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https://github.com/scp-fs2open/fs2open.github.com.git
synced 2026-11-07 08:15:59 -10:00
This introduces a new mechanism for handling bit flags. Instead of using an int (or two, or three) to write bits into, this uses the std::bitset in a wrapper class that accepts an enum class as input. This means that certain classes of errors we've had a few of in the engine, where a coder used the wrong set of flags or checked them against the wrong variable (SF_STEALTH vs SIF_STEALTH, for example) can now be detected at a compiler level rather than not at all.
3617 lines
106 KiB
C++
3617 lines
106 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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#include <algorithm>
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#include "asteroid/asteroid.h"
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#include "cmdline/cmdline.h"
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#include "debris/debris.h"
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#include "debugconsole/console.h"
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#include "freespace.h"
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#include "gamesnd/gamesnd.h"
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#include "globalincs/linklist.h"
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#include "hud/hudmessage.h"
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#include "hud/hudshield.h"
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#include "iff_defs/iff_defs.h"
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#include "io/timer.h"
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#include "lighting/lighting.h"
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#include "network/multi.h"
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#include "network/multimsgs.h"
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#include "object/objcollide.h"
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#include "object/object.h"
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#include "object/objectshield.h"
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#include "parse/parselo.h"
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#include "parse/scripting.h"
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#include "particle/particle.h"
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#include "playerman/player.h"
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#include "render/3d.h"
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#include "ship/ship.h"
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#include "ship/shiphit.h"
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#include "weapon/beam.h"
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#include "weapon/weapon.h"
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// ------------------------------------------------------------------------------------------------
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// BEAM WEAPON DEFINES/VARS
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//
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// this is the constant which defines when a beam is an "area" beam. meaning, when we switch on sphereline checking and when
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// a beam gets "stopped" by an object. It is a percentage of the object radius which the beam must be wider than
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#define BEAM_AREA_PERCENT 0.4f
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// randomness factor - all beam weapon aiming is adjusted by +/- some factor within this range
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#define BEAM_RANDOM_FACTOR 0.4f
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#define BEAM_DAMAGE_TIME 170 // apply damage
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#define MAX_SHOT_POINTS 30
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#define SHOT_POINT_TIME 200 // 5 arcs a second
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#define TOOLTIME 1500.0f
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beam Beams[MAX_BEAMS]; // all beams
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beam Beam_free_list; // free beams
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beam Beam_used_list; // used beams
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int Beam_count = 0; // how many beams are in use
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// octant indices. These are "good" pairs of octants to use for beam target
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#define BEAM_NUM_GOOD_OCTANTS 8
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int Beam_good_slash_octants[BEAM_NUM_GOOD_OCTANTS][4] = {
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{ 2, 5, 1, 0 }, // octant, octant, min/max pt, min/max pt
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{ 7, 0, 1, 0 },
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{ 1, 6, 1, 0 },
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{ 6, 1, 0, 1 },
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{ 5, 2, 0, 1 },
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{ 0, 7, 0, 1 },
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{ 7, 1, 1, 0 },
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{ 6, 0, 1, 0 },
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};
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int Beam_good_shot_octants[BEAM_NUM_GOOD_OCTANTS][4] = {
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{ 5, 0, 1, 0 }, // octant, octant, min/max pt, min/max pt
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{ 7, 2, 1, 0 },
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{ 7, 1, 1, 0 },
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{ 6, 0, 1, 0 },
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{ 7, 3, 1, 0 },
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{ 6, 2, 1, 0 },
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{ 5, 1, 1, 0 },
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{ 4, 0, 1, 0 },
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};
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// beam lighting effects
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int Beam_lighting = 1;
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// debug stuff - keep track of how many collision tests we perform a second and how many we toss a second
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#define BEAM_TEST_STAMP_TIME 4000 // every 4 seconds
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int Beam_test_stamp = -1;
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int Beam_test_ints = 0;
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int Beam_test_ship = 0;
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int Beam_test_ast = 0;
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int Beam_test_framecount = 0;
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// beam warmup completion %
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#define BEAM_WARMUP_PCT(b) ( ((float)Weapon_info[b->weapon_info_index].b_info.beam_warmup - (float)timestamp_until(b->warmup_stamp)) / (float)Weapon_info[b->weapon_info_index].b_info.beam_warmup )
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// beam warmdown completion %
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#define BEAM_WARMDOWN_PCT(b) ( ((float)Weapon_info[b->weapon_info_index].b_info.beam_warmdown - (float)timestamp_until(b->warmdown_stamp)) / (float)Weapon_info[b->weapon_info_index].b_info.beam_warmdown )
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// link into the physics paused system
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extern int physics_paused;
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// beam lighting info
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#define MAX_BEAM_LIGHT_INFO 100
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typedef struct beam_light_info {
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beam *bm; // beam casting the light
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int objnum; // object getting light cast on it
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ubyte source; // 0 to light the shooter, 1 for lighting any ship the beam passes, 2 to light the collision ship
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vec3d c_point; // collision point for type 2 lights
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} beam_light_info;
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beam_light_info Beam_lights[MAX_BEAM_LIGHT_INFO];
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int Beam_light_count = 0;
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float b_whack_small = 2000.0f; // used to be 500.0f with the retail whack bug
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float b_whack_big = 10000.0f; // used to be 1500.0f with the retail whack bug
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float b_whack_damage = 150.0f;
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DCF(b_whack_small, "Sets the whack factor for small whacks (Default is 2000f)")
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{
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dc_stuff_float(&b_whack_small);
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}
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DCF(b_whack_big, "Sets the whack factor for big whacks (Default is 10000f)")
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{
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dc_stuff_float(&b_whack_big);
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}
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DCF(b_whack_damage, "Sets the whack damage threshold (Default is 150f)")
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{
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if (dc_optional_string_either("help", "--help")) {
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dc_printf("Sets the threshold to determine whether a big whack or a small whack should be applied. Values equal or greater than this threshold will trigger a big whack, while smaller values will trigger a small whack\n");
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return;
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}
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dc_stuff_float(&b_whack_damage);
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}
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// ------------------------------------------------------------------------------------------------
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// BEAM WEAPON FORWARD DECLARATIONS
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//
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// delete a beam
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void beam_delete(beam *b);
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// handle a hit on a specific object
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void beam_handle_collisions(beam *b);
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// fills in binfo
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void beam_get_binfo(beam *b, float accuracy, int num_shots);
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// aim the beam (setup last_start and last_shot - the endpoints). also recalculates object collision info
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void beam_aim(beam *b);
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// type A functions
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void beam_type_a_move(beam *b);
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// type B functions
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void beam_type_b_move(beam *b);
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// type C functions
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void beam_type_c_move(beam *b);
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// type D functions
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void beam_type_d_move(beam *b);
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void beam_type_d_get_status(beam *b, int *shot_index, int *fire_wait);
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// type e functions
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void beam_type_e_move(beam *b);
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// given a model #, and an object, stuff 2 good world coord points
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void beam_get_octant_points(int modelnum, object *objp, int oct_index, int oct_array[BEAM_NUM_GOOD_OCTANTS][4], vec3d *v1, vec3d *v2);
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// given an object, return its model num
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int beam_get_model(object *objp);
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// for a given object, and a firing beam, determine its critical dot product and range
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void beam_get_cull_vals(object *objp, beam *b, float *cull_dot, float *cull_dist);
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// get the total possible cone for a given beam in radians
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float beam_get_cone_dot(beam *b);
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// for rendering the beam effect
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// output top and bottom vectors
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// fvec == forward vector (eye viewpoint basically. in world coords)
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// pos == world coordinate of the point we're calculating "around"
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// w == width of the diff between top and bottom around pos
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void beam_calc_facing_pts(vec3d *top, vec3d *bot, vec3d *fvec, vec3d *pos, float w, float z_add);
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// render the muzzle glow for a beam weapon
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void beam_render_muzzle_glow(beam *b);
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// generate particles for the muzzle glow
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void beam_generate_muzzle_particles(beam *b);
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// throw some jitter into the aim - based upon shot_aim
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void beam_jitter_aim(beam *b, float aim);
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// if it is legal for the beam to continue firing
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// returns -1 if the beam should stop firing immediately
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// returns 0 if the beam should go to warmdown
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// returns 1 if the beam can continue along its way
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int beam_ok_to_fire(beam *b);
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// start the warmup phase for the beam
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void beam_start_warmup(beam *b);
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// start the firing phase for the beam, return 0 if the beam failed to start, and should be deleted altogether
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int beam_start_firing(beam *b);
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// start the warmdown phase for the beam
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void beam_start_warmdown(beam *b);
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// add a collision to the beam for this frame (to be evaluated later)
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void beam_add_collision(beam *b, object *hit_object, mc_info *cinfo, int quad = -1, int exit_flag = 0);
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// get the width of the widest section of the beam
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float beam_get_widest(beam *b);
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// mark an object as being lit
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void beam_add_light(beam *b, int objnum, int source, vec3d *c_point);
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// apply lighting from any beams
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void beam_apply_lighting();
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// recalculate beam sounds (looping sounds relative to the player)
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void beam_recalc_sounds(beam *b);
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// apply a whack to a ship
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void beam_apply_whack(beam *b, object *objp, vec3d *hit_point);
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// return the amount of damage which should be applied to a ship. basically, filters friendly fire damage
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float beam_get_ship_damage(beam *b, object *objp);
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// if the beam is likely to tool a given target before its lifetime expires
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int beam_will_tool_target(beam *b, object *objp);
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// ------------------------------------------------------------------------------------------------
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// BEAM WEAPON FUNCTIONS
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//
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// init at game startup
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void beam_init()
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{
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beam_level_close();
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}
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// initialize beam weapons for this level
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void beam_level_init()
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{
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// intialize beams
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int idx;
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Beam_count = 0;
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list_init( &Beam_free_list );
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list_init( &Beam_used_list );
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memset(Beams, 0, sizeof(beam) * MAX_BEAMS);
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// Link all object slots into the free list
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for (idx=0; idx<MAX_BEAMS; idx++) {
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Beams[idx].objnum = -1;
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list_append(&Beam_free_list, &Beams[idx] );
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}
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// reset muzzle particle spew timestamp
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}
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// shutdown beam weapons for this level
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void beam_level_close()
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{
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// clear the beams
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list_init( &Beam_free_list );
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list_init( &Beam_used_list );
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}
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// fire a beam, returns nonzero on success. the innards of the code handle all the rest, foo
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int beam_fire(beam_fire_info *fire_info)
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{
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beam *new_item;
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weapon_info *wip;
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ship *firing_ship = NULL;
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int objnum;
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// sanity check
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if(fire_info == NULL){
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Int3();
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return -1;
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}
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// if we're out of beams, bail
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if(Beam_count >= MAX_BEAMS){
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return -1;
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}
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// for now, only allow ship targets
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if (!(fire_info->bfi_flags & BFIF_IS_FIGHTER_BEAM)) {
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if (
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((fire_info->target == NULL) && !(fire_info->bfi_flags & BFIF_TARGETING_COORDS)) ||
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((fire_info->target != NULL) && (fire_info->target->type != OBJ_SHIP) && (fire_info->target->type != OBJ_ASTEROID) && (fire_info->target->type != OBJ_DEBRIS) && (fire_info->target->type != OBJ_WEAPON))
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) {
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return -1;
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}
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}
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// make sure the beam_info_index is valid
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if ((fire_info->beam_info_index < 0) || (fire_info->beam_info_index >= Num_weapon_types) || !(Weapon_info[fire_info->beam_info_index].wi_flags & WIF_BEAM)) {
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Assertion(false, "beam_info_index (%d) invalid (either <0, >= %d, or not actually a beam)!\n", fire_info->beam_info_index, Num_weapon_types);
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return -1;
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}
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wip = &Weapon_info[fire_info->beam_info_index];
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// make sure a ship is firing this
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if (!(fire_info->bfi_flags & BFIF_FLOATING_BEAM) && ((fire_info->shooter->type != OBJ_SHIP) || (fire_info->shooter->instance < 0) || (fire_info->shooter->instance >= MAX_SHIPS)) ) {
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Assertion(false, "Fixed beam fired without a valid ship!\n");
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return -1;
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}
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if (fire_info->shooter != NULL) {
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firing_ship = &Ships[fire_info->shooter->instance];
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}
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// get a free beam
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new_item = GET_FIRST(&Beam_free_list);
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Assert( new_item != &Beam_free_list ); // shouldn't have the dummy element
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if(new_item == &Beam_free_list){
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return -1;
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}
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// make sure that our textures are loaded as well
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extern bool weapon_is_used(int weapon_index);
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extern void weapon_load_bitmaps(int weapon_index);
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if ( !weapon_is_used(fire_info->beam_info_index) ) {
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weapon_load_bitmaps(fire_info->beam_info_index);
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}
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// remove from the free list
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list_remove( &Beam_free_list, new_item );
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// insert onto the end of used list
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list_append( &Beam_used_list, new_item );
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// increment counter
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Beam_count++;
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// fill in some values
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new_item->warmup_stamp = -1;
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new_item->warmdown_stamp = -1;
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new_item->weapon_info_index = fire_info->beam_info_index;
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new_item->objp = fire_info->shooter;
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new_item->sig = (fire_info->shooter != NULL) ? fire_info->shooter->signature : 0;
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new_item->subsys = fire_info->turret;
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new_item->life_left = wip->b_info.beam_life;
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new_item->life_total = wip->b_info.beam_life;
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new_item->r_collision_count = 0;
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new_item->f_collision_count = 0;
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new_item->target = fire_info->target;
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new_item->target_subsys = fire_info->target_subsys;
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new_item->target_sig = (fire_info->target != NULL) ? fire_info->target->signature : 0;
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new_item->beam_sound_loop = -1;
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new_item->type = wip->b_info.beam_type;
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new_item->targeting_laser_offset = fire_info->targeting_laser_offset;
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new_item->framecount = 0;
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new_item->flags = 0;
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new_item->shot_index = 0;
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new_item->shrink = 1.0f;
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new_item->team = (firing_ship == NULL) ? fire_info->team : static_cast<char>(firing_ship->team);
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new_item->range = wip->b_info.range;
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new_item->damage_threshold = wip->b_info.damage_threshold;
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new_item->bank = fire_info->bank;
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new_item->Beam_muzzle_stamp = -1;
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new_item->beam_glow_frame = 0.0f;
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new_item->firingpoint = (fire_info->bfi_flags & BFIF_FLOATING_BEAM) ? -1 : fire_info->turret->turret_next_fire_pos;
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new_item->beam_width = wip->b_info.beam_width;
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new_item->last_start = fire_info->starting_pos;
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if (fire_info->bfi_flags & BFIF_FORCE_FIRING)
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new_item->flags |= BF_FORCE_FIRING;
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if (fire_info->bfi_flags & BFIF_IS_FIGHTER_BEAM)
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new_item->flags |= BF_IS_FIGHTER_BEAM;
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if (fire_info->bfi_flags & BFIF_FLOATING_BEAM)
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new_item->flags |= BF_FLOATING_BEAM;
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if (fire_info->bfi_flags & BFIF_TARGETING_COORDS) {
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new_item->flags |= BF_TARGETING_COORDS;
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new_item->target_pos1 = fire_info->target_pos1;
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new_item->target_pos2 = fire_info->target_pos2;
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} else {
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vm_vec_zero(&new_item->target_pos1);
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vm_vec_zero(&new_item->target_pos2);
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}
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for (int i = 0; i < MAX_BEAM_SECTIONS; i++)
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new_item->beam_section_frame[i] = 0.0f;
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if (fire_info->bfi_flags & BFIF_IS_FIGHTER_BEAM) {
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new_item->type = BEAM_TYPE_C;
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}
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// if the targeted subsystem is not NULL, force it to be a type A beam
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if(new_item->target_subsys != NULL && new_item->type != BEAM_TYPE_C){
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new_item->type = BEAM_TYPE_A;
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}
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// type D weapons can only fire at small ships and missiles
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if(new_item->type == BEAM_TYPE_D){
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// if its a targeted ship, get the target ship
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if((fire_info->target != NULL) && (fire_info->target->type == OBJ_SHIP) && (fire_info->target->instance >= 0)){
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ship *target_ship = &Ships[fire_info->target->instance];
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// maybe force to be a type A
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if(Ship_info[target_ship->ship_info_index].class_type > -1 && (Ship_types[Ship_info[target_ship->ship_info_index].class_type].weapon_bools & STI_WEAP_BEAMS_EASILY_HIT)){
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new_item->type = BEAM_TYPE_A;
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}
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}
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}
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// ----------------------------------------------------------------------
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// THIS IS THE CRITICAL POINT FOR MULTIPLAYER
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// beam_get_binfo(...) determines exactly how the beam will behave over the course of its life
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// it fills in binfo, which we can pass to clients in multiplayer
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if(fire_info->beam_info_override != NULL){
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new_item->binfo = *fire_info->beam_info_override;
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} else {
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beam_get_binfo(new_item, fire_info->accuracy, wip->b_info.beam_shots); // to fill in b_info - the set of directional aim vectors
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}
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flagset<Object::Object_Flags> default_flags;
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default_flags.set(Object::Object_Flags::Collides);
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// create the associated object
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objnum = obj_create(OBJ_BEAM, ((fire_info->shooter != NULL) ? OBJ_INDEX(fire_info->shooter) : -1), BEAM_INDEX(new_item), &vmd_identity_matrix, &vmd_zero_vector, 1.0f, default_flags);
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if(objnum < 0){
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beam_delete(new_item);
|
|
nprintf(("General", "obj_create() failed for beam weapon! bah!\n"));
|
|
Int3();
|
|
return -1;
|
|
}
|
|
new_item->objnum = objnum;
|
|
|
|
// this sets up all info for the first frame the beam fires
|
|
beam_aim(new_item); // to fill in shot_point, etc.
|
|
|
|
// check to see if its legal to fire at this guy
|
|
if (beam_ok_to_fire(new_item) != 1) {
|
|
beam_delete(new_item);
|
|
mprintf(("Killing beam at initial fire because of illegal targeting!!!\n"));
|
|
return -1;
|
|
}
|
|
|
|
// if we're a multiplayer master - send a packet
|
|
if (MULTIPLAYER_MASTER) {
|
|
int bank_point = -1;
|
|
|
|
if (fire_info->bfi_flags & BFIF_IS_FIGHTER_BEAM) {
|
|
// magic numbers suck, be we need to make sure that we are always below UCHAR_MAX (255)
|
|
Assert( fire_info->point <= 25 );
|
|
Assert( fire_info->bank <= 5 );
|
|
|
|
bank_point = (fire_info->point * 10) + fire_info->bank;
|
|
}
|
|
|
|
send_beam_fired_packet(fire_info->shooter, fire_info->turret, fire_info->target, fire_info->beam_info_index, &new_item->binfo, fire_info->bfi_flags, bank_point);
|
|
}
|
|
|
|
// start the warmup phase
|
|
beam_start_warmup(new_item);
|
|
|
|
return objnum;
|
|
}
|
|
|
|
// fire a targeting beam, returns objnum on success. a much much simplified version of a beam weapon
|
|
// targeting lasers last _one_ frame. For a continuous stream - they must be created every frame.
|
|
// this allows it to work smoothly in multiplayer (detect "trigger down". every frame just create a targeting laser firing straight out of the
|
|
// object. this way you get all the advantages of nice rendering and collisions).
|
|
// NOTE : only references beam_info_index and shooter
|
|
int beam_fire_targeting(fighter_beam_fire_info *fire_info)
|
|
{
|
|
beam *new_item;
|
|
weapon_info *wip;
|
|
int objnum;
|
|
ship *firing_ship;
|
|
|
|
// sanity check
|
|
if(fire_info == NULL){
|
|
Int3();
|
|
return -1;
|
|
}
|
|
|
|
// if we're out of beams, bail
|
|
if(Beam_count >= MAX_BEAMS){
|
|
return -1;
|
|
}
|
|
|
|
// make sure the beam_info_index is valid
|
|
Assert((fire_info->beam_info_index >= 0) && (fire_info->beam_info_index < MAX_WEAPON_TYPES) && (Weapon_info[fire_info->beam_info_index].wi_flags & WIF_BEAM));
|
|
if((fire_info->beam_info_index < 0) || (fire_info->beam_info_index >= MAX_WEAPON_TYPES) || !(Weapon_info[fire_info->beam_info_index].wi_flags & WIF_BEAM)){
|
|
return -1;
|
|
}
|
|
wip = &Weapon_info[fire_info->beam_info_index];
|
|
|
|
// make sure a ship is firing this
|
|
Assert((fire_info->shooter->type == OBJ_SHIP) && (fire_info->shooter->instance >= 0) && (fire_info->shooter->instance < MAX_SHIPS));
|
|
if ( (fire_info->shooter->type != OBJ_SHIP) || (fire_info->shooter->instance < 0) || (fire_info->shooter->instance >= MAX_SHIPS) ) {
|
|
return -1;
|
|
}
|
|
firing_ship = &Ships[fire_info->shooter->instance];
|
|
|
|
|
|
// get a free beam
|
|
new_item = GET_FIRST(&Beam_free_list);
|
|
Assert( new_item != &Beam_free_list ); // shouldn't have the dummy element
|
|
|
|
// remove from the free list
|
|
list_remove( &Beam_free_list, new_item );
|
|
|
|
// insert onto the end of used list
|
|
list_append( &Beam_used_list, new_item );
|
|
|
|
// increment counter
|
|
Beam_count++;
|
|
|
|
// maybe allocate some extra data based on the beam type
|
|
Assert(wip->b_info.beam_type == BEAM_TYPE_C);
|
|
if(wip->b_info.beam_type != BEAM_TYPE_C){
|
|
return -1;
|
|
}
|
|
|
|
// fill in some values
|
|
new_item->warmup_stamp = fire_info->warmup_stamp;
|
|
new_item->warmdown_stamp = fire_info->warmdown_stamp;
|
|
new_item->weapon_info_index = fire_info->beam_info_index;
|
|
new_item->objp = fire_info->shooter;
|
|
new_item->sig = fire_info->shooter->signature;
|
|
new_item->subsys = NULL;
|
|
new_item->life_left = fire_info->life_left;
|
|
new_item->life_total = fire_info->life_total;
|
|
new_item->r_collision_count = 0;
|
|
new_item->f_collision_count = 0;
|
|
new_item->target = NULL;
|
|
new_item->target_subsys = NULL;
|
|
new_item->target_sig = 0;
|
|
new_item->beam_sound_loop = -1;
|
|
new_item->type = BEAM_TYPE_C;
|
|
new_item->targeting_laser_offset = fire_info->targeting_laser_offset;
|
|
new_item->framecount = 0;
|
|
new_item->flags = 0;
|
|
new_item->shot_index = 0;
|
|
new_item->shrink = 1.0f;
|
|
new_item->team = (char)firing_ship->team;
|
|
new_item->range = wip->b_info.range;
|
|
new_item->damage_threshold = wip->b_info.damage_threshold;
|
|
new_item->beam_width = wip->b_info.beam_width;
|
|
|
|
// type c is a very special weapon type - binfo has no meaning
|
|
|
|
// create the associated object
|
|
flagset<Object::Object_Flags> default_flags;
|
|
default_flags.set(Object::Object_Flags::Collides);
|
|
objnum = obj_create(OBJ_BEAM, OBJ_INDEX(fire_info->shooter), BEAM_INDEX(new_item), &vmd_identity_matrix, &vmd_zero_vector, 1.0f, default_flags);
|
|
|
|
if(objnum < 0){
|
|
beam_delete(new_item);
|
|
nprintf(("General", "obj_create() failed for beam weapon! bah!\n"));
|
|
Int3();
|
|
return -1;
|
|
}
|
|
new_item->objnum = objnum;
|
|
|
|
// this sets up all info for the first frame the beam fires
|
|
beam_aim(new_item); // to fill in shot_point, etc.
|
|
|
|
if(Beams[Objects[objnum].instance].objnum != objnum){
|
|
Int3();
|
|
return -1;
|
|
}
|
|
|
|
return objnum;
|
|
}
|
|
|
|
// return an object index of the guy who's firing this beam
|
|
int beam_get_parent(object *bm)
|
|
{
|
|
beam *b;
|
|
|
|
// get a handle to the beam
|
|
Assert(bm->type == OBJ_BEAM);
|
|
Assert(bm->instance >= 0);
|
|
if(bm->type != OBJ_BEAM){
|
|
return -1;
|
|
}
|
|
if(bm->instance < 0){
|
|
return -1;
|
|
}
|
|
b = &Beams[bm->instance];
|
|
|
|
if(b->objp == NULL){
|
|
return -1;
|
|
}
|
|
|
|
// if the object handle is invalid
|
|
if(b->objp->signature != b->sig){
|
|
return -1;
|
|
}
|
|
|
|
// return the handle
|
|
return OBJ_INDEX(b->objp);
|
|
}
|
|
|
|
// return weapon_info_index of beam
|
|
int beam_get_weapon_info_index(object *bm)
|
|
{
|
|
Assert(bm->type == OBJ_BEAM);
|
|
if (bm->type != OBJ_BEAM) {
|
|
return -1;
|
|
}
|
|
|
|
Assert(bm->instance >= 0 && bm->instance < MAX_BEAMS);
|
|
if (bm->instance < 0) {
|
|
return -1;
|
|
}
|
|
//make sure it's returning a valid info index
|
|
Assert((Beams[bm->instance].weapon_info_index > -1) && (Beams[bm->instance].weapon_info_index < Num_weapon_types));
|
|
|
|
// return weapon_info_index
|
|
return Beams[bm->instance].weapon_info_index;
|
|
}
|
|
|
|
|
|
|
|
// given a beam object, get the # of collisions which happened during the last collision check (typically, last frame)
|
|
int beam_get_num_collisions(int objnum)
|
|
{
|
|
// sanity checks
|
|
if((objnum < 0) || (objnum >= MAX_OBJECTS)){
|
|
Int3();
|
|
return -1;
|
|
}
|
|
if((Objects[objnum].instance < 0) || (Objects[objnum].instance >= MAX_BEAMS)){
|
|
Int3();
|
|
return -1;
|
|
}
|
|
if(Beams[Objects[objnum].instance].objnum != objnum){
|
|
Int3();
|
|
return -1;
|
|
}
|
|
|
|
if(Beams[Objects[objnum].instance].objnum < 0){
|
|
Int3();
|
|
return -1;
|
|
}
|
|
|
|
// return the # of recent collisions
|
|
return Beams[Objects[objnum].instance].r_collision_count;
|
|
}
|
|
|
|
// stuff collision info, returns 1 on success
|
|
int beam_get_collision(int objnum, int num, int *collision_objnum, mc_info **cinfo)
|
|
{
|
|
// sanity checks
|
|
if((objnum < 0) || (objnum >= MAX_OBJECTS)){
|
|
Int3();
|
|
return 0;
|
|
}
|
|
if((Objects[objnum].instance < 0) || (Objects[objnum].instance >= MAX_BEAMS)){
|
|
Int3();
|
|
return 0;
|
|
}
|
|
if((Beams[Objects[objnum].instance].objnum != objnum) || (Beams[Objects[objnum].instance].objnum < 0)){
|
|
Int3();
|
|
return 0;
|
|
}
|
|
if(num >= Beams[Objects[objnum].instance].r_collision_count){
|
|
Int3();
|
|
return 0;
|
|
}
|
|
|
|
// return - success
|
|
*cinfo = &Beams[Objects[objnum].instance].r_collisions[num].cinfo;
|
|
*collision_objnum = Beams[Objects[objnum].instance].r_collisions[num].c_objnum;
|
|
return 1;
|
|
}
|
|
|
|
// pause all looping beam sounds
|
|
void beam_pause_sounds()
|
|
{
|
|
beam *moveup = NULL;
|
|
|
|
// set all beam volumes to 0
|
|
moveup = GET_FIRST(&Beam_used_list);
|
|
if(moveup == NULL){
|
|
return;
|
|
}
|
|
while(moveup != END_OF_LIST(&Beam_used_list)){
|
|
// set the volume to 0, if he has a looping beam sound
|
|
if(moveup->beam_sound_loop >= 0){
|
|
snd_set_volume(moveup->beam_sound_loop, 0.0f);
|
|
}
|
|
|
|
// next beam
|
|
moveup = GET_NEXT(moveup);
|
|
}
|
|
}
|
|
|
|
// unpause looping beam sounds
|
|
void beam_unpause_sounds()
|
|
{
|
|
beam *moveup = NULL;
|
|
|
|
// recalc all beam sounds
|
|
moveup = GET_FIRST(&Beam_used_list);
|
|
if(moveup == NULL){
|
|
return;
|
|
}
|
|
while(moveup != END_OF_LIST(&Beam_used_list)){
|
|
beam_recalc_sounds(moveup);
|
|
|
|
// next beam
|
|
moveup = GET_NEXT(moveup);
|
|
}
|
|
}
|
|
|
|
void beam_get_global_turret_gun_info(object *objp, ship_subsys *ssp, vec3d *gpos, vec3d *gvec, int use_angles, vec3d *targetp, bool fighter_beam){
|
|
ship_get_global_turret_gun_info(objp, ssp, gpos, gvec, use_angles, targetp);
|
|
if(fighter_beam)*gvec = objp->orient.vec.fvec;
|
|
}
|
|
|
|
// -----------------------------===========================------------------------------
|
|
// BEAM MOVEMENT FUNCTIONS
|
|
// -----------------------------===========================------------------------------
|
|
|
|
// move a type A beam weapon
|
|
void beam_type_a_move(beam *b)
|
|
{
|
|
vec3d dir;
|
|
vec3d temp, temp2;
|
|
|
|
// LEAVE THIS HERE OTHERWISE MUZZLE GLOWS DRAW INCORRECTLY WHEN WARMING UP OR DOWN
|
|
// get the "originating point" of the beam for this frame. essentially bashes last_start
|
|
if (b->subsys != NULL)
|
|
beam_get_global_turret_gun_info(b->objp, b->subsys, &b->last_start, &temp, 1, &temp2, (b->flags & BF_IS_FIGHTER_BEAM) > 0);
|
|
|
|
// if the "warming up" timestamp has not expired
|
|
if((b->warmup_stamp != -1) || (b->warmdown_stamp != -1)){
|
|
return;
|
|
}
|
|
|
|
// put the "last_shot" point arbitrarily far away
|
|
vm_vec_sub(&dir, &b->last_shot, &b->last_start);
|
|
vm_vec_normalize_quick(&dir);
|
|
vm_vec_scale_add(&b->last_shot, &b->last_start, &dir, b->range);
|
|
Assert(is_valid_vec(&b->last_shot));
|
|
}
|
|
|
|
// move a type B beam weapon
|
|
#define BEAM_T(b) ( ((b->binfo.delta_ang / b->life_total) * (b->life_total - b->life_left)) / b->binfo.delta_ang )
|
|
void beam_type_b_move(beam *b)
|
|
{
|
|
vec3d actual_dir;
|
|
vec3d temp, temp2;
|
|
float dot_save;
|
|
|
|
// LEAVE THIS HERE OTHERWISE MUZZLE GLOWS DRAW INCORRECTLY WHEN WARMING UP OR DOWN
|
|
// get the "originating point" of the beam for this frame. essentially bashes last_start
|
|
if (b->subsys != NULL)
|
|
beam_get_global_turret_gun_info(b->objp, b->subsys, &b->last_start, &temp, 1, &temp2, (b->flags & BF_IS_FIGHTER_BEAM) > 0);
|
|
|
|
// if the "warming up" timestamp has not expired
|
|
if((b->warmup_stamp != -1) || (b->warmdown_stamp != -1)){
|
|
return;
|
|
}
|
|
|
|
// if the two direction vectors are _really_ close together, just use the original direction
|
|
dot_save = vm_vec_dot(&b->binfo.dir_a, &b->binfo.dir_b);
|
|
if((double)dot_save >= 0.999999999){
|
|
actual_dir = b->binfo.dir_a;
|
|
}
|
|
// otherwise move towards the dir we calculated when firing this beam
|
|
else {
|
|
vm_vec_interp_constant(&actual_dir, &b->binfo.dir_a, &b->binfo.dir_b, BEAM_T(b));
|
|
}
|
|
|
|
// now recalculate shot_point to be shooting through our new point
|
|
vm_vec_scale_add(&b->last_shot, &b->last_start, &actual_dir, b->range);
|
|
int is_valid = is_valid_vec(&b->last_shot);
|
|
Assert(is_valid);
|
|
if(!is_valid){
|
|
actual_dir = b->binfo.dir_a;
|
|
vm_vec_scale_add(&b->last_shot, &b->last_start, &actual_dir, b->range);
|
|
}
|
|
}
|
|
|
|
// type C functions
|
|
void beam_type_c_move(beam *b)
|
|
{
|
|
vec3d temp;
|
|
ship *shipp;
|
|
int num_fire_points = 1;
|
|
|
|
// ugh
|
|
if ( (b->objp == NULL) || (b->objp->instance < 0) ) {
|
|
Int3();
|
|
return;
|
|
}
|
|
|
|
// type c beams only last one frame so we never have to "move" them.
|
|
temp = b->targeting_laser_offset;
|
|
vm_vec_unrotate(&b->last_start, &temp, &b->objp->orient);
|
|
vm_vec_add2(&b->last_start, &b->objp->pos);
|
|
vm_vec_scale_add(&b->last_shot, &b->last_start, &b->objp->orient.vec.fvec, b->range);
|
|
|
|
shipp = &Ships[b->objp->instance];
|
|
|
|
if (shipp->beam_sys_info.turret_num_firing_points > 1) {
|
|
num_fire_points = shipp->beam_sys_info.turret_num_firing_points;
|
|
}
|
|
|
|
shipp->weapon_energy -= num_fire_points * Weapon_info[b->weapon_info_index].energy_consumed * flFrametime;
|
|
|
|
if (shipp->weapon_energy < 0.0f) {
|
|
shipp->weapon_energy = 0.0f;
|
|
}
|
|
}
|
|
|
|
// type D functions
|
|
void beam_type_d_move(beam *b)
|
|
{
|
|
int shot_index, fire_wait;
|
|
vec3d temp, temp2, dir;
|
|
|
|
// LEAVE THIS HERE OTHERWISE MUZZLE GLOWS DRAW INCORRECTLY WHEN WARMING UP OR DOWN
|
|
// get the "originating point" of the beam for this frame. essentially bashes last_start
|
|
if (b->subsys != NULL)
|
|
beam_get_global_turret_gun_info(b->objp, b->subsys, &b->last_start, &temp, 1, &temp2, (b->flags & BF_IS_FIGHTER_BEAM) > 0);
|
|
|
|
// if the "warming up" timestamp has not expired
|
|
if((b->warmup_stamp != -1) || (b->warmdown_stamp != -1)){
|
|
return;
|
|
}
|
|
|
|
// determine what stage of the beam we're in
|
|
beam_type_d_get_status(b, &shot_index, &fire_wait);
|
|
|
|
// if we've changed shot index
|
|
if(shot_index != b->shot_index){
|
|
// set the new index
|
|
b->shot_index = shot_index;
|
|
|
|
// re-aim
|
|
beam_aim(b);
|
|
}
|
|
|
|
// if we're in the fire wait stage
|
|
b->flags &= ~BF_SAFETY;
|
|
if(fire_wait){
|
|
b->flags |= BF_SAFETY;
|
|
}
|
|
|
|
// put the "last_shot" point arbitrarily far away
|
|
vm_vec_sub(&dir, &b->last_shot, &b->last_start);
|
|
vm_vec_normalize_quick(&dir);
|
|
vm_vec_scale_add(&b->last_shot, &b->last_start, &dir, b->range);
|
|
Assert(is_valid_vec(&b->last_shot));
|
|
}
|
|
void beam_type_d_get_status(beam *b, int *shot_index, int *fire_wait)
|
|
{
|
|
float shot_time = b->life_total / (float)b->binfo.shot_count;
|
|
float beam_time = b->life_total - b->life_left;
|
|
|
|
// determine what "shot" we're on
|
|
*shot_index = (int)(beam_time / shot_time);
|
|
|
|
if(*shot_index >= b->binfo.shot_count){
|
|
nprintf(("Beam","Shot of type D beam had bad shot_index value\n"));
|
|
*shot_index = b->binfo.shot_count - 1;
|
|
}
|
|
|
|
// determine if its the firing or waiting section of the shot (fire happens first, THEN wait)
|
|
*fire_wait = 0;
|
|
if(beam_time > ((shot_time * (*shot_index)) + (shot_time * 0.5f))){
|
|
*fire_wait = 1;
|
|
}
|
|
}
|
|
|
|
// type e functions
|
|
void beam_type_e_move(beam *b)
|
|
{
|
|
vec3d temp, turret_norm;
|
|
|
|
if (b->subsys == NULL) { // If we're a free-floating beam, there's nothing to calculate here.
|
|
return;
|
|
}
|
|
|
|
// LEAVE THIS HERE OTHERWISE MUZZLE GLOWS DRAW INCORRECTLY WHEN WARMING UP OR DOWN
|
|
// get the "originating point" of the beam for this frame. essentially bashes last_start
|
|
beam_get_global_turret_gun_info(b->objp, b->subsys, &b->last_start, &turret_norm, 1, &temp, (b->flags & BF_IS_FIGHTER_BEAM) > 0);
|
|
|
|
// if the "warming up" timestamp has not expired
|
|
if((b->warmup_stamp != -1) || (b->warmdown_stamp != -1)){
|
|
return;
|
|
}
|
|
|
|
// put the "last_shot" point arbitrarily far away
|
|
vm_vec_scale_add(&b->last_shot, &b->last_start, &turret_norm, b->range);
|
|
Assert(is_valid_vec(&b->last_shot));
|
|
}
|
|
|
|
// pre-move (before collision checking - but AFTER ALL OTHER OBJECTS HAVE BEEN MOVED)
|
|
void beam_move_all_pre()
|
|
{
|
|
beam *b;
|
|
beam *moveup;
|
|
|
|
// zero lights for this frame yet
|
|
Beam_light_count = 0;
|
|
|
|
// traverse through all active beams
|
|
moveup = GET_FIRST(&Beam_used_list);
|
|
while (moveup != END_OF_LIST(&Beam_used_list)) {
|
|
// get the beam
|
|
b = moveup;
|
|
|
|
// check if parent object has died, if so then delete beam
|
|
if (b->objp != NULL && b->objp->type == OBJ_NONE) {
|
|
// set next beam
|
|
moveup = GET_NEXT(moveup);
|
|
// delete current beam
|
|
beam_delete(b);
|
|
|
|
continue;
|
|
}
|
|
|
|
// unset collision info
|
|
b->f_collision_count = 0;
|
|
|
|
if ( !physics_paused ) {
|
|
// make sure to check that firingpoint is still properly set
|
|
int temp = -1;
|
|
if (b->subsys != NULL) {
|
|
temp = b->subsys->turret_next_fire_pos;
|
|
|
|
if (!(b->flags & BF_IS_FIGHTER_BEAM))
|
|
b->subsys->turret_next_fire_pos = b->firingpoint;
|
|
}
|
|
|
|
// move the beam
|
|
switch (b->type)
|
|
{
|
|
// type A beam weapons don't move
|
|
case BEAM_TYPE_A :
|
|
beam_type_a_move(b);
|
|
break;
|
|
|
|
// type B beam weapons move across the target somewhat randomly
|
|
case BEAM_TYPE_B :
|
|
beam_type_b_move(b);
|
|
break;
|
|
|
|
// type C beam weapons are attached to a fighter - pointing forward
|
|
case BEAM_TYPE_C:
|
|
beam_type_c_move(b);
|
|
break;
|
|
|
|
// type D
|
|
case BEAM_TYPE_D:
|
|
beam_type_d_move(b);
|
|
break;
|
|
|
|
// type E
|
|
case BEAM_TYPE_E:
|
|
beam_type_e_move(b);
|
|
break;
|
|
|
|
// illegal beam type
|
|
default :
|
|
Int3();
|
|
}
|
|
if (b->subsys != NULL) {
|
|
b->subsys->turret_next_fire_pos = temp;
|
|
}
|
|
}
|
|
|
|
// next
|
|
moveup = GET_NEXT(moveup);
|
|
}
|
|
}
|
|
|
|
// post-collision time processing for beams
|
|
void beam_move_all_post()
|
|
{
|
|
beam *moveup;
|
|
beam *next_one;
|
|
int bf_status;
|
|
beam_weapon_info *bwi;
|
|
|
|
// traverse through all active beams
|
|
moveup = GET_FIRST(&Beam_used_list);
|
|
while(moveup != END_OF_LIST(&Beam_used_list)){
|
|
bwi = &Weapon_info[moveup->weapon_info_index].b_info;
|
|
|
|
// check the status of the beam
|
|
bf_status = beam_ok_to_fire(moveup);
|
|
|
|
// if we're warming up
|
|
if(moveup->warmup_stamp != -1){
|
|
next_one = GET_NEXT(moveup);
|
|
|
|
// should we be stopping?
|
|
if(bf_status < 0){
|
|
beam_delete(moveup);
|
|
} else {
|
|
if (moveup->objp != NULL) {
|
|
// add a muzzle light for the shooter
|
|
beam_add_light(moveup, OBJ_INDEX(moveup->objp), 0, NULL);
|
|
}
|
|
|
|
// if the warming up timestamp has expired, start firing
|
|
if(timestamp_elapsed(moveup->warmup_stamp)){
|
|
// start firing
|
|
if(!beam_start_firing(moveup)){
|
|
beam_delete(moveup);
|
|
}
|
|
}
|
|
}
|
|
|
|
// next
|
|
moveup = next_one;
|
|
continue;
|
|
}
|
|
// if we're warming down
|
|
else if(moveup->warmdown_stamp != -1){
|
|
next_one = GET_NEXT(moveup);
|
|
|
|
// should we be stopping?
|
|
if(bf_status < 0){
|
|
beam_delete(moveup);
|
|
} else {
|
|
if (moveup->objp != NULL) {
|
|
// add a muzzle light for the shooter
|
|
beam_add_light(moveup, OBJ_INDEX(moveup->objp), 0, NULL);
|
|
}
|
|
|
|
// if we're done warming down, the beam is finished
|
|
if(timestamp_elapsed(moveup->warmdown_stamp)){
|
|
beam_delete(moveup);
|
|
}
|
|
}
|
|
|
|
// next
|
|
moveup = next_one;
|
|
continue;
|
|
}
|
|
// otherwise, we're firing away.........
|
|
|
|
if (moveup->objp != NULL) {
|
|
// add a muzzle light for the shooter
|
|
beam_add_light(moveup, OBJ_INDEX(moveup->objp), 0, NULL);
|
|
}
|
|
|
|
// subtract out the life left for the beam
|
|
if(!physics_paused){
|
|
moveup->life_left -= flFrametime;
|
|
}
|
|
|
|
// if we're past the shrink point, start shrinking the beam
|
|
if(moveup->life_left <= (moveup->life_total * bwi->beam_shrink_factor)){
|
|
moveup->flags |= BF_SHRINK;
|
|
}
|
|
|
|
// if we're shrinking the beam
|
|
if(moveup->flags & BF_SHRINK){
|
|
moveup->shrink -= bwi->beam_shrink_pct * flFrametime;
|
|
if(moveup->shrink < 0.1f){
|
|
moveup->shrink = 0.1f;
|
|
}
|
|
}
|
|
|
|
// add tube light for the beam
|
|
if(is_minimum_GLSL_version() && moveup->objp != NULL)
|
|
beam_add_light(moveup, OBJ_INDEX(moveup->objp), 1, NULL);
|
|
|
|
// stop shooting?
|
|
if(bf_status <= 0){
|
|
next_one = GET_NEXT(moveup);
|
|
|
|
// if beam should abruptly stop
|
|
if(bf_status == -1){
|
|
beam_delete(moveup);
|
|
}
|
|
// if the beam should just power down
|
|
else {
|
|
beam_start_warmdown(moveup);
|
|
}
|
|
|
|
// next beam
|
|
moveup = next_one;
|
|
continue;
|
|
}
|
|
|
|
// increment framecount
|
|
moveup->framecount++;
|
|
// type c weapons live for one frame only
|
|
// done firing, so go into the warmdown phase
|
|
{
|
|
if((moveup->life_left <= 0.0f) &&
|
|
(moveup->warmdown_stamp == -1) &&
|
|
(moveup->framecount > 1))
|
|
{
|
|
beam_start_warmdown(moveup);
|
|
|
|
moveup = GET_NEXT(moveup);
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// handle any collisions which occured collision (will take care of applying damage to all objects which got hit)
|
|
beam_handle_collisions(moveup);
|
|
|
|
// recalculate beam sounds
|
|
beam_recalc_sounds(moveup);
|
|
|
|
// next item
|
|
moveup = GET_NEXT(moveup);
|
|
}
|
|
|
|
// apply all beam lighting
|
|
beam_apply_lighting();
|
|
}
|
|
|
|
// -----------------------------===========================------------------------------
|
|
// BEAM RENDERING FUNCTIONS
|
|
// -----------------------------===========================------------------------------
|
|
|
|
// render a beam weapon
|
|
#define STUFF_VERTICES() do {\
|
|
verts[0]->texture_position.u = 0.0f;\
|
|
verts[0]->texture_position.v = 0.0f;\
|
|
verts[1]->texture_position.u = 1.0f;\
|
|
verts[1]->texture_position.v = 0.0f;\
|
|
verts[2]->texture_position.u = 1.0f;\
|
|
verts[2]->texture_position.v = 1.0f;\
|
|
verts[3]->texture_position.u = 0.0f;\
|
|
verts[3]->texture_position.v = 1.0f;\
|
|
} while(0);
|
|
|
|
#define P_VERTICES() do {\
|
|
for(idx=0; idx<4; idx++){\
|
|
g3_project_vertex(verts[idx]);\
|
|
}\
|
|
} while(0);
|
|
|
|
void beam_render(beam *b, float u_offset)
|
|
{
|
|
int idx, s_idx;
|
|
vertex h1[4]; // halves of a beam section
|
|
vertex *verts[4] = { &h1[0], &h1[1], &h1[2], &h1[3] };
|
|
vec3d fvec, top1, bottom1, top2, bottom2;
|
|
float scale;
|
|
float u_scale; // beam tileing -Bobboau
|
|
float length; // beam tileing -Bobboau
|
|
beam_weapon_section_info *bwsi;
|
|
beam_weapon_info *bwi;
|
|
|
|
memset( h1, 0, sizeof(vertex) * 4 );
|
|
|
|
// bogus weapon info index
|
|
if ( (b == NULL) || (b->weapon_info_index < 0) )
|
|
return;
|
|
|
|
// if the beam start and endpoints are the same
|
|
if ( vm_vec_same(&b->last_start, &b->last_shot) )
|
|
return;
|
|
|
|
// get beam direction
|
|
vm_vec_sub(&fvec, &b->last_shot, &b->last_start);
|
|
vm_vec_normalize_quick(&fvec);
|
|
|
|
// turn off backface culling
|
|
int cull = gr_set_cull(0);
|
|
|
|
length = vm_vec_dist(&b->last_start, &b->last_shot); // beam tileing -Bobboau
|
|
|
|
bwi = &Weapon_info[b->weapon_info_index].b_info;
|
|
|
|
// draw all sections
|
|
for (s_idx = 0; s_idx < bwi->beam_num_sections; s_idx++) {
|
|
bwsi = &bwi->sections[s_idx];
|
|
|
|
if ( (bwsi->texture.first_frame < 0) || (bwsi->width <= 0.0f) )
|
|
continue;
|
|
|
|
// calculate the beam points
|
|
scale = frand_range(1.0f - bwsi->flicker, 1.0f + bwsi->flicker);
|
|
beam_calc_facing_pts(&top1, &bottom1, &fvec, &b->last_start, bwsi->width * scale * b->shrink, bwsi->z_add);
|
|
beam_calc_facing_pts(&top2, &bottom2, &fvec, &b->last_shot, bwsi->width * scale * scale * b->shrink, bwsi->z_add);
|
|
|
|
g3_transfer_vertex(verts[0], &bottom1);
|
|
g3_transfer_vertex(verts[1], &bottom2);
|
|
g3_transfer_vertex(verts[2], &top2);
|
|
g3_transfer_vertex(verts[3], &top1);
|
|
|
|
P_VERTICES();
|
|
STUFF_VERTICES(); // stuff the beam with creamy goodness (texture coords)
|
|
|
|
if (bwsi->tile_type == 1)
|
|
u_scale = length / (bwsi->width * 0.5f) / bwsi->tile_factor; // beam tileing, might make a tileing factor in beam index later -Bobboau
|
|
else
|
|
u_scale = bwsi->tile_factor;
|
|
|
|
verts[1]->texture_position.u = (u_scale + (u_offset * bwsi->translation)); // beam tileing -Bobboau
|
|
verts[2]->texture_position.u = (u_scale + (u_offset * bwsi->translation)); // beam tileing -Bobboau
|
|
verts[3]->texture_position.u = (0 + (u_offset * bwsi->translation));
|
|
verts[0]->texture_position.u = (0 + (u_offset * bwsi->translation));
|
|
|
|
float per = 1.0f;
|
|
if (bwi->range)
|
|
per -= length / bwi->range;
|
|
|
|
//this should never happen but, just to be safe
|
|
CLAMP(per, 0.0f, 1.0f);
|
|
|
|
ubyte alpha = (ubyte)(255.0f * per);
|
|
|
|
verts[1]->r = alpha;
|
|
verts[2]->r = alpha;
|
|
verts[1]->g = alpha;
|
|
verts[2]->g = alpha;
|
|
verts[1]->b = alpha;
|
|
verts[2]->b = alpha;
|
|
verts[1]->a = alpha;
|
|
verts[2]->a = alpha;
|
|
|
|
verts[0]->r = 255;
|
|
verts[3]->r = 255;
|
|
verts[0]->g = 255;
|
|
verts[3]->g = 255;
|
|
verts[0]->b = 255;
|
|
verts[3]->b = 255;
|
|
verts[0]->a = 255;
|
|
verts[3]->a = 255;
|
|
|
|
// set the right texture with additive alpha, and draw the poly
|
|
int framenum = 0;
|
|
|
|
if (bwsi->texture.num_frames > 1) {
|
|
b->beam_section_frame[s_idx] += flFrametime;
|
|
|
|
framenum = bm_get_anim_frame(bwsi->texture.first_frame, b->beam_section_frame[s_idx], bwsi->texture.total_time, true);
|
|
}
|
|
|
|
gr_set_bitmap(bwsi->texture.first_frame + framenum, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 0.9999f);
|
|
|
|
// added TMAP_FLAG_TILED flag for beam texture tileing -Bobboau
|
|
// added TMAP_FLAG_RGB and TMAP_FLAG_GOURAUD so the beam would apear to fade along it's length-Bobboau
|
|
g3_draw_poly( 4, verts, TMAP_FLAG_TEXTURED | TMAP_FLAG_RGB | TMAP_FLAG_GOURAUD | TMAP_FLAG_TILED | TMAP_FLAG_CORRECT | TMAP_HTL_3D_UNLIT | TMAP_FLAG_EMISSIVE );
|
|
}
|
|
|
|
// turn backface culling back on
|
|
gr_set_cull(cull);
|
|
}
|
|
|
|
// generate particles for the muzzle glow
|
|
int hack_time = 100;
|
|
DCF(h_time, "Sets the hack time for beam muzzle glow (Default is 100)")
|
|
{
|
|
dc_stuff_int(&hack_time);
|
|
}
|
|
|
|
void beam_generate_muzzle_particles(beam *b)
|
|
{
|
|
int particle_count;
|
|
int idx;
|
|
weapon_info *wip;
|
|
vec3d turret_norm, turret_pos, particle_pos, particle_dir;
|
|
matrix m;
|
|
particle::particle_info pinfo;
|
|
|
|
// if our hack stamp has expired
|
|
if(!((b->Beam_muzzle_stamp == -1) || timestamp_elapsed(b->Beam_muzzle_stamp))){
|
|
return;
|
|
}
|
|
|
|
// never generate anything past about 1/5 of the beam fire time
|
|
if(b->warmup_stamp == -1){
|
|
return;
|
|
}
|
|
|
|
// get weapon info
|
|
wip = &Weapon_info[b->weapon_info_index];
|
|
|
|
// no specified particle for this beam weapon
|
|
if (wip->b_info.beam_particle_ani.first_frame < 0)
|
|
return;
|
|
|
|
|
|
// reset the hack stamp
|
|
b->Beam_muzzle_stamp = timestamp(hack_time);
|
|
|
|
// randomly generate 10 to 20 particles
|
|
particle_count = (int)frand_range(0.0f, (float)wip->b_info.beam_particle_count);
|
|
|
|
// get turret info - position and normal
|
|
turret_pos = b->last_start;
|
|
if (b->subsys != NULL) {
|
|
turret_norm = b->subsys->system_info->turret_norm;
|
|
} else {
|
|
vm_vec_normalized_dir(&turret_norm, &b->last_shot, &b->last_start);
|
|
}
|
|
|
|
// randomly perturb a vector within a cone around the normal
|
|
vm_vector_2_matrix(&m, &turret_norm, NULL, NULL);
|
|
for(idx=0; idx<particle_count; idx++){
|
|
// get a random point in the cone
|
|
vm_vec_random_cone(&particle_dir, &turret_norm, wip->b_info.beam_particle_angle, &m);
|
|
vm_vec_scale_add(&particle_pos, &turret_pos, &particle_dir, wip->b_info.beam_muzzle_radius * frand_range(0.75f, 0.9f));
|
|
|
|
// now generate some interesting values for the particle
|
|
float p_time_ref = wip->b_info.beam_life + ((float)wip->b_info.beam_warmup / 1000.0f);
|
|
float p_life = frand_range(p_time_ref * 0.5f, p_time_ref * 0.7f);
|
|
float p_vel = (wip->b_info.beam_muzzle_radius / p_life) * frand_range(0.85f, 1.2f);
|
|
vm_vec_scale(&particle_dir, -p_vel);
|
|
if (b->objp != NULL) {
|
|
vm_vec_add2(&particle_dir, &b->objp->phys_info.vel); //move along with our parent
|
|
}
|
|
|
|
memset(&pinfo, 0, sizeof(particle::particle_info));
|
|
pinfo.pos = particle_pos;
|
|
pinfo.vel = particle_dir;
|
|
pinfo.lifetime = p_life;
|
|
pinfo.attached_objnum = -1;
|
|
pinfo.attached_sig = 0;
|
|
pinfo.rad = wip->b_info.beam_particle_radius;
|
|
pinfo.reverse = 1;
|
|
pinfo.type = particle::PARTICLE_BITMAP;
|
|
pinfo.optional_data = wip->b_info.beam_particle_ani.first_frame;
|
|
particle::create(&pinfo);
|
|
}
|
|
}
|
|
|
|
static float get_current_alpha(vec3d *pos)
|
|
{
|
|
float dist;
|
|
float alpha;
|
|
|
|
const float inner_radius = 15.0f;
|
|
const float magic_num = 2.75f;
|
|
|
|
// determine what alpha to draw this bitmap with
|
|
// higher alpha the closer the bitmap gets to the eye
|
|
dist = vm_vec_dist_quick(&Eye_position, pos);
|
|
|
|
// if the point is inside the inner radius, alpha is based on distance to the player's eye,
|
|
// becoming more transparent as it gets close
|
|
if (dist <= inner_radius) {
|
|
// alpha per meter between the magic # and the inner radius
|
|
alpha = 0.8f / (inner_radius - magic_num);
|
|
|
|
// above value times the # of meters away we are
|
|
alpha *= (dist - magic_num);
|
|
return (alpha < 0.005f) ? 0.0f : alpha;
|
|
}
|
|
|
|
return 0.8f;
|
|
}
|
|
|
|
// render the muzzle glow for a beam weapon
|
|
void beam_render_muzzle_glow(beam *b)
|
|
{
|
|
vertex pt;
|
|
weapon_info *wip = &Weapon_info[b->weapon_info_index];
|
|
beam_weapon_info *bwi = &wip->b_info;
|
|
float rad, pct, rand_val;
|
|
int tmap_flags = TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT | TMAP_FLAG_EMISSIVE;
|
|
pt.flags = 0; // avoid potential read of uninit var
|
|
|
|
// if we don't have a glow bitmap
|
|
if (bwi->beam_glow.first_frame < 0)
|
|
return;
|
|
|
|
// if the beam is warming up, scale the glow
|
|
if (b->warmup_stamp != -1) {
|
|
// get warmup pct
|
|
pct = BEAM_WARMUP_PCT(b);
|
|
rand_val = 1.0f;
|
|
} else
|
|
// if the beam is warming down
|
|
if (b->warmdown_stamp != -1) {
|
|
// get warmup pct
|
|
pct = 1.0f - BEAM_WARMDOWN_PCT(b);
|
|
rand_val = 1.0f;
|
|
}
|
|
// otherwise the beam is really firing
|
|
else {
|
|
pct = 1.0f;
|
|
rand_val = frand_range(0.90f, 1.0f);
|
|
}
|
|
|
|
rad = wip->b_info.beam_muzzle_radius * pct * rand_val;
|
|
|
|
// don't bother trying to draw if there is no radius
|
|
if (rad <= 0.0f)
|
|
return;
|
|
|
|
float alpha = get_current_alpha(&b->last_start);
|
|
|
|
if (alpha <= 0.0f)
|
|
return;
|
|
|
|
if (bwi->directional_glow == true){
|
|
vertex h1[4];
|
|
vertex *verts[4] = { &h1[0], &h1[1], &h1[2], &h1[3] };
|
|
vec3d fvec, top1, top2, bottom1, bottom2, sub1, sub2, start, end;
|
|
|
|
vm_vec_sub(&fvec, &b->last_shot, &b->last_start);
|
|
vm_vec_normalize_quick(&fvec);
|
|
|
|
vm_vec_copy_scale(&sub1, &fvec, rad);
|
|
vm_vec_sub(&start, &b->last_start, &sub1);
|
|
vm_vec_copy_scale(&sub2, &fvec, bwi->glow_length);
|
|
vm_vec_add(&end, &start, &sub2);
|
|
|
|
int cull = gr_set_cull(0);
|
|
|
|
beam_calc_facing_pts(&top1, &bottom1, &fvec, &start, rad, 1.0f);
|
|
beam_calc_facing_pts(&top2, &bottom2, &fvec, &end, rad, 1.0f);
|
|
|
|
g3_transfer_vertex(verts[0], &bottom1);
|
|
g3_transfer_vertex(verts[1], &bottom2);
|
|
g3_transfer_vertex(verts[2], &top2);
|
|
g3_transfer_vertex(verts[3], &top1);
|
|
|
|
for (int idx = 0; idx < 4; idx++) {
|
|
g3_project_vertex(verts[idx]);
|
|
}
|
|
|
|
verts[0]->texture_position.u = 1.0f;
|
|
verts[0]->texture_position.v = 0.0f;
|
|
verts[1]->texture_position.u = 0.0f;
|
|
verts[1]->texture_position.v = 0.0f;
|
|
verts[2]->texture_position.u = 0.0f;
|
|
verts[2]->texture_position.v = 1.0f;
|
|
verts[3]->texture_position.u = 1.0f;
|
|
verts[3]->texture_position.v = 1.0f;
|
|
|
|
verts[0]->r = 255;
|
|
verts[1]->r = 255;
|
|
verts[2]->r = 255;
|
|
verts[3]->r = 255;
|
|
verts[0]->g = 255;
|
|
verts[1]->g = 255;
|
|
verts[2]->g = 255;
|
|
verts[3]->g = 255;
|
|
verts[0]->b = 255;
|
|
verts[1]->b = 255;
|
|
verts[2]->b = 255;
|
|
verts[3]->b = 255;
|
|
verts[0]->a = 255;
|
|
verts[1]->a = 255;
|
|
verts[2]->a = 255;
|
|
verts[3]->a = 255;
|
|
|
|
int framenum = 0;
|
|
|
|
if (bwi->beam_glow.num_frames > 1) {
|
|
b->beam_glow_frame += flFrametime;
|
|
|
|
framenum = bm_get_anim_frame(bwi->beam_glow.first_frame, b->beam_glow_frame, bwi->beam_glow.total_time, true);
|
|
}
|
|
|
|
gr_set_bitmap(bwi->beam_glow.first_frame + framenum, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, alpha * pct);
|
|
|
|
// draw a poly
|
|
g3_draw_poly(4, verts, TMAP_FLAG_TEXTURED | TMAP_FLAG_CORRECT | TMAP_HTL_3D_UNLIT);
|
|
|
|
gr_set_cull(cull);
|
|
|
|
} else {
|
|
|
|
// draw the bitmap
|
|
g3_transfer_vertex(&pt, &b->last_start);
|
|
|
|
|
|
int framenum = 0;
|
|
|
|
if (bwi->beam_glow.num_frames > 1) {
|
|
b->beam_glow_frame += flFrametime;
|
|
|
|
framenum = bm_get_anim_frame(bwi->beam_glow.first_frame, b->beam_glow_frame, bwi->beam_glow.total_time, true);
|
|
}
|
|
|
|
gr_set_bitmap(bwi->beam_glow.first_frame + framenum, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, alpha * pct);
|
|
|
|
// draw 1 bitmap
|
|
g3_draw_bitmap(&pt, 0, rad, tmap_flags);
|
|
|
|
// maybe draw more
|
|
if (pct > 0.3f)
|
|
g3_draw_bitmap(&pt, 0, rad * 0.75f, tmap_flags, rad * 0.25f);
|
|
|
|
if (pct > 0.5f)
|
|
g3_draw_bitmap(&pt, 0, rad * 0.45f, tmap_flags, rad * 0.55f);
|
|
|
|
if (pct > 0.7f)
|
|
g3_draw_bitmap(&pt, 0, rad * 0.25f, tmap_flags, rad * 0.75f);
|
|
}
|
|
}
|
|
|
|
// render all beam weapons
|
|
void beam_render_all()
|
|
{
|
|
beam *moveup;
|
|
|
|
// moves the U value of texture coods in beams if desired-Bobboau
|
|
static float u_offset = 0.0f;
|
|
u_offset += flFrametime;
|
|
|
|
// traverse through all active beams
|
|
moveup = GET_FIRST(&Beam_used_list);
|
|
while ( moveup != END_OF_LIST(&Beam_used_list) ) {
|
|
// each beam type renders a little bit differently
|
|
if ( (moveup->warmup_stamp == -1) && (moveup->warmdown_stamp == -1) && !(moveup->flags & BF_SAFETY) ) {
|
|
// HACK - if this is the first frame the beam is firing, don't render it
|
|
if (moveup->framecount <= 0) {
|
|
moveup = GET_NEXT(moveup);
|
|
continue;
|
|
}
|
|
|
|
// render the beam itself
|
|
Assert(moveup->weapon_info_index >= 0);
|
|
|
|
if (moveup->weapon_info_index < 0) {
|
|
moveup = GET_NEXT(moveup);
|
|
continue;
|
|
}
|
|
|
|
beam_render(moveup, u_offset);
|
|
}
|
|
|
|
// render the muzzle glow
|
|
beam_render_muzzle_glow(moveup);
|
|
|
|
// maybe generate some muzzle particles
|
|
beam_generate_muzzle_particles(moveup);
|
|
|
|
// next item
|
|
moveup = GET_NEXT(moveup);
|
|
}
|
|
}
|
|
|
|
// output top and bottom vectors
|
|
// fvec == forward vector (eye viewpoint basically. in world coords)
|
|
// pos == world coordinate of the point we're calculating "around"
|
|
// w == width of the diff between top and bottom around pos
|
|
void beam_calc_facing_pts( vec3d *top, vec3d *bot, vec3d *fvec, vec3d *pos, float w, float z_add )
|
|
{
|
|
vec3d uvec, rvec;
|
|
vec3d temp;
|
|
|
|
temp = *pos;
|
|
|
|
vm_vec_sub( &rvec, &Eye_position, &temp );
|
|
vm_vec_normalize( &rvec );
|
|
|
|
vm_vec_cross(&uvec,fvec,&rvec);
|
|
// VECMAT-ERROR: NULL VEC3D (value of, fvec == rvec)
|
|
vm_vec_normalize_safe(&uvec);
|
|
|
|
vm_vec_scale_add( top, &temp, &uvec, w * 0.5f );
|
|
vm_vec_scale_add( bot, &temp, &uvec, -w * 0.5f );
|
|
}
|
|
|
|
// light scale factor
|
|
float blight = 25.5f;
|
|
DCF(blight, "Sets the beam light scale factor (Default is 25.5f)")
|
|
{
|
|
dc_stuff_float(&blight);
|
|
}
|
|
|
|
// call to add a light source to a small object
|
|
void beam_add_light_small(beam *bm, object *objp, vec3d *pt_override = NULL)
|
|
{
|
|
weapon_info *wip;
|
|
beam_weapon_info *bwi;
|
|
float noise;
|
|
|
|
// no lighting
|
|
if(!Beam_lighting){
|
|
return;
|
|
}
|
|
|
|
// sanity
|
|
Assert(bm != NULL);
|
|
if(bm == NULL){
|
|
return;
|
|
}
|
|
Assert(objp != NULL);
|
|
if(objp == NULL){
|
|
return;
|
|
}
|
|
Assert(bm->weapon_info_index >= 0);
|
|
wip = &Weapon_info[bm->weapon_info_index];
|
|
bwi = &wip->b_info;
|
|
|
|
// some noise
|
|
if ( (bm->warmup_stamp < 0) && (bm->warmdown_stamp < 0) ) // disable noise when warming up or down
|
|
noise = frand_range(1.0f - bwi->sections[0].flicker, 1.0f + bwi->sections[0].flicker);
|
|
else
|
|
noise = 1.0f;
|
|
|
|
// widest part of the beam
|
|
float light_rad = beam_get_widest(bm) * blight * noise;
|
|
|
|
// nearest point on the beam, and its distance to the ship
|
|
vec3d near_pt;
|
|
if(pt_override == NULL){
|
|
float dist;
|
|
vm_vec_dist_to_line(&objp->pos, &bm->last_start, &bm->last_shot, &near_pt, &dist);
|
|
if(dist > light_rad){
|
|
return;
|
|
}
|
|
} else {
|
|
near_pt = *pt_override;
|
|
}
|
|
|
|
// average rgb of the beam
|
|
float fr = (float)wip->laser_color_1.red / 255.0f;
|
|
float fg = (float)wip->laser_color_1.green / 255.0f;
|
|
float fb = (float)wip->laser_color_1.blue / 255.0f;
|
|
|
|
float pct = 0.0f;
|
|
|
|
if (bm->warmup_stamp != -1) { // calculate muzzle light intensity
|
|
// get warmup pct
|
|
pct = BEAM_WARMUP_PCT(bm)*0.5f;
|
|
} else
|
|
// if the beam is warming down
|
|
if (bm->warmdown_stamp != -1) {
|
|
// get warmup pct
|
|
pct = MAX(1.0f - BEAM_WARMDOWN_PCT(bm)*1.3f,0.0f)*0.5f;
|
|
}
|
|
// otherwise the beam is really firing
|
|
else {
|
|
pct = 1.0f;
|
|
}
|
|
// add a unique light
|
|
light_add_point_unique(&near_pt, light_rad * 0.0001f, light_rad, pct, fr, fg, fb, OBJ_INDEX(objp));
|
|
}
|
|
|
|
// call to add a light source to a large object
|
|
void beam_add_light_large(beam *bm, object *objp, vec3d *pt0, vec3d *pt1)
|
|
{
|
|
weapon_info *wip;
|
|
beam_weapon_info *bwi;
|
|
float noise;
|
|
|
|
// no lighting
|
|
if(!Beam_lighting){
|
|
return;
|
|
}
|
|
|
|
// sanity
|
|
Assert(bm != NULL);
|
|
if(bm == NULL){
|
|
return;
|
|
}
|
|
Assert(objp != NULL);
|
|
if(objp == NULL){
|
|
return;
|
|
}
|
|
Assert(bm->weapon_info_index >= 0);
|
|
wip = &Weapon_info[bm->weapon_info_index];
|
|
bwi = &wip->b_info;
|
|
|
|
// some noise
|
|
noise = frand_range(1.0f - bwi->sections[0].flicker, 1.0f + bwi->sections[0].flicker);
|
|
|
|
// widest part of the beam
|
|
float light_rad = beam_get_widest(bm) * blight * noise;
|
|
|
|
// average rgb of the beam
|
|
float fr = (float)wip->laser_color_1.red / 255.0f;
|
|
float fg = (float)wip->laser_color_1.green / 255.0f;
|
|
float fb = (float)wip->laser_color_1.blue / 255.0f;
|
|
|
|
if ( is_minimum_GLSL_version() )
|
|
light_add_tube(pt0, pt1, 1.0f, light_rad, 1.0f * noise, fr, fg, fb, OBJ_INDEX(objp));
|
|
else {
|
|
vec3d near_pt, a;
|
|
float dist,max_dist;
|
|
vm_vec_sub(&a, pt1, pt0);
|
|
vm_vec_normalize_quick(&a);
|
|
vm_vec_dist_squared_to_line(&objp->pos, pt0, pt1, &near_pt, &dist); // Calculate nearest point for fallback fake tube pointlight
|
|
max_dist = light_rad + objp->radius;
|
|
max_dist *= max_dist;
|
|
if ( dist > max_dist)
|
|
return; // Too far away
|
|
light_add_tube(pt0, &near_pt, 1.0f, light_rad, 1.0f * noise, fr, fg, fb, OBJ_INDEX(objp));
|
|
}
|
|
}
|
|
|
|
// mark an object as being lit
|
|
void beam_add_light(beam *b, int objnum, int source, vec3d *c_point)
|
|
{
|
|
beam_light_info *l;
|
|
|
|
// if we're out of light slots!
|
|
if(Beam_light_count >= MAX_BEAM_LIGHT_INFO){
|
|
return;
|
|
}
|
|
|
|
// otherwise add it
|
|
l = &Beam_lights[Beam_light_count++];
|
|
l->bm = b;
|
|
l->objnum = objnum;
|
|
l->source = (ubyte)source;
|
|
|
|
// only type 2 lights (from collisions) need a collision point
|
|
if(c_point != NULL){
|
|
l->c_point = *c_point;
|
|
} else {
|
|
Assert(source != 2);
|
|
if(source == 2){
|
|
Beam_light_count--;
|
|
}
|
|
}
|
|
}
|
|
|
|
// apply lighting from any beams
|
|
void beam_apply_lighting()
|
|
{
|
|
int idx;
|
|
beam_light_info *l;
|
|
vec3d pt, dir;
|
|
beam_weapon_info *bwi;
|
|
|
|
// convert all beam lights into real lights
|
|
for(idx=0; idx<Beam_light_count; idx++){
|
|
// get the light
|
|
l = &Beam_lights[idx];
|
|
|
|
// bad object
|
|
if((l->objnum < 0) || (l->objnum >= MAX_OBJECTS) || (l->bm == NULL)){
|
|
continue;
|
|
}
|
|
|
|
bwi = &Weapon_info[l->bm->weapon_info_index].b_info;
|
|
|
|
// different light types
|
|
switch(l->source){
|
|
// from the muzzle of the gun
|
|
case 0:
|
|
// a few meters in from the of muzzle
|
|
vm_vec_sub(&dir, &l->bm->last_start, &l->bm->last_shot);
|
|
vm_vec_normalize_quick(&dir);
|
|
vm_vec_scale(&dir, -0.8f); // TODO: This probably needs to *not* be stupid. -taylor
|
|
vm_vec_scale_add(&pt, &l->bm->last_start, &dir, bwi->beam_muzzle_radius * 5.0f);
|
|
|
|
beam_add_light_small(l->bm, &Objects[l->objnum], &pt);
|
|
break;
|
|
|
|
// from the beam passing by
|
|
case 1:
|
|
Assert( Objects[l->objnum].instance >= 0 );
|
|
// Valathil: Everyone gets tube lights now
|
|
beam_add_light_large(l->bm, &Objects[l->objnum], &l->bm->last_start, &l->bm->last_shot);
|
|
break;
|
|
|
|
// from a collision
|
|
case 2:
|
|
// Valathil: Dont render impact lights for shaders, handled by tube lighting
|
|
if ( is_minimum_GLSL_version() ) {
|
|
break;
|
|
}
|
|
// a few meters from the collision point
|
|
vm_vec_sub(&dir, &l->bm->last_start, &l->c_point);
|
|
vm_vec_normalize_quick(&dir);
|
|
vm_vec_scale_add(&pt, &l->c_point, &dir, bwi->beam_muzzle_radius * 5.0f);
|
|
|
|
beam_add_light_small(l->bm, &Objects[l->objnum], &pt);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// -----------------------------===========================------------------------------
|
|
// BEAM BOOKKEEPING FUNCTIONS
|
|
// -----------------------------===========================------------------------------
|
|
|
|
// delete a beam
|
|
void beam_delete(beam *b)
|
|
{
|
|
// remove from active list and put on free list
|
|
list_remove(&Beam_used_list, b);
|
|
list_append(&Beam_free_list, b);
|
|
|
|
// delete our associated object
|
|
if(b->objnum >= 0){
|
|
obj_delete(b->objnum);
|
|
}
|
|
b->objnum = -1;
|
|
|
|
// kill the beam looping sound
|
|
if(b->beam_sound_loop != -1){
|
|
snd_stop(b->beam_sound_loop);
|
|
b->beam_sound_loop = -1;
|
|
}
|
|
|
|
// handle model animation reversal (closing)
|
|
// (beam animations should end pretty much immediately - taylor)
|
|
if ((b->subsys) &&
|
|
(b->subsys->turret_animation_position == MA_POS_READY))
|
|
{
|
|
b->subsys->turret_animation_done_time = timestamp(50);
|
|
}
|
|
|
|
// subtract one
|
|
Beam_count--;
|
|
Assert(Beam_count >= 0);
|
|
nprintf(("Beam", "Recycled beam (%d beams remaining)\n", Beam_count));
|
|
}
|
|
|
|
// given an object, return its model num
|
|
int beam_get_model(object *objp)
|
|
{
|
|
int pof;
|
|
|
|
if (objp == NULL) {
|
|
return -1;
|
|
}
|
|
|
|
Assert(objp->instance >= 0);
|
|
if(objp->instance < 0){
|
|
return -1;
|
|
}
|
|
|
|
switch(objp->type){
|
|
case OBJ_SHIP:
|
|
return Ship_info[Ships[objp->instance].ship_info_index].model_num;
|
|
|
|
case OBJ_WEAPON:
|
|
Assert(Weapons[objp->instance].weapon_info_index >= 0);
|
|
if(Weapons[objp->instance].weapon_info_index < 0){
|
|
return -1;
|
|
}
|
|
return Weapon_info[Weapons[objp->instance].weapon_info_index].model_num;
|
|
|
|
case OBJ_DEBRIS:
|
|
Assert(Debris[objp->instance].is_hull);
|
|
if(!Debris[objp->instance].is_hull){
|
|
return -1;
|
|
}
|
|
return Debris[objp->instance].model_num;
|
|
|
|
case OBJ_ASTEROID:
|
|
pof = Asteroids[objp->instance].asteroid_subtype;
|
|
Assert(Asteroids[objp->instance].asteroid_type >= 0);
|
|
if(Asteroids[objp->instance].asteroid_type < 0){
|
|
return -1;
|
|
}
|
|
return Asteroid_info[Asteroids[objp->instance].asteroid_type].model_num[pof];
|
|
|
|
default:
|
|
// this shouldn't happen too often
|
|
mprintf(("Beam couldn't find a good object model/type!! (%d)\n", objp->type));
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
// start the warmup phase for the beam
|
|
void beam_start_warmup(beam *b)
|
|
{
|
|
// set the warmup stamp
|
|
b->warmup_stamp = timestamp(Weapon_info[b->weapon_info_index].b_info.beam_warmup);
|
|
|
|
// start playing warmup sound
|
|
if(!(Game_mode & GM_STANDALONE_SERVER) && (Weapon_info[b->weapon_info_index].b_info.beam_warmup_sound >= 0)){
|
|
snd_play_3d(&Snds[Weapon_info[b->weapon_info_index].b_info.beam_warmup_sound], &b->last_start, &View_position);
|
|
}
|
|
}
|
|
|
|
// start the firing phase for the beam, return 0 if the beam failed to start, and should be deleted altogether
|
|
int beam_start_firing(beam *b)
|
|
{
|
|
// kill the warmup stamp so the rest of the code knows its firing
|
|
b->warmup_stamp = -1;
|
|
|
|
// any special stuff for each weapon type
|
|
switch(b->type){
|
|
// re-aim type A and D beam weapons here, otherwise they tend to miss
|
|
case BEAM_TYPE_A:
|
|
case BEAM_TYPE_D:
|
|
beam_aim(b);
|
|
break;
|
|
|
|
case BEAM_TYPE_B:
|
|
break;
|
|
|
|
case BEAM_TYPE_C:
|
|
break;
|
|
|
|
case BEAM_TYPE_E:
|
|
break;
|
|
|
|
default:
|
|
Int3();
|
|
}
|
|
|
|
// determine if we can legitimately start firing, or if we need to take other action
|
|
switch(beam_ok_to_fire(b)){
|
|
case -1 :
|
|
return 0;
|
|
|
|
case 0 :
|
|
beam_start_warmdown(b);
|
|
return 1;
|
|
}
|
|
|
|
// start the beam firing sound now, if we haven't already
|
|
if((b->beam_sound_loop == -1) && (Weapon_info[b->weapon_info_index].b_info.beam_loop_sound >= 0)){
|
|
b->beam_sound_loop = snd_play_3d(&Snds[Weapon_info[b->weapon_info_index].b_info.beam_loop_sound], &b->last_start, &View_position, 0.0f, NULL, 1, 1.0, SND_PRIORITY_SINGLE_INSTANCE, NULL, 1.0f, 1);
|
|
|
|
// "shot" sound
|
|
if (Weapon_info[b->weapon_info_index].launch_snd >= 0)
|
|
snd_play_3d(&Snds[Weapon_info[b->weapon_info_index].launch_snd], &b->last_start, &View_position);
|
|
// niffwan - if launch_snd < 0, don't play any sound
|
|
}
|
|
|
|
Script_system.SetHookObjects(3, "Beam", &Objects[b->objnum], "User", b->objp, "Target", b->target);
|
|
Script_system.RunCondition(CHA_BEAMFIRE, 0, NULL, b->objp, b->weapon_info_index);
|
|
Script_system.RemHookVars(3, "Beam", "User", "Target");
|
|
|
|
// success
|
|
return 1;
|
|
}
|
|
|
|
// start the warmdown phase for the beam
|
|
void beam_start_warmdown(beam *b)
|
|
{
|
|
// timestamp
|
|
b->warmdown_stamp = timestamp(Weapon_info[b->weapon_info_index].b_info.beam_warmdown);
|
|
|
|
// start the warmdown sound
|
|
if(Weapon_info[b->weapon_info_index].b_info.beam_warmdown_sound >= 0){
|
|
snd_play_3d(&Snds[Weapon_info[b->weapon_info_index].b_info.beam_warmdown_sound], &b->last_start, &View_position);
|
|
}
|
|
|
|
// kill the beam looping sound
|
|
if(b->beam_sound_loop != -1){
|
|
snd_stop(b->beam_sound_loop);
|
|
b->beam_sound_loop = -1;
|
|
}
|
|
}
|
|
|
|
// recalculate beam sounds (looping sounds relative to the player)
|
|
void beam_recalc_sounds(beam *b)
|
|
{
|
|
beam_weapon_info *bwi;
|
|
vec3d pos;
|
|
|
|
Assert(b->weapon_info_index >= 0);
|
|
if(b->weapon_info_index < 0){
|
|
return;
|
|
}
|
|
bwi = &Weapon_info[b->weapon_info_index].b_info;
|
|
|
|
// update the sound position relative to the player
|
|
if(b->beam_sound_loop != -1){
|
|
// get the point closest to the player's viewing position
|
|
switch(vm_vec_dist_to_line(&View_position, &b->last_start, &b->last_shot, &pos, NULL)){
|
|
// behind the beam, so use the start pos
|
|
case -1:
|
|
pos = b->last_start;
|
|
break;
|
|
|
|
// use the closest point
|
|
case 0:
|
|
// already calculated in vm_vec_dist_to_line(...)
|
|
break;
|
|
|
|
// past the beam, so use the shot pos
|
|
case 1:
|
|
pos = b->last_shot;
|
|
break;
|
|
}
|
|
|
|
snd_update_3d_pos(b->beam_sound_loop, &Snds[bwi->beam_loop_sound], &pos);
|
|
}
|
|
}
|
|
|
|
|
|
// -----------------------------===========================------------------------------
|
|
// BEAM AIMING FUNCTIONS
|
|
// -----------------------------===========================------------------------------
|
|
|
|
// fills in binfo
|
|
void beam_get_binfo(beam *b, float accuracy, int num_shots)
|
|
{
|
|
vec3d p2;
|
|
int model_num, idx;
|
|
vec3d oct1, oct2;
|
|
vec3d turret_point, turret_norm;
|
|
beam_weapon_info *bwi;
|
|
float miss_factor;
|
|
|
|
if (b->subsys != NULL) {
|
|
int temp = b->subsys->turret_next_fire_pos;
|
|
|
|
if (!(b->flags & BF_IS_FIGHTER_BEAM))
|
|
b->subsys->turret_next_fire_pos = b->firingpoint;
|
|
|
|
// where the shot is originating from (b->last_start gets filled in)
|
|
beam_get_global_turret_gun_info(b->objp, b->subsys, &turret_point, &turret_norm, 1, &p2, (b->flags & BF_IS_FIGHTER_BEAM) > 0);
|
|
|
|
b->subsys->turret_next_fire_pos = temp;
|
|
} else {
|
|
turret_point = b->last_start;
|
|
if (b->flags & BF_TARGETING_COORDS) {
|
|
p2 = b->target_pos1;
|
|
} else {
|
|
p2 = b->target->pos;
|
|
}
|
|
vm_vec_normalized_dir(&turret_norm, &p2, &turret_point);
|
|
}
|
|
|
|
// get a model # to work with
|
|
model_num = beam_get_model(b->target);
|
|
if ((model_num < 0) && !(b->flags & BF_TARGETING_COORDS)) {
|
|
return;
|
|
}
|
|
|
|
// get beam weapon info
|
|
Assert(b->weapon_info_index >= 0);
|
|
if(b->weapon_info_index < 0){
|
|
return;
|
|
}
|
|
bwi = &Weapon_info[b->weapon_info_index].b_info;
|
|
|
|
// stuff num shots even though its only used for type D weapons
|
|
b->binfo.shot_count = (ubyte)num_shots;
|
|
if(b->binfo.shot_count > MAX_BEAM_SHOTS){
|
|
b->binfo.shot_count = MAX_BEAM_SHOTS;
|
|
}
|
|
|
|
// generate the proper amount of directional vectors
|
|
switch(b->type){
|
|
// pick an accuracy. beam will be properly aimed at actual fire time
|
|
case BEAM_TYPE_A:
|
|
// determine the miss factor
|
|
Assert(Game_skill_level >= 0 && Game_skill_level < NUM_SKILL_LEVELS);
|
|
Assert(b->team >= 0 && b->team < Num_iffs);
|
|
miss_factor = bwi->beam_iff_miss_factor[b->team][Game_skill_level];
|
|
|
|
// all we will do is decide whether or not we will hit - type A beam weapons are re-aimed immediately before firing
|
|
b->binfo.shot_aim[0] = frand_range(0.0f, 1.0f + miss_factor * accuracy);
|
|
b->binfo.shot_count = 1;
|
|
|
|
if (b->flags & BF_TARGETING_COORDS) {
|
|
// these aren't used for type A beams, so zero them out
|
|
vm_vec_zero(&b->binfo.dir_a);
|
|
vm_vec_zero(&b->binfo.dir_b);
|
|
} else {
|
|
// get random model points, this is useful for big ships, because we never miss when shooting at them
|
|
if ( Cmdline_old_collision_sys ) {
|
|
submodel_get_two_random_points(model_num, 0, &b->binfo.dir_a, &b->binfo.dir_b);
|
|
} else {
|
|
submodel_get_two_random_points_better(model_num, 0, &b->binfo.dir_a, &b->binfo.dir_b);
|
|
}
|
|
}
|
|
break;
|
|
|
|
// just 2 points in the "slash"
|
|
case BEAM_TYPE_B:
|
|
if (b->flags & BF_TARGETING_COORDS) {
|
|
// slash between the two
|
|
oct1 = b->target_pos1;
|
|
oct2 = b->target_pos2;
|
|
} else {
|
|
beam_get_octant_points(model_num, b->target, (int)frand_range(0.0f, BEAM_NUM_GOOD_OCTANTS), Beam_good_slash_octants, &oct1, &oct2);
|
|
}
|
|
|
|
// point 1
|
|
vm_vec_sub(&b->binfo.dir_a, &oct1, &turret_point);
|
|
vm_vec_normalize(&b->binfo.dir_a);
|
|
|
|
// point 2
|
|
vm_vec_sub(&b->binfo.dir_b, &oct2, &turret_point);
|
|
vm_vec_normalize(&b->binfo.dir_b);
|
|
|
|
// delta angle
|
|
b->binfo.delta_ang = fl_abs(vm_vec_delta_ang_norm(&b->binfo.dir_a, &b->binfo.dir_b, NULL));
|
|
break;
|
|
|
|
// nothing for this beam - its very special case
|
|
case BEAM_TYPE_C:
|
|
break;
|
|
|
|
// type D beams fire at small ship multiple times
|
|
case BEAM_TYPE_D:
|
|
// determine the miss factor
|
|
Assert(Game_skill_level >= 0 && Game_skill_level < NUM_SKILL_LEVELS);
|
|
Assert(b->team >= 0 && b->team < Num_iffs);
|
|
miss_factor = bwi->beam_iff_miss_factor[b->team][Game_skill_level];
|
|
|
|
// get a bunch of shot aims
|
|
for(idx=0; idx<b->binfo.shot_count; idx++){
|
|
// MK, 9/3/99: Added pow() function to make increasingly likely to miss with subsequent shots. 30% more likely with each shot.
|
|
float r = ((float) pow(1.3f, idx)) * miss_factor * accuracy;
|
|
b->binfo.shot_aim[idx] = frand_range(0.0f, 1.0f + r);
|
|
}
|
|
break;
|
|
|
|
// type e beams just fire straight
|
|
case BEAM_TYPE_E:
|
|
b->binfo.shot_aim[0] = 0.0000001f;
|
|
b->binfo.shot_count = 1;
|
|
b->binfo.dir_a = turret_norm;
|
|
b->binfo.dir_b = turret_norm;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
// aim the beam (setup last_start and last_shot - the endpoints). also recalculates collision pairs
|
|
void beam_aim(beam *b)
|
|
{
|
|
vec3d temp, p2;
|
|
|
|
if (!(b->flags & BF_TARGETING_COORDS)) {
|
|
// type C beam weapons have no target
|
|
if (b->target == NULL) {
|
|
Assert(b->type == BEAM_TYPE_C);
|
|
if(b->type != BEAM_TYPE_C){
|
|
return;
|
|
}
|
|
}
|
|
// get a model # to work with
|
|
else {
|
|
// this can happen if we fire at a target that was just destroyed
|
|
if (beam_get_model(b->target) < 0) {
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (b->subsys != nullptr && b->type != BEAM_TYPE_C) { // Type C beams don't use this information.
|
|
int temp_int = b->subsys->turret_next_fire_pos;
|
|
|
|
if (!(b->flags & BF_IS_FIGHTER_BEAM))
|
|
b->subsys->turret_next_fire_pos = b->firingpoint;
|
|
|
|
if (b->subsys->system_info->flags2 & MSS_FLAG2_SHARE_FIRE_DIRECTION) {
|
|
beam_get_global_turret_gun_info(b->objp, b->subsys, &b->last_start, &temp, 0, nullptr, (b->flags & BF_IS_FIGHTER_BEAM) != 0);
|
|
} else {
|
|
// where the shot is originating from (b->last_start gets filled in)
|
|
beam_get_global_turret_gun_info(b->objp, b->subsys, &b->last_start, &temp, 1, &p2, (b->flags & BF_IS_FIGHTER_BEAM) != 0);
|
|
}
|
|
|
|
b->subsys->turret_next_fire_pos = temp_int;
|
|
}
|
|
|
|
// setup our initial shot point and aim direction
|
|
switch(b->type){
|
|
case BEAM_TYPE_A:
|
|
// if we're targeting a subsystem - shoot directly at it
|
|
if(b->target_subsys != nullptr){
|
|
vm_vec_unrotate(&b->last_shot, &b->target_subsys->system_info->pnt, &b->target->orient);
|
|
vm_vec_add2(&b->last_shot, &b->target->pos);
|
|
|
|
if ((b->subsys != nullptr) && (b->subsys->system_info->flags2 & MSS_FLAG2_SHARE_FIRE_DIRECTION)) {
|
|
float dist = vm_vec_dist(&b->last_shot,&b->last_start);
|
|
vm_vec_scale(&temp, dist);
|
|
} else {
|
|
vm_vec_sub(&temp, &b->last_shot, &b->last_start);
|
|
}
|
|
|
|
vm_vec_scale_add(&b->last_shot, &b->last_start, &temp, 2.0f);
|
|
break;
|
|
}
|
|
|
|
// if we're shooting at a big ship - shoot directly at the model
|
|
if((b->target != nullptr) && (b->target->type == OBJ_SHIP) && (Ship_info[Ships[b->target->instance].ship_info_index].is_big_or_huge())){
|
|
if ((b->subsys != nullptr) && (b->subsys->system_info->flags2 & MSS_FLAG2_SHARE_FIRE_DIRECTION)) {
|
|
vec3d pnt;
|
|
vm_vec_unrotate(&pnt, &b->binfo.dir_a, &b->target->orient);
|
|
vm_vec_add2(&pnt, &b->target->pos);
|
|
|
|
float dist = vm_vec_dist(&pnt, &b->last_start);
|
|
vm_vec_scale(&temp, dist);
|
|
p2 = temp;
|
|
} else {
|
|
// rotate into world coords
|
|
vm_vec_unrotate(&temp, &b->binfo.dir_a, &b->target->orient);
|
|
vm_vec_add2(&temp, &b->target->pos);
|
|
|
|
// get the shot point
|
|
vm_vec_sub(&p2, &temp, &b->last_start);
|
|
}
|
|
vm_vec_scale_add(&b->last_shot, &b->last_start, &p2, 2.0f);
|
|
break;
|
|
}
|
|
|
|
// point at the center of the target...
|
|
if (b->flags & BF_TARGETING_COORDS) {
|
|
if ((b->subsys != nullptr) && (b->subsys->system_info->flags2 & MSS_FLAG2_SHARE_FIRE_DIRECTION)) {
|
|
beam_get_global_turret_gun_info(b->objp, b->subsys, &b->last_start, &temp, 0, &b->target_pos1, (b->flags & BF_IS_FIGHTER_BEAM) != 0);
|
|
float dist = vm_vec_dist(&b->target_pos1, &b->last_start);
|
|
vm_vec_scale_add(&b->last_shot, &b->last_start, &temp, dist);
|
|
} else {
|
|
b->last_shot = b->target_pos1;
|
|
}
|
|
} else {
|
|
if ((b->subsys != nullptr) && (b->subsys->system_info->flags2 & MSS_FLAG2_SHARE_FIRE_DIRECTION)) {
|
|
beam_get_global_turret_gun_info(b->objp, b->subsys, &b->last_start, &temp, 0, &b->target->pos, (b->flags & BF_IS_FIGHTER_BEAM) != 0);
|
|
float dist = vm_vec_dist(&b->target->pos, &b->last_start);
|
|
vm_vec_scale_add(&b->last_shot, &b->last_start, &temp, dist);
|
|
} else {
|
|
b->last_shot = b->target->pos;
|
|
}
|
|
// ...then jitter based on shot_aim (requires target)
|
|
beam_jitter_aim(b, b->binfo.shot_aim[0]);
|
|
}
|
|
break;
|
|
|
|
case BEAM_TYPE_B:
|
|
if ((b->subsys != nullptr) && (b->subsys->system_info->flags2 & MSS_FLAG2_SHARE_FIRE_DIRECTION)) {
|
|
vm_vec_scale(&b->binfo.dir_a, b->range);
|
|
beam_get_global_turret_gun_info(b->objp, b->subsys, &b->last_start, &temp, 0, &b->binfo.dir_a, (b->flags & BF_IS_FIGHTER_BEAM) != 0);
|
|
vm_vec_add(&b->last_shot, &b->last_start, &temp);
|
|
} else {
|
|
// set the shot point
|
|
vm_vec_scale_add(&b->last_shot, &b->last_start, &b->binfo.dir_a, b->range);
|
|
}
|
|
Assert(is_valid_vec(&b->last_shot));
|
|
break;
|
|
|
|
case BEAM_TYPE_C:
|
|
// start point
|
|
temp = b->targeting_laser_offset;
|
|
vm_vec_unrotate(&b->last_start, &temp, &b->objp->orient);
|
|
vm_vec_add2(&b->last_start, &b->objp->pos);
|
|
vm_vec_scale_add(&b->last_shot, &b->last_start, &b->objp->orient.vec.fvec, b->range);
|
|
break;
|
|
|
|
case BEAM_TYPE_D:
|
|
// point at the center of the target...
|
|
if (b->flags & BF_TARGETING_COORDS) {
|
|
if ((b->subsys != nullptr) && (b->subsys->system_info->flags2 & MSS_FLAG2_SHARE_FIRE_DIRECTION)) {
|
|
beam_get_global_turret_gun_info(b->objp, b->subsys, &b->last_start, &temp, 0, &b->target_pos1, (b->flags & BF_IS_FIGHTER_BEAM) != 0);
|
|
float dist = vm_vec_dist(&b->target_pos1, &b->last_start);
|
|
vm_vec_scale_add(&b->last_shot, &b->last_start, &temp, dist);
|
|
} else {
|
|
b->last_shot = b->target_pos1;
|
|
}
|
|
} else {
|
|
if ((b->subsys != nullptr) && (b->subsys->system_info->flags2 & MSS_FLAG2_SHARE_FIRE_DIRECTION)) {
|
|
beam_get_global_turret_gun_info(b->objp, b->subsys, &b->last_start, &temp, 0, &b->target->pos, (b->flags & BF_IS_FIGHTER_BEAM) != 0);
|
|
float dist = vm_vec_dist(&b->target->pos, &b->last_start);
|
|
vm_vec_scale_add(&b->last_shot, &b->last_start, &temp, dist);
|
|
} else {
|
|
b->last_shot = b->target->pos;
|
|
}
|
|
// ...then jitter based on shot_aim (requires target)
|
|
beam_jitter_aim(b, b->binfo.shot_aim[b->shot_index]);
|
|
}
|
|
nprintf(("AI", "Frame %i: FIRING\n", Framecount));
|
|
break;
|
|
|
|
case BEAM_TYPE_E:
|
|
// point directly in the direction of the turret
|
|
vm_vec_scale_add(&b->last_shot, &b->last_start, &temp, b->range);
|
|
break;
|
|
|
|
default:
|
|
Assertion(false, "Impossible beam type (%d); get a coder!\n", b->type);
|
|
}
|
|
|
|
// recalculate object pairs
|
|
OBJ_RECALC_PAIRS((&Objects[b->objnum]));
|
|
}
|
|
|
|
// given a model #, and an object, stuff 2 good world coord points
|
|
void beam_get_octant_points(int modelnum, object *objp, int oct_index, int oct_array[BEAM_NUM_GOOD_OCTANTS][4], vec3d *v1, vec3d *v2)
|
|
{
|
|
vec3d t1, t2, temp;
|
|
polymodel *m = model_get(modelnum);
|
|
|
|
// bad bad bad bad bad bad
|
|
if(m == NULL){
|
|
Int3();
|
|
return;
|
|
}
|
|
|
|
Assert((oct_index >= 0) && (oct_index < BEAM_NUM_GOOD_OCTANTS));
|
|
|
|
// randomly pick octants
|
|
t1 = oct_array[oct_index][2] ? m->octants[oct_array[oct_index][0]].max : m->octants[oct_array[oct_index][0]].min;
|
|
t2 = oct_array[oct_index][3] ? m->octants[oct_array[oct_index][1]].max : m->octants[oct_array[oct_index][1]].min;
|
|
Assert(!vm_vec_same(&t1, &t2));
|
|
|
|
// get them in world coords
|
|
vm_vec_unrotate(&temp, &t1, &objp->orient);
|
|
vm_vec_add(v1, &temp, &objp->pos);
|
|
vm_vec_unrotate(&temp, &t2, &objp->orient);
|
|
vm_vec_add(v2, &temp, &objp->pos);
|
|
}
|
|
|
|
// throw some jitter into the aim - based upon shot_aim
|
|
void beam_jitter_aim(beam *b, float aim)
|
|
{
|
|
Assert(b->target != NULL);
|
|
vec3d forward, circle;
|
|
matrix m;
|
|
float subsys_strength;
|
|
|
|
// if the weapons subsystem is damaged or destroyed
|
|
if((b->objp != NULL) && (b->objp->signature == b->sig) && (b->objp->type == OBJ_SHIP) && (b->objp->instance >= 0) && (b->objp->instance < MAX_SHIPS)){
|
|
// get subsytem strength
|
|
subsys_strength = ship_get_subsystem_strength(&Ships[b->objp->instance], SUBSYSTEM_WEAPONS);
|
|
|
|
// when subsytem strength is 0, double the aim error factor
|
|
aim += aim * (1.0f - subsys_strength);
|
|
}
|
|
|
|
// shot aim is a direct linear factor of the target model's radius.
|
|
// so, pick a random point on the circle
|
|
vm_vec_sub(&forward, &b->last_shot, &b->last_start);
|
|
vm_vec_normalize_quick(&forward);
|
|
|
|
// vector
|
|
vm_vector_2_matrix(&m, &forward, NULL, NULL);
|
|
|
|
// get a vector on the circle - this should appear to be pretty random
|
|
vm_vec_random_in_circle(&circle, &b->last_shot, &m, aim * b->target->radius, 0);
|
|
|
|
// get the vector pointing to the circle point
|
|
vm_vec_sub(&forward, &circle, &b->last_start);
|
|
vm_vec_scale_add(&b->last_shot, &b->last_start, &forward, 2.0f);
|
|
}
|
|
|
|
|
|
// -----------------------------===========================------------------------------
|
|
// BEAM COLLISION FUNCTIONS
|
|
// -----------------------------===========================------------------------------
|
|
|
|
// collide a beam with a ship, returns 1 if we can ignore all future collisions between the 2 objects
|
|
int beam_collide_ship(obj_pair *pair)
|
|
{
|
|
beam *b;
|
|
object *weapon_objp;
|
|
object *ship_objp;
|
|
ship *shipp;
|
|
ship_info *sip;
|
|
weapon_info *bwi;
|
|
mc_info mc, mc_shield, mc_hull_enter, mc_hull_exit;
|
|
int model_num;
|
|
float widest;
|
|
|
|
// bogus
|
|
if (pair == NULL) {
|
|
return 0;
|
|
}
|
|
|
|
// get the beam
|
|
Assert(pair->a->instance >= 0);
|
|
Assert(pair->a->type == OBJ_BEAM);
|
|
Assert(Beams[pair->a->instance].objnum == OBJ_INDEX(pair->a));
|
|
weapon_objp = pair->a;
|
|
b = &Beams[pair->a->instance];
|
|
|
|
// Don't check collisions for warping out player if past stage 1.
|
|
if (Player->control_mode >= PCM_WARPOUT_STAGE1) {
|
|
if ( pair->a == Player_obj ) return 0;
|
|
if ( pair->b == Player_obj ) return 0;
|
|
}
|
|
|
|
// if the "warming up" timestamp has not expired
|
|
if ((b->warmup_stamp != -1) || (b->warmdown_stamp != -1)) {
|
|
return 0;
|
|
}
|
|
|
|
// if the beam is on "safety", don't collide with anything
|
|
if (b->flags & BF_SAFETY) {
|
|
return 0;
|
|
}
|
|
|
|
// if the colliding object is the shooting object, return 1 so this is culled
|
|
if (pair->b == b->objp) {
|
|
return 1;
|
|
}
|
|
|
|
// try and get a model
|
|
model_num = beam_get_model(pair->b);
|
|
if (model_num < 0) {
|
|
return 1;
|
|
}
|
|
|
|
#ifndef NDEBUG
|
|
Beam_test_ints++;
|
|
Beam_test_ship++;
|
|
#endif
|
|
|
|
// get the ship
|
|
Assert(pair->b->instance >= 0);
|
|
Assert(pair->b->type == OBJ_SHIP);
|
|
Assert(Ships[pair->b->instance].objnum == OBJ_INDEX(pair->b));
|
|
if ((pair->b->type != OBJ_SHIP) || (pair->b->instance < 0))
|
|
return 1;
|
|
ship_objp = pair->b;
|
|
shipp = &Ships[ship_objp->instance];
|
|
|
|
int quadrant_num = -1;
|
|
int valid_hit_occurred = 0;
|
|
sip = &Ship_info[shipp->ship_info_index];
|
|
bwi = &Weapon_info[b->weapon_info_index];
|
|
|
|
polymodel *pm = model_get(model_num);
|
|
|
|
// get the widest portion of the beam
|
|
widest = beam_get_widest(b);
|
|
|
|
|
|
// Goober5000 - I tried to make collision code much saner... here begin the (major) changes
|
|
mc_info_init(&mc);
|
|
|
|
// set up collision structs, part 1
|
|
mc.model_instance_num = shipp->model_instance_num;
|
|
mc.model_num = model_num;
|
|
mc.submodel_num = -1;
|
|
mc.orient = &ship_objp->orient;
|
|
mc.pos = &ship_objp->pos;
|
|
mc.p0 = &b->last_start;
|
|
mc.p1 = &b->last_shot;
|
|
|
|
// maybe do a sphereline
|
|
if (widest > ship_objp->radius * BEAM_AREA_PERCENT) {
|
|
mc.radius = widest * 0.5f;
|
|
mc.flags = MC_CHECK_SPHERELINE;
|
|
} else {
|
|
mc.flags = MC_CHECK_RAY;
|
|
}
|
|
|
|
// set up collision structs, part 2
|
|
memcpy(&mc_shield, &mc, sizeof(mc_info));
|
|
memcpy(&mc_hull_enter, &mc, sizeof(mc_info));
|
|
memcpy(&mc_hull_exit, &mc, sizeof(mc_info));
|
|
|
|
// reverse this vector so that we check for exit holes as opposed to entrance holes
|
|
mc_hull_exit.p1 = &b->last_start;
|
|
mc_hull_exit.p0 = &b->last_shot;
|
|
|
|
// set flags
|
|
mc_shield.flags |= MC_CHECK_SHIELD;
|
|
mc_hull_enter.flags |= MC_CHECK_MODEL;
|
|
mc_hull_exit.flags |= MC_CHECK_MODEL;
|
|
|
|
// check all three kinds of collisions
|
|
int shield_collision = (pm->shield.ntris > 0) ? model_collide(&mc_shield) : 0;
|
|
int hull_enter_collision = model_collide(&mc_hull_enter);
|
|
int hull_exit_collision = (beam_will_tool_target(b, ship_objp)) ? model_collide(&mc_hull_exit) : 0;
|
|
|
|
// If we have a range less than the "far" range, check if the ray actually hit within the range
|
|
if (b->range < BEAM_FAR_LENGTH
|
|
&& (shield_collision || hull_enter_collision || hull_exit_collision))
|
|
{
|
|
// We can't use hit_dist as "1" is the distance between p0 and p1
|
|
float rangeSq = b->range * b->range;
|
|
|
|
// actually make sure that the collision points are within range of our beam
|
|
if (shield_collision && vm_vec_dist_squared(&b->last_start, &mc_shield.hit_point_world) > rangeSq)
|
|
{
|
|
shield_collision = 0;
|
|
}
|
|
|
|
if (hull_enter_collision && vm_vec_dist_squared(&b->last_start, &mc_hull_enter.hit_point_world) > rangeSq)
|
|
{
|
|
hull_enter_collision = 0;
|
|
}
|
|
|
|
if (hull_exit_collision && vm_vec_dist_squared(&mc_hull_exit.hit_point_world, &b->last_start) > rangeSq)
|
|
{
|
|
hull_exit_collision = 0;
|
|
}
|
|
}
|
|
|
|
// check shields for impact
|
|
// (tooled ships are probably not going to be maintaining a shield over their exit hole,
|
|
// therefore we need only check the entrance, just as with conventional weapons)
|
|
if (!(ship_objp->flags[Object::Object_Flags::No_shields]))
|
|
{
|
|
// pick out the shield quadrant
|
|
if (shield_collision)
|
|
quadrant_num = get_quadrant(&mc_shield.hit_point, ship_objp);
|
|
else if (hull_enter_collision && (sip->flags[Ship::Info_Flags::Surface_shields]))
|
|
quadrant_num = get_quadrant(&mc_hull_enter.hit_point, ship_objp);
|
|
|
|
// make sure that the shield is active in that quadrant
|
|
if ((quadrant_num >= 0) && ((shipp->flags[Ship::Ship_Flags::Dying]) || !ship_is_shield_up(ship_objp, quadrant_num)))
|
|
quadrant_num = -1;
|
|
|
|
// see if we hit the shield
|
|
if (quadrant_num >= 0)
|
|
{
|
|
// do the hit effect
|
|
if (shield_collision) {
|
|
if (mc_shield.shield_hit_tri != -1) {
|
|
add_shield_point(OBJ_INDEX(ship_objp), mc_shield.shield_hit_tri, &mc_shield.hit_point);
|
|
}
|
|
} else {
|
|
/* TODO */;
|
|
}
|
|
|
|
// if this weapon pierces the shield, then do the hit effect, but act like a shield collision never occurred;
|
|
// otherwise, we have a valid hit on this shield
|
|
if (bwi->wi_flags2 & WIF2_PIERCE_SHIELDS)
|
|
quadrant_num = -1;
|
|
else
|
|
valid_hit_occurred = 1;
|
|
}
|
|
}
|
|
|
|
// see which impact we use
|
|
if (shield_collision && valid_hit_occurred)
|
|
{
|
|
memcpy(&mc, &mc_shield, sizeof(mc_info));
|
|
Assert(quadrant_num >= 0);
|
|
}
|
|
else if (hull_enter_collision)
|
|
{
|
|
memcpy(&mc, &mc_hull_enter, sizeof(mc_info));
|
|
valid_hit_occurred = 1;
|
|
}
|
|
|
|
// if we got a hit
|
|
if (valid_hit_occurred) {
|
|
// add to the collision_list
|
|
|
|
Script_system.SetHookObjects(4, "Ship", ship_objp, "Beam", weapon_objp, "Self",ship_objp, "Object", weapon_objp);
|
|
bool ship_override = Script_system.IsConditionOverride(CHA_COLLIDEBEAM, ship_objp);
|
|
|
|
Script_system.SetHookObjects(2, "Self",weapon_objp, "Object", ship_objp);
|
|
bool weapon_override = Script_system.IsConditionOverride(CHA_COLLIDESHIP, weapon_objp);
|
|
|
|
if(!ship_override && !weapon_override) {
|
|
beam_add_collision(b, ship_objp, &mc, quadrant_num);
|
|
}
|
|
|
|
Script_system.SetHookObjects(2, "Self",ship_objp, "Object", weapon_objp);
|
|
if(!(weapon_override && !ship_override))
|
|
Script_system.RunCondition(CHA_COLLIDEBEAM, '\0', NULL, ship_objp);
|
|
|
|
Script_system.SetHookObjects(2, "Self",weapon_objp, "Object", ship_objp);
|
|
if((weapon_override && !ship_override) || (!weapon_override && !ship_override))
|
|
Script_system.RunCondition(CHA_COLLIDESHIP, '\0', NULL, weapon_objp);
|
|
|
|
Script_system.RemHookVars(4, "Ship", "Beam", "Self","Object");
|
|
|
|
// if we got "tooled", add an exit hole too
|
|
if (hull_exit_collision)
|
|
beam_add_collision(b, ship_objp, &mc_hull_exit, quadrant_num, 1);
|
|
}
|
|
|
|
// add this guy to the lighting list
|
|
if(!is_minimum_GLSL_version())
|
|
beam_add_light(b, OBJ_INDEX(ship_objp), 1, NULL);
|
|
|
|
// reset timestamp to timeout immediately
|
|
pair->next_check_time = timestamp(0);
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
// collide a beam with an asteroid, returns 1 if we can ignore all future collisions between the 2 objects
|
|
int beam_collide_asteroid(obj_pair *pair)
|
|
{
|
|
beam *b;
|
|
mc_info test_collide;
|
|
int model_num;
|
|
|
|
// bogus
|
|
if(pair == NULL){
|
|
return 0;
|
|
}
|
|
|
|
// get the beam
|
|
Assert(pair->a->instance >= 0);
|
|
Assert(pair->a->type == OBJ_BEAM);
|
|
Assert(Beams[pair->a->instance].objnum == OBJ_INDEX(pair->a));
|
|
b = &Beams[pair->a->instance];
|
|
|
|
// if the "warming up" timestamp has not expired
|
|
if((b->warmup_stamp != -1) || (b->warmdown_stamp != -1)){
|
|
return 0;
|
|
}
|
|
|
|
// if the beam is on "safety", don't collide with anything
|
|
if(b->flags & BF_SAFETY){
|
|
return 0;
|
|
}
|
|
|
|
// if the colliding object is the shooting object, return 1 so this is culled
|
|
if(pair->b == b->objp){
|
|
return 1;
|
|
}
|
|
|
|
// try and get a model
|
|
model_num = beam_get_model(pair->b);
|
|
if(model_num < 0){
|
|
Int3();
|
|
return 1;
|
|
}
|
|
|
|
#ifndef NDEBUG
|
|
Beam_test_ints++;
|
|
Beam_test_ast++;
|
|
#endif
|
|
|
|
// do the collision
|
|
mc_info_init(&test_collide);
|
|
test_collide.model_instance_num = -1;
|
|
test_collide.model_num = model_num;
|
|
test_collide.submodel_num = -1;
|
|
test_collide.orient = &pair->b->orient;
|
|
test_collide.pos = &pair->b->pos;
|
|
test_collide.p0 = &b->last_start;
|
|
test_collide.p1 = &b->last_shot;
|
|
test_collide.flags = MC_CHECK_MODEL | MC_CHECK_RAY;
|
|
model_collide(&test_collide);
|
|
|
|
// if we got a hit
|
|
if(test_collide.num_hits){
|
|
// add to the collision list
|
|
|
|
Script_system.SetHookObjects(4, "Beam", pair->a, "Asteroid", pair->b, "Self",pair->a, "Object", pair->b);
|
|
bool weapon_override = Script_system.IsConditionOverride(CHA_COLLIDEASTEROID, pair->a);
|
|
|
|
Script_system.SetHookObjects(2, "Self",pair->b, "Object", pair->a);
|
|
bool asteroid_override = Script_system.IsConditionOverride(CHA_COLLIDEBEAM, pair->b);
|
|
|
|
if(!weapon_override && !asteroid_override)
|
|
{
|
|
beam_add_collision(b, pair->b, &test_collide);
|
|
}
|
|
|
|
Script_system.SetHookObjects(2, "Self",pair->a, "Object", pair->b);
|
|
if(!(asteroid_override && !weapon_override))
|
|
Script_system.RunCondition(CHA_COLLIDEASTEROID, '\0', NULL, pair->a);
|
|
|
|
Script_system.SetHookObjects(2, "Self",pair->b, "Object", pair->a);
|
|
if((asteroid_override && !weapon_override) || (!asteroid_override && !weapon_override))
|
|
Script_system.RunCondition(CHA_COLLIDEBEAM, '\0', NULL, pair->b);
|
|
|
|
Script_system.RemHookVars(4, "Beam", "Asteroid", "Self","Object");
|
|
return 0;
|
|
|
|
|
|
}
|
|
|
|
// add this guy to the lighting list
|
|
if(!is_minimum_GLSL_version())
|
|
beam_add_light(b, OBJ_INDEX(pair->b), 1, NULL);
|
|
|
|
// reset timestamp to timeout immediately
|
|
pair->next_check_time = timestamp(0);
|
|
|
|
return 0;
|
|
}
|
|
|
|
// collide a beam with a missile, returns 1 if we can ignore all future collisions between the 2 objects
|
|
int beam_collide_missile(obj_pair *pair)
|
|
{
|
|
beam *b;
|
|
mc_info test_collide;
|
|
int model_num;
|
|
|
|
// bogus
|
|
if(pair == NULL){
|
|
return 0;
|
|
}
|
|
|
|
// get the beam
|
|
Assert(pair->a->instance >= 0);
|
|
Assert(pair->a->type == OBJ_BEAM);
|
|
Assert(Beams[pair->a->instance].objnum == OBJ_INDEX(pair->a));
|
|
b = &Beams[pair->a->instance];
|
|
|
|
// if the "warming up" timestamp has not expired
|
|
if((b->warmup_stamp != -1) || (b->warmdown_stamp != -1)){
|
|
return 0;
|
|
}
|
|
|
|
// if the beam is on "safety", don't collide with anything
|
|
if(b->flags & BF_SAFETY){
|
|
return 0;
|
|
}
|
|
|
|
// if the colliding object is the shooting object, return 1 so this is culled
|
|
if(pair->b == b->objp){
|
|
return 1;
|
|
}
|
|
|
|
// try and get a model
|
|
model_num = beam_get_model(pair->b);
|
|
if(model_num < 0){
|
|
return 1;
|
|
}
|
|
|
|
#ifndef NDEBUG
|
|
Beam_test_ints++;
|
|
#endif
|
|
|
|
// do the collision
|
|
mc_info_init(&test_collide);
|
|
test_collide.model_instance_num = -1;
|
|
test_collide.model_num = model_num;
|
|
test_collide.submodel_num = -1;
|
|
test_collide.orient = &pair->b->orient;
|
|
test_collide.pos = &pair->b->pos;
|
|
test_collide.p0 = &b->last_start;
|
|
test_collide.p1 = &b->last_shot;
|
|
test_collide.flags = MC_CHECK_MODEL | MC_CHECK_RAY;
|
|
model_collide(&test_collide);
|
|
|
|
// if we got a hit
|
|
if(test_collide.num_hits){
|
|
// add to the collision list
|
|
|
|
Script_system.SetHookObjects(4, "Beam", pair->a, "Weapon", pair->b, "Self",pair->a, "Object", pair->b);
|
|
bool a_override = Script_system.IsConditionOverride(CHA_COLLIDEWEAPON, pair->a);
|
|
|
|
//Should be reversed
|
|
Script_system.SetHookObjects(2, "Self",pair->b, "Object", pair->a);
|
|
bool b_override = Script_system.IsConditionOverride(CHA_COLLIDEBEAM, pair->b);
|
|
|
|
if(!a_override && !b_override){
|
|
beam_add_collision(b, pair->b, &test_collide);
|
|
}
|
|
|
|
|
|
if(!(b_override && !a_override))
|
|
{
|
|
Script_system.SetHookObjects(4, "Beam", pair->a, "Weapon", pair->b, "Self",pair->a, "Object", pair->b);
|
|
Script_system.RunCondition(CHA_COLLIDEWEAPON, '\0', NULL, pair->a);
|
|
}
|
|
if((b_override && !a_override) || (!b_override && !a_override))
|
|
{
|
|
//Should be reversed
|
|
Script_system.SetHookObjects(4, "Weapon", pair->b, "Beam", pair->a, "Self",pair->b, "Object", pair->a);
|
|
Script_system.RunCondition(CHA_COLLIDEBEAM, '\0', NULL, pair->b);
|
|
}
|
|
|
|
Script_system.RemHookVars(4, "Weapon", "Beam", "Self","Object");
|
|
|
|
}
|
|
|
|
// reset timestamp to timeout immediately
|
|
pair->next_check_time = timestamp(0);
|
|
|
|
return 0;
|
|
}
|
|
|
|
// collide a beam with debris, returns 1 if we can ignore all future collisions between the 2 objects
|
|
int beam_collide_debris(obj_pair *pair)
|
|
{
|
|
beam *b;
|
|
mc_info test_collide;
|
|
int model_num;
|
|
|
|
// bogus
|
|
if(pair == NULL){
|
|
return 0;
|
|
}
|
|
|
|
// get the beam
|
|
Assert(pair->a->instance >= 0);
|
|
Assert(pair->a->type == OBJ_BEAM);
|
|
Assert(Beams[pair->a->instance].objnum == OBJ_INDEX(pair->a));
|
|
b = &Beams[pair->a->instance];
|
|
|
|
// if the "warming up" timestamp has not expired
|
|
if((b->warmup_stamp != -1) || (b->warmdown_stamp != -1)){
|
|
return 0;
|
|
}
|
|
|
|
// if the beam is on "safety", don't collide with anything
|
|
if(b->flags & BF_SAFETY){
|
|
return 0;
|
|
}
|
|
|
|
// if the colliding object is the shooting object, return 1 so this is culled
|
|
if(pair->b == b->objp){
|
|
return 1;
|
|
}
|
|
|
|
// try and get a model
|
|
model_num = beam_get_model(pair->b);
|
|
if(model_num < 0){
|
|
return 1;
|
|
}
|
|
|
|
#ifndef NDEBUG
|
|
Beam_test_ints++;
|
|
#endif
|
|
|
|
// do the collision
|
|
mc_info_init(&test_collide);
|
|
test_collide.model_instance_num = -1;
|
|
test_collide.model_num = model_num;
|
|
test_collide.submodel_num = -1;
|
|
test_collide.orient = &pair->b->orient;
|
|
test_collide.pos = &pair->b->pos;
|
|
test_collide.p0 = &b->last_start;
|
|
test_collide.p1 = &b->last_shot;
|
|
test_collide.flags = MC_CHECK_MODEL | MC_CHECK_RAY;
|
|
model_collide(&test_collide);
|
|
|
|
// if we got a hit
|
|
if(test_collide.num_hits){
|
|
|
|
Script_system.SetHookObjects(4, "Beam", pair->a, "Debris", pair->b, "Self", pair->a, "Object", pair->b);
|
|
bool weapon_override = Script_system.IsConditionOverride(CHA_COLLIDEDEBRIS, pair->a);
|
|
|
|
Script_system.SetHookObjects(2, "Self",pair->b, "Object", pair->a);
|
|
bool debris_override = Script_system.IsConditionOverride(CHA_COLLIDEBEAM, pair->b);
|
|
|
|
if(!weapon_override && !debris_override)
|
|
{
|
|
// add to the collision list
|
|
beam_add_collision(b, pair->b, &test_collide);
|
|
}
|
|
|
|
Script_system.SetHookObjects(2, "Self", pair->a, "Object", pair->b);
|
|
if(!(debris_override && !weapon_override))
|
|
Script_system.RunCondition(CHA_COLLIDEDEBRIS, '\0', NULL, pair->a);
|
|
|
|
Script_system.SetHookObjects(2, "Self", pair->b, "Object", pair->a);
|
|
if((debris_override && !weapon_override) || (!debris_override && !weapon_override))
|
|
Script_system.RunCondition(CHA_COLLIDEBEAM, '\0', NULL, pair->b);
|
|
|
|
Script_system.RemHookVars(4, "Beam", "Debris", "Self","Object");
|
|
|
|
}
|
|
|
|
// add this guy to the lighting list
|
|
if(!is_minimum_GLSL_version())
|
|
beam_add_light(b, OBJ_INDEX(pair->b), 1, NULL);
|
|
|
|
// reset timestamp to timeout immediately
|
|
pair->next_check_time = timestamp(0);
|
|
|
|
return 0;
|
|
}
|
|
|
|
// early-out function for when adding object collision pairs, return 1 if the pair should be ignored
|
|
int beam_collide_early_out(object *a, object *b)
|
|
{
|
|
beam *bm;
|
|
weapon_info *bwi;
|
|
float cull_dist, cull_dot;
|
|
vec3d dot_test, dot_test2, dist_test;
|
|
|
|
// get the beam
|
|
Assert(a->instance >= 0);
|
|
if(a->instance < 0){
|
|
return 1;
|
|
}
|
|
Assert(a->type == OBJ_BEAM);
|
|
if(a->type != OBJ_BEAM){
|
|
return 1;
|
|
}
|
|
Assert(Beams[a->instance].objnum == OBJ_INDEX(a));
|
|
if(Beams[a->instance].objnum != OBJ_INDEX(a)){
|
|
return 1;
|
|
}
|
|
bm = &Beams[a->instance];
|
|
Assert(bm->weapon_info_index >= 0);
|
|
if(bm->weapon_info_index < 0){
|
|
return 1;
|
|
}
|
|
bwi = &Weapon_info[bm->weapon_info_index];
|
|
|
|
// if the second object has an invalid instance, bail
|
|
if(b->instance < 0){
|
|
return 1;
|
|
}
|
|
|
|
if((vm_vec_dist(&bm->last_start, &b->pos)-b->radius) > bwi->b_info.range){
|
|
return 1;
|
|
}//if the object is too far away, don't bother trying to colide with it-Bobboau
|
|
|
|
// baseline bails
|
|
switch(b->type){
|
|
case OBJ_SHIP:
|
|
break;
|
|
case OBJ_ASTEROID:
|
|
// targeting lasers only hit ships
|
|
/* if(bwi->b_info.beam_type == BEAM_TYPE_C){
|
|
return 1;
|
|
}*/
|
|
break;
|
|
case OBJ_DEBRIS:
|
|
// targeting lasers only hit ships
|
|
/* if(bwi->b_info.beam_type == BEAM_TYPE_C){
|
|
return 1;
|
|
}*/
|
|
// don't ever collide with non hull pieces
|
|
if(!Debris[b->instance].is_hull){
|
|
return 1;
|
|
}
|
|
break;
|
|
case OBJ_WEAPON:
|
|
// targeting lasers only hit ships
|
|
/* if(bwi->b_info.beam_type == BEAM_TYPE_C){
|
|
return 1;
|
|
}*/
|
|
if(The_mission.ai_profile->flags2 & AIPF2_BEAMS_DAMAGE_WEAPONS) {
|
|
if((Weapon_info[Weapons[b->instance].weapon_info_index].weapon_hitpoints <= 0) && (Weapon_info[Weapons[b->instance].weapon_info_index].subtype == WP_LASER)) {
|
|
return 1;
|
|
}
|
|
} else {
|
|
// don't ever collide against laser weapons - duh
|
|
if(Weapon_info[Weapons[b->instance].weapon_info_index].subtype == WP_LASER){
|
|
return 1;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
// get full cull value
|
|
beam_get_cull_vals(b, bm, &cull_dot, &cull_dist);
|
|
|
|
// if the object fails these conditions, bail
|
|
vm_vec_sub(&dist_test, &b->pos, &bm->last_start);
|
|
dot_test = dist_test;
|
|
vm_vec_sub(&dot_test2, &bm->last_shot, &bm->last_start);
|
|
vm_vec_normalize_quick(&dot_test);
|
|
vm_vec_normalize_quick(&dot_test2);
|
|
// cull_dist == DIST SQUARED FOO!
|
|
if((vm_vec_dot(&dot_test, &dot_test2) < cull_dot) && (vm_vec_mag_squared(&dist_test) > cull_dist)){
|
|
return 1;
|
|
}
|
|
|
|
// don't cull
|
|
return 0;
|
|
}
|
|
|
|
// add a collision to the beam for this frame (to be evaluated later)
|
|
// Goober5000 - erg. Rearranged for clarity, and also to fix a bug that caused is_exit_collision to hardly ever be assigned,
|
|
// resulting in "tooled" ships taking twice as much damage (in a later function) as they should.
|
|
void beam_add_collision(beam *b, object *hit_object, mc_info *cinfo, int quadrant_num, int exit_flag)
|
|
{
|
|
beam_collision *bc = NULL;
|
|
int idx;
|
|
|
|
// if we haven't reached the limit for beam collisions, just add it
|
|
if (b->f_collision_count < MAX_FRAME_COLLISIONS) {
|
|
bc = &b->f_collisions[b->f_collision_count++];
|
|
}
|
|
// otherwise, we've got to do some checking, ick.
|
|
// I guess we can always just remove the farthest item
|
|
else {
|
|
for (idx = 0; idx < MAX_FRAME_COLLISIONS; idx++) {
|
|
if ((bc == NULL) || (b->f_collisions[idx].cinfo.hit_dist > bc->cinfo.hit_dist))
|
|
bc = &b->f_collisions[idx];
|
|
}
|
|
}
|
|
|
|
if (bc == NULL) {
|
|
Int3();
|
|
return;
|
|
}
|
|
|
|
// copy in
|
|
bc->c_objnum = OBJ_INDEX(hit_object);
|
|
bc->cinfo = *cinfo;
|
|
bc->quadrant = quadrant_num;
|
|
bc->is_exit_collision = exit_flag;
|
|
|
|
// let the hud shield gauge know when Player or Player target is hit
|
|
if (quadrant_num >= 0)
|
|
hud_shield_quadrant_hit(hit_object, quadrant_num);
|
|
}
|
|
|
|
// sort collisions for the frame
|
|
bool beam_sort_collisions_func(const beam_collision &b1, const beam_collision &b2)
|
|
{
|
|
return (b1.cinfo.hit_dist < b2.cinfo.hit_dist);
|
|
}
|
|
|
|
// handle a hit on a specific object
|
|
void beam_handle_collisions(beam *b)
|
|
{
|
|
int idx, s_idx;
|
|
beam_collision r_coll[MAX_FRAME_COLLISIONS];
|
|
int r_coll_count = 0;
|
|
weapon_info *wi;
|
|
float widest;
|
|
|
|
// early out if we had no collisions
|
|
if(b->f_collision_count <= 0){
|
|
return;
|
|
}
|
|
|
|
// get beam weapon info
|
|
if((b->weapon_info_index < 0) || (b->weapon_info_index >= Num_weapon_types)){
|
|
Int3();
|
|
return;
|
|
}
|
|
wi = &Weapon_info[b->weapon_info_index];
|
|
|
|
// get the widest part of the beam
|
|
widest = beam_get_widest(b);
|
|
|
|
// the first thing we need to do is sort the collisions, from closest to farthest
|
|
std::sort(b->f_collisions, b->f_collisions + b->f_collision_count, beam_sort_collisions_func);
|
|
|
|
// now apply all collisions until we reach a ship which "stops" the beam or we reach the end of the list
|
|
for(idx=0; idx<b->f_collision_count; idx++){
|
|
int model_num = -1;
|
|
int do_damage = 0;
|
|
int draw_effects = 1;
|
|
int first_hit = 1;
|
|
int target = b->f_collisions[idx].c_objnum;
|
|
|
|
// if we have an invalid object
|
|
if((target < 0) || (target >= MAX_OBJECTS)){
|
|
continue;
|
|
}
|
|
|
|
// try and get a model to deal with
|
|
model_num = beam_get_model(&Objects[target]);
|
|
if(model_num < 0){
|
|
continue;
|
|
}
|
|
|
|
if (wi->wi_flags & WIF_HUGE) {
|
|
if (Objects[target].type == OBJ_SHIP) {
|
|
ship_type_info *sti;
|
|
sti = ship_get_type_info(&Objects[target]);
|
|
if (sti->weapon_bools & STI_WEAP_NO_HUGE_IMPACT_EFF)
|
|
draw_effects = 0;
|
|
}
|
|
}
|
|
|
|
//Don't draw effects if we're in the cockpit of the hit ship
|
|
if (Viewer_obj == &Objects[target])
|
|
draw_effects = 0;
|
|
|
|
// add lighting
|
|
if(!is_minimum_GLSL_version())
|
|
beam_add_light(b, target, 2, &b->f_collisions[idx].cinfo.hit_point_world);
|
|
|
|
// add to the recent collision list
|
|
r_coll[r_coll_count].c_objnum = target;
|
|
r_coll[r_coll_count].c_sig = Objects[target].signature;
|
|
r_coll[r_coll_count].c_stamp = -1;
|
|
r_coll[r_coll_count].cinfo = b->f_collisions[idx].cinfo;
|
|
r_coll[r_coll_count].quadrant = -1;
|
|
r_coll[r_coll_count].is_exit_collision = 0;
|
|
|
|
// if he was already on the recent collision list, copy his timestamp
|
|
// also, be sure not to play the impact sound again.
|
|
for(s_idx=0; s_idx<b->r_collision_count; s_idx++){
|
|
if((r_coll[r_coll_count].c_objnum == b->r_collisions[s_idx].c_objnum) && (r_coll[r_coll_count].c_sig == b->r_collisions[s_idx].c_sig)){
|
|
// timestamp
|
|
r_coll[r_coll_count].c_stamp = b->r_collisions[s_idx].c_stamp;
|
|
|
|
// don't play the impact sound again
|
|
first_hit = 0;
|
|
}
|
|
}
|
|
|
|
// if the damage timestamp has expired or is not set yet, apply damage
|
|
if((r_coll[r_coll_count].c_stamp == -1) || timestamp_elapsed(r_coll[r_coll_count].c_stamp))
|
|
{
|
|
float time_compression = f2fl(Game_time_compression);
|
|
float delay_time = i2fl(BEAM_DAMAGE_TIME) / time_compression;
|
|
do_damage = 1;
|
|
r_coll[r_coll_count].c_stamp = timestamp(fl2i(delay_time));
|
|
}
|
|
|
|
// increment collision count
|
|
r_coll_count++;
|
|
|
|
// play the impact sound
|
|
if ( first_hit && (wi->impact_snd >= 0) ) {
|
|
snd_play_3d( &Snds[wi->impact_snd], &b->f_collisions[idx].cinfo.hit_point_world, &Eye_position );
|
|
}
|
|
|
|
// KOMET_EXT -->
|
|
|
|
// draw flash, explosion
|
|
if (draw_effects && ((wi->piercing_impact_effect >= 0) || (wi->flash_impact_weapon_expl_effect >= 0))) {
|
|
float rnd = frand();
|
|
int do_expl = 0;
|
|
if((rnd < 0.2f || do_damage) && wi->impact_weapon_expl_effect >= 0){
|
|
do_expl = 1;
|
|
}
|
|
vec3d temp_pos, temp_local_pos;
|
|
|
|
vm_vec_sub(&temp_pos, &b->f_collisions[idx].cinfo.hit_point_world, &Objects[target].pos);
|
|
vm_vec_rotate(&temp_local_pos, &temp_pos, &Objects[target].orient);
|
|
|
|
if (wi->flash_impact_weapon_expl_effect >= 0) {
|
|
auto particleSource = particle::ParticleManager::get()->createSource(wi->flash_impact_weapon_expl_effect);
|
|
particleSource.moveToObject(&Objects[target], &temp_local_pos);
|
|
|
|
particleSource.finish();
|
|
}
|
|
|
|
if(do_expl){
|
|
auto particleSource = particle::ParticleManager::get()->createSource(wi->impact_weapon_expl_effect);
|
|
particleSource.moveToObject(&Objects[target], &temp_local_pos);
|
|
|
|
particleSource.finish();
|
|
}
|
|
|
|
if (wi->piercing_impact_effect > 0) {
|
|
vec3d fvec;
|
|
vm_vec_sub(&fvec, &b->last_shot, &b->last_start);
|
|
|
|
if(!IS_VEC_NULL(&fvec)){
|
|
// get beam direction
|
|
|
|
int ok_to_draw = 0;
|
|
|
|
if (beam_will_tool_target(b, &Objects[target])) {
|
|
ok_to_draw = 1;
|
|
|
|
if (Objects[target].type == OBJ_SHIP) {
|
|
ship *shipp = &Ships[Objects[target].instance];
|
|
|
|
if (shipp->armor_type_idx != -1) {
|
|
if (Armor_types[shipp->armor_type_idx].GetPiercingType(wi->damage_type_idx) == SADTF_PIERCING_RETAIL) {
|
|
ok_to_draw = 0;
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
ok_to_draw = 0;
|
|
|
|
if (Objects[target].type == OBJ_SHIP) {
|
|
float draw_limit, hull_pct;
|
|
int dmg_type_idx, piercing_type;
|
|
|
|
ship *shipp = &Ships[Objects[target].instance];
|
|
|
|
hull_pct = Objects[target].hull_strength / shipp->ship_max_hull_strength;
|
|
dmg_type_idx = wi->damage_type_idx;
|
|
draw_limit = Ship_info[shipp->ship_info_index].piercing_damage_draw_limit;
|
|
|
|
if (shipp->armor_type_idx != -1) {
|
|
piercing_type = Armor_types[shipp->armor_type_idx].GetPiercingType(dmg_type_idx);
|
|
if (piercing_type == SADTF_PIERCING_DEFAULT) {
|
|
draw_limit = Armor_types[shipp->armor_type_idx].GetPiercingLimit(dmg_type_idx);
|
|
} else if ((piercing_type == SADTF_PIERCING_NONE) || (piercing_type == SADTF_PIERCING_RETAIL)) {
|
|
draw_limit = -1.0f;
|
|
}
|
|
}
|
|
|
|
if ((draw_limit != -1.0f) && (hull_pct <= draw_limit))
|
|
ok_to_draw = 1;
|
|
}
|
|
}
|
|
|
|
if (ok_to_draw){
|
|
vm_vec_normalize_quick(&fvec);
|
|
|
|
// stream of fire for big ships
|
|
if (widest <= Objects[target].radius * BEAM_AREA_PERCENT) {
|
|
auto particleSource = particle::ParticleManager::get()->createSource(wi->piercing_impact_effect);
|
|
particleSource.moveTo(&b->f_collisions[idx].cinfo.hit_point_world);
|
|
particleSource.setOrientationFromNormalizedVec(&fvec);
|
|
|
|
particleSource.finish();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// <-- KOMET_EXT
|
|
} else {
|
|
if(draw_effects && do_damage && !physics_paused){
|
|
// maybe draw an explosion, if we aren't hitting shields
|
|
if ( (wi->impact_weapon_expl_effect >= 0) && (b->f_collisions[idx].quadrant < 0) ) {
|
|
auto particleSource = particle::ParticleManager::get()->createSource(wi->impact_weapon_expl_effect);
|
|
particleSource.moveTo(&b->f_collisions[idx].cinfo.hit_point_world);
|
|
|
|
particleSource.finish();
|
|
}
|
|
}
|
|
}
|
|
|
|
if(do_damage && !physics_paused){
|
|
|
|
switch(Objects[target].type){
|
|
case OBJ_DEBRIS:
|
|
// hit the debris - the debris hit code takes care of checking for MULTIPLAYER_CLIENT, etc
|
|
debris_hit(&Objects[target], &Objects[b->objnum], &b->f_collisions[idx].cinfo.hit_point_world, wi->damage);
|
|
break;
|
|
|
|
case OBJ_WEAPON:
|
|
if (The_mission.ai_profile->flags2 & AIPF2_BEAMS_DAMAGE_WEAPONS) {
|
|
if (!(Game_mode & GM_MULTIPLAYER) || MULTIPLAYER_MASTER) {
|
|
object *trgt = &Objects[target];
|
|
|
|
if (trgt->hull_strength > 0) {
|
|
float attenuation = 1.0f;
|
|
if ((b->damage_threshold >= 0.0f) && (b->damage_threshold < 1.0f)) {
|
|
float dist = vm_vec_dist(&b->last_shot, &b->last_start);
|
|
float range = b->range;
|
|
float atten_dist = range * b->damage_threshold;
|
|
if ((range > dist) && (atten_dist < dist)) {
|
|
attenuation = (dist - atten_dist) / (range - atten_dist);
|
|
}
|
|
}
|
|
|
|
float damage = wi->damage * attenuation;
|
|
|
|
trgt->hull_strength -= damage;
|
|
|
|
if (trgt->hull_strength < 0) {
|
|
weapon_hit(trgt, NULL, &trgt->pos);
|
|
}
|
|
} else {
|
|
if (!(Game_mode & GM_MULTIPLAYER) || MULTIPLAYER_MASTER) {
|
|
weapon_hit(&Objects[target], NULL, &Objects[target].pos);
|
|
}
|
|
}
|
|
|
|
|
|
}
|
|
} else {
|
|
// detonate the missile
|
|
Assert(Weapon_info[Weapons[Objects[target].instance].weapon_info_index].subtype == WP_MISSILE);
|
|
|
|
if (!(Game_mode & GM_MULTIPLAYER) || MULTIPLAYER_MASTER) {
|
|
weapon_hit(&Objects[target], NULL, &Objects[target].pos);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case OBJ_ASTEROID:
|
|
// hit the asteroid
|
|
if (!(Game_mode & GM_MULTIPLAYER) || MULTIPLAYER_MASTER) {
|
|
asteroid_hit(&Objects[target], &Objects[b->objnum], &b->f_collisions[idx].cinfo.hit_point_world, wi->damage);
|
|
}
|
|
break;
|
|
case OBJ_SHIP:
|
|
// hit the ship - again, the innards of this code handle multiplayer cases
|
|
// maybe vaporize ship.
|
|
//only apply damage if the collision is not an exit collision. this prevents twice the damage from being done, although it probably be more realistic since two holes are being punched in the ship instead of one.
|
|
if (!b->f_collisions[idx].is_exit_collision)
|
|
ship_apply_local_damage(&Objects[target], &Objects[b->objnum], &b->f_collisions[idx].cinfo.hit_point_world, beam_get_ship_damage(b, &Objects[target]), b->f_collisions[idx].quadrant);
|
|
|
|
// if this is the first hit on the player ship. whack him
|
|
if(do_damage)
|
|
{
|
|
// Goober5000 - AGH! BAD BAD BAD BAD BAD BAD BAD BAD bug! The whack's hit point is in *local*
|
|
// coordinates, NOT world coordinates!
|
|
beam_apply_whack(b, &Objects[target], &b->f_collisions[idx].cinfo.hit_point);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
// if the radius of the target is somewhat close to the radius of the beam, "stop" the beam here
|
|
// for now : if its smaller than about 1/3 the radius of the ship
|
|
if(widest <= (Objects[target].radius * BEAM_AREA_PERCENT) && !beam_will_tool_target(b, &Objects[target])){
|
|
// set last_shot so we know where to properly draw the beam
|
|
b->last_shot = b->f_collisions[idx].cinfo.hit_point_world;
|
|
Assert(is_valid_vec(&b->last_shot));
|
|
|
|
// done wif the beam
|
|
break;
|
|
}
|
|
}
|
|
|
|
// store the new recent collisions
|
|
for(idx=0; idx<r_coll_count; idx++){
|
|
b->r_collisions[idx] = r_coll[idx];
|
|
}
|
|
b->r_collision_count = r_coll_count;
|
|
}
|
|
|
|
// for a given object, and a firing beam, determine its critical dot product and range
|
|
void beam_get_cull_vals(object *objp, beam *b, float *cull_dot, float *cull_dist)
|
|
{
|
|
switch(objp->type){
|
|
// debris and asteroids are classified as slow moving small objects
|
|
// use cull_dot == potential cone of beam + 10% and 50.0 meters
|
|
case OBJ_DEBRIS:
|
|
case OBJ_ASTEROID:
|
|
*cull_dot = 1.0f - ((1.0f - beam_get_cone_dot(b)) * 1.10f);
|
|
*cull_dist = 50.0f * 50.0f;
|
|
return;
|
|
|
|
// treat missiles as fast-moving small objects
|
|
case OBJ_WEAPON:
|
|
*cull_dot = 1.0f - ((1.0f - beam_get_cone_dot(b)) * 1.5f);
|
|
*cull_dist = 300.0f * 300.0f;
|
|
return;
|
|
|
|
case OBJ_SHIP:
|
|
// for large ships, cull at some multiple of the radius
|
|
if(Ship_info[Ships[objp->instance].ship_info_index].is_big_or_huge()){
|
|
*cull_dot = 1.0f - ((1.0f - beam_get_cone_dot(b)) * 1.25f);
|
|
|
|
*cull_dist = (objp->radius * 1.3f) * (objp->radius * 1.3f);
|
|
return;
|
|
}
|
|
|
|
// for everthing else, cull the same as missiles
|
|
*cull_dot = 1.0f - ((1.0f - beam_get_cone_dot(b)) * 1.5f);
|
|
*cull_dist = 300.0f * 300.0f;
|
|
return;
|
|
}
|
|
|
|
// BAD BAD BAD - but this code will cause everything to cull properly
|
|
Int3();
|
|
*cull_dot = 1.0f;
|
|
*cull_dist = 0.0f;
|
|
return;
|
|
}
|
|
|
|
// FIXME - make sure we are truthfull representing the "cone" for all beam types
|
|
// get the total possible cone for a given beam in radians
|
|
float beam_get_cone_dot(beam *b)
|
|
{
|
|
switch(b->type){
|
|
case BEAM_TYPE_A:
|
|
case BEAM_TYPE_C:
|
|
case BEAM_TYPE_D:
|
|
case BEAM_TYPE_E:
|
|
// even though these beams don't move, return a _very_ small value
|
|
return cosf(fl_radians(50.5f));
|
|
|
|
case BEAM_TYPE_B:
|
|
return vm_vec_dot(&b->binfo.dir_a, &b->binfo.dir_b);
|
|
|
|
default:
|
|
Int3();
|
|
}
|
|
|
|
Int3();
|
|
return 0.0f;
|
|
}
|
|
|
|
// if it is legal for the beam to fire, or continue firing
|
|
int beam_ok_to_fire(beam *b)
|
|
{
|
|
if (b->objp == NULL) { // If we don't have a firing object, none of these checks make sense.
|
|
return 1;
|
|
}
|
|
// if my own object is invalid, stop firing
|
|
if (b->objp->signature != b->sig) {
|
|
mprintf(("BEAM : killing beam because of invalid parent object SIGNATURE!\n"));
|
|
return -1;
|
|
}
|
|
|
|
// if my own object is a ghost
|
|
if (b->objp->type != OBJ_SHIP) {
|
|
mprintf(("BEAM : killing beam because of invalid parent object TYPE!\n"));
|
|
return -1;
|
|
}
|
|
|
|
// type C beams are ok to fire all the time
|
|
if (b->type == BEAM_TYPE_C) {
|
|
ship *shipp = &Ships[b->objp->instance];
|
|
|
|
if (shipp->weapon_energy <= 0.0f) {
|
|
|
|
if ( OBJ_INDEX(Player_obj) == shipp->objnum && !(b->life_left>0.0f)) {
|
|
extern void ship_maybe_play_primary_fail_sound();
|
|
ship_maybe_play_primary_fail_sound();
|
|
}
|
|
|
|
return 0;
|
|
} else {
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
if (b->subsys == NULL) { // IF we don't have a firing turret, none of these checks make sense.
|
|
return 1;
|
|
}
|
|
|
|
if (!(b->flags & BF_FORCE_FIRING)) {
|
|
// if the shooting turret is destroyed
|
|
if (b->subsys->current_hits <= 0.0f) {
|
|
mprintf(("BEAM : killing beam because turret has been destroyed!\n"));
|
|
return -1;
|
|
}
|
|
|
|
// kill it if its disrupted
|
|
if (ship_subsys_disrupted(b->subsys)) {
|
|
return -1;
|
|
}
|
|
|
|
// if the beam will be firing out of its FOV, power it down
|
|
vec3d aim_dir;
|
|
vm_vec_sub(&aim_dir, &b->last_shot, &b->last_start);
|
|
vm_vec_normalize(&aim_dir);
|
|
|
|
if (The_mission.ai_profile->flags & AIPF_FORCE_BEAM_TURRET_FOV) {
|
|
vec3d turret_normal;
|
|
|
|
if (b->flags & BF_IS_FIGHTER_BEAM) {
|
|
turret_normal = b->objp->orient.vec.fvec;
|
|
b->subsys->system_info->flags &= ~MSS_FLAG_TURRET_ALT_MATH;
|
|
} else {
|
|
vm_vec_unrotate(&turret_normal, &b->subsys->system_info->turret_norm, &b->objp->orient);
|
|
}
|
|
|
|
if (!(turret_fov_test(b->subsys, &turret_normal, &aim_dir))) {
|
|
nprintf(("BEAM", "BEAM : powering beam down because of FOV condition!\n"));
|
|
return 0;
|
|
}
|
|
} else {
|
|
vec3d turret_dir, turret_pos, temp;
|
|
beam_get_global_turret_gun_info(b->objp, b->subsys, &turret_pos, &turret_dir, 1, &temp, (b->flags & BF_IS_FIGHTER_BEAM) > 0);
|
|
if (vm_vec_dot(&aim_dir, &turret_dir) < b->subsys->system_info->turret_fov) {
|
|
nprintf(("BEAM", "BEAM : powering beam down because of FOV condition!\n"));
|
|
return 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
// ok to fire/continue firing
|
|
return 1;
|
|
}
|
|
|
|
// get the width of the widest section of the beam
|
|
float beam_get_widest(beam *b)
|
|
{
|
|
int idx;
|
|
float widest = -1.0f;
|
|
|
|
// sanity
|
|
Assert(b->weapon_info_index >= 0);
|
|
if(b->weapon_info_index < 0){
|
|
return -1.0f;
|
|
}
|
|
|
|
if (b->beam_width > 0.0f) {
|
|
widest = b->beam_width;
|
|
} else {
|
|
// lookup
|
|
for(idx=0; idx<Weapon_info[b->weapon_info_index].b_info.beam_num_sections; idx++){
|
|
if(Weapon_info[b->weapon_info_index].b_info.sections[idx].width > widest){
|
|
widest = Weapon_info[b->weapon_info_index].b_info.sections[idx].width;
|
|
}
|
|
}
|
|
}
|
|
|
|
// return
|
|
return widest * b->shrink;
|
|
}
|
|
|
|
// apply a whack to a ship
|
|
void beam_apply_whack(beam *b, object *objp, vec3d *hit_point)
|
|
{
|
|
weapon_info *wip;
|
|
ship *shipp;
|
|
|
|
// sanity
|
|
Assert((b != NULL) && (objp != NULL) && (hit_point != NULL));
|
|
if((b == NULL) || (objp == NULL) || (hit_point == NULL)){
|
|
return;
|
|
}
|
|
Assert(b->weapon_info_index >= 0);
|
|
wip = &Weapon_info[b->weapon_info_index];
|
|
Assert((objp != NULL) && (objp->type == OBJ_SHIP) && (objp->instance >= 0) && (objp->instance < MAX_SHIPS));
|
|
if((objp == NULL) || (objp->type != OBJ_SHIP) || (objp->instance < 0) || (objp->instance >= MAX_SHIPS)){
|
|
return;
|
|
}
|
|
shipp = &Ships[objp->instance];
|
|
if((shipp->ai_index < 0) || (shipp->ai_index >= MAX_AI_INFO)){
|
|
return;
|
|
}
|
|
|
|
// don't whack docked ships
|
|
// Goober5000 - whacking docked ships should work now, so whack them
|
|
// Goober5000 - weapons with no mass don't whack (bypass the calculations)
|
|
if(wip->mass == 0.0f) {
|
|
return;
|
|
}
|
|
|
|
// determine how big of a whack to apply
|
|
float whack;
|
|
|
|
// this if block was added by Bobboau to make beams whack properly while preserving reverse compatibility
|
|
if(wip->mass == 100.0f){
|
|
if(wip->damage < b_whack_damage){
|
|
whack = b_whack_small;
|
|
} else {
|
|
whack = b_whack_big;
|
|
}
|
|
}else{
|
|
whack = wip->mass;
|
|
}
|
|
|
|
// whack direction
|
|
vec3d whack_dir;
|
|
vm_vec_sub(&whack_dir, &b->last_shot, &b->last_start); // Valathil - use the beam direction as the force direction (like a high pressure water jet)
|
|
vm_vec_normalize(&whack_dir);
|
|
vm_vec_scale(&whack_dir, whack);
|
|
|
|
// apply the whack
|
|
ship_apply_whack(&whack_dir, hit_point, objp);
|
|
}
|
|
|
|
// return the amount of damage which should be applied to a ship. basically, filters friendly fire damage
|
|
float beam_get_ship_damage(beam *b, object *objp)
|
|
{
|
|
// if the beam is on the same team as the object
|
|
if ( (objp == NULL) || (b == NULL) ) {
|
|
Int3();
|
|
return 0.0f;
|
|
}
|
|
|
|
if ( (objp->type != OBJ_SHIP) || (objp->instance < 0) || (objp->instance >= MAX_SHIPS) ) {
|
|
Int3();
|
|
return 0.0f;
|
|
}
|
|
|
|
weapon_info *wip = &Weapon_info[b->weapon_info_index];
|
|
|
|
if (wip->damage <= 0)
|
|
return 0.0f; // Not much point in calculating the attenuation if the beam doesn't hurt in the first place.
|
|
|
|
float attenuation = 1.0f;
|
|
|
|
if ((b->damage_threshold >= 0.0f) && (b->damage_threshold < 1.0f)) {
|
|
float dist = vm_vec_dist(&b->last_shot, &b->last_start);
|
|
float range = b->range;
|
|
float atten_dist = range * b->damage_threshold;
|
|
if ((range > dist) && (atten_dist < dist)) {
|
|
attenuation = (dist - atten_dist) / (range - atten_dist);
|
|
}
|
|
}
|
|
|
|
float damage = 0.0f;
|
|
|
|
// same team. yikes
|
|
if ( (b->team == Ships[objp->instance].team) && (wip->damage > The_mission.ai_profile->beam_friendly_damage_cap[Game_skill_level]) ) {
|
|
damage = The_mission.ai_profile->beam_friendly_damage_cap[Game_skill_level] * attenuation;
|
|
} else {
|
|
// normal damage
|
|
damage = wip->damage * attenuation;
|
|
}
|
|
|
|
return damage;
|
|
}
|
|
|
|
// if the beam is likely to tool a given target before its lifetime expires
|
|
int beam_will_tool_target(beam *b, object *objp)
|
|
{
|
|
weapon_info *wip = &Weapon_info[b->weapon_info_index];
|
|
float total_strength, damage_in_a_few_seconds, hp_limit, hp_pct;
|
|
|
|
// sanity
|
|
if(objp == NULL){
|
|
return 0;
|
|
}
|
|
|
|
// if the object is not a ship, bail
|
|
if(objp->type != OBJ_SHIP){
|
|
return 0;
|
|
}
|
|
if((objp->instance < 0) || (objp->instance >= MAX_SHIPS)){
|
|
return 0;
|
|
}
|
|
|
|
ship *shipp = &Ships[objp->instance];
|
|
total_strength = objp->hull_strength;
|
|
|
|
if (shipp->armor_type_idx != -1) {
|
|
if (Armor_types[shipp->armor_type_idx].GetPiercingType(wip->damage_type_idx) == SADTF_PIERCING_NONE) {
|
|
return 0;
|
|
}
|
|
hp_limit = Armor_types[shipp->armor_type_idx].GetPiercingLimit(wip->damage_type_idx);
|
|
if (hp_limit > 0.0f) {
|
|
hp_pct = total_strength / shipp->ship_max_hull_strength;
|
|
if (hp_limit >= hp_pct)
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
// calculate total strength, factoring in shield
|
|
if (!(wip->wi_flags2 & WIF2_PIERCE_SHIELDS))
|
|
total_strength += shield_get_strength(objp);
|
|
|
|
// if the beam is going to apply more damage in about 1 and a half than the ship can take
|
|
damage_in_a_few_seconds = (TOOLTIME / (float)BEAM_DAMAGE_TIME) * wip->damage;
|
|
return (damage_in_a_few_seconds > total_strength);
|
|
}
|
|
|
|
float beam_accuracy = 1.0f;
|
|
DCF(b_aim, "Adjusts the beam accuracy factor (Default is 1.0f)")
|
|
{
|
|
dc_stuff_float(&beam_accuracy);
|
|
}
|
|
DCF(beam_list, "Lists all beams")
|
|
{
|
|
int idx;
|
|
int b_count = 0;
|
|
|
|
for(idx=0; idx<Num_weapon_types; idx++){
|
|
if(Weapon_info[idx].wi_flags & WIF_BEAM){
|
|
b_count++;
|
|
dc_printf("Beam %d : %s\n", b_count, Weapon_info[idx].name);
|
|
}
|
|
}
|
|
}
|