Files
Goober5000andClaude Opus 4.8 bed228d264 avoid undefined behavior from UNREACHABLE on reachable code paths (#7555)
* avoid undefined behavior from UNREACHABLE on reachable code paths

UNREACHABLE expands to __assume(false) / __builtin_unreachable() in
release builds, which is undefined behavior if the code is ever actually
reached. Many UNREACHABLE sites only guard against unexpected-but-
possible runtime states (values from tables, mission/save files, network
packets, scripting, or user input), so reaching them should degrade
gracefully rather than invoke UB.

Replace UNREACHABLE with Assertion(false, ...) at all such sites. It
still pops an error in debug builds, but in release it is a harmless
no-op that simply falls through to the following code. Sites that are
genuinely unreachable by local invariants (e.g. a switch over a bounded
random number) are left as UNREACHABLE.

A few converted sites had no safe fall-through -- an uninitialized read,
null dereference, or null call would have followed -- so they also get a
minimal recovery: initialize the value, guard the dereference, return
early, or skip the offending item.

Where the converted site was a simple guard of the form
    if (x) { Assertion(false, ...); return; }
hoist the check onto the invariant instead:
    Assertion(!x, ...);
    if (x) { return; }
This states the expectation directly and shows the offending value in
the debug popup, while keeping the same graceful runtime degradation.

Co-Authored-By: Claude Opus 4.8 (1M context) <[email protected]>

* addendum

After consultation with Lafiel, use UNREACHABLE in situations that are effectively impossible even if not provably impossible.  UNREACHABLE = "this shouldn't ever happen"; Assertion = "if this ever happens, it's a coding error".  Also fix a few other sites and change a couple to Warnings.

---------

Co-authored-by: Claude Opus 4.8 (1M context) <[email protected]>
2026-07-09 11:20:25 +09:00

1310 lines
35 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include "fireball/fireballs.h"
#include "asteroid/asteroid.h"
#include "cmdline/cmdline.h"
#include "gamesnd/gamesnd.h"
#include "graphics/tmapper.h"
#include "localization/localize.h"
#include "model/model.h"
#include "nebula/neb.h"
#include "object/object.h"
#include "options/Option.h"
#include "parse/parselo.h"
#include "render/3d.h"
#include "render/batching.h"
#include "ship/ship.h"
#include "tracing/Monitor.h"
#include <cstdlib>
bool Knossos_warp_ani_used;
#define WARPHOLE_GROW_TIME (2.35f) // time for warphole to reach max size (also time to shrink to nothing once it begins to shrink)
#define MAX_WARP_LOD 0
constexpr int INTITIAL_FIREBALL_CONTAINTER_SIZE = 256;
SCP_vector<fireball> Fireballs;
SCP_vector<int> Unused_fireball_indices;
SCP_vector<fireball_info> Fireball_info;
bool fireballs_inited = false;
bool fireballs_parsed = false;
static float exp_to_line(float t, float start_value, float end_slope, float scale)
{
return -scale * expf(-start_value / scale * t) + end_slope * t + scale;
}
/**
* Play warp in sound for warp effect
*/
void fireball_play_warphole_open_sound(int ship_class, fireball *fb)
{
Assert((fb != NULL) && (fb->objnum >= 0));
if((fb == NULL) || (fb->objnum < 0)){
return;
}
auto fireball_objp = &Objects[fb->objnum];
auto sound_index = gamesnd_id(GameSounds::WARP_IN);
if (fb->warp_open_sound_index.isValid()) {
sound_index = fb->warp_open_sound_index;
} else if ((ship_class >= 0) && (ship_class < ship_info_size())) {
if ( Ship_info[ship_class].is_huge_ship() ) {
sound_index = gamesnd_id(GameSounds::CAPITAL_WARP_IN);
}
}
if (ship_class >= 0 && ship_class < ship_info_size()) {
if (Ship_info[ship_class].is_huge_ship()) {
fb->flags |= FBF_WARP_CAPITAL_SIZE;
} else if (Ship_info[ship_class].is_big_ship()) {
fb->flags |= FBF_WARP_CRUISER_SIZE;
}
// originally 6.0 for SIF_BIG_SHIP and 1.0 for everything else
if (Ship_info[ship_class].class_type >= 0)
fb->warp_sound_range_multiplier = Ship_types[Ship_info[ship_class].class_type].warp_sound_range_multiplier;
else
fb->warp_sound_range_multiplier = 1.0f;
}
snd_play_3d(gamesnd_get_game_sound(sound_index), &fireball_objp->pos, &Eye_position, fireball_objp->radius, NULL, 0, 1.0f, SND_PRIORITY_DOUBLE_INSTANCE, NULL, fb->warp_sound_range_multiplier); // play warp sound effect
}
/**
* Play warp out sound for warp effect
*/
void fireball_play_warphole_close_sound(fireball *fb)
{
Assert((fb != NULL) && (fb->objnum >= 0));
if((fb == NULL) || (fb->objnum < 0)){
return;
}
auto fireball_objp = &Objects[fb->objnum];
auto sound_index = gamesnd_id(GameSounds::WARP_OUT);
if (fb->warp_close_sound_index.isValid()) {
sound_index = fb->warp_close_sound_index;
} else if ( fb->flags & FBF_WARP_CAPITAL_SIZE ) {
sound_index = gamesnd_id(GameSounds::CAPITAL_WARP_OUT);
} else {
return;
}
snd_play_3d(gamesnd_get_game_sound(sound_index), &fireball_objp->pos, &Eye_position, fireball_objp->radius, NULL, 0, 1.0F, SND_PRIORITY_SINGLE_INSTANCE, NULL, fb->warp_sound_range_multiplier); // play warp sound effect
}
static void fireball_generate_unique_id(char *unique_id, size_t buffer_size, int fireball_index)
{
Assertion(SCP_vector_inbounds(Fireball_info, fireball_index), "fireball_index is out of bounds!");
switch (fireball_index)
{
// use sensible names for the fireball.tbl default entries
case FIREBALL_EXPLOSION_MEDIUM:
strncpy(unique_id, "Medium Explosion", buffer_size-1);
break;
case FIREBALL_WARP:
strncpy(unique_id, "Warp Effect", buffer_size-1);
break;
case FIREBALL_KNOSSOS:
strncpy(unique_id, "Knossos Effect", buffer_size-1);
break;
case FIREBALL_ASTEROID:
strncpy(unique_id, "Asteroid Explosion", buffer_size-1);
break;
case FIREBALL_EXPLOSION_LARGE1:
strncpy(unique_id, "Large Explosion 1", buffer_size-1);
break;
case FIREBALL_EXPLOSION_LARGE2:
strncpy(unique_id, "Large Explosion 2", buffer_size-1);
break;
// base the id on the index
default:
snprintf(unique_id, buffer_size, "Custom Fireball %d", fireball_index - NUM_DEFAULT_FIREBALLS + 1);
break;
}
// null-terminate
unique_id[buffer_size-1] = '\0';
}
/**
* Set default colors for each explosion type (original values from object.cpp)
*/
static void fireball_set_default_color(int idx)
{
Assertion(SCP_vector_inbounds(Fireball_info, idx), "idx is out of bounds!");
switch (idx)
{
case FIREBALL_EXPLOSION_LARGE1:
case FIREBALL_EXPLOSION_LARGE2:
case FIREBALL_EXPLOSION_MEDIUM:
case FIREBALL_ASTEROID:
Fireball_info[idx].exp_color[0] = 1.0f;
Fireball_info[idx].exp_color[1] = 0.5f;
Fireball_info[idx].exp_color[2] = 0.125f;
break;
case FIREBALL_WARP:
Fireball_info[idx].exp_color[0] = 0.75f;
Fireball_info[idx].exp_color[1] = 0.75f;
Fireball_info[idx].exp_color[2] = 1.0f;
break;
case FIREBALL_KNOSSOS:
Fireball_info[idx].exp_color[0] = 0.75f;
Fireball_info[idx].exp_color[1] = 1.0f;
Fireball_info[idx].exp_color[2] = 0.75f;
break;
default:
Fireball_info[idx].exp_color[0] = 1.0f;
Fireball_info[idx].exp_color[1] = 1.0f;
Fireball_info[idx].exp_color[2] = 1.0f;
break;
}
}
static void fireball_set_default_warp_attributes(int idx)
{
Assertion(SCP_vector_inbounds(Fireball_info, idx), "idx is out of bounds!");
switch (idx)
{
case FIREBALL_WARP:
case FIREBALL_KNOSSOS:
strcpy_s(Fireball_info[idx].warp_glow, "warpglow01");
strcpy_s(Fireball_info[idx].warp_ball, "warpball01");
strcpy_s(Fireball_info[idx].warp_model, "warp.pof");
break;
}
}
void fireball_info_clear(fireball_info *fb)
{
Assert(fb != nullptr);
memset(fb, 0, sizeof(fireball_info));
for (int i = 0; i < MAX_FIREBALL_LOD; ++i)
fb->lod[i].bitmap_id = -1;
fb->warp_glow_bitmap = -1;
fb->warp_ball_bitmap = -1;
fb->warp_model_id = -1;
}
int fireball_info_lookup(const char *unique_id)
{
for (size_t i = 0; i < Fireball_info.size(); ++i)
if (!stricmp(Fireball_info[i].unique_id, unique_id))
return static_cast<int>(i);
return -1;
}
/**
* Parse fireball tbl
*/
static void parse_fireball_tbl(const char *table_filename)
{
try
{
read_file_text(table_filename, CF_TYPE_TABLES);
reset_parse();
required_string("#Start");
while (required_string_one_of(3, "#End", "$Name:", "$Unique ID:"))
{
fireball_info *fi;
int existing_idx = -1;
char unique_id[NAME_LENGTH];
char fireball_filename[MAX_FILENAME_LEN];
// unique ID, because indexes are unpredictable
memset(unique_id, 0, NAME_LENGTH);
if (optional_string("$Unique ID:"))
stuff_string(unique_id, F_NAME, NAME_LENGTH);
// base filename
required_string("$Name:");
stuff_string(fireball_filename, F_NAME, MAX_FILENAME_LEN);
// find out if we are overriding a previous entry;
// per precedent, these strings should only be in TBMs
// UNLIKE precedent, we can now add fireballs in modular tables, not just replace them
if (Parsing_modular_table)
{
if (optional_string("+Explosion_Medium"))
existing_idx = FIREBALL_EXPLOSION_MEDIUM;
else if (optional_string("+Warp_Effect"))
existing_idx = FIREBALL_WARP;
else if (optional_string("+Knossos_Effect"))
existing_idx = FIREBALL_KNOSSOS;
else if (optional_string("+Asteroid"))
existing_idx = FIREBALL_ASTEROID;
else if (optional_string("+Explosion_Large1"))
existing_idx = FIREBALL_EXPLOSION_LARGE1;
else if (optional_string("+Explosion_Large2"))
existing_idx = FIREBALL_EXPLOSION_LARGE2;
else if (optional_string("+Custom_Fireball"))
stuff_int(&existing_idx);
// we can ALSO override a previous entry by specifying a previously used unique ID
// either way will work, but if both are specified, unique ID takes precedence
if (strlen(unique_id) > 0)
{
int temp_idx = fireball_info_lookup(unique_id);
if (temp_idx >= 0)
existing_idx = temp_idx;
}
}
bool first_time;
// now select our entry accordingly...
// are we using a previous entry?
if (existing_idx >= 0)
{
fi = &Fireball_info[existing_idx];
first_time = false;
}
// we are creating a new entry, so set some defaults
else
{
int new_fireball_index = static_cast<int>(Fireball_info.size());
Fireball_info.emplace_back();
fi = &Fireball_info.back();
fireball_info_clear(fi);
// If the table didn't specify a unique ID, generate one. This will be assigned a few lines later.
if (strlen(unique_id) == 0)
fireball_generate_unique_id(unique_id, NAME_LENGTH, new_fireball_index);
// Set remaining fireball defaults
fireball_set_default_color(new_fireball_index);
fireball_set_default_warp_attributes(new_fireball_index);
first_time = true;
}
// copy over what we already parsed
if (strlen(unique_id) > 0)
strcpy_s(fi->unique_id, unique_id);
strcpy_s(fi->lod[0].filename, fireball_filename);
// Do we have a LOD num?
if (optional_string("$LOD:"))
{
stuff_int(&fi->lod_count);
if (fi->lod_count > MAX_FIREBALL_LOD)
fi->lod_count = MAX_FIREBALL_LOD;
} else if (first_time) {
//assume a LOD of at least 1
fi->lod_count = 1;
}
// check for particular lighting color
if (optional_string("$Light color:"))
{
int r, g, b;
stuff_int(&r);
stuff_int(&g);
stuff_int(&b);
CLAMP(r, 0, 255);
CLAMP(g, 0, 255);
CLAMP(b, 0, 255);
fi->exp_color[0] = (r / 255.0f);
fi->exp_color[1] = (g / 255.0f);
fi->exp_color[2] = (b / 255.0f);
}
// check for custom warp glow
if (optional_string("$Warp glow:"))
stuff_string(fi->warp_glow, F_NAME, NAME_LENGTH);
// check for custom warp ball
if (optional_string("$Warp ball:")) {
stuff_string(fi->warp_ball, F_NAME, NAME_LENGTH);
// if we are explicitly specifying a ball, then we'll want to use it,
// rather than just having the default ball that might or might not be used
fi->warp_flash = true;
}
if (optional_string("$Force warp flash:"))
stuff_boolean(&fi->warp_flash);
// check for custom warp model
if (optional_string("$Warp model:"))
{
stuff_string(fi->warp_model, F_NAME, NAME_LENGTH);
// if we are explicitly specifying a model, then we'll want to use it,
// rather than just having the default model that might or might not be used
fi->use_3d_warp = true;
}
if (optional_string("$Force 3D Warp:")) {
stuff_boolean(&fi->use_3d_warp);
}
if (optional_string("$Warp size ratio:")) {
stuff_float(&fi->warp_size_ratio);
} else if (first_time) {
if (fi->use_3d_warp) {
fi->warp_size_ratio = 1 / 25.0f;
} else {
fi->warp_size_ratio = 1.0f;
}
}
if (optional_string("$Flare size ratio:")) {
stuff_float(&fi->flare_size_ratio);
} else if (first_time) {
fi->flare_size_ratio = 1.0f;
}
if (optional_string("$Flicker magnitude:")) {
stuff_float(&fi->flicker_magnitude);
} else if (first_time) {
fi->flicker_magnitude = 0.10f;
}
if (optional_string("$Warp flare style:")) {
switch (optional_string_one_of(3, "classic", "enhanced", "cinematic")) {
case 0:
fi->warp_flare_style = warp_style::CLASSIC;
break;
case 1:
fi->warp_flare_style = warp_style::ENHANCED;
break;
case 2:
fi->warp_flare_style = warp_style::CINEMATIC;
break;
default:
error_display(0, "Invalid warp flare style. Must be classic, enhanced, or cinematic.");
}
// Set warp flare option
if (optional_string("+Flare size ratio:")) {
stuff_float(&fi->flare_size_ratio);
} else if (fi->warp_flare_style == warp_style::CLASSIC) {
fi->flare_size_ratio = 1.0f;
} else if (fi->warp_flare_style == warp_style::CINEMATIC) {
fi->flare_size_ratio = 5.3f;
}
} else if (first_time) {
fi->warp_flare_style = warp_style::CLASSIC;
}
if (optional_string("$Warp model style:")) {
switch (optional_string_one_of(2, "classic", "cinematic")) {
case 0:
fi->warp_model_style = warp_style::CLASSIC;
break;
case 1:
fi->warp_model_style = warp_style::CINEMATIC;
break;
default:
error_display(0, "Invalid warp model style. Must be classic or cinematic.");
}
// Set warp_model_style options if cinematic style is chosen
if (fi->warp_model_style == warp_style::CINEMATIC) {
if (optional_string("+Warp size ratio:")) {
stuff_float(&fi->warp_size_ratio);
} else {
fi->warp_size_ratio = 1.6f;
}
// The first two values need to be implied multiples of PI
// for convenience. These shouldn't need to be faster than a full
// rotation per second, which is already ridiculous.
if (optional_string("+Rotation anim:")) {
stuff_float_list(fi->rot_anim, 3);
CLAMP(fi->rot_anim[0], 0.0f, 2.0f);
CLAMP(fi->rot_anim[1], 0.0f, 2.0f);
fi->rot_anim[2] = MAX(0.0f, fi->rot_anim[2]);
} else {
// PI / 2.75f, PI / 10.0f, 2.0f
fi->rot_anim[0] = 0.365f;
fi->rot_anim[1] = 0.083f;
fi->rot_anim[2] = 2.0f;
}
// Variable frame rate for faster propagation of ripples
if (optional_string("+Frame anim:")) {
stuff_float_list(fi->frame_anim, 3);
// A frame rate that is 4 times the normal speed is ridiculous
CLAMP(fi->frame_anim[0], 0.0f, 4.0f);
CLAMP(fi->frame_anim[1], 1.0f, 4.0f);
fi->frame_anim[2] = MAX(0.0f, fi->frame_anim[2]);
} else {
fi->frame_anim[0] = 1.0f;
fi->frame_anim[1] = 1.0f;
fi->frame_anim[2] = 3.0f;
}
}
} else if (first_time) {
fi->warp_model_style = warp_style::CLASSIC;
}
}
required_string("#End");
}
catch (const parse::ParseException& e)
{
mprintf(("TABLES: Unable to parse '%s'! Error message = %s.\n", table_filename, e.what()));
return;
}
}
void fireball_parse_tbl()
{
if (fireballs_parsed)
return;
// every newly parsed fireball_info will get cleared before being added;
// must clear the vector outside of parse_fireball_tbl because it's called more than once
Fireball_info.clear();
parse_fireball_tbl("fireball.tbl");
// look for any modular tables
parse_modular_table(NOX("*-fbl.tbm"), parse_fireball_tbl);
// fill in extra LOD filenames
for (auto &fi: Fireball_info)
{
if (fi.lod_count > 1)
{
Assertion(fi.lod_count <= MAX_FIREBALL_LOD, "Fireball LOD (%d) greater than MAX_FIREBALL_LOD %d.", fi.lod_count, MAX_FIREBALL_LOD);
static_assert(MAX_FIREBALL_LOD < 10, "The fireball LOD naming scheme needs to be changed for LODs > 9");
auto lod0 = fi.lod[0].filename;
constexpr int MAX_BASENAME_LEN = MAX_FILENAME_LEN - 3; // ensure base file name + _*lod* fits in filename field
if (strlen(lod0) > MAX_BASENAME_LEN)
{
Warning(LOCATION, "A fireball base file name may not be longer than %d characters due to the LOD naming scheme.\nLODs other than LOD0 will be skipped for fireball %s", MAX_BASENAME_LEN, lod0);
fi.lod_count = 1;
continue;
}
for (int j = 1; j < fi.lod_count; ++j)
sprintf(fi.lod[j].filename, "%.*s_%d", MAX_BASENAME_LEN, lod0, j % MAX_FIREBALL_LOD /*to show gcc12 format string is safe*/);
}
}
fireballs_parsed = true;
}
void fireball_load_data()
{
int i, n, idx;
fireball_info *fd;
n = static_cast<int>(Fireball_info.size());
for ( i = 0; i < n; i++ ) {
fd = &Fireball_info[i];
for(idx=0; idx<fd->lod_count; idx++){
// we won't use a warp effect lod greater than MAX_WARP_LOD so don't load it either
if ( (i == FIREBALL_WARP) && (idx > MAX_WARP_LOD) )
continue;
fd->lod[idx].bitmap_id = bm_load_animation( fd->lod[idx].filename, &fd->lod[idx].num_frames, &fd->lod[idx].fps, nullptr, nullptr, true );
if ( fd->lod[idx].bitmap_id < 0 ) {
Error(LOCATION, "Could not load %s anim file\n", fd->lod[idx].filename);
}
}
if (strlen(fd->warp_glow) > 0) {
mprintf(("Loading warp glow '%s'\n", fd->warp_glow));
fd->warp_glow_bitmap = bm_load(fd->warp_glow);
} else {
fd->warp_glow_bitmap = -1;
}
if (strlen(fd->warp_ball) > 0) {
mprintf(("Loading warp ball '%s'\n", fd->warp_ball));
fd->warp_ball_bitmap = bm_load(fd->warp_ball);
} else {
fd->warp_ball_bitmap = -1;
}
}
}
// This will get called at the start of each level.
void fireball_init()
{
if ( !fireballs_inited ) {
// Do all the processing that happens only once
fireball_parse_tbl();
fireball_load_data();
fireballs_inited = true;
}
// Reset everything between levels
Fireballs.clear();
Fireballs.reserve(INTITIAL_FIREBALL_CONTAINTER_SIZE);
Unused_fireball_indices.clear();
Unused_fireball_indices.reserve(INTITIAL_FIREBALL_CONTAINTER_SIZE);
// Goober5000 - reset Knossos warp flag
Knossos_warp_ani_used = false;
}
MONITOR( NumFireballsRend )
/**
* Delete a fireball.
* Called by object_delete() code... do not call directly.
*/
void fireball_delete( object * obj )
{
int num;
fireball *fb;
num = obj->instance;
// Make sure the new system works fine.
Assert(obj->instance > -1);
Assert(static_cast<int>(Fireballs.size()) > obj->instance);
fb = &Fireballs[num];
Assert( fb->objnum == OBJ_INDEX(obj));
Fireballs[num].objnum = -1;
Unused_fireball_indices.push_back(num);
}
/**
* Delete all active fireballs, by calling obj_delete directly.
*/
void fireball_delete_all()
{
for (auto& current_fireball : Fireballs) {
if ( current_fireball.objnum != -1 ) {
obj_delete(current_fireball.objnum);
}
}
}
void fireball_set_framenum(int num)
{
int framenum;
fireball *fb;
fireball_info *fd;
fireball_lod *fl;
Assert(static_cast<int>(Fireballs.size()) > num);
fb = &Fireballs[num];
fd = &Fireball_info[Fireballs[num].fireball_info_index];
// valid lod?
fl = NULL;
if((fb->lod >= 0) && (fb->lod < fd->lod_count)){
fl = &Fireball_info[Fireballs[num].fireball_info_index].lod[fb->lod];
}
if(fl == NULL){
// argh
return;
}
if ( fb->fireball_render_type == FIREBALL_WARP_EFFECT ) {
float new_time = fb->time_elapsed;
if (fd->warp_model_style == warp_style::CINEMATIC) {
float duration_ratio = 2.0f / fb->warp_open_duration;
new_time = exp_to_line(fb->time_elapsed, fd->frame_anim[0] * duration_ratio, fd->frame_anim[1], fd->frame_anim[2] * duration_ratio);
}
framenum = bm_get_anim_frame(fl->bitmap_id, new_time, 0.0f, true);
if ( fb->orient ) {
// warp out effect plays backwards
framenum = fl->num_frames-framenum-1;
fb->current_bitmap = fl->bitmap_id + framenum;
} else {
fb->current_bitmap = fl->bitmap_id + framenum;
}
} else {
// ignore setting of OF_SHOULD_BE_DEAD, see fireball_process_post
framenum = bm_get_anim_frame(fl->bitmap_id, fb->time_elapsed, fb->total_time);
fb->current_bitmap = fl->bitmap_id + framenum;
}
}
int fireball_is_perishable(object * obj)
{
// return 1;
int num, objnum;
fireball *fb;
num = obj->instance;
objnum = OBJ_INDEX(obj);
// Make sure the new system works fine.
Assert(obj->instance > -1);
Assert((int)Fireballs.size() > obj->instance);
Assert( Fireballs[num].objnum == objnum );
fb = &Fireballs[num];
if ( fb->fireball_render_type == FIREBALL_MEDIUM_EXPLOSION )
return 1;
if ( !(fb->fireball_render_type == FIREBALL_WARP_EFFECT) ) {
if ( !(obj->flags[Object::Object_Flags::Was_rendered])) {
return 1;
}
}
return 0;
}
int fireball_is_warp(object * obj)
{
int num, objnum;
fireball *fb;
num = obj->instance;
objnum = OBJ_INDEX(obj);
// Make sure the new system works fine.
Assert(obj->instance > -1);
Assert(static_cast<int>(Fireballs.size()) > obj->instance);
Assert( Fireballs[num].objnum == objnum );
fb = &Fireballs[num];
if ( fb->fireball_render_type == FIREBALL_WARP_EFFECT)
return 1;
return 0;
}
// maybe play sound effect for warp hole closing
void fireball_maybe_play_warp_close_sound(fireball *fb)
{
float life_left;
// If not a warphole fireball, do a quick out
if ( !(fb->fireball_render_type == FIREBALL_WARP_EFFECT)) {
return;
}
// If the warhole close sound has been played, don't play it again!
if ( fb->flags & FBF_WARP_CLOSE_SOUND_PLAYED ) {
return;
}
life_left = fb->total_time - fb->time_elapsed;
if ( life_left < fb->warp_close_duration ) {
fireball_play_warphole_close_sound(fb);
fb->flags |= FBF_WARP_CLOSE_SOUND_PLAYED;
}
}
MONITOR( NumFireballs )
void fireball_process_post(object * obj, float frame_time)
{
int num, objnum;
fireball *fb;
MONITOR_INC( NumFireballs, 1 );
num = obj->instance;
objnum = OBJ_INDEX(obj);
// Make sure the new system works fine.
Assert(obj->instance > -1);
Assert(static_cast<int>(Fireballs.size()) > obj->instance);
Assert( Fireballs[num].objnum == objnum );
fb = &Fireballs[num];
fb->time_elapsed += frame_time;
if ( fb->time_elapsed > fb->total_time ) {
obj->flags.set(Object::Object_Flags::Should_be_dead);
}
fireball_maybe_play_warp_close_sound(fb);
fireball_set_framenum(num);
}
/**
* Returns life left of a fireball in seconds
*/
float fireball_lifeleft( object *obj )
{
int num, objnum;
fireball *fb;
num = obj->instance;
objnum = OBJ_INDEX(obj);
// Make sure the new system works fine.
Assert(obj->instance > -1);
Assert(static_cast<int>(Fireballs.size()) > obj->instance);
Assert( Fireballs[num].objnum == objnum );
fb = &Fireballs[num];
return fb->total_time - fb->time_elapsed;
}
/**
* Returns life left of a fireball in percent
*/
float fireball_lifeleft_percent( object *obj )
{
int num, objnum;
fireball *fb;
// Make sure the new system works fine.
Assert(obj->instance > -1);
Assert(static_cast<int>(Fireballs.size()) > obj->instance);
num = obj->instance;
objnum = OBJ_INDEX(obj);
Assert( Fireballs[num].objnum == objnum );
fb = &Fireballs[num];
float p = (fb->total_time - fb->time_elapsed) / fb->total_time;
if (p < 0)p=0.0f;
return p;
}
/**
* Determine LOD to use
*/
int fireball_get_lod(vec3d *pos, fireball_info *fd, float size)
{
vertex v;
int x, y, w, h, bm_size;
int must_stop = 0;
int ret_lod = 1;
int behind = 0;
// bogus
if(fd == NULL){
return 1;
}
// start the frame
extern int G3_count;
if(!G3_count){
g3_start_frame(1);
must_stop = 1;
}
g3_set_view_matrix(&Eye_position, &Eye_matrix, Eye_fov);
// get extents of the rotated bitmap
g3_rotate_vertex(&v, pos);
// if vertex is behind, find size if in front, then drop down 1 LOD
if (v.codes & CC_BEHIND) {
float dist = vm_vec_dist_quick(&Eye_position, pos);
vec3d temp;
behind = 1;
vm_vec_scale_add(&temp, &Eye_position, &Eye_matrix.vec.fvec, dist);
g3_rotate_vertex(&v, &temp);
// if still behind, bail and go with default
if (v.codes & CC_BEHIND) {
behind = 0;
}
}
if(!g3_get_bitmap_dims(fd->lod[0].bitmap_id, &v, size, &x, &y, &w, &h, &bm_size)) {
if (Detail.hardware_textures == 4) {
// straight LOD
if(w <= bm_size/8){
ret_lod = 3;
} else if(w <= bm_size/2){
ret_lod = 2;
} else if(w <= (1.56*bm_size)){
ret_lod = 1;
} else {
ret_lod = 0;
}
} else {
// less aggressive LOD for lower detail settings
if(w <= bm_size/8){
ret_lod = 3;
} else if(w <= bm_size/3){
ret_lod = 2;
} else if(w <= (1.2*bm_size)){
ret_lod = 1;
} else {
ret_lod = 0;
}
}
}
// if it's behind, bump up LOD by 1
if (behind) {
ret_lod++;
}
// end the frame
if(must_stop){
g3_end_frame();
}
// return the best lod
return MIN(ret_lod, fd->lod_count - 1);
}
/**
* Create a fireball, return object index.
*/
int fireball_create(vec3d *pos, int fireball_type, int render_type, int parent_obj, float size, bool reverse, vec3d *velocity, float warp_lifetime, int ship_class, matrix *orient_override, int low_res, int extra_flags, gamesnd_id warp_open_sound, gamesnd_id warp_close_sound, float warp_open_duration, float warp_close_duration)
{
int n, objnum, fb_lod;
object *obj;
fireball_info *fd;
fireball_lod *fl;
Assertion(SCP_vector_inbounds(Fireball_info, fireball_type), "fireball_type is out of bounds!");
fd = &Fireball_info[fireball_type];
// check to make sure this fireball type exists
if (!fd->lod_count)
return -1;
if ( !(Game_detail_flags & DETAIL_FLAG_FIREBALLS) ) {
if ( !((fireball_type == FIREBALL_WARP) || (fireball_type == FIREBALL_KNOSSOS)) ) {
return -1;
}
}
if (Num_objects >= MAX_OBJECTS) {
return -1;
}
// get an lod to use
fb_lod = fireball_get_lod(pos, fd, size);
// change lod if low res is desired
if (low_res) {
fb_lod++;
fb_lod = MIN(fb_lod, fd->lod_count - 1);
}
// if this is a warpout fireball, never go higher than LOD 1
if(fireball_type == FIREBALL_WARP){
fb_lod = MAX_WARP_LOD;
}
fl = &fd->lod[fb_lod];
// don't create a fireball without usable graphics
if (fl->bitmap_id < 0 || fl->fps <= 0 || fl->num_frames <= 0) {
return -1;
}
if (!Unused_fireball_indices.empty()) {
n = Unused_fireball_indices.back();
Unused_fireball_indices.pop_back();
} else {
n = sz2i(Fireballs.size());
Fireballs.emplace_back();
}
auto new_fireball = &Fireballs[n];
new_fireball->lod = (char)fb_lod;
new_fireball->flags = extra_flags;
new_fireball->warp_open_sound_index = warp_open_sound;
new_fireball->warp_close_sound_index = warp_close_sound;
new_fireball->warp_open_duration = (warp_open_duration < 0.0f) ? WARPHOLE_GROW_TIME : warp_open_duration;
new_fireball->warp_close_duration = (warp_close_duration < 0.0f) ? WARPHOLE_GROW_TIME : warp_close_duration;
new_fireball->warp_sound_range_multiplier = 1.0f;
matrix orient;
if(orient_override != NULL){
orient = *orient_override;
} else {
if ( parent_obj < 0 ) {
orient = vmd_identity_matrix;
} else {
orient = Objects[parent_obj].orient;
}
}
flagset<Object::Object_Flags> default_flags;
default_flags.set(Object::Object_Flags::Renders);
objnum = obj_create(OBJ_FIREBALL, parent_obj, n, &orient, pos, size, default_flags, false);
obj = &Objects[objnum];
new_fireball->fireball_info_index = fireball_type;
new_fireball->fireball_render_type = render_type;
new_fireball->time_elapsed = 0.0f;
new_fireball->objnum = objnum;
new_fireball->current_bitmap = -1;
switch( new_fireball->fireball_render_type ) {
case FIREBALL_MEDIUM_EXPLOSION:
new_fireball->orient = Random::next() & 7; // 0 - 7
break;
case FIREBALL_LARGE_EXPLOSION:
new_fireball->orient = Random::next(360); // 0 - 359
break;
case FIREBALL_WARP_EFFECT:
// Play sound effect for warp hole opening up
fireball_play_warphole_open_sound(ship_class, new_fireball);
// warp in type
if (reverse) {
new_fireball->orient = 1;
// if warp out, then reverse the orientation
vm_vec_scale( &obj->orient.vec.fvec, -1.0f ); // Reverse the forward vector
vm_vec_scale( &obj->orient.vec.rvec, -1.0f ); // Reverse the right vector
} else {
new_fireball->orient = 0;
}
break;
default:
UNREACHABLE("Bad type %d set in fireball_create", new_fireball->fireball_render_type);
break;
}
if ( new_fireball->fireball_render_type == FIREBALL_WARP_EFFECT ) {
Assert( warp_lifetime >= 4.0f ); // Warp lifetime must be at least 4 seconds!
if ( warp_lifetime < 4.0f )
warp_lifetime = 4.0f;
new_fireball->total_time = warp_lifetime; // in seconds
} else {
new_fireball->total_time = i2fl(fl->num_frames) / fl->fps; // in seconds
}
fireball_set_framenum(n);
if ( velocity ) {
// Make the explosion move at a constant velocity.
obj->flags.set(Object::Object_Flags::Physics);
obj->phys_info.mass = 1.0f;
obj->phys_info.side_slip_time_const = 0.0f;
obj->phys_info.rotdamp = 0.0f;
obj->phys_info.vel = *velocity;
obj->phys_info.max_vel = *velocity;
obj->phys_info.desired_vel = *velocity;
obj->phys_info.speed = vm_vec_mag(velocity);
vm_vec_zero(&obj->phys_info.max_rotvel);
}
return objnum;
}
/**
* Called at game shutdown to clean up the fireball system
*/
void fireball_close()
{
if ( !fireballs_inited )
return;
fireball_delete_all();
}
void fireballs_page_in()
{
int i, n, idx;
fireball_info *fd;
n = static_cast<int>(Fireball_info.size());
for ( i = 0; i < n; i++ ) {
fd = &Fireball_info[i];
if ((i < NUM_DEFAULT_FIREBALLS) || fd->fireball_used) {
// if this is a Knossos ani, only load if Knossos_warp_ani_used is true
if ( (i == FIREBALL_KNOSSOS) && !Knossos_warp_ani_used)
continue;
for(idx=0; idx<fd->lod_count; idx++) {
// we won't use a warp effect lod greater than MAX_WARP_LOD so don't load it either
if ( (i == FIREBALL_WARP) && (idx > MAX_WARP_LOD) )
continue;
bm_page_in_texture( fd->lod[idx].bitmap_id, fd->lod[idx].num_frames );
}
}
// page in glow and ball bitmaps, if we have any
bm_page_in_texture(fd->warp_glow_bitmap);
bm_page_in_texture(fd->warp_ball_bitmap);
// load the warp model, if we have one
if (strlen(fd->warp_model) > 0 && cf_exists_full(fd->warp_model, CF_TYPE_MODELS)) {
mprintf(("Loading warp model '%s'\n", fd->warp_model));
fd->warp_model_id = model_load(fd->warp_model, nullptr, ErrorType::WARNING);
} else {
fd->warp_model_id = -1;
}
}
}
void fireball_get_color(int idx, float *red, float *green, float *blue)
{
Assert( red && blue && green );
Assertion(SCP_vector_inbounds(Fireball_info, idx), "idx is out of bounds!");
if (!SCP_vector_inbounds(Fireball_info, idx)) {
*red = 1.0f;
*green = 1.0f;
*blue = 1.0f;
return;
}
fireball_info *fbi = &Fireball_info[idx];
*red = fbi->exp_color[0];
*green = fbi->exp_color[1];
*blue = fbi->exp_color[2];
}
int fireball_ship_explosion_type(ship_info *sip)
{
Assert( sip != NULL );
int index = -1;
int ship_fireballs = (int)sip->explosion_bitmap_anims.size();
int objecttype_fireballs = -1;
if (sip->class_type >= 0) {
objecttype_fireballs = (int)Ship_types[sip->class_type].explosion_bitmap_anims.size();
}
if(ship_fireballs > 0){
index = sip->explosion_bitmap_anims[Random::next(ship_fireballs)];
} else if(objecttype_fireballs > 0){
index = Ship_types[sip->class_type].explosion_bitmap_anims[Random::next(objecttype_fireballs)];
}
return index;
}
int fireball_asteroid_explosion_type(asteroid_info *aip)
{
Assert( aip != NULL );
if (aip->explosion_bitmap_anims.empty())
return -1;
int index = -1;
int roid_fireballs = (int)aip->explosion_bitmap_anims.size();
if (roid_fireballs > 0) {
index = aip->explosion_bitmap_anims[Random::next(roid_fireballs)];
}
return index;
}
static float cutscene_wormhole(float t) {
float a = 25.0f * powf(t, 4.0f);
return a / (a + 1.0f);
}
float fireball_wormhole_intensity(fireball *fb)
{
float t = fb->time_elapsed;
float rad;
fireball_info* fi = &Fireball_info[fb->fireball_info_index];
if (fi->warp_model_style == warp_style::CINEMATIC) {
rad = cutscene_wormhole(t / fb->warp_open_duration);
rad *= cutscene_wormhole((fb->total_time - t) / fb->warp_close_duration);
rad /= cutscene_wormhole(fb->total_time / (2.0f * fb->warp_open_duration));
rad /= cutscene_wormhole(fb->total_time / (2.0f * fb->warp_close_duration));
} else {
if (t < fb->warp_open_duration) {
rad = (float)pow(t / fb->warp_open_duration, 0.4f);
} else if (t < fb->total_time - fb->warp_close_duration) {
rad = 1.0f;
} else {
rad = (float)pow((fb->total_time - t) / fb->warp_close_duration, 0.4f);
}
}
return rad;
}
static float fireball_wormhole_flare_radius(fireball* fb) {
float t = fb->time_elapsed;
float d1 = fb->warp_open_duration;
float d2 = fb->warp_close_duration;
float rad = 2 * (1.0f - exp(-4.0f * powf(1.7f * t/d1, 3.0f))) - (1.0f - exp(-2.0f * powf(1.7f * t/d1, 3.0f)));
rad *= (1.0f - exp(-2.0f * (fb->total_time - t) / d2));
return rad;
}
extern void warpin_queue_render(model_draw_list *scene, object *obj, matrix *orient, vec3d *pos, int texture_bitmap_num, float radius, float life_percent, float flare_rad, float flicker_magnitude, float max_radius, bool warp_3d, int warp_glow_bitmap, int warp_ball_bitmap, int warp_model_id, bool warp_flash);
void fireball_render(object* obj, model_draw_list *scene)
{
int num;
vertex p;
fireball *fb;
MONITOR_INC( NumFireballsRend, 1 );
// Make sure the new system works fine.
Assert(obj->instance > -1);
Assert(static_cast<int>(Fireballs.size()) > obj->instance);
num = obj->instance;
fb = &Fireballs[num];
if ( fb->current_bitmap < 0 )
return;
float alpha = 1.0f;
if (Neb_affects_fireballs)
nebula_handle_alpha(alpha, &obj->pos,
Neb2_fog_visibility_fireball_const + (obj->radius * Neb2_fog_visibility_fireball_scaled_factor));
g3_transfer_vertex(&p, &obj->pos);
switch ( fb->fireball_render_type ) {
case FIREBALL_MEDIUM_EXPLOSION: {
batching_add_volume_bitmap(fb->current_bitmap, &p, fb->orient, obj->radius, alpha);
}
break;
case FIREBALL_LARGE_EXPLOSION: {
// Make the big explosions rotate with the viewer.
batching_add_volume_bitmap_rotated(fb->current_bitmap, &p, (i2fl(fb->orient)*PI) / 180.0f, obj->radius, alpha);
}
break;
case FIREBALL_WARP_EFFECT: {
fireball_info* fi = &Fireball_info[fb->fireball_info_index];
float percent_life = fb->time_elapsed / fb->total_time;
float rad = obj->radius * fireball_wormhole_intensity(fb) * fi->warp_size_ratio;
float flare_rad = obj->radius * fi->flare_size_ratio;
matrix* warp_orientation;
matrix dest = ZERO_MATRIX;
// Flare animation selection
if (fi->warp_flare_style == warp_style::ENHANCED) {
flare_rad += powf((2.0f * percent_life) - 1.0f, 24.0f) * obj->radius * 1.5f * fi->flare_size_ratio;
} else if (fi->warp_flare_style == warp_style::CINEMATIC) {
flare_rad *= fireball_wormhole_flare_radius(fb);
} else {
flare_rad *= fireball_wormhole_intensity(fb);
}
if (fi->warp_model_style == warp_style::CINEMATIC) {
matrix m = ZERO_MATRIX;
float duration_ratio = 2.0f / fb->warp_open_duration;
float angle = exp_to_line(fb->time_elapsed, PI * fi->rot_anim[0] * duration_ratio,
PI * fi->rot_anim[1],
fi->rot_anim[2] * duration_ratio);
matrix* bank_angle = vm_angle_2_matrix(&m, angle, 1);
warp_orientation = vm_matrix_x_matrix(&dest, &obj->orient, bank_angle);
} else {
warp_orientation = &obj->orient;
}
warpin_queue_render(scene,
obj,
warp_orientation,
&obj->pos,
fb->current_bitmap,
rad,
percent_life,
flare_rad,
fi->flicker_magnitude,
obj->radius,
!Is_standalone && (fi->use_3d_warp || (fb->flags & FBF_WARP_3D) != 0),
fi->warp_glow_bitmap,
fi->warp_ball_bitmap,
fi->warp_model_id,
fi->warp_flash);
}
break;
default:
Int3();
}
}
// Because fireballs are only added and removed in two places, and Unused_fireball_indices is always updated in those places to contain unused indices,
// this very simple code will give you the correct count of currently existing fireballs in use.
int fireball_get_count()
{
int count = static_cast<int>(Fireballs.size()) - static_cast<int>(Unused_fireball_indices.size());
Assert (count >= 0);
return count;
}
void stuff_fireball_index_list(SCP_vector<int> &list, const char *name)
{
stuff_int_list(list, ParseLookupType::FIREBALL_INFO_TYPE);
list.erase(std::remove_if(list.begin(), list.end(), [&](int index) {
if (!SCP_vector_inbounds(Fireball_info, index)) {
Warning(LOCATION, "Fireball index %d for %s was out of bounds. Removing this index.", index, name);
return true;
}
return false;
}), list.end());
}