mirror of
https://github.com/scp-fs2open/fs2open.github.com.git
synced 2026-11-08 17:48:46 -10:00
* clean up beam type naming scheme * appease clang tidy * cast to int for printing * address feedback
279 lines
11 KiB
C++
279 lines
11 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.
|
|
*
|
|
*/
|
|
|
|
|
|
|
|
#ifndef __FS2_BEAM_WEAPON_HEADER_FILE
|
|
#define __FS2_BEAM_WEAPON_HEADER_FILE
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// BEAM WEAPON DEFINES/VARS
|
|
//
|
|
#include "globalincs/globals.h"
|
|
#include "model/model.h"
|
|
|
|
// prototypes
|
|
class object;
|
|
class ship_subsys;
|
|
struct obj_pair;
|
|
struct beam_weapon_info;
|
|
struct vec3d;
|
|
|
|
typedef enum class BeamType {
|
|
DIRECT_FIRE, // unidirectional beam; used to be BEAM_TYPE_A
|
|
SLASHING, // "slash" in one direction; used to be BEAM_TYPE_B
|
|
TARGETING, // targeting lasers (only lasts one frame); used to be BEAM_TYPE_C
|
|
ANTIFIGHTER, // similar to the type A beams, but takes multiple shots and "chases" fighters around; used to be BEAM_TYPE_D
|
|
NORMAL_FIRE, // stupid beam. like type A, only it doesn't aim. it just shoots directly out of the turret; used to be BEAM_TYPE_E
|
|
OMNI // SCP type, highly flexible and configurable; used to be BEAM_TYPE_F
|
|
} BeamType;
|
|
|
|
// max # of "shots" an individual beam will take
|
|
#define MAX_BEAM_SHOTS 5
|
|
#define MAX_BEAMS 500
|
|
|
|
// apply damage
|
|
#define BEAM_DAMAGE_TIME 170
|
|
|
|
// uses to define beam behavior ahead of time - needed for multiplayer
|
|
typedef struct beam_info {
|
|
vec3d dir_a, dir_b; // direction vectors for beams
|
|
vec3d rot_axis;
|
|
ubyte shot_count; // # of shots
|
|
float shot_aim[MAX_BEAM_SHOTS]; // accuracy. this is a constant multiple of radius. anything < 1.0 will guarantee a hit
|
|
} beam_info;
|
|
|
|
#define BFIF_IS_FIGHTER_BEAM (1<<0)
|
|
#define BFIF_FORCE_FIRING (1<<1)
|
|
#define BFIF_TARGETING_COORDS (1<<2)
|
|
#define BFIF_FLOATING_BEAM (1<<3)
|
|
|
|
// to ensure validity of fire_info, the related fields MUST be provided
|
|
#define BFM_TURRET_FIRED 0 // objp, subsys, target
|
|
#define BFM_TURRET_FORCE_FIRED 1 // objp, subsys, target OR target_pos
|
|
#define BFM_FIGHTER_FIRED 2 // objp, subsys
|
|
#define BFM_SPAWNED 3 // starting pos, target OR target_pos
|
|
#define BFM_SEXP_FLOATING_FIRED 4 // starting pos, target OR target_pos
|
|
#define BFM_SUBSPACE_STRIKE 5 // starting pos, target
|
|
|
|
// pass to beam fire
|
|
typedef struct beam_fire_info {
|
|
int beam_info_index; // weapon info index
|
|
object *shooter; // whos shooting
|
|
vec3d local_fire_postion; // offset from the center of the object (for fighter beams only)
|
|
ship_subsys *turret; // where he's shooting from
|
|
float accuracy; // 0.0 to 1.0 (only really effects targeting on small ships)
|
|
object *target; // who's getting shot
|
|
ship_subsys *target_subsys; // (optional), specific subsystem to be targeted on the target
|
|
vec3d target_pos1; // if we're shooting off into space
|
|
vec3d target_pos2; // if we're shooting off into space (optional second point)
|
|
vec3d starting_pos; // starting positiong for floating beams -MageKing17
|
|
beam_info *beam_info_override; // (optional), pass this in to override all beam movement info (for multiplayer)
|
|
int num_shots; // (optional), only used for type D weapons
|
|
int bank; // for fighters, which bank of the primary weapons are they in
|
|
int point; // for fighters, which point on the bank it is from
|
|
int bfi_flags;
|
|
char team; // for floating beams, determines which team the beam is on
|
|
int burst_seed; // used for sharing random targets if part of the same burst
|
|
int fire_method;
|
|
float per_burst_rotation; // for type 5 beams
|
|
int burst_index;
|
|
} beam_fire_info;
|
|
|
|
typedef struct fighter_beam_fire_info {
|
|
int beam_info_index; // weapon info index
|
|
object *shooter; // whos shooting
|
|
vec3d local_fire_postion; // offset from the center of the object (for fighter beams only)
|
|
ship_subsys *turret; // where he's shooting from
|
|
float accuracy; // 0.0 to 1.0 (only really effects targeting on small ships)
|
|
object *target; // whos getting shot
|
|
ship_subsys *target_subsys; // (optional), specific subsystem to be targeted on the target
|
|
beam_info *beam_info_override; // (optional), pass this in to override all beam movement info (for multiplayer)
|
|
int num_shots; // (optional), only used for type D weapons
|
|
int fighter_beam_loop_sound; //loop sound used by fighter beams -Bobboau
|
|
int warmup_stamp;
|
|
int warmdown_stamp;
|
|
float life_left;
|
|
float life_total;
|
|
} fighter_beam_fire_info;
|
|
|
|
// max # of collisions we'll allow per frame
|
|
#define MAX_FRAME_COLLISIONS 10
|
|
|
|
// collision info
|
|
typedef struct beam_collision {
|
|
mc_info cinfo; // collision info
|
|
int c_objnum; // objnum of the guy we recently collided with
|
|
int c_sig; // object sig
|
|
int c_stamp; // when we should next apply damage
|
|
int quadrant; // shield quadrant this beam hits if any -Bobboau
|
|
bool is_exit_collision; //does this occur when the beam is exiting the ship
|
|
} beam_collision;
|
|
|
|
// beam flag defines
|
|
#define BF_SAFETY (1<<0) // if this is set, don't collide or render for this frame. lifetime still increases though
|
|
#define BF_SHRINK (1<<1) // if this is set, the beam is shrinking in width and approaching the warmdown phase
|
|
#define BF_FORCE_FIRING (1<<2)
|
|
#define BF_IS_FIGHTER_BEAM (1<<3)
|
|
#define BF_TARGETING_COORDS (1<<4)
|
|
#define BF_FLOATING_BEAM (1<<5)
|
|
#define BF_GROW (1<<6) // if this is set, the beam is growing in width
|
|
#define BF_FINISHED_GROWING (1<<7) // to stop grow from re-triggering
|
|
|
|
// beam struct (the actual weapon/object)
|
|
typedef struct beam {
|
|
// low-level data
|
|
int objnum; // our own objnum
|
|
int weapon_info_index;
|
|
int sig; // signature for the shooting object
|
|
object *objp; // the shooting object (who owns the turret that I am being fired from)
|
|
object *target; // target object
|
|
ship_subsys *target_subsys; // targeted subsys
|
|
vec3d target_pos1; // if we're targeting a location in space
|
|
vec3d target_pos2; // if we're targeting a location in space (optional second point)
|
|
int target_sig; // target sig
|
|
ship_subsys *subsys; // subsys its being fired from
|
|
beam *next, *prev; // link list stuff
|
|
vec3d local_fire_postion; // offset from the center of the object (for fighter beams only)
|
|
int framecount; // how many frames the beam has been active
|
|
int flags; // see BF_* defines
|
|
float current_width_factor; // applied to width due to shrink or grow
|
|
|
|
// beam info
|
|
int warmup_stamp; // timestamp for "warming up"
|
|
int warmdown_stamp; // timestamp for "warming down"
|
|
BeamType type; // the type of beam, direct-fire, slashing, etc
|
|
float life_left; // in seconds
|
|
float life_total; // total life
|
|
// this vector has very special meaning. BEFORE performing collision checks, it basically implies a "direction". meaning
|
|
// the vector between it and last_start is where the beam will be aiming. AFTER performing collision checks, it is the
|
|
// literal world collision point on the object (or meaningless, if we hit nothing). The function beam_move_all_pre() is
|
|
// responsible for then setting it up pre-collision time
|
|
vec3d last_shot;
|
|
vec3d last_start;
|
|
int shot_index; // for type D beam weapons
|
|
float beam_glow_frame; // what frame a beam glow animation is on
|
|
float beam_section_frame[MAX_BEAM_SECTIONS]; // what frame a beam section animation is on
|
|
|
|
// recent collisions
|
|
beam_collision r_collisions[MAX_FRAME_COLLISIONS]; // recent collisions
|
|
int r_collision_count; // # of recent collisions
|
|
|
|
// collision info for this frame
|
|
beam_collision f_collisions[MAX_FRAME_COLLISIONS]; // collisions for the current frame
|
|
int f_collision_count; // # of collisions we recorded this frame
|
|
|
|
// looping sound info, HANDLE
|
|
sound_handle beam_sound_loop; // invalid if none
|
|
|
|
// team
|
|
char team;
|
|
|
|
float range;
|
|
float damage_threshold;
|
|
|
|
// exactly how the beam will behave. by passing this is multiplayer from server to client, we can ensure that
|
|
// everything looks the same
|
|
beam_info binfo;
|
|
int bank;
|
|
|
|
int Beam_muzzle_stamp;
|
|
int firingpoint;
|
|
float beam_collide_width;
|
|
float beam_light_width;
|
|
|
|
float u_offset_local;
|
|
|
|
bool rotates; // type 5s only, determines whether it rotates
|
|
float type5_rot_speed; // how fast it rotates if it does
|
|
} beam;
|
|
|
|
extern std::array<beam, MAX_BEAMS> Beams; // all beams
|
|
extern int Beam_count;
|
|
|
|
#define BEAM_INDEX(beam) (int)((beam) - Beams.data())
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// BEAM WEAPON FUNCTIONS
|
|
//
|
|
|
|
// ---------------
|
|
// the next functions are probably the only ones anyone should care about calling. the rest require somewhat detailed knowledge of beam weapons
|
|
|
|
// fire a beam, returns objnum on success. the innards of the code handle all the rest, foo
|
|
int beam_fire(beam_fire_info *fire_info);
|
|
|
|
// fire a targeting beam, returns objnum on success. a much much simplified version of a beam weapon
|
|
// targeting lasers last _one_ frame. For a continuous stream - they must be created every frame.
|
|
// this allows it to work smoothly in multiplayer (detect "trigger down". every frame just create a targeting laser firing straight out of the
|
|
// object. this way you get all the advantages of nice rendering and collisions).
|
|
// NOTE : only references beam_info_index and shooter
|
|
int beam_fire_targeting(fighter_beam_fire_info *fire_info);
|
|
|
|
// return an object index of the guy who's firing this beam
|
|
int beam_get_parent(object *bm);
|
|
|
|
// return weapon_info_index of beam
|
|
int beam_get_weapon_info_index(object *bm);
|
|
|
|
// given a beam object, get the # of collisions which happened during the last collision check (typically, last frame)
|
|
int beam_get_num_collisions(int objnum);
|
|
|
|
// stuff collision info, returns 1 on success
|
|
int beam_get_collision(int objnum, int num, int *collision_objnum, mc_info **cinfo);
|
|
// ---------------
|
|
|
|
// init at game startup
|
|
void beam_init();
|
|
|
|
// initialize beam weapons for this level
|
|
void beam_level_init();
|
|
|
|
// shutdown beam weapons for this level
|
|
void beam_level_close();
|
|
|
|
// collide a beam with a ship, returns 1 if we can ignore all future collisions between the 2 objects
|
|
int beam_collide_ship(obj_pair *pair);
|
|
|
|
// collide a beam with an asteroid, returns 1 if we can ignore all future collisions between the 2 objects
|
|
int beam_collide_asteroid(obj_pair *pair);
|
|
|
|
// collide a beam with a missile, returns 1 if we can ignore all future collisions between the 2 objects
|
|
int beam_collide_missile(obj_pair *pair);
|
|
|
|
// collide a beam with debris, returns 1 if we can ignore all future collisions between the 2 objects
|
|
int beam_collide_debris(obj_pair *pair);
|
|
|
|
// pre-move (before collision checking - but AFTER ALL OTHER OBJECTS HAVE BEEN MOVED)
|
|
void beam_move_all_pre();
|
|
|
|
// post-collision time processing for beams
|
|
void beam_move_all_post();
|
|
|
|
// render all beam weapons
|
|
void beam_render_all();
|
|
|
|
// early-out function for when adding object collision pairs, return 1 if the pair should be ignored
|
|
int beam_collide_early_out(object *a, object *b);
|
|
|
|
// pause all looping beam sounds
|
|
void beam_pause_sounds();
|
|
|
|
// unpause looping beam sounds
|
|
void beam_unpause_sounds();
|
|
|
|
void beam_calc_facing_pts(vec3d *top, vec3d *bot, vec3d *fvec, vec3d *pos, float w, float z_add);
|
|
|
|
// return the amount of damage which should be applied to a ship. basically, filters friendly fire damage
|
|
float beam_get_ship_damage(beam *b, object *objp, vec3d* hitpos = nullptr);
|
|
|
|
|
|
|
|
#endif
|