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/*
* 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.
*
*/
#ifndef _WEAPON_H
#define _WEAPON_H
#include "globalincs/globals.h"
#include "globalincs/systemvars.h"
#include "globalincs/pstypes.h"
#include "actions/Program.h"
#include "decals/decals.h"
#include "gamesnd/gamesnd.h"
#include "graphics/2d.h"
#include "graphics/color.h"
#include "graphics/generic.h"
#include "model/model.h"
#include "model/animation/modelanimation.h"
#include "particle/ParticleManager.h"
#include "weapon/beam.h"
#include "weapon/shockwave.h"
#include "weapon/swarm.h"
#include "weapon/trails.h"
#include "weapon/weapon_flags.h"
#include "model/modelrender.h"
#include "render/3d.h"
class object;
class ship_subsys;
#define WP_UNUSED -1
#define WP_LASER 0 // PLEASE NOTE that this flag specifies ballistic primaries as well - Goober5000
#define WP_MISSILE 1
#define WP_BEAM 2
extern const char *Weapon_subtype_names[];
extern int Num_weapon_subtypes;
#define WRT_NONE -1
#define WRT_LASER 1
#define WRT_POF 2
// constants for weapon lock acquire methods
#define WLOCK_PIXEL 0
#define WLOCK_TIMER 1
// constants for weapon lock restrictions
#define LR_CURRENT_TARGET 0 // Only lock current target and subsystem
#define LR_CURRENT_TARGET_SUBSYS 1 //
#define LR_ANY_TARGETS 2
// enum for multilock object type restriction
enum class LR_Objecttypes { LRO_SHIPS, LRO_WEAPONS };
constexpr int BANK_SWITCH_DELAY = 250; // after switching banks, 1/4 second delay until player can fire
//particle names go here -nuke
#define PSPEW_NONE -1 //used to disable a spew, useful for xmts
#define PSPEW_DEFAULT 0 //std fs2 pspew
#define PSPEW_HELIX 1 //q2 style railgun trail
#define PSPEW_SPARKLER 2 //random particles in every direction, can be sperical or ovoid
#define PSPEW_RING 3 //outward expanding ring
#define PSPEW_PLUME 4 //spewers arrayed within a radius for thruster style effects, may converge or scatter
#define MAX_PARTICLE_SPEWERS 4 //i figure 4 spewers should be enough for now -nuke
// scale factor for supercaps taking damage from weapons which are not "supercap" weapons
#define SUPERCAP_DAMAGE_SCALE 0.25f
// default amount of time to wait after firing before a remote detonated missile can be detonated
#define DEFAULT_REMOTE_DETONATE_TRIGGER_WAIT 0.5f
// default value weapon max range is set to if there's not a tabled range value.
#define WEAPON_DEFAULT_TABLED_MAX_RANGE 999999999.9f
#define MAX_SPAWN_TYPES_PER_WEAPON 5
// homing missiles have an extended lifetime so they don't appear to run out of gas before they can hit a moving target at extreme
// range. Check the comment in weapon_set_tracking_info() for more details
#define LOCKED_HOMING_EXTENDED_LIFE_FACTOR 1.2f
typedef struct weapon {
int weapon_info_index; // index into weapon_info array
int objnum; // object number for this weapon
int model_instance_num; // model instance number, if we have any intrinsic-moving submodels
int team; // The team of the ship that fired this
int species; // The species of the ship that fired thisz
float lifeleft; // life left on this weapon
vec3d start_pos;
int target_num; // Object index of target
int target_sig; // So we know if the target is the same one we've been tracking
fix creation_time; // time at which created, stuffed Missiontime
flagset<Weapon::Weapon_Flags> weapon_flags; // bit flags defining behavior, see WF_xxxx
object* homing_object; // object this weapon is homing on.
ship_subsys* homing_subsys; // subsystem this weapon is homing on
vec3d homing_pos; // world position missile is homing on
std::unique_ptr<swarm_info> swarm_info_ptr; // index into swarm missile info, -1 if not WIF_SWARM
int missile_list_index; // index for missiles into Missile_obj_list, -1 weapon not missile
trail *trail_ptr; // NULL if no trail, otherwise a pointer to its trail
ship_subsys *turret_subsys; // points to turret that fired weapon, otherwise NULL
int group_id; // Which group this is in.
float det_range; //How far from start_pos it blows up
// Stuff for thruster glows
int thruster_bitmap; // What frame the current thruster bitmap is at for this weapon
float thruster_frame; // Used to keep track of which frame the animation should be on.
int thruster_glow_bitmap; // What frame the current thruster engine glow bitmap is at for this weapon
float thruster_glow_frame; // Used to keep track of which frame the engine glow animation should be on.
float thruster_glow_noise; // Noise for current frame
// laser stuff
float laser_bitmap_frame; // these are used to keep track of which frame the relevant animations should be on
float laser_headon_bitmap_frame;
float laser_glow_bitmap_frame;
float laser_glow_headon_bitmap_frame;
int pick_big_attack_point_timestamp; // Timestamp at which to pick a new point to attack.
vec3d big_attack_point; // Target-relative location of attack point.
SCP_vector<int>* cmeasure_ignore_list;
int cmeasure_timer;
// corkscrew info (taken out for now)
short cscrew_index; // corkscrew info index
// particle spew info
int particle_spew_time[MAX_PARTICLE_SPEWERS]; // time to spew next bunch of particles
float particle_spew_rand; // per weapon randomness value used by some particle spew types -nuke
// flak info
short flak_index; // flak info index
//local ssm stuff
fix lssm_warpout_time; //time at which the missile warps out
fix lssm_warpin_time; //time at which the missile warps back in
int lssm_stage; //what stage its in 1=just launched, 2=warping out. 3=warped out, 4=warping back in, 5=terminal dive
int lssm_warp_idx; //warphole index
float lssm_warp_time; //length of time warphole stays open
float lssm_warp_pct; //how much of the warphole's life should be dedicated to stage 2
vec3d lssm_target_pos;
// weapon transparency info
ubyte alpha_backward; // 1 = move in reverse (ascending in value)
float alpha_current; // the current alpha value
float weapon_max_vel; // might just as well store the data here
float launch_speed; // the initial forward speed (can vary due to additive velocity or acceleration)
// currently only gets set when weapon_info->acceleration_time is used
int next_spawn_time[MAX_SPAWN_TYPES_PER_WEAPON]; // used for continuous child spawn
mc_info* collisionInfo; // The last collision of this weapon or NULL if it had none
sound_handle hud_in_flight_snd_sig; // Signature of the sound played while the weapon is in flight
WeaponState weapon_state; // The current state of the weapon
float beam_per_shot_rot; // for type 5 beams
} weapon;
// info specific to beam weapons
typedef struct beam_weapon_section_info {
float width; // width of the section
float flicker; // how much it flickers (0.0 to 1.0)
float z_add; // is this necessary?
float tile_factor; // texture tile factor -Bobboau
int tile_type; // is this beam tiled by it's length, or not
float translation; // makes the beam texture move -Bobboau
generic_anim texture; // texture anim/bitmap
} beam_weapon_section_info;
enum class Type5BeamRotAxis {
STARTPOS_OFFSET,
ENDPOS_OFFSET,
STARTPOS_NO_OFFSET,
ENDPOS_NO_OFFSET,
CENTER,
UNSPECIFIED
};
enum class Type5BeamPos {
RANDOM_OUTSIDE,
RANDOM_INSIDE,
CENTER,
SAME_RANDOM
};
typedef struct type5_beam_info {
bool no_translate; // true if the end pos parameters were left unspecified
Type5BeamPos start_pos; // whether it starts from the center or a type 0 or 1 beam kind of random
Type5BeamPos end_pos; // same as above but but with an extra 'same random as start' option
vec3d start_pos_offset; // position simply added to start pos (possibly manipulated by the bools below)
vec3d end_pos_offset; // position simply added to end pos (possibly manipulated by the bools below)
vec3d start_pos_rand; // same as above but a randomly chosen between defined value for each axis and its negative
vec3d end_pos_rand;
int slash_pos_curve_idx;
bool target_orient_positions; // if true, offsets are oriented relative to the target, else the shooter's pov
bool target_scale_positions; // if true, offsets are scaled by target radius, else its a fixed span from the shooters pov
// regardless of distance
float continuous_rot; // radians per sec rotation over beam lifetime
int rot_curve_idx;
Type5BeamRotAxis continuous_rot_axis; // axis around which do continuous rotation
SCP_vector<float> burst_rot_pattern; // radians to rotate for each beam in a burst, will also make spawned and ssb beams fire
// this many beams simultaneously with the defined rotations
Type5BeamRotAxis burst_rot_axis; // axis around which to do burst rotation
float per_burst_rot; // radians to rotate for each burst, or each shot if no burst
Type5BeamRotAxis per_burst_rot_axis; // axis around which to do per burst rotation
} type5_beam_info;
typedef struct beam_weapon_info {
BeamType beam_type; // beam type
float beam_life; // how long it lasts
int beam_warmup; // how long it takes to warmup (in ms)
int beam_warmdown; // how long it takes to warmdown (in ms)
float beam_muzzle_radius; // muzzle glow radius
int beam_particle_count; // beam spew particle count
float beam_particle_radius; // radius of beam particles
float beam_particle_angle; // angle of beam particle spew cone
generic_anim beam_particle_ani; // particle_ani
SCP_map<int, std::array<float, NUM_SKILL_LEVELS>> beam_iff_miss_factor; // magic # which makes beams miss more. by parent iff and player skill level
gamesnd_id beam_loop_sound; // looping beam sound
gamesnd_id beam_warmup_sound; // warmup sound
gamesnd_id beam_warmdown_sound; // warmdown sound
int beam_num_sections; // the # of visible "sections" on the beam
generic_anim beam_glow; // muzzle glow bitmap
float glow_length; // (DahBlount) determines the length the muzzle glow when using a directional glow
bool directional_glow; // (DahBlount) makes the muzzle glow render to a poly that is oriented along the direction of fire
int beam_alpha_curve_idx; // alpha multiplier over the lifetime of the beam
int beam_shots; // # of shots the beam takes
float beam_shrink_factor; // what percentage of total beam lifetime when the beam starts shrinking
float beam_shrink_pct; // what percent/second the beam shrinks at
float beam_initial_width; // what percentage of total beam width the beam has initially
float beam_grow_factor; // what percentage of total beam lifetime when the beam starts growing
float beam_grow_pct; // what percent/second the beam grows at
beam_weapon_section_info sections[MAX_BEAM_SECTIONS]; // info on the visible sections of the beam
float range; // how far it will shoot-Bobboau
float damage_threshold; // point at wich damage will start being atenuated from 0.0 to 1.0
float beam_width; // width of the beam (for certain collision checks)
bool beam_light_flicker; // If beam light is affected by the flickering
bool beam_light_as_multiplier; // If beam light is used directly or multiplies the section width
flagset<Weapon::Beam_Info_Flags> flags;
type5_beam_info t5info; // type 5 beams only
} beam_weapon_info;
typedef struct particle_spew_info { //this will be used for multi spews
// particle spew stuff
int particle_spew_type; //added pspew type field -nuke
int particle_spew_count;
int particle_spew_time;
float particle_spew_vel;
float particle_spew_radius;
float particle_spew_lifetime;
float particle_spew_scale;
float particle_spew_z_scale; //length value for some effects -nuke
float particle_spew_rotation_rate; //rotation rate for some particle effects -nuke
vec3d particle_spew_offset; //offsets and normals, yay!
vec3d particle_spew_velocity;
generic_anim particle_spew_anim;
} particle_spew_info;
typedef struct spawn_weapon_info
{
short spawn_wep_index; // weapon info index of the child weapon, during parsing instead an index into Spawn_names
// MAY BE -1, if parsed weapon could not be found
short spawn_count; // Number of weapons of spawn_type to spawn.
float spawn_angle; // Angle to spawn the child weapons in. default is 180
float spawn_min_angle; // Angle of spawning 'deadzone' inside spawn angle. Default 0.
float spawn_interval; // How often to do continuous spawn, negative is no continuous spawn
float spawn_interval_delay; // A delay before starting continuous spawn
float spawn_chance; // Liklihood of spawning on every spawn interval
particle::ParticleEffectHandle spawn_effect; // Effect for continuous spawnings
} spawn_weapon_info;
// use this to extend a beam to "infinity"
#define BEAM_FAR_LENGTH 30000.0f
extern weapon Weapons[MAX_WEAPONS];
#define WEAPON_TITLE_LEN 48
enum InFlightSoundType
{
TARGETED,
UNTARGETED,
ALWAYS
};
#define MAX_SUBSTITUTION_PATTERNS 10
enum class LockRestrictionType
{
TYPE, CLASS, SPECIES, IFF
};
typedef std::pair<LockRestrictionType, int> lock_restriction;
enum class HomingAcquisitionType {
CLOSEST,
RANDOM,
};
struct ConditionalImpact {
particle::ParticleEffectHandle effect;
float min_health_threshold; //factor, 0-1
float max_health_threshold; //factor, 0-1
float min_angle_threshold; //in degrees
float max_angle_threshold; //in degrees
bool dinky;
};
struct weapon_info
{
char name[NAME_LENGTH]; // name of this weapon
char display_name[NAME_LENGTH]; // display name of this weapon
char title[WEAPON_TITLE_LEN]; // official title of weapon (used by tooltips)
char *desc; // weapon's description (used by tooltips)
char altSubsysName[NAME_LENGTH]; // rename turret to this if this is the turrets first weapon
char pofbitmap_name[MAX_FILENAME_LEN]; // Name of the pof representing this if POF, or bitmap filename if bitmap
int model_num; // modelnum of weapon -- -1 if no model
char external_model_name[MAX_FILENAME_LEN]; //the model rendered on the weapon points of a ship
int external_model_num; //the model rendered on the weapon points of a ship
char *tech_desc; // weapon's description (in tech database)
char tech_anim_filename[MAX_FILENAME_LEN]; // weapon's tech room animation
char tech_title[NAME_LENGTH]; // weapon's name (in tech database)
char tech_model[MAX_FILENAME_LEN]; //Image to display in the techroom (TODO) or the weapon selection screen if the ANI isn't specified/missing
int hud_target_lod; // LOD to use when rendering weapon model to the hud targetbox
int num_detail_levels; // number of LODs defined in table (optional)
int detail_distance[MAX_MODEL_DETAIL_LEVELS]; // LOD distances define in table (optional)
int subtype; // one of the WP_* macros above
int render_type; // rendering method, laser, pof, avi
vec3d closeup_pos; // position for camera to set an offset for viewing the weapon model
float closeup_zoom; // zoom when using weapon model in closeup view in loadout selection
char hud_filename[MAX_FILENAME_LEN]; //Name of image to display on HUD in place of text
int hud_image_index; //teh index of the image
generic_anim laser_bitmap; // bitmap for a laser
generic_anim laser_headon_bitmap; // optional bitmap for when viewed from ahead/behind
generic_anim laser_glow_bitmap; // optional laser glow bitmap
generic_anim laser_glow_headon_bitmap; // optional headon for the glow
float laser_headon_switch_rate; // how smooth vs sudden the transition between the headon and main bitmap should be
float laser_headon_switch_ang; // at what angle
float laser_length;
int laser_length_curve_idx; // length over time curve
color laser_color_1; // for cycling between glow colors
color laser_color_2; // for cycling between glow colors
float laser_head_radius, laser_tail_radius;
float laser_glow_length_scale;
float laser_glow_head_scale;
float laser_glow_tail_scale;
int laser_radius_curve_idx; // tail + head radius over time curve
float laser_min_pixel_size;
vec3d laser_pos_offset;
float collision_radius_override; // overrides the radius for the purposes of collision
int laser_alpha_curve_idx; // alpha over time curve
bool light_color_set;
hdr_color light_color; //For the light cast by the projectile
float light_radius;
float max_speed; // max speed of the weapon
float acceleration_time; // how many seconds to reach max speed (secondaries only)
float vel_inherit_amount; // how much of the parent ship's velocity is inherited (0.0..1.0)
float free_flight_time;
float free_flight_speed_factor;
float gravity_const; // multiplier applied to gravity, if any in the mission
float mass; // mass of the weapon
float fire_wait; // fire rate -- amount of time before you can refire the weapon
float max_delay; // max time to delay a shot (DahBlount)
float min_delay; // min time to delay a shot (DahBlount)
float damage; // damage of weapon (for missile, damage within inner radius)
float damage_time; // point in the lifetime of the weapon at which damage starts to attenuate. This applies to non-beam primaries. (DahBlount)
int damage_curve_idx; // damage over time curve
float atten_damage; // The damage to attenuate to. (DahBlount)
float damage_incidence_max; // dmg multipler when weapon hits dead-on (perpindicular)
float damage_incidence_min; // dmg multipler when weapon hits glancing (parallel)
shockwave_create_info shockwave;
shockwave_create_info dinky_shockwave;
fix arm_time;
float arm_dist;
float arm_radius;
float det_range;
float det_radius; //How far from target or target subsystem it blows up
float flak_detonation_accuracy; //How far away from a target a flak shell will blow up. Standard is 65.0f
float flak_targeting_accuracy; //Determines the amount of jitter applied to flak targeting. USE WITH CAUTION!
float untargeted_flak_range_penalty; //Untargeted flak shells detonate after travelling max range - this parameter. Default 20.0f
float armor_factor, shield_factor, subsystem_factor; // in 0.0..2.0, scale of damage done to type of thing
float life_min;
float life_max;
float lifetime; // How long this weapon will live for
float energy_consumed; // Energy used up when weapon is fired
flagset<Weapon::Info_Flags> wi_flags; // bit flags defining behavior, see WIF_xxxx
float turn_time;
int turn_rate_curve_idx; // turn rate over time curve
float turn_accel_time;
float cargo_size; // cargo space taken up by individual weapon (missiles only)
float autoaim_fov; // the weapon specific auto-aim field of view
float rearm_rate; // rate per second at which secondary weapons are loaded during rearming
int reloaded_per_batch; // number of munitions rearmed per batch
float weapon_range; // max range weapon can be effectively fired. (May be less than life * speed)
float optimum_range; // causes ai fighters to prefer this distance when attacking with the weapon
float weapon_min_range; // *Minimum weapon range, default is 0 -Et1
flagset<Object::Aiming_Flags> aiming_flags;
float minimum_convergence_distance;
float convergence_distance;
bool pierce_objects;
bool spawn_children_on_pierce;
// spawn weapons
int num_spawn_weapons_defined;
int maximum_children_spawned; // An upper bound for the total number of spawned children, used by multi
spawn_weapon_info spawn_info[MAX_SPAWN_TYPES_PER_WEAPON];
float lifetime_variation_factor_when_child;
// swarm count
short swarm_count; // how many swarm missiles are fired for this weapon
int SwarmWait; // *Swarm firewait, default is 150 -Et1
int target_restrict;
LR_Objecttypes target_restrict_objecttypes;
bool multi_lock;
int max_seeking; // how many seekers can be active at a time if multilock is enabled. A value of one will lock stuff up one by one.
int max_seekers_per_target; // how many seekers can be attached to a target.
SCP_vector<lock_restriction> ship_restrict; // list of pairs of types of restrictions, and the specific restriction of that type
SCP_vector<std::pair<LockRestrictionType, SCP_string>> ship_restrict_strings; // the above but the specific restrictions are the parsed strings (instead of looked up indicies)
bool trigger_lock; // Trigger must be held down and released to lock and fire.
bool launch_reset_locks; // Lock indicators reset after firing
HomingAcquisitionType auto_target_method;
// Specific to ASPECT homing missiles.
int acquire_method;
float min_lock_time; // minimum time (in seconds) to achieve lock
int lock_pixels_per_sec; // pixels/sec moved while locking
int catchup_pixels_per_sec; // pixels/sec moved while catching-up for a lock
int catchup_pixel_penalty; // number of extra pixels to move while locking as a penalty for catching up for a lock
float lock_fov;
// Specific to HEAT homing missiles.
float fov;
// Seeker strength - for countermeasures overhaul.
float seeker_strength;
gamesnd_id pre_launch_snd;
int pre_launch_snd_min_interval; //Minimum interval in ms between the last time the pre-launch sound was played and the next time it can play, as a limiter in case the player is pumping the trigger
gamesnd_id launch_snd;
gamesnd_id cockpit_launch_snd;
gamesnd_id impact_snd;
gamesnd_id disarmed_impact_snd;
gamesnd_id shield_impact_snd;
gamesnd_id flyby_snd; // whizz-by sound, transmitted through weapon's portable atmosphere.
gamesnd_id ambient_snd;
gamesnd_id start_firing_snd;
gamesnd_id loop_firing_snd;
gamesnd_id end_firing_snd;
gamesnd_id hud_tracking_snd; // Sound played when the player is tracking a target with this weapon
gamesnd_id hud_locked_snd; // Sound played when the player is locked onto a target with this weapon
gamesnd_id hud_in_flight_snd; // Sound played while the player has this weapon in flight
InFlightSoundType in_flight_play_type; // The status when the sound should be played
// Specific to weapons with TRAILS:
trail_info tr_info;
char icon_filename[MAX_FILENAME_LEN]; // filename for icon that is displayed in weapon selection
char anim_filename[MAX_FILENAME_LEN]; // filename for animation that plays in weapon selection
int selection_effect;
float shield_impact_explosion_radius;
particle::ParticleEffectHandle impact_weapon_expl_effect; // Impact particle effect
particle::ParticleEffectHandle dinky_impact_weapon_expl_effect; // Dinky impact particle effect
particle::ParticleEffectHandle flash_impact_weapon_expl_effect;
particle::ParticleEffectHandle piercing_impact_effect;
particle::ParticleEffectHandle piercing_impact_secondary_effect;
SCP_map<int, SCP_vector<ConditionalImpact>> conditional_impacts;
particle::ParticleEffectHandle muzzle_effect;
// Particle effect for the various states, WeaponState::NORMAL is the state for the whole lifetime, even for missiles
SCP_unordered_map<WeaponState, particle::ParticleEffectHandle, WeaponStateHash> state_effects;
// EMP effect
float emp_intensity; // intensity of the EMP effect
float emp_time; // time of the EMP effect
// Recoil effect
float recoil_modifier;
float shudder_modifier;
// Energy suck effect
float weapon_reduce; // how much energy removed from weapons systems
float afterburner_reduce; // how much energy removed from weapons systems
// Vampirism Effect Multiplier
float vamp_regen; // Factor by which a vampiric weapon will multiply the healing done to the shooter
// tag stuff
float tag_time; // how long the tag lasts
int tag_level; // tag level (1 - 3)
// muzzle flash
int muzzle_flash; // muzzle flash stuff
float field_of_fire; //cone the weapon will fire in, 0 is strait all the time-Bobboau
float fof_spread_rate; //How quickly the FOF will spread for each shot (primary weapons only, this doesn't really make sense for turrets)
float fof_reset_rate; //How quickly the FOF spread will reset over time (primary weapons only, this doesn't really make sense for turrets)
float max_fof_spread; //The maximum fof increase that the shots can spread to
int shots; //the number of shots that will be fired at a time,
//only realy usefull when used with FOF to make a shot gun effect
//now also used for weapon point cycleing
// Corkscrew info - phreak 11/9/02
int cs_num_fired;
float cs_radius;
float cs_twist;
bool cs_crotate;
int cs_delay;
bool cs_random_angle;
float cs_angle;
//electronics info - phreak 5/3/03
int elec_time; //how long it lasts, in milliseconds
float elec_eng_mult; //multiplier on engine subsystem
float elec_weap_mult; //multiplier on weapon subsystem and turrets
float elec_beam_mult; //used instead of elec_weap_mult if turret is a beam turret
float elec_sensors_mult; //multiplier on sensors and awacs
int elec_randomness; //disruption time lasts + or - this value from whats calculated. time in milliseconds
int elec_use_new_style; //use new style electronics parameters
// SSM
int SSM_index; // wich entry in the SSM,tbl it uses -Bobboau
//local ssm info
int lssm_warpout_delay; //delay between launch and warpout (ms)
int lssm_warpin_delay; //delay between warpout and warpin (ms)
float lssm_stage5_vel; //velocity during final stage
float lssm_warpin_radius;
float lssm_lock_range;
int lssm_warpeffect; //Which fireballtype is used for the warp effect
// Beam weapon effect
beam_weapon_info b_info; // this must be valid if the weapon is a beam weapon WIF_BEAM or WIF_BEAM_SMALL
// now using new particle spew struct -nuke
particle_spew_info particle_spewers[MAX_PARTICLE_SPEWERS];
// Countermeasure information
float cm_aspect_effectiveness;
float cm_heat_effectiveness;
float cm_effective_rad;
float cm_detonation_rad;
bool cm_kill_single; // should the countermeasure kill just the single decoyed missile within CMEASURE_DETONATE_DISTANCE?
int cmeasure_timer_interval; // how many milliseconds between pulses
int cmeasure_firewait; // delay in milliseconds between countermeasure firing --wookieejedi
bool cmeasure_use_firewait; // if set to true, then countermeasure will use specified firewait instead of default --wookieejedi
float cmeasure_failure_delay_multiplier_ai; // multiplier for firewait between failed countermeasure launches, next launch try = this value * firewait --wookieejedi
float cmeasure_success_delay_multiplier_ai; // multiplier for firewait between successful countermeasure launches, next launch try = this value * firewait --wookieejedi
float weapon_submodel_rotate_accell;
float weapon_submodel_rotate_vel;
int damage_type_idx;
int damage_type_idx_sav; // stored value from table used to reset damage_type_idx
int armor_type_idx; // Weapon armor type
// transparency/alpha info
float alpha_max; // maximum alpha value to use
float alpha_min; // minimum alpha value to use
float alpha_cycle; // cycle between max and min by this much each frame
int weapon_hitpoints;
int burst_shots; // always 1 less than the actual burst length; 0 = no burst, 1 = two-shot burst, 2 = 3-shot, etc
float burst_delay;
flagset<Weapon::Burst_Flags> burst_flags;
// Thruster effects
generic_anim thruster_flame;
generic_anim thruster_glow;
float thruster_glow_factor;
float target_lead_scaler;
int num_targeting_priorities;
int targeting_priorities[32];
// Optional weapon failures
float failure_rate;
SCP_string failure_sub_name;
int failure_sub;
// the optional pattern of weapons that this weapon will fire
size_t num_substitution_patterns;
int weapon_substitution_pattern[MAX_SUBSTITUTION_PATTERNS]; //weapon_indexes
char weapon_substitution_pattern_names[MAX_SUBSTITUTION_PATTERNS][NAME_LENGTH]; // weapon names so that we can generate the indexs after sort
int score; //Optional score for destroying the weapon
SCP_map<SCP_string, SCP_string> custom_data;
SCP_vector<custom_string> custom_strings;
decals::creation_info impact_decal;
actions::ProgramSet on_create_program;
animation::ModelAnimationSet animations;
public:
weapon_info();
inline bool is_homing() const { return wi_flags[Weapon::Info_Flags::Homing_heat, Weapon::Info_Flags::Homing_aspect, Weapon::Info_Flags::Homing_javelin]; }
inline bool is_locked_homing() const { return wi_flags[Weapon::Info_Flags::Homing_aspect, Weapon::Info_Flags::Homing_javelin]; }
inline bool hurts_big_ships() const { return wi_flags[Weapon::Info_Flags::Bomb, Weapon::Info_Flags::Beam, Weapon::Info_Flags::Huge, Weapon::Info_Flags::Big_only]; }
inline bool is_interceptable() const { return wi_flags[Weapon::Info_Flags::Fighter_Interceptable, Weapon::Info_Flags::Turret_Interceptable]; }
const char* get_display_name() const;
bool has_display_name() const;
void reset();
};
extern special_flag_def_list_new<Weapon::Info_Flags, weapon_info*, flagset<Weapon::Info_Flags>&> Weapon_Info_Flags[];
extern const size_t num_weapon_info_flags;
// Data structure to track the active missiles
typedef struct missile_obj {
missile_obj *next, *prev;
int flags, objnum;
} missile_obj;
extern missile_obj Missile_obj_list;
// WEAPON EXPLOSION INFO
#define MAX_WEAPON_EXPL_LOD 4
typedef struct weapon_expl_lod {
char filename[MAX_FILENAME_LEN];
int bitmap_id;
int num_frames;
int fps;
weapon_expl_lod( )
: bitmap_id( -1 ), num_frames( 0 ), fps( 0 )
{
filename[ 0 ] = 0;
}
} weapon_expl_lod;
typedef struct weapon_expl_info {
int lod_count;
weapon_expl_lod lod[MAX_WEAPON_EXPL_LOD];
} weapon_expl_info;
class weapon_explosions
{
private:
SCP_vector<weapon_expl_info> ExplosionInfo;
int GetIndex(char *filename);
public:
weapon_explosions();
int Load(char *filename = NULL, int specified_lods = MAX_WEAPON_EXPL_LOD);
int GetAnim(int weapon_expl_index, vec3d *pos, float size);
void PageIn(int idx);
};
extern weapon_explosions Weapon_explosions;
extern SCP_vector<weapon_info> Weapon_info;
extern int Num_weapons;
extern int First_secondary_index;
extern int Default_cmeasure_index;
extern SCP_vector<int> Player_weapon_precedence; // Vector of weapon types, precedence list for player weapon selection
#define WEAPON_INDEX(wp) (int)(wp-Weapons)
int weapon_info_lookup(const char *name);
int weapon_info_get_index(const weapon_info *wip);
inline int weapon_info_size()
{
return static_cast<int>(Weapon_info.size());
}
void weapon_init(); // called at game startup
void weapon_close(); // called at game shutdown
void weapon_level_init(); // called before the start of each level
void weapon_render(object* obj, model_draw_list *scene);
void weapon_delete( object * obj );
void weapon_process_pre( object *obj, float frame_time);
void weapon_process_post( object *obj, float frame_time);
//Call before weapons_page_in to mark a weapon as used
void weapon_mark_as_used(int weapon_id);
// Helper functions for l_Weaponclass.isWeaponUsed
bool weapon_page_in(int weapon_type);
bool weapon_used(int weapon_type);
// Group_id: If you should quad lasers, they should all have the same group id.
// This will be used to optimize lighting, since each group only needs to cast one light.
// Call this to get a new group id, then pass it to each weapon_create call for all the
// weapons in the group. Number will be between 0 and WEAPON_MAX_GROUP_IDS and will
// get reused.
int weapon_create_group_id();
// How many unique groups of weapons there can be at one time.
#define WEAPON_MAX_GROUP_IDS 256
// Passing a group_id of -1 means it isn't in a group. See weapon_create_group_id for more
// help on weapon groups.
int weapon_create( const vec3d *pos, const matrix *orient, int weapon_type, int parent_obj, int group_id=-1, bool is_locked = false, bool is_spawned = false, float fof_cooldown = 0.0f, ship_subsys *src_turret = nullptr);
void weapon_set_tracking_info(int weapon_objnum, int parent_objnum, int target_objnum, int target_is_locked = 0, ship_subsys *target_subsys = NULL);
// gets the substitution pattern pointer for a given weapon
// src_turret may be null
size_t* get_pointer_to_weapon_fire_pattern_index(int weapon_type, int ship_idx, ship_subsys* src_turret);
// for weapons flagged as particle spewers, spew particles. wheee
void weapon_maybe_spew_particle(object *obj);
bool weapon_armed(weapon *wp, bool hit_target);
void weapon_hit( object * weapon_obj, object * impacted_obj, vec3d * hitpos, int quadrant = -1, vec3d* hitnormal = nullptr );
void spawn_child_weapons( object *objp, int spawn_index_override = -1);
// call to detonate a weapon. essentially calls weapon_hit() with other_obj as NULL, and sends a packet in multiplayer
void weapon_detonate(object *objp);
void weapon_area_apply_blast(vec3d *force_apply_pos, object *ship_objp, vec3d *blast_pos, float blast, bool make_shockwave);
int weapon_area_calc_damage(object *objp, vec3d *pos, float inner_rad, float outer_rad, float max_blast, float max_damage,
float *blast, float *damage, float limit);
missile_obj *missile_obj_return_address(int index);
void find_homing_object_cmeasures(const SCP_vector<object*> &cmeasure_list);
// THE FOLLOWING FUNCTION IS IN SHIP.CPP!!!!
// 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 );
// call to get the "color" of the laser at the given moment (since glowing lasers can cycle colors)
void weapon_get_laser_color(color *c, object *objp);
void weapon_hit_do_sound(object *hit_obj, weapon_info *wip, vec3d *hitpos, bool is_armed, int quadrant);
void weapon_do_electronics_effect(object *ship_objp, vec3d *blast_pos, int wi_index);
int weapon_get_random_player_usable_weapon();
// return a scale factor for damage which should be applied for 2 collisions
float weapon_get_damage_scale(weapon_info *wip, object *wep, object *target);
// Pauses all running weapon sounds
void weapon_pause_sounds();
// Unpauses all running weapon sounds
void weapon_unpause_sounds();
// Called by hudartillery.cpp after SSMs have been parsed to make sure that $SSM: entries defined in weapons are valid.
void validate_SSM_entries();
void shield_impact_explosion(vec3d *hitpos, object *objp, float radius, int idx);
// Swifty - return number of max simultaneous locks
int weapon_get_max_missile_seekers(weapon_info *wip);
// return if this weapon can lock on this target, based on its type, class, species or iff
bool weapon_target_satisfies_lock_restrictions(weapon_info *wip, object* target);
// return if this weapon has iff restrictions, and should ignore normal iff targeting restrictions
bool weapon_has_iff_restrictions(weapon_info* wip);
// whether secondary weapon wip on shooter is in range of target_world_pos
bool weapon_secondary_world_pos_in_range(object* shooter, weapon_info* wip, vec3d* target_world_pos);
// Return whether shooter is in range, fov, etc of target_subsys, for multilock
// also returns the dot to the subsys in out_dot
// While single target missiles will check these properties as well separately, this function is ONLY used by multilock
bool weapon_multilock_can_lock_on_subsys(object* shooter, object* target, ship_subsys* target_subsys, weapon_info* wip, float* out_dot = nullptr);
// Return whether shooter is in fov, etc of a target, for multilock
// does NOT check range
// also returns the dot to the subsys in out_dot
// While single target missiles will check these properties as well separately, this function is ONLY used by multilock
bool weapon_multilock_can_lock_on_target(object* shooter, object* target_objp, weapon_info* wip, float* out_dot = nullptr, bool checkWeapons = false);
// Return whether the weapon has a target it is currently homing on
bool weapon_has_homing_object(weapon* wp);
#endif
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