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author | Piotr Dziwinski <piotrdz@gmail.com> | 2012-06-26 22:37:26 +0200 |
---|---|---|
committer | Piotr Dziwinski <piotrdz@gmail.com> | 2012-06-26 22:37:26 +0200 |
commit | 6a059b437dca706a72233a57ba4c22011aba6dde (patch) | |
tree | 4d4bbef5e19bbde38ccd173c661377cdc9167ba7 /src/old/blitz.cpp | |
parent | b696edaed3e21839315d639590402e22f90fe195 (diff) | |
parent | bf06998ece3ba9d47b595e3761beba54b3793036 (diff) | |
download | colobot-6a059b437dca706a72233a57ba4c22011aba6dde.tar.gz colobot-6a059b437dca706a72233a57ba4c22011aba6dde.tar.bz2 colobot-6a059b437dca706a72233a57ba4c22011aba6dde.zip |
Merge branch 'dev-opengl' into dev
Diffstat (limited to 'src/old/blitz.cpp')
-rw-r--r-- | src/old/blitz.cpp | 950 |
1 files changed, 475 insertions, 475 deletions
diff --git a/src/old/blitz.cpp b/src/old/blitz.cpp index 15488d2..b3708bb 100644 --- a/src/old/blitz.cpp +++ b/src/old/blitz.cpp @@ -1,475 +1,475 @@ -// * 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 "old/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;
-}
-
+// * 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 "old/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; +} + |