//-----------------------------------------------------------------------------
float CMultiPoisonProjectile::Render(LPDIRECT3DDEVICE7 m_pd3dDevice)
{
 

	for (UINT i = 0 ; i < uiNumber ; i++)
	{
		float fa = pTab[i]->Render(m_pd3dDevice);

		CPoisonProjectile * pPoisonProjectile = (CPoisonProjectile *) pTab[i];

		if (pPoisonProjectile->lLightId != -1)
		{
			long id					= pPoisonProjectile->lLightId;
			DynLight[id].exist		= 1;
			DynLight[id].intensity	= 2.3f * fa;
			DynLight[id].fallend	= 250.f;
			DynLight[id].fallstart	= 150.f;
			DynLight[id].rgb.r		= 0.f;
			DynLight[id].rgb.g		= 1.0f;
			DynLight[id].rgb.b		= 0.f;
			DynLight[id].pos.x		= pPoisonProjectile->eCurPos.x;
			DynLight[id].pos.y		= pPoisonProjectile->eCurPos.y;
			DynLight[id].pos.z		= pPoisonProjectile->eCurPos.z;
			DynLight[id].time_creation = ARXTimeUL();
			DynLight[id].duration	= 200;
		}

		long t = ARX_DAMAGES_GetFree();
		AddPoisonFog(&pPoisonProjectile->eCurPos, spells[spellinstance].caster_level + 7);

		if ((t != -1)
		        &&	(spells[pTab[i]->spellinstance].timcreation + 1600 < ARXTimeUL()))
		{
			damages[t].pos.x  = pPoisonProjectile->eCurPos.x;
			damages[t].pos.y  = pPoisonProjectile->eCurPos.y;
			damages[t].pos.z  = pPoisonProjectile->eCurPos.z;
			damages[t].radius = 120.f;
			float v = spells[spellinstance].caster_level;
			v = 4.f + v * DIV10 * 6.f ;
			damages[t].damages	= v * DIV1000 * _framedelay;
			damages[t].area		= DAMAGE_FULL;
			damages[t].duration	= ARX_CLEAN_WARN_CAST_LONG(FrameDiff);
			damages[t].source	= spells[spellinstance].caster;
			damages[t].flags	= 0;
			damages[t].type		= DAMAGE_TYPE_MAGICAL | DAMAGE_TYPE_POISON;
			damages[t].exist	= TRUE;
		}
	}

	return 1;
}
Example #2
0
//-----------------------------------------------------------------------------
float CMultiPoisonProjectile::Render()
{
 

	for (unsigned int i = 0 ; i < uiNumber ; i++)
	{
		float fa = pTab[i]->Render();

		CPoisonProjectile * pPoisonProjectile = (CPoisonProjectile *) pTab[i];

		if (pPoisonProjectile->lLightId != -1)
		{
			long id					= pPoisonProjectile->lLightId;
			DynLight[id].exist		= 1;
			DynLight[id].intensity	= 2.3f * fa;
			DynLight[id].fallend	= 250.f;
			DynLight[id].fallstart	= 150.f;
			DynLight[id].rgb = Color3f::green;
			DynLight[id].pos = pPoisonProjectile->eCurPos;
			DynLight[id].time_creation = (unsigned long)(arxtime);
			DynLight[id].duration	= 200;
		}

		long t = ARX_DAMAGES_GetFree();
		AddPoisonFog(&pPoisonProjectile->eCurPos, spells[spellinstance].caster_level + 7);

		if ((t != -1)
		        &&	(spells[pTab[i]->spellinstance].timcreation + 1600 < (unsigned long)(arxtime)))
		{
			damages[t].pos = pPoisonProjectile->eCurPos;
			damages[t].radius = 120.f;
			float v = spells[spellinstance].caster_level;
			v = 4.f + v * ( 1.0f / 10 ) * 6.f ;
			damages[t].damages	= v * ( 1.0f / 1000 ) * framedelay;
			damages[t].area		= DAMAGE_FULL;
			damages[t].duration	= static_cast<long>(FrameDiff);
			damages[t].source	= spells[spellinstance].caster;
			damages[t].flags	= 0;
			damages[t].type		= DAMAGE_TYPE_MAGICAL | DAMAGE_TYPE_POISON;
			damages[t].exist	= true;
		}
	}

	return 1;
}
Example #3
0
void PoisonProjectileSpell::Update(float timeDelta) {
	
	for(size_t i = 0; i < m_projectiles.size(); i++) {
		CPoisonProjectile * projectile = m_projectiles[i];
		
		projectile->Update(timeDelta);
	}
	
	for(size_t i = 0; i < m_projectiles.size(); i++) {
		CPoisonProjectile * projectile = m_projectiles[i];
		
		projectile->Render();
		
		if(lightHandleIsValid(projectile->lLightId)) {
			EERIE_LIGHT * light = lightHandleGet(projectile->lLightId);
			
			light->intensity	= 2.3f * projectile->lightIntensityFactor;
			light->fallend	= 250.f;
			light->fallstart	= 150.f;
			light->rgb = Color3f::green;
			light->pos = projectile->eCurPos;
			light->time_creation = (unsigned long)(arxtime);
			light->duration	= 200;
		}

		AddPoisonFog(projectile->eCurPos, m_level + 7);

		if(m_timcreation + 1600 < (unsigned long)(arxtime)) {
			
			DamageParameters damage;
			damage.pos = projectile->eCurPos;
			damage.radius = 120.f;
			float v = 4.f + m_level * ( 1.0f / 10 ) * 6.f ;
			damage.damages = v * ( 1.0f / 1000 ) * framedelay;
			damage.area = DAMAGE_FULL;
			damage.duration = static_cast<long>(framedelay);
			damage.source = m_caster;
			damage.flags = 0;
			damage.type = DAMAGE_TYPE_MAGICAL | DAMAGE_TYPE_POISON;
			DamageCreate(damage);
		}
	}
}
Example #4
0
void PoisonProjectileSpell::Update() {
	
	for(size_t i = 0; i < m_projectiles.size(); i++) {
		CPoisonProjectile * projectile = m_projectiles[i];
		
		projectile->Update(g_gameTime.lastFrameDuration());
	}
	
	for(size_t i = 0; i < m_projectiles.size(); i++) {
		CPoisonProjectile * projectile = m_projectiles[i];
		
		projectile->Render();
		
		EERIE_LIGHT * light = lightHandleGet(projectile->lLightId);
		if(light) {
			light->intensity = 2.3f * projectile->lightIntensityFactor;
			light->fallend = 250.f;
			light->fallstart = 150.f;
			light->rgb = Color3f::green;
			light->pos = projectile->eCurPos;
			light->creationTime = g_gameTime.now();
			light->duration = GameDurationMs(200);
		}

		AddPoisonFog(projectile->eCurPos, m_level + 7);

		if(m_elapsed > GameDurationMs(1600)) {
			DamageParameters damage;
			damage.pos = projectile->eCurPos;
			damage.radius = 120.f;
			damage.damages = (4.f + m_level * 0.6f) * 0.001f * g_framedelay;
			damage.area = DAMAGE_FULL;
			damage.duration = g_gameTime.lastFrameDuration();
			damage.source = m_caster;
			damage.flags = 0;
			damage.type = DAMAGE_TYPE_MAGICAL | DAMAGE_TYPE_POISON;
			DamageCreate(damage);
		}
		
	}
	
}