File: emp.cpp

package info (click to toggle)
freespace2 3.7.0%2Brepack-2
  • links: PTS, VCS
  • area: non-free
  • in suites: jessie, jessie-kfreebsd
  • size: 22,848 kB
  • ctags: 41,897
  • sloc: cpp: 369,931; makefile: 1,060; xml: 129; sh: 112
file content (649 lines) | stat: -rw-r--r-- 18,149 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
/*
 * Copyright (C) Volition, Inc. 1999.  All rights reserved.
 *
 * All source code herein is the property of Volition, Inc. You may not sell 
 * or otherwise commercially exploit the source or things you created based on the 
 * source.
 *
*/



#include <stdarg.h>


#include "weapon/emp.h"
#include "io/timer.h"
#include "freespace2/freespace.h"
#include "globalincs/linklist.h"
#include "hud/hudlock.h"
#include "hud/hudtarget.h"
#include "hud/hud.h"
#include "object/object.h"
#include "weapon/weapon.h"
#include "ship/ship.h"
#include "parse/parselo.h"
#include "iff_defs/iff_defs.h"
#include "network/multimsgs.h"
#include "network/multi.h"




// ----------------------------------------------------------------------------------------------------
// EMP EFFECT DEFINES/VARS
//

// intensity of the playing effect
float Emp_intensity = -1.0f;					// current intensity of the EMP effect (normalized to EMP_INTENSITY_MAX)
float Emp_decr = 0.0f;							// how much to decrement the effect per second

// timestamp until we should randomly choose another target
int Emp_wacky_target_timestamp = -1;

// max time we'll disrupt turrets on big ships
#define MAX_TURRET_DISRUPT_TIME				7500

// conventient for determining if EMP is active
#define EMP_ACTIVE_LOCAL()			(Emp_intensity > 0.0f)

// for keeping track of messed up text
#define EMP_WACKY_TEXT_LEN					256
typedef struct wacky_text {
	char str[EMP_WACKY_TEXT_LEN];
	int stamp;
} wacky_text;
wacky_text Emp_wacky_text[NUM_TEXT_STAMPS];

// for randomly inserting characters
#define NUM_RANDOM_CHARS		51
char Emp_random_char[NUM_RANDOM_CHARS] = 
									{ 'a', 'b', 'c', 'd', 'e', 'f', 'g', '4', 'h', '8', '_', '$', ')', '-', '~', 'u', 'q', 
									  '.', 'x', 'h', '&', '%', '*', '1', '3', 't', 'h', 'o', 'p', '@', 'h', 'i','v', '+', '=',
									  '|', '{', '}', ':', ';', '^', 'l', 'z', 'u', 'v', '<', '>', '?', '5', '8' };

// EMP EFFECTS ON PLAYERS -----
// 1.) Lose target lock if any, along with ability to lock on
// 2.) Display EMP-BLAST icon or something (maybe flash it)
// 3.) at wacky intervals, target random ships (which he cannot lock on)
// 4.) Randomly flicker HUD gauges
// 5.) Randomly swap/mess-up HUD text

// EMP EFFECTS ON SHIPS -------
// 1.) Lightning effect proportional to the emp effect

// ----------------------------------------------------------------------------------------------------
// EMP EFFECT FUNCTIONS
//

// maybe reformat a string 
void emp_maybe_reformat_text(char *text, int max_len, int gauge_id);

// randomize the chars in a string
void emp_randomize_chars(char *str);


// initialize the EMP effect for the mission
void emp_level_init()
{
	int idx;
	
	// reset all vars
	Emp_intensity = 0.0f;	
	Emp_wacky_target_timestamp = -1;

	for(idx=0; idx<NUM_TEXT_STAMPS; idx++){
		memset(Emp_wacky_text[idx].str, 0, EMP_WACKY_TEXT_LEN);
		Emp_wacky_text[idx].stamp = -1;
	}
}

// apply the EMP effect to all relevant ships
void emp_apply(vec3d *pos, float inner_radius, float outer_radius, float emp_intensity, float emp_time, bool use_emp_time_for_capship_turrets)
{	
	float actual_intensity, actual_time;
	vec3d dist;
	float dist_mag;
	float scale_factor;
	object *target;
	ship_obj *so;
	missile_obj *mo;
	ship_subsys *moveup;
	weapon_info *wip_target;

	// all machines check to see if the blast hit a bomb. if so, shut it down (can't move anymore)	
	for( mo = GET_FIRST(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
		target = &Objects[mo->objnum];
		if(target->type != OBJ_WEAPON){
			continue;
		}

		Assert(target->instance >= 0);
		if(target->instance < 0){
			continue;
		}
		Assert(Weapons[target->instance].weapon_info_index >= 0);
		if(Weapons[target->instance].weapon_info_index < 0){
			continue;
		}
		
		// if we have a bomb weapon
		wip_target = &Weapon_info[Weapons[target->instance].weapon_info_index];
		if((wip_target->weapon_hitpoints > 0) && !(wip_target->wi_flags2 & WIF2_NO_EMP_KILL)) {
			// get the distance between the detonation and the target object
			vm_vec_sub(&dist, &target->pos, pos);
			dist_mag = vm_vec_mag(&dist);

			// if the bomb was within 1/4 of the outer radius, castrate it
			if(dist_mag <= (outer_radius * 0.25f)){
				// memset(&target->phys_info, 0, sizeof(physics_info));
				Weapons[target->instance].weapon_flags |= WF_DEAD_IN_WATER;
				mprintf(("EMP killing weapon\n"));
			}
		}	
	}

	// if I'm only a client in a multiplayer game, do nothing
	if(MULTIPLAYER_CLIENT){
		return;
	}

	// See if there are any friendly ships present, if so return without preventing msg
	for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {		
		target = &Objects[so->objnum];
		if(target->type != OBJ_SHIP){
			continue;
		}	
		
		Assert(Objects[so->objnum].instance >= 0);
		if(Objects[so->objnum].instance < 0){
			continue;
		}
		Assert(Ships[Objects[so->objnum].instance].ship_info_index >= 0);
		if(Ships[Objects[so->objnum].instance].ship_info_index < 0){
			continue;
		}

		// if the ship is a cruiser or cap ship, only apply the EMP effect to turrets
		if(Ship_info[Ships[target->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
			float capship_emp_time = use_emp_time_for_capship_turrets ? emp_time : MAX_TURRET_DISRUPT_TIME;
			
			moveup = &Ships[target->instance].subsys_list;
			if(moveup->next != NULL){
				moveup = moveup->next;
			}
			while(moveup != &Ships[target->instance].subsys_list){
				// if this is a turret, disrupt it
				if((moveup->system_info != NULL) && (moveup->system_info->type == SUBSYSTEM_TURRET)){
					vec3d actual_pos;					
					
					// get the distance to the subsys					
					vm_vec_unrotate(&actual_pos, &moveup->system_info->pnt, &target->orient);
					vm_vec_add2(&actual_pos, &target->pos);					
					vm_vec_sub(&dist, &actual_pos, pos);
					dist_mag = vm_vec_mag(&dist);
			
					// if for some reason, the object was outside the blast, radius
					if(dist_mag > outer_radius){			
						// next item
						moveup = moveup->next;
						continue;
					}

					// compute a scale factor for the emp effect
					scale_factor = 1.0f;
					if(dist_mag >= inner_radius){
						scale_factor = 1.0f - (dist_mag / outer_radius);
					} 

					scale_factor -= Ship_info[Ships[target->instance].ship_info_index].emp_resistance_mod;

					if (scale_factor < 0.0f) {
						moveup = moveup->next;
						continue;
					}

					// disrupt the turret
					ship_subsys_set_disrupted(moveup, (int)(capship_emp_time * scale_factor));

					mprintf(("EMP disrupting subsys %s on ship %s (%f, %f)\n", moveup->system_info->subobj_name, Ships[Objects[so->objnum].instance].ship_name, scale_factor, capship_emp_time * scale_factor));
				}
				
				// next item
				moveup = moveup->next;
			}
		}
		// otherwise coat the whole ship with the effect. mmmmmmmmm.
		else {				
			// get the distance between the detonation and the target object
			vm_vec_sub(&dist, &target->pos, pos);
			dist_mag = vm_vec_mag(&dist);

			// if for some reason, the object was outside the blast, radius
			if(dist_mag > outer_radius){			
				continue;
			}

			// compute a scale factor for the emp effect
			scale_factor = 1.0f;
			if(dist_mag >= inner_radius){
				scale_factor = 1.0f - (dist_mag / outer_radius);	
			} 

			scale_factor -= Ship_info[Ships[target->instance].ship_info_index].emp_resistance_mod;

			if (scale_factor < 0.0f) {
				continue;
			}
		
			// calculate actual EMP effect values
			actual_intensity = emp_intensity * scale_factor;
			actual_time = emp_time * scale_factor;			
			mprintf(("EMP effect s : %f, i : %f, t : %f\n", scale_factor, actual_intensity, actual_time));

			// if this effect happened to be on me, start it now
			if((target == Player_obj) && !(Game_mode & GM_STANDALONE_SERVER)){
				emp_start_local(actual_intensity, actual_time);
			} 

			// if this is a multiplayer game, notify other players of the effect
			if(Game_mode & GM_MULTIPLAYER){		
				Assert(MULTIPLAYER_MASTER);				
				send_emp_effect(target->net_signature, actual_intensity, actual_time);
			}
			
			// now be sure to start the emp effect for the ship itself
			emp_start_ship(target, actual_intensity, actual_time);
		}
	}
}

// start the emp effect for the passed ship (setup lightning arcs, timestamp, etc)
// NOTE : if this ship is also me, I should call emp_start_local() as well
void emp_start_ship(object *ship_objp, float intensity, float time)
{
	ship *shipp;
	ai_info *aip;
	float start_intensity;

	// make sure this is a ship
	Assert(ship_objp->type == OBJ_SHIP);
	Assert(ship_objp->instance >= 0);
	shipp = &Ships[ship_objp->instance];

	// determining pre-existing EMP intensity (if any)
	start_intensity = shipp->emp_intensity < 0.0f ? 0.0f : shipp->emp_intensity;

	// setup values (capping them if necessary)	(make sure that we un-normalize start_intensity)
	if(intensity + (start_intensity * EMP_INTENSITY_MAX) >= EMP_INTENSITY_MAX){
		intensity = EMP_INTENSITY_MAX - 1.0f;
	} else {
		intensity += (start_intensity * EMP_INTENSITY_MAX);
	}
	intensity /= EMP_INTENSITY_MAX;

	if(time >= EMP_TIME_MAX){
		time = EMP_TIME_MAX - 0.1f;
	}
	shipp->emp_intensity = intensity;
	shipp->emp_decr = intensity / time;

	// multiplayer clients should bail now
	if(MULTIPLAYER_CLIENT){
		return;
	}

	// do any initial AI effects
	Assert(shipp->ai_index >= 0);
	aip = &Ai_info[shipp->ai_index];

	// lose his current target
	set_target_objnum(aip, -1);
	set_targeted_subsys(aip, NULL, -1);
}

// process a ship for this frame
int mod_val = 7;
void emp_process_ship(ship *shipp)
{
	object *objp;
	ai_info *aip;	

	Assert(shipp != NULL);
	if(shipp == NULL){
		return;
	}
	Assert(shipp->objnum >= 0);
	if(shipp->objnum < 0){
		return;
	}
	objp = &Objects[shipp->objnum];

	// if the emp intensity is < 0, there is no effect
	if(shipp->emp_intensity < 0.0f){
		shipp->emp_intensity = -1.0f;

		return;
	}

	// reduce the emp effect
	shipp->emp_intensity -= shipp->emp_decr * flFrametime;

	// multiplayer clients should bail here
	if(MULTIPLAYER_CLIENT){
		return;
	}

	// if this is a player ship, don't do anything wacky
	if(objp->flags & OF_PLAYER_SHIP){
		return;
	}

	// lose lock time, etc, etc.
	Assert(shipp->ai_index >= 0);
	aip = &Ai_info[shipp->ai_index];	
	aip->aspect_locked_time = 0.0f;				// hasn't gotten aspect lock at all
	aip->current_target_is_locked = 0;			// isn't locked on his current target
	aip->ai_flags &= ~AIF_SEEK_LOCK;
	aip->nearest_locked_object = -1;				// nothing near me, so I won't launch countermeasures

	// if he's not a fighter or bomber, bail now
	if(!(Ship_info[shipp->ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER))){
		return;
	}

	// if he's docked, or ordered to not move, bail now
	if (object_is_docked(objp) || (aip->mode == AIM_STILL) || (aip->mode == AIM_PLAY_DEAD)){
		return;
	}
	
	// pick targets randomly and wackily so that the ship flies crazily :)	
	if(((int)f2fl(Missiontime) + (int)(EMP_INTENSITY_MAX * shipp->emp_intensity)) % mod_val == 0){
		int ship_lookup = ship_get_random_team_ship(iff_get_attackee_mask(shipp->team));

		// if we got a valid ship object to target
		if((ship_lookup >= 0) && (Ships[ship_lookup].objnum >= 0) && !(Objects[Ships[ship_lookup].objnum].flags & OF_PROTECTED)){
			// attack the object
			ai_attack_object(objp, &Objects[Ships[ship_lookup].objnum], NULL);
		}
	}
}

// start the emp effect for MYSELF (intensity == arbitrary intensity variable, time == time the effect will last)
// NOTE : time should be in seconds
void emp_start_local(float intensity, float time)
{
	int idx;
	float start_intensity;

	// determine pre-existing EMP intensity (if any)
	start_intensity = Emp_intensity < 0.0f ? 0.0f : Emp_intensity;

	// cap all values (make sure that we un-normalize start_intensity)
	if(intensity + (start_intensity * EMP_INTENSITY_MAX) >= EMP_INTENSITY_MAX){
		intensity = EMP_INTENSITY_MAX - 1.0f;
	} else {
		intensity += (start_intensity * EMP_INTENSITY_MAX);
	}
	if(time >= EMP_TIME_MAX){
		time = EMP_TIME_MAX - 0.1f;
	}

	// setup all vars
	Emp_intensity = intensity / EMP_INTENSITY_MAX;	

	// lose my current target if any
	if(Player_ai != NULL){
		Player_ai->target_objnum = -1;
	}
	// lose any lock we have or are getting
	hud_lock_reset();

	// reset HUD gauge text wackiness stuff
	for(idx=0; idx<NUM_TEXT_STAMPS; idx++){
		memset(Emp_wacky_text[idx].str, 0, 256);
		Emp_wacky_text[idx].stamp = -1;
	}

	// start the emp icon flashing
	hud_start_text_flash(NOX("Emp"), 5000);

	// determine how much we have to decrement the effect per second
	Emp_decr = Emp_intensity / time;

	// play a flash
	game_flash( 1.0f, 1.0f, 0.5f );
}

// stop the emp effect cold
void emp_stop_local()
{
	// kill off various EMP stuff
	Emp_intensity = -1.0f;	
	Emp_wacky_target_timestamp = -1;	
}

// if the EMP effect is active
int emp_active_local()
{
	return EMP_ACTIVE_LOCAL();
}

// process some stuff every frame (before frame is rendered)
void emp_process_local()
{	
	if(!emp_active_local()){
		return;
	}

	// decrement the intensity a bit
	Emp_intensity -= (flFrametime * Emp_decr);	

	// see if we should choose a random target
	if((Emp_wacky_target_timestamp == -1) || timestamp_elapsed(Emp_wacky_target_timestamp)){
		// choose a target (if not the "first" time)
		if(Emp_wacky_target_timestamp != -1){
			hud_target_random_ship();
		}

		// reset the timestamp
		Emp_wacky_target_timestamp = timestamp((int)frand_range(100.0f, 750.0f * (1.0f - Emp_intensity)));
	}			
}

// randomly say yes or no to a gauge, if emp is not active, always say yes
int emp_should_blit_gauge()
{
	// if the EMP effect is not active, always blit
	if(!emp_active_local()){
		return 1;
	}

	// otherwise, randomly say no
	return frand_range(0.0f, 1.0f) > Emp_intensity;
}

// emp hud string
void emp_hud_string(int x, int y, int gauge_id, char *str, bool resize)
{
	char tmp[256] = "";

	// maybe bail
	if (!*str)
		return;

	// copy the string
	strcpy_s(tmp, str);

	// if the emp effect is not active, don't even bother messing with the text
	if(emp_active_local()){
		emp_maybe_reformat_text(tmp, 256, gauge_id);

		// jitter the coords
		emp_hud_jitter(&x, &y);
	}

	// print the string out
	gr_string(x, y, tmp, resize);
}

// emp hud printf
void emp_hud_printf(int x, int y, int gauge_id, char *format, ...)
{
	char tmp[256] = "";
	va_list args;	
	
	// format the text
	va_start(args, format);
	vsprintf(tmp, format, args);
	va_end(args);
	
	// if the emp effect is not active, don't even bother messing with the text
	if(emp_active_local()){
		emp_maybe_reformat_text(tmp, 256, gauge_id);

		// jitter the coords
		emp_hud_jitter(&x, &y);
	}

	// print the string out
	gr_string(x, y, tmp);
}

// maybe reformat a string 
void emp_maybe_reformat_text(char *text, int max_len, int gauge_id)
{
	wacky_text *wt;

	// if the EMP effect is not active, never reformat it
	if(!emp_active_local()){
		return;
	}

	// randomly _don't_ apply text craziness
	if(frand_range(0.0f, 1.0f) > Emp_intensity){
		return;
	}

	// if the gauge is EG_NULL, empty the string
	if(gauge_id == EG_NULL){
		strcpy(text, "");
		return;
	}

	// if this gauge has not been wacked out, or if the timestamp has expired, we
	// neeed to wack it out again
	Assert((gauge_id >= EG_NULL) && (gauge_id < NUM_TEXT_STAMPS));
	wt = &Emp_wacky_text[gauge_id];
	if((wt->stamp == -1) || timestamp_elapsed(wt->stamp)){
		// reformat specific gauges differently
		switch(gauge_id){	
		//	weapons
		case EG_WEAPON_TITLE: case EG_WEAPON_P1: case EG_WEAPON_P2: case EG_WEAPON_P3: case EG_WEAPON_S1: case EG_WEAPON_S2:			
			int wep_index;
			wep_index = (int)frand_range(0.0f, (float)(MAX_WEAPON_TYPES - 1));
			strcpy_s(wt->str, Weapon_info[ wep_index >= MAX_WEAPON_TYPES ? 0 : wep_index ].name);			
			break;		

		// escort list
		case EG_ESCORT1: case EG_ESCORT2: case EG_ESCORT3:
			// choose a random ship
			int shipnum;
			shipnum = ship_get_random_targetable_ship();
			if(shipnum >= 0){
				strcpy_s(wt->str, Ships[shipnum].ship_name);
			}
			break;

		// directives title
		case EG_OBJ_TITLE:
			strcpy_s(wt->str, "");
			break;

		// directives themselves
		case EG_OBJ1: case EG_OBJ2: case EG_OBJ3: case EG_OBJ4: case EG_OBJ5:
			strcpy_s(wt->str, text);
			emp_randomize_chars(wt->str);
			break;

		// target box info
		case EG_TBOX_EXTRA1: case EG_TBOX_EXTRA2: case EG_TBOX_EXTRA3: case EG_TBOX_CLASS:
		case EG_TBOX_DIST: case EG_TBOX_CARGO: case EG_TBOX_HULL: case EG_TBOX_NAME: case EG_TBOX_INTEG:
			strcpy_s(wt->str, text);
			emp_randomize_chars(wt->str);
			break;

		// squadmsg menu
		case EG_SQ1: case EG_SQ2: case EG_SQ3: case EG_SQ4: case EG_SQ5: case EG_SQ6: case EG_SQ7:
		case EG_SQ8: case EG_SQ9: case EG_SQ10:
			strcpy_s(wt->str, text);
			emp_randomize_chars(wt->str);
			break;
			
		// default 
		default :
			return;
		}

		// recalculate the timestamp
		wt->stamp = timestamp((int)frand_range(100.0f, 750.0f * (1.0f - Emp_intensity)));

		// copy the text
		strcpy(text, wt->str);
	}
	// otherwise, use what we calculated last time
	else {
		strcpy(text, wt->str);
	}

	// watch out for '#' - Goober5000
	end_string_at_first_hash_symbol(text);
}

// randomize the chars in a string
void emp_randomize_chars(char *str)
{	
	int idx;
	int char_index;
	
	// shuffle chars around
	for(idx=0; idx<(int)(strlen(str)-1); idx++){
		if(frand_range(0.0f, 1.0f) < Emp_intensity){
			char_index = (int)frand_range(0.0f, (float)(NUM_RANDOM_CHARS - 1));
			str[idx] = Emp_random_char[char_index];
		}
	}
}

// throw some jitter into HUD x and y coords
void emp_hud_jitter(int *x, int *y)
{
	// if the emp effect is not active, don't jitter anything
	if(!emp_active_local()){
		return;
	}

	// some movement
	*x += (int)frand_range(-8.0f * Emp_intensity, 8.0f * Emp_intensity);
	*y += (int)frand_range(-8.0f * Emp_intensity, 8.0f * Emp_intensity);
}

// current intensity of the EMP effect (0.0 - 1.0)
float emp_current_intensity()
{
	return Emp_intensity;
}

DCF(zap, "zap a ship with an EMP effect")
{
	int shipnum;

	dc_get_arg(ARG_STRING);
	if(Dc_arg_type & ARG_STRING){
		 shipnum = ship_name_lookup(Dc_arg, 1);

		 if(shipnum >= 0){
			emp_start_ship(&Objects[Ships[shipnum].objnum], 500.0f, 10.0f);
		 }
	}
}