { swp->current_primary_bank++; } else if( sip->flags2 & SIF2_NO_PRIMARY_LINKING ) { swp->current_primary_bank = 0; } else { shipp->flags |= SF_PRIMARY_LINKED; } } else { if ( swp->current_primary_bank > 0 ) { swp->current_primary_bank--; } else if( sip->flags2 & SIF2_NO_PRIMARY_LINKING ) { swp->current_primary_bank = swp->num_primary_banks - 1; } else { shipp->flags |= SF_PRIMARY_LINKED; } } } } // test for ballistics - Goober5000 if ( sip->flags & SIF_BALLISTIC_PRIMARIES ) { // if we can't link, disengage primary linking and change to next available bank if (shipp->flags & SF_PRIMARY_LINKED) { for (i = 0; i < swp->num_primary_banks; i++) { if (primary_out_of_ammo(swp, i)) { shipp->flags &= ~SF_PRIMARY_LINKED; if (direction == CYCLE_PRIMARY_NEXT) { swp->current_primary_bank = 0; } else { swp->current_primary_bank = shipp->weapons.num_primary_banks-1; } break; } } } // check to see if we keep cycling...we have to if we're out of ammo in the current bank if ( primary_out_of_ammo(swp, swp->current_primary_bank) ) { // cycle around until we find ammunition... // we land on the original bank if all banks fail Assert(swp->current_primary_bank < swp->num_primary_banks); new_bank = swp->current_primary_bank; for (i = 1; i < swp->num_primary_banks; i++) { // cycle in the proper direction if ( direction == CYCLE_PRIMARY_NEXT ) { new_bank = (swp->current_primary_bank + i) % swp->num_primary_banks; } else { new_bank = (swp->current_primary_bank + swp->num_primary_banks - i) % swp->num_primary_banks; } // check to see if this is a valid bank if (!primary_out_of_ammo(swp, new_bank)) { break; } } // set the new bank; defaults to resetting to the old bank if we completed a full iteration swp->current_primary_bank = new_bank; } // make sure we're okay Assert((swp->current_primary_bank >= 0) && (swp->current_primary_bank < swp->num_primary_banks)); if(swp->current_primary_bank != original_bank) swp->previous_primary_bank = original_bank; else swp->previous_primary_bank = swp->current_primary_bank; // if this ship is ballistics-equipped, and we cycled, then we had to verify some stuff, // so we should check if we actually changed banks if ( (swp->current_primary_bank != original_bank) || ((shipp->flags & SF_PRIMARY_LINKED) != original_link_flag) ) { if ( objp == Player_obj ) { snd_play( &Snds[ship_get_sound(objp, SND_PRIMARY_CYCLE)], 0.0f ); } ship_primary_changed(shipp); objp = &Objects[shipp->objnum]; object* target; if (Ai_info[shipp->ai_index].target_objnum != -1) target = &Objects[Ai_info[shipp->ai_index].target_objnum]; else target = NULL; if (objp == Player_obj && Player_ai->target_objnum != -1) target = &Objects[Player_ai->target_objnum]; Script_system.SetHookObjects(2, "User", objp, "Target", target); Script_system.RunCondition(CHA_ONWPSELECTED, 0, NULL, objp); Script_system.SetHookObjects(2, "User", objp, "Target", target); Script_system.RunCondition(CHA_ONWPDESELECTED, 0, NULL, objp); return 1; } // could not select new weapon: if ( objp == Player_obj ) { gamesnd_play_error_beep(); } return 0; } // end of ballistics implementation if ( objp == Player_obj ) { snd_play( &Snds[ship_get_sound(objp, SND_PRIMARY_CYCLE)], 0.0f ); } ship_primary_changed(shipp); object* target; if (Ai_info[shipp->ai_index].target_objnum != -1) target = &Objects[Ai_info[shipp->ai_index].target_objnum]; else target = NULL; if (objp == Player_obj && Player_ai->target_objnum != -1) target = &Objects[Player_ai->target_objnum]; Script_system.SetHookObjects(2, "User", objp, "Target", target); Script_system.RunCondition(CHA_ONWPSELECTED, 0, NULL, objp); Script_system.SetHookObjects(2, "User", objp, "Target", target); Script_system.RunCondition(CHA_ONWPDESELECTED, 0, NULL, objp); return 1; } // ------------------------------------------------------------------------------ // ship_select_next_secondary() selects the next secondary bank with missles // // returns: 1 => The secondary bank was switched // 0 => The secondary bank stayed the same // // If a secondary bank has no missles left, it is skipped. // // NOTE: This can be called for an arbitrary ship. HUD messages and sounds are only used // for the player ship. int ship_select_next_secondary(object *objp) { Assert(objp != NULL); Assert(objp->type == OBJ_SHIP); Assert(objp->instance >= 0 && objp->instance < MAX_SHIPS); int original_bank, new_bank, i; ship *shipp; ship_weapon *swp; shipp = &Ships[objp->instance]; swp = &shipp->weapons; // redid the switch structure to allow additional seconary banks if added later - Goober5000 if ( swp->num_secondary_banks == 0 ) { if ( objp == Player_obj ) { HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "This ship has no secondary weapons", 492)); gamesnd_play_error_beep(); } return 0; } else if ( swp->num_secondary_banks == 1 ) { if ( objp == Player_obj ) { HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "This ship has only one secondary weapon: %s", 493), Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]].name, swp->current_secondary_bank + 1); gamesnd_play_error_beep(); } return 0; } else if ( swp->num_secondary_banks > MAX_SHIP_SECONDARY_BANKS ) { Int3(); return 0; } else { Assert((swp->current_secondary_bank >= 0) && (swp->current_secondary_bank < swp->num_secondary_banks)); original_bank = swp->current_secondary_bank; for ( i = 1; i < swp->num_secondary_banks; i++ ) { new_bank = (swp->current_secondary_bank+i) % swp->num_secondary_banks; if ( swp->secondary_bank_ammo[new_bank] <= 0 ) continue; swp->current_secondary_bank = new_bank; break; } if ( swp->current_secondary_bank != original_bank ) { if(swp->current_primary_bank != original_bank) swp->previous_primary_bank = original_bank; else swp->previous_primary_bank = swp->current_primary_bank; if ( objp == Player_obj ) { snd_play( &Snds[ship_get_sound(Player_obj, SND_SECONDARY_CYCLE)], 0.0f ); } ship_secondary_changed(shipp); objp = &Objects[shipp->objnum]; object* target; if (Ai_info[shipp->ai_index].target_objnum != -1) target = &Objects[Ai_info[shipp->ai_index].target_objnum]; else target = NULL; if (objp == Player_obj && Player_ai->target_objnum != -1) target = &Objects[Player_ai->target_objnum]; Script_system.SetHookObjects(2, "User", objp, "Target", target); Script_system.RunCondition(CHA_ONWPSELECTED, 0, NULL, objp); Script_system.SetHookObjects(2, "User", objp, "Target", target); Script_system.RunCondition(CHA_ONWPDESELECTED, 0, NULL, objp); return 1; } } // end if // If we've reached this point, must have failed if ( objp == Player_obj ) { gamesnd_play_error_beep(); } return 0; } // Goober5000 - copied from secondary routine // Stuff list of weapon indices for object *objp in list *outlist. // Return number of weapons in list. int get_available_primary_weapons(object *objp, int *outlist, int *outbanklist) { int count = 0; int i; ship *shipp; Assert(objp->type == OBJ_SHIP); Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS)); shipp = &Ships[objp->instance]; for (i=0; iweapons.num_primary_banks; i++) { if (!primary_out_of_ammo(&(shipp->weapons), i)) { outbanklist[count] = i; outlist[count++] = shipp->weapons.primary_bank_weapons[i]; } } return count; } /** * Stuff list of weapon indices for object *objp in list *outlist. * @return number of weapons in list. */ int get_available_secondary_weapons(object *objp, int *outlist, int *outbanklist) { int count = 0; int i; ship *shipp; Assert(objp->type == OBJ_SHIP); Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS)); shipp = &Ships[objp->instance]; for (i=0; iweapons.num_secondary_banks; i++) if (shipp->weapons.secondary_bank_ammo[i]) { outbanklist[count] = i; outlist[count++] = shipp->weapons.secondary_bank_weapons[i]; } return count; } /** * Return the object index of the ship with name *name. */ int wing_name_lookup(char *name, int ignore_count) { int i, wing_limit; if (name == NULL) return -1; if ( Fred_running ) wing_limit = MAX_WINGS; else wing_limit = Num_wings; if (Fred_running || ignore_count ) { // current_count not used for Fred.. for (i=0; i= 0) return idx; // ship copy types might be mismatched p = get_pointer_to_first_hash_symbol(token); if (p == NULL) return -1; // conversion from FS1 missions if (!stricmp(token, "GTD Orion#1 (Galatea)")) { idx = ship_info_lookup_sub("GTD Orion#Galatea"); if (idx >= 0) return idx; idx = ship_info_lookup_sub("GTD Orion (Galatea)"); if (idx >= 0) return idx; return -1; } else if (!stricmp(token, "GTD Orion#2 (Bastion)")) { idx = ship_info_lookup_sub("GTD Orion#Bastion"); if (idx >= 0) return idx; idx = ship_info_lookup_sub("GTD Orion (Bastion)"); if (idx >= 0) return idx; return -1; } else if (!stricmp(token, "SF Dragon#2 (weakened)")) { idx = ship_info_lookup_sub("SF Dragon#weakened"); if (idx >= 0) return idx; idx = ship_info_lookup_sub("SF Dragon (weakened)"); if (idx >= 0) return idx; return -1; } else if (!stricmp(token, "SF Dragon#3 (Player)")) { idx = ship_info_lookup_sub("SF Dragon#Terrans"); if (idx >= 0) return idx; idx = ship_info_lookup_sub("SF Dragon (Terrans)"); if (idx >= 0) return idx; return -1; } else if (!stricmp(token, "GTF Loki (stealth)")) { idx = ship_info_lookup_sub("GTF Loki#stealth"); if (idx >= 0) return idx; return -1; } // get first part of new string strcpy_s(temp1, token); end_string_at_first_hash_symbol(temp1); // get second part strcpy_s(temp2, p + 1); // found a hash if (*p == '#') { // assemble using parentheses sprintf(name, "%s (%s)", temp1, temp2); } // found a parenthesis else if (*p == '(') { // chop off right parenthesis (it exists because otherwise the left wouldn't have been flagged) char *p2 = strchr(temp2, ')'); *p2 = '\0'; // assemble using hash sprintf(name, "%s#%s", temp1, temp2); } // oops else { Warning(LOCATION, "Unrecognized hash symbol. Contact a programmer!"); return -1; } // finally check the new name return ship_info_lookup_sub(name); } /** * Return the ship index of the ship with name *name. */ int ship_name_lookup(char *name, int inc_players) { int i; // bogus if(name == NULL){ return -1; } for (i=0; i= 0){ if (Objects[Ships[i].objnum].type == OBJ_SHIP || (Objects[Ships[i].objnum].type == OBJ_START && inc_players)){ if (!stricmp(name, Ships[i].ship_name)){ return i; } } } } // couldn't find it return -1; } int ship_type_name_lookup(char *name) { // bogus if(name == NULL || !strlen(name)){ return -1; } //Look through Ship_types array uint max_size = Ship_types.size(); for(uint idx=0; idx < max_size; idx++){ if(!stricmp(name, Ship_types[idx].name)){ return idx; } } // couldn't find it return -1; } // checks the (arrival & departure) state of a ship. Return values: // -1: has yet to arrive in mission // 0: is currently in mission // 1: has been destroyed, departed, or never existed int ship_query_state(char *name) { int i; // bogus Assert(name != NULL); if(name == NULL){ return -1; } for (i=0; i= 0){ if ((Objects[Ships[i].objnum].type == OBJ_SHIP) || (Objects[Ships[i].objnum].type == OBJ_START)){ if (!stricmp(name, Ships[i].ship_name)){ return 0; } } } } if (mission_parse_get_arrival_ship(name)) return -1; return 1; } // Finds the world position of a subsystem. // Return true/false for subsystem found/not found. // Stuff vector *pos with absolute position. // subsysp is a pointer to the subsystem. int get_subsystem_pos(vec3d *pos, object *objp, ship_subsys *subsysp) { if (subsysp == NULL) { *pos = objp->pos; return 0; } model_subsystem *mss = subsysp->system_info; if (mss->subobj_num == -1) { // If it's a special point subsys, we can use its offset directly vm_vec_unrotate(pos, &subsysp->system_info->pnt, &objp->orient); vm_vec_add2(pos, &objp->pos); } else { // Submodel subsystems may require a more complicated calculation find_submodel_instance_world_point(pos, objp, mss->subobj_num); } return 1; } //================================================= // Takes all the angle info from the ship structure and stuffs it // into the model data so that the model code has all the correct // angles and stuff that it needs. This is a poorly designed // system that should be re-engineered so that all the model functions // accept a list of angles and everyone passes them through, but // that would require some major code revision. // So, anytime you are using a model that has rotating parts, you // need to do a ship_model_start before any model_ functions are // called and a ship_model_stop after you're done. Even for // collision detection and stuff, not just rendering. // See John for details. void ship_model_start(object *objp) { model_subsystem *psub; ship *shipp; ship_subsys *pss; int model_num; shipp = &Ships[objp->instance]; model_num = Ship_info[shipp->ship_info_index].model_num; // First clear all the angles in the model to zero model_clear_instance(model_num); // Go through all subsystems and bash the model angles for all // the subsystems that need it. for ( pss = GET_FIRST(&shipp->subsys_list); pss != END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) { psub = pss->system_info; switch (psub->type) { case SUBSYSTEM_RADAR: case SUBSYSTEM_NAVIGATION: case SUBSYSTEM_COMMUNICATION: case SUBSYSTEM_UNKNOWN: case SUBSYSTEM_ENGINE: case SUBSYSTEM_SENSORS: case SUBSYSTEM_WEAPONS: case SUBSYSTEM_SOLAR: case SUBSYSTEM_GAS_COLLECT: case SUBSYSTEM_ACTIVATION: break; case SUBSYSTEM_TURRET: Assertion( !(psub->flags & MSS_FLAG_ROTATES), "Turret %s on ship %s has the $rotate or $triggered subobject property defined. Please fix the model.\n", psub->name, Ship_info[shipp->ship_info_index].name ); // Turrets can't rotate!!! See John! break; default: Error(LOCATION, "Illegal subsystem type.\n"); } if ( psub->subobj_num >= 0 ) { model_set_instance(model_num, psub->subobj_num, &pss->submodel_info_1, pss->flags ); } if ( (psub->subobj_num != psub->turret_gun_sobj) && (psub->turret_gun_sobj >= 0) ) { model_set_instance(model_num, psub->turret_gun_sobj, &pss->submodel_info_2, pss->flags ); } } model_do_dumb_rotation(model_num); } /** * Clears all the instance specific stuff out of the model info */ void ship_model_stop(object *objp) { Assert(objp != NULL); Assert(objp->instance >= 0); Assert(objp->type == OBJ_SHIP); // Then, clear all the angles in the model to zero model_clear_instance(Ship_info[Ships[objp->instance].ship_info_index].model_num); } /** * Like ship_model_start but fills submodel instances instead of the submodels themselves */ void ship_model_update_instance(object *objp) { model_subsystem *psub; ship *shipp; ship_subsys *pss; int model_instance_num; Assert(objp != NULL); Assert(objp->instance >= 0); Assert(objp->type == OBJ_SHIP); shipp = &Ships[objp->instance]; model_instance_num = shipp->model_instance_num; // Then, clear all the angles in the model to zero model_clear_submodel_instances(model_instance_num); for ( pss = GET_FIRST(&shipp->subsys_list); pss != END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) { psub = pss->system_info; switch (psub->type) { case SUBSYSTEM_RADAR: case SUBSYSTEM_NAVIGATION: case SUBSYSTEM_COMMUNICATION: case SUBSYSTEM_UNKNOWN: case SUBSYSTEM_ENGINE: case SUBSYSTEM_SENSORS: case SUBSYSTEM_WEAPONS: case SUBSYSTEM_SOLAR: case SUBSYSTEM_GAS_COLLECT: case SUBSYSTEM_ACTIVATION: break; case SUBSYSTEM_TURRET: Assertion( !(psub->flags & MSS_FLAG_ROTATES), "Turret %s on ship %s has the $rotate or $triggered subobject property defined. Please fix the model.\n", psub->name, Ship_info[shipp->ship_info_index].name ); // Turrets can't rotate!!! See John! break; default: Error(LOCATION, "Illegal subsystem type.\n"); } if ( psub->subobj_num >= 0 ) { model_update_instance(model_instance_num, psub->subobj_num, &pss->submodel_info_1 ); } if ( (psub->subobj_num != psub->turret_gun_sobj) && (psub->turret_gun_sobj >= 0) ) { model_update_instance(model_instance_num, psub->turret_gun_sobj, &pss->submodel_info_2 ); } } model_instance_dumb_rotation(model_instance_num); // preprocess subobject orientations for collision detection model_collide_preprocess(&objp->orient, model_instance_num); } /** * Finds the number of crew points in a ship */ int ship_find_num_crewpoints(object *objp) { int n = 0; model_subsystem *psub; ship *shipp; ship_subsys *pss; shipp = &Ships[objp->instance]; // Go through all subsystems and record the model angles for all // the subsystems that need it. for ( pss = GET_FIRST(&shipp->subsys_list); pss != END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) { psub = pss->system_info; switch (psub->type) { case SUBSYSTEM_TURRET: if ( psub->flags & MSS_FLAG_CREWPOINT ) n++; // fall through case SUBSYSTEM_RADAR: case SUBSYSTEM_NAVIGATION: case SUBSYSTEM_COMMUNICATION: case SUBSYSTEM_UNKNOWN: case SUBSYSTEM_ENGINE: case SUBSYSTEM_GAS_COLLECT: case SUBSYSTEM_ACTIVATION: break; default: Error(LOCATION, "Illegal subsystem type.\n"); } } return n; } /** * Finds the number of turrets in a ship */ int ship_find_num_turrets(object *objp) { int n = 0; model_subsystem *psub; ship *shipp; ship_subsys *pss; shipp = &Ships[objp->instance]; // Go through all subsystems and record the model angles for all // the subsystems that need it. for ( pss = GET_FIRST(&shipp->subsys_list); pss != END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) { psub = pss->system_info; switch (psub->type) { case SUBSYSTEM_TURRET: n++; // drop through case SUBSYSTEM_RADAR: case SUBSYSTEM_NAVIGATION: case SUBSYSTEM_COMMUNICATION: case SUBSYSTEM_UNKNOWN: case SUBSYSTEM_ENGINE: case SUBSYSTEM_GAS_COLLECT: case SUBSYSTEM_ACTIVATION: break; default: Error(LOCATION, "Illegal subsystem type.\n"); } } return n; } //WMC void ship_set_eye( object *obj, int eye_index) { if(obj->type != OBJ_SHIP) return; ship *shipp = &Ships[obj->instance]; if(eye_index < 0) { shipp->current_viewpoint = -1; return; } ship_info *sip = &Ship_info[shipp->ship_info_index]; if(sip->model_num < 0) return; polymodel *pm = model_get(sip->model_num); if(pm == NULL || eye_index > pm->n_view_positions) return; shipp->current_viewpoint = eye_index; } // calculates the eye position for this ship in the global reference frame. Uses the // view_positions array in the model. The 0th element is the normal viewing position. // the vector of the eye is returned in the parameter 'eye'. The orientation of the // eye is returned in orient. (NOTE: this is kind of bogus for now since non 0th element // eyes have no defined up vector) void ship_get_eye( vec3d *eye_pos, matrix *eye_orient, object *obj, bool do_slew ) { ship *shipp = &Ships[obj->instance]; polymodel *pm = model_get(Ship_info[shipp->ship_info_index].model_num); // check to be sure that we have a view eye to look at.....spit out nasty debug message if ( shipp->current_viewpoint < 0 || pm->n_view_positions == 0 || shipp->current_viewpoint > pm->n_view_positions) { *eye_pos = obj->pos; *eye_orient = obj->orient; return; } // eye points are stored in an array -- the normal viewing position for a ship is the current_eye_index // element. eye *ep = &(pm->view_positions[Ships[obj->instance].current_viewpoint]); model_find_world_point( eye_pos, &ep->pnt, pm->id, ep->parent, &obj->orient, &obj->pos ); *eye_orient = obj->orient; // Modify the orientation based on head orientation. if ( Viewer_obj == obj && do_slew) { // Add the cockpit leaning translation offset vm_vec_add2(eye_pos,&leaning_position); compute_slew_matrix(eye_orient, &Viewer_slew_angles); } } // of attackers to make this decision. // // NOTE: This function takes into account how many ships are attacking a subsystem, and will // prefer an ignored subsystem over a subsystem that is in line of sight, if the in-sight // subsystem is attacked by more than MAX_SUBSYS_ATTACKERS // input: // sp => ship pointer to parent of subsystem // subsys_type => what kind of subsystem this is // attacker_pos => the world coords of the attacker of this subsystem // // returns: pointer to subsystem if one found, NULL otherwise #define MAX_SUBSYS_ATTACKERS 3 ship_subsys *ship_get_best_subsys_to_attack(ship *sp, int subsys_type, vec3d *attacker_pos) { ship_subsys *ss; ship_subsys *best_in_sight_subsys, *lowest_attacker_subsys, *ss_return; int lowest_num_attackers, lowest_in_sight_attackers, num_attackers; vec3d gsubpos; ship_obj *sop; lowest_in_sight_attackers = lowest_num_attackers = 1000; ss_return = best_in_sight_subsys = lowest_attacker_subsys = NULL; for (ss = GET_FIRST(&sp->subsys_list); ss != END_OF_LIST(&sp->subsys_list); ss = GET_NEXT(ss) ) { if ( (ss->system_info->type == subsys_type) && (ss->current_hits > 0) ) { // get world pos of subsystem vm_vec_unrotate(&gsubpos, &ss->system_info->pnt, &Objects[sp->objnum].orient); vm_vec_add2(&gsubpos, &Objects[sp->objnum].pos); // now find the number of ships attacking this subsystem by iterating through the ships list, // and checking if aip->targeted_subsys matches the subsystem we're checking num_attackers = 0; sop = GET_FIRST(&Ship_obj_list); while(sop != END_OF_LIST(&Ship_obj_list)){ if ( Ai_info[Ships[Objects[sop->objnum].instance].ai_index].targeted_subsys == ss ) { num_attackers++; } sop = GET_NEXT(sop); } if ( num_attackers < lowest_num_attackers ) { lowest_num_attackers = num_attackers; lowest_attacker_subsys = ss; } if ( ship_subsystem_in_sight(&Objects[sp->objnum], ss, attacker_pos, &gsubpos) ) { if ( num_attackers < lowest_in_sight_attackers ) { lowest_in_sight_attackers = num_attackers; best_in_sight_subsys = ss; } } } } if ( best_in_sight_subsys == NULL ) { // no subsystems are in sight, so return the subsystem with the lowest # of attackers ss_return = lowest_attacker_subsys; } else { if ( lowest_in_sight_attackers > MAX_SUBSYS_ATTACKERS ) { ss_return = lowest_attacker_subsys; } else { ss_return = best_in_sight_subsys; } } return ss_return; } // function to return a pointer to the 'nth' ship_subsys structure in a ship's linked list // of ship_subsys'. // attacker_pos => world pos of attacker (default value NULL). If value is non-NULL, try // to select the best subsystem to attack of that type (using line-of-sight) // and based on the number of ships already attacking the subsystem ship_subsys *ship_get_indexed_subsys( ship *sp, int index, vec3d *attacker_pos ) { int count; ship_subsys *ss; // first, special code to see if the index < 0. If so, we are looking for one of several possible // engines or one of several possible turrets. If we enter this if statement, we will always return // something. if ( index < 0 ) { int subsys_type; subsys_type = -index; if ( sp->subsys_info[subsys_type].aggregate_current_hits <= 0.0f ) // if there are no hits, no subsystem to attack. return NULL; if ( attacker_pos != NULL ) { ss = ship_get_best_subsys_to_attack(sp, subsys_type, attacker_pos); return ss; } else { // next, scan the list of subsystems and search for the first subsystem of the particular // type which has > 0 hits remaining. for (ss = GET_FIRST(&sp->subsys_list); ss != END_OF_LIST(&sp->subsys_list); ss = GET_NEXT(ss) ) { if ( (ss->system_info->type == subsys_type) && (ss->current_hits > 0) ) return ss; } } Int3(); // maybe we shouldn't get here, but with possible floating point rounding, I suppose we could return NULL; } count = 0; ss = GET_FIRST(&sp->subsys_list); while ( ss != END_OF_LIST( &sp->subsys_list ) ) { if ( count == index ) return ss; count++; ss = GET_NEXT( ss ); } Int3(); // get allender -- turret ref didn't fixup correctly!!!! return NULL; } /** * Given a pointer to a subsystem and an associated object, return the index. */ int ship_get_index_from_subsys(ship_subsys *ssp, int objnum, int error_bypass) { if (ssp == NULL) return -1; else { int count; ship *shipp; ship_subsys *ss; Assert(objnum >= 0); Assert(Objects[objnum].instance >= 0); shipp = &Ships[Objects[objnum].instance]; count = 0; ss = GET_FIRST(&shipp->subsys_list); while ( ss != END_OF_LIST( &shipp->subsys_list ) ) { if ( ss == ssp) return count; count++; ss = GET_NEXT( ss ); } if ( !error_bypass ) Int3(); // get allender -- turret ref didn't fixup correctly!!!! return -1; } } /** * Returns the index number of the ship_subsys parameter */ int ship_get_subsys_index(ship *sp, char *ss_name, int error_bypass) { int count; ship_subsys *ss; count = 0; ss = GET_FIRST(&sp->subsys_list); while ( ss != END_OF_LIST( &sp->subsys_list ) ) { if ( !subsystem_stricmp(ss->system_info->subobj_name, ss_name) ) return count; count++; ss = GET_NEXT( ss ); } if (!error_bypass) Int3(); return -1; } // routine to return the strength of a subsystem. We keep a total hit tally for all subsystems // which are similar (i.e. a total for all engines). These routines will return a number between // 0.0 and 1.0 which is the relative combined strength of the given subsystem type. The number // calculated for the engines is slightly different. Once an engine reaches < 15% of its hits, its // output drops to that %. A dead engine has no output. float ship_get_subsystem_strength( ship *shipp, int type ) { float strength; ship_subsys *ssp; Assert ( (type >= 0) && (type < SUBSYSTEM_MAX) ); // For a dying ship, all subsystem strengths are zero. if (Objects[shipp->objnum].hull_strength <= 0.0f) return 0.0f; // short circuit 1 if (shipp->subsys_info[type].aggregate_max_hits <= 0.0f) return 1.0f; // short circuit 0 if (shipp->subsys_info[type].aggregate_current_hits <= 0.0f) return 0.0f; strength = shipp->subsys_info[type].aggregate_current_hits / shipp->subsys_info[type].aggregate_max_hits; Assert( strength != 0.0f ); if ( (type == SUBSYSTEM_ENGINE) && (strength < 1.0f) ) { float percent; percent = 0.0f; ssp = GET_FIRST(&shipp->subsys_list); while ( ssp != END_OF_LIST( &shipp->subsys_list ) ) { if ( ssp->system_info->type == SUBSYSTEM_ENGINE ) { float ratio; ratio = ssp->current_hits / ssp->max_hits; if ( ratio < ENGINE_MIN_STR ) ratio = ENGINE_MIN_STR; percent += ratio; } ssp = GET_NEXT( ssp ); } strength = percent / (float)shipp->subsys_info[type].type_count; } return strength; } /** * Set the strength of a subsystem on a given ship. * * The strength passed as a parameter is between 0.0 and 1.0 * * NOTE: this function was made to be called by the debug function dcf_set_subsys(). If * you want to use this, be sure that you test it for all cases. */ void ship_set_subsystem_strength( ship *shipp, int type, float strength ) { float total_current_hits, diff; ship_subsys *ssp; Assert ( (type >= 0) && (type < SUBSYSTEM_MAX) ); if ( shipp->subsys_info[type].aggregate_max_hits <= 0.0f ) return; total_current_hits = 0.0f; ssp = GET_FIRST(&shipp->subsys_list); while ( ssp != END_OF_LIST( &shipp->subsys_list ) ) { if ( (ssp->system_info->type == type) && !(ssp->flags & SSF_NO_AGGREGATE) ) { ssp->current_hits = strength * ssp->max_hits; total_current_hits += ssp->current_hits; } ssp = GET_NEXT( ssp ); } // update the objects integrity, needed since we've bashed the strength of a subsysem diff = total_current_hits - shipp->subsys_info[type].aggregate_current_hits; Objects[shipp->objnum].hull_strength += diff; // fix up the shipp->subsys_info[type] aggregate_current_hits value shipp->subsys_info[type].aggregate_current_hits = total_current_hits; } #define SHIELD_REPAIR_RATE 0.20f // Percent of shield repaired per second. #define HULL_REPAIR_RATE 0.15f // Percent of hull repaired per second. #define SUBSYS_REPAIR_RATE 0.10f // Percent of subsystems repaired per second. #define REARM_NUM_MISSILES_PER_BATCH 4 // how many missiles are dropped in per load sound #define REARM_NUM_BALLISTIC_PRIMARIES_PER_BATCH 100 // how many bullets are dropped in per load sound /** * Calculates approximate time in seconds it would take to rearm and repair object. */ float ship_calculate_rearm_duration( object *objp ) { ship* sp; ship_info* sip; ship_subsys* ssp; ship_weapon* swp; weapon_info* wip; float shield_rep_time = 0; float subsys_rep_time = 0; float hull_rep_time = 0; float prim_rearm_time = 0; float sec_rearm_time = 0; float max_hull_repair; float max_subsys_repair; int i; int num_reloads; bool found_first_empty; Assert(objp->type == OBJ_SHIP); sp = &Ships[objp->instance]; swp = &sp->weapons; sip = &Ship_info[sp->ship_info_index]; //find out time to repair shields if(sip->sup_shield_repair_rate > 0.0f) shield_rep_time = (sp->ship_max_shield_strength - shield_get_strength(objp)) / (sp->ship_max_shield_strength * sip->sup_shield_repair_rate); max_hull_repair = sp->ship_max_hull_strength * (The_mission.support_ships.max_hull_repair_val * 0.01f); if ((The_mission.flags & MISSION_FLAG_SUPPORT_REPAIRS_HULL) && (max_hull_repair > objp->hull_strength) && (sip->sup_hull_repair_rate > 0.0f)) { hull_rep_time = (max_hull_repair - objp->hull_strength) / (sp->ship_max_hull_strength * sip->sup_hull_repair_rate); } //caluclate subsystem repair time ssp = GET_FIRST(&sp->subsys_list); while (ssp != END_OF_LIST(&sp->subsys_list)) { max_subsys_repair = ssp->max_hits * (The_mission.support_ships.max_subsys_repair_val * 0.01f); if ((max_subsys_repair > ssp->current_hits) && (sip->sup_hull_repair_rate > 0.0f)) { subsys_rep_time += (max_subsys_repair - ssp->current_hits) / (ssp->max_hits * sip->sup_subsys_repair_rate); } ssp = GET_NEXT( ssp ); } //now do the primary rearm time found_first_empty = false; if (sip->flags & SIF_BALLISTIC_PRIMARIES) { for (i = 0; i < swp->num_primary_banks; i++) { wip = &Weapon_info[swp->primary_bank_weapons[i]]; if (wip->wi_flags2 & WIF2_BALLISTIC) { //check how many full reloads we need num_reloads = (swp->primary_bank_start_ammo[i] - swp->primary_bank_ammo[i])/REARM_NUM_BALLISTIC_PRIMARIES_PER_BATCH; //take into account a fractional reload if ((swp->primary_bank_start_ammo[i] - swp->primary_bank_ammo[i]) % REARM_NUM_BALLISTIC_PRIMARIES_PER_BATCH != 0) { num_reloads++; } //don't factor in the time it takes for the first reload, since that is loaded instantly num_reloads--; if (num_reloads < 0) continue; if (!found_first_empty && (swp->primary_bank_start_ammo[i] - swp->primary_bank_ammo[i])) { found_first_empty = true; prim_rearm_time += (float)snd_get_duration(Snds[SND_MISSILE_START_LOAD].id) / 1000.0f; } prim_rearm_time += num_reloads * wip->rearm_rate; } } } //and on to secondary rearm time found_first_empty = false; for (i = 0; i < swp->num_secondary_banks; i++) { wip = &Weapon_info[swp->secondary_bank_weapons[i]]; //check how many full reloads we need num_reloads = (swp->secondary_bank_start_ammo[i] - swp->secondary_bank_ammo[i])/REARM_NUM_MISSILES_PER_BATCH; //take into account a fractional reload if ((swp->secondary_bank_start_ammo[i] - swp->secondary_bank_ammo[i]) % REARM_NUM_MISSILES_PER_BATCH != 0) { num_reloads++; } //don't factor in the time it takes for the first reload, since that is loaded instantly num_reloads--; if (num_reloads < 0) continue; if (!found_first_empty && (swp->secondary_bank_start_ammo[i] - swp->secondary_bank_ammo[i])) { found_first_empty = true; sec_rearm_time += (float)snd_get_duration(Snds[SND_MISSILE_START_LOAD].id) / 1000.0f; } sec_rearm_time += num_reloads * wip->rearm_rate; } //sum them up and you've got an estimated rearm time. //add 1.2 to compensate for release delay return shield_rep_time + hull_rep_time + subsys_rep_time + prim_rearm_time + sec_rearm_time + 1.2f; } // ================================================================================== // ship_do_rearm_frame() // // function to rearm a ship. This function gets called from the ai code ai_do_rearm_frame (or // some function of a similar name). Returns 1 when ship is fully repaired and rearmed, 0 otherwise // int ship_do_rearm_frame( object *objp, float frametime ) { int i, banks_full, primary_banks_full, subsys_type, subsys_all_ok, last_ballistic_idx = 0; float shield_str, repair_delta, repair_allocated, max_hull_repair, max_subsys_repair; ship *shipp; ship_weapon *swp; ship_info *sip; ship_subsys *ssp; ai_info *aip; shipp = &Ships[objp->instance]; swp = &shipp->weapons; sip = &Ship_info[shipp->ship_info_index]; aip = &Ai_info[shipp->ai_index]; // AL 10-31-97: Add missing primary weapons to the ship. This is required since designers // want to have ships that start with no primaries, but can get them through // rearm/repair if ( swp->num_primary_banks < sip->num_primary_banks ) { for ( i = swp->num_primary_banks; i < sip->num_primary_banks; i++ ) { swp->primary_bank_weapons[i] = sip->primary_bank_weapons[i]; } swp->num_primary_banks = sip->num_primary_banks; } // AL 12-30-97: Repair broken warp drive if ( shipp->flags & SF_WARP_BROKEN ) { // TODO: maybe do something here like informing player warp is fixed? // like this? -- Goober5000 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Subspace drive repaired.", -1)); shipp->flags &= ~SF_WARP_BROKEN; } // AL 1-16-97: Replenish countermeasures shipp->cmeasure_count = sip->cmeasure_max; // Do shield repair here if ( !(objp->flags & OF_NO_SHIELDS) ) { shield_str = shield_get_strength(objp); if ( shield_str < shipp->ship_max_shield_strength ) { if ( objp == Player_obj ) { player_maybe_start_repair_sound(); } shield_str += shipp->ship_max_shield_strength * frametime * sip->sup_shield_repair_rate; if ( shield_str > shipp->ship_max_shield_strength ) { shield_str = shipp->ship_max_shield_strength; } shield_set_strength(objp, shield_str); } } // Repair the ship integrity (subsystems + hull). This works by applying the repair points // to the subsystems. Ships integrity is stored is objp->hull_strength, so that always is // incremented by repair_allocated repair_allocated = shipp->ship_max_hull_strength * frametime * sip->sup_hull_repair_rate; // AL 11-24-97: remove increase to hull integrity // Comments removed by PhReAk; Note that this is toggled on/off with a mission flag //Figure out how much of the ship's hull we can repair max_hull_repair = shipp->ship_max_hull_strength * (The_mission.support_ships.max_hull_repair_val * 0.01f); //Don't "reverse-repair" the hull if it's already above the max repair threshold if (objp->hull_strength > max_hull_repair) { max_hull_repair = objp->hull_strength; } if(The_mission.flags & MISSION_FLAG_SUPPORT_REPAIRS_HULL) { objp->hull_strength += repair_allocated; if ( objp->hull_strength > max_hull_repair ) { objp->hull_strength = max_hull_repair; } if ( objp->hull_strength > shipp->ship_max_hull_strength ) { objp->hull_strength = shipp->ship_max_hull_strength; repair_allocated -= ( shipp->ship_max_hull_strength - objp->hull_strength); } } // figure out repairs for subsystems if(repair_allocated > 0) { if(sip->sup_subsys_repair_rate == 0.0f) repair_allocated = 0.0f; else if(sip->sup_hull_repair_rate == 0.0f) repair_allocated = shipp->ship_max_hull_strength * frametime * sip->sup_subsys_repair_rate; else if(!(sip->sup_hull_repair_rate == sip->sup_subsys_repair_rate)) repair_allocated = repair_allocated * sip->sup_subsys_repair_rate / sip->sup_hull_repair_rate; } // check the subsystems of the ship. subsys_all_ok = 1; ssp = GET_FIRST(&shipp->subsys_list); while ( ssp != END_OF_LIST( &shipp->subsys_list ) ) { //Figure out how much we *can* repair the current subsystem -C max_subsys_repair = ssp->max_hits * (The_mission.support_ships.max_subsys_repair_val * 0.01f); if ( ssp->current_hits < max_subsys_repair && repair_allocated > 0 ) { subsys_all_ok = 0; subsys_type = ssp->system_info->type; if ( objp == Player_obj ) { player_maybe_start_repair_sound(); } repair_delta = max_subsys_repair - ssp->current_hits; if ( repair_delta > repair_allocated ) { repair_delta = repair_allocated; } repair_allocated -= repair_delta; Assert(repair_allocated >= 0.0f); // add repair to current strength of single subsystem ssp->current_hits += repair_delta; if ( ssp->current_hits > max_subsys_repair ) { ssp->current_hits = max_subsys_repair; } // add repair to aggregate strength of subsystems of that type if (!(ssp->flags & SSF_NO_AGGREGATE)) { shipp->subsys_info[subsys_type].aggregate_current_hits += repair_delta; if ( shipp->subsys_info[subsys_type].aggregate_current_hits > shipp->subsys_info[subsys_type].aggregate_max_hits ) shipp->subsys_info[subsys_type].aggregate_current_hits = shipp->subsys_info[subsys_type].aggregate_max_hits; } // check to see if this subsystem was totally non functional before -- if so, then // reset the flags if ( (ssp->system_info->type == SUBSYSTEM_ENGINE) && (shipp->flags & SF_DISABLED) ) { shipp->flags &= ~SF_DISABLED; ship_reset_disabled_physics(objp, shipp->ship_info_index); } break; } ssp = GET_NEXT( ssp ); } // now deal with rearming the player. All secondary weapons have a certain rate at which // they can be rearmed. We can rearm multiple banks at once. banks_full = 0; primary_banks_full = 0; if ( subsys_all_ok ) { for (i = 0; i < swp->num_secondary_banks; i++ ) { // Actual loading of missiles is preceded by a sound effect which is the missile // loading equipment moving into place if ( aip->rearm_first_missile == TRUE ) { swp->secondary_bank_rearm_time[i] = timestamp(snd_get_duration(Snds[SND_MISSILE_START_LOAD].id)); if (i == swp->num_secondary_banks - 1) aip->rearm_first_missile = FALSE; } if ( swp->secondary_bank_ammo[i] < swp->secondary_bank_start_ammo[i] ) { float rearm_time; if ( objp == Player_obj ) { hud_gauge_popup_start(HUD_WEAPONS_GAUGE); } if ( timestamp_elapsed(swp->secondary_bank_rearm_time[i]) ) { rearm_time = Weapon_info[swp->secondary_bank_weapons[i]].rearm_rate; swp->secondary_bank_rearm_time[i] = timestamp((int)(rearm_time * 1000.0f)); snd_play_3d( &Snds[SND_MISSILE_LOAD], &objp->pos, &View_position ); if (objp == Player_obj) joy_ff_play_reload_effect(); swp->secondary_bank_ammo[i] += REARM_NUM_MISSILES_PER_BATCH; if ( swp->secondary_bank_ammo[i] > swp->secondary_bank_start_ammo[i] ) { swp->secondary_bank_ammo[i] = swp->secondary_bank_start_ammo[i]; } } else { } } else { banks_full++; } if ((aip->rearm_first_missile == TRUE) && (i == swp->num_secondary_banks - 1) && (banks_full != swp->num_secondary_banks)) snd_play_3d( &Snds[SND_MISSILE_START_LOAD], &objp->pos, &View_position ); } // end for // rearm ballistic primaries - Goober5000 if (sip->flags & SIF_BALLISTIC_PRIMARIES) { if ( aip->rearm_first_ballistic_primary == TRUE) { for (i = 1; i < swp->num_primary_banks; i++ ) { if ( Weapon_info[swp->primary_bank_weapons[i]].wi_flags2 & WIF2_BALLISTIC ) last_ballistic_idx = i; } } for (i = 0; i < swp->num_primary_banks; i++ ) { if ( Weapon_info[swp->primary_bank_weapons[i]].wi_flags2 & WIF2_BALLISTIC ) { // Actual loading of bullets is preceded by a sound effect which is the bullet // loading equipment moving into place if ( aip->rearm_first_ballistic_primary == TRUE ) { // Goober5000 int sound_index; if (Snds[SND_BALLISTIC_START_LOAD].id >= 0) sound_index = SND_BALLISTIC_START_LOAD; else sound_index = SND_MISSILE_START_LOAD; swp->primary_bank_rearm_time[i] = timestamp(snd_get_duration(Snds[sound_index].id)); if (i == last_ballistic_idx) aip->rearm_first_ballistic_primary = FALSE; } if ( swp->primary_bank_ammo[i] < swp->primary_bank_start_ammo[i] ) { float rearm_time; if ( objp == Player_obj ) { hud_gauge_popup_start(HUD_WEAPONS_GAUGE); } if ( timestamp_elapsed(swp->primary_bank_rearm_time[i]) ) { rearm_time = Weapon_info[swp->primary_bank_weapons[i]].rearm_rate; swp->primary_bank_rearm_time[i] = timestamp( (int)(rearm_time * 1000.f) ); // Goober5000 int sound_index; if (Snds[SND_BALLISTIC_LOAD].id >= 0) sound_index = SND_BALLISTIC_LOAD; else sound_index = SND_MISSILE_LOAD; snd_play_3d( &Snds[sound_index], &objp->pos, &View_position ); swp->primary_bank_ammo[i] += REARM_NUM_BALLISTIC_PRIMARIES_PER_BATCH; if ( swp->primary_bank_ammo[i] > swp->primary_bank_start_ammo[i] ) { swp->primary_bank_ammo[i] = swp->primary_bank_start_ammo[i]; } } } else { primary_banks_full++; } } // if the bank is not a ballistic else { primary_banks_full++; } if ((aip->rearm_first_ballistic_primary == TRUE) && (i == swp->num_primary_banks - 1) && (primary_banks_full != swp->num_primary_banks)) { // Goober5000 int sound_index; if (Snds[SND_BALLISTIC_START_LOAD].id >= 0) sound_index = SND_BALLISTIC_START_LOAD; else sound_index = SND_MISSILE_START_LOAD; snd_play_3d( &Snds[sound_index], &objp->pos, &View_position ); } } // end for } // end if - rearm ballistic primaries } // end if (subsys_all_ok) if ( banks_full == swp->num_secondary_banks ) { aip->rearm_first_missile = TRUE; } if ( primary_banks_full == swp->num_primary_banks ) { aip->rearm_first_ballistic_primary = TRUE; } int shields_full = 0; if ( (objp->flags & OF_NO_SHIELDS) ) { shields_full = 1; } else { if ( shield_get_strength(objp) >= shipp->ship_max_shield_strength ) shields_full = 1; if (sip->sup_shield_repair_rate == 0.0f) shields_full = 1; } int hull_ok = 0; if(objp->hull_strength >= max_hull_repair) hull_ok = 1; if(sip->sup_hull_repair_rate == 0.0f) { subsys_all_ok = 1; hull_ok = 1; } // return 1 if at end of subsystem list, hull damage at 0, and shields full and all secondary banks full. if ( (subsys_all_ok && shields_full && (The_mission.flags & MISSION_FLAG_SUPPORT_REPAIRS_HULL) && hull_ok ) || (subsys_all_ok && shields_full && !(The_mission.flags & MISSION_FLAG_SUPPORT_REPAIRS_HULL) ) ) { if ( objp == Player_obj ) { player_stop_repair_sound(); } if (!aip->rearm_release_delay) aip->rearm_release_delay = timestamp(1200); // check both primary and secondary banks are full if ( (banks_full == swp->num_secondary_banks) && ( !(sip->flags & SIF_BALLISTIC_PRIMARIES) || ((sip->flags & SIF_BALLISTIC_PRIMARIES) && (primary_banks_full == swp->num_primary_banks)) ) ) { if ( timestamp_elapsed(aip->rearm_release_delay) ) return 1; } else { aip->rearm_release_delay = timestamp(1200); } } if (objp == Player_obj) Player_rearm_eta -= frametime; return 0; } // function which is used to find a repair ship to repair requester_obj. the way repair ships will work // is: // if repair ship present and ordered to depart, return NULL. // if repair ship present and available, return pointer to that object. // If repair ship present and busy, possibly return that object if he can satisfy the request soon enough. // If repair ship present and busy and cannot satisfy request, return NULL to warp a new one in if below max number // if no repair ship present, return NULL to force a new one to be warped in. object *ship_find_repair_ship( object *requester_obj ) { object *objp; int num_support_ships = 0; float min_dist = 99999.0f; object *nearest_support_ship = NULL; float min_time_till_available = 999999.0f; object *soonest_available_support_ship = NULL; Assertion(requester_obj->type == OBJ_SHIP, "requester_obj not a ship. Has type of %08x", requester_obj->type); Assertion((requester_obj->instance >= 0) && (requester_obj->instance < MAX_SHIPS), "requester_obj does not have a valid pointer to a ship. Pointer is %d, which is smaller than 0 or bigger than %d", requester_obj->instance, MAX_SHIPS); ship *requester_ship = &Ships[requester_obj->instance]; for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) { if ((objp->type == OBJ_SHIP) && !(objp->flags & OF_SHOULD_BE_DEAD)) { ship *shipp; ship_info *sip; float dist; Assertion((objp->instance >= 0) && (objp->instance < MAX_SHIPS), "objp does not have a valid pointer to a ship. Pointer is %d, which is smaller than 0 or bigger than %d", objp->instance, MAX_SHIPS); shipp = &Ships[objp->instance]; if ( shipp->team != requester_ship->team ) { continue; } Assertion((shipp->ship_info_index >= 0) && (shipp->ship_info_index < MAX_SHIP_CLASSES), "Ship '%s' does not have a valid pointer to a ship class. Pointer is %d, which is smaller than 0 or bigger than %d", shipp->ship_name, shipp->ship_info_index, MAX_SHIP_CLASSES); sip = &Ship_info[shipp->ship_info_index]; if ( !(sip->flags & SIF_SUPPORT) ) { continue; } // don't deal with dying or departing support ships if ( shipp->flags & (SF_DYING | SF_DEPARTING) ) { continue; } // Ship has been ordered to warpout but has not had a chance to process the order. Assertion( (shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO), "Ship '%s' doesn't have a valid ai pointer. Pointer is %d, which is smaller than 0 or larger than %d", shipp->ship_name, shipp->ai_index, MAX_AI_INFO); ai_info* aip = &(Ai_info[shipp->ai_index]); if ( ai_find_goal_index( aip->goals, AI_GOAL_WARP ) != -1 ) { continue; } dist = vm_vec_dist_quick(&objp->pos, &requester_obj->pos); if (((aip->ai_flags & (AIF_REPAIRING|AIF_AWAITING_REPAIR|AIF_BEING_REPAIRED)) > 0)) { // support ship is already busy, track the one that will be // done soonest by estimating how many seconds it will take for the support ship // to reach the requester. // The estimate is calculated by calculating how many seconds it will take the // support ship to travel from its current location to the requester at max velocity // We assume that every leg of the support ships journey will take the amount of time // for the support ship to fly from its current location to the requester. This is // a bit hacky but it penalizes further away support ships, so a futher support ship // will only be called if the closer ones are really busy. This is just a craps shoot // anyway because everything is moving around. float howlong = 0; for( int i = 0; i < MAX_AI_GOALS; i++ ) { if ( aip->goals[i].ai_mode == AI_GOAL_REARM_REPAIR ) { howlong += dist * objp->phys_info.max_vel.xyz.z; } } if ( howlong < min_time_till_available ) { min_time_till_available = howlong; soonest_available_support_ship = objp; } } else { // support ship not already busy, find the closest if (dist < min_dist) { min_dist = dist; nearest_support_ship = objp; } } // it a support ship, count it so that we can see if we can cheat // and request for a new support ship to be warped in to service // this request if all of the ships that I find are busy. num_support_ships++; } } if (nearest_support_ship != NULL) { // the nearest non-busy support ship is to service request return nearest_support_ship; } else if (num_support_ships >= The_mission.support_ships.max_concurrent_ships) { // found more support ships than should be in mission, so I can't ask for more, // instead I will give the player the ship that will be done soonest or return NULL // because there are no support ships in mission and they are not allowed to be // requested by the AI or the player (that is, they have to be FREDed in) return soonest_available_support_ship; } else { Assert(num_support_ships < The_mission.support_ships.max_concurrent_ships); // We are allowed more support ships in the mission; request another ship // to service this request. return NULL; } } /** * Called in game_shutdown() to free malloced memory * * NOTE: do not call this function. It is only called from ::game_shutdown() */ int CLOAKMAP=-1; void ship_close() { int i, n; for (i=0; ishield_integrity != NULL) { vm_free(shipp->shield_integrity); shipp->shield_integrity = NULL; } if (shipp->ship_replacement_textures != NULL) { vm_free(shipp->ship_replacement_textures); shipp->ship_replacement_textures = NULL; } } // free memory alloced for subsystem storage for ( i = 0; i < Num_ship_classes; i++ ) { if ( Ship_info[i].subsystems != NULL ) { for(n = 0; n < Ship_info[i].n_subsystems; n++) { if (Ship_info[i].subsystems[n].triggers != NULL) { vm_free(Ship_info[i].subsystems[n].triggers); Ship_info[i].subsystems[n].triggers = NULL; } } vm_free(Ship_info[i].subsystems); Ship_info[i].subsystems = NULL; } // free info from parsed table data if (Ship_info[i].type_str != NULL) { vm_free(Ship_info[i].type_str); Ship_info[i].type_str = NULL; } if (Ship_info[i].maneuverability_str != NULL) { vm_free(Ship_info[i].maneuverability_str); Ship_info[i].maneuverability_str = NULL; } if (Ship_info[i].armor_str != NULL) { vm_free(Ship_info[i].armor_str); Ship_info[i].armor_str = NULL; } if (Ship_info[i].manufacturer_str != NULL) { vm_free(Ship_info[i].manufacturer_str); Ship_info[i].manufacturer_str = NULL; } if (Ship_info[i].desc != NULL) { vm_free(Ship_info[i].desc); Ship_info[i].desc = NULL; } if (Ship_info[i].tech_desc != NULL) { vm_free(Ship_info[i].tech_desc); Ship_info[i].tech_desc = NULL; } if (Ship_info[i].ship_length != NULL) { vm_free(Ship_info[i].ship_length); Ship_info[i].ship_length = NULL; } if (Ship_info[i].gun_mounts != NULL) { vm_free(Ship_info[i].gun_mounts); Ship_info[i].gun_mounts = NULL; } if (Ship_info[i].missile_banks != NULL) { vm_free(Ship_info[i].missile_banks); Ship_info[i].missile_banks = NULL; } } // free info from parsed table data for (i=0; iobjnum >= 0 ); if(sp->objnum < 0){ return; } objp = &Objects[sp->objnum]; sip = &Ship_info[sp->ship_info_index]; if ( sip->engine_snd != -1 ) { vm_vec_copy_scale(&engine_pos, &objp->orient.vec.fvec, -objp->radius/2.0f); obj_snd_assign(sp->objnum, sip->engine_snd, &engine_pos, 1); } // Do subsystem sounds moveup = GET_FIRST(&sp->subsys_list); while(moveup != END_OF_LIST(&sp->subsys_list)){ // Check for any engine sounds if(strstr(moveup->system_info->name, "enginelarge")){ obj_snd_assign(sp->objnum, SND_ENGINE_LOOP_LARGE, &moveup->system_info->pnt, 0); } else if(strstr(moveup->system_info->name, "enginehuge")){ obj_snd_assign(sp->objnum, SND_ENGINE_LOOP_HUGE, &moveup->system_info->pnt, 0); } //Do any normal subsystem sounds if(moveup->current_hits > 0.0f) { if(moveup->system_info->alive_snd != -1) { obj_snd_assign(sp->objnum, moveup->system_info->alive_snd, &moveup->system_info->pnt, 0, OS_SUBSYS_ALIVE, moveup); moveup->subsys_snd_flags |= SSSF_ALIVE; } if(moveup->system_info->turret_base_rotation_snd != -1) { obj_snd_assign(sp->objnum, moveup->system_info->turret_base_rotation_snd, &moveup->system_info->pnt, 0, OS_TURRET_BASE_ROTATION, moveup); moveup->subsys_snd_flags |= SSSF_TURRET_ROTATION; } if(moveup->system_info->turret_gun_rotation_snd != -1) { obj_snd_assign(sp->objnum, moveup->system_info->turret_gun_rotation_snd, &moveup->system_info->pnt, 0, OS_TURRET_GUN_ROTATION, moveup); moveup->subsys_snd_flags |= SSSF_TURRET_ROTATION; } if((moveup->system_info->rotation_snd != -1) && (moveup->flags & SSF_ROTATES)) { obj_snd_assign(sp->objnum, moveup->system_info->rotation_snd, &moveup->system_info->pnt, 0, OS_SUBSYS_ROTATION, moveup); moveup->subsys_snd_flags |= SSSF_ROTATE; } } else { if(moveup->system_info->dead_snd != -1) { obj_snd_assign(sp->objnum, moveup->system_info->dead_snd, &moveup->system_info->pnt, 0, OS_SUBSYS_DEAD, moveup); moveup->subsys_snd_flags |= SSSF_DEAD; } } // next moveup = GET_NEXT(moveup); } } /** * Assign object-linked sounds to all ships currently in the obj_used_list */ void ship_assign_sound_all() { object *objp; int idx, has_sounds; if ( !Sound_enabled ) return; for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) { if ( objp->type == OBJ_SHIP && Player_obj != objp) { has_sounds = 0; // check to make sure this guy hasn't got sounds already assigned to him for(idx=0; idxobjsnd_num[idx] != -1){ // skip has_sounds = 1; break; } } // actually assign the sound if(!has_sounds){ ship_assign_sound(&Ships[objp->instance]); } } } } /** * Debug console function to set the shield for the player ship */ DCF(set_shield,"Change player ship shield strength") { ship_info *sip; sip = &Ship_info[Ships[Player_obj->instance].ship_info_index]; if ( Dc_command ) { dc_get_arg(ARG_FLOAT|ARG_NONE); if ( Dc_arg_type & ARG_FLOAT ) { if ( Dc_arg_float < 0 ) Dc_arg_float = 0.0f; if ( Dc_arg_float > 1.0 ) Dc_arg_float = 1.0f; shield_set_strength(Player_obj, Dc_arg_float * Player_ship->ship_max_shield_strength); dc_printf("Shields set to %.2f\n", shield_get_strength(Player_obj) ); } } if ( Dc_help ) { dc_printf ("Usage: set_shield [num]\n"); dc_printf ("[num] -- shield percentage 0.0 -> 1.0 of max\n"); dc_printf ("with no parameters, displays shield strength\n"); Dc_status = 0; } if ( Dc_status ) { dc_printf( "Shields are currently %.2f", shield_get_strength(Player_obj) ); } } /** * Debug console function to set the hull for the player ship */ DCF(set_hull, "Change player ship hull strength") { ship_info *sip; sip = &Ship_info[Ships[Player_obj->instance].ship_info_index]; if ( Dc_command ) { dc_get_arg(ARG_FLOAT|ARG_NONE); if ( Dc_arg_type & ARG_FLOAT ) { if ( Dc_arg_float < 0 ) Dc_arg_float = 0.0f; if ( Dc_arg_float > 1.0 ) Dc_arg_float = 1.0f; Player_obj->hull_strength = Dc_arg_float * Player_ship->ship_max_hull_strength; dc_printf("Hull set to %.2f\n", Player_obj->hull_strength ); } } if ( Dc_help ) { dc_printf ("Usage: set_hull [num]\n"); dc_printf ("[num] -- hull percentage 0.0 -> 1.0 of max\n"); dc_printf ("with no parameters, displays hull strength\n"); Dc_status = 0; } if ( Dc_status ) { dc_printf( "Hull is currently %.2f", Player_obj->hull_strength ); } } /** * Debug console function to set the strength of a particular subsystem */ //XSTR:OFF DCF(set_subsys, "Set the strength of a particular subsystem on player ship" ) { if ( Dc_command ) { dc_get_arg(ARG_STRING); if ( !subsystem_stricmp( Dc_arg, "weapons" )) { dc_get_arg(ARG_FLOAT); if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) { Dc_help = 1; } else { ship_set_subsystem_strength( Player_ship, SUBSYSTEM_WEAPONS, Dc_arg_float ); } } else if ( !subsystem_stricmp( Dc_arg, "engine" )) { dc_get_arg(ARG_FLOAT); if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) { Dc_help = 1; } else { ship_set_subsystem_strength( Player_ship, SUBSYSTEM_ENGINE, Dc_arg_float ); if ( Dc_arg_float < ENGINE_MIN_STR ) { Player_ship->flags |= SF_DISABLED; // add the disabled flag } else { Player_ship->flags &= (~SF_DISABLED); // add the disabled flag } } } else if ( !subsystem_stricmp( Dc_arg, "sensors" )) { dc_get_arg(ARG_FLOAT); if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) { Dc_help = 1; } else { ship_set_subsystem_strength( Player_ship, SUBSYSTEM_SENSORS, Dc_arg_float ); } } else if ( !subsystem_stricmp( Dc_arg, "communication" )) { dc_get_arg(ARG_FLOAT); if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) { Dc_help = 1; } else { ship_set_subsystem_strength( Player_ship, SUBSYSTEM_COMMUNICATION, Dc_arg_float ); } } else if ( !subsystem_stricmp( Dc_arg, "navigation" )) { dc_get_arg(ARG_FLOAT); if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) { Dc_help = 1; } else { ship_set_subsystem_strength( Player_ship, SUBSYSTEM_NAVIGATION, Dc_arg_float ); } } else if ( !subsystem_stricmp( Dc_arg, "radar" )) { dc_get_arg(ARG_FLOAT); if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) { Dc_help = 1; } else { ship_set_subsystem_strength( Player_ship, SUBSYSTEM_RADAR, Dc_arg_float ); } } else { // print usage Dc_help = 1; } } if ( Dc_help ) { dc_printf( "Usage: set_subsys type X\nWhere X is value between 0 and 1.0, and type can be:\n" ); dc_printf( "weapons\n" ); dc_printf( "engine\n" ); dc_printf( "sensors\n" ); dc_printf( "communication\n" ); dc_printf( "navigation\n" ); dc_printf( "radar\n" ); Dc_status = 0; // don't print status if help is printed. Too messy. } } //XSTR:ON // console function to toggle whether auto-repair for subsystems is active #ifndef NDEBUG DCF_BOOL( auto_repair, Ship_auto_repair ) #endif // two functions to keep track of counting ships of particular types. Maybe we should be rolling this // thing into the stats section?? The first function adds a ship of a particular type to the overall // count of ships of that type (called from MissionParse.cpp). The second function adds to the kill total // of ships of a particular type. Note that we use the ship_info flags structure member to determine // what is happening. //WMC - ALERT!!!!!!!!!!! //These two functions did something weird with fighters/bombers. I don't //think that not doing this will break anything, but it might. //If it does, get me. OR someone smart. //G5K - Someone smart to the rescue! Fixed the functions so they don't //accidentally overwrite all the information. void ship_clear_ship_type_counts() { // resize if we need to Ship_type_counts.resize(Ship_types.size()); // clear all the stats for (size_t i = 0; i < Ship_type_counts.size(); i++) { Ship_type_counts[i].killed = 0; Ship_type_counts[i].total = 0; } } void ship_add_ship_type_count( int ship_info_index, int num ) { int type = ship_class_query_general_type(ship_info_index); //Ship has no type or something if(type < 0) { return; } //Add it Ship_type_counts[type].total += num; } void ship_add_ship_type_kill_count( int ship_info_index ) { int type = ship_class_query_general_type(ship_info_index); //Ship has no type or something if(type < 0) { return; } //Add it Ship_type_counts[type].killed++; } int ship_query_general_type(int ship) { return ship_query_general_type(&Ships[ship]); } int ship_query_general_type(ship *shipp) { return ship_class_query_general_type(shipp->ship_info_index); } int ship_class_query_general_type(int ship_class) { //This is quick return Ship_info[ship_class].class_type; } /** * Returns true */ int ship_docking_valid(int docker, int dockee) { // Goober5000 // So many people have asked for this function to be extended that it's making less // and less sense to keep it around. We should probably just let any ship type // dock with any other ship type and assume the mission designer is smart enough not to // mess things up. return 1; } // function to return a random ship in a starting player wing. Returns -1 if a suitable // one cannot be found // input: max_dist => OPTIONAL PARAMETER (default value 0.0f) max range ship can be from player // input: persona => OPTIONAL PARAMETER (default to -1) which persona to get int ship_get_random_player_wing_ship( int flags, float max_dist, int persona_index, int get_first, int multi_team ) { const int MAX_SIZE = MAX_SHIPS_PER_WING * MAX_SQUADRON_WINGS; int i, j, ship_index, count; int slist[MAX_SIZE], which_one; // iterate through starting wings of player. Add ship indices of ships which meet // given criteria count = 0; for (i = 0; i < Num_wings; i++ ) { if (count >= MAX_SIZE) break; int wingnum = -1; // multi-team? if(multi_team >= 0){ if( i == TVT_wings[multi_team] ) { wingnum = i; } else { continue; } } else { // first check for a player starting wing for ( j = 0; j < MAX_STARTING_WINGS; j++ ) { if ( i == Starting_wings[j] ) { wingnum = i; break; } } // if not found, then check all squad wings (Goober5000) if ( wingnum == -1 ) { for ( j = 0; j < MAX_SQUADRON_WINGS; j++ ) { if ( i == Squadron_wings[j] ) { wingnum = i; break; } } } if ( wingnum == -1 ){ continue; } } for ( j = 0; j < Wings[wingnum].current_count; j++ ) { if (count >= MAX_SIZE) break; ship_index = Wings[wingnum].ship_index[j]; Assert( ship_index != -1 ); if ( Ships[ship_index].flags & SF_DYING ) { continue; } // see if ship meets our criterea if ( (flags == SHIP_GET_NO_PLAYERS || flags == SHIP_GET_UNSILENCED) && (Objects[Ships[ship_index].objnum].flags & OF_PLAYER_SHIP) ){ continue; } if ( (flags == SHIP_GET_UNSILENCED) && (Ships[ship_index].flags2 & SF2_NO_BUILTIN_MESSAGES) ) { continue; } // don't process ships on a different team if(multi_team < 0){ if ( Player_ship->team != Ships[ship_index].team ){ continue; } } // see if ship is within max_dist units if ( (max_dist > 1.0f) && (multi_team < 0) ) { float dist; dist = vm_vec_dist_quick(&Objects[Ships[ship_index].objnum].pos, &Player_obj->pos); if ( dist > max_dist ) { continue; } } // if we should be checking persona's, then don't add ships that don't have the proper persona if ( persona_index != -1 ) { if ( Ships[ship_index].persona_index != persona_index ){ continue; } } // return the first ship with correct persona if (get_first) { return ship_index; } slist[count] = ship_index; count++; } } if ( count == 0 ){ return -1; } // now get a random one from the list which_one = (rand() % count); ship_index = slist[which_one]; Assert ( Ships[ship_index].objnum != -1 ); return ship_index; } // like above function, but returns a random ship in the given wing -- no restrictions // input: max_dist => OPTIONAL PARAMETER (default value 0.0f) max range ship can be from player int ship_get_random_ship_in_wing(int wingnum, int flags, float max_dist, int get_first) { int i, ship_index, slist[MAX_SHIPS_PER_WING], count, which_one; count = 0; for ( i = 0; i < Wings[wingnum].current_count; i++ ) { ship_index = Wings[wingnum].ship_index[i]; Assert( ship_index != -1 ); if ( Ships[ship_index].flags & SF_DYING ) { continue; } // see if ship meets our criterea if ( (flags == SHIP_GET_NO_PLAYERS || flags == SHIP_GET_UNSILENCED) && (Objects[Ships[ship_index].objnum].flags & OF_PLAYER_SHIP) ) continue; if ( (flags == SHIP_GET_UNSILENCED) && (Ships[ship_index].flags2 & SF2_NO_BUILTIN_MESSAGES) ) { continue; } // see if ship is within max_dist units if ( max_dist > 0 ) { float dist; dist = vm_vec_dist_quick(&Objects[Ships[ship_index].objnum].pos, &Player_obj->pos); if ( dist > max_dist ) { continue; } } // return the first ship in wing if (get_first) { return ship_index; } slist[count] = ship_index; count++; } if ( count == 0 ) { return -1; } // now get a random one from the list which_one = (rand() % count); ship_index = slist[which_one]; Assert ( Ships[ship_index].objnum != -1 ); return ship_index; } // this function returns a random index into the Ship array of a ship of the given team // cargo containers are not counted as ships for the purposes of this function. Why??? // because now it is only used for getting a random ship for a message and cargo containers // can't send mesages. This function is an example of kind of bad coding :-( // input: max_dist => OPTIONAL PARAMETER (default value 0.0f) max range ship can be from player int ship_get_random_team_ship(int team_mask, int flags, float max_dist ) { int num, which_one; object *objp, *obj_list[MAX_SHIPS]; // for any allied, go through the ships list and find all of the ships on that team num = 0; for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) { if ( objp->type != OBJ_SHIP ) continue; // series of conditionals one per line for easy reading // don't process ships on wrong team // don't process cargo's or navbuoys // don't process player ships if flags are set if (!iff_matches_mask(Ships[objp->instance].team, team_mask)) continue; else if ( Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_NOT_FLYABLE ) continue; else if ( (flags == SHIP_GET_NO_PLAYERS) && (objp->flags & OF_PLAYER_SHIP) ) continue; else if ( (flags == SHIP_GET_ONLY_PLAYERS) && !(objp->flags & OF_PLAYER_SHIP) ) continue; if ( Ships[objp->instance].flags & SF_DYING ) { continue; } // see if ship is within max_dist units if ( max_dist > 0 ) { float dist; dist = vm_vec_dist_quick(&objp->pos, &Player_obj->pos); if ( dist > max_dist ) { continue; } } obj_list[num] = objp; num++; } if ( num == 0 ) return -1; which_one = (rand() % num); objp = obj_list[which_one]; Assert ( objp->instance != -1 ); return objp->instance; } // ----------------------------------------------------------------------- // ship_secondary_bank_has_ammo() // // check if currently selected secondary bank has ammo // // input: shipnum => index into Ships[] array for ship to check // int ship_secondary_bank_has_ammo(int shipnum) { ship_weapon *swp; Assert(shipnum >= 0 && shipnum < MAX_SHIPS); swp = &Ships[shipnum].weapons; if ( swp->current_secondary_bank == -1 ) return 0; Assert(swp->current_secondary_bank >= 0 && swp->current_secondary_bank < MAX_SHIP_SECONDARY_BANKS ); if ( swp->secondary_bank_ammo[swp->current_secondary_bank] <= 0 ) return 0; return 1; } // ship_primary_bank_has_ammo() // // check if currently selected primary bank has ammo // // input: shipnum => index into Ships[] array for ship to check // int ship_primary_bank_has_ammo(int shipnum) { ship_weapon *swp; Assert(shipnum >= 0 && shipnum < MAX_SHIPS); swp = &Ships[shipnum].weapons; if ( swp->current_primary_bank == -1 ) { return 0; } Assert(swp->current_primary_bank >= 0 && swp->current_primary_bank < MAX_SHIP_PRIMARY_BANKS ); return ( primary_out_of_ammo(swp, swp->current_primary_bank) == 0 ); } // see if there is enough engine power to allow the ship to warp // returns 1 if ship is able to warp, otherwise return 0 int ship_engine_ok_to_warp(ship *sp) { // disabled ships can't warp if (sp->flags & SF_DISABLED) return 0; if (sp->flags & SF_WARP_BROKEN || sp->flags & SF_WARP_NEVER) return 0; float engine_strength = ship_get_subsystem_strength(sp, SUBSYSTEM_ENGINE); // if at 0% strength, can't warp if (engine_strength <= 0.0f) return 0; // player ships playing above Very Easy can't warp when below a threshold if ((sp == Player_ship) && (Game_skill_level > 0) && (engine_strength < SHIP_MIN_ENGINES_TO_WARP)) return 0; // otherwise, warp is allowed return 1; } // Goober5000 // see if there is enough navigation power to allow the ship to warp // returns 1 if ship is able to warp, otherwise return 0 int ship_navigation_ok_to_warp(ship *sp) { // if not using the special flag, warp is always allowed if (!(The_mission.ai_profile->flags & AIPF_NAVIGATION_SUBSYS_GOVERNS_WARP)) return 1; float navigation_strength = ship_get_subsystem_strength(sp, SUBSYSTEM_NAVIGATION); // if at 0% strength, can't warp if (navigation_strength <= 0.0f) return 0; // player ships playing above Very Easy can't warp when below a threshold if ((sp == Player_ship) && (Game_skill_level > 0) && (navigation_strength < SHIP_MIN_NAV_TO_WARP)) return 0; // otherwise, warp is allowed return 1; } // Calculate the normal vector from a subsystem position and its first path point // input: sp => pointer to ship that is parent of subsystem // ss => pointer to subsystem of interest // norm => output parameter... vector from subsys to first path point // // exit: 0 => a valid vector was placed in norm // !0 => an path normal could not be calculated // int ship_return_subsys_path_normal(ship *shipp, ship_subsys *ss, vec3d *gsubpos, vec3d *norm) { if ( ss->system_info->path_num >= 0 ) { polymodel *pm = NULL; model_path *mp; vec3d *path_point; vec3d gpath_point; pm = model_get(Ship_info[shipp->ship_info_index].model_num); Assert( pm != NULL ); // possibly a bad model? Assertion(ss->system_info->path_num <= pm->n_paths, "Too many paths in '%s'! Max is %i and the requested path was %i for subsystem '%s'!\n", pm->filename, pm->n_paths, ss->system_info->path_num, ss->system_info->subobj_name); if (ss->system_info->path_num > pm->n_paths) return 1; mp = &pm->paths[ss->system_info->path_num]; if ( mp->nverts >= 2 ) { path_point = &mp->verts[0].pos; // get path point in world coords vm_vec_unrotate(&gpath_point, path_point, &Objects[shipp->objnum].orient); vm_vec_add2(&gpath_point, &Objects[shipp->objnum].pos); // get unit vector pointing from subsys pos to first path point vm_vec_normalized_dir(norm, &gpath_point, gsubpos); return 0; } } return 1; } // Determine if the subsystem can be viewed from eye_pos. The method is to check where the // vector from eye_pos to the subsystem hits the ship. If distance from the hit position and // the center of the subsystem is within a range (currently the subsystem radius) it is considered // in view (return true). If not in view, return false. // // input: objp => object that is the ship with the subsystem on it // subsys => pointer to the subsystem of interest // eye_pos => world coord for the eye looking at the subsystem // subsys_pos => world coord for the center of the subsystem of interest // do_facing_check => OPTIONAL PARAMETER (default value is 1), do a dot product check to see if subsystem fvec is facing // towards the eye position // dot_out => OPTIONAL PARAMETER, output parameter, will return dot between subsys fvec and subsys_to_eye_vec // (only filled in if do_facing_check is true) // vec_out => OPTIONAL PARAMETER, vector from eye_pos to absolute subsys_pos. (only filled in if do_facing_check is true) int ship_subsystem_in_sight(object* objp, ship_subsys* subsys, vec3d *eye_pos, vec3d* subsys_pos, int do_facing_check, float *dot_out, vec3d *vec_out) { float dist, dot; mc_info mc; vec3d terminus, eye_to_pos, subsys_fvec, subsys_to_eye_vec; if (objp->type != OBJ_SHIP) return 0; // See if we are at least facing the subsystem if ( do_facing_check ) { if ( ship_return_subsys_path_normal(&Ships[objp->instance], subsys, subsys_pos, &subsys_fvec) ) { // non-zero return value means that we couldn't generate a normal from path info... so use inaccurate method vm_vec_normalized_dir(&subsys_fvec, subsys_pos, &objp->pos); } vm_vec_normalized_dir(&subsys_to_eye_vec, eye_pos, subsys_pos); dot = vm_vec_dot(&subsys_fvec, &subsys_to_eye_vec); if ( dot_out ) { *dot_out = dot; } if (vec_out) { *vec_out = subsys_to_eye_vec; vm_vec_negate(vec_out); } if ( dot < 0 ) return 0; } // See if ray from eye to subsystem actually hits close enough to the subsystem position vm_vec_normalized_dir(&eye_to_pos, subsys_pos, eye_pos); vm_vec_scale_add(&terminus, eye_pos, &eye_to_pos, 100000.0f); mc.model_instance_num = Ships[objp->instance].model_instance_num; mc.model_num = Ship_info[Ships[objp->instance].ship_info_index].model_num; // Fill in the model to check mc.orient = &objp->orient; // The object's orientation mc.pos = &objp->pos; // The object's position mc.p0 = eye_pos; // Point 1 of ray to check mc.p1 = &terminus; // Point 2 of ray to check mc.flags = MC_CHECK_MODEL; model_collide(&mc); if ( !mc.num_hits ) { return 0; } // determine if hitpos is close enough to subsystem dist = vm_vec_dist(&mc.hit_point_world, subsys_pos); if ( dist <= subsys->system_info->radius ) { return 1; } return 0; } /** * Find a subsystem matching 'type' inside the ship, and that is not destroyed. * @return If cannot find one, return NULL. */ ship_subsys *ship_return_next_subsys(ship *shipp, int type, vec3d *attacker_pos) { ship_subsys *ssp; Assert ( type >= 0 && type < SUBSYSTEM_MAX ); // If aggregate total is 0, that means no subsystem is alive of that type if ( shipp->subsys_info[type].aggregate_max_hits <= 0.0f ) return NULL; // loop through all the subsystems, if we find a match that has some strength, return it ssp = ship_get_best_subsys_to_attack(shipp, type, attacker_pos); return ssp; } // Returns the closest subsystem of specified type that is in line of sight. // Returns null if all subsystems of that type are destroyed or none is in sight. ship_subsys *ship_get_closest_subsys_in_sight(ship *sp, int subsys_type, vec3d *attacker_pos) { Assert ( subsys_type >= 0 && subsys_type < SUBSYSTEM_MAX ); // If aggregate total is 0, that means no subsystem is alive of that type if ( sp->subsys_info[subsys_type].aggregate_max_hits <= 0.0f ) return NULL; ship_subsys *closest_in_sight_subsys; ship_subsys *ss; vec3d gsubpos; float closest_dist; float ss_dist; closest_in_sight_subsys = NULL; closest_dist = FLT_MAX; for (ss = GET_FIRST(&sp->subsys_list); ss != END_OF_LIST(&sp->subsys_list); ss = GET_NEXT(ss) ) { if ( (ss->system_info->type == subsys_type) && (ss->current_hits > 0) ) { // get world pos of subsystem vm_vec_unrotate(&gsubpos, &ss->system_info->pnt, &Objects[sp->objnum].orient); vm_vec_add2(&gsubpos, &Objects[sp->objnum].pos); if ( ship_subsystem_in_sight(&Objects[sp->objnum], ss, attacker_pos, &gsubpos) ) { ss_dist = vm_vec_dist_squared(attacker_pos, &gsubpos); if ( ss_dist < closest_dist ) { closest_dist = ss_dist; closest_in_sight_subsys = ss; } } } } return closest_in_sight_subsys; } char *ship_subsys_get_name(ship_subsys *ss) { if( ss->sub_name[0] != '\0' ) return ss->sub_name; else return ss->system_info->name; } bool ship_subsys_has_instance_name(ship_subsys *ss) { if( ss->sub_name[0] != '\0' ) return true; else return false; } void ship_subsys_set_name(ship_subsys *ss, char* n_name) { strncpy(ss->sub_name, n_name, NAME_LENGTH-1); } // Return the shield strength in the quadrant hit on hit_objp, based on global hitpos // // input: hit_objp => object pointer to ship getting hit // hitpos => global position of impact // // exit: strength of shields in the quadrant that was hit as a percentage, between 0 and 1.0 // // Assumes: that hitpos is a valid global hit position float ship_quadrant_shield_strength(object *hit_objp, vec3d *hitpos) { int quadrant_num, i; float max_quadrant; vec3d tmpv1, tmpv2; // If ship doesn't have shield mesh, then return if ( hit_objp->flags & OF_NO_SHIELDS ) { return 0.0f; } // Check if all the shield quadrants are all already 0, if so return 0 for ( i = 0; i < 4; i++ ) { if ( hit_objp->shield_quadrant[i] > 0 ) break; } if ( i == 4 ) { return 0.0f; } // convert hitpos to position in model coordinates vm_vec_sub(&tmpv1, hitpos, &hit_objp->pos); vm_vec_rotate(&tmpv2, &tmpv1, &hit_objp->orient); quadrant_num = get_quadrant(&tmpv2); if ( quadrant_num < 0 ) quadrant_num = 0; max_quadrant = get_max_shield_quad(hit_objp); if ( max_quadrant <= 0 ) { return 0.0f; } if(hit_objp->shield_quadrant[quadrant_num] > max_quadrant) mprintf((LOCATION, "Warning: \"%s\" has shield quadrant strength of %f out of %f\n", Ships[hit_objp->instance].ship_name, hit_objp->shield_quadrant[quadrant_num], max_quadrant)); return hit_objp->shield_quadrant[quadrant_num]/max_quadrant; } // Determine if a ship is threatened by any dumbfire projectiles (laser or missile) // input: sp => pointer to ship that might be threatened // exit: 0 => no dumbfire threats // 1 => at least one dumbfire threat // // NOTE: Currently this function is only called periodically from the HUD code for the // player ship. int ship_dumbfire_threat(ship *sp) { if ( (Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER) ) { return 0; } if (ai_endangered_by_weapon(&Ai_info[sp->ai_index]) > 0) { return 1; } return 0; } // Return !0 if there is a missile in the air homing on shipp int ship_has_homing_missile_locked(ship *shipp) { object *locked_objp, *A; weapon *wp; weapon_info *wip; missile_obj *mo; Assert(shipp->objnum >= 0 && shipp->objnum < MAX_OBJECTS); locked_objp = &Objects[shipp->objnum]; // check for currently locked missiles (highest precedence) for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) { Assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS); A = &Objects[mo->objnum]; if (A->type != OBJ_WEAPON) continue; Assert((A->instance >= 0) && (A->instance < MAX_WEAPONS)); wp = &Weapons[A->instance]; wip = &Weapon_info[wp->weapon_info_index]; if ( wip->subtype != WP_MISSILE ) continue; if ( !(wip->wi_flags & WIF_HOMING ) ) continue; if (wp->homing_object == locked_objp) { return 1; } } // end for return 0; } // Return !0 if there is some ship attempting to lock onto shipp int ship_is_getting_locked(ship *shipp) { ship_obj *so; object *objp; ai_info *aip; for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) { objp = &Objects[so->objnum]; aip = &Ai_info[Ships[objp->instance].ai_index]; if ( aip->target_objnum == shipp->objnum ) { if ( aip->aspect_locked_time > 0.1f ) { float dist, wep_range; dist = vm_vec_dist_quick(&objp->pos, &Objects[shipp->objnum].pos); wep_range = ship_get_secondary_weapon_range(&Ships[objp->instance]); if ( wep_range > dist ) { nprintf(("Alan","AI ship is seeking lock\n")); return 1; } } } } return 0; } // Determine if a ship is threatened by attempted lock or actual lock // input: sp => pointer to ship that might be threatened // exit: 0 => no lock threats of any kind // 1 => at least one attempting lock (no actual locks) // 2 => at least one lock (possible other attempting locks) // // NOTE: Currently this function is only called periodically from the HUD code for the // player ship. int ship_lock_threat(ship *sp) { if ( ship_has_homing_missile_locked(sp) ) { return 2; } if ( ship_is_getting_locked(sp) ) { return 1; } return 0; } // converts a bitmask, such as 0x08, into the bit number this would be (3 in this case) // NOTE: Should move file to something like Math_utils. int bitmask_2_bitnum(int num) { int i; for (i=0; i<32; i++) if (num & (1 << i)) return i; return -1; } // Get a text description of a ships orders. // // input: outbuf => buffer to hold orders string // sp => ship pointer to extract orders from // // exit: NULL => printable orders are not applicable // non-NULL => pointer to string that was passed in originally // // This function is called from HUD code to get a text description // of what a ship's orders are. Feel free to use this function if // it suits your needs for something. // char *ship_return_orders(char *outbuf, ship *sp) { ai_info *aip; ai_goal *aigp; char *order_text; char ship_name[NAME_LENGTH]; Assert(sp->ai_index >= 0); aip = &Ai_info[sp->ai_index]; // The active goal is always in the first element of aip->goals[] aigp = &aip->goals[0]; if ( aigp->ai_mode < 0 ) return NULL; order_text = Ai_goal_text(bitmask_2_bitnum(aigp->ai_mode)); if ( order_text == NULL ) return NULL; strcpy(outbuf, order_text); if ( aigp->target_name ) { strcpy_s(ship_name, aigp->target_name); end_string_at_first_hash_symbol(ship_name); } switch (aigp->ai_mode ) { case AI_GOAL_FORM_ON_WING: case AI_GOAL_GUARD_WING: case AI_GOAL_CHASE_WING: if ( aigp->target_name ) { strcat(outbuf, ship_name); strcat(outbuf, XSTR( "'s Wing", 494)); } else { strcpy(outbuf, XSTR( "no orders", 495)); } break; case AI_GOAL_CHASE: case AI_GOAL_DOCK: case AI_GOAL_UNDOCK: case AI_GOAL_GUARD: case AI_GOAL_DISABLE_SHIP: case AI_GOAL_DISARM_SHIP: case AI_GOAL_EVADE_SHIP: case AI_GOAL_REARM_REPAIR: if ( aigp->target_name ) { strcat(outbuf, ship_name); } else { strcpy(outbuf, XSTR( "no orders", 495)); } break; case AI_GOAL_DESTROY_SUBSYSTEM: { if ( aip->targeted_subsys != NULL ) { char subsys_name[NAME_LENGTH]; strcpy_s(subsys_name, aip->targeted_subsys->system_info->subobj_name); hud_targetbox_truncate_subsys_name(subsys_name); sprintf(outbuf, XSTR( "atk %s %s", 496), ship_name, subsys_name); } else { strcpy(outbuf, XSTR( "no orders", 495) ); } break; } case AI_GOAL_WAYPOINTS: case AI_GOAL_WAYPOINTS_ONCE: // don't do anything, all info is in order_text break; case AI_GOAL_FLY_TO_SHIP: strcpy(outbuf, "Flying to ship"); break; default: return NULL; } return outbuf; } // return the amount of time until ship reaches its goal (in MM:SS format) // input: outbuf => buffer to hold orders string // sp => ship pointer to extract orders from // // exit: NULL => printable orders are not applicable // non-NULL => pointer to string that was passed in originally // // This function is called from HUD code to get a text description // of what a ship's orders are. Feel free to use this function if // it suits your needs for something. char *ship_return_time_to_goal(char *outbuf, ship *sp) { ai_info *aip; int time, seconds, minutes; float dist = 0.0f; object *objp; float min_speed, max_speed; objp = &Objects[sp->objnum]; aip = &Ai_info[sp->ai_index]; min_speed = objp->phys_info.speed; // Goober5000 - handle cap if (aip->waypoint_speed_cap >= 0) max_speed = MIN(sp->current_max_speed, aip->waypoint_speed_cap); else max_speed = sp->current_max_speed; if ( aip->mode == AIM_WAYPOINTS ) { min_speed = 0.9f * max_speed; if (aip->wp_list != NULL) { Assert(aip->wp_index != INVALID_WAYPOINT_POSITION); dist += vm_vec_dist_quick(&objp->pos, aip->wp_index->get_pos()); SCP_list::iterator ii; vec3d *prev_vec = NULL; for (ii = aip->wp_index; ii != aip->wp_list->get_waypoints().end(); ++ii) { if (prev_vec != NULL) { dist += vm_vec_dist_quick(ii->get_pos(), prev_vec); } prev_vec = ii->get_pos(); } } if ( dist < 1.0f) { return NULL; } if ( (Objects[sp->objnum].phys_info.speed <= 0) || (max_speed <= 0.0f) ) { time = -1; } else { float speed; speed = objp->phys_info.speed; if (speed < min_speed) speed = min_speed; time = fl2i(dist/speed); } } else if ( (aip->mode == AIM_DOCK) && (aip->submode < AIS_DOCK_4) ) { time = hud_get_dock_time( objp ); } else { // don't return anytime for time to except for waypoints and actual docking. return NULL; } if ( time >= 0 ) { minutes = time/60; seconds = time%60; if ( minutes > 99 ) { minutes = 99; seconds = 99; } sprintf(outbuf, NOX("%02d:%02d"), minutes, seconds); } else { sprintf( outbuf, XSTR( "Unknown", 497) ); } return outbuf; } /* Karajorma - V decided not to use this function so I've commented it out so it isn't confused with code +that is actually in use. Someone might want to get it working using AI_Profiles at some point so I didn't +simply delete it. // Called to check if any AI ships might reveal the cargo of any cargo containers. // // This is called once a frame, but a global timer 'Ship_cargo_check_timer' will limit this // function to being called every SHIP_CARGO_CHECK_INTERVAL ms. I think that should be sufficient. // // NOTE: This function uses CARGO_REVEAL_DISTANCE from the HUD code... which is a multiple of // the ship radius that is used to determine when cargo is detected. AI ships do not // have to have the ship targeted to reveal cargo. The player is ignored in this function. #define SHIP_CARGO_CHECK_INTERVAL 1000 void ship_check_cargo_all() { object *cargo_objp; ship_obj *cargo_so, *ship_so; ship *cargo_sp, *ship_sp; float dist_squared, limit_squared; // I don't want to do this check every frame, so I made a global timer to limit check to // every SHIP_CARGO_CHECK_INTERVAL ms. if ( !timestamp_elapsed(Ship_cargo_check_timer) ) { return; } else { Ship_cargo_check_timer = timestamp(SHIP_CARGO_CHECK_INTERVAL); } // Check all friendly fighter/bombers against all non-friendly cargo containers that don't have // cargo revealed // for now just locate a capital ship on the same team: cargo_so = GET_FIRST(&Ship_obj_list); while(cargo_so != END_OF_LIST(&Ship_obj_list)){ cargo_sp = &Ships[Objects[cargo_so->objnum].instance]; if ( (Ship_info[cargo_sp->ship_info_index].flags & SIF_CARGO) && (cargo_sp->team != Player_ship->team) ) { // If the cargo is revealed, continue on to next hostile cargo if ( cargo_sp->flags & SF_CARGO_REVEALED ) { goto next_cargo; } // check against friendly fighter/bombers + cruiser/freighter/transport // IDEA: could cull down to fighter/bomber if we want this to run a bit quicker for ( ship_so=GET_FIRST(&Ship_obj_list); ship_so != END_OF_LIST(&Ship_obj_list); ship_so=GET_NEXT(ship_so) ) { ship_sp = &Ships[Objects[ship_so->objnum].instance]; // only consider friendly ships if (ship_sp->team != Player_ship->team) { continue; } // ignore the player if ( ship_so->objnum == OBJ_INDEX(Player_obj) ) { continue; } // if this ship is a small or big ship if ( Ship_info[ship_sp->ship_info_index].flags & (SIF_SMALL_SHIP|SIF_BIG_SHIP) ) { cargo_objp = &Objects[cargo_sp->objnum]; // use square of distance, faster than getting real distance (which will use sqrt) dist_squared = vm_vec_dist_squared(&cargo_objp->pos, &Objects[ship_sp->objnum].pos); limit_squared = (cargo_objp->radius+CARGO_RADIUS_DELTA)*(cargo_objp->radius+CARGO_RADIUS_DELTA); if ( dist_squared <= MAX(limit_squared, CARGO_REVEAL_MIN_DIST*CARGO_REVEAL_MIN_DIST) ) { ship_do_cargo_revealed( cargo_sp ); break; // break out of for loop, move on to next hostile cargo } } } // end for } next_cargo: cargo_so = GET_NEXT(cargo_so); } // end while } */ // Maybe warn player about this attacking ship. This is called once per frame, and the // information about the closest attacking ship comes for free, since this function is called // from HUD code which has already determined the closest enemy attacker and the distance. // // input: enemy_sp => ship pointer to the TEAM_ENEMY ship attacking the player // dist => the distance of the enemy to the player // // NOTE: there are no filters on enemy_sp, so it could be any ship type // #define PLAYER_ALLOW_WARN_INTERVAL 60000 // minimum time between warnings #define PLAYER_CHECK_WARN_INTERVAL 300 // how often we check for warnings #define PLAYER_MAX_WARNINGS 2 // max number of warnings player can receive in a mission #define PLAYER_MIN_WARN_DIST 100 // minimum distance attacking ship can be from player and still allow warning #define PLAYER_MAX_WARN_DIST 1000 // maximum distance attacking ship can be from plyaer and still allow warning void ship_maybe_warn_player(ship *enemy_sp, float dist) { float fdot; //, rdot, udot; vec3d vec_to_target; int msg_type; //, on_right; // First check if the player has reached the maximum number of warnings for a mission if ( Player->warn_count >= PLAYER_MAX_WARNINGS ) { return; } // Check if enough time has elapsed since last warning, if not - leave if ( !timestamp_elapsed(Player->allow_warn_timestamp) ) { return; } // Check to see if check timer has elapsed. Necessary, since we don't want to check each frame if ( !timestamp_elapsed(Player->check_warn_timestamp ) ) { return; } Player->check_warn_timestamp = timestamp(PLAYER_CHECK_WARN_INTERVAL); // only allow warnings if within a certain distance range if ( dist < PLAYER_MIN_WARN_DIST || dist > PLAYER_MAX_WARN_DIST ) { return; } // only warn if a fighter or bomber is attacking the player if ( !(Ship_info[enemy_sp->ship_info_index].flags & SIF_SMALL_SHIP) ) { return; } // get vector from player to target vm_vec_normalized_dir(&vec_to_target, &Objects[enemy_sp->objnum].pos, &Eye_position); // ensure that enemy fighter is oriented towards player fdot = vm_vec_dot(&Objects[enemy_sp->objnum].orient.vec.fvec, &vec_to_target); if ( fdot > -0.7 ) { return; } fdot = vm_vec_dot(&Player_obj->orient.vec.fvec, &vec_to_target); msg_type = -1; // check if attacking ship is on six. return if not far enough behind player. if ( fdot > -0.7 ) return; msg_type = MESSAGE_CHECK_6; if ( msg_type != -1 ) { int ship_index; // multiplayer tvt - this is client side. if(MULTI_TEAM && (Net_player != NULL)){ ship_index = ship_get_random_player_wing_ship( SHIP_GET_UNSILENCED, 0.0f, -1, 0, Net_player->p_info.team ); } else { ship_index = ship_get_random_player_wing_ship( SHIP_GET_UNSILENCED ); } if ( ship_index >= 0 ) { // multiplayer - make sure I just send to myself if(Game_mode & GM_MULTIPLAYER){ message_send_builtin_to_player(msg_type, &Ships[ship_index], MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, MY_NET_PLAYER_NUM, -1); } else { message_send_builtin_to_player(msg_type, &Ships[ship_index], MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, -1); } Player->allow_warn_timestamp = timestamp(PLAYER_ALLOW_WARN_INTERVAL); Player->warn_count++; } } } // player has just killed a ship, maybe offer send a 'good job' message #define PLAYER_MAX_PRAISES 10 // max number of praises player can receive in a mission void ship_maybe_praise_player(ship *deader_sp) { if ( myrand()&1 ) { return; } // First check if the player has reached the maximum number of praises for a mission if ( Player->praise_count >= PLAYER_MAX_PRAISES ) { return; } // Check if enough time has elapsed since last praise, if not - leave if ( !timestamp_elapsed(Player->allow_praise_timestamp) ) { return; } // make sure player is not a traitor if (Player_ship->team == Iff_traitor) { return; } // only praise if killing an enemy! if ( deader_sp->team == Player_ship->team ) { return; } // don't praise the destruction of navbuoys, cargo or other non-flyable ship types if ( (Ship_info[deader_sp->ship_info_index].class_type > 0) && !(Ship_types[Ship_info[deader_sp->ship_info_index].class_type].message_bools & STI_MSG_PRAISE_DESTRUCTION) ) { return; } // There is already a praise pending if ( Player->praise_delay_timestamp ) { return; } // We don't want to praise the player right away.. it is more realistic to wait a moment Player->praise_delay_timestamp = timestamp_rand(1000, 2000); } void ship_maybe_praise_self(ship *deader_sp, ship *killer_sp) { int j; bool wingman = false; if ( myrand()&10 ) { return; } if (Game_mode & GM_MULTIPLAYER) { return; } // only praise if killing an enemy so check they both attack each other! if (!((iff_x_attacks_y(deader_sp->team, killer_sp->team)) && (iff_x_attacks_y(killer_sp->team, deader_sp->team ))) ) { return; } // only send messages from the player's wingmen if (killer_sp->wingnum == -1) { return; } for ( j = 0; j < MAX_STARTING_WINGS; j++ ) { if ( Starting_wings[j] == killer_sp->wingnum) { wingman = true; break; } } if (!wingman) { return; } // don't praise the destruction of navbuoys, cargo or other non-flyable ship types if ( (Ship_info[deader_sp->ship_info_index].class_type > 0) && !(Ship_types[Ship_info[deader_sp->ship_info_index].class_type].message_bools & STI_MSG_PRAISE_DESTRUCTION) ) { return; } // ensure the ship isn't silenced if ( killer_sp->flags2 & SF2_NO_BUILTIN_MESSAGES ) { return; } message_send_builtin_to_player(MESSAGE_PRAISE_SELF, killer_sp, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_SOON, 0, 0, -1, -1); } #define PLAYER_ASK_HELP_INTERVAL 60000 // minimum time between praises #define PLAYER_MAX_ASK_HELP 10 // max number of warnings player can receive in a mission #define ASK_HELP_SHIELD_PERCENT 0.1 // percent shields at which ship will ask for help #define ASK_HELP_HULL_PERCENT 0.3 // percent hull at which ship will ask for help #define AWACS_HELP_HULL_HI 0.75 // percent hull at which ship will ask for help #define AWACS_HELP_HULL_LOW 0.25 // percent hull at which ship will ask for help // ----------------------------------------------------------------------------- void awacs_maybe_ask_for_help(ship *sp, int multi_team_filter) { // Goober5000 - bail if not in main fs2 campaign // (stupid coders... it's the FREDder's responsibility to add this message) if (stricmp(Campaign.filename, "freespace2") || !(Game_mode & GM_CAMPAIGN_MODE)) return; object *objp; int message = -1; objp = &Objects[sp->objnum]; if ( objp->hull_strength < ( (AWACS_HELP_HULL_LOW + 0.01f *(static_rand(objp-Objects) & 5)) * sp->ship_max_hull_strength) ) { // awacs ship below 25 + (0-4) % if (!(sp->awacs_warning_flag & AWACS_WARN_25)) { message = MESSAGE_AWACS_25; sp->awacs_warning_flag |= AWACS_WARN_25; } } else if ( objp->hull_strength < ( (AWACS_HELP_HULL_HI + 0.01f*(static_rand(objp-Objects) & 5)) * sp->ship_max_hull_strength) ) { // awacs ship below 75 + (0-4) % if (!(sp->awacs_warning_flag & AWACS_WARN_75)) { message = MESSAGE_AWACS_75; sp->awacs_warning_flag |= AWACS_WARN_75; } } if (message >= 0) { message_send_builtin_to_player(message, sp, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, multi_team_filter); Player->allow_ask_help_timestamp = timestamp(PLAYER_ASK_HELP_INTERVAL); Player->ask_help_count++; } } // ----------------------------------------------------------------------------- void ship_maybe_ask_for_help(ship *sp) { object *objp; int multi_team_filter = -1; // First check if the player has reached the maximum number of ask_help's for a mission if (Player->ask_help_count >= PLAYER_MAX_ASK_HELP) return; // Check if enough time has elapsed since last help request, if not - leave if (!timestamp_elapsed(Player->allow_ask_help_timestamp)) return; // make sure player is on their team and not a traitor if ((Player_ship->team != sp->team) || (Player_ship->team == Iff_traitor)) return; objp = &Objects[sp->objnum]; // don't let the player ask for help! if (objp->flags & OF_PLAYER_SHIP) return; // determine team filter if TvT if(MULTI_TEAM) multi_team_filter = sp->team; // handle awacs ship as a special case if (Ship_info[sp->ship_info_index].flags & SIF_HAS_AWACS) { awacs_maybe_ask_for_help(sp, multi_team_filter); return; } // for now, only have wingman ships request help if (!(sp->flags & SF_FROM_PLAYER_WING)) return; // first check if hull is at a critical level if (objp->hull_strength < ASK_HELP_HULL_PERCENT * sp->ship_max_hull_strength) goto play_ask_help; // check if shields are near critical level if (objp->flags & OF_NO_SHIELDS) return; // no shields on ship, no don't check shield levels if (shield_get_strength(objp) > (ASK_HELP_SHIELD_PERCENT * sp->ship_max_shield_strength)) return; play_ask_help: if (!(Ship_info[sp->ship_info_index].flags & (SIF_FIGHTER|SIF_BOMBER))) //If we're still here, only continue if we're a fighter or bomber. return; if (!(sp->flags2 & SF2_NO_BUILTIN_MESSAGES)) // Karajorma - Only unsilenced ships should ask for help { message_send_builtin_to_player(MESSAGE_HELP, sp, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, multi_team_filter); Player->allow_ask_help_timestamp = timestamp(PLAYER_ASK_HELP_INTERVAL); // prevent overlap with death message if (timestamp_until(Player->allow_scream_timestamp) < 15000) Player->allow_scream_timestamp = timestamp(15000); Player->ask_help_count++; } } /** * The player has just entered death roll, maybe have wingman mourn the loss of the player */ void ship_maybe_lament() { int ship_index; // no. because in multiplayer, its funny if (Game_mode & GM_MULTIPLAYER) return; if (rand() % 4 == 0) { ship_index = ship_get_random_player_wing_ship(SHIP_GET_UNSILENCED); if (ship_index >= 0) message_send_builtin_to_player(MESSAGE_PLAYER_DIED, &Ships[ship_index], MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, -1); } } #define PLAYER_SCREAM_INTERVAL 60000 #define PLAYER_MAX_SCREAMS 10 /** * Play a death scream for a ship */ void ship_scream(ship *sp) { int multi_team_filter = -1; // bogus if (sp == NULL) return; // multiplayer tvt if (MULTI_TEAM) multi_team_filter = sp->team; // Bail if the ship is silenced if (sp->flags2 & SF2_NO_BUILTIN_MESSAGES) { return; } message_send_builtin_to_player(MESSAGE_WINGMAN_SCREAM, sp, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, multi_team_filter); Player->allow_scream_timestamp = timestamp(PLAYER_SCREAM_INTERVAL); Player->scream_count++; sp->flags |= SF_SHIP_HAS_SCREAMED; // prevent overlap with help messages if (timestamp_until(Player->allow_ask_help_timestamp) < 15000) Player->allow_ask_help_timestamp = timestamp(15000); } /** * Ship has just died, maybe play a scream. */ void ship_maybe_scream(ship *sp) { // bail if screaming is disabled if (sp->flags2 & SF2_NO_DEATH_SCREAM) return; // if screaming is enabled, skip all checks if (!(sp->flags2 & SF2_ALWAYS_DEATH_SCREAM)) { // only scream 50% of the time if (rand() & 1) return; // check if enough time has elapsed since last scream; if not, leave if (!timestamp_elapsed(Player->allow_scream_timestamp)) return; // for WCSaga, only do a subset of the checks if (!(The_mission.ai_profile->flags2 & AIPF2_PERFORM_LESS_SCREAM_CHECKS)) { // bail if this ship isn't from the player wing if (!(sp->flags & SF_FROM_PLAYER_WING)) return; // first check if the player has reached the maximum number of screams for a mission if (Player->scream_count >= PLAYER_MAX_SCREAMS) return; // if on different teams (i.e. team v. team games in multiplayer), no scream if (Player_ship->team != sp->team) return; } } ship_scream(sp); } // maybe tell player that we're running low on ammo #define PLAYER_LOW_AMMO_MSG_INTERVAL 250000 #define PLAYER_REQUEST_REPAIR_MSG_INTERVAL 240000 #define PLAYER_MAX_LOW_AMMO_MSGS 5 void ship_maybe_tell_about_low_ammo(ship *sp) { weapon_info *wip; int i; ship_weapon *swp; int multi_team_filter = -1; // we don't want a ship complaining about low ammo after it has just complained about needing support if (!timestamp_elapsed(Player->request_repair_timestamp)) return; if (!timestamp_elapsed(Player->allow_ammo_timestamp)) return; if (Player_ship->team == Iff_traitor) return; // Silent ships should remain just that if (sp->flags2 & SF2_NO_BUILTIN_MESSAGES) { return; } // for now, each ship can only complain about low ammo once a mission to stop it getting repetitive if (sp->ammo_low_complaint_count) { return; } if (Player->low_ammo_complaint_count >= PLAYER_MAX_LOW_AMMO_MSGS) { return; } swp = &sp->weapons; // stole the code for this from ship_maybe_tell_about_rearm() if (sp->flags & SIF_BALLISTIC_PRIMARIES) { for (i = 0; i < swp->num_primary_banks; i++) { wip = &Weapon_info[swp->primary_bank_weapons[i]]; if (wip->wi_flags2 & WIF2_BALLISTIC) { if (swp->primary_bank_start_ammo[i] > 0) { if (swp->primary_bank_ammo[i] / swp->primary_bank_start_ammo[i] < 0.3f) { // multiplayer tvt if(MULTI_TEAM) { multi_team_filter = sp->team; } message_send_builtin_to_player(MESSAGE_PRIMARIES_LOW, sp, MESSAGE_PRIORITY_NORMAL, MESSAGE_TIME_SOON, 0, 0, -1, multi_team_filter); Player->allow_ammo_timestamp = timestamp(PLAYER_LOW_AMMO_MSG_INTERVAL); // better reset this one too Player->request_repair_timestamp = timestamp(PLAYER_REQUEST_REPAIR_MSG_INTERVAL); Player->low_ammo_complaint_count++; sp->ammo_low_complaint_count++; break; } } } } } } /** * Tell player that we've requested a support ship */ void ship_maybe_tell_about_rearm(ship *sp) { weapon_info *wip; if (!timestamp_elapsed(Player->request_repair_timestamp)) return; if (Player_ship->team == Iff_traitor) return; // Silent ships should remain just that if (sp->flags2 & SF2_NO_BUILTIN_MESSAGES) { return; } // AL 1-4-98: If ship integrity is low, tell player you want to get repaired. Otherwise, tell // the player you want to get re-armed. int message_type = -1; int heavily_damaged = (get_hull_pct(&Objects[sp->objnum]) < 0.4); if (heavily_damaged || (sp->flags & SF_DISABLED)) { message_type = MESSAGE_REPAIR_REQUEST; } else { int i; ship_weapon *swp; swp = &sp->weapons; for (i = 0; i < swp->num_secondary_banks; i++) { if (swp->secondary_bank_start_ammo[i] > 0) { if (swp->secondary_bank_ammo[i] / swp->secondary_bank_start_ammo[i] < 0.5f) { message_type = MESSAGE_REARM_REQUEST; break; } } } // also check ballistic primaries - Goober5000 if (sp->flags & SIF_BALLISTIC_PRIMARIES) { for (i = 0; i < swp->num_primary_banks; i++) { wip = &Weapon_info[swp->primary_bank_weapons[i]]; if (wip->wi_flags2 & WIF2_BALLISTIC) { if (swp->primary_bank_start_ammo[i] > 0) { if (swp->primary_bank_ammo[i] / swp->primary_bank_start_ammo[i] < 0.3f) { message_type = MESSAGE_REARM_PRIMARIES; break; } } } } } } int multi_team_filter = -1; // multiplayer tvt if(MULTI_TEAM) multi_team_filter = sp->team; if (message_type >= 0) { if (rand() & 1) message_send_builtin_to_player(message_type, sp, MESSAGE_PRIORITY_NORMAL, MESSAGE_TIME_SOON, 0, 0, -1, multi_team_filter); Player->request_repair_timestamp = timestamp(PLAYER_REQUEST_REPAIR_MSG_INTERVAL); } } // The current primary weapon or link status for a ship has changed.. notify clients if multiplayer // // input: sp => pointer to ship that modified primaries void ship_primary_changed(ship *sp) { int i; ship_weapon *swp; swp = &sp->weapons; if (sp->flags & SF_PRIMARY_LINKED) { // if we are linked now find any body who is down and flip them up for (i = 0; i < MAX_SHIP_PRIMARY_BANKS; i++) { if (swp->primary_animation_position[i] == MA_POS_NOT_SET) { if ( model_anim_start_type(sp, TRIGGER_TYPE_PRIMARY_BANK, i, 1) ) { swp->primary_animation_done_time[i] = model_anim_get_time_type(sp, TRIGGER_TYPE_PRIMARY_BANK, i); swp->primary_animation_position[i] = MA_POS_SET; } else { swp->primary_animation_position[i] = MA_POS_READY; } } } } else { // find anything that is up that shouldn't be for (i = 0; i < MAX_SHIP_PRIMARY_BANKS; i++) { if (i == swp->current_primary_bank) { // if the current bank is down raise it up if (swp->primary_animation_position[i] == MA_POS_NOT_SET) { if ( model_anim_start_type(sp, TRIGGER_TYPE_PRIMARY_BANK, i, 1) ) { swp->primary_animation_done_time[i] = model_anim_get_time_type(sp, TRIGGER_TYPE_PRIMARY_BANK, i); swp->primary_animation_position[i] = MA_POS_SET; } else { swp->primary_animation_position[i] = MA_POS_READY; } } } else { // everyone else should be down, if they are not make them so if (swp->primary_animation_position[i] != MA_POS_NOT_SET) { model_anim_start_type(sp, TRIGGER_TYPE_PRIMARY_BANK, i, -1); swp->primary_animation_position[i] = MA_POS_NOT_SET; } } } } #if 0 // we only need to deal with multiplayer issues for now, so bail it not multiplayer if ( !(Game_mode & GM_MULTIPLAYER) ) return; Assert(sp); if ( MULTIPLAYER_MASTER ) send_ship_weapon_change( sp, MULTI_PRIMARY_CHANGED, swp->current_primary_bank, (sp->flags & SF_PRIMARY_LINKED)?1:0 ); #endif } // The current secondary weapon or dual-fire status for a ship has changed.. notify clients if multiplayer // // input: sp => pointer to ship that modified secondaries void ship_secondary_changed(ship *sp) { Assert( sp != NULL ); int i; ship_weapon *swp = &sp->weapons; // find anything that is up that shouldn't be if (timestamp() > 10) { for (i = 0; i < MAX_SHIP_SECONDARY_BANKS; i++) { if (i == swp->current_secondary_bank) { // if the current bank is down raise it up if (swp->secondary_animation_position[i] == MA_POS_NOT_SET) { if ( model_anim_start_type(sp, TRIGGER_TYPE_SECONDARY_BANK, i, 1) ) { swp->secondary_animation_done_time[i] = model_anim_get_time_type(sp, TRIGGER_TYPE_SECONDARY_BANK, i); swp->secondary_animation_position[i] = MA_POS_SET; } else { swp->secondary_animation_position[i] = MA_POS_READY; } } } else { // everyone else should be down, if they are not make them so if (swp->secondary_animation_position[i] != MA_POS_NOT_SET) { model_anim_start_type(sp, TRIGGER_TYPE_SECONDARY_BANK, i, -1); swp->secondary_animation_position[i] = MA_POS_NOT_SET; } } } } #if 0 // we only need to deal with multiplayer issues for now, so bail it not multiplayer if ( !(Game_mode & GM_MULTIPLAYER) ){ return; } Assert(sp); if ( MULTIPLAYER_MASTER ) send_ship_weapon_change( sp, MULTI_SECONDARY_CHANGED, swp->current_secondary_bank, (sp->flags & SF_SECONDARY_DUAL_FIRE)?1:0 ); #endif } int ship_get_SIF(ship *shipp) { return Ship_info[shipp->ship_info_index].flags; } int ship_get_SIF(int sh) { return Ship_info[Ships[sh].ship_info_index].flags; } int ship_get_by_signature(int signature) { ship_obj *so; for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) { // if we found a matching ship object signature if((Objects[so->objnum].signature == signature) && (Objects[so->objnum].type == OBJ_SHIP)){ return Objects[so->objnum].instance; } } // couldn't find the ship return -1; } ship_type_info *ship_get_type_info(object *objp) { Assert(objp != NULL); Assert(objp->type == OBJ_SHIP); Assert(objp->instance > -1); Assert(Ships[objp->instance].ship_info_index > -1); Assert(Ship_info[Ships[objp->instance].ship_info_index].class_type > -1); return &Ship_types[Ship_info[Ships[objp->instance].ship_info_index].class_type]; } /** * Called when the cargo of a ship is revealed. * * Happens at two different locations (at least when this function was written), one for the player, and one for AI ships. * Need to send stuff to clients in multiplayer game. */ void ship_do_cargo_revealed( ship *shipp, int from_network ) { // don't do anything if we already know the cargo if ( shipp->flags & SF_CARGO_REVEALED ){ return; } nprintf(("Network", "Revealing cargo for %s\n", shipp->ship_name)); // send the packet if needed if ( (Game_mode & GM_MULTIPLAYER) && !from_network ){ send_cargo_revealed_packet( shipp ); } shipp->flags |= SF_CARGO_REVEALED; shipp->time_cargo_revealed = Missiontime; // if the cargo is something other than "nothing", then make a log entry if ( stricmp(Cargo_names[shipp->cargo1 & CARGO_INDEX_MASK], NOX("nothing")) ){ mission_log_add_entry(LOG_CARGO_REVEALED, shipp->ship_name, NULL, (shipp->cargo1 & CARGO_INDEX_MASK) ); } } void ship_do_cap_subsys_cargo_revealed( ship *shipp, ship_subsys *subsys, int from_network ) { // don't do anything if we already know the cargo if (subsys->flags & SSF_CARGO_REVEALED) { return; } nprintf(("Network", "Revealing cap ship subsys cargo for %s\n", shipp->ship_name)); // send the packet if needed if ( (Game_mode & GM_MULTIPLAYER) && !from_network ){ int subsystem_index = ship_get_index_from_subsys(subsys, shipp->objnum); send_subsystem_cargo_revealed_packet( shipp, subsystem_index ); } subsys->flags |= SSF_CARGO_REVEALED; subsys->time_subsys_cargo_revealed = Missiontime; // if the cargo is something other than "nothing", then make a log entry if ( stricmp(Cargo_names[subsys->subsys_cargo_name & CARGO_INDEX_MASK], NOX("nothing")) ){ mission_log_add_entry(LOG_CAP_SUBSYS_CARGO_REVEALED, shipp->ship_name, subsys->system_info->subobj_name, (subsys->subsys_cargo_name & CARGO_INDEX_MASK) ); } } /** * alled when the cargo of a ship is hidden by the sexp. * * Need to send stuff to clients in multiplayer game. */ void ship_do_cargo_hidden( ship *shipp, int from_network ) { // don't do anything if the cargo is already hidden if ( !(shipp->flags & SF_CARGO_REVEALED) ) { return; } nprintf(("Network", "Hiding cargo for %s\n", shipp->ship_name)); // send the packet if needed if ( (Game_mode & GM_MULTIPLAYER) && !from_network ){ send_cargo_hidden_packet( shipp ); } shipp->flags &= ~SF_CARGO_REVEALED; // don't log that the cargo was hidden and don't reset the time cargo revealed } void ship_do_cap_subsys_cargo_hidden( ship *shipp, ship_subsys *subsys, int from_network ) { // don't do anything if the cargo is already hidden if (!(subsys->flags & SSF_CARGO_REVEALED)) { return; } nprintf(("Network", "Hiding cap ship subsys cargo for %s\n", shipp->ship_name)); // send the packet if needed if ( (Game_mode & GM_MULTIPLAYER) && !from_network ){ int subsystem_index = ship_get_index_from_subsys(subsys, shipp->objnum); send_subsystem_cargo_hidden_packet( shipp, subsystem_index ); } subsys->flags &= ~SSF_CARGO_REVEALED; // don't log that the cargo was hidden and don't reset the time cargo revealed } // Return the range of the currently selected secondary weapon // NOTE: If there is no missiles left in the current bank, range returned is 0 float ship_get_secondary_weapon_range(ship *shipp) { float srange=0.0f; ship_weapon *swp; swp = &shipp->weapons; if ( swp->current_secondary_bank >= 0 ) { weapon_info *wip; int bank=swp->current_secondary_bank; wip = &Weapon_info[swp->secondary_bank_weapons[bank]]; if ( swp->secondary_bank_ammo[bank] > 0 ) { srange = wip->max_speed * wip->lifetime; } } return srange; } // Goober5000 - added for ballistic primaries /** * Determine the number of primary ammo units allowed max for a ship */ int get_max_ammo_count_for_primary_bank(int ship_class, int bank, int ammo_type) { float capacity, size; if (!(Ship_info[ship_class].flags & SIF_BALLISTIC_PRIMARIES)) { return 0; } capacity = (float) Ship_info[ship_class].primary_bank_ammo_capacity[bank]; size = (float) Weapon_info[ammo_type].cargo_size; return fl2i((capacity / size)+0.5f); } /** * Determine the number of secondary ammo units (missile/bomb) allowed max for a ship */ int get_max_ammo_count_for_bank(int ship_class, int bank, int ammo_type) { float capacity, size; capacity = (float) Ship_info[ship_class].secondary_bank_ammo_capacity[bank]; size = (float) Weapon_info[ammo_type].cargo_size; return (int) (capacity / size); } /** * Page in bitmaps for all the ships in this level */ void ship_page_in() { int i, j, k; int num_subsystems_needed = 0; int *ship_class_used = NULL; ship_class_used = new int[Num_ship_classes]; Verify( ship_class_used != NULL ); // Mark all ship classes as not used memset( ship_class_used, 0, Num_ship_classes * sizeof(int) ); // Mark any support ship types as used for (i = 0; i < Num_ship_classes; i++) { if (Ship_info[i].flags & SIF_SUPPORT) { ship_info *sip = &Ship_info[i]; nprintf(( "Paging", "Found support ship '%s'\n", sip->name )); ship_class_used[i]++; num_subsystems_needed += sip->n_subsystems; // load the darn model and page in textures sip->model_num = model_load(sip->pof_file, sip->n_subsystems, &sip->subsystems[0]); if (sip->model_num >= 0) { model_page_in_textures(sip->model_num, i); } } } // Mark any ships in the mission as used for (i = 0; i < MAX_SHIPS; i++) { if (Ships[i].objnum < 0) continue; nprintf(( "Paging","Found ship '%s'\n", Ships[i].ship_name )); ship_class_used[Ships[i].ship_info_index]++; // check if we are going to use a Knossos device and make sure the special warp ani gets pre-loaded if ( Ship_info[Ships[i].ship_info_index].flags & SIF_KNOSSOS_DEVICE ) Knossos_warp_ani_used = 1; // mark any weapons as being used, saves memory and time if we don't load them all ship_weapon *swp = &Ships[i].weapons; for (j = 0; j < swp->num_primary_banks; j++) weapon_mark_as_used(swp->primary_bank_weapons[j]); for (j = 0; j < swp->num_secondary_banks; j++) weapon_mark_as_used(swp->secondary_bank_weapons[j]); // get weapons for all capship subsystems (turrets) ship_subsys *ptr = GET_FIRST(&Ships[i].subsys_list); while (ptr != END_OF_LIST(&Ships[i].subsys_list)) { for (k = 0; k < MAX_SHIP_PRIMARY_BANKS; k++) weapon_mark_as_used(ptr->weapons.primary_bank_weapons[k]); for (k = 0; k < MAX_SHIP_SECONDARY_BANKS; k++) weapon_mark_as_used(ptr->weapons.secondary_bank_weapons[k]); ptr = GET_NEXT(ptr); } ship_info *sip = &Ship_info[Ships[i].ship_info_index]; // page in all of the textures if the model is already loaded if (sip->model_num >= 0) { nprintf(( "Paging", "Paging in textures for ship '%s'\n", Ships[i].ship_name )); model_page_in_textures(sip->model_num, Ships[i].ship_info_index); // need to make sure and do this again, after we are sure that all of the textures are ready ship_init_afterburners( &Ships[i] ); } //WMC - Since this is already in-mission, ignore the warpin effect. Ships[i].warpout_effect->pageIn(); // don't need this one anymore, it's already been accounted for // num_subsystems_needed += Ship_info[Ships[i].ship_info_index].n_subsystems; } // Mark any ships that might warp in in the future as used for (p_object *p_objp = GET_FIRST(&Ship_arrival_list); p_objp != END_OF_LIST(&Ship_arrival_list); p_objp = GET_NEXT(p_objp)) { nprintf(( "Paging", "Found future arrival ship '%s'\n", p_objp->name )); ship_class_used[p_objp->ship_class]++; // This will go through Subsys_index[] and grab all weapons: primary, secondary, and turrets for (i = p_objp->subsys_index; i < (p_objp->subsys_index + p_objp->subsys_count); i++) { for (j = 0; j < MAX_SHIP_PRIMARY_BANKS; j++) { if (Subsys_status[i].primary_banks[j] >= 0) weapon_mark_as_used(Subsys_status[i].primary_banks[j]); } for (j = 0; j < MAX_SHIP_SECONDARY_BANKS; j++) { if (Subsys_status[i].secondary_banks[j] >= 0) weapon_mark_as_used(Subsys_status[i].secondary_banks[j]); } } // page in any replacement textures if (Ship_info[p_objp->ship_class].model_num >= 0) { nprintf(( "Paging", "Paging in textures for future arrival ship '%s'\n", p_objp->name )); model_page_in_textures(Ship_info[p_objp->ship_class].model_num, p_objp->ship_class); } num_subsystems_needed += Ship_info[p_objp->ship_class].n_subsystems; } // pre-allocate the subsystems, this really only needs to happen for ships // which don't exist yet (ie, ships NOT in Ships[]) if (!ship_allocate_subsystems(num_subsystems_needed, true)) { Error(LOCATION, "Attempt to page in new subsystems subsystems failed because mission file contains more than %d subsystems", (NUM_SHIP_SUBSYSTEM_SETS* NUM_SHIP_SUBSYSTEMS_PER_SET)); } mprintf(("About to page in ships!\n")); // Page in all the ship classes that are used on this level int num_ship_types_used = 0; int test_id = -1; memset( &fireball_used, 0, sizeof(int) * MAX_FIREBALL_TYPES ); for (i = 0; i < Num_ship_classes; i++) { if ( !ship_class_used[i] ) continue; ship_info *sip = &Ship_info[i]; int model_previously_loaded = -1; int ship_previously_loaded = -1; num_ship_types_used++; // Page in the small hud icons for each ship hud_ship_icon_page_in(sip); // See if this model was previously loaded by another ship for (j = 0; j < Num_ship_classes; j++) { if ( (Ship_info[j].model_num > -1) && !stricmp(sip->pof_file, Ship_info[j].pof_file) ) { // Model already loaded model_previously_loaded = Ship_info[j].model_num; if ((sip->n_subsystems > 0) && (sip->subsystems[0].model_num > -1)) { ship_previously_loaded = j; } // the model should already be loaded so this wouldn't take long, but // we need to make sure that the load count for the model is correct test_id = model_load(sip->pof_file, sip->n_subsystems, &sip->subsystems[0]); Assert( test_id == model_previously_loaded ); break; } } // If the model is previously loaded... if (model_previously_loaded >= 0) { // If previously loaded model isn't the same ship class...) if (ship_previously_loaded != i) { // update the model number. sip->model_num = model_previously_loaded; for (j = 0; j < sip->n_subsystems; j++) sip->subsystems[j].model_num = -1; ship_copy_subsystem_fixup(sip); #ifndef NDEBUG for (j = 0; j < sip->n_subsystems; j++) { if (sip->subsystems[j].model_num != sip->model_num) Warning(LOCATION, "Ship '%s' does not have subsystem '%s' linked into the model file, '%s'.", sip->name, sip->subsystems[j].subobj_name, sip->pof_file); } #endif } else { // Just to be safe (I mean to check that my code works...) Assert( sip->model_num >= 0 ); Assert( sip->model_num == model_previously_loaded ); #ifndef NDEBUG for (j = 0; j < sip->n_subsystems; j++) { if (sip->subsystems[j].model_num != sip->model_num) Warning(LOCATION, "Ship '%s' does not have subsystem '%s' linked into the model file, '%s'.", sip->name, sip->subsystems[j].subobj_name, sip->pof_file); } #endif } } else { // Model not loaded, so load it sip->model_num = model_load(sip->pof_file, sip->n_subsystems, &sip->subsystems[0]); Assert( sip->model_num >= 0 ); #ifndef NDEBUG // Verify that all the subsystem model numbers are updated for (j = 0; j < sip->n_subsystems; j++) Assert( sip->subsystems[j].model_num == sip->model_num ); // JAS #endif } // more weapon marking, the weapon info in Ship_info[] is the default // loadout which isn't specified by missionparse unless it's different for (j = 0; j < sip->num_primary_banks; j++) weapon_mark_as_used(sip->primary_bank_weapons[j]); for (j = 0; j < sip->num_secondary_banks; j++) weapon_mark_as_used(sip->secondary_bank_weapons[j]); weapon_mark_as_used(sip->cmeasure_type); for (j = 0; j < sip->n_subsystems; j++) { model_subsystem *msp = &sip->subsystems[j]; for (k = 0; k < MAX_SHIP_PRIMARY_BANKS; k++) weapon_mark_as_used(msp->primary_banks[k]); for (k = 0; k < MAX_SHIP_SECONDARY_BANKS; k++) weapon_mark_as_used(msp->secondary_banks[k]); } // Page in the shockwave stuff. -C sip->shockwave.load(); if(sip->explosion_bitmap_anims.size() > 0) { int num_fireballs = sip->explosion_bitmap_anims.size(); for(j = 0; j < num_fireballs; j++){ fireball_used[sip->explosion_bitmap_anims[j]] = 1; } } else if(sip->class_type >= 0 && Ship_types[sip->class_type].explosion_bitmap_anims.size() > 0) { int num_fireballs = Ship_types[sip->class_type].explosion_bitmap_anims.size(); for(j = 0; j < num_fireballs; j++){ fireball_used[Ship_types[sip->class_type].explosion_bitmap_anims[j]] = 1; } } } nprintf(( "Paging", "There are %d ship classes used in this mission.\n", num_ship_types_used )); // Page in the thruster effects // Make sure thrusters are loaded if (!Thrust_anim_inited) ship_init_thrusters(); thrust_info *thruster; for (i = 0; i < (int)Species_info.size(); i++) { thruster = &Species_info[i].thruster_info; bm_page_in_texture( thruster->flames.normal.first_frame, thruster->flames.normal.num_frames ); bm_page_in_texture( thruster->flames.afterburn.first_frame, thruster->flames.afterburn.num_frames ); // glows are really not anims bm_page_in_texture( thruster->glow.normal.first_frame ); bm_page_in_texture( thruster->glow.afterburn.first_frame ); } // page in insignia bitmaps if(Game_mode & GM_MULTIPLAYER){ for(i=0; iinsignia_texture >= 0)){ bm_page_in_xparent_texture(Net_players[i].m_player->insignia_texture); } } } else { if((Player != NULL) && (Player->insignia_texture >= 0)){ bm_page_in_xparent_texture(Player->insignia_texture); } } // page in wing insignia bitmaps - Goober5000 for (i = 0; i < MAX_WINGS; i++) { if (Wings[i].wing_insignia_texture >= 0) bm_page_in_xparent_texture(Wings[i].wing_insignia_texture); } // page in replacement textures - Goober5000 for (i = 0; i < MAX_SHIPS; i++) { // is this a valid ship? if (Ships[i].objnum >= 0) { // do we have any textures? if (Ships[i].ship_replacement_textures != NULL) { // page in replacement textures for (j=0; j -1) { bm_page_in_texture( Ships[i].ship_replacement_textures[j] ); } } } } } // should never be NULL, this entire function wouldn't work delete[] ship_class_used; ship_class_used = NULL; } // Goober5000 - called from ship_page_in() void ship_page_in_textures(int ship_index) { int i; ship_info *sip; if ( (ship_index < 0) || (ship_index > Num_ship_classes) ) return; sip = &Ship_info[ship_index]; // afterburner if ( !generic_bitmap_load(&sip->afterburner_trail) ) bm_page_in_texture(sip->afterburner_trail.bitmap_id); // Wanderer - just copying over Bobboau's code... if ( !generic_anim_load(&sip->thruster_flame_info.normal) ) bm_page_in_texture(sip->thruster_flame_info.normal.first_frame); if ( !generic_anim_load(&sip->thruster_flame_info.afterburn) ) bm_page_in_texture(sip->thruster_flame_info.afterburn.first_frame); // Bobboau's thruster bitmaps // the first set has to be loaded a special way if ( !thruster_glow_anim_load(&sip->thruster_glow_info.normal) ) bm_page_in_texture(sip->thruster_glow_info.normal.first_frame); if ( !thruster_glow_anim_load(&sip->thruster_glow_info.afterburn) ) bm_page_in_texture(sip->thruster_glow_info.afterburn.first_frame); // everything else is loaded normally if ( !generic_bitmap_load(&sip->thruster_secondary_glow_info.normal) ) bm_page_in_texture(sip->thruster_secondary_glow_info.normal.bitmap_id); if ( !generic_bitmap_load(&sip->thruster_secondary_glow_info.afterburn) ) bm_page_in_texture(sip->thruster_secondary_glow_info.afterburn.bitmap_id); if ( !generic_bitmap_load(&sip->thruster_tertiary_glow_info.normal) ) bm_page_in_texture(sip->thruster_tertiary_glow_info.normal.bitmap_id); if ( !generic_bitmap_load(&sip->thruster_tertiary_glow_info.afterburn) ) bm_page_in_texture(sip->thruster_tertiary_glow_info.afterburn.bitmap_id); // splodeing bitmap if ( VALID_FNAME(sip->splodeing_texture_name) ) { sip->splodeing_texture = bm_load(sip->splodeing_texture_name); bm_page_in_texture(sip->splodeing_texture); } // thruster/particle bitmaps for (i = 0; i < (int)sip->normal_thruster_particles.size(); i++) { generic_anim_load(&sip->normal_thruster_particles[i].thruster_bitmap); bm_page_in_texture(sip->normal_thruster_particles[i].thruster_bitmap.first_frame); } for (i = 0; i < (int)sip->afterburner_thruster_particles.size(); i++) { generic_anim_load(&sip->afterburner_thruster_particles[i].thruster_bitmap); bm_page_in_texture(sip->afterburner_thruster_particles[i].thruster_bitmap.first_frame); } } #define PAGE_OUT_TEXTURE(x) { \ if ( (x) >= 0 ) { \ if (release) { \ bm_release( (x) ); \ (x) = -1; \ } else { \ bm_unload( (x) ); \ } \ } \ } /** * Unload all textures for a given ship */ void ship_page_out_textures(int ship_index, bool release) { int i; ship_info *sip; if ( (ship_index < 0) || (ship_index > Num_ship_classes) ) return; sip = &Ship_info[ship_index]; // afterburner PAGE_OUT_TEXTURE(sip->afterburner_trail.bitmap_id); // thruster bitmaps PAGE_OUT_TEXTURE(sip->thruster_flame_info.normal.first_frame); PAGE_OUT_TEXTURE(sip->thruster_flame_info.afterburn.first_frame); PAGE_OUT_TEXTURE(sip->thruster_glow_info.normal.first_frame); PAGE_OUT_TEXTURE(sip->thruster_glow_info.afterburn.first_frame); PAGE_OUT_TEXTURE(sip->thruster_secondary_glow_info.normal.bitmap_id); PAGE_OUT_TEXTURE(sip->thruster_secondary_glow_info.afterburn.bitmap_id); PAGE_OUT_TEXTURE(sip->thruster_tertiary_glow_info.normal.bitmap_id); PAGE_OUT_TEXTURE(sip->thruster_tertiary_glow_info.afterburn.bitmap_id); // slodeing bitmap PAGE_OUT_TEXTURE(sip->splodeing_texture); // thruster/particle bitmaps for (i = 0; i < (int)sip->normal_thruster_particles.size(); i++) PAGE_OUT_TEXTURE(sip->normal_thruster_particles[i].thruster_bitmap.first_frame); for (i = 0; i < (int)sip->afterburner_thruster_particles.size(); i++) PAGE_OUT_TEXTURE(sip->afterburner_thruster_particles[i].thruster_bitmap.first_frame); } // function to return true if support ships are allowed in the mission for the given object. // In single player, must be friendly and not Shivan. (Goober5000 - Shivans can now have support) // In multiplayer -- to be coded by Mark Allender after 5/4/98 -- MK, 5/4/98 int is_support_allowed(object *objp) { // check updated mission conditions to allow support // If running under autopilot support is not allowed if ( AutoPilotEngaged ) return 0; // none allowed if (The_mission.support_ships.max_support_ships == 0) return 0; // restricted number allowed if (The_mission.support_ships.max_support_ships > 0) { // if all the allowed ships have been used up and there are no support ships currently in the mission - can't rearm if ((The_mission.support_ships.tally >= The_mission.support_ships.max_support_ships) && (ship_find_repair_ship(objp) == NULL)) return 0; } ship *shipp = &Ships[objp->instance]; // make sure, if exiting from bay, that parent ship is in the mission! if (The_mission.support_ships.arrival_location == ARRIVE_FROM_DOCK_BAY) { Assert(The_mission.support_ships.arrival_anchor != -1); // ensure it's in-mission int temp = ship_name_lookup(Parse_names[The_mission.support_ships.arrival_anchor]); if (temp < 0) { return 0; } // make sure it's not leaving or blowing up if (Ships[temp].flags & (SF_DYING | SF_DEPARTING)) { return 0; } // also make sure that parent ship's fighterbay hasn't been destroyed if (ship_fighterbays_all_destroyed(&Ships[temp])) { return 0; } } if (Game_mode & GM_NORMAL) { if ( !(Iff_info[shipp->team].flags & IFFF_SUPPORT_ALLOWED) ) { return 0; } } else { // multiplayer version behaves differently. Depending on mode: // 1) coop mode -- only available to friendly // 2) team v team mode -- availble to either side // 3) dogfight -- never if(Netgame.type_flags & NG_TYPE_DOGFIGHT) { return 0; } if (IS_MISSION_MULTI_COOP) { if ( !(Iff_info[shipp->team].flags & IFFF_SUPPORT_ALLOWED) ) { return 0; } } } // Goober5000 - extra check for existence of support ship if ( (The_mission.support_ships.ship_class < 0) && !(The_mission.support_ships.support_available_for_species & (1 << Ship_info[shipp->ship_info_index].species)) ) { return 0; } // Goober5000 - extra check to make sure this guy has a rearming dockpoint if (model_find_dock_index(Ship_info[shipp->ship_info_index].model_num, DOCK_TYPE_REARM) < 0) { mprintf(("support not allowed for %s because its model lacks a rearming dockpoint\n", shipp->ship_name)); return 0; } // Goober5000 - if we got this far, we can request support return 1; } // returns random index of a visible ship // if no visible ships are generated in num_ships iterations, it returns -1 int ship_get_random_targetable_ship() { int rand_ship; int idx = 0, target_list[MAX_SHIPS]; ship_obj *so; for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) { // make sure the instance is valid if ( (Objects[so->objnum].instance < 0) || (Objects[so->objnum].instance >= MAX_SHIPS) ) continue; // skip if we aren't supposed to target it if ( Ships[Objects[so->objnum].instance].flags & TARGET_SHIP_IGNORE_FLAGS ) continue; if (idx >= MAX_SHIPS) { idx = MAX_SHIPS; break; } target_list[idx] = Objects[so->objnum].instance; idx++; } if (idx == 0) return -1; rand_ship = (rand() % idx); return target_list[rand_ship]; } /** * Forcible jettison cargo from a ship */ void object_jettison_cargo(object *objp, object *cargo_objp) { // make sure we are docked Assert((objp != NULL) && (cargo_objp != NULL)); Assert(dock_check_find_direct_docked_object(objp, cargo_objp)); vec3d impulse, pos; // undock the objects ai_do_objects_undocked_stuff(objp, cargo_objp); // Goober5000 - add log mission_log_add_entry(LOG_SHIP_UNDOCKED, Ships[objp->instance].ship_name, Ships[cargo_objp->instance].ship_name); // physics stuff vm_vec_sub(&pos, &cargo_objp->pos, &objp->pos); impulse = pos; vm_vec_scale(&impulse, 100.0f); vm_vec_normalize(&pos); // whack the ship physics_apply_whack(&impulse, &pos, &cargo_objp->phys_info, &cargo_objp->orient, cargo_objp->phys_info.mass); } float ship_get_exp_damage(object* objp) { Assert(objp->type == OBJ_SHIP); float damage; ship *shipp = &Ships[objp->instance]; if (shipp->special_exp_damage >= 0) { damage = i2fl(shipp->special_exp_damage); } else { damage = Ship_info[shipp->ship_info_index].shockwave.damage; } return damage; } int ship_get_exp_propagates(ship *sp) { return Ship_info[sp->ship_info_index].explosion_propagates; } float ship_get_exp_outer_rad(object *ship_objp) { float outer_rad; Assert(ship_objp->type == OBJ_SHIP); if (Ships[ship_objp->instance].special_exp_outer == -1) { outer_rad = Ship_info[Ships[ship_objp->instance].ship_info_index].shockwave.outer_rad; } else { outer_rad = (float)Ships[ship_objp->instance].special_exp_outer; } return outer_rad; } int valid_cap_subsys_cargo_list(char *subsys) { if (stristr(subsys, "nav") || stristr(subsys, "comm") || stristr(subsys, "engine") || stristr(subsys, "fighter") // fighter bays || stristr(subsys, "sensors") || stristr(subsys, "weapons")) { return 1; } return 0; } /** * Determine turret status of a given subsystem * * @return 0 for no turret, 1 for "fixed turret", 2 for "rotating" turret */ int ship_get_turret_type(ship_subsys *subsys) { // not a turret at all if(subsys->system_info->type != SUBSYSTEM_TURRET){ return 0; } // if it rotates if(subsys->system_info->turret_turning_rate > 0.0f){ return 2; } // if its fixed return 1; } ship_subsys *ship_get_subsys(ship *shipp, char *subsys_name) { // sanity checks if ((shipp == NULL) || (subsys_name == NULL)) { return NULL; } ship_subsys *ss = GET_FIRST(&shipp->subsys_list); while (ss != END_OF_LIST(&shipp->subsys_list)) { // check subsystem name if (!subsystem_stricmp(ss->system_info->subobj_name, subsys_name)) { return ss; } // next ss = GET_NEXT(ss); } // didn't find it return NULL; } int ship_get_num_subsys(ship *shipp) { Assert(shipp != NULL); return Ship_info[shipp->ship_info_index].n_subsystems; } // returns 0 if no conflict, 1 if conflict, -1 on some kind of error with wing struct int wing_has_conflicting_teams(int wing_index) { int first_team, idx; // sanity checks Assert((wing_index >= 0) && (wing_index < Num_wings) && (Wings[wing_index].wave_count > 0)); if((wing_index < 0) || (wing_index >= Num_wings) || (Wings[wing_index].wave_count <= 0)){ return -1; } // check teams Assert(Wings[wing_index].ship_index[0] >= 0); if(Wings[wing_index].ship_index[0] < 0){ return -1; } first_team = Ships[Wings[wing_index].ship_index[0]].team; for(idx=1; idx= 0); if(Wings[wing_index].ship_index[idx] < 0){ return -1; } // if we've got a team conflict if(first_team != Ships[Wings[wing_index].ship_index[idx]].team){ return 1; } } // no conflict return 0; } /** * Get the team of a reinforcement item */ int ship_get_reinforcement_team(int r_index) { int wing_index; p_object *p_objp; // sanity checks Assert((r_index >= 0) && (r_index < Num_reinforcements)); if ((r_index < 0) || (r_index >= Num_reinforcements)) return -1; // if the reinforcement is a ship p_objp = mission_parse_get_arrival_ship(Reinforcements[r_index].name); if (p_objp != NULL) return p_objp->team; // if the reinforcement is a ship wing_index = wing_lookup(Reinforcements[r_index].name); if (wing_index >= 0) { // go through the ship arrival list and find any ship in this wing for (p_objp = GET_FIRST(&Ship_arrival_list); p_objp != END_OF_LIST(&Ship_arrival_list); p_objp = GET_NEXT(p_objp)) { // check by wingnum if (p_objp->wingnum == wing_index) return p_objp->team; } } // no team ? return -1; } /** * Determine if the given texture is used by a ship type. return ship info index, or -1 if not used by a ship */ int ship_get_texture(int bitmap) { int idx; // check all ship types for(idx=0; idx= 0) && model_find_texture(Ship_info[idx].model_num, bitmap) == 1){ return idx; } } // couldn't find the texture return -1; } // update artillery lock info #define CLEAR_ARTILLERY_AND_CONTINUE() { if(aip != NULL){ aip->artillery_objnum = -1; aip->artillery_sig = -1; aip->artillery_lock_time = 0.0f;} continue; } float artillery_dist = 10.0f; DCF(art, "") { dc_get_arg(ARG_FLOAT); artillery_dist = Dc_arg_float; } void ship_update_artillery_lock() { ai_info *aip = NULL; weapon_info *tlaser = NULL; mc_info *cinfo = NULL; int c_objnum; vec3d temp, local_hit; ship *shipp; ship_obj *so; // update all ships for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ){ // get the ship if((so->objnum >= 0) && (Objects[so->objnum].type == OBJ_SHIP) && (Objects[so->objnum].instance >= 0)){ shipp = &Ships[Objects[so->objnum].instance]; } else { continue; } // get ai info if(shipp->ai_index >= 0){ aip = &Ai_info[shipp->ai_index]; } // if the ship has no targeting laser firing if((shipp->targeting_laser_objnum < 0) || (shipp->targeting_laser_bank < 0)){ CLEAR_ARTILLERY_AND_CONTINUE(); } // if he didn't hit any objects this frame if(beam_get_num_collisions(shipp->targeting_laser_objnum) <= 0){ CLEAR_ARTILLERY_AND_CONTINUE(); } // get weapon info for the targeting laser he's firing Assert((shipp->weapons.current_primary_bank >= 0) && (shipp->weapons.current_primary_bank < 2)); if((shipp->weapons.current_primary_bank < 0) || (shipp->weapons.current_primary_bank >= 2)){ continue; } Assert(shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank] >= 0); if(shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank] < 0){ continue; } Assert((Weapon_info[shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]].wi_flags & WIF_BEAM) && (Weapon_info[shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]].b_info.beam_type == BEAM_TYPE_C)); if(!(Weapon_info[shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]].wi_flags & WIF_BEAM) || (Weapon_info[shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]].b_info.beam_type != BEAM_TYPE_C)){ continue; } tlaser = &Weapon_info[shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]]; // get collision info if(!beam_get_collision(shipp->targeting_laser_objnum, 0, &c_objnum, &cinfo)){ CLEAR_ARTILLERY_AND_CONTINUE(); } if((c_objnum < 0) || (cinfo == NULL)){ CLEAR_ARTILLERY_AND_CONTINUE(); } // get the position we hit this guy with in his local coords vm_vec_sub(&temp, &cinfo->hit_point_world, &Objects[c_objnum].pos); vm_vec_rotate(&local_hit, &temp, &Objects[c_objnum].orient); // if we are hitting a different guy now, reset the lock if((c_objnum != aip->artillery_objnum) || (Objects[c_objnum].signature != aip->artillery_sig)){ aip->artillery_objnum = c_objnum; aip->artillery_sig = Objects[c_objnum].signature; aip->artillery_lock_time = 0.0f; aip->artillery_lock_pos = local_hit; // done continue; } // otherwise we're hitting the same guy. check to see if we've strayed too far if(vm_vec_dist_quick(&local_hit, &aip->artillery_lock_pos) > artillery_dist){ // hmmm. reset lock time, but don't reset the lock itself aip->artillery_lock_time = 0.0f; continue; } // finally - just increment the lock time aip->artillery_lock_time += flFrametime; // TEST CODE if(aip->artillery_lock_time >= 2.0f){ ssm_create(&Objects[aip->artillery_objnum], &cinfo->hit_point_world, 0, NULL, shipp->team); // reset the artillery aip->artillery_lock_time = 0.0f; } } } /** * Checks if a world point is inside the extended bounding box of a ship * * May not work if delta box is large and negative (ie, adjusted box crosses over on itself - min > max) */ int check_world_pt_in_expanded_ship_bbox(vec3d *world_pt, object *objp, float delta_box) { Assert(objp->type == OBJ_SHIP); vec3d temp, ship_pt; polymodel *pm; vm_vec_sub(&temp, world_pt, &objp->pos); vm_vec_rotate(&ship_pt, &temp, &objp->orient); pm = model_get(Ship_info[Ships[objp->instance].ship_info_index].model_num); return ( (ship_pt.xyz.x > pm->mins.xyz.x - delta_box) && (ship_pt.xyz.x < pm->maxs.xyz.x + delta_box) && (ship_pt.xyz.y > pm->mins.xyz.y - delta_box) && (ship_pt.xyz.y < pm->maxs.xyz.y + delta_box) && (ship_pt.xyz.z > pm->mins.xyz.z - delta_box) && (ship_pt.xyz.z < pm->maxs.xyz.z + delta_box) ); } /** * Returns true when objp is ship and is tagged */ int ship_is_tagged(object *objp) { ship *shipp; if (objp->type == OBJ_SHIP) { shipp = &Ships[objp->instance]; if ( (shipp->tag_left > 0) || (shipp->level2_tag_left > 0) ) { return 1; } } return 0; } /** * Get maximum ship speed (when not warping in or out) */ float ship_get_max_speed(ship *shipp) { float max_speed; ship_info *sip = &Ship_info[shipp->ship_info_index]; // Goober5000 - maybe we're using cap-waypoint-speed ai_info *aip = &Ai_info[shipp->ai_index]; if ((aip->mode == AIM_WAYPOINTS || aip->mode == AIM_FLY_TO_SHIP) && aip->waypoint_speed_cap > 0) return i2fl(aip->waypoint_speed_cap); // max overclock max_speed = sip->max_overclocked_speed; // normal max speed max_speed = MAX(max_speed, sip->max_vel.xyz.z); // afterburn if not locked if (!(shipp->flags2 & SF2_AFTERBURNER_LOCKED)) { max_speed = MAX(max_speed, sip->afterburner_max_vel.xyz.z); } return max_speed; } /** * Determine warpout speed of ship */ float ship_get_warpout_speed(object *objp) { Assert(objp->type == OBJ_SHIP); ship_info *sip = &Ship_info[Ships[objp->instance].ship_info_index]; //WMC - Any speed is good for in place anims (aka BSG FTL effect) if(sip->warpout_type == WT_IN_PLACE_ANIM && sip->warpout_speed <= 0.0f) { return objp->phys_info.speed; } else if(sip->warpout_type == WT_SWEEPER || sip->warpout_type == WT_IN_PLACE_ANIM) { return sip->warpout_speed; } else if(sip->warpout_type == WT_HYPERSPACE) { if (objp->phys_info.speed > sip->warpout_speed) return objp->phys_info.speed; else return sip->warpout_speed; } return shipfx_calculate_warp_dist(objp) / shipfx_calculate_warp_time(objp, WD_WARP_OUT); } /** * Returns true if ship is beginning to speed up in warpout */ int ship_is_beginning_warpout_speedup(object *objp) { Assert(objp->type == OBJ_SHIP); ai_info *aip; aip = &Ai_info[Ships[objp->instance].ai_index]; if (aip->mode == AIM_WARP_OUT) { if ( (aip->submode == AIS_WARP_3) || (aip->submode == AIS_WARP_4) || (aip->submode == AIS_WARP_5) ) { return 1; } } return 0; } /** * Given a ship info type, return a species */ int ship_get_species_by_type(int ship_info_index) { // sanity if((ship_info_index < 0) || (ship_info_index >= Num_ship_classes)){ return -1; } // return species return Ship_info[ship_info_index].species; } /** * Return the length of a ship */ float ship_class_get_length(ship_info *sip) { Assert(sip->model_num >= 0); polymodel *pm = model_get(sip->model_num); return (pm->maxs.xyz.z - pm->mins.xyz.z); } // Goober5000 void ship_set_new_ai_class(int ship_num, int new_ai_class) { Assert(ship_num >= 0 && ship_num < MAX_SHIPS); Assert(new_ai_class >= 0); ai_info *aip = &Ai_info[Ships[ship_num].ai_index]; // we hafta change a bunch of stuff here... aip->ai_class = new_ai_class; aip->behavior = AIM_NONE; init_aip_from_class_and_profile(aip, &Ai_classes[new_ai_class], The_mission.ai_profile); Ships[ship_num].weapons.ai_class = new_ai_class; // I think that's everything! } // Goober5000 void ship_subsystem_set_new_ai_class(int ship_num, char *subsystem, int new_ai_class) { Assert(ship_num >= 0 && ship_num < MAX_SHIPS); Assert(subsystem); Assert(new_ai_class >= 0); ship_subsys *ss; // find the ship subsystem by searching ship's subsys_list ss = GET_FIRST( &Ships[ship_num].subsys_list ); while ( ss != END_OF_LIST( &Ships[ship_num].subsys_list ) ) { // if we found the subsystem if ( !subsystem_stricmp(ss->system_info->subobj_name, subsystem)) { // set ai class ss->weapons.ai_class = new_ai_class; return; } ss = GET_NEXT( ss ); } } // Goober5000 - will attempt to load an insignia bitmap and set it as active for the wing // copied more or less from managepilot.cpp void wing_load_squad_bitmap(wing *w) { // sanity check if(w == NULL) { return; } // make sure one is not already set?!? Assert (w->wing_insignia_texture == -1); // try and set the new one if( w->wing_squad_filename[0] != '\0' ) { // load duplicate because it might be the same as the player's squad, // and we don't want to overlap and breed nasty errors when we unload w->wing_insignia_texture = bm_load_duplicate(w->wing_squad_filename); // lock is as a transparent texture if(w->wing_insignia_texture != -1) { bm_lock(w->wing_insignia_texture, 16, BMP_TEX_XPARENT); bm_unlock(w->wing_insignia_texture); } } } // Goober5000 - needed by new hangar depart code // check whether this ship has a docking bay int ship_has_dock_bay(int shipnum) { Assert(shipnum >= 0 && shipnum < MAX_SHIPS); polymodel *pm; pm = model_get( Ship_info[Ships[shipnum].ship_info_index].model_num ); Assert( pm ); return ( pm->ship_bay && (pm->ship_bay->num_paths > 0) ); } // Goober5000 - needed by new hangar depart code // get first ship in ship list with docking bay int ship_get_ship_with_dock_bay(int team) { int ship_with_bay = -1; ship_obj *so; so = GET_FIRST(&Ship_obj_list); while(so != END_OF_LIST(&Ship_obj_list)) { if ( ship_has_dock_bay(Objects[so->objnum].instance) && (Ships[Objects[so->objnum].instance].team == team) ) { ship_with_bay = Objects[so->objnum].instance; // make sure not dying or departing if (Ships[ship_with_bay].flags & (SF_DYING | SF_DEPARTING)) ship_with_bay = -1; // also make sure that the bays are not all destroyed if (ship_fighterbays_all_destroyed(&Ships[ship_with_bay])) ship_with_bay = -1; if (ship_with_bay >= 0) break; } so = GET_NEXT(so); } // return whatever we got return ship_with_bay; } // Goober5000 - check if all fighterbays on a ship have been destroyed int ship_fighterbays_all_destroyed(ship *shipp) { Assert(shipp); ship_subsys *subsys; int num_fighterbay_subsystems = 0; // check all fighterbay systems subsys = GET_FIRST(&shipp->subsys_list); while(subsys != END_OF_LIST(&shipp->subsys_list)) { // look for fighterbays if (ship_subsys_is_fighterbay(subsys)) { num_fighterbay_subsystems++; // if fighterbay doesn't take damage, we're good if (!ship_subsys_takes_damage(subsys)) return 0; // if fighterbay isn't destroyed, we're good if (subsys->current_hits > 0) return 0; } // next item subsys = GET_NEXT(subsys); } // if the ship has no fighterbay subsystems at all, it must be an unusual case, // like the Faustus, so pretend it's okay... if (num_fighterbay_subsystems == 0) return 0; // if we got this far, the ship has at least one fighterbay subsystem, // and all the ones it has are destroyed return 1; } // moved here by Goober5000 int ship_subsys_is_fighterbay(ship_subsys *ss) { Assert(ss); if ( !strnicmp(NOX("fighter"), ss->system_info->name, 7) ) { return 1; } return 0; } // Goober5000 int ship_subsys_takes_damage(ship_subsys *ss) { Assert(ss); return (ss->max_hits > SUBSYS_MAX_HITS_THRESHOLD); } // Goober5000 void ship_do_submodel_rotation(ship *shipp, model_subsystem *psub, ship_subsys *pss) { Assert(shipp); Assert(psub); Assert(pss); // check if we actually can rotate if ( !(pss->flags & SSF_ROTATES) ){ return; } if (psub->flags & MSS_FLAG_TRIGGERED) { pss->trigger.process_queue(); model_anim_submodel_trigger_rotate(psub, pss ); return; } // check for rotating artillery if ( psub->flags & MSS_FLAG_ARTILLERY ) { ship_weapon *swp = &shipp->weapons; // rotate only if trigger is down if ( !(shipp->flags & SF_TRIGGER_DOWN) ) return; // check linked if ( shipp->flags & SF_PRIMARY_LINKED ) { int i, ammo_tally = 0; // calculate ammo for (i=0; inum_primary_banks; i++) ammo_tally += swp->primary_bank_ammo[i]; // do not rotate if out of ammo if (ammo_tally <= 0) return; } // check unlinked else { // do not rotate if this is not the firing bank or if we have no ammo in this bank if ((psub->weapon_rotation_pbank != swp->current_primary_bank) || (swp->primary_bank_ammo[swp->current_primary_bank] <= 0)) return; } } // if we got this far, we can rotate - so choose which method to use if (psub->flags & MSS_FLAG_STEPPED_ROTATE ) { submodel_stepped_rotate(psub, &pss->submodel_info_1); } else { submodel_rotate(psub, &pss->submodel_info_1 ); } } // Goober5000 int ship_has_energy_weapons(ship *shipp) { // (to avoid round-off errors, weapon reserve is not tested for zero) return (Ship_info[shipp->ship_info_index].max_weapon_reserve > WEAPON_RESERVE_THRESHOLD); } // Goober5000 int ship_has_engine_power(ship *shipp) { return (Ship_info[shipp->ship_info_index].max_speed > 0 ); } // Goober5000 int ship_starting_wing_lookup(char *wing_name) { for (int i = 0; i < MAX_STARTING_WINGS; i++) { if (!stricmp(Starting_wing_names[i], wing_name)) return i; } return -1; } // Goober5000 int ship_squadron_wing_lookup(char *wing_name) { // TvT uses a different set of wing names from everything else if (MULTI_TEAM) { for (int i = 0; i < MAX_TVT_WINGS; i++) { if (!stricmp(TVT_wing_names[i], wing_name)) return i; } } else { for (int i = 0; i < MAX_SQUADRON_WINGS; i++) { if (!stricmp(Squadron_wing_names[i], wing_name)) return i; } } return -1; } // Goober5000 int ship_tvt_wing_lookup(char *wing_name) { for (int i = 0; i < MAX_TVT_WINGS; i++) { if (!stricmp(TVT_wing_names[i], wing_name)) return i; } return -1; } // Goober5000 // currently only used in FRED, but probably useful elsewhere too int ship_class_compare(int ship_class_1, int ship_class_2) { // grab priorities //WMC - just use table order int priority1 = ship_class_query_general_type(ship_class_1); int priority2 = ship_class_query_general_type(ship_class_2); /* int priority1 = Ship_type_priorities[ship_class_query_general_type(ship_class_1)]; int priority2 = Ship_type_priorities[ship_class_query_general_type(ship_class_2)]; */ // standard compare if (priority1 < priority2) return -1; else if (priority1 > priority2) return 1; else return 0; } /** * Gives the index into the Damage_types[] vector of a specified damage type name * @return -1 if not found */ int damage_type_get_idx(char *name) { //This should never be bigger than INT_MAX anyway for(int i = 0; i < (int)Damage_types.size(); i++) { if(!stricmp(name, Damage_types[i].name)) return i; } return -1; } /** * Either loads a new damage type, or returns the index of one with the same name as given */ int damage_type_add(char *name) { int i = damage_type_get_idx(name); if(i != -1) return i; DamageTypeStruct dts; strncpy(dts.name, name, NAME_LENGTH-1); if(strlen(name) > NAME_LENGTH - 1) { Warning(LOCATION, "Damage type name '%s' is too long and has been truncated to '%s'", name, dts.name); } Damage_types.push_back(dts); return Damage_types.size()-1; } void ArmorDamageType::clear() { DamageTypeIndex = -1; Calculations.clear(); Arguments.clear(); } //************ // Wanderer - beam piercing type //************ flag_def_list PiercingTypes[] = { { "none", SADTF_PIERCING_NONE, 0}, { "default", SADTF_PIERCING_DEFAULT, 0}, { "retail", SADTF_PIERCING_RETAIL, 0}, }; const int Num_piercing_effect_types = sizeof(PiercingTypes)/sizeof(flag_def_list); int piercing_type_get(char *str) { int i; for(i = 0; i < Num_piercing_effect_types; i++) { if(!stricmp(PiercingTypes[i].name, str)) return PiercingTypes[i].def; } // default to retail return SADTF_PIERCING_RETAIL; } //************************************************************** //WMC - All the extra armor crap //****************************Calculation type addition //4 steps to add a new one //Armor types //STEP 1: Add a define #define AT_TYPE_ADDITIVE 0 #define AT_TYPE_MULTIPLICATIVE 1 #define AT_TYPE_EXPONENTIAL 2 #define AT_TYPE_EXPONENTIAL_BASE 3 #define AT_TYPE_CUTOFF 4 #define AT_TYPE_REVERSE_CUTOFF 5 #define AT_TYPE_INSTANT_CUTOFF 6 #define AT_TYPE_INSTANT_REVERSE_CUTOFF 7 //STEP 2: Add the name string to the array char *TypeNames[] = { "additive", "multiplicative", "exponential", "exponential base", "cutoff", "reverse cutoff", "instant cutoff", "instant reverse cutoff", }; //STEP 3: Add the default value float TypeDefaultValues[] = { 0.0f, //additive 1.0f, //multiplicatve 1.0f, //exp 1.0f, //exp base - Damage will always be one (No mathematical way to do better) 0.0f, //cutoff 0.0f, //reverse cutoff 0.0f, //instant cutoff 0.0f, //rev instant cutoff }; const int Num_armor_calculation_types = sizeof(TypeNames)/sizeof(char*); int calculation_type_get(char *str) { for(int i = 0; i < Num_armor_calculation_types; i++) { if(!stricmp(TypeNames[i], str)) return i; } return -1; } //STEP 4: Add the calculation to the switch statement. float ArmorType::GetDamage(float damage_applied, int in_damage_type_idx) { //If the weapon has no damage type, just return damage if(in_damage_type_idx < 0) return damage_applied; //Initialize vars uint i,num; ArmorDamageType *adtp = NULL; //Find the entry in the weapon that corresponds to the given weapon damage type num = DamageTypes.size(); for(i = 0; i < num; i++) { if(DamageTypes[i].DamageTypeIndex == in_damage_type_idx) { adtp = &DamageTypes[i]; break; } } //curr_arg is a pointer to the current calculation type value float *curr_arg = NULL; //Make sure that we _have_ an armor entry for this damage type if(adtp != NULL) { //How many calculations do we have to do? num = adtp->Calculations.size(); //Used for instant cutoffs, to instantly end the loop bool end_now = false; //LOOP! for(i = 0; i < num; i++) { //Set curr_arg curr_arg = &adtp->Arguments[i]; switch(adtp->Calculations[i]) { case AT_TYPE_ADDITIVE: damage_applied += *curr_arg; break; case AT_TYPE_MULTIPLICATIVE: damage_applied *= *curr_arg; break; case AT_TYPE_EXPONENTIAL: damage_applied = powf(damage_applied, *curr_arg); break; case AT_TYPE_EXPONENTIAL_BASE: damage_applied = powf(*curr_arg, damage_applied); break; case AT_TYPE_CUTOFF: if(damage_applied < *curr_arg) damage_applied = 0; break; case AT_TYPE_REVERSE_CUTOFF: if(damage_applied > *curr_arg) damage_applied = 0; break; case AT_TYPE_INSTANT_CUTOFF: if(damage_applied < *curr_arg) { damage_applied = 0; end_now = true; } break; case AT_TYPE_INSTANT_REVERSE_CUTOFF: if(damage_applied > *curr_arg) { damage_applied = 0; end_now = true; } break; } if(end_now) break; } } return damage_applied; } float ArmorType::GetShieldPiercePCT(int damage_type_idx) { if(damage_type_idx < 0) return 0.0f; //Initialize vars uint i,num; ArmorDamageType *adtp = NULL; //Find the entry in the weapon that corresponds to the given weapon damage type num = DamageTypes.size(); for(i = 0; i < num; i++) { if(DamageTypes[i].DamageTypeIndex == damage_type_idx) { adtp = &DamageTypes[i]; break; } } if(adtp != NULL){ return adtp->shieldpierce_pct; } return 0.0f; } int ArmorType::GetPiercingType(int damage_type_idx) { if(damage_type_idx < 0) return 0; //Initialize vars uint i,num; ArmorDamageType *adtp = NULL; //Find the entry in the weapon that corresponds to the given weapon damage type num = DamageTypes.size(); for(i = 0; i < num; i++) { if(DamageTypes[i].DamageTypeIndex == damage_type_idx) { adtp = &DamageTypes[i]; break; } } if(adtp != NULL){ return adtp->piercing_type; } return 0; } float ArmorType::GetPiercingLimit(int damage_type_idx) { if(damage_type_idx < 0) return 0.0f; //Initialize vars uint i,num; ArmorDamageType *adtp = NULL; //Find the entry in the weapon that corresponds to the given weapon damage type num = DamageTypes.size(); for(i = 0; i < num; i++) { if(DamageTypes[i].DamageTypeIndex == damage_type_idx) { adtp = &DamageTypes[i]; break; } } if(adtp != NULL){ return adtp->piercing_start_pct; } return 0.0f; } //***********************************Member functions ArmorType::ArmorType(char* in_name) { uint len = strlen(in_name); if(len >= NAME_LENGTH) { Warning(LOCATION, "Armor name %s is %d characters too long, and will be truncated", in_name, len - NAME_LENGTH); } strncpy(Name, in_name, NAME_LENGTH-1); } void ArmorType::ParseData() { ArmorDamageType adt; char buf[NAME_LENGTH]; float temp_float; int calc_type = -1; //Get the damage types required_string("$Damage Type:"); do { //Get damage type name stuff_string(buf, F_NAME, NAME_LENGTH); //Clear the struct and set the index adt.clear(); adt.DamageTypeIndex = damage_type_add(buf); bool no_content = true; //Get calculation and argument while (optional_string("+Calculation:")) { //+Calculation stuff_string(buf, F_NAME, NAME_LENGTH); calc_type = calculation_type_get(buf); //Make sure we have a valid calculation type if(calc_type == -1) { Warning(LOCATION, "Armor '%s': Armor calculation type '%s' is invalid, and has been skipped", Name, buf); required_string("+Value:"); stuff_float(&temp_float); } else { adt.Calculations.push_back(calc_type); //+Value required_string("+Value:"); stuff_float(&temp_float); adt.Arguments.push_back(temp_float); no_content = false; } } adt.shieldpierce_pct = 0.0f; if(optional_string("+Shield Piercing Percentage:")) { stuff_float(&temp_float); CLAMP(temp_float, 0.0f, 1.0f); adt.shieldpierce_pct = temp_float; no_content = false; } adt.piercing_start_pct = 0.1f; adt.piercing_type = -1; if(optional_string("+Weapon Piercing Effect Start Limit:")) { stuff_float(&temp_float); CLAMP(temp_float, 0.0f, 100.0f); temp_float /= 100.0f; adt.piercing_start_pct = temp_float; no_content = false; } if(optional_string("+Weapon Piercing Type:")) { stuff_string(buf, F_NAME, NAME_LENGTH); adt.piercing_type = piercing_type_get(buf); no_content = false; } //If we have calculations in this damage type, add it if(!no_content) { if(adt.Calculations.size() != adt.Arguments.size()) { Warning(LOCATION, "Armor '%s', damage type %d: Armor has a different number of calculation types than arguments (%d, %d)", Name, DamageTypes.size(), adt.Calculations.size(), adt.Arguments.size()); } DamageTypes.push_back(adt); } } while(optional_string("$Damage Type:")); } //********************************Global functions int armor_type_get_idx(char* name) { int i, num; num = Armor_types.size(); for(i = 0; i < num; i++) { if(Armor_types[i].IsName(name)) return i; } //Didn't find anything. return -1; } void parse_armor_type() { char name_buf[NAME_LENGTH]; ArmorType tat(""); required_string("$Name:"); stuff_string(name_buf, F_NAME, NAME_LENGTH); tat = ArmorType(name_buf); //now parse the actual table (damage type/armor type pairs) tat.ParseData(); //rest of the parse data if (optional_string("$Flags:")) parse_string_flag_list((int*)&tat.flags, Armor_flags, Num_armor_flags); //Add it to global armor types Armor_types.push_back(tat); } void armor_parse_table(char *filename) { int rval; // open localization lcl_ext_open(); if ((rval = setjmp(parse_abort)) != 0) { mprintf(("TABLES: Unable to parse '%s'! Error code = %i.\n", filename, rval)); lcl_ext_close(); return; } read_file_text(filename, CF_TYPE_TABLES); reset_parse(); //Enumerate through all the armor types and add them. while ( optional_string("#Armor Type") ) { while ( required_string_either("#End", "$Name:") ) { parse_armor_type(); continue; } required_string("#End"); } // add tbl/tbm to multiplayer validation list fs2netd_add_table_validation(filename); // close localization lcl_ext_close(); } void armor_init() { if (!armor_inited) { armor_parse_table("armor.tbl"); parse_modular_table(NOX("*-amr.tbm"), armor_parse_table); armor_inited = 1; } } //************************************************************** // AI targeting priority functions //************************************************************** void parse_ai_target_priorities() { int i, j, num_strings; int n_entries = Ai_tp_list.size(); SCP_vector temp_strings; bool first_time = false; int already_exists = -1; if (n_entries == 0) first_time = true; required_string("$Name:"); ai_target_priority temp_priority = init_ai_target_priorities(); ai_target_priority *temp_priority_p; temp_priority_p = &temp_priority; stuff_string(temp_priority.name, F_NAME, NAME_LENGTH); if (first_time == false) { for (i = 0; i < n_entries; i++) { if (!strnicmp(temp_priority.name, Ai_tp_list[i].name, NAME_LENGTH)) { already_exists = i; } } } if (optional_string("+Object Type:") ) { char tempname[NAME_LENGTH]; stuff_string(tempname, F_NAME, NAME_LENGTH); for (j = 0; j < num_ai_tgt_objects; j++) { if ( !stricmp(ai_tgt_objects[j].name, tempname) ) { temp_priority.obj_type = ai_tgt_objects[j].def; } } } if (optional_string("+Weapon Class:") ) { temp_strings.clear(); num_strings = stuff_string_list(temp_strings); for(i = 0; i < num_strings; i++) { for(j = 0; j < MAX_WEAPON_TYPES ; j++) { if ( !stricmp(Weapon_info[j].name, temp_strings[i].c_str()) ) { temp_priority.weapon_class.push_back(j); break; } } if (j == MAX_WEAPON_TYPES) { Warning(LOCATION, "Unidentified weapon class '%s' set for target priority group '%s'\n", temp_strings[i].c_str(), temp_priority.name); } } } if (optional_string("+Object Flags:") ) { temp_strings.clear(); num_strings = stuff_string_list(temp_strings); for (i = 0; i < num_strings; i++) { for (j = 0; j < num_ai_tgt_obj_flags; j++) { if ( !stricmp(ai_tgt_obj_flags[j].name, temp_strings[i].c_str()) ) { temp_priority.obj_flags |= ai_tgt_obj_flags[j].def; break; } } if (j == num_ai_tgt_obj_flags) { Warning(LOCATION, "Unidentified object flag '%s' set for target priority group '%s'\n", temp_strings[i].c_str(), temp_priority.name); } } } if (optional_string("+Ship Class Flags:") ) { temp_strings.clear(); num_strings = stuff_string_list(temp_strings); for (i = 0; i < num_strings; i++) { for (j = 0; j < num_ai_tgt_ship_flags; j++) { if ( !stricmp(ai_tgt_ship_flags[j].name, temp_strings[i].c_str()) ) { if (ai_tgt_ship_flags[j].var == 0) { temp_priority.sif_flags |= ai_tgt_ship_flags[j].def; } else { temp_priority.sif2_flags |= ai_tgt_ship_flags[j].def; } break; } } if (j == num_ai_tgt_ship_flags) { Warning(LOCATION, "Unidentified ship class flag '%s' set for target priority group '%s'\n", temp_strings[i].c_str(), temp_priority.name); } } } if (optional_string("+Weapon Class Flags:") ) { temp_strings.clear(); num_strings = stuff_string_list(temp_strings); for (i = 0; i < num_strings; i++) { for (j = 0; j < num_ai_tgt_weapon_flags; j++) { if ( !stricmp(ai_tgt_weapon_flags[j].name, temp_strings[i].c_str()) ) { if (ai_tgt_weapon_flags[j].var == 0) { temp_priority.wif_flags |= ai_tgt_weapon_flags[j].def; } else { temp_priority.wif2_flags |= ai_tgt_weapon_flags[j].def; } break; } } if (j == num_ai_tgt_weapon_flags) { Warning(LOCATION, "Unidentified weapon class flag '%s' set for target priority group '%s'\n", temp_strings[i].c_str(), temp_priority.name); } } } temp_strings.clear(); if (already_exists == -1) { Ai_tp_list.push_back(temp_priority); } else { Ai_tp_list[already_exists] = temp_priority; } } ai_target_priority init_ai_target_priorities() { ai_target_priority temp_priority; //initialize the entries temp_priority.obj_flags = 0; temp_priority.obj_type = -1; temp_priority.ship_class.clear(); temp_priority.ship_type.clear(); temp_priority.sif_flags = 0; temp_priority.sif2_flags = 0; temp_priority.weapon_class.clear(); temp_priority.wif2_flags = 0; temp_priority.wif_flags = 0; //return the initialized return temp_priority; } void parse_weapon_targeting_priorities() { char tempname[NAME_LENGTH]; int i = 0; int j = 0; int k = 0; if (optional_string("$Name:")) { stuff_string(tempname, F_NAME, NAME_LENGTH); for(k = 0; k < MAX_WEAPON_TYPES ; k++) { if ( !stricmp(Weapon_info[k].name, tempname) ) { // found weapon, yay! // reset the list weapon_info *wip = &Weapon_info[k]; wip->num_targeting_priorities = 0; if (optional_string("+Target Priority:")) { SCP_vector tgt_priorities; int num_strings = stuff_string_list(tgt_priorities); if (num_strings > 32) num_strings = 32; int num_groups = Ai_tp_list.size(); for(i = 0; i < num_strings; i++) { for(j = 0; j < num_groups; j++) { if ( !stricmp(Ai_tp_list[j].name, tgt_priorities[i].c_str())) { wip->targeting_priorities[i] = j; wip->num_targeting_priorities++; break; } } if(j == num_groups) Warning(LOCATION, "Unrecognized string '%s' found when setting weapon targeting priorities.\n", tgt_priorities[i].c_str()); } } // no need to keep searching for more break; } } if(k == MAX_WEAPON_TYPES) Warning(LOCATION, "Unrecognized weapon '%s' found when setting weapon targeting priorities.\n", tempname); } } int ship_get_subobj_model_num(ship_info* sip, char* subobj_name) { for (int i = 0; i < sip->n_subsystems; i++) { if (!subsystem_stricmp(sip->subsystems[i].subobj_name, subobj_name)) return sip->subsystems[i].subobj_num; } return -1; } void init_path_metadata(path_metadata& metadata) { vm_vec_zero(&metadata.departure_rvec); } int ship_get_sound(object *objp, int id) { Assert( objp != NULL ); Assert( id >= 0 && id < (int) Snds.size() ); Assert( objp->type == OBJ_SHIP ); ship *shipp = &Ships[objp->instance]; ship_info *sip = &Ship_info[shipp->ship_info_index]; SCP_map::iterator element = sip->ship_sounds.find(id); if (element == sip->ship_sounds.end()) return id; else return (*element).second; }