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diff --git a/src/graphics/common/blitz.cpp b/src/graphics/common/blitz.cpp
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+// * 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/.
+
+#define STRICT
+#define D3D_OVERLOADS
+
+#include <windows.h>
+#include <stdio.h>
+#include <d3d.h>
+
+#include "struct.h"
+#include "d3dengine.h"
+#include "d3dmath.h"
+#include "d3dutil.h"
+#include "event.h"
+#include "misc.h"
+#include "iman.h"
+#include "terrain.h"
+#include "math3d.h"
+#include "object.h"
+#include "camera.h"
+#include "auto.h"
+#include "autopara.h"
+#include "sound.h"
+#include "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] = FPOINT(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;
+ D3DVECTOR 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 = (Rand()-0.5f)*(3200.0f-200.0f);
+ m_pos.z = (Rand()-0.5f)*(3200.0f-200.0f);
+#else
+ m_pos.x = (Rand()-0.5f)*(3200.0f-2800.0f);
+ m_pos.z = (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 = Length(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 += (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 += (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] += (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+Rand()*m_delay);
+ }
+ }
+
+ return TRUE;
+}
+
+
+// Draw lightning.
+
+void CBlitz::Draw()
+{
+ LPDIRECT3DDEVICE7 device;
+ D3DVERTEX2 vertex[4]; // 2 triangles
+ D3DVECTOR corner[4], eye, n, p, p1, p2;
+ D3DMATRIX matrix;
+ FPOINT 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);
+
+ D3DUtil_SetIdentityMatrix(matrix);
+ device->SetTransform(D3DTRANSFORMSTATE_WORLD, &matrix);
+
+ 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 = 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 = RotatePoint(FPOINT(p1.x, p1.z), a+PI/2.0f, FPOINT(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 = RotatePoint(FPOINT(p1.x, p1.z), a-PI/2.0f, FPOINT(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 = RotatePoint(FPOINT(p2.x, p2.z), a+PI/2.0f, FPOINT(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 = RotatePoint(FPOINT(p2.x, p2.z), a-PI/2.0f, FPOINT(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(D3DVECTOR pos)
+{
+ CObject *pObj, *pBest, *pObjPara[100];
+ D3DVECTOR 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 = Length2d(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 = Length2d(oPos, pPos[i]);
+ if ( dist <= BLITZPARA )
+ {
+ return pObjPara[i];
+ }
+ }
+ return pBest;
+}
+