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fs2open.github.com/code/weapon/muzzleflash.cpp
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409 lines
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/*
* 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/Weapon/MuzzleFlash.cpp $
* $Revision: 2.7.2.3 $
* $Date: 2007-09-02 02:07:48 $
* $Author: Goober5000 $
*
* all sorts of cool stuff about ships
*
* $Log: not supported by cvs2svn $
* Revision 2.7.2.2 2006/09/11 01:17:07 taylor
* fixes for stuff_string() bounds checking
*
* Revision 2.7.2.1 2006/08/22 05:50:12 taylor
* make muzzle flash info dynamic
* add support for modular mflash tables (*-mfl.tbm)
*
* Revision 2.7 2005/10/30 06:44:59 wmcoolmon
* Codebase commit - nebula.tbl, scripting, new dinky explosion/shockwave stuff, moving muzzle flashes
*
* Revision 2.6 2005/04/05 05:53:25 taylor
* s/vector/vec3d/g, better support for different compilers (Jens Granseuer)
*
* Revision 2.5 2004/07/26 20:47:56 Kazan
* remove MCD complete
*
* Revision 2.4 2004/07/12 16:33:09 Kazan
* MCD - define _MCD_CHECK to use memory tracking
*
* Revision 2.3 2004/03/05 09:01:54 Goober5000
* Uber pass at reducing #includes
* --Goober5000
*
* Revision 2.2 2003/03/18 10:07:06 unknownplayer
* The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can.
*
* Revision 2.1.2.1 2002/11/04 03:02:29 randomtiger
*
* I have made some fairly drastic changes to the bumpman system. Now functionality can be engine dependant.
* This is so D3D8 can call its own loading code that will allow good efficient loading and use of textures that it desparately needs without
* turning bumpman.cpp into a total hook infested nightmare. Note the new bumpman code is still relying on a few of the of the old functions and all of the old bumpman arrays.
*
* I have done this by adding to the gr_screen list of function pointers that are set up by the engines init functions.
* I have named the define calls the same name as the original 'bm_' functions so that I havent had to change names all through the code.
*
* Rolled back to an old version of bumpman and made a few changes.
* Added new files: grd3dbumpman.cpp and .h
* Moved the bitmap init function to after the 3D engine is initialised
* Added includes where needed
* Disabled (for now) the D3D8 TGA loading - RT
*
* Revision 2.1 2002/08/01 01:41:11 penguin
* The big include file move
*
* Revision 2.0 2002/06/03 04:02:29 penguin
* Warpcore CVS sync
*
* Revision 1.1 2002/05/02 18:03:13 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 7 7/08/99 10:53a Dave
* New multiplayer interpolation scheme. Not 100% done yet, but still
* better than the old way.
*
* 6 5/18/99 1:30p Dave
* Added muzzle flash table stuff.
*
* 5 4/25/99 3:02p Dave
* Build defines for the E3 build.
*
* 4 4/12/99 11:03p Dave
* Removed contrails and muzzle flashes from MULTIPLAYER_BETA builds.
*
* 3 3/19/99 9:52a Dave
* Checkin to repair massive source safe crash. Also added support for
* pof-style nebulae, and some new weapons code.
*
* 2 1/08/99 2:08p Dave
* Fixed software rendering for pofview. Super early support for AWACS and
* beam weapons.
*
*
* $NoKeywords: $
*/
#include <vector>
#include "globalincs/systemvars.h"
#include "parse/parselo.h"
#include "weapon/muzzleflash.h"
#include "particle/particle.h"
#include "graphics/2d.h"
#include "math/vecmat.h"
// ---------------------------------------------------------------------------------------------------------------------
// MUZZLE FLASH DEFINES/VARS
//
// muzzle flash info - read from a table
typedef struct mflash_blob_info {
char name[MAX_FILENAME_LEN];
int anim_id;
float offset;
float radius;
mflash_blob_info() { memset(this, 0, sizeof(mflash_blob_info)); anim_id = -1; };
} mflash_blob_info;
typedef struct mflash_info {
char name[MAX_FILENAME_LEN];
int used_this_level;
std::vector<mflash_blob_info> blobs;
mflash_info() { memset(this, 0, sizeof(mflash_info)); };
} mflash_info;
std::vector<mflash_info> Mflash_info;
//#define MAX_MFLASH 50
// Stuff for missile trails doesn't need to be saved or restored... or does it?
/*
typedef struct mflash {
struct mflash * prev;
struct mflash * next;
ubyte type; // muzzle flash type
int blobs[MAX_MFLASH_BLOBS]; // blobs
} mflash;
int Num_mflash = 0;
mflash Mflash[MAX_MFLASH];
mflash Mflash_free_list;
mflash Mflash_used_list;
*/
// ---------------------------------------------------------------------------------------------------------------------
// MUZZLE FLASH FUNCTIONS
//
void parse_mflash_tbl(char *filename)
{
int rval;
uint i;
if ((rval = setjmp(parse_abort)) != 0) {
mprintf(("TABLES: Unable to parse '%s'! Error code = %i.\n", filename, rval));
return;
}
read_file_text(filename);
reset_parse();
// header
required_string("#Muzzle flash types");
while ( optional_string("$Mflash:") ) {
mflash_info mflash;
required_string("+name:");
stuff_string(mflash.name, F_NAME, MAX_FILENAME_LEN);
// read in all blobs
while ( optional_string("+blob_name:") ) {
mflash_blob_info mblob;
stuff_string(mblob.name, F_NAME, MAX_FILENAME_LEN);
required_string("+blob_offset:");
stuff_float(&mblob.offset);
required_string("+blob_radius:");
stuff_float(&mblob.radius);
mflash.blobs.push_back(mblob);
}
for (i = 0; i < Mflash_info.size(); i++) {
if ( !stricmp(mflash.name, Mflash_info[i].name) )
break;
}
// no matching name exists so add as new
if (i == Mflash_info.size()) {
Mflash_info.push_back(mflash);
}
// a mflash of the same name exists, don't add it again
else {
Warning(LOCATION, "Muzzle flash \"%s\" already exists! Using existing entry instead.", mflash.name);
}
}
// close
required_string("#end");
}
// initialize muzzle flash stuff for the whole game
void mflash_game_init()
{
// parse main table first
parse_mflash_tbl("mflash.tbl");
// look for any modular tables
parse_modular_table(NOX("*-mfl.tbm"), parse_mflash_tbl);
}
void mflash_mark_as_used(int index)
{
if (index < 0)
return;
Assert( index < (int)Mflash_info.size() );
Mflash_info[index].used_this_level++;
}
void mflash_page_in(bool load_all)
{
uint i, idx;
int num_frames, fps;
// load up all anims
for ( i = 0; i < Mflash_info.size(); i++) {
// skip if it's not used
if ( !load_all && !Mflash_info[i].used_this_level )
continue;
// blobs
for ( idx = 0; idx < Mflash_info[i].blobs.size(); idx++) {
Mflash_info[i].blobs[idx].anim_id = bm_load_animation(Mflash_info[i].blobs[idx].name, &num_frames, &fps, 1);
Assert( Mflash_info[i].blobs[idx].anim_id >= 0 );
bm_page_in_xparent_texture( Mflash_info[i].blobs[idx].anim_id );
}
}
}
// initialize muzzle flash stuff for the level
void mflash_level_init()
{
uint i, idx;
/*
Num_mflash = 0;
list_init( &Mflash_free_list );
list_init( &Mflash_used_list );
// Link all object slots into the free list
for (i=0; i<MAX_MFLASH; i++) {
memset(&Mflash[i], 0, sizeof(mflash));
list_append(&Mflash_free_list, &Mflash[i] );
}
*/
// reset all anim usage for this level
for ( i = 0; i < Mflash_info.size(); i++) {
for ( idx = 0; idx < Mflash_info[i].blobs.size(); idx++) {
Mflash_info[i].used_this_level = 0;
}
}
}
// shutdown stuff for the level
void mflash_level_close()
{
uint i, idx;
// release all anims
for ( i = 0; i < Mflash_info.size(); i++) {
// blobs
for ( idx = 0; idx < Mflash_info[i].blobs.size(); idx++) {
if ( Mflash_info[i].blobs[idx].anim_id < 0 )
continue;
bm_release( Mflash_info[i].blobs[idx].anim_id );
Mflash_info[i].blobs[idx].anim_id = -1;
}
}
}
// create a muzzle flash on the guy
void mflash_create(vec3d *gun_pos, vec3d *gun_dir, physics_info *pip, int mflash_type)
{
// mflash *mflashp;
mflash_info *mi;
mflash_blob_info *mbi;
particle_info p;
uint idx;
// standalone server should never create trails
if(Game_mode & GM_STANDALONE_SERVER){
return;
}
// illegal value
if ( (mflash_type < 0) || (mflash_type >= (int)Mflash_info.size()) )
return;
/*
if (Num_mflash >= MAX_MFLASH ) {
#ifndef NDEBUG
mprintf(("Muzzle flash creation failed - too many trails!\n" ));
#endif
return;
}
// Find next available trail
mflashp = GET_FIRST(&Mflash_free_list);
Assert( mflashp != &Mflash_free_list ); // shouldn't have the dummy element
// remove trailp from the free list
list_remove( &Mflash_free_list, mflashp );
// insert trailp onto the end of used list
list_append( &Mflash_used_list, mflashp );
// store some stuff
mflashp->type = (ubyte)mflash_type;
*/
// create the actual animations
mi = &Mflash_info[mflash_type];
for (idx = 0; idx < mi->blobs.size(); idx++) {
mbi = &mi->blobs[idx];
// bogus anim
if (mbi->anim_id < 0)
continue;
// fire it up
memset(&p, 0, sizeof(particle_info));
vm_vec_scale_add(&p.pos, gun_pos, gun_dir, mbi->offset);
vm_vec_scale_add(&p.vel, &pip->rotvel, &pip->vel, 1.0f);
p.rad = mbi->radius;
p.type = PARTICLE_BITMAP;
p.optional_data = mbi->anim_id;
p.attached_objnum = -1;
p.attached_sig = 0;
particle_create(&p);
}
// increment counter
// Num_mflash++;
}
// process muzzle flash stuff
void mflash_process_all()
{
/*
mflash *mflashp;
// if the timestamp has elapsed recycle it
mflashp = GET_FIRST(&Mflash_used_list);
while ( mflashp!=END_OF_LIST(&Mflash_used_list) ) {
if((mflashp->stamp == -1) || timestamp_elapsed(mflashp->stamp)){
// delete it from the list!
mflash *next_one = GET_NEXT(mflashp);
// remove objp from the used list
list_remove( &Mflash_used_list, mflashp );
// add objp to the end of the free
list_append( &Mflash_free_list, mflashp );
// decrement counter
Num_mflash--;
Assert(Num_mflash >= 0);
mflashp = next_one;
} else {
mflashp = GET_NEXT(mflashp);
}
}
*/
}
void mflash_render_all()
{
}
// lookup type by name
int mflash_lookup(char *name)
{
uint idx;
// look it up
for (idx = 0; idx < Mflash_info.size(); idx++) {
if ( !stricmp(name, Mflash_info[idx].name) )
return idx;
}
// couldn't find it
return -1;
}