2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Debris/Debris.cpp $
15 * Code for the pieces of exploding object debris.
18 * Revision 1.3 2002/06/09 04:41:15 relnev
19 * added copyright header
21 * Revision 1.2 2002/05/28 08:52:03 relnev
22 * implemented two assembly stubs.
24 * cleaned up a few warnings.
26 * added a little demo hackery to make it progress a little farther.
28 * Revision 1.1.1.1 2002/05/03 03:28:08 root
32 * 16 8/01/99 1:13p Dave
33 * Fixed objsnd problem with hull debris pieces.
35 * 15 7/01/99 4:23p Dave
36 * Full support for multiple linked ambient engine sounds. Added "big
39 * 14 7/01/99 11:44a Dave
40 * Updated object sound system to allow multiple obj sounds per ship.
41 * Added hit-by-beam sound. Added killed by beam sound.
43 * 13 5/18/99 11:50a Andsager
44 * Remove unused object type OBJ_GHOST_SAVE
46 * 12 5/14/99 11:50a Andsager
47 * Added vaporize for SMALL ships hit by HUGE beams. Modified dying
48 * frame. Enlarged debris shards and range at which visible.
50 * 11 4/23/99 12:01p Johnson
53 * 10 2/26/99 4:14p Dave
54 * Put in the ability to have multiple shockwaves for ships.
56 * 9 1/20/99 6:04p Dave
57 * Another bit of stuff for beam weapons. Ships will properly use them
58 * now, although they're really deadly.
60 * 8 12/03/98 3:14p Andsager
61 * Check in code that checks rotating submodel actually has ship subsystem
63 * 7 11/19/98 11:07p Andsager
64 * Check in of physics and collision detection of rotating submodels
66 * 6 11/13/98 10:13a Andsager
67 * simplify collision code
69 * 5 11/05/98 5:55p Dave
70 * Big pass at reducing #includes
72 * 4 10/23/98 1:11p Andsager
73 * Make ship sparks emit correctly from rotating structures.
75 * 3 10/16/98 1:22p Andsager
76 * clean up header files
78 * 2 10/07/98 10:52a Dave
81 * 1 10/07/98 10:48a Dave
83 * 119 8/28/98 3:28p Dave
84 * EMP effect done. AI effects may need some tweaking as required.
86 * 118 5/03/98 5:41p Mike
87 * Add Framecount to nprintf.
89 * 117 4/15/98 10:00p Allender
90 * make debris have own signature set.
92 * 116 4/15/98 9:42a Adam
93 * added 2 more explosion types (1, actually, but placeholder for 2)
95 * 115 4/13/98 4:52p Allender
96 * remove AI_frametime and us flFrametime instead. Make lock warning work
97 * in multiplayer for aspect seeking missiles. Debris fixups
99 * 114 4/10/98 12:16p Allender
100 * fix ship hit kill and debris packets
102 * 113 4/09/98 5:43p Allender
103 * multiplayer network object fixes. debris and self destructed ships
104 * should all sync up. Fix problem where debris pieces (hull pieces) were
105 * not getting a net signature
107 * 112 4/01/98 5:34p John
108 * Made only the used POFs page in for a level. Reduced some interp
109 * arrays. Made custom detail level work differently.
111 * 111 3/31/98 5:11p John
112 * Removed demo/save/restore. Made NDEBUG defined compile. Removed a
113 * bunch of debug stuff out of player file. Made model code be able to
114 * unload models and malloc out only however many models are needed.
116 * 110 3/26/98 5:21p John
117 * Added new code to preload all bitmaps at the start of a level.
118 * Commented it out, though.
120 * 109 3/23/98 12:20p Andsager
121 * Enable collision from rotation in ship_debris and ship_debris
124 * 108 3/19/98 12:09p John
125 * Fixed a bug using 6 characters. r_heavy was using local coordinates
126 * instead of world so all asteroid-ship and debris-ship hitpos's were in
127 * the wrong spot. Ok, I rearreanged some code to make it clearer also.
130 * 107 3/12/98 6:47p John
131 * MAde arcs on debris further than objrad*50 not render.
133 * 106 3/09/98 2:10p Andsager
134 * Put in checks for debris (other) with excessive velocity.
136 * 105 2/26/98 10:07p Hoffoss
137 * Rewrote state saving and restoring to fix bugs and simplify the code.
139 * 104 2/22/98 12:19p John
140 * Externalized some strings
142 * 103 2/20/98 8:31p Lawrance
143 * Add radius parm to sound_play_3d()
145 * 102 2/10/98 6:43p Lawrance
146 * Moved asteroid code to a separate lib.
148 * 101 2/07/98 2:14p Mike
149 * Improve asteroid splitting. Add ship:asteroid collisions. Timestamp
150 * ship:debris collisions.
152 * 100 2/06/98 7:45p John
153 * Reversed order of asteroid models so blown up ones are smaller.
155 * 99 2/06/98 7:28p John
156 * Made debris and particles not get created if > 200 m from eye. Added
157 * max_velocity to asteroid's physics info for aiding in throwing out
160 * 98 2/06/98 3:08p Mike
161 * More asteroid stuff, including resolving conflicts between the two
162 * asteroid_field structs!
164 * 97 2/06/98 12:25a Mike
165 * More asteroid stuff.
167 * 96 2/05/98 9:41p Mike
168 * Asteroid work, intermediate checkin to resolve compile errors.
170 * 95 2/05/98 9:21p John
171 * Some new Direct3D code. Added code to monitor a ton of stuff in the
174 * 94 2/05/98 12:51a Mike
175 * Early asteroid stuff.
177 * 93 2/03/98 6:01p Andsager
178 * Fix excessive rotvel in debris_create. Check using physics function
179 * check_rotvel_limit.
181 * 92 2/03/98 11:14a Andsager
182 * Temp check in to stop debris being created with excess rotvel
184 * 91 2/02/98 4:45p Mike
185 * Increase translational and rotational velocity imparted to debris
186 * pieces at request of Adam.
188 * 90 1/30/98 2:56p John
189 * Made debris arcs jump around. Made only 2/3 of the chunks have arcing
191 * 89 1/30/98 11:48a John
192 * Made debris arcs cast light. Added sound effects for them.
194 * 88 1/29/98 5:50p John
195 * Made electrical arcing on debris pieces be persistent from frame to
198 * 87 1/29/98 8:39a Andsager
199 * Changed mass and moment of intertia based area vs. volume
201 * 86 1/27/98 11:02a John
202 * Added first rev of sparks. Made all code that calls model_render call
203 * clear_instance first. Made debris pieces not render by default when
204 * clear_instance is called.
206 * 85 1/24/98 4:49p Lawrance
207 * Only delete hull piece if you can find an old one that isn't already
210 * 84 1/23/98 5:06p John
211 * Took L out of vertex structure used B (blue) instead. Took all small
212 * fireballs out of fireball types and used particles instead. Fixed some
213 * debris explosion things. Restructured fireball code. Restructured
214 * some lighting code. Made dynamic lighting on by default. Made groups
215 * of lasers only cast one light. Made fireballs not cast light.
224 #include "fireballs.h"
226 #include "missionparse.h" // For MAX_SPECIES_NAMES
228 #include "objectsnd.h"
229 #include "linklist.h"
230 #include "systemvars.h"
232 #include "multimsgs.h"
233 #include "particle.h"
234 #include "freespace.h"
235 #include "multiutil.h"
236 #include "objcollide.h"
239 #define MAX_LIFE 10.0f
240 #define MIN_RADIUS_FOR_PERSISTANT_DEBRIS 50 // ship radius at which debris from it becomes persistant
241 #define DEBRIS_SOUND_DELAY 2000 // time to start debris sound after created
243 // limit the number of hull debris chunks that can exist.
244 #define MAX_HULL_PIECES 10
245 int Num_hull_pieces; // number of hull pieces in existance
246 debris Hull_debris_list; // head of linked list for hull debris chunks, for quick search
248 debris Debris[MAX_DEBRIS_PIECES];
250 int Num_debris_pieces = 0;
251 int Debris_inited = 0;
253 int Debris_model = -1;
254 int Debris_vaporize_model = -1;
255 int Debris_num_submodels = 0;
256 char * Debris_texture_files[MAX_SPECIES_NAMES] = {
257 NOX("debris01a"), // Terran
258 NOX("debris01b"), // Species B
259 NOX("debris01c"), // Shivan
262 int Debris_textures[MAX_SPECIES_NAMES];
264 #define MAX_DEBRIS_DIST 10000.0f // Debris goes away if it's this far away.
265 #define DEBRIS_DISTANCE_CHECK_TIME (10*1000) // Check every 10 seconds.
266 #define DEBRIS_INDEX(dp) (dp-Debris)
268 #define MAX_SPEED_SMALL_DEBRIS 200 // maximum velocity of small debris piece
269 #define MAX_SPEED_BIG_DEBRIS 150 // maximum velocity of big debris piece
270 #define MAX_SPEED_CAPITAL_DEBRIS 100 // maximum velocity of capital debris piece
271 #define DEBRIS_SPEED_DEBUG
273 // ---------------------------------------------------------------------------------------
274 // debris_start_death_roll()
276 // Start the sequence of a piece of debris writhing in unholy agony!!!
278 static void debris_start_death_roll(object *debris_obj, debris *debris_p)
280 if (debris_p->is_hull) {
281 // tell everyone else to blow up the piece of debris
282 if( MULTIPLAYER_MASTER )
283 send_debris_update_packet(debris_obj,DEBRIS_UPDATE_NUKE);
285 int fireball_type = FIREBALL_EXPLOSION_LARGE1 + rand()%FIREBALL_NUM_LARGE_EXPLOSIONS;
286 fireball_create( &debris_obj->pos, fireball_type, OBJ_INDEX(debris_obj), debris_obj->radius*1.75f);
288 // only play debris destroy sound if hull piece and it has been around for at least 2 seconds
289 if ( Missiontime > debris_p->time_started + 2*F1_0 ) {
290 snd_play_3d( &Snds[SND_MISSILE_IMPACT1], &debris_obj->pos, &View_position, debris_obj->radius );
295 debris_obj->flags |= OF_SHOULD_BE_DEAD;
296 // demo_do_flag_dead(OBJ_INDEX(debris_obj));
299 // ---------------------------------------------------------------------------------------
302 // This will get called at the start of each level.
308 if ( !Debris_inited ) {
313 Debris_vaporize_model = -1;
314 Debris_num_submodels = 0;
316 // Reset everything between levels
317 Num_debris_pieces = 0;
318 for (i=0; i<MAX_DEBRIS_PIECES; i++ ) {
320 Debris[i].sound_delay = 0;
324 list_init(&Hull_debris_list);
327 // Page in debris bitmaps at level load
328 void debris_page_in()
332 Debris_model = model_load( NOX("debris01.pof"), 0, NULL );
333 if (Debris_model>-1) {
335 pm = model_get(Debris_model);
336 Debris_num_submodels = pm->n_models;
339 Debris_vaporize_model = model_load( NOX("debris02.pof"), 0, NULL );
341 for (i=0; i<MAX_SPECIES_NAMES; i++ ) {
342 nprintf(( "Paging", "Paging in debris texture '%s'\n", Debris_texture_files[i] ));
343 Debris_textures[i] = bm_load( Debris_texture_files[i] );
344 if ( Debris_textures[i] < 0 ) {
345 Warning( LOCATION, "Couldn't load species %d debris\ntexture, '%s'\n", i, Debris_texture_files[i] );
347 bm_page_in_texture( Debris_textures[i] );
352 MONITOR(NumSmallDebrisRend);
353 MONITOR(NumHullDebrisRend);
355 // ---------------------------------------------------------------------------------------
359 void debris_render(object * obj)
370 Assert(num >= 0 && num < MAX_DEBRIS_PIECES );
373 Assert( db->flags & DEBRIS_USED );
375 // Swap in a different texture depending on the species
376 if ( (db->species > -1) && (db->species < MAX_SPECIES_NAMES) ) {
378 pm = model_get( db->model_num );
380 if ( pm && (pm->n_textures == 1) ) {
381 swapped = pm->textures[0];
382 pm->textures[0] = Debris_textures[db->species];
386 model_clear_instance( db->model_num );
388 // Only render electrical arcs if within 500m of the eye (for a 10m piece)
389 if ( vm_vec_dist_quick( &obj->pos, &Eye_position ) < obj->radius*50.0f ) {
390 for (i=0; i<MAX_DEBRIS_ARCS; i++ ) {
391 if ( timestamp_valid( db->arc_timestamp[i] ) ) {
392 model_add_arc( db->model_num, db->submodel_num, &db->arc_pts[i][0], &db->arc_pts[i][1], MARC_TYPE_NORMAL );
398 MONITOR_INC(NumHullDebrisRend,1);
399 submodel_render( db->model_num, db->submodel_num, &obj->orient, &obj->pos );
401 MONITOR_INC(NumSmallDebrisRend,1);
402 submodel_render( db->model_num, db->submodel_num, &obj->orient, &obj->pos, MR_NO_LIGHTING );
405 if ((swapped!=-1) && pm) {
406 pm->textures[0] = swapped;
410 // Removed the DEBRIS_EXPIRE flag, and remove item from Hull_debris_list
411 void debris_clear_expired_flag(debris *db)
413 if ( db->flags & DEBRIS_EXPIRE ) {
414 db->flags &= ~DEBRIS_EXPIRE;
417 list_remove(Hull_debris_list, db);
418 Assert( Num_hull_pieces >= 0 );
423 // ---------------------------------------------------------------------------------------
426 // Delete the debris object. This is only ever called via obj_delete(). Do not call directly.
427 // Use debris_start_death_roll() if you want to force a debris piece to die.
429 void debris_delete( object * obj )
435 Assert( Debris[num].objnum == OBJ_INDEX(obj));
439 Assert( Num_debris_pieces >= 0 );
440 if ( db->is_hull && (db->flags & DEBRIS_EXPIRE) ) {
441 debris_clear_expired_flag(db);
448 // If debris piece *db is far away from all players, make it go away very soon.
449 // In single player game, delete if MAX_DEBRIS_DIST from player.
450 // In multiplayer game, delete if MAX_DEBRIS_DIST from all players.
451 void maybe_delete_debris(debris *db)
455 if (timestamp_elapsed(db->next_distance_check)) {
456 if (!(Game_mode & GM_MULTIPLAYER)) { // In single player game, just check against player.
457 if (vm_vec_dist_quick(&Player_obj->pos, &Objects[db->objnum].pos) > MAX_DEBRIS_DIST)
460 db->next_distance_check = timestamp(DEBRIS_DISTANCE_CHECK_TIME);
462 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
463 if (objp->flags & OF_PLAYER_SHIP) {
464 if (vm_vec_dist_quick(&objp->pos, &Objects[db->objnum].pos) < MAX_DEBRIS_DIST) {
465 db->next_distance_check = timestamp(DEBRIS_DISTANCE_CHECK_TIME);
475 // broke debris_move into debris_process_pre and debris_process_post as was done with all
476 // *_move functions on 8/13 by MK and MA.
477 void debris_process_pre( object *objp, float frame_time)
481 MONITOR(NumSmallDebris);
482 MONITOR(NumHullDebris);
484 // ---------------------------------------------------------------------------------------
485 // debris_process_post()
487 // Do various updates to debris: check if time to die, start fireballs
489 // parameters: obj => pointer to debris object
490 // frame_time => time elapsed since last debris_move() called
492 // Maybe delete debris if it's very far away from player.
493 void debris_process_post(object * obj, float frame_time)
498 int objnum = OBJ_INDEX(obj);
499 Assert( Debris[num].objnum == objnum );
500 debris *db = &Debris[num];
503 MONITOR_INC(NumHullDebris,1);
504 radar_plot_object( obj );
506 if ( timestamp_elapsed(db->sound_delay) ) {
507 obj_snd_assign(objnum, SND_DEBRIS, &vmd_zero_vector, 0);
511 MONITOR_INC(NumSmallDebris,1);
514 if ( db->lifeleft >= 0.0f) {
515 db->lifeleft -= frame_time;
516 if ( db->lifeleft < 0.0f ) {
517 debris_start_death_roll(obj, db);
521 maybe_delete_debris(db); // Make this debris go away if it's very far away.
523 // ================== DO THE ELECTRIC ARCING STUFF =====================
524 if ( db->arc_frequency <= 0 ) {
525 return; // If arc_frequency <= 0, this piece has no arcs on it
528 if ( !timestamp_elapsed(db->fire_timeout) && timestamp_elapsed(db->next_fireball)) {
530 // start the next fireball up in the next 50 - 100 ms
531 //db->next_fireball = timestamp_rand(60,80);
533 db->next_fireball = timestamp_rand(db->arc_frequency,db->arc_frequency*2 );
534 db->arc_frequency += 100;
538 int n, n_arcs = ((rand()>>5) % 3)+1; // Create 1-3 sparks
540 vector v1, v2, v3, v4;
541 submodel_get_two_random_points( db->model_num, db->submodel_num, &v1, &v2 );
542 submodel_get_two_random_points( db->model_num, db->submodel_num, &v3, &v4 );
546 int a = 100, b = 1000;
547 int lifetime = (myrand()%((b)-(a)+1))+(a);
549 // Create the spark effects
550 for (i=0; i<MAX_DEBRIS_ARCS; i++ ) {
551 if ( !timestamp_valid( db->arc_timestamp[i] ) ) {
552 //db->arc_timestamp[i] = timestamp_rand(400,1000); // live up to a second
553 db->arc_timestamp[i] = timestamp(lifetime); // live up to a second
557 db->arc_pts[i][0] = v1;
558 db->arc_pts[i][1] = v2;
561 db->arc_pts[i][0] = v2;
562 db->arc_pts[i][1] = v3;
566 db->arc_pts[i][0] = v2;
567 db->arc_pts[i][1] = v4;
576 break; // Don't need to create anymore
581 // rotate v2 out of local coordinates into world.
582 // Use v2 since it is used in every bolt. See above switch().
584 vm_vec_unrotate(&snd_pos, &v2, &obj->orient);
585 vm_vec_add2(&snd_pos, &obj->pos );
587 //Play a sound effect
588 if ( lifetime > 750 ) {
589 // 1.00 second effect
590 snd_play_3d( &Snds[SND_DEBRIS_ARC_05], &snd_pos, &View_position, obj->radius );
591 } else if ( lifetime > 500 ) {
592 // 0.75 second effect
593 snd_play_3d( &Snds[SND_DEBRIS_ARC_04], &snd_pos, &View_position, obj->radius );
594 } else if ( lifetime > 250 ) {
595 // 0.50 second effect
596 snd_play_3d( &Snds[SND_DEBRIS_ARC_03], &snd_pos, &View_position, obj->radius );
597 } else if ( lifetime > 100 ) {
598 // 0.25 second effect
599 snd_play_3d( &Snds[SND_DEBRIS_ARC_02], &snd_pos, &View_position, obj->radius );
601 // 0.10 second effect
602 snd_play_3d( &Snds[SND_DEBRIS_ARC_01], &snd_pos, &View_position, obj->radius );
611 for (i=0; i<MAX_DEBRIS_ARCS; i++ ) {
612 if ( timestamp_valid( db->arc_timestamp[i] ) ) {
613 if ( timestamp_elapsed( db->arc_timestamp[i] ) ) {
614 // Kill off the spark
615 db->arc_timestamp[i] = timestamp(-1);
617 // Maybe move a vertex.... 20% of the time maybe?
619 if ( mr < RAND_MAX/5 ) {
621 submodel_get_two_random_points( db->model_num, db->submodel_num, &v1, &v2 );
622 db->arc_pts[i][mr % 2] = v1;
630 // ---------------------------------------------------------------------------------------
631 // debris_find_oldest()
633 // Locate the oldest hull debris chunk. Search through the Hull_debris_list, which is a list
634 // of all the hull debris chunks.
636 int debris_find_oldest()
643 oldest_time = 0x7fffffff;
645 for ( db = GET_FIRST(&Hull_debris_list); db != END_OF_LIST(&Hull_debris_list); db = GET_NEXT(db) ) {
646 if ( (db->time_started < oldest_time) && !(Objects[db->objnum].flags & OF_SHOULD_BE_DEAD) ) {
647 oldest_index = DEBRIS_INDEX(db);
648 oldest_time = db->time_started;
655 #define DEBRIS_ROTVEL_SCALE 5.0f
656 void calc_debris_physics_properties( physics_info *pi, vector *min, vector *max );
657 // ---------------------------------------------------------------------------------------
660 // Create debris from an object
662 // exp_force: Explosion force, used to assign velocity to pieces.
663 // 1.0f assigns velocity like before. 2.0f assigns twice as much to non-inherited part of velocity
664 object *debris_create(object *source_obj, int model_num, int submodel_num, vector *pos, vector *exp_center, int hull_flag, float exp_force)
666 int i, n, objnum, parent_objnum;
673 parent_objnum = OBJ_INDEX(source_obj);
675 Assert( (source_obj->type == OBJ_SHIP ) || (source_obj->type == OBJ_GHOST));
676 Assert( source_obj->instance >= 0 && source_obj->instance < MAX_SHIPS );
677 shipp = &Ships[source_obj->instance];
678 vaporize = (shipp->flags &SF_VAPORIZE);
681 // Make vaporize debris seen from farther away
682 float dist = vm_vec_dist_quick( pos, &Eye_position );
686 if ( dist > 200.0f ) {
687 //mprintf(( "Not creating debris that is %.1f m away\n", dist ));
692 if ( hull_flag && (Num_hull_pieces >= MAX_HULL_PIECES ) ) {
693 // cause oldest hull debris chunk to blow up
694 n = debris_find_oldest();
696 debris_start_death_roll(&Objects[Debris[n].objnum], &Debris[n] );
700 for (n=0; n<MAX_DEBRIS_PIECES; n++ ) {
701 if ( !(Debris[n].flags & DEBRIS_USED) )
705 if ( n == MAX_DEBRIS_PIECES ) {
706 nprintf(("Warning","Frame %i: Could not create debris, no more slots left\n", Framecount));
712 // Create Debris piece n!
714 if (rand() < RAND_MAX/6) // Make some pieces blow up shortly after explosion.
715 db->lifeleft = 2.0f * ((float) myrand()/(float) RAND_MAX) + 0.5f;
717 db->lifeleft = -1.0f; // large hull pieces stay around forever
719 db->lifeleft = (i2fl(myrand())/i2fl(RAND_MAX))*2.0f+0.1f;
722 // increase lifetime for vaporized debris
724 db->lifeleft *= 3.0f;
726 db->flags |= DEBRIS_USED;
727 db->is_hull = hull_flag;
728 db->source_objnum = parent_objnum;
729 db->source_sig = source_obj->signature;
730 db->ship_info_index = shipp->ship_info_index;
731 db->team = shipp->team;
732 db->fire_timeout = 0; // if not changed, timestamp_elapsed() will return false
733 db->time_started = Missiontime;
734 db->species = Ship_info[shipp->ship_info_index].species;
735 db->next_distance_check = (myrand() % 2000) + 4*DEBRIS_DISTANCE_CHECK_TIME;
737 for (i=0; i<MAX_DEBRIS_ARCS; i++ ) {
738 db->arc_timestamp[i] = timestamp(-1);
739 // vector arc_pts[MAX_DEBRIS_ARCS][2]; // The endpoints of each arc
743 // Only make 1/2 of the pieces have arcs
744 if ( myrand() < RAND_MAX*2/3 ) {
745 db->arc_frequency = 1000;
747 db->arc_frequency = 0;
750 db->arc_frequency = 0;
753 if ( model_num < 0 ) {
755 db->model_num = Debris_vaporize_model;
757 db->model_num = Debris_model;
759 db->submodel_num = (myrand()>>4) % Debris_num_submodels;
761 db->model_num = model_num;
762 db->submodel_num = submodel_num;
764 float radius = submodel_get_radius( db->model_num, db->submodel_num );
766 db->next_fireball = timestamp_rand(500,2000); //start one 1/2 - 2 secs later
769 pos = &source_obj->pos;
771 uint flags = OF_RENDERS | OF_PHYSICS;
773 flags |= OF_COLLIDES;
774 objnum = obj_create( OBJ_DEBRIS, parent_objnum, n, &source_obj->orient, pos, radius, flags );
775 if ( objnum == -1 ) {
776 mprintf(("Couldn't create debris object -- out of object slots\n"));
782 obj = &Objects[objnum];
784 // assign the network signature. The signature will be 0 for non-hull pieces, but since that
785 // is our invalid signature, it should be okay.
786 obj->net_signature = 0;
787 if ( (Game_mode & GM_MULTIPLAYER) && hull_flag ) {
788 obj->net_signature = multi_get_next_network_signature( MULTI_SIG_DEBRIS );
791 // -- No long need shield: bset_shield_strength(obj, 100.0f); // Hey! Set to some meaningful value!
793 if (source_obj->type == OBJ_SHIP) {
794 obj->hull_strength = Ship_info[Ships[source_obj->instance].ship_info_index].initial_hull_strength/8.0f;
796 obj->hull_strength = 10.0f;
800 vector rotvel, radial_vel, to_center;
803 vm_vec_sub( &to_center,pos, exp_center );
805 vm_vec_zero(&to_center);
811 scale = exp_force * i2fl((myrand()%20) + 10); // for radial_vel away from location of blast center
812 db->sound_delay = timestamp(DEBRIS_SOUND_DELAY);
814 // set up physics mass and I_inv for hull debris pieces
815 pm = model_get(model_num);
817 min = &pm->submodel[submodel_num].min;
818 max = &pm->submodel[submodel_num].max;
819 calc_debris_physics_properties( &obj->phys_info, min, max );
821 // limit the amount of time that fireballs appear
822 // let fireball length be linked to radius of ship. Range is .33 radius => 3.33 radius seconds.
823 t = 1000*Objects[db->source_objnum].radius/3 + myrand()%(fl2i(1000*3*Objects[db->source_objnum].radius));
824 db->fire_timeout = timestamp(fl2i(t)); // fireballs last from 5 - 30 seconds
826 if ( Objects[db->source_objnum].radius < MIN_RADIUS_FOR_PERSISTANT_DEBRIS ) {
827 db->flags |= DEBRIS_EXPIRE; // debris can expire
829 list_append(&Hull_debris_list, db);
831 nprintf(("Alan","A forever chunk of debris was created from ship with radius %f\n",Objects[db->source_objnum].radius));
835 scale = exp_force * i2fl((myrand()%20) + 10); // for radial_vel away from blast center (non-hull)
838 if ( vm_vec_mag_squared( &to_center ) < 0.1f ) {
839 vm_vec_rand_vec_quick(&radial_vel);
840 vm_vec_scale(&radial_vel, scale );
843 vm_vec_normalize(&to_center);
844 vm_vec_copy_scale(&radial_vel, &to_center, scale );
847 // MK: This next line causes debris pieces to get between 50% and 100% of the parent ship's
848 // velocity. What would be very cool is if the rotational velocity of the parent would become
849 // translational velocity of the debris piece. This would be based on the location of the debris
850 // piece in the parent object.
852 // DA: here we need to vel_from_rot = w x to_center, where w is world is unrotated to world coords and offset is the
853 // displacement fromt the center of the parent object to the center of the debris piece
855 vector world_rotvel, vel_from_rotvel;
856 vm_vec_unrotate ( &world_rotvel, &source_obj->phys_info.rotvel, &source_obj->orient );
857 vm_vec_crossprod ( &vel_from_rotvel, &world_rotvel, &to_center );
858 vm_vec_scale ( &vel_from_rotvel, DEBRIS_ROTVEL_SCALE);
860 vm_vec_add (&obj->phys_info.vel, &radial_vel, &source_obj->phys_info.vel);
861 vm_vec_add2(&obj->phys_info.vel, &vel_from_rotvel);
863 #ifdef DEBRIS_SPEED_DEBUG
864 // check that debris is not created with too high a velocity
866 int ship_info_flag = Ship_info[Ships[source_obj->instance].ship_info_index].flags;
867 if (ship_info_flag & (SIF_SMALL_SHIP | SIF_NOT_FLYABLE | SIF_HARMLESS)) {
868 if (vm_vec_mag_squared(&obj->phys_info.vel) > MAX_SPEED_SMALL_DEBRIS*MAX_SPEED_SMALL_DEBRIS) {
869 float scale = MAX_SPEED_SMALL_DEBRIS / vm_vec_mag(&obj->phys_info.vel);
870 vm_vec_scale(&obj->phys_info.vel, scale);
872 } else if (ship_info_flag & SIF_BIG_SHIP) {
873 if (vm_vec_mag_squared(&obj->phys_info.vel) > MAX_SPEED_BIG_DEBRIS*MAX_SPEED_BIG_DEBRIS) {
874 float scale = MAX_SPEED_BIG_DEBRIS / vm_vec_mag(&obj->phys_info.vel);
875 vm_vec_scale(&obj->phys_info.vel, scale);
877 } else if (ship_info_flag & SIF_HUGE_SHIP) {
878 if (vm_vec_mag_squared(&obj->phys_info.vel) > MAX_SPEED_CAPITAL_DEBRIS*MAX_SPEED_CAPITAL_DEBRIS) {
879 float scale = MAX_SPEED_CAPITAL_DEBRIS / vm_vec_mag(&obj->phys_info.vel);
880 vm_vec_scale(&obj->phys_info.vel, scale);
883 Warning(LOCATION, "Ship has info flag that is not among the following: SMALL, NOT_FLYABLE, HARMLESS, BIG, CAPITAL, SUPERCAP");
888 // vm_vec_scale_add(&obj->phys_info.vel, &radial_vel, &source_obj->phys_info.vel, frand()/2.0f + 0.5f);
889 // nprintf(("Andsager","object vel from rotvel: %0.2f, %0.2f, %0.2f\n",vel_from_rotvel.x, vel_from_rotvel.y, vel_from_rotvel.z));
891 // make sure rotational velocity does not get too high
896 scale = ( 6.0f + i2fl(myrand()%4) ) / radius;
898 vm_vec_rand_vec_quick(&rotvel);
899 vm_vec_scale(&rotvel, scale);
901 obj->phys_info.flags |= PF_DEAD_DAMP;
902 obj->phys_info.rotvel = rotvel;
903 check_rotvel_limit( &obj->phys_info );
906 // blow out his reverse thrusters. Or drag, same thing.
907 obj->phys_info.rotdamp = 10000.0f;
908 obj->phys_info.side_slip_time_const = 10000.0f;
909 obj->phys_info.flags |= (PF_REDUCED_DAMP | PF_DEAD_DAMP); // set damping equal for all axis and not changable
911 vm_vec_zero(&obj->phys_info.max_vel); // make so he can't turn on his own VOLITION anymore.
912 vm_vec_zero(&obj->phys_info.max_rotvel); // make so he can't change speed on his own VOLITION anymore.
915 // ensure vel is valid
916 Assert( !vm_is_vec_nan(&obj->phys_info.vel) );
918 // if ( hull_flag ) {
919 // vm_vec_zero(&obj->phys_info.vel);
920 // vm_vec_zero(&obj->phys_info.rotvel);
926 // ---------------------------------------------------------------------------------------
929 // Alas, poor debris_obj got whacked. Fortunately, we know who did it, where and how hard, so we
930 // can do something about it.
932 void debris_hit(object *debris_obj, object *other_obj, vector *hitpos, float damage)
934 debris *debris_p = &Debris[debris_obj->instance];
937 // Do a little particle spark shower to show we hit
941 pe.pos = *hitpos; // Where the particles emit from
942 pe.vel = debris_obj->phys_info.vel; // Initial velocity of all the particles
945 vm_vec_sub( &tmp_norm, hitpos, &debris_obj->pos );
946 vm_vec_normalize_safe(&tmp_norm);
948 pe.normal = tmp_norm; // What normal the particle emit around
949 pe.normal_variance = 0.3f; // How close they stick to that normal 0=good, 1=360 degree
950 pe.min_rad = 0.20f; // Min radius
951 pe.max_rad = 0.40f; // Max radius
953 // Sparks for first time at this spot
954 pe.num_low = 10; // Lowest number of particles to create
955 pe.num_high = 10; // Highest number of particles to create
956 pe.normal_variance = 0.3f; // How close they stick to that normal 0=good, 1=360 degree
957 pe.min_vel = 0.0f; // How fast the slowest particle can move
958 pe.max_vel = 10.0f; // How fast the fastest particle can move
959 pe.min_life = 0.25f; // How long the particles live
960 pe.max_life = 0.75f; // How long the particles live
961 particle_emit( &pe, PARTICLE_FIRE, 0 );
964 // multiplayer clients bail here
965 if(MULTIPLAYER_CLIENT){
969 if ( damage < 0.0f ) {
973 debris_obj->hull_strength -= damage;
975 if (debris_obj->hull_strength < 0.0f) {
976 debris_start_death_roll(debris_obj, debris_p );
978 // otherwise, give all the other players an update on the debris
979 if(MULTIPLAYER_MASTER){
980 send_debris_update_packet(debris_obj,DEBRIS_UPDATE_UPDATE);
985 // ---------------------------------------------------------------------------------------
986 // debris_check_collision()
988 // See if poor debris object *obj got whacked by evil *other_obj at point *hitpos.
989 // NOTE: debris_hit_info pointer NULL for debris:weapon collision, otherwise debris:ship collision.
990 // Return true if hit, else return false.
993 #pragma warning ( push )
994 #pragma warning ( disable : 4701 )
996 int debris_check_collision(object *pdebris, object *other_obj, vector *hitpos, collision_info_struct *debris_hit_info)
1001 Assert( pdebris->type == OBJ_DEBRIS );
1003 num = pdebris->instance;
1006 Assert( Debris[num].objnum == OBJ_INDEX(pdebris));
1008 // debris_hit_info NULL - so debris-weapon collision
1009 if ( debris_hit_info == NULL ) {
1010 // debris weapon collision
1011 Assert( other_obj->type == OBJ_WEAPON );
1012 mc.model_num = Debris[num].model_num; // Fill in the model to check
1013 mc.submodel_num = Debris[num].submodel_num;
1014 model_clear_instance( mc.model_num );
1015 mc.orient = &pdebris->orient; // The object's orient
1016 mc.pos = &pdebris->pos; // The object's position
1017 mc.p0 = &other_obj->last_pos; // Point 1 of ray to check
1018 mc.p1 = &other_obj->pos; // Point 2 of ray to check
1019 mc.flags = (MC_CHECK_MODEL | MC_SUBMODEL);
1021 if (model_collide(&mc)) {
1022 *hitpos = mc.hit_point_world;
1028 // debris ship collision -- use debris_hit_info to calculate physics
1029 object *ship_obj = other_obj;
1030 Assert( ship_obj->type == OBJ_SHIP );
1032 object *heavy = debris_hit_info->heavy;
1033 object *light = debris_hit_info->light;
1034 object *heavy_obj = heavy;
1035 object *light_obj = light;
1037 vector zero, p0, p1;
1039 vm_vec_sub(&p0, &light->last_pos, &heavy->last_pos);
1040 vm_vec_sub(&p1, &light->pos, &heavy->pos);
1042 mc.pos = &zero; // The object's position
1043 mc.p0 = &p0; // Point 1 of ray to check
1044 mc.p1 = &p1; // Point 2 of ray to check
1046 // find the light object's position in the heavy object's reference frame at last frame and also in this frame.
1047 vector p0_temp, p0_rotated;
1049 // Collision detection from rotation enabled if at rotaion is less than 30 degree in frame
1050 // This should account for all ships
1051 if ( (vm_vec_mag_squared(&heavy->phys_info.rotvel) * flFrametime*flFrametime) < (PI*PI/36) ) {
1052 // collide_rotate calculate (1) start position and (2) relative velocity
1053 debris_hit_info->collide_rotate = 1;
1054 vm_vec_rotate(&p0_temp, &p0, &heavy->last_orient);
1055 vm_vec_unrotate(&p0_rotated, &p0_temp, &heavy->orient);
1056 mc.p0 = &p0_rotated; // Point 1 of ray to check
1057 vm_vec_sub(&debris_hit_info->light_rel_vel, &p1, &p0_rotated);
1058 vm_vec_scale(&debris_hit_info->light_rel_vel, 1/flFrametime);
1060 debris_hit_info->collide_rotate = 0;
1061 vm_vec_sub(&debris_hit_info->light_rel_vel, &light->phys_info.vel, &heavy->phys_info.vel);
1066 if ( debris_hit_info->heavy == ship_obj ) { // ship is heavier, so debris is sphere. Check sphere collision against ship poly model
1067 mc.model_num = Ships[ship_obj->instance].modelnum; // Fill in the model to check
1068 mc.orient = &ship_obj->orient; // The object's orient
1069 mc.radius = pdebris->radius;
1070 mc.flags = (MC_CHECK_MODEL | MC_CHECK_SPHERELINE);
1072 // copy important data
1073 int copy_flags = mc.flags; // make a copy of start end positions of sphere in big ship RF
1074 vector copy_p0, copy_p1;
1078 // first test against the sphere - if this fails then don't do any submodel tests
1079 mc.flags = MC_ONLY_SPHERE | MC_CHECK_SPHERELINE;
1081 int submodel_list[MAX_ROTATING_SUBMODELS];
1082 int num_rotating_submodels = 0;
1085 ship_model_start(ship_obj);
1087 if (model_collide(&mc)) {
1089 // Set earliest hit time
1090 debris_hit_info->hit_time = FLT_MAX;
1092 // Do collision the cool new way
1093 if ( debris_hit_info->collide_rotate ) {
1094 // We collide with the sphere, find the list of rotating submodels and test one at a time
1095 model_get_rotating_submodel_list(submodel_list, &num_rotating_submodels, heavy_obj);
1097 // Get polymodel and turn off all rotating submodels, collide against only 1 at a time.
1098 pm = model_get(Ships[heavy_obj->instance].modelnum);
1100 // turn off all rotating submodels and test for collision
1101 for (int i=0; i<num_rotating_submodels; i++) {
1102 pm->submodel[submodel_list[i]].blown_off = 1;
1105 // reset flags to check MC_CHECK_MODEL | MC_CHECK_SPHERELINE and maybe MC_CHECK_INVISIBLE_FACES and MC_SUBMODEL_INSTANCE
1106 mc.flags = copy_flags | MC_SUBMODEL_INSTANCE;
1108 // check each submodel in turn
1109 for (int i=0; i<num_rotating_submodels; i++) {
1110 // turn on submodel for collision test
1111 pm->submodel[submodel_list[i]].blown_off = 0;
1113 // set angles for last frame (need to set to prev to get p0)
1114 angles copy_angles = pm->submodel[submodel_list[i]].angs;
1116 // find the start and end positions of the sphere in submodel RF
1117 pm->submodel[submodel_list[i]].angs = pm->submodel[submodel_list[i]].sii->prev_angs;
1118 world_find_model_point(&p0, &light_obj->last_pos, pm, submodel_list[i], &heavy_obj->last_orient, &heavy_obj->last_pos);
1120 pm->submodel[submodel_list[i]].angs = copy_angles;
1121 world_find_model_point(&p1, &light_obj->pos, pm, submodel_list[i], &heavy_obj->orient, &heavy_obj->pos);
1125 // mc.pos = zero // in submodel RF
1127 mc.orient = &vmd_identity_matrix;
1128 mc.submodel_num = submodel_list[i];
1130 if ( model_collide(&mc) ) {
1131 if ( mc.hit_dist < debris_hit_info->hit_time ) {
1134 // set up debris_hit_info common
1135 set_hit_struct_info(debris_hit_info, &mc, SUBMODEL_ROT_HIT);
1136 model_find_world_point(&debris_hit_info->hit_pos, &mc.hit_point, mc.model_num, mc.hit_submodel, &heavy_obj->orient, &zero);
1138 // set up debris_hit_info for rotating submodel
1139 if (debris_hit_info->edge_hit == 0) {
1140 model_find_obj_dir(&debris_hit_info->collision_normal, &mc.hit_normal, heavy_obj, mc.hit_submodel);
1143 // find position in submodel RF of light object at collison
1144 vector int_light_pos, diff;
1145 vm_vec_sub(&diff, mc.p1, mc.p0);
1146 vm_vec_scale_add(&int_light_pos, mc.p0, &diff, mc.hit_dist);
1147 model_find_world_point(&debris_hit_info->light_collision_cm_pos, &int_light_pos, mc.model_num, mc.hit_submodel, &heavy_obj->orient, &zero);
1150 // Don't look at this submodel again
1151 pm->submodel[submodel_list[i]].blown_off = 1;
1156 // Recover and do usual ship_ship collision, but without rotating submodels
1157 mc.flags = copy_flags;
1160 mc.orient = &heavy_obj->orient;
1162 // usual ship_ship collision test
1163 if ( model_collide(&mc) ) {
1164 // check if this is the earliest hit
1165 if (mc.hit_dist < debris_hit_info->hit_time) {
1168 set_hit_struct_info(debris_hit_info, &mc, SUBMODEL_NO_ROT_HIT);
1170 // get collision normal if not edge hit
1171 if (debris_hit_info->edge_hit == 0) {
1172 model_find_obj_dir(&debris_hit_info->collision_normal, &mc.hit_normal, heavy_obj, mc.hit_submodel);
1175 // find position in submodel RF of light object at collison
1177 vm_vec_sub(&diff, mc.p1, mc.p0);
1178 vm_vec_scale_add(&debris_hit_info->light_collision_cm_pos, mc.p0, &diff, mc.hit_dist);
1183 ship_model_stop( ship_obj );
1187 // Debris is heavier obj
1188 mc.model_num = Debris[num].model_num; // Fill in the model to check
1189 mc.submodel_num = Debris[num].submodel_num;
1190 model_clear_instance( mc.model_num );
1191 mc.orient = &pdebris->orient; // The object's orient
1192 mc.radius = model_get_core_radius( Ships[ship_obj->instance].modelnum );
1194 // check for collision between debris model and ship sphere
1195 mc.flags = (MC_CHECK_MODEL | MC_SUBMODEL | MC_CHECK_SPHERELINE);
1197 mc_ret_val = model_collide(&mc);
1200 set_hit_struct_info(debris_hit_info, &mc, SUBMODEL_NO_ROT_HIT);
1202 // set normal if not edge hit
1203 if ( !debris_hit_info->edge_hit ) {
1204 vm_vec_unrotate(&debris_hit_info->collision_normal, &mc.hit_normal, &heavy->orient);
1207 // find position in submodel RF of light object at collison
1209 vm_vec_sub(&diff, mc.p1, mc.p0);
1210 vm_vec_scale_add(&debris_hit_info->light_collision_cm_pos, mc.p0, &diff, mc.hit_dist);
1218 // SET PHYSICS PARAMETERS
1219 // already have (hitpos - heavy) and light_cm_pos
1220 // get heavy cm pos - already have light_cm_pos
1221 debris_hit_info->heavy_collision_cm_pos = zero;
1223 // get r_heavy and r_light
1224 debris_hit_info->r_heavy = debris_hit_info->hit_pos;
1225 vm_vec_sub(&debris_hit_info->r_light, &debris_hit_info->hit_pos, &debris_hit_info->light_collision_cm_pos);
1227 // set normal for edge hit
1228 if ( debris_hit_info->edge_hit ) {
1229 vm_vec_copy_normalize(&debris_hit_info->collision_normal, &debris_hit_info->r_light);
1230 vm_vec_negate(&debris_hit_info->collision_normal);
1234 vm_vec_add(hitpos, &debris_hit_info->heavy->pos, &debris_hit_info->r_heavy);
1243 #pragma warning ( pop )
1246 // ---------------------------------------------------------------------------------------
1247 // debris_get_team()
1249 // Return the team field for a debris object
1251 int debris_get_team(object *objp)
1253 Assert( objp->type == OBJ_DEBRIS );
1254 Assert( objp->instance >= 0 && objp->instance < MAX_DEBRIS_PIECES );
1255 return Debris[objp->instance].team;
1258 // fills in debris physics properties when created, specifically mass and moment of inertia
1259 void calc_debris_physics_properties( physics_info *pi, vector *mins, vector *maxs )
1261 float dx, dy, dz, mass;
1262 dx = maxs->x - mins->x;
1263 dy = maxs->y - mins->y;
1264 dz = maxs->z - mins->z;
1266 // John, with new bspgen, just set pi->mass = mass
1267 mass = 0.12f * dx * dy * dz;
1268 pi->mass = (float) pow(mass, 0.6666667f) * 4.65f;
1270 pi->I_body_inv.rvec.x = 12.0f / (pi->mass * (dy*dy + dz*dz));
1271 pi->I_body_inv.rvec.y = 0.0f;
1272 pi->I_body_inv.rvec.z = 0.0f;
1274 pi->I_body_inv.uvec.x = 0.0f;
1275 pi->I_body_inv.uvec.y = 12.0f / (pi->mass * (dx*dx + dz*dz));
1276 pi->I_body_inv.uvec.z = 0.0f;
1278 pi->I_body_inv.fvec.x = 0.0f;
1279 pi->I_body_inv.fvec.y = 0.0f;
1280 pi->I_body_inv.fvec.z = 12.0f / (pi->mass * (dx*dx + dy*dy));