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Add coverity[GLOBAL_INIT_ORDER] annotations to ~50 global variables across 27 files. These were all analyzed and confirmed safe: - ~48 OptionBuilder::finish() globals use a Meyers singleton (OptionsManager::instance()), which guarantees safe init order. Destruction is also safe due to shared_ptr ref-counting. - 6 default-constructed container globals (vectors, maps) have no cross-TU dependencies at construction or destruction time. Co-Authored-By: Claude Opus 4.6 (1M context) <[email protected]>
814 lines
27 KiB
C++
814 lines
27 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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#include "weapon/shockwave.h"
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#include "asteroid/asteroid.h"
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#include "gamesnd/gamesnd.h"
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#include "globalincs/linklist.h"
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#include "io/timer.h"
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#include "math/curve.h"
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#include "model/modelrender.h"
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#include "nebula/neb.h"
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#include "object/object.h"
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#include "options/Option.h"
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#include "render/3d.h"
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#include "render/batching.h"
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#include "ship/ship.h"
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#include "ship/shiphit.h"
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#include "weapon/weapon.h"
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// -----------------------------------------------------------
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// Module-wide globals
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// -----------------------------------------------------------
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extern int Game_skill_level;
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static const char *Default_shockwave_2D_filename = "shockwave01";
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static const char *Default_shockwave_3D_filename = "shockwave.pof";
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static int Default_2D_shockwave_index = -1;
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static int Default_shockwave_loaded = 0;
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SCP_vector<shockwave_info> Shockwave_info;
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shockwave Shockwaves[MAX_SHOCKWAVES];
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shockwave Shockwave_list;
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int Shockwave_inited = 0;
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// -----------------------------------------------------------
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// Function macros
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// -----------------------------------------------------------
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#define SW_INDEX(sw) (sw-Shockwaves)
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// -----------------------------------------------------------
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// Externals
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// -----------------------------------------------------------
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extern int Show_area_effect;
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static SCP_string shockwave_mode_display(bool mode) { return mode ? XSTR("3D", 1691) : XSTR("2D", 1692); }
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bool Use_3D_shockwaves = true;
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static void parse_shockwaves_func()
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{
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bool enabled;
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stuff_boolean(&enabled);
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Use_3D_shockwaves = enabled;
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}
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// coverity[GLOBAL_INIT_ORDER] -- safe; OptionBuilder::finish() uses Meyers singleton
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static auto Shockwave3DMode = options::OptionBuilder<bool>("Graphics.3DShockwaves",
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std::pair<const char*, int>{"Shockwaves", 1722},
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std::pair<const char*, int>{"The way shockwaves are displayed. Changes will be reflected in the next loaded mission.", 1723})
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.category(std::make_pair("Graphics", 1825))
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.display(shockwave_mode_display)
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.default_func([]() { return Use_3D_shockwaves;})
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.bind_to(&Use_3D_shockwaves)
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.change_listener([](float, bool) {
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Default_shockwave_loaded = 0; // If we change then we have to force shockwave reload
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return true;
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})
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.level(options::ExpertLevel::Advanced)
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.importance(66)
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.flags({options::OptionFlags::ForceMultiValueSelection})
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.parser(parse_shockwaves_func)
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.finish();
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/**
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* Call to create a shockwave
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*
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* @param parent_objnum object number of object spawning the shockwave
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* @param pos vector specifing global position of shockwave center
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* @param sci Shockwave info
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* @param flag Flag settings
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* @param delay delay in ms before the shockwave actually starts
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*
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* @return success object number of shockwave
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* @return failure -1
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*/
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int shockwave_create(int parent_objnum, const vec3d* pos, const shockwave_create_info* sci, int flag, int delay)
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{
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int i, objnum, real_parent;
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int info_index = -1, model_id = -1;
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shockwave *sw;
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matrix orient;
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for (i = 0; i < MAX_SHOCKWAVES; i++) {
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if ( !(Shockwaves[i].flags & SW_USED) )
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break;
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}
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if (i == MAX_SHOCKWAVES)
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return -1;
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// try 2D shockwave first, then fall back to 3D, then fall back to default of either
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// this should be pretty fool-proof and allow quick change between 2D and 3D effects
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if ( VALID_FNAME(sci->name) )
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info_index = shockwave_load(sci->name, false);
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if ( (info_index < 0) && VALID_FNAME(sci->pof_name) )
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info_index = shockwave_load(sci->pof_name, true);
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if (info_index < 0) {
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if ( (Shockwave_info[0].bitmap_id >= 0) || (Shockwave_info[0].model_id >= 0) ) {
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info_index = 0;
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model_id = Shockwave_info[0].model_id;
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} else {
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// crap, just bail
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return -1;
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}
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} else {
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model_id = Shockwave_info[info_index].model_id;
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}
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// real_parent is the guy who caused this shockwave to happen
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if (parent_objnum == -1) { // Goober5000
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real_parent = -1;
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} else if ( Objects[parent_objnum].type == OBJ_WEAPON ){
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real_parent = Objects[parent_objnum].parent;
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} else {
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real_parent = parent_objnum;
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}
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sw = &Shockwaves[i];
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sw->model_id = model_id;
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sw->flags = (SW_USED | flag);
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sw->speed = sci->speed;
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sw->inner_radius = sci->inner_rad;
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sw->outer_radius = sci->outer_rad;
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sw->damage = sci->damage;
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sw->blast = sci->blast;
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sw->radius = 1.0f;
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sw->pos = *pos;
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sw->obj_sig_hitlist.clear();
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sw->shockwave_info_index = info_index; // only one type for now... type could be passed is as a parameter
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sw->current_bitmap = -1;
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sw->blast_sound_id = sci->blast_sound_id;
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sw->time_elapsed=0.0f;
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sw->delay_stamp = delay;
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if (!sci->rot_defined) {
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sw->rot_angles.p = frand_range(0.0f, PI2);
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sw->rot_angles.b = frand_range(0.0f, PI2);
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sw->rot_angles.h = frand_range(0.0f, PI2);
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} else
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sw->rot_angles = sci->rot_angles; // should just be 0,0,0
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sw->damage_type_idx = sci->damage_type_idx;
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sw->total_time = sw->outer_radius / sw->speed;
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if ( (parent_objnum != -1) && Objects[parent_objnum].type == OBJ_WEAPON ) { // Goober5000: allow -1
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sw->weapon_info_index = Weapons[Objects[parent_objnum].instance].weapon_info_index;
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}
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else {
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sw->weapon_info_index = -1;
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}
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orient = vmd_identity_matrix;
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vm_angles_2_matrix(&orient, &sw->rot_angles);
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if (sci->rot_parent_relative) {
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orient = orient * Objects[parent_objnum].orient;
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}
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flagset<Object::Object_Flags> tmp_flags;
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objnum = obj_create( OBJ_SHOCKWAVE, real_parent, i, &orient, &sw->pos, sw->outer_radius, tmp_flags + Object::Object_Flags::Renders, false );
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if ( objnum == -1 ){
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mprintf(("Couldn't create shockwave object -- out of object slots\n"));
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return -1;
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}
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sw->objnum = objnum;
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list_append(&Shockwave_list, sw);
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return objnum;
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}
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/**
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* Delete a shockwave
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*
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* @param objp pointer to shockwave object
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*/
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void shockwave_delete(const object *objp)
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{
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Assertion(objp->type == OBJ_SHOCKWAVE, "shockwave_delete() called on an object with a type of %d instead of OBJ_SHOCKWAVE (%d); get a coder!\n", objp->type, OBJ_SHOCKWAVE);
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Assertion(objp->instance >= 0 && objp->instance < MAX_SHOCKWAVES, "shockwave_delete() called on an object with an invalid instance of %d (should be 0-%d); get a coder!\n", objp->instance, MAX_SHOCKWAVES - 1);
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Shockwaves[objp->instance].flags = 0;
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Shockwaves[objp->instance].objnum = -1;
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list_remove(&Shockwave_list, &Shockwaves[objp->instance]);
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}
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/**
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* Delete whole linked list
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*/
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void shockwave_delete_all()
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{
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shockwave *sw, *next;
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sw = GET_FIRST(&Shockwave_list);
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while ( sw != &Shockwave_list ) {
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next = sw->next;
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Assert(sw->objnum != -1);
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Objects[sw->objnum].flags.set(Object::Object_Flags::Should_be_dead);
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sw = next;
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}
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}
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/**
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* Set the correct frame of animation for the shockwave
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*/
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void shockwave_set_framenum(int index)
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{
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shockwave *sw;
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shockwave_info *si;
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Assertion( (index >= 0) && (index < MAX_SHOCKWAVES), "shockwave_set_framenum called with an index of %d (should be 0-%d); get a coder!\n", index, MAX_SHOCKWAVES - 1 );
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sw = &Shockwaves[index];
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si = &Shockwave_info[sw->shockwave_info_index];
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// skip this if it's a 3d shockwave since it won't have the maps managed here
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if (si->bitmap_id < 0)
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return;
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sw->current_bitmap = si->bitmap_id + shockwave_get_framenum(index, si->bitmap_id);
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}
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/**
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* Given a shockwave index and the animation id/handle return what the current frame num should be
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*
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* @note for direct use with 3d shockwaves & indirect use with 2d shockwaves
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*/
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int shockwave_get_framenum(const int sw_idx, const int ani_id)
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{
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shockwave *sw;
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if ( (sw_idx < 0) || (sw_idx >= MAX_SHOCKWAVES) ) {
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Int3();
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return 0;
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}
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sw = &Shockwaves[sw_idx];
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// ignore setting of OF_SHOULD_BE_DEAD, handled by shockwave_move
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return bm_get_anim_frame(ani_id, sw->time_elapsed, sw->total_time);
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}
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/**
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* Simulate a single shockwave. If the shockwave radius exceeds outer_radius, then
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* delete the shockwave.
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*
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* @param shockwave_objp object pointer that points to shockwave object
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* @param frametime time to simulate shockwave
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*/
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void shockwave_move(object *shockwave_objp, float frametime)
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{
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shockwave *sw;
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object *objp;
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float blast,damage;
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Assertion(shockwave_objp->type == OBJ_SHOCKWAVE, "shockwave_move() called on an object of type %d instead of OBJ_SHOCKWAVE (%d); get a coder!\n", shockwave_objp->type, OBJ_SHOCKWAVE);
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Assertion(shockwave_objp->instance >= 0 && shockwave_objp->instance < MAX_SHOCKWAVES, "shockwave_move() called on an object with an instance of %d (should be 0-%d); get a coder!\n", shockwave_objp->instance, MAX_SHOCKWAVES - 1);
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sw = &Shockwaves[shockwave_objp->instance];
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// if the shockwave has a delay on it
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if(sw->delay_stamp != -1){
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if(timestamp_elapsed(sw->delay_stamp)){
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sw->delay_stamp = -1;
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} else {
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return;
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}
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}
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sw->time_elapsed += frametime;
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shockwave_set_framenum(shockwave_objp->instance);
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weapon_info* wip = nullptr;
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if (sw->weapon_info_index >= 0)
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wip = &Weapon_info[sw->weapon_info_index];
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if (wip && wip->shockwave.radius_curve_idx >= 0) {
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float val = Curves[wip->shockwave.radius_curve_idx].GetValue(sw->time_elapsed / sw->total_time);
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sw->radius = val * sw->outer_radius;
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if (sw->radius < 0.0f)
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sw->radius = 0.0f;
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} else {
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sw->radius += (frametime * sw->speed);
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CLAMP(sw->radius, 0.0f, sw->outer_radius);
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}
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if ( sw->time_elapsed > sw->total_time ) {
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shockwave_objp->flags.set(Object::Object_Flags::Should_be_dead);
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return;
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}
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// blast ships and asteroids
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// And (some) weapons
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for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
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if (objp->flags[Object::Object_Flags::Should_be_dead])
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continue;
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if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_ASTEROID) && (objp->type != OBJ_WEAPON)) {
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continue;
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}
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if(objp->type == OBJ_WEAPON) {
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// only apply to missiles with hitpoints
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weapon_info* target_wip = &Weapon_info[Weapons[objp->instance].weapon_info_index];
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if (target_wip->weapon_hitpoints <= 0)
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continue;
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if (!Shockwaves_always_damage_bombs && !(target_wip->wi_flags[Weapon::Info_Flags::Takes_shockwave_damage] || (sw->weapon_info_index >= 0 && Weapon_info[sw->weapon_info_index].wi_flags[Weapon::Info_Flags::Ciws])))
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continue;
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}
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// don't blast no-collide or navbuoys
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if ( !objp->flags[Object::Object_Flags::Collides] || (objp->type == OBJ_SHIP && ship_get_SIF(objp->instance)[Ship::Info_Flags::Navbuoy]) ) {
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continue;
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}
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bool found_in_list = false;
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// only apply damage to an object once from a shockwave
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for (auto & comparison : sw->obj_sig_hitlist) {
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if ( (objp->signature == comparison.first) && (objp->type == comparison.second) ){
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found_in_list = true;
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break;
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}
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}
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if (found_in_list) {
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continue;
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}
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if ( weapon_area_calc_damage(objp, &sw->pos, sw->inner_radius, sw->outer_radius, sw->blast, sw->damage, &blast, &damage, sw->radius) == -1 ){
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continue;
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}
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// okay, we have damage applied, record the object signature so we don't repeatedly apply damage
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// but only add non-ships to the list if the Game_settings flag is set
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if (objp->type == OBJ_SHIP || Shockwaves_damage_all_obj_types_once) {
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sw->obj_sig_hitlist.emplace_back(objp->signature, objp->type);
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}
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switch(objp->type) {
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case OBJ_SHIP: {
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// If we're doing an AoE Electronics shockwave, do the electronics stuff. -MageKing17
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if (wip && (wip->wi_flags[Weapon::Info_Flags::Aoe_Electronics]) &&
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!(objp->flags[Object::Object_Flags::Invulnerable])) {
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weapon_do_electronics_effect(objp, &sw->pos, sw->weapon_info_index);
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}
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ship* shipp = &Ships[objp->instance];
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// we make sure that this shockwave was spawned by a weapon that ultimately came from a ship, and then check
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// to see if it's friendly fire
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if (shockwave_objp->parent >= 0
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&& sw->weapon_info_index >= 0
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&& Objects[shockwave_objp->parent].type == OBJ_SHIP
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&& Ships[Objects[shockwave_objp->parent].instance].team == shipp->team) {
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if (&Objects[shockwave_objp->parent] == objp
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&& The_mission.ai_profile->weapon_self_damage_cap[Game_skill_level] >= 0.f) {
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// if this is a ship shooting itself, we use the self damage cap
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damage = MIN(damage, The_mission.ai_profile->weapon_self_damage_cap[Game_skill_level]);
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} else if (The_mission.ai_profile->weapon_friendly_damage_cap[Game_skill_level] >= 0.f) {
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// otherwise we use the friendly damage cap
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damage = MIN(damage, The_mission.ai_profile->weapon_friendly_damage_cap[Game_skill_level]);
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}
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}
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ship_apply_global_damage(objp, shockwave_objp, &sw->pos, damage, sw->damage_type_idx);
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weapon_area_apply_blast(nullptr, objp, &sw->pos, blast, true);
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break;
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}
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case OBJ_ASTEROID:
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weapon_area_apply_blast(nullptr, objp, &sw->pos, blast, true);
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asteroid_hit(objp, nullptr, nullptr, damage, nullptr);
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break;
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case OBJ_WEAPON:
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if (wip && wip->armor_type_idx >= 0) {
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damage = Armor_types[wip->armor_type_idx].GetDamage(damage,
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shockwave_get_damage_type_idx(shockwave_objp->instance),
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1.0f,
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false);
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}
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// friendly fire check
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if (shockwave_objp->parent >= 0 && sw->weapon_info_index >= 0 &&
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Objects[shockwave_objp->parent].type == OBJ_SHIP &&
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Ships[Objects[shockwave_objp->parent].instance].team == Weapons[objp->instance].team &&
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The_mission.ai_profile->weapon_friendly_damage_cap[Game_skill_level] >= 0.f) {
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damage = MIN(damage, The_mission.ai_profile->weapon_friendly_damage_cap[Game_skill_level]);
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}
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objp->hull_strength -= damage;
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if (objp->hull_strength < 0.0f) {
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Weapons[objp->instance].lifeleft = 0.001f;
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Weapons[objp->instance].weapon_flags.set(Weapon::Weapon_Flags::Begun_detonation);
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Weapons[objp->instance].weapon_flags.set(Weapon::Weapon_Flags::Destroyed_by_weapon);
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}
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break;
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default:
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Int3();
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break;
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}
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// If this shockwave hit the player, play shockwave impact sound
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if ( objp == Player_obj ) {
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float full_damage, vol_scale;
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if (sw->weapon_info_index >= 0) {
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full_damage = Weapon_info[sw->weapon_info_index].damage;
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} else {
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full_damage = sw->damage;
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}
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if (full_damage != 0.0f) {
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vol_scale = MAX(0.4f, damage/full_damage);
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} else {
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vol_scale = 1.0f;
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}
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if (sw->blast_sound_id.isValid()) {
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snd_play(gamesnd_get_game_sound(sw->blast_sound_id), 0.0f, vol_scale);
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}
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}
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} // end for
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}
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/**
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* Draw the shockwave identified by handle
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|
*
|
|
* @param objp pointer to shockwave object
|
|
* @param scene the scene's draw list we're adding this to
|
|
*/
|
|
void shockwave_render(const object *objp, model_draw_list *scene)
|
|
{
|
|
shockwave *sw;
|
|
vertex p;
|
|
|
|
Assertion(objp->type == OBJ_SHOCKWAVE, "shockwave_render() called on an object of type %d instead of OBJ_SHOCKWAVE (%d); get a coder!\n", objp->type, OBJ_SHOCKWAVE);
|
|
Assertion(objp->instance >= 0 && objp->instance < MAX_SHOCKWAVES, "shockwave_render() called on an object with an instance of %d (should be 0-%d); get a coder!\n", objp->instance, MAX_SHOCKWAVES - 1);
|
|
|
|
sw = &Shockwaves[objp->instance];
|
|
|
|
if( (sw->delay_stamp != -1) && !timestamp_elapsed(sw->delay_stamp)){
|
|
return;
|
|
}
|
|
|
|
if ( (sw->current_bitmap < 0) && (sw->model_id < 0) )
|
|
return;
|
|
|
|
|
|
float alpha = 1.0f;
|
|
if (Neb_affects_weapons)
|
|
nebula_handle_alpha(alpha, &objp->pos, Neb2_fog_visibility_shockwave);
|
|
|
|
if (sw->model_id > -1) {
|
|
vec3d scale;
|
|
scale.xyz.x = scale.xyz.y = scale.xyz.z = sw->radius / 50.0f;
|
|
|
|
model_render_params render_info;
|
|
|
|
render_info.set_warp_params(-1, 1.0f - (sw->radius/sw->outer_radius), scale);
|
|
|
|
float dist = vm_vec_dist_quick( &sw->pos, &Eye_position );
|
|
|
|
render_info.set_detail_level_lock((int)(dist / (sw->radius * 10.0f)));
|
|
render_info.set_flags(MR_NO_LIGHTING | MR_NO_FOGGING | MR_NORMAL | MR_CENTER_ALPHA | MR_NO_CULL | MR_NO_BATCH);
|
|
render_info.set_object_number(sw->objnum);
|
|
|
|
model_render_queue( &render_info, scene, sw->model_id, &Objects[sw->objnum].orient, &sw->pos);
|
|
|
|
if ( Gr_framebuffer_effects[FramebufferEffects::Shockwaves] && Default_2D_shockwave_index > -1) {
|
|
g3_transfer_vertex(&p, &sw->pos);
|
|
|
|
float intensity = ((sw->time_elapsed / sw->total_time) > 0.9f) ? (1.0f - (sw->time_elapsed / sw->total_time))*10.0f : 1.0f;
|
|
batching_add_distortion_bitmap_rotated(Shockwave_info[Default_2D_shockwave_index].bitmap_id + shockwave_get_framenum(objp->instance, Shockwave_info[Default_2D_shockwave_index].bitmap_id), &p, fl_radians(sw->rot_angles.p), sw->radius, intensity);
|
|
}
|
|
} else {
|
|
g3_transfer_vertex(&p, &sw->pos);
|
|
|
|
if ( Gr_framebuffer_effects[FramebufferEffects::Shockwaves] ) {
|
|
float intensity = ((sw->time_elapsed / sw->total_time) > 0.9f) ? (1.0f - (sw->time_elapsed / sw->total_time)) * 10.0f : 1.0f;
|
|
batching_add_distortion_bitmap_rotated(sw->current_bitmap, &p, sw->rot_angles.p, sw->radius, intensity);
|
|
}
|
|
|
|
batching_add_volume_bitmap_rotated(sw->current_bitmap, &p, sw->rot_angles.p, sw->radius, alpha);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Call to load a shockwave, or add it and then load it
|
|
*/
|
|
int shockwave_load(const char *s_name, bool shock_3D)
|
|
{
|
|
int s_index = -1;
|
|
shockwave_info *si = NULL;
|
|
|
|
Assert( s_name );
|
|
|
|
// make sure that this is, or should be, valid
|
|
if ( !VALID_FNAME(s_name) )
|
|
return -1;
|
|
|
|
for (auto it = Shockwave_info.cbegin(); it != Shockwave_info.cend(); ++it) {
|
|
if ( !stricmp(it->filename, s_name) ) {
|
|
s_index = (int)std::distance(Shockwave_info.cbegin(), it);
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (s_index < 0) {
|
|
shockwave_info si_tmp;
|
|
|
|
strcpy_s(si_tmp.filename, s_name);
|
|
|
|
Shockwave_info.push_back( si_tmp );
|
|
s_index = (int)(Shockwave_info.size() - 1);
|
|
}
|
|
|
|
Assert( s_index >= 0 );
|
|
si = &Shockwave_info[s_index];
|
|
|
|
// make sure to only try loading the shockwave once
|
|
if ( (si->bitmap_id >= 0) || (si->model_id >= 0) )
|
|
return s_index;
|
|
|
|
if (shock_3D) {
|
|
si->model_id = model_load( si->filename );
|
|
|
|
if ( si->model_id < 0 ) {
|
|
Shockwave_info.pop_back();
|
|
return -1;
|
|
}
|
|
} else {
|
|
si->bitmap_id = bm_load_animation( si->filename, &si->num_frames, &si->fps, nullptr, nullptr, true );
|
|
|
|
if ( si->bitmap_id < 0 ) {
|
|
Shockwave_info.pop_back();
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
return s_index;
|
|
}
|
|
|
|
/**
|
|
* Call once at the start of each level (mission)
|
|
*/
|
|
void shockwave_level_init()
|
|
{
|
|
int i;
|
|
|
|
bool shockwaveStyle3d = Shockwave3DMode->getValue();
|
|
|
|
if ( !Default_shockwave_loaded ) {
|
|
i = -1;
|
|
|
|
// try and load in a 3d shockwave first if enabled
|
|
// Goober5000 - check for existence of file before trying to load it
|
|
// chief1983 - Spicious added this check for the command line option. I've modified the hardcoded "shockwave.pof" that existed in the check
|
|
// to use the static name instead, and added a check to override the command line if a 2d default filename is not found
|
|
// Note - The 3d shockwave flag is forced on by TBP's flag as of rev 4983
|
|
if (shockwaveStyle3d && cf_exists_full(Default_shockwave_3D_filename, CF_TYPE_MODELS)) {
|
|
mprintf(("SHOCKWAVE => Loading default shockwave model... \n"));
|
|
|
|
i = shockwave_load( Default_shockwave_3D_filename, true );
|
|
|
|
if (i >= 0)
|
|
mprintf(("SHOCKWAVE => Default model load: SUCCEEDED!!\n"));
|
|
else
|
|
mprintf(("SHOCKWAVE => Default model load: FAILED!! Falling back to 2D effect...\n"));
|
|
Assertion(i <= 0, "Default 3D shockwave should be the first shockwave loaded, but instead got loaded into index %d; get a coder!\n", i);
|
|
}
|
|
|
|
// next, try the 2d shockwave effect, unless the 3d effect was loaded
|
|
// chief1983 - added some messages similar to those for the 3d shockwave
|
|
if (i < 0 || Gr_framebuffer_effects[FramebufferEffects::Shockwaves]) {
|
|
mprintf(("SHOCKWAVE => Loading default shockwave animation... \n"));
|
|
|
|
i = shockwave_load( Default_shockwave_2D_filename );
|
|
|
|
if (i >= 0)
|
|
mprintf(("SHOCKWAVE => Default animation load: SUCCEEDED!!\n"));
|
|
else
|
|
mprintf(("SHOCKWAVE => Default animation load: FAILED!! Checking if 3d effect was already tried...\n"));
|
|
Assertion(i <= 1, "Default 2D shockwave should be either the first or second shockwave loaded, but instead got loaded into index %d; get a coder!\n", i);
|
|
Default_2D_shockwave_index = i;
|
|
}
|
|
|
|
// chief1983 - The first patch broke mods that don't provide a 2d shockwave or define a specific shockwave for each model/weapon (shame on them)
|
|
// The next patch involved a direct copy of the attempt above, with an i < 0 check in place of the command line check. I've taken that and modified it to
|
|
// spit out a more meaningful message. Might as well not bother trying again if the command line option was checked as it should have tried the first time through
|
|
if (i < 0 && !shockwaveStyle3d && cf_exists_full(Default_shockwave_3D_filename, CF_TYPE_MODELS)) {
|
|
mprintf(("SHOCKWAVE => Loading default shockwave model as last resort... \n"));
|
|
|
|
i = shockwave_load( Default_shockwave_3D_filename, true );
|
|
|
|
if (i >= 0)
|
|
mprintf(("SHOCKWAVE => Default model load: SUCCEEDED!!\n"));
|
|
else
|
|
mprintf(("SHOCKWAVE => Default model load: FAILED!! No effect loaded...\n"));
|
|
Assertion(i <= 0, "Default 3D shockwave should be the first shockwave loaded, but instead got loaded into index %d; get a coder!\n", i);
|
|
}
|
|
|
|
if (i < 0)
|
|
Error(LOCATION, "ERROR: Unable to open neither 3D nor 2D default shockwaves!!");
|
|
|
|
Default_shockwave_loaded = 1;
|
|
} else {
|
|
// have to make sure that the default 3D model is still valid and usable
|
|
// the 2D shockwave shouldn't need anything like this
|
|
if (Shockwave_info[0].model_id >= 0) {
|
|
Assertion(!strcmp(Shockwave_info[0].filename, Default_shockwave_3D_filename), "Shockwave_info[0] should be the default shockwave, but somehow isn't.\nShockwave_info[0].filename = \"%s\"\nDefault_shockwave_3D_filename = \"%s\"\nGet a coder!\n", Shockwave_info[0].filename, Default_shockwave_3D_filename);
|
|
Shockwave_info[0].model_id = model_load( Default_shockwave_3D_filename );
|
|
}
|
|
}
|
|
|
|
Assertion( !Shockwave_info.empty(), "Default shockwave claims to be loaded, but Shockwave_info vector is empty!");
|
|
Assertion( ((Shockwave_info[0].bitmap_id >= 0) || (Shockwave_info[0].model_id >= 0)), "Default shockwave claims to be loaded, but has no bitmap or model; get a coder!\n" );
|
|
|
|
list_init(&Shockwave_list);
|
|
|
|
for ( i = 0; i < MAX_SHOCKWAVES; i++ ) {
|
|
Shockwaves[i].flags = 0;
|
|
Shockwaves[i].objnum = -1;
|
|
Shockwaves[i].model_id = -1;
|
|
}
|
|
|
|
Shockwave_inited = 1;
|
|
}
|
|
|
|
/**
|
|
* Call at the close of each level (mission)
|
|
*/
|
|
void shockwave_level_close()
|
|
{
|
|
if ( !Shockwave_inited )
|
|
return;
|
|
|
|
shockwave_delete_all();
|
|
|
|
Assertion( !Shockwave_info.empty(), "Shockwave_info is empty in shockwave_level_close() despite theoretically having been initialized correctly; get a coder!\n");
|
|
|
|
// unload default shockwave, and erase all others
|
|
auto it = Shockwave_info.begin();
|
|
if (it->bitmap_id >= 0)
|
|
bm_unload( it->bitmap_id );
|
|
else if (it->model_id >= 0)
|
|
model_page_out_textures( it->model_id );
|
|
if (Default_2D_shockwave_index == 1) {
|
|
// 3D shockwaves and framebuffer shockwaves are both enabled and the default 2D shockwave is in the next slot of the vector
|
|
++it;
|
|
Assertion(it->bitmap_id >= 0, "Default 2D shockwave was loaded but is somehow missing its bitmap; get a coder!\n");
|
|
bm_unload(it->bitmap_id);
|
|
}
|
|
|
|
for (++it; it != Shockwave_info.end(); ++it) {
|
|
if (it->bitmap_id >= 0)
|
|
bm_release( it->bitmap_id );
|
|
|
|
if (it->model_id >= 0)
|
|
model_unload( it->model_id );
|
|
}
|
|
|
|
// if there's no extra shockwaves, this is still fine (erasing from end() to end() is both valid and a no-op)
|
|
Shockwave_info.erase( Shockwave_info.begin() + (Default_2D_shockwave_index == 1 ? 2 : 1), Shockwave_info.end() );
|
|
|
|
Shockwave_inited = 0;
|
|
}
|
|
|
|
/**
|
|
* Simulate all shockwaves in Shockwave_list
|
|
*
|
|
* @param frametime time for last frame in ms
|
|
*/
|
|
void shockwave_move_all(float frametime)
|
|
{
|
|
shockwave *sw, *next;
|
|
|
|
sw = GET_FIRST(&Shockwave_list);
|
|
while ( sw != &Shockwave_list ) {
|
|
next = sw->next;
|
|
Assert(sw->objnum != -1);
|
|
shockwave_move(&Objects[sw->objnum], frametime);
|
|
sw = next;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Return the weapon_info_index field for a shockwave
|
|
*/
|
|
int shockwave_get_weapon_index(int index)
|
|
{
|
|
Assertion( (index >= 0) && (index < MAX_SHOCKWAVES), "shockwave_get_weapon_index() called on an index of %d (should be 0-%d); get a coder!\n", index, MAX_SHOCKWAVES - 1 );
|
|
return Shockwaves[index].weapon_info_index;
|
|
}
|
|
|
|
/**
|
|
* Return the maximum radius for specified shockwave
|
|
*/
|
|
float shockwave_get_max_radius(int index)
|
|
{
|
|
Assertion( (index >= 0) && (index < MAX_SHOCKWAVES), "shockwave_get_max_radius() called on an index of %d (should be 0-%d); get a coder!\n", index, MAX_SHOCKWAVES - 1 );
|
|
return Shockwaves[index].outer_radius;
|
|
}
|
|
|
|
/**
|
|
* Return the minimum radius for specified shockwave
|
|
*/
|
|
float shockwave_get_min_radius(int index)
|
|
{
|
|
Assertion( (index >= 0) && (index < MAX_SHOCKWAVES), "shockwave_get_min_radius() called on an index of %d (should be 0-%d); get a coder!\n", index, MAX_SHOCKWAVES - 1 );
|
|
return Shockwaves[index].inner_radius;
|
|
}
|
|
|
|
/**
|
|
* Return the damage for specified shockwave
|
|
*/
|
|
float shockwave_get_damage(int index)
|
|
{
|
|
Assertion( (index >= 0) && (index < MAX_SHOCKWAVES), "shockwave_get_damage() called on an index of %d (should be 0-%d); get a coder!\n", index, MAX_SHOCKWAVES - 1 );
|
|
return Shockwaves[index].damage;
|
|
}
|
|
|
|
/**
|
|
* Return the damage type for specified shockwave
|
|
*/
|
|
int shockwave_get_damage_type_idx(int index)
|
|
{
|
|
Assertion( (index >= 0) && (index < MAX_SHOCKWAVES), "shockwave_get_damage_type_idx() called on an index of %d (should be 0-%d); get a coder!\n", index, MAX_SHOCKWAVES - 1 );
|
|
return Shockwaves[index].damage_type_idx;
|
|
}
|
|
|
|
/**
|
|
* Return the flags for specified shockwave
|
|
*/
|
|
int shockwave_get_flags(int index)
|
|
{
|
|
Assertion( (index >= 0) && (index < MAX_SHOCKWAVES), "shockwave_get_flags() called on an index of %d (should be 0-%d); get a coder!\n", index, MAX_SHOCKWAVES - 1 );
|
|
return Shockwaves[index].flags;
|
|
}
|
|
|
|
void shockwave_page_in()
|
|
{
|
|
// load in shockwaves
|
|
for (auto it = Shockwave_info.begin(); it != Shockwave_info.end(); ++it) {
|
|
if (it->bitmap_id >= 0) {
|
|
bm_page_in_texture( it->bitmap_id, it->num_frames );
|
|
} else if (it->model_id >= 0) {
|
|
// for a model we have to run model_load() on it again to make sure
|
|
// that it's ref_count is sane for this mission
|
|
int idx __UNUSED = model_load( it->filename );
|
|
Assertion( idx == it->model_id , "Shockwave_info[" SIZE_T_ARG "] got two different model_ids: %d and %d. Filename is \"%s\". Get a coder!\n", std::distance(Shockwave_info.begin(), it), idx, it->model_id, it->filename);
|
|
|
|
model_page_in_textures( it->model_id );
|
|
}
|
|
}
|
|
}
|
|
|
|
void shockwave_create_info_init(shockwave_create_info *sci)
|
|
{
|
|
sci->name[ 0 ] = '\0';
|
|
sci->pof_name[ 0 ] = '\0';
|
|
|
|
sci->inner_rad = sci->outer_rad = sci->damage = sci->blast = sci->speed = 0.0f;
|
|
|
|
sci->radius_curve_idx = -1;
|
|
|
|
sci->rot_angles.p = sci->rot_angles.b = sci->rot_angles.h = 0.0f;
|
|
sci->rot_defined = false;
|
|
sci->damage_type_idx = sci->damage_type_idx_sav = -1;
|
|
sci->damage_overridden = false;
|
|
|
|
sci->blast_sound_id = GameSounds::SHOCKWAVE_IMPACT;
|
|
}
|
|
|
|
/**
|
|
* Loads a shockwave in preparation for a mission
|
|
*/
|
|
void shockwave_create_info_load(const shockwave_create_info *sci)
|
|
{
|
|
int i = -1;
|
|
|
|
// shockwave_load() will return -1 if the filename is "" or "none" or "<none>"
|
|
// checking for that case lets us handle a situation where a 2D shockwave
|
|
// of "none" was specified and a valid 3D shockwave was specified
|
|
|
|
if ( VALID_FNAME(sci->name) )
|
|
i = shockwave_load(sci->name, false);
|
|
|
|
if ( (i < 0) && VALID_FNAME(sci->pof_name) )
|
|
shockwave_load(sci->pof_name, true);
|
|
}
|