1 /*
2 * This file is part of the Colobot: Gold Edition source code
3 * Copyright (C) 2001-2020, Daniel Roux, EPSITEC SA & TerranovaTeam
4 * http://epsitec.ch; http://colobot.info; http://github.com/colobot
5 *
6 * This program is free software: you can redistribute it and/or modify
7 * it under the terms of the GNU General Public License as published by
8 * the Free Software Foundation, either version 3 of the License, or
9 * (at your option) any later version.
10 *
11 * This program is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
14 * See the GNU General Public License for more details.
15 *
16 * You should have received a copy of the GNU General Public License
17 * along with this program. If not, see http://gnu.org/licenses
18 */
19
20 #include "graphics/engine/lightning.h"
21
22 #include "app/app.h"
23
24 #include "common/logger.h"
25
26 #include "graphics/core/device.h"
27
28 #include "graphics/engine/camera.h"
29 #include "graphics/engine/terrain.h"
30
31 #include "level/robotmain.h"
32
33 #include "math/geometry.h"
34
35 #include "object/object.h"
36 #include "object/object_manager.h"
37
38 #include "object/auto/autopowercaptor.h"
39
40 #include "object/interface/destroyable_object.h"
41 #include "object/interface/transportable_object.h"
42
43 #include "sound/sound.h"
44
45
46 // Graphics module namespace
47 namespace Gfx
48 {
49
50 namespace
51 {
52 const int LIGHTNING_SEGMENTS_COUNT = 50;
53 } // anonymous namespace
54
55
CLightning(CEngine * engine)56 CLightning::CLightning(CEngine* engine)
57 : m_engine(engine),
58 m_segments(LIGHTNING_SEGMENTS_COUNT, LightningSegment())
59 {}
60
~CLightning()61 CLightning::~CLightning()
62 {
63 }
64
Flush()65 void CLightning::Flush()
66 {
67 m_lightningExists = false;
68 m_phase = LightningPhase::Wait;
69 m_speed = 0.0f;
70 m_progress = 0.0f;
71
72 std::fill(m_segments.begin(), m_segments.end(), LightningSegment());
73 }
74
EventProcess(const Event & event)75 bool CLightning::EventProcess(const Event &event)
76 {
77 if (event.type == EVENT_FRAME)
78 return EventFrame(event);
79
80 return true;
81 }
82
EventFrame(const Event & event)83 bool CLightning::EventFrame(const Event &event)
84 {
85 if (m_terrain == nullptr)
86 m_terrain = CRobotMain::GetInstancePointer()->GetTerrain();
87
88 if (m_camera == nullptr)
89 m_camera = CRobotMain::GetInstancePointer()->GetCamera();
90
91 if (m_sound == nullptr)
92 m_sound = CApplication::GetInstancePointer()->GetSound();
93
94 if (m_engine->GetPause()) return true;
95 if (CRobotMain::GetInstancePointer()->GetMovieLock()) return true;
96
97 m_progress += event.rTime*m_speed;
98
99 if (m_phase == LightningPhase::Wait && m_lightningExists)
100 {
101 if (m_progress >= 1.0f)
102 {
103 m_pos.x = (Math::Rand()-0.5f)*(3200.0f-200.0f);
104 m_pos.z = (Math::Rand()-0.5f)*(3200.0f-200.0f);
105 m_pos.y = 0.0f;
106
107 CObject* obj = SearchObject(m_pos);
108 if (obj == nullptr)
109 {
110 m_terrain->AdjustToFloor(m_pos, true);
111 }
112 else
113 {
114 m_pos = obj->GetPosition();
115 m_terrain->AdjustToFloor(m_pos, true);
116
117 // TODO: CLightningConductorObject
118 ObjectType type = obj->GetType();
119 if (type == OBJECT_BASE)
120 {
121 m_pos.y += 120.0f; // top of the rocket
122 }
123 else if (type == OBJECT_PARA)
124 {
125 CAutoPowerCaptor* automat = static_cast<CAutoPowerCaptor*>(obj->GetAuto());
126 if (automat != nullptr)
127 automat->StartLightning();
128
129 m_pos.y += 67.0f; // top of lightning rod
130 }
131 else
132 {
133 assert(obj->Implements(ObjectInterfaceType::Destroyable));
134 dynamic_cast<CDestroyableObject*>(obj)->DamageObject(DamageType::Lightning, std::numeric_limits<float>::infinity());
135 }
136 }
137
138 StrikeAtPos(m_pos);
139 }
140 }
141
142 if (m_phase == LightningPhase::Flash)
143 {
144 if (m_progress < 1.0f)
145 {
146 float max = 5.0f;
147 for (std::size_t i = 0; i < m_segments.size(); i++)
148 {
149 max += 0.4f;
150
151 m_segments[i].shift.x += (Math::Rand()-0.5f)*max*2.0f;
152 if ( m_segments[i].shift.x < -max ) m_segments[i].shift.x = -max;
153 if ( m_segments[i].shift.x > max ) m_segments[i].shift.x = max;
154
155 m_segments[i].shift.y += (Math::Rand()-0.5f)*max*2.0f;
156 if ( m_segments[i].shift.y < -max ) m_segments[i].shift.y = -max;
157 if ( m_segments[i].shift.y > max ) m_segments[i].shift.y = max;
158
159 m_segments[i].width += (Math::Rand()-0.5f)*2.0f;
160 if ( m_segments[i].width < 1.0f ) m_segments[i].width = 1.0f;
161 if ( m_segments[i].width > 6.0f ) m_segments[i].width = 6.0f;
162 }
163 m_segments[0].shift.x = 0.0f;
164 m_segments[0].shift.y = 0.0f;
165 m_segments[0].width = 0.0f;
166 }
167 else
168 {
169 m_phase = LightningPhase::Wait;
170 m_progress = 0.0f;
171 m_speed = 1.0f / (1.0f+Math::Rand()*m_delay);
172 }
173 }
174
175 return true;
176 }
177
Create(float sleep,float delay,float magnetic)178 bool CLightning::Create(float sleep, float delay, float magnetic)
179 {
180 m_lightningExists = true;
181 if (sleep < 1.0f) sleep = 1.0f;
182 m_sleep = sleep;
183 m_delay = delay;
184 m_magnetic = magnetic;
185
186 m_phase = LightningPhase::Wait;
187 m_progress = 0.0f;
188 m_speed = 1.0f / m_sleep;
189
190 return false;
191 }
192
GetStatus(float & sleep,float & delay,float & magnetic,float & progress)193 bool CLightning::GetStatus(float &sleep, float &delay, float &magnetic, float &progress)
194 {
195 if (! m_lightningExists) return false;
196
197 sleep = m_sleep;
198 delay = m_delay;
199 magnetic = m_magnetic;
200 progress = m_progress;
201
202 return true;
203 }
204
SetStatus(float sleep,float delay,float magnetic,float progress)205 bool CLightning::SetStatus(float sleep, float delay, float magnetic, float progress)
206 {
207 m_lightningExists = true;
208
209 m_sleep = sleep;
210 m_delay = delay;
211 m_magnetic = magnetic;
212 m_progress = progress;
213 m_phase = LightningPhase::Wait;
214 m_speed = 1.0f/m_sleep;
215
216 return true;
217 }
218
Draw()219 void CLightning::Draw()
220 {
221 if (m_phase != LightningPhase::Flash) return;
222
223 CDevice* device = m_engine->GetDevice();
224
225 Math::Matrix mat;
226 mat.LoadIdentity();
227 device->SetTransform(TRANSFORM_WORLD, mat);
228
229 m_engine->SetTexture("textures/effect00.png");
230 m_engine->SetState(ENG_RSTATE_TTEXTURE_BLACK);
231
232 Math::Point texInf;
233 texInf.x = 64.5f/256.0f;
234 texInf.y = 33.0f/256.0f;
235 Math::Point texSup;
236 texSup.x = 95.5f/256.0f;
237 texSup.y = 34.0f/256.0f; // blank
238
239 Math::Vector p1 = m_pos;
240 Math::Vector eye = m_engine->GetEyePt();
241 float a = Math::RotateAngle(eye.x-p1.x, eye.z-p1.z);
242 Math::Vector n = Math::Normalize(p1-eye);
243
244 Math::Vector corner[4];
245 Vertex vertex[4];
246
247 for (std::size_t i = 0; i < m_segments.size() - 1; i++)
248 {
249 Math::Vector p2 = p1;
250 p2.y += 8.0f+0.2f*i;
251
252 Math::Point rot;
253
254 Math::Vector p = p1;
255 p.x += m_segments[i].width;
256 rot = Math::RotatePoint(Math::Point(p1.x, p1.z), a+Math::PI/2.0f, Math::Point(p.x, p.z));
257 corner[0].x = rot.x+m_segments[i].shift.x;
258 corner[0].y = p1.y;
259 corner[0].z = rot.y+m_segments[i].shift.y;
260 rot = Math::RotatePoint(Math::Point(p1.x, p1.z), a-Math::PI/2.0f, Math::Point(p.x, p.z));
261 corner[1].x = rot.x+m_segments[i].shift.x;
262 corner[1].y = p1.y;
263 corner[1].z = rot.y+m_segments[i].shift.y;
264
265 p = p2;
266 p.x += m_segments[i+1].width;
267 rot = Math::RotatePoint(Math::Point(p2.x, p2.z), a+Math::PI/2.0f, Math::Point(p.x, p.z));
268 corner[2].x = rot.x+m_segments[i+1].shift.x;
269 corner[2].y = p2.y;
270 corner[2].z = rot.y+m_segments[i+1].shift.y;
271 rot = Math::RotatePoint(Math::Point(p2.x, p2.z), a-Math::PI/2.0f, Math::Point(p.x, p.z));
272 corner[3].x = rot.x+m_segments[i+1].shift.x;
273 corner[3].y = p2.y;
274 corner[3].z = rot.y+m_segments[i+1].shift.y;
275
276 if (p2.y < p1.y)
277 {
278 vertex[0] = Vertex(corner[1], n, Math::Point(texSup.x, texSup.y));
279 vertex[1] = Vertex(corner[0], n, Math::Point(texInf.x, texSup.y));
280 vertex[2] = Vertex(corner[3], n, Math::Point(texSup.x, texInf.y));
281 vertex[3] = Vertex(corner[2], n, Math::Point(texInf.x, texInf.y));
282 }
283 else
284 {
285 vertex[0] = Vertex(corner[0], n, Math::Point(texSup.x, texSup.y));
286 vertex[1] = Vertex(corner[1], n, Math::Point(texInf.x, texSup.y));
287 vertex[2] = Vertex(corner[2], n, Math::Point(texSup.x, texInf.y));
288 vertex[3] = Vertex(corner[3], n, Math::Point(texInf.x, texInf.y));
289 }
290
291 device->DrawPrimitive(PRIMITIVE_TRIANGLE_STRIP, vertex, 4);
292 m_engine->AddStatisticTriangle(2);
293
294 p1 = p2;
295 }
296 }
297
SearchObject(Math::Vector pos)298 CObject* CLightning::SearchObject(Math::Vector pos)
299 {
300 // Lightning conductors
301 std::vector<CObject*> paraObj;
302 paraObj.reserve(100);
303 std::vector<Math::Vector> paraObjPos;
304 paraObjPos.reserve(100);
305
306 // Seeking the object closest to the point of impact of lightning.
307 CObject* bestObj = nullptr;
308 float min = 100000.0f;
309 for (CObject* obj : CObjectManager::GetInstancePointer()->GetAllObjects())
310 {
311 if (!obj->GetDetectable()) continue; // inactive object?
312
313 if (IsObjectBeingTransported(obj)) continue;
314
315 ObjectType type = obj->GetType();
316 if ( type == OBJECT_BASE ||
317 type == OBJECT_PARA ) // building a lightning effect?
318 {
319 paraObj.push_back(obj);
320 paraObjPos.push_back(obj->GetPosition());
321 continue;
322 }
323
324 if (!obj->Implements(ObjectInterfaceType::Destroyable)) continue;
325
326 float detect = m_magnetic * dynamic_cast<CDestroyableObject&>(*obj).GetLightningHitProbability();
327 if (detect == 0.0f) continue;
328
329 Math::Vector oPos = obj->GetPosition();
330 float dist = Math::DistanceProjected(oPos, pos);
331 if (dist > detect) continue;
332 if (dist < min)
333 {
334 min = dist;
335 bestObj = obj;
336 }
337 }
338
339 if (bestObj == nullptr)
340 return nullptr; // nothing found
341
342 // Under the protection of a lightning conductor?
343 Math::Vector oPos = bestObj->GetPosition();
344 for (int i = paraObj.size()-1; i >= 0; i--)
345 {
346 float dist = Math::DistanceProjected(oPos, paraObjPos[i]);
347 if (dist <= LTNG_PROTECTION_RADIUS)
348 return paraObj[i];
349 }
350
351 return bestObj;
352 }
353
354
StrikeAtPos(Math::Vector pos)355 void CLightning::StrikeAtPos(Math::Vector pos)
356 {
357 m_pos = pos;
358
359 Math::Vector eye = m_engine->GetEyePt();
360 float dist = Math::Distance(m_pos, eye);
361 float deep = m_engine->GetDeepView();
362
363 if (dist < deep)
364 {
365 Math::Vector pos = eye+((m_pos-eye)*0.2f); // like so close!
366 m_sound->Play(SOUND_BLITZ, pos);
367
368 m_camera->StartOver(CAM_OVER_EFFECT_LIGHTNING, m_pos, 1.0f);
369
370 m_phase = LightningPhase::Flash;
371 m_progress = 0.0f;
372 m_speed = 1.0f;
373 }
374 }
375
376 } // namespace Gfx
377