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Goober5000andClaude Opus 5 e2be023f84 Replace the Cockpit_active global with computed predicates
Cockpit_active was latched inside ship_render_player_ship(), which only
runs when Viewer_obj is non-null.  External, chase, warp-chase, topdown,
free-camera and dead views all null Viewer_obj, so the flag froze at its
last cockpit-view value and cockpitinactive HUD gauges vanished.  It was
also read before being written each frame (by the show-ship check and the
shadow helpers), so those decisions lagged a frame on any transition.

Replace it with three functions computed on demand:
- ship_cockpit_enabled(sip): the ship has a cockpit model and cockpits
  aren't disabled; used by the Show_ship_only_if_cockpits_enabled checks
- ship_render_player_cockpit(sip): the above, outside topdown view;
  replaces three duplicated copies of that expression
- ship_render_player_cockpit_active(): whether the viewer's cockpit is
  being rendered this frame; used by the HUD cockpit-view-choice checks

With the predicate correct, the VM_CHASE special cases added for #4804
are no longer needed and are removed.  In chase view, cockpitinactive
gauges now also respect pop-up state, No_ets, and setRenderOverride,
which the early return in HudGauge::canRender() used to bypass.

Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
2026-09-11 23:39:05 -04:00

4237 lines
132 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 "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<scripting::hooks::ShipSourceConditions>::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<scripting::hooks::ShipSourceConditions>::Factory(
"On Warp Out", "Called when a ship warps out.", {{"Self", "ship", "The object that is warping out."}});
const auto OnWarpInHook = scripting::OverridableHook<scripting::hooks::ShipSourceConditions>::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; i<num_live_debris; i++) {
live_debris_submodel = pm->submodel[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, &copy, &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; i<pm->num_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; i<ndebris; i++ ) {
// Gets two random points on the surface of a submodel
vec3d pnt1 = submodel_get_random_point(pm->id, 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(&center_pos, &actual_local_center, &objp->orient);
vm_vec_add2(&center_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, &center_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, &center_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, &center_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 || ship_cockpit_enabled(sip)) ) {
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; i<MAX_FLASHES; i++ ) {
Ship_flash[i].objnum = -1; // mark as unused
}
Ship_flash_highest = -1;
Ship_flash_inited = 1;
}
/**
* Given that a ship fired a weapon, light up the model accordingly.
*/
void shipfx_flash_create(object *objp, int model_num, vec3d *gun_pos, vec3d *gun_dir, int is_primary, int weapon_info_index, int weapon_objnum)
{
int i;
int objnum = OBJ_INDEX(objp);
Assert(Ship_flash_inited);
polymodel *pm = model_get(model_num);
int closest_light = -1;
float d, closest_dist = 0.0f;
// ALWAYS do this - since this is called once per firing
// if this is a cannon type weapon, create a muzzle flash
// HACK - let the flak guns do this on their own since they fire so quickly
// Also don't create if its the player in the cockpit unless he's also got show_ship_model, provided render_player_mflash isnt on
bool in_cockpit_view = (Viewer_mode & (VM_EXTERNAL | VM_CHASE | VM_OTHER_SHIP | VM_WARP_CHASE)) == 0;
bool player_show_ship_model = (
objp == Player_obj
&& Ship_info[Ships[objp->instance].ship_info_index].flags[Ship::Info_Flags::Show_ship_model]
&& (!Show_ship_only_if_cockpits_enabled || ship_cockpit_enabled(&Ship_info[Ships[objp->instance].ship_info_index])));
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<EffectHostObject>(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; i<pm->num_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) || (d<closest_dist) ) {
closest_light = i;
closest_dist = d;
}
}
}
if ( closest_light == -1 ) return;
int first_slot = -1;
for (i=0; i<=Ship_flash_highest; i++ ) {
if ( (first_slot==-1) && (Ship_flash[i].objnum < 0) ) {
first_slot = i;
}
if ( (Ship_flash[i].objnum == objnum) && (Ship_flash[i].obj_signature==objp->signature) ) {
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.get();
else if ((shipp->flags[Ship::Ship_Flags::Depart_warp]) && (shipp->warpout_effect))
warp_effect = shipp->warpout_effect.get();
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<EffectHost> particleHost;
if (shipp->sparks[spark_num].submodel_num != -1) {
particleHost = std::make_unique<EffectHostSubmodel>(obj, shipp->sparks[spark_num].submodel_num, shipp->sparks[spark_num].pos, orient);
}
else {
particleHost = std::make_unique<EffectHostObject>(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_handle, NUM_SUB_EXPL_HANDLES> 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_ship> 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; ii<NUM_SUB_EXPL_HANDLES; ++ii) {
split_shipp->sound_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; i<pm->num_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(&center_to_debris, &tmp, &half_ship->local_pivot);
vm_vec_cross(&debris_vel, &center_to_debris, &half_ship->phys_info.rotvel);
vm_vec_add2(&debris_vel, &half_ship->phys_info.vel);
vm_vec_copy_normalize(&radial_vel, &center_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<EffectHostVector>(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<EffectHostVector>(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; idx<sip->shockwave_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; j<bank->num_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<WarpParams> Warp_params;
int find_or_add_warp_params(const WarpParams &params)
{
// 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;
switch (warpin_type)
{
case WT_DEFAULT:
case WT_KNOSSOS:
case WT_DEFAULT_THEN_KNOSSOS:
shipp->warpin_effect = std::make_unique<WE_Default>(objnum, WarpDirection::WARP_IN);
break;
case WT_IN_PLACE_ANIM:
shipp->warpin_effect = std::make_unique<WE_BSG>(objnum, WarpDirection::WARP_IN);
break;
case WT_SWEEPER:
shipp->warpin_effect = std::make_unique<WE_Homeworld>(objnum, WarpDirection::WARP_IN);
break;
case WT_HYPERSPACE:
shipp->warpin_effect = std::make_unique<WE_Hyperspace>(objnum, WarpDirection::WARP_IN);
break;
default:
shipp->warpin_effect = std::make_unique<WarpEffect>();
}
switch (warpout_type)
{
case WT_DEFAULT:
case WT_KNOSSOS:
case WT_DEFAULT_THEN_KNOSSOS:
shipp->warpout_effect = std::make_unique<WE_Default>(objnum, WarpDirection::WARP_OUT);
break;
case WT_IN_PLACE_ANIM:
shipp->warpout_effect = std::make_unique<WE_BSG>(objnum, WarpDirection::WARP_OUT);
break;
case WT_SWEEPER:
shipp->warpout_effect = std::make_unique<WE_Homeworld>(objnum, WarpDirection::WARP_OUT);
break;
case WT_HYPERSPACE:
shipp->warpout_effect = std::make_unique<WE_Hyperspace>(objnum, WarpDirection::WARP_OUT);
break;
default:
shipp->warpout_effect = std::make_unique<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();
}