//----------------------------------------------------------------------------- void CIncinerate::Create(EERIE_3D _eSrc, float _fBeta) { SetDuration(ulDuration); SetAngle(_fBeta); eSrc.x = _eSrc.x; eSrc.y = _eSrc.y - 20; eSrc.z = _eSrc.z; eTarget.x = eSrc.x - fBetaRadSin * 500; eTarget.y = eSrc.y; eTarget.z = eSrc.z + fBetaRadCos * 500; fSize = 1; int i = 0; iMax = iNumber; EERIE_3D s, e, h; s.x = eSrc.x; s.y = eSrc.y - 20; s.z = eSrc.z; e.x = eSrc.x; e.y = eSrc.y - 20; e.z = eSrc.z; e.x = s.x - fBetaRadSin * 900; e.y = s.y; e.z = s.z + fBetaRadCos * 900; float fd; i = iMax; if (!Visible(&s, &e, NULL, &h)) { e.x = h.x + fBetaRadSin * 20; e.y = h.y; e.z = h.z - fBetaRadCos * 20; } fd = Distance3D(s.x, s.y, s.z, e.x, e.y, e.z); float fDur = ulDuration * (fd / 900.0f); ARX_CHECK_ULONG(fDur); SetDuration(ARX_CLEAN_WARN_CAST_ULONG(fDur)); float fCalc = (fd / 900.0f) * iMax ; ARX_CHECK_INT(fCalc); i = ARX_CLEAN_WARN_CAST_INT(fCalc); iNumber = i; int end = 40; tv1a[0].sx = s.x; tv1a[0].sy = s.y; tv1a[0].sz = s.z; tv1a[end].sx = e.x; tv1a[end].sy = e.y; tv1a[end].sz = e.z; Split(tv1a, 0, end, 10, 1, 0, 1, 10, 1); CParticleParams cp; cp.iNbMax = 250; cp.fLife = 1000; cp.fLifeRandom = 500; cp.p3Pos.x = 0; cp.p3Pos.y = 10; cp.p3Pos.z = 0; cp.p3Direction.x = + fBetaRadSin * 4; cp.p3Direction.y = 0; cp.p3Direction.z = - fBetaRadCos * 4; cp.fAngle = DEG2RAD(1); cp.fSpeed = 0; cp.fSpeedRandom = 20; cp.p3Gravity.x = 0; cp.p3Gravity.y = 0; cp.p3Gravity.z = 0; cp.fFlash = 0; cp.fRotation = 0; cp.bRotationRandomDirection = false; cp.bRotationRandomStart = false; cp.fStartSize = 5; cp.fStartSizeRandom = 5; cp.fStartColor[0] = 80; cp.fStartColor[1] = 80; cp.fStartColor[2] = 0; cp.fStartColor[3] = 20; cp.fStartColorRandom[0] = 81; cp.fStartColorRandom[1] = 81; cp.fStartColorRandom[2] = 51; cp.fStartColorRandom[3] = 51; cp.bStartLock = true; cp.fEndSize = 1; cp.fEndSizeRandom = 5; cp.fEndColor[0] = 50; cp.fEndColor[1] = 0; cp.fEndColor[2] = 0; cp.fEndColor[3] = 20; cp.fEndColorRandom[0] = 50; cp.fEndColorRandom[1] = 50; cp.fEndColorRandom[2] = 50; cp.fEndColorRandom[3] = 20; cp.bEndLock = true; cp.bTexLoop = true; cp.iBlendMode = 3; pPSStream.SetParams(cp); pPSStream.ulParticleSpawn = 0; pPSStream.SetTexture("graph\\particles\\smallfire", 4, 10); pPSStream.fParticleFreq = 250; pPSStream.bParticleFollow = false; pPSStream.SetPos(eSrc); pPSStream.Update(0); // Hit cp.iNbMax = 150; cp.fLife = 2000; cp.fLifeRandom = 1000; cp.p3Pos.x = 80; cp.p3Pos.y = 10; cp.p3Pos.z = 80; cp.p3Direction.x = 0; cp.p3Direction.y = 2; cp.p3Direction.z = 0; cp.fAngle = 0; cp.fSpeed = 0; cp.fSpeedRandom = 0; cp.p3Gravity.x = 0; cp.p3Gravity.y = 0; cp.p3Gravity.z = 0; cp.fFlash = 0; cp.fRotation = 0; cp.bRotationRandomDirection = false; cp.bRotationRandomStart = false; cp.fStartSize = 10; cp.fStartSizeRandom = 3; cp.fStartColor[0] = 25; cp.fStartColor[1] = 25; cp.fStartColor[2] = 25; cp.fStartColor[3] = 50; cp.fStartColorRandom[0] = 51; cp.fStartColorRandom[1] = 51; cp.fStartColorRandom[2] = 51; cp.fStartColorRandom[3] = 101; cp.bStartLock = false; cp.fEndSize = 10; cp.fEndSizeRandom = 3; cp.fEndColor[0] = 25; cp.fEndColor[1] = 25; cp.fEndColor[2] = 25; cp.fEndColor[3] = 50; //0 cp.fEndColorRandom[0] = 0; cp.fEndColorRandom[1] = 0; cp.fEndColorRandom[2] = 0; cp.fEndColorRandom[3] = 100; //0 cp.bEndLock = false; cp.bTexLoop = true; cp.iBlendMode = 0; pPSHit.SetParams(cp); pPSHit.ulParticleSpawn = 0; pPSHit.SetTexture("graph\\particles\\firebase", 4, 100); pPSHit.fParticleFreq = -1; pPSHit.SetPos(eSrc); pPSHit.Update(0); }
/*--------------------------------------------------------------------------*/ float CLevitate::Render(LPDIRECT3DDEVICE7 device) { if (this->key > 1) return 0; SETALPHABLEND(device, TRUE); SETZWRITE(device, FALSE); //calcul du cone D3DTLVERTEX d3dvs, *d3dv; EERIE_3D * vertex; int nb, nbc, col; float ddu = this->ang; float u = ddu, du = .99999999f / (float)this->def; switch (this->key) { case 0: nbc = 2; while (nbc--) { vertex = this->cone[nbc].conevertex; d3dv = this->cone[nbc].coned3d; nb = (this->cone[nbc].conenbvertex) >> 1; while (nb) { d3dvs.sx = this->pos.x + (vertex + 1)->x + ((vertex->x - (vertex + 1)->x) * this->scale); d3dvs.sy = this->pos.y + (vertex + 1)->y + ((vertex->y - (vertex + 1)->y) * this->scale); d3dvs.sz = this->pos.z + (vertex + 1)->z + ((vertex->z - (vertex + 1)->z) * this->scale); EE_RT2(&d3dvs, d3dv); float fRandom = rnd() * 80.f ; ARX_CHECK_INT(fRandom); col = ARX_CLEAN_WARN_CAST_INT(fRandom); if (!ARXPausedTimer) d3dv->color = RGBA_MAKE(col, col, col, col); d3dv->tu = u; d3dv->tv = 0.f; vertex++; d3dv++; d3dvs.sx = this->pos.x + vertex->x; d3dvs.sy = this->pos.y; d3dvs.sz = this->pos.z + vertex->z; EE_RT2(&d3dvs, d3dv); fRandom = rnd() * 80.f ; ARX_CHECK_INT(fRandom); col = ARX_CLEAN_WARN_CAST_INT(fRandom); if (!ARXPausedTimer) d3dv->color = RGBA_MAKE(0, 0, 0, col); d3dv->tu = u; d3dv->tv = 0.9999999f; vertex++; d3dv++; u += du; nb--; } u = ddu; du = -du; } nbc = 3; while (nbc--) { int j = ARX_PARTICLES_GetFree(); if ((j != -1) && (!ARXPausedTimer)) { ParticleCount++; particle[j].exist = 1; particle[j].zdec = 0; float a = DEG2RAD(360.f * rnd()); particle[j].ov.x = this->pos.x + this->rbase * EEcos(a); particle[j].ov.y = this->pos.y; particle[j].ov.z = this->pos.z + this->rbase * EEsin(a); float t = EEDistance3D(&particle[j].ov, &this->pos); particle[j].move.x = (5.f + 5.f * rnd()) * ((particle[j].ov.x - this->pos.x) / t); particle[j].move.y = 3.f * rnd(); particle[j].move.z = (5.f + 5.f * rnd()) * ((particle[j].ov.z - this->pos.z) / t); particle[j].siz = 30.f + 30.f * rnd(); particle[j].tolive = 3000; particle[j].scale.x = 1.f; particle[j].scale.y = 1.f; particle[j].scale.z = 1.f; particle[j].timcreation = -(long)(ARXTime + 3000); //spells[i].lastupdate; particle[j].tc = NULL; particle[j].special = FIRE_TO_SMOKE | FADE_IN_AND_OUT | ROTATING | MODULATE_ROTATION | DISSIPATING; particle[j].fparam = 0.0000001f; particle[j].r = 1.f; particle[j].g = 1.f; particle[j].b = 1.f; } } break; case 1: nbc = 2; while (nbc--) { vertex = this->cone[nbc].conevertex; d3dv = this->cone[nbc].coned3d; nb = (this->cone[nbc].conenbvertex) >> 1; while (nb) { d3dvs.sx = this->pos.x + vertex->x; d3dvs.sy = this->pos.y + vertex->y; d3dvs.sz = this->pos.z + vertex->z; EE_RT2(&d3dvs, d3dv); col = (int)(rnd() * 80.f); if (!ARXPausedTimer) d3dv->color = RGBA_MAKE(col, col, col, col); d3dv->tu = u; d3dv->tv = 0.f; vertex++; d3dv++; d3dvs.sx = this->pos.x + vertex->x; d3dvs.sy = this->pos.y; d3dvs.sz = this->pos.z + vertex->z; EE_RT2(&d3dvs, d3dv); col = (int)(rnd() * 80.f); if (!ARXPausedTimer) d3dv->color = RGBA_MAKE(0, 0, 0, col); d3dv->tu = u; d3dv->tv = 1; vertex++; d3dv++; u += du; nb--; } u = ddu; du = -du; } nbc = 10; while (nbc--) { int j = ARX_PARTICLES_GetFree(); if ((j != -1) && (!ARXPausedTimer)) { ParticleCount++; particle[j].exist = 1; particle[j].zdec = 0; float a = DEG2RAD(360.f * rnd()); particle[j].ov.x = this->pos.x + this->rbase * EEcos(a); particle[j].ov.y = this->pos.y; particle[j].ov.z = this->pos.z + this->rbase * EEsin(a); float t = EEDistance3D(&particle[j].ov, &this->pos); particle[j].move.x = (5.f + 5.f * rnd()) * ((particle[j].ov.x - this->pos.x) / t); particle[j].move.y = 3.f * rnd(); particle[j].move.z = (5.f + 5.f * rnd()) * ((particle[j].ov.z - this->pos.z) / t); particle[j].siz = 30.f + 30.f * rnd(); particle[j].tolive = 3000; particle[j].scale.x = 1.f; particle[j].scale.y = 1.f; particle[j].scale.z = 1.f; particle[j].timcreation = -(long)(ARXTime + 3000); particle[j].tc = NULL; particle[j].special = FIRE_TO_SMOKE | FADE_IN_AND_OUT | ROTATING | MODULATE_ROTATION | DISSIPATING; particle[j].fparam = 0.0000001f; particle[j].r = 1.f; particle[j].g = 1.f; particle[j].b = 1.f; } } break; } //tracé du cone back device->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ONE); device->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ONE); SETALPHABLEND(device, TRUE); SETTEXTUREWRAPMODE(device, D3DTADDRESS_MIRROR); if (this->tsouffle) device->SetTexture(0, this->tsouffle->m_pddsSurface); else device->SetTexture(0, NULL); SETCULL(device, D3DCULL_CW); int i = cone[1].conenbfaces - 2; int j = 0; while (i--) { ARX_DrawPrimitive_SoftClippZ(&cone[1].coned3d[j], &cone[1].coned3d[j+1], &cone[1].coned3d[j+2]); j++; } i = cone[0].conenbfaces - 2; j = 0; while (i--) { ARX_DrawPrimitive_SoftClippZ(&cone[0].coned3d[j], &cone[0].coned3d[j+1], &cone[0].coned3d[j+2]); j++; } //tracé du cone front SETCULL(device, D3DCULL_CCW); i = cone[1].conenbfaces - 2; j = 0; while (i--) { ARX_DrawPrimitive_SoftClippZ(&cone[1].coned3d[j], &cone[1].coned3d[j+1], &cone[1].coned3d[j+2]); j++; } i = cone[0].conenbfaces - 2; j = 0; while (i--) { ARX_DrawPrimitive_SoftClippZ(&cone[0].coned3d[j], &cone[0].coned3d[j+1], &cone[0].coned3d[j+2]); j++; } //tracé des pierres device->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA); device->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA); this->DrawStone(device); device->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ONE); device->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ZERO); SETALPHABLEND(device, FALSE); SETZWRITE(device, TRUE); return 0; }
//----------------------------------------------------------------------------- void ARX_MINIMAP_Show(LPDIRECT3DDEVICE7 m_pd3dDevice, long SHOWLEVEL, long flag, long fl2) { float sstartx, sstarty; if (!pTexDetect) { GetTextureFile("Graph\\particles\\flare.bmp"); char temp[256]; MakeDir(temp, "Graph\\particles\\flare.bmp"); pTexDetect = D3DTextr_GetSurfaceContainer(temp); } // SHOWLEVEL=8; // First Load Minimap TC & DATA if needed if (minimap[SHOWLEVEL].tc == NULL) { ARX_MINIMAP_GetData(SHOWLEVEL); } if ((minimap[SHOWLEVEL].tc) && (minimap[SHOWLEVEL].tc->m_pddsSurface)) { float startx, starty, casex, casey, ratiooo; float mod_x = (float)MAX_BKGX / (float)MINIMAP_MAX_X; float mod_z = (float)MAX_BKGZ / (float)MINIMAP_MAX_Z; if (flag == 1) { startx = 0; starty = 0; casex = (900) / ((float)MINIMAP_MAX_X); casey = (900) / ((float)MINIMAP_MAX_Z); ratiooo = 900.f / 250.f; if (fl2) { casex = (600) / ((float)MINIMAP_MAX_X); casey = (600) / ((float)MINIMAP_MAX_Z); ratiooo = 600.f / 250.f; } } else { startx = (140); starty = (120); casex = (250) / ((float)MINIMAP_MAX_X); casey = (250) / ((float)MINIMAP_MAX_Z); ratiooo = 1.f; } sstartx = startx; sstarty = starty; float ofx, ofx2, ofy, ofy2, px, py; px = py = 0.f; ofx = mini_offset_x[CURRENTLEVEL]; ofx2 = minimap[SHOWLEVEL].xratio; ofy = mini_offset_y[CURRENTLEVEL]; ofy2 = minimap[SHOWLEVEL].yratio; if ((SHOWLEVEL == ARX_LEVELS_GetRealNum(CURRENTLEVEL)) || (flag == 2)) { // Computes playerpos ofx = mini_offset_x[CURRENTLEVEL]; ofx2 = minimap[SHOWLEVEL].xratio; ofy = mini_offset_y[CURRENTLEVEL]; ofy2 = minimap[SHOWLEVEL].yratio; px = startx + ((player.pos.x + ofx - ofx2) * DIV100 * casex + mini_offset_x[CURRENTLEVEL] * ratiooo * mod_x) / mod_x ; //DIV100*2; py = starty + ((mapmaxy[SHOWLEVEL] - ofy - ofy2) * DIV100 * casey - (player.pos.z + ofy - ofy2) * DIV100 * casey + mini_offset_y[CURRENTLEVEL] * ratiooo * mod_z) / mod_z ; //DIV100*2; if (flag == 1) { sstartx = startx; sstarty = starty; startx = 490.f - px; starty = 220.f - py; px += startx; py += starty; } } D3DTLVERTEX verts[4]; SETTC(m_pd3dDevice, minimap[SHOWLEVEL].tc); for (long k = 0; k < 4; k++) { verts[k].color = 0xFFFFFFFF; verts[k].rhw = 1; verts[k].sz = 0.00001f; } float div = DIV25; TextureContainer * tc = minimap[SHOWLEVEL].tc; float dw = 1.f / (float)max(tc->m_dwDeviceWidth, tc->m_dwOriginalWidth); float dh = 1.f / (float)max(tc->m_dwDeviceHeight, tc->m_dwOriginalHeight); float vx2 = 4.f * dw * mod_x; float vy2 = 4.f * dh * mod_z; float _px; RECT boundaries; float MOD20, MOD20DIV, divXratio, divYratio; boundaries.bottom = boundaries.left = boundaries.right = boundaries.top = 0; MOD20 = MOD20DIV = divXratio = divYratio = 0.f; if (flag != 2) { if (flag == 1) { MOD20 = 20.f * Xratio; MOD20DIV = 1.f / (MOD20); //@PERF do if(fl2){}else{} to make 4 and not 8 flot op if fl2. ARX_CHECK_LONG((360 + MOD20)*Xratio); ARX_CHECK_LONG((555 - MOD20)*Xratio); ARX_CHECK_LONG((85 + MOD20)*Yratio); ARX_CHECK_LONG((355 - MOD20)*Yratio); //CAST boundaries.left = ARX_CLEAN_WARN_CAST_LONG((360 + MOD20) * Xratio); boundaries.right = ARX_CLEAN_WARN_CAST_LONG((555 - MOD20) * Xratio); boundaries.top = ARX_CLEAN_WARN_CAST_LONG((85 + MOD20) * Yratio); boundaries.bottom = ARX_CLEAN_WARN_CAST_LONG((355 - MOD20) * Yratio); if (fl2) { //CHECK (DEBUG) ARX_CHECK_LONG((390 + MOD20)*Xratio); ARX_CHECK_LONG((590 - MOD20)*Xratio); ARX_CHECK_LONG((135 + MOD20)*Yratio); ARX_CHECK_LONG((295 - MOD20)*Yratio); //CAST boundaries.left = ARX_CLEAN_WARN_CAST_LONG((390 + MOD20) * Xratio); boundaries.right = ARX_CLEAN_WARN_CAST_LONG((590 - MOD20) * Xratio); boundaries.top = ARX_CLEAN_WARN_CAST_LONG((135 + MOD20) * Yratio); boundaries.bottom = ARX_CLEAN_WARN_CAST_LONG((295 - MOD20) * Yratio); } } SETALPHABLEND(m_pd3dDevice, TRUE); m_pd3dDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ZERO); m_pd3dDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCCOLOR); m_pd3dDevice->SetRenderState(D3DRENDERSTATE_ZFUNC, D3DCMP_ALWAYS); SETTEXTUREWRAPMODE(m_pd3dDevice, D3DTADDRESS_CLAMP); if (fl2) { m_pd3dDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ONE); m_pd3dDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCCOLOR); } } else { divXratio = 1.f / Xratio; divYratio = 1.f / Yratio; } for (long j = -2; j < MINIMAP_MAX_Z + 2; j++) { for (long i = -2; i < MINIMAP_MAX_X + 2; i++) { float vx, vy, vxx, vyy; vxx = ((float)i * (float)ACTIVEBKG->Xdiv * mod_x); vyy = ((float)j * (float)ACTIVEBKG->Zdiv * mod_z); vx = (vxx * div) * dw; vy = (vyy * div) * dh; long okay = 1; float posx = (startx + i * casex) * Xratio; float posy = (starty + j * casey) * Yratio; if (flag == 1) { if ((posx < 360 * Xratio) || (posx > 555 * Xratio) || (posy < 85 * Yratio) || (posy > 355 * Yratio)) okay = 0; if (fl2) { okay = 1; if ((posx < 390 * Xratio) || (posx > 590 * Xratio) || (posy < 135 * Yratio) || (posy > 295 * Yratio)) okay = 0; } } else { if ((posx > 345 * Xratio) || (posy > 290 * Yratio)) okay = 0; } if (okay) { if ((flag == 2) && (i >= 0) && (i < MINIMAP_MAX_X) && (j >= 0) && (j < MINIMAP_MAX_Z)) { float d = Distance2D(posx * divXratio + casex * DIV2, posy * divYratio /*-casey * 2 * Yratio*/, px, py); if (d <= 6.f) { long r; float vv = (6 - d) * DIV6; if (vv >= 0.5f) vv = 1.f; else if (vv > 0.f) vv = vv * 2.f; else vv = 0.f; F2L((float)(vv * 255.f), &r); long ucLevel = __max(r, minimap[SHOWLEVEL].revealed[i][j]); ARX_CHECK_UCHAR(ucLevel); minimap[SHOWLEVEL].revealed[i][j] = ARX_CLEAN_WARN_CAST_UCHAR(ucLevel); } } if (!FOR_EXTERNAL_PEOPLE) { if ((i >= 0) && (i < MINIMAP_MAX_X) && (j >= 0) && (j < MINIMAP_MAX_Z)) { minimap[SHOWLEVEL].revealed[i][j] = 255; } } verts[3].sx = verts[0].sx = (posx); verts[1].sy = verts[0].sy = (posy); verts[2].sx = verts[1].sx = posx + (casex * Xratio); verts[3].sy = verts[2].sy = posy + (casey * Yratio); verts[3].tu = verts[0].tu = vx; verts[1].tv = verts[0].tv = vy; verts[2].tu = verts[1].tu = vx + vx2; verts[3].tv = verts[2].tv = vy + vy2; if (flag != 2) { float v; float oo = 0.f; if ((i < 0) || (i >= MINIMAP_MAX_X) || (j < 0) || (j >= MINIMAP_MAX_Z)) v = 0; else v = ((float)minimap[SHOWLEVEL].revealed[i][j]) * DIV255; if (flag == 1) { long vert = 0; _px = verts[vert].sx - boundaries.left; if (_px < 0.f) v = 0.f; else if (_px < MOD20) v *= _px * MOD20DIV; _px = boundaries.right - verts[vert].sx; if (_px < 0.f) v = 0.f; else if (_px < MOD20) v *= _px * MOD20DIV; _px = verts[vert].sy - boundaries.top; if (_px < 0.f) v = 0.f; else if (_px < MOD20) v *= _px * MOD20DIV; _px = boundaries.bottom - verts[vert].sy; if (_px < 0.f) v = 0.f; else if (_px < MOD20) v *= _px * MOD20DIV; } if (fl2) verts[0].color = D3DRGB(v * DIV2, v * DIV2, v * DIV2); else verts[0].color = D3DRGB(v, v, v); oo += v; if ((i + 1 < 0) || (i + 1 >= MINIMAP_MAX_X) || (j < 0) || (j >= MINIMAP_MAX_Z)) v = 0; else v = ((float)minimap[SHOWLEVEL].revealed[__min(i+1, MINIMAP_MAX_X-1)][j]) * DIV255; if (flag == 1) { long vert = 1; _px = verts[vert].sx - boundaries.left; if (_px < 0.f) v = 0.f; else if (_px < MOD20) v *= _px * MOD20DIV; _px = boundaries.right - verts[vert].sx; if (_px < 0.f) v = 0.f; else if (_px < MOD20) v *= _px * MOD20DIV; _px = verts[vert].sy - boundaries.top; if (_px < 0.f) v = 0.f; else if (_px < MOD20) v *= _px * MOD20DIV; _px = boundaries.bottom - verts[vert].sy; if (_px < 0.f) v = 0.f; else if (_px < MOD20) v *= _px * MOD20DIV; } if (fl2) verts[1].color = D3DRGB(v * DIV2, v * DIV2, v * DIV2); else verts[1].color = D3DRGB(v, v, v); oo += v; if ((i + 1 < 0) || (i + 1 >= MINIMAP_MAX_X) || (j + 1 < 0) || (j + 1 >= MINIMAP_MAX_Z)) v = 0; else v = ((float)minimap[SHOWLEVEL].revealed[__min(i+1, MINIMAP_MAX_X-1)][__min(j+1, MINIMAP_MAX_Z-1)]) * DIV255; if (flag == 1) { long vert = 2; _px = verts[vert].sx - boundaries.left; if (_px < 0.f) v = 0.f; else if (_px < MOD20) v *= _px * MOD20DIV; _px = boundaries.right - verts[vert].sx; if (_px < 0.f) v = 0.f; else if (_px < MOD20) v *= _px * MOD20DIV; _px = verts[vert].sy - boundaries.top; if (_px < 0.f) v = 0.f; else if (_px < MOD20) v *= _px * MOD20DIV; _px = boundaries.bottom - verts[vert].sy; if (_px < 0.f) v = 0.f; else if (_px < MOD20) v *= _px * MOD20DIV; } if (fl2) verts[2].color = D3DRGB(v * DIV2, v * DIV2, v * DIV2); else verts[2].color = D3DRGB(v, v, v); oo += v; if ((i < 0) || (i >= MINIMAP_MAX_X) || (j + 1 < 0) || (j + 1 >= MINIMAP_MAX_Z)) v = 0; else v = ((float)minimap[SHOWLEVEL].revealed[i][__min(j+1, MINIMAP_MAX_Z-1)]) * DIV255; if (flag == 1) { long vert = 3; _px = verts[vert].sx - boundaries.left; if (_px < 0.f) v = 0.f; else if (_px < MOD20) v *= _px * MOD20DIV; _px = boundaries.right - verts[vert].sx; if (_px < 0.f) v = 0.f; else if (_px < MOD20) v *= _px * MOD20DIV; _px = verts[vert].sy - boundaries.top; if (_px < 0.f) v = 0.f; else if (_px < MOD20) v *= _px * MOD20DIV; _px = boundaries.bottom - verts[vert].sy; if (_px < 0.f) v = 0.f; else if (_px < MOD20) v *= _px * MOD20DIV; } if (fl2) verts[3].color = D3DRGB(v * DIV2, v * DIV2, v * DIV2); else verts[3].color = D3DRGB(v, v, v); oo += v; if (oo > 0.f) { if (fl2) { verts[0].sx += DECALX * Xratio; verts[0].sy += DECALY * Yratio; verts[1].sx += DECALX * Xratio; verts[1].sy += DECALY * Yratio; verts[2].sx += DECALX * Xratio; verts[2].sy += DECALY * Yratio; verts[3].sx += DECALX * Xratio; verts[3].sy += DECALY * Yratio; } EERIEDRAWPRIM(GDevice, D3DPT_TRIANGLEFAN, D3DFVF_TLVERTEX | D3DFVF_DIFFUSE, verts, 4, 0); } } } } } if (flag != 2) { m_pd3dDevice->SetTextureStageState(0, D3DTSS_ADDRESS , D3DTADDRESS_WRAP); m_pd3dDevice->SetRenderState(D3DRENDERSTATE_ZFUNC, D3DCMP_LESSEQUAL); SETALPHABLEND(m_pd3dDevice, FALSE); if ((SHOWLEVEL == ARX_LEVELS_GetRealNum(CURRENTLEVEL))) { // Now Draws Playerpos/angle verts[0].color = 0xFFFF0000; verts[1].color = 0xFFFF0000; verts[2].color = 0xFFFF0000; float val; if (flag == 1) val = 6.f; else val = 3.f; float rx = 0.f; float ry = -val * 1.8f; float rx2 = -val * DIV2; float ry2 = val; float rx3 = val * DIV2; float ry3 = val; float angle = DEG2RAD(player.angle.b); float ca = EEcos(angle); float sa = EEsin(angle); verts[0].sx = (px + rx2 * ca + ry2 * sa) * Xratio; verts[0].sy = (py + ry2 * ca - rx2 * sa) * Yratio; verts[1].sx = (px + rx * ca + ry * sa) * Xratio; verts[1].sy = (py + ry * ca - rx * sa) * Yratio; verts[2].sx = (px + rx3 * ca + ry3 * sa) * Xratio; verts[2].sy = (py + ry3 * ca - rx3 * sa) * Yratio; SETTC(GDevice, NULL); if (fl2) { SETALPHABLEND(m_pd3dDevice, TRUE); verts[0].sx += DECALX * Xratio; verts[0].sy += DECALY * Yratio; verts[1].sx += DECALX * Xratio; verts[1].sy += DECALY * Yratio; verts[2].sx += DECALX * Xratio; verts[2].sy += DECALY * Yratio; } EERIEDRAWPRIM(GDevice, D3DPT_TRIANGLEFAN, D3DFVF_TLVERTEX | D3DFVF_DIFFUSE, verts, 3, 0); if (fl2) SETALPHABLEND(m_pd3dDevice, FALSE); } } // tsu for (long lnpc = 1; lnpc < inter.nbmax; lnpc++) { if ((inter.iobj[lnpc] != NULL) && (inter.iobj[lnpc]->ioflags & IO_NPC)) { if (inter.iobj[lnpc]->_npcdata->life > 0.f) if (!((inter.iobj[lnpc]->GameFlags & GFLAG_MEGAHIDE) || (inter.iobj[lnpc]->show == SHOW_FLAG_MEGAHIDE)) && (inter.iobj[lnpc]->show == SHOW_FLAG_IN_SCENE)) if (!(inter.iobj[lnpc]->show == SHOW_FLAG_HIDDEN)) if (inter.iobj[lnpc]->_npcdata->fDetect >= 0) { if (player.Full_Skill_Etheral_Link >= inter.iobj[lnpc]->_npcdata->fDetect) { float fpx; float fpy; fpx = sstartx + ((inter.iobj[lnpc]->pos.x - 100 + ofx - ofx2) * DIV100 * casex + mini_offset_x[CURRENTLEVEL] * ratiooo * mod_x) / mod_x; fpy = sstarty + ((mapmaxy[SHOWLEVEL] - ofy - ofy2) * DIV100 * casey - (inter.iobj[lnpc]->pos.z + 200 + ofy - ofy2) * DIV100 * casey + mini_offset_y[CURRENTLEVEL] * ratiooo * mod_z) / mod_z; if (flag == 1) { fpx = startx + ((inter.iobj[lnpc]->pos.x - 100 + ofx - ofx2) * DIV100 * casex + mini_offset_x[CURRENTLEVEL] * ratiooo * mod_x) / mod_x; fpy = starty + ((mapmaxy[SHOWLEVEL] - ofy - ofy2) * DIV100 * casey - (inter.iobj[lnpc]->pos.z + 200 + ofy - ofy2) * DIV100 * casey + mini_offset_y[CURRENTLEVEL] * ratiooo * mod_z) / mod_z; } float d = Distance2D(player.pos.x, player.pos.z, inter.iobj[lnpc]->pos.x, inter.iobj[lnpc]->pos.z); if ((d <= 800) && (fabs(inter.iobj[0]->pos.y - inter.iobj[lnpc]->pos.y) < 250.f)) { float col = 1.f; if (d > 600.f) { col = 1.f - (d - 600.f) * DIV200; } if (!fl2) { SETALPHABLEND(m_pd3dDevice, true); m_pd3dDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ONE); m_pd3dDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ONE); } else SETALPHABLEND(m_pd3dDevice, true); if (fl2) { fpx += DECALX * Xratio; fpy += (DECALY + 15) * Yratio; } fpx *= Xratio; fpy *= Yratio; EERIEDrawBitmap(GDevice, fpx, fpy, 5.f * ratiooo, 5.f * ratiooo, 0, pTexDetect, D3DRGB(col, 0, 0)); if (!fl2) SETALPHABLEND(m_pd3dDevice, false); } } } } } if (flag == 0) for (long i = 0; i < Nb_Mapmarkers; i++) { if (Mapmarkers[i].lvl == SHOWLEVEL + 1) { float pos_x = Mapmarkers[i].x * 8 * ratiooo * ACTIVEBKG->Xmul * casex + startx; float pos_y = Mapmarkers[i].y * 8 * ratiooo * ACTIVEBKG->Zmul * casey + starty; float size = 5.f * ratiooo; verts[0].color = 0xFFFF0000; verts[1].color = 0xFFFF0000; verts[2].color = 0xFFFF0000; verts[3].color = 0xFFFF0000; verts[0].sx = (pos_x - size) * Xratio; verts[0].sy = (pos_y - size) * Yratio; verts[1].sx = (pos_x + size) * Xratio; verts[1].sy = (pos_y - size) * Yratio; verts[2].sx = (pos_x + size) * Xratio; verts[2].sy = (pos_y + size) * Yratio; verts[3].sx = (pos_x - size) * Xratio; verts[3].sy = (pos_y + size) * Yratio; verts[0].tu = 0.f; verts[0].tv = 0.f; verts[1].tu = 1.f; verts[1].tv = 0.f; verts[2].tu = 1.f; verts[2].tv = 1.f; verts[3].tu = 0.f; verts[3].tv = 1.f; if ((!fl2) && (MouseInRect(verts[0].sx, verts[0].sy, verts[2].sx, verts[2].sy))) { if (!Mapmarkers[i].tstring) { _TCHAR output[4096]; MakeLocalised(Mapmarkers[i].string, output, 4096, 0); Mapmarkers[i].tstring = (_TCHAR *)malloc((_tcslen(output) + 1) * sizeof(_TCHAR)); ZeroMemory(Mapmarkers[i].tstring, (_tcslen(output) + 1)*sizeof(_TCHAR)); _tcscpy(Mapmarkers[i].tstring, output); } if (Mapmarkers[i].tstring) { RECT rRect, bRect; SetRect(&bRect , (140), (290) , (140 + 205), (358)); float fLeft = (bRect.left) * Xratio ; float fRight = (bRect.right) * Xratio ; float fTop = (bRect.top) * Yratio ; float fBottom = (bRect.bottom) * Yratio ; ARX_CHECK_INT(fLeft); ARX_CHECK_INT(fRight); ARX_CHECK_INT(fTop); ARX_CHECK_INT(fBottom); SetRect(&rRect , ARX_CLEAN_WARN_CAST_INT(fLeft) , ARX_CLEAN_WARN_CAST_INT(fTop) , ARX_CLEAN_WARN_CAST_INT(fRight) , ARX_CLEAN_WARN_CAST_INT(fBottom)); long lLengthDraw = ARX_UNICODE_ForceFormattingInRect( hFontInGameNote, Mapmarkers[i].tstring, 0, rRect); danaeApp.DANAEEndRender(); _TCHAR Page_Buffer[256]; _tcsncpy(Page_Buffer, Mapmarkers[i].tstring, lLengthDraw); Page_Buffer[lLengthDraw] = _T('\0'); DrawBookTextInRect(ARX_CLEAN_WARN_CAST_FLOAT(bRect.left), ARX_CLEAN_WARN_CAST_FLOAT(bRect.top), ARX_CLEAN_WARN_CAST_FLOAT(bRect.right), ARX_CLEAN_WARN_CAST_FLOAT(bRect.bottom), Page_Buffer, 0, 0x00FF00FF, hFontInGameNote); danaeApp.DANAEStartRender(); } } if (MapMarkerTc == NULL) { MapMarkerTc = MakeTCFromFile("Graph\\interface\\icons\\mapmarker.bmp"); } SETTC(GDevice, MapMarkerTc); if (fl2) { verts[0].sx += DECALX * Xratio; verts[0].sy += DECALY * Yratio; verts[1].sx += DECALX * Xratio; verts[1].sy += DECALY * Yratio; verts[2].sx += DECALX * Xratio; verts[2].sy += DECALY * Yratio; verts[3].sx += DECALX * Xratio; verts[3].sy += DECALY * Yratio; } EERIEDRAWPRIM(GDevice, D3DPT_TRIANGLEFAN, D3DFVF_TLVERTEX | D3DFVF_DIFFUSE, verts, 4, 0); } } } }