/* * 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 "cmdline/cmdline.h" #include "debris/debris.h" #include "fireball/fireballs.h" #include "freespace.h" #include "gamesnd/gamesnd.h" #include "globalincs/linklist.h" #include "io/timer.h" #include "network/multi.h" #include "network/multimsgs.h" #include "network/multiutil.h" #include "object/objcollide.h" #include "object/objectsnd.h" #include "particle/particle.h" #include "radar/radar.h" #include "radar/radarsetup.h" #include "render/3d.h" #include "scripting/hook_api.h" #include "scripting/scripting.h" #include "ship/ship.h" #include "ship/shipfx.h" #include "species_defs/species_defs.h" #include "weapon/weapon.h" #include "tracing/Monitor.h" #define MIN_RADIUS_FOR_PERSISTANT_DEBRIS 50 // ship radius at which debris from it becomes persistant #define DEBRIS_SOUND_DELAY 2000 // time to start debris sound after created int Num_hull_pieces; // number of hull pieces in existence // we now maintain a kind of "virtual" Hull_debris_list, // but all we really need to know is how many hull pieces there are and whether a debris piece is on it // This list holds debris pieces that are set to expire when their lifetime runs out; // pieces that were placed by FREDers (i.e. that have the DoNotExpire flag) should not be on it. SCP_vector Debris; int Debris_inited = 0; int Debris_model = -1; int Debris_vaporize_model = -1; int Debris_num_submodels = 0; #define MAX_DEBRIS_DIST 10000.0f // Debris goes away if it's this far away. #define DEBRIS_DISTANCE_CHECK_TIME (10*1000) // Check every 10 seconds. #define DEBRIS_INDEX(dp) (int)(dp-Debris.data()) const auto OnDebrisCreatedHook = scripting::Hook::Factory( "On Debris Created", "Invoked when a piece of debris is created.", { {"Debris", "debris", "The newly created debris object"}, {"Source", "object", "The object (probably a ship) from which this debris piece was spawned."}, }); /** * Start the sequence of a piece of debris writhing in unholy agony!!! */ static void debris_start_death_roll(object *debris_obj, debris *debris_p) { if (debris_p->is_hull) { // tell everyone else to blow up the piece of debris if( MULTIPLAYER_MASTER ) send_debris_update_packet(debris_obj,DEBRIS_UPDATE_NUKE); int fireball_type = fireball_ship_explosion_type(&Ship_info[debris_p->ship_info_index]); if(fireball_type < 0) { fireball_type = FIREBALL_EXPLOSION_LARGE1 + rand()%FIREBALL_NUM_LARGE_EXPLOSIONS; } fireball_create( &debris_obj->pos, fireball_type, FIREBALL_LARGE_EXPLOSION, OBJ_INDEX(debris_obj), debris_obj->radius*1.75f); // only play debris destroy sound if hull piece and it has been around for at least 2 seconds if ( Missiontime > debris_p->time_started + 2*F1_0 ) { auto snd_id = Ship_info[debris_p->ship_info_index].debris_explosion_sound; if (snd_id.isValid()) { snd_play_3d( gamesnd_get_game_sound(snd_id), &debris_obj->pos, &View_position, debris_obj->radius ); } } } debris_obj->flags.set(Object::Object_Flags::Should_be_dead); } /** * This will get called at the start of each level. */ void debris_init() { if ( !Debris_inited ) { Debris_inited = 1; } Debris_model = -1; Debris_vaporize_model = -1; Debris_num_submodels = 0; // Reset everything between levels Debris.clear(); Debris.reserve(SOFT_LIMIT_DEBRIS_PIECES); Num_hull_pieces = 0; } /** * Page in debris bitmaps at level load */ void debris_page_in() { uint i; Debris_model = model_load( NOX("debris01.pof"), 0, NULL ); if (Debris_model >= 0) { polymodel * pm; pm = model_get(Debris_model); Debris_num_submodels = pm->n_models; } Debris_vaporize_model = model_load( NOX("debris02.pof"), 0, NULL ); for (i=0; idebris_texture.filename)); species->debris_texture.bitmap_id = bm_load(species->debris_texture.filename); if (species->debris_texture.bitmap_id < 0) { Warning( LOCATION, "Couldn't load species %s debris\ntexture, '%s'\n", species->species_name, species->debris_texture.filename); } bm_page_in_texture(species->debris_texture.bitmap_id); } } MONITOR(NumSmallDebrisRend) MONITOR(NumHullDebrisRend) /** * Add item to [virtual] Hull_debris_list */ void debris_add_to_hull_list(debris *db) { if ( db->is_hull && !db->flags[Debris_Flags::OnHullDebrisList] ) { Num_hull_pieces++; db->flags.set(Debris_Flags::OnHullDebrisList); } } /** * Remove item from [virtual] Hull_debris_list */ void debris_remove_from_hull_list(debris *db) { if ( db->is_hull && db->flags[Debris_Flags::OnHullDebrisList] ) { Num_hull_pieces--; db->flags.remove(Debris_Flags::OnHullDebrisList); } } /** * Delete the debris object. * This is only ever called via obj_delete(). Do not call directly. * Use debris_start_death_roll() if you want to force a debris piece to die. */ void debris_delete( object * obj ) { int num; debris *db; num = obj->instance; Assert(num >= 0 && num < (int)Debris.size()); Assert(Debris[num].objnum == OBJ_INDEX(obj)); db = &Debris[num]; model_delete_instance(db->model_instance_num); if ( db->is_hull ) { debris_remove_from_hull_list(db); } db->flags.reset(); db->objnum = -1; } /** * If debris piece *db is far away from all players, make it go away very soon. * In single player game, delete if MAX_DEBRIS_DIST from player. * In multiplayer game, delete if MAX_DEBRIS_DIST from all players. */ void maybe_delete_debris(debris *db) { object *objp; if (Player_obj != nullptr && timestamp_elapsed(db->next_distance_check) && timestamp_elapsed(db->must_survive_until)) { if (!(Game_mode & GM_MULTIPLAYER)) { // In single player game, just check against player. if (vm_vec_dist_quick(&Player_obj->pos, &Objects[db->objnum].pos) > MAX_DEBRIS_DIST) db->lifeleft = 0.1f; else db->next_distance_check = timestamp(DEBRIS_DISTANCE_CHECK_TIME); } else { for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) { if (objp->flags[Object::Object_Flags::Player_ship]) { if (vm_vec_dist_quick(&objp->pos, &Objects[db->objnum].pos) < MAX_DEBRIS_DIST) { db->next_distance_check = timestamp(DEBRIS_DISTANCE_CHECK_TIME); return; } } } db->lifeleft = 0.1f; } } } /** * Do various updates to debris: check if time to die, start fireballs * Maybe delete debris if it's very far away from player. * * @param obj pointer to debris object * @param frame_time time elapsed since last debris_move() called */ void debris_process_post(object * obj, float frame_time) { int num = obj->instance; int objnum = OBJ_INDEX(obj); Assert(num >= 0 && num < (int)Debris.size()); Assert(Debris[num].objnum == objnum); debris *db = &Debris[num]; if ( db->is_hull ) { radar_plot_object( obj ); if ( timestamp_elapsed(db->sound_delay) ) { obj_snd_assign(objnum, db->ambient_sound, &vmd_zero_vector, 0); db->sound_delay = 0; } } if (!db->flags[Debris_Flags::DoNotExpire]) { Assertion(db->lifeleft >= 0.0f, "A ship with a negative lifeleft should also have the DoNotExpire flag!"); db->lifeleft -= frame_time; if (db->lifeleft < 0.0f) { debris_start_death_roll(obj, db); } } maybe_delete_debris(db); // Make this debris go away if it's very far away. // ================== DO THE ELECTRIC ARCING STUFF ===================== if ( db->arc_frequency <= 0 ) { return; // If arc_frequency <= 0, this piece has no arcs on it } if ( !timestamp_elapsed(db->fire_timeout) && timestamp_elapsed(db->next_fireball)) { db->next_fireball = timestamp_rand(db->arc_frequency,db->arc_frequency*2 ); db->arc_frequency += 100; if (db->is_hull) { int n, n_arcs = ((rand()>>5) % 3)+1; // Create 1-3 sparks vec3d v1, v2, v3, v4; submodel_get_two_random_points_better(db->model_num, db->submodel_num, &v1, &v2); submodel_get_two_random_points_better(db->model_num, db->submodel_num, &v3, &v4); n = 0; int a = 100, b = 1000; int lifetime = (myrand()%((b)-(a)+1))+(a); // Create the spark effects for (int i=0; iarc_timestamp[i] ) ) { db->arc_timestamp[i] = timestamp(lifetime); // live up to a second switch( n ) { case 0: db->arc_pts[i][0] = v1; db->arc_pts[i][1] = v2; break; case 1: db->arc_pts[i][0] = v2; db->arc_pts[i][1] = v3; break; case 2: db->arc_pts[i][0] = v2; db->arc_pts[i][1] = v4; break; default: Int3(); } n++; if ( n == n_arcs ) break; // Don't need to create anymore } } // rotate v2 out of local coordinates into world. // Use v2 since it is used in every bolt. See above switch(). vec3d snd_pos; vm_vec_unrotate(&snd_pos, &v2, &obj->orient); vm_vec_add2(&snd_pos, &obj->pos ); //Play a sound effect if ( lifetime > 750 ) { // 1.00 second effect snd_play_3d( gamesnd_get_game_sound(GameSounds::DEBRIS_ARC_05), &snd_pos, &View_position, obj->radius ); } else if ( lifetime > 500 ) { // 0.75 second effect snd_play_3d( gamesnd_get_game_sound(GameSounds::DEBRIS_ARC_04), &snd_pos, &View_position, obj->radius ); } else if ( lifetime > 250 ) { // 0.50 second effect snd_play_3d( gamesnd_get_game_sound(GameSounds::DEBRIS_ARC_03), &snd_pos, &View_position, obj->radius ); } else if ( lifetime > 100 ) { // 0.25 second effect snd_play_3d( gamesnd_get_game_sound(GameSounds::DEBRIS_ARC_02), &snd_pos, &View_position, obj->radius ); } else { // 0.10 second effect snd_play_3d( gamesnd_get_game_sound(GameSounds::DEBRIS_ARC_01), &snd_pos, &View_position, obj->radius ); } } } for (int i=0; iarc_timestamp[i] ) ) { if ( timestamp_elapsed( db->arc_timestamp[i] ) ) { // Kill off the spark db->arc_timestamp[i] = timestamp(-1); } else { // Maybe move a vertex.... 20% of the time maybe? int mr = myrand(); if ( mr < RAND_MAX/5 ) { vec3d v1, v2; submodel_get_two_random_points_better(db->model_num, db->submodel_num, &v1, &v2); db->arc_pts[i][mr % 2] = v1; } } } } } /** * Locate the oldest hull debris chunk. Search through the Hull_debris_list, which is a list * of all the hull debris chunks. */ int debris_find_oldest() { int oldest_index; fix oldest_time; oldest_index = -1; oldest_time = 0x7fffffff; for (auto &db: Debris) { if (db.flags[Debris_Flags::OnHullDebrisList]) { if ((db.time_started < oldest_time) && !(Objects[db.objnum].flags[Object::Object_Flags::Should_be_dead])) { oldest_index = DEBRIS_INDEX(&db); oldest_time = db.time_started; } } } return oldest_index; } #define DEBRIS_ROTVEL_SCALE 5.0f void calc_debris_physics_properties( physics_info *pi, vec3d *min, vec3d *max ); MONITOR(NumSmallDebris) MONITOR(NumHullDebris) /** * Create debris from an object * * @param source_obj Source object * @param model_num Model number * @param submodel_num Sub-model number * @param pos Position in vector space * @param exp_center Explosion center in vector space * @param hull_flag Hull flag settings * @param exp_force Explosion force, used to assign velocity to pieces. 1.0f assigns velocity like before. 2.0f assigns twice as much to non-inherited part of velocity */ object *debris_create(object *source_obj, int model_num, int submodel_num, vec3d *pos, vec3d *exp_center, int hull_flag, float exp_force) { int objnum, parent_objnum; object *obj; ship *shipp; debris *db; polymodel *pm; int vaporize; physics_info *pi = NULL; ship_info *sip = NULL; parent_objnum = OBJ_INDEX(source_obj); Assert( (source_obj->type == OBJ_SHIP ) || (source_obj->type == OBJ_GHOST)); Assert( source_obj->instance >= 0 && source_obj->instance < MAX_SHIPS ); shipp = &Ships[source_obj->instance]; sip = &Ship_info[shipp->ship_info_index]; vaporize = (shipp->flags[Ship::Ship_Flags::Vaporize]); if ( !hull_flag ) { // Make vaporize debris seen from farther away float dist = vm_vec_dist_quick( pos, &Eye_position ); if (vaporize) { dist /= 2.0f; } if ( dist > source_obj->radius * 20.0f ) { return NULL; } } // try to maintain our soft limit if (hull_flag && (Num_hull_pieces >= SOFT_LIMIT_DEBRIS_PIECES)) { // cause oldest hull debris chunk to blow up int oldest_n = debris_find_oldest(); if (oldest_n >= 0) debris_start_death_roll(&Objects[Debris[oldest_n].objnum], &Debris[oldest_n]); } int n = 0; for (auto &db_temp: Debris) { if ( !(db_temp.flags[Debris_Flags::Used]) ) break; ++n; } // we might have to create a new slot if (n == (int)Debris.size()) { Debris.emplace_back(); } db = &Debris[n]; if (!hull_flag) { if (model_num >= 0) { db->model_num = model_num; db->submodel_num = (myrand() >> 4) % sip->generic_debris_num_submodels; } else if (vaporize) { db->model_num = Debris_vaporize_model; db->submodel_num = (myrand() >> 4) % Debris_num_submodels; } else { db->model_num = Debris_model; db->submodel_num = (myrand() >> 4) % Debris_num_submodels; } } else { db->model_num = model_num; db->submodel_num = submodel_num; } db->model_instance_num = model_create_instance(false, db->model_num); float radius = submodel_get_radius(db->model_num, db->submodel_num); //WMC - We must survive until now, at least. db->must_survive_until = timestamp(); if(hull_flag && sip->debris_min_lifetime >= 0.0f && sip->debris_max_lifetime >= 0.0f) { db->lifeleft = (( sip->debris_max_lifetime - sip->debris_min_lifetime ) * frand()) + sip->debris_min_lifetime; } else { // Create Debris piece n! if ( hull_flag ) { if (rand() < RAND_MAX/6) // Make some pieces blow up shortly after explosion. db->lifeleft = 2.0f * (frand()) + 0.5f; else { db->flags.set(Debris_Flags::DoNotExpire); db->lifeleft = -1.0f; // large hull pieces stay around forever } } else { // small non-hull pieces should stick around longer the larger they are // sqrtf should make sure its never too crazy long db->lifeleft = (frand() * 2.0f + 0.1f) * sqrtf(radius); } } //WMC - Oh noes, we may need to change lifeleft if(hull_flag) { if(sip->debris_min_lifetime >= 0.0f && sip->debris_max_lifetime >= 0.0f) { db->must_survive_until = timestamp(fl2i(sip->debris_min_lifetime * 1000.0f)); db->lifeleft = (( sip->debris_max_lifetime - sip->debris_min_lifetime ) * frand()) + sip->debris_min_lifetime; } else if(sip->debris_min_lifetime >= 0.0f) { db->must_survive_until = timestamp(fl2i(sip->debris_min_lifetime * 1000.0f)); if(db->lifeleft < sip->debris_min_lifetime) db->lifeleft = sip->debris_min_lifetime; } else if(sip->debris_max_lifetime >= 0.0f) { if(db->lifeleft > sip->debris_max_lifetime) db->lifeleft = sip->debris_max_lifetime; } } // increase lifetime for vaporized debris if (vaporize) { db->lifeleft *= 3.0f; } db->flags.set(Debris_Flags::Used); db->is_hull = hull_flag; db->source_objnum = parent_objnum; db->damage_type_idx = shipp->debris_damage_type_idx; db->ship_info_index = shipp->ship_info_index; db->team = shipp->team; db->ambient_sound = sip->debris_ambient_sound; db->fire_timeout = 0; // if not changed, timestamp_elapsed() will return false db->time_started = Missiontime; db->species = Ship_info[shipp->ship_info_index].species; db->next_distance_check = (myrand() % 2000) + 4*DEBRIS_DISTANCE_CHECK_TIME; db->parent_alt_name = shipp->alt_type_index; db->damage_mult = 1.0f; for (int i=0; iarc_timestamp[i] = timestamp(-1); } if ( db->is_hull ) { // Percent of debris pieces with arcs controlled via table (default 50%) if (frand() < sip->debris_arc_percent) { db->arc_frequency = 1000; } else { db->arc_frequency = 0; } } else { db->arc_frequency = 0; } db->next_fireball = timestamp_rand(500,2000); //start one 1/2 - 2 secs later if ( pos == NULL ) pos = &source_obj->pos; flagset default_flags; default_flags.set(Object::Object_Flags::Renders); default_flags.set(Object::Object_Flags::Physics); default_flags.set(Object::Object_Flags::Collides, hull_flag != 0); matrix orient = source_obj->orient; if (!db->is_hull) { // non-hull debris has no relation to its parent orientation vec3d rand; vm_vec_rand_vec(&rand); vm_vector_2_matrix(&orient, &rand); } objnum = obj_create( OBJ_DEBRIS, parent_objnum, n, &orient, pos, radius, default_flags); if ( objnum == -1 ) { mprintf(("Couldn't create debris object -- out of object slots\n")); return NULL; } db->objnum = objnum; obj = &Objects[objnum]; pi = &obj->phys_info; // assign the network signature. The signature will be 0 for non-hull pieces, but since that // is our invalid signature, it should be okay. obj->net_signature = 0; if ( (Game_mode & GM_MULTIPLAYER) && hull_flag ) { obj->net_signature = multi_get_next_network_signature( MULTI_SIG_DEBRIS ); } if (source_obj->type == OBJ_SHIP) { obj->hull_strength = Ships[source_obj->instance].ship_max_hull_strength/8.0f; } else obj->hull_strength = 10.0f; if (hull_flag) { if(sip->debris_min_hitpoints >= 0.0f && sip->debris_max_hitpoints >= 0.0f) { obj->hull_strength = (( sip->debris_max_hitpoints - sip->debris_min_hitpoints ) * frand()) + sip->debris_min_hitpoints; } else if(sip->debris_min_hitpoints >= 0.0f) { if(obj->hull_strength < sip->debris_min_hitpoints) obj->hull_strength = sip->debris_min_hitpoints; } else if(sip->debris_max_hitpoints >= 0.0f) { if(obj->hull_strength > sip->debris_max_hitpoints) obj->hull_strength = sip->debris_max_hitpoints; } db->damage_mult = sip->debris_damage_mult; } vec3d rotvel, radial_vel, to_center; if ( exp_center ) vm_vec_sub( &to_center,pos, exp_center ); else vm_vec_zero(&to_center); float scale; if ( hull_flag ) { float t; scale = exp_force * i2fl((myrand()%20) + 10); // for radial_vel away from location of blast center db->sound_delay = timestamp(DEBRIS_SOUND_DELAY); // set up physics mass and I_inv for hull debris pieces pm = model_get(model_num); vec3d *min, *max; min = &pm->submodel[submodel_num].min; max = &pm->submodel[submodel_num].max; calc_debris_physics_properties( &obj->phys_info, min, max ); // limit the amount of time that fireballs appear // let fireball length be linked to radius of ship. Range is .33 radius => 3.33 radius seconds. t = 1000*Objects[db->source_objnum].radius/3 + myrand()%(fl2i(1000*3*Objects[db->source_objnum].radius)); db->fire_timeout = timestamp(fl2i(t)); // fireballs last from 5 - 30 seconds if ( Objects[db->source_objnum].radius < MIN_RADIUS_FOR_PERSISTANT_DEBRIS ) { debris_add_to_hull_list(db); } else { db->flags.set(Debris_Flags::DoNotExpire); nprintf(("Alan","A forever chunk of debris was created from ship with radius %f\n",Objects[db->source_objnum].radius)); } } else { scale = exp_force * i2fl((myrand()%20) + 10); // for radial_vel away from blast center (non-hull) } if ( vm_vec_mag_squared( &to_center ) < 0.1f ) { vm_vec_rand_vec_quick(&radial_vel); vm_vec_scale(&radial_vel, scale ); } else { vm_vec_normalize(&to_center); vm_vec_copy_scale(&radial_vel, &to_center, scale ); } // DA: here we need to vel_from_rot = w x to_center, where w is world is unrotated to world coords and offset is the // displacement fromt the center of the parent object to the center of the debris piece vec3d world_rotvel, vel_from_rotvel; vm_vec_unrotate ( &world_rotvel, &source_obj->phys_info.rotvel, &source_obj->orient ); vm_vec_cross ( &vel_from_rotvel, &world_rotvel, &to_center ); vm_vec_scale ( &vel_from_rotvel, DEBRIS_ROTVEL_SCALE); vm_vec_add (&obj->phys_info.vel, &radial_vel, &source_obj->phys_info.vel); vm_vec_add2(&obj->phys_info.vel, &vel_from_rotvel); // make sure rotational velocity does not get too high if (radius < 1.0) { radius = 1.0f; } scale = ( 6.0f + i2fl(myrand()%4) ) / radius; vm_vec_rand_vec_quick(&rotvel); vm_vec_scale(&rotvel, scale); pi->flags |= PF_DEAD_DAMP; pi->rotvel = rotvel; check_rotvel_limit( &obj->phys_info ); // check that debris is not created with too high a velocity if (hull_flag) { shipfx_debris_limit_speed(db, shipp); } // blow out his reverse thrusters. Or drag, same thing. pi->rotdamp = 10000.0f; pi->side_slip_time_const = 10000.0f; pi->flags |= (PF_REDUCED_DAMP | PF_DEAD_DAMP); // set damping equal for all axis and not changable vm_vec_zero(&pi->max_vel); // make so he can't turn on his own VOLITION anymore. vm_vec_zero(&pi->max_rotvel); // make so he can't change speed on his own VOLITION anymore. // ensure vel is valid Assert( !vm_is_vec_nan(&obj->phys_info.vel) ); OnDebrisCreatedHook->run(scripting::hook_param_list( scripting::hook_param("Debris", 'o', obj), scripting::hook_param("Source", 'o', source_obj))); if (db->is_hull) { MONITOR_INC(NumHullDebris,1); } else { MONITOR_INC(NumSmallDebris,1); } return obj; } /** * Alas, poor debris_obj got whacked. Fortunately, we know who did it, where and how hard, so we * can do something about it. */ void debris_hit(object *debris_obj, object * /*other_obj*/, vec3d *hitpos, float damage) { debris *debris_p = &Debris[debris_obj->instance]; // Do a little particle spark shower to show we hit { particle::particle_emitter pe; pe.pos = *hitpos; // Where the particles emit from pe.vel = debris_obj->phys_info.vel; // Initial velocity of all the particles vec3d tmp_norm; vm_vec_sub( &tmp_norm, hitpos, &debris_obj->pos ); vm_vec_normalize_safe(&tmp_norm); pe.normal = tmp_norm; // What normal the particle emit around pe.normal_variance = 0.3f; // How close they stick to that normal 0=good, 1=360 degree pe.min_rad = 0.20f; // Min radius pe.max_rad = 0.40f; // Max radius // Sparks for first time at this spot pe.num_low = 10; // Lowest number of particles to create pe.num_high = 10; // Highest number of particles to create pe.normal_variance = 0.3f; // How close they stick to that normal 0=good, 1=360 degree pe.min_vel = 0.0f; // How fast the slowest particle can move pe.max_vel = 10.0f; // How fast the fastest particle can move pe.min_life = 0.25f; // How long the particles live pe.max_life = 0.75f; // How long the particles live particle::emit( &pe, particle::PARTICLE_FIRE, 0 ); } // multiplayer clients bail here if(MULTIPLAYER_CLIENT){ return; } if ( damage < 0.0f ) { damage = 0.0f; } debris_obj->hull_strength -= damage; if (debris_obj->hull_strength < 0.0f) { debris_start_death_roll(debris_obj, debris_p ); } else { // otherwise, give all the other players an update on the debris if(MULTIPLAYER_MASTER){ send_debris_update_packet(debris_obj,DEBRIS_UPDATE_UPDATE); } } } /** * See if poor debris object *obj got whacked by evil *other_obj at point *hitpos. * NOTE: debris_hit_info pointer NULL for debris:weapon collision, otherwise debris:ship collision. * @return true if hit, else return false. */ int debris_check_collision(object *pdebris, object *other_obj, vec3d *hitpos, collision_info_struct *debris_hit_info, vec3d* hitNormal) { mc_info mc; mc_info_init(&mc); Assert( pdebris->type == OBJ_DEBRIS ); int num = pdebris->instance; Assert( num >= 0 && num < (int)Debris.size() ); Assert( Debris[num].objnum == OBJ_INDEX(pdebris)); // debris_hit_info NULL - so debris-weapon collision if ( debris_hit_info == NULL ) { // debris weapon collision Assert( other_obj->type == OBJ_WEAPON ); mc.model_instance_num = -1; mc.model_num = Debris[num].model_num; // Fill in the model to check mc.submodel_num = Debris[num].submodel_num; mc.orient = &pdebris->orient; // The object's orient mc.pos = &pdebris->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_CHECK_MODEL | MC_SUBMODEL); if (model_collide(&mc)) { *hitpos = mc.hit_point_world; if (hitNormal) { vec3d normal; if (mc.model_instance_num >= 0) model_instance_find_world_dir(&normal, &mc.hit_normal, mc.model_instance_num, mc.hit_submodel, mc.orient); else model_find_world_dir(&normal, &mc.hit_normal, mc.model_num, mc.hit_submodel, mc.orient); *hitNormal = normal; } } weapon *wp = &Weapons[other_obj->instance]; wp->collisionInfo = new mc_info; // The weapon will free this memory later memcpy(wp->collisionInfo, &mc, sizeof(mc_info)); return mc.num_hits; } // debris ship collision -- use debris_hit_info to calculate physics object *pship_obj = other_obj; Assert( pship_obj->type == OBJ_SHIP ); object *heavy = debris_hit_info->heavy; object *lighter = debris_hit_info->light; object *heavy_obj = heavy; object *light_obj = lighter; vec3d zero, p0, p1; vm_vec_zero(&zero); vm_vec_sub(&p0, &lighter->last_pos, &heavy->last_pos); vm_vec_sub(&p1, &lighter->pos, &heavy->pos); mc.pos = &zero; // The object's position mc.p0 = &p0; // Point 1 of ray to check mc.p1 = &p1; // Point 2 of ray to check // find the light object's position in the heavy object's reference frame at last frame and also in this frame. vec3d p0_temp, p0_rotated; // Collision detection from rotation enabled if at rotaion is less than 30 degree in frame // This should account for all ships if ( (vm_vec_mag_squared(&heavy->phys_info.rotvel) * flFrametime*flFrametime) < (PI*PI/36) ) { // collide_rotate calculate (1) start position and (2) relative velocity debris_hit_info->collide_rotate = 1; vm_vec_rotate(&p0_temp, &p0, &heavy->last_orient); vm_vec_unrotate(&p0_rotated, &p0_temp, &heavy->orient); mc.p0 = &p0_rotated; // Point 1 of ray to check vm_vec_sub(&debris_hit_info->light_rel_vel, &p1, &p0_rotated); vm_vec_scale(&debris_hit_info->light_rel_vel, 1/flFrametime); } else { debris_hit_info->collide_rotate = 0; vm_vec_sub(&debris_hit_info->light_rel_vel, &lighter->phys_info.vel, &heavy->phys_info.vel); } int mc_ret_val = 0; if ( debris_hit_info->heavy == pship_obj ) { // ship is heavier, so debris is sphere. Check sphere collision against ship poly model mc.model_instance_num = Ships[pship_obj->instance].model_instance_num; mc.model_num = Ship_info[Ships[pship_obj->instance].ship_info_index].model_num; // Fill in the model to check mc.orient = &pship_obj->orient; // The object's orient mc.radius = pdebris->radius; mc.flags = (MC_CHECK_MODEL | MC_CHECK_SPHERELINE); // copy important data int copy_flags = mc.flags; // make a copy of start end positions of sphere in big ship RF vec3d copy_p0, copy_p1; copy_p0 = *mc.p0; copy_p1 = *mc.p1; // first test against the sphere - if this fails then don't do any submodel tests mc.flags = MC_ONLY_SPHERE | MC_CHECK_SPHERELINE; if (model_collide(&mc)) { // Set earliest hit time debris_hit_info->hit_time = FLT_MAX; auto pmi = model_get_instance(Ships[heavy_obj->instance].model_instance_num); auto pm = model_get(pmi->model_num); // Do collision the cool new way if ( debris_hit_info->collide_rotate ) { // We collide with the sphere, find the list of rotating submodels and test one at a time SCP_vector submodel_vector; model_get_rotating_submodel_list(&submodel_vector, heavy_obj); // turn off all rotating submodels, collide against only 1 at a time. // turn off collision detection for all rotating submodels for (auto submodel : submodel_vector) { pmi->submodel[submodel].collision_checked = true; } // reset flags to check MC_CHECK_MODEL | MC_CHECK_SPHERELINE and maybe MC_CHECK_INVISIBLE_FACES and MC_SUBMODEL_INSTANCE mc.flags = copy_flags | MC_SUBMODEL_INSTANCE; if (Ship_info[Ships[pship_obj->instance].ship_info_index].collision_lod > -1) { mc.lod = Ship_info[Ships[pship_obj->instance].ship_info_index].collision_lod; } // check each submodel in turn for (auto submodel: submodel_vector) { auto smi = &pmi->submodel[submodel]; // turn on just one submodel for collision test smi->collision_checked = false; // set angles for last frame (need to set to prev to get p0) matrix copy_matrix = smi->canonical_orient; // find the start and end positions of the sphere in submodel RF smi->canonical_orient = smi->canonical_prev_orient; world_find_model_instance_point(&p0, &light_obj->last_pos, pm, pmi, submodel, &heavy_obj->last_orient, &heavy_obj->last_pos); smi->canonical_orient = copy_matrix; world_find_model_instance_point(&p1, &light_obj->pos, pm, pmi, submodel, &heavy_obj->orient, &heavy_obj->pos); mc.p0 = &p0; mc.p1 = &p1; mc.orient = &vmd_identity_matrix; mc.submodel_num = submodel; if ( model_collide(&mc) ) { if ( mc.hit_dist < debris_hit_info->hit_time ) { mc_ret_val = 1; // set up debris_hit_info common set_hit_struct_info(debris_hit_info, &mc, SUBMODEL_ROT_HIT); model_instance_find_world_point(&debris_hit_info->hit_pos, &mc.hit_point, pm, pmi, mc.hit_submodel, &heavy_obj->orient, &zero); // set up debris_hit_info for rotating submodel if (debris_hit_info->edge_hit == 0) { model_instance_find_world_dir(&debris_hit_info->collision_normal, &mc.hit_normal, pm, pmi, mc.hit_submodel, &heavy_obj->orient); } // find position in submodel RF of light object at collison vec3d int_light_pos, diff; vm_vec_sub(&diff, mc.p1, mc.p0); vm_vec_scale_add(&int_light_pos, mc.p0, &diff, mc.hit_dist); model_instance_find_world_point(&debris_hit_info->light_collision_cm_pos, &int_light_pos, pm, pmi, mc.hit_submodel, &heavy_obj->orient, &zero); } } // Don't look at this submodel again smi->collision_checked = true; } } // Now complete base model collision checks that do not take into account rotating submodels. mc.flags = copy_flags; *mc.p0 = copy_p0; *mc.p1 = copy_p1; mc.orient = &heavy_obj->orient; // usual ship_ship collision test if ( model_collide(&mc) ) { // check if this is the earliest hit if (mc.hit_dist < debris_hit_info->hit_time) { mc_ret_val = 1; set_hit_struct_info(debris_hit_info, &mc, SUBMODEL_NO_ROT_HIT); // get collision normal if not edge hit if (debris_hit_info->edge_hit == 0) { model_instance_find_world_dir(&debris_hit_info->collision_normal, &mc.hit_normal, pm, pmi, mc.hit_submodel, &heavy_obj->orient); } // find position in submodel RF of light object at collison vec3d diff; vm_vec_sub(&diff, mc.p1, mc.p0); vm_vec_scale_add(&debris_hit_info->light_collision_cm_pos, mc.p0, &diff, mc.hit_dist); } } } } else { // Debris is heavier obj mc.model_instance_num = -1; mc.model_num = Debris[num].model_num; // Fill in the model to check mc.submodel_num = Debris[num].submodel_num; mc.orient = &pdebris->orient; // The object's orient mc.radius = model_get_core_radius(Ship_info[Ships[pship_obj->instance].ship_info_index].model_num); // check for collision between debris model and ship sphere mc.flags = (MC_CHECK_MODEL | MC_SUBMODEL | MC_CHECK_SPHERELINE); mc_ret_val = model_collide(&mc); if (mc_ret_val) { set_hit_struct_info(debris_hit_info, &mc, SUBMODEL_NO_ROT_HIT); // set normal if not edge hit if ( !debris_hit_info->edge_hit ) { vm_vec_unrotate(&debris_hit_info->collision_normal, &mc.hit_normal, &heavy->orient); } // find position in submodel RF of light object at collison vec3d diff; vm_vec_sub(&diff, mc.p1, mc.p0); vm_vec_scale_add(&debris_hit_info->light_collision_cm_pos, mc.p0, &diff, mc.hit_dist); } } if (mc_ret_val) { WarpEffect* warp_effect = nullptr; ship* shipp = &Ships[pship_obj->instance]; // this is extremely confusing but mc.hit_point_world isn't actually in world coords // everything above was calculated relative to the heavy's position vec3d actual_world_hit_pos = mc.hit_point_world + heavy_obj->pos; if ((shipp->is_arriving()) && (shipp->warpin_effect != nullptr)) warp_effect = shipp->warpin_effect; else if ((shipp->flags[Ship::Ship_Flags::Depart_warp]) && (shipp->warpout_effect != nullptr)) warp_effect = shipp->warpout_effect; if (warp_effect != nullptr && point_is_clipped_by_warp(&actual_world_hit_pos, warp_effect)) mc_ret_val = 0; } if ( mc_ret_val ) { // SET PHYSICS PARAMETERS // already have (hitpos - heavy) and light_cm_pos // get r_heavy and r_light debris_hit_info->r_heavy = debris_hit_info->hit_pos; vm_vec_sub(&debris_hit_info->r_light, &debris_hit_info->hit_pos, &debris_hit_info->light_collision_cm_pos); // set normal for edge hit if ( debris_hit_info->edge_hit ) { vm_vec_copy_normalize(&debris_hit_info->collision_normal, &debris_hit_info->r_light); vm_vec_negate(&debris_hit_info->collision_normal); } // get world hitpos vm_vec_add(hitpos, &debris_hit_info->heavy->pos, &debris_hit_info->r_heavy); return 1; } else { // no hit return 0; } } /** * Return the team field for a debris object */ int debris_get_team(object *objp) { Assert( objp->type == OBJ_DEBRIS ); Assert( objp->instance >= 0 && objp->instance < (int)Debris.size() ); return Debris[objp->instance].team; } /** * Fills in debris physics properties when created, specifically mass and moment of inertia */ void calc_debris_physics_properties( physics_info *pi, vec3d *mins, vec3d *maxs ) { float dx, dy, dz, mass; dx = maxs->xyz.x - mins->xyz.x; dy = maxs->xyz.y - mins->xyz.y; dz = maxs->xyz.z - mins->xyz.z; // John, with new bspgen, just set pi->mass = mass mass = 0.12f * dx * dy * dz; pi->mass = (float) pow(mass, 0.6666667f) * 4.65f; pi->I_body_inv.vec.rvec.xyz.x = 12.0f / (pi->mass * (dy*dy + dz*dz)); pi->I_body_inv.vec.rvec.xyz.y = 0.0f; pi->I_body_inv.vec.rvec.xyz.z = 0.0f; pi->I_body_inv.vec.uvec.xyz.x = 0.0f; pi->I_body_inv.vec.uvec.xyz.y = 12.0f / (pi->mass * (dx*dx + dz*dz)); pi->I_body_inv.vec.uvec.xyz.z = 0.0f; pi->I_body_inv.vec.fvec.xyz.x = 0.0f; pi->I_body_inv.vec.fvec.xyz.y = 0.0f; pi->I_body_inv.vec.fvec.xyz.z = 12.0f / (pi->mass * (dx*dx + dy*dy)); } /** * Renders debris */ void debris_render(object * obj, model_draw_list *scene) { int i, num, swapped; debris *db; swapped = -1; num = obj->instance; Assert(num >= 0 && num < (int)Debris.size()); db = &Debris[num]; Assert(db->flags[Debris_Flags::Used]); texture_info *tbase = nullptr; auto pmi = model_get_instance(db->model_instance_num); auto pm = model_get(pmi->model_num); model_clear_instance( db->model_num ); model_instance_clear_arcs(pm, pmi); // Swap in a different texture depending on the species if (db->species >= 0) { //WMC - Someday, we should have glowing debris. if ( pm->n_textures == 1 ) { tbase = &pm->maps[0].textures[TM_BASE_TYPE]; swapped = tbase->GetTexture(); tbase->SetTexture(Species_info[db->species].debris_texture.bitmap_id); } } // 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 ) { for (i=0; iarc_timestamp[i] ) ) { model_instance_add_arc( pm, pmi, db->submodel_num, &db->arc_pts[i][0], &db->arc_pts[i][1], MARC_TYPE_NORMAL ); } } } model_render_params render_info; if ( db->is_hull ) { MONITOR_INC(NumHullDebrisRend, 1); } else { MONITOR_INC(NumSmallDebrisRend, 1); // render_info.set_flags(MR_NO_LIGHTING); } submodel_render_queue( &render_info, scene, pm, pmi, db->submodel_num, &obj->orient, &obj->pos ); if (tbase != NULL && (swapped!=-1) && pm) { tbase->SetTexture(swapped); } } bool debris_is_generic(debris *db) { return db->model_num == Debris_model; } bool debris_is_vaporized(debris *db) { return db->model_num == Debris_vaporize_model; } void create_generic_debris(object* ship_objp, vec3d* pos, float min_num_debris, float max_num_debris, float speed_mult, bool use_ship_debris) { Assertion(ship_objp->type == OBJ_SHIP, "create_generic_debris called for a non-ship, only ships can spew debris!"); if (ship_objp->type != OBJ_SHIP) return; float num_debris = frand_range(min_num_debris, max_num_debris); num_debris *= (Detail.num_small_debris + 0.5f) / 4.5f; vec3d create_pos = *pos; for (int i = 0; i < num_debris; i++) { int model_num = use_ship_debris ? Ship_info[Ships[ship_objp->instance].ship_info_index].generic_debris_model_num : -1; debris_create(ship_objp, model_num, -1, &create_pos, pos, 0, speed_mult); } }