Beispiel #1
0
	Result execute(Context & context) {
		
		std::string inout = context.getWord();
		const PlatformDuration duration = PlatformDurationMsf(context.getFloat());
		
		if(inout == "out") {
			
			Color3f color;
			color.r = context.getFloat();
			color.g = context.getFloat();
			color.b = context.getFloat();
			fadeSetColor(color);
			
			fadeRequestStart(FadeType_Out, duration);
			
			DebugScript(" out " << toMs(duration) << ' ' << color.r << ' ' << color.g << ' ' << color.b);
		} else if(inout == "in") {
			
			fadeRequestStart(FadeType_In, duration);
			
			DebugScript(" in " << toMs(duration));
		} else {
			ScriptWarning << "unexpected fade direction: " << inout;
			return Failed;
		}
		
		return Success;
	}
Beispiel #2
0
void ParticleSparkSpawnContinous(const Vec3f & pos, unsigned rate, SpawnSparkType type) {
	
	float amount = float(rate) * (g_platformTime.lastFrameDuration() / PlatformDurationMsf(66.666666f));
	
	unsigned count = unsigned(amount);
	if(Random::getf() < (amount - float(count))) {
		count++;
	}
	
	ParticleSparkSpawn(pos, count, type);
}
Beispiel #3
0
void ActiveSpellsGui::init() {
	m_texUnknown = TextureContainer::Load("graph/interface/icons/spell_unknown");
	arx_assert(m_texUnknown);
	
	m_slotSize = Vec2f(24.f, 24.f);
	m_spacerSize = Vec2f(60.f, 50.f);
	m_slotSpacerSize = Vec2f(0.f, 9.f);
	m_flickNow = false;
	m_flickTime = 0;
	m_flickInterval = PlatformDurationMsf(1000.0f / 60.0f);
}
Beispiel #4
0
void MenuWindow::update() {
	
	m_pos.x = m_initalOffsetX + (m_fadeDistance * glm::sin(glm::radians(fAngle)));
	
	fAngle = std::min(fAngle + g_platformTime.lastFrameDuration() / PlatformDurationMsf(12.5f), 90.f);
	
	if(m_currentPage) {
		m_currentPage->update(m_pos + Vec2f(RATIO_X(14.5f), RATIO_Y(12.f)));
	}
	
}
Beispiel #5
0
void ARX_INTERFACE_ManageOpenedBook_Finish(const Vec2f & mousePos, Rectf rect, float scale)
{
	
	RenderState baseState = render3D().depthTest(false).fog(false);
	
	Vec3f pos = Vec3f(0.f, 0.f, 2100.f);
	
	EERIE_LIGHT * light = lightHandleGet(torchLightHandle);
	
	EERIE_LIGHT tl = *light;
	
	light->pos = Vec3f(500.f, -1960.f, 1590.f);
	light->m_exists = true;
	light->rgb = Color3f(0.6f, 0.7f, 0.9f);
	light->intensity = 1.8f;
	light->fallstart = 4520.f;
	light->fallend = light->fallstart + 600.f;
	RecalcLight(light);
	
	Camera * oldcam = g_camera;
	
	g_culledDynamicLights[0] = light;
	g_culledDynamicLightsCount = 1;
	
	Vec2i tmpPos(0);
	
	GRenderer->SetAntialiasing(true);
	
	float wave = timeWaveSin(g_platformTime.frameStart(), PlatformDurationMsf(1256.6370614f));
	float ptDelta = toMs(g_platformTime.lastFrameDuration());
	
	Camera bookcam;
	bookcam.angle = Anglef();
	bookcam.m_pos = Vec3f(0.f);
	bookcam.focal = 500.f;
	bookcam.cdepth = 2200.f;
	
	for(size_t i = 0; i < RUNE_COUNT; i++) {
		if(!gui::necklace.runes[i])
			continue;
		
		EERIE_3DOBJ * rune = gui::necklace.runes[i];
		
		Vec2i projectionCenter = Vec2i(rect.topLeft() + (Vec2f(285, 36) + Vec2f(tmpPos) * Vec2f(45, 64)) * scale);
		
		PrepareCamera(&bookcam, Rect(rect), projectionCenter);
		
		if(player.hasRune((Rune)i)) {
			
			Anglef angle;
			if(rune->angle.getYaw() != 0.f) {
				if(rune->angle.getYaw() > 300.f) {
					rune->angle.setYaw(300.f);
				}
				angle.setYaw(wave * rune->angle.getYaw() * (1.0f / 40));
			}
			
			rune->angle.setYaw(rune->angle.getYaw() - ptDelta * 0.2f);
			
			if(rune->angle.getYaw() < 0.f)
				rune->angle.setYaw(0.f);
			
			// Now draw the rune
			TransformInfo t2(pos, glm::quat_cast(toRotationMatrix(angle)));
			DrawEERIEInter(rune, t2, NULL, false, 0.f);
			
			Rectf runeBox = UpdateBbox2d(*rune).toRect();
			
			PopAllTriangleListOpaque(baseState);
			
			tmpPos.x++;
			
			if(tmpPos.x > 4) {
				tmpPos.x = 0;
				tmpPos.y++;
			}
			
			// TODO this is a workaround for vertexClipPositions being relative to viewport
			Vec2f mousePosInViewport = mousePos - rect.topLeft();
			
			// Checks for Mouse floating over a rune...
			if(runeBox.contains(mousePosInViewport)) {
				bool r = false;
				
				for(size_t j = 0; j < rune->facelist.size(); j++) {
					float n = PtIn2DPolyProj(rune->vertexClipPositions, &rune->facelist[j], mousePosInViewport.x, mousePosInViewport.y);
					if(n != 0.f) {
						r = true;
						break;
					}
				}
				
				if(r) {
					
					TransformInfo t(pos, glm::quat_cast(toRotationMatrix(angle)));
					DrawEERIEInter(rune, t, NULL, false, 0.f);
					
					rune->angle.setYaw(rune->angle.getYaw() + ptDelta * 2.f);
					
					PopAllTriangleListOpaque(baseState.blendAdditive());
					
					cursorSetInteraction();
					
					if(eeMouseDown1()) {
						PlayerBookDrawRune((Rune)i);
					}
				}
			}
			
			TransformInfo t1(pos, quat_identity());
			DrawEERIEInter(gui::necklace.lacet, t1, NULL, false, 0.f);
			
			PopAllTriangleListOpaque(baseState);
		}
	}
	
	*light = tl;
	
	PrepareCamera(oldcam, g_size);
	
	GRenderer->SetAntialiasing(false);
	
}
void AddFlare(const Vec2f & pos, float sm, short typ, Entity * io, bool bookDraw) {
	
	size_t oldest = 0;
	size_t i;
	for(i = 0; i < g_magicFlaresMax; i++) {
		if(!g_magicFlares[i].exist) {
			break;
		}
		if(g_magicFlares[i].tolive < g_magicFlares[oldest].tolive) {
			oldest = i;
		}
	}
	if(i >= g_magicFlaresMax) {
		removeFlare(g_magicFlares[oldest]);
		i = oldest;
	}

	MagicFlare & flare = g_magicFlares[i];
	flare.exist = 1;
	g_magicFlaresCount++;
	
	flare.bDrawBitmap = bookDraw;
	
	flare.io = io;
	if(io) {
		flare.flags = 1;
		io->flarecount++;
	} else {
		flare.flags = 0;
	}

	flare.pos.x = pos.x - Random::getf(0.f, 4.f);
	flare.pos.y = pos.y - Random::getf(0.f, 4.f);

	if(!bookDraw) {
		if(io) {
			float vx = -(flare.pos.x - g_size.center().x) * 0.2173913f;
			float vy = (flare.pos.y - g_size.center().y) * 0.1515151515151515f;
			flare.p = io->pos;
			flare.p += angleToVectorXZ(io->angle.getYaw() + vx) * 100.f;
			flare.p.y += std::sin(glm::radians(MAKEANGLE(io->angle.getPitch() + vy))) * 100.f - 150.f;
		} else {
			Vec3f screenPos(1.0f  * (pos.x - float(g_size.width()  / 2)) * 156.f / (640.f * g_sizeRatio.y),
			                0.75f * (pos.y - float(g_size.height() / 2)) * 156.f / (480.f * g_sizeRatio.y),
			                75.f);
			flare.p = Vec3f(glm::inverse(g_preparedCamera.m_worldToView) * Vec4f(screenPos, 1.0f));
		}
	} else {
		flare.p = Vec3f(flare.pos.x, flare.pos.y, 0.001f);
	}

	switch(g_magicFlareCurrentColor) {
		case 0: {
			flare.rgb = Color3f(0.4f, 0.f, 0.4f) + Color3f(2.f / 3, 2.f / 3, 2.f / 3) * randomColor3f();
			break;
		}
		case 1: {
			flare.rgb = Color3f(0.5f, 0.5f, 0.f) + Color3f(0.625f, 0.625f, 0.55f) * randomColor3f();
			break;
		}
		case 2: {
			flare.rgb = Color3f(0.4f, 0.f, 0.f) + Color3f(2.f / 3, 0.55f, 0.55f) * randomColor3f();
			break;
		}
		default: arx_unreachable();
	}
	
	static const float FLARE_MUL = 2.f;
	
	if(typ == -1) {
		float zz = eeMousePressed1() ? 0.29f : ((sm > 0.5f) ? Random::getf() : 1.f);
		if(zz < 0.2f) {
			flare.type = 2;
			flare.size = Random::getf(42.f, 84.f);
			flare.tolive = PlatformDurationMsf(Random::getf(800.f, 1600.f) * FLARE_MUL);
		} else if(zz < 0.5f) {
			flare.type = 3;
			flare.size = Random::getf(16.f, 68.f);
			flare.tolive = PlatformDurationMsf(Random::getf(800.f, 1600.f) * FLARE_MUL);
		} else {
			flare.type = 1;
			flare.size = Random::getf(32.f, 56.f) * sm;
			flare.tolive = PlatformDurationMsf(Random::getf(1700.f, 2200.f) * FLARE_MUL);
		}
	} else {
		flare.type = (Random::getf() > 0.8f) ? 1 : 4;
		flare.size = Random::getf(64.f, 102.f) * sm;
		flare.tolive = PlatformDurationMsf(Random::getf(1700.f, 2200.f) * FLARE_MUL);
	}

	flare.dynlight = LightHandle();

	for(unsigned int kk = 0; kk < 3; kk++) {

		if(Random::getf() < 0.5f) {
			continue;
		}

		PARTICLE_DEF * pd = createParticle();
		if(!pd) {
			break;
		}

		if(!bookDraw) {
			pd->m_flags = FADE_IN_AND_OUT | ROTATING | DISSIPATING;
			if(!io) {
				pd->m_flags |= PARTICLE_NOZBUFFER;
			}
		} else {
			pd->m_flags = FADE_IN_AND_OUT;
		}

		pd->ov = flare.p + arx::randomVec(-5.f, 5.f);
		pd->move = Vec3f(0.f, 5.f, 0.f);
		pd->scale = Vec3f(-2.f);
		pd->tolive = 1300 + kk * 100 + Random::getu(0, 800);
		pd->tc = fire2;
		if(kk == 1) {
			pd->move.y = 4.f;
			pd->siz = 1.5f;
		} else {
			pd->siz = Random::getf(1.f, 2.f);
		}
		pd->rgb = flare.rgb * (2.f / 3);
		pd->m_rotation = 1.2f;
		if(bookDraw) {
			pd->is2D = true;
		}
		
	}
}