Files
fs2open.github.com/code/ship/shipfx.cpp
T

3348 lines
105 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
/*
* $Logfile: /Freespace2/code/Ship/ShipFX.cpp $
* $Revision: 2.41 $
* $Date: 2005-04-05 05:53:24 $
* $Author: taylor $
*
* Routines for ship effects (as in special)
*
* $Log: not supported by cvs2svn $
* Revision 2.40 2005/03/27 12:28:35 Goober5000
* clarified max hull/shield strength names and added ship guardian thresholds
* --Goober5000
*
* Revision 2.39 2005/03/24 23:27:26 taylor
* make sounds.tbl dynamic
* have snd_time_remaining() be less stupid
* some OpenAL error fixerage
* be able to turn off some typically useless debug messages
*
* Revision 2.38 2005/03/15 01:40:07 phreak
* Awesome 2-for-1 deal!!!
* Firstly, the Colossus should now warp out correctly. No more warphole forming inside of it
* Secondly, muzzleflashes now are generated at the gunmounts of the firing ship.
*
* Revision 2.37 2005/03/10 08:00:16 taylor
* change min/max to MIN/MAX to fix GCC problems
* add lab stuff to Makefile
* build unbreakage for everything that's not MSVC++ 6
* lots of warning fixes
* fix OpenGL rendering problem with ship insignias
* no Warnings() in non-debug mode for Linux (like Windows)
* some campaign savefile fixage to stop reverting everyones data
*
* Revision 2.36 2005/03/02 21:24:47 taylor
* more NO_NETWORK/INF_BUILD goodness for Windows, takes care of a few warnings too
*
* Revision 2.35 2005/02/23 04:57:28 taylor
* even more bm_unload() -> bm_release() changes
*
* Revision 2.34 2005/01/11 21:38:49 Goober5000
* multiple ship docking :)
* don't tell anyone yet... check the SCP internal
* --Goober500
*
* Revision 2.33 2004/12/05 22:01:12 bobboau
* sevral feature additions that WCS wanted,
* and the foundations of a submodel animation system,
* the calls to the animation triggering code (exept the procesing code,
* wich shouldn't do anything without the triggering code)
* have been commented out.
*
* Revision 2.32 2004/10/31 22:02:47 taylor
* little cleanup
*
* Revision 2.31 2004/09/10 13:55:49 et1
* Use yellow warp anim when doing exit jump with "-tbpwarpeffects"
*
* Revision 2.30 2004/07/26 20:47:52 Kazan
* remove MCD complete
*
* Revision 2.29 2004/07/25 18:46:30 Kazan
* -fred_no_warn has become -no_warn and applies to both fred and fs2
* added new ai directive (last commit) and disabled afterburners while performing AIM_WAYPOINTS or AIM_FLY_TO_SHIP
* fixed player ship speed bug w/ player-use-ai, now stays in formation correctly and manages speed
* made -radar_reduce ignore itself if no parameter is given (ignoring launcher bug)
*
* Revision 2.28 2004/07/12 16:33:05 Kazan
* MCD - define _MCD_CHECK to use memory tracking
*
* Revision 2.27 2004/03/20 21:17:13 bobboau
* fixed -spec comand line option,
* probly some other stuf
*
* Revision 2.26 2004/03/05 09:01:52 Goober5000
* Uber pass at reducing #includes
* --Goober5000
*
* Revision 2.25 2004/02/14 00:18:36 randomtiger
* Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details.
* OK, these changes effect a lot of file, I suggest everyone updates ASAP:
* Removal of many files from project.
* Removal of meanless Gr_bitmap_poly variable.
* Removal of glide, directdraw, software modules all links to them, and all code specific to those paths.
* Removal of redundant Fred paths that arent needed for Fred OGL.
* Have seriously tidied the graphics initialisation code and added generic non standard mode functionality.
* Fixed many D3D non standard mode bugs and brought OGL up to the same level.
* Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024.
*
* Revision 2.24 2004/02/07 00:48:52 Goober5000
* made FS2 able to account for subsystem mismatches between ships.tbl and the
* model file - e.g. communication vs. communications
* --Goober5000
*
* Revision 2.23 2004/01/30 07:39:06 Goober5000
* whew - I just went through all the code I ever added (or at least, that I could
* find that I commented with a Goober5000 tag) and added a bunch of Asserts
* and error-checking
* --Goober5000
*
* Revision 2.22 2003/12/16 20:55:13 phreak
* disabled tertiary weapons support pending a rewrite of critical code
*
* Revision 2.21 2003/09/26 14:37:16 bobboau
* commiting Hardware T&L code, everything is ifdefed out with the compile flag HTL
* still needs a lot of work, ubt the frame rates were getting with it are incredable
* the biggest problem it still has is a bad lightmanegment system, and the zbuffer
* doesn't work well with things still getting rendered useing the sofware pipeline, like thrusters,
* and weapons, I think these should be modifyed to be sent through hardware,
* it would be slightly faster and it would likely fix the problem
*
* also the thruster glow/particle stuff I did is now in.
*
* Revision 2.20 2003/09/13 08:27:28 Goober5000
* added some minor things, such as code cleanup and the following:
* --turrets will not fire at cargo
* --MAX_SHIELD_SECTIONS substituted for the number 4 in many places
* --supercaps have their own default message bitfields (distinguished from capships)
* --turrets are allowed on fighters
* --jump speed capped at 65m/s, to avoid ship travelling too far
* --non-huge weapons now scale their damage, instead of arbitrarily cutting off
* ----Goober5000
*
* Revision 2.19 2003/09/13 06:02:03 Goober5000
* clean rollback of all of argv's stuff
* --Goober5000
*
* Revision 2.17 2003/08/22 07:35:09 bobboau
* specular code should be bugless now,
* cell shadeing has been added activated via the comand line '-cell',
* 3D shockwave models, and a transparency method I'm calling edge and center alpha that could be usefull for other things, ask for details
*
* Revision 2.16 2003/08/06 17:37:08 phreak
* preliminary work on tertiary weapons. it doesn't really function yet, but i want to get something committed
*
* Revision 2.15 2003/07/15 16:06:24 phreak
* higher particle limits for opengl. now matched d3d
*
* Revision 2.14 2003/07/15 02:51:43 phreak
* cloaked ships will reduce brightness with distance
*
* Revision 2.13 2003/07/04 02:30:54 phreak
* support for cloaking added. needs a cloakmap.pcx
* to cloak the players ship, activate cheats and press tilde + x
* some more work can be done to smooth out the animation.
*
* Revision 2.12 2003/05/21 21:07:31 phreak
* fixed *minor* problem where ships that were disabled during warpout were not
* registering on sensors
*
* Revision 2.11 2003/05/21 20:28:53 phreak
* fixed disappearing ship bug when a ship is disabled during warpout
*
* Revision 2.10 2003/05/04 20:08:04 phreak
* ships that are disrupted now have arcs around them much like the emp effect
*
* Revision 2.9 2003/04/29 01:03:21 Goober5000
* implemented the custom hitpoints mod
* --Goober5000
*
* Revision 2.8 2003/03/19 12:29:02 unknownplayer
* Woohoo! Killed two birds with one stone!
* Fixed the 'black screen around dialog boxes' problem and also the much more serious freezing problem experienced by Goober5000. It wasn't a crash, just an infinite loop. DX8 merge is GO! once again :)
*
* Revision 2.7 2003/03/18 01:44:30 Goober5000
* fixed some misspellings
* --Goober5000
*
* Revision 2.6 2003/03/03 09:53:32 Goober5000
* fixed the warp effect from always being the knossos type
* --Goober5000
*
* Revision 2.5 2003/03/03 09:31:59 Goober5000
* changed "Subspace node activated" message to "Subspace drive activated"
* --Goober5000
*
* Revision 2.4 2003/01/19 01:07:42 bobboau
* redid the way glowmaps are handeled, you now must set the global int GLOWMAP (no longer an array) before you render a poly that uses a glow map then set GLOWMAP to -1 when you're done with, fixed a few other misc bugs it
*
* Revision 2.3 2003/01/17 01:48:49 Goober5000
* added capability to the $Texture replace code to substitute the textures
* without needing and extra model, however, this way you can't substitute
* transparent or animated textures
* --Goober5000
*
* Revision 2.2 2003/01/15 07:09:09 Goober5000
* changed most references to modelnum to use ship instead of ship_info --
* this will help with the change-model sexp and any other instances of model
* changing
* --Goober5000
*
* Revision 2.1 2002/08/01 01:41:10 penguin
* The big include file move
*
* Revision 2.0 2002/06/03 04:02:28 penguin
* Warpcore CVS sync
*
* Revision 1.5 2002/05/13 21:43:38 mharris
* A little more network and sound cleanup
*
* Revision 1.4 2002/05/10 20:42:45 mharris
* use "ifndef NO_NETWORK" all over the place
*
* Revision 1.3 2002/05/10 06:08:08 mharris
* Porting... added ifndef NO_SOUND
*
* Revision 1.2 2002/05/03 22:07:10 mharris
* got some stuff to compile
*
* Revision 1.1 2002/05/02 18:03:12 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 51 9/13/99 4:53p Andsager
*
* 50 9/13/99 10:09a Andsager
* Add debug console commands to lower model render detail and fireball
* LOD for big ship explosiosns.
*
* 49 9/08/99 10:44p Andsager
* Make HUGE ships not die when warping out, after warp effect started.
*
* 48 9/06/99 10:16p Andsager
* Modify big ship explosions. Less frequent fireballs, fewer particles,
* larger fireballs
*
* 47 9/05/99 11:10a Andsager
* Fix up which split ship get debris pieces. Dont render debris pieces
* for split ships until they are near clip plane.
*
* 46 9/02/99 12:55a Mikek
* Scale engine wash by speed.
*
* 45 9/01/99 10:15a Dave
*
* 44 8/31/99 10:13p Andsager
* Add Knossos warp effect fireball
*
* 43 8/23/99 11:09a Andsager
* Round 2 of Knossos explosion
*
* 42 8/20/99 2:16p Andsager
* Make only supercaps slow down extra fast after warping in.
*
* 41 8/20/99 1:42p Andsager
* Frist pass on Knossos explosion.
*
* 40 8/19/99 4:36p Andsager
* Cleaned up special_warpout
*
* 39 8/16/99 10:04p Andsager
* Add special-warp-dist and special-warpout-name sexp for Knossos device
* warpout.
*
* 38 8/16/99 2:01p Andsager
* Knossos warp-in warp-out.
*
* 37 8/13/99 10:49a Andsager
* Knossos and HUGE ship warp out. HUGE ship warp in. Stealth search
* modes dont collide big ships.
*
* 36 8/05/99 2:06a Dave
* Whee.
*
* 35 7/18/99 12:32p Dave
* Randomly oriented shockwaves.
*
* 34 7/09/99 12:52a Andsager
* Modify engine wash (1) less damage (2) only at a closer range (3) no
* damage when engine is disabled
*
* 33 7/06/99 10:45a Andsager
* Modify engine wash to work on any ship that is not small. Add AWACS
* ask for help.
*
* 32 7/02/99 9:55p Dave
* Player engine wash sound.
*
* 31 7/02/99 4:31p Dave
* Much more sophisticated lightning support.
*
* 30 7/01/99 4:23p Dave
* Full support for multiple linked ambient engine sounds. Added "big
* damage" flag.
*
* 29 7/01/99 11:44a Dave
* Updated object sound system to allow multiple obj sounds per ship.
* Added hit-by-beam sound. Added killed by beam sound.
*
* 28 6/17/99 12:06p Andsager
* Add a fireball for each live debris piece.
*
* 27 6/14/99 3:21p Andsager
* Allow collisions between ship and its debris. Fix up collision pairs
* when large ship is warping out.
*
* 26 5/27/99 12:14p Andsager
* Some fixes for live debris when more than one subsys on ship with live
* debris. Set subsys strength (when 0) blows off subsystem.
* sexp_hits_left_subsystem works for SUBSYSTEM_UNKNOWN.
*
* 25 5/26/99 11:46a Dave
* Added ship-blasting lighting and made the randomization of lighting
* much more customizable.
*
* 24 5/25/99 10:05a Andsager
* Fix assert with wing warping out with no warp effect.
*
* 23 5/24/99 5:45p Dave
* Added detail levels to the nebula, with a decent speedup. Split nebula
* lightning into its own section.
*
* 22 5/21/99 5:03p Andsager
* Add code to display engine wash death. Modify ship_kill_packet
*
* 21 5/19/99 11:09a Andsager
* Turn on engine wash. Check every 1/4 sec.
*
* 20 5/18/99 1:30p Dave
* Added muzzle flash table stuff.
*
* 19 5/17/99 10:33a Dave
* Fixed warning.
*
* 18 5/11/99 10:16p Andsager
* First pass on engine wash effect. Rotation (control input), damage,
* shake.
*
* 17 5/09/99 6:00p Dave
* Lots of cool new effects. E3 build tweaks.
*
* 16 4/28/99 11:13p Dave
* Temporary checkin of artillery code.
*
* 15 3/29/99 6:17p Dave
* More work on demo system. Got just about everything in except for
* blowing ships up, secondary weapons and player death/warpout.
*
* 14 3/28/99 5:58p Dave
* Added early demo code. Make objects move. Nice and framerate
* independant, but not much else. Don't use yet unless you're me :)
*
* 13 3/23/99 2:29p Andsager
* Fix shockwaves for kamikazi and Fred defined. Collect together
* shockwave_create_info struct.
*
* 12 3/20/99 3:03p Andsager
* Fix get_model_cross_section_at_z() from getting invalid index .
*
* 11 3/19/99 9:51a Dave
* Checkin to repair massive source safe crash. Also added support for
* pof-style nebulae, and some new weapons code.
*
* 10 2/26/99 4:14p Dave
* Put in the ability to have multiple shockwaves for ships.
*
* 9 1/29/99 12:47a Dave
* Put in sounds for beam weapon. A bunch of interface screens (tech
* database stuff).
*
* 8 1/28/99 9:10a Andsager
* Particles increased in width, life, number. Max particles increased
*
* 7 1/27/99 9:56a Dave
* Temporary checkin of beam weapons for Dan to make cool sounds.
*
* 6 1/11/99 12:42p Andsager
* Add live debris - debris which is created from a destroyed subsystem,
* when the ship is still alive
*
* 5 11/18/98 10:29a Johnson
* fix assert in shipfx_remove_submodel_ship_sparks. submodel may not
* have spark and be destroyed.
*
* 4 11/17/98 4:27p Andsager
* Stop sparks from emitting from destroyed subobjects
*
* 3 10/20/98 1:39p Andsager
* Make so sparks follow animated ship submodels. Modify
* ship_weapon_do_hit_stuff() and ship_apply_local_damage() to add
* submodel_num. Add submodel_num to multiplayer hit packet.
*
* 2 10/07/98 10:53a Dave
* Initial checkin.
*
* 1 10/07/98 10:51a Dave
*
*
* $NoKeywords: $
*/
#include "PreProcDefines.h"
#include "ship/shipfx.h"
#include "ship/ship.h"
#include "object/object.h"
#include "fireball/fireballs.h"
#include "debris/debris.h"
#include "weapon/weapon.h"
#include "gamesnd/gamesnd.h"
#include "io/timer.h"
#include "render/3d.h" // needed for View_position, which is used when playing a 3D sound
#include "hud/hudmessage.h"
#include "math/fvi.h"
#include "gamesequence/gamesequence.h"
#include "lighting/lighting.h"
#include "globalincs/linklist.h"
#include "particle/particle.h"
#include "weapon/muzzleflash.h"
#include "demo/demo.h"
#include "ship/shiphit.h"
#include "object/objectsnd.h"
#include "playerman/player.h"
#include "weapon/shockwave.h"
#include "parse/parselo.h"
#include "object/objectdock.h"
// Needed for TBP warp effect override -Et1
#include "cmdline/cmdline.h"
#ifndef NO_NETWORK
#include "network/multi.h"
#include "network/multiutil.h"
#include "network/multimsgs.h"
#endif
#ifndef NDEBUG
extern float flFrametime;
extern int Framecount;
#endif
#define SHIP_CANNON_BITMAP "argh"
int Ship_cannon_bitmap = -1;
int Player_engine_wash_loop = -1;
extern float splode_level;
void shipfx_remove_submodel_ship_sparks(ship *shipp, int submodel_num)
{
Assert(submodel_num != -1);
// maybe no active sparks on submodel
if (shipp->num_hits == 0) {
return;
}
for (int spark_num=0; spark_num<shipp->num_hits; spark_num++) {
if (shipp->sparks[spark_num].submodel_num == submodel_num) {
shipp->sparks[spark_num].end_time = timestamp(1);
}
}
}
// 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)
void shipfx_subsystem_mabye_create_live_debris(object *ship_obj, ship *ship_p, ship_subsys *subsys, vec3d *exp_center, float exp_mag)
{
// initializations
polymodel *pm = model_get(ship_p->modelnum);
int submodel_num = subsys->system_info->subobj_num;
submodel_instance_info *sii = &subsys->submodel_info_1;
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) {
return;
}
ship_model_start(ship_obj);
// copy angles
angles copy_angs = pm->submodel[submodel_num].angs;
angles zero_angs = {0.0f, 0.0f, 0.0f};
// make sure the axis point is set
if ( !sii->axis_set ) {
model_init_submodel_axis_pt(sii, ship_p->modelnum, submodel_num);
}
// get the rotvel
vec3d model_axis, world_axis, rotvel, world_axis_pt;
void model_get_rotating_submodel_axis(vec3d *model_axis, vec3d *world_axis, int modelnum, int submodel_num, object *obj);
model_get_rotating_submodel_axis(&model_axis, &world_axis, ship_p->modelnum, submodel_num, ship_obj);
vm_vec_copy_scale(&rotvel, &world_axis, sii->cur_turn_rate);
model_find_world_point(&world_axis_pt, &sii->pt_on_axis, ship_p->modelnum, submodel_num, &ship_obj->orient, &ship_obj->pos);
matrix m_rot; // rotation for debris orient about axis
vm_quaternion_rotate(&m_rot, vm_vec_mag((vec3d*)&sii->angs), &model_axis);
// 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_find_world_point(&start_world_pos, &pm->submodel[live_debris_submodel].offset, ship_p->modelnum, live_debris_submodel, &ship_obj->orient, &ship_obj->pos );
// convert to model coord of underlying submodel
// set angle to zero
pm->submodel[submodel_num].angs = zero_angs;
world_find_model_point(&start_model_pos, &start_world_pos, pm, submodel_num, &ship_obj->orient, &ship_obj->pos);
// rotate from submodel coord to world coords
// reset angle to current angle
pm->submodel[submodel_num].angs = copy_angs;
model_find_world_point(&end_world_pos, &start_model_pos, ship_p->modelnum, submodel_num, &ship_obj->orient, &ship_obj->pos);
// create fireball here.
fireball_create(&end_world_pos, FIREBALL_EXPLOSION_MEDIUM, OBJ_INDEX(ship_obj), pm->submodel[live_debris_submodel].rad);
// create debris
live_debris_obj = debris_create(ship_obj, ship_p->modelnum, live_debris_submodel, &end_world_pos, exp_center, 1, exp_mag);
// 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_crossprod(&radial_vel, &rotvel, &delta_x);
if (Ship_info[ship_p->ship_info_index].flags & SIF_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_obj->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 & SIF_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_obj->radius > 250 && !(Ship_info[ship_p->ship_info_index].flags & SIF_KNOSSOS_DEVICE)) {
vm_vec_scale(&live_debris_obj->phys_info.vel, ship_obj->radius/250.0f);
}
}
}
}
ship_model_stop(ship_obj);
}
void set_ship_submodel_as_blown_off(ship *shipp, char *name)
{
int found = FALSE;
// go through list of ship subsystems and find name
ship_subsys *pss = NULL;
for (pss=GET_FIRST(&shipp->subsys_list); pss!=END_OF_LIST(&shipp->subsys_list); pss=GET_NEXT(pss)) {
if ( subsystem_stricmp(pss->system_info->name, name) == 0) {
found = TRUE;
break;
}
}
// set its blown off flag to TRUE
Assert(found);
if (found) {
pss->submodel_info_1.blown_off = 1;
}
}
// 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)
void shipfx_maybe_create_live_debris_at_ship_death( object *ship_obj )
{
// if ship has live debris, detonate that subsystem now
// search for any live debris
ship *shipp = &Ships[ship_obj->instance];
polymodel *pm = model_get(shipp->modelnum);
int live_debris_submodel = -1;
for (int idx=0; idx<pm->num_debris_objects; idx++) {
if (pm->submodel[pm->debris_objects[idx]].is_live_debris) {
live_debris_submodel = pm->debris_objects[idx];
// get submodel that produces live debris
int model_get_parent_submodel_for_live_debris( int model_num, int live_debris_model_num );
int parent = model_get_parent_submodel_for_live_debris( shipp->modelnum, live_debris_submodel);
Assert(parent != -1);
// set model values only once (esp blown off)
ship_model_start(ship_obj);
// check if already blown off (ship model set)
if ( !pm->submodel[parent].blown_off ) {
// get ship_subsys for live_debris
// Go through all subsystems and look for submodel the subsystems with "parent" submodel.
ship_subsys *pss = NULL;
for ( pss = GET_FIRST(&shipp->subsys_list); pss != END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
if (pss->system_info->subobj_num == parent) {
break;
}
}
Assert (pss != NULL);
if (pss != NULL) {
vec3d exp_center, tmp = {0.0f, 0.0f, 0.0f};
model_find_world_point(&exp_center, &tmp, shipp->modelnum, parent, &ship_obj->orient, &ship_obj->pos );
// if not blown off, blow it off
shipfx_subsystem_mabye_create_live_debris(ship_obj, shipp, pss, &exp_center, 3.0f);
// now set subsystem as blown off, so we only get one copy
pm->submodel[parent].blown_off = 1;
set_ship_submodel_as_blown_off(&Ships[ship_obj->instance], pss->system_info->name);
}
}
}
}
// clean up
ship_model_stop(ship_obj);
}
void shipfx_blow_off_subsystem(object *ship_obj,ship *ship_p,ship_subsys *subsys, vec3d *exp_center)
{
vec3d subobj_pos;
model_subsystem *psub = subsys->system_info;
get_subsystem_world_pos(ship_obj, subsys, &subobj_pos);
/*
if ( psub->turret_gun_sobj > -1 )
debris_create( ship_obj, ship_p->modelnum, psub->turret_gun_sobj, &subobj_pos, exp_center, 0, 1.0f );
if ( psub->subobj_num > -1 )
debris_create( ship_obj, ship_p->modelnum, psub->subobj_num, &subobj_pos, exp_center, 0, 1.0f );
*/
// get rid of sparks on submodel that is destroyed
shipfx_remove_submodel_ship_sparks(ship_p, psub->subobj_num);
// create debris shards
shipfx_blow_up_model(ship_obj, ship_p->modelnum, psub->subobj_num, 50, &subobj_pos );
// create live debris objects, if any
// TODO: some MULITPLAYER implcations here!!
shipfx_subsystem_mabye_create_live_debris(ship_obj, ship_p, subsys, exp_center, 1.0f);
// create first fireball
fireball_create( &subobj_pos, FIREBALL_EXPLOSION_MEDIUM, OBJ_INDEX(ship_obj), psub->radius );
}
void shipfx_blow_up_hull(object *obj, int model, vec3d *exp_center)
{
int i;
polymodel * pm;
ushort sig_save;
pm = model_get(model);
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;
#ifndef NO_NETWORK
if ( (Game_mode & GM_MULTIPLAYER) && (Game_mode & GM_IN_MISSION) ) {
sig_save = multi_get_next_network_signature( MULTI_SIG_DEBRIS );
multi_set_network_signature( (ushort)(Ships[obj->instance].arrival_distance), MULTI_SIG_DEBRIS );
}
#endif
bool try_live_debris = true;
for (i=0; i<pm->num_debris_objects; i++ ) {
if (! pm->submodel[pm->debris_objects[i]].is_live_debris) {
vec3d tmp = {0.0f, 0.0f, 0.0f };
model_find_world_point(&tmp, &pm->submodel[pm->debris_objects[i]].offset, model, 0, &obj->orient, &obj->pos );
debris_create( obj, model, 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);
}
}
}
#ifndef NO_NETWORK
// restore the ship 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 );
}
#endif
}
// 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 model, int submodel, int ndebris, vec3d *exp_center )
{
int i;
// 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 )
srand( 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
if ( submodel == 0 ) {
shipfx_blow_up_hull(obj,model, exp_center );
}
for (i=0; i<ndebris; i++ ) {
vec3d pnt1, pnt2;
// Gets two random points on the surface of a submodel
submodel_get_two_random_points(model, submodel, &pnt1, &pnt2 );
vec3d tmp, outpnt;
vm_vec_avg( &tmp, &pnt1, &pnt2 );
model_find_world_point(&outpnt, &tmp, model,submodel, &obj->orient, &obj->pos );
debris_create( obj, -1, -1, &outpnt, exp_center, 0, 1.0f );
}
}
// =================================================
// 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 )
{
float rad;
// if docked, we need to calculate the overall cross-sectional radius around the z-axis (longitudinal axis)
if (object_is_docked(objp))
{
rad = dock_calc_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
{
float w, h;
polymodel *pm = model_get(Ships[objp->instance].modelnum);
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)
{
// Find rad_percent from 0 to 1, 0 being smallest ship, 1 being largest
float rad_percent = (objp->radius-SMALLEST_RAD) / (LARGEST_RAD-SMALLEST_RAD);
if ( rad_percent < 0.0f ) {
rad_percent = 0.0f;
} else if ( rad_percent > 1.0f ) {
rad_percent = 1.0f;
}
float rad_time = rad_percent*(LARGEST_RAD_TIME-SMALLEST_RAD_TIME) + SMALLEST_RAD_TIME;
return rad_time;
}
float shipfx_calculate_warp_dist(object *objp)
{
float length;
Assert(objp->type == OBJ_SHIP);
if (objp->type != OBJ_SHIP) {
length = 2.0f * objp->radius;
} else {
length = ship_get_length(&Ships[objp->instance]);
}
return length;
}
// 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 &= (~SF_ARRIVING_STAGE_1);
shipp->flags &= (~SF_ARRIVING_STAGE_2);
// let physics in on it too.
objp->phys_info.flags &= (~PF_WARP_IN);
}
// 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;
float effect_time, effect_radius;
shipp = &Ships[objp->instance];
if ( shipp->flags & SF_ARRIVING ) {
mprintf(( "Ship is already arriving!\n" ));
return;
}
// post a warpin event
if(Game_mode & GM_DEMO_RECORD){
demo_POST_warpin(objp->signature, shipp->flags);
}
// if there is no arrival warp, then skip the whole thing
if ( shipp->flags & SF_NO_ARRIVAL_WARP ) {
shipfx_actually_warpin(shipp,objp);
return;
}
// VALIDATE special_warp_objnum
if (shipp->special_warp_objnum >= 0) {
int ref_objnum = shipp->special_warp_objnum;
int valid_reference_ship = FALSE;
// Validate reference_objnum
if ((ref_objnum >= 0) && (ref_objnum < MAX_OBJECTS)) {
object *sp_objp = &Objects[ref_objnum];
if (sp_objp->type == OBJ_SHIP) {
if (Ship_info[Ships[sp_objp->instance].ship_info_index].flags & SIF_KNOSSOS_DEVICE) {
valid_reference_ship = TRUE;
}
}
}
if (valid_reference_ship != TRUE) {
shipp->special_warp_objnum = -1;
}
}
// only move warp effect pos if not special warp in.
if (shipp->special_warp_objnum >= 0) {
Assert(!(Game_mode & GM_MULTIPLAYER));
polymodel *pm;
pm = model_get(shipp->modelnum);
vm_vec_scale_add(&shipp->warp_effect_pos, &objp->pos, &objp->orient.vec.fvec, -pm->mins.xyz.z);
} else {
vm_vec_scale_add( &shipp->warp_effect_pos, &objp->pos, &objp->orient.vec.fvec, objp->radius );
}
// The ending zero mean this is a warp-in effect
if ( !(shipp->flags & SF_INITIALLY_DOCKED) ) {
int warp_objnum;
// Effect time is 'SHIPFX_WARP_DELAY' (1.5 secs) seconds to start, 'shipfx_calculate_warp_time'
// for ship to go thru, and 'SHIPFX_WARP_DELAY' (1.5 secs) to go away.
effect_time = shipfx_calculate_warp_time(objp) + SHIPFX_WARP_DELAY + SHIPFX_WARP_DELAY;
effect_radius = shipfx_calculate_effect_radius(objp);
// maybe special warpin
if (shipp->special_warp_objnum >= 0) {
// cap radius to size of knossos
effect_radius = MIN(effect_radius, 0.8f*Objects[shipp->special_warp_objnum].radius);
warp_objnum = fireball_create(&shipp->warp_effect_pos, FIREBALL_KNOSSOS_EFFECT, shipp->special_warp_objnum, effect_radius, 0, NULL, effect_time, shipp->ship_info_index);
} else {
warp_objnum = fireball_create(&shipp->warp_effect_pos, FIREBALL_WARP_EFFECT, OBJ_INDEX(objp), effect_radius, 0, NULL, effect_time, shipp->ship_info_index);
}
if (warp_objnum < 0 ) { // JAS: This must always be created, if not, just warp the ship in
shipfx_actually_warpin(shipp,objp);
return;
}
shipp->warp_effect_fvec = Objects[warp_objnum].orient.vec.fvec;
// maybe negate if special warp effect
if (shipp->special_warp_objnum >= 0) {
if (vm_vec_dotprod(&shipp->warp_effect_fvec, &objp->orient.vec.fvec) < 0) {
vm_vec_negate(&shipp->warp_effect_fvec);
}
}
shipp->final_warp_time = timestamp(fl2i(SHIPFX_WARP_DELAY*1000.0f));
shipp->flags |= SF_ARRIVING_STAGE_1;
}
}
void shipfx_warpin_frame( object *objp, float frametime )
{
ship *shipp;
shipp = &Ships[objp->instance];
if ( shipp->flags & SF_DYING ) return;
if ( shipp->flags & SF_ARRIVING_STAGE_1 ) {
if ( timestamp_elapsed(shipp->final_warp_time) ) {
// 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 &= (~SF_ARRIVING_STAGE_1);
shipp->flags |= SF_ARRIVING_STAGE_2;
float warp_time = shipfx_calculate_warp_time(objp);
float speed = shipfx_calculate_warp_dist(objp) / warp_time; // How long it takes to move through warp effect
// 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, 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 = speed;
objp->phys_info.forward_thrust = 0.0f; // How much the forward thruster is applied. 0-1.
shipp->final_warp_time = timestamp(fl2i(warp_time*1000.0f));
}
} else if ( shipp->flags & SF_ARRIVING_STAGE_2 ) {
if ( timestamp_elapsed(shipp->final_warp_time) ) {
// done doing stage 2 of warp, so turn off arriving flag
shipfx_actually_warpin(shipp,objp);
// notify physics to slow down
if (Ship_info[shipp->ship_info_index].flags & SIF_SUPERCAP) {
// let physics know this is a special warp in
objp->phys_info.flags |= PF_SPECIAL_WARP_IN;
}
}
}
}
void shipfx_warpout_helper(object *objp, dock_function_info *infop)
{
objp->flags |= OF_SHOULD_BE_DEAD;
if (objp->type == OBJ_SHIP)
ship_departed(objp->instance);
}
// 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.
void shipfx_actually_warpout( ship *shipp, object *objp )
{
// Once we get through effect, make the ship go away
if ( objp == Player_obj ) {
// Normally, this will never get called for the player. If it
// does, it is because some error (like the warpout effect
// couldn't start) so go ahead and warp the player out.
// All this does is set the event to go to debriefing, the
// same thing that happens after the player warp out effect
// ends.
gameseq_post_event( GS_EVENT_DEBRIEF ); // proceed to debriefing
} else {
dock_function_info dfi;
dock_evaluate_all_docked_objects(objp, &dfi, shipfx_warpout_helper);
}
}
// compute_special_warpout_stuff();
int compute_special_warpout_stuff(object *objp, float *speed, float *warp_time, vec3d *warp_pos)
{
object *sp_objp = NULL;
ship *shipp;
int valid_reference_ship = FALSE, ref_objnum;
vec3d facing_normal, vec_to_knossos, center_pos;
float dist_to_plane;
// knossos warpout only valid in single player
if (Game_mode & GM_MULTIPLAYER) {
mprintf(("special warpout only for single player\n"));
return -1;
}
// find special warp ship reference
valid_reference_ship = FALSE;
ref_objnum = Ships[objp->instance].special_warp_objnum;
// Validate reference_objnum
if ((ref_objnum >= 0) && (ref_objnum < MAX_OBJECTS)) {
sp_objp = &Objects[ref_objnum];
if (sp_objp->type == OBJ_SHIP) {
shipp = &Ships[sp_objp->instance];
if (Ship_info[shipp->ship_info_index].flags & SIF_KNOSSOS_DEVICE) {
valid_reference_ship = TRUE;
}
}
}
if (!valid_reference_ship) {
Int3();
mprintf(("special warpout reference ship not found\n"));
return -1;
}
//find the actual center of the model
polymodel *pm = model_get(Ships[objp->instance].modelnum);
vm_vec_add(&center_pos, &objp->pos, &pm->autocenter);
// get facing normal from knossos
vm_vec_sub(&vec_to_knossos, &sp_objp->pos, &center_pos);
facing_normal = sp_objp->orient.vec.fvec;
if (vm_vec_dotprod(&vec_to_knossos, &sp_objp->orient.vec.fvec) > 0) {
vm_vec_negate(&facing_normal);
}
// find position to play the warp ani..
dist_to_plane = fvi_ray_plane(warp_pos, &sp_objp->pos, &facing_normal, &center_pos, &objp->orient.vec.fvec, 0.0f);
// calculate distance to warpout point.
dist_to_plane += pm->mins.xyz.z;
if (dist_to_plane < 0) {
mprintf(("warpout started too late\n"));
return -1;
}
// 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].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
max_warpout_angle = 0.866f; // 30 degree half-angle cone for BIG or HUGE
}
if (-vm_vec_dotprod(&objp->orient.vec.fvec, &facing_normal) < max_warpout_angle) { // within allowed angle
Int3();
mprintf(("special warpout angle exceeded\n"));
return -1;
}
// Calculate how long to fly through the effect. Not to get to the effect, just through it.
*warp_time = shipfx_calculate_warp_time(objp);
// Calculate speed to fly through
*speed = shipfx_calculate_warp_dist(objp) / *warp_time;
// increase time, because we have extra distance to cover
*warp_time += dist_to_plane / *speed;
return 0;
}
void compute_warpout_stuff(object *objp, float *speed, float *warp_time, vec3d *warp_pos)
{
Assert(objp); // Goober5000
// If we're warping through the knossos, do something different.
if (Ships[objp->instance].special_warp_objnum >= 0) {
if (compute_special_warpout_stuff(objp, speed, warp_time, warp_pos) != -1) {
return;
} else {
mprintf(("Invalid special warp\n"));
}
}
float ship_move_dist, warp_dist;
vec3d center_pos;
// Calculate how long to fly through the effect. Not to get to the effect, just through it.
*warp_time = shipfx_calculate_warp_time(objp);
// Pick some speed at which we want to go through the warp effect.
*speed = shipfx_calculate_warp_dist(objp) / *warp_time;
if ( objp == Player_obj ) {
// Goober5000 - cap at 65
*speed = MIN(0.8f*objp->phys_info.max_vel.xyz.z, 65.0f);
}
// center the effect properly
if (object_is_docked(objp))
dock_calc_docked_center(&center_pos, objp);
else
{
polymodel *pm = model_get(Ships[objp->instance].modelnum);
vm_vec_add(&center_pos,&objp->pos,&pm->autocenter);
}
// If this is a huge ship, set the distance to the length of the ship
if (Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_HUGE_SHIP)
{
ship_move_dist = 0.5f * ship_get_length(&Ships[objp->instance]);
}
else
{
float radius;
if (object_is_docked(objp))
{
// we need to get the radius of our ship lengthwise, so find the radius around the x-axis (horizontal axis)
radius = dock_calc_cross_sectional_radius_perpendicular_to_axis(objp, X_AXIS);
}
else
radius = objp->radius;
// Now we know our speed. Figure out how far the warp effect will be from here.
ship_move_dist = (*speed * SHIPFX_WARP_DELAY) + radius*1.5f; // We want to get to 1.5R away from effect
if ( ship_move_dist < radius*1.5f ) {
ship_move_dist = radius*1.5f;
}
}
// Acount for time to get to warp effect, before we actually go through it.
*warp_time += ship_move_dist / *speed;
warp_dist = ship_move_dist;
// allow for off center
if (Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_HUGE_SHIP) {
polymodel *pm = model_get(Ships[objp->instance].modelnum);
warp_dist -= pm->mins.xyz.z;
}
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 )
{
float warp_time;
ship *shipp;
shipp = &Ships[objp->instance];
if ( shipp->flags & SF_DEPART_WARP ) {
mprintf(( "Ship is already departing!\n" ));
return;
}
// if we're dying return
if ( shipp->flags & SF_DYING ) {
return;
}
//return if disabled
if ( shipp->flags & SF_DISABLED ){
return;
}
// if we're HUGE, keep alive - set guardian
if (Ship_info[shipp->ship_info_index].flags & SIF_HUGE_SHIP) {
shipp->ship_guardian_threshold = SHIP_GUARDIAN_THRESHOLD_DEFAULT;
}
// post a warpin event
if(Game_mode & GM_DEMO_RECORD){
demo_POST_warpout(objp->signature, shipp->flags);
}
#ifndef NO_NETWORK
// don't send ship depart packets for player ships
if ( (MULTIPLAYER_MASTER) && !(objp->flags & OF_PLAYER_SHIP) ){
send_ship_depart_packet( objp );
}
#endif
// don't do departure wormhole if ship flag is set which indicates no effect
if ( shipp->flags & SF_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.
shipp->flags |= SF_DEPART_WARP;
shipfx_actually_warpout(shipp, objp);
return;
}
if ( objp == Player_obj ) {
// changed by Goober5000 to be more accurate
// HUD_printf(XSTR( "Subspace node activated", 498) );
HUD_printf(NOX("Subspace drive engaged"));
}
float speed, effect_time, effect_radius;
vec3d warp_pos;
// warp time from compute warpout stuff includes time to get up to warp_pos
compute_warpout_stuff(objp, &speed, &warp_time, &warp_pos);
shipp->warp_effect_pos = warp_pos;
// The ending one means this is a warp-out effect
int warp_objnum;
// Effect time is 'SHIPFX_WARP_DELAY' (1.5 secs) seconds to start, 'shipfx_calculate_warp_time'
// for ship to go thru, and 'SHIPFX_WARP_DELAY' (1.5 secs) to go away.
// effect_time = shipfx_calculate_warp_time(objp) + SHIPFX_WARP_DELAY + SHIPFX_WARP_DELAY;
effect_time = warp_time + SHIPFX_WARP_DELAY;
effect_radius = shipfx_calculate_effect_radius(objp);
// maybe special warpout
if (shipp->special_warp_objnum >= 0) {
// cap radius to size of knossos
effect_radius = MIN(effect_radius, 0.8f*Objects[shipp->special_warp_objnum].radius);
warp_objnum = fireball_create(&shipp->warp_effect_pos, FIREBALL_KNOSSOS_EFFECT, shipp->special_warp_objnum, effect_radius, 1, NULL, effect_time, shipp->ship_info_index);
} else {
// * For now, all the effects flag does is to use our orange effect when warping out -Et1
if( Cmdline_TBPWarpEffects )
{
warp_objnum = fireball_create(&shipp->warp_effect_pos, FIREBALL_KNOSSOS_EFFECT, OBJ_INDEX(objp), effect_radius, 1, NULL, effect_time, shipp->ship_info_index);
}
else
{
warp_objnum = fireball_create(&shipp->warp_effect_pos, FIREBALL_WARP_EFFECT, OBJ_INDEX(objp), effect_radius, 1, NULL, effect_time, shipp->ship_info_index);
}
}
if (warp_objnum < 0 ) { // JAS: This must always be created, if not, just warp the ship in
shipfx_actually_warpout(shipp,objp);
return;
}
shipp->warp_effect_fvec = Objects[warp_objnum].orient.vec.fvec;
// maybe negate if special warp effect
if (shipp->special_warp_objnum >= 0) {
if (vm_vec_dotprod(&shipp->warp_effect_fvec, &objp->orient.vec.fvec) > 0) {
vm_vec_negate(&shipp->warp_effect_fvec);
}
}
// Make the warp effect stage 1 last SHIP_WARP_TIME1 seconds.
if ( objp == Player_obj ) {
warp_time = fireball_lifeleft(&Objects[warp_objnum]);
shipp->final_warp_time = timestamp(fl2i(warp_time*1000.0f));
} else {
shipp->final_warp_time = timestamp(fl2i(warp_time*2.0f*1000.0f));
}
shipp->flags |= SF_DEPART_WARP;
// mprintf(( "Warp time = %.4f , effect time = %.4f ms\n", warp_time*1000.0f, effect_time ));
// 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, 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 = speed;
objp->phys_info.forward_thrust = 1.0f; // How much the forward thruster is applied. 0-1.
// special case for HUGE ships
if (Ship_info[shipp->ship_info_index].flags & SIF_HUGE_SHIP) {
// objp->phys_info.flags |= PF_SPECIAL_WARP_OUT;
}
}
}
void shipfx_warpout_frame( object *objp, float frametime )
{
ship *shipp;
shipp = &Ships[objp->instance];
if ( shipp->flags & SF_DYING ) return;
//disabled ships should stay on the battlefield if they were disabled during warpout
//phreak 5/22/03
if (shipp->flags & SF_DISABLED){
shipp->flags &= ~(SF_DEPARTING);
return;
}
vec3d tempv;
float warp_pos; // position of warp effect in object's frame of reference
vm_vec_sub( &tempv, &objp->pos, &shipp->warp_effect_pos );
warp_pos = -vm_vec_dot( &tempv, &shipp->warp_effect_fvec );
// Find the closest point on line from center of wormhole
vec3d pos;
float dist;
fvi_ray_plane(&pos,&objp->pos,&shipp->warp_effect_fvec,&shipp->warp_effect_pos, &shipp->warp_effect_fvec, 0.0f );
dist = vm_vec_dist( &pos, &objp->pos );
// mprintf(( "Warp pos = %.1f, rad=%.1f, center dist = %.1f\n", warp_pos, objp->radius, dist ));
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(shipp->final_warp_time) ) {
// 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" ));
}
gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_DONE );
ship_departed( objp->instance ); // mark log entry for the player
}
} else {
// Code for all non-player ships warpout frame
int timed_out = timestamp_elapsed(shipp->final_warp_time);
if ( timed_out ) {
// mprintf(("Frame %i: Ship %s missed departue cue.\n", Framecount, shipp->ship_name ));
int delta_ms = timestamp_until(shipp->final_warp_time);
if (delta_ms > 1000.0f * frametime ) {
nprintf(("AI", "Frame %i: Ship %s missed departue cue by %7.3f seconds.\n", Framecount, shipp->ship_name, - (float) delta_ms/1000.0f));
}
}
// MWA 10/21/97 -- added shipp->flags & SF_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 & SF_NO_DEPARTURE_WARP) || timed_out ) {
shipfx_actually_warpout( shipp, objp );
}
}
}
//==================================================
// Stuff for keeping track of which ships are in
// whose shadows.
// Given point p0, in object's frame of reference, find if
// it can see the sun.
int shipfx_point_in_shadow( vec3d *p0, matrix *src_orient, vec3d *src_pos, float radius )
{
mc_info mc;
object *objp;
ship_obj *so;
ship *shipp;
int n_lights;
int idx;
vec3d rp0, rp1;
vec3d light_dir;
// Move rp0 into world coordinates
vm_vec_unrotate(&rp0, p0, src_orient);
vm_vec_add2(&rp0, src_pos);
// get the # of global lights
n_lights = light_get_global_count();
for(idx=0; idx<n_lights; idx++){
// get the light dir for this light
light_get_global_dir(&light_dir, idx);
// Find rp1
vm_vec_scale_add( &rp1, &rp0, &light_dir, 10000.0f );
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
objp = &Objects[so->objnum];
shipp = &Ships[objp->instance];
mc.model_num = shipp->modelnum;
mc.orient = &objp->orient;
mc.pos = &objp->pos;
mc.p0 = &rp0;
mc.p1 = &rp1;
mc.flags = MC_CHECK_MODEL;
if ( model_collide(&mc) ){
return 1;
}
}
}
// not in shadow
return 0;
}
// Given an ship see if it is in a shadow.
int shipfx_in_shadow( object * src_obj )
{
mc_info mc;
object *objp;
ship_obj *so;
ship *shipp;
int n_lights;
int idx;
vec3d rp0, rp1;
vec3d light_dir;
rp0 = src_obj->pos;
// get the # of global lights
n_lights = light_get_global_count();
for(idx=0; idx<n_lights; idx++){
// get the direction for this light
light_get_global_dir(&light_dir, idx);
// 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 ( src_obj != objp ) {
shipp = &Ships[objp->instance];
vm_vec_scale_add( &rp1, &rp0, &light_dir, objp->radius*10.0f );
mc.model_num = shipp->modelnum;
mc.orient = &objp->orient;
mc.pos = &objp->pos;
mc.p0 = &rp0;
mc.p1 = &rp1;
mc.flags = MC_CHECK_MODEL;
// mc.flags |= MC_CHECK_SPHERELINE;
// mc.radius = src_obj->radius;
if ( model_collide(&mc) ) {
return 1;
}
}
}
}
// not in shadow
return 0;
}
// Given world point see if it is in a shadow.
int shipfx_eye_in_shadow( vec3d *eye_pos, object * src_obj, int sun_n )
{
mc_info mc;
object *objp;
ship_obj *so;
ship *shipp;
vec3d rp0, rp1;
vec3d light_dir;
rp0 = *eye_pos;
// get the light dir
if(!light_get_global_dir(&light_dir, sun_n)){
return 0;
}
// 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 ( src_obj != objp ) {
shipp = &Ships[objp->instance];
vm_vec_scale_add( &rp1, &rp0, &light_dir, objp->radius*10.0f );
ship_model_start(objp);
mc.model_num = shipp->modelnum;
mc.orient = &objp->orient;
mc.pos = &objp->pos;
mc.p0 = &rp0;
mc.p1 = &rp1;
mc.flags = MC_CHECK_MODEL;
// mc.flags |= MC_CHECK_SPHERELINE;
// mc.radius = src_obj->radius;
int hit = model_collide(&mc);
ship_model_stop(objp);
if (hit) {
return 1;
}
}
}
// Check all the big hull debris pieces.
debris *db = Debris;
int i;
for ( i = 0; i < MAX_DEBRIS_PIECES; i++, db++ ) {
if ( !(db->flags & DEBRIS_USED) || !db->is_hull ){
continue;
}
objp = &Objects[db->objnum];
vm_vec_scale_add( &rp1, &rp0, &light_dir, objp->radius*10.0f );
mc.model_num = db->model_num; // Fill in the model to check
mc.submodel_num = db->submodel_num;
model_clear_instance( mc.model_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 1;
}
}
// not in shadow
return 0;
}
//=====================================================================================
// 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, ship * shipp, vec3d *gun_pos, vec3d *gun_dir, int is_primary, int weapon_info_index)
{
int i;
int objnum = OBJ_INDEX(objp);
Assert(Ship_flash_inited);
polymodel *pm = model_get( shipp->modelnum );
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
if((Weapon_info[weapon_info_index].wi_flags & WIF_MFLASH) && !(Weapon_info[weapon_info_index].wi_flags & WIF_FLAK)){
// spiffy new flash stuff
vec3d real_pos;
vm_vec_unrotate(&real_pos, gun_pos,&objp->orient);
vm_vec_add2(&real_pos, &objp->pos);
mflash_create(&real_pos, gun_dir, Weapon_info[weapon_info_index].muzzle_flash);
}
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 {
//mprintf(( "SHIP_FLASH: Out of flash spots!\n" ));
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;
}
// Sets the flash lights in the model used by this
// ship to the appropriate values. There might not
// be any flashes linked to this ship in which
// case this function does nothing.
void shipfx_flash_light_model( object *objp, ship * shipp )
{
int i, objnum = OBJ_INDEX(objp);
polymodel *pm = model_get( shipp->modelnum );
for (i=0; i<=Ship_flash_highest; i++ ) {
if ( (Ship_flash[i].objnum == objnum) && (Ship_flash[i].obj_signature==objp->signature) ) {
float v = (Ship_flash[i].max_life - Ship_flash[i].life)/Ship_flash[i].max_life;
pm->lights[Ship_flash[i].light_num].value += v / 255.0f;
}
}
}
// 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--;
}
}
}
}
}
}
float Particle_width = 1.2f;
DCF(particle_width, "Multiplier for angular width of the particle spew")
{
if ( Dc_command ) {
dc_get_arg(ARG_FLOAT);
if ( (Dc_arg_float >= 0 ) && (Dc_arg_float <= 5) ) {
Particle_width = Dc_arg_float;
} else {
dc_printf( "Illegal value for particle width. (Must be from 0-5) \n\n");
}
}
}
float Particle_number = 1.2f;
DCF(particle_num, "Multiplier for the number of particles created")
{
if ( Dc_command ) {
dc_get_arg(ARG_FLOAT);
if ( (Dc_arg_float >= 0 ) && (Dc_arg_float <= 5) ) {
Particle_number = Dc_arg_float;
} else {
dc_printf( "Illegal value for particle num. (Must be from 0-5) \n\n");
}
}
}
float Particle_life = 1.2f;
DCF(particle_life, "Multiplier for the lifetime of particles created")
{
if ( Dc_command ) {
dc_get_arg(ARG_FLOAT);
if ( (Dc_arg_float >= 0 ) && (Dc_arg_float <= 5) ) {
Particle_life = Dc_arg_float;
} else {
dc_printf( "Illegal value for particle life. (Must be from 0-5) \n\n");
}
}
}
// 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];
float ship_radius, spark_scale_factor;
if ( shipp->num_hits <= 0 )
return;
// get radius of ship
ship_radius = model_get_radius(shipp->modelnum);
// get spark_scale_factor -- how much to increase ship sparks, based on radius
if (ship_radius > 40) {
spark_scale_factor = 1.0f;
} else if (ship_radius > 20) {
spark_scale_factor = (ship_radius - 20.0f) / 20.0f;
} else {
spark_scale_factor = 0.0f;
}
float spark_time_scale = 1.0f + spark_scale_factor * (Particle_life - 1.0f);
float spark_width_scale = 1.0f + spark_scale_factor * (Particle_width - 1.0f);
float spark_num_scale = 1.0f + spark_scale_factor * (Particle_number - 1.0f);
obj = &Objects[shipp->objnum];
ship_info* si = &Ship_info[shipp->ship_info_index];
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 = myrand() % shipp->num_hits;
} else {
spark_num = sn;
}
// don't display sparks that have expired
if ( timestamp_elapsed(shipp->sparks[spark_num].end_time) ) {
return;
}
// get spark position
if (shipp->sparks[spark_num].submodel_num != -1) {
ship_model_start(obj);
model_find_world_point(&outpnt, &shipp->sparks[spark_num].pos, shipp->modelnum, shipp->sparks[spark_num].submodel_num, &obj->orient, &obj->pos);
ship_model_stop(obj);
} 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);
}
if ( shipp->flags & (SF_ARRIVING|SF_DEPART_WARP) ) {
vec3d tmp;
vm_vec_sub( &tmp, &outpnt, &shipp->warp_effect_pos );
if ( vm_vec_dot( &tmp, &shipp->warp_effect_fvec ) < 0.0f ) {
// if in front of warp plane, don't create.
create_spark = 0;
}
}
if ( create_spark ) {
particle_emitter pe;
pe.pos = outpnt; // Where the particles emit from
if ( shipp->flags & (SF_ARRIVING|SF_DEPART_WARP) ) {
// No velocity if going through warp.
pe.vel = vmd_zero_vector;
} else {
// Initial velocity of all the particles.
// 0.0f = 0% of parent's.
// 1.0f = 100% of parent's.
vm_vec_copy_scale( &pe.vel, &obj->phys_info.vel, 0.7f );
}
// TODO: add velocity from rotation if submodel is rotating
// v_rot = w x r
// r = outpnt - model_find_world_point(0)
// w = model_find_world_dir(
// model_find_world_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);
}
pe.normal = tmp_norm; // What normal the particle emit around
pe.normal_variance = 0.3f; // How close they stick to that normal 0=good, 1=360 degree
pe.min_rad = 0.20f; // Min radius
pe.max_rad = 0.50f; // Max radius
// first time through - set up end time and make heavier initially
if ( sn > -1 ) {
// Sparks for first time at this spot
if (si->flags & SIF_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 );
}
}
pe.num_low = 25; // Lowest number of particles to create (hardware)
pe.num_high = 30; // Highest number of particles to create (hardware)
pe.normal_variance = 1.0f; // How close they stick to that normal 0=good, 1=360 degree
pe.min_vel = 2.0f; // How fast the slowest particle can move
pe.max_vel = 12.0f; // How fast the fastest particle can move
pe.min_life = 0.05f; // How long the particles live
pe.max_life = 0.55f; // How long the particles live
particle_emit( &pe, PARTICLE_FIRE, 0 );
} else {
pe.min_rad = 0.7f; // Min radius
pe.max_rad = 1.3f; // Max radius
pe.num_low = int (20 * spark_num_scale); // Lowest number of particles to create (hardware)
pe.num_high = int (50 * spark_num_scale); // Highest number of particles to create (hardware)
pe.normal_variance = 0.2f * spark_width_scale; // How close they stick to that normal 0=good, 1=360 degree
pe.min_vel = 3.0f; // How fast the slowest particle can move
pe.max_vel = 12.0f; // How fast the fastest particle can move
pe.min_life = 0.35f*2.0f * spark_time_scale; // How long the particles live
pe.max_life = 0.75f*2.0f * spark_time_scale; // How long the particles live
particle_emit( &pe, PARTICLE_SMOKE, 0 );
}
}
// Select time to do next spark
// Ships[n].next_hit_spark = timestamp_rand(100,500);
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, "Multiplier time between fireball in big ship explosion")
{
if ( Dc_command ) {
dc_get_arg(ARG_FLOAT);
if ( (Dc_arg_float >= 0.1 ) && (Dc_arg_float <= 5) ) {
Bs_exp_fire_time_mult = Dc_arg_float;
} else {
dc_printf( "Illegal value for bs_exp_fire_time_mult. (Must be from 0.1-5) \n\n");
}
}
}
#define MAX_SPLIT_SHIPS 3 // How many can explode at once. Each one is about 1K.
#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 if not used, 1 if used
clip_ship front_ship;
clip_ship back_ship;
int explosion_flash_timestamp;
int explosion_flash_started;
int sound_handle[NUM_SUB_EXPL_HANDLES];
} split_ship;
static split_ship Split_ships[MAX_SPLIT_SHIPS];
static int Split_ships_inited = 0;
static void split_ship_init_system()
{
int i;
for (i=0; i<MAX_SPLIT_SHIPS; i++ ) {
Split_ships[i].used = 0;
}
Split_ships_inited = 1;
}
static void maybe_fireball_wipe(clip_ship* half_ship, int* sound_handle);
static void split_ship_init( ship* shipp, split_ship* split_ship )
{
object* parent_ship_obj = &Objects[shipp->objnum];
matrix* orient = &parent_ship_obj->orient;
for (int ii=0; ii<NUM_SUB_EXPL_HANDLES; ii++) {
split_ship->sound_handle[ii] = shipp->sub_expl_sound_handle[ii];
}
// play 3d sound for shockwave explosion
snd_play_3d( &Snds[SND_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_ship->front_ship.parent_obj = parent_ship_obj;
split_ship->back_ship.parent_obj = parent_ship_obj;
split_ship->explosion_flash_timestamp = timestamp((int)(0.00075f*parent_ship_obj->radius));
split_ship->explosion_flash_started = 0;
split_ship->front_ship.orient = *orient;
split_ship->back_ship.orient = *orient;
split_ship->front_ship.next_fireball = timestamp_rand(0, 100);
split_ship->back_ship.next_fireball = timestamp_rand(0, 100);
split_ship->front_ship.clip_plane_norm = vmd_z_vector;
vm_vec_copy_scale(&split_ship->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(shipp->modelnum);
float init_clip_plane_dist;
if (pm->num_split_plane > 0) {
int index = rand()%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_ship->back_ship.cur_clip_plane_pt = init_clip_plane_dist;
split_ship->front_ship.cur_clip_plane_pt = init_clip_plane_dist;
float dist;
dist = (split_ship->front_ship.cur_clip_plane_pt+pm->maxs.xyz.z)/2.0f;
vm_vec_copy_scale(&split_ship->front_ship.local_pivot, &orient->vec.fvec, dist);
vm_vec_make(&split_ship->front_ship.model_center_disp_to_orig_center, 0.0f, 0.0f, -dist);
dist = (split_ship->back_ship.cur_clip_plane_pt +pm->mins.xyz.z)/2.0f;
vm_vec_copy_scale(&split_ship->back_ship.local_pivot, &orient->vec.fvec, dist);
vm_vec_make(&split_ship->back_ship.model_center_disp_to_orig_center, 0.0f, 0.0f, -dist);
vm_vec_add2(&split_ship->front_ship.local_pivot, &parent_ship_obj->pos );
vm_vec_add2(&split_ship->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 = {0.0f, 0.0f, 0.0f};
vec3d tmp = {0.0f, 0.0f, 0.0f };
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)
model_find_world_point(&tmp, &tmp1, shipp->modelnum, -1, &vmd_identity_matrix, &temp_pos );
if (tmp.xyz.z > init_clip_plane_dist) {
split_ship->front_ship.draw_debris[i] = DEBRIS_DRAW;
split_ship->back_ship.draw_debris[i] = DEBRIS_NONE;
} else {
split_ship->front_ship.draw_debris[i] = DEBRIS_NONE;
split_ship->back_ship.draw_debris[i] = DEBRIS_DRAW;
}
}
/*
// set the remaining debris slots to not draw
for (i=pm->num_debris_objects; i<MAX_DEBRIS_OBJECTS; i++) {
split_ship->front_ship.draw_debris[i] = DEBRIS_NONE;
split_ship->back_ship.draw_debris[i] = DEBRIS_NONE;
} */
// set up physics
physics_init( &split_ship->front_ship.phys_info );
physics_init( &split_ship->back_ship.phys_info );
split_ship->front_ship.phys_info.flags |= (PF_ACCELERATES | PF_DEAD_DAMP);
split_ship->back_ship.phys_info.flags |= (PF_ACCELERATES | PF_DEAD_DAMP);
split_ship->front_ship.phys_info.side_slip_time_const = 10000.0f;
split_ship->back_ship.phys_info.side_slip_time_const = 10000.0f;
split_ship->front_ship.phys_info.rotdamp = 10000.0f;
split_ship->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_ship->front_ship.cur_clip_plane_pt;
float back_length = split_ship->back_ship.cur_clip_plane_pt - pm->mins.xyz.z;
float ship_length = front_length + back_length;
split_ship->front_ship.length_left = front_length;
split_ship->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_ship->front_ship.explosion_vel = expl_vel;
split_ship->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;
// mprintf(("rel_vel %.1f, expl_vel %.1f\n", rel_vel, expl_vel));
// 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_ship->front_ship.phys_info.rotvel = rotvel;
vm_vec_copy_scale(&split_ship->back_ship.phys_info.rotvel, &rotvel, -(front_length*front_length)/(back_length*back_length));
split_ship->front_ship.phys_info.rotvel.xyz.z = parent_ship_obj->phys_info.rotvel.xyz.z;
split_ship->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_crossprod(&vel_from_rotvel, &temp_rotvel, &split_ship->front_ship.local_pivot);
// vm_vec_scale_add2(&split_ship->front_ship.phys_info.vel, &vel_from_rotvel, 0.5f);
vm_vec_crossprod(&vel_from_rotvel, &temp_rotvel, &split_ship->back_ship.local_pivot);
// vm_vec_scale_add2(&split_ship->back_ship.phys_info.vel, &vel_from_rotvel, 0.5f);
// set up velocity and make initial fireballs and particles
split_ship->front_ship.phys_info.vel = parent_ship_obj->phys_info.vel;
split_ship->back_ship.phys_info.vel = parent_ship_obj->phys_info.vel;
maybe_fireball_wipe(&split_ship->front_ship, (int*)&split_ship->sound_handle);
maybe_fireball_wipe(&split_ship->back_ship, (int*)&split_ship->sound_handle);
vm_vec_scale_add2(&split_ship->front_ship.phys_info.vel, &orient->vec.fvec, front_vel);
vm_vec_scale_add2(&split_ship->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 );
}
static void half_ship_render_ship_and_debris(clip_ship* half_ship,ship *shipp)
{
Assert( Split_ships_inited );
polymodel *pm = model_get(shipp->modelnum);
// 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);
// *out_pivot = orig_ship_world_center;
// 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);
g3_start_user_clip_plane( &debris_clip_plane_pt, &clip_plane_norm);
// set up render flags
uint render_flags = MR_NORMAL;
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 = {0.0f, 0.0f, 0.0f};
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
int is_live_debris = pm->submodel[pm->debris_objects[i]].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;
}
// is the debris visible
// if (half_ship->cur_clip_plane_pt > tmp1.z + pm->submodel[pm->debris_objects[i]].min.z - 0.5f*half_ship->explosion_vel) {
// render_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;
}
// is the debris visible
// if (half_ship->cur_clip_plane_pt < tmp1.z + pm->submodel[pm->debris_objects[i]].max.z - 0.5f*half_ship->explosion_vel) {
// render_debris = 1;
// }
}
// Draw debris, but not live debris
if ( !is_live_debris ) {
model_find_world_point(&tmp, &tmp1, shipp->modelnum, -1, &half_ship->orient, &temp_pos);
submodel_render(shipp->modelnum, pm->debris_objects[i], &half_ship->orient, &tmp, render_flags, -1, shipp->replacement_textures);
}
// 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;
// check if last debris piece, ie, debris_count == 0
int debris_count = 0;
for (int j=0; j<pm->num_debris_objects; j++ ) {
if (half_ship->draw_debris[j] == DEBRIS_DRAW) {
debris_count++;
}
}
// 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, shipp->modelnum, 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;
// if (debris_count > 0) {
//mprintf(( "base rotvel %.1f, debris rotvel mag %.2f\n", vm_vec_mag(&half_ship->phys_info.rotvel), vm_vec_mag(&debris_obj->phys_info.rotvel) ));
vm_vec_sub(&center_to_debris, &tmp, &half_ship->local_pivot);
vm_vec_crossprod(&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;
/* } else {
debris_obj->phys_info.vel = half_ship->phys_info.vel;
debris_obj->phys_info.rotvel = half_ship->phys_info.rotvel;
} */
}
}
}
}
}
// 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);
g3_start_user_clip_plane( &model_clip_plane_pt, &clip_plane_norm );
model_render(shipp->modelnum, &half_ship->orient, &orig_ship_world_center, render_flags, -1, -1, shipp->replacement_textures);
}
void shipfx_large_blowup_level_init()
{
split_ship_init_system();
if(Ship_cannon_bitmap != -1){
bm_release(Ship_cannon_bitmap);
Ship_cannon_bitmap = bm_load(SHIP_CANNON_BITMAP);
}
}
// Returns 0 if couldn't init
int shipfx_large_blowup_init(ship *shipp)
{
if ( !Split_ships_inited ) {
split_ship_init_system();
}
int i;
for (i=0; i<MAX_SPLIT_SHIPS; i++ ) {
if ( Split_ships[i].used == 0 ) {
break;
}
}
if ( i >= MAX_SPLIT_SHIPS ) {
mprintf(( "Not enough split ship slots!! See John!\n" ));
Int3();
return 0;
}
Split_ships[i].used = 1;
shipp->large_ship_blowup_index = i;
split_ship_init(shipp, &Split_ships[i] );
return 1;
}
// ----------------------------------------------------------------------------
// uses list of model z values with constant increment to find the radius of the
// cross section at the current model z value
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
int get_sound_time_played(int snd_id, int handle)
{
if (handle == -1) {
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, int* sound_handle)
{
#ifndef NO_SOUND
int sound_index, handle;
// multiplier for range (near and far distances) to apply attenuation
float sound_range = 1.0f + 0.0043f*radius;
int handle_index = rand()%NUM_SUB_EXPL_HANDLES;
//mprintf(("handle_index %d\n", *handle_index));
// sound_index = get_sub_explosion_sound_index(handle_index);
sound_index = SND_SHIP_EXPLODE_1;
handle = sound_handle[handle_index];
// mprintf(("dist to sound %.1f snd_indx: %d, h1: %d, h2: %d\n", vm_vec_dist(&Player_obj->pos, sound_pos), next_sound_index, sound_handle[0], sound_handle[1]));
if (handle == -1) {
// if no handle, get one
sound_handle[handle_index] = snd_play_3d( &Snds[sound_index], sound_pos, &View_position, 0.0f, NULL, 0, 0.6f, SND_PRIORITY_MUST_PLAY, NULL, 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(Snds[sound_index].id, handle) > 400) {
//mprintf(("sound not playing %d, time_played %d, stopped\n", handle, get_sound_time_played(Snds[sound_index].id, handle)));
snd_stop(sound_handle[handle_index]);
sound_handle[handle_index] = snd_play_3d( &Snds[sound_index], sound_pos, &View_position, 0.0f, NULL, 0, 0.6f, SND_PRIORITY_MUST_PLAY, NULL, sound_range );
}
} else if (get_sound_time_played(Snds[sound_index].id, handle) > 750) {
//mprintf(("time %f, cur sound %d time_played %d num sounds %d\n", f2fl(Missiontime), handle_index, get_sound_time_played(Snds[sound_index].id, handle), snd_num_playing() ));
sound_handle[handle_index] = snd_play_3d( &Snds[sound_index], sound_pos, &View_position, 0.0f, NULL, 0, 0.6f, SND_PRIORITY_MUST_PLAY, NULL, sound_range );
}
#endif // ifndef NO_SOUND
}
// maybe create a fireball along model clip plane
// also maybe plays explosion sound
static void maybe_fireball_wipe(clip_ship* half_ship, int* sound_handle)
{
// 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) ) {
polymodel* pm = model_get(Ships[half_ship->parent_obj->instance].modelnum);
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 rad = get_model_cross_section_at_z(half_ship->cur_clip_plane_pt, pm);
if (rad < 1) {
rad = half_ship->parent_obj->radius * frand_range(0.4f, 0.6f);
} else {
// make fireball radius (1.5 +/- .1) * model_cross_section value
rad *= frand_range(1.4f, 1.6f);
}
rad *= 1.5f;
rad = MIN(rad, half_ship->parent_obj->radius);
// mprintf(("xc %.1f model %.1f\n", rad, half_ship->parent_obj->radius*0.25));
int fireball_type = FIREBALL_EXPLOSION_LARGE1 + rand()%FIREBALL_NUM_LARGE_EXPLOSIONS;
int low_res_fireballs = Bs_exp_fire_low;
fireball_create(&model_clip_plane_pt, fireball_type, OBJ_INDEX(half_ship->parent_obj), rad, 0, &half_ship->parent_obj->phys_info.vel, 0.0f, -1, NULL, 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, sound_handle);
// do particles
particle_emitter pe;
pe.num_low = 40; // Lowest number of particles to create
pe.num_high = 80; // Highest number of particles to create
pe.pos = model_clip_plane_pt; // Where the particles emit from
pe.vel = half_ship->phys_info.vel; // Initial velocity of all the particles
#ifdef FS2_DEMO
float range = 1.0f + 0.002f*half_ship->parent_obj->radius * 5.0f;
#else
float range = 1.0f + 0.002f*half_ship->parent_obj->radius;
#endif
#ifdef FS2_DEMO
pe.min_life = 2.0f*range; // How long the particles live
pe.max_life = 10.0f*range; // How long the particles live
#else
pe.min_life = 0.5f*range; // How long the particles live
pe.max_life = 6.0f*range; // How long the particles live
#endif
pe.normal = vmd_x_vector; // What normal the particle emit around
pe.normal_variance = 2.0f; // How close they stick to that normal 0=on normal, 1=180, 2=360 degree
pe.min_vel = 0.0f; // How fast the slowest particle can move
pe.max_vel = half_ship->explosion_vel; // How fast the fastest particle can move
#ifdef FS2_DEMO
float scale = half_ship->parent_obj->radius * 0.02f;
#else
float scale = half_ship->parent_obj->radius * 0.01f;
#endif
pe.min_rad = 0.5f*scale; // Min radius
pe.max_rad = 1.5f*scale; // Max radius
particle_emit( &pe, PARTICLE_SMOKE2, 0, range );
} 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)
{
// DAVE: I made this not do any movement just to try to get things working...
// return 0;
Assert( Split_ships_inited );
Assert( shipp->large_ship_blowup_index > -1 );
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 & OF_WAS_RENDERED) {
float excess_dist = 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].flags2 & SIF2_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, frametime);
physics_sim(&the_split_ship->back_ship.local_pivot, &the_split_ship->back_ship.orient, &the_split_ship->back_ship.phys_info, 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 );
// mprintf(( "Blowup frame, dist = %.1f \n", length_left ));
if ( length_left < 0 ) {
the_split_ship->used = 0;
return 1;
}
maybe_fireball_wipe(&the_split_ship->front_ship, (int*)&the_split_ship->sound_handle);
maybe_fireball_wipe(&the_split_ship->back_ship, (int*)&the_split_ship->sound_handle);
return 0;
}
void shipfx_large_blowup_render(ship* shipp)
{
// This actually renders the original model like it should render.
// object *objp = &Objects[shipp->objnum];
// model_render( shipp->modelnum, &objp->orient, &objp->pos, MR_NORMAL, -1, -1, shipp->replacement_textures );
// return;
Assert( Split_ships_inited );
Assert( shipp->large_ship_blowup_index > -1 );
split_ship *the_split_ship = &Split_ships[shipp->large_ship_blowup_index];
Assert( the_split_ship->used ); // Get John
// vec3d front_global_pivot, back_global_pivot;
if (the_split_ship->front_ship.length_left > 0) {
half_ship_render_ship_and_debris(&the_split_ship->front_ship,shipp);
}
if (the_split_ship->back_ship.length_left > 0) {
half_ship_render_ship_and_debris(&the_split_ship->back_ship,shipp);
}
g3_stop_user_clip_plane();
}
// ================== DO THE ELECTRIC ARCING STUFF =====================
// Creates any new ones, moves old ones.
#define MAX_ARC_LENGTH_PERCENTAGE 0.25f
#define MAX_EMP_ARC_TIMESTAMP (150.0f)
void shipfx_do_damaged_arcs_frame( ship *shipp )
{
int i;
int should_arc;
object *obj = &Objects[shipp->objnum];
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;
}
// 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(i=0; i<MAX_SHIP_ARCS; i++){
if(timestamp_valid(shipp->arc_timestamp[i]) && timestamp_elapsed(shipp->arc_timestamp[i])){
shipp->arc_timestamp[i] = timestamp(-1);
}
}
// if we shouldn't draw an arc, return
if(!should_arc){
return;
}
if (!timestamp_valid(shipp->arc_next_time)) {
// 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(-1); // invalid, so it gets restarted next frame
//mprintf(( "Creating new ship arc!\n" ));
int n, n_arcs = ((rand()>>5) % 3)+1; // Create 1-3 sparks
vec3d v1, v2, v3, v4;
submodel_get_two_random_points( shipp->modelnum, -1, &v1, &v2 );
submodel_get_two_random_points( shipp->modelnum, -1, &v3, &v4 );
// 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 );
}
}
n = 0;
// int a = 100, b = 1000;
float factor = 1.0f + 0.0025f*obj->radius;
int a = (int) (factor*100.0f);
int b = (int) (factor*1000.0f);
int lifetime = (myrand()%((b)-(a)+1))+(a);
// Create the arc effects
for (i=0; i<MAX_SHIP_ARCS; i++ ) {
if ( !timestamp_valid( shipp->arc_timestamp[i] ) ) {
//shipp->arc_timestamp[i] = timestamp_rand(400,1000); // live up to a second
shipp->arc_timestamp[i] = timestamp(lifetime); // live up to a second
switch( n ) {
case 0:
shipp->arc_pts[i][0] = v1;
shipp->arc_pts[i][1] = v2;
break;
case 1:
shipp->arc_pts[i][0] = v2;
shipp->arc_pts[i][1] = v3;
break;
case 2:
shipp->arc_pts[i][0] = v2;
shipp->arc_pts[i][1] = v4;
break;
default:
Int3();
}
// determine what kind of arc to create
if((shipp->emp_intensity > 0.0f) || (disrupted_arc)){
shipp->arc_type[i] = MARC_TYPE_EMP;
} else {
shipp->arc_type[i] = MARC_TYPE_NORMAL;
}
n++;
if ( n == n_arcs )
break; // Don't need to create anymore
}
// 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( &Snds[SND_DEBRIS_ARC_05], &snd_pos, &View_position, obj->radius );
} else if ( lifetime > 500 ) {
// 0.75 second effect
snd_play_3d( &Snds[SND_DEBRIS_ARC_04], &snd_pos, &View_position, obj->radius );
} else if ( lifetime > 250 ) {
// 0.50 second effect
snd_play_3d( &Snds[SND_DEBRIS_ARC_03], &snd_pos, &View_position, obj->radius );
} else if ( lifetime > 100 ) {
// 0.25 second effect
snd_play_3d( &Snds[SND_DEBRIS_ARC_02], &snd_pos, &View_position, obj->radius );
} else {
// 0.10 second effect
snd_play_3d( &Snds[SND_DEBRIS_ARC_01], &snd_pos, &View_position, obj->radius );
}
}
}
// maybe move arc points around
for (i=0; i<MAX_SHIP_ARCS; i++ ) {
if ( timestamp_valid( shipp->arc_timestamp[i] ) ) {
if ( !timestamp_elapsed( shipp->arc_timestamp[i] ) ) {
// Maybe move a vertex.... 20% of the time maybe?
int mr = myrand();
if ( mr < RAND_MAX/5 ) {
vec3d v1, v2;
submodel_get_two_random_points( shipp->modelnum, -1, &v1, &v2 );
vec3d static_one;
if ( mr % 2 ) {
static_one = shipp->arc_pts[i][0];
} else {
static_one = shipp->arc_pts[i][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, &static_one );
d = vm_vec_mag_quick( &tmp );
if ( d > max_dist ) {
vm_vec_scale_add( &v1, &static_one, &tmp, max_dist / d );
}
}
shipp->arc_pts[i][mr % 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_FLAG_FULLNEB)){
shipp->lightning_stamp = -1;
return;
}
// if this not a cruiser or big ship
if(!((sip->flags & SIF_CRUISER) || (sip->flags & SIF_BIG_SHIP) || (sip->flags & SIF_HUGE_SHIP))){
shipp->lightning_stamp = -1;
return;
}
// determine stamp and count values
if(sip->flags & SIF_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->flags & SIF_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 = (int)frand_range(0.0f, (float)count);
while(count > 0){
// get 2 points on the hull of the ship
submodel_get_two_random_points(shipp->modelnum, 0, &v1, &v2, &n1, &n2);
// 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 = (int)frand_range(0.0f, 1600.0f);
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 = (int)frand_range(0.0f, 1600.0f);
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 len, 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];
Assert(sip->shockwave_count > 0);
if(sip->shockwave_count <= 0){
return;
}
// get vectors at the head and tail of the object, dead center
pm = model_get(shipp->modelnum);
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);
len = vm_vec_mag(&dir);
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 & SIF_KNOSSOS_DEVICE) {
shockwave_pos = Objects[shipp->objnum].pos;
}
// create the shockwave
shockwave_create_info sci2;
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.inner_rad = sci->inner_rad;
sci2.outer_rad = sci->outer_rad;
sci2.speed = sci->speed * frand_range(0.75f, 1.25f);
sci2.rot_angle = frand_range(0.0f, 359.0f);
shockwave_create(shipp->objnum, &shockwave_pos, &sci2, SW_SHIP_DEATH, (int)frand_range(0.0f, 350.0f), Ship_info[shipp->ship_info_index].shockwave_moddel);
// shockwave_create(shipp->objnum, &objp->pos, sip->shockwave_speed, sip->inner_rad, sip->outer_rad, sip->damage, sip->blast, SW_SHIP_DEATH);
// next shockwave
cur += step;
}
}
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, *ship_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;
ship_objp = NULL;
vec3d world_thruster_pos, world_thruster_norm, apex, thruster_to_ship, apex_to_ship, temp;
float dist_sqr, inset_depth, dot_to_ship, max_ship_intensity;
polymodel *pm;
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].flags & (SIF_FIGHTER|SIF_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)) {
ship_objp = &Objects[so->objnum];
// don't do small ships
if ( (Ship_info[Ships[ship_objp->instance].ship_info_index].flags & SIF_SMALL_SHIP) ) {
continue;
}
pm = model_get(Ships[ship_objp->instance].modelnum);
float ship_intensity = 0;
// if engines disabled, no engine wash
if (ship_get_subsystem_strength(&Ships[ship_objp->instance], SUBSYSTEM_ENGINE) < 0.01) {
continue;
}
float speed_scale;
if (ship_objp->phys_info.speed > 20.0f)
speed_scale = 1.0f;
else
speed_scale = ship_objp->phys_info.speed/20.0f;
for (idx = 0; idx < pm->n_thrusters; idx++) {
thruster_bank *bank = &pm->thrusters[idx];
// check if thruster bank has engine wash
if (bank->wash_info_index < 0) {
// if huge, give default engine wash
if (Ship_info[Ships[ship_objp->instance].ship_info_index].flags & SIF_HUGE_SHIP) {
bank->wash_info_index = 0;
nprintf(("wash", "Adding default engine wash to ship %s", Ship_info[Ships[ship_objp->instance].ship_info_index].name));
} else {
continue;
}
}
engine_wash_info *ewp = &Engine_wash_info[bank->wash_info_index];
half_angle = ewp->angle;
radius_mult = ewp->radius_mult;
for (j=0; j<bank->num_slots; j++) {
// get world pos of thruster
vm_vec_unrotate(&world_thruster_pos, &bank->point[j].pnt, &ship_objp->orient);
vm_vec_add2(&world_thruster_pos, &ship_objp->pos);
// get world norm of thruster;
vm_vec_unrotate(&world_thruster_norm, &bank->point[j].norm, &ship_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_dotprod(&thruster_to_ship, &world_thruster_norm);
if (dot_to_ship > 0) {
// get max wash distance
max_wash_dist = MAX(ewp->length, bank->point[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->point[j].radius*bank->point[j].radius) {
vm_vec_crossprod(&temp, &world_thruster_norm, &thruster_to_ship);
vm_vec_scale_add2(&shipp->wash_rot_axis, &temp, dot_to_ship / dist_sqr);
// shipp->wash_intensity += (1.0f - dist_sqr / (max_wash_dist*max_wash_dist));
ship_intensity += (1.0f - dist_sqr / (max_wash_dist*max_wash_dist));
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 = float(bank->point[j].radius / 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_dotprod(&apex_to_ship, &world_thruster_norm) > cos(half_angle)) {
vm_vec_crossprod(&temp, &world_thruster_norm, &thruster_to_ship);
vm_vec_scale_add2(&shipp->wash_rot_axis, &temp, dot_to_ship / dist_sqr);
// shipp->wash_intensity += (1.0f - dist_sqr / (max_wash_dist*max_wash_dist));
ship_intensity += (1.0f - dist_sqr / (max_wash_dist*max_wash_dist));
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 = ship_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(&Objects[shipp->objnum], 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){
#ifndef NO_SOUND
obj_snd_assign(shipp->objnum, SND_ENGINE_WASH, &vmd_zero_vector, 1);
#endif
} else {
Player_engine_wash_loop = snd_play_looping( &Snds[SND_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){
#ifndef NO_SOUND
obj_snd_delete(shipp->objnum, SND_ENGINE_WASH);
#endif
} else {
snd_stop(Player_engine_wash_loop);
Player_engine_wash_loop = -1;
}
}
}
// engine wash level init
void shipfx_engine_wash_level_init()
{
Player_engine_wash_loop = -1;
}
// pause engine wash sounds
void shipfx_stop_engine_wash_sound()
{
if(Player_engine_wash_loop != -1){
snd_stop(Player_engine_wash_loop);
Player_engine_wash_loop = -1;
}
}
void shipfx_start_cloak(ship *shipp, int warmup, int recalc_matrix, int device)
{
//get a random vector to translate the texture matrix
//since we don't need a z-value, zero it and renormalize
if (recalc_matrix)
{
vm_vec_rand_vec_quick(&shipp->texture_translation_key);
shipp->texture_translation_key.xyz.z=0;
vm_vec_normalize_quick(&shipp->texture_translation_key);
vm_vec_zero(&shipp->current_translation);
}
shipp->time_until_full_cloak=timestamp(warmup);
shipp->cloak_stage=1;
//this will be true if we aren't cheating ;)
if (device)
{
// shipp->time_until_uncloak=timestamp(Tertiary_weapon_info[shipp->tertiary_weapon_info_idx].cloak_lifetime);
}
else
{
shipp->time_until_uncloak=0;
}
}
float shipfx_calc_visibility(object *obj, vec3d *view_pt)
{
if (obj->type != OBJ_SHIP)
return 1.0f;
float dist = vm_vec_dist(&obj->pos,view_pt);
//half bright if less than 3x radius
if (dist <= (obj->radius *3.0f) )
{
return 0.5f;
}
//almost invis if greater than 20x radius
else if (dist >= (obj->radius * 20.0f) )
{
return 0.03125;
}
//otherwise do linear attenuation
//(final radius * max_alpha / dx ) - (slope * (dist / radius))
else
{
float factor = dist / obj->radius;
float alpha = (10.0f/17.0f) - ((.46875f/17.0f) * factor);
return alpha;
}
//this can't happen !!
Int3();
return 1.0f;
}
void shipfx_cloak_frame(ship *shipp, float frametime)
{
switch (shipp->cloak_stage)
{
case 1:
if (timestamp_elapsed(shipp->time_until_full_cloak))
{
shipp->cloak_stage=2;
shipp->flags2 |= SF2_STEALTH;
}
break;
case 2:
{
if (timestamp_elapsed(shipp->time_until_uncloak) && (shipp->time_until_uncloak != 0))
{
// shipfx_stop_cloak(shipp,Tertiary_weapon_info[shipp->tertiary_weapon_info_idx].cloak_cooldown);
break;
}
//uncloak if departing or arriving
if (shipp->flags & (SF_DEPART_WARP | SF_ARRIVING))
{
shipfx_stop_cloak(shipp,1000);
break;
}
//find an approiate alpha level for the ship
object *obj=&Objects[shipp->objnum];
//stop cloaking if <20% hits left. make it look cool tho
if (get_hull_pct(obj) < .2f)
{
shipfx_stop_cloak(shipp,25000);
break; //dont need to calc alpha
}
shipp->cloak_alpha = fl2i(shipfx_calc_visibility(obj, &Eye_position) * 255.0f);
}
break;
case 3:
if (timestamp_elapsed(shipp->time_until_full_cloak))
{
shipp->cloak_stage=0;
}
break;
default:
return;
}
//do something to the texture matrix
vm_vec_scale_add2(&shipp->current_translation,&shipp->texture_translation_key,frametime);
}
void shipfx_stop_cloak(ship *shipp, int warmdown)
{
shipp->cloak_stage=3;
shipp->time_until_full_cloak=timestamp(warmdown);
if (!(Ship_info[shipp->ship_info_index].flags & SIF_SHIP_CLASS_STEALTH))
shipp->flags2 &= ~(SF2_STEALTH);
}