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* Prevent Crashes from Weapons being deleted during the collision process This puts in some safety checks to keep FSO from crashing while doing collision detection when close to the object limit. * Remove Problematic Assertions and INT3's Keeps FSO from crashing when low on Object slots from failed weapon and beam creations. * Simplify Code with a good suggestion Co-authored-by: Asteroth <[email protected]> Co-authored-by: Asteroth <[email protected]>
1094 lines
27 KiB
C++
1094 lines
27 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 "asteroid/asteroid.h"
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#include "cmdline/cmdline.h"
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#include "gamesnd/gamesnd.h"
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#include "graphics/tmapper.h"
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#include "localization/localize.h"
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#include "model/model.h"
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#include "nebula/neb.h"
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#include "object/object.h"
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#include "options/Option.h"
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#include "parse/parselo.h"
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#include "render/3d.h"
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#include "render/batching.h"
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#include "ship/ship.h"
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#include "tracing/Monitor.h"
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#include <cstdlib>
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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_WARP_LOD 0
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constexpr int INTITIAL_FIREBALL_CONTAINTER_SIZE = 256;
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SCP_vector<fireball> Fireballs;
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SCP_vector<int> Unused_fireball_indices;
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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_fireball_types = 0;
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bool fireballs_inited = false;
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bool fireballs_parsed = false;
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bool Fireball_use_3d_warp = false;
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static auto WarpOption = options::OptionBuilder<bool>("Graphics.3dWarp", "3D Warp", "Use a 3D model for warp effects")
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.category("Graphics")
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.default_val(true)
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.level(options::ExpertLevel::Advanced)
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.bind_to(&Fireball_use_3d_warp)
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.importance(65)
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.finish();
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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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gamesnd_id 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 = gamesnd_id(GameSounds::WARP_IN);
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if(fb->warp_open_sound_index.isValid()) {
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sound_index = fb->warp_open_sound_index;
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} else if ((ship_class >= 0) && (ship_class < ship_info_size())) {
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if ( Ship_info[ship_class].is_huge_ship() ) {
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sound_index = gamesnd_id(GameSounds::CAPITAL_WARP_IN);
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fb->flags |= FBF_WARP_CAPITAL_SIZE;
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} else if ( Ship_info[ship_class].is_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(gamesnd_get_game_sound(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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gamesnd_id sound_index;
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object *fireball_objp;
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fireball_objp = &Objects[fb->objnum];
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sound_index = gamesnd_id(GameSounds::WARP_OUT);
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if ( fb->warp_close_sound_index.isValid() ) {
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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 = gamesnd_id(GameSounds::CAPITAL_WARP_OUT);
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} else {
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return;
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}
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snd_play_3d(gamesnd_get_game_sound(sound_index), &fireball_objp->pos, &Eye_position, fireball_objp->radius); // play warp sound effect
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}
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static void fireball_generate_unique_id(char *unique_id, int buffer_len, int fireball_index)
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{
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Assert((fireball_index >= 0) && (fireball_index < MAX_FIREBALL_TYPES));
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switch (fireball_index)
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{
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// use sensible names for the fireball.tbl default entries
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case FIREBALL_EXPLOSION_MEDIUM:
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strncpy(unique_id, "Medium Explosion", buffer_len);
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break;
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case FIREBALL_WARP:
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strncpy(unique_id, "Warp Effect", buffer_len);
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break;
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case FIREBALL_KNOSSOS:
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strncpy(unique_id, "Knossos Effect", buffer_len);
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break;
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case FIREBALL_ASTEROID:
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strncpy(unique_id, "Asteroid Explosion", buffer_len);
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break;
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case FIREBALL_EXPLOSION_LARGE1:
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strncpy(unique_id, "Large Explosion 1", buffer_len);
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break;
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case FIREBALL_EXPLOSION_LARGE2:
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strncpy(unique_id, "Large Explosion 2", buffer_len);
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break;
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// base the id on the index
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default:
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snprintf(unique_id, buffer_len, "Custom Fireball %d", fireball_index - NUM_DEFAULT_FIREBALLS + 1);
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break;
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}
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// null-terminate
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unique_id[buffer_len - 1] = '\0';
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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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static void fireball_set_default_warp_attributes(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_WARP:
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case FIREBALL_KNOSSOS:
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strcpy_s(Fireball_info[idx].warp_glow, "warpglow01");
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strcpy_s(Fireball_info[idx].warp_ball, "warpball01");
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strcpy_s(Fireball_info[idx].warp_model, "warp.pof");
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break;
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}
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}
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void fireball_info_clear(fireball_info *fb)
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{
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Assert(fb != nullptr);
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memset(fb, 0, sizeof(fireball_info));
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for (int i = 0; i < MAX_FIREBALL_LOD; ++i)
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fb->lod[i].bitmap_id = -1;
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fb->warp_glow_bitmap = -1;
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fb->warp_ball_bitmap = -1;
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fb->warp_model_id = -1;
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}
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int fireball_info_lookup(const char *unique_id)
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{
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for (int i = 0; i < Num_fireball_types; ++i)
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if (!stricmp(Fireball_info[i].unique_id, unique_id))
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return i;
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return -1;
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}
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/**
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* Parse fireball tbl
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*/
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static void parse_fireball_tbl(const char *table_filename)
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{
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try
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{
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read_file_text(table_filename, CF_TYPE_TABLES);
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reset_parse();
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required_string("#Start");
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while (required_string_one_of(3, "#End", "$Name:", "$Unique ID:"))
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{
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fireball_info *fi;
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int existing_idx = -1;
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char unique_id[NAME_LENGTH];
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char fireball_filename[MAX_FILENAME_LEN];
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// unique ID, because indexes are unpredictable
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memset(unique_id, 0, NAME_LENGTH);
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if (optional_string("$Unique ID:"))
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stuff_string(unique_id, F_NAME, NAME_LENGTH);
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// base filename
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required_string("$Name:");
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stuff_string(fireball_filename, F_NAME, MAX_FILENAME_LEN);
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// find out if we are overriding a previous entry;
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// per precedent, these strings should only be in TBMs
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// UNLIKE precedent, we can now add fireballs in modular tables, not just replace them
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if (Parsing_modular_table)
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{
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if (optional_string("+Explosion_Medium"))
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existing_idx = FIREBALL_EXPLOSION_MEDIUM;
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else if (optional_string("+Warp_Effect"))
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existing_idx = FIREBALL_WARP;
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else if (optional_string("+Knossos_Effect"))
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existing_idx = FIREBALL_KNOSSOS;
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else if (optional_string("+Asteroid"))
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existing_idx = FIREBALL_ASTEROID;
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else if (optional_string("+Explosion_Large1"))
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existing_idx = FIREBALL_EXPLOSION_LARGE1;
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else if (optional_string("+Explosion_Large2"))
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existing_idx = FIREBALL_EXPLOSION_LARGE2;
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else if (optional_string("+Custom_Fireball"))
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stuff_int(&existing_idx);
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// we can ALSO override a previous entry by specifying a previously used unique ID
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// either way will work, but if both are specified, unique ID takes precedence
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if (strlen(unique_id) > 0)
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{
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int temp_idx = fireball_info_lookup(unique_id);
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if (temp_idx >= 0)
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existing_idx = temp_idx;
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}
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}
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bool first_time;
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// now select our entry accordingly...
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// are we using a previous entry?
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if (existing_idx >= 0)
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{
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fi = &Fireball_info[existing_idx];
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first_time = false;
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}
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// we are creating a new entry, so set some defaults
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else
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{
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// make sure we don't exceed the max
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if (Num_fireball_types >= MAX_FIREBALL_TYPES)
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{
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error_display(0, "Too many fireball entries! Max is %d", MAX_FIREBALL_TYPES);
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return;
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}
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fi = &Fireball_info[Num_fireball_types];
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fireball_info_clear(fi);
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// If the table didn't specify a unique ID, generate one. This will be assigned a few lines later.
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if (strlen(unique_id) == 0)
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fireball_generate_unique_id(unique_id, NAME_LENGTH, Num_fireball_types);
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// Set remaining fireball defaults
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fireball_set_default_color(Num_fireball_types);
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fireball_set_default_warp_attributes(Num_fireball_types);
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Num_fireball_types++;
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first_time = true;
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}
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// copy over what we already parsed
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if (strlen(unique_id) > 0)
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strcpy_s(fi->unique_id, unique_id);
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strcpy_s(fi->lod[0].filename, fireball_filename);
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// Do we have a LOD num?
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if (optional_string("$LOD:"))
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{
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stuff_int(&fi->lod_count);
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if (fi->lod_count > MAX_FIREBALL_LOD)
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fi->lod_count = MAX_FIREBALL_LOD;
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} else if (first_time) {
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//assume a LOD of at least 1
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fi->lod_count = 1;
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}
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// check for particular lighting color
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if (optional_string("$Light color:"))
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{
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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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fi->exp_color[0] = (r / 255.0f);
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fi->exp_color[1] = (g / 255.0f);
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fi->exp_color[2] = (b / 255.0f);
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}
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// check for custom warp glow
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if (optional_string("$Warp glow:"))
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stuff_string(fi->warp_glow, F_NAME, NAME_LENGTH);
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// check for custom warp ball
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if (optional_string("$Warp ball:"))
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stuff_string(fi->warp_ball, F_NAME, NAME_LENGTH);
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// check for custom warp model
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if (optional_string("$Warp model:"))
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stuff_string(fi->warp_model, F_NAME, NAME_LENGTH);
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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", table_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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if (fireballs_parsed)
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return;
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// every newly parsed fireball_info will get cleared before being added
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// must do this outside of parse_fireball_tbl because it's called twice
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Num_fireball_types = 0;
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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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// fill in extra LOD filenames
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for (auto &fi: Fireball_info)
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{
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if (fi.lod_count > 1)
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{
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auto lod0 = fi.lod[0].filename;
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for (int j = 1; j < fi.lod_count; ++j)
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sprintf(fi.lod[j].filename, "%s_%d", lod0, j);
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}
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}
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fireballs_parsed = true;
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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, nullptr, nullptr, true );
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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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if (strlen(fd->warp_glow) > 0) {
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mprintf(("Loading warp glow '%s'\n", fd->warp_glow));
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fd->warp_glow_bitmap = bm_load(fd->warp_glow);
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} else {
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fd->warp_glow_bitmap = -1;
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}
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if (strlen(fd->warp_ball) > 0) {
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mprintf(("Loading warp ball '%s'\n", fd->warp_ball));
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fd->warp_ball_bitmap = bm_load(fd->warp_ball);
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} else {
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fd->warp_ball_bitmap = -1;
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}
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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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if ( !fireballs_inited ) {
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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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fireballs_inited = true;
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}
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// Reset everything between levels
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Fireballs.clear();
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Fireballs.reserve(INTITIAL_FIREBALL_CONTAINTER_SIZE);
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Unused_fireball_indices.clear();
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Unused_fireball_indices.reserve(INTITIAL_FIREBALL_CONTAINTER_SIZE);
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// Goober5000 - reset Knossos warp flag
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Knossos_warp_ani_used = 0;
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}
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MONITOR( NumFireballsRend )
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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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// Make sure the new system works fine.
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Assert(obj->instance > -1);
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Assert(static_cast<int>(Fireballs.size()) > 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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Unused_fireball_indices.push_back(num);
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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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for (auto& current_fireball : Fireballs) {
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if ( current_fireball.objnum != -1 ) {
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obj_delete(current_fireball.objnum);
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}
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|
}
|
|
}
|
|
|
|
void fireball_set_framenum(int num)
|
|
{
|
|
int framenum;
|
|
fireball *fb;
|
|
fireball_info *fd;
|
|
fireball_lod *fl;
|
|
|
|
Assert(static_cast<int>(Fireballs.size()) > num);
|
|
|
|
fb = &Fireballs[num];
|
|
fd = &Fireball_info[Fireballs[num].fireball_info_index];
|
|
|
|
// valid lod?
|
|
fl = NULL;
|
|
if((fb->lod >= 0) && (fb->lod < fd->lod_count)){
|
|
fl = &Fireball_info[Fireballs[num].fireball_info_index].lod[fb->lod];
|
|
}
|
|
if(fl == NULL){
|
|
// argh
|
|
return;
|
|
}
|
|
|
|
if ( fb->fireball_render_type == FIREBALL_WARP_EFFECT ) {
|
|
framenum = bm_get_anim_frame(fl->bitmap_id, fb->time_elapsed, 0.0f, true);
|
|
|
|
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 {
|
|
// ignore setting of OF_SHOULD_BE_DEAD, see fireball_process_post
|
|
framenum = bm_get_anim_frame(fl->bitmap_id, fb->time_elapsed, fb->total_time);
|
|
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);
|
|
// Make sure the new system works fine.
|
|
Assert(obj->instance > -1);
|
|
Assert((int)Fireballs.size() > obj->instance);
|
|
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[Object::Object_Flags::Was_rendered])) {
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
int fireball_is_warp(object * obj)
|
|
{
|
|
int num, objnum;
|
|
fireball *fb;
|
|
|
|
num = obj->instance;
|
|
objnum = OBJ_INDEX(obj);
|
|
// Make sure the new system works fine.
|
|
Assert(obj->instance > -1);
|
|
Assert(static_cast<int>(Fireballs.size()) > obj->instance);
|
|
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 < fb->warp_close_duration ) {
|
|
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);
|
|
// Make sure the new system works fine.
|
|
Assert(obj->instance > -1);
|
|
Assert(static_cast<int>(Fireballs.size()) > obj->instance);
|
|
Assert( Fireballs[num].objnum == objnum );
|
|
|
|
fb = &Fireballs[num];
|
|
|
|
fb->time_elapsed += frame_time;
|
|
if ( fb->time_elapsed > fb->total_time ) {
|
|
obj->flags.set(Object::Object_Flags::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);
|
|
// Make sure the new system works fine.
|
|
Assert(obj->instance > -1);
|
|
Assert(static_cast<int>(Fireballs.size()) > obj->instance);
|
|
|
|
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;
|
|
|
|
// Make sure the new system works fine.
|
|
Assert(obj->instance > -1);
|
|
Assert(static_cast<int>(Fireballs.size()) > obj->instance);
|
|
|
|
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, bool reverse, vec3d *velocity, float warp_lifetime, int ship_class, matrix *orient_override, int low_res, int extra_flags, gamesnd_id warp_open_sound, gamesnd_id warp_close_sound, float warp_open_duration, float warp_close_duration)
|
|
{
|
|
int n, objnum, fb_lod;
|
|
object *obj;
|
|
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_objects >= MAX_OBJECTS) {
|
|
return -1;
|
|
}
|
|
|
|
|
|
if (!Unused_fireball_indices.empty()) {
|
|
n = Unused_fireball_indices.back();
|
|
Unused_fireball_indices.pop_back();
|
|
}
|
|
else {
|
|
n = static_cast<int>(Fireballs.size());
|
|
Fireballs.emplace_back();
|
|
}
|
|
|
|
fireball* new_fireball = &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];
|
|
|
|
new_fireball->lod = (char)fb_lod;
|
|
|
|
new_fireball->flags = extra_flags;
|
|
new_fireball->warp_open_sound_index = warp_open_sound;
|
|
new_fireball->warp_close_sound_index = warp_close_sound;
|
|
new_fireball->warp_open_duration = (warp_open_duration < 0.0f) ? WARPHOLE_GROW_TIME : warp_open_duration;
|
|
new_fireball->warp_close_duration = (warp_close_duration < 0.0f) ? WARPHOLE_GROW_TIME : warp_close_duration;
|
|
|
|
matrix orient;
|
|
if(orient_override != NULL){
|
|
orient = *orient_override;
|
|
} else {
|
|
if ( parent_obj < 0 ) {
|
|
orient = vmd_identity_matrix;
|
|
} else {
|
|
orient = Objects[parent_obj].orient;
|
|
}
|
|
}
|
|
|
|
flagset<Object::Object_Flags> default_flags;
|
|
default_flags.set(Object::Object_Flags::Renders);
|
|
objnum = obj_create(OBJ_FIREBALL, parent_obj, n, &orient, pos, size, default_flags, false);
|
|
|
|
obj = &Objects[objnum];
|
|
|
|
new_fireball->fireball_info_index = fireball_type;
|
|
new_fireball->fireball_render_type = render_type;
|
|
new_fireball->time_elapsed = 0.0f;
|
|
new_fireball->objnum = objnum;
|
|
new_fireball->current_bitmap = -1;
|
|
|
|
switch( new_fireball->fireball_render_type ) {
|
|
|
|
case FIREBALL_MEDIUM_EXPLOSION:
|
|
new_fireball->orient = Random::next() & 7; // 0 - 7
|
|
break;
|
|
|
|
case FIREBALL_LARGE_EXPLOSION:
|
|
new_fireball->orient = Random::next(360); // 0 - 359
|
|
break;
|
|
|
|
case FIREBALL_WARP_EFFECT:
|
|
// Play sound effect for warp hole opening up
|
|
fireball_play_warphole_open_sound(ship_class, new_fireball);
|
|
|
|
// warp in type
|
|
if (reverse) {
|
|
new_fireball->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 {
|
|
new_fireball->orient = 0;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
UNREACHABLE("Bad type set in fireball_create");
|
|
break;
|
|
}
|
|
|
|
if ( new_fireball->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;
|
|
new_fireball->total_time = warp_lifetime; // in seconds
|
|
} else {
|
|
new_fireball->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.set(Object::Object_Flags::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);
|
|
}
|
|
|
|
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++ ) {
|
|
fd = &Fireball_info[i];
|
|
|
|
if((i < NUM_DEFAULT_FIREBALLS) || fireball_used[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 );
|
|
}
|
|
}
|
|
|
|
// page in glow and ball bitmaps, if we have any
|
|
bm_page_in_texture(fd->warp_glow_bitmap);
|
|
bm_page_in_texture(fd->warp_ball_bitmap);
|
|
|
|
// load the warp model, if we have one
|
|
if (strlen(fd->warp_model) > 0 && cf_exists_full(fd->warp_model, CF_TYPE_MODELS)) {
|
|
mprintf(("Loading warp model '%s'\n", fd->warp_model));
|
|
fd->warp_model_id = model_load(fd->warp_model, 0, nullptr, 0);
|
|
} else {
|
|
fd->warp_model_id = -1;
|
|
}
|
|
}
|
|
}
|
|
|
|
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[Random::next(ship_fireballs)];
|
|
} else if(objecttype_fireballs > 0){
|
|
index = Ship_types[sip->class_type].explosion_bitmap_anims[Random::next(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[Random::next(roid_fireballs)];
|
|
}
|
|
|
|
return index;
|
|
}
|
|
|
|
float fireball_wormhole_intensity(fireball *fb)
|
|
{
|
|
float t = fb->time_elapsed;
|
|
float rad;
|
|
|
|
if ( t < fb->warp_open_duration ) {
|
|
rad = (float)pow(t / fb->warp_open_duration, 0.4f);
|
|
} else if ( t < fb->total_time - fb->warp_close_duration ) {
|
|
rad = 1.0f;
|
|
} else {
|
|
rad = (float)pow((fb->total_time - t) / fb->warp_close_duration, 0.4f);
|
|
}
|
|
return rad;
|
|
}
|
|
|
|
extern void warpin_queue_render(model_draw_list *scene, object *obj, matrix *orient, vec3d *pos, int texture_bitmap_num, float radius, float life_percent, float max_radius, bool warp_3d, int warp_glow_bitmap, int warp_ball_bitmap, int warp_model_id);
|
|
|
|
void fireball_render(object* obj, model_draw_list *scene)
|
|
{
|
|
int num;
|
|
vertex p;
|
|
fireball *fb;
|
|
|
|
MONITOR_INC( NumFireballsRend, 1 );
|
|
|
|
// Make sure the new system works fine.
|
|
Assert(obj->instance > -1);
|
|
Assert(static_cast<int>(Fireballs.size()) > obj->instance);
|
|
|
|
num = obj->instance;
|
|
fb = &Fireballs[num];
|
|
|
|
if ( fb->current_bitmap < 0 )
|
|
return;
|
|
|
|
float alpha = 1.0f;
|
|
|
|
if (The_mission.flags[Mission::Mission_Flags::Fullneb] && Neb_affects_fireballs)
|
|
alpha *= neb2_get_fog_visibility(&obj->pos, NEB_FOG_VISIBILITY_MULT_FIREBALL(obj->radius));
|
|
|
|
g3_transfer_vertex(&p, &obj->pos);
|
|
|
|
switch ( fb->fireball_render_type ) {
|
|
|
|
case FIREBALL_MEDIUM_EXPLOSION: {
|
|
batching_add_volume_bitmap(fb->current_bitmap, &p, fb->orient, obj->radius, alpha);
|
|
}
|
|
break;
|
|
|
|
case FIREBALL_LARGE_EXPLOSION: {
|
|
// Make the big explosions rotate with the viewer.
|
|
batching_add_volume_bitmap_rotated(fb->current_bitmap, &p, (i2fl(fb->orient)*PI) / 180.0f, obj->radius, alpha);
|
|
}
|
|
break;
|
|
|
|
case FIREBALL_WARP_EFFECT: {
|
|
float percent_life = fb->time_elapsed / fb->total_time;
|
|
float rad = obj->radius * fireball_wormhole_intensity(fb);
|
|
|
|
fireball_info *fi = &Fireball_info[fb->fireball_info_index];
|
|
warpin_queue_render(scene, obj, &obj->orient, &obj->pos, fb->current_bitmap, rad, percent_life, obj->radius, (fb->flags & FBF_WARP_3D) != 0, fi->warp_glow_bitmap, fi->warp_ball_bitmap, fi->warp_model_id);
|
|
}
|
|
break;
|
|
|
|
|
|
default:
|
|
Int3();
|
|
}
|
|
}
|
|
|
|
// Because fireballs are only added and removed in two places, and Unused_fireball_indices is always updated in those places to contain unused indices,
|
|
// this very simple code will give you the correct count of currently existing fireballs in use.
|
|
int fireball_get_count()
|
|
{
|
|
int count = static_cast<int>(Fireballs.size()) - static_cast<int>(Unused_fireball_indices.size());
|
|
|
|
Assert (count >= 0);
|
|
|
|
return count;
|
|
}
|