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Section-start glows used the b_add of the most recently created bolt type (Nebl_type) rather than the bolt being drawn, so concurrent bolts of different types got the wrong glow offset. The cap glow already used the correct type. Clamp $Collision LOD to num_detail_levels - 1, the highest valid detail level. The previous bound was harmless because the collision code falls back to the lowest existing LOD, but it was off by one. Co-Authored-By: Claude Opus 5.5 <[email protected]>
1271 lines
32 KiB
C++
1271 lines
32 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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#include "debugconsole/console.h"
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#include "freespace.h"
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#include "gamesnd/gamesnd.h"
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#include "globalincs/linklist.h"
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#include "io/timer.h"
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#include "mission/missionparse.h"
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#include "nebula/neb.h"
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#include "nebula/neblightning.h"
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#include "network/multi.h"
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#include "network/multimsgs.h"
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#include "graphics/material.h"
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#include "parse/parselo.h"
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#include "render/3d.h"
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#include "weapon/emp.h"
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// ------------------------------------------------------------------------------------------------------
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// NEBULA LIGHTNING DEFINES/VARS
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//
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// Lightning nodes
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int Num_lnodes = 0;
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l_node Nebl_nodes[MAX_LIGHTNING_NODES];
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l_node Nebl_free_list;
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l_node Nebl_used_list;
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// nodes in a lightning bolt
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#define LINK_LEFT 0
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#define LINK_RIGHT 1
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#define LINK_CHILD 2
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// Lightning bolts
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int Num_lbolts = 0;
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l_bolt Nebl_bolts[MAX_LIGHTNING_BOLTS];
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// Lightning bolt types
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SCP_vector<bolt_type> Bolt_types;
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// Lightning storm types
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SCP_vector<storm_type> Storm_types;
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// points on the basic cross section
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vec3d Nebl_ring[3] = {
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{ { { -1.0f, 0.0f, 0.0f } } },
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{ { { 1.0f, 0.70f, 0.0f } } },
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{ { { 1.0f, -0.70f, 0.0f } } }
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};
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// pinched off cross-section
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vec3d Nebl_ring_pinched[3] = {
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{ { { -0.05f, 0.0f, 0.0f } } },
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{ { { 0.05f, 0.035f, 0.0f } } },
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{ { { 0.05f, -0.035f, 0.0f } } }
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};
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// globals used for rendering and generating bolts
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int Nebl_flash_count = 0; // # of points rendered onscreen for this bolt
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float Nebl_flash_x = 0.0f; // avg x of the points rendered
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float Nebl_flash_y = 0.0f; // avg y of the points rendered
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float Nebl_bang = 0.0; // distance to the viewer object
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float Nebl_alpha = 0.0f; // alpha to use when rendering the bolt itself
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float Nebl_glow_alpha = 0.0f; // alpha to use when rendering the bolt glow
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int Nebl_stamp = -1; // random timestamp for making bolts
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float Nebl_bolt_len; // length of the current bolt being generated
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bolt_type *Nebl_type; // bolt type
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matrix Nebl_bolt_dir; // orientation matrix of the bolt being generated
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vec3d Nebl_bolt_start; // start point of the bolt being generated
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vec3d Nebl_bolt_strike; // strike point of the bolt being generated
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// the type of active storm
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storm_type *Storm = NULL;
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// vars
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DCF(b_scale, "Sets the scale factor for debug nebula bolts")
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{
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dc_stuff_float(&Bolt_types[DEBUG_BOLT].b_scale);
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}
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DCF(b_rand, "Sets the randomness factor for debug nebula bolts")
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{
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dc_stuff_float(&Bolt_types[DEBUG_BOLT].b_rand);
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}
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DCF(b_shrink, "Sets the shrink factor for debug nebula bolts")
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{
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dc_stuff_float(&Bolt_types[DEBUG_BOLT].b_shrink);
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}
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DCF(b_poly_pct, "Sets b_poly_pct")
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{
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dc_stuff_float(&Bolt_types[DEBUG_BOLT].b_poly_pct);
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}
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DCF(b_add, "Sets b_add")
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{
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dc_stuff_float(&Bolt_types[DEBUG_BOLT].b_add);
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}
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DCF(b_strikes, "Sets num_strikes")
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{
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dc_stuff_int(&Bolt_types[DEBUG_BOLT].num_strikes);
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}
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DCF(b_noise, "Sets noise factor")
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{
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dc_stuff_float(&Bolt_types[DEBUG_BOLT].noise);
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}
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DCF(b_bright, "Sets brightness factor")
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{
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dc_stuff_float(&Bolt_types[DEBUG_BOLT].b_bright);
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}
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DCF(b_lifetime, "Sets lifetime duration")
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{
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dc_stuff_int(&Bolt_types[DEBUG_BOLT].lifetime);
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}
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DCF(b_list, "Displays status of debug lightning commands")
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{
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dc_printf("Debug lightning bolt settings :\n");
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dc_printf("b_scale : %f\n", Bolt_types[DEBUG_BOLT].b_scale);
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dc_printf("b_rand : %f\n", Bolt_types[DEBUG_BOLT].b_rand);
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dc_printf("b_shrink : %f\n", Bolt_types[DEBUG_BOLT].b_shrink);
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dc_printf("b_poly_pct : %f\n", Bolt_types[DEBUG_BOLT].b_poly_pct);
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dc_printf("b_add : %f\n", Bolt_types[DEBUG_BOLT].b_add);
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dc_printf("b_strikes : %d\n", Bolt_types[DEBUG_BOLT].num_strikes);
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dc_printf("b_noise : %f\n", Bolt_types[DEBUG_BOLT].noise);
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dc_printf("b_bright : %f\n", Bolt_types[DEBUG_BOLT].b_bright);
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dc_printf("b_lifetime : %d\n", Bolt_types[DEBUG_BOLT].lifetime);
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}
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// nebula lightning intensity (0.0 to 1.0)
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float Nebl_intensity = 0.6667f;
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DCF(lightning_intensity, "Sets lightning intensity between 0.0 and 1.0 (Default is 0.6667)")
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{
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float val;
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dc_stuff_float(&val);
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CLAMP(val, 0.0f, 1.0f);
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Nebl_intensity = 1.0f - val;
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}
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// ------------------------------------------------------------------------------------------------------
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// NEBULA LIGHTNING FUNCTIONS
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//
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static bolt_type* get_bolt_type_pointer(const char* bolt)
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{
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for (int i = 0; i < (int)Bolt_types.size(); i++) {
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if (!stricmp(bolt, Bolt_types[i].name)) {
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return &Bolt_types[i];
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}
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}
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// Didn't find anything.
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return nullptr;
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}
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static storm_type* get_storm_type_pointer(const char* storm)
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{
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for (int i = 0; i < (int)Storm_types.size(); i++) {
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if (!stricmp(storm, Storm_types[i].name)) {
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return &Storm_types[i];
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}
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}
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// Didn't find anything.
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return nullptr;
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}
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int get_bolt_type_by_name(const char* bolt)
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{
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for (int i = 0; i < (int)Bolt_types.size(); i++) {
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if (!stricmp(bolt, Bolt_types[i].name)) {
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return i;
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}
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}
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// Didn't find anything.
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return -1;
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}
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// initialize nebula lightning at game startup
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void parse_lightning_table(const char* filename)
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{
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char name[MAX_FILENAME_LEN];
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try
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{
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// parse the lightning table
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read_file_text(filename, CF_TYPE_TABLES);
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reset_parse();
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// parse the individual lightning bolt types
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required_string("#Bolts begin");
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while (!optional_string("#Bolts end")){
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bool create_if_not_found = true;
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bolt_type bolt_t;
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bolt_type* bolt_p;
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// bolt title
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required_string("$Bolt:");
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stuff_string(bolt_t.name, F_NAME, NAME_LENGTH);
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if (optional_string("+nocreate")) {
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if (!Parsing_modular_table) {
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Warning(LOCATION, "+nocreate flag used for lightning bolt in non-modular table\n");
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}
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create_if_not_found = false;
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}
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// Does this bolt exist already?
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// If so, load this new info into it
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bolt_p = get_bolt_type_pointer(bolt_t.name);
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if (bolt_p != nullptr) {
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if (!Parsing_modular_table) {
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error_display(1,
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"Error: Lightning Bolt %s already exists. All bolt names must be unique.",
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bolt_t.name);
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}
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} else {
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// Don't create bolt if it has +nocreate and is in a modular table.
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if (!create_if_not_found && Parsing_modular_table) {
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if (!skip_to_start_of_string_either("$Bolt:", "#Bolts end")) {
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error_display(1, "Missing [#Bolts end] or [$Bolt] after lightning bolt %s", bolt_t.name);
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}
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continue;
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}
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Bolt_types.push_back(bolt_t);
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bolt_p = &Bolt_types[Bolt_types.size() - 1];
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}
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// b_scale
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if (optional_string("+b_scale:")) {
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stuff_float(&bolt_p->b_scale);
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}
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// b_shrink
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if (optional_string("+b_shrink:")) {
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stuff_float(&bolt_p->b_shrink);
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}
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// b_poly_pct
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if (optional_string("+b_poly_pct:")) {
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stuff_float(&bolt_p->b_poly_pct);
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}
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// child rand, omg not the chilren!
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if (optional_string("+b_rand:")) {
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stuff_float(&bolt_p->b_rand);
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}
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// z add
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if (optional_string("+b_add:")) {
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stuff_float(&bolt_p->b_add);
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}
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// # strikes
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if (optional_string("+b_strikes:")) {
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stuff_int(&bolt_p->num_strikes);
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}
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// lifetime
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if (optional_string("+b_lifetime:")) {
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stuff_int(&bolt_p->lifetime);
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}
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// noise
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if (optional_string("+b_noise:")) {
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stuff_float(&bolt_p->noise);
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}
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// emp effect
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if (optional_string("+b_emp:")) {
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stuff_float(&bolt_p->emp_intensity);
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stuff_float(&bolt_p->emp_time);
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}
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// texture
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if (optional_string("+b_texture:")) {
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stuff_string(name, F_NAME, sizeof(name));
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if (!Fred_running && stricmp(name, "none") && stricmp(name, "<none>")) {
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bolt_p->texture = bm_load(name);
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if (bolt_p->texture < 0)
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error_display(0, "Unable to load texture %s for bolt %s.", name, bolt_p->name);
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}
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}
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// glow
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if (optional_string("+b_glow:")) {
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stuff_string(name, F_NAME, sizeof(name));
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if (!Fred_running && stricmp(name, "none") && stricmp(name, "<none>")) {
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bolt_p->glow = bm_load(name);
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if (bolt_p->glow < 0)
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error_display(0, "Unable to load glow %s for bolt %s.", name, bolt_p->name);
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}
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}
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// brightness
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if (optional_string("+b_bright:")) {
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stuff_float(&bolt_p->b_bright);
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}
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}
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// parse lightning storm types
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required_string("#Storms begin");
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while (!optional_string("#Storms end")){
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bool create_if_not_found = true;
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storm_type storm_t;
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storm_type* storm_p;
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// bolt title
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required_string("$Storm:");
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stuff_string(storm_t.name, F_NAME, NAME_LENGTH);
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if (optional_string("+nocreate")) {
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if (!Parsing_modular_table) {
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Warning(LOCATION, "+nocreate flag used for lightning storm in non-modular table\n");
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}
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create_if_not_found = false;
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}
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// Does this storm exist already?
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// If so, load this new info into it
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storm_p = get_storm_type_pointer(storm_t.name);
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if (storm_p != nullptr) {
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if (!Parsing_modular_table) {
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error_display(1,
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"Error: Lightning Storm %s already exists. All bolt names must be unique.",
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storm_t.name);
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}
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} else {
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// Don't create storm if it has +nocreate and is in a modular table.
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if (!create_if_not_found && Parsing_modular_table) {
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if (!skip_to_start_of_string_either("$Storm:", "#Storms end")) {
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error_display(1, "Missing [#Storms end] or [$Storm] after lightning storm %s", storm_t.name);
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}
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continue;
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}
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Storm_types.push_back(storm_t);
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storm_p = &Storm_types[Storm_types.size() - 1];
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}
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if (optional_string("+Clear bolts")) {
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if (Parsing_modular_table) {
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mprintf(("Got argument to clear the bolts list for storm %s", storm_p->name));
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for (int i = 0; i < MAX_BOLT_TYPES_PER_STORM; i++) {
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storm_p->bolt_types[i] = -1;
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}
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storm_p->num_bolt_types = 0;
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} else {
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error_display(0,
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"Got argument to clear bolts list for storm %s in non-modular table. Ignoring!",
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storm_p->name);
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}
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}
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// bolt types
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while (optional_string("+bolt:")){
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if (storm_p->num_bolt_types < MAX_BOLT_TYPES_PER_STORM) {
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stuff_string(storm_p->bolt_types_n[storm_p->num_bolt_types], F_NAME, NAME_LENGTH);
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storm_p->num_bolt_types++;
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} else {
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error_display(0, "Storm %s already has %i bolts. Ignoring bolt %s!", storm_p->name, MAX_BOLT_TYPES_PER_STORM, name);
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}
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}
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//Check that we have at least one bolt
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if (storm_p->num_bolt_types < 1)
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error_display(1, "Storm %s has no bolts defined!", storm_p->name);
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// flavor
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if (optional_string("+flavor:")) {
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stuff_float(&storm_p->flavor.xyz.x);
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stuff_float(&storm_p->flavor.xyz.y);
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stuff_float(&storm_p->flavor.xyz.z);
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}
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// frequencies
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if (optional_string("+random_freq:")) {
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stuff_int(&storm_p->min);
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stuff_int(&storm_p->max);
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}
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// counts
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if (optional_string("+random_count:")) {
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stuff_int(&storm_p->min_count);
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stuff_int(&storm_p->max_count);
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}
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}
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}
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catch (const parse::ParseException& e)
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{
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mprintf(("TABLES: Unable to parse '%s'! Error message = %s.\n", "lightning.tbl", e.what()));
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return;
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}
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}
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// the storm effect chooses a bolt by index using a rand number
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// Generator. Means we cant do any Bolt error checking at the time
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// Of parsing, And we would need to Update the array
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// Of bolts, so Keys are filled. This Grouped "for" method verifies
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// Bolts by name. Each bolt in all the Storms saves the index in the
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// bolts array var So it meets that requirement - Mjn
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static void verify_storm_bolts()
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{
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for (int i = 0; i < (int)Storm_types.size(); i++) {
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//Count the number of errored bolts so we can adjust the array to leave no blank slots-Mjn
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int error_count = 0;
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for (int j = 0; j < Storm_types[i].num_bolt_types; j++) {
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int bolt_idx = nebl_get_bolt_index(Storm_types[i].bolt_types_n[j]);
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if (bolt_idx < 0) {
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Warning(LOCATION,
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"Unknown bolt %s defined in storm %s. Skipping!",
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Storm_types[i].bolt_types_n[j],
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Storm_types[i].name);
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error_count++;
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} else {
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Storm_types[i].bolt_types[j - error_count] = bolt_idx;
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}
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}
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//Correct the bolt count
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Storm_types[i].num_bolt_types = (Storm_types[i].num_bolt_types - error_count);
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//Semi duplicate error message, but relevant in case all bolts were removed
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if (Storm_types[i].num_bolt_types == 0)
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Error(LOCATION, "Storm %s has no bolts defined!", Storm_types[i].name);
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}
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}
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void nebl_init()
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{
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// first parse the default table
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parse_lightning_table("lightning.tbl");
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// parse any modular tables
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parse_modular_table("*-ltng.tbm", parse_lightning_table);
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//Verify the bolts after all parsing is done to make sure that load order isn't a factor
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verify_storm_bolts();
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}
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// initialize lightning before entering a level
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void nebl_level_init()
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{
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size_t idx;
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// zero all lightning bolts
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for(idx=0; idx<MAX_LIGHTNING_BOLTS; idx++){
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Nebl_bolts[idx].head = NULL;
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Nebl_bolts[idx].bolt_life = -1;
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Nebl_bolts[idx].used = 0;
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}
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// initialize node list
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Num_lnodes = 0;
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list_init( &Nebl_free_list );
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list_init( &Nebl_used_list );
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// Link all object slots into the free list
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for (idx=0; idx<MAX_LIGHTNING_NODES; idx++) {
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list_append(&Nebl_free_list, &Nebl_nodes[idx] );
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}
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// zero the random timestamp
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Nebl_stamp = -1;
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// null the storm. let mission parsing set it up
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Storm = NULL;
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}
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// set the storm (call from mission parse)
|
|
void nebl_set_storm(const char *name)
|
|
{
|
|
// sanity
|
|
Storm = NULL;
|
|
|
|
int index = nebl_get_storm_index(name);
|
|
|
|
if(index == -1)
|
|
return;
|
|
|
|
Storm = &Storm_types[index];
|
|
}
|
|
|
|
// render all lightning bolts
|
|
void nebl_render_all()
|
|
{
|
|
GR_DEBUG_SCOPE("Nebula render all");
|
|
|
|
l_bolt *b;
|
|
bolt_type *bi;
|
|
|
|
// traverse the list
|
|
for(size_t idx=0; idx<MAX_LIGHTNING_BOLTS; idx++){
|
|
b = &Nebl_bolts[idx];
|
|
|
|
// if this is being used
|
|
if(b->used){
|
|
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<num_bolts; idx++){
|
|
vec3d start;
|
|
do {
|
|
vm_vec_random_in_sphere(&start, &Eye_position, 800.0f, false);
|
|
} while (vm_vec_dist(&start, &Eye_position) > 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<MAX_LIGHTNING_BOLTS; idx++){
|
|
if(!Nebl_bolts[idx].used){
|
|
found = 1;
|
|
break;
|
|
}
|
|
}
|
|
if(!found){
|
|
return false;
|
|
}
|
|
|
|
if( type >= (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)
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{
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vertex v[4];
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material material_params;
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material_set_unlit_emissive(&material_params, bi->texture, Nebl_alpha, 2.0f);
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// draw some stuff
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for(size_t idx=0; idx<2; idx++){
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v[0] = a->vex[idx];
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v[0].texture_position.u = 0.0f; v[0].texture_position.v = 0.0f;
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v[1] = a->vex[idx+1];
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v[1].texture_position.u = 1.0f; v[1].texture_position.v = 0.0f;
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v[2] = b->vex[idx+1];
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v[2].texture_position.u = 1.0f; v[2].texture_position.v = 1.0f;
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v[3] = b->vex[idx];
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v[3].texture_position.u = 0.0f; v[3].texture_position.v = 1.0f;
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// draw
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g3_render_primitives_textured(&material_params, v, 4, PRIM_TYPE_TRIFAN, false);
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}
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// draw
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v[0] = a->vex[2];
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v[0].texture_position.u = 0.0f; v[0].texture_position.v = 0.0f;
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v[1] = a->vex[0];
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v[1].texture_position.u = 1.0f; v[1].texture_position.v = 0.0f;
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v[2] = b->vex[0];
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v[2].texture_position.u = 1.0f; v[2].texture_position.v = 1.0f;
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v[3] = b->vex[2];
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v[3].texture_position.u = 0.0f; v[3].texture_position.v = 1.0f;
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g3_render_primitives_textured(&material_params, v, 4, PRIM_TYPE_TRIFAN, false);
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// draw the glow beam
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material_set_unlit_emissive(&material_params, bi->glow, Nebl_glow_alpha, 2.0f);
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v[0] = a->glow_vex[0];
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v[0].texture_position.v = 0.0f; v[0].texture_position.u = 0.0f;
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v[1] = a->glow_vex[1];
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v[1].texture_position.v = 1.0f; v[1].texture_position.u = 0.0f;
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v[2] = b->glow_vex[1];
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v[2].texture_position.v = 1.0f; v[2].texture_position.u = 1.0f;
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v[3] = b->glow_vex[0];
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v[3].texture_position.v = 0.0f; v[3].texture_position.u = 1.0f;
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g3_render_primitives_textured(&material_params, v, 4, PRIM_TYPE_TRIFAN, false);
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}
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// generate a section
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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)
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{
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vec3d dir_normal;
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matrix m;
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size_t idx;
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vec3d temp, pt;
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vec3d glow_a, glow_b;
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vertex tempv;
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// direction matrix
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vm_vec_normalized_dir(&dir_normal, &a->pos, &b->pos);
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vm_vector_2_matrix_norm(&m, &dir_normal, nullptr, nullptr);
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// distance to player
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float bang_dist = vm_vec_dist_quick(&Eye_position, &a->pos);
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if(bang_dist < Nebl_bang){
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Nebl_bang = bang_dist;
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}
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// rotate the basic section into world
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for(idx=0; idx<3; idx++){
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memset(&tempv, 0, sizeof(tempv));
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// rotate to world
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if(pinch_a){
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vm_vec_rotate(&pt, &Nebl_ring_pinched[idx], &m);
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} else {
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vm_vec_copy_scale(&temp, &Nebl_ring[idx], width);
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vm_vec_rotate(&pt, &temp, &m);
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}
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vm_vec_add2(&pt, &a->pos);
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g3_transfer_vertex(&c->vex[idx], &pt);
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g3_rotate_vertex(&tempv, &pt);
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g3_project_vertex(&tempv);
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// if first frame, keep track of the average screen pos
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if (tempv.codes == 0) {
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Nebl_flash_x += tempv.screen.xyw.x;
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Nebl_flash_y += tempv.screen.xyw.y;
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Nebl_flash_count++;
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}
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}
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// calculate the glow points
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nebl_calc_facing_pts_smart(&glow_a, &glow_b, &dir_normal, &a->pos, pinch_a ? 0.5f : width * 6.0f, bi->b_add);
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g3_transfer_vertex(&c->glow_vex[0], &glow_a);
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g3_transfer_vertex(&c->glow_vex[1], &glow_b);
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// maybe do a cap
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if(cap != NULL){
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// rotate the basic section into world
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for(idx=0; idx<3; idx++){
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// rotate to world
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if(pinch_b){
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vm_vec_rotate(&pt, &Nebl_ring_pinched[idx], &m);
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} else {
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vm_vec_copy_scale(&temp, &Nebl_ring[idx], width);
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vm_vec_rotate(&pt, &temp, &m);
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}
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vm_vec_add2(&pt, &b->pos);
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g3_transfer_vertex(&cap->vex[idx], &pt);
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g3_rotate_vertex(&tempv, &pt);
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g3_project_vertex(&tempv);
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// if first frame, keep track of the average screen pos
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if (tempv.codes == 0) {
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Nebl_flash_x += tempv.screen.xyw.x;
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Nebl_flash_y += tempv.screen.xyw.y;
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Nebl_flash_count++;
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}
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}
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// calculate the glow points
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nebl_calc_facing_pts_smart(&glow_a, &glow_b, &dir_normal, &b->pos, pinch_b ? 0.5f : width * 6.0f, bi->b_add);
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g3_transfer_vertex(&cap->glow_vex[0], &glow_a);
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g3_transfer_vertex(&cap->glow_vex[1], &glow_b);
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}
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}
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// render the bolt
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void nebl_render(bolt_type *bi, l_node *whee, float width, l_section *prev)
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{
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l_section start;
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l_section end;
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l_section child_start;
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// bad
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if(whee == NULL){
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return;
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}
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// if prev is NULL, we're just starting so we need our start point
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if(prev == NULL){
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Assert(whee->links[LINK_RIGHT] != NULL);
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nebl_generate_section(bi, width, whee, whee->links[LINK_RIGHT], &start, NULL, 1, 0);
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} else {
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start = *prev;
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}
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// if we have a child section
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if(whee->links[LINK_CHILD]){
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// generate section
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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);
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// render
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nebl_render_section(bi, &child_start, &end);
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// maybe continue
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if(whee->links[LINK_CHILD]->links[LINK_RIGHT] != NULL){
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nebl_render(bi, whee->links[LINK_CHILD], width * 0.5f, &end);
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}
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}
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// if the next section is an end section
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if(whee->links[LINK_RIGHT]->links[LINK_RIGHT] == NULL){
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l_section temp;
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// generate section
|
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nebl_generate_section(bi, width, whee, whee->links[LINK_RIGHT], &temp, &end, 0, 1);
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// render the section
|
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nebl_render_section(bi, &start, &end);
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}
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// a middle section
|
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else if(whee->links[LINK_RIGHT]->links[LINK_RIGHT] != NULL){
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// generate section
|
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nebl_generate_section(bi, width, whee->links[LINK_RIGHT], whee->links[LINK_RIGHT]->links[LINK_RIGHT], &end, NULL, 0, 0);
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// render the section
|
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nebl_render_section(bi, &start, &end);
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|
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// recurse through him
|
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nebl_render(bi, whee->links[LINK_RIGHT], width, &end);
|
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}
|
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}
|
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|
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// given a valid, complete bolt, jitter him based upon his noise
|
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void nebl_jitter(l_bolt *b)
|
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{
|
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matrix m;
|
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vec3d temp;
|
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float length;
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l_node *moveup;
|
|
bolt_type *bi = NULL;
|
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|
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// sanity
|
|
if(b == NULL){
|
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return;
|
|
}
|
|
if( b->type >= Bolt_types.size() ){
|
|
return;
|
|
}
|
|
bi = &Bolt_types[b->type];
|
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|
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// get the bolt direction
|
|
length = vm_vec_normalized_dir(&temp, &b->strike, &b->start);
|
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vm_vector_2_matrix_norm(&m, &temp, nullptr, nullptr);
|
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|
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// jitter all nodes on the main trunk
|
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moveup = b->head;
|
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while(moveup != NULL){
|
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temp = moveup->pos;
|
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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];
|
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}
|
|
}
|
|
|
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// 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;
|
|
}
|
|
|
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// 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;
|
|
}
|