Beispiel #1
0
CParticlesObject* CPhantom::PlayParticles(const shared_str& name, BOOL bAutoRemove, const Fmatrix& xform)
{
	CParticlesObject* ps = CParticlesObject::Create(name.c_str(),bAutoRemove);
	ps->UpdateParent	(xform, zero_vel);
	ps->Play			(false);
	return bAutoRemove?0:ps;
}
void CBlackGraviArtefact::UpdateCLChild() 
{
	VERIFY(!ph_world->Processing());
	inherited::UpdateCLChild	();

	if (getVisible() && m_pPhysicsShell) {
		if (m_bStrike) {
			Fvector	P; 
			P.set(Position());
			feel_touch_update(P,m_fRadius);

			GraviStrike();

			CParticlesObject* pStaticPG;
			pStaticPG = CParticlesObject::Create(*m_sParticleName,TRUE);
			Fmatrix pos; 
			pos.set(XFORM()); 
			Fvector vel; 
			//vel.sub(Position(),ps_Element(0).vPosition); 
			//vel.div((Level().timeServer()-ps_Element(0).dwTime)/1000.f);
			vel.set(0,0,0);
			pStaticPG->UpdateParent(pos, vel); 
			pStaticPG->Play();

			m_bStrike = false;
		}
	}else if(H_Parent()) XFORM().set(H_Parent()->XFORM());
}
Beispiel #3
0
void CCustomZone::PlayBoltEntranceParticles()
{

	CCF_Shape* Sh		= (CCF_Shape*)CFORM();
	const Fmatrix& XF	= XFORM();
	Fmatrix				PXF;
	xr_vector<CCF_Shape::shape_def>& Shapes = Sh->Shapes();
	Fvector				sP0, sP1, vel;

	CParticlesObject* pParticles = NULL;

	xr_vector<CCF_Shape::shape_def>::iterator it = Shapes.begin();
	xr_vector<CCF_Shape::shape_def>::iterator it_e = Shapes.end();
	
	for(;it!=it_e;++it)
	{
		CCF_Shape::shape_def& s = *it;
		switch (s.type)
		{
		case 0: // sphere
			{
			sP0						= s.data.sphere.P;
			XF.transform_tiny		(sP0);

			
			
			float ki				= 10.0f * s.data.sphere.R;
			float c					= 2.0f * s.data.sphere.R;

			float quant_h			= (PI_MUL_2/float(ki))*c;
			float quant_p			= (PI_DIV_2/float(ki));

			for(float i=0; i<ki; ++i)
			{
				vel.setHP				(	::Random.randF(quant_h/2.0f, quant_h)*i, 
											::Random.randF(quant_p/2.0f, quant_p)*i
										);

				vel.mul					(s.data.sphere.R);

				sP1.add					(sP0, vel);

				PXF.identity			();
				PXF.k.normalize			(vel);
				Fvector::generate_orthonormal_basis(PXF.k, PXF.j, PXF.i);

				PXF.c					= sP1;

				pParticles				= CParticlesObject::Create(m_sBoltEntranceParticles.c_str(), TRUE);
				pParticles->UpdateParent(PXF,vel);
				pParticles->Play		(false);
			}
			}break;
		case 1: // box
			break;
		}
	}

}
Beispiel #4
0
void CCustomZone::PlayBlowoutParticles()
{
	if(!m_sBlowoutParticles) return;

	CParticlesObject* pParticles;
	pParticles	= CParticlesObject::Create(*m_sBlowoutParticles,TRUE);
	pParticles->UpdateParent(XFORM(),zero_vel);
	pParticles->Play(false);
}
Beispiel #5
0
void CCustomZone::PlayEntranceParticles(CGameObject* pObject)
{
	m_entrance_sound.play_at_pos		(0, pObject->Position());

	LPCSTR particle_str				= NULL;

	if(pObject->Radius()<SMALL_OBJECT_RADIUS)
	{
		if(!m_sEntranceParticlesSmall) 
			return;

		particle_str = m_sEntranceParticlesSmall.c_str();
	}
	else
	{
		if(!m_sEntranceParticlesBig) 
			return;

		particle_str				= m_sEntranceParticlesBig.c_str();
	}

	Fvector							vel;
	CPhysicsShellHolder* shell_holder=smart_cast<CPhysicsShellHolder*>(pObject);
	if(shell_holder)
		shell_holder->PHGetLinearVell(vel);
	else 
		vel.set						(0,0,0);
	
	//выбрать случайную косточку на объекте
	CParticlesPlayer* PP			= smart_cast<CParticlesPlayer*>(pObject);
	if (PP)
	{
		u16 play_bone				= PP->GetRandomBone(); 
		
		if (play_bone!=BI_NONE)
		{
			CParticlesObject* pParticles = CParticlesObject::Create(particle_str, TRUE);
			Fmatrix					xform;
			Fvector					dir;
			if(fis_zero				(vel.magnitude()))
				dir.set				(0,1,0);
			else
			{
				dir.set				(vel);
				dir.normalize		();
			}

			PP->MakeXFORM			(pObject,play_bone,dir,Fvector().set(0,0,0),xform);
			pParticles->UpdateParent(xform, vel);
			pParticles->Play		(false);
		}
	}
	if(m_zone_flags.test(eBoltEntranceParticles) && smart_cast<CBolt*>(pObject))
		PlayBoltEntranceParticles();
}
Beispiel #6
0
void CCustomZone::PlayAwakingParticles()
{
	if(m_sAwakingParticles.size())
	{
		CParticlesObject* pParticles;
		pParticles	= CParticlesObject::Create(*m_sAwakingParticles,TRUE);
		pParticles->UpdateParent(XFORM(),zero_vel);
		pParticles->Play(false);
	}

	if(m_awaking_sound._handle())
		m_awaking_sound.play_at_pos	(0, Position());
}
Beispiel #7
0
void CShootingObject::OnShellDrop	(const Fvector& play_pos,
									 const Fvector& parent_vel)
{
	if(!m_sShellParticles) return;
	if( Device.vCameraPosition.distance_to_sqr(play_pos)>2*2 ) return;

	CParticlesObject* pShellParticles	= CParticlesObject::Create(*m_sShellParticles,TRUE);

	Fmatrix particles_pos; 
	particles_pos.set		(get_ParticlesXFORM());
	particles_pos.c.set		(play_pos);

	pShellParticles->UpdateParent		(particles_pos, parent_vel); 
	pShellParticles->Play				();
}
Beispiel #8
0
void CCustomZone::PlayBulletParticles(Fvector& pos)
{
	m_entrance_sound.play_at_pos(0, pos);

	if(!m_sEntranceParticlesSmall) return;
	
	CParticlesObject* pParticles;
	pParticles = CParticlesObject::Create(*m_sEntranceParticlesSmall,TRUE);
	
	Fmatrix M;
	M = XFORM();
	M.c.set(pos);

	pParticles->UpdateParent(M,zero_vel);
	pParticles->Play(false);
}
Beispiel #9
0
CParticlesObject* CBaseMonster::PlayParticles(const shared_str& name, const Fvector &position, const Fvector &dir, BOOL auto_remove, BOOL xformed)
{
	CParticlesObject* ps = CParticlesObject::Create(name.c_str(),auto_remove);
	
	// вычислить позицию и направленность партикла
	Fmatrix	matrix; 

	matrix.identity			();
	matrix.k.set			(dir);
	Fvector::generate_orthonormal_basis_normalized(matrix.k,matrix.j,matrix.i);
	matrix.translate_over	(position);
	
	(xformed) ?				ps->SetXFORM (matrix) : ps->UpdateParent(matrix,zero_vel); 
	ps->Play				(false);

	return ps;
}
Beispiel #10
0
void CShootingObject::OnShellDrop	(const Fvector& play_pos,
									 const Fvector& parent_vel)
{
	if(!m_sShellParticles) return;
	if( Device.vCameraPosition.distance_to_sqr(play_pos)>2*2 ) return;

	CParticlesObject* pShellParticles	= CParticlesObject::Create(*m_sShellParticles,TRUE);

	Fmatrix particles_pos; 
	particles_pos.set		(get_ParticlesXFORM());
	particles_pos.c.set		(play_pos);

	pShellParticles->UpdateParent		(particles_pos, parent_vel);
	CSpectator* tmp_spectr = smart_cast<CSpectator*>(Level().CurrentControlEntity());
	bool in_hud_mode = IsHudModeNow();
	if (in_hud_mode && tmp_spectr &&
		(tmp_spectr->GetActiveCam() != CSpectator::eacFirstEye))
	{
		in_hud_mode = false;
	}
	pShellParticles->Play(in_hud_mode);
}
Beispiel #11
0
BOOL CBlackGraviArtefact::net_Spawn(CSE_Abstract* DC)
{
	if(!inherited::net_Spawn(DC)) return FALSE;



	CParticlesObject* pStaticPG;
	pStaticPG = CParticlesObject::Create("anomaly\\galantine",FALSE);
	Fmatrix pos;
	//pos.rotateY(1.57);
	//pos.mulA(pos);
	pos.scale(0.7f,0.7f,0.7f);
	pos.translate_over(XFORM().c);
	
	Fvector vel;
	vel.set(0,0,0);
	pStaticPG->UpdateParent(pos, vel); 
	pStaticPG->Play();



	return TRUE;
}
Beispiel #12
0
void CBurer::UpdateGraviObject()
{
	if ( !m_gravi_object.active ) 
	{
		return;
	}
	
	if ( !m_gravi_object.enemy || (m_gravi_object.enemy && m_gravi_object.enemy->getDestroy()) ) 
	{
		m_gravi_object.deactivate();
		return;
	}

	if ( m_gravi_object.from_pos.distance_to(m_gravi_object.cur_pos) 
				> 
		 m_gravi_object.from_pos.distance_to(m_gravi_object.target_pos) ) 
	{
		m_gravi_object.deactivate();
		return;
	}

	float dt = float(Device.dwTimeGlobal - m_gravi_object.time_last_update);
	float dist = dt * float(m_gravi.speed)/1000.f;
		
	if (dist < m_gravi.step) return;
	
	Fvector new_pos;
	Fvector dir;
	dir.sub(m_gravi_object.target_pos,m_gravi_object.cur_pos);
	dir.normalize();
	
	new_pos.mad(m_gravi_object.cur_pos,dir,dist);

	// Trace to enemy 
	Fvector enemy_center;
	m_gravi_object.enemy->Center(enemy_center);
	dir.sub(enemy_center, new_pos);
	dir.normalize();

	float trace_dist = float(m_gravi.step);

	collide::rq_result	l_rq;
	if (Level().ObjectSpace.RayPick(new_pos, dir, trace_dist, collide::rqtBoth, l_rq, NULL)) {
		const CObject *enemy = smart_cast<const CObject *>(m_gravi_object.enemy);
		if ((l_rq.O == enemy) && (l_rq.range < trace_dist)) {
			
			// check for visibility
			bool b_enemy_visible = false;
			xr_vector<CObject *> visible_objects;
			feel_vision_get(visible_objects);

			// find object
			for (u32 i = 0; i<visible_objects.size(); i++) {
				if (visible_objects[i] == enemy) {
					b_enemy_visible = true;
					break;
				}
			}
			
			if (b_enemy_visible) {
				Fvector impulse_dir;

				impulse_dir.set(0.0f,0.0f,1.0f);
				impulse_dir.normalize();

				HitEntity(m_gravi_object.enemy, m_gravi.hit_power, m_gravi.impulse_to_enemy, impulse_dir, ALife::eHitTypeStrike, false);
				m_gravi_object.deactivate();
				return;
			}
		}
	}
																								
	m_gravi_object.cur_pos				= new_pos;
	m_gravi_object.time_last_update		= Device.dwTimeGlobal;

	// ---------------------------------------------------------------------
	// draw particle
	CParticlesObject* ps = CParticlesObject::Create(particle_gravi_wave,TRUE);

	// вычислить позицию и направленность партикла
	Fmatrix pos; 
	pos.identity();
	pos.k.set(dir);
	Fvector::generate_orthonormal_basis_normalized(pos.k,pos.j,pos.i);
	// установить позицию
	pos.translate_over(m_gravi_object.cur_pos);

	ps->UpdateParent(pos, zero_vel);
	ps->Play(false);
	
	// hit objects
	m_nearest.clear_not_free		();
	Level().ObjectSpace.GetNearest	(m_nearest,m_gravi_object.cur_pos, m_gravi.radius, NULL); 
	//xr_vector<CObject*> &m_nearest = Level().ObjectSpace.q_nearest;

	for (u32 i=0;i<m_nearest.size();i++) {
		CPhysicsShellHolder  *obj = smart_cast<CPhysicsShellHolder *>(m_nearest[i]);
		if (!obj || !obj->m_pPhysicsShell) continue;
		
		Fvector dir;
		dir.sub(obj->Position(), m_gravi_object.cur_pos);
		dir.normalize();
		obj->m_pPhysicsShell->applyImpulse(dir,m_gravi.impulse_to_objects * obj->m_pPhysicsShell->getMass());
	}

	// играть звук
	Fvector snd_pos = m_gravi_object.cur_pos;
	snd_pos.y += 0.5f;
	if (sound_gravi_wave._feedback())		{
		sound_gravi_wave.set_position	(snd_pos);
	} else ::Sound->play_at_pos			(sound_gravi_wave,0,snd_pos);
}
Beispiel #13
0
void CExplosive::Explode()
{
	VERIFY(0xffff != Initiator());
	VERIFY(m_explosion_flags.test(flReadyToExplode));//m_bReadyToExplode
	VERIFY(!ph_world->Processing());
	//m_bExploding = true;
	m_explosion_flags.set(flExploding,TRUE);
	cast_game_object()->processing_activate();

	Fvector& pos = m_vExplodePos;
	Fvector& dir = m_vExplodeDir;
#ifdef DEBUG
	if(ph_dbg_draw_mask.test(phDbgDrawExplosions))
	{
		DBG_OpenCashedDraw();
		DBG_DrawPoint(pos,0.3f,D3DCOLOR_XRGB(255,0,0));
	}
#endif
//	Msg("---------CExplosive Explode [%d] frame[%d]",cast_game_object()->ID(), Device.dwFrame);
	OnBeforeExplosion();
	//играем звук взрыва
	Sound->play_at_pos(sndExplode, 0, pos, false);
	
	//показываем эффекты

	m_wallmark_manager.PlaceWallmarks		(pos);

	Fvector									vel;
	smart_cast<CPhysicsShellHolder*>(cast_game_object())->PHGetLinearVell(vel);

	Fmatrix explode_matrix;
	explode_matrix.identity();
	explode_matrix.j.set(dir);
	Fvector::generate_orthonormal_basis(explode_matrix.j, explode_matrix.i, explode_matrix.k);
	explode_matrix.c.set(pos);

	CParticlesObject* pStaticPG; 
	pStaticPG = CParticlesObject::Create(*m_sExplodeParticles,!m_bDynamicParticles); 
	if (m_bDynamicParticles) m_pExpParticle = pStaticPG;
	pStaticPG->UpdateParent(explode_matrix,vel);
	pStaticPG->Play();

	//включаем подсветку от взрыва
	StartLight();

	//trace frags
	Fvector frag_dir; 
	
	//////////////////////////////
	//осколки
	//////////////////////////////
	//-------------------------------------
	bool SendHits = false;
	if (OnServer()) SendHits = true;
	else SendHits = false;


	for(int i = 0; i < m_iFragsNum; ++i){
		frag_dir.random_dir	();
		frag_dir.normalize	();
		
		CCartridge cartridge;
		cartridge.m_kDist					= 1.f;
		cartridge.m_kHit					= 1.f;
		cartridge.m_kImpulse				= 1.f;
		cartridge.m_kPierce					= 1.f;
		cartridge.fWallmarkSize				= fWallmarkSize;
		cartridge.bullet_material_idx		= GMLib.GetMaterialIdx(WEAPON_MATERIAL_NAME);
		cartridge.m_flags.set				(CCartridge::cfTracer,FALSE);

		Level().BulletManager().AddBullet(	pos, frag_dir, m_fFragmentSpeed,
											m_fFragHit, m_fFragHitImpulse, Initiator(),
											cast_game_object()->ID(), m_eHitTypeFrag, m_fFragsRadius, 
											cartridge, SendHits );
	}	

	if (cast_game_object()->Remote()) return;
	
	/////////////////////////////////
	//взрывная волна
	////////////////////////////////
	//---------------------------------------------------------------------
	xr_vector<ISpatial*>	ISpatialResult;
	g_SpatialSpace->q_sphere(ISpatialResult,0,STYPE_COLLIDEABLE,pos,m_fBlastRadius);

	m_blasted_objects.clear	();
	for (u32 o_it=0; o_it<ISpatialResult.size(); o_it++)
	{
		ISpatial*		spatial	= ISpatialResult[o_it];
		//		feel_touch_new(spatial->dcast_CObject());

		CPhysicsShellHolder	*pGameObject = smart_cast<CPhysicsShellHolder*>(spatial->dcast_CObject());
		if(pGameObject && cast_game_object()->ID() != pGameObject->ID()) 
			m_blasted_objects.push_back(pGameObject);
	}

	GetExplosionBox(m_vExplodeSize);
START_PROFILE("explosive/activate explosion box")
	ActivateExplosionBox(m_vExplodeSize,m_vExplodePos);
STOP_PROFILE
	//---------------------------------------------------------------------
#ifdef DEBUG
	if(ph_dbg_draw_mask.test(phDbgDrawExplosions))
	{
		DBG_ClosedCashedDraw(100000);
		
	}
#endif
	//////////////////////////////////////////////////////////////////////////
	// Explode Effector	//////////////
	CGameObject* GO = smart_cast<CGameObject*>(Level().CurrentEntity());
	CActor* pActor = smart_cast<CActor*>(GO);
	if(pActor)
	{
		float dist_to_actor = pActor->Position().distance_to(pos);
		float max_dist		= EFFECTOR_RADIUS;
		if (dist_to_actor < max_dist)
			AddEffector	(pActor, effExplodeHit, effector.effect_sect_name, (max_dist - dist_to_actor) / max_dist );
	}
}
Beispiel #14
0
void CBastArtefact::UpdateCLChild() 
{
	//Log						("--- A - CBastArtefact",*cName());
	//Log						("--- A - CBastArtefact",renderable.xform);

	//современем энергия по немногу тоже уменьшается
	if(m_fEnergy>0) m_fEnergy -= m_fEnergyDecreasePerTime*Device.fTimeDelta;

	if (getVisible() && m_pPhysicsShell) {
		if(m_bStrike) {
			//выбрать жертву, если она еще не выбрана
			if(!m_AliveList.empty() && m_AttakingEntity == NULL) {
				CEntityAlive* pEntityToHit = NULL;
				if(m_AliveList.size()>1)
				{
					do
					{
						int rnd = ::Random.randI(m_AliveList.size());
						pEntityToHit = m_AliveList[rnd];
					} while (pEntityToHit == m_pHitedEntity);
				}
				else
				{
					pEntityToHit = m_AliveList.front();
				}

				m_AttakingEntity = pEntityToHit;
			}
		}
		
		if(m_AttakingEntity)
		{
			if(m_AttakingEntity->g_Alive() && m_fEnergy>m_fStrikeImpulse)
			{
				m_fEnergy -= m_fStrikeImpulse;

				//бросить артефакт на выбранную цель
				Fvector dir;
				m_AttakingEntity->Center(dir);
				dir.sub(this->Position()); 
				dir.y += ::Random.randF(-0.05f, 0.5f);
		
				m_pPhysicsShell->applyImpulse(dir, 
								  m_fStrikeImpulse * Device.fTimeDelta *
								  m_pPhysicsShell->getMass());
			}
			else
			{
				m_AttakingEntity = NULL;
				m_bStrike = false;
			}
		}



		if(m_fEnergy>0 && ::Random.randF(0.f, 1.0f)<(m_fEnergy/(m_fStrikeImpulse*100.f)))
		{
			CParticlesObject* pStaticPG;
			pStaticPG = CParticlesObject::Create(*m_sParticleName,TRUE);
			Fmatrix pos; 
			pos.set(XFORM()); 
			Fvector vel; 
			//vel.sub(Position(),ps_Element(0).vPosition); 
			//vel.div((Level().timeServer()-ps_Element(0).dwTime)/1000.f);
			vel.set(0,0,0);
			pStaticPG->UpdateParent(pos, vel); 
			pStaticPG->Play();
		}

	} 
	else if(H_Parent()) XFORM().set(H_Parent()->XFORM());
}
Beispiel #15
0
BOOL CLevel::Load_GameSpecific_After()
{
	// loading static particles
	string_path		fn_game;
	if (FS.exist(fn_game, "$level$", "level.ps_static")) {
		IReader *F = FS.r_open	(fn_game);
		CParticlesObject* pStaticParticles;
		u32				chunk = 0;
		string256		ref_name;
		Fmatrix			transform;
		Fvector			zero_vel={0.f,0.f,0.f};
		for (IReader *OBJ = F->open_chunk_iterator(chunk); OBJ; OBJ = F->open_chunk_iterator(chunk,OBJ)) {
			OBJ->r_stringZ				(ref_name,sizeof(ref_name));
			OBJ->r						(&transform,sizeof(Fmatrix));transform.c.y+=0.01f;
			pStaticParticles			= CParticlesObject::Create(ref_name,FALSE,false);
			pStaticParticles->UpdateParent	(transform,zero_vel);
			pStaticParticles->Play			();
			m_StaticParticles.push_back		(pStaticParticles);
		}
		FS.r_close		(F);
	}
	
	if	(!g_dedicated_server)
	{
		// loading static sounds
		VERIFY								(m_level_sound_manager);
		m_level_sound_manager->Load			();

		// loading sound environment
		if ( FS.exist(fn_game, "$level$", "level.snd_env")) {
			IReader *F				= FS.r_open	(fn_game);
			::Sound->set_geometry_env(F);
			FS.r_close				(F);
		}
		// loading SOM
		if (FS.exist(fn_game, "$level$", "level.som")) {
			IReader *F				= FS.r_open	(fn_game);
			::Sound->set_geometry_som(F);
			FS.r_close				(F);
		}

		// loading random (around player) sounds
		if (pSettings->section_exist("sounds_random")){ 
			CInifile::Sect& S		= pSettings->r_section("sounds_random");
			Sounds_Random.reserve	(S.Data.size());
			for (CInifile::SectCIt I=S.Data.begin(); S.Data.end()!=I; ++I) 
			{
				Sounds_Random.push_back	(ref_sound());
				Sound->create			(Sounds_Random.back(),*I->first,st_Effect,sg_SourceType);
			}
			Sounds_Random_dwNextTime= Device.TimerAsync	()	+ 50000;
			Sounds_Random_Enabled	= FALSE;
		}

		// Сбрасываем состояния дождя при загрузке уровня во избежание пропажи звука. Real Wolf.
		if (g_pGamePersistent->pEnvironment)
		{
			if (auto rain = g_pGamePersistent->pEnvironment->eff_Rain)
			{
				rain->InvalidateState();
			}
		}
	}	

	if (!g_dedicated_server) {
		// loading scripts
		ai().script_engine().remove_script_process(ScriptEngine::eScriptProcessorLevel);

		if (pLevel->section_exist("level_scripts") && pLevel->line_exist("level_scripts","script"))
			ai().script_engine().add_script_process(ScriptEngine::eScriptProcessorLevel,xr_new<CScriptProcess>("level",pLevel->r_string("level_scripts","script")));
		else
			ai().script_engine().add_script_process(ScriptEngine::eScriptProcessorLevel,xr_new<CScriptProcess>("level",""));
	}
		
	BlockCheatLoad();
	return TRUE;
}