// * 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(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 paraObj; paraObj.reserve(100); std::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( 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