Files
fs2open.github.com/code/ship/ship.cpp
T
2002-07-20 23:49:46 +00:00

9581 lines
285 KiB
C++

/*
* 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.
*
*/
/*
* $Logfile: /Freespace2/code/Ship/Ship.cpp $
* $Revision: 2.1 $
* $Date: 2002-07-20 23:49:46 $
* $Author: DTP $
*
* Ship (and other object) handling functions
*
* $Log: not supported by cvs2svn $
* Revision 2.0 2002/06/03 04:02:28 penguin
* Warpcore CVS sync
*
* Revision 1.6 2002/05/16 00:43:32 mharris
* More ifndef NO_NETWORK
*
* Revision 1.5 2002/05/13 21:43:38 mharris
* A little more network and sound cleanup
*
* Revision 1.4 2002/05/13 21:09:29 mharris
* I think the last of the networking code has ifndef NO_NETWORK...
*
* Revision 1.3 2002/05/10 20:42:45 mharris
* use "ifndef NO_NETWORK" all over the place
*
* Revision 1.2 2002/05/03 22:07:10 mharris
* got some stuff to compile
*
* Revision 1.1 2002/05/02 18:03:12 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 144 10/13/99 3:43p Jefff
* fixed unnumbered XSTRs
*
* 143 9/14/99 3:26a Dave
* Fixed laser fogging problem in nebula (D3D)> Fixed multiplayer
* respawn-too-early problem. Made a few crash points safe.
*
* 142 9/11/99 4:02p Dave
* Don't page in model textures when doing ship_model_change() in fred.
*
* 141 9/10/99 9:44p Dave
* Bumped version # up. Make server reliable connects not have such a huge
* timeout.
*
* 140 9/06/99 3:30p Mikek
* Added system to restrict weapon choices for dogfight missions.
*
* 139 9/01/99 10:15a Dave
*
* 138 9/01/99 8:43a Andsager
* supress WARNING from no_fred ships flag
*
* 137 8/26/99 8:52p Dave
* Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes.
*
* 136 8/26/99 6:08p Andsager
* Add debug code for lethality and number of turrets targeting player.
*
* 135 8/26/99 5:14p Andsager
*
* 134 8/26/99 9:45a Dave
* First pass at easter eggs and cheats.
*
* 133 8/24/99 4:25p Andsager
* Add ship-vanish sexp
*
* 132 8/23/99 11:59a Andsager
* Force choice of big fireball when Knossos destroyed. Allow logging of
* ship destroyed when no killer_name (ie, from debug).
*
* 131 8/23/99 11:09a Andsager
* Round 2 of Knossos explosion
*
* 130 8/20/99 5:09p Andsager
* Second pass on Knossos device explosion
*
* 129 8/18/99 10:59p Andsager
* Enable "b" key to target bombers.
*
* 128 8/18/99 12:09p Andsager
* Add debug if message has no anim for message. Make messages come from
* wing leader.
*
* 127 8/16/99 10:04p Andsager
* Add special-warp-dist and special-warpout-name sexp for Knossos device
* warpout.
*
* 126 8/16/99 4:06p Dave
* Big honking checkin.
*
* 125 8/16/99 2:01p Andsager
* Knossos warp-in warp-out.
*
* 124 8/13/99 10:49a Andsager
* Knossos and HUGE ship warp out. HUGE ship warp in. Stealth search
* modes dont collide big ships.
*
* 123 8/05/99 6:19p Dave
* New demo checksums.
*
* 122 8/05/99 12:57a Andsager
* the insanity of it all!
*
* 121 8/03/99 11:13a Andsager
* Bump up number of ship_subsystems for demo
*
* 120 8/02/99 10:39p Dave
* Added colored shields. OoOoOoooOoo
*
* 119 7/29/99 10:47p Dave
* Standardized D3D fogging using vertex fog. Shook out Savage 4 bugs.
*
* 118 7/29/99 12:05a Dave
* Nebula speed optimizations.
*
* 117 7/28/99 1:36p Andsager
* Modify cargo1 to include flag CARGO_NO_DEPLETE. Add sexp
* cargo-no-deplete (only for BIG / HUGE). Modify ship struct to pack
* better.
*
* 116 7/26/99 5:50p Dave
* Revised ingame join. Better? We'll see....
*
* 115 7/26/99 8:06a Andsager
* Consistent personas
*
* 114 7/24/99 5:22p Jefff
* Removed debug rendering of interpolated ships in multiplayer.
*
* 113 7/19/99 8:57p Andsager
* Added Ship_exited red_alert_carry flag and hull strength for RED ALERT
* carry over of Exited_ships
*
* 112 7/19/99 7:20p Dave
* Beam tooling. Specialized player-killed-self messages. Fixed d3d nebula
* pre-rendering.
*
* 111 7/19/99 12:02p Andsager
* Allow AWACS on any ship subsystem. Fix sexp_set_subsystem_strength to
* only blow up subsystem if its strength is > 0
*
* 110 7/18/99 9:56p Andsager
* Make max_ship_subsys 300 again!
*
* 109 7/18/99 5:20p Dave
* Jump node icon. Fixed debris fogging. Framerate warning stuff.
*
* 108 7/18/99 12:32p Dave
* Randomly oriented shockwaves.
*
* 107 7/15/99 6:36p Jamesa
* Moved default ship name into the ships.tbl
*
* 104 7/15/99 9:20a Andsager
* FS2_DEMO initial checkin
*
* 103 7/13/99 5:03p Alanl
* make sure object sounds get assigned to ships
*
* 102 7/09/99 5:54p Dave
* Seperated cruiser types into individual types. Added tons of new
* briefing icons. Campaign screen.
*
* 101 7/08/99 5:49p Andsager
* Fixed bug colliding with just warped in Cap ship
*
* 100 7/08/99 10:53a Dave
* New multiplayer interpolation scheme. Not 100% done yet, but still
* better than the old way.
*
* 99 7/06/99 4:24p Dave
* Mid-level checkin. Starting on some potentially cool multiplayer
* smoothness crap.
*
* 98 7/06/99 10:45a Andsager
* Modify engine wash to work on any ship that is not small. Add AWACS
* ask for help.
*
* 97 7/01/99 4:23p Dave
* Full support for multiple linked ambient engine sounds. Added "big
* damage" flag.
*
* 96 7/01/99 11:44a Dave
* Updated object sound system to allow multiple obj sounds per ship.
* Added hit-by-beam sound. Added killed by beam sound.
*
* 95 6/30/99 5:53p Dave
* Put in new anti-camper code.
*
* 94 6/20/99 12:06a Alanl
* new event music changes
*
* 93 6/16/99 4:06p Dave
* New pilot info popup. Added new draw-bitmap-as-poly function.
*
* 92 6/16/99 10:21a Dave
* Added send-message-list sexpression.
*
* 91 6/14/99 3:21p Andsager
* Allow collisions between ship and its debris. Fix up collision pairs
* when large ship is warping out.
*
* 90 6/10/99 3:43p Dave
* Do a better job of syncing text colors to HUD gauges.
*
* 89 6/07/99 4:21p Andsager
* Add HUD color for tagged object. Apply to target and radar.
*
* 88 6/04/99 5:08p Andsager
* Sort of hack to allow minicap and supercap tat the same time.
*
* 87 6/03/99 9:29p Andsager
* Remove special case for Asteroid ship LOD warning
*
* 86 6/03/99 11:43a Dave
* Added the ability to use a different model when rendering to the HUD
* target box.
*
* 85 6/01/99 8:35p Dave
* Finished lockarm weapons. Added proper supercap weapons/damage. Added
* awacs-set-radius sexpression.
*
* 84 5/28/99 9:26a Andsager
* Added check_world_pt_in_expanded_ship_bbox() function
*
* 83 5/26/99 4:00p Dave
* Fixed small lighting bug,
*
* 82 5/26/99 11:46a Dave
* Added ship-blasting lighting and made the randomization of lighting
* much more customizable.
*
* 81 5/24/99 5:45p Dave
* Added detail levels to the nebula, with a decent speedup. Split nebula
* lightning into its own section.
*
* 80 5/21/99 5:03p Andsager
* Add code to display engine wash death. Modify ship_kill_packet
*
* 79 5/20/99 7:00p Dave
* Added alternate type names for ships. Changed swarm missile table
* entries.
*
* 78 5/19/99 11:09a Andsager
* Turn on engine wash. Check every 1/4 sec.
*
* 77 5/18/99 1:30p Dave
* Added muzzle flash table stuff.
*
* 76 5/18/99 12:08p Andsager
* Added observer_process_post to handle observer too far away
*
* 75 5/18/99 11:15a Andsager
* Fix bug in mulitplayer max rangel
*
* 74 5/18/99 10:08a Andsager
* Modified single maximum range before blown up to also be multi
* friendly.
*
* 73 5/14/99 3:01p Andsager
* Fix bug in ship_do_cap_subsys_cargo_revealed
*
* 72 5/14/99 1:59p Andsager
* Multiplayer message for subsystem cargo revealed.
*
* 71 5/14/99 11:50a Andsager
* Added vaporize for SMALL ships hit by HUGE beams. Modified dying
* frame. Enlarged debris shards and range at which visible.
*
* 70 5/12/99 2:55p Andsager
* Implemented level 2 tag as priority in turret object selection
*
* 69 5/11/99 10:16p Andsager
* First pass on engine wash effect. Rotation (control input), damage,
* shake.
*
* 68 5/10/99 4:54p Dave
* Fixed particularly hideous subsystem bug related to multiple ship types
* using the same model.
*
* 67 4/30/99 12:18p Dave
* Several minor bug fixes.
*
* 66 4/29/99 2:29p Dave
* Made flak work much better in multiplayer.
*
* 65 4/28/99 11:13p Dave
* Temporary checkin of artillery code.
*
* 64 4/28/99 3:11p Andsager
* Stagger turret weapon fire times. Make turrets smarter when target is
* protected or beam protected. Add weaopn range to weapon info struct.
*
* 63 4/27/99 12:16a Dave
* Fixed beam weapon muzzle glow problem. Fixed premature timeout on the
* pxo server list screen. Fixed secondary firing for hosts on a
* standalone. Fixed wacky multiplayer weapon "shuddering" problem.
*
* 62 4/23/99 12:30p Andsager
* Add debug code for showing attack point against big ships.
*
* 61 4/23/99 12:01p Johnson
* Added SIF_HUGE_SHIP
*
* 60 4/20/99 6:39p Dave
* Almost done with artillery targeting. Added support for downloading
* images on the PXO screen.
*
* 59 4/19/99 11:01p Dave
* More sophisticated targeting laser support. Temporary checkin.
*
* 58 4/19/99 12:21p Johnson
* Allow ships with invisible polygons which do not collide
*
* 57 4/16/99 5:54p Dave
* Support for on/off style "stream" weapons. Real early support for
* target-painting lasers.
*
* 56 4/12/99 10:07p Dave
* Made network startup more forgiving. Added checkmarks to dogfight
* screen for players who hit commit.
*
* 55 4/02/99 9:55a Dave
* Added a few more options in the weapons.tbl for beam weapons. Attempt
* at putting "pain" packets into multiplayer.
*
* 54 3/31/99 8:24p Dave
* Beefed up all kinds of stuff, incluging beam weapons, nebula effects
* and background nebulae. Added per-ship non-dimming pixel colors.
*
* 53 3/30/99 5:40p Dave
* Fixed reinforcements for TvT in multiplayer.
*
* 52 3/29/99 6:17p Dave
* More work on demo system. Got just about everything in except for
* blowing ships up, secondary weapons and player death/warpout.
*
* 51 3/28/99 5:58p Dave
* Added early demo code. Make objects move. Nice and framerate
* independant, but not much else. Don't use yet unless you're me :)
*
* 50 3/26/99 5:23p Andsager
* Fix bug with special explostions sometimes not generating shockwaves.
*
* 49 3/26/99 4:49p Dave
* Made cruisers able to dock with stuff. Made docking points and paths
* visible in fred.
*
* 48 3/25/99 4:47p Johnson
* HACK allow Mycernus to dock with Enif
*
* 47 3/25/99 2:38p Johnson
* Give brad special mission docking stuff
*
* 46 3/25/99 1:30p Johnson
* Allow Arcadia/Mentu docking
*
* 45 3/24/99 4:05p Dave
* Put in support for assigning the player to a specific squadron with a
* specific logo. Preliminary work for doing pos/orient checksumming in
* multiplayer to reduce bandwidth.
*
* 44 3/23/99 2:29p Andsager
* Fix shockwaves for kamikazi and Fred defined. Collect together
* shockwave_create_info struct.
*
* 43 3/20/99 3:46p Dave
* Added support for model-based background nebulae. Added 3 new
* sexpressions.
*
* 42 3/19/99 9:51a Dave
* Checkin to repair massive source safe crash. Also added support for
* pof-style nebulae, and some new weapons code.
*
* 43 3/12/99 4:30p Anoop
* Check for OBJ_NONE as well as OBJ_GHOST when firing secondary weapons
*
* 42 3/11/99 2:22p Dave
* Fixed a countermeasure firing assert for multiplayer.
*
* 41 3/10/99 6:51p Dave
* Changed the way we buffer packets for all clients. Optimized turret
* fired packets. Did some weapon firing optimizations.
*
* 40 3/10/99 2:29p Dan
* disable lod warning for asteroid ships
*
* 39 3/09/99 6:24p Dave
* More work on object update revamping. Identified several sources of
* unnecessary bandwidth.
*
* 38 3/08/99 7:03p Dave
* First run of new object update system. Looks very promising.
*
* 37 3/05/99 1:33p Dave
* Upped subsystem max to 700
*
* 36 3/04/99 6:09p Dave
* Added in sexpressions for firing beams and checking for if a ship is
* tagged.
*
* 35 3/02/99 9:25p Dave
* Added a bunch of model rendering debug code. Started work on fixing
* beam weapon wacky firing.
*
* 34 3/01/99 7:39p Dave
* Added prioritizing ship respawns. Also fixed respawns in TvT so teams
* don't mix respawn points.
*
* 33 2/26/99 6:01p Andsager
* Add sexp has-been-tagged-delay and cap-subsys-cargo-known-delay
*
* 32 2/26/99 4:14p Dave
* Put in the ability to have multiple shockwaves for ships.
*
* 31 2/21/99 1:48p Dave
* Some code for monitoring datarate for multiplayer in detail.
*
* 30 2/19/99 3:52p Neilk
* Put in some proper handling code for undocking dying objects (handle
* wacky object types like OBJ_GHOST).
*
* 29 2/11/99 5:22p Andsager
* Fixed bugs, generalized block Sexp_variables
*
* 28 2/11/99 2:15p Andsager
* Add ship explosion modification to FRED
*
* 27 2/05/99 12:52p Dave
* Fixed Glide nondarkening textures.
*
* 26 2/03/99 12:42p Andsager
* Add escort priority. Modify ship_flags_dlg to include field. Save and
* Load. Add escort priority field to ship.
*
* 25 2/02/99 9:36a Andsager
* Bash hull strength to zero when ship is killed (by sexp)
*
* 24 1/29/99 2:25p Andsager
* Added turret_swarm_missiles
*
* 23 1/29/99 12:47a Dave
* Put in sounds for beam weapon. A bunch of interface screens (tech
* database stuff).
*
* 22 1/27/99 9:56a Dave
* Temporary checkin of beam weapons for Dan to make cool sounds.
*
* 21 1/25/99 5:03a Dave
* First run of stealth, AWACS and TAG missile support. New mission type
* :)
*
* 20 1/24/99 11:37p Dave
* First full rev of beam weapons. Very customizable. Removed some bogus
* Int3()'s in low level net code.
*
* 19 1/14/99 6:06p Dave
* 100% full squad logo support for single player and multiplayer.
*
* 18 1/14/99 12:48a Dave
* Todo list bug fixes. Made a pass at putting briefing icons back into
* FRED. Sort of works :(
*
* 17 1/12/99 5:45p Dave
* Moved weapon pipeline in multiplayer to almost exclusively client side.
* Very good results. Bandwidth goes down, playability goes up for crappy
* connections. Fixed object update problem for ship subsystems.
*
* 16 1/08/99 2:08p Dave
* Fixed software rendering for pofview. Super early support for AWACS and
* beam weapons.
*
* 15 1/06/99 2:24p Dave
* Stubs and release build fixes.
*
* 14 12/23/98 2:53p Andsager
* Added ship activation and gas collection subsystems, removed bridge
*
* 13 12/09/98 7:34p Dave
* Cleanup up nebula effect. Tweaked many values.
*
* 12 12/08/98 9:36a Dave
* Almost done nebula effect for D3D. Looks 85% as good as Glide.
*
* 11 12/06/98 2:36p Dave
* Drastically improved nebula fogging.
*
* 10 11/19/98 4:19p Dave
* Put IPX sockets back in psnet. Consolidated all multiplayer config
* files into one.
*
* 9 11/14/98 5:33p Dave
* Lots of nebula work. Put in ship contrails.
*
* 8 11/11/98 5:37p Dave
* Checkin for multiplayer testing.
*
* 7 10/26/98 9:42a Dave
* Early flak gun support.
*
* 6 10/23/98 3:51p Dave
* Full support for tstrings.tbl and foreign languages. All that remains
* is to make it active in Fred.
*
* 5 10/23/98 3:03p Andsager
* Initial support for changing rotation rate.
*
* 4 10/20/98 1:39p Andsager
* Make so sparks follow animated ship submodels. Modify
* ship_weapon_do_hit_stuff() and ship_apply_local_damage() to add
* submodel_num. Add submodel_num to multiplayer hit packet.
*
* 3 10/13/98 9:29a Dave
* Started neatening up freespace.h. Many variables renamed and
* reorganized. Added AlphaColors.[h,cpp]
*
* 2 10/07/98 10:53a Dave
* Initial checkin.
*
* 1 10/07/98 10:51a Dave
*
* 915 8/28/98 3:29p Dave
* EMP effect done. AI effects may need some tweaking as required.
*
* 914 8/25/98 1:48p Dave
* First rev of EMP effect. Player side stuff basically done. Next comes
* AI code.
*
* 913 8/17/98 5:07p Dave
* First rev of corkscrewing missiles.
*
* 912 7/15/98 11:29a Allender
* quick error dialog to prevent the > 50 ships per mission problem
*
* 911 7/06/98 6:11p Dave
* More object update stuff.
*
* 910 6/30/98 2:23p Dave
* Revised object update system. Removed updates for all weapons. Put
* button info back into control info packet.
*
* 909 6/12/98 2:49p Dave
* Patch 1.02 changes.
*
* 908 6/10/98 6:46p Lawrance
* increase SHIP_MULTITEXT_LENGTH to 1500
*
* 906 6/09/98 10:31a Hoffoss
* Created index numbers for all xstr() references. Any new xstr() stuff
* added from here on out should be added to the end if the list. The
* current list count can be found in FreeSpace.cpp (search for
* XSTR_SIZE).
*
* 905 6/01/98 11:43a John
* JAS & MK: Classified all strings for localization.
*
* 904 5/24/98 10:50p Mike
* Fix problem with ships with propagating explosions not being able to
* kamikaze.
*
* 903 5/23/98 4:14p John
* Added code to preload textures to video card for AGP. Added in code
* to page in some bitmaps that weren't getting paged in at level start.
*
* 902 5/23/98 12:05a Adam
* change ship_is_getting_locked() to take weapon range into account
*
* 901 5/22/98 5:32p Andsager
* Make big ship explosion sounds play all the way through. remove
* cur_snd from ship struct.
*
* 900 5/21/98 7:11p Sandeep
* Increased the buffer size a bit during parse ships.tbl to account for
* slightly lengthy descriptions
*
* 899 5/21/98 3:31p Allender
* fix bug where Ship_obj_list was getting overwritten by the exited ships
* list
*
* 898 5/21/98 1:44p Lawrance
* add ship_obj list validation
*
* 897 5/21/98 11:33a Lawrance
* Check aspect_locked_time when determining if another ship is seeking
* lock
*
* 896 5/19/98 8:42p Andsager
* Add cur_snd (used for sound management of big ship explosions)
*
* 895 5/18/98 2:50p Peter
* AL: Check to make sure we don't overflow support_ships[] array in
* ship_find_repair_ship
*
* 894 5/15/98 11:11p Mike
* Make game a bit easier based on skill level, mainly at Easy and, to a
* lesser extent, Medium.
*
* 893 5/15/98 6:45p Hoffoss
* Made some things not appear in the release version of Fred.
*
* 892 5/15/98 5:37p Hoffoss
* Added new 'tech description' fields to ship and weapon tables, and
* added usage of it in tech room.
*
* 891 5/15/98 12:07p Allender
* make messaging come from proper ships when in team vs. team games.
*
* 890 5/14/98 9:38p Andsager
* Fixed bug in dying_undock_physics when both ships have ovelapping dying
* times.
*
* 889 5/13/98 6:54p Dave
* More sophistication to PXO interface. Changed respawn checking so
* there's no window for desynchronization between the server and the
* clients.
*
* 888 5/12/98 10:54p Andsager
* Add new sound manager for big ship sub-explosion sounds
*
* 887 5/12/98 2:34p Adam
* re-instated the old nicer particle ANI's for ship explosions.
*
* 886 5/12/98 9:15a Andsager
* Clean up big ship sub-explosion sound. Make single instance of sounds.
* Choose random sounds. Add timestamp to post split sounds. Make
* explosion flash depend on wheth ship was visible if within ~1.5 radii.
*
* 885 5/11/98 4:33p Allender
* fixed ingame join problems -- started to work on new object updating
* code (currently ifdef'ed out)
*
* 884 5/11/98 4:05p Lawrance
* Increase sanity timestamp for next_fire_time to 60 seconds
*
* 883 5/10/98 11:30p Mike
* Better firing of bombs, less likely to go into strafe mode.
*
* 882 5/09/98 4:52p Lawrance
* Implement padlock view (up/rear/left/right)
*
* 881 5/08/98 5:31p Hoffoss
* Isolated the joystick force feedback code more from dependence on other
* libraries.
*
* 880 5/08/98 4:39p Mike
* Comment out two Asserts that trap a condition that is actually legal.
*
* $NoKeywords: $
*/
#include <string.h>
#include <setjmp.h>
#include "pstypes.h"
#include "object.h"
#include "physics.h"
#include "vecmat.h"
#include "ship.h"
#include "model.h"
#include "key.h"
#include "weapon.h"
#include "radar.h"
#include "2d.h"
#include "3d.h"
#include "floating.h"
#include "ai.h"
#include "ailocal.h"
#include "fireballs.h"
#include "debris.h"
#include "hud.h"
#include "timer.h"
#include "cfile.h"
#include "missionlog.h"
#include "missionparse.h"
#include "bmpman.h"
#include "joy.h"
#include "joy_ff.h"
#include "player.h"
#include "parselo.h"
#include "freespace.h"
#include "sound.h"
#include "model.h"
#include "linklist.h"
#include "hudets.h"
#include "hudtarget.h"
#include "hudshield.h"
#include "aigoals.h"
#include "gamesnd.h"
#include "eventmusic.h"
#include "shipfx.h"
#include "sexp.h"
#include "gamesequence.h"
#include "objectsnd.h"
#include "cmeasure.h"
#include "animplay.h"
#include "controlsconfig.h"
#include "afterburner.h"
#include "shockwave.h"
#include "hudsquadmsg.h"
#include "swarm.h"
#include "fvi.h"
#include "subsysdamage.h"
#include "missionmessage.h"
#include "lighting.h"
#include "particle.h"
#include "shiphit.h"
#include "asteroid.h"
#include "hudtargetbox.h"
#include "hudwingmanstatus.h"
#include "jumpnode.h"
#include "redalert.h"
#include "corkscrew.h"
#include "emp.h"
#include "localize.h"
#include "neb.h"
#include "shipcontrails.h"
#include "alphacolors.h"
#include "demo.h"
#include "beam.h"
#include "staticrand.h"
#include "missionshipchoice.h"
#include "hudartillery.h"
#ifndef NO_NETWORK
#include "multi.h"
#include "multiutil.h"
#include "multimsgs.h"
#include "multi_respawn.h"
#endif
#ifdef FS2_DEMO
#define MAX_SHIP_SUBOBJECTS 360
#else
#define MAX_SHIP_SUBOBJECTS 700 // Reduced from 1000 to 400 by MK on 4/1/98.
// 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.
#endif
//#define MIN_COLLISION_MOVE_DIST 5.0
//#define COLLISION_VEL_CONST 0.1
#define COLLISION_FRICTION_FACTOR 0.0 // ratio of maximum friction impulse to repulsion impulse
#define COLLISION_ROTATION_FACTOR 1.0 // increase in rotation from collision
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
// mwa -- removed 11/24/97 int num_ships = 0;
int num_wings = 0;
int Num_reinforcements = 0;
ship Ships[MAX_SHIPS];
ship *Player_ship;
wing Wings[MAX_WINGS];
int Starting_wings[MAX_PLAYER_WINGS]; // wings player starts a mission with (-1 = none)
int ships_inited = 0;
engine_wash_info Engine_wash_info[MAX_ENGINE_WASH_TYPES];
char get_engine_wash_index(char *engine_wash_name);
// information for ships which have exited the game
exited_ship Ships_exited[MAX_EXITED_SHIPS];
int Num_exited_ships;
int Num_engine_wash_types;
int Num_ship_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
ship_info Ship_info[MAX_SHIP_TYPES];
ship_subsys Ship_subsystems[MAX_SHIP_SUBOBJECTS];
ship_subsys ship_subsys_free_list;
reinforcements Reinforcements[MAX_REINFORCEMENTS];
int Num_player_ship_precedence; // Number of ship types in Player_ship_precedence
int Player_ship_precedence[MAX_PLAYER_SHIP_CHOICES]; // Array of ship types, precedence list for player ship/wing selection
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
// structure used to hold ship counts of particular types. The order in which these appear is crucial
// since the goal code relies on this placement to find the array index in the Ship_counts array
char *Ship_type_names[MAX_SHIP_TYPE_COUNTS] = {
//XSTR:OFF
"no type",
"cargo",
"fighter/bomber",
"cruiser",
"freighter",
"capital",
"transport",
"support",
"navbuoy",
"sentry gun",
"escape pod",
"super cap",
"stealth",
"fighter",
"bomber",
"drydock",
"awacs",
"gas miner",
"corvette",
"knossos device"
//XSTR:ON
};
int Ship_type_flags[MAX_SHIP_TYPE_COUNTS] = {
0,
SIF_CARGO,
SIF_FIGHTER | SIF_BOMBER,
SIF_CRUISER,
SIF_FREIGHTER,
SIF_CAPITAL,
SIF_TRANSPORT,
SIF_SUPPORT,
SIF_NAVBUOY,
SIF_SENTRYGUN,
SIF_ESCAPEPOD,
SIF_SUPERCAP,
SIF_STEALTH,
SIF_FIGHTER,
SIF_BOMBER,
SIF_DRYDOCK,
SIF_AWACS,
SIF_GAS_MINER,
SIF_CORVETTE,
SIF_KNOSSOS_DEVICE,
};
ship_counts Ship_counts[MAX_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;
// a global definition of the IFF colors
color IFF_colors[MAX_IFF_COLORS][2]; // AL 1-2-97: Create two IFF colors, regular and bright
void ship_iff_init_colors()
{
int i, alpha;
int iff_bright_delta=4;
// init IFF colors
for ( i=0; i<2; i++ ) {
if ( i == 0 )
alpha = (HUD_COLOR_ALPHA_MAX - iff_bright_delta) * 16;
else
alpha = HUD_COLOR_ALPHA_MAX * 16;
gr_init_alphacolor( &IFF_colors[IFF_COLOR_HOSTILE][i], 0xff, 0x00, 0x00, alpha );
gr_init_alphacolor( &IFF_colors[IFF_COLOR_FRIENDLY][i], 0x00, 0xff, 0x00, alpha );
gr_init_alphacolor( &IFF_colors[IFF_COLOR_NEUTRAL][i], 0xff, 0x00, 0x00, alpha );
gr_init_alphacolor( &IFF_colors[IFF_COLOR_UNKNOWN][i], 0xff, 0x00, 0xff, alpha );
gr_init_alphacolor( &IFF_colors[IFF_COLOR_SELECTION][i], 0xff, 0xff, 0xff, alpha );
gr_init_alphacolor( &IFF_colors[IFF_COLOR_MESSAGE][i], 0x7f, 0x7f, 0x7f, alpha );
gr_init_alphacolor( &IFF_colors[IFF_COLOR_TAGGED][i], 0xff, 0xff, 0x00, alpha );
}
}
// 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 alpha/beta/gamma/zeta wings
int ship_in_abgz(ship *shipp)
{
if(!strcmp(shipp->ship_name, "Alpha 1")) return 1;
if(!strcmp(shipp->ship_name, "Alpha 2")) return 1;
if(!strcmp(shipp->ship_name, "Alpha 3")) return 1;
if(!strcmp(shipp->ship_name, "Alpha 4")) return 1;
if(!strcmp(shipp->ship_name, "Beta 1")) return 1;
if(!strcmp(shipp->ship_name, "Beta 2")) return 1;
if(!strcmp(shipp->ship_name, "Beta 3")) return 1;
if(!strcmp(shipp->ship_name, "Beta 4")) return 1;
if(!strcmp(shipp->ship_name, "Gamma 1")) return 1;
if(!strcmp(shipp->ship_name, "Gamma 2")) return 1;
if(!strcmp(shipp->ship_name, "Gamma 3")) return 1;
if(!strcmp(shipp->ship_name, "Gamma 4")) return 1;
if(!strcmp(shipp->ship_name, "Zeta 1")) return 1;
if(!strcmp(shipp->ship_name, "Zeta 2")) return 1;
if(!strcmp(shipp->ship_name, "Zeta 3")) return 1;
if(!strcmp(shipp->ship_name, "Zeta 4")) return 1;
// not in
return 0;
}
// ---------------------------------------------------
// ship_obj_list_init()
//
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);
}
}
// ---------------------------------------------------
// ship_obj_list_add()
//
// 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;
}
// ---------------------------------------------------
// ship_obj_list_remove()
//
// 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);
}
// ---------------------------------------------------
// ship_obj_list_rebuild()
//
// 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;
}
// parse an engine wash info record
void parse_engine_wash()
{
engine_wash_info *ewp;
ewp = &Engine_wash_info[Num_engine_wash_types];
// name of engine wash info
required_string("$Name:");
stuff_string(ewp->name, F_NAME, NULL);
// half angle of cone of wash from thruster
required_string("$Angle:");
stuff_float(&ewp->angle);
ewp->angle *= (PI / 180.0f);
// radius multiplier for hemisphere around thruster pt
required_string("$Radius Mult:");
stuff_float(&ewp->radius_mult);
// length of cone
required_string("$Length:");
stuff_float(&ewp->length);
// intensity inside hemisphere (or at 0 distance from frustated cone)
required_string("$Intensity:");
stuff_float(&ewp->intensity);
}
#define SHIP_MULTITEXT_LENGTH 1500
// function to parse the information for a specific ship type.
int parse_ship()
{
char buf[SHIP_MULTITEXT_LENGTH + 1];
ship_info *sip;
int cont_flag = 1;
float hull_percentage_of_hits = 100.0f;
int n_subsystems = 0;
model_subsystem subsystems[MAX_MODEL_SUBSYSTEMS]; // see model.h for max_model_subsystems
for (int idx=0; idx<MAX_MODEL_SUBSYSTEMS; idx++) {
subsystems[idx].stepped_rotation = NULL;
subsystems[idx].ai_rotation = NULL;
}
int i, num_allowed, rtn = 0;
int allowed_weapons[MAX_WEAPON_TYPES];
sip = &Ship_info[Num_ship_types];
// Defaults!
// These should be specified in ships.tbl eventually!
// End of defaults.
required_string("$Name:");
stuff_string(sip->name, F_NAME, NULL);
// AL 28-3-98: If this is a demo build, we only want to parse weapons that are preceded with
// the '@' symbol
#ifdef DEMO // not needed FS2_DEMO (using separate table file)
if ( sip->name[0] != '@' ) {
// advance to next weapon, and return -1
if ( skip_to_start_of_strings("$Name:", "#End") != 1 ) {
Int3();
}
return -1;
}
#endif
#ifdef NDEBUG
if (strchr(sip->name, '#') && Fred_running)
rtn = 1;
#endif
if ( sip->name[0] == '@' ) {
char old_name[NAME_LENGTH];
strcpy(old_name, sip->name);
strcpy(sip->name, old_name+1);
}
diag_printf ("Ship name -- %s\n", sip->name);
if ( ship_info_lookup( sip->name ) != -1 ){
Error(LOCATION, "Error: Ship name %s already exists in ships.tbl. All ship class names must be unique.", sip->name);
}
required_string("$Short name:");
stuff_string(sip->short_name, F_NAME, NULL);
diag_printf ("Ship short name -- %s\n", sip->short_name);
find_and_stuff("$Species:", &sip->species, F_NAME, Species_names, MAX_SPECIES_NAMES, "species names");
diag_printf ("Ship species -- %s\n", Species_names[sip->species]);
sip->type_str = sip->maneuverability_str = sip->armor_str = sip->manufacturer_str = NULL;
if (optional_string("+Type:")) {
stuff_string(buf, F_MESSAGE, NULL);
sip->type_str = strdup(buf);
}
if (optional_string("+Maneuverability:")) {
stuff_string(buf, F_MESSAGE, NULL);
sip->maneuverability_str = strdup(buf);
}
if (optional_string("+Armor:")) {
stuff_string(buf, F_MESSAGE, NULL);
sip->armor_str = strdup(buf);
}
if (optional_string("+Manufacturer:")) {
stuff_string(buf, F_MESSAGE, NULL);
sip->manufacturer_str = strdup(buf);
}
sip->desc = NULL;
if (optional_string("+Description:")) {
stuff_string(buf, F_MULTITEXT, NULL);
sip->desc = strdup(buf);
}
sip->tech_desc = NULL;
if (optional_string("+Tech Description:")) {
stuff_string(buf, F_MULTITEXT, NULL, SHIP_MULTITEXT_LENGTH);
sip->tech_desc = strdup(buf);
}
// Code added here by SS to parse the optional strings for length, gun_mounts, missile_banks
sip->ship_length = NULL;
if (optional_string("+Length:")) {
stuff_string(buf, F_MESSAGE, NULL);
sip->ship_length = strdup(buf);
}
sip->gun_mounts = NULL;
if (optional_string("+Gun Mounts:")) {
stuff_string(buf, F_MESSAGE, NULL);
sip->gun_mounts = strdup(buf);
}
sip->missile_banks = NULL;
if (optional_string("+Missile Banks:")) {
stuff_string(buf, F_MESSAGE, NULL);
sip->missile_banks = strdup(buf);
}
// End code by SS
sip->num_detail_levels = 0;
required_string( "$POF file:" );
stuff_string( sip->pof_file, F_NAME, NULL );
// optional hud targeting model
strcpy(sip->pof_file_hud, "");
if(optional_string( "$POF target file:")){
stuff_string(sip->pof_file_hud, F_NAME, NULL);
}
required_string("$Detail distance:");
sip->num_detail_levels = stuff_int_list(sip->detail_distance, MAX_SHIP_DETAIL_LEVELS, RAW_INTEGER_TYPE);
// check for optional pixel colors
sip->num_nondark_colors = 0;
while(optional_string("$ND:")){
ubyte nr, ng, nb;
stuff_byte(&nr);
stuff_byte(&ng);
stuff_byte(&nb);
if(sip->num_nondark_colors < MAX_NONDARK_COLORS){
sip->nondark_colors[sip->num_nondark_colors][0] = nr;
sip->nondark_colors[sip->num_nondark_colors][1] = ng;
sip->nondark_colors[sip->num_nondark_colors++][2] = nb;
}
}
required_string("$Show damage:");
int bogus_bool;
stuff_boolean(&bogus_bool);
required_string("$Density:");
stuff_float( &(sip->density) );
diag_printf ("Ship density -- %7.3f\n", sip->density);
required_string("$Damp:");
stuff_float( &(sip->damp) );
diag_printf ("Ship damp -- %7.3f\n", sip->damp);
required_string("$Rotdamp:");
stuff_float( &(sip->rotdamp) );
diag_printf ("Ship rotdamp -- %7.3f\n", sip->rotdamp);
required_string("$Max Velocity:");
stuff_vector(&sip->max_vel);
// calculate the max speed from max_velocity
sip->max_speed = vm_vec_mag(&sip->max_vel);
required_string("$Rotation Time:");
stuff_vector(&sip->rotation_time);
sip->srotation_time = (sip->rotation_time.xyz.x + sip->rotation_time.xyz.y)/2.0f;
sip->max_rotvel.xyz.x = (2 * PI) / sip->rotation_time.xyz.x;
sip->max_rotvel.xyz.y = (2 * PI) / sip->rotation_time.xyz.y;
sip->max_rotvel.xyz.z = (2 * PI) / sip->rotation_time.xyz.z;
// get the backwards velocity;
required_string("$Rear Velocity:");
stuff_float(&sip->max_rear_vel);
// get the accelerations
required_string("$Forward accel:");
stuff_float(&sip->forward_accel );
required_string("$Forward decel:");
stuff_float(&sip->forward_decel );
required_string("$Slide accel:");
stuff_float(&sip->slide_accel );
required_string("$Slide decel:");
stuff_float(&sip->slide_decel );
// get ship explosion info
required_string("$Expl inner rad:");
stuff_float(&sip->inner_rad);
required_string("$Expl outer rad:");
stuff_float(&sip->outer_rad);
required_string("$Expl damage:");
stuff_float(&sip->damage);
required_string("$Expl blast:");
stuff_float(&sip->blast);
required_string("$Expl Propagates:");
stuff_boolean(&sip->explosion_propagates);
required_string("$Shockwave Speed:");
stuff_float( &sip->shockwave_speed );
sip->shockwave_count = 1;
if(optional_string("$Shockwave Count:")){
stuff_int(&sip->shockwave_count);
}
for ( i = 0; i < MAX_WEAPON_TYPES; i++ ){
sip->allowed_weapons[i] = 0;
}
// Set the weapons filter used in weapons loadout (for primary weapons)
if (optional_string("$Allowed PBanks:")) {
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_weapons[allowed_weapons[i]] |= 1;
}
}
}
// Set the weapons filter used in weapons loadout (for primary weapons)
if (optional_string("$Allowed Dogfight PBanks:")) {
num_allowed = stuff_int_list(allowed_weapons, MAX_WEAPON_TYPES, WEAPON_LIST_TYPE);
// actually say which weapons are allowed
for ( i = 0; i < num_allowed; i++ ) {
if ( allowed_weapons[i] >= 0 ) {
sip->allowed_weapons[allowed_weapons[i]] |= 2;
}
}
}
// Get default primary bank weapons
for ( i = 0; i < MAX_PRIMARY_BANKS; i++ ){
sip->primary_bank_weapons[i] = -1;
}
required_string("$Default PBanks:");
sip->num_primary_banks = stuff_int_list(sip->primary_bank_weapons, MAX_PRIMARY_BANKS, WEAPON_LIST_TYPE);
// error checking
for ( i = 0; i < sip->num_primary_banks; i++ ) {
Assert(sip->primary_bank_weapons[i] >= 0);
}
// Set the weapons filter used in weapons loadout (for secondary weapons)
if (optional_string("$Allowed SBanks:")) {
num_allowed = stuff_int_list(allowed_weapons, MAX_WEAPON_TYPES, WEAPON_LIST_TYPE);
// actually say which weapons are allowed
for ( i = 0; i < num_allowed; i++ ) {
if ( allowed_weapons[i] >= 0 ) {
sip->allowed_weapons[allowed_weapons[i]] |= 1;
}
}
}
// Set the weapons filter used in weapons loadout (for secondary weapons)
if (optional_string("$Allowed Dogfight SBanks:")) {
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 ) {
sip->allowed_weapons[allowed_weapons[i]] |= 2;
}
}
}
// Get default secondary bank weapons
for ( i = 0; i < MAX_SECONDARY_BANKS; i++ ){
sip->secondary_bank_weapons[i] = -1;
}
required_string("$Default SBanks:");
sip->num_secondary_banks = stuff_int_list(sip->secondary_bank_weapons, MAX_SECONDARY_BANKS, WEAPON_LIST_TYPE);
// error checking
for ( i = 0; i < sip->num_secondary_banks; i++ ) {
Assert(sip->secondary_bank_weapons[i] >= 0);
}
// Get the capacity of each secondary bank
required_string("$Sbank Capacity:");
int capacity_count;
capacity_count = stuff_int_list(sip->secondary_bank_ammo_capacity, MAX_SECONDARY_BANKS, RAW_INTEGER_TYPE);
if ( capacity_count != sip->num_secondary_banks ) {
Warning(LOCATION, "Secondary bank capacities have not been specified for ship class %s... fix this!!", sip->name);
}
required_string("$Shields:");
stuff_float(&sip->shields);
// optional shield color
sip->shield_color[0] = 255;
sip->shield_color[1] = 255;
sip->shield_color[2] = 255;
if(optional_string("$Shield Color:")){
stuff_byte(&sip->shield_color[0]);
stuff_byte(&sip->shield_color[1]);
stuff_byte(&sip->shield_color[2]);
}
// The next three fields are used for the ETS
required_string("$Power Output:");
stuff_float(&sip->power_output);
required_string("$Max Oclk Speed:");
stuff_float(&sip->max_overclocked_speed);
required_string("$Max Weapon Eng:");
stuff_float(&sip->max_weapon_reserve);
required_string("$Hitpoints:");
stuff_float(&sip->initial_hull_strength);
required_string("$Flags:");
char ship_strings[MAX_SHIP_FLAGS][NAME_LENGTH];
int num_strings = stuff_string_list(ship_strings, MAX_SHIP_FLAGS);
sip->flags = SIF_DEFAULT_VALUE;
for ( i=0; i<num_strings; i++ ) {
if (!stricmp(NOX("no_collide"), ship_strings[i]))
sip->flags &= ~SIF_DO_COLLISION_CHECK;
else if (!stricmp(NOX("player_ship"), ship_strings[i]))
sip->flags |= SIF_PLAYER_SHIP;
else if (!stricmp(NOX("default_player_ship"), ship_strings[i]))
sip->flags |= SIF_DEFAULT_PLAYER_SHIP;
else if ( !stricmp(NOX("repair_rearm"), ship_strings[i]))
sip->flags |= SIF_SUPPORT;
else if ( !stricmp(NOX("cargo"), ship_strings[i]))
sip->flags |= SIF_CARGO;
else if ( !stricmp( NOX("fighter"), ship_strings[i]))
sip->flags |= SIF_FIGHTER;
else if ( !stricmp( NOX("bomber"), ship_strings[i]))
sip->flags |= SIF_BOMBER;
else if ( !stricmp( NOX("transport"), ship_strings[i]))
sip->flags |= SIF_TRANSPORT;
else if ( !stricmp( NOX("freighter"), ship_strings[i]))
sip->flags |= SIF_FREIGHTER;
else if ( !stricmp( NOX("capital"), ship_strings[i]))
sip->flags |= SIF_CAPITAL;
else if (!stricmp( NOX("supercap"), ship_strings[i]))
sip->flags |= SIF_SUPERCAP;
else if (!stricmp( NOX("drydock"), ship_strings[i]))
sip->flags |= SIF_DRYDOCK;
else if ( !stricmp( NOX("cruiser"), ship_strings[i]))
sip->flags |= SIF_CRUISER;
else if ( !stricmp( NOX("navbuoy"), ship_strings[i]))
sip->flags |= SIF_NAVBUOY;
else if ( !stricmp( NOX("sentrygun"), ship_strings[i]))
sip->flags |= SIF_SENTRYGUN;
else if ( !stricmp( NOX("escapepod"), ship_strings[i]))
sip->flags |= SIF_ESCAPEPOD;
else if ( !stricmp( NOX("no type"), ship_strings[i]))
sip->flags |= SIF_NO_SHIP_TYPE;
else if ( !stricmp( NOX("ship copy"), ship_strings[i]))
sip->flags |= SIF_SHIP_COPY;
else if ( !stricmp( NOX("in tech database"), ship_strings[i]))
sip->flags |= SIF_IN_TECH_DATABASE | SIF_IN_TECH_DATABASE_M;
else if ( !stricmp( NOX("in tech database multi"), ship_strings[i]))
sip->flags |= SIF_IN_TECH_DATABASE_M;
else if ( !stricmp( NOX("dont collide invisible"), ship_strings[i]))
sip->flags |= SIF_DONT_COLLIDE_INVIS;
else if ( !stricmp( NOX("big damage"), ship_strings[i]))
sip->flags |= SIF_BIG_DAMAGE;
else if ( !stricmp( NOX("corvette"), ship_strings[i]))
sip->flags |= SIF_CORVETTE;
else if ( !stricmp( NOX("gas miner"), ship_strings[i]))
sip->flags |= SIF_GAS_MINER;
else if ( !stricmp( NOX("awacs"), ship_strings[i]))
sip->flags |= SIF_AWACS;
else if ( !stricmp( NOX("knossos"), ship_strings[i]))
sip->flags |= SIF_KNOSSOS_DEVICE;
else if ( !stricmp( NOX("no_fred"), ship_strings[i]))
sip->flags |= SIF_NO_FRED;
else
Warning(LOCATION, "Bogus string in ship flags: %s\n", ship_strings[i]);
}
find_and_stuff("$AI Class:", &sip->ai_class, F_NAME, Ai_class_names, Num_ai_classes, "AI class names");
// Get Afterburner information
// Be aware that if $Afterburner is not 1, the other Afterburner fields are not read in
required_string("$Afterburner:");
int has_afterburner;
stuff_boolean(&has_afterburner);
if ( has_afterburner == 1 ) {
sip->flags |= SIF_AFTERBURNER;
required_string("+Aburn Max Vel:");
stuff_vector(&sip->afterburner_max_vel);
required_string("+Aburn For accel:");
stuff_float(&sip->afterburner_forward_accel);
required_string("+Aburn Fuel:");
stuff_float(&sip->afterburner_fuel_capacity);
required_string("+Aburn Burn Rate:");
stuff_float(&sip->afterburner_burn_rate);
required_string("+Aburn Rec Rate:");
stuff_float(&sip->afterburner_recover_rate);
} else {
sip->afterburner_max_vel.xyz.x = 0.0f;
sip->afterburner_max_vel.xyz.y = 0.0f;
sip->afterburner_max_vel.xyz.z = 0.0f;
}
required_string("$Countermeasures:");
stuff_int(&sip->cmeasure_max);
required_string("$Scan time:");
stuff_int(&sip->scan_time);
required_string("$EngineSnd:");
stuff_int(&sip->engine_snd);
required_string("$Closeup_pos:");
stuff_vector(&sip->closeup_pos);
required_string("$Closeup_zoom:");
stuff_float(&sip->closeup_zoom);
sip->shield_icon_index = 255; // stored as ubyte
if (optional_string("$Shield_icon:")) {
char tmpbuf[NAME_LENGTH];
stuff_string(tmpbuf, F_NAME, NULL);
hud_shield_assign_info(sip, tmpbuf);
}
// read in filename for icon that is used in ship selection
sip->icon_filename[0] = 0;
if ( optional_string("$Ship_icon:") ) {
stuff_string(sip->icon_filename, F_NAME, NULL);
}
// read in filename for animation that is used in ship selection
sip->anim_filename[0] = 0;
if ( optional_string("$Ship_anim:") ) {
stuff_string(sip->anim_filename, F_NAME, NULL);
}
// read in filename for animation that is used in ship selection
sip->overhead_filename[0] = 0;
if ( optional_string("$Ship_overhead:") ) {
stuff_string(sip->overhead_filename, F_NAME, NULL);
}
sip->score = 0;
if ( optional_string("$Score:") ){
stuff_int( &sip->score );
}
// if the ship is a stealth ship
if ( optional_string("$Stealth:") ){
sip->flags |= SIF_STEALTH;
}
// parse contrail info
char trail_name[MAX_FILENAME_LEN] = "";
trail_info *ci;
memset(&sip->ct_info, 0, sizeof(trail_info) * MAX_SHIP_CONTRAILS);
sip->ct_count = 0;
while(optional_string("$Trail:")){
// this means you've reached the max # of contrails for a ship
Assert(sip->ct_count <= MAX_SHIP_CONTRAILS);
ci = &sip->ct_info[sip->ct_count++];
required_string("+Offset:");
stuff_vector(&ci->pt);
required_string("+Start Width:");
stuff_float(&ci->w_start);
required_string("+End Width:");
stuff_float(&ci->w_end);
required_string("+Start Alpha:");
stuff_float(&ci->a_start);
required_string("+End Alpha:");
stuff_float(&ci->a_end);
required_string("+Max Life:");
stuff_float(&ci->max_life);
required_string("+Spew Time:");
stuff_int(&ci->stamp);
required_string("+Bitmap:");
stuff_string(trail_name, F_NAME, NULL);
ci->bitmap = bm_load(trail_name);
}
while (cont_flag) {
int r = required_string_3("#End", "$Subsystem:", "$Name" );
switch (r) {
case 0:
cont_flag = 0;
break;
case 1:
{
float turning_rate;
float percentage_of_hits;
model_subsystem *sp; // to append on the ships list of subsystems
Assert ( n_subsystems < MAX_MODEL_SUBSYSTEMS );
sp = &subsystems[n_subsystems++]; // subsystems a local -- when done, we will malloc and copy
required_string("$Subsystem:");
stuff_string(sp->subobj_name, F_NAME, ",");
Mp++;
stuff_float(&percentage_of_hits);
stuff_float(&turning_rate);
hull_percentage_of_hits -= percentage_of_hits;
sp->max_hits = sip->initial_hull_strength * (percentage_of_hits / 100.0f);
sp->type = SUBSYSTEM_UNKNOWN;
// specified as how long to turn 360 degrees in ships.tbl
if ( turning_rate > 0.0f ){
sp->turret_turning_rate = PI2 / turning_rate;
} else {
sp->turret_turning_rate = 0.0f;
}
for (i=0; i<MAX_PRIMARY_BANKS; i++)
sp->primary_banks[i] = -1;
for (i=0; i<MAX_SECONDARY_BANKS; i++) {
sp->secondary_banks[i] = -1;
sp->secondary_bank_capacity[i] = 0;
}
// Get default primary bank weapons
if (optional_string("$Default PBanks:")){
stuff_int_list(sp->primary_banks, MAX_PRIMARY_BANKS, WEAPON_LIST_TYPE);
}
// Get default secondary bank weapons
if (optional_string("$Default SBanks:")){
stuff_int_list(sp->secondary_banks, MAX_SECONDARY_BANKS, WEAPON_LIST_TYPE);
}
// Get the capacity of each secondary bank
if (optional_string("$Sbank Capacity:")){
stuff_int_list(sp->secondary_bank_capacity, MAX_SECONDARY_BANKS, RAW_INTEGER_TYPE);
}
// Get optional engine wake info
if (optional_string("$Engine Wash:")) {
char engine_wash_name[32];
stuff_string(engine_wash_name, F_NAME, NULL);
// get and set index
sp->engine_wash_index = get_engine_wash_index(engine_wash_name);
} else {
sp->engine_wash_index = -1;
}
// Get any AWACS info
sp->awacs_intensity = 0.0f;
if(optional_string("$AWACS:")){
stuff_float(&sp->awacs_intensity);
stuff_float(&sp->awacs_radius);
sip->flags |= SIF_HAS_AWACS;
}
sp->turret_weapon_type = sp->primary_banks[0]; // temporary, will be obsolete later.
if ( sp->turret_weapon_type < 0 ) {
sp->turret_weapon_type = sp->secondary_banks[0];
}
sp->model_num = -1; // init value for later sanity checking!!
}
break;
case 2:
cont_flag = 0;
break;
default:
Int3(); // Impossible return value from required_string_3.
}
}
Assert( hull_percentage_of_hits > 0.0f ); // must be > 0
// when done reading subsystems, malloc and copy the subsystem data to the ship info structure
sip->n_subsystems = n_subsystems;
if ( n_subsystems > 0 ) {
sip->subsystems = (model_subsystem *)malloc(sizeof(model_subsystem) * n_subsystems );
Assert( sip->subsystems != NULL );
}
else {
sip->subsystems = NULL;
}
for ( i = 0; i < n_subsystems; i++ ){
sip->subsystems[i] = subsystems[i];
}
// if we have a ship copy, then check to be sure that our base ship exists
if ( sip->flags & SIF_SHIP_COPY ) {
int index;
index = ship_info_base_lookup( Num_ship_types ); // Num_ship_types is our current entry into the array
if ( index == -1 ) {
char *p, name[NAME_LENGTH];;
strcpy( name, sip->name );
p = strchr(name, '#');
if ( p )
*p = '\0';
Error(LOCATION, "Ship %s is a copy, but base ship %s couldn't be found.", sip->name, name);
}
}
return rtn;
}
char get_engine_wash_index(char *engine_wash_name)
{
int i;
for (i=0; i<Num_engine_wash_types; i++) {
if ( 0 == stricmp(engine_wash_name, Engine_wash_info[i].name) ) {
return (char)i;
}
}
// not found, so return -1
return -1;
}
void parse_shiptbl()
{
// open localization
lcl_ext_open();
read_file_text("ships.tbl");
reset_parse();
// parse default ship
required_string("#Default Player Ship");
required_string("$Name:");
stuff_string(default_player_ship, F_NAME, NULL, 254);
required_string("#End");
Num_engine_wash_types = 0;
Num_ship_types = 0;
required_string("#Engine Wash Info");
while (required_string_either("#End", "$Name:")) {
Assert( Num_engine_wash_types < MAX_ENGINE_WASH_TYPES );
parse_engine_wash();
Num_engine_wash_types++;
}
required_string("#End");
required_string("#Ship Classes");
while (required_string_either("#End","$Name:")) {
Assert( Num_ship_types < MAX_SHIP_TYPES );
if ( parse_ship() ) {
continue;
}
Num_ship_types++;
}
required_string("#End");
// Read in a list of ship_info indicies that are an ordering of the player ship precedence.
// This list is used to select an alternate ship when a particular ship is not available
// during ship selection.
required_string("$Player Ship Precedence:");
Num_player_ship_precedence = stuff_int_list(Player_ship_precedence, MAX_PLAYER_SHIP_CHOICES, SHIP_INFO_TYPE);
// close localization
lcl_ext_close();
}
int ship_show_velocity_dot = 0;
DCF_BOOL( show_velocity_dot, ship_show_velocity_dot )
// Called once at the beginning of the game to parse ships.tbl and stuff the Ship_info[]
// structure
void ship_init()
{
int rval;
if ( !ships_inited ) {
if ((rval = setjmp(parse_abort)) != 0) {
Error(LOCATION, "Error parsing 'ships.tbl'\r\nError code = %i.\r\n", rval);
} else {
parse_shiptbl();
ships_inited = 1;
}
ship_iff_init_colors();
}
ship_level_init(); // needed for FRED
}
// This will get called at the start of each level.
void ship_level_init()
{
int i;
// Reset everything between levels
// Mark all the models as invalid, since all the models get paged out
// between levels.
for (i=0; i<MAX_SHIP_TYPES; i++ ) {
Ship_info[i].modelnum = -1;
Ship_info[i].modelnum_hud = -1;
}
// mwa removed 11/24/97 num_ships = 0;
Num_exited_ships = 0;
for (i=0; i<MAX_SHIPS; i++ ) {
Ships[i].objnum = -1;
}
for ( i = 0; i < MAX_EXITED_SHIPS; i++ ) {
memset ( &Ships_exited[i], 0, sizeof(exited_ship) );
Ships_exited[i].obj_signature = -1;
}
num_wings = 0;
for (i = 0; i < MAX_WINGS; i++ )
Wings[i].num_waves = -1;
for (i=0; i<MAX_PLAYER_WINGS; i++)
Starting_wings[i] = -1;
// Empty the subsys list
memset( Ship_subsystems, 0, sizeof(ship_subsys)*MAX_SHIP_SUBOBJECTS );
list_init( &ship_subsys_free_list );
for ( i = 0; i < MAX_SHIP_SUBOBJECTS; i++ )
list_append( &ship_subsys_free_list, &Ship_subsystems[i] );
Laser_energy_out_snd_timer = 1;
Missile_out_snd_timer = 1;
for (i = 0; i < MAX_SHIP_TYPE_COUNTS; i++ ) {
Ship_counts[i].total = 0;
Ship_counts[i].killed = 0;
}
ship_obj_list_init();
Ship_cargo_check_timer = 1;
shipfx_large_blowup_level_init();
}
// function to 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 )
{
int i, entry;
// reuse oldest slots if none left
if ( Num_exited_ships == MAX_EXITED_SHIPS ) {
int oldest_entry;
// find the oldest entry
oldest_entry = 0;
for ( i = 1; i < MAX_SHIPS; i++ ) {
if ( Ships_exited[i].time < Ships_exited[oldest_entry].time ) {
oldest_entry = i;
}
}
entry = oldest_entry;
} else {
entry = Num_exited_ships;
Num_exited_ships++;
}
strcpy( Ships_exited[entry].ship_name, sp->ship_name );
Ships_exited[entry].obj_signature = Objects[sp->objnum].signature;
Ships_exited[entry].team = sp->team;
Ships_exited[entry].flags = reason;
// if ship is red alert, flag as such
if (sp->flags & SF_RED_ALERT_STORE_STATUS) {
Ships_exited[entry].flags |= SEF_RED_ALERT_CARRY;
}
Ships_exited[entry].time = Missiontime;
Ships_exited[entry].hull_strength = int(Objects[sp->objnum].hull_strength);
if ( sp->flags & SF_CARGO_REVEALED )
Ships_exited[entry].flags |= SEF_CARGO_KNOWN;
if ( sp->time_first_tagged > 0 )
Ships_exited[entry].flags |= SEF_BEEN_TAGGED;
}
// function which attempts 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 < Num_exited_ships; i++) {
if ( !stricmp(name, Ships_exited[i].ship_name) )
break;
}
if ( i == Num_exited_ships )
return -1;
else
return i;
}
// function which attempts to find information about an exited ship based on shipname
int ship_find_exited_ship_by_signature( int signature )
{
int i;
for (i = 0; i < Num_exited_ships; i++) {
if ( signature == Ships_exited[i].obj_signature )
break;
}
if ( i == Num_exited_ships )
return -1;
else
return i;
}
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( Ships[objp->instance].modelnum );
// use mass and I_body_inv from POF read into polymodel
physics_init(pi);
pi->mass = pm->mass * sinfo->density;
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->side_slip_time_const = sinfo->damp;
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->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;
vm_vec_zero(&pi->vel);
vm_vec_zero(&pi->rotvel);
pi->speed = 0.0f;
pi->heading = 0.0f;
// pi->accel = 0.0f;
vm_set_identity(&pi->last_rotmat);
}
// function to 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 )
{
int ship_info_flag;
ship_info_flag = sip->flags;
if ( ship_info_flag & SIF_FIGHTER )
return FIGHTER_MESSAGES;
else if ( ship_info_flag & SIF_BOMBER )
return BOMBER_MESSAGES;
else if ( ship_info_flag & (SIF_CRUISER | SIF_GAS_MINER | SIF_AWACS | SIF_CORVETTE) )
return CRUISER_MESSAGES;
else if ( ship_info_flag & SIF_FREIGHTER )
return FREIGHTER_MESSAGES;
else if ( ship_info_flag & SIF_CAPITAL )
return CAPITAL_MESSAGES;
else if ( ship_info_flag & SIF_TRANSPORT )
return TRANSPORT_MESSAGES;
else if ( ship_info_flag & SIF_SUPPORT )
return SUPPORT_MESSAGES;
else
return 0;
}
void ship_set(int ship_index, int objnum, int ship_type)
{
int i;
object *objp = &Objects[objnum];
ship *shipp = &Ships[ship_index];
ship_weapon *swp = &shipp->weapons;
ship_info *sip = &(Ship_info[ship_type]);
// Create n!
// sprintf(shipp->ship_name, "%s %d", Ship_info[ship_type].name, ship_index); // moved to ship_create()
Assert(strlen(shipp->ship_name) < NAME_LENGTH - 1);
shipp->ship_info_index = ship_type;
shipp->objnum = objnum;
shipp->group = 0;
shipp->reinforcement_index = -1;
shipp->cargo1 = 0;
shipp->hotkey = -1;
shipp->score = 0;
shipp->escort_priority = 0;
shipp->special_exp_index = -1;
shipp->num_hits = 0;
shipp->flags = 0;
shipp->wash_killed = 0;
shipp->time_cargo_revealed = 0;
shipp->time_first_tagged = 0;
shipp->wash_timestamp = timestamp(0);
shipp->dock_objnum_when_dead = -1;
shipp->large_ship_blowup_index = -1;
shipp->respawn_priority = 0;
for (i=0; i<NUM_SUB_EXPL_HANDLES; i++) {
shipp->sub_expl_sound_handle[i] = -1;
}
if ( !Fred_running ) {
shipp->final_warp_time = timestamp(-1);
shipp->final_death_time = timestamp(-1); // There death sequence ain't start et.
shipp->really_final_death_time = timestamp(-1); // There death sequence ain't start et.
shipp->next_fireball = timestamp(-1); // When a random fireball will pop up
shipp->next_hit_spark = timestamp(-1); // when a hit spot will spark
for (i=0; i<MAX_SHIP_ARCS; i++ ) {
shipp->arc_timestamp[i] = timestamp(-1); // Mark this arc as unused
}
shipp->arc_next_time = timestamp(-1); // No electrical arcs yet.
} else { // the values should be different for Fred
shipp->final_warp_time = -1;
shipp->final_death_time = 0;
shipp->really_final_death_time = -1;
shipp->next_fireball = -1;
shipp->next_hit_spark = -1;
for (i=0; i<MAX_SHIP_ARCS; i++ ) {
shipp->arc_timestamp[i] = -1;
}
shipp->arc_next_time = -1;
}
shipp->team = TEAM_FRIENDLY; // Default friendly, probably get overridden.
shipp->arrival_location = 0;
shipp->arrival_distance = 0;
shipp->arrival_anchor = -1;
shipp->arrival_delay = 0;
shipp->arrival_cue = -1;
shipp->departure_location = 0;
shipp->departure_delay = 0;
shipp->departure_cue = -1;
shipp->shield_hits = 0; // No shield hits yet on this baby.
shipp->current_max_speed = Ship_info[ship_type].max_speed;
shipp->alt_type_index = -1;
shipp->lightning_stamp = -1;
shipp->emp_intensity = -1.0f;
shipp->emp_decr = 0.0f;
shipp->targeting_laser_bank = -1;
shipp->targeting_laser_objnum = -1;
shipp->determination = 10;
shipp->wingnum = -1;
for (i = 0; i < MAX_PLAYERS; i++)
shipp->last_targeted_subobject[i] = NULL;
if (Fred_running){
objp->hull_strength = 100.0f;
} else {
objp->hull_strength = sip->initial_hull_strength;
}
shipp->afterburner_fuel = sip->afterburner_fuel_capacity;
shipp->cmeasure_count = sip->cmeasure_max;
for ( i = 0; i < MAX_PRIMARY_BANKS; i++ ){
swp->next_primary_fire_stamp[i] = timestamp(0);
}
shipp->cmeasure_fire_stamp = timestamp(0);
for ( i = 0; i < MAX_SECONDARY_BANKS; i++ ) {
if (Fred_running){
shipp->weapons.secondary_bank_ammo[i] = 100;
} else {
shipp->weapons.secondary_bank_ammo[i] = 0;
}
swp->secondary_bank_ammo[i] = 0;
swp->secondary_next_slot[i] = 0;
swp->next_secondary_fire_stamp[i] = timestamp(0);
swp->secondary_bank_rearm_time[i] = timestamp(0); // will be able to rearm this bank immediately
}
for ( i = 0; i < sip->num_secondary_banks; i++ ) {
float weapon_size;
weapon_size = Weapon_info[sip->secondary_bank_weapons[i]].cargo_size;
Assert( weapon_size > 0.0f );
if (Fred_running){
swp->secondary_bank_ammo[i] = 100;
} else {
swp->secondary_bank_ammo[i] = fl2i(sip->secondary_bank_ammo_capacity[i] / weapon_size + 0.5f );
}
}
swp->current_primary_bank = -1;
swp->current_secondary_bank = -1;
if ( sip->num_primary_banks > 0 ) {
if ( swp->primary_bank_weapons[BANK_1] >= 0 ) {
swp->current_primary_bank = BANK_1;
} else {
swp->current_primary_bank = -1;
}
}
else {
swp->current_primary_bank = -1;
}
if ( sip->num_secondary_banks > 0 ) {
if ( swp->secondary_bank_weapons[BANK_1] >= 0 ) {
swp->current_secondary_bank = BANK_1;
} else {
swp->current_secondary_bank = -1;
}
}
else {
swp->current_secondary_bank = -1;
}
shipp->current_cmeasure = 0;
ets_init_ship(objp); // init ship fields that are used for the ETS
physics_ship_init(objp);
if (Fred_running)
objp->shields[0] = 100.0f;
else
set_shield_strength(objp, sip->shields);
shipp->target_shields_delta = 0.0f;
shipp->target_weapon_energy_delta = 0.0f;
ai_object_init(objp, shipp->ai_index);
shipp->weapons.ai_class = Ai_info[shipp->ai_index].ai_class;
shipp->shield_integrity = NULL;
// shipp->sw.blast_duration = -1; // init shockwave struct
subsys_set(objnum);
shipp->orders_accepted = ship_get_default_orders_accepted( sip );
shipp->num_swarm_missiles_to_fire = 0;
shipp->num_turret_swarm_info = 0;
shipp->death_roll_snd = -1;
shipp->thruster_bitmap = -1;
shipp->thruster_frame = 0.0f;
shipp->thruster_glow_bitmap = -1;
shipp->thruster_glow_noise = 1.0f;
shipp->thruster_glow_frame = 0.0f;
shipp->next_engine_stutter = 1;
shipp->persona_index = -1;
shipp->flags |= SF_ENGINES_ON;
shipp->subsys_disrupted_flags=0;
shipp->subsys_disrupted_check_timestamp=timestamp(0);
// swarm missile stuff
shipp->next_swarm_fire = 1;
// corkscrew missile stuff
shipp->next_corkscrew_fire = 1;
// field for score
shipp->score = sip->score;
// tag
shipp->tag_left = -1.0f;
shipp->level2_tag_left = -1.0f;
#ifndef NO_NETWORK
// multiplayer field initializations
for (i = 0; i < MAX_PLAYERS; i++ ) {
shipp->np_updates[i].update_stamp = -1;
shipp->np_updates[i].status_update_stamp = -1;
shipp->np_updates[i].subsys_update_stamp = -1;
shipp->np_updates[i].seq = 0;
}
extern int oo_arrive_time_count[MAX_SHIPS];
extern int oo_interp_count[MAX_SHIPS];
oo_arrive_time_count[shipp - Ships] = 0;
oo_interp_count[shipp - Ships] = 0;
#endif
shipp->special_warp_objnum = -1;
// set awacs warning flags so awacs ship only asks for help once at each level
shipp->awacs_warning_flag = AWACS_WARN_NONE;
}
// function which 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].num = 0;
shipp->subsys_info[i].total_hits = 0.0f;
shipp->subsys_info[i].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) ) {
int type;
type = ship_system->system_info->type;
Assert ( (type >= 0) && (type < SUBSYSTEM_MAX) );
shipp->subsys_info[type].num++;
shipp->subsys_info[type].total_hits += ship_system->system_info->max_hits;
shipp->subsys_info[type].current_hits += ship_system->current_hits;
}
// set any ship flags which should be set. unset the flags since we might be repairing a subsystem
// through sexpressions.
shipp->flags &= ~SF_DISABLED;
if ( (shipp->subsys_info[SUBSYSTEM_ENGINE].num > 0) && (shipp->subsys_info[SUBSYSTEM_ENGINE].current_hits == 0.0f) ){
shipp->flags |= SF_DISABLED;
}
/*
shipp->flags &= ~SF_DISARMED;
if ( (shipp->subsys_info[SUBSYSTEM_TURRET].num > 0) && (shipp->subsys_info[SUBSYSTEM_TURRET].current_hits == 0.0f) ){
shipp->flags |= SF_DISARMED;
}
*/
}
// routine to possibly fixup the model subsystem information for this ship pointer. Needed when
// ships share the same model.
void ship_copy_subsystem_fixup(ship_info *sip)
{
int i, model_num;
model_num = sip->modelnum;
// since we allow a model file to be shared between several ships, we must check to be sure that our
// subsystems have been loaded properly
/*
subsystems_needed = 0;
for (i = 0; i < sip->n_subsystems; i++ ) {
if ( sip->subsystems[i].model_num == -1 ){
subsystems_needed++;
}
}
*/
// 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
// if ( subsystems_needed == sip->n_subsystems ) {
for ( i = 0; i < Num_ship_types; i++ ) {
model_subsystem *msp;
if ( (Ship_info[i].modelnum != model_num) || (&Ship_info[i] == sip) ){
continue;
}
// see if this ship has subsystems and a model for the subsystems. We only need check the first
// subsystem since previous error checking would have trapped it's loading as an error.
Assert( Ship_info[i].n_subsystems == sip->n_subsystems );
msp = &Ship_info[i].subsystems[0];
model_copy_subsystems( sip->n_subsystems, &(sip->subsystems[0]), msp );
sip->flags |= SIF_PATH_FIXUP;
break;
}
// }
}
// ignore_subsys_info => default parameter with value of 0. This is
// only set to 1 by the save/restore code
void 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 *sp;
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
for ( i = 0; i < sinfo->n_subsystems; i++ ) {
sp = &(sinfo->subsystems[i]);
if ( sp->model_num == -1 ) {
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 ships.tbl and not present in the model\nit should probably be removed from the model.)\n", sp->subobj_name, sinfo->name );
continue;
}
// set up the linked list
ship_system = GET_FIRST( &ship_subsys_free_list ); // get a new element from the ship_subsystem array
Assert ( ship_system != &ship_subsys_free_list ); // shouldn't have the dummy element
list_remove( &ship_subsys_free_list, ship_system ); // remove the element from the array
list_append( &shipp->subsys_list, ship_system ); // link the element into the ship
ship_system->system_info = sp; // set the system_info pointer to point to the data read in from the model
if ( !Fred_running ){
ship_system->current_hits = sp->max_hits; // set the max hits
} else {
ship_system->current_hits = 0.0f; // Jason wants this to be 0 in Fred.
}
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 = sp->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);
vm_vec_zero(&ship_system->turret_big_attack_point);
ship_system->subsys_cargo_name = -1;
ship_system->subsys_cargo_revealed = 0;
// zero flags
ship_system->weapons.flags = 0;
j = 0;
for (k=0; k<MAX_PRIMARY_BANKS; k++){
if (sp->primary_banks[k] != -1) {
ship_system->weapons.primary_bank_weapons[j] = sp->primary_banks[k];
ship_system->weapons.next_primary_fire_stamp[j++] = 0;
}
}
ship_system->weapons.num_primary_banks = j;
j = 0;
for (k=0; k<MAX_SECONDARY_BANKS; k++){
if (sp->secondary_banks[k] != -1) {
ship_system->weapons.secondary_bank_weapons[j] = sp->secondary_banks[k];
ship_system->weapons.secondary_bank_capacity[j] = sp->secondary_bank_capacity[k];
ship_system->weapons.next_secondary_fire_stamp[j++] = timestamp(0);
}
}
ship_system->weapons.num_secondary_banks = j;
ship_system->weapons.current_primary_bank = -1;
ship_system->weapons.current_secondary_bank = -1;
for (k=0; k<MAX_SECONDARY_BANKS; k++) {
ship_system->weapons.secondary_bank_ammo[k] = (Fred_running ? 100 : ship_system->weapons.secondary_bank_capacity[k]);
ship_system->weapons.secondary_next_slot[k] = 0;
}
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
ship_system->turret_swarm_info_index = -1;
// AWACS stuff
ship_system->awacs_intensity = sp->awacs_intensity;
ship_system->awacs_radius = sp->awacs_radius;
if (ship_system->awacs_intensity > 0) {
ship_system->system_info->flags |= MSS_FLAG_AWACS;
}
// turn_rate, turn_accel
// model_set_instance_info
float turn_accel = 0.5f;
model_set_instance_info(&ship_system->submodel_info_1, sp->turn_rate, turn_accel);
// model_clear_instance_info( &ship_system->submodel_info_1 );
model_clear_instance_info( &ship_system->submodel_info_2 );
}
if ( !ignore_subsys_info ) {
ship_recalc_subsys_strength( shipp );
}
}
#ifndef NDEBUG
// Render docking information, NOT while in object's reference frame.
void render_dock_bays(object *objp)
{
ship_info *sip;
polymodel *pm;
dock_bay *db;
sip = &Ship_info[Ships[objp->instance].ship_info_index];
pm = model_get( sip->modelnum );
if (pm->docking_bays == NULL)
return;
if (pm->docking_bays[0].num_slots != 2)
return;
db = &pm->docking_bays[0];
vertex v0, v1;
vector 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_render(object * obj)
{
int num;
ship_info * si;
ship * shipp;
num = obj->instance;
Assert( num >= 0);
#if 0
// show target when attacking big ship
vector temp, target;
ai_info *aip = &Ai_info[Ships[obj->instance].ai_index];
if ( (aip->target_objnum >= 0) && (Ship_info[Ships[Objects[aip->target_objnum].instance].ship_info_index].flags & (SIF_SUPERCAP|SIF_CAPITAL|SIF_CRUISER)) ) {
vm_vec_unrotate(&temp, &aip->big_attack_point, &Objects[aip->target_objnum].orient);
vm_vec_add(&target, &temp, &Objects[aip->target_objnum].pos);
vertex v0, v1;
gr_set_color(128,0,0);
g3_rotate_vertex( &v0, &obj->pos );
g3_rotate_vertex( &v1, &target );
g3_draw_line(&v0, &v1);
g3_draw_sphere(&v1, 5.0f);
}
#endif
// if (Ships[num].subtype == SHIP_PLAYER ) return;
if ( obj == Viewer_obj ) {
if (ship_show_velocity_dot && (obj==Player_obj) ) {
vector p0,v;
vertex v0;
vm_vec_scale_add( &v, &obj->phys_info.vel, &obj->orient.vec.fvec, 3.0f );
vm_vec_normalize( &v );
vm_vec_scale_add( &p0, &obj->pos, &v, 20.0f);
g3_rotate_vertex( &v0, &p0 );
gr_set_color(0,128,0);
g3_draw_sphere( &v0, 0.1f );
}
// Show the shield hit effect for the viewer.
if ( Show_shield_hits ) {
shipp = &Ships[num];
if (shipp->shield_hits) {
create_shield_explosion_all(obj);
shipp->shield_hits = 0;
}
}
return;
}
MONITOR_INC( NumShipsRend, 1 );
shipp = &Ships[num];
si = &Ship_info[Ships[num].ship_info_index];
// Make ships that are warping in not render during stage 1
if ( shipp->flags & SF_ARRIVING_STAGE_1 ){
return;
}
if ( Ship_shadows && shipfx_in_shadow( obj ) ) {
light_set_shadow(1);
} else {
light_set_shadow(0);
}
ship_model_start(obj);
uint render_flags = MR_NORMAL;
// Turn off model caching for the player ship in external view.
if (obj == Player_obj) {
render_flags |= MR_ALWAYS_REDRAW;
}
// Turn off model caching if this is the player's target.
if ( Player_ai->target_objnum == OBJ_INDEX(obj)) {
render_flags |= MR_ALWAYS_REDRAW;
}
#ifndef NDEBUG
if(Show_paths || Show_fpaths){
render_flags |= MR_BAY_PATHS;
}
#endif
// Only render electrical arcs if within 500m of the eye (for a 10m piece)
if ( vm_vec_dist_quick( &obj->pos, &Eye_position ) < obj->radius*50.0f ) {
int i;
for (i=0; i<MAX_SHIP_ARCS; i++ ) {
if ( timestamp_valid( shipp->arc_timestamp[i] ) ) {
render_flags |= MR_ALWAYS_REDRAW; // Turn off model caching if arcing.
model_add_arc( shipp->modelnum, -1, &shipp->arc_pts[i][0], &shipp->arc_pts[i][1], shipp->arc_type[i] );
}
}
}
if ( shipp->large_ship_blowup_index > -1 ) {
shipfx_large_blowup_render(shipp);
} else {
// ship_get_subsystem_strength( shipp, SUBSYSTEM_ENGINE)>ENGINE_MIN_STR
if ( (shipp->thruster_bitmap > -1) && (!(shipp->flags & SF_DISABLED)) && (!ship_subsys_disrupted(shipp, SUBSYSTEM_ENGINE)) ) {
float ft;
// Add noise to thruster geometry.
ft = obj->phys_info.forward_thrust;
ft *= (1.0f + frand()/5.0f - 1.0f/10.0f);
if (ft > 1.0f)
ft = 1.0f;
model_set_thrust( shipp->modelnum, ft, shipp->thruster_bitmap, shipp->thruster_glow_bitmap, shipp->thruster_glow_noise );
render_flags |= MR_SHOW_THRUSTERS;
}
// fill the model flash lighting values in
shipfx_flash_light_model( obj, shipp );
object *docked_objp = NULL;
ship * docked_shipp = NULL;
ship * warp_shipp = shipp;
// check to see if departing ship is docked with anything.
docked_objp = ai_find_docked_object( obj );
if ( docked_objp ) {
docked_shipp = &Ships[docked_objp->instance];
if ( docked_shipp->flags & (SF_DEPART_WARP|SF_ARRIVING) ) {
warp_shipp = docked_shipp;
}
}
// Warp_shipp points to the ship that is going through a
// warp... either this ship or the ship it is docked with.
// If the ship is going "through" the warp effect, then
// set up the model renderer to only draw the polygons in front
// of the warp in effect
int clip_started = 0;
if ( warp_shipp->flags & (SF_ARRIVING|SF_DEPART_WARP) ) {
clip_started = 1;
g3_start_user_clip_plane( &warp_shipp->warp_effect_pos, &warp_shipp->warp_effect_fvec );
// Turn off model caching while going thru warp effect.
render_flags |= MR_ALWAYS_REDRAW;
}
// maybe set squad logo bitmap
model_set_insignia_bitmap(-1);
#ifndef NO_NETWORK
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].player != NULL)){
model_set_insignia_bitmap(Net_players[np_index].player->insignia_texture);
}
}
// in single player, we want to render model insignias on all ships in alpha beta and gamma
else
#endif
{
// if its an object in my squadron
if(ship_in_abgz(shipp)){
model_set_insignia_bitmap(Player->insignia_texture);
}
}
// maybe disable lighting
// if((The_mission.flags & MISSION_FLAG_FULLNEB) && (neb2_get_fog_intensity(obj) > 0.33f) && (si->flags & SIF_SMALL_SHIP)){
// render_flags |= MR_NO_LIGHTING;
// }
// nebula
if(The_mission.flags & MISSION_FLAG_FULLNEB){
extern void model_set_fog_level(float l);
model_set_fog_level(neb2_get_fog_intensity(obj));
}
// small ships
if((The_mission.flags & MISSION_FLAG_FULLNEB) && (si->flags & SIF_SMALL_SHIP)){
// force detail levels
float fog_val = neb2_get_fog_intensity(obj);
if(fog_val >= 0.6f){
model_set_detail_level(2);
model_render( shipp->modelnum, &obj->orient, &obj->pos, render_flags | MR_LOCK_DETAIL, OBJ_INDEX(obj) );
} else {
model_render( shipp->modelnum, &obj->orient, &obj->pos, render_flags, OBJ_INDEX(obj) );
}
} else {
model_render( shipp->modelnum, &obj->orient, &obj->pos, render_flags, OBJ_INDEX(obj) );
}
// always turn off fog after rendering a ship
gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0);
light_set_shadow(0);
#ifndef NDEBUG
if (Show_shield_mesh)
ship_draw_shield( obj); // Render the shield.
#endif
if ( clip_started ) {
g3_stop_user_clip_plane();
}
}
/* if (Mc.shield_hit_tri != -1) {
//render_shield_explosion(model_num, orient, pos, &Hit_point, Hit_tri);
Mc.shield_hit_tri = -1;
}
*/
ship_model_stop(obj);
if (shipp->shield_hits) {
create_shield_explosion_all(obj);
shipp->shield_hits = 0;
}
#ifndef NDEBUG
if (Ai_render_debug_flag || Show_paths) {
if ( shipp->ai_index != -1 ){
render_path_points(obj);
}
render_dock_bays(obj);
}
#endif
#ifndef NDEBUG
if(Show_tnorms){
ship_subsys *systemp;
vector tpos, tnorm, temp;
vector v1, v2;
vertex l1, l2;
gr_set_color(0, 0, 255);
systemp = GET_FIRST( &shipp->subsys_list );
while ( systemp != END_OF_LIST(&shipp->subsys_list) ) {
ship_get_global_turret_gun_info(obj, systemp, &tpos, &tnorm, 1, &temp);
v1 = tpos;
vm_vec_scale_add(&v2, &v1, &tnorm, 20.0f);
g3_rotate_vertex(&l1, &v1);
g3_rotate_vertex(&l2, &v2);
g3_draw_sphere(&l1, 2.0f);
g3_draw_line(&l1, &l2);
systemp = GET_NEXT(systemp);
}
}
#endif
}
void ship_subsystem_delete(ship *shipp)
{
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
systemp = temp; // use the temp variable to move right along
}
}
void ship_delete( object * obj )
{
ship *shipp;
int num, objnum;
num = obj->instance;
Assert( num >= 0);
objnum = OBJ_INDEX(obj);
Assert( Ships[num].objnum == objnum );
shipp = &Ships[num];
if (shipp->ai_index != -1){
ai_free_slot(shipp->ai_index);
}
// free up the list of subsystems of this ship. walk through list and move remaining subsystems
// on ship back to the free list for other ships to use.
ship_subsystem_delete(&Ships[num]);
shipp->objnum = -1;
// mwa 11/24/97 num_ships--;
if (model_get(shipp->modelnum)->shield.ntris) {
free(shipp->shield_integrity);
shipp->shield_integrity = NULL;
}
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);
}
// function used by ship_destroyed and ship_departed which is called if the ship
// is in a wing. This function updates the ship_index list (i.e. removes it's
// entry in the list), and packs the array accordingly.
void ship_wing_cleanup( int shipnum, wing *wingp )
{
int i, index = -1, team;
team = Ships[shipnum].team;
// compress the ship_index array and mark the last entry with a -1
for (i = 0; i < wingp->current_count; i++ ) {
if ( wingp->ship_index[i] == shipnum ) {
index = i;
break;
}
}
// Assert(index != -1);
// this can happen in multiplayer (dogfight, ingame join specifically)
if(index == -1){
return;
}
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
if ( wingp->flags & WF_DEPARTURE_ORDERED )
wingp->current_wave = wingp->num_waves;
// 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.
// 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.
if ( (wingp->current_wave == wingp->num_waves) && (wingp->total_destroyed == wingp->total_arrived_count) ) {
mission_log_add_entry(LOG_WING_DESTROYED, wingp->name, NULL, team);
wingp->flags |= WF_WING_GONE;
wingp->time_gone = Missiontime;
} else if ( (wingp->flags & WF_WING_DEPARTING) || (wingp->current_wave == wingp->num_waves) ) {
#ifndef NDEBUG
ship_obj *so;
// 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 ( 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;
#ifndef NO_NETWORK
if ( (Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_INGAME_JOIN) )
continue;
#endif
if ( (Ships[Objects[so->objnum].instance].wingnum == WING_INDEX(wingp)) && !(Ships[Objects[so->objnum].instance].flags & (SF_DEPARTING|SF_DYING)) )
Int3();
}
#endif
if ( wingp->flags & (WF_WING_DEPARTING|WF_DEPARTURE_ORDERED) )
mission_log_add_entry(LOG_WING_DEPART, wingp->name, NULL, team);
wingp->flags |= WF_WING_GONE;
wingp->time_gone = Missiontime;
}
}
}
// function to do management, like log entries and wing cleanup after a ship has been destroyed
void ship_destroyed( int num )
{
ship *shipp;
object *objp;
shipp = &Ships[num];
objp = &Objects[shipp->objnum];
// add the information to the exited ship list
ship_add_exited_ship( shipp, SEF_DESTROYED );
// determine if we need to count this ship as a klll in counting number of kills per ship type
// look at the ignore flag for the ship (if not in a wing), or the ignore flag for the wing
// (if the ship is in a wing), and add to the kill count if the flags are not set
if ( !(shipp->flags & SF_IGNORE_COUNT) || ((shipp->wingnum != -1) && !(Wings[shipp->wingnum].flags & WF_IGNORE_COUNT)) )
ship_add_ship_type_kill_count( Ship_info[shipp->ship_info_index].flags );
// if ship belongs to a wing -- increment the total number of ships in the wing destroyed
if ( shipp->wingnum != -1 ) {
wing *wingp;
wingp = &Wings[shipp->wingnum];
wingp->total_destroyed++;
ship_wing_cleanup( num, 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 ( shipp->ai_index != -1 ) {
ai_ship_destroy(num, SEF_DESTROYED); // Do AI stuff for destruction of ship.
}
nprintf(("Alan","SHIP DESTROYED: %s\n", shipp->ship_name));
if ( (shipp->wing_status_wing_index >= 0) && (shipp->wing_status_wing_pos >= 0) ) {
nprintf(("Alan","STATUS UPDATED: %s\n", shipp->ship_name));
hud_set_wingman_status_dead(shipp->wing_status_wing_index, shipp->wing_status_wing_pos);
}
// let the event music system know a hostile was destoyed (important for deciding when to transition from battle to normal music)
if (Player_ship != NULL) {
if (shipp->team != Player_ship->team) {
event_music_hostile_ship_destroyed();
}
}
}
void ship_vanished(int num)
{
ship *sp;
object *objp;
sp = &Ships[num];
objp = &Objects[sp->objnum];
// demo recording
if(Game_mode & GM_DEMO_RECORD){
demo_POST_departed(Objects[Ships[num].objnum].signature, Ships[num].flags);
}
// add the information to the exited ship list
ship_add_exited_ship( sp, SEF_DEPARTED );
// update wingman status gauge
if ( (sp->wing_status_wing_index >= 0) && (sp->wing_status_wing_pos >= 0) ) {
hud_set_wingman_status_departed(sp->wing_status_wing_index, sp->wing_status_wing_pos);
}
ai_ship_destroy(num, SEF_DEPARTED); // should still do AI cleanup after ship has departed
}
void ship_departed( int num )
{
ship *sp;
int i;
sp = &Ships[num];
// demo recording
if(Game_mode & GM_DEMO_RECORD){
demo_POST_departed(Objects[Ships[num].objnum].signature, Ships[num].flags);
}
// add the information to the exited ship list
ship_add_exited_ship( sp, SEF_DEPARTED );
// update wingman status gauge
if ( (sp->wing_status_wing_index >= 0) && (sp->wing_status_wing_pos >= 0) ) {
hud_set_wingman_status_departed(sp->wing_status_wing_index, sp->wing_status_wing_pos);
}
// see if this ship departed within the radius of a jump node -- if so, put the node name into
// the secondary mission log field
for ( i = 0; i < Num_jump_nodes; i++ ) {
float radius, dist;
vector ship_pos, node_pos;
ship_pos = Objects[sp->objnum].pos;
node_pos = Objects[Jump_nodes[i].objnum].pos;
radius = model_get_radius( Jump_nodes[i].modelnum );
dist = vm_vec_dist( &ship_pos, &node_pos );
if ( dist <= radius ) {
mission_log_add_entry(LOG_SHIP_DEPART, sp->ship_name, Jump_nodes[i].name, sp->wingnum);
break;
}
dist = 1.0f;
}
if ( i == Num_jump_nodes ){
mission_log_add_entry(LOG_SHIP_DEPART, sp->ship_name, NULL, sp->wingnum);
}
ai_ship_destroy(num, SEF_DEPARTED); // should still do AI cleanup after ship has departed
// don't bother doing this for demo playback - we don't keep track of wing info
if(!(Game_mode & GM_DEMO_PLAYBACK)){
if ( sp->wingnum != -1 ) {
wing *wingp;
wingp = &Wings[sp->wingnum];
wingp->total_departed++;
ship_wing_cleanup( num, wingp );
}
}
}
// --------------------------------------------------------------------------------------------------------------------
// ship_explode_area_calc_damage
//
// input pos1 => ship explosion position
// pos2 => other ship position
// inner_rad => distance from ship center for which full damage is applied
// outer_rad => distance from ship center for which no damage is applied
// max_damage => maximum damage applied
// max_blast => maximum impulse applied from blast
//
// calculates the blast and damage applied to a ship from another ship blowing up.
//
int ship_explode_area_calc_damage( vector *pos1, vector *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;
}
// --------------------------------------------------------------------------------------------------------------------
// ship_blow_up_area_apply_blast
// this function applies damage to ship close to others when a ship dies and blows up
//
// inputs: objp => ship object pointers
// pos => position of the ship when it finally blows up
// inner_rad => distance from ship center for which full damage is applied
// outer_rad => distance from ship center for which no damage is applied
// damage => maximum damage applied
// blast => maximum impulse applied from blast
void ship_blow_up_area_apply_blast( object *exp_objp)
{
ship_info *sip;
Assert( exp_objp->type == OBJ_SHIP );
float inner_rad, outer_rad, max_damage, max_blast, shockwave_speed;
shockwave_create_info sci;
// No area explosion in training missions.
if (The_mission.game_type & MISSION_TYPE_TRAINING){
return;
}
if ((exp_objp->hull_strength <= KAMIKAZE_HULL_ON_DEATH) && (Ai_info[Ships[exp_objp->instance].ai_index].ai_flags & AIF_KAMIKAZE) && (Ships[exp_objp->instance].special_exp_index < 0)) {
float override = Ai_info[Ships[exp_objp->instance].ai_index].kamikaze_damage;
inner_rad = exp_objp->radius*2.0f;
outer_rad = exp_objp->radius*4.0f; // + (override * 0.3f);
max_damage = override;
max_blast = override * 5.0f;
shockwave_speed = 100.0f;
} else {
sip = &Ship_info[Ships[exp_objp->instance].ship_info_index];
if (Ships[exp_objp->instance].special_exp_index != -1) {
int start = Ships[exp_objp->instance].special_exp_index;
int propagates;
inner_rad = (float) atoi(Sexp_variables[start+INNER_RAD].text);
outer_rad = (float) atoi(Sexp_variables[start+OUTER_RAD].text);
max_damage = (float) atoi(Sexp_variables[start+DAMAGE].text);
max_blast = (float) atoi(Sexp_variables[start+BLAST].text);
propagates = atoi(Sexp_variables[start+PROPAGATE].text);
if (propagates) {
shockwave_speed = (float) atoi(Sexp_variables[start+SHOCK_SPEED].text);
} else {
shockwave_speed = 0.0f;
}
} else {
inner_rad = sip->inner_rad;
outer_rad = sip->outer_rad;
max_damage = sip->damage;
max_blast = sip->blast;
shockwave_speed = sip->shockwave_speed;
}
}
// nprintf(("AI", "Frame %i: Area effect blast from ship %s\n", Framecount, Ships[exp_objp->instance].ship_name));
// 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 ) {
sci.inner_rad = inner_rad;
sci.outer_rad = outer_rad;
sci.blast = max_blast;
sci.damage = max_damage;
sci.speed = shockwave_speed;
sci.rot_angle = frand_range(0.0f, 359.0f);
shipfx_do_shockwave_stuff(&Ships[exp_objp->instance], &sci);
// shockwave_create(Ships[exp_objp->instance].objnum, &exp_objp->pos, shockwave_speed, inner_rad, outer_rad, max_damage, max_blast, SW_SHIP_DEATH);
} else {
object *objp;
float blast = 0.0f;
float damage = 0.0f;
for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_ASTEROID) ) {
continue;
}
if ( objp == exp_objp ){
continue;
}
// don't blast navbuoys
if ( objp->type == OBJ_SHIP ) {
if ( ship_get_SIF(objp->instance) & SIF_NAVBUOY ) {
continue;
}
}
if ( ship_explode_area_calc_damage( &exp_objp->pos, &objp->pos, inner_rad, outer_rad, max_damage, max_blast, &damage, &blast ) == -1 ){
continue;
}
switch ( objp->type ) {
case OBJ_SHIP:
ship_apply_global_damage( objp, exp_objp, &exp_objp->pos, damage );
vector 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
}
}
void do_dying_undock_physics(object* objp, ship* sp)
{
Assert(sp->dock_objnum_when_dead >= 0);
if(sp->dock_objnum_when_dead < 0){
return;
}
object* dock_obj = &Objects[sp->dock_objnum_when_dead];
// sanity checks
Assert(objp->type == OBJ_SHIP);
Assert(dock_obj->type == OBJ_SHIP);
if((objp->type != OBJ_SHIP) || (dock_obj->type != OBJ_SHIP)){
return;
}
float damage = 0.2f*Ship_info[sp->ship_info_index].initial_hull_strength;
ship_apply_global_damage(dock_obj, objp, &objp->pos, damage);
// do physics
vector impulse_norm, impulse_vec, pos;
vm_vec_sub(&impulse_norm, &dock_obj->pos, &objp->pos);
vm_vec_normalize(&impulse_norm);
// set for relative separation velocity of ~30
float impulse_mag = 50.f*dock_obj->phys_info.mass*objp->phys_info.mass/(dock_obj->phys_info.mass + objp->phys_info.mass);
vm_vec_copy_scale(&impulse_vec, &impulse_norm, impulse_mag);
vm_vec_rand_vec_quick(&pos);
vm_vec_scale(&pos, dock_obj->radius);
// apply whack to dock obj
physics_apply_whack(&impulse_vec, &pos, &dock_obj->phys_info, &dock_obj->orient, dock_obj->phys_info.mass);
// enhance rotation of the docked ship
vm_vec_scale(&dock_obj->phys_info.rotvel, 2.0f);
// apply whack to ship
vm_vec_negate(&impulse_vec);
vm_vec_rand_vec_quick(&pos);
vm_vec_scale(&pos, objp->radius);
physics_apply_whack(&impulse_vec, &pos, &objp->phys_info, &objp->orient, objp->phys_info.mass);
// reset dock_objnum_when_dead to -1 for dockee, since docker has blown up.
if (Ships[dock_obj->instance].dock_objnum_when_dead == sp->objnum) {
Ships[dock_obj->instance].dock_objnum_when_dead = -1;
}
}
// 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 *sp;
sp = &Ships[ship_num];
int knossos_ship = false;
if ( sp->flags & SF_DYING ) {
knossos_ship = (Ship_info[sp->ship_info_index].flags & SIF_KNOSSOS_DEVICE);
// bash hull value toward 0 (from self destruct)
if (objp->hull_strength > 0) {
int time_left = timestamp_until(sp->final_death_time);
float hits_left = objp->hull_strength;
objp->hull_strength -= hits_left * (1000.0f * flFrametime) / time_left;
}
// special case of VAPORIZE
if (sp->flags & SF_VAPORIZE) {
// Assert(Ship_info[sp->ship_info_index].flags & SIF_SMALL_SHIP);
if (timestamp_elapsed(sp->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 (sp->dock_objnum_when_dead != -1) {
do_dying_undock_physics(objp, sp);
}
// do all accounting for respawning client and server side here.
if (objp == Player_obj) {
gameseq_post_event(GS_EVENT_DEATH_BLEW_UP);
}
// mark object as dead
objp->flags |= OF_SHOULD_BE_DEAD;
// Don't blow up model. Only use debris shards.
// call ship function to clean up after the ship is destroyed.
ship_destroyed(ship_num);
return;
} else {
return;
}
}
// bash the desired rotvel
objp->phys_info.desired_rotvel = sp->deathroll_rotvel;
// Do fireballs for Big ship with propagating explostion, but not Kamikaze
if (!(Ai_info[sp->ai_index].ai_flags & AIF_KAMIKAZE) && ship_get_exp_propagates(sp)) {
if ( timestamp_elapsed(Ships[ship_num].next_fireball)) {
vector outpnt, pnt1, pnt2;
polymodel *pm = model_get(sp->modelnum);
// Gets two random points on the surface of a submodel
submodel_get_two_random_points(sp->modelnum, pm->detail[0], &pnt1, &pnt2 );
// vm_vec_avg( &tmp, &pnt1, &pnt2 ); [KNOSSOS get random in plane 1/1.414 in rad
model_find_world_point(&outpnt, &pnt1, sp->modelnum, pm->detail[0], &objp->orient, &objp->pos );
float rad = objp->radius*0.1f;
int fireball_type = FIREBALL_EXPLOSION_LARGE1 + rand()%FIREBALL_NUM_LARGE_EXPLOSIONS;
fireball_create( &outpnt, fireball_type, OBJ_INDEX(objp), rad, 0, &objp->phys_info.vel );
// start the next fireball up in the next 50 - 200 ms (2-3 per frame)
sp->next_fireball = timestamp_rand(333,500);
// do sound - maybe start a random sound, if it has played far enough.
do_sub_expl_sound(objp->radius, &outpnt, sp->sub_expl_sound_handle);
}
}
// create little fireballs for knossos as it dies
if (knossos_ship) {
if ( timestamp_elapsed(Ships[ship_num].next_fireball)) {
vector rand_vec, outpnt; // [0-.7 rad] in plane
vm_vec_rand_vec_quick(&rand_vec);
float scale = -vm_vec_dotprod(&objp->orient.vec.fvec, &rand_vec) * (0.9f + 0.2f * frand());
vm_vec_scale_add2(&rand_vec, &objp->orient.vec.fvec, scale);
vm_vec_normalize_quick(&rand_vec);
scale = objp->radius * frand() * 0.717f;
vm_vec_scale(&rand_vec, scale);
vm_vec_add(&outpnt, &objp->pos, &rand_vec);
float rad = objp->radius*0.2f;
int fireball_type = FIREBALL_EXPLOSION_LARGE1 + rand()%FIREBALL_NUM_LARGE_EXPLOSIONS;
fireball_create( &outpnt, fireball_type, OBJ_INDEX(objp), rad, 0, &objp->phys_info.vel );
// start the next fireball up in the next 50 - 200 ms (2-3 per frame)
sp->next_fireball = timestamp_rand(333,500);
// emit particles
particle_emitter pe;
pe.num_low = 15; // Lowest number of particles to create
pe.num_high = 30; // 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 = 2.0f; // How long the particles live
pe.max_life = 12.0f; // How long the particles live
pe.normal = objp->orient.vec.uvec; // What normal the particle emit around
pe.normal_variance = 2.0f; // How close they stick to that normal 0=on normal, 1=180, 2=360 degree
pe.min_vel = 50.0f;
pe.max_vel = 350.0f;
pe.min_rad = 30.0f; // * objp->radius;
pe.max_rad = 100.0f; // * objp->radius;
particle_emit( &pe, PARTICLE_SMOKE2, 0, 50 );
// do sound - maybe start a random sound, if it has played far enough.
do_sub_expl_sound(objp->radius, &outpnt, sp->sub_expl_sound_handle);
}
}
//nprintf(("AI", "Ship.cpp: Frame=%i, Time = %7.3f, Ship %s will die in %7.3f seconds.\n", Framecount, f2fl(Missiontime), Ships[ship_num].ship_name, (float) timestamp_until(sp->final_death_time)/1000.0f));
int time_until_minor_explosions = timestamp_until(sp->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) && (!sp->pre_death_explosion_happened) ) {
//mprintf(( "Ship almost dying!!\n" ));
sp->next_fireball = timestamp(-1); // never time out again
sp->pre_death_explosion_happened=1; // Mark this event as having occurred
polymodel *pm = model_get(sp->modelnum);
// Start shockwave for ship with propagating explosion, do now for timing
if ( ship_get_exp_propagates(sp) ) {
ship_blow_up_area_apply_blast( objp );
}
for (int zz=0; zz<6; zz++ ) {
// dont make sequence of fireballs for knossos
if (knossos_ship) {
break;
}
// Find two random vertices on the model, then average them
// and make the piece start there.
vector tmp, outpnt, pnt1, pnt2;
// Gets two random points on the surface of a submodel [KNOSSOS]
submodel_get_two_random_points(sp->modelnum, pm->detail[0], &pnt1, &pnt2 );
vm_vec_avg( &tmp, &pnt1, &pnt2 );
model_find_world_point(&outpnt, &tmp, sp->modelnum, pm->detail[0], &objp->orient, &objp->pos );
float rad = frand()*0.30f;
rad += objp->radius*0.40f;
fireball_create( &outpnt, FIREBALL_EXPLOSION_MEDIUM, OBJ_INDEX(objp), rad, 0, &objp->phys_info.vel );
}
// if ship is docked, undock now.
if (sp->dock_objnum_when_dead != -1) {
// other ship undocks
// These asserts should no longer be needed and they cause a problem that is not obvious how to fix.
//Assert( !(Ai_info[Ships[dock_obj->instance].ai_index].ai_flags & AIF_DOCKED) );
//Assert( Ai_info[Ships[dock_obj->instance].ai_index].dock_objnum == -1 );
// MWA Ai_info[Ships[dock_obj->instance].ai_index].ai_flags &= ~AIF_DOCKED;
// MWA Ai_info[Ships[dock_obj->instance].ai_index].dock_objnum = -1;
// MWA Ai_info[Ships[dock_obj->instance].ai_index].mode = AIM_NONE;
}
}
if ( timestamp_elapsed(sp->final_death_time)) {
sp->final_death_time = timestamp(-1); // never time out again
//mprintf(( "Ship dying!!\n" ));
// play ship explosion sound effect, pick appropriate explosion sound
int sound_index;
if ( Ship_info[sp->ship_info_index].flags & (SIF_CAPITAL | SIF_KNOSSOS_DEVICE) ) {
sound_index=SND_CAPSHIP_EXPLODE;
} else {
if ( OBJ_INDEX(objp) & 1 ) {
sound_index=SND_SHIP_EXPLODE_1;
} else {
sound_index=SND_SHIP_EXPLODE_2;
}
}
snd_play_3d( &Snds[sound_index], &objp->pos, &View_position, objp->radius, NULL, 0, 1.0f, SND_PRIORITY_MUST_PLAY );
if (objp == Player_obj)
joy_ff_explode();
if ( sp->death_roll_snd != -1 ) {
snd_stop(sp->death_roll_snd);
sp->death_roll_snd = -1;
}
// if dying ship is docked, do damage to docked and physics
if (sp->dock_objnum_when_dead != -1) {
do_dying_undock_physics(objp, sp);
}
// play a random explosion
particle_emitter pe;
pe.num_low = 50; // Lowest number of particles to create
pe.num_high = 100; // 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 = 0.5f; // How long the particles live
pe.max_life = 4.0f; // How long the particles live
pe.normal = objp->orient.vec.uvec; // What normal the particle emit around
pe.normal_variance = 2.0f; // How close they stick to that normal 0=on normal, 1=180, 2=360 degree
pe.min_vel = 0.0f; // How fast the slowest particle can move
pe.max_vel = 20.0f; // How fast the fastest particle can move
pe.min_rad = 0.1f; // Min radius
pe.max_rad = 1.5f; // Max radius
if (!knossos_ship) {
particle_emit( &pe, PARTICLE_SMOKE2, 0 );
}
// If this is a large ship with a propagating explosion, set it to blow up.
if ( ship_get_exp_propagates(sp) ) {
if (Ai_info[sp->ai_index].ai_flags & AIF_KAMIKAZE) {
ship_blow_up_area_apply_blast( objp );
}
shipfx_large_blowup_init(sp);
// need to timeout immediately to keep physics in sync
sp->really_final_death_time = timestamp(0);
} else {
// only do big fireball if not big ship
float big_rad;
int fireball_objnum, fireball_type;
float explosion_life;
big_rad = objp->radius*1.75f;
fireball_type = FIREBALL_EXPLOSION_LARGE1 + rand()%FIREBALL_NUM_LARGE_EXPLOSIONS;
if (knossos_ship) {
big_rad = objp->radius * 1.2f;
fireball_type = FIREBALL_EXPLOSION_LARGE1;
}
fireball_objnum = fireball_create( &objp->pos, fireball_type, OBJ_INDEX(objp), big_rad, 0, &objp->phys_info.vel );
if ( fireball_objnum > -1 ) {
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.
sp->really_final_death_time = timestamp( fl2i(explosion_life*1000.0f)/5 ); // Wait till 30% of vclip time before breaking the ship up.
//sp->really_final_death_time = timestamp(0); // Make ship break apart the instant the explosion starts
}
sp->flags |= SF_EXPLODED;
if ( !(ship_get_exp_propagates(sp)) ) {
// apply area of effect blast damage from ship explosion
ship_blow_up_area_apply_blast( objp );
}
}
if ( timestamp_elapsed(sp->really_final_death_time)) {
//mprintf(( "Ship really dying!!\n" ));
// do large_ship_split and explosion
if ( sp->large_ship_blowup_index > -1 ) {
if ( shipfx_large_blowup_do_frame(sp, flFrametime) ) {
// do all accounting for respawning client and server side here.
if(objp == Player_obj) {
gameseq_post_event(GS_EVENT_DEATH_BLEW_UP);
}
objp->flags |= OF_SHOULD_BE_DEAD;
ship_destroyed(ship_num); // call ship function to clean up after the ship is destroyed.
}
return;
}
//fireball_create( &objp->pos, FIREBALL_SHIP_EXPLODE1, OBJ_INDEX(objp), objp->radius/2.0f );
//mprintf(("Frame %i: Died!\n", Framecount));
shipfx_blow_up_model(objp, Ships[ship_num].modelnum, 0, 20, &objp->pos );
// do all accounting for respawning client and server side here.
if(objp == Player_obj) {
gameseq_post_event(GS_EVENT_DEATH_BLEW_UP);
}
objp->flags |= OF_SHOULD_BE_DEAD;
ship_destroyed(ship_num); // call ship function to clean up after the ship is destroyed.
sp->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(sp->next_engine_stutter) ) {
if ( !(Ship_info[sp->ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) ) {
sp->flags ^= SF_ENGINES_ON; // toggle state of engines
sp->next_engine_stutter = timestamp_rand(50, 250);
}
}
}
}
void ship_chase_shield_energy_targets(ship *shipp, object *obj, float frametime)
{
float delta;
ship_info *sip;
if (shipp->flags & SF_DYING)
return;
sip = &Ship_info[shipp->ship_info_index];
delta = frametime * ETS_RECHARGE_RATE * sip->shields / 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;
add_shield_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;
add_shield_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;
}
}
// Stuff for showing ship thrusters.
typedef struct thrust_anim {
int num_frames;
int first_frame;
float time; // in seconds
} thrust_anim;
#define NUM_THRUST_ANIMS 6
#define NUM_THRUST_GLOW_ANIMS 6
// These are indexed by: Species*2 + (After_burner_on?1:0)
static thrust_anim Thrust_anims[NUM_THRUST_ANIMS];
char Thrust_anim_names[NUM_THRUST_ANIMS][MAX_FILENAME_LEN] = {
//XSTR:OFF
"thruster01", "thruster01a",
"thruster02", "thruster02a",
"thruster03", "thruster03a"
//XSTR:ON
};
// These are indexed by: Species*2 + (After_burner_on?1:0)
static thrust_anim Thrust_glow_anims[NUM_THRUST_GLOW_ANIMS];
char Thrust_glow_anim_names[NUM_THRUST_GLOW_ANIMS][MAX_FILENAME_LEN] = {
//XSTR:OFF
"thrusterglow01", "thrusterglow01a",
"thrusterglow02", "thrusterglow02a",
"thrusterglow03", "thrusterglow03a"
//XSTR:ON
};
static int Thrust_anim_inited = 0;
// loads the animations for ship's afterburners
void ship_init_thrusters()
{
int fps, i;
thrust_anim *ta;
if ( Thrust_anim_inited == 1 )
return;
// AL 29-3-98: Don't want to include Shivan thrusters in the demo build
int num_thrust_anims = NUM_THRUST_ANIMS;
#ifdef DEMO // N/A FS2_DEMO
num_thrust_anims = NUM_THRUST_ANIMS - 2;
#endif
for ( i = 0; i < num_thrust_anims; i++ ) {
ta = &Thrust_anims[i];
ta->first_frame = bm_load_animation(Thrust_anim_names[i], &ta->num_frames, &fps, 1);
if ( ta->first_frame == -1 ) {
Error(LOCATION,"Error loading animation file: %s\n",Thrust_anim_names[i]);
return;
}
Assert(fps != 0);
ta->time = i2fl(ta->num_frames)/fps;
}
// AL 29-3-98: Don't want to include Shivan thrusters in the demo build
int num_thrust_glow_anims = NUM_THRUST_GLOW_ANIMS;
#ifdef DEMO // N/A FS2_DEMO
num_thrust_glow_anims = NUM_THRUST_GLOW_ANIMS - 2;
#endif
for ( i = 0; i < num_thrust_glow_anims; i++ ) {
ta = &Thrust_glow_anims[i];
ta->num_frames = NOISE_NUM_FRAMES;
fps = 15;
ta->first_frame = bm_load( Thrust_glow_anim_names[i] );
if ( ta->first_frame == -1 ) {
Error(LOCATION,"Error loading bitmap file: %s\n",Thrust_glow_anim_names[i]);
return;
}
Assert(fps != 0);
ta->time = i2fl(ta->num_frames)/fps;
}
Thrust_anim_inited = 1;
}
// JAS - 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 anim_index;
thrust_anim *the_anim;
ship_info *sinfo = &Ship_info[shipp->ship_info_index];
if ( !Thrust_anim_inited ) ship_init_thrusters();
// The animations are organized by:
// Species*2 + (After_burner_on?1:0)
anim_index = sinfo->species*2;
if ( objp->phys_info.flags & PF_AFTERBURNER_ON ) {
anim_index++; // select afterburner anim.
rate = 1.5f; // go at 1.5x faster when afterburners on
} else {
// If thrust at 0, go at half as fast, full thrust; full framerate
// so set rate from 0.5 to 1.0, depending on thrust from 0 to 1
// rate = 0.5f + objp->phys_info.forward_thrust / 2.0f;
rate = 0.67f * (1.0f + objp->phys_info.forward_thrust);
}
// rate = 0.1f;
Assert( anim_index > -1 );
Assert( anim_index < NUM_THRUST_ANIMS );
the_anim = &Thrust_anims[anim_index];
Assert( frametime > 0.0f );
shipp->thruster_frame += frametime * rate;
// Sanity checks
if ( shipp->thruster_frame < 0.0f ) shipp->thruster_frame = 0.0f;
if ( shipp->thruster_frame > 100.0f ) shipp->thruster_frame = 0.0f;
while ( shipp->thruster_frame > the_anim->time ) {
shipp->thruster_frame -= the_anim->time;
}
framenum = fl2i( (shipp->thruster_frame*the_anim->num_frames) / the_anim->time );
if ( framenum < 0 ) framenum = 0;
if ( framenum >= the_anim->num_frames ) framenum = the_anim->num_frames-1;
// if ( anim_index == 0 )
// mprintf(( "Frame = %d/%d, anim=%d\n", framenum+1, the_anim->num_frames, anim_index ));
// Get the bitmap for this frame
shipp->thruster_bitmap = the_anim->first_frame + framenum;
// mprintf(( "TF: %.2f\n", shipp->thruster_frame ));
// Do it for glow bitmaps
the_anim = &Thrust_glow_anims[anim_index];
Assert( frametime > 0.0f );
shipp->thruster_glow_frame += frametime * rate;
// Sanity checks
if ( shipp->thruster_glow_frame < 0.0f ) shipp->thruster_glow_frame = 0.0f;
if ( shipp->thruster_glow_frame > 100.0f ) shipp->thruster_glow_frame = 0.0f;
while ( shipp->thruster_glow_frame > the_anim->time ) {
shipp->thruster_glow_frame -= the_anim->time;
}
framenum = fl2i( (shipp->thruster_glow_frame*the_anim->num_frames) / the_anim->time );
if ( framenum < 0 ) framenum = 0;
if ( framenum >= the_anim->num_frames ) framenum = the_anim->num_frames-1;
// if ( anim_index == 0 )
// mprintf(( "Frame = %d/%d, anim=%d\n", framenum+1, the_anim->num_frames, anim_index ));
// Get the bitmap for this frame
shipp->thruster_glow_bitmap = the_anim->first_frame; // + framenum;
shipp->thruster_glow_noise = Noise[framenum];
}
// JAS - 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;
int anim_index;
thrust_anim *the_anim;
if ( !Thrust_anim_inited ) ship_init_thrusters();
// The animations are organized by:
// Species*2 + (After_burner_on?1:0)
anim_index = weaponp->species*2;
// If thrust at 0, go at half as fast, full thrust; full framerate
// so set rate from 0.5 to 1.0, depending on thrust from 0 to 1
// rate = 0.5f + objp->phys_info.forward_thrust / 2.0f;
rate = 0.67f * (1.0f + objp->phys_info.forward_thrust);
Assert( anim_index > -1 );
Assert( anim_index < NUM_THRUST_ANIMS );
the_anim = &Thrust_anims[anim_index];
Assert( frametime > 0.0f );
weaponp->thruster_frame += frametime * rate;
// Sanity checks
if ( weaponp->thruster_frame < 0.0f ) weaponp->thruster_frame = 0.0f;
if ( weaponp->thruster_frame > 100.0f ) weaponp->thruster_frame = 0.0f;
while ( weaponp->thruster_frame > the_anim->time ) {
weaponp->thruster_frame -= the_anim->time;
}
framenum = fl2i( (weaponp->thruster_frame*the_anim->num_frames) / the_anim->time );
if ( framenum < 0 ) framenum = 0;
if ( framenum >= the_anim->num_frames ) framenum = the_anim->num_frames-1;
// if ( anim_index == 0 )
// mprintf(( "Frame = %d/%d, anim=%d\n", framenum+1, the_anim->num_frames, anim_index ));
// Get the bitmap for this frame
weaponp->thruster_bitmap = the_anim->first_frame + framenum;
// mprintf(( "TF: %.2f\n", weaponp->thruster_frame ));
// Do it for glow bitmaps
the_anim = &Thrust_glow_anims[anim_index];
Assert( frametime > 0.0f );
weaponp->thruster_glow_frame += frametime * rate;
// Sanity checks
if ( weaponp->thruster_glow_frame < 0.0f ) weaponp->thruster_glow_frame = 0.0f;
if ( weaponp->thruster_glow_frame > 100.0f ) weaponp->thruster_glow_frame = 0.0f;
while ( weaponp->thruster_glow_frame > the_anim->time ) {
weaponp->thruster_glow_frame -= the_anim->time;
}
framenum = fl2i( (weaponp->thruster_glow_frame*the_anim->num_frames) / the_anim->time );
if ( framenum < 0 ) framenum = 0;
if ( framenum >= the_anim->num_frames ) framenum = the_anim->num_frames-1;
// if ( anim_index == 0 )
// mprintf(( "Frame = %d/%d, anim=%d\n", framenum+1, the_anim->num_frames, anim_index ));
// Get the bitmap for this frame
weaponp->thruster_glow_bitmap = the_anim->first_frame; // + framenum;
weaponp->thruster_glow_noise = Noise[framenum];
}
// 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;
#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];
// only allow for the auto-repair of subsystems on small ships
if ( !(sip->flags & SIF_SMALL_SHIP) )
return;
// 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->system_info->max_hits ) {
// only repair those subsystems which are not destroyed
if ( ssp->system_info->max_hits <= 0 || ssp->current_hits <= 0 )
continue;
// do incremental repair on the subsystem
ssp->current_hits += ssp->system_info->max_hits * SHIP_REPAIR_SUBSYSTEM_RATE * frametime;
ssip->current_hits += ssip->total_hits * SHIP_REPAIR_SUBSYSTEM_RATE * frametime;
// check for overflow of current_hits
if ( ssp->current_hits >= ssp->system_info->max_hits ) {
// TODO: here is hook for when a subsystem is fully repaired (eg add voice)
ssp->current_hits = ssp->system_info->max_hits;
}
if ( ssip->current_hits >= ssip->total_hits ) {
ssip->current_hits = ssip->total_hits;
}
}
} // end for
}
// this function checks to see how far the player has strayed from his starting location (should be
// single player only). Issues a warning at some distance. Makes mission end if he keeps flying away
// 3 strikes and you're out or too far away
#define PLAYER_MAX_DIST_WARNING 70000 // 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 75000 // distance from starting loc at which we end mission
#define PLAYER_WARN_DELTA_TIME 10000
#define PLAYER_DEATH_DELTA_TIME 5000
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 );
}
// HUD_sourced_printf(HUD_SOURCE_TERRAN_CMD, XSTR("Terran Command: You're straying too far from battle pilot, return immediately or be taken from the battlefield.", -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 - DONT 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);
}
// HUD_sourced_printf(HUD_SOURCE_TERRAN_CMD, XSTR("Terran Command: Sorry pilot, removing you from battle because of your insubordination!!!", -1));
// gameseq_post_event(GS_EVENT_PLAYER_WARPOUT_START_FORCED);
// 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;
#ifndef NO_NETWORK
// 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].player->objnum].type != OBJ_GHOST) ) {
// if bad, blow him up
ship_check_player_distance_sub(Net_players[idx].player, idx);
}
}
}
}
// single player
else
#endif
{
// maybe blow him up
ship_check_player_distance_sub(Player);
}
}
void observer_process_post(object *objp)
{
Assert(objp->type == OBJ_OBSERVER);
#ifndef NO_NETWORK
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;
}
}
}
}
#endif
}
// reset some physics info when ship's engines goes from disabled->enabled
void ship_reset_disabled_physics(object *objp, int ship_class)
{
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 & SF_DISABLED) ) {
ship_reset_disabled_physics(&Objects[sp->objnum], sp->ship_info_index);
}
}
}
}
// Maybe check ship subsystems for disruption, and set/clear flags
void ship_subsys_disrupted_maybe_check(ship *shipp)
{
if ( timestamp_elapsed(shipp->subsys_disrupted_check_timestamp) ) {
ship_subsys_disrupted_check(shipp);
shipp->subsys_disrupted_check_timestamp=timestamp(250);
}
}
// Determine if a given subsystem is disrupted (ie inoperable)
// input: ss => pointer to ship subsystem
// exit: 1 => subsystem is disrupted
// 0 => 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)
// input: ss => ship subsystem to be disrupted
// time => time in ms that subsystem should be disrupted
void ship_subsys_set_disrupted(ship_subsys *ss, int time)
{
int time_left=0;
if ( !ss ) {
Int3(); // should never happen, get Alan if it does.
return;
}
time_left=timestamp_until(ss->disruption_timestamp);
if ( time_left < 0 ) {
time_left=0;
}
ss->disruption_timestamp = timestamp(time+time_left);
}
// Determine if a given subsystem is disrupted (ie inoperable)
// input: sp => pointer to ship containing subsystem
// type => type of subsystem (SUBSYSTEM_*)
// exit: 1 => subsystem is disrupted
// 0 => subsystem is not disrupted
//
int ship_subsys_disrupted(ship *sp, int type)
{
if ( sp->subsys_disrupted_flags & (1<<type) ) {
return 1;
} else {
return 0;
}
}
float Decay_rate = 1.0f / 120.0f;
DCF(lethality_decay, "time in sec to return from 100 to 0")
{
dc_get_arg(ARG_FLOAT);
Decay_rate = Dc_arg_float;
}
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);
// if (aip->lethality < min_lethality) {
// min_lethality = aip->lethality;
// mprintf(("new lethality low: %.1f\n", min_lethality));
// }
#ifndef NDEBUG
if (Objects[Ships[aip->shipnum].objnum].flags & OF_PLAYER_SHIP) {
if (Framecount % 10 == 0) {
int num_turrets = 0;
if ((aip->target_objnum != -1) && (Objects[aip->target_objnum].type == OBJ_SHIP)) {
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)
{
}
MONITOR( NumShips );
// Player ship uses this code, but does a quick out after doing a few things.
// when adding code to this function, decide whether or not a client in a multiplayer game
// needs to execute the code you are adding. Code which moves things, creates things, etc
// probably doesn't need to be called. If you don't know -- find Allender!!!
void ship_process_post(object * obj, float frametime)
{
int num;
ship *shipp;
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];
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
if ( !(shipp->flags & SF_AMMO_COUNT_RECORDED) ) {
for ( int i=0; i<MAX_SECONDARY_BANKS; i++ ) {
if ( red_alert_mission() ) {
int 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];
}
}
shipp->flags |= SF_AMMO_COUNT_RECORDED;
}
#ifndef NO_NETWORK
if(!(Game_mode & GM_STANDALONE_SERVER))
#endif
{
// 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);
// MWA -- move the spark code to before the check for multiplayer master
// Do ship sparks.
// if (timestamp_elapsed(Ships[num].next_hit_spark)) {
// ship_spark(num);
// Ships[num].next_hit_spark = timestamp_rand(100,500);
// }
shipfx_do_lightning_frame(shipp);
// if the ship has an EMP effect active, process it
emp_process_ship(shipp);
// call the contrail system
ct_ship_process(shipp);
// process engine wash
void engine_wash_ship_process(ship *shipp);
engine_wash_ship_process(shipp);
// update TAG info
if(shipp->tag_left > 0.0f){
shipp->tag_left -= flFrametime;
if(shipp->tag_left <= 0.000001f){
shipp->tag_left = -1.0f;
mprintf(("Killing TAG for %s\n", shipp->ship_name));
}
}
// update level 2 TAG info
if(shipp->level2_tag_left > 0.0f){
shipp->level2_tag_left -= flFrametime;
if(shipp->level2_tag_left <= 0.000001f){
shipp->level2_tag_left = -1.0f;
mprintf(("Killing level 2 TAG for %s\n", shipp->ship_name));
}
}
if ( shipp->flags & SF_ARRIVING && Ai_info[shipp->ai_index].mode != AIM_BAY_EMERGE ) {
// JAS -- if the ship is warping in, just move it forward at a speed
// fast enough to move 2x it's radius in SHIP_WARP_TIME seconds.
shipfx_warpin_frame( obj, frametime );
} else if ( shipp->flags & SF_DEPART_WARP ) {
// JAS -- if the ship is warping out, just move it forward at a speed
// fast enough to move 2x it's radius in SHIP_WARP_TIME seconds.
shipfx_warpout_frame( obj, frametime );
} else {
// Do AI.
#ifndef NO_NETWORK
// for multiplayer people. return here if in multiplay and not the host
if ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) )
return;
#endif
// 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);
// AL 2-19-98: Fire turret for player if it exists
if ( obj->flags & OF_PLAYER_SHIP ) {
player_maybe_fire_turret(obj);
}
// if single player, check player object is not too far from starting location
// DKA 5/17/99 check SINGLE and MULTI
// if ( !(Game_mode & GM_MULTIPLAYER) && (obj == Player_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 a player ship or an observer ship don't need to do AI
if ( (obj->flags & OF_PLAYER_SHIP) || (obj->type == OBJ_OBSERVER) ) {
return;
}
if ( Ships[num].ai_index >= 0 ){
if (!physics_paused && !ai_paused){
ai_process( obj, Ships[num].ai_index, frametime );
}
}
}
}
// ------------------------------------------------------------------------
// ship_set_default_weapons()
//
// 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;
polymodel *po;
ship_weapon *swp = &shipp->weapons;
// Copy primary and secondary weapons from ship_info to ship.
// Later, this will happen in the weapon loadout screen.
for (i=0; i < MAX_PRIMARY_BANKS; i++){
swp->primary_bank_weapons[i] = sip->primary_bank_weapons[i];
}
for (i=0; i < MAX_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
po = model_get( sip->modelnum );
// Primary banks
if ( po->n_guns > sip->num_primary_banks ) {
Assert(po->n_guns <= MAX_PRIMARY_BANKS);
Warning(LOCATION, "There are %d primary banks in the model file,\nbut only %d primary banks in ships.tbl for %s\n", po->n_guns, sip->num_primary_banks, sip->name);
for ( i = sip->num_primary_banks; i < po->n_guns; i++ ) {
// Make unspecified weapon for bank be a Light Laser
swp->primary_bank_weapons[i] = weapon_info_lookup(NOX("Light Laser"));
Assert(swp->primary_bank_weapons[i] >= 0);
}
sip->num_primary_banks = po->n_guns;
}
else if ( po->n_guns < sip->num_primary_banks ) {
Warning(LOCATION, "There are %d primary banks in ships.tbl for %s\nbut only %d primary banks in the model\n", sip->num_primary_banks, sip->name, po->n_guns);
sip->num_primary_banks = po->n_guns;
}
// Secondary banks
if ( po->n_missiles > sip->num_secondary_banks ) {
Assert(po->n_missiles <= MAX_SECONDARY_BANKS);
Warning(LOCATION, "There are %d secondary banks in model,\nbut only %d secondary banks in ships.tbl for %s\n", po->n_missiles, sip->num_secondary_banks, sip->name);
for ( i = sip->num_secondary_banks; i < po->n_missiles; i++ ) {
// Make unspecified weapon for bank be a Rockeye Missile
swp->secondary_bank_weapons[i] = weapon_info_lookup(NOX("Rockeye Missile"));
Assert(swp->secondary_bank_weapons[i] >= 0);
}
sip->num_secondary_banks = po->n_missiles;
}
else if ( po->n_missiles < sip->num_secondary_banks ) {
Warning(LOCATION, "There are %d secondary banks in ships.tbl for %s,\n but only %d secondary banks in the model.\n", sip->num_secondary_banks, sip->name, po->n_missiles);
sip->num_secondary_banks = po->n_missiles;
}
swp->num_primary_banks = sip->num_primary_banks;
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 {
swp->secondary_bank_ammo[i] = sip->secondary_bank_ammo_capacity[i];
}
swp->secondary_bank_capacity[i] = sip->secondary_bank_ammo_capacity[i];
}
for ( i = 0; i < MAX_PRIMARY_BANKS; i++ ){
swp->next_primary_fire_stamp[i] = timestamp(0);
}
for ( i = 0; i < MAX_SECONDARY_BANKS; i++ ){
swp->next_secondary_fire_stamp[i] = timestamp(0);
}
}
// A 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, vector * hitpos)
{
int num;
mc_info mc;
Assert( obj->type == OBJ_SHIP );
Assert( obj->instance >= 0 );
num = obj->instance;
ship_model_start(obj); // are these needed in this fast case? probably not.
mc.model_num = Ships[num].modelnum; // 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;
ship_model_stop(obj); // are these needed in this fast case? probably not.
return mc.num_hits;
}
// ensure that the subsys path is at least SUBSYS_PATH_DIST from the
// second last to last point.
void ship_maybe_fixup_subsys_path(polymodel *pm, int path_num)
{
vector *v1, *v2, dir;
float dist;
int index_1, index_2;
model_path *mp;
mp = &pm->paths[path_num];
Assert(mp != NULL);
Assert(mp->nverts > 1);
index_1 = 1;
index_2 = 0;
v1 = &mp->verts[index_1].pos;
v2 = &mp->verts[index_2].pos;
dist = vm_vec_dist(v1, v2);
if ( dist < SUBSYS_PATH_DIST-10 ) {
vm_vec_normalized_dir(&dir, v2, v1);
vm_vec_scale_add(v2, v1, &dir, SUBSYS_PATH_DIST);
}
}
// fill in the path_num field inside the model_subsystem struct. This is an index into
// the pm->paths[] array, which is a path that provides a frontal approach to a subsystem
// (used for attacking purposes)
//
// NOTE: path_num in model_subsystem has the follows the following convention:
// > 0 => index into pm->paths[] for model that subsystem sits on
// -1 => path is not yet determined (may or may not exist)
// -2 => path doesn't yet exist for this subsystem
void ship_set_subsys_path_nums(ship_info *sip, polymodel *pm)
{
int i,j,found_path;
for ( i = 0; i < sip->n_subsystems; i++ ) {
sip->subsystems[i].path_num = -1;
}
for ( i = 0; i < sip->n_subsystems; i++ ) {
found_path = 0;
for ( j = 0; j < pm->n_paths; j++ ) {
if ( (sip->subsystems[i].subobj_num != -1) && (sip->subsystems[i].subobj_num == pm->paths[j].parent_submodel) ) {
found_path = 1;
} else if ( !stricmp(sip->subsystems[i].subobj_name, pm->paths[j].parent_name) ) {
found_path = 1;
}
if ( found_path ) {
if ( pm->n_paths > j ) {
sip->subsystems[i].path_num = j;
ship_maybe_fixup_subsys_path(pm, j);
break;
}
}
}
// If a path num wasn't located, then set value to -2
if ( sip->subsystems[i].path_num == -1 )
sip->subsystems[i].path_num = -2;
}
}
// Determine the path indices (indicies into pm->paths[]) for the paths used for approaching/departing
// a fighter bay on a capital ship.
void ship_set_bay_path_nums(ship_info *sip, polymodel *pm)
{
int bay_num, i;
char bay_num_str[3];
if ( pm->ship_bay != NULL ) {
free(pm->ship_bay);
pm->ship_bay = NULL;
}
// currently only capital ships have fighter bays
if ( !(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) ) {
return;
}
// malloc out storage for the path information
pm->ship_bay = (ship_bay*)malloc(sizeof(ship_bay));
Assert(pm->ship_bay != NULL);
pm->ship_bay->num_paths = 0;
// TODO: determine if zeroing out here is affecting any earlier initializations
pm->ship_bay->arrive_flags = 0; // bitfield, set to 1 when that path number is reserved for an arrival
pm->ship_bay->depart_flags = 0; // bitfield, set to 1 when that path number is reserved for a departure
// iterate through the paths that exist in the polymodel, searching for $bayN pathnames
for ( i = 0; i < pm->n_paths; i++ ) {
if ( !strnicmp(pm->paths[i].name, NOX("$bay"), 4) ) {
strncpy(bay_num_str, pm->paths[i].name+4, 2);
bay_num_str[2] = 0;
bay_num = atoi(bay_num_str);
Assert(bay_num >= 1 && bay_num <= MAX_SHIP_BAY_PATHS);
pm->ship_bay->paths[bay_num-1] = i;
pm->ship_bay->num_paths++;
}
}
}
// Ensure create time for ship is unqiue
void ship_make_create_time_unique(ship *shipp)
{
int sanity_counter = 0, collision;
ship *compare_shipp;
ship_obj *so;
uint new_create_time;
new_create_time = shipp->create_time;
while (1) {
if ( sanity_counter++ > 50 ) {
Int3();
break;
}
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 ) {
new_create_time++;
collision = 1;
break;
}
}
if ( !collision ) {
shipp->create_time = new_create_time;
break;
}
}
}
int Ship_subsys_hwm = 0;
void show_ship_subsys_count()
{
object *objp;
int count = 0;
for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
if (objp->type == OBJ_SHIP) {
count += Ship_info[Ships[objp->type].ship_info_index].n_subsystems;
}
}
//nprintf(("AI", "Num subsystems, high water mark = %i, %i\n", count, Ship_subsys_hwm));
if (count > Ship_subsys_hwm) {
Ship_subsys_hwm = count;
}
}
// Returns object index of ship.
// -1 means failed.
int ship_create(matrix *orient, vector *pos, int ship_type)
{
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;
}
}
//nprintf(("AI", "Number of ships = %i\n", t));
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 < Num_ship_types));
sip = &(Ship_info[ship_type]);
shipp = &Ships[n];
// check to be sure that this ship falls into a ship size category!!!
// get Allender or Mike if you hit this Assert
Assert( sip->flags & (SIF_SMALL_SHIP | SIF_BIG_SHIP | SIF_CAPITAL | SIF_NO_SHIP_TYPE | SIF_NOT_FLYABLE | SIF_ESCAPEPOD | SIF_SUPERCAP | SIF_DRYDOCK | SIF_KNOSSOS_DEVICE) );
sip->modelnum = model_load(sip->pof_file, sip->n_subsystems, &sip->subsystems[0]); // use the highest detail level
shipp->modelnum = sip->modelnum;
// maybe load an optional hud target model
if(strlen(sip->pof_file_hud)){
// check to see if a "real" ship uses this model. if so, load it up for him so that subsystems are setup properly
int idx;
for(idx=0; idx<Num_ship_types; idx++){
if(!stricmp(Ship_info[idx].pof_file, sip->pof_file_hud)){
Ship_info[idx].modelnum = model_load(Ship_info[idx].pof_file, Ship_info[idx].n_subsystems, &Ship_info[idx].subsystems[0]);
}
}
// mow load it for me with no subsystems
sip->modelnum_hud = model_load(sip->pof_file_hud, 0, NULL);
}
polymodel * pm;
pm = model_get(shipp->modelnum);
ship_copy_subsystem_fixup(sip);
show_ship_subsys_count();
if ( sip->num_detail_levels < pm->n_detail_levels ) {
Warning(LOCATION, "For ship '%s', detail level\nmismatch (POF needs %d)", sip->name, pm->n_detail_levels );
for (i=0; i<pm->n_detail_levels; i++ ) {
sip->detail_distance[i] = 0;
}
}
for (i=0; i<sip->num_detail_levels; i++ ) {
pm->detail_depth[i] = i2fl(sip->detail_distance[i]);
}
if ( sip->flags & SIF_NAVBUOY ) {
// JAS: Nav buoys don't need to do collisions!
objnum = obj_create(OBJ_SHIP, -1, n, orient, pos, model_get_radius(shipp->modelnum), OF_RENDERS | OF_PHYSICS );
} else {
objnum = obj_create(OBJ_SHIP, -1, n, orient, pos, model_get_radius(shipp->modelnum), OF_RENDERS | OF_COLLIDES | OF_PHYSICS );
}
Assert( objnum >= 0 );
shipp->ai_index = ai_get_slot(n);
Assert( shipp->ai_index >= 0 );
sprintf(shipp->ship_name, NOX("%s %d"), Ship_info[ship_type].name, n);
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);
// fill in the path_num field inside the model_subsystem struct. This is an index into
// the pm->paths[] array, which is a path that provides a frontal approach to a subsystem
// (used for attacking purposes)
//
// NOTE: path_num in model_subsystem has the follows the following convention:
// > 0 => index into pm->paths[] for model that subsystem sits on
// -1 => path is not yet determined (may or may not exist)
// -2 => path doesn't yet exist for this subsystem
ship_set_subsys_path_nums(sip, pm);
// set the path indicies for fighter bays on the ship (currently, only capital ships have fighter bays)
ship_set_bay_path_nums(sip, pm);
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
//ship_set_default_weapons(shipp, sip);
// Allocate shield and initialize it.
if (pm->shield.ntris) {
shipp->shield_integrity = (float *)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;
// fix up references into paths for this ship's model to point to a ship_subsys entry instead
// of a submodel index. The ship_subsys entry should be the same for *all* instances of the
// same ship.
if ( !(sip->flags & SIF_PATH_FIXUP )) {
for ( i = 0; i < pm->n_paths; i++ ) {
for ( j = 0; j < pm->paths[i].nverts; j++ ) {
for ( k = 0; k < pm->paths[i].verts[j].nturrets; k++ ) {
int ptindex = pm->paths[i].verts[j].turret_ids[k]; // this index is a submodel number (ala bspgen)
int index;
ship_subsys *ss;
// iterate through the ship_subsystems looking for an id that matches
index = 0;
ss = GET_FIRST(&Ships[n].subsys_list);
while ( ss != END_OF_LIST( &Ships[n].subsys_list ) ) {
if ( ss->system_info->subobj_num == ptindex ) { // when these are equal, fix up the ref
pm->paths[i].verts[j].turret_ids[k] = index; // in path structure to index a ship_subsys
break;
}
index++;
ss = GET_NEXT( ss );
}
if ( ss == END_OF_LIST(&Ships[n].subsys_list) )
Warning(LOCATION, "Couldn't fix up turret indices in spline path\n\nModel: %s\nPath: %s\nVertex: %d\nTurret model id:%d\n\nThis probably means the turret was not specified in ships.tbl", sip->pof_file, pm->paths[i].name, j, ptindex );
}
}
}
sip->flags |= SIF_PATH_FIXUP;
}
// reset the damage record fields (for scoring purposes)
shipp->total_damage_received = 0.0f;
for(i=0;i<MAX_DAMAGE_SLOTS;i++){
shipp->damage_ship[i] = 0.0f;
shipp->damage_ship_id[i] = -1;
}
// Add this ship to Ship_obj_list
shipp->ship_list_index = ship_obj_list_add(objnum);
// Set time when ship is created
shipp->create_time = timer_get_milliseconds();
ship_make_create_time_unique(shipp);
// set the team select index to be -1
shipp->ts_index = -1;
shipp->wing_status_wing_index = -1; // wing index (0-4) in wingman status gauge
shipp->wing_status_wing_pos = -1; // wing position (0-5) in wingman status gauge
// call the contrail system
ct_ship_create(shipp);
return objnum;
}
// ----------------------------------------------------------------
// ship_model_change()
//
// Change the ship model for a ship to that for ship class 'ship_type'
//
// input: n => index of ship in Ships[] array
// ship_type => ship class (index into Ship_info[])
//
void ship_model_change(int n, int ship_type)
{
int model_num, i;
ship_info *sip;
ship *sp;
Assert( n >= 0 && n < MAX_SHIPS );
sp = &Ships[n];
sip = &(Ship_info[ship_type]);
model_num = model_load(sip->pof_file, sip->n_subsystems, &sip->subsystems[0]); // use the highest detail level
// page in nondims
if(!Fred_running){
model_page_in_textures(model_num, ship_type);
}
Objects[sp->objnum].radius = model_get_radius(model_num);
sip->modelnum = model_num;
sp->modelnum = model_num;
polymodel * pm;
pm = model_get(sp->modelnum);
ship_copy_subsystem_fixup(sip);
if ( sip->num_detail_levels < pm->n_detail_levels ) {
Warning(LOCATION, "For ship '%s', detail level\nmismatch (POF needs %d)", sip->name, pm->n_detail_levels );
for (i=0; i<pm->n_detail_levels; i++ ) {
sip->detail_distance[i] = 0;
}
}
for (i=0; i<sip->num_detail_levels; i++ ) {
pm->detail_depth[i] = i2fl(sip->detail_distance[i]);
}
}
// ----------------------------------------------------------------
// change_ship_type()
//
// Change the ship class on a ship, and changing all required information
// for consistency (ie textures, subsystems, weapons, physics)
//
// input: n => index of ship in Ships[] array
// ship_type => ship class (index into Ship_info[])
//
void change_ship_type(int n, int ship_type)
{
ship_info *sip;
ship *sp;
object *objp;
Assert( n >= 0 && n < MAX_SHIPS );
sp = &Ships[n];
sip = &(Ship_info[ship_type]);
objp = &Objects[sp->objnum];
// point to new ship data
sp->ship_info_index = ship_type;
ship_model_change(n, ship_type);
// if the subsystem list is not currently empty, then we need to clear it out first.
if ( NOT_EMPTY(&sp->subsys_list) ) {
ship_subsys *ship_system, *tmp;
for ( ship_system = GET_FIRST(&sp->subsys_list); ship_system != END_OF_LIST(&sp->subsys_list); ) {
tmp = GET_NEXT(ship_system);
list_remove( &sp->subsys_list, ship_system );
list_append( &ship_subsys_free_list, ship_system );
ship_system = tmp;
}
}
// fix up the subsystems
subsys_set( sp->objnum );
// set the correct hull strength
if (Fred_running) {
objp->hull_strength = 100.0f;
} else {
objp->hull_strength = sip->initial_hull_strength;
}
// set the correct shields strength
if (Fred_running) {
objp->shields[0] = 100.0f;
} else {
set_shield_strength(objp, sip->shields);
}
sp->afterburner_fuel = sip->afterburner_fuel_capacity;
ship_set_default_weapons(sp, sip);
physics_ship_init(&Objects[sp->objnum]);
ets_init_ship(&Objects[sp->objnum]);
// mwa removed the next line in favor of simply setting the ai_class in AI_info. ai_object_init
// was trashing mode in ai_info when it was valid due to goals.
//ai_object_init(&Objects[sp->objnum], sp->ai_index);
Ai_info[sp->ai_index].ai_class = sip->ai_class;
}
#ifndef NDEBUG
// Fire the debug laser
int ship_fire_primary_debug(object *objp)
{
int i;
ship *shipp = &Ships[objp->instance];
vector 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);
// Debug code! Make the single laser fire only one bolt and from the object center!
for (i=0; i<MAX_WEAPONS; 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), 0 );
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. 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)
{
int fired, check_count, cmeasure_count;
vector pos;
ship *shipp;
shipp = &Ships[objp->instance];
// 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
fired = -1;
check_count = 1;
#ifndef NO_NETWORK
if ( MULTIPLAYER_CLIENT && (objp != Player_obj) ){
check_count = 0;
}
#endif
if (check_count && (shipp->cmeasure_count <= 0) ) {
if ( objp == Player_obj ) {
HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "No more countermeasure charges.", 485));
snd_play( &Snds[SND_OUT_OF_MISSLES], 0.0f );
}
// if we have a player ship, then send the fired packet anyway so that the player
// who fired will get his 'out of countermeasures' sound
cmeasure_count = 0;
if ( objp->flags & OF_PLAYER_SHIP ){
goto send_countermeasure_fired;
}
return 0;
}
cmeasure_count = shipp->cmeasure_count;
shipp->cmeasure_count--;
vm_vec_scale_add(&pos, &objp->pos, &objp->orient.vec.fvec, -objp->radius/2.0f);
// cmeasure_create fires 1 countermeasure. returns -1 if not fired, otherwise a non-negative
// value
fired = cmeasure_create( objp, &pos, shipp->current_cmeasure, rand_val );
// Play sound effect for counter measure launch
Assert(shipp->current_cmeasure < Num_cmeasure_types);
if ( Cmeasure_info[shipp->current_cmeasure].launch_sound != -1 ) {
snd_play_3d( &Snds[Cmeasure_info[shipp->current_cmeasure].launch_sound], &pos, &View_position );
}
send_countermeasure_fired:
#ifndef NO_NETWORK
// the new way of doing things
// if(Netgame.debug_flags & NETD_FLAG_CLIENT_FIRING){
if(Game_mode & GM_MULTIPLAYER){
send_NEW_countermeasure_fired_packet( objp, cmeasure_count, fired );
}
// }
// the old way of doing things
//else {
// if ( MULTIPLAYER_MASTER ){
// send_countermeasure_fired_packet( objp, cmeasure_count, fired );
//}
//}
#endif
return (fired>0); // return 0 if not fired, 1 otherwise
}
// internal function.. see if enough time has elapsed to play fail sound again
int ship_maybe_play_primary_fail_sound()
{
hud_start_flash_weapon(Player_ship->weapons.current_primary_bank);
if ( timestamp_elapsed(Laser_energy_out_snd_timer) ) {
Laser_energy_out_snd_timer = timestamp(50);
snd_play( &Snds[SND_OUT_OF_WEAPON_ENERGY]);
return 1;
}
return 0;
}
// internal function.. see if enough time has elapsed to play 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[SND_OUT_OF_MISSLES] );
return 1;
}
return 0;
}
// internal function.. see if weapon for ship can fire based on weapons subystem
// strength.
//
// returns: 1 => weapon failed to fire
// 0 => weapon can fire
int ship_weapon_maybe_fail(ship *sp)
{
int rval;
float weapons_subsys_str;
// If playing on lowest skill level, weapons will not fail due to subsystem damage
if ( Game_skill_level == 0 ){
return 0;
}
rval = 0;
weapons_subsys_str = ship_get_subsystem_strength( sp, SUBSYSTEM_WEAPONS );
if ( weapons_subsys_str < SUBSYS_WEAPONS_STR_FIRE_FAIL ) {
rval = 1;
}
else if ( weapons_subsys_str < SUBSYS_WEAPONS_STR_FIRE_OK ) {
// chance to fire depends on weapons subsystem strength
if ( (frand()-0.2f) > weapons_subsys_str )
rval = 1;
}
if (!rval) {
// is subsystem disrupted?
if ( ship_subsys_disrupted(sp, SUBSYSTEM_WEAPONS) ) {
rval=1;
}
}
return rval;
}
// create a moving tracer based upon a weapon which just fired
float t_rad = 0.5f;
float t_len = 10.0f;
float t_vel = 0.2f;
float t_min = 150.0f;
float t_max = 300.0f;
DCF(t_rad, "")
{
dc_get_arg(ARG_FLOAT);
t_rad = Dc_arg_float;
}
DCF(t_len, "")
{
dc_get_arg(ARG_FLOAT);
t_len = Dc_arg_float;
}
DCF(t_vel, "")
{
dc_get_arg(ARG_FLOAT);
t_vel = Dc_arg_float;
}
DCF(t_min, "")
{
dc_get_arg(ARG_FLOAT);
t_min = Dc_arg_float;
}
DCF(t_max, "")
{
dc_get_arg(ARG_FLOAT);
t_max = Dc_arg_float;
}
void ship_fire_tracer(int weapon_objnum)
{
particle_info pinfo;
object *objp = &Objects[weapon_objnum];
weapon_info *wip = &Weapon_info[Weapons[Objects[weapon_objnum].instance].weapon_info_index];
// setup particle info
memset(&pinfo, 0, sizeof(particle_info));
pinfo.pos = objp->pos;
pinfo.vel = objp->phys_info.vel;
vm_vec_scale(&pinfo.vel, t_vel);
pinfo.lifetime = wip->lifetime;
pinfo.rad = t_rad;
pinfo.type = PARTICLE_BITMAP;
pinfo.optional_data = wip->laser_bitmap;
pinfo.tracer_length = t_len;
pinfo.reverse = 0;
pinfo.attached_objnum = -1;
pinfo.attached_sig = 0;
// create the particle
particle_create(&pinfo);
}
// Multiplicative delay factors for increasing skill levels.
float Ship_fire_delay_scale_hostile[NUM_SKILL_LEVELS] = {4.0f, 2.5f, 1.75f, 1.25f, 1.0f};
float Ship_fire_delay_scale_friendly[NUM_SKILL_LEVELS] = {2.0f, 1.4f, 1.25f, 1.1f, 1.0f};
int tracers[MAX_SHIPS][4][4];
// 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)
{
vector gun_point, pnt, firing_pos;
int n = obj->instance;
ship *shipp;
ship_weapon *swp;
ship_info *sip;
ai_info *aip;
int weapon, i, j, weapon_objnum;
int bank_to_fire, num_fired = 0;
int banks_fired, have_timeout; // used for multiplayer to help determine whether or not to send packet
have_timeout = 0; // used to help tell us whether or not we need to send a packet
banks_fired = 0; // used in multiplayer -- bitfield of banks that were fired
int sound_played; // used to track what sound is played. If the player is firing two banks
// of the same laser, we only want to play one sound
Assert( obj != NULL );
if(obj == NULL){
return 0;
}
// in the case where the server is an observer, he can fire (which) would be bad - unless we do this.
if( obj->type == OBJ_OBSERVER){
return 0;
}
Assert( obj->type == OBJ_SHIP );
Assert( n >= 0 );
Assert( Ships[n].objnum == OBJ_INDEX(obj));
if((obj->type != OBJ_SHIP) || (n < 0) || (n >= MAX_SHIPS) || (Ships[n].objnum != OBJ_INDEX(obj))){
return 0;
}
shipp = &Ships[n];
swp = &shipp->weapons;
// bogus
if((shipp->ship_info_index < 0) || (shipp->ship_info_index >= Num_ship_types)){
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;
}
sound_played = -1;
// Fire the correct primary bank. If primaries are linked (SF_PRIMARY_LINKED set), then fire
// both primary banks.
int num_primary_banks;
if ( shipp->flags & SF_PRIMARY_LINKED ) {
num_primary_banks = swp->num_primary_banks;
} else {
num_primary_banks = min(1, swp->num_primary_banks);
}
Assert(num_primary_banks > 0);
if (num_primary_banks < 1){
return 0;
}
// if we're firing stream weapons, but the trigger is not down, do nothing
if(stream_weapons && !(shipp->flags & SF_TRIGGER_DOWN)){
return 0;
}
for ( i = 0; i < num_primary_banks; i++ ) {
bank_to_fire = (swp->current_primary_bank+i)%2; // Max supported banks is 2
weapon = swp->primary_bank_weapons[bank_to_fire];
Assert( weapon >= 0 && weapon < MAX_WEAPONS );
if ( (weapon < 0) || (weapon >= MAX_WEAPON_TYPES) ) {
Int3(); // why would a ship try to fire a weapon that doesn't exist?
continue;
}
weapon_info* winfo_p = &Weapon_info[weapon];
// if this is a targeting laser, start it up
if((winfo_p->wi_flags & WIF_BEAM) && (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]) ) {
if (timestamp_until(swp->next_primary_fire_stamp[bank_to_fire]) > 5000){
swp->next_primary_fire_stamp[bank_to_fire] = timestamp(1000);
}
have_timeout = 1;
continue;
}
//nprintf(("AI", "Time = %7.3f, firing %s\n", f2fl(Missiontime), Weapon_info[weapon].name));
// do timestamp stuff for next firing time
float next_fire_delay = (float) winfo_p->fire_wait * 1000.0f;
if (!(obj->flags & OF_PLAYER_SHIP)) {
if (shipp->team == Ships[Player_obj->instance].team){
next_fire_delay *= Ship_fire_delay_scale_friendly[Game_skill_level];
} else {
next_fire_delay *= Ship_fire_delay_scale_hostile[Game_skill_level];
}
}
next_fire_delay *= 1.0f + (num_primary_banks - 1) * 0.5f; // 50% time penalty if banks linked
// MK, 2/4/98: Since you probably were allowed to fire earlier, but couldn't fire until your frame interval
// rolled around, subtract out up to half the previous frametime.
// Note, unless we track whether the fire button has been held down, and not tapped, it's hard to
// know how much time to subtract off. It could be this fire is "late" because the user didn't want to fire.
if (next_fire_delay > 0.0f) {
if (obj->flags & OF_PLAYER_SHIP) {
int t = timestamp_until(swp->next_primary_fire_stamp[bank_to_fire]);
if (t < 0) {
float tx;
tx = (float) t/-1000.0f;
if (tx > flFrametime/2.0f){
tx = 1000.0f * flFrametime * 0.7f;
}
next_fire_delay -= tx;
}
if ((int) next_fire_delay < 1){
next_fire_delay = 1.0f;
}
}
swp->next_primary_fire_stamp[bank_to_fire] = timestamp((int)(next_fire_delay));
}
// Here is where we check if weapons subsystem is capable of firing the weapon.
// Note that we can have partial bank firing, if the weapons subsystem is partially
// functional, which should be cool.
if ( ship_weapon_maybe_fail(shipp) && !force) {
if ( obj == Player_obj ) {
if ( ship_maybe_play_primary_fail_sound() ) {
}
}
continue;
}
polymodel *po = model_get( Ship_info[shipp->ship_info_index].modelnum );
if ( po->n_guns > 0 ) {
int num_slots = po->gun_banks[bank_to_fire].num_slots;
// fail unless we're forcing (energy based primaries)
if ( (shipp->weapon_energy < num_slots*winfo_p->energy_consumed) && !force) {
if ( obj == Player_obj ) {
swp->next_primary_fire_stamp[bank_to_fire] = timestamp(swp->next_primary_fire_stamp[bank_to_fire]);
if ( ship_maybe_play_primary_fail_sound() ) {
}
}
continue;
}
// deplete the weapon reserve energy by the amount of energy used to fire the weapon
shipp->weapon_energy -= num_slots*winfo_p->energy_consumed;
if(shipp->weapon_energy < 0.0f){
shipp->weapon_energy = 0.0f;
}
// Mark all these weapons as in the same group
int new_group_id = weapon_create_group_id();
for ( j = 0; j < num_slots; j++ ) {
pnt = po->gun_banks[bank_to_fire].pnt[j];
vm_vec_unrotate(&gun_point, &pnt, &obj->orient);
vm_vec_add(&firing_pos, &gun_point, &obj->pos);
// create the weapon -- the network signature for multiplayer is created inside
// of weapon_create
weapon_objnum = weapon_create( &firing_pos, &obj->orient, weapon, OBJ_INDEX(obj),0, new_group_id );
weapon_set_tracking_info(weapon_objnum, OBJ_INDEX(obj), aip->target_objnum, aip->current_target_is_locked, aip->targeted_subsys);
// create the muzzle flash effect
shipfx_flash_create( obj, shipp, &pnt, &obj->orient.vec.fvec, 1, weapon );
// maybe shudder the ship - if its me
if((winfo_p->wi_flags & WIF_SHUDDER) && (obj == Player_obj) && !(Game_mode & GM_STANDALONE_SERVER)){
// calculate some arbitrary value between 100
// (mass * velocity) / 10
game_shudder_apply(500, (winfo_p->mass * winfo_p->max_speed) / 10.0f);
}
num_fired++;
}
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 ( 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 *swp;
// 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 );
}
// snd_play( &Snds[winfo_p->launch_snd] );
swp = &Player_ship->weapons;
if (swp->current_primary_bank >= 0) {
wip = &Weapon_info[swp->primary_bank_weapons[swp->current_primary_bank]];
joy_ff_play_primary_shoot((int) ((wip->armor_factor + wip->shield_factor * 0.2f) * (wip->damage * wip->damage - 7.5f) * 0.45f + 0.6f) * 10 + 2000);
}
}
}
else {
if ( winfo_p->launch_snd != -1 ) {
snd_play_3d( &Snds[winfo_p->launch_snd], &obj->pos, &View_position );
}
}
}
} // end for (go to next primary bank)
#ifndef NO_NETWORK
// if multiplayer and we're client-side firing, send the packet
// if((Game_mode & GM_MULTIPLAYER) && (Netgame.debug_flags & NETD_FLAG_CLIENT_FIRING)){
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 );
}
}
#endif
// post a primary fired event
if(Game_mode & GM_DEMO_RECORD){
demo_POST_primary_fired(obj, swp->current_primary_bank, shipp->flags & SF_PRIMARY_LINKED);
}
// STATS
if (obj->flags & OF_PLAYER_SHIP) {
// in multiplayer -- only the server needs to keep track of the stats. Call the cool
// function to find the player given the object *. It had better return a valid player
// or our internal structure as messed up.
#ifndef NO_NETWORK
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].player->stats.mp_shots_fired += num_fired;
}
}
else
#endif
{
Player->stats.mp_shots_fired += num_fired;
}
}
return num_fired;
}
void ship_start_targeting_laser(ship *shipp)
{
int bank0_laser = 0;
int bank1_laser = 0;
// determine if either of our banks have a targeting laser
if((shipp->weapons.primary_bank_weapons[0] >= 0) && (Weapon_info[shipp->weapons.primary_bank_weapons[0]].wi_flags & WIF_BEAM) && (Weapon_info[shipp->weapons.primary_bank_weapons[0]].b_info.beam_type == BEAM_TYPE_C)){
bank0_laser = 1;
}
if((shipp->weapons.primary_bank_weapons[1] >= 0) && (Weapon_info[shipp->weapons.primary_bank_weapons[1]].wi_flags & WIF_BEAM) && (Weapon_info[shipp->weapons.primary_bank_weapons[1]].b_info.beam_type == BEAM_TYPE_C)){
bank1_laser = 1;
}
// if primary banks are linked
if(shipp->flags & SF_PRIMARY_LINKED){
if(bank0_laser){
shipp->targeting_laser_bank = 0;
return;
}
if(bank1_laser){
shipp->targeting_laser_bank = 1;
return;
}
}
// if we only have 1 bank selected
else {
if(bank0_laser && (shipp->weapons.current_primary_bank == 0)){
shipp->targeting_laser_bank = 0;
return;
}
if(bank1_laser && (shipp->weapons.current_primary_bank == 1)){
shipp->targeting_laser_bank = 1;
return;
}
}
}
void ship_stop_targeting_laser(ship *shipp)
{
shipp->targeting_laser_bank = -1;
shipp->targeting_laser_objnum = -1;
}
void ship_process_targeting_lasers()
{
beam_fire_info fire_info;
ship_obj *so;
ship *shipp;
polymodel *m;
// interate over all ships
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
// sanity checks
if(so->objnum < 0){
continue;
}
if(Objects[so->objnum].type != OBJ_SHIP){
continue;
}
if(Objects[so->objnum].instance < 0){
continue;
}
shipp = &Ships[Objects[so->objnum].instance];
// if our trigger is no longer down, switch it off
if(!(shipp->flags & SF_TRIGGER_DOWN)){
ship_stop_targeting_laser(shipp);
continue;
}
// if we have a bank to fire - fire it
if((shipp->targeting_laser_bank >= 0) && (shipp->targeting_laser_bank < 2)){
// try and get the model
m = model_get(shipp->modelnum);
if(m == NULL){
continue;
}
// fire a targeting laser
fire_info.accuracy = 0.0f;
fire_info.beam_info_index = shipp->weapons.primary_bank_weapons[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 *shipp.
// Only used for weapons that support remote detonation.
// Return true if detonated, else return false.
// Calls weapon_hit() to detonate weapon.
// If it's a weapon that spawns particles, those will be released.
int maybe_detonate_weapon(ship_weapon *swp, object *src)
{
int objnum = swp->last_fired_weapon_index;
object *objp;
weapon_info *wip;
objp = &Objects[objnum];
if (objp->type != OBJ_WEAPON){
return 0;
}
if ((objp->instance < 0) || (objp->instance > MAX_WEAPONS)){
return 0;
}
// check to make sure that the weapon to detonate still exists
if ( swp->last_fired_weapon_signature != objp->signature ){
return 0;
}
Assert(Weapons[objp->instance].weapon_info_index != -1);
wip = &Weapon_info[Weapons[objp->instance].weapon_info_index];
if (wip->wi_flags & WIF_REMOTE) {
if ((objnum >= 0) && (objnum < MAX_OBJECTS)) {
int weapon_sig;
weapon_sig = objp->signature;
if (swp->last_fired_weapon_signature == weapon_sig) {
weapon_detonate(objp);
swp->last_fired_weapon_index = -1;
/*
if (src == Player_obj) {
char missile_name[NAME_LENGTH];
strcpy(missile_name, wip->name);
hud_end_string_at_first_hash_symbol(missile_name);
HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Detonated %s!", 486), missile_name);
}
*/
return 1;
}
}
}
return 0;
}
// Maybe detonate secondary weapon that's already out.
// 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;
//nprintf(("AI", "Weapon %i detonated\n", first_objp-Objects));
// 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) {
//nprintf(("AI", "Also detonating weapon %i whose parent is %s\n", mobjp-Objects, Ships[Objects[mobjp->parent].instance].ship_name));
weapon_detonate(mobjp);
}
}
}
return 1;
}
}
return 0;
}
// Try to switch to a secondary bank that has ammo
int ship_select_next_valid_secondary_bank(ship_weapon *swp)
{
int cycled=0;
int ns = swp->num_secondary_banks;
if ( ns > 1 ) {
int i,j=swp->current_secondary_bank+1;
for (i=0; i<ns; 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, j, bank, have_timeout, starting_bank_count = -1, num_fired;
ushort starting_sig = 0;
ship *shipp;
ship_weapon *swp;
ship_info *sip;
weapon_info *wip;
ai_info *aip;
polymodel *po;
vector missile_point, pnt, firing_pos;
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 ship is being repaired/rearmed, it cannot fire missiles
if ( aip->ai_flags & AIF_BEING_REPAIRED ) {
return 0;
}
num_fired = 0; // tracks how many missiles actually fired
bank = swp->current_secondary_bank;
if ( bank < 0 ) {
return 0;
}
weapon = swp->secondary_bank_weapons[bank];
Assert( (swp->secondary_bank_weapons[bank] >= 0) && (swp->secondary_bank_weapons[bank] < MAX_WEAPON_TYPES) );
if((swp->secondary_bank_weapons[bank] < 0) || (swp->secondary_bank_weapons[bank] >= MAX_WEAPON_TYPES)){
return 0;
}
wip = &Weapon_info[swp->secondary_bank_weapons[bank]];
have_timeout = 0; // used to help tell whether or not we have a timeout
#ifndef NO_NETWORK
if ( MULTIPLAYER_MASTER ) {
starting_sig = multi_get_next_network_signature( MULTI_SIG_NON_PERMANENT );
starting_bank_count = swp->secondary_bank_ammo[bank];
}
#endif
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.
#ifndef NO_NETWORK
if ( MULTIPLAYER_MASTER ) {
// MWA -- 4/6/98 Assert invalid since the bank count could have gone to 0.
//Assert(starting_bank_count != 0);
send_secondary_fired_packet( shipp, 0, starting_bank_count, 1, allow_swarm );
}
#endif
// For all banks, if ok to fire a weapon, make it wait a bit.
// Solves problem of fire button likely being down next frame and
// firing weapon despite fire causing detonation of existing weapon.
if (swp->current_secondary_bank >= 0) {
if (timestamp_elapsed(swp->next_secondary_fire_stamp[bank])){
swp->next_secondary_fire_stamp[bank] = timestamp(max((int) flFrametime*3000, 250));
}
}
return 0;
}
if ( swp->current_secondary_bank < 0 ){
return 0;
}
if ( !timestamp_elapsed(swp->next_secondary_fire_stamp[bank]) && !allow_swarm) {
if (timestamp_until(swp->next_secondary_fire_stamp[bank]) > 60000){
swp->next_secondary_fire_stamp[bank] = timestamp(1000);
}
have_timeout = 1;
goto done_secondary;
}
// Ensure if this is a "require-lock" missile, that a lock actually exists
if ( wip->wi_flags & WIF_NO_DUMBFIRE ) {
if ( aip->current_target_is_locked <= 0 ) {
if ( obj == Player_obj ) {
if ( !Weapon_energy_cheat ) {
if ((aip->target_objnum != -1) && (vm_vec_dist_quick(&obj->pos, &Objects[aip->target_objnum].pos) > wip->lifetime * wip->max_speed)) {
HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Too far from target to acquire lock", 487));
} else {
char missile_name[NAME_LENGTH];
strcpy(missile_name, wip->name);
hud_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[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.
#ifndef NO_NETWORK
if ( !MULTIPLAYER_CLIENT )
#endif
{
return 0;
}
}
}
}
// if trying to fire a swarm missile, make sure being called from right place
if ( (wip->wi_flags & WIF_SWARM) && !allow_swarm ) {
Assert(wip->swarm_count > 0);
if(wip->swarm_count <= 0){
shipp->num_swarm_missiles_to_fire += SWARM_DEFAULT_NUM_MISSILES_FIRED;
} else {
shipp->num_swarm_missiles_to_fire += wip->swarm_count;
}
return 1; // Note: Missiles didn't get fired, but the frame interval code will fire them.
}
// if trying to fire a corkscrew missile, make sure being called from right place
if ( (wip->wi_flags & WIF_CORKSCREW) && !allow_swarm ) {
shipp->num_corkscrew_to_fire = (ubyte)(shipp->num_corkscrew_to_fire + (ubyte)Corkscrew_num_missiles_fired);
return 1; // Note: Missiles didn't get fired, but the frame interval code will fire them.
}
swp->next_secondary_fire_stamp[bank] = timestamp((int)(Weapon_info[weapon].fire_wait * 1000.0f)); // They can fire 5 times a second
// Here is where we check if weapons subsystem is capable of firing the weapon.
// do only in single plyaer or if I am the server of a multiplayer game
#ifndef NO_NETWORK
if ( !(Game_mode & GM_MULTIPLAYER) || MULTIPLAYER_MASTER )
#endif
{
if ( ship_weapon_maybe_fail(shipp) ) {
if ( obj == Player_obj )
if ( ship_maybe_play_secondary_fail_sound(wip) ) {
char missile_name[NAME_LENGTH];
strcpy(missile_name, Weapon_info[weapon].name);
hud_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;
}
}
po = model_get( Ship_info[shipp->ship_info_index].modelnum );
if ( po->n_missiles > 0 ) {
int check_ammo; // used to tell if we should check ammo counts or not
int num_slots;
if ( bank > po->n_missiles ) {
nprintf(("WARNING","WARNING ==> Tried to fire bank %d, but ship has only %d banks\n", bank+1, po->n_missiles));
return 0; // we can make a quick out here!!!
}
num_slots = po->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;
#ifndef NO_NETWORK
if ( MULTIPLAYER_CLIENT && (obj != Player_obj) ){
check_ammo = 0;
}
#endif
if ( check_ammo && ( swp->secondary_bank_ammo[bank] <= 0) ) {
if ( shipp->objnum == OBJ_INDEX(Player_obj) ) {
if ( ship_maybe_play_secondary_fail_sound(wip) ) {
// HUD_sourced_printf(HUD_SOURCE_HIDDEN, "No %s missiles left in bank", Weapon_info[swp->secondary_bank_weapons[bank]].name);
}
}
else {
// TODO: AI switch secondary weapon / re-arm?
}
goto done_secondary;
}
int start_slot, end_slot;
if ( shipp->flags & SF_SECONDARY_DUAL_FIRE ) {
start_slot = swp->secondary_next_slot[bank];
// AL 11-19-97: Ensure enough ammo remains when firing linked secondary weapons
if ( check_ammo && (swp->secondary_bank_ammo[bank] < 2) ) {
end_slot = start_slot;
} else {
end_slot = start_slot+1;
}
} else {
start_slot = swp->secondary_next_slot[bank];
end_slot = start_slot;
}
int pnt_index=start_slot;
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;
}
pnt = po->missile_banks[bank].pnt[pnt_index++];
vm_vec_unrotate(&missile_point, &pnt, &obj->orient);
vm_vec_add(&firing_pos, &missile_point, &obj->pos);
#ifndef NO_NETWORK
if ( Game_mode & GM_MULTIPLAYER ) {
Assert( Weapon_info[weapon].subtype == WP_MISSILE );
}
#endif
// create the weapon -- for multiplayer, the net_signature is assigned inside
// of weapon_create
weapon_num = weapon_create( &firing_pos, &obj->orient, weapon, OBJ_INDEX(obj), 0, -1, aip->current_target_is_locked);
weapon_set_tracking_info(weapon_num, OBJ_INDEX(obj), aip->target_objnum, aip->current_target_is_locked, aip->targeted_subsys);
// create the muzzle flash effect
shipfx_flash_create( obj, shipp, &pnt, &obj->orient.vec.fvec, 0, weapon );
/*
if ( weapon_num != -1 )
Demo_fire_secondary_requests++; // testing for demo
*/
num_fired++;
swp->last_fired_weapon_index = weapon_num;
swp->detonate_weapon_time = timestamp(500); // Can detonate 1/2 second later.
if (weapon_num != -1) {
swp->last_fired_weapon_signature = Objects[weapon_num].signature;
}
// subtract the number of missiles fired
if ( Weapon_energy_cheat == 0 ){
swp->secondary_bank_ammo[bank]--;
}
}
}
if ( obj == Player_obj ) {
if ( Weapon_info[weapon].launch_snd != -1 ) {
weapon_info *wip;
ship_weapon *swp;
snd_play( &Snds[Weapon_info[weapon].launch_snd], 0.0f, 1.0f, SND_PRIORITY_MUST_PLAY );
swp = &Player_ship->weapons;
if (swp->current_secondary_bank >= 0) {
wip = &Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]];
if (Player_ship->flags & SF_SECONDARY_DUAL_FIRE){
joy_ff_play_secondary_shoot((int) (wip->cargo_size * 2.0f));
} else {
joy_ff_play_secondary_shoot((int) wip->cargo_size);
}
}
}
} else {
if ( Weapon_info[weapon].launch_snd != -1 ) {
snd_play_3d( &Snds[Weapon_info[weapon].launch_snd], &obj->pos, &View_position );
}
}
done_secondary:
if(num_fired > 0){
#ifndef NO_NETWORK
// 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 );
}
#endif
// STATS
if (obj->flags & OF_PLAYER_SHIP) {
#ifndef NO_NETWORK
// 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].player->stats.ms_shots_fired += num_fired;
}
}
else
#endif
{
Player->stats.ms_shots_fired += num_fired;
}
}
// maybe announce a shockwave weapon
ai_maybe_announce_shockwave_weapon(obj, weapon);
}
// AL 3-7-98: Move to next valid secondary bank if out of ammo
//
//21-07-02 01:24 DTP; COMMENTED OUT some of the mistakes
//this bug was made by AL, when he assumed he had to take the next fire_wait time remaining and add 250 ms of delay to it,
//and put it in the next valid bank. for the player to have a 250 ms of penalty
//
//what that caused was that the next valid bank inherited the current valid banks FULL fire delay. since he used the Weapon_info struct that has
// no information / member that stores the next valids banks remaning fire_wait delay.
//
//what he should have done was to check of the next valid bank had any fire delay that had elapsed, if it had elapsed,
//then it would have no firedelay. and then add 250 ms of delay. in effect, this way there is no penalty if there is any firedelay remaning in
//the next valid bank. the delay is there to prevent things like Trible/Quad Fire Trebuchets.
//
if ( (obj->flags & OF_PLAYER_SHIP) && (swp->secondary_bank_ammo[bank] <= 0) ) {
//int fire_wait = (int)(Weapon_info[weapon].fire_wait * 1000.0f); //DTP commented out, mistake, takes our current firewait time for our current weapon, it should have been our next valid weapon, but the weapon_info contains no Var for NEXT valid bank
if ( ship_select_next_valid_secondary_bank(swp) ) { //DTP here we switch to the next valid bank, but we cant call weapon_info on next fire_wait
//swp->next_secondary_fire_stamp[swp->current_secondary_bank] = max(timestamp(250),timestamp(fire_wait)); // 1/4 second delay until can fire //DTP, Commented out mistake, here AL put the wroung firewait into the correct next_firestamp
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(250); //DTP, the magical 1/4 second delay or we fire things like Quad Trebuchets, or every other weapon that do not have the "no dumbfire" flag.
}
if ( obj == Player_obj ) {
snd_play( &Snds[SND_SECONDARY_CYCLE] );
}
}
}
return num_fired;
}
// ------------------------------------------------------------------------------
// ship_select_next_primary()
//
// Return true if a new index gets selected.
//
// parameters: objp => pointer to object for ship cycling primary
// 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_weapon *swp;
Assert(objp != NULL);
Assert(objp->type == OBJ_SHIP);
Assert(objp->instance >= 0 && objp->instance < MAX_SHIPS);
shipp = &Ships[objp->instance];
swp = &shipp->weapons;
Assert(direction == CYCLE_PRIMARY_NEXT || direction == CYCLE_PRIMARY_PREV);
switch ( swp->num_primary_banks ) {
case 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;
break;
case 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;
break;
case 2:
if ( shipp->flags & SF_PRIMARY_LINKED ) {
shipp->flags &= ~SF_PRIMARY_LINKED;
if ( direction == CYCLE_PRIMARY_NEXT ) {
swp->current_primary_bank = 0;
} else {
swp->current_primary_bank = 1;
}
} else {
switch ( swp->current_primary_bank ) {
case 0:
if ( direction == CYCLE_PRIMARY_NEXT ) {
swp->current_primary_bank = 1;
} else {
shipp->flags |= SF_PRIMARY_LINKED;
}
break;
case 1:
if ( direction == CYCLE_PRIMARY_NEXT ) {
shipp->flags |= SF_PRIMARY_LINKED;
} else {
swp->current_primary_bank = 0;
}
break;
default:
Int3(); // should never happen, get Alan if it does
return 0;
break;
}
}
break;
default:
Int3(); // should never happen, get Alan if it does
return 0;
break;
}
if ( objp == Player_obj ) {
snd_play( &Snds[SND_PRIMARY_CYCLE], 0.0f );
}
ship_primary_changed(shipp);
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;
switch ( swp->num_secondary_banks ) {
case 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;
break;
case 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;
break;
case 2:
case 3:
Assert(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 ( objp == Player_obj ) {
snd_play( &Snds[SND_SECONDARY_CYCLE], 0.0f );
}
ship_secondary_changed(shipp);
return 1;
}
break;
default:
Int3(); // should never happen, get Alan if it does
return 0;
break;
} // end switch
// If we've reached this point, must have failed
return 0;
}
// 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;
}
// Return the object index of the ship with name *name.
int wing_name_lookup(char *name, int ignore_count)
{
int i, wing_limit;
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;
}
// this function is 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(char *name)
{
int idx;
for(idx=0;idx<num_wings;idx++)
if(strcmp(Wings[idx].name,name)==0)
return idx;
return -1;
}
// Return the index of Ship_info[].name that is *name.
int ship_info_lookup(char *name)
{
int i;
for (i=0; i < Num_ship_types; i++)
if (!stricmp(name, Ship_info[i].name))
return i;
return -1;
}
// Return the index of Ship_info[].name which is the *base* ship of a ship copy
int ship_info_base_lookup(int si_index)
{
int i;
char name[NAME_LENGTH], *p;
strcpy( name, Ship_info[si_index].name );
p = strchr( name, '#' );
Assert( p ); // get allender -- something bogus with ship copy
*p = '\0';
i = ship_info_lookup( name );
Assert( i != -1 ); // get allender -- there had better be a base ship!
return i;
}
// Return the ship index of the ship with name *name.
int ship_name_lookup(char *name, int inc_players)
{
int i;
// bogus
if(name == NULL){
return -1;
}
for (i=0; i<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(char *name)
{
int idx;
// bogus
if(name == NULL){
return -1;
}
// look through the Ship_type_names array
for(idx=0; idx<MAX_SHIP_TYPE_COUNTS; idx++){
if(!stricmp(name, Ship_type_names[idx])){
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 existsed
int ship_query_state(char *name)
{
int i;
p_object *objp;
// 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)){
if (!stricmp(name, Ships[i].ship_name)){
return 0;
}
}
}
}
objp = GET_FIRST(&ship_arrival_list);
while (objp != END_OF_LIST(&ship_arrival_list)) {
if (!stricmp(name, objp->name)){
return -1;
}
objp = GET_NEXT(objp);
}
return 1;
}
// Note: This is not a general purpose routine.
// It is specifically used for targeting.
// It only returns a subsystem position if it has shields.
// 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(vector *pos, object *objp, ship_subsys *subsysp)
{
matrix m;
model_subsystem *psub;
vector pnt;
ship *shipp;
Assert(objp->type == OBJ_SHIP);
shipp = &Ships[objp->instance];
Assert ( subsysp != NULL );
psub = subsysp->system_info;
vm_copy_transpose_matrix(&m, &objp->orient);
vm_vec_rotate(&pnt, &psub->pnt, &m);
vm_vec_add2(&pnt, &objp->pos);
if ( pos ){
*pos = pnt;
}
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;
shipp = &Ships[objp->instance];
// First clear all the angles in the model to zero
model_clear_instance(shipp->modelnum);
// Go through all subsystems and bash the model angles for all
// the subsystems that need it.
for ( pss = GET_FIRST(&shipp->subsys_list); pss != END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
psub = pss->system_info;
switch (psub->type) {
case SUBSYSTEM_RADAR:
case SUBSYSTEM_NAVIGATION:
case SUBSYSTEM_COMMUNICATION:
case SUBSYSTEM_UNKNOWN:
case SUBSYSTEM_ENGINE:
case SUBSYSTEM_SENSORS:
case SUBSYSTEM_WEAPONS:
case SUBSYSTEM_SOLAR:
case SUBSYSTEM_GAS_COLLECT:
case SUBSYSTEM_ACTIVATION:
break;
case SUBSYSTEM_TURRET:
Assert( !(psub->flags & MSS_FLAG_ROTATES) ); // Turrets can't rotate!!! See John!
break;
default:
Error(LOCATION, "Illegal subsystem type.\n");
}
if ( psub->subobj_num > -1 ) {
model_set_instance(shipp->modelnum, psub->subobj_num, &pss->submodel_info_1 );
}
if ( (psub->subobj_num != psub->turret_gun_sobj) && (psub->turret_gun_sobj >-1) ) {
model_set_instance(shipp->modelnum, psub->turret_gun_sobj, &pss->submodel_info_2 );
}
}
}
//==========================================================
// Clears all the instance specific stuff out of the model info
void ship_model_stop(object *objp)
{
ship *shipp;
shipp = &Ships[objp->instance];
// Then, clear all the angles in the model to zero
model_clear_instance(shipp->modelnum);
}
//==========================================================
// 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;
}
// 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, &t1 );
vm_matrix_x_matrix( &tmp2, orient, &tmp);
// Put in heading separately
vm_angles_2_matrix(&tmp, &t2 );
vm_matrix_x_matrix( orient, &tmp2, &tmp );
vm_orthogonalize_matrix(orient);
}
// 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 noral 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( vector *eye_pos, matrix *eye_orient, object *obj )
{
ship *shipp;
polymodel *pm;
eye *ep;
// vector vec;
shipp = &Ships[obj->instance];
pm = model_get( shipp->modelnum );
// check to be sure that we have a view eye to look at.....spit out nasty debug message
if ( pm->n_view_positions == 0 ) {
// nprintf (("Warning", "No eye position found for model %s. Find artist to get fixed.\n", pm->filename ));
*eye_pos = obj->pos;
*eye_orient = obj->orient;
return;
}
ep = &(pm->view_positions[0] );
// eye points are stored in an array -- the normal viewing position for a ship is the current_eye_index
// element.
model_find_world_point( eye_pos, &ep->pnt, shipp->modelnum, ep->parent, &obj->orient, &obj->pos );
// if ( shipp->current_eye_index == 0 ) {
*eye_orient = obj->orient;
//} else {
// model_find_world_dir( &vec, &ep->norm, shipp->modelnum, ep->parent, &obj->orient, &obj->pos );
// kind of bogus, but use the objects uvec to avoid totally stupid looking behavior.
// vm_vector_2_matrix(eye_orient,&vec,&obj->orient.uvec,NULL);
//}
// Modify the orientation based on head orientation.
if ( Viewer_obj == obj ) {
if ( Viewer_mode & VM_PADLOCK_ANY ) {
player_get_padlock_orient(eye_orient);
} else {
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, vector *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;
vector 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, vector *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].current_hits == 0.0f ) // if there are no hits, no subsystem to attack.
return NULL;
if ( attacker_pos != NULL ) {
ss = ship_get_best_subsys_to_attack(sp, subsys_type, attacker_pos);
return ss;
} else {
// next, scan the list of subsystems and search for the first subsystem of the particular
// type which has > 0 hits remaining.
for (ss = GET_FIRST(&sp->subsys_list); ss != END_OF_LIST(&sp->subsys_list); ss = GET_NEXT(ss) ) {
if ( (ss->system_info->type == subsys_type) && (ss->current_hits > 0) )
return ss;
}
}
Int3(); // maybe we shouldn't get here, but with possible floating point rounding, I suppose we could
return NULL;
}
count = 0;
ss = GET_FIRST(&sp->subsys_list);
while ( ss != END_OF_LIST( &sp->subsys_list ) ) {
if ( count == index )
return ss;
count++;
ss = GET_NEXT( ss );
}
Int3(); // get allender -- turret ref didn't fixup correctly!!!!
return NULL;
}
// Given a pointer to a subsystem and an associated object, return the index.
int ship_get_index_from_subsys(ship_subsys *ssp, int objnum, int error_bypass)
{
if (ssp == NULL)
return -1;
else {
int count;
ship *shipp;
ship_subsys *ss;
Assert(objnum >= 0);
Assert(Objects[objnum].instance >= 0);
shipp = &Ships[Objects[objnum].instance];
count = 0;
ss = GET_FIRST(&shipp->subsys_list);
while ( ss != END_OF_LIST( &shipp->subsys_list ) ) {
if ( ss == ssp)
return count;
count++;
ss = GET_NEXT( ss );
}
if ( !error_bypass )
Int3(); // get allender -- turret ref didn't fixup correctly!!!!
return -1;
}
}
// function which 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 ( !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 it's hits, it's
// 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) );
if ( shipp->subsys_info[type].total_hits == 0.0f )
return 1.0f;
// For a dying ship, all subsystem strengths are zero.
if (Objects[shipp->objnum].hull_strength <= 0.0f)
return 0.0f;
strength = shipp->subsys_info[type].current_hits / shipp->subsys_info[type].total_hits;
if ( strength == 0.0f ) // short circuit 0
return strength;
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->system_info->max_hits;
if ( ratio < ENGINE_MIN_STR )
ratio = ENGINE_MIN_STR;
percent += ratio;
}
ssp = GET_NEXT( ssp );
}
strength = percent / (float)shipp->subsys_info[type].num;
}
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].total_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->current_hits = strength * ssp->system_info->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].current_hits;
Objects[shipp->objnum].hull_strength += diff;
// fix up the shipp->subsys_info[type] current_hits value
shipp->subsys_info[type].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.
// ==================================================================================
// 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
//
#define REARM_NUM_MISSILES_PER_BATCH 4 // how many missiles are dropped in per load sound
int ship_do_rearm_frame( object *objp, float frametime )
{
int i, banks_full, subsys_type, subsys_all_ok;
float shield_str, repair_delta, repair_allocated;
ship *shipp;
ship_weapon *swp;
ship_info *sip;
ship_subsys *ssp;
ai_info *aip;
shipp = &Ships[objp->instance];
swp = &shipp->weapons;
sip = &Ship_info[shipp->ship_info_index];
aip = &Ai_info[shipp->ai_index];
// AL 10-31-97: Add missing primary weapons to the ship. This is required since designers
// want to have ships that start with no primaries, but can get them through
// rearm/repair
if ( swp->num_primary_banks < sip->num_primary_banks ) {
for ( i = swp->num_primary_banks; i < sip->num_primary_banks; i++ ) {
swp->primary_bank_weapons[i] = sip->primary_bank_weapons[i];
}
swp->num_primary_banks = sip->num_primary_banks;
}
// AL 12-30-97: Repair broken warp drive
if ( shipp->flags & SF_WARP_BROKEN ) {
// TODO: maybe do something here like informing player warp is fixed?
shipp->flags &= ~SF_WARP_BROKEN;
}
// AL 1-16-97: Replenish countermeasures
shipp->cmeasure_count = sip->cmeasure_max;
// Do shield repair here
if ( !(objp->flags & OF_NO_SHIELDS) ) {
shield_str = get_shield_strength(objp);
if ( shield_str < sip->shields ) {
if ( objp == Player_obj ) {
player_maybe_start_repair_sound();
}
shield_str += sip->shields * frametime * SHIELD_REPAIR_RATE;
if ( shield_str > sip->shields ) {
shield_str = sip->shields;
}
set_shield_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 = sip->initial_hull_strength * frametime * HULL_REPAIR_RATE;
/*
AL 11-24-97: remove increase to hull integrity
objp->hull_strength += repair_allocated;
if ( objp->hull_strength > sip->initial_hull_strength ) {
repair_allocated -= ( sip->initial_hull_strength - objp->hull_strength);
objp->hull_strength = sip->initial_hull_strength;
}
*/
// check the subsystems of the ship.
subsys_all_ok = 1;
ssp = GET_FIRST(&shipp->subsys_list);
while ( ssp != END_OF_LIST( &shipp->subsys_list ) ) {
if ( ssp->current_hits < ssp->system_info->max_hits && repair_allocated > 0 ) {
subsys_all_ok = 0;
subsys_type = ssp->system_info->type;
if ( objp == Player_obj ) {
player_maybe_start_repair_sound();
}
repair_delta = ssp->system_info->max_hits - 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 > ssp->system_info->max_hits ) {
ssp->current_hits = ssp->system_info->max_hits;
}
// add repair to aggregate strength of subsystems of that type
shipp->subsys_info[subsys_type].current_hits += repair_delta;
if ( shipp->subsys_info[subsys_type].current_hits > shipp->subsys_info[subsys_type].total_hits )
shipp->subsys_info[subsys_type].current_hits = shipp->subsys_info[subsys_type].total_hits;
if ( ssp->current_hits > ssp->system_info->max_hits )
ssp->current_hits = ssp->system_info->max_hits;
// check to see if this subsystem was totally non functional before -- if so, then
// reset the flags
if ( (ssp->system_info->type == SUBSYSTEM_ENGINE) && (shipp->flags & SF_DISABLED) ) {
shipp->flags &= ~SF_DISABLED;
ship_reset_disabled_physics(objp, shipp->ship_info_index);
}
break;
}
ssp = GET_NEXT( ssp );
}
// now deal with rearming the player. All secondary weapons have a certain rate at which
// they can be rearmed. We can rearm multiple banks at once.
banks_full = 0;
if ( subsys_all_ok ) {
for (i = 0; i < swp->num_secondary_banks; i++ ) {
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]) ) {
// Have to do some gymnastics to play the sound effects properly. There is a
// one time sound effect which is the missile loading start, then for each missile
// loaded there is a sound effect. These are only played for the player.
//
rearm_time = Weapon_info[swp->secondary_bank_weapons[i]].rearm_rate;
if ( aip->rearm_first_missile == TRUE ) {
rearm_time *= 3;
}
swp->secondary_bank_rearm_time[i] = timestamp( (int)(rearm_time * 1000.f) );
// Acutal loading of missiles is preceded by a sound effect which is the missile
// loading equipment moving into place
if ( aip->rearm_first_missile == TRUE ) {
snd_play_3d( &Snds[SND_MISSILE_START_LOAD], &objp->pos, &View_position );
aip->rearm_first_missile = FALSE;
} else {
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
banks_full++;
}
} // end if (subsys_all_ok)
if ( banks_full == swp->num_secondary_banks ) {
aip->rearm_first_missile = TRUE;
}
int shields_full = 0;
if ( (objp->flags & OF_NO_SHIELDS) ) {
shields_full = 1;
} else {
if ( get_shield_strength(objp) >= sip->shields )
shields_full = 1;
}
// return 1 if at end of subsystem list, hull damage at 0, and shields full and all secondary banks full.
// if ( ((ssp = END_OF_LIST(&shipp->subsys_list)) != NULL )&&(objp->hull_strength == sip->initial_hull_strength)&&(shields_full) ) {
if ( subsys_all_ok && shields_full ) {
if ( objp == Player_obj ) {
player_stop_repair_sound();
}
if (!aip->rearm_release_delay)
aip->rearm_release_delay = timestamp(1200);
if ( banks_full == swp->num_secondary_banks ) {
if ( timestamp_elapsed(aip->rearm_release_delay) )
return 1;
}
else {
aip->rearm_release_delay = timestamp(1200);
}
}
return 0;
}
// function which is used to find a repair ship to repair requester_obj. the way repair ships will work
// is:
// if repair ship present and available, return pointer to that object.
// If repair ship present and busy, possibly return that object if he can satisfy the request soon enough.
// If repair ship present and busy and cannot satisfy request, return NULL to warp a new one in if below max number
// if no repair ship present, return NULL to force a new one to be warped in.
#define MAX_SUPPORT_SHIPS_PER_TEAM 1
object *ship_find_repair_ship( object *requester_obj )
{
object *objp;
ship *requester_ship;
int num_support_ships, num_available_support_ships;
float min_dist = 99999.0f;
object *nearest_support_ship = NULL;
int support_ships[MAX_SUPPORT_SHIPS_PER_TEAM];
Assert(requester_obj->type == OBJ_SHIP);
Assert((requester_obj->instance >= 0) && (requester_obj->instance < MAX_OBJECTS));
// if support ships are not allowed, then no support ship can repair!
if ( !is_support_allowed(requester_obj) )
return NULL;
num_support_ships = 0;
num_available_support_ships = 0;
requester_ship = &Ships[requester_obj->instance];
for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
if ((objp->type == OBJ_SHIP) && !(objp->flags & OF_SHOULD_BE_DEAD)) {
ship *shipp;
ship_info *sip;
float dist;
Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
shipp = &Ships[objp->instance];
sip = &Ship_info[shipp->ship_info_index];
if ( shipp->team != requester_ship->team )
continue;
if ( !(sip->flags & SIF_SUPPORT) )
continue;
// don't deal with dying support ships
if ( shipp->flags & (SF_DYING | SF_DEPARTING) )
continue;
dist = vm_vec_dist_quick(&objp->pos, &requester_obj->pos);
support_ships[num_support_ships] = objp-Objects;
if (!(Ai_info[shipp->ai_index].ai_flags & AIF_REPAIRING)) {
num_available_support_ships++;
if (dist < min_dist) {
min_dist = dist;
nearest_support_ship = objp;
}
}
if ( num_support_ships >= MAX_SUPPORT_SHIPS_PER_TEAM ) {
mprintf(("Why is there more than %d support ships in this mission?\n",MAX_SUPPORT_SHIPS_PER_TEAM));
break;
} else {
support_ships[num_support_ships] = OBJ_INDEX(objp);
num_support_ships++;
}
}
}
if (nearest_support_ship != NULL)
return nearest_support_ship;
else if (num_support_ships >= MAX_SUPPORT_SHIPS_PER_TEAM) {
Assert(&Objects[support_ships[0]] != NULL);
return &Objects[support_ships[0]];
} else {
Assert(num_support_ships < MAX_SUPPORT_SHIPS_PER_TEAM);
return NULL;
}
}
// -------------------------------------------------------------------------------------------------
// ship_close()
//
// called in game_shutdown() to free malloced memory
//
// NOTE: do not call this function. It is only called from game_shutdown()
void ship_close()
{
int i;
for (i=0; i<MAX_SHIPS; i++ ) {
if ( Ships[i].shield_integrity != NULL && Ships[i].objnum != -1 ) {
free( Ships[i].shield_integrity );
Ships[i].shield_integrity = NULL;
}
}
// free memory alloced for subsystem storage
for ( i = 0; i < Num_ship_types; i++ ) {
if ( Ship_info[i].subsystems != NULL ) {
free(Ship_info[i].subsystems);
}
}
}
// -------------------------------------------------------------------------------------------------
// ship_assign_sound()
//
// Assign object-linked sound to a particular ship
//
void ship_assign_sound(ship *sp)
{
ship_info *sip;
object *objp;
vector 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);
#ifndef NO_SOUND
obj_snd_assign(sp->objnum, sip->engine_snd, &engine_pos, 1);
#endif
}
// if he's got any specific engine subsystems. go for it.
moveup = GET_FIRST(&sp->subsys_list);
while(moveup != END_OF_LIST(&sp->subsys_list)){
// check the name of the subsystem
#ifndef NO_SOUND
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);
}
#endif
// next
moveup = GET_NEXT(moveup);
}
}
// -------------------------------------------------------------------------------------------------
// ship_assign_sound_all()
//
// Assign object-linked sounds to all ships currently in the obj_used_list
//
void ship_assign_sound_all()
{
object *objp;
int idx, has_sounds;
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<MAX_OBJECT_SOUNDS; 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]);
}
}
}
}
// ---------------------------------------------------------------------------------------
// dcf_set_shield()
//
// Debug console function to set the shield for the player ship
//
DCF(set_shield,"Change player ship shield strength")
{
ship_info *sip;
sip = &Ship_info[Ships[Player_obj->instance].ship_info_index];
if ( Dc_command ) {
dc_get_arg(ARG_FLOAT|ARG_NONE);
if ( Dc_arg_type & ARG_FLOAT ) {
if ( Dc_arg_float < 0 )
Dc_arg_float = 0.0f;
if ( Dc_arg_float > 1.0 )
Dc_arg_float = 1.0f;
set_shield_strength(Player_obj, Dc_arg_float * sip->shields);
dc_printf("Shields set to %.2f\n", get_shield_strength(Player_obj) );
}
}
if ( Dc_help ) {
dc_printf ("Usage: set_shield [num]\n");
dc_printf ("[num] -- shield percentage 0.0 -> 1.0 of max\n");
dc_printf ("with no parameters, displays shield strength\n");
Dc_status = 0;
}
if ( Dc_status ) {
dc_printf( "Shields are currently %.2f", get_shield_strength(Player_obj) );
}
}
// ---------------------------------------------------------------------------------------
// dcf_set_hull()
//
// Debug console function to set the hull for the player ship
//
DCF(set_hull, "Change player ship hull strength")
{
ship_info *sip;
sip = &Ship_info[Ships[Player_obj->instance].ship_info_index];
if ( Dc_command ) {
dc_get_arg(ARG_FLOAT|ARG_NONE);
if ( Dc_arg_type & ARG_FLOAT ) {
if ( Dc_arg_float < 0 )
Dc_arg_float = 0.0f;
if ( Dc_arg_float > 1.0 )
Dc_arg_float = 1.0f;
Player_obj->hull_strength = Dc_arg_float * sip->initial_hull_strength;
dc_printf("Hull set to %.2f\n", Player_obj->hull_strength );
}
}
if ( Dc_help ) {
dc_printf ("Usage: set_hull [num]\n");
dc_printf ("[num] -- hull percentage 0.0 -> 1.0 of max\n");
dc_printf ("with no parameters, displays hull strength\n");
Dc_status = 0;
}
if ( Dc_status ) {
dc_printf( "Hull is currently %.2f", Player_obj->hull_strength );
}
}
// ---------------------------------------------------------------------------------------
// dcf_set_subsys()
//
// Debug console function to set the strength of a particular subsystem
//
//XSTR:OFF
DCF(set_subsys, "Set the strength of a particular subsystem on player ship" )
{
if ( Dc_command ) {
dc_get_arg(ARG_STRING);
if ( !stricmp( Dc_arg, "weapons" )) {
dc_get_arg(ARG_FLOAT);
if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) {
Dc_help = 1;
} else {
ship_set_subsystem_strength( Player_ship, SUBSYSTEM_WEAPONS, Dc_arg_float );
}
} else if ( !stricmp( Dc_arg, "engine" )) {
dc_get_arg(ARG_FLOAT);
if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) {
Dc_help = 1;
} else {
ship_set_subsystem_strength( Player_ship, SUBSYSTEM_ENGINE, Dc_arg_float );
if ( Dc_arg_float < ENGINE_MIN_STR ) {
Player_ship->flags |= SF_DISABLED; // add the disabled flag
} else {
Player_ship->flags &= (~SF_DISABLED); // add the disabled flag
}
}
} else if ( !stricmp( Dc_arg, "sensors" )) {
dc_get_arg(ARG_FLOAT);
if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) {
Dc_help = 1;
} else {
ship_set_subsystem_strength( Player_ship, SUBSYSTEM_SENSORS, Dc_arg_float );
}
} else if ( !stricmp( Dc_arg, "communication" )) {
dc_get_arg(ARG_FLOAT);
if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) {
Dc_help = 1;
} else {
ship_set_subsystem_strength( Player_ship, SUBSYSTEM_COMMUNICATION, Dc_arg_float );
}
} else if ( !stricmp( Dc_arg, "navigation" )) {
dc_get_arg(ARG_FLOAT);
if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) {
Dc_help = 1;
} else {
ship_set_subsystem_strength( Player_ship, SUBSYSTEM_NAVIGATION, Dc_arg_float );
}
} else if ( !stricmp( Dc_arg, "radar" )) {
dc_get_arg(ARG_FLOAT);
if ( (Dc_arg_float < 0.0f) || (Dc_arg_float > 1.0f) ) {
Dc_help = 1;
} else {
ship_set_subsystem_strength( Player_ship, SUBSYSTEM_RADAR, Dc_arg_float );
}
} else {
// print usage
Dc_help = 1;
}
}
if ( Dc_help ) {
dc_printf( "Usage: set_subsys type X\nWhere X is value between 0 and 1.0, and type can be:\n" );
dc_printf( "weapons\n" );
dc_printf( "engine\n" );
dc_printf( "sensors\n" );
dc_printf( "communication\n" );
dc_printf( "navigation\n" );
dc_printf( "radar\n" );
Dc_status = 0; // don't print status if help is printed. Too messy.
}
}
//XSTR:ON
// console function to toggle whether auto-repair for subsystems is active
#ifndef NDEBUG
DCF_BOOL( auto_repair, Ship_auto_repair );
#endif
// two functions to keep track of counting ships of particular types. Maybe we should be rolling this
// thing into the stats section?? The first function adds a ship of a particular type to the overall
// count of ships of that type (called from MissionParse.cpp). The second function adds to the kill total
// of ships of a particular type. Note that we use the ship_info flags structure member to determine
// what is happening.
void ship_add_ship_type_count( int ship_info_flag, int num )
{
if ( ship_info_flag & SIF_CARGO )
Ship_counts[SHIP_TYPE_CARGO].total += num;
else if ( (ship_info_flag & SIF_FIGHTER) || (ship_info_flag & SIF_BOMBER) )
Ship_counts[SHIP_TYPE_FIGHTER_BOMBER].total += num;
else if ( ship_info_flag & SIF_CRUISER )
Ship_counts[SHIP_TYPE_CRUISER].total += num;
else if ( ship_info_flag & SIF_CORVETTE )
Ship_counts[SHIP_TYPE_CORVETTE].total += num;
else if ( ship_info_flag & SIF_GAS_MINER )
Ship_counts[SHIP_TYPE_GAS_MINER].total += num;
else if ( ship_info_flag & SIF_AWACS )
Ship_counts[SHIP_TYPE_AWACS].total += num;
else if ( ship_info_flag & SIF_FREIGHTER )
Ship_counts[SHIP_TYPE_FREIGHTER].total += num;
else if ( ship_info_flag & SIF_CAPITAL )
Ship_counts[SHIP_TYPE_CAPITAL].total += num;
else if ( ship_info_flag & SIF_TRANSPORT )
Ship_counts[SHIP_TYPE_TRANSPORT].total += num;
else if ( ship_info_flag & SIF_SUPPORT )
Ship_counts[SHIP_TYPE_REPAIR_REARM].total += num;
else if ( ship_info_flag & SIF_NO_SHIP_TYPE )
Ship_counts[SHIP_TYPE_NONE].total += num;
else if ( ship_info_flag & SIF_NAVBUOY ) {
Ship_counts[SHIP_TYPE_NAVBUOY].total += num;
} else if ( ship_info_flag & SIF_SENTRYGUN ) {
Ship_counts[SHIP_TYPE_SENTRYGUN].total += num;
} else if ( ship_info_flag & SIF_ESCAPEPOD ) {
Ship_counts[SHIP_TYPE_ESCAPEPOD].total += num;
} else if ( ship_info_flag & SIF_SUPERCAP ) {
Ship_counts[SHIP_TYPE_SUPERCAP].total += num;
} else if ( ship_info_flag & SIF_DRYDOCK ) {
Ship_counts[SHIP_TYPE_DRYDOCK].total += num;
} else if ( ship_info_flag & SIF_KNOSSOS_DEVICE){
Ship_counts[SHIP_TYPE_KNOSSOS_DEVICE].total += num;
}
else
Int3(); //get allender -- unknown ship type
}
void ship_add_ship_type_kill_count( int ship_info_flag )
{
if ( ship_info_flag & SIF_CARGO )
Ship_counts[SHIP_TYPE_CARGO].killed++;
else if ( (ship_info_flag & SIF_FIGHTER) || (ship_info_flag & SIF_BOMBER) )
Ship_counts[SHIP_TYPE_FIGHTER_BOMBER].killed++;
else if ( ship_info_flag & SIF_CRUISER )
Ship_counts[SHIP_TYPE_CRUISER].killed++;
else if ( ship_info_flag & SIF_CORVETTE )
Ship_counts[SHIP_TYPE_CORVETTE].killed++;
else if ( ship_info_flag & SIF_AWACS )
Ship_counts[SHIP_TYPE_AWACS].killed++;
else if ( ship_info_flag & SIF_GAS_MINER )
Ship_counts[SHIP_TYPE_GAS_MINER].killed++;
else if ( ship_info_flag & SIF_FREIGHTER )
Ship_counts[SHIP_TYPE_FREIGHTER].killed++;
else if ( ship_info_flag & SIF_CAPITAL )
Ship_counts[SHIP_TYPE_CAPITAL].killed++;
else if ( ship_info_flag & SIF_TRANSPORT )
Ship_counts[SHIP_TYPE_TRANSPORT].killed++;
else if ( ship_info_flag & SIF_SUPPORT )
Ship_counts[SHIP_TYPE_REPAIR_REARM].killed++;
else if ( ship_info_flag & SIF_SENTRYGUN )
Ship_counts[SHIP_TYPE_SENTRYGUN].killed++;
else if ( ship_info_flag & SIF_ESCAPEPOD )
Ship_counts[SHIP_TYPE_ESCAPEPOD].killed++;
else if ( ship_info_flag & SIF_NO_SHIP_TYPE )
Ship_counts[SHIP_TYPE_NONE].killed++;
else if ( ship_info_flag & SIF_SUPERCAP )
Ship_counts[SHIP_TYPE_SUPERCAP].killed++;
else if ( ship_info_flag & SIF_DRYDOCK )
Ship_counts[SHIP_TYPE_DRYDOCK].killed++;
else if ( ship_info_flag & SIF_KNOSSOS_DEVICE )
Ship_counts[SHIP_TYPE_KNOSSOS_DEVICE].killed++;
else
Int3(); //get allender -- unknown ship type
}
int ship_query_general_type(int ship)
{
return ship_query_general_type(&Ships[ship]);
}
int ship_query_general_type(ship *shipp)
{
int flags;
flags = Ship_info[shipp->ship_info_index].flags;
switch (flags & SIF_ALL_SHIP_TYPES) {
case SIF_CARGO:
return SHIP_TYPE_CARGO;
case SIF_FIGHTER:
case SIF_BOMBER:
return SHIP_TYPE_FIGHTER_BOMBER;
case SIF_CRUISER:
return SHIP_TYPE_CRUISER;
case SIF_FREIGHTER:
return SHIP_TYPE_FREIGHTER;
case SIF_CAPITAL:
return SHIP_TYPE_CAPITAL;
case SIF_TRANSPORT:
return SHIP_TYPE_TRANSPORT;
case SIF_NO_SHIP_TYPE:
return SHIP_TYPE_NONE;
case SIF_SUPPORT:
return SHIP_TYPE_REPAIR_REARM;
case SIF_NAVBUOY:
return SHIP_TYPE_NAVBUOY;
case SIF_SENTRYGUN:
return SHIP_TYPE_SENTRYGUN;
case SIF_ESCAPEPOD:
return SHIP_TYPE_ESCAPEPOD;
case SIF_SUPERCAP:
return SHIP_TYPE_SUPERCAP;
case SIF_DRYDOCK:
return SHIP_TYPE_DRYDOCK;
case SIF_CORVETTE:
return SHIP_TYPE_CORVETTE;
case SIF_AWACS:
return SHIP_TYPE_AWACS;
case SIF_GAS_MINER:
return SHIP_TYPE_GAS_MINER;
case SIF_KNOSSOS_DEVICE:
return SHIP_TYPE_KNOSSOS_DEVICE;
}
Error(LOCATION, "Ship type flag is unknown. Flags value is 0x%x", flags);
return SHIP_TYPE_NONE;
}
// returns true if the docker can (is allowed) to dock with dockee
int ship_docking_valid(int docker, int dockee)
{
int docker_type, dockee_type;
Assert(docker >= 0 && docker < MAX_SHIPS);
Assert(dockee >= 0 && dockee < MAX_SHIPS);
docker_type = ship_query_general_type(docker);
dockee_type = ship_query_general_type(dockee);
// escape pods can dock with transports, freighters, cruisers.
if ( docker_type == SHIP_TYPE_ESCAPEPOD ) {
if ( (dockee_type == SHIP_TYPE_TRANSPORT) || (dockee_type == SHIP_TYPE_CRUISER) || (dockee_type == SHIP_TYPE_FREIGHTER) || (dockee_type == SHIP_TYPE_DRYDOCK) || (dockee_type == SHIP_TYPE_CORVETTE) || (dockee_type == SHIP_TYPE_GAS_MINER) || (dockee_type == SHIP_TYPE_AWACS)){
return 1;
}
}
// docket == freighter
if (docker_type == SHIP_TYPE_FREIGHTER) {
if ( (dockee_type == SHIP_TYPE_CARGO) || (dockee_type == SHIP_TYPE_CRUISER) || (dockee_type == SHIP_TYPE_CAPITAL) || (dockee_type == SHIP_TYPE_SUPERCAP) || (dockee_type == SHIP_TYPE_DRYDOCK) || (dockee_type == SHIP_TYPE_CORVETTE) || (dockee_type == SHIP_TYPE_GAS_MINER) || (dockee_type == SHIP_TYPE_AWACS)){
return 1;
}
}
// docker == cruiser
if ( (docker_type == SHIP_TYPE_CRUISER) || (docker_type == SHIP_TYPE_CORVETTE) || (docker_type == SHIP_TYPE_GAS_MINER) || (docker_type == SHIP_TYPE_AWACS)){
if ( (dockee_type == SHIP_TYPE_CARGO) || (dockee_type == SHIP_TYPE_CRUISER) || (dockee_type == SHIP_TYPE_CAPITAL) || (dockee_type == SHIP_TYPE_SUPERCAP) || (dockee_type == SHIP_TYPE_DRYDOCK) || (dockee_type == SHIP_TYPE_CORVETTE) || (dockee_type == SHIP_TYPE_GAS_MINER) || (dockee_type == SHIP_TYPE_AWACS)){
return 1;
}
}
if (docker_type == SHIP_TYPE_TRANSPORT) {
if ( (dockee_type == SHIP_TYPE_CARGO) || (dockee_type == SHIP_TYPE_CRUISER)
|| (dockee_type == SHIP_TYPE_FREIGHTER) || (dockee_type == SHIP_TYPE_TRANSPORT)
|| (dockee_type == SHIP_TYPE_CAPITAL) || (dockee_type == SHIP_TYPE_ESCAPEPOD)
|| (dockee_type == SHIP_TYPE_SUPERCAP) || (dockee_type == SHIP_TYPE_DRYDOCK) || (dockee_type == SHIP_TYPE_CORVETTE) || (dockee_type == SHIP_TYPE_GAS_MINER) || (dockee_type == SHIP_TYPE_AWACS)){
return 1;
}
}
if (docker_type == SHIP_TYPE_REPAIR_REARM) {
if ((dockee_type == SHIP_TYPE_FIGHTER_BOMBER) || (dockee_type == SHIP_TYPE_STEALTH)){
return 1;
}
}
return 0;
}
// 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 )
{
int i, j, ship_index, count;
int slist[MAX_SHIPS_PER_WING * MAX_STARTING_WINGS], 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++ ) {
int wingnum;
wingnum = -1;
// multi-team?
if(multi_team >= 0){
if(!stricmp(Wings[i].name, multi_team == 0 ? "alpha" : "zeta")){
wingnum = i;
} else {
continue;
}
} else {
// first check for a player starting wing (alpha, beta, gamma)
for ( j = 0; j < MAX_PLAYER_WINGS; j++ ) {
if ( i == Starting_wings[j] ) {
wingnum = i;
break;
}
}
// if not found, the delta and epsilon count too
if ( wingnum == -1 ) {
if ( !stricmp(Wings[i].name, NOX("delta")) || !stricmp(Wings[i].name, NOX("epsilon")) ) {
wingnum = i;
}
}
if ( wingnum == -1 ){
continue;
}
}
for ( j = 0; j < Wings[wingnum].current_count; j++ ) {
ship_index = Wings[wingnum].ship_index[j];
Assert( ship_index != -1 );
if ( Ships[ship_index].flags & SF_DYING ) {
continue;
}
// see if ship meets our criterea
if ( (flags == SHIP_GET_NO_PLAYERS) && (Objects[Ships[ship_index].objnum].flags & OF_PLAYER_SHIP) ){
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 > 0) && (multi_team < 0) ) {
float dist;
dist = vm_vec_dist_quick(&Objects[Ships[ship_index].objnum].pos, &Player_obj->pos);
if ( dist > max_dist ) {
continue;
}
}
// if we should be checking persona's, then don't add ships that don't have the proper persona
if ( persona_index != -1 ) {
if ( Ships[ship_index].persona_index != persona_index ){
continue;
}
}
// return the first ship with correct persona
if (get_first) {
return ship_index;
}
slist[count] = ship_index;
count++;
}
}
if ( count == 0 ){
return -1;
}
// now get a random one from the list
which_one = (rand() % count);
ship_index = slist[which_one];
Assert ( Ships[ship_index].objnum != -1 );
return ship_index;
}
// like above function, but returns a random ship in the given wing -- no restrictions
// input: max_dist => OPTIONAL PARAMETER (default value 0.0f) max range ship can be from player
int ship_get_random_ship_in_wing(int wingnum, int flags, float max_dist, int get_first)
{
int i, ship_index, slist[MAX_SHIPS_PER_WING], count, which_one;
count = 0;
for ( i = 0; i < Wings[wingnum].current_count; i++ ) {
ship_index = Wings[wingnum].ship_index[i];
Assert( ship_index != -1 );
if ( Ships[ship_index].flags & SF_DYING ) {
continue;
}
// see if ship meets our criterea
if ( (flags == SHIP_GET_NO_PLAYERS) && (Objects[Ships[ship_index].objnum].flags & OF_PLAYER_SHIP) )
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, 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 ( Ships[objp->instance].team != team )
continue;
else if ( Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_NOT_FLYABLE )
continue;
else if ( (flags == SHIP_GET_NO_PLAYERS) && (objp->flags & OF_PLAYER_SHIP) )
continue;
else if ( (flags == SHIP_GET_ONLY_PLAYERS) && !(objp->flags & OF_PLAYER_SHIP) )
continue;
if ( Ships[objp->instance].flags & SF_DYING ) {
continue;
}
// see if ship is within max_dist units
if ( max_dist > 0 ) {
float dist;
dist = vm_vec_dist_quick(&objp->pos, &Player_obj->pos);
if ( dist > max_dist ) {
continue;
}
}
obj_list[num] = objp;
num++;
}
if ( num == 0 )
return -1;
which_one = (rand() % num);
objp = obj_list[which_one];
Assert ( objp->instance != -1 );
return objp->instance;
}
// -----------------------------------------------------------------------
// ship_secondary_bank_has_ammo()
//
// check if currently selected secondary bank has ammo
//
// input: shipnum => index into Ships[] array for ship to check
//
int ship_secondary_bank_has_ammo(int shipnum)
{
ship_weapon *swp;
Assert(shipnum >= 0 && shipnum < MAX_SHIPS);
swp = &Ships[shipnum].weapons;
if ( swp->current_secondary_bank == -1 )
return 0;
Assert(swp->current_secondary_bank >= 0 && swp->current_secondary_bank < MAX_SECONDARY_BANKS );
if ( swp->secondary_bank_ammo[swp->current_secondary_bank] <= 0 )
return 0;
return 1;
}
// 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_can_warp(ship *sp)
{
float engine_str;
engine_str = ship_get_subsystem_strength( sp, SUBSYSTEM_ENGINE );
// Note that ship can always warp at lowest skill level
if ( (Game_skill_level > 0) && (engine_str >= SHIP_MIN_ENGINES_TO_WARP) ){
return 1;
} else {
return 0;
}
}
// Calculate the normal vector from a subsystem position and it's 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 *sp, ship_subsys *ss, vector *gsubpos, vector *norm)
{
if ( ss->system_info->path_num >= 0 ) {
polymodel *pm;
model_path *mp;
vector *path_point;
vector gpath_point;
pm = model_get(sp->modelnum);
mp = &pm->paths[ss->system_info->path_num];
if ( mp->nverts >= 2 ) {
// path_point = &mp->verts[mp->nverts-1].pos;
path_point = &mp->verts[0].pos;
// get path point in world coords
vm_vec_unrotate(&gpath_point, path_point, &Objects[sp->objnum].orient);
vm_vec_add2(&gpath_point, &Objects[sp->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, vector *eye_pos, vector* subsys_pos, int do_facing_check, float *dot_out, vector *vec_out)
{
float dist, dot;
mc_info mc;
vector 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);
ship_model_start(objp);
mc.model_num = Ships[objp->instance].modelnum; // 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);
ship_model_stop(objp);
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;
}
// try to find a subsystem matching 'type' inside the ship, and that is
// not destroyed. If cannot find one, return NULL.
ship_subsys *ship_return_next_subsys(ship *shipp, int type, vector *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].total_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;
}
// 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, vector *hitpos)
{
int quadrant_num, i;
float max_quadrant;
vector tmpv1, tmpv2;
// If ship doesn't have shield mesh, then return
if ( hit_objp->flags & OF_NO_SHIELDS ) {
return 0.0f;
}
// Check if all the shield quadrants are all already 0, if so return 0
for ( i = 0; i < 4; i++ ) {
if ( hit_objp->shields[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);
//nprintf(("Alan","Quadrant hit: %d\n", quadrant_num));
if ( quadrant_num < 0 )
quadrant_num = 0;
max_quadrant = Ship_info[Ships[hit_objp->instance].ship_info_index].shields / 4.0f;
if ( max_quadrant <= 0 ) {
return 0.0f;
}
Assert(hit_objp->shields[quadrant_num] <= max_quadrant);
return hit_objp->shields[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)
{
#ifndef NO_NETWORK
if ( (Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_OBSERVER) ) {
return 0;
}
#endif
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_ASPECT|WIF_HOMING_HEAT) ) )
continue;
if (wp->homing_object == locked_objp) {
return 1;
}
} // end for
return 0;
}
// Return !0 if there is some ship attempting to lock onto shipp
int ship_is_getting_locked(ship *shipp)
{
ship_obj *so;
object *objp;
ai_info *aip;
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
objp = &Objects[so->objnum];
aip = &Ai_info[Ships[objp->instance].ai_index];
if ( aip->target_objnum == shipp->objnum ) {
if ( aip->aspect_locked_time > 0.1f ) {
float dist, wep_range;
dist = vm_vec_dist_quick(&objp->pos, &Objects[shipp->objnum].pos);
wep_range = ship_get_secondary_weapon_range(&Ships[objp->instance]);
if ( wep_range > dist ) {
nprintf(("Alan","AI ship is seeking lock\n"));
return 1;
}
}
}
}
return 0;
}
// Determine if a ship is threatened by attempted lock or actual lock
// input: sp => pointer to ship that might be threatened
// exit: 0 => no lock threats of any kind
// 1 => at least one attempting lock (no actual locks)
// 2 => at least one lock (possible other attempting locks)
//
// NOTE: Currently this function is only called periodically from the HUD code for the
// player ship.
int ship_lock_threat(ship *sp)
{
if ( ship_has_homing_missile_locked(sp) ) {
return 2;
}
if ( ship_is_getting_locked(sp) ) {
return 1;
}
return 0;
}
// converts a bitmask, such as 0x08, into the bit number this would be (3 in this case)
// NOTE: Should move file to something like Math_utils.
int bitmask_2_bitnum(int num)
{
int i;
for (i=0; i<32; i++)
if (num & (1 << i))
return i;
return -1;
}
// Get a text description of a ships orders.
//
// input: outbuf => buffer to hold orders string
// sp => ship pointer to extract orders from
//
// exit: NULL => printable orders are not applicable
// non-NULL => pointer to string that was passed in originally
//
// This function is called from HUD code to get a text description
// of what a ship's orders are. Feel free to use this function if
// it suits your needs for something.
//
char *ship_return_orders(char *outbuf, ship *sp)
{
ai_info *aip;
ai_goal *aigp;
char *order_text;
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);
switch (aigp->ai_mode ) {
case AI_GOAL_FORM_ON_WING:
case AI_GOAL_GUARD_WING:
case AI_GOAL_CHASE_WING:
if ( aigp->ship_name ) {
strcat(outbuf, aigp->ship_name);
strcat(outbuf, XSTR( " 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->ship_name ) {
strcat(outbuf, aigp->ship_name);
} else {
strcpy(outbuf, XSTR( "no orders", 495));
}
break;
case AI_GOAL_DESTROY_SUBSYSTEM: {
char name[NAME_LENGTH];
if ( aip->targeted_subsys != NULL ) {
sprintf(outbuf, XSTR( "atk %s %s", 496), aigp->ship_name, hud_targetbox_truncate_subsys_name(aip->targeted_subsys->system_info->name));
strcat(outbuf, 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;
default:
return NULL;
}
return outbuf;
}
// return the amount of time until ship reaches it's 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;
objp = &Objects[sp->objnum];
aip = &Ai_info[sp->ai_index];
min_speed = objp->phys_info.speed;
if ( aip->mode == AIM_WAYPOINTS ) {
waypoint_list *wpl;
min_speed = 0.9f * sp->current_max_speed;
if (aip->wp_list >= 0) {
wpl = &Waypoint_lists[aip->wp_list];
dist += vm_vec_dist_quick(&objp->pos, &wpl->waypoints[aip->wp_index]);
for (int i=aip->wp_index; i<wpl->count-1; i++) {
dist += vm_vec_dist_quick(&wpl->waypoints[i], &wpl->waypoints[i+1]);
}
}
if ( dist < 1.0f) {
return NULL;
}
if ( (Objects[sp->objnum].phys_info.speed <= 0) || (sp->current_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_support_get_dock_time( OBJ_INDEX(objp) );
} else {
// don't return anytime for time to except for waypoints and actual docking.
return NULL;
}
/*
} else if ( aip->goal_objnum >= 0 ) {
dist = vm_vec_dist_quick(&Objects[aip->goal_objnum].pos, &objp->pos);
min_speed = sip->max_speed/4.0f;
} else if ( aip->target_objnum >= 0 ) {
if ( aip->guard_objnum < 0 ) {
dist = vm_vec_dist_quick(&Objects[aip->target_objnum].pos, &objp->pos);
min_speed = sip->max_speed/4.0f;
}
}
*/
if ( time >= 0 ) {
minutes = time/60;
seconds = time%60;
if ( minutes > 99 ) {
minutes = 99;
seconds = 99;
}
sprintf(outbuf, NOX("%02d:%02d"), minutes, seconds);
} else {
sprintf( outbuf, XSTR( "Unknown", 497) );
}
return outbuf;
}
// 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 captial ship on the same team:
cargo_so = GET_FIRST(&Ship_obj_list);
while(cargo_so != END_OF_LIST(&Ship_obj_list)){
cargo_sp = &Ships[Objects[cargo_so->objnum].instance];
if ( (Ship_info[cargo_sp->ship_info_index].flags & SIF_CARGO) && !(cargo_sp->team & TEAM_FRIENDLY) ) {
// If the cargo is revealed, continue on to next hostile cargo
if ( cargo_sp->flags & SF_CARGO_REVEALED ) {
goto next_cargo;
}
// check against friendly fighter/bombers + cruiser/freighter/transport
// IDEA: could cull down to fighter/bomber if we want this to run a bit quicker
for ( ship_so=GET_FIRST(&Ship_obj_list); ship_so != END_OF_LIST(&Ship_obj_list); ship_so=GET_NEXT(ship_so) ) {
ship_sp = &Ships[Objects[ship_so->objnum].instance];
// only consider friendly ships
if ( !(ship_sp->team & TEAM_FRIENDLY) ) {
continue;
}
// ignore the player
if ( ship_so->objnum == OBJ_INDEX(Player_obj) ) {
continue;
}
// if this ship is a small or big ship
if ( Ship_info[ship_sp->ship_info_index].flags & (SIF_SMALL_SHIP|SIF_BIG_SHIP) ) {
cargo_objp = &Objects[cargo_sp->objnum];
// use square of distance, faster than getting real distance (which will use sqrt)
dist_squared = vm_vec_dist_squared(&cargo_objp->pos, &Objects[ship_sp->objnum].pos);
limit_squared = (cargo_objp->radius+CARGO_RADIUS_DELTA)*(cargo_objp->radius+CARGO_RADIUS_DELTA);
if ( dist_squared <= max(limit_squared, CARGO_REVEAL_MIN_DIST*CARGO_REVEAL_MIN_DIST) ) {
ship_do_cargo_revealed( cargo_sp );
break; // break out of for loop, move on to next hostile cargo
}
}
} // end for
}
next_cargo:
cargo_so = GET_NEXT(cargo_so);
} // end while
}
// Maybe warn player about this attacking ship. This is called once per frame, and the
// information about the closest attacking ship comes for free, since this function is called
// from HUD code which has already determined the closest enemy attacker and the distance.
//
// input: enemy_sp => ship pointer to the TEAM_ENEMY ship attacking the player
// dist => the distance of the enemy to the player
//
// NOTE: there are no filters on enemy_sp, so it could be any ship type
//
#define PLAYER_ALLOW_WARN_INTERVAL 60000 // minimum time between warnings
#define PLAYER_CHECK_WARN_INTERVAL 300 // how often we check for warnings
#define PLAYER_MAX_WARNINGS 2 // max number of warnings player can receive in a mission
#define PLAYER_MIN_WARN_DIST 100 // minimum distance attacking ship can be from player and still allow warning
#define PLAYER_MAX_WARN_DIST 1000 // maximum distance attacking ship can be from plyaer and still allow warning
void ship_maybe_warn_player(ship *enemy_sp, float dist)
{
float fdot; //, rdot, udot;
vector vec_to_target;
int msg_type; //, on_right;
// First check if the player has reached the maximum number of warnings for a mission
if ( Player->warn_count >= PLAYER_MAX_WARNINGS ) {
return;
}
// Check if enough time has elapsed since last warning, if not - leave
if ( !timestamp_elapsed(Player->allow_warn_timestamp) ) {
return;
}
// Check to see if check timer has elapsed. Necessary, since we don't want to check each frame
if ( !timestamp_elapsed(Player->check_warn_timestamp ) ) {
return;
}
Player->check_warn_timestamp = timestamp(PLAYER_CHECK_WARN_INTERVAL);
// only allow warnings if within a certain distance range
if ( dist < PLAYER_MIN_WARN_DIST || dist > PLAYER_MAX_WARN_DIST ) {
return;
}
// only warn if a fighter or bomber is attacking the player
if ( !(Ship_info[enemy_sp->ship_info_index].flags & SIF_SMALL_SHIP) ) {
return;
}
// get vector from player to target
vm_vec_normalized_dir(&vec_to_target, &Objects[enemy_sp->objnum].pos, &Eye_position);
// ensure that enemy fighter is oriented towards player
fdot = vm_vec_dot(&Objects[enemy_sp->objnum].orient.vec.fvec, &vec_to_target);
if ( fdot > -0.7 ) {
return;
}
fdot = vm_vec_dot(&Player_obj->orient.vec.fvec, &vec_to_target);
msg_type = -1;
// check if attacking ship is on six. return if not far enough behind player.
if ( fdot > -0.7 )
return;
msg_type = MESSAGE_CHECK_6;
/*
goto warn_player_done;
}
// see if attacking ship is in front of ship (then do nothing)
if ( fdot > 0.7 ) {
return;
}
// ok, ship is on 3 or 9. Find out which
rdot = vm_vec_dot(&Player_obj->orient.rvec, &vec_to_target);
if ( rdot > 0 ) {
on_right = 1;
} else {
on_right = 0;
}
// now determine if ship is high or low
udot = vm_vec_dot(&Player_obj->orient.uvec, &vec_to_target);
if ( udot < -0.8 ) {
return; // if ship is attacking from directly below, no warning given
}
if ( udot > 0 ) {
if ( on_right ) {
msg_type = MESSAGE_CHECK_3_HIGH;
} else {
msg_type = MESSAGE_CHECK_9_HIGH;
}
} else {
if ( on_right ) {
msg_type = MESSAGE_CHECK_3_LOW;
} else {
msg_type = MESSAGE_CHECK_9_LOW;
}
}
warn_player_done:
*/
if ( msg_type != -1 ) {
int ship_index;
// multiplayer tvt - this is client side.
#ifndef NO_NETWORK
if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM) && (Net_player != NULL)){
ship_index = ship_get_random_player_wing_ship( SHIP_GET_NO_PLAYERS, 0.0f, -1, 0, Net_player->p_info.team );
}
else
#endif
{
ship_index = ship_get_random_player_wing_ship( SHIP_GET_NO_PLAYERS );
}
if ( ship_index >= 0 ) {
// multiplayer - make sure I just send to myself
#ifndef NO_NETWORK
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
#endif
{
message_send_builtin_to_player(msg_type, &Ships[ship_index], MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, -1);
}
Player->allow_warn_timestamp = timestamp(PLAYER_ALLOW_WARN_INTERVAL);
Player->warn_count++;
// nprintf(("Alan","Warning given for ship name: %s\n", enemy_sp->ship_name));
}
}
}
// player has just killed a ship, maybe offer send a 'good job' message
#define PLAYER_MAX_PRAISES 10 // max number of praises player can receive in a mission
void ship_maybe_praise_player(ship *deader_sp)
{
if ( myrand()&1 ) {
return;
}
// First check if the player has reached the maximum number of praises for a mission
if ( Player->praise_count >= PLAYER_MAX_PRAISES ) {
return;
}
// Check if enough time has elapsed since last praise, if not - leave
if ( !timestamp_elapsed(Player->allow_praise_timestamp) ) {
return;
}
if ( !(Player_ship->team & TEAM_FRIENDLY) ) {
return;
}
if ( deader_sp->team == Player_ship->team ) { // only praise if killing an enemy!
return;
}
// don't praise the destruction of navbuoys, cargo or other non-flyable ship types
if ( Ship_info[deader_sp->ship_info_index].flags & SIF_NOT_FLYABLE ) {
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);
}
// player has just killed a ship, maybe offer send a 'good job' message
#define PLAYER_ASK_HELP_INTERVAL 60000 // minimum time between praises
#define PLAYER_MAX_ASK_HELP 10 // max number of warnings player can receive in a mission
#define ASK_HELP_SHIELD_PERCENT 0.1 // percent shields at which ship will ask for help
#define ASK_HELP_HULL_PERCENT 0.3 // percent hull at which ship will ask for help
#define AWACS_HELP_HULL_HI 0.75 // percent hull at which ship will ask for help
#define AWACS_HELP_HULL_LOW 0.25 // percent hull at which ship will ask for help
// -----------------------------------------------------------------------------
void awacs_maybe_ask_for_help(ship *sp, int multi_team_filter)
{
object *objp;
int message = -1;
objp = &Objects[sp->objnum];
if ( objp->hull_strength < ( (AWACS_HELP_HULL_LOW + 0.01f *(static_rand(objp-Objects) & 5)) * Ship_info[sp->ship_info_index].initial_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)) * Ship_info[sp->ship_info_index].initial_hull_strength) ) {
// awacs ship below 75 + (0-4) %
if (!(sp->awacs_warning_flag & AWACS_WARN_75)) {
message = MESSAGE_AWACS_75;
sp->awacs_warning_flag |= AWACS_WARN_75;
}
}
if (message >= 0) {
message_send_builtin_to_player(message, sp, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, multi_team_filter);
Player->allow_ask_help_timestamp = timestamp(PLAYER_ASK_HELP_INTERVAL);
Player->ask_help_count++;
}
}
// -----------------------------------------------------------------------------
void ship_maybe_ask_for_help(ship *sp)
{
object *objp;
int multi_team_filter = -1;
// First check if the player has reached the maximum number of ask_help's for a mission
if ( Player->ask_help_count >= PLAYER_MAX_ASK_HELP ) {
return;
}
// Check if enough time has elapsed since last help request, if not - leave
if ( !timestamp_elapsed(Player->allow_ask_help_timestamp) ) {
return;
}
if ( !(Player_ship->team & TEAM_FRIENDLY) ) {
return;
}
Assert(sp->team & TEAM_FRIENDLY );
objp = &Objects[sp->objnum];
if ( objp->flags & OF_PLAYER_SHIP ) {// don't let the player ask for help!
return;
}
#ifndef NO_NETWORK
// determine team filter if TvT
if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)){
if(sp->team == TEAM_FRIENDLY){
multi_team_filter = 0;
} else if(sp->team == TEAM_HOSTILE){
multi_team_filter = 1;
}
}
#endif
// handle awacs ship as a special case
if (Ship_info[sp->ship_info_index].flags & SIF_HAS_AWACS) {
awacs_maybe_ask_for_help(sp, multi_team_filter);
return;
}
// for now, only have wingman ships request help
if ( !(sp->flags & SF_FROM_PLAYER_WING) ) {
return;
}
// first check if hull is at a critical level
if ( objp->hull_strength < ASK_HELP_HULL_PERCENT * Ship_info[sp->ship_info_index].initial_hull_strength ) {
goto play_ask_help;
}
// check if shields are near critical level
if ( objp->flags & OF_NO_SHIELDS ) {
return; // no shields on ship, no don't check shield levels
}
if ( get_shield_strength(objp) > (ASK_HELP_SHIELD_PERCENT * Ship_info[sp->ship_info_index].shields) ) {
return;
}
play_ask_help:
Assert(Ship_info[sp->ship_info_index].flags & (SIF_FIGHTER|SIF_BOMBER) ); // get Alan
message_send_builtin_to_player(MESSAGE_HELP, sp, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, multi_team_filter);
Player->allow_ask_help_timestamp = timestamp(PLAYER_ASK_HELP_INTERVAL);
if ( timestamp_until(Player->allow_scream_timestamp) < 15000 ) {
Player->allow_scream_timestamp = timestamp(15000); // prevent overlap with death message
}
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_NO_PLAYERS );
if ( ship_index >= 0 ) {
message_send_builtin_to_player(MESSAGE_PLAYED_DIED, &Ships[ship_index], MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, -1);
}
}
}
#define PLAYER_SCREAM_INTERVAL 60000
#define PLAYER_MAX_SCREAMS 10
// play a death scream for a ship
void ship_scream(ship *sp)
{
int multi_team_filter = -1;
// bogus
if(sp == NULL){
return;
}
#ifndef NO_NETWORK
// multiplayer tvt
if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)){
if(sp->team == TEAM_FRIENDLY){
multi_team_filter = 0;
} else if(sp->team == TEAM_HOSTILE){
multi_team_filter = 1;
}
}
#endif
message_send_builtin_to_player(MESSAGE_WINGMAN_SCREAM, sp, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, multi_team_filter);
Player->allow_scream_timestamp = timestamp(PLAYER_SCREAM_INTERVAL);
Player->scream_count++;
sp->flags |= SF_SHIP_HAS_SCREAMED;
// prevent overlap with help messages
if ( timestamp_until(Player->allow_ask_help_timestamp) < 15000 ) {
Player->allow_ask_help_timestamp = timestamp(15000); // prevent overlap with death message
}
}
// ship has just died, maybe play a scream.
//
// NOTE: this is only called for ships that are in a player wing (and not player ship)
void ship_maybe_scream(ship *sp)
{
if ( rand()&1 )
return;
// First check if the player has reached the maximum number of screams for a mission
if ( Player->scream_count >= PLAYER_MAX_SCREAMS ) {
return;
}
// if on different teams (i.e. team v. team games in multiplayer), no scream
if ( sp->team != Player_ship->team ) {
return;
}
// Check if enough time has elapsed since last scream, if not - leave
if ( !timestamp_elapsed(Player->allow_scream_timestamp) ) {
return;
}
ship_scream(sp);
}
// maybe tell player that we've requested a support ship
#define PLAYER_REQUEST_REPAIR_MSG_INTERVAL 240000
void ship_maybe_tell_about_rearm(ship *sp)
{
if ( !timestamp_elapsed(Player->request_repair_timestamp) ) {
return;
}
if ( !(Player_ship->team & TEAM_FRIENDLY) ) {
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 = 0;
if ( Objects[sp->objnum].hull_strength/Ship_info[sp->ship_info_index].initial_hull_strength < 0.4 ) {
heavily_damaged = 1;
}
if ( heavily_damaged || (sp->flags & SF_DISABLED) ) {
message_type = MESSAGE_REPAIR_REQUEST;
} else {
int i;
ship_weapon *swp;
swp = &sp->weapons;
for ( i = 0; i < swp->num_secondary_banks; i++ ) {
if (swp->secondary_bank_start_ammo[i] > 0) {
if ( swp->secondary_bank_ammo[i]/swp->secondary_bank_start_ammo[i] < 0.5f ) {
message_type = MESSAGE_REARM_REQUEST;
break;
}
}
}
}
int multi_team_filter = -1;
#ifndef NO_NETWORK
// multiplayer tvt
if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)){
if(sp->team == TEAM_FRIENDLY){
multi_team_filter = 0;
} else if(sp->team == TEAM_HOSTILE){
multi_team_filter = 1;
}
}
#endif
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)
{
#if 0
ship_weapon *swp;
// we only need to deal with multiplayer issues for now, so bail it not multiplayer
if ( !(Game_mode & GM_MULTIPLAYER) )
return;
Assert(sp);
swp = &sp->weapons;
if ( MULTIPLAYER_MASTER )
send_ship_weapon_change( sp, MULTI_PRIMARY_CHANGED, swp->current_primary_bank, (sp->flags & SF_PRIMARY_LINKED)?1:0 );
#endif
}
// The current secondary weapon or dual-fire status for a ship has changed.. notify clients if multiplayer
//
// input: sp => pointer to ship that modified secondaries
void ship_secondary_changed(ship *sp)
{
#if 0
ship_weapon *swp;
// we only need to deal with multiplayer issues for now, so bail it not multiplayer
if ( !(Game_mode & GM_MULTIPLAYER) ){
return;
}
Assert(sp);
swp = &sp->weapons;
if ( MULTIPLAYER_MASTER )
send_ship_weapon_change( sp, MULTI_SECONDARY_CHANGED, swp->current_secondary_bank, (sp->flags & SF_SECONDARY_DUAL_FIRE)?1:0 );
#endif
}
int ship_get_SIF(ship *shipp)
{
return Ship_info[shipp->ship_info_index].flags;
}
int ship_get_SIF(int sh)
{
return Ship_info[Ships[sh].ship_info_index].flags;
}
int ship_get_by_signature(int signature)
{
ship_obj *so;
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
// if we found a matching ship object signature
if((Objects[so->objnum].signature == signature) && (Objects[so->objnum].type == OBJ_SHIP)){
return Objects[so->objnum].instance;
}
}
// couldn't find the ship
return -1;
}
// function which gets called when the cargo of a ship is revealed. Happens at two different locations
// (at least when this function was written), one for the player, and one for AI ships. Need to send stuff
// to clients in multiplayer game.
void ship_do_cargo_revealed( ship *shipp, int from_network )
{
// don't do anything if we already know the cargo
if ( shipp->flags & SF_CARGO_REVEALED ){
return;
}
nprintf(("Network", "Revealing cargo for %s\n", shipp->ship_name));
#ifndef NO_NETWORK
// send the packet if needed
if ( (Game_mode & GM_MULTIPLAYER) && !from_network ){
send_cargo_revealed_packet( shipp );
}
#endif
shipp->flags |= SF_CARGO_REVEALED;
shipp->time_cargo_revealed = Missiontime;
// if the cargo is something other than "nothing", then make a log entry
if ( stricmp(Cargo_names[shipp->cargo1 & CARGO_INDEX_MASK], NOX("nothing")) ){
mission_log_add_entry(LOG_CARGO_REVEALED, shipp->ship_name, NULL, (shipp->cargo1 & CARGO_INDEX_MASK) );
}
}
void ship_do_cap_subsys_cargo_revealed( ship *shipp, ship_subsys *subsys, int from_network )
{
if ( subsys->subsys_cargo_revealed ) {
return;
}
nprintf(("Network", "Revealing cap ship subsys cargo for %s\n", shipp->ship_name));
#ifndef NO_NETWORK
// 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 );
}
#endif
subsys->subsys_cargo_revealed = 1;
// if the cargo is something other than "nothing", then make a log entry
if ( (subsys->subsys_cargo_name > 0) && stricmp(Cargo_names[subsys->subsys_cargo_name], NOX("nothing")) ){
mission_log_add_entry(LOG_CAP_SUBSYS_CARGO_REVEALED, shipp->ship_name, subsys->system_info->name, subsys->subsys_cargo_name );
}
}
// Return the range of the currently selected secondary weapon
// NOTE: If there is no missiles left in the current bank, range returned is 0
float ship_get_secondary_weapon_range(ship *shipp)
{
float srange=0.0f;
ship_weapon *swp;
swp = &shipp->weapons;
if ( swp->current_secondary_bank >= 0 ) {
weapon_info *wip;
int bank=swp->current_secondary_bank;
wip = &Weapon_info[swp->secondary_bank_weapons[bank]];
if ( swp->secondary_bank_ammo[bank] > 0 ) {
srange = wip->max_speed * wip->lifetime;
}
}
return srange;
}
// Determine the number of secondary ammo units (missile/bomb) allowed max for a ship
//
int get_max_ammo_count_for_bank(int ship_class, int bank, int ammo_type)
{
float capacity, size;
capacity = (float) Ship_info[ship_class].secondary_bank_ammo_capacity[bank];
size = (float) Weapon_info[ammo_type].cargo_size;
return (int) (capacity / size);
}
// Page in bitmaps for all the ships in this level
void ship_page_in()
{
int i,j;
int num_subsystems_needed = 0;
int ship_class_used[MAX_SHIP_TYPES];
// Mark all ship classes as not used
for (i=0; i<MAX_SHIP_TYPES; i++ ) {
ship_class_used[i] = 0;
}
// Mark any support ship types as used
//
for (i=0; i<Num_ship_types; i++ ) {
if ( Ship_info[i].flags & SIF_SUPPORT ) {
nprintf(( "Paging", "Found support ship '%s'\n", Ship_info[i].name ));
ship_class_used[i]++;
num_subsystems_needed += Ship_info[i].n_subsystems;
}
}
// Mark any ships in the mission as used
//
for (i=0; i<MAX_SHIPS; i++) {
if (Ships[i].objnum > -1) {
nprintf(( "Paging","Found ship '%s'\n", Ships[i].ship_name ));
ship_class_used[Ships[i].ship_info_index]++;
num_subsystems_needed += Ship_info[Ships[i].ship_info_index].n_subsystems;
}
}
// Mark any ships that might warp in in the future as used
//
p_object * p_objp;
for( 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]++;
num_subsystems_needed += Ship_info[p_objp->ship_class].n_subsystems;
}
// Page in all the ship classes that are used on this level
//
int num_ship_types_used = 0;
for (i=0; i<MAX_SHIP_TYPES; i++ ) {
if ( ship_class_used[i] ) {
ship_info *si = &Ship_info[i];
num_ship_types_used++;
// Page in the small hud icons for each ship
{
extern void hud_ship_icon_page_in(ship_info *sip);
hud_ship_icon_page_in(si);
}
// See if this model was previously loaded by another ship
int model_previously_loaded = -1;
int ship_previously_loaded = -1;
for (j=0; j<MAX_SHIP_TYPES; j++ ) {
if ( (Ship_info[j].modelnum > -1) && !stricmp(si->pof_file, Ship_info[j].pof_file) ) {
// Model already loaded
model_previously_loaded = Ship_info[j].modelnum;
ship_previously_loaded = j;
break;
}
}
// If the model is previously loaded...
if ( model_previously_loaded > -1 ) {
// If previously loaded model isn't the same ship class...)
if ( ship_previously_loaded != i ) {
// update the model number.
si->modelnum = model_previously_loaded;
for ( j = 0; j < si->n_subsystems; j++ ) {
si->subsystems[j].model_num = -1;
}
ship_copy_subsystem_fixup(si);
#ifndef NDEBUG
for ( j = 0; j < si->n_subsystems; j++ ) {
Assert( si->subsystems[j].model_num == si->modelnum );
}
#endif
} else {
// Just to be safe (I mean to check that my code works...)
Assert( si->modelnum > -1 );
Assert( si->modelnum == model_previously_loaded );
#ifndef NDEBUG
for ( j = 0; j < si->n_subsystems; j++ ) {
Assert( si->subsystems[j].model_num == si->modelnum );
}
#endif
}
} else {
// Model not loaded... so load it and page in its textures
si->modelnum = model_load(si->pof_file, si->n_subsystems, &si->subsystems[0]);
Assert( si->modelnum > -1 );
// Verify that all the subsystem model numbers are updated
#ifndef NDEBUG
for ( j = 0; j < si->n_subsystems; j++ ) {
Assert( si->subsystems[j].model_num == si->modelnum ); // JAS
}
#endif
}
}
}
for (i=0; i<MAX_SHIP_TYPES; i++ ) {
if ( ship_class_used[i] ) {
ship_info *si = &Ship_info[i];
if ( si->modelnum > -1 ) {
polymodel *pm = model_get(si->modelnum);
nprintf(( "Paging", "Paging in textures for model '%s'\n", si->pof_file ));
for (j=0; j<pm->n_textures; j++ ) {
int bitmap_num = pm->original_textures[j];
if ( bitmap_num > -1 ) {
// if we're in Glide (and maybe later with D3D), use nondarkening textures
if(gr_screen.mode == GR_GLIDE){
bm_page_in_nondarkening_texture( bitmap_num );
} else {
bm_page_in_texture( bitmap_num );
}
}
}
} else {
nprintf(( "Paging", "Couldn't load model '%s'\n", si->pof_file ));
}
}
}
nprintf(( "Paging", "There are %d ship classes used in this mission.\n", num_ship_types_used ));
mprintf(( "This mission requires %d Ship_subsystems. See #define MAX_SHIP_SUBOBJECTS.\n", num_subsystems_needed ));
// JAS: If you hit this, then MAX_SHIP_SUBOBJECTS is set too low.
// I added this code in to detect an error that wasn't getting detected any other
// way.
Assert(num_subsystems_needed < MAX_SHIP_SUBOBJECTS );
// Page in the thruster effects
//
// Make sure thrusters are loaded
if ( !Thrust_anim_inited ) ship_init_thrusters();
for ( i = 0; i < NUM_THRUST_ANIMS; i++ ) {
thrust_anim *ta = &Thrust_anims[i];
for ( j = 0; j<ta->num_frames; j++ ) {
bm_page_in_texture( ta->first_frame + j );
}
}
for ( i = 0; i < NUM_THRUST_GLOW_ANIMS; i++ ) {
thrust_anim *ta = &Thrust_glow_anims[i];
// glows are really not anims
bm_page_in_texture( ta->first_frame );
}
// page in insignia bitmaps
#ifndef NO_NETWORK
if(Game_mode & GM_MULTIPLAYER){
for(i=0; i<MAX_PLAYERS; i++){
if(MULTI_CONNECTED(Net_players[i]) && (Net_players[i].player != NULL) && (Net_players[i].player->insignia_texture >= 0)){
bm_page_in_xparent_texture(Net_players[i].player->insignia_texture);
}
}
}
else
#endif
{
if((Player != NULL) && (Player->insignia_texture >= 0)){
bm_page_in_xparent_texture(Player->insignia_texture);
}
}
}
// 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.
// In multiplayer -- to be coded by Mark Allender after 5/4/98 -- MK, 5/4/98
int is_support_allowed(object *objp)
{
if (The_mission.disallow_support){
return 0;
}
if ( Game_mode & GM_NORMAL ) {
if (Ships[objp->instance].team != TEAM_FRIENDLY){
return 0;
}
switch (Ship_info[Ships[objp->instance].ship_info_index].species) {
case SPECIES_TERRAN:
break;
case SPECIES_VASUDAN:
break;
case SPECIES_SHIVAN:
return 0;
case SPECIES_NONE:
break;
}
return 1;
#ifndef NO_NETWORK
} 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 ( Ships[objp->instance].team != TEAM_FRIENDLY ){
return 0;
}
}
return 1;
#endif
}
}
// return ship index
int ship_get_random_ship()
{
int num_ships;
int rand_ship;
int idx;
ship_obj *so;
// get the # of ships on the list
num_ships = ship_get_num_ships();
// get a random ship on the list
rand_ship = (int)frand_range(0.0f, (float)(num_ships - 1));
if(rand_ship < 0){
rand_ship = 0;
}
if(rand_ship > num_ships){
rand_ship = num_ships;
}
// find this guy
so = GET_FIRST(&Ship_obj_list);
for(idx=0; idx<rand_ship; idx++) {
so = GET_NEXT(so);
}
return Objects[so->objnum].instance;
}
// forcible jettison cargo from a ship
void ship_jettison_cargo(ship *shipp)
{
object *objp;
object *cargo_objp;
vector impulse, pos;
// make sure we are docked with a valid object
if(shipp->objnum < 0){
return;
}
objp = &Objects[shipp->objnum];
if(Ai_info[shipp->ai_index].dock_objnum == -1){
return;
}
if(Objects[Ai_info[shipp->ai_index].dock_objnum].type != OBJ_SHIP){
Int3();
return;
}
if(Ai_info[Ships[Objects[Ai_info[shipp->ai_index].dock_objnum].instance].ai_index].dock_objnum != OBJ_INDEX(objp)){
return;
}
cargo_objp = &Objects[Ai_info[shipp->ai_index].dock_objnum];
// undock the objects
ai_do_objects_undocked_stuff( objp, cargo_objp );
// 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_index != -1) {
damage = (float) atoi(Sexp_variables[shipp->special_exp_index+DAMAGE].text);
} else {
damage = Ship_info[shipp->ship_info_index].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_index == -1) {
outer_rad = Ship_info[Ships[ship_objp->instance].ship_info_index].outer_rad;
} else {
outer_rad = (float) atoi(Sexp_variables[Ships[ship_objp->instance].special_exp_index+OUTER_RAD].text);
}
return outer_rad;
}
int valid_cap_subsys_cargo_list(char *subsys)
{
if (strstr(subsys, "nav")
|| strstr(subsys, "comm")
|| strstr(subsys, "engines")
|| strstr(subsys, "fighter") // fighter bays
|| strstr(subsys, "sensors")
|| strstr(subsys, "weapons")) {
return 1;
}
return 0;
}
// determine turret status of a given subsystem, returns 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)
{
ship_subsys *lookup;
// sanity checks
if((shipp == NULL) || (subsys_name == NULL)){
return NULL;
}
lookup = GET_FIRST(&shipp->subsys_list);
while(lookup != END_OF_LIST(&shipp->subsys_list)){
// turret
if(!strcmp(lookup->system_info->subobj_name, subsys_name)){
return lookup;
}
// next
lookup = GET_NEXT(lookup);
}
// didn't find it
return NULL;
}
// 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].current_count > 0));
if((wing_index < 0) || (wing_index >= num_wings) || (Wings[wing_index].current_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].current_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 *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
objp = mission_parse_get_arrival_ship( Reinforcements[r_index].name );
if(objp != NULL){
return 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 the first ship in this wing
objp = GET_FIRST(&ship_arrival_list);
while( objp != END_OF_LIST(&ship_arrival_list) ) {
// check by wingnum
if (objp->wingnum == wing_index) {
return objp->team;
}
// next
objp = GET_NEXT(objp);
}
}
// no team ?
return -1;
}
// determine if the given texture is used by a ship type. return ship info index, or -1 if not used by a ship
int ship_get_texture(int bitmap)
{
int idx;
// check all ship types
for(idx=0; idx<Num_ship_types; idx++){
if((Ship_info[idx].modelnum >= 0) && model_find_texture(Ship_info[idx].modelnum, bitmap) == 1){
return idx;
}
}
// couldn't find the texture
return -1;
}
// update artillery lock info
#define CLEAR_ARTILLERY_AND_CONTINUE() { if(aip != NULL){ aip->artillery_objnum = -1; aip->artillery_sig = -1; aip->artillery_lock_time = 0.0f;} continue; }
float artillery_dist = 10.0f;
DCF(art, "")
{
dc_get_arg(ARG_FLOAT);
artillery_dist = Dc_arg_float;
}
void ship_update_artillery_lock()
{
#if defined(MULTIPLAYER_BETA_BUILD) || defined(FS2_DEMO)
return;
#else
ai_info *aip = NULL;
weapon_info *tlaser = NULL;
mc_info *cinfo = NULL;
int c_objnum;
vector temp, local_hit;
ship *shipp;
ship_obj *so;
// update all ships
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ){
// get the ship
if((so->objnum >= 0) && (Objects[so->objnum].type == OBJ_SHIP) && (Objects[so->objnum].instance >= 0)){
shipp = &Ships[Objects[so->objnum].instance];
} else {
continue;
}
// get ai info
if(shipp->ai_index >= 0){
aip = &Ai_info[shipp->ai_index];
}
// if the ship has no targeting laser firing
if((shipp->targeting_laser_objnum < 0) || (shipp->targeting_laser_bank < 0)){
CLEAR_ARTILLERY_AND_CONTINUE();
}
// if he didn't hit any objects this frame
if(beam_get_num_collisions(shipp->targeting_laser_objnum) <= 0){
CLEAR_ARTILLERY_AND_CONTINUE();
}
// get weapon info for the targeting laser he's firing
Assert((shipp->weapons.current_primary_bank >= 0) && (shipp->weapons.current_primary_bank < 2));
if((shipp->weapons.current_primary_bank < 0) || (shipp->weapons.current_primary_bank >= 2)){
continue;
}
Assert(shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank] >= 0);
if(shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank] < 0){
continue;
}
Assert((Weapon_info[shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]].wi_flags & WIF_BEAM) && (Weapon_info[shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]].b_info.beam_type == BEAM_TYPE_C));
if(!(Weapon_info[shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]].wi_flags & WIF_BEAM) || (Weapon_info[shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]].b_info.beam_type != BEAM_TYPE_C)){
continue;
}
tlaser = &Weapon_info[shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]];
// get collision info
if(!beam_get_collision(shipp->targeting_laser_objnum, 0, &c_objnum, &cinfo)){
CLEAR_ARTILLERY_AND_CONTINUE();
}
if((c_objnum < 0) || (cinfo == NULL)){
CLEAR_ARTILLERY_AND_CONTINUE();
}
// get the position we hit this guy with in his local coords
vm_vec_sub(&temp, &cinfo->hit_point_world, &Objects[c_objnum].pos);
vm_vec_rotate(&local_hit, &temp, &Objects[c_objnum].orient);
// if we are hitting a different guy now, reset the lock
if((c_objnum != aip->artillery_objnum) || (Objects[c_objnum].signature != aip->artillery_sig)){
aip->artillery_objnum = c_objnum;
aip->artillery_sig = Objects[c_objnum].signature;
aip->artillery_lock_time = 0.0f;
aip->artillery_lock_pos = local_hit;
// done
continue;
}
// otherwise we're hitting the same guy. check to see if we've strayed too far
if(vm_vec_dist_quick(&local_hit, &aip->artillery_lock_pos) > artillery_dist){
// hmmm. reset lock time, but don't reset the lock itself
aip->artillery_lock_time = 0.0f;
continue;
}
// finally - just increment the lock time
aip->artillery_lock_time += flFrametime;
// TEST CODE
if(aip->artillery_lock_time >= 2.0f){
HUD_printf("Firing artillery");
vector temp;
vm_vec_unrotate(&temp, &aip->artillery_lock_pos, &Objects[aip->artillery_objnum].orient);
vm_vec_add2(&temp, &Objects[aip->artillery_objnum].pos);
ssm_create(&temp, &Objects[so->objnum].pos, 0, NULL);
// reset the artillery
aip->artillery_lock_time = 0.0f;
}
}
#endif
}
// 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(vector *world_pt, object *objp, float delta_box)
{
Assert(objp->type == OBJ_SHIP);
vector temp, ship_pt;
polymodel *pm;
vm_vec_sub(&temp, world_pt, &objp->pos);
vm_vec_rotate(&ship_pt, &temp, &objp->orient);
pm = model_get(Ships[objp->instance].modelnum);
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;
int ship_info_index = shipp->ship_info_index;
// max overclodk
max_speed = Ship_info[ship_info_index].max_overclocked_speed;
// normal max speed
max_speed = max(max_speed, Ship_info[ship_info_index].max_vel.xyz.z);
// afterburn
max_speed = max(max_speed, Ship_info[ship_info_index].afterburner_max_vel.xyz.z);
return max_speed;
}
// determin warp speed of ship
float ship_get_warp_speed(object *objp)
{
Assert(objp->type == OBJ_SHIP);
float shipfx_calculate_warp_speed(object *);
return shipfx_calculate_warp_speed(objp);
}
// returns true if ship is beginning to speed up in warpout
int ship_is_beginning_warpout_speedup(object *objp)
{
Assert(objp->type == OBJ_SHIP);
ai_info *aip;
aip = &Ai_info[Ships[objp->instance].ai_index];
if (aip->mode == AIM_WARP_OUT) {
if ( (aip->submode == AIS_WARP_3) || (aip->submode == AIS_WARP_4) || (aip->submode == AIS_WARP_5) ) {
return 1;
}
}
return 0;
}
// given a ship info type, return a species
int ship_get_species_by_type(int ship_info_index)
{
// sanity
if((ship_info_index < 0) || (ship_info_index >= Num_ship_types)){
return -1;
}
// return species
return Ship_info[ship_info_index].species;
}
// return the length of a ship
float ship_get_length(ship* shipp)
{
polymodel *pm = model_get(shipp->modelnum);
return (pm->maxs.xyz.z - pm->mins.xyz.z);
}