mirror of
https://github.com/scp-fs2open/fs2open.github.com.git
synced 2026-11-09 13:01:29 -10:00
There is a bit of code that detonates a missile if it misses impacting on a subsystem. On Nyctaeus's Arachnas model, missiles could reach the center point of the main beam turret submodel without actually hitting any part of the submodel. The fail-safe code would set the missile to detonate in that case, but on low-FPS systems the weapon would be able to actually hit the turret before it detonated. On high-FPS systems, there is a clean miss. This reworks the code to delay the missile detonation until it reaches the other side of the submodel, so it has time to hit some other part of it. It also reduces the detonation time from 1/100 of a second (which is more than one frame on 120 FPS systems) to 1/1000 of a second (which is always less than one frame).
745 lines
24 KiB
C++
745 lines
24 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 "weapon/shockwave.h"
|
|
#include "asteroid/asteroid.h"
|
|
#include "gamesnd/gamesnd.h"
|
|
#include "globalincs/linklist.h"
|
|
#include "io/timer.h"
|
|
#include "model/modelrender.h"
|
|
#include "nebula/neb.h"
|
|
#include "object/object.h"
|
|
#include "options/Option.h"
|
|
#include "render/3d.h"
|
|
#include "render/batching.h"
|
|
#include "ship/ship.h"
|
|
#include "ship/shiphit.h"
|
|
#include "weapon/weapon.h"
|
|
|
|
// -----------------------------------------------------------
|
|
// Module-wide globals
|
|
// -----------------------------------------------------------
|
|
|
|
static const char *Default_shockwave_2D_filename = "shockwave01";
|
|
static const char *Default_shockwave_3D_filename = "shockwave.pof";
|
|
static int Default_2D_shockwave_index = -1;
|
|
static int Default_shockwave_loaded = 0;
|
|
|
|
SCP_vector<shockwave_info> Shockwave_info;
|
|
|
|
shockwave Shockwaves[MAX_SHOCKWAVES];
|
|
shockwave Shockwave_list;
|
|
int Shockwave_inited = 0;
|
|
|
|
// -----------------------------------------------------------
|
|
// Function macros
|
|
// -----------------------------------------------------------
|
|
#define SW_INDEX(sw) (sw-Shockwaves)
|
|
|
|
// -----------------------------------------------------------
|
|
// Externals
|
|
// -----------------------------------------------------------
|
|
extern int Show_area_effect;
|
|
extern int Cmdline_enable_3d_shockwave;
|
|
|
|
static SCP_string shockwave_mode_display(bool mode) { return mode ? "3D" : "2D"; }
|
|
|
|
static bool Use_3D_shockwaves = true;
|
|
|
|
static auto Shockwave3DMode =
|
|
options::OptionBuilder<bool>("Graphics.3DShockwaves", "Shockwaves", "The way shockwaves are displayed.")
|
|
.category("Graphics")
|
|
.display(shockwave_mode_display)
|
|
.default_val(true)
|
|
.bind_to_once(&Use_3D_shockwaves)
|
|
.level(options::ExpertLevel::Advanced)
|
|
.importance(66)
|
|
.finish();
|
|
|
|
/**
|
|
* Call to create a shockwave
|
|
*
|
|
* @param parent_objnum object number of object spawning the shockwave
|
|
* @param pos vector specifing global position of shockwave center
|
|
* @param sci Shockwave info
|
|
* @param flag Flag settings
|
|
* @param delay delay in ms before the shockwave actually starts
|
|
*
|
|
* @return success object number of shockwave
|
|
* @return failure -1
|
|
*/
|
|
int shockwave_create(int parent_objnum, vec3d* pos, shockwave_create_info* sci, int flag, int delay)
|
|
{
|
|
int i, objnum, real_parent;
|
|
int info_index = -1, model_id = -1;
|
|
shockwave *sw;
|
|
matrix orient;
|
|
|
|
for (i = 0; i < MAX_SHOCKWAVES; i++) {
|
|
if ( !(Shockwaves[i].flags & SW_USED) )
|
|
break;
|
|
}
|
|
|
|
if (i == MAX_SHOCKWAVES)
|
|
return -1;
|
|
|
|
// try 2D shockwave first, then fall back to 3D, then fall back to default of either
|
|
// this should be pretty fool-proof and allow quick change between 2D and 3D effects
|
|
if ( strlen(sci->name) )
|
|
info_index = shockwave_load(sci->name, false);
|
|
|
|
if ( (info_index < 0) && strlen(sci->pof_name) )
|
|
info_index = shockwave_load(sci->pof_name, true);
|
|
|
|
if (info_index < 0) {
|
|
if ( (Shockwave_info[0].bitmap_id >= 0) || (Shockwave_info[0].model_id >= 0) ) {
|
|
info_index = 0;
|
|
model_id = Shockwave_info[0].model_id;
|
|
} else {
|
|
// crap, just bail
|
|
return -1;
|
|
}
|
|
} else {
|
|
model_id = Shockwave_info[info_index].model_id;
|
|
}
|
|
|
|
// real_parent is the guy who caused this shockwave to happen
|
|
if (parent_objnum == -1) { // Goober5000
|
|
real_parent = -1;
|
|
} else if ( Objects[parent_objnum].type == OBJ_WEAPON ){
|
|
real_parent = Objects[parent_objnum].parent;
|
|
} else {
|
|
real_parent = parent_objnum;
|
|
}
|
|
|
|
sw = &Shockwaves[i];
|
|
|
|
sw->model_id = model_id;
|
|
sw->flags = (SW_USED | flag);
|
|
sw->speed = sci->speed;
|
|
sw->inner_radius = sci->inner_rad;
|
|
sw->outer_radius = sci->outer_rad;
|
|
sw->damage = sci->damage;
|
|
sw->blast = sci->blast;
|
|
sw->radius = 1.0f;
|
|
sw->pos = *pos;
|
|
sw->obj_sig_hitlist.clear();
|
|
sw->shockwave_info_index = info_index; // only one type for now... type could be passed is as a parameter
|
|
sw->current_bitmap = -1;
|
|
|
|
sw->time_elapsed=0.0f;
|
|
sw->delay_stamp = delay;
|
|
|
|
if (!sci->rot_defined) {
|
|
sw->rot_angles.p = frand_range(0.0f, PI2);
|
|
sw->rot_angles.b = frand_range(0.0f, PI2);
|
|
sw->rot_angles.h = frand_range(0.0f, PI2);
|
|
} else
|
|
sw->rot_angles = sci->rot_angles; // should just be 0,0,0
|
|
|
|
sw->damage_type_idx = sci->damage_type_idx;
|
|
|
|
sw->total_time = sw->outer_radius / sw->speed;
|
|
|
|
if ( (parent_objnum != -1) && Objects[parent_objnum].type == OBJ_WEAPON ) { // Goober5000: allow -1
|
|
sw->weapon_info_index = Weapons[Objects[parent_objnum].instance].weapon_info_index;
|
|
}
|
|
else {
|
|
sw->weapon_info_index = -1;
|
|
}
|
|
|
|
orient = vmd_identity_matrix;
|
|
vm_angles_2_matrix(&orient, &sw->rot_angles);
|
|
flagset<Object::Object_Flags> tmp_flags;
|
|
objnum = obj_create( OBJ_SHOCKWAVE, real_parent, i, &orient, &sw->pos, sw->outer_radius, tmp_flags + Object::Object_Flags::Renders, false );
|
|
|
|
if ( objnum == -1 ){
|
|
Int3();
|
|
}
|
|
|
|
sw->objnum = objnum;
|
|
|
|
list_append(&Shockwave_list, sw);
|
|
|
|
return objnum;
|
|
}
|
|
|
|
/**
|
|
* Delete a shockwave
|
|
*
|
|
* @param objp pointer to shockwave object
|
|
*/
|
|
void shockwave_delete(object *objp)
|
|
{
|
|
Assertion(objp->type == OBJ_SHOCKWAVE, "shockwave_delete() called on an object with a type of %d instead of OBJ_SHOCKWAVE (%d); get a coder!\n", objp->type, OBJ_SHOCKWAVE);
|
|
Assertion(objp->instance >= 0 && objp->instance < MAX_SHOCKWAVES, "shockwave_delete() called on an object with an invalid instance of %d (should be 0-%d); get a coder!\n", objp->instance, MAX_SHOCKWAVES - 1);
|
|
|
|
Shockwaves[objp->instance].flags = 0;
|
|
Shockwaves[objp->instance].objnum = -1;
|
|
list_remove(&Shockwave_list, &Shockwaves[objp->instance]);
|
|
}
|
|
|
|
/**
|
|
* Delete whole linked list
|
|
*/
|
|
void shockwave_delete_all()
|
|
{
|
|
shockwave *sw, *next;
|
|
|
|
sw = GET_FIRST(&Shockwave_list);
|
|
while ( sw != &Shockwave_list ) {
|
|
next = sw->next;
|
|
Assert(sw->objnum != -1);
|
|
Objects[sw->objnum].flags.set(Object::Object_Flags::Should_be_dead);
|
|
sw = next;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Set the correct frame of animation for the shockwave
|
|
*/
|
|
void shockwave_set_framenum(int index)
|
|
{
|
|
shockwave *sw;
|
|
shockwave_info *si;
|
|
|
|
Assertion( (index >= 0) && (index < MAX_SHOCKWAVES), "shockwave_set_framenum called with an index of %d (should be 0-%d); get a coder!\n", index, MAX_SHOCKWAVES - 1 );
|
|
|
|
sw = &Shockwaves[index];
|
|
si = &Shockwave_info[sw->shockwave_info_index];
|
|
|
|
// skip this if it's a 3d shockwave since it won't have the maps managed here
|
|
if (si->bitmap_id < 0)
|
|
return;
|
|
|
|
sw->current_bitmap = si->bitmap_id + shockwave_get_framenum(index, si->bitmap_id);
|
|
}
|
|
|
|
/**
|
|
* Given a shockwave index and the animation id/handle return what the current frame num should be
|
|
*
|
|
* @note for direct use with 3d shockwaves & indirect use with 2d shockwaves
|
|
*/
|
|
int shockwave_get_framenum(const int sw_idx, const int ani_id)
|
|
{
|
|
shockwave *sw;
|
|
|
|
if ( (sw_idx < 0) || (sw_idx >= MAX_SHOCKWAVES) ) {
|
|
Int3();
|
|
return 0;
|
|
}
|
|
|
|
sw = &Shockwaves[sw_idx];
|
|
|
|
// ignore setting of OF_SHOULD_BE_DEAD, handled by shockwave_move
|
|
return bm_get_anim_frame(ani_id, sw->time_elapsed, sw->total_time);
|
|
}
|
|
|
|
/**
|
|
* Simulate a single shockwave. If the shockwave radius exceeds outer_radius, then
|
|
* delete the shockwave.
|
|
*
|
|
* @param shockwave_objp object pointer that points to shockwave object
|
|
* @param frametime time to simulate shockwave
|
|
*/
|
|
void shockwave_move(object *shockwave_objp, float frametime)
|
|
{
|
|
shockwave *sw;
|
|
object *objp;
|
|
float blast,damage;
|
|
|
|
Assertion(shockwave_objp->type == OBJ_SHOCKWAVE, "shockwave_move() called on an object of type %d instead of OBJ_SHOCKWAVE (%d); get a coder!\n", shockwave_objp->type, OBJ_SHOCKWAVE);
|
|
Assertion(shockwave_objp->instance >= 0 && shockwave_objp->instance < MAX_SHOCKWAVES, "shockwave_move() called on an object with an instance of %d (should be 0-%d); get a coder!\n", shockwave_objp->instance, MAX_SHOCKWAVES - 1);
|
|
sw = &Shockwaves[shockwave_objp->instance];
|
|
|
|
// if the shockwave has a delay on it
|
|
if(sw->delay_stamp != -1){
|
|
if(timestamp_elapsed(sw->delay_stamp)){
|
|
sw->delay_stamp = -1;
|
|
} else {
|
|
return;
|
|
}
|
|
}
|
|
|
|
sw->time_elapsed += frametime;
|
|
|
|
shockwave_set_framenum(shockwave_objp->instance);
|
|
|
|
sw->radius += (frametime * sw->speed);
|
|
if ( sw->radius > sw->outer_radius ) {
|
|
sw->radius = sw->outer_radius;
|
|
shockwave_objp->flags.set(Object::Object_Flags::Should_be_dead);
|
|
return;
|
|
}
|
|
|
|
// blast ships and asteroids
|
|
// And (some) weapons
|
|
for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
|
|
if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_ASTEROID) && (objp->type != OBJ_WEAPON)) {
|
|
continue;
|
|
}
|
|
|
|
if(objp->type == OBJ_WEAPON) {
|
|
// only apply to missiles with hitpoints
|
|
weapon_info* wip = &Weapon_info[Weapons[objp->instance].weapon_info_index];
|
|
if (wip->weapon_hitpoints <= 0)
|
|
continue;
|
|
|
|
if (!Shockwaves_always_damage_bombs && !(wip->wi_flags[Weapon::Info_Flags::Takes_shockwave_damage] || (sw->weapon_info_index >= 0 && Weapon_info[sw->weapon_info_index].wi_flags[Weapon::Info_Flags::Ciws])))
|
|
continue;
|
|
}
|
|
|
|
|
|
if ( objp->type == OBJ_SHIP ) {
|
|
// don't blast navbuoys
|
|
if ( ship_get_SIF(objp->instance)[Ship::Info_Flags::Navbuoy] ) {
|
|
continue;
|
|
}
|
|
}
|
|
|
|
bool found_in_list = false;
|
|
|
|
// only apply damage to an object once from a shockwave
|
|
for (auto & comparison : sw->obj_sig_hitlist) {
|
|
if ( (objp->signature == comparison.first) && (objp->type == comparison.second) ){
|
|
found_in_list = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (found_in_list) {
|
|
continue;
|
|
}
|
|
|
|
if ( weapon_area_calc_damage(objp, &sw->pos, sw->inner_radius, sw->outer_radius, sw->blast, sw->damage, &blast, &damage, sw->radius) == -1 ){
|
|
continue;
|
|
}
|
|
|
|
weapon_info* wip = NULL;
|
|
|
|
// okay, we have damage applied, record the object signature so we don't repeatedly apply damage
|
|
// but only add non-ships to the list if the Game_settings flag is set
|
|
if (objp->type == OBJ_SHIP || Shockwaves_damage_all_obj_types_once) {
|
|
sw->obj_sig_hitlist.emplace_back(objp->signature, objp->type);
|
|
}
|
|
|
|
switch(objp->type) {
|
|
case OBJ_SHIP:
|
|
// If we're doing an AoE Electronics shockwave, do the electronics stuff. -MageKing17
|
|
if ( (sw->weapon_info_index >= 0) && (Weapon_info[sw->weapon_info_index].wi_flags[Weapon::Info_Flags::Aoe_Electronics]) && !(objp->flags[Object::Object_Flags::Invulnerable]) ) {
|
|
weapon_do_electronics_effect(objp, &sw->pos, sw->weapon_info_index);
|
|
}
|
|
ship_apply_global_damage(objp, shockwave_objp, &sw->pos, damage, sw->damage_type_idx );
|
|
weapon_area_apply_blast(NULL, objp, &sw->pos, blast, 1);
|
|
break;
|
|
case OBJ_ASTEROID:
|
|
asteroid_hit(objp, NULL, NULL, damage);
|
|
break;
|
|
case OBJ_WEAPON:
|
|
wip = &Weapon_info[Weapons[objp->instance].weapon_info_index];
|
|
if (wip->armor_type_idx >= 0)
|
|
damage = Armor_types[wip->armor_type_idx].GetDamage(damage, shockwave_get_damage_type_idx(shockwave_objp->instance),1.0f);
|
|
|
|
objp->hull_strength -= damage;
|
|
if (objp->hull_strength < 0.0f) {
|
|
Weapons[objp->instance].lifeleft = 0.001f;
|
|
Weapons[objp->instance].weapon_flags.set(Weapon::Weapon_Flags::Begun_detonation);
|
|
Weapons[objp->instance].weapon_flags.set(Weapon::Weapon_Flags::Destroyed_by_weapon);
|
|
}
|
|
break;
|
|
default:
|
|
Int3();
|
|
break;
|
|
}
|
|
|
|
// If this shockwave hit the player, play shockwave impact sound
|
|
if ( objp == Player_obj ) {
|
|
float full_damage, vol_scale;
|
|
if (sw->weapon_info_index >= 0) {
|
|
full_damage = Weapon_info[sw->weapon_info_index].damage;
|
|
} else {
|
|
full_damage = sw->damage;
|
|
}
|
|
if (full_damage != 0.0f) {
|
|
vol_scale = MAX(0.4f, damage/full_damage);
|
|
} else {
|
|
vol_scale = 1.0f;
|
|
}
|
|
snd_play( gamesnd_get_game_sound(GameSounds::SHOCKWAVE_IMPACT), 0.0f, vol_scale );
|
|
}
|
|
|
|
} // end for
|
|
}
|
|
|
|
/**
|
|
* Draw the shockwave identified by handle
|
|
*
|
|
* @param objp pointer to shockwave object
|
|
* @param scene the scene's draw list we're adding this to
|
|
*/
|
|
void shockwave_render(object *objp, model_draw_list *scene)
|
|
{
|
|
shockwave *sw;
|
|
vertex p;
|
|
|
|
Assertion(objp->type == OBJ_SHOCKWAVE, "shockwave_render() called on an object of type %d instead of OBJ_SHOCKWAVE (%d); get a coder!\n", objp->type, OBJ_SHOCKWAVE);
|
|
Assertion(objp->instance >= 0 && objp->instance < MAX_SHOCKWAVES, "shockwave_render() called on an object with an instance of %d (should be 0-%d); get a coder!\n", objp->instance, MAX_SHOCKWAVES - 1);
|
|
|
|
sw = &Shockwaves[objp->instance];
|
|
|
|
if( (sw->delay_stamp != -1) && !timestamp_elapsed(sw->delay_stamp)){
|
|
return;
|
|
}
|
|
|
|
if ( (sw->current_bitmap < 0) && (sw->model_id < 0) )
|
|
return;
|
|
|
|
|
|
float alpha = 1.0f;
|
|
if (The_mission.flags[Mission::Mission_Flags::Fullneb] && Neb_affects_weapons)
|
|
alpha *= neb2_get_fog_visibility(&objp->pos, Neb2_fog_visibility_shockwave);
|
|
|
|
if (sw->model_id > -1) {
|
|
vec3d scale;
|
|
scale.xyz.x = scale.xyz.y = scale.xyz.z = sw->radius / 50.0f;
|
|
|
|
model_render_params render_info;
|
|
|
|
render_info.set_warp_params(-1, 1.0f - (sw->radius/sw->outer_radius), scale);
|
|
|
|
float dist = vm_vec_dist_quick( &sw->pos, &Eye_position );
|
|
|
|
render_info.set_detail_level_lock((int)(dist / (sw->radius * 10.0f)));
|
|
render_info.set_flags(MR_NO_LIGHTING | MR_NO_FOGGING | MR_NORMAL | MR_CENTER_ALPHA | MR_NO_CULL | MR_NO_BATCH);
|
|
render_info.set_object_number(sw->objnum);
|
|
|
|
model_render_queue( &render_info, scene, sw->model_id, &Objects[sw->objnum].orient, &sw->pos);
|
|
|
|
if ( Gr_framebuffer_effects[FramebufferEffects::Shockwaves] && Default_2D_shockwave_index > -1) {
|
|
g3_transfer_vertex(&p, &sw->pos);
|
|
|
|
float intensity = ((sw->time_elapsed / sw->total_time) > 0.9f) ? (1.0f - (sw->time_elapsed / sw->total_time))*10.0f : 1.0f;
|
|
batching_add_distortion_bitmap_rotated(Shockwave_info[Default_2D_shockwave_index].bitmap_id + shockwave_get_framenum(objp->instance, Shockwave_info[Default_2D_shockwave_index].bitmap_id), &p, fl_radians(sw->rot_angles.p), sw->radius, intensity);
|
|
}
|
|
} else {
|
|
g3_transfer_vertex(&p, &sw->pos);
|
|
|
|
if ( Gr_framebuffer_effects[FramebufferEffects::Shockwaves] ) {
|
|
float intensity = ((sw->time_elapsed / sw->total_time) > 0.9f) ? (1.0f - (sw->time_elapsed / sw->total_time)) * 10.0f : 1.0f;
|
|
batching_add_distortion_bitmap_rotated(sw->current_bitmap, &p, sw->rot_angles.p, sw->radius, intensity);
|
|
}
|
|
|
|
batching_add_volume_bitmap_rotated(sw->current_bitmap, &p, sw->rot_angles.p, sw->radius, alpha);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Call to load a shockwave, or add it and then load it
|
|
*/
|
|
int shockwave_load(const char *s_name, bool shock_3D)
|
|
{
|
|
int s_index = -1;
|
|
shockwave_info *si = NULL;
|
|
|
|
Assert( s_name );
|
|
|
|
// make sure that this is, or should be, valid
|
|
if ( !VALID_FNAME(s_name) )
|
|
return -1;
|
|
|
|
for (auto it = Shockwave_info.cbegin(); it != Shockwave_info.cend(); ++it) {
|
|
if ( !stricmp(it->filename, s_name) ) {
|
|
s_index = (int)std::distance(Shockwave_info.cbegin(), it);
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (s_index < 0) {
|
|
shockwave_info si_tmp;
|
|
|
|
strcpy_s(si_tmp.filename, s_name);
|
|
|
|
Shockwave_info.push_back( si_tmp );
|
|
s_index = (int)(Shockwave_info.size() - 1);
|
|
}
|
|
|
|
Assert( s_index >= 0 );
|
|
si = &Shockwave_info[s_index];
|
|
|
|
// make sure to only try loading the shockwave once
|
|
if ( (si->bitmap_id >= 0) || (si->model_id >= 0) )
|
|
return s_index;
|
|
|
|
if (shock_3D) {
|
|
si->model_id = model_load( si->filename, 0, NULL );
|
|
|
|
if ( si->model_id < 0 ) {
|
|
Shockwave_info.pop_back();
|
|
return -1;
|
|
}
|
|
} else {
|
|
si->bitmap_id = bm_load_animation( si->filename, &si->num_frames, &si->fps, nullptr, nullptr, true );
|
|
|
|
if ( si->bitmap_id < 0 ) {
|
|
Shockwave_info.pop_back();
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
return s_index;
|
|
}
|
|
|
|
/**
|
|
* Call once at the start of each level (mission)
|
|
*/
|
|
void shockwave_level_init()
|
|
{
|
|
int i;
|
|
|
|
if (!Using_in_game_options) {
|
|
// If the new option system is not in use then use the command line
|
|
Use_3D_shockwaves = Cmdline_enable_3d_shockwave != 0;
|
|
}
|
|
|
|
if ( !Default_shockwave_loaded ) {
|
|
i = -1;
|
|
|
|
// try and load in a 3d shockwave first if enabled
|
|
// Goober5000 - check for existence of file before trying to load it
|
|
// chief1983 - Spicious added this check for the command line option. I've modified the hardcoded "shockwave.pof" that existed in the check
|
|
// to use the static name instead, and added a check to override the command line if a 2d default filename is not found
|
|
// Note - The 3d shockwave flag is forced on by TBP's flag as of rev 4983
|
|
if ( Use_3D_shockwaves && cf_exists_full(Default_shockwave_3D_filename, CF_TYPE_MODELS) ) {
|
|
mprintf(("SHOCKWAVE => Loading default shockwave model... \n"));
|
|
|
|
i = shockwave_load( Default_shockwave_3D_filename, true );
|
|
|
|
if (i >= 0)
|
|
mprintf(("SHOCKWAVE => Default model load: SUCCEEDED!!\n"));
|
|
else
|
|
mprintf(("SHOCKWAVE => Default model load: FAILED!! Falling back to 2D effect...\n"));
|
|
Assertion(i <= 0, "Default 3D shockwave should be the first shockwave loaded, but instead got loaded into index %d; get a coder!\n", i);
|
|
}
|
|
|
|
// next, try the 2d shockwave effect, unless the 3d effect was loaded
|
|
// chief1983 - added some messages similar to those for the 3d shockwave
|
|
if (i < 0 || Gr_framebuffer_effects[FramebufferEffects::Shockwaves]) {
|
|
mprintf(("SHOCKWAVE => Loading default shockwave animation... \n"));
|
|
|
|
i = shockwave_load( Default_shockwave_2D_filename );
|
|
|
|
if (i >= 0)
|
|
mprintf(("SHOCKWAVE => Default animation load: SUCCEEDED!!\n"));
|
|
else
|
|
mprintf(("SHOCKWAVE => Default animation load: FAILED!! Checking if 3d effect was already tried...\n"));
|
|
Assertion(i <= 1, "Default 2D shockwave should be either the first or second shockwave loaded, but instead got loaded into index %d; get a coder!\n", i);
|
|
Default_2D_shockwave_index = i;
|
|
}
|
|
|
|
// chief1983 - The first patch broke mods that don't provide a 2d shockwave or define a specific shockwave for each model/weapon (shame on them)
|
|
// The next patch involved a direct copy of the attempt above, with an i < 0 check in place of the command line check. I've taken that and modified it to
|
|
// spit out a more meaningful message. Might as well not bother trying again if the command line option was checked as it should have tried the first time through
|
|
if ( i < 0 && !Use_3D_shockwaves && cf_exists_full(Default_shockwave_3D_filename, CF_TYPE_MODELS) ) {
|
|
mprintf(("SHOCKWAVE => Loading default shockwave model as last resort... \n"));
|
|
|
|
i = shockwave_load( Default_shockwave_3D_filename, true );
|
|
|
|
if (i >= 0)
|
|
mprintf(("SHOCKWAVE => Default model load: SUCCEEDED!!\n"));
|
|
else
|
|
mprintf(("SHOCKWAVE => Default model load: FAILED!! No effect loaded...\n"));
|
|
Assertion(i <= 0, "Default 3D shockwave should be the first shockwave loaded, but instead got loaded into index %d; get a coder!\n", i);
|
|
}
|
|
|
|
if (i < 0)
|
|
Error(LOCATION, "ERROR: Unable to open neither 3D nor 2D default shockwaves!!");
|
|
|
|
Default_shockwave_loaded = 1;
|
|
} else {
|
|
// have to make sure that the default 3D model is still valid and usable
|
|
// the 2D shockwave shouldn't need anything like this
|
|
if (Shockwave_info[0].model_id >= 0) {
|
|
Assertion(!strcmp(Shockwave_info[0].filename, Default_shockwave_3D_filename), "Shockwave_info[0] should be the default shockwave, but somehow isn't.\nShockwave_info[0].filename = \"%s\"\nDefault_shockwave_3D_filename = \"%s\"\nGet a coder!\n", Shockwave_info[0].filename, Default_shockwave_3D_filename);
|
|
Shockwave_info[0].model_id = model_load( Default_shockwave_3D_filename, 0, NULL );
|
|
}
|
|
}
|
|
|
|
Assertion( !Shockwave_info.empty(), "Default shockwave claims to be loaded, but Shockwave_info vector is empty!");
|
|
Assertion( ((Shockwave_info[0].bitmap_id >= 0) || (Shockwave_info[0].model_id >= 0)), "Default shockwave claims to be loaded, but has no bitmap or model; get a coder!\n" );
|
|
|
|
list_init(&Shockwave_list);
|
|
|
|
for ( i = 0; i < MAX_SHOCKWAVES; i++ ) {
|
|
Shockwaves[i].flags = 0;
|
|
Shockwaves[i].objnum = -1;
|
|
Shockwaves[i].model_id = -1;
|
|
}
|
|
|
|
Shockwave_inited = 1;
|
|
}
|
|
|
|
/**
|
|
* Call at the close of each level (mission)
|
|
*/
|
|
void shockwave_level_close()
|
|
{
|
|
if ( !Shockwave_inited )
|
|
return;
|
|
|
|
shockwave_delete_all();
|
|
|
|
Assertion( !Shockwave_info.empty(), "Shockwave_info is empty in shockwave_level_close() despite theoretically having been initialized correctly; get a coder!\n");
|
|
|
|
// unload default shockwave, and erase all others
|
|
auto it = Shockwave_info.begin();
|
|
if (it->bitmap_id >= 0)
|
|
bm_unload( it->bitmap_id );
|
|
else if (it->model_id >= 0)
|
|
model_page_out_textures( it->model_id );
|
|
if (Default_2D_shockwave_index == 1) {
|
|
// 3D shockwaves and framebuffer shockwaves are both enabled and the default 2D shockwave is in the next slot of the vector
|
|
++it;
|
|
Assertion(it->bitmap_id >= 0, "Default 2D shockwave was loaded but is somehow missing its bitmap; get a coder!\n");
|
|
bm_unload(it->bitmap_id);
|
|
}
|
|
|
|
for (++it; it != Shockwave_info.end(); ++it) {
|
|
if (it->bitmap_id >= 0)
|
|
bm_release( it->bitmap_id );
|
|
|
|
if (it->model_id >= 0)
|
|
model_unload( it->model_id );
|
|
}
|
|
|
|
// if there's no extra shockwaves, this is still fine (erasing from end() to end() is both valid and a no-op)
|
|
Shockwave_info.erase( Shockwave_info.begin() + (Default_2D_shockwave_index == 1 ? 2 : 1), Shockwave_info.end() );
|
|
|
|
Shockwave_inited = 0;
|
|
}
|
|
|
|
/**
|
|
* Simulate all shockwaves in Shockwave_list
|
|
*
|
|
* @param frametime time for last frame in ms
|
|
*/
|
|
void shockwave_move_all(float frametime)
|
|
{
|
|
shockwave *sw, *next;
|
|
|
|
sw = GET_FIRST(&Shockwave_list);
|
|
while ( sw != &Shockwave_list ) {
|
|
next = sw->next;
|
|
Assert(sw->objnum != -1);
|
|
shockwave_move(&Objects[sw->objnum], frametime);
|
|
sw = next;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Return the weapon_info_index field for a shockwave
|
|
*/
|
|
int shockwave_get_weapon_index(int index)
|
|
{
|
|
Assertion( (index >= 0) && (index < MAX_SHOCKWAVES), "shockwave_get_weapon_index() called on an index of %d (should be 0-%d); get a coder!\n", index, MAX_SHOCKWAVES - 1 );
|
|
return Shockwaves[index].weapon_info_index;
|
|
}
|
|
|
|
/**
|
|
* Return the maximum radius for specified shockwave
|
|
*/
|
|
float shockwave_get_max_radius(int index)
|
|
{
|
|
Assertion( (index >= 0) && (index < MAX_SHOCKWAVES), "shockwave_get_max_radius() called on an index of %d (should be 0-%d); get a coder!\n", index, MAX_SHOCKWAVES - 1 );
|
|
return Shockwaves[index].outer_radius;
|
|
}
|
|
|
|
/**
|
|
* Return the minimum radius for specified shockwave
|
|
*/
|
|
float shockwave_get_min_radius(int index)
|
|
{
|
|
Assertion( (index >= 0) && (index < MAX_SHOCKWAVES), "shockwave_get_min_radius() called on an index of %d (should be 0-%d); get a coder!\n", index, MAX_SHOCKWAVES - 1 );
|
|
return Shockwaves[index].inner_radius;
|
|
}
|
|
|
|
/**
|
|
* Return the damage for specified shockwave
|
|
*/
|
|
float shockwave_get_damage(int index)
|
|
{
|
|
Assertion( (index >= 0) && (index < MAX_SHOCKWAVES), "shockwave_get_damage() called on an index of %d (should be 0-%d); get a coder!\n", index, MAX_SHOCKWAVES - 1 );
|
|
return Shockwaves[index].damage;
|
|
}
|
|
|
|
/**
|
|
* Return the damage type for specified shockwave
|
|
*/
|
|
int shockwave_get_damage_type_idx(int index)
|
|
{
|
|
Assertion( (index >= 0) && (index < MAX_SHOCKWAVES), "shockwave_get_damage_type_idx() called on an index of %d (should be 0-%d); get a coder!\n", index, MAX_SHOCKWAVES - 1 );
|
|
return Shockwaves[index].damage_type_idx;
|
|
}
|
|
|
|
/**
|
|
* Return the flags for specified shockwave
|
|
*/
|
|
int shockwave_get_flags(int index)
|
|
{
|
|
Assertion( (index >= 0) && (index < MAX_SHOCKWAVES), "shockwave_get_flags() called on an index of %d (should be 0-%d); get a coder!\n", index, MAX_SHOCKWAVES - 1 );
|
|
return Shockwaves[index].flags;
|
|
}
|
|
|
|
void shockwave_page_in()
|
|
{
|
|
// load in shockwaves
|
|
for (auto it = Shockwave_info.begin(); it != Shockwave_info.end(); ++it) {
|
|
if (it->bitmap_id >= 0) {
|
|
bm_page_in_texture( it->bitmap_id, it->num_frames );
|
|
} else if (it->model_id >= 0) {
|
|
// for a model we have to run model_load() on it again to make sure
|
|
// that it's ref_count is sane for this mission
|
|
int idx __UNUSED = model_load( it->filename, 0, NULL );
|
|
Assertion( idx == it->model_id , "Shockwave_info[" SIZE_T_ARG "] got two different model_ids: %d and %d. Filename is \"%s\". Get a coder!\n", std::distance(Shockwave_info.begin(), it), idx, it->model_id, it->filename);
|
|
|
|
model_page_in_textures( it->model_id );
|
|
}
|
|
}
|
|
}
|
|
|
|
void shockwave_create_info_init(shockwave_create_info *sci)
|
|
{
|
|
sci->name[ 0 ] = '\0';
|
|
sci->pof_name[ 0 ] = '\0';
|
|
|
|
sci->inner_rad = sci->outer_rad = sci->damage = sci->blast = sci->speed = 0.0f;
|
|
|
|
sci->rot_angles.p = sci->rot_angles.b = sci->rot_angles.h = 0.0f;
|
|
sci->rot_defined = false;
|
|
sci->damage_type_idx = sci->damage_type_idx_sav = -1;
|
|
sci->damage_overidden = false;
|
|
}
|
|
|
|
/**
|
|
* Loads a shockwave in preparation for a mission
|
|
*/
|
|
void shockwave_create_info_load(shockwave_create_info *sci)
|
|
{
|
|
int i = -1;
|
|
|
|
// shockwave_load() will return -1 if the filename is "none" or "<none>"
|
|
// checking for that case lets us handle a situation where a 2D shockwave
|
|
// of "none" was specified and a valid 3D shockwave was specified
|
|
|
|
if ( strlen(sci->name) )
|
|
i = shockwave_load(sci->name, false);
|
|
|
|
if ( (i < 0) && strlen(sci->pof_name) )
|
|
shockwave_load(sci->pof_name, true);
|
|
}
|