Files
fs2open.github.com/code/ship/ship.cpp
T
Fabian Woltermann 770fce8de5 Bitset flags -- take 2 (#775)
This introduces a new mechanism for handling bit flags. Instead of using an int (or two, or three) to write bits into, this uses the std::bitset in a wrapper class that accepts an enum class as input. This means that certain classes of errors we've had a few of in the engine, where a coder used the wrong set of flags or checked them against the wrong variable (SF_STEALTH vs SIF_STEALTH, for example) can now be detected at a compiler level rather than not at all.
2016-08-12 16:13:50 -07:00

18817 lines
580 KiB
C++
Executable File

/*
* 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 <setjmp.h>
#include "ai/aigoals.h"
#include "asteroid/asteroid.h"
#include "autopilot/autopilot.h"
#include "cmdline/cmdline.h"
#include "cmeasure/cmeasure.h"
#include "debugconsole/console.h"
#include "fireball/fireballs.h"
#include "freespace.h"
#include "gamesequence/gamesequence.h"
#include "gamesnd/eventmusic.h"
#include "gamesnd/gamesnd.h"
#include "globalincs/alphacolors.h"
#include "def_files/def_files.h"
#include "globalincs/linklist.h"
#include "graphics/gropenglshader.h"
#include "hud/hud.h"
#include "hud/hudartillery.h"
#include "hud/hudets.h"
#include "hud/hudmessage.h"
#include "hud/hudshield.h"
#include "hud/hudsquadmsg.h"
#include "hud/hudtargetbox.h"
#include "hud/hudwingmanstatus.h"
#include "iff_defs/iff_defs.h"
#include "io/joy_ff.h"
#include "io/timer.h"
#include "jumpnode/jumpnode.h"
#include "lighting/lighting.h"
#include "localization/localize.h"
#include "math/fvi.h"
#include "math/staticrand.h"
#include "math/vecmat.h"
#include "mission/missioncampaign.h"
#include "mission/missionlog.h"
#include "mission/missionmessage.h"
#include "missionui/missionshipchoice.h"
#include "missionui/redalert.h"
#include "mod_table/mod_table.h"
#include "model/model.h"
#include "model/modelrender.h"
#include "nebula/neb.h"
#include "network/multimsgs.h"
#include "network/multiutil.h"
#include "object/deadobjectdock.h"
#include "object/objcollide.h"
#include "object/object.h"
#include "object/objectdock.h"
#include "object/objectshield.h"
#include "object/objectsnd.h"
#include "object/waypoint.h"
#include "parse/parselo.h"
#include "parse/scripting.h"
#include "particle/particle.h"
#include "playerman/player.h"
#include "radar/radar.h"
#include "radar/radarsetup.h"
#include "render/3d.h"
#include "ship/afterburner.h"
#include "ship/ship.h"
#include "ship/shipcontrails.h"
#include "ship/shipfx.h"
#include "ship/shiphit.h"
#include "ship/subsysdamage.h"
#include "species_defs/species_defs.h"
#include "weapon/beam.h"
#include "weapon/corkscrew.h"
#include "weapon/emp.h"
#include "weapon/flak.h" //phreak addded 11/05/02 for flak primaries
#include "weapon/shockwave.h"
#include "weapon/swarm.h"
#include "weapon/weapon.h"
using namespace Ship;
#ifdef MessageBox
#undef MessageBox
#endif
#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 SCP_vector<ship_subsys*> Ship_subsystems;
ship_subsys ship_subsys_free_list;
extern bool splodeing;
extern float splode_level;
extern int splodeingtexture;
extern void fs2netd_add_table_validation(const 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<cockpit_display> 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;
engine_wash_info *get_engine_wash_pointer(char* engine_wash_name);
void ship_reset_disabled_physics(object *objp, int ship_class);
// forward declaring for parse_ship()
int ship_info_lookup_sub(const char *token);
// information for ships which have exited the game
SCP_vector<exited_ship> Ships_exited;
int Num_engine_wash_types;
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
SCP_vector<ship_info> Ship_info;
reinforcements Reinforcements[MAX_REINFORCEMENTS];
SCP_vector<ship_info> Ship_templates;
SCP_vector<ship_type_info> Ship_types;
SCP_vector<ArmorType> Armor_types;
SCP_vector<DamageTypeStruct> 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},
{ "no disappear", MSS_FLAG2_NO_DISAPPEAR, 1},
{ "collide submodel", MSS_FLAG2_COLLIDE_SUBMODEL, 1},
{ "allow destroyed rotation", MSS_FLAG2_DESTROYED_ROTATION, 1},
{ "turret use ammo", MSS_FLAG2_TURRET_USE_AMMO, 1},
{ "autorepair if disabled", MSS_FLAG2_AUTOREPAIR_IF_DISABLED, 1},
{ "don't autorepair if disabled", MSS_FLAG2_NO_AUTOREPAIR_IF_DISABLED, 1},
{ "share fire direction", MSS_FLAG2_SHARE_FIRE_DIRECTION, 1 }
};
const int Num_subsystem_flags = sizeof(Subsystem_flags)/sizeof(flag_def_list);
flag_def_list_new<Info_Flags> Ship_flags[] = {
{ "no_collide", Info_Flags::No_collide, true, false },
{ "player_ship", Info_Flags::Player_ship, true, false },
{ "default_player_ship", Info_Flags::Default_player_ship, true, false },
{ "repair_rearm", Info_Flags::Support, true, false },
{ "cargo", Info_Flags::Cargo, true, false },
{ "fighter", Info_Flags::Fighter, true, false },
{ "bomber", Info_Flags::Bomber, true, false },
{ "transport", Info_Flags::Transport, true, false },
{ "freighter", Info_Flags::Freighter, true, false },
{ "capital", Info_Flags::Capital, true, false },
{ "supercap", Info_Flags::Supercap, true, false },
{ "drydock", Info_Flags::Drydock, true, false },
{ "cruiser", Info_Flags::Cruiser, true, false },
{ "navbuoy", Info_Flags::Navbuoy, true, false },
{ "sentrygun", Info_Flags::Sentrygun, true, false },
{ "escapepod", Info_Flags::Escapepod, true, false },
{ "stealth", Info_Flags::Stealth, true, false },
{ "no type", Info_Flags::No_ship_type, true, false },
{ "ship copy", Info_Flags::Ship_copy, true, false },
{ "in tech database", Info_Flags::In_tech_database, true, false },
{ "in tech database multi", Info_Flags::In_tech_database_m, true, false },
{ "dont collide invisible", Info_Flags::Ship_class_dont_collide_invis, true, false },
{ "big damage", Info_Flags::Big_damage, true, false },
{ "corvette", Info_Flags::Corvette, true, false },
{ "gas miner", Info_Flags::Gas_miner, true, false },
{ "awacs", Info_Flags::Awacs, true, false },
{ "knossos", Info_Flags::Knossos_device, true, false },
{ "no_fred", Info_Flags::No_fred, true, false },
{ "flash", Info_Flags::Flash, true, false },
{ "surface shields", Info_Flags::Surface_shields, true, false },
{ "show ship", Info_Flags::Show_ship_model, true, false },
{ "generate icon", Info_Flags::Generate_hud_icon, true, false },
{ "no weapon damage scaling", Info_Flags::Disable_weapon_damage_scaling, true, false },
{ "gun convergence", Info_Flags::Gun_convergence, true, false },
{ "no thruster geometry noise", Info_Flags::No_thruster_geo_noise, true, false },
{ "intrinsic no shields", Info_Flags::Intrinsic_no_shields, true, false },
{ "dynamic primary linking", Info_Flags::Dyn_primary_linking, true, false },
{ "no primary linking", Info_Flags::No_primary_linking, true, false },
{ "no pain flash", Info_Flags::No_pain_flash, true, false },
{ "no ets", Info_Flags::No_ets, true, false },
{ "no lighting", Info_Flags::No_lighting, true, false },
{ "auto spread shields", Info_Flags::Auto_spread_shields, true, false },
{ "model point shields", Info_Flags::Model_point_shields, true, false },
{ "repair disabled subsystems", Info_Flags::Subsys_repair_when_disabled, true, false},
// to keep things clean, obsolete options go last
{ "ballistic primaries", Info_Flags::Ballistic_primaries, false, false }
};
const size_t Num_ship_flags = sizeof(Ship_flags) / sizeof(flag_def_list_new<Info_Flags>);
/*
++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_new<Object::Object_Flags> ai_tgt_obj_flags[] = {
{ "no shields", Object::Object_Flags::No_shields, true, false },
{ "targetable as bomb", Object::Object_Flags::Targetable_as_bomb, true, false }
};
const int num_ai_tgt_obj_flags = sizeof(ai_tgt_obj_flags) / sizeof(flag_def_list_new<Object::Object_Flags>);
flag_def_list_new<Ship::Info_Flags> ai_tgt_ship_flags[] = {
{ "afterburners", Ship::Info_Flags::Afterburner, true, false },
{ "big damage", Ship::Info_Flags::Big_damage, true, false },
{ "has awacs", Ship::Info_Flags::Has_awacs, true, false }
};
const int num_ai_tgt_ship_flags = sizeof(ai_tgt_ship_flags) / sizeof(flag_def_list_new<Ship::Info_Flags>);
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 }
};
// Constant for flag, Name of flag, In flags or flags2
// When adding new flags remember to bump MAX_SHIP_FLAG_NAMES in ship.h
ship_flag_name Ship_flag_names[] = {
{ Ship_Flags::Vaporize, "vaporize" },
{ Ship_Flags::Warp_broken, "break-warp" },
{ Ship_Flags::Warp_never, "never-warp" },
{ Ship_Flags::Scannable, "scannable" },
{ Ship_Flags::Cargo_revealed, "cargo-known" },
{ Ship_Flags::Hidden_from_sensors, "hidden-from-sensors" },
{ Ship_Flags::Stealth, "stealth" },
{ Ship_Flags::Friendly_stealth_invis, "friendly-stealth-invisible" },
{ Ship_Flags::Hide_ship_name, "hide-ship-name" },
{ Ship_Flags::Afterburner_locked, "afterburners-locked" },
{ Ship_Flags::Primaries_locked, "primaries-locked" },
{ Ship_Flags::Secondaries_locked, "secondaries-locked" },
{ Ship_Flags::No_subspace_drive, "no-subspace-drive" },
{ Ship_Flags::Dont_collide_invis, "don't-collide-invisible" },
{ Ship_Flags::No_ets, "no-ets" },
{ Ship_Flags::Toggle_subsystem_scanning, "toggle-subsystem-scanning" },
{ Ship_Flags::No_secondary_lockon, "no-secondary-lock-on"},
{ Ship_Flags::No_disabled_self_destruct, "no-disabled-self-destruct"},
};
const int num_ai_tgt_weapon_flags = sizeof(ai_tgt_weapon_flags) / sizeof(flag_def_list);
SCP_vector <ai_target_priority> 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_counts> 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;
int ship_get_subobj_model_num(ship_info* sip, char* subobj_name);
SCP_vector<ship_effect> Ship_effects;
int ship_render_mode = MODEL_RENDER_ALL;
/**
* 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; i<MAX_STARTING_WINGS; i++)
{
if (shipp->wingnum == Starting_wings[i])
return 1;
}
for (i=0; i<MAX_TVT_WINGS; i++)
{
if (shipp->wingnum == 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;
}
void engine_wash_info_init(engine_wash_info *ewi)
{
ewi->name[0] = '\0';
ewi->angle = PI / 10.0f;
ewi->radius_mult = 1.0f;
ewi->length = 500.0f;
ewi->intensity = 1.0f;
}
/**
* Parse an engine wash info record
*/
void parse_engine_wash(bool replace)
{
engine_wash_info ewt;
engine_wash_info_init(&ewt);
engine_wash_info *ewp;
bool create_if_not_found = true;
// name of engine wash info
required_string("$Name:");
stuff_string(ewt.name, F_NAME, NAME_LENGTH);
if(optional_string("+nocreate")) {
if(!replace) {
Warning(LOCATION, "+nocreate flag used for engine wash in non-modular table");
}
create_if_not_found = false;
}
//Does this engine wash exist already?
//If so, load this new info into it
//Otherwise, increment Num_engine_wash_types
ewp = get_engine_wash_pointer(ewt.name);
if(ewp != NULL)
{
if(replace)
{
nprintf(("Warning", "More than one version of engine wash %s exists; using newer version.", ewt.name));
}
else
{
Error(LOCATION, "Error: Engine wash %s already exists. All engine wash names must be unique.", ewt.name);
}
}
else
{
//Don't create engine wash if it has +nocreate and is in a modular table.
if(!create_if_not_found && replace)
{
if ( !skip_to_start_of_string_either("$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
#define CHECK_THEN_COPY(attribute) \
do {\
if (other.attribute != NULL)\
attribute = vm_strdup( other.attribute );\
} while(false)
void ship_info::clone(const ship_info& other)
{
strcpy_s(name, other.name);
strcpy_s(alt_name, other.alt_name);
strcpy_s(short_name, other.short_name);
species = other.species;
class_type = other.class_type;
CHECK_THEN_COPY(type_str);
CHECK_THEN_COPY(maneuverability_str);
CHECK_THEN_COPY(armor_str);
CHECK_THEN_COPY(manufacturer_str);
CHECK_THEN_COPY(desc);
CHECK_THEN_COPY(tech_desc);
strcpy_s(tech_title, other.tech_title);
CHECK_THEN_COPY(ship_length);
CHECK_THEN_COPY(gun_mounts);
CHECK_THEN_COPY(missile_banks);
strcpy_s(cockpit_pof_file, other.cockpit_pof_file);
cockpit_offset = other.cockpit_offset;
strcpy_s(pof_file, other.pof_file);
strcpy_s(pof_file_hud, other.pof_file_hud);
num_detail_levels = other.num_detail_levels;
memcpy(detail_distance, other.detail_distance, sizeof(int) * MAX_SHIP_DETAIL_LEVELS);
collision_lod = other.collision_lod;
// I'm not sure if these three are A) a good idea or B) relevant at all. -MageKing17
cockpit_model_num = other.cockpit_model_num;
model_num = other.model_num;
model_num_hud = other.model_num_hud;
hud_target_lod = other.hud_target_lod;
density = other.density;
damp = other.damp;
rotdamp = other.rotdamp;
delta_bank_const = other.delta_bank_const;
max_vel = other.max_vel;
min_vel = other.min_vel;
max_rotvel = other.max_rotvel;
rotation_time = other.rotation_time;
srotation_time = other.srotation_time;
max_rear_vel = other.max_rear_vel;
forward_accel = other.forward_accel;
forward_decel = other.forward_decel;
slide_accel = other.slide_accel;
slide_decel = other.slide_decel;
strcpy_s(warpin_anim, other.warpin_anim);
warpin_radius = other.warpin_radius;
warpin_snd_start = other.warpin_snd_start;
warpin_snd_end = other.warpin_snd_end;
warpin_speed = other.warpin_speed;
warpin_time = other.warpin_time;
warpin_decel_exp = other.warpin_decel_exp;
warpin_type = other.warpin_type;
strcpy_s(warpout_anim, other.warpout_anim);
warpout_radius = other.warpout_radius;
warpout_snd_start = other.warpout_snd_start;
warpout_snd_end = other.warpout_snd_end;
warpout_engage_time = other.warpout_engage_time;
warpout_speed = other.warpout_speed;
warpout_time = other.warpout_time;
warpout_accel_exp = other.warpout_accel_exp;
warpout_type = other.warpout_type;
warpout_player_speed = other.warpout_player_speed;
flags = other.flags;
ai_class = other.ai_class;
max_speed = other.max_speed;
min_speed = other.min_speed;
max_accel = other.max_accel;
collision_damage_type_idx = other.collision_damage_type_idx;
collision_physics = other.collision_physics;
memcpy(&shockwave, &other.shockwave, sizeof(shockwave_create_info));
explosion_propagates = other.explosion_propagates;
big_exp_visual_rad = other.big_exp_visual_rad;
prop_exp_rad_mult = other.prop_exp_rad_mult;
death_roll_r_mult = other.death_roll_r_mult;
death_fx_r_mult = other.death_fx_r_mult;
death_roll_time_mult = other.death_roll_time_mult;
death_roll_base_time = other.death_roll_base_time;
death_fx_count = other.death_fx_count;
shockwave_count = other.shockwave_count;
explosion_bitmap_anims = other.explosion_bitmap_anims;
vaporize_chance = other.vaporize_chance;
impact_spew = other.impact_spew;
damage_spew = other.damage_spew;
split_particles = other.split_particles;
knossos_end_particles = other.knossos_end_particles;
regular_end_particles = other.regular_end_particles;
debris_min_lifetime = other.debris_min_lifetime;
debris_max_lifetime = other.debris_max_lifetime;
debris_min_speed = other.debris_min_speed;
debris_max_speed = other.debris_max_speed;
debris_min_rotspeed = other.debris_min_rotspeed;
debris_max_rotspeed = other.debris_max_rotspeed;
debris_damage_type_idx = other.debris_damage_type_idx;
debris_min_hitpoints = other.debris_min_hitpoints;
debris_max_hitpoints = other.debris_max_hitpoints;
debris_damage_mult = other.debris_damage_mult;
debris_arc_percent = other.debris_arc_percent;
if ( other.n_subsystems > 0 ) {
if( n_subsystems < 1 ) {
subsystems = (model_subsystem *)vm_malloc(sizeof(model_subsystem) * other.n_subsystems );
} else {
for ( int i = 0; i < n_subsystems; i++ ) {
for ( int j = 0; j < subsystems[i].n_triggers; j++ ) {
if ( i < other.n_subsystems ) {
subsystems[i].triggers = (queued_animation*)vm_realloc(subsystems[i].triggers, sizeof(queued_animation) * (other.subsystems[i].n_triggers));
} else {
vm_free(subsystems[i].triggers);
}
}
}
subsystems = (model_subsystem *)vm_realloc(subsystems, sizeof(model_subsystem) * other.n_subsystems);
}
Assert( subsystems != NULL );
for ( int i = n_subsystems; i < other.n_subsystems; i++ ) {
subsystems[i].triggers = (queued_animation*) vm_malloc(sizeof(queued_animation) * (other.subsystems[i].n_triggers));
}
for ( int i = 0; i < other.n_subsystems; i++ ) {
queued_animation* triggers = subsystems[i].triggers;
subsystems[i] = other.subsystems[i];
subsystems[i].triggers = triggers;
memcpy(subsystems[i].triggers, other.subsystems[i].triggers, sizeof(queued_animation) * (subsystems[i].n_triggers));
}
}
n_subsystems = other.n_subsystems;
power_output = other.power_output;
max_overclocked_speed = other.max_overclocked_speed;
max_weapon_reserve = other.max_weapon_reserve;
max_shield_regen_per_second = other.max_shield_regen_per_second;
max_weapon_regen_per_second = other.max_weapon_regen_per_second;
afterburner_max_vel = other.afterburner_max_vel;
afterburner_forward_accel = other.afterburner_forward_accel;
afterburner_fuel_capacity = other.afterburner_fuel_capacity;
afterburner_burn_rate = other.afterburner_burn_rate;
afterburner_recover_rate = other.afterburner_recover_rate;
afterburner_max_reverse_vel = other.afterburner_max_reverse_vel;
afterburner_reverse_accel = other.afterburner_reverse_accel;
cmeasure_type = other.cmeasure_type;
cmeasure_max = other.cmeasure_max;
num_primary_banks = other.num_primary_banks;
memcpy(primary_bank_weapons, other.primary_bank_weapons, sizeof(int) * MAX_SHIP_PRIMARY_BANKS);
memcpy(primary_bank_ammo_capacity, other.primary_bank_ammo_capacity, sizeof(int) * MAX_SHIP_PRIMARY_BANKS);
num_secondary_banks = other.num_secondary_banks;
memcpy(secondary_bank_weapons, other.secondary_bank_weapons, sizeof(int) * MAX_SHIP_SECONDARY_BANKS);
memcpy(secondary_bank_ammo_capacity, other.secondary_bank_ammo_capacity, sizeof(int) * MAX_SHIP_SECONDARY_BANKS);
memcpy(draw_primary_models, other.draw_primary_models, sizeof(bool) * MAX_SHIP_PRIMARY_BANKS);
memcpy(draw_secondary_models, other.draw_secondary_models, sizeof(bool) * MAX_SHIP_SECONDARY_BANKS);
weapon_model_draw_distance = other.weapon_model_draw_distance;
max_hull_strength = other.max_hull_strength;
max_shield_strength = other.max_shield_strength;
max_shield_recharge = other.max_shield_recharge;
auto_shield_spread = other.auto_shield_spread;
auto_shield_spread_bypass = other.auto_shield_spread_bypass;
auto_shield_spread_from_lod = other.auto_shield_spread_from_lod;
auto_shield_spread_min_span = other.auto_shield_spread_min_span;
// ...Hmm. A memcpy() seems slightly overkill here, but I've settled into the pattern of "array gets memcpy'd", so... -MageKing17
memcpy(shield_point_augment_ctrls, other.shield_point_augment_ctrls, sizeof(int) * 4);
hull_repair_rate = other.hull_repair_rate;
subsys_repair_rate = other.subsys_repair_rate;
sup_hull_repair_rate = other.sup_hull_repair_rate;
sup_shield_repair_rate = other.sup_shield_repair_rate;
sup_subsys_repair_rate = other.sup_subsys_repair_rate;
closeup_pos = other.closeup_pos;
closeup_zoom = other.closeup_zoom;
memcpy(allowed_weapons, other.allowed_weapons, sizeof(int) * MAX_WEAPON_TYPES);
memcpy(restricted_loadout_flag, other.restricted_loadout_flag, sizeof(int) * MAX_SHIP_WEAPONS);
memcpy(allowed_bank_restricted_weapons, other.allowed_bank_restricted_weapons, sizeof(int) * MAX_SHIP_WEAPONS * MAX_WEAPON_TYPES);
shield_icon_index = other.shield_icon_index;
strcpy_s(icon_filename, other.icon_filename);
model_icon_angles = other.model_icon_angles;
strcpy_s(anim_filename, other.anim_filename);
strcpy_s(overhead_filename, other.overhead_filename);
selection_effect = other.selection_effect;
bii_index_ship = other.bii_index_ship;
bii_index_ship_with_cargo = other.bii_index_ship_with_cargo;
bii_index_wing = other.bii_index_wing;
bii_index_wing_with_cargo = other.bii_index_wing_with_cargo;
score = other.score;
scan_time = other.scan_time;
memcpy(ct_info, other.ct_info, sizeof(trail_info) * MAX_SHIP_CONTRAILS);
ct_count = other.ct_count;
num_nondark_colors = other.num_nondark_colors;
memcpy(nondark_colors, other.nondark_colors, sizeof(ubyte) * MAX_NONDARK_COLORS * 3);
memcpy(shield_color, other.shield_color, sizeof(ubyte) * 3);
uses_team_colors = other.uses_team_colors;
default_team_name = other.default_team_name;
afterburner_trail = other.afterburner_trail;
afterburner_trail_width_factor = other.afterburner_trail_width_factor;
afterburner_trail_alpha_factor = other.afterburner_trail_alpha_factor;
afterburner_trail_life = other.afterburner_trail_life;
afterburner_trail_faded_out_sections = other.afterburner_trail_faded_out_sections;
normal_thruster_particles = other.normal_thruster_particles;
afterburner_thruster_particles = other.afterburner_thruster_particles;
memcpy(&thruster_flame_info, &other.thruster_flame_info, sizeof(thrust_pair));
memcpy(&thruster_glow_info, &other.thruster_glow_info, sizeof(thrust_pair));
memcpy(&thruster_secondary_glow_info, &other.thruster_secondary_glow_info, sizeof(thrust_pair_bitmap));
memcpy(&thruster_tertiary_glow_info, &other.thruster_tertiary_glow_info, sizeof(thrust_pair_bitmap));
memcpy(&thruster_distortion_info, &other.thruster_distortion_info, sizeof(thrust_pair_bitmap));
thruster01_glow_rad_factor = other.thruster01_glow_rad_factor;
thruster02_glow_rad_factor = other.thruster02_glow_rad_factor;
thruster03_glow_rad_factor = other.thruster03_glow_rad_factor;
thruster02_glow_len_factor = other.thruster02_glow_len_factor;
thruster_dist_rad_factor = other.thruster_dist_rad_factor;
thruster_dist_len_factor = other.thruster_dist_len_factor;
thruster_glow_noise_mult = other.thruster_glow_noise_mult;
draw_distortion = other.draw_distortion;
splodeing_texture = other.splodeing_texture;
strcpy_s(splodeing_texture_name, other.splodeing_texture_name);
replacement_textures = other.replacement_textures;
armor_type_idx = other.armor_type_idx;
shield_armor_type_idx = other.shield_armor_type_idx;
can_glide = other.can_glide;
glide_cap = other.glide_cap;
glide_dynamic_cap = other.glide_dynamic_cap;
glide_accel_mult = other.glide_accel_mult;
use_newtonian_damp = other.use_newtonian_damp;
newtonian_damp_override = other.newtonian_damp_override;
autoaim_fov = other.autoaim_fov;
topdown_offset_def = other.topdown_offset_def;
topdown_offset = other.topdown_offset;
engine_snd = other.engine_snd;
min_engine_vol = other.min_engine_vol;
glide_start_snd = other.glide_start_snd;
glide_end_snd = other.glide_end_snd;
ship_sounds = other.ship_sounds;
num_maneuvering = other.num_maneuvering;
memcpy(maneuvering, other.maneuvering, sizeof(man_thruster) * MAX_MAN_THRUSTERS);
radar_image_2d_idx = other.radar_image_2d_idx;
radar_color_image_2d_idx = other.radar_color_image_2d_idx;
radar_image_size = other.radar_image_size;
radar_projection_size_mult = other.radar_projection_size_mult;
memcpy(ship_iff_info, other.ship_iff_info, sizeof(int) * MAX_IFFS * MAX_IFFS);
aiming_flags = other.aiming_flags;
minimum_convergence_distance = other.minimum_convergence_distance;
convergence_distance = other.convergence_distance;
convergence_offset = other.convergence_offset;
emp_resistance_mod = other.emp_resistance_mod;
piercing_damage_draw_limit = other.piercing_damage_draw_limit;
damage_lightning_type = other.damage_lightning_type;
shield_impact_explosion_anim = other.shield_impact_explosion_anim;
hud_gauges = other.hud_gauges;
hud_enabled = other.hud_enabled;
hud_retail = other.hud_retail;
displays = other.displays;
pathMetadata = other.pathMetadata;
glowpoint_bank_override_map = other.glowpoint_bank_override_map;
}
void ship_info::move(ship_info&& other)
{
std::swap(name, other.name);
std::swap(alt_name, other.alt_name);
std::swap(short_name, other.short_name);
species = other.species;
class_type = other.class_type;
std::swap(type_str, other.type_str);
std::swap(maneuverability_str, other.maneuverability_str);
std::swap(armor_str, other.armor_str);
std::swap(manufacturer_str, other.manufacturer_str);
std::swap(desc, other.desc);
std::swap(tech_desc, other.tech_desc);
std::swap(tech_title, other.tech_title);
std::swap(ship_length, other.ship_length);
std::swap(gun_mounts, other.gun_mounts);
std::swap(missile_banks, other.missile_banks);
std::swap(cockpit_pof_file, other.cockpit_pof_file);
std::swap(cockpit_offset, other.cockpit_offset);
std::swap(pof_file, other.pof_file);
std::swap(pof_file_hud, other.pof_file_hud);
num_detail_levels = other.num_detail_levels;
std::swap(detail_distance, other.detail_distance);
collision_lod = other.collision_lod;
cockpit_model_num = other.cockpit_model_num;
model_num = other.model_num;
model_num_hud = other.model_num_hud;
hud_target_lod = other.hud_target_lod;
density = other.density;
damp = other.damp;
rotdamp = other.rotdamp;
delta_bank_const = other.delta_bank_const;
std::swap(max_vel, other.max_vel);
std::swap(min_vel, other.min_vel);
std::swap(max_rotvel, other.max_rotvel);
std::swap(rotation_time, other.rotation_time);
srotation_time = other.srotation_time;
max_rear_vel = other.max_rear_vel;
forward_accel = other.forward_accel;
forward_decel = other.forward_decel;
slide_accel = other.slide_accel;
slide_decel = other.slide_decel;
std::swap(warpin_anim, other.warpin_anim);
warpin_radius = other.warpin_radius;
warpin_snd_start = other.warpin_snd_start;
warpin_snd_end = other.warpin_snd_end;
warpin_speed = other.warpin_speed;
warpin_time = other.warpin_time;
warpin_decel_exp = other.warpin_decel_exp;
warpin_type = other.warpin_type;
std::swap(warpout_anim, other.warpout_anim);
warpout_radius = other.warpout_radius;
warpout_snd_start = other.warpout_snd_start;
warpout_snd_end = other.warpout_snd_end;
warpout_engage_time = other.warpout_engage_time;
warpout_speed = other.warpout_speed;
warpout_time = other.warpout_time;
warpout_accel_exp = other.warpout_accel_exp;
warpout_type = other.warpout_type;
warpout_player_speed = other.warpout_player_speed;
flags = other.flags;
ai_class = other.ai_class;
max_speed = other.max_speed;
min_speed = other.min_speed;
max_accel = other.max_accel;
collision_damage_type_idx = other.collision_damage_type_idx;
std::swap(collision_physics, other.collision_physics);
std::swap(shockwave, other.shockwave);
explosion_propagates = other.explosion_propagates;
big_exp_visual_rad = other.big_exp_visual_rad;
prop_exp_rad_mult = other.prop_exp_rad_mult;
death_roll_r_mult = other.death_roll_r_mult;
death_fx_r_mult = other.death_fx_r_mult;
death_roll_time_mult = other.death_roll_time_mult;
death_roll_base_time = other.death_roll_base_time;
death_fx_count = other.death_fx_count;
shockwave_count = other.shockwave_count;
std::swap(explosion_bitmap_anims, other.explosion_bitmap_anims);
vaporize_chance = other.vaporize_chance;
std::swap(impact_spew, other.impact_spew);
std::swap(damage_spew, other.damage_spew);
std::swap(split_particles, other.split_particles);
std::swap(knossos_end_particles, other.knossos_end_particles);
std::swap(regular_end_particles, other.regular_end_particles);
debris_min_lifetime = other.debris_min_lifetime;
debris_max_lifetime = other.debris_max_lifetime;
debris_min_speed = other.debris_min_speed;
debris_max_speed = other.debris_max_speed;
debris_min_rotspeed = other.debris_min_rotspeed;
debris_max_rotspeed = other.debris_max_rotspeed;
debris_damage_type_idx = other.debris_damage_type_idx;
debris_min_hitpoints = other.debris_min_hitpoints;
debris_max_hitpoints = other.debris_max_hitpoints;
debris_damage_mult = other.debris_damage_mult;
debris_arc_percent = other.debris_arc_percent;
std::swap(subsystems, other.subsystems);
std::swap(n_subsystems, other.n_subsystems);
power_output = other.power_output;
max_overclocked_speed = other.max_overclocked_speed;
max_weapon_reserve = other.max_weapon_reserve;
max_shield_regen_per_second = other.max_shield_regen_per_second;
max_weapon_regen_per_second = other.max_weapon_regen_per_second;
std::swap(afterburner_max_vel, other.afterburner_max_vel);
afterburner_forward_accel = other.afterburner_forward_accel;
afterburner_fuel_capacity = other.afterburner_fuel_capacity;
afterburner_burn_rate = other.afterburner_burn_rate;
afterburner_recover_rate = other.afterburner_recover_rate;
afterburner_max_reverse_vel = other.afterburner_max_reverse_vel;
afterburner_reverse_accel = other.afterburner_reverse_accel;
cmeasure_type = other.cmeasure_type;
cmeasure_max = other.cmeasure_max;
num_primary_banks = other.num_primary_banks;
std::swap(primary_bank_weapons, other.primary_bank_weapons);
std::swap(primary_bank_ammo_capacity, other.primary_bank_ammo_capacity);
num_secondary_banks = other.num_secondary_banks;
std::swap(secondary_bank_weapons, other.secondary_bank_weapons);
std::swap(secondary_bank_ammo_capacity, other.secondary_bank_ammo_capacity);
std::swap(draw_primary_models, other.draw_primary_models);
std::swap(draw_secondary_models, other.draw_secondary_models);
weapon_model_draw_distance = other.weapon_model_draw_distance;
max_hull_strength = other.max_hull_strength;
max_shield_strength = other.max_shield_strength;
max_shield_recharge = other.max_shield_recharge;
auto_shield_spread = other.auto_shield_spread;
auto_shield_spread_bypass = other.auto_shield_spread_bypass;
auto_shield_spread_from_lod = other.auto_shield_spread_from_lod;
auto_shield_spread_min_span = other.auto_shield_spread_min_span;
std::swap(shield_point_augment_ctrls, other.shield_point_augment_ctrls);
hull_repair_rate = other.hull_repair_rate;
subsys_repair_rate = other.subsys_repair_rate;
sup_hull_repair_rate = other.sup_hull_repair_rate;
sup_shield_repair_rate = other.sup_shield_repair_rate;
sup_subsys_repair_rate = other.sup_subsys_repair_rate;
std::swap(closeup_pos, other.closeup_pos);
closeup_zoom = other.closeup_zoom;
std::swap(allowed_weapons, other.allowed_weapons);
std::swap(restricted_loadout_flag, other.restricted_loadout_flag);
memcpy(allowed_bank_restricted_weapons, other.allowed_bank_restricted_weapons, sizeof(int) * MAX_SHIP_WEAPONS * MAX_WEAPON_TYPES);
shield_icon_index = other.shield_icon_index;
std::swap(icon_filename, other.icon_filename);
model_icon_angles = other.model_icon_angles;
std::swap(anim_filename, other.anim_filename);
std::swap(overhead_filename, other.overhead_filename);
selection_effect = other.selection_effect;
bii_index_ship = other.bii_index_ship;
bii_index_ship_with_cargo = other.bii_index_ship_with_cargo;
bii_index_wing = other.bii_index_wing;
bii_index_wing_with_cargo = other.bii_index_wing_with_cargo;
score = other.score;
scan_time = other.scan_time;
std::swap(ct_info, other.ct_info);
ct_count = other.ct_count;
num_nondark_colors = other.num_nondark_colors;
memcpy(nondark_colors, other.nondark_colors, sizeof(ubyte) * MAX_NONDARK_COLORS * 3);
std::swap(shield_color, other.shield_color);
uses_team_colors = other.uses_team_colors;
std::swap(default_team_name, other.default_team_name);
std::swap(afterburner_trail, other.afterburner_trail);
afterburner_trail_width_factor = other.afterburner_trail_width_factor;
afterburner_trail_alpha_factor = other.afterburner_trail_alpha_factor;
afterburner_trail_life = other.afterburner_trail_life;
afterburner_trail_faded_out_sections = other.afterburner_trail_faded_out_sections;
std::swap(normal_thruster_particles, other.normal_thruster_particles);
std::swap(afterburner_thruster_particles, other.afterburner_thruster_particles);
std::swap(thruster_flame_info, other.thruster_flame_info);
std::swap(thruster_glow_info, other.thruster_glow_info);
std::swap(thruster_secondary_glow_info, other.thruster_secondary_glow_info);
std::swap(thruster_tertiary_glow_info, other.thruster_tertiary_glow_info);
std::swap(thruster_distortion_info, other.thruster_distortion_info);
thruster01_glow_rad_factor = other.thruster01_glow_rad_factor;
thruster02_glow_rad_factor = other.thruster02_glow_rad_factor;
thruster03_glow_rad_factor = other.thruster03_glow_rad_factor;
thruster02_glow_len_factor = other.thruster02_glow_len_factor;
thruster_dist_rad_factor = other.thruster_dist_rad_factor;
thruster_dist_len_factor = other.thruster_dist_len_factor;
thruster_glow_noise_mult = other.thruster_glow_noise_mult;
draw_distortion = other.draw_distortion;
splodeing_texture = other.splodeing_texture;
std::swap(splodeing_texture_name, other.splodeing_texture_name);
std::swap(replacement_textures, other.replacement_textures);
armor_type_idx = other.armor_type_idx;
shield_armor_type_idx = other.shield_armor_type_idx;
can_glide = other.can_glide;
glide_cap = other.glide_cap;
glide_dynamic_cap = other.glide_dynamic_cap;
glide_accel_mult = other.glide_accel_mult;
use_newtonian_damp = other.use_newtonian_damp;
newtonian_damp_override = other.newtonian_damp_override;
autoaim_fov = other.autoaim_fov;
topdown_offset_def = other.topdown_offset_def;
std::swap(topdown_offset, other.topdown_offset);
engine_snd = other.engine_snd;
min_engine_vol = other.min_engine_vol;
glide_start_snd = other.glide_start_snd;
glide_end_snd = other.glide_end_snd;
std::swap(ship_sounds, other.ship_sounds);
num_maneuvering = other.num_maneuvering;
std::swap(maneuvering, other.maneuvering);
radar_image_2d_idx = other.radar_image_2d_idx;
radar_color_image_2d_idx = other.radar_color_image_2d_idx;
radar_image_size = other.radar_image_size;
radar_projection_size_mult = other.radar_projection_size_mult;
memcpy(ship_iff_info, other.ship_iff_info, sizeof(int) * MAX_IFFS * MAX_IFFS);
aiming_flags = other.aiming_flags;
minimum_convergence_distance = other.minimum_convergence_distance;
convergence_distance = other.convergence_distance;
std::swap(convergence_offset, other.convergence_offset);
emp_resistance_mod = other.emp_resistance_mod;
piercing_damage_draw_limit = other.piercing_damage_draw_limit;
damage_lightning_type = other.damage_lightning_type;
shield_impact_explosion_anim = other.shield_impact_explosion_anim;
std::swap(hud_gauges, other.hud_gauges);
hud_enabled = other.hud_enabled;
hud_retail = other.hud_retail;
std::swap(displays, other.displays);
std::swap(pathMetadata, other.pathMetadata);
std::swap(glowpoint_bank_override_map, other.glowpoint_bank_override_map);
}
#define CHECK_THEN_FREE(attribute) \
do {\
if (attribute != NULL) {\
vm_free(attribute);\
attribute = NULL;\
}\
} while(false)
void ship_info::free_strings()
{
CHECK_THEN_FREE(type_str);
CHECK_THEN_FREE(maneuverability_str);
CHECK_THEN_FREE(armor_str);
CHECK_THEN_FREE(manufacturer_str);
CHECK_THEN_FREE(desc);
CHECK_THEN_FREE(tech_desc);
CHECK_THEN_FREE(ship_length);
CHECK_THEN_FREE(gun_mounts);
CHECK_THEN_FREE(missile_banks);
}
ship_info &ship_info::operator= (ship_info&& other) NOEXCEPT
{
if (this != &other) {
move(std::move(other));
}
return *this;
}
ship_info::ship_info(ship_info&& other) NOEXCEPT
{
// MageKing17 - Initialize these pointers to NULL because otherwise move() will leave them uninitialized.
type_str = NULL;
maneuverability_str = NULL;
armor_str = NULL;
manufacturer_str = NULL;
desc = NULL;
tech_desc = NULL;
ship_length = NULL;
gun_mounts = NULL;
missile_banks = NULL;
subsystems = NULL;
n_subsystems = 0;
// Then we swap everything (well, everything that matters to the deconstructor).
move(std::move(other));
}
ship_info::ship_info()
{
int i,j;
name[0] = '\0';
alt_name[0] = '\0';
sprintf(short_name, "ShipClass%d", static_cast<int>(Ship_info.size()));
species = 0;
class_type = -1;
type_str = maneuverability_str = armor_str = manufacturer_str = NULL;
desc = tech_desc = NULL;
tech_title[0] = 0;
ship_length = NULL;
gun_mounts = NULL;
missile_banks = NULL;
cockpit_pof_file[0] = '\0';
vm_vec_zero(&cockpit_offset);
pof_file[0] = '\0';
pof_file_hud[0] = '\0';
num_detail_levels = 1;
detail_distance[0] = 0;
collision_lod = -1;
cockpit_model_num = -1;
model_num = -1;
model_num_hud = -1;
hud_target_lod = -1;
density = 1.0f;
damp = 0.0f;
rotdamp = 0.0f;
delta_bank_const = DEFAULT_DELTA_BANK_CONST;
vm_vec_zero(&max_vel);
vm_vec_zero(&min_vel);
vm_vec_zero(&max_rotvel);
vm_vec_zero(&rotation_time);
srotation_time = 0.0f;
max_rear_vel = 0.0f;
forward_accel = 0.0f;
forward_decel = 0.0f;
slide_accel = 0.0f;
slide_decel = 0.0f;
warpin_anim[0] = '\0';
warpin_radius = 0.0f;
warpin_snd_start = -1;
warpin_snd_end = -1;
warpin_speed = 0.0f;
warpin_time = 0;
warpin_decel_exp = 1;
warpin_type = WT_DEFAULT;
warpout_anim[0] = '\0';
warpout_radius = 0.0f;
warpout_snd_start = -1;
warpout_snd_end = -1;
warpout_engage_time = -1;
warpout_speed = 0.0f;
warpout_time = 0;
warpout_accel_exp = 1;
warpout_type = WT_DEFAULT;
warpout_player_speed = 0.0f;
flags.reset();
ai_class = 0;
max_speed = 0.0f;
min_speed = 0.0f;
max_accel = 0.0f;
collision_damage_type_idx = -1;
// Retail default collision physics and default landing parameters
memset(&collision_physics, 0, sizeof(ship_collision_physics));
collision_physics.both_small_bounce = 5.0;
collision_physics.bounce = 5.0;
collision_physics.friction = COLLISION_FRICTION_FACTOR;
collision_physics.rotation_factor = COLLISION_ROTATION_FACTOR;
collision_physics.reorient_mult = 1.0f;
collision_physics.landing_sound_idx = -1;
shockwave_create_info_init(&shockwave);
explosion_propagates = 0;
big_exp_visual_rad = -1.0f;
prop_exp_rad_mult = 1.0f;
death_roll_r_mult = 1.0f;
death_fx_r_mult = 1.0f;
death_roll_time_mult = 1.0f;
death_roll_base_time = 3000;
death_fx_count = 6;
shockwave_count = 1;
explosion_bitmap_anims.clear();
vaporize_chance = 0;
// default values from shipfx.cpp
impact_spew.n_high = 30;
impact_spew.n_low = 25;
impact_spew.max_rad = 0.5f;
impact_spew.min_rad = 0.2f;
impact_spew.max_life = 0.55f;
impact_spew.min_life = 0.05f;
impact_spew.max_vel = 12.0f;
impact_spew.min_vel = 2.0f;
impact_spew.variance = 1.0f;
// default values from shipfx.cpp
damage_spew.n_high = 1; // 1 is used here to trigger retail behaviour
damage_spew.n_low = 0;
damage_spew.max_rad = 1.3f;
damage_spew.min_rad = 0.7f;
damage_spew.max_life = 0.0f;
damage_spew.min_life = 0.0f;
damage_spew.max_vel = 12.0f;
damage_spew.min_vel = 3.0f;
damage_spew.variance = 0.0f;
split_particles.n_high = 80;
split_particles.n_low = 40;
split_particles.max_rad = 0.0f;
split_particles.min_rad = 0.0f;
split_particles.max_life = 0.0f;
split_particles.min_life = 0.0f;
split_particles.max_vel = 0.0f;
split_particles.min_vel = 0.0f;
split_particles.variance = 2.0f;
knossos_end_particles.n_high = 30;
knossos_end_particles.n_low = 15;
knossos_end_particles.max_rad = 100.0f;
knossos_end_particles.min_rad = 30.0f;
knossos_end_particles.max_life = 12.0f;
knossos_end_particles.min_life = 2.0f;
knossos_end_particles.max_vel = 350.0f;
knossos_end_particles.min_vel = 50.0f;
knossos_end_particles.variance = 2.0f;
regular_end_particles.n_high = 100;
regular_end_particles.n_low = 50;
regular_end_particles.max_rad = 1.5f;
regular_end_particles.min_rad = 0.1f;
regular_end_particles.max_life = 4.0f;
regular_end_particles.min_life = 0.5f;
regular_end_particles.max_vel = 20.0f;
regular_end_particles.min_vel = 0.0f;
regular_end_particles.variance = 2.0f;
debris_min_lifetime = -1.0f;
debris_max_lifetime = -1.0f;
debris_min_speed = -1.0f;
debris_max_speed = -1.0f;
debris_min_rotspeed = -1.0f;
debris_max_rotspeed = -1.0f;
debris_damage_type_idx = -1;
debris_min_hitpoints = -1.0f;
debris_max_hitpoints = -1.0f;
debris_damage_mult = 1.0f;
debris_arc_percent = 0.5f;
n_subsystems = 0;
subsystems = NULL;
power_output = 0.0f;
max_overclocked_speed = 0.0f;
max_weapon_reserve = 0.0f;
max_shield_regen_per_second = 0.0f;
max_weapon_regen_per_second = 0.0f;
vm_vec_zero(&afterburner_max_vel);
afterburner_forward_accel = 0.0f;
afterburner_fuel_capacity = 0.0f;
afterburner_burn_rate = 0.0f;
afterburner_recover_rate = 0.0f;
afterburner_max_reverse_vel = 0.0f;
afterburner_reverse_accel = 0.0f;
cmeasure_type = Default_cmeasure_index;
cmeasure_max = 0;
num_primary_banks = 0;
for ( i = 0; i < MAX_SHIP_PRIMARY_BANKS; i++ )
{
primary_bank_weapons[i] = -1;
draw_primary_models[i] = false;
primary_bank_ammo_capacity[i] = 0;
}
num_secondary_banks = 0;
for ( i = 0; i < MAX_SHIP_SECONDARY_BANKS; i++ )
{
secondary_bank_weapons[i] = -1;
draw_secondary_models[i] = false;
secondary_bank_ammo_capacity[i] = 0;
}
weapon_model_draw_distance = 200.0f;
ship_recoil_modifier = 1.0f;
max_hull_strength = 100.0f;
max_shield_strength = 0.0f;
max_shield_recharge = 1.0f;
auto_shield_spread = 0.0f;
auto_shield_spread_bypass = false;
auto_shield_spread_from_lod = -1;
auto_shield_spread_min_span = -1.0f;
for (i = 0; i < 4; i++)
{
shield_point_augment_ctrls[i] = -1;
}
hull_repair_rate = 0.0f;
//-2 represents not set, in which case the default is used for the ship (if it is small)
subsys_repair_rate = -2.0f;
sup_hull_repair_rate = 0.15f;
sup_shield_repair_rate = 0.20f;
sup_subsys_repair_rate = 0.15f;
vm_vec_zero(&closeup_pos);
closeup_zoom = 0.5f;
memset(allowed_weapons, 0, sizeof(int) * MAX_WEAPON_TYPES);
memset(restricted_loadout_flag, 0, sizeof(int) * MAX_SHIP_WEAPONS);
memset(allowed_bank_restricted_weapons, 0, sizeof(int) * MAX_SHIP_WEAPONS * MAX_WEAPON_TYPES);
shield_icon_index = 255; // stored as ubyte
icon_filename[0] = '\0';
memset(&model_icon_angles, 0, sizeof(angles));
anim_filename[0] = '\0';
overhead_filename[0] = '\0';
selection_effect = Default_ship_select_effect;
bii_index_ship = -1;
bii_index_ship_with_cargo = -1;
bii_index_wing = -1;
bii_index_wing_with_cargo = -1;
score = 0;
scan_time = 2000;
memset(&ct_info, 0, sizeof(trail_info) * MAX_SHIP_CONTRAILS);
ct_count = 0;
num_nondark_colors = 0;
memset(nondark_colors, 0, sizeof(ubyte) * MAX_NONDARK_COLORS * 3);
shield_color[0] = 255;
shield_color[1] = 255;
shield_color[2] = 255;
// Team colors
uses_team_colors = false;
default_team_name = "";
generic_bitmap_init(&afterburner_trail, NULL);
afterburner_trail_width_factor = 1.0f;
afterburner_trail_alpha_factor = 1.0f;
afterburner_trail_life = 5.0f;
afterburner_trail_faded_out_sections = 0;
normal_thruster_particles.clear();
afterburner_thruster_particles.clear();
// Bobboau's thruster stuff
generic_anim_init( &thruster_flame_info.normal );
generic_anim_init( &thruster_flame_info.afterburn );
generic_anim_init( &thruster_glow_info.normal );
generic_anim_init( &thruster_glow_info.afterburn );
generic_bitmap_init( &thruster_secondary_glow_info.normal );
generic_bitmap_init( &thruster_secondary_glow_info.afterburn );
generic_bitmap_init( &thruster_tertiary_glow_info.normal );
generic_bitmap_init( &thruster_tertiary_glow_info.afterburn );
generic_bitmap_init( &thruster_distortion_info.normal );
generic_bitmap_init( &thruster_distortion_info.afterburn );
// Bobboau's thruster stuff
thruster01_glow_rad_factor = 1.0f;
thruster02_glow_rad_factor = 1.0f;
thruster03_glow_rad_factor = 1.0f;
thruster02_glow_len_factor = 1.0f;
thruster_dist_rad_factor = 2.0f;
thruster_dist_len_factor = 2.0f;
thruster_glow_noise_mult = 1.0f;
draw_distortion = true;
splodeing_texture = -1;
strcpy_s(splodeing_texture_name, "boom");
replacement_textures.clear();
armor_type_idx = -1;
shield_armor_type_idx = -1;
can_glide = false;
glide_cap = 0.0f;
glide_dynamic_cap = false;
glide_accel_mult = 0.0f;
use_newtonian_damp = false;
newtonian_damp_override = false;
autoaim_fov = 0.0f;
topdown_offset_def = false;
vm_vec_zero(&topdown_offset);
engine_snd = -1;
min_engine_vol = -1.0f;
glide_start_snd = -1;
glide_end_snd = -1;
ship_sounds.clear();
num_maneuvering = 0;
memset(maneuvering, 0, MAX_MAN_THRUSTERS * sizeof(man_thruster));
for (i = 0; i < MAX_MAN_THRUSTERS; i++)
{
maneuvering[i].start_snd = -1;
maneuvering[i].loop_snd = -1;
maneuvering[i].stop_snd = -1;
maneuvering[i].tex_id = -1;
}
radar_image_2d_idx = -1;
radar_color_image_2d_idx = -1;
radar_image_size = -1;
radar_projection_size_mult = 1.0f;
for (i=0;i<MAX_IFFS;i++)
{
for (j=0;j<MAX_IFFS;j++)
ship_iff_info[i][j] = -1;
}
aiming_flags = 0;
minimum_convergence_distance = 0.0f;
convergence_distance = 100.0f;
vm_vec_zero(&convergence_offset);
emp_resistance_mod = 0.0f;
piercing_damage_draw_limit = 0.10f;
damage_lightning_type = SLT_DEFAULT;
shield_impact_explosion_anim = -1;
hud_gauges.clear();
hud_enabled = false;
hud_retail = false;
displays.clear();
pathMetadata.clear();
glowpoint_bank_override_map.clear();
}
ship_info::~ship_info()
{
if ( subsystems != NULL ) {
for(int n = 0; n < n_subsystems; n++) {
if (subsystems[n].triggers != NULL) {
vm_free(subsystems[n].triggers);
subsystems[n].triggers = NULL;
}
}
vm_free(subsystems);
subsystems = NULL;
}
free_strings();
}
/**
* Parse the information for a specific ship type.
*/
int parse_ship(const char *filename, bool replace)
{
char buf[SHIP_MULTITEXT_LENGTH];
ship_info *sip;
bool create_if_not_found = true;
int rtn = 0;
required_string("$Name:");
stuff_string(buf, F_NAME, SHIP_MULTITEXT_LENGTH);
if(optional_string("+nocreate")) {
if(!replace) {
Warning(LOCATION, "+nocreate flag used for ship in non-modular table");
}
create_if_not_found = false;
}
#ifdef NDEBUG
if (get_pointer_to_first_hash_symbol(buf) && Fred_running)
rtn = 1;
#endif
//Remove @ symbol
//these used to be used to denote weapons that would
//only be parsed in demo builds
if ( buf[0] == '@' ) {
backspace(buf);
}
diag_printf ("Ship name -- %s\n", buf);
//Check if ship exists already
int ship_id;
bool first_time = false;
ship_id = ship_info_lookup_sub( buf );
if(ship_id != -1)
{
sip = &Ship_info[ship_id];
if(!replace)
{
Warning(LOCATION, "Error: Ship name %s already exists in %s. All ship class names must be unique.", sip->name, filename);
if ( !skip_to_start_of_string_either("$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("$Name:", "#End")) {
Int3();
}
return -1;
}
//Check if there are too many ship classes
if(Ship_info.size() >= MAX_SHIP_CLASSES) {
Error(LOCATION, "Too many ship classes before '%s'; maximum is %d.\n", buf, MAX_SHIP_CLASSES);
}
//Init vars
Ship_info.push_back(ship_info());
sip = &Ship_info.back();
first_time = true;
strcpy_s(sip->name, buf);
}
// Use a template for this ship.
if( optional_string( "+Use Template:" ) ) {
if ( !create_if_not_found ) {
Warning(LOCATION, "Both '+nocreate' and '+Use Template:' were specified for ship class '%s', ignoring '+Use Template:'\n", buf);
}
else {
char template_name[SHIP_MULTITEXT_LENGTH];
stuff_string(template_name, F_NAME, SHIP_MULTITEXT_LENGTH);
int template_id = ship_template_lookup(template_name);
if ( template_id != -1 ) {
first_time = false;
sip->clone(Ship_templates[template_id]);
strcpy_s(sip->name, buf);
}
else {
Warning(LOCATION, "Unable to find ship template '%s' requested by ship class '%s', ignoring template request...", template_name, buf);
}
}
}
rtn = parse_ship_values(sip, false, first_time, replace);
return rtn; //0 for success
}
/**
* Parse the information for a specific ship type template.
*/
int parse_ship_template()
{
char buf[SHIP_MULTITEXT_LENGTH];
ship_info *sip;
int rtn = 0;
bool first_time = true;
required_string("$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.");
}
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, "WARNING: Ship template %s already exists. All ship template names must be unique.", sip->name);
if ( !skip_to_start_of_string_either("$Template:", "#End")) {
error_display(1, "Missing [#End] or [$Template] after duplicate entry for %s", sip->name);
}
return -1;
}
else {
Ship_templates.push_back(ship_info());
sip = &Ship_templates.back();
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 ) {
first_time = false;
sip->clone(Ship_templates[template_id]);
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, first_time, false );
return rtn;
}
void parse_ship_sound(char *name, GameSoundsIndex 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<GameSoundsIndex, int>(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);
// Use SND_SHIP_EXPLODE_1 for custom explosion sounds
parse_ship_sound("$ExplosionSnd:", SND_SHIP_EXPLODE_1, 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);
}
}
}
void parse_allowed_weapons(ship_info *sip, const bool is_primary, const bool is_dogfight, const bool first_time)
{
int i, num_allowed;
int allowed_weapons[MAX_WEAPON_TYPES];
const int max_banks = (is_primary ? MAX_SHIP_PRIMARY_BANKS : MAX_SHIP_SECONDARY_BANKS);
const int weapon_type = (is_dogfight ? DOGFIGHT_WEAPON : REGULAR_WEAPON);
const int offset = (is_primary ? 0 : MAX_SHIP_PRIMARY_BANKS);
const char *allowed_banks_str = is_primary ? (is_dogfight ? "$Allowed Dogfight PBanks:" : "$Allowed PBanks:")
: (is_dogfight ? "$Allowed Dogfight SBanks:" : "$Allowed SBanks:");
const char *bank_type_str = is_primary ? "primary" : "secondary";
// 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_banks_str))
{
// MageKing17 - We need to make modular tables replace bank restrictions by default, instead of adding to them.
if (!first_time && !(optional_string("+noreplace"))) { // Only makes sense for modular tables.
// clear allowed weapons so the modular table can define new ones
for (bank = 0; bank < max_banks; bank++) {
for (i = 0; i < Num_weapon_types; i++) {
sip->allowed_bank_restricted_weapons[offset+bank][i] &= ~weapon_type;
}
sip->restricted_loadout_flag[offset+bank] &= ~weapon_type;
}
}
bank = -1;
while (check_for_string("("))
{
bank++;
// make sure we don't specify more than we have banks for
if (bank >= max_banks)
{
Warning(LOCATION, "%s bank-specific loadout for %s exceeds permissible number of %s banks. Ignoring the rest...", allowed_banks_str, sip->name, bank_type_str);
bank--;
break;
}
num_allowed = stuff_int_list(allowed_weapons, MAX_WEAPON_TYPES, WEAPON_LIST_TYPE);
// 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[offset+bank][allowed_weapons[i]] |= weapon_type;
}
}
}
// 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[offset+i] |= weapon_type;
}
}
}
}
/**
* 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;
const char *default_banks_str = is_primary ? "$Default PBanks:" : "$Default SBanks:";
const char *bank_capacities_str = is_primary ? "$PBank Capacity:" : "$SBank Capacity:";
// we initialize to the previous parse, which presumably worked
int num_bank_capacities = num_banks != NULL ? *num_banks : 0;
if (optional_string(default_banks_str))
{
// 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(bank_capacities_str))
{
// 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);
}
}
}
/**
* Common method for parsing briefing icon info.
*/
int parse_and_add_briefing_icon_info()
{
int bii_index = -1;
size_t icon;
char regular_temp[MAX_FILENAME_LEN];
char fade_temp[MAX_FILENAME_LEN];
char highlight_temp[MAX_FILENAME_LEN];
required_string("+Regular:");
stuff_string(regular_temp, F_NAME, MAX_FILENAME_LEN);
required_string("+Fade:");
stuff_string(fade_temp, F_NAME, MAX_FILENAME_LEN);
required_string("+Highlight:");
stuff_string(highlight_temp, F_NAME, MAX_FILENAME_LEN);
// search among our existing icons
for (icon = 0; icon < Briefing_icon_info.size(); icon++)
{
if ( !stricmp(regular_temp, Briefing_icon_info[icon].regular.filename)
&& !stricmp(fade_temp, Briefing_icon_info[icon].fade.filename)
&& !stricmp(highlight_temp, Briefing_icon_info[icon].highlight.filename) )
{
bii_index = (int) icon;
break;
}
}
// icon not found: create new one
if (bii_index < 0)
{
briefing_icon_info bii;
generic_anim_init(&bii.regular, regular_temp);
hud_anim_init(&bii.fade, 0, 0, fade_temp);
hud_anim_init(&bii.highlight, 0, 0, highlight_temp);
bii_index = (int) Briefing_icon_info.size();
Briefing_icon_info.push_back(bii);
}
return bii_index;
}
/**
* Puts values into a ship_info.
*/
int parse_ship_values(ship_info* sip, const bool is_template, const bool first_time, const bool replace)
{
char buf[SHIP_MULTITEXT_LENGTH];
char* info_type_name;
char* type_name;
int i, j;
int rtn = 0;
char name_tmp[NAME_LENGTH];
if ( ! is_template ) {
info_type_name = "Ship Class";
type_name = "$Name";
}
else {
info_type_name = "Ship Template";
type_name = "$Template";
}
if(optional_string("$Alt name:"))
stuff_string(sip->alt_name, F_NAME, NAME_LENGTH);
if(optional_string("$Short name:"))
stuff_string(sip->short_name, F_NAME, NAME_LENGTH);
else if (first_time)
{
char *srcpos, *srcend, *destpos;
srcpos = sip->name;
destpos = sip->short_name;
srcend = srcpos + strlen(sip->name);
while(srcpos <= srcend)
{
if(*srcpos != ' ')
*destpos++ = *srcpos++;
else
srcpos++;
}
}
diag_printf ("Ship short name -- %s\n", sip->short_name);
if (optional_string("$Species:")) {
char temp[NAME_LENGTH];
stuff_string(temp, F_NAME, NAME_LENGTH);
int i_species = 0;
bool found = false;
for (SCP_vector<species_info>::iterator sii = Species_info.begin(); sii != Species_info.end(); ++sii, ++i_species) {
if (!stricmp(temp, sii->species_name)) {
sip->species = i_species;
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);
}
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);
}
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("$Selection Effect:")) {
char effect[NAME_LENGTH];
stuff_string(effect, F_NAME, NAME_LENGTH);
if (!stricmp(effect, "FS2"))
sip->selection_effect = 2;
else if (!stricmp(effect, "FS1"))
sip->selection_effect = 1;
else if (!stricmp(effect, "off"))
sip->selection_effect = 0;
}
if(optional_string( "$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_vec3d(&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
// don't clear the vector because we could be parsing a TBM
if (optional_string("$Texture Replace:"))
{
texture_replace tr;
char *p;
while (optional_string("+old:"))
{
strcpy_s(tr.ship_name, sip->name);
tr.new_texture_id = -1;
stuff_string(tr.old_texture, F_NAME, MAX_FILENAME_LEN);
required_string("+new:");
stuff_string(tr.new_texture, F_NAME, MAX_FILENAME_LEN);
// get rid of extensions
p = strchr(tr.old_texture, '.');
if (p)
{
mprintf(("Extraneous extension found on replacement texture %s!\n", tr.old_texture));
*p = 0;
}
p = strchr(tr.new_texture, '.');
if (p)
{
mprintf(("Extraneous extension found on replacement texture %s!\n", tr.new_texture));
*p = 0;
}
// add it if we aren't over the limit
if (sip->replacement_textures.size() < MAX_MODEL_TEXTURES)
sip->replacement_textures.push_back(tr);
else
mprintf(("Too many replacement textures specified for ship '%s'!\n", sip->name));
}
}
// optional hud targeting model
if(optional_string( "$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_hud[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);
}
if(optional_string("$Collision LOD:")) {
stuff_int(&sip->collision_lod);
// Cap to sane values, just in case
sip->collision_lod = MAX(0, MIN(sip->collision_lod, sip->num_detail_levels));
}
// check for optional pixel colors
while(optional_string("$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("$Enable Team Colors:")) {
stuff_boolean(&sip->uses_team_colors);
sip->default_team_name = "None";
}
if (optional_string("$Default Team:")) {
char temp[NAME_LENGTH];
stuff_string(temp, F_NAME, NAME_LENGTH);
SCP_string name = temp;
if (!stricmp(temp, "none")) {
sip->uses_team_colors = true;
} else {
if (Team_Colors.find(name) != Team_Colors.end()) {
sip->default_team_name = name;
sip->uses_team_colors = true;
} else {
Warning(LOCATION, "Team name %s is invalid. Teams must be defined in colors.tbl.\n", temp);
}
}
}
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(&degrees);
sip->collision_physics.landing_max_angle = cosf(fl_radians(90.0f - degrees));
}
if(optional_string("+Landing Min Angle:")) {
float degrees;
stuff_float(&degrees);
sip->collision_physics.landing_min_angle = cosf(fl_radians(90.0f - degrees));
}
if(optional_string("+Landing Max Rotate Angle:")) {
float degrees;
stuff_float(&degrees);
sip->collision_physics.landing_max_rot_angle = cosf(fl_radians(90.0f - 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(&degrees);
sip->collision_physics.reorient_max_angle = cosf(fl_radians(90.0f - degrees));
}
if(optional_string("+Reorient Min Angle:")) {
float degrees;
stuff_float(&degrees);
sip->collision_physics.reorient_min_angle = cosf(fl_radians(90.0f - degrees));
}
if(optional_string("+Reorient Max Rotate Angle:")) {
float degrees;
stuff_float(&degrees);
sip->collision_physics.reorient_max_rot_angle = cosf(fl_radians(90.0f - degrees));
}
if(optional_string("+Reorient Speed Mult:")) {
stuff_float(&sip->collision_physics.reorient_mult);
}
if(optional_string("+Landing Rest Angle:")) {
float degrees;
stuff_float(&degrees);
sip->collision_physics.landing_rest_angle = cosf(fl_radians(90.0f - 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_vec3d(&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("$Player Minimum Velocity:"))
stuff_vec3d(&sip->min_vel);
if(optional_string("$Rotation Time:"))
{
stuff_vec3d(&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 %s %s\n", info_type_name, 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:"))
{
float fov_temp;
stuff_float(&fov_temp);
// Make sure it is a reasonable value
if (fov_temp < 0.0f)
fov_temp = 0.0f;
if (fov_temp > 180.0f)
fov_temp = 180.0f;
sip->aiming_flags |= AIM_FLAG_AUTOAIM;
sip->autoaim_fov = 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("$Convergence:"))
{
if(optional_string("+Automatic"))
{
sip->aiming_flags |= AIM_FLAG_AUTO_CONVERGENCE;
if(optional_string("+Minimum Distance:"))
stuff_float(&sip->minimum_convergence_distance);
}
if(optional_string("+Standard"))
{
sip->aiming_flags |= AIM_FLAG_STD_CONVERGENCE;
if(required_string("+Distance:"))
stuff_float(&sip->convergence_distance);
}
if(optional_string("+Offset:")) {
stuff_vec3d(&sip->convergence_offset);
if (IS_VEC_NULL(&sip->convergence_offset))
sip->aiming_flags &= ~AIM_FLAG_CONVERGENCE_OFFSET;
else
sip->aiming_flags |= AIM_FLAG_CONVERGENCE_OFFSET;
}
}
if(optional_string("$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 %s '%s'", buf, info_type_name, 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 %s '%s'; value ignored", info_type_name, sip->name);
}
}
if(optional_string("$Warpin decel exp:"))
{
stuff_float(&sip->warpin_decel_exp);
if (sip->warpin_decel_exp < 0.0f) {
Warning(LOCATION, "Warp-in deceleration exponent specified as less than 0 on %s '%s'; value ignored", info_type_name, sip->name);
sip->warpin_decel_exp = 1.0f;
}
}
if(optional_string("$Warpin radius:"))
{
stuff_float(&sip->warpin_radius);
if(sip->warpin_radius <= 0.0f) {
Warning(LOCATION, "Warp-in radius specified as 0 or less on %s '%s'; value ignored", info_type_name, 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 %s '%s'", buf, info_type_name, 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("$Warpout engage time:"))
{
float t_time;
stuff_float(&t_time);
if (t_time >= 0)
sip->warpout_engage_time = fl2i(t_time*1000.0f);
else
Warning(LOCATION, "Warp-out engage time specified as 0 or less on %s '%s'; value ignored", info_type_name, sip->name);
} else {
sip->warpout_engage_time = -1;
}
if(optional_string("$Warpout speed:"))
{
stuff_float(&sip->warpout_speed);
}
if(optional_string("$Warpout time:"))
{
float t_time;
stuff_float(&t_time);
sip->warpout_time = fl2i(t_time*1000.0f);
if(sip->warpout_time <= 0) {
Warning(LOCATION, "Warp-out time specified as 0 or less on %s '%s'; value ignored", info_type_name, sip->name);
}
}
if(optional_string("$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 %s '%s'; value ignored", info_type_name, sip->name);
sip->warpout_accel_exp = 1.0f;
}
}
if(optional_string("$Warpout radius:"))
{
stuff_float(&sip->warpout_radius);
if(sip->warpout_radius <= 0.0f) {
Warning(LOCATION, "Warp-out radius specified as 0 or less on %s '%s'; value ignored", info_type_name, sip->name);
}
}
if(optional_string("$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("$Propagating Expl Radius Multiplier:")){
stuff_float(&sip->prop_exp_rad_mult);
if(sip->prop_exp_rad_mult <= 0) {
// on invalid value return to default setting
Warning(LOCATION, "Propagating explosion radius multiplier was set to non-positive value.\nDefaulting multiplier to 1.0 on %s '%s'.\n", info_type_name, sip->name);
sip->prop_exp_rad_mult = 1.0f;
}
}
if(optional_string("$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);
}
if (optional_string("$Weapon Model Draw Distance:")) {
stuff_float( &sip->weapon_model_draw_distance );
}
// Set the weapons filter used in weapons loadout (for primary weapons)
parse_allowed_weapons(sip, true, false, first_time);
parse_allowed_weapons(sip, true, true, first_time);
// Get primary bank weapons
parse_weapon_bank(sip, true, &sip->num_primary_banks, sip->primary_bank_weapons, sip->primary_bank_ammo_capacity);
if(optional_string("$Show Primary Models:"))
{
sip->flags.set(Ship::Info_Flags::Draw_weapon_models);
stuff_bool_list(sip->draw_primary_models, sip->num_primary_banks);
}
// Set the weapons filter used in weapons loadout (for secondary weapons)
parse_allowed_weapons(sip, false, false, first_time);
parse_allowed_weapons(sip, false, true, first_time);
// 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("$Show Secondary Models:"))
{
sip->flags.set(Ship::Info_Flags::Draw_weapon_models);
stuff_bool_list(sip->draw_secondary_models, sip->num_secondary_banks);
}
if (optional_string("$Ship Recoil Modifier:")){
stuff_float(&sip->ship_recoil_modifier);
}
if(optional_string("$Shields:")) {
stuff_float(&sip->max_shield_strength);
if(optional_string("+Auto Spread:")) {
stuff_float(&sip->auto_shield_spread);
}
if(optional_string("+Minimum Weapon Span:")) {
stuff_float(&sip->auto_shield_spread_min_span);
}
if(optional_string("+Allow Bypass:")) {
stuff_boolean(&sip->auto_shield_spread_bypass);
}
if(optional_string("+Spread From LOD:")) {
int temp;
stuff_int(&temp);
if (temp > sip->num_detail_levels)
Warning(LOCATION, "+Spread From LOD for %s was %i whereas ship only has %i detail levels, ignoring...", sip->name, temp, sip->num_detail_levels);
else
sip->auto_shield_spread_from_lod = temp;
}
}
if(optional_string("$Model Point Shield Controls:")) {
SCP_vector<SCP_string> ctrl_strings;
int num_strings = stuff_string_list(ctrl_strings);
// Init all to -1 in case some aren't supplied...
sip->shield_point_augment_ctrls[FRONT_QUAD] = -1;
sip->shield_point_augment_ctrls[REAR_QUAD] = -1;
sip->shield_point_augment_ctrls[LEFT_QUAD] = -1;
sip->shield_point_augment_ctrls[RIGHT_QUAD] = -1;
for (i = 0; i < num_strings; i++) {
const char *str = ctrl_strings[i].c_str();
if (!stricmp(str, "front"))
sip->shield_point_augment_ctrls[FRONT_QUAD] = i;
else if (!stricmp(str, "rear"))
sip->shield_point_augment_ctrls[REAR_QUAD] = i;
else if (!stricmp(str, "left"))
sip->shield_point_augment_ctrls[LEFT_QUAD] = i;
else if (!stricmp(str, "right"))
sip->shield_point_augment_ctrls[RIGHT_QUAD] = i;
else if (!stricmp(str, "none"))
;
else
Warning(LOCATION, "Unrecognized value \"%s\" passed to $Model Point Shield Controls, ignoring...", str);
}
}
// optional shield color
if(optional_string("$Shield Color:")){
stuff_ubyte(&sip->shield_color[0]);
stuff_ubyte(&sip->shield_color[1]);
stuff_ubyte(&sip->shield_color[2]);
}
if(optional_string("$Shield Impact Explosion:")) {
char fname[MAX_NAME_LEN];
stuff_string(fname, F_NAME, NAME_LENGTH);
if ( VALID_FNAME(fname) )
sip->shield_impact_explosion_anim = Weapon_explosions.Load(fname);
}
if(optional_string("$Max Shield Recharge:")){
stuff_float(&sip->max_shield_recharge);
CLAMP(sip->max_shield_recharge, 0.0f, 1.0f);
}
// 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("$Hitpoints:"))
{
stuff_float(&sip->max_hull_strength);
if (sip->max_hull_strength < 0.0f)
{
Warning(LOCATION, "Max hull strength on %s '%s' cannot be less than 0. Defaulting to 100.\n", info_type_name, sip->name);
sip->max_hull_strength = 100.0f;
}
}
//Hull rep rate
if(optional_string("$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 %s '%s'", buf, info_type_name, sip->name);
}
if(optional_string("$Shield Armor Type:"))
{
stuff_string(buf, F_NAME, SHIP_MULTITEXT_LENGTH);
sip->shield_armor_type_idx = armor_type_get_idx(buf);
if(sip->shield_armor_type_idx == -1)
Warning(LOCATION,"Invalid armor name %s specified for shield in %s '%s'", buf, info_type_name, sip->name);
}
if (optional_string("$Flags:"))
{
// we'll assume the list will contain no more than 20 distinct tokens
char ship_strings[20][NAME_LENGTH];
int num_strings = stuff_string_list(ship_strings, 20);
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
bool has_afterburner = sip->flags[Ship::Info_Flags::Afterburner];
bool draw_weapon_models = sip->flags[Ship::Info_Flags::Draw_weapon_models];
sip->flags.reset();
sip->flags.set(Ship::Info_Flags::Afterburner, has_afterburner);
sip->flags.set(Ship::Info_Flags::Draw_weapon_models, draw_weapon_models);
}
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 (size_t idx = 0; idx < Num_ship_flags; idx++) {
if ( !stricmp(Ship_flags[idx].name, ship_strings[i]) ) {
flag_found = true;
if (!Ship_flags[idx].in_use)
Warning(LOCATION, "Use of '%s' flag for %s '%s' - this flag is no longer needed.", Ship_flags[idx].name, info_type_name, sip->name);
else
sip->flags.set(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[Info_Flags::In_tech_database])
sip->flags.set(Info_Flags::Default_in_tech_database);
if (sip->flags[Info_Flags::In_tech_database_m])
sip->flags.set(Info_Flags::Default_in_tech_database_m);
}
// Goober5000 - ensure number of banks checks out
if (sip->num_primary_banks > MAX_SHIP_PRIMARY_BANKS)
{
Error(LOCATION, "%s '%s' has too many primary banks (%d). Maximum for ships is currently %d.\n", info_type_name, sip->name, sip->num_primary_banks, MAX_SHIP_PRIMARY_BANKS);
}
memset(sip->allowed_weapons, 0, sizeof(int) * MAX_WEAPON_TYPES);
// copy to regular allowed_weapons array
for (i = 0; i < MAX_SHIP_WEAPONS; i++)
{
for (j = 0; j < Num_weapon_types; j++)
{
if (sip->allowed_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;
}
}
sip->flags.remove(Ship::Info_Flags::Ballistic_primaries);
//Set ship ballistic flag if necessary
for (i = 0; i < MAX_SHIP_PRIMARY_BANKS; i++)
{
for (j = 0; j < Num_weapon_types; j++)
{
if(sip->allowed_bank_restricted_weapons[i][j] && (Weapon_info[j].wi_flags2 & WIF2_BALLISTIC))
{
sip->flags.set(Ship::Info_Flags::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.set(Ship::Info_Flags::Afterburner);
if(optional_string("+Aburn Max Vel:")) {
stuff_vec3d(&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, "%s '%s' has an afterburner but has no afterburner fuel. Setting fuel to 1", info_type_name, 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, "%s %s entry has $Trails field specified, but no properties given.", info_type_name, sip->name);
}
if (optional_string("$Countermeasure type:")) {
stuff_string(buf, F_NAME, SHIP_MULTITEXT_LENGTH);
int res = weapon_info_lookup(buf);
if (res < 0) {
Warning(LOCATION, "Could not find weapon type '%s' to use as countermeasure on %s '%s'", buf, info_type_name, sip->name);
} else if (Weapon_info[res].wi_flags & WIF_BEAM) {
Warning(LOCATION, "Attempt made to set a beam weapon as a countermeasure on %s '%s'", info_type_name, sip->name);
} else {
sip->cmeasure_type = res;
}
} else if (first_time && Species_info[sip->species].cmeasure_index >= 0) {
sip->cmeasure_type = Species_info[sip->species].cmeasure_index;
}
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("$EngineSnd:", &sip->engine_snd, sip->name);
if(optional_string("$Minimum Engine Volume:"))
stuff_float(&sip->min_engine_vol);
//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("$Closeup_pos:"))
{
stuff_vec3d(&sip->closeup_pos);
}
else if (first_time && strlen(sip->pof_file))
{
//Calculate from the model file. This is inefficient, but whatever
int model_idx = model_load(sip->pof_file, 0, NULL);
polymodel *pm = model_get(model_idx);
//Go through, find best
sip->closeup_pos.xyz.z = fabsf(pm->maxs.xyz.z);
float temp = fabsf(pm->mins.xyz.z);
if(temp > sip->closeup_pos.xyz.z)
sip->closeup_pos.xyz.z = temp;
//Now multiply by 2
sip->closeup_pos.xyz.z *= -2.0f;
//We're done with the model.
model_unload(model_idx);
}
if (optional_string("$Closeup_zoom:")) {
stuff_float(&sip->closeup_zoom);
if (sip->closeup_zoom <= 0.0f) {
mprintf(("Warning! Ship '%s' has a $Closeup_zoom value that is less than or equal to 0 (%f). Setting to default value.\n", sip->name, sip->closeup_zoom));
sip->closeup_zoom = 0.5f;
}
}
if(optional_string("$Topdown offset:")) {
sip->topdown_offset_def = true;
stuff_vec3d(&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);
}
if ( optional_string("$Model Icon Direction:") ) {
char str[NAME_LENGTH];
stuff_string(str, F_NAME, NAME_LENGTH);
angles model_icon_angles = {0.0f,0.0f,0.0f};
if (!stricmp(str, "top")) {
model_icon_angles.p = -PI_2;
} else if (!stricmp(str, "bottom")) {
model_icon_angles.p = -PI_2;
model_icon_angles.b = 2 * PI_2;
} else if (!stricmp(str, "front")) {
model_icon_angles.h = 2 * PI_2;
} else if (!stricmp(str, "back")) {
model_icon_angles.h = 4 * PI_2;
} else if (!stricmp(str, "left")) {
model_icon_angles.h = -PI_2;
} else if (!stricmp(str, "right")) {
model_icon_angles.h = PI_2;
} else {
Warning(LOCATION, "Unrecognized value \"%s\" passed to $Model Icon Direction, ignoring...", str);
}
sip->model_icon_angles = model_icon_angles;
}
// read in filename for animation that is used in ship selection
if ( optional_string("$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("$Ship_overhead:") ) {
stuff_string(sip->overhead_filename, F_NAME, MAX_FILENAME_LEN);
}
// read in briefing stuff
if ( optional_string("$Briefing icon:") )
sip->bii_index_ship = parse_and_add_briefing_icon_info();
if ( optional_string("$Briefing icon with cargo:") )
sip->bii_index_ship_with_cargo = parse_and_add_briefing_icon_info();
if ( optional_string("$Briefing wing icon:") )
sip->bii_index_wing = parse_and_add_briefing_icon_info();
if ( optional_string("$Briefing wing icon with cargo:") )
sip->bii_index_wing_with_cargo = parse_and_add_briefing_icon_info();
// check for inconsistencies
if ((sip->bii_index_wing_with_cargo >= 0) && (sip->bii_index_wing < 0 || sip->bii_index_ship_with_cargo < 0))
Warning(LOCATION, "%s '%s' has a wing-with-cargo briefing icon but is missing a wing briefing icon or a ship-with-cargo briefing icon!", info_type_name, sip->name);
if ((sip->bii_index_wing_with_cargo < 0) && (sip->bii_index_wing >= 0) && (sip->bii_index_ship_with_cargo >= 0))
Warning(LOCATION, "%s '%s' has both a wing briefing icon and a ship-with-cargo briefing icon but does not have a wing-with-cargo briefing icon!", info_type_name, sip->name);
if ( optional_string("$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);
}
if ( optional_string("$Thruster Glow Noise Mult:") ) {
stuff_float(&sip->thruster_glow_noise_mult);
}
while ( optional_string("$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 %s '%s'\n", info_type_name, 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.set(Ship::Info_Flags::Stealth);
}
else if ( optional_string("$Stealth") ) {
Warning(LOCATION, "%s '%s' is missing the colon after \"$Stealth\". Note that you may also use the ship flag \"stealth\".", info_type_name, sip->name);
sip->flags.set(Ship::Info_Flags::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 '%s' has more contrails than the max of %d", info_type_name, sip->name, MAX_SHIP_CONTRAILS);
break;
}
trail_info *ci = &sip->ct_info[sip->ct_count++];
required_string("+Offset:");
stuff_vec3d(&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("$Thruster:"))
{
int idx = -1;
if(optional_string("+index:")) {
stuff_int(&idx);
}
if(idx >= 0 && idx < sip->num_maneuvering) {
mtp = &sip->maneuvering[idx];
} else if(idx < 0) {
if(sip->num_maneuvering < MAX_MAN_THRUSTERS) {
mtp = &sip->maneuvering[sip->num_maneuvering++];
} else {
Warning(LOCATION, "Too many maneuvering thrusters on %s '%s'; maximum is %d", info_type_name, sip->name, MAX_MAN_THRUSTERS);
}
} else {
mtp = &manwich;
Warning(LOCATION, "Invalid index (%d) specified for maneuvering thruster on %s '%s'", idx, info_type_name, sip->name);
}
if(optional_string("+Used for:")) {
parse_string_flag_list(&mtp->use_flags, Man_types, Num_man_types);
}
if(optional_string("+Position:")) {
stuff_float_list(mtp->pos.a1d, 3);
}
if(optional_string("+Normal:")) {
stuff_float_list(mtp->norm.a1d, 3);
}
if(optional_string("+Texture:"))
{
stuff_string(name_tmp, F_NAME, sizeof(name_tmp));
int tex_fps=0, tex_nframes=0, tex_id=-1;;
tex_id = bm_load_animation(name_tmp, &tex_nframes, &tex_fps, nullptr, nullptr, true);
if(tex_id < 0)
tex_id = bm_load(name_tmp);
if(tex_id >= 0)
{
if(mtp->tex_id >= 0) {
bm_unload(mtp->tex_id);
}
mtp->tex_id = tex_id;
mtp->tex_fps = tex_fps;
mtp->tex_nframes = tex_nframes;
}
}
if(optional_string("+Radius:")) {
stuff_float(&mtp->radius);
}
if(optional_string("+Length:")) {
stuff_float(&mtp->length);
}
parse_sound("+StartSnd:", &mtp->start_snd, sip->name);
parse_sound("+LoopSnd:", &mtp->loop_snd, sip->name);
parse_sound("+StopSnd:", &mtp->stop_snd, sip->name);
}
if (optional_string("$Glowpoint overrides:")) {
SCP_vector<SCP_string> tokens;
tokens.clear();
stuff_string_list(tokens);
for(SCP_vector<SCP_string>::iterator token = tokens.begin(); token != tokens.end(); ++token) {
SCP_string name, banks;
size_t seppos;
seppos = token->find_first_of(':');
if(seppos == SCP_string::npos) {
Warning(LOCATION, "Couldn't find ':' seperator in Glowpoint override for ship %s ignoring token", sip->name);
continue;
}
name = token->substr(0, seppos);
banks = token->substr(seppos+1);
SCP_vector<glow_point_bank_override>::iterator gpo = get_glowpoint_bank_override_by_name(name.data());
if(gpo == glowpoint_bank_overrides.end()){
Warning(LOCATION, "Couldn't find preset %s in glowpoints.tbl when parsing ship: %s", name.data(), sip->name);
continue;
}
if(banks == "*") {
sip->glowpoint_bank_override_map[-1] = (void*)(&(*gpo));
continue;
}
SCP_string banktoken;
int start = -1;
int end = -1;
do {
end = banks.find_first_of(',', ++start);
banktoken = banks.substr(start, end);
start = end;
size_t fromtopos;
fromtopos = banktoken.find_first_of('-');
if(fromtopos != SCP_string::npos) {
SCP_string from, to;
int ifrom, ito;
from = banktoken.substr(0, fromtopos);
to = banktoken.substr(fromtopos+1);
ifrom = atoi(from.data()) - 1;
ito = atoi(to.data()) - 1;
for(int bank = ifrom; bank <= ito; ++bank) {
sip->glowpoint_bank_override_map[bank] = (void*)(&(*gpo));
}
} else {
int bank = atoi(banktoken.data()) - 1;
sip->glowpoint_bank_override_map[bank] = (void*)(&(*gpo));
}
} while(start!=-1);
}
}
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 Color Image 2D:") ) {
stuff_string(name_tmp, F_NAME, NAME_LENGTH);
sip->radar_color_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("$Ship IFF Colours:")))
{
char iff_1[NAME_LENGTH];
char iff_2[NAME_LENGTH];
int iff_color_data[3];
int iff_data[2];
// Get the iff strings and get the iff indexes
required_string("+Seen By:");
stuff_string(iff_1, F_NAME, NAME_LENGTH);
required_string("+When IFF Is:");
stuff_string(iff_2, F_NAME, NAME_LENGTH);
iff_data[0] = iff_lookup(iff_1);
iff_data[1] = iff_lookup(iff_2);
if (iff_data[0] == -1)
WarningEx(LOCATION, "%s '%s'\nIFF colour seen by \"%s\" invalid!", info_type_name, sip->name, iff_1);
if (iff_data[1] == -1)
WarningEx(LOCATION, "%s '%s'\nIFF colour when IFF is \"%s\" invalid!", info_type_name, sip->name, iff_2);
// Set the color
required_string("+As Color:");
stuff_int_list(iff_color_data, 3, RAW_INTEGER_TYPE);
sip->ship_iff_info[iff_data[0]][iff_data[1]] = iff_init_color(iff_color_data[0],iff_color_data[1],iff_color_data[2]);
}
if (optional_string("$Target Priority Groups:") ) {
SCP_vector<SCP_string> target_group_strings;
int num_strings = stuff_string_list(target_group_strings);
int num_groups = Ai_tp_list.size();
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 (auto it = Ship_info.cbegin(); it != Ship_info.cend(); ++it) {
//find the index number of the current ship info type
if (it->name == sip->name) {
Ai_tp_list[i].ship_class.push_back(std::distance(Ship_info.cbegin(), it));
break;
}
}
// found something, try next string
break;
}
}
if (i == num_groups) {
Warning(LOCATION,"Unidentified priority group '%s' set for %s '%s'\n", target_group_strings[j].c_str(), info_type_name, 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("$Path Metadata:"))
{
char path_name[64];
stuff_string(path_name, F_NAME, sizeof(path_name));
path_metadata metadata;
init_path_metadata(metadata);
//Get +departure rvec and store on the path_metadata object
if (optional_string("+departure rvec:"))
{
stuff_vec3d(&metadata.departure_rvec);
}
if (optional_string("+arrive speed multiplier:"))
{
stuff_float(&metadata.arrive_speed_mult);
}
if (optional_string("+depart speed multiplier:"))
{
stuff_float(&metadata.depart_speed_mult);
}
//Add the new path_metadata to sip->pathMetadata keyed by path name
SCP_string pathName(path_name);
sip->pathMetadata[pathName] = metadata;
}
int n_subsystems = 0;
int cont_flag = 1;
model_subsystem subsystems[MAX_MODEL_SUBSYSTEMS]; // see model.h for max_model_subsystems
for (i=0; i<MAX_MODEL_SUBSYSTEMS; i++) {
subsystems[i].stepped_rotation = NULL;
}
float hull_percentage_of_hits = 100.0f;
//If the ship already has subsystem entries (ie this is a modular table)
//make sure hull_percentage_of_hits is set properly
for(i=0; i < sip->n_subsystems; i++) {
hull_percentage_of_hits -= sip->subsystems[i].max_subsys_strength / sip->max_hull_strength;
}
while (cont_flag) {
int r = required_string_one_of(3, "#End", "$Subsystem:", type_name);
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 %s '%s' (%d) exceeds max of %d; only the first %d will be used", info_type_name, 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; i<MAX_SHIP_PRIMARY_BANKS; i++) {
sp->primary_banks[i] = -1;
sp->primary_bank_capacity[i] = 0;
}
for (i=0; i<MAX_SHIP_SECONDARY_BANKS; i++) {
sp->secondary_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 $Subsystem entry '%s' in %s '%s'.\n\n"
"Specify a turning rate or remove the trailing comma.",
sp->subobj_name, info_type_name, sip->name);
}
}
if(optional_string("$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, "%s '%s', subsystem %s\nInvalid armor type %s!", info_type_name, 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("$Engine Wash:")) {
stuff_string(name_tmp, F_NAME, sizeof(name_tmp));
// get and set index
sp->engine_wash_pointer = get_engine_wash_pointer(name_tmp);
if(sp->engine_wash_pointer == NULL)
WarningEx(LOCATION,"Invalid engine wash name %s specified for subsystem %s in %s '%s'", name_tmp, sp->subobj_name, info_type_name, sip->name);
}
parse_sound("$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("$AWACS:")){
sfo_return = stuff_float_optional(&sp->awacs_intensity);
if(sfo_return > 0)
stuff_float_optional(&sp->awacs_radius);
sip->flags.set(Ship::Info_Flags::Has_awacs);
}
if(optional_string("$Maximum Barrel Elevation:")){
int value;
stuff_int(&value);
CAP(value, 0, 90);
float angle = fl_radians(90 - value);
sp->turret_max_fov = cosf(angle);
}
if(optional_string("$Turret Base FOV:")) {
int value;
stuff_int(&value);
CAP(value, 0, 359);
float angle = fl_radians(value)/2.0f;
sp->turret_y_fov = cosf(angle);
turret_has_base_fov = true;
}
if (optional_string("$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("$Target Priority:")) {
SCP_vector <SCP_string> tgt_priorities;
int num_strings = stuff_string_list(tgt_priorities);
sp->num_target_priorities = 0;
if (num_strings > 32)
num_strings = 32;
int num_groups = Ai_tp_list.size();
for(i = 0; i < num_strings; i++) {
for(j = 0; j < num_groups; j++) {
if ( !stricmp(Ai_tp_list[j].name, tgt_priorities[i].c_str())) {
sp->target_priority[i] = j;
sp->num_target_priorities++;
break;
}
}
if (j == num_groups) {
Warning(LOCATION, "Unidentified target priority '%s' set for\nsubsystem '%s' in %s '%s'.", tgt_priorities[i].c_str(), sp->subobj_name, info_type_name, sip->name);
}
}
}
if (optional_string("$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 %s '%s'.\n", sp->subobj_name, info_type_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 %s '%s'.", sp->subobj_name, info_type_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->flags.set(Ship::Info_Flags::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 %s '%s'.\n\"use multiple guns\" flags added by default\n", info_type_name, sip->name);
sp->flags |= MSS_FLAG_USE_MULTIPLE_GUNS;
}
if ((sp->flags2 & MSS_FLAG2_AUTOREPAIR_IF_DISABLED) && (sp->flags2 & MSS_FLAG2_NO_AUTOREPAIR_IF_DISABLED)) {
Warning(LOCATION, "\"autorepair if disabled\" flag used with \"don't autorepair if disabled\" flag on a subsystem on %s '%s'.\nWhichever flag would be default behavior anyway for this ship has been removed.\n", info_type_name, sip->name);
if (sip->flags[Ship::Info_Flags::Subsys_repair_when_disabled]){
sp->flags2 &= ~MSS_FLAG2_AUTOREPAIR_IF_DISABLED;
} else {
sp->flags2 &= ~MSS_FLAG2_NO_AUTOREPAIR_IF_DISABLED;
}
}
if (old_flags) {
mprintf(("Use of deprecated subsystem syntax. Please use the $Flags: field for subsystem flags.\n\n" \
"At least one of the following tags was used on %s '%s', subsystem %s:\n" \
"\t+untargetable\n" \
"\t+carry-no-damage\n" \
"\t+use-multiple-guns\n" \
"\t+fire-down-normals\n", info_type_name, sip->name, sp->subobj_name));
}
while(optional_string("$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));
Verify(sp->triggers != NULL);
//add a new trigger
current_trigger = &sp->triggers[sp->n_triggers];
queued_animation_init(current_trigger);
sp->n_triggers++;
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(&current_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, "<none>");
}
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(&current_trigger->start);
else
current_trigger->start = 0;
if ( optional_string("+reverse_delay:") )
stuff_int(&current_trigger->reverse_start);
else
current_trigger->reverse_start = 0;
if(optional_string("+absolute_angle:")){
current_trigger->absolute = true;
stuff_vec3d(&current_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_vec3d(&current_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_vec3d(&current_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_vec3d(&current_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(&current_trigger->end );
else
current_trigger->end = 0;
}else{
if(optional_string("+delay:"))
stuff_int(&current_trigger->start);
else
current_trigger->start = 0;
if ( optional_string("+reverse_delay:") )
stuff_int(&current_trigger->reverse_start);
else
current_trigger->reverse_start = -1; //have some code figure this out for us
if(optional_string("+absolute_angle:")){
current_trigger->absolute = true;
stuff_vec3d(&current_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_vec3d(&current_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_vec3d(&current_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_vec3d(&current_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);
} else {
current_trigger->accel.xyz.x = 0.0f;
current_trigger->accel.xyz.y = 0.0f;
current_trigger->accel.xyz.z = 0.0f;
}
if(optional_string("+time:"))
stuff_int(&current_trigger->end );
else
current_trigger->end = 0;
if(optional_string("$Sound:")){
parse_sound("+Start:", &current_trigger->start_sound, sip->name);
parse_sound("+Loop:", &current_trigger->loop_sound, sip->name);
parse_sound("+End:", &current_trigger->end_sound, sip->name);
required_string("+Radius:");
stuff_float(&current_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
queued_animation_correct(current_trigger);
}
else if(!stricmp(name_tmp, "linked"))
{
mprintf(("TODO: set up linked animation\n"));
}
}
}
break;
case 2:
cont_flag = 0;
break;
case -1: // Possible return value if -noparseerrors is used
break;
default:
Assertion(false, "This should never happen.\n"); // Impossible return value from required_string_one_of.
}
}
// 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);
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 <SCP_string> 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, "$Vaporize Percent Chance should be between 0 and 100.0 (read %f). Setting to 0.", stp->vaporize_chance);
}
//Percent is nice for modders, but here in the code we want it betwwen 0 and 1.0
stp->vaporize_chance /= 100.0;
}
if (!nocreate)
Ship_types.push_back(stp_buf);
}
void parse_shiptype_tbl(const char *filename)
{
try
{
if (filename != NULL)
read_file_text(filename, CF_TYPE_TABLES);
else
read_file_text_from_default(defaults_get_file("objecttypes.tbl"));
reset_parse();
if (optional_string("#Target Priorities"))
{
while (required_string_either("#End", "$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);
}
catch (const parse::ParseException& e)
{
mprintf(("TABLES: Unable to parse '%s'! Error message = %s.\n", filename, e.what()));
return;
}
}
// The E - Simple lookup function for FRED.
int get_default_player_ship_index()
{
if (strlen(default_player_ship))
{
for (auto it = Ship_info.cbegin(); it != Ship_info.cend(); ++it)
{
if (stricmp(default_player_ship, it->name) == 0)
return std::distance(Ship_info.cbegin(), it);
}
return 0;
} else
return 0;
}
// Goober5000 - this works better in its own function
void ship_set_default_player_ship()
{
// already have one
if(strlen(default_player_ship))
return;
// find the first with the default flag
for (auto it = Ship_info.cbegin(); it != Ship_info.end(); ++it)
{
if(it->flags[Ship::Info_Flags::Default_player_ship])
{
strcpy_s(default_player_ship, it->name);
return;
}
}
// find the first player ship
for (auto it = Ship_info.cbegin(); it != Ship_info.end(); ++it)
{
if(it->flags[Ship::Info_Flags::Player_ship])
{
strcpy_s(default_player_ship, it->name);
return;
}
}
// find the first ship
if(!Ship_info.empty())
{
strcpy_s(default_player_ship, Ship_info[0].name);
}
}
void parse_shiptbl(const char *filename)
{
try
{
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);
}
catch (const parse::ParseException& e)
{
mprintf(("TABLES: Unable to parse '%s'! Error message = %s.\n", filename, e.what()));
return;
}
}
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];
for (auto sip = Ship_info.begin(); sip != Ship_info.end(); ++sip)
{
// 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[Ship::Info_Flags::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[Ship::Info_Flags::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[Ship::Info_Flags::Afterburner])
&& !(sip->flags[Ship::Info_Flags::Generate_hud_icon]) && (sip->flags[Ship::Info_Flags::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->flags.set(Ship::Info_Flags::Generate_hud_icon);
}
// if we have a ship copy, then check to be sure that our base ship exists
if (sip->flags[Ship::Info_Flags::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.remove(Ship::Info_Flags::Ship_copy);
}
}
else
{
Warning(LOCATION, "Ship %s is defined as a copy (ship flag 'ship copy' is set), but is not named like one (no '#').\n", sip->name);
sip->flags.remove(Ship::Info_Flags::Ship_copy);
}
}
// very low rotational velocity values disable rotational collisions
// warn early rather than ambush the modder @ runtime (unless the ship is also no-collide!)
// the 2nd part of this check is duplicated from collideshipship.cpp:ship_ship_check_collision()
if (!(sip->flags[Ship::Info_Flags::No_collide]) && (vm_vec_mag_squared( &sip->max_rotvel ) * .04) >= (PI*PI/4))
{
Warning(LOCATION, "$Rotation time: too low; this will disable rotational collisions. All three variables should be >= 1.39.\nFix this in ship '%s'\n", sip->name);
}
// ensure player min velocity makes sense
if (sip->min_vel.xyz.x > sip->max_vel.xyz.x || sip->min_vel.xyz.x < 0.0f)
{
error_display(0, "$Player Minimum Velocity X-value (%f) is negative or greater than max velocity X-value (%f), setting to zero\nFix for ship '%s'\n",
sip->min_vel.xyz.x, sip->max_vel.xyz.x, sip->name);
sip->min_vel.xyz.x = 0.0f;
}
if (sip->min_vel.xyz.y > sip->max_vel.xyz.y || sip->min_vel.xyz.y < 0.0f)
{
error_display(0, "$Player Minimum Velocity Y-value (%f) is negative or greater than max velocity Y-value (%f), setting to zero\nFix for ship '%s'\n",
sip->min_vel.xyz.y, sip->max_vel.xyz.y, sip->name);
sip->min_vel.xyz.y = 0.0f;
}
if (sip->min_vel.xyz.z > sip->max_vel.xyz.z || sip->min_vel.xyz.z < 0.0f)
{
error_display(0, "$Player Minimum Velocity Z-value (%f) is negative or greater than max velocity Z-value (%f), setting to zero\nFix for ship '%s'\n",
sip->min_vel.xyz.z, sip->max_vel.xyz.z, sip->name);
sip->min_vel.xyz.z = 0.0f;
}
}
// 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.any_set() || Ai_tp_list[i].sif_flags.any_set() || 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);
}
}
}
}
}
// Clear out ship templates, since they're no longer needed. -MageKing17
Ship_templates.clear();
}
/**
* Called once at the beginning of the game to parse ships.tbl and stuff the ::Ship_info
* vector
*/
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;
strcpy_s(default_player_ship, "");
//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;
}
// We shouldn't already have any subsystem pointers at this point.
Assertion(Ship_subsystems.empty(), "Some pre-allocated subsystems didn't get cleared out: " SIZE_T_ARG " batches present during ship_init(); get a coder!\n", Ship_subsystems.size());
}
ship_level_init(); // needed for FRED
}
int Man_thruster_reset_timestamp = 0;
static void ship_clear_subsystems()
{
for (auto it = Ship_subsystems.begin(); it != Ship_subsystems.end(); ++it) {
delete[] *it;
}
Ship_subsystems.clear();
Num_ship_subsystems = 0;
Num_ship_subsystems_allocated = 0;
Triggered_rotations.clear();
}
static int ship_allocate_subsystems(int num_so, bool page_in = false)
{
int 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 {
ship_subsys* new_batch = new ship_subsys[NUM_SHIP_SUBSYSTEMS_PER_SET];
Ship_subsystems.push_back(new_batch);
// append the new set to our free list
for (i = 0; i < NUM_SHIP_SUBSYSTEMS_PER_SET; i++)
list_append( &ship_subsys_free_list, &new_batch[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; i<MAX_SHIPS; i++ )
{
Ships[i].ship_name[0] = '\0';
Ships[i].objnum = -1;
}
Num_wings = 0;
for (i = 0; i < MAX_WINGS; i++ )
{
Wings[i].num_waves = -1;
Wings[i].wing_squad_filename[0] = '\0';
Wings[i].wing_insignia_texture = -1; // Goober5000 - default to no wing insignia
// don't worry about releasing textures because
// they are released automatically when the model
// is unloaded (because they are part of the model)
}
for (i=0; i<MAX_STARTING_WINGS; i++)
Starting_wings[i] = -1;
for (i=0; i<MAX_SQUADRON_WINGS; i++)
Squadron_wings[i] = -1;
for (i=0; i<MAX_TVT_WINGS; i++)
TVT_wings[i] = -1;
// Goober5000
// set starting wing names to default
strcpy_s(Starting_wing_names[0], "Alpha");
strcpy_s(Starting_wing_names[1], "Beta");
strcpy_s(Starting_wing_names[2], "Gamma");
// set squadron wing names to default
strcpy_s(Squadron_wing_names[0], "Alpha");
strcpy_s(Squadron_wing_names[1], "Beta");
strcpy_s(Squadron_wing_names[2], "Gamma");
strcpy_s(Squadron_wing_names[3], "Delta");
strcpy_s(Squadron_wing_names[4], "Epsilon");
// set tvt wing names to default
strcpy_s(TVT_wing_names[0], "Alpha");
strcpy_s(TVT_wing_names[1], "Zeta");
// Empty the subsys list
ship_clear_subsystems();
list_init( &ship_subsys_free_list );
Laser_energy_out_snd_timer = 1;
Missile_out_snd_timer = 1;
ship_obj_list_init();
Ship_cargo_check_timer = 1;
shipfx_large_blowup_level_init();
Man_thruster_reset_timestamp = timestamp(0);
}
/**
* Add a ship onto the exited ships list.
*
* The reason parameter tells us why the ship left the mission (i.e. departed or destroyed)
*/
void ship_add_exited_ship( ship *sp, int reason )
{
exited_ship entry;
strcpy_s(entry.ship_name, sp->ship_name );
entry.obj_signature = Objects[sp->objnum].signature;
entry.ship_class = sp->ship_info_index;
entry.team = sp->team;
entry.flags = reason;
// if ship is red alert, flag as such
if (sp->flags[Ship_Flags::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[Ship_Flags::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\n",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!\n", 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();
}
}
// Reset all ship values to empty/unused.
void ship::clear()
{
int i, j;
objnum = -1;
ai_index = -1;
ship_info_index = -1;
hotkey = -1;
escort_priority = 0;
score = 0;
assist_score_pct = 0.0f;
respawn_priority = 0;
pre_death_explosion_happened = 0;
wash_killed = 0; // serenity lies
cargo1 = 0; // "Nothing"
wing_status_wing_index = -1;
wing_status_wing_pos = -1;
alt_type_index = -1;
callsign_index = -1;
targeting_laser_bank = -1;
targeting_laser_objnum = -1;
num_corkscrew_to_fire = 0;
corkscrew_missile_bank = -1;
next_corkscrew_fire = timestamp(0);
final_death_time = timestamp(-1);
death_time = timestamp(-1);
end_death_time = timestamp(-1);
really_final_death_time = timestamp(-1);
deathroll_rotvel = vmd_zero_vector;
if (warpin_effect != NULL)
delete warpin_effect;
if (warpout_effect != NULL)
delete warpout_effect;
warpin_effect = NULL;
warpout_effect = NULL;
next_fireball = timestamp(-1);
next_hit_spark = timestamp(-1);
num_hits = 0;
memset(sparks, 0, MAX_SHIP_HITS * sizeof(ship_spark));
use_special_explosion = false;
special_exp_damage = 0;
special_exp_blast = 0;
special_exp_inner = 0;
special_exp_outer = 0;
use_shockwave = false;
special_exp_shockwave_speed = 0;
special_exp_deathroll_time = 0;
special_hitpoints = 0;
special_shield = -1;
shield_points.clear();
ship_max_shield_strength = 0.0f;
ship_max_hull_strength = 0.0f;
ship_guardian_threshold = 0;
ship_name[0] = 0;
team = 0;
time_cargo_revealed = 0;
arrival_location = 0;
arrival_distance = 0;
arrival_anchor = -1;
arrival_path_mask = 0;
arrival_cue = -1;
arrival_delay = 0;
departure_location = 0;
departure_anchor = -1;
departure_path_mask = 0;
departure_cue = -1;
departure_delay = 0;
wingnum = -1;
orders_accepted = 0;
subsys_list.clear();
// since these aren't cleared by clear()
subsys_list.next = NULL;
subsys_list.prev = NULL;
memset(&subsys_info, 0, SUBSYSTEM_MAX * sizeof(ship_subsys_info));
memset(last_targeted_subobject, 0, MAX_PLAYERS * sizeof(ship_subsys *));
shield_integrity = NULL;
shield_recharge_index = INTIAL_SHIELD_RECHARGE_INDEX;
weapon_recharge_index = INTIAL_WEAPON_RECHARGE_INDEX;
engine_recharge_index = INTIAL_ENGINE_RECHARGE_INDEX;
weapon_energy = 0;
current_max_speed = 0.0f;
next_manage_ets = timestamp(0);
flags.reset();
reinforcement_index = -1;
afterburner_fuel = 0.0f;
cmeasure_count = 0;
current_cmeasure = -1;
cmeasure_fire_stamp = timestamp(0);
target_shields_delta = 0.0f;
target_weapon_energy_delta = 0.0f;
memset(&weapons, 0, sizeof(ship_weapon));
// ---------- special weapons init that isn't setting things to 0
for (i = 0; i < MAX_SHIP_PRIMARY_BANKS; i++)
{
weapons.primary_bank_weapons[i] = -1;
weapons.next_primary_fire_stamp[i] = timestamp(0);
weapons.last_primary_fire_stamp[i] = timestamp(-1);
weapons.last_primary_fire_sound_stamp[i] = timestamp(0);
weapons.primary_bank_slot_count[i] = 1;
weapons.primary_bank_rearm_time[i] = timestamp(0);
weapons.primary_animation_done_time[i] = timestamp(0);
// not part of weapons!
primary_rotate_rate[i] = 0.0f;
primary_rotate_ang[i] = 0.0f;
last_fired_point[i] = 0;
// for fighter beams
was_firing_last_frame[i] = 0;
}
for (i = 0; i < MAX_SHIP_SECONDARY_BANKS; i++)
{
weapons.secondary_bank_weapons[i] = -1;
weapons.next_secondary_fire_stamp[i] = timestamp(0);
weapons.last_secondary_fire_stamp[i] = timestamp(-1);
weapons.secondary_bank_rearm_time[i] = timestamp(0);
weapons.secondary_animation_done_time[i] = timestamp(0);
for (j = 0; j < MAX_SLOTS; j++)
secondary_point_reload_pct[i][j] = 1.0f;
}
weapons.next_tertiary_fire_stamp = timestamp(0);
weapons.last_fired_weapon_index = -1;
weapons.last_fired_weapon_signature = -1;
// ---------- done with weapons init
shield_hits = 0;
wash_intensity = 0.0f;
wash_rot_axis = vmd_zero_vector;
wash_timestamp = timestamp(0);
num_swarm_missiles_to_fire = 0;
next_swarm_fire = timestamp(0);
next_swarm_path = 0;
num_turret_swarm_info = 0;
swarm_missile_bank = -1;
group = -1;
death_roll_snd = -1;
ship_list_index = -1;
thruster_bitmap = -1;
thruster_frame = 0.0f;
thruster_glow_bitmap = -1;
thruster_glow_frame = 0.0f;
thruster_glow_noise = 1.0f;
thruster_secondary_glow_bitmap = -1;
thruster_tertiary_glow_bitmap = -1;
thruster_distortion_bitmap = -1;
next_engine_stutter = timestamp(0);
base_texture_anim_frametime = 0;
total_damage_received = 0.0f;
memset(&damage_ship, 0, MAX_DAMAGE_SLOTS * sizeof(float));
for(i = 0; i < MAX_DAMAGE_SLOTS; i++)
damage_ship_id[i] = -1;
persona_index = -1;
subsys_disrupted_flags = 0;
subsys_disrupted_check_timestamp = timestamp(0);
create_time = 0;
ts_index = -1;
large_ship_blowup_index = -1;
for (i = 0; i < NUM_SUB_EXPL_HANDLES; i++)
sub_expl_sound_handle[i] = -1;
memset(&arc_pts, 0, MAX_SHIP_ARCS * 2 * sizeof(vec3d));
for (i = 0; i < MAX_SHIP_ARCS; i++)
arc_timestamp[i] = timestamp(-1);
memset(&arc_type, 0, MAX_SHIP_ARCS * sizeof(ubyte));
arc_next_time = timestamp(-1);
emp_intensity = -1.0f;
emp_decr = 0.0f;
memset(trail_ptr, 0, MAX_SHIP_CONTRAILS * sizeof(trail *));
tag_total = 0.0f;
tag_left = -1.0f;
time_first_tagged = 0;
level2_tag_total = 0.0f;
level2_tag_left = -1.0f;
for (i = 0; i < MAX_PLAYERS; i++ )
{
np_updates[i].seq = 0;
np_updates[i].update_stamp = -1;
np_updates[i].status_update_stamp = -1;
np_updates[i].subsys_update_stamp = -1;
np_updates[i].pos_chksum = 0;
np_updates[i].orient_chksum = 0;
}
lightning_stamp = timestamp(-1);
// set awacs warning flags so awacs ship only asks for help once at each level
awacs_warning_flag = AWACS_WARN_NONE;
special_warpin_objnum = -1;
special_warpout_objnum = -1;
fighter_beam_turret_data.clear();
memset(&beam_sys_info, 0, sizeof(model_subsystem));
primitive_sensor_range = DEFAULT_SHIP_PRIMITIVE_SENSOR_RANGE;
ship_replacement_textures = NULL;
current_viewpoint = -1;
for (i = 0; i < MAX_SHIP_CONTRAILS; i++)
ABtrail_ptr[i] = NULL;
memset(&ab_info, 0, MAX_SHIP_CONTRAILS * sizeof(trail_info));
ab_count = 0;
glow_point_bank_active.clear();
shader_effect_num = 0;
shader_effect_duration = 0;
shader_effect_start_time = 0;
shader_effect_active = false;
last_fired_turret = NULL;
bay_doors_anim_done_time = 0;
bay_doors_status = MA_POS_NOT_SET;
bay_doors_wanting_open = 0;
bay_doors_launched_from = 0;
bay_doors_need_open = false;
bay_doors_parent_shipnum = -1;
for(i = 0; i < MAX_MAN_THRUSTERS; i++)
{
thrusters_start[i] = timestamp(-1);
thrusters_sounds[i] = -1;
}
s_alt_classes.clear();
for(i=0;i<MAX_IFFS;i++)
for(j=0;j<MAX_IFFS;j++)
ship_iff_color[i][j] = -1;
ammo_low_complaint_count = 0;
armor_type_idx = -1;
shield_armor_type_idx = -1;
collision_damage_type_idx = -1;
debris_damage_type_idx = -1;
debris_net_sig = 0;
model_instance_num = -1;
time_created = 0;
radar_visible_since = -1;
radar_last_contact = -1;
radar_last_status = VISIBLE;
radar_current_status = VISIBLE;
team_name = "";
secondary_team_name = "";
team_change_timestamp = timestamp(-1);
team_change_time = 0;
autoaim_fov = 0.0f;
}
// NOTE: Now that the clear() member function exists, this function only sets the stuff associated with the object and ship class.
void ship_set(int ship_index, int objnum, int ship_type)
{
int i;
ship *shipp = &Ships[ship_index];
object *objp = &Objects[objnum];
ship_info *sip = &(Ship_info[ship_type]);
ship_weapon *swp = &shipp->weapons;
polymodel *pm = model_get(sip->model_num);
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;
Assert(strlen(shipp->ship_name) <= NAME_LENGTH - 1);
shipp->ship_info_index = ship_type;
shipp->objnum = objnum;
shipp->score = sip->score;
ai_object_init(objp, shipp->ai_index);
physics_ship_init(objp);
if ( !Fred_running ) {
ship_set_warp_effects(objp, sip);
}
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->max_shield_recharge = sip->max_shield_recharge;
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->max_shield_recharge);
}
if (sip->flags[Ship::Info_Flags::Model_point_shields]) {
objp->n_quadrants = pm->shield_points.size();
shipp->shield_points = pm->shield_points;
objp->shield_quadrant.resize(objp->n_quadrants);
}
shipp->orders_accepted = ship_get_default_orders_accepted( sip );
if (!subsys_set(objnum))
{
char err_msg[512];
sprintf (err_msg, "Unable to allocate ship subsystems, which shouldn't be possible anymore. Current allocation is %d (%d in use). No subsystems have been assigned to %s.", Num_ship_subsystems_allocated, Num_ship_subsystems, shipp->ship_name);
if (Fred_running)
os::dialogs::Message(os::dialogs::MESSAGEBOX_ERROR, err_msg);
else
Error(LOCATION, "%s", err_msg);
}
ets_init_ship(objp); // init ship fields that are used for the ETS
shipp->current_max_speed = Ship_info[ship_type].max_speed;
shipp->flags.set(Ship_Flags::Engines_on);
// set certain flags that used to be in ship_info - Goober5000
if (sip->flags[Ship::Info_Flags::Stealth])
shipp->flags.set(Ship_Flags::Stealth);
if (sip->flags[Ship::Info_Flags::Ship_class_dont_collide_invis])
shipp->flags.set(Ship_Flags::Dont_collide_invis);
auto obj_flags = objp->flags;
if (sip->flags[Ship::Info_Flags::No_collide])
obj_flags.remove(Object::Object_Flags::Collides);
else
obj_flags.set(Object::Object_Flags::Collides);
obj_set_flags(objp, obj_flags);
if (sip->flags[Ship::Info_Flags::No_ets])
shipp->flags.set(Ship_Flags::No_ets);
shipp->afterburner_fuel = sip->afterburner_fuel_capacity;
shipp->cmeasure_count = sip->cmeasure_max;
shipp->current_cmeasure = sip->cmeasure_type;
if (sip->num_primary_banks == 0 || swp->primary_bank_weapons[0] < 0) {
swp->current_primary_bank = -1;
swp->previous_primary_bank = -1;
}
if (sip->num_secondary_banks == 0 || swp->secondary_bank_weapons[0] < 0) {
swp->current_secondary_bank = -1;
swp->previous_secondary_bank = -1;
}
swp->current_tertiary_bank = -1;
swp->ai_class = Ai_info[shipp->ai_index].ai_class;
// 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_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 );
}
}
for ( i = 0; i < sip->num_secondary_banks; i++ )
{
float 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 );
}
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;
if(pm != NULL && pm->n_view_positions > 0)
ship_set_eye(objp, 0);
else
ship_set_eye(objp, -1);
sip->shockwave.damage_type_idx = sip->shockwave.damage_type_idx_sav;
// Team colors
shipp->team_name.assign( sip->default_team_name);
shipp->secondary_team_name = "none";
shipp->autoaim_fov = sip->autoaim_fov;
}
/**
* 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.set(Ship_Flags::Disabled);
} else {
shipp->flags.remove(Ship_Flags::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 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.set(Ship::Info_Flags::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 ( auto it = Ship_info.cbegin(); it != Ship_info.cend(); ++it ) {
model_subsystem *source_msp, *dest_msp;
if ( (it->model_num != model_num) || (&(*it) == 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( it->n_subsystems == sip->n_subsystems );
source_msp = &it->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.set(Ship::Info_Flags::Path_fixup);
break;
}
}
// as with object, don't set next and prev to NULL because they keep the object on the free and used lists
void ship_subsys::clear()
{
int i;
system_info = NULL;
parent_objnum = -1;
sub_name[0] = 0;
current_hits = max_hits = 0.0f;
flags = 0;
subsys_guardian_threshold = 0;
armor_type_idx = -1;
turret_best_weapon = -1;
turret_last_fire_direction = vmd_zero_vector;
turret_next_enemy_check_stamp = timestamp(0);
turret_next_fire_stamp = timestamp(0);
turret_enemy_objnum = -1;
turret_enemy_sig = 0;
turret_next_fire_pos = 0;
turret_time_enemy_in_range = 0.0f;
for (i = 0; i < NUM_TURRET_ORDER_TYPES; i++)
turret_targeting_order[i] = -1;
optimum_range = 0.0f;
favor_current_facing = 0.0f;
targeted_subsys = NULL;
scripting_target_override = false;
last_fired_weapon_info_index = -1;
turret_pick_big_attack_point_timestamp = timestamp(0);
turret_big_attack_point = vmd_zero_vector;
turret_animation_position = MA_POS_NOT_SET;
turret_animation_done_time = 0;
for (i = 0; i < MAX_TFP; i++)
turret_swarm_info_index[i] = -1;
turret_swarm_num = 0;
awacs_intensity = 0.0f;
awacs_radius = 0.0f;
memset(&weapons, 0, sizeof(ship_weapon));
memset(&submodel_info_1, 0, sizeof(submodel_instance_info));
memset(&submodel_info_2, 0, sizeof(submodel_instance_info));
disruption_timestamp = timestamp(0);
subsys_cargo_name = 0;
time_subsys_cargo_revealed = 0;
triggered_rotation_index = -1;
points_to_target = 0.0f;
base_rotation_rate_pct = 0.0f;
gun_rotation_rate_pct = 0.0f;
subsys_snd_flags = 0;
rotation_timestamp = timestamp(0);
world_to_turret_matrix = vmd_identity_matrix;
for (i = 0; i < 32; i++)
target_priority[i] = -1;
num_target_priorities = 0;
next_aim_pos_time = 0;
last_aim_enemy_pos = vmd_zero_vector;
last_aim_enemy_vel = vmd_zero_vector;
rof_scaler = 1.0f;
turn_rate = 0.0f;
turret_max_bomb_ownage = -1;
turret_max_target_ownage = -1;
}
/**
* 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->clear(); // initialize it to a known blank slate
ship_system->system_info = model_system; // set the system_info pointer to point to the data read in from the model
ship_system->parent_objnum = objnum;
// 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;
if (model_system->flags2 & MSS_FLAG2_NO_DISAPPEAR)
ship_system->flags |= SSF_NO_DISAPPEAR;
if (model_system->flags2 & MSS_FLAG2_AUTOREPAIR_IF_DISABLED)
ship_system->flags |= SSF_AUTOREPAIR_IF_DISABLED;
if (model_system->flags2 & MSS_FLAG2_NO_AUTOREPAIR_IF_DISABLED)
ship_system->flags |= SSF_NO_AUTOREPAIR_IF_DISABLED;
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; k<MAX_SHIP_PRIMARY_BANKS; k++){
if (model_system->primary_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; k<MAX_SHIP_SECONDARY_BANKS; k++){
if (model_system->secondary_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 );
}
if ((ship_system->system_info->flags2 & MSS_FLAG2_SHARE_FIRE_DIRECTION) && (!(ship_system->system_info->flags & MSS_FLAG_TURRET_SALVO) || !(ship_system->system_info->flags & MSS_FLAG_USE_MULTIPLE_GUNS)))
{
Warning(LOCATION, "\"share fire direction\" flag used with turret which does not have the \"salvo mode\" or \"use multiple guns\" flag set\nsubsystem '%s' on ship type '%s'.\n\"share fire direction\" flag is ignored\n", model_system->subobj_name, sinfo->name);
ship_system->system_info->flags &= (~MSS_FLAG2_SHARE_FIRE_DIRECTION);
}
for (k=0; k<ship_system->weapons.num_secondary_banks; k++) {
float weapon_size = Weapon_info[ship_system->weapons.secondary_bank_weapons[k]].cargo_size;
Assertion( weapon_size > 0.0f, "Cargo size for secondary weapon %s is invalid, must be greater than 0.\n", Weapon_info[ship_system->weapons.secondary_bank_weapons[k]].name );
ship_system->weapons.secondary_bank_ammo[k] = (Fred_running ? 100 : fl2i(ship_system->weapons.secondary_bank_capacity[k] / weapon_size + 0.5f));
ship_system->weapons.secondary_next_slot[k] = 0;
}
// Goober5000
for (k=0; k<ship_system->weapons.num_primary_banks; k++)
{
float weapon_size = Weapon_info[ship_system->weapons.primary_bank_weapons[k]].cargo_size;
if (weapon_size > 0.0f) { // Non-ballistic primaries are supposed to have a cargo_size of 0
ship_system->weapons.primary_bank_ammo[k] = (Fred_running ? 100 : fl2i(ship_system->weapons.primary_bank_capacity[k] / weapon_size + 0.5f));
}
}
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 );
// Clear this flag here so we correctly rebuild the turret matrix on mission load
model_system->flags &= ~MSS_FLAG_TURRET_MATRIX;
// Allocate a triggered rotation instance if we need it
if (model_system->flags & MSS_FLAG_TRIGGERED) {
ship_system->triggered_rotation_index = Triggered_rotations.size();
triggered_rotation tr;
Triggered_rotations.push_back(tr);
}
}
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, "<none>")) {
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].is_arriving() || Ships[objp->instance].flags[Ship_Flags::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_thruster_renderer> 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;
extern bool Rendering_to_shadow_map;
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, true);
vec3d pos = vmd_zero_vector;
vm_vec_unrotate(&pos, &sip->cockpit_offset, &eye_ori);
gr_set_proj_matrix(Proj_fov, gr_screen.clip_aspect, 0.02f, 10.0f*pm->rad);
gr_set_view_matrix(&vmd_zero_vector, &Eye_matrix);
//Deal with the model
model_clear_instance(sip->cockpit_model_num);
model_render_params render_info;
render_info.set_detail_level_lock(0);
render_info.set_flags(MR_NO_FOGGING);
render_info.set_replacement_textures(Player_cockpit_textures);
model_render_immediate(&render_info, sip->cockpit_model_num, &eye_ori, &pos);
gr_end_view_matrix();
gr_end_proj_matrix();
hud_save_restore_camera_data(0);
}
void ship_render_show_ship_cockpit(object *objp)
{
vec3d cockpit_eye_pos;
matrix dummy;
ship_get_eye(&cockpit_eye_pos, &dummy, objp, true, true); //Get cockpit eye position
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(&cockpit_eye_pos, &Eye_matrix); // Set Camera to cockpit eye position
Glowpoint_override = true; // Turn off glowpoints so they dont get rendered fixed at origin
model_render_params render_info;
render_info.set_object_number(OBJ_INDEX(objp));
render_info.set_detail_level_lock(0);
model_render_immediate(&render_info, Ship_info[Ships[objp->instance].ship_info_index].model_num, &objp->orient, &vmd_zero_vector); // Render ship model with fixed detail level 0 so its not switching LOD when moving away from origin
Glowpoint_override = false;
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); // Reset Camera to normal
}
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, glow_target = -1, glow_handle = -1, diffuse_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 ) {
glow_target = i*TM_NUM_TYPES+TM_GLOW_TYPE;
diffuse_handle = pm->maps[i].textures[TM_BASE_TYPE].GetTexture();
glow_handle = pm->maps[i].textures[TM_GLOW_TYPE].GetTexture();
break;
}
}
// create a render target for this cockpit texture
if ( Player_cockpit_textures[glow_target] < 0) {
bm_get_info(diffuse_handle, &w, &h);
Player_cockpit_textures[glow_target] = bm_make_render_target(w, h, BMP_FLAG_RENDER_TARGET_DYNAMIC);
// if no render target was made, bail
if ( Player_cockpit_textures[glow_target] < 0 ) {
return;
}
}
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 = glow_handle;
new_display.target = Player_cockpit_textures[glow_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<HudGauge*> &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(size_t 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 >= Player_displays.size()) {
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();
if ( display->source >= 0 ) {
gr_set_bitmap(display->source);
gr_bitmap(0, 0, GR_RESIZE_NONE);
}
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, GR_RESIZE_NONE);
}
gr_set_cull(cull);
return display->target;
}
void ship_end_render_cockpit_display(size_t 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 >= Player_displays.size()) {
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, GR_RESIZE_NONE);
}
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 __UNUSED;
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].is_dying_or_departing()))
{
// 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.set(Object::Object_Flags::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);
}
}
// no destruction effects, not for player destruction and multiplayer, only self-destruction
void ship_destroy_instantly(object *ship_objp, int shipnum)
{
Assert(ship_objp->type == OBJ_SHIP);
Assert(!(ship_objp == Player_obj));
Assert(!(Game_mode & GM_MULTIPLAYER));
// undocking and death preparation
ship_stop_fire_primary(ship_objp);
ai_deathroll_start(ship_objp);
mission_log_add_entry(LOG_SELF_DESTRUCTED, Ships[ship_objp->instance].ship_name, NULL );
// scripting stuff
Script_system.SetHookObject("Self", ship_objp);
Script_system.RunCondition(CHA_DEATH, 0, NULL, ship_objp);
Script_system.RemHookVar("Self");
ship_objp->flags.set(Object::Object_Flags::Should_be_dead);
ship_cleanup(shipnum,SHIP_DESTROYED);
}
/**
* 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[Object::Object_Flags::Should_be_dead]);
ship *shipp = &Ships[shipnum];
object *objp = &Objects[shipp->objnum];
// 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[Ship_Flags::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
CJumpNode *jnp = jumpnode_get_which_in(objp);
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->GetName(), 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
}
// Goober5000 - lastly, clear out the dead-docked list, per Mantis #2294
// (for exploding ships, this list should have already been cleared by now, via
// do_dying_undock_physics, except in the case of the destroy-instantly sexp)
while (object_is_dead_docked(objp))
{
object *docked_objp = dock_get_first_dead_docked_object(objp);
dock_dead_undock_objects(objp, docked_objp);
}
}
/**
* 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;
}
static const float MAX_SHOCK_ANGLE_RANGE = 1.99f * PI;
/**
* 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;
// 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 ) {
shockwave_create_info sci = sip->shockwave;
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, MAX_SHOCK_ANGLE_RANGE);
sci.rot_angles.b = frand_range(0.0f, MAX_SHOCK_ANGLE_RANGE);
sci.rot_angles.h = frand_range(0.0f, MAX_SHOCK_ANGLE_RANGE);
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)[Ship::Info_Flags::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);
ship *docked_shipp = &Ships[docked_objp->instance];
int dockee_index = dock_find_dead_dockpoint_used_by_object(docked_objp, dying_objp);
// undo all the docking animations for the docked ship only
model_anim_start_type(docked_shipp, TRIGGER_TYPE_DOCKED, dockee_index, -1);
model_anim_start_type(docked_shipp, TRIGGER_TYPE_DOCKING_STAGE_3, dockee_index, -1);
model_anim_start_type(docked_shipp, TRIGGER_TYPE_DOCKING_STAGE_2, dockee_index, -1);
model_anim_start_type(docked_shipp, TRIGGER_TYPE_DOCKING_STAGE_1, dockee_index, -1);
// 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[Ship_Flags::Dying] ) {
ship_info *sip = &Ship_info[shipp->ship_info_index];
bool knossos_ship = (sip->flags[Ship::Info_Flags::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[Ship_Flags::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.set(Object::Object_Flags::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
if ( Cmdline_old_collision_sys ) {
submodel_get_two_random_points(pm->id, pm->detail[0], &pnt1, &pnt2 );
} else {
submodel_get_two_random_points_better(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_dot(&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::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::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; zz<zz_max; zz++ ) {
// don't make sequence of fireballs for knossos
if (knossos_ship) {
break;
}
if (sip->death_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]
if ( Cmdline_old_collision_sys ) {
submodel_get_two_random_points(pm->id, pm->detail[0], &pnt1, &pnt2 );
} else {
submodel_get_two_random_points_better(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 (ship_has_sound(objp, SND_SHIP_EXPLODE_1))
{
sound_index = ship_get_sound(objp, SND_SHIP_EXPLODE_1);
}
else
{
if (sip->flags[Info_Flags::Capital] || sip->flags[Info_Flags::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::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::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.set(Ship_Flags::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.set(Object::Object_Flags::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.set(Object::Object_Flags::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->is_big_or_huge()) ) {
shipp->flags.toggle(Ship_Flags::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[Ship_Flags::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;
framenum = bm_get_anim_frame(flame_anim->first_frame, shipp->thruster_frame, flame_anim->total_time, true);
// 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;
framenum = bm_get_anim_frame(glow_anim->first_frame, shipp->thruster_glow_frame, glow_anim->total_time, true);
// 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;
framenum = bm_get_anim_frame(flame_anim->first_frame, weaponp->thruster_frame, flame_anim->total_time, true);
// 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;
framenum = bm_get_anim_frame(glow_anim->first_frame, weaponp->thruster_glow_frame, glow_anim->total_time, true);
// 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->is_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 )
continue;
if ( ssp->current_hits <= 0 ) {
if (sip->flags[Ship::Info_Flags::Subsys_repair_when_disabled]) {
if (ssp->flags & SSF_NO_AUTOREPAIR_IF_DISABLED) {
continue;
}
} else if (!(ssp->flags & SSF_AUTOREPAIR_IF_DISABLED)) {
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;
}
}
// check to see if this subsystem was totally non functional before -- if so, then
// reset the flags
if ( (ssp->system_info->type == SUBSYSTEM_ENGINE) && (sp->flags[Ship_Flags::Disabled]) ) {
sp->flags.remove(Ship_Flags::Disabled);
ship_reset_disabled_physics(objp, sp->ship_info_index);
}
}
} // 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; idx<MAX_PLAYERS; idx++) {
if (MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && !MULTI_OBSERVER(Net_players[idx]) && (Objects[Net_players[idx].m_player->objnum].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<<SUBSYSTEM_ENGINE) ) {
engines_disabled=1;
}
sp->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<<ss->system_info->type);
}
ss = GET_NEXT( ss );
}
if ( engines_disabled ) {
if ( !(sp->subsys_disrupted_flags & (1<<SUBSYSTEM_ENGINE)) ) {
if ( !(sp->flags[Ship_Flags::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 type of subsystem is disrupted (i.e. 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)
{
Assert ( sp != NULL );
Assert ( type >= 0 && type < SUBSYSTEM_MAX );
// Bogus pointer to ship to check for disrupted subsystem
if (sp == NULL)
return 0;
if ( sp->subsys_disrupted_flags & (1<<type) ) {
return 1;
} else {
return 0;
}
}
float Decay_rate = 1.0f / 120.0f;
DCF(lethality_decay, "Sets ship lethality_decay, or the time in sec to go from 100 to 0 health (default is 1/120)")
{
if (dc_optional_string_either("status", "--status") || dc_optional_string_either("?", "--?")) {
dc_printf("Decay rate is currently %f\n", Decay_rate);
return;
}
dc_stuff_float(&Decay_rate);
}
float min_lethality = 0.0f;
void lethality_decay(ai_info *aip)
{
float decay_rate = Decay_rate;
aip->lethality -= 100.0f * decay_rate * flFrametime;
aip->lethality = MAX(-10.0f, aip->lethality);
#ifndef NDEBUG
if (Objects[Ships[aip->shipnum].objnum].flags[Object::Object_Flags::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 )
void ship_radar_process( object * obj, ship * shipp, ship_info * sip )
{
Assert( obj != NULL);
Assert( shipp != NULL );
Assert( sip != NULL);
shipp->radar_last_status = shipp->radar_current_status;
RadarVisibility visibility = radar_is_visible(obj);
if (visibility == NOT_VISIBLE)
{
if (shipp->radar_last_contact < 0 && shipp->radar_visible_since < 0)
{
shipp->radar_visible_since = -1;
shipp->radar_last_contact = -1;
}
else
{
shipp->radar_visible_since = -1;
shipp->radar_last_contact = Missiontime;
}
}
else if (visibility == VISIBLE || visibility == DISTORTED)
{
if (shipp->radar_visible_since < 0)
{
shipp->radar_visible_since = Missiontime;
}
shipp->radar_last_contact = Missiontime;
}
shipp->radar_current_status = visibility;
}
/**
* 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[Ship_Flags::Ammo_count_recorded]) )
{
int max_missiles;
for ( int i=0; i<MAX_SHIP_SECONDARY_BANKS; i++ ) {
if ( red_alert_mission() )
{
max_missiles = get_max_ammo_count_for_bank(shipp->ship_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[Ship::Info_Flags::Ballistic_primaries] )
{
for ( int i=0; i<MAX_SHIP_PRIMARY_BANKS; i++ )
{
if ( red_alert_mission() )
{
max_missiles = get_max_ammo_count_for_primary_bank(shipp->ship_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.set(Ship_Flags::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->is_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[Ship_Flags::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 );
}
// update radar status of the ship
ship_radar_process(obj, shipp, sip);
if ( (!(shipp->is_arriving()) || (Ai_info[shipp->ai_index].mode == AIM_BAY_EMERGE)
|| ((sip->warpin_type == WT_IN_PLACE_ANIM) && (shipp->flags[Ship_Flags::Arriving_stage_2])) )
&& !(shipp->flags[Ship_Flags::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[Object::Object_Flags::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[Object::Object_Flags::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];
swp->primary_bank_slot_count[i] = 1; // RSAXVC DYN LINK CODE
}
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_info_init(&mc);
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[objp->instance].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[Ship::Info_Flags::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<MAX_SHIPS; n++){
if (Ships[n].objnum == -1){
break;
}
}
if (n == MAX_SHIPS){
return -1;
}
Assert((ship_type >= 0) && (ship_type < static_cast<int>(Ship_info.size())));
sip = &(Ship_info[ship_type]);
shipp = &Ships[n];
shipp->clear();
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
for(auto it = Ship_info.begin(); it != Ship_info.end(); ++it){
if(!stricmp(it->pof_file, sip->pof_file_hud)){
it->model_num = model_load(it->pof_file, it->n_subsystems, &it->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 )
{
if ( !Is_standalone )
{
// just log to file for standalone servers
Warning(LOCATION, "For ship '%s', detail level\nmismatch. Table has %d,\nPOF has %d.", sip->name, sip->num_detail_levels, pm->n_detail_levels );
}
else
{
nprintf(("Warning", "For ship '%s', detail level mismatch. Table has %d, POF has %d.", sip->name, sip->num_detail_levels, pm->n_detail_levels ));
}
}
for ( i=0; i<pm->n_detail_levels; i++ )
pm->detail_depth[i] = (i < sip->num_detail_levels) ? i2fl(sip->detail_distance[i]) : 0.0f;
flagset<Object::Object_Flags> default_ship_object_flags;
default_ship_object_flags.set(Object::Object_Flags::Renders);
default_ship_object_flags.set(Object::Object_Flags::Physics);
// 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.)
default_ship_object_flags.set(Object::Object_Flags::Collides, !sip->flags[Ship::Info_Flags::No_collide]);
objnum = obj_create(OBJ_SHIP, -1, n, orient, pos, model_get_radius(sip->model_num), default_ship_object_flags);
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)) {
char suffix[NAME_LENGTH];
sprintf(suffix, NOX(" %d"), n);
// ensure complete ship name doesn't overflow the buffer
int name_len = MIN(NAME_LENGTH - strlen(suffix) - 1, strlen(Ship_info[ship_type].name));
Assert(name_len > 0);
strncpy(shipp->ship_name, Ship_info[ship_type].name, name_len);
strcpy(shipp->ship_name + name_len, suffix);
} 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; i<pm->shield.ntris; i++)
shipp->shield_integrity[i] = 1.0f;
} else
shipp->shield_integrity = NULL;
// Bump the object radius to ensure that collision detection works right
// even when spread shields extend outside the model's natural radius
if (sip->flags[Ship::Info_Flags::Auto_spread_shields]) {
Objects[objnum].radius += sip->auto_shield_spread;
}
// 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[Ship::Info_Flags::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.set(Ship::Info_Flags::Path_fixup);
}
// 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);
// 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(true, sip->model_num);
shipp->time_created = Missiontime;
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 vector)
*/
void ship_model_change(int n, int ship_type)
{
int i;
ship_info *sip;
ship *sp;
polymodel * pm;
object *objp;
Assert( n >= 0 && n < MAX_SHIPS );
sp = &Ships[n];
sip = &(Ship_info[ship_type]);
objp = &Objects[sp->objnum];
// 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 )
{
if ( !Is_standalone )
{
// just log to file for standalone servers
Warning(LOCATION, "For ship '%s', detail level\nmismatch. Table has %d,\nPOF has %d.", sip->name, sip->num_detail_levels, pm->n_detail_levels );
}
else
{
nprintf(("Warning", "For ship '%s', detail level mismatch. Table has %d, POF has %d.", sip->name, sip->num_detail_levels, pm->n_detail_levels ));
}
}
for ( i=0; i<pm->n_detail_levels; i++ )
pm->detail_depth[i] = (i < sip->num_detail_levels) ? i2fl(sip->detail_distance[i]) : 0.0f;
if (sip->flags[Ship::Info_Flags::Model_point_shields]) {
objp->n_quadrants = pm->shield_points.size();
sp->shield_points = pm->shield_points;
} else {
objp->n_quadrants = DEFAULT_SHIELD_SECTIONS;
}
objp->shield_quadrant.resize(objp->n_quadrants);
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;
}
// 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 vector)
* @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_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];
// do a quick out if we're already using the new ship class
if (sp->ship_info_index == ship_type)
return;
int objnum = sp->objnum;
swp = &sp->weapons;
sip = &(Ship_info[ship_type]);
sip_orig = &Ship_info[sp->ship_info_index];
objp = &Objects[objnum];
p_objp = mission_parse_get_parse_object(sp->ship_name);
ph_inf = objp->phys_info;
// MageKing17 - See if any AIs are doing anything with subsystems of this ship (targeting, goal to destroy)
// keep track of those subsystems and transfer the target/goal if the subsystem still exists, delete otherwise
SCP_list<int> target_matches; // tells us to check this Ai_info index during subsystem traversal
SCP_list<ivec3> subsystem_matches; // Ai_info index, goal index (or -1 for targeted), subsystem index
// not having a subsystem index at first is why we have the target_matches list:
// while traversing the subsystem list, a match can be compared directly to the
// subsystem object, and its index added to subsystem_matches.
SCP_list<weapon*> homing_matches; // any missiles locked on to a subsystem from this ship
SCP_list<std::pair<weapon*, int>> homing_subsystem_matches; // When homing_matches find matches, they put them here
SCP_list<weapon*> weapon_turret_matches; // projectiles that were fired from turrets on this ship
SCP_list<std::pair<weapon*, int>> weapon_turret_subsystem_matches;
SCP_list<int> last_targeted_matches;
SCP_list<std::pair<int, int>> last_targeted_subsystem_matches;
if (!(Fred_running) && (Game_mode & GM_IN_MISSION)) { // Doing this effort only makes sense in the middle of a mission.
// Delete ship sparks if the model changed
if (sip_orig->model_num != sip->model_num) {
memset(sp->sparks, 0, MAX_SHIP_HITS * sizeof(ship_spark));
sp->num_hits = 0;
}
for (i = 0; i < MAX_AI_INFO; i++) {
if (Ai_info[i].shipnum > -1) {
if (Ai_info[i].targeted_subsys && Ai_info[i].targeted_subsys->parent_objnum == objnum) {
target_matches.push_back(i);
}
ai_goal* goals = Ai_info[i].goals;
for (int j = 0; j < MAX_AI_GOALS; j++) {
// POSSIBLE OPTIMIZATION: goals[0] should be the active goal, so we might be able to reuse target_subsys_parent for that instead of doing ship_name_lookup()
if (goals[j].ai_mode == AI_GOAL_DESTROY_SUBSYSTEM && !(goals[j].flags & AIGF_SUBSYS_NEEDS_FIXUP)) { // If the subsystem name hasn't been parsed yet, we're fine.
int sindex = ship_name_lookup(goals[j].target_name);
if (sindex > -1 && Ships[sindex].objnum == objnum) {
ivec3 temp = {i, j, goals[j].ai_submode};
subsystem_matches.push_back(std::move(temp));
}
}
}
}
}
for (i = 0; i < MAX_WEAPONS; i++) {
if (Weapons[i].objnum == -1) {
continue;
}
weapon* wp = &Weapons[i];
if (wp->homing_subsys && wp->homing_subsys->parent_objnum == objnum) {
homing_matches.push_back(wp);
}
if (wp->turret_subsys && wp->turret_subsys->parent_objnum == objnum) {
weapon_turret_matches.push_back(wp);
}
}
for (i = 0; i < MAX_PLAYERS; i++) {
if (sp->last_targeted_subobject[i]) {
last_targeted_matches.push_back(i);
}
}
}
// Goober5000 - we can't copy the ship object because the tree of structs contains at least
// one class without a copy constructor. So let's just save the information we need.
// these are wiped by ets_init_ship
int orig_wep_rechg_idx = sp->weapon_recharge_index;
int orig_shd_rechg_idx = sp->shield_recharge_index;
int orig_eng_rechg_idx = sp->engine_recharge_index;
// Goober5000 - maintain the original hull, shield, and subsystem percentages... gah
// ...except when in FRED, because this stuff is handled in the missionparse/missionsave part. The E
if (!Fred_running) {
// 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);
CLAMP(hull_pct, 0.1f, 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);
CLAMP(shield_pct, 0.0f, 1.0f);
} else {
shield_pct = hull_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;
}
// MageKing17 - Update subsystem pointers if changing classes mid-mission
if (!(Fred_running) && (Game_mode & GM_IN_MISSION)) {
// If any of our AI info objects targeting a subsystem on this ship are targeting this specific
// subsystem, add them to the subsystem_matches vector and remove them from our "to be checked" list.
{
auto it = target_matches.begin();
while (it != target_matches.end()) {
ai_info* aip = &Ai_info[*it];
if (aip->targeted_subsys == ss) {
ivec3 temp = {*it, -1, num_saved_subsystems}; // -1 for the "goal" index means targeted, not actually a goal
subsystem_matches.push_back(std::move(temp));
aip->targeted_subsys = NULL; // Clear this so that aip->last_subsys_target won't point to a subsystem from the old list later
aip->targeted_subsys_parent = -1;
auto erasor = it;
++it;
target_matches.erase(erasor);
} else {
++it;
}
}
}
// Fix any weapons homing in on this subsystem.
{
auto it = homing_matches.begin();
while (it != homing_matches.end()) {
if ((*it)->homing_subsys == ss) {
homing_subsystem_matches.push_back(std::make_pair(*it, num_saved_subsystems));
auto erasor = it;
++it;
homing_matches.erase(erasor);
} else {
++it;
}
}
}
// Fix any projectiles fired from this subsystem.
{
auto it = weapon_turret_matches.begin();
while (it != weapon_turret_matches.end()) {
if ((*it)->turret_subsys == ss) {
weapon_turret_subsystem_matches.push_back(std::make_pair(*it, num_saved_subsystems));
auto erasor = it;
++it;
weapon_turret_matches.erase(erasor);
} else {
++it;
}
}
}
// Fix any subsystems in last_targeted_matches[].
{
auto it = last_targeted_matches.begin();
while (it != last_targeted_matches.end()) {
if (sp->last_targeted_subobject[*it] == ss) {
last_targeted_subsystem_matches.push_back(std::make_pair(*it, num_saved_subsystems));
auto erasor = it;
++it;
last_targeted_matches.erase(erasor);
} else {
++it;
}
}
}
}
// 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);
CLAMP(subsys_pcts[num_saved_subsystems], 0.0f, 1.0f);
num_saved_subsystems++;
ss = GET_NEXT(ss);
}
Assertion(target_matches.empty(), "Failed to find matches for every currently-targeted subsystem on ship %s in change_ship_type(); get a coder!\n", sp->ship_name);
Assertion(homing_matches.empty(), "Failed to find matches for every subsystem being homed in on ship %s in change_ship_type(); get a coder!\n", sp->ship_name);
Assertion(weapon_turret_matches.empty(), "Failed to find matches for every turret a projectile was fired from on ship %s in change_ship_type(); get a coder!\n", sp->ship_name);
Assertion(last_targeted_matches.empty(), "Somehow failed to find every subsystem a player was previously targeting on ship %s in change_ship_type(); get a coder!\n", sp->ship_name);
// 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;
} else {
sp->ship_max_hull_strength = sip->max_hull_strength;
}
objp->hull_strength = hull_pct * sp->ship_max_hull_strength;
}
sp->max_shield_recharge = sip->max_shield_recharge;
// 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);
// Mantis 2763: moved down to have access to the right ship_max_shield_strength value
// make sure that shields are disabled/enabled if they need to be - Chief1983
if (!Fred_running) {
if ((p_objp->flags[Mission::Parse_Object_Flags::OF_Force_shields_on]) && (sp->ship_max_shield_strength > 0.0f)) {
objp->flags.remove(Object::Object_Flags::No_shields);
}
else if ((p_objp->flags[Mission::Parse_Object_Flags::OF_No_shields]) || (sp->ship_max_shield_strength == 0.0f)) {
objp->flags.set(Object::Object_Flags::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->flags[Info_Flags::Intrinsic_no_shields]) && (sip->flags[Info_Flags::Intrinsic_no_shields])) {
objp->flags.set(Object::Object_Flags::No_shields);
}
else if ((sip_orig->flags[Info_Flags::Intrinsic_no_shields]) && !(sip->flags[Info_Flags::Intrinsic_no_shields]) && (sp->ship_max_shield_strength > 0.0f)) {
objp->flags.remove(Object::Object_Flags::No_shields);
}
}
// 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);
int ss_index = 0;
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];
// MageKing17 - Every AI doing something with this subsystem must transfer to the new one.
{
auto it = subsystem_matches.begin();
while (it != subsystem_matches.end()) {
if (it->z == i) { // the subsystem is a match
int goalnum = it->y;
ai_info* aip = &Ai_info[it->x];
if (goalnum == -1) {
set_targeted_subsys(aip, ss, n);
} else {
aip->goals[goalnum].ai_submode = ss_index;
}
auto erasor = it;
++it;
subsystem_matches.erase(erasor);
} else {
++it;
}
}
}
// also weapons homing in on this subsystem
{
auto it = homing_subsystem_matches.begin();
while (it != homing_subsystem_matches.end()) {
if (it->second == i) { // the subsystem is a match
it->first->homing_subsys = ss;
auto erasor = it;
++it;
homing_subsystem_matches.erase(erasor);
} else {
++it;
}
}
}
// also weapons fired from this subsystem
{
auto it = weapon_turret_subsystem_matches.begin();
while (it != weapon_turret_subsystem_matches.end()) {
if (it->second == i) {
it->first->turret_subsys = ss;
auto erasor = it;
++it;
weapon_turret_subsystem_matches.erase(erasor);
} else {
++it;
}
}
}
// and finally, fix previously-targeted subsystems
{
auto it = last_targeted_subsystem_matches.begin();
while (it != last_targeted_subsystem_matches.end()) {
if (it->second == i) { // the subsystem is a match
sp->last_targeted_subobject[it->first] = ss;
auto erasor = it;
++it;
last_targeted_subsystem_matches.erase(erasor);
} else {
++it;
}
}
}
break;
}
}
ss_index++;
ss = GET_NEXT(ss);
}
ship_recalc_subsys_strength(sp);
for (auto cit = subsystem_matches.cbegin(); cit != subsystem_matches.cend(); ++cit) {
int goalnum = cit->y;
ai_info* aip = &Ai_info[cit->x];
if (goalnum == -1) {
if (aip == Player_ai) {
hud_cease_subsystem_targeting(0);
} else {
set_targeted_subsys(aip, nullptr, -1);
}
} else {
ai_remove_ship_goal(aip, goalnum);
}
}
subsystem_matches.clear(); // We don't need these anymore, so may as well clear them now.
for (auto cit = homing_subsystem_matches.cbegin(); cit != homing_subsystem_matches.cend(); ++cit) {
cit->first->homing_subsys = nullptr;
}
homing_subsystem_matches.clear();
for (auto cit = weapon_turret_subsystem_matches.cbegin(); cit != weapon_turret_subsystem_matches.cend(); ++cit) {
cit->first->turret_subsys = nullptr;
}
weapon_turret_subsystem_matches.clear();
for (auto cit = last_targeted_subsystem_matches.cbegin(); cit != last_targeted_subsystem_matches.cend(); ++cit) {
sp->last_targeted_subobject[cit->first] = nullptr;
}
last_targeted_subsystem_matches.clear();
// 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[Ship::Info_Flags::Afterburner])
{
polymodel *pm = model_get(sip->model_num);
for (int h = 0; h < pm->n_thrusters; h++)
{
for (int j = 0; j < pm->thrusters[h].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[Ship::Info_Flags::Stealth]) // changing TO a stealthy ship class
sp->flags.set(Ship_Flags::Stealth);
else if (sip_orig->flags[Ship::Info_Flags::Stealth]) // changing FROM a stealthy ship class
sp->flags.remove(Ship_Flags::Stealth);
if (sip->flags[Ship::Info_Flags::Ship_class_dont_collide_invis]) // changing TO a don't-collide-invisible ship class
sp->flags.set(Ship_Flags::Dont_collide_invis);
else if (sip_orig->flags[Ship::Info_Flags::Ship_class_dont_collide_invis]) // changing FROM a don't-collide-invisible ship class
sp->flags.remove(Ship_Flags::Dont_collide_invis);
if (sip->flags[Ship::Info_Flags::No_collide]) // changing TO a no-collision ship class
obj_set_flags(objp, objp->flags - Object::Object_Flags::Collides);
else if (sip_orig->flags[Ship::Info_Flags::No_collide]) // changing FROM a no-collision ship class
obj_set_flags(objp, objp->flags + Object::Object_Flags::Collides);
if (sip->flags[Ship::Info_Flags::No_ets])
sp->flags.set(Ship_Flags::No_ets);
else if (sip_orig->flags[Ship::Info_Flags::No_ets])
sp->flags.remove(Ship_Flags::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; i<MAX_SHIP_PRIMARY_BANKS;i++){
swp->primary_animation_position[i] = MA_POS_NOT_SET;
}
for( i = 0; i<MAX_SHIP_SECONDARY_BANKS;i++){
swp->secondary_animation_position[i] = MA_POS_NOT_SET;
}
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(true, sip->model_num);
// Valathil - Reinitialize collision checks
if ( Cmdline_old_collision_sys ) {
obj_remove_pairs(objp);
obj_add_pairs(OBJ_INDEX(objp));
} else {
obj_remove_collider(OBJ_INDEX(objp));
obj_add_collider(OBJ_INDEX(objp));
}
// 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 = orig_wep_rechg_idx;
sp->shield_recharge_index = orig_shd_rechg_idx;
sp->engine_recharge_index = orig_eng_rechg_idx;
}
// 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;
}
// Goober5000 - if we're changing to a ship class that has a different default set of orders, update the orders
// (this avoids wiping the orders if we're e.g. changing between fighter classes)
if (Fred_running)
{
int old_defaults = ship_get_default_orders_accepted(sip_orig);
int new_defaults = ship_get_default_orders_accepted(sip);
if (old_defaults != new_defaults)
sp->orders_accepted = new_defaults;
}
// Goober5000 - deal with texture replacement by re-applying the same code we used during parsing
if (sp->ship_replacement_textures != NULL)
{
// clear them out because the new positions may be different
for (i = 0; i < MAX_REPLACEMENT_TEXTURES; i++)
sp->ship_replacement_textures[i] = -1;
// now fill them in according to texture name
for (SCP_vector<texture_replace>::iterator tr = p_objp->replacement_textures.begin(); tr != p_objp->replacement_textures.end(); ++tr)
{
int j;
polymodel *pm = model_get(sip->model_num);
// look for textures
for (j = 0; j < pm->n_textures; j++)
{
texture_map *tmap = &pm->maps[j];
int tnum = tmap->FindTexture(tr->old_texture);
if(tnum > -1)
sp->ship_replacement_textures[j * TM_NUM_TYPES + tnum] = tr->new_texture_id;
}
}
}
if (sip->uses_team_colors)
{
sp->team_name = sip->default_team_name;
}
}
#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; i<MAX_WEAPON_TYPES; i++)
if (!stricmp(Weapon_info[i].name, NOX("Debug Laser")))
break;
vm_vec_add(&wpos, &objp->pos, &(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", 1633));
} else if(shipp->current_cmeasure < 0) {
//TODO: multi-lingual support
HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "No countermeasures selected", 1634));
} 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[Object::Object_Flags::Player_ship]){
// the new way of doing things
if (Game_mode & GM_MULTIPLAYER){
send_NEW_countermeasure_fired_packet(objp, cmeasure_count, -1);
}
return 0;
}
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 );
}
// the new way of doing things
if(Game_mode & GM_MULTIPLAYER){
send_NEW_countermeasure_fired_packet(objp, cmeasure_count, 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
*/
void 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)]);
}
}
/**
* 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, "Sets weapon tracer radius")
{
if (dc_optional_string_either("status", "--status") || dc_optional_string_either("?", "--?")) {
dc_printf("t_rad : %f\n", t_rad);
return;
}
dc_stuff_float(&t_rad);
}
DCF(t_len, "Sets weapon tracer length")
{
if (dc_optional_string_either("status", "--status") || dc_optional_string_either("?", "--?")) {
dc_printf("t_len : %f\n", t_len);
return;
}
dc_stuff_float(&t_len);
}
DCF(t_vel, "Sets weapon tracer velocity")
{
if (dc_optional_string_either("status", "--status") || dc_optional_string_either("?", "--?")) {
dc_printf("t_vel : %f\n", t_vel);
return;
}
dc_stuff_float(&t_vel);
}
/*
TODO: These two DCF's (and variables) are unused
DCF(t_min, "")
{
dc_stuff_float(&t_min);
}
DCF(t_max, "")
{
dc_stuff_float(&t_max);
}
*/
/**
* 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(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;
if(Ship_info[shipp->ship_info_index].draw_primary_models[bank_to_stop]){
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[Ship_Flags::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; i<swp->num_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_idx, i, j, w, v, weapon_objnum;
int bank_to_fire, num_fired = 0;
int banks_fired; // used for multiplayer to help determine whether or not to send 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 >= static_cast<int>(Ship_info.size()))){
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->flags[Ship_Flags::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[Ship_Flags::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[Ship_Flags::Trigger_down])){
return 0;
}
if(num_primary_banks == 1)
for(i = 0; i<swp->num_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 && !( Game_mode & GM_MULTIPLAYER ))) && 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(shipp->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;
}
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_idx = swp->primary_bank_weapons[bank_to_fire];
Assert( weapon_idx >= 0 && weapon_idx < MAX_WEAPON_TYPES );
if ( (weapon_idx < 0) || (weapon_idx >= 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_idx];
if (needs_target_pos) {
target_velocity_vec = Objects[aip->target_objnum].phys_info.vel;
if (The_mission.ai_profile->flags & AIPF_USE_ADDITIVE_WEAPON_VELOCITY)
vm_vec_scale_sub2(&target_velocity_vec, &obj->phys_info.vel, winfo_p->vel_inherit_amount);
}
if (winfo_p->weapon_submodel_rotate_vel > 0.0f) {
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;
if (sip->draw_primary_models[bank_to_fire]) {
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[Ship_Flags::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]) ) {
continue;
}
// if weapons are linked and this is a nolink weapon, skip it
if (shipp->flags[Ship_Flags::Primary_linked] && winfo_p->wi_flags3 & WIF3_NOLINK) {
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 = winfo_p->burst_delay * 1000.0f;
swp->burst_counter[bank_to_fire]++;
if (winfo_p->burst_flags & WBF_FAST_FIRING)
fast_firing = true;
} else if (winfo_p->max_delay != 0.0f && winfo_p->min_delay != 0.0f) { // Random fire delay (DahBlount)
next_fire_delay = (((float)rand()) / (((float)RAND_MAX + 1.0f) * (winfo_p->max_delay - winfo_p->min_delay + 1.0f) + winfo_p->min_delay)) * 1000.0f;
} else {
next_fire_delay = winfo_p->fire_wait * 1000.0f;
swp->burst_counter[bank_to_fire] = 0;
}
if (!((obj->flags[Object::Object_Flags::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 ( (num_primary_banks > 1) && !(winfo_p->wi_flags3 & WIF3_NO_LINKED_PENALTY) && !(The_mission.ai_profile->flags & AIPF_DISABLE_LINKED_FIRE_PENALTY) )
{
int effective_primary_banks = 0;
for (int it = 0; it < num_primary_banks; it++)
{
if ((it == bank_to_fire) || !(Weapon_info[swp->primary_bank_weapons[it]].wi_flags3 & (WIF3_NOLINK | WIF3_NO_LINKED_PENALTY)))
effective_primary_banks++;
}
Assert(effective_primary_banks >= 1);
next_fire_delay *= 1.0f + (effective_primary_banks - 1) * 0.5f; // 50% time penalty if banks linked
}
if (winfo_p->fof_spread_rate > 0.0f)
{
//Adjust the primary_bank_fof_cooldown based on how long it's been since the last shot.
float reset_amount = (timestamp_until(swp->last_primary_fire_stamp[bank_to_fire]) / 1000.0f) * winfo_p->fof_reset_rate;
swp->primary_bank_fof_cooldown[bank_to_fire] += winfo_p->fof_spread_rate + reset_amount;
CLAMP(swp->primary_bank_fof_cooldown[bank_to_fire], 0.0f, 1.0f);
}
// 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[Object::Object_Flags::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 (sip->flags[Ship::Info_Flags::Dyn_primary_linking] ) {
Assert(pm->gun_banks[bank_to_fire].num_slots != 0);
swp->next_primary_fire_stamp[bank_to_fire] = timestamp((int)(next_fire_delay * ( swp->primary_bank_slot_count[ bank_to_fire ] ) / pm->gun_banks[bank_to_fire].num_slots ) );
swp->last_primary_fire_stamp[bank_to_fire] = timestamp();
} else 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 ) {
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((int)(next_fire_delay));
if ( obj == Player_obj )
{
ship_maybe_play_primary_fail_sound();
}
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; // dummy turret info is used per firepoint
shipp->beam_sys_info.turret_fov = cosf((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 ( sip->flags[Ship::Info_Flags::Dyn_primary_linking] ) {
numtimes = 1;
points = MIN( num_slots, swp->primary_bank_slot_count[ bank_to_fire ] );
} else 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((int)(next_fire_delay));
if ( obj == Player_obj )
{
ship_maybe_play_primary_fail_sound();
}
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[Ship::Info_Flags::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 )
{
ship_maybe_play_primary_fail_sound();
}
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();
vec3d total_impulse;
vec3d *firepoint_list;
size_t current_firepoint = 0;
if (winfo_p->wi_flags3 & WIF3_APPLY_RECOIL){
firepoint_list = new vec3d[numtimes * points];
vm_vec_zero(&total_impulse);
} else {
firepoint_list = nullptr;
}
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) || (sip->flags[Ship::Info_Flags::Dyn_primary_linking]) ){
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; s<sub_shots; s++){
pnt = pm->gun_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->flags[Ship::Info_Flags::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;
}
if (winfo_p->wi_flags3 & WIF3_APPLY_RECOIL){ // Function to add recoil functionality - DahBlount
vec3d local_impulse = firing_orient.vec.fvec;
float recoil_force = (winfo_p->mass * winfo_p->max_speed * winfo_p->recoil_modifier * sip->ship_recoil_modifier);
firepoint_list[current_firepoint++] = firing_pos;
vm_vec_scale(&local_impulse, (-1 * recoil_force));
vm_vec_add2(&total_impulse, &local_impulse);
}
// create the weapon -- the network signature for multiplayer is created inside
// of weapon_create
weapon_objnum = weapon_create( &firing_pos, &firing_orient, weapon_idx, OBJ_INDEX(obj), new_group_id,
0, 0, swp->primary_bank_fof_cooldown[bank_to_fire] );
winfo_p = &Weapon_info[Weapons[Objects[weapon_objnum].instance].weapon_info_index];
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 - winfo_p->untargeted_flak_range_penalty);
}
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->flags[Ship::Info_Flags::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_idx );
}
// 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]++;
}
if (winfo_p->wi_flags3 & WIF3_APPLY_RECOIL){
vec3d avg_firepoint;
vm_vec_avg_n(&avg_firepoint, current_firepoint, firepoint_list);
ship_apply_whack(&total_impulse, &avg_firepoint, obj);
delete[] firepoint_list;
}
}
CLAMP(shipp->weapon_energy, 0.0f, sip->max_weapon_reserve);
banks_fired |= (1<<bank_to_fire); // mark this bank as fired.
}
// Only play the weapon fired sound if it hasn't been played yet. This is to
// avoid playing the same sound multiple times when banks are linked with the
// same weapon.
if (!(winfo_p->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[Object::Object_Flags::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, 1);
Script_system.RunCondition(CHA_PRIMARYFIRE, 0, NULL, objp);
Script_system.RemHookVars(2, "User", "Target");
}
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[Ship_Flags::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[Ship_Flags::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(), indirectly via ::weapon_detonate(), 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;
if ((objnum < 0) || (objnum >= MAX_OBJECTS)) {
return 0;
}
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) {
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
*
* @note: not currently used - mark for removal?
*/
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; i++) {
if ( j >= 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_idx, j, bank, bank_adjusted, 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->flags[Ship_Flags::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
// niffiwan: allow swarm/corkscrew bank to keep firing if current bank changes
if (shipp->swarm_missile_bank != -1 && allow_swarm) {
bank = shipp->swarm_missile_bank;
} else if (shipp->corkscrew_missile_bank != -1 && allow_swarm) {
bank = shipp->corkscrew_missile_bank;
} else {
bank = swp->current_secondary_bank;
}
if ( bank < 0 || bank >= sip->num_secondary_banks ) {
return 0;
}
bank_adjusted = MAX_SHIP_PRIMARY_BANKS + bank;
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_idx = 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_idx];
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;
}
// niffiwan: 04/03/12: duplicate of a check approx 100 lines above - not needed?
if ( 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);
}
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;
}
shipp->swarm_missile_bank = bank;
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);
shipp->corkscrew_missile_bank = bank;
return 1; // Note: Missiles didn't get fired, but the frame interval code will fire them.
}
float t;
if (Weapon_info[weapon_idx].burst_shots > swp->burst_counter[bank_adjusted]) {
t = Weapon_info[weapon_idx].burst_delay;
swp->burst_counter[bank_adjusted]++;
} else {
t = Weapon_info[weapon_idx].fire_wait; // They can fire 5 times a second
swp->burst_counter[bank_adjusted] = 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_idx].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[Ship_Flags::Secondary_dual_fire] && num_slots > 1) {
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 {
// de-set the flag just in case dual-fire was set but couldn't be used
// because there's less than two firepoints
shipp->flags.remove(Ship_Flags::Secondary_dual_fire);
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_idx].subtype == WP_MISSILE );
}
matrix firing_orient;
if(!(sip->flags[Ship::Info_Flags::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_idx, OBJ_INDEX(obj), -1, aip->current_target_is_locked);
if (weapon_num >= 0) {
weapon_idx = Weapons[Objects[weapon_num].instance].weapon_info_index;
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->flags[Ship::Info_Flags::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_idx);
}
if((wip->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, (wip->mass * wip->max_speed) * 0.1f);
}
num_fired++;
swp->last_fired_weapon_index = weapon_num;
swp->detonate_weapon_time = timestamp(500); // Can detonate 1/2 second later.
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_idx].launch_snd != -1 ) {
snd_play( &Snds[Weapon_info[weapon_idx].launch_snd], 0.0f, 1.0f, SND_PRIORITY_MUST_PLAY );
swp = &Player_ship->weapons;
if (bank >= 0) {
wip = &Weapon_info[swp->secondary_bank_weapons[bank]];
if (Player_ship->flags[Ship_Flags::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_idx].launch_snd != -1 ) {
snd_play_3d( &Snds[Weapon_info[weapon_idx].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[Object::Object_Flags::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_idx);
}
// 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;
shipp->swarm_missile_bank = -1;
}
if (shipp->num_corkscrew_to_fire > 1) {
shipp->num_corkscrew_to_fire = 1;
shipp->corkscrew_missile_bank = -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.
//
// niffiwan: only try to switch banks if object has multiple banks, and firing bank is the current bank
if ( (obj->flags[Object::Object_Flags::Player_ship]) && (swp->secondary_bank_ammo[bank] <= 0) && (swp->num_secondary_banks >= 2) && (bank == swp->current_secondary_bank) ) {
// niffiwan: call ship_select_next_secondary instead of ship_select_next_valid_secondary_bank
// ensures all "extras" are dealt with, like animations, scripting hooks, etc
if (ship_select_next_secondary(obj) ) { //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);
Script_system.RunCondition(CHA_SECONDARYFIRE, 0, NULL, objp);
Script_system.RemHookVars(2, "User", "Target");
}
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;
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;
auto original_link_flag = shipp->flags[Ship_Flags::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[Ship_Flags::Ship_selective_linking] )
{
printf("npb:%i\n", swp->num_primary_banks );
}
if ( shipp->flags[Ship_Flags::Primary_linked] )
{
shipp->flags.remove(Ship_Flags::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->flags[Ship::Info_Flags::No_primary_linking] )
{
swp->current_primary_bank = 0;
}
else
{
shipp->flags.set(Ship_Flags::Primary_linked);
}
}
else
{
if ( swp->current_primary_bank > 0 )
{
swp->current_primary_bank--;
}
else if( sip->flags[Ship::Info_Flags::No_primary_linking] )
{
swp->current_primary_bank = swp->num_primary_banks - 1;
}
else
{
shipp->flags.set(Ship_Flags::Primary_linked);
}
}
}
}
// test for ballistics - Goober5000
if ( sip->flags[Ship::Info_Flags::Ballistic_primaries] )
{
// if we can't link, disengage primary linking and change to next available bank
if (shipp->flags[Ship_Flags::Primary_linked])
{
for (i = 0; i < swp->num_primary_banks; i++)
{
if (primary_out_of_ammo(swp, i))
{
shipp->flags.remove(Ship_Flags::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[Ship_Flags::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);
Script_system.RemHookVars(2, "User", "Target");
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);
Script_system.RemHookVars(2, "User", "Target");
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);
Script_system.RemHookVars(2, "User", "Target");
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; i<shipp->weapons.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; i<shipp->weapons.num_secondary_banks; i++)
if (shipp->weapons.secondary_bank_ammo[i]) {
outbanklist[count] = i;
outlist[count++] = shipp->weapons.secondary_bank_weapons[i];
}
return count;
}
void wing_bash_ship_name(char *ship_name, const char *wing_name, int index)
{
// if wing name has a hash symbol, create the ship name a particular way
// (but don't do this for names that have the hash as the first or last character)
const char *p = get_pointer_to_first_hash_symbol(wing_name);
if ((p != NULL) && (p != wing_name) && (*(p+1) != '\0'))
{
size_t len = (p - wing_name);
strncpy(ship_name, wing_name, len);
sprintf(ship_name + len, NOX(" %d"), index);
strcat(ship_name, p);
}
// most of the time we should create the name the standard retail way
else
sprintf(ship_name, NOX("%s %d"), wing_name, index);
}
/**
* Return the object index of the ship with name *name.
*/
int wing_name_lookup(const 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<wing_limit; i++)
if (Wings[i].wave_count && !stricmp(Wings[i].name, name))
return i;
} else {
for (i=0; i<wing_limit; i++)
if (Wings[i].current_count && !stricmp(Wings[i].name, name))
return i;
}
return -1;
}
/**
* Needed in addition to wing_name_lookup because it does a straight lookup without
* caring about how many ships are in the wing, etc.
*/
int wing_lookup(const char *name)
{
int idx;
for(idx=0;idx<Num_wings;idx++)
if(stricmp(Wings[idx].name,name)==0)
return idx;
return -1;
}
/**
* Return the index of Ship_info[].name that is *token.
*/
int ship_info_lookup_sub(const char *token)
{
for (auto it = Ship_info.cbegin(); it != Ship_info.cend(); ++it)
if (!stricmp(token, it->name))
return std::distance(Ship_info.cbegin(), it);
return -1;
}
/**
* Return the index of Ship_templates[].name that is *token.
*/
int ship_template_lookup(const char *token)
{
for ( auto it = Ship_templates.cbegin(); it != Ship_templates.cend(); ++it ) {
if ( !stricmp(token, it->name) ) {
return std::distance(Ship_templates.cbegin(), it);
}
}
return -1;
}
// Goober5000
int ship_info_lookup(const char *token)
{
int idx;
const char *p;
char name[NAME_LENGTH], temp1[NAME_LENGTH], temp2[NAME_LENGTH];
// bogus
if (token == NULL)
return -1;
// first try a straightforward lookup
idx = ship_info_lookup_sub(token);
if (idx >= 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, "GTSC Faustus#2 (big blast)"))
{
idx = ship_info_lookup_sub("GTSC Faustus#bigblast");
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 == '#')
{
if (strlen(token) > NAME_LENGTH-3) {
// If the below sprintf would exceed NAME_LENGTH (taking \0 terminator into account), give a warning and return.
Warning(LOCATION, "Token [%s] is too long to be parenthesized by ship_info_lookup()!\n", token);
return -1;
}
// 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(const char *name, int inc_players)
{
int i;
// bogus
if(name == NULL){
return -1;
}
for (i=0; i<MAX_SHIPS; i++){
if (Ships[i].objnum >= 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(const 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<MAX_SHIPS; i++){
if (Ships[i].objnum >= 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;
}
Assertion(objp->type == OBJ_SHIP, "Only ships can have subsystems!");
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, Ships[objp->instance].model_instance_num, mss->subobj_num, &objp->orient, &objp->pos);
}
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:
case SUBSYSTEM_TURRET:
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 );
}
}
}
/**
* 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);
// Handle subsystem rotations for this ship
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:
case SUBSYSTEM_TURRET:
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, pss->flags );
}
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, pss->flags );
}
}
// Handle intrinsic rotations for this ship
model_do_intrinsic_rotations(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 , bool from_origin)
{
Assertion(obj->type == OBJ_SHIP, "Only ships can have eye positions!");
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]);
if (ep->parent >= 0 && pm->submodel[ep->parent].can_move) {
find_submodel_instance_point_orient(eye_pos, eye_orient, shipp->model_instance_num, ep->parent, &ep->pnt, &vmd_identity_matrix);
vec3d tvec = *eye_pos;
vm_vec_unrotate(eye_pos, &tvec, &obj->orient);
vm_vec_add2(eye_pos, &obj->pos);
matrix tempmat = *eye_orient;
vm_matrix_x_matrix(eye_orient, &obj->orient, &tempmat);
} else {
model_find_world_point( eye_pos, &ep->pnt, pm->id, ep->parent, &obj->orient, from_origin ? &vmd_zero_vector : &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;
}
}
// maybe we shouldn't get here, but with possible floating point rounding, I suppose we could
Warning(LOCATION, "Unable to get a nonspecific subsystem of index %d on ship %s!", index, sp->ship_name);
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 );
}
// get allender -- turret ref didn't fixup correctly!!!!
Warning(LOCATION, "In ship_get_indexed_subsys, unable to get a subsystem of index %d on ship %s, due to a broken subsystem reference! This is most likely due to a table/model mismatch.", index, sp->ship_name);
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 * sp->max_shield_recharge) - shield_get_strength(objp)) / (sp->max_shield_recharge * 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::Mission_Flags::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_subsys_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[Ship::Info_Flags::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[Ship_Flags::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.", 1635));
shipp->flags.remove(Ship_Flags::Warp_broken);
}
// AL 1-16-97: Replenish countermeasures
shipp->cmeasure_count = sip->cmeasure_max;
// Do shield repair here
if ( !(objp->flags[Object::Object_Flags::No_shields]) )
{
shield_str = shield_get_strength(objp);
if ( shield_str < (shipp->ship_max_shield_strength * shipp->max_shield_recharge) ) {
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::Mission_Flags::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(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[Ship_Flags::Disabled]) ) {
shipp->flags.remove(Ship_Flags::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[Ship::Info_Flags::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[Object::Object_Flags::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::Mission_Flags::Support_repairs_hull]) && hull_ok ) || (subsys_all_ok && shields_full && !(The_mission.flags[Mission::Mission_Flags::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[Ship::Info_Flags::Ballistic_primaries]) || ((sip->flags[Ship::Info_Flags::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;
}
// Goober5000 - modified the logic to clarify the various states
// function which is used to find a repair ship to repair requester_obj. the way repair ships will work is:
// if no ships in the mission at all, return 0
// if a ship can immediately satisfy a repair request, return 1 and fill in the pointer
// if no ships can satisfy a request, but we haven't reached either the concurrent or cumulative limit, return 2
// if no ships can satisfy a request, and we've reached the limits, but a request can be queued, return 3 and fill in the pointer
// if no ships can satisfy a request, we've reached the limits, and we can't queue anything, we're out of luck -- return 4
int ship_find_repair_ship( object *requester_obj, object **ship_we_found )
{
object *objp;
int num_support_ships = 0;
float min_dist = -1.0f;
object *nearest_support_ship = NULL;
float min_time_till_available = -1.0f;
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[Object::Object_Flags::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 < static_cast<int>(Ship_info.size())),
"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, static_cast<int>(Ship_info.size()));
sip = &Ship_info[shipp->ship_info_index];
if ( !(sip->flags[Ship::Info_Flags::Support]) ) {
continue;
}
// tally how many support ships actually exist
num_support_ships++;
// don't deal with dying or departing support ships
if ( shipp->is_dying_or_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 ( min_time_till_available < 0.0f || 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 ( min_dist < 0.0f || dist < min_dist )
{
min_dist = dist;
nearest_support_ship = objp;
}
}
}
}
// no ships present?
// (be advised we may have an Arriving_support_ship in this case)
if (num_support_ships == 0) {
return 0;
}
// ship available?
else if (nearest_support_ship != NULL) {
// the nearest non-busy support ship is to service request
if (ship_we_found != NULL)
*ship_we_found = nearest_support_ship;
return 1;
}
// no ships available; are we below the limits? (can we bring another ship in? -- and btw an Arriving_support_ship counts as being able to bring one in)
else if ((num_support_ships < The_mission.support_ships.max_concurrent_ships)
&& ( (Arriving_support_ship == NULL && The_mission.support_ships.tally < The_mission.support_ships.max_support_ships)
|| (Arriving_support_ship != NULL && The_mission.support_ships.tally <= The_mission.support_ships.max_support_ships) ))
{
// We are allowed more support ships in the mission; request another ship
// to service this request.
return 2;
}
// we're at the limit, but maybe a ship will become available
else if (soonest_available_support_ship != NULL) {
// 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
if (ship_we_found != NULL)
*ship_we_found = soonest_available_support_ship;
return 3;
}
// none of the above; we're out of luck
else {
return 4;
}
}
/**
* 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;
for (i=0; i<MAX_SHIPS; i++ ) {
ship *shipp = &Ships[i];
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;
}
if(shipp->warpin_effect != NULL)
delete shipp->warpin_effect;
shipp->warpin_effect = NULL;
if(shipp->warpout_effect != NULL)
delete shipp->warpout_effect;
shipp->warpout_effect = NULL;
}
// free this too! -- Goober5000
ship_clear_subsystems();
// free info from parsed table data
Ship_info.clear();
for (i = 0; i < (int)Ship_types.size(); i++) {
Ship_types[i].ai_actively_pursues.clear();
Ship_types[i].ai_actively_pursues_temp.clear();
}
Ship_types.clear();
if(CLOAKMAP != -1)
bm_release(CLOAKMAP);
}
/**
* Assign object-linked sound to a particular ship
*/
void ship_assign_sound(ship *sp)
{
ship_info *sip;
object *objp;
vec3d engine_pos;
ship_subsys *moveup;
Assert( sp->objnum >= 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;
size_t idx;
int 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; idx<objp->objsnd_num.size(); idx++){
if(objp->objsnd_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")
{
float value;
if (dc_optional_string_either("help", "--help")) {
dc_printf ("Usage: set_shield [num]\n");
dc_printf ("[num] -- shield percentage 0.0 -> 1.0 of max\n");
return;
}
if (dc_optional_string_either("status", "--status") || dc_optional_string_either("?", "--?")) {
dc_printf( "Shields are currently %.2f", shield_get_strength(Player_obj) );
return;
}
dc_stuff_float(&value);
CLAMP(value, 0.0f, 1.0f);
shield_set_strength(Player_obj, value * Player_ship->ship_max_shield_strength);
dc_printf("Shields set to %.2f\n", shield_get_strength(Player_obj) );
}
/**
* Debug console function to set the hull for the player ship
*/
DCF(set_hull, "Change player ship hull strength")
{
float value;
if (dc_optional_string_either("help", "--help")) {
dc_printf ("Usage: set_hull [num]\n");
dc_printf ("[num] -- hull percentage 0.0 -> 1.0 of max\n");
return;
}
if (dc_optional_string_either("status", "--status") || dc_optional_string_either("?", "--?")) {
dc_printf( "Hull is currently %.2f", Player_obj->hull_strength );
return;
}
dc_stuff_float(&value);
CLAMP(value, 0.0f, 1.0f);
Player_obj->hull_strength = value * Player_ship->ship_max_hull_strength;
dc_printf("Hull set to %.2f\n", 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" )
{
SCP_string arg;
int subsystem = SUBSYSTEM_NONE;
float val_f;
if (dc_optional_string_either("help", "--help")) {
dc_printf( "Usage: set_subsys <type> [--status] <strength>\n");
dc_printf("<type> is any of the following:\n");
dc_printf("\tweapons\n");
dc_printf("\tengine\n");
dc_printf("\tsensors\n");
dc_printf("\tcommunication\n");
dc_printf("\tnavigation\n");
dc_printf("\tradar\n\n");
dc_printf("[--status] will display status of that subsystem\n\n");
dc_printf("<strength> is any value between 0 and 1.0\n");
return;
}
dc_stuff_string_white(arg);
if (arg == "weapons") {
subsystem = SUBSYSTEM_WEAPONS;
} else if (arg == "engine") {
subsystem = SUBSYSTEM_ENGINE;
} else if (arg == "sensors") {
subsystem = SUBSYSTEM_SENSORS;
} else if (arg == "communication") {
subsystem = SUBSYSTEM_COMMUNICATION;
} else if (arg == "navigation") {
subsystem = SUBSYSTEM_NAVIGATION;
} else if (arg == "radar") {
subsystem = SUBSYSTEM_RADAR;
} else if ((arg == "status") || (arg == "--status") || (arg == "?") || (arg == "--?")) {
dc_printf("Error: Must specify a subsystem.\n");
return;
} else {
dc_printf("Error: Unknown argument '%s'\n", arg.c_str());
return;
}
if (dc_optional_string_either("status", "--status") || dc_optional_string_either("?", "--?")) {
dc_printf("Subsystem '%s' is at %f strength\n", arg.c_str(), ship_get_subsystem_strength(Player_ship, subsystem));
} else {
// Set the subsystem strength
dc_stuff_float(&val_f);
CLAMP(val_f, 0.0, 1.0);
ship_set_subsystem_strength( Player_ship, subsystem, val_f );
if (subsystem == SUBSYSTEM_ENGINE) {
// If subsystem is an engine, set/clear the disabled flag
Player_ship->flags.set(Ship_Flags::Disabled, (val_f < ENGINE_MIN_STR));
}
}
}
//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[Ship_Flags::Dying] ) {
continue;
}
// see if ship meets our criterea
if ( (flags == SHIP_GET_NO_PLAYERS || flags == SHIP_GET_UNSILENCED) && (Objects[Ships[ship_index].objnum].flags[Object::Object_Flags::Player_ship]) ){
continue;
}
if ( (flags == SHIP_GET_UNSILENCED) && (Ships[ship_index].flags[Ship_Flags::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[Ship_Flags::Dying] ) {
continue;
}
// see if ship meets our criterea
if ( (flags == SHIP_GET_NO_PLAYERS || flags == SHIP_GET_UNSILENCED) && (Objects[Ships[ship_index].objnum].flags[Object::Object_Flags::Player_ship]) )
continue;
if ( (flags == SHIP_GET_UNSILENCED) && (Ships[ship_index].flags[Ship_Flags::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].is_flyable() )
continue;
else if ( (flags == SHIP_GET_NO_PLAYERS) && (objp->flags[Object::Object_Flags::Player_ship]) )
continue;
else if ( (flags == SHIP_GET_ONLY_PLAYERS) && !(objp->flags[Object::Object_Flags::Player_ship]) )
continue;
if ( Ships[objp->instance].flags[Ship_Flags::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[Ship_Flags::Disabled])
return 0;
if (sp->flags[Ship_Flags::Warp_broken] || sp->flags[Ship_Flags::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_info_init(&mc);
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[Object::Object_Flags::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, hit_objp);
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(("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;
const 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_list->get_waypoints()[aip->wp_index].get_pos());
SCP_vector<waypoint>::iterator ii;
vec3d *prev_vec = NULL;
for (ii = (aip->wp_list->get_waypoints().begin() + 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 {
strcpy( 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[Ship::Info_Flags::Cargo]) && (cargo_sp->team != Player_ship->team) ) {
// If the cargo is revealed, continue on to next hostile cargo
if ( cargo_sp->flags[Ship::Ship_Flags::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_CHECK_WARN_INTERVAL 300 // how often we check for warnings
#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 ((Builtin_messages[MESSAGE_CHECK_6].max_count > -1) && ( Player->warn_count >= Builtin_messages[MESSAGE_CHECK_6].max_count )) {
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].is_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(Builtin_messages[MESSAGE_CHECK_6].min_delay);
Player->warn_count++;
}
}
}
// player has just killed a ship, maybe offer send a 'good job' message
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 ((Builtin_messages[MESSAGE_PRAISE].max_count > -1) && (Player->praise_count >= Builtin_messages[MESSAGE_PRAISE].max_count )) {
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 ( (int)(frand()*100) > Builtin_messages[MESSAGE_PRAISE_SELF].occurrence_chance ) {
return;
}
if (Game_mode & GM_MULTIPLAYER) {
return;
}
if ((Builtin_messages[MESSAGE_PRAISE_SELF].max_count > -1) && (Player->praise_self_count >= Builtin_messages[MESSAGE_PRAISE_SELF].max_count)) {
return;
}
if (!timestamp_elapsed(Player->praise_self_timestamp)) {
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->flags[Ship_Flags::No_builtin_messages] ) {
return;
}
message_send_builtin_to_player(MESSAGE_PRAISE_SELF, killer_sp, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_SOON, 0, 0, -1, -1);
Player->praise_self_timestamp = timestamp(Builtin_messages[MESSAGE_PRAISE_SELF].min_delay);
Player->praise_self_count++;
}
#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(Builtin_messages[MESSAGE_HELP].min_delay);
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 ((Builtin_messages[MESSAGE_HELP].max_count > -1) && (Player->ask_help_count >= Builtin_messages[MESSAGE_HELP].max_count))
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[Object::Object_Flags::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[Ship::Info_Flags::Has_awacs])
{
awacs_maybe_ask_for_help(sp, multi_team_filter);
return;
}
// for now, only have wingman ships request help
if (!(sp->flags[Ship_Flags::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[Object::Object_Flags::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].is_fighter_bomber())) //If we're still here, only continue if we're a fighter or bomber.
return;
if (!(sp->flags[Ship_Flags::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(Builtin_messages[MESSAGE_HELP].min_delay);
// 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);
}
}
/**
* 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->flags[Ship_Flags::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(Builtin_messages[MESSAGE_WINGMAN_SCREAM].min_delay);
Player->scream_count++;
sp->flags.set(Ship_Flags::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->flags[Ship_Flags::No_death_scream])
return;
// if screaming is enabled, skip all checks
if (!(sp->flags[Ship_Flags::Always_death_scream]))
{
// only scream x% of the time
if ( (int)(frand()*100) > Builtin_messages[MESSAGE_WINGMAN_SCREAM].occurrence_chance ) {
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_FEWER_SCREAM_CHECKS))
{
// bail if this ship isn't from the player wing
if (!(sp->flags[Ship_Flags::From_player_wing]))
return;
// first check if the player has reached the maximum number of screams for a mission
if ((Builtin_messages[MESSAGE_WINGMAN_SCREAM].max_count > -1) && (Player->scream_count >= Builtin_messages[MESSAGE_WINGMAN_SCREAM].max_count)) {
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
/**
* This function is only for notifying the player that the ship's ammo is low, without necessarily requesting support (e.g. if support
* is disallowed for this mission). It is not called if support was successfully requested in maybe_request_support.
*/
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->flags[Ship_Flags::No_builtin_messages]) {
return;
}
// don't mention low ammo if we're docked, for the same reason as in maybe_request_support
if (object_is_docked(&Objects[sp->objnum]))
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 (Ship_info[sp->ship_info_index].flags[Ship::Info_Flags::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 ((float)swp->primary_bank_ammo[i] / (float)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->flags[Ship_Flags::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[Ship_Flags::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 ((float)swp->secondary_bank_ammo[i] / (float)swp->secondary_bank_start_ammo[i] < 0.5f)
{
message_type = MESSAGE_REARM_REQUEST;
break;
}
}
}
// also check ballistic primaries - Goober5000
if (Ship_info[sp->ship_info_index].flags[Ship::Info_Flags::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 ((float)swp->primary_bank_ammo[i] / (float)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[Ship_Flags::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[Ship::Ship_Flags::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[Ship::Ship_Flags::Secondary_dual_fire])?1:0 );
#endif
}
flagset<Ship::Info_Flags> ship_get_SIF(ship *shipp)
{
return Ship_info[shipp->ship_info_index].flags;
}
flagset<Ship::Info_Flags> 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[Ship_Flags::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.set(Ship_Flags::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[Ship_Flags::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.remove(Ship_Flags::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
*
* @param shipp Pointer to ship from which currently selected secondary weapon will be ranged
*/
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;
if (swp->secondary_bank_weapons[bank] >= 0) {
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[Ship::Info_Flags::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;
Assertion(ship_class < static_cast<int>(Ship_info.size()), "Invalid ship_class of %d is >= Ship_info.size() (%d); get a coder!\n", ship_class, static_cast<int>(Ship_info.size()));
Assertion(bank < MAX_SHIP_SECONDARY_BANKS, "Invalid secondary bank of %d (max is %d); get a coder!\n", bank, MAX_SHIP_SECONDARY_BANKS - 1);
Assertion(ammo_type < Num_weapon_types, "Invalid ammo_type of %d is >= Num_weapon_types (%d); get a coder!\n", ammo_type, Num_weapon_types);
if (ship_class < 0 || bank < 0 || ammo_type < 0) {
return 0;
} else {
capacity = (float) Ship_info[ship_class].secondary_bank_ammo_capacity[bank];
size = (float) Weapon_info[ammo_type].cargo_size;
return (int) (capacity / size);
}
}
/**
* The same as above, but for a specific turret's bank.
*/
int get_max_ammo_count_for_turret_bank(ship_weapon *swp, int bank, int ammo_type)
{
float capacity, size;
Assertion(bank < MAX_SHIP_SECONDARY_BANKS, "Invalid secondary bank of %d (max is %d); get a coder!\n", bank, MAX_SHIP_SECONDARY_BANKS - 1);
Assertion(ammo_type < Num_weapon_types, "Invalid ammo_type of %d is >= Num_weapon_types (%d); get a coder!\n", ammo_type, Num_weapon_types);
if (!swp || bank < 0 || ammo_type < 0) {
return 0;
} else {
capacity = (float) swp->secondary_bank_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[Ship_info.size()];
Verify( ship_class_used != NULL );
// Mark all ship classes as not used
memset( ship_class_used, 0, Ship_info.size() * sizeof(int) );
// Mark any support ship types as used
for (auto sip = Ship_info.begin(); sip != Ship_info.end(); ++sip) {
if (sip->flags[Ship::Info_Flags::Support]) {
nprintf(( "Paging", "Found support ship '%s'\n", sip->name ));
i = std::distance(Ship_info.begin(), sip);
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[Ship::Info_Flags::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, which shouldn't be possible anymore. Currently allocated %d subsystems (%d in use)", Num_ship_subsystems_allocated, Num_ship_subsystems);
}
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 __UNUSED = -1;
memset( fireball_used, 0, sizeof(int) * MAX_FIREBALL_TYPES );
i = 0;
for (auto sip = Ship_info.begin(); sip != Ship_info.end(); i++, ++sip) {
if ( !ship_class_used[i] )
continue;
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 (auto it = Ship_info.begin(); it != Ship_info.end(); ++it) {
if ( (it->model_num > -1) && !stricmp(sip->pof_file, it->pof_file) ) {
// Model already loaded
model_previously_loaded = it->model_num;
if ((sip->n_subsystems > 0) && (sip->subsystems[0].model_num > -1)) {
ship_previously_loaded = std::distance(Ship_info.begin(), it);
// It is possible in some cases for sip->model_num to change, and for subsystems->model_num
// to still point to the old model index; this makes sure it doesn't happen. -zookeeper
for (k = 0; k < sip->n_subsystems; k++) {
if (sip->model_num != sip->subsystems[k].model_num) {
mprintf(("Ship %s has model_num %i but its subsystem %s has model_num %i, fixing...\n", sip->name, sip->model_num, sip->subsystems[k].name, sip->subsystems[k].model_num));
sip->subsystems[k].model_num = sip->model_num;
}
}
}
// 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) {
polymodel *sip_pm = (sip->model_num >= 0) ? model_get(sip->model_num) : NULL;
polymodel *subsys_pm = (sip->subsystems[j].model_num >= 0) ? model_get(sip->subsystems[j].model_num) : NULL;
Warning(LOCATION, "After ship_copy_subsystem_fixup, ship '%s' does not have subsystem '%s' linked into the model file, '%s'.\n\n(Ship_info model is '%s' and subsystem model is '%s'.)", sip->name, sip->subsystems[j].subobj_name, sip->pof_file, (sip_pm != NULL) ? sip_pm->filename : "NULL", (subsys_pm != NULL) ? subsys_pm->filename : "NULL");
}
}
#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) {
polymodel *sip_pm = (sip->model_num >= 0) ? model_get(sip->model_num) : NULL;
polymodel *subsys_pm = (sip->subsystems[j].model_num >= 0) ? model_get(sip->subsystems[j].model_num) : NULL;
Warning(LOCATION, "Without ship_copy_subsystem_fixup, ship '%s' does not have subsystem '%s' linked into the model file, '%s'.\n\n(Ship_info model is '%s' and subsystem model is '%s'.)", sip->name, sip->subsystems[j].subobj_name, sip->pof_file, (sip_pm != NULL) ? sip_pm->filename : "NULL", (subsys_pm != NULL) ? subsys_pm->filename : "NULL");
}
}
#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++)
Assertion( sip->subsystems[j].model_num == sip->model_num, "Model reference for subsystem %s (model num: %d) on model %s (model num: %d) is invalid.\n", sip->subsystems[j].name, sip->subsystems[j].model_num, sip->pof_file, 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
shockwave_create_info_load(&sip->shockwave);
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; i<MAX_PLAYERS; i++){
if(MULTI_CONNECTED(Net_players[i]) && (Net_players[i].m_player != NULL) && (Net_players[i].m_player->insignia_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<MAX_REPLACEMENT_TEXTURES; j++)
{
if (Ships[i].ship_replacement_textures[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 >= static_cast<int>(Ship_info.size())) )
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 >= static_cast<int>(Ship_info.size())) )
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, bool do_simple_check)
{
int result = -1;
// 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;
// ship_find_repair_ship is a little expensive, so let's not do it every frame
if (!do_simple_check)
{
// check if all support ships are departing or dying
result = ship_find_repair_ship(objp);
if (result == 4) {
return 0;
}
// restricted number allowed
if (The_mission.support_ships.max_support_ships > 0)
{
// if all the allowed ships have been used up, can't rearm unless something's available in-mission or arriving
if ((The_mission.support_ships.tally >= The_mission.support_ships.max_support_ships))
{
// this shouldn't happen because we've reached one of the limits
Assert(result != 2);
// nothing arriving and no ships available in mission
if ((Arriving_support_ship == NULL) && (result == 0 || result == 3))
return 0;
}
}
}
ship *shipp = &Ships[objp->instance];
// this also looks a little more expensive
if (!do_simple_check)
{
// make sure, if exiting from bay, that parent ship is in the mission!
if ((result == 0 || result == 2) && (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].is_dying_or_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;
}
// this is also somewhat expensive
if (!do_simple_check)
{
// 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)
{
static bool warned_about_rearm_dockpoint = false;
if (!warned_about_rearm_dockpoint)
{
Warning(LOCATION, "Support not allowed for %s because its model lacks a rearming dockpoint!", shipp->ship_name);
warned_about_rearm_dockpoint = true;
}
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 (should_be_ignored(&Ships[Objects[so->objnum].instance]))
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;
ship *shipp = &Ships[objp->instance];
ship *cargo_shipp = &Ships[cargo_objp->instance];
int docker_index = dock_find_dockpoint_used_by_object(objp, cargo_objp);
int dockee_index = dock_find_dockpoint_used_by_object(cargo_objp, objp);
// undo all the docking animations
model_anim_start_type(shipp, TRIGGER_TYPE_DOCKED, docker_index, -1);
model_anim_start_type(shipp, TRIGGER_TYPE_DOCKING_STAGE_3, docker_index, -1);
model_anim_start_type(shipp, TRIGGER_TYPE_DOCKING_STAGE_2, docker_index, -1);
model_anim_start_type(shipp, TRIGGER_TYPE_DOCKING_STAGE_1, docker_index, -1);
model_anim_start_type(cargo_shipp, TRIGGER_TYPE_DOCKED, dockee_index, -1);
model_anim_start_type(cargo_shipp, TRIGGER_TYPE_DOCKING_STAGE_3, dockee_index, -1);
model_anim_start_type(cargo_shipp, TRIGGER_TYPE_DOCKING_STAGE_2, dockee_index, -1);
model_anim_start_type(cargo_shipp, TRIGGER_TYPE_DOCKING_STAGE_1, dockee_index, -1);
// undock the objects
ai_do_objects_undocked_stuff(objp, cargo_objp);
// Goober5000 - add log
mission_log_add_entry(LOG_SHIP_UNDOCKED, shipp->ship_name, cargo_shipp->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)
{
// Return 1 for all subsystems now, due to Mantis #2524.
return 1;
/*
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<Wings[wing_index].wave_count; idx++){
// more sanity checks
Assert(Wings[wing_index].ship_index[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)
{
// check all ship types
for (auto it = Ship_info.cbegin(); it != Ship_info.cend(); ++it) {
if ((it->model_num >= 0) && model_find_texture(it->model_num, bitmap) == 1) {
return std::distance(Ship_info.cbegin(), it);
}
}
// 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, "Sets artillery disance")
{
dc_stuff_float(&artillery_dist);
}
void ship_update_artillery_lock()
{
ai_info *aip = 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;
}
// 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_objnum >= 0 && 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->flags[Ship_Flags::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;
}
/**
* 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
bool 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
bool ship_useful_for_departure(int shipnum, int path_mask)
{
Assert( shipnum >= 0 && shipnum < MAX_SHIPS );
// not valid if dying or departing
if (Ships[shipnum].is_dying_or_departing())
return false;
// no dockbay, can't depart to it
if (!ship_has_dock_bay(shipnum))
return false;
// make sure that the bays are not all destroyed
if (ship_fighterbays_all_destroyed(&Ships[shipnum]))
return false;
// in the future, we might want to check bay paths against destroyed fighterbays,
// but that capability doesn't currently exist
// (note, a mask of 0 indicates all paths are valid)
//if (path_mask != 0)
//{
//}
// ship is valid
return true;
}
// Goober5000 - needed by new hangar depart code
// get first ship in ship list with docking bay
int ship_get_ship_for_departure(int team)
{
for (ship_obj *so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so))
{
Assert(so->objnum >= 0);
int shipnum = Objects[so->objnum].instance;
Assert(shipnum >= 0);
if ( (Ships[shipnum].team == team) && ship_useful_for_departure(shipnum) )
return shipnum;
}
// we didn't find anything
return -1;
}
// Goober5000 - check if all fighterbays on a ship have been destroyed
bool 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 false;
// if fighterbay isn't destroyed, we're good
if (subsys->current_hits > 0)
return false;
}
// 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 false;
// if we got this far, the ship has at least one fighterbay subsystem,
// and all the ones it has are destroyed
return true;
}
// moved here by Goober5000
bool ship_subsys_is_fighterbay(ship_subsys *ss)
{
Assert(ss);
if ( !strnicmp(NOX("fighter"), ss->system_info->name, 7) ) {
return true;
}
return false;
}
// Goober5000
bool 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->triggered_rotation_index >= 0) {
Triggered_rotations[pss->triggered_rotation_index].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[Ship_Flags::Trigger_down]) )
return;
// check linked
if ( shipp->flags[Ship_Flags::Primary_linked] )
{
int i, ammo_tally = 0;
// calculate ammo
for (i=0; i<swp->num_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(const 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(const 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(const 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
int ship_class_get_priority(int ship_class)
{
ship_info *sip = &Ship_info[ship_class];
// biggest to smallest
if (sip->flags[Info_Flags::Knossos_device])
return 1;
else if (sip->flags[Info_Flags::Supercap])
return 2;
else if (sip->flags[Info_Flags::Drydock])
return 3;
else if (sip->flags[Info_Flags::Capital])
return 4;
else if (sip->flags[Info_Flags::Corvette])
return 5;
else if (sip->flags[Info_Flags::Cruiser])
return 6;
else if (sip->flags[Info_Flags::Gas_miner])
return 7;
else if (sip->flags[Info_Flags::Awacs])
return 8;
else if (sip->flags[Info_Flags::Freighter])
return 9;
else if (sip->flags[Info_Flags::Transport])
return 10;
else if (sip->flags[Info_Flags::Bomber])
return 11;
else if (sip->flags[Info_Flags::Fighter] || sip->flags[Info_Flags::Stealth])
return 12;
else if (sip->flags[Info_Flags::Escapepod])
return 13;
else if (sip->flags[Info_Flags::Sentrygun])
return 14;
else if (sip->flags[Info_Flags::Cargo])
return 15;
else if (sip->flags[Info_Flags::Navbuoy])
return 16;
Warning(LOCATION, "Unknown priority for ship class '%s'!", sip->name);
return 17 + ship_class;
}
// Goober5000
int ship_class_compare(int ship_class_1, int ship_class_2)
{
// grab priorities
int priority1 = ship_class_get_priority(ship_class_1);
int priority2 = ship_class_get_priority(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();
altArguments.clear(); // Nuke: don't forget to delete it
}
//************
// 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;
}
// Nuke: handle difficulty scaling type
flag_def_list DifficultyScaleTypes[] = {
{ "first", ADT_DIFF_SCALE_FIRST, 0},
{ "last", ADT_DIFF_SCALE_LAST, 0},
{ "manual", ADT_DIFF_SCALE_MANUAL, 0},
};
const int Num_difficulty_scale_types = sizeof(DifficultyScaleTypes)/sizeof(flag_def_list);
int difficulty_scale_type_get(char *str) {
int i;
for(i = 0; i < Num_difficulty_scale_types; i++){
if (!stricmp(DifficultyScaleTypes[i].name, str))
return DifficultyScaleTypes[i].def;
}
// indicate error
return ADT_DIFF_SCALE_BAD_VAL;
}
// Nuke: flag list for +constant: values
flag_def_list ArmorTypeConstants[] = {
{ "base damage", AT_CONSTANT_BASE_DMG, 0},
{ "current damage", AT_CONSTANT_CURRENT_DMG, 0},
{ "difficulty factor", AT_CONSTANT_DIFF_FACTOR, 0},
{ "random", AT_CONSTANT_RANDOM, 0},
{ "pi", AT_CONSTANT_PI, 0},
};
const int Num_armor_type_constants = sizeof(ArmorTypeConstants)/sizeof(flag_def_list);
int armor_type_constants_get(char *str){
int i;
for (i = 0; i < Num_armor_type_constants; i++){
if (!stricmp(ArmorTypeConstants[i].name, str))
return ArmorTypeConstants[i].def;
}
// this shouldnt happen, but if it does theirs a define for that
return AT_CONSTANT_BAD_VAL;
}
//**************************************************************
//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
// Added by Nuke
#define AT_TYPE_CAP 8
#define AT_TYPE_INSTANT_CAP 9
#define AT_TYPE_SET 10
#define AT_TYPE_STORE 11
#define AT_TYPE_LOAD 12
#define AT_TYPE_RANDOM 13
// Nuke: this is the number of storage locations load/store calculations are allowed to use
#define AT_NUM_STORAGE_LOCATIONS 8
//STEP 2: Add the name string to the array
char *TypeNames[] = {
"additive",
"multiplicative",
"exponential",
"exponential base",
"cutoff",
"reverse cutoff",
"instant cutoff",
"instant reverse cutoff",
// Added by Nuke
"cap",
"instant cap",
"set",
"load",
"store",
"random"
};
//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
// Added by Nuke
0.0f, // cap - caps are the same as reverse cutoffs, but sets damage to value instead of 0
0.0f, // instant cap
0.0f, // set - set the damage to value
0.0f, // data storage index - load and store calculations allow you to dump and retrieve the current damage in one of a few memory locations (these only persist for the duration of the computation)
0.0f, // data storage index
0.0f // random min/max
};
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, float diff_dmg_scale)
{
// Nuke: If the weapon has no damage type, just return damage
if (in_damage_type_idx < 0) {
// multiply by difficulty scaler now, since it is no longer done where this is called
return (damage_applied * diff_dmg_scale);
}
//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 the current calculation type value
float curr_arg;
//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/cap, to instantly end the loop
bool end_now = false;
// used for load/store operations
float storage[AT_NUM_STORAGE_LOCATIONS];
int storage_idx;
bool using_storage = false;
// constant related stuff
float constant_val;
float base_damage;
bool using_constant = false;
// set storage locations to zero
for (i = 0; i < AT_NUM_STORAGE_LOCATIONS; i++) {
storage[i]=0.0f;
}
// check to see if we need to difficulty scale damage first
if (adtp->difficulty_scale_type == ADT_DIFF_SCALE_FIRST) {
damage_applied *= diff_dmg_scale;
}
// user may want to use base damage as a constant
base_damage = damage_applied;
// LOOP!
for (i = 0; i < num; i++) {
storage_idx = adtp->altArguments[i];
//Set curr_arg
// use storage index at +Stored Value:
if ( (storage_idx >= 0) && (storage_idx < AT_NUM_STORAGE_LOCATIONS) ) {
curr_arg = storage[storage_idx];
using_storage = true;
// using +value: (or error cases caught at parse, where this holda a 0.0f)
} else if (storage_idx == AT_CONSTANT_NOT_USED) { // save time checking all possible constants when most of the time you will be using +value:
curr_arg = adtp->Arguments[i];
// maybe handle constants
} else if (storage_idx == AT_CONSTANT_BASE_DMG) {
curr_arg = base_damage;
using_constant = true;
} else if (storage_idx == AT_CONSTANT_CURRENT_DMG) {
curr_arg = damage_applied;
using_constant = true;
} else if (storage_idx == AT_CONSTANT_DIFF_FACTOR) {
curr_arg = diff_dmg_scale;
using_constant = true;
} else if (storage_idx == AT_CONSTANT_RANDOM) {
constant_val = frand();
curr_arg = constant_val;
using_constant = true;
} else if (storage_idx == AT_CONSTANT_PI) {
constant_val = PI;
curr_arg = constant_val;
using_constant = true;
} else { // fail
constant_val = 0.0f;
curr_arg = constant_val;
}
// new calcs go here
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;
case AT_TYPE_CAP:
if (damage_applied > curr_arg)
damage_applied = curr_arg;
break;
case AT_TYPE_INSTANT_CAP:
if (damage_applied > curr_arg) {
damage_applied = curr_arg;
end_now = true;
}
break;
case AT_TYPE_SET:
damage_applied = curr_arg;
break;
case AT_TYPE_STORE:
if (using_storage || using_constant) {
Warning(LOCATION, "Cannot use +Stored Value: or +Constant: with +Store:, that would be bad. Skipping calculation.");
} else {
storage_idx = int(floorf(curr_arg));
// Nuke: idiotproof this, no segfault 4 u
if ( (storage_idx < 0) || (storage_idx >= AT_NUM_STORAGE_LOCATIONS) ) {
Warning(LOCATION, "+Value: for +Store: calculation out of range. Should be between 0 and %i. Read: %i, Skipping calculation.", AT_NUM_STORAGE_LOCATIONS, storage_idx);
storage_idx = 0;
} else {
storage[storage_idx] = damage_applied;
}
}
break;
case AT_TYPE_LOAD:
if (using_storage || using_constant) {
Warning(LOCATION, "Cannot use +Stored Value: or +Constant: with +Load:, that would be bad. Skipping calculation.");
} else {
storage_idx = int(floorf(curr_arg));
// Nuke: idiotproof this, no segfault 4 u
if ( (storage_idx < 0) || (storage_idx >= AT_NUM_STORAGE_LOCATIONS) ) {
Warning(LOCATION, "+Value: for +Load: calculation out of range. Should be between 0 and %i. Read: %i, Skipping calculation.", AT_NUM_STORAGE_LOCATIONS, storage_idx);
storage_idx = 0;
} else {
damage_applied = storage[storage_idx];
}
}
break;
case AT_TYPE_RANDOM: // Nuke: get a random number between damage_applied and +value:
if (damage_applied > curr_arg) {
damage_applied = frand_range( curr_arg, damage_applied );
} else {
damage_applied = frand_range( damage_applied, curr_arg );
}
break;
}
if(end_now)
break;
}
// Nuke: check to see if we need to difficulty scale damage last
if (adtp->difficulty_scale_type == ADT_DIFF_SCALE_LAST)
damage_applied *= diff_dmg_scale;
return damage_applied;
}
// fail return is fail
return (damage_applied * diff_dmg_scale);
}
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 temp_int;
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);
// Nuke: guess we need to add this here too
if (optional_string("+Stored Value:")) {
stuff_int(&temp_int);
} else if (optional_string("+Constant:")) {
stuff_string(buf, F_NAME, NAME_LENGTH);
} else {
required_string("+Value:");
stuff_float(&temp_float);
}
}
else
{
adt.Calculations.push_back(calc_type);
// Nuke: maybe were using a stored location
if (optional_string("+Stored Value:")) {
stuff_int(&temp_int);
// Nuke: idiot-proof
if ( (temp_int < 0) || (temp_int >= AT_NUM_STORAGE_LOCATIONS) ) {
Error(LOCATION, "+Stored Value: is out of range. Should be between 0 and %i. Read: %i, Using value 0.", AT_NUM_STORAGE_LOCATIONS-1, temp_int);
temp_int = AT_CONSTANT_NOT_USED;
}
adt.altArguments.push_back(temp_int);
adt.Arguments.push_back(0.0f); // this isnt used in this case, just take up space so the indices lign up, also a fallback value in case of bad altArguments
} else if (optional_string("+Constant:")) { // use one of the pre-defined constants
stuff_string(buf, F_NAME, NAME_LENGTH);
temp_int = armor_type_constants_get(buf);
// Nuke: idiot proof some more
if (temp_int == AT_CONSTANT_BAD_VAL) {
Error(LOCATION, "Invalid +Constant: name, '%s'. Using value 0.", buf);
temp_int = AT_CONSTANT_NOT_USED;
}
adt.altArguments.push_back(temp_int);
adt.Arguments.push_back(0.0f); // this isnt used in this case, just take up space so the indices lign up, also a fallback value in case of bad altArguments
} else { // Nuke: +Value, only required if storage location or constant is not used -nuke
required_string("+Value:");
stuff_float(&temp_float);
adt.altArguments.push_back(AT_CONSTANT_NOT_USED); // set this to AT_CONSTANT_NOT_USED so we know to just use the value from adt.Arguments instead of constants/storage locations
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;
}
// Nuke: don't forget to init things
adt.difficulty_scale_type = ADT_DIFF_SCALE_FIRST;
if (optional_string("+Difficulty Scale Type:")) {
stuff_string(buf, F_NAME, NAME_LENGTH);
temp_int = difficulty_scale_type_get(buf);
if (temp_int == ADT_DIFF_SCALE_BAD_VAL) {
Error(LOCATION, "Invalid +Difficulty Scale Type: name: '%s'. Reverting to default behavior.", buf);
adt.difficulty_scale_type = ADT_DIFF_SCALE_FIRST;
} else {
adt.difficulty_scale_type = temp_int;
}
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 " SIZE_T_ARG ": Armor has a different number of calculation types than arguments (" SIZE_T_ARG ", " SIZE_T_ARG ")",
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("$Flags:"))
parse_string_flag_list((int*)&tat.flags, Armor_flags, Num_armor_flags);
//Add it to global armor types
Armor_types.push_back(tat);
}
void armor_parse_table(const char *filename)
{
try
{
read_file_text(filename, CF_TYPE_TABLES);
reset_parse();
//Enumerate through all the armor types and add them.
while (optional_string("#Armor Type")) {
while (required_string_either("#End", "$Name:")) {
parse_armor_type();
continue;
}
required_string("#End");
}
// add tbl/tbm to multiplayer validation list
fs2netd_add_table_validation(filename);
}
catch (const parse::ParseException& e)
{
mprintf(("TABLES: Unable to parse '%s'! Error message = %s.\n", filename, e.what()));
return;
}
}
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 <SCP_string> 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();
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())) {
temp_priority.sif_flags.set(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.reset();
temp_priority.obj_type = -1;
temp_priority.ship_class.clear();
temp_priority.ship_type.clear();
temp_priority.sif_flags.reset();
temp_priority.weapon_class.clear();
temp_priority.wif2_flags = 0;
temp_priority.wif_flags = 0;
temp_priority.name[0] = '\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 <SCP_string> 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);
metadata.arrive_speed_mult = FLT_MIN;
metadata.depart_speed_mult = FLT_MIN;
}
int ship_get_sound(object *objp, GameSoundsIndex id)
{
Assert( objp != NULL );
Assert( id >= 0 && id < (int) Snds.size() );
// ugh, it's possible that we're an observer at this point
if (objp->type == OBJ_OBSERVER)
return id;
Assert( objp->type == OBJ_SHIP );
ship *shipp = &Ships[objp->instance];
ship_info *sip = &Ship_info[shipp->ship_info_index];
SCP_map<GameSoundsIndex, int>::iterator element = sip->ship_sounds.find(id);
if (element == sip->ship_sounds.end())
return id;
else
return (*element).second;
}
bool ship_has_sound(object *objp, GameSoundsIndex 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<GameSoundsIndex, int>::iterator element = sip->ship_sounds.find(id);
if (element == sip->ship_sounds.end())
return false;
else
return true;
}
/**
* Given a ship with bounding box and a point, find the closest point on the bbox
*
* @param ship_objp Object that has the bounding box (should be a ship)
* @param start World position of the point being compared
* @param box_pt OUTPUT PARAMETER: closest point on the bbox to start
*
* @return point is inside bbox, TRUE/1
* @return point is outside bbox, FALSE/0
*/
int get_nearest_bbox_point(object *ship_objp, vec3d *start, vec3d *box_pt)
{
vec3d temp, rf_start;
polymodel *pm;
pm = model_get(Ship_info[Ships[ship_objp->instance].ship_info_index].model_num);
// get start in ship rf
vm_vec_sub(&temp, start, &ship_objp->pos);
vm_vec_rotate(&rf_start, &temp, &ship_objp->orient);
// find box_pt
int inside = project_point_onto_bbox(&pm->mins, &pm->maxs, &rf_start, &temp);
// get box_pt in world rf
vm_vec_unrotate(box_pt, &temp, &ship_objp->orient);
vm_vec_add2(box_pt, &ship_objp->pos);
return inside;
}
void ship_set_thruster_info(mst_info *mst, object *obj, ship *shipp, ship_info *sip)
{
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->flags[Ship::Info_Flags::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 * sip->thruster_glow_noise_mult;
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;
}
void ship_render_batch_thrusters(object *obj)
{
int num = obj->instance;
ship *shipp = &Ships[num];
ship_info *sip = &Ship_info[Ships[num].ship_info_index];
if ( Rendering_to_shadow_map ) return;
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 += bm_get_anim_frame(mtp->tex_id, i2fl(timestamp() - shipp->thrusters_start[i]) / 1000.0f, 0.0f, true);
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);
}
} else if ( shipp->thrusters_start[i] > 0 ) {
// We've stopped firing a thruster
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 );
}
}
}
}
void ship_render_weapon_models(model_render_params *ship_render_info, draw_list *scene, object *obj, int render_flags)
{
int num = obj->instance;
ship *shipp = &Ships[num];
ship_info *sip = &Ship_info[Ships[num].ship_info_index];
if ( !(sip->flags[Ship::Info_Flags::Draw_weapon_models]) || (shipp->flags[Ship_Flags::Cloaked]) ) {
return;
}
int i,k;
ship_weapon *swp = &shipp->weapons;
scene->push_transform(&obj->pos, &obj->orient);
model_render_params render_info = *ship_render_info;
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];
render_info.set_flags(render_flags);
model_render_queue(&render_info, scene, Weapon_info[swp->primary_bank_weapons[i]].external_model_num, &vmd_identity_matrix, &bank->pnt[k]);
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++) {
render_info.set_flags(render_flags);
model_render_queue(&render_info, scene, Weapon_info[swp->secondary_bank_weapons[i]].external_model_num, &vmd_identity_matrix, &bank->pnt[k]);
}
} 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);
render_info.set_flags(render_flags);
model_render_queue(&render_info, scene, Weapon_info[swp->secondary_bank_weapons[i]].external_model_num, &vmd_identity_matrix, &secondary_weapon_pos);
}
}
}
scene->pop_transform();
}
int ship_render_get_insignia(object* obj, ship* shipp)
{
if ( Rendering_to_shadow_map ) {
return -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) ) {
return 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
// if its an object in my squadron
if ( ship_in_my_squadron(shipp) ) {
return 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 ) {
return Wings[shipp->wingnum].wing_insignia_texture;
}
}
}
return -1;
}
void ship_render_set_animated_effect(model_render_params *render_info, ship *shipp, uint *render_flags)
{
if ( !shipp->shader_effect_active || !is_minimum_GLSL_version() || Rendering_to_shadow_map ) {
return;
}
float timer;
ship_effect* sep = &Ship_effects[shipp->shader_effect_num];
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);
}
render_info->set_animated_effect(sep->shader_effect, timer);
if ( sep->disables_rendering && (timer_get_milliseconds() > shipp->shader_effect_start_time + shipp->shader_effect_duration) ) {
shipp->flags.set(Ship_Flags::Cloaked);
shipp->shader_effect_active = false;
} else {
shipp->flags.remove(Ship_Flags::Cloaked);
if (timer_get_milliseconds() > shipp->shader_effect_start_time + shipp->shader_effect_duration) {
shipp->shader_effect_active = false;
}
}
}
void ship_render(object* obj, draw_list* scene)
{
int num = obj->instance;
ship *shipp = &Ships[num];
ship_info *sip = &Ship_info[Ships[num].ship_info_index];
ship *warp_shipp = NULL;
bool is_first_stage_arrival = false;
bool show_thrusters = (!shipp->flags[Ship_Flags::No_thrusters]) && !Rendering_to_shadow_map;
dock_function_info dfi;
MONITOR_INC( NumShipsRend, 1 );
// 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[Ship_Flags::Arriving_stage_1];
// 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;
}
}
if ( is_first_stage_arrival ) {
//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->is_arriving()) {
shipp->warpin_effect->warpShipRender();
} else if(shipp->flags[Ship_Flags::Depart_warp]) {
shipp->warpout_effect->warpShipRender();
}
return;
}
if ( obj == Viewer_obj && !Rendering_to_shadow_map ) {
if (!(Viewer_mode & VM_TOPDOWN))
{
return;
}
}
model_clear_instance(sip->model_num);
// 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 && !Rendering_to_shadow_map ) {
for ( int i = 0; i < MAX_SHIP_ARCS; i++ ) {
if ( timestamp_valid(shipp->arc_timestamp[i]) ) {
model_add_arc(sip->model_num, -1, &shipp->arc_pts[i][0], &shipp->arc_pts[i][1], shipp->arc_type[i]);
}
}
}
uint render_flags = MR_NORMAL;
if ( shipp->large_ship_blowup_index >= 0 ) {
shipfx_large_blowup_queue_render(scene, shipp);
//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->is_arriving()) {
shipp->warpin_effect->warpShipRender();
} else if(shipp->flags[Ship_Flags::Depart_warp]) {
shipp->warpout_effect->warpShipRender();
}
return;
}
ship_render_batch_thrusters(obj);
model_render_params render_info;
if ( !(shipp->flags[Ship_Flags::Disabled]) && !ship_subsys_disrupted(shipp, SUBSYSTEM_ENGINE) && show_thrusters) {
mst_info mst;
ship_set_thruster_info(&mst, obj, shipp, sip);
render_info.set_thruster_info(mst);
render_flags |= MR_SHOW_THRUSTERS;
}
// 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->is_arriving() ) {
warp_shipp->warpin_effect->warpShipClip(&render_info);
} else if ( warp_shipp->flags[Ship_Flags::Depart_warp] ) {
warp_shipp->warpout_effect->warpShipClip(&render_info);
}
}
// maybe set squad logo bitmap
render_info.set_insignia_bitmap(ship_render_get_insignia(obj, shipp));
// Valathil - maybe do a scripting hook here to do some scriptable effects?
ship_render_set_animated_effect(&render_info, shipp, &render_flags);
if ( sip->uses_team_colors ) {
team_color model_team_color;
bool team_color_set = model_get_team_color(&model_team_color, shipp->team_name, shipp->secondary_team_name, shipp->team_change_timestamp, shipp->team_change_time);
if ( team_color_set ) {
render_info.set_team_color(model_team_color);
}
}
if ( sip->flags[Ship::Info_Flags::No_lighting] ) {
render_flags |= MR_NO_LIGHTING;
}
if ( Rendering_to_shadow_map ) {
render_flags = MR_NO_TEXTURING | MR_NO_LIGHTING;
}
if (shipp->flags[Ship_Flags::Glowmaps_disabled]) {
render_flags |= MR_NO_GLOWMAPS;
}
render_info.set_flags(render_flags);
//draw weapon models
ship_render_weapon_models(&render_info, scene, obj, render_flags);
render_info.set_object_number(OBJ_INDEX(obj));
render_info.set_replacement_textures(shipp->ship_replacement_textures);
// small ships
if ( !( shipp->flags[Ship_Flags::Cloaked] ) ) {
if ( ( The_mission.flags[Mission::Mission_Flags::Fullneb] ) && ( sip->is_small_ship() ) ) {
// force detail levels
float fog_val = neb2_get_fog_intensity(obj);
if ( fog_val >= 0.6f ) {
render_info.set_detail_level_lock(2);
}
}
model_render_queue(&render_info, scene, sip->model_num, &obj->orient, &obj->pos);
}
if (shipp->shield_hits && !Rendering_to_shadow_map) {
create_shield_explosion_all(obj);
shipp->shield_hits = 0;
}
//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->is_arriving()) {
shipp->warpin_effect->warpShipRender();
} else if(shipp->flags[Ship_Flags::Depart_warp]) {
shipp->warpout_effect->warpShipRender();
}
}
flagset<Ship::Ship_Flags> Ignore_List;
void set_default_ignore_list() {
Ignore_List.reset();
Ignore_List.set(Ship::Ship_Flags::Exploded);
Ignore_List.set(Ship::Ship_Flags::Depart_warp);
Ignore_List.set(Ship::Ship_Flags::Dying);
Ignore_List.set(Ship::Ship_Flags::Arriving_stage_1);
Ignore_List.set(Ship::Ship_Flags::Hidden_from_sensors);
}
void toggle_ignore_list_flag(Ship::Ship_Flags flag) {
if (Ignore_List[flag])
Ignore_List.remove(flag);
else
Ignore_List.set(flag);
}