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fs2open.github.com/code/ship/shipfx.h
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/*
* 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.
*
*/
#ifndef _SHIPFX_H
#define _SHIPFX_H
#include "globalincs/pstypes.h"
#include "graphics/grbatch.h"
#include "model/modelrender.h"
class object;
class ship;
class ship_info;
class game_snd;
class ship_subsys;
struct shockwave_create_info;
struct vec3d;
struct matrix;
// Make sparks fly off of ship n
// sn = spark number to spark, corrosponding to element in
// ship->hitpos array. If this isn't -1, it is a just
// got hit by weapon spark, otherwise pick one randomally.
void shipfx_emit_spark( int n, int sn );
// Does the special effects to blow a subsystem off a ship
extern void shipfx_blow_off_subsystem(object *ship_obj,ship *ship_p,ship_subsys *subsys, vec3d *exp_center, bool no_explosion = false);
// Creates "ndebris" pieces of debris on random verts of the the "submodel" in the
// ship's model.
extern void shipfx_blow_up_model(object *obj,int model, int submodel, int ndebris, vec3d *exp_center);
// put here for multiplayer purposes
void shipfx_blow_up_hull(object *obj,int model, vec3d *exp_center );
// =================================================
// SHIP WARP IN EFFECT STUFF
// =================================================
// When a ship warps in, this gets called to start the effect
extern void shipfx_warpin_start( object *objp );
// During a ship warp in, this gets called each frame to move the ship
extern void shipfx_warpin_frame( object *objp, float frametime );
// When a ship warps out, this gets called to start the effect
extern void shipfx_warpout_start( object *objp );
// During a ship warp out, this gets called each frame to move the ship
extern void shipfx_warpout_frame( object *objp, float frametime );
// =================================================
// SHIP SHADOW EFFECT STUFF
// =================================================
// Given point p0, in object's frame of reference, find if
// it can see the sun.
int shipfx_point_in_shadow( vec3d *p0, matrix *src_orient, vec3d *src_pos, float radius );
// Given an ship see if it is in a shadow.
int shipfx_in_shadow( object * src_obj );
// Given world point see if it is in a shadow.
int shipfx_eye_in_shadow( vec3d *eye_pos, object *src_obj, int sun_n);
// =================================================
// SHIP GUN FLASH EFFECT STUFF
// =================================================
// Resets the ship flash stuff. Call before
// each level.
void shipfx_flash_init();
// Given that a ship fired a weapon, light up the model
// accordingly.
// Set is_primary to non-zero if this is a primary weapon.
// Gun_pos should be in object's frame of reference, not world!!!
void shipfx_flash_create(object *objp, int model_num, vec3d *gun_pos, vec3d *gun_dir, int is_primary, int weapon_info_index);
// Sets the flash lights in the model used by this
// ship to the appropriate values. There might not
// be any flashes linked to this ship in which
// case this function does nothing.
void shipfx_flash_light_model(object *objp, int model_num);
// Does whatever processing needs to be done each frame.
void shipfx_flash_do_frame(float frametime);
// =================================================
// LARGE SHIP EXPLOSION EFFECT STUFF
// =================================================
// Call between levels
void shipfx_large_blowup_level_init();
// Returns 0 if couldn't init
void shipfx_large_blowup_init(ship *shipp);
// Returns 1 when explosion is done
int shipfx_large_blowup_do_frame(ship *shipp, float frametime);
void shipfx_large_blowup_render(ship *shipp);
void shipfx_large_blowup_queue_render(draw_list *scene, ship* shipp);
void shipfx_debris_limit_speed(struct debris *db, ship *shipp);
// sound manager fore big ship sub explosions sounds
void do_sub_expl_sound(float radius, vec3d* sound_pos, int* sound_handle);
// do all shockwaves for a ship blowing up
void shipfx_do_shockwave_stuff(ship *shipp, shockwave_create_info *sci);
// =================================================
// ELECTRICAL SPARKS ON DAMAGED SHIPS EFFECT STUFF
// =================================================
void shipfx_do_damaged_arcs_frame( ship *shipp );
// =================================================
// NEBULA LIGHTNING.
// =================================================
void shipfx_do_lightning_frame( ship *shipp );
// engine wash level init
void shipfx_engine_wash_level_init();
// pause engine wash sounds
void shipfx_stop_engine_wash_sound();
// =====================================================
// CLOAKING
// =====================================================
//translate the texture matrix some
void shipfx_cloak_frame(ship *shipp, float frametime);
void shipfx_start_cloak(ship *shipp, int warmup = 5000, int recalc_transform = 0, int device=0);
void shipfx_stop_cloak(ship *shipp, int warpdown = 5000);
float shipfx_calc_visibility(object *obj, vec3d *view_pt);
#define WD_NONE 0
#define WD_WARP_IN 1
#define WD_WARP_OUT 2
float shipfx_calculate_warp_time(object *objp, int warp_dir);
float shipfx_calculate_warp_dist(object *objp);
//********************-----CLASS: WarpEffect-----********************//
class WarpEffect
{
protected:
//core variables
object *objp;
int direction;
//variables provided for expediency
ship *shipp;
ship_info *sip;
public:
WarpEffect();
WarpEffect(object *n_objp, int n_direction);
virtual ~WarpEffect() {}
void clear();
bool isValid();
virtual void pageIn();
virtual void pageOut();
virtual int warpStart();
virtual int warpFrame(float frametime);
virtual int warpShipClip();
virtual int warpShipClip(model_render_params *render_info);
virtual int warpShipRender();
virtual int warpShipQueueRender(draw_list *scene);
virtual int warpEnd();
//For VM_WARP_CHASE
virtual int getWarpPosition(vec3d *output);
virtual int getWarpOrientation(matrix *output);
};
//********************-----CLASS: WE_Default-----********************//
#define WE_DEFAULT_NUM_STAGES 2
class WE_Default : public WarpEffect
{
private:
//portal object
object *portal_objp;
//Total data
int total_time_start;
int total_time_end;
//Stage data
int stage_time_start;
int stage_time_end; // pops when ship is completely warped out or warped in. Used for both warp in and out.
//Data "storage"
int stage_duration[WE_DEFAULT_NUM_STAGES+1];
//sweeper polygon and clip effect
vec3d pos;
vec3d fvec;
float radius;
public:
WE_Default(object *n_objp, int n_direction);
int warpStart();
int warpFrame(float frametime);
int warpShipClip();
int warpShipClip(model_render_params *render_info);
int warpShipRender();
int getWarpPosition(vec3d *output);
int getWarpOrientation(matrix *output);
};
//********************-----CLASS: WE_BSG-----********************//
#define WE_BSG_NUM_STAGES 2
class WE_BSG : public WarpEffect
{
private:
//Total data
int total_time_start;
int total_time_end;
//Stage data
int stage;
int stage_time_start;
int stage_time_end; // pops when ship is completely warped out or warped in. Used for both warp in and out.
//Data "storage"
int stage_duration[WE_BSG_NUM_STAGES];
//anim
int anim;
int anim_nframes;
int anim_fps;
int anim_total_time;
int shockwave;
int shockwave_nframes;
int shockwave_fps;
int shockwave_total_time;
geometry_batcher batcher;
vec3d autocenter;
float z_offset_max;
float z_offset_min;
float tube_radius;
float shockwave_radius;
//*****Per-instance
vec3d pos;
//Sound
float snd_range_factor;
int snd_start;
game_snd *snd_start_gs;
int snd_end;
game_snd *snd_end_gs;
public:
WE_BSG(object *n_objp, int n_direction);
~WE_BSG();
virtual void pageIn();
virtual int warpStart();
virtual int warpFrame(float frametime);
virtual int warpShipClip();
virtual int warpShipClip(model_render_params *render_info);
virtual int warpShipRender();
virtual int warpEnd();
virtual int getWarpPosition(vec3d *output);
virtual int getWarpOrientation(matrix *output);
};
//********************-----CLASS: WE_Homeworld-----********************//
#define WE_HOMEWORLD_NUM_STAGES 6
class WE_Homeworld : public WarpEffect
{
private:
//Total data
int total_time_start;
int total_time_end;
//Stage data
int stage;
int stage_time_start;
int stage_time_end; // pops when ship is completely warped out or warped in. Used for both warp in and out.
//Data "storage"
int stage_duration[WE_HOMEWORLD_NUM_STAGES];
//anim
int anim;
int anim_nframes;
int anim_fps;
//sound
int snd;
float snd_range_factor;
game_snd *snd_gs;
//sweeper polygon and clip effect
vec3d pos;
vec3d fvec;
float width;
float width_full;
float height;
float height_full;
float z_offset_min;
float z_offset_max;
public:
WE_Homeworld(object *n_objp, int n_direction);
virtual ~WE_Homeworld();
virtual int warpStart();
virtual int warpFrame(float frametime);
virtual int warpShipClip();
virtual int warpShipClip(model_render_params *render_info);
virtual int warpShipRender();
virtual int warpEnd();
int getWarpPosition(vec3d *output);
int getWarpOrientation(matrix *output);
};
//********************-----CLASS: WE_Hyperspace----********************//
class WE_Hyperspace : public WarpEffect
{
private:
//Total data
int total_time_start;
int total_duration;
int total_time_end;
float accel_exp;
float decel_exp;
float initial_velocity;
//sweeper polygon and clip effect
vec3d pos_final;
float scale_factor;
public:
WE_Hyperspace(object *n_objp, int n_direction);
virtual int warpStart();
virtual int warpFrame(float frametime);
};
#endif