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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050
|
/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include "fireball/fireballs.h"
#include "graphics/tmapper.h"
#include "render/3d.h"
#include "model/model.h"
#include "object/object.h"
#include "ship/ship.h"
#include "gamesnd/gamesnd.h"
#include "localization/localize.h"
#include "cmdline/cmdline.h"
#include "parse/parselo.h"
#include "globalincs/pstypes.h"
#include "asteroid/asteroid.h"
#include <stdlib.h>
// make use of the LOD checker for tbl/tbm parsing (from weapons.cpp)
extern SCP_vector<lod_checker> LOD_checker;
static SCP_vector<color> LOD_color;
int Warp_model;
int Knossos_warp_ani_used;
#define WARPHOLE_GROW_TIME (2.35f) // time for warphole to reach max size (also time to shrink to nothing once it begins to shrink)
#define MAX_FIREBALL_LOD 4
#define MAX_FIREBALLS 200
#define MAX_WARP_LOD 0
fireball Fireballs[MAX_FIREBALLS];
fireball_info Fireball_info[MAX_FIREBALL_TYPES];
int fireball_used[MAX_FIREBALL_TYPES];
int Num_fireballs = 0;
int Num_fireball_types = 0;
int fireballs_inited = 0;
int Warp_glow_bitmap = -1;
int Warp_ball_bitmap = -1;
#define FB_INDEX(fb) (fb-Fireballs)
/**
* Play warp in sound for warp effect
*/
void fireball_play_warphole_open_sound(int ship_class, fireball *fb)
{
int sound_index;
float range_multiplier = 1.0f;
object *fireball_objp;
Assert((fb != NULL) && (fb->objnum >= 0));
if((fb == NULL) || (fb->objnum < 0)){
return;
}
fireball_objp = &Objects[fb->objnum];
sound_index = SND_WARP_IN;
if(fb->warp_open_sound_index > -1) {
sound_index = fb->warp_open_sound_index;
} else if((ship_class >= 0) && (ship_class < Num_ship_classes)){
if ( Ship_info[ship_class].flags & SIF_HUGE_SHIP ) {
sound_index = SND_CAPITAL_WARP_IN;
fb->flags |= FBF_WARP_CAPITAL_SIZE;
} else if ( Ship_info[ship_class].flags & SIF_BIG_SHIP ) {
range_multiplier = 6.0f;
fb->flags |= FBF_WARP_CRUISER_SIZE;
}
}
snd_play_3d(&Snds[sound_index], &fireball_objp->pos, &Eye_position, fireball_objp->radius, NULL, 0, 1.0f, SND_PRIORITY_DOUBLE_INSTANCE, NULL, range_multiplier); // play warp sound effect
}
/**
* Play warp out sound for warp effect
*/
void fireball_play_warphole_close_sound(fireball *fb)
{
int sound_index;
object *fireball_objp;
fireball_objp = &Objects[fb->objnum];
sound_index = SND_WARP_OUT;
if ( fb->warp_close_sound_index > -1 ) {
sound_index = fb->warp_close_sound_index;
} else if ( fb->flags & FBF_WARP_CAPITAL_SIZE ) {
sound_index = SND_CAPITAL_WARP_OUT;
} else {
return;
}
snd_play_3d(&Snds[sound_index], &fireball_objp->pos, &Eye_position, fireball_objp->radius); // play warp sound effect
}
/**
* Set default colors for each explosion type (original values from object.cpp)
*/
static void fireball_set_default_color(int idx)
{
Assert( (idx >= 0) && (idx < MAX_FIREBALL_TYPES) );
switch (idx)
{
case FIREBALL_EXPLOSION_LARGE1:
case FIREBALL_EXPLOSION_LARGE2:
case FIREBALL_EXPLOSION_MEDIUM:
case FIREBALL_ASTEROID:
Fireball_info[idx].exp_color[0] = 1.0f;
Fireball_info[idx].exp_color[1] = 0.5f;
Fireball_info[idx].exp_color[2] = 0.125f;
break;
case FIREBALL_WARP:
Fireball_info[idx].exp_color[0] = 0.75f;
Fireball_info[idx].exp_color[1] = 0.75f;
Fireball_info[idx].exp_color[2] = 1.0f;
break;
case FIREBALL_KNOSSOS:
Fireball_info[idx].exp_color[0] = 0.75f;
Fireball_info[idx].exp_color[1] = 1.0f;
Fireball_info[idx].exp_color[2] = 0.75f;
break;
default:
Fireball_info[idx].exp_color[0] = 1.0f;
Fireball_info[idx].exp_color[1] = 1.0f;
Fireball_info[idx].exp_color[2] = 1.0f;
break;
}
}
/**
* Parse fireball tbl
*
* NOTE: we can't be too trusting here so a tbm will only modify the LOD count, not add an entry
*/
void parse_fireball_tbl(char *filename)
{
int rval;
lod_checker lod_check;
color fb_color;
// open localization
lcl_ext_open();
if ((rval = setjmp(parse_abort)) != 0) {
mprintf(("TABLES: Unable to parse '%s'! Error code = %i.\n", filename, rval));
lcl_ext_close();
return;
}
read_file_text(filename, CF_TYPE_TABLES);
reset_parse();
required_string("#Start");
while (required_string_either("#End", "$Name:")) {
memset( &lod_check, 0, sizeof(lod_checker) );
// base filename
required_string("$Name:");
stuff_string(lod_check.filename, F_NAME, MAX_FILENAME_LEN);
lod_check.override = -1;
// these entries should only be in TBMs, and it has to include at least one
if ( Parsing_modular_table ) {
if (optional_string("+Explosion_Medium")) {
lod_check.override = FIREBALL_EXPLOSION_MEDIUM;
} else if (optional_string("+Warp_Effect")) {
lod_check.override = FIREBALL_WARP;
} else if (optional_string("+Knossos_Effect")) {
lod_check.override = FIREBALL_KNOSSOS;
} else if (optional_string("+Asteroid")) {
lod_check.override = FIREBALL_ASTEROID;
} else if (optional_string("+Explosion_Large1")) {
lod_check.override = FIREBALL_EXPLOSION_LARGE1;
} else if (optional_string("+Explosion_Large2")){
lod_check.override = FIREBALL_EXPLOSION_LARGE2;
} else {
required_string("+Custom_Fireball");
stuff_int(&lod_check.override);
}
}
lod_check.num_lods = 1;
// Do we have an LOD num
if (optional_string("$LOD:")) {
stuff_int(&lod_check.num_lods);
}
if (lod_check.num_lods > MAX_FIREBALL_LOD) {
lod_check.num_lods = MAX_FIREBALL_LOD;
}
// check for particular lighting color
if ( optional_string("$Light color:") ) {
int r, g, b;
stuff_int(&r);
stuff_int(&g);
stuff_int(&b);
CLAMP(r, 0, 255);
CLAMP(g, 0, 255);
CLAMP(b, 0, 255);
gr_init_color(&fb_color, r, g, b);
} else {
// to keep things simple, we just use 0 alpha to indicate that a default value should be used
memset( &fb_color, 0, sizeof(color) );
}
// we may use one filename for multiple entries so we'll have to handle dupes post parse
LOD_checker.push_back(lod_check);
LOD_color.push_back(fb_color);
}
required_string("#End");
// close localization
lcl_ext_close();
}
void fireball_parse_tbl()
{
int i = 0, j;
SCP_vector<lod_checker>::iterator lod;
memset( &Fireball_info, 0, sizeof(fireball_info) * MAX_FIREBALL_TYPES );
parse_fireball_tbl("fireball.tbl");
// look for any modular tables
parse_modular_table(NOX("*-fbl.tbm"), parse_fireball_tbl);
// we've got our list so pass it off for final checking and loading.
// we assume that entries in fireball.tbl are in the correct order
for (lod = LOD_checker.begin(); lod != LOD_checker.end(); ++lod) {
if ( (i < MAX_FIREBALL_TYPES) && (lod->override < 0) ) {
strcpy_s( Fireball_info[i].lod[0].filename, lod->filename );
Fireball_info[i].lod_count = lod->num_lods;
Num_fireball_types++;
if (LOD_color[i].alpha == 255) {
Fireball_info[i].exp_color[0] = (LOD_color[i].red / 255.0f);
Fireball_info[i].exp_color[1] = (LOD_color[i].green / 255.0f);
Fireball_info[i].exp_color[2] = (LOD_color[i].blue / 255.0f);
} else {
fireball_set_default_color(i);
}
}
i++;
}
// having to do this twice is less than optimal, but less error prone too.
// this handles (and should only have to handle) TBM related entries
i = 0;
for (lod = LOD_checker.begin(); lod != LOD_checker.end(); ++lod) {
// try entry replacement
if ( (lod->override >= 0) && (lod->override < Num_fireball_types) ) {
strcpy_s( Fireball_info[lod->override].lod[0].filename, lod->filename );
Fireball_info[lod->override].lod_count = lod->num_lods;
if (LOD_color[i].alpha == 255) {
Fireball_info[lod->override].exp_color[0] = (LOD_color[i].red / 255.0f);
Fireball_info[lod->override].exp_color[1] = (LOD_color[i].green / 255.0f);
Fireball_info[lod->override].exp_color[2] = (LOD_color[i].blue / 255.0f);
} else {
fireball_set_default_color(lod->override);
}
}
}
// fill in extra LOD filenames
for (i = 0; i < Num_fireball_types; i++) {
for (j = 1; j < Fireball_info[i].lod_count; j++) {
sprintf( Fireball_info[i].lod[j].filename, "%s_%d", Fireball_info[i].lod[0].filename, j);
}
}
// done
LOD_checker.clear();
}
void fireball_load_data()
{
int i, idx;
fireball_info *fd;
for ( i = 0; i < Num_fireball_types; i++ ) {
fd = &Fireball_info[i];
for(idx=0; idx<fd->lod_count; idx++){
// we won't use a warp effect lod greater than MAX_WARP_LOD so don't load it either
if ( (i == FIREBALL_WARP) && (idx > MAX_WARP_LOD) )
continue;
fd->lod[idx].bitmap_id = bm_load_animation( fd->lod[idx].filename, &fd->lod[idx].num_frames, &fd->lod[idx].fps, NULL, 1 );
if ( fd->lod[idx].bitmap_id < 0 ) {
Error(LOCATION, "Could not load %s anim file\n", fd->lod[idx].filename);
}
}
}
if ( Warp_glow_bitmap == -1 ) {
Warp_glow_bitmap = bm_load( NOX("warpglow01") );
}
if ( Warp_ball_bitmap == -1 ) {
Warp_ball_bitmap = bm_load( NOX("warpball01") );
}
}
// This will get called at the start of each level.
void fireball_init()
{
int i;
if ( !fireballs_inited ) {
fireballs_inited = 1;
// Do all the processing that happens only once
fireball_parse_tbl();
fireball_load_data();
}
// Reset everything between levels
Num_fireballs = 0;
for (i=0; i<MAX_FIREBALLS; i++ ) {
Fireballs[i].objnum = -1;
}
// Goober5000 - reset Knossos warp flag
Knossos_warp_ani_used = 0;
mprintf(("Loading warp model\n"));
Warp_model = -1;
// Goober5000 - check for existence of file before trying to load it
if (cf_exists_full("warp.pof", CF_TYPE_MODELS))
{
Warp_model = model_load("warp.pof", 0, NULL, 0);
}
mprintf((" %d\n", Warp_model));
}
MONITOR( NumFireballsRend )
void fireball_render(object * obj)
{
int num;
vertex p;
fireball *fb;
MONITOR_INC( NumFireballsRend, 1 );
num = obj->instance;
fb = &Fireballs[num];
if ( Fireballs[num].current_bitmap < 0 )
return;
// turn off fogging
if(The_mission.flags & MISSION_FLAG_FULLNEB){
gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0);
}
if(Cmdline_nohtl) {
g3_rotate_vertex(&p, &obj->pos );
}else{
g3_transfer_vertex(&p, &obj->pos);
}
switch( fb->fireball_render_type ) {
case FIREBALL_MEDIUM_EXPLOSION:
batch_add_bitmap (
Fireballs[num].current_bitmap,
TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT | TMAP_FLAG_SOFT_QUAD,
&p,
fb->orient,
obj->radius
);
break;
case FIREBALL_LARGE_EXPLOSION:
// Make the big explosions rotate with the viewer.
batch_add_bitmap_rotated (
Fireballs[num].current_bitmap,
TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT | TMAP_FLAG_SOFT_QUAD,
&p,
(i2fl(fb->orient)*PI)/180.0f,
obj->radius
);
break;
case FIREBALL_WARP_EFFECT: {
float percent_life = fb->time_elapsed / fb->total_time;
float rad;
// Code to make effect grow/shrink.
float t = fb->time_elapsed;
if ( t < WARPHOLE_GROW_TIME ) {
rad = (float)pow(t/WARPHOLE_GROW_TIME,0.4f)*obj->radius;
} else if ( t < fb->total_time - WARPHOLE_GROW_TIME ) {
rad = obj->radius;
} else {
rad = (float)pow((fb->total_time - t)/WARPHOLE_GROW_TIME,0.4f)*obj->radius;
}
warpin_render(obj, &obj->orient, &obj->pos, Fireballs[num].current_bitmap, rad, percent_life, obj->radius, (Fireballs[num].flags & FBF_WARP_3D) );
}
break;
default:
Int3();
}
}
/**
* Delete a fireball.
* Called by object_delete() code... do not call directly.
*/
void fireball_delete( object * obj )
{
int num;
fireball *fb;
num = obj->instance;
fb = &Fireballs[num];
Assert( fb->objnum == OBJ_INDEX(obj));
Fireballs[num].objnum = -1;
Num_fireballs--;
Assert( Num_fireballs >= 0 );
}
/**
* Delete all active fireballs, by calling obj_delete directly.
*/
void fireball_delete_all()
{
fireball *fb;
int i;
for ( i = 0; i < MAX_FIREBALLS; i++ ) {
fb = &Fireballs[i];
if ( fb->objnum != -1 ) {
obj_delete(fb->objnum);
}
}
}
void fireball_set_framenum(int num)
{
int framenum;
fireball *fb;
fireball_info *fd;
fireball_lod *fl;
fb = &Fireballs[num];
fd = &Fireball_info[Fireballs[num].fireball_info_index];
// valid lod?
fl = NULL;
if((fb->lod >= 0) && (fb->lod < fd->lod_count)){
fl = &Fireball_info[Fireballs[num].fireball_info_index].lod[fb->lod];
}
if(fl == NULL){
// argh
return;
}
if ( fb->fireball_render_type == FIREBALL_WARP_EFFECT ) {
float total_time = i2fl(fl->num_frames) / fl->fps; // in seconds
framenum = fl2i(fb->time_elapsed * fl->num_frames / total_time + 0.5);
if ( framenum < 0 ) framenum = 0;
framenum = framenum % fl->num_frames;
if ( fb->orient ) {
// warp out effect plays backwards
framenum = fl->num_frames-framenum-1;
fb->current_bitmap = fl->bitmap_id + framenum;
} else {
fb->current_bitmap = fl->bitmap_id + framenum;
}
} else {
framenum = fl2i(fb->time_elapsed / fb->total_time * fl->num_frames + 0.5);
// ensure we don't go past the number of frames of animation
if ( framenum > (fl->num_frames-1) ) {
framenum = (fl->num_frames-1);
Objects[fb->objnum].flags |= OF_SHOULD_BE_DEAD;
}
if ( framenum < 0 ) framenum = 0;
fb->current_bitmap = fl->bitmap_id + framenum;
}
}
int fireball_is_perishable(object * obj)
{
// return 1;
int num, objnum;
fireball *fb;
num = obj->instance;
objnum = OBJ_INDEX(obj);
Assert( Fireballs[num].objnum == objnum );
fb = &Fireballs[num];
if ( fb->fireball_render_type == FIREBALL_MEDIUM_EXPLOSION )
return 1;
if ( !(fb->fireball_render_type == FIREBALL_WARP_EFFECT) ) {
if ( !(obj->flags & OF_WAS_RENDERED)) {
return 1;
}
}
return 0;
}
/**
* There are too many fireballs, so delete the oldest small one
* to free up a slot.
*
* @return The fireball slot freed.
*/
int fireball_free_one()
{
fireball *fb;
int i;
int oldest_objnum = -1, oldest_slotnum = -1;
float lifeleft, oldest_lifeleft = 0.0f;
for ( i = 0; i < MAX_FIREBALLS; i++ ) {
fb = &Fireballs[i];
// only remove the ones that aren't warp effects
if ( (fb->objnum >= 0) && fireball_is_perishable(&Objects[fb->objnum]) ) {
lifeleft = fb->total_time - fb->time_elapsed;
if ( (oldest_objnum < 0) || (lifeleft < oldest_lifeleft) ) {
oldest_slotnum = i;
oldest_lifeleft = lifeleft;
oldest_objnum = fb->objnum;
}
break;
}
}
if ( oldest_objnum > -1 ) {
obj_delete(oldest_objnum);
}
return oldest_slotnum;
}
int fireball_is_warp(object * obj)
{
int num, objnum;
fireball *fb;
num = obj->instance;
objnum = OBJ_INDEX(obj);
Assert( Fireballs[num].objnum == objnum );
fb = &Fireballs[num];
if ( fb->fireball_render_type == FIREBALL_WARP_EFFECT)
return 1;
return 0;
}
// maybe play sound effect for warp hole closing
void fireball_maybe_play_warp_close_sound(fireball *fb)
{
float life_left;
// If not a warphole fireball, do a quick out
if ( !(fb->fireball_render_type == FIREBALL_WARP_EFFECT)) {
return;
}
// If the warhole close sound has been played, don't play it again!
if ( fb->flags & FBF_WARP_CLOSE_SOUND_PLAYED ) {
return;
}
life_left = fb->total_time - fb->time_elapsed;
if ( life_left < WARPHOLE_GROW_TIME ) {
fireball_play_warphole_close_sound(fb);
fb->flags |= FBF_WARP_CLOSE_SOUND_PLAYED;
}
}
MONITOR( NumFireballs )
void fireball_process_post(object * obj, float frame_time)
{
int num, objnum;
fireball *fb;
MONITOR_INC( NumFireballs, 1 );
num = obj->instance;
objnum = OBJ_INDEX(obj);
Assert( Fireballs[num].objnum == objnum );
fb = &Fireballs[num];
fb->time_elapsed += frame_time;
if ( fb->time_elapsed > fb->total_time ) {
obj->flags |= OF_SHOULD_BE_DEAD;
}
fireball_maybe_play_warp_close_sound(fb);
fireball_set_framenum(num);
}
/**
* Returns life left of a fireball in seconds
*/
float fireball_lifeleft( object *obj )
{
int num, objnum;
fireball *fb;
num = obj->instance;
objnum = OBJ_INDEX(obj);
Assert( Fireballs[num].objnum == objnum );
fb = &Fireballs[num];
return fb->total_time - fb->time_elapsed;
}
/**
* Returns life left of a fireball in percent
*/
float fireball_lifeleft_percent( object *obj )
{
int num, objnum;
fireball *fb;
num = obj->instance;
objnum = OBJ_INDEX(obj);
Assert( Fireballs[num].objnum == objnum );
fb = &Fireballs[num];
float p = (fb->total_time - fb->time_elapsed) / fb->total_time;
if (p < 0)p=0.0f;
return p;
}
/**
* Determine LOD to use
*/
int fireball_get_lod(vec3d *pos, fireball_info *fd, float size)
{
vertex v;
int x, y, w, h, bm_size;
int must_stop = 0;
int ret_lod = 1;
int behind = 0;
// bogus
if(fd == NULL){
return 1;
}
// start the frame
extern int G3_count;
if(!G3_count){
g3_start_frame(1);
must_stop = 1;
}
g3_set_view_matrix(&Eye_position, &Eye_matrix, Eye_fov);
// get extents of the rotated bitmap
g3_rotate_vertex(&v, pos);
// if vertex is behind, find size if in front, then drop down 1 LOD
if (v.codes & CC_BEHIND) {
float dist = vm_vec_dist_quick(&Eye_position, pos);
vec3d temp;
behind = 1;
vm_vec_scale_add(&temp, &Eye_position, &Eye_matrix.vec.fvec, dist);
g3_rotate_vertex(&v, &temp);
// if still behind, bail and go with default
if (v.codes & CC_BEHIND) {
behind = 0;
}
}
if(!g3_get_bitmap_dims(fd->lod[0].bitmap_id, &v, size, &x, &y, &w, &h, &bm_size)) {
if (Detail.hardware_textures == 4) {
// straight LOD
if(w <= bm_size/8){
ret_lod = 3;
} else if(w <= bm_size/2){
ret_lod = 2;
} else if(w <= (1.56*bm_size)){
ret_lod = 1;
} else {
ret_lod = 0;
}
} else {
// less aggressive LOD for lower detail settings
if(w <= bm_size/8){
ret_lod = 3;
} else if(w <= bm_size/3){
ret_lod = 2;
} else if(w <= (1.2*bm_size)){
ret_lod = 1;
} else {
ret_lod = 0;
}
}
}
// if it's behind, bump up LOD by 1
if (behind) {
ret_lod++;
}
// end the frame
if(must_stop){
g3_end_frame();
}
// return the best lod
return MIN(ret_lod, fd->lod_count - 1);
}
/**
* Create a fireball, return object index.
*/
int fireball_create( vec3d * pos, int fireball_type, int render_type, int parent_obj, float size, int reverse, vec3d *velocity, float warp_lifetime, int ship_class, matrix *orient_override, int low_res, int extra_flags, int warp_open_sound, int warp_close_sound)
{
int n, objnum, fb_lod;
object *obj;
fireball *fb;
fireball_info *fd;
fireball_lod *fl;
Assert( fireball_type > -1 );
Assert( fireball_type < Num_fireball_types );
fd = &Fireball_info[fireball_type];
// check to make sure this fireball type exists
if (!fd->lod_count)
return -1;
if ( !(Game_detail_flags & DETAIL_FLAG_FIREBALLS) ) {
if ( !((fireball_type == FIREBALL_WARP) || (fireball_type == FIREBALL_KNOSSOS)) ) {
return -1;
}
}
if ( (Num_fireballs >= MAX_FIREBALLS) || (Num_objects >= MAX_OBJECTS) ) {
// out of slots, so free one up.
n = fireball_free_one();
if ( n < 0 ) {
return -1;
}
} else {
for ( n = 0; n < MAX_FIREBALLS; n++ ) {
if ( Fireballs[n].objnum < 0 ) {
break;
}
}
Assert( n != MAX_FIREBALLS );
}
fb = &Fireballs[n];
// get an lod to use
fb_lod = fireball_get_lod(pos, fd, size);
// change lod if low res is desired
if (low_res) {
fb_lod++;
fb_lod = MIN(fb_lod, fd->lod_count - 1);
}
// if this is a warpout fireball, never go higher than LOD 1
if(fireball_type == FIREBALL_WARP){
fb_lod = MAX_WARP_LOD;
}
fl = &fd->lod[fb_lod];
fb->lod = (char)fb_lod;
fb->flags = extra_flags;
fb->warp_open_sound_index = warp_open_sound;
fb->warp_close_sound_index = warp_close_sound;
matrix orient;
if(orient_override != NULL){
orient = *orient_override;
} else {
if ( parent_obj < 0 ) {
orient = vmd_identity_matrix;
} else {
orient = Objects[parent_obj].orient;
}
}
objnum = obj_create(OBJ_FIREBALL, parent_obj, n, &orient, pos, size, OF_RENDERS);
if (objnum < 0) {
Int3(); // Get John, we ran out of objects for fireballs
return objnum;
}
obj = &Objects[objnum];
fb->fireball_info_index = fireball_type;
fb->fireball_render_type = render_type;
fb->time_elapsed = 0.0f;
fb->objnum = objnum;
fb->current_bitmap = -1;
switch( fb->fireball_render_type ) {
case FIREBALL_MEDIUM_EXPLOSION:
fb->orient = (myrand()>>8) & 7; // 0 - 7
break;
case FIREBALL_LARGE_EXPLOSION:
fb->orient = (myrand()>>8) % 360; // 0 - 359
break;
case FIREBALL_WARP_EFFECT:
// Play sound effect for warp hole opening up
fireball_play_warphole_open_sound(ship_class, fb);
// warp in type
if (reverse) {
fb->orient = 1;
// if warp out, then reverse the orientation
vm_vec_scale( &obj->orient.vec.fvec, -1.0f ); // Reverse the forward vector
vm_vec_scale( &obj->orient.vec.rvec, -1.0f ); // Reverse the right vector
} else {
fb->orient = 0;
}
break;
default:
Int3();
break;
}
if ( fb->fireball_render_type == FIREBALL_WARP_EFFECT ) {
Assert( warp_lifetime >= 4.0f ); // Warp lifetime must be at least 4 seconds!
if ( warp_lifetime < 4.0f )
warp_lifetime = 4.0f;
fb->total_time = warp_lifetime; // in seconds
} else {
fb->total_time = i2fl(fl->num_frames) / fl->fps; // in seconds
}
fireball_set_framenum(n);
if ( velocity ) {
// Make the explosion move at a constant velocity.
obj->flags |= OF_PHYSICS;
obj->phys_info.mass = 1.0f;
obj->phys_info.side_slip_time_const = 0.0f;
obj->phys_info.rotdamp = 0.0f;
obj->phys_info.vel = *velocity;
obj->phys_info.max_vel = *velocity;
obj->phys_info.desired_vel = *velocity;
obj->phys_info.speed = vm_vec_mag(velocity);
vm_vec_zero(&obj->phys_info.max_rotvel);
}
Num_fireballs++;
return objnum;
}
/**
* Called at game shutdown to clean up the fireball system
*/
void fireball_close()
{
if ( !fireballs_inited )
return;
fireball_delete_all();
}
void fireballs_page_in()
{
int i, idx;
fireball_info *fd;
for ( i = 0; i < Num_fireball_types; i++ ) {
if((i < NUM_DEFAULT_FIREBALLS) || fireball_used[i]){
fd = &Fireball_info[i];
// if this is a Knossos ani, only load if Knossos_warp_ani_used is true
if ( (i == FIREBALL_KNOSSOS) && !Knossos_warp_ani_used)
continue;
for(idx=0; idx<fd->lod_count; idx++) {
// we won't use a warp effect lod greater than MAX_WARP_LOD so don't load it either
if ( (i == FIREBALL_WARP) && (idx > MAX_WARP_LOD) )
continue;
bm_page_in_texture( fd->lod[idx].bitmap_id, fd->lod[idx].num_frames );
}
}
}
bm_page_in_texture( Warp_glow_bitmap );
bm_page_in_texture( Warp_ball_bitmap );
}
void fireball_get_color(int idx, float *red, float *green, float *blue)
{
Assert( red && blue && green );
if ( (idx < 0) || (idx >= Num_fireball_types) ) {
Int3();
*red = 1.0f;
*green = 1.0f;
*blue = 1.0f;
return;
}
fireball_info *fbi = &Fireball_info[idx];
*red = fbi->exp_color[0];
*green = fbi->exp_color[1];
*blue = fbi->exp_color[2];
}
int fireball_ship_explosion_type(ship_info *sip)
{
Assert( sip != NULL );
int index = -1;
int ship_fireballs = (int)sip->explosion_bitmap_anims.size();
int objecttype_fireballs = -1;
if (sip->class_type >= 0) {
objecttype_fireballs = (int)Ship_types[sip->class_type].explosion_bitmap_anims.size();
}
if(ship_fireballs > 0){
index = sip->explosion_bitmap_anims[rand()%ship_fireballs];
} else if(objecttype_fireballs > 0){
index = Ship_types[sip->class_type].explosion_bitmap_anims[rand()%objecttype_fireballs];
}
return index;
}
int fireball_asteroid_explosion_type(asteroid_info *aip)
{
Assert( aip != NULL );
if (aip->explosion_bitmap_anims.empty())
return -1;
int index = -1;
int roid_fireballs = (int)aip->explosion_bitmap_anims.size();
if (roid_fireballs > 0) {
index = aip->explosion_bitmap_anims[rand()%roid_fireballs];
}
return index;
}
float fireball_wormhole_intensity( object *obj )
{
int num, objnum;
fireball *fb;
num = obj->instance;
objnum = OBJ_INDEX(obj);
Assertion( Fireballs[num].objnum == objnum, "Basic sanity check. Fireballs[num].objnum (%d) should == objnum (%d)", Fireballs[num].objnum, objnum );
fb = &Fireballs[num];
float t = fb->time_elapsed;
float rad;
if ( t < WARPHOLE_GROW_TIME ) {
rad = (float)pow(t/WARPHOLE_GROW_TIME,0.4f);
} else if ( t < fb->total_time - WARPHOLE_GROW_TIME ) {
rad = 1;
} else {
rad = (float)pow((fb->total_time - t)/WARPHOLE_GROW_TIME,0.4f);
}
return rad;
}
|