forked from raduprv/Eternal-Lands
/
eye_candy_wrapper.cpp
3644 lines (3344 loc) · 151 KB
/
eye_candy_wrapper.cpp
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// I N C L U D E S ////////////////////////////////////////////////////////////
#include "eye_candy_wrapper.h"
#include "cal.h"
#include "cal3d_wrapper.h"
#include "client_serv.h" // For mine_type defines
#include "draw_scene.h"
#include "errors.h"
#include "gamewin.h"
#include "gl_init.h"
#include "init.h"
#include "map.h"
#include "missiles.h"
#include "particles.h"
#include "shadows.h"
#include "skeletons.h"
#include "tiles.h"
#include "weather.h"
// G L O B A L S //////////////////////////////////////////////////////////////
#ifdef MAP_EDITOR
extern int day_shadows_on;
ec::SmoothPolygonBoundingRange initial_bounds;
#endif
extern "C"
{
int use_eye_candy = 1;
int use_harvesting_eye_candy = 0;
int use_lamp_halo = 0;
float min_ec_framerate = 13.0;
float max_ec_framerate = 37.0;
#ifndef NEW_TEXTURES
int transparency_resolution_fix = 0;
#endif /* NEW_TEXTURES */
int light_columns_threshold = 5;
int use_fancy_smoke = 1;
int max_idle_cycles_per_second = 40;
}
ec::EyeCandy eye_candy;
Uint64 ec_cur_time, ec_last_time;
std::vector<ec_internal_reference*> references;
int idle_cycles_this_second = 0;
const float MAX_EFFECT_DISTANCE = 16.0;
const float MAX_OBSTRUCT_DISTANCE_SQUARED = MAX_EFFECT_DISTANCE * MAX_EFFECT_DISTANCE;
const float WALK_RATE = 1.0;
const float SWORD_HILT_LENGTH = 0.1;
const float SWORD_BLADE_LENGTH = 0.5;
const float X_OFFSET = 0.25;
const float Y_OFFSET = 0.25;
ec_object_obstructions object_obstructions;
ec_actor_obstructions actor_obstructions;
ec_actor_obstruction self_actor;
std::vector<ec::Obstruction*> general_obstructions_list;
std::vector<ec::Obstruction*> fire_obstructions_list;
bool force_idle = false;
volatile bool idle_semaphore = false;
float average_framerate = 20000.0; // Windows has such horrible timer resolution, I have to average these out. Anyways, it doesn't hurt to do this in Linux, either.
// F U N C T I O N S //////////////////////////////////////////////////////////
void set_vec3_actor_bone2(ec::Vec3& position, actor* _actor, int bone);
void set_vec3_actor_bone2(ec::Vec3& position, actor* _actor, int bone,
const ec::Vec3 shift);
void set_vec3_target_bone2(ec::Vec3& position, actor* _actor, int bone);
void set_vec3_target_bone2(ec::Vec3& position, actor* _actor, int bone,
const ec::Vec3 shift);
#ifndef NEW_TEXTURES
extern "C" void ec_clear_textures()
{
eye_candy.clear_textures();
}
#endif /* NEW_TEXTURES */
extern "C" void ec_load_textures()
{
eye_candy.load_textures();
}
extern "C" void ec_init()
{
eye_candy.load_textures();
ec_last_time = 0;
ec_cur_time = 0;
#ifndef NEW_TEXTURES
ec_set_draw_method();
#endif /* NEW_TEXTURES */
self_actor.obstruction = new ec::CappedSimpleCylinderObstruction(&(self_actor.center), 0.45, 3.0, self_actor.center.y, self_actor.center.y + 0.9);
#ifdef MAP_EDITOR
ec::SmoothPolygonElement e(0.0, 25.0);
initial_bounds.elements.push_back(e);
#endif
}
extern "C" void ec_add_light(GLenum light_id)
{
eye_candy.add_light(light_id);
}
#ifndef NEW_TEXTURES
extern "C" void ec_set_draw_method()
{
if (use_point_particles)
eye_candy.draw_method = ec::EyeCandy::POINT_SPRITES;
else
eye_candy.draw_method = ec::EyeCandy::FAST_BILLBOARDS;
}
#endif /* NEW_TEXTURES */
float ec_get_z(actor* _actor)
{
if (_actor != NULL)
{
return get_tile_height(_actor->x_tile_pos, _actor->y_tile_pos);
}
else
{
return 0.0f;
}
}
float ec_get_z2(int x, int y)
{
return get_tile_height(x, y);
}
#ifndef MAP_EDITOR
void set_vec3_actor_bone(ec::Vec3& position, actor* _actor, int bone,
const ec::Vec3 shift)
{
float points[1024][3];
const int num_bones = CalSkeleton_GetBonePoints(
CalModel_GetSkeleton(_actor->calmodel), &points[0][0]);
if (num_bones <= bone)
return;
ec::Vec3 unrotated_position;
unrotated_position.x = points[bone][0] + shift.x;
unrotated_position.y = points[bone][1] + shift.z;
unrotated_position.z = points[bone][2] - shift.y;
const float s_rx = sin(_actor->x_rot * (ec::PI / 180));
const float c_rx = cos(_actor->x_rot * (ec::PI / 180));
const float s_ry = sin(_actor->y_rot * (ec::PI / 180));
const float c_ry = cos(_actor->y_rot * (ec::PI / 180));
const float s_rz = sin((180 -_actor->z_rot) * (ec::PI / 180));
const float c_rz = cos((180 -_actor->z_rot) * (ec::PI / 180));
ec::Vec3 rotz_position;
rotz_position.x = unrotated_position.x * c_rz - unrotated_position.y * s_rz;
rotz_position.y = unrotated_position.x * s_rz + unrotated_position.y * c_rz;
rotz_position.z = unrotated_position.z;
ec::Vec3 rotx_position;
rotx_position.x = rotz_position.x;
rotx_position.y = rotz_position.y * c_rx - rotz_position.z * s_rx;
rotx_position.z = rotz_position.y * s_rx + rotz_position.z * c_rx;
ec::Vec3 roty_position;
roty_position.x = rotx_position.z * s_ry + rotx_position.x * c_ry;
roty_position.y = rotx_position.y;
roty_position.z = rotx_position.z * c_ry - rotx_position.x * s_ry;
position.x = roty_position.x + _actor->x_pos + X_OFFSET;
position.y = roty_position.z + ec_get_z(_actor);
position.z = -(roty_position.y + _actor->y_pos + Y_OFFSET);
}
void set_vec3_actor_bone2(ec::Vec3& position, actor* _actor, int bone)
{
set_vec3_actor_bone2(position, _actor, bone, ec::Vec3(0.0, 0.0, 0.0));
}
void set_vec3_target_bone2(ec::Vec3& position, actor* _actor, int bone)
{
set_vec3_target_bone2(position, _actor, bone, ec::Vec3(0.0, 0.0, 0.0));
}
void set_vec3_actor_bone2(ec::Vec3& position, actor* _actor, int bone,
const ec::Vec3 shift)
{
float act_rot[9];
float tmp_pos[3], pos[3];
float _shift[3] = { 0.0, 0.0, 0.0 };
get_actor_rotation_matrix(_actor, act_rot);
cal_get_actor_bone_local_position(_actor, bone, _shift, tmp_pos);
transform_actor_local_position_to_absolute(_actor, tmp_pos, act_rot, pos);
position.x = pos[0] + shift.x;
position.y = pos[2] + shift.y;
position.z = -pos[1] + shift.z;
}
void set_vec3_target_bone2(ec::Vec3& position, actor* _actor, int bone,
const ec::Vec3 shift)
{
set_vec3_actor_bone2(position, _actor, bone, ec::Vec3(0.0, 0.0, 0.0));
}
extern "C" void get_sword_positions(actor* _actor, ec::Vec3& base, ec::Vec3& tip)
{
float act_rot[9];
float tmp_pos[3], pos[3];
float shift[3] =
{ 0.0, SWORD_HILT_LENGTH, 0.0};
int weapon_bone_id = get_actor_bone_id(_actor, weapon_right_bone);
get_actor_rotation_matrix(_actor, act_rot);
cal_get_actor_bone_local_position(_actor, weapon_bone_id, shift, tmp_pos);
transform_actor_local_position_to_absolute(_actor, tmp_pos, act_rot, pos);
base.x = pos[0]; base.y = pos[2]; base.z = -pos[1];
shift[1] += SWORD_BLADE_LENGTH;
cal_get_actor_bone_local_position(_actor, weapon_bone_id, shift, tmp_pos);
transform_actor_local_position_to_absolute(_actor, tmp_pos, act_rot, pos);
tip.x = pos[0]; tip.y = pos[2]; tip.z = -pos[1];
}
extern "C" void get_staff_position(actor* _actor, ec::Vec3& tip)
{
float act_rot[9];
float tmp_pos[3], pos[3];
float shift[3] = { 0.0, 0.45, 0.0 };
int weapon_bone_id = get_actor_bone_id(_actor, staff_right_bone);
get_actor_rotation_matrix(_actor, act_rot);
cal_get_actor_bone_local_position(_actor, weapon_bone_id, shift, tmp_pos);
transform_actor_local_position_to_absolute(_actor, tmp_pos, act_rot, pos);
tip.x = pos[0]; tip.y = pos[2]; tip.z = -pos[1];
}
#endif //!MAP_EDITOR
extern "C" void ec_idle()
{
if (idle_semaphore)
return;
if ((!use_eye_candy) && (!force_idle))
return;
idle_semaphore = true;
force_idle = false;
const std::vector<std::string> ec_errors = ec::logger.fetch();
for (std::vector<std::string>::const_iterator iter = ec_errors.begin(); iter != ec_errors.end(); iter++)
LOG_ERROR(iter->c_str());
if (ec::get_error_status())
{
idle_semaphore = false;
return;
}
// GLfloat rot_matrix[16];
// glGetFloatv(GL_MODELVIEW_MATRIX, rot_matrix);
// const float x = rot_matrix[12];
// const float y = rot_matrix[13];
// const float z = rot_matrix[14];
#ifndef NEW_TEXTURES
eye_candy.poor_transparency_resolution = transparency_resolution_fix;
#endif /* NEW_TEXTURES */
if (poor_man)
eye_candy.set_thresholds(3500, min_ec_framerate, max_ec_framerate); //Max particles, min framerate, max framerate
else
eye_candy.set_thresholds(15000, min_ec_framerate, max_ec_framerate);
const float s_rx = sin(rx * ec::PI / 180);
const float c_rx = cos(rx * ec::PI / 180);
const float s_rz = sin(rz * ec::PI / 180);
const float c_rz = cos(rz * ec::PI / 180);
float new_camera_x = -zoom_level*camera_distance * s_rx * s_rz + camera_x;
float new_camera_y = -zoom_level*camera_distance * s_rx * c_rz + camera_y;
float new_camera_z = -zoom_level*camera_distance * c_rx + camera_z;
eye_candy.set_camera(ec::Vec3(-new_camera_x, -new_camera_z, new_camera_y));
eye_candy.set_center(ec::Vec3(-camera_x, -camera_z, camera_y));
if ((average_framerate >= light_columns_threshold * 1.15 + 2.5) && (!eye_candy.draw_shapes))
eye_candy.draw_shapes = true;
else if ((average_framerate < light_columns_threshold / 1.15 - 2.5) && (eye_candy.draw_shapes))
eye_candy.draw_shapes = false;
eye_candy.set_dimensions(window_width, window_height, powf(zoom_level, 0.1));
Uint64 new_time = ec::get_time();
#if defined CLUSTER_INSIDES && !defined MAP_EDITOR
short cluster = get_actor_cluster ();
#endif
for (int i = 0; i < (int)references.size(); )
{
std::vector<ec_internal_reference*>::iterator iter = references.begin() + i;
if ((*iter)->dead)
{
delete *iter;
references.erase(iter);
continue;
}
if (use_eye_candy)
{
#if defined CLUSTER_INSIDES && !defined MAP_EDITOR
if ((*iter)->effect && !(*iter)->effect->belongsToCluster (cluster))
{
(*iter)->effect->active = false;
i++;
continue;
}
#endif
#ifndef MAP_EDITOR
if ((*iter)->caster)
{
if ((*iter)->effect->get_type() == ec::EC_SWORD)
get_sword_positions((*iter)->caster, (*iter)->position, (*iter)->position2);
else if ((*iter)->effect->get_type() == ec::EC_STAFF)
get_staff_position((*iter)->caster, (*iter)->position);
else if ((*iter)->effect->get_type() == ec::EC_TARGETMAGIC)
{
if ((*iter)->casterbone> -1)
{
set_vec3_actor_bone2((*iter)->position, (*iter)->caster, (*iter)->casterbone);
}
else
{ // use default bone
set_vec3_actor_bone2((*iter)->position, (*iter)->caster, get_actor_bone_id((*iter)->caster, head_bone));
}
}
else if ((*iter)->effect->get_type() == ec::EC_GLOW)
{
if ((*iter)->casterbone> -1)
{
set_vec3_actor_bone2((*iter)->position, (*iter)->caster, (*iter)->casterbone);
}
else
{ // use default bone
set_vec3_actor_bone2((*iter)->position, (*iter)->caster, get_actor_bone_id((*iter)->caster, hand_right_bone));
}
}
else
{
// (*iter)->position = ec::Vec3((*iter)->caster->x_pos + X_OFFSET, ec_get_z((*iter)->caster) - 0.25, -((*iter)->caster->y_pos + Y_OFFSET));
// std::cout << "ec_idle: old position: " << (*iter)->position << std::endl;
if ((*iter)->casterbone> -1)
{
set_vec3_actor_bone2((*iter)->position, (*iter)->caster, (*iter)->casterbone);
}
else
{ // use default bone
set_vec3_actor_bone2((*iter)->position, (*iter)->caster, get_actor_bone_id((*iter)->caster, body_bottom_bone));
}
// std::cout << "ec_idle: new position: " << (*iter)->position << std::endl;
}
}
if ((*iter)->target)
{
// (*iter)->position2 = ec::Vec3((*iter)->target->x_pos, ec_get_z((*iter)->target) + 0.4, -(*iter)->target->y_pos);
if ((*iter)->targetbone> -1)
{
set_vec3_target_bone2((*iter)->position2, (*iter)->target, (*iter)->targetbone);
}
else
{ // use default bone
set_vec3_actor_bone2((*iter)->position2, (*iter)->target, get_actor_bone_id((*iter)->target, body_bottom_bone));
}
}
for (int j = 0; j < (int)(*iter)->target_actors.size(); j++)
{
if ((*iter)->target_actors[j])
{
//set_vec3_target_bone2((*iter)->targets[j], (*iter)->target_actors[j], 25);
// we do not store target bones for multiple targets, so use default target bone
set_vec3_target_bone2((*iter)->targets[j], (*iter)->target_actors[j], get_actor_bone_id((*iter)->target_actors[j], body_bottom_bone));
}
}
#endif //!MAP_EDITOR
if ((*iter)->effect && ((*iter)->effect->get_type() == ec::EC_LAMP) && (!(*iter)->effect->recall))
{
ec::LampEffect* eff = (ec::LampEffect*)((*iter)->effect);
if (eff->halo != use_lamp_halo)
{
ec_create_lamp((*iter)->position.x, -(*iter)->position.z, (*iter)->position.y, 0.0, 1.0, eff->scale, eff->LOD);
eff->recall = true;
force_idle = true;
}
}
if ((*iter)->effect && (*iter)->effect->get_type() == ec::EC_FOUNTAIN)
{
ec::FountainEffect* eff = (ec::FountainEffect*)((*iter)->effect);
eff->LOD = (poor_man ? 6 : 10);
}
if ((*iter)->effect && (*iter)->effect->get_type() == ec::EC_SMOKE)
{
ec::SmokeEffect* eff = (ec::SmokeEffect*)((*iter)->effect);
eff->LOD = (poor_man ? 6 : 10);
}
if ((*iter)->effect && (((*iter)->effect->get_type() == ec::EC_CLOUD)
|| ((*iter)->effect->get_type() == ec::EC_FIREFLY)
|| ((*iter)->effect->get_type() == ec::EC_WIND)))
{
#ifndef MAP_EDITOR
// doesn't work, moves effects to -2.2 under the ground
// (*iter)->position.y = ec_get_z2(-(int)camera_x, -(int)camera_y); // Keep the effect level with the ground.
// std::cout << (-(int)camera_x) << ", " << (-(int)camera_y) << ": " << (*iter)->position.y << std::endl;
#else //MAP_EDITOR
(*iter)->position.y = 0.0;
#endif //!MAP_EDITOR
}
#ifndef MAP_EDITOR
if ((*iter)->effect && (*iter)->effect->get_type() == ec::EC_MISSILE)
{
missile *mis = get_missile_ptr_from_id((*iter)->missile_id);
if (mis &&
mis->remaining_distance >= 0.0 &&
(*iter)->missile_id != -1)
{
(*iter)->position.x = mis->position[0];
(*iter)->position.y = mis->position[2];
(*iter)->position.z = -mis->position[1];
}
}
#endif //!MAP_EDITOR
}
i++;
}
if (is_day)
eye_candy.use_lights = false;
else
eye_candy.use_lights = true;
if (ec_cur_time == 0)
eye_candy.time_diff = 100000;
else
eye_candy.time_diff = new_time - ec_cur_time;
if (eye_candy.time_diff> 400000) // Don't want it to jump if it's been very long between frames.
eye_candy.time_diff = 400000;
// average_framerate = average_framerate * 0.7 + 1000000.0 / eye_candy.time_diff * 0.3;
#ifndef MAP_EDITOR
average_framerate = fps_average;
#endif //!MAP_EDITOR
eye_candy.framerate = average_framerate;
ec_last_time = ec_cur_time;
ec_cur_time = new_time;
eye_candy.max_fps = (limit_fps ? limit_fps : 255);
if (use_eye_candy && ec_last_time % 1000000 >= ec_cur_time % 1000000)
ec_heartbeat();
#if 0
// Put debugging effects here.
if (ec_last_time % 100000 >= ec_cur_time % 100000)
{
float test_x = 31.0 + ec::randfloat(6.0);
float test_y = 36.0 + ec::randfloat(6.0);
if (rand() & 1)
ec_create_bag_pickup(test_x, test_y, 0.0, 10);
else
ec_create_bag_drop(test_x, test_y, 0.0, 10);
}
#endif
if ((unsigned int)(ec::get_time() % 1000000) >= (unsigned int)(1000000 * idle_cycles_this_second / max_idle_cycles_per_second))
{
eye_candy.idle();
idle_cycles_this_second++;
}
idle_semaphore = false;
}
extern "C" void ec_heartbeat()
{
// std::cout << "Actor: <" << camera_x << ", " << camera_z << ", " << -camera_y << ">" << std::endl;
// if (!((int)(ec_cur_time / 1000000.0) % 9))
// ec_create_breath_fire(44.75, 38.0, 1.0, 44.75, 43.0, 0.6, 2, 1.5);
idle_cycles_this_second = 0;
general_obstructions_list.clear();
fire_obstructions_list.clear();
for (ec_object_obstructions::iterator iter = object_obstructions.begin(); iter != object_obstructions.end(); iter++)
{
(*iter)->center.x = (*iter)->obj3d->x_pos;
(*iter)->center.y = (*iter)->obj3d->z_pos;
(*iter)->center.z = -(*iter)->obj3d->y_pos;
const float dist_squared = ((*iter)->center - ec::Vec3(-camera_x, -camera_z, camera_y)).magnitude_squared();
if (dist_squared> MAX_OBSTRUCT_DISTANCE_SQUARED)
continue;
/*
(*iter)->center.x += X_OFFSET;
(*iter)->center.y += 0;
(*iter)->center.z -= Y_OFFSET;
*/
(*iter)->sin_rot_x = sin((*iter)->obj3d->x_rot * (ec::PI / 180));
(*iter)->cos_rot_x = cos((*iter)->obj3d->x_rot * (ec::PI / 180));
(*iter)->sin_rot_y = sin((*iter)->obj3d->z_rot * (ec::PI / 180));
(*iter)->cos_rot_y = cos((*iter)->obj3d->z_rot * (ec::PI / 180));
(*iter)->sin_rot_z = sin(-((*iter)->obj3d->y_rot * (ec::PI / 180)));
(*iter)->cos_rot_z = cos(-((*iter)->obj3d->y_rot * (ec::PI / 180)));
(*iter)->sin_rot_x2 = sin(-(*iter)->obj3d->x_rot * (ec::PI / 180));
(*iter)->cos_rot_x2 = cos(-(*iter)->obj3d->x_rot * (ec::PI / 180));
(*iter)->sin_rot_y2 = sin(-(*iter)->obj3d->z_rot * (ec::PI / 180));
(*iter)->cos_rot_y2 = cos(-(*iter)->obj3d->z_rot * (ec::PI / 180));
(*iter)->sin_rot_z2 = sin(((*iter)->obj3d->y_rot * (ec::PI / 180)));
(*iter)->cos_rot_z2 = cos(((*iter)->obj3d->y_rot * (ec::PI / 180)));
general_obstructions_list.push_back((*iter)->obstruction);
if ((*iter)->fire_related)
fire_obstructions_list.push_back((*iter)->obstruction);
}
for (ec_actor_obstructions::iterator iter = actor_obstructions.begin(); iter != actor_obstructions.end(); iter++)
{
(*iter)->center.x = (*iter)->obstructing_actor->x_pos;
(*iter)->center.y = ec_get_z((*iter)->obstructing_actor);
(*iter)->center.z = -(*iter)->obstructing_actor->y_pos;
const float dist_squared = ((*iter)->center - ec::Vec3(-camera_x, -camera_z, camera_y)).magnitude_squared();
if (dist_squared> MAX_OBSTRUCT_DISTANCE_SQUARED)
continue;
(*iter)->center.x += X_OFFSET;
(*iter)->center.y += Y_OFFSET;
(*iter)->center.z -= 0.25;
general_obstructions_list.push_back((*iter)->obstruction);
}
// Last but not least... the actor.
self_actor.center.x = -camera_x;
self_actor.center.y = -camera_z;
self_actor.center.z = camera_y;
general_obstructions_list.push_back(self_actor.obstruction);
}
extern "C" void ec_draw()
{
if (ec::get_error_status())
return;
if (use_eye_candy)
{
#if defined CLUSTER_INSIDES && !defined MAP_EDITOR
short cluster = get_actor_cluster ();
#endif
// Update firefly activity.
for (int i = 0; i < (int)references.size(); )
{
std::vector<ec_internal_reference*>::iterator iter = references.begin() + i;
if ((*iter)->dead)
{
delete *iter;
references.erase(iter);
continue;
}
#ifdef MAP_EDITOR
// if ((*iter)->effect->get_type() == ec::EC_FIREFLY)
// (*iter)->effect->active = (!day_shadows_on);
#else
if ((*iter)->effect && (*iter)->effect->get_type() == ec::EC_FIREFLY
#ifdef CLUSTER_INSIDES
&& (*iter)->effect->belongsToCluster (cluster)
#endif
)
{
(*iter)->effect->active = (!(is_day || dungeon
|| (weather_get_density() > 0.01f)
));
}
#endif
i++;
}
glPushMatrix();
glRotatef(90, 1.0, 0.0, 0.0);
eye_candy.draw();
glPopMatrix();
}
}
extern "C" void ec_actor_delete(actor* _actor)
{
force_idle = true;
for (int i = 0; i < (int)references.size(); )
{
std::vector<ec_internal_reference*>::iterator iter = references.begin() + i;
if ((*iter)->dead)
{
delete *iter;
references.erase(iter);
continue;
}
i++;
if (((*iter)->caster == _actor) || ((*iter)->target == _actor))
{
(*iter)->effect->recall = true;
(*iter)->caster = NULL;
(*iter)->target = NULL;
continue;
}
for (int j = 0; j < (int)(*iter)->target_actors.size(); j++)
{
std::vector<actor*>::iterator iter2 = (*iter)->target_actors.begin() + j;
if (*iter2 == _actor)
(*iter2) = NULL;
}
}
for (ec_actor_obstructions::iterator iter = actor_obstructions.begin(); iter != actor_obstructions.end(); iter++)
{
if ((*iter)->obstructing_actor == _actor)
{
for (std::vector<ec::Obstruction*>::iterator iter2 = general_obstructions_list.begin(); iter2 != general_obstructions_list.end(); iter2++)
{
if (*iter2 == (*iter)->obstruction)
{
general_obstructions_list.erase(iter2);
break;
}
}
delete (*iter)->obstruction;
delete *iter;
actor_obstructions.erase(iter);
break;
}
}
}
extern "C" void ec_recall_effect(const ec_reference ref)
{
force_idle = true;
if (ref != NULL)
{
ec_internal_reference* cast_reference = (ec_internal_reference*)ref;
if (cast_reference != NULL
&& cast_reference->effect != NULL)
{
cast_reference->effect->recall = true;
}
}
}
extern "C" void ec_destroy_all_effects()
{
// loop marking all active effects as done, cleaning up the dead till we're done
for (int i=0; !references.empty() && i<50; ++i)
{
ec_delete_all_effects();
ec_idle();
}
if (!references.empty()) // unlikely to happen but just so we don't get stick on exit.
LOG_ERROR("%s: failed to clear up. references.size()=%lu", __PRETTY_FUNCTION__, references.size());
delete self_actor.obstruction;
}
extern "C" void ec_delete_all_effects()
{
force_idle = true;
for (int i = 0; i < (int)references.size(); )
{
std::vector<ec_internal_reference*>::iterator iter = references.begin() + i;
if ((*iter)->dead)
{
delete *iter;
references.erase(iter);
continue;
}
if ((*iter)->effect)
(*iter)->effect->recall = true;
i++;
}
}
extern "C" void ec_delete_effect_loc(float x, float y)
{
force_idle = true;
for (int i = 0; i < (int)references.size(); )
{
std::vector<ec_internal_reference*>::iterator iter = references.begin() + i;
if ((*iter)->dead)
{
delete *iter;
references.erase(iter);
continue;
}
i++;
if (((*iter)->position.x == x) && ((*iter)->position.z == -y))
{
(*iter)->effect->recall = true;
continue;
}
}
}
extern "C" void ec_delete_effect_loc_type(float x, float y, ec_EffectEnum type)
{
force_idle = true;
for (int i = 0; i < (int)references.size(); )
{
std::vector<ec_internal_reference*>::iterator iter = references.begin() + i;
if ((*iter)->dead)
{
delete *iter;
references.erase(iter);
continue;
}
i++;
if (((*iter)->position.x == x) && ((*iter)->position.z == -y) && (type == (ec_EffectEnum)(*iter)->effect->get_type()))
{
(*iter)->effect->recall = true;
continue;
}
}
}
extern "C" void ec_delete_effect_type(ec_EffectEnum type)
{
force_idle = true;
for (int i = 0; i < (int)references.size(); )
{
std::vector<ec_internal_reference*>::iterator iter = references.begin() + i;
if ((*iter)->dead)
{
delete *iter;
references.erase(iter);
continue;
}
i++;
if (type == (ec_EffectEnum)(*iter)->effect->get_type())
{
(*iter)->effect->recall = true;
continue;
}
}
}
extern "C" void ec_delete_reference(ec_reference ref)
{
force_idle = true;
ec_internal_reference* cast_reference = (ec_internal_reference*)ref;
delete cast_reference;
}
extern "C" void ec_set_position(ec_reference ref, float x, float y, float z)
{
((ec_internal_reference*)ref)->position = ec::Vec3(x, z, -y);
}
extern "C" void ec_set_position2(ec_reference ref, float x, float y, float z)
{
((ec_internal_reference*)ref)->position2 = ec::Vec3(x, z, -y);
}
extern "C" void ec_clear_obstruction_list()
{
for (ec_object_obstructions::iterator iter = object_obstructions.begin(); iter != object_obstructions.end(); iter++)
{
delete (*iter)->obstruction;
delete *iter;
}
object_obstructions.clear();
for (ec_actor_obstructions::iterator iter = actor_obstructions.begin(); iter != actor_obstructions.end(); iter++)
{
delete (*iter)->obstruction;
delete *iter;
}
actor_obstructions.clear();
general_obstructions_list.clear();
fire_obstructions_list.clear();
}
extern "C" void ec_add_object_obstruction(object3d* obj3d, e3d_object *e3dobj, float force)
{
// First, verify that this object isn't "flat"
if ((e3dobj->min_x == e3dobj->max_x) || (e3dobj->min_y == e3dobj->max_y) || (e3dobj->min_z == e3dobj->max_z))
return;
ec_object_obstruction* obstruction = new ec_object_obstruction;
obstruction->obj3d = obj3d;
obstruction->e3dobj = e3dobj;
obstruction->center = ec::Vec3(obj3d->x_pos, obj3d->z_pos - 0.5, -(obj3d->y_pos));
obstruction->sin_rot_x = sin(obj3d->x_rot * (ec::PI / 180));
obstruction->cos_rot_x = cos(obj3d->x_rot * (ec::PI / 180));
obstruction->sin_rot_y = sin(obj3d->z_rot * (ec::PI / 180));
obstruction->cos_rot_y = cos(obj3d->z_rot * (ec::PI / 180));
obstruction->sin_rot_z = sin(-(obj3d->y_rot * (ec::PI / 180)));
obstruction->cos_rot_z = cos(-(obj3d->y_rot * (ec::PI / 180)));
obstruction->sin_rot_x2 = sin(-obj3d->x_rot * (ec::PI / 180));
obstruction->cos_rot_x2 = cos(-obj3d->x_rot * (ec::PI / 180));
obstruction->sin_rot_y2 = sin(-obj3d->z_rot * (ec::PI / 180));
obstruction->cos_rot_y2 = cos(-obj3d->z_rot * (ec::PI / 180));
obstruction->sin_rot_z2 = sin((obj3d->y_rot * (ec::PI / 180)));
obstruction->cos_rot_z2 = cos((obj3d->y_rot * (ec::PI / 180)));
obstruction->fire_related = false;
if (!strncmp(obj3d->file_name + 2, "misc_ob", 7))
{
if (!strncmp(obj3d->file_name + 15, "cook", 4) ||
!strncmp(obj3d->file_name + 15, "pot_", 4) ||
!strncmp(obj3d->file_name + 15, "cauld", 5))
obstruction->fire_related = true;
}
else if (!strncmp(obj3d->file_name + 2, "struc", 5))
{
if (!strncmp(obj3d->file_name + 13, "chimn", 5) ||
!strncmp(obj3d->file_name + 13, "forge", 5))
obstruction->fire_related = true;
}
else if (!strncmp(obj3d->file_name + 2, "trees/fire", 10))
obstruction->fire_related = true;
obstruction->obstruction = new ec::BoxObstruction(ec::Vec3(e3dobj->min_x, e3dobj->min_z, -e3dobj->max_y), ec::Vec3(e3dobj->max_x, e3dobj->max_z, -e3dobj->min_y), &(obstruction->center), &(obstruction->sin_rot_x), &(obstruction->cos_rot_x), &(obstruction->sin_rot_y), &(obstruction->cos_rot_y), &(obstruction->sin_rot_z), &(obstruction->cos_rot_z), &(obstruction->sin_rot_x2), &(obstruction->cos_rot_x2), &(obstruction->sin_rot_y2), &(obstruction->cos_rot_y2), &(obstruction->sin_rot_z2), &(obstruction->cos_rot_z2), force);
object_obstructions.push_back(obstruction);
}
extern "C" void ec_add_actor_obstruction(actor* _actor, float force)
{
ec_actor_obstruction* obstruction = new ec_actor_obstruction;
obstruction->obstructing_actor = _actor;
obstruction->center = ec::Vec3(_actor->x_pos + X_OFFSET, ec_get_z(_actor), -(_actor->y_pos + Y_OFFSET));
obstruction->obstruction = new ec::CappedSimpleCylinderObstruction(&(obstruction->center), 0.55, force, obstruction->center.y, obstruction->center.y + 0.9);
actor_obstructions.push_back(obstruction);
}
extern "C" void ec_remove_obstruction_by_object3d(object3d* obj3d)
{
for (ec_object_obstructions::iterator iter = object_obstructions.begin(); iter != object_obstructions.end(); iter++)
{
if ((*iter)->obj3d == obj3d)
{
for (std::vector<ec::Obstruction*>::iterator iter2 = general_obstructions_list.begin(); iter2 != general_obstructions_list.end(); iter2++)
{
if (*iter2 == (*iter)->obstruction)
{
general_obstructions_list.erase(iter2);
break;
}
}
for (std::vector<ec::Obstruction*>::iterator iter2 = fire_obstructions_list.begin(); iter2 != fire_obstructions_list.end(); iter2++)
{
if (*iter2 == (*iter)->obstruction)
{
fire_obstructions_list.erase(iter2);
break;
}
}
delete (*iter)->obstruction;
delete *iter;
object_obstructions.erase(iter);
return;
}
}
}
extern "C" void ec_remove_obstruction_by_e3d_object(e3d_object* e3dobj)
{
for (ec_object_obstructions::iterator iter = object_obstructions.begin(); iter != object_obstructions.end(); iter++)
{
if ((*iter)->e3dobj == e3dobj)
{
for (std::vector<ec::Obstruction*>::iterator iter2 = general_obstructions_list.begin(); iter2 != general_obstructions_list.end(); iter2++)
{
if (*iter2 == (*iter)->obstruction)
{
general_obstructions_list.erase(iter2);
break;
}
}
for (std::vector<ec::Obstruction*>::iterator iter2 = fire_obstructions_list.begin(); iter2 != fire_obstructions_list.end(); iter2++)
{
if (*iter2 == (*iter)->obstruction)
{
fire_obstructions_list.erase(iter2);
break;
}
}
delete (*iter)->obstruction;
delete *iter;
object_obstructions.erase(iter);
return;
}
}
}
extern "C" ec_bounds ec_create_bounds_list()
{
return (ec_bounds)(new ec::SmoothPolygonBoundingRange());
}
extern "C" void ec_free_bounds_list(ec_bounds bounds)
{
ec::SmoothPolygonBoundingRange* cast_bounds = (ec::SmoothPolygonBoundingRange*)bounds;
delete cast_bounds;
}
/*
extern "C" void ec_add_polar_coords_bound(ec_bounds bounds, float frequency, float offset, float scalar, float power)
{
ec::PolarCoordsBoundingRange* cast_bounds = (ec::SmoothPolygonBoundingRange*)bounds;
ec::PolarCoordElement e(frequency, offset, scalar, power);
cast_bounds->elements.push_back(e);
}
*/
extern "C" void ec_add_smooth_polygon_bound(ec_bounds bounds, float angle, float radius)
{
ec::SmoothPolygonBoundingRange* cast_bounds = (ec::SmoothPolygonBoundingRange*)bounds;
ec::SmoothPolygonElement e(angle, radius);
cast_bounds->elements.push_back(e);
}
extern "C" ec_effects ec_create_effects_list()
{
return (ec_effects)(new ec_internal_effects);
}
extern "C" void ec_free_effects_list(ec_effects effects)
{
ec_internal_effects* cast_effects = (ec_internal_effects*)effects;
delete cast_effects;
}
extern "C" void ec_remove_weapon(actor* _actor)
{
force_idle = true;
for (int i = 0; i < (int)references.size(); )
{
std::vector<ec_internal_reference*>::iterator iter = references.begin() + i;
if ((*iter)->dead)
{
delete *iter;
references.erase(iter);
continue;
}
i++;
if (((*iter)->caster == _actor) &&
(((*iter)->effect->get_type() == ec::EC_SWORD)
|| (*iter)->effect->get_type() == ec::EC_STAFF))
{
(*iter)->effect->recall = true;
(*iter)->caster = NULL;
(*iter)->target = NULL;
continue;
}
}
}
#ifndef MAP_EDITOR
extern "C" void ec_remove_missile(int missile_id)
{
force_idle = true;
for (int i = 0; i < (int)references.size(); )
{
std::vector<ec_internal_reference*>::iterator iter = references.begin() + i;
if ((*iter)->dead)
{
delete *iter;
references.erase(iter);
continue;
}
i++;
if ((*iter)->effect->get_type() == ec::EC_MISSILE &&
(*iter)->missile_id == missile_id)
{
// don't recall the effect, let the particles glow
//(*iter)->effect->recall = true;
// update position one last time
missile *mis = get_missile_ptr_from_id(missile_id);
if (mis)
{
(*iter)->position.x = mis->position[0] + mis->direction[0] * mis->remaining_distance;
(*iter)->position.y = mis->position[2] + mis->direction[2] * mis->remaining_distance;
(*iter)->position.z = -(mis->position[1] + mis->direction[1] * mis->remaining_distance);
}
// set missile_id to -1 so the position of the effect is not updated anymore
(*iter)->missile_id = -1;
continue;
}
}
}
void ec_rename_missile(int old_id, int new_id)
{
std::vector<ec_internal_reference*>::iterator it;
for (it = references.begin(); it != references.end(); ++it)
{
if ((*it)->effect->get_type() == ec::EC_MISSILE && (*it)->missile_id == old_id)
{
(*it)->missile_id = new_id;
}