From 4531ac88d3c022866d564be40c20593de4c70bfc Mon Sep 17 00:00:00 2001 From: Piotr Dziwinski Date: Fri, 22 Jun 2012 15:54:16 +0200 Subject: Moved old implementations to src/old --- src/old/blitz.cpp | 475 ++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 475 insertions(+) create mode 100644 src/old/blitz.cpp (limited to 'src/old/blitz.cpp') diff --git a/src/old/blitz.cpp b/src/old/blitz.cpp new file mode 100644 index 0000000..10c78e5 --- /dev/null +++ b/src/old/blitz.cpp @@ -0,0 +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 +#include +#include + +#include "common/struct.h" +#include "math/const.h" +#include "math/geometry.h" +#include "math/conv.h" +#include "graphics/d3d/d3dengine.h" +#include "math/old/d3dmath.h" +#include "graphics/d3d/d3dutil.h" +#include "common/event.h" +#include "common/misc.h" +#include "common/iman.h" +#include "graphics/common/terrain.h" +#include "math/old/math3d.h" +#include "object/object.h" +#include "graphics/common/camera.h" +#include "object/auto/auto.h" +#include "object/auto/autopara.h" +#include "sound/sound.h" +#include "graphics/common/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 ; iRetPause() ) 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 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 ; iDrawPrimitive(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; +} + -- cgit v1.2.3-1-g7c22