mirror of
https://github.com/scp-fs2open/fs2open.github.com.git
synced 2026-11-09 17:52:08 -10:00
364 lines
9.6 KiB
C++
364 lines
9.6 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.
|
|
*
|
|
*/
|
|
|
|
|
|
|
|
#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
|