colobot/src/old/blitz.cpp

476 lines
11 KiB
C++

// * This file is part of the COLOBOT source code
// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
// *
// * 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 <windows.h>
#include <stdio.h>
#include <d3d.h>
#include "common/struct.h"
#include "math/const.h"
#include "math/geometry.h"
#include "math/conv.h"
#include "old/d3dengine.h"
#include "old/d3dmath.h"
#include "old/d3dutil.h"
#include "common/event.h"
#include "common/misc.h"
#include "common/iman.h"
#include "old/terrain.h"
#include "old/math3d.h"
#include "object/object.h"
#include "old/camera.h"
#include "object/auto/auto.h"
#include "object/auto/autopara.h"
#include "sound/sound.h"
#include "old/blitz.h"
// Constructor of the terrain.
CBlitz::CBlitz(CInstanceManager* iMan, CD3DEngine* engine)
{
m_iMan = iMan;
m_iMan->AddInstance(CLASS_BLITZ, this);
m_engine = engine;
m_terrain = 0;
m_camera = 0;
m_sound = 0;
Flush();
}
// Destructor of the terrain.
CBlitz::~CBlitz()
{
}
// Removes lightning.
void CBlitz::Flush()
{
int i;
m_bBlitzExist = false;
m_time = 0.0f;
m_phase = BPH_WAIT;
m_speed = 0.0f;
m_progress = 0.0f;
for ( i=0 ; i<BLITZMAX ; i++ )
{
m_shift[i] = Math::Point(0.0f, 0.0f);
m_width[i] = 1.0f;
}
}
// Management of an event
bool CBlitz::EventProcess(const Event &event)
{
if ( event.event == EVENT_FRAME )
{
return EventFrame(event);
}
return true;
}
// Evolved lightning.
bool CBlitz::EventFrame(const Event &event)
{
CObject* pObj;
CAutoPara* automat;
ObjectType type;
Math::Vector eye, pos;
float dist, deep, max;
int i;
if ( m_engine->RetPause() ) return true;
if ( m_engine->RetMovieLock() ) return true;
m_time += event.rTime;
m_progress += event.rTime*m_speed;
if ( m_phase == BPH_WAIT )
{
if ( m_progress >= 1.0f )
{
#if 1
m_pos.x = (Math::Rand()-0.5f)*(3200.0f-200.0f);
m_pos.z = (Math::Rand()-0.5f)*(3200.0f-200.0f);
#else
m_pos.x = (Math::Rand()-0.5f)*(3200.0f-2800.0f);
m_pos.z = (Math::Rand()-0.5f)*(3200.0f-2800.0f);
#endif
m_pos.y = 0.0f;
pObj = SearchObject(m_pos);
if ( pObj == 0 )
{
m_terrain->MoveOnFloor(m_pos, true);
}
else
{
m_pos = pObj->RetPosition(0);
m_terrain->MoveOnFloor(m_pos, true);
type = pObj->RetType();
if ( type == OBJECT_BASE )
{
m_pos.y += 120.0f; // top of the rocket
}
else if ( type == OBJECT_PARA )
{
automat = (CAutoPara*)pObj->RetAuto();
if ( automat != 0 )
{
automat->StartBlitz();
}
m_pos.y += 67.0f; // top of lightning rod
}
else
{
pObj->ExploObject(EXPLO_BOUM, 1.0f);
}
}
eye = m_engine->RetEyePt();
dist = Math::Distance(m_pos, eye);
deep = m_engine->RetDeepView();
if ( dist < deep )
{
pos = eye+((m_pos-eye)*0.2f); // like so close!
m_sound->Play(SOUND_BLITZ, pos);
m_camera->StartOver(OE_BLITZ, m_pos, 1.0f);
m_phase = BPH_BLITZ;
m_progress = 0.0f;
m_speed = 1.0f/1.0f;
}
}
}
if ( m_phase == BPH_BLITZ )
{
if ( m_progress < 1.0f )
{
max = 5.0f;
for ( i=0 ; i<BLITZMAX ; 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 = BPH_WAIT;
m_progress = 0.0f;
m_speed = 1.0f/(1.0f+Math::Rand()*m_delay);
}
}
return true;
}
// Draw lightning.
void CBlitz::Draw()
{
LPDIRECT3DDEVICE7 device;
D3DVERTEX2 vertex[4]; // 2 triangles
Math::Vector corner[4], eye, n, p, p1, p2;
Math::Matrix matrix;
Math::Point texInf, texSup, rot;
float a;
int i;
if ( !m_bBlitzExist ) return;
if ( m_phase != BPH_BLITZ ) return;
device = m_engine->RetD3DDevice();
device->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, false);
matrix.LoadIdentity();
{
D3DMATRIX mat = MAT_TO_D3DMAT(matrix);
device->SetTransform(D3DTRANSFORMSTATE_WORLD, &mat);
}
m_engine->SetTexture("effect00.tga");
m_engine->SetState(D3DSTATETTb);
texInf.x = 64.5f/256.0f;
texInf.y = 33.0f/256.0f;
texSup.x = 95.5f/256.0f;
texSup.y = 34.0f/256.0f; // blank
p1 = m_pos;
eye = m_engine->RetEyePt();
a = Math::RotateAngle(eye.x-p1.x, eye.z-p1.z);
n = Normalize(p1-eye);
for ( i=0 ; i<BLITZMAX-1 ; i++ )
{
p2 = p1;
p2.y += 8.0f+0.2f*i;
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] = D3DVERTEX2(corner[1], n, texSup.x, texSup.y);
vertex[1] = D3DVERTEX2(corner[0], n, texInf.x, texSup.y);
vertex[2] = D3DVERTEX2(corner[3], n, texSup.x, texInf.y);
vertex[3] = D3DVERTEX2(corner[2], n, texInf.x, texInf.y);
}
else
{
vertex[0] = D3DVERTEX2(corner[0], n, texSup.x, texSup.y);
vertex[1] = D3DVERTEX2(corner[1], n, texInf.x, texSup.y);
vertex[2] = D3DVERTEX2(corner[2], n, texSup.x, texInf.y);
vertex[3] = D3DVERTEX2(corner[3], n, texInf.x, texInf.y);
}
device->DrawPrimitive(D3DPT_TRIANGLESTRIP, D3DFVF_VERTEX2, vertex, 4, NULL);
m_engine->AddStatisticTriangle(2);
p1 = p2;
}
device->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, true);
}
// Triggers lightning.
bool CBlitz::Create(float sleep, float delay, float magnetic)
{
m_bBlitzExist = true;
if ( sleep < 1.0f ) sleep = 1.0f;
m_sleep = sleep;
m_delay = delay;
m_magnetic = magnetic;
m_phase = BPH_WAIT;
m_progress = 0.0f;
m_speed = 1.0f/m_sleep;
if ( m_terrain == 0 )
{
m_terrain = (CTerrain*)m_iMan->SearchInstance(CLASS_TERRAIN);
}
if ( m_camera == 0 )
{
m_camera = (CCamera*)m_iMan->SearchInstance(CLASS_CAMERA);
}
if ( m_sound == 0 )
{
m_sound = (CSound*)m_iMan->SearchInstance(CLASS_SOUND);
}
return false;
}
// Gives the status of lightning.
bool CBlitz::GetStatus(float &sleep, float &delay, float &magnetic, float &progress)
{
if ( !m_bBlitzExist ) return false;
sleep = m_sleep;
delay = m_delay;
magnetic = m_magnetic;
progress = m_progress;
return true;
}
// Specifies the status of lightning.
bool CBlitz::SetStatus(float sleep, float delay, float magnetic, float progress)
{
m_bBlitzExist = true;
m_sleep = sleep;
m_delay = delay;
m_magnetic = magnetic;
m_progress = progress;
m_phase = BPH_WAIT;
m_speed = 1.0f/m_sleep;
return true;
}
// Seeking the object closest to the lightning.
CObject* CBlitz::SearchObject(Math::Vector pos)
{
CObject *pObj, *pBest, *pObjPara[100];
Math::Vector oPos, pPos[100];
ObjectType type;
float min, dist, detect;
int i, nbPara;
// Seeking the object closest to the point of impact of lightning.
pBest = 0;
min = 100000.0f;
nbPara = 0;
for ( i=0 ; i<1000000 ; i++ )
{
pObj = (CObject*)m_iMan->SearchInstance(CLASS_OBJECT, i);
if ( pObj == 0 ) break;
if ( !pObj->RetActif() ) continue; // inactive object?
if ( pObj->RetTruck() != 0 ) continue; // object transported?
type = pObj->RetType();
if ( type == OBJECT_BASE ||
type == OBJECT_PARA ) // building a lightning effect?
{
pObjPara[nbPara] = pObj;
pPos[nbPara] = pObj->RetPosition(0);
nbPara ++;
}
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;
oPos = pObj->RetPosition(0);
dist = Math::DistanceProjected(oPos, pos);
if ( dist > detect ) continue;
if ( dist < min )
{
min = dist;
pBest = pObj;
}
}
if ( pBest == 0 ) return 0; // nothing found
// Under the protection of a lightning conductor?
oPos = pBest->RetPosition(0);
for ( i=nbPara-1 ; i>=0 ; i-- )
{
dist = Math::DistanceProjected(oPos, pPos[i]);
if ( dist <= BLITZPARA )
{
return pObjPara[i];
}
}
return pBest;
}