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214
Torque/SDK/engine/game/fx/lightning.h
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214
Torque/SDK/engine/game/fx/lightning.h
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//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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#ifndef _LIGHTNING_H_
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#define _LIGHTNING_H_
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#ifndef _GAMEBASE_H_
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#include "game/gameBase.h"
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#endif
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#ifndef _GTEXMANAGER_H_
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#include "dgl/gTexManager.h"
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#endif
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#ifndef _LLIST_H_
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#include "core/llist.h"
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#endif
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#ifndef _COLOR_H_
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#include "core/color.h"
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#endif
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class ShapeBase;
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class LightningStrikeEvent;
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class AudioProfile;
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// -------------------------------------------------------------------------
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class LightningData : public GameBaseData
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{
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typedef GameBaseData Parent;
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public:
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enum Constants {
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MaxThunders = 8,
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MaxTextures = 8
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};
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//-------------------------------------- Console set variables
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public:
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AudioProfile* thunderSounds[MaxThunders];
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AudioProfile* strikeSound;
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StringTableEntry strikeTextureNames[MaxTextures];
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//-------------------------------------- load set variables
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public:
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S32 thunderSoundIds[MaxThunders];
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S32 strikeSoundID;
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TextureHandle strikeTextures[MaxTextures];
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U32 numThunders;
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protected:
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bool onAdd();
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public:
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LightningData();
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~LightningData();
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void packData(BitStream*);
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void unpackData(BitStream*);
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bool preload(bool server, char errorBuffer[256]);
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DECLARE_CONOBJECT(LightningData);
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static void initPersistFields();
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};
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// -------------------------------------------------------------------------
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struct LightningBolt
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{
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struct Node
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{
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Point3F point;
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VectorF dirToMainLine;
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};
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struct NodeManager
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{
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Node nodeList[10];
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Point3F startPoint;
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Point3F endPoint;
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U32 numNodes;
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F32 maxAngle;
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void generateNodes();
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};
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NodeManager mMajorNodes;
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Vector< NodeManager > mMinorNodes;
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LList< LightningBolt > splitList;
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F32 lifetime;
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F32 elapsedTime;
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F32 fadeTime;
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bool isFading;
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F32 percentFade;
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bool startRender;
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F32 renderTime;
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F32 width;
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F32 chanceOfSplit;
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Point3F startPoint;
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Point3F endPoint;
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U32 numMajorNodes;
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F32 maxMajorAngle;
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U32 numMinorNodes;
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F32 maxMinorAngle;
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LightningBolt();
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~LightningBolt();
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void createSplit( Point3F startPoint, Point3F endPoint, U32 depth, F32 width );
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F32 findHeight( Point3F &point, SceneGraph* sceneManager );
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void render( const Point3F &camPos );
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void renderSegment( NodeManager &segment, const Point3F &camPos, bool renderLastPoint );
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void generate();
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void generateMinorNodes();
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void startSplits();
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void update( F32 dt );
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};
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// -------------------------------------------------------------------------
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class Lightning : public GameBase
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{
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typedef GameBase Parent;
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protected:
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bool onAdd();
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void onRemove();
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bool onNewDataBlock(GameBaseData* dptr);
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struct Strike {
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F32 xVal; // Position in cloud layer of strike
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F32 yVal; // top
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bool targetedStrike; // Is this a targeted strike?
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U32 targetGID;
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F32 deathAge; // Age at which this strike expires
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F32 currentAge; // Current age of this strike (updated by advanceTime)
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LightningBolt bolt[3];
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Strike* next;
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};
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struct Thunder {
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F32 tRemaining;
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Thunder* next;
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};
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public:
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//-------------------------------------- Console set variables
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public:
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U32 strikesPerMinute;
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F32 strikeWidth;
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F32 chanceToHitTarget;
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F32 strikeRadius;
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F32 boltStartRadius;
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ColorF color;
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ColorF fadeColor;
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bool useFog;
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// Rendering
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protected:
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bool prepRenderImage(SceneState *state, const U32 stateKey, const U32 startZone, const bool modifyBaseZoneState);
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void renderObject(SceneState *state, SceneRenderImage *image);
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// Time management
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void processTick(const Move *move);
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void interpolateTick(F32 delta);
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void advanceTime(F32 dt);
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// Strike management
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void scheduleThunder(Strike*);
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// Data members
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private:
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LightningData* mDataBlock;
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protected:
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U32 mLastThink; // Valid only on server
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Strike* mStrikeListHead; // Valid on on the client
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Thunder* mThunderListHead;
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static const U32 csmTargetMask;
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public:
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Lightning();
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~Lightning();
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void applyDamage( const Point3F& hitPosition, const Point3F& hitNormal, SceneObject* hitObject );
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void warningFlashes();
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void strikeRandomPoint();
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void strikeObject(ShapeBase*);
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void processEvent(LightningStrikeEvent*);
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DECLARE_CONOBJECT(Lightning);
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static void initPersistFields();
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U32 packUpdate (NetConnection *conn, U32 mask, BitStream *stream);
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void unpackUpdate(NetConnection *conn, BitStream *stream);
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};
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#endif // _H_LIGHTNING
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