Files
fs2open.github.com/code/weapon/beam.cpp
T
Goober5000andClaude Fable 5 7b241812ed make ship move-correct
Ship's implicit move operations compiled but were semantically broken in
two ways: moving copied the subsys_list sentinel's links verbatim,
leaving the bookend nodes of the intrusive subsystem list pointing at
the old sentinel address; and the raw owning warpin_effect /
warpout_effect pointers were copied without nulling the source, so a
vacated Ships[] slot aliased live WarpEffects that ship::clear() (on
slot reuse) or ship_close() (which walks every slot) would delete out
from under the destination ship.

Fix both at the member level so the compiler-generated moves are
correct by composition:

- Add ship_subsys_sentinel, derived from ship_subsys, whose move
  operations re-link the bookend nodes (handling the null-linked,
  self-referential-empty, and populated source states) and leave the
  moved-from sentinel as an initialized empty list.  Copying is
  deleted.  Public inheritance keeps &ship::subsys_list convertible to
  ship_subsys*, so list_init, GET_FIRST, and every other call site is
  unchanged.

- Convert warpin_effect and warpout_effect to std::unique_ptr.  The
  delete-and-null blocks in ship::clear(), ship_close(), and
  ship_set_warp_effects() collapse into reset(); call sites that borrow
  the pointer into a raw local now use get().

With the members handling themselves, declare ship's special member
functions: defaulted default constructor and moves, deleted copies
(previously implicit via the unique_ptr members, now stated intent).
The moves are deliberately not declared noexcept because members like
SCP_map and std::deque do not have standard-guaranteed nothrow moves;
the computed exception specification is used instead.

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-20 23:04:56 -04:00

4591 lines
150 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 "graphics/color.h"
#include "hud/hudets.h"
#include "hud/hudmessage.h"
#include "hud/hudshield.h"
#include "iff_defs/iff_defs.h"
#include "io/timer.h"
#include "lighting/lighting.h"
#include "lighting/lighting_profiles.h"
#include "math/fvi.h"
#include "math/curve.h"
#include "math/staticrand.h"
#include "nebula/neb.h"
#include "mod_table/mod_table.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 "prop/prop.h"
#include "scripting/global_hooks.h"
#include "scripting/scripting.h"
#include "scripting/api/objs/model.h"
#include "scripting/api/objs/vecmath.h"
#include "particle/particle.h"
#include "playerman/player.h"
#include "render/3d.h"
#include "ship/ship.h"
#include "ship/shipfx.h"
#include "ship/shiphit.h"
#include "weapon/beam.h"
#include "weapon/weapon.h"
#include "globalincs/globals.h"
#include "globalincs/vmallocator.h"
#include "tracing/tracing.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 MAX_SHOT_POINTS 30
#define SHOT_POINT_TIME 200 // 5 arcs a second
#define TOOLTIME 1500.0f
std::array<beam, MAX_BEAMS> 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
// 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, int burst_seed, float burst_shot_rotation, float per_burst_shot_rotation);
// aim the beam (setup last_start and last_shot - the endpoints). also recalculates object collision info
void beam_aim(beam *b);
// direct fire type functions
void beam_type_direct_fire_move(beam *b);
// slashing type functions
void beam_type_slashing_move(beam *b);
// targeting type functions
void beam_type_targeting_move(beam *b);
// antifighter type functions
void beam_type_antifighter_move(beam *b);
// stuffs the index of the current pulse in shot_index
// stuffs 0 in fire_wait if the beam is active, 1 if it is between pulses
void beam_type_antifighter_get_status(beam *b, int *shot_index, int *fire_wait);
// normal firing type functions
void beam_type_normal_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 seed, vec3d *v1, vec3d *v2);
// given an object, return its model num
int beam_get_model(object *objp);
// 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, bool exit_flag = false);
// 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);
// 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 );
Beams.fill({});
// 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 );
}
// 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;
}
// 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;
}
static void beam_set_state(weapon_info* wip, beam* bm, WeaponState state)
{
if (bm->weapon_state == state)
{
// No change
return;
}
bm->weapon_state = state;
auto map_entry = wip->state_effects.find(bm->weapon_state);
if ((map_entry != wip->state_effects.end()) && map_entry->second.isValid())
{
auto source = particle::ParticleManager::get()->createSource(map_entry->second);
source->setHost(std::make_unique<EffectHostBeam>(&Objects[bm->objnum]));
source->finishCreation();
}
}
// return false if the particular beam fire method doesn't have all the required, and specific to its fire method, info
bool beam_has_valid_params(beam_fire_info* fire_info) {
switch (fire_info->fire_method) {
case BFM_TURRET_FIRED:
if (fire_info->shooter == nullptr || fire_info->turret == nullptr || fire_info->target == nullptr)
return false;
break;
case BFM_TURRET_FORCE_FIRED:
if (fire_info->shooter == nullptr || fire_info->turret == nullptr || (fire_info->target == nullptr && !(fire_info->bfi_flags & BFIF_TARGETING_COORDS)))
return false;
break;
case BFM_FIGHTER_FIRED:
if (fire_info->shooter == nullptr || fire_info->turret == nullptr)
return false;
break;
case BFM_SPAWNED:
case BFM_SEXP_FLOATING_FIRED:
if (!(fire_info->bfi_flags & BFIF_FLOATING_BEAM) || (fire_info->target == nullptr && !(fire_info->bfi_flags & BFIF_TARGETING_COORDS)))
return false;
break;
case BFM_SUBSPACE_STRIKE:
if (!(fire_info->bfi_flags & BFIF_FLOATING_BEAM) || (fire_info->target == nullptr))
return false;
break;
default:
UNREACHABLE("Unrecognized beam fire method %d in beam_has_valid_params", fire_info->fire_method);
return false;
}
// let's also validate the type of target, if applicable
if (fire_info->target != nullptr) {
if ((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 false;
}
return true;
}
// 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;
}
// make sure the beam_info_index is valid
Assertion((fire_info->beam_info_index >= 0) && (fire_info->beam_info_index < weapon_info_size()) && (Weapon_info[fire_info->beam_info_index].wi_flags[Weapon::Info_Flags::Beam]), "beam_info_index (%d) invalid (either <0, >= %d, or not actually a beam)!\n", fire_info->beam_info_index, weapon_info_size());
if ((fire_info->beam_info_index < 0) || (fire_info->beam_info_index >= weapon_info_size()) || !(Weapon_info[fire_info->beam_info_index].wi_flags[Weapon::Info_Flags::Beam])) {
return -1;
}
wip = &Weapon_info[fire_info->beam_info_index];
// copied from weapon_create()
if ((wip->num_substitution_patterns > 0) && (fire_info->shooter != nullptr)) {
// using substitution
// get to the instance of the gun
Assertion(fire_info->shooter->type == OBJ_SHIP, "Expected type OBJ_SHIP, got %d", fire_info->shooter->type);
Assertion((fire_info->shooter->instance < MAX_SHIPS) && (fire_info->shooter->instance >= 0),
"Ship index is %d, which is out of range [%d,%d)", fire_info->shooter->instance, 0, MAX_SHIPS);
ship* parent_shipp = &(Ships[fire_info->shooter->instance]);
Assert(parent_shipp != nullptr);
size_t* position = get_pointer_to_weapon_fire_pattern_index(fire_info->beam_info_index, fire_info->shooter->instance, fire_info->turret);
Assertion(position != nullptr, "'%s' is trying to fire a weapon that is not selected", Ships[fire_info->shooter->instance].ship_name);
size_t curr_pos = *position;
if ((parent_shipp->flags[Ship::Ship_Flags::Primary_linked]) && curr_pos > 0) {
curr_pos--;
}
++(*position);
*position = (*position) % wip->num_substitution_patterns;
if (wip->weapon_substitution_pattern[curr_pos] == -1) {
// weapon doesn't want any sub
return -1;
}
else if (wip->weapon_substitution_pattern[curr_pos] != fire_info->beam_info_index) {
fire_info->beam_info_index = wip->weapon_substitution_pattern[curr_pos];
// weapon wants to sub with weapon other than me
return beam_fire(fire_info);
}
}
if (!beam_has_valid_params(fire_info))
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 = sound_handle::invalid();
new_item->type = wip->b_info.beam_type;
new_item->local_fire_postion = fire_info->local_fire_postion;
new_item->framecount = 0;
new_item->flags = 0;
new_item->shot_index = 0;
new_item->current_width_factor = wip->b_info.beam_initial_width < 0.1f ? 0.1f : wip->b_info.beam_initial_width;
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_glow_frame = 0.0f;
new_item->firingpoint = (fire_info->bfi_flags & BFIF_FLOATING_BEAM) ? -1 : fire_info->turret->turret_next_fire_pos;
new_item->last_start = fire_info->starting_pos;
new_item->type5_rot_speed = wip->b_info.t5info.continuous_rot;
new_item->rotates = wip->b_info.beam_type == BeamType::OMNI && wip->b_info.t5info.continuous_rot_axis != Type5BeamRotAxis::UNSPECIFIED;
new_item->modular_curves_instance = wip->beam_curves.create_instance();
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 (float &frame : new_item->beam_section_frame)
frame = 0.0f;
// beam collision and light width
if (wip->b_info.beam_width > 0.0f) {
new_item->beam_collide_width = wip->b_info.beam_width;
new_item->beam_light_width = wip->b_info.beam_width;
} else {
float widest = beam_get_widest(new_item);
new_item->beam_collide_width = wip->collision_radius_override > 0.0f ? wip->collision_radius_override : widest;
new_item->beam_light_width = widest;
}
if (fire_info->bfi_flags & BFIF_IS_FIGHTER_BEAM && new_item->type != BeamType::OMNI) {
new_item->type = BeamType::TARGETING;
}
// if the targeted subsystem is not NULL, force it to be a direct fire beam
if(new_item->target_subsys != nullptr && new_item->type != BeamType::TARGETING && new_item->type != BeamType::OMNI){
new_item->type = BeamType::DIRECT_FIRE;
}
// antifighter beam weapons can only fire at small ships and missiles
if(new_item->type == BeamType::ANTIFIGHTER){
// 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 direct fire
if(Ship_info[target_ship->ship_info_index].class_type > -1 && (Ship_types[Ship_info[target_ship->ship_info_index].class_type].flags[Ship::Type_Info_Flags::Beams_easily_hit])){
new_item->type = BeamType::DIRECT_FIRE;
}
}
}
// ----------------------------------------------------------------------
// 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 {
float burst_rot = 0.0f;
if (new_item->type == BeamType::OMNI && !wip->b_info.t5info.burst_rot_pattern.empty()) {
burst_rot = wip->b_info.t5info.burst_rot_pattern[fire_info->burst_index % wip->b_info.t5info.burst_rot_pattern.size()];
}
beam_get_binfo(new_item, fire_info->accuracy, wip->b_info.beam_shots,fire_info->burst_seed, burst_rot, fire_info->per_burst_rotation); // to fill in b_info - the set of directional aim vectors
}
flagset<Object::Object_Flags> default_flags;
if (!wip->wi_flags[Weapon::Info_Flags::No_collide])
default_flags.set(Object::Object_Flags::Collides);
if (wip->wi_flags[Weapon::Info_Flags::Can_damage_shooter])
default_flags.set(Object::Object_Flags::Collides_with_parent);
// 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);
mprintf(("obj_create() failed for a beam weapon because you are running out of object slots!\n"));
return -1;
}
new_item->objnum = objnum;
if (new_item->objp != nullptr && Weapons_inherit_parent_collision_group) {
Objects[objnum].collision_group_id = new_item->objp->collision_group_id;
}
// 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) {
send_beam_fired_packet(fire_info, &new_item->binfo);
}
// start the warmup phase
beam_start_warmup(new_item);
//Do particles
if (wip->b_info.beam_muzzle_effect.isValid()) {
auto source = particle::ParticleManager::get()->createSource(wip->b_info.beam_muzzle_effect);
std::unique_ptr<EffectHost> host;
if (new_item->objp == nullptr) {
vec3d beam_dir = new_item->last_shot - new_item->last_start;
matrix orient;
vm_vector_2_matrix(&orient, &beam_dir);
host = std::make_unique<EffectHostVector>(new_item->last_start, orient, vmd_zero_vector);
}
else if (new_item->subsys == nullptr || new_item->firingpoint < 0) {
vec3d beam_dir = new_item->last_shot - new_item->last_start;
matrix orient;
vm_vector_2_matrix(&orient, &beam_dir);
vec3d local_pos = new_item->last_start - new_item->objp->pos;
vm_vec_rotate(&local_pos, &local_pos, &new_item->objp->orient);
orient = new_item->objp->orient * orient;
host = std::make_unique<EffectHostObject>(new_item->objp, local_pos, orient);
}
else {
bool is_fighterbeam = false;
if (new_item->objp->type == OBJ_SHIP) {
auto shipp = &Ships[new_item->objp->instance];
if (new_item->subsys == &shipp->fighter_beam_turret_data) {
is_fighterbeam = true;
}
}
host = std::make_unique<EffectHostTurret>(new_item->objp, new_item->subsys->system_info->turret_gun_sobj, new_item->firingpoint, is_fighterbeam);
}
source->setHost(std::move(host));
source->setTriggerRadius(wip->b_info.beam_muzzle_radius);
source->finishCreation();
}
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 < weapon_info_size()) && (Weapon_info[fire_info->beam_info_index].wi_flags[Weapon::Info_Flags::Beam]));
if((fire_info->beam_info_index < 0) || (fire_info->beam_info_index >= weapon_info_size()) || !(Weapon_info[fire_info->beam_info_index].wi_flags[Weapon::Info_Flags::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 == BeamType::TARGETING);
if(wip->b_info.beam_type != BeamType::TARGETING){
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 = sound_handle::invalid();
new_item->type = BeamType::TARGETING;
new_item->local_fire_postion = fire_info->local_fire_postion;
new_item->framecount = 0;
new_item->flags = 0;
new_item->shot_index = 0;
new_item->current_width_factor = wip->b_info.beam_initial_width < 0.1f ? 0.1f : wip->b_info.beam_initial_width;
new_item->team = (char)firing_ship->team;
new_item->range = wip->b_info.range;
new_item->damage_threshold = wip->b_info.damage_threshold;
// beam collision and light width
if (wip->b_info.beam_width > 0.0f) {
new_item->beam_collide_width = wip->b_info.beam_width;
new_item->beam_light_width = wip->b_info.beam_width;
}
else {
float widest = beam_get_widest(new_item);
new_item->beam_collide_width = wip->collision_radius_override > 0.0f ? wip->collision_radius_override : widest;
new_item->beam_light_width = widest;
}
// targeting type beams are a very special weapon type - binfo has no meaning
flagset<Object::Object_Flags> initial_flags;
if (!wip->wi_flags[Weapon::Info_Flags::No_collide])
initial_flags.set(Object::Object_Flags::Collides);
// create the associated object
objnum = obj_create(OBJ_BEAM, OBJ_INDEX(fire_info->shooter), BEAM_INDEX(new_item), &vmd_identity_matrix, &vmd_zero_vector, 1.0f, initial_flags);
if(objnum < 0){
beam_delete(new_item);
nprintf(("General", "obj_create() failed for beam weapon! bah!\n"));
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(const 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(const 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 < weapon_info_size()));
// 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.isValid()) {
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)){
if (Cmdline_no_3d_sound) {
beam_recalc_sounds(moveup);
} else {
if (moveup->beam_sound_loop.isValid()) {
snd_set_volume(moveup->beam_sound_loop, 1.0f);
}
}
// next beam
moveup = GET_NEXT(moveup);
}
}
void beam_get_global_turret_gun_info(const object *objp, const ship_subsys *ssp, vec3d *gpos, bool avg_origin, vec3d *gvec, bool use_angles, const vec3d *targetp, bool fighter_beam)
{
if (fighter_beam)
{
ship_get_global_turret_gun_info(objp, ssp, gpos, avg_origin, nullptr, use_angles, targetp);
*gvec = objp->orient.vec.fvec;
}
else
ship_get_global_turret_gun_info(objp, ssp, gpos, avg_origin, gvec, use_angles, targetp);
}
// -----------------------------===========================------------------------------
// BEAM MOVEMENT FUNCTIONS
// -----------------------------===========================------------------------------
// move a direct fire type beam weapon
void beam_type_direct_fire_move(beam *b)
{
vec3d 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, false, nullptr, true, nullptr, (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 slashing type beam weapon
#define BEAM_T(b) ((b->life_total - b->life_left) / b->life_total)
void beam_type_slashing_move(beam *b)
{
vec3d actual_dir;
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, false, nullptr, true, nullptr, (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;
}
// see if we are sharing a firing direction with another beam that is not this beam
// (beam_aim took care of most of the bookkeeping)
if ((b->subsys != nullptr) && (b->subsys->shared_fire_direction_beam_objnum >= 0) && (b->subsys->shared_fire_direction_beam_objnum != b->objnum)) {
auto shared_candidate_objp = &Objects[b->subsys->shared_fire_direction_beam_objnum];
auto shared_fire_reference = &Beams[shared_candidate_objp->instance];
// use the same vector, then we're done
vec3d beam_vector;
vm_vec_sub(&beam_vector, &shared_fire_reference->last_shot, &shared_fire_reference->last_start);
vm_vec_add(&b->last_shot, &b->last_start, &beam_vector);
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);
bool 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);
}
}
// targeting type beams functions
void beam_type_targeting_move(beam *b)
{
// If floating and targeting, synthesize orientation from known points
// because the object could be validly nullptr as when fired in the lab
if ((b->flags & BF_FLOATING_BEAM) && (b->flags & BF_TARGETING_COORDS)) {
// Compute forward vector from start to target
vec3d fvec;
vm_vec_sub(&fvec, &b->target_pos1, &b->last_start);
vm_vec_normalize_safe(&fvec);
// Final beam endpoint
vm_vec_scale_add(&b->last_shot, &b->last_start, &fvec, b->range);
} else {
Assertion(b->objp != nullptr, "Targeting beam does not have a valid parent object!");
Assertion(b->objp->instance >= 0, "Targeting beam parent object instance is invalid!");
// Standard case: beam fired from a real object
// start point
vm_vec_unrotate(&b->last_start, &b->local_fire_postion, &b->objp->orient);
vm_vec_add2(&b->last_start, &b->objp->pos);
// end point
vm_vec_scale_add(&b->last_shot, &b->last_start, &b->objp->orient.vec.fvec, b->range);
}
}
// antifighter type beam functions
void beam_type_antifighter_move(beam *b)
{
int shot_index, fire_wait;
vec3d 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, false, nullptr, true, nullptr, (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_antifighter_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;
beam_set_state(&Weapon_info[b->weapon_info_index], b, WeaponState::PAUSED);
} else {
beam_set_state(&Weapon_info[b->weapon_info_index], b, WeaponState::FIRING);
}
// 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_antifighter_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 antifighter 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;
}
}
// down-the-normal type beam functions
void beam_type_normal_move(beam *b)
{
vec3d turret_norm;
if (b->subsys == nullptr) {
// If we're a floating beam and targeting coords then we don't have a subsystem to get a normal from, so we'll calculate it.
if ((b->flags & BF_FLOATING_BEAM) && (b->flags & BF_TARGETING_COORDS)) {
// Build normal from target_pos1 and last_start
vm_vec_sub(&turret_norm, &b->target_pos1, &b->last_start);
vm_vec_normalize_safe(&turret_norm);
}
// Otherwise, there's nothing to calculate here.
else {
return;
}
} else {
// 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, false, &turret_norm, true, nullptr, (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));
}
void beam_type_omni_move(beam* b)
{
// keep this updated even if still warming up
if (b->flags & BF_IS_FIGHTER_BEAM) {
vm_vec_unrotate(&b->last_start, &b->local_fire_postion, &b->objp->orient);
vm_vec_add2(&b->last_start, &b->objp->pos);
// compute the change in orientation the fighter went through
matrix inv_new_orient, transform_matrix;
vm_copy_transpose(&inv_new_orient, &b->objp->orient);
vm_matrix_x_matrix(&transform_matrix, &b->objp->last_orient, &inv_new_orient);
// and put the beam vectors through the same change
vec3d old_dirA = b->binfo.dir_a;
vec3d old_dirB = b->binfo.dir_b;
vec3d old_rot_axis = b->binfo.rot_axis;
vm_vec_rotate(&b->binfo.dir_a, &old_dirA, &transform_matrix);
vm_vec_rotate(&b->binfo.dir_b, &old_dirB, &transform_matrix);
vm_vec_rotate(&b->binfo.rot_axis, &old_rot_axis, &transform_matrix);
}
else if (b->subsys != nullptr) {
beam_get_global_turret_gun_info(b->objp, b->subsys, &b->last_start, false, nullptr, true, nullptr, false);
}
// if the "warming up" timestamp has not expired
if ((b->warmup_stamp != -1) || (b->warmdown_stamp != -1)) {
return;
}
// see if we are sharing a firing direction with another beam that is not this beam
// (beam_aim took care of most of the bookkeeping)
if ((b->subsys != nullptr) && (b->subsys->shared_fire_direction_beam_objnum >= 0) && (b->subsys->shared_fire_direction_beam_objnum != b->objnum)) {
auto shared_candidate_objp = &Objects[b->subsys->shared_fire_direction_beam_objnum];
auto shared_fire_reference = &Beams[shared_candidate_objp->instance];
// use the same vector, then we're done
vec3d beam_vector;
vm_vec_sub(&beam_vector, &shared_fire_reference->last_shot, &shared_fire_reference->last_start);
vm_vec_add(&b->last_shot, &b->last_start, &beam_vector);
return;
}
vec3d newdir_a = b->binfo.dir_a;
vec3d newdir_b = b->binfo.dir_b;
vec3d zero_vec = vmd_zero_vector;
vec3d actual_dir;
bool no_sweep = vm_vec_dot(&b->binfo.dir_a, &b->binfo.dir_b) > 0.9999f;
float rotation_amount;
if (Weapon_info[b->weapon_info_index].b_info.t5info.rot_curve_idx >= 0) {
rotation_amount = Curves[Weapon_info[b->weapon_info_index].b_info.t5info.rot_curve_idx].GetValue(BEAM_T(b)) * PI2;
} else {
rotation_amount = (b->life_total - b->life_left) * b->type5_rot_speed;
}
if (b->rotates) {
vm_rot_point_around_line(&newdir_a, &b->binfo.dir_a, rotation_amount, &zero_vec, &b->binfo.rot_axis);
if (no_sweep)
actual_dir = newdir_a;
else
vm_rot_point_around_line(&newdir_b, &b->binfo.dir_b, rotation_amount, &zero_vec, &b->binfo.rot_axis);
}
if (no_sweep)
actual_dir = newdir_a;
else {
float slash_completion;
if (Weapon_info[b->weapon_info_index].b_info.t5info.slash_pos_curve_idx >= 0) {
slash_completion = Curves[Weapon_info[b->weapon_info_index].b_info.t5info.slash_pos_curve_idx].GetValue(BEAM_T(b));
} else {
slash_completion = BEAM_T(b);
}
vm_vec_interp_constant(&actual_dir, &newdir_a, &newdir_b, slash_completion);
}
// 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);
}
// 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)
{
// direct fire type beam weapons don't move
case BeamType::DIRECT_FIRE :
beam_type_direct_fire_move(b);
break;
// slashing type beam weapons move across the target somewhat randomly
case BeamType::SLASHING:
beam_type_slashing_move(b);
break;
// targeting type beam weapons are attached to a fighter - pointing forward
case BeamType::TARGETING:
beam_type_targeting_move(b);
break;
// antifighter type
case BeamType::ANTIFIGHTER:
beam_type_antifighter_move(b);
break;
// down-the-normal type beams
case BeamType::NORMAL_FIRE:
beam_type_normal_move(b);
break;
case BeamType::OMNI:
beam_type_omni_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->current_width_factor -= bwi->beam_shrink_pct * flFrametime;
if(moveup->current_width_factor < 0.1f){
moveup->current_width_factor = 0.1f;
}
}
// if we're past the grow point and haven't already finished growing, start growing the beam
if (moveup->life_left <= (moveup->life_total * bwi->beam_grow_factor) && !(moveup->flags & BF_FINISHED_GROWING)) {
moveup->flags |= BF_GROW;
}
// if we're growing the beam (but not shrinking yet)
if ((moveup->flags & BF_GROW) && !(moveup->flags & BF_SHRINK)) {
moveup->current_width_factor += bwi->beam_grow_pct * flFrametime;
if (moveup->current_width_factor > 1.0f) { // We've finished growing!
moveup->current_width_factor = 1.0f;
moveup->flags &= ~BF_GROW;
moveup->flags |= BF_FINISHED_GROWING;
}
}
// add tube light for the beam
if (moveup->objp != nullptr) {
if (moveup->type == BeamType::ANTIFIGHTER) {
//we only use the second variable but we need two pointers to pass.
int beam_index, beam_waiting = 0;
beam_type_antifighter_get_status(moveup, &beam_index, &beam_waiting);
//create a tube light only if we are not waiting between shots
if (beam_waiting == 0) {
beam_add_light(moveup, OBJ_INDEX(moveup->objp), 1, nullptr);
}
}
else
{
beam_add_light(moveup, OBJ_INDEX(moveup->objp), 1, nullptr);
}
}
// deal with ammo/energy for fighter beams
bool multi_ai = MULTIPLAYER_CLIENT && (moveup->objp != Player_obj);
bool cheating_player = Weapon_energy_cheat && (moveup->objp == Player_obj);
if (moveup->flags & BF_IS_FIGHTER_BEAM && !multi_ai && !cheating_player) {
ship* shipp = &Ships[moveup->objp->instance];
weapon_info* wip = &Weapon_info[moveup->weapon_info_index];
shipp->weapon_energy -= wip->energy_consumed * flFrametime;
if (shipp->weapon_energy < 0.0f)
shipp->weapon_energy = 0.0f;
}
// 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++;
// targetin type 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(false);
#define P_VERTICES() do {\
for(idx=0; idx<4; idx++){\
g3_project_vertex(verts[idx]);\
}\
} while(false);
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
beam_weapon_section_info *bwsi;
beam_weapon_info *bwi;
weapon_info *wip;
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);
wip = &Weapon_info[b->weapon_info_index];
bwi = &wip->b_info;
// if this beam tracks its own u_offset, use that instead
if (bwi->flags[Weapon::Beam_Info_Flags::Track_own_texture_tiling]) {
u_offset = b->u_offset_local; // the parameter is passed by value so this won't interfere with the u_offset in the calling function
b->u_offset_local += flFrametime; // increment *after* we grab the offset so that the first frame will always be at offset=0
}
float width_mult = wip->beam_curves.get_output(weapon_info::BeamCurveOutputs::BEAM_WIDTH_MULT, *b, &b->modular_curves_instance);
float alpha_mult = wip->beam_curves.get_output(weapon_info::BeamCurveOutputs::BEAM_ALPHA_MULT, *b, &b->modular_curves_instance);
bool anim_has_curve = wip->beam_curves.has_curve(weapon_info::BeamCurveOutputs::BEAM_ANIM_STATE);
float anim_state = wip->beam_curves.get_output(weapon_info::BeamCurveOutputs::BEAM_ANIM_STATE, *b, &b->modular_curves_instance);
float length = vm_vec_dist(&b->last_start, &b->last_shot); // beam tileing -Bobboau
float per = 1.0f;
if (bwi->range)
per -= length / bwi->range;
float end_alphaf = 255.0f * alpha_mult * per;
float start_alphaf = 255.0f * alpha_mult;
// just to be safe
CLAMP(end_alphaf, 0.0f, 255.0f);
CLAMP(start_alphaf, 0.0f, 255.0f);
ubyte end_alpha = static_cast<ubyte>(end_alphaf);
ubyte start_alpha = static_cast<ubyte>(start_alphaf);
// 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) * width_mult;
beam_calc_facing_pts(&top1, &bottom1, &fvec, &b->last_start, bwsi->width * scale * b->current_width_factor, bwsi->z_add);
beam_calc_facing_pts(&top2, &bottom2, &fvec, &b->last_shot, bwsi->width * scale * scale * b->current_width_factor, 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));
verts[1]->r = end_alpha;
verts[2]->r = end_alpha;
verts[1]->g = end_alpha;
verts[2]->g = end_alpha;
verts[1]->b = end_alpha;
verts[2]->b = end_alpha;
verts[1]->a = end_alpha;
verts[2]->a = end_alpha;
verts[0]->r = start_alpha;
verts[3]->r = start_alpha;
verts[0]->g = start_alpha;
verts[3]->g = start_alpha;
verts[0]->b = start_alpha;
verts[3]->b = start_alpha;
verts[0]->a = start_alpha;
verts[3]->a = start_alpha;
// set the right texture with additive alpha, and draw the poly
int framenum = 0;
if (bwsi->texture.num_frames > 1) {
if (anim_has_curve) {
framenum = fl2i(i2fl(bwsi->texture.num_frames - 1) * anim_state);
} else {
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);
}
}
CLAMP(framenum, 0, bwsi->texture.num_frames - 1);
float fade = 0.9999f;
if (Neb_affects_beams) {
vec3d nearest;
int result = vm_vec_dist_to_line(&Eye_position, &b->last_start, &b->last_shot, &nearest, nullptr);
if (result == 1)
nearest = b->last_shot;
if (result == -1)
nearest = b->last_start;
nebula_handle_alpha(fade, &nearest,
Neb2_fog_visibility_beam_const + (b->beam_light_width * Neb2_fog_visibility_beam_scaled_factor));
}
material material_params;
material_set_unlit_emissive(&material_params, bwsi->texture.first_frame + framenum, fade, 2.0f);
g3_render_primitives_colored_textured(&material_params, h1, 4, PRIM_TYPE_TRIFAN, false);
}
// turn backface culling back on
//gr_set_cull(cull);
}
static float get_muzzle_glow_alpha(beam* b)
{
float dist;
float alpha = 0.8f;
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, &b->last_start);
// 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 /= (inner_radius - magic_num);
// above value times the # of meters away we are
alpha *= (dist - magic_num);
if (alpha < 0.005f)
return 0.0f;
}
if (Neb_affects_beams) {
nebula_handle_alpha(alpha, &b->last_start,
Neb2_fog_visibility_beam_const + (b->beam_light_width * Neb2_fog_visibility_beam_scaled_factor));
}
return alpha;
}
// 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;
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;
// don't show the muzzle glow for players in the cockpit unless show_ship_model is on, provided Render_player_mflash isn't on
bool in_cockpit_view = (Viewer_mode & (VM_EXTERNAL | VM_CHASE | VM_OTHER_SHIP | VM_WARP_CHASE)) == 0;
bool player_show_ship_model = (
b->objp != nullptr // Can validly be nullptr for floating beams!
&& b->objp == Player_obj
&& Ship_info[Ships[b->objp->instance].ship_info_index].flags[Ship::Info_Flags::Show_ship_model]
&& (!Show_ship_only_if_cockpits_enabled || Cockpit_active));
if ((b->flags & BF_IS_FIGHTER_BEAM) && (b->objp == Player_obj && !Render_player_mflash && in_cockpit_view && !player_show_ship_model)) {
return;
}
bool radius_has_curve = wip->beam_curves.has_curve(weapon_info::BeamCurveOutputs::GLOW_RADIUS_MULT);
float radius_mult = wip->beam_curves.get_output(weapon_info::BeamCurveOutputs::GLOW_RADIUS_MULT, *b, &b->modular_curves_instance);
bool alpha_has_curve = wip->beam_curves.has_curve(weapon_info::BeamCurveOutputs::GLOW_ALPHA_MULT);
float alpha_mult = wip->beam_curves.get_output(weapon_info::BeamCurveOutputs::GLOW_ALPHA_MULT, *b, &b->modular_curves_instance);
bool anim_has_curve = wip->beam_curves.has_curve(weapon_info::BeamCurveOutputs::GLOW_ANIM_STATE);
float anim_state = wip->beam_curves.get_output(weapon_info::BeamCurveOutputs::GLOW_ANIM_STATE, *b, &b->modular_curves_instance);
// 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;
}
// if the beam is warming down
else 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);
}
if (radius_has_curve) {
rad = wip->b_info.beam_muzzle_radius * radius_mult;
} else {
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;
if (alpha_has_curve) {
alpha = alpha_mult;
} else {
alpha = get_muzzle_glow_alpha(b);
}
if (alpha <= 0.0f)
return;
alpha = MIN(alpha, 1.f);
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;
int idx;
float g_length = bwi->glow_length * pct * rand_val;
vm_vec_sub(&fvec, &b->last_shot, &b->last_start);
vm_vec_normalize_quick(&fvec);
/* (DahBlount)
If the glow_length is less than the diameter of the muzzle glow
we need to account for that by placing the start and end distances
such that the glow is centered on the firing point of the turret.
There was actually some oversight here when developing the directional glow feature
and any refactoring of it will require some more complex parameters for glow placement.
*/
if (bwi->glow_length >= 2.0f*rad) {
vm_vec_copy_scale(&sub1, &fvec, rad);
vm_vec_sub(&start, &b->last_start, &sub1);
vm_vec_copy_scale(&sub2, &fvec, g_length);
vm_vec_add(&end, &start, &sub2);
} else {
vm_vec_copy_scale(&sub1, &fvec, 0.5f*g_length);
vm_vec_sub(&start, &b->last_start, &sub1);
vm_vec_add(&end, &b->last_start, &sub1);
}
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);
P_VERTICES();
STUFF_VERTICES();
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 ) {
if (anim_has_curve) {
framenum = fl2i(i2fl(bwi->beam_glow.num_frames - 1) * anim_state);
} else {
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);
}
}
CLAMP(framenum, 0, bwi->beam_glow.num_frames - 1);
//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);
if (!alpha_has_curve) {
alpha = alpha * pct;
}
material material_info;
material_set_unlit_emissive(&material_info, bwi->beam_glow.first_frame + framenum, alpha, 2.0f);
g3_render_primitives_textured(&material_info, h1, 4, PRIM_TYPE_TRIFAN, false);
} else {
// draw the bitmap
g3_transfer_vertex(&pt, &b->last_start);
int framenum = 0;
if (bwi->beam_glow.num_frames > 1) {
if (anim_has_curve) {
framenum = fl2i(i2fl(bwi->beam_glow.num_frames - 1) * anim_state);
} else {
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);
}
}
CLAMP(framenum, 0, bwi->beam_glow.num_frames - 1);
//gr_set_bitmap(bwi->beam_glow.first_frame + framenum, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, alpha * pct);
if (!alpha_has_curve) {
alpha = alpha * pct;
}
// draw 1 bitmap
//g3_draw_bitmap(&pt, 0, rad, tmap_flags);
material mat_params;
material_set_unlit_emissive(&mat_params, bwi->beam_glow.first_frame + framenum, alpha, 2.0f);
g3_render_rect_screen_aligned(&mat_params, &pt, 0, rad, 0.0f);
// maybe draw more
if ( pct > 0.3f ) {
//g3_draw_bitmap(&pt, 0, rad * 0.75f, tmap_flags, rad * 0.25f);
g3_render_rect_screen_aligned(&mat_params, &pt, 0, rad * 0.75f, rad * 0.25f);
}
if ( pct > 0.5f ) {
//g3_draw_bitmap(&pt, 0, rad * 0.45f, tmap_flags, rad * 0.55f);
g3_render_rect_screen_aligned(&mat_params, &pt, 0, rad * 0.45f, rad * 0.55f);
}
if ( pct > 0.7f ) {
//g3_draw_bitmap(&pt, 0, rad * 0.25f, tmap_flags, rad * 0.75f);
g3_render_rect_screen_aligned(&mat_params, &pt, 0, rad * 0.25f, rad * 0.75f);
}
}
}
// render all beam weapons
void beam_render_all()
{
GR_DEBUG_SCOPE("Render Beams");
TRACE_SCOPE(tracing::DrawBeams);
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->u_offset_local = 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);
// next item
moveup = GET_NEXT(moveup);
}
}
// Delete all active beams
void beam_delete_all()
{
beam* b = GET_FIRST(&Beam_used_list);
while (b != END_OF_LIST(&Beam_used_list)) {
beam* next = GET_NEXT(b);
beam_delete(b);
b = next;
}
}
// 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);
// Scale the beam width so that they always appear at least some configured amount of pixels wide.
float scaled_w = model_render_get_diameter_clamped_to_min_pixel_size(pos, w, Min_pixel_size_beam);
vm_vec_scale_add( top, &temp, &uvec, scaled_w * 0.5f );
vm_vec_scale_add( bot, &temp, &uvec, -scaled_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);
}
namespace ltp = lighting_profiles;
float beam_current_light_radius(beam *bm, weapon_info *wip, beam_weapon_info *bwi, float noise)
{
auto lp = ltp::current();
float width = lp->beam_light_radius.handle(wip->light_radius);
if(bwi->beam_light_as_multiplier)
width *= bm->beam_light_width;
if(bwi->beam_light_flicker)
width *= noise;
return width;
}
/**
* @brief Validates a safe state for beam light creation functions
*
* @return true if state is safe, false otherwise
*/
bool beam_light_sanity_and_setup(beam const* bm, object const* objp, weapon_info** wip, beam_weapon_info** bwi)
{
// no lighting
if (Detail.lighting < 2) {
return false;
}
// sanity
Assert(bm != nullptr);
Assert(objp != nullptr);
if (objp == nullptr || bm == nullptr) {
return false;
}
Assert(bm->weapon_info_index >= 0);
*wip = &Weapon_info[bm->weapon_info_index];
*bwi = &(*wip)->b_info;
return true;
}
float beam_light_noise(beam const* bm, beam_weapon_info const* bwi)
{
if ((bm->warmup_stamp < 0) && (bm->warmdown_stamp < 0)) // disable noise when warming up or down
return frand_range(1.0f - bwi->sections[0].flicker, 1.0f + bwi->sections[0].flicker);
else
return 1.0f;
}
void beam_light_color(weapon_info *wip,hdr_color *to_fill )
{
//If a custom light wasn't set we only base off of laser_color_1,
// and so we might as well calculate once and store it.
if(!wip->light_color_set){
wip->light_color.set_rgb(wip->laser_color_1.red, wip->laser_color_1.green,wip->laser_color_1.blue);
wip->light_color_set=true;
}
SCP_vector<float> colors;
wip->light_color.get_v5f(colors);
to_fill->set_vecf(colors);
}
// call to add a light source to a small object
void beam_add_light_small(beam *bm, object *objp, vec3d *pt)
{
weapon_info *wip = nullptr;
beam_weapon_info *bwi = nullptr;
if (!beam_light_sanity_and_setup(bm, objp, &wip, &bwi))
return;
Assert(pt != nullptr);
float noise = beam_light_noise(bm, bwi);
// get the width of the beam
float light_rad = beam_current_light_radius(bm, wip, bwi, noise);
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 (bm->warmdown_stamp != -1) { // if the beam is warming down
// 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;
}
// Color is a copy so that we can modify it the brigthness without side-effect
hdr_color light_color;
beam_light_color(wip, &light_color);
light_color.i(light_color.i() * pct);
auto lp = ltp::current();
light_color.i(lp->beam_light_brightness.handle(light_color.i()));
if (light_color.i() <= 0.0f || light_rad <= 0.0f)
return;
light_add_point(pt, light_rad * 0.0001f, light_rad, &light_color,bm->beam_light_width*pct*noise/3.0f);
}
// 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;
if (!beam_light_sanity_and_setup(bm, objp, &wip, &bwi))
return;
float noise = beam_light_noise(bm, bwi);
// width of the beam
float light_rad = beam_current_light_radius(bm, wip, bwi, noise);
// Color is a copy so that we can modify it the brigthness without side-effect
hdr_color light_color;
beam_light_color(wip, &light_color);
if (bwi->beam_light_flicker)
light_color.i(light_color.i() * noise);
auto lp = ltp::current();
light_color.i(lp->beam_light_brightness.handle(light_color.i()));
light_rad = lp->beam_light_radius.handle(light_rad);
if (light_color.i() <= 0.0f || light_rad <= 0.0f)
return;
light_add_tube(pt0, pt1, 1.0f, light_rad, &light_color,bm->beam_light_width*noise/3.0f);
}
// 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
break;
}
}
}
// -----------------------------===========================------------------------------
// BEAM BOOKKEEPING FUNCTIONS
// -----------------------------===========================------------------------------
// delete a beam
void beam_delete(beam *b)
{
// there isn't much distinction between death and death-started for beams
if (scripting::hooks::OnBeamDeath->isActive()) {
scripting::hooks::OnBeamDeath->run(scripting::hook_param_list(
scripting::hook_param("Beam", 'o', &Objects[b->objnum])
));
}
// 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.isValid()) {
snd_stop(b->beam_sound_loop);
b->beam_sound_loop = sound_handle::invalid();
}
// 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].subtypes[pof].model_number;
case OBJ_PROP:
return Prop_info[prop_id_lookup(objp->instance)->prop_info_index].model_num;
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)
{
auto wip = &Weapon_info[b->weapon_info_index];
// set the warmup stamp
b->warmup_stamp = timestamp(wip->b_info.beam_warmup);
// start playing warmup sound
if(!(Game_mode & GM_STANDALONE_SERVER) && (wip->b_info.beam_warmup_sound.isValid())){
snd_play_3d(gamesnd_get_game_sound(wip->b_info.beam_warmup_sound), &b->last_start, &View_position);
}
beam_set_state(wip, b, WeaponState::WARMUP);
if (scripting::hooks::OnBeamWarmup->isActive()) {
scripting::hooks::OnBeamWarmup->run(scripting::hooks::WeaponUsedConditions{ b->objp == nullptr ? nullptr : &Ships[b->objp->instance], b->target, SCP_vector<int>{ b->weapon_info_index }, true },
scripting::hook_param_list(
scripting::hook_param("Beam", 'o', &Objects[b->objnum]),
scripting::hook_param("User", 'o', b->objp),
scripting::hook_param("Target", 'o', b->target)
));
}
}
// 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 direct fire and antifighter beam weapons here, otherwise they tend to miss
case BeamType::DIRECT_FIRE:
case BeamType::ANTIFIGHTER:
// ...unless it's intentional they sometimes miss
if (!Weapon_info[b->weapon_info_index].b_info.flags[Weapon::Beam_Info_Flags::Direct_fire_lead_target])
beam_aim(b);
break;
case BeamType::SLASHING:
break;
case BeamType::TARGETING:
break;
case BeamType::NORMAL_FIRE:
break;
case BeamType::OMNI:
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;
}
weapon_info* wip = &Weapon_info[b->weapon_info_index];
// start the beam firing sound now, if we haven't already
if ((!b->beam_sound_loop.isValid()) && (Weapon_info[b->weapon_info_index].b_info.beam_loop_sound.isValid())) {
b->beam_sound_loop = snd_play_3d(gamesnd_get_game_sound(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 (b->objp == Player_obj && b->flags & BF_IS_FIGHTER_BEAM && Weapon_info[b->weapon_info_index].cockpit_launch_snd.isValid())
snd_play(gamesnd_get_game_sound(Weapon_info[b->weapon_info_index].cockpit_launch_snd), 0.0f, 1.0f, SND_PRIORITY_MUST_PLAY);
else if (Weapon_info[b->weapon_info_index].launch_snd.isValid())
snd_play_3d(gamesnd_get_game_sound(Weapon_info[b->weapon_info_index].launch_snd), &b->last_start, &View_position);
// if this is a fighter ballistic beam, always take at least one ammo to start with
if (b->flags & BF_IS_FIGHTER_BEAM && wip->wi_flags[Weapon::Info_Flags::Ballistic])
Ships[b->objp->instance].weapons.primary_bank_ammo[b->bank]--;
beam_set_state(wip, b, WeaponState::FIRING);
if (scripting::hooks::OnBeamFired->isActive()) {
scripting::hooks::OnBeamFired->run(scripting::hooks::WeaponUsedConditions{ b->objp == nullptr ? nullptr : &Ships[b->objp->instance], b->target, SCP_vector<int>{ b->weapon_info_index }, true },
scripting::hook_param_list(
scripting::hook_param("Beam", 'o', &Objects[b->objnum]),
scripting::hook_param("User", 'o', b->objp),
scripting::hook_param("Target", 'o', b->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.isValid()){
snd_play_3d(gamesnd_get_game_sound(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.isValid()) {
snd_stop(b->beam_sound_loop);
b->beam_sound_loop = sound_handle::invalid();
}
if (b->subsys != nullptr) {
// Starts the warmdown program if it exists
b->subsys->system_info->beam_warmdown_program.start(b->objp,
&vmd_zero_vector,
&vmd_identity_matrix,
b->subsys->system_info->subobj_num);
}
beam_set_state(&Weapon_info[b->weapon_info_index], b, WeaponState::WARMDOWN);
if (scripting::hooks::OnBeamWarmdown->isActive()) {
scripting::hooks::OnBeamWarmdown->run(scripting::hooks::WeaponUsedConditions{ b->objp == nullptr ? nullptr : &Ships[b->objp->instance], b->target, SCP_vector<int>{ b->weapon_info_index }, true },
scripting::hook_param_list(
scripting::hook_param("Beam", 'o', &Objects[b->objnum]),
scripting::hook_param("User", 'o', b->objp),
scripting::hook_param("Target", 'o', b->target)
));
}
}
// 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.isValid()) {
// 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, gamesnd_get_game_sound(bwi->beam_loop_sound), &pos);
}
}
// -----------------------------===========================------------------------------
// BEAM AIMING FUNCTIONS
// -----------------------------===========================------------------------------
// fills in binfo
void beam_get_binfo(beam *b, float accuracy, int num_shots, int burst_seed, float burst_shot_rotation, float per_burst_shot_rotation)
{
vec3d p2;
int model_num, idx;
vec3d pos1, pos2;
vec3d turret_point, turret_norm;
beam_weapon_info *bwi;
float miss_factor;
if (b->flags & BF_IS_FIGHTER_BEAM) {
vm_vec_unrotate(&turret_point, &b->local_fire_postion, &b->objp->orient);
turret_point += b->objp->pos;
turret_norm = b->objp->orient.vec.fvec;
} else if (b->subsys != nullptr) {
int temp = b->subsys->turret_next_fire_pos;
b->subsys->turret_next_fire_pos = b->firingpoint;
// where the shot is originating from (turret_point gets filled in)
// (we'll use the average origin if this turret is sharing fire direction)
beam_get_global_turret_gun_info(b->objp, b->subsys, &turret_point, b->subsys->system_info->flags[Model::Subsystem_Flags::Share_fire_direction], &turret_norm, true, nullptr, (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) && b->type != BeamType::OMNI) {
return;
}
// get beam weapon info
Assert(b->weapon_info_index >= 0);
if(b->weapon_info_index < 0){
return;
}
auto& wi = Weapon_info[b->weapon_info_index];
bwi = &wi.b_info;
// stuff num shots even though its only used for antifighter beam weapons
b->binfo.shot_count = (ubyte)num_shots;
if(b->binfo.shot_count > MAX_BEAM_SHOTS){
b->binfo.shot_count = MAX_BEAM_SHOTS;
}
int seed = bwi->flags[Weapon::Beam_Info_Flags::Burst_share_random] ? burst_seed : Random::next();
// generate the proper amount of directional vectors
switch(b->type){
// pick an accuracy. beam will be properly aimed at actual fire time
case BeamType::DIRECT_FIRE:
// determine the miss factor
Assert(Game_skill_level >= 0 && Game_skill_level < NUM_SKILL_LEVELS);
Assert(b->team >= 0 && b->team < (int)Iff_info.size());
miss_factor = bwi->beam_iff_miss_factor[b->team][Game_skill_level];
// all we will do is decide whether or not we will hit - direct fire 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 direct fire 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
b->binfo.dir_a = submodel_get_random_point(model_num, 0, seed);
b->binfo.dir_b = submodel_get_random_point(model_num, 0, seed);
}
break;
// just 2 points in the "slash"
case BeamType::SLASHING:
if (b->flags & BF_TARGETING_COORDS) {
// slash between the two
pos1 = b->target_pos1;
pos2 = b->target_pos2;
} else {
beam_get_octant_points(model_num, b->target, seed, &pos1, &pos2);
}
// point 1
vm_vec_sub(&b->binfo.dir_a, &pos1, &turret_point);
vm_vec_normalize(&b->binfo.dir_a);
if (b->target && wi.beam_curves.has_curve(weapon_info::BeamCurveOutputs::END_POSITION_BY_VELOCITY)) {
float velocity_mult = wi.beam_curves.get_output(weapon_info::BeamCurveOutputs::END_POSITION_BY_VELOCITY, *b, &b->modular_curves_instance);
pos2 += b->target->phys_info.vel * velocity_mult;
}
// point 2
vm_vec_sub(&b->binfo.dir_b, &pos2, &turret_point);
vm_vec_normalize(&b->binfo.dir_b);
break;
// nothing for this beam - its very special case
case BeamType::TARGETING:
break;
// antifighter beams fire at small ship multiple times
case BeamType::ANTIFIGHTER:
// determine the miss factor
Assert(Game_skill_level >= 0 && Game_skill_level < NUM_SKILL_LEVELS);
Assert(b->team >= 0 && b->team < (int)Iff_info.size());
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, (float) idx)) * miss_factor * accuracy;
b->binfo.shot_aim[idx] = frand_range(0.0f, 1.0f + r);
}
break;
// normal-fire beams just fire straight
case BeamType::NORMAL_FIRE:
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;
case BeamType::OMNI:
{
vm_vec_zero(&pos1);
vm_vec_zero(&pos2);
vec3d rot_axis, burst_rot_axis, per_burst_rot_axis;
object* usable_target = nullptr;
// don't use the target if this is a fighter beam
if (!(b->flags & BF_IS_FIGHTER_BEAM) && b->target)
usable_target = b->target;
// set up shooter orient now
matrix orient = vmd_identity_matrix;
if (b->flags & BF_IS_FIGHTER_BEAM) {
orient = b->objp->orient;
} else if (b->subsys) {
vec3d fvec, uvec, target_pos = vmd_zero_vector;
if (b->target)
target_pos = b->target->pos;
else if (b->flags & BF_TARGETING_COORDS)
target_pos = b->target_pos1;
else
Assertion(false, "Turret beam fired without a target or target coordinates?");
vm_vec_normalized_dir(&fvec, &target_pos, &turret_point);
vm_vec_unrotate(&uvec, &b->subsys->system_info->turret_norm, &b->objp->orient);
vm_vector_2_matrix_norm(&orient, &fvec, &uvec);
} else if (b->flags & BF_TARGETING_COORDS) {
// targeting coords already set up turret_norm with target_pos above
vm_vector_2_matrix_norm(&orient, &turret_norm);
}
vec3d rand1_on = vm_vec_new(0.f, 0.f, 0.f);
vec3d rand2_on = vm_vec_new(0.f, 0.f, 0.f);
vec3d rand1_off = vm_vec_new(0.f, 0.f, 0.f);
vec3d rand2_off = vm_vec_new(0.f, 0.f, 0.f);
// Get our two starting points
if (usable_target) {
// set up our two kinds of random points if needed
if (bwi->t5info.start_pos == Type5BeamPos::RANDOM_INSIDE || bwi->t5info.end_pos == Type5BeamPos::RANDOM_INSIDE) {
vec3d temp1 = submodel_get_random_point(model_num, 0, seed);
vec3d temp2 = submodel_get_random_point(model_num, 0, seed);
vm_vec_rotate(&rand1_on, &temp1, &b->target->orient);
vm_vec_rotate(&rand2_on, &temp2, &b->target->orient);
rand1_on += b->target->pos;
rand2_on += b->target->pos;
}
if (bwi->t5info.start_pos == Type5BeamPos::RANDOM_OUTSIDE || bwi->t5info.end_pos == Type5BeamPos::RANDOM_OUTSIDE)
beam_get_octant_points(model_num, usable_target, seed, &rand1_off, &rand2_off);
// get start and end points
switch (bwi->t5info.start_pos) {
case Type5BeamPos::CENTER:
pos1 = b->target->pos;
break;
case Type5BeamPos::RANDOM_INSIDE:
pos1 = rand1_on;
break;
case Type5BeamPos::RANDOM_OUTSIDE:
pos1 = rand1_off;
break;
default:;
// the other cases dont matter
}
if (bwi->t5info.no_translate || bwi->t5info.end_pos == Type5BeamPos::SAME_RANDOM)
pos2 = pos1;
else {
switch (bwi->t5info.end_pos) {
case Type5BeamPos::CENTER:
pos2 = b->target->pos;
break;
case Type5BeamPos::RANDOM_INSIDE:
pos2 = rand2_on;
break;
case Type5BeamPos::RANDOM_OUTSIDE:
pos2 = rand2_off;
break;
default:;
// the other cases dont matter
}
}
// set rot_axis if its center
if (bwi->t5info.continuous_rot_axis == Type5BeamRotAxis::CENTER)
rot_axis = b->target->pos;
if (bwi->t5info.per_burst_rot_axis == Type5BeamRotAxis::CENTER)
per_burst_rot_axis = b->target->pos;
if (bwi->t5info.burst_rot_axis == Type5BeamRotAxis::CENTER)
burst_rot_axis = b->target->pos;
if (wi.beam_curves.has_curve(weapon_info::BeamCurveOutputs::END_POSITION_BY_VELOCITY)) {
float velocity_mult = wi.beam_curves.get_output(weapon_info::BeamCurveOutputs::END_POSITION_BY_VELOCITY, *b, &b->modular_curves_instance);
pos2 += b->target->phys_info.vel * velocity_mult;
}
} else { // No usable target
vec3d center = vm_vec_new(0.f, 0.f, 0.f);
// if we have no target let's act as though we're shooting at something with a 300m radius 300m away
// randomize the start and end points if not center aiming
// aim on the edge for random outside
if (bwi->t5info.start_pos != Type5BeamPos::CENTER)
vm_vec_random_in_circle(&pos1, &center, &orient, 1.f, bwi->t5info.start_pos == Type5BeamPos::RANDOM_OUTSIDE);
if (bwi->t5info.end_pos != Type5BeamPos::CENTER)
vm_vec_random_in_circle(&pos2, &center, &orient, 1.f, bwi->t5info.end_pos == Type5BeamPos::RANDOM_OUTSIDE);
if (bwi->t5info.no_translate || bwi->t5info.end_pos == Type5BeamPos::SAME_RANDOM)
pos2 = pos1;
pos1 *= 300.f;
pos2 *= 300.f;
vec3d move_forward = vm_vec_new(0.f, 0.f, 300.f);
center += move_forward;
pos1 += move_forward;
pos2 += move_forward;
// unrotate the points to get world positions
vec3d temp = pos1; vm_vec_unrotate(&pos1, &temp, &orient);
temp = pos2; vm_vec_unrotate(&pos2, &temp, &orient);
temp = center; vm_vec_unrotate(&center, &temp, &orient);
pos1 += turret_point;
pos2 += turret_point;
center += turret_point;
// set rot_axis if its center
if (bwi->t5info.continuous_rot_axis == Type5BeamRotAxis::CENTER)
rot_axis = center;
if (bwi->t5info.per_burst_rot_axis == Type5BeamRotAxis::CENTER)
per_burst_rot_axis = center;
if (bwi->t5info.burst_rot_axis == Type5BeamRotAxis::CENTER)
burst_rot_axis = center;
}
// OKAY DONE WITH THE INITIAL SET UP
// set rot_axis if its one of the before offset points
if (bwi->t5info.continuous_rot_axis == Type5BeamRotAxis::STARTPOS_NO_OFFSET || bwi->t5info.continuous_rot_axis == Type5BeamRotAxis::ENDPOS_NO_OFFSET)
rot_axis = bwi->t5info.continuous_rot_axis == Type5BeamRotAxis::STARTPOS_NO_OFFSET ? pos1 : pos2;
if (bwi->t5info.per_burst_rot_axis == Type5BeamRotAxis::STARTPOS_NO_OFFSET || bwi->t5info.per_burst_rot_axis == Type5BeamRotAxis::ENDPOS_NO_OFFSET)
per_burst_rot_axis = bwi->t5info.per_burst_rot_axis == Type5BeamRotAxis::STARTPOS_NO_OFFSET ? pos1 : pos2;
if (bwi->t5info.burst_rot_axis == Type5BeamRotAxis::STARTPOS_NO_OFFSET || bwi->t5info.burst_rot_axis == Type5BeamRotAxis::ENDPOS_NO_OFFSET)
burst_rot_axis = bwi->t5info.burst_rot_axis == Type5BeamRotAxis::STARTPOS_NO_OFFSET ? pos1 : pos2;
// now the offsets
float scale_factor;
if (usable_target && b->target != nullptr) {
if (bwi->t5info.target_scale_positions)
scale_factor = b->target->radius;
else
scale_factor = vm_vec_dist(&b->target->pos, &turret_point); // using dist here means we have a constant angular width
} else
scale_factor = 300.f; // no target, just use 300m like the notarget scenario above
vec3d offset = bwi->t5info.start_pos_offset;
offset *= scale_factor;
// switch to the target's orient if applicable
if (bwi->t5info.target_orient_positions && b->target != nullptr)
orient = b->target->orient;
// maybe add some random
vec3d random_offset;
vm_vec_random_in_sphere(&random_offset, &vmd_zero_vector, 1.f, false, true);
random_offset *= scale_factor;
random_offset.xyz.x *= bwi->t5info.start_pos_rand.xyz.x;
random_offset.xyz.y *= bwi->t5info.start_pos_rand.xyz.y;
random_offset.xyz.z *= bwi->t5info.start_pos_rand.xyz.z;
offset += random_offset;
// then unrotate by it to get the world orientation
vec3d rotated_offset;
vm_vec_unrotate(&rotated_offset, &offset, &orient);
pos1 += rotated_offset;
// end pos offset
if (bwi->t5info.no_translate)
pos2 = pos1;
else {
offset = bwi->t5info.end_pos_offset;
offset *= scale_factor;
// randomness
vm_vec_random_in_sphere(&random_offset, &vmd_zero_vector, 1.f, false, true);
random_offset *= scale_factor;
random_offset.xyz.x *= bwi->t5info.end_pos_rand.xyz.x;
random_offset.xyz.y *= bwi->t5info.end_pos_rand.xyz.y;
random_offset.xyz.z *= bwi->t5info.end_pos_rand.xyz.z;
offset += random_offset;
// rotate
vm_vec_unrotate(&rotated_offset, &offset, &orient);
pos2 += rotated_offset;
}
// finally grab the last cases for rot_axis
if (bwi->t5info.continuous_rot_axis == Type5BeamRotAxis::STARTPOS_OFFSET || bwi->t5info.continuous_rot_axis == Type5BeamRotAxis::ENDPOS_OFFSET)
rot_axis = bwi->t5info.continuous_rot_axis == Type5BeamRotAxis::STARTPOS_OFFSET ? pos1 : pos2;
if (bwi->t5info.per_burst_rot_axis == Type5BeamRotAxis::STARTPOS_OFFSET || bwi->t5info.per_burst_rot_axis == Type5BeamRotAxis::ENDPOS_OFFSET)
per_burst_rot_axis = bwi->t5info.per_burst_rot_axis == Type5BeamRotAxis::STARTPOS_OFFSET ? pos1 : pos2;
if (bwi->t5info.burst_rot_axis == Type5BeamRotAxis::STARTPOS_OFFSET || bwi->t5info.burst_rot_axis == Type5BeamRotAxis::ENDPOS_OFFSET)
burst_rot_axis = bwi->t5info.burst_rot_axis == Type5BeamRotAxis::STARTPOS_OFFSET ? pos1 : pos2;
// normalize the vectors
vec3d per_burst_rot_axis_direction, burst_rot_axis_direction;
vm_vec_sub(&per_burst_rot_axis_direction, &per_burst_rot_axis, &turret_point);
vm_vec_normalize(&per_burst_rot_axis_direction);
vm_vec_sub(&burst_rot_axis_direction, &burst_rot_axis, &turret_point);
vm_vec_normalize(&burst_rot_axis_direction);
if (bwi->t5info.continuous_rot_axis != Type5BeamRotAxis::UNSPECIFIED) {
vm_vec_sub(&b->binfo.rot_axis, &rot_axis, &turret_point);
vm_vec_normalize(&b->binfo.rot_axis);
}
vm_vec_sub(&b->binfo.dir_a, &pos1, &turret_point);
vm_vec_normalize(&b->binfo.dir_a);
vm_vec_sub(&b->binfo.dir_b, &pos2, &turret_point);
vm_vec_normalize(&b->binfo.dir_b);
vec3d zero_vec = vmd_zero_vector;
// and finally rotate around the per_burst and burst rot_axes
if (bwi->t5info.per_burst_rot_axis != Type5BeamRotAxis::UNSPECIFIED) {
// negative means random
float per_burst_rot = per_burst_shot_rotation;
if (per_burst_rot < 0.0f)
per_burst_rot = static_randf_range(seed, 0.f, PI2);
vm_rot_point_around_line(&b->binfo.dir_a, &b->binfo.dir_a, per_burst_rot, &zero_vec, &per_burst_rot_axis_direction);
vm_rot_point_around_line(&b->binfo.dir_b, &b->binfo.dir_b, per_burst_rot, &zero_vec, &per_burst_rot_axis_direction);
vm_rot_point_around_line(&b->binfo.rot_axis, &b->binfo.rot_axis, per_burst_rot, &zero_vec, &per_burst_rot_axis_direction);
}
if (bwi->t5info.burst_rot_axis != Type5BeamRotAxis::UNSPECIFIED) {
// negative means random
float burst_rot = burst_shot_rotation;
if (burst_rot < 0.0f)
burst_rot = frand_range(0.f, PI2);
vm_rot_point_around_line(&b->binfo.dir_a, &b->binfo.dir_a, burst_rot, &zero_vec, &burst_rot_axis_direction);
vm_rot_point_around_line(&b->binfo.dir_b, &b->binfo.dir_b, burst_rot, &zero_vec, &burst_rot_axis_direction);
vm_rot_point_around_line(&b->binfo.rot_axis, &b->binfo.rot_axis, burst_rot, &zero_vec, &burst_rot_axis_direction);
}
break;
}
default:
break;
}
}
// aim the beam (setup last_start and last_shot - the endpoints). also recalculates collision pairs
void beam_aim(beam *b)
{
// figure out if we are sharing a fire direction, and if so, the reference to share
// incidentally, sharing fire direction isn't applicable to fighter beams, targeting beams, or normal beams, so check for those too
bool shared_fire_direction = false;
beam *shared_fire_reference = nullptr;
if ((b->subsys != nullptr) && (b->subsys->system_info->flags[Model::Subsystem_Flags::Share_fire_direction])
&& !(b->flags & BF_IS_FIGHTER_BEAM) && (b->type != BeamType::TARGETING) && (b->type != BeamType::NORMAL_FIRE))
{
shared_fire_direction = true;
if (b->subsys->shared_fire_direction_beam_objnum >= 0) {
auto shared_candidate_objp = &Objects[b->subsys->shared_fire_direction_beam_objnum];
// if beam reference is no longer valid, clear the objnum
if (shared_candidate_objp->type != OBJ_BEAM || shared_candidate_objp->flags[Object::Object_Flags::Should_be_dead]) {
b->subsys->shared_fire_direction_beam_objnum = -1;
}
// reference is probably valid...
else {
shared_fire_reference = &Beams[shared_candidate_objp->instance];
// ...but clear it if we have cycled back to the first point
if (shared_fire_reference->firingpoint == 0) {
shared_fire_reference = nullptr;
b->subsys->shared_fire_direction_beam_objnum = -1;
}
}
}
}
if (!(b->flags & BF_TARGETING_COORDS)) {
// targeting type beam weapons have no target
if (b->target == NULL) {
Assert(b->type == BeamType::TARGETING || b->type == BeamType::OMNI);
if(b->type != BeamType::TARGETING && b->type != BeamType::OMNI){
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;
}
}
}
vec3d turret_norm = vmd_zero_vector;
vec3d shared_last_start = vmd_zero_vector;
if (b->subsys != nullptr && b->type != BeamType::TARGETING) { // targeting type 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;
// 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, false, &turret_norm, true, nullptr, (b->flags & BF_IS_FIGHTER_BEAM) != 0);
// for shared beams that don't currently have a reference, we'll need a virtual origin
if (shared_fire_direction && !shared_fire_reference)
beam_get_global_turret_gun_info(b->objp, b->subsys, &shared_last_start, true, nullptr, true, nullptr, false);
b->subsys->turret_next_fire_pos = temp_int;
}
// setup our initial shot point and aim direction
vec3d beam_vector;
switch(b->type){
case BeamType::DIRECT_FIRE:
// if we're targeting a subsystem - shoot directly at it
if(b->target_subsys != nullptr){
if (shared_fire_reference) {
vm_vec_sub(&beam_vector, &shared_fire_reference->last_shot, &shared_fire_reference->last_start);
} else {
// find the location of the subsystem
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 this beam will be the reference for shared firing
if (shared_fire_direction) {
// find the vector from the virtual origin
vm_vec_sub(&beam_vector, &b->last_shot, &shared_last_start);
// update the reference
shared_fire_reference = b;
b->subsys->shared_fire_direction_beam_objnum = b->objnum;
}
// otherwise find the vector from the regular origin
else
vm_vec_sub(&beam_vector, &b->last_shot, &b->last_start);
}
vm_vec_scale_add(&b->last_shot, &b->last_start, &beam_vector, 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 (shared_fire_reference) {
vm_vec_sub(&beam_vector, &shared_fire_reference->last_shot, &shared_fire_reference->last_start);
} else {
// rotate the random model point into world coords
vm_vec_unrotate(&b->last_shot, &b->binfo.dir_a, &b->target->orient);
vm_vec_add2(&b->last_shot, &b->target->pos);
// if this beam will be the reference for shared firing
if (shared_fire_direction) {
// find the vector from the virtual origin
vm_vec_sub(&beam_vector, &b->last_shot, &shared_last_start);
// update the reference
shared_fire_reference = b;
b->subsys->shared_fire_direction_beam_objnum = b->objnum;
}
// otherwise find the vector from the regular origin
else
vm_vec_sub(&beam_vector, &b->last_shot, &b->last_start);
}
vm_vec_scale_add(&b->last_shot, &b->last_start, &beam_vector, 2.0f);
break;
}
// all other direct-fire cases
FALLTHROUGH;
// antifighter beams are aimed the same way as direct fire beams in the general case
case BeamType::ANTIFIGHTER:
if (shared_fire_reference) {
vm_vec_sub(&beam_vector, &shared_fire_reference->last_shot, &shared_fire_reference->last_start);
vm_vec_add(&b->last_shot, &b->last_start, &beam_vector);
} else {
// point at the center of the target
if (b->flags & BF_TARGETING_COORDS) {
b->last_shot = b->target_pos1;
} else {
b->last_shot = b->target->pos;
}
// if this beam will be the reference for shared firing
if (shared_fire_direction) {
// find the vector from the virtual origin
vm_vec_sub(&beam_vector, &b->last_shot, &shared_last_start);
// adjust the beam based on the true origin
vm_vec_add(&b->last_shot, &b->last_start, &beam_vector);
// update the reference
shared_fire_reference = b;
b->subsys->shared_fire_direction_beam_objnum = b->objnum;
}
// after pointing, jitter based on shot_aim (if we have a target object)
if (!(b->flags & BF_TARGETING_COORDS)) {
if (Weapon_info[b->weapon_info_index].b_info.flags[Weapon::Beam_Info_Flags::Direct_fire_lead_target])
b->last_shot += b->target->phys_info.vel * ((float)Weapon_info[b->weapon_info_index].b_info.beam_warmup * 0.001f);
beam_jitter_aim(b, b->binfo.shot_aim[b->shot_index]);
}
}
break;
// slashing and omni beams are aimed the same way here, since everything is based on dir_a
case BeamType::SLASHING:
case BeamType::OMNI:
// if we share directions, copy them
if (shared_fire_reference) {
b->binfo.dir_a = shared_fire_reference->binfo.dir_a;
b->binfo.dir_b = shared_fire_reference->binfo.dir_b;
}
// set the shot point (no need to adjust based on virtual origin since dir_a controls everything)
vm_vec_scale_add(&b->last_shot, &b->last_start, &b->binfo.dir_a, b->range);
Assert(is_valid_vec(&b->last_shot));
// if this beam will be the reference for shared firing
// (the beam vector update will happen in the relevant _move function)
if (!shared_fire_reference && shared_fire_direction) {
// update the reference
shared_fire_reference = b;
b->subsys->shared_fire_direction_beam_objnum = b->objnum;
}
break;
case BeamType::TARGETING:
beam_type_targeting_move(b);
break;
case BeamType::NORMAL_FIRE:
// point directly in the direction of the turret
vm_vec_scale_add(&b->last_shot, &b->last_start, &turret_norm, b->range);
break;
default:
UNREACHABLE("Impossible beam type (%d); get a coder!\n", static_cast<int>(b->type));
}
if (!Weapon_info[b->weapon_info_index].wi_flags[Weapon::Info_Flags::No_collide]) {
// 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 seed, vec3d *v1, vec3d *v2)
{
polymodel *pm = model_get(modelnum);
// bad bad bad bad bad bad
if(pm == nullptr){
Int3();
return;
}
vec3d t1 = vmd_zero_vector;
vec3d t2 = vmd_zero_vector;
// make the seed go from [1-26] (0 would make it choose the center, which we dont want
seed %= 26;
seed += 1;
// randomly pick octants
for (int i = 0; i < 3; i++) {
// seed % 3
// seed / 3 % 3
// seed / 9 % 3
// 3 numbers, each is 2, 1 or 0
// max->min, min->max, or no movement on each axis
int num = (seed / (int)pow(3, i)) % 3;
if (num == 2) {
t1.a1d[i] = pm->maxs.a1d[i];
t2.a1d[i] = pm->mins.a1d[i];
} else if (num == 1) {
t1.a1d[i] = pm->mins.a1d[i];
t2.a1d[i] = pm->maxs.a1d[i];
}
}
Assert(!vm_vec_same(&t1, &t2));
// get them in world coords
vec3d temp;
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_normalized_dir(&forward, &b->last_shot, &b->last_start);
// vector
vm_vector_2_matrix_norm(&m, &forward, nullptr, nullptr);
// get a random vector on the circle, but somewhat biased towards the center
vm_vec_random_in_circle(&circle, &b->last_shot, &m, aim * b->target->radius, false, true);
// 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 * a_beam;
object *weapon_objp;
object *ship_objp;
ship *shipp;
ship_info *sip;
weapon_info *bwi;
mc_info mc_hull_enter, mc_hull_exit, mc_shield, *mc;
int model_num;
float width;
// bogus
if (pair == NULL) {
return 0;
}
if (reject_due_collision_groups(pair->a, pair->b))
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;
a_beam = &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 ((a_beam->warmup_stamp != -1) || (a_beam->warmdown_stamp != -1)) {
return 0;
}
// if the beam is on "safety", don't collide with anything
if (a_beam->flags & BF_SAFETY) {
return 0;
}
// if the colliding object is the shooting object, return 1 so this is culled
if (!pair->a->flags[Object::Object_Flags::Collides_with_parent] && pair->b == a_beam->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];
if (shipp->flags[Ship::Ship_Flags::Arriving_stage_1])
return 0;
int quadrant_num = -1;
bool valid_hit_occurred = false;
sip = &Ship_info[shipp->ship_info_index];
bwi = &Weapon_info[a_beam->weapon_info_index];
polymodel *pm = model_get(model_num);
// get the width of the beam
width = a_beam->beam_collide_width * a_beam->current_width_factor;
// Goober5000 - I tried to make collision code much saner... here begin the (major) changes
// set up collision struct
mc_hull_enter.model_instance_num = shipp->model_instance_num;
mc_hull_enter.model_num = model_num;
mc_hull_enter.submodel_num = -1;
mc_hull_enter.orient = &ship_objp->orient;
mc_hull_enter.pos = &ship_objp->pos;
mc_hull_enter.p0 = &a_beam->last_start;
mc_hull_enter.p1 = &a_beam->last_shot;
// maybe do a sphereline
if (width > ship_objp->radius * BEAM_AREA_PERCENT) {
mc_hull_enter.radius = width * 0.5f;
mc_hull_enter.flags = MC_CHECK_SPHERELINE;
} else {
mc_hull_enter.flags = MC_CHECK_RAY;
}
// check all three kinds of collisions ---
int shield_collision, hull_enter_collision, hull_exit_collision;
if (pm->shield.ntris > 0) {
mc_shield = mc_hull_enter;
mc_shield.flags |= MC_CHECK_SHIELD;
shield_collision = model_collide(&mc_shield);
} else {
shield_collision = 0;
}
if (beam_will_tool_target(a_beam, ship_objp)) {
mc_hull_exit = mc_hull_enter;
mc_hull_exit.flags |= MC_CHECK_MODEL;
// reverse this vector so that we check for exit holes as opposed to entrance holes
std::swap(mc_hull_exit.p0, mc_hull_exit.p1);
hull_exit_collision = model_collide(&mc_hull_exit);
} else {
hull_exit_collision = 0;
}
mc_hull_enter.flags |= MC_CHECK_MODEL;
hull_enter_collision = model_collide(&mc_hull_enter);
// ---
// If we have a range less than the "far" range, check if the ray actually hit within the range
if (a_beam->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 = a_beam->range * a_beam->range;
// actually make sure that the collision points are within range of our beam
if (shield_collision && vm_vec_dist_squared(&a_beam->last_start, &mc_shield.hit_point_world) > rangeSq)
{
shield_collision = 0;
}
if (hull_enter_collision && vm_vec_dist_squared(&a_beam->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, &a_beam->last_start) > rangeSq)
{
hull_exit_collision = 0;
}
}
if (hull_enter_collision || hull_exit_collision || shield_collision) {
WarpEffect* warp_effect = nullptr;
if (shipp->flags[Ship::Ship_Flags::Depart_warp] && shipp->warpout_effect != nullptr)
warp_effect = shipp->warpout_effect.get();
else if (shipp->flags[Ship::Ship_Flags::Arriving_stage_2] && shipp->warpin_effect != nullptr)
warp_effect = shipp->warpin_effect.get();
bool hull_no_collide, shield_no_collide;
hull_no_collide = shield_no_collide = false;
if (warp_effect != nullptr) {
hull_no_collide = point_is_clipped_by_warp(&mc_hull_enter.hit_point_world, warp_effect);
shield_no_collide = point_is_clipped_by_warp(&mc_shield.hit_point_world, warp_effect);
}
if (hull_no_collide)
hull_enter_collision = hull_exit_collision = 0;
if (shield_no_collide)
shield_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, bwi->shield_impact_effect_radius);
}
} 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_flags[Weapon::Info_Flags::Pierce_shields])
quadrant_num = -1;
else
valid_hit_occurred = 1;
}
}
// see which impact we use
if (shield_collision && valid_hit_occurred)
{
mc = &mc_shield;
Assert(quadrant_num >= 0);
}
else if (hull_enter_collision)
{
mc = &mc_hull_enter;
valid_hit_occurred = 1;
}
else
mc = nullptr;
// if we got a hit
if (valid_hit_occurred)
{
// since we might have two collisions handled the same way, let's loop over both of them
mc_info *mc_array[2];
int mc_size = 1;
mc_array[0] = mc;
if (hull_exit_collision)
{
mc_array[1] = &mc_hull_exit;
++mc_size;
}
for (int i = 0; i < mc_size; ++i)
{
bool ship_override = false, weapon_override = false;
// get submodel handle if scripting needs it
bool has_submodel = (mc_array[i]->hit_submodel >= 0);
scripting::api::submodel_h smh(mc_array[i]->model_num, mc_array[i]->hit_submodel);
if (scripting::hooks::OnBeamCollision->isActive()) {
ship_override = scripting::hooks::OnBeamCollision->isOverride(scripting::hooks::CollisionConditions{ {ship_objp, weapon_objp} },
scripting::hook_param_list(scripting::hook_param("Self", 'o', ship_objp),
scripting::hook_param("Object", 'o', weapon_objp),
scripting::hook_param("Ship", 'o', ship_objp),
scripting::hook_param("Beam", 'o', weapon_objp),
scripting::hook_param("Hitpos", 'o', mc_array[i]->hit_point_world)));
}
if (scripting::hooks::OnShipCollision->isActive()) {
weapon_override = scripting::hooks::OnShipCollision->isOverride(scripting::hooks::CollisionConditions{{ship_objp, weapon_objp}},
scripting::hook_param_list(scripting::hook_param("Self", 'o', weapon_objp),
scripting::hook_param("Object", 'o', ship_objp),
scripting::hook_param("Ship", 'o', ship_objp),
scripting::hook_param("Beam", 'o', weapon_objp),
scripting::hook_param("Hitpos", 'o', mc_array[i]->hit_point_world),
scripting::hook_param("ShipSubmodel", 'o', scripting::api::l_Submodel.Set(smh), has_submodel)));
}
if (!ship_override && !weapon_override)
{
// add to the collision_list
// if we got "tooled", add an exit hole too
beam_add_collision(a_beam, ship_objp, mc_array[i], quadrant_num, i != 0);
}
if (scripting::hooks::OnBeamCollision->isActive() && !(weapon_override && !ship_override)) {
scripting::hooks::OnBeamCollision->run(scripting::hooks::CollisionConditions{ {ship_objp, weapon_objp} },
scripting::hook_param_list(scripting::hook_param("Self", 'o', ship_objp),
scripting::hook_param("Object", 'o', weapon_objp),
scripting::hook_param("Ship", 'o', ship_objp),
scripting::hook_param("Beam", 'o', weapon_objp),
scripting::hook_param("Hitpos", 'o', mc_array[i]->hit_point_world)));
}
if (scripting::hooks::OnShipCollision->isActive() && ((weapon_override && !ship_override) || (!weapon_override && !ship_override)))
{
scripting::hooks::OnShipCollision->run(scripting::hooks::CollisionConditions{{ship_objp, weapon_objp}},
scripting::hook_param_list(scripting::hook_param("Self", 'o', weapon_objp),
scripting::hook_param("Object", 'o', ship_objp),
scripting::hook_param("Ship", 'o', ship_objp),
scripting::hook_param("Beam", 'o', weapon_objp),
scripting::hook_param("Hitpos", 'o', mc_array[i]->hit_point_world),
scripting::hook_param("ShipSubmodel", 'o', scripting::api::l_Submodel.Set(smh), has_submodel)));
}
}
}
// reset timestamp to timeout immediately
pair->next_check_time = timestamp(0);
return 0;
}
// collide a beam with a prop, returns 1 if we can ignore all future collisions between the 2 objects
int beam_collide_prop(obj_pair* pair)
{
beam* a_beam;
object* weapon_objp;
object* prop_objp;
mc_info mc;
int model_num;
float width;
// bogus
if (pair == nullptr) {
return 0;
}
if (reject_due_collision_groups(pair->a, pair->b))
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;
a_beam = &Beams[pair->a->instance];
// if the "warming up" timestamp has not expired
if ((a_beam->warmup_stamp != -1) || (a_beam->warmdown_stamp != -1)) {
return 0;
}
// if the beam is on "safety", don't collide with anything
if (a_beam->flags & BF_SAFETY) {
return 0;
}
// try and get a model
model_num = beam_get_model(pair->b);
if (model_num < 0) {
return 1;
}
#ifndef NDEBUG
Beam_test_ints++;
#endif
// get the ship
Assert(pair->b->instance >= 0);
Assert(pair->b->type == OBJ_PROP);
Assert(prop_id_lookup(pair->b->instance)->objnum == OBJ_INDEX(pair->b));
if ((pair->b->type != OBJ_PROP) || (pair->b->instance < 0))
return 1;
prop_objp = pair->b;
prop* propp = prop_id_lookup(prop_objp->instance);
// get the width of the beam
width = a_beam->beam_collide_width * a_beam->current_width_factor;
// set up collision struct
mc.model_instance_num = propp->model_instance_num;
mc.model_num = model_num;
mc.submodel_num = -1;
mc.orient = &prop_objp->orient;
mc.pos = &prop_objp->pos;
mc.p0 = &a_beam->last_start;
mc.p1 = &a_beam->last_shot;
// maybe do a sphereline
if (width > prop_objp->radius * BEAM_AREA_PERCENT) {
mc.radius = width * 0.5f;
mc.flags = MC_CHECK_SPHERELINE;
}
else {
mc.flags = MC_CHECK_RAY;
}
mc.flags |= MC_CHECK_MODEL;
bool hit = model_collide(&mc);
// If we have a range less than the "far" range, check if the ray actually hit within the range
if (a_beam->range < BEAM_FAR_LENGTH && hit)
{
// We can't use hit_dist as "1" is the distance between p0 and p1
float rangeSq = a_beam->range * a_beam->range;
if (hit && vm_vec_dist_squared(&a_beam->last_start, &mc.hit_point_world) > rangeSq)
{
hit = false;
}
}
// if we got a hit
if (hit)
{
bool prop_override = false, weapon_override = false;
// get submodel handle if scripting needs it
bool has_submodel = (mc.hit_submodel >= 0);
scripting::api::submodel_h smh(mc.model_num, mc.hit_submodel);
if (scripting::hooks::OnBeamCollision->isActive()) {
prop_override = scripting::hooks::OnBeamCollision->isOverride(scripting::hooks::CollisionConditions{ {prop_objp, weapon_objp} },
scripting::hook_param_list(scripting::hook_param("Self", 'o', prop_objp),
scripting::hook_param("Object", 'o', weapon_objp),
scripting::hook_param("Prop", 'o', prop_objp),
scripting::hook_param("Beam", 'o', weapon_objp),
scripting::hook_param("Hitpos", 'o', mc.hit_point_world)));
}
if (scripting::hooks::OnPropCollision->isActive()) {
weapon_override = scripting::hooks::OnPropCollision->isOverride(scripting::hooks::CollisionConditions{ {prop_objp, weapon_objp} },
scripting::hook_param_list(scripting::hook_param("Self", 'o', weapon_objp),
scripting::hook_param("Object", 'o', prop_objp),
scripting::hook_param("Prop", 'o', prop_objp),
scripting::hook_param("Beam", 'o', weapon_objp),
scripting::hook_param("Hitpos", 'o', mc.hit_point_world),
scripting::hook_param("PropSubmodel", 'o', scripting::api::l_Submodel.Set(smh), has_submodel)));
}
if (!prop_override && !weapon_override)
{
// add to the collision_list
// if we got "tooled", add an exit hole too
beam_add_collision(a_beam, prop_objp, &mc, MISS_SHIELDS, false);
}
if (scripting::hooks::OnBeamCollision->isActive() && (!weapon_override || prop_override)) {
scripting::hooks::OnBeamCollision->run(scripting::hooks::CollisionConditions{{prop_objp, weapon_objp}},
scripting::hook_param_list(scripting::hook_param("Self", 'o', prop_objp),
scripting::hook_param("Object", 'o', weapon_objp),
scripting::hook_param("Prop", 'o', prop_objp),
scripting::hook_param("Beam", 'o', weapon_objp),
scripting::hook_param("Hitpos", 'o', mc.hit_point_world)));
}
if (scripting::hooks::OnPropCollision->isActive() && ((weapon_override && !prop_override) || (!weapon_override && !prop_override))) {
scripting::hooks::OnPropCollision->run(scripting::hooks::CollisionConditions{{prop_objp, weapon_objp}},
scripting::hook_param_list(scripting::hook_param("Self", 'o', weapon_objp),
scripting::hook_param("Object", 'o', prop_objp),
scripting::hook_param("Prop", 'o', prop_objp),
scripting::hook_param("Beam", 'o', weapon_objp),
scripting::hook_param("Hitpos", 'o', mc.hit_point_world),
scripting::hook_param("PropSubmodel", 'o', scripting::api::l_Submodel.Set(smh), has_submodel)));
}
}
// 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 * a_beam;
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));
a_beam = &Beams[pair->a->instance];
// if the "warming up" timestamp has not expired
if((a_beam->warmup_stamp != -1) || (a_beam->warmdown_stamp != -1)){
return 0;
}
// if the beam is on "safety", don't collide with anything
if(a_beam->flags & BF_SAFETY){
return 0;
}
// if the colliding object is the shooting object, return 1 so this is culled
if(pair->b == a_beam->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 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 = &a_beam->last_start;
test_collide.p1 = &a_beam->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
bool weapon_override = false, asteroid_override = false;
if (scripting::hooks::OnAsteroidCollision->isActive()) {
weapon_override = scripting::hooks::OnAsteroidCollision->isOverride(scripting::hooks::CollisionConditions{ {pair->a, pair->b} },
scripting::hook_param_list(scripting::hook_param("Self", 'o', pair->a),
scripting::hook_param("Object", 'o', pair->b),
scripting::hook_param("Asteroid", 'o', pair->b),
scripting::hook_param("Beam", 'o', pair->a),
scripting::hook_param("Hitpos", 'o', test_collide.hit_point_world)));
}
if (scripting::hooks::OnBeamCollision->isActive()) {
asteroid_override = scripting::hooks::OnBeamCollision->isOverride(scripting::hooks::CollisionConditions{ {pair->a, pair->b} },
scripting::hook_param_list(scripting::hook_param("Self", 'o', pair->b),
scripting::hook_param("Object", 'o', pair->a),
scripting::hook_param("Asteroid", 'o', pair->b),
scripting::hook_param("Beam", 'o', pair->a),
scripting::hook_param("Hitpos", 'o', test_collide.hit_point_world)));
}
if (!weapon_override && !asteroid_override)
{
beam_add_collision(a_beam, pair->b, &test_collide);
}
if (scripting::hooks::OnAsteroidCollision->isActive() && !(asteroid_override && !weapon_override)) {
scripting::hooks::OnAsteroidCollision->run(scripting::hooks::CollisionConditions{ {pair->a, pair->b} },
scripting::hook_param_list(scripting::hook_param("Self", 'o', pair->a),
scripting::hook_param("Object", 'o', pair->b),
scripting::hook_param("Asteroid", 'o', pair->b),
scripting::hook_param("Beam", 'o', pair->a),
scripting::hook_param("Hitpos", 'o', test_collide.hit_point_world)));
}
if (scripting::hooks::OnBeamCollision->isActive() && ((asteroid_override && !weapon_override) || (!asteroid_override && !weapon_override))) {
scripting::hooks::OnBeamCollision->run(scripting::hooks::CollisionConditions{ {pair->a, pair->b} },
scripting::hook_param_list(scripting::hook_param("Self", 'o', pair->b),
scripting::hook_param("Object", 'o', pair->a),
scripting::hook_param("Asteroid", 'o', pair->b),
scripting::hook_param("Beam", 'o', pair->a),
scripting::hook_param("Hitpos", 'o', test_collide.hit_point_world)));
}
return 0;
}
// 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 *a_beam;
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));
a_beam = &Beams[pair->a->instance];
// if the "warming up" timestamp has not expired
if((a_beam->warmup_stamp != -1) || (a_beam->warmdown_stamp != -1)){
return 0;
}
// if the beam is on "safety", don't collide with anything
if(a_beam->flags & BF_SAFETY){
return 0;
}
// don't collide if the beam and missile share their parent
if (pair->b->parent_sig >= 0 && a_beam->objp && pair->b->parent_sig == a_beam->objp->signature) {
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 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 = &a_beam->last_start;
test_collide.p1 = &a_beam->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
bool a_override = false, b_override = false;
if (scripting::hooks::OnWeaponCollision->isActive()) {
a_override = scripting::hooks::OnWeaponCollision->isOverride(scripting::hooks::CollisionConditions{ {pair->a, pair->b} },
scripting::hook_param_list(scripting::hook_param("Self", 'o', pair->a),
scripting::hook_param("Object", 'o', pair->b),
scripting::hook_param("Weapon", 'o', pair->b),
scripting::hook_param("Beam", 'o', pair->a),
scripting::hook_param("Hitpos", 'o', test_collide.hit_point_world)));
}
if (scripting::hooks::OnBeamCollision->isActive()) {
b_override = scripting::hooks::OnBeamCollision->isOverride(scripting::hooks::CollisionConditions{ {pair->a, pair->b} },
scripting::hook_param_list(scripting::hook_param("Self", 'o', pair->b),
scripting::hook_param("Object", 'o', pair->a),
scripting::hook_param("Weapon", 'o', pair->b),
scripting::hook_param("Beam", 'o', pair->a),
scripting::hook_param("Hitpos", 'o', test_collide.hit_point_world)));
}
if(!a_override && !b_override)
{
beam_add_collision(a_beam, pair->b, &test_collide);
}
if (scripting::hooks::OnWeaponCollision->isActive() && !(b_override && !a_override)) {
scripting::hooks::OnWeaponCollision->run(scripting::hooks::CollisionConditions{ {pair->a, pair->b} },
scripting::hook_param_list(scripting::hook_param("Self", 'o', pair->a),
scripting::hook_param("Object", 'o', pair->b),
scripting::hook_param("Weapon", 'o', pair->b),
scripting::hook_param("Beam", 'o', pair->a),
scripting::hook_param("Hitpos", 'o', test_collide.hit_point_world)));
}
if (scripting::hooks::OnBeamCollision->isActive() && ((b_override && !a_override) || (!b_override && !a_override))) {
scripting::hooks::OnBeamCollision->run(scripting::hooks::CollisionConditions{ {pair->a, pair->b} },
scripting::hook_param_list(scripting::hook_param("Self", 'o', pair->b),
scripting::hook_param("Object", 'o', pair->a),
scripting::hook_param("Weapon", 'o', pair->b),
scripting::hook_param("Beam", 'o', pair->a),
scripting::hook_param("Hitpos", 'o', test_collide.hit_point_world)));
}
}
// 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 * a_beam;
int model_num;
// bogus
if(pair == NULL){
return 0;
}
if (reject_due_collision_groups(pair->a, pair->b))
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));
a_beam = &Beams[pair->a->instance];
// if the "warming up" timestamp has not expired
if((a_beam->warmup_stamp != -1) || (a_beam->warmdown_stamp != -1)){
return 0;
}
// if the beam is on "safety", don't collide with anything
if(a_beam->flags & BF_SAFETY){
return 0;
}
// if the colliding object is the shooting object, return 1 so this is culled
if(pair->b == a_beam->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 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 = &a_beam->last_start;
test_collide.p1 = &a_beam->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)
{
bool weapon_override = false, debris_override = false;
if (scripting::hooks::OnDebrisCollision->isActive()) {
weapon_override = scripting::hooks::OnWeaponCollision->isOverride(scripting::hooks::CollisionConditions{ {pair->a, pair->b} },
scripting::hook_param_list(scripting::hook_param("Self", 'o', pair->a),
scripting::hook_param("Object", 'o', pair->b),
scripting::hook_param("Debris", 'o', pair->b),
scripting::hook_param("Beam", 'o', pair->a),
scripting::hook_param("Hitpos", 'o', test_collide.hit_point_world)));
}
if (scripting::hooks::OnBeamCollision->isActive()) {
debris_override = scripting::hooks::OnBeamCollision->isOverride(scripting::hooks::CollisionConditions{ {pair->a, pair->b} },
scripting::hook_param_list(scripting::hook_param("Self", 'o', pair->b),
scripting::hook_param("Object", 'o', pair->a),
scripting::hook_param("Debris", 'o', pair->b),
scripting::hook_param("Beam", 'o', pair->a),
scripting::hook_param("Hitpos", 'o', test_collide.hit_point_world)));
}
if(!weapon_override && !debris_override)
{
// add to the collision list
beam_add_collision(a_beam, pair->b, &test_collide);
}
if (scripting::hooks::OnDebrisCollision->isActive() && !(debris_override && !weapon_override)) {
scripting::hooks::OnWeaponCollision->run(scripting::hooks::CollisionConditions{ {pair->a, pair->b} },
scripting::hook_param_list(scripting::hook_param("Self", 'o', pair->a),
scripting::hook_param("Object", 'o', pair->b),
scripting::hook_param("Debris", 'o', pair->b),
scripting::hook_param("Beam", 'o', pair->a),
scripting::hook_param("Hitpos", 'o', test_collide.hit_point_world)));
}
if (scripting::hooks::OnBeamCollision->isActive() && ((debris_override && !weapon_override) || (!debris_override && !weapon_override))) {
scripting::hooks::OnBeamCollision->run(scripting::hooks::CollisionConditions{ {pair->a, pair->b} },
scripting::hook_param_list(scripting::hook_param("Self", 'o', pair->b),
scripting::hook_param("Object", 'o', pair->a),
scripting::hook_param("Debris", 'o', pair->b),
scripting::hook_param("Beam", 'o', pair->a),
scripting::hook_param("Hitpos", 'o', test_collide.hit_point_world)));
}
}
// 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;
// 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_PROP:
// targeting lasers only hit ships
/* if(bwi->b_info.beam_type == BEAM_TYPE_C){
return 1;
}*/
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->flags[AI::Profile_Flags::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;
}
float beam_radius = bm->beam_collide_width * bm->current_width_factor * 0.5f;
// do a cylinder-sphere collision test
if (!fvi_cylinder_sphere_may_collide(&bm->last_start, &bm->last_shot,
beam_radius, &b->pos, b->radius * 1.2f)) {
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, bool exit_flag)
{
beam_collision *bc = nullptr;
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 == nullptr) || (b->f_collisions[idx].cinfo.hit_dist > bc->cinfo.hit_dist))
bc = &b->f_collisions[idx];
}
}
if (bc == nullptr) {
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);
}
static std::unique_ptr<EffectHost> beam_hit_make_effect_host(const beam* b, const object* impacted_obj, int impacted_submodel, const vec3d* hitpos, const vec3d* local_hitpos) {
vec3d beam_dir;
vm_vec_normalized_dir(&beam_dir, &b->last_shot, &b->last_start);
if (impacted_obj->type != OBJ_SHIP) {
//Fall back to Vector. Since we don't have a ship, it's quite likely whatever we're hitting will immediately die, so don't try to attach a particle source.
matrix beamOrientation;
vm_vector_2_matrix_norm(&beamOrientation, &beam_dir);
auto vector_host = std::make_unique<EffectHostVector>(*hitpos, beamOrientation, vmd_zero_vector);
vector_host->setRadius(impacted_obj->radius);
return vector_host;
}
else {
vec3d local_norm;
model_instance_global_to_local_dir(&local_norm, &beam_dir, object_get_model(impacted_obj), object_get_model_instance(impacted_obj), impacted_submodel, &impacted_obj->orient);
matrix orient;
vm_vector_2_matrix_norm(&orient, &local_norm);
if (impacted_submodel < 0) {
//Fall back to object
return std::make_unique<EffectHostObject>(impacted_obj, *local_hitpos, orient);
}
else {
//Full subobject
return std::make_unique<EffectHostSubmodel>(impacted_obj, impacted_submodel, *local_hitpos, orient);
}
}
}
// 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 width;
// 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 >= weapon_info_size())){
Int3();
return;
}
wi = &Weapon_info[b->weapon_info_index];
// get the width of the beam
width = b->beam_collide_width * b->current_width_factor;
// 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);
float damage_time_mod = (flFrametime * 1000.0f) / i2fl(BEAM_DAMAGE_TIME);
float real_damage = wi->damage * damage_time_mod;
// 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 apply_beam_physics = 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[Weapon::Info_Flags::Huge]) {
if (Objects[target].type == OBJ_SHIP) {
ship_type_info *sti;
sti = ship_get_type_info(&Objects[target]);
if (!sti || sti->flags[Ship::Type_Info_Flags::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 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 = false;
// 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 physics timestamp has expired or is not set yet, apply physics
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;
apply_beam_physics = 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.isValid()) ) {
snd_play_3d( gamesnd_get_game_sound(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.isValid()) || (wi->flash_impact_weapon_expl_effect.isValid()) || (wi->impact_weapon_expl_effect.isValid()))) {
float rnd = frand();
int do_expl = 0;
if ((rnd < 0.2f || apply_beam_physics) && wi->impact_weapon_expl_effect.isValid()) {
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);
vec3d worldNormal;
if (Objects[target].type == OBJ_SHIP) {
auto shipp = &Ships[Objects[target].instance];
model_instance_local_to_global_dir(&worldNormal,
&b->f_collisions[idx].cinfo.hit_normal,
shipp->model_instance_num,
b->f_collisions[idx].cinfo.hit_submodel,
&Objects[target].orient);
} else {
// Just assume that we don't need to handle model subobjects here
vm_vec_unrotate(&worldNormal, &b->f_collisions[idx].cinfo.hit_normal, &Objects[target].orient);
}
if (wi->flash_impact_weapon_expl_effect.isValid()) {
auto particleSource = particle::ParticleManager::get()->createSource(wi->flash_impact_weapon_expl_effect);
particleSource->setHost(beam_hit_make_effect_host(b, &Objects[target], b->f_collisions[idx].cinfo.hit_submodel, &b->f_collisions[idx].cinfo.hit_point_world, &b->f_collisions[idx].cinfo.hit_point));
particleSource->setNormal(worldNormal);
particleSource->setTriggerRadius(width);
particleSource->finishCreation();
}
if(do_expl){
auto particleSource = particle::ParticleManager::get()->createSource(wi->impact_weapon_expl_effect);
particleSource->setHost(beam_hit_make_effect_host(b, &Objects[target], b->f_collisions[idx].cinfo.hit_submodel, &b->f_collisions[idx].cinfo.hit_point_world, &b->f_collisions[idx].cinfo.hit_point));
particleSource->setNormal(worldNormal);
particleSource->setTriggerRadius(width);
particleSource->finishCreation();
}
if (wi->piercing_impact_effect.isValid()) {
// 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){
// stream of fire for big ships
if (width <= Objects[target].radius * BEAM_AREA_PERCENT) {
auto particleSource = particle::ParticleManager::get()->createSource(wi->piercing_impact_effect);
particleSource->setHost(beam_hit_make_effect_host(b, &Objects[target], b->f_collisions[idx].cinfo.hit_submodel, &b->f_collisions[idx].cinfo.hit_point_world, &b->f_collisions[idx].cinfo.hit_point));
particleSource->setNormal(worldNormal);
particleSource->setTriggerRadius(width);
particleSource->finishCreation();
}
}
}
// <-- KOMET_EXT
}
if(!physics_paused){
switch(Objects[target].type){
case OBJ_DEBRIS:
{
vec3d force = b->last_shot - b->last_start; // Valathil - use the beam direction as the force direction (like a high pressure water jet)
vm_vec_normalize(&force);
force *= wi->mass * wi->beam_hit_curves.get_output(weapon_info::BeamHitCurveOutputs::MASS_MULT, std::forward_as_tuple(*b, Objects[target]), &b->modular_curves_instance);
// 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, &force);
break;
}
case OBJ_WEAPON:
if (The_mission.ai_profile->flags[AI::Profile_Flags::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->f_collisions[idx].cinfo.hit_point_world, &b->last_start);
float range = b->range;
float atten_dist = range * b->damage_threshold;
if ((range > dist) && (atten_dist < dist)) {
attenuation = 1 - ((dist - atten_dist) / (range - atten_dist));
}
}
float damage = real_damage * attenuation;
int dmg_type_idx = wi->damage_type_idx;
weapon_info* trgt_wip = &Weapon_info[Weapons[trgt->instance].weapon_info_index];
if (trgt_wip->armor_type_idx != -1)
damage = Armor_types[trgt_wip->armor_type_idx].GetDamage(damage, dmg_type_idx, 1.0f, true);
trgt->hull_strength -= damage;
if (trgt->hull_strength < 0) {
Weapons[trgt->instance].weapon_flags.set(Weapon::Weapon_Flags::Destroyed_by_weapon);
bool armed = weapon_hit(trgt, nullptr, &trgt->pos);
maybe_play_conditional_impacts({}, trgt, nullptr, armed, -1, &trgt->pos);
}
} else {
if (!(Game_mode & GM_MULTIPLAYER) || MULTIPLAYER_MASTER) {
Weapons[trgt->instance].weapon_flags.set(Weapon::Weapon_Flags::Destroyed_by_weapon);
bool armed = weapon_hit(trgt, nullptr, &trgt->pos);
maybe_play_conditional_impacts({}, trgt, nullptr, armed, -1, &trgt->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) {
Weapons[Objects[target].instance].weapon_flags.set(Weapon::Weapon_Flags::Destroyed_by_weapon);
bool armed = weapon_hit(&Objects[target], nullptr, &Objects[target].pos);
maybe_play_conditional_impacts({}, &Objects[target], nullptr, armed, -1, &Objects[target].pos);
}
}
break;
case OBJ_ASTEROID:
// hit the asteroid
if (!(Game_mode & GM_MULTIPLAYER) || MULTIPLAYER_MASTER) {
vec3d force = b->last_shot - b->last_start; // Valathil - use the beam direction as the force direction (like a high pressure water jet)
vm_vec_normalize(&force);
force *= wi->mass * wi->beam_hit_curves.get_output(weapon_info::BeamHitCurveOutputs::MASS_MULT, std::forward_as_tuple(*b, Objects[target]), &b->modular_curves_instance);
asteroid_hit(&Objects[target], &Objects[b->objnum], &b->f_collisions[idx].cinfo.hit_point_world, wi->damage, &force);
}
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) {
real_damage = beam_get_ship_damage(b, &Objects[target], &b->f_collisions[idx].cinfo.hit_point_world) * damage_time_mod;
ship_apply_local_damage(&Objects[target], &Objects[b->objnum], &b->f_collisions[idx].cinfo.hit_point_world, real_damage, wi->damage_type_idx, b->f_collisions[idx].quadrant);
}
// if this is the first hit on the player ship. whack him
if(apply_beam_physics)
{
beam_apply_whack(b, &Objects[target], &b->f_collisions[idx].cinfo.hit_point_world);
}
break;
case OBJ_PROP:
// nothing!
// this case is normal and expected, but props do not move and cannot take damage
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(width <= (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;
}
// 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;
}
ship* shipp = &Ships[b->objp->instance];
// targeting type beams are ok to fire all the time
if (b->type == BeamType::TARGETING) {
if (shipp->weapon_energy <= 0.0f ) {
if ( OBJ_INDEX(Player_obj) == shipp->objnum && !(b->life_left>0.0f)) {
extern void ship_maybe_do_primary_fail_sound_hud(bool depleted_energy);
ship_maybe_do_primary_fail_sound_hud(true);
}
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 (!(b->flags & BF_IS_FIGHTER_BEAM)) {
if (The_mission.ai_profile->flags[AI::Profile_Flags::Force_beam_turret_fov]) {
vec3d turret_normal;
model_instance_local_to_global_dir(&turret_normal, &b->subsys->system_info->turret_norm, Ships[b->objp->instance].model_instance_num, b->subsys->system_info->subobj_num, &b->objp->orient, true);
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;
beam_get_global_turret_gun_info(b->objp, b->subsys, &turret_pos, false, &turret_dir, true, nullptr, (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;
}
}
}
if (b->subsys->system_info->flags[Model::Subsystem_Flags::Turret_hull_check]) {
int model_num = Ship_info[shipp->ship_info_index].model_num;
mc_info hull_check;
hull_check.model_instance_num = shipp->model_instance_num;
hull_check.model_num = model_num;
hull_check.orient = &b->objp->orient;
hull_check.pos = &b->objp->pos;
hull_check.p0 = &b->last_start;
hull_check.p1 = &b->last_shot;
hull_check.flags = MC_CHECK_MODEL | MC_CHECK_RAY;
if (model_collide(&hull_check)) {
nprintf(("BEAM", "BEAM : powering beam down because of hull check condition!\n"));
return 0;
}
}
}
// ok to fire/continue firing
return 1;
}
// 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 * wip->beam_hit_curves.get_output(weapon_info::BeamHitCurveOutputs::MASS_MULT, std::forward_as_tuple(*b, *objp), &b->modular_curves_instance);
}
// 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, vec3d* hitpos)
{
// 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 = hitpos ? vm_vec_dist(hitpos, &b->last_start) : 0.0f;
float range = b->range;
float atten_dist = range * b->damage_threshold;
if ((range > dist) && (atten_dist < dist)) {
attenuation = 1 - ((dist - atten_dist) / (range - atten_dist));
}
}
float damage = wip->damage;
damage *= wip->beam_hit_curves.get_output(weapon_info::BeamHitCurveOutputs::DAMAGE_MULT, std::forward_as_tuple(*b, *objp), &b->modular_curves_instance);
// same team. yikes
if ( (b->team == Ships[objp->instance].team)
&& (The_mission.ai_profile->beam_friendly_damage_cap[Game_skill_level] >= 0.f)
&& (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 *= 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_flags[Weapon::Info_Flags::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_get_warmup_lifetime_pct(const beam& b) {
return BEAM_WARMUP_PCT((&b));
}
float beam_get_warmdown_lifetime_pct(const beam& b) {
return BEAM_WARMDOWN_PCT((&b));
}
float beam_get_warmdown_age(const beam& b) {
return ((float)timestamp_since(b.warmdown_stamp)) / MILLISECONDS_PER_SECOND;
}
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 b_count = 0;
for (auto &wi : Weapon_info) {
if (wi.wi_flags[Weapon::Info_Flags::Beam]) {
++b_count;
dc_printf("Beam %d : %s\n", b_count, wi.name);
}
}
}