mirror of
https://github.com/scp-fs2open/fs2open.github.com.git
synced 2026-11-09 04:49:39 -10:00
1126 lines
25 KiB
C++
1126 lines
25 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 "fireball/fireballs.h"
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#include "graphics/tmapper.h"
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#include "render/3d.h"
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#include "model/model.h"
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#include "object/object.h"
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#include "ship/ship.h"
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#include "gamesnd/gamesnd.h"
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#include "localization/localize.h"
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#include "cmdline/cmdline.h"
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#include "parse/parselo.h"
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#include "globalincs/pstypes.h"
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#include "asteroid/asteroid.h"
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#include <stdlib.h>
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// make use of the LOD checker for tbl/tbm parsing (from weapons.cpp)
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extern SCP_vector<lod_checker> LOD_checker;
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static SCP_vector<color> LOD_color;
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int Warp_model;
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int Knossos_warp_ani_used;
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#define WARPHOLE_GROW_TIME (2.35f) // time for warphole to reach max size (also time to shrink to nothing once it begins to shrink)
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#define MAX_FIREBALL_LOD 4
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#define MAX_FIREBALLS 200
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#define MAX_WARP_LOD 0
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fireball Fireballs[MAX_FIREBALLS];
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fireball_info Fireball_info[MAX_FIREBALL_TYPES];
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int fireball_used[MAX_FIREBALL_TYPES];
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int Num_fireballs = 0;
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int Num_fireball_types = 0;
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int fireballs_inited = 0;
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int Warp_glow_bitmap = -1;
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int Warp_ball_bitmap = -1;
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#define FB_INDEX(fb) (fb-Fireballs)
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/**
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* Play warp in sound for warp effect
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*/
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void fireball_play_warphole_open_sound(int ship_class, fireball *fb)
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{
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int sound_index;
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float range_multiplier = 1.0f;
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object *fireball_objp;
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Assert((fb != NULL) && (fb->objnum >= 0));
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if((fb == NULL) || (fb->objnum < 0)){
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return;
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}
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fireball_objp = &Objects[fb->objnum];
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sound_index = SND_WARP_IN;
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if(fb->warp_open_sound_index > -1) {
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sound_index = fb->warp_open_sound_index;
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} else if((ship_class >= 0) && (ship_class < Num_ship_classes)){
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if ( Ship_info[ship_class].flags & SIF_HUGE_SHIP ) {
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sound_index = SND_CAPITAL_WARP_IN;
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fb->flags |= FBF_WARP_CAPITAL_SIZE;
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} else if ( Ship_info[ship_class].flags & SIF_BIG_SHIP ) {
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range_multiplier = 6.0f;
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fb->flags |= FBF_WARP_CRUISER_SIZE;
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}
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}
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snd_play_3d(&Snds[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
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}
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/**
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* Play warp out sound for warp effect
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*/
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void fireball_play_warphole_close_sound(fireball *fb)
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{
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int sound_index;
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object *fireball_objp;
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fireball_objp = &Objects[fb->objnum];
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sound_index = SND_WARP_OUT;
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if ( fb->warp_close_sound_index > -1 ) {
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sound_index = fb->warp_close_sound_index;
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} else if ( fb->flags & FBF_WARP_CAPITAL_SIZE ) {
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sound_index = SND_CAPITAL_WARP_OUT;
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} else {
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return;
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}
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snd_play_3d(&Snds[sound_index], &fireball_objp->pos, &Eye_position, fireball_objp->radius); // play warp sound effect
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}
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/**
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* Set default colors for each explosion type (original values from object.cpp)
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*/
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static void fireball_set_default_color(int idx)
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{
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Assert( (idx >= 0) && (idx < MAX_FIREBALL_TYPES) );
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switch (idx)
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{
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case FIREBALL_EXPLOSION_LARGE1:
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case FIREBALL_EXPLOSION_LARGE2:
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case FIREBALL_EXPLOSION_MEDIUM:
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case FIREBALL_ASTEROID:
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Fireball_info[idx].exp_color[0] = 1.0f;
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Fireball_info[idx].exp_color[1] = 0.5f;
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Fireball_info[idx].exp_color[2] = 0.125f;
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break;
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case FIREBALL_WARP:
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Fireball_info[idx].exp_color[0] = 0.75f;
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Fireball_info[idx].exp_color[1] = 0.75f;
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Fireball_info[idx].exp_color[2] = 1.0f;
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break;
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case FIREBALL_KNOSSOS:
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Fireball_info[idx].exp_color[0] = 0.75f;
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Fireball_info[idx].exp_color[1] = 1.0f;
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Fireball_info[idx].exp_color[2] = 0.75f;
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break;
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default:
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Fireball_info[idx].exp_color[0] = 1.0f;
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Fireball_info[idx].exp_color[1] = 1.0f;
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Fireball_info[idx].exp_color[2] = 1.0f;
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break;
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}
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}
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/**
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* Parse fireball tbl
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*
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* NOTE: we can't be too trusting here so a tbm will only modify the LOD count, not add an entry
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*/
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void parse_fireball_tbl(const char *filename)
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{
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lod_checker lod_check;
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color fb_color;
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try
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{
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read_file_text(filename, CF_TYPE_TABLES);
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reset_parse();
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required_string("#Start");
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while (required_string_either("#End", "$Name:")) {
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memset(&lod_check, 0, sizeof(lod_checker));
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// base filename
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required_string("$Name:");
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stuff_string(lod_check.filename, F_NAME, MAX_FILENAME_LEN);
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lod_check.override = -1;
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// these entries should only be in TBMs, and it has to include at least one
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if (Parsing_modular_table) {
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if (optional_string("+Explosion_Medium")) {
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lod_check.override = FIREBALL_EXPLOSION_MEDIUM;
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}
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else if (optional_string("+Warp_Effect")) {
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lod_check.override = FIREBALL_WARP;
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}
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else if (optional_string("+Knossos_Effect")) {
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lod_check.override = FIREBALL_KNOSSOS;
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}
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else if (optional_string("+Asteroid")) {
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lod_check.override = FIREBALL_ASTEROID;
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}
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else if (optional_string("+Explosion_Large1")) {
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lod_check.override = FIREBALL_EXPLOSION_LARGE1;
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}
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else if (optional_string("+Explosion_Large2")){
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lod_check.override = FIREBALL_EXPLOSION_LARGE2;
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}
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else {
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required_string("+Custom_Fireball");
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stuff_int(&lod_check.override);
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}
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}
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lod_check.num_lods = 1;
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// Do we have an LOD num
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if (optional_string("$LOD:")) {
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stuff_int(&lod_check.num_lods);
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}
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if (lod_check.num_lods > MAX_FIREBALL_LOD) {
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lod_check.num_lods = MAX_FIREBALL_LOD;
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}
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// check for particular lighting color
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if (optional_string("$Light color:")) {
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int r, g, b;
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stuff_int(&r);
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stuff_int(&g);
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stuff_int(&b);
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CLAMP(r, 0, 255);
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CLAMP(g, 0, 255);
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CLAMP(b, 0, 255);
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gr_init_color(&fb_color, r, g, b);
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}
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else {
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// to keep things simple, we just use 0 alpha to indicate that a default value should be used
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memset(&fb_color, 0, sizeof(color));
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}
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// we may use one filename for multiple entries so we'll have to handle dupes post parse
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LOD_checker.push_back(lod_check);
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LOD_color.push_back(fb_color);
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}
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required_string("#End");
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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", filename, e.what()));
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return;
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}
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}
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void fireball_parse_tbl()
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{
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int i = 0, j;
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SCP_vector<lod_checker>::iterator lod;
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memset( &Fireball_info, 0, sizeof(fireball_info) * MAX_FIREBALL_TYPES );
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parse_fireball_tbl("fireball.tbl");
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// look for any modular tables
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parse_modular_table(NOX("*-fbl.tbm"), parse_fireball_tbl);
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// we've got our list so pass it off for final checking and loading.
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// we assume that entries in fireball.tbl are in the correct order
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for (lod = LOD_checker.begin(); lod != LOD_checker.end(); ++lod) {
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if ( (i < MAX_FIREBALL_TYPES) && (lod->override < 0) ) {
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strcpy_s( Fireball_info[i].lod[0].filename, lod->filename );
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Fireball_info[i].lod_count = lod->num_lods;
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Num_fireball_types++;
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if (LOD_color[i].alpha == 255) {
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Fireball_info[i].exp_color[0] = (LOD_color[i].red / 255.0f);
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Fireball_info[i].exp_color[1] = (LOD_color[i].green / 255.0f);
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Fireball_info[i].exp_color[2] = (LOD_color[i].blue / 255.0f);
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} else {
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fireball_set_default_color(i);
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}
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}
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i++;
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}
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// having to do this twice is less than optimal, but less error prone too.
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// this handles (and should only have to handle) TBM related entries
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i = 0;
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for (lod = LOD_checker.begin(); lod != LOD_checker.end(); ++lod) {
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// try entry replacement
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if ( (lod->override >= 0) && (lod->override < Num_fireball_types) ) {
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strcpy_s( Fireball_info[lod->override].lod[0].filename, lod->filename );
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Fireball_info[lod->override].lod_count = lod->num_lods;
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if (LOD_color[i].alpha == 255) {
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Fireball_info[lod->override].exp_color[0] = (LOD_color[i].red / 255.0f);
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Fireball_info[lod->override].exp_color[1] = (LOD_color[i].green / 255.0f);
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Fireball_info[lod->override].exp_color[2] = (LOD_color[i].blue / 255.0f);
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} else {
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fireball_set_default_color(lod->override);
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}
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}
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}
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// fill in extra LOD filenames
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for (i = 0; i < Num_fireball_types; i++) {
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for (j = 1; j < Fireball_info[i].lod_count; j++) {
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sprintf( Fireball_info[i].lod[j].filename, "%s_%d", Fireball_info[i].lod[0].filename, j);
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}
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}
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// done
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LOD_checker.clear();
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}
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void fireball_load_data()
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{
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int i, idx;
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fireball_info *fd;
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for ( i = 0; i < Num_fireball_types; i++ ) {
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fd = &Fireball_info[i];
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for(idx=0; idx<fd->lod_count; idx++){
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// we won't use a warp effect lod greater than MAX_WARP_LOD so don't load it either
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if ( (i == FIREBALL_WARP) && (idx > MAX_WARP_LOD) )
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continue;
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fd->lod[idx].bitmap_id = bm_load_animation( fd->lod[idx].filename, &fd->lod[idx].num_frames, &fd->lod[idx].fps, NULL, 1 );
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if ( fd->lod[idx].bitmap_id < 0 ) {
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Error(LOCATION, "Could not load %s anim file\n", fd->lod[idx].filename);
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}
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}
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}
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if ( Warp_glow_bitmap == -1 ) {
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Warp_glow_bitmap = bm_load( NOX("warpglow01") );
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}
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if ( Warp_ball_bitmap == -1 ) {
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Warp_ball_bitmap = bm_load( NOX("warpball01") );
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}
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}
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// This will get called at the start of each level.
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void fireball_init()
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{
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int i;
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if ( !fireballs_inited ) {
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fireballs_inited = 1;
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// Do all the processing that happens only once
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fireball_parse_tbl();
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fireball_load_data();
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}
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// Reset everything between levels
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Num_fireballs = 0;
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for (i=0; i<MAX_FIREBALLS; i++ ) {
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Fireballs[i].objnum = -1;
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}
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// Goober5000 - reset Knossos warp flag
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Knossos_warp_ani_used = 0;
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mprintf(("Loading warp model\n"));
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Warp_model = -1;
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// Goober5000 - check for existence of file before trying to load it
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if (cf_exists_full("warp.pof", CF_TYPE_MODELS))
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{
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Warp_model = model_load("warp.pof", 0, NULL, 0);
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}
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mprintf((" %d\n", Warp_model));
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}
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MONITOR( NumFireballsRend )
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void fireball_render_DEPRECATED(object * obj)
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{
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int num;
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vertex p;
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fireball *fb;
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MONITOR_INC( NumFireballsRend, 1 );
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memset(&p, 0, sizeof(p));
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num = obj->instance;
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fb = &Fireballs[num];
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if ( Fireballs[num].current_bitmap < 0 )
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return;
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// turn off fogging
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if(The_mission.flags & MISSION_FLAG_FULLNEB){
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gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0);
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}
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if(Cmdline_nohtl) {
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g3_rotate_vertex(&p, &obj->pos );
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}else{
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g3_transfer_vertex(&p, &obj->pos);
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}
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switch( fb->fireball_render_type ) {
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case FIREBALL_MEDIUM_EXPLOSION:
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batch_add_bitmap (
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Fireballs[num].current_bitmap,
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TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT | TMAP_FLAG_SOFT_QUAD,
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&p,
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fb->orient,
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obj->radius
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);
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break;
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case FIREBALL_LARGE_EXPLOSION:
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// Make the big explosions rotate with the viewer.
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batch_add_bitmap_rotated (
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Fireballs[num].current_bitmap,
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TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT | TMAP_FLAG_SOFT_QUAD,
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&p,
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(i2fl(fb->orient)*PI)/180.0f,
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obj->radius
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);
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break;
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case FIREBALL_WARP_EFFECT: {
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float percent_life = fb->time_elapsed / fb->total_time;
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float rad;
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// Code to make effect grow/shrink.
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float t = fb->time_elapsed;
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if ( t < WARPHOLE_GROW_TIME ) {
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rad = (float)pow(t/WARPHOLE_GROW_TIME,0.4f)*obj->radius;
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} else if ( t < fb->total_time - WARPHOLE_GROW_TIME ) {
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rad = obj->radius;
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} else {
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rad = (float)pow((fb->total_time - t)/WARPHOLE_GROW_TIME,0.4f)*obj->radius;
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}
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warpin_render(obj, &obj->orient, &obj->pos, Fireballs[num].current_bitmap, rad, percent_life, obj->radius, (Fireballs[num].flags & FBF_WARP_3D) );
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}
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break;
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default:
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Int3();
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}
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}
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/**
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* Delete a fireball.
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* Called by object_delete() code... do not call directly.
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*/
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void fireball_delete( object * obj )
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{
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int num;
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fireball *fb;
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num = obj->instance;
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fb = &Fireballs[num];
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Assert( fb->objnum == OBJ_INDEX(obj));
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Fireballs[num].objnum = -1;
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Num_fireballs--;
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Assert( Num_fireballs >= 0 );
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}
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/**
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* Delete all active fireballs, by calling obj_delete directly.
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*/
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void fireball_delete_all()
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{
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fireball *fb;
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int i;
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for ( i = 0; i < MAX_FIREBALLS; i++ ) {
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fb = &Fireballs[i];
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if ( fb->objnum != -1 ) {
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obj_delete(fb->objnum);
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}
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}
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}
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void fireball_set_framenum(int num)
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{
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int framenum;
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fireball *fb;
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fireball_info *fd;
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fireball_lod *fl;
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fb = &Fireballs[num];
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fd = &Fireball_info[Fireballs[num].fireball_info_index];
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// valid lod?
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fl = NULL;
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if((fb->lod >= 0) && (fb->lod < fd->lod_count)){
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fl = &Fireball_info[Fireballs[num].fireball_info_index].lod[fb->lod];
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}
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if(fl == NULL){
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// argh
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return;
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}
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if ( fb->fireball_render_type == FIREBALL_WARP_EFFECT ) {
|
|
float total_time = i2fl(fl->num_frames) / fl->fps; // in seconds
|
|
|
|
framenum = fl2i(fb->time_elapsed * fl->num_frames / total_time + 0.5);
|
|
|
|
if ( framenum < 0 ) framenum = 0;
|
|
|
|
framenum = framenum % fl->num_frames;
|
|
|
|
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 {
|
|
|
|
framenum = fl2i(fb->time_elapsed / fb->total_time * fl->num_frames + 0.5);
|
|
|
|
// ensure we don't go past the number of frames of animation
|
|
if ( framenum > (fl->num_frames-1) ) {
|
|
framenum = (fl->num_frames-1);
|
|
Objects[fb->objnum].flags |= OF_SHOULD_BE_DEAD;
|
|
}
|
|
|
|
if ( framenum < 0 ) framenum = 0;
|
|
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 & OF_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 < WARPHOLE_GROW_TIME ) {
|
|
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 |= OF_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, int reverse, vec3d *velocity, float warp_lifetime, int ship_class, matrix *orient_override, int low_res, int extra_flags, int warp_open_sound, int warp_close_sound)
|
|
{
|
|
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;
|
|
|
|
matrix orient;
|
|
if(orient_override != NULL){
|
|
orient = *orient_override;
|
|
} else {
|
|
if ( parent_obj < 0 ) {
|
|
orient = vmd_identity_matrix;
|
|
} else {
|
|
orient = Objects[parent_obj].orient;
|
|
}
|
|
}
|
|
|
|
objnum = obj_create(OBJ_FIREBALL, parent_obj, n, &orient, pos, size, OF_RENDERS);
|
|
|
|
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 |= OF_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++ ) {
|
|
if((i < NUM_DEFAULT_FIREBALLS) || fireball_used[i]){
|
|
fd = &Fireball_info[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 );
|
|
}
|
|
}
|
|
}
|
|
|
|
bm_page_in_texture( Warp_glow_bitmap );
|
|
bm_page_in_texture( Warp_ball_bitmap );
|
|
}
|
|
|
|
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( object *obj )
|
|
{
|
|
int num, objnum;
|
|
fireball *fb;
|
|
|
|
num = obj->instance;
|
|
objnum = OBJ_INDEX(obj);
|
|
Assertion( Fireballs[num].objnum == objnum, "Basic sanity check. Fireballs[num].objnum (%d) should == objnum (%d)", Fireballs[num].objnum, objnum );
|
|
|
|
fb = &Fireballs[num];
|
|
|
|
float t = fb->time_elapsed;
|
|
float rad;
|
|
|
|
if ( t < WARPHOLE_GROW_TIME ) {
|
|
rad = (float)pow(t/WARPHOLE_GROW_TIME,0.4f);
|
|
} else if ( t < fb->total_time - WARPHOLE_GROW_TIME ) {
|
|
rad = 1;
|
|
} else {
|
|
rad = (float)pow((fb->total_time - t)/WARPHOLE_GROW_TIME,0.4f);
|
|
}
|
|
return rad;
|
|
}
|
|
|
|
void fireball_render(object* obj, 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;
|
|
|
|
if ( Cmdline_nohtl ) {
|
|
g3_rotate_vertex(&p, &obj->pos );
|
|
} else {
|
|
g3_transfer_vertex(&p, &obj->pos);
|
|
}
|
|
|
|
switch ( fb->fireball_render_type ) {
|
|
|
|
case FIREBALL_MEDIUM_EXPLOSION: {
|
|
batch_add_bitmap (
|
|
Fireballs[num].current_bitmap,
|
|
TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT | TMAP_FLAG_SOFT_QUAD,
|
|
&p,
|
|
fb->orient,
|
|
obj->radius
|
|
);
|
|
}
|
|
break;
|
|
|
|
case FIREBALL_LARGE_EXPLOSION: {
|
|
// Make the big explosions rotate with the viewer.
|
|
batch_add_bitmap_rotated (
|
|
Fireballs[num].current_bitmap,
|
|
TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT | TMAP_FLAG_SOFT_QUAD,
|
|
&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;
|
|
|
|
// Code to make effect grow/shrink.
|
|
float t = fb->time_elapsed;
|
|
|
|
if ( t < WARPHOLE_GROW_TIME ) {
|
|
rad = (float)pow(t/WARPHOLE_GROW_TIME,0.4f)*obj->radius;
|
|
} else if ( t < fb->total_time - WARPHOLE_GROW_TIME ) {
|
|
rad = obj->radius;
|
|
} else {
|
|
rad = (float)pow((fb->total_time - t)/WARPHOLE_GROW_TIME,0.4f)*obj->radius;
|
|
}
|
|
|
|
warpin_queue_render(scene, obj, &obj->orient, &obj->pos, Fireballs[num].current_bitmap, rad, percent_life, obj->radius, (Fireballs[num].flags & FBF_WARP_3D) );
|
|
}
|
|
break;
|
|
|
|
|
|
default:
|
|
Int3();
|
|
}
|
|
}
|