Files
fs2open.github.com/code/weapon/beam.cpp
T
Fabian Woltermann 770fce8de5 Bitset flags -- take 2 (#775)
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.
2016-08-12 16:13:50 -07:00

3617 lines
106 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include <algorithm>
#include "asteroid/asteroid.h"
#include "cmdline/cmdline.h"
#include "debris/debris.h"
#include "debugconsole/console.h"
#include "freespace.h"
#include "gamesnd/gamesnd.h"
#include "globalincs/linklist.h"
#include "hud/hudmessage.h"
#include "hud/hudshield.h"
#include "iff_defs/iff_defs.h"
#include "io/timer.h"
#include "lighting/lighting.h"
#include "network/multi.h"
#include "network/multimsgs.h"
#include "object/objcollide.h"
#include "object/object.h"
#include "object/objectshield.h"
#include "parse/parselo.h"
#include "parse/scripting.h"
#include "particle/particle.h"
#include "playerman/player.h"
#include "render/3d.h"
#include "ship/ship.h"
#include "ship/shiphit.h"
#include "weapon/beam.h"
#include "weapon/weapon.h"
// ------------------------------------------------------------------------------------------------
// BEAM WEAPON DEFINES/VARS
//
// this is the constant which defines when a beam is an "area" beam. meaning, when we switch on sphereline checking and when
// a beam gets "stopped" by an object. It is a percentage of the object radius which the beam must be wider than
#define BEAM_AREA_PERCENT 0.4f
// randomness factor - all beam weapon aiming is adjusted by +/- some factor within this range
#define BEAM_RANDOM_FACTOR 0.4f
#define BEAM_DAMAGE_TIME 170 // apply damage
#define MAX_SHOT_POINTS 30
#define SHOT_POINT_TIME 200 // 5 arcs a second
#define TOOLTIME 1500.0f
beam Beams[MAX_BEAMS]; // all beams
beam Beam_free_list; // free beams
beam Beam_used_list; // used beams
int Beam_count = 0; // how many beams are in use
// octant indices. These are "good" pairs of octants to use for beam target
#define BEAM_NUM_GOOD_OCTANTS 8
int Beam_good_slash_octants[BEAM_NUM_GOOD_OCTANTS][4] = {
{ 2, 5, 1, 0 }, // octant, octant, min/max pt, min/max pt
{ 7, 0, 1, 0 },
{ 1, 6, 1, 0 },
{ 6, 1, 0, 1 },
{ 5, 2, 0, 1 },
{ 0, 7, 0, 1 },
{ 7, 1, 1, 0 },
{ 6, 0, 1, 0 },
};
int Beam_good_shot_octants[BEAM_NUM_GOOD_OCTANTS][4] = {
{ 5, 0, 1, 0 }, // octant, octant, min/max pt, min/max pt
{ 7, 2, 1, 0 },
{ 7, 1, 1, 0 },
{ 6, 0, 1, 0 },
{ 7, 3, 1, 0 },
{ 6, 2, 1, 0 },
{ 5, 1, 1, 0 },
{ 4, 0, 1, 0 },
};
// beam lighting effects
int Beam_lighting = 1;
// debug stuff - keep track of how many collision tests we perform a second and how many we toss a second
#define BEAM_TEST_STAMP_TIME 4000 // every 4 seconds
int Beam_test_stamp = -1;
int Beam_test_ints = 0;
int Beam_test_ship = 0;
int Beam_test_ast = 0;
int Beam_test_framecount = 0;
// beam warmup completion %
#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 )
// beam warmdown completion %
#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 )
// link into the physics paused system
extern int physics_paused;
// beam lighting info
#define MAX_BEAM_LIGHT_INFO 100
typedef struct beam_light_info {
beam *bm; // beam casting the light
int objnum; // object getting light cast on it
ubyte source; // 0 to light the shooter, 1 for lighting any ship the beam passes, 2 to light the collision ship
vec3d c_point; // collision point for type 2 lights
} beam_light_info;
beam_light_info Beam_lights[MAX_BEAM_LIGHT_INFO];
int Beam_light_count = 0;
float b_whack_small = 2000.0f; // used to be 500.0f with the retail whack bug
float b_whack_big = 10000.0f; // used to be 1500.0f with the retail whack bug
float b_whack_damage = 150.0f;
DCF(b_whack_small, "Sets the whack factor for small whacks (Default is 2000f)")
{
dc_stuff_float(&b_whack_small);
}
DCF(b_whack_big, "Sets the whack factor for big whacks (Default is 10000f)")
{
dc_stuff_float(&b_whack_big);
}
DCF(b_whack_damage, "Sets the whack damage threshold (Default is 150f)")
{
if (dc_optional_string_either("help", "--help")) {
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");
return;
}
dc_stuff_float(&b_whack_damage);
}
// ------------------------------------------------------------------------------------------------
// BEAM WEAPON FORWARD DECLARATIONS
//
// delete a beam
void beam_delete(beam *b);
// handle a hit on a specific object
void beam_handle_collisions(beam *b);
// fills in binfo
void beam_get_binfo(beam *b, float accuracy, int num_shots);
// aim the beam (setup last_start and last_shot - the endpoints). also recalculates object collision info
void beam_aim(beam *b);
// type A functions
void beam_type_a_move(beam *b);
// type B functions
void beam_type_b_move(beam *b);
// type C functions
void beam_type_c_move(beam *b);
// type D functions
void beam_type_d_move(beam *b);
void beam_type_d_get_status(beam *b, int *shot_index, int *fire_wait);
// type e functions
void beam_type_e_move(beam *b);
// 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);
// given an object, return its model num
int beam_get_model(object *objp);
// 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);
// get the total possible cone for a given beam in radians
float beam_get_cone_dot(beam *b);
// for rendering the beam effect
// 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);
// render the muzzle glow for a beam weapon
void beam_render_muzzle_glow(beam *b);
// generate particles for the muzzle glow
void beam_generate_muzzle_particles(beam *b);
// throw some jitter into the aim - based upon shot_aim
void beam_jitter_aim(beam *b, float aim);
// if it is legal for the beam to continue firing
// returns -1 if the beam should stop firing immediately
// returns 0 if the beam should go to warmdown
// returns 1 if the beam can continue along its way
int beam_ok_to_fire(beam *b);
// start the warmup phase for the beam
void beam_start_warmup(beam *b);
// 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);
// start the warmdown phase for the beam
void beam_start_warmdown(beam *b);
// add a collision to the beam for this frame (to be evaluated later)
void beam_add_collision(beam *b, object *hit_object, mc_info *cinfo, int quad = -1, int exit_flag = 0);
// get the width of the widest section of the beam
float beam_get_widest(beam *b);
// mark an object as being lit
void beam_add_light(beam *b, int objnum, int source, vec3d *c_point);
// apply lighting from any beams
void beam_apply_lighting();
// recalculate beam sounds (looping sounds relative to the player)
void beam_recalc_sounds(beam *b);
// apply a whack to a ship
void beam_apply_whack(beam *b, object *objp, vec3d *hit_point);
// 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 likely to tool a given target before its lifetime expires
int beam_will_tool_target(beam *b, object *objp);
// ------------------------------------------------------------------------------------------------
// BEAM WEAPON FUNCTIONS
//
// init at game startup
void beam_init()
{
beam_level_close();
}
// initialize beam weapons for this level
void beam_level_init()
{
// intialize beams
int idx;
Beam_count = 0;
list_init( &Beam_free_list );
list_init( &Beam_used_list );
memset(Beams, 0, sizeof(beam) * MAX_BEAMS);
// Link all object slots into the free list
for (idx=0; idx<MAX_BEAMS; idx++) {
Beams[idx].objnum = -1;
list_append(&Beam_free_list, &Beams[idx] );
}
// reset muzzle particle spew timestamp
}
// shutdown beam weapons for this level
void beam_level_close()
{
// clear the beams
list_init( &Beam_free_list );
list_init( &Beam_used_list );
}
// fire a beam, returns nonzero on success. the innards of the code handle all the rest, foo
int beam_fire(beam_fire_info *fire_info)
{
beam *new_item;
weapon_info *wip;
ship *firing_ship = NULL;
int objnum;
// sanity check
if(fire_info == NULL){
Int3();
return -1;
}
// if we're out of beams, bail
if(Beam_count >= MAX_BEAMS){
return -1;
}
// for now, only allow ship targets
if (!(fire_info->bfi_flags & BFIF_IS_FIGHTER_BEAM)) {
if (
((fire_info->target == NULL) && !(fire_info->bfi_flags & BFIF_TARGETING_COORDS)) ||
((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))
) {
return -1;
}
}
// make sure the beam_info_index is valid
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)) {
Assertion(false, "beam_info_index (%d) invalid (either <0, >= %d, or not actually a beam)!\n", fire_info->beam_info_index, Num_weapon_types);
return -1;
}
wip = &Weapon_info[fire_info->beam_info_index];
// make sure a ship is firing this
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)) ) {
Assertion(false, "Fixed beam fired without a valid ship!\n");
return -1;
}
if (fire_info->shooter != NULL) {
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
if(new_item == &Beam_free_list){
return -1;
}
// make sure that our textures are loaded as well
extern bool weapon_is_used(int weapon_index);
extern void weapon_load_bitmaps(int weapon_index);
if ( !weapon_is_used(fire_info->beam_info_index) ) {
weapon_load_bitmaps(fire_info->beam_info_index);
}
// 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++;
// fill in some values
new_item->warmup_stamp = -1;
new_item->warmdown_stamp = -1;
new_item->weapon_info_index = fire_info->beam_info_index;
new_item->objp = fire_info->shooter;
new_item->sig = (fire_info->shooter != NULL) ? fire_info->shooter->signature : 0;
new_item->subsys = fire_info->turret;
new_item->life_left = wip->b_info.beam_life;
new_item->life_total = wip->b_info.beam_life;
new_item->r_collision_count = 0;
new_item->f_collision_count = 0;
new_item->target = fire_info->target;
new_item->target_subsys = fire_info->target_subsys;
new_item->target_sig = (fire_info->target != NULL) ? fire_info->target->signature : 0;
new_item->beam_sound_loop = -1;
new_item->type = wip->b_info.beam_type;
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 = (firing_ship == NULL) ? fire_info->team : static_cast<char>(firing_ship->team);
new_item->range = wip->b_info.range;
new_item->damage_threshold = wip->b_info.damage_threshold;
new_item->bank = fire_info->bank;
new_item->Beam_muzzle_stamp = -1;
new_item->beam_glow_frame = 0.0f;
new_item->firingpoint = (fire_info->bfi_flags & BFIF_FLOATING_BEAM) ? -1 : fire_info->turret->turret_next_fire_pos;
new_item->beam_width = wip->b_info.beam_width;
new_item->last_start = fire_info->starting_pos;
if (fire_info->bfi_flags & BFIF_FORCE_FIRING)
new_item->flags |= BF_FORCE_FIRING;
if (fire_info->bfi_flags & BFIF_IS_FIGHTER_BEAM)
new_item->flags |= BF_IS_FIGHTER_BEAM;
if (fire_info->bfi_flags & BFIF_FLOATING_BEAM)
new_item->flags |= BF_FLOATING_BEAM;
if (fire_info->bfi_flags & BFIF_TARGETING_COORDS) {
new_item->flags |= BF_TARGETING_COORDS;
new_item->target_pos1 = fire_info->target_pos1;
new_item->target_pos2 = fire_info->target_pos2;
} else {
vm_vec_zero(&new_item->target_pos1);
vm_vec_zero(&new_item->target_pos2);
}
for (int i = 0; i < MAX_BEAM_SECTIONS; i++)
new_item->beam_section_frame[i] = 0.0f;
if (fire_info->bfi_flags & BFIF_IS_FIGHTER_BEAM) {
new_item->type = BEAM_TYPE_C;
}
// if the targeted subsystem is not NULL, force it to be a type A beam
if(new_item->target_subsys != NULL && new_item->type != BEAM_TYPE_C){
new_item->type = BEAM_TYPE_A;
}
// type D weapons can only fire at small ships and missiles
if(new_item->type == BEAM_TYPE_D){
// if its a targeted ship, get the target ship
if((fire_info->target != NULL) && (fire_info->target->type == OBJ_SHIP) && (fire_info->target->instance >= 0)){
ship *target_ship = &Ships[fire_info->target->instance];
// maybe force to be a type A
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)){
new_item->type = BEAM_TYPE_A;
}
}
}
// ----------------------------------------------------------------------
// THIS IS THE CRITICAL POINT FOR MULTIPLAYER
// beam_get_binfo(...) determines exactly how the beam will behave over the course of its life
// it fills in binfo, which we can pass to clients in multiplayer
if(fire_info->beam_info_override != NULL){
new_item->binfo = *fire_info->beam_info_override;
} else {
beam_get_binfo(new_item, fire_info->accuracy, wip->b_info.beam_shots); // to fill in b_info - the set of directional aim vectors
}
flagset<Object::Object_Flags> default_flags;
default_flags.set(Object::Object_Flags::Collides);
// create the associated object
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);
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.
// 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);
}
}
}