/* * 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 "debugconsole/console.h" #include "freespace.h" #include "gamesnd/gamesnd.h" #include "globalincs/linklist.h" #include "io/timer.h" #include "mission/missionparse.h" #include "nebula/neb.h" #include "nebula/neblightning.h" #include "network/multi.h" #include "network/multimsgs.h" #include "graphics/material.h" #include "parse/parselo.h" #include "render/3d.h" #include "weapon/emp.h" // ------------------------------------------------------------------------------------------------------ // NEBULA LIGHTNING DEFINES/VARS // // Lightning nodes int Num_lnodes = 0; l_node Nebl_nodes[MAX_LIGHTNING_NODES]; l_node Nebl_free_list; l_node Nebl_used_list; // nodes in a lightning bolt #define LINK_LEFT 0 #define LINK_RIGHT 1 #define LINK_CHILD 2 // Lightning bolts int Num_lbolts = 0; l_bolt Nebl_bolts[MAX_LIGHTNING_BOLTS]; // Lightning bolt types SCP_vector Bolt_types; // Lightning storm types SCP_vector Storm_types; // points on the basic cross section vec3d Nebl_ring[3] = { { { { -1.0f, 0.0f, 0.0f } } }, { { { 1.0f, 0.70f, 0.0f } } }, { { { 1.0f, -0.70f, 0.0f } } } }; // pinched off cross-section vec3d Nebl_ring_pinched[3] = { { { { -0.05f, 0.0f, 0.0f } } }, { { { 0.05f, 0.035f, 0.0f } } }, { { { 0.05f, -0.035f, 0.0f } } } }; // globals used for rendering and generating bolts int Nebl_flash_count = 0; // # of points rendered onscreen for this bolt float Nebl_flash_x = 0.0f; // avg x of the points rendered float Nebl_flash_y = 0.0f; // avg y of the points rendered float Nebl_bang = 0.0; // distance to the viewer object float Nebl_alpha = 0.0f; // alpha to use when rendering the bolt itself float Nebl_glow_alpha = 0.0f; // alpha to use when rendering the bolt glow int Nebl_stamp = -1; // random timestamp for making bolts float Nebl_bolt_len; // length of the current bolt being generated bolt_type *Nebl_type; // bolt type matrix Nebl_bolt_dir; // orientation matrix of the bolt being generated vec3d Nebl_bolt_start; // start point of the bolt being generated vec3d Nebl_bolt_strike; // strike point of the bolt being generated // the type of active storm storm_type *Storm = NULL; // vars DCF(b_scale, "Sets the scale factor for debug nebula bolts") { dc_stuff_float(&Bolt_types[DEBUG_BOLT].b_scale); } DCF(b_rand, "Sets the randomness factor for debug nebula bolts") { dc_stuff_float(&Bolt_types[DEBUG_BOLT].b_rand); } DCF(b_shrink, "Sets the shrink factor for debug nebula bolts") { dc_stuff_float(&Bolt_types[DEBUG_BOLT].b_shrink); } DCF(b_poly_pct, "Sets b_poly_pct") { dc_stuff_float(&Bolt_types[DEBUG_BOLT].b_poly_pct); } DCF(b_add, "Sets b_add") { dc_stuff_float(&Bolt_types[DEBUG_BOLT].b_add); } DCF(b_strikes, "Sets num_strikes") { dc_stuff_int(&Bolt_types[DEBUG_BOLT].num_strikes); } DCF(b_noise, "Sets noise factor") { dc_stuff_float(&Bolt_types[DEBUG_BOLT].noise); } DCF(b_bright, "Sets brightness factor") { dc_stuff_float(&Bolt_types[DEBUG_BOLT].b_bright); } DCF(b_lifetime, "Sets lifetime duration") { dc_stuff_int(&Bolt_types[DEBUG_BOLT].lifetime); } DCF(b_list, "Displays status of debug lightning commands") { dc_printf("Debug lightning bolt settings :\n"); dc_printf("b_scale : %f\n", Bolt_types[DEBUG_BOLT].b_scale); dc_printf("b_rand : %f\n", Bolt_types[DEBUG_BOLT].b_rand); dc_printf("b_shrink : %f\n", Bolt_types[DEBUG_BOLT].b_shrink); dc_printf("b_poly_pct : %f\n", Bolt_types[DEBUG_BOLT].b_poly_pct); dc_printf("b_add : %f\n", Bolt_types[DEBUG_BOLT].b_add); dc_printf("b_strikes : %d\n", Bolt_types[DEBUG_BOLT].num_strikes); dc_printf("b_noise : %f\n", Bolt_types[DEBUG_BOLT].noise); dc_printf("b_bright : %f\n", Bolt_types[DEBUG_BOLT].b_bright); dc_printf("b_lifetime : %d\n", Bolt_types[DEBUG_BOLT].lifetime); } // nebula lightning intensity (0.0 to 1.0) float Nebl_intensity = 0.6667f; DCF(lightning_intensity, "Sets lightning intensity between 0.0 and 1.0 (Default is 0.6667)") { float val; dc_stuff_float(&val); CLAMP(val, 0.0f, 1.0f); Nebl_intensity = 1.0f - val; } // ------------------------------------------------------------------------------------------------------ // NEBULA LIGHTNING FUNCTIONS // static bolt_type* get_bolt_type_pointer(const char* bolt) { for (int i = 0; i < (int)Bolt_types.size(); i++) { if (!stricmp(bolt, Bolt_types[i].name)) { return &Bolt_types[i]; } } // Didn't find anything. return nullptr; } static storm_type* get_storm_type_pointer(const char* storm) { for (int i = 0; i < (int)Storm_types.size(); i++) { if (!stricmp(storm, Storm_types[i].name)) { return &Storm_types[i]; } } // Didn't find anything. return nullptr; } int get_bolt_type_by_name(const char* bolt) { for (int i = 0; i < (int)Bolt_types.size(); i++) { if (!stricmp(bolt, Bolt_types[i].name)) { return i; } } // Didn't find anything. return -1; } // initialize nebula lightning at game startup void parse_lightning_table(const char* filename) { char name[MAX_FILENAME_LEN]; try { // parse the lightning table read_file_text(filename, CF_TYPE_TABLES); reset_parse(); // parse the individual lightning bolt types required_string("#Bolts begin"); while (!optional_string("#Bolts end")){ bool create_if_not_found = true; bolt_type bolt_t; bolt_type* bolt_p; // bolt title required_string("$Bolt:"); stuff_string(bolt_t.name, F_NAME, NAME_LENGTH); if (optional_string("+nocreate")) { if (!Parsing_modular_table) { Warning(LOCATION, "+nocreate flag used for lightning bolt in non-modular table\n"); } create_if_not_found = false; } // Does this bolt exist already? // If so, load this new info into it bolt_p = get_bolt_type_pointer(bolt_t.name); if (bolt_p != nullptr) { if (!Parsing_modular_table) { error_display(1, "Error: Lightning Bolt %s already exists. All bolt names must be unique.", bolt_t.name); } } else { // Don't create bolt if it has +nocreate and is in a modular table. if (!create_if_not_found && Parsing_modular_table) { if (!skip_to_start_of_string_either("$Bolt:", "#Bolts end")) { error_display(1, "Missing [#Bolts end] or [$Bolt] after lightning bolt %s", bolt_t.name); } continue; } Bolt_types.push_back(bolt_t); bolt_p = &Bolt_types[Bolt_types.size() - 1]; } // b_scale if (optional_string("+b_scale:")) { stuff_float(&bolt_p->b_scale); } // b_shrink if (optional_string("+b_shrink:")) { stuff_float(&bolt_p->b_shrink); } // b_poly_pct if (optional_string("+b_poly_pct:")) { stuff_float(&bolt_p->b_poly_pct); } // child rand, omg not the chilren! if (optional_string("+b_rand:")) { stuff_float(&bolt_p->b_rand); } // z add if (optional_string("+b_add:")) { stuff_float(&bolt_p->b_add); } // # strikes if (optional_string("+b_strikes:")) { stuff_int(&bolt_p->num_strikes); } // lifetime if (optional_string("+b_lifetime:")) { stuff_int(&bolt_p->lifetime); } // noise if (optional_string("+b_noise:")) { stuff_float(&bolt_p->noise); } // emp effect if (optional_string("+b_emp:")) { stuff_float(&bolt_p->emp_intensity); stuff_float(&bolt_p->emp_time); } // texture if (optional_string("+b_texture:")) { stuff_string(name, F_NAME, sizeof(name)); if (!Fred_running && stricmp(name, "none") && stricmp(name, "")) { bolt_p->texture = bm_load(name); if (bolt_p->texture < 0) error_display(0, "Unable to load texture %s for bolt %s.", name, bolt_p->name); } } // glow if (optional_string("+b_glow:")) { stuff_string(name, F_NAME, sizeof(name)); if (!Fred_running && stricmp(name, "none") && stricmp(name, "")) { bolt_p->glow = bm_load(name); if (bolt_p->glow < 0) error_display(0, "Unable to load glow %s for bolt %s.", name, bolt_p->name); } } // brightness if (optional_string("+b_bright:")) { stuff_float(&bolt_p->b_bright); } } // parse lightning storm types required_string("#Storms begin"); while (!optional_string("#Storms end")){ bool create_if_not_found = true; storm_type storm_t; storm_type* storm_p; // bolt title required_string("$Storm:"); stuff_string(storm_t.name, F_NAME, NAME_LENGTH); if (optional_string("+nocreate")) { if (!Parsing_modular_table) { Warning(LOCATION, "+nocreate flag used for lightning storm in non-modular table\n"); } create_if_not_found = false; } // Does this storm exist already? // If so, load this new info into it storm_p = get_storm_type_pointer(storm_t.name); if (storm_p != nullptr) { if (!Parsing_modular_table) { error_display(1, "Error: Lightning Storm %s already exists. All bolt names must be unique.", storm_t.name); } } else { // Don't create storm if it has +nocreate and is in a modular table. if (!create_if_not_found && Parsing_modular_table) { if (!skip_to_start_of_string_either("$Storm:", "#Storms end")) { error_display(1, "Missing [#Storms end] or [$Storm] after lightning storm %s", storm_t.name); } continue; } Storm_types.push_back(storm_t); storm_p = &Storm_types[Storm_types.size() - 1]; } if (optional_string("+Clear bolts")) { if (Parsing_modular_table) { mprintf(("Got argument to clear the bolts list for storm %s", storm_p->name)); for (int i = 0; i < MAX_BOLT_TYPES_PER_STORM; i++) { storm_p->bolt_types[i] = -1; } storm_p->num_bolt_types = 0; } else { error_display(0, "Got argument to clear bolts list for storm %s in non-modular table. Ignoring!", storm_p->name); } } // bolt types while (optional_string("+bolt:")){ if (storm_p->num_bolt_types < MAX_BOLT_TYPES_PER_STORM) { stuff_string(storm_p->bolt_types_n[storm_p->num_bolt_types], F_NAME, NAME_LENGTH); storm_p->num_bolt_types++; } else { error_display(0, "Storm %s already has %i bolts. Ignoring bolt %s!", storm_p->name, MAX_BOLT_TYPES_PER_STORM, name); } } //Check that we have at least one bolt if (storm_p->num_bolt_types < 1) error_display(1, "Storm %s has no bolts defined!", storm_p->name); // flavor if (optional_string("+flavor:")) { stuff_float(&storm_p->flavor.xyz.x); stuff_float(&storm_p->flavor.xyz.y); stuff_float(&storm_p->flavor.xyz.z); } // frequencies if (optional_string("+random_freq:")) { stuff_int(&storm_p->min); stuff_int(&storm_p->max); } // counts if (optional_string("+random_count:")) { stuff_int(&storm_p->min_count); stuff_int(&storm_p->max_count); } } } catch (const parse::ParseException& e) { mprintf(("TABLES: Unable to parse '%s'! Error message = %s.\n", "lightning.tbl", e.what())); return; } } // the storm effect chooses a bolt by index using a rand number // Generator. Means we cant do any Bolt error checking at the time // Of parsing, And we would need to Update the array // Of bolts, so Keys are filled. This Grouped "for" method verifies // Bolts by name. Each bolt in all the Storms saves the index in the // bolts array var So it meets that requirement - Mjn static void verify_storm_bolts() { for (int i = 0; i < (int)Storm_types.size(); i++) { //Count the number of errored bolts so we can adjust the array to leave no blank slots-Mjn int error_count = 0; for (int j = 0; j < Storm_types[i].num_bolt_types; j++) { int bolt_idx = nebl_get_bolt_index(Storm_types[i].bolt_types_n[j]); if (bolt_idx < 0) { Warning(LOCATION, "Unknown bolt %s defined in storm %s. Skipping!", Storm_types[i].bolt_types_n[j], Storm_types[i].name); error_count++; } else { Storm_types[i].bolt_types[j - error_count] = bolt_idx; } } //Correct the bolt count Storm_types[i].num_bolt_types = (Storm_types[i].num_bolt_types - error_count); //Semi duplicate error message, but relevant in case all bolts were removed if (Storm_types[i].num_bolt_types == 0) Error(LOCATION, "Storm %s has no bolts defined!", Storm_types[i].name); } } void nebl_init() { // first parse the default table parse_lightning_table("lightning.tbl"); // parse any modular tables parse_modular_table("*-ltng.tbm", parse_lightning_table); //Verify the bolts after all parsing is done to make sure that load order isn't a factor verify_storm_bolts(); } // initialize lightning before entering a level void nebl_level_init() { size_t idx; // zero all lightning bolts for(idx=0; idxused){ Assert(b->head != NULL); // bogus bolt if(b->head == NULL){ b->used = 0; continue; } if( b->type >= Bolt_types.size() ){ b->used = 0; continue; } bi = &Bolt_types[b->type]; // if this guy is still on a delay if(b->delay != -1){ if(timestamp_elapsed(b->delay)){ b->delay = -1; } else { continue; } } // if the timestamp on this guy has expired if((b->bolt_life < 0) || timestamp_elapsed(b->bolt_life)){ // if this is a multiple strike bolt, jitter it and reset if(b->strikes_left-1 > 0){ b->bolt_life = timestamp(bi->lifetime / bi->num_strikes); b->first_frame = 1; b->strikes_left--; nebl_jitter(b); // by continuing here we skip rendering for one frame, which makes it look more like real lightning continue; } // otherwise he's completely done, so release him else { // maybe free up node data if(b->head != NULL){ nebl_release(b->head); b->head = NULL; Num_lbolts--; nprintf(("lightning", "Released bolt. %d used nodes!\n", Num_lnodes)); } b->used = 0; } } // pick some cool alpha values Nebl_alpha = frand(); Nebl_glow_alpha = frand(); // otherwise render him Nebl_flash_count = 0; Nebl_flash_x = 0.0f; Nebl_flash_y = 0.0f; Nebl_bang = 10000000.0f; nebl_render(bi, b->head, b->width); // if this is the first frame he has been rendered, determine if we need to make a flash and sound effect if(b->first_frame){ float flash = 0.0f; b->first_frame = 0; // if we rendered any points if(Nebl_flash_count){ Nebl_flash_x /= (float)Nebl_flash_count; Nebl_flash_y /= (float)Nebl_flash_count; // quick distance from the center of the screen float x = Nebl_flash_x - (gr_screen.max_w / 2.0f); float y = Nebl_flash_y - (gr_screen.max_h / 2.0f); float dist = fl_sqrt((x * x) + (y * y)); if(dist / (gr_screen.max_w / 2.0f) < 1.0f){ flash = 1.0f - (dist / (gr_screen.max_w / 2.0f)); // scale the flash by bolt type flash *= bi->b_bright; game_flash(flash, flash, flash); } // do some special stuff on the very first strike of the bolt if (b->strikes_left == bi->num_strikes) { // play a sound if (b->play_sound) { float bang; if (Nebl_bang < 40.0f) { bang = 1.0f; } else if (Nebl_bang > 400.0f) { bang = 0.0f; } else { bang = 1.0f - (Nebl_bang / 400.0f); } if (frand_range(0.0f, 1.0f) < 0.5f) { snd_play(gamesnd_get_game_sound(GameSounds::LIGHTNING_2), 0.0f, bang, SND_PRIORITY_DOUBLE_INSTANCE); } else { snd_play(gamesnd_get_game_sound(GameSounds::LIGHTNING_1), 0.0f, bang, SND_PRIORITY_DOUBLE_INSTANCE); } } // apply em pulse if(bi->emp_intensity > 0.0f){ emp_apply(&b->midpoint, 0.0f, vm_vec_dist(&b->start, &b->strike), bi->emp_intensity, bi->emp_time); } } } } } } } // process lightning (randomly generate bolts, etc, etc); void nebl_process() { uint num_bolts, idx; // non-nebula mission if(!(The_mission.flags[Mission::Mission_Flags::Fullneb])){ return; } // non servers in multiplayer don't do this if((Game_mode & GM_MULTIPLAYER) && !MULTIPLAYER_MASTER){ return; } // standalones shouldn't be doing this either if (Is_standalone) { return; } // if there's no chosen storm if(Storm == NULL){ return; } // don't process lightning bolts unless we're a few seconds in if(f2fl(Missiontime) < 3.0f){ return; } // random stamp if(Nebl_stamp == -1){ Nebl_stamp = timestamp(Random::next(Storm->min, Storm->max)); return; } // maybe make a bolt if(timestamp_elapsed(Nebl_stamp)){ // determine how many bolts to spew num_bolts = Random::next(Storm->min_count, Storm->max_count); for(idx=0; idx 200.0f); vec3d strike; do { vm_vec_random_in_sphere(&strike, &Eye_position, 800.0f, false); } while (vm_vec_dist(&strike, &Eye_position) > 200.0f && vm_vec_dist(&start, &strike) > 200.0f); // add some flavor to the bolt. mmmmmmmm, lightning if(!IS_VEC_NULL_SQ_SAFE(&Storm->flavor)){ // start with your basic hot sauce. measure how much you have vec3d your_basic_hot_sauce; vm_vec_sub(&your_basic_hot_sauce, &strike, &start); float how_much_hot_sauce = vm_vec_normalize(&your_basic_hot_sauce); // now figure out how much of that good wing sauce to add vec3d wing_sauce = Storm->flavor; if(frand_range(0.0, 1.0f) < 0.5f){ vm_vec_scale(&wing_sauce, -1.0f); } float how_much_of_that_good_wing_sauce_to_add = vm_vec_normalize(&wing_sauce); // mix the two together, taking care not to add too much vec3d the_mixture; if(how_much_of_that_good_wing_sauce_to_add > 1000.0f){ how_much_of_that_good_wing_sauce_to_add = 1000.0f; } vm_vec_interp_constant(&the_mixture, &your_basic_hot_sauce, &wing_sauce, how_much_of_that_good_wing_sauce_to_add / 1000.0f); // take the final sauce and store it in the proper container vm_vec_scale(&the_mixture, how_much_hot_sauce); // make sure to put it on everything! whee! vm_vec_add(&strike, &start, &the_mixture); } int type = Random::next(Storm->num_bolt_types); nebl_bolt(Storm->bolt_types[type], &start, &strike); } // reset the timestamp Nebl_stamp = timestamp(Random::next(Storm->min, Storm->max)); } } // create a lightning bolt bool nebl_bolt(int type, vec3d *start, vec3d *strike, bool play_sound) { vec3d dir; l_bolt *bolt; l_node *tail; int idx; bool found; bolt_type *bi; float bolt_len; // find a free bolt found = 0; for(idx=0; idx= (int)Bolt_types.size() ){ return false; } bi = &Bolt_types[type]; // get a pointer to the bolt bolt = &Nebl_bolts[idx]; // setup bolt into bolt->start = *start; bolt->strike = *strike; bolt->strikes_left = bi->num_strikes; bolt->delay = -1; bolt->type = (char)type; bolt->first_frame = 1; bolt->bolt_life = timestamp(bi->lifetime / bi->num_strikes); bolt->play_sound = play_sound; Nebl_bolt_start = *start; Nebl_bolt_strike = *strike; // setup fire delay if(bolt->delay != -1){ bolt->delay = timestamp(bolt->delay); } // setup the rest of the important bolt data if(vm_vec_same(&Nebl_bolt_start, &Nebl_bolt_strike)){ Nebl_bolt_strike.xyz.z += 150.0f; } Nebl_bolt_len = vm_vec_dist(&Nebl_bolt_start, &Nebl_bolt_strike); vm_vec_sub(&dir, &Nebl_bolt_strike, &Nebl_bolt_start); // setup midpoint vm_vec_scale_add(&bolt->midpoint, &Nebl_bolt_start, &dir, 0.5f); bolt_len = vm_vec_normalize(&dir); vm_vector_2_matrix_norm(&Nebl_bolt_dir, &dir, nullptr, nullptr); // global type for generating the bolt Nebl_type = bi; // try and make the bolt if(!nebl_gen(&Nebl_bolt_start, &Nebl_bolt_strike, 0, 4, 0, &bolt->head, &tail)){ if(bolt->head != NULL){ nebl_release(bolt->head); } return false; } Num_lbolts++; // setup the rest of the data bolt->used = 1; bolt->width = bi->b_poly_pct * bolt_len; // if i'm a multiplayer master, send a bolt packet if(MULTIPLAYER_MASTER){ send_lightning_packet(type, start, strike); } return true; } // "new" a lightning node l_node *nebl_new() { l_node *lp; // if we're out of nodes if(Num_lnodes >= MAX_LIGHTNING_NODES){ nprintf(("lightning", "Out of lightning nodes!\n")); return NULL; } // get a new node off the freelist lp = GET_FIRST(&Nebl_free_list); Assert( lp != &Nebl_free_list ); // shouldn't have the dummy element // remove trailp from the free list list_remove( &Nebl_free_list, lp ); // insert trailp onto the end of used list list_append( &Nebl_used_list, lp ); // increment counter Num_lnodes++; lp->links[0] = NULL; lp->links[1] = NULL; lp->links[2] = NULL; // return the pointer return lp; } // "delete" a lightning node void nebl_delete(l_node *lp) { // remove objp from the used list list_remove( &Nebl_used_list, lp ); // add objp to the end of the free list_append( &Nebl_free_list, lp ); // decrement counter Num_lnodes--; } // free a lightning bolt void nebl_release(l_node *whee) { // if we're invalid if(whee == NULL){ return; } // release all of our children if(whee->links[LINK_RIGHT] != NULL){ nebl_release(whee->links[LINK_RIGHT]); } if(whee->links[LINK_CHILD] != NULL){ nebl_release(whee->links[LINK_CHILD]); } // delete this node nebl_delete(whee); } int nebl_gen(vec3d *left, vec3d *right, float depth, float max_depth, int child, l_node **l_left, l_node **l_right) { l_node *child_node = NULL; float d = vm_vec_dist_quick( left, right ); // if we've reached the critical point if ( d < 0.30f || (depth > max_depth) ){ // generate ne items l_node *new_left = nebl_new(); if(new_left == NULL){ return 0; } new_left->links[0] = NULL; new_left->links[1] = NULL; new_left->links[2] = NULL; new_left->pos = vmd_zero_vector; l_node *new_right = nebl_new(); if(new_right == NULL){ nebl_delete(new_left); return 0; } new_right->links[0] = NULL; new_right->links[1] = NULL; new_right->links[2] = NULL; new_right->pos = vmd_zero_vector; // left side new_left->pos = *left; new_left->links[LINK_RIGHT] = new_right; *l_left = new_left; // right side new_right->pos = *right; new_right->links[LINK_LEFT] = new_left; *l_right = new_right; // done return 1; } // divide in half vec3d tmp; vm_vec_avg( &tmp, left, right ); // sometimes generate children if(!child && (frand() <= Nebl_type->b_rand)){ // get a point on the plane of the strike vec3d tmp2; vm_vec_random_in_circle(&tmp2, &Nebl_bolt_strike, &Nebl_bolt_dir, Nebl_bolt_len * Nebl_type->b_scale, false); // maybe move away from the plane vec3d dir; vm_vec_sub(&dir, &tmp2, &tmp); vm_vec_scale_add(&tmp2, &tmp, &dir, Nebl_type->b_shrink); // child l_node *argh; if(!nebl_gen(&tmp, &tmp2, 0, 2, 1, &child_node, &argh)){ if(child_node != NULL){ nebl_release(child_node); } return 0; } } float scaler = 0.30f; tmp.xyz.x += (frand()-0.5f)*d*scaler; tmp.xyz.y += (frand()-0.5f)*d*scaler; tmp.xyz.z += (frand()-0.5f)*d*scaler; // generate left half l_node *ll = NULL; l_node *lr = NULL; if(!nebl_gen( left, &tmp, depth+1, max_depth, child, &ll, &lr )){ if(child_node != NULL){ nebl_release(child_node); } if(ll != NULL){ nebl_release(ll); } return 0; } // generate right half l_node *rl = NULL; l_node *rr = NULL; if(!nebl_gen( &tmp, right, depth+1, max_depth, child, &rl, &rr )){ if(child_node != NULL){ nebl_release(child_node); } if(ll != NULL){ nebl_release(ll); } if(rl != NULL){ nebl_release(rl); } return 0; } // splice the two together lr->links[LINK_RIGHT] = rl->links[LINK_RIGHT]; lr->links[LINK_RIGHT]->links[LINK_LEFT] = lr; nebl_delete(rl); // if we generated a child, stick him on if(child_node != NULL){ lr->links[LINK_CHILD] = child_node; } // return these *l_left = ll; *l_right = rr; return 1; } // output top and bottom vectors // fvec == forward vector (eye viewpoint basically. in world coords) // pos == world coordinate of the point we're calculating "around" // w == width of the diff between top and bottom around pos void nebl_calc_facing_pts_smart( vec3d *top, vec3d *bot, vec3d *fvec, vec3d *pos, float w, float z_add ) { vec3d uvec, rvec; vec3d temp; temp = *pos; vm_vec_sub( &rvec, &Eye_position, &temp ); vm_vec_normalize( &rvec ); vm_vec_cross(&uvec,fvec,&rvec); vm_vec_normalize(&uvec); vm_vec_scale_add( top, &temp, &uvec, w/2.0f ); vm_vec_scale_add( bot, &temp, &uvec, -w/2.0f ); vm_vec_scale_add2( top, &rvec, z_add ); vm_vec_scale_add2( bot, &rvec, z_add ); } // render a section of the bolt void nebl_render_section(bolt_type *bi, l_section *a, l_section *b) { vertex v[4]; material material_params; material_set_unlit_emissive(&material_params, bi->texture, Nebl_alpha, 2.0f); // draw some stuff for(size_t idx=0; idx<2; idx++){ v[0] = a->vex[idx]; v[0].texture_position.u = 0.0f; v[0].texture_position.v = 0.0f; v[1] = a->vex[idx+1]; v[1].texture_position.u = 1.0f; v[1].texture_position.v = 0.0f; v[2] = b->vex[idx+1]; v[2].texture_position.u = 1.0f; v[2].texture_position.v = 1.0f; v[3] = b->vex[idx]; v[3].texture_position.u = 0.0f; v[3].texture_position.v = 1.0f; // draw g3_render_primitives_textured(&material_params, v, 4, PRIM_TYPE_TRIFAN, false); } // draw v[0] = a->vex[2]; v[0].texture_position.u = 0.0f; v[0].texture_position.v = 0.0f; v[1] = a->vex[0]; v[1].texture_position.u = 1.0f; v[1].texture_position.v = 0.0f; v[2] = b->vex[0]; v[2].texture_position.u = 1.0f; v[2].texture_position.v = 1.0f; v[3] = b->vex[2]; v[3].texture_position.u = 0.0f; v[3].texture_position.v = 1.0f; g3_render_primitives_textured(&material_params, v, 4, PRIM_TYPE_TRIFAN, false); // draw the glow beam material_set_unlit_emissive(&material_params, bi->glow, Nebl_glow_alpha, 2.0f); v[0] = a->glow_vex[0]; v[0].texture_position.v = 0.0f; v[0].texture_position.u = 0.0f; v[1] = a->glow_vex[1]; v[1].texture_position.v = 1.0f; v[1].texture_position.u = 0.0f; v[2] = b->glow_vex[1]; v[2].texture_position.v = 1.0f; v[2].texture_position.u = 1.0f; v[3] = b->glow_vex[0]; v[3].texture_position.v = 0.0f; v[3].texture_position.u = 1.0f; g3_render_primitives_textured(&material_params, v, 4, PRIM_TYPE_TRIFAN, false); } // generate a section void nebl_generate_section(bolt_type *bi, float width, l_node *a, l_node *b, l_section *c, l_section *cap, int pinch_a, int pinch_b) { vec3d dir_normal; matrix m; size_t idx; vec3d temp, pt; vec3d glow_a, glow_b; vertex tempv; // direction matrix vm_vec_normalized_dir(&dir_normal, &a->pos, &b->pos); vm_vector_2_matrix_norm(&m, &dir_normal, nullptr, nullptr); // distance to player float bang_dist = vm_vec_dist_quick(&Eye_position, &a->pos); if(bang_dist < Nebl_bang){ Nebl_bang = bang_dist; } // rotate the basic section into world for(idx=0; idx<3; idx++){ memset(&tempv, 0, sizeof(tempv)); // rotate to world if(pinch_a){ vm_vec_rotate(&pt, &Nebl_ring_pinched[idx], &m); } else { vm_vec_copy_scale(&temp, &Nebl_ring[idx], width); vm_vec_rotate(&pt, &temp, &m); } vm_vec_add2(&pt, &a->pos); g3_transfer_vertex(&c->vex[idx], &pt); g3_rotate_vertex(&tempv, &pt); g3_project_vertex(&tempv); // if first frame, keep track of the average screen pos if (tempv.codes == 0) { Nebl_flash_x += tempv.screen.xyw.x; Nebl_flash_y += tempv.screen.xyw.y; Nebl_flash_count++; } } // calculate the glow points nebl_calc_facing_pts_smart(&glow_a, &glow_b, &dir_normal, &a->pos, pinch_a ? 0.5f : width * 6.0f, Nebl_type->b_add); g3_transfer_vertex(&c->glow_vex[0], &glow_a); g3_transfer_vertex(&c->glow_vex[1], &glow_b); // maybe do a cap if(cap != NULL){ // rotate the basic section into world for(idx=0; idx<3; idx++){ // rotate to world if(pinch_b){ vm_vec_rotate(&pt, &Nebl_ring_pinched[idx], &m); } else { vm_vec_copy_scale(&temp, &Nebl_ring[idx], width); vm_vec_rotate(&pt, &temp, &m); } vm_vec_add2(&pt, &b->pos); g3_transfer_vertex(&cap->vex[idx], &pt); g3_rotate_vertex(&tempv, &pt); g3_project_vertex(&tempv); // if first frame, keep track of the average screen pos if (tempv.codes == 0) { Nebl_flash_x += tempv.screen.xyw.x; Nebl_flash_y += tempv.screen.xyw.y; Nebl_flash_count++; } } // calculate the glow points nebl_calc_facing_pts_smart(&glow_a, &glow_b, &dir_normal, &b->pos, pinch_b ? 0.5f : width * 6.0f, bi->b_add); g3_transfer_vertex(&cap->glow_vex[0], &glow_a); g3_transfer_vertex(&cap->glow_vex[1], &glow_b); } } // render the bolt void nebl_render(bolt_type *bi, l_node *whee, float width, l_section *prev) { l_section start; l_section end; l_section child_start; // bad if(whee == NULL){ return; } // if prev is NULL, we're just starting so we need our start point if(prev == NULL){ Assert(whee->links[LINK_RIGHT] != NULL); nebl_generate_section(bi, width, whee, whee->links[LINK_RIGHT], &start, NULL, 1, 0); } else { start = *prev; } // if we have a child section if(whee->links[LINK_CHILD]){ // generate section nebl_generate_section(bi, width * 0.5f, whee, whee->links[LINK_CHILD], &child_start, &end, 0, whee->links[LINK_CHILD]->links[LINK_RIGHT] == NULL ? 1 : 0); // render nebl_render_section(bi, &child_start, &end); // maybe continue if(whee->links[LINK_CHILD]->links[LINK_RIGHT] != NULL){ nebl_render(bi, whee->links[LINK_CHILD], width * 0.5f, &end); } } // if the next section is an end section if(whee->links[LINK_RIGHT]->links[LINK_RIGHT] == NULL){ l_section temp; // generate section nebl_generate_section(bi, width, whee, whee->links[LINK_RIGHT], &temp, &end, 0, 1); // render the section nebl_render_section(bi, &start, &end); } // a middle section else if(whee->links[LINK_RIGHT]->links[LINK_RIGHT] != NULL){ // generate section nebl_generate_section(bi, width, whee->links[LINK_RIGHT], whee->links[LINK_RIGHT]->links[LINK_RIGHT], &end, NULL, 0, 0); // render the section nebl_render_section(bi, &start, &end); // recurse through him nebl_render(bi, whee->links[LINK_RIGHT], width, &end); } } // given a valid, complete bolt, jitter him based upon his noise void nebl_jitter(l_bolt *b) { matrix m; vec3d temp; float length; l_node *moveup; bolt_type *bi = NULL; // sanity if(b == NULL){ return; } if( b->type >= Bolt_types.size() ){ return; } bi = &Bolt_types[b->type]; // get the bolt direction length = vm_vec_normalized_dir(&temp, &b->strike, &b->start); vm_vector_2_matrix_norm(&m, &temp, nullptr, nullptr); // jitter all nodes on the main trunk moveup = b->head; while(moveup != NULL){ temp = moveup->pos; vm_vec_random_in_circle(&moveup->pos, &temp, &m, frand_range(0.0f, length * bi->noise), false); // just on the main trunk moveup = moveup->links[LINK_RIGHT]; } } // return the index of a given bolt type by name int nebl_get_bolt_index(const char *name) { for(int idx=0; idx<(int)Bolt_types.size(); idx++){ if(!strcmp(name, Bolt_types[idx].name)){ return idx; } } return -1; } // return the index of a given storm type by name int nebl_get_storm_index(const char *name) { if (name == NULL) return -1; for(int idx=0; idx<(int)Storm_types.size(); idx++){ if(!strcmp(name, Storm_types[idx].name)){ return idx; } } return -1; }