2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Debris/Debris.cpp $
15 * Code for the pieces of exploding object debris.
18 * Revision 1.4 2002/06/17 06:33:08 relnev
19 * ryan's struct patch for gcc 2.95
21 * Revision 1.3 2002/06/09 04:41:15 relnev
22 * added copyright header
24 * Revision 1.2 2002/05/28 08:52:03 relnev
25 * implemented two assembly stubs.
27 * cleaned up a few warnings.
29 * added a little demo hackery to make it progress a little farther.
31 * Revision 1.1.1.1 2002/05/03 03:28:08 root
35 * 16 8/01/99 1:13p Dave
36 * Fixed objsnd problem with hull debris pieces.
38 * 15 7/01/99 4:23p Dave
39 * Full support for multiple linked ambient engine sounds. Added "big
42 * 14 7/01/99 11:44a Dave
43 * Updated object sound system to allow multiple obj sounds per ship.
44 * Added hit-by-beam sound. Added killed by beam sound.
46 * 13 5/18/99 11:50a Andsager
47 * Remove unused object type OBJ_GHOST_SAVE
49 * 12 5/14/99 11:50a Andsager
50 * Added vaporize for SMALL ships hit by HUGE beams. Modified dying
51 * frame. Enlarged debris shards and range at which visible.
53 * 11 4/23/99 12:01p Johnson
56 * 10 2/26/99 4:14p Dave
57 * Put in the ability to have multiple shockwaves for ships.
59 * 9 1/20/99 6:04p Dave
60 * Another bit of stuff for beam weapons. Ships will properly use them
61 * now, although they're really deadly.
63 * 8 12/03/98 3:14p Andsager
64 * Check in code that checks rotating submodel actually has ship subsystem
66 * 7 11/19/98 11:07p Andsager
67 * Check in of physics and collision detection of rotating submodels
69 * 6 11/13/98 10:13a Andsager
70 * simplify collision code
72 * 5 11/05/98 5:55p Dave
73 * Big pass at reducing #includes
75 * 4 10/23/98 1:11p Andsager
76 * Make ship sparks emit correctly from rotating structures.
78 * 3 10/16/98 1:22p Andsager
79 * clean up header files
81 * 2 10/07/98 10:52a Dave
84 * 1 10/07/98 10:48a Dave
86 * 119 8/28/98 3:28p Dave
87 * EMP effect done. AI effects may need some tweaking as required.
89 * 118 5/03/98 5:41p Mike
90 * Add Framecount to nprintf.
92 * 117 4/15/98 10:00p Allender
93 * make debris have own signature set.
95 * 116 4/15/98 9:42a Adam
96 * added 2 more explosion types (1, actually, but placeholder for 2)
98 * 115 4/13/98 4:52p Allender
99 * remove AI_frametime and us flFrametime instead. Make lock warning work
100 * in multiplayer for aspect seeking missiles. Debris fixups
102 * 114 4/10/98 12:16p Allender
103 * fix ship hit kill and debris packets
105 * 113 4/09/98 5:43p Allender
106 * multiplayer network object fixes. debris and self destructed ships
107 * should all sync up. Fix problem where debris pieces (hull pieces) were
108 * not getting a net signature
110 * 112 4/01/98 5:34p John
111 * Made only the used POFs page in for a level. Reduced some interp
112 * arrays. Made custom detail level work differently.
114 * 111 3/31/98 5:11p John
115 * Removed demo/save/restore. Made NDEBUG defined compile. Removed a
116 * bunch of debug stuff out of player file. Made model code be able to
117 * unload models and malloc out only however many models are needed.
119 * 110 3/26/98 5:21p John
120 * Added new code to preload all bitmaps at the start of a level.
121 * Commented it out, though.
123 * 109 3/23/98 12:20p Andsager
124 * Enable collision from rotation in ship_debris and ship_debris
127 * 108 3/19/98 12:09p John
128 * Fixed a bug using 6 characters. r_heavy was using local coordinates
129 * instead of world so all asteroid-ship and debris-ship hitpos's were in
130 * the wrong spot. Ok, I rearreanged some code to make it clearer also.
133 * 107 3/12/98 6:47p John
134 * MAde arcs on debris further than objrad*50 not render.
136 * 106 3/09/98 2:10p Andsager
137 * Put in checks for debris (other) with excessive velocity.
139 * 105 2/26/98 10:07p Hoffoss
140 * Rewrote state saving and restoring to fix bugs and simplify the code.
142 * 104 2/22/98 12:19p John
143 * Externalized some strings
145 * 103 2/20/98 8:31p Lawrance
146 * Add radius parm to sound_play_3d()
148 * 102 2/10/98 6:43p Lawrance
149 * Moved asteroid code to a separate lib.
151 * 101 2/07/98 2:14p Mike
152 * Improve asteroid splitting. Add ship:asteroid collisions. Timestamp
153 * ship:debris collisions.
155 * 100 2/06/98 7:45p John
156 * Reversed order of asteroid models so blown up ones are smaller.
158 * 99 2/06/98 7:28p John
159 * Made debris and particles not get created if > 200 m from eye. Added
160 * max_velocity to asteroid's physics info for aiding in throwing out
163 * 98 2/06/98 3:08p Mike
164 * More asteroid stuff, including resolving conflicts between the two
165 * asteroid_field structs!
167 * 97 2/06/98 12:25a Mike
168 * More asteroid stuff.
170 * 96 2/05/98 9:41p Mike
171 * Asteroid work, intermediate checkin to resolve compile errors.
173 * 95 2/05/98 9:21p John
174 * Some new Direct3D code. Added code to monitor a ton of stuff in the
177 * 94 2/05/98 12:51a Mike
178 * Early asteroid stuff.
180 * 93 2/03/98 6:01p Andsager
181 * Fix excessive rotvel in debris_create. Check using physics function
182 * check_rotvel_limit.
184 * 92 2/03/98 11:14a Andsager
185 * Temp check in to stop debris being created with excess rotvel
187 * 91 2/02/98 4:45p Mike
188 * Increase translational and rotational velocity imparted to debris
189 * pieces at request of Adam.
191 * 90 1/30/98 2:56p John
192 * Made debris arcs jump around. Made only 2/3 of the chunks have arcing
194 * 89 1/30/98 11:48a John
195 * Made debris arcs cast light. Added sound effects for them.
197 * 88 1/29/98 5:50p John
198 * Made electrical arcing on debris pieces be persistent from frame to
201 * 87 1/29/98 8:39a Andsager
202 * Changed mass and moment of intertia based area vs. volume
204 * 86 1/27/98 11:02a John
205 * Added first rev of sparks. Made all code that calls model_render call
206 * clear_instance first. Made debris pieces not render by default when
207 * clear_instance is called.
209 * 85 1/24/98 4:49p Lawrance
210 * Only delete hull piece if you can find an old one that isn't already
213 * 84 1/23/98 5:06p John
214 * Took L out of vertex structure used B (blue) instead. Took all small
215 * fireballs out of fireball types and used particles instead. Fixed some
216 * debris explosion things. Restructured fireball code. Restructured
217 * some lighting code. Made dynamic lighting on by default. Made groups
218 * of lasers only cast one light. Made fireballs not cast light.
227 #include "fireballs.h"
229 #include "missionparse.h" // For MAX_SPECIES_NAMES
231 #include "objectsnd.h"
232 #include "linklist.h"
233 #include "systemvars.h"
235 #include "multimsgs.h"
236 #include "particle.h"
237 #include "freespace.h"
238 #include "multiutil.h"
239 #include "objcollide.h"
242 #define MAX_LIFE 10.0f
243 #define MIN_RADIUS_FOR_PERSISTANT_DEBRIS 50 // ship radius at which debris from it becomes persistant
244 #define DEBRIS_SOUND_DELAY 2000 // time to start debris sound after created
246 // limit the number of hull debris chunks that can exist.
247 #define MAX_HULL_PIECES 10
248 int Num_hull_pieces; // number of hull pieces in existance
249 debris Hull_debris_list; // head of linked list for hull debris chunks, for quick search
251 debris Debris[MAX_DEBRIS_PIECES];
253 int Num_debris_pieces = 0;
254 int Debris_inited = 0;
256 int Debris_model = -1;
257 int Debris_vaporize_model = -1;
258 int Debris_num_submodels = 0;
259 char * Debris_texture_files[MAX_SPECIES_NAMES] = {
260 NOX("debris01a"), // Terran
261 NOX("debris01b"), // Species B
262 NOX("debris01c"), // Shivan
265 int Debris_textures[MAX_SPECIES_NAMES];
267 #define MAX_DEBRIS_DIST 10000.0f // Debris goes away if it's this far away.
268 #define DEBRIS_DISTANCE_CHECK_TIME (10*1000) // Check every 10 seconds.
269 #define DEBRIS_INDEX(dp) (dp-Debris)
271 #define MAX_SPEED_SMALL_DEBRIS 200 // maximum velocity of small debris piece
272 #define MAX_SPEED_BIG_DEBRIS 150 // maximum velocity of big debris piece
273 #define MAX_SPEED_CAPITAL_DEBRIS 100 // maximum velocity of capital debris piece
274 #define DEBRIS_SPEED_DEBUG
276 // ---------------------------------------------------------------------------------------
277 // debris_start_death_roll()
279 // Start the sequence of a piece of debris writhing in unholy agony!!!
281 static void debris_start_death_roll(object *debris_obj, debris *debris_p)
283 if (debris_p->is_hull) {
284 // tell everyone else to blow up the piece of debris
285 if( MULTIPLAYER_MASTER )
286 send_debris_update_packet(debris_obj,DEBRIS_UPDATE_NUKE);
288 int fireball_type = FIREBALL_EXPLOSION_LARGE1 + rand()%FIREBALL_NUM_LARGE_EXPLOSIONS;
289 fireball_create( &debris_obj->pos, fireball_type, OBJ_INDEX(debris_obj), debris_obj->radius*1.75f);
291 // only play debris destroy sound if hull piece and it has been around for at least 2 seconds
292 if ( Missiontime > debris_p->time_started + 2*F1_0 ) {
293 snd_play_3d( &Snds[SND_MISSILE_IMPACT1], &debris_obj->pos, &View_position, debris_obj->radius );
298 debris_obj->flags |= OF_SHOULD_BE_DEAD;
299 // demo_do_flag_dead(OBJ_INDEX(debris_obj));
302 // ---------------------------------------------------------------------------------------
305 // This will get called at the start of each level.
311 if ( !Debris_inited ) {
316 Debris_vaporize_model = -1;
317 Debris_num_submodels = 0;
319 // Reset everything between levels
320 Num_debris_pieces = 0;
321 for (i=0; i<MAX_DEBRIS_PIECES; i++ ) {
323 Debris[i].sound_delay = 0;
327 list_init(&Hull_debris_list);
330 // Page in debris bitmaps at level load
331 void debris_page_in()
335 Debris_model = model_load( NOX("debris01.pof"), 0, NULL );
336 if (Debris_model>-1) {
338 pm = model_get(Debris_model);
339 Debris_num_submodels = pm->n_models;
342 Debris_vaporize_model = model_load( NOX("debris02.pof"), 0, NULL );
344 for (i=0; i<MAX_SPECIES_NAMES; i++ ) {
345 nprintf(( "Paging", "Paging in debris texture '%s'\n", Debris_texture_files[i] ));
346 Debris_textures[i] = bm_load( Debris_texture_files[i] );
347 if ( Debris_textures[i] < 0 ) {
348 Warning( LOCATION, "Couldn't load species %d debris\ntexture, '%s'\n", i, Debris_texture_files[i] );
350 bm_page_in_texture( Debris_textures[i] );
355 MONITOR(NumSmallDebrisRend);
356 MONITOR(NumHullDebrisRend);
358 // ---------------------------------------------------------------------------------------
362 void debris_render(object * obj)
373 Assert(num >= 0 && num < MAX_DEBRIS_PIECES );
376 Assert( db->flags & DEBRIS_USED );
378 // Swap in a different texture depending on the species
379 if ( (db->species > -1) && (db->species < MAX_SPECIES_NAMES) ) {
381 pm = model_get( db->model_num );
383 if ( pm && (pm->n_textures == 1) ) {
384 swapped = pm->textures[0];
385 pm->textures[0] = Debris_textures[db->species];
389 model_clear_instance( db->model_num );
391 // Only render electrical arcs if within 500m of the eye (for a 10m piece)
392 if ( vm_vec_dist_quick( &obj->pos, &Eye_position ) < obj->radius*50.0f ) {
393 for (i=0; i<MAX_DEBRIS_ARCS; i++ ) {
394 if ( timestamp_valid( db->arc_timestamp[i] ) ) {
395 model_add_arc( db->model_num, db->submodel_num, &db->arc_pts[i][0], &db->arc_pts[i][1], MARC_TYPE_NORMAL );
401 MONITOR_INC(NumHullDebrisRend,1);
402 submodel_render( db->model_num, db->submodel_num, &obj->orient, &obj->pos );
404 MONITOR_INC(NumSmallDebrisRend,1);
405 submodel_render( db->model_num, db->submodel_num, &obj->orient, &obj->pos, MR_NO_LIGHTING );
408 if ((swapped!=-1) && pm) {
409 pm->textures[0] = swapped;
413 // Removed the DEBRIS_EXPIRE flag, and remove item from Hull_debris_list
414 void debris_clear_expired_flag(debris *db)
416 if ( db->flags & DEBRIS_EXPIRE ) {
417 db->flags &= ~DEBRIS_EXPIRE;
420 list_remove(Hull_debris_list, db);
421 Assert( Num_hull_pieces >= 0 );
426 // ---------------------------------------------------------------------------------------
429 // Delete the debris object. This is only ever called via obj_delete(). Do not call directly.
430 // Use debris_start_death_roll() if you want to force a debris piece to die.
432 void debris_delete( object * obj )
438 Assert( Debris[num].objnum == OBJ_INDEX(obj));
442 Assert( Num_debris_pieces >= 0 );
443 if ( db->is_hull && (db->flags & DEBRIS_EXPIRE) ) {
444 debris_clear_expired_flag(db);
451 // If debris piece *db is far away from all players, make it go away very soon.
452 // In single player game, delete if MAX_DEBRIS_DIST from player.
453 // In multiplayer game, delete if MAX_DEBRIS_DIST from all players.
454 void maybe_delete_debris(debris *db)
458 if (timestamp_elapsed(db->next_distance_check)) {
459 if (!(Game_mode & GM_MULTIPLAYER)) { // In single player game, just check against player.
460 if (vm_vec_dist_quick(&Player_obj->pos, &Objects[db->objnum].pos) > MAX_DEBRIS_DIST)
463 db->next_distance_check = timestamp(DEBRIS_DISTANCE_CHECK_TIME);
465 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
466 if (objp->flags & OF_PLAYER_SHIP) {
467 if (vm_vec_dist_quick(&objp->pos, &Objects[db->objnum].pos) < MAX_DEBRIS_DIST) {
468 db->next_distance_check = timestamp(DEBRIS_DISTANCE_CHECK_TIME);
478 // broke debris_move into debris_process_pre and debris_process_post as was done with all
479 // *_move functions on 8/13 by MK and MA.
480 void debris_process_pre( object *objp, float frame_time)
484 MONITOR(NumSmallDebris);
485 MONITOR(NumHullDebris);
487 // ---------------------------------------------------------------------------------------
488 // debris_process_post()
490 // Do various updates to debris: check if time to die, start fireballs
492 // parameters: obj => pointer to debris object
493 // frame_time => time elapsed since last debris_move() called
495 // Maybe delete debris if it's very far away from player.
496 void debris_process_post(object * obj, float frame_time)
501 int objnum = OBJ_INDEX(obj);
502 Assert( Debris[num].objnum == objnum );
503 debris *db = &Debris[num];
506 MONITOR_INC(NumHullDebris,1);
507 radar_plot_object( obj );
509 if ( timestamp_elapsed(db->sound_delay) ) {
510 obj_snd_assign(objnum, SND_DEBRIS, &vmd_zero_vector, 0);
514 MONITOR_INC(NumSmallDebris,1);
517 if ( db->lifeleft >= 0.0f) {
518 db->lifeleft -= frame_time;
519 if ( db->lifeleft < 0.0f ) {
520 debris_start_death_roll(obj, db);
524 maybe_delete_debris(db); // Make this debris go away if it's very far away.
526 // ================== DO THE ELECTRIC ARCING STUFF =====================
527 if ( db->arc_frequency <= 0 ) {
528 return; // If arc_frequency <= 0, this piece has no arcs on it
531 if ( !timestamp_elapsed(db->fire_timeout) && timestamp_elapsed(db->next_fireball)) {
533 // start the next fireball up in the next 50 - 100 ms
534 //db->next_fireball = timestamp_rand(60,80);
536 db->next_fireball = timestamp_rand(db->arc_frequency,db->arc_frequency*2 );
537 db->arc_frequency += 100;
541 int n, n_arcs = ((rand()>>5) % 3)+1; // Create 1-3 sparks
543 vector v1, v2, v3, v4;
544 submodel_get_two_random_points( db->model_num, db->submodel_num, &v1, &v2 );
545 submodel_get_two_random_points( db->model_num, db->submodel_num, &v3, &v4 );
549 int a = 100, b = 1000;
550 int lifetime = (myrand()%((b)-(a)+1))+(a);
552 // Create the spark effects
553 for (i=0; i<MAX_DEBRIS_ARCS; i++ ) {
554 if ( !timestamp_valid( db->arc_timestamp[i] ) ) {
555 //db->arc_timestamp[i] = timestamp_rand(400,1000); // live up to a second
556 db->arc_timestamp[i] = timestamp(lifetime); // live up to a second
560 db->arc_pts[i][0] = v1;
561 db->arc_pts[i][1] = v2;
564 db->arc_pts[i][0] = v2;
565 db->arc_pts[i][1] = v3;
569 db->arc_pts[i][0] = v2;
570 db->arc_pts[i][1] = v4;
579 break; // Don't need to create anymore
584 // rotate v2 out of local coordinates into world.
585 // Use v2 since it is used in every bolt. See above switch().
587 vm_vec_unrotate(&snd_pos, &v2, &obj->orient);
588 vm_vec_add2(&snd_pos, &obj->pos );
590 //Play a sound effect
591 if ( lifetime > 750 ) {
592 // 1.00 second effect
593 snd_play_3d( &Snds[SND_DEBRIS_ARC_05], &snd_pos, &View_position, obj->radius );
594 } else if ( lifetime > 500 ) {
595 // 0.75 second effect
596 snd_play_3d( &Snds[SND_DEBRIS_ARC_04], &snd_pos, &View_position, obj->radius );
597 } else if ( lifetime > 250 ) {
598 // 0.50 second effect
599 snd_play_3d( &Snds[SND_DEBRIS_ARC_03], &snd_pos, &View_position, obj->radius );
600 } else if ( lifetime > 100 ) {
601 // 0.25 second effect
602 snd_play_3d( &Snds[SND_DEBRIS_ARC_02], &snd_pos, &View_position, obj->radius );
604 // 0.10 second effect
605 snd_play_3d( &Snds[SND_DEBRIS_ARC_01], &snd_pos, &View_position, obj->radius );
614 for (i=0; i<MAX_DEBRIS_ARCS; i++ ) {
615 if ( timestamp_valid( db->arc_timestamp[i] ) ) {
616 if ( timestamp_elapsed( db->arc_timestamp[i] ) ) {
617 // Kill off the spark
618 db->arc_timestamp[i] = timestamp(-1);
620 // Maybe move a vertex.... 20% of the time maybe?
622 if ( mr < RAND_MAX/5 ) {
624 submodel_get_two_random_points( db->model_num, db->submodel_num, &v1, &v2 );
625 db->arc_pts[i][mr % 2] = v1;
633 // ---------------------------------------------------------------------------------------
634 // debris_find_oldest()
636 // Locate the oldest hull debris chunk. Search through the Hull_debris_list, which is a list
637 // of all the hull debris chunks.
639 int debris_find_oldest()
646 oldest_time = 0x7fffffff;
648 for ( db = GET_FIRST(&Hull_debris_list); db != END_OF_LIST(&Hull_debris_list); db = GET_NEXT(db) ) {
649 if ( (db->time_started < oldest_time) && !(Objects[db->objnum].flags & OF_SHOULD_BE_DEAD) ) {
650 oldest_index = DEBRIS_INDEX(db);
651 oldest_time = db->time_started;
658 #define DEBRIS_ROTVEL_SCALE 5.0f
659 void calc_debris_physics_properties( physics_info *pi, vector *min, vector *max );
660 // ---------------------------------------------------------------------------------------
663 // Create debris from an object
665 // exp_force: Explosion force, used to assign velocity to pieces.
666 // 1.0f assigns velocity like before. 2.0f assigns twice as much to non-inherited part of velocity
667 object *debris_create(object *source_obj, int model_num, int submodel_num, vector *pos, vector *exp_center, int hull_flag, float exp_force)
669 int i, n, objnum, parent_objnum;
676 parent_objnum = OBJ_INDEX(source_obj);
678 Assert( (source_obj->type == OBJ_SHIP ) || (source_obj->type == OBJ_GHOST));
679 Assert( source_obj->instance >= 0 && source_obj->instance < MAX_SHIPS );
680 shipp = &Ships[source_obj->instance];
681 vaporize = (shipp->flags &SF_VAPORIZE);
684 // Make vaporize debris seen from farther away
685 float dist = vm_vec_dist_quick( pos, &Eye_position );
689 if ( dist > 200.0f ) {
690 //mprintf(( "Not creating debris that is %.1f m away\n", dist ));
695 if ( hull_flag && (Num_hull_pieces >= MAX_HULL_PIECES ) ) {
696 // cause oldest hull debris chunk to blow up
697 n = debris_find_oldest();
699 debris_start_death_roll(&Objects[Debris[n].objnum], &Debris[n] );
703 for (n=0; n<MAX_DEBRIS_PIECES; n++ ) {
704 if ( !(Debris[n].flags & DEBRIS_USED) )
708 if ( n == MAX_DEBRIS_PIECES ) {
709 nprintf(("Warning","Frame %i: Could not create debris, no more slots left\n", Framecount));
715 // Create Debris piece n!
717 if (rand() < RAND_MAX/6) // Make some pieces blow up shortly after explosion.
718 db->lifeleft = 2.0f * ((float) myrand()/(float) RAND_MAX) + 0.5f;
720 db->lifeleft = -1.0f; // large hull pieces stay around forever
722 db->lifeleft = (i2fl(myrand())/i2fl(RAND_MAX))*2.0f+0.1f;
725 // increase lifetime for vaporized debris
727 db->lifeleft *= 3.0f;
729 db->flags |= DEBRIS_USED;
730 db->is_hull = hull_flag;
731 db->source_objnum = parent_objnum;
732 db->source_sig = source_obj->signature;
733 db->ship_info_index = shipp->ship_info_index;
734 db->team = shipp->team;
735 db->fire_timeout = 0; // if not changed, timestamp_elapsed() will return false
736 db->time_started = Missiontime;
737 db->species = Ship_info[shipp->ship_info_index].species;
738 db->next_distance_check = (myrand() % 2000) + 4*DEBRIS_DISTANCE_CHECK_TIME;
740 for (i=0; i<MAX_DEBRIS_ARCS; i++ ) {
741 db->arc_timestamp[i] = timestamp(-1);
742 // vector arc_pts[MAX_DEBRIS_ARCS][2]; // The endpoints of each arc
746 // Only make 1/2 of the pieces have arcs
747 if ( myrand() < RAND_MAX*2/3 ) {
748 db->arc_frequency = 1000;
750 db->arc_frequency = 0;
753 db->arc_frequency = 0;
756 if ( model_num < 0 ) {
758 db->model_num = Debris_vaporize_model;
760 db->model_num = Debris_model;
762 db->submodel_num = (myrand()>>4) % Debris_num_submodels;
764 db->model_num = model_num;
765 db->submodel_num = submodel_num;
767 float radius = submodel_get_radius( db->model_num, db->submodel_num );
769 db->next_fireball = timestamp_rand(500,2000); //start one 1/2 - 2 secs later
772 pos = &source_obj->pos;
774 uint flags = OF_RENDERS | OF_PHYSICS;
776 flags |= OF_COLLIDES;
777 objnum = obj_create( OBJ_DEBRIS, parent_objnum, n, &source_obj->orient, pos, radius, flags );
778 if ( objnum == -1 ) {
779 mprintf(("Couldn't create debris object -- out of object slots\n"));
785 obj = &Objects[objnum];
787 // assign the network signature. The signature will be 0 for non-hull pieces, but since that
788 // is our invalid signature, it should be okay.
789 obj->net_signature = 0;
790 if ( (Game_mode & GM_MULTIPLAYER) && hull_flag ) {
791 obj->net_signature = multi_get_next_network_signature( MULTI_SIG_DEBRIS );
794 // -- No long need shield: bset_shield_strength(obj, 100.0f); // Hey! Set to some meaningful value!
796 if (source_obj->type == OBJ_SHIP) {
797 obj->hull_strength = Ship_info[Ships[source_obj->instance].ship_info_index].initial_hull_strength/8.0f;
799 obj->hull_strength = 10.0f;
803 vector rotvel, radial_vel, to_center;
806 vm_vec_sub( &to_center,pos, exp_center );
808 vm_vec_zero(&to_center);
814 scale = exp_force * i2fl((myrand()%20) + 10); // for radial_vel away from location of blast center
815 db->sound_delay = timestamp(DEBRIS_SOUND_DELAY);
817 // set up physics mass and I_inv for hull debris pieces
818 pm = model_get(model_num);
820 min = &pm->submodel[submodel_num].min;
821 max = &pm->submodel[submodel_num].max;
822 calc_debris_physics_properties( &obj->phys_info, min, max );
824 // limit the amount of time that fireballs appear
825 // let fireball length be linked to radius of ship. Range is .33 radius => 3.33 radius seconds.
826 t = 1000*Objects[db->source_objnum].radius/3 + myrand()%(fl2i(1000*3*Objects[db->source_objnum].radius));
827 db->fire_timeout = timestamp(fl2i(t)); // fireballs last from 5 - 30 seconds
829 if ( Objects[db->source_objnum].radius < MIN_RADIUS_FOR_PERSISTANT_DEBRIS ) {
830 db->flags |= DEBRIS_EXPIRE; // debris can expire
832 list_append(&Hull_debris_list, db);
834 nprintf(("Alan","A forever chunk of debris was created from ship with radius %f\n",Objects[db->source_objnum].radius));
838 scale = exp_force * i2fl((myrand()%20) + 10); // for radial_vel away from blast center (non-hull)
841 if ( vm_vec_mag_squared( &to_center ) < 0.1f ) {
842 vm_vec_rand_vec_quick(&radial_vel);
843 vm_vec_scale(&radial_vel, scale );
846 vm_vec_normalize(&to_center);
847 vm_vec_copy_scale(&radial_vel, &to_center, scale );
850 // MK: This next line causes debris pieces to get between 50% and 100% of the parent ship's
851 // velocity. What would be very cool is if the rotational velocity of the parent would become
852 // translational velocity of the debris piece. This would be based on the location of the debris
853 // piece in the parent object.
855 // DA: here we need to vel_from_rot = w x to_center, where w is world is unrotated to world coords and offset is the
856 // displacement fromt the center of the parent object to the center of the debris piece
858 vector world_rotvel, vel_from_rotvel;
859 vm_vec_unrotate ( &world_rotvel, &source_obj->phys_info.rotvel, &source_obj->orient );
860 vm_vec_crossprod ( &vel_from_rotvel, &world_rotvel, &to_center );
861 vm_vec_scale ( &vel_from_rotvel, DEBRIS_ROTVEL_SCALE);
863 vm_vec_add (&obj->phys_info.vel, &radial_vel, &source_obj->phys_info.vel);
864 vm_vec_add2(&obj->phys_info.vel, &vel_from_rotvel);
866 #ifdef DEBRIS_SPEED_DEBUG
867 // check that debris is not created with too high a velocity
869 int ship_info_flag = Ship_info[Ships[source_obj->instance].ship_info_index].flags;
870 if (ship_info_flag & (SIF_SMALL_SHIP | SIF_NOT_FLYABLE | SIF_HARMLESS)) {
871 if (vm_vec_mag_squared(&obj->phys_info.vel) > MAX_SPEED_SMALL_DEBRIS*MAX_SPEED_SMALL_DEBRIS) {
872 float scale = MAX_SPEED_SMALL_DEBRIS / vm_vec_mag(&obj->phys_info.vel);
873 vm_vec_scale(&obj->phys_info.vel, scale);
875 } else if (ship_info_flag & SIF_BIG_SHIP) {
876 if (vm_vec_mag_squared(&obj->phys_info.vel) > MAX_SPEED_BIG_DEBRIS*MAX_SPEED_BIG_DEBRIS) {
877 float scale = MAX_SPEED_BIG_DEBRIS / vm_vec_mag(&obj->phys_info.vel);
878 vm_vec_scale(&obj->phys_info.vel, scale);
880 } else if (ship_info_flag & SIF_HUGE_SHIP) {
881 if (vm_vec_mag_squared(&obj->phys_info.vel) > MAX_SPEED_CAPITAL_DEBRIS*MAX_SPEED_CAPITAL_DEBRIS) {
882 float scale = MAX_SPEED_CAPITAL_DEBRIS / vm_vec_mag(&obj->phys_info.vel);
883 vm_vec_scale(&obj->phys_info.vel, scale);
886 Warning(LOCATION, "Ship has info flag that is not among the following: SMALL, NOT_FLYABLE, HARMLESS, BIG, CAPITAL, SUPERCAP");
891 // vm_vec_scale_add(&obj->phys_info.vel, &radial_vel, &source_obj->phys_info.vel, frand()/2.0f + 0.5f);
892 // nprintf(("Andsager","object vel from rotvel: %0.2f, %0.2f, %0.2f\n",vel_from_rotvel.x, vel_from_rotvel.y, vel_from_rotvel.z));
894 // make sure rotational velocity does not get too high
899 scale = ( 6.0f + i2fl(myrand()%4) ) / radius;
901 vm_vec_rand_vec_quick(&rotvel);
902 vm_vec_scale(&rotvel, scale);
904 obj->phys_info.flags |= PF_DEAD_DAMP;
905 obj->phys_info.rotvel = rotvel;
906 check_rotvel_limit( &obj->phys_info );
909 // blow out his reverse thrusters. Or drag, same thing.
910 obj->phys_info.rotdamp = 10000.0f;
911 obj->phys_info.side_slip_time_const = 10000.0f;
912 obj->phys_info.flags |= (PF_REDUCED_DAMP | PF_DEAD_DAMP); // set damping equal for all axis and not changable
914 vm_vec_zero(&obj->phys_info.max_vel); // make so he can't turn on his own VOLITION anymore.
915 vm_vec_zero(&obj->phys_info.max_rotvel); // make so he can't change speed on his own VOLITION anymore.
918 // ensure vel is valid
919 Assert( !vm_is_vec_nan(&obj->phys_info.vel) );
921 // if ( hull_flag ) {
922 // vm_vec_zero(&obj->phys_info.vel);
923 // vm_vec_zero(&obj->phys_info.rotvel);
929 // ---------------------------------------------------------------------------------------
932 // Alas, poor debris_obj got whacked. Fortunately, we know who did it, where and how hard, so we
933 // can do something about it.
935 void debris_hit(object *debris_obj, object *other_obj, vector *hitpos, float damage)
937 debris *debris_p = &Debris[debris_obj->instance];
940 // Do a little particle spark shower to show we hit
944 pe.pos = *hitpos; // Where the particles emit from
945 pe.vel = debris_obj->phys_info.vel; // Initial velocity of all the particles
948 vm_vec_sub( &tmp_norm, hitpos, &debris_obj->pos );
949 vm_vec_normalize_safe(&tmp_norm);
951 pe.normal = tmp_norm; // What normal the particle emit around
952 pe.normal_variance = 0.3f; // How close they stick to that normal 0=good, 1=360 degree
953 pe.min_rad = 0.20f; // Min radius
954 pe.max_rad = 0.40f; // Max radius
956 // Sparks for first time at this spot
957 pe.num_low = 10; // Lowest number of particles to create
958 pe.num_high = 10; // Highest number of particles to create
959 pe.normal_variance = 0.3f; // How close they stick to that normal 0=good, 1=360 degree
960 pe.min_vel = 0.0f; // How fast the slowest particle can move
961 pe.max_vel = 10.0f; // How fast the fastest particle can move
962 pe.min_life = 0.25f; // How long the particles live
963 pe.max_life = 0.75f; // How long the particles live
964 particle_emit( &pe, PARTICLE_FIRE, 0 );
967 // multiplayer clients bail here
968 if(MULTIPLAYER_CLIENT){
972 if ( damage < 0.0f ) {
976 debris_obj->hull_strength -= damage;
978 if (debris_obj->hull_strength < 0.0f) {
979 debris_start_death_roll(debris_obj, debris_p );
981 // otherwise, give all the other players an update on the debris
982 if(MULTIPLAYER_MASTER){
983 send_debris_update_packet(debris_obj,DEBRIS_UPDATE_UPDATE);
988 // ---------------------------------------------------------------------------------------
989 // debris_check_collision()
991 // See if poor debris object *obj got whacked by evil *other_obj at point *hitpos.
992 // NOTE: debris_hit_info pointer NULL for debris:weapon collision, otherwise debris:ship collision.
993 // Return true if hit, else return false.
996 #pragma warning ( push )
997 #pragma warning ( disable : 4701 )
999 int debris_check_collision(object *pdebris, object *other_obj, vector *hitpos, collision_info_struct *debris_hit_info)
1004 Assert( pdebris->type == OBJ_DEBRIS );
1006 num = pdebris->instance;
1009 Assert( Debris[num].objnum == OBJ_INDEX(pdebris));
1011 // debris_hit_info NULL - so debris-weapon collision
1012 if ( debris_hit_info == NULL ) {
1013 // debris weapon collision
1014 Assert( other_obj->type == OBJ_WEAPON );
1015 mc.model_num = Debris[num].model_num; // Fill in the model to check
1016 mc.submodel_num = Debris[num].submodel_num;
1017 model_clear_instance( mc.model_num );
1018 mc.orient = &pdebris->orient; // The object's orient
1019 mc.pos = &pdebris->pos; // The object's position
1020 mc.p0 = &other_obj->last_pos; // Point 1 of ray to check
1021 mc.p1 = &other_obj->pos; // Point 2 of ray to check
1022 mc.flags = (MC_CHECK_MODEL | MC_SUBMODEL);
1024 if (model_collide(&mc)) {
1025 *hitpos = mc.hit_point_world;
1031 // debris ship collision -- use debris_hit_info to calculate physics
1032 object *ship_obj = other_obj;
1033 Assert( ship_obj->type == OBJ_SHIP );
1035 object *heavy = debris_hit_info->heavy;
1036 object *light = debris_hit_info->light;
1037 object *heavy_obj = heavy;
1038 object *light_obj = light;
1040 vector zero, p0, p1;
1042 vm_vec_sub(&p0, &light->last_pos, &heavy->last_pos);
1043 vm_vec_sub(&p1, &light->pos, &heavy->pos);
1045 mc.pos = &zero; // The object's position
1046 mc.p0 = &p0; // Point 1 of ray to check
1047 mc.p1 = &p1; // Point 2 of ray to check
1049 // find the light object's position in the heavy object's reference frame at last frame and also in this frame.
1050 vector p0_temp, p0_rotated;
1052 // Collision detection from rotation enabled if at rotaion is less than 30 degree in frame
1053 // This should account for all ships
1054 if ( (vm_vec_mag_squared(&heavy->phys_info.rotvel) * flFrametime*flFrametime) < (PI*PI/36) ) {
1055 // collide_rotate calculate (1) start position and (2) relative velocity
1056 debris_hit_info->collide_rotate = 1;
1057 vm_vec_rotate(&p0_temp, &p0, &heavy->last_orient);
1058 vm_vec_unrotate(&p0_rotated, &p0_temp, &heavy->orient);
1059 mc.p0 = &p0_rotated; // Point 1 of ray to check
1060 vm_vec_sub(&debris_hit_info->light_rel_vel, &p1, &p0_rotated);
1061 vm_vec_scale(&debris_hit_info->light_rel_vel, 1/flFrametime);
1063 debris_hit_info->collide_rotate = 0;
1064 vm_vec_sub(&debris_hit_info->light_rel_vel, &light->phys_info.vel, &heavy->phys_info.vel);
1069 if ( debris_hit_info->heavy == ship_obj ) { // ship is heavier, so debris is sphere. Check sphere collision against ship poly model
1070 mc.model_num = Ships[ship_obj->instance].modelnum; // Fill in the model to check
1071 mc.orient = &ship_obj->orient; // The object's orient
1072 mc.radius = pdebris->radius;
1073 mc.flags = (MC_CHECK_MODEL | MC_CHECK_SPHERELINE);
1075 // copy important data
1076 int copy_flags = mc.flags; // make a copy of start end positions of sphere in big ship RF
1077 vector copy_p0, copy_p1;
1081 // first test against the sphere - if this fails then don't do any submodel tests
1082 mc.flags = MC_ONLY_SPHERE | MC_CHECK_SPHERELINE;
1084 int submodel_list[MAX_ROTATING_SUBMODELS];
1085 int num_rotating_submodels = 0;
1088 ship_model_start(ship_obj);
1090 if (model_collide(&mc)) {
1092 // Set earliest hit time
1093 debris_hit_info->hit_time = FLT_MAX;
1095 // Do collision the cool new way
1096 if ( debris_hit_info->collide_rotate ) {
1097 // We collide with the sphere, find the list of rotating submodels and test one at a time
1098 model_get_rotating_submodel_list(submodel_list, &num_rotating_submodels, heavy_obj);
1100 // Get polymodel and turn off all rotating submodels, collide against only 1 at a time.
1101 pm = model_get(Ships[heavy_obj->instance].modelnum);
1103 // turn off all rotating submodels and test for collision
1104 for (int i=0; i<num_rotating_submodels; i++) {
1105 pm->submodel[submodel_list[i]].blown_off = 1;
1108 // reset flags to check MC_CHECK_MODEL | MC_CHECK_SPHERELINE and maybe MC_CHECK_INVISIBLE_FACES and MC_SUBMODEL_INSTANCE
1109 mc.flags = copy_flags | MC_SUBMODEL_INSTANCE;
1111 // check each submodel in turn
1112 for (int i=0; i<num_rotating_submodels; i++) {
1113 // turn on submodel for collision test
1114 pm->submodel[submodel_list[i]].blown_off = 0;
1116 // set angles for last frame (need to set to prev to get p0)
1117 angles copy_angles = pm->submodel[submodel_list[i]].angs;
1119 // find the start and end positions of the sphere in submodel RF
1120 pm->submodel[submodel_list[i]].angs = pm->submodel[submodel_list[i]].sii->prev_angs;
1121 world_find_model_point(&p0, &light_obj->last_pos, pm, submodel_list[i], &heavy_obj->last_orient, &heavy_obj->last_pos);
1123 pm->submodel[submodel_list[i]].angs = copy_angles;
1124 world_find_model_point(&p1, &light_obj->pos, pm, submodel_list[i], &heavy_obj->orient, &heavy_obj->pos);
1128 // mc.pos = zero // in submodel RF
1130 mc.orient = &vmd_identity_matrix;
1131 mc.submodel_num = submodel_list[i];
1133 if ( model_collide(&mc) ) {
1134 if ( mc.hit_dist < debris_hit_info->hit_time ) {
1137 // set up debris_hit_info common
1138 set_hit_struct_info(debris_hit_info, &mc, SUBMODEL_ROT_HIT);
1139 model_find_world_point(&debris_hit_info->hit_pos, &mc.hit_point, mc.model_num, mc.hit_submodel, &heavy_obj->orient, &zero);
1141 // set up debris_hit_info for rotating submodel
1142 if (debris_hit_info->edge_hit == 0) {
1143 model_find_obj_dir(&debris_hit_info->collision_normal, &mc.hit_normal, heavy_obj, mc.hit_submodel);
1146 // find position in submodel RF of light object at collison
1147 vector int_light_pos, diff;
1148 vm_vec_sub(&diff, mc.p1, mc.p0);
1149 vm_vec_scale_add(&int_light_pos, mc.p0, &diff, mc.hit_dist);
1150 model_find_world_point(&debris_hit_info->light_collision_cm_pos, &int_light_pos, mc.model_num, mc.hit_submodel, &heavy_obj->orient, &zero);
1153 // Don't look at this submodel again
1154 pm->submodel[submodel_list[i]].blown_off = 1;
1159 // Recover and do usual ship_ship collision, but without rotating submodels
1160 mc.flags = copy_flags;
1163 mc.orient = &heavy_obj->orient;
1165 // usual ship_ship collision test
1166 if ( model_collide(&mc) ) {
1167 // check if this is the earliest hit
1168 if (mc.hit_dist < debris_hit_info->hit_time) {
1171 set_hit_struct_info(debris_hit_info, &mc, SUBMODEL_NO_ROT_HIT);
1173 // get collision normal if not edge hit
1174 if (debris_hit_info->edge_hit == 0) {
1175 model_find_obj_dir(&debris_hit_info->collision_normal, &mc.hit_normal, heavy_obj, mc.hit_submodel);
1178 // find position in submodel RF of light object at collison
1180 vm_vec_sub(&diff, mc.p1, mc.p0);
1181 vm_vec_scale_add(&debris_hit_info->light_collision_cm_pos, mc.p0, &diff, mc.hit_dist);
1186 ship_model_stop( ship_obj );
1190 // Debris is heavier obj
1191 mc.model_num = Debris[num].model_num; // Fill in the model to check
1192 mc.submodel_num = Debris[num].submodel_num;
1193 model_clear_instance( mc.model_num );
1194 mc.orient = &pdebris->orient; // The object's orient
1195 mc.radius = model_get_core_radius( Ships[ship_obj->instance].modelnum );
1197 // check for collision between debris model and ship sphere
1198 mc.flags = (MC_CHECK_MODEL | MC_SUBMODEL | MC_CHECK_SPHERELINE);
1200 mc_ret_val = model_collide(&mc);
1203 set_hit_struct_info(debris_hit_info, &mc, SUBMODEL_NO_ROT_HIT);
1205 // set normal if not edge hit
1206 if ( !debris_hit_info->edge_hit ) {
1207 vm_vec_unrotate(&debris_hit_info->collision_normal, &mc.hit_normal, &heavy->orient);
1210 // find position in submodel RF of light object at collison
1212 vm_vec_sub(&diff, mc.p1, mc.p0);
1213 vm_vec_scale_add(&debris_hit_info->light_collision_cm_pos, mc.p0, &diff, mc.hit_dist);
1221 // SET PHYSICS PARAMETERS
1222 // already have (hitpos - heavy) and light_cm_pos
1223 // get heavy cm pos - already have light_cm_pos
1224 debris_hit_info->heavy_collision_cm_pos = zero;
1226 // get r_heavy and r_light
1227 debris_hit_info->r_heavy = debris_hit_info->hit_pos;
1228 vm_vec_sub(&debris_hit_info->r_light, &debris_hit_info->hit_pos, &debris_hit_info->light_collision_cm_pos);
1230 // set normal for edge hit
1231 if ( debris_hit_info->edge_hit ) {
1232 vm_vec_copy_normalize(&debris_hit_info->collision_normal, &debris_hit_info->r_light);
1233 vm_vec_negate(&debris_hit_info->collision_normal);
1237 vm_vec_add(hitpos, &debris_hit_info->heavy->pos, &debris_hit_info->r_heavy);
1246 #pragma warning ( pop )
1249 // ---------------------------------------------------------------------------------------
1250 // debris_get_team()
1252 // Return the team field for a debris object
1254 int debris_get_team(object *objp)
1256 Assert( objp->type == OBJ_DEBRIS );
1257 Assert( objp->instance >= 0 && objp->instance < MAX_DEBRIS_PIECES );
1258 return Debris[objp->instance].team;
1261 // fills in debris physics properties when created, specifically mass and moment of inertia
1262 void calc_debris_physics_properties( physics_info *pi, vector *mins, vector *maxs )
1264 float dx, dy, dz, mass;
1265 dx = maxs->xyz.x - mins->xyz.x;
1266 dy = maxs->xyz.y - mins->xyz.y;
1267 dz = maxs->xyz.z - mins->xyz.z;
1269 // John, with new bspgen, just set pi->mass = mass
1270 mass = 0.12f * dx * dy * dz;
1271 pi->mass = (float) pow(mass, 0.6666667f) * 4.65f;
1273 pi->I_body_inv.v.rvec.xyz.x = 12.0f / (pi->mass * (dy*dy + dz*dz));
1274 pi->I_body_inv.v.rvec.xyz.y = 0.0f;
1275 pi->I_body_inv.v.rvec.xyz.z = 0.0f;
1277 pi->I_body_inv.v.uvec.xyz.x = 0.0f;
1278 pi->I_body_inv.v.uvec.xyz.y = 12.0f / (pi->mass * (dx*dx + dz*dz));
1279 pi->I_body_inv.v.uvec.xyz.z = 0.0f;
1281 pi->I_body_inv.v.fvec.xyz.x = 0.0f;
1282 pi->I_body_inv.v.fvec.xyz.y = 0.0f;
1283 pi->I_body_inv.v.fvec.xyz.z = 12.0f / (pi->mass * (dx*dx + dy*dy));