2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Ship/ShipFX.cpp $
15 * Routines for ship effects (as in special)
18 * Revision 1.4 2002/06/17 06:33:11 relnev
19 * ryan's struct patch for gcc 2.95
21 * Revision 1.3 2002/06/09 04:41:26 relnev
22 * added copyright header
24 * Revision 1.2 2002/05/07 03:16:52 theoddone33
25 * The Great Newline Fix
27 * Revision 1.1.1.1 2002/05/03 03:28:10 root
31 * 51 9/13/99 4:53p Andsager
33 * 50 9/13/99 10:09a Andsager
34 * Add debug console commands to lower model render detail and fireball
35 * LOD for big ship explosiosns.
37 * 49 9/08/99 10:44p Andsager
38 * Make HUGE ships not die when warping out, after warp effect started.
40 * 48 9/06/99 10:16p Andsager
41 * Modify big ship explosions. Less frequent fireballs, fewer particles,
44 * 47 9/05/99 11:10a Andsager
45 * Fix up which split ship get debris pieces. Dont render debris pieces
46 * for split ships until they are near clip plane.
48 * 46 9/02/99 12:55a Mikek
49 * Scale engine wash by speed.
51 * 45 9/01/99 10:15a Dave
53 * 44 8/31/99 10:13p Andsager
54 * Add Knossos warp effect fireball
56 * 43 8/23/99 11:09a Andsager
57 * Round 2 of Knossos explosion
59 * 42 8/20/99 2:16p Andsager
60 * Make only supercaps slow down extra fast after warping in.
62 * 41 8/20/99 1:42p Andsager
63 * Frist pass on Knossos explosion.
65 * 40 8/19/99 4:36p Andsager
66 * Cleaned up special_warpout
68 * 39 8/16/99 10:04p Andsager
69 * Add special-warp-dist and special-warpout-name sexp for Knossos device
72 * 38 8/16/99 2:01p Andsager
73 * Knossos warp-in warp-out.
75 * 37 8/13/99 10:49a Andsager
76 * Knossos and HUGE ship warp out. HUGE ship warp in. Stealth search
77 * modes dont collide big ships.
79 * 36 8/05/99 2:06a Dave
82 * 35 7/18/99 12:32p Dave
83 * Randomly oriented shockwaves.
85 * 34 7/09/99 12:52a Andsager
86 * Modify engine wash (1) less damage (2) only at a closer range (3) no
87 * damage when engine is disabled
89 * 33 7/06/99 10:45a Andsager
90 * Modify engine wash to work on any ship that is not small. Add AWACS
93 * 32 7/02/99 9:55p Dave
94 * Player engine wash sound.
96 * 31 7/02/99 4:31p Dave
97 * Much more sophisticated lightning support.
99 * 30 7/01/99 4:23p Dave
100 * Full support for multiple linked ambient engine sounds. Added "big
103 * 29 7/01/99 11:44a Dave
104 * Updated object sound system to allow multiple obj sounds per ship.
105 * Added hit-by-beam sound. Added killed by beam sound.
107 * 28 6/17/99 12:06p Andsager
108 * Add a fireball for each live debris piece.
110 * 27 6/14/99 3:21p Andsager
111 * Allow collisions between ship and its debris. Fix up collision pairs
112 * when large ship is warping out.
114 * 26 5/27/99 12:14p Andsager
115 * Some fixes for live debris when more than one subsys on ship with live
116 * debris. Set subsys strength (when 0) blows off subsystem.
117 * sexp_hits_left_subsystem works for SUBSYSTEM_UNKNOWN.
119 * 25 5/26/99 11:46a Dave
120 * Added ship-blasting lighting and made the randomization of lighting
121 * much more customizable.
123 * 24 5/25/99 10:05a Andsager
124 * Fix assert with wing warping out with no warp effect.
126 * 23 5/24/99 5:45p Dave
127 * Added detail levels to the nebula, with a decent speedup. Split nebula
128 * lightning into its own section.
130 * 22 5/21/99 5:03p Andsager
131 * Add code to display engine wash death. Modify ship_kill_packet
133 * 21 5/19/99 11:09a Andsager
134 * Turn on engine wash. Check every 1/4 sec.
136 * 20 5/18/99 1:30p Dave
137 * Added muzzle flash table stuff.
139 * 19 5/17/99 10:33a Dave
142 * 18 5/11/99 10:16p Andsager
143 * First pass on engine wash effect. Rotation (control input), damage,
146 * 17 5/09/99 6:00p Dave
147 * Lots of cool new effects. E3 build tweaks.
149 * 16 4/28/99 11:13p Dave
150 * Temporary checkin of artillery code.
152 * 15 3/29/99 6:17p Dave
153 * More work on demo system. Got just about everything in except for
154 * blowing ships up, secondary weapons and player death/warpout.
156 * 14 3/28/99 5:58p Dave
157 * Added early demo code. Make objects move. Nice and framerate
158 * independant, but not much else. Don't use yet unless you're me :)
160 * 13 3/23/99 2:29p Andsager
161 * Fix shockwaves for kamikazi and Fred defined. Collect together
162 * shockwave_create_info struct.
164 * 12 3/20/99 3:03p Andsager
165 * Fix get_model_cross_section_at_z() from getting invalid index .
167 * 11 3/19/99 9:51a Dave
168 * Checkin to repair massive source safe crash. Also added support for
169 * pof-style nebulae, and some new weapons code.
171 * 10 2/26/99 4:14p Dave
172 * Put in the ability to have multiple shockwaves for ships.
174 * 9 1/29/99 12:47a Dave
175 * Put in sounds for beam weapon. A bunch of interface screens (tech
178 * 8 1/28/99 9:10a Andsager
179 * Particles increased in width, life, number. Max particles increased
181 * 7 1/27/99 9:56a Dave
182 * Temporary checkin of beam weapons for Dan to make cool sounds.
184 * 6 1/11/99 12:42p Andsager
185 * Add live debris - debris which is created from a destroyed subsystem,
186 * when the ship is still alive
188 * 5 11/18/98 10:29a Johnson
189 * fix assert in shipfx_remove_submodel_ship_sparks. submodel may not
190 * have spark and be destroyed.
192 * 4 11/17/98 4:27p Andsager
193 * Stop sparks from emitting from destroyed subobjects
195 * 3 10/20/98 1:39p Andsager
196 * Make so sparks follow animated ship submodels. Modify
197 * ship_weapon_do_hit_stuff() and ship_apply_local_damage() to add
198 * submodel_num. Add submodel_num to multiplayer hit packet.
200 * 2 10/07/98 10:53a Dave
203 * 1 10/07/98 10:51a Dave
210 #include "systemvars.h"
212 #include "fireballs.h"
214 #include "hudtarget.h"
219 #include "3d.h" // needed for View_position, which is used when playing a 3D sound
221 #include "multiutil.h"
224 #include "gamesequence.h"
225 #include "lighting.h"
226 #include "linklist.h"
227 #include "particle.h"
228 #include "multimsgs.h"
229 #include "multiutil.h"
231 #include "freespace.h"
232 #include "muzzleflash.h"
235 #include "neblightning.h"
236 #include "objectsnd.h"
239 extern float flFrametime;
240 extern int Framecount;
243 #define SHIP_CANNON_BITMAP "argh"
244 int Ship_cannon_bitmap = -1;
246 int Player_engine_wash_loop = -1;
248 void shipfx_remove_submodel_ship_sparks(ship *shipp, int submodel_num)
250 Assert(submodel_num != -1);
252 // maybe no active sparks on submodel
253 if (shipp->num_hits == 0) {
257 for (int spark_num=0; spark_num<shipp->num_hits; spark_num++) {
258 if (shipp->sparks[spark_num].submodel_num == submodel_num) {
259 shipp->sparks[spark_num].end_time = timestamp(1);
264 // Check if subsystem has live debris and create
265 // DKA: 5/26/99 make velocity of debris scale according to size of debris subobject (at least for large subobjects)
266 void shipfx_subsystem_mabye_create_live_debris(object *ship_obj, ship *ship_p, ship_subsys *subsys, vector *exp_center, float exp_mag)
269 polymodel *pm = model_get(ship_p->modelnum);
270 int submodel_num = subsys->system_info->subobj_num;
271 submodel_instance_info *sii = &subsys->submodel_info_1;
273 object *live_debris_obj;
274 int i, num_live_debris, live_debris_submodel;
276 // get number of live debris objects to create
277 num_live_debris = pm->submodel[submodel_num].num_live_debris;
278 if (num_live_debris <= 0) {
282 ship_model_start(ship_obj);
285 angles copy_angs = pm->submodel[submodel_num].angs;
286 angles zero_angs = {0.0f, 0.0f, 0.0f};
288 // make sure the axis point is set
289 if ( !sii->axis_set ) {
290 model_init_submodel_axis_pt(sii, ship_p->modelnum, submodel_num);
294 vector model_axis, world_axis, rotvel, world_axis_pt;
295 void model_get_rotating_submodel_axis(vector *model_axis, vector *world_axis, int modelnum, int submodel_num, object *obj);
296 model_get_rotating_submodel_axis(&model_axis, &world_axis, ship_p->modelnum, submodel_num, ship_obj);
297 vm_vec_copy_scale(&rotvel, &world_axis, sii->cur_turn_rate);
299 model_find_world_point(&world_axis_pt, &sii->pt_on_axis, ship_p->modelnum, submodel_num, &ship_obj->orient, &ship_obj->pos);
301 matrix m_rot; // rotation for debris orient about axis
302 vm_quaternion_rotate(&m_rot, vm_vec_mag((vector*)&sii->angs), &model_axis);
305 // create live debris pieces
306 for (i=0; i<num_live_debris; i++) {
307 live_debris_submodel = pm->submodel[submodel_num].live_debris[i];
308 vector start_world_pos, start_model_pos, end_world_pos;
310 // get start world pos
311 vm_vec_zero(&start_world_pos);
312 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 );
314 // convert to model coord of underlying submodel
316 pm->submodel[submodel_num].angs = zero_angs;
317 world_find_model_point(&start_model_pos, &start_world_pos, pm, submodel_num, &ship_obj->orient, &ship_obj->pos);
319 // rotate from submodel coord to world coords
320 // reset angle to current angle
321 pm->submodel[submodel_num].angs = copy_angs;
322 model_find_world_point(&end_world_pos, &start_model_pos, ship_p->modelnum, submodel_num, &ship_obj->orient, &ship_obj->pos);
324 // create fireball here.
325 fireball_create(&end_world_pos, FIREBALL_EXPLOSION_MEDIUM, OBJ_INDEX(ship_obj), pm->submodel[live_debris_submodel].rad);
328 live_debris_obj = debris_create(ship_obj, ship_p->modelnum, live_debris_submodel, &end_world_pos, exp_center, 1, exp_mag);
330 // only do if debris is created
331 if (live_debris_obj) {
332 // get radial velocity of debris
333 vector delta_x, radial_vel;
334 vm_vec_sub(&delta_x, &end_world_pos, &world_axis_pt);
335 vm_vec_crossprod(&radial_vel, &rotvel, &delta_x);
337 if (Ship_info[ship_p->ship_info_index].flags & SIF_KNOSSOS_DEVICE) {
338 // set velocity to cross center of knossos device
339 vector rand_vec, vec_to_center;
341 float vel_mag = vm_vec_mag_quick(&radial_vel) * 1.3f * (0.9f + 0.2f*frand());
342 vm_vec_normalized_dir(&vec_to_center, &world_axis_pt, &end_world_pos);
343 vm_vec_rand_vec_quick(&rand_vec);
344 vm_vec_scale_add2(&vec_to_center, &rand_vec, 0.2f);
345 vm_vec_scale_add2(&live_debris_obj->phys_info.vel, &vec_to_center, vel_mag);
348 // Get rotation of debris object
349 matrix copy = live_debris_obj->orient;
350 vm_matrix_x_matrix(&live_debris_obj->orient, ©, &m_rot);
352 // Add radial velocity (at least as large as exp velocity)
353 vector temp_vel; // explosion velocity with ship_obj velocity removed
354 vm_vec_sub(&temp_vel, &live_debris_obj->phys_info.vel, &ship_obj->phys_info.vel);
356 // find magnitudes of radial and temp velocity
357 float vel_mag = vm_vec_mag(&temp_vel);
358 float rotvel_mag = vm_vec_mag(&radial_vel);
360 if (rotvel_mag > 0.1) {
361 float scale = (1.2f + 0.2f * frand()) * vel_mag / rotvel_mag;
362 // always add *at least* rotvel
367 if (exp_mag > 1) { // whole ship going down
371 if (Ship_info[ship_p->ship_info_index].flags & SIF_KNOSSOS_DEVICE) {
375 vm_vec_scale_add2(&live_debris_obj->phys_info.vel, &radial_vel, scale);
378 // scale up speed of debris if ship_obj > 125, but not for knossos
379 if (ship_obj->radius > 250 && !(Ship_info[ship_p->ship_info_index].flags & SIF_KNOSSOS_DEVICE)) {
380 vm_vec_scale(&live_debris_obj->phys_info.vel, ship_obj->radius/250.0f);
386 ship_model_stop(ship_obj);
389 void set_ship_submodel_as_blown_off(ship *shipp, char *name)
393 // go through list of ship subsystems and find name
394 ship_subsys *pss = NULL;
395 for (pss=GET_FIRST(&shipp->subsys_list); pss!=END_OF_LIST(&shipp->subsys_list); pss=GET_NEXT(pss)) {
396 if ( stricmp(pss->system_info->name, name) == 0) {
402 // set its blown off flag to TRUE
405 pss->submodel_info_1.blown_off = 1;
410 // Create debris for ship submodel which has live debris (at ship death)
411 // when ship submodel has not already been blown off (and hence liberated live debris)
412 void shipfx_maybe_create_live_debris_at_ship_death( object *ship_obj )
414 // if ship has live debris, detonate that subsystem now
415 // search for any live debris
417 ship *shipp = &Ships[ship_obj->instance];
418 polymodel *pm = model_get(shipp->modelnum);
420 int live_debris_submodel = -1;
421 for (int idx=0; idx<pm->num_debris_objects; idx++) {
422 if (pm->submodel[pm->debris_objects[idx]].is_live_debris) {
423 live_debris_submodel = pm->debris_objects[idx];
425 // get submodel that produces live debris
426 int model_get_parent_submodel_for_live_debris( int model_num, int live_debris_model_num );
427 int parent = model_get_parent_submodel_for_live_debris( shipp->modelnum, live_debris_submodel);
428 Assert(parent != -1);
430 // set model values only once (esp blown off)
431 ship_model_start(ship_obj);
433 // check if already blown off (ship model set)
434 if ( !pm->submodel[parent].blown_off ) {
436 // get ship_subsys for live_debris
437 // Go through all subsystems and look for submodel the subsystems with "parent" submodel.
438 ship_subsys *pss = NULL;
439 for ( pss = GET_FIRST(&shipp->subsys_list); pss != END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
440 if (pss->system_info->subobj_num == parent) {
445 Assert (pss != NULL);
447 vector exp_center, tmp = {0.0f, 0.0f, 0.0f};
448 model_find_world_point(&exp_center, &tmp, shipp->modelnum, parent, &ship_obj->orient, &ship_obj->pos );
450 // if not blown off, blow it off
451 shipfx_subsystem_mabye_create_live_debris(ship_obj, shipp, pss, &exp_center, 3.0f);
453 // now set subsystem as blown off, so we only get one copy
454 pm->submodel[parent].blown_off = 1;
455 set_ship_submodel_as_blown_off(&Ships[ship_obj->instance], pss->system_info->name);
462 ship_model_stop(ship_obj);
466 void shipfx_blow_off_subsystem(object *ship_obj,ship *ship_p,ship_subsys *subsys, vector *exp_center)
470 model_subsystem *psub = subsys->system_info;
472 get_subsystem_world_pos(ship_obj, subsys, &subobj_pos);
475 if ( psub->turret_gun_sobj > -1 )
476 debris_create( ship_obj, ship_p->modelnum, psub->turret_gun_sobj, &subobj_pos, exp_center, 0, 1.0f );
478 if ( psub->subobj_num > -1 )
479 debris_create( ship_obj, ship_p->modelnum, psub->subobj_num, &subobj_pos, exp_center, 0, 1.0f );
481 // get rid of sparks on submodel that is destroyed
482 shipfx_remove_submodel_ship_sparks(ship_p, psub->subobj_num);
484 // create debris shards
485 shipfx_blow_up_model(ship_obj, ship_p->modelnum, psub->subobj_num, 50, &subobj_pos );
487 // create live debris objects, if any
488 // TODO: some MULITPLAYER implcations here!!
489 shipfx_subsystem_mabye_create_live_debris(ship_obj, ship_p, subsys, exp_center, 1.0f);
491 // create first fireball
492 fireball_create( &subobj_pos, FIREBALL_EXPLOSION_MEDIUM, OBJ_INDEX(ship_obj), psub->radius );
496 void shipfx_blow_up_hull(object *obj, int model, vector *exp_center)
503 pm = model_get(model);
506 // in multiplayer, send a debris_hull_create packet. Save/restore the debris signature
507 // when in misison only (since we can create debris pieces before mission starts)
509 if ( (Game_mode & GM_MULTIPLAYER) && (Game_mode & GM_IN_MISSION) ) {
510 sig_save = multi_get_next_network_signature( MULTI_SIG_DEBRIS );
511 multi_set_network_signature( (ushort)(Ships[obj->instance].arrival_distance), MULTI_SIG_DEBRIS );
514 bool try_live_debris = true;
515 for (i=0; i<pm->num_debris_objects; i++ ) {
516 if (! pm->submodel[pm->debris_objects[i]].is_live_debris) {
517 vector tmp = {0.0f, 0.0f, 0.0f };
518 model_find_world_point(&tmp, &pm->submodel[pm->debris_objects[i]].offset, model, 0, &obj->orient, &obj->pos );
519 debris_create( obj, model, pm->debris_objects[i], &tmp, exp_center, 1, 3.0f );
521 if ( try_live_debris ) {
522 // only create live debris once
523 // this creates *all* the live debris for *all* the currently live subsystems.
524 try_live_debris = false;
525 shipfx_maybe_create_live_debris_at_ship_death(obj);
530 // restore the ship signature to it's original value.
531 if ( (Game_mode & GM_MULTIPLAYER) && (Game_mode & GM_IN_MISSION) ) {
532 multi_set_network_signature( sig_save, MULTI_SIG_DEBRIS );
537 // Creates "ndebris" pieces of debris on random verts of the the "submodel" in the
539 void shipfx_blow_up_model(object *obj,int model, int submodel, int ndebris, vector *exp_center )
543 // if in a multiplayer game -- seed the random number generator with a value that will be the same
544 // on all clients in the game -- the net_signature of the object works nicely -- since doing so should
545 // ensure that all pieces of debris will get scattered in same direction on all machines
546 if ( Game_mode & GM_MULTIPLAYER )
547 srand( obj->net_signature );
549 // made a change to allow anyone but multiplayer client to blow up hull. Clients will do it when
550 // they get the create packet
551 if ( submodel == 0 ) {
552 shipfx_blow_up_hull(obj,model, exp_center );
555 for (i=0; i<ndebris; i++ ) {
558 // Gets two random points on the surface of a submodel
559 submodel_get_two_random_points(model, submodel, &pnt1, &pnt2 );
563 vm_vec_avg( &tmp, &pnt1, &pnt2 );
564 model_find_world_point(&outpnt, &tmp, model,submodel, &obj->orient, &obj->pos );
566 debris_create( obj, -1, -1, &outpnt, exp_center, 0, 1.0f );
571 // =================================================
572 // SHIP WARP IN EFFECT CODE
573 // =================================================
576 // Given an ship, find the radius of it as viewed from the front.
577 static float shipfx_calculate_effect_radius( object *objp )
580 ship *shipp = &Ships[objp->instance];
582 polymodel *pm = model_get( shipp->modelnum );
584 w = pm->maxs.xyz.x - pm->mins.xyz.x;
585 h = pm->maxs.xyz.y - pm->mins.xyz.y;
593 object *docked_objp = ai_find_docked_object( objp );
595 // If ship is docked then center wormhold about their center and make radius large enough.
597 ship *docked_shipp = &Ships[docked_objp->instance];
599 pm = model_get( docked_shipp->modelnum );
601 w = pm->maxs.xyz.x - pm->mins.xyz.x;
602 h = pm->maxs.xyz.y - pm->mins.xyz.y;
613 // How long the stage 1 & stage 2 of warp in effect lasts.
614 // There are different times for small, medium, and large ships.
615 // The appropriate values are picked depending on the ship's
617 #define SHIPFX_WARP_DELAY (2.0f) // time for warp effect to ramp up before ship moves into it.
619 // Give object objp, calculate how long it should take the
620 // ship to go through the warp effect and how fast the ship
621 // should go. For reference, capital ship of 2780m
622 // should take 7 seconds to fly through. Fighters of 30,
623 // should take 1.5 seconds to fly through.
625 #define LARGEST_RAD 1390.0f
626 #define LARGEST_RAD_TIME 7.0f
628 #define SMALLEST_RAD 15.0f
629 #define SMALLEST_RAD_TIME 1.5f
632 static float shipfx_calculate_warp_time( object * objp )
634 // Find rad_percent from 0 to 1, 0 being smallest ship, 1 being largest
635 float rad_percent = (objp->radius-SMALLEST_RAD) / (LARGEST_RAD-SMALLEST_RAD);
636 if ( rad_percent < 0.0f ) {
638 } else if ( rad_percent > 1.0f ) {
641 float rad_time = rad_percent*(LARGEST_RAD_TIME-SMALLEST_RAD_TIME) + SMALLEST_RAD_TIME;
646 // calculate warp speed
647 float shipfx_calculate_warp_speed(object *objp)
651 Assert(objp->type == OBJ_SHIP);
652 if (objp->type != OBJ_SHIP) {
653 length = 2.0f * objp->radius;
655 length = ship_get_length(&Ships[objp->instance]);
657 return length / shipfx_calculate_warp_time(objp);
661 // This is called to actually warp this object in
662 // after all the flashy fx are done, or if the flashy
663 // fx don't work for some reason.
664 void shipfx_actually_warpin( ship *shipp, object *objp )
666 shipp->flags &= (~SF_ARRIVING_STAGE_1);
667 shipp->flags &= (~SF_ARRIVING_STAGE_2);
669 // let physics in on it too.
670 objp->phys_info.flags &= (~PF_WARP_IN);
673 // JAS - code to start the ship doing the warp in effect
674 // This also starts the animating 3d effect playing.
675 // There are two modes, stage 1 and stage 2. Stage 1 is
676 // when the ship just invisibly waits for a certain time
677 // period after the effect starts, and then stage 2 begins,
678 // where the ships flies through the effect at a set
679 // velocity so it gets through in a certain amount of
681 void shipfx_warpin_start( object *objp )
684 float effect_time, effect_radius;
686 shipp = &Ships[objp->instance];
688 if ( shipp->flags & SF_ARRIVING ) {
689 mprintf(( "Ship is already arriving!\n" ));
693 // post a warpin event
694 if(Game_mode & GM_DEMO_RECORD){
695 demo_POST_warpin(objp->signature, shipp->flags);
698 // if there is no arrival warp, then skip the whole thing
699 if ( shipp->flags & SF_NO_ARRIVAL_WARP ) {
700 shipfx_actually_warpin(shipp,objp);
704 // VALIDATE special_warp_objnum
705 if (shipp->special_warp_objnum >= 0) {
707 int ref_objnum = shipp->special_warp_objnum;
708 int valid_reference_ship = FALSE;
710 // Validate reference_objnum
711 if ((ref_objnum >= 0) && (ref_objnum < MAX_OBJECTS)) {
712 object *sp_objp = &Objects[ref_objnum];
713 if (sp_objp->type == OBJ_SHIP) {
714 if (Ship_info[Ships[sp_objp->instance].ship_info_index].flags & SIF_KNOSSOS_DEVICE) {
715 valid_reference_ship = TRUE;
720 if (valid_reference_ship != TRUE) {
721 shipp->special_warp_objnum = -1;
725 // only move warp effect pos if not special warp in.
726 if (shipp->special_warp_objnum >= 0) {
727 Assert(!(Game_mode & GM_MULTIPLAYER));
729 pm = model_get(shipp->modelnum);
730 vm_vec_scale_add(&shipp->warp_effect_pos, &objp->pos, &objp->orient.v.fvec, -pm->mins.xyz.z);
732 vm_vec_scale_add( &shipp->warp_effect_pos, &objp->pos, &objp->orient.v.fvec, objp->radius );
735 // The ending zero mean this is a warp-in effect
736 if ( !(shipp->flags & SF_INITIALLY_DOCKED) ) {
739 // Effect time is 'SHIPFX_WARP_DELAY' (1.5 secs) seconds to start, 'shipfx_calculate_warp_time'
740 // for ship to go thru, and 'SHIPFX_WARP_DELAY' (1.5 secs) to go away.
741 effect_time = shipfx_calculate_warp_time(objp) + SHIPFX_WARP_DELAY + SHIPFX_WARP_DELAY;
742 effect_radius = shipfx_calculate_effect_radius(objp);
744 // maybe special warpin
745 if (shipp->special_warp_objnum >= 0) {
746 // cap radius to size of knossos
747 effect_radius = min(effect_radius, 0.8f*Objects[shipp->special_warp_objnum].radius);
748 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);
750 warp_objnum = fireball_create(&shipp->warp_effect_pos, FIREBALL_WARP_EFFECT, OBJ_INDEX(objp), effect_radius, 0, NULL, effect_time, shipp->ship_info_index);
752 if (warp_objnum < 0 ) { // JAS: This must always be created, if not, just warp the ship in
753 shipfx_actually_warpin(shipp,objp);
757 shipp->warp_effect_fvec = Objects[warp_objnum].orient.v.fvec;
758 // maybe negate if special warp effect
759 if (shipp->special_warp_objnum >= 0) {
760 if (vm_vec_dotprod(&shipp->warp_effect_fvec, &objp->orient.v.fvec) < 0) {
761 vm_vec_negate(&shipp->warp_effect_fvec);
766 shipp->final_warp_time = timestamp(fl2i(SHIPFX_WARP_DELAY*1000.0f));
767 shipp->flags |= SF_ARRIVING_STAGE_1;
769 // see if this ship is docked with anything, and if so, make docked ship be "arriving"
771 if ( Ai_info[shipp->ai_index].dock_objnum != -1 ) {
772 Ships[Ai_info[shipp->ai_index].dock_objnum].final_warp_time = timestamp(fl2i(warp_time*1000.0f));
773 Ships[Ai_info[shipp->ai_index].dock_objnum].flags |= SF_ARRIVING_STAGE_1;
779 void shipfx_warpin_frame( object *objp, float frametime )
783 shipp = &Ships[objp->instance];
785 if ( shipp->flags & SF_DYING ) return;
787 if ( shipp->flags & SF_ARRIVING_STAGE_1 ) {
788 if ( timestamp_elapsed(shipp->final_warp_time) ) {
790 // let physics know the ship is going to warp in.
791 objp->phys_info.flags |= PF_WARP_IN;
793 // done doing stage 1 of warp, so go on to stage 2
794 shipp->flags &= (~SF_ARRIVING_STAGE_1);
795 shipp->flags |= SF_ARRIVING_STAGE_2;
797 float warp_time = shipfx_calculate_warp_time(objp);
798 float speed = shipfx_calculate_warp_speed(objp); // How long it takes to move through warp effect
800 // Make ship move at velocity so that it moves two radius's in warp_time seconds.
802 vel = objp->orient.v.fvec;
803 vm_vec_scale( &vel, speed );
804 objp->phys_info.vel = vel;
805 objp->phys_info.desired_vel = vel;
806 objp->phys_info.prev_ramp_vel.xyz.x = 0.0f;
807 objp->phys_info.prev_ramp_vel.xyz.y = 0.0f;
808 objp->phys_info.prev_ramp_vel.xyz.z = speed;
809 objp->phys_info.forward_thrust = 0.0f; // How much the forward thruster is applied. 0-1.
811 shipp->final_warp_time = timestamp(fl2i(warp_time*1000.0f));
814 // see if this ship is docked with anything, and if so, make docked ship be "arriving"
815 if ( Ai_info[shipp->ai_index].dock_objnum != -1 ) {
816 Ships[Ai_info[shipp->ai_index].dock_objnum].flags &= (~SF_ARRIVING_STAGE_1);
817 Ships[Ai_info[shipp->ai_index].dock_objnum].flags |= SF_ARRIVING_STAGE_2;
818 Ships[Ai_info[shipp->ai_index].dock_objnum].final_warp_time = timestamp(fl2i(warp_time*1000.0f));
822 } else if ( shipp->flags & SF_ARRIVING_STAGE_2 ) {
823 if ( timestamp_elapsed(shipp->final_warp_time) ) {
824 // done doing stage 2 of warp, so turn off arriving flag
825 shipfx_actually_warpin(shipp,objp);
827 // notify physics to slow down
828 if (Ship_info[shipp->ship_info_index].flags & SIF_SUPERCAP) {
829 // let physics know this is a special warp in
830 objp->phys_info.flags |= PF_SPECIAL_WARP_IN;
837 // This is called to actually warp this object out
838 // after all the flashy fx are done, or if the flashy
839 // fx don't work for some reason. OR to skip the flashy
841 void shipfx_actually_warpout( ship *shipp, object *objp )
843 // Once we get through effect, make the ship go away
845 if ( objp == Player_obj ) {
846 // Normally, this will never get called for the player. If it
847 // does, it is because some error (like the warpout effect
848 // couldn't start) so go ahead an warp the player out.
849 // All this does is set the event to go to debriefing, the
850 // same thing that happens after the player warp out effect
852 gameseq_post_event( GS_EVENT_DEBRIEF ); // proceed to debriefing
856 // Code for objects except player ship warping out
857 objp->flags |= OF_SHOULD_BE_DEAD;
858 // check to see if departing ship is docked with anything and if so, mark that object
860 docked_objp = ai_find_docked_object( objp );
862 docked_objp->flags |= OF_SHOULD_BE_DEAD;
865 ship_departed( objp->instance );
867 ship_departed( docked_objp->instance );
872 // compute_special_warpout_stuff();
873 int compute_special_warpout_stuff(object *objp, float *speed, float *warp_time, vector *warp_pos)
875 object *sp_objp = NULL;
877 int valid_refenence_ship = FALSE, ref_objnum;
878 vector facing_normal, vec_to_knossos;
881 // knossos warpout only valid in single player
882 if (Game_mode & GM_MULTIPLAYER) {
883 mprintf(("special warpout only for single player\n"));
887 // find special warp ship reference
888 valid_refenence_ship = FALSE;
889 ref_objnum = Ships[objp->instance].special_warp_objnum;
891 // Validate reference_objnum
892 if ((ref_objnum >= 0) && (ref_objnum < MAX_OBJECTS)) {
893 sp_objp = &Objects[ref_objnum];
894 if (sp_objp->type == OBJ_SHIP) {
895 shipp = &Ships[sp_objp->instance];
896 if (Ship_info[shipp->ship_info_index].flags & SIF_KNOSSOS_DEVICE) {
897 valid_refenence_ship = TRUE;
902 if (!valid_refenence_ship) {
904 mprintf(("special warpout reference ship not found\n"));
908 // get facing normal from knossos
909 vm_vec_sub(&vec_to_knossos, &sp_objp->pos, &objp->pos);
910 facing_normal = sp_objp->orient.v.fvec;
911 if (vm_vec_dotprod(&vec_to_knossos, &sp_objp->orient.v.fvec) > 0) {
912 vm_vec_negate(&facing_normal);
915 // find position to play the warp ani..
916 dist_to_plane = fvi_ray_plane(warp_pos, &sp_objp->pos, &facing_normal, &objp->pos, &objp->orient.v.fvec, 0.0f);
918 // calculate distance to warpout point.
919 polymodel *pm = model_get(Ships[objp->instance].modelnum);
920 dist_to_plane += pm->mins.xyz.z;
922 if (dist_to_plane < 0) {
923 mprintf(("warpout started too late\n"));
928 float max_warpout_angle = 0.707f; // 45 degree half-angle cone for small ships
929 if (Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
930 max_warpout_angle = 0.866f; // 30 degree half-angle cone for BIG or HUGE
933 if (-vm_vec_dotprod(&objp->orient.v.fvec, &facing_normal) < max_warpout_angle) { // within allowed angle
935 mprintf(("special warpout angle exceeded\n"));
939 // Calculate speed needed to get
940 *speed = shipfx_calculate_warp_speed(objp);
942 // Calculate how long to fly through the effect. Not to get to the effect, just through it.
943 *warp_time = shipfx_calculate_warp_time(objp);
944 *warp_time += dist_to_plane / *speed;
950 void compute_warpout_stuff(object *objp, float *speed, float *warp_time, vector *warp_pos)
952 // If we're warping through the knossos, do something different.
953 if (Ships[objp->instance].special_warp_objnum >= 0) {
954 if (compute_special_warpout_stuff(objp, speed, warp_time, warp_pos) != -1) {
957 mprintf(("Invalid special warp\n"));
961 object *docked_objp = ai_find_docked_object( objp );
962 vector center_pos = objp->pos;
963 float radius, ship_move_dist, warp_dist;
965 radius = objp->radius;
967 // If ship is docked then center wormhold about their center and make radius large enough.
969 vm_vec_avg(¢er_pos, &objp->pos, &docked_objp->pos);
970 radius += docked_objp->radius;
973 // Calculate how long to fly through the effect. Not to get to the effect, just through it.
974 *warp_time = shipfx_calculate_warp_time(objp);
976 // Pick some speed at which we want to go through the warp effect.
977 // This is determined by shipfx_calculate_warp_time specifying how long
978 // it should take to go through the effect, or 2R.
979 *speed = shipfx_calculate_warp_speed(objp);
981 if ( objp == Player_obj ) {
982 *speed = 0.8f*objp->phys_info.max_vel.xyz.z;
985 // Now we know our speed. Figure out how far the warp effect will be from here.
986 ship_move_dist = (*speed * SHIPFX_WARP_DELAY) + radius*1.5f; // We want to get to 1.5R away from effect
987 if ( ship_move_dist < radius*1.5f ) {
988 ship_move_dist = radius*1.5f;
991 // If this is a huge ship, set the distance to the length of the ship
992 if (Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_HUGE_SHIP) {
993 ship_move_dist = 0.5f * ship_get_length(&Ships[objp->instance]);
996 // Acount for time to get to warp effect, before we actually go through it.
997 *warp_time += ship_move_dist / *speed;
999 warp_dist = ship_move_dist;
1000 // allow for off center
1001 if (Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_HUGE_SHIP) {
1002 polymodel *pm = model_get(Ships[objp->instance].modelnum);
1003 warp_dist -= pm->mins.xyz.z;
1006 vm_vec_scale_add( warp_pos, ¢er_pos, &objp->orient.v.fvec, warp_dist );
1009 // JAS - code to start the ship doing the warp out effect
1010 // This puts the ship into a mode specified by SF_DEPARTING
1011 // where it flies forward for a set time period at a set
1012 // velocity, then disappears when that time is reached. This
1013 // also starts the animating 3d effect playing.
1014 void shipfx_warpout_start( object *objp )
1018 shipp = &Ships[objp->instance];
1020 if ( shipp->flags & SF_DEPART_WARP ) {
1021 mprintf(( "Ship is already departing!\n" ));
1025 // if we're dying return
1026 if ( shipp->flags & SF_DYING ) {
1030 // if we're HUGE, keep alive - set guardian
1031 if (Ship_info[shipp->ship_info_index].flags & SIF_HUGE_SHIP) {
1032 objp->flags |= OF_GUARDIAN;
1035 // post a warpin event
1036 if(Game_mode & GM_DEMO_RECORD){
1037 demo_POST_warpout(objp->signature, shipp->flags);
1040 // don't send ship depart packets for player ships
1041 if ( (MULTIPLAYER_MASTER) && !(objp->flags & OF_PLAYER_SHIP) ){
1042 send_ship_depart_packet( objp );
1045 // don't do departure wormhole if ship flag is set which indicates no effect
1046 if ( shipp->flags & SF_NO_DEPARTURE_WARP ) {
1047 // DKA 5/25/99 If he's going to warpout, set it.
1048 // Next line fixes assert in wing cleanup code when no warp effect.
1049 shipp->flags |= SF_DEPART_WARP;
1051 shipfx_actually_warpout(shipp, objp);
1055 if ( objp == Player_obj ) {
1056 HUD_printf(XSTR( "Subspace node activated", 498) );
1059 float speed, effect_time, effect_radius;
1061 // warp time from compute warpout stuff includes time to get up to warp_pos
1062 compute_warpout_stuff(objp, &speed, &warp_time, &warp_pos);
1063 shipp->warp_effect_pos = warp_pos;
1065 // The ending one means this is a warp-out effect
1067 // Effect time is 'SHIPFX_WARP_DELAY' (1.5 secs) seconds to start, 'shipfx_calculate_warp_time'
1068 // for ship to go thru, and 'SHIPFX_WARP_DELAY' (1.5 secs) to go away.
1069 // effect_time = shipfx_calculate_warp_time(objp) + SHIPFX_WARP_DELAY + SHIPFX_WARP_DELAY;
1070 effect_time = warp_time + SHIPFX_WARP_DELAY;
1071 effect_radius = shipfx_calculate_effect_radius(objp);
1073 // maybe special warpout
1074 if (shipp->special_warp_objnum >= 0) {
1075 // cap radius to size of knossos
1076 effect_radius = min(effect_radius, 0.8f*Objects[shipp->special_warp_objnum].radius);
1077 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);
1079 warp_objnum = fireball_create(&shipp->warp_effect_pos, FIREBALL_WARP_EFFECT, OBJ_INDEX(objp), effect_radius, 1, NULL, effect_time, shipp->ship_info_index);
1081 if (warp_objnum < 0 ) { // JAS: This must always be created, if not, just warp the ship in
1082 shipfx_actually_warpout(shipp,objp);
1086 shipp->warp_effect_fvec = Objects[warp_objnum].orient.v.fvec;
1087 // maybe negate if special warp effect
1088 if (shipp->special_warp_objnum >= 0) {
1089 if (vm_vec_dotprod(&shipp->warp_effect_fvec, &objp->orient.v.fvec) > 0) {
1090 vm_vec_negate(&shipp->warp_effect_fvec);
1094 // Make the warp effect stage 1 last SHIP_WARP_TIME1 seconds.
1095 if ( objp == Player_obj ) {
1096 warp_time = fireball_lifeleft(&Objects[warp_objnum]);
1097 shipp->final_warp_time = timestamp(fl2i(warp_time*1000.0f));
1099 shipp->final_warp_time = timestamp(fl2i(warp_time*2.0f*1000.0f));
1101 shipp->flags |= SF_DEPART_WARP;
1103 // mprintf(( "Warp time = %.4f , effect time = %.4f ms\n", warp_time*1000.0f, effect_time ));
1105 // 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;
1107 // Set ship's velocity to 'speed'
1108 // This should actually be an AI that flies from the current
1109 // position through 'shipp->warp_effect_pos' in 'warp_time'
1111 if ( objp != Player_obj ) {
1113 vel = objp->orient.v.fvec;
1114 vm_vec_scale( &vel, speed );
1115 objp->phys_info.vel = vel;
1116 objp->phys_info.desired_vel = vel;
1117 objp->phys_info.prev_ramp_vel.xyz.x = 0.0f;
1118 objp->phys_info.prev_ramp_vel.xyz.y = 0.0f;
1119 objp->phys_info.prev_ramp_vel.xyz.z = speed;
1120 objp->phys_info.forward_thrust = 1.0f; // How much the forward thruster is applied. 0-1.
1122 // special case for HUGE ships
1123 if (Ship_info[shipp->ship_info_index].flags & SIF_HUGE_SHIP) {
1124 // objp->phys_info.flags |= PF_SPECIAL_WARP_OUT;
1130 void shipfx_warpout_frame( object *objp, float frametime )
1133 shipp = &Ships[objp->instance];
1135 if ( shipp->flags & SF_DYING ) return;
1138 float warp_pos; // position of warp effect in object's frame of reference
1140 vm_vec_sub( &tempv, &objp->pos, &shipp->warp_effect_pos );
1141 warp_pos = -vm_vec_dot( &tempv, &shipp->warp_effect_fvec );
1144 // Find the closest point on line from center of wormhole
1148 fvi_ray_plane(&pos,&objp->pos,&shipp->warp_effect_fvec,&shipp->warp_effect_pos, &shipp->warp_effect_fvec, 0.0f );
1149 dist = vm_vec_dist( &pos, &objp->pos );
1151 // mprintf(( "Warp pos = %.1f, rad=%.1f, center dist = %.1f\n", warp_pos, objp->radius, dist ));
1153 if ( objp == Player_obj ) {
1154 // Code for player warpout frame
1156 if ( (Player->control_mode==PCM_WARPOUT_STAGE2) && (warp_pos > objp->radius) ) {
1157 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_DONE_STAGE2 );
1160 if ( timestamp_elapsed(shipp->final_warp_time) ) {
1162 // Something went wrong... oh well, warp him out anyway.
1163 if ( Player->control_mode != PCM_WARPOUT_STAGE3 ) {
1164 mprintf(( "Hmmm... player ship warpout time elapsed, but he wasn't in warp stage 3.\n" ));
1167 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_DONE );
1168 ship_departed( objp->instance ); // mark log entry for the player
1172 // Code for all non-player ships warpout frame
1174 int timed_out = timestamp_elapsed(shipp->final_warp_time);
1176 // mprintf(("Frame %i: Ship %s missed departue cue.\n", Framecount, shipp->ship_name ));
1177 int delta_ms = timestamp_until(shipp->final_warp_time);
1178 if (delta_ms > 1000.0f * frametime ) {
1179 nprintf(("AI", "Frame %i: Ship %s missed departue cue by %7.3f seconds.\n", Framecount, shipp->ship_name, - (float) delta_ms/1000.0f));
1183 // MWA 10/21/97 -- added shipp->flags & SF_NO_DEPARTURE_WARP part of next if statement. For ships
1184 // that don't get a wormhole effect, I wanted to drop into this code immediately.
1185 if ( (warp_pos > objp->radius) || (shipp->flags & SF_NO_DEPARTURE_WARP) || timed_out ) {
1186 shipfx_actually_warpout( shipp, objp );
1192 //==================================================
1193 // Stuff for keeping track of which ships are in
1197 // Given point p0, in object's frame of reference, find if
1198 // it can see the sun.
1199 int shipfx_point_in_shadow( vector *p0, matrix *src_orient, vector *src_pos, float radius )
1212 // Move rp0 into world coordinates
1213 vm_vec_unrotate(&rp0, p0, src_orient);
1214 vm_vec_add2(&rp0, src_pos);
1216 // get the # of global lights
1217 n_lights = light_get_global_count();
1219 for(idx=0; idx<n_lights; idx++){
1220 // get the light dir for this light
1221 light_get_global_dir(&light_dir, idx);
1224 vm_vec_scale_add( &rp1, &rp0, &light_dir, 10000.0f );
1226 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
1227 objp = &Objects[so->objnum];
1228 shipp = &Ships[objp->instance];
1230 mc.model_num = shipp->modelnum;
1231 mc.orient = &objp->orient;
1232 mc.pos = &objp->pos;
1235 mc.flags = MC_CHECK_MODEL;
1237 if ( model_collide(&mc) ){
1248 // Given an ship see if it is in a shadow.
1249 int shipfx_in_shadow( object * src_obj )
1263 // get the # of global lights
1264 n_lights = light_get_global_count();
1266 for(idx=0; idx<n_lights; idx++){
1267 // get the direction for this light
1268 light_get_global_dir(&light_dir, idx);
1271 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
1272 objp = &Objects[so->objnum];
1274 if ( src_obj != objp ) {
1275 shipp = &Ships[objp->instance];
1277 vm_vec_scale_add( &rp1, &rp0, &light_dir, objp->radius*10.0f );
1279 mc.model_num = shipp->modelnum;
1280 mc.orient = &objp->orient;
1281 mc.pos = &objp->pos;
1284 mc.flags = MC_CHECK_MODEL;
1286 // mc.flags |= MC_CHECK_SPHERELINE;
1287 // mc.radius = src_obj->radius;
1289 if ( model_collide(&mc) ) {
1300 // Given world point see if it is in a shadow.
1301 int shipfx_eye_in_shadow( vector *eye_pos, object * src_obj, int sun_n )
1313 // get the light dir
1314 if(!light_get_global_dir(&light_dir, sun_n)){
1319 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
1320 objp = &Objects[so->objnum];
1322 if ( src_obj != objp ) {
1323 shipp = &Ships[objp->instance];
1325 vm_vec_scale_add( &rp1, &rp0, &light_dir, objp->radius*10.0f );
1327 ship_model_start(objp);
1329 mc.model_num = shipp->modelnum;
1330 mc.orient = &objp->orient;
1331 mc.pos = &objp->pos;
1334 mc.flags = MC_CHECK_MODEL;
1336 // mc.flags |= MC_CHECK_SPHERELINE;
1337 // mc.radius = src_obj->radius;
1339 int hit = model_collide(&mc);
1341 ship_model_stop(objp);
1349 // Check all the big hull debris pieces.
1350 debris *db = Debris;
1353 for ( i = 0; i < MAX_DEBRIS_PIECES; i++, db++ ) {
1354 if ( !(db->flags & DEBRIS_USED) || !db->is_hull ){
1358 objp = &Objects[db->objnum];
1360 vm_vec_scale_add( &rp1, &rp0, &light_dir, objp->radius*10.0f );
1362 mc.model_num = db->model_num; // Fill in the model to check
1363 mc.submodel_num = db->submodel_num;
1364 model_clear_instance( mc.model_num );
1365 mc.orient = &objp->orient; // The object's orient
1366 mc.pos = &objp->pos; // The object's position
1367 mc.p0 = &rp0; // Point 1 of ray to check
1368 mc.p1 = &rp1; // Point 2 of ray to check
1369 mc.flags = (MC_CHECK_MODEL | MC_SUBMODEL);
1371 if (model_collide(&mc)) {
1380 //=====================================================================================
1381 // STUFF FOR DOING SHIP GUN FLASHES
1382 //=====================================================================================
1384 #define MAX_FLASHES 128 // How many flashes total
1385 #define FLASH_LIFE_PRIMARY 0.25f // How long flash lives
1386 #define FLASH_LIFE_SECONDARY 0.50f // How long flash lives
1389 typedef struct ship_flash {
1390 int objnum; // object number of parent ship
1391 int obj_signature; // signature of that object
1392 int light_num; // which light in the model this uses
1393 float life; // how long this should be around
1394 float max_life; // how long this has been around.
1397 int Ship_flash_inited = 0;
1398 int Ship_flash_highest = -1;
1399 ship_flash Ship_flash[MAX_FLASHES];
1401 // Resets the ship flash stuff. Call before each level.
1402 void shipfx_flash_init()
1406 for (i=0; i<MAX_FLASHES; i++ ) {
1407 Ship_flash[i].objnum = -1; // mark as unused
1409 Ship_flash_highest = -1;
1410 Ship_flash_inited = 1;
1414 // Given that a ship fired a weapon, light up the model
1416 void shipfx_flash_create(object *objp, ship * shipp, vector *gun_pos, vector *gun_dir, int is_primary, int weapon_info_index)
1419 int objnum = OBJ_INDEX(objp);
1421 Assert(Ship_flash_inited);
1423 polymodel *pm = model_get( shipp->modelnum );
1424 int closest_light = -1;
1425 float d, closest_dist = 0.0f;
1427 // ALWAYS do this - since this is called once per firing
1428 // if this is a cannon type weapon, create a muzzle flash
1429 // HACK - let the flak guns do this on their own since they fire so quickly
1430 if((Weapon_info[weapon_info_index].wi_flags & WIF_MFLASH) && !(Weapon_info[weapon_info_index].wi_flags & WIF_FLAK)){
1431 // spiffy new flash stuff
1432 mflash_create(gun_pos, gun_dir, Weapon_info[weapon_info_index].muzzle_flash);
1435 if ( pm->num_lights < 1 ) return;
1437 for (i=0; i<pm->num_lights; i++ ) {
1438 d = vm_vec_dist( &pm->lights[i].pos, gun_pos );
1440 if ( pm->lights[i].type == BSP_LIGHT_TYPE_WEAPON ) {
1441 if ( (closest_light==-1) || (d<closest_dist) ) {
1448 if ( closest_light == -1 ) return;
1450 int first_slot = -1;
1452 for (i=0; i<=Ship_flash_highest; i++ ) {
1453 if ( (first_slot==-1) && (Ship_flash[i].objnum < 0) ) {
1457 if ( (Ship_flash[i].objnum == objnum) && (Ship_flash[i].obj_signature==objp->signature) ) {
1458 if ( Ship_flash[i].light_num == closest_light ) {
1459 // This is already flashing!
1460 Ship_flash[i].life = 0.0f;
1462 Ship_flash[i].max_life = FLASH_LIFE_PRIMARY;
1464 Ship_flash[i].max_life = FLASH_LIFE_SECONDARY;
1471 if ( first_slot == -1 ) {
1472 if ( Ship_flash_highest < MAX_FLASHES-1 ) {
1473 Ship_flash_highest++;
1474 first_slot = Ship_flash_highest;
1476 //mprintf(( "SHIP_FLASH: Out of flash spots!\n" ));
1477 return; // out of flash slots
1481 Assert( Ship_flash[first_slot].objnum == -1 );
1483 Ship_flash[first_slot].objnum = objnum;
1484 Ship_flash[first_slot].obj_signature = objp->signature;
1485 Ship_flash[first_slot].life = 0.0f; // Start it up
1487 Ship_flash[first_slot].max_life = FLASH_LIFE_PRIMARY;
1489 Ship_flash[first_slot].max_life = FLASH_LIFE_SECONDARY;
1491 Ship_flash[first_slot].light_num = closest_light;
1494 // Sets the flash lights in the model used by this
1495 // ship to the appropriate values. There might not
1496 // be any flashes linked to this ship in which
1497 // case this function does nothing.
1498 void shipfx_flash_light_model( object *objp, ship * shipp )
1500 int i, objnum = OBJ_INDEX(objp);
1501 polymodel *pm = model_get( shipp->modelnum );
1503 for (i=0; i<=Ship_flash_highest; i++ ) {
1504 if ( (Ship_flash[i].objnum == objnum) && (Ship_flash[i].obj_signature==objp->signature) ) {
1505 float v = (Ship_flash[i].max_life - Ship_flash[i].life)/Ship_flash[i].max_life;
1507 pm->lights[Ship_flash[i].light_num].value += v / 255.0f;
1513 // Does whatever processing needs to be done each frame.
1514 void shipfx_flash_do_frame(float frametime)
1520 for (i=0, sf = &Ship_flash[0]; i<=Ship_flash_highest; i++, sf++ ) {
1521 if ( sf->objnum > -1 ) {
1522 if ( Objects[sf->objnum].signature != sf->obj_signature ) {
1525 sf->life += frametime;
1526 if ( sf->life >= sf->max_life ) kill_it = 1;
1530 if ( i == Ship_flash_highest ) {
1531 while( (Ship_flash_highest>0) && (Ship_flash[Ship_flash_highest].objnum == -1) ) {
1532 Ship_flash_highest--;
1541 float Particle_width = 1.2f;
1542 DCF(particle_width, "Multiplier for angular width of the particle spew")
1545 dc_get_arg(ARG_FLOAT);
1546 if ( (Dc_arg_float >= 0 ) && (Dc_arg_float <= 5) ) {
1547 Particle_width = Dc_arg_float;
1549 dc_printf( "Illegal value for particle width. (Must be from 0-5) \n\n");
1554 float Particle_number = 1.2f;
1555 DCF(particle_num, "Multiplier for the number of particles created")
1558 dc_get_arg(ARG_FLOAT);
1559 if ( (Dc_arg_float >= 0 ) && (Dc_arg_float <= 5) ) {
1560 Particle_number = Dc_arg_float;
1562 dc_printf( "Illegal value for particle num. (Must be from 0-5) \n\n");
1567 float Particle_life = 1.2f;
1568 DCF(particle_life, "Multiplier for the lifetime of particles created")
1571 dc_get_arg(ARG_FLOAT);
1572 if ( (Dc_arg_float >= 0 ) && (Dc_arg_float <= 5) ) {
1573 Particle_life = Dc_arg_float;
1575 dc_printf( "Illegal value for particle life. (Must be from 0-5) \n\n");
1580 // Make sparks fly off of ship n.
1581 // sn = spark number to spark, corrosponding to element in
1582 // ship->hitpos array. If this isn't -1, it is a just
1583 // got hit by weapon spark, otherwise pick one randomally.
1584 void shipfx_emit_spark( int n, int sn )
1586 int create_spark = 1;
1589 ship *shipp = &Ships[n];
1590 float ship_radius, spark_scale_factor;
1592 if ( shipp->num_hits <= 0 )
1595 // get radius of ship
1596 ship_radius = model_get_radius(Ship_info[shipp->ship_info_index].modelnum);
1598 // get spark_scale_factor -- how much to increase ship sparks, based on radius
1599 if (ship_radius > 40) {
1600 spark_scale_factor = 1.0f;
1601 } else if (ship_radius > 20) {
1602 spark_scale_factor = (ship_radius - 20.0f) / 20.0f;
1604 spark_scale_factor = 0.0f;
1607 float spark_time_scale = 1.0f + spark_scale_factor * (Particle_life - 1.0f);
1608 float spark_width_scale = 1.0f + spark_scale_factor * (Particle_width - 1.0f);
1609 float spark_num_scale = 1.0f + spark_scale_factor * (Particle_number - 1.0f);
1611 obj = &Objects[shipp->objnum];
1612 ship_info* si = &Ship_info[shipp->ship_info_index];
1614 float hull_percent = obj->hull_strength / si->initial_hull_strength;
1615 if (hull_percent < 0.001) {
1616 hull_percent = 0.001f;
1618 float fraction = 0.1f * obj->radius / hull_percent;
1619 if (fraction > 1.0f) {
1625 spark_num = myrand() % shipp->num_hits;
1630 // don't display sparks that have expired
1631 if ( timestamp_elapsed(shipp->sparks[spark_num].end_time) ) {
1635 // get spark position
1636 if (shipp->sparks[spark_num].submodel_num != -1) {
1637 ship_model_start(obj);
1638 model_find_world_point(&outpnt, &shipp->sparks[spark_num].pos, shipp->modelnum, shipp->sparks[spark_num].submodel_num, &obj->orient, &obj->pos);
1639 ship_model_stop(obj);
1641 // rotate sparks correctly with current ship orient
1642 vm_vec_unrotate(&outpnt, &shipp->sparks[spark_num].pos, &obj->orient);
1643 vm_vec_add2(&outpnt,&obj->pos);
1646 if ( shipp->flags & (SF_ARRIVING|SF_DEPART_WARP) ) {
1648 vm_vec_sub( &tmp, &outpnt, &shipp->warp_effect_pos );
1649 if ( vm_vec_dot( &tmp, &shipp->warp_effect_fvec ) < 0.0f ) {
1650 // if in front of warp plane, don't create.
1655 if ( create_spark ) {
1657 particle_emitter pe;
1659 pe.pos = outpnt; // Where the particles emit from
1661 if ( shipp->flags & (SF_ARRIVING|SF_DEPART_WARP) ) {
1662 // No velocity if going through warp.
1663 pe.vel = vmd_zero_vector;
1665 // Initial velocity of all the particles.
1666 // 0.0f = 0% of parent's.
1667 // 1.0f = 100% of parent's.
1668 vm_vec_copy_scale( &pe.vel, &obj->phys_info.vel, 0.7f );
1671 // TODO: add velocity from rotation if submodel is rotating
1674 // r = outpnt - model_find_world_point(0)
1676 // w = model_find_world_dir(
1677 // model_find_world_dir(&out_dir, &in_dir, model_num, submodel_num, &objorient, &objpos);
1679 vector tmp_norm, tmp_vel;
1680 vm_vec_sub( &tmp_norm, &outpnt, &obj->pos );
1681 vm_vec_normalize_safe(&tmp_norm);
1683 tmp_vel = obj->phys_info.vel;
1684 if ( vm_vec_normalize_safe(&tmp_vel) > 1.0f ) {
1685 vm_vec_scale_add2(&tmp_norm,&tmp_vel, -2.0f);
1686 vm_vec_normalize_safe(&tmp_norm);
1689 pe.normal = tmp_norm; // What normal the particle emit around
1690 pe.normal_variance = 0.3f; // How close they stick to that normal 0=good, 1=360 degree
1691 pe.min_rad = 0.20f; // Min radius
1692 pe.max_rad = 0.50f; // Max radius
1694 // first time through - set up end time and make heavier initially
1696 // Sparks for first time at this spot
1697 if (si->flags & SIF_FIGHTER) {
1698 if (hull_percent > 0.6f) {
1699 // sparks only once when hull > 60%
1700 float spark_duration = (float)pow(2.0f, -5.0f*(hull_percent-1.3f)) * (1.0f + 0.6f*(frand()-0.5f)); // +- 30%
1701 shipp->sparks[spark_num].end_time = timestamp( (int) (1000.0f * spark_duration) );
1703 // spark never ends when hull < 60% (~277 hr)
1704 shipp->sparks[spark_num].end_time = timestamp( 100000000 );
1708 if ( D3D_enabled ) {
1709 pe.num_low = 25; // Lowest number of particles to create (hardware)
1710 pe.num_high = 30; // Highest number of particles to create (hardware)
1712 pe.num_low = 5; // Lowest number of particles to create (software)
1713 pe.num_high = 7; // Highest number of particles to create (software)
1715 pe.normal_variance = 1.0f; // How close they stick to that normal 0=good, 1=360 degree
1716 pe.min_vel = 2.0f; // How fast the slowest particle can move
1717 pe.max_vel = 12.0f; // How fast the fastest particle can move
1718 pe.min_life = 0.05f; // How long the particles live
1719 pe.max_life = 0.55f; // How long the particles live
1721 particle_emit( &pe, PARTICLE_FIRE, 0 );
1724 pe.min_rad = 0.7f; // Min radius
1725 pe.max_rad = 1.3f; // Max radius
1726 if ( D3D_enabled ) {
1727 pe.num_low = int (20 * spark_num_scale); // Lowest number of particles to create (hardware)
1728 pe.num_high = int (50 * spark_num_scale); // Highest number of particles to create (hardware)
1730 pe.num_low = 2; // Lowest number of particles to create (software)
1731 pe.num_high = 8; // Highest number of particles to create (software)
1733 pe.normal_variance = 0.2f * spark_width_scale; // How close they stick to that normal 0=good, 1=360 degree
1734 pe.min_vel = 3.0f; // How fast the slowest particle can move
1735 pe.max_vel = 12.0f; // How fast the fastest particle can move
1736 pe.min_life = 0.35f*2.0f * spark_time_scale; // How long the particles live
1737 pe.max_life = 0.75f*2.0f * spark_time_scale; // How long the particles live
1739 particle_emit( &pe, PARTICLE_SMOKE, 0 );
1743 // Select time to do next spark
1744 // Ships[n].next_hit_spark = timestamp_rand(100,500);
1745 shipp->next_hit_spark = timestamp_rand(50,100);
1750 //=====================================================================================
1751 // STUFF FOR DOING LARGE SHIP EXPLOSIONS
1752 //=====================================================================================
1754 int Bs_exp_fire_low = 1;
1755 float Bs_exp_fire_time_mult = 1.0f;
1757 DCF_BOOL(bs_exp_fire_low, Bs_exp_fire_low)
1758 DCF(bs_exp_fire_time_mult, "Multiplier time between fireball in big ship explosion")
1761 dc_get_arg(ARG_FLOAT);
1762 if ( (Dc_arg_float >= 0.1 ) && (Dc_arg_float <= 5) ) {
1763 Bs_exp_fire_time_mult = Dc_arg_float;
1765 dc_printf( "Illegal value for bs_exp_fire_time_mult. (Must be from 0.1-5) \n\n");
1770 #define MAX_SPLIT_SHIPS 3 // How many can explode at once. Each one is about 1K.
1772 #define DEBRIS_NONE 0
1773 #define DEBRIS_DRAW 1
1774 #define DEBRIS_FREE 2
1776 typedef struct clip_ship {
1778 float length_left; // uncomsumed length
1780 physics_info phys_info;
1781 vector local_pivot; // world center of mass position of half ship
1782 vector model_center_disp_to_orig_center; // displacement from half ship center to original model center
1783 vector clip_plane_norm; // clip plane normal (local [0,0,1] or [0,0,-1])
1784 float cur_clip_plane_pt; // displacement from half ship clip plane to original model center
1785 float explosion_vel;
1786 ubyte draw_debris[MAX_DEBRIS_OBJECTS];
1790 typedef struct split_ship {
1791 int used; // 0 if not used, 1 if used
1792 clip_ship front_ship;
1793 clip_ship back_ship;
1794 int explosion_flash_timestamp;
1795 int explosion_flash_started;
1796 int sound_handle[NUM_SUB_EXPL_HANDLES];
1800 static split_ship Split_ships[MAX_SPLIT_SHIPS];
1801 static int Split_ships_inited = 0;
1803 static void split_ship_init_system()
1806 for (i=0; i<MAX_SPLIT_SHIPS; i++ ) {
1807 Split_ships[i].used = 0;
1809 Split_ships_inited = 1;
1812 static void maybe_fireball_wipe(clip_ship* half_ship, int* sound_handle);
1813 static void split_ship_init( ship* shipp, split_ship* split_ship )
1815 object* parent_ship_obj = &Objects[shipp->objnum];
1816 matrix* orient = &parent_ship_obj->orient;
1817 for (int ii=0; ii<NUM_SUB_EXPL_HANDLES; ii++) {
1818 split_ship->sound_handle[ii] = shipp->sub_expl_sound_handle[ii];
1821 // play 3d sound for shockwave explosion
1822 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 );
1824 // initialize both ships
1825 split_ship->front_ship.parent_obj = parent_ship_obj;
1826 split_ship->back_ship.parent_obj = parent_ship_obj;
1827 split_ship->explosion_flash_timestamp = timestamp((int)(0.00075f*parent_ship_obj->radius));
1828 split_ship->explosion_flash_started = 0;
1829 split_ship->front_ship.orient = *orient;
1830 split_ship->back_ship.orient = *orient;
1831 split_ship->front_ship.next_fireball = timestamp_rand(0, 100);
1832 split_ship->back_ship.next_fireball = timestamp_rand(0, 100);
1834 split_ship->front_ship.clip_plane_norm = vmd_z_vector;
1835 vm_vec_copy_scale(&split_ship->back_ship.clip_plane_norm, &vmd_z_vector, -1.0f);
1837 // find the point at which the ship splits (relative to its pivot)
1838 polymodel* pm = model_get(shipp->modelnum);
1839 float init_clip_plane_dist;
1840 if (pm->num_split_plane > 0) {
1841 int index = rand()%pm->num_split_plane;
1842 init_clip_plane_dist = pm->split_plane[index];
1844 init_clip_plane_dist = 0.5f * (0.5f - frand())*pm->core_radius;
1847 split_ship->back_ship.cur_clip_plane_pt = init_clip_plane_dist;
1848 split_ship->front_ship.cur_clip_plane_pt = init_clip_plane_dist;
1851 dist = (split_ship->front_ship.cur_clip_plane_pt+pm->maxs.xyz.z)/2.0f;
1852 vm_vec_copy_scale(&split_ship->front_ship.local_pivot, &orient->v.fvec, dist);
1853 vm_vec_make(&split_ship->front_ship.model_center_disp_to_orig_center, 0.0f, 0.0f, -dist);
1854 dist = (split_ship->back_ship.cur_clip_plane_pt +pm->mins.xyz.z)/2.0f;
1855 vm_vec_copy_scale(&split_ship->back_ship.local_pivot, &orient->v.fvec, dist);
1856 vm_vec_make(&split_ship->back_ship.model_center_disp_to_orig_center, 0.0f, 0.0f, -dist);
1857 vm_vec_add2(&split_ship->front_ship.local_pivot, &parent_ship_obj->pos );
1858 vm_vec_add2(&split_ship->back_ship.local_pivot, &parent_ship_obj->pos );
1860 // find which debris pieces are in the front and back split ships
1861 for (int i=0; i<pm->num_debris_objects; i++ ) {
1862 vector temp_pos = {0.0f, 0.0f, 0.0f};
1863 vector tmp = {0.0f, 0.0f, 0.0f };
1864 vector tmp1 = pm->submodel[pm->debris_objects[i]].offset;
1865 // tmp is world position, temp_pos is world_pivot, tmp1 is offset from world_pivot (in ship local coord)
1866 model_find_world_point(&tmp, &tmp1, shipp->modelnum, -1, &vmd_identity_matrix, &temp_pos );
1867 if (tmp.xyz.z > init_clip_plane_dist) {
1868 split_ship->front_ship.draw_debris[i] = DEBRIS_DRAW;
1869 split_ship->back_ship.draw_debris[i] = DEBRIS_NONE;
1871 split_ship->front_ship.draw_debris[i] = DEBRIS_NONE;
1872 split_ship->back_ship.draw_debris[i] = DEBRIS_DRAW;
1877 // set the remaining debris slots to not draw
1878 for (i=pm->num_debris_objects; i<MAX_DEBRIS_OBJECTS; i++) {
1879 split_ship->front_ship.draw_debris[i] = DEBRIS_NONE;
1880 split_ship->back_ship.draw_debris[i] = DEBRIS_NONE;
1884 physics_init( &split_ship->front_ship.phys_info );
1885 physics_init( &split_ship->back_ship.phys_info );
1886 split_ship->front_ship.phys_info.flags |= (PF_ACCELERATES | PF_DEAD_DAMP);
1887 split_ship->back_ship.phys_info.flags |= (PF_ACCELERATES | PF_DEAD_DAMP);
1888 split_ship->front_ship.phys_info.side_slip_time_const = 10000.0f;
1889 split_ship->back_ship.phys_info.side_slip_time_const = 10000.0f;
1890 split_ship->front_ship.phys_info.rotdamp = 10000.0f;
1891 split_ship->back_ship.phys_info.rotdamp = 10000.0f;
1893 // set up explosion vel and relative velocities (assuming mass depends on length)
1894 float front_length = pm->maxs.xyz.z - split_ship->front_ship.cur_clip_plane_pt;
1895 float back_length = split_ship->back_ship.cur_clip_plane_pt - pm->mins.xyz.z;
1896 float ship_length = front_length + back_length;
1897 split_ship->front_ship.length_left = front_length;
1898 split_ship->back_ship.length_left = back_length;
1900 float expl_length_scale = (ship_length - 200.0f) / 2000.0f;
1901 // s_r_f effects speed of "wipe" and rotvel
1902 float speed_reduction_factor = (1.0f + 0.001f*parent_ship_obj->radius);
1903 float explosion_time = (3.0f + expl_length_scale + (frand()-0.5f)) * speed_reduction_factor;
1904 float long_length = max(front_length, back_length);
1905 float expl_vel = long_length / explosion_time;
1906 split_ship->front_ship.explosion_vel = expl_vel;
1907 split_ship->back_ship.explosion_vel = -expl_vel;
1909 float rel_vel = (0.6f + 0.2f*frand()) * expl_vel * speed_reduction_factor;
1910 float front_vel = rel_vel * back_length / ship_length;
1911 float back_vel = -rel_vel * front_length / ship_length;
1912 // mprintf(("rel_vel %.1f, expl_vel %.1f\n", rel_vel, expl_vel));
1914 // set up rotational vel
1916 vm_vec_rand_vec_quick(&rotvel);
1917 rotvel.xyz.z = 0.0f;
1918 vm_vec_normalize(&rotvel);
1919 vm_vec_scale(&rotvel, 0.15f / speed_reduction_factor);
1920 split_ship->front_ship.phys_info.rotvel = rotvel;
1921 vm_vec_copy_scale(&split_ship->back_ship.phys_info.rotvel, &rotvel, -(front_length*front_length)/(back_length*back_length));
1922 split_ship->front_ship.phys_info.rotvel.xyz.z = parent_ship_obj->phys_info.rotvel.xyz.z;
1923 split_ship->back_ship.phys_info.rotvel.xyz.z = parent_ship_obj->phys_info.rotvel.xyz.z;
1926 // modify vel of each split ship based on rotvel of parent ship obj
1927 vector temp_rotvel = parent_ship_obj->phys_info.rotvel;
1928 temp_rotvel.xyz.z = 0.0f;
1929 vector vel_from_rotvel;
1930 vm_vec_crossprod(&vel_from_rotvel, &temp_rotvel, &split_ship->front_ship.local_pivot);
1931 // vm_vec_scale_add2(&split_ship->front_ship.phys_info.vel, &vel_from_rotvel, 0.5f);
1932 vm_vec_crossprod(&vel_from_rotvel, &temp_rotvel, &split_ship->back_ship.local_pivot);
1933 // vm_vec_scale_add2(&split_ship->back_ship.phys_info.vel, &vel_from_rotvel, 0.5f);
1935 // set up velocity and make initial fireballs and particles
1936 split_ship->front_ship.phys_info.vel = parent_ship_obj->phys_info.vel;
1937 split_ship->back_ship.phys_info.vel = parent_ship_obj->phys_info.vel;
1938 maybe_fireball_wipe(&split_ship->front_ship, (int*)&split_ship->sound_handle);
1939 maybe_fireball_wipe(&split_ship->back_ship, (int*)&split_ship->sound_handle);
1940 vm_vec_scale_add2(&split_ship->front_ship.phys_info.vel, &orient->v.fvec, front_vel);
1941 vm_vec_scale_add2(&split_ship->back_ship.phys_info.vel, &orient->v.fvec, back_vel);
1943 // HANDLE LIVE DEBRIS - blow off if not already gone
1944 shipfx_maybe_create_live_debris_at_ship_death( parent_ship_obj );
1948 static void half_ship_render_ship_and_debris(clip_ship* half_ship,ship *shipp)
1950 Assert( Split_ships_inited );
1952 polymodel *pm = model_get(shipp->modelnum);
1954 // get rotated clip plane normal and world coord of original ship center
1955 vector orig_ship_world_center, clip_plane_norm, model_clip_plane_pt, debris_clip_plane_pt;
1956 vm_vec_unrotate(&clip_plane_norm, &half_ship->clip_plane_norm, &half_ship->orient);
1957 vm_vec_unrotate(&orig_ship_world_center, &half_ship->model_center_disp_to_orig_center, &half_ship->orient);
1958 vm_vec_add2(&orig_ship_world_center, &half_ship->local_pivot);
1960 // *out_pivot = orig_ship_world_center;
1962 // get debris clip plane pt and draw debris
1963 vm_vec_unrotate(&debris_clip_plane_pt, &half_ship->model_center_disp_to_orig_center, &half_ship->orient);
1964 vm_vec_add2(&debris_clip_plane_pt, &half_ship->local_pivot);
1965 g3_start_user_clip_plane( &debris_clip_plane_pt, &clip_plane_norm);
1967 // set up render flags
1968 uint render_flags = MR_NORMAL;
1970 for (int i=0; i<pm->num_debris_objects; i++ ) {
1971 // draw DEBRIS_FREE in test only
1972 if (half_ship->draw_debris[i] == DEBRIS_DRAW) {
1973 vector temp_pos = orig_ship_world_center;
1974 vector tmp = {0.0f, 0.0f, 0.0f};
1975 vector tmp1 = pm->submodel[pm->debris_objects[i]].offset;
1977 // determine if explosion front has past debris piece
1978 // 67 ~ dist expl moves in 2 frames -- maybe fraction works better
1979 int is_live_debris = pm->submodel[pm->debris_objects[i]].is_live_debris;
1980 int create_debris = 0;
1982 if (half_ship->explosion_vel > 0) {
1983 if (half_ship->cur_clip_plane_pt > tmp1.xyz.z + pm->submodel[pm->debris_objects[i]].max.xyz.z - 0.1f*half_ship->explosion_vel) {
1986 // is the debris visible
1987 // if (half_ship->cur_clip_plane_pt > tmp1.xyz.z + pm->submodel[pm->debris_objects[i]].min.xyz.z - 0.5f*half_ship->explosion_vel) {
1988 // render_debris = 1;
1992 if (half_ship->cur_clip_plane_pt < tmp1.xyz.z + pm->submodel[pm->debris_objects[i]].min.xyz.z - 0.1f*half_ship->explosion_vel) {
1995 // is the debris visible
1996 // if (half_ship->cur_clip_plane_pt < tmp1.xyz.z + pm->submodel[pm->debris_objects[i]].max.xyz.z - 0.5f*half_ship->explosion_vel) {
1997 // render_debris = 1;
2001 // Draw debris, but not live debris
2002 if ( !is_live_debris ) {
2003 model_find_world_point(&tmp, &tmp1, shipp->modelnum, -1, &half_ship->orient, &temp_pos);
2004 submodel_render(shipp->modelnum, pm->debris_objects[i], &half_ship->orient, &tmp, render_flags);
2007 // make free piece of debris
2008 if ( create_debris ) {
2009 half_ship->draw_debris[i] = DEBRIS_FREE; // mark debris to not render with model
2010 vector center_to_debris, debris_vel, radial_vel;
2011 // check if last debris piece, ie, debris_count == 0
2012 int debris_count = 0;
2013 for (int j=0; j<pm->num_debris_objects; j++ ) {
2014 if (half_ship->draw_debris[j] == DEBRIS_DRAW) {
2018 // do debris create here, but not for live debris
2019 // debris vel (1) split ship vel (2) split ship rotvel (3) random
2020 if ( !is_live_debris ) {
2022 debris_obj = debris_create(half_ship->parent_obj, shipp->modelnum, pm->debris_objects[i], &tmp, &half_ship->local_pivot, 1, 1.0f);
2023 // AL: make sure debris_obj isn't NULL!
2025 vm_vec_scale(&debris_obj->phys_info.rotvel, 4.0f);
2026 debris_obj->orient = half_ship->orient;
2027 // if (debris_count > 0) {
2028 //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) ));
2029 vm_vec_sub(¢er_to_debris, &tmp, &half_ship->local_pivot);
2030 vm_vec_crossprod(&debris_vel, ¢er_to_debris, &half_ship->phys_info.rotvel);
2031 vm_vec_add2(&debris_vel, &half_ship->phys_info.vel);
2032 vm_vec_copy_normalize(&radial_vel, ¢er_to_debris);
2033 float radial_mag = 10.0f + 30.0f*frand();
2034 vm_vec_scale_add2(&debris_vel, &radial_vel, radial_mag);
2035 debris_obj->phys_info.vel = debris_vel;
2037 debris_obj->phys_info.vel = half_ship->phys_info.vel;
2038 debris_obj->phys_info.rotvel = half_ship->phys_info.rotvel;
2046 // get model clip plane pt and draw model
2048 vm_vec_make(&temp, 0.0f, 0.0f, half_ship->cur_clip_plane_pt);
2049 vm_vec_unrotate(&model_clip_plane_pt, &temp, &half_ship->orient);
2050 vm_vec_add2(&model_clip_plane_pt, &orig_ship_world_center);
2051 g3_start_user_clip_plane( &model_clip_plane_pt, &clip_plane_norm );
2052 model_render(shipp->modelnum, &half_ship->orient, &orig_ship_world_center, render_flags);
2055 void shipfx_large_blowup_level_init()
2057 split_ship_init_system();
2059 if(Ship_cannon_bitmap != -1){
2060 bm_unload(Ship_cannon_bitmap);
2061 Ship_cannon_bitmap = bm_load(SHIP_CANNON_BITMAP);
2065 // Returns 0 if couldn't init
2066 int shipfx_large_blowup_init(ship *shipp)
2069 if ( !Split_ships_inited ) {
2070 split_ship_init_system();
2074 for (i=0; i<MAX_SPLIT_SHIPS; i++ ) {
2075 if ( Split_ships[i].used == 0 ) {
2080 if ( i >= MAX_SPLIT_SHIPS ) {
2081 mprintf(( "Not enough split ship slots!! See John!\n" ));
2086 Split_ships[i].used = 1;
2087 shipp->large_ship_blowup_index = i;
2089 split_ship_init(shipp, &Split_ships[i] );
2094 // ----------------------------------------------------------------------------
2095 // uses list of model z values with constant increment to find the radius of the
2096 // cross section at the current model z value
2097 float get_model_cross_section_at_z(float z, polymodel* pm)
2099 if (pm->num_xc < 2) {
2103 float index, increment;
2104 increment = (pm->xc[pm->num_xc-1].z - pm->xc[0].z) / (float)(pm->num_xc - 1);
2105 index = (z - pm->xc[0].z) / increment;
2108 return pm->xc[0].radius;
2109 } else if (index > (pm->num_xc - 1.0f - 0.5f)) {
2110 return pm->xc[pm->num_xc-1].radius;
2112 int floor_index = (int)floor(index);
2113 int ceil_index = (int)ceil(index);
2114 return max(pm->xc[ceil_index].radius, pm->xc[floor_index].radius);
2118 // returns how long sound has been playing
2119 int get_sound_time_played(int snd_id, int handle)
2125 int bits_per_sample, frequency;
2126 snd_get_format(snd_id, &bits_per_sample, &frequency);
2127 int time_left = snd_time_remaining(handle, bits_per_sample, frequency);
2128 int duration = snd_get_duration(snd_id);
2130 return (duration - time_left);
2133 // sound manager for big ship sub explosions sounds.
2134 // forces playing of sub-explosion sounds. keeps track of active sounds, plays them for >= 750 ms
2135 // when sound has played >= 750, sound is stopped and new instance is started
2136 void do_sub_expl_sound(float radius, vector* sound_pos, int* sound_handle)
2138 int sound_index, handle;
2139 // multiplier for range (near and far distances) to apply attenuation
2140 float sound_range = 1.0f + 0.0043f*radius;
2142 int handle_index = rand()%NUM_SUB_EXPL_HANDLES;
2143 //mprintf(("handle_index %d\n", *handle_index));
2145 // sound_index = get_sub_explosion_sound_index(handle_index);
2146 sound_index = SND_SHIP_EXPLODE_1;
2147 handle = sound_handle[handle_index];
2150 // 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]));
2153 // if no handle, get one
2154 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 );
2155 } else if (!snd_is_playing(handle)) {
2156 // if sound not playing and old, get new one
2157 // I don't think will happen with SND_PRIORITY_MUST_PLAY
2158 if (get_sound_time_played(Snds[sound_index].id, handle) > 400) {
2159 //mprintf(("sound not playing %d, time_played %d, stopped\n", handle, get_sound_time_played(Snds[sound_index].id, handle)));
2160 snd_stop(sound_handle[handle_index]);
2161 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 );
2163 } else if (get_sound_time_played(Snds[sound_index].id, handle) > 750) {
2164 //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() ));
2165 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 );
2169 // maybe create a fireball along model clip plane
2170 // also maybe plays explosion sound
2171 static void maybe_fireball_wipe(clip_ship* half_ship, int* sound_handle)
2173 // maybe make fireball to cover wipe.
2174 if ( timestamp_elapsed(half_ship->next_fireball) ) {
2175 if ( half_ship->length_left > 0.2f*fl_abs(half_ship->explosion_vel) ) {
2177 polymodel* pm = model_get(Ships[half_ship->parent_obj->instance].modelnum);
2179 vector model_clip_plane_pt, orig_ship_world_center, temp;
2181 vm_vec_unrotate(&orig_ship_world_center, &half_ship->model_center_disp_to_orig_center, &half_ship->orient);
2182 vm_vec_add2(&orig_ship_world_center, &half_ship->local_pivot);
2184 vm_vec_make(&temp, 0.0f, 0.0f, half_ship->cur_clip_plane_pt);
2185 vm_vec_unrotate(&model_clip_plane_pt, &temp, &half_ship->orient);
2186 vm_vec_add2(&model_clip_plane_pt, &orig_ship_world_center);
2187 vm_vec_rand_vec_quick(&temp);
2188 vm_vec_scale(&temp, 0.1f*frand());
2189 vm_vec_add2(&model_clip_plane_pt, &temp);
2191 float rad = get_model_cross_section_at_z(half_ship->cur_clip_plane_pt, pm);
2193 rad = half_ship->parent_obj->radius * frand_range(0.4f, 0.6f);
2195 // make fireball radius (1.5 +/- .1) * model_cross_section value
2196 rad *= frand_range(1.4f, 1.6f);
2200 rad = min(rad, half_ship->parent_obj->radius);
2202 // mprintf(("xc %.1f model %.1f\n", rad, half_ship->parent_obj->radius*0.25));
2203 int fireball_type = FIREBALL_EXPLOSION_LARGE1 + rand()%FIREBALL_NUM_LARGE_EXPLOSIONS;
2204 int low_res_fireballs = Bs_exp_fire_low;
2205 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);
2207 // start the next fireball up (3-4 per frame) + 30%
2208 int time_low, time_high;
2209 time_low = int(650 * Bs_exp_fire_time_mult);
2210 time_high = int(900 * Bs_exp_fire_time_mult);
2211 half_ship->next_fireball = timestamp_rand(time_low, time_high);
2214 do_sub_expl_sound(half_ship->parent_obj->radius, &model_clip_plane_pt, sound_handle);
2217 particle_emitter pe;
2219 pe.num_low = 40; // Lowest number of particles to create
2220 pe.num_high = 80; // Highest number of particles to create
2221 pe.pos = model_clip_plane_pt; // Where the particles emit from
2222 pe.vel = half_ship->phys_info.vel; // Initial velocity of all the particles
2225 float range = 1.0f + 0.002f*half_ship->parent_obj->radius * 5.0f;
2227 float range = 1.0f + 0.002f*half_ship->parent_obj->radius;
2231 pe.min_life = 2.0f*range; // How long the particles live
2232 pe.max_life = 10.0f*range; // How long the particles live
2234 pe.min_life = 0.5f*range; // How long the particles live
2235 pe.max_life = 6.0f*range; // How long the particles live
2237 pe.normal = vmd_x_vector; // What normal the particle emit around
2238 pe.normal_variance = 2.0f; // How close they stick to that normal 0=on normal, 1=180, 2=360 degree
2239 pe.min_vel = 0.0f; // How fast the slowest particle can move
2240 pe.max_vel = half_ship->explosion_vel; // How fast the fastest particle can move
2243 float scale = half_ship->parent_obj->radius * 0.02f;
2245 float scale = half_ship->parent_obj->radius * 0.01f;
2247 pe.min_rad = 0.5f*scale; // Min radius
2248 pe.max_rad = 1.5f*scale; // Max radius
2250 particle_emit( &pe, PARTICLE_SMOKE2, 0, range );
2254 half_ship->next_fireball = timestamp(-1);
2260 // Returns 1 when explosion is done
2261 int shipfx_large_blowup_do_frame(ship *shipp, float frametime)
2263 // DAVE: I made this not do any movement just to try to get things working...
2266 Assert( Split_ships_inited );
2267 Assert( shipp->large_ship_blowup_index > -1 );
2269 split_ship *the_split_ship = &Split_ships[shipp->large_ship_blowup_index];
2270 Assert( the_split_ship->used ); // Get John
2272 // Do fireballs, particles, shockwave here
2273 // Note parent ship is still valid, vel and pos updated in obj_move_all
2275 if ( timestamp_elapsed(the_split_ship->explosion_flash_timestamp) ) {
2276 if ( !the_split_ship->explosion_flash_started ) {
2277 object* objp = &Objects[shipp->objnum];
2278 if (objp->flags & OF_WAS_RENDERED) {
2279 float excess_dist = vm_vec_dist(&Player_obj->pos, &objp->pos) - 2.0f*objp->radius - Player_obj->radius;
2280 float intensity = 1.0f - 0.1f*excess_dist / objp->radius;
2282 if (intensity > 1) {
2286 if (intensity > 0.1f) {
2287 // big_explosion_flash(intensity);
2290 the_split_ship->explosion_flash_started = 1;
2294 physics_sim(&the_split_ship->front_ship.local_pivot, &the_split_ship->front_ship.orient, &the_split_ship->front_ship.phys_info, frametime);
2295 physics_sim(&the_split_ship->back_ship.local_pivot, &the_split_ship->back_ship.orient, &the_split_ship->back_ship.phys_info, frametime);
2296 the_split_ship->front_ship.length_left -= the_split_ship->front_ship.explosion_vel*frametime;
2297 the_split_ship->back_ship.length_left += the_split_ship->back_ship.explosion_vel *frametime;
2298 the_split_ship->front_ship.cur_clip_plane_pt += the_split_ship->front_ship.explosion_vel*frametime;
2299 the_split_ship->back_ship.cur_clip_plane_pt += the_split_ship->back_ship.explosion_vel *frametime;
2301 float length_left = max( the_split_ship->front_ship.length_left, the_split_ship->back_ship.length_left );
2303 // mprintf(( "Blowup frame, dist = %.1f \n", length_left ));
2305 if ( length_left < 0 ) {
2306 the_split_ship->used = 0;
2310 maybe_fireball_wipe(&the_split_ship->front_ship, (int*)&the_split_ship->sound_handle);
2311 maybe_fireball_wipe(&the_split_ship->back_ship, (int*)&the_split_ship->sound_handle);
2315 void shipfx_large_blowup_render(ship* shipp)
2317 // This actually renders the original model like it should render.
2318 // object *objp = &Objects[shipp->objnum];
2319 // model_render( shipp->modelnum, &objp->orient, &objp->pos, MR_NORMAL );
2322 Assert( Split_ships_inited );
2323 Assert( shipp->large_ship_blowup_index > -1 );
2325 split_ship *the_split_ship = &Split_ships[shipp->large_ship_blowup_index];
2326 Assert( the_split_ship->used ); // Get John
2328 // vector front_global_pivot, back_global_pivot;
2330 if (the_split_ship->front_ship.length_left > 0) {
2331 half_ship_render_ship_and_debris(&the_split_ship->front_ship,shipp);
2334 if (the_split_ship->back_ship.length_left > 0) {
2335 half_ship_render_ship_and_debris(&the_split_ship->back_ship,shipp);
2338 g3_stop_user_clip_plane();
2342 // ================== DO THE ELECTRIC ARCING STUFF =====================
2343 // Creates any new ones, moves old ones.
2345 #define MAX_ARC_LENGTH_PERCENTAGE 0.25f
2347 #define MAX_EMP_ARC_TIMESTAMP (150.0f)
2349 void shipfx_do_damaged_arcs_frame( ship *shipp )
2353 object *obj = &Objects[shipp->objnum];
2354 ship_info * sip = &Ship_info[shipp->ship_info_index];
2358 float damage = obj->hull_strength / sip->initial_hull_strength;
2364 // don't draw an arc based on damage
2365 if ( damage > 0.30f ) {
2370 // we should draw an arc
2371 if( shipp->emp_intensity > 0.0f){
2375 // Kill off old sparks
2376 for(i=0; i<MAX_SHIP_ARCS; i++){
2377 if(timestamp_valid(shipp->arc_timestamp[i]) && timestamp_elapsed(shipp->arc_timestamp[i])){
2378 shipp->arc_timestamp[i] = timestamp(-1);
2382 // if we shouldn't draw an arc, return
2387 if (!timestamp_valid(shipp->arc_next_time)) {
2388 // start the next fireball up in the next 10 seconds or so...
2391 // if the emp effect is active
2392 if(shipp->emp_intensity > 0.0f){
2393 freq = fl2i(MAX_EMP_ARC_TIMESTAMP);
2395 // otherwise if we're arcing based upon damage
2397 freq = fl2i((damage+0.1f)*5000.0f);
2400 // set the next arc time
2401 shipp->arc_next_time = timestamp_rand(freq*2,freq*4);
2404 if ( timestamp_elapsed(shipp->arc_next_time) ) {
2406 shipp->arc_next_time = timestamp(-1); // invalid, so it gets restarted next frame
2408 //mprintf(( "Creating new ship arc!\n" ));
2410 int n, n_arcs = ((rand()>>5) % 3)+1; // Create 1-3 sparks
2412 vector v1, v2, v3, v4;
2413 submodel_get_two_random_points( shipp->modelnum, -1, &v1, &v2 );
2414 submodel_get_two_random_points( shipp->modelnum, -1, &v3, &v4 );
2416 // For large ships, cap the length to be 25% of max radius
2417 if ( obj->radius > 200.0f ) {
2418 float max_dist = obj->radius * MAX_ARC_LENGTH_PERCENTAGE;
2424 vm_vec_sub( &tmp, &v1, &v2 );
2425 d = vm_vec_mag_quick( &tmp );
2426 if ( d > max_dist ) {
2427 vm_vec_scale_add( &v1, &v2, &tmp, max_dist / d );
2431 vm_vec_sub( &tmp, &v3, &v2 );
2432 d = vm_vec_mag_quick( &tmp );
2433 if ( d > max_dist ) {
2434 vm_vec_scale_add( &v3, &v2, &tmp, max_dist / d );
2439 vm_vec_sub( &tmp, &v4, &v2 );
2440 d = vm_vec_mag_quick( &tmp );
2441 if ( d > max_dist ) {
2442 vm_vec_scale_add( &v4, &v2, &tmp, max_dist / d );
2449 // int a = 100, b = 1000;
2450 float factor = 1.0f + 0.0025f*obj->radius;
2451 int a = (int) (factor*100.0f);
2452 int b = (int) (factor*1000.0f);
2453 int lifetime = (myrand()%((b)-(a)+1))+(a);
2455 // Create the arc effects
2456 for (i=0; i<MAX_SHIP_ARCS; i++ ) {
2457 if ( !timestamp_valid( shipp->arc_timestamp[i] ) ) {
2458 //shipp->arc_timestamp[i] = timestamp_rand(400,1000); // live up to a second
2459 shipp->arc_timestamp[i] = timestamp(lifetime); // live up to a second
2463 shipp->arc_pts[i][0] = v1;
2464 shipp->arc_pts[i][1] = v2;
2467 shipp->arc_pts[i][0] = v2;
2468 shipp->arc_pts[i][1] = v3;
2472 shipp->arc_pts[i][0] = v2;
2473 shipp->arc_pts[i][1] = v4;
2480 // determine what kind of arc to create
2481 if(shipp->emp_intensity > 0.0f){
2482 shipp->arc_type[i] = MARC_TYPE_EMP;
2484 shipp->arc_type[i] = MARC_TYPE_NORMAL;
2489 break; // Don't need to create anymore
2492 // rotate v2 out of local coordinates into world.
2493 // Use v2 since it is used in every bolt. See above switch().
2495 vm_vec_unrotate(&snd_pos, &v2, &obj->orient);
2496 vm_vec_add2(&snd_pos, &obj->pos );
2498 //Play a sound effect
2499 if ( lifetime > 750 ) {
2500 // 1.00 second effect
2501 snd_play_3d( &Snds[SND_DEBRIS_ARC_05], &snd_pos, &View_position, obj->radius );
2502 } else if ( lifetime > 500 ) {
2503 // 0.75 second effect
2504 snd_play_3d( &Snds[SND_DEBRIS_ARC_04], &snd_pos, &View_position, obj->radius );
2505 } else if ( lifetime > 250 ) {
2506 // 0.50 second effect
2507 snd_play_3d( &Snds[SND_DEBRIS_ARC_03], &snd_pos, &View_position, obj->radius );
2508 } else if ( lifetime > 100 ) {
2509 // 0.25 second effect
2510 snd_play_3d( &Snds[SND_DEBRIS_ARC_02], &snd_pos, &View_position, obj->radius );
2512 // 0.10 second effect
2513 snd_play_3d( &Snds[SND_DEBRIS_ARC_01], &snd_pos, &View_position, obj->radius );
2518 // maybe move arc points around
2519 for (i=0; i<MAX_SHIP_ARCS; i++ ) {
2520 if ( timestamp_valid( shipp->arc_timestamp[i] ) ) {
2521 if ( !timestamp_elapsed( shipp->arc_timestamp[i] ) ) {
2522 // Maybe move a vertex.... 20% of the time maybe?
2524 if ( mr < RAND_MAX/5 ) {
2526 submodel_get_two_random_points( shipp->modelnum, -1, &v1, &v2 );
2531 static_one = shipp->arc_pts[i][0];
2533 static_one = shipp->arc_pts[i][1];
2536 // For large ships, cap the length to be 25% of max radius
2537 if ( obj->radius > 200.0f ) {
2538 float max_dist = obj->radius * MAX_ARC_LENGTH_PERCENTAGE;
2544 vm_vec_sub( &tmp, &v1, &static_one );
2545 d = vm_vec_mag_quick( &tmp );
2546 if ( d > max_dist ) {
2547 vm_vec_scale_add( &v1, &static_one, &tmp, max_dist / d );
2551 shipp->arc_pts[i][mr % 2] = v1;
2558 int l_cruiser_count = 1;
2559 int l_big_count = 2;
2560 int l_huge_count = 3;
2561 float l_max_radius = 3000.0f;
2562 void shipfx_do_lightning_frame( ship *shipp )
2568 vector v1, v2, n1, n2, temp, temp2;
2572 Assert(shipp != NULL);
2576 Assert(shipp->ship_info_index >= 0);
2577 if(shipp->ship_info_index < 0){
2580 Assert(shipp->objnum >= 0);
2581 if(shipp->objnum < 0){
2585 // get some pointers
2586 sip = &Ship_info[shipp->ship_info_index];
2587 objp = &Objects[shipp->objnum];
2589 // if this is not a nebula mission, don't do anything
2590 if(!(The_mission.flags & MISSION_FLAG_FULLNEB)){
2591 shipp->lightning_stamp = -1;
2595 // if this not a cruiser or big ship
2596 if(!((sip->flags & SIF_CRUISER) || (sip->flags & SIF_BIG_SHIP) || (sip->flags & SIF_HUGE_SHIP))){
2597 shipp->lightning_stamp = -1;
2601 // determine stamp and count values
2602 if(sip->flags & SIF_CRUISER){
2603 stamp = (int)((float)(Nebl_cruiser_min + ((Nebl_cruiser_max - Nebl_cruiser_min) * Nebl_intensity)) * frand_range(0.8f, 1.1f));
2604 count = l_cruiser_count;
2607 if(sip->flags & SIF_HUGE_SHIP){
2608 stamp = (int)((float)(Nebl_supercap_min + ((Nebl_supercap_max - Nebl_supercap_min) * Nebl_intensity)) * frand_range(0.8f, 1.1f));
2609 count = l_huge_count;
2611 stamp = (int)((float)(Nebl_cap_min + ((Nebl_cap_max - Nebl_cap_min) * Nebl_intensity)) * frand_range(0.8f, 1.1f));
2612 count = l_big_count;
2616 // if his timestamp is unset
2617 if(shipp->lightning_stamp == -1){
2618 shipp->lightning_stamp = timestamp(stamp);
2621 // if his timestamp is currently unelapsed
2622 if(!timestamp_elapsed(shipp->lightning_stamp)){
2626 mprintf(("SHIP BOLT\n"));
2628 // restamp him first
2629 shipp->lightning_stamp = timestamp(stamp);
2631 // ah, now we can create some lightning bolts
2632 count = (int)frand_range(0.0f, (float)count);
2634 // get 2 points on the hull of the ship
2635 submodel_get_two_random_points(shipp->modelnum, 0, &v1, &v2, &n1, &n2);
2637 // make up to 2 bolts
2638 if(objp->radius > l_max_radius){
2639 vm_vec_scale_add(&temp2, &v1, &n1, l_max_radius);
2641 vm_vec_scale_add(&temp2, &v1, &n1, objp->radius);
2643 vm_vec_unrotate(&temp, &temp2, &objp->orient);
2644 vm_vec_add2(&temp, &objp->pos);
2645 vm_vec_unrotate(&temp2, &v1, &objp->orient);
2646 vm_vec_add2(&temp2, &objp->pos);
2650 binfo.strike = temp2;
2651 binfo.num_strikes = 3;
2652 binfo.noise = 0.045f;
2654 binfo.delay = (int)frand_range(0.0f, 1600.0f);
2664 if(objp->radius > l_max_radius){
2665 vm_vec_scale_add(&temp2, &v2, &n2, l_max_radius);
2667 vm_vec_scale_add(&temp2, &v2, &n2, objp->radius);
2669 vm_vec_unrotate(&temp, &temp2, &objp->orient);
2670 vm_vec_add2(&temp, &objp->pos);
2671 vm_vec_unrotate(&temp2, &v2, &objp->orient);
2672 vm_vec_add2(&temp2, &objp->pos);
2676 binfo.strike = temp2;
2677 binfo.num_strikes = 3;
2678 binfo.noise = 0.045f;
2680 binfo.delay = (int)frand_range(0.0f, 1600.0f);
2687 // do all shockwaves for a ship blowing up
2688 void shipfx_do_shockwave_stuff(ship *shipp, shockwave_create_info *sci)
2693 vector temp, dir, shockwave_pos;
2694 vector head = vmd_zero_vector;
2695 vector tail = vmd_zero_vector;
2696 float len, step, cur;
2700 Assert(shipp != NULL);
2704 Assert(shipp->ship_info_index >= 0);
2705 if(shipp->ship_info_index < 0){
2708 Assert(shipp->objnum >= 0);
2709 if(shipp->objnum < 0){
2712 Assert(sci != NULL);
2717 // get some pointers
2718 sip = &Ship_info[shipp->ship_info_index];
2719 objp = &Objects[shipp->objnum];
2721 Assert(sip->shockwave_count > 0);
2722 if(sip->shockwave_count <= 0){
2726 // get vectors at the head and tail of the object, dead center
2727 pm = model_get(shipp->modelnum);
2731 head.xyz.x = pm->submodel[0].offset.xyz.x;
2732 head.xyz.y = pm->submodel[0].offset.xyz.y;
2733 head.xyz.z = pm->maxs.xyz.z;
2735 tail.xyz.x = pm->submodel[0].offset.xyz.x;
2736 tail.xyz.y = pm->submodel[0].offset.xyz.y;
2737 tail.xyz.z = pm->mins.xyz.z;
2739 // transform the vectors into world coords
2740 vm_vec_unrotate(&temp, &head, &objp->orient);
2741 vm_vec_add(&head, &temp, &objp->pos);
2742 vm_vec_unrotate(&temp, &tail, &objp->orient);
2743 vm_vec_add(&tail, &temp, &objp->pos);
2745 // now create as many shockwaves as needed
2746 vm_vec_sub(&dir, &head, &tail);
2747 len = vm_vec_mag(&dir);
2748 step = 1.0f / ((float)sip->shockwave_count + 1.0f);
2750 for(idx=0; idx<sip->shockwave_count; idx++){
2751 // get the shockwave position
2753 vm_vec_scale(&temp, cur);
2754 vm_vec_add(&shockwave_pos, &tail, &temp);
2756 // if knossos device, make shockwave in center
2757 if (Ship_info[shipp->ship_info_index].flags & SIF_KNOSSOS_DEVICE) {
2758 shockwave_pos = Objects[shipp->objnum].pos;
2761 // create the shockwave
2762 shockwave_create_info sci2;
2763 sci2.blast = (sci->blast / (float)sip->shockwave_count) * frand_range(0.75f, 1.25f);
2764 sci2.damage = (sci->damage / (float)sip->shockwave_count) * frand_range(0.75f, 1.25f);
2765 sci2.inner_rad = sci->inner_rad;
2766 sci2.outer_rad = sci->outer_rad;
2767 sci2.speed = sci->speed * frand_range(0.75f, 1.25f);
2768 sci2.rot_angle = frand_range(0.0f, 359.0f);
2770 shockwave_create(shipp->objnum, &shockwave_pos, &sci2, SW_SHIP_DEATH, (int)frand_range(0.0f, 350.0f));
2771 // shockwave_create(shipp->objnum, &objp->pos, sip->shockwave_speed, sip->inner_rad, sip->outer_rad, sip->damage, sip->blast, SW_SHIP_DEATH);
2779 DCF_BOOL(engine_wash, Wash_on);
2780 #define ENGINE_WASH_CHECK_INTERVAL 250 // (4x sec)
2781 // Do engine wash effect for ship
2782 // Assumes length of engine wash is greater than radius of engine wash hemisphere
2783 void engine_wash_ship_process(ship *shipp)
2786 object *objp, *ship_objp, *max_ship_intensity_objp;
2787 int started_with_no_wash = shipp->wash_intensity <= 0 ? 1 : 0;
2793 Assert(shipp != NULL);
2794 Assert(shipp->objnum >= 0);
2795 objp = &Objects[shipp->objnum];
2799 vector world_thruster_pos, world_thruster_norm, apex, thruster_to_ship, apex_to_ship, temp;
2800 float dist_sqr, inset_depth, dot_to_ship, max_ship_intensity;
2803 float max_wash_dist, half_angle, radius_mult;
2805 // if this is not a fighter or bomber, we don't care
2806 if ((objp->type != OBJ_SHIP) || !(Ship_info[shipp->ship_info_index].flags & (SIF_FIGHTER|SIF_BOMBER)) ) {
2810 // is it time to check for engine wash
2811 int time_to_next_hit = timestamp_until(shipp->wash_timestamp);
2812 if (time_to_next_hit < 0) {
2813 if (time_to_next_hit < -ENGINE_WASH_CHECK_INTERVAL) {
2814 time_to_next_hit = 0;
2817 // keep interval constant independent of framerate
2818 shipp->wash_timestamp = timestamp(ENGINE_WASH_CHECK_INTERVAL + time_to_next_hit);
2820 // initialize wash params
2821 shipp->wash_intensity = 0.0f;
2822 vm_vec_zero(&shipp->wash_rot_axis);
2823 max_ship_intensity_objp = NULL;
2824 max_ship_intensity = 0;
2829 // only do damage if we're within half of the max wash distance
2832 // go thru Ship_used_list and check if we're in wash from CAP or SUPERCAP (SIF_HUGE)
2833 for (so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so)) {
2834 ship_objp = &Objects[so->objnum];
2836 // don't do small ships
2837 if ( (Ship_info[Ships[ship_objp->instance].ship_info_index].flags & SIF_SMALL_SHIP) ) {
2841 pm = model_get(Ships[ship_objp->instance].modelnum);
2842 float ship_intensity = 0;
2844 // if engines disabled, no engine wash
2845 if (ship_get_subsystem_strength(&Ships[ship_objp->instance], SUBSYSTEM_ENGINE) < 0.01) {
2850 if (ship_objp->phys_info.speed > 20.0f)
2853 speed_scale = ship_objp->phys_info.speed/20.0f;
2855 for (idx = 0; idx < pm->n_thrusters; idx++) {
2856 thruster_bank *bank = &pm->thrusters[idx];
2858 // check if thruster bank has engine wash
2859 if (bank->wash_info_index < 0) {
2860 // if huge, give default engine wash
2861 if (Ship_info[Ships[ship_objp->instance].ship_info_index].flags & SIF_HUGE_SHIP) {
2862 bank->wash_info_index = 0;
2863 nprintf(("wash", "Adding default engine wash to ship %s", Ship_info[Ships[ship_objp->instance].ship_info_index].name));
2869 engine_wash_info *ewp = &Engine_wash_info[bank->wash_info_index];
2870 half_angle = ewp->angle;
2871 radius_mult = ewp->radius_mult;
2873 for (j=0; j<bank->num_slots; j++) {
2874 // get world pos of thruster
2875 vm_vec_unrotate(&world_thruster_pos, &bank->pnt[j], &ship_objp->orient);
2876 vm_vec_add2(&world_thruster_pos, &ship_objp->pos);
2878 // get world norm of thruster;
2879 vm_vec_unrotate(&world_thruster_norm, &bank->norm[j], &ship_objp->orient);
2881 // get vector from thruster to ship
2882 vm_vec_sub(&thruster_to_ship, &objp->pos, &world_thruster_pos);
2884 // check if on back side of thruster
2885 dot_to_ship = vm_vec_dotprod(&thruster_to_ship, &world_thruster_norm);
2886 if (dot_to_ship > 0) {
2888 // get max wash distance
2889 max_wash_dist = max(ewp->length, bank->radius[j]*ewp->radius_mult);
2891 // check if within dist range
2892 dist_sqr = vm_vec_mag_squared(&thruster_to_ship);
2893 if (dist_sqr < max_wash_dist*max_wash_dist) {
2895 // check if inside the sphere
2896 if (dist_sqr < radius_mult*radius_mult*bank->radius[j]*bank->radius[j]) {
2897 vm_vec_crossprod(&temp, &world_thruster_norm, &thruster_to_ship);
2898 vm_vec_scale_add2(&shipp->wash_rot_axis, &temp, dot_to_ship / dist_sqr);
2899 // shipp->wash_intensity += (1.0f - dist_sqr / (max_wash_dist*max_wash_dist));
2900 ship_intensity += (1.0f - dist_sqr / (max_wash_dist*max_wash_dist));
2902 if (dist_sqr < 0.25 * max_wash_dist * max_wash_dist) {
2907 // check if inside cone - first fine apex of cone
2908 inset_depth = float(bank->radius[j] / tan(half_angle));
2909 vm_vec_scale_add(&apex, &world_thruster_pos, &world_thruster_norm, -inset_depth);
2910 vm_vec_sub(&apex_to_ship, &objp->pos, &apex);
2911 vm_vec_normalize(&apex_to_ship);
2913 // check if inside cone angle
2914 if (vm_vec_dotprod(&apex_to_ship, &world_thruster_norm) > cos(half_angle)) {
2915 vm_vec_crossprod(&temp, &world_thruster_norm, &thruster_to_ship);
2916 vm_vec_scale_add2(&shipp->wash_rot_axis, &temp, dot_to_ship / dist_sqr);
2917 // shipp->wash_intensity += (1.0f - dist_sqr / (max_wash_dist*max_wash_dist));
2918 ship_intensity += (1.0f - dist_sqr / (max_wash_dist*max_wash_dist));
2920 if (dist_sqr < 0.25 * max_wash_dist * max_wash_dist) {
2930 shipp->wash_intensity += ship_intensity * speed_scale;
2931 if (ship_intensity > max_ship_intensity) {
2932 max_ship_intensity = ship_intensity;
2933 max_ship_intensity_objp = ship_objp;
2937 // apply damage at rate of 1%/sec
2938 if (shipp->wash_intensity > 0) {
2939 Assert(max_ship_intensity_objp != NULL);
2941 nprintf(("wash", "Wash intensity %.2f\n", shipp->wash_intensity));
2947 damage = (0.001f * 0.003f * ENGINE_WASH_CHECK_INTERVAL * Ship_info[shipp->ship_info_index].initial_hull_strength * shipp->wash_intensity);
2950 ship_apply_wash_damage(&Objects[shipp->objnum], max_ship_intensity_objp, damage);
2952 // if we had no wash before now, add the wash object sound
2953 if(started_with_no_wash){
2954 if(shipp != Player_ship){
2955 obj_snd_assign(shipp->objnum, SND_ENGINE_WASH, &vmd_zero_vector, 1);
2957 Player_engine_wash_loop = snd_play_looping( &Snds[SND_ENGINE_WASH], 0.0f , -1, -1, 1.0f);
2961 // if we've got no wash, kill any wash object sounds from this guy
2963 if(shipp != Player_ship){
2964 obj_snd_delete(shipp->objnum, SND_ENGINE_WASH);
2966 snd_stop(Player_engine_wash_loop);
2967 Player_engine_wash_loop = -1;
2972 // engine wash level init
2973 void shipfx_engine_wash_level_init()
2975 Player_engine_wash_loop = -1;
2978 // pause engine wash sounds
2979 void shipfx_stop_engine_wash_sound()
2981 if(Player_engine_wash_loop != -1){
2982 snd_stop(Player_engine_wash_loop);
2983 Player_engine_wash_loop = -1;