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fs2open.github.com/code/asteroid/asteroid.cpp
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2067 lines
59 KiB
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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.
*
*/
#include "asteroid/asteroid.h"
#include "object/object.h"
#include "object/objcollide.h"
#include "freespace2/freespace.h"
#include "io/timer.h"
#include "render/3d.h"
#include "fireball/fireballs.h"
#include "gamesnd/gamesnd.h"
#include "particle/particle.h"
#include "globalincs/linklist.h"
#include "hud/hud.h"
#include "hud/hudescort.h"
#include "hud/hudgauges.h"
#include "ship/shiphit.h"
#include "math/staticrand.h"
#include "globalincs/systemvars.h"
#include "localization/localize.h"
#include "stats/scoring.h"
#include "hud/hudtarget.h"
#include "weapon/weapon.h"
#include "ship/ship.h"
#include "parse/parselo.h"
#include "math/vecmat.h"
#include "model/model.h"
#include "species_defs/species_defs.h"
#include "iff_defs/iff_defs.h"
#include "network/multiutil.h"
#include "network/multimsgs.h"
#include "network/multi.h"
#include "parse/scripting.h"
#define ASTEROID_OBJ_USED (1<<0) // flag used in asteroid_obj struct
#define MAX_ASTEROID_OBJS MAX_ASTEROIDS // max number of asteroids tracked in asteroid list
asteroid_obj Asteroid_objs[MAX_ASTEROID_OBJS]; // array used to store asteroid object indexes
asteroid_obj Asteroid_obj_list; // head of linked list of asteroid_obj structs
// used for randomly generating debris type when there are multiple sizes.
#define SMALL_DEBRIS_WEIGHT 8
#define MEDIUM_DEBRIS_WEIGHT 4
#define LARGE_DEBRIS_WEIGHT 1
int Asteroids_enabled = 1;
int Num_asteroids = 0;
int Asteroid_throw_objnum = -1; // Object index of ship to throw asteroids at.
int Next_asteroid_throw;
SCP_vector< asteroid_info > Asteroid_info;
asteroid Asteroids[MAX_ASTEROIDS];
asteroid_field Asteroid_field;
static int Asteroid_impact_explosion_ani;
static float Asteroid_impact_explosion_radius;
#define ASTEROID_CHECK_WRAP_TIMESTAMP 2000 // how often an asteroid gets checked for wrapping
#define ASTEROID_UPDATE_COLLIDE_TIMESTAMP 2000 // how often asteroid is checked for impending collisions with escort ships
#define ASTEROID_MIN_COLLIDE_TIME 24 // time in seconds to check for asteroid colliding
/**
* Force updating of pair stuff for asteroid *objp.
*/
void asteroid_update_collide(object *objp)
{
// Asteroid has wrapped, update collide objnum and flags
Asteroids[objp->instance].collide_objnum = -1;
Asteroids[objp->instance].collide_objsig = -1;
OBJ_RECALC_PAIRS(objp);
}
/**
* Clear out the ::Asteroid_obj_list
*/
void asteroid_obj_list_init()
{
int i;
list_init(&Asteroid_obj_list);
for ( i = 0; i < MAX_ASTEROID_OBJS; i++ ) {
Asteroid_objs[i].flags = 0;
}
}
/**
* Add a node from the Asteroid_obj_list.
* Only called from ::weapon_create()
*/
int asteroid_obj_list_add(int objnum)
{
int index;
asteroid *cur_asteroid = &Asteroids[Objects[objnum].instance];
index = cur_asteroid - Asteroids;
Assert(index >= 0 && index < MAX_ASTEROID_OBJS);
Assert(!(Asteroid_objs[index].flags & ASTEROID_OBJ_USED));
Asteroid_objs[index].flags = 0;
Asteroid_objs[index].objnum = objnum;
list_append(&Asteroid_obj_list, &Asteroid_objs[index]);
Asteroid_objs[index].flags |= ASTEROID_OBJ_USED;
return index;
}
/**
* Remove a node from the Asteroid_obj_list.
* Only called from ::weapon_delete()
*/
void asteroid_obj_list_remove(object * obj)
{
int index = obj->instance;
Assert(index >= 0 && index < MAX_ASTEROID_OBJS);
Assert(Asteroid_objs[index].flags & ASTEROID_OBJ_USED);
list_remove(&Asteroid_obj_list, &Asteroid_objs[index]);
Asteroid_objs[index].flags = 0;
}
/**
* Prevent speed from getting too huge so it's hard to catch up to an asteroid.
*/
float asteroid_cap_speed(int asteroid_info_index, float speed)
{
float max, double_max;
Assert( asteroid_info_index < (int)Asteroid_info.size() );
max = Asteroid_info[asteroid_info_index].max_speed;
double_max = max * 2;
while (speed > double_max){
speed *= 0.5f;
}
if (speed > max){
speed *= 0.75f;
}
return speed;
}
/**
* Returns whether position is inside inner bounding volume
*
* Sum together the following: 1 inside x, 2 inside y, 4 inside z
* inside only when sum = 7
*/
int asteroid_in_inner_bound_with_axes(asteroid_field *asfieldp, vec3d *pos, float delta)
{
Assert(asfieldp->has_inner_bound);
int rval = 0;
if ( (pos->xyz.x > asfieldp->inner_min_bound.xyz.x - delta) && (pos->xyz.x < asfieldp->inner_max_bound.xyz.x + delta) ) {
rval += 1;
}
if ( (pos->xyz.y > asfieldp->inner_min_bound.xyz.y - delta) && (pos->xyz.y < asfieldp->inner_max_bound.xyz.y + delta) ) {
rval += 2;
}
if ( (pos->xyz.z > asfieldp->inner_min_bound.xyz.z - delta) && (pos->xyz.z < asfieldp->inner_max_bound.xyz.z + delta) ) {
rval += 4;
}
return rval;
}
/**
* Check if asteroid is within inner bound
* @return 0 if not inside or no inner bound, 1 if inside inner bound
*/
int asteroid_in_inner_bound(asteroid_field *asfieldp, vec3d *pos, float delta) {
if (!asfieldp->has_inner_bound) {
return 0;
}
return (asteroid_in_inner_bound_with_axes(asfieldp, pos, delta) == 7);
}
/**
* Repositions asteroid outside the inner box on all 3 axes
*
* Moves to the other side of the inner box a distance delta from edge of box
*/
void inner_bound_pos_fixup(asteroid_field *asfieldp, vec3d *pos)
{
if (!asteroid_in_inner_bound(asfieldp, pos, 0)) {
return;
}
float dist1, dist2;
int axis;
for (axis=0; axis<3; axis++) {
dist1 = pos->a1d[axis] - asfieldp->inner_min_bound.a1d[axis];
dist2 = asfieldp->inner_max_bound.a1d[axis] - pos->a1d[axis];
Assert(dist1 >= 0 && dist2 >= 0);
if (dist1 < dist2) {
pos->a1d[axis] = asfieldp->inner_max_bound.a1d[axis] + dist1;
} else {
pos->a1d[axis] = asfieldp->inner_min_bound.a1d[axis] - dist2;
}
}
}
/**
* Create a single asteroid
*/
object *asteroid_create(asteroid_field *asfieldp, int asteroid_type, int asteroid_subtype)
{
int n, objnum;
matrix orient;
object *objp;
asteroid *asp;
asteroid_info *asip;
vec3d pos, delta_bound;
angles angs;
float radius;
ushort signature;
int rand_base;
// bogus
if(asfieldp == NULL) {
return NULL;
}
for (n=0; n<MAX_ASTEROIDS; n++) {
if (!(Asteroids[n].flags & AF_USED)) {
break;
}
}
if (n >= MAX_ASTEROIDS) {
nprintf(("Warning","Could not create asteroid, no more slots left\n"));
return NULL;
}
if((asteroid_type < 0) || (asteroid_type >= (((int)Species_info.size() + 1) * NUM_DEBRIS_SIZES))) {
return NULL;
}
if((asteroid_subtype < 0) || (asteroid_subtype >= NUM_DEBRIS_POFS)) {
return NULL;
}
// HACK: multiplayer asteroid subtype always 0 to keep subtype in sync
if ( Game_mode & GM_MULTIPLAYER) {
asteroid_subtype = 0;
}
asip = &Asteroid_info[asteroid_type];
// bogus
if(asip->modelp[asteroid_subtype] == NULL) {
return NULL;
}
asp = &Asteroids[n];
asp->asteroid_type = asteroid_type;
asp->asteroid_subtype = asteroid_subtype;
asp->flags = 0;
asp->flags |= AF_USED;
asp->check_for_wrap = timestamp_rand(0, ASTEROID_CHECK_WRAP_TIMESTAMP);
asp->check_for_collide = timestamp_rand(0, ASTEROID_UPDATE_COLLIDE_TIMESTAMP);
asp->final_death_time = timestamp(-1);
asp->collide_objnum = -1;
asp->collide_objsig = -1;
asp->target_objnum = -1;
radius = model_get_radius(asip->model_num[asteroid_subtype]);
vm_vec_sub(&delta_bound, &asfieldp->max_bound, &asfieldp->min_bound);
// for multiplayer, we want to do a static_rand so that everything behaves the same on all machines
signature = 0;
rand_base = 0;
if ( Game_mode & GM_NORMAL ) {
pos.xyz.x = asfieldp->min_bound.xyz.x + delta_bound.xyz.x * frand();
pos.xyz.y = asfieldp->min_bound.xyz.y + delta_bound.xyz.y * frand();
pos.xyz.z = asfieldp->min_bound.xyz.z + delta_bound.xyz.z * frand();
inner_bound_pos_fixup(asfieldp, &pos);
angs.p = frand() * PI2;
angs.b = frand() * PI2;
angs.h = frand() * PI2;
} else {
signature = multi_assign_network_signature( MULTI_SIG_ASTEROID );
rand_base = signature;
pos.xyz.x = asfieldp->min_bound.xyz.x + delta_bound.xyz.x * static_randf( rand_base++ );
pos.xyz.y = asfieldp->min_bound.xyz.y + delta_bound.xyz.y * static_randf( rand_base++ );
pos.xyz.z = asfieldp->min_bound.xyz.z + delta_bound.xyz.z * static_randf( rand_base++ );
inner_bound_pos_fixup(asfieldp, &pos);
angs.p = static_randf( rand_base++ ) * PI2;
angs.b = static_randf( rand_base++ ) * PI2;
angs.h = static_randf( rand_base++ ) * PI2;
}
vm_angles_2_matrix(&orient, &angs);
objnum = obj_create( OBJ_ASTEROID, -1, n, &orient, &pos, radius, OF_RENDERS | OF_PHYSICS | OF_COLLIDES);
if ( (objnum == -1) || (objnum >= MAX_OBJECTS) ) {
mprintf(("Couldn't create asteroid -- out of object slots\n"));
return NULL;
}
asp->objnum = objnum;
// Add to Asteroid_used_list
asteroid_obj_list_add(objnum);
objp = &Objects[objnum];
if ( Game_mode & GM_MULTIPLAYER ){
objp->net_signature = signature;
}
Num_asteroids++;
if (radius < 1.0) {
radius = 1.0f;
}
vec3d rotvel;
if ( Game_mode & GM_NORMAL ) {
vm_vec_rand_vec_quick(&rotvel);
vm_vec_scale(&rotvel, frand()/4.0f + 0.1f);
objp->phys_info.rotvel = rotvel;
vm_vec_rand_vec_quick(&objp->phys_info.vel);
} else {
static_randvec( rand_base++, &rotvel );
vm_vec_scale(&rotvel, static_randf(rand_base++)/4.0f + 0.1f);
objp->phys_info.rotvel = rotvel;
static_randvec( rand_base++, &objp->phys_info.vel );
}
float speed;
if ( Game_mode & GM_NORMAL ) {
speed = asteroid_cap_speed(asteroid_type, asfieldp->speed*frand_range(0.5f + (float) Game_skill_level/NUM_SKILL_LEVELS, 2.0f + (float) (2*Game_skill_level)/NUM_SKILL_LEVELS));
} else {
speed = asteroid_cap_speed(asteroid_type, asfieldp->speed*static_randf_range(rand_base++, 0.5f + (float) Game_skill_level/NUM_SKILL_LEVELS, 2.0f + (float) (2*Game_skill_level)/NUM_SKILL_LEVELS));
}
vm_vec_scale(&objp->phys_info.vel, speed);
objp->phys_info.desired_vel = objp->phys_info.vel;
// blow out his reverse thrusters. Or drag, same thing.
objp->phys_info.rotdamp = 10000.0f;
objp->phys_info.side_slip_time_const = 10000.0f;
objp->phys_info.flags |= (PF_REDUCED_DAMP | PF_DEAD_DAMP); // set damping equal for all axis and not changable
// Fill in the max_vel field, so the collision pair stuff knows
// how fast this can move maximum in order to throw out collisions.
// This is in local coordinates, so Z is forward velocity.
objp->phys_info.max_vel.xyz.x = 0.0f;
objp->phys_info.max_vel.xyz.y = 0.0f;
objp->phys_info.max_vel.xyz.z = vm_vec_mag(&objp->phys_info.desired_vel);
objp->phys_info.mass = asip->modelp[asteroid_subtype]->rad * 700.0f;
objp->phys_info.I_body_inv.vec.rvec.xyz.x = 1.0f / (objp->phys_info.mass*asip->modelp[asteroid_subtype]->rad);
objp->phys_info.I_body_inv.vec.uvec.xyz.y = objp->phys_info.I_body_inv.vec.rvec.xyz.x;
objp->phys_info.I_body_inv.vec.fvec.xyz.z = objp->phys_info.I_body_inv.vec.rvec.xyz.x;
objp->hull_strength = asip->initial_asteroid_strength * (0.8f + (float)Game_skill_level/NUM_SKILL_LEVELS)/2.0f;
// ensure vel is valid
Assert( !vm_is_vec_nan(&objp->phys_info.vel) );
return objp;
}
/**
* Create asteroids when parent_objp blows up.
*/
void asteroid_sub_create(object *parent_objp, int asteroid_type, vec3d *relvec)
{
object *new_objp;
float speed;
Assert(parent_objp->type == OBJ_ASTEROID);
int subtype = Asteroids[parent_objp->instance].asteroid_subtype;
new_objp = asteroid_create(&Asteroid_field, asteroid_type, subtype);
if (new_objp == NULL)
return;
if ( MULTIPLAYER_MASTER ){
send_asteroid_create( new_objp, parent_objp, asteroid_type, relvec );
}
// Now, bash some values.
vm_vec_scale_add(&new_objp->pos, &parent_objp->pos, relvec, 0.5f * parent_objp->radius);
float parent_speed = vm_vec_mag_quick(&parent_objp->phys_info.vel);
if ( parent_speed < 0.1f ) {
parent_speed = vm_vec_mag_quick(&Asteroid_field.vel);
}
new_objp->phys_info.vel = parent_objp->phys_info.vel;
if ( Game_mode & GM_NORMAL )
speed = asteroid_cap_speed(asteroid_type, (frand() + 2.0f) * parent_speed);
else
speed = asteroid_cap_speed(asteroid_type, (static_randf(new_objp->net_signature)+2.0f) * parent_speed);
vm_vec_scale_add2(&new_objp->phys_info.vel, relvec, speed);
if (vm_vec_mag_quick(&new_objp->phys_info.vel) > 80.0f)
vm_vec_scale(&new_objp->phys_info.vel, 0.5f);
new_objp->phys_info.desired_vel = new_objp->phys_info.vel;
vm_vec_scale_add(&new_objp->last_pos, &new_objp->pos, &new_objp->phys_info.vel, -flFrametime);
}
/**
* Load in an asteroid model
*/
void asteroid_load(int asteroid_info_index, int asteroid_subtype)
{
asteroid_info *asip;
Assert( asteroid_info_index < (int)Asteroid_info.size() );
Assert( asteroid_subtype < NUM_DEBRIS_POFS );
if ( (asteroid_info_index >= (int)Asteroid_info.size()) || (asteroid_subtype >= NUM_DEBRIS_POFS) ) {
return;
}
asip = &Asteroid_info[asteroid_info_index];
if ( !VALID_FNAME(asip->pof_files[asteroid_subtype]) )
return;
asip->model_num[asteroid_subtype] = model_load( asip->pof_files[asteroid_subtype], 0, NULL );
if (asip->model_num[asteroid_subtype] > -1) {
asip->modelp[asteroid_subtype] = model_get(asip->model_num[asteroid_subtype]);
// Stuff detail level distances.
for (int i = 0; i < asip->num_detail_levels; i++) {
asip->modelp[asteroid_subtype]->detail_depth[i] = i2fl(asip->detail_distance[i]);
}
}
}
/**
* Randomly choose a debris model within the current group
*/
int get_debris_from_same_group(int index) {
int group_base, group_offset;
group_base = (index / NUM_DEBRIS_SIZES) * NUM_DEBRIS_SIZES;
group_offset = index - group_base;
// group base + offset
// offset is formed by adding 1 or 2 (since 3 in model group) and mapping back in the 0-2 range
return group_base + ((group_offset + rand()%(NUM_DEBRIS_SIZES-1) + 1) % NUM_DEBRIS_SIZES);
}
/**
* Returns a weight that depends on asteroid size.
*
* The weight is then used to determine the frequencty of different sizes of ship debris
*/
int get_debris_weight(int ship_debris_index)
{
int size = ship_debris_index % NUM_DEBRIS_SIZES;
switch (size)
{
case ASTEROID_TYPE_SMALL:
return SMALL_DEBRIS_WEIGHT;
case ASTEROID_TYPE_MEDIUM:
return MEDIUM_DEBRIS_WEIGHT;
case ASTEROID_TYPE_LARGE:
return LARGE_DEBRIS_WEIGHT;
default:
Int3();
return 1;
}
}
/**
* Create all the asteroids for the mission
*/
void asteroid_create_all()
{
int i, idx;
// ship_debris_odds_table keeps track of debris type of the next debris piece
// each different type (size) of debris piece has a diffenent weight, smaller weighted more heavily than larger.
// choose next type from table ship_debris_odds_table by rand()%max_weighted_range,
// the threshold *below* which the debris type is selected.
struct {
int random_threshold;
int debris_type;
} ship_debris_odds_table[MAX_ACTIVE_DEBRIS_TYPES];
int max_weighted_range = 0;
if (!Asteroids_enabled)
return;
if (Asteroid_field.num_initial_asteroids <= 0 ) {
return;
}
int max_asteroids = Asteroid_field.num_initial_asteroids; // * (1.0f - 0.1f*(MAX_DETAIL_LEVEL-Detail.asteroid_density)));
int num_debris_types = 0;
// get number of ship debris types
if (Asteroid_field.debris_genre == DG_SHIP) {
for (idx=0; idx<MAX_ACTIVE_DEBRIS_TYPES; idx++) {
if (Asteroid_field.field_debris_type[idx] != -1) {
num_debris_types++;
}
}
// Calculate the odds table
for (idx=0; idx<num_debris_types; idx++) {
int debris_weight = get_debris_weight(Asteroid_field.field_debris_type[idx]);
ship_debris_odds_table[idx].random_threshold = max_weighted_range + debris_weight;
ship_debris_odds_table[idx].debris_type = Asteroid_field.field_debris_type[idx];
max_weighted_range += debris_weight;
}
}
// Load Asteroid/ship models
if (Asteroid_field.debris_genre == DG_SHIP) {
for (idx=0; idx<num_debris_types; idx++) {
asteroid_load(Asteroid_field.field_debris_type[idx], 0);
}
} else {
if (Asteroid_field.field_debris_type[0] != -1) {
asteroid_load(ASTEROID_TYPE_SMALL, 0);
asteroid_load(ASTEROID_TYPE_MEDIUM, 0);
asteroid_load(ASTEROID_TYPE_LARGE, 0);
}
if (Asteroid_field.field_debris_type[1] != -1) {
asteroid_load(ASTEROID_TYPE_SMALL, 1);
asteroid_load(ASTEROID_TYPE_MEDIUM, 1);
asteroid_load(ASTEROID_TYPE_LARGE, 1);
}
if (Asteroid_field.field_debris_type[2] != -1) {
asteroid_load(ASTEROID_TYPE_SMALL, 2);
asteroid_load(ASTEROID_TYPE_MEDIUM, 2);
asteroid_load(ASTEROID_TYPE_LARGE, 2);
}
}
// load all the asteroid/debris pieces
for (i=0; i<max_asteroids; i++) {
if (Asteroid_field.debris_genre == DG_ASTEROID) {
// For asteroid, load only large asteroids
// get a valid subtype
int subtype = rand() % NUM_DEBRIS_POFS;
while (Asteroid_field.field_debris_type[subtype] == -1) {
subtype = (subtype + 1) % NUM_DEBRIS_POFS;
}
asteroid_create(&Asteroid_field, ASTEROID_TYPE_LARGE, subtype);
} else {
Assert(num_debris_types > 0);
int rand_choice = rand() % max_weighted_range;
for (idx=0; idx<MAX_ACTIVE_DEBRIS_TYPES; idx++) {
// for ship debris, choose type according to odds table
if (rand_choice < ship_debris_odds_table[idx].random_threshold) {
asteroid_create(&Asteroid_field, ship_debris_odds_table[idx].debris_type, 0);
break;
}
}
}
}
}
/**
* Init asteriod system for the level, called from ::game_level_init()
*/
void asteroid_level_init()
{
Asteroid_field.num_initial_asteroids=0;
Num_asteroids = 0;
Next_asteroid_throw = timestamp(1);
asteroid_obj_list_init();
SCP_vector<asteroid_info>::iterator ast;
for (ast = Asteroid_info.begin(); ast != Asteroid_info.end(); ++ast)
ast->damage_type_idx = ast->damage_type_idx_sav;
}
/**
* Should asteroid wrap from one end of the asteroid field to the other.
* Multiplayer clients will always return 0 from this function. We will force a wrap on the clients when server tells us
*
* @return !0 if asteroid should be wrapped, 0 otherwise.
*/
int asteroid_should_wrap(object *objp, asteroid_field *asfieldp)
{
if ( MULTIPLAYER_CLIENT )
return 0;
if (objp->pos.xyz.x < asfieldp->min_bound.xyz.x) {
return 1;
}
if (objp->pos.xyz.y < asfieldp->min_bound.xyz.y) {
return 1;
}
if (objp->pos.xyz.z < asfieldp->min_bound.xyz.z) {
return 1;
}
if (objp->pos.xyz.x > asfieldp->max_bound.xyz.x) {
return 1;
}
if (objp->pos.xyz.y > asfieldp->max_bound.xyz.y) {
return 1;
}
if (objp->pos.xyz.z > asfieldp->max_bound.xyz.z) {
return 1;
}
// check against inner bound
if (asfieldp->has_inner_bound) {
if ( (objp->pos.xyz.x > asfieldp->inner_min_bound.xyz.x) && (objp->pos.xyz.x < asfieldp->inner_max_bound.xyz.x)
&& (objp->pos.xyz.y > asfieldp->inner_min_bound.xyz.y) && (objp->pos.xyz.y < asfieldp->inner_max_bound.xyz.y)
&& (objp->pos.xyz.z > asfieldp->inner_min_bound.xyz.z) && (objp->pos.xyz.z < asfieldp->inner_max_bound.xyz.z) ) {
return 1;
}
}
return 0;
}
/**
* Wrap an asteroid from one end of the asteroid field to the other
*/
void asteroid_wrap_pos(object *objp, asteroid_field *asfieldp)
{
if (objp->pos.xyz.x < asfieldp->min_bound.xyz.x) {
objp->pos.xyz.x = asfieldp->max_bound.xyz.x + (objp->pos.xyz.x - asfieldp->min_bound.xyz.x);
}
if (objp->pos.xyz.y < asfieldp->min_bound.xyz.y) {
objp->pos.xyz.y = asfieldp->max_bound.xyz.y + (objp->pos.xyz.y - asfieldp->min_bound.xyz.y);
}
if (objp->pos.xyz.z < asfieldp->min_bound.xyz.z) {
objp->pos.xyz.z = asfieldp->max_bound.xyz.z + (objp->pos.xyz.z - asfieldp->min_bound.xyz.z);
}
if (objp->pos.xyz.x > asfieldp->max_bound.xyz.x) {
objp->pos.xyz.x = asfieldp->min_bound.xyz.x + (objp->pos.xyz.x - asfieldp->max_bound.xyz.x);
}
if (objp->pos.xyz.y > asfieldp->max_bound.xyz.y) {
objp->pos.xyz.y = asfieldp->min_bound.xyz.y + (objp->pos.xyz.y - asfieldp->max_bound.xyz.y);
}
if (objp->pos.xyz.z > asfieldp->max_bound.xyz.z) {
objp->pos.xyz.z = asfieldp->min_bound.xyz.z + (objp->pos.xyz.z - asfieldp->max_bound.xyz.z);
}
// wrap on inner bound, check all 3 axes as needed, use of rand ok for multiplayer with send_asteroid_throw()
inner_bound_pos_fixup(asfieldp, &objp->pos);
}
/**
* Is asteroid targeted?
*
* @return !0 if this asteroid is a target for any ship, otherwise return 0
*/
int asteroid_is_targeted(object *objp)
{
ship_obj *so;
object *ship_objp;
int asteroid_obj_index;
asteroid_obj_index=OBJ_INDEX(objp);
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
ship_objp = &Objects[so->objnum];
if ( Ai_info[Ships[ship_objp->instance].ai_index].target_objnum == asteroid_obj_index ) {
return 1;
}
}
return 0;
}
/**
* Create an asteroid that will hit object *objp in delta_time seconds
*/
void asteroid_aim_at_target(object *objp, object *asteroid_objp, float delta_time)
{
vec3d predicted_center_pos;
vec3d rand_vec;
float speed;
vm_vec_scale_add(&predicted_center_pos, &objp->pos, &objp->phys_info.vel, delta_time);
vm_vec_rand_vec_quick(&rand_vec);
vm_vec_scale_add2(&predicted_center_pos, &rand_vec, objp->radius/2.0f);
vm_vec_add2(&rand_vec, &objp->orient.vec.fvec);
if (vm_vec_mag_quick(&rand_vec) < 0.1f)
vm_vec_add2(&rand_vec, &objp->orient.vec.rvec);
vm_vec_normalize(&rand_vec);
speed = Asteroid_info[0].max_speed * (frand()/2.0f + 0.5f);
vm_vec_copy_scale(&asteroid_objp->phys_info.vel, &rand_vec, -speed);
asteroid_objp->phys_info.desired_vel = asteroid_objp->phys_info.vel;
vm_vec_scale_add(&asteroid_objp->pos, &predicted_center_pos, &asteroid_objp->phys_info.vel, -delta_time);
vm_vec_scale_add(&asteroid_objp->last_pos, &asteroid_objp->pos, &asteroid_objp->phys_info.vel, -flFrametime);
}
/**
* Call once per frame to maybe throw an asteroid at a ship.
*
* @param count asteroids already targeted on
*/
void maybe_throw_asteroid(int count)
{
if (!timestamp_elapsed(Next_asteroid_throw)) {
return;
}
if (Asteroid_throw_objnum == -1) {
return;
}
nprintf(("AI", "Incoming asteroids: %i\n", count));
if (count > The_mission.ai_profile->max_incoming_asteroids[Game_skill_level])
return;
Next_asteroid_throw = timestamp(1000 + 1200 * count/(Game_skill_level+1));
ship_obj *so;
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
object *A = &Objects[so->objnum];
if (so->objnum == Asteroid_throw_objnum) {
int subtype = rand() % NUM_DEBRIS_POFS;
while (Asteroid_field.field_debris_type[subtype] == -1) {
subtype = (subtype + 1) % NUM_DEBRIS_POFS;
}
object *objp = asteroid_create(&Asteroid_field, ASTEROID_TYPE_LARGE, subtype);
if (objp != NULL) {
asteroid_aim_at_target(A, objp, ASTEROID_MIN_COLLIDE_TIME + frand() * 20.0f);
// if asteroid is inside inner bound, kill it
if (asteroid_in_inner_bound(&Asteroid_field, &objp->pos, 0.0f)) {
objp->flags |= OF_SHOULD_BE_DEAD;
} else {
Asteroids[objp->instance].target_objnum = so->objnum;
if ( MULTIPLAYER_MASTER ) {
send_asteroid_throw( objp );
}
}
}
return;
}
}
}
/**
* Delete asteroid from ::Asteroid_used_list
*/
void asteroid_delete( object * obj )
{
int num;
asteroid *asp;
num = obj->instance;
Assert( Asteroids[num].objnum == OBJ_INDEX(obj));
asp = &Asteroids[num];
Assert( Num_asteroids >= 0 );
asp->flags = 0;
Num_asteroids--;
asteroid_obj_list_remove( obj );
}
/**
* See if we should reposition the asteroid.
* Only reposition if oustide the bounding volume and the player isn't looking towards the asteroid.
*/
void asteroid_maybe_reposition(object *objp, asteroid_field *asfieldp)
{
// passive field does not wrap
if (asfieldp->field_type == FT_PASSIVE) {
return;
}
if ( asteroid_should_wrap(objp, asfieldp) ) {
vec3d vec_to_asteroid, old_asteroid_pos, old_vel;
float dot, dist;
old_asteroid_pos = objp->pos;
old_vel = objp->phys_info.vel;
// don't wrap asteroid if it is a target of some ship
if ( !asteroid_is_targeted(objp) ) {
// only wrap if player won't see asteroid disappear/reverse direction
dist = vm_vec_normalized_dir(&vec_to_asteroid, &objp->pos, &Eye_position);
dot = vm_vec_dot(&Eye_matrix.vec.fvec, &vec_to_asteroid);
if ((dot < 0.7f) || (dist > 3000.0f)) {
if (Num_asteroids > MAX_ASTEROIDS-10) {
objp->flags |= OF_SHOULD_BE_DEAD;
} else {
// check to ensure player won't see asteroid appear either
asteroid_wrap_pos(objp, asfieldp);
Asteroids[objp->instance].target_objnum = -1;
vm_vec_normalized_dir(&vec_to_asteroid, &objp->pos, &Eye_position);
dot = vm_vec_dot(&Eye_matrix.vec.fvec, &vec_to_asteroid);
dist = vm_vec_dist_quick(&objp->pos, &Eye_position);
if (( dot > 0.7f) && (dist < 3000.0f)) {
// player would see asteroid pop out other side, so reverse velocity instead of wrapping
objp->pos = old_asteroid_pos;
vm_vec_copy_scale(&objp->phys_info.vel, &old_vel, -1.0f);
objp->phys_info.desired_vel = objp->phys_info.vel;
Asteroids[objp->instance].target_objnum = -1;
}
// update last pos (after vel is known)
vm_vec_scale_add(&objp->last_pos, &objp->pos, &objp->phys_info.vel, -flFrametime);
asteroid_update_collide(objp);
if ( MULTIPLAYER_MASTER )
send_asteroid_throw( objp );
}
}
}
}
}
void lerp(float *goal, float f1, float f2, float scale)
{
*goal = (f2 - f1) * scale + f1;
}
void asteroid_process_pre( object *objp, float frame_time)
{
if (Asteroids_enabled) {
// Make vel chase desired_vel
lerp(&objp->phys_info.vel.xyz.x, objp->phys_info.vel.xyz.x, objp->phys_info.desired_vel.xyz.x, flFrametime);
lerp(&objp->phys_info.vel.xyz.y, objp->phys_info.vel.xyz.y, objp->phys_info.desired_vel.xyz.y, flFrametime);
lerp(&objp->phys_info.vel.xyz.z, objp->phys_info.vel.xyz.z, objp->phys_info.desired_vel.xyz.z, flFrametime);
}
}
int asteroid_check_collision(object *pasteroid, object *other_obj, vec3d *hitpos, collision_info_struct *asteroid_hit_info)
{
if (!Asteroids_enabled) {
return 0;
}
mc_info mc;
int num, asteroid_subtype;
Assert( pasteroid->type == OBJ_ASTEROID );
num = pasteroid->instance;
Assert( num >= 0 );
Assert( Asteroids[num].objnum == OBJ_INDEX(pasteroid));
asteroid_subtype = Asteroids[num].asteroid_subtype;
// asteroid_hit_info NULL -- asteroid-weapon collision
if ( asteroid_hit_info == NULL ) {
// asteroid weapon collision
Assert( other_obj->type == OBJ_WEAPON );
mc.model_instance_num = -1;
mc.model_num = Asteroid_info[Asteroids[num].asteroid_type].model_num[asteroid_subtype]; // Fill in the model to check
model_clear_instance( mc.model_num );
mc.orient = &pasteroid->orient; // The object's orient
mc.pos = &pasteroid->pos; // The object's position
mc.p0 = &other_obj->last_pos; // Point 1 of ray to check
mc.p1 = &other_obj->pos; // Point 2 of ray to check
mc.flags = (MC_CHECK_MODEL);
if (model_collide(&mc))
*hitpos = mc.hit_point_world;
return mc.num_hits;
}
// asteroid ship collision -- use asteroid_hit_info to calculate physics
object *ship_obj = other_obj;
Assert( ship_obj->type == OBJ_SHIP );
object* heavy = asteroid_hit_info->heavy;
object* light = asteroid_hit_info->light;
object *heavy_obj = heavy;
object *light_obj = light;
vec3d zero, p0, p1;
vm_vec_zero( &zero );
vm_vec_sub( &p0, &light->last_pos, &heavy->last_pos );
vm_vec_sub( &p1, &light->pos, &heavy->pos );
mc.pos = &zero; // The object's position
mc.p0 = &p0; // Point 1 of ray to check
mc.p1 = &p1; // Point 2 of ray to check
// find the light object's position in the heavy object's reference frame at last frame and also in this frame.
vec3d p0_temp, p0_rotated;
// Collision detection from rotation enabled if at rotaion is less than 30 degree in frame
// This should account for all ships
if ( (vm_vec_mag_squared( &heavy->phys_info.rotvel ) * flFrametime*flFrametime) < (PI*PI/36) ) {
// collide_rotate calculate (1) start position and (2) relative velocity
asteroid_hit_info->collide_rotate = 1;
vm_vec_rotate( &p0_temp, &p0, &heavy->last_orient );
vm_vec_unrotate( &p0_rotated, &p0_temp, &heavy->orient );
mc.p0 = &p0_rotated; // Point 1 of ray to check
vm_vec_sub( &asteroid_hit_info->light_rel_vel, &p1, &p0_rotated );
vm_vec_scale( &asteroid_hit_info->light_rel_vel, 1/flFrametime );
// HACK - this applies to big ships warping in/out of asteroid fields - not sure what it does
if (vm_vec_mag(&asteroid_hit_info->light_rel_vel) > 300) {
asteroid_hit_info->collide_rotate = 0;
vm_vec_sub( &asteroid_hit_info->light_rel_vel, &light->phys_info.vel, &heavy->phys_info.vel );
}
} else {
asteroid_hit_info->collide_rotate = 0;
vm_vec_sub( &asteroid_hit_info->light_rel_vel, &light->phys_info.vel, &heavy->phys_info.vel );
}
int mc_ret_val = 0;
if ( asteroid_hit_info->heavy == ship_obj ) { // ship is heavier, so asteroid is sphere. Check sphere collision against ship poly model
mc.model_instance_num = Ships[ship_obj->instance].model_instance_num;
mc.model_num = Ship_info[Ships[ship_obj->instance].ship_info_index].model_num; // Fill in the model to check
mc.orient = &ship_obj->orient; // The object's orient
mc.radius = pasteroid->radius;
mc.flags = (MC_CHECK_MODEL | MC_CHECK_SPHERELINE);
// copy important data
int copy_flags = mc.flags; // make a copy of start end positions of sphere in big ship RF
vec3d copy_p0, copy_p1;
copy_p0 = *mc.p0;
copy_p1 = *mc.p1;
// first test against the sphere - if this fails then don't do any submodel tests
mc.flags = MC_ONLY_SPHERE | MC_CHECK_SPHERELINE;
SCP_vector<int> submodel_vector;
polymodel *pm;
polymodel_instance *pmi;
if (model_collide(&mc)) {
// Set earliest hit time
asteroid_hit_info->hit_time = FLT_MAX;
// Do collision the cool new way
if ( asteroid_hit_info->collide_rotate ) {
// We collide with the sphere, find the list of rotating submodels and test one at a time
model_get_rotating_submodel_list(&submodel_vector, heavy_obj);
// Get polymodel and turn off all rotating submodels, collide against only 1 at a time.
pm = model_get(Ship_info[Ships[heavy_obj->instance].ship_info_index].model_num);
pmi = model_get_instance(Ships[ship_obj->instance].model_instance_num);
// turn off all rotating submodels and test for collision
for (size_t j=0; j<submodel_vector.size(); j++) {
pmi->submodel[submodel_vector[j]].collision_checked = true;
}
// reset flags to check MC_CHECK_MODEL | MC_CHECK_SPHERELINE and maybe MC_CHECK_INVISIBLE_FACES and MC_SUBMODEL_INSTANCE
mc.flags = copy_flags | MC_SUBMODEL_INSTANCE;
// check each submodel in turn
for (size_t i=0; i<submodel_vector.size(); i++) {
// turn on submodel for collision test
pmi->submodel[submodel_vector[i]].collision_checked = false;
// set angles for last frame (need to set to prev to get p0)
angles copy_angles = pmi->submodel[submodel_vector[i]].angs;
// find the start and end positions of the sphere in submodel RF
pmi->submodel[submodel_vector[i]].angs = pmi->submodel[submodel_vector[i]].prev_angs;
world_find_model_instance_point(&p0, &light_obj->last_pos, pm, pmi, submodel_vector[i], &heavy_obj->last_orient, &heavy_obj->last_pos);
pmi->submodel[submodel_vector[i]].angs = copy_angles;
world_find_model_instance_point(&p1, &light_obj->pos, pm, pmi, submodel_vector[i], &heavy_obj->orient, &heavy_obj->pos);
mc.p0 = &p0;
mc.p1 = &p1;
mc.orient = &vmd_identity_matrix;
mc.submodel_num = submodel_vector[i];
if ( model_collide(&mc) ) {
if ( mc.hit_dist < asteroid_hit_info->hit_time ) {
mc_ret_val = 1;
// set up asteroid_hit_info common
set_hit_struct_info(asteroid_hit_info, &mc, SUBMODEL_ROT_HIT);
// set up asteroid_hit_info for rotating submodel
if (asteroid_hit_info->edge_hit == 0) {
model_instance_find_obj_dir(&asteroid_hit_info->collision_normal, &mc.hit_normal, heavy_obj, mc.hit_submodel);
}
// find position in submodel RF of light object at collison
vec3d int_light_pos, diff;
vm_vec_sub(&diff, mc.p1, mc.p0);
vm_vec_scale_add(&int_light_pos, mc.p0, &diff, mc.hit_dist);
model_instance_find_world_point(&asteroid_hit_info->light_collision_cm_pos, &int_light_pos, mc.model_num, mc.model_instance_num, mc.hit_submodel, &heavy_obj->orient, &zero);
}
}
// Don't look at this submodel again
pmi->submodel[submodel_vector[i]].collision_checked = true;
}
}
// Recover and do usual ship_ship collision, but without rotating submodels
mc.flags = copy_flags;
*mc.p0 = copy_p0;
*mc.p1 = copy_p1;
mc.orient = &heavy_obj->orient;
// usual ship_ship collision test
if ( model_collide(&mc) ) {
// check if this is the earliest hit
if (mc.hit_dist < asteroid_hit_info->hit_time) {
mc_ret_val = 1;
set_hit_struct_info(asteroid_hit_info, &mc, SUBMODEL_NO_ROT_HIT);
// get collision normal if not edge hit
if (asteroid_hit_info->edge_hit == 0) {
model_instance_find_obj_dir(&asteroid_hit_info->collision_normal, &mc.hit_normal, heavy_obj, mc.hit_submodel);
}
// find position in submodel RF of light object at collison
vec3d diff;
vm_vec_sub(&diff, mc.p1, mc.p0);
vm_vec_scale_add(&asteroid_hit_info->light_collision_cm_pos, mc.p0, &diff, mc.hit_dist);
}
}
}
} else {
// Asteroid is heavier obj
mc.model_instance_num = -1;
mc.model_num = Asteroid_info[Asteroids[num].asteroid_type].model_num[asteroid_subtype]; // Fill in the model to check
model_clear_instance( mc.model_num );
mc.orient = &pasteroid->orient; // The object's orient
mc.radius = model_get_core_radius(Ship_info[Ships[ship_obj->instance].ship_info_index].model_num);
// check for collision between asteroid model and ship sphere
mc.flags = (MC_CHECK_MODEL | MC_CHECK_SPHERELINE);
mc_ret_val = model_collide(&mc);
if (mc_ret_val) {
set_hit_struct_info(asteroid_hit_info, &mc, SUBMODEL_NO_ROT_HIT);
// set normal if not edge hit
if ( !asteroid_hit_info->edge_hit ) {
vm_vec_unrotate(&asteroid_hit_info->collision_normal, &mc.hit_normal, &heavy->orient);
}
// find position in submodel RF of light object at collison
vec3d diff;
vm_vec_sub(&diff, mc.p1, mc.p0);
vm_vec_scale_add(&asteroid_hit_info->light_collision_cm_pos, mc.p0, &diff, mc.hit_dist);
}
}
if ( mc_ret_val ) {
// SET PHYSICS PARAMETERS
// already have (hitpos - heavy) and light_cm_pos
// get heavy cm pos - already have light_cm_pos
asteroid_hit_info->heavy_collision_cm_pos = zero;
// get r_heavy and r_light
asteroid_hit_info->r_heavy = asteroid_hit_info->hit_pos;
vm_vec_sub(&asteroid_hit_info->r_light, &asteroid_hit_info->hit_pos, &asteroid_hit_info->light_collision_cm_pos);
// set normal for edge hit
if ( asteroid_hit_info->edge_hit ) {
vm_vec_copy_normalize(&asteroid_hit_info->collision_normal, &asteroid_hit_info->r_light);
vm_vec_negate(&asteroid_hit_info->collision_normal);
}
// get world hitpos
vm_vec_add(hitpos, &asteroid_hit_info->heavy->pos, &asteroid_hit_info->r_heavy);
return 1;
} else {
// no hit
return 0;
}
}
void asteroid_render(object * obj)
{
if (Asteroids_enabled) {
int num;
polymodel *pm;
asteroid *asp;
pm = NULL;
num = obj->instance;
Assert((num >= 0) && (num < MAX_ASTEROIDS));
asp = &Asteroids[num];
Assert( asp->flags & AF_USED );
model_clear_instance( Asteroid_info[asp->asteroid_type].model_num[asp->asteroid_subtype]);
model_render(Asteroid_info[asp->asteroid_type].model_num[asp->asteroid_subtype], &obj->orient, &obj->pos, MR_NORMAL|MR_IS_ASTEROID, OBJ_INDEX(obj) ); // Replace MR_NORMAL with 0x07 for big yellow blobs
}
}
/**
* Create a normalized vector generally in the direction from *hitpos to other_obj->pos
*/
void asc_get_relvec(vec3d *relvec, object *other_obj, vec3d *hitpos)
{
vec3d tvec, rand_vec;
int count = 0;
vm_vec_normalized_dir(&tvec, &other_obj->pos, hitpos);
// Try up to three times to get a good vector.
while (count++ < 3) {
vm_vec_rand_vec_quick(&rand_vec);
vm_vec_add(relvec, &tvec, &rand_vec);
float mag = vm_vec_mag_quick(relvec);
if ((mag > 0.2f) && (mag < 1.7f))
break;
}
vm_vec_normalize_quick(relvec);
}
/**
* Return multiplier on asteroid radius for fireball
*/
float asteroid_get_fireball_scale_multiplier(int num)
{
if (Asteroids[num].flags & AF_USED) {
switch(Asteroids[num].asteroid_type) {
case ASTEROID_TYPE_LARGE:
return 1.5f;
break;
default:
return 1.0f;
break;
}
}
Int3(); // this should not happen. asteroid should be used.
return 1.0f;
}
/**
* Create asteroid explosion
* @return expected time for explosion anim to last, in seconds
*/
float asteroid_create_explosion(object *objp)
{
int fireball_objnum;
float explosion_life, fireball_scale_multiplier;
fireball_scale_multiplier = asteroid_get_fireball_scale_multiplier(objp->instance);
fireball_objnum = fireball_create( &objp->pos, FIREBALL_ASTEROID, FIREBALL_LARGE_EXPLOSION, OBJ_INDEX(objp), objp->radius*fireball_scale_multiplier, 0, &objp->phys_info.vel );
if ( fireball_objnum > -1 ) {
explosion_life = fireball_lifeleft(&Objects[fireball_objnum]);
} else {
explosion_life = 0.0f;
}
return explosion_life;
}
/**
* Play sound when asteroid explodes
*/
void asteriod_explode_sound(object *objp, int type, int play_loud)
{
int sound_index = -1;
float range_factor = 1.0f; // how many times sound should traver farther than normal
if (type % NUM_DEBRIS_SIZES <= 1)
{
sound_index = SND_ASTEROID_EXPLODE_SMALL;
range_factor = 5.0;
}
else
{
sound_index = SND_ASTEROID_EXPLODE_LARGE;
range_factor = 10.0f;
}
Assert(sound_index != -1);
if ( !play_loud ) {
range_factor = 1.0f;
}
snd_play_3d( &Snds[sound_index], &objp->pos, &Eye_position, objp->radius, NULL, 0, 1.0f, SND_PRIORITY_MUST_PLAY, NULL, range_factor );
}
/**
* Do the area effect for an asteroid exploding
*
* @param asteroid_objp object pointer to asteriod causing explosion
*/
void asteroid_do_area_effect(object *asteroid_objp)
{
object *ship_objp;
float damage, blast;
ship_obj *so;
asteroid *asp;
asteroid_info *asip;
asp = &Asteroids[asteroid_objp->instance];
asip = &Asteroid_info[asp->asteroid_type];
if ( asip->damage <= 0 ) { // do a quick out if there is no damage to apply
return;
}
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
ship_objp = &Objects[so->objnum];
// don't blast navbuoys
if ( ship_get_SIF(ship_objp->instance) & SIF_NAVBUOY ) {
continue;
}
if ( weapon_area_calc_damage(ship_objp, &asteroid_objp->pos, asip->inner_rad, asip->outer_rad, asip->blast, asip->damage, &blast, &damage, asip->outer_rad) == -1 )
continue;
ship_apply_global_damage(ship_objp, asteroid_objp, &asteroid_objp->pos, damage );
weapon_area_apply_blast(NULL, ship_objp, &asteroid_objp->pos, blast, 0);
} // end for
}
/**
* Upon asteroid asteroid_obj being hit. Apply damage and maybe make it break into smaller asteroids.
*
* @param asteroid_obj pointer to asteroid object getting hit
* @param other_obj object that hit asteroid, can be NULL if asteroid hit by area effect
* @param hitpos world position asteroid was hit, can be NULL if hit by area effect
* @param damage amount of damage to apply to asteroid
*/
void asteroid_hit( object * asteroid_obj, object * other_obj, vec3d * hitpos, float damage )
{
float explosion_life;
asteroid *asp;
asp = &Asteroids[asteroid_obj->instance];
if (asteroid_obj->flags & OF_SHOULD_BE_DEAD){
return;
}
if ( MULTIPLAYER_MASTER ){
send_asteroid_hit( asteroid_obj, other_obj, hitpos, damage );
}
asteroid_obj->hull_strength -= damage;
if (asteroid_obj->hull_strength < 0.0f) {
if ( asp->final_death_time <= 0 ) {
int play_loud_collision = 0;
explosion_life = asteroid_create_explosion(asteroid_obj);
asteriod_explode_sound(asteroid_obj, asp->asteroid_type, play_loud_collision);
asteroid_do_area_effect(asteroid_obj);
asp->final_death_time = timestamp( fl2i(explosion_life*1000.0f)/5 ); // Wait till 30% of vclip time before breaking the asteroid up.
if ( hitpos ) {
asp->death_hit_pos = *hitpos;
} else {
asp->death_hit_pos = asteroid_obj->pos;
// randomize hit pos a bit, otherwise we will get a NULL vector when trying to find direction to toss child asteroids
vec3d rand_vec;
vm_vec_rand_vec_quick(&rand_vec);
vm_vec_add2(&asp->death_hit_pos, &rand_vec);
}
}
} else if ( other_obj ) {
if ( other_obj->type == OBJ_WEAPON ) {
weapon_info *wip;
wip = &Weapon_info[Weapons[other_obj->instance].weapon_info_index];
// If the weapon didn't play any impact animation, play custom asteroid impact animation
if ( wip->impact_weapon_expl_index < 0 ) {
particle_create( hitpos, &vmd_zero_vector, 0.0f, Asteroid_impact_explosion_radius, PARTICLE_BITMAP, Asteroid_impact_explosion_ani );
}
}
}
// evaluate any relevant player scoring implications
scoring_eval_hit(asteroid_obj,other_obj);
}
/**
* De-init asteroids, called from ::game_level_close()
*/
void asteroid_level_close()
{
int i;
for (i=0; i<MAX_ASTEROIDS; i++) {
if (Asteroids[i].flags & AF_USED) {
Asteroids[i].flags &= ~AF_USED;
Assert(Asteroids[i].objnum >=0 && Asteroids[i].objnum < MAX_OBJECTS);
Objects[Asteroids[i].objnum].flags |= OF_SHOULD_BE_DEAD;
}
}
Asteroid_field.num_initial_asteroids=0;
}
DCF(asteroids,"Turns asteroids on/off")
{
if ( Dc_command ) {
dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
if ( Dc_arg_type & ARG_TRUE )
Asteroids_enabled = 1;
else if ( Dc_arg_type & ARG_FALSE )
Asteroids_enabled = 0;
else if ( Dc_arg_type & ARG_NONE )
Asteroids_enabled ^= 1;
}
if ( Dc_help )
dc_printf( "Usage: asteroids [bool]\nTurns asteroid system on/off. If nothing passed, then toggles it.\n" );
if ( Dc_status )
dc_printf( "asteroids are %s\n", (Asteroids_enabled?"ON":"OFF") );
}
void hud_target_asteroid()
{
int i;
int start_index = 0, end_index = MAX_ASTEROIDS;
if (Player_ai->target_objnum != -1) {
if (Objects[Player_ai->target_objnum].type == OBJ_ASTEROID) {
start_index = Objects[Player_ai->target_objnum].instance+1;
end_index = start_index-1;
if (end_index < 0)
end_index = MAX_ASTEROIDS;
}
}
i = start_index;
while (i != end_index) {
if (i == MAX_ASTEROIDS)
i = 0;
if (Asteroids[i].flags & AF_USED) {
Assert(Objects[Asteroids[i].objnum].type == OBJ_ASTEROID);
set_target_objnum( Player_ai, Asteroids[i].objnum);
break;
}
i++;
}
}
/**
* Return the number of active asteroids
*/
int asteroid_count()
{
return Num_asteroids;
}
/**
* See if asteroid should split up.
* We delay splitting up to allow the explosion animation to play for a bit.
*/
void asteroid_maybe_break_up(object *asteroid_obj)
{
asteroid *asp;
asp = &Asteroids[asteroid_obj->instance];
if ( timestamp_elapsed(asp->final_death_time) ) {
vec3d relvec, vfh, tvec;
Script_system.SetHookObject("Self", asteroid_obj);
if(!Script_system.IsConditionOverride(CHA_DEATH, asteroid_obj))
{
asteroid_obj->flags |= OF_SHOULD_BE_DEAD;
// multiplayer clients won't go through the following code. asteroid_sub_create will send
// a create packet to the client in the above named function
if ( !MULTIPLAYER_CLIENT ) {
// if this isn't true it's just debris, and debris doesn't break up
if (asp->asteroid_type <= ASTEROID_TYPE_LARGE)
{
switch (asp->asteroid_type) {
case ASTEROID_TYPE_SMALL:
break;
case ASTEROID_TYPE_MEDIUM:
asc_get_relvec(&relvec, asteroid_obj, &asp->death_hit_pos);
asteroid_sub_create(asteroid_obj, ASTEROID_TYPE_SMALL, &relvec);
vm_vec_normalized_dir(&vfh, &asteroid_obj->pos, &asp->death_hit_pos);
vm_vec_copy_scale(&tvec, &vfh, 2.0f);
vm_vec_sub2(&tvec, &relvec);
asteroid_sub_create(asteroid_obj, ASTEROID_TYPE_SMALL, &tvec);
break;
case ASTEROID_TYPE_LARGE:
asc_get_relvec(&relvec, asteroid_obj, &asp->death_hit_pos);
asteroid_sub_create(asteroid_obj, ASTEROID_TYPE_MEDIUM, &relvec);
vm_vec_normalized_dir(&vfh, &asteroid_obj->pos, &asp->death_hit_pos);
vm_vec_copy_scale(&tvec, &vfh, 2.0f);
vm_vec_sub2(&tvec, &relvec);
asteroid_sub_create(asteroid_obj, ASTEROID_TYPE_MEDIUM, &tvec);
while (frand() > 0.6f) {
vec3d rvec, tvec2;
vm_vec_rand_vec_quick(&rvec);
vm_vec_scale_add(&tvec2, &vfh, &rvec, 0.75f);
asteroid_sub_create(asteroid_obj, ASTEROID_TYPE_SMALL, &tvec2);
}
break;
default: // this isn't going to happen.. really
break;
}
}
}
asp->final_death_time = timestamp(-1);
}
Script_system.RunCondition(CHA_DEATH, '\0', NULL, asteroid_obj);
Script_system.RemHookVar("Self");
}
}
int asteroid_get_random_in_cone(vec3d *pos, vec3d *dir, float ang, int danger)
{
int idx;
vec3d asteroid_dir;
// just pick the first asteroid which satisfies our condition
for(idx=0; idx<Num_asteroids; idx++){
vm_vec_sub(&asteroid_dir, &Objects[Asteroids[idx].objnum].pos, pos);
vm_vec_normalize_quick(&asteroid_dir);
// if it satisfies the condition
if(vm_vec_dot(dir, &asteroid_dir) >= ang){
return idx;
}
}
return -1;
}
void asteroid_test_collide(object *asteroid_obj, object *ship_obj, mc_info *mc, bool lazy = false)
{
float asteroid_ray_dist;
vec3d asteroid_fvec, terminus;
// See if ray from asteroid intersects bounding box of escort ship
asteroid_ray_dist = vm_vec_mag_quick(&asteroid_obj->phys_info.desired_vel) * ASTEROID_MIN_COLLIDE_TIME;
asteroid_fvec = asteroid_obj->phys_info.desired_vel;
if(IS_VEC_NULL_SQ_SAFE(&asteroid_fvec)){
terminus = asteroid_obj->pos;
} else {
vm_vec_normalize(&asteroid_fvec);
vm_vec_scale_add(&terminus, &asteroid_obj->pos, &asteroid_fvec, asteroid_ray_dist);
}
Assert(ship_obj->type == OBJ_SHIP);
mc->model_instance_num = Ships[ship_obj->instance].model_instance_num;
mc->model_num = Ship_info[Ships[ship_obj->instance].ship_info_index].model_num; // Fill in the model to check
mc->orient = &ship_obj->orient; // The object's orientation
mc->pos = &ship_obj->pos; // The object's position
mc->p0 = &asteroid_obj->pos; // Point 1 of ray to check
mc->p1 = &terminus; // Point 2 of ray to check
if (lazy) {
mc->flags = MC_CHECK_MODEL | MC_ONLY_BOUND_BOX;
} else {
mc->flags = MC_CHECK_MODEL | MC_CHECK_SPHERELINE;
}
mc->radius = asteroid_obj->radius;
model_collide(mc);
// PVS-Studio says that mc->p1 will become invalid... on the one hand, it will; on the other hand, we won't use it again; on the *other* other hand, we should keep things proper in case of future changes
mc->p1 = NULL;
}
// Return !0 is the asteroid will collide with the escort ship within ASTEROID_MIN_COLLIDE_TIME
// seconds
int asteroid_will_collide(object *asteroid_obj, object *escort_objp)
{
mc_info mc;
asteroid_test_collide(asteroid_obj, escort_objp, &mc);
if ( !mc.num_hits ) {
return 0;
}
return 1;
}
/**
* Warn if asteroid on collision path with ship
* @return !0 if we should warn about asteroid hitting ship, otherwise return 0
*/
int asteroid_valid_ship_to_warn_collide(ship *shipp)
{
if ( !(Ship_info[shipp->ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) ) {
return 0;
}
if ( shipp->flags & (SF_DYING|SF_DEPART_WARP) ) {
return 0;
}
// Goober5000 used to be if teams were unequal and player was not traitor, but this works for allies not on your team
if ( iff_x_attacks_y(Player_ship->team, shipp->team) ) {
return 0;
}
return 1;
}
/**
* See if asteroid will collide with a large ship on the escort list in the next
* ASTEROID_MIN_COLLIDE_TIME seconds.
*/
void asteroid_update_collide_flag(object *asteroid_objp)
{
int i, num_escorts, escort_objnum, will_collide=0;
ship *escort_shipp;
asteroid *asp;
asp = &Asteroids[asteroid_objp->instance];
asp->collide_objnum = -1;
asp->collide_objsig = -1;
// multiplayer dogfight
if(MULTI_DOGFIGHT){
return;
}
num_escorts = hud_escort_num_ships_on_list();
if ( num_escorts <= 0 ) {
return;
}
for ( i = 0; i < num_escorts; i++ ) {
escort_objnum = hud_escort_return_objnum(i);
if ( escort_objnum >= 0 ) {
escort_shipp = &Ships[Objects[escort_objnum].instance];
if ( asteroid_valid_ship_to_warn_collide(escort_shipp) ) {
will_collide = asteroid_will_collide(asteroid_objp, &Objects[escort_objnum]);
if ( will_collide ) {
asp->collide_objnum = escort_objnum;
asp->collide_objsig = Objects[escort_objnum].signature;
}
}
}
}
}
/**
* Ensure that the collide objnum for the asteroid is still valid
*/
void asteroid_verify_collide_objnum(asteroid *asp)
{
if ( asp->collide_objnum >= 0 ) {
if ( Objects[asp->collide_objnum].signature != asp->collide_objsig ) {
asp->collide_objnum = -1;
asp->collide_objsig = -1;
}
}
}
void asteroid_process_post(object * obj, float frame_time)
{
if (Asteroids_enabled) {
int num;
num = obj->instance;
asteroid *asp = &Asteroids[num];
// Only wrap if active field
if (Asteroid_field.field_type == FT_ACTIVE) {
if ( timestamp_elapsed(asp->check_for_wrap) ) {
asteroid_maybe_reposition(obj, &Asteroid_field);
asp->check_for_wrap = timestamp(ASTEROID_CHECK_WRAP_TIMESTAMP);
}
}
asteroid_verify_collide_objnum(asp);
if ( timestamp_elapsed(asp->check_for_collide) ) {
asteroid_update_collide_flag(obj);
asp->check_for_collide = timestamp(ASTEROID_UPDATE_COLLIDE_TIMESTAMP);
}
asteroid_maybe_break_up(obj);
}
}
/**
* Find the object number of the object the asteroid is about to impact
* @return the object number that the asteroid is about to impact
*/
int asteroid_collide_objnum(object *asteroid_objp)
{
return Asteroids[asteroid_objp->instance].collide_objnum;
}
/**
* Find the time until asteroid will collide with object
* @return the time until the asteroid will impact its collide_objnum
*/
float asteroid_time_to_impact(object *asteroid_objp)
{
float time=-1.0f, total_dist, speed;
asteroid *asp;
mc_info mc;
asp = &Asteroids[asteroid_objp->instance];
if ( asp->collide_objnum < 0 ) {
return time;
}
asteroid_test_collide(asteroid_objp, &Objects[asp->collide_objnum], &mc, true);
if ( mc.num_hits ) {
total_dist = vm_vec_dist(&mc.hit_point_world, &asteroid_objp->pos) - asteroid_objp->radius;
if ( total_dist < 0 ) {
total_dist = 0.0f;
}
speed = vm_vec_mag(&asteroid_objp->phys_info.vel);
time = total_dist/speed;
}
return time;
}
/**
* Read in a single asteroid section from asteroid.tbl
*/
void asteroid_parse_section(asteroid_info *asip)
{
required_string("$Name:");
stuff_string(asip->name, F_NAME, NAME_LENGTH);
required_string( "$POF file1:" );
stuff_string(asip->pof_files[0], F_NAME, MAX_FILENAME_LEN);
required_string( "$POF file2:" );
stuff_string(asip->pof_files[1], F_NAME, MAX_FILENAME_LEN);
if ( (stristr(asip->name,"Asteroid") != NULL) ) {
required_string( "$POF file3:" );
stuff_string(asip->pof_files[2], F_NAME, MAX_FILENAME_LEN);
}
asip->num_detail_levels = 0;
required_string("$Detail distance:");
asip->num_detail_levels = stuff_int_list(asip->detail_distance, MAX_ASTEROID_DETAIL_LEVELS, RAW_INTEGER_TYPE);
required_string("$Max Speed:");
stuff_float(&asip->max_speed);
if(optional_string("$Damage Type:")) {
char buf[NAME_LENGTH];
stuff_string(buf, F_NAME, NAME_LENGTH);
asip->damage_type_idx_sav = damage_type_add(buf);
asip->damage_type_idx = asip->damage_type_idx_sav;
}
required_string("$Expl inner rad:");
stuff_float(&asip->inner_rad);
required_string("$Expl outer rad:");
stuff_float(&asip->outer_rad);
required_string("$Expl damage:");
stuff_float(&asip->damage);
required_string("$Expl blast:");
stuff_float(&asip->blast);
required_string("$Hitpoints:");
stuff_float(&asip->initial_asteroid_strength);
}
/**
* Read in data from asteroid.tbl into Asteroid_info[] array
*/
void asteroid_parse_tbl()
{
char impact_ani_file[MAX_FILENAME_LEN];
int *asteroid_tally = NULL;
int i, rval;
// open localization
lcl_ext_open();
if ((rval = setjmp(parse_abort)) != 0) {
mprintf(("TABLES: Unable to parse '%s'! Error code = %i.\n", "asteroid.tbl", rval));
lcl_ext_close();
return;
}
read_file_text("asteroid.tbl", CF_TYPE_TABLES);
reset_parse();
required_string("#Asteroid Types");
asteroid_tally = new int[Species_info.size() + 1];
memset(asteroid_tally, 0, sizeof(int) * (Species_info.size()+1));
while (required_string_either("#End","$Name:"))
{
asteroid_info new_asteroid;
for (i = 0; i < NUM_DEBRIS_POFS; i++)
new_asteroid.model_num[i] = -1;
asteroid_parse_section( &new_asteroid );
Assert( Species_info.size() );
// sanity check for debris type sizes
for (i = (int)Species_info.size(); i >= 0; i--) {
// must remain in proper order
// 0 - generic debris types
// > 0 - species specific debris types
if ( (i == 0) || stristr(new_asteroid.name, Species_info[i-1].species_name) ) {
Assert( asteroid_tally[i] < NUM_DEBRIS_SIZES );
if ( asteroid_tally[i] >= NUM_DEBRIS_SIZES ) {
// too many sizes specified, don't increment Num_debris_types and we'll overwrite
// the current entry with the next
break;
}
// we're safe to continue
asteroid_tally[i]++;
Asteroid_info.push_back( new_asteroid );
break;
}
}
}
required_string("#End");
Asteroid_impact_explosion_ani = -1;
required_string("$Impact Explosion:");
stuff_string(impact_ani_file, F_NAME, MAX_FILENAME_LEN);
if ( VALID_FNAME(impact_ani_file) ) {
int num_frames;
Asteroid_impact_explosion_ani = bm_load_animation( impact_ani_file, &num_frames, NULL, NULL, 1);
}
required_string("$Impact Explosion Radius:");
stuff_float(&Asteroid_impact_explosion_radius);
// close localization
lcl_ext_close();
// check for any missing info
char *errormsg = new char[75 + (Species_info.size() * (NAME_LENGTH))];
bool species_missing = false;
strcpy(errormsg, "The following species are missing debris types in asteroids.tbl:\n");
for (i = 0; i < (int)Species_info.size(); i++)
{
int idx = (i+1); // offset from generic asteroids at 0..NUM_DEBRIS_SIZES
if (asteroid_tally[idx] < NUM_DEBRIS_SIZES)
{
strcat(errormsg, Species_info[i].species_name);
strcat(errormsg, "\n");
species_missing = true;
}
}
strcat(errormsg, "\0");
if (species_missing)
{
Error(LOCATION, errormsg);
}
delete[] asteroid_tally;
delete[] errormsg;
}
/**
* Return number of asteroids expected to collide with a ship.
*/
int count_incident_asteroids()
{
object *asteroid_objp;
int count;
count = 0;
for ( asteroid_objp = GET_FIRST(&obj_used_list); asteroid_objp !=END_OF_LIST(&obj_used_list); asteroid_objp = GET_NEXT(asteroid_objp) ) {
if (asteroid_objp->type == OBJ_ASTEROID ) {
asteroid *asp = &Asteroids[asteroid_objp->instance];
if ( asp->target_objnum >= 0 ) {
count++;
}
}
}
return count;
}
/**
* Pick object to throw asteroids at.
* Pick any capital or big ship inside the bounds of the asteroid field.
*/
int set_asteroid_throw_objnum()
{
if (Asteroid_field.num_initial_asteroids < 1)
return -1;
ship_obj *so;
object *ship_objp;
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
ship_objp = &Objects[so->objnum];
float radius = ship_objp->radius*2.0f;
if (Ship_info[Ships[ship_objp->instance].ship_info_index].flags & (SIF_HUGE_SHIP | SIF_BIG_SHIP)) {
if (ship_objp->pos.xyz.x + radius > Asteroid_field.min_bound.xyz.x)
if (ship_objp->pos.xyz.y + radius > Asteroid_field.min_bound.xyz.y)
if (ship_objp->pos.xyz.z + radius > Asteroid_field.min_bound.xyz.z)
if (ship_objp->pos.xyz.x - radius < Asteroid_field.max_bound.xyz.x)
if (ship_objp->pos.xyz.y - radius < Asteroid_field.max_bound.xyz.y)
if (ship_objp->pos.xyz.z - radius < Asteroid_field.max_bound.xyz.z)
if (!asteroid_in_inner_bound(&Asteroid_field, &ship_objp->pos, radius))
return so->objnum;
}
}
return -1;
}
void asteroid_frame()
{
if (Num_asteroids < 1)
return;
// Only throw if active field
if (Asteroid_field.field_type == FT_PASSIVE) {
return;
}
Asteroid_throw_objnum = set_asteroid_throw_objnum();
maybe_throw_asteroid(count_incident_asteroids());
}
/**
* Called once, at game start. Do any one-time initializations here
*/
void asteroid_init()
{
asteroid_parse_tbl();
}
extern int Cmdline_targetinfo;
/**
* Draw brackets around on-screen asteroids that are about to collide, otherwise draw an offscreen indicator
*/
void asteroid_show_brackets()
{
vertex asteroid_vertex;
object *asteroid_objp, *player_target;
asteroid *asp;
// get pointer to player target, so we don't need to take OBJ_INDEX() of asteroid_objp to compare to target_objnum
if ( Player_ai->target_objnum >= 0 ) {
player_target = &Objects[Player_ai->target_objnum];
} else {
player_target = NULL;
}
for ( asteroid_objp = GET_FIRST(&obj_used_list); asteroid_objp !=END_OF_LIST(&obj_used_list); asteroid_objp = GET_NEXT(asteroid_objp) ) {
if (asteroid_objp->type != OBJ_ASTEROID ) {
continue;
}
asp = &Asteroids[asteroid_objp->instance];
if ( asp->collide_objnum < 0 ) {
continue;
}
if ( asteroid_objp == player_target ) {
continue;
}
g3_rotate_vertex(&asteroid_vertex,&asteroid_objp->pos);
g3_project_vertex(&asteroid_vertex);
if ( Cmdline_targetinfo ) {
hud_target_add_display_list(asteroid_objp, &asteroid_vertex, &asteroid_objp->pos, 0, NULL, NULL, TARGET_DISPLAY_DIST | TARGET_DISPLAY_LEAD);
} else {
hud_target_add_display_list(asteroid_objp, &asteroid_vertex, &asteroid_objp->pos, 0, NULL, NULL, TARGET_DISPLAY_DIST);
}
}
}
/**
* Target the closest danger asteroid to the player
*/
void asteroid_target_closest_danger()
{
object *asteroid_objp, *closest_asteroid_objp = NULL;
asteroid *asp;
float dist, closest_dist = 999999.0f;
for ( asteroid_objp = GET_FIRST(&obj_used_list); asteroid_objp !=END_OF_LIST(&obj_used_list); asteroid_objp = GET_NEXT(asteroid_objp) ) {
if (asteroid_objp->type != OBJ_ASTEROID ) {
continue;
}
asp = &Asteroids[asteroid_objp->instance];
if ( asp->collide_objnum < 0 ) {
continue;
}
dist = vm_vec_dist_quick(&Player_obj->pos, &asteroid_objp->pos);
if ( dist < closest_dist ) {
closest_dist = dist;
closest_asteroid_objp = asteroid_objp;
}
}
if ( closest_asteroid_objp ) {
set_target_objnum( Player_ai, OBJ_INDEX(closest_asteroid_objp) );
}
}
void asteroid_page_in()
{
if (Asteroid_field.num_initial_asteroids > 0 ) {
int i, j, k;
nprintf(( "Paging", "Paging in asteroids\n" ));
// max of MAX_ACTIVE_DEBRIS_TYPES possible debris field models
for (i=0; i<MAX_ACTIVE_DEBRIS_TYPES; i++) {
asteroid_info *asip;
if (Asteroid_field.debris_genre == DG_ASTEROID) {
// asteroid
Assert(i < NUM_DEBRIS_SIZES);
asip = &Asteroid_info[i];
} else {
// ship debris - always full until empty
if (Asteroid_field.field_debris_type[i] != -1) {
asip = &Asteroid_info[Asteroid_field.field_debris_type[i]];
} else {
break;
}
}
for (k=0; k<NUM_DEBRIS_POFS; k++) {
// SHIP DEBRIS - use subtype 0
if (Asteroid_field.debris_genre == DG_SHIP) {
if (k > 0) {
break;
}
} else {
// ASTEROID DEBRIS - use subtype (Asteroid_field.field_debris_type[] != -1)
if (Asteroid_field.field_debris_type[k] == -1) {
continue;
}
}
if (asip->model_num[k] < 0)
continue;
asip->modelp[k] = model_get(asip->model_num[k]);
// Page in textures
for (j=0; j<asip->modelp[k]->n_textures; j++ ) {
asip->modelp[k]->maps[j].PageIn();
}
}
}
}
}