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fs2open.github.com/code/weapon/shockwave.cpp
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Goober5000andClaude Sonnet 5.5 014e14af6f Remove 3D shockwave glow map warning
The warning fired for any 3D shockwave model without a glow map, but it turns out that situation is fine.  Drop the warning along with the cmdline include it required.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-10-09 00:38:27 -04:00

840 lines
28 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 "math/curve.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
// -----------------------------------------------------------
extern int Game_skill_level;
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) (static_cast<int>((sw)-Shockwaves))
// -----------------------------------------------------------
// Externals
// -----------------------------------------------------------
extern int Show_area_effect;
static SCP_string shockwave_mode_display(bool mode) { return mode ? XSTR("3D", 1691) : XSTR("2D", 1692); }
bool Use_3D_shockwaves = true;
static void parse_shockwaves_func()
{
bool enabled;
stuff_boolean(&enabled);
Use_3D_shockwaves = enabled;
}
// coverity[GLOBAL_INIT_ORDER] -- safe; OptionBuilder::finish() uses Meyers singleton
static auto Shockwave3DMode = options::OptionBuilder<bool>("Graphics.3DShockwaves",
std::pair<const char*, int>{"Shockwaves", 1722},
std::pair<const char*, int>{"The way shockwaves are displayed. Changes will be reflected in the next loaded mission.", 1723})
.category(std::make_pair("Graphics", 1825))
.display(shockwave_mode_display)
.default_func([]() { return Use_3D_shockwaves;})
.bind_to(&Use_3D_shockwaves)
.change_listener([](float, bool) {
Default_shockwave_loaded = 0; // If we change then we have to force shockwave reload
return true;
})
.level(options::ExpertLevel::Advanced)
.importance(66)
.flags({options::OptionFlags::ForceMultiValueSelection})
.parser(parse_shockwaves_func)
.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, const vec3d* pos, const 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 ( VALID_FNAME(sci->name) )
info_index = shockwave_load(sci->name, false);
if ( (info_index < 0) && VALID_FNAME(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->blast_sound_id = sci->blast_sound_id;
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);
if (sci->rot_parent_relative) {
orient = orient * Objects[parent_objnum].orient;
}
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 ){
mprintf(("Couldn't create shockwave object -- out of object slots\n"));
return -1;
}
sw->objnum = objnum;
list_append(&Shockwave_list, sw);
return objnum;
}
/**
* Delete a shockwave
*
* @param objp pointer to shockwave object
*/
void shockwave_delete(const 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);
weapon_info* wip = nullptr;
if (sw->weapon_info_index >= 0)
wip = &Weapon_info[sw->weapon_info_index];
if (wip && wip->shockwave.radius_curve_idx >= 0) {
float val = Curves[wip->shockwave.radius_curve_idx].GetValue(sw->time_elapsed / sw->total_time);
sw->radius = val * sw->outer_radius;
if (sw->radius < 0.0f)
sw->radius = 0.0f;
} else {
sw->radius += (frametime * sw->speed);
CLAMP(sw->radius, 0.0f, sw->outer_radius);
}
// It is possible the shockwave may have lifetime shorter than one frame (e.g. high speed, small radius),
// which by default results in shockwave applying no damage.
// Provide optional fix to ensure shockwave is not killed until after this frame's damage pass has run.
bool sw_expired = sw->time_elapsed > sw->total_time;
bool sw_expire_fix = The_mission.ai_profile->flags[AI::Profile_Flags::Fix_shockwave_expire_before_do_damage];
if ( sw_expired && !sw_expire_fix ) {
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->flags[Object::Object_Flags::Should_be_dead])
continue;
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* target_wip = &Weapon_info[Weapons[objp->instance].weapon_info_index];
if (target_wip->weapon_hitpoints <= 0)
continue;
if (!Shockwaves_always_damage_bombs && !(target_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;
}
// don't blast no-collide or navbuoys
if ( !objp->flags[Object::Object_Flags::Collides] || (objp->type == OBJ_SHIP && 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;
}
// 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 (wip && (wip->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* shipp = &Ships[objp->instance];
// we make sure that this shockwave was spawned by a weapon that ultimately came from a ship, and then check
// to see if it's friendly fire
if (shockwave_objp->parent >= 0
&& sw->weapon_info_index >= 0
&& Objects[shockwave_objp->parent].type == OBJ_SHIP
&& Ships[Objects[shockwave_objp->parent].instance].team == shipp->team) {
if (&Objects[shockwave_objp->parent] == objp
&& The_mission.ai_profile->weapon_self_damage_cap[Game_skill_level] >= 0.f) {
// if this is a ship shooting itself, we use the self damage cap
damage = MIN(damage, The_mission.ai_profile->weapon_self_damage_cap[Game_skill_level]);
} else if (The_mission.ai_profile->weapon_friendly_damage_cap[Game_skill_level] >= 0.f) {
// otherwise we use the friendly damage cap
damage = MIN(damage, The_mission.ai_profile->weapon_friendly_damage_cap[Game_skill_level]);
}
}
ship_apply_global_damage(objp, shockwave_objp, &sw->pos, damage, sw->damage_type_idx);
weapon_area_apply_blast(nullptr, objp, &sw->pos, blast, true);
break;
}
case OBJ_ASTEROID:
weapon_area_apply_blast(nullptr, objp, &sw->pos, blast, true);
asteroid_hit(objp, nullptr, nullptr, damage, nullptr);
break;
case OBJ_WEAPON:
if (wip && wip->armor_type_idx >= 0) {
damage = Armor_types[wip->armor_type_idx].GetDamage(damage,
shockwave_get_damage_type_idx(shockwave_objp->instance),
1.0f,
false);
}
// friendly fire check
if (shockwave_objp->parent >= 0 && sw->weapon_info_index >= 0 &&
Objects[shockwave_objp->parent].type == OBJ_SHIP &&
Ships[Objects[shockwave_objp->parent].instance].team == Weapons[objp->instance].team &&
The_mission.ai_profile->weapon_friendly_damage_cap[Game_skill_level] >= 0.f) {
damage = MIN(damage, The_mission.ai_profile->weapon_friendly_damage_cap[Game_skill_level]);
}
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;
}
if (sw->blast_sound_id.isValid()) {
snd_play(gamesnd_get_game_sound(sw->blast_sound_id), 0.0f, vol_scale);
}
}
} // end for
// See the sw_expired check above: shockwave has now applied its final damage pass this frame, so let it die.
// With the flag off we already returned before the loop.
if ( sw_expired && sw_expire_fix ) {
shockwave_objp->flags.set(Object::Object_Flags::Should_be_dead);
}
}
// an animated base texture carries its own fade in its frames, timed like the glow map
static bool shockwave_model_base_is_animated(int model_id)
{
polymodel *pm = model_get(model_id);
for (int i = 0; i < pm->n_textures; i++) {
if (pm->maps[i].textures[TM_BASE_TYPE].GetNumFrames() > 1)
return true;
}
return false;
}
/**
* 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(const 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 (Neb_affects_weapons)
nebula_handle_alpha(alpha, &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;
float warp_alpha = shockwave_model_base_is_animated(sw->model_id) ? 1.0f : 1.0f - (sw->radius/sw->outer_radius);
render_info.set_warp_params(-1, warp_alpha, 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 );
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;
bool shockwaveStyle3d = Shockwave3DMode->getValue();
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 (shockwaveStyle3d && 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 && !shockwaveStyle3d && 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 );
}
}
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 );
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->radius_curve_idx = -1;
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_overridden = false;
sci->blast_sound_id = GameSounds::SHOCKWAVE_IMPACT;
}
/**
* Loads a shockwave in preparation for a mission
*/
void shockwave_create_info_load(const shockwave_create_info *sci)
{
int i = -1;
// shockwave_load() will return -1 if the filename is "" or "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 ( VALID_FNAME(sci->name) )
i = shockwave_load(sci->name, false);
if ( (i < 0) && VALID_FNAME(sci->pof_name) )
shockwave_load(sci->pof_name, true);
}