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135 lines
4.0 KiB
C
135 lines
4.0 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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/*
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* $Logfile: /Freespace2/code/Weapon/Trails.h $
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* $Revision: 2.9 $
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* $Date: 2005-07-13 03:35:30 $
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* $Author: Goober5000 $
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*
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* External defs for missile trail stuff
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*
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* $Log: not supported by cvs2svn $
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* Revision 2.8 2005/04/05 05:53:25 taylor
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* s/vector/vec3d/g, better support for different compilers (Jens Granseuer)
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*
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* Revision 2.7 2005/02/20 23:11:51 wmcoolmon
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* Fix0r3d trails
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*
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* Revision 2.6 2005/02/20 07:39:14 wmcoolmon
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* Trails update: Better, faster, stronger, but not much more reliable
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*
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* Revision 2.5 2005/02/19 07:54:33 wmcoolmon
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* Removed trails limit
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*
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* Revision 2.4 2004/08/11 05:06:36 Kazan
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* 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
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*
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* Revision 2.3 2004/03/17 04:07:32 bobboau
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* new fighter beam code
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* fixed old after burner trails
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* had to bump a few limits, working on some dynamic solutions
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* a few fixed to background POF rendering
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* fixing asorted bugs
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*
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* Revision 2.2 2003/11/02 05:50:08 bobboau
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* modified trails to render with tristrips now rather than with stinky old trifans,
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* MUCH faster now, at least one order of magnatude.
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*
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* Revision 2.1 2002/08/01 01:41:11 penguin
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* The big include file move
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*
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* Revision 2.0 2002/06/03 04:02:29 penguin
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* Warpcore CVS sync
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*
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* Revision 1.1 2002/05/02 18:03:13 mharris
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* Initial checkin - converted filenames and includes to lower case
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*
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*
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* 3 11/14/98 5:33p Dave
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* Lots of nebula work. Put in ship contrails.
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*
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* 2 10/07/98 10:54a Dave
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* Initial checkin.
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*
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* 1 10/07/98 10:51a Dave
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*
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* 3 3/23/98 5:00p John
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* Improved missile trails. Made smooth alpha under hardware. Made end
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* taper. Made trail touch weapon.
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*
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* 2 12/21/97 6:15p John
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* Made a seperate system for missile trails
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*
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* 1 12/21/97 5:30p John
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* Initial version
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*
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* $NoKeywords: $
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*/
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#ifndef _TRAILS_H
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#define _TRAILS_H
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#include "globalincs/pstypes.h"
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#define NUM_TRAIL_SECTIONS 128
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// contrail info - similar to that for missile trails
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// place this inside of info structures instead of explicit structs (eg. ship_info instead of ship, or weapon_info instead of weapon)
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typedef struct trail_info {
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vec3d pt; // offset from the object's center
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float w_start; // starting width
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float w_end; // ending width
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float a_start; // starting alpha
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float a_end; // ending alpha
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float max_life; // max_life for a section
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int stamp; // spew timestamp
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int bitmap; // bitmap to use
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} trail_info;
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typedef struct trail {
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int head, tail; // pointers into the queue for the trail points
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vec3d pos[NUM_TRAIL_SECTIONS]; // positions of trail points
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float val[NUM_TRAIL_SECTIONS]; // for each point, a value that tells how much to fade out
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bool object_died; // set to zero as long as object
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int trail_stamp; // trail timestamp
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// trail info
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trail_info info; // this is passed when creating a trail
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struct trail * next;
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} trail;
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// Call at the start of freespace to init trails
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// Call at start of level to reinit all missilie trail stuff
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void trail_level_init();
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void trail_level_close();
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// Needs to be called from somewhere to move the trails each frame
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void trail_move_all(float frametime);
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// Needs to be called from somewhere to render the trails each frame
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void trail_render_all();
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// The following functions are what the weapon code calls
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// to deal with trails:
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// Returns -1 if failed
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trail *trail_create(trail_info *info);
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void trail_add_segment( trail *trailp, vec3d *pos );
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void trail_set_segment( trail *trailp, vec3d *pos );
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void trail_object_died( trail *trailp );
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int trail_stamp_elapsed( trail *trailp );
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void trail_set_stamp( trail *trailp );
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#endif //_TRAILS_H
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