/* * 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 "ship/shipfx.h" #include "globalincs/linklist.h" #include "asteroid/asteroid.h" #include "bmpman/bmpman.h" #include "cmdline/cmdline.h" #include "debris/debris.h" #include "debugconsole/console.h" #include "fireball/fireballs.h" #include "gamesequence/gamesequence.h" #include "gamesnd/gamesnd.h" #include "graphics/shadows.h" #include "hud/hudmessage.h" #include "io/timer.h" #include "lighting/lighting.h" #include "math/fvi.h" #include "mod_table/mod_table.h" #include "model/model.h" #include "network/multi.h" #include "network/multimsgs.h" #include "network/multiutil.h" #include "object/object.h" #include "object/objectdock.h" #include "object/objectsnd.h" #include "parse/parselo.h" #include "playerman/player.h" #include "prop/prop.h" #include "render/3d.h" // needed for View_position, which is used when playing a 3D sound #include "render/batching.h" #include "scripting/hook_api.h" #include "ship/ship.h" #include "ship/shiphit.h" #include "utils/Random.h" #include "weapon/muzzleflash.h" #include "weapon/shockwave.h" #include "weapon/weapon.h" #ifndef NDEBUG extern float flFrametime; extern int Framecount; #endif extern int Cmdline_tbp; #define SHIP_CANNON_BITMAP "argh" int Ship_cannon_bitmap = -1; sound_handle Player_engine_wash_loop = sound_handle::invalid(); extern float splode_level; const auto OnWarpOutCompleteHook = scripting::OverridableHook::Factory( "On Warp Out Complete", "Called when a ship has completed the warp out animation", {{"Self", "ship", "The object that is warping out."}}); const auto OnWarpOutHook = scripting::OverridableHook::Factory( "On Warp Out", "Called when a ship warps out.", {{"Self", "ship", "The object that is warping out."}}); const auto OnWarpInHook = scripting::OverridableHook::Factory( "On Warp In", "Called when a ship warps in.", {{"Self", "ship", "The object that is warping in."}}); static void shipfx_remove_submodel_ship_sparks(ship* shipp, int submodel_num) { Assert(submodel_num != -1); // maybe no active sparks on submodel if (shipp->num_sparks == 0) { return; } for (int spark_num = 0; spark_num < shipp->num_sparks; spark_num++) { if (shipp->sparks[spark_num].submodel_num == submodel_num) { shipp->sparks[spark_num].end_time = timestamp(1); } } } void model_get_rotating_submodel_axis(vec3d *model_axis, vec3d *world_axis, const polymodel *pm, const polymodel_instance *pmi, int submodel_num, const matrix *objorient); /** * Check if subsystem has live debris and create * * DKA: 5/26/99 make velocity of debris scale according to size of debris subobject (at least for large subobjects) */ static void shipfx_subsystem_maybe_create_live_debris(object *ship_objp, const ship *ship_p, const ship_subsys *subsys, const vec3d *exp_center, float exp_mag, bool no_fireballs = false) { // initializations ship *shipp = &Ships[ship_objp->instance]; polymodel *pm = model_get(Ship_info[ship_p->ship_info_index].model_num); polymodel_instance *pmi = model_get_instance(shipp->model_instance_num); int submodel_num = subsys->system_info->subobj_num; submodel_instance *smi = &pmi->submodel[submodel_num]; object *live_debris_obj; int i, num_live_debris, live_debris_submodel; // get number of live debris objects to create num_live_debris = pm->submodel[submodel_num].num_live_debris; if ((num_live_debris <= 0) || (subsys->flags[Ship::Subsystem_Flags::No_live_debris])) { return; } // make sure the axis point is set vec3d model_axis, world_axis, rotvel, world_axis_pt; matrix m_rot; // rotation for debris orient about axis if (pm->submodel[submodel_num].rotation_type == MOVEMENT_TYPE_REGULAR || pm->submodel[submodel_num].rotation_type == MOVEMENT_TYPE_INTRINSIC || pm->submodel[submodel_num].rotation_type == MOVEMENT_TYPE_TRIGGERED){ // get the rotvel model_get_rotating_submodel_axis(&model_axis, &world_axis, pm, pmi, submodel_num, &ship_objp->orient); vm_vec_copy_scale(&rotvel, &world_axis, smi->current_turn_rate); model_instance_local_to_global_point(&world_axis_pt, &smi->canonical_offset, pm, pmi, submodel_num, &ship_objp->orient, &ship_objp->pos); vm_quaternion_rotate(&m_rot, smi->cur_angle, &model_axis); } else { //fix to allow non rotating submodels to use live debris vm_vec_zero(&rotvel); vm_set_identity(&m_rot); vm_vec_zero(&world_axis_pt); } // create live debris pieces for (i=0; isubmodel[submodel_num].live_debris[i]; vec3d start_world_pos, start_model_pos, end_world_pos; // get start world pos vm_vec_zero(&start_world_pos); model_instance_local_to_global_point(&start_world_pos, &pm->submodel[live_debris_submodel].offset, pm, pmi, live_debris_submodel, &ship_objp->orient, &ship_objp->pos ); // convert to model coord of underlying submodel model_instance_global_to_local_point(&start_model_pos, &start_world_pos, pm, pmi, submodel_num, &ship_objp->orient, &ship_objp->pos); // rotate from submodel coord to world coords model_instance_local_to_global_point(&end_world_pos, &start_model_pos, pm, pmi, submodel_num, &ship_objp->orient, &ship_objp->pos); int fireball_type = fireball_ship_explosion_type(&Ship_info[ship_p->ship_info_index]); if(fireball_type < 0) { fireball_type = FIREBALL_EXPLOSION_MEDIUM; } if (!no_fireballs) { // create fireball here. fireball_create(&end_world_pos, fireball_type, FIREBALL_MEDIUM_EXPLOSION, OBJ_INDEX(ship_objp), pm->submodel[live_debris_submodel].rad); } // create debris live_debris_obj = debris_create(ship_objp, pm->id, live_debris_submodel, &end_world_pos, exp_center, 1, exp_mag, subsys); // only do if debris is created if (live_debris_obj) { // get radial velocity of debris vec3d delta_x, radial_vel; vm_vec_sub(&delta_x, &end_world_pos, &world_axis_pt); vm_vec_cross(&radial_vel, &rotvel, &delta_x); if (Ship_info[ship_p->ship_info_index].flags[Ship::Info_Flags::Knossos_device]) { // set velocity to cross center of knossos device vec3d rand_vec, vec_to_center; float vel_mag = vm_vec_mag_quick(&radial_vel) * 1.3f * (0.9f + 0.2f*frand()); vm_vec_normalized_dir(&vec_to_center, &world_axis_pt, &end_world_pos); vm_vec_rand_vec_quick(&rand_vec); vm_vec_scale_add2(&vec_to_center, &rand_vec, 0.2f); vm_vec_scale_add2(&live_debris_obj->phys_info.vel, &vec_to_center, vel_mag); } else { // Get rotation of debris object matrix copy = live_debris_obj->orient; vm_matrix_x_matrix(&live_debris_obj->orient, ©, &m_rot); // Add radial velocity (at least as large as exp velocity) vec3d temp_vel; // explosion velocity with ship_obj velocity removed vm_vec_sub(&temp_vel, &live_debris_obj->phys_info.vel, &ship_objp->phys_info.vel); // find magnitudes of radial and temp velocity float vel_mag = vm_vec_mag(&temp_vel); float rotvel_mag = vm_vec_mag(&radial_vel); if (rotvel_mag > 0.1) { float scale = (1.2f + 0.2f * frand()) * vel_mag / rotvel_mag; // always add *at least* rotvel if (scale < 1) { scale = 1.0f; } if (exp_mag > 1) { // whole ship going down scale = exp_mag; } if (Ship_info[ship_p->ship_info_index].flags[Ship::Info_Flags::Knossos_device]) { scale = 1.0f; } vm_vec_scale_add2(&live_debris_obj->phys_info.vel, &radial_vel, scale); } // scale up speed of debris if ship_obj > 125, but not for knossos if (ship_objp->radius > 250 && !(Ship_info[ship_p->ship_info_index].flags[Ship::Info_Flags::Knossos_device])) { vm_vec_scale(&live_debris_obj->phys_info.vel, ship_objp->radius/250.0f); } } shipfx_debris_limit_speed(&Debris[live_debris_obj->instance], ship_p); } } } /** * Create debris for ship submodel which has live debris (at ship death) * when ship submodel has not already been blown off (and hence liberated live debris) */ static void shipfx_maybe_create_live_debris_at_ship_death( object *ship_objp ) { // if ship has live debris, detonate that subsystem now // search for any submodels which have live debris ship *shipp = &Ships[ship_objp->instance]; polymodel *pm = model_get(Ship_info[shipp->ship_info_index].model_num); polymodel_instance *pmi = model_get_instance(shipp->model_instance_num); // no subsystems -> no live debris. if (Ship_info[shipp->ship_info_index].n_subsystems == 0) { return; } for (auto pss: list_range(&shipp->subsys_list)) { if (pss->system_info != nullptr) { int submodel_num = pss->system_info->subobj_num; // Subsystems without a valid submodel cannot produce live debris if (submodel_num < 0 || submodel_num >= pm->n_models) { continue; } // find the submodels which aren't already blown up and have live debris if (!pmi->submodel[submodel_num].blown_off && pm->submodel[submodel_num].num_live_debris > 0) { vec3d exp_center, tmp = ZERO_VECTOR; model_instance_local_to_global_point(&exp_center, &tmp, pm, pmi, submodel_num, &ship_objp->orient, &ship_objp->pos); // create its debris shipfx_subsystem_maybe_create_live_debris(ship_objp, shipp, pss, &exp_center, 3.0f); // now set subsystem as blown off, so we only get one copy pmi->submodel[submodel_num].blown_off = true; } } } } void shipfx_blow_off_subsystem(object *ship_objp, ship *ship_p, const ship_subsys *subsys, const vec3d *exp_center, bool no_explosion, bool no_fireballs) { vec3d subobj_pos; model_subsystem *psub = subsys->system_info; get_subsystem_world_pos(ship_objp, subsys, &subobj_pos); // get rid of sparks on submodel that is destroyed shipfx_remove_submodel_ship_sparks(ship_p, psub->subobj_num); // create debris shards if (!(subsys->flags[Ship::Subsystem_Flags::Vanished]) && !no_explosion) { // default debris shard creation is flag dependent --wookieejedi int num_shards; if (Disable_all_noncustom_generic_debris || (Ship_info[ship_p->ship_info_index].flags[Ship::Info_Flags::Disable_all_generic_explosion_debris]) || (subsys->system_info->flags[Model::Subsystem_Flags::Disable_all_generic_explosion_debris])) { num_shards = 0; } else { num_shards = 50; } shipfx_blow_up_model(ship_objp, psub->subobj_num, num_shards, &subobj_pos, subsys); // create live debris objects, if any // TODO: some MULTIPLAYER implications here!! shipfx_subsystem_maybe_create_live_debris(ship_objp, ship_p, subsys, exp_center, 1.0f, no_fireballs); if (!no_fireballs) { int fireball_type = fireball_ship_explosion_type(&Ship_info[ship_p->ship_info_index]); if(fireball_type < 0) { fireball_type = FIREBALL_EXPLOSION_MEDIUM; } // create first fireball fireball_create( &subobj_pos, fireball_type, FIREBALL_MEDIUM_EXPLOSION, OBJ_INDEX(ship_objp), psub->radius ); } } } static void shipfx_blow_up_hull(object *obj, const polymodel *pm, const polymodel_instance *pmi, const vec3d *exp_center) { int i; ushort sig_save; if (!pm) return; // in multiplayer, send a debris_hull_create packet. Save/restore the debris signature // when in misison only (since we can create debris pieces before mission starts) sig_save = 0; if ( (Game_mode & GM_MULTIPLAYER) && (Game_mode & GM_IN_MISSION) ) { sig_save = multi_get_next_network_signature( MULTI_SIG_DEBRIS ); multi_set_network_signature( Ships[obj->instance].debris_net_sig, MULTI_SIG_DEBRIS ); } bool try_live_debris = true; for (i=0; inum_debris_objects; i++ ) { if (! pm->submodel[pm->debris_objects[i]].flags[Model::Submodel_flags::Is_live_debris]) { vec3d tmp = ZERO_VECTOR; model_instance_local_to_global_point(&tmp, &pm->submodel[pm->debris_objects[i]].offset, pm, pmi, 0, &obj->orient, &obj->pos ); debris_create( obj, pm->id, pm->debris_objects[i], &tmp, exp_center, 1, 3.0f ); } else { if ( try_live_debris ) { // only create live debris once // this creates *all* the live debris for *all* the currently live subsystems. try_live_debris = false; shipfx_maybe_create_live_debris_at_ship_death(obj); } } // in multiplayer we need to increment the network signature for each piece of debris we create if ( (Game_mode & GM_MULTIPLAYER) && (Game_mode & GM_IN_MISSION) ) { multi_assign_network_signature(MULTI_SIG_DEBRIS); } } // restore the debris signature to it's original value. if ( (Game_mode & GM_MULTIPLAYER) && (Game_mode & GM_IN_MISSION) ) { multi_set_network_signature( sig_save, MULTI_SIG_DEBRIS ); } } /** * Creates "ndebris" pieces of debris on random verts of the the "submodel" in the ship's model. */ void shipfx_blow_up_model(object *obj, int submodel, int ndebris, const vec3d *exp_center, const ship_subsys *subsys) { int i; auto pmi = model_get_instance(Ships[obj->instance].model_instance_num); auto pm = model_get(pmi->model_num); // if in a multiplayer game -- seed the random number generator with a value that will be the same // on all clients in the game -- the net_signature of the object works nicely -- since doing so should // ensure that all pieces of debris will get scattered in same direction on all machines if ( Game_mode & GM_MULTIPLAYER ) Random::seed( obj->net_signature ); // made a change to allow anyone but multiplayer client to blow up hull. Clients will do it when // they get the create packet bool use_ship_debris = false; if ( submodel == 0 ) { shipfx_blow_up_hull(obj, pm, pmi, exp_center); use_ship_debris = true; } for (i=0; iid, submodel); vec3d pnt2 = submodel_get_random_point(pm->id, submodel); vec3d tmp, outpnt; vm_vec_avg( &tmp, &pnt1, &pnt2 ); model_instance_local_to_global_point(&outpnt, &tmp, pm, pmi, submodel, &obj->orient, &obj->pos ); debris_create( obj, use_ship_debris ? Ship_info[Ships[obj->instance].ship_info_index].generic_debris_model_num : -1, -1, &outpnt, exp_center, false, 1.0f, subsys ); } } // ================================================= // SHIP WARP IN EFFECT CODE // ================================================= /** * Given an ship, find the radius of it as viewed from the front. */ static float shipfx_calculate_effect_radius( object *objp, WarpDirection warp_dir ) { float rad; ship* shipp = &Ships[objp->instance]; // if docked, we need to calculate the overall cross-sectional radius around the z-axis (longitudinal axis) if (object_is_docked(objp) && !( (warp_dir == WarpDirection::WARP_IN && shipp->flags[Ship::Ship_Flags::Same_arrival_warp_when_docked]) || (warp_dir == WarpDirection::WARP_OUT && shipp->flags[Ship::Ship_Flags::Same_departure_warp_when_docked]) )) { rad = dock_calc_max_cross_sectional_radius_perpendicular_to_axis(objp, Z_AXIS); } // if it's not docked, we can save a lot of work by just using width and height else { //WMC - see if a radius was specified float warp_radius = Warp_params[warp_dir == WarpDirection::WARP_IN ? shipp->warpin_params_index : shipp->warpout_params_index].radius; if (warp_radius > 0.0f) return warp_radius; float w, h; polymodel *pm = model_get(Ship_info[Ships[objp->instance].ship_info_index].model_num); w = pm->maxs.xyz.x - pm->mins.xyz.x; h = pm->maxs.xyz.y - pm->mins.xyz.y; if ( w > h ) rad = w / 2.0f; else rad = h / 2.0f; } return rad*3.0f; } // How long the stage 1 & stage 2 of warp in effect lasts. // There are different times for small, medium, and large ships. // The appropriate values are picked depending on the ship's // radius. #define SHIPFX_WARP_DELAY (2.0f) // time for warp effect to ramp up before ship moves into it. // Give object objp, calculate how long it should take the // ship to go through the warp effect and how fast the ship // should go. For reference, capital ship of 2780m // should take 7 seconds to fly through. Fighters of 30, // should take 1.5 seconds to fly through. #define LARGEST_RAD 1390.0f #define LARGEST_RAD_TIME 7.0f #define SMALLEST_RAD 15.0f #define SMALLEST_RAD_TIME 1.5f float shipfx_calculate_warp_time(object *objp, WarpDirection warp_dir, float half_length, float warping_dist) { WarpParams *params = &Warp_params[warp_dir == WarpDirection::WARP_IN ? Ships[objp->instance].warpin_params_index : Ships[objp->instance].warpout_params_index]; // warpin or warpout time defined if (params->time > 0.0f) { return (float)params->time / 1000.0f; } // warpin or warpout speed defined else if (params->speed > 0.0f) { return warping_dist / params->speed; } // Player warpout else if ((warp_dir == WarpDirection::WARP_OUT) && (objp == Player_obj)) { if (params->warpout_player_speed > 0.0f) { return warping_dist / params->warpout_player_speed; } else { return warping_dist / Player_warpout_speed; } } // Find rad_percent from 0 to 1, 0 being smallest ship, 1 being largest float rad_percent = (half_length-SMALLEST_RAD) / (LARGEST_RAD-SMALLEST_RAD); CLAMP(rad_percent, 0.0f, 1.0f); float rad_time = rad_percent*(LARGEST_RAD_TIME-SMALLEST_RAD_TIME) + SMALLEST_RAD_TIME; return rad_time; } // This is called to actually warp this object in // after all the flashy fx are done, or if the flashy // fx don't work for some reason. void shipfx_actually_warpin(ship *shipp, object *objp) { shipp->flags.remove(Ship::Ship_Flags::Arriving_stage_1); shipp->flags.remove(Ship::Ship_Flags::Arriving_stage_2); // dock leader needs to handle dockees if (object_is_docked(objp)) { Assertion(shipp->flags[Ship::Ship_Flags::Dock_leader], "The docked ship warping in (%s) should be the dock leader at this point!\n", shipp->ship_name); dock_function_info dfi; dock_evaluate_all_docked_objects(objp, &dfi, object_remove_arriving_stage1_ndl_flag_helper); dock_evaluate_all_docked_objects(objp, &dfi, object_remove_arriving_stage2_ndl_flag_helper); shipp->flags.remove(Ship::Ship_Flags::Dock_leader); // the dock leader flag is only used for arrival and could interfere with future scripted warpIn() calls } // let physics in on it too. objp->phys_info.flags &= (~PF_WARP_IN); } // Validate reference_objnum static int shipfx_special_warp_objnum_valid(int objnum) { object *special_objp; // must be a valid object if ((objnum < 0) || (objnum >= MAX_OBJECTS)) return 0; special_objp = &Objects[objnum]; // must be a ship if (special_objp->type != OBJ_SHIP) return 0; // must be a knossos if (!(Ship_info[Ships[special_objp->instance].ship_info_index].flags[Ship::Info_Flags::Knossos_device])) return 0; return 1; } // JAS - code to start the ship doing the warp in effect // This also starts the animating 3d effect playing. // There are two modes, stage 1 and stage 2. Stage 1 is // when the ship just invisibly waits for a certain time // period after the effect starts, and then stage 2 begins, // where the ships flies through the effect at a set // velocity so it gets through in a certain amount of // time. void shipfx_warpin_start( object *objp ) { ship *shipp = &Ships[objp->instance]; if (shipp->is_arriving()) { mprintf(( "Ship '%s' is already arriving!\n", shipp->ship_name )); return; } // docked ships who are not dock leaders don't use the warp effect code // (the dock leader takes care of the whole group) if (object_is_docked(objp) && !(shipp->flags[Ship::Ship_Flags::Dock_leader])) { return; } //WMC - Check if scripting handles this. if (OnWarpInHook->isActive()) { auto params = scripting::hook_param_list(scripting::hook_param("Self", 'o', objp)); auto conditions = scripting::hooks::ShipSourceConditions{ shipp }; if (OnWarpInHook->isOverride(conditions, params)) { OnWarpInHook->run(conditions, std::move(params)); return; } } // if there is no arrival warp, set the flag but don't create the effect if (shipp->flags[Ship::Ship_Flags::No_arrival_warp]) { shipp->flags.set(Ship::Ship_Flags::Arriving_stage_1); // we don't actually need to set the flag on docked ships, since the flag will be immediately removed return; } Assertion(shipp->warpin_effect != nullptr, "shipfx_warpin_start() was fed a ship with an uninitialized warpin_effect."); shipp->warpin_effect->warpStart(); if (OnWarpInHook->isActive()) { auto params = scripting::hook_param_list(scripting::hook_param("Self", 'o', objp)); auto conditions = scripting::hooks::ShipSourceConditions{ shipp }; OnWarpInHook->run(conditions, std::move(params)); } } void shipfx_warpin_frame( object *objp, float frametime ) { ship *shipp; shipp = &Ships[objp->instance]; if ( shipp->flags[Ship::Ship_Flags::Dying] ) return; // for ships with no warp effect, skip to the end if (shipp->flags[Ship::Ship_Flags::No_arrival_warp]) shipfx_actually_warpin(shipp, objp); else shipp->warpin_effect->warpFrame(frametime); } // This is called to actually warp this object out // after all the flashy fx are done, or if the flashy fx // don't work for some reason. OR to skip the flashy fx. static void shipfx_actually_warpout(ship *shipp, object *objp) { shipp->flags.remove(Ship::Ship_Flags::Depart_warp); // let physics in on it too. objp->phys_info.flags &= (~PF_WARP_OUT); if (OnWarpOutCompleteHook->isActive()) { auto params = scripting::hook_param_list(scripting::hook_param("Self", 'o', objp)); auto conditions = scripting::hooks::ShipSourceConditions{ shipp }; if (OnWarpOutCompleteHook->isOverride(conditions, params)) { OnWarpOutCompleteHook->run(conditions, std::move(params)); return; } } // Once we get through effect, make the ship go away ship_actually_depart(objp->instance); if (OnWarpOutCompleteHook->isActive()) { auto params = scripting::hook_param_list(scripting::hook_param("Self", 'o', objp)); auto conditions = scripting::hooks::ShipSourceConditions{shipp}; OnWarpOutCompleteHook->run(conditions, std::move(params)); } } void WE_Default::compute_warpout_stuff(float *ship_move_time, vec3d *warp_pos) { Assertion(isValid(), "Warp effect must be valid when compute_warpout_stuff() is called!"); float warp_dist(0.0f), dist_to_plane, ship_move_dist; vec3d facing_normal, vec_to_knossos, center_pos; auto objp = &Objects[m_objnum]; auto sip = &Ship_info[m_ship_info_index]; // find world position of the center of the ship assembly vm_vec_unrotate(¢er_pos, &actual_local_center, &objp->orient); vm_vec_add2(¢er_pos, &objp->pos); // If we're warping through the knossos, do something different. if (m_portal_objnum >= 0) { auto portal_objp = &Objects[m_portal_objnum]; // get facing normal from knossos vm_vec_sub(&vec_to_knossos, &portal_objp->pos, ¢er_pos); facing_normal = portal_objp->orient.vec.fvec; if (vm_vec_dot(&vec_to_knossos, &portal_objp->orient.vec.fvec) > 0.0f) { vm_vec_negate(&facing_normal); } // find position to play the warp ani.. dist_to_plane = fvi_ray_plane(warp_pos, &portal_objp->pos, &facing_normal, ¢er_pos, &objp->orient.vec.fvec, 0.0f); // calculate distance to warpout point. dist_to_plane -= half_length; if (dist_to_plane < 0.0f) { mprintf(("special warpout started too late\n")); dist_to_plane = 0.0f; } // validate angle float max_warpout_angle = 0.707f; // 45 degree half-angle cone for small ships if (Ship_info[Ships[objp->instance].ship_info_index].is_big_or_huge()) { max_warpout_angle = 0.866f; // 30 degree half-angle cone for BIG or HUGE } if (-vm_vec_dot(&objp->orient.vec.fvec, &facing_normal) < max_warpout_angle) { // within allowed angle mprintf(("special warpout angle exceeded\n")); } ship_move_dist = dist_to_plane; } // normal warp else { // If this is a huge ship, set the distance to the length of the ship if (sip->is_huge_ship()) { warp_dist = half_length * 2.0f; } else { // Now we know our speed. Figure out how far the warp effect will be from here. warp_dist = (warping_speed * SHIPFX_WARP_DELAY) + half_length * 1.5f; // We want to get to 1.5R away from effect } ship_move_dist = warp_dist - half_length; } // Calculate time to get to warp effect, before we actually go through it. *ship_move_time = ship_move_dist / warping_speed; if (m_portal_objnum < 0) { // project the warp portal in front of us vm_vec_scale_add(warp_pos, ¢er_pos, &objp->orient.vec.fvec, warp_dist); } } // JAS - code to start the ship doing the warp out effect // This puts the ship into a mode specified by SF_DEPARTING // where it flies forward for a set time period at a set // velocity, then disappears when that time is reached. This // also starts the animating 3d effect playing. void shipfx_warpout_start( object *objp ) { ship* shipp; shipp = &Ships[objp->instance]; if (shipp->flags[Ship::Ship_Flags::Depart_warp]) { mprintf(("Ship is already departing!\n")); return; } if (OnWarpOutHook->isActive()) { auto params = scripting::hook_param_list(scripting::hook_param("Self", 'o', objp)); auto conditions = scripting::hooks::ShipSourceConditions{ shipp }; if (OnWarpOutHook->isOverride(conditions, params)) { OnWarpOutHook->run(conditions, std::move(params)); return; } } // if we're dying return if (shipp->flags[Ship::Ship_Flags::Dying]) { return; } // return if disabled if (shipp->flags[Ship::Ship_Flags::Disabled]) { return; } // if we're HUGE, keep alive - set guardian if (Ship_info[shipp->ship_info_index].is_huge_ship()) { shipp->ship_guardian_threshold = SHIP_GUARDIAN_THRESHOLD_DEFAULT; } // don't send ship depart packets for player ships if ((MULTIPLAYER_MASTER) && !(objp->flags[Object::Object_Flags::Player_ship])) { send_ship_depart_packet(objp); } // don't do departure wormhole if ship flag is set which indicates no effect if (shipp->flags[Ship::Ship_Flags::No_departure_warp]) { // DKA 5/25/99 If he's going to warpout, set it. // Next line fixes assert in wing cleanup code when no warp effect. // NOTE: It also causes shipfx_warpout_frame to be run in ship_process_post // which will make the ship actually depart shipp->flags.set(Ship::Ship_Flags::Depart_warp); return; } Assertion(shipp->warpout_effect != nullptr, "shipfx_warpout_start() was fed a ship with an uninitialized warpout_effect."); shipp->warpout_effect->warpStart(); if (OnWarpOutHook->isActive()) { auto params = scripting::hook_param_list(scripting::hook_param("Self", 'o', objp)); auto conditions = scripting::hooks::ShipSourceConditions{ shipp }; OnWarpOutHook->run(conditions, std::move(params)); } } void shipfx_warpout_frame( object *objp, float frametime ) { ship *shipp; shipp = &Ships[objp->instance]; if ( shipp->flags[Ship::Ship_Flags::Dying] ) return; //disabled ships should stay on the battlefield if they were disabled during warpout //phreak 5/22/03 if (shipp->flags[Ship::Ship_Flags::Disabled]){ shipp->flags.remove(Ship::Ship_Flags::Depart_dockbay); shipp->flags.remove(Ship::Ship_Flags::Depart_warp); return; } // for ships with no warp effect, skip to the end if (shipp->flags[Ship::Ship_Flags::No_departure_warp]) shipfx_actually_warpout(shipp, objp); else shipp->warpout_effect->warpFrame(frametime); } //================================================== // Stuff for keeping track of which ships are in // whose shadows. #define w(p) (*((int *) (p))) /** * Given world point see if it is in a shadow. */ bool shipfx_eye_in_shadow( vec3d *eye_pos, object * src_obj, int light_n ) { object *objp; ship_obj *so; vec3d rp0, rp1; vec3d light_dir; rp0 = *eye_pos; // get the light dir if(!light_get_global_dir(&light_dir, light_n)){ return false; } // Find rp1 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) { objp = &Objects[so->objnum]; if (objp->flags[Object::Object_Flags::Should_be_dead]) continue; if ( src_obj != objp ) { mc_info mc; vm_vec_scale_add( &rp1, &rp0, &light_dir, objp->radius*10.0f ); mc.model_instance_num = Ships[objp->instance].model_instance_num; mc.model_num = Ship_info[Ships[objp->instance].ship_info_index].model_num; mc.orient = &objp->orient; mc.pos = &objp->pos; mc.p0 = &rp0; mc.p1 = &rp1; mc.flags = MC_CHECK_MODEL | MC_RESPECT_DETAIL_BOX_SPHERE; if (model_collide(&mc)) { return true; } } } for (const auto& p : Props) { if (p.has_value()) { objp = &Objects[p->objnum]; if (objp->flags[Object::Object_Flags::Should_be_dead]) continue; if (src_obj != objp) { mc_info mc; vm_vec_scale_add(&rp1, &rp0, &light_dir, objp->radius * 10.0f); mc.model_instance_num = p->model_instance_num; mc.model_num = Prop_info[p->prop_info_index].model_num; mc.orient = &objp->orient; mc.pos = &objp->pos; mc.p0 = &rp0; mc.p1 = &rp1; mc.flags = MC_CHECK_MODEL; if (model_collide(&mc)) { return true; } } } } // Check all the big hull debris pieces. for (auto &db: Debris) { if ( !(db.flags[Debris_Flags::Used]) || !db.is_hull ){ continue; } objp = &Objects[db.objnum]; vm_vec_scale_add( &rp1, &rp0, &light_dir, objp->radius*10.0f ); mc_info mc; mc.model_instance_num = -1; mc.model_num = db.model_num; // Fill in the model to check mc.submodel_num = db.submodel_num; mc.orient = &objp->orient; // The object's orient mc.pos = &objp->pos; // The object's position mc.p0 = &rp0; // Point 1 of ray to check mc.p1 = &rp1; // Point 2 of ray to check mc.flags = (MC_CHECK_MODEL | MC_SUBMODEL); if (model_collide(&mc)) { return true; } } // check cockpit model if( Viewer_obj != NULL && Viewer_mode != VM_TOPDOWN ) { if ( Viewer_obj->type == OBJ_SHIP && Viewer_obj->instance >= 0 ) { ship *shipp = &Ships[Viewer_obj->instance]; ship_info *sip = &Ship_info[shipp->ship_info_index]; if(sip->cockpit_model_num > 0) { vm_vec_scale_add( &rp1, &rp0, &light_dir, Viewer_obj->radius*2.0f ); vec3d pos,eye_posi; matrix eye_ori; object_get_eye(&eye_posi, &eye_ori, Viewer_obj, false); vm_vec_unrotate(&pos, &sip->cockpit_offset, &eye_ori); vm_vec_add2(&pos, &eye_posi); mc_info mc; mc.model_instance_num = -1; mc.model_num = sip->cockpit_model_num; mc.submodel_num = -1; mc.orient = &eye_ori; mc.pos = &pos; mc.p0 = &rp0; mc.p1 = &rp1; mc.flags = MC_CHECK_MODEL | MC_RESPECT_DETAIL_BOX_SPHERE; int mc_result = model_collide(&mc); mc.pos = NULL; if( mc_result ) { if ( mc.t_poly ) { polymodel *pm = model_get(sip->cockpit_model_num); int tmap_num = w(mc.t_poly+40); Assertion (tmap_num < MAX_MODEL_TEXTURES, "Texture map index (%i) exceeded max", tmap_num); if (tmap_num >= MAX_MODEL_TEXTURES) { return 0; } if( !(pm->maps[tmap_num].is_transparent) && strcmp(bm_get_filename(mc.hit_bitmap), "glass.dds") != 0 ) { return true; } } if ( mc.f_poly ) { return true; } if ( mc.bsp_leaf ) { if ( mc.bsp_leaf->tmap_num < 255 ) { polymodel *pm = model_get(sip->cockpit_model_num); int tmap_num = mc.bsp_leaf->tmap_num; Assertion (tmap_num < MAX_MODEL_TEXTURES, "Texture map index (%i) exceeded max", tmap_num); if (tmap_num >= MAX_MODEL_TEXTURES) { return 0; } if ( !(pm->maps[tmap_num].is_transparent) && strcmp(bm_get_filename(mc.hit_bitmap), "glass.dds") != 0 ) { return true; } } else { return true; } } } } if ( sip->flags[Ship::Info_Flags::Show_ship_model] && (!Show_ship_only_if_cockpits_enabled || Cockpit_active) ) { vm_vec_scale_add( &rp1, &rp0, &light_dir, Viewer_obj->radius*10.0f ); mc_info mc; mc.model_instance_num = -1; mc.model_num = sip->model_num; mc.submodel_num = -1; mc.orient = &Viewer_obj->orient; mc.pos = &Viewer_obj->pos; mc.p0 = &rp0; mc.p1 = &rp1; mc.flags = MC_CHECK_MODEL | MC_RESPECT_DETAIL_BOX_SPHERE; if( model_collide(&mc) ) { if ( mc.t_poly ) { polymodel *pm = model_get(sip->model_num); int tmap_num = w(mc.t_poly+40); Assertion (tmap_num < MAX_MODEL_TEXTURES, "Texture map index (%i) exceeded max", tmap_num); if (tmap_num >= MAX_MODEL_TEXTURES) { return 0; } if ( !(pm->maps[tmap_num].is_transparent) && strcmp(bm_get_filename(mc.hit_bitmap),"glass.dds") != 0 ) { return true; } } if ( mc.f_poly ) { return true; } if ( mc.bsp_leaf ) { if ( mc.bsp_leaf->tmap_num < 255 ) { polymodel *pm = model_get(sip->model_num); int tmap_num = mc.bsp_leaf->tmap_num; Assertion (tmap_num < MAX_MODEL_TEXTURES, "Texture map index (%i) exceeded max", tmap_num); if (tmap_num >= MAX_MODEL_TEXTURES) { return 0; } if ( !(pm->maps[tmap_num].is_transparent) && strcmp(bm_get_filename(mc.hit_bitmap), "glass.dds") != 0 ) { return true; } } else { return true; } } } } } } // check asteroids asteroid *ast = Asteroids; if (Asteroid_field.num_initial_asteroids <= 0 ) { return false; } for (int i = 0 ; i < MAX_ASTEROIDS; i++, ast++) { if (!(ast->flags & AF_USED)) { continue; } objp = &Objects[ast->objnum]; vm_vec_scale_add( &rp1, &rp0, &light_dir, objp->radius*10.0f ); mc_info mc; mc.model_instance_num = -1; mc.model_num = Asteroid_info[ast->asteroid_type].subtypes[ast->asteroid_subtype].model_number; // Fill in the model to check mc.submodel_num = -1; mc.orient = &objp->orient; // The object's orient mc.pos = &objp->pos; // The object's position mc.p0 = &rp0; // Point 1 of ray to check mc.p1 = &rp1; // Point 2 of ray to check mc.flags = MC_CHECK_MODEL; if (model_collide(&mc)) { return true; } } // not in shadow return false; } //===================================================================================== // STUFF FOR DOING SHIP GUN FLASHES //===================================================================================== #define MAX_FLASHES 128 // How many flashes total #define FLASH_LIFE_PRIMARY 0.25f // How long flash lives #define FLASH_LIFE_SECONDARY 0.50f // How long flash lives typedef struct ship_flash { int objnum; // object number of parent ship int obj_signature; // signature of that object int light_num; // which light in the model this uses float life; // how long this should be around float max_life; // how long this has been around. } ship_flash; int Ship_flash_inited = 0; int Ship_flash_highest = -1; ship_flash Ship_flash[MAX_FLASHES]; /** * Resets the ship flash stuff. Call before each level. */ void shipfx_flash_init() { int i; for (i=0; iinstance].ship_info_index].flags[Ship::Info_Flags::Show_ship_model] && (!Show_ship_only_if_cockpits_enabled || Cockpit_active)); auto* wip = &Weapon_info[weapon_info_index]; if (!(wip->wi_flags[Weapon::Info_Flags::Flak]) && (objp != Player_obj || Render_player_mflash || (!in_cockpit_view || player_show_ship_model))) { // if there's a muzzle effect entry, we use that if (Weapon_info[weapon_info_index].muzzle_effect.isValid()) { matrix gunOrient; vm_vector_2_matrix_norm(&gunOrient, gun_dir); // spawn particle effect auto particleSource = particle::ParticleManager::get()->createSource(Weapon_info[weapon_info_index].muzzle_effect); //This should probably end up attached to the subobject, not the object, but it's not that much of a problem since primaries / secondaries rarely move. particleSource->setHost(std::make_unique(objp, *gun_pos, gunOrient, true)); auto *weapon_objp = &Objects[weapon_objnum]; auto *wp = &Weapons[weapon_objp->instance]; float radius_mult = 1.f; if (wip->render_type == WRT_LASER) { radius_mult = wip->weapon_curves.get_output(weapon_info::WeaponCurveOutputs::LASER_RADIUS_MULT, *wp, &wp->modular_curves_instance); } particleSource->setTriggerRadius(weapon_objp->radius * radius_mult); particleSource->setTriggerVelocity(vm_vec_mag_quick(&weapon_objp->phys_info.vel)); particleSource->finishCreation(); } } if ( pm->num_lights < 1 ) return; for (i=0; inum_lights; i++ ) { d = vm_vec_dist( &pm->lights[i].pos, gun_pos ); if ( pm->lights[i].type == BSP_LIGHT_TYPE_WEAPON ) { if ( (closest_light==-1) || (dsignature) ) { if ( Ship_flash[i].light_num == closest_light ) { // This is already flashing! Ship_flash[i].life = 0.0f; if ( is_primary ) { Ship_flash[i].max_life = FLASH_LIFE_PRIMARY; } else { Ship_flash[i].max_life = FLASH_LIFE_SECONDARY; } return; } } } if ( first_slot == -1 ) { if ( Ship_flash_highest < MAX_FLASHES-1 ) { Ship_flash_highest++; first_slot = Ship_flash_highest; } else { return; // out of flash slots } } Assert( Ship_flash[first_slot].objnum == -1 ); Ship_flash[first_slot].objnum = objnum; Ship_flash[first_slot].obj_signature = objp->signature; Ship_flash[first_slot].life = 0.0f; // Start it up if ( is_primary ) { Ship_flash[first_slot].max_life = FLASH_LIFE_PRIMARY; } else { Ship_flash[first_slot].max_life = FLASH_LIFE_SECONDARY; } Ship_flash[first_slot].light_num = closest_light; } /** * Does whatever processing needs to be done each frame. */ void shipfx_flash_do_frame(float frametime) { ship_flash *sf; int kill_it = 0; int i; for (i=0, sf = &Ship_flash[0]; i<=Ship_flash_highest; i++, sf++ ) { if ( sf->objnum > -1 ) { if ( Objects[sf->objnum].signature != sf->obj_signature ) { kill_it = 1; } sf->life += frametime; if ( sf->life >= sf->max_life ) kill_it = 1; if (kill_it) { sf->objnum = -1; if ( i == Ship_flash_highest ) { while( (Ship_flash_highest>0) && (Ship_flash[Ship_flash_highest].objnum == -1) ) { Ship_flash_highest--; } } } } } } // Make sparks fly off of ship n. // sn = spark number to spark, corrosponding to element in // ship->hitpos array. If this isn't -1, it is a just // got hit by weapon spark, otherwise pick one randomally. void shipfx_emit_spark( int n, int sn ) { int create_spark = 1; object * obj; vec3d outpnt; ship *shipp = &Ships[n]; ship_info *sip = &Ship_info[shipp->ship_info_index]; if(sn > -1 && !sip->impact_spew.isValid()) return; if(sn < 0 && !sip->damage_spew.isValid()) return; if ( shipp->num_sparks <= 0 ) return; obj = &Objects[shipp->objnum]; float hull_percent = get_hull_pct(obj); if (hull_percent < 0.001) { hull_percent = 0.001f; } float fraction = 0.1f * obj->radius / hull_percent; if (fraction > 1.0f) { fraction = 1.0f; } int spark_num; if ( sn == -1 ) { spark_num = Random::next(shipp->num_sparks); } else { spark_num = sn; } // don't display sparks that have expired if ( timestamp_elapsed(shipp->sparks[spark_num].end_time) ) { return; } auto pmi = model_get_instance(shipp->model_instance_num); auto pm = model_get(pmi->model_num); // get spark position if (shipp->sparks[spark_num].submodel_num != -1) { model_instance_local_to_global_point(&outpnt, &shipp->sparks[spark_num].pos, pm, pmi, shipp->sparks[spark_num].submodel_num, &obj->orient, &obj->pos); } else { // rotate sparks correctly with current ship orient vm_vec_unrotate(&outpnt, &shipp->sparks[spark_num].pos, &obj->orient); vm_vec_add2(&outpnt,&obj->pos); } // phreak: Mantis 1676 - Re-enable warpout clipping. WarpEffect* warp_effect = nullptr; if ((shipp->is_arriving()) && (shipp->warpin_effect)) warp_effect = shipp->warpin_effect; else if ((shipp->flags[Ship::Ship_Flags::Depart_warp]) && (shipp->warpout_effect)) warp_effect = shipp->warpout_effect; if (warp_effect != nullptr && point_is_clipped_by_warp(&outpnt, warp_effect)) return; if ( create_spark ) { // TODO: add velocity from rotation if submodel is rotating // v_rot = w x r // r = outpnt - model_local_to_global_point(0) // w = model_local_to_global_dir( // model_local_to_global_dir(&out_dir, &in_dir, model_num, submodel_num, &objorient, &objpos); vec3d tmp_norm, tmp_vel; vm_vec_sub( &tmp_norm, &outpnt, &obj->pos ); vm_vec_normalize_safe(&tmp_norm); tmp_vel = obj->phys_info.vel; if ( vm_vec_normalize_safe(&tmp_vel) > 1.0f ) { vm_vec_scale_add2(&tmp_norm,&tmp_vel, -2.0f); vm_vec_normalize_safe(&tmp_norm); } vec3d local_norm; model_instance_global_to_local_dir(&local_norm, &tmp_norm, pm, pmi, shipp->sparks[spark_num].submodel_num, &obj->orient); matrix orient; vm_vector_2_matrix_norm(&orient, &local_norm); std::unique_ptr particleHost; if (shipp->sparks[spark_num].submodel_num != -1) { particleHost = std::make_unique(obj, shipp->sparks[spark_num].submodel_num, shipp->sparks[spark_num].pos, orient); } else { particleHost = std::make_unique(obj, shipp->sparks[spark_num].pos, orient); } // first time through - set up end time and make heavier initially if ( sn > -1 ) { // Sparks for first time at this spot if (sip->flags[Ship::Info_Flags::Fighter]) { if (hull_percent > 0.6f) { // sparks only once when hull > 60% float spark_duration = (float)pow(2.0f, -5.0f*(hull_percent-1.3f)) * (1.0f + 0.6f*(frand()-0.5f)); // +- 30% shipp->sparks[spark_num].end_time = timestamp( (int) (1000.0f * spark_duration) ); } else { // spark never ends when hull < 60% (~277 hr) shipp->sparks[spark_num].end_time = timestamp( 100000000 ); } } auto source = particle::ParticleManager::get()->createSource(sip->impact_spew); source->setHost(std::move(particleHost)); source->finishCreation(); } else { auto source = particle::ParticleManager::get()->createSource(sip->damage_spew); source->setHost(std::move(particleHost)); source->finishCreation(); } } // Select time to do next spark shipp->next_hit_spark = timestamp_rand(50,100); } //===================================================================================== // STUFF FOR DOING LARGE SHIP EXPLOSIONS //===================================================================================== int Bs_exp_fire_low = 1; float Bs_exp_fire_time_mult = 1.0f; DCF_BOOL(bs_exp_fire_low, Bs_exp_fire_low) DCF(bs_exp_fire_time_mult, "Sets multiplier time between fireball in big ship explosion") { float value; if (dc_optional_string_either("status", "--status") || dc_optional_string_either("?", "--?")) { dc_printf("Bs_exp_fire_time_mult : %f\n", Bs_exp_fire_time_mult); return; } dc_stuff_float(&value); CLAMP(value, 0.1f, 5.0f); Bs_exp_fire_time_mult = value; dc_printf("Bs_exp_fire_time_mult set to %f\n", Bs_exp_fire_time_mult); } #define DEBRIS_NONE 0 #define DEBRIS_DRAW 1 #define DEBRIS_FREE 2 typedef struct clip_ship { object* parent_obj; float length_left; // uncomsumed length matrix orient; physics_info phys_info; vec3d local_pivot; // world center of mass position of half ship vec3d model_center_disp_to_orig_center; // displacement from half ship center to original model center vec3d clip_plane_norm; // clip plane normal (local [0,0,1] or [0,0,-1]) float cur_clip_plane_pt; // displacement from half ship clip plane to original model center float explosion_vel; ubyte draw_debris[MAX_DEBRIS_OBJECTS]; int next_fireball; } clip_ship; typedef struct split_ship { int used = 0; // 0 if not used, 1 if used clip_ship front_ship; clip_ship back_ship; int explosion_flash_timestamp = 0; int explosion_flash_started = 0; std::array sound_handles; split_ship() { memset(&front_ship, 0, sizeof(front_ship)); memset(&back_ship, 0, sizeof(back_ship)); sound_handles.fill(sound_handle::invalid()); } } split_ship; static SCP_vector Split_ships; static int get_split_ship() { int i; // check for an existing free slot int max_size = (int)Split_ships.size(); for (i = 0; i < max_size; i++) { if (!Split_ships[i].used) return i; } // Construct default constructed object at the end Split_ships.emplace_back(); return (int)(Split_ships.size() - 1); } static void maybe_fireball_wipe(clip_ship* half_ship, sound_handle* sound_handle); static void split_ship_init( ship* shipp, split_ship* split_shipp ) { object* parent_ship_obj = &Objects[shipp->objnum]; matrix* orient = &parent_ship_obj->orient; for (int ii=0; iisound_handles[ii] = shipp->sub_expl_sound_handle[ii]; } // play 3d sound for shockwave explosion snd_play_3d( gamesnd_get_game_sound(GameSounds::SHOCKWAVE_EXPLODE), &parent_ship_obj->pos, &View_position, 0.0f, NULL, 0, 1.0f, SND_PRIORITY_SINGLE_INSTANCE, NULL, 3.0f ); // initialize both ships split_shipp->front_ship.parent_obj = parent_ship_obj; split_shipp->back_ship.parent_obj = parent_ship_obj; split_shipp->explosion_flash_timestamp = timestamp((int)(0.00075f*parent_ship_obj->radius)); split_shipp->explosion_flash_started = 0; split_shipp->front_ship.orient = *orient; split_shipp->back_ship.orient = *orient; split_shipp->front_ship.next_fireball = timestamp_rand(0, 100); split_shipp->back_ship.next_fireball = timestamp_rand(0, 100); split_shipp->front_ship.clip_plane_norm = vmd_z_vector; vm_vec_copy_scale(&split_shipp->back_ship.clip_plane_norm, &vmd_z_vector, -1.0f); // find the point at which the ship splits (relative to its pivot) polymodel* pm = model_get(Ship_info[shipp->ship_info_index].model_num); float init_clip_plane_dist; if (pm->num_split_plane > 0) { int index = Random::next(pm->num_split_plane); init_clip_plane_dist = pm->split_plane[index]; } else { init_clip_plane_dist = 0.5f * (0.5f - frand())*pm->core_radius; } split_shipp->back_ship.cur_clip_plane_pt = init_clip_plane_dist; split_shipp->front_ship.cur_clip_plane_pt = init_clip_plane_dist; float dist; dist = (split_shipp->front_ship.cur_clip_plane_pt+pm->maxs.xyz.z)/2.0f; vm_vec_copy_scale(&split_shipp->front_ship.local_pivot, &orient->vec.fvec, dist); vm_vec_make(&split_shipp->front_ship.model_center_disp_to_orig_center, 0.0f, 0.0f, -dist); dist = (split_shipp->back_ship.cur_clip_plane_pt +pm->mins.xyz.z)/2.0f; vm_vec_copy_scale(&split_shipp->back_ship.local_pivot, &orient->vec.fvec, dist); vm_vec_make(&split_shipp->back_ship.model_center_disp_to_orig_center, 0.0f, 0.0f, -dist); vm_vec_add2(&split_shipp->front_ship.local_pivot, &parent_ship_obj->pos ); vm_vec_add2(&split_shipp->back_ship.local_pivot, &parent_ship_obj->pos ); // find which debris pieces are in the front and back split ships for (int i=0; inum_debris_objects; i++ ) { vec3d temp_pos = ZERO_VECTOR; vec3d tmp = ZERO_VECTOR; vec3d tmp1 = pm->submodel[pm->debris_objects[i]].offset; // tmp is world position, temp_pos is world_pivot, tmp1 is offset from world_pivot (in ship local coord) // we don't need to use a model instance here because we're not working with any submodels model_local_to_global_point(&tmp, &tmp1, pm, -1, &vmd_identity_matrix, &temp_pos ); if (tmp.xyz.z > init_clip_plane_dist) { split_shipp->front_ship.draw_debris[i] = DEBRIS_DRAW; split_shipp->back_ship.draw_debris[i] = DEBRIS_NONE; } else { split_shipp->front_ship.draw_debris[i] = DEBRIS_NONE; split_shipp->back_ship.draw_debris[i] = DEBRIS_DRAW; } } // set up physics physics_init( &split_shipp->front_ship.phys_info ); physics_init( &split_shipp->back_ship.phys_info ); split_shipp->front_ship.phys_info.flags |= PF_BALLISTIC; split_shipp->back_ship.phys_info.flags |= PF_BALLISTIC; split_shipp->front_ship.phys_info.gravity_const = parent_ship_obj->phys_info.gravity_const; split_shipp->back_ship.phys_info.gravity_const = parent_ship_obj->phys_info.gravity_const; split_shipp->front_ship.phys_info.rotdamp = 10000.0f; split_shipp->back_ship.phys_info.rotdamp = 10000.0f; // set up explosion vel and relative velocities (assuming mass depends on length) float front_length = pm->maxs.xyz.z - split_shipp->front_ship.cur_clip_plane_pt; float back_length = split_shipp->back_ship.cur_clip_plane_pt - pm->mins.xyz.z; float ship_length = front_length + back_length; split_shipp->front_ship.length_left = front_length; split_shipp->back_ship.length_left = back_length; float expl_length_scale = (ship_length - 200.0f) / 2000.0f; // s_r_f effects speed of "wipe" and rotvel float speed_reduction_factor = (1.0f + 0.001f*parent_ship_obj->radius); float explosion_time = (3.0f + expl_length_scale + (frand()-0.5f)) * speed_reduction_factor; float long_length = MAX(front_length, back_length); float expl_vel = long_length / explosion_time; split_shipp->front_ship.explosion_vel = expl_vel; split_shipp->back_ship.explosion_vel = -expl_vel; float rel_vel = (0.6f + 0.2f*frand()) * expl_vel * speed_reduction_factor; float front_vel = rel_vel * back_length / ship_length; float back_vel = -rel_vel * front_length / ship_length; // set up rotational vel vec3d rotvel; vm_vec_rand_vec_quick(&rotvel); rotvel.xyz.z = 0.0f; vm_vec_normalize(&rotvel); vm_vec_scale(&rotvel, 0.15f / speed_reduction_factor); split_shipp->front_ship.phys_info.rotvel = rotvel; vm_vec_copy_scale(&split_shipp->back_ship.phys_info.rotvel, &rotvel, -(front_length*front_length)/(back_length*back_length)); split_shipp->front_ship.phys_info.rotvel.xyz.z = parent_ship_obj->phys_info.rotvel.xyz.z; split_shipp->back_ship.phys_info.rotvel.xyz.z = parent_ship_obj->phys_info.rotvel.xyz.z; // modify vel of each split ship based on rotvel of parent ship obj vec3d temp_rotvel = parent_ship_obj->phys_info.rotvel; temp_rotvel.xyz.z = 0.0f; vec3d vel_from_rotvel; vm_vec_cross(&vel_from_rotvel, &temp_rotvel, &split_shipp->front_ship.local_pivot); vm_vec_cross(&vel_from_rotvel, &temp_rotvel, &split_shipp->back_ship.local_pivot); // set up velocity and make initial fireballs and particles split_shipp->front_ship.phys_info.vel = parent_ship_obj->phys_info.vel; split_shipp->back_ship.phys_info.vel = parent_ship_obj->phys_info.vel; maybe_fireball_wipe(&split_shipp->front_ship, split_shipp->sound_handles.data()); maybe_fireball_wipe(&split_shipp->back_ship, split_shipp->sound_handles.data()); vm_vec_scale_add2(&split_shipp->front_ship.phys_info.vel, &orient->vec.fvec, front_vel); vm_vec_scale_add2(&split_shipp->back_ship.phys_info.vel, &orient->vec.fvec, back_vel); // HANDLE LIVE DEBRIS - blow off if not already gone shipfx_maybe_create_live_debris_at_ship_death( parent_ship_obj ); } void shipfx_queue_render_ship_halves_and_debris(model_draw_list *scene, clip_ship* half_ship, ship *shipp) { polymodel_instance *pmi = model_get_instance(shipp->model_instance_num); polymodel *pm = model_get(pmi->model_num); // get rotated clip plane normal and world coord of original ship center vec3d orig_ship_world_center, clip_plane_norm, model_clip_plane_pt, debris_clip_plane_pt; vm_vec_unrotate(&clip_plane_norm, &half_ship->clip_plane_norm, &half_ship->orient); vm_vec_unrotate(&orig_ship_world_center, &half_ship->model_center_disp_to_orig_center, &half_ship->orient); vm_vec_add2(&orig_ship_world_center, &half_ship->local_pivot); // get debris clip plane pt and draw debris vm_vec_unrotate(&debris_clip_plane_pt, &half_ship->model_center_disp_to_orig_center, &half_ship->orient); vm_vec_add2(&debris_clip_plane_pt, &half_ship->local_pivot); // set up render flags uint64_t render_flags = MR_NORMAL; if (shipp->flags[Ship::Ship_Flags::Glowmaps_disabled]) { render_flags |= MR_NO_GLOWMAPS; } for (int i = 0; i < pm->num_debris_objects; i++ ) { // draw DEBRIS_FREE in test only if (half_ship->draw_debris[i] == DEBRIS_DRAW) { vec3d temp_pos = orig_ship_world_center; vec3d tmp = ZERO_VECTOR; vec3d tmp1 = pm->submodel[pm->debris_objects[i]].offset; // determine if explosion front has past debris piece // 67 ~ dist expl moves in 2 frames -- maybe fraction works better bool is_live_debris = pm->submodel[pm->debris_objects[i]].flags[Model::Submodel_flags::Is_live_debris]; int create_debris = 0; // front ship if (half_ship->explosion_vel > 0) { if (half_ship->cur_clip_plane_pt > tmp1.xyz.z + pm->submodel[pm->debris_objects[i]].max.xyz.z - 0.1f*half_ship->explosion_vel) { create_debris = 1; } // back ship } else { if (half_ship->cur_clip_plane_pt < tmp1.xyz.z + pm->submodel[pm->debris_objects[i]].min.xyz.z - 0.1f*half_ship->explosion_vel) { create_debris = 1; } } // Draw debris, but not live debris if ( !is_live_debris ) { // we don't need to use a model instance here because we're not working with any submodels model_local_to_global_point(&tmp, &tmp1, pm, -1, &half_ship->orient, &temp_pos); model_render_params render_info; render_info.set_clip_plane(debris_clip_plane_pt, clip_plane_norm); render_info.set_replacement_textures(pmi->texture_replace); render_info.set_flags(render_flags); submodel_render_queue(&render_info, scene, pm, pmi, pm->debris_objects[i], &half_ship->orient, &tmp); } // make free piece of debris if ( create_debris ) { half_ship->draw_debris[i] = DEBRIS_FREE; // mark debris to not render with model vec3d center_to_debris, debris_vel, radial_vel; // do debris create here, but not for live debris // debris vel (1) split ship vel (2) split ship rotvel (3) random if ( !is_live_debris ) { object* debris_obj; debris_obj = debris_create(half_ship->parent_obj, pm->id, pm->debris_objects[i], &tmp, &half_ship->local_pivot, 1, 1.0f); // AL: make sure debris_obj isn't NULL! if ( debris_obj ) { vm_vec_scale(&debris_obj->phys_info.rotvel, 4.0f); debris_obj->orient = half_ship->orient; vm_vec_sub(¢er_to_debris, &tmp, &half_ship->local_pivot); vm_vec_cross(&debris_vel, ¢er_to_debris, &half_ship->phys_info.rotvel); vm_vec_add2(&debris_vel, &half_ship->phys_info.vel); vm_vec_copy_normalize(&radial_vel, ¢er_to_debris); float radial_mag = 10.0f + 30.0f*frand(); vm_vec_scale_add2(&debris_vel, &radial_vel, radial_mag); debris_obj->phys_info.vel = debris_vel; shipfx_debris_limit_speed(&Debris[debris_obj->instance], shipp); } } } } } // get model clip plane pt and draw model vec3d temp; vm_vec_make(&temp, 0.0f, 0.0f, half_ship->cur_clip_plane_pt); vm_vec_unrotate(&model_clip_plane_pt, &temp, &half_ship->orient); vm_vec_add2(&model_clip_plane_pt, &orig_ship_world_center); model_render_params render_info; render_info.set_flags(render_flags); render_info.set_clip_plane(model_clip_plane_pt, clip_plane_norm); render_info.set_replacement_textures(pmi->texture_replace); render_info.set_object_number(shipp->objnum); if (Ship_info[shipp->ship_info_index].uses_team_colors && !shipp->flags[Ship::Ship_Flags::Render_without_miscmap]) { team_color model_team_color; bool team_color_set = model_get_team_color(&model_team_color, shipp->team_name, shipp->secondary_team_name, shipp->team_change_timestamp, shipp->team_change_time); if (team_color_set) { render_info.set_team_color(model_team_color); } } model_render_queue(&render_info, scene, pm->id, &half_ship->orient, &orig_ship_world_center); } void shipfx_large_blowup_level_init() { Split_ships.clear(); if(Ship_cannon_bitmap != -1){ bm_release(Ship_cannon_bitmap); Ship_cannon_bitmap = bm_load(SHIP_CANNON_BITMAP); } } void shipfx_large_blowup_init(ship *shipp) { int i; i = get_split_ship(); Split_ships[i].used = 1; shipp->large_ship_blowup_index = i; split_ship_init(shipp, &Split_ships[i] ); } void shipfx_debris_limit_speed(const debris *db, const ship *shipp) { if(db == NULL || shipp == NULL) return; object *ship_objp = &Objects[shipp->objnum]; physics_info *pi = &Objects[db->objnum].phys_info; ship_info *sip = &Ship_info[shipp->ship_info_index]; float curspeed = vm_vec_mag(&pi->vel); if(sip->debris_min_speed >= 0.0f && sip->debris_max_speed >= 0.0f) { float debris_speed = (( sip->debris_max_speed - sip->debris_min_speed ) * frand()) + sip->debris_min_speed; if(fabs(curspeed) >= 0.001f) { float scale = debris_speed / curspeed; vm_vec_scale(&pi->vel, scale); } else { vm_vec_copy_scale(&pi->vel, &ship_objp->orient.vec.fvec, debris_speed); } } else if(sip->debris_min_speed >= 0.0f) { if(curspeed < sip->debris_min_speed) { if(fabs(curspeed) >= 0.001f) { float scale = sip->debris_min_speed / curspeed; vm_vec_scale(&pi->vel, scale); } else { vm_vec_copy_scale(&pi->vel, &ship_objp->orient.vec.fvec, sip->debris_min_speed); } } } else if(sip->debris_max_speed >= 0.0f) { if(curspeed > sip->debris_max_speed) { if(fabs(curspeed) >= 0.001f) { float scale = sip->debris_max_speed / curspeed; vm_vec_scale(&pi->vel, scale); } else { vm_vec_copy_scale(&pi->vel, &ship_objp->orient.vec.fvec, sip->debris_max_speed); } } } //WMC - Rotational velocity user cap float currotvel = vm_vec_mag(&pi->rotvel); if(sip->debris_min_rotspeed >= 0.0f && sip->debris_max_rotspeed >= 0.0f) { float debris_rotspeed = (( sip->debris_max_rotspeed - sip->debris_min_rotspeed ) * frand()) + sip->debris_min_rotspeed; if(fabs(currotvel) >= 0.001f) { float scale = debris_rotspeed / currotvel; vm_vec_scale(&pi->rotvel, scale); } else { vm_vec_copy_scale(&pi->rotvel, &ship_objp->orient.vec.uvec, debris_rotspeed); } } else if(sip->debris_min_rotspeed >= 0.0f) { if(curspeed < sip->debris_min_rotspeed) { if(fabs(currotvel) >= 0.001f) { float scale = sip->debris_min_rotspeed / currotvel; vm_vec_scale(&pi->rotvel, scale); } else { vm_vec_copy_scale(&pi->rotvel, &ship_objp->orient.vec.uvec, sip->debris_min_rotspeed); } } } else if(sip->debris_max_rotspeed >= 0.0f) { curspeed = vm_vec_mag(&pi->rotvel); if(curspeed > sip->debris_max_rotspeed) { if(fabs(currotvel) >= 0.001f) { float scale = sip->debris_max_rotspeed / currotvel; vm_vec_scale(&pi->rotvel, scale); } else { vm_vec_copy_scale(&pi->rotvel, &ship_objp->orient.vec.uvec, sip->debris_max_rotspeed); } } } int ship_type = sip->class_type; if(ship_type > -1) { if(vm_vec_mag(&pi->vel) > Ship_types[ship_type].debris_max_speed) { float scale = Ship_types[ship_type].debris_max_speed / vm_vec_mag(&pi->vel); vm_vec_scale(&pi->vel, scale); } } Assert(is_valid_vec(&pi->vel)); Assert(is_valid_vec(&pi->rotvel)); } // ---------------------------------------------------------------------------- // uses list of model z values with constant increment to find the radius of the // cross section at the current model z value static float get_model_cross_section_at_z(float z, polymodel* pm) { if (pm->num_xc < 2) { return 0.0f; } float index, increment; increment = (pm->xc[pm->num_xc-1].z - pm->xc[0].z) / (float)(pm->num_xc - 1); index = (z - pm->xc[0].z) / increment; if (index < 0.5f) { return pm->xc[0].radius; } else if (index > (pm->num_xc - 1.0f - 0.5f)) { return pm->xc[pm->num_xc-1].radius; } else { int floor_index = (int)floor(index); int ceil_index = (int)ceil(index); return MAX(pm->xc[ceil_index].radius, pm->xc[floor_index].radius); } } /** * Returns how long sound has been playing */ static int get_sound_time_played(sound_load_id snd_id, sound_handle handle) { if (!handle.isValid() || !snd_id.isValid()) { return 100000; } int time_left = snd_time_remaining(handle); int duration = snd_get_duration(snd_id); return (duration - time_left); } /** * Sound manager for big ship sub explosions sounds. * * Forces playing of sub-explosion sounds. Keeps track of active sounds, plays them for >= 750 ms * when sound has played >= 750, sound is stopped and new instance is started */ void do_sub_expl_sound(float radius, vec3d* sound_pos, sound_handle* handle_array) { // multiplier for range (near and far distances) to apply attenuation float sound_range = 1.0f + 0.0043f*radius; int handle_index = Random::next(NUM_SUB_EXPL_HANDLES); auto sound_index = GameSounds::SHIP_EXPLODE_1; auto handle = handle_array[handle_index]; if (!handle.isValid()) { // if no handle, get one handle_array[handle_index] = snd_play_3d(gamesnd_get_game_sound(sound_index), sound_pos, &View_position, 0.0f, nullptr, 0, 0.6f, SND_PRIORITY_MUST_PLAY, nullptr, sound_range); } else if (!snd_is_playing(handle)) { // if sound not playing and old, get new one // I don't think will happen with SND_PRIORITY_MUST_PLAY if (get_sound_time_played(snd_get_sound_id(handle), handle) > 400) { snd_stop(handle_array[handle_index]); handle_array[handle_index] = snd_play_3d(gamesnd_get_game_sound(sound_index), sound_pos, &View_position, 0.0f, nullptr, 0, 0.6f, SND_PRIORITY_MUST_PLAY, nullptr, sound_range); } } else if (get_sound_time_played(snd_get_sound_id(handle), handle) > 750) { handle_array[handle_index] = snd_play_3d(gamesnd_get_game_sound(sound_index), sound_pos, &View_position, 0.0f, nullptr, 0, 0.6f, SND_PRIORITY_MUST_PLAY, nullptr, sound_range); } } /** * Maybe create a fireball along model clip plane also maybe plays explosion sound */ static void maybe_fireball_wipe(clip_ship* half_ship, sound_handle* handle_array) { // maybe make fireball to cover wipe. if ( timestamp_elapsed(half_ship->next_fireball) ) { if ( half_ship->length_left > 0.2f*fl_abs(half_ship->explosion_vel) ) { ship_info *sip = &Ship_info[Ships[half_ship->parent_obj->instance].ship_info_index]; if ( !sip->split_particles.isValid() ) { // time out forever half_ship->next_fireball = timestamp(-1); return; } polymodel* pm = model_get(sip->model_num); vec3d model_clip_plane_pt, orig_ship_world_center, temp; vm_vec_unrotate(&orig_ship_world_center, &half_ship->model_center_disp_to_orig_center, &half_ship->orient); vm_vec_add2(&orig_ship_world_center, &half_ship->local_pivot); vm_vec_make(&temp, 0.0f, 0.0f, half_ship->cur_clip_plane_pt); vm_vec_unrotate(&model_clip_plane_pt, &temp, &half_ship->orient); vm_vec_add2(&model_clip_plane_pt, &orig_ship_world_center); vm_vec_rand_vec_quick(&temp); vm_vec_scale(&temp, 0.1f*frand()); vm_vec_add2(&model_clip_plane_pt, &temp); float cross_section_rad = get_model_cross_section_at_z(half_ship->cur_clip_plane_pt, pm); float rad = cross_section_rad; if (cross_section_rad < 1) { // changed from 0.4 & 0.6 to 0.6 & 0.9 as later 1.5 multiplier was removed rad = half_ship->parent_obj->radius * frand_range(0.6f, 0.9f); } else { // make fireball radius (1.5 +/- .1) * model_cross_section value // changed from 1.4 & 1.6 to 2.1 & 2.4 as later 1.5 multiplier was removed rad *= frand_range(2.1f, 2.4f); } rad = MIN(rad, half_ship->parent_obj->radius); if (sip->propagating_exp_particles.isValid()) { auto source = particle::ParticleManager::get()->createSource(sip->propagating_exp_particles); auto host = std::make_unique(model_clip_plane_pt, half_ship->orient, half_ship->phys_info.vel); // for particle effects, we'll ignore all the special logic applied to rad and just use the raw radius; the modder can handle it using curves host->setRadius(cross_section_rad); source->setHost(std::move(host)); source->setNormal(half_ship->orient.vec.uvec); source->finishCreation(); } else { //defaults to 1.0 now that multiplier was applied to the static values above rad *= sip->prop_exp_rad_mult; int fireball_type = fireball_ship_explosion_type(sip); if(fireball_type < 0) { fireball_type = FIREBALL_EXPLOSION_LARGE1 + Random::next(FIREBALL_NUM_LARGE_EXPLOSIONS); } int low_res_fireballs = Bs_exp_fire_low; fireball_create(&model_clip_plane_pt, fireball_type, FIREBALL_LARGE_EXPLOSION, OBJ_INDEX(half_ship->parent_obj), rad, false, &half_ship->parent_obj->phys_info.vel, 0.0f, -1, nullptr, low_res_fireballs); } // start the next fireball up (3-4 per frame) + 30% int time_low, time_high; time_low = int(650 * Bs_exp_fire_time_mult); time_high = int(900 * Bs_exp_fire_time_mult); half_ship->next_fireball = timestamp_rand(time_low, time_high); // do sound do_sub_expl_sound(half_ship->parent_obj->radius, &model_clip_plane_pt, handle_array); // do particles //This does not seem right, but is current particle behaviour vec3d normal = vmd_x_vector; auto source = particle::ParticleManager::get()->createSource(sip->split_particles); matrix orient; vm_vector_2_matrix_norm(&orient, &normal); auto host = std::make_unique(model_clip_plane_pt, orient, half_ship->phys_info.vel, vmd_identity_matrix, true); host->setRadius(half_ship->parent_obj->radius); source->setHost(std::move(host)); source->setTriggerVelocity(half_ship->explosion_vel); source->finishCreation(); if (sip->generic_debris_model_num >= 0) { // spawn a bunch of debris pieces, first determine the cross sectional average position to be the force explosion center vec3d local_xc_rand, local_xc_avg, xc_rand, xc_avg; submodel_get_cross_sectional_avg_pos(sip->model_num, -1, half_ship->cur_clip_plane_pt, &local_xc_avg); vm_vec_unrotate(&xc_avg, &local_xc_avg, &half_ship->orient); vm_vec_add2(&xc_avg, &orig_ship_world_center); float num_debris = sip->generic_debris_spew_num * (Detail.num_small_debris / 4.0f); for (int i = 0; i < num_debris; i++) { // then get random positions on the cross section and spawn the pieces there submodel_get_cross_sectional_random_pos(sip->model_num, -1, half_ship->cur_clip_plane_pt, &local_xc_rand); vm_vec_unrotate(&xc_rand, &local_xc_rand, &half_ship->orient); vm_vec_add2(&xc_rand, &orig_ship_world_center); debris_create(half_ship->parent_obj, sip->generic_debris_model_num, -1, &xc_rand, &xc_avg, 0, frand() * half_ship->parent_obj->radius / 100); } } } else { // time out forever half_ship->next_fireball = timestamp(-1); } } } void big_explosion_flash(float); /** * Returns 1 when explosion is done */ int shipfx_large_blowup_do_frame(ship *shipp, float frametime) { Assert( shipp->large_ship_blowup_index > -1 ); Assert( shipp->large_ship_blowup_index < (int)Split_ships.size() ); split_ship *the_split_ship = &Split_ships[shipp->large_ship_blowup_index]; Assert( the_split_ship->used ); // Get John // Do fireballs, particles, shockwave here // Note parent ship is still valid, vel and pos updated in obj_move_all if ( timestamp_elapsed(the_split_ship->explosion_flash_timestamp) ) { if ( !the_split_ship->explosion_flash_started ) { object* objp = &Objects[shipp->objnum]; if (objp->flags[Object::Object_Flags::Was_rendered]) { float excess_dist = (Player_obj == nullptr) ? 0.0f : vm_vec_dist(&Player_obj->pos, &objp->pos) - 2.0f*objp->radius - Player_obj->radius; float intensity = 1.0f - 0.1f*excess_dist / objp->radius; if (intensity > 1) { intensity = 1.0f; } if (intensity > 0.1f && Ship_info[shipp->ship_info_index].flags[Ship::Info_Flags::Flash]) { big_explosion_flash(intensity); } } the_split_ship->explosion_flash_started = 1; } } physics_sim(&the_split_ship->front_ship.local_pivot, &the_split_ship->front_ship.orient, &the_split_ship->front_ship.phys_info, &The_mission.gravity, frametime); physics_sim(&the_split_ship->back_ship.local_pivot, &the_split_ship->back_ship.orient, &the_split_ship->back_ship.phys_info, &The_mission.gravity, frametime); the_split_ship->front_ship.length_left -= the_split_ship->front_ship.explosion_vel*frametime; the_split_ship->back_ship.length_left += the_split_ship->back_ship.explosion_vel *frametime; the_split_ship->front_ship.cur_clip_plane_pt += the_split_ship->front_ship.explosion_vel*frametime; the_split_ship->back_ship.cur_clip_plane_pt += the_split_ship->back_ship.explosion_vel *frametime; float length_left = MAX( the_split_ship->front_ship.length_left, the_split_ship->back_ship.length_left ); if ( length_left < 0 ) { the_split_ship->used = 0; return 1; } maybe_fireball_wipe(&the_split_ship->front_ship, the_split_ship->sound_handles.data()); maybe_fireball_wipe(&the_split_ship->back_ship, the_split_ship->sound_handles.data()); return 0; } void shipfx_large_blowup_queue_render(model_draw_list *scene, ship* shipp) { Assert( shipp->large_ship_blowup_index > -1 ); Assert( shipp->large_ship_blowup_index < (int)Split_ships.size() ); split_ship *the_split_ship = &Split_ships[shipp->large_ship_blowup_index]; Assert( the_split_ship->used ); // Get John if (the_split_ship->front_ship.length_left > 0) { shipfx_queue_render_ship_halves_and_debris(scene, &the_split_ship->front_ship,shipp); } if (the_split_ship->back_ship.length_left > 0) { shipfx_queue_render_ship_halves_and_debris(scene, &the_split_ship->back_ship,shipp); } } void shipfx_shadow_render_blowup(shadow_render_list* shadow_list, ship* shipp) { Assert(shipp->large_ship_blowup_index > -1); Assert(shipp->large_ship_blowup_index < (int)Split_ships.size()); split_ship* the_split_ship = &Split_ships[shipp->large_ship_blowup_index]; Assert(the_split_ship->used); auto pmi = model_get_instance(shipp->model_instance_num); auto pm = model_get(pmi->model_num); for (int half_idx = 0; half_idx < 2; half_idx++) { clip_ship* half = (half_idx == 0) ? &the_split_ship->front_ship : &the_split_ship->back_ship; if (half->length_left <= 0) continue; vec3d clip_plane_norm, orig_ship_world_center, model_clip_plane_pt; vm_vec_unrotate(&clip_plane_norm, &half->clip_plane_norm, &half->orient); vm_vec_unrotate(&orig_ship_world_center, &half->model_center_disp_to_orig_center, &half->orient); vm_vec_add2(&orig_ship_world_center, &half->local_pivot); vec3d temp; vm_vec_make(&temp, 0.0f, 0.0f, half->cur_clip_plane_pt); vm_vec_unrotate(&model_clip_plane_pt, &temp, &half->orient); vm_vec_add2(&model_clip_plane_pt, &orig_ship_world_center); shadow_render_list::clip_plane_info clip; clip.normal = clip_plane_norm; clip.position = model_clip_plane_pt; shadow_render_list::add_model_draws(shadow_list, pm, pmi, shipp->objnum, &half->local_pivot, &half->orient, &clip); } } // ================== DO THE ELECTRIC ARCING STUFF ===================== // Creates any new ones, moves old ones. const float MAX_ARC_LENGTH_PERCENTAGE = 0.25f; const float MAX_EMP_ARC_TIMESTAMP = 150.0f; void shipfx_do_lightning_arcs_frame( ship *shipp ) { object *obj = &Objects[shipp->objnum]; ship_info* sip = &Ship_info[shipp->ship_info_index]; int model_num = sip->model_num; polymodel* pm = model_get(model_num); // first do any passive ship arcs, separate from damage or emp arcs for (int passive_arc_info_idx = 0; passive_arc_info_idx < (int)sip->ship_passive_arcs.size(); passive_arc_info_idx++) { if (!shipp->flags[Ship::Ship_Flags::No_passive_lightning] && timestamp_elapsed(shipp->passive_arc_next_times[passive_arc_info_idx])) { ship_passive_arc_info* arc_info = &sip->ship_passive_arcs[passive_arc_info_idx]; // find the specified submodels involved, if necessary if (arc_info->submodels.first < 0 || arc_info->submodels.second < 0) { for (int i = 0; i < pm->n_models; i++) { if (!stricmp(pm->submodel[i].name, arc_info->submodel_strings.first.c_str())) arc_info->submodels.first = i; if (!stricmp(pm->submodel[i].name, arc_info->submodel_strings.second.c_str())) arc_info->submodels.second = i; } } int submodel_1 = arc_info->submodels.first; int submodel_2 = arc_info->submodels.second; // see if these submodels are also subsystems, and dont draw if its destroyed bool skip = false; for (ship_subsys* pss = GET_FIRST(&shipp->subsys_list); pss != END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss)) { if (pss->system_info->subobj_num == submodel_1 && pss->max_hits > 0 && pss->current_hits <= 0) { skip = true; break; } else if (pss->system_info->subobj_num == submodel_2 && pss->max_hits > 0 && pss->current_hits <= 0) { skip = true; break; } } if (skip) continue; if (submodel_1 >= 0 && submodel_2 >= 0) { // spawn the arc in the first unused slot, or in a new slot if there are no unused ones auto arc = ship_find_or_create_electrical_arc_slot(shipp, shipp->electrical_arcs.size() >= MAX_ARC_EFFECTS); if (arc) { arc->timestamp = _timestamp(fl2i(arc_info->duration * MILLISECONDS_PER_SECOND)); vec3d v1, v2, offset; // subtract away the submodel's offset, since these positions were in frame of ref of the whole ship model_find_submodel_offset(&offset, pm, submodel_1); v1 = arc_info->pos.first - offset; model_find_submodel_offset(&offset, pm, submodel_2); v2 = arc_info->pos.second - offset; model_instance_local_to_global_point(&v1, &v1, shipp->model_instance_num, submodel_1, &vmd_identity_matrix, &vmd_zero_vector); arc->endpoint_1 = v1; model_instance_local_to_global_point(&v2, &v2, shipp->model_instance_num, submodel_2, &vmd_identity_matrix, &vmd_zero_vector); arc->endpoint_2 = v2; //Set the arc colors arc->primary_color_1 = arc_info->primary_color_1; arc->primary_color_2 = arc_info->primary_color_2; arc->secondary_color = arc_info->secondary_color; arc->type = MARC_TYPE_SHIP; if (arc_info->width > 0.0f) { arc->width = arc_info->width; } else { // same width as other arc types in model_render_add_lightning // try and scale the size a bit so that it looks equally well on smaller vessels arc->width = Arc_width_default_damage; if (pm->rad < Arc_width_no_multiply_over_radius_damage) { arc->width *= (pm->rad * Arc_width_radius_multiplier_damage); if (arc->width < Arc_width_minimum_damage) { arc->width = Arc_width_minimum_damage; } } } arc->segment_depth = 4; // previously hard-coded in interp_generate_arc_segment() arc->persistent_arc_points.reset(); // by default, no persistent points shipp->passive_arc_next_times[passive_arc_info_idx] = _timestamp(fl2i(arc_info->frequency * MILLISECONDS_PER_SECOND)); } } } } // now handle damage/emp arcs int should_arc = 1; int disrupted_arc=0; float damage = get_hull_pct(obj); if (damage < 0) { damage = 0.0f; } // don't draw an arc based on damage if ( damage > 0.30f ) { // Don't do spark. should_arc = 0; } // SUSHI: If the lightning type is NONE, we can skip this if (Ship_info[shipp->ship_info_index].damage_lightning_type == SLT_NONE) should_arc = 0; // we should draw an arc if( shipp->emp_intensity > 0.0f){ should_arc = 1; } if ((ship_subsys_disrupted(shipp,SUBSYSTEM_ENGINE)) || (ship_subsys_disrupted(shipp,SUBSYSTEM_WEAPONS)) || (ship_subsys_disrupted(shipp,SUBSYSTEM_SENSORS)) ) { disrupted_arc=1; should_arc=1; } // Kill off old sparks for (auto &arc: shipp->electrical_arcs) { if (arc.timestamp.isValid() && timestamp_elapsed(arc.timestamp)) { arc.timestamp = TIMESTAMP::invalid(); } } // if we shouldn't draw an arc, return if(!should_arc){ return; } if (!shipp->arc_next_time.isValid()) { // start the next fireball up in the next 10 seconds or so... int freq; // if the emp effect is active or its disrupted if((shipp->emp_intensity > 0.0f) || (disrupted_arc)){ freq = fl2i(MAX_EMP_ARC_TIMESTAMP); } // otherwise if we're arcing based upon damage else { freq = fl2i((damage+0.1f)*5000.0f); } // set the next arc time shipp->arc_next_time = _timestamp_rand(freq*2,freq*4); } if ( timestamp_elapsed(shipp->arc_next_time) ) { shipp->arc_next_time = TIMESTAMP::invalid(); // invalid, so it gets restarted next frame int n_arcs = Random::next(1, 3); vec3d v1 = submodel_get_random_point(model_num, -1); vec3d v2 = submodel_get_random_point(model_num, -1); vec3d v3 = submodel_get_random_point(model_num, -1); vec3d v4 = submodel_get_random_point(model_num, -1); // For large ships, cap the length to be 25% of max radius if ( obj->radius > 200.0f ) { float max_dist = obj->radius * MAX_ARC_LENGTH_PERCENTAGE; vec3d tmp; float d; // Cap arc 2->1 vm_vec_sub( &tmp, &v1, &v2 ); d = vm_vec_mag_quick( &tmp ); if ( d > max_dist ) { vm_vec_scale_add( &v1, &v2, &tmp, max_dist / d ); } // Cap arc 2->3 vm_vec_sub( &tmp, &v3, &v2 ); d = vm_vec_mag_quick( &tmp ); if ( d > max_dist ) { vm_vec_scale_add( &v3, &v2, &tmp, max_dist / d ); } // Cap arc 2->4 vm_vec_sub( &tmp, &v4, &v2 ); d = vm_vec_mag_quick( &tmp ); if ( d > max_dist ) { vm_vec_scale_add( &v4, &v2, &tmp, max_dist / d ); } } float factor = 1.0f + 0.0025f*obj->radius; int a = (int) (factor*100.0f); int b = (int) (factor*1000.0f); int lifetime = Random::next(a, b); // Create the arc effects auto num_damage_arcs = std::count_if(shipp->electrical_arcs.begin(), shipp->electrical_arcs.end(), [](const ship_electrical_arc &arc) { return arc.timestamp.isValid() && (arc.type == MARC_TYPE_DAMAGED || arc.type == MARC_TYPE_EMP); }); for (int n = 0; n < n_arcs && num_damage_arcs < MAX_SHIP_DAMAGE_ARCS; n++) { auto arc = ship_find_or_create_electrical_arc_slot(shipp, false); if (arc) { arc->timestamp = _timestamp(lifetime); // live up to a second switch( n ) { case 0: arc->endpoint_1 = v1; arc->endpoint_2 = v2; break; case 1: arc->endpoint_1 = v2; arc->endpoint_2 = v3; break; case 2: arc->endpoint_1 = v2; arc->endpoint_2 = v4; break; default: Assertion(false, "Unhandled case %d for electrical arc creation in shipfx_do_lightning_arcs_frame()!", n); } // determine what kind of arc to create if((shipp->emp_intensity > 0.0f) || (disrupted_arc)){ arc->type = MARC_TYPE_EMP; } else { arc->type = MARC_TYPE_DAMAGED; } arc->segment_depth = 4; // previously hard-coded in interp_generate_arc_segment() arc->persistent_arc_points.reset(); // by default, no persistent points num_damage_arcs++; } } // 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 ); } } // maybe move arc points around for (auto &arc: shipp->electrical_arcs) { //Only move arc points around for Damaged or EMP type arcs if (((arc.type == MARC_TYPE_DAMAGED) || (arc.type == MARC_TYPE_EMP)) && arc.timestamp.isValid()) { if (!timestamp_elapsed(arc.timestamp)) { // Maybe move a vertex.... 20% of the time maybe? int mr = Random::next(); if ( mr < Random::MAX_VALUE/5 ) { vec3d v1 = submodel_get_random_point(model_num, -1); vec3d static_one; if ( mr % 2 ) { static_one = arc.endpoint_1; } else { static_one = arc.endpoint_2; } // For large ships, cap the length to be 25% of max radius if ( obj->radius > 200.0f ) { float max_dist = obj->radius * MAX_ARC_LENGTH_PERCENTAGE; vec3d tmp; float d; // Cap arc 2->1 vm_vec_sub( &tmp, &v1, &static_one ); d = vm_vec_mag_quick( &tmp ); if ( d > max_dist ) { vm_vec_scale_add( &v1, &static_one, &tmp, max_dist / d ); } } if (mr % 2 == 0) arc.endpoint_1 = v1; else arc.endpoint_2 = v1; } } } } } int l_cruiser_count = 1; int l_big_count = 2; int l_huge_count = 3; float l_max_radius = 3000.0f; void shipfx_do_lightning_frame( ship * /*shipp*/ ) { /* ship_info *sip; object *objp; int stamp, count; vec3d v1, v2, n1, n2, temp, temp2; bolt_info binfo; // sanity checks Assert(shipp != NULL); if(shipp == NULL){ return; } Assert(shipp->ship_info_index >= 0); if(shipp->ship_info_index < 0){ return; } Assert(shipp->objnum >= 0); if(shipp->objnum < 0){ return; } // get some pointers sip = &Ship_info[shipp->ship_info_index]; objp = &Objects[shipp->objnum]; // if this is not a nebula mission, don't do anything if(!(The_mission.flags[Mission::Mission_Flags::Fullneb])){ shipp->lightning_stamp = -1; return; } // if this not a cruiser or big ship if(!((sip->flags[Ship::Info_Flags::Cruiser]) || (sip->is_big_ship()) || (sip->is_huge_ship()))){ shipp->lightning_stamp = -1; return; } // determine stamp and count values if(sip->flags[Ship::Info_Flags::Cruiser]){ stamp = (int)((float)(Nebl_cruiser_min + ((Nebl_cruiser_max - Nebl_cruiser_min) * Nebl_intensity)) * frand_range(0.8f, 1.1f)); count = l_cruiser_count; } else { if(sip->is_huge_ship()){ stamp = (int)((float)(Nebl_supercap_min + ((Nebl_supercap_max - Nebl_supercap_min) * Nebl_intensity)) * frand_range(0.8f, 1.1f)); count = l_huge_count; } else { stamp = (int)((float)(Nebl_cap_min + ((Nebl_cap_max - Nebl_cap_min) * Nebl_intensity)) * frand_range(0.8f, 1.1f)); count = l_big_count; } } // if his timestamp is unset if(shipp->lightning_stamp == -1){ shipp->lightning_stamp = timestamp(stamp); return; } // if his timestamp is currently unelapsed if(!timestamp_elapsed(shipp->lightning_stamp)){ return; } mprintf(("SHIP BOLT\n")); // restamp him first shipp->lightning_stamp = timestamp(stamp); // ah, now we can create some lightning bolts count = Random::next(count+1); while(count > 0){ // get 2 points on the hull of the ship v1 = submodel_get_random_point(shipp->modelnum, 0); v2 = submodel_get_random_point(shipp->modelnum, 0); // make up to 2 bolts if(objp->radius > l_max_radius){ vm_vec_scale_add(&temp2, &v1, &n1, l_max_radius); } else { vm_vec_scale_add(&temp2, &v1, &n1, objp->radius); } vm_vec_unrotate(&temp, &temp2, &objp->orient); vm_vec_add2(&temp, &objp->pos); vm_vec_unrotate(&temp2, &v1, &objp->orient); vm_vec_add2(&temp2, &objp->pos); // create the bolt binfo.start = temp; binfo.strike = temp2; binfo.num_strikes = 3; binfo.noise = 0.045f; binfo.life = 375; binfo.delay = Random::next(1600+1); nebl_bolt(&binfo); count--; // done if(count <= 0){ break; } // one more if(objp->radius > l_max_radius){ vm_vec_scale_add(&temp2, &v2, &n2, l_max_radius); } else { vm_vec_scale_add(&temp2, &v2, &n2, objp->radius); } vm_vec_unrotate(&temp, &temp2, &objp->orient); vm_vec_add2(&temp, &objp->pos); vm_vec_unrotate(&temp2, &v2, &objp->orient); vm_vec_add2(&temp2, &objp->pos); // create the bolt binfo.start = temp; binfo.strike = temp2; binfo.num_strikes = 3; binfo.noise = 0.045f; binfo.life = 375; binfo.delay = Random::next(1600+1); nebl_bolt(&binfo); count--; } */ } /** * Do all shockwaves for a ship blowing up */ void shipfx_do_shockwave_stuff(ship *shipp, shockwave_create_info *sci) { ship_info *sip; object *objp; polymodel *pm; vec3d temp, dir, shockwave_pos; vec3d head = vmd_zero_vector; vec3d tail = vmd_zero_vector; float step, cur; int idx; // sanity checks Assert(shipp != NULL); if(shipp == NULL){ return; } Assert(shipp->ship_info_index >= 0); if(shipp->ship_info_index < 0){ return; } Assert(shipp->objnum >= 0); if(shipp->objnum < 0){ return; } Assert(sci != NULL); if (sci == NULL) { return; } // get some pointers sip = &Ship_info[shipp->ship_info_index]; objp = &Objects[shipp->objnum]; if(sip->shockwave_count <= 0){ return; } // get vectors at the head and tail of the object, dead center pm = model_get(sip->model_num); if(pm == NULL){ return; } head.xyz.x = pm->submodel[0].offset.xyz.x; head.xyz.y = pm->submodel[0].offset.xyz.y; head.xyz.z = pm->maxs.xyz.z; tail.xyz.x = pm->submodel[0].offset.xyz.x; tail.xyz.y = pm->submodel[0].offset.xyz.y; tail.xyz.z = pm->mins.xyz.z; // transform the vectors into world coords vm_vec_unrotate(&temp, &head, &objp->orient); vm_vec_add(&head, &temp, &objp->pos); vm_vec_unrotate(&temp, &tail, &objp->orient); vm_vec_add(&tail, &temp, &objp->pos); // now create as many shockwaves as needed vm_vec_sub(&dir, &head, &tail); step = 1.0f / ((float)sip->shockwave_count + 1.0f); cur = step; for(idx=0; idxshockwave_count; idx++){ // get the shockwave position temp = dir; vm_vec_scale(&temp, cur); vm_vec_add(&shockwave_pos, &tail, &temp); // if knossos device, make shockwave in center if (Ship_info[shipp->ship_info_index].flags[Ship::Info_Flags::Knossos_device]) { shockwave_pos = Objects[shipp->objnum].pos; } // create the shockwave shockwave_create_info sci2 = *sci; sci2.blast = (sci->blast / (float)sip->shockwave_count) * frand_range(0.75f, 1.25f); sci2.damage = (sci->damage / (float)sip->shockwave_count) * frand_range(0.75f, 1.25f); sci2.speed = sci->speed * frand_range(0.75f, 1.25f); sci2.rot_angles.p = frand_range(0.0f, 1.99f*PI); sci2.rot_angles.b = frand_range(0.0f, 1.99f*PI); sci2.rot_angles.h = frand_range(0.0f, 1.99f*PI); shockwave_create(shipp->objnum, &shockwave_pos, &sci2, SW_SHIP_DEATH, Random::next(350+1)); // next shockwave cur += step; } } extern int model_should_render_engine_glow(int objnum, int bank_obj); int Wash_on = 1; DCF_BOOL(engine_wash, Wash_on) #define ENGINE_WASH_CHECK_INTERVAL 250 // (4x sec) /** * Do engine wash effect for ship * * Assumes length of engine wash is greater than radius of engine wash hemisphere */ void engine_wash_ship_process(ship *shipp) { int idx, j; object *objp, *max_ship_intensity_objp; int started_with_no_wash = shipp->wash_intensity <= 0 ? 1 : 0; if (!Wash_on) { return; } Assert(shipp != NULL); Assert(shipp->objnum >= 0); objp = &Objects[shipp->objnum]; ship_obj *so; float dist_sqr, inset_depth, dot_to_ship, max_ship_intensity; float max_wash_dist, half_angle, radius_mult; // if this is not a fighter or bomber, we don't care if ((objp->type != OBJ_SHIP) || !(Ship_info[shipp->ship_info_index].is_fighter_bomber()) ) { return; } // is it time to check for engine wash int time_to_next_hit = timestamp_until(shipp->wash_timestamp); if (time_to_next_hit <= 0) { if (time_to_next_hit < -ENGINE_WASH_CHECK_INTERVAL) { time_to_next_hit = 0; } // keep interval constant independent of framerate shipp->wash_timestamp = timestamp(ENGINE_WASH_CHECK_INTERVAL + time_to_next_hit); // initialize wash params shipp->wash_intensity = 0.0f; vm_vec_zero(&shipp->wash_rot_axis); max_ship_intensity_objp = NULL; max_ship_intensity = 0; } else { return; } // only do damage if we're within half of the max wash distance int do_damage = 0; // go thru Ship_used_list and check if we're in wash from CAP or SUPERCAP (SIF_HUGE) for (so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so)) { if (so->objnum < 0) { continue; } object *wash_objp = &Objects[so->objnum]; if (wash_objp->flags[Object::Object_Flags::Should_be_dead]) continue; if (!wash_objp || (wash_objp->instance < 0) || (wash_objp->type != OBJ_SHIP)) { continue; } ship *wash_shipp = &Ships[wash_objp->instance]; ship_info *wash_sip = &Ship_info[wash_shipp->ship_info_index]; // don't do small ships if (wash_sip->is_small_ship()) { continue; } auto pm = model_get(wash_sip->model_num); auto pmi = model_get_instance(wash_shipp->model_instance_num); float ship_intensity = 0; // if engines disabled, no engine wash if (ship_subsystems_blown(wash_shipp, SUBSYSTEM_ENGINE)) { continue; } float speed_scale; if (wash_objp->phys_info.speed > 20.0f) speed_scale = 1.0f; else speed_scale = wash_objp->phys_info.speed/20.0f; for (idx = 0; idx < pm->n_thrusters; idx++) { thruster_bank *bank = &pm->thrusters[idx]; vec3d submodel_static_offset; // The associated submodel's static offset in the ship's frame of reference bool submodel_rotation = false; // make sure this engine is functional before we try to process a wash from it if ( !model_should_render_engine_glow(OBJ_INDEX(wash_objp), bank->obj_num) ) { continue; } // check if thruster bank has engine wash if (bank->wash_info_pointer == NULL) { // if huge, give default engine wash if ((wash_sip->is_huge_ship()) && !Engine_wash_info.empty()) { bank->wash_info_pointer = &Engine_wash_info[0]; nprintf(("wash", "Adding default engine wash to ship %s", wash_sip->name)); } else { continue; } } engine_wash_info *ewp = bank->wash_info_pointer; half_angle = ewp->angle; radius_mult = ewp->radius_mult; float wash_intensity; if (Use_engine_wash_intensity) { wash_intensity = ewp->intensity; } else { wash_intensity = 1.0f; } // If bank is attached to a submodel, prepare to account for rotations // // TODO: This won't work in the ship lab, because the lab code doesn't // set the the necessary submodel instance info needed here. The second // condition is thus a hack to disable the feature while in the lab, and // can be removed if the lab is re-structured accordingly. -zookeeper if ( bank->submodel_num >= 0 && pm->submodel[bank->submodel_num].flags[Model::Submodel_flags::Can_move] && (gameseq_get_state_idx(GS_STATE_LAB) == -1) ) { model_find_submodel_offset(&submodel_static_offset, pm, bank->submodel_num); submodel_rotation = true; } for (j=0; jnum_points; j++) { vec3d world_thruster_pos, world_thruster_norm, apex, thruster_to_ship, apex_to_ship, temp; vec3d loc_pos = bank->points[j].pnt; vec3d loc_norm = bank->points[j].norm; if ( submodel_rotation ) { vm_vec_sub(&loc_pos, &bank->points[j].pnt, &submodel_static_offset); // Gets the final offset and normal in the ship's frame of reference temp = loc_pos; model_instance_local_to_global_point_dir(&loc_pos, &loc_norm, &temp, &loc_norm, pm, pmi, bank->submodel_num); } // get world pos of thruster vm_vec_unrotate(&world_thruster_pos, &loc_pos, &wash_objp->orient); vm_vec_add2(&world_thruster_pos, &wash_objp->pos); // get world norm of thruster; vm_vec_unrotate(&world_thruster_norm, &loc_norm, &wash_objp->orient); // get vector from thruster to ship vm_vec_sub(&thruster_to_ship, &objp->pos, &world_thruster_pos); // check if on back side of thruster dot_to_ship = vm_vec_dot(&thruster_to_ship, &world_thruster_norm); if (dot_to_ship > 0) { // get max wash distance max_wash_dist = MAX(ewp->length, bank->points[j].radius * ewp->radius_mult); // check if within dist range dist_sqr = vm_vec_mag_squared(&thruster_to_ship); if (dist_sqr < max_wash_dist*max_wash_dist) { // check if inside the sphere if ( dist_sqr < ((radius_mult * radius_mult) * (bank->points[j].radius * bank->points[j].radius)) ) { vm_vec_cross(&temp, &world_thruster_norm, &thruster_to_ship); vm_vec_scale_add2(&shipp->wash_rot_axis, &temp, dot_to_ship / dist_sqr); ship_intensity += (1.0f - dist_sqr / (max_wash_dist*max_wash_dist)) * wash_intensity; if (!do_damage) { if (dist_sqr < 0.25 * max_wash_dist * max_wash_dist) { do_damage = 1; } } } else { // check if inside cone - first fine apex of cone inset_depth = (bank->points[j].radius / fl_tan(half_angle)); vm_vec_scale_add(&apex, &world_thruster_pos, &world_thruster_norm, -inset_depth); vm_vec_sub(&apex_to_ship, &objp->pos, &apex); vm_vec_normalize(&apex_to_ship); // check if inside cone angle if (vm_vec_dot(&apex_to_ship, &world_thruster_norm) > cosf(half_angle)) { vm_vec_cross(&temp, &world_thruster_norm, &thruster_to_ship); vm_vec_scale_add2(&shipp->wash_rot_axis, &temp, dot_to_ship / dist_sqr); ship_intensity += (1.0f - dist_sqr / (max_wash_dist*max_wash_dist)) * wash_intensity; if (!do_damage) { if (dist_sqr < 0.25 * max_wash_dist * max_wash_dist) { do_damage = 1; } } } } } } } } shipp->wash_intensity += ship_intensity * speed_scale; if (ship_intensity > max_ship_intensity) { max_ship_intensity = ship_intensity; max_ship_intensity_objp = wash_objp; } } // apply damage at rate of 1%/sec if (shipp->wash_intensity > 0) { Assert(max_ship_intensity_objp != NULL); nprintf(("wash", "Wash intensity %.2f\n", shipp->wash_intensity)); float damage; if (!do_damage) { damage = 0; } else { damage = (0.001f * 0.003f * ENGINE_WASH_CHECK_INTERVAL * shipp->ship_max_hull_strength * shipp->wash_intensity); } ship_apply_wash_damage(objp, max_ship_intensity_objp, damage); // if we had no wash before now, add the wash object sound if(started_with_no_wash){ if(shipp != Player_ship){ obj_snd_assign(shipp->objnum, GameSounds::ENGINE_WASH, &vmd_zero_vector, OS_MAIN); } else { Player_engine_wash_loop = snd_play_looping( gamesnd_get_game_sound(GameSounds::ENGINE_WASH), 0.0f , -1, -1, 1.0f); } } } // if we've got no wash, kill any wash object sounds from this guy else { if(shipp != Player_ship){ obj_snd_delete_type(shipp->objnum, GameSounds::ENGINE_WASH); } else { snd_stop(Player_engine_wash_loop); Player_engine_wash_loop = sound_handle::invalid(); } } } /** * Engine wash level init */ void shipfx_engine_wash_level_init() { Player_engine_wash_loop = sound_handle::invalid(); } /** * Pause engine wash sounds */ void shipfx_stop_engine_wash_sound() { if (Player_engine_wash_loop.isValid()) { snd_stop(Player_engine_wash_loop); Player_engine_wash_loop = sound_handle::invalid(); } } WarpParams::WarpParams() { anim[0] = '\0'; } bool WarpParams::operator==(const WarpParams &other) { return direction == other.direction && strcmp(anim, other.anim) == 0 && radius == other.radius && snd_start == other.snd_start && snd_end == other.snd_end && speed == other.speed && time == other.time && accel_exp == other.accel_exp && warp_type == other.warp_type && supercap_warp_physics == other.supercap_warp_physics && warpout_engage_time == other.warpout_engage_time && warpout_player_speed == other.warpout_player_speed; } bool WarpParams::operator!=(const WarpParams &other) { return !(operator==(other)); } SCP_vector Warp_params; int find_or_add_warp_params(const WarpParams ¶ms) { // see if these parameters already exist auto ii = std::find(Warp_params.begin(), Warp_params.end(), params); if (ii != Warp_params.end()) return (int) (ii - Warp_params.begin()); // these are unique, so add them Warp_params.push_back(params); return (int) (Warp_params.size() - 1); } const char *Warp_types[] = { "Default", "Knossos", "Babylon5", "Galactica", "Homeworld", "Hyperspace", }; int Num_warp_types = sizeof(Warp_types) / sizeof(char*); int warptype_match(const char *p) { int i; for (i = 0; i < Num_warp_types; i++) { if (!stricmp(Warp_types[i], p)) return i; } return -1; } void ship_set_warp_effects(object *objp) { int objnum = OBJ_INDEX(objp); ship *shipp = &Ships[objp->instance]; int warpin_type = Warp_params[shipp->warpin_params_index].warp_type; int warpout_type = Warp_params[shipp->warpout_params_index].warp_type; if (warpin_type & WT_DEFAULT_WITH_FIREBALL) warpin_type = WT_DEFAULT; if (warpout_type & WT_DEFAULT_WITH_FIREBALL) warpout_type = WT_DEFAULT; if (shipp->warpin_effect != nullptr) delete shipp->warpin_effect; switch (warpin_type) { case WT_DEFAULT: case WT_KNOSSOS: case WT_DEFAULT_THEN_KNOSSOS: shipp->warpin_effect = new WE_Default(objnum, WarpDirection::WARP_IN); break; case WT_IN_PLACE_ANIM: shipp->warpin_effect = new WE_BSG(objnum, WarpDirection::WARP_IN); break; case WT_SWEEPER: shipp->warpin_effect = new WE_Homeworld(objnum, WarpDirection::WARP_IN); break; case WT_HYPERSPACE: shipp->warpin_effect = new WE_Hyperspace(objnum, WarpDirection::WARP_IN); break; default: shipp->warpin_effect = new WarpEffect(); } if (shipp->warpout_effect != nullptr) delete shipp->warpout_effect; switch (warpout_type) { case WT_DEFAULT: case WT_KNOSSOS: case WT_DEFAULT_THEN_KNOSSOS: shipp->warpout_effect = new WE_Default(objnum, WarpDirection::WARP_OUT); break; case WT_IN_PLACE_ANIM: shipp->warpout_effect = new WE_BSG(objnum, WarpDirection::WARP_OUT); break; case WT_SWEEPER: shipp->warpout_effect = new WE_Homeworld(objnum, WarpDirection::WARP_OUT); break; case WT_HYPERSPACE: shipp->warpout_effect = new WE_Hyperspace(objnum, WarpDirection::WARP_OUT); break; default: shipp->warpout_effect = new WarpEffect(); } } // returns true if a point is on the "wrong side" of a portal effect i.e. the unrendered side bool point_is_clipped_by_warp(const vec3d* point, WarpEffect* warp_effect) { if (warp_effect == nullptr) return false; vec3d warp_pnt, relative_direction; matrix warp_orient; warp_effect->getWarpPosition(&warp_pnt); warp_effect->getWarpOrientation(&warp_orient); vm_vec_sub(&relative_direction, point, &warp_pnt); return vm_vec_dot(&relative_direction, &warp_orient.vec.fvec) < 0.0f; } //********************-----CLASS: WarpEffect-----********************// WarpEffect::WarpEffect(int objnum, WarpDirection direction) { m_objnum = objnum; m_direction = direction; if (m_objnum < 0) return; auto objp = &Objects[m_objnum]; if (objp->type != OBJ_SHIP || objp->instance < 0) return; auto shipp = &Ships[objp->instance]; if (shipp->ship_info_index >= 0) { //Setup courtesy variables m_shipnum = objp->instance; m_ship_info_index = shipp->ship_info_index; m_warp_params_index = (direction == WarpDirection::WARP_IN) ? shipp->warpin_params_index : shipp->warpout_params_index; } } bool WarpEffect::isValid() const { if (m_objnum < 0 || m_shipnum < 0 || m_ship_info_index < 0) return false; return true; } void WarpEffect::pageIn() { } void WarpEffect::pageOut() { } int WarpEffect::warpStart() { if(!this->isValid()) return 0; return 1; } int WarpEffect::warpFrame(float /*frametime*/) { return 0; } int WarpEffect::warpShipClip(model_render_params * /*render_info*/) { return 0; } int WarpEffect::warpShipRender() { return 0; } int WarpEffect::warpEnd() { if(!this->isValid()) return 0; if (m_direction == WarpDirection::WARP_IN) shipfx_actually_warpin(&Ships[m_shipnum], &Objects[m_objnum]); else if (m_direction == WarpDirection::WARP_OUT) shipfx_actually_warpout(&Ships[m_shipnum], &Objects[m_objnum]); return 1; } int WarpEffect::getWarpPosition(vec3d *output) const { if(!this->isValid()) return 0; *output = Objects[m_objnum].pos; return 1; } int WarpEffect::getWarpOrientation(matrix* output) const { if(!this->isValid()) return 0; *output = Objects[m_objnum].orient; return 1; } //********************-----CLASS: WE_Default-----********************// WE_Default::WE_Default(int objnum, WarpDirection direction) : WarpEffect(objnum, direction) {} int WE_Default::warpStart() { if (!this->isValid()) return 0; if (m_direction == WarpDirection::WARP_OUT && m_objnum == OBJ_INDEX(Player_obj)) { HUD_printf(NOX("Subspace drive engaged")); } auto objp = &Objects[m_objnum]; auto shipp = &Ships[objp->instance]; // see if we have a valid Knossos device if ((m_direction == WarpDirection::WARP_IN) && shipfx_special_warp_objnum_valid(shipp->special_warpin_objnum)) { m_portal_objnum = shipp->special_warpin_objnum; } else if ((m_direction == WarpDirection::WARP_OUT) && shipfx_special_warp_objnum_valid(shipp->special_warpout_objnum)) { m_portal_objnum = shipp->special_warpout_objnum; } // knossos warpout only valid in single player if (m_portal_objnum >= 0 && Game_mode & GM_MULTIPLAYER) { mprintf(("special warpout only for single player\n")); m_portal_objnum = -1; } auto portal_objp = (m_portal_objnum < 0) ? nullptr : &Objects[m_portal_objnum]; auto sip = &Ship_info[m_ship_info_index]; const auto params = &Warp_params[m_warp_params_index]; // determine the correct center of the model (which may not be the model's origin) if (object_is_docked(objp)) dock_calc_docked_actual_center(&actual_local_center, objp); else ship_class_get_actual_center(sip, &actual_local_center); // determine the half-length and the warping distance (which is actually the full length) if (object_is_docked(objp)) { // we need to get the longitudinal radius of our ship, so find the semilatus rectum along the Z-axis half_length = dock_calc_max_semilatus_rectum_parallel_to_axis(objp, Z_AXIS); warping_dist = 2.0f * half_length; } else { warping_dist = ship_class_get_length(sip); half_length = 0.5f * warping_dist; } // determine the warping time warping_time = shipfx_calculate_warp_time(objp, m_direction, half_length, warping_dist); // determine the warping speed if (m_direction == WarpDirection::WARP_OUT) warping_speed = ship_get_warpout_speed(objp, sip, half_length, warping_dist); else warping_speed = warping_dist / warping_time; // done with initial computation; now set up the warp effect float open_time, close_time; if (m_direction == WarpDirection::WARP_IN) { // first determine the world center in relation to its position vm_vec_unrotate(&pos, &actual_local_center, &objp->orient); vm_vec_add2(&pos, &objp->pos); // now project the warp effect forward vm_vec_scale_add( &pos, &pos, &objp->orient.vec.fvec, half_length ); // for arrivals, opening and closing times are both SHIPFX_WARP_DELAY open_time = close_time = SHIPFX_WARP_DELAY; } else { // for departures, the opening time is the time it takes for the ship to actually approach the warp effect // (even if Volition likely intended or assumed that the opening time is always SHIPFX_WARP_DELAY, this is a consequence of the warp effect sequence) // and the closing time is SHIPFX_WARP_DELAY as normal compute_warpout_stuff(&open_time, &pos); close_time = SHIPFX_WARP_DELAY; // turn off warpin physics in case we're jumping out immediately objp->phys_info.flags &= ~PF_SUPERCAP_WARP_IN; // maybe turn on warpout physics if (params->supercap_warp_physics) { objp->phys_info.flags |= PF_SUPERCAP_WARP_OUT; } } // Effect time is the time to start, warping_time for ship to go thru, and the time to go away. float effect_time = open_time + warping_time + close_time; radius = shipfx_calculate_effect_radius(objp, m_direction); // cap radius to size of knossos if (portal_objp != nullptr) { // cap radius to size of knossos radius = MIN(radius, 0.8f*portal_objp->radius); } // select the fireball we use int fireball_type = FIREBALL_WARP; if ((portal_objp != nullptr) || (params->warp_type == WT_KNOSSOS) || (m_direction == WarpDirection::WARP_OUT && params->warp_type == WT_DEFAULT_THEN_KNOSSOS)) fireball_type = FIREBALL_KNOSSOS; else if (params->warp_type & WT_DEFAULT_WITH_FIREBALL) fireball_type = params->warp_type & WT_FLAG_MASK; // create fireball int warp_objnum = fireball_create(&pos, fireball_type, FIREBALL_WARP_EFFECT, m_objnum, radius, (m_direction == WarpDirection::WARP_OUT), nullptr, effect_time, m_ship_info_index, nullptr, 0, 0, params->snd_start, params->snd_end, open_time, close_time); //WMC - bail // JAS: This must always be created, if not, just warp the ship in/out if (warp_objnum < 0) { this->warpEnd(); return 0; } fvec = Objects[warp_objnum].orient.vec.fvec; stage_time_start = total_time_start = timestamp(); if (m_direction == WarpDirection::WARP_IN) { stage_duration[1] = fl2i(open_time*1000.0f); stage_duration[2] = fl2i(warping_time*1000.0f); stage_time_end = timestamp(stage_duration[1]); total_time_end = stage_duration[1] + stage_duration[2]; shipp->flags.set(Ship::Ship_Flags::Arriving_stage_1); // dock leader needs to handle dockees if (object_is_docked(objp)) { Assertion(shipp->flags[Ship::Ship_Flags::Dock_leader], "The docked ship warping in (%s) should only be the dock leader at this point!\n", shipp->ship_name); dock_function_info dfi; dock_evaluate_all_docked_objects(objp, &dfi, object_set_arriving_stage1_ndl_flag_helper); } } else if (m_direction == WarpDirection::WARP_OUT) { shipp->flags.set(Ship::Ship_Flags::Depart_warp); // calculate the time when ship is completely warped out or warped in if ( objp == Player_obj ) { total_time_end = timestamp(fl2i(effect_time*1000.0f)); } else { total_time_end = timestamp(fl2i((open_time+warping_time)*1000.0f)); } // This is a hack to make the ship go at the right speed to go from it's current position to the warp_effect_pos; // Set ship's velocity to 'speed' // This should actually be an AI that flies from the current // position through 'shipp->warp_effect_pos' in 'warp_time' // and keeps going if ( objp != Player_obj || Player_use_ai ) { vec3d vel; vel = objp->orient.vec.fvec; vm_vec_scale( &vel, warping_speed ); objp->phys_info.vel = vel; objp->phys_info.desired_vel = vel; objp->phys_info.prev_ramp_vel.xyz.x = 0.0f; objp->phys_info.prev_ramp_vel.xyz.y = 0.0f; objp->phys_info.prev_ramp_vel.xyz.z = warping_speed; objp->phys_info.linear_thrust.xyz.z = 1.0f; // How much the forward thruster is applied. -1 - 1. } } return 1; } int WE_Default::warpFrame(float frametime) { auto objp = &Objects[m_objnum]; auto shipp = &Ships[m_shipnum]; const auto params = &Warp_params[m_warp_params_index]; if (m_direction == WarpDirection::WARP_IN) { if ((shipp->flags[Ship::Ship_Flags::Arriving_stage_1]) && timestamp_elapsed(stage_time_end)) { // let physics know the ship is going to warp in. objp->phys_info.flags |= PF_WARP_IN; // done doing stage 1 of warp, so go on to stage 2 shipp->flags.remove(Ship::Ship_Flags::Arriving_stage_1); shipp->flags.set(Ship::Ship_Flags::Arriving_stage_2); // if the ship is a dock leader; handle all the dockees if (object_is_docked(objp)) { Assertion(shipp->flags[Ship::Ship_Flags::Dock_leader], "The docked ship warping in (%s) should only be the dock leader at this point!\n", shipp->ship_name); dock_function_info dfi; dock_evaluate_all_docked_objects(objp, &dfi, object_remove_arriving_stage1_ndl_flag_helper); dock_evaluate_all_docked_objects(objp, &dfi, object_set_arriving_stage2_ndl_flag_helper); } // Make ship move at velocity so that it moves two radii in warp_time seconds. vec3d vel; vel = objp->orient.vec.fvec; vm_vec_scale( &vel, warping_speed ); objp->phys_info.vel = vel; objp->phys_info.desired_vel = vel; objp->phys_info.prev_ramp_vel.xyz.x = 0.0f; objp->phys_info.prev_ramp_vel.xyz.y = 0.0f; objp->phys_info.prev_ramp_vel.xyz.z = warping_speed; objp->phys_info.linear_thrust.xyz.z = 0.0f; // How much the forward thruster is applied. -1 - 1. stage_time_end = timestamp(fl2i(warping_time*1000.0f)); } else if ( (shipp->flags[Ship::Ship_Flags::Arriving_stage_2]) && timestamp_elapsed(stage_time_end) ) { // done doing stage 2 of warp, so turn off arriving flag this->warpEnd(); // notify physics to slow down if (params->supercap_warp_physics) { // let physics know this is a special warp in objp->phys_info.flags |= PF_SUPERCAP_WARP_IN; } } } else if (m_direction == WarpDirection::WARP_OUT) { vec3d tempv; float warp_pos; // position of warp effect in object's frame of reference vm_vec_sub( &tempv, &objp->pos, &pos ); warp_pos = -vm_vec_dot( &tempv, &fvec ); // Find the closest point on line from center of wormhole vec3d cpos; fvi_ray_plane(&cpos, &objp->pos, &fvec, &pos, &fvec, 0.0f ); if ( objp == Player_obj ) { // Code for player warpout frame if ( (Player->control_mode==PCM_WARPOUT_STAGE2) && (warp_pos > objp->radius) ) { gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_DONE_STAGE2 ); } if ( timestamp_elapsed(total_time_end) ) { // Something went wrong... oh well, warp him out anyway. if ( Player->control_mode != PCM_WARPOUT_STAGE3 ) { mprintf(( "Hmmm... player ship warpout time elapsed, but he wasn't in warp stage 3.\n" )); } this->warpEnd(); } } else { // Code for all non-player ships warpout frame bool timed_out = timestamp_elapsed(total_time_end); if ( timed_out ) { int delta_ms = timestamp_since(total_time_end); if (delta_ms > 1000.0f * frametime ) { nprintf(("AI", "Frame %i: Ship %s missed departure cue by %7.3f seconds.\n", Framecount, shipp->ship_name, (float) delta_ms/1000.0f)); } } // MWA 10/21/97 -- added shipp->flags[Ship::Ship_Flags::No_departure_warp] part of next if statement. For ships // that don't get a wormhole effect, I wanted to drop into this code immediately. if ( (warp_pos > objp->radius) || (shipp->flags[Ship::Ship_Flags::No_departure_warp]) || timed_out ) { this->warpEnd(); } } } return 1; } int WE_Default::warpShipClip(model_render_params *render_info) { if(!this->isValid()) return 0; render_info->set_clip_plane(pos, fvec); return 1; } int WE_Default::warpShipRender() { return 1; } int WE_Default::getWarpPosition(vec3d *output) const { if(!this->isValid()) return 0; *output = pos; return 1; } int WE_Default::getWarpOrientation(matrix* output) const { if (!this->isValid()) return 0; auto objp = &Objects[m_objnum]; if (this->m_direction == WarpDirection::WARP_IN) vm_vector_2_matrix_norm(output, &objp->orient.vec.fvec, nullptr, nullptr); else { vec3d backwards = objp->orient.vec.fvec; vm_vec_negate(&backwards); vm_vector_2_matrix_norm(output, &backwards, nullptr, nullptr); } return 1; } float shipfx_calculate_arrival_warp_distance(object *objp) { Assertion(objp != nullptr && objp->type == OBJ_SHIP, "Object parameter to shipfx_calculate_arrival_warp_distance must be a ship!"); auto shipp = &Ships[objp->instance]; // c.f. WE_Default::warpStart() float half_length, warping_dist; if (object_is_docked(objp)) { half_length = dock_calc_max_semilatus_rectum_parallel_to_axis(objp, Z_AXIS); warping_dist = 2.0f * half_length; } else { warping_dist = ship_class_get_length(&Ship_info[shipp->ship_info_index]); half_length = 0.5f * warping_dist; } float warping_time = shipfx_calculate_warp_time(objp, WarpDirection::WARP_IN, half_length, warping_dist); float warping_speed = warping_dist / warping_time; auto warpin_params = &Warp_params[shipp->warpin_params_index]; // the total distance is a full length from its current position, plus the distance it takes to slow down from its warping speed float decel_time_const = objp->phys_info.forward_decel_time_const; if (warpin_params->supercap_warp_physics) { // super cap style warpins are annoying, one time constant while above their max speed, a different one while slowing down from there float supercap_slowdown_dist = (warping_speed - (objp->phys_info.max_vel.xyz.z + SUPERCAP_WARP_EXCESS_SPD_THRESHOLD)) * SUPERCAP_WARP_T_CONST; float regular_slowdown_dist = (objp->phys_info.max_vel.xyz.z + SUPERCAP_WARP_EXCESS_SPD_THRESHOLD) * decel_time_const; return warping_dist + supercap_slowdown_dist + regular_slowdown_dist; } else { return warping_dist + warping_speed * decel_time_const; } } //********************-----CLASS: WE_BSG-----********************// WE_BSG::WE_BSG(int objnum, WarpDirection direction) : WarpEffect(objnum, direction) { //Zero animation and such anim = shockwave = -1; anim_fps = shockwave_fps = 0; anim_nframes = shockwave_nframes = 0; anim_total_time = shockwave_total_time = 0; if (!isValid()) return; auto objp = &Objects[m_objnum]; auto sip = &Ship_info[m_ship_info_index]; const auto params = &Warp_params[m_warp_params_index]; //Setup anim name char tmp_name[MAX_FILENAME_LEN]; memset(tmp_name, 0, MAX_FILENAME_LEN); strcpy_s(tmp_name, params->anim); strlwr(tmp_name); if(strlen(tmp_name)) { //Load anim anim = bm_load_either(tmp_name, &anim_nframes, &anim_fps, NULL, true); if(anim > -1) { anim_total_time = fl2i(((float)anim_nframes / (float)anim_fps) * 1000.0f); } //Setup shockwave name strncat(tmp_name, "-shockwave", MAX_FILENAME_LEN-1); //Load shockwave shockwave = bm_load_either(tmp_name, &shockwave_nframes, &shockwave_fps, NULL, true); if(shockwave > -1) { shockwave_total_time = fl2i(((float)shockwave_nframes / (float)shockwave_fps) * 1000.0f); } } //Set radius tube_radius = 0.0f; shockwave_radius = 0.0f; //Use the warp radius for shockwave radius, not tube radius shockwave_radius = params->radius; polymodel *pm = model_get(sip->model_num); if(pm == NULL) { autocenter = vmd_zero_vector; z_offset_max = objp->radius; z_offset_min = -objp->radius; if(tube_radius <= 0.0f) tube_radius = objp->radius; if(shockwave_radius <= 0.0f) shockwave_radius = objp->radius; } else { //Autogenerate everything from ship dimensions if(tube_radius <= 0.0f) tube_radius = MAX((pm->maxs.xyz.y - pm->mins.xyz.y), (pm->maxs.xyz.x - pm->mins.xyz.x))/2.0f; autocenter = pm->autocenter; z_offset_max = pm->maxs.xyz.z - pm->autocenter.xyz.z; z_offset_min = pm->mins.xyz.z - pm->autocenter.xyz.z; if (shockwave_radius <= 0.0f) shockwave_radius = z_offset_max - z_offset_min; } //*****Timing stage = -1; stage_duration[0] = params->time; stage_duration[1] = MAX(anim_total_time - params->time, shockwave_total_time); stage_time_start = stage_time_end = total_time_start = total_time_end = timestamp(); //*****Sound snd_range_factor = 1.0f; snd_start = snd_end = sound_handle::invalid(); snd_start_gs = snd_end_gs = NULL; //*****Instance pos = vmd_zero_vector; } WE_BSG::~WE_BSG() { if(anim > -1) bm_unload(anim); if(shockwave > -1) bm_unload(shockwave); } void WE_BSG::pageIn() { if(anim > -1) bm_page_in_texture(anim); if(shockwave > -1) bm_page_in_texture(shockwave); } int WE_BSG::warpStart() { if(!WarpEffect::warpStart()) return 0; //WMC - bail if (anim < 0 && shockwave < 0) { this->warpEnd(); return 0; } auto objp = &Objects[m_objnum]; auto shipp = &Ships[m_shipnum]; const auto params = &Warp_params[m_warp_params_index]; //WMC - If object is docked now, update data: if(object_is_docked(objp)) { z_offset_max = dock_calc_max_semilatus_rectum_parallel_to_axis(objp, Z_AXIS); z_offset_min = -z_offset_max; if(tube_radius <= 0.0f) { float x_radius = dock_calc_max_semilatus_rectum_parallel_to_axis(objp, X_AXIS); float y_radius = dock_calc_max_semilatus_rectum_parallel_to_axis(objp, Y_AXIS); tube_radius = MAX(x_radius, y_radius); } shockwave_radius = z_offset_max - z_offset_min; dock_calc_docked_actual_center(&autocenter, objp); } if (m_direction == WarpDirection::WARP_IN) { shipp->flags.set(Ship::Ship_Flags::Arriving_stage_1); // dock leader needs to handle dockees if (object_is_docked(objp)) { Assertion(shipp->flags[Ship::Ship_Flags::Dock_leader], "The ship warping in (%s) must be the dock leader at this point!\n", shipp->ship_name); dock_function_info dfi; dock_evaluate_all_docked_objects(objp, &dfi, object_set_arriving_stage1_ndl_flag_helper); } } else shipp->flags.set(Ship::Ship_Flags::Depart_warp); //*****Sound if(params->snd_start.isValid()) { snd_start_gs = gamesnd_get_game_sound(params->snd_start); snd_start = snd_play_3d(snd_start_gs, &objp->pos, &View_position, 0.0f, NULL, 0, 1, SND_PRIORITY_SINGLE_INSTANCE, NULL, snd_range_factor); } if(params->snd_end.isValid()) { snd_end_gs = gamesnd_get_game_sound(params->snd_end); snd_end = sound_handle::invalid(); } stage = 0; int total_duration = 0; for(int i = 0; i < WE_BSG_NUM_STAGES; i++) total_duration += stage_duration[i]; total_time_start = timestamp(); total_time_end = timestamp(total_duration); stage_time_start = total_time_start; stage_time_end = timestamp(stage_duration[stage]); return 1; } int WE_BSG::warpFrame(float /*frametime*/) { if(!this->isValid()) return 0; auto objp = &Objects[m_objnum]; auto shipp = &Ships[m_shipnum]; while( timestamp_elapsed(stage_time_end )) { stage++; if(stage < WE_BSG_NUM_STAGES) { stage_time_start = timestamp(); stage_time_end = timestamp(stage_duration[stage]); } switch(stage) { case 1: if (m_direction == WarpDirection::WARP_IN) { shipp->flags.remove(Ship::Ship_Flags::Arriving_stage_1); shipp->flags.set(Ship::Ship_Flags::Arriving_stage_2); // dock leader needs to handle dockees if (object_is_docked(objp)) { Assertion(shipp->flags[Ship::Ship_Flags::Dock_leader], "The ship warping in (%s) must be the dock leader at this point!\n", shipp->ship_name); dock_function_info dfi; dock_evaluate_all_docked_objects(objp, &dfi, object_remove_arriving_stage1_ndl_flag_helper); dock_evaluate_all_docked_objects(objp, &dfi, object_set_arriving_stage2_ndl_flag_helper); } } break; default: this->warpEnd(); return 0; } } switch(stage) { case 0: case 1: vm_vec_unrotate(&pos, &autocenter, &objp->orient); vm_vec_add2(&pos, &objp->pos); break; default: this->warpEnd(); return 0; } if (snd_start.isValid()) snd_update_3d_pos(snd_start, snd_start_gs, &objp->pos, 0.0f, snd_range_factor); return 1; } int WE_BSG::warpShipClip(model_render_params *render_info) { if(!this->isValid()) return 0; auto objp = &Objects[m_objnum]; if (m_direction == WarpDirection::WARP_OUT && stage > 0) { vec3d position; vm_vec_scale_add(&position, &objp->pos, &objp->orient.vec.fvec, objp->radius); render_info->set_clip_plane(position, objp->orient.vec.fvec); } return 1; } int WE_BSG::warpShipRender() { if(!this->isValid()) return 0; if(anim < 0 && shockwave < 0) return 0; auto objp = &Objects[m_objnum]; // SUSHI: Turning off Zbuffering results in the FTL effect showing up through ship hulls. // The effect is slightly degraded by leaving it on, but ATM it's worth the tradeoff. // turn off zbuffering //int saved_zbuffer_mode = gr_zbuffer_get(); //gr_zbuffer_set(GR_ZBUFF_NONE); if(anim > -1) { //Figure out which frame we're on int anim_frame = fl2i( ((float)(timestamp() - total_time_start)/1000.0f) * (float)anim_fps); if ( anim_frame < anim_nframes ) { //Set the correct frame //gr_set_bitmap(anim + anim_frame, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 1.0f); //Do warpout geometry vec3d start, end; vm_vec_scale_add(&start, &pos, &objp->orient.vec.fvec, z_offset_min); vm_vec_scale_add(&end, &pos, &objp->orient.vec.fvec, z_offset_max); //Render the warpout effect //batch_add_beam(anim + anim_frame, TMAP_FLAG_GOURAUD | TMAP_FLAG_RGB | TMAP_FLAG_TEXTURED | TMAP_FLAG_CORRECT | TMAP_HTL_3D_UNLIT, &start, &end, tube_radius*2.0f, 1.0f); batching_add_beam(anim + anim_frame, &start, &end, tube_radius * 2.0f, 1.0f); } } if(stage == 1 && shockwave > -1) { int shockwave_frame = fl2i( ((float)(timestamp() - stage_time_start)/1000.0f) * (float)shockwave_fps); if(shockwave_frame < shockwave_nframes) { vertex p; memset(&p, 0, sizeof(p)); g3_transfer_vertex(&p, &pos); batching_add_volume_bitmap(shockwave + shockwave_frame, &p, 0, shockwave_radius, 1.0f); } } // restore zbuffer mode //gr_zbuffer_set(saved_zbuffer_mode); return 1; } int WE_BSG::warpEnd() { if (snd_start.isValid()) snd_stop(snd_start); if (snd_end_gs != nullptr && m_objnum >= 0) snd_end = snd_play_3d(snd_end_gs, &Objects[m_objnum].pos, &View_position, 0.0f, nullptr, 0, 1.0f, SND_PRIORITY_SINGLE_INSTANCE, nullptr, snd_range_factor); return WarpEffect::warpEnd(); } //WMC - These two functions are used to fool collision detection code //And do player warpout int WE_BSG::getWarpPosition(vec3d *output) const { if (!this->isValid()) return 0; auto objp = &Objects[m_objnum]; vec3d position; vm_vec_scale_add(&position, &objp->pos, &objp->orient.vec.fvec, objp->radius); *output = position; return 1; } int WE_BSG::getWarpOrientation(matrix* output) const { if (!this->isValid()) return 0; auto objp = &Objects[m_objnum]; vm_vector_2_matrix_norm(output, &objp->orient.vec.fvec, nullptr, nullptr); return 1; } //********************-----CLASS: WE_Homeworld-----********************// const float HOMEWORLD_SWEEPER_LINE_THICKNESS = 0.002f; // How tall the initial and final hyperspace "lines" are, as a factor of height WE_Homeworld::WE_Homeworld(int objnum, WarpDirection direction) : WarpEffect(objnum, direction) { if(!this->isValid()) return; auto objp = &Objects[m_objnum]; auto sip = &Ship_info[m_ship_info_index]; const auto params = &Warp_params[m_warp_params_index]; //Stage and time stage = 0; stage_time_start = stage_time_end = timestamp(); //Stage duration presets stage_duration[0] = 0; stage_duration[1] = 1200; stage_duration[2] = 1600; stage_duration[3] = -1; stage_duration[4] = 1600; stage_duration[5] = 1200; //Configure stage duration 3 stage_duration[3] = params->time - (stage_duration[1] + stage_duration[2] + stage_duration[4] + stage_duration[5]); if (stage_duration[3] <= 0) stage_duration[3] = 3400; // set for a 9 second total time //Anim anim = bm_load_either(params->anim, &anim_nframes, &anim_fps, nullptr, true); pos = vmd_zero_vector; fvec = vmd_zero_vector; polymodel *pm = model_get(sip->model_num); width_full = params->radius; if(pm != nullptr) { if(width_full <= 0.0f) { width_full = pm->maxs.xyz.x - pm->mins.xyz.x; height_full = pm->maxs.xyz.y - pm->mins.xyz.y; z_offset_max = pm->maxs.xyz.z; z_offset_min = pm->mins.xyz.z; } } else { if(width_full <= 0.0f) { width_full = 2.0f*objp->radius; } height_full = width_full; z_offset_max = objp->radius; z_offset_min = -objp->radius; } //WMC - This scales up or down the sound depending on ship size, with ~100m diameter ship as base //REMEMBER: Radius != diameter snd_range_factor = sqrt(width_full*width_full+height_full*height_full)/141.421356f; if(width_full <= 0.0f) width_full = 1.0f; if(height_full <= 0.0f) height_full = 1.0f; width = width_full; height = 0.0f; //Sound snd = sound_handle::invalid(); snd_gs = NULL; } WE_Homeworld::~WE_Homeworld() { if(anim > -1) bm_unload(anim); } int WE_Homeworld::warpStart() { if(!this->isValid()) return 0; if(anim < 0) { this->warpEnd(); return 0; } auto objp = &Objects[m_objnum]; auto shipp = &Ships[m_shipnum]; const auto params = &Warp_params[m_warp_params_index]; stage = 1; total_time_start = timestamp(); total_time_end = 0; for(int i = 0; i < WE_HOMEWORLD_NUM_STAGES; i++) { total_time_end += stage_duration[i]; } stage_time_start = total_time_start; stage_time_end = timestamp(stage_duration[stage]); //Position vm_vec_scale_add(&pos, &objp->pos, &objp->orient.vec.fvec, z_offset_max); fvec = objp->orient.vec.fvec; if (m_direction == WarpDirection::WARP_OUT) vm_vec_negate(&fvec); width = 0.f; height = height_full * HOMEWORLD_SWEEPER_LINE_THICKNESS; if (m_direction == WarpDirection::WARP_IN) { shipp->flags.set(Ship::Ship_Flags::Arriving_stage_1); // dock leader needs to handle dockees if (object_is_docked(objp)) { Assertion(shipp->flags[Ship::Ship_Flags::Dock_leader], "The ship warping in (%s) must be the dock leader at this point!\n", shipp->ship_name); dock_function_info dfi; dock_evaluate_all_docked_objects(objp, &dfi, object_set_arriving_stage1_ndl_flag_helper); } } else if (m_direction == WarpDirection::WARP_OUT) { shipp->flags.set(Ship::Ship_Flags::Depart_warp); } else { this->warpEnd(); return 0; } if(params->snd_start.isValid()) { snd_gs = gamesnd_get_game_sound(params->snd_start); snd = snd_play_3d(snd_gs, &pos, &View_position, 0.0f, NULL, 0, 1, SND_PRIORITY_SINGLE_INSTANCE, NULL, snd_range_factor); } return 1; } int WE_Homeworld::warpFrame(float /*frametime*/) { if(!this->isValid()) return 0; auto objp = &Objects[m_objnum]; auto shipp = &Ships[m_shipnum]; //Setup stage while( timestamp_elapsed(stage_time_end )) { stage++; if(stage < WE_HOMEWORLD_NUM_STAGES) { stage_time_start = timestamp(); stage_time_end = timestamp(stage_duration[stage]); } switch(stage) { case 2: break; case 3: if (m_direction == WarpDirection::WARP_IN) { objp->phys_info.flags |= PF_WARP_IN; shipp->flags.remove(Ship::Ship_Flags::Arriving_stage_1); shipp->flags.set(Ship::Ship_Flags::Arriving_stage_2); // dock leader needs to handle dockees if (object_is_docked(objp)) { Assertion(shipp->flags[Ship::Ship_Flags::Dock_leader], "The ship warping in (%s) must be the dock leader at this point!\n", shipp->ship_name); dock_function_info dfi; dock_evaluate_all_docked_objects(objp, &dfi, object_remove_arriving_stage1_ndl_flag_helper); dock_evaluate_all_docked_objects(objp, &dfi, object_set_arriving_stage2_ndl_flag_helper); } } break; case 4: break; case 5: break; default: this->warpEnd(); return 0; } } //Process stage float sweeper_z_position; float progress = ((float)timestamp() - (float)stage_time_start) / ((float)stage_time_end - (float)stage_time_start); float adjusted_progress = progress * 1.2f - 0.1f; // we'll let the progress "overflow" a bit and then clamp it, so the sweeper CLAMP(adjusted_progress, 0.f, 1.f); // lingers for a moment at the beginning and end of the grow and shrink stages float visual_progress = ((3.f - 2 * adjusted_progress) * adjusted_progress * adjusted_progress); // good ol' cubic easing function switch(stage) { case 1: sweeper_z_position = z_offset_max; width = width_full * visual_progress; break; case 2: sweeper_z_position = z_offset_max; height = (height_full * visual_progress) + height_full * HOMEWORLD_SWEEPER_LINE_THICKNESS; break; case 3: sweeper_z_position = z_offset_max - adjusted_progress * (z_offset_max - z_offset_min); break; case 4: sweeper_z_position = z_offset_min; height = (height_full * (1.f - visual_progress)) + height_full * HOMEWORLD_SWEEPER_LINE_THICKNESS; break; case 5: sweeper_z_position = z_offset_min; width = width_full * (1.f - visual_progress); break; default: this->warpEnd(); return 0; } //update sweeper position vm_vec_scale_add(&pos, &objp->pos, &objp->orient.vec.fvec, sweeper_z_position); //Update sound if (snd.isValid()) snd_update_3d_pos(snd, snd_gs, &pos, 0.0f, snd_range_factor); return 1; } int WE_Homeworld::warpShipClip(model_render_params *render_info) { if(!this->isValid()) return 0; render_info->set_clip_plane(pos, fvec); return 1; } int WE_Homeworld::warpShipRender() { if(!this->isValid()) return 0; int frame = 0; if(anim_fps > 0) frame = fl2i( (int)(((float)(timestamp() - (float)total_time_start)/1000.0f) * (float)anim_fps) % anim_nframes); //Set the correct frame batching_add_polygon(anim + frame, &pos, &Objects[m_objnum].orient, width, height); return 1; } int WE_Homeworld::warpEnd() { if (snd.isValid()) snd_stop(snd); return WarpEffect::warpEnd(); } int WE_Homeworld::getWarpPosition(vec3d *output) const { if(!this->isValid()) return 0; *output = pos; return 1; } int WE_Homeworld::getWarpOrientation(matrix* output) const { if (!this->isValid()) return 0; auto objp = &Objects[m_objnum]; if (this->m_direction == WarpDirection::WARP_IN) *output = objp->orient; else { vec3d backwards = objp->orient.vec.fvec; vm_vec_negate(&backwards); vm_vector_2_matrix_norm(output, &backwards, &objp->orient.vec.uvec, nullptr); } return 1; } //********************-----CLASS: WE_Hyperspace----********************// WE_Hyperspace::WE_Hyperspace(int objnum, WarpDirection direction) : WarpEffect(objnum, direction) { if (!isValid()) return; auto objp = &Objects[m_objnum]; const auto params = &Warp_params[m_warp_params_index]; total_duration = params->time; if (total_duration <= 0) total_duration = 1000; accel_or_decel_exp = params->accel_exp; total_time_start = total_time_end = timestamp(); pos_final = vmd_zero_vector; scale_factor = 750.0f * objp->radius; initial_velocity = 1.0f; //*****Sound snd_range_factor = 1.0f * objp->radius; snd_start = snd_end = sound_handle::invalid(); snd_start_gs = snd_end_gs = nullptr; } int WE_Hyperspace::warpStart() { if(!this->isValid()) return 0; auto objp = &Objects[m_objnum]; auto shipp = &Ships[m_shipnum]; auto sip = &Ship_info[m_ship_info_index]; const auto params = &Warp_params[m_warp_params_index]; total_time_start = timestamp(); total_time_end = timestamp(total_duration); if (m_direction == WarpDirection::WARP_IN) { auto ship_entry = ship_registry_get(shipp->ship_name); if (ship_entry && ship_entry->has_p_objp()) { initial_velocity = ship_entry->p_objp()->initial_velocity * sip->max_speed / 100.0f; } shipp->flags.set(Ship::Ship_Flags::Arriving_stage_1); // dock leader needs to handle dockees if (object_is_docked(objp)) { Assertion(shipp->flags[Ship::Ship_Flags::Dock_leader], "The ship warping in (%s) must be the dock leader at this point!\n", shipp->ship_name); dock_function_info dfi; dock_evaluate_all_docked_objects(objp, &dfi, object_set_arriving_stage1_ndl_flag_helper); // docked objects use speed to find the object that controls movement; therefore the warping in dock leader must have the highest speed! objp->phys_info.speed = (scale_factor / params->time)*1000.0f; } objp->phys_info.flags |= PF_WARP_IN; objp->flags.remove(Object::Object_Flags::Physics); } else if (m_direction == WarpDirection::WARP_OUT) { // wookieejedi - if the ship is already in the mission the initial_velocity for warpout should be the ship's current speed initial_velocity = objp->phys_info.fspeed; shipp->flags.set(Ship::Ship_Flags::Depart_warp); } else { this->warpEnd(); } pos_final = objp->pos; // Cyborg17 - After setting pos_final, we should move the ship to the actual starting position. vm_vec_scale_add(&objp->pos, &pos_final, &objp->orient.vec.fvec, -scale_factor); if (params->snd_start.isValid()) { snd_start_gs = gamesnd_get_game_sound(params->snd_start); snd_start = snd_play_3d(snd_start_gs, &pos_final, &View_position, 0.0f, nullptr, 0, 1, SND_PRIORITY_SINGLE_INSTANCE, nullptr, snd_range_factor); } if (params->snd_end.isValid()) { snd_end_gs = gamesnd_get_game_sound(params->snd_end); snd_end = sound_handle::invalid(); } return 1; } int WE_Hyperspace::warpFrame(float /*frametime*/) { if(!this->isValid()) return 0; auto objp = &Objects[m_objnum]; if(timestamp_elapsed(total_time_end)) { objp->pos = pos_final; objp->flags.set(Object::Object_Flags::Physics); this->warpEnd(); } else { // How far along in the effect we are, in range of 0.0..1.0. float progress = ((float)timestamp() - (float)total_time_start)/(float)total_duration; float scale = 0.0f; if (m_direction == WarpDirection::WARP_IN) { scale = scale_factor*(1.0f-pow((1.0f-progress), accel_or_decel_exp))-scale_factor; // Makes sure that the velocity won't drop below the ship's initial // velocity during the warpin. Ideally it should be done more // smoothly than this. scale = MIN(scale, (initial_velocity * (total_duration / 1000) * -(1.0f - progress))); } else { scale = scale_factor*pow(progress, accel_or_decel_exp); // Makes sure the warpout velocity won't drop below the ship's last // known real velocity. scale += initial_velocity * (total_duration / 1000) * progress; } vm_vec_scale_add(&objp->pos, &pos_final, &objp->orient.vec.fvec, scale); } if (snd_start.isValid()) snd_update_3d_pos(snd_start, snd_start_gs, &pos_final, 0.0f, snd_range_factor); return 1; } int WE_Hyperspace::warpEnd() { if (snd_start.isValid()) snd_stop(snd_start); if(snd_end_gs != nullptr && m_objnum >= 0) snd_end = snd_play_3d(snd_end_gs, &Objects[m_objnum].pos, &View_position, 0.0f, nullptr, 0, 1.0f, SND_PRIORITY_SINGLE_INSTANCE, nullptr, snd_range_factor); return WarpEffect::warpEnd(); }