2 * $Logfile: /Freespace2/code/Debris/Debris.cpp $
7 * Code for the pieces of exploding object debris.
10 * Revision 1.2 2002/05/28 08:52:03 relnev
11 * implemented two assembly stubs.
13 * cleaned up a few warnings.
15 * added a little demo hackery to make it progress a little farther.
17 * Revision 1.1.1.1 2002/05/03 03:28:08 root
21 * 16 8/01/99 1:13p Dave
22 * Fixed objsnd problem with hull debris pieces.
24 * 15 7/01/99 4:23p Dave
25 * Full support for multiple linked ambient engine sounds. Added "big
28 * 14 7/01/99 11:44a Dave
29 * Updated object sound system to allow multiple obj sounds per ship.
30 * Added hit-by-beam sound. Added killed by beam sound.
32 * 13 5/18/99 11:50a Andsager
33 * Remove unused object type OBJ_GHOST_SAVE
35 * 12 5/14/99 11:50a Andsager
36 * Added vaporize for SMALL ships hit by HUGE beams. Modified dying
37 * frame. Enlarged debris shards and range at which visible.
39 * 11 4/23/99 12:01p Johnson
42 * 10 2/26/99 4:14p Dave
43 * Put in the ability to have multiple shockwaves for ships.
45 * 9 1/20/99 6:04p Dave
46 * Another bit of stuff for beam weapons. Ships will properly use them
47 * now, although they're really deadly.
49 * 8 12/03/98 3:14p Andsager
50 * Check in code that checks rotating submodel actually has ship subsystem
52 * 7 11/19/98 11:07p Andsager
53 * Check in of physics and collision detection of rotating submodels
55 * 6 11/13/98 10:13a Andsager
56 * simplify collision code
58 * 5 11/05/98 5:55p Dave
59 * Big pass at reducing #includes
61 * 4 10/23/98 1:11p Andsager
62 * Make ship sparks emit correctly from rotating structures.
64 * 3 10/16/98 1:22p Andsager
65 * clean up header files
67 * 2 10/07/98 10:52a Dave
70 * 1 10/07/98 10:48a Dave
72 * 119 8/28/98 3:28p Dave
73 * EMP effect done. AI effects may need some tweaking as required.
75 * 118 5/03/98 5:41p Mike
76 * Add Framecount to nprintf.
78 * 117 4/15/98 10:00p Allender
79 * make debris have own signature set.
81 * 116 4/15/98 9:42a Adam
82 * added 2 more explosion types (1, actually, but placeholder for 2)
84 * 115 4/13/98 4:52p Allender
85 * remove AI_frametime and us flFrametime instead. Make lock warning work
86 * in multiplayer for aspect seeking missiles. Debris fixups
88 * 114 4/10/98 12:16p Allender
89 * fix ship hit kill and debris packets
91 * 113 4/09/98 5:43p Allender
92 * multiplayer network object fixes. debris and self destructed ships
93 * should all sync up. Fix problem where debris pieces (hull pieces) were
94 * not getting a net signature
96 * 112 4/01/98 5:34p John
97 * Made only the used POFs page in for a level. Reduced some interp
98 * arrays. Made custom detail level work differently.
100 * 111 3/31/98 5:11p John
101 * Removed demo/save/restore. Made NDEBUG defined compile. Removed a
102 * bunch of debug stuff out of player file. Made model code be able to
103 * unload models and malloc out only however many models are needed.
105 * 110 3/26/98 5:21p John
106 * Added new code to preload all bitmaps at the start of a level.
107 * Commented it out, though.
109 * 109 3/23/98 12:20p Andsager
110 * Enable collision from rotation in ship_debris and ship_debris
113 * 108 3/19/98 12:09p John
114 * Fixed a bug using 6 characters. r_heavy was using local coordinates
115 * instead of world so all asteroid-ship and debris-ship hitpos's were in
116 * the wrong spot. Ok, I rearreanged some code to make it clearer also.
119 * 107 3/12/98 6:47p John
120 * MAde arcs on debris further than objrad*50 not render.
122 * 106 3/09/98 2:10p Andsager
123 * Put in checks for debris (other) with excessive velocity.
125 * 105 2/26/98 10:07p Hoffoss
126 * Rewrote state saving and restoring to fix bugs and simplify the code.
128 * 104 2/22/98 12:19p John
129 * Externalized some strings
131 * 103 2/20/98 8:31p Lawrance
132 * Add radius parm to sound_play_3d()
134 * 102 2/10/98 6:43p Lawrance
135 * Moved asteroid code to a separate lib.
137 * 101 2/07/98 2:14p Mike
138 * Improve asteroid splitting. Add ship:asteroid collisions. Timestamp
139 * ship:debris collisions.
141 * 100 2/06/98 7:45p John
142 * Reversed order of asteroid models so blown up ones are smaller.
144 * 99 2/06/98 7:28p John
145 * Made debris and particles not get created if > 200 m from eye. Added
146 * max_velocity to asteroid's physics info for aiding in throwing out
149 * 98 2/06/98 3:08p Mike
150 * More asteroid stuff, including resolving conflicts between the two
151 * asteroid_field structs!
153 * 97 2/06/98 12:25a Mike
154 * More asteroid stuff.
156 * 96 2/05/98 9:41p Mike
157 * Asteroid work, intermediate checkin to resolve compile errors.
159 * 95 2/05/98 9:21p John
160 * Some new Direct3D code. Added code to monitor a ton of stuff in the
163 * 94 2/05/98 12:51a Mike
164 * Early asteroid stuff.
166 * 93 2/03/98 6:01p Andsager
167 * Fix excessive rotvel in debris_create. Check using physics function
168 * check_rotvel_limit.
170 * 92 2/03/98 11:14a Andsager
171 * Temp check in to stop debris being created with excess rotvel
173 * 91 2/02/98 4:45p Mike
174 * Increase translational and rotational velocity imparted to debris
175 * pieces at request of Adam.
177 * 90 1/30/98 2:56p John
178 * Made debris arcs jump around. Made only 2/3 of the chunks have arcing
180 * 89 1/30/98 11:48a John
181 * Made debris arcs cast light. Added sound effects for them.
183 * 88 1/29/98 5:50p John
184 * Made electrical arcing on debris pieces be persistent from frame to
187 * 87 1/29/98 8:39a Andsager
188 * Changed mass and moment of intertia based area vs. volume
190 * 86 1/27/98 11:02a John
191 * Added first rev of sparks. Made all code that calls model_render call
192 * clear_instance first. Made debris pieces not render by default when
193 * clear_instance is called.
195 * 85 1/24/98 4:49p Lawrance
196 * Only delete hull piece if you can find an old one that isn't already
199 * 84 1/23/98 5:06p John
200 * Took L out of vertex structure used B (blue) instead. Took all small
201 * fireballs out of fireball types and used particles instead. Fixed some
202 * debris explosion things. Restructured fireball code. Restructured
203 * some lighting code. Made dynamic lighting on by default. Made groups
204 * of lasers only cast one light. Made fireballs not cast light.
213 #include "fireballs.h"
215 #include "missionparse.h" // For MAX_SPECIES_NAMES
217 #include "objectsnd.h"
218 #include "linklist.h"
219 #include "systemvars.h"
221 #include "multimsgs.h"
222 #include "particle.h"
223 #include "freespace.h"
224 #include "multiutil.h"
225 #include "objcollide.h"
228 #define MAX_LIFE 10.0f
229 #define MIN_RADIUS_FOR_PERSISTANT_DEBRIS 50 // ship radius at which debris from it becomes persistant
230 #define DEBRIS_SOUND_DELAY 2000 // time to start debris sound after created
232 // limit the number of hull debris chunks that can exist.
233 #define MAX_HULL_PIECES 10
234 int Num_hull_pieces; // number of hull pieces in existance
235 debris Hull_debris_list; // head of linked list for hull debris chunks, for quick search
237 debris Debris[MAX_DEBRIS_PIECES];
239 int Num_debris_pieces = 0;
240 int Debris_inited = 0;
242 int Debris_model = -1;
243 int Debris_vaporize_model = -1;
244 int Debris_num_submodels = 0;
245 char * Debris_texture_files[MAX_SPECIES_NAMES] = {
246 NOX("debris01a"), // Terran
247 NOX("debris01b"), // Species B
248 NOX("debris01c"), // Shivan
251 int Debris_textures[MAX_SPECIES_NAMES];
253 #define MAX_DEBRIS_DIST 10000.0f // Debris goes away if it's this far away.
254 #define DEBRIS_DISTANCE_CHECK_TIME (10*1000) // Check every 10 seconds.
255 #define DEBRIS_INDEX(dp) (dp-Debris)
257 #define MAX_SPEED_SMALL_DEBRIS 200 // maximum velocity of small debris piece
258 #define MAX_SPEED_BIG_DEBRIS 150 // maximum velocity of big debris piece
259 #define MAX_SPEED_CAPITAL_DEBRIS 100 // maximum velocity of capital debris piece
260 #define DEBRIS_SPEED_DEBUG
262 // ---------------------------------------------------------------------------------------
263 // debris_start_death_roll()
265 // Start the sequence of a piece of debris writhing in unholy agony!!!
267 static void debris_start_death_roll(object *debris_obj, debris *debris_p)
269 if (debris_p->is_hull) {
270 // tell everyone else to blow up the piece of debris
271 if( MULTIPLAYER_MASTER )
272 send_debris_update_packet(debris_obj,DEBRIS_UPDATE_NUKE);
274 int fireball_type = FIREBALL_EXPLOSION_LARGE1 + rand()%FIREBALL_NUM_LARGE_EXPLOSIONS;
275 fireball_create( &debris_obj->pos, fireball_type, OBJ_INDEX(debris_obj), debris_obj->radius*1.75f);
277 // only play debris destroy sound if hull piece and it has been around for at least 2 seconds
278 if ( Missiontime > debris_p->time_started + 2*F1_0 ) {
279 snd_play_3d( &Snds[SND_MISSILE_IMPACT1], &debris_obj->pos, &View_position, debris_obj->radius );
284 debris_obj->flags |= OF_SHOULD_BE_DEAD;
285 // demo_do_flag_dead(OBJ_INDEX(debris_obj));
288 // ---------------------------------------------------------------------------------------
291 // This will get called at the start of each level.
297 if ( !Debris_inited ) {
302 Debris_vaporize_model = -1;
303 Debris_num_submodels = 0;
305 // Reset everything between levels
306 Num_debris_pieces = 0;
307 for (i=0; i<MAX_DEBRIS_PIECES; i++ ) {
309 Debris[i].sound_delay = 0;
313 list_init(&Hull_debris_list);
316 // Page in debris bitmaps at level load
317 void debris_page_in()
321 Debris_model = model_load( NOX("debris01.pof"), 0, NULL );
322 if (Debris_model>-1) {
324 pm = model_get(Debris_model);
325 Debris_num_submodels = pm->n_models;
328 Debris_vaporize_model = model_load( NOX("debris02.pof"), 0, NULL );
330 for (i=0; i<MAX_SPECIES_NAMES; i++ ) {
331 nprintf(( "Paging", "Paging in debris texture '%s'\n", Debris_texture_files[i] ));
332 Debris_textures[i] = bm_load( Debris_texture_files[i] );
333 if ( Debris_textures[i] < 0 ) {
334 Warning( LOCATION, "Couldn't load species %d debris\ntexture, '%s'\n", i, Debris_texture_files[i] );
336 bm_page_in_texture( Debris_textures[i] );
341 MONITOR(NumSmallDebrisRend);
342 MONITOR(NumHullDebrisRend);
344 // ---------------------------------------------------------------------------------------
348 void debris_render(object * obj)
359 Assert(num >= 0 && num < MAX_DEBRIS_PIECES );
362 Assert( db->flags & DEBRIS_USED );
364 // Swap in a different texture depending on the species
365 if ( (db->species > -1) && (db->species < MAX_SPECIES_NAMES) ) {
367 pm = model_get( db->model_num );
369 if ( pm && (pm->n_textures == 1) ) {
370 swapped = pm->textures[0];
371 pm->textures[0] = Debris_textures[db->species];
375 model_clear_instance( db->model_num );
377 // Only render electrical arcs if within 500m of the eye (for a 10m piece)
378 if ( vm_vec_dist_quick( &obj->pos, &Eye_position ) < obj->radius*50.0f ) {
379 for (i=0; i<MAX_DEBRIS_ARCS; i++ ) {
380 if ( timestamp_valid( db->arc_timestamp[i] ) ) {
381 model_add_arc( db->model_num, db->submodel_num, &db->arc_pts[i][0], &db->arc_pts[i][1], MARC_TYPE_NORMAL );
387 MONITOR_INC(NumHullDebrisRend,1);
388 submodel_render( db->model_num, db->submodel_num, &obj->orient, &obj->pos );
390 MONITOR_INC(NumSmallDebrisRend,1);
391 submodel_render( db->model_num, db->submodel_num, &obj->orient, &obj->pos, MR_NO_LIGHTING );
394 if ((swapped!=-1) && pm) {
395 pm->textures[0] = swapped;
399 // Removed the DEBRIS_EXPIRE flag, and remove item from Hull_debris_list
400 void debris_clear_expired_flag(debris *db)
402 if ( db->flags & DEBRIS_EXPIRE ) {
403 db->flags &= ~DEBRIS_EXPIRE;
406 list_remove(Hull_debris_list, db);
407 Assert( Num_hull_pieces >= 0 );
412 // ---------------------------------------------------------------------------------------
415 // Delete the debris object. This is only ever called via obj_delete(). Do not call directly.
416 // Use debris_start_death_roll() if you want to force a debris piece to die.
418 void debris_delete( object * obj )
424 Assert( Debris[num].objnum == OBJ_INDEX(obj));
428 Assert( Num_debris_pieces >= 0 );
429 if ( db->is_hull && (db->flags & DEBRIS_EXPIRE) ) {
430 debris_clear_expired_flag(db);
437 // If debris piece *db is far away from all players, make it go away very soon.
438 // In single player game, delete if MAX_DEBRIS_DIST from player.
439 // In multiplayer game, delete if MAX_DEBRIS_DIST from all players.
440 void maybe_delete_debris(debris *db)
444 if (timestamp_elapsed(db->next_distance_check)) {
445 if (!(Game_mode & GM_MULTIPLAYER)) { // In single player game, just check against player.
446 if (vm_vec_dist_quick(&Player_obj->pos, &Objects[db->objnum].pos) > MAX_DEBRIS_DIST)
449 db->next_distance_check = timestamp(DEBRIS_DISTANCE_CHECK_TIME);
451 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
452 if (objp->flags & OF_PLAYER_SHIP) {
453 if (vm_vec_dist_quick(&objp->pos, &Objects[db->objnum].pos) < MAX_DEBRIS_DIST) {
454 db->next_distance_check = timestamp(DEBRIS_DISTANCE_CHECK_TIME);
464 // broke debris_move into debris_process_pre and debris_process_post as was done with all
465 // *_move functions on 8/13 by MK and MA.
466 void debris_process_pre( object *objp, float frame_time)
470 MONITOR(NumSmallDebris);
471 MONITOR(NumHullDebris);
473 // ---------------------------------------------------------------------------------------
474 // debris_process_post()
476 // Do various updates to debris: check if time to die, start fireballs
478 // parameters: obj => pointer to debris object
479 // frame_time => time elapsed since last debris_move() called
481 // Maybe delete debris if it's very far away from player.
482 void debris_process_post(object * obj, float frame_time)
487 int objnum = OBJ_INDEX(obj);
488 Assert( Debris[num].objnum == objnum );
489 debris *db = &Debris[num];
492 MONITOR_INC(NumHullDebris,1);
493 radar_plot_object( obj );
495 if ( timestamp_elapsed(db->sound_delay) ) {
496 obj_snd_assign(objnum, SND_DEBRIS, &vmd_zero_vector, 0);
500 MONITOR_INC(NumSmallDebris,1);
503 if ( db->lifeleft >= 0.0f) {
504 db->lifeleft -= frame_time;
505 if ( db->lifeleft < 0.0f ) {
506 debris_start_death_roll(obj, db);
510 maybe_delete_debris(db); // Make this debris go away if it's very far away.
512 // ================== DO THE ELECTRIC ARCING STUFF =====================
513 if ( db->arc_frequency <= 0 ) {
514 return; // If arc_frequency <= 0, this piece has no arcs on it
517 if ( !timestamp_elapsed(db->fire_timeout) && timestamp_elapsed(db->next_fireball)) {
519 // start the next fireball up in the next 50 - 100 ms
520 //db->next_fireball = timestamp_rand(60,80);
522 db->next_fireball = timestamp_rand(db->arc_frequency,db->arc_frequency*2 );
523 db->arc_frequency += 100;
527 int n, n_arcs = ((rand()>>5) % 3)+1; // Create 1-3 sparks
529 vector v1, v2, v3, v4;
530 submodel_get_two_random_points( db->model_num, db->submodel_num, &v1, &v2 );
531 submodel_get_two_random_points( db->model_num, db->submodel_num, &v3, &v4 );
535 int a = 100, b = 1000;
536 int lifetime = (myrand()%((b)-(a)+1))+(a);
538 // Create the spark effects
539 for (i=0; i<MAX_DEBRIS_ARCS; i++ ) {
540 if ( !timestamp_valid( db->arc_timestamp[i] ) ) {
541 //db->arc_timestamp[i] = timestamp_rand(400,1000); // live up to a second
542 db->arc_timestamp[i] = timestamp(lifetime); // live up to a second
546 db->arc_pts[i][0] = v1;
547 db->arc_pts[i][1] = v2;
550 db->arc_pts[i][0] = v2;
551 db->arc_pts[i][1] = v3;
555 db->arc_pts[i][0] = v2;
556 db->arc_pts[i][1] = v4;
565 break; // Don't need to create anymore
570 // rotate v2 out of local coordinates into world.
571 // Use v2 since it is used in every bolt. See above switch().
573 vm_vec_unrotate(&snd_pos, &v2, &obj->orient);
574 vm_vec_add2(&snd_pos, &obj->pos );
576 //Play a sound effect
577 if ( lifetime > 750 ) {
578 // 1.00 second effect
579 snd_play_3d( &Snds[SND_DEBRIS_ARC_05], &snd_pos, &View_position, obj->radius );
580 } else if ( lifetime > 500 ) {
581 // 0.75 second effect
582 snd_play_3d( &Snds[SND_DEBRIS_ARC_04], &snd_pos, &View_position, obj->radius );
583 } else if ( lifetime > 250 ) {
584 // 0.50 second effect
585 snd_play_3d( &Snds[SND_DEBRIS_ARC_03], &snd_pos, &View_position, obj->radius );
586 } else if ( lifetime > 100 ) {
587 // 0.25 second effect
588 snd_play_3d( &Snds[SND_DEBRIS_ARC_02], &snd_pos, &View_position, obj->radius );
590 // 0.10 second effect
591 snd_play_3d( &Snds[SND_DEBRIS_ARC_01], &snd_pos, &View_position, obj->radius );
600 for (i=0; i<MAX_DEBRIS_ARCS; i++ ) {
601 if ( timestamp_valid( db->arc_timestamp[i] ) ) {
602 if ( timestamp_elapsed( db->arc_timestamp[i] ) ) {
603 // Kill off the spark
604 db->arc_timestamp[i] = timestamp(-1);
606 // Maybe move a vertex.... 20% of the time maybe?
608 if ( mr < RAND_MAX/5 ) {
610 submodel_get_two_random_points( db->model_num, db->submodel_num, &v1, &v2 );
611 db->arc_pts[i][mr % 2] = v1;
619 // ---------------------------------------------------------------------------------------
620 // debris_find_oldest()
622 // Locate the oldest hull debris chunk. Search through the Hull_debris_list, which is a list
623 // of all the hull debris chunks.
625 int debris_find_oldest()
632 oldest_time = 0x7fffffff;
634 for ( db = GET_FIRST(&Hull_debris_list); db != END_OF_LIST(&Hull_debris_list); db = GET_NEXT(db) ) {
635 if ( (db->time_started < oldest_time) && !(Objects[db->objnum].flags & OF_SHOULD_BE_DEAD) ) {
636 oldest_index = DEBRIS_INDEX(db);
637 oldest_time = db->time_started;
644 #define DEBRIS_ROTVEL_SCALE 5.0f
645 void calc_debris_physics_properties( physics_info *pi, vector *min, vector *max );
646 // ---------------------------------------------------------------------------------------
649 // Create debris from an object
651 // exp_force: Explosion force, used to assign velocity to pieces.
652 // 1.0f assigns velocity like before. 2.0f assigns twice as much to non-inherited part of velocity
653 object *debris_create(object *source_obj, int model_num, int submodel_num, vector *pos, vector *exp_center, int hull_flag, float exp_force)
655 int i, n, objnum, parent_objnum;
662 parent_objnum = OBJ_INDEX(source_obj);
664 Assert( (source_obj->type == OBJ_SHIP ) || (source_obj->type == OBJ_GHOST));
665 Assert( source_obj->instance >= 0 && source_obj->instance < MAX_SHIPS );
666 shipp = &Ships[source_obj->instance];
667 vaporize = (shipp->flags &SF_VAPORIZE);
670 // Make vaporize debris seen from farther away
671 float dist = vm_vec_dist_quick( pos, &Eye_position );
675 if ( dist > 200.0f ) {
676 //mprintf(( "Not creating debris that is %.1f m away\n", dist ));
681 if ( hull_flag && (Num_hull_pieces >= MAX_HULL_PIECES ) ) {
682 // cause oldest hull debris chunk to blow up
683 n = debris_find_oldest();
685 debris_start_death_roll(&Objects[Debris[n].objnum], &Debris[n] );
689 for (n=0; n<MAX_DEBRIS_PIECES; n++ ) {
690 if ( !(Debris[n].flags & DEBRIS_USED) )
694 if ( n == MAX_DEBRIS_PIECES ) {
695 nprintf(("Warning","Frame %i: Could not create debris, no more slots left\n", Framecount));
701 // Create Debris piece n!
703 if (rand() < RAND_MAX/6) // Make some pieces blow up shortly after explosion.
704 db->lifeleft = 2.0f * ((float) myrand()/(float) RAND_MAX) + 0.5f;
706 db->lifeleft = -1.0f; // large hull pieces stay around forever
708 db->lifeleft = (i2fl(myrand())/i2fl(RAND_MAX))*2.0f+0.1f;
711 // increase lifetime for vaporized debris
713 db->lifeleft *= 3.0f;
715 db->flags |= DEBRIS_USED;
716 db->is_hull = hull_flag;
717 db->source_objnum = parent_objnum;
718 db->source_sig = source_obj->signature;
719 db->ship_info_index = shipp->ship_info_index;
720 db->team = shipp->team;
721 db->fire_timeout = 0; // if not changed, timestamp_elapsed() will return false
722 db->time_started = Missiontime;
723 db->species = Ship_info[shipp->ship_info_index].species;
724 db->next_distance_check = (myrand() % 2000) + 4*DEBRIS_DISTANCE_CHECK_TIME;
726 for (i=0; i<MAX_DEBRIS_ARCS; i++ ) {
727 db->arc_timestamp[i] = timestamp(-1);
728 // vector arc_pts[MAX_DEBRIS_ARCS][2]; // The endpoints of each arc
732 // Only make 1/2 of the pieces have arcs
733 if ( myrand() < RAND_MAX*2/3 ) {
734 db->arc_frequency = 1000;
736 db->arc_frequency = 0;
739 db->arc_frequency = 0;
742 if ( model_num < 0 ) {
744 db->model_num = Debris_vaporize_model;
746 db->model_num = Debris_model;
748 db->submodel_num = (myrand()>>4) % Debris_num_submodels;
750 db->model_num = model_num;
751 db->submodel_num = submodel_num;
753 float radius = submodel_get_radius( db->model_num, db->submodel_num );
755 db->next_fireball = timestamp_rand(500,2000); //start one 1/2 - 2 secs later
758 pos = &source_obj->pos;
760 uint flags = OF_RENDERS | OF_PHYSICS;
762 flags |= OF_COLLIDES;
763 objnum = obj_create( OBJ_DEBRIS, parent_objnum, n, &source_obj->orient, pos, radius, flags );
764 if ( objnum == -1 ) {
765 mprintf(("Couldn't create debris object -- out of object slots\n"));
771 obj = &Objects[objnum];
773 // assign the network signature. The signature will be 0 for non-hull pieces, but since that
774 // is our invalid signature, it should be okay.
775 obj->net_signature = 0;
776 if ( (Game_mode & GM_MULTIPLAYER) && hull_flag ) {
777 obj->net_signature = multi_get_next_network_signature( MULTI_SIG_DEBRIS );
780 // -- No long need shield: bset_shield_strength(obj, 100.0f); // Hey! Set to some meaningful value!
782 if (source_obj->type == OBJ_SHIP) {
783 obj->hull_strength = Ship_info[Ships[source_obj->instance].ship_info_index].initial_hull_strength/8.0f;
785 obj->hull_strength = 10.0f;
789 vector rotvel, radial_vel, to_center;
792 vm_vec_sub( &to_center,pos, exp_center );
794 vm_vec_zero(&to_center);
800 scale = exp_force * i2fl((myrand()%20) + 10); // for radial_vel away from location of blast center
801 db->sound_delay = timestamp(DEBRIS_SOUND_DELAY);
803 // set up physics mass and I_inv for hull debris pieces
804 pm = model_get(model_num);
806 min = &pm->submodel[submodel_num].min;
807 max = &pm->submodel[submodel_num].max;
808 calc_debris_physics_properties( &obj->phys_info, min, max );
810 // limit the amount of time that fireballs appear
811 // let fireball length be linked to radius of ship. Range is .33 radius => 3.33 radius seconds.
812 t = 1000*Objects[db->source_objnum].radius/3 + myrand()%(fl2i(1000*3*Objects[db->source_objnum].radius));
813 db->fire_timeout = timestamp(fl2i(t)); // fireballs last from 5 - 30 seconds
815 if ( Objects[db->source_objnum].radius < MIN_RADIUS_FOR_PERSISTANT_DEBRIS ) {
816 db->flags |= DEBRIS_EXPIRE; // debris can expire
818 list_append(&Hull_debris_list, db);
820 nprintf(("Alan","A forever chunk of debris was created from ship with radius %f\n",Objects[db->source_objnum].radius));
824 scale = exp_force * i2fl((myrand()%20) + 10); // for radial_vel away from blast center (non-hull)
827 if ( vm_vec_mag_squared( &to_center ) < 0.1f ) {
828 vm_vec_rand_vec_quick(&radial_vel);
829 vm_vec_scale(&radial_vel, scale );
832 vm_vec_normalize(&to_center);
833 vm_vec_copy_scale(&radial_vel, &to_center, scale );
836 // MK: This next line causes debris pieces to get between 50% and 100% of the parent ship's
837 // velocity. What would be very cool is if the rotational velocity of the parent would become
838 // translational velocity of the debris piece. This would be based on the location of the debris
839 // piece in the parent object.
841 // 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
842 // displacement fromt the center of the parent object to the center of the debris piece
844 vector world_rotvel, vel_from_rotvel;
845 vm_vec_unrotate ( &world_rotvel, &source_obj->phys_info.rotvel, &source_obj->orient );
846 vm_vec_crossprod ( &vel_from_rotvel, &world_rotvel, &to_center );
847 vm_vec_scale ( &vel_from_rotvel, DEBRIS_ROTVEL_SCALE);
849 vm_vec_add (&obj->phys_info.vel, &radial_vel, &source_obj->phys_info.vel);
850 vm_vec_add2(&obj->phys_info.vel, &vel_from_rotvel);
852 #ifdef DEBRIS_SPEED_DEBUG
853 // check that debris is not created with too high a velocity
855 int ship_info_flag = Ship_info[Ships[source_obj->instance].ship_info_index].flags;
856 if (ship_info_flag & (SIF_SMALL_SHIP | SIF_NOT_FLYABLE | SIF_HARMLESS)) {
857 if (vm_vec_mag_squared(&obj->phys_info.vel) > MAX_SPEED_SMALL_DEBRIS*MAX_SPEED_SMALL_DEBRIS) {
858 float scale = MAX_SPEED_SMALL_DEBRIS / vm_vec_mag(&obj->phys_info.vel);
859 vm_vec_scale(&obj->phys_info.vel, scale);
861 } else if (ship_info_flag & SIF_BIG_SHIP) {
862 if (vm_vec_mag_squared(&obj->phys_info.vel) > MAX_SPEED_BIG_DEBRIS*MAX_SPEED_BIG_DEBRIS) {
863 float scale = MAX_SPEED_BIG_DEBRIS / vm_vec_mag(&obj->phys_info.vel);
864 vm_vec_scale(&obj->phys_info.vel, scale);
866 } else if (ship_info_flag & SIF_HUGE_SHIP) {
867 if (vm_vec_mag_squared(&obj->phys_info.vel) > MAX_SPEED_CAPITAL_DEBRIS*MAX_SPEED_CAPITAL_DEBRIS) {
868 float scale = MAX_SPEED_CAPITAL_DEBRIS / vm_vec_mag(&obj->phys_info.vel);
869 vm_vec_scale(&obj->phys_info.vel, scale);
872 Warning(LOCATION, "Ship has info flag that is not among the following: SMALL, NOT_FLYABLE, HARMLESS, BIG, CAPITAL, SUPERCAP");
877 // vm_vec_scale_add(&obj->phys_info.vel, &radial_vel, &source_obj->phys_info.vel, frand()/2.0f + 0.5f);
878 // 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));
880 // make sure rotational velocity does not get too high
885 scale = ( 6.0f + i2fl(myrand()%4) ) / radius;
887 vm_vec_rand_vec_quick(&rotvel);
888 vm_vec_scale(&rotvel, scale);
890 obj->phys_info.flags |= PF_DEAD_DAMP;
891 obj->phys_info.rotvel = rotvel;
892 check_rotvel_limit( &obj->phys_info );
895 // blow out his reverse thrusters. Or drag, same thing.
896 obj->phys_info.rotdamp = 10000.0f;
897 obj->phys_info.side_slip_time_const = 10000.0f;
898 obj->phys_info.flags |= (PF_REDUCED_DAMP | PF_DEAD_DAMP); // set damping equal for all axis and not changable
900 vm_vec_zero(&obj->phys_info.max_vel); // make so he can't turn on his own VOLITION anymore.
901 vm_vec_zero(&obj->phys_info.max_rotvel); // make so he can't change speed on his own VOLITION anymore.
904 // ensure vel is valid
905 Assert( !vm_is_vec_nan(&obj->phys_info.vel) );
907 // if ( hull_flag ) {
908 // vm_vec_zero(&obj->phys_info.vel);
909 // vm_vec_zero(&obj->phys_info.rotvel);
915 // ---------------------------------------------------------------------------------------
918 // Alas, poor debris_obj got whacked. Fortunately, we know who did it, where and how hard, so we
919 // can do something about it.
921 void debris_hit(object *debris_obj, object *other_obj, vector *hitpos, float damage)
923 debris *debris_p = &Debris[debris_obj->instance];
926 // Do a little particle spark shower to show we hit
930 pe.pos = *hitpos; // Where the particles emit from
931 pe.vel = debris_obj->phys_info.vel; // Initial velocity of all the particles
934 vm_vec_sub( &tmp_norm, hitpos, &debris_obj->pos );
935 vm_vec_normalize_safe(&tmp_norm);
937 pe.normal = tmp_norm; // What normal the particle emit around
938 pe.normal_variance = 0.3f; // How close they stick to that normal 0=good, 1=360 degree
939 pe.min_rad = 0.20f; // Min radius
940 pe.max_rad = 0.40f; // Max radius
942 // Sparks for first time at this spot
943 pe.num_low = 10; // Lowest number of particles to create
944 pe.num_high = 10; // Highest number of particles to create
945 pe.normal_variance = 0.3f; // How close they stick to that normal 0=good, 1=360 degree
946 pe.min_vel = 0.0f; // How fast the slowest particle can move
947 pe.max_vel = 10.0f; // How fast the fastest particle can move
948 pe.min_life = 0.25f; // How long the particles live
949 pe.max_life = 0.75f; // How long the particles live
950 particle_emit( &pe, PARTICLE_FIRE, 0 );
953 // multiplayer clients bail here
954 if(MULTIPLAYER_CLIENT){
958 if ( damage < 0.0f ) {
962 debris_obj->hull_strength -= damage;
964 if (debris_obj->hull_strength < 0.0f) {
965 debris_start_death_roll(debris_obj, debris_p );
967 // otherwise, give all the other players an update on the debris
968 if(MULTIPLAYER_MASTER){
969 send_debris_update_packet(debris_obj,DEBRIS_UPDATE_UPDATE);
974 // ---------------------------------------------------------------------------------------
975 // debris_check_collision()
977 // See if poor debris object *obj got whacked by evil *other_obj at point *hitpos.
978 // NOTE: debris_hit_info pointer NULL for debris:weapon collision, otherwise debris:ship collision.
979 // Return true if hit, else return false.
982 #pragma warning ( push )
983 #pragma warning ( disable : 4701 )
985 int debris_check_collision(object *pdebris, object *other_obj, vector *hitpos, collision_info_struct *debris_hit_info)
990 Assert( pdebris->type == OBJ_DEBRIS );
992 num = pdebris->instance;
995 Assert( Debris[num].objnum == OBJ_INDEX(pdebris));
997 // debris_hit_info NULL - so debris-weapon collision
998 if ( debris_hit_info == NULL ) {
999 // debris weapon collision
1000 Assert( other_obj->type == OBJ_WEAPON );
1001 mc.model_num = Debris[num].model_num; // Fill in the model to check
1002 mc.submodel_num = Debris[num].submodel_num;
1003 model_clear_instance( mc.model_num );
1004 mc.orient = &pdebris->orient; // The object's orient
1005 mc.pos = &pdebris->pos; // The object's position
1006 mc.p0 = &other_obj->last_pos; // Point 1 of ray to check
1007 mc.p1 = &other_obj->pos; // Point 2 of ray to check
1008 mc.flags = (MC_CHECK_MODEL | MC_SUBMODEL);
1010 if (model_collide(&mc)) {
1011 *hitpos = mc.hit_point_world;
1017 // debris ship collision -- use debris_hit_info to calculate physics
1018 object *ship_obj = other_obj;
1019 Assert( ship_obj->type == OBJ_SHIP );
1021 object *heavy = debris_hit_info->heavy;
1022 object *light = debris_hit_info->light;
1023 object *heavy_obj = heavy;
1024 object *light_obj = light;
1026 vector zero, p0, p1;
1028 vm_vec_sub(&p0, &light->last_pos, &heavy->last_pos);
1029 vm_vec_sub(&p1, &light->pos, &heavy->pos);
1031 mc.pos = &zero; // The object's position
1032 mc.p0 = &p0; // Point 1 of ray to check
1033 mc.p1 = &p1; // Point 2 of ray to check
1035 // find the light object's position in the heavy object's reference frame at last frame and also in this frame.
1036 vector p0_temp, p0_rotated;
1038 // Collision detection from rotation enabled if at rotaion is less than 30 degree in frame
1039 // This should account for all ships
1040 if ( (vm_vec_mag_squared(&heavy->phys_info.rotvel) * flFrametime*flFrametime) < (PI*PI/36) ) {
1041 // collide_rotate calculate (1) start position and (2) relative velocity
1042 debris_hit_info->collide_rotate = 1;
1043 vm_vec_rotate(&p0_temp, &p0, &heavy->last_orient);
1044 vm_vec_unrotate(&p0_rotated, &p0_temp, &heavy->orient);
1045 mc.p0 = &p0_rotated; // Point 1 of ray to check
1046 vm_vec_sub(&debris_hit_info->light_rel_vel, &p1, &p0_rotated);
1047 vm_vec_scale(&debris_hit_info->light_rel_vel, 1/flFrametime);
1049 debris_hit_info->collide_rotate = 0;
1050 vm_vec_sub(&debris_hit_info->light_rel_vel, &light->phys_info.vel, &heavy->phys_info.vel);
1055 if ( debris_hit_info->heavy == ship_obj ) { // ship is heavier, so debris is sphere. Check sphere collision against ship poly model
1056 mc.model_num = Ships[ship_obj->instance].modelnum; // Fill in the model to check
1057 mc.orient = &ship_obj->orient; // The object's orient
1058 mc.radius = pdebris->radius;
1059 mc.flags = (MC_CHECK_MODEL | MC_CHECK_SPHERELINE);
1061 // copy important data
1062 int copy_flags = mc.flags; // make a copy of start end positions of sphere in big ship RF
1063 vector copy_p0, copy_p1;
1067 // first test against the sphere - if this fails then don't do any submodel tests
1068 mc.flags = MC_ONLY_SPHERE | MC_CHECK_SPHERELINE;
1070 int submodel_list[MAX_ROTATING_SUBMODELS];
1071 int num_rotating_submodels = 0;
1074 ship_model_start(ship_obj);
1076 if (model_collide(&mc)) {
1078 // Set earliest hit time
1079 debris_hit_info->hit_time = FLT_MAX;
1081 // Do collision the cool new way
1082 if ( debris_hit_info->collide_rotate ) {
1083 // We collide with the sphere, find the list of rotating submodels and test one at a time
1084 model_get_rotating_submodel_list(submodel_list, &num_rotating_submodels, heavy_obj);
1086 // Get polymodel and turn off all rotating submodels, collide against only 1 at a time.
1087 pm = model_get(Ships[heavy_obj->instance].modelnum);
1089 // turn off all rotating submodels and test for collision
1090 for (int i=0; i<num_rotating_submodels; i++) {
1091 pm->submodel[submodel_list[i]].blown_off = 1;
1094 // reset flags to check MC_CHECK_MODEL | MC_CHECK_SPHERELINE and maybe MC_CHECK_INVISIBLE_FACES and MC_SUBMODEL_INSTANCE
1095 mc.flags = copy_flags | MC_SUBMODEL_INSTANCE;
1097 // check each submodel in turn
1098 for (int i=0; i<num_rotating_submodels; i++) {
1099 // turn on submodel for collision test
1100 pm->submodel[submodel_list[i]].blown_off = 0;
1102 // set angles for last frame (need to set to prev to get p0)
1103 angles copy_angles = pm->submodel[submodel_list[i]].angs;
1105 // find the start and end positions of the sphere in submodel RF
1106 pm->submodel[submodel_list[i]].angs = pm->submodel[submodel_list[i]].sii->prev_angs;
1107 world_find_model_point(&p0, &light_obj->last_pos, pm, submodel_list[i], &heavy_obj->last_orient, &heavy_obj->last_pos);
1109 pm->submodel[submodel_list[i]].angs = copy_angles;
1110 world_find_model_point(&p1, &light_obj->pos, pm, submodel_list[i], &heavy_obj->orient, &heavy_obj->pos);
1114 // mc.pos = zero // in submodel RF
1116 mc.orient = &vmd_identity_matrix;
1117 mc.submodel_num = submodel_list[i];
1119 if ( model_collide(&mc) ) {
1120 if ( mc.hit_dist < debris_hit_info->hit_time ) {
1123 // set up debris_hit_info common
1124 set_hit_struct_info(debris_hit_info, &mc, SUBMODEL_ROT_HIT);
1125 model_find_world_point(&debris_hit_info->hit_pos, &mc.hit_point, mc.model_num, mc.hit_submodel, &heavy_obj->orient, &zero);
1127 // set up debris_hit_info for rotating submodel
1128 if (debris_hit_info->edge_hit == 0) {
1129 model_find_obj_dir(&debris_hit_info->collision_normal, &mc.hit_normal, heavy_obj, mc.hit_submodel);
1132 // find position in submodel RF of light object at collison
1133 vector int_light_pos, diff;
1134 vm_vec_sub(&diff, mc.p1, mc.p0);
1135 vm_vec_scale_add(&int_light_pos, mc.p0, &diff, mc.hit_dist);
1136 model_find_world_point(&debris_hit_info->light_collision_cm_pos, &int_light_pos, mc.model_num, mc.hit_submodel, &heavy_obj->orient, &zero);
1139 // Don't look at this submodel again
1140 pm->submodel[submodel_list[i]].blown_off = 1;
1145 // Recover and do usual ship_ship collision, but without rotating submodels
1146 mc.flags = copy_flags;
1149 mc.orient = &heavy_obj->orient;
1151 // usual ship_ship collision test
1152 if ( model_collide(&mc) ) {
1153 // check if this is the earliest hit
1154 if (mc.hit_dist < debris_hit_info->hit_time) {
1157 set_hit_struct_info(debris_hit_info, &mc, SUBMODEL_NO_ROT_HIT);
1159 // get collision normal if not edge hit
1160 if (debris_hit_info->edge_hit == 0) {
1161 model_find_obj_dir(&debris_hit_info->collision_normal, &mc.hit_normal, heavy_obj, mc.hit_submodel);
1164 // find position in submodel RF of light object at collison
1166 vm_vec_sub(&diff, mc.p1, mc.p0);
1167 vm_vec_scale_add(&debris_hit_info->light_collision_cm_pos, mc.p0, &diff, mc.hit_dist);
1172 ship_model_stop( ship_obj );
1176 // Debris is heavier obj
1177 mc.model_num = Debris[num].model_num; // Fill in the model to check
1178 mc.submodel_num = Debris[num].submodel_num;
1179 model_clear_instance( mc.model_num );
1180 mc.orient = &pdebris->orient; // The object's orient
1181 mc.radius = model_get_core_radius( Ships[ship_obj->instance].modelnum );
1183 // check for collision between debris model and ship sphere
1184 mc.flags = (MC_CHECK_MODEL | MC_SUBMODEL | MC_CHECK_SPHERELINE);
1186 mc_ret_val = model_collide(&mc);
1189 set_hit_struct_info(debris_hit_info, &mc, SUBMODEL_NO_ROT_HIT);
1191 // set normal if not edge hit
1192 if ( !debris_hit_info->edge_hit ) {
1193 vm_vec_unrotate(&debris_hit_info->collision_normal, &mc.hit_normal, &heavy->orient);
1196 // find position in submodel RF of light object at collison
1198 vm_vec_sub(&diff, mc.p1, mc.p0);
1199 vm_vec_scale_add(&debris_hit_info->light_collision_cm_pos, mc.p0, &diff, mc.hit_dist);
1207 // SET PHYSICS PARAMETERS
1208 // already have (hitpos - heavy) and light_cm_pos
1209 // get heavy cm pos - already have light_cm_pos
1210 debris_hit_info->heavy_collision_cm_pos = zero;
1212 // get r_heavy and r_light
1213 debris_hit_info->r_heavy = debris_hit_info->hit_pos;
1214 vm_vec_sub(&debris_hit_info->r_light, &debris_hit_info->hit_pos, &debris_hit_info->light_collision_cm_pos);
1216 // set normal for edge hit
1217 if ( debris_hit_info->edge_hit ) {
1218 vm_vec_copy_normalize(&debris_hit_info->collision_normal, &debris_hit_info->r_light);
1219 vm_vec_negate(&debris_hit_info->collision_normal);
1223 vm_vec_add(hitpos, &debris_hit_info->heavy->pos, &debris_hit_info->r_heavy);
1232 #pragma warning ( pop )
1235 // ---------------------------------------------------------------------------------------
1236 // debris_get_team()
1238 // Return the team field for a debris object
1240 int debris_get_team(object *objp)
1242 Assert( objp->type == OBJ_DEBRIS );
1243 Assert( objp->instance >= 0 && objp->instance < MAX_DEBRIS_PIECES );
1244 return Debris[objp->instance].team;
1247 // fills in debris physics properties when created, specifically mass and moment of inertia
1248 void calc_debris_physics_properties( physics_info *pi, vector *mins, vector *maxs )
1250 float dx, dy, dz, mass;
1251 dx = maxs->x - mins->x;
1252 dy = maxs->y - mins->y;
1253 dz = maxs->z - mins->z;
1255 // John, with new bspgen, just set pi->mass = mass
1256 mass = 0.12f * dx * dy * dz;
1257 pi->mass = (float) pow(mass, 0.6666667f) * 4.65f;
1259 pi->I_body_inv.rvec.x = 12.0f / (pi->mass * (dy*dy + dz*dz));
1260 pi->I_body_inv.rvec.y = 0.0f;
1261 pi->I_body_inv.rvec.z = 0.0f;
1263 pi->I_body_inv.uvec.x = 0.0f;
1264 pi->I_body_inv.uvec.y = 12.0f / (pi->mass * (dx*dx + dz*dz));
1265 pi->I_body_inv.uvec.z = 0.0f;
1267 pi->I_body_inv.fvec.x = 0.0f;
1268 pi->I_body_inv.fvec.y = 0.0f;
1269 pi->I_body_inv.fvec.z = 12.0f / (pi->mass * (dx*dx + dy*dy));