Files
fs2open.github.com/code/debris/debris.cpp
T
Kestrellius 6921f550c1 Enhanced functionality for conditional impacts (#6785)
* add new conditions

* don't worry about it

* implement new conditions

* bugfixing

* handle pokethrough differently

* clang for the clang god

* appeasement

* to the last i grapple with thee

* from hell's heart etc

* bugfixing

* support hits while dying

* fix shield math, cleanup

* fix memory error
2025-07-12 11:40:53 +02:00

1294 lines
41 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include "cmdline/cmdline.h"
#include "debris/debris.h"
#include "fireball/fireballs.h"
#include "freespace.h"
#include "gamesnd/gamesnd.h"
#include "globalincs/linklist.h"
#include "io/timer.h"
#include "network/multi.h"
#include "network/multimsgs.h"
#include "network/multiutil.h"
#include "object/objcollide.h"
#include "object/objectsnd.h"
#include "particle/particle.h"
#include "particle/ParticleEffect.h"
#include "particle/volumes/LegacyAACuboidVolume.h"
#include "radar/radarsetup.h"
#include "render/3d.h"
#include "scripting/global_hooks.h"
#include "scripting/hook_api.h"
#include "scripting/scripting.h"
#include "scripting/api/objs/vecmath.h"
#include "ship/ship.h"
#include "ship/shipfx.h"
#include "species_defs/species_defs.h"
#include "tracing/Monitor.h"
#include "utils/Random.h"
#include "weapon/weapon.h"
constexpr int MIN_RADIUS_FOR_PERSISTENT_DEBRIS = 50; // ship radius at which debris from it becomes persistant
constexpr int DEBRIS_SOUND_DELAY = 2000; // time to start debris sound after created
int Num_hull_pieces; // number of hull pieces in existence
// we now maintain a kind of "virtual" Hull_debris_list,
// but all we really need to know is how many hull pieces there are and whether a debris piece is on it
// This list holds debris pieces that are set to expire when their lifetime runs out;
// pieces that were placed by FREDers (i.e. that have the DoNotExpire flag) should not be on it.
SCP_vector<debris> Debris;
int Debris_inited = 0;
int Debris_model = -1;
int Debris_vaporize_model = -1;
int Debris_num_submodels = 0;
particle::ParticleEffectHandle Debris_hit_particle;
#define DEBRIS_INDEX(dp) (int)(dp-Debris.data())
// Find the first available arc slot. If none is available, and no_create is false, add one.
debris_electrical_arc *debris_find_or_create_electrical_arc_slot(debris *db, bool no_create);
/**
* Start the sequence of a piece of debris writhing in unholy agony!!!
*/
static void debris_start_death_roll(object *debris_obj, debris *debris_p, vec3d *hitpos = nullptr)
{
if (debris_p->is_hull) {
// tell everyone else to blow up the piece of debris
if( MULTIPLAYER_MASTER )
send_debris_update_packet(debris_obj,DEBRIS_UPDATE_NUKE);
int fireball_type = fireball_ship_explosion_type(&Ship_info[debris_p->ship_info_index]);
if(fireball_type < 0) {
fireball_type = FIREBALL_EXPLOSION_LARGE1 + Random::next(FIREBALL_NUM_LARGE_EXPLOSIONS);
}
fireball_create( &debris_obj->pos, fireball_type, FIREBALL_LARGE_EXPLOSION, OBJ_INDEX(debris_obj), debris_obj->radius*1.75f);
// only play debris destroy sound if hull piece and it has been around for at least 2 seconds
if ( Missiontime > debris_p->time_started + 2*F1_0 ) {
auto snd_id = Ship_info[debris_p->ship_info_index].debris_explosion_sound;
if (snd_id.isValid()) {
snd_play_3d( gamesnd_get_game_sound(snd_id), &debris_obj->pos, &View_position, debris_obj->radius );
}
}
}
if (scripting::hooks::OnDebrisDeath->isActive()) {
scripting::hooks::OnDebrisDeath->run(scripting::hook_param_list(
scripting::hook_param("Debris", 'o', debris_obj),
scripting::hook_param("Hitpos",
'o',
scripting::api::l_Vector.Set(hitpos ? *hitpos : vmd_zero_vector),
hitpos != nullptr)));
}
debris_obj->flags.set(Object::Object_Flags::Should_be_dead);
}
/**
* This will get called at the start of each level.
*/
void debris_init()
{
if ( !Debris_inited ) {
Debris_inited = 1;
}
Debris_model = -1;
Debris_vaporize_model = -1;
Debris_num_submodels = 0;
// Reset everything between levels
Debris.clear();
Debris.reserve(SOFT_LIMIT_DEBRIS_PIECES);
Num_hull_pieces = 0;
Debris_hit_particle = particle::ParticleManager::get()->addEffect(particle::ParticleEffect(
"", //Name
::util::UniformFloatRange(10.f), //Particle num
particle::ParticleEffect::Duration::ONETIME, //Single Particle Emission
::util::UniformFloatRange(), //No duration
::util::UniformFloatRange (-1.f), //Single particle only
particle::ParticleEffect::ShapeDirection::ALIGNED, //Particle direction
::util::UniformFloatRange(1.f), //Velocity Inherit
false, //Velocity Inherit absolute?
make_unique<particle::LegacyAACuboidVolume>(0.3f, 1.f, true), //Velocity volume
::util::UniformFloatRange(0.f, 10.f), //Velocity volume multiplier
particle::ParticleEffect::VelocityScaling::NONE, //Velocity directional scaling
std::nullopt, //Orientation-based velocity
std::nullopt, //Position-based velocity
nullptr, //Position volume
particle::ParticleEffectHandle::invalid(), //Trail
1.f, //Chance
true, //Affected by detail
1.f, //Culling range multiplier
true, //Disregard Animation Length. Must be true for everything using particle::Anim_bitmap_X
false, //Don't reverse animation
false, //parent local
false, //ignore velocity inherit if parented
false, //position velocity inherit absolute?
std::nullopt, //Local velocity offset
std::nullopt, //Local offset
::util::UniformFloatRange(0.25f, 0.75f), //Lifetime
::util::UniformFloatRange(0.2f, 0.4f), //Radius
particle::Anim_bitmap_id_fire)); //Bitmap
}
/**
* Page in debris bitmaps at level load
*/
void debris_page_in()
{
uint i;
Debris_model = model_load( NOX("debris01.pof") );
if (Debris_model >= 0) {
polymodel * pm;
pm = model_get(Debris_model);
Debris_num_submodels = pm->n_models;
}
Debris_vaporize_model = model_load( NOX("debris02.pof") );
for (i=0; i<Species_info.size(); i++ )
{
species_info *species = &Species_info[i];
nprintf(( "Paging", "Paging in debris texture '%s'\n", species->debris_texture.filename));
species->debris_texture.bitmap_id = bm_load(species->debris_texture.filename);
if (species->debris_texture.bitmap_id < 0)
{
Warning( LOCATION, "Couldn't load species %s debris\ntexture, '%s'\n", species->species_name, species->debris_texture.filename);
}
bm_page_in_texture(species->debris_texture.bitmap_id);
}
}
MONITOR(NumSmallDebrisRend)
MONITOR(NumHullDebrisRend)
/**
* Add item to [virtual] Hull_debris_list
*/
void debris_add_to_hull_list(debris *db)
{
if ( db->is_hull && !db->flags[Debris_Flags::OnHullDebrisList] ) {
Num_hull_pieces++;
db->flags.set(Debris_Flags::OnHullDebrisList);
}
}
/**
* Remove item from [virtual] Hull_debris_list
*/
void debris_remove_from_hull_list(debris *db)
{
if ( db->is_hull && db->flags[Debris_Flags::OnHullDebrisList] ) {
Num_hull_pieces--;
db->flags.remove(Debris_Flags::OnHullDebrisList);
}
}
/**
* Delete the debris object.
* This is only ever called via obj_delete(). Do not call directly.
* Use debris_start_death_roll() if you want to force a debris piece to die.
*/
void debris_delete( object * obj )
{
int num;
debris *db;
num = obj->instance;
Assert(num >= 0 && num < (int)Debris.size());
Assert(Debris[num].objnum == OBJ_INDEX(obj));
db = &Debris[num];
if (db->model_instance_num >= 0) {
model_delete_instance(db->model_instance_num);
}
if ( db->is_hull ) {
debris_remove_from_hull_list(db);
}
db->flags.reset();
db->objnum = -1;
}
/**
* Do various updates to debris: check if time to die, start fireballs
* Maybe delete debris if it's very far away from player.
*
* @param obj pointer to debris object
* @param frame_time time elapsed since last debris_move() called
*/
void debris_process_post(object * obj, float frame_time)
{
int num = obj->instance;
int objnum = OBJ_INDEX(obj);
Assert(num >= 0 && num < (int)Debris.size());
Assert(Debris[num].objnum == objnum);
debris *db = &Debris[num];
if ( db->is_hull ) {
radar_plot_object( obj );
if ( timestamp_elapsed(db->sound_delay) ) {
obj_snd_assign(objnum, db->ambient_sound, &vmd_zero_vector);
db->sound_delay = TIMESTAMP::invalid();
}
}
if (!db->flags[Debris_Flags::DoNotExpire]) {
Assertion(db->lifeleft >= 0.0f, "A ship with a negative lifeleft should also have the DoNotExpire flag!");
db->lifeleft -= frame_time;
if (db->lifeleft < 0.0f) {
debris_start_death_roll(obj, db);
}
}
// ================== DO THE ELECTRIC ARCING STUFF =====================
if ( db->arc_frequency <= 0 ) {
return; // If arc_frequency <= 0, this piece has no arcs on it
}
if ( !timestamp_elapsed(db->arc_timeout) && timestamp_elapsed(db->arc_next_time)) {
db->arc_next_time = _timestamp_rand(db->arc_frequency,db->arc_frequency*2 );
db->arc_frequency += 100;
if (db->is_hull) {
int n_arcs = Random::next(1, 3); // Create 1-3 sparks
vec3d v1 = submodel_get_random_point(db->model_num, db->submodel_num);
vec3d v2 = submodel_get_random_point(db->model_num, db->submodel_num);
vec3d v3 = submodel_get_random_point(db->model_num, db->submodel_num);
vec3d v4 = submodel_get_random_point(db->model_num, db->submodel_num);
int lifetime = Random::next(100, 1000);
// Create the spark effects
for (int n = 0; n < n_arcs; n++) {
auto arc = debris_find_or_create_electrical_arc_slot(db, db->electrical_arcs.size() >= MAX_DEBRIS_ARCS);
if (arc) {
arc->timestamp = _timestamp(lifetime); // live up to a second
switch( n ) {
case 0:
arc->endpoint_1 = v1;
arc->endpoint_2 = v2;
break;
case 1:
arc->endpoint_1 = v2;
arc->endpoint_2 = v3;
break;
case 2:
arc->endpoint_1 = v2;
arc->endpoint_2 = v4;
break;
default:
UNREACHABLE("Unhandled case %d for electrical arc creation in debris_process_post()!", n);
}
}
}
// rotate v2 out of local coordinates into world.
// Use v2 since it is used in every bolt. See above switch().
vec3d snd_pos;
vm_vec_unrotate(&snd_pos, &v2, &obj->orient);
vm_vec_add2(&snd_pos, &obj->pos );
//Play a sound effect
if ( lifetime > 750 ) {
// 1.00 second effect
snd_play_3d( gamesnd_get_game_sound(GameSounds::DEBRIS_ARC_05), &snd_pos, &View_position, obj->radius );
} else if ( lifetime > 500 ) {
// 0.75 second effect
snd_play_3d( gamesnd_get_game_sound(GameSounds::DEBRIS_ARC_04), &snd_pos, &View_position, obj->radius );
} else if ( lifetime > 250 ) {
// 0.50 second effect
snd_play_3d( gamesnd_get_game_sound(GameSounds::DEBRIS_ARC_03), &snd_pos, &View_position, obj->radius );
} else if ( lifetime > 100 ) {
// 0.25 second effect
snd_play_3d( gamesnd_get_game_sound(GameSounds::DEBRIS_ARC_02), &snd_pos, &View_position, obj->radius );
} else {
// 0.10 second effect
snd_play_3d( gamesnd_get_game_sound(GameSounds::DEBRIS_ARC_01), &snd_pos, &View_position, obj->radius );
}
}
}
for (auto &arc: db->electrical_arcs) {
if (arc.timestamp.isValid()) {
if (timestamp_elapsed(arc.timestamp)) {
// Kill off the spark
arc.timestamp = TIMESTAMP::invalid();
} else {
// Maybe move a vertex.... 20% of the time maybe?
int mr = Random::next();
if ( mr < Random::MAX_VALUE/5 ) {
auto pt = submodel_get_random_point(db->model_num, db->submodel_num);
if (mr % 2 == 0)
arc.endpoint_1 = pt;
else
arc.endpoint_2 = pt;
}
}
}
}
}
/**
* Locate the oldest hull debris chunk. Search through the Hull_debris_list, which is a list
* of all the hull debris chunks.
*/
int debris_find_oldest()
{
int oldest_index;
fix oldest_time;
oldest_index = -1;
oldest_time = 0x7fffffff;
for (auto &db: Debris) {
if (db.flags[Debris_Flags::OnHullDebrisList]) {
if ((db.time_started < oldest_time) && !(Objects[db.objnum].flags[Object::Object_Flags::Should_be_dead])) {
oldest_index = DEBRIS_INDEX(&db);
oldest_time = db.time_started;
}
}
}
return oldest_index;
}
#define DEBRIS_ROTVEL_SCALE 5.0f
void calc_debris_physics_properties( physics_info *pi, vec3d *min, vec3d *max, float density );
MONITOR(NumSmallDebris)
MONITOR(NumHullDebris)
/**
* Create debris from an object
*
* @param source_obj Source object
* @param model_num Model number
* @param submodel_num Sub-model number
* @param pos Position in global coordinates
* @param exp_center Explosion center in global coordinates
* @param hull_flag Whether this debris is a chunk of a ship's hull (as opposed to shrapnel)
* @param exp_force Explosion force, used to assign velocity to pieces. 1.0f assigns velocity like before. 2.0f assigns twice as much to non-inherited part of velocity
* @param source_subsys The subsystem this debris came from, if any
*/
object *debris_create(object *source_obj, int model_num, int submodel_num, const vec3d *pos, const vec3d *exp_center, bool hull_flag, float exp_force, const ship_subsys* source_subsys)
{
int parent_objnum;
object *obj;
ship *shipp;
bool vaporize;
parent_objnum = OBJ_INDEX(source_obj);
Assert( (source_obj->type == OBJ_SHIP ) || (source_obj->type == OBJ_GHOST));
Assert( source_obj->instance >= 0 && source_obj->instance < MAX_SHIPS );
shipp = &Ships[source_obj->instance];
vaporize = (shipp->flags[Ship::Ship_Flags::Vaporize]);
obj = debris_create_only(parent_objnum, shipp->ship_info_index, shipp->alt_type_index, shipp->team, -1.0f, -1, model_num, submodel_num, pos, nullptr, hull_flag, vaporize, shipp->debris_damage_type_idx);
if (obj != nullptr)
{
debris_create_set_velocity(&Debris[obj->instance], shipp, exp_center, exp_force, source_subsys);
debris_create_fire_hook(obj, source_obj);
const auto& sip = Ship_info[Ships[source_obj->instance].ship_info_index];
if (sip.debris_flame_particles.isValid()) {
auto source = particle::ParticleManager::get()->createSource(sip.debris_flame_particles);
source->setHost(std::make_unique<EffectHostObject>(obj, vmd_zero_vector));
source->setTriggerRadius(source_obj->radius);
source->setTriggerVelocity(vm_vec_mag_quick(&source_obj->phys_info.vel));
source->finishCreation();
}
}
return obj;
}
object *debris_create_only(int parent_objnum, int parent_ship_class, int alt_type_index, int team, float hull_strength, int spark_timeout, int model_num, int submodel_num, const vec3d *pos, const matrix *orient, bool hull_flag, bool vaporize, int damage_type_idx)
{
int objnum;
object *obj;
debris *db;
ship_info *sip;
matrix orient_buf;
// try to maintain our soft limit
if (hull_flag && (Num_hull_pieces >= SOFT_LIMIT_DEBRIS_PIECES)) {
// cause oldest hull debris chunk to blow up
int oldest_n = debris_find_oldest();
if (oldest_n >= 0)
debris_start_death_roll(&Objects[Debris[oldest_n].objnum], &Debris[oldest_n]);
}
int n = 0;
for (auto &db_temp: Debris) {
if ( !(db_temp.flags[Debris_Flags::Used]) )
break;
++n;
}
// we might have to create a new slot
if (n == (int)Debris.size()) {
Debris.emplace_back();
}
db = &Debris[n];
// validate or deduce some parameters
if ( pos == nullptr ) {
if (parent_objnum >= 0) {
pos = &Objects[parent_objnum].pos;
} else {
pos = &vmd_zero_vector;
}
}
if ( orient == nullptr ) {
if (parent_objnum >= 0 && hull_flag) {
orient = &Objects[parent_objnum].orient;
} else {
// non-hull debris has no relation to its parent orientation
vec3d rand;
vm_vec_rand_vec(&rand);
vm_vector_2_matrix_norm(&orient_buf, &rand);
orient = &orient_buf;
}
}
sip = (parent_ship_class < 0) ? nullptr : &Ship_info[parent_ship_class];
if (hull_flag && !sip)
{
Warning(LOCATION, "Cannot create hull debris without a ship class!");
return nullptr;
}
if (hull_strength < 0.0f)
{
if (parent_objnum >= 0 && Objects[parent_objnum].type == OBJ_SHIP)
hull_strength = Ships[Objects[parent_objnum].instance].ship_max_hull_strength / 8.0f;
else
hull_strength = 10.0f;
}
if (hull_flag && (model_num < 0 || submodel_num < 0))
{
Warning(LOCATION, "Model and submodel numbers must be specified for hull debris!");
return nullptr;
}
if (team < 0 && hull_flag)
{
if (parent_objnum >= 0 && Objects[parent_objnum].type == OBJ_SHIP)
team = Ships[Objects[parent_objnum].instance].team;
else if (Player_ship)
team = Player_ship->team;
else
team = 0;
}
if (damage_type_idx < 0)
{
if (parent_objnum >= 0 && Objects[parent_objnum].type == OBJ_SHIP)
damage_type_idx = Ships[Objects[parent_objnum].instance].debris_damage_type_idx;
}
// done validation
if (!hull_flag) {
if (model_num >= 0) {
db->model_num = model_num;
db->submodel_num = (sip == nullptr || sip->generic_debris_num_submodels <= 0) ? 0 : Random::next(sip->generic_debris_num_submodels);
}
else if (vaporize) {
db->model_num = Debris_vaporize_model;
db->submodel_num = (Debris_num_submodels <= 0 ? 0 : Random::next(Debris_num_submodels));
}
else {
db->model_num = Debris_model;
db->submodel_num = (Debris_num_submodels <= 0 ? 0 : Random::next(Debris_num_submodels));
}
}
else {
db->model_num = model_num;
db->submodel_num = submodel_num;
}
float radius = submodel_get_radius(db->model_num, db->submodel_num);
// if its generic, maybe cull it if its too small and far
if (!hull_flag) {
float dist = vm_vec_dist_quick(pos, &Eye_position);
// Make vaporize debris seen from farther away
if (vaporize) {
dist /= 2.0f;
}
if (dist > radius * 200.0f) {
return nullptr;
}
}
// Create Debris piece n!
if ( hull_flag ) {
if (Random::next() < (Random::MAX_VALUE/6)) // Make some pieces blow up shortly after explosion.
db->lifeleft = 2.0f * (frand()) + 0.5f;
else {
db->flags.set(Debris_Flags::DoNotExpire);
db->lifeleft = -1.0f; // large hull pieces stay around forever
}
} else {
// small non-hull pieces should stick around longer the larger they are
// sqrtf should make sure its never too crazy long
db->lifeleft = (frand() * 2.0f + 0.1f) * sqrtf(radius);
}
//WMC - Oh noes, we may need to change lifeleft
if(hull_flag)
{
if(sip->debris_min_lifetime >= 0.0f && sip->debris_max_lifetime >= 0.0f)
{
db->lifeleft = (( sip->debris_max_lifetime - sip->debris_min_lifetime ) * frand()) + sip->debris_min_lifetime;
}
else if(sip->debris_min_lifetime >= 0.0f)
{
if(db->lifeleft < sip->debris_min_lifetime)
db->lifeleft = sip->debris_min_lifetime;
}
else if(sip->debris_max_lifetime >= 0.0f)
{
if(db->lifeleft > sip->debris_max_lifetime)
db->lifeleft = sip->debris_max_lifetime;
}
}
// increase lifetime for vaporized debris
if (vaporize) {
db->lifeleft *= 3.0f;
}
db->flags.set(Debris_Flags::Used);
db->is_hull = hull_flag;
db->source_objnum = parent_objnum;
db->damage_type_idx = damage_type_idx;
db->ship_info_index = parent_ship_class;
db->team = team;
db->ambient_sound = (sip == nullptr) ? gamesnd_id(-1) : sip->debris_ambient_sound;
db->arc_timeout = TIMESTAMP::never(); // if not changed, timestamp_elapsed() will return false
db->time_started = Missiontime;
db->species = (sip == nullptr) ? -1 : sip->species;
db->parent_alt_name = alt_type_index;
db->damage_mult = 1.0f;
db->electrical_arcs.clear();
if ( db->is_hull ) {
// Percent of debris pieces with arcs controlled via table (default 50%)
if (frand() < sip->debris_arc_percent) {
db->arc_frequency = 1000;
} else {
db->arc_frequency = 0;
}
} else {
db->arc_frequency = 0;
}
db->arc_next_time = _timestamp_rand(500,2000); //start one 1/2 - 2 secs later
flagset<Object::Object_Flags> default_flags;
default_flags.set(Object::Object_Flags::Renders);
default_flags.set(Object::Object_Flags::Physics);
default_flags.set(Object::Object_Flags::Collides, hull_flag != 0);
objnum = obj_create(OBJ_DEBRIS, parent_objnum, n, orient, pos, radius, default_flags, false);
if ( objnum == -1 ) {
mprintf(("Couldn't create debris object -- out of object slots\n"));
return nullptr;
}
db->objnum = objnum;
obj = &Objects[objnum];
db->model_instance_num = hull_flag ? model_create_instance(objnum, db->model_num) : -1;
// ensure that any texture replace on parent ship gets copied to debris --wookieejedi
int parent_model_instance_num;
if ((db->model_instance_num >= 0) && (parent_objnum >= 0) && ((parent_model_instance_num = object_get_model_instance_num(&Objects[parent_objnum])) >= 0))
model_get_instance(db->model_instance_num)->texture_replace = model_get_instance(parent_model_instance_num)->texture_replace;
// assign the network signature. The signature will be 0 for non-hull pieces, but since that
// is our invalid signature, it should be okay.
obj->net_signature = 0;
if ( (Game_mode & GM_MULTIPLAYER) && hull_flag ) {
obj->net_signature = multi_get_next_network_signature( MULTI_SIG_DEBRIS );
}
obj->hull_strength = hull_strength;
if (hull_flag) {
float min_hp = sip->debris_min_hitpoints;
float max_hp = sip->debris_max_hitpoints;
if (sip->debris_hitpoints_radius_multi >= 0.0f) {
min_hp *= sip->debris_hitpoints_radius_multi * radius;
max_hp *= sip->debris_hitpoints_radius_multi * radius;
}
if (min_hp >= 0.0f && max_hp >= 0.0f)
{
obj->hull_strength = ((max_hp - min_hp) * frand()) + min_hp;
}
else if(min_hp >= 0.0f)
{
if (obj->hull_strength < min_hp)
obj->hull_strength = min_hp;
}
else if(max_hp >= 0.0f)
{
if (obj->hull_strength > max_hp)
obj->hull_strength = max_hp;
}
db->damage_mult = sip->debris_damage_mult;
db->sound_delay = _timestamp(DEBRIS_SOUND_DELAY);
// limit the amount of time that fireballs appear
// let fireball length be linked to radius of ship. Range is .33 radius => 3.33 radius seconds.
if (spark_timeout >= 0) {
db->arc_timeout = _timestamp(spark_timeout);
} else if (parent_objnum >= 0) {
float t = 1000*Objects[parent_objnum].radius/3 + (fl2i(1000*3*Objects[parent_objnum].radius) == 0 ? 0 : Random::next(fl2i(1000*3*Objects[parent_objnum].radius)));
db->arc_timeout = _timestamp(fl2i(t)); // fireballs last from 5 - 30 seconds
} else {
db->arc_timeout = TIMESTAMP::immediate();
}
if (parent_objnum >= 0 && Objects[parent_objnum].radius >= MIN_RADIUS_FOR_PERSISTENT_DEBRIS) {
db->flags.set(Debris_Flags::DoNotExpire);
} else {
debris_add_to_hull_list(db);
}
}
db->max_hull = obj->hull_strength;
if (hull_flag) {
MONITOR_INC(NumHullDebris,1);
} else {
MONITOR_INC(NumSmallDebris,1);
}
return obj;
}
void debris_create_set_velocity(const debris *db, const ship *source_shipp, const vec3d *exp_center, float exp_force, const ship_subsys* source_subsys)
{
auto obj = &Objects[db->objnum];
auto source_obj = (source_shipp == nullptr) ? nullptr : &Objects[source_shipp->objnum];
physics_info *pi = &obj->phys_info;
vec3d rotvel, radial_vel, to_center;
if ( exp_center )
vm_vec_sub( &to_center, &obj->pos, exp_center );
else
vm_vec_zero(&to_center);
float scale;
if ( db->is_hull ) {
scale = exp_force * i2fl(Random::next(10, 29)); // for radial_vel away from location of blast center
// set up physics mass and I_inv for hull debris pieces
auto pm = model_get(db->model_num);
vec3d *min, *max;
min = &pm->submodel[db->submodel_num].min;
max = &pm->submodel[db->submodel_num].max;
float density = source_subsys != nullptr ? source_subsys->system_info->density : Ship_info[source_shipp->ship_info_index].debris_density;
calc_debris_physics_properties( &obj->phys_info, min, max, density);
}
else {
scale = exp_force * i2fl(Random::next(10, 29)); // for radial_vel away from blast center (non-hull)
}
if ( vm_vec_mag_squared( &to_center ) < 0.1f ) {
vm_vec_rand_vec_quick(&radial_vel);
vm_vec_scale(&radial_vel, scale );
}
else {
vm_vec_normalize(&to_center);
vm_vec_copy_scale(&radial_vel, &to_center, scale );
}
if (source_obj)
{
// DA: here we need to vel_from_rot = w x to_center, where w is world is unrotated to world coords and offset is the
// displacement fromt the center of the parent object to the center of the debris piece
vec3d world_rotvel, vel_from_rotvel;
vm_vec_unrotate ( &world_rotvel, &source_obj->phys_info.rotvel, &source_obj->orient );
vm_vec_cross ( &vel_from_rotvel, &world_rotvel, &to_center );
vm_vec_scale ( &vel_from_rotvel, DEBRIS_ROTVEL_SCALE);
vm_vec_add (&obj->phys_info.vel, &radial_vel, &source_obj->phys_info.vel);
vm_vec_add2(&obj->phys_info.vel, &vel_from_rotvel);
}
float radius = submodel_get_radius(db->model_num, db->submodel_num);
// make sure rotational velocity does not get too high
if (radius < 1.0) {
radius = 1.0f;
}
scale = (6.0f + i2fl(Random::next(4))) / radius;
vm_vec_rand_vec_quick(&rotvel);
vm_vec_scale(&rotvel, scale);
pi->rotvel = rotvel;
pi->flags |= (PF_DEAD_DAMP | PF_BALLISTIC);
check_rotvel_limit( &obj->phys_info );
// check that debris is not created with too high a velocity
if (db->is_hull)
{
shipfx_debris_limit_speed(db, source_shipp);
}
// blow out his reverse thrusters. Or drag, same thing.
pi->rotdamp = 10000.0f;
if (source_shipp != nullptr) {
pi->gravity_const = Ship_info[source_shipp->ship_info_index].debris_gravity_const;
} else {
pi->gravity_const = 1.0f;
}
vm_vec_zero(&pi->max_vel); // make so he can't turn on his own VOLITION anymore.
vm_vec_zero(&pi->max_rotvel); // make so he can't change speed on his own VOLITION anymore.
// ensure vel is valid
Assert( !vm_is_vec_nan(&obj->phys_info.vel) );
}
void debris_create_fire_hook(object *obj, object *source_obj)
{
if (scripting::hooks::OnDebrisCreated->isActive()) {
scripting::hooks::ShipSourceConditions conditions;
conditions.source_shipp = (source_obj != nullptr && source_obj->type == OBJ_SHIP) ? &Ships[source_obj->instance] : nullptr;
scripting::hooks::OnDebrisCreated->run(std::move(conditions),
scripting::hook_param_list(
scripting::hook_param("Debris", 'o', obj),
scripting::hook_param("Source", 'o', source_obj)));
}
}
/**
* Alas, poor debris_obj got whacked. Fortunately, we know who did it, where and how hard, so we
* can do something about it.
*/
void debris_hit(object *debris_obj, object * /*other_obj*/, vec3d *hitpos, float damage, vec3d* force)
{
debris *debris_p = &Debris[debris_obj->instance];
// Do a little particle spark shower to show we hit
if (Debris_hit_particle.isValid()){ // Where the particles emit from
vec3d tmp_norm;
vm_vec_sub( &tmp_norm, hitpos, &debris_obj->pos );
vm_vec_normalize_safe(&tmp_norm);
matrix orient;
vm_vector_2_matrix_norm(&orient, &tmp_norm);
auto source = particle::ParticleManager::get()->createSource(Debris_hit_particle);
auto host = std::make_unique<EffectHostVector>(*hitpos, orient, debris_obj->phys_info.vel);
host->setRadius(debris_obj->radius);
source->setHost(std::move(host));
source->finishCreation();
}
// multiplayer clients bail here
if(MULTIPLAYER_CLIENT){
return;
}
if ( damage < 0.0f ) {
damage = 0.0f;
}
if (hitpos && force && The_mission.ai_profile->flags[AI::Profile_Flags::Whackable_debris]) {
vec3d rel_hit_pos = *hitpos - debris_obj->pos;
physics_calculate_and_apply_whack(force, &rel_hit_pos, &debris_obj->phys_info, &debris_obj->orient, &debris_obj->phys_info.I_body_inv);
}
debris_obj->hull_strength -= damage;
if (debris_obj->hull_strength < 0.0f) {
debris_start_death_roll(debris_obj, debris_p, hitpos);
} else {
// otherwise, give all the other players an update on the debris
if(MULTIPLAYER_MASTER){
send_debris_update_packet(debris_obj,DEBRIS_UPDATE_UPDATE);
}
}
}
/**
* See if poor debris object *obj got whacked by evil *other_obj at point *hitpos.
* NOTE: debris_hit_info pointer NULL for debris:weapon collision, otherwise debris:ship collision.
* @return true if hit, else return false.
*/
int debris_check_collision(object *pdebris, object *other_obj, vec3d *hitpos, collision_info_struct *debris_hit_info, vec3d* hitNormal)
{
mc_info mc;
Assert( pdebris->type == OBJ_DEBRIS );
int num = pdebris->instance;
Assert( num >= 0 && num < (int)Debris.size() );
Assert( Debris[num].objnum == OBJ_INDEX(pdebris));
// debris_hit_info NULL - so debris-weapon collision
if ( debris_hit_info == NULL ) {
// debris weapon collision
Assert( other_obj->type == OBJ_WEAPON );
mc.model_instance_num = -1;
mc.model_num = Debris[num].model_num; // Fill in the model to check
mc.submodel_num = Debris[num].submodel_num;
mc.orient = &pdebris->orient; // The object's orient
mc.pos = &pdebris->pos; // The object's position
mc.p0 = &other_obj->last_pos; // Point 1 of ray to check
mc.p1 = &other_obj->pos; // Point 2 of ray to check
mc.flags = (MC_CHECK_MODEL | MC_SUBMODEL);
if (model_collide(&mc)) {
*hitpos = mc.hit_point_world;
if (hitNormal)
{
vec3d normal;
if (mc.model_instance_num >= 0)
model_instance_local_to_global_dir(&normal, &mc.hit_normal, mc.model_instance_num, mc.hit_submodel, mc.orient);
else
model_local_to_global_dir(&normal, &mc.hit_normal, mc.model_num, mc.hit_submodel, mc.orient);
*hitNormal = normal;
}
}
weapon *wp = &Weapons[other_obj->instance];
wp->collisionInfo = new mc_info; // The weapon will free this memory later
*wp->collisionInfo = mc;
return mc.num_hits;
}
// debris ship collision -- use debris_hit_info to calculate physics
object *pship_obj = other_obj;
Assert( pship_obj->type == OBJ_SHIP );
object *heavy = debris_hit_info->heavy;
object *lighter = debris_hit_info->light;
object *heavy_obj = heavy;
object *light_obj = lighter;
vec3d zero, p0, p1;
vm_vec_zero(&zero);
vm_vec_sub(&p0, &lighter->last_pos, &heavy->last_pos);
vm_vec_sub(&p1, &lighter->pos, &heavy->pos);
mc.pos = &zero; // The object's position
mc.p0 = &p0; // Point 1 of ray to check
mc.p1 = &p1; // Point 2 of ray to check
// find the light object's position in the heavy object's reference frame at last frame and also in this frame.
vec3d p0_temp, p0_rotated;
// Collision detection from rotation enabled if at rotation is less than 30 degree in frame
// This should account for all ships
if ( (vm_vec_mag_squared(&heavy->phys_info.rotvel) * flFrametime*flFrametime) < (PI*PI/36) ) {
// collide_rotate calculate (1) start position and (2) relative velocity
debris_hit_info->collide_rotate = true;
vm_vec_rotate(&p0_temp, &p0, &heavy->last_orient);
vm_vec_unrotate(&p0_rotated, &p0_temp, &heavy->orient);
mc.p0 = &p0_rotated; // Point 1 of ray to check
vm_vec_sub(&debris_hit_info->light_rel_vel, &p1, &p0_rotated);
vm_vec_scale(&debris_hit_info->light_rel_vel, 1/flFrametime);
} else {
debris_hit_info->collide_rotate = false;
vm_vec_sub(&debris_hit_info->light_rel_vel, &lighter->phys_info.vel, &heavy->phys_info.vel);
}
int mc_ret_val = 0;
if ( debris_hit_info->heavy == pship_obj ) { // ship is heavier, so debris is sphere. Check sphere collision against ship poly model
mc.model_instance_num = Ships[pship_obj->instance].model_instance_num;
mc.model_num = Ship_info[Ships[pship_obj->instance].ship_info_index].model_num; // Fill in the model to check
mc.orient = &pship_obj->orient; // The object's orient
mc.radius = pdebris->radius;
mc.flags = (MC_CHECK_MODEL | MC_CHECK_SPHERELINE);
// copy important data
int orig_flags = mc.flags; // make a copy of start end positions of sphere in big ship RF
vec3d orig_p0 = *mc.p0;
vec3d orig_p1 = *mc.p1;
// first test against the sphere - if this fails then don't do any submodel tests
mc.flags = MC_ONLY_SPHERE | MC_CHECK_SPHERELINE;
if (model_collide(&mc)) {
// Set earliest hit time
debris_hit_info->hit_time = FLT_MAX;
auto pmi = model_get_instance(Ships[heavy_obj->instance].model_instance_num);
auto pm = model_get(pmi->model_num);
// Do collision the cool new way
if ( debris_hit_info->collide_rotate ) {
// We collide with the sphere, find the list of moving submodels and test one at a time
SCP_vector<int> submodel_vector;
model_get_moving_submodel_list(submodel_vector, heavy_obj);
// turn off all moving submodels, collide against only 1 at a time.
// turn off collision detection for all moving submodels
for (auto submodel : submodel_vector) {
pmi->submodel[submodel].collision_checked = true;
}
// Only check single submodel now, since children of moving submodels are handled as moving as well
mc.flags = orig_flags | MC_SUBMODEL;
if (Ship_info[Ships[pship_obj->instance].ship_info_index].collision_lod > -1) {
mc.lod = Ship_info[Ships[pship_obj->instance].ship_info_index].collision_lod;
}
// check each submodel in turn
for (auto submodel: submodel_vector) {
auto smi = &pmi->submodel[submodel];
// turn on just one submodel for collision test
smi->collision_checked = false;
// find the start and end positions of the sphere in submodel RF
model_instance_global_to_local_point(&p0, &light_obj->last_pos, pm, pmi, submodel, &heavy_obj->last_orient, &heavy_obj->last_pos, true);
model_instance_global_to_local_point(&p1, &light_obj->pos, pm, pmi, submodel, &heavy_obj->orient, &heavy_obj->pos);
mc.p0 = &p0;
mc.p1 = &p1;
mc.orient = &vmd_identity_matrix;
mc.submodel_num = submodel;
if ( model_collide(&mc) ) {
if ( mc.hit_dist < debris_hit_info->hit_time ) {
mc_ret_val = 1;
// set up debris_hit_info common
set_hit_struct_info(debris_hit_info, &mc, true);
model_instance_local_to_global_point(&debris_hit_info->hit_pos, &mc.hit_point, pm, pmi, mc.hit_submodel, &heavy_obj->orient, &zero);
// set up debris_hit_info for rotating submodel
if (!debris_hit_info->edge_hit) {
model_instance_local_to_global_dir(&debris_hit_info->collision_normal, &mc.hit_normal, pm, pmi, mc.hit_submodel, &heavy_obj->orient);
}
// find position in submodel RF of light object at collison
vec3d int_light_pos, diff;
vm_vec_sub(&diff, mc.p1, mc.p0);
vm_vec_scale_add(&int_light_pos, mc.p0, &diff, mc.hit_dist);
model_instance_local_to_global_point(&debris_hit_info->light_collision_cm_pos, &int_light_pos, pm, pmi, mc.hit_submodel, &heavy_obj->orient, &zero);
}
}
// Don't look at this submodel again
smi->collision_checked = true;
}
}
// Now complete base model collision checks that do not take into account rotating submodels.
mc.flags = orig_flags;
mc.p0 = &orig_p0;
mc.p1 = &orig_p1;
mc.orient = &heavy_obj->orient;
// usual ship_ship collision test
if ( model_collide(&mc) ) {
// check if this is the earliest hit
if (mc.hit_dist < debris_hit_info->hit_time) {
mc_ret_val = 1;
set_hit_struct_info(debris_hit_info, &mc, false);
// get collision normal if not edge hit
if (!debris_hit_info->edge_hit) {
model_instance_local_to_global_dir(&debris_hit_info->collision_normal, &mc.hit_normal, pm, pmi, mc.hit_submodel, &heavy_obj->orient);
}
// find position in submodel RF of light object at collison
vec3d diff;
vm_vec_sub(&diff, mc.p1, mc.p0);
vm_vec_scale_add(&debris_hit_info->light_collision_cm_pos, mc.p0, &diff, mc.hit_dist);
}
}
}
} else {
// Debris is heavier obj
mc.model_instance_num = -1;
mc.model_num = Debris[num].model_num; // Fill in the model to check
mc.submodel_num = Debris[num].submodel_num;
mc.orient = &pdebris->orient; // The object's orient
mc.radius = model_get_core_radius(Ship_info[Ships[pship_obj->instance].ship_info_index].model_num);
// check for collision between debris model and ship sphere
mc.flags = (MC_CHECK_MODEL | MC_SUBMODEL | MC_CHECK_SPHERELINE);
mc_ret_val = model_collide(&mc);
if (mc_ret_val) {
set_hit_struct_info(debris_hit_info, &mc, false);
// set normal if not edge hit
if ( !debris_hit_info->edge_hit ) {
vm_vec_unrotate(&debris_hit_info->collision_normal, &mc.hit_normal, &heavy->orient);
}
// find position in submodel RF of light object at collison
vec3d diff;
vm_vec_sub(&diff, mc.p1, mc.p0);
vm_vec_scale_add(&debris_hit_info->light_collision_cm_pos, mc.p0, &diff, mc.hit_dist);
}
}
if (mc_ret_val) {
WarpEffect* warp_effect = nullptr;
ship* shipp = &Ships[pship_obj->instance];
// this is extremely confusing but mc.hit_point_world isn't actually in world coords
// everything above was calculated relative to the heavy's position
vec3d actual_world_hit_pos = mc.hit_point_world + heavy_obj->pos;
if ((shipp->is_arriving()) && (shipp->warpin_effect != nullptr))
warp_effect = shipp->warpin_effect;
else if ((shipp->flags[Ship::Ship_Flags::Depart_warp]) && (shipp->warpout_effect != nullptr))
warp_effect = shipp->warpout_effect;
if (warp_effect != nullptr && point_is_clipped_by_warp(&actual_world_hit_pos, warp_effect))
mc_ret_val = 0;
}
if ( mc_ret_val ) {
// SET PHYSICS PARAMETERS
// already have (hitpos - heavy) and light_cm_pos
// get r_heavy and r_light
debris_hit_info->r_heavy = debris_hit_info->hit_pos;
vm_vec_sub(&debris_hit_info->r_light, &debris_hit_info->hit_pos, &debris_hit_info->light_collision_cm_pos);
// set normal for edge hit
if ( debris_hit_info->edge_hit ) {
vm_vec_copy_normalize(&debris_hit_info->collision_normal, &debris_hit_info->r_light);
vm_vec_negate(&debris_hit_info->collision_normal);
}
// get world hitpos
vm_vec_add(hitpos, &debris_hit_info->heavy->pos, &debris_hit_info->r_heavy);
return 1;
} else {
// no hit
return 0;
}
}
/**
* Return the team field for a debris object
*/
int debris_get_team(const object *objp)
{
Assert( objp->type == OBJ_DEBRIS );
Assert( objp->instance >= 0 && objp->instance < (int)Debris.size() );
return Debris[objp->instance].team;
}
/**
* Fills in debris physics properties when created, specifically mass and moment of inertia
*/
void calc_debris_physics_properties( physics_info *pi, vec3d *mins, vec3d *maxs, float density )
{
float dx, dy, dz, mass;
dx = maxs->xyz.x - mins->xyz.x;
dy = maxs->xyz.y - mins->xyz.y;
dz = maxs->xyz.z - mins->xyz.z;
// John, with new bspgen, just set pi->mass = mass
mass = 0.12f * dx * dy * dz;
pi->mass = (float) pow(mass, 0.6666667f) * 4.65f * density;
pi->I_body_inv.vec.rvec.xyz.x = 12.0f / (pi->mass * (dy*dy + dz*dz));
pi->I_body_inv.vec.rvec.xyz.y = 0.0f;
pi->I_body_inv.vec.rvec.xyz.z = 0.0f;
pi->I_body_inv.vec.uvec.xyz.x = 0.0f;
pi->I_body_inv.vec.uvec.xyz.y = 12.0f / (pi->mass * (dx*dx + dz*dz));
pi->I_body_inv.vec.uvec.xyz.z = 0.0f;
pi->I_body_inv.vec.fvec.xyz.x = 0.0f;
pi->I_body_inv.vec.fvec.xyz.y = 0.0f;
pi->I_body_inv.vec.fvec.xyz.z = 12.0f / (pi->mass * (dx*dx + dy*dy));
}
/**
* Renders debris
*/
void debris_render(object * obj, model_draw_list *scene)
{
int num, swapped;
debris *db;
swapped = -1;
num = obj->instance;
Assert(num >= 0 && num < (int)Debris.size());
db = &Debris[num];
Assert(db->flags[Debris_Flags::Used]);
texture_info *tbase = nullptr;
auto pm = model_get(db->model_num);
model_clear_instance( db->model_num );
// Swap in a different texture depending on the species
if (db->species >= 0)
{
//WMC - Someday, we should have glowing debris.
if ( pm->n_textures == 1 ) {
tbase = &pm->maps[0].textures[TM_BASE_TYPE];
swapped = tbase->GetTexture();
tbase->SetTexture(Species_info[db->species].debris_texture.bitmap_id);
}
}
polymodel_instance *pmi = nullptr;
if (db->model_instance_num >= 0)
{
pmi = model_get_instance(db->model_instance_num);
model_instance_clear_arcs(pm, pmi);
// Only render electrical arcs if within 500m of the eye (for a 10m piece)
if ( vm_vec_dist_quick( &obj->pos, &Eye_position ) < obj->radius*50.0f ) {
for (auto &arc: db->electrical_arcs) {
if ( arc.timestamp.isValid() ) {
model_instance_add_arc( pm, pmi, db->submodel_num, &arc.endpoint_1, &arc.endpoint_2, nullptr, MARC_TYPE_DAMAGED );
}
}
}
}
model_render_params render_info;
if ( db->is_hull ) {
MONITOR_INC(NumHullDebrisRend, 1);
} else {
MONITOR_INC(NumSmallDebrisRend, 1);
// render_info.set_flags(MR_NO_LIGHTING);
}
if (db->model_instance_num >= 0)
render_info.set_replacement_textures(model_get_instance(db->model_instance_num)->texture_replace);
submodel_render_queue( &render_info, scene, pm, pmi, db->submodel_num, &obj->orient, &obj->pos );
if (tbase != NULL && (swapped!=-1) && pm) {
tbase->SetTexture(swapped);
}
}
bool debris_is_generic(const debris *db)
{
return db->model_num == Debris_model;
}
bool debris_is_vaporized(const debris *db)
{
return db->model_num == Debris_vaporize_model;
}
void create_generic_debris(object* ship_objp, const vec3d* pos, float min_num_debris, float max_num_debris, float speed_mult, bool use_ship_debris)
{
Assertion(ship_objp->type == OBJ_SHIP, "create_generic_debris called for a non-ship, only ships can spew debris!");
if (ship_objp->type != OBJ_SHIP)
return;
float num_debris = frand_range(min_num_debris, max_num_debris);
num_debris *= (Detail.num_small_debris + 0.5f) / 4.5f;
vec3d create_pos = *pos;
for (int i = 0; i < num_debris; i++) {
int model_num = use_ship_debris ? Ship_info[Ships[ship_objp->instance].ship_info_index].generic_debris_model_num : -1;
debris_create(ship_objp, model_num, -1, &create_pos, pos, 0, speed_mult);
}
}
debris_electrical_arc *debris_find_or_create_electrical_arc_slot(debris *db, bool no_create)
{
size_t i = 0;
for (auto& ii : db->electrical_arcs)
{
if (!ii.timestamp.isValid())
break;
i++;
}
if (i == db->electrical_arcs.size())
{
if (no_create)
return nullptr;
db->electrical_arcs.emplace_back();
}
return &db->electrical_arcs[i];
}