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fs2open.github.com/code/ship/shipfx.cpp
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Goober5000andClaude Opus 4.8 bed228d264 avoid undefined behavior from UNREACHABLE on reachable code paths (#7555)
* avoid undefined behavior from UNREACHABLE on reachable code paths

UNREACHABLE expands to __assume(false) / __builtin_unreachable() in
release builds, which is undefined behavior if the code is ever actually
reached. Many UNREACHABLE sites only guard against unexpected-but-
possible runtime states (values from tables, mission/save files, network
packets, scripting, or user input), so reaching them should degrade
gracefully rather than invoke UB.

Replace UNREACHABLE with Assertion(false, ...) at all such sites. It
still pops an error in debug builds, but in release it is a harmless
no-op that simply falls through to the following code. Sites that are
genuinely unreachable by local invariants (e.g. a switch over a bounded
random number) are left as UNREACHABLE.

A few converted sites had no safe fall-through -- an uninitialized read,
null dereference, or null call would have followed -- so they also get a
minimal recovery: initialize the value, guard the dereference, return
early, or skip the offending item.

Where the converted site was a simple guard of the form
    if (x) { Assertion(false, ...); return; }
hoist the check onto the invariant instead:
    Assertion(!x, ...);
    if (x) { return; }
This states the expectation directly and shows the offending value in
the debug popup, while keeping the same graceful runtime degradation.

Co-Authored-By: Claude Opus 4.8 (1M context) <[email protected]>

* addendum

After consultation with Lafiel, use UNREACHABLE in situations that are effectively impossible even if not provably impossible.  UNREACHABLE = "this shouldn't ever happen"; Assertion = "if this ever happens, it's a coding error".  Also fix a few other sites and change a couple to Warnings.

---------

Co-authored-by: Claude Opus 4.8 (1M context) <[email protected]>
2026-07-09 11:20:25 +09:00

4243 lines
132 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include "ship/shipfx.h"
#include "globalincs/linklist.h"
#include "asteroid/asteroid.h"
#include "bmpman/bmpman.h"
#include "cmdline/cmdline.h"
#include "debris/debris.h"
#include "debugconsole/console.h"
#include "fireball/fireballs.h"
#include "gamesequence/gamesequence.h"
#include "gamesnd/gamesnd.h"
#include "graphics/shadows.h"
#include "hud/hudmessage.h"
#include "io/timer.h"
#include "lighting/lighting.h"
#include "math/fvi.h"
#include "mod_table/mod_table.h"
#include "model/model.h"
#include "network/multi.h"
#include "network/multimsgs.h"
#include "network/multiutil.h"
#include "object/object.h"
#include "object/objectdock.h"
#include "object/objectsnd.h"
#include "parse/parselo.h"
#include "playerman/player.h"
#include "prop/prop.h"
#include "render/3d.h" // needed for View_position, which is used when playing a 3D sound
#include "render/batching.h"
#include "scripting/hook_api.h"
#include "ship/ship.h"
#include "ship/shiphit.h"
#include "utils/Random.h"
#include "weapon/muzzleflash.h"
#include "weapon/shockwave.h"
#include "weapon/weapon.h"
#ifndef NDEBUG
extern float flFrametime;
extern int Framecount;
#endif
extern int Cmdline_tbp;
#define SHIP_CANNON_BITMAP "argh"
int Ship_cannon_bitmap = -1;
sound_handle Player_engine_wash_loop = sound_handle::invalid();
extern float splode_level;
const auto OnWarpOutCompleteHook = scripting::OverridableHook<scripting::hooks::ShipSourceConditions>::Factory(
"On Warp Out Complete", "Called when a ship has completed the warp out animation",
{{"Self", "ship", "The object that is warping out."}});
const auto OnWarpOutHook = scripting::OverridableHook<scripting::hooks::ShipSourceConditions>::Factory(
"On Warp Out", "Called when a ship warps out.", {{"Self", "ship", "The object that is warping out."}});
const auto OnWarpInHook = scripting::OverridableHook<scripting::hooks::ShipSourceConditions>::Factory(
"On Warp In", "Called when a ship warps in.", {{"Self", "ship", "The object that is warping in."}});
static void shipfx_remove_submodel_ship_sparks(ship* shipp, int submodel_num)
{
Assert(submodel_num != -1);
// maybe no active sparks on submodel
if (shipp->num_sparks == 0) {
return;
}
for (int spark_num = 0; spark_num < shipp->num_sparks; spark_num++) {
if (shipp->sparks[spark_num].submodel_num == submodel_num) {
shipp->sparks[spark_num].end_time = timestamp(1);
}
}
}
void model_get_rotating_submodel_axis(vec3d *model_axis, vec3d *world_axis, const polymodel *pm, const polymodel_instance *pmi, int submodel_num, const matrix *objorient);
/**
* Check if subsystem has live debris and create
*
* DKA: 5/26/99 make velocity of debris scale according to size of debris subobject (at least for large subobjects)
*/
static void shipfx_subsystem_maybe_create_live_debris(object *ship_objp, const ship *ship_p, const ship_subsys *subsys, const vec3d *exp_center, float exp_mag, bool no_fireballs = false)
{
// initializations
ship *shipp = &Ships[ship_objp->instance];
polymodel *pm = model_get(Ship_info[ship_p->ship_info_index].model_num);
polymodel_instance *pmi = model_get_instance(shipp->model_instance_num);
int submodel_num = subsys->system_info->subobj_num;
submodel_instance *smi = &pmi->submodel[submodel_num];
object *live_debris_obj;
int i, num_live_debris, live_debris_submodel;
// get number of live debris objects to create
num_live_debris = pm->submodel[submodel_num].num_live_debris;
if ((num_live_debris <= 0) || (subsys->flags[Ship::Subsystem_Flags::No_live_debris])) {
return;
}
// make sure the axis point is set
vec3d model_axis, world_axis, rotvel, world_axis_pt;
matrix m_rot; // rotation for debris orient about axis
if (pm->submodel[submodel_num].rotation_type == MOVEMENT_TYPE_REGULAR || pm->submodel[submodel_num].rotation_type == MOVEMENT_TYPE_INTRINSIC || pm->submodel[submodel_num].rotation_type == MOVEMENT_TYPE_TRIGGERED){
// get the rotvel
model_get_rotating_submodel_axis(&model_axis, &world_axis, pm, pmi, submodel_num, &ship_objp->orient);
vm_vec_copy_scale(&rotvel, &world_axis, smi->current_turn_rate);
model_instance_local_to_global_point(&world_axis_pt, &smi->canonical_offset, pm, pmi, submodel_num, &ship_objp->orient, &ship_objp->pos);
vm_quaternion_rotate(&m_rot, smi->cur_angle, &model_axis);
} else {
//fix to allow non rotating submodels to use live debris
vm_vec_zero(&rotvel);
vm_set_identity(&m_rot);
vm_vec_zero(&world_axis_pt);
}
// create live debris pieces
for (i=0; i<num_live_debris; i++) {
live_debris_submodel = pm->submodel[submodel_num].live_debris[i];
vec3d start_world_pos, start_model_pos, end_world_pos;
// get start world pos
vm_vec_zero(&start_world_pos);
model_instance_local_to_global_point(&start_world_pos, &pm->submodel[live_debris_submodel].offset, pm, pmi, live_debris_submodel, &ship_objp->orient, &ship_objp->pos );
// convert to model coord of underlying submodel
model_instance_global_to_local_point(&start_model_pos, &start_world_pos, pm, pmi, submodel_num, &ship_objp->orient, &ship_objp->pos);
// rotate from submodel coord to world coords
model_instance_local_to_global_point(&end_world_pos, &start_model_pos, pm, pmi, submodel_num, &ship_objp->orient, &ship_objp->pos);
int fireball_type = fireball_ship_explosion_type(&Ship_info[ship_p->ship_info_index]);
if(fireball_type < 0) {
fireball_type = FIREBALL_EXPLOSION_MEDIUM;
}
if (!no_fireballs) {
// create fireball here.
fireball_create(&end_world_pos, fireball_type, FIREBALL_MEDIUM_EXPLOSION, OBJ_INDEX(ship_objp), pm->submodel[live_debris_submodel].rad);
}
// create debris
live_debris_obj = debris_create(ship_objp, pm->id, live_debris_submodel, &end_world_pos, exp_center, 1, exp_mag, subsys);
// only do if debris is created
if (live_debris_obj) {
// get radial velocity of debris
vec3d delta_x, radial_vel;
vm_vec_sub(&delta_x, &end_world_pos, &world_axis_pt);
vm_vec_cross(&radial_vel, &rotvel, &delta_x);
if (Ship_info[ship_p->ship_info_index].flags[Ship::Info_Flags::Knossos_device]) {
// set velocity to cross center of knossos device
vec3d rand_vec, vec_to_center;
float vel_mag = vm_vec_mag_quick(&radial_vel) * 1.3f * (0.9f + 0.2f*frand());
vm_vec_normalized_dir(&vec_to_center, &world_axis_pt, &end_world_pos);
vm_vec_rand_vec_quick(&rand_vec);
vm_vec_scale_add2(&vec_to_center, &rand_vec, 0.2f);
vm_vec_scale_add2(&live_debris_obj->phys_info.vel, &vec_to_center, vel_mag);
} else {
// Get rotation of debris object
matrix copy = live_debris_obj->orient;
vm_matrix_x_matrix(&live_debris_obj->orient, &copy, &m_rot);
// Add radial velocity (at least as large as exp velocity)
vec3d temp_vel; // explosion velocity with ship_obj velocity removed
vm_vec_sub(&temp_vel, &live_debris_obj->phys_info.vel, &ship_objp->phys_info.vel);
// find magnitudes of radial and temp velocity
float vel_mag = vm_vec_mag(&temp_vel);
float rotvel_mag = vm_vec_mag(&radial_vel);
if (rotvel_mag > 0.1) {
float scale = (1.2f + 0.2f * frand()) * vel_mag / rotvel_mag;
// always add *at least* rotvel
if (scale < 1) {
scale = 1.0f;
}
if (exp_mag > 1) { // whole ship going down
scale = exp_mag;
}
if (Ship_info[ship_p->ship_info_index].flags[Ship::Info_Flags::Knossos_device]) {
scale = 1.0f;
}
vm_vec_scale_add2(&live_debris_obj->phys_info.vel, &radial_vel, scale);
}
// scale up speed of debris if ship_obj > 125, but not for knossos
if (ship_objp->radius > 250 && !(Ship_info[ship_p->ship_info_index].flags[Ship::Info_Flags::Knossos_device])) {
vm_vec_scale(&live_debris_obj->phys_info.vel, ship_objp->radius/250.0f);
}
}
shipfx_debris_limit_speed(&Debris[live_debris_obj->instance], ship_p);
}
}
}
/**
* Create debris for ship submodel which has live debris (at ship death)
* when ship submodel has not already been blown off (and hence liberated live debris)
*/
static void shipfx_maybe_create_live_debris_at_ship_death( object *ship_objp )
{
// if ship has live debris, detonate that subsystem now
// search for any submodels which have live debris
ship *shipp = &Ships[ship_objp->instance];
polymodel *pm = model_get(Ship_info[shipp->ship_info_index].model_num);
polymodel_instance *pmi = model_get_instance(shipp->model_instance_num);
// no subsystems -> no live debris.
if (Ship_info[shipp->ship_info_index].n_subsystems == 0) {
return;
}
for (auto pss: list_range(&shipp->subsys_list)) {
if (pss->system_info != nullptr) {
int submodel_num = pss->system_info->subobj_num;
// Subsystems without a valid submodel cannot produce live debris
if (submodel_num < 0 || submodel_num >= pm->n_models) {
continue;
}
// find the submodels which aren't already blown up and have live debris
if (!pmi->submodel[submodel_num].blown_off && pm->submodel[submodel_num].num_live_debris > 0) {
vec3d exp_center, tmp = ZERO_VECTOR;
model_instance_local_to_global_point(&exp_center, &tmp, pm, pmi, submodel_num, &ship_objp->orient, &ship_objp->pos);
// create its debris
shipfx_subsystem_maybe_create_live_debris(ship_objp, shipp, pss, &exp_center, 3.0f);
// now set subsystem as blown off, so we only get one copy
pmi->submodel[submodel_num].blown_off = true;
}
}
}
}
void shipfx_blow_off_subsystem(object *ship_objp, ship *ship_p, const ship_subsys *subsys, const vec3d *exp_center, bool no_explosion, bool no_fireballs)
{
vec3d subobj_pos;
model_subsystem *psub = subsys->system_info;
get_subsystem_world_pos(ship_objp, subsys, &subobj_pos);
// get rid of sparks on submodel that is destroyed
shipfx_remove_submodel_ship_sparks(ship_p, psub->subobj_num);
// create debris shards
if (!(subsys->flags[Ship::Subsystem_Flags::Vanished]) && !no_explosion) {
// default debris shard creation is flag dependent --wookieejedi
int num_shards;
if (Disable_all_noncustom_generic_debris ||
(Ship_info[ship_p->ship_info_index].flags[Ship::Info_Flags::Disable_all_generic_explosion_debris]) ||
(subsys->system_info->flags[Model::Subsystem_Flags::Disable_all_generic_explosion_debris])) {
num_shards = 0;
} else {
num_shards = 50;
}
shipfx_blow_up_model(ship_objp, psub->subobj_num, num_shards, &subobj_pos, subsys);
// create live debris objects, if any
// TODO: some MULTIPLAYER implications here!!
shipfx_subsystem_maybe_create_live_debris(ship_objp, ship_p, subsys, exp_center, 1.0f, no_fireballs);
if (!no_fireballs) {
int fireball_type = fireball_ship_explosion_type(&Ship_info[ship_p->ship_info_index]);
if(fireball_type < 0) {
fireball_type = FIREBALL_EXPLOSION_MEDIUM;
}
// create first fireball
fireball_create( &subobj_pos, fireball_type, FIREBALL_MEDIUM_EXPLOSION, OBJ_INDEX(ship_objp), psub->radius );
}
}
}
static void shipfx_blow_up_hull(object *obj, const polymodel *pm, const polymodel_instance *pmi, const vec3d *exp_center)
{
int i;
ushort sig_save;
if (!pm) return;
// in multiplayer, send a debris_hull_create packet. Save/restore the debris signature
// when in misison only (since we can create debris pieces before mission starts)
sig_save = 0;
if ( (Game_mode & GM_MULTIPLAYER) && (Game_mode & GM_IN_MISSION) ) {
sig_save = multi_get_next_network_signature( MULTI_SIG_DEBRIS );
multi_set_network_signature( Ships[obj->instance].debris_net_sig, MULTI_SIG_DEBRIS );
}
bool try_live_debris = true;
for (i=0; i<pm->num_debris_objects; i++ ) {
if (! pm->submodel[pm->debris_objects[i]].flags[Model::Submodel_flags::Is_live_debris]) {
vec3d tmp = ZERO_VECTOR;
model_instance_local_to_global_point(&tmp, &pm->submodel[pm->debris_objects[i]].offset, pm, pmi, 0, &obj->orient, &obj->pos );
debris_create( obj, pm->id, pm->debris_objects[i], &tmp, exp_center, 1, 3.0f );
} else {
if ( try_live_debris ) {
// only create live debris once
// this creates *all* the live debris for *all* the currently live subsystems.
try_live_debris = false;
shipfx_maybe_create_live_debris_at_ship_death(obj);
}
}
// in multiplayer we need to increment the network signature for each piece of debris we create
if ( (Game_mode & GM_MULTIPLAYER) && (Game_mode & GM_IN_MISSION) ) {
multi_assign_network_signature(MULTI_SIG_DEBRIS);
}
}
// restore the debris signature to it's original value.
if ( (Game_mode & GM_MULTIPLAYER) && (Game_mode & GM_IN_MISSION) ) {
multi_set_network_signature( sig_save, MULTI_SIG_DEBRIS );
}
}
/**
* Creates "ndebris" pieces of debris on random verts of the the "submodel" in the ship's model.
*/
void shipfx_blow_up_model(object *obj, int submodel, int ndebris, const vec3d *exp_center, const ship_subsys *subsys)
{
int i;
auto pmi = model_get_instance(Ships[obj->instance].model_instance_num);
auto pm = model_get(pmi->model_num);
// if in a multiplayer game -- seed the random number generator with a value that will be the same
// on all clients in the game -- the net_signature of the object works nicely -- since doing so should
// ensure that all pieces of debris will get scattered in same direction on all machines
if ( Game_mode & GM_MULTIPLAYER )
Random::seed( obj->net_signature );
// made a change to allow anyone but multiplayer client to blow up hull. Clients will do it when
// they get the create packet
bool use_ship_debris = false;
if ( submodel == 0 ) {
shipfx_blow_up_hull(obj, pm, pmi, exp_center);
use_ship_debris = true;
}
for (i=0; i<ndebris; i++ ) {
// Gets two random points on the surface of a submodel
vec3d pnt1 = submodel_get_random_point(pm->id, submodel);
vec3d pnt2 = submodel_get_random_point(pm->id, submodel);
vec3d tmp, outpnt;
vm_vec_avg( &tmp, &pnt1, &pnt2 );
model_instance_local_to_global_point(&outpnt, &tmp, pm, pmi, submodel, &obj->orient, &obj->pos );
debris_create( obj, use_ship_debris ? Ship_info[Ships[obj->instance].ship_info_index].generic_debris_model_num : -1, -1, &outpnt, exp_center, false, 1.0f, subsys );
}
}
// =================================================
// SHIP WARP IN EFFECT CODE
// =================================================
/**
* Given an ship, find the radius of it as viewed from the front.
*/
static float shipfx_calculate_effect_radius( object *objp, WarpDirection warp_dir )
{
float rad;
ship* shipp = &Ships[objp->instance];
// if docked, we need to calculate the overall cross-sectional radius around the z-axis (longitudinal axis)
if (object_is_docked(objp) && !( (warp_dir == WarpDirection::WARP_IN && shipp->flags[Ship::Ship_Flags::Same_arrival_warp_when_docked])
|| (warp_dir == WarpDirection::WARP_OUT && shipp->flags[Ship::Ship_Flags::Same_departure_warp_when_docked]) ))
{
rad = dock_calc_max_cross_sectional_radius_perpendicular_to_axis(objp, Z_AXIS);
}
// if it's not docked, we can save a lot of work by just using width and height
else
{
//WMC - see if a radius was specified
float warp_radius = Warp_params[warp_dir == WarpDirection::WARP_IN ? shipp->warpin_params_index : shipp->warpout_params_index].radius;
if (warp_radius > 0.0f)
return warp_radius;
float w, h;
polymodel *pm = model_get(Ship_info[Ships[objp->instance].ship_info_index].model_num);
w = pm->maxs.xyz.x - pm->mins.xyz.x;
h = pm->maxs.xyz.y - pm->mins.xyz.y;
if ( w > h )
rad = w / 2.0f;
else
rad = h / 2.0f;
}
return rad*3.0f;
}
// How long the stage 1 & stage 2 of warp in effect lasts.
// There are different times for small, medium, and large ships.
// The appropriate values are picked depending on the ship's
// radius.
#define SHIPFX_WARP_DELAY (2.0f) // time for warp effect to ramp up before ship moves into it.
// Give object objp, calculate how long it should take the
// ship to go through the warp effect and how fast the ship
// should go. For reference, capital ship of 2780m
// should take 7 seconds to fly through. Fighters of 30,
// should take 1.5 seconds to fly through.
#define LARGEST_RAD 1390.0f
#define LARGEST_RAD_TIME 7.0f
#define SMALLEST_RAD 15.0f
#define SMALLEST_RAD_TIME 1.5f
float shipfx_calculate_warp_time(object *objp, WarpDirection warp_dir, float half_length, float warping_dist)
{
WarpParams *params = &Warp_params[warp_dir == WarpDirection::WARP_IN ? Ships[objp->instance].warpin_params_index : Ships[objp->instance].warpout_params_index];
// warpin or warpout time defined
if (params->time > 0.0f) {
return (float)params->time / 1000.0f;
}
// warpin or warpout speed defined
else if (params->speed > 0.0f) {
return warping_dist / params->speed;
}
// Player warpout
else if ((warp_dir == WarpDirection::WARP_OUT) && (objp == Player_obj)) {
if (params->warpout_player_speed > 0.0f) {
return warping_dist / params->warpout_player_speed;
} else {
return warping_dist / Player_warpout_speed;
}
}
// Find rad_percent from 0 to 1, 0 being smallest ship, 1 being largest
float rad_percent = (half_length-SMALLEST_RAD) / (LARGEST_RAD-SMALLEST_RAD);
CLAMP(rad_percent, 0.0f, 1.0f);
float rad_time = rad_percent*(LARGEST_RAD_TIME-SMALLEST_RAD_TIME) + SMALLEST_RAD_TIME;
return rad_time;
}
// This is called to actually warp this object in
// after all the flashy fx are done, or if the flashy
// fx don't work for some reason.
void shipfx_actually_warpin(ship *shipp, object *objp)
{
shipp->flags.remove(Ship::Ship_Flags::Arriving_stage_1);
shipp->flags.remove(Ship::Ship_Flags::Arriving_stage_2);
// dock leader needs to handle dockees
if (object_is_docked(objp)) {
Assertion(shipp->flags[Ship::Ship_Flags::Dock_leader], "The docked ship warping in (%s) should be the dock leader at this point!\n", shipp->ship_name);
dock_function_info dfi;
dock_evaluate_all_docked_objects(objp, &dfi, object_remove_arriving_stage1_ndl_flag_helper);
dock_evaluate_all_docked_objects(objp, &dfi, object_remove_arriving_stage2_ndl_flag_helper);
shipp->flags.remove(Ship::Ship_Flags::Dock_leader); // the dock leader flag is only used for arrival and could interfere with future scripted warpIn() calls
}
// let physics in on it too.
objp->phys_info.flags &= (~PF_WARP_IN);
}
// Validate reference_objnum
static int shipfx_special_warp_objnum_valid(int objnum)
{
object *special_objp;
// must be a valid object
if ((objnum < 0) || (objnum >= MAX_OBJECTS))
return 0;
special_objp = &Objects[objnum];
// must be a ship
if (special_objp->type != OBJ_SHIP)
return 0;
// must be a knossos
if (!(Ship_info[Ships[special_objp->instance].ship_info_index].flags[Ship::Info_Flags::Knossos_device]))
return 0;
return 1;
}
// JAS - code to start the ship doing the warp in effect
// This also starts the animating 3d effect playing.
// There are two modes, stage 1 and stage 2. Stage 1 is
// when the ship just invisibly waits for a certain time
// period after the effect starts, and then stage 2 begins,
// where the ships flies through the effect at a set
// velocity so it gets through in a certain amount of
// time.
void shipfx_warpin_start( object *objp )
{
ship *shipp = &Ships[objp->instance];
if (shipp->is_arriving())
{
mprintf(( "Ship '%s' is already arriving!\n", shipp->ship_name ));
return;
}
// docked ships who are not dock leaders don't use the warp effect code
// (the dock leader takes care of the whole group)
if (object_is_docked(objp) && !(shipp->flags[Ship::Ship_Flags::Dock_leader]))
{
return;
}
//WMC - Check if scripting handles this.
if (OnWarpInHook->isActive())
{
auto params = scripting::hook_param_list(scripting::hook_param("Self", 'o', objp));
auto conditions = scripting::hooks::ShipSourceConditions{ shipp };
if (OnWarpInHook->isOverride(conditions, params)) {
OnWarpInHook->run(conditions, std::move(params));
return;
}
}
// if there is no arrival warp, set the flag but don't create the effect
if (shipp->flags[Ship::Ship_Flags::No_arrival_warp])
{
shipp->flags.set(Ship::Ship_Flags::Arriving_stage_1);
// we don't actually need to set the flag on docked ships, since the flag will be immediately removed
return;
}
Assertion(shipp->warpin_effect != nullptr, "shipfx_warpin_start() was fed a ship with an uninitialized warpin_effect.");
shipp->warpin_effect->warpStart();
if (OnWarpInHook->isActive())
{
auto params = scripting::hook_param_list(scripting::hook_param("Self", 'o', objp));
auto conditions = scripting::hooks::ShipSourceConditions{ shipp };
OnWarpInHook->run(conditions, std::move(params));
}
}
void shipfx_warpin_frame( object *objp, float frametime )
{
ship *shipp;
shipp = &Ships[objp->instance];
if ( shipp->flags[Ship::Ship_Flags::Dying] ) return;
// for ships with no warp effect, skip to the end
if (shipp->flags[Ship::Ship_Flags::No_arrival_warp])
shipfx_actually_warpin(shipp, objp);
else
shipp->warpin_effect->warpFrame(frametime);
}
// This is called to actually warp this object out
// after all the flashy fx are done, or if the flashy fx
// don't work for some reason. OR to skip the flashy fx.
static void shipfx_actually_warpout(ship *shipp, object *objp)
{
shipp->flags.remove(Ship::Ship_Flags::Depart_warp);
// let physics in on it too.
objp->phys_info.flags &= (~PF_WARP_OUT);
if (OnWarpOutCompleteHook->isActive()) {
auto params = scripting::hook_param_list(scripting::hook_param("Self", 'o', objp));
auto conditions = scripting::hooks::ShipSourceConditions{ shipp };
if (OnWarpOutCompleteHook->isOverride(conditions, params)) {
OnWarpOutCompleteHook->run(conditions, std::move(params));
return;
}
}
// Once we get through effect, make the ship go away
ship_actually_depart(objp->instance);
if (OnWarpOutCompleteHook->isActive()) {
auto params = scripting::hook_param_list(scripting::hook_param("Self", 'o', objp));
auto conditions = scripting::hooks::ShipSourceConditions{shipp};
OnWarpOutCompleteHook->run(conditions, std::move(params));
}
}
void WE_Default::compute_warpout_stuff(float *ship_move_time, vec3d *warp_pos)
{
Assertion(isValid(), "Warp effect must be valid when compute_warpout_stuff() is called!");
float warp_dist(0.0f), dist_to_plane, ship_move_dist;
vec3d facing_normal, vec_to_knossos, center_pos;
auto objp = &Objects[m_objnum];
auto sip = &Ship_info[m_ship_info_index];
// find world position of the center of the ship assembly
vm_vec_unrotate(&center_pos, &actual_local_center, &objp->orient);
vm_vec_add2(&center_pos, &objp->pos);
// If we're warping through the knossos, do something different.
if (m_portal_objnum >= 0)
{
auto portal_objp = &Objects[m_portal_objnum];
// get facing normal from knossos
vm_vec_sub(&vec_to_knossos, &portal_objp->pos, &center_pos);
facing_normal = portal_objp->orient.vec.fvec;
if (vm_vec_dot(&vec_to_knossos, &portal_objp->orient.vec.fvec) > 0.0f) {
vm_vec_negate(&facing_normal);
}
// find position to play the warp ani..
dist_to_plane = fvi_ray_plane(warp_pos, &portal_objp->pos, &facing_normal, &center_pos, &objp->orient.vec.fvec, 0.0f);
// calculate distance to warpout point.
dist_to_plane -= half_length;
if (dist_to_plane < 0.0f) {
mprintf(("special warpout started too late\n"));
dist_to_plane = 0.0f;
}
// validate angle
float max_warpout_angle = 0.707f; // 45 degree half-angle cone for small ships
if (Ship_info[Ships[objp->instance].ship_info_index].is_big_or_huge()) {
max_warpout_angle = 0.866f; // 30 degree half-angle cone for BIG or HUGE
}
if (-vm_vec_dot(&objp->orient.vec.fvec, &facing_normal) < max_warpout_angle) { // within allowed angle
mprintf(("special warpout angle exceeded\n"));
}
ship_move_dist = dist_to_plane;
}
// normal warp
else
{
// If this is a huge ship, set the distance to the length of the ship
if (sip->is_huge_ship())
{
warp_dist = half_length * 2.0f;
}
else
{
// Now we know our speed. Figure out how far the warp effect will be from here.
warp_dist = (warping_speed * SHIPFX_WARP_DELAY) + half_length * 1.5f; // We want to get to 1.5R away from effect
}
ship_move_dist = warp_dist - half_length;
}
// Calculate time to get to warp effect, before we actually go through it.
*ship_move_time = ship_move_dist / warping_speed;
if (m_portal_objnum < 0)
{
// project the warp portal in front of us
vm_vec_scale_add(warp_pos, &center_pos, &objp->orient.vec.fvec, warp_dist);
}
}
// JAS - code to start the ship doing the warp out effect
// This puts the ship into a mode specified by SF_DEPARTING
// where it flies forward for a set time period at a set
// velocity, then disappears when that time is reached. This
// also starts the animating 3d effect playing.
void shipfx_warpout_start( object *objp )
{
ship* shipp;
shipp = &Ships[objp->instance];
if (shipp->flags[Ship::Ship_Flags::Depart_warp]) {
mprintf(("Ship is already departing!\n"));
return;
}
if (OnWarpOutHook->isActive()) {
auto params = scripting::hook_param_list(scripting::hook_param("Self", 'o', objp));
auto conditions = scripting::hooks::ShipSourceConditions{ shipp };
if (OnWarpOutHook->isOverride(conditions, params)) {
OnWarpOutHook->run(conditions, std::move(params));
return;
}
}
// if we're dying return
if (shipp->flags[Ship::Ship_Flags::Dying]) {
return;
}
// return if disabled
if (shipp->flags[Ship::Ship_Flags::Disabled]) {
return;
}
// if we're HUGE, keep alive - set guardian
if (Ship_info[shipp->ship_info_index].is_huge_ship()) {
shipp->ship_guardian_threshold = SHIP_GUARDIAN_THRESHOLD_DEFAULT;
}
// don't send ship depart packets for player ships
if ((MULTIPLAYER_MASTER) && !(objp->flags[Object::Object_Flags::Player_ship])) {
send_ship_depart_packet(objp);
}
// don't do departure wormhole if ship flag is set which indicates no effect
if (shipp->flags[Ship::Ship_Flags::No_departure_warp]) {
// DKA 5/25/99 If he's going to warpout, set it.
// Next line fixes assert in wing cleanup code when no warp effect.
// NOTE: It also causes shipfx_warpout_frame to be run in ship_process_post
// which will make the ship actually depart
shipp->flags.set(Ship::Ship_Flags::Depart_warp);
return;
}
Assertion(shipp->warpout_effect != nullptr,
"shipfx_warpout_start() was fed a ship with an uninitialized warpout_effect.");
shipp->warpout_effect->warpStart();
if (OnWarpOutHook->isActive()) {
auto params = scripting::hook_param_list(scripting::hook_param("Self", 'o', objp));
auto conditions = scripting::hooks::ShipSourceConditions{ shipp };
OnWarpOutHook->run(conditions, std::move(params));
}
}
void shipfx_warpout_frame( object *objp, float frametime )
{
ship *shipp;
shipp = &Ships[objp->instance];
if ( shipp->flags[Ship::Ship_Flags::Dying] ) return;
//disabled ships should stay on the battlefield if they were disabled during warpout
//phreak 5/22/03
if (shipp->flags[Ship::Ship_Flags::Disabled]){
shipp->flags.remove(Ship::Ship_Flags::Depart_dockbay);
shipp->flags.remove(Ship::Ship_Flags::Depart_warp);
return;
}
// for ships with no warp effect, skip to the end
if (shipp->flags[Ship::Ship_Flags::No_departure_warp])
shipfx_actually_warpout(shipp, objp);
else
shipp->warpout_effect->warpFrame(frametime);
}
//==================================================
// Stuff for keeping track of which ships are in
// whose shadows.
#define w(p) (*((int *) (p)))
/**
* Given world point see if it is in a shadow.
*/
bool shipfx_eye_in_shadow( vec3d *eye_pos, object * src_obj, int light_n )
{
object *objp;
ship_obj *so;
vec3d rp0, rp1;
vec3d light_dir;
rp0 = *eye_pos;
// get the light dir
if(!light_get_global_dir(&light_dir, light_n)){
return false;
}
// Find rp1
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
objp = &Objects[so->objnum];
if (objp->flags[Object::Object_Flags::Should_be_dead])
continue;
if ( src_obj != objp ) {
mc_info mc;
vm_vec_scale_add( &rp1, &rp0, &light_dir, objp->radius*10.0f );
mc.model_instance_num = Ships[objp->instance].model_instance_num;
mc.model_num = Ship_info[Ships[objp->instance].ship_info_index].model_num;
mc.orient = &objp->orient;
mc.pos = &objp->pos;
mc.p0 = &rp0;
mc.p1 = &rp1;
mc.flags = MC_CHECK_MODEL | MC_RESPECT_DETAIL_BOX_SPHERE;
if (model_collide(&mc)) {
return true;
}
}
}
for (const auto& p : Props) {
if (p.has_value()) {
objp = &Objects[p->objnum];
if (objp->flags[Object::Object_Flags::Should_be_dead])
continue;
if (src_obj != objp) {
mc_info mc;
vm_vec_scale_add(&rp1, &rp0, &light_dir, objp->radius * 10.0f);
mc.model_instance_num = p->model_instance_num;
mc.model_num = Prop_info[p->prop_info_index].model_num;
mc.orient = &objp->orient;
mc.pos = &objp->pos;
mc.p0 = &rp0;
mc.p1 = &rp1;
mc.flags = MC_CHECK_MODEL;
if (model_collide(&mc)) {
return true;
}
}
}
}
// Check all the big hull debris pieces.
for (auto &db: Debris) {
if ( !(db.flags[Debris_Flags::Used]) || !db.is_hull ){
continue;
}
objp = &Objects[db.objnum];
vm_vec_scale_add( &rp1, &rp0, &light_dir, objp->radius*10.0f );
mc_info mc;
mc.model_instance_num = -1;
mc.model_num = db.model_num; // Fill in the model to check
mc.submodel_num = db.submodel_num;
mc.orient = &objp->orient; // The object's orient
mc.pos = &objp->pos; // The object's position
mc.p0 = &rp0; // Point 1 of ray to check
mc.p1 = &rp1; // Point 2 of ray to check
mc.flags = (MC_CHECK_MODEL | MC_SUBMODEL);
if (model_collide(&mc)) {
return true;
}
}
// check cockpit model
if( Viewer_obj != NULL && Viewer_mode != VM_TOPDOWN ) {
if ( Viewer_obj->type == OBJ_SHIP && Viewer_obj->instance >= 0 ) {
ship *shipp = &Ships[Viewer_obj->instance];
ship_info *sip = &Ship_info[shipp->ship_info_index];
if(sip->cockpit_model_num > 0) {
vm_vec_scale_add( &rp1, &rp0, &light_dir, Viewer_obj->radius*2.0f );
vec3d pos,eye_posi;
matrix eye_ori;
object_get_eye(&eye_posi, &eye_ori, Viewer_obj, false);
vm_vec_unrotate(&pos, &sip->cockpit_offset, &eye_ori);
vm_vec_add2(&pos, &eye_posi);
mc_info mc;
mc.model_instance_num = -1;
mc.model_num = sip->cockpit_model_num;
mc.submodel_num = -1;
mc.orient = &eye_ori;
mc.pos = &pos;
mc.p0 = &rp0;
mc.p1 = &rp1;
mc.flags = MC_CHECK_MODEL | MC_RESPECT_DETAIL_BOX_SPHERE;
int mc_result = model_collide(&mc);
mc.pos = NULL;
if( mc_result ) {
if ( mc.t_poly ) {
polymodel *pm = model_get(sip->cockpit_model_num);
int tmap_num = w(mc.t_poly+40);
Assertion (tmap_num < MAX_MODEL_TEXTURES, "Texture map index (%i) exceeded max", tmap_num);
if (tmap_num >= MAX_MODEL_TEXTURES) { return 0; }
if( !(pm->maps[tmap_num].is_transparent) && strcmp(bm_get_filename(mc.hit_bitmap), "glass.dds") != 0 ) {
return true;
}
}
if ( mc.f_poly ) {
return true;
}
if ( mc.bsp_leaf ) {
if ( mc.bsp_leaf->tmap_num < 255 ) {
polymodel *pm = model_get(sip->cockpit_model_num);
int tmap_num = mc.bsp_leaf->tmap_num;
Assertion (tmap_num < MAX_MODEL_TEXTURES, "Texture map index (%i) exceeded max", tmap_num);
if (tmap_num >= MAX_MODEL_TEXTURES) { return 0; }
if ( !(pm->maps[tmap_num].is_transparent) && strcmp(bm_get_filename(mc.hit_bitmap), "glass.dds") != 0 ) {
return true;
}
} else {
return true;
}
}
}
}
if ( sip->flags[Ship::Info_Flags::Show_ship_model]
&& (!Show_ship_only_if_cockpits_enabled || Cockpit_active) ) {
vm_vec_scale_add( &rp1, &rp0, &light_dir, Viewer_obj->radius*10.0f );
mc_info mc;
mc.model_instance_num = -1;
mc.model_num = sip->model_num;
mc.submodel_num = -1;
mc.orient = &Viewer_obj->orient;
mc.pos = &Viewer_obj->pos;
mc.p0 = &rp0;
mc.p1 = &rp1;
mc.flags = MC_CHECK_MODEL | MC_RESPECT_DETAIL_BOX_SPHERE;
if( model_collide(&mc) ) {
if ( mc.t_poly ) {
polymodel *pm = model_get(sip->model_num);
int tmap_num = w(mc.t_poly+40);
Assertion (tmap_num < MAX_MODEL_TEXTURES, "Texture map index (%i) exceeded max", tmap_num);
if (tmap_num >= MAX_MODEL_TEXTURES) { return 0; }
if ( !(pm->maps[tmap_num].is_transparent) && strcmp(bm_get_filename(mc.hit_bitmap),"glass.dds") != 0 ) {
return true;
}
}
if ( mc.f_poly ) {
return true;
}
if ( mc.bsp_leaf ) {
if ( mc.bsp_leaf->tmap_num < 255 ) {
polymodel *pm = model_get(sip->model_num);
int tmap_num = mc.bsp_leaf->tmap_num;
Assertion (tmap_num < MAX_MODEL_TEXTURES, "Texture map index (%i) exceeded max", tmap_num);
if (tmap_num >= MAX_MODEL_TEXTURES) { return 0; }
if ( !(pm->maps[tmap_num].is_transparent) && strcmp(bm_get_filename(mc.hit_bitmap), "glass.dds") != 0 ) {
return true;
}
} else {
return true;
}
}
}
}
}
}
// check asteroids
asteroid *ast = Asteroids;
if (Asteroid_field.num_initial_asteroids <= 0 )
{
return false;
}
for (int i = 0 ; i < MAX_ASTEROIDS; i++, ast++)
{
if (!(ast->flags & AF_USED))
{
continue;
}
objp = &Objects[ast->objnum];
vm_vec_scale_add( &rp1, &rp0, &light_dir, objp->radius*10.0f );
mc_info mc;
mc.model_instance_num = -1;
mc.model_num = Asteroid_info[ast->asteroid_type].subtypes[ast->asteroid_subtype].model_number; // Fill in the model to check
mc.submodel_num = -1;
mc.orient = &objp->orient; // The object's orient
mc.pos = &objp->pos; // The object's position
mc.p0 = &rp0; // Point 1 of ray to check
mc.p1 = &rp1; // Point 2 of ray to check
mc.flags = MC_CHECK_MODEL;
if (model_collide(&mc)) {
return true;
}
}
// not in shadow
return false;
}
//=====================================================================================
// STUFF FOR DOING SHIP GUN FLASHES
//=====================================================================================
#define MAX_FLASHES 128 // How many flashes total
#define FLASH_LIFE_PRIMARY 0.25f // How long flash lives
#define FLASH_LIFE_SECONDARY 0.50f // How long flash lives
typedef struct ship_flash {
int objnum; // object number of parent ship
int obj_signature; // signature of that object
int light_num; // which light in the model this uses
float life; // how long this should be around
float max_life; // how long this has been around.
} ship_flash;
int Ship_flash_inited = 0;
int Ship_flash_highest = -1;
ship_flash Ship_flash[MAX_FLASHES];
/**
* Resets the ship flash stuff. Call before each level.
*/
void shipfx_flash_init()
{
int i;
for (i=0; i<MAX_FLASHES; i++ ) {
Ship_flash[i].objnum = -1; // mark as unused
}
Ship_flash_highest = -1;
Ship_flash_inited = 1;
}
/**
* Given that a ship fired a weapon, light up the model accordingly.
*/
void shipfx_flash_create(object *objp, int model_num, vec3d *gun_pos, vec3d *gun_dir, int is_primary, int weapon_info_index, int weapon_objnum)
{
int i;
int objnum = OBJ_INDEX(objp);
Assert(Ship_flash_inited);
polymodel *pm = model_get(model_num);
int closest_light = -1;
float d, closest_dist = 0.0f;
// ALWAYS do this - since this is called once per firing
// if this is a cannon type weapon, create a muzzle flash
// HACK - let the flak guns do this on their own since they fire so quickly
// Also don't create if its the player in the cockpit unless he's also got show_ship_model, provided render_player_mflash isnt on
bool in_cockpit_view = (Viewer_mode & (VM_EXTERNAL | VM_CHASE | VM_OTHER_SHIP | VM_WARP_CHASE)) == 0;
bool player_show_ship_model = (
objp == Player_obj
&& Ship_info[Ships[objp->instance].ship_info_index].flags[Ship::Info_Flags::Show_ship_model]
&& (!Show_ship_only_if_cockpits_enabled || Cockpit_active));
auto* wip = &Weapon_info[weapon_info_index];
if (!(wip->wi_flags[Weapon::Info_Flags::Flak]) &&
(objp != Player_obj || Render_player_mflash || (!in_cockpit_view || player_show_ship_model))) {
// if there's a muzzle effect entry, we use that
if (Weapon_info[weapon_info_index].muzzle_effect.isValid()) {
matrix gunOrient;
vm_vector_2_matrix_norm(&gunOrient, gun_dir);
// spawn particle effect
auto particleSource = particle::ParticleManager::get()->createSource(Weapon_info[weapon_info_index].muzzle_effect);
//This should probably end up attached to the subobject, not the object, but it's not that much of a problem since primaries / secondaries rarely move.
particleSource->setHost(std::make_unique<EffectHostObject>(objp, *gun_pos, gunOrient, true));
auto *weapon_objp = &Objects[weapon_objnum];
auto *wp = &Weapons[weapon_objp->instance];
float radius_mult = 1.f;
if (wip->render_type == WRT_LASER) {
radius_mult = wip->weapon_curves.get_output(weapon_info::WeaponCurveOutputs::LASER_RADIUS_MULT, *wp, &wp->modular_curves_instance);
}
particleSource->setTriggerRadius(weapon_objp->radius * radius_mult);
particleSource->setTriggerVelocity(vm_vec_mag_quick(&weapon_objp->phys_info.vel));
particleSource->finishCreation();
}
}
if ( pm->num_lights < 1 ) return;
for (i=0; i<pm->num_lights; i++ ) {
d = vm_vec_dist( &pm->lights[i].pos, gun_pos );
if ( pm->lights[i].type == BSP_LIGHT_TYPE_WEAPON ) {
if ( (closest_light==-1) || (d<closest_dist) ) {
closest_light = i;
closest_dist = d;
}
}
}
if ( closest_light == -1 ) return;
int first_slot = -1;
for (i=0; i<=Ship_flash_highest; i++ ) {
if ( (first_slot==-1) && (Ship_flash[i].objnum < 0) ) {
first_slot = i;
}
if ( (Ship_flash[i].objnum == objnum) && (Ship_flash[i].obj_signature==objp->signature) ) {
if ( Ship_flash[i].light_num == closest_light ) {
// This is already flashing!
Ship_flash[i].life = 0.0f;
if ( is_primary ) {
Ship_flash[i].max_life = FLASH_LIFE_PRIMARY;
} else {
Ship_flash[i].max_life = FLASH_LIFE_SECONDARY;
}
return;
}
}
}
if ( first_slot == -1 ) {
if ( Ship_flash_highest < MAX_FLASHES-1 ) {
Ship_flash_highest++;
first_slot = Ship_flash_highest;
} else {
return; // out of flash slots
}
}
Assert( Ship_flash[first_slot].objnum == -1 );
Ship_flash[first_slot].objnum = objnum;
Ship_flash[first_slot].obj_signature = objp->signature;
Ship_flash[first_slot].life = 0.0f; // Start it up
if ( is_primary ) {
Ship_flash[first_slot].max_life = FLASH_LIFE_PRIMARY;
} else {
Ship_flash[first_slot].max_life = FLASH_LIFE_SECONDARY;
}
Ship_flash[first_slot].light_num = closest_light;
}
/**
* Does whatever processing needs to be done each frame.
*/
void shipfx_flash_do_frame(float frametime)
{
ship_flash *sf;
int kill_it = 0;
int i;
for (i=0, sf = &Ship_flash[0]; i<=Ship_flash_highest; i++, sf++ ) {
if ( sf->objnum > -1 ) {
if ( Objects[sf->objnum].signature != sf->obj_signature ) {
kill_it = 1;
}
sf->life += frametime;
if ( sf->life >= sf->max_life ) kill_it = 1;
if (kill_it) {
sf->objnum = -1;
if ( i == Ship_flash_highest ) {
while( (Ship_flash_highest>0) && (Ship_flash[Ship_flash_highest].objnum == -1) ) {
Ship_flash_highest--;
}
}
}
}
}
}
// Make sparks fly off of ship n.
// sn = spark number to spark, corrosponding to element in
// ship->hitpos array. If this isn't -1, it is a just
// got hit by weapon spark, otherwise pick one randomally.
void shipfx_emit_spark( int n, int sn )
{
int create_spark = 1;
object * obj;
vec3d outpnt;
ship *shipp = &Ships[n];
ship_info *sip = &Ship_info[shipp->ship_info_index];
if(sn > -1 && !sip->impact_spew.isValid())
return;
if(sn < 0 && !sip->damage_spew.isValid())
return;
if ( shipp->num_sparks <= 0 )
return;
obj = &Objects[shipp->objnum];
float hull_percent = get_hull_pct(obj);
if (hull_percent < 0.001) {
hull_percent = 0.001f;
}
float fraction = 0.1f * obj->radius / hull_percent;
if (fraction > 1.0f) {
fraction = 1.0f;
}
int spark_num;
if ( sn == -1 ) {
spark_num = Random::next(shipp->num_sparks);
} else {
spark_num = sn;
}
// don't display sparks that have expired
if ( timestamp_elapsed(shipp->sparks[spark_num].end_time) ) {
return;
}
auto pmi = model_get_instance(shipp->model_instance_num);
auto pm = model_get(pmi->model_num);
// get spark position
if (shipp->sparks[spark_num].submodel_num != -1) {
model_instance_local_to_global_point(&outpnt, &shipp->sparks[spark_num].pos, pm, pmi, shipp->sparks[spark_num].submodel_num, &obj->orient, &obj->pos);
} else {
// rotate sparks correctly with current ship orient
vm_vec_unrotate(&outpnt, &shipp->sparks[spark_num].pos, &obj->orient);
vm_vec_add2(&outpnt,&obj->pos);
}
// phreak: Mantis 1676 - Re-enable warpout clipping.
WarpEffect* warp_effect = nullptr;
if ((shipp->is_arriving()) && (shipp->warpin_effect))
warp_effect = shipp->warpin_effect;
else if ((shipp->flags[Ship::Ship_Flags::Depart_warp]) && (shipp->warpout_effect))
warp_effect = shipp->warpout_effect;
if (warp_effect != nullptr && point_is_clipped_by_warp(&outpnt, warp_effect))
return;
if ( create_spark ) {
// TODO: add velocity from rotation if submodel is rotating
// v_rot = w x r
// r = outpnt - model_local_to_global_point(0)
// w = model_local_to_global_dir(
// model_local_to_global_dir(&out_dir, &in_dir, model_num, submodel_num, &objorient, &objpos);
vec3d tmp_norm, tmp_vel;
vm_vec_sub( &tmp_norm, &outpnt, &obj->pos );
vm_vec_normalize_safe(&tmp_norm);
tmp_vel = obj->phys_info.vel;
if ( vm_vec_normalize_safe(&tmp_vel) > 1.0f ) {
vm_vec_scale_add2(&tmp_norm,&tmp_vel, -2.0f);
vm_vec_normalize_safe(&tmp_norm);
}
vec3d local_norm;
model_instance_global_to_local_dir(&local_norm, &tmp_norm, pm, pmi, shipp->sparks[spark_num].submodel_num, &obj->orient);
matrix orient;
vm_vector_2_matrix_norm(&orient, &local_norm);
std::unique_ptr<EffectHost> particleHost;
if (shipp->sparks[spark_num].submodel_num != -1) {
particleHost = std::make_unique<EffectHostSubmodel>(obj, shipp->sparks[spark_num].submodel_num, shipp->sparks[spark_num].pos, orient);
}
else {
particleHost = std::make_unique<EffectHostObject>(obj, shipp->sparks[spark_num].pos, orient);
}
// first time through - set up end time and make heavier initially
if ( sn > -1 ) {
// Sparks for first time at this spot
if (sip->flags[Ship::Info_Flags::Fighter]) {
if (hull_percent > 0.6f) {
// sparks only once when hull > 60%
float spark_duration = (float)pow(2.0f, -5.0f*(hull_percent-1.3f)) * (1.0f + 0.6f*(frand()-0.5f)); // +- 30%
shipp->sparks[spark_num].end_time = timestamp( (int) (1000.0f * spark_duration) );
} else {
// spark never ends when hull < 60% (~277 hr)
shipp->sparks[spark_num].end_time = timestamp( 100000000 );
}
}
auto source = particle::ParticleManager::get()->createSource(sip->impact_spew);
source->setHost(std::move(particleHost));
source->finishCreation();
} else {
auto source = particle::ParticleManager::get()->createSource(sip->damage_spew);
source->setHost(std::move(particleHost));
source->finishCreation();
}
}
// Select time to do next spark
shipp->next_hit_spark = timestamp_rand(50,100);
}
//=====================================================================================
// STUFF FOR DOING LARGE SHIP EXPLOSIONS
//=====================================================================================
int Bs_exp_fire_low = 1;
float Bs_exp_fire_time_mult = 1.0f;
DCF_BOOL(bs_exp_fire_low, Bs_exp_fire_low)
DCF(bs_exp_fire_time_mult, "Sets multiplier time between fireball in big ship explosion")
{
float value;
if (dc_optional_string_either("status", "--status") || dc_optional_string_either("?", "--?")) {
dc_printf("Bs_exp_fire_time_mult : %f\n", Bs_exp_fire_time_mult);
return;
}
dc_stuff_float(&value);
CLAMP(value, 0.1f, 5.0f);
Bs_exp_fire_time_mult = value;
dc_printf("Bs_exp_fire_time_mult set to %f\n", Bs_exp_fire_time_mult);
}
#define DEBRIS_NONE 0
#define DEBRIS_DRAW 1
#define DEBRIS_FREE 2
typedef struct clip_ship {
object* parent_obj;
float length_left; // uncomsumed length
matrix orient;
physics_info phys_info;
vec3d local_pivot; // world center of mass position of half ship
vec3d model_center_disp_to_orig_center; // displacement from half ship center to original model center
vec3d clip_plane_norm; // clip plane normal (local [0,0,1] or [0,0,-1])
float cur_clip_plane_pt; // displacement from half ship clip plane to original model center
float explosion_vel;
ubyte draw_debris[MAX_DEBRIS_OBJECTS];
int next_fireball;
} clip_ship;
typedef struct split_ship {
int used = 0; // 0 if not used, 1 if used
clip_ship front_ship;
clip_ship back_ship;
int explosion_flash_timestamp = 0;
int explosion_flash_started = 0;
std::array<sound_handle, NUM_SUB_EXPL_HANDLES> sound_handles;
split_ship()
{
memset(&front_ship, 0, sizeof(front_ship));
memset(&back_ship, 0, sizeof(back_ship));
sound_handles.fill(sound_handle::invalid());
}
} split_ship;
static SCP_vector<split_ship> Split_ships;
static int get_split_ship()
{
int i;
// check for an existing free slot
int max_size = (int)Split_ships.size();
for (i = 0; i < max_size; i++) {
if (!Split_ships[i].used)
return i;
}
// Construct default constructed object at the end
Split_ships.emplace_back();
return (int)(Split_ships.size() - 1);
}
static void maybe_fireball_wipe(clip_ship* half_ship, sound_handle* sound_handle);
static void split_ship_init( ship* shipp, split_ship* split_shipp )
{
object* parent_ship_obj = &Objects[shipp->objnum];
matrix* orient = &parent_ship_obj->orient;
for (int ii=0; ii<NUM_SUB_EXPL_HANDLES; ++ii) {
split_shipp->sound_handles[ii] = shipp->sub_expl_sound_handle[ii];
}
// play 3d sound for shockwave explosion
snd_play_3d( gamesnd_get_game_sound(GameSounds::SHOCKWAVE_EXPLODE), &parent_ship_obj->pos, &View_position, 0.0f, NULL, 0, 1.0f, SND_PRIORITY_SINGLE_INSTANCE, NULL, 3.0f );
// initialize both ships
split_shipp->front_ship.parent_obj = parent_ship_obj;
split_shipp->back_ship.parent_obj = parent_ship_obj;
split_shipp->explosion_flash_timestamp = timestamp((int)(0.00075f*parent_ship_obj->radius));
split_shipp->explosion_flash_started = 0;
split_shipp->front_ship.orient = *orient;
split_shipp->back_ship.orient = *orient;
split_shipp->front_ship.next_fireball = timestamp_rand(0, 100);
split_shipp->back_ship.next_fireball = timestamp_rand(0, 100);
split_shipp->front_ship.clip_plane_norm = vmd_z_vector;
vm_vec_copy_scale(&split_shipp->back_ship.clip_plane_norm, &vmd_z_vector, -1.0f);
// find the point at which the ship splits (relative to its pivot)
polymodel* pm = model_get(Ship_info[shipp->ship_info_index].model_num);
float init_clip_plane_dist;
if (pm->num_split_plane > 0) {
int index = Random::next(pm->num_split_plane);
init_clip_plane_dist = pm->split_plane[index];
} else {
init_clip_plane_dist = 0.5f * (0.5f - frand())*pm->core_radius;
}
split_shipp->back_ship.cur_clip_plane_pt = init_clip_plane_dist;
split_shipp->front_ship.cur_clip_plane_pt = init_clip_plane_dist;
float dist;
dist = (split_shipp->front_ship.cur_clip_plane_pt+pm->maxs.xyz.z)/2.0f;
vm_vec_copy_scale(&split_shipp->front_ship.local_pivot, &orient->vec.fvec, dist);
vm_vec_make(&split_shipp->front_ship.model_center_disp_to_orig_center, 0.0f, 0.0f, -dist);
dist = (split_shipp->back_ship.cur_clip_plane_pt +pm->mins.xyz.z)/2.0f;
vm_vec_copy_scale(&split_shipp->back_ship.local_pivot, &orient->vec.fvec, dist);
vm_vec_make(&split_shipp->back_ship.model_center_disp_to_orig_center, 0.0f, 0.0f, -dist);
vm_vec_add2(&split_shipp->front_ship.local_pivot, &parent_ship_obj->pos );
vm_vec_add2(&split_shipp->back_ship.local_pivot, &parent_ship_obj->pos );
// find which debris pieces are in the front and back split ships
for (int i=0; i<pm->num_debris_objects; i++ ) {
vec3d temp_pos = ZERO_VECTOR;
vec3d tmp = ZERO_VECTOR;
vec3d tmp1 = pm->submodel[pm->debris_objects[i]].offset;
// tmp is world position, temp_pos is world_pivot, tmp1 is offset from world_pivot (in ship local coord)
// we don't need to use a model instance here because we're not working with any submodels
model_local_to_global_point(&tmp, &tmp1, pm, -1, &vmd_identity_matrix, &temp_pos );
if (tmp.xyz.z > init_clip_plane_dist) {
split_shipp->front_ship.draw_debris[i] = DEBRIS_DRAW;
split_shipp->back_ship.draw_debris[i] = DEBRIS_NONE;
} else {
split_shipp->front_ship.draw_debris[i] = DEBRIS_NONE;
split_shipp->back_ship.draw_debris[i] = DEBRIS_DRAW;
}
}
// set up physics
physics_init( &split_shipp->front_ship.phys_info );
physics_init( &split_shipp->back_ship.phys_info );
split_shipp->front_ship.phys_info.flags |= PF_BALLISTIC;
split_shipp->back_ship.phys_info.flags |= PF_BALLISTIC;
split_shipp->front_ship.phys_info.gravity_const = parent_ship_obj->phys_info.gravity_const;
split_shipp->back_ship.phys_info.gravity_const = parent_ship_obj->phys_info.gravity_const;
split_shipp->front_ship.phys_info.rotdamp = 10000.0f;
split_shipp->back_ship.phys_info.rotdamp = 10000.0f;
// set up explosion vel and relative velocities (assuming mass depends on length)
float front_length = pm->maxs.xyz.z - split_shipp->front_ship.cur_clip_plane_pt;
float back_length = split_shipp->back_ship.cur_clip_plane_pt - pm->mins.xyz.z;
float ship_length = front_length + back_length;
split_shipp->front_ship.length_left = front_length;
split_shipp->back_ship.length_left = back_length;
float expl_length_scale = (ship_length - 200.0f) / 2000.0f;
// s_r_f effects speed of "wipe" and rotvel
float speed_reduction_factor = (1.0f + 0.001f*parent_ship_obj->radius);
float explosion_time = (3.0f + expl_length_scale + (frand()-0.5f)) * speed_reduction_factor;
float long_length = MAX(front_length, back_length);
float expl_vel = long_length / explosion_time;
split_shipp->front_ship.explosion_vel = expl_vel;
split_shipp->back_ship.explosion_vel = -expl_vel;
float rel_vel = (0.6f + 0.2f*frand()) * expl_vel * speed_reduction_factor;
float front_vel = rel_vel * back_length / ship_length;
float back_vel = -rel_vel * front_length / ship_length;
// set up rotational vel
vec3d rotvel;
vm_vec_rand_vec_quick(&rotvel);
rotvel.xyz.z = 0.0f;
vm_vec_normalize(&rotvel);
vm_vec_scale(&rotvel, 0.15f / speed_reduction_factor);
split_shipp->front_ship.phys_info.rotvel = rotvel;
vm_vec_copy_scale(&split_shipp->back_ship.phys_info.rotvel, &rotvel, -(front_length*front_length)/(back_length*back_length));
split_shipp->front_ship.phys_info.rotvel.xyz.z = parent_ship_obj->phys_info.rotvel.xyz.z;
split_shipp->back_ship.phys_info.rotvel.xyz.z = parent_ship_obj->phys_info.rotvel.xyz.z;
// modify vel of each split ship based on rotvel of parent ship obj
vec3d temp_rotvel = parent_ship_obj->phys_info.rotvel;
temp_rotvel.xyz.z = 0.0f;
vec3d vel_from_rotvel;
vm_vec_cross(&vel_from_rotvel, &temp_rotvel, &split_shipp->front_ship.local_pivot);
vm_vec_cross(&vel_from_rotvel, &temp_rotvel, &split_shipp->back_ship.local_pivot);
// set up velocity and make initial fireballs and particles
split_shipp->front_ship.phys_info.vel = parent_ship_obj->phys_info.vel;
split_shipp->back_ship.phys_info.vel = parent_ship_obj->phys_info.vel;
maybe_fireball_wipe(&split_shipp->front_ship, split_shipp->sound_handles.data());
maybe_fireball_wipe(&split_shipp->back_ship, split_shipp->sound_handles.data());
vm_vec_scale_add2(&split_shipp->front_ship.phys_info.vel, &orient->vec.fvec, front_vel);
vm_vec_scale_add2(&split_shipp->back_ship.phys_info.vel, &orient->vec.fvec, back_vel);
// HANDLE LIVE DEBRIS - blow off if not already gone
shipfx_maybe_create_live_debris_at_ship_death( parent_ship_obj );
}
void shipfx_queue_render_ship_halves_and_debris(model_draw_list *scene, clip_ship* half_ship, ship *shipp)
{
polymodel_instance *pmi = model_get_instance(shipp->model_instance_num);
polymodel *pm = model_get(pmi->model_num);
// get rotated clip plane normal and world coord of original ship center
vec3d orig_ship_world_center, clip_plane_norm, model_clip_plane_pt, debris_clip_plane_pt;
vm_vec_unrotate(&clip_plane_norm, &half_ship->clip_plane_norm, &half_ship->orient);
vm_vec_unrotate(&orig_ship_world_center, &half_ship->model_center_disp_to_orig_center, &half_ship->orient);
vm_vec_add2(&orig_ship_world_center, &half_ship->local_pivot);
// get debris clip plane pt and draw debris
vm_vec_unrotate(&debris_clip_plane_pt, &half_ship->model_center_disp_to_orig_center, &half_ship->orient);
vm_vec_add2(&debris_clip_plane_pt, &half_ship->local_pivot);
// set up render flags
uint64_t render_flags = MR_NORMAL;
if (shipp->flags[Ship::Ship_Flags::Glowmaps_disabled]) {
render_flags |= MR_NO_GLOWMAPS;
}
for (int i = 0; i < pm->num_debris_objects; i++ ) {
// draw DEBRIS_FREE in test only
if (half_ship->draw_debris[i] == DEBRIS_DRAW) {
vec3d temp_pos = orig_ship_world_center;
vec3d tmp = ZERO_VECTOR;
vec3d tmp1 = pm->submodel[pm->debris_objects[i]].offset;
// determine if explosion front has past debris piece
// 67 ~ dist expl moves in 2 frames -- maybe fraction works better
bool is_live_debris = pm->submodel[pm->debris_objects[i]].flags[Model::Submodel_flags::Is_live_debris];
int create_debris = 0;
// front ship
if (half_ship->explosion_vel > 0) {
if (half_ship->cur_clip_plane_pt > tmp1.xyz.z + pm->submodel[pm->debris_objects[i]].max.xyz.z - 0.1f*half_ship->explosion_vel) {
create_debris = 1;
}
// back ship
} else {
if (half_ship->cur_clip_plane_pt < tmp1.xyz.z + pm->submodel[pm->debris_objects[i]].min.xyz.z - 0.1f*half_ship->explosion_vel) {
create_debris = 1;
}
}
// Draw debris, but not live debris
if ( !is_live_debris ) {
// we don't need to use a model instance here because we're not working with any submodels
model_local_to_global_point(&tmp, &tmp1, pm, -1, &half_ship->orient, &temp_pos);
model_render_params render_info;
render_info.set_clip_plane(debris_clip_plane_pt, clip_plane_norm);
render_info.set_replacement_textures(pmi->texture_replace);
render_info.set_flags(render_flags);
submodel_render_queue(&render_info, scene, pm, pmi, pm->debris_objects[i], &half_ship->orient, &tmp);
}
// make free piece of debris
if ( create_debris ) {
half_ship->draw_debris[i] = DEBRIS_FREE; // mark debris to not render with model
vec3d center_to_debris, debris_vel, radial_vel;
// do debris create here, but not for live debris
// debris vel (1) split ship vel (2) split ship rotvel (3) random
if ( !is_live_debris ) {
object* debris_obj;
debris_obj = debris_create(half_ship->parent_obj, pm->id, pm->debris_objects[i], &tmp, &half_ship->local_pivot, 1, 1.0f);
// AL: make sure debris_obj isn't NULL!
if ( debris_obj ) {
vm_vec_scale(&debris_obj->phys_info.rotvel, 4.0f);
debris_obj->orient = half_ship->orient;
vm_vec_sub(&center_to_debris, &tmp, &half_ship->local_pivot);
vm_vec_cross(&debris_vel, &center_to_debris, &half_ship->phys_info.rotvel);
vm_vec_add2(&debris_vel, &half_ship->phys_info.vel);
vm_vec_copy_normalize(&radial_vel, &center_to_debris);
float radial_mag = 10.0f + 30.0f*frand();
vm_vec_scale_add2(&debris_vel, &radial_vel, radial_mag);
debris_obj->phys_info.vel = debris_vel;
shipfx_debris_limit_speed(&Debris[debris_obj->instance], shipp);
}
}
}
}
}
// get model clip plane pt and draw model
vec3d temp;
vm_vec_make(&temp, 0.0f, 0.0f, half_ship->cur_clip_plane_pt);
vm_vec_unrotate(&model_clip_plane_pt, &temp, &half_ship->orient);
vm_vec_add2(&model_clip_plane_pt, &orig_ship_world_center);
model_render_params render_info;
render_info.set_flags(render_flags);
render_info.set_clip_plane(model_clip_plane_pt, clip_plane_norm);
render_info.set_replacement_textures(pmi->texture_replace);
render_info.set_object_number(shipp->objnum);
if (Ship_info[shipp->ship_info_index].uses_team_colors && !shipp->flags[Ship::Ship_Flags::Render_without_miscmap]) {
team_color model_team_color;
bool team_color_set = model_get_team_color(&model_team_color, shipp->team_name, shipp->secondary_team_name, shipp->team_change_timestamp, shipp->team_change_time);
if (team_color_set) {
render_info.set_team_color(model_team_color);
}
}
model_render_queue(&render_info, scene, pm->id, &half_ship->orient, &orig_ship_world_center);
}
void shipfx_large_blowup_level_init()
{
Split_ships.clear();
if(Ship_cannon_bitmap != -1){
bm_release(Ship_cannon_bitmap);
Ship_cannon_bitmap = bm_load(SHIP_CANNON_BITMAP);
}
}
void shipfx_large_blowup_init(ship *shipp)
{
int i;
i = get_split_ship();
Split_ships[i].used = 1;
shipp->large_ship_blowup_index = i;
split_ship_init(shipp, &Split_ships[i] );
}
void shipfx_debris_limit_speed(const debris *db, const ship *shipp)
{
if(db == NULL || shipp == NULL)
return;
object *ship_objp = &Objects[shipp->objnum];
physics_info *pi = &Objects[db->objnum].phys_info;
ship_info *sip = &Ship_info[shipp->ship_info_index];
float curspeed = vm_vec_mag(&pi->vel);
if(sip->debris_min_speed >= 0.0f && sip->debris_max_speed >= 0.0f)
{
float debris_speed = (( sip->debris_max_speed - sip->debris_min_speed ) * frand()) + sip->debris_min_speed;
if(fabs(curspeed) >= 0.001f)
{
float scale = debris_speed / curspeed;
vm_vec_scale(&pi->vel, scale);
}
else
{
vm_vec_copy_scale(&pi->vel, &ship_objp->orient.vec.fvec, debris_speed);
}
}
else if(sip->debris_min_speed >= 0.0f)
{
if(curspeed < sip->debris_min_speed)
{
if(fabs(curspeed) >= 0.001f)
{
float scale = sip->debris_min_speed / curspeed;
vm_vec_scale(&pi->vel, scale);
}
else
{
vm_vec_copy_scale(&pi->vel, &ship_objp->orient.vec.fvec, sip->debris_min_speed);
}
}
}
else if(sip->debris_max_speed >= 0.0f)
{
if(curspeed > sip->debris_max_speed)
{
if(fabs(curspeed) >= 0.001f)
{
float scale = sip->debris_max_speed / curspeed;
vm_vec_scale(&pi->vel, scale);
}
else
{
vm_vec_copy_scale(&pi->vel, &ship_objp->orient.vec.fvec, sip->debris_max_speed);
}
}
}
//WMC - Rotational velocity user cap
float currotvel = vm_vec_mag(&pi->rotvel);
if(sip->debris_min_rotspeed >= 0.0f && sip->debris_max_rotspeed >= 0.0f)
{
float debris_rotspeed = (( sip->debris_max_rotspeed - sip->debris_min_rotspeed ) * frand()) + sip->debris_min_rotspeed;
if(fabs(currotvel) >= 0.001f)
{
float scale = debris_rotspeed / currotvel;
vm_vec_scale(&pi->rotvel, scale);
}
else
{
vm_vec_copy_scale(&pi->rotvel, &ship_objp->orient.vec.uvec, debris_rotspeed);
}
}
else if(sip->debris_min_rotspeed >= 0.0f)
{
if(curspeed < sip->debris_min_rotspeed)
{
if(fabs(currotvel) >= 0.001f)
{
float scale = sip->debris_min_rotspeed / currotvel;
vm_vec_scale(&pi->rotvel, scale);
}
else
{
vm_vec_copy_scale(&pi->rotvel, &ship_objp->orient.vec.uvec, sip->debris_min_rotspeed);
}
}
}
else if(sip->debris_max_rotspeed >= 0.0f)
{
curspeed = vm_vec_mag(&pi->rotvel);
if(curspeed > sip->debris_max_rotspeed)
{
if(fabs(currotvel) >= 0.001f)
{
float scale = sip->debris_max_rotspeed / currotvel;
vm_vec_scale(&pi->rotvel, scale);
}
else
{
vm_vec_copy_scale(&pi->rotvel, &ship_objp->orient.vec.uvec, sip->debris_max_rotspeed);
}
}
}
int ship_type = sip->class_type;
if(ship_type > -1)
{
if(vm_vec_mag(&pi->vel) > Ship_types[ship_type].debris_max_speed) {
float scale = Ship_types[ship_type].debris_max_speed / vm_vec_mag(&pi->vel);
vm_vec_scale(&pi->vel, scale);
}
}
Assert(is_valid_vec(&pi->vel));
Assert(is_valid_vec(&pi->rotvel));
}
// ----------------------------------------------------------------------------
// uses list of model z values with constant increment to find the radius of the
// cross section at the current model z value
static float get_model_cross_section_at_z(float z, polymodel* pm)
{
if (pm->num_xc < 2) {
return 0.0f;
}
float index, increment;
increment = (pm->xc[pm->num_xc-1].z - pm->xc[0].z) / (float)(pm->num_xc - 1);
index = (z - pm->xc[0].z) / increment;
if (index < 0.5f) {
return pm->xc[0].radius;
} else if (index > (pm->num_xc - 1.0f - 0.5f)) {
return pm->xc[pm->num_xc-1].radius;
} else {
int floor_index = (int)floor(index);
int ceil_index = (int)ceil(index);
return MAX(pm->xc[ceil_index].radius, pm->xc[floor_index].radius);
}
}
/**
* Returns how long sound has been playing
*/
static int get_sound_time_played(sound_load_id snd_id, sound_handle handle)
{
if (!handle.isValid() || !snd_id.isValid()) {
return 100000;
}
int time_left = snd_time_remaining(handle);
int duration = snd_get_duration(snd_id);
return (duration - time_left);
}
/**
* Sound manager for big ship sub explosions sounds.
*
* Forces playing of sub-explosion sounds. Keeps track of active sounds, plays them for >= 750 ms
* when sound has played >= 750, sound is stopped and new instance is started
*/
void do_sub_expl_sound(float radius, vec3d* sound_pos, sound_handle* handle_array)
{
// multiplier for range (near and far distances) to apply attenuation
float sound_range = 1.0f + 0.0043f*radius;
int handle_index = Random::next(NUM_SUB_EXPL_HANDLES);
auto sound_index = GameSounds::SHIP_EXPLODE_1;
auto handle = handle_array[handle_index];
if (!handle.isValid()) {
// if no handle, get one
handle_array[handle_index] = snd_play_3d(gamesnd_get_game_sound(sound_index), sound_pos, &View_position, 0.0f,
nullptr, 0, 0.6f, SND_PRIORITY_MUST_PLAY, nullptr, sound_range);
} else if (!snd_is_playing(handle)) {
// if sound not playing and old, get new one
// I don't think will happen with SND_PRIORITY_MUST_PLAY
if (get_sound_time_played(snd_get_sound_id(handle), handle) > 400) {
snd_stop(handle_array[handle_index]);
handle_array[handle_index] =
snd_play_3d(gamesnd_get_game_sound(sound_index), sound_pos, &View_position, 0.0f, nullptr, 0, 0.6f,
SND_PRIORITY_MUST_PLAY, nullptr, sound_range);
}
} else if (get_sound_time_played(snd_get_sound_id(handle), handle) > 750) {
handle_array[handle_index] = snd_play_3d(gamesnd_get_game_sound(sound_index), sound_pos, &View_position, 0.0f,
nullptr, 0, 0.6f, SND_PRIORITY_MUST_PLAY, nullptr, sound_range);
}
}
/**
* Maybe create a fireball along model clip plane also maybe plays explosion sound
*/
static void maybe_fireball_wipe(clip_ship* half_ship, sound_handle* handle_array)
{
// maybe make fireball to cover wipe.
if ( timestamp_elapsed(half_ship->next_fireball) ) {
if ( half_ship->length_left > 0.2f*fl_abs(half_ship->explosion_vel) ) {
ship_info *sip = &Ship_info[Ships[half_ship->parent_obj->instance].ship_info_index];
if ( !sip->split_particles.isValid() ) {
// time out forever
half_ship->next_fireball = timestamp(-1);
return;
}
polymodel* pm = model_get(sip->model_num);
vec3d model_clip_plane_pt, orig_ship_world_center, temp;
vm_vec_unrotate(&orig_ship_world_center, &half_ship->model_center_disp_to_orig_center, &half_ship->orient);
vm_vec_add2(&orig_ship_world_center, &half_ship->local_pivot);
vm_vec_make(&temp, 0.0f, 0.0f, half_ship->cur_clip_plane_pt);
vm_vec_unrotate(&model_clip_plane_pt, &temp, &half_ship->orient);
vm_vec_add2(&model_clip_plane_pt, &orig_ship_world_center);
vm_vec_rand_vec_quick(&temp);
vm_vec_scale(&temp, 0.1f*frand());
vm_vec_add2(&model_clip_plane_pt, &temp);
float cross_section_rad = get_model_cross_section_at_z(half_ship->cur_clip_plane_pt, pm);
float rad = cross_section_rad;
if (cross_section_rad < 1) {
// changed from 0.4 & 0.6 to 0.6 & 0.9 as later 1.5 multiplier was removed
rad = half_ship->parent_obj->radius * frand_range(0.6f, 0.9f);
} else {
// make fireball radius (1.5 +/- .1) * model_cross_section value
// changed from 1.4 & 1.6 to 2.1 & 2.4 as later 1.5 multiplier was removed
rad *= frand_range(2.1f, 2.4f);
}
rad = MIN(rad, half_ship->parent_obj->radius);
if (sip->propagating_exp_particles.isValid()) {
auto source = particle::ParticleManager::get()->createSource(sip->propagating_exp_particles);
auto host = std::make_unique<EffectHostVector>(model_clip_plane_pt, half_ship->orient, half_ship->phys_info.vel);
// for particle effects, we'll ignore all the special logic applied to rad and just use the raw radius; the modder can handle it using curves
host->setRadius(cross_section_rad);
source->setHost(std::move(host));
source->setNormal(half_ship->orient.vec.uvec);
source->finishCreation();
} else {
//defaults to 1.0 now that multiplier was applied to the static values above
rad *= sip->prop_exp_rad_mult;
int fireball_type = fireball_ship_explosion_type(sip);
if(fireball_type < 0) {
fireball_type = FIREBALL_EXPLOSION_LARGE1 + Random::next(FIREBALL_NUM_LARGE_EXPLOSIONS);
}
int low_res_fireballs = Bs_exp_fire_low;
fireball_create(&model_clip_plane_pt, fireball_type, FIREBALL_LARGE_EXPLOSION, OBJ_INDEX(half_ship->parent_obj), rad, false, &half_ship->parent_obj->phys_info.vel, 0.0f, -1, nullptr, low_res_fireballs);
}
// start the next fireball up (3-4 per frame) + 30%
int time_low, time_high;
time_low = int(650 * Bs_exp_fire_time_mult);
time_high = int(900 * Bs_exp_fire_time_mult);
half_ship->next_fireball = timestamp_rand(time_low, time_high);
// do sound
do_sub_expl_sound(half_ship->parent_obj->radius, &model_clip_plane_pt, handle_array);
// do particles
//This does not seem right, but is current particle behaviour
vec3d normal = vmd_x_vector;
auto source = particle::ParticleManager::get()->createSource(sip->split_particles);
matrix orient;
vm_vector_2_matrix_norm(&orient, &normal);
auto host = std::make_unique<EffectHostVector>(model_clip_plane_pt, orient, half_ship->phys_info.vel, vmd_identity_matrix, true);
host->setRadius(half_ship->parent_obj->radius);
source->setHost(std::move(host));
source->setTriggerVelocity(half_ship->explosion_vel);
source->finishCreation();
if (sip->generic_debris_model_num >= 0) {
// spawn a bunch of debris pieces, first determine the cross sectional average position to be the force explosion center
vec3d local_xc_rand, local_xc_avg, xc_rand, xc_avg;
submodel_get_cross_sectional_avg_pos(sip->model_num, -1, half_ship->cur_clip_plane_pt, &local_xc_avg);
vm_vec_unrotate(&xc_avg, &local_xc_avg, &half_ship->orient);
vm_vec_add2(&xc_avg, &orig_ship_world_center);
float num_debris = sip->generic_debris_spew_num * (Detail.num_small_debris / 4.0f);
for (int i = 0; i < num_debris; i++) {
// then get random positions on the cross section and spawn the pieces there
submodel_get_cross_sectional_random_pos(sip->model_num, -1, half_ship->cur_clip_plane_pt, &local_xc_rand);
vm_vec_unrotate(&xc_rand, &local_xc_rand, &half_ship->orient);
vm_vec_add2(&xc_rand, &orig_ship_world_center);
debris_create(half_ship->parent_obj, sip->generic_debris_model_num, -1, &xc_rand, &xc_avg, 0, frand() * half_ship->parent_obj->radius / 100);
}
}
} else {
// time out forever
half_ship->next_fireball = timestamp(-1);
}
}
}
void big_explosion_flash(float);
/**
* Returns 1 when explosion is done
*/
int shipfx_large_blowup_do_frame(ship *shipp, float frametime)
{
Assert( shipp->large_ship_blowup_index > -1 );
Assert( shipp->large_ship_blowup_index < (int)Split_ships.size() );
split_ship *the_split_ship = &Split_ships[shipp->large_ship_blowup_index];
Assert( the_split_ship->used ); // Get John
// Do fireballs, particles, shockwave here
// Note parent ship is still valid, vel and pos updated in obj_move_all
if ( timestamp_elapsed(the_split_ship->explosion_flash_timestamp) ) {
if ( !the_split_ship->explosion_flash_started ) {
object* objp = &Objects[shipp->objnum];
if (objp->flags[Object::Object_Flags::Was_rendered]) {
float excess_dist = (Player_obj == nullptr) ? 0.0f : vm_vec_dist(&Player_obj->pos, &objp->pos) - 2.0f*objp->radius - Player_obj->radius;
float intensity = 1.0f - 0.1f*excess_dist / objp->radius;
if (intensity > 1) {
intensity = 1.0f;
}
if (intensity > 0.1f && Ship_info[shipp->ship_info_index].flags[Ship::Info_Flags::Flash]) {
big_explosion_flash(intensity);
}
}
the_split_ship->explosion_flash_started = 1;
}
}
physics_sim(&the_split_ship->front_ship.local_pivot, &the_split_ship->front_ship.orient, &the_split_ship->front_ship.phys_info, &The_mission.gravity, frametime);
physics_sim(&the_split_ship->back_ship.local_pivot, &the_split_ship->back_ship.orient, &the_split_ship->back_ship.phys_info, &The_mission.gravity, frametime);
the_split_ship->front_ship.length_left -= the_split_ship->front_ship.explosion_vel*frametime;
the_split_ship->back_ship.length_left += the_split_ship->back_ship.explosion_vel *frametime;
the_split_ship->front_ship.cur_clip_plane_pt += the_split_ship->front_ship.explosion_vel*frametime;
the_split_ship->back_ship.cur_clip_plane_pt += the_split_ship->back_ship.explosion_vel *frametime;
float length_left = MAX( the_split_ship->front_ship.length_left, the_split_ship->back_ship.length_left );
if ( length_left < 0 ) {
the_split_ship->used = 0;
return 1;
}
maybe_fireball_wipe(&the_split_ship->front_ship, the_split_ship->sound_handles.data());
maybe_fireball_wipe(&the_split_ship->back_ship, the_split_ship->sound_handles.data());
return 0;
}
void shipfx_large_blowup_queue_render(model_draw_list *scene, ship* shipp)
{
Assert( shipp->large_ship_blowup_index > -1 );
Assert( shipp->large_ship_blowup_index < (int)Split_ships.size() );
split_ship *the_split_ship = &Split_ships[shipp->large_ship_blowup_index];
Assert( the_split_ship->used ); // Get John
if (the_split_ship->front_ship.length_left > 0) {
shipfx_queue_render_ship_halves_and_debris(scene, &the_split_ship->front_ship,shipp);
}
if (the_split_ship->back_ship.length_left > 0) {
shipfx_queue_render_ship_halves_and_debris(scene, &the_split_ship->back_ship,shipp);
}
}
void shipfx_shadow_render_blowup(shadow_render_list* shadow_list, ship* shipp)
{
Assert(shipp->large_ship_blowup_index > -1);
Assert(shipp->large_ship_blowup_index < (int)Split_ships.size());
split_ship* the_split_ship = &Split_ships[shipp->large_ship_blowup_index];
Assert(the_split_ship->used);
auto pmi = model_get_instance(shipp->model_instance_num);
auto pm = model_get(pmi->model_num);
for (int half_idx = 0; half_idx < 2; half_idx++) {
clip_ship* half = (half_idx == 0) ? &the_split_ship->front_ship : &the_split_ship->back_ship;
if (half->length_left <= 0) continue;
vec3d clip_plane_norm, orig_ship_world_center, model_clip_plane_pt;
vm_vec_unrotate(&clip_plane_norm, &half->clip_plane_norm, &half->orient);
vm_vec_unrotate(&orig_ship_world_center, &half->model_center_disp_to_orig_center, &half->orient);
vm_vec_add2(&orig_ship_world_center, &half->local_pivot);
vec3d temp;
vm_vec_make(&temp, 0.0f, 0.0f, half->cur_clip_plane_pt);
vm_vec_unrotate(&model_clip_plane_pt, &temp, &half->orient);
vm_vec_add2(&model_clip_plane_pt, &orig_ship_world_center);
shadow_render_list::clip_plane_info clip;
clip.normal = clip_plane_norm;
clip.position = model_clip_plane_pt;
shadow_render_list::add_model_draws(shadow_list, pm, pmi, shipp->objnum, &half->local_pivot, &half->orient, &clip);
}
}
// ================== DO THE ELECTRIC ARCING STUFF =====================
// Creates any new ones, moves old ones.
const float MAX_ARC_LENGTH_PERCENTAGE = 0.25f;
const float MAX_EMP_ARC_TIMESTAMP = 150.0f;
void shipfx_do_lightning_arcs_frame( ship *shipp )
{
object *obj = &Objects[shipp->objnum];
ship_info* sip = &Ship_info[shipp->ship_info_index];
int model_num = sip->model_num;
polymodel* pm = model_get(model_num);
// first do any passive ship arcs, separate from damage or emp arcs
for (int passive_arc_info_idx = 0; passive_arc_info_idx < (int)sip->ship_passive_arcs.size(); passive_arc_info_idx++) {
if (!shipp->flags[Ship::Ship_Flags::No_passive_lightning] && timestamp_elapsed(shipp->passive_arc_next_times[passive_arc_info_idx])) {
ship_passive_arc_info* arc_info = &sip->ship_passive_arcs[passive_arc_info_idx];
// find the specified submodels involved, if necessary
if (arc_info->submodels.first < 0 || arc_info->submodels.second < 0) {
for (int i = 0; i < pm->n_models; i++) {
if (!stricmp(pm->submodel[i].name, arc_info->submodel_strings.first.c_str()))
arc_info->submodels.first = i;
if (!stricmp(pm->submodel[i].name, arc_info->submodel_strings.second.c_str()))
arc_info->submodels.second = i;
}
}
int submodel_1 = arc_info->submodels.first;
int submodel_2 = arc_info->submodels.second;
// see if these submodels are also subsystems, and dont draw if its destroyed
bool skip = false;
for (ship_subsys* pss = GET_FIRST(&shipp->subsys_list); pss != END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss)) {
if (pss->system_info->subobj_num == submodel_1 && pss->max_hits > 0 && pss->current_hits <= 0) {
skip = true;
break;
} else if (pss->system_info->subobj_num == submodel_2 && pss->max_hits > 0 && pss->current_hits <= 0) {
skip = true;
break;
}
}
if (skip) continue;
if (submodel_1 >= 0 && submodel_2 >= 0) {
// spawn the arc in the first unused slot, or in a new slot if there are no unused ones
auto arc = ship_find_or_create_electrical_arc_slot(shipp, shipp->electrical_arcs.size() >= MAX_ARC_EFFECTS);
if (arc) {
arc->timestamp = _timestamp(fl2i(arc_info->duration * MILLISECONDS_PER_SECOND));
vec3d v1, v2, offset;
// subtract away the submodel's offset, since these positions were in frame of ref of the whole ship
model_find_submodel_offset(&offset, pm, submodel_1);
v1 = arc_info->pos.first - offset;
model_find_submodel_offset(&offset, pm, submodel_2);
v2 = arc_info->pos.second - offset;
model_instance_local_to_global_point(&v1, &v1, shipp->model_instance_num, submodel_1, &vmd_identity_matrix, &vmd_zero_vector);
arc->endpoint_1 = v1;
model_instance_local_to_global_point(&v2, &v2, shipp->model_instance_num, submodel_2, &vmd_identity_matrix, &vmd_zero_vector);
arc->endpoint_2 = v2;
//Set the arc colors
arc->primary_color_1 = arc_info->primary_color_1;
arc->primary_color_2 = arc_info->primary_color_2;
arc->secondary_color = arc_info->secondary_color;
arc->type = MARC_TYPE_SHIP;
if (arc_info->width > 0.0f) {
arc->width = arc_info->width;
} else {
// same width as other arc types in model_render_add_lightning
// try and scale the size a bit so that it looks equally well on smaller vessels
arc->width = Arc_width_default_damage;
if (pm->rad < Arc_width_no_multiply_over_radius_damage) {
arc->width *= (pm->rad * Arc_width_radius_multiplier_damage);
if (arc->width < Arc_width_minimum_damage) {
arc->width = Arc_width_minimum_damage;
}
}
}
arc->segment_depth = 4; // previously hard-coded in interp_generate_arc_segment()
arc->persistent_arc_points.reset(); // by default, no persistent points
shipp->passive_arc_next_times[passive_arc_info_idx] = _timestamp(fl2i(arc_info->frequency * MILLISECONDS_PER_SECOND));
}
}
}
}
// now handle damage/emp arcs
int should_arc = 1;
int disrupted_arc=0;
float damage = get_hull_pct(obj);
if (damage < 0) {
damage = 0.0f;
}
// don't draw an arc based on damage
if ( damage > 0.30f ) {
// Don't do spark.
should_arc = 0;
}
// SUSHI: If the lightning type is NONE, we can skip this
if (Ship_info[shipp->ship_info_index].damage_lightning_type == SLT_NONE)
should_arc = 0;
// we should draw an arc
if( shipp->emp_intensity > 0.0f){
should_arc = 1;
}
if ((ship_subsys_disrupted(shipp,SUBSYSTEM_ENGINE)) ||
(ship_subsys_disrupted(shipp,SUBSYSTEM_WEAPONS)) ||
(ship_subsys_disrupted(shipp,SUBSYSTEM_SENSORS)) )
{
disrupted_arc=1;
should_arc=1;
}
// Kill off old sparks
for (auto &arc: shipp->electrical_arcs) {
if (arc.timestamp.isValid() && timestamp_elapsed(arc.timestamp)) {
arc.timestamp = TIMESTAMP::invalid();
}
}
// if we shouldn't draw an arc, return
if(!should_arc){
return;
}
if (!shipp->arc_next_time.isValid()) {
// start the next fireball up in the next 10 seconds or so...
int freq;
// if the emp effect is active or its disrupted
if((shipp->emp_intensity > 0.0f) || (disrupted_arc)){
freq = fl2i(MAX_EMP_ARC_TIMESTAMP);
}
// otherwise if we're arcing based upon damage
else {
freq = fl2i((damage+0.1f)*5000.0f);
}
// set the next arc time
shipp->arc_next_time = _timestamp_rand(freq*2,freq*4);
}
if ( timestamp_elapsed(shipp->arc_next_time) ) {
shipp->arc_next_time = TIMESTAMP::invalid(); // invalid, so it gets restarted next frame
int n_arcs = Random::next(1, 3);
vec3d v1 = submodel_get_random_point(model_num, -1);
vec3d v2 = submodel_get_random_point(model_num, -1);
vec3d v3 = submodel_get_random_point(model_num, -1);
vec3d v4 = submodel_get_random_point(model_num, -1);
// For large ships, cap the length to be 25% of max radius
if ( obj->radius > 200.0f ) {
float max_dist = obj->radius * MAX_ARC_LENGTH_PERCENTAGE;
vec3d tmp;
float d;
// Cap arc 2->1
vm_vec_sub( &tmp, &v1, &v2 );
d = vm_vec_mag_quick( &tmp );
if ( d > max_dist ) {
vm_vec_scale_add( &v1, &v2, &tmp, max_dist / d );
}
// Cap arc 2->3
vm_vec_sub( &tmp, &v3, &v2 );
d = vm_vec_mag_quick( &tmp );
if ( d > max_dist ) {
vm_vec_scale_add( &v3, &v2, &tmp, max_dist / d );
}
// Cap arc 2->4
vm_vec_sub( &tmp, &v4, &v2 );
d = vm_vec_mag_quick( &tmp );
if ( d > max_dist ) {
vm_vec_scale_add( &v4, &v2, &tmp, max_dist / d );
}
}
float factor = 1.0f + 0.0025f*obj->radius;
int a = (int) (factor*100.0f);
int b = (int) (factor*1000.0f);
int lifetime = Random::next(a, b);
// Create the arc effects
auto num_damage_arcs = std::count_if(shipp->electrical_arcs.begin(), shipp->electrical_arcs.end(), [](const ship_electrical_arc &arc) {
return arc.timestamp.isValid() && (arc.type == MARC_TYPE_DAMAGED || arc.type == MARC_TYPE_EMP);
});
for (int n = 0; n < n_arcs && num_damage_arcs < MAX_SHIP_DAMAGE_ARCS; n++) {
auto arc = ship_find_or_create_electrical_arc_slot(shipp, false);
if (arc) {
arc->timestamp = _timestamp(lifetime); // live up to a second
switch( n ) {
case 0:
arc->endpoint_1 = v1;
arc->endpoint_2 = v2;
break;
case 1:
arc->endpoint_1 = v2;
arc->endpoint_2 = v3;
break;
case 2:
arc->endpoint_1 = v2;
arc->endpoint_2 = v4;
break;
default:
Assertion(false, "Unhandled case %d for electrical arc creation in shipfx_do_lightning_arcs_frame()!", n);
}
// determine what kind of arc to create
if((shipp->emp_intensity > 0.0f) || (disrupted_arc)){
arc->type = MARC_TYPE_EMP;
} else {
arc->type = MARC_TYPE_DAMAGED;
}
arc->segment_depth = 4; // previously hard-coded in interp_generate_arc_segment()
arc->persistent_arc_points.reset(); // by default, no persistent points
num_damage_arcs++;
}
}
// rotate v2 out of local coordinates into world.
// Use v2 since it is used in every bolt. See above switch().
vec3d snd_pos;
vm_vec_unrotate(&snd_pos, &v2, &obj->orient);
vm_vec_add2(&snd_pos, &obj->pos );
//Play a sound effect
if ( lifetime > 750 ) {
// 1.00 second effect
snd_play_3d( gamesnd_get_game_sound(GameSounds::DEBRIS_ARC_05), &snd_pos, &View_position, obj->radius );
} else if ( lifetime > 500 ) {
// 0.75 second effect
snd_play_3d( gamesnd_get_game_sound(GameSounds::DEBRIS_ARC_04), &snd_pos, &View_position, obj->radius );
} else if ( lifetime > 250 ) {
// 0.50 second effect
snd_play_3d( gamesnd_get_game_sound(GameSounds::DEBRIS_ARC_03), &snd_pos, &View_position, obj->radius );
} else if ( lifetime > 100 ) {
// 0.25 second effect
snd_play_3d( gamesnd_get_game_sound(GameSounds::DEBRIS_ARC_02), &snd_pos, &View_position, obj->radius );
} else {
// 0.10 second effect
snd_play_3d( gamesnd_get_game_sound(GameSounds::DEBRIS_ARC_01), &snd_pos, &View_position, obj->radius );
}
}
// maybe move arc points around
for (auto &arc: shipp->electrical_arcs) {
//Only move arc points around for Damaged or EMP type arcs
if (((arc.type == MARC_TYPE_DAMAGED) || (arc.type == MARC_TYPE_EMP)) && arc.timestamp.isValid()) {
if (!timestamp_elapsed(arc.timestamp)) {
// Maybe move a vertex.... 20% of the time maybe?
int mr = Random::next();
if ( mr < Random::MAX_VALUE/5 ) {
vec3d v1 = submodel_get_random_point(model_num, -1);
vec3d static_one;
if ( mr % 2 ) {
static_one = arc.endpoint_1;
} else {
static_one = arc.endpoint_2;
}
// For large ships, cap the length to be 25% of max radius
if ( obj->radius > 200.0f ) {
float max_dist = obj->radius * MAX_ARC_LENGTH_PERCENTAGE;
vec3d tmp;
float d;
// Cap arc 2->1
vm_vec_sub( &tmp, &v1, &static_one );
d = vm_vec_mag_quick( &tmp );
if ( d > max_dist ) {
vm_vec_scale_add( &v1, &static_one, &tmp, max_dist / d );
}
}
if (mr % 2 == 0)
arc.endpoint_1 = v1;
else
arc.endpoint_2 = v1;
}
}
}
}
}
int l_cruiser_count = 1;
int l_big_count = 2;
int l_huge_count = 3;
float l_max_radius = 3000.0f;
void shipfx_do_lightning_frame( ship * /*shipp*/ )
{
/*
ship_info *sip;
object *objp;
int stamp, count;
vec3d v1, v2, n1, n2, temp, temp2;
bolt_info binfo;
// sanity checks
Assert(shipp != NULL);
if(shipp == NULL){
return;
}
Assert(shipp->ship_info_index >= 0);
if(shipp->ship_info_index < 0){
return;
}
Assert(shipp->objnum >= 0);
if(shipp->objnum < 0){
return;
}
// get some pointers
sip = &Ship_info[shipp->ship_info_index];
objp = &Objects[shipp->objnum];
// if this is not a nebula mission, don't do anything
if(!(The_mission.flags[Mission::Mission_Flags::Fullneb])){
shipp->lightning_stamp = -1;
return;
}
// if this not a cruiser or big ship
if(!((sip->flags[Ship::Info_Flags::Cruiser]) || (sip->is_big_ship()) || (sip->is_huge_ship()))){
shipp->lightning_stamp = -1;
return;
}
// determine stamp and count values
if(sip->flags[Ship::Info_Flags::Cruiser]){
stamp = (int)((float)(Nebl_cruiser_min + ((Nebl_cruiser_max - Nebl_cruiser_min) * Nebl_intensity)) * frand_range(0.8f, 1.1f));
count = l_cruiser_count;
}
else {
if(sip->is_huge_ship()){
stamp = (int)((float)(Nebl_supercap_min + ((Nebl_supercap_max - Nebl_supercap_min) * Nebl_intensity)) * frand_range(0.8f, 1.1f));
count = l_huge_count;
} else {
stamp = (int)((float)(Nebl_cap_min + ((Nebl_cap_max - Nebl_cap_min) * Nebl_intensity)) * frand_range(0.8f, 1.1f));
count = l_big_count;
}
}
// if his timestamp is unset
if(shipp->lightning_stamp == -1){
shipp->lightning_stamp = timestamp(stamp);
return;
}
// if his timestamp is currently unelapsed
if(!timestamp_elapsed(shipp->lightning_stamp)){
return;
}
mprintf(("SHIP BOLT\n"));
// restamp him first
shipp->lightning_stamp = timestamp(stamp);
// ah, now we can create some lightning bolts
count = Random::next(count+1);
while(count > 0){
// get 2 points on the hull of the ship
v1 = submodel_get_random_point(shipp->modelnum, 0);
v2 = submodel_get_random_point(shipp->modelnum, 0);
// make up to 2 bolts
if(objp->radius > l_max_radius){
vm_vec_scale_add(&temp2, &v1, &n1, l_max_radius);
} else {
vm_vec_scale_add(&temp2, &v1, &n1, objp->radius);
}
vm_vec_unrotate(&temp, &temp2, &objp->orient);
vm_vec_add2(&temp, &objp->pos);
vm_vec_unrotate(&temp2, &v1, &objp->orient);
vm_vec_add2(&temp2, &objp->pos);
// create the bolt
binfo.start = temp;
binfo.strike = temp2;
binfo.num_strikes = 3;
binfo.noise = 0.045f;
binfo.life = 375;
binfo.delay = Random::next(1600+1);
nebl_bolt(&binfo);
count--;
// done
if(count <= 0){
break;
}
// one more
if(objp->radius > l_max_radius){
vm_vec_scale_add(&temp2, &v2, &n2, l_max_radius);
} else {
vm_vec_scale_add(&temp2, &v2, &n2, objp->radius);
}
vm_vec_unrotate(&temp, &temp2, &objp->orient);
vm_vec_add2(&temp, &objp->pos);
vm_vec_unrotate(&temp2, &v2, &objp->orient);
vm_vec_add2(&temp2, &objp->pos);
// create the bolt
binfo.start = temp;
binfo.strike = temp2;
binfo.num_strikes = 3;
binfo.noise = 0.045f;
binfo.life = 375;
binfo.delay = Random::next(1600+1);
nebl_bolt(&binfo);
count--;
}
*/
}
/**
* Do all shockwaves for a ship blowing up
*/
void shipfx_do_shockwave_stuff(ship *shipp, shockwave_create_info *sci)
{
ship_info *sip;
object *objp;
polymodel *pm;
vec3d temp, dir, shockwave_pos;
vec3d head = vmd_zero_vector;
vec3d tail = vmd_zero_vector;
float step, cur;
int idx;
// sanity checks
Assert(shipp != NULL);
if(shipp == NULL){
return;
}
Assert(shipp->ship_info_index >= 0);
if(shipp->ship_info_index < 0){
return;
}
Assert(shipp->objnum >= 0);
if(shipp->objnum < 0){
return;
}
Assert(sci != NULL);
if (sci == NULL) {
return;
}
// get some pointers
sip = &Ship_info[shipp->ship_info_index];
objp = &Objects[shipp->objnum];
if(sip->shockwave_count <= 0){
return;
}
// get vectors at the head and tail of the object, dead center
pm = model_get(sip->model_num);
if(pm == NULL){
return;
}
head.xyz.x = pm->submodel[0].offset.xyz.x;
head.xyz.y = pm->submodel[0].offset.xyz.y;
head.xyz.z = pm->maxs.xyz.z;
tail.xyz.x = pm->submodel[0].offset.xyz.x;
tail.xyz.y = pm->submodel[0].offset.xyz.y;
tail.xyz.z = pm->mins.xyz.z;
// transform the vectors into world coords
vm_vec_unrotate(&temp, &head, &objp->orient);
vm_vec_add(&head, &temp, &objp->pos);
vm_vec_unrotate(&temp, &tail, &objp->orient);
vm_vec_add(&tail, &temp, &objp->pos);
// now create as many shockwaves as needed
vm_vec_sub(&dir, &head, &tail);
step = 1.0f / ((float)sip->shockwave_count + 1.0f);
cur = step;
for(idx=0; idx<sip->shockwave_count; idx++){
// get the shockwave position
temp = dir;
vm_vec_scale(&temp, cur);
vm_vec_add(&shockwave_pos, &tail, &temp);
// if knossos device, make shockwave in center
if (Ship_info[shipp->ship_info_index].flags[Ship::Info_Flags::Knossos_device]) {
shockwave_pos = Objects[shipp->objnum].pos;
}
// create the shockwave
shockwave_create_info sci2 = *sci;
sci2.blast = (sci->blast / (float)sip->shockwave_count) * frand_range(0.75f, 1.25f);
sci2.damage = (sci->damage / (float)sip->shockwave_count) * frand_range(0.75f, 1.25f);
sci2.speed = sci->speed * frand_range(0.75f, 1.25f);
sci2.rot_angles.p = frand_range(0.0f, 1.99f*PI);
sci2.rot_angles.b = frand_range(0.0f, 1.99f*PI);
sci2.rot_angles.h = frand_range(0.0f, 1.99f*PI);
shockwave_create(shipp->objnum, &shockwave_pos, &sci2, SW_SHIP_DEATH, Random::next(350+1));
// next shockwave
cur += step;
}
}
extern int model_should_render_engine_glow(int objnum, int bank_obj);
int Wash_on = 1;
DCF_BOOL(engine_wash, Wash_on)
#define ENGINE_WASH_CHECK_INTERVAL 250 // (4x sec)
/**
* Do engine wash effect for ship
*
* Assumes length of engine wash is greater than radius of engine wash hemisphere
*/
void engine_wash_ship_process(ship *shipp)
{
int idx, j;
object *objp, *max_ship_intensity_objp;
int started_with_no_wash = shipp->wash_intensity <= 0 ? 1 : 0;
if (!Wash_on) {
return;
}
Assert(shipp != NULL);
Assert(shipp->objnum >= 0);
objp = &Objects[shipp->objnum];
ship_obj *so;
float dist_sqr, inset_depth, dot_to_ship, max_ship_intensity;
float max_wash_dist, half_angle, radius_mult;
// if this is not a fighter or bomber, we don't care
if ((objp->type != OBJ_SHIP) || !(Ship_info[shipp->ship_info_index].is_fighter_bomber()) ) {
return;
}
// is it time to check for engine wash
int time_to_next_hit = timestamp_until(shipp->wash_timestamp);
if (time_to_next_hit <= 0) {
if (time_to_next_hit < -ENGINE_WASH_CHECK_INTERVAL) {
time_to_next_hit = 0;
}
// keep interval constant independent of framerate
shipp->wash_timestamp = timestamp(ENGINE_WASH_CHECK_INTERVAL + time_to_next_hit);
// initialize wash params
shipp->wash_intensity = 0.0f;
vm_vec_zero(&shipp->wash_rot_axis);
max_ship_intensity_objp = NULL;
max_ship_intensity = 0;
} else {
return;
}
// only do damage if we're within half of the max wash distance
int do_damage = 0;
// go thru Ship_used_list and check if we're in wash from CAP or SUPERCAP (SIF_HUGE)
for (so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so)) {
if (so->objnum < 0) {
continue;
}
object *wash_objp = &Objects[so->objnum];
if (wash_objp->flags[Object::Object_Flags::Should_be_dead])
continue;
if (!wash_objp || (wash_objp->instance < 0) || (wash_objp->type != OBJ_SHIP)) {
continue;
}
ship *wash_shipp = &Ships[wash_objp->instance];
ship_info *wash_sip = &Ship_info[wash_shipp->ship_info_index];
// don't do small ships
if (wash_sip->is_small_ship()) {
continue;
}
auto pm = model_get(wash_sip->model_num);
auto pmi = model_get_instance(wash_shipp->model_instance_num);
float ship_intensity = 0;
// if engines disabled, no engine wash
if (ship_subsystems_blown(wash_shipp, SUBSYSTEM_ENGINE)) {
continue;
}
float speed_scale;
if (wash_objp->phys_info.speed > 20.0f)
speed_scale = 1.0f;
else
speed_scale = wash_objp->phys_info.speed/20.0f;
for (idx = 0; idx < pm->n_thrusters; idx++) {
thruster_bank *bank = &pm->thrusters[idx];
vec3d submodel_static_offset; // The associated submodel's static offset in the ship's frame of reference
bool submodel_rotation = false;
// make sure this engine is functional before we try to process a wash from it
if ( !model_should_render_engine_glow(OBJ_INDEX(wash_objp), bank->obj_num) ) {
continue;
}
// check if thruster bank has engine wash
if (bank->wash_info_pointer == NULL) {
// if huge, give default engine wash
if ((wash_sip->is_huge_ship()) && !Engine_wash_info.empty()) {
bank->wash_info_pointer = &Engine_wash_info[0];
nprintf(("wash", "Adding default engine wash to ship %s", wash_sip->name));
} else {
continue;
}
}
engine_wash_info *ewp = bank->wash_info_pointer;
half_angle = ewp->angle;
radius_mult = ewp->radius_mult;
float wash_intensity;
if (Use_engine_wash_intensity) {
wash_intensity = ewp->intensity;
} else {
wash_intensity = 1.0f;
}
// If bank is attached to a submodel, prepare to account for rotations
//
// TODO: This won't work in the ship lab, because the lab code doesn't
// set the the necessary submodel instance info needed here. The second
// condition is thus a hack to disable the feature while in the lab, and
// can be removed if the lab is re-structured accordingly. -zookeeper
if ( bank->submodel_num >= 0 && pm->submodel[bank->submodel_num].flags[Model::Submodel_flags::Can_move] && (gameseq_get_state_idx(GS_STATE_LAB) == -1) ) {
model_find_submodel_offset(&submodel_static_offset, pm, bank->submodel_num);
submodel_rotation = true;
}
for (j=0; j<bank->num_points; j++) {
vec3d world_thruster_pos, world_thruster_norm, apex, thruster_to_ship, apex_to_ship, temp;
vec3d loc_pos = bank->points[j].pnt;
vec3d loc_norm = bank->points[j].norm;
if ( submodel_rotation ) {
vm_vec_sub(&loc_pos, &bank->points[j].pnt, &submodel_static_offset);
// Gets the final offset and normal in the ship's frame of reference
temp = loc_pos;
model_instance_local_to_global_point_dir(&loc_pos, &loc_norm, &temp, &loc_norm, pm, pmi, bank->submodel_num);
}
// get world pos of thruster
vm_vec_unrotate(&world_thruster_pos, &loc_pos, &wash_objp->orient);
vm_vec_add2(&world_thruster_pos, &wash_objp->pos);
// get world norm of thruster;
vm_vec_unrotate(&world_thruster_norm, &loc_norm, &wash_objp->orient);
// get vector from thruster to ship
vm_vec_sub(&thruster_to_ship, &objp->pos, &world_thruster_pos);
// check if on back side of thruster
dot_to_ship = vm_vec_dot(&thruster_to_ship, &world_thruster_norm);
if (dot_to_ship > 0) {
// get max wash distance
max_wash_dist = MAX(ewp->length, bank->points[j].radius * ewp->radius_mult);
// check if within dist range
dist_sqr = vm_vec_mag_squared(&thruster_to_ship);
if (dist_sqr < max_wash_dist*max_wash_dist) {
// check if inside the sphere
if ( dist_sqr < ((radius_mult * radius_mult) * (bank->points[j].radius * bank->points[j].radius)) ) {
vm_vec_cross(&temp, &world_thruster_norm, &thruster_to_ship);
vm_vec_scale_add2(&shipp->wash_rot_axis, &temp, dot_to_ship / dist_sqr);
ship_intensity += (1.0f - dist_sqr / (max_wash_dist*max_wash_dist)) * wash_intensity;
if (!do_damage) {
if (dist_sqr < 0.25 * max_wash_dist * max_wash_dist) {
do_damage = 1;
}
}
} else {
// check if inside cone - first fine apex of cone
inset_depth = (bank->points[j].radius / fl_tan(half_angle));
vm_vec_scale_add(&apex, &world_thruster_pos, &world_thruster_norm, -inset_depth);
vm_vec_sub(&apex_to_ship, &objp->pos, &apex);
vm_vec_normalize(&apex_to_ship);
// check if inside cone angle
if (vm_vec_dot(&apex_to_ship, &world_thruster_norm) > cosf(half_angle)) {
vm_vec_cross(&temp, &world_thruster_norm, &thruster_to_ship);
vm_vec_scale_add2(&shipp->wash_rot_axis, &temp, dot_to_ship / dist_sqr);
ship_intensity += (1.0f - dist_sqr / (max_wash_dist*max_wash_dist)) * wash_intensity;
if (!do_damage) {
if (dist_sqr < 0.25 * max_wash_dist * max_wash_dist) {
do_damage = 1;
}
}
}
}
}
}
}
}
shipp->wash_intensity += ship_intensity * speed_scale;
if (ship_intensity > max_ship_intensity) {
max_ship_intensity = ship_intensity;
max_ship_intensity_objp = wash_objp;
}
}
// apply damage at rate of 1%/sec
if (shipp->wash_intensity > 0) {
Assert(max_ship_intensity_objp != NULL);
nprintf(("wash", "Wash intensity %.2f\n", shipp->wash_intensity));
float damage;
if (!do_damage) {
damage = 0;
} else {
damage = (0.001f * 0.003f * ENGINE_WASH_CHECK_INTERVAL * shipp->ship_max_hull_strength * shipp->wash_intensity);
}
ship_apply_wash_damage(objp, max_ship_intensity_objp, damage);
// if we had no wash before now, add the wash object sound
if(started_with_no_wash){
if(shipp != Player_ship){
obj_snd_assign(shipp->objnum, GameSounds::ENGINE_WASH, &vmd_zero_vector, OS_MAIN);
} else {
Player_engine_wash_loop = snd_play_looping( gamesnd_get_game_sound(GameSounds::ENGINE_WASH), 0.0f , -1, -1, 1.0f);
}
}
}
// if we've got no wash, kill any wash object sounds from this guy
else {
if(shipp != Player_ship){
obj_snd_delete_type(shipp->objnum, GameSounds::ENGINE_WASH);
} else {
snd_stop(Player_engine_wash_loop);
Player_engine_wash_loop = sound_handle::invalid();
}
}
}
/**
* Engine wash level init
*/
void shipfx_engine_wash_level_init() { Player_engine_wash_loop = sound_handle::invalid(); }
/**
* Pause engine wash sounds
*/
void shipfx_stop_engine_wash_sound()
{
if (Player_engine_wash_loop.isValid()) {
snd_stop(Player_engine_wash_loop);
Player_engine_wash_loop = sound_handle::invalid();
}
}
WarpParams::WarpParams()
{
anim[0] = '\0';
}
bool WarpParams::operator==(const WarpParams &other)
{
return direction == other.direction
&& strcmp(anim, other.anim) == 0
&& radius == other.radius
&& snd_start == other.snd_start
&& snd_end == other.snd_end
&& speed == other.speed
&& time == other.time
&& accel_exp == other.accel_exp
&& warp_type == other.warp_type
&& supercap_warp_physics == other.supercap_warp_physics
&& warpout_engage_time == other.warpout_engage_time
&& warpout_player_speed == other.warpout_player_speed;
}
bool WarpParams::operator!=(const WarpParams &other)
{
return !(operator==(other));
}
SCP_vector<WarpParams> Warp_params;
int find_or_add_warp_params(const WarpParams &params)
{
// see if these parameters already exist
auto ii = std::find(Warp_params.begin(), Warp_params.end(), params);
if (ii != Warp_params.end())
return (int) (ii - Warp_params.begin());
// these are unique, so add them
Warp_params.push_back(params);
return (int) (Warp_params.size() - 1);
}
const char *Warp_types[] = {
"Default",
"Knossos",
"Babylon5",
"Galactica",
"Homeworld",
"Hyperspace",
};
int Num_warp_types = sizeof(Warp_types) / sizeof(char*);
int warptype_match(const char *p)
{
int i;
for (i = 0; i < Num_warp_types; i++)
{
if (!stricmp(Warp_types[i], p))
return i;
}
return -1;
}
void ship_set_warp_effects(object *objp)
{
int objnum = OBJ_INDEX(objp);
ship *shipp = &Ships[objp->instance];
int warpin_type = Warp_params[shipp->warpin_params_index].warp_type;
int warpout_type = Warp_params[shipp->warpout_params_index].warp_type;
if (warpin_type & WT_DEFAULT_WITH_FIREBALL)
warpin_type = WT_DEFAULT;
if (warpout_type & WT_DEFAULT_WITH_FIREBALL)
warpout_type = WT_DEFAULT;
if (shipp->warpin_effect != nullptr)
delete shipp->warpin_effect;
switch (warpin_type)
{
case WT_DEFAULT:
case WT_KNOSSOS:
case WT_DEFAULT_THEN_KNOSSOS:
shipp->warpin_effect = new WE_Default(objnum, WarpDirection::WARP_IN);
break;
case WT_IN_PLACE_ANIM:
shipp->warpin_effect = new WE_BSG(objnum, WarpDirection::WARP_IN);
break;
case WT_SWEEPER:
shipp->warpin_effect = new WE_Homeworld(objnum, WarpDirection::WARP_IN);
break;
case WT_HYPERSPACE:
shipp->warpin_effect = new WE_Hyperspace(objnum, WarpDirection::WARP_IN);
break;
default:
shipp->warpin_effect = new WarpEffect();
}
if (shipp->warpout_effect != nullptr)
delete shipp->warpout_effect;
switch (warpout_type)
{
case WT_DEFAULT:
case WT_KNOSSOS:
case WT_DEFAULT_THEN_KNOSSOS:
shipp->warpout_effect = new WE_Default(objnum, WarpDirection::WARP_OUT);
break;
case WT_IN_PLACE_ANIM:
shipp->warpout_effect = new WE_BSG(objnum, WarpDirection::WARP_OUT);
break;
case WT_SWEEPER:
shipp->warpout_effect = new WE_Homeworld(objnum, WarpDirection::WARP_OUT);
break;
case WT_HYPERSPACE:
shipp->warpout_effect = new WE_Hyperspace(objnum, WarpDirection::WARP_OUT);
break;
default:
shipp->warpout_effect = new WarpEffect();
}
}
// returns true if a point is on the "wrong side" of a portal effect i.e. the unrendered side
bool point_is_clipped_by_warp(const vec3d* point, WarpEffect* warp_effect) {
if (warp_effect == nullptr)
return false;
vec3d warp_pnt, relative_direction;
matrix warp_orient;
warp_effect->getWarpPosition(&warp_pnt);
warp_effect->getWarpOrientation(&warp_orient);
vm_vec_sub(&relative_direction, point, &warp_pnt);
return vm_vec_dot(&relative_direction, &warp_orient.vec.fvec) < 0.0f;
}
//********************-----CLASS: WarpEffect-----********************//
WarpEffect::WarpEffect(int objnum, WarpDirection direction)
{
m_objnum = objnum;
m_direction = direction;
if (m_objnum < 0)
return;
auto objp = &Objects[m_objnum];
if (objp->type != OBJ_SHIP || objp->instance < 0)
return;
auto shipp = &Ships[objp->instance];
if (shipp->ship_info_index >= 0)
{
//Setup courtesy variables
m_shipnum = objp->instance;
m_ship_info_index = shipp->ship_info_index;
m_warp_params_index = (direction == WarpDirection::WARP_IN) ? shipp->warpin_params_index : shipp->warpout_params_index;
}
}
bool WarpEffect::isValid() const
{
if (m_objnum < 0 || m_shipnum < 0 || m_ship_info_index < 0)
return false;
return true;
}
void WarpEffect::pageIn()
{
}
void WarpEffect::pageOut()
{
}
int WarpEffect::warpStart()
{
if(!this->isValid())
return 0;
return 1;
}
int WarpEffect::warpFrame(float /*frametime*/)
{
return 0;
}
int WarpEffect::warpShipClip(model_render_params * /*render_info*/)
{
return 0;
}
int WarpEffect::warpShipRender()
{
return 0;
}
int WarpEffect::warpEnd()
{
if(!this->isValid())
return 0;
if (m_direction == WarpDirection::WARP_IN)
shipfx_actually_warpin(&Ships[m_shipnum], &Objects[m_objnum]);
else if (m_direction == WarpDirection::WARP_OUT)
shipfx_actually_warpout(&Ships[m_shipnum], &Objects[m_objnum]);
return 1;
}
int WarpEffect::getWarpPosition(vec3d *output) const
{
if(!this->isValid())
return 0;
*output = Objects[m_objnum].pos;
return 1;
}
int WarpEffect::getWarpOrientation(matrix* output) const
{
if(!this->isValid())
return 0;
*output = Objects[m_objnum].orient;
return 1;
}
//********************-----CLASS: WE_Default-----********************//
WE_Default::WE_Default(int objnum, WarpDirection direction)
: WarpEffect(objnum, direction)
{}
int WE_Default::warpStart()
{
if (!this->isValid())
return 0;
if (m_direction == WarpDirection::WARP_OUT && m_objnum == OBJ_INDEX(Player_obj))
{
HUD_printf(NOX("Subspace drive engaged"));
}
auto objp = &Objects[m_objnum];
auto shipp = &Ships[objp->instance];
// see if we have a valid Knossos device
if ((m_direction == WarpDirection::WARP_IN) && shipfx_special_warp_objnum_valid(shipp->special_warpin_objnum))
{
m_portal_objnum = shipp->special_warpin_objnum;
}
else if ((m_direction == WarpDirection::WARP_OUT) && shipfx_special_warp_objnum_valid(shipp->special_warpout_objnum))
{
m_portal_objnum = shipp->special_warpout_objnum;
}
// knossos warpout only valid in single player
if (m_portal_objnum >= 0 && Game_mode & GM_MULTIPLAYER)
{
mprintf(("special warpout only for single player\n"));
m_portal_objnum = -1;
}
auto portal_objp = (m_portal_objnum < 0) ? nullptr : &Objects[m_portal_objnum];
auto sip = &Ship_info[m_ship_info_index];
const auto params = &Warp_params[m_warp_params_index];
// determine the correct center of the model (which may not be the model's origin)
if (object_is_docked(objp))
dock_calc_docked_actual_center(&actual_local_center, objp);
else
ship_class_get_actual_center(sip, &actual_local_center);
// determine the half-length and the warping distance (which is actually the full length)
if (object_is_docked(objp))
{
// we need to get the longitudinal radius of our ship, so find the semilatus rectum along the Z-axis
half_length = dock_calc_max_semilatus_rectum_parallel_to_axis(objp, Z_AXIS);
warping_dist = 2.0f * half_length;
}
else
{
warping_dist = ship_class_get_length(sip);
half_length = 0.5f * warping_dist;
}
// determine the warping time
warping_time = shipfx_calculate_warp_time(objp, m_direction, half_length, warping_dist);
// determine the warping speed
if (m_direction == WarpDirection::WARP_OUT)
warping_speed = ship_get_warpout_speed(objp, sip, half_length, warping_dist);
else
warping_speed = warping_dist / warping_time;
// done with initial computation; now set up the warp effect
float open_time, close_time;
if (m_direction == WarpDirection::WARP_IN)
{
// first determine the world center in relation to its position
vm_vec_unrotate(&pos, &actual_local_center, &objp->orient);
vm_vec_add2(&pos, &objp->pos);
// now project the warp effect forward
vm_vec_scale_add( &pos, &pos, &objp->orient.vec.fvec, half_length );
// for arrivals, opening and closing times are both SHIPFX_WARP_DELAY
open_time = close_time = SHIPFX_WARP_DELAY;
}
else
{
// for departures, the opening time is the time it takes for the ship to actually approach the warp effect
// (even if Volition likely intended or assumed that the opening time is always SHIPFX_WARP_DELAY, this is a consequence of the warp effect sequence)
// and the closing time is SHIPFX_WARP_DELAY as normal
compute_warpout_stuff(&open_time, &pos);
close_time = SHIPFX_WARP_DELAY;
// turn off warpin physics in case we're jumping out immediately
objp->phys_info.flags &= ~PF_SUPERCAP_WARP_IN;
// maybe turn on warpout physics
if (params->supercap_warp_physics) {
objp->phys_info.flags |= PF_SUPERCAP_WARP_OUT;
}
}
// Effect time is the time to start, warping_time for ship to go thru, and the time to go away.
float effect_time = open_time + warping_time + close_time;
radius = shipfx_calculate_effect_radius(objp, m_direction);
// cap radius to size of knossos
if (portal_objp != nullptr)
{
// cap radius to size of knossos
radius = MIN(radius, 0.8f*portal_objp->radius);
}
// select the fireball we use
int fireball_type = FIREBALL_WARP;
if ((portal_objp != nullptr) || (params->warp_type == WT_KNOSSOS) || (m_direction == WarpDirection::WARP_OUT && params->warp_type == WT_DEFAULT_THEN_KNOSSOS))
fireball_type = FIREBALL_KNOSSOS;
else if (params->warp_type & WT_DEFAULT_WITH_FIREBALL)
fireball_type = params->warp_type & WT_FLAG_MASK;
// create fireball
int warp_objnum = fireball_create(&pos, fireball_type, FIREBALL_WARP_EFFECT, m_objnum, radius, (m_direction == WarpDirection::WARP_OUT), nullptr, effect_time, m_ship_info_index, nullptr, 0, 0, params->snd_start, params->snd_end, open_time, close_time);
//WMC - bail
// JAS: This must always be created, if not, just warp the ship in/out
if (warp_objnum < 0)
{
this->warpEnd();
return 0;
}
fvec = Objects[warp_objnum].orient.vec.fvec;
stage_time_start = total_time_start = timestamp();
if (m_direction == WarpDirection::WARP_IN)
{
stage_duration[1] = fl2i(open_time*1000.0f);
stage_duration[2] = fl2i(warping_time*1000.0f);
stage_time_end = timestamp(stage_duration[1]);
total_time_end = stage_duration[1] + stage_duration[2];
shipp->flags.set(Ship::Ship_Flags::Arriving_stage_1);
// dock leader needs to handle dockees
if (object_is_docked(objp)) {
Assertion(shipp->flags[Ship::Ship_Flags::Dock_leader], "The docked ship warping in (%s) should only be the dock leader at this point!\n", shipp->ship_name);
dock_function_info dfi;
dock_evaluate_all_docked_objects(objp, &dfi, object_set_arriving_stage1_ndl_flag_helper);
}
}
else if (m_direction == WarpDirection::WARP_OUT)
{
shipp->flags.set(Ship::Ship_Flags::Depart_warp);
// calculate the time when ship is completely warped out or warped in
if ( objp == Player_obj ) {
total_time_end = timestamp(fl2i(effect_time*1000.0f));
} else {
total_time_end = timestamp(fl2i((open_time+warping_time)*1000.0f));
}
// This is a hack to make the ship go at the right speed to go from it's current position to the warp_effect_pos;
// Set ship's velocity to 'speed'
// This should actually be an AI that flies from the current
// position through 'shipp->warp_effect_pos' in 'warp_time'
// and keeps going
if ( objp != Player_obj || Player_use_ai ) {
vec3d vel;
vel = objp->orient.vec.fvec;
vm_vec_scale( &vel, warping_speed );
objp->phys_info.vel = vel;
objp->phys_info.desired_vel = vel;
objp->phys_info.prev_ramp_vel.xyz.x = 0.0f;
objp->phys_info.prev_ramp_vel.xyz.y = 0.0f;
objp->phys_info.prev_ramp_vel.xyz.z = warping_speed;
objp->phys_info.linear_thrust.xyz.z = 1.0f; // How much the forward thruster is applied. -1 - 1.
}
}
return 1;
}
int WE_Default::warpFrame(float frametime)
{
auto objp = &Objects[m_objnum];
auto shipp = &Ships[m_shipnum];
const auto params = &Warp_params[m_warp_params_index];
if (m_direction == WarpDirection::WARP_IN)
{
if ((shipp->flags[Ship::Ship_Flags::Arriving_stage_1]) && timestamp_elapsed(stage_time_end))
{
// let physics know the ship is going to warp in.
objp->phys_info.flags |= PF_WARP_IN;
// done doing stage 1 of warp, so go on to stage 2
shipp->flags.remove(Ship::Ship_Flags::Arriving_stage_1);
shipp->flags.set(Ship::Ship_Flags::Arriving_stage_2);
// if the ship is a dock leader; handle all the dockees
if (object_is_docked(objp)) {
Assertion(shipp->flags[Ship::Ship_Flags::Dock_leader], "The docked ship warping in (%s) should only be the dock leader at this point!\n", shipp->ship_name);
dock_function_info dfi;
dock_evaluate_all_docked_objects(objp, &dfi, object_remove_arriving_stage1_ndl_flag_helper);
dock_evaluate_all_docked_objects(objp, &dfi, object_set_arriving_stage2_ndl_flag_helper);
}
// Make ship move at velocity so that it moves two radii in warp_time seconds.
vec3d vel;
vel = objp->orient.vec.fvec;
vm_vec_scale( &vel, warping_speed );
objp->phys_info.vel = vel;
objp->phys_info.desired_vel = vel;
objp->phys_info.prev_ramp_vel.xyz.x = 0.0f;
objp->phys_info.prev_ramp_vel.xyz.y = 0.0f;
objp->phys_info.prev_ramp_vel.xyz.z = warping_speed;
objp->phys_info.linear_thrust.xyz.z = 0.0f; // How much the forward thruster is applied. -1 - 1.
stage_time_end = timestamp(fl2i(warping_time*1000.0f));
}
else if ( (shipp->flags[Ship::Ship_Flags::Arriving_stage_2]) && timestamp_elapsed(stage_time_end) )
{
// done doing stage 2 of warp, so turn off arriving flag
this->warpEnd();
// notify physics to slow down
if (params->supercap_warp_physics) {
// let physics know this is a special warp in
objp->phys_info.flags |= PF_SUPERCAP_WARP_IN;
}
}
}
else if (m_direction == WarpDirection::WARP_OUT)
{
vec3d tempv;
float warp_pos; // position of warp effect in object's frame of reference
vm_vec_sub( &tempv, &objp->pos, &pos );
warp_pos = -vm_vec_dot( &tempv, &fvec );
// Find the closest point on line from center of wormhole
vec3d cpos;
fvi_ray_plane(&cpos, &objp->pos, &fvec, &pos, &fvec, 0.0f );
if ( objp == Player_obj ) {
// Code for player warpout frame
if ( (Player->control_mode==PCM_WARPOUT_STAGE2) && (warp_pos > objp->radius) ) {
gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_DONE_STAGE2 );
}
if ( timestamp_elapsed(total_time_end) ) {
// Something went wrong... oh well, warp him out anyway.
if ( Player->control_mode != PCM_WARPOUT_STAGE3 ) {
mprintf(( "Hmmm... player ship warpout time elapsed, but he wasn't in warp stage 3.\n" ));
}
this->warpEnd();
}
} else {
// Code for all non-player ships warpout frame
bool timed_out = timestamp_elapsed(total_time_end);
if ( timed_out ) {
int delta_ms = timestamp_since(total_time_end);
if (delta_ms > 1000.0f * frametime ) {
nprintf(("AI", "Frame %i: Ship %s missed departure cue by %7.3f seconds.\n", Framecount, shipp->ship_name, (float) delta_ms/1000.0f));
}
}
// MWA 10/21/97 -- added shipp->flags[Ship::Ship_Flags::No_departure_warp] part of next if statement. For ships
// that don't get a wormhole effect, I wanted to drop into this code immediately.
if ( (warp_pos > objp->radius) || (shipp->flags[Ship::Ship_Flags::No_departure_warp]) || timed_out ) {
this->warpEnd();
}
}
}
return 1;
}
int WE_Default::warpShipClip(model_render_params *render_info)
{
if(!this->isValid())
return 0;
render_info->set_clip_plane(pos, fvec);
return 1;
}
int WE_Default::warpShipRender()
{
return 1;
}
int WE_Default::getWarpPosition(vec3d *output) const
{
if(!this->isValid())
return 0;
*output = pos;
return 1;
}
int WE_Default::getWarpOrientation(matrix* output) const
{
if (!this->isValid())
return 0;
auto objp = &Objects[m_objnum];
if (this->m_direction == WarpDirection::WARP_IN)
vm_vector_2_matrix_norm(output, &objp->orient.vec.fvec, nullptr, nullptr);
else {
vec3d backwards = objp->orient.vec.fvec;
vm_vec_negate(&backwards);
vm_vector_2_matrix_norm(output, &backwards, nullptr, nullptr);
}
return 1;
}
float shipfx_calculate_arrival_warp_distance(object *objp)
{
Assertion(objp != nullptr && objp->type == OBJ_SHIP, "Object parameter to shipfx_calculate_arrival_warp_distance must be a ship!");
auto shipp = &Ships[objp->instance];
// c.f. WE_Default::warpStart()
float half_length, warping_dist;
if (object_is_docked(objp))
{
half_length = dock_calc_max_semilatus_rectum_parallel_to_axis(objp, Z_AXIS);
warping_dist = 2.0f * half_length;
}
else
{
warping_dist = ship_class_get_length(&Ship_info[shipp->ship_info_index]);
half_length = 0.5f * warping_dist;
}
float warping_time = shipfx_calculate_warp_time(objp, WarpDirection::WARP_IN, half_length, warping_dist);
float warping_speed = warping_dist / warping_time;
auto warpin_params = &Warp_params[shipp->warpin_params_index];
// the total distance is a full length from its current position, plus the distance it takes to slow down from its warping speed
float decel_time_const = objp->phys_info.forward_decel_time_const;
if (warpin_params->supercap_warp_physics) {
// super cap style warpins are annoying, one time constant while above their max speed, a different one while slowing down from there
float supercap_slowdown_dist = (warping_speed - (objp->phys_info.max_vel.xyz.z + SUPERCAP_WARP_EXCESS_SPD_THRESHOLD)) * SUPERCAP_WARP_T_CONST;
float regular_slowdown_dist = (objp->phys_info.max_vel.xyz.z + SUPERCAP_WARP_EXCESS_SPD_THRESHOLD) * decel_time_const;
return warping_dist + supercap_slowdown_dist + regular_slowdown_dist;
} else {
return warping_dist + warping_speed * decel_time_const;
}
}
//********************-----CLASS: WE_BSG-----********************//
WE_BSG::WE_BSG(int objnum, WarpDirection direction)
: WarpEffect(objnum, direction)
{
//Zero animation and such
anim = shockwave = -1;
anim_fps = shockwave_fps = 0;
anim_nframes = shockwave_nframes = 0;
anim_total_time = shockwave_total_time = 0;
if (!isValid())
return;
auto objp = &Objects[m_objnum];
auto sip = &Ship_info[m_ship_info_index];
const auto params = &Warp_params[m_warp_params_index];
//Setup anim name
char tmp_name[MAX_FILENAME_LEN];
memset(tmp_name, 0, MAX_FILENAME_LEN);
strcpy_s(tmp_name, params->anim);
strlwr(tmp_name);
if(strlen(tmp_name))
{
//Load anim
anim = bm_load_either(tmp_name, &anim_nframes, &anim_fps, NULL, true);
if(anim > -1)
{
anim_total_time = fl2i(((float)anim_nframes / (float)anim_fps) * 1000.0f);
}
//Setup shockwave name
strncat(tmp_name, "-shockwave", MAX_FILENAME_LEN-1);
//Load shockwave
shockwave = bm_load_either(tmp_name, &shockwave_nframes, &shockwave_fps, NULL, true);
if(shockwave > -1)
{
shockwave_total_time = fl2i(((float)shockwave_nframes / (float)shockwave_fps) * 1000.0f);
}
}
//Set radius
tube_radius = 0.0f;
shockwave_radius = 0.0f;
//Use the warp radius for shockwave radius, not tube radius
shockwave_radius = params->radius;
polymodel *pm = model_get(sip->model_num);
if(pm == NULL)
{
autocenter = vmd_zero_vector;
z_offset_max = objp->radius;
z_offset_min = -objp->radius;
if(tube_radius <= 0.0f)
tube_radius = objp->radius;
if(shockwave_radius <= 0.0f)
shockwave_radius = objp->radius;
}
else
{
//Autogenerate everything from ship dimensions
if(tube_radius <= 0.0f)
tube_radius = MAX((pm->maxs.xyz.y - pm->mins.xyz.y), (pm->maxs.xyz.x - pm->mins.xyz.x))/2.0f;
autocenter = pm->autocenter;
z_offset_max = pm->maxs.xyz.z - pm->autocenter.xyz.z;
z_offset_min = pm->mins.xyz.z - pm->autocenter.xyz.z;
if (shockwave_radius <= 0.0f)
shockwave_radius = z_offset_max - z_offset_min;
}
//*****Timing
stage = -1;
stage_duration[0] = params->time;
stage_duration[1] = MAX(anim_total_time - params->time, shockwave_total_time);
stage_time_start = stage_time_end = total_time_start = total_time_end = timestamp();
//*****Sound
snd_range_factor = 1.0f;
snd_start = snd_end = sound_handle::invalid();
snd_start_gs = snd_end_gs = NULL;
//*****Instance
pos = vmd_zero_vector;
}
WE_BSG::~WE_BSG()
{
if(anim > -1)
bm_unload(anim);
if(shockwave > -1)
bm_unload(shockwave);
}
void WE_BSG::pageIn()
{
if(anim > -1)
bm_page_in_texture(anim);
if(shockwave > -1)
bm_page_in_texture(shockwave);
}
int WE_BSG::warpStart()
{
if(!WarpEffect::warpStart())
return 0;
//WMC - bail
if (anim < 0 && shockwave < 0)
{
this->warpEnd();
return 0;
}
auto objp = &Objects[m_objnum];
auto shipp = &Ships[m_shipnum];
const auto params = &Warp_params[m_warp_params_index];
//WMC - If object is docked now, update data:
if(object_is_docked(objp))
{
z_offset_max = dock_calc_max_semilatus_rectum_parallel_to_axis(objp, Z_AXIS);
z_offset_min = -z_offset_max;
if(tube_radius <= 0.0f)
{
float x_radius = dock_calc_max_semilatus_rectum_parallel_to_axis(objp, X_AXIS);
float y_radius = dock_calc_max_semilatus_rectum_parallel_to_axis(objp, Y_AXIS);
tube_radius = MAX(x_radius, y_radius);
}
shockwave_radius = z_offset_max - z_offset_min;
dock_calc_docked_actual_center(&autocenter, objp);
}
if (m_direction == WarpDirection::WARP_IN)
{
shipp->flags.set(Ship::Ship_Flags::Arriving_stage_1);
// dock leader needs to handle dockees
if (object_is_docked(objp)) {
Assertion(shipp->flags[Ship::Ship_Flags::Dock_leader], "The ship warping in (%s) must be the dock leader at this point!\n", shipp->ship_name);
dock_function_info dfi;
dock_evaluate_all_docked_objects(objp, &dfi, object_set_arriving_stage1_ndl_flag_helper);
}
}
else
shipp->flags.set(Ship::Ship_Flags::Depart_warp);
//*****Sound
if(params->snd_start.isValid())
{
snd_start_gs = gamesnd_get_game_sound(params->snd_start);
snd_start = snd_play_3d(snd_start_gs, &objp->pos, &View_position, 0.0f, NULL, 0, 1, SND_PRIORITY_SINGLE_INSTANCE, NULL, snd_range_factor);
}
if(params->snd_end.isValid())
{
snd_end_gs = gamesnd_get_game_sound(params->snd_end);
snd_end = sound_handle::invalid();
}
stage = 0;
int total_duration = 0;
for(int i = 0; i < WE_BSG_NUM_STAGES; i++)
total_duration += stage_duration[i];
total_time_start = timestamp();
total_time_end = timestamp(total_duration);
stage_time_start = total_time_start;
stage_time_end = timestamp(stage_duration[stage]);
return 1;
}
int WE_BSG::warpFrame(float /*frametime*/)
{
if(!this->isValid())
return 0;
auto objp = &Objects[m_objnum];
auto shipp = &Ships[m_shipnum];
while( timestamp_elapsed(stage_time_end ))
{
stage++;
if(stage < WE_BSG_NUM_STAGES)
{
stage_time_start = timestamp();
stage_time_end = timestamp(stage_duration[stage]);
}
switch(stage)
{
case 1:
if (m_direction == WarpDirection::WARP_IN)
{
shipp->flags.remove(Ship::Ship_Flags::Arriving_stage_1);
shipp->flags.set(Ship::Ship_Flags::Arriving_stage_2);
// dock leader needs to handle dockees
if (object_is_docked(objp)) {
Assertion(shipp->flags[Ship::Ship_Flags::Dock_leader], "The ship warping in (%s) must be the dock leader at this point!\n", shipp->ship_name);
dock_function_info dfi;
dock_evaluate_all_docked_objects(objp, &dfi, object_remove_arriving_stage1_ndl_flag_helper);
dock_evaluate_all_docked_objects(objp, &dfi, object_set_arriving_stage2_ndl_flag_helper);
}
}
break;
default:
this->warpEnd();
return 0;
}
}
switch(stage)
{
case 0:
case 1:
vm_vec_unrotate(&pos, &autocenter, &objp->orient);
vm_vec_add2(&pos, &objp->pos);
break;
default:
this->warpEnd();
return 0;
}
if (snd_start.isValid())
snd_update_3d_pos(snd_start, snd_start_gs, &objp->pos, 0.0f, snd_range_factor);
return 1;
}
int WE_BSG::warpShipClip(model_render_params *render_info)
{
if(!this->isValid())
return 0;
auto objp = &Objects[m_objnum];
if (m_direction == WarpDirection::WARP_OUT && stage > 0)
{
vec3d position;
vm_vec_scale_add(&position, &objp->pos, &objp->orient.vec.fvec, objp->radius);
render_info->set_clip_plane(position, objp->orient.vec.fvec);
}
return 1;
}
int WE_BSG::warpShipRender()
{
if(!this->isValid())
return 0;
if(anim < 0 && shockwave < 0)
return 0;
auto objp = &Objects[m_objnum];
// SUSHI: Turning off Zbuffering results in the FTL effect showing up through ship hulls.
// The effect is slightly degraded by leaving it on, but ATM it's worth the tradeoff.
// turn off zbuffering
//int saved_zbuffer_mode = gr_zbuffer_get();
//gr_zbuffer_set(GR_ZBUFF_NONE);
if(anim > -1)
{
//Figure out which frame we're on
int anim_frame = fl2i( ((float)(timestamp() - total_time_start)/1000.0f) * (float)anim_fps);
if ( anim_frame < anim_nframes )
{
//Set the correct frame
//gr_set_bitmap(anim + anim_frame, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 1.0f);
//Do warpout geometry
vec3d start, end;
vm_vec_scale_add(&start, &pos, &objp->orient.vec.fvec, z_offset_min);
vm_vec_scale_add(&end, &pos, &objp->orient.vec.fvec, z_offset_max);
//Render the warpout effect
//batch_add_beam(anim + anim_frame, TMAP_FLAG_GOURAUD | TMAP_FLAG_RGB | TMAP_FLAG_TEXTURED | TMAP_FLAG_CORRECT | TMAP_HTL_3D_UNLIT, &start, &end, tube_radius*2.0f, 1.0f);
batching_add_beam(anim + anim_frame, &start, &end, tube_radius * 2.0f, 1.0f);
}
}
if(stage == 1 && shockwave > -1)
{
int shockwave_frame = fl2i( ((float)(timestamp() - stage_time_start)/1000.0f) * (float)shockwave_fps);
if(shockwave_frame < shockwave_nframes)
{
vertex p;
memset(&p, 0, sizeof(p));
g3_transfer_vertex(&p, &pos);
batching_add_volume_bitmap(shockwave + shockwave_frame, &p, 0, shockwave_radius, 1.0f);
}
}
// restore zbuffer mode
//gr_zbuffer_set(saved_zbuffer_mode);
return 1;
}
int WE_BSG::warpEnd()
{
if (snd_start.isValid())
snd_stop(snd_start);
if (snd_end_gs != nullptr && m_objnum >= 0)
snd_end = snd_play_3d(snd_end_gs, &Objects[m_objnum].pos, &View_position, 0.0f, nullptr, 0, 1.0f, SND_PRIORITY_SINGLE_INSTANCE, nullptr, snd_range_factor);
return WarpEffect::warpEnd();
}
//WMC - These two functions are used to fool collision detection code
//And do player warpout
int WE_BSG::getWarpPosition(vec3d *output) const
{
if (!this->isValid())
return 0;
auto objp = &Objects[m_objnum];
vec3d position;
vm_vec_scale_add(&position, &objp->pos, &objp->orient.vec.fvec, objp->radius);
*output = position;
return 1;
}
int WE_BSG::getWarpOrientation(matrix* output) const
{
if (!this->isValid())
return 0;
auto objp = &Objects[m_objnum];
vm_vector_2_matrix_norm(output, &objp->orient.vec.fvec, nullptr, nullptr);
return 1;
}
//********************-----CLASS: WE_Homeworld-----********************//
const float HOMEWORLD_SWEEPER_LINE_THICKNESS = 0.002f; // How tall the initial and final hyperspace "lines" are, as a factor of height
WE_Homeworld::WE_Homeworld(int objnum, WarpDirection direction)
: WarpEffect(objnum, direction)
{
if(!this->isValid())
return;
auto objp = &Objects[m_objnum];
auto sip = &Ship_info[m_ship_info_index];
const auto params = &Warp_params[m_warp_params_index];
//Stage and time
stage = 0;
stage_time_start = stage_time_end = timestamp();
//Stage duration presets
stage_duration[0] = 0;
stage_duration[1] = 1200;
stage_duration[2] = 1600;
stage_duration[3] = -1;
stage_duration[4] = 1600;
stage_duration[5] = 1200;
//Configure stage duration 3
stage_duration[3] = params->time - (stage_duration[1] + stage_duration[2] + stage_duration[4] + stage_duration[5]);
if (stage_duration[3] <= 0)
stage_duration[3] = 3400; // set for a 9 second total time
//Anim
anim = bm_load_either(params->anim, &anim_nframes, &anim_fps, nullptr, true);
pos = vmd_zero_vector;
fvec = vmd_zero_vector;
polymodel *pm = model_get(sip->model_num);
width_full = params->radius;
if(pm != nullptr)
{
if(width_full <= 0.0f)
{
width_full = pm->maxs.xyz.x - pm->mins.xyz.x;
height_full = pm->maxs.xyz.y - pm->mins.xyz.y;
z_offset_max = pm->maxs.xyz.z;
z_offset_min = pm->mins.xyz.z;
}
}
else
{
if(width_full <= 0.0f)
{
width_full = 2.0f*objp->radius;
}
height_full = width_full;
z_offset_max = objp->radius;
z_offset_min = -objp->radius;
}
//WMC - This scales up or down the sound depending on ship size, with ~100m diameter ship as base
//REMEMBER: Radius != diameter
snd_range_factor = sqrt(width_full*width_full+height_full*height_full)/141.421356f;
if(width_full <= 0.0f)
width_full = 1.0f;
if(height_full <= 0.0f)
height_full = 1.0f;
width = width_full;
height = 0.0f;
//Sound
snd = sound_handle::invalid();
snd_gs = NULL;
}
WE_Homeworld::~WE_Homeworld()
{
if(anim > -1)
bm_unload(anim);
}
int WE_Homeworld::warpStart()
{
if(!this->isValid())
return 0;
if(anim < 0)
{
this->warpEnd();
return 0;
}
auto objp = &Objects[m_objnum];
auto shipp = &Ships[m_shipnum];
const auto params = &Warp_params[m_warp_params_index];
stage = 1;
total_time_start = timestamp();
total_time_end = 0;
for(int i = 0; i < WE_HOMEWORLD_NUM_STAGES; i++)
{
total_time_end += stage_duration[i];
}
stage_time_start = total_time_start;
stage_time_end = timestamp(stage_duration[stage]);
//Position
vm_vec_scale_add(&pos, &objp->pos, &objp->orient.vec.fvec, z_offset_max);
fvec = objp->orient.vec.fvec;
if (m_direction == WarpDirection::WARP_OUT)
vm_vec_negate(&fvec);
width = 0.f;
height = height_full * HOMEWORLD_SWEEPER_LINE_THICKNESS;
if (m_direction == WarpDirection::WARP_IN)
{
shipp->flags.set(Ship::Ship_Flags::Arriving_stage_1);
// dock leader needs to handle dockees
if (object_is_docked(objp)) {
Assertion(shipp->flags[Ship::Ship_Flags::Dock_leader], "The ship warping in (%s) must be the dock leader at this point!\n", shipp->ship_name);
dock_function_info dfi;
dock_evaluate_all_docked_objects(objp, &dfi, object_set_arriving_stage1_ndl_flag_helper);
}
}
else if (m_direction == WarpDirection::WARP_OUT)
{
shipp->flags.set(Ship::Ship_Flags::Depart_warp);
}
else
{
this->warpEnd();
return 0;
}
if(params->snd_start.isValid())
{
snd_gs = gamesnd_get_game_sound(params->snd_start);
snd = snd_play_3d(snd_gs, &pos, &View_position, 0.0f, NULL, 0, 1, SND_PRIORITY_SINGLE_INSTANCE, NULL, snd_range_factor);
}
return 1;
}
int WE_Homeworld::warpFrame(float /*frametime*/)
{
if(!this->isValid())
return 0;
auto objp = &Objects[m_objnum];
auto shipp = &Ships[m_shipnum];
//Setup stage
while( timestamp_elapsed(stage_time_end ))
{
stage++;
if(stage < WE_HOMEWORLD_NUM_STAGES)
{
stage_time_start = timestamp();
stage_time_end = timestamp(stage_duration[stage]);
}
switch(stage)
{
case 2:
break;
case 3:
if (m_direction == WarpDirection::WARP_IN)
{
objp->phys_info.flags |= PF_WARP_IN;
shipp->flags.remove(Ship::Ship_Flags::Arriving_stage_1);
shipp->flags.set(Ship::Ship_Flags::Arriving_stage_2);
// dock leader needs to handle dockees
if (object_is_docked(objp)) {
Assertion(shipp->flags[Ship::Ship_Flags::Dock_leader], "The ship warping in (%s) must be the dock leader at this point!\n", shipp->ship_name);
dock_function_info dfi;
dock_evaluate_all_docked_objects(objp, &dfi, object_remove_arriving_stage1_ndl_flag_helper);
dock_evaluate_all_docked_objects(objp, &dfi, object_set_arriving_stage2_ndl_flag_helper);
}
}
break;
case 4:
break;
case 5:
break;
default:
this->warpEnd();
return 0;
}
}
//Process stage
float sweeper_z_position;
float progress = ((float)timestamp() - (float)stage_time_start) / ((float)stage_time_end - (float)stage_time_start);
float adjusted_progress = progress * 1.2f - 0.1f; // we'll let the progress "overflow" a bit and then clamp it, so the sweeper
CLAMP(adjusted_progress, 0.f, 1.f); // lingers for a moment at the beginning and end of the grow and shrink stages
float visual_progress = ((3.f - 2 * adjusted_progress) * adjusted_progress * adjusted_progress); // good ol' cubic easing function
switch(stage)
{
case 1:
sweeper_z_position = z_offset_max;
width = width_full * visual_progress;
break;
case 2:
sweeper_z_position = z_offset_max;
height = (height_full * visual_progress) + height_full * HOMEWORLD_SWEEPER_LINE_THICKNESS;
break;
case 3:
sweeper_z_position = z_offset_max - adjusted_progress * (z_offset_max - z_offset_min);
break;
case 4:
sweeper_z_position = z_offset_min;
height = (height_full * (1.f - visual_progress)) + height_full * HOMEWORLD_SWEEPER_LINE_THICKNESS;
break;
case 5:
sweeper_z_position = z_offset_min;
width = width_full * (1.f - visual_progress);
break;
default:
this->warpEnd();
return 0;
}
//update sweeper position
vm_vec_scale_add(&pos, &objp->pos, &objp->orient.vec.fvec, sweeper_z_position);
//Update sound
if (snd.isValid())
snd_update_3d_pos(snd, snd_gs, &pos, 0.0f, snd_range_factor);
return 1;
}
int WE_Homeworld::warpShipClip(model_render_params *render_info)
{
if(!this->isValid())
return 0;
render_info->set_clip_plane(pos, fvec);
return 1;
}
int WE_Homeworld::warpShipRender()
{
if(!this->isValid())
return 0;
int frame = 0;
if(anim_fps > 0)
frame = fl2i( (int)(((float)(timestamp() - (float)total_time_start)/1000.0f) * (float)anim_fps) % anim_nframes);
//Set the correct frame
batching_add_polygon(anim + frame, &pos, &Objects[m_objnum].orient, width, height);
return 1;
}
int WE_Homeworld::warpEnd()
{
if (snd.isValid())
snd_stop(snd);
return WarpEffect::warpEnd();
}
int WE_Homeworld::getWarpPosition(vec3d *output) const
{
if(!this->isValid())
return 0;
*output = pos;
return 1;
}
int WE_Homeworld::getWarpOrientation(matrix* output) const
{
if (!this->isValid())
return 0;
auto objp = &Objects[m_objnum];
if (this->m_direction == WarpDirection::WARP_IN)
*output = objp->orient;
else {
vec3d backwards = objp->orient.vec.fvec;
vm_vec_negate(&backwards);
vm_vector_2_matrix_norm(output, &backwards, &objp->orient.vec.uvec, nullptr);
}
return 1;
}
//********************-----CLASS: WE_Hyperspace----********************//
WE_Hyperspace::WE_Hyperspace(int objnum, WarpDirection direction)
: WarpEffect(objnum, direction)
{
if (!isValid())
return;
auto objp = &Objects[m_objnum];
const auto params = &Warp_params[m_warp_params_index];
total_duration = params->time;
if (total_duration <= 0)
total_duration = 1000;
accel_or_decel_exp = params->accel_exp;
total_time_start = total_time_end = timestamp();
pos_final = vmd_zero_vector;
scale_factor = 750.0f * objp->radius;
initial_velocity = 1.0f;
//*****Sound
snd_range_factor = 1.0f * objp->radius;
snd_start = snd_end = sound_handle::invalid();
snd_start_gs = snd_end_gs = nullptr;
}
int WE_Hyperspace::warpStart()
{
if(!this->isValid())
return 0;
auto objp = &Objects[m_objnum];
auto shipp = &Ships[m_shipnum];
auto sip = &Ship_info[m_ship_info_index];
const auto params = &Warp_params[m_warp_params_index];
total_time_start = timestamp();
total_time_end = timestamp(total_duration);
if (m_direction == WarpDirection::WARP_IN)
{
auto ship_entry = ship_registry_get(shipp->ship_name);
if (ship_entry && ship_entry->has_p_objp()) {
initial_velocity = ship_entry->p_objp()->initial_velocity * sip->max_speed / 100.0f;
}
shipp->flags.set(Ship::Ship_Flags::Arriving_stage_1);
// dock leader needs to handle dockees
if (object_is_docked(objp)) {
Assertion(shipp->flags[Ship::Ship_Flags::Dock_leader], "The ship warping in (%s) must be the dock leader at this point!\n", shipp->ship_name);
dock_function_info dfi;
dock_evaluate_all_docked_objects(objp, &dfi, object_set_arriving_stage1_ndl_flag_helper);
// docked objects use speed to find the object that controls movement; therefore the warping in dock leader must have the highest speed!
objp->phys_info.speed = (scale_factor / params->time)*1000.0f;
}
objp->phys_info.flags |= PF_WARP_IN;
objp->flags.remove(Object::Object_Flags::Physics);
}
else if (m_direction == WarpDirection::WARP_OUT)
{
// wookieejedi - if the ship is already in the mission the initial_velocity for warpout should be the ship's current speed
initial_velocity = objp->phys_info.fspeed;
shipp->flags.set(Ship::Ship_Flags::Depart_warp);
}
else
{
this->warpEnd();
}
pos_final = objp->pos;
// Cyborg17 - After setting pos_final, we should move the ship to the actual starting position.
vm_vec_scale_add(&objp->pos, &pos_final, &objp->orient.vec.fvec, -scale_factor);
if (params->snd_start.isValid())
{
snd_start_gs = gamesnd_get_game_sound(params->snd_start);
snd_start = snd_play_3d(snd_start_gs, &pos_final, &View_position, 0.0f, nullptr, 0, 1, SND_PRIORITY_SINGLE_INSTANCE, nullptr, snd_range_factor);
}
if (params->snd_end.isValid())
{
snd_end_gs = gamesnd_get_game_sound(params->snd_end);
snd_end = sound_handle::invalid();
}
return 1;
}
int WE_Hyperspace::warpFrame(float /*frametime*/)
{
if(!this->isValid())
return 0;
auto objp = &Objects[m_objnum];
if(timestamp_elapsed(total_time_end))
{
objp->pos = pos_final;
objp->flags.set(Object::Object_Flags::Physics);
this->warpEnd();
}
else
{
// How far along in the effect we are, in range of 0.0..1.0.
float progress = ((float)timestamp() - (float)total_time_start)/(float)total_duration;
float scale = 0.0f;
if (m_direction == WarpDirection::WARP_IN)
{
scale = scale_factor*(1.0f-pow((1.0f-progress), accel_or_decel_exp))-scale_factor;
// Makes sure that the velocity won't drop below the ship's initial
// velocity during the warpin. Ideally it should be done more
// smoothly than this.
scale = MIN(scale, (initial_velocity * (total_duration / 1000) * -(1.0f - progress)));
}
else
{
scale = scale_factor*pow(progress, accel_or_decel_exp);
// Makes sure the warpout velocity won't drop below the ship's last
// known real velocity.
scale += initial_velocity * (total_duration / 1000) * progress;
}
vm_vec_scale_add(&objp->pos, &pos_final, &objp->orient.vec.fvec, scale);
}
if (snd_start.isValid())
snd_update_3d_pos(snd_start, snd_start_gs, &pos_final, 0.0f, snd_range_factor);
return 1;
}
int WE_Hyperspace::warpEnd()
{
if (snd_start.isValid())
snd_stop(snd_start);
if(snd_end_gs != nullptr && m_objnum >= 0)
snd_end = snd_play_3d(snd_end_gs, &Objects[m_objnum].pos, &View_position, 0.0f, nullptr, 0, 1.0f, SND_PRIORITY_SINGLE_INSTANCE, nullptr, snd_range_factor);
return WarpEffect::warpEnd();
}