Files
fs2open.github.com/code/ship/shipfx.cpp
T
taylor 6f579ff221 fix player warpout
basic code cleanup (that previous braces change did nothing for readability)
spell "plyr" correctly
tweak warp shrink time to better match WMC's other changes and avoid the skipping during shrink
2005-10-20 17:50:03 +00:00

3404 lines
108 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.
*
*/
/*
* $Logfile: /Freespace2/code/Ship/ShipFX.cpp $
* $Revision: 2.53 $
* $Date: 2005-10-20 17:50:03 $
* $Author: taylor $
*
* Routines for ship effects (as in special)
*
* $Log: not supported by cvs2svn $
* Revision 2.52 2005/10/20 06:37:34 wmcoolmon
* Oops, guess I didn't commit this stuff
*
* Revision 2.51 2005/10/10 17:21:10 taylor
* remove NO_NETWORK
*
* Revision 2.50 2005/10/09 09:13:29 wmcoolmon
* Added warpin/warpout speed override values to ships.tbl
*
* Revision 2.49 2005/09/21 03:55:31 Goober5000
* add option for warp flash; mess with the cmdlines a bit
* --Goober5000
*
* Revision 2.48 2005/08/25 22:40:04 taylor
* basic cleaning, removing old/useless code, sanity stuff, etc:
* - very minor performance boost from not doing stupid things :)
* - minor change to 3d shockwave sizing to better approximate 2d effect movements
* - for shields, Gobal_tris was only holding half as many as the game can/will use, buffer is now set to full size to avoid possible rendering issues
* - removed extra tcache_set on OGL spec map code, not sure how that slipped in
*
* Revision 2.47 2005/08/11 12:16:23 taylor
* little safety check, a couple of strange cases allow this to happen so we should look for it
*
* Revision 2.46 2005/07/24 06:01:37 wmcoolmon
* Multiple shockwaves support.
*
* Revision 2.45 2005/07/24 00:32:45 wmcoolmon
* Synced 3D shockwaves' glowmaps with the model, tossed in some medals.tbl
* support for the demo/FS1
*
* Revision 2.44 2005/07/22 10:18:36 Goober5000
* CVS header tweaks
* --Goober5000
*
* Revision 2.43 2005/07/13 03:35:30 Goober5000
* remove PreProcDefine #includes in FS2
* --Goober5000
*
* Revision 2.42 2005/04/25 00:31:14 wmcoolmon
* Dynamically allocated engine washes; subsystem sounds; armor fixes. Line 4268 of ship.cpp, apparently, works properly; bears further looking into.
*
* Revision 2.41 2005/04/05 05:53:24 taylor
* s/vector/vec3d/g, better support for different compilers (Jens Granseuer)
*
* Revision 2.40 2005/03/27 12:28:35 Goober5000
* clarified max hull/shield strength names and added ship guardian thresholds
* --Goober5000
*
* Revision 2.39 2005/03/24 23:27:26 taylor
* make sounds.tbl dynamic
* have snd_time_remaining() be less stupid
* some OpenAL error fixerage
* be able to turn off some typically useless debug messages
*
* Revision 2.38 2005/03/15 01:40:07 phreak
* Awesome 2-for-1 deal!!!
* Firstly, the Colossus should now warp out correctly. No more warphole forming inside of it
* Secondly, muzzleflashes now are generated at the gunmounts of the firing ship.
*
* Revision 2.37 2005/03/10 08:00:16 taylor
* change min/max to MIN/MAX to fix GCC problems
* add lab stuff to Makefile
* build unbreakage for everything that's not MSVC++ 6
* lots of warning fixes
* fix OpenGL rendering problem with ship insignias
* no Warnings() in non-debug mode for Linux (like Windows)
* some campaign savefile fixage to stop reverting everyones data
*
* Revision 2.36 2005/03/02 21:24:47 taylor
* more network/inferno goodness for Windows, takes care of a few warnings too
*
* Revision 2.35 2005/02/23 04:57:28 taylor
* even more bm_unload() -> bm_release() changes
*
* Revision 2.34 2005/01/11 21:38:49 Goober5000
* multiple ship docking :)
* don't tell anyone yet... check the SCP internal
* --Goober500
*
* Revision 2.33 2004/12/05 22:01:12 bobboau
* sevral feature additions that WCS wanted,
* and the foundations of a submodel animation system,
* the calls to the animation triggering code (exept the procesing code,
* wich shouldn't do anything without the triggering code)
* have been commented out.
*
* Revision 2.32 2004/10/31 22:02:47 taylor
* little cleanup
*
* Revision 2.31 2004/09/10 13:55:49 et1
* Use yellow warp anim when doing exit jump with "-tbpwarpeffects"
*
* Revision 2.30 2004/07/26 20:47:52 Kazan
* remove MCD complete
*
* Revision 2.29 2004/07/25 18:46:30 Kazan
* -fred_no_warn has become -no_warn and applies to both fred and fs2
* added new ai directive (last commit) and disabled afterburners while performing AIM_WAYPOINTS or AIM_FLY_TO_SHIP
* fixed player ship speed bug w/ player-use-ai, now stays in formation correctly and manages speed
* made -radar_reduce ignore itself if no parameter is given (ignoring launcher bug)
*
* Revision 2.28 2004/07/12 16:33:05 Kazan
* MCD - define _MCD_CHECK to use memory tracking
*
* Revision 2.27 2004/03/20 21:17:13 bobboau
* fixed -spec comand line option,
* probly some other stuf
*
* Revision 2.26 2004/03/05 09:01:52 Goober5000
* Uber pass at reducing #includes
* --Goober5000
*
* Revision 2.25 2004/02/14 00:18:36 randomtiger
* Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details.
* OK, these changes effect a lot of file, I suggest everyone updates ASAP:
* Removal of many files from project.
* Removal of meanless Gr_bitmap_poly variable.
* Removal of glide, directdraw, software modules all links to them, and all code specific to those paths.
* Removal of redundant Fred paths that arent needed for Fred OGL.
* Have seriously tidied the graphics initialisation code and added generic non standard mode functionality.
* Fixed many D3D non standard mode bugs and brought OGL up to the same level.
* Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024.
*
* Revision 2.24 2004/02/07 00:48:52 Goober5000
* made FS2 able to account for subsystem mismatches between ships.tbl and the
* model file - e.g. communication vs. communications
* --Goober5000
*
* Revision 2.23 2004/01/30 07:39:06 Goober5000
* whew - I just went through all the code I ever added (or at least, that I could
* find that I commented with a Goober5000 tag) and added a bunch of Asserts
* and error-checking
* --Goober5000
*
* Revision 2.22 2003/12/16 20:55:13 phreak
* disabled tertiary weapons support pending a rewrite of critical code
*
* Revision 2.21 2003/09/26 14:37:16 bobboau
* commiting Hardware T&L code, everything is ifdefed out with the compile flag HTL
* still needs a lot of work, ubt the frame rates were getting with it are incredable
* the biggest problem it still has is a bad lightmanegment system, and the zbuffer
* doesn't work well with things still getting rendered useing the sofware pipeline, like thrusters,
* and weapons, I think these should be modifyed to be sent through hardware,
* it would be slightly faster and it would likely fix the problem
*
* also the thruster glow/particle stuff I did is now in.
*
* Revision 2.20 2003/09/13 08:27:28 Goober5000
* added some minor things, such as code cleanup and the following:
* --turrets will not fire at cargo
* --MAX_SHIELD_SECTIONS substituted for the number 4 in many places
* --supercaps have their own default message bitfields (distinguished from capships)
* --turrets are allowed on fighters
* --jump speed capped at 65m/s, to avoid ship travelling too far
* --non-huge weapons now scale their damage, instead of arbitrarily cutting off
* ----Goober5000
*
* Revision 2.19 2003/09/13 06:02:03 Goober5000
* clean rollback of all of argv's stuff
* --Goober5000
*
* Revision 2.17 2003/08/22 07:35:09 bobboau
* specular code should be bugless now,
* cell shadeing has been added activated via the comand line '-cell',
* 3D shockwave models, and a transparency method I'm calling edge and center alpha that could be usefull for other things, ask for details
*
* Revision 2.16 2003/08/06 17:37:08 phreak
* preliminary work on tertiary weapons. it doesn't really function yet, but i want to get something committed
*
* Revision 2.15 2003/07/15 16:06:24 phreak
* higher particle limits for opengl. now matched d3d
*
* Revision 2.14 2003/07/15 02:51:43 phreak
* cloaked ships will reduce brightness with distance
*
* Revision 2.13 2003/07/04 02:30:54 phreak
* support for cloaking added. needs a cloakmap.pcx
* to cloak the players ship, activate cheats and press tilde + x
* some more work can be done to smooth out the animation.
*
* Revision 2.12 2003/05/21 21:07:31 phreak
* fixed *minor* problem where ships that were disabled during warpout were not
* registering on sensors
*
* Revision 2.11 2003/05/21 20:28:53 phreak
* fixed disappearing ship bug when a ship is disabled during warpout
*
* Revision 2.10 2003/05/04 20:08:04 phreak
* ships that are disrupted now have arcs around them much like the emp effect
*
* Revision 2.9 2003/04/29 01:03:21 Goober5000
* implemented the custom hitpoints mod
* --Goober5000
*
* Revision 2.8 2003/03/19 12:29:02 unknownplayer
* Woohoo! Killed two birds with one stone!
* Fixed the 'black screen around dialog boxes' problem and also the much more serious freezing problem experienced by Goober5000. It wasn't a crash, just an infinite loop. DX8 merge is GO! once again :)
*
* Revision 2.7 2003/03/18 01:44:30 Goober5000
* fixed some misspellings
* --Goober5000
*
* Revision 2.6 2003/03/03 09:53:32 Goober5000
* fixed the warp effect from always being the knossos type
* --Goober5000
*
* Revision 2.5 2003/03/03 09:31:59 Goober5000
* changed "Subspace node activated" message to "Subspace drive activated"
* --Goober5000
*
* Revision 2.4 2003/01/19 01:07:42 bobboau
* redid the way glowmaps are handeled, you now must set the global int GLOWMAP (no longer an array) before you render a poly that uses a glow map then set GLOWMAP to -1 when you're done with, fixed a few other misc bugs it
*
* Revision 2.3 2003/01/17 01:48:49 Goober5000
* added capability to the $Texture replace code to substitute the textures
* without needing and extra model, however, this way you can't substitute
* transparent or animated textures
* --Goober5000
*
* Revision 2.2 2003/01/15 07:09:09 Goober5000
* changed most references to modelnum to use ship instead of ship_info --
* this will help with the change-model sexp and any other instances of model
* changing
* --Goober5000
*
* Revision 2.1 2002/08/01 01:41:10 penguin
* The big include file move
*
* Revision 2.0 2002/06/03 04:02:28 penguin
* Warpcore CVS sync
*
* Revision 1.5 2002/05/13 21:43:38 mharris
* A little more network and sound cleanup
*
* Revision 1.4 2002/05/10 20:42:45 mharris
* use "ifndef NO_NETWORK" all over the place
*
* Revision 1.3 2002/05/10 06:08:08 mharris
* Porting... added ifndef NO_SOUND
*
* Revision 1.2 2002/05/03 22:07:10 mharris
* got some stuff to compile
*
* Revision 1.1 2002/05/02 18:03:12 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 51 9/13/99 4:53p Andsager
*
* 50 9/13/99 10:09a Andsager
* Add debug console commands to lower model render detail and fireball
* LOD for big ship explosiosns.
*
* 49 9/08/99 10:44p Andsager
* Make HUGE ships not die when warping out, after warp effect started.
*
* 48 9/06/99 10:16p Andsager
* Modify big ship explosions. Less frequent fireballs, fewer particles,
* larger fireballs
*
* 47 9/05/99 11:10a Andsager
* Fix up which split ship get debris pieces. Dont render debris pieces
* for split ships until they are near clip plane.
*
* 46 9/02/99 12:55a Mikek
* Scale engine wash by speed.
*
* 45 9/01/99 10:15a Dave
*
* 44 8/31/99 10:13p Andsager
* Add Knossos warp effect fireball
*
* 43 8/23/99 11:09a Andsager
* Round 2 of Knossos explosion
*
* 42 8/20/99 2:16p Andsager
* Make only supercaps slow down extra fast after warping in.
*
* 41 8/20/99 1:42p Andsager
* Frist pass on Knossos explosion.
*
* 40 8/19/99 4:36p Andsager
* Cleaned up special_warpout
*
* 39 8/16/99 10:04p Andsager
* Add special-warp-dist and special-warpout-name sexp for Knossos device
* warpout.
*
* 38 8/16/99 2:01p Andsager
* Knossos warp-in warp-out.
*
* 37 8/13/99 10:49a Andsager
* Knossos and HUGE ship warp out. HUGE ship warp in. Stealth search
* modes dont collide big ships.
*
* 36 8/05/99 2:06a Dave
* Whee.
*
* 35 7/18/99 12:32p Dave
* Randomly oriented shockwaves.
*
* 34 7/09/99 12:52a Andsager
* Modify engine wash (1) less damage (2) only at a closer range (3) no
* damage when engine is disabled
*
* 33 7/06/99 10:45a Andsager
* Modify engine wash to work on any ship that is not small. Add AWACS
* ask for help.
*
* 32 7/02/99 9:55p Dave
* Player engine wash sound.
*
* 31 7/02/99 4:31p Dave
* Much more sophisticated lightning support.
*
* 30 7/01/99 4:23p Dave
* Full support for multiple linked ambient engine sounds. Added "big
* damage" flag.
*
* 29 7/01/99 11:44a Dave
* Updated object sound system to allow multiple obj sounds per ship.
* Added hit-by-beam sound. Added killed by beam sound.
*
* 28 6/17/99 12:06p Andsager
* Add a fireball for each live debris piece.
*
* 27 6/14/99 3:21p Andsager
* Allow collisions between ship and its debris. Fix up collision pairs
* when large ship is warping out.
*
* 26 5/27/99 12:14p Andsager
* Some fixes for live debris when more than one subsys on ship with live
* debris. Set subsys strength (when 0) blows off subsystem.
* sexp_hits_left_subsystem works for SUBSYSTEM_UNKNOWN.
*
* 25 5/26/99 11:46a Dave
* Added ship-blasting lighting and made the randomization of lighting
* much more customizable.
*
* 24 5/25/99 10:05a Andsager
* Fix assert with wing warping out with no warp effect.
*
* 23 5/24/99 5:45p Dave
* Added detail levels to the nebula, with a decent speedup. Split nebula
* lightning into its own section.
*
* 22 5/21/99 5:03p Andsager
* Add code to display engine wash death. Modify ship_kill_packet
*
* 21 5/19/99 11:09a Andsager
* Turn on engine wash. Check every 1/4 sec.
*
* 20 5/18/99 1:30p Dave
* Added muzzle flash table stuff.
*
* 19 5/17/99 10:33a Dave
* Fixed warning.
*
* 18 5/11/99 10:16p Andsager
* First pass on engine wash effect. Rotation (control input), damage,
* shake.
*
* 17 5/09/99 6:00p Dave
* Lots of cool new effects. E3 build tweaks.
*
* 16 4/28/99 11:13p Dave
* Temporary checkin of artillery code.
*
* 15 3/29/99 6:17p Dave
* More work on demo system. Got just about everything in except for
* blowing ships up, secondary weapons and player death/warpout.
*
* 14 3/28/99 5:58p Dave
* Added early demo code. Make objects move. Nice and framerate
* independant, but not much else. Don't use yet unless you're me :)
*
* 13 3/23/99 2:29p Andsager
* Fix shockwaves for kamikazi and Fred defined. Collect together
* shockwave_create_info struct.
*
* 12 3/20/99 3:03p Andsager
* Fix get_model_cross_section_at_z() from getting invalid index .
*
* 11 3/19/99 9:51a Dave
* Checkin to repair massive source safe crash. Also added support for
* pof-style nebulae, and some new weapons code.
*
* 10 2/26/99 4:14p Dave
* Put in the ability to have multiple shockwaves for ships.
*
* 9 1/29/99 12:47a Dave
* Put in sounds for beam weapon. A bunch of interface screens (tech
* database stuff).
*
* 8 1/28/99 9:10a Andsager
* Particles increased in width, life, number. Max particles increased
*
* 7 1/27/99 9:56a Dave
* Temporary checkin of beam weapons for Dan to make cool sounds.
*
* 6 1/11/99 12:42p Andsager
* Add live debris - debris which is created from a destroyed subsystem,
* when the ship is still alive
*
* 5 11/18/98 10:29a Johnson
* fix assert in shipfx_remove_submodel_ship_sparks. submodel may not
* have spark and be destroyed.
*
* 4 11/17/98 4:27p Andsager
* Stop sparks from emitting from destroyed subobjects
*
* 3 10/20/98 1:39p Andsager
* Make so sparks follow animated ship submodels. Modify
* ship_weapon_do_hit_stuff() and ship_apply_local_damage() to add
* submodel_num. Add submodel_num to multiplayer hit packet.
*
* 2 10/07/98 10:53a Dave
* Initial checkin.
*
* 1 10/07/98 10:51a Dave
*
*
* $NoKeywords: $
*/
#include "ship/shipfx.h"
#include "ship/ship.h"
#include "object/object.h"
#include "fireball/fireballs.h"
#include "debris/debris.h"
#include "weapon/weapon.h"
#include "gamesnd/gamesnd.h"
#include "io/timer.h"
#include "render/3d.h" // needed for View_position, which is used when playing a 3D sound
#include "hud/hudmessage.h"
#include "math/fvi.h"
#include "gamesequence/gamesequence.h"
#include "lighting/lighting.h"
#include "globalincs/linklist.h"
#include "particle/particle.h"
#include "weapon/muzzleflash.h"
#include "demo/demo.h"
#include "ship/shiphit.h"
#include "object/objectsnd.h"
#include "playerman/player.h"
#include "weapon/shockwave.h"
#include "parse/parselo.h"
#include "object/objectdock.h"
#include "network/multi.h"
#include "network/multiutil.h"
#include "network/multimsgs.h"
#ifndef NDEBUG
extern float flFrametime;
extern int Framecount;
#endif
extern int Cmdline_tbp;
#define SHIP_CANNON_BITMAP "argh"
int Ship_cannon_bitmap = -1;
int Player_engine_wash_loop = -1;
extern float splode_level;
void shipfx_remove_submodel_ship_sparks(ship *shipp, int submodel_num)
{
Assert(submodel_num != -1);
// maybe no active sparks on submodel
if (shipp->num_hits == 0) {
return;
}
for (int spark_num=0; spark_num<shipp->num_hits; spark_num++) {
if (shipp->sparks[spark_num].submodel_num == submodel_num) {
shipp->sparks[spark_num].end_time = timestamp(1);
}
}
}
// 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)
void shipfx_subsystem_mabye_create_live_debris(object *ship_obj, ship *ship_p, ship_subsys *subsys, vec3d *exp_center, float exp_mag)
{
// initializations
polymodel *pm = model_get(ship_p->modelnum);
int submodel_num = subsys->system_info->subobj_num;
submodel_instance_info *sii = &subsys->submodel_info_1;
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) {
return;
}
ship_model_start(ship_obj);
// copy angles
angles copy_angs = pm->submodel[submodel_num].angs;
angles zero_angs = {0.0f, 0.0f, 0.0f};
// make sure the axis point is set
if ( !sii->axis_set ) {
model_init_submodel_axis_pt(sii, ship_p->modelnum, submodel_num);
}
// get the rotvel
vec3d model_axis, world_axis, rotvel, world_axis_pt;
void model_get_rotating_submodel_axis(vec3d *model_axis, vec3d *world_axis, int modelnum, int submodel_num, object *obj);
model_get_rotating_submodel_axis(&model_axis, &world_axis, ship_p->modelnum, submodel_num, ship_obj);
vm_vec_copy_scale(&rotvel, &world_axis, sii->cur_turn_rate);
model_find_world_point(&world_axis_pt, &sii->pt_on_axis, ship_p->modelnum, submodel_num, &ship_obj->orient, &ship_obj->pos);
matrix m_rot; // rotation for debris orient about axis
vm_quaternion_rotate(&m_rot, vm_vec_mag((vec3d*)&sii->angs), &model_axis);
// 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_find_world_point(&start_world_pos, &pm->submodel[live_debris_submodel].offset, ship_p->modelnum, live_debris_submodel, &ship_obj->orient, &ship_obj->pos );
// convert to model coord of underlying submodel
// set angle to zero
pm->submodel[submodel_num].angs = zero_angs;
world_find_model_point(&start_model_pos, &start_world_pos, pm, submodel_num, &ship_obj->orient, &ship_obj->pos);
// rotate from submodel coord to world coords
// reset angle to current angle
pm->submodel[submodel_num].angs = copy_angs;
model_find_world_point(&end_world_pos, &start_model_pos, ship_p->modelnum, submodel_num, &ship_obj->orient, &ship_obj->pos);
// create fireball here.
fireball_create(&end_world_pos, FIREBALL_EXPLOSION_MEDIUM, OBJ_INDEX(ship_obj), pm->submodel[live_debris_submodel].rad);
// create debris
live_debris_obj = debris_create(ship_obj, ship_p->modelnum, live_debris_submodel, &end_world_pos, exp_center, 1, exp_mag);
// 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_crossprod(&radial_vel, &rotvel, &delta_x);
if (Ship_info[ship_p->ship_info_index].flags & SIF_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_obj->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 & SIF_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_obj->radius > 250 && !(Ship_info[ship_p->ship_info_index].flags & SIF_KNOSSOS_DEVICE)) {
vm_vec_scale(&live_debris_obj->phys_info.vel, ship_obj->radius/250.0f);
}
}
}
}
ship_model_stop(ship_obj);
}
void set_ship_submodel_as_blown_off(ship *shipp, char *name)
{
int found = FALSE;
// go through list of ship subsystems and find name
ship_subsys *pss = NULL;
for (pss=GET_FIRST(&shipp->subsys_list); pss!=END_OF_LIST(&shipp->subsys_list); pss=GET_NEXT(pss)) {
if ( subsystem_stricmp(pss->system_info->name, name) == 0) {
found = TRUE;
break;
}
}
// set its blown off flag to TRUE
Assert(found);
if (found) {
pss->submodel_info_1.blown_off = 1;
}
}
// 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)
void shipfx_maybe_create_live_debris_at_ship_death( object *ship_obj )
{
// if ship has live debris, detonate that subsystem now
// search for any live debris
ship *shipp = &Ships[ship_obj->instance];
polymodel *pm = model_get(shipp->modelnum);
int live_debris_submodel = -1;
for (int idx=0; idx<pm->num_debris_objects; idx++) {
if (pm->submodel[pm->debris_objects[idx]].is_live_debris) {
live_debris_submodel = pm->debris_objects[idx];
// get submodel that produces live debris
int model_get_parent_submodel_for_live_debris( int model_num, int live_debris_model_num );
int parent = model_get_parent_submodel_for_live_debris( shipp->modelnum, live_debris_submodel);
Assert(parent != -1);
// set model values only once (esp blown off)
ship_model_start(ship_obj);
// check if already blown off (ship model set)
if ( !pm->submodel[parent].blown_off ) {
// get ship_subsys for live_debris
// Go through all subsystems and look for submodel the subsystems with "parent" submodel.
ship_subsys *pss = NULL;
for ( pss = GET_FIRST(&shipp->subsys_list); pss != END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
if (pss->system_info->subobj_num == parent) {
break;
}
}
Assert (pss != NULL);
if (pss != NULL) {
vec3d exp_center, tmp = {0.0f, 0.0f, 0.0f};
model_find_world_point(&exp_center, &tmp, shipp->modelnum, parent, &ship_obj->orient, &ship_obj->pos );
// if not blown off, blow it off
shipfx_subsystem_mabye_create_live_debris(ship_obj, shipp, pss, &exp_center, 3.0f);
// now set subsystem as blown off, so we only get one copy
pm->submodel[parent].blown_off = 1;
set_ship_submodel_as_blown_off(&Ships[ship_obj->instance], pss->system_info->name);
}
}
}
}
// clean up
ship_model_stop(ship_obj);
}
void shipfx_blow_off_subsystem(object *ship_obj,ship *ship_p,ship_subsys *subsys, vec3d *exp_center)
{
vec3d subobj_pos;
model_subsystem *psub = subsys->system_info;
get_subsystem_world_pos(ship_obj, subsys, &subobj_pos);
/*
if ( psub->turret_gun_sobj > -1 )
debris_create( ship_obj, ship_p->modelnum, psub->turret_gun_sobj, &subobj_pos, exp_center, 0, 1.0f );
if ( psub->subobj_num > -1 )
debris_create( ship_obj, ship_p->modelnum, psub->subobj_num, &subobj_pos, exp_center, 0, 1.0f );
*/
// get rid of sparks on submodel that is destroyed
shipfx_remove_submodel_ship_sparks(ship_p, psub->subobj_num);
// create debris shards
shipfx_blow_up_model(ship_obj, ship_p->modelnum, psub->subobj_num, 50, &subobj_pos );
// create live debris objects, if any
// TODO: some MULITPLAYER implcations here!!
shipfx_subsystem_mabye_create_live_debris(ship_obj, ship_p, subsys, exp_center, 1.0f);
// create first fireball
fireball_create( &subobj_pos, FIREBALL_EXPLOSION_MEDIUM, OBJ_INDEX(ship_obj), psub->radius );
}
void shipfx_blow_up_hull(object *obj, int model, vec3d *exp_center)
{
int i;
polymodel * pm;
ushort sig_save;
pm = model_get(model);
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( (ushort)(Ships[obj->instance].arrival_distance), MULTI_SIG_DEBRIS );
}
bool try_live_debris = true;
for (i=0; i<pm->num_debris_objects; i++ ) {
if (! pm->submodel[pm->debris_objects[i]].is_live_debris) {
vec3d tmp = {0.0f, 0.0f, 0.0f };
model_find_world_point(&tmp, &pm->submodel[pm->debris_objects[i]].offset, model, 0, &obj->orient, &obj->pos );
debris_create( obj, model, 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);
}
}
}
// restore the ship 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 model, int submodel, int ndebris, vec3d *exp_center )
{
int i;
// 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 )
srand( 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
if ( submodel == 0 ) {
shipfx_blow_up_hull(obj,model, exp_center );
}
for (i=0; i<ndebris; i++ ) {
vec3d pnt1, pnt2;
// Gets two random points on the surface of a submodel
submodel_get_two_random_points(model, submodel, &pnt1, &pnt2 );
vec3d tmp, outpnt;
vm_vec_avg( &tmp, &pnt1, &pnt2 );
model_find_world_point(&outpnt, &tmp, model,submodel, &obj->orient, &obj->pos );
debris_create( obj, -1, -1, &outpnt, exp_center, 0, 1.0f );
}
}
// =================================================
// 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 )
{
float rad;
// if docked, we need to calculate the overall cross-sectional radius around the z-axis (longitudinal axis)
if (object_is_docked(objp))
{
rad = dock_calc_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
{
float w, h;
polymodel *pm = model_get(Ships[objp->instance].modelnum);
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, int warp_type)
{
if(objp->type == OBJ_SHIP)
{
ship_info *sip = &Ship_info[Ships[objp->instance].ship_info_index];
//Warpin defined
if ( (warp_type == WT_WARP_IN) && (sip->warpin_speed != 0.0f) ) {
return ship_get_length(&Ships[objp->instance]) / sip->warpin_speed;
//Warpout defined
} else if ( (warp_type == WT_WARP_OUT) && (sip->warpout_speed != 0.0f) ) {
return ship_get_length(&Ships[objp->instance]) / sip->warpout_speed;
//Player warpout defined
} else if ( (warp_type == WT_WARP_OUT) && (objp == Player_obj) && (sip->warpout_player_speed != 0.0f) ) {
return ship_get_length(&Ships[objp->instance]) / sip->warpout_player_speed;
//Player warpout not defined
} else if ( (warp_type == WT_WARP_OUT) && (objp == Player_obj) ) {
return ship_get_length(&Ships[objp->instance]) / PLAYER_WARPOUT_SPEED;
}
}
// Find rad_percent from 0 to 1, 0 being smallest ship, 1 being largest
float rad_percent = (objp->radius-SMALLEST_RAD) / (LARGEST_RAD-SMALLEST_RAD);
if ( rad_percent < 0.0f ) {
rad_percent = 0.0f;
} else if ( rad_percent > 1.0f ) {
rad_percent = 1.0f;
}
float rad_time = rad_percent*(LARGEST_RAD_TIME-SMALLEST_RAD_TIME) + SMALLEST_RAD_TIME;
return rad_time;
}
float shipfx_calculate_warp_dist(object *objp)
{
float length;
Assert(objp->type == OBJ_SHIP);
if (objp->type != OBJ_SHIP) {
length = 2.0f * objp->radius;
} else {
length = ship_get_length(&Ships[objp->instance]);
}
return length;
}
// 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 &= (~SF_ARRIVING_STAGE_1);
shipp->flags &= (~SF_ARRIVING_STAGE_2);
// let physics in on it too.
objp->phys_info.flags &= (~PF_WARP_IN);
}
// 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;
float effect_time, effect_radius;
shipp = &Ships[objp->instance];
if ( shipp->flags & SF_ARRIVING ) {
mprintf(( "Ship is already arriving!\n" ));
return;
}
// post a warpin event
if(Game_mode & GM_DEMO_RECORD){
demo_POST_warpin(objp->signature, shipp->flags);
}
// if there is no arrival warp, then skip the whole thing
if ( shipp->flags & SF_NO_ARRIVAL_WARP ) {
shipfx_actually_warpin(shipp,objp);
return;
}
// VALIDATE special_warp_objnum
if (shipp->special_warp_objnum >= 0) {
int ref_objnum = shipp->special_warp_objnum;
int valid_reference_ship = FALSE;
// Validate reference_objnum
if ((ref_objnum >= 0) && (ref_objnum < MAX_OBJECTS)) {
object *sp_objp = &Objects[ref_objnum];
if (sp_objp->type == OBJ_SHIP) {
if (Ship_info[Ships[sp_objp->instance].ship_info_index].flags & SIF_KNOSSOS_DEVICE) {
valid_reference_ship = TRUE;
}
}
}
if (valid_reference_ship != TRUE) {
shipp->special_warp_objnum = -1;
}
}
// only move warp effect pos if not special warp in.
if (shipp->special_warp_objnum >= 0) {
Assert(!(Game_mode & GM_MULTIPLAYER));
polymodel *pm;
pm = model_get(shipp->modelnum);
vm_vec_scale_add(&shipp->warp_effect_pos, &objp->pos, &objp->orient.vec.fvec, -pm->mins.xyz.z);
} else {
vm_vec_scale_add( &shipp->warp_effect_pos, &objp->pos, &objp->orient.vec.fvec, objp->radius );
}
// The ending zero mean this is a warp-in effect
if ( !(shipp->flags & SF_INITIALLY_DOCKED) ) {
int warp_objnum;
// Effect time is 'SHIPFX_WARP_DELAY' (1.5 secs) seconds to start, 'shipfx_calculate_warp_time'
// for ship to go thru, and 'SHIPFX_WARP_DELAY' (1.5 secs) to go away.
effect_time = shipfx_calculate_warp_time(objp, WT_WARP_IN) + SHIPFX_WARP_DELAY + SHIPFX_WARP_DELAY;
effect_radius = shipfx_calculate_effect_radius(objp);
// maybe special warpin
if (shipp->special_warp_objnum >= 0) {
// cap radius to size of knossos
effect_radius = MIN(effect_radius, 0.8f*Objects[shipp->special_warp_objnum].radius);
warp_objnum = fireball_create(&shipp->warp_effect_pos, FIREBALL_KNOSSOS_EFFECT, shipp->special_warp_objnum, effect_radius, 0, NULL, effect_time, shipp->ship_info_index);
} else {
warp_objnum = fireball_create(&shipp->warp_effect_pos, FIREBALL_WARP_EFFECT, OBJ_INDEX(objp), effect_radius, 0, NULL, effect_time, shipp->ship_info_index);
}
if (warp_objnum < 0 ) { // JAS: This must always be created, if not, just warp the ship in
shipfx_actually_warpin(shipp,objp);
return;
}
shipp->warp_effect_fvec = Objects[warp_objnum].orient.vec.fvec;
// maybe negate if special warp effect
if (shipp->special_warp_objnum >= 0) {
if (vm_vec_dotprod(&shipp->warp_effect_fvec, &objp->orient.vec.fvec) < 0) {
vm_vec_negate(&shipp->warp_effect_fvec);
}
}
shipp->final_warp_time = timestamp(fl2i(SHIPFX_WARP_DELAY*1000.0f));
shipp->flags |= SF_ARRIVING_STAGE_1;
}
}
void shipfx_warpin_frame( object *objp, float frametime )
{
ship *shipp;
shipp = &Ships[objp->instance];
if ( shipp->flags & SF_DYING ) return;
if ( shipp->flags & SF_ARRIVING_STAGE_1 ) {
if ( timestamp_elapsed(shipp->final_warp_time) ) {
// 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 &= (~SF_ARRIVING_STAGE_1);
shipp->flags |= SF_ARRIVING_STAGE_2;
float warp_time = shipfx_calculate_warp_time(objp, WT_WARP_IN);
float speed = shipfx_calculate_warp_dist(objp) / warp_time; // How long it takes to move through warp effect
// 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, 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 = speed;
objp->phys_info.forward_thrust = 0.0f; // How much the forward thruster is applied. 0-1.
shipp->final_warp_time = timestamp(fl2i(warp_time*1000.0f));
}
} else if ( shipp->flags & SF_ARRIVING_STAGE_2 ) {
if ( timestamp_elapsed(shipp->final_warp_time) ) {
// done doing stage 2 of warp, so turn off arriving flag
shipfx_actually_warpin(shipp,objp);
// notify physics to slow down
if (Ship_info[shipp->ship_info_index].flags & SIF_SUPERCAP) {
// let physics know this is a special warp in
objp->phys_info.flags |= PF_SPECIAL_WARP_IN;
}
}
}
}
void shipfx_warpout_helper(object *objp, dock_function_info *infop)
{
objp->flags |= OF_SHOULD_BE_DEAD;
if (objp->type == OBJ_SHIP)
ship_departed(objp->instance);
}
// 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.
void shipfx_actually_warpout( ship *shipp, object *objp )
{
// Once we get through effect, make the ship go away
if ( objp == Player_obj ) {
// Normally, this will never get called for the player. If it
// does, it is because some error (like the warpout effect
// couldn't start) so go ahead and warp the player out.
// All this does is set the event to go to debriefing, the
// same thing that happens after the player warp out effect
// ends.
gameseq_post_event( GS_EVENT_DEBRIEF ); // proceed to debriefing
} else {
dock_function_info dfi;
dock_evaluate_all_docked_objects(objp, &dfi, shipfx_warpout_helper);
}
}
// compute_special_warpout_stuff();
int compute_special_warpout_stuff(object *objp, float *speed, float *warp_time, vec3d *warp_pos)
{
object *sp_objp = NULL;
ship *shipp;
int valid_reference_ship = FALSE, ref_objnum;
vec3d facing_normal, vec_to_knossos, center_pos;
float dist_to_plane;
// knossos warpout only valid in single player
if (Game_mode & GM_MULTIPLAYER) {
mprintf(("special warpout only for single player\n"));
return -1;
}
// find special warp ship reference
valid_reference_ship = FALSE;
ref_objnum = Ships[objp->instance].special_warp_objnum;
// Validate reference_objnum
if ((ref_objnum >= 0) && (ref_objnum < MAX_OBJECTS)) {
sp_objp = &Objects[ref_objnum];
if (sp_objp->type == OBJ_SHIP) {
shipp = &Ships[sp_objp->instance];
if (Ship_info[shipp->ship_info_index].flags & SIF_KNOSSOS_DEVICE) {
valid_reference_ship = TRUE;
}
}
}
if (!valid_reference_ship) {
Int3();
mprintf(("special warpout reference ship not found\n"));
return -1;
}
//find the actual center of the model
polymodel *pm = model_get(Ships[objp->instance].modelnum);
vm_vec_add(&center_pos, &objp->pos, &pm->autocenter);
// get facing normal from knossos
vm_vec_sub(&vec_to_knossos, &sp_objp->pos, &center_pos);
facing_normal = sp_objp->orient.vec.fvec;
if (vm_vec_dotprod(&vec_to_knossos, &sp_objp->orient.vec.fvec) > 0) {
vm_vec_negate(&facing_normal);
}
// find position to play the warp ani..
dist_to_plane = fvi_ray_plane(warp_pos, &sp_objp->pos, &facing_normal, &center_pos, &objp->orient.vec.fvec, 0.0f);
// calculate distance to warpout point.
dist_to_plane += pm->mins.xyz.z;
if (dist_to_plane < 0) {
mprintf(("warpout started too late\n"));
return -1;
}
// 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].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
max_warpout_angle = 0.866f; // 30 degree half-angle cone for BIG or HUGE
}
if (-vm_vec_dotprod(&objp->orient.vec.fvec, &facing_normal) < max_warpout_angle) { // within allowed angle
Int3();
mprintf(("special warpout angle exceeded\n"));
return -1;
}
// Calculate how long to fly through the effect. Not to get to the effect, just through it.
*warp_time = shipfx_calculate_warp_time(objp, WT_WARP_OUT);
// Calculate speed to fly through
*speed = shipfx_calculate_warp_dist(objp) / *warp_time;
// increase time, because we have extra distance to cover
*warp_time += dist_to_plane / *speed;
return 0;
}
void compute_warpout_stuff(object *objp, float *speed, float *warp_time, vec3d *warp_pos)
{
Assert(objp); // Goober5000
// If we're warping through the knossos, do something different.
if (Ships[objp->instance].special_warp_objnum >= 0) {
if (compute_special_warpout_stuff(objp, speed, warp_time, warp_pos) != -1) {
return;
} else {
mprintf(("Invalid special warp\n"));
}
}
float ship_move_dist, warp_dist;
vec3d center_pos;
// Calculate how long to fly through the effect. Not to get to the effect, just through it.
*warp_time = shipfx_calculate_warp_time(objp, WT_WARP_OUT);
// Pick some speed at which we want to go through the warp effect.
*speed = shipfx_calculate_warp_dist(objp) / *warp_time;
if ( objp == Player_obj ) {
// Goober5000 - cap at 65
*speed = MIN(0.8f*objp->phys_info.max_vel.xyz.z, 65.0f);
}
// center the effect properly
if (object_is_docked(objp))
dock_calc_docked_center(&center_pos, objp);
else
{
polymodel *pm = model_get(Ships[objp->instance].modelnum);
vm_vec_add(&center_pos,&objp->pos,&pm->autocenter);
}
// If this is a huge ship, set the distance to the length of the ship
if (Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_HUGE_SHIP)
{
ship_move_dist = 0.5f * ship_get_length(&Ships[objp->instance]);
}
else
{
float radius;
if (object_is_docked(objp))
{
// we need to get the radius of our ship lengthwise, so find the radius around the x-axis (horizontal axis)
radius = dock_calc_cross_sectional_radius_perpendicular_to_axis(objp, X_AXIS);
}
else
radius = objp->radius;
// Now we know our speed. Figure out how far the warp effect will be from here.
ship_move_dist = (*speed * SHIPFX_WARP_DELAY) + radius*1.5f; // We want to get to 1.5R away from effect
if ( ship_move_dist < radius*1.5f ) {
ship_move_dist = radius*1.5f;
}
}
// Acount for time to get to warp effect, before we actually go through it.
*warp_time += ship_move_dist / *speed;
warp_dist = ship_move_dist;
// allow for off center
if (Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_HUGE_SHIP) {
polymodel *pm = model_get(Ships[objp->instance].modelnum);
warp_dist -= pm->mins.xyz.z;
}
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 )
{
float warp_time;
ship *shipp;
shipp = &Ships[objp->instance];
if ( shipp->flags & SF_DEPART_WARP ) {
mprintf(( "Ship is already departing!\n" ));
return;
}
// if we're dying return
if ( shipp->flags & SF_DYING ) {
return;
}
//return if disabled
if ( shipp->flags & SF_DISABLED ){
return;
}
// if we're HUGE, keep alive - set guardian
if (Ship_info[shipp->ship_info_index].flags & SIF_HUGE_SHIP) {
shipp->ship_guardian_threshold = SHIP_GUARDIAN_THRESHOLD_DEFAULT;
}
// post a warpin event
if(Game_mode & GM_DEMO_RECORD){
demo_POST_warpout(objp->signature, shipp->flags);
}
// don't send ship depart packets for player ships
if ( (MULTIPLAYER_MASTER) && !(objp->flags & OF_PLAYER_SHIP) ){
send_ship_depart_packet( objp );
}
// don't do departure wormhole if ship flag is set which indicates no effect
if ( shipp->flags & SF_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.
shipp->flags |= SF_DEPART_WARP;
shipfx_actually_warpout(shipp, objp);
return;
}
if ( objp == Player_obj ) {
// changed by Goober5000 to be more accurate
// HUD_printf(XSTR( "Subspace node activated", 498) );
HUD_printf(NOX("Subspace drive engaged"));
}
float speed, effect_time, effect_radius;
vec3d warp_pos;
// warp time from compute warpout stuff includes time to get up to warp_pos
compute_warpout_stuff(objp, &speed, &warp_time, &warp_pos);
shipp->warp_effect_pos = warp_pos;
// The ending one means this is a warp-out effect
int warp_objnum;
// Effect time is 'SHIPFX_WARP_DELAY' (1.5 secs) seconds to start, 'shipfx_calculate_warp_time'
// for ship to go thru, and 'SHIPFX_WARP_DELAY' (1.5 secs) to go away.
// effect_time = shipfx_calculate_warp_time(objp) + SHIPFX_WARP_DELAY + SHIPFX_WARP_DELAY;
effect_time = warp_time + SHIPFX_WARP_DELAY;
effect_radius = shipfx_calculate_effect_radius(objp);
// maybe special warpout
if (shipp->special_warp_objnum >= 0) {
// cap radius to size of knossos
effect_radius = MIN(effect_radius, 0.8f*Objects[shipp->special_warp_objnum].radius);
warp_objnum = fireball_create(&shipp->warp_effect_pos, FIREBALL_KNOSSOS_EFFECT, shipp->special_warp_objnum, effect_radius, 1, NULL, effect_time, shipp->ship_info_index);
} else {
// * For now, all the effects flag does is to use our orange effect when warping out -Et1
if( Cmdline_tbp )
{
warp_objnum = fireball_create(&shipp->warp_effect_pos, FIREBALL_KNOSSOS_EFFECT, OBJ_INDEX(objp), effect_radius, 1, NULL, effect_time, shipp->ship_info_index);
}
else
{
warp_objnum = fireball_create(&shipp->warp_effect_pos, FIREBALL_WARP_EFFECT, OBJ_INDEX(objp), effect_radius, 1, NULL, effect_time, shipp->ship_info_index);
}
}
if (warp_objnum < 0 ) { // JAS: This must always be created, if not, just warp the ship in
shipfx_actually_warpout(shipp,objp);
return;
}
shipp->warp_effect_fvec = Objects[warp_objnum].orient.vec.fvec;
// maybe negate if special warp effect
if (shipp->special_warp_objnum >= 0) {
if (vm_vec_dotprod(&shipp->warp_effect_fvec, &objp->orient.vec.fvec) > 0) {
vm_vec_negate(&shipp->warp_effect_fvec);
}
}
// Make the warp effect stage 1 last SHIP_WARP_TIME1 seconds.
if ( objp == Player_obj ) {
warp_time = fireball_lifeleft(&Objects[warp_objnum]);
shipp->final_warp_time = timestamp(fl2i(warp_time*1000.0f));
} else {
shipp->final_warp_time = timestamp(fl2i(warp_time*2.0f*1000.0f));
}
shipp->flags |= SF_DEPART_WARP;
// mprintf(( "Warp time = %.4f , effect time = %.4f ms\n", warp_time*1000.0f, effect_time ));
// 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, 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 = speed;
objp->phys_info.forward_thrust = 1.0f; // How much the forward thruster is applied. 0-1.
// special case for HUGE ships
if (Ship_info[shipp->ship_info_index].flags & SIF_HUGE_SHIP) {
// objp->phys_info.flags |= PF_SPECIAL_WARP_OUT;
}
}
}
void shipfx_warpout_frame( object *objp, float frametime )
{
ship *shipp;
shipp = &Ships[objp->instance];
if ( shipp->flags & SF_DYING ) return;
//disabled ships should stay on the battlefield if they were disabled during warpout
//phreak 5/22/03
if (shipp->flags & SF_DISABLED){
shipp->flags &= ~(SF_DEPARTING);
return;
}
vec3d tempv;
float warp_pos; // position of warp effect in object's frame of reference
vm_vec_sub( &tempv, &objp->pos, &shipp->warp_effect_pos );
warp_pos = -vm_vec_dot( &tempv, &shipp->warp_effect_fvec );
// Find the closest point on line from center of wormhole
vec3d pos;
float dist;
fvi_ray_plane(&pos,&objp->pos,&shipp->warp_effect_fvec,&shipp->warp_effect_pos, &shipp->warp_effect_fvec, 0.0f );
dist = vm_vec_dist( &pos, &objp->pos );
// mprintf(( "Warp pos = %.1f, rad=%.1f, center dist = %.1f\n", warp_pos, objp->radius, dist ));
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(shipp->final_warp_time) ) {
// 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" ));
}
gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_DONE );
ship_departed( objp->instance ); // mark log entry for the player
}
} else {
// Code for all non-player ships warpout frame
int timed_out = timestamp_elapsed(shipp->final_warp_time);
if ( timed_out ) {
// mprintf(("Frame %i: Ship %s missed departue cue.\n", Framecount, shipp->ship_name ));
int delta_ms = timestamp_until(shipp->final_warp_time);
if (delta_ms > 1000.0f * frametime ) {
nprintf(("AI", "Frame %i: Ship %s missed departue cue by %7.3f seconds.\n", Framecount, shipp->ship_name, - (float) delta_ms/1000.0f));
}
}
// MWA 10/21/97 -- added shipp->flags & SF_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 & SF_NO_DEPARTURE_WARP) || timed_out ) {
shipfx_actually_warpout( shipp, objp );
}
}
}
//==================================================
// Stuff for keeping track of which ships are in
// whose shadows.
// Given point p0, in object's frame of reference, find if
// it can see the sun.
int shipfx_point_in_shadow( vec3d *p0, matrix *src_orient, vec3d *src_pos, float radius )
{
mc_info mc;
object *objp;
ship_obj *so;
ship *shipp;
int n_lights;
int idx;
vec3d rp0, rp1;
vec3d light_dir;
// Move rp0 into world coordinates
vm_vec_unrotate(&rp0, p0, src_orient);
vm_vec_add2(&rp0, src_pos);
// get the # of global lights
n_lights = light_get_global_count();
for(idx=0; idx<n_lights; idx++){
// get the light dir for this light
light_get_global_dir(&light_dir, idx);
// Find rp1
vm_vec_scale_add( &rp1, &rp0, &light_dir, 10000.0f );
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
objp = &Objects[so->objnum];
shipp = &Ships[objp->instance];
mc.model_num = shipp->modelnum;
mc.orient = &objp->orient;
mc.pos = &objp->pos;
mc.p0 = &rp0;
mc.p1 = &rp1;
mc.flags = MC_CHECK_MODEL;
if ( model_collide(&mc) ){
return 1;
}
}
}
// not in shadow
return 0;
}
// Given an ship see if it is in a shadow.
int shipfx_in_shadow( object * src_obj )
{
mc_info mc;
object *objp;
ship_obj *so;
ship *shipp;
int n_lights;
int idx;
vec3d rp0, rp1;
vec3d light_dir;
rp0 = src_obj->pos;
// get the # of global lights
n_lights = light_get_global_count();
for(idx=0; idx<n_lights; idx++){
// get the direction for this light
light_get_global_dir(&light_dir, idx);
// 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 ( src_obj != objp ) {
shipp = &Ships[objp->instance];
vm_vec_scale_add( &rp1, &rp0, &light_dir, objp->radius*10.0f );
mc.model_num = shipp->modelnum;
mc.orient = &objp->orient;
mc.pos = &objp->pos;
mc.p0 = &rp0;
mc.p1 = &rp1;
mc.flags = MC_CHECK_MODEL;
// mc.flags |= MC_CHECK_SPHERELINE;
// mc.radius = src_obj->radius;
if ( model_collide(&mc) ) {
return 1;
}
}
}
}
// not in shadow
return 0;
}
// Given world point see if it is in a shadow.
int shipfx_eye_in_shadow( vec3d *eye_pos, object * src_obj, int sun_n )
{
mc_info mc;
object *objp;
ship_obj *so;
ship *shipp;
vec3d rp0, rp1;
vec3d light_dir;
rp0 = *eye_pos;
// get the light dir
if(!light_get_global_dir(&light_dir, sun_n)){
return 0;
}
// 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 ( src_obj != objp ) {
shipp = &Ships[objp->instance];
vm_vec_scale_add( &rp1, &rp0, &light_dir, objp->radius*10.0f );
ship_model_start(objp);
mc.model_num = shipp->modelnum;
mc.orient = &objp->orient;
mc.pos = &objp->pos;
mc.p0 = &rp0;
mc.p1 = &rp1;
mc.flags = MC_CHECK_MODEL;
// mc.flags |= MC_CHECK_SPHERELINE;
// mc.radius = src_obj->radius;
int hit = model_collide(&mc);
ship_model_stop(objp);
if (hit) {
return 1;
}
}
}
// Check all the big hull debris pieces.
debris *db = Debris;
int i;
for ( i = 0; i < MAX_DEBRIS_PIECES; i++, db++ ) {
if ( !(db->flags & DEBRIS_USED) || !db->is_hull ){
continue;
}
objp = &Objects[db->objnum];
vm_vec_scale_add( &rp1, &rp0, &light_dir, objp->radius*10.0f );
mc.model_num = db->model_num; // Fill in the model to check
mc.submodel_num = db->submodel_num;
model_clear_instance( mc.model_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 1;
}
}
// not in shadow
return 0;
}
//=====================================================================================
// 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, ship * shipp, vec3d *gun_pos, vec3d *gun_dir, int is_primary, int weapon_info_index)
{
int i;
int objnum = OBJ_INDEX(objp);
Assert(Ship_flash_inited);
polymodel *pm = model_get( shipp->modelnum );
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
if((Weapon_info[weapon_info_index].wi_flags & WIF_MFLASH) && !(Weapon_info[weapon_info_index].wi_flags & WIF_FLAK)){
// spiffy new flash stuff
vec3d real_pos;
vm_vec_unrotate(&real_pos, gun_pos,&objp->orient);
vm_vec_add2(&real_pos, &objp->pos);
mflash_create(&real_pos, gun_dir, Weapon_info[weapon_info_index].muzzle_flash);
}
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 {
//mprintf(( "SHIP_FLASH: Out of flash spots!\n" ));
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;
}
// Sets the flash lights in the model used by this
// ship to the appropriate values. There might not
// be any flashes linked to this ship in which
// case this function does nothing.
void shipfx_flash_light_model( object *objp, ship * shipp )
{
int i, objnum = OBJ_INDEX(objp);
polymodel *pm = model_get( shipp->modelnum );
for (i=0; i<=Ship_flash_highest; i++ ) {
if ( (Ship_flash[i].objnum == objnum) && (Ship_flash[i].obj_signature==objp->signature) ) {
float v = (Ship_flash[i].max_life - Ship_flash[i].life)/Ship_flash[i].max_life;
pm->lights[Ship_flash[i].light_num].value += v / 255.0f;
}
}
}
// 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--;
}
}
}
}
}
}
float Particle_width = 1.2f;
DCF(particle_width, "Multiplier for angular width of the particle spew")
{
if ( Dc_command ) {
dc_get_arg(ARG_FLOAT);
if ( (Dc_arg_float >= 0 ) && (Dc_arg_float <= 5) ) {
Particle_width = Dc_arg_float;
} else {
dc_printf( "Illegal value for particle width. (Must be from 0-5) \n\n");
}
}
}
float Particle_number = 1.2f;
DCF(particle_num, "Multiplier for the number of particles created")
{
if ( Dc_command ) {
dc_get_arg(ARG_FLOAT);
if ( (Dc_arg_float >= 0 ) && (Dc_arg_float <= 5) ) {
Particle_number = Dc_arg_float;
} else {
dc_printf( "Illegal value for particle num. (Must be from 0-5) \n\n");
}
}
}
float Particle_life = 1.2f;
DCF(particle_life, "Multiplier for the lifetime of particles created")
{
if ( Dc_command ) {
dc_get_arg(ARG_FLOAT);
if ( (Dc_arg_float >= 0 ) && (Dc_arg_float <= 5) ) {
Particle_life = Dc_arg_float;
} else {
dc_printf( "Illegal value for particle life. (Must be from 0-5) \n\n");
}
}
}
// 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];
float ship_radius, spark_scale_factor;
if ( shipp->num_hits <= 0 )
return;
// get radius of ship
ship_radius = model_get_radius(shipp->modelnum);
// get spark_scale_factor -- how much to increase ship sparks, based on radius
if (ship_radius > 40) {
spark_scale_factor = 1.0f;
} else if (ship_radius > 20) {
spark_scale_factor = (ship_radius - 20.0f) / 20.0f;
} else {
spark_scale_factor = 0.0f;
}
float spark_time_scale = 1.0f + spark_scale_factor * (Particle_life - 1.0f);
float spark_width_scale = 1.0f + spark_scale_factor * (Particle_width - 1.0f);
float spark_num_scale = 1.0f + spark_scale_factor * (Particle_number - 1.0f);
obj = &Objects[shipp->objnum];
ship_info* si = &Ship_info[shipp->ship_info_index];
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 = myrand() % shipp->num_hits;
} else {
spark_num = sn;
}
// don't display sparks that have expired
if ( timestamp_elapsed(shipp->sparks[spark_num].end_time) ) {
return;
}
// get spark position
if (shipp->sparks[spark_num].submodel_num != -1) {
ship_model_start(obj);
model_find_world_point(&outpnt, &shipp->sparks[spark_num].pos, shipp->modelnum, shipp->sparks[spark_num].submodel_num, &obj->orient, &obj->pos);
ship_model_stop(obj);
} 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);
}
if ( shipp->flags & (SF_ARRIVING|SF_DEPART_WARP) ) {
vec3d tmp;
vm_vec_sub( &tmp, &outpnt, &shipp->warp_effect_pos );
if ( vm_vec_dot( &tmp, &shipp->warp_effect_fvec ) < 0.0f ) {
// if in front of warp plane, don't create.
create_spark = 0;
}
}
if ( create_spark ) {
particle_emitter pe;
pe.pos = outpnt; // Where the particles emit from
if ( shipp->flags & (SF_ARRIVING|SF_DEPART_WARP) ) {
// No velocity if going through warp.
pe.vel = vmd_zero_vector;
} else {
// Initial velocity of all the particles.
// 0.0f = 0% of parent's.
// 1.0f = 100% of parent's.
vm_vec_copy_scale( &pe.vel, &obj->phys_info.vel, 0.7f );
}
// TODO: add velocity from rotation if submodel is rotating
// v_rot = w x r
// r = outpnt - model_find_world_point(0)
// w = model_find_world_dir(
// model_find_world_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);
}
pe.normal = tmp_norm; // What normal the particle emit around
pe.normal_variance = 0.3f; // How close they stick to that normal 0=good, 1=360 degree
pe.min_rad = 0.20f; // Min radius
pe.max_rad = 0.50f; // Max radius
// first time through - set up end time and make heavier initially
if ( sn > -1 ) {
// Sparks for first time at this spot
if (si->flags & SIF_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 );
}
}
pe.num_low = 25; // Lowest number of particles to create (hardware)
pe.num_high = 30; // Highest number of particles to create (hardware)
pe.normal_variance = 1.0f; // How close they stick to that normal 0=good, 1=360 degree
pe.min_vel = 2.0f; // How fast the slowest particle can move
pe.max_vel = 12.0f; // How fast the fastest particle can move
pe.min_life = 0.05f; // How long the particles live
pe.max_life = 0.55f; // How long the particles live
particle_emit( &pe, PARTICLE_FIRE, 0 );
} else {
pe.min_rad = 0.7f; // Min radius
pe.max_rad = 1.3f; // Max radius
pe.num_low = int (20 * spark_num_scale); // Lowest number of particles to create (hardware)
pe.num_high = int (50 * spark_num_scale); // Highest number of particles to create (hardware)
pe.normal_variance = 0.2f * spark_width_scale; // How close they stick to that normal 0=good, 1=360 degree
pe.min_vel = 3.0f; // How fast the slowest particle can move
pe.max_vel = 12.0f; // How fast the fastest particle can move
pe.min_life = 0.35f*2.0f * spark_time_scale; // How long the particles live
pe.max_life = 0.75f*2.0f * spark_time_scale; // How long the particles live
particle_emit( &pe, PARTICLE_SMOKE, 0 );
}
}
// Select time to do next spark
// Ships[n].next_hit_spark = timestamp_rand(100,500);
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, "Multiplier time between fireball in big ship explosion")
{
if ( Dc_command ) {
dc_get_arg(ARG_FLOAT);
if ( (Dc_arg_float >= 0.1 ) && (Dc_arg_float <= 5) ) {
Bs_exp_fire_time_mult = Dc_arg_float;
} else {
dc_printf( "Illegal value for bs_exp_fire_time_mult. (Must be from 0.1-5) \n\n");
}
}
}
#define MAX_SPLIT_SHIPS 3 // How many can explode at once. Each one is about 1K.
#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 if not used, 1 if used
clip_ship front_ship;
clip_ship back_ship;
int explosion_flash_timestamp;
int explosion_flash_started;
int sound_handle[NUM_SUB_EXPL_HANDLES];
} split_ship;
static split_ship Split_ships[MAX_SPLIT_SHIPS];
static int Split_ships_inited = 0;
static void split_ship_init_system()
{
int i;
for (i=0; i<MAX_SPLIT_SHIPS; i++ ) {
Split_ships[i].used = 0;
}
Split_ships_inited = 1;
}
static void maybe_fireball_wipe(clip_ship* half_ship, int* sound_handle);
static void split_ship_init( ship* shipp, split_ship* split_ship )
{
object* parent_ship_obj = &Objects[shipp->objnum];
matrix* orient = &parent_ship_obj->orient;
for (int ii=0; ii<NUM_SUB_EXPL_HANDLES; ii++) {
split_ship->sound_handle[ii] = shipp->sub_expl_sound_handle[ii];
}
// play 3d sound for shockwave explosion
snd_play_3d( &Snds[SND_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_ship->front_ship.parent_obj = parent_ship_obj;
split_ship->back_ship.parent_obj = parent_ship_obj;
split_ship->explosion_flash_timestamp = timestamp((int)(0.00075f*parent_ship_obj->radius));
split_ship->explosion_flash_started = 0;
split_ship->front_ship.orient = *orient;
split_ship->back_ship.orient = *orient;
split_ship->front_ship.next_fireball = timestamp_rand(0, 100);
split_ship->back_ship.next_fireball = timestamp_rand(0, 100);
split_ship->front_ship.clip_plane_norm = vmd_z_vector;
vm_vec_copy_scale(&split_ship->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(shipp->modelnum);
float init_clip_plane_dist;
if (pm->num_split_plane > 0) {
int index = rand()%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_ship->back_ship.cur_clip_plane_pt = init_clip_plane_dist;
split_ship->front_ship.cur_clip_plane_pt = init_clip_plane_dist;
float dist;
dist = (split_ship->front_ship.cur_clip_plane_pt+pm->maxs.xyz.z)/2.0f;
vm_vec_copy_scale(&split_ship->front_ship.local_pivot, &orient->vec.fvec, dist);
vm_vec_make(&split_ship->front_ship.model_center_disp_to_orig_center, 0.0f, 0.0f, -dist);
dist = (split_ship->back_ship.cur_clip_plane_pt +pm->mins.xyz.z)/2.0f;
vm_vec_copy_scale(&split_ship->back_ship.local_pivot, &orient->vec.fvec, dist);
vm_vec_make(&split_ship->back_ship.model_center_disp_to_orig_center, 0.0f, 0.0f, -dist);
vm_vec_add2(&split_ship->front_ship.local_pivot, &parent_ship_obj->pos );
vm_vec_add2(&split_ship->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 = {0.0f, 0.0f, 0.0f};
vec3d tmp = {0.0f, 0.0f, 0.0f };
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)
model_find_world_point(&tmp, &tmp1, shipp->modelnum, -1, &vmd_identity_matrix, &temp_pos );
if (tmp.xyz.z > init_clip_plane_dist) {
split_ship->front_ship.draw_debris[i] = DEBRIS_DRAW;
split_ship->back_ship.draw_debris[i] = DEBRIS_NONE;
} else {
split_ship->front_ship.draw_debris[i] = DEBRIS_NONE;
split_ship->back_ship.draw_debris[i] = DEBRIS_DRAW;
}
}
/*
// set the remaining debris slots to not draw
for (i=pm->num_debris_objects; i<MAX_DEBRIS_OBJECTS; i++) {
split_ship->front_ship.draw_debris[i] = DEBRIS_NONE;
split_ship->back_ship.draw_debris[i] = DEBRIS_NONE;
} */
// set up physics
physics_init( &split_ship->front_ship.phys_info );
physics_init( &split_ship->back_ship.phys_info );
split_ship->front_ship.phys_info.flags |= (PF_ACCELERATES | PF_DEAD_DAMP);
split_ship->back_ship.phys_info.flags |= (PF_ACCELERATES | PF_DEAD_DAMP);
split_ship->front_ship.phys_info.side_slip_time_const = 10000.0f;
split_ship->back_ship.phys_info.side_slip_time_const = 10000.0f;
split_ship->front_ship.phys_info.rotdamp = 10000.0f;
split_ship->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_ship->front_ship.cur_clip_plane_pt;
float back_length = split_ship->back_ship.cur_clip_plane_pt - pm->mins.xyz.z;
float ship_length = front_length + back_length;
split_ship->front_ship.length_left = front_length;
split_ship->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_ship->front_ship.explosion_vel = expl_vel;
split_ship->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;
// mprintf(("rel_vel %.1f, expl_vel %.1f\n", rel_vel, expl_vel));
// 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_ship->front_ship.phys_info.rotvel = rotvel;
vm_vec_copy_scale(&split_ship->back_ship.phys_info.rotvel, &rotvel, -(front_length*front_length)/(back_length*back_length));
split_ship->front_ship.phys_info.rotvel.xyz.z = parent_ship_obj->phys_info.rotvel.xyz.z;
split_ship->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_crossprod(&vel_from_rotvel, &temp_rotvel, &split_ship->front_ship.local_pivot);
// vm_vec_scale_add2(&split_ship->front_ship.phys_info.vel, &vel_from_rotvel, 0.5f);
vm_vec_crossprod(&vel_from_rotvel, &temp_rotvel, &split_ship->back_ship.local_pivot);
// vm_vec_scale_add2(&split_ship->back_ship.phys_info.vel, &vel_from_rotvel, 0.5f);
// set up velocity and make initial fireballs and particles
split_ship->front_ship.phys_info.vel = parent_ship_obj->phys_info.vel;
split_ship->back_ship.phys_info.vel = parent_ship_obj->phys_info.vel;
maybe_fireball_wipe(&split_ship->front_ship, (int*)&split_ship->sound_handle);
maybe_fireball_wipe(&split_ship->back_ship, (int*)&split_ship->sound_handle);
vm_vec_scale_add2(&split_ship->front_ship.phys_info.vel, &orient->vec.fvec, front_vel);
vm_vec_scale_add2(&split_ship->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 );
}
static void half_ship_render_ship_and_debris(clip_ship* half_ship,ship *shipp)
{
Assert( Split_ships_inited );
polymodel *pm = model_get(shipp->modelnum);
// 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);
// *out_pivot = orig_ship_world_center;
// 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);
g3_start_user_clip_plane( &debris_clip_plane_pt, &clip_plane_norm);
// set up render flags
uint render_flags = MR_NORMAL;
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 = {0.0f, 0.0f, 0.0f};
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
int is_live_debris = pm->submodel[pm->debris_objects[i]].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;
}
// is the debris visible
// if (half_ship->cur_clip_plane_pt > tmp1.z + pm->submodel[pm->debris_objects[i]].min.z - 0.5f*half_ship->explosion_vel) {
// render_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;
}
// is the debris visible
// if (half_ship->cur_clip_plane_pt < tmp1.z + pm->submodel[pm->debris_objects[i]].max.z - 0.5f*half_ship->explosion_vel) {
// render_debris = 1;
// }
}
// Draw debris, but not live debris
if ( !is_live_debris ) {
model_find_world_point(&tmp, &tmp1, shipp->modelnum, -1, &half_ship->orient, &temp_pos);
submodel_render(shipp->modelnum, pm->debris_objects[i], &half_ship->orient, &tmp, render_flags, -1, shipp->replacement_textures);
}
// 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;
// check if last debris piece, ie, debris_count == 0
int debris_count = 0;
for (int j=0; j<pm->num_debris_objects; j++ ) {
if (half_ship->draw_debris[j] == DEBRIS_DRAW) {
debris_count++;
}
}
// 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, shipp->modelnum, 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;
// if (debris_count > 0) {
//mprintf(( "base rotvel %.1f, debris rotvel mag %.2f\n", vm_vec_mag(&half_ship->phys_info.rotvel), vm_vec_mag(&debris_obj->phys_info.rotvel) ));
vm_vec_sub(&center_to_debris, &tmp, &half_ship->local_pivot);
vm_vec_crossprod(&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;
/* } else {
debris_obj->phys_info.vel = half_ship->phys_info.vel;
debris_obj->phys_info.rotvel = half_ship->phys_info.rotvel;
} */
}
}
}
}
}
// 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);
g3_start_user_clip_plane( &model_clip_plane_pt, &clip_plane_norm );
model_render(shipp->modelnum, &half_ship->orient, &orig_ship_world_center, render_flags, -1, -1, shipp->replacement_textures);
}
void shipfx_large_blowup_level_init()
{
split_ship_init_system();
if(Ship_cannon_bitmap != -1){
bm_release(Ship_cannon_bitmap);
Ship_cannon_bitmap = bm_load(SHIP_CANNON_BITMAP);
}
}
// Returns 0 if couldn't init
int shipfx_large_blowup_init(ship *shipp)
{
if ( !Split_ships_inited ) {
split_ship_init_system();
}
int i;
for (i=0; i<MAX_SPLIT_SHIPS; i++ ) {
if ( Split_ships[i].used == 0 ) {
break;
}
}
if ( i >= MAX_SPLIT_SHIPS ) {
mprintf(( "Not enough split ship slots!! See John!\n" ));
Int3();
return 0;
}
Split_ships[i].used = 1;
shipp->large_ship_blowup_index = i;
split_ship_init(shipp, &Split_ships[i] );
return 1;
}
// ----------------------------------------------------------------------------
// uses list of model z values with constant increment to find the radius of the
// cross section at the current model z value
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
int get_sound_time_played(int snd_id, int handle)
{
if (handle == -1) {
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, int* sound_handle)
{
#ifndef NO_SOUND
int sound_index, handle;
// multiplier for range (near and far distances) to apply attenuation
float sound_range = 1.0f + 0.0043f*radius;
int handle_index = rand()%NUM_SUB_EXPL_HANDLES;
//mprintf(("handle_index %d\n", *handle_index));
// sound_index = get_sub_explosion_sound_index(handle_index);
sound_index = SND_SHIP_EXPLODE_1;
handle = sound_handle[handle_index];
// mprintf(("dist to sound %.1f snd_indx: %d, h1: %d, h2: %d\n", vm_vec_dist(&Player_obj->pos, sound_pos), next_sound_index, sound_handle[0], sound_handle[1]));
if (handle == -1) {
// if no handle, get one
sound_handle[handle_index] = snd_play_3d( &Snds[sound_index], sound_pos, &View_position, 0.0f, NULL, 0, 0.6f, SND_PRIORITY_MUST_PLAY, NULL, 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(Snds[sound_index].id, handle) > 400) {
//mprintf(("sound not playing %d, time_played %d, stopped\n", handle, get_sound_time_played(Snds[sound_index].id, handle)));
snd_stop(sound_handle[handle_index]);
sound_handle[handle_index] = snd_play_3d( &Snds[sound_index], sound_pos, &View_position, 0.0f, NULL, 0, 0.6f, SND_PRIORITY_MUST_PLAY, NULL, sound_range );
}
} else if (get_sound_time_played(Snds[sound_index].id, handle) > 750) {
//mprintf(("time %f, cur sound %d time_played %d num sounds %d\n", f2fl(Missiontime), handle_index, get_sound_time_played(Snds[sound_index].id, handle), snd_num_playing() ));
sound_handle[handle_index] = snd_play_3d( &Snds[sound_index], sound_pos, &View_position, 0.0f, NULL, 0, 0.6f, SND_PRIORITY_MUST_PLAY, NULL, sound_range );
}
#endif // ifndef NO_SOUND
}
// maybe create a fireball along model clip plane
// also maybe plays explosion sound
static void maybe_fireball_wipe(clip_ship* half_ship, int* sound_handle)
{
// 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) ) {
polymodel* pm = model_get(Ships[half_ship->parent_obj->instance].modelnum);
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 rad = get_model_cross_section_at_z(half_ship->cur_clip_plane_pt, pm);
if (rad < 1) {
rad = half_ship->parent_obj->radius * frand_range(0.4f, 0.6f);
} else {
// make fireball radius (1.5 +/- .1) * model_cross_section value
rad *= frand_range(1.4f, 1.6f);
}
rad *= 1.5f;
rad = MIN(rad, half_ship->parent_obj->radius);
// mprintf(("xc %.1f model %.1f\n", rad, half_ship->parent_obj->radius*0.25));
int fireball_type = FIREBALL_EXPLOSION_LARGE1 + rand()%FIREBALL_NUM_LARGE_EXPLOSIONS;
int low_res_fireballs = Bs_exp_fire_low;
fireball_create(&model_clip_plane_pt, fireball_type, OBJ_INDEX(half_ship->parent_obj), rad, 0, &half_ship->parent_obj->phys_info.vel, 0.0f, -1, NULL, 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, sound_handle);
// do particles
particle_emitter pe;
pe.num_low = 40; // Lowest number of particles to create
pe.num_high = 80; // Highest number of particles to create
pe.pos = model_clip_plane_pt; // Where the particles emit from
pe.vel = half_ship->phys_info.vel; // Initial velocity of all the particles
#ifdef FS2_DEMO
float range = 1.0f + 0.002f*half_ship->parent_obj->radius * 5.0f;
#else
float range = 1.0f + 0.002f*half_ship->parent_obj->radius;
#endif
#ifdef FS2_DEMO
pe.min_life = 2.0f*range; // How long the particles live
pe.max_life = 10.0f*range; // How long the particles live
#else
pe.min_life = 0.5f*range; // How long the particles live
pe.max_life = 6.0f*range; // How long the particles live
#endif
pe.normal = vmd_x_vector; // What normal the particle emit around
pe.normal_variance = 2.0f; // How close they stick to that normal 0=on normal, 1=180, 2=360 degree
pe.min_vel = 0.0f; // How fast the slowest particle can move
pe.max_vel = half_ship->explosion_vel; // How fast the fastest particle can move
#ifdef FS2_DEMO
float scale = half_ship->parent_obj->radius * 0.02f;
#else
float scale = half_ship->parent_obj->radius * 0.01f;
#endif
pe.min_rad = 0.5f*scale; // Min radius
pe.max_rad = 1.5f*scale; // Max radius
particle_emit( &pe, PARTICLE_SMOKE2, 0, range );
} 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)
{
// DAVE: I made this not do any movement just to try to get things working...
// return 0;
Assert( Split_ships_inited );
Assert( shipp->large_ship_blowup_index > -1 );
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 & OF_WAS_RENDERED) {
float excess_dist = 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].flags2 & SIF2_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, frametime);
physics_sim(&the_split_ship->back_ship.local_pivot, &the_split_ship->back_ship.orient, &the_split_ship->back_ship.phys_info, 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 );
// mprintf(( "Blowup frame, dist = %.1f \n", length_left ));
if ( length_left < 0 ) {
the_split_ship->used = 0;
return 1;
}
maybe_fireball_wipe(&the_split_ship->front_ship, (int*)&the_split_ship->sound_handle);
maybe_fireball_wipe(&the_split_ship->back_ship, (int*)&the_split_ship->sound_handle);
return 0;
}
void shipfx_large_blowup_render(ship* shipp)
{
// This actually renders the original model like it should render.
// object *objp = &Objects[shipp->objnum];
// model_render( shipp->modelnum, &objp->orient, &objp->pos, MR_NORMAL, -1, -1, shipp->replacement_textures );
// return;
Assert( Split_ships_inited );
Assert( shipp->large_ship_blowup_index > -1 );
split_ship *the_split_ship = &Split_ships[shipp->large_ship_blowup_index];
Assert( the_split_ship->used ); // Get John
// vec3d front_global_pivot, back_global_pivot;
if (the_split_ship->front_ship.length_left > 0) {
half_ship_render_ship_and_debris(&the_split_ship->front_ship,shipp);
}
if (the_split_ship->back_ship.length_left > 0) {
half_ship_render_ship_and_debris(&the_split_ship->back_ship,shipp);
}
g3_stop_user_clip_plane();
}
// ================== DO THE ELECTRIC ARCING STUFF =====================
// Creates any new ones, moves old ones.
#define MAX_ARC_LENGTH_PERCENTAGE 0.25f
#define MAX_EMP_ARC_TIMESTAMP (150.0f)
void shipfx_do_damaged_arcs_frame( ship *shipp )
{
int i;
int should_arc;
object *obj = &Objects[shipp->objnum];
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;
}
// 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(i=0; i<MAX_SHIP_ARCS; i++){
if(timestamp_valid(shipp->arc_timestamp[i]) && timestamp_elapsed(shipp->arc_timestamp[i])){
shipp->arc_timestamp[i] = timestamp(-1);
}
}
// if we shouldn't draw an arc, return
if(!should_arc){
return;
}
if (!timestamp_valid(shipp->arc_next_time)) {
// 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(-1); // invalid, so it gets restarted next frame
//mprintf(( "Creating new ship arc!\n" ));
int n, n_arcs = ((rand()>>5) % 3)+1; // Create 1-3 sparks
vec3d v1, v2, v3, v4;
submodel_get_two_random_points( shipp->modelnum, -1, &v1, &v2 );
submodel_get_two_random_points( shipp->modelnum, -1, &v3, &v4 );
// 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 );
}
}
n = 0;
// int a = 100, b = 1000;
float factor = 1.0f + 0.0025f*obj->radius;
int a = (int) (factor*100.0f);
int b = (int) (factor*1000.0f);
int lifetime = (myrand()%((b)-(a)+1))+(a);
// Create the arc effects
for (i=0; i<MAX_SHIP_ARCS; i++ ) {
if ( !timestamp_valid( shipp->arc_timestamp[i] ) ) {
//shipp->arc_timestamp[i] = timestamp_rand(400,1000); // live up to a second
shipp->arc_timestamp[i] = timestamp(lifetime); // live up to a second
switch( n ) {
case 0:
shipp->arc_pts[i][0] = v1;
shipp->arc_pts[i][1] = v2;
break;
case 1:
shipp->arc_pts[i][0] = v2;
shipp->arc_pts[i][1] = v3;
break;
case 2:
shipp->arc_pts[i][0] = v2;
shipp->arc_pts[i][1] = v4;
break;
default:
Int3();
}
// determine what kind of arc to create
if((shipp->emp_intensity > 0.0f) || (disrupted_arc)){
shipp->arc_type[i] = MARC_TYPE_EMP;
} else {
shipp->arc_type[i] = MARC_TYPE_NORMAL;
}
n++;
if ( n == n_arcs )
break; // Don't need to create anymore
}
// 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( &Snds[SND_DEBRIS_ARC_05], &snd_pos, &View_position, obj->radius );
} else if ( lifetime > 500 ) {
// 0.75 second effect
snd_play_3d( &Snds[SND_DEBRIS_ARC_04], &snd_pos, &View_position, obj->radius );
} else if ( lifetime > 250 ) {
// 0.50 second effect
snd_play_3d( &Snds[SND_DEBRIS_ARC_03], &snd_pos, &View_position, obj->radius );
} else if ( lifetime > 100 ) {
// 0.25 second effect
snd_play_3d( &Snds[SND_DEBRIS_ARC_02], &snd_pos, &View_position, obj->radius );
} else {
// 0.10 second effect
snd_play_3d( &Snds[SND_DEBRIS_ARC_01], &snd_pos, &View_position, obj->radius );
}
}
}
// maybe move arc points around
for (i=0; i<MAX_SHIP_ARCS; i++ ) {
if ( timestamp_valid( shipp->arc_timestamp[i] ) ) {
if ( !timestamp_elapsed( shipp->arc_timestamp[i] ) ) {
// Maybe move a vertex.... 20% of the time maybe?
int mr = myrand();
if ( mr < RAND_MAX/5 ) {
vec3d v1, v2;
submodel_get_two_random_points( shipp->modelnum, -1, &v1, &v2 );
vec3d static_one;
if ( mr % 2 ) {
static_one = shipp->arc_pts[i][0];
} else {
static_one = shipp->arc_pts[i][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, &static_one );
d = vm_vec_mag_quick( &tmp );
if ( d > max_dist ) {
vm_vec_scale_add( &v1, &static_one, &tmp, max_dist / d );
}
}
shipp->arc_pts[i][mr % 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_FLAG_FULLNEB)){
shipp->lightning_stamp = -1;
return;
}
// if this not a cruiser or big ship
if(!((sip->flags & SIF_CRUISER) || (sip->flags & SIF_BIG_SHIP) || (sip->flags & SIF_HUGE_SHIP))){
shipp->lightning_stamp = -1;
return;
}
// determine stamp and count values
if(sip->flags & SIF_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->flags & SIF_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 = (int)frand_range(0.0f, (float)count);
while(count > 0){
// get 2 points on the hull of the ship
submodel_get_two_random_points(shipp->modelnum, 0, &v1, &v2, &n1, &n2);
// 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 = (int)frand_range(0.0f, 1600.0f);
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 = (int)frand_range(0.0f, 1600.0f);
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 len, 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];
Assert(sip->shockwave_count > 0);
if(sip->shockwave_count <= 0){
return;
}
// get vectors at the head and tail of the object, dead center
pm = model_get(shipp->modelnum);
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);
len = vm_vec_mag(&dir);
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 & SIF_KNOSSOS_DEVICE) {
shockwave_pos = Objects[shipp->objnum].pos;
}
// create the shockwave
shockwave_create_info sci2;
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.inner_rad = sci->inner_rad;
sci2.outer_rad = sci->outer_rad;
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, (int)frand_range(0.0f, 350.0f), sip->shockwave_model, sip->shockwave_info_index);
// shockwave_create(shipp->objnum, &objp->pos, sip->shockwave_speed, sip->inner_rad, sip->outer_rad, sip->damage, sip->blast, SW_SHIP_DEATH);
// next shockwave
cur += step;
}
}
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, *ship_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;
ship_objp = NULL;
vec3d world_thruster_pos, world_thruster_norm, apex, thruster_to_ship, apex_to_ship, temp;
float dist_sqr, inset_depth, dot_to_ship, max_ship_intensity;
polymodel *pm;
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].flags & (SIF_FIGHTER|SIF_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;
}
ship_objp = &Objects[so->objnum];
if (!ship_objp || (ship_objp->instance < 0)) {
continue;
}
// don't do small ships
if ( (Ship_info[Ships[ship_objp->instance].ship_info_index].flags & SIF_SMALL_SHIP) ) {
continue;
}
pm = model_get(Ships[ship_objp->instance].modelnum);
float ship_intensity = 0;
// if engines disabled, no engine wash
if (ship_get_subsystem_strength(&Ships[ship_objp->instance], SUBSYSTEM_ENGINE) < 0.01) {
continue;
}
float speed_scale;
if (ship_objp->phys_info.speed > 20.0f)
speed_scale = 1.0f;
else
speed_scale = ship_objp->phys_info.speed/20.0f;
for (idx = 0; idx < pm->n_thrusters; idx++) {
thruster_bank *bank = &pm->thrusters[idx];
// check if thruster bank has engine wash
if (bank->wash_info_pointer == NULL) {
// if huge, give default engine wash
if ((Ship_info[Ships[ship_objp->instance].ship_info_index].flags & SIF_HUGE_SHIP) && Engine_wash_info.size()) {
bank->wash_info_pointer = &Engine_wash_info[0];
nprintf(("wash", "Adding default engine wash to ship %s", Ship_info[Ships[ship_objp->instance].ship_info_index].name));
} else {
continue;
}
}
engine_wash_info *ewp = bank->wash_info_pointer;
half_angle = ewp->angle;
radius_mult = ewp->radius_mult;
for (j=0; j<bank->num_slots; j++) {
// get world pos of thruster
vm_vec_unrotate(&world_thruster_pos, &bank->point[j].pnt, &ship_objp->orient);
vm_vec_add2(&world_thruster_pos, &ship_objp->pos);
// get world norm of thruster;
vm_vec_unrotate(&world_thruster_norm, &bank->point[j].norm, &ship_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_dotprod(&thruster_to_ship, &world_thruster_norm);
if (dot_to_ship > 0) {
// get max wash distance
max_wash_dist = MAX(ewp->length, bank->point[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->point[j].radius*bank->point[j].radius) {
vm_vec_crossprod(&temp, &world_thruster_norm, &thruster_to_ship);
vm_vec_scale_add2(&shipp->wash_rot_axis, &temp, dot_to_ship / dist_sqr);
// shipp->wash_intensity += (1.0f - dist_sqr / (max_wash_dist*max_wash_dist));
ship_intensity += (1.0f - dist_sqr / (max_wash_dist*max_wash_dist));
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 = float(bank->point[j].radius / 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_dotprod(&apex_to_ship, &world_thruster_norm) > cos(half_angle)) {
vm_vec_crossprod(&temp, &world_thruster_norm, &thruster_to_ship);
vm_vec_scale_add2(&shipp->wash_rot_axis, &temp, dot_to_ship / dist_sqr);
// shipp->wash_intensity += (1.0f - dist_sqr / (max_wash_dist*max_wash_dist));
ship_intensity += (1.0f - dist_sqr / (max_wash_dist*max_wash_dist));
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 = ship_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(&Objects[shipp->objnum], 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){
#ifndef NO_SOUND
obj_snd_assign(shipp->objnum, SND_ENGINE_WASH, &vmd_zero_vector, 1);
#endif
} else {
Player_engine_wash_loop = snd_play_looping( &Snds[SND_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){
#ifndef NO_SOUND
obj_snd_delete_type(shipp->objnum, SND_ENGINE_WASH);
#endif
} else {
snd_stop(Player_engine_wash_loop);
Player_engine_wash_loop = -1;
}
}
}
// engine wash level init
void shipfx_engine_wash_level_init()
{
Player_engine_wash_loop = -1;
}
// pause engine wash sounds
void shipfx_stop_engine_wash_sound()
{
if(Player_engine_wash_loop != -1){
snd_stop(Player_engine_wash_loop);
Player_engine_wash_loop = -1;
}
}
void shipfx_start_cloak(ship *shipp, int warmup, int recalc_matrix, int device)
{
//get a random vector to translate the texture matrix
//since we don't need a z-value, zero it and renormalize
if (recalc_matrix)
{
vm_vec_rand_vec_quick(&shipp->texture_translation_key);
shipp->texture_translation_key.xyz.z=0;
vm_vec_normalize_quick(&shipp->texture_translation_key);
vm_vec_zero(&shipp->current_translation);
}
shipp->time_until_full_cloak=timestamp(warmup);
shipp->cloak_stage=1;
//this will be true if we aren't cheating ;)
if (device)
{
// shipp->time_until_uncloak=timestamp(Tertiary_weapon_info[shipp->tertiary_weapon_info_idx].cloak_lifetime);
}
else
{
shipp->time_until_uncloak=0;
}
}
float shipfx_calc_visibility(object *obj, vec3d *view_pt)
{
if (obj->type != OBJ_SHIP)
return 1.0f;
float dist = vm_vec_dist(&obj->pos,view_pt);
//half bright if less than 3x radius
if (dist <= (obj->radius *3.0f) )
{
return 0.5f;
}
//almost invis if greater than 20x radius
else if (dist >= (obj->radius * 20.0f) )
{
return 0.03125;
}
//otherwise do linear attenuation
//(final radius * max_alpha / dx ) - (slope * (dist / radius))
else
{
float factor = dist / obj->radius;
float alpha = (10.0f/17.0f) - ((.46875f/17.0f) * factor);
return alpha;
}
//this can't happen !!
Int3();
return 1.0f;
}
void shipfx_cloak_frame(ship *shipp, float frametime)
{
switch (shipp->cloak_stage)
{
case 1:
if (timestamp_elapsed(shipp->time_until_full_cloak))
{
shipp->cloak_stage=2;
shipp->flags2 |= SF2_STEALTH;
}
break;
case 2:
{
if (timestamp_elapsed(shipp->time_until_uncloak) && (shipp->time_until_uncloak != 0))
{
// shipfx_stop_cloak(shipp,Tertiary_weapon_info[shipp->tertiary_weapon_info_idx].cloak_cooldown);
break;
}
//uncloak if departing or arriving
if (shipp->flags & (SF_DEPART_WARP | SF_ARRIVING))
{
shipfx_stop_cloak(shipp,1000);
break;
}
//find an approiate alpha level for the ship
object *obj=&Objects[shipp->objnum];
//stop cloaking if <20% hits left. make it look cool tho
if (get_hull_pct(obj) < .2f)
{
shipfx_stop_cloak(shipp,25000);
break; //dont need to calc alpha
}
shipp->cloak_alpha = fl2i(shipfx_calc_visibility(obj, &Eye_position) * 255.0f);
}
break;
case 3:
if (timestamp_elapsed(shipp->time_until_full_cloak))
{
shipp->cloak_stage=0;
}
break;
default:
return;
}
//do something to the texture matrix
vm_vec_scale_add2(&shipp->current_translation,&shipp->texture_translation_key,frametime);
}
void shipfx_stop_cloak(ship *shipp, int warmdown)
{
shipp->cloak_stage=3;
shipp->time_until_full_cloak=timestamp(warmdown);
if (!(Ship_info[shipp->ship_info_index].flags & SIF_SHIP_CLASS_STEALTH))
shipp->flags2 &= ~(SF2_STEALTH);
}