Files
fs2open.github.com/code/weapon/shockwave.cpp
T

841 lines
22 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 "weapon/shockwave.h"
#include "render/3d.h"
#include "weapon/weapon.h"
#include "ship/ship.h"
#include "io/timer.h"
#include "globalincs/linklist.h"
#include "ship/shiphit.h"
#include "gamesnd/gamesnd.h"
#include "asteroid/asteroid.h"
#include "object/object.h"
#include "model/modelrender.h"
// -----------------------------------------------------------
// Module-wide globals
// -----------------------------------------------------------
static char *Default_shockwave_2D_filename = "shockwave01";
static char *Default_shockwave_3D_filename = "shockwave.pof";
static int Default_shockwave_loaded = 0;
SCP_vector<shockwave_info> Shockwave_info;
shockwave Shockwaves[MAX_SHOCKWAVES];
shockwave Shockwave_list;
int Shockwave_inited = 0;
// -----------------------------------------------------------
// Function macros
// -----------------------------------------------------------
#define SW_INDEX(sw) (sw-Shockwaves)
// -----------------------------------------------------------
// Externals
// -----------------------------------------------------------
extern int Show_area_effect;
extern int Cmdline_nohtl;
extern int Cmdline_enable_3d_shockwave;
extern bool Cmdline_fb_explosions;
/**
* Call to create a shockwave
*
* @param parent_objnum object number of object spawning the shockwave
* @param pos vector specifing global position of shockwave center
* @param sci Shockwave info
* @param flag Flag settings
* @param delay delay in ms before the shockwave actually starts
*
* @return success object number of shockwave
* @return failure -1
*/
int shockwave_create(int parent_objnum, vec3d *pos, shockwave_create_info *sci, int flag, int delay)
{
int i, objnum, real_parent;
int info_index = -1, model_id = -1;
shockwave *sw;
matrix orient;
for (i = 0; i < MAX_SHOCKWAVES; i++) {
if ( !(Shockwaves[i].flags & SW_USED) )
break;
}
if (i == MAX_SHOCKWAVES)
return -1;
// try 2D shockwave first, then fall back to 3D, then fall back to default of either
// this should be pretty fool-proof and allow quick change between 2D and 3D effects
if ( strlen(sci->name) )
info_index = shockwave_load(sci->name, false);
if ( (info_index < 0) && strlen(sci->pof_name) )
info_index = shockwave_load(sci->pof_name, true);
if (info_index < 0) {
if ( (Shockwave_info[0].bitmap_id >= 0) || (Shockwave_info[0].model_id >= 0) ) {
info_index = 0;
model_id = Shockwave_info[0].model_id;
} else {
// crap, just bail
return -1;
}
} else {
model_id = Shockwave_info[info_index].model_id;
}
// real_parent is the guy who caused this shockwave to happen
if (parent_objnum == -1) { // Goober5000
real_parent = -1;
} else if ( Objects[parent_objnum].type == OBJ_WEAPON ){
real_parent = Objects[parent_objnum].parent;
} else {
real_parent = parent_objnum;
}
sw = &Shockwaves[i];
sw->model_id = model_id;
sw->flags = (SW_USED | flag);
sw->speed = sci->speed;
sw->inner_radius = sci->inner_rad;
sw->outer_radius = sci->outer_rad;
sw->damage = sci->damage;
sw->blast = sci->blast;
sw->radius = 1.0f;
sw->pos = *pos;
sw->num_objs_hit = 0;
sw->shockwave_info_index = info_index; // only one type for now... type could be passed is as a parameter
sw->current_bitmap = -1;
sw->time_elapsed=0.0f;
sw->delay_stamp = delay;
sw->rot_angles = sci->rot_angles;
sw->damage_type_idx = sci->damage_type_idx;
sw->total_time = sw->outer_radius / sw->speed;
if ( (parent_objnum != -1) && Objects[parent_objnum].type == OBJ_WEAPON ) { // Goober5000: allow -1
sw->weapon_info_index = Weapons[Objects[parent_objnum].instance].weapon_info_index;
}
else {
sw->weapon_info_index = -1;
}
orient = vmd_identity_matrix;
vm_angles_2_matrix(&orient, &sw->rot_angles);
objnum = obj_create( OBJ_SHOCKWAVE, real_parent, i, &orient, &sw->pos, sw->outer_radius, OF_RENDERS );
if ( objnum == -1 ){
Int3();
}
sw->objnum = objnum;
list_append(&Shockwave_list, sw);
return objnum;
}
/**
* Delete a shockwave
*
* @param objp pointer to shockwave object
*/
void shockwave_delete(object *objp)
{
Assert(objp->type == OBJ_SHOCKWAVE);
Assert(objp->instance >= 0 && objp->instance < MAX_SHOCKWAVES);
Shockwaves[objp->instance].flags = 0;
Shockwaves[objp->instance].objnum = -1;
list_remove(&Shockwave_list, &Shockwaves[objp->instance]);
}
/**
* Delete whole linked list
*/
void shockwave_delete_all()
{
shockwave *sw, *next;
sw = GET_FIRST(&Shockwave_list);
while ( sw != &Shockwave_list ) {
next = sw->next;
Assert(sw->objnum != -1);
Objects[sw->objnum].flags |= OF_SHOULD_BE_DEAD;
sw = next;
}
}
/**
* Set the correct frame of animation for the shockwave
*/
void shockwave_set_framenum(int index)
{
int framenum;
shockwave *sw;
shockwave_info *si;
Assert( (index >= 0) && (index < MAX_SHOCKWAVES) );
sw = &Shockwaves[index];
si = &Shockwave_info[sw->shockwave_info_index];
// skip this if it's a 3d shockwave since it won't have the maps managed here
if (si->bitmap_id < 0)
return;
framenum = fl2i(sw->time_elapsed / sw->total_time * si->num_frames + 0.5);
// ensure we don't go past the number of frames of animation
if ( framenum > (si->num_frames-1) ) {
framenum = (si->num_frames-1);
Objects[sw->objnum].flags |= OF_SHOULD_BE_DEAD;
}
if ( framenum < 0 ) {
framenum = 0;
}
sw->current_bitmap = si->bitmap_id + framenum;
}
/**
* Given a shockwave index and the number of frames in an animation return what
* the current frame # should be (for use with 3d shockwaves)
*/
int shockwave_get_framenum(int index, int num_frames)
{
int framenum;
shockwave *sw;
if ( (index < 0) || (index >= MAX_SHOCKWAVES) ) {
Int3();
return 0;
}
sw = &Shockwaves[index];
framenum = fl2i(sw->time_elapsed / sw->total_time * num_frames + 0.5);
// ensure we don't go past the number of frames of animation
if ( framenum > (num_frames-1) ) {
framenum = (num_frames-1);
Objects[sw->objnum].flags |= OF_SHOULD_BE_DEAD;
}
if ( framenum < 0 ) {
framenum = 0;
}
return framenum;
}
/**
* Simulate a single shockwave. If the shockwave radius exceeds outer_radius, then
* delete the shockwave.
*
* @param shockwave_objp object pointer that points to shockwave object
* @param frametime time to simulate shockwave
*/
void shockwave_move(object *shockwave_objp, float frametime)
{
shockwave *sw;
object *objp;
float blast,damage;
int i;
Assert(shockwave_objp->type == OBJ_SHOCKWAVE);
Assert(shockwave_objp->instance >= 0 && shockwave_objp->instance < MAX_SHOCKWAVES);
sw = &Shockwaves[shockwave_objp->instance];
// if the shockwave has a delay on it
if(sw->delay_stamp != -1){
if(timestamp_elapsed(sw->delay_stamp)){
sw->delay_stamp = -1;
} else {
return;
}
}
sw->time_elapsed += frametime;
shockwave_set_framenum(shockwave_objp->instance);
sw->radius += (frametime * sw->speed);
if ( sw->radius > sw->outer_radius ) {
sw->radius = sw->outer_radius;
shockwave_objp->flags |= OF_SHOULD_BE_DEAD;
return;
}
// blast ships and asteroids
// And (some) weapons
for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_ASTEROID) && (objp->type != OBJ_WEAPON)) {
continue;
}
if ( objp->type == OBJ_WEAPON ) {
// only apply to missiles with hitpoints
weapon_info* wip = &Weapon_info[Weapons[objp->instance].weapon_info_index];
if (wip->weapon_hitpoints <= 0 || !(wip->wi_flags2 & WIF2_TAKES_SHOCKWAVE_DAMAGE))
continue;
if (sw->weapon_info_index >= 0) {
if (Weapon_info[sw->weapon_info_index].wi_flags2 & WIF2_CIWS) {
continue;
}
}
}
if ( objp->type == OBJ_SHIP ) {
// don't blast navbuoys
if ( ship_get_SIF(objp->instance) & SIF_NAVBUOY ) {
continue;
}
}
// only apply damage to a ship once from a shockwave
for ( i = 0; i < sw->num_objs_hit; i++ ) {
if ( objp->signature == sw->obj_sig_hitlist[i] ){
break;
}
}
if ( i < sw->num_objs_hit ){
continue;
}
if ( weapon_area_calc_damage(objp, &sw->pos, sw->inner_radius, sw->outer_radius, sw->blast, sw->damage, &blast, &damage, sw->radius) == -1 ){
continue;
}
// okay, we have damage applied, record the object signature so we don't repeatedly apply damage
Assert(sw->num_objs_hit < SW_MAX_OBJS_HIT);
if ( sw->num_objs_hit >= SW_MAX_OBJS_HIT) {
sw->num_objs_hit--;
}
weapon_info* wip = NULL;
switch(objp->type) {
case OBJ_SHIP:
sw->obj_sig_hitlist[sw->num_objs_hit++] = objp->signature;
// If we're doing an AoE Electronics shockwave, do the electronics stuff. -MageKing17
if ( (sw->weapon_info_index >= 0) && (Weapon_info[sw->weapon_info_index].wi_flags3 & WIF3_AOE_ELECTRONICS) && !(objp->flags & OF_INVULNERABLE) ) {
weapon_do_electronics_effect(objp, &sw->pos, sw->weapon_info_index);
}
ship_apply_global_damage(objp, shockwave_objp, &sw->pos, damage );
weapon_area_apply_blast(NULL, objp, &sw->pos, blast, 1);
break;
case OBJ_ASTEROID:
asteroid_hit(objp, NULL, NULL, damage);
break;
case OBJ_WEAPON:
wip = &Weapon_info[Weapons[objp->instance].weapon_info_index];
if (wip->armor_type_idx >= 0)
damage = Armor_types[wip->armor_type_idx].GetDamage(damage, shockwave_get_damage_type_idx(shockwave_objp->instance),1.0f);
objp->hull_strength -= damage;
if (objp->hull_strength < 0.0f) {
Weapons[objp->instance].lifeleft = 0.01f;
Weapons[objp->instance].weapon_flags |= WF_DESTROYED_BY_WEAPON;
}
break;
default:
Int3();
break;
}
// If this shockwave hit the player, play shockwave impact sound
if ( objp == Player_obj ) {
float full_damage, vol_scale;
if (sw->weapon_info_index >= 0) {
full_damage = Weapon_info[sw->weapon_info_index].damage;
} else {
full_damage = sw->damage;
}
if (full_damage != 0.0f) {
vol_scale = MAX(0.4f, damage/full_damage);
} else {
vol_scale = 1.0f;
}
snd_play( &Snds[SND_SHOCKWAVE_IMPACT], 0.0f, vol_scale );
}
} // end for
}
/**
* Draw the shockwave identified by handle
*
* @param objp pointer to shockwave object
*/
void shockwave_render_DEPRECATED(object *objp)
{
shockwave *sw;
vertex p;
Assert(objp->type == OBJ_SHOCKWAVE);
Assert(objp->instance >= 0 && objp->instance < MAX_SHOCKWAVES);
memset(&p, 0, sizeof(p));
sw = &Shockwaves[objp->instance];
if( (sw->delay_stamp != -1) && !timestamp_elapsed(sw->delay_stamp)){
return;
}
if ( (sw->current_bitmap < 0) && (sw->model_id < 0) )
return;
// turn off fogging
if(The_mission.flags & MISSION_FLAG_FULLNEB){
gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0);
}
if (sw->model_id > -1) {
float model_Interp_scale_xyz = sw->radius / 50.0f;
model_set_warp_globals( model_Interp_scale_xyz, model_Interp_scale_xyz, model_Interp_scale_xyz, -1, 1.0f - (sw->radius/sw->outer_radius) );
float dist = vm_vec_dist_quick( &sw->pos, &Eye_position );
model_set_detail_level((int)(dist / (sw->radius * 10.0f)));
model_render_DEPRECATED( sw->model_id, &Objects[sw->objnum].orient, &sw->pos, MR_DEPRECATED_NO_LIGHTING | MR_DEPRECATED_NO_FOGGING | MR_DEPRECATED_NORMAL | MR_DEPRECATED_CENTER_ALPHA | MR_DEPRECATED_NO_CULL, sw->objnum);
model_set_warp_globals();
if(Cmdline_fb_explosions)
{
g3_transfer_vertex(&p, &sw->pos);
distortion_add_bitmap_rotated(
Shockwave_info[1].bitmap_id+shockwave_get_framenum(objp->instance, 94),
TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT | TMAP_FLAG_SOFT_QUAD | TMAP_FLAG_DISTORTION,
&p,
fl_radians(sw->rot_angles.p),
sw->radius,
((sw->time_elapsed/sw->total_time)>0.9f)?(1.0f-(sw->time_elapsed/sw->total_time))*10.0f:1.0f
);
}
}else{
if (!Cmdline_nohtl) {
g3_transfer_vertex(&p, &sw->pos);
} else {
g3_rotate_vertex(&p, &sw->pos);
}
if(Cmdline_fb_explosions)
{
distortion_add_bitmap_rotated(
sw->current_bitmap,
TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT | TMAP_FLAG_SOFT_QUAD | TMAP_FLAG_DISTORTION,
&p,
fl_radians(sw->rot_angles.p),
sw->radius,
((sw->time_elapsed/sw->total_time)>0.9f)?(1.0f-(sw->time_elapsed/sw->total_time))*10.0f:1.0f
);
}
batch_add_bitmap_rotated(
sw->current_bitmap,
TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT | TMAP_FLAG_SOFT_QUAD,
&p,
fl_radians(sw->rot_angles.p),
sw->radius
);
}
}
void shockwave_render(object *objp, draw_list *scene)
{
shockwave *sw;
vertex p;
Assert(objp->type == OBJ_SHOCKWAVE);
Assert(objp->instance >= 0 && objp->instance < MAX_SHOCKWAVES);
sw = &Shockwaves[objp->instance];
if( (sw->delay_stamp != -1) && !timestamp_elapsed(sw->delay_stamp)){
return;
}
if ( (sw->current_bitmap < 0) && (sw->model_id < 0) )
return;
if (sw->model_id > -1) {
vec3d scale;
scale.xyz.x = scale.xyz.y = scale.xyz.z = sw->radius / 50.0f;
model_render_params render_info;
render_info.set_warp_params(-1, 1.0f - (sw->radius/sw->outer_radius), scale);
float dist = vm_vec_dist_quick( &sw->pos, &Eye_position );
render_info.set_detail_level_lock((int)(dist / (sw->radius * 10.0f)));
render_info.set_flags(MR_NO_LIGHTING | MR_NO_FOGGING | MR_NORMAL | MR_CENTER_ALPHA | MR_NO_CULL | MR_NO_BATCH);
render_info.set_object_number(sw->objnum);
model_render_queue( &render_info, scene, sw->model_id, &Objects[sw->objnum].orient, &sw->pos);
if ( Cmdline_fb_explosions ) {
g3_transfer_vertex(&p, &sw->pos);
distortion_add_bitmap_rotated(
Shockwave_info[1].bitmap_id+shockwave_get_framenum(objp->instance, 94),
TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT | TMAP_FLAG_SOFT_QUAD | TMAP_FLAG_DISTORTION,
&p,
fl_radians(sw->rot_angles.p),
sw->radius,
((sw->time_elapsed/sw->total_time)>0.9f)?(1.0f-(sw->time_elapsed/sw->total_time))*10.0f:1.0f
);
}
} else {
if (!Cmdline_nohtl) {
g3_transfer_vertex(&p, &sw->pos);
} else {
g3_rotate_vertex(&p, &sw->pos);
}
if ( Cmdline_fb_explosions ) {
distortion_add_bitmap_rotated(
sw->current_bitmap,
TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT | TMAP_FLAG_SOFT_QUAD | TMAP_FLAG_DISTORTION,
&p,
fl_radians(sw->rot_angles.p),
sw->radius,
((sw->time_elapsed/sw->total_time)>0.9f)?(1.0f-(sw->time_elapsed/sw->total_time))*10.0f:1.0f
);
}
batch_add_bitmap_rotated(
sw->current_bitmap,
TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT | TMAP_FLAG_SOFT_QUAD,
&p,
fl_radians(sw->rot_angles.p),
sw->radius
);
}
}
/**
* Call to load a shockwave, or add it and then load it
*/
int shockwave_load(char *s_name, bool shock_3D)
{
size_t i;
int s_index = -1;
shockwave_info *si = NULL;
Assert( s_name );
// make sure that this is, or should be, valid
if ( !VALID_FNAME(s_name) )
return -1;
for (i = 0; i < Shockwave_info.size(); i++) {
if ( !stricmp(Shockwave_info[i].filename, s_name) ) {
s_index = i;
break;
}
}
if (s_index < 0) {
shockwave_info si_tmp;
strcpy_s(si_tmp.filename, s_name);
Shockwave_info.push_back( si_tmp );
s_index = (int)(Shockwave_info.size() - 1);
}
Assert( s_index >= 0 );
si = &Shockwave_info[s_index];
// make sure to only try loading the shockwave once
if ( (si->bitmap_id >= 0) || (si->model_id >= 0) )
return s_index;
if (shock_3D) {
si->model_id = model_load( si->filename, 0, NULL );
if ( si->model_id < 0 ) {
Shockwave_info.pop_back();
return -1;
}
} else {
si->bitmap_id = bm_load_animation( si->filename, &si->num_frames, &si->fps, NULL, 1 );
if ( si->bitmap_id < 0 ) {
Shockwave_info.pop_back();
return -1;
}
}
return s_index;
}
/**
* Call once at the start of each level (mission)
*/
void shockwave_level_init()
{
int i;
if ( !Default_shockwave_loaded ) {
i = -1;
// try and load in a 3d shockwave first if enabled
// Goober5000 - check for existence of file before trying to load it
// chief1983 - Spicious added this check for the command line option. I've modified the hardcoded "shockwave.pof" that existed in the check
// to use the static name instead, and added a check to override the command line if a 2d default filename is not found
// Note - The 3d shockwave flag is forced on by TBP's flag as of rev 4983
if ( Cmdline_enable_3d_shockwave && cf_exists_full(Default_shockwave_3D_filename, CF_TYPE_MODELS) ) {
mprintf(("SHOCKWAVE => Loading default shockwave model... \n"));
i = shockwave_load( Default_shockwave_3D_filename, true );
if (i >= 0)
mprintf(("SHOCKWAVE => Default model load: SUCCEEDED!!\n"));
else
mprintf(("SHOCKWAVE => Default model load: FAILED!! Falling back to 2D effect...\n"));
}
// next, try the 2d shockwave effect, unless the 3d effect was loaded
// chief1983 - added some messages similar to those for the 3d shockwave
if (i < 0 || Cmdline_fb_explosions) {
mprintf(("SHOCKWAVE => Loading default shockwave animation... \n"));
i = shockwave_load( Default_shockwave_2D_filename );
if (i >= 0)
mprintf(("SHOCKWAVE => Default animation load: SUCCEEDED!!\n"));
else
mprintf(("SHOCKWAVE => Default animation load: FAILED!! Checking if 3d effect was already tried...\n"));
}
// chief1983 - The first patch broke mods that don't provide a 2d shockwave or define a specific shockwave for each model/weapon (shame on them)
// The next patch involved a direct copy of the attempt above, with an i < 0 check in place of the command line check. I've taken that and modified it to
// spit out a more meaningful message. Might as well not bother trying again if the command line option was checked as it should have tried the first time through
if ( i < 0 && !Cmdline_enable_3d_shockwave && cf_exists_full(Default_shockwave_3D_filename, CF_TYPE_MODELS) ) {
mprintf(("SHOCKWAVE => Loading default shockwave model as last resort... \n"));
i = shockwave_load( Default_shockwave_3D_filename, true );
if (i >= 0)
mprintf(("SHOCKWAVE => Default model load: SUCCEEDED!!\n"));
else
mprintf(("SHOCKWAVE => Default model load: FAILED!! No effect loaded...\n"));
}
if (i < 0)
Error(LOCATION, "ERROR: Unable to open neither 3D nor 2D default shockwaves!!");
Default_shockwave_loaded = 1;
} else {
// have to make sure that the default 3D model is still valid and usable
// the 2D shockwave shouldn't need anything like this
if (Shockwave_info[0].model_id >= 0)
Shockwave_info[0].model_id = model_load( Default_shockwave_3D_filename, 0, NULL );
}
Assert( ((Shockwave_info[0].bitmap_id >= 0) || (Shockwave_info[0].model_id >= 0)) );
list_init(&Shockwave_list);
for ( i = 0; i < MAX_SHOCKWAVES; i++ ) {
Shockwaves[i].flags = 0;
Shockwaves[i].objnum = -1;
Shockwaves[i].model_id = -1;
}
Shockwave_inited = 1;
}
/**
* Call at the close of each level (mission)
*/
void shockwave_level_close()
{
if ( !Shockwave_inited )
return;
shockwave_delete_all();
size_t i;
// unload default shockwave, and erase all others
for (i = 0; i < Shockwave_info.size(); i++) {
if ( !i ) {
if (Shockwave_info[i].bitmap_id >= 0)
bm_unload( Shockwave_info[i].bitmap_id );
else if (Shockwave_info[i].model_id >= 0)
model_page_out_textures( Shockwave_info[i].model_id );
continue;
}
if (Shockwave_info[i].bitmap_id >= 0)
bm_release( Shockwave_info[i].bitmap_id );
if (Shockwave_info[i].model_id >= 0)
model_unload( Shockwave_info[i].model_id );
Shockwave_info.erase( Shockwave_info.begin() + i );
}
Shockwave_inited = 0;
}
/**
* Simulate all shockwaves in Shockwave_list
*
* @param frametime time for last frame in ms
*/
void shockwave_move_all(float frametime)
{
shockwave *sw, *next;
sw = GET_FIRST(&Shockwave_list);
while ( sw != &Shockwave_list ) {
next = sw->next;
Assert(sw->objnum != -1);
shockwave_move(&Objects[sw->objnum], frametime);
sw = next;
}
}
/**
* Render all shockwaves
*/
void shockwave_render_all()
{
shockwave *sw, *next;
sw = GET_FIRST(&Shockwave_list);
while ( sw != &Shockwave_list ) {
next = sw->next;
Assert(sw->objnum != -1);
shockwave_render_DEPRECATED(&Objects[sw->objnum]);
sw = next;
}
}
/**
* Return the weapon_info_index field for a shockwave
*/
int shockwave_get_weapon_index(int index)
{
Assert( (index >= 0) && (index < MAX_SHOCKWAVES) );
return Shockwaves[index].weapon_info_index;
}
/**
* Return the maximum radius for specified shockwave
*/
float shockwave_get_max_radius(int index)
{
Assert( (index >= 0) && (index < MAX_SHOCKWAVES) );
return Shockwaves[index].outer_radius;
}
/**
* Return the minimum radius for specified shockwave
*/
float shockwave_get_min_radius(int index)
{
Assert( (index >= 0) && (index < MAX_SHOCKWAVES) );
return Shockwaves[index].inner_radius;
}
/**
* Return the damage for specified shockwave
*/
float shockwave_get_damage(int index)
{
Assert( (index >= 0) && (index < MAX_SHOCKWAVES) );
return Shockwaves[index].damage;
}
/**
* Return the damage type for specified shockwave
*/
int shockwave_get_damage_type_idx(int index)
{
Assert( (index >= 0) && (index < MAX_SHOCKWAVES) );
return Shockwaves[index].damage_type_idx;
}
/**
* Return the flags for specified shockwave
*/
int shockwave_get_flags(int index)
{
Assert( (index >= 0) && (index < MAX_SHOCKWAVES) );
return Shockwaves[index].flags;
}
void shockwave_page_in()
{
size_t i;
// load in shockwaves
for (i = 0; i < Shockwave_info.size(); i++) {
if (Shockwave_info[i].bitmap_id >= 0) {
bm_page_in_texture( Shockwave_info[i].bitmap_id, Shockwave_info[i].num_frames );
} else if (Shockwave_info[i].model_id >= 0) {
// for a model we have to run model_load() on it again to make sure
// that it's ref_count is sane for this mission
int idx __attribute__((__unused__)) = model_load( Shockwave_info[i].filename, 0, NULL );
Assert( idx == Shockwave_info[i].model_id );
model_page_in_textures( Shockwave_info[i].model_id );
}
}
}
void shockwave_create_info_init(shockwave_create_info *sci)
{
sci->name[ 0 ] = '\0';
sci->pof_name[ 0 ] = '\0';
sci->inner_rad = sci->outer_rad = sci->damage = sci->blast = sci->speed = 0.0f;
sci->rot_angles.p = sci->rot_angles.b = sci->rot_angles.h = 0.0f;
sci->damage_type_idx = sci->damage_type_idx_sav = -1;
}
/**
* Loads a shockwave in preparation for a mission
*/
void shockwave_create_info_load(shockwave_create_info *sci)
{
int i = -1;
// shockwave_load() will return -1 if the filename is "none" or "<none>"
// checking for that case lets us handle a situation where a 2D shockwave
// of "none" was specified and a valid 3D shockwave was specified
if ( strlen(sci->name) )
i = shockwave_load(sci->name, false);
if ( (i < 0) && strlen(sci->pof_name) )
shockwave_load(sci->pof_name, true);
}