Files
fs2open.github.com/code/fireball/fireballs.cpp

1096 lines
26 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include "fireball/fireballs.h"
#include "asteroid/asteroid.h"
#include "cmdline/cmdline.h"
#include "gamesnd/gamesnd.h"
#include "graphics/tmapper.h"
#include "localization/localize.h"
#include "model/model.h"
#include "object/object.h"
#include "options/Option.h"
#include "parse/parselo.h"
#include "render/3d.h"
#include "render/batching.h"
#include "ship/ship.h"
#include "tracing/Monitor.h"
#include <cstdlib>
int Knossos_warp_ani_used;
#define WARPHOLE_GROW_TIME (2.35f) // time for warphole to reach max size (also time to shrink to nothing once it begins to shrink)
#define MAX_WARP_LOD 0
fireball Fireballs[MAX_FIREBALLS];
fireball_info Fireball_info[MAX_FIREBALL_TYPES];
int fireball_used[MAX_FIREBALL_TYPES];
int Num_fireballs = 0;
int Num_fireball_types = 0;
bool fireballs_inited = false;
bool fireballs_parsed = false;
bool Fireball_use_3d_warp = false;
static auto WarpOption = options::OptionBuilder<bool>("Graphics.3dWarp", "3D Warp", "Use a 3D model for warp effects")
.category("Graphics")
.default_val(true)
.level(options::ExpertLevel::Advanced)
.bind_to(&Fireball_use_3d_warp)
.importance(65)
.finish();
/**
* Play warp in sound for warp effect
*/
void fireball_play_warphole_open_sound(int ship_class, fireball *fb)
{
gamesnd_id sound_index;
float range_multiplier = 1.0f;
object *fireball_objp;
Assert((fb != NULL) && (fb->objnum >= 0));
if((fb == NULL) || (fb->objnum < 0)){
return;
}
fireball_objp = &Objects[fb->objnum];
sound_index = gamesnd_id(GameSounds::WARP_IN);
if(fb->warp_open_sound_index.isValid()) {
sound_index = fb->warp_open_sound_index;
} else if ((ship_class >= 0) && (ship_class < ship_info_size())) {
if ( Ship_info[ship_class].is_huge_ship() ) {
sound_index = gamesnd_id(GameSounds::CAPITAL_WARP_IN);
fb->flags |= FBF_WARP_CAPITAL_SIZE;
} else if ( Ship_info[ship_class].is_big_ship() ) {
range_multiplier = 6.0f;
fb->flags |= FBF_WARP_CRUISER_SIZE;
}
}
snd_play_3d(gamesnd_get_game_sound(sound_index), &fireball_objp->pos, &Eye_position, fireball_objp->radius, NULL, 0, 1.0f, SND_PRIORITY_DOUBLE_INSTANCE, NULL, range_multiplier); // play warp sound effect
}
/**
* Play warp out sound for warp effect
*/
void fireball_play_warphole_close_sound(fireball *fb)
{
gamesnd_id sound_index;
object *fireball_objp;
fireball_objp = &Objects[fb->objnum];
sound_index = gamesnd_id(GameSounds::WARP_OUT);
if ( fb->warp_close_sound_index.isValid() ) {
sound_index = fb->warp_close_sound_index;
} else if ( fb->flags & FBF_WARP_CAPITAL_SIZE ) {
sound_index = gamesnd_id(GameSounds::CAPITAL_WARP_OUT);
} else {
return;
}
snd_play_3d(gamesnd_get_game_sound(sound_index), &fireball_objp->pos, &Eye_position, fireball_objp->radius); // play warp sound effect
}
static void fireball_generate_unique_id(char *unique_id, int buffer_len, int fireball_index)
{
Assert((fireball_index >= 0) && (fireball_index < MAX_FIREBALL_TYPES));
switch (fireball_index)
{
// use sensible names for the fireball.tbl default entries
case FIREBALL_EXPLOSION_MEDIUM:
strncpy(unique_id, "Medium Explosion", buffer_len);
break;
case FIREBALL_WARP:
strncpy(unique_id, "Warp Effect", buffer_len);
break;
case FIREBALL_KNOSSOS:
strncpy(unique_id, "Knossos Effect", buffer_len);
break;
case FIREBALL_ASTEROID:
strncpy(unique_id, "Asteroid Explosion", buffer_len);
break;
case FIREBALL_EXPLOSION_LARGE1:
strncpy(unique_id, "Large Explosion 1", buffer_len);
break;
case FIREBALL_EXPLOSION_LARGE2:
strncpy(unique_id, "Large Explosion 2", buffer_len);
break;
// base the id on the index
default:
snprintf(unique_id, buffer_len, "Custom Fireball %d", fireball_index - NUM_DEFAULT_FIREBALLS + 1);
break;
}
// null-terminate
unique_id[buffer_len - 1] = '\0';
}
/**
* Set default colors for each explosion type (original values from object.cpp)
*/
static void fireball_set_default_color(int idx)
{
Assert((idx >= 0) && (idx < MAX_FIREBALL_TYPES));
switch (idx)
{
case FIREBALL_EXPLOSION_LARGE1:
case FIREBALL_EXPLOSION_LARGE2:
case FIREBALL_EXPLOSION_MEDIUM:
case FIREBALL_ASTEROID:
Fireball_info[idx].exp_color[0] = 1.0f;
Fireball_info[idx].exp_color[1] = 0.5f;
Fireball_info[idx].exp_color[2] = 0.125f;
break;
case FIREBALL_WARP:
Fireball_info[idx].exp_color[0] = 0.75f;
Fireball_info[idx].exp_color[1] = 0.75f;
Fireball_info[idx].exp_color[2] = 1.0f;
break;
case FIREBALL_KNOSSOS:
Fireball_info[idx].exp_color[0] = 0.75f;
Fireball_info[idx].exp_color[1] = 1.0f;
Fireball_info[idx].exp_color[2] = 0.75f;
break;
default:
Fireball_info[idx].exp_color[0] = 1.0f;
Fireball_info[idx].exp_color[1] = 1.0f;
Fireball_info[idx].exp_color[2] = 1.0f;
break;
}
}
static void fireball_set_default_warp_attributes(int idx)
{
Assert((idx >= 0) && (idx < MAX_FIREBALL_TYPES));
switch (idx)
{
case FIREBALL_WARP:
case FIREBALL_KNOSSOS:
strcpy_s(Fireball_info[idx].warp_glow, "warpglow01");
strcpy_s(Fireball_info[idx].warp_ball, "warpball01");
strcpy_s(Fireball_info[idx].warp_model, "warp.pof");
break;
}
}
void fireball_info_clear(fireball_info *fb)
{
Assert(fb != nullptr);
memset(fb, 0, sizeof(fireball_info));
for (int i = 0; i < MAX_FIREBALL_LOD; ++i)
fb->lod[i].bitmap_id = -1;
fb->warp_glow_bitmap = -1;
fb->warp_ball_bitmap = -1;
fb->warp_model_id = -1;
}
int fireball_info_lookup(const char *unique_id)
{
for (int i = 0; i < Num_fireball_types; ++i)
if (!stricmp(Fireball_info[i].unique_id, unique_id))
return i;
return -1;
}
/**
* Parse fireball tbl
*/
static void parse_fireball_tbl(const char *table_filename)
{
try
{
read_file_text(table_filename, CF_TYPE_TABLES);
reset_parse();
required_string("#Start");
while (required_string_one_of(3, "#End", "$Name:", "$Unique ID:"))
{
fireball_info *fi;
int existing_idx = -1;
char unique_id[NAME_LENGTH];
char fireball_filename[MAX_FILENAME_LEN];
// unique ID, because indexes are unpredictable
memset(unique_id, 0, NAME_LENGTH);
if (optional_string("$Unique ID:"))
stuff_string(unique_id, F_NAME, NAME_LENGTH);
// base filename
required_string("$Name:");
stuff_string(fireball_filename, F_NAME, MAX_FILENAME_LEN);
// find out if we are overriding a previous entry;
// per precedent, these strings should only be in TBMs
// UNLIKE precedent, we can now add fireballs in modular tables, not just replace them
if (Parsing_modular_table)
{
if (optional_string("+Explosion_Medium"))
existing_idx = FIREBALL_EXPLOSION_MEDIUM;
else if (optional_string("+Warp_Effect"))
existing_idx = FIREBALL_WARP;
else if (optional_string("+Knossos_Effect"))
existing_idx = FIREBALL_KNOSSOS;
else if (optional_string("+Asteroid"))
existing_idx = FIREBALL_ASTEROID;
else if (optional_string("+Explosion_Large1"))
existing_idx = FIREBALL_EXPLOSION_LARGE1;
else if (optional_string("+Explosion_Large2"))
existing_idx = FIREBALL_EXPLOSION_LARGE2;
else if (optional_string("+Custom_Fireball"))
stuff_int(&existing_idx);
// we can ALSO override a previous entry by specifying a previously used unique ID
// either way will work, but if both are specified, unique ID takes precedence
if (strlen(unique_id) > 0)
{
int temp_idx = fireball_info_lookup(unique_id);
if (temp_idx >= 0)
existing_idx = temp_idx;
}
}
// now select our entry accordingly...
// are we using a previous entry?
if (existing_idx >= 0)
{
fi = &Fireball_info[existing_idx];
}
// we are creating a new entry, so set some defaults
else
{
// make sure we don't exceed the max
if (Num_fireball_types >= MAX_FIREBALL_TYPES)
{
error_display(0, "Too many fireball entries! Max is %d", MAX_FIREBALL_TYPES);
return;
}
fi = &Fireball_info[Num_fireball_types];
fireball_info_clear(fi);
// If the table didn't specify a unique ID, generate one. This will be assigned a few lines later.
if (strlen(unique_id) == 0)
fireball_generate_unique_id(unique_id, NAME_LENGTH, Num_fireball_types);
// Set remaining fireball defaults
fireball_set_default_color(Num_fireball_types);
fireball_set_default_warp_attributes(Num_fireball_types);
Num_fireball_types++;
}
// copy over what we already parsed
if (strlen(unique_id) > 0)
strcpy_s(fi->unique_id, unique_id);
strcpy_s(fi->lod[0].filename, fireball_filename);
// Do we have a LOD num?
if (optional_string("$LOD:"))
{
stuff_int(&fi->lod_count);
if (fi->lod_count > MAX_FIREBALL_LOD)
fi->lod_count = MAX_FIREBALL_LOD;
}
// check for particular lighting color
if (optional_string("$Light color:"))
{
int r, g, b;
stuff_int(&r);
stuff_int(&g);
stuff_int(&b);
CLAMP(r, 0, 255);
CLAMP(g, 0, 255);
CLAMP(b, 0, 255);
fi->exp_color[0] = (r / 255.0f);
fi->exp_color[1] = (g / 255.0f);
fi->exp_color[2] = (b / 255.0f);
}
// check for custom warp glow
if (optional_string("$Warp glow:"))
stuff_string(fi->warp_glow, F_NAME, NAME_LENGTH);
// check for custom warp ball
if (optional_string("$Warp ball:"))
stuff_string(fi->warp_ball, F_NAME, NAME_LENGTH);
// check for custom warp model
if (optional_string("$Warp model:"))
stuff_string(fi->warp_model, F_NAME, NAME_LENGTH);
}
required_string("#End");
}
catch (const parse::ParseException& e)
{
mprintf(("TABLES: Unable to parse '%s'! Error message = %s.\n", table_filename, e.what()));
return;
}
}
void fireball_parse_tbl()
{
if (fireballs_parsed)
return;
// every newly parsed fireball_info will get cleared before being added
// must do this outside of parse_fireball_tbl because it's called twice
Num_fireball_types = 0;
parse_fireball_tbl("fireball.tbl");
// look for any modular tables
parse_modular_table(NOX("*-fbl.tbm"), parse_fireball_tbl);
// fill in extra LOD filenames
for (auto &fi: Fireball_info)
{
if (fi.lod_count > 1)
{
auto lod0 = fi.lod[0].filename;
for (int j = 1; j < fi.lod_count; ++j)
sprintf(fi.lod[j].filename, "%s_%d", lod0, j);
}
}
fireballs_parsed = true;
}
void fireball_load_data()
{
int i, idx;
fireball_info *fd;
for ( i = 0; i < Num_fireball_types; i++ ) {
fd = &Fireball_info[i];
for(idx=0; idx<fd->lod_count; idx++){
// we won't use a warp effect lod greater than MAX_WARP_LOD so don't load it either
if ( (i == FIREBALL_WARP) && (idx > MAX_WARP_LOD) )
continue;
fd->lod[idx].bitmap_id = bm_load_animation( fd->lod[idx].filename, &fd->lod[idx].num_frames, &fd->lod[idx].fps, nullptr, nullptr, true );
if ( fd->lod[idx].bitmap_id < 0 ) {
Error(LOCATION, "Could not load %s anim file\n", fd->lod[idx].filename);
}
}
if (strlen(fd->warp_glow) > 0) {
mprintf(("Loading warp glow '%s'\n", fd->warp_glow));
fd->warp_glow_bitmap = bm_load(fd->warp_glow);
} else {
fd->warp_glow_bitmap = -1;
}
if (strlen(fd->warp_ball) > 0) {
mprintf(("Loading warp ball '%s'\n", fd->warp_ball));
fd->warp_ball_bitmap = bm_load(fd->warp_ball);
} else {
fd->warp_ball_bitmap = -1;
}
}
}
// This will get called at the start of each level.
void fireball_init()
{
int i;
if ( !fireballs_inited ) {
// Do all the processing that happens only once
fireball_parse_tbl();
fireball_load_data();
fireballs_inited = true;
}
// Reset everything between levels
Num_fireballs = 0;
for (i=0; i<MAX_FIREBALLS; i++ ) {
Fireballs[i].objnum = -1;
}
// Goober5000 - reset Knossos warp flag
Knossos_warp_ani_used = 0;
}
MONITOR( NumFireballsRend )
/**
* Delete a fireball.
* Called by object_delete() code... do not call directly.
*/
void fireball_delete( object * obj )
{
int num;
fireball *fb;
num = obj->instance;
fb = &Fireballs[num];
Assert( fb->objnum == OBJ_INDEX(obj));
Fireballs[num].objnum = -1;
Num_fireballs--;
Assert( Num_fireballs >= 0 );
}
/**
* Delete all active fireballs, by calling obj_delete directly.
*/
void fireball_delete_all()
{
fireball *fb;
int i;
for ( i = 0; i < MAX_FIREBALLS; i++ ) {
fb = &Fireballs[i];
if ( fb->objnum != -1 ) {
obj_delete(fb->objnum);
}
}
}
void fireball_set_framenum(int num)
{
int framenum;
fireball *fb;
fireball_info *fd;
fireball_lod *fl;
fb = &Fireballs[num];
fd = &Fireball_info[Fireballs[num].fireball_info_index];
// valid lod?
fl = NULL;
if((fb->lod >= 0) && (fb->lod < fd->lod_count)){
fl = &Fireball_info[Fireballs[num].fireball_info_index].lod[fb->lod];
}
if(fl == NULL){
// argh
return;
}
if ( fb->fireball_render_type == FIREBALL_WARP_EFFECT ) {
framenum = bm_get_anim_frame(fl->bitmap_id, fb->time_elapsed, 0.0f, true);
if ( fb->orient ) {
// warp out effect plays backwards
framenum = fl->num_frames-framenum-1;
fb->current_bitmap = fl->bitmap_id + framenum;
} else {
fb->current_bitmap = fl->bitmap_id + framenum;
}
} else {
// ignore setting of OF_SHOULD_BE_DEAD, see fireball_process_post
framenum = bm_get_anim_frame(fl->bitmap_id, fb->time_elapsed, fb->total_time);
fb->current_bitmap = fl->bitmap_id + framenum;
}
}
int fireball_is_perishable(object * obj)
{
// return 1;
int num, objnum;
fireball *fb;
num = obj->instance;
objnum = OBJ_INDEX(obj);
Assert( Fireballs[num].objnum == objnum );
fb = &Fireballs[num];
if ( fb->fireball_render_type == FIREBALL_MEDIUM_EXPLOSION )
return 1;
if ( !(fb->fireball_render_type == FIREBALL_WARP_EFFECT) ) {
if ( !(obj->flags[Object::Object_Flags::Was_rendered])) {
return 1;
}
}
return 0;
}
/**
* There are too many fireballs, so delete the oldest small one
* to free up a slot.
*
* @return The fireball slot freed.
*/
int fireball_free_one()
{
fireball *fb;
int i;
int oldest_objnum = -1, oldest_slotnum = -1;
float lifeleft, oldest_lifeleft = 0.0f;
for ( i = 0; i < MAX_FIREBALLS; i++ ) {
fb = &Fireballs[i];
// only remove the ones that aren't warp effects
if ( (fb->objnum >= 0) && fireball_is_perishable(&Objects[fb->objnum]) ) {
lifeleft = fb->total_time - fb->time_elapsed;
if ( (oldest_objnum < 0) || (lifeleft < oldest_lifeleft) ) {
oldest_slotnum = i;
oldest_lifeleft = lifeleft;
oldest_objnum = fb->objnum;
}
break;
}
}
if ( oldest_objnum > -1 ) {
obj_delete(oldest_objnum);
}
return oldest_slotnum;
}
int fireball_is_warp(object * obj)
{
int num, objnum;
fireball *fb;
num = obj->instance;
objnum = OBJ_INDEX(obj);
Assert( Fireballs[num].objnum == objnum );
fb = &Fireballs[num];
if ( fb->fireball_render_type == FIREBALL_WARP_EFFECT)
return 1;
return 0;
}
// maybe play sound effect for warp hole closing
void fireball_maybe_play_warp_close_sound(fireball *fb)
{
float life_left;
// If not a warphole fireball, do a quick out
if ( !(fb->fireball_render_type == FIREBALL_WARP_EFFECT)) {
return;
}
// If the warhole close sound has been played, don't play it again!
if ( fb->flags & FBF_WARP_CLOSE_SOUND_PLAYED ) {
return;
}
life_left = fb->total_time - fb->time_elapsed;
if ( life_left < fb->warp_close_duration ) {
fireball_play_warphole_close_sound(fb);
fb->flags |= FBF_WARP_CLOSE_SOUND_PLAYED;
}
}
MONITOR( NumFireballs )
void fireball_process_post(object * obj, float frame_time)
{
int num, objnum;
fireball *fb;
MONITOR_INC( NumFireballs, 1 );
num = obj->instance;
objnum = OBJ_INDEX(obj);
Assert( Fireballs[num].objnum == objnum );
fb = &Fireballs[num];
fb->time_elapsed += frame_time;
if ( fb->time_elapsed > fb->total_time ) {
obj->flags.set(Object::Object_Flags::Should_be_dead);
}
fireball_maybe_play_warp_close_sound(fb);
fireball_set_framenum(num);
}
/**
* Returns life left of a fireball in seconds
*/
float fireball_lifeleft( object *obj )
{
int num, objnum;
fireball *fb;
num = obj->instance;
objnum = OBJ_INDEX(obj);
Assert( Fireballs[num].objnum == objnum );
fb = &Fireballs[num];
return fb->total_time - fb->time_elapsed;
}
/**
* Returns life left of a fireball in percent
*/
float fireball_lifeleft_percent( object *obj )
{
int num, objnum;
fireball *fb;
num = obj->instance;
objnum = OBJ_INDEX(obj);
Assert( Fireballs[num].objnum == objnum );
fb = &Fireballs[num];
float p = (fb->total_time - fb->time_elapsed) / fb->total_time;
if (p < 0)p=0.0f;
return p;
}
/**
* Determine LOD to use
*/
int fireball_get_lod(vec3d *pos, fireball_info *fd, float size)
{
vertex v;
int x, y, w, h, bm_size;
int must_stop = 0;
int ret_lod = 1;
int behind = 0;
// bogus
if(fd == NULL){
return 1;
}
// start the frame
extern int G3_count;
if(!G3_count){
g3_start_frame(1);
must_stop = 1;
}
g3_set_view_matrix(&Eye_position, &Eye_matrix, Eye_fov);
// get extents of the rotated bitmap
g3_rotate_vertex(&v, pos);
// if vertex is behind, find size if in front, then drop down 1 LOD
if (v.codes & CC_BEHIND) {
float dist = vm_vec_dist_quick(&Eye_position, pos);
vec3d temp;
behind = 1;
vm_vec_scale_add(&temp, &Eye_position, &Eye_matrix.vec.fvec, dist);
g3_rotate_vertex(&v, &temp);
// if still behind, bail and go with default
if (v.codes & CC_BEHIND) {
behind = 0;
}
}
if(!g3_get_bitmap_dims(fd->lod[0].bitmap_id, &v, size, &x, &y, &w, &h, &bm_size)) {
if (Detail.hardware_textures == 4) {
// straight LOD
if(w <= bm_size/8){
ret_lod = 3;
} else if(w <= bm_size/2){
ret_lod = 2;
} else if(w <= (1.56*bm_size)){
ret_lod = 1;
} else {
ret_lod = 0;
}
} else {
// less aggressive LOD for lower detail settings
if(w <= bm_size/8){
ret_lod = 3;
} else if(w <= bm_size/3){
ret_lod = 2;
} else if(w <= (1.2*bm_size)){
ret_lod = 1;
} else {
ret_lod = 0;
}
}
}
// if it's behind, bump up LOD by 1
if (behind) {
ret_lod++;
}
// end the frame
if(must_stop){
g3_end_frame();
}
// return the best lod
return MIN(ret_lod, fd->lod_count - 1);
}
/**
* Create a fireball, return object index.
*/
int fireball_create(vec3d *pos, int fireball_type, int render_type, int parent_obj, float size, bool reverse, vec3d *velocity, float warp_lifetime, int ship_class, matrix *orient_override, int low_res, int extra_flags, gamesnd_id warp_open_sound, gamesnd_id warp_close_sound, float warp_open_duration, float warp_close_duration)
{
int n, objnum, fb_lod;
object *obj;
fireball *fb;
fireball_info *fd;
fireball_lod *fl;
Assert( fireball_type > -1 );
Assert( fireball_type < Num_fireball_types );
fd = &Fireball_info[fireball_type];
// check to make sure this fireball type exists
if (!fd->lod_count)
return -1;
if ( !(Game_detail_flags & DETAIL_FLAG_FIREBALLS) ) {
if ( !((fireball_type == FIREBALL_WARP) || (fireball_type == FIREBALL_KNOSSOS)) ) {
return -1;
}
}
if ( (Num_fireballs >= MAX_FIREBALLS) || (Num_objects >= MAX_OBJECTS) ) {
// out of slots, so free one up.
n = fireball_free_one();
if ( n < 0 ) {
return -1;
}
} else {
for ( n = 0; n < MAX_FIREBALLS; n++ ) {
if ( Fireballs[n].objnum < 0 ) {
break;
}
}
Assert( n != MAX_FIREBALLS );
}
fb = &Fireballs[n];
// get an lod to use
fb_lod = fireball_get_lod(pos, fd, size);
// change lod if low res is desired
if (low_res) {
fb_lod++;
fb_lod = MIN(fb_lod, fd->lod_count - 1);
}
// if this is a warpout fireball, never go higher than LOD 1
if(fireball_type == FIREBALL_WARP){
fb_lod = MAX_WARP_LOD;
}
fl = &fd->lod[fb_lod];
fb->lod = (char)fb_lod;
fb->flags = extra_flags;
fb->warp_open_sound_index = warp_open_sound;
fb->warp_close_sound_index = warp_close_sound;
fb->warp_open_duration = (warp_open_duration < 0.0f) ? WARPHOLE_GROW_TIME : warp_open_duration;
fb->warp_close_duration = (warp_close_duration < 0.0f) ? WARPHOLE_GROW_TIME : warp_close_duration;
matrix orient;
if(orient_override != NULL){
orient = *orient_override;
} else {
if ( parent_obj < 0 ) {
orient = vmd_identity_matrix;
} else {
orient = Objects[parent_obj].orient;
}
}
flagset<Object::Object_Flags> default_flags;
default_flags.set(Object::Object_Flags::Renders);
objnum = obj_create(OBJ_FIREBALL, parent_obj, n, &orient, pos, size, default_flags);
if (objnum < 0) {
Int3(); // Get John, we ran out of objects for fireballs
return objnum;
}
obj = &Objects[objnum];
fb->fireball_info_index = fireball_type;
fb->fireball_render_type = render_type;
fb->time_elapsed = 0.0f;
fb->objnum = objnum;
fb->current_bitmap = -1;
switch( fb->fireball_render_type ) {
case FIREBALL_MEDIUM_EXPLOSION:
fb->orient = (myrand()>>8) & 7; // 0 - 7
break;
case FIREBALL_LARGE_EXPLOSION:
fb->orient = (myrand()>>8) % 360; // 0 - 359
break;
case FIREBALL_WARP_EFFECT:
// Play sound effect for warp hole opening up
fireball_play_warphole_open_sound(ship_class, fb);
// warp in type
if (reverse) {
fb->orient = 1;
// if warp out, then reverse the orientation
vm_vec_scale( &obj->orient.vec.fvec, -1.0f ); // Reverse the forward vector
vm_vec_scale( &obj->orient.vec.rvec, -1.0f ); // Reverse the right vector
} else {
fb->orient = 0;
}
break;
default:
Int3();
break;
}
if ( fb->fireball_render_type == FIREBALL_WARP_EFFECT ) {
Assert( warp_lifetime >= 4.0f ); // Warp lifetime must be at least 4 seconds!
if ( warp_lifetime < 4.0f )
warp_lifetime = 4.0f;
fb->total_time = warp_lifetime; // in seconds
} else {
fb->total_time = i2fl(fl->num_frames) / fl->fps; // in seconds
}
fireball_set_framenum(n);
if ( velocity ) {
// Make the explosion move at a constant velocity.
obj->flags.set(Object::Object_Flags::Physics);
obj->phys_info.mass = 1.0f;
obj->phys_info.side_slip_time_const = 0.0f;
obj->phys_info.rotdamp = 0.0f;
obj->phys_info.vel = *velocity;
obj->phys_info.max_vel = *velocity;
obj->phys_info.desired_vel = *velocity;
obj->phys_info.speed = vm_vec_mag(velocity);
vm_vec_zero(&obj->phys_info.max_rotvel);
}
Num_fireballs++;
return objnum;
}
/**
* Called at game shutdown to clean up the fireball system
*/
void fireball_close()
{
if ( !fireballs_inited )
return;
fireball_delete_all();
}
void fireballs_page_in()
{
int i, idx;
fireball_info *fd;
for ( i = 0; i < Num_fireball_types; i++ ) {
fd = &Fireball_info[i];
if((i < NUM_DEFAULT_FIREBALLS) || fireball_used[i]) {
// if this is a Knossos ani, only load if Knossos_warp_ani_used is true
if ( (i == FIREBALL_KNOSSOS) && !Knossos_warp_ani_used)
continue;
for(idx=0; idx<fd->lod_count; idx++) {
// we won't use a warp effect lod greater than MAX_WARP_LOD so don't load it either
if ( (i == FIREBALL_WARP) && (idx > MAX_WARP_LOD) )
continue;
bm_page_in_texture( fd->lod[idx].bitmap_id, fd->lod[idx].num_frames );
}
}
// page in glow and ball bitmaps, if we have any
bm_page_in_texture(fd->warp_glow_bitmap);
bm_page_in_texture(fd->warp_ball_bitmap);
// load the warp model, if we have one
if (strlen(fd->warp_model) > 0 && cf_exists_full(fd->warp_model, CF_TYPE_MODELS)) {
mprintf(("Loading warp model '%s'\n", fd->warp_model));
fd->warp_model_id = model_load(fd->warp_model, 0, nullptr, 0);
} else {
fd->warp_model_id = -1;
}
}
}
void fireball_get_color(int idx, float *red, float *green, float *blue)
{
Assert( red && blue && green );
if ( (idx < 0) || (idx >= Num_fireball_types) ) {
Int3();
*red = 1.0f;
*green = 1.0f;
*blue = 1.0f;
return;
}
fireball_info *fbi = &Fireball_info[idx];
*red = fbi->exp_color[0];
*green = fbi->exp_color[1];
*blue = fbi->exp_color[2];
}
int fireball_ship_explosion_type(ship_info *sip)
{
Assert( sip != NULL );
int index = -1;
int ship_fireballs = (int)sip->explosion_bitmap_anims.size();
int objecttype_fireballs = -1;
if (sip->class_type >= 0) {
objecttype_fireballs = (int)Ship_types[sip->class_type].explosion_bitmap_anims.size();
}
if(ship_fireballs > 0){
index = sip->explosion_bitmap_anims[rand()%ship_fireballs];
} else if(objecttype_fireballs > 0){
index = Ship_types[sip->class_type].explosion_bitmap_anims[rand()%objecttype_fireballs];
}
return index;
}
int fireball_asteroid_explosion_type(asteroid_info *aip)
{
Assert( aip != NULL );
if (aip->explosion_bitmap_anims.empty())
return -1;
int index = -1;
int roid_fireballs = (int)aip->explosion_bitmap_anims.size();
if (roid_fireballs > 0) {
index = aip->explosion_bitmap_anims[rand()%roid_fireballs];
}
return index;
}
float fireball_wormhole_intensity(fireball *fb)
{
float t = fb->time_elapsed;
float rad;
if ( t < fb->warp_open_duration ) {
rad = (float)pow(t / fb->warp_open_duration, 0.4f);
} else if ( t < fb->total_time - fb->warp_close_duration ) {
rad = 1.0f;
} else {
rad = (float)pow((fb->total_time - t) / fb->warp_close_duration, 0.4f);
}
return rad;
}
extern void warpin_queue_render(model_draw_list *scene, object *obj, matrix *orient, vec3d *pos, int texture_bitmap_num, float radius, float life_percent, float max_radius, bool warp_3d, int warp_glow_bitmap, int warp_ball_bitmap, int warp_model_id);
void fireball_render(object* obj, model_draw_list *scene)
{
int num;
vertex p;
fireball *fb;
MONITOR_INC( NumFireballsRend, 1 );
num = obj->instance;
fb = &Fireballs[num];
if ( Fireballs[num].current_bitmap < 0 )
return;
g3_transfer_vertex(&p, &obj->pos);
switch ( fb->fireball_render_type ) {
case FIREBALL_MEDIUM_EXPLOSION: {
batching_add_volume_bitmap(Fireballs[num].current_bitmap, &p, fb->orient, obj->radius);
}
break;
case FIREBALL_LARGE_EXPLOSION: {
// Make the big explosions rotate with the viewer.
batching_add_volume_bitmap_rotated(Fireballs[num].current_bitmap, &p, (i2fl(fb->orient)*PI) / 180.0f, obj->radius);
}
break;
case FIREBALL_WARP_EFFECT: {
float percent_life = fb->time_elapsed / fb->total_time;
float rad = obj->radius * fireball_wormhole_intensity(fb);
fireball_info *fi = &Fireball_info[fb->fireball_info_index];
warpin_queue_render(scene, obj, &obj->orient, &obj->pos, fb->current_bitmap, rad, percent_life, obj->radius, (fb->flags & FBF_WARP_3D) != 0, fi->warp_glow_bitmap, fi->warp_ball_bitmap, fi->warp_model_id);
}
break;
default:
Int3();
}
}