Files
fs2open.github.com/code/fireball/fireballs.h
T
taylor f7c8e262a9 support for tbl specified fireball explosion color ("$Light color:")
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3999 387891d4-d844-0410-90c0-e4c51a9137d3
2015-04-29 18:42:51 +10:00

311 lines
10 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.
*
*/
/*
* $Logfile: /Freespace2/code/Fireball/FireBalls.h $
* $Revision: 2.15 $
* $Date: 2007-02-11 18:19:41 $
* $Author: taylor $
*
* Prototypes for fireball functions
*
* $Log: not supported by cvs2svn $
* Revision 2.14 2005/07/13 02:50:52 Goober5000
* remove PreProcDefine #includes in FS2
* --Goober5000
*
* Revision 2.13 2005/04/05 05:53:15 taylor
* s/vector/vec3d/g, better support for different compilers (Jens Granseuer)
*
* Revision 2.12 2005/03/19 18:02:33 bobboau
* added new graphic functions for state blocks
* also added a class formanageing a new effect
*
* Revision 2.11 2004/10/31 02:04:33 Goober5000
* added Knossos_warp_ani_used flag for taylor
* --Goober5000
*
* Revision 2.10 2004/09/17 07:12:22 Goober5000
* changed around the logic for the 3D warp effect
* --Goober5000
*
* Revision 2.9 2004/08/23 04:32:39 Goober5000
* warp effect is back to FS2 default
* --Goober5000
*
* Revision 2.8 2004/08/11 05:06:22 Kazan
* added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this
*
* Revision 2.7 2004/05/12 22:49:13 phreak
* renamed the warp model variable from 'wm' to 'Warp_model'
*
* Revision 2.6 2004/03/17 04:07:29 bobboau
* new fighter beam code
* fixed old after burner trails
* had to bump a few limits, working on some dynamic solutions
* a few fixed to background POF rendering
* fixing asorted bugs
*
* Revision 2.5 2004/03/05 09:02:00 Goober5000
* Uber pass at reducing #includes
* --Goober5000
*
* Revision 2.4 2003/03/19 06:23:27 Goober5000
* added warp-effect sexp
* --Goober5000
*
* Revision 2.3 2003/03/02 05:12:39 penguin
* Moved "extern int wm" declaration inside the header #ifdef block
* - penguin
*
* Revision 2.2 2002/11/14 04:18:16 bobboau
* added warp model and type 1 glow points
* and well as made the new glow file type,
* some general improvement to fighter beams,
*
* Revision 2.1 2002/08/01 01:41:04 penguin
* The big include file move
*
* Revision 2.0 2002/06/03 04:02:22 penguin
* Warpcore CVS sync
*
* Revision 1.1 2002/05/02 18:03:07 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 8 9/13/99 10:09a Andsager
* Add debug console commands to lower model render detail and fireball
* LOD for big ship explosiosns.
*
* 7 9/06/99 6:57p Jamesa
* Cranked down num large fireball explosions.
*
* 6 9/06/99 6:14p Jamesa
* Reduced max fireball types.
*
* 5 8/31/99 10:13p Andsager
* Add Knossos warp effect fireball
*
* 4 4/28/99 11:13p Dave
* Temporary checkin of artillery code.
*
* 3 11/05/98 5:55p Dave
* Big pass at reducing #includes
*
* 2 10/07/98 10:52a Dave
* Initial checkin.
*
* 1 10/07/98 10:48a Dave
*
* 34 5/15/98 3:54p John
* Added code so that only "perishable" fireballs get removed.
*
* 33 4/15/98 9:42a Adam
* added 2 more explosion types (1, actually, but placeholder for 2)
*
* 32 4/12/98 9:56a John
* Made lighting detail flags work. Made explosions cast light on
* highest.
*
* 31 3/30/98 4:02p John
* Made machines with < 32 MB of RAM use every other frame of certain
* bitmaps. Put in code to keep track of how much RAM we've malloc'd.
*
* 30 3/18/98 12:36p John
* Made hardware have nicer looking warp effect
*
* 29 2/26/98 10:07p Hoffoss
* Rewrote state saving and restoring to fix bugs and simplify the code.
*
* 28 2/19/98 4:32p Lawrance
* Add asteroid explosion
*
* 27 1/23/98 5:06p John
* Took L out of vertex structure used B (blue) instead. Took all small
* fireballs out of fireball types and used particles instead. Fixed some
* debris explosion things. Restructured fireball code. Restructured
* some lighting code. Made dynamic lighting on by default. Made groups
* of lasers only cast one light. Made fireballs not cast light.
*
* 26 1/15/98 4:58p John
* Made warp effect use a looping ani. Made the scaling up & down be in
* software.
*
* 25 1/15/98 2:32p John
* Added code to optionally take a velocity for a fireball.
*
* 24 1/02/98 5:04p John
* Several explosion related changes. Made fireballs not be used as
* ani's. Made ship spark system expell particles. Took away impact
* explosion for weapon hitting ship... this needs to get added to weapon
* info and makes shield hit more obvious. Only make sparks when hit
* hull, not shields.
*
* 23 12/08/97 11:15a John
* added parameter to warpout for life.
*
* 22 11/01/97 1:49p John
* added code to page fireballs in during level load. Made player warpout
* use Adam's new camera movement pattern. Make ships docked to warping
* out ships render correctly.
*
* 21 10/24/97 6:24p John
* added code to return the life left of a fireball
*
* 20 9/14/97 4:49p Lawrance
* extern Num_fireballs
*
* 19 9/12/97 4:02p John
* put in ship warp out effect.
* put in dynamic lighting for warp in/out
*
* 18 9/09/97 4:49p John
* Almost done ship warp in code
*
* 17 9/03/97 4:32p John
* changed bmpman to only accept ani and pcx's. made passing .pcx or .ani
* to bm_load functions not needed. Made bmpman keep track of palettes
* for bitmaps not mapped into game palettes.
*
* 16 8/29/97 2:26p John
* first rev of ship warp in effect. Nothing more than a fireball inside
* of freespace, but textest.cpp contains the correct effect code that
* needs to be transferred into the game next.
*
* 15 8/13/97 9:50p Allender
* split *_move into *_process_pre and *_process_post functions.
* process_pre functions called before object is moved. _process_post
* functions called after object is moved. Reordered code in ship_post
* and weapon_post for multiplayer
*
* 14 8/13/97 12:06p Lawrance
* supporting multiple types of fireball explosions
*
* 13 7/21/97 11:41a Lawrance
* clean up fireballs at the end of each level
*
* 12 7/11/97 11:19a Lawrance
* fix mem leaks, move save code from State.cpp here
*
* 11 7/10/97 1:51p Lawrance
* sorting anim fireballs
*
* 10 5/14/97 4:08p Lawrance
* removing my_index from game arrays
*
* 9 3/11/97 10:47p Mike
* Add a slew of secondary weapons.
* Support exhaust blobs.
* Add weapons that spawn weapons.
* Add remotely detonatable weapons.
* Add heat-seeking missiles.
*
* 8 2/17/97 5:18p John
* Added a bunch of RCS headers to a bunch of old files that don't have
* them.
*
* $NoKeywords: $
*/
#ifndef _FIREBALLS_H
#define _FIREBALLS_H
#include "globalincs/pstypes.h"
struct object;
// these values correspond to the fireball.tbl entries
#define FIREBALL_EXPLOSION_MEDIUM 0 // Used for the 4 little explosions before a ship explodes
#define FIREBALL_WARP_EFFECT 1 // Used for the warp in / warp out effect
#define FIREBALL_KNOSSOS_EFFECT 2 // Used for the KNOSSOS warp in / warp out effect
#define FIREBALL_ASTEROID 3
#define FIREBALL_EXPLOSION_LARGE1 4 // Used for the big explosion when a ship breaks into pieces
#define FIREBALL_EXPLOSION_LARGE2 5 // Used for the big explosion when a ship breaks into pieces
// #define FIREBALL_EXPLOSION_LARGE3 6 // Used for the big explosion when a ship breaks into pieces
#define MAX_FIREBALL_TYPES 6 // How many types there are
#define FIREBALL_NUM_LARGE_EXPLOSIONS 2
// all this moved here by Goober5000 because it makes more sense in the H file
typedef struct fireball_lod {
char filename[MAX_FILENAME_LEN];
int bitmap_id;
int num_frames;
int fps;
} fireball_lod;
typedef struct fireball_info {
int lod_count;
float exp_color[3];
fireball_lod lod[4];
} fireball_info;
// flag values for fireball struct flags member
#define FBF_WARP_CLOSE_SOUND_PLAYED (1<<0)
#define FBF_WARP_CAPITAL_SIZE (1<<1)
#define FBF_WARP_CRUISER_SIZE (1<<2)
#define FBF_WARP_3D (1<<3) // Goober5000
#define FBF_WARP_VIA_SEXP (1<<4) // Goober5000
typedef struct fireball {
int objnum; // If -1 this object is unused
int fireball_info_index; // Index into Fireball_info array
int current_bitmap;
int orient; // For fireballs, which orientation. For warps, 0 is warpin, 1 is warpout
int flags; // see #define FBF_*
char lod; // current LOD
float time_elapsed; // in seconds
float total_time; // total lifetime of animation in seconds
int warp_open_sound_index; // for warp-effect - Goober5000
int warp_close_sound_index; // for warp-effect - Goober5000
} fireball;
// end move
void fireball_init();
void fireball_render(object * obj);
void fireball_delete( object * obj );
void fireball_process_pre(object * obj, float frame_time);
void fireball_process_post(object * obj, float frame_time);
// reversed is for warp_in/out effects
// Velocity: If not NULL, the fireball will move at a constant velocity.
// warp_lifetime: If warp_lifetime > 0.0f then makes the explosion loop so it lasts this long. Only works for warp effect
int fireball_create(vec3d *pos, int fireball_type, int parent_obj, float size, int reversed=0, vec3d *velocity=NULL, float warp_lifetime=0.0f, int ship_class=-1, matrix *orient=NULL, int low_res=0, int extra_flags=0, int warp_open_sound=0, int warp_close_sound=0);
void fireball_render_plane(int plane);
void fireball_close();
void fireball_level_close();
void fireball_preload(); // page in warpout effect data
// Returns 1 if you can remove this fireball
int fireball_is_perishable(object * obj);
// Returns 1 if this fireball is a warp
int fireball_is_warp(object * obj);
// Returns life left of a fireball in seconds
float fireball_lifeleft( object *obj );
// Returns life left of a fireball in percent
float fireball_lifeleft_percent( object *obj );
// returns the lighting color (in [0...1] range) to use for explosion
void fireball_get_color(int idx, float *red, float *green, float *blue);
// internal function to draw warp grid.
extern void warpin_render(object *obj, matrix *orient, vec3d *pos, int texture_bitmap_num, float radius, float life_percent, float max_radius, int warp_3d = 0 );
extern int Warp_glow_bitmap; // Internal
extern int Warp_ball_bitmap; // Internal
extern int Warp_model;
// Goober5000
extern int Knossos_warp_ani_used;
#endif /* _FIREBALLS_H */