colobot/src/graphics/engine/lightning.cpp

421 lines
12 KiB
C++

// * This file is part of the COLOBOT source code
// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
// * Copyright (C) 2012, Polish Portal of Colobot (PPC)
// *
// * This program is free software: you can redistribute it and/or modify
// * it under the terms of the GNU General Public License as published by
// * the Free Software Foundation, either version 3 of the License, or
// * (at your option) any later version.
// *
// * This program is distributed in the hope that it will be useful,
// * but WITHOUT ANY WARRANTY; without even the implied warranty of
// * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// * GNU General Public License for more details.
// *
// * You should have received a copy of the GNU General Public License
// * along with this program. If not, see http://www.gnu.org/licenses/.
#include "graphics/engine/lightning.h"
#include "app/app.h"
#include "common/logger.h"
#include "common/iman.h"
#include "graphics/core/device.h"
#include "graphics/engine/camera.h"
#include "graphics/engine/terrain.h"
#include "math/geometry.h"
#include "object/object.h"
#include "object/robotmain.h"
#include "object/auto/autopara.h"
// Graphics module namespace
namespace Gfx {
CLightning::CLightning(CEngine* engine)
{
m_engine = engine;
m_terrain = nullptr;
m_camera = nullptr;
m_sound = nullptr;
Flush();
}
CLightning::~CLightning()
{
}
void CLightning::Flush()
{
m_lightningExists = false;
m_phase = LP_WAIT;
m_speed = 0.0f;
m_progress = 0.0f;
for (int i = 0; i < FLASH_SEGMENTS; i++)
{
m_shift[i] = Math::Point(0.0f, 0.0f);
m_width[i] = 1.0f;
}
}
bool CLightning::EventProcess(const Event &event)
{
if (event.type == EVENT_FRAME)
return EventFrame(event);
return true;
}
bool CLightning::EventFrame(const Event &event)
{
if (m_engine->GetPause()) return true;
if (m_engine->GetMovieLock()) return true;
m_progress += event.rTime*m_speed;
if (m_phase == LP_WAIT)
{
if (m_progress >= 1.0f)
{
m_pos.x = (Math::Rand()-0.5f)*(3200.0f-200.0f);
m_pos.z = (Math::Rand()-0.5f)*(3200.0f-200.0f);
m_pos.y = 0.0f;
CObject* obj = SearchObject(m_pos);
if (obj == nullptr)
{
m_terrain->AdjustToFloor(m_pos, true);
}
else
{
m_pos = obj->GetPosition(0);
m_terrain->AdjustToFloor(m_pos, true);
ObjectType type = obj->GetType();
if (type == OBJECT_BASE)
{
m_pos.y += 120.0f; // top of the rocket
}
else if (type == OBJECT_PARA)
{
CAutoPara* automat = static_cast<CAutoPara*>(obj->GetAuto());
if (automat != nullptr)
automat->StartLightning();
m_pos.y += 67.0f; // top of lightning rod
}
else
{
obj->ExploObject(EXPLO_BOUM, 1.0f);
}
}
Math::Vector eye = m_engine->GetEyePt();
float dist = Math::Distance(m_pos, eye);
float deep = m_engine->GetDeepView();
if (dist < deep)
{
Math::Vector pos = eye+((m_pos-eye)*0.2f); // like so close!
m_sound->Play(SOUND_BLITZ, pos);
m_camera->StartOver(CAM_OVER_EFFECT_LIGHTNING, m_pos, 1.0f);
m_phase = LP_FLASH;
m_progress = 0.0f;
m_speed = 1.0f;
}
}
}
if (m_phase == LP_FLASH)
{
if (m_progress < 1.0f)
{
float max = 5.0f;
for (int i = 0; i < FLASH_SEGMENTS; i++)
{
max += 0.4f;
m_shift[i].x += (Math::Rand()-0.5f)*max*2.0f;
if ( m_shift[i].x < -max ) m_shift[i].x = -max;
if ( m_shift[i].x > max ) m_shift[i].x = max;
m_shift[i].y += (Math::Rand()-0.5f)*max*2.0f;
if ( m_shift[i].y < -max ) m_shift[i].y = -max;
if ( m_shift[i].y > max ) m_shift[i].y = max;
m_width[i] += (Math::Rand()-0.5f)*2.0f;
if ( m_width[i] < 1.0f ) m_width[i] = 1.0f;
if ( m_width[i] > 6.0f ) m_width[i] = 6.0f;
}
m_shift[0].x = 0.0f;
m_shift[0].y = 0.0f;
m_width[0] = 0.0f;
}
else
{
m_phase = LP_WAIT;
m_progress = 0.0f;
m_speed = 1.0f / (1.0f+Math::Rand()*m_delay);
}
}
return true;
}
bool CLightning::Create(float sleep, float delay, float magnetic)
{
m_lightningExists = true;
if (sleep < 1.0f) sleep = 1.0f;
m_sleep = sleep;
m_delay = delay;
m_magnetic = magnetic;
m_phase = LP_WAIT;
m_progress = 0.0f;
m_speed = 1.0f / m_sleep;
if (m_terrain == nullptr)
m_terrain = CRobotMain::GetInstancePointer()->GetTerrain();
if (m_camera == nullptr)
m_camera = CRobotMain::GetInstancePointer()->GetCamera();
if (m_sound == nullptr)
m_sound = CApplication::GetInstancePointer()->GetSound();
return false;
}
bool CLightning::GetStatus(float &sleep, float &delay, float &magnetic, float &progress)
{
if (! m_lightningExists) return false;
sleep = m_sleep;
delay = m_delay;
magnetic = m_magnetic;
progress = m_progress;
return true;
}
bool CLightning::SetStatus(float sleep, float delay, float magnetic, float progress)
{
m_lightningExists = true;
m_sleep = sleep;
m_delay = delay;
m_magnetic = magnetic;
m_progress = progress;
m_phase = LP_WAIT;
m_speed = 1.0f/m_sleep;
return true;
}
void CLightning::Draw()
{
if (!m_lightningExists) return;
if (m_phase != LP_FLASH) return;
CDevice* device = m_engine->GetDevice();
Math::Matrix mat;
mat.LoadIdentity();
device->SetTransform(TRANSFORM_WORLD, mat);
m_engine->SetTexture("effect00.png");
m_engine->SetState(ENG_RSTATE_TTEXTURE_BLACK);
Math::Point texInf;
texInf.x = 64.5f/256.0f;
texInf.y = 33.0f/256.0f;
Math::Point texSup;
texSup.x = 95.5f/256.0f;
texSup.y = 34.0f/256.0f; // blank
Math::Vector p1 = m_pos;
Math::Vector eye = m_engine->GetEyePt();
float a = Math::RotateAngle(eye.x-p1.x, eye.z-p1.z);
Math::Vector n = Math::Normalize(p1-eye);
Math::Vector corner[4];
Vertex vertex[4];
for (int i = 0; i < FLASH_SEGMENTS-1; i++)
{
Math::Vector p2 = p1;
p2.y += 8.0f+0.2f*i;
Math::Point rot;
Math::Vector p = p1;
p.x += m_width[i];
rot = Math::RotatePoint(Math::Point(p1.x, p1.z), a+Math::PI/2.0f, Math::Point(p.x, p.z));
corner[0].x = rot.x+m_shift[i].x;
corner[0].y = p1.y;
corner[0].z = rot.y+m_shift[i].y;
rot = Math::RotatePoint(Math::Point(p1.x, p1.z), a-Math::PI/2.0f, Math::Point(p.x, p.z));
corner[1].x = rot.x+m_shift[i].x;
corner[1].y = p1.y;
corner[1].z = rot.y+m_shift[i].y;
p = p2;
p.x += m_width[i+1];
rot = Math::RotatePoint(Math::Point(p2.x, p2.z), a+Math::PI/2.0f, Math::Point(p.x, p.z));
corner[2].x = rot.x+m_shift[i+1].x;
corner[2].y = p2.y;
corner[2].z = rot.y+m_shift[i+1].y;
rot = Math::RotatePoint(Math::Point(p2.x, p2.z), a-Math::PI/2.0f, Math::Point(p.x, p.z));
corner[3].x = rot.x+m_shift[i+1].x;
corner[3].y = p2.y;
corner[3].z = rot.y+m_shift[i+1].y;
if (p2.y < p1.y)
{
vertex[0] = Vertex(corner[1], n, Math::Point(texSup.x, texSup.y));
vertex[1] = Vertex(corner[0], n, Math::Point(texInf.x, texSup.y));
vertex[2] = Vertex(corner[3], n, Math::Point(texSup.x, texInf.y));
vertex[3] = Vertex(corner[2], n, Math::Point(texInf.x, texInf.y));
}
else
{
vertex[0] = Vertex(corner[0], n, Math::Point(texSup.x, texSup.y));
vertex[1] = Vertex(corner[1], n, Math::Point(texInf.x, texSup.y));
vertex[2] = Vertex(corner[2], n, Math::Point(texSup.x, texInf.y));
vertex[3] = Vertex(corner[3], n, Math::Point(texInf.x, texInf.y));
}
device->DrawPrimitive(PRIMITIVE_TRIANGLE_STRIP, vertex, 4);
m_engine->AddStatisticTriangle(2);
p1 = p2;
}
}
CObject* CLightning::SearchObject(Math::Vector pos)
{
// Lightning conductors
std::vector<CObject*> paraObj;
paraObj.reserve(100);
std::vector<Math::Vector> paraObjPos;
paraObjPos.reserve(100);
CInstanceManager* iMan = CInstanceManager::GetInstancePointer();
// Seeking the object closest to the point of impact of lightning.
CObject* bestObj = 0;
float min = 100000.0f;
for (int i = 0; i < 1000000; i++)
{
CObject* obj = static_cast<CObject*>( iMan->SearchInstance(CLASS_OBJECT, i) );
if (obj == nullptr) break;
if (!obj->GetActif()) continue; // inactive object?
if (obj->GetTruck() != nullptr) continue; // object transported?
ObjectType type = obj->GetType();
if ( type == OBJECT_BASE ||
type == OBJECT_PARA ) // building a lightning effect?
{
paraObj.push_back(obj);
paraObjPos.push_back(obj->GetPosition(0));
}
float detect = 0.0f;
if ( type == OBJECT_BASE ||
type == OBJECT_DERRICK ||
type == OBJECT_FACTORY ||
type == OBJECT_REPAIR ||
type == OBJECT_DESTROYER||
type == OBJECT_STATION ||
type == OBJECT_CONVERT ||
type == OBJECT_TOWER ||
type == OBJECT_RESEARCH ||
type == OBJECT_RADAR ||
type == OBJECT_INFO ||
type == OBJECT_ENERGY ||
type == OBJECT_LABO ||
type == OBJECT_NUCLEAR ||
type == OBJECT_PARA ||
type == OBJECT_SAFE ||
type == OBJECT_HUSTON )
{
detect = m_magnetic;
}
if ( type == OBJECT_METAL ||
type == OBJECT_POWER ||
type == OBJECT_ATOMIC )
{
detect = m_magnetic*0.3f;
}
if ( type == OBJECT_MOBILEfa ||
type == OBJECT_MOBILEta ||
type == OBJECT_MOBILEwa ||
type == OBJECT_MOBILEia ||
type == OBJECT_MOBILEfc ||
type == OBJECT_MOBILEtc ||
type == OBJECT_MOBILEwc ||
type == OBJECT_MOBILEic ||
type == OBJECT_MOBILEfi ||
type == OBJECT_MOBILEti ||
type == OBJECT_MOBILEwi ||
type == OBJECT_MOBILEii ||
type == OBJECT_MOBILEfs ||
type == OBJECT_MOBILEts ||
type == OBJECT_MOBILEws ||
type == OBJECT_MOBILEis ||
type == OBJECT_MOBILErt ||
type == OBJECT_MOBILErc ||
type == OBJECT_MOBILErr ||
type == OBJECT_MOBILErs ||
type == OBJECT_MOBILEsa ||
type == OBJECT_MOBILEft ||
type == OBJECT_MOBILEtt ||
type == OBJECT_MOBILEwt ||
type == OBJECT_MOBILEit ||
type == OBJECT_MOBILEdr )
{
detect = m_magnetic*0.5f;
}
if (detect == 0.0f) continue;
Math::Vector oPos = obj->GetPosition(0);
float dist = Math::DistanceProjected(oPos, pos);
if (dist > detect) continue;
if (dist < min)
{
min = dist;
bestObj = obj;
}
}
if (bestObj == nullptr)
return nullptr; // nothing found
// Under the protection of a lightning conductor?
Math::Vector oPos = bestObj->GetPosition(0);
for (int i = paraObj.size()-1; i >= 0; i--)
{
float dist = Math::DistanceProjected(oPos, paraObjPos[i]);
if (dist <= LTNG_PROTECTION_RADIUS)
return paraObj[i];
}
return bestObj;
}
} // namespace Gfx