Files
fs2open.github.com/code/weapon/beam.cpp
T
2002-08-01 01:41:11 +00:00

3324 lines
93 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.
*
*/
/*
* $Logfile: /Freespace2/code/Weapon/Beam.cpp $
* $Revision: 2.3 $
* $Date: 2002-08-01 01:41:10 $
* $Author: penguin $
*
* all sorts of cool stuff about ships
*
* $Log: not supported by cvs2svn $
* Revision 2.2 2002/07/26 03:11:24 wmcoolmon
* Added Bobboau's beam tiling code
*
* Revision 2.1 2002/07/25 04:50:48 wmcoolmon
* Added Bobboau's fighter-beam code.
*
* Revision 2.0 2002/06/03 04:02:29 penguin
* Warpcore CVS sync
*
* Revision 1.3 2002/05/13 21:09:29 mharris
* I think the last of the networking code has ifndef NO_NETWORK...
*
* Revision 1.2 2002/05/04 04:52:22 mharris
* 1st draft at porting
*
* Revision 1.1 2002/05/02 18:03:13 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 68 9/09/99 11:40p Dave
* Handle an Assert() in beam code. Added supernova sounds. Play the right
* 2 end movies properly, based upon what the player did in the mission.
*
* 67 9/09/99 2:36p Mikek
* Put back in the "1.0f +" in BEAM_TYPE_A aiming. Not the best way to
* correct this.
*
* 65 9/08/99 10:29p Dave
* Make beam sound pausing and unpausing much safer.
*
* 64 9/06/99 12:46a Andsager
* Add weapon_explosion_ani LOD
*
* 63 9/03/99 5:12p Mikek
* Change miss_factor code, making it a lot more likely for beams to miss
* and also making them increasingly likely to miss with each subsequent
* shot in the multi-shot burst.
*
* 62 8/30/99 5:01p Dave
* Made d3d do less state changing in the nebula. Use new chat server for
* PXO.
*
* 61 8/28/99 7:29p Dave
* Fixed wingmen persona messaging. Make sure locked turrets don't count
* towards the # attacking a player.
*
* 60 8/27/99 9:07p Dave
* LOD explosions. Improved beam weapon accuracy.
*
* 59 8/26/99 10:15a Dave
* Don't apply beam whacks to docked ships.
*
* 58 7/31/99 1:16p Dave
* Use larger font for 1024 HUD flash text box. Make beam weapons aware of
* weapon subsystem damage on firing ship.
*
* 57 7/22/99 4:00p Dave
* Fixed beam weapon muzzle glow rendering. Externalized hud shield info.
*
* 56 7/19/99 7:20p Dave
* Beam tooling. Specialized player-killed-self messages. Fixed d3d nebula
* pre-rendering.
*
* 55 7/15/99 9:20a Andsager
* FS2_DEMO initial checkin
*
* 54 7/09/99 5:54p Dave
* Seperated cruiser types into individual types. Added tons of new
* briefing icons. Campaign screen.
*
* 53 7/08/99 10:53a Dave
* New multiplayer interpolation scheme. Not 100% done yet, but still
* better than the old way.
*
* 52 7/02/99 10:51p Dave
* Limit friendly beam fire damage. :(
*
* 51 7/01/99 11:44a Dave
* Updated object sound system to allow multiple obj sounds per ship.
* Added hit-by-beam sound. Added killed by beam sound.
*
* 50 6/29/99 7:39p Dave
* Lots of small bug fixes.
*
* 49 6/29/99 2:53p Dave
* Re-enabled beam lighting.
*
* 48 6/25/99 3:04p Dave
* Removed Int3().
*
* 47 6/24/99 3:00p Dave
* Stupid bug.
*
* 46 6/23/99 4:49p Dave
* Temporarily removed beam lighting.
*
* 45 6/21/99 7:25p Dave
* netplayer pain packet. Added type E unmoving beams.
*
* 44 6/18/99 5:16p Dave
* Added real beam weapon lighting. Fixed beam weapon sounds. Added MOTD
* dialog to PXO screen.
*
* 43 6/14/99 10:45a Dave
* Made beam weapons specify accuracy by skill level in the weapons.tbl
*
* 42 6/09/99 2:55p Andsager
* Allow multiple asteroid subtypes (of large, medium, small) and follow
* family.
*
* 41 6/08/99 6:02p Jamesa
* Handle case where type B beam start and end directions are really
* close.
*
* 40 6/04/99 2:16p Dave
* Put in shrink effect for beam weapons.
*
* 39 5/14/99 11:47a Andsager
* Added beam_get_weapon_info_index(object *bm)
*
* 38 5/12/99 10:43a Andsager
* Increase max beam length
*
* 37 5/08/99 8:25p Dave
* Upped object pairs. First run of nebula lightning.
*
* 36 5/05/99 9:02p Dave
* Fixed D3D aabitmap rendering. Spiffed up nebula effect a bit (added
* rotations, tweaked values, made bitmap selection more random). Fixed
* D3D beam weapon clipping problem. Added D3d frame dumping.
*
* 35 5/03/99 9:07a Dave
* Pirate Bob. Changed beam test code a bit.
*
* 34 4/27/99 12:16a Dave
* Fixed beam weapon muzzle glow problem. Fixed premature timeout on the
* pxo server list screen. Fixed secondary firing for hosts on a
* standalone. Fixed wacky multiplayer weapon "shuddering" problem.
*
* 33 4/25/99 6:12p Johnson
* Fixed bug where multi-shot beams were getting the shot count from the
* wrong place.
*
* 32 4/25/99 3:36p Dave
* Fixed nebula table code. Tweaked beam weapon explosion stuff.
*
* 31 4/23/99 2:33p Johnson
* Allow beams to shoot at missiles properly.
*
* 30 4/23/99 12:01p Johnson
* Added SIF_HUGE_SHIP
*
* 29 4/22/99 11:06p Dave
* Final pass at beam weapons. Solidified a lot of stuff. All that remains
* now is to tweak and fix bugs as they come up. No new beam weapon
* features.
*
* 28 4/21/99 6:15p Dave
* Did some serious housecleaning in the beam code. Made it ready to go
* for anti-fighter "pulse" weapons. Fixed collision pair creation. Added
* a handy macro for recalculating collision pairs for a given object.
*
* 27 4/20/99 6:39p Dave
* Almost done with artillery targeting. Added support for downloading
* images on the PXO screen.
*
* 26 4/19/99 11:01p Dave
* More sophisticated targeting laser support. Temporary checkin.
*
* 25 4/19/99 4:54p Johnson
* Removed infinite loop from beam_render_all() oops :)
*
* 24 4/16/99 5:54p Dave
* Support for on/off style "stream" weapons. Real early support for
* target-painting lasers.
*
* 23 4/04/99 2:13p Dave
* Put in area effect beam weapons. May be a bit too expensive though.
* Dave
* 22 4/02/99 9:55a Dave
* Added a few more options in the weapons.tbl for beam weapons. Attempt
* at putting "pain" packets into multiplayer.
*
* 21 3/31/99 8:24p Dave
* Beefed up all kinds of stuff, incluging beam weapons, nebula effects
* and background nebulae. Added per-ship non-dimming pixel colors.
*
* 20 3/08/99 7:03p Dave
* First run of new object update system. Looks very promising.
*
* 19 3/04/99 6:09p Dave
* Added in sexpressions for firing beams and checking for if a ship is
* tagged.
*
* 18 3/02/99 9:25p Dave
* Added a bunch of model rendering debug code. Started work on fixing
* beam weapon wacky firing.
*
* 17 2/21/99 1:48p Dave
* Some code for monitoring datarate for multiplayer in detail.
*
* 16 2/11/99 3:08p Dave
* PXO refresh button. Very preliminary squad war support.
*
* 15 2/05/99 3:23p Mattf
* Made beams a little more forgiving when checking object types.
*
* 14 2/05/99 12:52p Dave
* Fixed Glide nondarkening textures.
*
* 13 2/04/99 6:29p Dave
* First full working rev of FS2 PXO support. Fixed Glide lighting
* problems.
*
* 12 1/30/99 9:02p Dave
* Fixed neb stuff.
*
* 11 1/30/99 1:29a Dave
* Fixed nebula thumbnail problem. Full support for 1024x768 choose pilot
* screen. Fixed beam weapon death messages.
*
* 10 1/29/99 7:08p Johnson
* Put in fix for beam weapons which are on dying ships.
*
* 9 1/29/99 12:47a Dave
* Put in sounds for beam weapon. A bunch of interface screens (tech
* database stuff).
*
* 8 1/27/99 9:56a Dave
* Temporary checkin of beam weapons for Dan to make cool sounds.
*
* 7 1/24/99 11:37p Dave
* First full rev of beam weapons. Very customizable. Removed some bogus
* Int3()'s in low level net code.
*
* 6 1/21/99 2:06p Dave
* Final checkin for multiplayer testing.
*
* 5 1/21/99 10:45a Dave
* More beam weapon stuff. Put in warmdown time.
*
* 4 1/14/99 12:48a Dave
* Todo list bug fixes. Made a pass at putting briefing icons back into
* FRED. Sort of works :(
*
* 3 1/12/99 12:53a Dave
* More work on beam weapons - made collision detection very efficient -
* collide against all object types properly - made 3 movement types
* smooth. Put in test code to check for possible non-darkening pixels on
* object textures.
*
* 2 1/08/99 2:08p Dave
* Fixed software rendering for pofview. Super early support for AWACS and
* beam weapons.
*
*
* $NoKeywords: $
*/
#include "globalincs/linklist.h"
#include "object/object.h"
#include "object/objcollide.h"
#include "ship/ship.h"
#include "freespace2/freespace.h"
#include "render/3d.h"
#include "model/model.h"
#include "globalincs/alphacolors.h"
#include "io/timer.h"
#include "fireball/fireballs.h"
#include "debris/debris.h"
#include "asteroid/asteroid.h"
#include "network/multi.h"
#include "network/multimsgs.h"
#include "bmpman/bmpman.h"
#include "particle/particle.h"
#include "ship/shiphit.h"
#include "weapon/flak.h"
#include "render/3d.h"
#include "gamesnd/gamesnd.h"
#include "weapon/beam.h"
#include "hud/hudmessage.h"
#include "io/key.h"
#include "lighting/lighting.h"
// ------------------------------------------------------------------------------------------------
// BEAM WEAPON DEFINES/VARS
//
// use this to extend a beam to "infinity"
#define BEAM_FAR_LENGTH 30000.0f
// this is the constant which defines when a beam is an "area" beam. meaning, when we switch on sphereline checking and when
// a beam gets "stopped" by an object. It is a percentage of the object radius which the beam must be wider than
#define BEAM_AREA_PERCENT 0.4f
// randomness factor - all beam weapon aiming is adjusted by +/- some factor within this range
#define BEAM_RANDOM_FACTOR 0.4f
#define MAX_BEAMS 40
#define BEAM_DAMAGE_TIME 170 // apply damage
#define MAX_SHOT_POINTS 30
#define SHOT_POINT_TIME 200 // 5 arcs a second
#define TOOLTIME 1500.0f
// max # of collisions we'll allow per frame
#define MAX_FRAME_COLLISIONS 5
// beam flag defines
#define BF_SAFETY (1<<0) // if this is set, don't collide or render for this frame. lifetime still increases though
#define BF_SHRINK (1<<1) // if this is set, the beam is in the warmdown phase
// beam struct (the actual weapon/object)
typedef struct beam {
// low-level data
int objnum; // our own objnum
int weapon_info_index;
int sig; // signature for the shooting object
object *objp; // the shooting object (who owns the turret that I am being fired from)
object *target; // target object
ship_subsys *target_subsys; // targeted subsys
int target_sig; // target sig
ship_subsys *subsys; // subsys its being fired from
beam *next, *prev; // link list stuff
vector targeting_laser_offset;
int framecount; // how many frames the beam has been active
int flags; // see BF_* defines
float shrink; // shrink factor
// beam info
int warmup_stamp; // timestamp for "warming up"
int warmdown_stamp; // timestamp for "warming down"
int type; // see BEAM_TYPE_* defines in beam.h
float life_left; // in seconds
float life_total; // total life
// this vector has very special meaning. BEFORE performing collision checks, it basically implies a "direction". meaning
// the vector between it and last_start is where the beam will be aiming. AFTER performing collision checks, it is the
// literal world collision point on the object (or meaningless, if we hit nothing). The function beam_move_all_pre() is
// responsible for then setting it up pre-collision time
vector last_shot;
vector last_start;
int shot_index; // for type D beam weapons
// recent collisions
beam_collision r_collisions[MAX_FRAME_COLLISIONS]; // recent collisions
int r_collision_count; // # of recent collisions
// collision info for this frame
beam_collision f_collisions[MAX_FRAME_COLLISIONS]; // collisions for the current frame
int f_collision_count; // # of collisions we recorded this frame
// looping sound info, HANDLE
int beam_sound_loop; // -1 if none
// team
char team;
// exactly how the beam will behave. by passing this is multiplayer from server to client, we can ensure that
// everything looks the same
beam_info binfo;
} beam;
beam Beams[MAX_BEAMS]; // all beams
beam Beam_free_list; // free beams
beam Beam_used_list; // used beams
int Beam_count = 0; // how many beams are in use
// octant indices. These are "good" pairs of octants to use for beam target
#define BEAM_NUM_GOOD_OCTANTS 8
int Beam_good_slash_octants[BEAM_NUM_GOOD_OCTANTS][4] = {
{ 2, 5, 1, 0 }, // octant, octant, min/max pt, min/max pt
{ 7, 0, 1, 0 },
{ 1, 6, 1, 0 },
{ 6, 1, 0, 1 },
{ 5, 2, 0, 1 },
{ 0, 7, 0, 1 },
{ 7, 1, 1, 0 },
{ 6, 0, 1, 0 },
};
int Beam_good_shot_octants[BEAM_NUM_GOOD_OCTANTS][4] = {
{ 5, 0, 1, 0 }, // octant, octant, min/max pt, min/max pt
{ 7, 2, 1, 0 },
{ 7, 1, 1, 0 },
{ 6, 0, 1, 0 },
{ 7, 3, 1, 0 },
{ 6, 2, 1, 0 },
{ 5, 1, 1, 0 },
{ 4, 0, 1, 0 },
};
// damage cap values for friendly beam fire
float Beam_friendly_cap[NUM_SKILL_LEVELS] = { 0.0f, 5.0f, 10.0f, 20.0f, 30.0f };
// beam lighting effects
int Beam_lighting = 1;
// debug stuff - keep track of how many collision tests we perform a second and how many we toss a second
#define BEAM_TEST_STAMP_TIME 4000 // every 4 seconds
int Beam_test_stamp = -1;
int Beam_test_ints = 0;
int Beam_test_ship = 0;
int Beam_test_ast = 0;
int Beam_test_framecount = 0;
// beam warmup completion %
#define BEAM_WARMUP_PCT(b) ( ((float)Weapon_info[b->weapon_info_index].b_info.beam_warmup - (float)timestamp_until(b->warmup_stamp)) / (float)Weapon_info[b->weapon_info_index].b_info.beam_warmup )
// beam warmdown completion %
#define BEAM_WARMDOWN_PCT(b) ( ((float)Weapon_info[b->weapon_info_index].b_info.beam_warmdown - (float)timestamp_until(b->warmdown_stamp)) / (float)Weapon_info[b->weapon_info_index].b_info.beam_warmdown )
// timestamp for spewing muzzle particles
int Beam_muzzle_stamp = -1;
// link into the physics paused system
extern int physics_paused;
// beam lighting info
#define MAX_BEAM_LIGHT_INFO 100
typedef struct beam_light_info {
beam *bm; // beam casting the light
int objnum; // object getting light cast on it
ubyte source; // 0 to light the shooter, 1 for lighting any ship the beam passes, 2 to light the collision ship
vector c_point; // collision point for type 2 lights
} beam_light_info;
beam_light_info Beam_lights[MAX_BEAM_LIGHT_INFO];
int Beam_light_count = 0;
float b_whack_small = 500.0f;
float b_whack_big = 1500.0f;
float b_whack_damage = 150.0f;
DCF(b_whack_small, "")
{
dc_get_arg(ARG_FLOAT);
b_whack_small = Dc_arg_float;
}
DCF(b_whack_big, "")
{
dc_get_arg(ARG_FLOAT);
b_whack_big = Dc_arg_float;
}
DCF(b_whack_damage, "")
{
dc_get_arg(ARG_FLOAT);
b_whack_damage = Dc_arg_float;
}
// ------------------------------------------------------------------------------------------------
// BEAM WEAPON FORWARD DECLARATIONS
//
// delete a beam
void beam_delete(beam *b);
// handle a hit on a specific object
void beam_handle_collisions(beam *b);
// fills in binfo
void beam_get_binfo(beam *b, float accuracy, int num_shots);
// aim the beam (setup last_start and last_shot - the endpoints). also recalculates object collision info
void beam_aim(beam *b);
// type A functions
void beam_type_a_move(beam *b);
// type B functions
void beam_type_b_move(beam *b);
// type C functions
void beam_type_c_move(beam *b);
// type D functions
void beam_type_d_move(beam *b);
void beam_type_d_get_status(beam *b, int *shot_index, int *fire_wait);
// type e functions
void beam_type_e_move(beam *b);
// given a model #, and an object, stuff 2 good world coord points
void beam_get_octant_points(int modelnum, object *objp, int oct_index, int oct_array[BEAM_NUM_GOOD_OCTANTS][4], vector *v1, vector *v2);
// given an object, return its model num
int beam_get_model(object *objp);
// for a given object, and a firing beam, determine its critical dot product and range
void beam_get_cull_vals(object *objp, beam *b, float *cull_dot, float *cull_dist);
// get the total possible cone for a given beam in radians
float beam_get_cone_dot(beam *b);
// for rendering the beam effect
// output top and bottom vectors
// fvec == forward vector (eye viewpoint basically. in world coords)
// pos == world coordinate of the point we're calculating "around"
// w == width of the diff between top and bottom around pos
void beam_calc_facing_pts(vector *top, vector *bot, vector *fvec, vector *pos, float w, float z_add);
// render the muzzle glow for a beam weapon
void beam_render_muzzle_glow(beam *b);
// generate particles for the muzzle glow
void beam_generate_muzzle_particles(beam *b);
// throw some jitter into the aim - based upon shot_aim
void beam_jitter_aim(beam *b, float aim);
// if it is legal for the beam to continue firing
// returns -1 if the beam should stop firing immediately
// returns 0 if the beam should go to warmdown
// returns 1 if the beam can continue along its way
int beam_ok_to_fire(beam *b);
// start the warmup phase for the beam
void beam_start_warmup(beam *b);
// start the firing phase for the beam, return 0 if the beam failed to start, and should be deleted altogether
int beam_start_firing(beam *b);
// start the warmdown phase for the beam
void beam_start_warmdown(beam *b);
// add a collision to the beam for this frame (to be evaluated later)
void beam_add_collision(beam *b, object *hit_object, mc_info *cinfo);
// sort collisions for the frame
int beam_sort_collisions_func(const void *e1, const void *e2);
// get the width of the widest section of the beam
float beam_get_widest(beam *b);
// mark an object as being lit
void beam_add_light(beam *b, int objnum, int source, vector *c_point);
// apply lighting from any beams
void beam_apply_lighting();
// recalculate beam sounds (looping sounds relative to the player)
void beam_recalc_sounds(beam *b);
// apply a whack to a ship
void beam_apply_whack(beam *b, object *objp, vector *hit_point);
// return the amount of damage which should be applied to a ship. basically, filters friendly fire damage
float beam_get_ship_damage(beam *b, object *objp);
// if the beam is likely to tool a given target before its lifetime expires
int beam_will_tool_target(beam *b, object *objp);
// ------------------------------------------------------------------------------------------------
// BEAM WEAPON FUNCTIONS
//
// init at game startup
void beam_init()
{
// clear the beams
list_init( &Beam_free_list );
list_init( &Beam_used_list );
}
// initialize beam weapons for this level
void beam_level_init()
{
// intialize beams
int idx;
Beam_count = 0;
list_init( &Beam_free_list );
list_init( &Beam_used_list );
memset(Beams, 0, sizeof(beam) * MAX_BEAMS);
// Link all object slots into the free list
for (idx=0; idx<MAX_BEAMS; idx++) {
Beams[idx].objnum = -1;
list_append(&Beam_free_list, &Beams[idx] );
}
// reset muzzle particle spew timestamp
Beam_muzzle_stamp = -1;
}
// shutdown beam weapons for this level
void beam_level_close()
{
// clear the beams
list_init( &Beam_free_list );
list_init( &Beam_used_list );
}
// fire a beam, returns nonzero on success. the innards of the code handle all the rest, foo
int beam_fire(beam_fire_info *fire_info)
{
beam *new_item;
weapon_info *wip;
ship *firing_ship;
int objnum;
// sanity check
if(fire_info == NULL){
Int3();
return -1;
}
// if we're out of beams, bail
if(Beam_count >= MAX_BEAMS){
return -1;
}
// for now, only allow ship targets
if((fire_info->target->type != OBJ_SHIP) && (fire_info->target->type != OBJ_ASTEROID) && (fire_info->target->type != OBJ_DEBRIS) && (fire_info->target->type != OBJ_WEAPON)){
return -1;
}
// make sure the beam_info_index is valid
Assert((fire_info->beam_info_index >= 0) && (fire_info->beam_info_index < MAX_WEAPON_TYPES) && (Weapon_info[fire_info->beam_info_index].wi_flags & WIF_BEAM));
if((fire_info->beam_info_index < 0) || (fire_info->beam_info_index >= MAX_WEAPON_TYPES) || !(Weapon_info[fire_info->beam_info_index].wi_flags & WIF_BEAM)){
return -1;
}
wip = &Weapon_info[fire_info->beam_info_index];
// make sure a ship is firing this
Assert((fire_info->shooter->type == OBJ_SHIP) && (fire_info->shooter->instance >= 0) && (fire_info->shooter->instance < MAX_SHIPS));
if((fire_info->shooter->type != OBJ_SHIP) || (fire_info->shooter->instance < 0) && (fire_info->shooter->instance >= MAX_SHIPS)){
return -1;
}
firing_ship = &Ships[fire_info->shooter->instance];
// get a free beam
new_item = GET_FIRST(&Beam_free_list);
Assert( new_item != &Beam_free_list ); // shouldn't have the dummy element
if(new_item == &Beam_free_list){
return -1;
}
// remove from the free list
list_remove( &Beam_free_list, new_item );
// insert onto the end of used list
list_append( &Beam_used_list, new_item );
// increment counter
Beam_count++;
// fill in some values
new_item->warmup_stamp = -1;
new_item->warmdown_stamp = -1;
new_item->weapon_info_index = fire_info->beam_info_index;
new_item->objp = fire_info->shooter;
new_item->sig = fire_info->shooter->signature;
new_item->subsys = fire_info->turret;
new_item->life_left = wip->b_info.beam_life;
new_item->life_total = wip->b_info.beam_life;
new_item->r_collision_count = 0;
new_item->f_collision_count = 0;
new_item->target = fire_info->target;
new_item->target_subsys = fire_info->target_subsys;
new_item->target_sig = fire_info->target->signature;
new_item->beam_sound_loop = -1;
new_item->type = wip->b_info.beam_type;
new_item->targeting_laser_offset = fire_info->targeting_laser_offset;
new_item->framecount = 0;
new_item->flags = 0;
new_item->shot_index = 0;
new_item->shrink = 1.0f;
new_item->team = (char)firing_ship->team;
// if the targeted subsystem is not NULL, force it to be a type A beam
if(new_item->target_subsys != NULL){
new_item->type = BEAM_TYPE_A;
}
// type D weapons can only fire at small ships and missiles
if(new_item->type == BEAM_TYPE_D){
// if its a targeted ship, get the target ship
if((fire_info->target != NULL) && (fire_info->target->type == OBJ_SHIP) && (fire_info->target->instance >= 0)){
ship *target_ship = &Ships[fire_info->target->instance];
// maybe force to be a type A
if(Ship_info[target_ship->ship_info_index].flags & (SIF_BIG_SHIP | SIF_CAPITAL | SIF_SUPERCAP | SIF_FREIGHTER | SIF_DRYDOCK | SIF_CARGO)){
new_item->type = BEAM_TYPE_A;
}
}
}
// ----------------------------------------------------------------------
// THIS IS THE CRITICAL POINT FOR MULTIPLAYER
// beam_get_binfo(...) determines exactly how the beam will behave over the course of its life
// it fills in binfo, which we can pass to clients in multiplayer
if(fire_info->beam_info_override != NULL){
new_item->binfo = *fire_info->beam_info_override;
} else {
beam_get_binfo(new_item, fire_info->accuracy, wip->b_info.beam_shots); // to fill in b_info - the set of directional aim vectors
}
// create the associated object
objnum = obj_create(OBJ_BEAM, -1, new_item - Beams, &vmd_identity_matrix, &vmd_zero_vector, 1.0f, OF_COLLIDES);
if(objnum < 0){
Int3();
beam_delete(new_item);
nprintf(("General", "obj_create() failed for beam weapon! bah!\n"));
return -1;
}
new_item->objnum = objnum;
// this sets up all info for the first frame the beam fires
beam_aim(new_item); // to fill in shot_point, etc.
// check to see if its legal to fire at this guy
if(beam_ok_to_fire(new_item) != 1){
beam_delete(new_item);
mprintf(("Killing beam at initial fire because of illegal targeting!!!\n"));
return -1;
}
#ifndef NO_NETWORK
// if we're a multiplayer master - send a packet
if(MULTIPLAYER_MASTER){
send_beam_fired_packet(fire_info->shooter, fire_info->turret, fire_info->target, fire_info->beam_info_index, &new_item->binfo);
}
#endif
// start the warmup phase
beam_start_warmup(new_item);
return objnum;
}
// fire a targeting beam, returns objnum on success. a much much simplified version of a beam weapon
// targeting lasers last _one_ frame. For a continuous stream - they must be created every frame.
// this allows it to work smoothly in multiplayer (detect "trigger down". every frame just create a targeting laser firing straight out of the
// object. this way you get all the advantages of nice rendering and collisions).
// NOTE : only references beam_info_index and shooter
int beam_fire_targeting(beam_fire_info *fire_info)
{
beam *new_item;
weapon_info *wip;
int objnum;
ship *firing_ship;
// sanity check
if(fire_info == NULL){
Int3();
return -1;
}
// if we're out of beams, bail
if(Beam_count >= MAX_BEAMS){
return -1;
}
// make sure the beam_info_index is valid
Assert((fire_info->beam_info_index >= 0) && (fire_info->beam_info_index < MAX_WEAPON_TYPES) && (Weapon_info[fire_info->beam_info_index].wi_flags & WIF_BEAM));
if((fire_info->beam_info_index < 0) || (fire_info->beam_info_index >= MAX_WEAPON_TYPES) || !(Weapon_info[fire_info->beam_info_index].wi_flags & WIF_BEAM)){
return -1;
}
wip = &Weapon_info[fire_info->beam_info_index];
// make sure a ship is firing this
Assert((fire_info->shooter->type == OBJ_SHIP) && (fire_info->shooter->instance >= 0) && (fire_info->shooter->instance < MAX_SHIPS));
if((fire_info->shooter->type != OBJ_SHIP) || (fire_info->shooter->instance < 0) && (fire_info->shooter->instance >= MAX_SHIPS)){
return -1;
}
firing_ship = &Ships[fire_info->shooter->instance];
// get a free beam
new_item = GET_FIRST(&Beam_free_list);
Assert( new_item != &Beam_free_list ); // shouldn't have the dummy element
// remove from the free list
list_remove( &Beam_free_list, new_item );
// insert onto the end of used list
list_append( &Beam_used_list, new_item );
// increment counter
Beam_count++;
// maybe allocate some extra data based on the beam type
Assert(wip->b_info.beam_type == BEAM_TYPE_C);
if(wip->b_info.beam_type != BEAM_TYPE_C){
return -1;
}
// fill in some values
new_item->warmup_stamp = -1;
new_item->warmdown_stamp = -1;
new_item->weapon_info_index = fire_info->beam_info_index;
new_item->objp = fire_info->shooter;
new_item->sig = 0;
new_item->subsys = NULL;
new_item->life_left = 0;
new_item->life_total = 0;
new_item->r_collision_count = 0;
new_item->f_collision_count = 0;
new_item->target = NULL;
new_item->target_subsys = NULL;
new_item->target_sig = 0;
new_item->beam_sound_loop = -1;
new_item->type = BEAM_TYPE_C;
new_item->targeting_laser_offset = fire_info->targeting_laser_offset;
new_item->framecount = 0;
new_item->flags = 0;
new_item->shot_index = 0;
new_item->team = (char)firing_ship->team;
// type c is a very special weapon type - binfo has no meaning
// create the associated object
objnum = obj_create(OBJ_BEAM, -1, new_item - Beams, &vmd_identity_matrix, &vmd_zero_vector, 1.0f, OF_COLLIDES);
if(objnum < 0){
Int3();
beam_delete(new_item);
nprintf(("General", "obj_create() failed for beam weapon! bah!\n"));
return -1;
}
new_item->objnum = objnum;
// this sets up all info for the first frame the beam fires
beam_aim(new_item); // to fill in shot_point, etc.
return objnum;
}
// return an object index of the guy who's firing this beam
int beam_get_parent(object *bm)
{
beam *b;
// get a handle to the beam
Assert(bm->type == OBJ_BEAM);
Assert(bm->instance >= 0);
if(bm->type != OBJ_BEAM){
return -1;
}
if(bm->instance < 0){
return -1;
}
b = &Beams[bm->instance];
Assert(b->objp != NULL);
if(b->objp == NULL){
return -1;
}
// if the object handle is invalid
/* if(b->objp->signature != b->sig){
return -1;
}
*/ //comented out to see if this is the weak link in the fighter beam hit recording -Bobboau
// return the handle
return OBJ_INDEX(b->objp);
}
// return weapon_info_index of beam
int beam_get_weapon_info_index(object *bm)
{
Assert(bm->type == OBJ_BEAM);
if (bm->type != OBJ_BEAM) {
return -1;
}
Assert(bm->instance >= 0 && bm->instance < MAX_BEAMS);
if (bm->instance < 0) {
return -1;
}
// return weapon_info_index
return Beams[bm->instance].weapon_info_index;
}
// given a beam object, get the # of collisions which happened during the last collision check (typically, last frame)
int beam_get_num_collisions(int objnum)
{
// sanity checks
if((objnum < 0) || (objnum >= MAX_OBJECTS)){
Int3();
return -1;
}
if((Objects[objnum].instance < 0) || (Objects[objnum].instance >= MAX_BEAMS)){
Int3();
return -1;
}
if((Beams[Objects[objnum].instance].objnum != objnum) || (Beams[Objects[objnum].instance].objnum < 0)){
Int3();
return -1;
}
// return the # of recent collisions
return Beams[Objects[objnum].instance].r_collision_count;
}
// stuff collision info, returns 1 on success
int beam_get_collision(int objnum, int num, int *collision_objnum, mc_info **cinfo)
{
// sanity checks
if((objnum < 0) || (objnum >= MAX_OBJECTS)){
Int3();
return 0;
}
if((Objects[objnum].instance < 0) || (Objects[objnum].instance >= MAX_BEAMS)){
Int3();
return 0;
}
if((Beams[Objects[objnum].instance].objnum != objnum) || (Beams[Objects[objnum].instance].objnum < 0)){
Int3();
return 0;
}
if(num >= Beams[Objects[objnum].instance].r_collision_count){
Int3();
return 0;
}
// return - success
*cinfo = &Beams[Objects[objnum].instance].r_collisions[num].cinfo;
*collision_objnum = Beams[Objects[objnum].instance].r_collisions[num].c_objnum;
return 1;
}
// pause all looping beam sounds
void beam_pause_sounds()
{
beam *moveup = NULL;
// set all beam volumes to 0
moveup = GET_FIRST(&Beam_used_list);
if(moveup == NULL){
return;
}
while(moveup != END_OF_LIST(&Beam_used_list)){
// set the volume to 0, if he has a looping beam sound
if(moveup->beam_sound_loop >= 0){
snd_set_volume(moveup->beam_sound_loop, 0.0f);
}
// next beam
moveup = GET_NEXT(moveup);
}
}
// unpause looping beam sounds
void beam_unpause_sounds()
{
beam *moveup = NULL;
// recalc all beam sounds
moveup = GET_FIRST(&Beam_used_list);
if(moveup == NULL){
return;
}
while(moveup != END_OF_LIST(&Beam_used_list)){
beam_recalc_sounds(moveup);
// next beam
moveup = GET_NEXT(moveup);
}
}
// -----------------------------===========================------------------------------
// BEAM MOVEMENT FUNCTIONS
// -----------------------------===========================------------------------------
// move a type A beam weapon
void beam_type_a_move(beam *b)
{
vector dir;
vector temp, temp2;
// LEAVE THIS HERE OTHERWISE MUZZLE GLOWS DRAW INCORRECTLY WHEN WARMING UP OR DOWN
// get the "originating point" of the beam for this frame. essentially bashes last_start
ship_get_global_turret_gun_info(b->objp, b->subsys, &b->last_start, &temp, 1, &temp2);
// if the "warming up" timestamp has not expired
if((b->warmup_stamp != -1) || (b->warmdown_stamp != -1)){
return;
}
// put the "last_shot" point arbitrarily far away
vm_vec_sub(&dir, &b->last_shot, &b->last_start);
vm_vec_normalize_quick(&dir);
vm_vec_scale_add(&b->last_shot, &b->last_start, &dir, BEAM_FAR_LENGTH);
Assert(is_valid_vec(&b->last_shot));
}
// move a type B beam weapon
#define BEAM_T(b) ( ((b->binfo.delta_ang / b->life_total) * (b->life_total - b->life_left)) / b->binfo.delta_ang )
void beam_type_b_move(beam *b)
{
vector actual_dir;
vector temp, temp2;
float dot_save;
// LEAVE THIS HERE OTHERWISE MUZZLE GLOWS DRAW INCORRECTLY WHEN WARMING UP OR DOWN
// get the "originating point" of the beam for this frame. essentially bashes last_start
ship_get_global_turret_gun_info(b->objp, b->subsys, &b->last_start, &temp, 1, &temp2);
// if the "warming up" timestamp has not expired
if((b->warmup_stamp != -1) || (b->warmdown_stamp != -1)){
return;
}
// if the two direction vectors are _really_ close together, just use the original direction
dot_save = vm_vec_dot(&b->binfo.dir_a, &b->binfo.dir_b);
if((double)dot_save >= 0.999999999){
actual_dir = b->binfo.dir_a;
}
// otherwise move towards the dir we calculated when firing this beam
else {
vm_vec_interp_constant(&actual_dir, &b->binfo.dir_a, &b->binfo.dir_b, BEAM_T(b));
}
// now recalculate shot_point to be shooting through our new point
vm_vec_scale_add(&b->last_shot, &b->last_start, &actual_dir, BEAM_FAR_LENGTH);
int is_valid = is_valid_vec(&b->last_shot);
Assert(is_valid);
if(!is_valid){
actual_dir = b->binfo.dir_a;
vm_vec_scale_add(&b->last_shot, &b->last_start, &actual_dir, BEAM_FAR_LENGTH);
}
}
// type C functions
void beam_type_c_move(beam *b)
{
vector temp;
// ugh
if(b->objp == NULL){
Int3();
return;
}
// type c beams only last one frame so we never have to "move" them.
temp = b->targeting_laser_offset;
vm_vec_unrotate(&b->last_start, &temp, &b->objp->orient);
vm_vec_add2(&b->last_start, &b->objp->pos);
vm_vec_scale_add(&b->last_shot, &b->last_start, &b->objp->orient.vec.fvec, BEAM_FAR_LENGTH);
}
// type D functions
void beam_type_d_move(beam *b)
{
int shot_index, fire_wait;
vector temp, temp2, dir;
// LEAVE THIS HERE OTHERWISE MUZZLE GLOWS DRAW INCORRECTLY WHEN WARMING UP OR DOWN
// get the "originating point" of the beam for this frame. essentially bashes last_start
ship_get_global_turret_gun_info(b->objp, b->subsys, &b->last_start, &temp, 1, &temp2);
// if the "warming up" timestamp has not expired
if((b->warmup_stamp != -1) || (b->warmdown_stamp != -1)){
return;
}
// determine what stage of the beam we're in
beam_type_d_get_status(b, &shot_index, &fire_wait);
// if we've changed shot index
if(shot_index != b->shot_index){
// set the new index
b->shot_index = shot_index;
// re-aim
beam_aim(b);
}
// if we're in the fire wait stage
b->flags &= ~BF_SAFETY;
if(fire_wait){
b->flags |= BF_SAFETY;
}
// put the "last_shot" point arbitrarily far away
vm_vec_sub(&dir, &b->last_shot, &b->last_start);
vm_vec_normalize_quick(&dir);
vm_vec_scale_add(&b->last_shot, &b->last_start, &dir, BEAM_FAR_LENGTH);
Assert(is_valid_vec(&b->last_shot));
}
void beam_type_d_get_status(beam *b, int *shot_index, int *fire_wait)
{
float shot_time = b->life_total / (float)b->binfo.shot_count;
float beam_time = b->life_total - b->life_left;
// determine what "shot" we're on
*shot_index = (int)(beam_time / shot_time);
Assert(*shot_index < b->binfo.shot_count);
if(*shot_index >= b->binfo.shot_count){
*shot_index = b->binfo.shot_count - 1;
}
// determine if its the firing or waiting section of the shot (fire happens first, THEN wait)
*fire_wait = 0;
if(beam_time > ((shot_time * (*shot_index)) + (shot_time * 0.5f))){
*fire_wait = 1;
}
}
// type e functions
void beam_type_e_move(beam *b)
{
vector temp, turret_norm;
// LEAVE THIS HERE OTHERWISE MUZZLE GLOWS DRAW INCORRECTLY WHEN WARMING UP OR DOWN
// get the "originating point" of the beam for this frame. essentially bashes last_start
ship_get_global_turret_gun_info(b->objp, b->subsys, &b->last_start, &turret_norm, 1, &temp);
// if the "warming up" timestamp has not expired
if((b->warmup_stamp != -1) || (b->warmdown_stamp != -1)){
return;
}
// put the "last_shot" point arbitrarily far away
vm_vec_scale_add(&b->last_shot, &b->last_start, &turret_norm, BEAM_FAR_LENGTH);
Assert(is_valid_vec(&b->last_shot));
}
// pre-move (before collision checking - but AFTER ALL OTHER OBJECTS HAVE BEEN MOVED)
void beam_move_all_pre()
{
beam *b;
beam *moveup;
// zero lights for this frame yet
Beam_light_count = 0;
// traverse through all active beams
moveup = GET_FIRST(&Beam_used_list);
while(moveup != END_OF_LIST(&Beam_used_list)){
// get the beam
b = moveup;
// unset collision info
b->f_collision_count = 0;
if(!physics_paused){
// move the beam
switch(b->type){
// type A beam weapons don't move
case BEAM_TYPE_A :
beam_type_a_move(b);
break;
// type B beam weapons move across the target somewhat randomly
case BEAM_TYPE_B :
beam_type_b_move(b);
break;
// type C beam weapons are attached to a fighter - pointing forward
case BEAM_TYPE_C:
beam_type_c_move(b);
break;
// type D
case BEAM_TYPE_D:
beam_type_d_move(b);
break;
// type E
case BEAM_TYPE_E:
beam_type_e_move(b);
break;
// illegal beam type
default :
Int3();
}
}
// next
moveup = GET_NEXT(moveup);
}
}
// post-collision time processing for beams
void beam_move_all_post()
{
beam *moveup;
beam *next_one;
int bf_status;
beam_weapon_info *bwi;
// traverse through all active beams
moveup = GET_FIRST(&Beam_used_list);
while(moveup != END_OF_LIST(&Beam_used_list)){
bwi = &Weapon_info[moveup->weapon_info_index].b_info;
// check the status of the beam
bf_status = beam_ok_to_fire(moveup);
// if we're warming up
if(moveup->warmup_stamp != -1){
next_one = GET_NEXT(moveup);
// should we be stopping?
if(bf_status < 0){
beam_delete(moveup);
} else {
// if the warming up timestamp has expired, start firing
if(timestamp_elapsed(moveup->warmup_stamp)){
// start firing
if(!beam_start_firing(moveup)){
beam_delete(moveup);
}
// add a muzzle light for the shooter
beam_add_light(moveup, OBJ_INDEX(moveup->objp), 0, NULL);
}
}
// next
moveup = next_one;
continue;
}
// if we're warming down
else if(moveup->warmdown_stamp != -1){
next_one = GET_NEXT(moveup);
// should we be stopping?
if(bf_status < 0){
beam_delete(moveup);
} else {
// if we're done warming down, the beam is finished
if(timestamp_elapsed(moveup->warmdown_stamp)){
beam_delete(moveup);
}
}
// next
moveup = next_one;
continue;
}
// otherwise, we're firing away.........
// add a muzzle light for the shooter
beam_add_light(moveup, OBJ_INDEX(moveup->objp), 0, NULL);
// subtract out the life left for the beam
if(!physics_paused){
moveup->life_left -= flFrametime;
}
// if we're past the shrink point, start shrinking the beam
if(moveup->life_left <= (moveup->life_total * bwi->beam_shrink_factor)){
moveup->flags |= BF_SHRINK;
}
// if we're shrinking the beam
if(moveup->flags & BF_SHRINK){
moveup->shrink -= bwi->beam_shrink_pct * flFrametime;
if(moveup->shrink < 0.1f){
moveup->shrink = 0.1f;
}
}
// stop shooting?
if(bf_status <= 0){
next_one = GET_NEXT(moveup);
// if beam should abruptly stop
if(bf_status == -1){
beam_delete(moveup);
}
// if the beam should just power down
else {
beam_start_warmdown(moveup);
}
// next beam
moveup = next_one;
continue;
}
// increment framecount
moveup->framecount++;
// type c weapons live for one frame only
if(moveup->type == BEAM_TYPE_C){
if(moveup->framecount > 1){
next_one = GET_NEXT(moveup);
beam_delete(moveup);
moveup = next_one;
continue;
}
}
// done firing, so go into the warmdown phase
else {
if((moveup->life_left <= 0.0f) && (moveup->warmdown_stamp == -1)){
beam_start_warmdown(moveup);
moveup = GET_NEXT(moveup);
continue;
}
}
// handle any collisions which occured collision (will take care of applying damage to all objects which got hit)
beam_handle_collisions(moveup);
// recalculate beam sounds
beam_recalc_sounds(moveup);
// next item
moveup = GET_NEXT(moveup);
}
// apply all beam lighting
beam_apply_lighting();
// process beam culling info
#ifndef NDEBUG
/*
if(Beam_test_stamp == -1){
Beam_test_stamp = timestamp(BEAM_TEST_STAMP_TIME);
Beam_test_ints = 0;
Beam_test_framecount = 0;
} else {
if(timestamp_elapsed(Beam_test_stamp)){
// report the results
nprintf(("General", "Performed %f beam ints/frame (%d, %d, %d, %d), over %f seconds\n", (float)Beam_test_ints/(float)Beam_test_framecount, Beam_test_ints, Beam_test_framecount, Beam_test_ship, Beam_test_ast, (float)BEAM_TEST_STAMP_TIME / 1000.0f));
// reset vars
Beam_test_stamp = timestamp(BEAM_TEST_STAMP_TIME);
Beam_test_ints = 0;
Beam_test_ship = 0;
Beam_test_ast = 0;
Beam_test_framecount = 0;
} else {
Beam_test_framecount++;
}
}
*/
#endif
}
// -----------------------------===========================------------------------------
// BEAM RENDERING FUNCTIONS
// -----------------------------===========================------------------------------
// render a beam weapon
#define STUFF_VERTICES() do { verts[0]->u = 0.0f; verts[0]->v = 0.0f; verts[1]->u = 1.0f; verts[1]->v = 0.0f; verts[2]->u = 1.0f; verts[2]->v = 1.0f; verts[3]->u = 0.0f; verts[3]->v = 1.0f; } while(0);
#define R_VERTICES() do { g3_rotate_vertex(verts[0], &bottom1); g3_rotate_vertex(verts[1], &bottom2); g3_rotate_vertex(verts[2], &top2); g3_rotate_vertex(verts[3], &top1); } while(0);
#define P_VERTICES() do { for(idx=0; idx<4; idx++){ g3_project_vertex(verts[idx]); } } while(0);
int poly_beam = 0;
void beam_render(beam_weapon_info *bwi, vector *start, vector *shot, float shrink)
{
int idx, s_idx;
vertex h1[4]; // halves of a beam section
vertex *verts[4] = { &h1[0], &h1[1], &h1[2], &h1[3] };
vector fvec, top1, bottom1, top2, bottom2;
float scale;
float u_scale; // beam tileing -Bobboau
float length; // beam tileing -Bobboau
// bogus weapon info index
if(bwi == NULL){
return;
}
// if the beam start and endpoints are the same
if(vm_vec_same(start, shot)){
return;
}
// get beam direction
vm_vec_sub(&fvec, shot, start);
vm_vec_normalize_quick(&fvec);
// turn off backface culling
gr_set_cull(0);
// draw all sections
for(s_idx=0; s_idx<bwi->beam_num_sections; s_idx++){
// calculate the beam points
scale = frand_range(1.0f - bwi->sections[s_idx].flicker, 1.0f + bwi->sections[s_idx].flicker);
beam_calc_facing_pts(&top1, &bottom1, &fvec, start, bwi->sections[s_idx].width * scale * shrink, bwi->sections[s_idx].z_add);
beam_calc_facing_pts(&top2, &bottom2, &fvec, shot, bwi->sections[s_idx].width * scale * scale * shrink, bwi->sections[s_idx].z_add);
R_VERTICES(); // rotate and project the vertices
P_VERTICES();
STUFF_VERTICES(); // stuff the beam with creamy goodness (texture coords)
length = vm_vec_dist(start, shot); // beam tileing -Bobboau
u_scale = length / bwi->sections[s_idx].width /2; // beam tileing, might make a tileing factor in beam index later -Bobboau
verts[1]->u = verts[1]->u * u_scale; // beam tileing -Bobboau
verts[2]->u = verts[2]->u * u_scale; // beam tileing -Bobboau
// set the right texture with additive alpha, and draw the poly
gr_set_bitmap(bwi->sections[s_idx].texture, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 0.9999f);
g3_draw_poly( 4, verts, TMAP_FLAG_TEXTURED | TMAP_FLAG_TILED | TMAP_FLAG_CORRECT); // added TMAP_FLAG_TILED flag for beam texture tileing -Bobboau
}
// turn backface culling back on
gr_set_cull(1);
}
// generate particles for the muzzle glow
int hack_time = 100;
DCF(h_time, "")
{
dc_get_arg(ARG_INT);
hack_time = Dc_arg_int;
}
void beam_generate_muzzle_particles(beam *b)
{
int particle_count;
int idx;
weapon_info *wip;
vector turret_norm, turret_pos, particle_pos, particle_dir, p_temp;
matrix m;
particle_info pinfo;
// if our hack stamp has expired
if(!((Beam_muzzle_stamp == -1) || timestamp_elapsed(Beam_muzzle_stamp))){
return;
}
// never generate anything past about 1/5 of the beam fire time
if(b->warmup_stamp == -1){
return;
}
// get weapon info
wip = &Weapon_info[b->weapon_info_index];
// no specified particle for this beam weapon
if(wip->b_info.beam_particle_ani < 0){
return;
}
// reset the hack stamp
Beam_muzzle_stamp = timestamp(hack_time);
// randomly generate 10 to 20 particles
particle_count = (int)frand_range(0.0f, (float)wip->b_info.beam_particle_count);
// get turret info - position and normal
turret_pos = b->subsys->system_info->pnt;
turret_norm = b->subsys->system_info->turret_norm;
// randomly perturb a vector within a cone around the normal
vm_vector_2_matrix(&m, &turret_norm, NULL, NULL);
for(idx=0; idx<particle_count; idx++){
// get a random point in the cone
vm_vec_random_cone(&particle_dir, &turret_norm, wip->b_info.beam_particle_angle, &m);
p_temp = turret_pos;
vm_vec_scale_add(&p_temp, &turret_pos, &particle_dir, wip->b_info.beam_muzzle_radius * frand_range(0.75f, 0.9f));
// transform into world coords
vm_vec_unrotate(&particle_pos, &p_temp, &b->objp->orient);
vm_vec_add2(&particle_pos, &b->objp->pos);
p_temp = particle_dir;
vm_vec_unrotate(&particle_dir, &p_temp, &b->objp->orient);
// now generate some interesting values for the particle
float p_time_ref = wip->b_info.beam_life + ((float)wip->b_info.beam_warmup / 1000.0f);
float p_life = frand_range(p_time_ref * 0.5f, p_time_ref * 0.7f);
float p_vel = (wip->b_info.beam_muzzle_radius / p_life) * frand_range(0.85f, 1.2f);
vm_vec_scale(&particle_dir, -p_vel);
memset(&pinfo, 0, sizeof(particle_info));
pinfo.pos = particle_pos;
pinfo.vel = particle_dir;
pinfo.lifetime = p_life;
pinfo.attached_objnum = -1;
pinfo.attached_sig = 0;
pinfo.rad = wip->b_info.beam_particle_radius;
pinfo.reverse = 1;
pinfo.type = PARTICLE_BITMAP;
pinfo.optional_data = wip->b_info.beam_particle_ani;
pinfo.tracer_length = -1.0f;
particle_create(&pinfo);
}
}
// render the muzzle glow for a beam weapon
void beam_render_muzzle_glow(beam *b)
{
vertex v;
weapon_info *wip = &Weapon_info[b->weapon_info_index];
beam_weapon_info *bwi = &Weapon_info[b->weapon_info_index].b_info;
float pct, rand_val;
// if we don't have a glow bitmap
if(bwi->beam_glow_bitmap < 0){
return;
}
// if the beam is warming up, scale the glow
if(b->warmup_stamp != -1){
// get warmup pct
pct = BEAM_WARMUP_PCT(b);
rand_val = 1.0f;
} else
// if the beam is warming down
if(b->warmdown_stamp != -1){
// get warmup pct
pct = 1.0f - BEAM_WARMDOWN_PCT(b);
rand_val = 1.0f;
}
// otherwise the beam is really firing
else {
pct = 1.0f;
rand_val = frand_range(0.90f, 1.0f);
}
// draw the bitmap
g3_rotate_vertex(&v, &b->last_start);
gr_set_bitmap( bwi->beam_glow_bitmap, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 0.8f * pct);
// draw 1 bitmap
g3_draw_bitmap(&v, 0, wip->b_info.beam_muzzle_radius * pct * rand_val, TMAP_FLAG_TEXTURED);
// maybe draw more
if(pct > 0.3f){
g3_draw_bitmap(&v, 0, wip->b_info.beam_muzzle_radius * pct * 0.75f * rand_val, TMAP_FLAG_TEXTURED);
}
if(pct > 0.5f){
g3_draw_bitmap(&v, 0, wip->b_info.beam_muzzle_radius * pct * 0.45f * rand_val, TMAP_FLAG_TEXTURED);
}
if(pct > 0.7f){
g3_draw_bitmap(&v, 0, wip->b_info.beam_muzzle_radius * pct * 0.25f * rand_val, TMAP_FLAG_TEXTURED);
}
}
// render all beam weapons
void beam_render_all()
{
beam *moveup;
// traverse through all active beams
moveup = GET_FIRST(&Beam_used_list);
while(moveup != END_OF_LIST(&Beam_used_list)){
// each beam type renders a little bit differently
if((moveup->warmup_stamp == -1) && (moveup->warmdown_stamp == -1) && !(moveup->flags & BF_SAFETY)){
// HACK - if this is the first frame the beam is firing, don't render it
if(moveup->life_left >= moveup->life_total - 0.0001f){
moveup = GET_NEXT(moveup);
continue;
}
// render the beam itself
Assert(moveup->weapon_info_index >= 0);
if(moveup->weapon_info_index < 0){
moveup = GET_NEXT(moveup);
continue;
}
beam_render(&Weapon_info[moveup->weapon_info_index].b_info, &moveup->last_start, &moveup->last_shot, moveup->shrink);
}
// render the muzzle glow
beam_render_muzzle_glow(moveup);
// maybe generate some muzzle particles
beam_generate_muzzle_particles(moveup);
// next item
moveup = GET_NEXT(moveup);
}
}
// output top and bottom vectors
// fvec == forward vector (eye viewpoint basically. in world coords)
// pos == world coordinate of the point we're calculating "around"
// w == width of the diff between top and bottom around pos
void beam_calc_facing_pts( vector *top, vector *bot, vector *fvec, vector *pos, float w, float z_add )
{
vector uvec, rvec;
vector temp;
temp = *pos;
vm_vec_sub( &rvec, &Eye_position, &temp );
vm_vec_normalize( &rvec );
vm_vec_crossprod(&uvec,fvec,&rvec);
vm_vec_normalize(&uvec);
vm_vec_scale_add( top, &temp, &uvec, w/2.0f );
vm_vec_scale_add( bot, &temp, &uvec, -w/2.0f );
}
// light scale factor
float blight = 25.5f;
DCF(blight, "")
{
dc_get_arg(ARG_FLOAT);
blight = Dc_arg_float;
}
// call to add a light source to a small object
void beam_add_light_small(beam *bm, object *objp, vector *pt_override = NULL)
{
weapon_info *wip;
beam_weapon_info *bwi;
float noise;
// no lighting
if(!Beam_lighting){
return;
}
// sanity
Assert(bm != NULL);
if(bm == NULL){
return;
}
Assert(objp != NULL);
if(objp == NULL){
return;
}
Assert(bm->weapon_info_index >= 0);
wip = &Weapon_info[bm->weapon_info_index];
bwi = &wip->b_info;
// some noise
noise = frand_range(1.0f - bwi->sections[0].flicker, 1.0f + bwi->sections[0].flicker);
// widest part of the beam
float light_rad = beam_get_widest(bm) * blight * noise;
// nearest point on the beam, and its distance to the ship
vector near_pt;
if(pt_override == NULL){
float dist;
vm_vec_dist_to_line(&objp->pos, &bm->last_start, &bm->last_shot, &near_pt, &dist);
if(dist > light_rad){
return;
}
} else {
near_pt = *pt_override;
}
// average rgb of the beam
float fr = (float)wip->laser_color_1.red / 255.0f;
float fg = (float)wip->laser_color_1.green / 255.0f;
float fb = (float)wip->laser_color_1.blue / 255.0f;
// add a unique light
// noise *= 0.1f; // a little less noise here, since we want the beam to generally cast a bright light
light_add_point_unique(&near_pt, light_rad * 0.0001f, light_rad, 1.0f, fr, fg, fb, OBJ_INDEX(objp));
}
// call to add a light source to a large object
void beam_add_light_large(beam *bm, object *objp, vector *pt0, vector *pt1)
{
weapon_info *wip;
beam_weapon_info *bwi;
float noise;
// no lighting
if(!Beam_lighting){
return;
}
// sanity
Assert(bm != NULL);
if(bm == NULL){
return;
}
Assert(objp != NULL);
if(objp == NULL){
return;
}
Assert(bm->weapon_info_index >= 0);
wip = &Weapon_info[bm->weapon_info_index];
bwi = &wip->b_info;
// some noise
noise = frand_range(1.0f - bwi->sections[0].flicker, 1.0f + bwi->sections[0].flicker);
// widest part of the beam
float light_rad = beam_get_widest(bm) * blight * noise;
// average rgb of the beam
float fr = (float)wip->laser_color_1.red / 255.0f;
float fg = (float)wip->laser_color_1.green / 255.0f;
float fb = (float)wip->laser_color_1.blue / 255.0f;
// add a unique light
noise *= 0.1f; // a little less noise here, since we want the beam to generally cast a bright light
light_add_tube(pt0, pt1, 1.0f, light_rad, 1.0f * noise, fr, fg, fb, OBJ_INDEX(objp));
}
// mark an object as being lit
void beam_add_light(beam *b, int objnum, int source, vector *c_point)
{
beam_light_info *l;
// if we're out of light slots!
if(Beam_light_count >= MAX_BEAM_LIGHT_INFO){
// Int3();
return;
}
// otherwise add it
l = &Beam_lights[Beam_light_count++];
l->bm = b;
l->objnum = objnum;
l->source = (ubyte)source;
// only type 2 lights (from collisions) need a collision point
if(c_point != NULL){
l->c_point = *c_point;
} else {
Assert(source != 2);
if(source == 2){
Beam_light_count--;
}
}
}
// apply lighting from any beams
void beam_apply_lighting()
{
int idx;
beam_light_info *l;
vector pt, dir;
beam_weapon_info *bwi;
// convert all beam lights into real lights
for(idx=0; idx<Beam_light_count; idx++){
// get the light
l = &Beam_lights[idx];
// bad object
if((l->objnum < 0) || (l->objnum >= MAX_OBJECTS) || (l->bm == NULL)){
continue;
}
bwi = &Weapon_info[l->bm->weapon_info_index].b_info;
// different light types
switch(l->source){
// from the muzzle of the gun
case 0:
// a few meters in from the of muzzle
vm_vec_sub(&dir, &l->bm->last_start, &l->bm->last_shot);
vm_vec_normalize_quick(&dir);
vm_vec_scale_add(&pt, &l->bm->last_start, &dir, bwi->beam_muzzle_radius * 5.0f);
beam_add_light_small(l->bm, &Objects[l->objnum], &pt);
break;
// from the beam passing by
case 1:
// object type
switch(Objects[l->objnum].type){
case OBJ_SHIP:
Assert(Objects[l->objnum].instance >= 0);
// large ships
if(Ship_info[Ships[Objects[l->objnum].instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)){
beam_add_light_large(l->bm, &Objects[l->objnum], &l->bm->last_start, &l->bm->last_shot);
}
// small ships
else {
beam_add_light_small(l->bm, &Objects[l->objnum]);
}
break;
// asteroids get small lights
case OBJ_ASTEROID:
beam_add_light_small(l->bm, &Objects[l->objnum]);
break;
// debris gets small lights
case OBJ_DEBRIS:
beam_add_light_small(l->bm, &Objects[l->objnum]);
break;
}
break;
// from a collision
case 2:
// a few meters from the collision point
vm_vec_sub(&dir, &l->bm->last_start, &l->c_point);
vm_vec_normalize_quick(&dir);
vm_vec_scale_add(&pt, &l->c_point, &dir, bwi->beam_muzzle_radius * 5.0f);
beam_add_light_small(l->bm, &Objects[l->objnum], &pt);
break;
}
}
}
// -----------------------------===========================------------------------------
// BEAM BOOKKEEPING FUNCTIONS
// -----------------------------===========================------------------------------
// delete a beam
void beam_delete(beam *b)
{
// remove from active list and put on free list
list_remove(&Beam_used_list, b);
list_append(&Beam_free_list, b);
// delete our associated object
// Assert(b->objnum >= 0);
if(b->objnum >= 0){
obj_delete(b->objnum);
}
b->objnum = -1;
// kill the beam looping sound
if(b->beam_sound_loop != -1){
snd_stop(b->beam_sound_loop);
b->beam_sound_loop = -1;
}
// subtract one
Beam_count--;
Assert(Beam_count >= 0);
nprintf(("General", "Recycled beam (%d beams remaining)\n", Beam_count));
}
// given an object, return its model num
int beam_get_model(object *objp)
{
int subtype;
Assert(objp->instance >= 0);
if(objp->instance < 0){
return -1;
}
subtype = 0;
switch(objp->type){
case OBJ_SHIP:
return Ships[objp->instance].modelnum;
case OBJ_WEAPON:
Assert(Weapons[objp->instance].weapon_info_index >= 0);
if(Weapons[objp->instance].weapon_info_index < 0){
return -1;
}
return Weapon_info[Weapons[objp->instance].weapon_info_index].model_num;
case OBJ_DEBRIS:
Assert(Debris[objp->instance].is_hull);
if(!Debris[objp->instance].is_hull){
return -1;
}
return Debris[objp->instance].model_num;
#ifndef FS2_DEMO
case OBJ_ASTEROID:
subtype = Asteroids[objp->instance].asteroid_subtype;
Assert(Asteroids[objp->instance].type >= 0);
if(Asteroids[objp->instance].type < 0){
return -1;
}
return Asteroid_info[Asteroids[objp->instance].type].model_num[subtype];
#endif
default:
// this shouldn't happen too often
mprintf(("Beam couldn't find a good find a good object model/type!! (%d)", objp->type));
return -1;
}
// can't happen
Int3();
return -1;
}
// start the warmup phase for the beam
void beam_start_warmup(beam *b)
{
// set the warmup stamp
b->warmup_stamp = timestamp(Weapon_info[b->weapon_info_index].b_info.beam_warmup);
// start playing warmup sound
if(!(Game_mode & GM_STANDALONE_SERVER) && (Weapon_info[b->weapon_info_index].b_info.beam_warmup_sound >= 0)){
snd_play_3d(&Snds[Weapon_info[b->weapon_info_index].b_info.beam_warmup_sound], &b->last_start, &View_position);
}
}
// start the firing phase for the beam, return 0 if the beam failed to start, and should be deleted altogether
int beam_start_firing(beam *b)
{
// kill the warmup stamp so the rest of the code knows its firing
b->warmup_stamp = -1;
// any special stuff for each weapon type
switch(b->type){
// re-aim type A and D beam weapons here, otherwise they tend to miss
case BEAM_TYPE_A:
case BEAM_TYPE_D:
beam_aim(b);
break;
case BEAM_TYPE_B:
break;
case BEAM_TYPE_C:
break;
case BEAM_TYPE_E:
break;
default:
Int3();
}
// determine if we can legitimately start firing, or if we need to take other action
switch(beam_ok_to_fire(b)){
case -1 :
return 0;
case 0 :
beam_start_warmdown(b);
return 1;
}
// start the beam firing sound now, if we haven't already
if((b->beam_sound_loop == -1) && (Weapon_info[b->weapon_info_index].b_info.beam_loop_sound >= 0)){
b->beam_sound_loop = snd_play_3d(&Snds[Weapon_info[b->weapon_info_index].b_info.beam_loop_sound], &b->last_start, &View_position, 0.0f, NULL, 1, 1.0, SND_PRIORITY_SINGLE_INSTANCE, NULL, 1.0f, 1);
// "shot" sound
snd_play_3d(&Snds[SND_BEAM_SHOT], &b->last_start, &View_position);
}
// success
return 1;
}
// start the warmdown phase for the beam
void beam_start_warmdown(beam *b)
{
// timestamp
b->warmdown_stamp = timestamp(Weapon_info[b->weapon_info_index].b_info.beam_warmdown);
// start the warmdown sound
if(Weapon_info[b->weapon_info_index].b_info.beam_warmdown_sound >= 0){
snd_play_3d(&Snds[Weapon_info[b->weapon_info_index].b_info.beam_warmdown_sound], &b->last_start, &View_position);
}
// kill the beam looping sound
if(b->beam_sound_loop != -1){
snd_stop(b->beam_sound_loop);
b->beam_sound_loop = -1;
}
}
// recalculate beam sounds (looping sounds relative to the player)
void beam_recalc_sounds(beam *b)
{
beam_weapon_info *bwi;
vector pos;
Assert(b->weapon_info_index >= 0);
if(b->weapon_info_index < 0){
return;
}
bwi = &Weapon_info[b->weapon_info_index].b_info;
// update the sound position relative to the player
if(b->beam_sound_loop != -1){
// get the point closest to the player's viewing position
switch(vm_vec_dist_to_line(&View_position, &b->last_start, &b->last_shot, &pos, NULL)){
// behind the beam, so use the start pos
case -1:
pos = b->last_start;
break;
// use the closest point
case 0:
// already calculated in vm_vec_dist_to_line(...)
break;
// past the beam, so use the shot pos
case 1:
pos = b->last_shot;
break;
}
snd_update_3d_pos(b->beam_sound_loop, &Snds[bwi->beam_loop_sound], &pos);
}
}
// -----------------------------===========================------------------------------
// BEAM AIMING FUNCTIONS
// -----------------------------===========================------------------------------
// fills in binfo
void beam_get_binfo(beam *b, float accuracy, int num_shots)
{
vector p2;
int model_num, idx;
vector oct1, oct2;
vector turret_point, turret_norm;
beam_weapon_info *bwi;
int skill_level;
// where the shot is originating from (b->last_start gets filled in)
ship_get_global_turret_gun_info(b->objp, b->subsys, &turret_point, &turret_norm, 1, &p2);
// get a model # to work with
model_num = beam_get_model(b->target);
if(model_num < 0){
return;
}
// get beam weapon info
Assert(b->weapon_info_index >= 0);
if(b->weapon_info_index < 0){
return;
}
bwi = &Weapon_info[b->weapon_info_index].b_info;
// skill level
skill_level = Game_skill_level;
if(Game_skill_level >= NUM_SKILL_LEVELS){
skill_level = NUM_SKILL_LEVELS - 1;
}
if(Game_skill_level < 0){
skill_level = 0;
}
// stuff num shots even though its only used for type D weapons
b->binfo.shot_count = (ubyte)num_shots;
if(b->binfo.shot_count > MAX_BEAM_SHOTS){
b->binfo.shot_count = MAX_BEAM_SHOTS;
}
// generate the proper amount of directional vectors
switch(b->type){
// pick an accuracy. beam will be properly aimed at actual fire time
case BEAM_TYPE_A:
// all we will do is decide whether or not we will hit - type A beam weapons are re-aimed immediately before firing
b->binfo.shot_aim[0] = frand_range(0.0f, 1.0f + bwi->beam_miss_factor[skill_level] * accuracy);
b->binfo.shot_count = 1;
// get random model points, this is useful for big ships, because we never miss when shooting at them
submodel_get_two_random_points(model_num, 0, &b->binfo.dir_a, &b->binfo.dir_b);
break;
// just 2 points in the "slash"
case BEAM_TYPE_B:
beam_get_octant_points(model_num, b->target, (int)frand_range(0.0f, BEAM_NUM_GOOD_OCTANTS), Beam_good_slash_octants, &oct1, &oct2);
// point 1
vm_vec_sub(&b->binfo.dir_a, &oct1, &turret_point);
vm_vec_normalize(&b->binfo.dir_a);
// point 2
vm_vec_sub(&b->binfo.dir_b, &oct2, &turret_point);
vm_vec_normalize(&b->binfo.dir_b);
// delta angle
b->binfo.delta_ang = fl_abs(vm_vec_delta_ang_norm(&b->binfo.dir_a, &b->binfo.dir_b, NULL));
break;
// nothing for this beam - its very special case
case BEAM_TYPE_C:
break;
// type D beams fire at small ship multiple times
case BEAM_TYPE_D:
// get a bunch of shot aims
for(idx=0; idx<b->binfo.shot_count; idx++){
// MK, 9/3/99: Added pow() function to make increasingly likely to miss with subsequent shots. 30% more likely with each shot.
float r = ((float) pow(1.3f, idx)) * bwi->beam_miss_factor[skill_level] * accuracy;
b->binfo.shot_aim[idx] = frand_range(0.0f, 1.0f + r);
}
break;
// type e beams just fire straight
case BEAM_TYPE_E:
b->binfo.shot_aim[0] = 0.0000001f;
b->binfo.shot_count = 1;
b->binfo.dir_a = turret_norm;
b->binfo.dir_b = turret_norm;
break;
default:
break;
}
}
// aim the beam (setup last_start and last_shot - the endpoints). also recalculates collision pairs
void beam_aim(beam *b)
{
vector temp, p2;
int model_num;
// type C beam weapons have no target
if(b->target == NULL){
Assert(b->type == BEAM_TYPE_C);
if(b->type != BEAM_TYPE_C){
return;
}
}
// get a model # to work with
else {
model_num = beam_get_model(b->target);
if(model_num < 0){
return;
}
}
// setup our initial shot point and aim direction
switch(b->type){
case BEAM_TYPE_A:
// where the shot is originating from (b->last_start gets filled in)
ship_get_global_turret_gun_info(b->objp, b->subsys, &b->last_start, &temp, 1, &p2);
// if we're targeting a subsystem - shoot directly at it
if(b->target_subsys != NULL){
// unrotate the center of the subsystem
vm_vec_unrotate(&b->last_shot, &b->target_subsys->system_info->pnt, &b->target->orient);
vm_vec_add2(&b->last_shot, &b->target->pos);
vm_vec_sub(&temp, &b->last_shot, &b->last_start);
vm_vec_scale_add(&b->last_shot, &b->last_start, &temp, 2.0f);
break;
}
// if we're shooting at a big ship - shoot directly at the model
if((b->target->type == OBJ_SHIP) && (Ship_info[Ships[b->target->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))){
// rotate into world coords
vm_vec_unrotate(&temp, &b->binfo.dir_a, &b->target->orient);
vm_vec_add2(&temp, &b->target->pos);
// get the shot point
vm_vec_sub(&p2, &temp, &b->last_start);
vm_vec_scale_add(&b->last_shot, &b->last_start, &p2, 2.0f);
break;
}
// point at the center of the target, then jitter based on shot_aim
b->last_shot = b->target->pos;
beam_jitter_aim(b, b->binfo.shot_aim[0]);
break;
case BEAM_TYPE_B:
// where the shot is originating from (b->last_start gets filled in)
ship_get_global_turret_gun_info(b->objp, b->subsys, &b->last_start, &temp, 1, &p2);
// set the shot point
vm_vec_scale_add(&b->last_shot, &b->last_start, &b->binfo.dir_a, BEAM_FAR_LENGTH);
Assert(is_valid_vec(&b->last_shot));
break;
case BEAM_TYPE_C:
// start point
temp = b->targeting_laser_offset;
vm_vec_unrotate(&b->last_start, &temp, &b->objp->orient);
vm_vec_add2(&b->last_start, &b->objp->pos);
vm_vec_scale_add(&b->last_shot, &b->last_start, &b->objp->orient.vec.fvec, BEAM_FAR_LENGTH);
break;
case BEAM_TYPE_D:
// where the shot is originating from (b->last_start gets filled in)
ship_get_global_turret_gun_info(b->objp, b->subsys, &b->last_start, &temp, 1, &p2);
// point at the center of the target, then jitter based on shot_aim
b->last_shot = b->target->pos;
beam_jitter_aim(b, b->binfo.shot_aim[b->shot_index]);
nprintf(("AI", "Frame %i: FIRING\n", Framecount));
break;
case BEAM_TYPE_E:
// where the shot is originating from (b->last_start gets filled in)
ship_get_global_turret_gun_info(b->objp, b->subsys, &b->last_start, &temp, 1, &p2);
// point directly in the direction of the turret
vm_vec_scale_add(&b->last_shot, &b->last_start, &temp, BEAM_FAR_LENGTH);
break;
default:
Int3();
}
// recalculate object pairs
OBJ_RECALC_PAIRS((&Objects[b->objnum]));
}
// given a model #, and an object, stuff 2 good world coord points
void beam_get_octant_points(int modelnum, object *objp, int oct_index, int oct_array[BEAM_NUM_GOOD_OCTANTS][4], vector *v1, vector *v2)
{
vector t1, t2, temp;
polymodel *m = model_get(modelnum);
// bad bad bad bad bad bad
if(m == NULL){
Int3();
return;
}
Assert((oct_index >= 0) && (oct_index < BEAM_NUM_GOOD_OCTANTS));
// randomly pick octants
t1 = oct_array[oct_index][2] ? m->octants[oct_array[oct_index][0]].max : m->octants[oct_array[oct_index][0]].min;
t2 = oct_array[oct_index][3] ? m->octants[oct_array[oct_index][1]].max : m->octants[oct_array[oct_index][1]].min;
Assert(!vm_vec_same(&t1, &t2));
// get them in world coords
vm_vec_unrotate(&temp, &t1, &objp->orient);
vm_vec_add(v1, &temp, &objp->pos);
vm_vec_unrotate(&temp, &t2, &objp->orient);
vm_vec_add(v2, &temp, &objp->pos);
}
// throw some jitter into the aim - based upon shot_aim
void beam_jitter_aim(beam *b, float aim)
{
vector forward, circle;
matrix m;
float subsys_strength;
// if the weapons subsystem is damaged or destroyed
if((b->objp != NULL) && (b->objp->signature == b->sig) && (b->objp->type == OBJ_SHIP) && (b->objp->instance >= 0) && (b->objp->instance < MAX_SHIPS)){
// get subsytem strength
subsys_strength = ship_get_subsystem_strength(&Ships[b->objp->instance], SUBSYSTEM_WEAPONS);
// when subsytem strength is 0, double the aim error factor
aim += aim * (1.0f - subsys_strength);
}
// shot aim is a direct linear factor of the target model's radius.
// so, pick a random point on the circle
vm_vec_sub(&forward, &b->last_shot, &b->last_start);
vm_vec_normalize_quick(&forward);
// vector
vm_vector_2_matrix(&m, &forward, NULL, NULL);
// get a vector on the circle - this should appear to be pretty random
// vm_vec_scale_add(&circle, &b->last_shot, &m.rvec, aim * b->target->radius);
vm_vec_random_in_circle(&circle, &b->last_shot, &m, aim * b->target->radius, 0);
// get the vector pointing to the circle point
vm_vec_sub(&forward, &circle, &b->last_start);
vm_vec_scale_add(&b->last_shot, &b->last_start, &forward, 2.0f);
}
// -----------------------------===========================------------------------------
// BEAM COLLISION FUNCTIONS
// -----------------------------===========================------------------------------
// collide a beam with a ship, returns 1 if we can ignore all future collisions between the 2 objects
int beam_collide_ship(obj_pair *pair)
{
beam *b;
ship *shipp;
ship_info *sip;
mc_info test_collide;
int model_num;
float widest;
// bogus
if(pair == NULL){
return 0;
}
// get the beam
Assert(pair->a->instance >= 0);
Assert(pair->a->type == OBJ_BEAM);
Assert(Beams[pair->a->instance].objnum == OBJ_INDEX(pair->a));
b = &Beams[pair->a->instance];
// Don't check collisions for warping out player if past stage 1.
if ( Player->control_mode >= PCM_WARPOUT_STAGE1) {
if ( pair->a == Player_obj ) return 0;
if ( pair->b == Player_obj ) return 0;
}
// if the "warming up" timestamp has not expired
if((b->warmup_stamp != -1) || (b->warmdown_stamp != -1)){
return 0;
}
// if the beam is on "safety", don't collide with anything
if(b->flags & BF_SAFETY){
return 0;
}
// if the colliding object is the shooting object, return 1 so this is culled
if(pair->b == b->objp){
return 1;
}
// try and get a model
model_num = beam_get_model(pair->b);
if(model_num < 0){
// Int3();
return 1;
}
#ifndef NDEBUG
Beam_test_ints++;
Beam_test_ship++;
#endif
// bad
Assert(pair->b->type == OBJ_SHIP);
Assert(pair->b->instance >= 0);
if((pair->b->type != OBJ_SHIP) || (pair->b->instance < 0)){
return 1;
}
shipp = &Ships[pair->b->instance];
sip = &Ship_info[shipp->ship_info_index];
// get the widest portion of the beam
widest = beam_get_widest(b);
// do the collision
test_collide.model_num = model_num;
test_collide.submodel_num = -1;
test_collide.orient = &pair->b->orient;
test_collide.pos = &pair->b->pos;
test_collide.p0 = &b->last_start;
test_collide.p1 = &b->last_shot;
weapon_info * bwi = &Weapon_info[b->weapon_info_index];
// maybe do a sphere line
if(widest > pair->b->radius * BEAM_AREA_PERCENT){
test_collide.radius = beam_get_widest(b) * 0.5f;
if ( get_shield_strength(&Objects[shipp->objnum]) && (bwi->b_info.beam_type == BEAM_TYPE_C) ){ //check shields for type c beams -Bobboau
//HUD_printf("BC shpere sheild");
test_collide.flags = MC_CHECK_SHIELD | MC_CHECK_SPHERELINE;
}else{
//HUD_printf("BC shpere hull");
test_collide.flags = MC_CHECK_MODEL | MC_CHECK_SPHERELINE;
}
} else {
if ( get_shield_strength(&Objects[shipp->objnum]) && (bwi->b_info.beam_type == BEAM_TYPE_C) ){ //check shields for type c beams -Bobboau
//HUD_printf("BC ray sheild");
test_collide.flags = MC_CHECK_SHIELD | MC_CHECK_RAY;
}else{
//HUD_printf("BC ray hull");
test_collide.flags = MC_CHECK_MODEL | MC_CHECK_RAY;
}
}
model_collide(&test_collide);
// if we got a hit
if(test_collide.num_hits){
// add to the collision list
beam_add_collision(b, pair->b, &test_collide);
}
// add this guy to the lighting list
beam_add_light(b, OBJ_INDEX(pair->b), 1, NULL);
// reset timestamp to timeout immediately
pair->next_check_time = timestamp(0);
return 0;
}
// collide a beam with an asteroid, returns 1 if we can ignore all future collisions between the 2 objects
int beam_collide_asteroid(obj_pair *pair)
{
beam *b;
mc_info test_collide;
int model_num;
// bogus
if(pair == NULL){
return 0;
}
// get the beam
Assert(pair->a->instance >= 0);
Assert(pair->a->type == OBJ_BEAM);
Assert(Beams[pair->a->instance].objnum == OBJ_INDEX(pair->a));
b = &Beams[pair->a->instance];
// if the "warming up" timestamp has not expired
if((b->warmup_stamp != -1) || (b->warmdown_stamp != -1)){
return 0;
}
// if the beam is on "safety", don't collide with anything
if(b->flags & BF_SAFETY){
return 0;
}
// if the colliding object is the shooting object, return 1 so this is culled
if(pair->b == b->objp){
return 1;
}
// try and get a model
model_num = beam_get_model(pair->b);
if(model_num < 0){
Int3();
return 1;
}
#ifndef NDEBUG
Beam_test_ints++;
Beam_test_ast++;
#endif
// do the collision
test_collide.model_num = model_num;
test_collide.submodel_num = -1;
test_collide.orient = &pair->b->orient;
test_collide.pos = &pair->b->pos;
test_collide.p0 = &b->last_start;
test_collide.p1 = &b->last_shot;
test_collide.flags = MC_CHECK_MODEL | MC_CHECK_RAY;
model_collide(&test_collide);
// if we got a hit
if(test_collide.num_hits){
// add to the collision list
beam_add_collision(b, pair->b, &test_collide);
}
// add this guy to the lighting list
beam_add_light(b, OBJ_INDEX(pair->b), 1, NULL);
// reset timestamp to timeout immediately
pair->next_check_time = timestamp(0);
return 0;
}
// collide a beam with a missile, returns 1 if we can ignore all future collisions between the 2 objects
int beam_collide_missile(obj_pair *pair)
{
beam *b;
mc_info test_collide;
int model_num;
// bogus
if(pair == NULL){
return 0;
}
// get the beam
Assert(pair->a->instance >= 0);
Assert(pair->a->type == OBJ_BEAM);
Assert(Beams[pair->a->instance].objnum == OBJ_INDEX(pair->a));
b = &Beams[pair->a->instance];
// if the "warming up" timestamp has not expired
if((b->warmup_stamp != -1) || (b->warmdown_stamp != -1)){
return 0;
}
// if the beam is on "safety", don't collide with anything
if(b->flags & BF_SAFETY){
return 0;
}
// if the colliding object is the shooting object, return 1 so this is culled
if(pair->b == b->objp){
return 1;
}
// try and get a model
model_num = beam_get_model(pair->b);
if(model_num < 0){
//Int3();
return 1;
}
#ifndef NDEBUG
Beam_test_ints++;
#endif
// do the collision
test_collide.model_num = model_num;
test_collide.submodel_num = -1;
test_collide.orient = &pair->b->orient;
test_collide.pos = &pair->b->pos;
test_collide.p0 = &b->last_start;
test_collide.p1 = &b->last_shot;
test_collide.flags = MC_CHECK_MODEL | MC_CHECK_RAY;
model_collide(&test_collide);
// if we got a hit
if(test_collide.num_hits){
// add to the collision list
beam_add_collision(b, pair->b, &test_collide);
}
// reset timestamp to timeout immediately
pair->next_check_time = timestamp(0);
return 0;
}
// collide a beam with debris, returns 1 if we can ignore all future collisions between the 2 objects
int beam_collide_debris(obj_pair *pair)
{
beam *b;
mc_info test_collide;
int model_num;
// bogus
if(pair == NULL){
return 0;
}
// get the beam
Assert(pair->a->instance >= 0);
Assert(pair->a->type == OBJ_BEAM);
Assert(Beams[pair->a->instance].objnum == OBJ_INDEX(pair->a));
b = &Beams[pair->a->instance];
// if the "warming up" timestamp has not expired
if((b->warmup_stamp != -1) || (b->warmdown_stamp != -1)){
return 0;
}
// if the beam is on "safety", don't collide with anything
if(b->flags & BF_SAFETY){
return 0;
}
// if the colliding object is the shooting object, return 1 so this is culled
if(pair->b == b->objp){
return 1;
}
// try and get a model
model_num = beam_get_model(pair->b);
if(model_num < 0){
// Int3();
return 1;
}
#ifndef NDEBUG
Beam_test_ints++;
#endif
// do the collision
test_collide.model_num = model_num;
test_collide.submodel_num = -1;
test_collide.orient = &pair->b->orient;
test_collide.pos = &pair->b->pos;
test_collide.p0 = &b->last_start;
test_collide.p1 = &b->last_shot;
test_collide.flags = MC_CHECK_MODEL | MC_CHECK_RAY;
model_collide(&test_collide);
// if we got a hit
if(test_collide.num_hits){
// add to the collision list
beam_add_collision(b, pair->b, &test_collide);
}
// add this guy to the lighting list
beam_add_light(b, OBJ_INDEX(pair->b), 1, NULL);
// reset timestamp to timeout immediately
pair->next_check_time = timestamp(0);
return 0;
}
// early-out function for when adding object collision pairs, return 1 if the pair should be ignored
int beam_collide_early_out(object *a, object *b)
{
beam *bm;
weapon_info *bwi;
float cull_dist, cull_dot;
vector dot_test, dot_test2, dist_test;
// get the beam
Assert(a->instance >= 0);
if(a->instance < 0){
return 1;
}
Assert(a->type == OBJ_BEAM);
if(a->type != OBJ_BEAM){
return 1;
}
Assert(Beams[a->instance].objnum == OBJ_INDEX(a));
if(Beams[a->instance].objnum != OBJ_INDEX(a)){
return 1;
}
bm = &Beams[a->instance];
Assert(bm->weapon_info_index >= 0);
if(bm->weapon_info_index < 0){
return 1;
}
bwi = &Weapon_info[bm->weapon_info_index];
// if the second object has an invalid instance, bail
if(b->instance < 0){
return 1;
}
// baseline bails
switch(b->type){
case OBJ_SHIP:
break;
case OBJ_ASTEROID:
// targeting lasers only hit ships
if(bwi->b_info.beam_type == BEAM_TYPE_C){
return 1;
}
break;
case OBJ_DEBRIS:
// targeting lasers only hit ships
if(bwi->b_info.beam_type == BEAM_TYPE_C){
return 1;
}
// don't ever collide with non hull pieces
if(!Debris[b->instance].is_hull){
return 1;
}
break;
case OBJ_WEAPON:
// targeting lasers only hit ships
if(bwi->b_info.beam_type == BEAM_TYPE_C){
return 1;
}
// don't ever collide against laser weapons - duh
if(Weapon_info[Weapons[b->instance].weapon_info_index].subtype == WP_LASER){
return 1;
}
break;
}
// get full cull value
beam_get_cull_vals(b, bm, &cull_dot, &cull_dist);
// if the object fails these conditions, bail
vm_vec_sub(&dist_test, &b->pos, &bm->last_start);
dot_test = dist_test;
vm_vec_sub(&dot_test2, &bm->last_shot, &bm->last_start);
vm_vec_normalize_quick(&dot_test);
vm_vec_normalize_quick(&dot_test2);
// cull_dist == DIST SQUARED FOO!
if((vm_vec_dotprod(&dot_test, &dot_test2) < cull_dot) && (vm_vec_mag_squared(&dist_test) > cull_dist)){
return 1;
}
// don't cull
return 0;
}
// add a collision to the beam for this frame (to be evaluated later)
void beam_add_collision(beam *b, object *hit_object, mc_info *cinfo)
{
beam_collision *bc;
int idx;
int quadrant_num = -1;
// if we haven't reached the limit for beam collisions, just add
if(b->f_collision_count < MAX_FRAME_COLLISIONS){
bc = &b->f_collisions[b->f_collision_count++];
bc->c_objnum = OBJ_INDEX(hit_object);
bc->cinfo = *cinfo;
if( (cinfo->flags & MC_CHECK_SHIELD) && cinfo->num_hits ){ //beam sheild hit code -Bobboau
quadrant_num = get_quadrant(&cinfo->hit_point);
// if (!(hit_object->flags & SF_DYING) && ship_is_shield_up(hit_object,quadrant_num) ) {
HUD_printf("you should see sheild hits");
add_shield_point(hit_object->instance, cinfo->shield_hit_tri, &cinfo->hit_point);
bc->quadrant=quadrant_num;
// hud_shield_quadrant_hit(hit_object, quadrant_num);
// gr_printf(10, 50, "shield hit %f", quadrant_num);
// }
}
// done
return;
}
// otherwise, we've got to do some checking, ick.
// I guess we can always just remove the farthest item
bc = NULL;
for(idx=0; idx<MAX_FRAME_COLLISIONS; idx++){
if((bc == NULL) || (b->f_collisions[idx].cinfo.hit_dist > bc->cinfo.hit_dist)){
bc = &b->f_collisions[idx];
}
}
// copy in
Assert(bc != NULL);
if(bc == NULL){
return;
}
bc->c_objnum = OBJ_INDEX(hit_object);
bc->cinfo = *cinfo;
}
// sort collisions for the frame
int beam_sort_collisions_func(const void *e1, const void *e2)
{
beam_collision *b1 = (beam_collision*)e1;
beam_collision *b2 = (beam_collision*)e2;
return b1->cinfo.hit_dist < b2->cinfo.hit_dist ? -1 : 1;
}
// handle a hit on a specific object
void beam_handle_collisions(beam *b)
{
int idx, s_idx;
beam_collision r_coll[MAX_FRAME_COLLISIONS];
int r_coll_count = 0;
beam_weapon_info *bwi;
weapon_info *wi;
float widest;
// early out if we had no collisions
if(b->f_collision_count <= 0){
return;
}
// get beam weapon info
if((b->weapon_info_index < 0) || (b->weapon_info_index >= Num_weapon_types)){
Int3();
return;
}
bwi = &Weapon_info[b->weapon_info_index].b_info;
wi = &Weapon_info[b->weapon_info_index];
// get the widest part of the beam
widest = beam_get_widest(b);
// the first thing we need to do is sort the collisions, from closest to farthest
qsort(b->f_collisions, b->f_collision_count, sizeof(beam_collision), beam_sort_collisions_func);
// now apply all collisions until we reach a ship which "stops" the beam or we reach the end of the list
for(idx=0; idx<b->f_collision_count; idx++){
int model_num = -1;
int do_damage = 0;
int first_hit = 1;
int target = b->f_collisions[idx].c_objnum;
// if we have an invalid object
if((target < 0) || (target >= MAX_OBJECTS)){
continue;
}
// try and get a model to deal with
model_num = beam_get_model(&Objects[target]);
if(model_num < 0){
continue;
}
// add lighting
beam_add_light(b, target, 2, &b->f_collisions[idx].cinfo.hit_point_world);
// add to the recent collision list
r_coll[r_coll_count].c_objnum = target;
r_coll[r_coll_count].c_sig = Objects[target].signature;
r_coll[r_coll_count].c_stamp = -1;
r_coll[r_coll_count].cinfo = b->f_collisions[idx].cinfo;
// if he was already on the recent collision list, copy his timestamp
// also, be sure not to play the impact sound again.
for(s_idx=0; s_idx<b->r_collision_count; s_idx++){
if((r_coll[r_coll_count].c_objnum == b->r_collisions[s_idx].c_objnum) && (r_coll[r_coll_count].c_sig == b->r_collisions[s_idx].c_sig)){
// timestamp
r_coll[r_coll_count].c_stamp = b->r_collisions[s_idx].c_stamp;
// don't play the impact sound again
first_hit = 0;
}
}
// if the damage timestamp has expired or is not set yet, apply damage
if((r_coll[r_coll_count].c_stamp == -1) || timestamp_elapsed(r_coll[r_coll_count].c_stamp)){
do_damage = 1;
r_coll[r_coll_count].c_stamp = timestamp(BEAM_DAMAGE_TIME);
}
// if no damage - don't even indicate it has been hit
if(wi->damage <= 0){
do_damage = 0;
}
// increment collision count
r_coll_count++;
// play the impact sound
if(first_hit){
snd_play_3d( &Snds[wi->impact_snd], &b->f_collisions[idx].cinfo.hit_point_world, &Eye_position );
}
// do damage
if(do_damage && !physics_paused){
// maybe draw an explosion
if(wi->impact_weapon_expl_index >= 0){
int ani_handle = weapon_get_expl_handle(wi->impact_weapon_expl_index, &b->f_collisions[idx].cinfo.hit_point_world, wi->impact_explosion_radius);
particle_create( &b->f_collisions[idx].cinfo.hit_point_world, &vmd_zero_vector, 0.0f, wi->impact_explosion_radius, PARTICLE_BITMAP_PERSISTENT, ani_handle );
}
switch(Objects[target].type){
case OBJ_DEBRIS:
// hit the debris - the debris hit code takes care of checking for MULTIPLAYER_CLIENT, etc
debris_hit(&Objects[target], &Objects[b->objnum], &b->f_collisions[idx].cinfo.hit_point_world, Weapon_info[b->weapon_info_index].damage);
break;
case OBJ_WEAPON:
// detonate the missile
Assert(Weapon_info[Weapons[Objects[target].instance].weapon_info_index].subtype == WP_MISSILE);
#ifndef NO_NETWORK
if(!(Game_mode & GM_MULTIPLAYER) || MULTIPLAYER_MASTER)
#endif
{
weapon_hit(&Objects[target], NULL, &Objects[target].pos);
}
break;
case OBJ_ASTEROID:
// hit the asteroid
#ifndef NO_NETWORK
if(!(Game_mode & GM_MULTIPLAYER) || MULTIPLAYER_MASTER)
#endif
{
asteroid_hit(&Objects[target], &Objects[b->objnum], &b->f_collisions[idx].cinfo.hit_point_world, Weapon_info[b->weapon_info_index].damage);
}
break;
case OBJ_SHIP:
// hit the ship - again, the innards of this code handle multiplayer cases
// maybe vaporize ship.
ship_apply_local_damage(&Objects[target], &Objects[b->objnum], &b->f_collisions[idx].cinfo.hit_point_world, beam_get_ship_damage(b, &Objects[target]), -1);
// if this is the first hit on the player ship. whack him
if((do_damage) && !(b->f_collisions[idx].quadrant)){ //I didn't want the beam wacking things if it's hitting just sheilds -Bobboau
beam_apply_whack(b, &Objects[target], &b->f_collisions[idx].cinfo.hit_point_world);
}
break;
}
}
// if the radius of the target is somewhat close to the radius of the beam, "stop" the beam here
// for now : if its smaller than about 1/3 the radius of the ship
if(widest <= (Objects[target].radius * BEAM_AREA_PERCENT) && !beam_will_tool_target(b, &Objects[target])){
// set last_shot so we know where to properly draw the beam
b->last_shot = b->f_collisions[idx].cinfo.hit_point_world;
Assert(is_valid_vec(&b->last_shot));
// done wif the beam
break;
}
}
// store the new recent collisions
for(idx=0; idx<r_coll_count; idx++){
b->r_collisions[idx] = r_coll[idx];
}
b->r_collision_count = r_coll_count;
}
// for a given object, and a firing beam, determine its critical dot product and range
void beam_get_cull_vals(object *objp, beam *b, float *cull_dot, float *cull_dist)
{
switch(objp->type){
// debris and asteroids are classified as slow moving small objects
// use cull_dot == potential cone of beam + 10% and 50.0 meters
case OBJ_DEBRIS:
case OBJ_ASTEROID:
*cull_dot = 1.0f - ((1.0f - beam_get_cone_dot(b)) * 1.10f);
*cull_dist = 50.0f * 50.0f;
return;
// treat missiles as fast-moving small objects
case OBJ_WEAPON:
*cull_dot = 1.0f - ((1.0f - beam_get_cone_dot(b)) * 1.5f);
*cull_dist = 300.0f * 300.0f;
return;
case OBJ_SHIP:
// for cap ships, only cull for 90deg or better
/*
if(Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_CAPITAL){
*cull_dot = 0.0f;
*cull_dist = 0.0f;
return;
}
*/
// for large ships, cull at some multiple of the radius
if(Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)){
*cull_dot = 1.0f - ((1.0f - beam_get_cone_dot(b)) * 1.25f);
*cull_dist = (objp->radius * 1.3f) * (objp->radius * 1.3f);
return;
}
// for everthing else, cull the same as missiles
*cull_dot = 1.0f - ((1.0f - beam_get_cone_dot(b)) * 1.5f);
*cull_dist = 300.0f * 300.0f;
return;
}
// BAD BAD BAD - but this code will cause everything to cull properly
Int3();
*cull_dot = 1.0f;
*cull_dist = 0.0f;
return;
}
// FIXME - make sure we are truthfull representing the "cone" for all beam types
// get the total possible cone for a given beam in radians
float beam_get_cone_dot(beam *b)
{
switch(b->type){
case BEAM_TYPE_A:
case BEAM_TYPE_C:
case BEAM_TYPE_D:
case BEAM_TYPE_E:
// even though these beams don't move, return a _very_ small value
return (float)cos(fl_radian(50.5f));
case BEAM_TYPE_B:
return vm_vec_dotprod(&b->binfo.dir_a, &b->binfo.dir_b);
default:
Int3();
}
Int3();
return 0.0f;
}
// if it is legal for the beam to fire, or continue firing
int beam_ok_to_fire(beam *b)
{
// type C beams are ok to fire all the time
if(Weapon_info[b->weapon_info_index].b_info.beam_type == BEAM_TYPE_C){
return 1;
}
// if my own object is invalid, stop firing
if(b->objp->signature != b->sig){
mprintf(("BEAM : killing beam because of invalid parent object SIGNATURE!\n"));
return -1;
}
// if my own object is a ghost
if(b->objp->type != OBJ_SHIP){
mprintf(("BEAM : killing beam because of invalid parent object TYPE!\n"));
return -1;
}
// if the shooting turret is destroyed
if(b->subsys->current_hits <= 0.0f){
mprintf(("BEAM : killing beam because turret has been destroyed!\n"));
return -1;
}
// if the beam will be firing out of its FOV, power it down
vector aim_dir, temp;
vector turret_dir, turret_pos;
vm_vec_sub(&aim_dir, &b->last_shot, &b->last_start);
vm_vec_normalize(&aim_dir);
ship_get_global_turret_gun_info(b->objp, b->subsys, &turret_pos, &turret_dir, 1, &temp);
if(vm_vec_dotprod(&aim_dir, &turret_dir) < b->subsys->system_info->turret_fov){
mprintf(("BEAM : powering beam down because of FOV condition!\n"));
return 0;
}
// ok to fire/continue firing
return 1;
}
// get the width of the widest section of the beam
float beam_get_widest(beam *b)
{
int idx;
float widest = -1.0f;
// sanity
Assert(b->weapon_info_index >= 0);
if(b->weapon_info_index < 0){
return -1.0f;
}
// lookup
for(idx=0; idx<Weapon_info[b->weapon_info_index].b_info.beam_num_sections; idx++){
if(Weapon_info[b->weapon_info_index].b_info.sections[idx].width > widest){
widest = Weapon_info[b->weapon_info_index].b_info.sections[idx].width;
}
}
// return
return widest * b->shrink;
}
// apply a whack to a ship
void beam_apply_whack(beam *b, object *objp, vector *hit_point)
{
weapon_info *wip;
ship *shipp;
// sanity
Assert((b != NULL) && (objp != NULL) && (hit_point != NULL));
if((b == NULL) || (objp == NULL) || (hit_point == NULL)){
return;
}
Assert(b->weapon_info_index >= 0);
wip = &Weapon_info[b->weapon_info_index];
Assert((objp != NULL) && (objp->type == OBJ_SHIP) && (objp->instance >= 0) && (objp->instance < MAX_SHIPS));
if((objp == NULL) || (objp->type != OBJ_SHIP) || (objp->instance < 0) || (objp->instance >= MAX_SHIPS)){
return;
}
shipp = &Ships[objp->instance];
if((shipp->ai_index < 0) || (shipp->ai_index >= MAX_AI_INFO)){
return;
}
// don't whack docking ships
if(Ai_info[shipp->ai_index].ai_flags & AIF_DOCKED){
return;
}
// determine how big of a whack to apply
float whack;
float dist;
if(wip->damage < b_whack_damage){
whack = b_whack_small;
} else {
whack = b_whack_big;
}
// whack direction
vector whack_dir, temp;
vm_vec_dist_to_line(&objp->pos, &b->last_start, &b->last_shot, &temp, &dist);
vm_vec_sub(&whack_dir, &objp->pos, &temp);
vm_vec_normalize(&whack_dir);
vm_vec_scale(&whack_dir, whack);
// apply the whack
ship_apply_whack(&whack_dir, hit_point, objp);
}
// return the amount of damage which should be applied to a ship. basically, filters friendly fire damage
float beam_get_ship_damage(beam *b, object *objp)
{
// if the beam is on the same team as the object
Assert((objp != NULL) && (b != NULL));
if((objp == NULL) || (b == NULL)){
return 0.0f;
}
Assert((objp->type == OBJ_SHIP) && (objp->instance >= 0) && (objp->instance < MAX_SHIPS));
if((objp->type != OBJ_SHIP) || (objp->instance < 0) || (objp->instance >= MAX_SHIPS)){
return 0.0f;
}
// same team. yikes
if((b->team == Ships[objp->instance].team) && (Weapon_info[b->weapon_info_index].damage > Beam_friendly_cap[Game_skill_level])){
return Beam_friendly_cap[Game_skill_level];
}
// normal damage
return Weapon_info[b->weapon_info_index].damage;
}
// if the beam is likely to tool a given target before its lifetime expires
int beam_will_tool_target(beam *b, object *objp)
{
weapon_info *wip = &Weapon_info[b->weapon_info_index];
float damage_in_a_few_seconds;
// sanity
if(objp == NULL){
return 0;
}
// if the object is not a ship, bail
if(objp->type != OBJ_SHIP){
return 0;
}
if((objp->instance < 0) || (objp->instance >= MAX_SHIPS)){
return 0;
}
// if the beam is going to apply more damage in about 1 and a half than the hull of the ship can take
damage_in_a_few_seconds = (TOOLTIME / (float)BEAM_DAMAGE_TIME) * wip->damage;
if(objp->hull_strength < damage_in_a_few_seconds){
// tooled
return 1;
}
return 0;
}
float beam_accuracy = 1.0f;
DCF(b_aim, "")
{
dc_get_arg(ARG_FLOAT);
beam_accuracy = Dc_arg_float;
}
DCF(beam_list, "")
{
int idx;
int b_count = 0;
for(idx=0; idx<Num_weapon_types; idx++){
if(Weapon_info[idx].wi_flags & WIF_BEAM){
b_count++;
dc_printf("Beam %d : %s\n", b_count, Weapon_info[idx].name);
}
}
}
void beam_test(int whee)
{
int s1, s2;
object *orion, *fenris;
ship_subsys *orion_turret, *fenris_turret, *fenris_radar, *orion_radar, *lookup;
beam_fire_info f;
nprintf(("General", "Running beam test\n"));
// lookup some stuff
s1 = ship_name_lookup("GTD Orion 1");
Assert(s1 >= 0);
orion = &Objects[Ships[s1].objnum];
s2 = ship_name_lookup("GTC Fenris 2");
Assert(s2 >= 0);
fenris = &Objects[Ships[s2].objnum];
// get beam weapons
lookup = GET_FIRST(&Ships[s1].subsys_list);
orion_turret = NULL;
orion_radar = NULL;
while(lookup != END_OF_LIST(&Ships[s1].subsys_list)){
// turret
if((lookup->system_info->type == SUBSYSTEM_TURRET) && !stricmp(lookup->system_info->subobj_name, "turret07")){
orion_turret = lookup;
}
// radar
if(lookup->system_info->type == SUBSYSTEM_RADAR){
orion_radar = lookup;
}
lookup = GET_NEXT(lookup);
}
Assert(orion_turret != NULL);
Assert(orion_radar != NULL);
lookup = GET_FIRST(&Ships[s2].subsys_list);
fenris_turret = NULL;
fenris_radar = NULL;
while(lookup != END_OF_LIST(&Ships[s2].subsys_list)){
// turret
if((lookup->system_info->type == SUBSYSTEM_TURRET) && !stricmp(lookup->system_info->subobj_name, "turret07")){
fenris_turret = lookup;
}
// radar
if(lookup->system_info->type == SUBSYSTEM_RADAR){
fenris_radar = lookup;
}
lookup = GET_NEXT(lookup);
}
Assert(fenris_turret != NULL);
Assert(fenris_radar != NULL);
memset(&f, 0, sizeof(beam_fire_info));
f.accuracy = beam_accuracy;
f.beam_info_index = -1;
f.beam_info_override = NULL;
f.shooter = orion;
f.target = fenris;
f.target_subsys = fenris_turret;
f.turret = orion_turret;
// find the first beam
int idx;
int beam_first = -1;
int beam_count = 0;
for(idx=0; idx<Num_weapon_types; idx++){
if(Weapon_info[idx].wi_flags & WIF_BEAM){
beam_count++;
if(beam_count > 1){
beam_first = idx;
break;
}
}
}
if(beam_first < 0){
return;
}
// maybe fire it, if its valid
f.beam_info_index = beam_first + whee - 1;
if(Weapon_info[f.beam_info_index].wi_flags & WIF_BEAM){
HUD_printf("Firing %s\n", Weapon_info[f.beam_info_index].name);
beam_fire(&f);
}
}
void beam_test_new(int whee)
{
int s1, s2, s3;
object *orion, *fenris, *herc2, *herc3, *herc6, *alpha;
ship_subsys *orion_turret, *fenris_turret, *fenris_radar, *orion_radar, *lookup;
beam_fire_info f;
nprintf(("General", "Running beam test\n"));
// lookup some stuff
s1 = ship_name_lookup("GTD Orion 1");
Assert(s1 >= 0);
orion = &Objects[Ships[s1].objnum];
s2 = ship_name_lookup("GTC Fenris 2");
Assert(s2 >= 0);
fenris = &Objects[Ships[s2].objnum];
s3 = ship_name_lookup("GTF Hercules 2");
Assert(s3 >= 0);
herc2 = &Objects[Ships[s3].objnum];
s3 = ship_name_lookup("GTF Hercules 3");
Assert(s3 >= 0);
herc3 = &Objects[Ships[s3].objnum];
s3 = ship_name_lookup("GTF Hercules 6");
Assert(s3 >= 0);
herc6 = &Objects[Ships[s3].objnum];
s3 = ship_name_lookup("Alpha 1");
Assert(s3 >= 0);
alpha = &Objects[Ships[s3].objnum];
// get beam weapons
lookup = GET_FIRST(&Ships[s1].subsys_list);
orion_turret = NULL;
orion_radar = NULL;
while(lookup != END_OF_LIST(&Ships[s1].subsys_list)){
// turret
if((lookup->system_info->type == SUBSYSTEM_TURRET) && !stricmp(lookup->system_info->subobj_name, "turret07")){
orion_turret = lookup;
}
// radar
if(lookup->system_info->type == SUBSYSTEM_RADAR){
orion_radar = lookup;
}
lookup = GET_NEXT(lookup);
}
Assert(orion_turret != NULL);
Assert(orion_radar != NULL);
lookup = GET_FIRST(&Ships[s2].subsys_list);
fenris_turret = NULL;
fenris_radar = NULL;
while(lookup != END_OF_LIST(&Ships[s2].subsys_list)){
// turret
if((lookup->system_info->type == SUBSYSTEM_TURRET) && !stricmp(lookup->system_info->subobj_name, "turret03")){
fenris_turret = lookup;
}
// radar
if(lookup->system_info->type == SUBSYSTEM_RADAR){
fenris_radar = lookup;
}
lookup = GET_NEXT(lookup);
}
Assert(fenris_turret != NULL);
Assert(fenris_radar != NULL);
memset(&f, 0, sizeof(beam_fire_info));
f.accuracy = beam_accuracy;
f.beam_info_override = NULL;
f.shooter = fenris;
f.target = alpha;
f.target_subsys = NULL;
f.turret = fenris_turret;
f.num_shots = 3;
// find the first beam
int idx;
int beam_first = -1;
int beam_count = 0;
for(idx=0; idx<Num_weapon_types; idx++){
if(Weapon_info[idx].wi_flags & WIF_BEAM){
beam_count++;
if(beam_count > 1){
beam_first = idx;
break;
}
}
}
if(beam_first < 0){
return;
}
// maybe fire it, if its valid
f.beam_info_index = beam_first + whee - 1;
if(Weapon_info[f.beam_info_index].wi_flags & WIF_BEAM){
HUD_printf("Firing %s\n", Weapon_info[f.beam_info_index].name);
beam_fire(&f);
}
}