Files
fs2open.github.com/code/nebula/neblightning.cpp
T
asarium 9aed627ce7 Replace longjmp with exceptions
Also added a EditorConfig file
2015-04-24 15:03:59 +02:00

1145 lines
28 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 "parse/parselo.h"
#include "globalincs/linklist.h"
#include "io/timer.h"
#include "debugconsole/console.h"
#include "freespace2/freespace.h"
#include "gamesnd/gamesnd.h"
#include "render/3d.h"
#include "nebula/neb.h"
#include "nebula/neblightning.h"
#include "weapon/emp.h"
#include "network/multi.h"
#include "network/multimsgs.h"
extern int Cmdline_nohtl;
// ------------------------------------------------------------------------------------------------------
// NEBULA LIGHTNING DEFINES/VARS
//
// Lightning nodes
int Num_lnodes = 0;
l_node Nebl_nodes[MAX_LIGHTNING_NODES];
l_node Nebl_free_list;
l_node Nebl_used_list;
// nodes in a lightning bolt
#define LINK_LEFT 0
#define LINK_RIGHT 1
#define LINK_CHILD 2
// Lightning bolts
int Num_lbolts = 0;
l_bolt Nebl_bolts[MAX_LIGHTNING_BOLTS];
// Lightning bolt types
SCP_vector<bolt_type> Bolt_types;
// Lightning storm types
SCP_vector<storm_type> Storm_types;
// points on the basic cross section
vec3d Nebl_ring[3] = {
{ { { -1.0f, 0.0f, 0.0f } } },
{ { { 1.0f, 0.70f, 0.0f } } },
{ { { 1.0f, -0.70f, 0.0f } } }
};
// pinched off cross-section
vec3d Nebl_ring_pinched[3] = {
{ { { -0.05f, 0.0f, 0.0f } } },
{ { { 0.05f, 0.035f, 0.0f } } },
{ { { 0.05f, -0.035f, 0.0f } } }
};
// globals used for rendering and generating bolts
int Nebl_flash_count = 0; // # of points rendered onscreen for this bolt
float Nebl_flash_x = 0.0f; // avg x of the points rendered
float Nebl_flash_y = 0.0f; // avg y of the points rendered
float Nebl_bang = 0.0; // distance to the viewer object
float Nebl_alpha = 0.0f; // alpha to use when rendering the bolt itself
float Nebl_glow_alpha = 0.0f; // alpha to use when rendering the bolt glow
int Nebl_stamp = -1; // random timestamp for making bolts
float Nebl_bolt_len; // length of the current bolt being generated
bolt_type *Nebl_type; // bolt type
matrix Nebl_bolt_dir; // orientation matrix of the bolt being generated
vec3d Nebl_bolt_start; // start point of the bolt being generated
vec3d Nebl_bolt_strike; // strike point of the bolt being generated
// the type of active storm
storm_type *Storm = NULL;
// vars
DCF(b_scale, "Sets the scale factor for debug nebula bolts")
{
dc_stuff_float(&Bolt_types[DEBUG_BOLT].b_scale);
}
DCF(b_rand, "Sets the randomness factor for debug nebula bolts")
{
dc_stuff_float(&Bolt_types[DEBUG_BOLT].b_rand);
}
DCF(b_shrink, "Sets the shrink factor for debug nebula bolts")
{
dc_stuff_float(&Bolt_types[DEBUG_BOLT].b_shrink);
}
DCF(b_poly_pct, "Sets b_poly_pct")
{
dc_stuff_float(&Bolt_types[DEBUG_BOLT].b_poly_pct);
}
DCF(b_add, "Sets b_add")
{
dc_stuff_float(&Bolt_types[DEBUG_BOLT].b_add);
}
DCF(b_strikes, "Sets num_strikes")
{
dc_stuff_int(&Bolt_types[DEBUG_BOLT].num_strikes);
}
DCF(b_noise, "Sets noise factor")
{
dc_stuff_float(&Bolt_types[DEBUG_BOLT].noise);
}
DCF(b_bright, "Sets brightness factor")
{
dc_stuff_float(&Bolt_types[DEBUG_BOLT].b_bright);
}
DCF(b_lifetime, "Sets lifetime duration")
{
dc_stuff_int(&Bolt_types[DEBUG_BOLT].lifetime);
}
DCF(b_list, "Displays status of debug lightning commands")
{
dc_printf("Debug lightning bolt settings :\n");
dc_printf("b_scale : %f\n", Bolt_types[DEBUG_BOLT].b_scale);
dc_printf("b_rand : %f\n", Bolt_types[DEBUG_BOLT].b_rand);
dc_printf("b_shrink : %f\n", Bolt_types[DEBUG_BOLT].b_shrink);
dc_printf("b_poly_pct : %f\n", Bolt_types[DEBUG_BOLT].b_poly_pct);
dc_printf("b_add : %f\n", Bolt_types[DEBUG_BOLT].b_add);
dc_printf("b_strikes : %d\n", Bolt_types[DEBUG_BOLT].num_strikes);
dc_printf("b_noise : %f\n", Bolt_types[DEBUG_BOLT].noise);
dc_printf("b_bright : %f\n", Bolt_types[DEBUG_BOLT].b_bright);
dc_printf("b_lifetime : %d\n", Bolt_types[DEBUG_BOLT].lifetime);
}
// nebula lightning intensity (0.0 to 1.0)
float Nebl_intensity = 0.6667f;
DCF(lightning_intensity, "Sets lightning intensity between 0.0 and 1.0 (Default is 0.6667)")
{
float val;
dc_stuff_float(&val);
CLAMP(val, 0.0f, 1.0f);
Nebl_intensity = 1.0f - val;
}
// ------------------------------------------------------------------------------------------------------
// NEBULA LIGHTNING FUNCTIONS
//
// initialize nebula lightning at game startup
void nebl_init()
{
char name[MAX_FILENAME_LEN];
try
{
// parse the lightning table
read_file_text("lightning.tbl", CF_TYPE_TABLES);
reset_parse();
// parse the individual lightning bolt types
required_string("#Bolts begin");
while (!optional_string("#Bolts end")){
bolt_type new_bolt_type;
// bolt title
required_string("$Bolt:");
stuff_string(new_bolt_type.name, F_NAME, NAME_LENGTH);
// b_scale
required_string("+b_scale:");
stuff_float(&new_bolt_type.b_scale);
// b_shrink
required_string("+b_shrink:");
stuff_float(&new_bolt_type.b_shrink);
// b_poly_pct
required_string("+b_poly_pct:");
stuff_float(&new_bolt_type.b_poly_pct);
// child rand
required_string("+b_rand:");
stuff_float(&new_bolt_type.b_rand);
// z add
required_string("+b_add:");
stuff_float(&new_bolt_type.b_add);
// # strikes
required_string("+b_strikes:");
stuff_int(&new_bolt_type.num_strikes);
// lifetime
required_string("+b_lifetime:");
stuff_int(&new_bolt_type.lifetime);
// noise
required_string("+b_noise:");
stuff_float(&new_bolt_type.noise);
// emp effect
required_string("+b_emp:");
stuff_float(&new_bolt_type.emp_intensity);
stuff_float(&new_bolt_type.emp_time);
// texture
required_string("+b_texture:");
stuff_string(name, F_NAME, sizeof(name));
if (!Fred_running){
new_bolt_type.texture = bm_load(name);
}
// glow
required_string("+b_glow:");
stuff_string(name, F_NAME, sizeof(name));
if (!Fred_running){
new_bolt_type.glow = bm_load(name);
}
// brightness
required_string("+b_bright:");
stuff_float(&new_bolt_type.b_bright);
Bolt_types.push_back(new_bolt_type);
}
// parse lightning storm types
required_string("#Storms begin");
while (!optional_string("#Storms end")){
storm_type new_storm_type;
// bolt title
required_string("$Storm:");
stuff_string(new_storm_type.name, F_NAME, NAME_LENGTH);
// bolt types
while (optional_string("+bolt:")){
if (new_storm_type.num_bolt_types < MAX_BOLT_TYPES_PER_STORM){
stuff_string(name, F_NAME, sizeof(name));
new_storm_type.bolt_types[new_storm_type.num_bolt_types] = nebl_get_bolt_index(name);
Assert(new_storm_type.bolt_types[new_storm_type.num_bolt_types] != (size_t)-1);
new_storm_type.num_bolt_types++;
}
}
// flavor
required_string("+flavor:");
stuff_float(&new_storm_type.flavor.xyz.x);
stuff_float(&new_storm_type.flavor.xyz.y);
stuff_float(&new_storm_type.flavor.xyz.z);
// frequencies
required_string("+random_freq:");
stuff_int(&new_storm_type.min);
stuff_int(&new_storm_type.max);
// counts
required_string("+random_count:");
stuff_int(&new_storm_type.min_count);
stuff_int(&new_storm_type.max_count);
Storm_types.push_back(new_storm_type);
}
}
catch (const parse::ParseException& e)
{
mprintf(("TABLES: Unable to parse '%s'! Error message = %s.\n", "lightning.tbl", e.what()));
return;
}
}
// initialize lightning before entering a level
void nebl_level_init()
{
size_t idx;
// zero all lightning bolts
for(idx=0; idx<MAX_LIGHTNING_BOLTS; idx++){
Nebl_bolts[idx].head = NULL;
Nebl_bolts[idx].bolt_life = -1;
Nebl_bolts[idx].used = 0;
}
// initialize node list
Num_lnodes = 0;
list_init( &Nebl_free_list );
list_init( &Nebl_used_list );
// Link all object slots into the free list
for (idx=0; idx<MAX_LIGHTNING_NODES; idx++) {
list_append(&Nebl_free_list, &Nebl_nodes[idx] );
}
// zero the random timestamp
Nebl_stamp = -1;
// null the storm. let mission parsing set it up
Storm = NULL;
}
// set the storm (call from mission parse)
void nebl_set_storm(char *name)
{
// sanity
Storm = NULL;
size_t index = nebl_get_storm_index(name);
if(index == (size_t)-1)
return;
Storm = &Storm_types[index];
}
// render all lightning bolts
void nebl_render_all()
{
l_bolt *b;
bolt_type *bi;
// no lightning in non-nebula missions
if(!(The_mission.flags & MISSION_FLAG_FULLNEB)){
return;
}
// if we have no storm
if(Storm == NULL){
return;
}
// traverse the list
for(size_t idx=0; idx<MAX_LIGHTNING_BOLTS; idx++){
b = &Nebl_bolts[idx];
// if this is being used
if(b->used){
Assert(b->head != NULL);
// bogus bolt
if(b->head == NULL){
b->used = 0;
continue;
}
if( b->type >= Bolt_types.size() ){
b->used = 0;
continue;
}
bi = &Bolt_types[b->type];
// if this guy is still on a delay
if(b->delay != -1){
if(timestamp_elapsed(b->delay)){
b->delay = -1;
} else {
continue;
}
}
// if the timestamp on this guy has expired
if((b->bolt_life < 0) || timestamp_elapsed(b->bolt_life)){
// if this is a multiple strike bolt, jitter it and reset
if(b->strikes_left-1 > 0){
b->bolt_life = timestamp(bi->lifetime / bi->num_strikes);
b->first_frame = 1;
b->strikes_left--;
nebl_jitter(b);
// by continuing here we skip rendering for one frame, which makes it look more like real lightning
continue;
}
// otherwise he's completely done, so release him
else {
// maybe free up node data
if(b->head != NULL){
nebl_release(b->head);
b->head = NULL;
Num_lbolts--;
nprintf(("lightning", "Released bolt. %d used nodes!\n", Num_lnodes));
}
b->used = 0;
}
}
// pick some cool alpha values
Nebl_alpha = frand();
Nebl_glow_alpha = frand();
// otherwise render him
Nebl_flash_count = 0;
Nebl_flash_x = 0.0f;
Nebl_flash_y = 0.0f;
Nebl_bang = 10000000.0f;
nebl_render(bi, b->head, b->width);
// if this is the first frame he has been rendered, determine if we need to make a flash and sound effect
if(b->first_frame){
float flash = 0.0f;
b->first_frame = 0;
// if we rendered any points
if(Nebl_flash_count){
Nebl_flash_x /= (float)Nebl_flash_count;
Nebl_flash_y /= (float)Nebl_flash_count;
// quick distance from the center of the screen
float x = Nebl_flash_x - (gr_screen.max_w / 2.0f);
float y = Nebl_flash_y - (gr_screen.max_h / 2.0f);
float dist = fl_sqrt((x * x) + (y * y));
if(dist / (gr_screen.max_w / 2.0f) < 1.0f){
flash = 1.0f - (dist / (gr_screen.max_w / 2.0f));
// scale the flash by bolt type
flash *= bi->b_bright;
game_flash(flash, flash, flash);
}
// do some special stuff on the very first strike of the bolt
if(b->strikes_left == bi->num_strikes){
// play a sound
float bang;
if(Nebl_bang < 40.0f){
bang = 1.0f;
} else if(Nebl_bang > 400.0f){
bang = 0.0f;
} else {
bang = 1.0f - (Nebl_bang / 400.0f);
}
if(frand_range(0.0f, 1.0f) < 0.5f){
snd_play(&Snds[SND_LIGHTNING_2], 0.0f, bang, SND_PRIORITY_DOUBLE_INSTANCE);
} else {
snd_play(&Snds[SND_LIGHTNING_1], 0.0f, bang, SND_PRIORITY_DOUBLE_INSTANCE);
}
// apply em pulse
if(bi->emp_intensity > 0.0f){
emp_apply(&b->midpoint, 0.0f, vm_vec_dist(&b->start, &b->strike), bi->emp_intensity, bi->emp_time);
}
}
}
}
}
}
}
// process lightning (randomly generate bolts, etc, etc);
void nebl_process()
{
uint num_bolts, idx;
// non-nebula mission
if(!(The_mission.flags & MISSION_FLAG_FULLNEB)){
return;
}
// non servers in multiplayer don't do this
if((Game_mode & GM_MULTIPLAYER) && !MULTIPLAYER_MASTER){
return;
}
// standalones shouldn't be doing this either
if (Is_standalone) {
return;
}
// if there's no chosen storm
if(Storm == NULL){
return;
}
// don't process lightning bolts unless we're a few seconds in
if(f2fl(Missiontime) < 3.0f){
return;
}
// random stamp
if(Nebl_stamp == -1){
Nebl_stamp = timestamp((int)frand_range((float)Storm->min, (float)Storm->max));
return;
}
// maybe make a bolt
if(timestamp_elapsed(Nebl_stamp)){
// determine how many bolts to spew
num_bolts = (uint)frand_range((float)Storm->min_count, (float)Storm->max_count);
for(idx=0; idx<num_bolts; idx++){
// hmm. for now just pick a random bolt type and run with it
int s1, s2, s3;
int e1, e2, e3;
do {
s1 = (int)frand_range(0.0f, (float)Neb2_slices);
s2 = (int)frand_range(0.0f, (float)Neb2_slices);
s3 = (int)frand_range(0.0f, (float)Neb2_slices);
e1 = (int)frand_range(0.0f, (float)Neb2_slices);
e2 = (int)frand_range(0.0f, (float)Neb2_slices);
e3 = (int)frand_range(0.0f, (float)Neb2_slices);
// never choose the middle cube
if((s1 == 2) && (s2 == 2) && (s3 == 2)){
s1 = 4;
s2 = 0;
}
if((e1 == 2) && (e2 == 2) && (e3 == 2)){
e1 = 0;
e2 = 4;
}
// sanity
} while((s1 == e1) && (s2 == e2) && (s3 == e3));
vec3d start = Neb2_cubes[s1][s2][s3].pt;
vec3d strike = Neb2_cubes[e1][e2][e3].pt;
// add some flavor to the bolt. mmmmmmmm, lightning
if(!IS_VEC_NULL_SQ_SAFE(&Storm->flavor)){
// start with your basic hot sauce. measure how much you have
vec3d your_basic_hot_sauce;
vm_vec_sub(&your_basic_hot_sauce, &strike, &start);
float how_much_hot_sauce = vm_vec_normalize(&your_basic_hot_sauce);
// now figure out how much of that good wing sauce to add
vec3d wing_sauce = Storm->flavor;
if(frand_range(0.0, 1.0f) < 0.5f){
vm_vec_scale(&wing_sauce, -1.0f);
}
float how_much_of_that_good_wing_sauce_to_add = vm_vec_normalize(&wing_sauce);
// mix the two together, taking care not to add too much
vec3d the_mixture;
if(how_much_of_that_good_wing_sauce_to_add > 1000.0f){
how_much_of_that_good_wing_sauce_to_add = 1000.0f;
}
vm_vec_interp_constant(&the_mixture, &your_basic_hot_sauce, &wing_sauce, how_much_of_that_good_wing_sauce_to_add / 1000.0f);
// take the final sauce and store it in the proper container
vm_vec_scale(&the_mixture, how_much_hot_sauce);
// make sure to put it on everything! whee!
vm_vec_add(&strike, &start, &the_mixture);
}
size_t type = (size_t)frand_range(0.0f, (float)(Storm->num_bolt_types-1));
nebl_bolt(Storm->bolt_types[type], &start, &strike);
}
// reset the timestamp
Nebl_stamp = timestamp((int)frand_range((float)Storm->min, (float)Storm->max));
}
}
// create a lightning bolt
void nebl_bolt(size_t type, vec3d *start, vec3d *strike)
{
vec3d dir;
l_bolt *bolt;
l_node *tail;
size_t idx;
bool found;
bolt_type *bi;
float bolt_len;
if(!(The_mission.flags & MISSION_FLAG_FULLNEB)){
return;
}
// find a free bolt
found = 0;
for(idx=0; idx<MAX_LIGHTNING_BOLTS; idx++){
if(!Nebl_bolts[idx].used){
found = 1;
break;
}
}
if(!found){
return;
}
if( type >= Bolt_types.size() ){
return;
}
bi = &Bolt_types[type];
// get a pointer to the bolt
bolt = &Nebl_bolts[idx];
// setup bolt into
bolt->start = *start;
bolt->strike = *strike;
bolt->strikes_left = bi->num_strikes;
bolt->delay = -1;
bolt->type = (char)type;
bolt->first_frame = 1;
bolt->bolt_life = timestamp(bi->lifetime / bi->num_strikes);
Nebl_bolt_start = *start;
Nebl_bolt_strike = *strike;
// setup fire delay
if(bolt->delay != -1){
bolt->delay = timestamp(bolt->delay);
}
// setup the rest of the important bolt data
if(vm_vec_same(&Nebl_bolt_start, &Nebl_bolt_strike)){
Nebl_bolt_strike.xyz.z += 150.0f;
}
Nebl_bolt_len = vm_vec_dist(&Nebl_bolt_start, &Nebl_bolt_strike);
vm_vec_sub(&dir, &Nebl_bolt_strike, &Nebl_bolt_start);
// setup midpoint
vm_vec_scale_add(&bolt->midpoint, &Nebl_bolt_start, &dir, 0.5f);
bolt_len = vm_vec_normalize(&dir);
vm_vector_2_matrix(&Nebl_bolt_dir, &dir, NULL, NULL);
// global type for generating the bolt
Nebl_type = bi;
// try and make the bolt
if(!nebl_gen(&Nebl_bolt_start, &Nebl_bolt_strike, 0, 4, 0, &bolt->head, &tail)){
if(bolt->head != NULL){
nebl_release(bolt->head);
}
return;
}
Num_lbolts++;
// setup the rest of the data
bolt->used = 1;
bolt->width = bi->b_poly_pct * bolt_len;
// if i'm a multiplayer master, send a bolt packet
if(MULTIPLAYER_MASTER){
send_lightning_packet(type, start, strike);
}
}
// get the current # of active lightning bolts
int nebl_get_active_bolts()
{
return Num_lbolts;
}
// get the current # of active nodes
int nebl_get_active_nodes()
{
return Num_lnodes;
}
// "new" a lightning node
l_node *nebl_new()
{
l_node *lp;
// if we're out of nodes
if(Num_lnodes >= MAX_LIGHTNING_NODES){
nprintf(("lightning", "Out of lightning nodes!\n"));
return NULL;
}
// get a new node off the freelist
lp = GET_FIRST(&Nebl_free_list);
Assert( lp != &Nebl_free_list ); // shouldn't have the dummy element
// remove trailp from the free list
list_remove( &Nebl_free_list, lp );
// insert trailp onto the end of used list
list_append( &Nebl_used_list, lp );
// increment counter
Num_lnodes++;
lp->links[0] = NULL;
lp->links[1] = NULL;
lp->links[2] = NULL;
// return the pointer
return lp;
}
// "delete" a lightning node
void nebl_delete(l_node *lp)
{
// remove objp from the used list
list_remove( &Nebl_used_list, lp );
// add objp to the end of the free
list_append( &Nebl_free_list, lp );
// decrement counter
Num_lnodes--;
}
// free a lightning bolt
void nebl_release(l_node *whee)
{
// if we're invalid
if(whee == NULL){
return;
}
// release all of our children
if(whee->links[LINK_RIGHT] != NULL){
nebl_release(whee->links[LINK_RIGHT]);
}
if(whee->links[LINK_CHILD] != NULL){
nebl_release(whee->links[LINK_CHILD]);
}
// delete this node
nebl_delete(whee);
}
int nebl_gen(vec3d *left, vec3d *right, float depth, float max_depth, int child, l_node **l_left, l_node **l_right)
{
l_node *child_node = NULL;
float d = vm_vec_dist_quick( left, right );
// if we've reached the critical point
if ( d < 0.30f || (depth > max_depth) ){
// generate ne items
l_node *new_left = nebl_new();
if(new_left == NULL){
return 0;
}
new_left->links[0] = NULL; new_left->links[1] = NULL; new_left->links[2] = NULL;
new_left->pos = vmd_zero_vector;
l_node *new_right = nebl_new();
if(new_right == NULL){
nebl_delete(new_left);
return 0;
}
new_right->links[0] = NULL; new_right->links[1] = NULL; new_right->links[2] = NULL;
new_right->pos = vmd_zero_vector;
// left side
new_left->pos = *left;
new_left->links[LINK_RIGHT] = new_right;
*l_left = new_left;
// right side
new_right->pos = *right;
new_right->links[LINK_LEFT] = new_left;
*l_right = new_right;
// done
return 1;
}
// divide in half
vec3d tmp;
vm_vec_avg( &tmp, left, right );
// sometimes generate children
if(!child && (frand() <= Nebl_type->b_rand)){
// get a point on the plane of the strike
vec3d tmp2;
vm_vec_random_in_circle(&tmp2, &Nebl_bolt_strike, &Nebl_bolt_dir, Nebl_bolt_len * Nebl_type->b_scale, 0);
// maybe move away from the plane
vec3d dir;
vm_vec_sub(&dir, &tmp2, &tmp);
vm_vec_scale_add(&tmp2, &tmp, &dir, Nebl_type->b_shrink);
// child
l_node *argh;
if(!nebl_gen(&tmp, &tmp2, 0, 2, 1, &child_node, &argh)){
if(child_node != NULL){
nebl_release(child_node);
}
return 0;
}
}
float scaler = 0.30f;
tmp.xyz.x += (frand()-0.5f)*d*scaler;
tmp.xyz.y += (frand()-0.5f)*d*scaler;
tmp.xyz.z += (frand()-0.5f)*d*scaler;
// generate left half
l_node *ll = NULL;
l_node *lr = NULL;
if(!nebl_gen( left, &tmp, depth+1, max_depth, child, &ll, &lr )){
if(child_node != NULL){
nebl_release(child_node);
}
if(ll != NULL){
nebl_release(ll);
}
return 0;
}
// generate right half
l_node *rl = NULL;
l_node *rr = NULL;
if(!nebl_gen( &tmp, right, depth+1, max_depth, child, &rl, &rr )){
if(child_node != NULL){
nebl_release(child_node);
}
if(ll != NULL){
nebl_release(ll);
}
if(rl != NULL){
nebl_release(rl);
}
return 0;
}
// splice the two together
lr->links[LINK_RIGHT] = rl->links[LINK_RIGHT];
lr->links[LINK_RIGHT]->links[LINK_LEFT] = lr;
nebl_delete(rl);
// if we generated a child, stick him on
if(child_node != NULL){
lr->links[LINK_CHILD] = child_node;
}
// return these
*l_left = ll;
*l_right = rr;
return 1;
}
// output top and bottom vectors
// fvec == forward vector (eye viewpoint basically. in world coords)
// pos == world coordinate of the point we're calculating "around"
// w == width of the diff between top and bottom around pos
void nebl_calc_facing_pts_smart( vec3d *top, vec3d *bot, vec3d *fvec, vec3d *pos, float w, float z_add )
{
vec3d uvec, rvec;
vec3d temp;
temp = *pos;
vm_vec_sub( &rvec, &Eye_position, &temp );
vm_vec_normalize( &rvec );
vm_vec_crossprod(&uvec,fvec,&rvec);
vm_vec_normalize(&uvec);
vm_vec_scale_add( top, &temp, &uvec, w/2.0f );
vm_vec_scale_add( bot, &temp, &uvec, -w/2.0f );
vm_vec_scale_add2( top, &rvec, z_add );
vm_vec_scale_add2( bot, &rvec, z_add );
}
// render a section of the bolt
void nebl_render_section(bolt_type *bi, l_section *a, l_section *b)
{
vertex v[4];
vertex *verts[4] = {&v[0], &v[1], &v[2], &v[3]};
// Sets mode. Returns previous mode.
gr_zbuffer_set(GR_ZBUFF_FULL);
// draw some stuff
for(size_t idx=0; idx<2; idx++){
v[0] = a->vex[idx];
v[0].texture_position.u = 0.0f; v[0].texture_position.v = 0.0f;
v[1] = a->vex[idx+1];
v[1].texture_position.u = 1.0f; v[1].texture_position.v = 0.0f;
v[2] = b->vex[idx+1];
v[2].texture_position.u = 1.0f; v[2].texture_position.v = 1.0f;
v[3] = b->vex[idx];
v[3].texture_position.u = 0.0f; v[3].texture_position.v = 1.0f;
// draw
gr_set_bitmap(bi->texture, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, Nebl_alpha);
g3_draw_poly(4, verts, TMAP_FLAG_TEXTURED | TMAP_FLAG_CORRECT | TMAP_HTL_3D_UNLIT);
}
// draw
v[0] = a->vex[2];
v[0].texture_position.u = 0.0f; v[0].texture_position.v = 0.0f;
v[1] = a->vex[0];
v[1].texture_position.u = 1.0f; v[1].texture_position.v = 0.0f;
v[2] = b->vex[0];
v[2].texture_position.u = 1.0f; v[2].texture_position.v = 1.0f;
v[3] = b->vex[2];
v[3].texture_position.u = 0.0f; v[3].texture_position.v = 1.0f;
gr_set_bitmap(bi->texture, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, Nebl_alpha);
g3_draw_poly(4, verts, TMAP_FLAG_TEXTURED | TMAP_FLAG_CORRECT | TMAP_HTL_3D_UNLIT);
// draw the glow beam
verts[0] = &a->glow_vex[0];
verts[0]->texture_position.v = 0.0f; verts[0]->texture_position.u = 0.0f;
verts[1] = &a->glow_vex[1];
verts[1]->texture_position.v = 1.0f; verts[1]->texture_position.u = 0.0f;
verts[2] = &b->glow_vex[1];
verts[2]->texture_position.v = 1.0f; verts[2]->texture_position.u = 1.0f;
verts[3] = &b->glow_vex[0];
verts[3]->texture_position.v = 0.0f; verts[3]->texture_position.u = 1.0f;
gr_set_bitmap(bi->glow, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, Nebl_glow_alpha);
g3_draw_poly(4, verts, TMAP_FLAG_TEXTURED | TMAP_FLAG_CORRECT | TMAP_HTL_3D_UNLIT);
}
// generate a section
void nebl_generate_section(bolt_type *bi, float width, l_node *a, l_node *b, l_section *c, l_section *cap, int pinch_a, int pinch_b)
{
vec3d dir;
vec3d dir_normal;
matrix m;
size_t idx;
vec3d temp, pt;
vec3d glow_a, glow_b;
vertex tempv;
// direction matrix
vm_vec_sub(&dir, &a->pos, &b->pos);
vm_vec_copy_normalize(&dir_normal, &dir);
vm_vector_2_matrix(&m, &dir_normal, NULL, NULL);
// distance to player
float bang_dist = vm_vec_dist_quick(&Eye_position, &a->pos);
if(bang_dist < Nebl_bang){
Nebl_bang = bang_dist;
}
// rotate the basic section into world
for(idx=0; idx<3; idx++){
memset(&tempv, 0, sizeof(tempv));
// rotate to world
if(pinch_a){
vm_vec_rotate(&pt, &Nebl_ring_pinched[idx], &m);
} else {
vm_vec_copy_scale(&temp, &Nebl_ring[idx], width);
vm_vec_rotate(&pt, &temp, &m);
}
vm_vec_add2(&pt, &a->pos);
g3_transfer_vertex(&c->vex[idx], &pt);
g3_rotate_vertex(&tempv, &pt);
g3_project_vertex(&tempv);
// if first frame, keep track of the average screen pos
if (tempv.codes == 0) {
Nebl_flash_x += tempv.screen.xyw.x;
Nebl_flash_y += tempv.screen.xyw.y;
Nebl_flash_count++;
}
if (Cmdline_nohtl) {
memcpy(&c->vex[idx], &tempv, sizeof(vertex));
}
}
// calculate the glow points
nebl_calc_facing_pts_smart(&glow_a, &glow_b, &dir_normal, &a->pos, pinch_a ? 0.5f : width * 6.0f, Nebl_type->b_add);
if (Cmdline_nohtl) {
g3_rotate_vertex(&c->glow_vex[0], &glow_a);
g3_rotate_vertex(&c->glow_vex[1], &glow_b);
} else {
g3_transfer_vertex(&c->glow_vex[0], &glow_a);
g3_transfer_vertex(&c->glow_vex[1], &glow_b);
}
// maybe do a cap
if(cap != NULL){
// rotate the basic section into world
for(idx=0; idx<3; idx++){
// rotate to world
if(pinch_b){
vm_vec_rotate(&pt, &Nebl_ring_pinched[idx], &m);
} else {
vm_vec_copy_scale(&temp, &Nebl_ring[idx], width);
vm_vec_rotate(&pt, &temp, &m);
}
vm_vec_add2(&pt, &b->pos);
g3_transfer_vertex(&cap->vex[idx], &pt);
g3_rotate_vertex(&tempv, &pt);
g3_project_vertex(&tempv);
// if first frame, keep track of the average screen pos
if (tempv.codes == 0) {
Nebl_flash_x += tempv.screen.xyw.x;
Nebl_flash_y += tempv.screen.xyw.y;
Nebl_flash_count++;
}
if (Cmdline_nohtl) {
memcpy(&cap->vex[idx], &tempv, sizeof(vertex));
}
}
// calculate the glow points
nebl_calc_facing_pts_smart(&glow_a, &glow_b, &dir_normal, &b->pos, pinch_b ? 0.5f : width * 6.0f, bi->b_add);
if (Cmdline_nohtl) {
g3_rotate_vertex(&cap->glow_vex[0], &glow_a);
g3_rotate_vertex(&cap->glow_vex[1], &glow_b);
} else {
g3_transfer_vertex(&cap->glow_vex[0], &glow_a);
g3_transfer_vertex(&cap->glow_vex[1], &glow_b);
}
}
}
// render the bolt
void nebl_render(bolt_type *bi, l_node *whee, float width, l_section *prev)
{
l_section start;
l_section end;
l_section child_start;
// bad
if(whee == NULL){
return;
}
// if prev is NULL, we're just starting so we need our start point
if(prev == NULL){
Assert(whee->links[LINK_RIGHT] != NULL);
nebl_generate_section(bi, width, whee, whee->links[LINK_RIGHT], &start, NULL, 1, 0);
} else {
start = *prev;
}
// if we have a child section
if(whee->links[LINK_CHILD]){
// generate section
nebl_generate_section(bi, width * 0.5f, whee, whee->links[LINK_CHILD], &child_start, &end, 0, whee->links[LINK_CHILD]->links[LINK_RIGHT] == NULL ? 1 : 0);
// render
nebl_render_section(bi, &child_start, &end);
// maybe continue
if(whee->links[LINK_CHILD]->links[LINK_RIGHT] != NULL){
nebl_render(bi, whee->links[LINK_CHILD], width * 0.5f, &end);
}
}
// if the next section is an end section
if(whee->links[LINK_RIGHT]->links[LINK_RIGHT] == NULL){
l_section temp;
// generate section
nebl_generate_section(bi, width, whee, whee->links[LINK_RIGHT], &temp, &end, 0, 1);
// render the section
nebl_render_section(bi, &start, &end);
}
// a middle section
else if(whee->links[LINK_RIGHT]->links[LINK_RIGHT] != NULL){
// generate section
nebl_generate_section(bi, width, whee->links[LINK_RIGHT], whee->links[LINK_RIGHT]->links[LINK_RIGHT], &end, NULL, 0, 0);
// render the section
nebl_render_section(bi, &start, &end);
// recurse through him
nebl_render(bi, whee->links[LINK_RIGHT], width, &end);
}
}
// given a valid, complete bolt, jitter him based upon his noise
void nebl_jitter(l_bolt *b)
{
matrix m;
vec3d temp;
float length;
l_node *moveup;
bolt_type *bi = NULL;
// sanity
if(b == NULL){
return;
}
if( b->type >= Bolt_types.size() ){
return;
}
bi = &Bolt_types[b->type];
// get the bolt direction
vm_vec_sub(&temp, &b->strike, &b->start);
length = vm_vec_normalize_quick(&temp);
vm_vector_2_matrix(&m, &temp, NULL, NULL);
// jitter all nodes on the main trunk
moveup = b->head;
while(moveup != NULL){
temp = moveup->pos;
vm_vec_random_in_circle(&moveup->pos, &temp, &m, frand_range(0.0f, length * bi->noise), 0);
// just on the main trunk
moveup = moveup->links[LINK_RIGHT];
}
}
// return the index of a given bolt type by name
size_t nebl_get_bolt_index(char *name)
{
for(size_t idx=0; idx<Bolt_types.size(); idx++){
if(!strcmp(name, Bolt_types[idx].name)){
return idx;
}
}
return (size_t)-1;
}
// return the index of a given storm type by name
size_t nebl_get_storm_index(char *name)
{
if (name == NULL)
return (size_t)-1;
for(size_t idx=0; idx<Storm_types.size(); idx++){
if(!strcmp(name, Storm_types[idx].name)){
return idx;
}
}
return (size_t)-1;
}