Files
fs2open.github.com/code/fireball/fireballs.cpp
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35 KiB
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/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
/*
* $Logfile: /Freespace2/code/Fireball/FireBalls.cpp $
* $Revision: 2.28 $
* $Date: 2005-12-01 07:45:21 $
* $Author: Goober5000 $
*
* Code to move, render and otherwise deal with fireballs.
*
* $Log: not supported by cvs2svn $
* Revision 2.27 2005/10/20 17:50:00 taylor
* fix player warpout
* basic code cleanup (that previous braces change did nothing for readability)
* spell "plyr" correctly
* tweak warp shrink time to better match WMC's other changes and avoid the skipping during shrink
*
* Revision 2.26 2005/04/05 05:53:15 taylor
* s/vector/vec3d/g, better support for different compilers (Jens Granseuer)
*
* Revision 2.25 2005/03/19 18:02:33 bobboau
* added new graphic functions for state blocks
* also added a class formanageing a new effect
*
* Revision 2.24 2005/03/14 03:24:25 taylor
* speedup grow/shrink time for the warp to avoid the big size skips
*
* Revision 2.23 2005/03/10 08:00:02 taylor
* change min/max to MIN/MAX to fix GCC problems
* add lab stuff to Makefile
* build unbreakage for everything that's not MSVC++ 6
* lots of warning fixes
* fix OpenGL rendering problem with ship insignias
* no Warnings() in non-debug mode for Linux (like Windows)
* some campaign savefile fixage to stop reverting everyones data
*
* Revision 2.22 2005/03/01 06:55:40 bobboau
* oh, hey look I've commited something :D
* animation system, weapon models detail box alt-tab bug, probly other stuff
*
* Revision 2.21 2005/02/23 05:05:39 taylor
* compiler warning fixes (for MSVC++ 6)
* have the warp effect only load as many LODs as will get used
* head off strange bug in release when corrupt soundtrack number gets used
* (will still Assert in debug)
* don't ever try and save a campaign savefile in multi or standalone modes
* first try at 32bit->16bit color conversion for TGA code (for TGA only ship textures)
*
* Revision 2.20 2005/01/30 09:27:39 Goober5000
* nitpicked some boolean tests, and fixed two small bugs
* --Goober5000
*
* Revision 2.19 2004/11/01 20:57:03 taylor
* make use of Knossos_warp_ani_used flag - thanks Goober5000
*
* Revision 2.18 2004/10/31 02:26:15 Goober5000
* whoops
* --Goober5000
*
* Revision 2.17 2004/10/31 02:04:33 Goober5000
* added Knossos_warp_ani_used flag for taylor
* --Goober5000
*
* Revision 2.16 2004/09/17 07:12:22 Goober5000
* changed around the logic for the 3D warp effect
* --Goober5000
*
* Revision 2.15 2004/08/23 04:32:39 Goober5000
* warp effect is back to FS2 default
* --Goober5000
*
* Revision 2.14 2004/07/26 20:47:28 Kazan
* remove MCD complete
*
* Revision 2.13 2004/07/12 16:32:45 Kazan
* MCD - define _MCD_CHECK to use memory tracking
*
* Revision 2.12 2004/05/12 22:49:14 phreak
* renamed the warp model variable from 'wm' to 'Warp_model'
*
* Revision 2.11 2004/03/17 04:07:29 bobboau
* new fighter beam code
* fixed old after burner trails
* had to bump a few limits, working on some dynamic solutions
* a few fixed to background POF rendering
* fixing asorted bugs
*
* Revision 2.10 2004/03/05 09:02:00 Goober5000
* Uber pass at reducing #includes
* --Goober5000
*
* Revision 2.9 2004/02/14 00:18:30 randomtiger
* Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details.
* OK, these changes effect a lot of file, I suggest everyone updates ASAP:
* Removal of many files from project.
* Removal of meanless Gr_bitmap_poly variable.
* Removal of glide, directdraw, software modules all links to them, and all code specific to those paths.
* Removal of redundant Fred paths that arent needed for Fred OGL.
* Have seriously tidied the graphics initialisation code and added generic non standard mode functionality.
* Fixed many D3D non standard mode bugs and brought OGL up to the same level.
* Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024.
*
* Revision 2.8 2003/11/16 04:09:19 Goober5000
* language
*
* Revision 2.7 2003/11/11 03:56:10 bobboau
* lots of bug fixing, much of it in nebula and bitmap drawing
*
* Revision 2.6 2003/10/23 18:03:23 randomtiger
* Bobs changes (take 2)
*
* Revision 2.5 2003/03/19 06:23:27 Goober5000
* added warp-effect sexp
* --Goober5000
*
* Revision 2.4 2003/03/18 01:44:30 Goober5000
* fixed some misspellings
* --Goober5000
*
* Revision 2.3 2002/12/07 01:37:41 bobboau
* inital decals code, if you are worried a bug is being caused by the decals code it's only references are in,
* collideshipweapon.cpp line 262, beam.cpp line 2771, and modelinterp.cpp line 2949.
* it needs a better renderer, but is in prety good shape for now,
* I also (think) I squashed a bug in the warpmodel code
*
* Revision 2.2 2002/11/14 04:18:16 bobboau
* added warp model and type 1 glow points
* and well as made the new glow file type,
* some general improvement to fighter beams,
*
* Revision 2.1 2002/08/01 01:41:04 penguin
* The big include file move
*
* Revision 2.0 2002/06/03 04:02:22 penguin
* Warpcore CVS sync
*
* Revision 1.2 2002/05/03 22:07:08 mharris
* got some stuff to compile
*
* Revision 1.1 2002/05/02 18:03:07 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 19 9/14/99 1:27a Andsager
* Better LOD for fireballs when behind. Move point ahead to get vertex
* ahead and then find size.
*
* 18 9/12/99 11:42p Dave
*
* 17 9/13/99 10:09a Andsager
* Add debug console commands to lower model render detail and fireball
* LOD for big ship explosiosns.
*
* 16 9/09/99 8:53p Dave
* Fixed multiplayer degenerate orientation case problem. Make sure warp
* effect never goes lower than LOD 1.
*
* 15 9/07/99 12:20a Andsager
* LOD less agressive at lower hardware detail level
*
* 14 9/06/99 6:47p Jamesa
* Fixed build error.
*
* 13 9/06/99 3:23p Andsager
* Make fireball and weapon expl ani LOD choice look at resolution of the
* bitmap
*
* 12 9/01/99 10:09a Dave
* Pirate bob.
*
* 11 8/31/99 10:13p Andsager
* Add Knossos warp effect fireball
*
* 10 8/30/99 9:59a Dave
* Removed explosion LOD stuff.
*
* 9 8/28/99 4:54p Dave
* Fixed directives display for multiplayer clients for wings with
* multiple waves. Fixed hud threat indicator rendering color.
*
* 8 8/27/99 9:07p Dave
* LOD explosions. Improved beam weapon accuracy.
*
* 7 7/09/99 5:54p Dave
* Seperated cruiser types into individual types. Added tons of new
* briefing icons. Campaign screen.
*
* 6 4/28/99 11:13p Dave
* Temporary checkin of artillery code.
*
* 5 4/23/99 12:01p Johnson
* Added SIF_HUGE_SHIP
*
* 4 11/05/98 5:55p Dave
* Big pass at reducing #includes
*
* 3 10/23/98 3:51p Dave
* Full support for tstrings.tbl and foreign languages. All that remains
* is to make it active in Fred.
*
* 2 10/07/98 10:52a Dave
* Initial checkin.
*
* 1 10/07/98 10:48a Dave
*
* 75 5/18/98 2:49p Lawrance
* Allow up to double instance of sound for warp holes
*
* 74 5/15/98 3:54p John
* Added code so that only "perishable" fireballs get removed.
*
* 73 4/15/98 9:42a Adam
* added 2 more explosion types (1, actually, but placeholder for 2)
*
* 72 4/12/98 9:56a John
* Made lighting detail flags work. Made explosions cast light on
* highest.
*
* 71 4/09/98 7:58p John
* Cleaned up tmapper code a bit. Put NDEBUG around some ndebug stuff.
* Took out XPARENT flag settings in all the alpha-blended texture stuff.
*
* 70 3/31/98 5:11p John
* Removed demo/save/restore. Made NDEBUG defined compile. Removed a
* bunch of debug stuff out of player file. Made model code be able to
* unload models and malloc out only however many models are needed.
*
* 69 3/30/98 4:02p John
* Made machines with < 32 MB of RAM use every other frame of certain
* bitmaps. Put in code to keep track of how much RAM we've malloc'd.
*
* 68 3/29/98 12:39p John
* Made warp in glow page in
*
* 67 3/27/98 2:17p Lawrance
* Don't play warphole closing for non-capital sized warp effects
*
* 66 3/26/98 5:44p Lawrance
* take out debug comments for warphole sounds playing
*
* 65 3/26/98 5:21p John
* Added new code to preload all bitmaps at the start of a level.
* Commented it out, though.
*
* 64 3/25/98 5:30p Lawrance
* Fix bug that was not playing wormhole open sound effect at correct
* volume
*
* 63 3/25/98 10:56a Lawrance
* Make a sound for warphole close as well as warphole open, move to
* fireball lib
*
* 62 3/18/98 12:36p John
* Made hardware have nicer looking warp effect
*
* 61 3/18/98 12:01p John
* Made warp grid grow faster
*
* 60 2/26/98 10:07p Hoffoss
* Rewrote state saving and restoring to fix bugs and simplify the code.
*
* 59 2/22/98 12:19p John
* Externalized some strings
*
* 58 2/19/98 4:32p Lawrance
* Add asteroid explosion
*
* 57 2/12/98 11:53p Lawrance
* comment out use of current_frame since not used anywhere
*
* 56 2/05/98 9:21p John
* Some new Direct3D code. Added code to monitor a ton of stuff in the
* game.
*
* 55 1/23/98 5:06p John
* Took L out of vertex structure used B (blue) instead. Took all small
* fireballs out of fireball types and used particles instead. Fixed some
* debris explosion things. Restructured fireball code. Restructured
* some lighting code. Made dynamic lighting on by default. Made groups
* of lasers only cast one light. Made fireballs not cast light.
*
* 54 1/19/98 9:37p Allender
* Great Compiler Warning Purge of Jan, 1998. Used pragma's in a couple
* of places since I was unsure of what to do with code.
*
* 53 1/15/98 4:58p John
* Made warp effect use a looping ani. Made the scaling up & down be in
* software.
*
* 52 1/15/98 2:32p John
* Added code to optionally take a velocity for a fireball.
*
* 51 1/11/98 2:15p John
* Changed a lot of stuff that had to do with bitmap loading. Made cfile
* not do callbacks, I put that in global code. Made only bitmaps that
* need to load for a level load.
*
* 50 1/02/98 5:04p John
* Several explosion related changes. Made fireballs not be used as
* ani's. Made ship spark system expell particles. Took away impact
* explosion for weapon hitting ship... this needs to get added to weapon
* info and makes shield hit more obvious. Only make sparks when hit
* hull, not shields.
*
* 49 12/31/97 4:48p John
* added some debug info
*
* 48 12/30/97 6:44p John
* Made g3_Draw_bitmap functions account for aspect of bitmap.
*
* 47 12/08/97 11:15a John
* added parameter to warpout for life.
*
* 46 12/02/97 3:59p John
* Added first rev of thruster glow, along with variable levels of
* translucency, which retquired some restructing of palman.
*
* 45 11/30/97 2:03p John
* made warp effect not use an ani for height map.
*
* 44 11/16/97 12:20p John
* added code to make ships instantly warp in/out if fireball effect
* fails. But, made it so the fireball effect will kill off old sparks
* so it can go, so this should never happen.
*
* 43 11/16/97 10:48a John
* added code to remove the oldest fireball if there weren't enough slots
* for a new one.
*
* 42 11/01/97 1:49p John
* added code to page fireballs in during level load. Made player warpout
* use Adam's new camera movement pattern. Make ships docked to warping
* out ships render correctly.
*
* 41 10/29/97 5:05p John
* Changed dynamic lighting to only rotate and calculate lighting for
* point lights that are close to an object. Changed lower framerate cap
* from 4 to .5.
*
* 40 10/24/97 6:24p John
* added code to return the life left of a fireball
*
* 39 9/14/97 4:49p Lawrance
* add some demo debugging code
*
* 38 9/12/97 4:02p John
* put in ship warp out effect.
* put in dynamic lighting for warp in/out
*
* 37 9/09/97 4:49p John
* Almost done ship warp in code
*
* 36 9/08/97 8:39a John
* added in code structure for grid
*
* 35 9/03/97 5:04p Lawrance
* add error checking when restoring structs
*
* 34 9/03/97 4:32p John
* changed bmpman to only accept ani and pcx's. made passing .pcx or .ani
* to bm_load functions not needed. Made bmpman keep track of palettes
* for bitmaps not mapped into game palettes.
*
* 33 8/29/97 2:26p John
* first rev of ship warp in effect. Nothing more than a fireball inside
* of freespace, but textest.cpp contains the correct effect code that
* needs to be transferred into the game next.
*
* 32 8/21/97 5:11p Lawrance
* frame numbering for ANI's now is from 0 -> total_frames-1.
*
* 31 8/13/97 9:50p Allender
* split *_move into *_process_pre and *_process_post functions.
* process_pre functions called before object is moved. _process_post
* functions called after object is moved. Reordered code in ship_post
* and weapon_post for multiplayer
*
* 30 8/13/97 12:06p Lawrance
* supporting multiple types of fireball explosions
*
* 29 8/05/97 10:18a Lawrance
* my_rand() being used temporarily instead of rand()
*
* 28 7/31/97 5:55p John
* made so you pass flags to obj_create.
* Added new collision code that ignores any pairs that will never
* collide.
*
* 27 7/24/97 9:54a Lawrance
* don't free fireball system if not inited
*
* 26 7/23/97 11:35a Lawrance
* ensure fireball animations are always freed properly
*
* 25 7/21/97 11:41a Lawrance
* clean up fireballs at the end of each level
*
* 24 7/20/97 6:58p Lawrance
* call anim_get_frame() to take advantage of key-framed animation
*
* 23 7/11/97 3:57p John
* made fireballs translucent. alpha=1.3x intesity. only for d3d.
*
* 22 7/11/97 12:08p John
* made fireballs randomly be rotated.
*
* 21 7/11/97 11:54a John
* added rotated 3d bitmaps.
*
* 20 7/11/97 11:19a Lawrance
* fix mem leaks, move save code from State.cpp here
*
* 19 7/10/97 1:51p Lawrance
* sorting anim fireballs
*
* 18 6/24/97 6:21p John
* added detail flags.
* sped up motion debris system a bit.
*
* 17 5/14/97 4:08p Lawrance
* removing my_index from game arrays
*
* 16 5/05/97 10:40p Mike
* Make missile exhaust trails look a tad nicer.
*
* 15 3/11/97 10:47p Mike
* Add a slew of secondary weapons.
* Support exhaust blobs.
* Add weapons that spawn weapons.
* Add remotely detonatable weapons.
* Add heat-seeking missiles.
*
* 14 2/17/97 5:18p John
* Added a bunch of RCS headers to a bunch of old files that don't have
* them.
*
* $NoKeywords: $
*/
#include <stdlib.h>
#include "fireball/fireballs.h"
#include "graphics/tmapper.h"
#include "render/3d.h"
#include "model/model.h"
#include "object/object.h"
#include "ship/ship.h"
#include "gamesnd/gamesnd.h"
#include "localization/localize.h"
#include "cmdline/cmdline.h"
#include "parse/parselo.h"
int Warp_model;
int Knossos_warp_ani_used;
#define WARPHOLE_GROW_TIME (2.35f) // time for warphole to reach max size (also time to shrink to nothing once it begins to shrink)
#define MAX_FIREBALL_LOD 4
#define MAX_FIREBALLS 200
#define MAX_WARP_LOD 0
fireball Fireballs[MAX_FIREBALLS];
fireball_info Fireball_info[MAX_FIREBALL_TYPES];
int Num_fireballs = 0;
int fireballs_inited = 0;
int Warp_glow_bitmap = -1;
int Warp_ball_bitmap = -1;
#define FB_INDEX(fb) (fb-Fireballs)
// play warp in sound for warp effect
void fireball_play_warphole_open_sound(int ship_class, fireball *fb)
{
int sound_index;
float range_multiplier = 1.0f;
object *fireball_objp;
Assert((fb != NULL) && (fb->objnum >= 0));
if((fb == NULL) || (fb->objnum < 0)){
return;
}
fireball_objp = &Objects[fb->objnum];
sound_index = SND_WARP_IN;
if((ship_class >= 0) && (ship_class < Num_ship_types)){
if ( Ship_info[ship_class].flags & SIF_HUGE_SHIP ) {
sound_index = SND_CAPITAL_WARP_IN;
fb->flags |= FBF_WARP_CAPITAL_SIZE;
} else if ( Ship_info[ship_class].flags & SIF_BIG_SHIP ) {
range_multiplier = 6.0f;
fb->flags |= FBF_WARP_CRUISER_SIZE;
}
}
else
{
sound_index = fb->warp_open_sound_index;
}
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
}
// play warp out sound for warp effect
void fireball_play_warphole_close_sound(fireball *fb)
{
int sound_index;
object *fireball_objp;
fireball_objp = &Objects[fb->objnum];
sound_index = SND_WARP_OUT;
if ( fb->flags & FBF_WARP_CAPITAL_SIZE ) {
sound_index = SND_CAPITAL_WARP_OUT;
} else if ( fb->flags & FBF_WARP_VIA_SEXP ) {
sound_index = fb->warp_close_sound_index;
} else {
// AL 27-3-98: Decided that warphole closing is only required for capital ship sized warp effects.
return;
}
snd_play_3d(&Snds[sound_index], &fireball_objp->pos, &Eye_position, fireball_objp->radius); // play warp sound effect
}
void fireball_parse_tbl()
{
int rval, idx;
char base_filename[256] = "";
// open localization
lcl_ext_open();
if ((rval = setjmp(parse_abort)) != 0) {
Error(LOCATION, "Unable to parse fireball.tbl! Code = %i.\n", rval);
}
else {
read_file_text(NOX("fireball.tbl"));
reset_parse();
}
int ntypes = 0;
required_string("#Start");
while (required_string_either("#End","$Name:")) {
Assert( ntypes < MAX_FIREBALL_TYPES);
// base filename
required_string("$Name:");
stuff_string(base_filename, F_NAME, NULL);
// # of lod levels - make sure old fireball.tbl is compatible
Fireball_info[ntypes].lod_count = 1;
if(optional_string("$LOD:")){
stuff_int(&Fireball_info[ntypes].lod_count);
}
// stuff default filename
strcpy(Fireball_info[ntypes].lod[0].filename, base_filename);
// stuff LOD level filenames
for(idx=1; idx<Fireball_info[ntypes].lod_count; idx++){
if(idx >= MAX_FIREBALL_LOD){
break;
}
sprintf(Fireball_info[ntypes].lod[idx].filename, "%s_%d", base_filename, idx);
}
ntypes++;
}
required_string("#End");
// close localization
lcl_ext_close();
}
void fireball_load_data()
{
int i, idx;
fireball_info *fd;
for ( i = 0; i < MAX_FIREBALL_TYPES; i++ ) {
fd = &Fireball_info[i];
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_EFFECT) && (idx > MAX_WARP_LOD) )
continue;
fd->lod[idx].bitmap_id = bm_load_animation( fd->lod[idx].filename, &fd->lod[idx].num_frames, &fd->lod[idx].fps, 1 );
if ( fd->lod[idx].bitmap_id < 0 ) {
Error(LOCATION, "Could not load %s anim file\n", fd->lod[idx].filename);
}
}
}
if ( Warp_glow_bitmap == -1 ) {
Warp_glow_bitmap = bm_load( NOX("warpglow01") );
}
if ( Warp_ball_bitmap == -1 ) {
Warp_ball_bitmap = bm_load( NOX("warpball01") );
}
// polymodel Warp_pm;
}
void fireball_preload()
{
// Do nothing. Called before level init, this used to page in warp effect.
// Not needed with new BmpMan system.
}
// This will get called at the start of each level.
void fireball_init()
{
int i;
if ( !fireballs_inited ) {
fireballs_inited = 1;
// Do all the processing that happens only once
fireball_parse_tbl();
fireball_load_data();
}
// Reset everything between levels
Num_fireballs = 0;
for (i=0; i<MAX_FIREBALLS; i++ ) {
Fireballs[i].objnum = -1;
}
// Goober5000 - reset Knossos warp flag
Knossos_warp_ani_used = 0;
mprintf(("loading warp model"));
Warp_model = -1;
// Goober5000 - check for existence of file before trying to load it
CFILE *tempfile = cfopen("warp.pof", "rb");
if (tempfile != NULL)
{
cfclose(tempfile);
Warp_model = model_load("warp.pof", 0, NULL, 0);
}
mprintf((" %d\n", Warp_model));
}
MONITOR( NumFireballsRend );
void fireball_render(object * obj)
{
// if(!Cmdline_nohtl)gr_set_lighting(false,false);
int num;
vertex p;
fireball *fb;
fireball_info *fd;
MONITOR_INC( NumFireballsRend, 1 );
num = obj->instance;
fb = &Fireballs[num];
fd = &Fireball_info[fb->fireball_info_index];
if ( Fireballs[num].current_bitmap < 0 )
return;
// gr_set_color( 0, 100, 0 );
// g3_draw_sphere_ez( &obj->pos, obj->radius );
// return;
// turn off fogging
if(The_mission.flags & MISSION_FLAG_FULLNEB){
gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0);
}
if(Cmdline_nohtl) {
g3_rotate_vertex(&p, &obj->pos );
}else{
g3_transfer_vertex(&p, &obj->pos);
}
switch( fb->fireball_info_index ) {
case FIREBALL_EXPLOSION_MEDIUM:
gr_set_bitmap(Fireballs[num].current_bitmap, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 1.3f );
g3_draw_bitmap(&p, fb->orient, obj->radius, TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT );
break;
case FIREBALL_EXPLOSION_LARGE1:
case FIREBALL_EXPLOSION_LARGE2:
// case FIREBALL_EXPLOSION_LARGE3:
/*
if (!tcache_hit(Fireballs[num].current_bitmap)) {
// if we're over 200k exp vram upload this frame, change to lower lod
}*/
case FIREBALL_ASTEROID:
// Make the big explosions rotate with the viewer.
gr_set_bitmap(Fireballs[num].current_bitmap, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 1.3f );
g3_draw_rotated_bitmap(&p, (i2fl(fb->orient)*PI)/180.0f, obj->radius, TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT);
break;
case FIREBALL_WARP_EFFECT:
case FIREBALL_KNOSSOS_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;
//rad = t*obj->radius/WARPHOLE_GROW_TIME;
//mprintf(( "T=%.2f, Rad = %.2f\n", t, rad ));
} 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;
//rad = (fb->total_time - t )*obj->radius/WARPHOLE_GROW_TIME;
}
//rad = obj->radius;
// obj->alt_rad = rad;
warpin_render(obj, &obj->orient, &obj->pos, Fireballs[num].current_bitmap, rad, percent_life, obj->radius, (Fireballs[num].flags & FBF_WARP_3D) );
}
break;
default:
Int3();
}
}
// -----------------------------------------------------------------
// fireball_delete()
//
// Delete a fireball. Called by object_delete() code... do not call
// directly.
//
void fireball_delete( object * obj )
{
int num;
fireball *fb;
num = obj->instance;
fb = &Fireballs[num];
Assert( fb->objnum == OBJ_INDEX(obj));
Fireballs[num].objnum = -1;
Num_fireballs--;
Assert( Num_fireballs >= 0 );
}
// -----------------------------------------------------------------
// fireball_delete_all()
//
// Delete all active fireballs, by calling obj_delete directly.
//
void fireball_delete_all()
{
fireball *fb;
int i;
for ( i = 0; i < MAX_FIREBALLS; i++ ) {
fb = &Fireballs[i];
if ( fb->objnum != -1 ) {
obj_delete(fb->objnum);
}
}
}
void fireball_set_framenum(int num)
{
int framenum;
fireball *fb;
fireball_info *fd;
fireball_lod *fl;
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_info_index == FIREBALL_WARP_EFFECT || fb->fireball_info_index == FIREBALL_KNOSSOS_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_info_index == FIREBALL_EXPLOSION_MEDIUM )
return 1;
if ( !((fb->fireball_info_index == FIREBALL_WARP_EFFECT) || (fb->fireball_info_index == FIREBALL_KNOSSOS_EFFECT)) ) {
if ( !(obj->flags & OF_WAS_RENDERED)) {
return 1;
}
}
return 0;
}
// -----------------------------------------------------------------
// fireball_free_one()
//
// There are too many fireballs, so delete the oldest small one
// to free up a slot. Returns 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;
}
// broke fireball_move into fireball_process_pre and fireball_process_post as was done
// with all *_move functions on 8/13 by Mike K. and Mark A.
void fireball_process_pre( object *objp, float frame_time)
{
}
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_info_index == FIREBALL_WARP_EFFECT || fb->fireball_info_index == FIREBALL_KNOSSOS_EFFECT)
return 1;
return 0;
}
// mabye 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_info_index == FIREBALL_WARP_EFFECT || fb->fireball_info_index == FIREBALL_KNOSSOS_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];
// Assert((fb->total_time - fb->time_elapsed) / fb->total_time >=0);
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 float Viewer_zoom;
extern int G3_count;
if(!G3_count){
g3_start_frame(1);
must_stop = 1;
}
g3_set_view_matrix(&Eye_position, &Eye_matrix, Viewer_zoom);
// 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 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 < MAX_FIREBALL_TYPES );
fd = &Fireball_info[fireball_type];
if ( !(Game_detail_flags & DETAIL_FLAG_FIREBALLS) ) {
if ( !((fireball_type == FIREBALL_WARP_EFFECT) || (fireball_type == FIREBALL_KNOSSOS_EFFECT)) ) {
return -1;
}
}
if ( (Num_fireballs >= MAX_FIREBALLS) || (num_objects >= MAX_OBJECTS) ) {
// who cares if we don't create a spark.
// JAS - Should this code be in? Is it better to remove an old spark
// and start a new one, or just not start the new one?
//if ( fd->type == FIREBALL_TYPE_SMALL ) {
// return -1;
//}
//mprintf(( "Out of fireball slots, trying to free one up!\n" ));
// out of slots, so free one up.
n = fireball_free_one();
if ( n < 0 ) {
// If there's still no free slots, then exit
//mprintf(( "ERROR: Couldn't free one up!!\n" ));
return -1;
} else {
//mprintf(( "Freed one up just fine!!\n" ));
}
} 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_EFFECT){
/*
if(fb_lod > 1){
fb_lod = 1;
}
*/
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->time_elapsed = 0.0f;
fb->objnum = objnum;
fb->current_bitmap = -1;
switch( fb->fireball_info_index ) {
case FIREBALL_EXPLOSION_MEDIUM:
fb->orient = (myrand()>>8) & 7; // 0 - 7
break;
case FIREBALL_EXPLOSION_LARGE1:
case FIREBALL_EXPLOSION_LARGE2:
// case FIREBALL_EXPLOSION_LARGE3:
case FIREBALL_ASTEROID:
fb->orient = (myrand()>>8) % 360; // 0 - 359
break;
case FIREBALL_WARP_EFFECT:
case FIREBALL_KNOSSOS_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_info_index == FIREBALL_WARP_EFFECT || fb->fireball_info_index == FIREBALL_KNOSSOS_EFFECT ) {
Assert( warp_lifetime > 4.0f ); // Warp lifetime must be at least 4 seconds!
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;
}
// -----------------------------------------------------------------
// fireball_close()
//
// Called at game shutdown to clean up the fireball system
//
void fireball_close()
{
if ( !fireballs_inited )
return;
fireball_delete_all();
}
// -----------------------------------------------------------------
// fireball_level_close()
//
// Called when a mission ends... frees up any animations that might
// be partially played
//
void fireball_level_close()
{
if ( !fireballs_inited )
return;
fireball_delete_all();
}
void fireballs_page_in()
{
int i, idx;
fireball_info *fd;
for ( i = 0; i < MAX_FIREBALL_TYPES ; i++ ) {
fd = &Fireball_info[i];
// if this is a Knossos ani, only load if Knossos_warp_ani_used is true
if ( (i == FIREBALL_KNOSSOS_EFFECT) && !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_EFFECT) && (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 );
}