2 * $Logfile: /Freespace2/code/Ship/ShipFX.cpp $
7 * Routines for ship effects (as in special)
10 * Revision 1.1 2002/05/03 03:28:10 root
14 * 51 9/13/99 4:53p Andsager
16 * 50 9/13/99 10:09a Andsager
17 * Add debug console commands to lower model render detail and fireball
18 * LOD for big ship explosiosns.
20 * 49 9/08/99 10:44p Andsager
21 * Make HUGE ships not die when warping out, after warp effect started.
23 * 48 9/06/99 10:16p Andsager
24 * Modify big ship explosions. Less frequent fireballs, fewer particles,
27 * 47 9/05/99 11:10a Andsager
28 * Fix up which split ship get debris pieces. Dont render debris pieces
29 * for split ships until they are near clip plane.
31 * 46 9/02/99 12:55a Mikek
32 * Scale engine wash by speed.
34 * 45 9/01/99 10:15a Dave
36 * 44 8/31/99 10:13p Andsager
37 * Add Knossos warp effect fireball
39 * 43 8/23/99 11:09a Andsager
40 * Round 2 of Knossos explosion
42 * 42 8/20/99 2:16p Andsager
43 * Make only supercaps slow down extra fast after warping in.
45 * 41 8/20/99 1:42p Andsager
46 * Frist pass on Knossos explosion.
48 * 40 8/19/99 4:36p Andsager
49 * Cleaned up special_warpout
51 * 39 8/16/99 10:04p Andsager
52 * Add special-warp-dist and special-warpout-name sexp for Knossos device
55 * 38 8/16/99 2:01p Andsager
56 * Knossos warp-in warp-out.
58 * 37 8/13/99 10:49a Andsager
59 * Knossos and HUGE ship warp out. HUGE ship warp in. Stealth search
60 * modes dont collide big ships.
62 * 36 8/05/99 2:06a Dave
65 * 35 7/18/99 12:32p Dave
66 * Randomly oriented shockwaves.
68 * 34 7/09/99 12:52a Andsager
69 * Modify engine wash (1) less damage (2) only at a closer range (3) no
70 * damage when engine is disabled
72 * 33 7/06/99 10:45a Andsager
73 * Modify engine wash to work on any ship that is not small. Add AWACS
76 * 32 7/02/99 9:55p Dave
77 * Player engine wash sound.
79 * 31 7/02/99 4:31p Dave
80 * Much more sophisticated lightning support.
82 * 30 7/01/99 4:23p Dave
83 * Full support for multiple linked ambient engine sounds. Added "big
86 * 29 7/01/99 11:44a Dave
87 * Updated object sound system to allow multiple obj sounds per ship.
88 * Added hit-by-beam sound. Added killed by beam sound.
90 * 28 6/17/99 12:06p Andsager
91 * Add a fireball for each live debris piece.
93 * 27 6/14/99 3:21p Andsager
94 * Allow collisions between ship and its debris. Fix up collision pairs
95 * when large ship is warping out.
97 * 26 5/27/99 12:14p Andsager
98 * Some fixes for live debris when more than one subsys on ship with live
99 * debris. Set subsys strength (when 0) blows off subsystem.
100 * sexp_hits_left_subsystem works for SUBSYSTEM_UNKNOWN.
102 * 25 5/26/99 11:46a Dave
103 * Added ship-blasting lighting and made the randomization of lighting
104 * much more customizable.
106 * 24 5/25/99 10:05a Andsager
107 * Fix assert with wing warping out with no warp effect.
109 * 23 5/24/99 5:45p Dave
110 * Added detail levels to the nebula, with a decent speedup. Split nebula
111 * lightning into its own section.
113 * 22 5/21/99 5:03p Andsager
114 * Add code to display engine wash death. Modify ship_kill_packet
116 * 21 5/19/99 11:09a Andsager
117 * Turn on engine wash. Check every 1/4 sec.
119 * 20 5/18/99 1:30p Dave
120 * Added muzzle flash table stuff.
122 * 19 5/17/99 10:33a Dave
125 * 18 5/11/99 10:16p Andsager
126 * First pass on engine wash effect. Rotation (control input), damage,
129 * 17 5/09/99 6:00p Dave
130 * Lots of cool new effects. E3 build tweaks.
132 * 16 4/28/99 11:13p Dave
133 * Temporary checkin of artillery code.
135 * 15 3/29/99 6:17p Dave
136 * More work on demo system. Got just about everything in except for
137 * blowing ships up, secondary weapons and player death/warpout.
139 * 14 3/28/99 5:58p Dave
140 * Added early demo code. Make objects move. Nice and framerate
141 * independant, but not much else. Don't use yet unless you're me :)
143 * 13 3/23/99 2:29p Andsager
144 * Fix shockwaves for kamikazi and Fred defined. Collect together
145 * shockwave_create_info struct.
147 * 12 3/20/99 3:03p Andsager
148 * Fix get_model_cross_section_at_z() from getting invalid index .
150 * 11 3/19/99 9:51a Dave
151 * Checkin to repair massive source safe crash. Also added support for
152 * pof-style nebulae, and some new weapons code.
154 * 10 2/26/99 4:14p Dave
155 * Put in the ability to have multiple shockwaves for ships.
157 * 9 1/29/99 12:47a Dave
158 * Put in sounds for beam weapon. A bunch of interface screens (tech
161 * 8 1/28/99 9:10a Andsager
162 * Particles increased in width, life, number. Max particles increased
164 * 7 1/27/99 9:56a Dave
165 * Temporary checkin of beam weapons for Dan to make cool sounds.
167 * 6 1/11/99 12:42p Andsager
168 * Add live debris - debris which is created from a destroyed subsystem,
169 * when the ship is still alive
171 * 5 11/18/98 10:29a Johnson
172 * fix assert in shipfx_remove_submodel_ship_sparks. submodel may not
173 * have spark and be destroyed.
175 * 4 11/17/98 4:27p Andsager
176 * Stop sparks from emitting from destroyed subobjects
178 * 3 10/20/98 1:39p Andsager
179 * Make so sparks follow animated ship submodels. Modify
180 * ship_weapon_do_hit_stuff() and ship_apply_local_damage() to add
181 * submodel_num. Add submodel_num to multiplayer hit packet.
183 * 2 10/07/98 10:53a Dave
186 * 1 10/07/98 10:51a Dave
193 #include "systemvars.h"
195 #include "fireballs.h"
197 #include "hudtarget.h"
202 #include "3d.h" // needed for View_position, which is used when playing a 3D sound
204 #include "multiutil.h"
207 #include "gamesequence.h"
208 #include "lighting.h"
209 #include "linklist.h"
210 #include "particle.h"
211 #include "multimsgs.h"
212 #include "multiutil.h"
214 #include "freespace.h"
215 #include "muzzleflash.h"
218 #include "neblightning.h"
219 #include "objectsnd.h"
222 extern float flFrametime;
223 extern int Framecount;
226 #define SHIP_CANNON_BITMAP "argh"
227 int Ship_cannon_bitmap = -1;
229 int Player_engine_wash_loop = -1;
231 void shipfx_remove_submodel_ship_sparks(ship *shipp, int submodel_num)
233 Assert(submodel_num != -1);
235 // maybe no active sparks on submodel
236 if (shipp->num_hits == 0) {
240 for (int spark_num=0; spark_num<shipp->num_hits; spark_num++) {
241 if (shipp->sparks[spark_num].submodel_num == submodel_num) {
242 shipp->sparks[spark_num].end_time = timestamp(1);
247 // Check if subsystem has live debris and create
248 // DKA: 5/26/99 make velocity of debris scale according to size of debris subobject (at least for large subobjects)
249 void shipfx_subsystem_mabye_create_live_debris(object *ship_obj, ship *ship_p, ship_subsys *subsys, vector *exp_center, float exp_mag)
252 polymodel *pm = model_get(ship_p->modelnum);
253 int submodel_num = subsys->system_info->subobj_num;
254 submodel_instance_info *sii = &subsys->submodel_info_1;
256 object *live_debris_obj;
257 int i, num_live_debris, live_debris_submodel;
259 // get number of live debris objects to create
260 num_live_debris = pm->submodel[submodel_num].num_live_debris;
261 if (num_live_debris <= 0) {
265 ship_model_start(ship_obj);
268 angles copy_angs = pm->submodel[submodel_num].angs;
269 angles zero_angs = {0.0f, 0.0f, 0.0f};
271 // make sure the axis point is set
272 if ( !sii->axis_set ) {
273 model_init_submodel_axis_pt(sii, ship_p->modelnum, submodel_num);
277 vector model_axis, world_axis, rotvel, world_axis_pt;
278 void model_get_rotating_submodel_axis(vector *model_axis, vector *world_axis, int modelnum, int submodel_num, object *obj);
279 model_get_rotating_submodel_axis(&model_axis, &world_axis, ship_p->modelnum, submodel_num, ship_obj);
280 vm_vec_copy_scale(&rotvel, &world_axis, sii->cur_turn_rate);
282 model_find_world_point(&world_axis_pt, &sii->pt_on_axis, ship_p->modelnum, submodel_num, &ship_obj->orient, &ship_obj->pos);
284 matrix m_rot; // rotation for debris orient about axis
285 vm_quaternion_rotate(&m_rot, vm_vec_mag((vector*)&sii->angs), &model_axis);
288 // create live debris pieces
289 for (i=0; i<num_live_debris; i++) {
290 live_debris_submodel = pm->submodel[submodel_num].live_debris[i];
291 vector start_world_pos, start_model_pos, end_world_pos;
293 // get start world pos
294 vm_vec_zero(&start_world_pos);
295 model_find_world_point(&start_world_pos, &pm->submodel[live_debris_submodel].offset, ship_p->modelnum, live_debris_submodel, &ship_obj->orient, &ship_obj->pos );
297 // convert to model coord of underlying submodel
299 pm->submodel[submodel_num].angs = zero_angs;
300 world_find_model_point(&start_model_pos, &start_world_pos, pm, submodel_num, &ship_obj->orient, &ship_obj->pos);
302 // rotate from submodel coord to world coords
303 // reset angle to current angle
304 pm->submodel[submodel_num].angs = copy_angs;
305 model_find_world_point(&end_world_pos, &start_model_pos, ship_p->modelnum, submodel_num, &ship_obj->orient, &ship_obj->pos);
307 // create fireball here.
308 fireball_create(&end_world_pos, FIREBALL_EXPLOSION_MEDIUM, OBJ_INDEX(ship_obj), pm->submodel[live_debris_submodel].rad);
311 live_debris_obj = debris_create(ship_obj, ship_p->modelnum, live_debris_submodel, &end_world_pos, exp_center, 1, exp_mag);
313 // only do if debris is created
314 if (live_debris_obj) {
315 // get radial velocity of debris
316 vector delta_x, radial_vel;
317 vm_vec_sub(&delta_x, &end_world_pos, &world_axis_pt);
318 vm_vec_crossprod(&radial_vel, &rotvel, &delta_x);
320 if (Ship_info[ship_p->ship_info_index].flags & SIF_KNOSSOS_DEVICE) {
321 // set velocity to cross center of knossos device
322 vector rand_vec, vec_to_center;
324 float vel_mag = vm_vec_mag_quick(&radial_vel) * 1.3f * (0.9f + 0.2f*frand());
325 vm_vec_normalized_dir(&vec_to_center, &world_axis_pt, &end_world_pos);
326 vm_vec_rand_vec_quick(&rand_vec);
327 vm_vec_scale_add2(&vec_to_center, &rand_vec, 0.2f);
328 vm_vec_scale_add2(&live_debris_obj->phys_info.vel, &vec_to_center, vel_mag);
331 // Get rotation of debris object
332 matrix copy = live_debris_obj->orient;
333 vm_matrix_x_matrix(&live_debris_obj->orient, ©, &m_rot);
335 // Add radial velocity (at least as large as exp velocity)
336 vector temp_vel; // explosion velocity with ship_obj velocity removed
337 vm_vec_sub(&temp_vel, &live_debris_obj->phys_info.vel, &ship_obj->phys_info.vel);
339 // find magnitudes of radial and temp velocity
340 float vel_mag = vm_vec_mag(&temp_vel);
341 float rotvel_mag = vm_vec_mag(&radial_vel);
343 if (rotvel_mag > 0.1) {
344 float scale = (1.2f + 0.2f * frand()) * vel_mag / rotvel_mag;
345 // always add *at least* rotvel
350 if (exp_mag > 1) { // whole ship going down
354 if (Ship_info[ship_p->ship_info_index].flags & SIF_KNOSSOS_DEVICE) {
358 vm_vec_scale_add2(&live_debris_obj->phys_info.vel, &radial_vel, scale);
361 // scale up speed of debris if ship_obj > 125, but not for knossos
362 if (ship_obj->radius > 250 && !(Ship_info[ship_p->ship_info_index].flags & SIF_KNOSSOS_DEVICE)) {
363 vm_vec_scale(&live_debris_obj->phys_info.vel, ship_obj->radius/250.0f);
369 ship_model_stop(ship_obj);
372 void set_ship_submodel_as_blown_off(ship *shipp, char *name)
376 // go through list of ship subsystems and find name
377 ship_subsys *pss = NULL;
378 for (pss=GET_FIRST(&shipp->subsys_list); pss!=END_OF_LIST(&shipp->subsys_list); pss=GET_NEXT(pss)) {
379 if ( stricmp(pss->system_info->name, name) == 0) {
385 // set its blown off flag to TRUE
388 pss->submodel_info_1.blown_off = 1;
393 // Create debris for ship submodel which has live debris (at ship death)
394 // when ship submodel has not already been blown off (and hence liberated live debris)
395 void shipfx_maybe_create_live_debris_at_ship_death( object *ship_obj )
397 // if ship has live debris, detonate that subsystem now
398 // search for any live debris
400 ship *shipp = &Ships[ship_obj->instance];
401 polymodel *pm = model_get(shipp->modelnum);
403 int live_debris_submodel = -1;
404 for (int idx=0; idx<pm->num_debris_objects; idx++) {
405 if (pm->submodel[pm->debris_objects[idx]].is_live_debris) {
406 live_debris_submodel = pm->debris_objects[idx];
408 // get submodel that produces live debris
409 int model_get_parent_submodel_for_live_debris( int model_num, int live_debris_model_num );
410 int parent = model_get_parent_submodel_for_live_debris( shipp->modelnum, live_debris_submodel);
411 Assert(parent != -1);
413 // set model values only once (esp blown off)
414 ship_model_start(ship_obj);
416 // check if already blown off (ship model set)
417 if ( !pm->submodel[parent].blown_off ) {
419 // get ship_subsys for live_debris
420 // Go through all subsystems and look for submodel the subsystems with "parent" submodel.
421 ship_subsys *pss = NULL;
422 for ( pss = GET_FIRST(&shipp->subsys_list); pss != END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
423 if (pss->system_info->subobj_num == parent) {
428 Assert (pss != NULL);
430 vector exp_center, tmp = {0.0f, 0.0f, 0.0f};
431 model_find_world_point(&exp_center, &tmp, shipp->modelnum, parent, &ship_obj->orient, &ship_obj->pos );
433 // if not blown off, blow it off
434 shipfx_subsystem_mabye_create_live_debris(ship_obj, shipp, pss, &exp_center, 3.0f);
436 // now set subsystem as blown off, so we only get one copy
437 pm->submodel[parent].blown_off = 1;
438 set_ship_submodel_as_blown_off(&Ships[ship_obj->instance], pss->system_info->name);
445 ship_model_stop(ship_obj);
449 void shipfx_blow_off_subsystem(object *ship_obj,ship *ship_p,ship_subsys *subsys, vector *exp_center)
453 model_subsystem *psub = subsys->system_info;
455 get_subsystem_world_pos(ship_obj, subsys, &subobj_pos);
458 if ( psub->turret_gun_sobj > -1 )
459 debris_create( ship_obj, ship_p->modelnum, psub->turret_gun_sobj, &subobj_pos, exp_center, 0, 1.0f );
461 if ( psub->subobj_num > -1 )
462 debris_create( ship_obj, ship_p->modelnum, psub->subobj_num, &subobj_pos, exp_center, 0, 1.0f );
464 // get rid of sparks on submodel that is destroyed
465 shipfx_remove_submodel_ship_sparks(ship_p, psub->subobj_num);
467 // create debris shards
468 shipfx_blow_up_model(ship_obj, ship_p->modelnum, psub->subobj_num, 50, &subobj_pos );
470 // create live debris objects, if any
471 // TODO: some MULITPLAYER implcations here!!
472 shipfx_subsystem_mabye_create_live_debris(ship_obj, ship_p, subsys, exp_center, 1.0f);
474 // create first fireball
475 fireball_create( &subobj_pos, FIREBALL_EXPLOSION_MEDIUM, OBJ_INDEX(ship_obj), psub->radius );
479 void shipfx_blow_up_hull(object *obj, int model, vector *exp_center)
486 pm = model_get(model);
489 // in multiplayer, send a debris_hull_create packet. Save/restore the debris signature
490 // when in misison only (since we can create debris pieces before mission starts)
492 if ( (Game_mode & GM_MULTIPLAYER) && (Game_mode & GM_IN_MISSION) ) {
493 sig_save = multi_get_next_network_signature( MULTI_SIG_DEBRIS );
494 multi_set_network_signature( (ushort)(Ships[obj->instance].arrival_distance), MULTI_SIG_DEBRIS );
497 bool try_live_debris = true;
498 for (i=0; i<pm->num_debris_objects; i++ ) {
499 if (! pm->submodel[pm->debris_objects[i]].is_live_debris) {
500 vector tmp = {0.0f, 0.0f, 0.0f };
501 model_find_world_point(&tmp, &pm->submodel[pm->debris_objects[i]].offset, model, 0, &obj->orient, &obj->pos );
502 debris_create( obj, model, pm->debris_objects[i], &tmp, exp_center, 1, 3.0f );
504 if ( try_live_debris ) {
505 // only create live debris once
506 // this creates *all* the live debris for *all* the currently live subsystems.
507 try_live_debris = false;
508 shipfx_maybe_create_live_debris_at_ship_death(obj);
513 // restore the ship signature to it's original value.
514 if ( (Game_mode & GM_MULTIPLAYER) && (Game_mode & GM_IN_MISSION) ) {
515 multi_set_network_signature( sig_save, MULTI_SIG_DEBRIS );
520 // Creates "ndebris" pieces of debris on random verts of the the "submodel" in the
522 void shipfx_blow_up_model(object *obj,int model, int submodel, int ndebris, vector *exp_center )
526 // if in a multiplayer game -- seed the random number generator with a value that will be the same
527 // on all clients in the game -- the net_signature of the object works nicely -- since doing so should
528 // ensure that all pieces of debris will get scattered in same direction on all machines
529 if ( Game_mode & GM_MULTIPLAYER )
530 srand( obj->net_signature );
532 // made a change to allow anyone but multiplayer client to blow up hull. Clients will do it when
533 // they get the create packet
534 if ( submodel == 0 ) {
535 shipfx_blow_up_hull(obj,model, exp_center );
538 for (i=0; i<ndebris; i++ ) {
541 // Gets two random points on the surface of a submodel
542 submodel_get_two_random_points(model, submodel, &pnt1, &pnt2 );
546 vm_vec_avg( &tmp, &pnt1, &pnt2 );
547 model_find_world_point(&outpnt, &tmp, model,submodel, &obj->orient, &obj->pos );
549 debris_create( obj, -1, -1, &outpnt, exp_center, 0, 1.0f );
554 // =================================================
555 // SHIP WARP IN EFFECT CODE
556 // =================================================
559 // Given an ship, find the radius of it as viewed from the front.
560 static float shipfx_calculate_effect_radius( object *objp )
563 ship *shipp = &Ships[objp->instance];
565 polymodel *pm = model_get( shipp->modelnum );
567 w = pm->maxs.x - pm->mins.x;
568 h = pm->maxs.y - pm->mins.y;
576 object *docked_objp = ai_find_docked_object( objp );
578 // If ship is docked then center wormhold about their center and make radius large enough.
580 ship *docked_shipp = &Ships[docked_objp->instance];
582 pm = model_get( docked_shipp->modelnum );
584 w = pm->maxs.x - pm->mins.x;
585 h = pm->maxs.y - pm->mins.y;
596 // How long the stage 1 & stage 2 of warp in effect lasts.
597 // There are different times for small, medium, and large ships.
598 // The appropriate values are picked depending on the ship's
600 #define SHIPFX_WARP_DELAY (2.0f) // time for warp effect to ramp up before ship moves into it.
602 // Give object objp, calculate how long it should take the
603 // ship to go through the warp effect and how fast the ship
604 // should go. For reference, capital ship of 2780m
605 // should take 7 seconds to fly through. Fighters of 30,
606 // should take 1.5 seconds to fly through.
608 #define LARGEST_RAD 1390.0f
609 #define LARGEST_RAD_TIME 7.0f
611 #define SMALLEST_RAD 15.0f
612 #define SMALLEST_RAD_TIME 1.5f
615 static float shipfx_calculate_warp_time( object * objp )
617 // Find rad_percent from 0 to 1, 0 being smallest ship, 1 being largest
618 float rad_percent = (objp->radius-SMALLEST_RAD) / (LARGEST_RAD-SMALLEST_RAD);
619 if ( rad_percent < 0.0f ) {
621 } else if ( rad_percent > 1.0f ) {
624 float rad_time = rad_percent*(LARGEST_RAD_TIME-SMALLEST_RAD_TIME) + SMALLEST_RAD_TIME;
629 // calculate warp speed
630 float shipfx_calculate_warp_speed(object *objp)
634 Assert(objp->type == OBJ_SHIP);
635 if (objp->type != OBJ_SHIP) {
636 length = 2.0f * objp->radius;
638 length = ship_get_length(&Ships[objp->instance]);
640 return length / shipfx_calculate_warp_time(objp);
644 // This is called to actually warp this object in
645 // after all the flashy fx are done, or if the flashy
646 // fx don't work for some reason.
647 void shipfx_actually_warpin( ship *shipp, object *objp )
649 shipp->flags &= (~SF_ARRIVING_STAGE_1);
650 shipp->flags &= (~SF_ARRIVING_STAGE_2);
652 // let physics in on it too.
653 objp->phys_info.flags &= (~PF_WARP_IN);
656 // JAS - code to start the ship doing the warp in effect
657 // This also starts the animating 3d effect playing.
658 // There are two modes, stage 1 and stage 2. Stage 1 is
659 // when the ship just invisibly waits for a certain time
660 // period after the effect starts, and then stage 2 begins,
661 // where the ships flies through the effect at a set
662 // velocity so it gets through in a certain amount of
664 void shipfx_warpin_start( object *objp )
667 float effect_time, effect_radius;
669 shipp = &Ships[objp->instance];
671 if ( shipp->flags & SF_ARRIVING ) {
672 mprintf(( "Ship is already arriving!\n" ));
676 // post a warpin event
677 if(Game_mode & GM_DEMO_RECORD){
678 demo_POST_warpin(objp->signature, shipp->flags);
681 // if there is no arrival warp, then skip the whole thing
682 if ( shipp->flags & SF_NO_ARRIVAL_WARP ) {
683 shipfx_actually_warpin(shipp,objp);
687 // VALIDATE special_warp_objnum
688 if (shipp->special_warp_objnum >= 0) {
690 int ref_objnum = shipp->special_warp_objnum;
691 int valid_reference_ship = FALSE;
693 // Validate reference_objnum
694 if ((ref_objnum >= 0) && (ref_objnum < MAX_OBJECTS)) {
695 object *sp_objp = &Objects[ref_objnum];
696 if (sp_objp->type == OBJ_SHIP) {
697 if (Ship_info[Ships[sp_objp->instance].ship_info_index].flags & SIF_KNOSSOS_DEVICE) {
698 valid_reference_ship = TRUE;
703 if (valid_reference_ship != TRUE) {
704 shipp->special_warp_objnum = -1;
708 // only move warp effect pos if not special warp in.
709 if (shipp->special_warp_objnum >= 0) {
710 Assert(!(Game_mode & GM_MULTIPLAYER));
712 pm = model_get(shipp->modelnum);
713 vm_vec_scale_add(&shipp->warp_effect_pos, &objp->pos, &objp->orient.fvec, -pm->mins.z);
715 vm_vec_scale_add( &shipp->warp_effect_pos, &objp->pos, &objp->orient.fvec, objp->radius );
718 // The ending zero mean this is a warp-in effect
719 if ( !(shipp->flags & SF_INITIALLY_DOCKED) ) {
722 // Effect time is 'SHIPFX_WARP_DELAY' (1.5 secs) seconds to start, 'shipfx_calculate_warp_time'
723 // for ship to go thru, and 'SHIPFX_WARP_DELAY' (1.5 secs) to go away.
724 effect_time = shipfx_calculate_warp_time(objp) + SHIPFX_WARP_DELAY + SHIPFX_WARP_DELAY;
725 effect_radius = shipfx_calculate_effect_radius(objp);
727 // maybe special warpin
728 if (shipp->special_warp_objnum >= 0) {
729 // cap radius to size of knossos
730 effect_radius = min(effect_radius, 0.8f*Objects[shipp->special_warp_objnum].radius);
731 warp_objnum = fireball_create(&shipp->warp_effect_pos, FIREBALL_KNOSSOS_EFFECT, shipp->special_warp_objnum, effect_radius, 0, NULL, effect_time, shipp->ship_info_index);
733 warp_objnum = fireball_create(&shipp->warp_effect_pos, FIREBALL_WARP_EFFECT, OBJ_INDEX(objp), effect_radius, 0, NULL, effect_time, shipp->ship_info_index);
735 if (warp_objnum < 0 ) { // JAS: This must always be created, if not, just warp the ship in
736 shipfx_actually_warpin(shipp,objp);
740 shipp->warp_effect_fvec = Objects[warp_objnum].orient.fvec;
741 // maybe negate if special warp effect
742 if (shipp->special_warp_objnum >= 0) {
743 if (vm_vec_dotprod(&shipp->warp_effect_fvec, &objp->orient.fvec) < 0) {
744 vm_vec_negate(&shipp->warp_effect_fvec);
749 shipp->final_warp_time = timestamp(fl2i(SHIPFX_WARP_DELAY*1000.0f));
750 shipp->flags |= SF_ARRIVING_STAGE_1;
752 // see if this ship is docked with anything, and if so, make docked ship be "arriving"
754 if ( Ai_info[shipp->ai_index].dock_objnum != -1 ) {
755 Ships[Ai_info[shipp->ai_index].dock_objnum].final_warp_time = timestamp(fl2i(warp_time*1000.0f));
756 Ships[Ai_info[shipp->ai_index].dock_objnum].flags |= SF_ARRIVING_STAGE_1;
762 void shipfx_warpin_frame( object *objp, float frametime )
766 shipp = &Ships[objp->instance];
768 if ( shipp->flags & SF_DYING ) return;
770 if ( shipp->flags & SF_ARRIVING_STAGE_1 ) {
771 if ( timestamp_elapsed(shipp->final_warp_time) ) {
773 // let physics know the ship is going to warp in.
774 objp->phys_info.flags |= PF_WARP_IN;
776 // done doing stage 1 of warp, so go on to stage 2
777 shipp->flags &= (~SF_ARRIVING_STAGE_1);
778 shipp->flags |= SF_ARRIVING_STAGE_2;
780 float warp_time = shipfx_calculate_warp_time(objp);
781 float speed = shipfx_calculate_warp_speed(objp); // How long it takes to move through warp effect
783 // Make ship move at velocity so that it moves two radius's in warp_time seconds.
785 vel = objp->orient.fvec;
786 vm_vec_scale( &vel, speed );
787 objp->phys_info.vel = vel;
788 objp->phys_info.desired_vel = vel;
789 objp->phys_info.prev_ramp_vel.x = 0.0f;
790 objp->phys_info.prev_ramp_vel.y = 0.0f;
791 objp->phys_info.prev_ramp_vel.z = speed;
792 objp->phys_info.forward_thrust = 0.0f; // How much the forward thruster is applied. 0-1.
794 shipp->final_warp_time = timestamp(fl2i(warp_time*1000.0f));
797 // see if this ship is docked with anything, and if so, make docked ship be "arriving"
798 if ( Ai_info[shipp->ai_index].dock_objnum != -1 ) {
799 Ships[Ai_info[shipp->ai_index].dock_objnum].flags &= (~SF_ARRIVING_STAGE_1);
800 Ships[Ai_info[shipp->ai_index].dock_objnum].flags |= SF_ARRIVING_STAGE_2;
801 Ships[Ai_info[shipp->ai_index].dock_objnum].final_warp_time = timestamp(fl2i(warp_time*1000.0f));
805 } else if ( shipp->flags & SF_ARRIVING_STAGE_2 ) {
806 if ( timestamp_elapsed(shipp->final_warp_time) ) {
807 // done doing stage 2 of warp, so turn off arriving flag
808 shipfx_actually_warpin(shipp,objp);
810 // notify physics to slow down
811 if (Ship_info[shipp->ship_info_index].flags & SIF_SUPERCAP) {
812 // let physics know this is a special warp in
813 objp->phys_info.flags |= PF_SPECIAL_WARP_IN;
820 // This is called to actually warp this object out
821 // after all the flashy fx are done, or if the flashy
822 // fx don't work for some reason. OR to skip the flashy
824 void shipfx_actually_warpout( ship *shipp, object *objp )
826 // Once we get through effect, make the ship go away
828 if ( objp == Player_obj ) {
829 // Normally, this will never get called for the player. If it
830 // does, it is because some error (like the warpout effect
831 // couldn't start) so go ahead an warp the player out.
832 // All this does is set the event to go to debriefing, the
833 // same thing that happens after the player warp out effect
835 gameseq_post_event( GS_EVENT_DEBRIEF ); // proceed to debriefing
839 // Code for objects except player ship warping out
840 objp->flags |= OF_SHOULD_BE_DEAD;
841 // check to see if departing ship is docked with anything and if so, mark that object
843 docked_objp = ai_find_docked_object( objp );
845 docked_objp->flags |= OF_SHOULD_BE_DEAD;
848 ship_departed( objp->instance );
850 ship_departed( docked_objp->instance );
855 // compute_special_warpout_stuff();
856 int compute_special_warpout_stuff(object *objp, float *speed, float *warp_time, vector *warp_pos)
858 object *sp_objp = NULL;
860 int valid_refenence_ship = FALSE, ref_objnum;
861 vector facing_normal, vec_to_knossos;
864 // knossos warpout only valid in single player
865 if (Game_mode & GM_MULTIPLAYER) {
866 mprintf(("special warpout only for single player\n"));
870 // find special warp ship reference
871 valid_refenence_ship = FALSE;
872 ref_objnum = Ships[objp->instance].special_warp_objnum;
874 // Validate reference_objnum
875 if ((ref_objnum >= 0) && (ref_objnum < MAX_OBJECTS)) {
876 sp_objp = &Objects[ref_objnum];
877 if (sp_objp->type == OBJ_SHIP) {
878 shipp = &Ships[sp_objp->instance];
879 if (Ship_info[shipp->ship_info_index].flags & SIF_KNOSSOS_DEVICE) {
880 valid_refenence_ship = TRUE;
885 if (!valid_refenence_ship) {
887 mprintf(("special warpout reference ship not found\n"));
891 // get facing normal from knossos
892 vm_vec_sub(&vec_to_knossos, &sp_objp->pos, &objp->pos);
893 facing_normal = sp_objp->orient.fvec;
894 if (vm_vec_dotprod(&vec_to_knossos, &sp_objp->orient.fvec) > 0) {
895 vm_vec_negate(&facing_normal);
898 // find position to play the warp ani..
899 dist_to_plane = fvi_ray_plane(warp_pos, &sp_objp->pos, &facing_normal, &objp->pos, &objp->orient.fvec, 0.0f);
901 // calculate distance to warpout point.
902 polymodel *pm = model_get(Ships[objp->instance].modelnum);
903 dist_to_plane += pm->mins.z;
905 if (dist_to_plane < 0) {
906 mprintf(("warpout started too late\n"));
911 float max_warpout_angle = 0.707f; // 45 degree half-angle cone for small ships
912 if (Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
913 max_warpout_angle = 0.866f; // 30 degree half-angle cone for BIG or HUGE
916 if (-vm_vec_dotprod(&objp->orient.fvec, &facing_normal) < max_warpout_angle) { // within allowed angle
918 mprintf(("special warpout angle exceeded\n"));
922 // Calculate speed needed to get
923 *speed = shipfx_calculate_warp_speed(objp);
925 // Calculate how long to fly through the effect. Not to get to the effect, just through it.
926 *warp_time = shipfx_calculate_warp_time(objp);
927 *warp_time += dist_to_plane / *speed;
933 void compute_warpout_stuff(object *objp, float *speed, float *warp_time, vector *warp_pos)
935 // If we're warping through the knossos, do something different.
936 if (Ships[objp->instance].special_warp_objnum >= 0) {
937 if (compute_special_warpout_stuff(objp, speed, warp_time, warp_pos) != -1) {
940 mprintf(("Invalid special warp\n"));
944 object *docked_objp = ai_find_docked_object( objp );
945 vector center_pos = objp->pos;
946 float radius, ship_move_dist, warp_dist;
948 radius = objp->radius;
950 // If ship is docked then center wormhold about their center and make radius large enough.
952 vm_vec_avg(¢er_pos, &objp->pos, &docked_objp->pos);
953 radius += docked_objp->radius;
956 // Calculate how long to fly through the effect. Not to get to the effect, just through it.
957 *warp_time = shipfx_calculate_warp_time(objp);
959 // Pick some speed at which we want to go through the warp effect.
960 // This is determined by shipfx_calculate_warp_time specifying how long
961 // it should take to go through the effect, or 2R.
962 *speed = shipfx_calculate_warp_speed(objp);
964 if ( objp == Player_obj ) {
965 *speed = 0.8f*objp->phys_info.max_vel.z;
968 // Now we know our speed. Figure out how far the warp effect will be from here.
969 ship_move_dist = (*speed * SHIPFX_WARP_DELAY) + radius*1.5f; // We want to get to 1.5R away from effect
970 if ( ship_move_dist < radius*1.5f ) {
971 ship_move_dist = radius*1.5f;
974 // If this is a huge ship, set the distance to the length of the ship
975 if (Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_HUGE_SHIP) {
976 ship_move_dist = 0.5f * ship_get_length(&Ships[objp->instance]);
979 // Acount for time to get to warp effect, before we actually go through it.
980 *warp_time += ship_move_dist / *speed;
982 warp_dist = ship_move_dist;
983 // allow for off center
984 if (Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_HUGE_SHIP) {
985 polymodel *pm = model_get(Ships[objp->instance].modelnum);
986 warp_dist -= pm->mins.z;
989 vm_vec_scale_add( warp_pos, ¢er_pos, &objp->orient.fvec, warp_dist );
992 // JAS - code to start the ship doing the warp out effect
993 // This puts the ship into a mode specified by SF_DEPARTING
994 // where it flies forward for a set time period at a set
995 // velocity, then disappears when that time is reached. This
996 // also starts the animating 3d effect playing.
997 void shipfx_warpout_start( object *objp )
1001 shipp = &Ships[objp->instance];
1003 if ( shipp->flags & SF_DEPART_WARP ) {
1004 mprintf(( "Ship is already departing!\n" ));
1008 // if we're dying return
1009 if ( shipp->flags & SF_DYING ) {
1013 // if we're HUGE, keep alive - set guardian
1014 if (Ship_info[shipp->ship_info_index].flags & SIF_HUGE_SHIP) {
1015 objp->flags |= OF_GUARDIAN;
1018 // post a warpin event
1019 if(Game_mode & GM_DEMO_RECORD){
1020 demo_POST_warpout(objp->signature, shipp->flags);
1023 // don't send ship depart packets for player ships
1024 if ( (MULTIPLAYER_MASTER) && !(objp->flags & OF_PLAYER_SHIP) ){
1025 send_ship_depart_packet( objp );
1028 // don't do departure wormhole if ship flag is set which indicates no effect
1029 if ( shipp->flags & SF_NO_DEPARTURE_WARP ) {
1030 // DKA 5/25/99 If he's going to warpout, set it.
1031 // Next line fixes assert in wing cleanup code when no warp effect.
1032 shipp->flags |= SF_DEPART_WARP;
1034 shipfx_actually_warpout(shipp, objp);
1038 if ( objp == Player_obj ) {
1039 HUD_printf(XSTR( "Subspace node activated", 498) );
1042 float speed, effect_time, effect_radius;
1044 // warp time from compute warpout stuff includes time to get up to warp_pos
1045 compute_warpout_stuff(objp, &speed, &warp_time, &warp_pos);
1046 shipp->warp_effect_pos = warp_pos;
1048 // The ending one means this is a warp-out effect
1050 // Effect time is 'SHIPFX_WARP_DELAY' (1.5 secs) seconds to start, 'shipfx_calculate_warp_time'
1051 // for ship to go thru, and 'SHIPFX_WARP_DELAY' (1.5 secs) to go away.
1052 // effect_time = shipfx_calculate_warp_time(objp) + SHIPFX_WARP_DELAY + SHIPFX_WARP_DELAY;
1053 effect_time = warp_time + SHIPFX_WARP_DELAY;
1054 effect_radius = shipfx_calculate_effect_radius(objp);
1056 // maybe special warpout
1057 if (shipp->special_warp_objnum >= 0) {
1058 // cap radius to size of knossos
1059 effect_radius = min(effect_radius, 0.8f*Objects[shipp->special_warp_objnum].radius);
1060 warp_objnum = fireball_create(&shipp->warp_effect_pos, FIREBALL_KNOSSOS_EFFECT, shipp->special_warp_objnum, effect_radius, 1, NULL, effect_time, shipp->ship_info_index);
1062 warp_objnum = fireball_create(&shipp->warp_effect_pos, FIREBALL_WARP_EFFECT, OBJ_INDEX(objp), effect_radius, 1, NULL, effect_time, shipp->ship_info_index);
1064 if (warp_objnum < 0 ) { // JAS: This must always be created, if not, just warp the ship in
1065 shipfx_actually_warpout(shipp,objp);
1069 shipp->warp_effect_fvec = Objects[warp_objnum].orient.fvec;
1070 // maybe negate if special warp effect
1071 if (shipp->special_warp_objnum >= 0) {
1072 if (vm_vec_dotprod(&shipp->warp_effect_fvec, &objp->orient.fvec) > 0) {
1073 vm_vec_negate(&shipp->warp_effect_fvec);
1077 // Make the warp effect stage 1 last SHIP_WARP_TIME1 seconds.
1078 if ( objp == Player_obj ) {
1079 warp_time = fireball_lifeleft(&Objects[warp_objnum]);
1080 shipp->final_warp_time = timestamp(fl2i(warp_time*1000.0f));
1082 shipp->final_warp_time = timestamp(fl2i(warp_time*2.0f*1000.0f));
1084 shipp->flags |= SF_DEPART_WARP;
1086 // mprintf(( "Warp time = %.4f , effect time = %.4f ms\n", warp_time*1000.0f, effect_time ));
1088 // This is a hack to make the ship go at the right speed to go from it's current position to the warp_effect_pos;
1090 // Set ship's velocity to 'speed'
1091 // This should actually be an AI that flies from the current
1092 // position through 'shipp->warp_effect_pos' in 'warp_time'
1094 if ( objp != Player_obj ) {
1096 vel = objp->orient.fvec;
1097 vm_vec_scale( &vel, speed );
1098 objp->phys_info.vel = vel;
1099 objp->phys_info.desired_vel = vel;
1100 objp->phys_info.prev_ramp_vel.x = 0.0f;
1101 objp->phys_info.prev_ramp_vel.y = 0.0f;
1102 objp->phys_info.prev_ramp_vel.z = speed;
1103 objp->phys_info.forward_thrust = 1.0f; // How much the forward thruster is applied. 0-1.
1105 // special case for HUGE ships
1106 if (Ship_info[shipp->ship_info_index].flags & SIF_HUGE_SHIP) {
1107 // objp->phys_info.flags |= PF_SPECIAL_WARP_OUT;
1113 void shipfx_warpout_frame( object *objp, float frametime )
1116 shipp = &Ships[objp->instance];
1118 if ( shipp->flags & SF_DYING ) return;
1121 float warp_pos; // position of warp effect in object's frame of reference
1123 vm_vec_sub( &tempv, &objp->pos, &shipp->warp_effect_pos );
1124 warp_pos = -vm_vec_dot( &tempv, &shipp->warp_effect_fvec );
1127 // Find the closest point on line from center of wormhole
1131 fvi_ray_plane(&pos,&objp->pos,&shipp->warp_effect_fvec,&shipp->warp_effect_pos, &shipp->warp_effect_fvec, 0.0f );
1132 dist = vm_vec_dist( &pos, &objp->pos );
1134 // mprintf(( "Warp pos = %.1f, rad=%.1f, center dist = %.1f\n", warp_pos, objp->radius, dist ));
1136 if ( objp == Player_obj ) {
1137 // Code for player warpout frame
1139 if ( (Player->control_mode==PCM_WARPOUT_STAGE2) && (warp_pos > objp->radius) ) {
1140 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_DONE_STAGE2 );
1143 if ( timestamp_elapsed(shipp->final_warp_time) ) {
1145 // Something went wrong... oh well, warp him out anyway.
1146 if ( Player->control_mode != PCM_WARPOUT_STAGE3 ) {
1147 mprintf(( "Hmmm... player ship warpout time elapsed, but he wasn't in warp stage 3.\n" ));
1150 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_DONE );
1151 ship_departed( objp->instance ); // mark log entry for the player
1155 // Code for all non-player ships warpout frame
1157 int timed_out = timestamp_elapsed(shipp->final_warp_time);
1159 // mprintf(("Frame %i: Ship %s missed departue cue.\n", Framecount, shipp->ship_name ));
1160 int delta_ms = timestamp_until(shipp->final_warp_time);
1161 if (delta_ms > 1000.0f * frametime ) {
1162 nprintf(("AI", "Frame %i: Ship %s missed departue cue by %7.3f seconds.\n", Framecount, shipp->ship_name, - (float) delta_ms/1000.0f));
1166 // MWA 10/21/97 -- added shipp->flags & SF_NO_DEPARTURE_WARP part of next if statement. For ships
1167 // that don't get a wormhole effect, I wanted to drop into this code immediately.
1168 if ( (warp_pos > objp->radius) || (shipp->flags & SF_NO_DEPARTURE_WARP) || timed_out ) {
1169 shipfx_actually_warpout( shipp, objp );
1175 //==================================================
1176 // Stuff for keeping track of which ships are in
1180 // Given point p0, in object's frame of reference, find if
1181 // it can see the sun.
1182 int shipfx_point_in_shadow( vector *p0, matrix *src_orient, vector *src_pos, float radius )
1195 // Move rp0 into world coordinates
1196 vm_vec_unrotate(&rp0, p0, src_orient);
1197 vm_vec_add2(&rp0, src_pos);
1199 // get the # of global lights
1200 n_lights = light_get_global_count();
1202 for(idx=0; idx<n_lights; idx++){
1203 // get the light dir for this light
1204 light_get_global_dir(&light_dir, idx);
1207 vm_vec_scale_add( &rp1, &rp0, &light_dir, 10000.0f );
1209 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
1210 objp = &Objects[so->objnum];
1211 shipp = &Ships[objp->instance];
1213 mc.model_num = shipp->modelnum;
1214 mc.orient = &objp->orient;
1215 mc.pos = &objp->pos;
1218 mc.flags = MC_CHECK_MODEL;
1220 if ( model_collide(&mc) ){
1231 // Given an ship see if it is in a shadow.
1232 int shipfx_in_shadow( object * src_obj )
1246 // get the # of global lights
1247 n_lights = light_get_global_count();
1249 for(idx=0; idx<n_lights; idx++){
1250 // get the direction for this light
1251 light_get_global_dir(&light_dir, idx);
1254 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
1255 objp = &Objects[so->objnum];
1257 if ( src_obj != objp ) {
1258 shipp = &Ships[objp->instance];
1260 vm_vec_scale_add( &rp1, &rp0, &light_dir, objp->radius*10.0f );
1262 mc.model_num = shipp->modelnum;
1263 mc.orient = &objp->orient;
1264 mc.pos = &objp->pos;
1267 mc.flags = MC_CHECK_MODEL;
1269 // mc.flags |= MC_CHECK_SPHERELINE;
1270 // mc.radius = src_obj->radius;
1272 if ( model_collide(&mc) ) {
1283 // Given world point see if it is in a shadow.
1284 int shipfx_eye_in_shadow( vector *eye_pos, object * src_obj, int sun_n )
1296 // get the light dir
1297 if(!light_get_global_dir(&light_dir, sun_n)){
1302 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
1303 objp = &Objects[so->objnum];
1305 if ( src_obj != objp ) {
1306 shipp = &Ships[objp->instance];
1308 vm_vec_scale_add( &rp1, &rp0, &light_dir, objp->radius*10.0f );
1310 ship_model_start(objp);
1312 mc.model_num = shipp->modelnum;
1313 mc.orient = &objp->orient;
1314 mc.pos = &objp->pos;
1317 mc.flags = MC_CHECK_MODEL;
1319 // mc.flags |= MC_CHECK_SPHERELINE;
1320 // mc.radius = src_obj->radius;
1322 int hit = model_collide(&mc);
1324 ship_model_stop(objp);
1332 // Check all the big hull debris pieces.
1333 debris *db = Debris;
1336 for ( i = 0; i < MAX_DEBRIS_PIECES; i++, db++ ) {
1337 if ( !(db->flags & DEBRIS_USED) || !db->is_hull ){
1341 objp = &Objects[db->objnum];
1343 vm_vec_scale_add( &rp1, &rp0, &light_dir, objp->radius*10.0f );
1345 mc.model_num = db->model_num; // Fill in the model to check
1346 mc.submodel_num = db->submodel_num;
1347 model_clear_instance( mc.model_num );
1348 mc.orient = &objp->orient; // The object's orient
1349 mc.pos = &objp->pos; // The object's position
1350 mc.p0 = &rp0; // Point 1 of ray to check
1351 mc.p1 = &rp1; // Point 2 of ray to check
1352 mc.flags = (MC_CHECK_MODEL | MC_SUBMODEL);
1354 if (model_collide(&mc)) {
1363 //=====================================================================================
1364 // STUFF FOR DOING SHIP GUN FLASHES
1365 //=====================================================================================
1367 #define MAX_FLASHES 128 // How many flashes total
1368 #define FLASH_LIFE_PRIMARY 0.25f // How long flash lives
1369 #define FLASH_LIFE_SECONDARY 0.50f // How long flash lives
1372 typedef struct ship_flash {
1373 int objnum; // object number of parent ship
1374 int obj_signature; // signature of that object
1375 int light_num; // which light in the model this uses
1376 float life; // how long this should be around
1377 float max_life; // how long this has been around.
1380 int Ship_flash_inited = 0;
1381 int Ship_flash_highest = -1;
1382 ship_flash Ship_flash[MAX_FLASHES];
1384 // Resets the ship flash stuff. Call before each level.
1385 void shipfx_flash_init()
1389 for (i=0; i<MAX_FLASHES; i++ ) {
1390 Ship_flash[i].objnum = -1; // mark as unused
1392 Ship_flash_highest = -1;
1393 Ship_flash_inited = 1;
1397 // Given that a ship fired a weapon, light up the model
1399 void shipfx_flash_create(object *objp, ship * shipp, vector *gun_pos, vector *gun_dir, int is_primary, int weapon_info_index)
1402 int objnum = OBJ_INDEX(objp);
1404 Assert(Ship_flash_inited);
1406 polymodel *pm = model_get( shipp->modelnum );
1407 int closest_light = -1;
1408 float d, closest_dist = 0.0f;
1410 // ALWAYS do this - since this is called once per firing
1411 // if this is a cannon type weapon, create a muzzle flash
1412 // HACK - let the flak guns do this on their own since they fire so quickly
1413 if((Weapon_info[weapon_info_index].wi_flags & WIF_MFLASH) && !(Weapon_info[weapon_info_index].wi_flags & WIF_FLAK)){
1414 // spiffy new flash stuff
1415 mflash_create(gun_pos, gun_dir, Weapon_info[weapon_info_index].muzzle_flash);
1418 if ( pm->num_lights < 1 ) return;
1420 for (i=0; i<pm->num_lights; i++ ) {
1421 d = vm_vec_dist( &pm->lights[i].pos, gun_pos );
1423 if ( pm->lights[i].type == BSP_LIGHT_TYPE_WEAPON ) {
1424 if ( (closest_light==-1) || (d<closest_dist) ) {
1431 if ( closest_light == -1 ) return;
1433 int first_slot = -1;
1435 for (i=0; i<=Ship_flash_highest; i++ ) {
1436 if ( (first_slot==-1) && (Ship_flash[i].objnum < 0) ) {
1440 if ( (Ship_flash[i].objnum == objnum) && (Ship_flash[i].obj_signature==objp->signature) ) {
1441 if ( Ship_flash[i].light_num == closest_light ) {
1442 // This is already flashing!
1443 Ship_flash[i].life = 0.0f;
1445 Ship_flash[i].max_life = FLASH_LIFE_PRIMARY;
1447 Ship_flash[i].max_life = FLASH_LIFE_SECONDARY;
1454 if ( first_slot == -1 ) {
1455 if ( Ship_flash_highest < MAX_FLASHES-1 ) {
1456 Ship_flash_highest++;
1457 first_slot = Ship_flash_highest;
1459 //mprintf(( "SHIP_FLASH: Out of flash spots!\n" ));
1460 return; // out of flash slots
1464 Assert( Ship_flash[first_slot].objnum == -1 );
1466 Ship_flash[first_slot].objnum = objnum;
1467 Ship_flash[first_slot].obj_signature = objp->signature;
1468 Ship_flash[first_slot].life = 0.0f; // Start it up
1470 Ship_flash[first_slot].max_life = FLASH_LIFE_PRIMARY;
1472 Ship_flash[first_slot].max_life = FLASH_LIFE_SECONDARY;
1474 Ship_flash[first_slot].light_num = closest_light;
1477 // Sets the flash lights in the model used by this
1478 // ship to the appropriate values. There might not
1479 // be any flashes linked to this ship in which
1480 // case this function does nothing.
1481 void shipfx_flash_light_model( object *objp, ship * shipp )
1483 int i, objnum = OBJ_INDEX(objp);
1484 polymodel *pm = model_get( shipp->modelnum );
1486 for (i=0; i<=Ship_flash_highest; i++ ) {
1487 if ( (Ship_flash[i].objnum == objnum) && (Ship_flash[i].obj_signature==objp->signature) ) {
1488 float v = (Ship_flash[i].max_life - Ship_flash[i].life)/Ship_flash[i].max_life;
1490 pm->lights[Ship_flash[i].light_num].value += v / 255.0f;
1496 // Does whatever processing needs to be done each frame.
1497 void shipfx_flash_do_frame(float frametime)
1503 for (i=0, sf = &Ship_flash[0]; i<=Ship_flash_highest; i++, sf++ ) {
1504 if ( sf->objnum > -1 ) {
1505 if ( Objects[sf->objnum].signature != sf->obj_signature ) {
1508 sf->life += frametime;
1509 if ( sf->life >= sf->max_life ) kill_it = 1;
1513 if ( i == Ship_flash_highest ) {
1514 while( (Ship_flash_highest>0) && (Ship_flash[Ship_flash_highest].objnum == -1) ) {
1515 Ship_flash_highest--;
1524 float Particle_width = 1.2f;
1525 DCF(particle_width, "Multiplier for angular width of the particle spew")
1528 dc_get_arg(ARG_FLOAT);
1529 if ( (Dc_arg_float >= 0 ) && (Dc_arg_float <= 5) ) {
1530 Particle_width = Dc_arg_float;
1532 dc_printf( "Illegal value for particle width. (Must be from 0-5) \n\n");
1537 float Particle_number = 1.2f;
1538 DCF(particle_num, "Multiplier for the number of particles created")
1541 dc_get_arg(ARG_FLOAT);
1542 if ( (Dc_arg_float >= 0 ) && (Dc_arg_float <= 5) ) {
1543 Particle_number = Dc_arg_float;
1545 dc_printf( "Illegal value for particle num. (Must be from 0-5) \n\n");
1550 float Particle_life = 1.2f;
1551 DCF(particle_life, "Multiplier for the lifetime of particles created")
1554 dc_get_arg(ARG_FLOAT);
1555 if ( (Dc_arg_float >= 0 ) && (Dc_arg_float <= 5) ) {
1556 Particle_life = Dc_arg_float;
1558 dc_printf( "Illegal value for particle life. (Must be from 0-5) \n\n");
1563 // Make sparks fly off of ship n.
1564 // sn = spark number to spark, corrosponding to element in
1565 // ship->hitpos array. If this isn't -1, it is a just
1566 // got hit by weapon spark, otherwise pick one randomally.
1567 void shipfx_emit_spark( int n, int sn )
1569 int create_spark = 1;
1572 ship *shipp = &Ships[n];
1573 float ship_radius, spark_scale_factor;
1575 if ( shipp->num_hits <= 0 )
1578 // get radius of ship
1579 ship_radius = model_get_radius(Ship_info[shipp->ship_info_index].modelnum);
1581 // get spark_scale_factor -- how much to increase ship sparks, based on radius
1582 if (ship_radius > 40) {
1583 spark_scale_factor = 1.0f;
1584 } else if (ship_radius > 20) {
1585 spark_scale_factor = (ship_radius - 20.0f) / 20.0f;
1587 spark_scale_factor = 0.0f;
1590 float spark_time_scale = 1.0f + spark_scale_factor * (Particle_life - 1.0f);
1591 float spark_width_scale = 1.0f + spark_scale_factor * (Particle_width - 1.0f);
1592 float spark_num_scale = 1.0f + spark_scale_factor * (Particle_number - 1.0f);
1594 obj = &Objects[shipp->objnum];
1595 ship_info* si = &Ship_info[shipp->ship_info_index];
1597 float hull_percent = obj->hull_strength / si->initial_hull_strength;
1598 if (hull_percent < 0.001) {
1599 hull_percent = 0.001f;
1601 float fraction = 0.1f * obj->radius / hull_percent;
1602 if (fraction > 1.0f) {
1608 spark_num = myrand() % shipp->num_hits;
1613 // don't display sparks that have expired
1614 if ( timestamp_elapsed(shipp->sparks[spark_num].end_time) ) {
1618 // get spark position
1619 if (shipp->sparks[spark_num].submodel_num != -1) {
1620 ship_model_start(obj);
1621 model_find_world_point(&outpnt, &shipp->sparks[spark_num].pos, shipp->modelnum, shipp->sparks[spark_num].submodel_num, &obj->orient, &obj->pos);
1622 ship_model_stop(obj);
1624 // rotate sparks correctly with current ship orient
1625 vm_vec_unrotate(&outpnt, &shipp->sparks[spark_num].pos, &obj->orient);
1626 vm_vec_add2(&outpnt,&obj->pos);
1629 if ( shipp->flags & (SF_ARRIVING|SF_DEPART_WARP) ) {
1631 vm_vec_sub( &tmp, &outpnt, &shipp->warp_effect_pos );
1632 if ( vm_vec_dot( &tmp, &shipp->warp_effect_fvec ) < 0.0f ) {
1633 // if in front of warp plane, don't create.
1638 if ( create_spark ) {
1640 particle_emitter pe;
1642 pe.pos = outpnt; // Where the particles emit from
1644 if ( shipp->flags & (SF_ARRIVING|SF_DEPART_WARP) ) {
1645 // No velocity if going through warp.
1646 pe.vel = vmd_zero_vector;
1648 // Initial velocity of all the particles.
1649 // 0.0f = 0% of parent's.
1650 // 1.0f = 100% of parent's.
1651 vm_vec_copy_scale( &pe.vel, &obj->phys_info.vel, 0.7f );
1654 // TODO: add velocity from rotation if submodel is rotating
1657 // r = outpnt - model_find_world_point(0)
1659 // w = model_find_world_dir(
1660 // model_find_world_dir(&out_dir, &in_dir, model_num, submodel_num, &objorient, &objpos);
1662 vector tmp_norm, tmp_vel;
1663 vm_vec_sub( &tmp_norm, &outpnt, &obj->pos );
1664 vm_vec_normalize_safe(&tmp_norm);
1666 tmp_vel = obj->phys_info.vel;
1667 if ( vm_vec_normalize_safe(&tmp_vel) > 1.0f ) {
1668 vm_vec_scale_add2(&tmp_norm,&tmp_vel, -2.0f);
1669 vm_vec_normalize_safe(&tmp_norm);
1672 pe.normal = tmp_norm; // What normal the particle emit around
1673 pe.normal_variance = 0.3f; // How close they stick to that normal 0=good, 1=360 degree
1674 pe.min_rad = 0.20f; // Min radius
1675 pe.max_rad = 0.50f; // Max radius
1677 // first time through - set up end time and make heavier initially
1679 // Sparks for first time at this spot
1680 if (si->flags & SIF_FIGHTER) {
1681 if (hull_percent > 0.6f) {
1682 // sparks only once when hull > 60%
1683 float spark_duration = (float)pow(2.0f, -5.0f*(hull_percent-1.3f)) * (1.0f + 0.6f*(frand()-0.5f)); // +- 30%
1684 shipp->sparks[spark_num].end_time = timestamp( (int) (1000.0f * spark_duration) );
1686 // spark never ends when hull < 60% (~277 hr)
1687 shipp->sparks[spark_num].end_time = timestamp( 100000000 );
1691 if ( D3D_enabled ) {
1692 pe.num_low = 25; // Lowest number of particles to create (hardware)
1693 pe.num_high = 30; // Highest number of particles to create (hardware)
1695 pe.num_low = 5; // Lowest number of particles to create (software)
1696 pe.num_high = 7; // Highest number of particles to create (software)
1698 pe.normal_variance = 1.0f; // How close they stick to that normal 0=good, 1=360 degree
1699 pe.min_vel = 2.0f; // How fast the slowest particle can move
1700 pe.max_vel = 12.0f; // How fast the fastest particle can move
1701 pe.min_life = 0.05f; // How long the particles live
1702 pe.max_life = 0.55f; // How long the particles live
1704 particle_emit( &pe, PARTICLE_FIRE, 0 );
1707 pe.min_rad = 0.7f; // Min radius
1708 pe.max_rad = 1.3f; // Max radius
1709 if ( D3D_enabled ) {
1710 pe.num_low = int (20 * spark_num_scale); // Lowest number of particles to create (hardware)
1711 pe.num_high = int (50 * spark_num_scale); // Highest number of particles to create (hardware)
1713 pe.num_low = 2; // Lowest number of particles to create (software)
1714 pe.num_high = 8; // Highest number of particles to create (software)
1716 pe.normal_variance = 0.2f * spark_width_scale; // How close they stick to that normal 0=good, 1=360 degree
1717 pe.min_vel = 3.0f; // How fast the slowest particle can move
1718 pe.max_vel = 12.0f; // How fast the fastest particle can move
1719 pe.min_life = 0.35f*2.0f * spark_time_scale; // How long the particles live
1720 pe.max_life = 0.75f*2.0f * spark_time_scale; // How long the particles live
1722 particle_emit( &pe, PARTICLE_SMOKE, 0 );
1726 // Select time to do next spark
1727 // Ships[n].next_hit_spark = timestamp_rand(100,500);
1728 shipp->next_hit_spark = timestamp_rand(50,100);
1733 //=====================================================================================
1734 // STUFF FOR DOING LARGE SHIP EXPLOSIONS
1735 //=====================================================================================
1737 int Bs_exp_fire_low = 1;
1738 float Bs_exp_fire_time_mult = 1.0f;
1740 DCF_BOOL(bs_exp_fire_low, Bs_exp_fire_low)
1741 DCF(bs_exp_fire_time_mult, "Multiplier time between fireball in big ship explosion")
1744 dc_get_arg(ARG_FLOAT);
1745 if ( (Dc_arg_float >= 0.1 ) && (Dc_arg_float <= 5) ) {
1746 Bs_exp_fire_time_mult = Dc_arg_float;
1748 dc_printf( "Illegal value for bs_exp_fire_time_mult. (Must be from 0.1-5) \n\n");
1753 #define MAX_SPLIT_SHIPS 3 // How many can explode at once. Each one is about 1K.
1755 #define DEBRIS_NONE 0
1756 #define DEBRIS_DRAW 1
1757 #define DEBRIS_FREE 2
1759 typedef struct clip_ship {
1761 float length_left; // uncomsumed length
1763 physics_info phys_info;
1764 vector local_pivot; // world center of mass position of half ship
1765 vector model_center_disp_to_orig_center; // displacement from half ship center to original model center
1766 vector clip_plane_norm; // clip plane normal (local [0,0,1] or [0,0,-1])
1767 float cur_clip_plane_pt; // displacement from half ship clip plane to original model center
1768 float explosion_vel;
1769 ubyte draw_debris[MAX_DEBRIS_OBJECTS];
1773 typedef struct split_ship {
1774 int used; // 0 if not used, 1 if used
1775 clip_ship front_ship;
1776 clip_ship back_ship;
1777 int explosion_flash_timestamp;
1778 int explosion_flash_started;
1779 int sound_handle[NUM_SUB_EXPL_HANDLES];
1783 static split_ship Split_ships[MAX_SPLIT_SHIPS];
1784 static int Split_ships_inited = 0;
1786 static void split_ship_init_system()
1789 for (i=0; i<MAX_SPLIT_SHIPS; i++ ) {
1790 Split_ships[i].used = 0;
1792 Split_ships_inited = 1;
1795 static void maybe_fireball_wipe(clip_ship* half_ship, int* sound_handle);
1796 static void split_ship_init( ship* shipp, split_ship* split_ship )
1798 object* parent_ship_obj = &Objects[shipp->objnum];
1799 matrix* orient = &parent_ship_obj->orient;
1800 for (int ii=0; ii<NUM_SUB_EXPL_HANDLES; ii++) {
1801 split_ship->sound_handle[ii] = shipp->sub_expl_sound_handle[ii];
1804 // play 3d sound for shockwave explosion
1805 snd_play_3d( &Snds[SND_SHOCKWAVE_EXPLODE], &parent_ship_obj->pos, &View_position, 0.0f, NULL, 0, 1.0f, SND_PRIORITY_SINGLE_INSTANCE, NULL, 3.0f );
1807 // initialize both ships
1808 split_ship->front_ship.parent_obj = parent_ship_obj;
1809 split_ship->back_ship.parent_obj = parent_ship_obj;
1810 split_ship->explosion_flash_timestamp = timestamp((int)(0.00075f*parent_ship_obj->radius));
1811 split_ship->explosion_flash_started = 0;
1812 split_ship->front_ship.orient = *orient;
1813 split_ship->back_ship.orient = *orient;
1814 split_ship->front_ship.next_fireball = timestamp_rand(0, 100);
1815 split_ship->back_ship.next_fireball = timestamp_rand(0, 100);
1817 split_ship->front_ship.clip_plane_norm = vmd_z_vector;
1818 vm_vec_copy_scale(&split_ship->back_ship.clip_plane_norm, &vmd_z_vector, -1.0f);
1820 // find the point at which the ship splits (relative to its pivot)
1821 polymodel* pm = model_get(shipp->modelnum);
1822 float init_clip_plane_dist;
1823 if (pm->num_split_plane > 0) {
1824 int index = rand()%pm->num_split_plane;
1825 init_clip_plane_dist = pm->split_plane[index];
1827 init_clip_plane_dist = 0.5f * (0.5f - frand())*pm->core_radius;
1830 split_ship->back_ship.cur_clip_plane_pt = init_clip_plane_dist;
1831 split_ship->front_ship.cur_clip_plane_pt = init_clip_plane_dist;
1834 dist = (split_ship->front_ship.cur_clip_plane_pt+pm->maxs.z)/2.0f;
1835 vm_vec_copy_scale(&split_ship->front_ship.local_pivot, &orient->fvec, dist);
1836 vm_vec_make(&split_ship->front_ship.model_center_disp_to_orig_center, 0.0f, 0.0f, -dist);
1837 dist = (split_ship->back_ship.cur_clip_plane_pt +pm->mins.z)/2.0f;
1838 vm_vec_copy_scale(&split_ship->back_ship.local_pivot, &orient->fvec, dist);
1839 vm_vec_make(&split_ship->back_ship.model_center_disp_to_orig_center, 0.0f, 0.0f, -dist);
1840 vm_vec_add2(&split_ship->front_ship.local_pivot, &parent_ship_obj->pos );
1841 vm_vec_add2(&split_ship->back_ship.local_pivot, &parent_ship_obj->pos );
1843 // find which debris pieces are in the front and back split ships
1844 for (int i=0; i<pm->num_debris_objects; i++ ) {
1845 vector temp_pos = {0.0f, 0.0f, 0.0f};
1846 vector tmp = {0.0f, 0.0f, 0.0f };
1847 vector tmp1 = pm->submodel[pm->debris_objects[i]].offset;
1848 // tmp is world position, temp_pos is world_pivot, tmp1 is offset from world_pivot (in ship local coord)
1849 model_find_world_point(&tmp, &tmp1, shipp->modelnum, -1, &vmd_identity_matrix, &temp_pos );
1850 if (tmp.z > init_clip_plane_dist) {
1851 split_ship->front_ship.draw_debris[i] = DEBRIS_DRAW;
1852 split_ship->back_ship.draw_debris[i] = DEBRIS_NONE;
1854 split_ship->front_ship.draw_debris[i] = DEBRIS_NONE;
1855 split_ship->back_ship.draw_debris[i] = DEBRIS_DRAW;
1860 // set the remaining debris slots to not draw
1861 for (i=pm->num_debris_objects; i<MAX_DEBRIS_OBJECTS; i++) {
1862 split_ship->front_ship.draw_debris[i] = DEBRIS_NONE;
1863 split_ship->back_ship.draw_debris[i] = DEBRIS_NONE;
1867 physics_init( &split_ship->front_ship.phys_info );
1868 physics_init( &split_ship->back_ship.phys_info );
1869 split_ship->front_ship.phys_info.flags |= (PF_ACCELERATES | PF_DEAD_DAMP);
1870 split_ship->back_ship.phys_info.flags |= (PF_ACCELERATES | PF_DEAD_DAMP);
1871 split_ship->front_ship.phys_info.side_slip_time_const = 10000.0f;
1872 split_ship->back_ship.phys_info.side_slip_time_const = 10000.0f;
1873 split_ship->front_ship.phys_info.rotdamp = 10000.0f;
1874 split_ship->back_ship.phys_info.rotdamp = 10000.0f;
1876 // set up explosion vel and relative velocities (assuming mass depends on length)
1877 float front_length = pm->maxs.z - split_ship->front_ship.cur_clip_plane_pt;
1878 float back_length = split_ship->back_ship.cur_clip_plane_pt - pm->mins.z;
1879 float ship_length = front_length + back_length;
1880 split_ship->front_ship.length_left = front_length;
1881 split_ship->back_ship.length_left = back_length;
1883 float expl_length_scale = (ship_length - 200.0f) / 2000.0f;
1884 // s_r_f effects speed of "wipe" and rotvel
1885 float speed_reduction_factor = (1.0f + 0.001f*parent_ship_obj->radius);
1886 float explosion_time = (3.0f + expl_length_scale + (frand()-0.5f)) * speed_reduction_factor;
1887 float long_length = max(front_length, back_length);
1888 float expl_vel = long_length / explosion_time;
1889 split_ship->front_ship.explosion_vel = expl_vel;
1890 split_ship->back_ship.explosion_vel = -expl_vel;
1892 float rel_vel = (0.6f + 0.2f*frand()) * expl_vel * speed_reduction_factor;
1893 float front_vel = rel_vel * back_length / ship_length;
1894 float back_vel = -rel_vel * front_length / ship_length;
1895 // mprintf(("rel_vel %.1f, expl_vel %.1f\n", rel_vel, expl_vel));
1897 // set up rotational vel
1899 vm_vec_rand_vec_quick(&rotvel);
1901 vm_vec_normalize(&rotvel);
1902 vm_vec_scale(&rotvel, 0.15f / speed_reduction_factor);
1903 split_ship->front_ship.phys_info.rotvel = rotvel;
1904 vm_vec_copy_scale(&split_ship->back_ship.phys_info.rotvel, &rotvel, -(front_length*front_length)/(back_length*back_length));
1905 split_ship->front_ship.phys_info.rotvel.z = parent_ship_obj->phys_info.rotvel.z;
1906 split_ship->back_ship.phys_info.rotvel.z = parent_ship_obj->phys_info.rotvel.z;
1909 // modify vel of each split ship based on rotvel of parent ship obj
1910 vector temp_rotvel = parent_ship_obj->phys_info.rotvel;
1911 temp_rotvel.z = 0.0f;
1912 vector vel_from_rotvel;
1913 vm_vec_crossprod(&vel_from_rotvel, &temp_rotvel, &split_ship->front_ship.local_pivot);
1914 // vm_vec_scale_add2(&split_ship->front_ship.phys_info.vel, &vel_from_rotvel, 0.5f);
1915 vm_vec_crossprod(&vel_from_rotvel, &temp_rotvel, &split_ship->back_ship.local_pivot);
1916 // vm_vec_scale_add2(&split_ship->back_ship.phys_info.vel, &vel_from_rotvel, 0.5f);
1918 // set up velocity and make initial fireballs and particles
1919 split_ship->front_ship.phys_info.vel = parent_ship_obj->phys_info.vel;
1920 split_ship->back_ship.phys_info.vel = parent_ship_obj->phys_info.vel;
1921 maybe_fireball_wipe(&split_ship->front_ship, (int*)&split_ship->sound_handle);
1922 maybe_fireball_wipe(&split_ship->back_ship, (int*)&split_ship->sound_handle);
1923 vm_vec_scale_add2(&split_ship->front_ship.phys_info.vel, &orient->fvec, front_vel);
1924 vm_vec_scale_add2(&split_ship->back_ship.phys_info.vel, &orient->fvec, back_vel);
1926 // HANDLE LIVE DEBRIS - blow off if not already gone
1927 shipfx_maybe_create_live_debris_at_ship_death( parent_ship_obj );
1931 static void half_ship_render_ship_and_debris(clip_ship* half_ship,ship *shipp)
1933 Assert( Split_ships_inited );
1935 polymodel *pm = model_get(shipp->modelnum);
1937 // get rotated clip plane normal and world coord of original ship center
1938 vector orig_ship_world_center, clip_plane_norm, model_clip_plane_pt, debris_clip_plane_pt;
1939 vm_vec_unrotate(&clip_plane_norm, &half_ship->clip_plane_norm, &half_ship->orient);
1940 vm_vec_unrotate(&orig_ship_world_center, &half_ship->model_center_disp_to_orig_center, &half_ship->orient);
1941 vm_vec_add2(&orig_ship_world_center, &half_ship->local_pivot);
1943 // *out_pivot = orig_ship_world_center;
1945 // get debris clip plane pt and draw debris
1946 vm_vec_unrotate(&debris_clip_plane_pt, &half_ship->model_center_disp_to_orig_center, &half_ship->orient);
1947 vm_vec_add2(&debris_clip_plane_pt, &half_ship->local_pivot);
1948 g3_start_user_clip_plane( &debris_clip_plane_pt, &clip_plane_norm);
1950 // set up render flags
1951 uint render_flags = MR_NORMAL;
1953 for (int i=0; i<pm->num_debris_objects; i++ ) {
1954 // draw DEBRIS_FREE in test only
1955 if (half_ship->draw_debris[i] == DEBRIS_DRAW) {
1956 vector temp_pos = orig_ship_world_center;
1957 vector tmp = {0.0f, 0.0f, 0.0f};
1958 vector tmp1 = pm->submodel[pm->debris_objects[i]].offset;
1960 // determine if explosion front has past debris piece
1961 // 67 ~ dist expl moves in 2 frames -- maybe fraction works better
1962 int is_live_debris = pm->submodel[pm->debris_objects[i]].is_live_debris;
1963 int create_debris = 0;
1965 if (half_ship->explosion_vel > 0) {
1966 if (half_ship->cur_clip_plane_pt > tmp1.z + pm->submodel[pm->debris_objects[i]].max.z - 0.1f*half_ship->explosion_vel) {
1969 // is the debris visible
1970 // if (half_ship->cur_clip_plane_pt > tmp1.z + pm->submodel[pm->debris_objects[i]].min.z - 0.5f*half_ship->explosion_vel) {
1971 // render_debris = 1;
1975 if (half_ship->cur_clip_plane_pt < tmp1.z + pm->submodel[pm->debris_objects[i]].min.z - 0.1f*half_ship->explosion_vel) {
1978 // is the debris visible
1979 // if (half_ship->cur_clip_plane_pt < tmp1.z + pm->submodel[pm->debris_objects[i]].max.z - 0.5f*half_ship->explosion_vel) {
1980 // render_debris = 1;
1984 // Draw debris, but not live debris
1985 if ( !is_live_debris ) {
1986 model_find_world_point(&tmp, &tmp1, shipp->modelnum, -1, &half_ship->orient, &temp_pos);
1987 submodel_render(shipp->modelnum, pm->debris_objects[i], &half_ship->orient, &tmp, render_flags);
1990 // make free piece of debris
1991 if ( create_debris ) {
1992 half_ship->draw_debris[i] = DEBRIS_FREE; // mark debris to not render with model
1993 vector center_to_debris, debris_vel, radial_vel;
1994 // check if last debris piece, ie, debris_count == 0
1995 int debris_count = 0;
1996 for (int j=0; j<pm->num_debris_objects; j++ ) {
1997 if (half_ship->draw_debris[j] == DEBRIS_DRAW) {
2001 // do debris create here, but not for live debris
2002 // debris vel (1) split ship vel (2) split ship rotvel (3) random
2003 if ( !is_live_debris ) {
2005 debris_obj = debris_create(half_ship->parent_obj, shipp->modelnum, pm->debris_objects[i], &tmp, &half_ship->local_pivot, 1, 1.0f);
2006 // AL: make sure debris_obj isn't NULL!
2008 vm_vec_scale(&debris_obj->phys_info.rotvel, 4.0f);
2009 debris_obj->orient = half_ship->orient;
2010 // if (debris_count > 0) {
2011 //mprintf(( "base rotvel %.1f, debris rotvel mag %.2f\n", vm_vec_mag(&half_ship->phys_info.rotvel), vm_vec_mag(&debris_obj->phys_info.rotvel) ));
2012 vm_vec_sub(¢er_to_debris, &tmp, &half_ship->local_pivot);
2013 vm_vec_crossprod(&debris_vel, ¢er_to_debris, &half_ship->phys_info.rotvel);
2014 vm_vec_add2(&debris_vel, &half_ship->phys_info.vel);
2015 vm_vec_copy_normalize(&radial_vel, ¢er_to_debris);
2016 float radial_mag = 10.0f + 30.0f*frand();
2017 vm_vec_scale_add2(&debris_vel, &radial_vel, radial_mag);
2018 debris_obj->phys_info.vel = debris_vel;
2020 debris_obj->phys_info.vel = half_ship->phys_info.vel;
2021 debris_obj->phys_info.rotvel = half_ship->phys_info.rotvel;
2029 // get model clip plane pt and draw model
2031 vm_vec_make(&temp, 0.0f, 0.0f, half_ship->cur_clip_plane_pt);
2032 vm_vec_unrotate(&model_clip_plane_pt, &temp, &half_ship->orient);
2033 vm_vec_add2(&model_clip_plane_pt, &orig_ship_world_center);
2034 g3_start_user_clip_plane( &model_clip_plane_pt, &clip_plane_norm );
2035 model_render(shipp->modelnum, &half_ship->orient, &orig_ship_world_center, render_flags);
2038 void shipfx_large_blowup_level_init()
2040 split_ship_init_system();
2042 if(Ship_cannon_bitmap != -1){
2043 bm_unload(Ship_cannon_bitmap);
2044 Ship_cannon_bitmap = bm_load(SHIP_CANNON_BITMAP);
2048 // Returns 0 if couldn't init
2049 int shipfx_large_blowup_init(ship *shipp)
2052 if ( !Split_ships_inited ) {
2053 split_ship_init_system();
2057 for (i=0; i<MAX_SPLIT_SHIPS; i++ ) {
2058 if ( Split_ships[i].used == 0 ) {
2063 if ( i >= MAX_SPLIT_SHIPS ) {
2064 mprintf(( "Not enough split ship slots!! See John!\n" ));
2069 Split_ships[i].used = 1;
2070 shipp->large_ship_blowup_index = i;
2072 split_ship_init(shipp, &Split_ships[i] );
2077 // ----------------------------------------------------------------------------
2078 // uses list of model z values with constant increment to find the radius of the
2079 // cross section at the current model z value
2080 float get_model_cross_section_at_z(float z, polymodel* pm)
2082 if (pm->num_xc < 2) {
2086 float index, increment;
2087 increment = (pm->xc[pm->num_xc-1].z - pm->xc[0].z) / (float)(pm->num_xc - 1);
2088 index = (z - pm->xc[0].z) / increment;
2091 return pm->xc[0].radius;
2092 } else if (index > (pm->num_xc - 1.0f - 0.5f)) {
2093 return pm->xc[pm->num_xc-1].radius;
2095 int floor_index = (int)floor(index);
2096 int ceil_index = (int)ceil(index);
2097 return max(pm->xc[ceil_index].radius, pm->xc[floor_index].radius);
2101 // returns how long sound has been playing
2102 int get_sound_time_played(int snd_id, int handle)
2108 int bits_per_sample, frequency;
2109 snd_get_format(snd_id, &bits_per_sample, &frequency);
2110 int time_left = snd_time_remaining(handle, bits_per_sample, frequency);
2111 int duration = snd_get_duration(snd_id);
2113 return (duration - time_left);
2116 // sound manager for big ship sub explosions sounds.
2117 // forces playing of sub-explosion sounds. keeps track of active sounds, plays them for >= 750 ms
2118 // when sound has played >= 750, sound is stopped and new instance is started
2119 void do_sub_expl_sound(float radius, vector* sound_pos, int* sound_handle)
2121 int sound_index, handle;
2122 // multiplier for range (near and far distances) to apply attenuation
2123 float sound_range = 1.0f + 0.0043f*radius;
2125 int handle_index = rand()%NUM_SUB_EXPL_HANDLES;
2126 //mprintf(("handle_index %d\n", *handle_index));
2128 // sound_index = get_sub_explosion_sound_index(handle_index);
2129 sound_index = SND_SHIP_EXPLODE_1;
2130 handle = sound_handle[handle_index];
2133 // mprintf(("dist to sound %.1f snd_indx: %d, h1: %d, h2: %d\n", vm_vec_dist(&Player_obj->pos, sound_pos), next_sound_index, sound_handle[0], sound_handle[1]));
2136 // if no handle, get one
2137 sound_handle[handle_index] = snd_play_3d( &Snds[sound_index], sound_pos, &View_position, 0.0f, NULL, 0, 0.6f, SND_PRIORITY_MUST_PLAY, NULL, sound_range );
2138 } else if (!snd_is_playing(handle)) {
2139 // if sound not playing and old, get new one
2140 // I don't think will happen with SND_PRIORITY_MUST_PLAY
2141 if (get_sound_time_played(Snds[sound_index].id, handle) > 400) {
2142 //mprintf(("sound not playing %d, time_played %d, stopped\n", handle, get_sound_time_played(Snds[sound_index].id, handle)));
2143 snd_stop(sound_handle[handle_index]);
2144 sound_handle[handle_index] = snd_play_3d( &Snds[sound_index], sound_pos, &View_position, 0.0f, NULL, 0, 0.6f, SND_PRIORITY_MUST_PLAY, NULL, sound_range );
2146 } else if (get_sound_time_played(Snds[sound_index].id, handle) > 750) {
2147 //mprintf(("time %f, cur sound %d time_played %d num sounds %d\n", f2fl(Missiontime), handle_index, get_sound_time_played(Snds[sound_index].id, handle), snd_num_playing() ));
2148 sound_handle[handle_index] = snd_play_3d( &Snds[sound_index], sound_pos, &View_position, 0.0f, NULL, 0, 0.6f, SND_PRIORITY_MUST_PLAY, NULL, sound_range );
2152 // maybe create a fireball along model clip plane
2153 // also maybe plays explosion sound
2154 static void maybe_fireball_wipe(clip_ship* half_ship, int* sound_handle)
2156 // maybe make fireball to cover wipe.
2157 if ( timestamp_elapsed(half_ship->next_fireball) ) {
2158 if ( half_ship->length_left > 0.2f*fl_abs(half_ship->explosion_vel) ) {
2160 polymodel* pm = model_get(Ships[half_ship->parent_obj->instance].modelnum);
2162 vector model_clip_plane_pt, orig_ship_world_center, temp;
2164 vm_vec_unrotate(&orig_ship_world_center, &half_ship->model_center_disp_to_orig_center, &half_ship->orient);
2165 vm_vec_add2(&orig_ship_world_center, &half_ship->local_pivot);
2167 vm_vec_make(&temp, 0.0f, 0.0f, half_ship->cur_clip_plane_pt);
2168 vm_vec_unrotate(&model_clip_plane_pt, &temp, &half_ship->orient);
2169 vm_vec_add2(&model_clip_plane_pt, &orig_ship_world_center);
2170 vm_vec_rand_vec_quick(&temp);
2171 vm_vec_scale(&temp, 0.1f*frand());
2172 vm_vec_add2(&model_clip_plane_pt, &temp);
2174 float rad = get_model_cross_section_at_z(half_ship->cur_clip_plane_pt, pm);
2176 rad = half_ship->parent_obj->radius * frand_range(0.4f, 0.6f);
2178 // make fireball radius (1.5 +/- .1) * model_cross_section value
2179 rad *= frand_range(1.4f, 1.6f);
2183 rad = min(rad, half_ship->parent_obj->radius);
2185 // mprintf(("xc %.1f model %.1f\n", rad, half_ship->parent_obj->radius*0.25));
2186 int fireball_type = FIREBALL_EXPLOSION_LARGE1 + rand()%FIREBALL_NUM_LARGE_EXPLOSIONS;
2187 int low_res_fireballs = Bs_exp_fire_low;
2188 fireball_create(&model_clip_plane_pt, fireball_type, OBJ_INDEX(half_ship->parent_obj), rad, 0, &half_ship->parent_obj->phys_info.vel, 0.0f, -1, NULL, low_res_fireballs);
2190 // start the next fireball up (3-4 per frame) + 30%
2191 int time_low, time_high;
2192 time_low = int(650 * Bs_exp_fire_time_mult);
2193 time_high = int(900 * Bs_exp_fire_time_mult);
2194 half_ship->next_fireball = timestamp_rand(time_low, time_high);
2197 do_sub_expl_sound(half_ship->parent_obj->radius, &model_clip_plane_pt, sound_handle);
2200 particle_emitter pe;
2202 pe.num_low = 40; // Lowest number of particles to create
2203 pe.num_high = 80; // Highest number of particles to create
2204 pe.pos = model_clip_plane_pt; // Where the particles emit from
2205 pe.vel = half_ship->phys_info.vel; // Initial velocity of all the particles
2208 float range = 1.0f + 0.002f*half_ship->parent_obj->radius * 5.0f;
2210 float range = 1.0f + 0.002f*half_ship->parent_obj->radius;
2214 pe.min_life = 2.0f*range; // How long the particles live
2215 pe.max_life = 10.0f*range; // How long the particles live
2217 pe.min_life = 0.5f*range; // How long the particles live
2218 pe.max_life = 6.0f*range; // How long the particles live
2220 pe.normal = vmd_x_vector; // What normal the particle emit around
2221 pe.normal_variance = 2.0f; // How close they stick to that normal 0=on normal, 1=180, 2=360 degree
2222 pe.min_vel = 0.0f; // How fast the slowest particle can move
2223 pe.max_vel = half_ship->explosion_vel; // How fast the fastest particle can move
2226 float scale = half_ship->parent_obj->radius * 0.02f;
2228 float scale = half_ship->parent_obj->radius * 0.01f;
2230 pe.min_rad = 0.5f*scale; // Min radius
2231 pe.max_rad = 1.5f*scale; // Max radius
2233 particle_emit( &pe, PARTICLE_SMOKE2, 0, range );
2237 half_ship->next_fireball = timestamp(-1);
2243 // Returns 1 when explosion is done
2244 int shipfx_large_blowup_do_frame(ship *shipp, float frametime)
2246 // DAVE: I made this not do any movement just to try to get things working...
2249 Assert( Split_ships_inited );
2250 Assert( shipp->large_ship_blowup_index > -1 );
2252 split_ship *the_split_ship = &Split_ships[shipp->large_ship_blowup_index];
2253 Assert( the_split_ship->used ); // Get John
2255 // Do fireballs, particles, shockwave here
2256 // Note parent ship is still valid, vel and pos updated in obj_move_all
2258 if ( timestamp_elapsed(the_split_ship->explosion_flash_timestamp) ) {
2259 if ( !the_split_ship->explosion_flash_started ) {
2260 object* objp = &Objects[shipp->objnum];
2261 if (objp->flags & OF_WAS_RENDERED) {
2262 float excess_dist = vm_vec_dist(&Player_obj->pos, &objp->pos) - 2.0f*objp->radius - Player_obj->radius;
2263 float intensity = 1.0f - 0.1f*excess_dist / objp->radius;
2265 if (intensity > 1) {
2269 if (intensity > 0.1f) {
2270 // big_explosion_flash(intensity);
2273 the_split_ship->explosion_flash_started = 1;
2277 physics_sim(&the_split_ship->front_ship.local_pivot, &the_split_ship->front_ship.orient, &the_split_ship->front_ship.phys_info, frametime);
2278 physics_sim(&the_split_ship->back_ship.local_pivot, &the_split_ship->back_ship.orient, &the_split_ship->back_ship.phys_info, frametime);
2279 the_split_ship->front_ship.length_left -= the_split_ship->front_ship.explosion_vel*frametime;
2280 the_split_ship->back_ship.length_left += the_split_ship->back_ship.explosion_vel *frametime;
2281 the_split_ship->front_ship.cur_clip_plane_pt += the_split_ship->front_ship.explosion_vel*frametime;
2282 the_split_ship->back_ship.cur_clip_plane_pt += the_split_ship->back_ship.explosion_vel *frametime;
2284 float length_left = max( the_split_ship->front_ship.length_left, the_split_ship->back_ship.length_left );
2286 // mprintf(( "Blowup frame, dist = %.1f \n", length_left ));
2288 if ( length_left < 0 ) {
2289 the_split_ship->used = 0;
2293 maybe_fireball_wipe(&the_split_ship->front_ship, (int*)&the_split_ship->sound_handle);
2294 maybe_fireball_wipe(&the_split_ship->back_ship, (int*)&the_split_ship->sound_handle);
2298 void shipfx_large_blowup_render(ship* shipp)
2300 // This actually renders the original model like it should render.
2301 // object *objp = &Objects[shipp->objnum];
2302 // model_render( shipp->modelnum, &objp->orient, &objp->pos, MR_NORMAL );
2305 Assert( Split_ships_inited );
2306 Assert( shipp->large_ship_blowup_index > -1 );
2308 split_ship *the_split_ship = &Split_ships[shipp->large_ship_blowup_index];
2309 Assert( the_split_ship->used ); // Get John
2311 // vector front_global_pivot, back_global_pivot;
2313 if (the_split_ship->front_ship.length_left > 0) {
2314 half_ship_render_ship_and_debris(&the_split_ship->front_ship,shipp);
2317 if (the_split_ship->back_ship.length_left > 0) {
2318 half_ship_render_ship_and_debris(&the_split_ship->back_ship,shipp);
2321 g3_stop_user_clip_plane();
2325 // ================== DO THE ELECTRIC ARCING STUFF =====================
2326 // Creates any new ones, moves old ones.
2328 #define MAX_ARC_LENGTH_PERCENTAGE 0.25f
2330 #define MAX_EMP_ARC_TIMESTAMP (150.0f)
2332 void shipfx_do_damaged_arcs_frame( ship *shipp )
2336 object *obj = &Objects[shipp->objnum];
2337 ship_info * sip = &Ship_info[shipp->ship_info_index];
2341 float damage = obj->hull_strength / sip->initial_hull_strength;
2347 // don't draw an arc based on damage
2348 if ( damage > 0.30f ) {
2353 // we should draw an arc
2354 if( shipp->emp_intensity > 0.0f){
2358 // Kill off old sparks
2359 for(i=0; i<MAX_SHIP_ARCS; i++){
2360 if(timestamp_valid(shipp->arc_timestamp[i]) && timestamp_elapsed(shipp->arc_timestamp[i])){
2361 shipp->arc_timestamp[i] = timestamp(-1);
2365 // if we shouldn't draw an arc, return
2370 if (!timestamp_valid(shipp->arc_next_time)) {
2371 // start the next fireball up in the next 10 seconds or so...
2374 // if the emp effect is active
2375 if(shipp->emp_intensity > 0.0f){
2376 freq = fl2i(MAX_EMP_ARC_TIMESTAMP);
2378 // otherwise if we're arcing based upon damage
2380 freq = fl2i((damage+0.1f)*5000.0f);
2383 // set the next arc time
2384 shipp->arc_next_time = timestamp_rand(freq*2,freq*4);
2387 if ( timestamp_elapsed(shipp->arc_next_time) ) {
2389 shipp->arc_next_time = timestamp(-1); // invalid, so it gets restarted next frame
2391 //mprintf(( "Creating new ship arc!\n" ));
2393 int n, n_arcs = ((rand()>>5) % 3)+1; // Create 1-3 sparks
2395 vector v1, v2, v3, v4;
2396 submodel_get_two_random_points( shipp->modelnum, -1, &v1, &v2 );
2397 submodel_get_two_random_points( shipp->modelnum, -1, &v3, &v4 );
2399 // For large ships, cap the length to be 25% of max radius
2400 if ( obj->radius > 200.0f ) {
2401 float max_dist = obj->radius * MAX_ARC_LENGTH_PERCENTAGE;
2407 vm_vec_sub( &tmp, &v1, &v2 );
2408 d = vm_vec_mag_quick( &tmp );
2409 if ( d > max_dist ) {
2410 vm_vec_scale_add( &v1, &v2, &tmp, max_dist / d );
2414 vm_vec_sub( &tmp, &v3, &v2 );
2415 d = vm_vec_mag_quick( &tmp );
2416 if ( d > max_dist ) {
2417 vm_vec_scale_add( &v3, &v2, &tmp, max_dist / d );
2422 vm_vec_sub( &tmp, &v4, &v2 );
2423 d = vm_vec_mag_quick( &tmp );
2424 if ( d > max_dist ) {
2425 vm_vec_scale_add( &v4, &v2, &tmp, max_dist / d );
2432 // int a = 100, b = 1000;
2433 float factor = 1.0f + 0.0025f*obj->radius;
2434 int a = (int) (factor*100.0f);
2435 int b = (int) (factor*1000.0f);
2436 int lifetime = (myrand()%((b)-(a)+1))+(a);
2438 // Create the arc effects
2439 for (i=0; i<MAX_SHIP_ARCS; i++ ) {
2440 if ( !timestamp_valid( shipp->arc_timestamp[i] ) ) {
2441 //shipp->arc_timestamp[i] = timestamp_rand(400,1000); // live up to a second
2442 shipp->arc_timestamp[i] = timestamp(lifetime); // live up to a second
2446 shipp->arc_pts[i][0] = v1;
2447 shipp->arc_pts[i][1] = v2;
2450 shipp->arc_pts[i][0] = v2;
2451 shipp->arc_pts[i][1] = v3;
2455 shipp->arc_pts[i][0] = v2;
2456 shipp->arc_pts[i][1] = v4;
2463 // determine what kind of arc to create
2464 if(shipp->emp_intensity > 0.0f){
2465 shipp->arc_type[i] = MARC_TYPE_EMP;
2467 shipp->arc_type[i] = MARC_TYPE_NORMAL;
2472 break; // Don't need to create anymore
2475 // rotate v2 out of local coordinates into world.
2476 // Use v2 since it is used in every bolt. See above switch().
2478 vm_vec_unrotate(&snd_pos, &v2, &obj->orient);
2479 vm_vec_add2(&snd_pos, &obj->pos );
2481 //Play a sound effect
2482 if ( lifetime > 750 ) {
2483 // 1.00 second effect
2484 snd_play_3d( &Snds[SND_DEBRIS_ARC_05], &snd_pos, &View_position, obj->radius );
2485 } else if ( lifetime > 500 ) {
2486 // 0.75 second effect
2487 snd_play_3d( &Snds[SND_DEBRIS_ARC_04], &snd_pos, &View_position, obj->radius );
2488 } else if ( lifetime > 250 ) {
2489 // 0.50 second effect
2490 snd_play_3d( &Snds[SND_DEBRIS_ARC_03], &snd_pos, &View_position, obj->radius );
2491 } else if ( lifetime > 100 ) {
2492 // 0.25 second effect
2493 snd_play_3d( &Snds[SND_DEBRIS_ARC_02], &snd_pos, &View_position, obj->radius );
2495 // 0.10 second effect
2496 snd_play_3d( &Snds[SND_DEBRIS_ARC_01], &snd_pos, &View_position, obj->radius );
2501 // maybe move arc points around
2502 for (i=0; i<MAX_SHIP_ARCS; i++ ) {
2503 if ( timestamp_valid( shipp->arc_timestamp[i] ) ) {
2504 if ( !timestamp_elapsed( shipp->arc_timestamp[i] ) ) {
2505 // Maybe move a vertex.... 20% of the time maybe?
2507 if ( mr < RAND_MAX/5 ) {
2509 submodel_get_two_random_points( shipp->modelnum, -1, &v1, &v2 );
2514 static_one = shipp->arc_pts[i][0];
2516 static_one = shipp->arc_pts[i][1];
2519 // For large ships, cap the length to be 25% of max radius
2520 if ( obj->radius > 200.0f ) {
2521 float max_dist = obj->radius * MAX_ARC_LENGTH_PERCENTAGE;
2527 vm_vec_sub( &tmp, &v1, &static_one );
2528 d = vm_vec_mag_quick( &tmp );
2529 if ( d > max_dist ) {
2530 vm_vec_scale_add( &v1, &static_one, &tmp, max_dist / d );
2534 shipp->arc_pts[i][mr % 2] = v1;
2541 int l_cruiser_count = 1;
2542 int l_big_count = 2;
2543 int l_huge_count = 3;
2544 float l_max_radius = 3000.0f;
2545 void shipfx_do_lightning_frame( ship *shipp )
2551 vector v1, v2, n1, n2, temp, temp2;
2555 Assert(shipp != NULL);
2559 Assert(shipp->ship_info_index >= 0);
2560 if(shipp->ship_info_index < 0){
2563 Assert(shipp->objnum >= 0);
2564 if(shipp->objnum < 0){
2568 // get some pointers
2569 sip = &Ship_info[shipp->ship_info_index];
2570 objp = &Objects[shipp->objnum];
2572 // if this is not a nebula mission, don't do anything
2573 if(!(The_mission.flags & MISSION_FLAG_FULLNEB)){
2574 shipp->lightning_stamp = -1;
2578 // if this not a cruiser or big ship
2579 if(!((sip->flags & SIF_CRUISER) || (sip->flags & SIF_BIG_SHIP) || (sip->flags & SIF_HUGE_SHIP))){
2580 shipp->lightning_stamp = -1;
2584 // determine stamp and count values
2585 if(sip->flags & SIF_CRUISER){
2586 stamp = (int)((float)(Nebl_cruiser_min + ((Nebl_cruiser_max - Nebl_cruiser_min) * Nebl_intensity)) * frand_range(0.8f, 1.1f));
2587 count = l_cruiser_count;
2590 if(sip->flags & SIF_HUGE_SHIP){
2591 stamp = (int)((float)(Nebl_supercap_min + ((Nebl_supercap_max - Nebl_supercap_min) * Nebl_intensity)) * frand_range(0.8f, 1.1f));
2592 count = l_huge_count;
2594 stamp = (int)((float)(Nebl_cap_min + ((Nebl_cap_max - Nebl_cap_min) * Nebl_intensity)) * frand_range(0.8f, 1.1f));
2595 count = l_big_count;
2599 // if his timestamp is unset
2600 if(shipp->lightning_stamp == -1){
2601 shipp->lightning_stamp = timestamp(stamp);
2604 // if his timestamp is currently unelapsed
2605 if(!timestamp_elapsed(shipp->lightning_stamp)){
2609 mprintf(("SHIP BOLT\n"));
2611 // restamp him first
2612 shipp->lightning_stamp = timestamp(stamp);
2614 // ah, now we can create some lightning bolts
2615 count = (int)frand_range(0.0f, (float)count);
2617 // get 2 points on the hull of the ship
2618 submodel_get_two_random_points(shipp->modelnum, 0, &v1, &v2, &n1, &n2);
2620 // make up to 2 bolts
2621 if(objp->radius > l_max_radius){
2622 vm_vec_scale_add(&temp2, &v1, &n1, l_max_radius);
2624 vm_vec_scale_add(&temp2, &v1, &n1, objp->radius);
2626 vm_vec_unrotate(&temp, &temp2, &objp->orient);
2627 vm_vec_add2(&temp, &objp->pos);
2628 vm_vec_unrotate(&temp2, &v1, &objp->orient);
2629 vm_vec_add2(&temp2, &objp->pos);
2633 binfo.strike = temp2;
2634 binfo.num_strikes = 3;
2635 binfo.noise = 0.045f;
2637 binfo.delay = (int)frand_range(0.0f, 1600.0f);
2647 if(objp->radius > l_max_radius){
2648 vm_vec_scale_add(&temp2, &v2, &n2, l_max_radius);
2650 vm_vec_scale_add(&temp2, &v2, &n2, objp->radius);
2652 vm_vec_unrotate(&temp, &temp2, &objp->orient);
2653 vm_vec_add2(&temp, &objp->pos);
2654 vm_vec_unrotate(&temp2, &v2, &objp->orient);
2655 vm_vec_add2(&temp2, &objp->pos);
2659 binfo.strike = temp2;
2660 binfo.num_strikes = 3;
2661 binfo.noise = 0.045f;
2663 binfo.delay = (int)frand_range(0.0f, 1600.0f);
2670 // do all shockwaves for a ship blowing up
2671 void shipfx_do_shockwave_stuff(ship *shipp, shockwave_create_info *sci)
2676 vector temp, dir, shockwave_pos;
2677 vector head = vmd_zero_vector;
2678 vector tail = vmd_zero_vector;
2679 float len, step, cur;
2683 Assert(shipp != NULL);
2687 Assert(shipp->ship_info_index >= 0);
2688 if(shipp->ship_info_index < 0){
2691 Assert(shipp->objnum >= 0);
2692 if(shipp->objnum < 0){
2695 Assert(sci != NULL);
2700 // get some pointers
2701 sip = &Ship_info[shipp->ship_info_index];
2702 objp = &Objects[shipp->objnum];
2704 Assert(sip->shockwave_count > 0);
2705 if(sip->shockwave_count <= 0){
2709 // get vectors at the head and tail of the object, dead center
2710 pm = model_get(shipp->modelnum);
2714 head.x = pm->submodel[0].offset.x;
2715 head.y = pm->submodel[0].offset.y;
2716 head.z = pm->maxs.z;
2718 tail.x = pm->submodel[0].offset.x;
2719 tail.y = pm->submodel[0].offset.y;
2720 tail.z = pm->mins.z;
2722 // transform the vectors into world coords
2723 vm_vec_unrotate(&temp, &head, &objp->orient);
2724 vm_vec_add(&head, &temp, &objp->pos);
2725 vm_vec_unrotate(&temp, &tail, &objp->orient);
2726 vm_vec_add(&tail, &temp, &objp->pos);
2728 // now create as many shockwaves as needed
2729 vm_vec_sub(&dir, &head, &tail);
2730 len = vm_vec_mag(&dir);
2731 step = 1.0f / ((float)sip->shockwave_count + 1.0f);
2733 for(idx=0; idx<sip->shockwave_count; idx++){
2734 // get the shockwave position
2736 vm_vec_scale(&temp, cur);
2737 vm_vec_add(&shockwave_pos, &tail, &temp);
2739 // if knossos device, make shockwave in center
2740 if (Ship_info[shipp->ship_info_index].flags & SIF_KNOSSOS_DEVICE) {
2741 shockwave_pos = Objects[shipp->objnum].pos;
2744 // create the shockwave
2745 shockwave_create_info sci2;
2746 sci2.blast = (sci->blast / (float)sip->shockwave_count) * frand_range(0.75f, 1.25f);
2747 sci2.damage = (sci->damage / (float)sip->shockwave_count) * frand_range(0.75f, 1.25f);
2748 sci2.inner_rad = sci->inner_rad;
2749 sci2.outer_rad = sci->outer_rad;
2750 sci2.speed = sci->speed * frand_range(0.75f, 1.25f);
2751 sci2.rot_angle = frand_range(0.0f, 359.0f);
2753 shockwave_create(shipp->objnum, &shockwave_pos, &sci2, SW_SHIP_DEATH, (int)frand_range(0.0f, 350.0f));
2754 // shockwave_create(shipp->objnum, &objp->pos, sip->shockwave_speed, sip->inner_rad, sip->outer_rad, sip->damage, sip->blast, SW_SHIP_DEATH);
2762 DCF_BOOL(engine_wash, Wash_on);
2763 #define ENGINE_WASH_CHECK_INTERVAL 250 // (4x sec)
2764 // Do engine wash effect for ship
2765 // Assumes length of engine wash is greater than radius of engine wash hemisphere
2766 void engine_wash_ship_process(ship *shipp)
2769 object *objp, *ship_objp, *max_ship_intensity_objp;
2770 int started_with_no_wash = shipp->wash_intensity <= 0 ? 1 : 0;
2776 Assert(shipp != NULL);
2777 Assert(shipp->objnum >= 0);
2778 objp = &Objects[shipp->objnum];
2782 vector world_thruster_pos, world_thruster_norm, apex, thruster_to_ship, apex_to_ship, temp;
2783 float dist_sqr, inset_depth, dot_to_ship, max_ship_intensity;
2786 float max_wash_dist, half_angle, radius_mult;
2788 // if this is not a fighter or bomber, we don't care
2789 if ((objp->type != OBJ_SHIP) || !(Ship_info[shipp->ship_info_index].flags & (SIF_FIGHTER|SIF_BOMBER)) ) {
2793 // is it time to check for engine wash
2794 int time_to_next_hit = timestamp_until(shipp->wash_timestamp);
2795 if (time_to_next_hit < 0) {
2796 if (time_to_next_hit < -ENGINE_WASH_CHECK_INTERVAL) {
2797 time_to_next_hit = 0;
2800 // keep interval constant independent of framerate
2801 shipp->wash_timestamp = timestamp(ENGINE_WASH_CHECK_INTERVAL + time_to_next_hit);
2803 // initialize wash params
2804 shipp->wash_intensity = 0.0f;
2805 vm_vec_zero(&shipp->wash_rot_axis);
2806 max_ship_intensity_objp = NULL;
2807 max_ship_intensity = 0;
2812 // only do damage if we're within half of the max wash distance
2815 // go thru Ship_used_list and check if we're in wash from CAP or SUPERCAP (SIF_HUGE)
2816 for (so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so)) {
2817 ship_objp = &Objects[so->objnum];
2819 // don't do small ships
2820 if ( (Ship_info[Ships[ship_objp->instance].ship_info_index].flags & SIF_SMALL_SHIP) ) {
2824 pm = model_get(Ships[ship_objp->instance].modelnum);
2825 float ship_intensity = 0;
2827 // if engines disabled, no engine wash
2828 if (ship_get_subsystem_strength(&Ships[ship_objp->instance], SUBSYSTEM_ENGINE) < 0.01) {
2833 if (ship_objp->phys_info.speed > 20.0f)
2836 speed_scale = ship_objp->phys_info.speed/20.0f;
2838 for (idx = 0; idx < pm->n_thrusters; idx++) {
2839 thruster_bank *bank = &pm->thrusters[idx];
2841 // check if thruster bank has engine wash
2842 if (bank->wash_info_index < 0) {
2843 // if huge, give default engine wash
2844 if (Ship_info[Ships[ship_objp->instance].ship_info_index].flags & SIF_HUGE_SHIP) {
2845 bank->wash_info_index = 0;
2846 nprintf(("wash", "Adding default engine wash to ship %s", Ship_info[Ships[ship_objp->instance].ship_info_index].name));
2852 engine_wash_info *ewp = &Engine_wash_info[bank->wash_info_index];
2853 half_angle = ewp->angle;
2854 radius_mult = ewp->radius_mult;
2856 for (j=0; j<bank->num_slots; j++) {
2857 // get world pos of thruster
2858 vm_vec_unrotate(&world_thruster_pos, &bank->pnt[j], &ship_objp->orient);
2859 vm_vec_add2(&world_thruster_pos, &ship_objp->pos);
2861 // get world norm of thruster;
2862 vm_vec_unrotate(&world_thruster_norm, &bank->norm[j], &ship_objp->orient);
2864 // get vector from thruster to ship
2865 vm_vec_sub(&thruster_to_ship, &objp->pos, &world_thruster_pos);
2867 // check if on back side of thruster
2868 dot_to_ship = vm_vec_dotprod(&thruster_to_ship, &world_thruster_norm);
2869 if (dot_to_ship > 0) {
2871 // get max wash distance
2872 max_wash_dist = max(ewp->length, bank->radius[j]*ewp->radius_mult);
2874 // check if within dist range
2875 dist_sqr = vm_vec_mag_squared(&thruster_to_ship);
2876 if (dist_sqr < max_wash_dist*max_wash_dist) {
2878 // check if inside the sphere
2879 if (dist_sqr < radius_mult*radius_mult*bank->radius[j]*bank->radius[j]) {
2880 vm_vec_crossprod(&temp, &world_thruster_norm, &thruster_to_ship);
2881 vm_vec_scale_add2(&shipp->wash_rot_axis, &temp, dot_to_ship / dist_sqr);
2882 // shipp->wash_intensity += (1.0f - dist_sqr / (max_wash_dist*max_wash_dist));
2883 ship_intensity += (1.0f - dist_sqr / (max_wash_dist*max_wash_dist));
2885 if (dist_sqr < 0.25 * max_wash_dist * max_wash_dist) {
2890 // check if inside cone - first fine apex of cone
2891 inset_depth = float(bank->radius[j] / tan(half_angle));
2892 vm_vec_scale_add(&apex, &world_thruster_pos, &world_thruster_norm, -inset_depth);
2893 vm_vec_sub(&apex_to_ship, &objp->pos, &apex);
2894 vm_vec_normalize(&apex_to_ship);
2896 // check if inside cone angle
2897 if (vm_vec_dotprod(&apex_to_ship, &world_thruster_norm) > cos(half_angle)) {
2898 vm_vec_crossprod(&temp, &world_thruster_norm, &thruster_to_ship);
2899 vm_vec_scale_add2(&shipp->wash_rot_axis, &temp, dot_to_ship / dist_sqr);
2900 // shipp->wash_intensity += (1.0f - dist_sqr / (max_wash_dist*max_wash_dist));
2901 ship_intensity += (1.0f - dist_sqr / (max_wash_dist*max_wash_dist));
2903 if (dist_sqr < 0.25 * max_wash_dist * max_wash_dist) {
2913 shipp->wash_intensity += ship_intensity * speed_scale;
2914 if (ship_intensity > max_ship_intensity) {
2915 max_ship_intensity = ship_intensity;
2916 max_ship_intensity_objp = ship_objp;
2920 // apply damage at rate of 1%/sec
2921 if (shipp->wash_intensity > 0) {
2922 Assert(max_ship_intensity_objp != NULL);
2924 nprintf(("wash", "Wash intensity %.2f\n", shipp->wash_intensity));
2930 damage = (0.001f * 0.003f * ENGINE_WASH_CHECK_INTERVAL * Ship_info[shipp->ship_info_index].initial_hull_strength * shipp->wash_intensity);
2933 ship_apply_wash_damage(&Objects[shipp->objnum], max_ship_intensity_objp, damage);
2935 // if we had no wash before now, add the wash object sound
2936 if(started_with_no_wash){
2937 if(shipp != Player_ship){
2938 obj_snd_assign(shipp->objnum, SND_ENGINE_WASH, &vmd_zero_vector, 1);
2940 Player_engine_wash_loop = snd_play_looping( &Snds[SND_ENGINE_WASH], 0.0f , -1, -1, 1.0f);
2944 // if we've got no wash, kill any wash object sounds from this guy
2946 if(shipp != Player_ship){
2947 obj_snd_delete(shipp->objnum, SND_ENGINE_WASH);
2949 snd_stop(Player_engine_wash_loop);
2950 Player_engine_wash_loop = -1;
2955 // engine wash level init
2956 void shipfx_engine_wash_level_init()
2958 Player_engine_wash_loop = -1;
2961 // pause engine wash sounds
2962 void shipfx_stop_engine_wash_sound()
2964 if(Player_engine_wash_loop != -1){
2965 snd_stop(Player_engine_wash_loop);
2966 Player_engine_wash_loop = -1;