2 * $Logfile: /Freespace2/code/Debris/Debris.cpp $
7 * Code for the pieces of exploding object debris.
10 * Revision 1.1 2002/05/03 03:28:08 root
14 * 16 8/01/99 1:13p Dave
15 * Fixed objsnd problem with hull debris pieces.
17 * 15 7/01/99 4:23p Dave
18 * Full support for multiple linked ambient engine sounds. Added "big
21 * 14 7/01/99 11:44a Dave
22 * Updated object sound system to allow multiple obj sounds per ship.
23 * Added hit-by-beam sound. Added killed by beam sound.
25 * 13 5/18/99 11:50a Andsager
26 * Remove unused object type OBJ_GHOST_SAVE
28 * 12 5/14/99 11:50a Andsager
29 * Added vaporize for SMALL ships hit by HUGE beams. Modified dying
30 * frame. Enlarged debris shards and range at which visible.
32 * 11 4/23/99 12:01p Johnson
35 * 10 2/26/99 4:14p Dave
36 * Put in the ability to have multiple shockwaves for ships.
38 * 9 1/20/99 6:04p Dave
39 * Another bit of stuff for beam weapons. Ships will properly use them
40 * now, although they're really deadly.
42 * 8 12/03/98 3:14p Andsager
43 * Check in code that checks rotating submodel actually has ship subsystem
45 * 7 11/19/98 11:07p Andsager
46 * Check in of physics and collision detection of rotating submodels
48 * 6 11/13/98 10:13a Andsager
49 * simplify collision code
51 * 5 11/05/98 5:55p Dave
52 * Big pass at reducing #includes
54 * 4 10/23/98 1:11p Andsager
55 * Make ship sparks emit correctly from rotating structures.
57 * 3 10/16/98 1:22p Andsager
58 * clean up header files
60 * 2 10/07/98 10:52a Dave
63 * 1 10/07/98 10:48a Dave
65 * 119 8/28/98 3:28p Dave
66 * EMP effect done. AI effects may need some tweaking as required.
68 * 118 5/03/98 5:41p Mike
69 * Add Framecount to nprintf.
71 * 117 4/15/98 10:00p Allender
72 * make debris have own signature set.
74 * 116 4/15/98 9:42a Adam
75 * added 2 more explosion types (1, actually, but placeholder for 2)
77 * 115 4/13/98 4:52p Allender
78 * remove AI_frametime and us flFrametime instead. Make lock warning work
79 * in multiplayer for aspect seeking missiles. Debris fixups
81 * 114 4/10/98 12:16p Allender
82 * fix ship hit kill and debris packets
84 * 113 4/09/98 5:43p Allender
85 * multiplayer network object fixes. debris and self destructed ships
86 * should all sync up. Fix problem where debris pieces (hull pieces) were
87 * not getting a net signature
89 * 112 4/01/98 5:34p John
90 * Made only the used POFs page in for a level. Reduced some interp
91 * arrays. Made custom detail level work differently.
93 * 111 3/31/98 5:11p John
94 * Removed demo/save/restore. Made NDEBUG defined compile. Removed a
95 * bunch of debug stuff out of player file. Made model code be able to
96 * unload models and malloc out only however many models are needed.
98 * 110 3/26/98 5:21p John
99 * Added new code to preload all bitmaps at the start of a level.
100 * Commented it out, though.
102 * 109 3/23/98 12:20p Andsager
103 * Enable collision from rotation in ship_debris and ship_debris
106 * 108 3/19/98 12:09p John
107 * Fixed a bug using 6 characters. r_heavy was using local coordinates
108 * instead of world so all asteroid-ship and debris-ship hitpos's were in
109 * the wrong spot. Ok, I rearreanged some code to make it clearer also.
112 * 107 3/12/98 6:47p John
113 * MAde arcs on debris further than objrad*50 not render.
115 * 106 3/09/98 2:10p Andsager
116 * Put in checks for debris (other) with excessive velocity.
118 * 105 2/26/98 10:07p Hoffoss
119 * Rewrote state saving and restoring to fix bugs and simplify the code.
121 * 104 2/22/98 12:19p John
122 * Externalized some strings
124 * 103 2/20/98 8:31p Lawrance
125 * Add radius parm to sound_play_3d()
127 * 102 2/10/98 6:43p Lawrance
128 * Moved asteroid code to a separate lib.
130 * 101 2/07/98 2:14p Mike
131 * Improve asteroid splitting. Add ship:asteroid collisions. Timestamp
132 * ship:debris collisions.
134 * 100 2/06/98 7:45p John
135 * Reversed order of asteroid models so blown up ones are smaller.
137 * 99 2/06/98 7:28p John
138 * Made debris and particles not get created if > 200 m from eye. Added
139 * max_velocity to asteroid's physics info for aiding in throwing out
142 * 98 2/06/98 3:08p Mike
143 * More asteroid stuff, including resolving conflicts between the two
144 * asteroid_field structs!
146 * 97 2/06/98 12:25a Mike
147 * More asteroid stuff.
149 * 96 2/05/98 9:41p Mike
150 * Asteroid work, intermediate checkin to resolve compile errors.
152 * 95 2/05/98 9:21p John
153 * Some new Direct3D code. Added code to monitor a ton of stuff in the
156 * 94 2/05/98 12:51a Mike
157 * Early asteroid stuff.
159 * 93 2/03/98 6:01p Andsager
160 * Fix excessive rotvel in debris_create. Check using physics function
161 * check_rotvel_limit.
163 * 92 2/03/98 11:14a Andsager
164 * Temp check in to stop debris being created with excess rotvel
166 * 91 2/02/98 4:45p Mike
167 * Increase translational and rotational velocity imparted to debris
168 * pieces at request of Adam.
170 * 90 1/30/98 2:56p John
171 * Made debris arcs jump around. Made only 2/3 of the chunks have arcing
173 * 89 1/30/98 11:48a John
174 * Made debris arcs cast light. Added sound effects for them.
176 * 88 1/29/98 5:50p John
177 * Made electrical arcing on debris pieces be persistent from frame to
180 * 87 1/29/98 8:39a Andsager
181 * Changed mass and moment of intertia based area vs. volume
183 * 86 1/27/98 11:02a John
184 * Added first rev of sparks. Made all code that calls model_render call
185 * clear_instance first. Made debris pieces not render by default when
186 * clear_instance is called.
188 * 85 1/24/98 4:49p Lawrance
189 * Only delete hull piece if you can find an old one that isn't already
192 * 84 1/23/98 5:06p John
193 * Took L out of vertex structure used B (blue) instead. Took all small
194 * fireballs out of fireball types and used particles instead. Fixed some
195 * debris explosion things. Restructured fireball code. Restructured
196 * some lighting code. Made dynamic lighting on by default. Made groups
197 * of lasers only cast one light. Made fireballs not cast light.
206 #include "fireballs.h"
208 #include "missionparse.h" // For MAX_SPECIES_NAMES
210 #include "objectsnd.h"
211 #include "linklist.h"
212 #include "systemvars.h"
214 #include "multimsgs.h"
215 #include "particle.h"
216 #include "freespace.h"
217 #include "multiutil.h"
218 #include "objcollide.h"
221 #define MAX_LIFE 10.0f
222 #define MIN_RADIUS_FOR_PERSISTANT_DEBRIS 50 // ship radius at which debris from it becomes persistant
223 #define DEBRIS_SOUND_DELAY 2000 // time to start debris sound after created
225 // limit the number of hull debris chunks that can exist.
226 #define MAX_HULL_PIECES 10
227 int Num_hull_pieces; // number of hull pieces in existance
228 debris Hull_debris_list; // head of linked list for hull debris chunks, for quick search
230 debris Debris[MAX_DEBRIS_PIECES];
232 int Num_debris_pieces = 0;
233 int Debris_inited = 0;
235 int Debris_model = -1;
236 int Debris_vaporize_model = -1;
237 int Debris_num_submodels = 0;
238 char * Debris_texture_files[MAX_SPECIES_NAMES] = {
239 NOX("debris01a"), // Terran
240 NOX("debris01b"), // Species B
241 NOX("debris01c"), // Shivan
244 int Debris_textures[MAX_SPECIES_NAMES];
246 #define MAX_DEBRIS_DIST 10000.0f // Debris goes away if it's this far away.
247 #define DEBRIS_DISTANCE_CHECK_TIME (10*1000) // Check every 10 seconds.
248 #define DEBRIS_INDEX(dp) (dp-Debris)
250 #define MAX_SPEED_SMALL_DEBRIS 200 // maximum velocity of small debris piece
251 #define MAX_SPEED_BIG_DEBRIS 150 // maximum velocity of big debris piece
252 #define MAX_SPEED_CAPITAL_DEBRIS 100 // maximum velocity of capital debris piece
253 #define DEBRIS_SPEED_DEBUG
255 // ---------------------------------------------------------------------------------------
256 // debris_start_death_roll()
258 // Start the sequence of a piece of debris writhing in unholy agony!!!
260 static void debris_start_death_roll(object *debris_obj, debris *debris_p)
262 if (debris_p->is_hull) {
263 // tell everyone else to blow up the piece of debris
264 if( MULTIPLAYER_MASTER )
265 send_debris_update_packet(debris_obj,DEBRIS_UPDATE_NUKE);
267 int fireball_type = FIREBALL_EXPLOSION_LARGE1 + rand()%FIREBALL_NUM_LARGE_EXPLOSIONS;
268 fireball_create( &debris_obj->pos, fireball_type, OBJ_INDEX(debris_obj), debris_obj->radius*1.75f);
270 // only play debris destroy sound if hull piece and it has been around for at least 2 seconds
271 if ( Missiontime > debris_p->time_started + 2*F1_0 ) {
272 snd_play_3d( &Snds[SND_MISSILE_IMPACT1], &debris_obj->pos, &View_position, debris_obj->radius );
277 debris_obj->flags |= OF_SHOULD_BE_DEAD;
278 // demo_do_flag_dead(OBJ_INDEX(debris_obj));
281 // ---------------------------------------------------------------------------------------
284 // This will get called at the start of each level.
290 if ( !Debris_inited ) {
295 Debris_vaporize_model = -1;
296 Debris_num_submodels = 0;
298 // Reset everything between levels
299 Num_debris_pieces = 0;
300 for (i=0; i<MAX_DEBRIS_PIECES; i++ ) {
302 Debris[i].sound_delay = 0;
306 list_init(&Hull_debris_list);
309 // Page in debris bitmaps at level load
310 void debris_page_in()
314 Debris_model = model_load( NOX("debris01.pof"), 0, NULL );
315 if (Debris_model>-1) {
317 pm = model_get(Debris_model);
318 Debris_num_submodels = pm->n_models;
321 Debris_vaporize_model = model_load( NOX("debris02.pof"), 0, NULL );
323 for (i=0; i<MAX_SPECIES_NAMES; i++ ) {
324 nprintf(( "Paging", "Paging in debris texture '%s'\n", Debris_texture_files[i] ));
325 Debris_textures[i] = bm_load( Debris_texture_files[i] );
326 if ( Debris_textures[i] < 0 ) {
327 Warning( LOCATION, "Couldn't load species %d debris\ntexture, '%s'\n", i, Debris_texture_files[i] );
329 bm_page_in_texture( Debris_textures[i] );
334 MONITOR(NumSmallDebrisRend);
335 MONITOR(NumHullDebrisRend);
337 // ---------------------------------------------------------------------------------------
341 void debris_render(object * obj)
352 Assert(num >= 0 && num < MAX_DEBRIS_PIECES );
355 Assert( db->flags & DEBRIS_USED );
357 // Swap in a different texture depending on the species
358 if ( (db->species > -1) && (db->species < MAX_SPECIES_NAMES) ) {
360 pm = model_get( db->model_num );
362 if ( pm && (pm->n_textures == 1) ) {
363 swapped = pm->textures[0];
364 pm->textures[0] = Debris_textures[db->species];
368 model_clear_instance( db->model_num );
370 // Only render electrical arcs if within 500m of the eye (for a 10m piece)
371 if ( vm_vec_dist_quick( &obj->pos, &Eye_position ) < obj->radius*50.0f ) {
372 for (i=0; i<MAX_DEBRIS_ARCS; i++ ) {
373 if ( timestamp_valid( db->arc_timestamp[i] ) ) {
374 model_add_arc( db->model_num, db->submodel_num, &db->arc_pts[i][0], &db->arc_pts[i][1], MARC_TYPE_NORMAL );
380 MONITOR_INC(NumHullDebrisRend,1);
381 submodel_render( db->model_num, db->submodel_num, &obj->orient, &obj->pos );
383 MONITOR_INC(NumSmallDebrisRend,1);
384 submodel_render( db->model_num, db->submodel_num, &obj->orient, &obj->pos, MR_NO_LIGHTING );
387 if ((swapped!=-1) && pm) {
388 pm->textures[0] = swapped;
392 // Removed the DEBRIS_EXPIRE flag, and remove item from Hull_debris_list
393 void debris_clear_expired_flag(debris *db)
395 if ( db->flags & DEBRIS_EXPIRE ) {
396 db->flags &= ~DEBRIS_EXPIRE;
399 list_remove(Hull_debris_list, db);
400 Assert( Num_hull_pieces >= 0 );
405 // ---------------------------------------------------------------------------------------
408 // Delete the debris object. This is only ever called via obj_delete(). Do not call directly.
409 // Use debris_start_death_roll() if you want to force a debris piece to die.
411 void debris_delete( object * obj )
417 Assert( Debris[num].objnum == OBJ_INDEX(obj));
421 Assert( Num_debris_pieces >= 0 );
422 if ( db->is_hull && (db->flags & DEBRIS_EXPIRE) ) {
423 debris_clear_expired_flag(db);
430 // If debris piece *db is far away from all players, make it go away very soon.
431 // In single player game, delete if MAX_DEBRIS_DIST from player.
432 // In multiplayer game, delete if MAX_DEBRIS_DIST from all players.
433 void maybe_delete_debris(debris *db)
437 if (timestamp_elapsed(db->next_distance_check)) {
438 if (!(Game_mode & GM_MULTIPLAYER)) { // In single player game, just check against player.
439 if (vm_vec_dist_quick(&Player_obj->pos, &Objects[db->objnum].pos) > MAX_DEBRIS_DIST)
442 db->next_distance_check = timestamp(DEBRIS_DISTANCE_CHECK_TIME);
444 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
445 if (objp->flags & OF_PLAYER_SHIP) {
446 if (vm_vec_dist_quick(&objp->pos, &Objects[db->objnum].pos) < MAX_DEBRIS_DIST) {
447 db->next_distance_check = timestamp(DEBRIS_DISTANCE_CHECK_TIME);
457 // broke debris_move into debris_process_pre and debris_process_post as was done with all
458 // *_move functions on 8/13 by MK and MA.
459 void debris_process_pre( object *objp, float frame_time)
463 MONITOR(NumSmallDebris);
464 MONITOR(NumHullDebris);
466 // ---------------------------------------------------------------------------------------
467 // debris_process_post()
469 // Do various updates to debris: check if time to die, start fireballs
471 // parameters: obj => pointer to debris object
472 // frame_time => time elapsed since last debris_move() called
474 // Maybe delete debris if it's very far away from player.
475 void debris_process_post(object * obj, float frame_time)
480 int objnum = OBJ_INDEX(obj);
481 Assert( Debris[num].objnum == objnum );
482 debris *db = &Debris[num];
485 MONITOR_INC(NumHullDebris,1);
486 radar_plot_object( obj );
488 if ( timestamp_elapsed(db->sound_delay) ) {
489 obj_snd_assign(objnum, SND_DEBRIS, &vmd_zero_vector, 0);
493 MONITOR_INC(NumSmallDebris,1);
496 if ( db->lifeleft >= 0.0f) {
497 db->lifeleft -= frame_time;
498 if ( db->lifeleft < 0.0f ) {
499 debris_start_death_roll(obj, db);
503 maybe_delete_debris(db); // Make this debris go away if it's very far away.
505 // ================== DO THE ELECTRIC ARCING STUFF =====================
506 if ( db->arc_frequency <= 0 ) {
507 return; // If arc_frequency <= 0, this piece has no arcs on it
510 if ( !timestamp_elapsed(db->fire_timeout) && timestamp_elapsed(db->next_fireball)) {
512 // start the next fireball up in the next 50 - 100 ms
513 //db->next_fireball = timestamp_rand(60,80);
515 db->next_fireball = timestamp_rand(db->arc_frequency,db->arc_frequency*2 );
516 db->arc_frequency += 100;
520 int n, n_arcs = ((rand()>>5) % 3)+1; // Create 1-3 sparks
522 vector v1, v2, v3, v4;
523 submodel_get_two_random_points( db->model_num, db->submodel_num, &v1, &v2 );
524 submodel_get_two_random_points( db->model_num, db->submodel_num, &v3, &v4 );
528 int a = 100, b = 1000;
529 int lifetime = (myrand()%((b)-(a)+1))+(a);
531 // Create the spark effects
532 for (i=0; i<MAX_DEBRIS_ARCS; i++ ) {
533 if ( !timestamp_valid( db->arc_timestamp[i] ) ) {
534 //db->arc_timestamp[i] = timestamp_rand(400,1000); // live up to a second
535 db->arc_timestamp[i] = timestamp(lifetime); // live up to a second
539 db->arc_pts[i][0] = v1;
540 db->arc_pts[i][1] = v2;
543 db->arc_pts[i][0] = v2;
544 db->arc_pts[i][1] = v3;
548 db->arc_pts[i][0] = v2;
549 db->arc_pts[i][1] = v4;
558 break; // Don't need to create anymore
563 // rotate v2 out of local coordinates into world.
564 // Use v2 since it is used in every bolt. See above switch().
566 vm_vec_unrotate(&snd_pos, &v2, &obj->orient);
567 vm_vec_add2(&snd_pos, &obj->pos );
569 //Play a sound effect
570 if ( lifetime > 750 ) {
571 // 1.00 second effect
572 snd_play_3d( &Snds[SND_DEBRIS_ARC_05], &snd_pos, &View_position, obj->radius );
573 } else if ( lifetime > 500 ) {
574 // 0.75 second effect
575 snd_play_3d( &Snds[SND_DEBRIS_ARC_04], &snd_pos, &View_position, obj->radius );
576 } else if ( lifetime > 250 ) {
577 // 0.50 second effect
578 snd_play_3d( &Snds[SND_DEBRIS_ARC_03], &snd_pos, &View_position, obj->radius );
579 } else if ( lifetime > 100 ) {
580 // 0.25 second effect
581 snd_play_3d( &Snds[SND_DEBRIS_ARC_02], &snd_pos, &View_position, obj->radius );
583 // 0.10 second effect
584 snd_play_3d( &Snds[SND_DEBRIS_ARC_01], &snd_pos, &View_position, obj->radius );
593 for (i=0; i<MAX_DEBRIS_ARCS; i++ ) {
594 if ( timestamp_valid( db->arc_timestamp[i] ) ) {
595 if ( timestamp_elapsed( db->arc_timestamp[i] ) ) {
596 // Kill off the spark
597 db->arc_timestamp[i] = timestamp(-1);
599 // Maybe move a vertex.... 20% of the time maybe?
601 if ( mr < RAND_MAX/5 ) {
603 submodel_get_two_random_points( db->model_num, db->submodel_num, &v1, &v2 );
604 db->arc_pts[i][mr % 2] = v1;
612 // ---------------------------------------------------------------------------------------
613 // debris_find_oldest()
615 // Locate the oldest hull debris chunk. Search through the Hull_debris_list, which is a list
616 // of all the hull debris chunks.
618 int debris_find_oldest()
625 oldest_time = 0x7fffffff;
627 for ( db = GET_FIRST(&Hull_debris_list); db != END_OF_LIST(&Hull_debris_list); db = GET_NEXT(db) ) {
628 if ( (db->time_started < oldest_time) && !(Objects[db->objnum].flags & OF_SHOULD_BE_DEAD) ) {
629 oldest_index = DEBRIS_INDEX(db);
630 oldest_time = db->time_started;
637 #define DEBRIS_ROTVEL_SCALE 5.0f
638 void calc_debris_physics_properties( physics_info *pi, vector *min, vector *max );
639 // ---------------------------------------------------------------------------------------
642 // Create debris from an object
644 // exp_force: Explosion force, used to assign velocity to pieces.
645 // 1.0f assigns velocity like before. 2.0f assigns twice as much to non-inherited part of velocity
646 object *debris_create(object *source_obj, int model_num, int submodel_num, vector *pos, vector *exp_center, int hull_flag, float exp_force)
648 int i, n, objnum, parent_objnum;
655 parent_objnum = OBJ_INDEX(source_obj);
657 Assert( (source_obj->type == OBJ_SHIP ) || (source_obj->type == OBJ_GHOST));
658 Assert( source_obj->instance >= 0 && source_obj->instance < MAX_SHIPS );
659 shipp = &Ships[source_obj->instance];
660 vaporize = (shipp->flags &SF_VAPORIZE);
663 // Make vaporize debris seen from farther away
664 float dist = vm_vec_dist_quick( pos, &Eye_position );
668 if ( dist > 200.0f ) {
669 //mprintf(( "Not creating debris that is %.1f m away\n", dist ));
674 if ( hull_flag && (Num_hull_pieces >= MAX_HULL_PIECES ) ) {
675 // cause oldest hull debris chunk to blow up
676 n = debris_find_oldest();
678 debris_start_death_roll(&Objects[Debris[n].objnum], &Debris[n] );
682 for (n=0; n<MAX_DEBRIS_PIECES; n++ ) {
683 if ( !(Debris[n].flags & DEBRIS_USED) )
687 if ( n == MAX_DEBRIS_PIECES ) {
688 nprintf(("Warning","Frame %i: Could not create debris, no more slots left\n", Framecount));
694 // Create Debris piece n!
696 if (rand() < RAND_MAX/6) // Make some pieces blow up shortly after explosion.
697 db->lifeleft = 2.0f * ((float) myrand()/(float) RAND_MAX) + 0.5f;
699 db->lifeleft = -1.0f; // large hull pieces stay around forever
701 db->lifeleft = (i2fl(myrand())/i2fl(RAND_MAX))*2.0f+0.1f;
704 // increase lifetime for vaporized debris
706 db->lifeleft *= 3.0f;
708 db->flags |= DEBRIS_USED;
709 db->is_hull = hull_flag;
710 db->source_objnum = parent_objnum;
711 db->source_sig = source_obj->signature;
712 db->ship_info_index = shipp->ship_info_index;
713 db->team = shipp->team;
714 db->fire_timeout = 0; // if not changed, timestamp_elapsed() will return false
715 db->time_started = Missiontime;
716 db->species = Ship_info[shipp->ship_info_index].species;
717 db->next_distance_check = (myrand() % 2000) + 4*DEBRIS_DISTANCE_CHECK_TIME;
719 for (i=0; i<MAX_DEBRIS_ARCS; i++ ) {
720 db->arc_timestamp[i] = timestamp(-1);
721 // vector arc_pts[MAX_DEBRIS_ARCS][2]; // The endpoints of each arc
725 // Only make 1/2 of the pieces have arcs
726 if ( myrand() < RAND_MAX*2/3 ) {
727 db->arc_frequency = 1000;
729 db->arc_frequency = 0;
732 db->arc_frequency = 0;
735 if ( model_num < 0 ) {
737 db->model_num = Debris_vaporize_model;
739 db->model_num = Debris_model;
741 db->submodel_num = (myrand()>>4) % Debris_num_submodels;
743 db->model_num = model_num;
744 db->submodel_num = submodel_num;
746 float radius = submodel_get_radius( db->model_num, db->submodel_num );
748 db->next_fireball = timestamp_rand(500,2000); //start one 1/2 - 2 secs later
751 pos = &source_obj->pos;
753 uint flags = OF_RENDERS | OF_PHYSICS;
755 flags |= OF_COLLIDES;
756 objnum = obj_create( OBJ_DEBRIS, parent_objnum, n, &source_obj->orient, pos, radius, flags );
757 if ( objnum == -1 ) {
758 mprintf(("Couldn't create debris object -- out of object slots\n"));
764 obj = &Objects[objnum];
766 // assign the network signature. The signature will be 0 for non-hull pieces, but since that
767 // is our invalid signature, it should be okay.
768 obj->net_signature = 0;
769 if ( (Game_mode & GM_MULTIPLAYER) && hull_flag ) {
770 obj->net_signature = multi_get_next_network_signature( MULTI_SIG_DEBRIS );
773 // -- No long need shield: bset_shield_strength(obj, 100.0f); // Hey! Set to some meaningful value!
775 if (source_obj->type == OBJ_SHIP) {
776 obj->hull_strength = Ship_info[Ships[source_obj->instance].ship_info_index].initial_hull_strength/8.0f;
778 obj->hull_strength = 10.0f;
782 vector rotvel, radial_vel, to_center;
785 vm_vec_sub( &to_center,pos, exp_center );
787 vm_vec_zero(&to_center);
793 scale = exp_force * i2fl((myrand()%20) + 10); // for radial_vel away from location of blast center
794 db->sound_delay = timestamp(DEBRIS_SOUND_DELAY);
796 // set up physics mass and I_inv for hull debris pieces
797 pm = model_get(model_num);
799 min = &pm->submodel[submodel_num].min;
800 max = &pm->submodel[submodel_num].max;
801 calc_debris_physics_properties( &obj->phys_info, min, max );
803 // limit the amount of time that fireballs appear
804 // let fireball length be linked to radius of ship. Range is .33 radius => 3.33 radius seconds.
805 t = 1000*Objects[db->source_objnum].radius/3 + myrand()%(fl2i(1000*3*Objects[db->source_objnum].radius));
806 db->fire_timeout = timestamp(fl2i(t)); // fireballs last from 5 - 30 seconds
808 if ( Objects[db->source_objnum].radius < MIN_RADIUS_FOR_PERSISTANT_DEBRIS ) {
809 db->flags |= DEBRIS_EXPIRE; // debris can expire
811 list_append(&Hull_debris_list, db);
813 nprintf(("Alan","A forever chunk of debris was created from ship with radius %f\n",Objects[db->source_objnum].radius));
817 scale = exp_force * i2fl((myrand()%20) + 10); // for radial_vel away from blast center (non-hull)
820 if ( vm_vec_mag_squared( &to_center ) < 0.1f ) {
821 vm_vec_rand_vec_quick(&radial_vel);
822 vm_vec_scale(&radial_vel, scale );
825 vm_vec_normalize(&to_center);
826 vm_vec_copy_scale(&radial_vel, &to_center, scale );
829 // MK: This next line causes debris pieces to get between 50% and 100% of the parent ship's
830 // velocity. What would be very cool is if the rotational velocity of the parent would become
831 // translational velocity of the debris piece. This would be based on the location of the debris
832 // piece in the parent object.
834 // 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
835 // displacement fromt the center of the parent object to the center of the debris piece
837 vector world_rotvel, vel_from_rotvel;
838 vm_vec_unrotate ( &world_rotvel, &source_obj->phys_info.rotvel, &source_obj->orient );
839 vm_vec_crossprod ( &vel_from_rotvel, &world_rotvel, &to_center );
840 vm_vec_scale ( &vel_from_rotvel, DEBRIS_ROTVEL_SCALE);
842 vm_vec_add (&obj->phys_info.vel, &radial_vel, &source_obj->phys_info.vel);
843 vm_vec_add2(&obj->phys_info.vel, &vel_from_rotvel);
845 #ifdef DEBRIS_SPEED_DEBUG
846 // check that debris is not created with too high a velocity
848 int ship_info_flag = Ship_info[Ships[source_obj->instance].ship_info_index].flags;
849 if (ship_info_flag & (SIF_SMALL_SHIP | SIF_NOT_FLYABLE | SIF_HARMLESS)) {
850 if (vm_vec_mag_squared(&obj->phys_info.vel) > MAX_SPEED_SMALL_DEBRIS*MAX_SPEED_SMALL_DEBRIS) {
851 float scale = MAX_SPEED_SMALL_DEBRIS / vm_vec_mag(&obj->phys_info.vel);
852 vm_vec_scale(&obj->phys_info.vel, scale);
854 } else if (ship_info_flag & SIF_BIG_SHIP) {
855 if (vm_vec_mag_squared(&obj->phys_info.vel) > MAX_SPEED_BIG_DEBRIS*MAX_SPEED_BIG_DEBRIS) {
856 float scale = MAX_SPEED_BIG_DEBRIS / vm_vec_mag(&obj->phys_info.vel);
857 vm_vec_scale(&obj->phys_info.vel, scale);
859 } else if (ship_info_flag & SIF_HUGE_SHIP) {
860 if (vm_vec_mag_squared(&obj->phys_info.vel) > MAX_SPEED_CAPITAL_DEBRIS*MAX_SPEED_CAPITAL_DEBRIS) {
861 float scale = MAX_SPEED_CAPITAL_DEBRIS / vm_vec_mag(&obj->phys_info.vel);
862 vm_vec_scale(&obj->phys_info.vel, scale);
865 Warning(LOCATION, "Ship has info flag that is not among the following: SMALL, NOT_FLYABLE, HARMLESS, BIG, CAPITAL, SUPERCAP");
870 // vm_vec_scale_add(&obj->phys_info.vel, &radial_vel, &source_obj->phys_info.vel, frand()/2.0f + 0.5f);
871 // 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));
873 // make sure rotational velocity does not get too high
878 scale = ( 6.0f + i2fl(myrand()%4) ) / radius;
880 vm_vec_rand_vec_quick(&rotvel);
881 vm_vec_scale(&rotvel, scale);
883 obj->phys_info.flags |= PF_DEAD_DAMP;
884 obj->phys_info.rotvel = rotvel;
885 check_rotvel_limit( &obj->phys_info );
888 // blow out his reverse thrusters. Or drag, same thing.
889 obj->phys_info.rotdamp = 10000.0f;
890 obj->phys_info.side_slip_time_const = 10000.0f;
891 obj->phys_info.flags |= (PF_REDUCED_DAMP | PF_DEAD_DAMP); // set damping equal for all axis and not changable
893 vm_vec_zero(&obj->phys_info.max_vel); // make so he can't turn on his own VOLITION anymore.
894 vm_vec_zero(&obj->phys_info.max_rotvel); // make so he can't change speed on his own VOLITION anymore.
897 // ensure vel is valid
898 Assert( !vm_is_vec_nan(&obj->phys_info.vel) );
900 // if ( hull_flag ) {
901 // vm_vec_zero(&obj->phys_info.vel);
902 // vm_vec_zero(&obj->phys_info.rotvel);
908 // ---------------------------------------------------------------------------------------
911 // Alas, poor debris_obj got whacked. Fortunately, we know who did it, where and how hard, so we
912 // can do something about it.
914 void debris_hit(object *debris_obj, object *other_obj, vector *hitpos, float damage)
916 debris *debris_p = &Debris[debris_obj->instance];
919 // Do a little particle spark shower to show we hit
923 pe.pos = *hitpos; // Where the particles emit from
924 pe.vel = debris_obj->phys_info.vel; // Initial velocity of all the particles
927 vm_vec_sub( &tmp_norm, hitpos, &debris_obj->pos );
928 vm_vec_normalize_safe(&tmp_norm);
930 pe.normal = tmp_norm; // What normal the particle emit around
931 pe.normal_variance = 0.3f; // How close they stick to that normal 0=good, 1=360 degree
932 pe.min_rad = 0.20f; // Min radius
933 pe.max_rad = 0.40f; // Max radius
935 // Sparks for first time at this spot
936 pe.num_low = 10; // Lowest number of particles to create
937 pe.num_high = 10; // Highest number of particles to create
938 pe.normal_variance = 0.3f; // How close they stick to that normal 0=good, 1=360 degree
939 pe.min_vel = 0.0f; // How fast the slowest particle can move
940 pe.max_vel = 10.0f; // How fast the fastest particle can move
941 pe.min_life = 0.25f; // How long the particles live
942 pe.max_life = 0.75f; // How long the particles live
943 particle_emit( &pe, PARTICLE_FIRE, 0 );
946 // multiplayer clients bail here
947 if(MULTIPLAYER_CLIENT){
951 if ( damage < 0.0f ) {
955 debris_obj->hull_strength -= damage;
957 if (debris_obj->hull_strength < 0.0f) {
958 debris_start_death_roll(debris_obj, debris_p );
960 // otherwise, give all the other players an update on the debris
961 if(MULTIPLAYER_MASTER){
962 send_debris_update_packet(debris_obj,DEBRIS_UPDATE_UPDATE);
967 // ---------------------------------------------------------------------------------------
968 // debris_check_collision()
970 // See if poor debris object *obj got whacked by evil *other_obj at point *hitpos.
971 // NOTE: debris_hit_info pointer NULL for debris:weapon collision, otherwise debris:ship collision.
972 // Return true if hit, else return false.
974 #pragma warning ( push )
975 #pragma warning ( disable : 4701 )
976 int debris_check_collision(object *pdebris, object *other_obj, vector *hitpos, collision_info_struct *debris_hit_info)
981 Assert( pdebris->type == OBJ_DEBRIS );
983 num = pdebris->instance;
986 Assert( Debris[num].objnum == OBJ_INDEX(pdebris));
988 // debris_hit_info NULL - so debris-weapon collision
989 if ( debris_hit_info == NULL ) {
990 // debris weapon collision
991 Assert( other_obj->type == OBJ_WEAPON );
992 mc.model_num = Debris[num].model_num; // Fill in the model to check
993 mc.submodel_num = Debris[num].submodel_num;
994 model_clear_instance( mc.model_num );
995 mc.orient = &pdebris->orient; // The object's orient
996 mc.pos = &pdebris->pos; // The object's position
997 mc.p0 = &other_obj->last_pos; // Point 1 of ray to check
998 mc.p1 = &other_obj->pos; // Point 2 of ray to check
999 mc.flags = (MC_CHECK_MODEL | MC_SUBMODEL);
1001 if (model_collide(&mc)) {
1002 *hitpos = mc.hit_point_world;
1008 // debris ship collision -- use debris_hit_info to calculate physics
1009 object *ship_obj = other_obj;
1010 Assert( ship_obj->type == OBJ_SHIP );
1012 object *heavy = debris_hit_info->heavy;
1013 object *light = debris_hit_info->light;
1014 object *heavy_obj = heavy;
1015 object *light_obj = light;
1017 vector zero, p0, p1;
1019 vm_vec_sub(&p0, &light->last_pos, &heavy->last_pos);
1020 vm_vec_sub(&p1, &light->pos, &heavy->pos);
1022 mc.pos = &zero; // The object's position
1023 mc.p0 = &p0; // Point 1 of ray to check
1024 mc.p1 = &p1; // Point 2 of ray to check
1026 // find the light object's position in the heavy object's reference frame at last frame and also in this frame.
1027 vector p0_temp, p0_rotated;
1029 // Collision detection from rotation enabled if at rotaion is less than 30 degree in frame
1030 // This should account for all ships
1031 if ( (vm_vec_mag_squared(&heavy->phys_info.rotvel) * flFrametime*flFrametime) < (PI*PI/36) ) {
1032 // collide_rotate calculate (1) start position and (2) relative velocity
1033 debris_hit_info->collide_rotate = 1;
1034 vm_vec_rotate(&p0_temp, &p0, &heavy->last_orient);
1035 vm_vec_unrotate(&p0_rotated, &p0_temp, &heavy->orient);
1036 mc.p0 = &p0_rotated; // Point 1 of ray to check
1037 vm_vec_sub(&debris_hit_info->light_rel_vel, &p1, &p0_rotated);
1038 vm_vec_scale(&debris_hit_info->light_rel_vel, 1/flFrametime);
1040 debris_hit_info->collide_rotate = 0;
1041 vm_vec_sub(&debris_hit_info->light_rel_vel, &light->phys_info.vel, &heavy->phys_info.vel);
1046 if ( debris_hit_info->heavy == ship_obj ) { // ship is heavier, so debris is sphere. Check sphere collision against ship poly model
1047 mc.model_num = Ships[ship_obj->instance].modelnum; // Fill in the model to check
1048 mc.orient = &ship_obj->orient; // The object's orient
1049 mc.radius = pdebris->radius;
1050 mc.flags = (MC_CHECK_MODEL | MC_CHECK_SPHERELINE);
1052 // copy important data
1053 int copy_flags = mc.flags; // make a copy of start end positions of sphere in big ship RF
1054 vector copy_p0, copy_p1;
1058 // first test against the sphere - if this fails then don't do any submodel tests
1059 mc.flags = MC_ONLY_SPHERE | MC_CHECK_SPHERELINE;
1061 int submodel_list[MAX_ROTATING_SUBMODELS];
1062 int num_rotating_submodels = 0;
1065 ship_model_start(ship_obj);
1067 if (model_collide(&mc)) {
1069 // Set earliest hit time
1070 debris_hit_info->hit_time = FLT_MAX;
1072 // Do collision the cool new way
1073 if ( debris_hit_info->collide_rotate ) {
1074 // We collide with the sphere, find the list of rotating submodels and test one at a time
1075 model_get_rotating_submodel_list(submodel_list, &num_rotating_submodels, heavy_obj);
1077 // Get polymodel and turn off all rotating submodels, collide against only 1 at a time.
1078 pm = model_get(Ships[heavy_obj->instance].modelnum);
1080 // turn off all rotating submodels and test for collision
1081 for (int i=0; i<num_rotating_submodels; i++) {
1082 pm->submodel[submodel_list[i]].blown_off = 1;
1085 // reset flags to check MC_CHECK_MODEL | MC_CHECK_SPHERELINE and maybe MC_CHECK_INVISIBLE_FACES and MC_SUBMODEL_INSTANCE
1086 mc.flags = copy_flags | MC_SUBMODEL_INSTANCE;
1088 // check each submodel in turn
1089 for (int i=0; i<num_rotating_submodels; i++) {
1090 // turn on submodel for collision test
1091 pm->submodel[submodel_list[i]].blown_off = 0;
1093 // set angles for last frame (need to set to prev to get p0)
1094 angles copy_angles = pm->submodel[submodel_list[i]].angs;
1096 // find the start and end positions of the sphere in submodel RF
1097 pm->submodel[submodel_list[i]].angs = pm->submodel[submodel_list[i]].sii->prev_angs;
1098 world_find_model_point(&p0, &light_obj->last_pos, pm, submodel_list[i], &heavy_obj->last_orient, &heavy_obj->last_pos);
1100 pm->submodel[submodel_list[i]].angs = copy_angles;
1101 world_find_model_point(&p1, &light_obj->pos, pm, submodel_list[i], &heavy_obj->orient, &heavy_obj->pos);
1105 // mc.pos = zero // in submodel RF
1107 mc.orient = &vmd_identity_matrix;
1108 mc.submodel_num = submodel_list[i];
1110 if ( model_collide(&mc) ) {
1111 if ( mc.hit_dist < debris_hit_info->hit_time ) {
1114 // set up debris_hit_info common
1115 set_hit_struct_info(debris_hit_info, &mc, SUBMODEL_ROT_HIT);
1116 model_find_world_point(&debris_hit_info->hit_pos, &mc.hit_point, mc.model_num, mc.hit_submodel, &heavy_obj->orient, &zero);
1118 // set up debris_hit_info for rotating submodel
1119 if (debris_hit_info->edge_hit == 0) {
1120 model_find_obj_dir(&debris_hit_info->collision_normal, &mc.hit_normal, heavy_obj, mc.hit_submodel);
1123 // find position in submodel RF of light object at collison
1124 vector int_light_pos, diff;
1125 vm_vec_sub(&diff, mc.p1, mc.p0);
1126 vm_vec_scale_add(&int_light_pos, mc.p0, &diff, mc.hit_dist);
1127 model_find_world_point(&debris_hit_info->light_collision_cm_pos, &int_light_pos, mc.model_num, mc.hit_submodel, &heavy_obj->orient, &zero);
1130 // Don't look at this submodel again
1131 pm->submodel[submodel_list[i]].blown_off = 1;
1136 // Recover and do usual ship_ship collision, but without rotating submodels
1137 mc.flags = copy_flags;
1140 mc.orient = &heavy_obj->orient;
1142 // usual ship_ship collision test
1143 if ( model_collide(&mc) ) {
1144 // check if this is the earliest hit
1145 if (mc.hit_dist < debris_hit_info->hit_time) {
1148 set_hit_struct_info(debris_hit_info, &mc, SUBMODEL_NO_ROT_HIT);
1150 // get collision normal if not edge hit
1151 if (debris_hit_info->edge_hit == 0) {
1152 model_find_obj_dir(&debris_hit_info->collision_normal, &mc.hit_normal, heavy_obj, mc.hit_submodel);
1155 // find position in submodel RF of light object at collison
1157 vm_vec_sub(&diff, mc.p1, mc.p0);
1158 vm_vec_scale_add(&debris_hit_info->light_collision_cm_pos, mc.p0, &diff, mc.hit_dist);
1163 ship_model_stop( ship_obj );
1167 // Debris is heavier obj
1168 mc.model_num = Debris[num].model_num; // Fill in the model to check
1169 mc.submodel_num = Debris[num].submodel_num;
1170 model_clear_instance( mc.model_num );
1171 mc.orient = &pdebris->orient; // The object's orient
1172 mc.radius = model_get_core_radius( Ships[ship_obj->instance].modelnum );
1174 // check for collision between debris model and ship sphere
1175 mc.flags = (MC_CHECK_MODEL | MC_SUBMODEL | MC_CHECK_SPHERELINE);
1177 mc_ret_val = model_collide(&mc);
1180 set_hit_struct_info(debris_hit_info, &mc, SUBMODEL_NO_ROT_HIT);
1182 // set normal if not edge hit
1183 if ( !debris_hit_info->edge_hit ) {
1184 vm_vec_unrotate(&debris_hit_info->collision_normal, &mc.hit_normal, &heavy->orient);
1187 // find position in submodel RF of light object at collison
1189 vm_vec_sub(&diff, mc.p1, mc.p0);
1190 vm_vec_scale_add(&debris_hit_info->light_collision_cm_pos, mc.p0, &diff, mc.hit_dist);
1198 // SET PHYSICS PARAMETERS
1199 // already have (hitpos - heavy) and light_cm_pos
1200 // get heavy cm pos - already have light_cm_pos
1201 debris_hit_info->heavy_collision_cm_pos = zero;
1203 // get r_heavy and r_light
1204 debris_hit_info->r_heavy = debris_hit_info->hit_pos;
1205 vm_vec_sub(&debris_hit_info->r_light, &debris_hit_info->hit_pos, &debris_hit_info->light_collision_cm_pos);
1207 // set normal for edge hit
1208 if ( debris_hit_info->edge_hit ) {
1209 vm_vec_copy_normalize(&debris_hit_info->collision_normal, &debris_hit_info->r_light);
1210 vm_vec_negate(&debris_hit_info->collision_normal);
1214 vm_vec_add(hitpos, &debris_hit_info->heavy->pos, &debris_hit_info->r_heavy);
1222 #pragma warning ( pop )
1225 // ---------------------------------------------------------------------------------------
1226 // debris_get_team()
1228 // Return the team field for a debris object
1230 int debris_get_team(object *objp)
1232 Assert( objp->type == OBJ_DEBRIS );
1233 Assert( objp->instance >= 0 && objp->instance < MAX_DEBRIS_PIECES );
1234 return Debris[objp->instance].team;
1237 // fills in debris physics properties when created, specifically mass and moment of inertia
1238 void calc_debris_physics_properties( physics_info *pi, vector *mins, vector *maxs )
1240 float dx, dy, dz, mass;
1241 dx = maxs->x - mins->x;
1242 dy = maxs->y - mins->y;
1243 dz = maxs->z - mins->z;
1245 // John, with new bspgen, just set pi->mass = mass
1246 mass = 0.12f * dx * dy * dz;
1247 pi->mass = (float) pow(mass, 0.6666667f) * 4.65f;
1249 pi->I_body_inv.rvec.x = 12.0f / (pi->mass * (dy*dy + dz*dz));
1250 pi->I_body_inv.rvec.y = 0.0f;
1251 pi->I_body_inv.rvec.z = 0.0f;
1253 pi->I_body_inv.uvec.x = 0.0f;
1254 pi->I_body_inv.uvec.y = 12.0f / (pi->mass * (dx*dx + dz*dz));
1255 pi->I_body_inv.uvec.z = 0.0f;
1257 pi->I_body_inv.fvec.x = 0.0f;
1258 pi->I_body_inv.fvec.y = 0.0f;
1259 pi->I_body_inv.fvec.z = 12.0f / (pi->mass * (dx*dx + dy*dy));