forked from scp-fs2open/fs2open.github.com
-
Notifications
You must be signed in to change notification settings - Fork 1
Expand file tree
/
Copy pathlab_manager.cpp
More file actions
716 lines (574 loc) · 20.9 KB
/
Copy pathlab_manager.cpp
File metadata and controls
716 lines (574 loc) · 20.9 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
#include "lab/labv2_internal.h"
#include "lab/manager/lab_manager.h"
#include "lab/renderer/lab_renderer.h"
#include "io/key.h"
#include "math/staticrand.h"
#include "missionui/missionscreencommon.h"
#include "object/object.h"
#include "object/objectdock.h"
#include "debris/debris.h"
#include "ship/ship.h"
#include "ship/shipfx.h"
#include "particle/particle.h"
#include "weapon/muzzleflash.h"
#include "weapon/beam.h"
#include "ai/aigoals.h"
#include "freespace.h"
#include "extensions/ImGuizmo.h"
#include "io/mouse.h"
//Turret firing forward declarations
void ai_turret_execute_behavior(const ship* shipp, ship_subsys* ss);
extern void beam_delete(beam* b);
void lab_exit() {
getLabManager()->notify_close();
}
namespace ltp = lighting_profiles;
LabManager::LabManager() {
The_mission.Reset();
if (The_mission.ai_profile == nullptr)
The_mission.ai_profile = &Ai_profiles[Default_ai_profile];
Renderer.reset(new LabRenderer());
labUi = LabUi();
obj_init();
fireball_init();
debris_init();
extern void debris_page_in();
debris_page_in();
asteroid_level_init();
shockwave_level_init();
ship_level_init();
shipfx_flash_init();
weapon_level_init();
beam_level_init();
particle::init();
init_ai_system();
ai_paused = 1;
// No collisions because the Lab is a lie and collisions will be bad
Saved_cmdline_collisions_value = Cmdline_dis_collisions;
Cmdline_dis_collisions = 1;
// do some other setup
// External weapon displays require a call to weapons_page_in, which in turn requires team data to be set
Num_teams = 1;
team_data* teamp = &Team_data[0];
// In the lab, all ships are valid
for (size_t i = 0; i < Ship_info.size(); ++i) {
teamp->ship_list[i] = static_cast<int>(i);
strcpy_s(teamp->ship_list_variables[i], "");
teamp->ship_count[i] = 1;
teamp->loadout_total += 1;
strcpy_s(teamp->ship_count_variables[i], "");
}
teamp->default_ship = 0;
teamp->num_ship_choices = static_cast<int>(Ship_info.size());
// you want guns? you get guns.
for (size_t i = 0; i < Weapon_info.size(); ++i) {
teamp->weaponry_pool[i] = static_cast<int>(i);
teamp->weaponry_count[i] = 640; // should be enough for everyone
strcpy_s(teamp->weaponry_amount_variable[i], "");
strcpy_s(teamp->weaponry_pool_variable[i], "");
}
teamp->num_weapon_choices = static_cast<int>(Weapon_info.size());
Game_mode |= GM_LAB;
using namespace ltp;
graphicsSettings = gfx_options();
graphicsSettings.ppcv = ltp::lab_get_ppc();
graphicsSettings.ambient_factor = ltp::lab_get_ambient();
graphicsSettings.light_factor = ltp::lab_get_light();
graphicsSettings.emissive_factor = ltp::lab_get_emissive();
graphicsSettings.exposure_level = ltp::current_exposure();
graphicsSettings.tonemapper = ltp::current_tonemapper();
graphicsSettings.bloom_level = gr_bloom_intensity();
graphicsSettings.aa_mode = Gr_aa_mode;
}
LabManager::~LabManager()
{
obj_delete_all();
}
void LabManager::resetGraphicsSettings() {
Renderer->resetGraphicsSettings(graphicsSettings);
}
void LabManager::onFrame(float frametime) {
if (gr_screen.mode == GR_OPENGL)
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplSDL2_NewFrame(gr_screen.max_w, gr_screen.max_h);
ImGui::NewFrame();
Renderer->onFrame(frametime);
labUi.create_ui();
int key = game_check_key();
int dx, dy;
mouse_get_delta(&dx, &dy);
Renderer->getCurrentCamera()->handleInput(dx, dy, mouse_down(MOUSE_LEFT_BUTTON) != 0, mouse_down(MOUSE_RIGHT_BUTTON) != 0, key_get_shift_status());
if (!Renderer->getCurrentCamera()->handlesObjectPlacement()) {
if (mouse_down(MOUSE_LEFT_BUTTON)) {
angles rot_angle;
vm_extract_angles_matrix_alternate(&rot_angle, &CurrentOrientation);
if (RotationMode == LabRotationMode::Yaw) {
rot_angle.h += dx / RotationSpeedDivisor;
}
if (RotationMode == LabRotationMode::Pitch) {
rot_angle.p += dy / RotationSpeedDivisor;
}
if (RotationMode == LabRotationMode::Both) {
rot_angle.h += dx / RotationSpeedDivisor;
rot_angle.p += dy / RotationSpeedDivisor;
}
if (RotationMode == LabRotationMode::Roll) {
rot_angle.b += dx / RotationSpeedDivisor;
}
if (rot_angle.h < -PI)
rot_angle.h = PI - 0.001f;
if (rot_angle.h > PI)
rot_angle.h = -PI + 0.001f;
CLAMP(rot_angle.p, -PI_2, PI_2);
if (rot_angle.b < -PI)
rot_angle.b = PI - 0.001f;
if (rot_angle.b > PI)
rot_angle.b = -PI + 0.001f;
vm_angles_2_matrix(&CurrentOrientation, &rot_angle);
}
}
if (key != 0) {
// handle any key presses
switch (key) {
// Adjust AA presets
case KEY_T:
Renderer->useNextTeamColorPreset();
break;
case KEY_Y:
Renderer->usePreviousTeamColorPreset();
break;
case KEY_V:
Renderer->resetView();
break;
case KEY_UP:
break;
case KEY_DOWN:
break;
case KEY_R:
switch (RotationMode) {
case LabRotationMode::Both:
RotationMode = LabRotationMode::Yaw;
break;
case LabRotationMode::Yaw:
RotationMode = LabRotationMode::Pitch;
break;
case LabRotationMode::Pitch:
RotationMode = LabRotationMode::Roll;
break;
case LabRotationMode::Roll:
RotationMode = LabRotationMode::Both;
break;
}
break;
case KEY_S:
RotationSpeedDivisor *= 10.f;
if (RotationSpeedDivisor > 10000.f)
RotationSpeedDivisor = 100.f;
break;
case KEY_M:
gr_dump_envmap(Renderer->currentMissionBackground.c_str());
break;
case KEY_ESC:
notify_close();
break;
default:
// check for game-specific controls
if (CurrentMode == LabMode::Ship) {
if (check_control(PLUS_5_PERCENT_THROTTLE, key))
Lab_thrust_len += 0.05f;
else if (check_control(MINUS_5_PERCENT_THROTTLE, key))
Lab_thrust_len -= 0.05f;
CLAMP(Lab_thrust_len, 0.0f, 1.0f);
if (check_control(AFTERBURNER, key))
Lab_thrust_afterburn = !Lab_thrust_afterburn;
}
break;
}
}
float rev_rate;
ship_info* sip = nullptr;
if (CurrentObject != -1 && (Objects[CurrentObject].type == OBJ_SHIP)) {
sip = &Ship_info[Ships[Objects[CurrentObject].instance].ship_info_index];
auto obj = &Objects[CurrentObject];
bool weapons_firing = false;
for (auto i = 0; i < Ships[obj->instance].weapons.num_primary_banks; ++i) {
if (FirePrimaries[i]) {
weapons_firing = true;
Ships[obj->instance].weapons.current_primary_bank = i;
ship_fire_primary(obj);
Ships[obj->instance].weapon_energy = sip->max_weapon_reserve;
}
}
Ships[obj->instance].flags.set(Ship::Ship_Flags::Trigger_down, weapons_firing);
for (auto i = 0; i < Ships[obj->instance].weapons.num_secondary_banks; ++i) {
if (FireSecondaries[i]) {
Ships[obj->instance].weapons.current_secondary_bank = i;
ship_fire_secondary(obj);
}
}
ship_process_post(obj, frametime);
ai_process_subobjects(CurrentObject); // So that animations get reset
if (!getLabManager()->FireTurrets.empty()) {
for (auto& [subsys, mode, fire] : getLabManager()->FireTurrets) {
if (!fire || subsys == nullptr)
continue;
vec3d new_pos, new_vec;
ship_get_global_turret_info(&Objects[subsys->parent_objnum], subsys->system_info, &new_pos, &new_vec);
bool multipart = false;
// Turret is multipart
if (subsys->system_info->turret_gun_sobj >= 0 && subsys->system_info->subobj_num != subsys->system_info->turret_gun_sobj) {
multipart = true;
}
switch (mode) {
case LabTurretAimType::UVEC: {
subsys->last_aim_enemy_pos = new_pos + new_vec * 500.0f;
break;
}
case LabTurretAimType::INITIAL: {
subsys->last_aim_enemy_pos = vmd_zero_vector;
break;
}
case LabTurretAimType::RANDOM: {
bool gen_new_vec = !multipart || subsys->points_to_target <= 0.010f;
if (gen_new_vec && timestamp_elapsed(subsys->turret_next_fire_stamp)) {
vec3d rand_vec;
const int MAX_ATTEMPTS = 100;
bool valid_vec_found = false;
// You get 100 tries to find a set of random coords to fire at
for (int attempt = 0; attempt < MAX_ATTEMPTS; ++attempt) {
float full_fov_degrees = 2.0f * acosf(subsys->system_info->turret_fov) * (180.0f / PI);
vm_vec_random_cone(&rand_vec, &new_vec, full_fov_degrees);
vec3d target_point;
vm_vec_scale_add(&target_point, &new_pos, &rand_vec, 1000.0f);
// Create a vector from the turret to the random point.
vec3d turret_to_target;
vm_vec_sub(&turret_to_target, &target_point, &new_pos);
vm_vec_normalize(&turret_to_target);
// Test if the generated vector is within the FOV
if (turret_fov_test(subsys, &new_vec, &turret_to_target, 0.0f)) {
valid_vec_found = true;
rand_vec = target_point;
break;
}
}
if (valid_vec_found) {
subsys->last_aim_enemy_pos = rand_vec;
} else {
subsys->last_aim_enemy_pos = new_pos + new_vec * 500.0f;
}
}
break;
}
default:
Assertion(false, "Invalid Lab Turret Aim Type!");
break;
}
ai_turret_execute_behavior(&Ships[obj->instance], subsys);
}
}
// Check if we have finished an undock test. If so, delete the docker ship
if (DockerObject >= 0) {
object* docker_objp = &Objects[DockerObject];
ship* shipp = &Ships[docker_objp->instance];
ai_info* aip = &Ai_info[shipp->ai_index];
bool hasDockGoal = false;
for (const auto& goal : aip->goals) {
if (goal.ai_mode == AI_GOAL_DOCK || goal.ai_mode == AI_GOAL_UNDOCK) {
hasDockGoal = true;
break;
}
}
if (!hasDockGoal && !object_is_docked(docker_objp)) {
deleteDockerObject();
}
}
}
// get correct revolution rate
rev_rate = REVOLUTION_RATE;
if (sip != nullptr) {
if (sip->is_big_ship()) {
rev_rate *= 1.7f;
}
else if (sip->is_huge_ship()) {
rev_rate *= 3.0f;
}
}
if (Flags[ManagerFlags::ModelRotationEnabled]) {
angles rot_angles;
rot_angles.p = 0.0f;
rot_angles.b = 0.0f;
rot_angles.h = PI2 * frametime / rev_rate;
vm_rotate_matrix_by_angles(&CurrentOrientation, &rot_angles);
}
if (Cmdline_show_imgui_debug)
ImGui::ShowDemoWindow();
ImGui::Render();
if (gr_screen.mode == GR_OPENGL)
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
if (CloseThis)
close();
gr_flip();
}
//Cleans the scene and resets object actions. Stops any firing weapons.
void LabManager::cleanup() {
if (CurrentObject != -1) {
// Stop any firing weapons
FireTurrets.clear();
FirePrimaries.fill(false);
FireSecondaries.fill(false);
// Remove all beams
beam_delete_all();
// Properly clean up the docker object
deleteDockerObject();
// Remove all objects
obj_delete_all();
// Clean up the particles
particle::kill_all();
// Clean up our path mess
reset_ai_path_points();
// Reset lab variables
CurrentMode = LabMode::None;
CurrentObject = -1;
CurrentSubtype = -1;
CurrentClass = -1;
DockerDockPoint.clear();
DockeeDockPoint.clear();
CurrentPosition = vmd_zero_vector;
CurrentOrientation = vmd_identity_matrix;
ModelFilename = "";
Player_ship = nullptr;
}
Cmdline_dis_collisions = Saved_cmdline_collisions_value;
}
void LabManager::deleteDockerObject() {
if (DockerObject >= 0) {
object* obj = &Objects[CurrentObject];
while (object_is_docked(obj)) {
object_jettison_cargo(obj, dock_get_first_docked_object(obj), 50, true);
}
obj_delete(DockerObject);
DockerObject = -1;
reset_ai_path_points();
}
}
void LabManager::spawnDockerObject() {
deleteDockerObject();
if (DockerDockPoint.empty() || DockeeDockPoint.empty()) {
return;
}
// Check ship class index
if (DockerClass < 0 || DockerClass >= static_cast<int>(Ship_info.size())) {
mprintf(("Invalid ship class index %d\n", DockerClass));
return;
}
object* obj = &Objects[CurrentObject];
// Spawn near the target
vec3d spawn_pos = obj->pos;
vec3d offset = {{{0.0f, -50000.0f, -50000.0f}}}; // Spawn it far away then we can move it based on its radius
vec3d final_pos;
vm_vec_add(&final_pos, &spawn_pos, &offset);
matrix spawn_orient = vmd_identity_matrix;
DockerObject = ship_create(&spawn_orient, &final_pos, DockerClass, nullptr, true);
if (DockerObject < 0) {
mprintf(("Failed to create docker object with ship class index %d!\n", DockerClass));
return;
}
object* new_objp = &Objects[DockerObject];
// Set a more reasonable starting position
float offset_radius = obj->radius + new_objp->radius;
offset = {{{0.0f, obj->pos.xyz.y + offset_radius, obj->pos.xyz.z - offset_radius}}}; // Make this selectable or random?
vm_vec_add(&final_pos, &spawn_pos, &offset);
new_objp->pos = final_pos;
}
void LabManager::beginDockingTest() {
// Spawn a docker object
spawnDockerObject();
if (DockerObject >= 0) {
object* new_objp = &Objects[DockerObject];
ship* new_shipp = &Ships[new_objp->instance];
ai_info* aip = &Ai_info[new_shipp->ai_index];
// Ensure AI is ready
ai_clear_ship_goals(aip);
// Create the dock order
ai_goal_type type = ai_goal_type::EVENT_SHIP;
ai_goal* aigp = &aip->goals[0];
ai_goal_reset(aigp, true);
aigp->type = type;
aigp->target_name = ai_get_goal_target_name(Ships[Objects[CurrentObject].instance].ship_name, &aigp->target_name_index);
aigp->docker.name = ai_add_dock_name(DockerDockPoint.c_str());
aigp->dockee.name = ai_add_dock_name(DockeeDockPoint.c_str());
aigp->priority = 200;
aigp->ai_mode = AI_GOAL_DOCK;
aigp->ai_submode = AIS_DOCK_0;
aigp->flags.set(AI::Goal_Flags::Afterburn_hard);
}
}
void LabManager::beginUndockingTest() {
// Spawn a docker object if necessary
if (DockerObject < 0 || !object_is_docked(&Objects[DockerObject])) {
spawnDockerObject();
// Once spawned we need to instantly set it to docked
if (DockerObject >= 0) {
object* dockee_objp = &Objects[CurrentObject];
object* docker_objp = &Objects[DockerObject];
int docker_point_index = model_find_dock_name_index(Ship_info[Ships[docker_objp->instance].ship_info_index].model_num, DockerDockPoint.c_str());
int dockee_point_index = model_find_dock_name_index(Ship_info[Ships[dockee_objp->instance].ship_info_index].model_num, DockeeDockPoint.c_str());
// set model animations correctly
// (fortunately, this function is called AFTER model_anim_set_initial_states in the sea of ship creation
// functions, which is necessary for model animations to start from t=0 at the correct positions)
ship *shipp = &Ships[docker_objp->instance];
ship *goal_shipp = &Ships[dockee_objp->instance];
ship_info* sip = &Ship_info[shipp->ship_info_index];
ship_info* goal_sip = &Ship_info[goal_shipp->ship_info_index];
polymodel_instance* shipp_pmi = model_get_instance(shipp->model_instance_num);
polymodel_instance* goal_shipp_pmi = model_get_instance(goal_shipp->model_instance_num);
(sip->animations.getAll(shipp_pmi, animation::ModelAnimationTriggerType::Docking_Stage1, docker_point_index)
+ sip->animations.getAll(shipp_pmi, animation::ModelAnimationTriggerType::Docking_Stage2, docker_point_index)
+ sip->animations.getAll(shipp_pmi, animation::ModelAnimationTriggerType::Docking_Stage3, docker_point_index)
+ sip->animations.getAll(shipp_pmi, animation::ModelAnimationTriggerType::Docked, docker_point_index)).start(animation::ModelAnimationDirection::FWD, true, true);
(goal_sip->animations.getAll(goal_shipp_pmi, animation::ModelAnimationTriggerType::Docking_Stage1, dockee_point_index)
+ goal_sip->animations.getAll(goal_shipp_pmi, animation::ModelAnimationTriggerType::Docking_Stage2, dockee_point_index)
+ goal_sip->animations.getAll(goal_shipp_pmi, animation::ModelAnimationTriggerType::Docking_Stage3, dockee_point_index)
+ goal_sip->animations.getAll(goal_shipp_pmi, animation::ModelAnimationTriggerType::Docked, dockee_point_index)).start(animation::ModelAnimationDirection::FWD, true, true);
// Set docker as instantly docked
dock_orient_and_approach(docker_objp, docker_point_index, dockee_objp, dockee_point_index, DOA_DOCK_STAY);
ai_do_objects_docked_stuff(docker_objp, docker_point_index, dockee_objp, dockee_point_index, true);
}
}
if (DockerObject >= 0) {
ai_info* aip = &Ai_info[Ships[Objects[DockerObject].instance].ai_index];
// Ensure AI is ready
ai_clear_ship_goals(aip);
// Create the undock order
int gindex = 0;
ai_goal_type type = ai_goal_type::EVENT_SHIP;
ai_goal* aigp = &aip->goals[gindex];
ai_goal_reset(aigp, true);
aigp->type = type;
aigp->target_name = ai_get_goal_target_name(Ships[Objects[CurrentObject].instance].ship_name, &aigp->target_name_index);
aigp->priority = 200;
aigp->ai_mode = AI_GOAL_UNDOCK;
aigp->ai_submode = AIS_UNDOCK_0;
}
}
void LabManager::changeDisplayedObject(LabMode mode, int info_index, int subtype) {
// Removing this allows reseting by clicking on the object again,
// making it easier to respawn destroyed objects
// If this is re-enabled then it will need to be modified so that
// ShowingTechModel bool toggles are also accounted for
//if (mode == CurrentMode && info_index == CurrentClass)
//return;
// Toggle the show thrusters default when we change modes
if (mode != CurrentMode) {
if (mode == LabMode::Ship) {
labUi.show_thrusters = false;
}
if (mode == LabMode::Weapon) {
labUi.show_thrusters = true;
}
// Set the render flag now
Renderer->setRenderFlag(LabRenderFlag::ShowThrusters, labUi.show_thrusters);
}
cleanup();
CurrentMode = mode;
CurrentClass = info_index;
if (CurrentMode == LabMode::Asteroid)
CurrentSubtype = subtype;
ai_paused = 1;
Player_ship = nullptr;
DockeeDockPoint.clear();
DockerDockPoint.clear();
switch (CurrentMode) {
case LabMode::Ship:
CurrentObject = ship_create(&CurrentOrientation, &CurrentPosition, CurrentClass);
changeShipInternal();
if (isSafeForShips()) {
Player_ship = &Ships[Objects[CurrentObject].instance];
ai_paused = 0;
// Set the ship to play dead so it doesn't move. There is a special carveout to still allow subsystem rotations/translations in the lab, though
ai_add_ship_goal_scripting(AI_GOAL_PLAY_DEAD_PERSISTENT, -1, 100, nullptr, &Ai_info[Player_ship->ai_index], 0, 0);
}
break;
case LabMode::Weapon:
if (ShowingTechModel && VALID_FNAME(Weapon_info[CurrentClass].tech_model)) {
ModelFilename = Weapon_info[CurrentClass].tech_model;
CurrentObject = obj_raw_pof_create(ModelFilename.c_str(), &CurrentOrientation, &CurrentPosition);
}else if (Weapon_info[CurrentClass].wi_flags[Weapon::Info_Flags::Beam]) {
beam_fire_info fire_info;
memset(&fire_info, 0, sizeof(beam_fire_info));
fire_info.accuracy = 0.000001f; // this will guarantee a hit
fire_info.bfi_flags |= BFIF_FLOATING_BEAM;
fire_info.turret = nullptr; // A free-floating beam isn't fired from a subsystem.
fire_info.burst_index = 0;
fire_info.beam_info_index = CurrentClass;
fire_info.shooter = nullptr;
fire_info.team = 0;
fire_info.starting_pos = CurrentPosition;
fire_info.target = nullptr;
fire_info.target_subsys = nullptr;
fire_info.bfi_flags |= BFIF_TARGETING_COORDS;
fire_info.fire_method = BFM_SEXP_FLOATING_FIRED;
// Fire beam straight ahead from spawn origin
vec3d origin = CurrentPosition;
vec3d endpoint;
vm_vec_scale_add(&endpoint, &origin, &vmd_z_vector, 1500.0f); // Fire forward along +Z
fire_info.target_pos1 = endpoint;
fire_info.target_pos2 = endpoint;
CurrentObject = beam_fire(&fire_info);
} else {
CurrentObject = weapon_create(&CurrentPosition, &CurrentOrientation, CurrentClass, -1);
if (Weapon_info[CurrentClass].model_num != -1) {
ModelFilename = model_get(Weapon_info[CurrentClass].model_num)->filename;
}
}
break;
case LabMode::Asteroid: {
// Ensure model is loaded before creating asteroid
asteroid_load(CurrentClass, CurrentSubtype);
object* objp = asteroid_create(&Asteroid_field, CurrentClass, CurrentSubtype, false);
if (objp != nullptr) {
CurrentObject = OBJ_INDEX(objp);
// Zero out asteroid velocity
vm_vec_zero(&objp->phys_info.rotvel);
vm_vec_zero(&objp->phys_info.desired_rotvel);
objp->flags.remove(Object::Object_Flags::Physics);
} else {
CurrentObject = -1;
mprintf(("LabManager: Failed to create asteroid for index %d, subtype %d\n", CurrentClass, CurrentSubtype));
}
break;
}
default:
UNREACHABLE("Unhandled lab mode %d", (int)mode);
ModelFilename = "";
break;
}
Assert(CurrentObject != -1);
Renderer->getCurrentCamera()->displayedObjectChanged();
}
void LabManager::changeShipInternal() {
auto ship_objp = &Ships[Objects[CurrentObject].instance];
auto ship_infop = &Ship_info[ship_objp->ship_info_index];
// This is normally set during mission parse
ship_objp->special_exp_damage = -1;
// If the ship class defines replacement textures, load them and apply them to the ship
// load the texture
auto replacements = ship_infop->replacement_textures;
for (auto& tr : replacements) {
if (!stricmp(tr.new_texture, "invisible"))
{
// invisible is a special case
tr.new_texture_id = REPLACE_WITH_INVISIBLE;
}
else
{
// try to load texture or anim as normal
tr.new_texture_id = bm_load_either(tr.new_texture);
}
}
ship_objp->apply_replacement_textures(replacements);
ship_page_in_textures(ship_objp->ship_info_index);
if (!ship_infop->default_team_name.empty())
Renderer->setTeamColor(ship_infop->default_team_name);
ModelFilename = model_get(ship_infop->model_num)->filename;
}