//*********************************************************************************************** // flags & 1 = blood spawn only //----------------------------------------------------------------------------------------------- //*********************************************************************************************** bool ARX_EQUIPMENT_Strike_Check(Entity * io_source, Entity * io_weapon, float ratioaim, long flags, EntityHandle targ) { ARX_PROFILE_FUNC(); arx_assert(io_source); arx_assert(io_weapon); bool ret = false; EntityHandle source = io_source->index(); EntityHandle weapon = io_weapon->index(); Sphere sphere; EXCEPTIONS_LIST_Pos = 0; float drain_life = ARX_EQUIPMENT_GetSpecialValue(io_weapon, IO_SPECIAL_ELEM_DRAIN_LIFE); float paralyse = ARX_EQUIPMENT_GetSpecialValue(io_weapon, IO_SPECIAL_ELEM_PARALYZE); BOOST_FOREACH(const EERIE_ACTIONLIST & action, io_weapon->obj->actionlist) { float rad = GetHitValue(action.name); if(rad == -1) continue; sphere.origin = actionPointPosition(io_weapon->obj, action.idx); sphere.radius = rad; if(source != PlayerEntityHandle) sphere.radius += 15.f; std::vector<EntityHandle> sphereContent; if(CheckEverythingInSphere(sphere, source, targ, sphereContent)) { BOOST_FOREACH(const EntityHandle & content, sphereContent) { if(ValidIONum(content) && !(entities[content]->ioflags & IO_BODY_CHUNK)) { long HIT_SPARK = 0; EXCEPTIONS_LIST[EXCEPTIONS_LIST_Pos] = content; EXCEPTIONS_LIST_Pos++; if(EXCEPTIONS_LIST_Pos >= MAX_IN_SPHERE) EXCEPTIONS_LIST_Pos--; Entity * target = entities[content]; Vec3f pos; Color color = Color::white; long hitpoint = -1; float curdist = 999999.f; Vec3f vector = (sphere.origin - target->pos) * Vec3f(1.f, 0.5f, 1.f); vector = glm::normalize(vector); for(size_t ii = 0; ii < target->obj->facelist.size(); ii++) { if(target->obj->facelist[ii].facetype & POLY_HIDE) continue; float d = glm::distance(sphere.origin, target->obj->vertexlist3[target->obj->facelist[ii].vid[0]].v); if(d < curdist) { hitpoint = target->obj->facelist[ii].vid[0]; curdist = d; } } if(hitpoint >= 0) { color = (target->ioflags & IO_NPC) ? target->_npcdata->blood_color : Color::white; pos = target->obj->vertexlist3[hitpoint].v; } else ARX_DEAD_CODE(); float dmgs = 0.f; if(!(flags & 1)) { Vec3f posi; if(hitpoint >= 0) { posi = target->obj->vertexlist3[hitpoint].v; dmgs = ARX_EQUIPMENT_ComputeDamages(io_source, target, ratioaim, &posi); } else { dmgs = ARX_EQUIPMENT_ComputeDamages(io_source, target, ratioaim); } if(target->ioflags & IO_NPC) { ret = true; target->spark_n_blood = 0; target->_npcdata->SPLAT_TOT_NB = 0; if(drain_life > 0.f) { float life_gain = std::min(dmgs, drain_life); life_gain = std::min(life_gain, target->_npcdata->lifePool.current); life_gain = std::max(life_gain, 0.f); ARX_DAMAGES_HealInter(io_source, life_gain); } if(paralyse > 0.f) { float ptime = std::min(dmgs * 1000.f, paralyse); ARX_SPELLS_Launch(SPELL_PARALYSE, weapon, SPELLCAST_FLAG_NOMANA | SPELLCAST_FLAG_NOCHECKCANCAST , 5, content, (long)(ptime)); } } if(io_source == entities.player()) ARX_DAMAGES_DurabilityCheck(io_weapon, 0.2f); } if(dmgs > 0.f || ((target->ioflags & IO_NPC) && target->spark_n_blood == SP_BLOODY)) { if(target->ioflags & IO_NPC) { target->spark_n_blood = SP_BLOODY; if(!(flags & 1)) { ARX_PARTICLES_Spawn_Splat(pos, dmgs, color); Sphere sp; float power; power = (dmgs * ( 1.0f / 40 )) + 0.7f; Vec3f vect; vect.x = target->obj->vertexlist3[hitpoint].v.x - io_source->pos.x; vect.y = 0; vect.z = target->obj->vertexlist3[hitpoint].v.z - io_source->pos.z; vect = glm::normalize(vect); sp.origin.x = target->obj->vertexlist3[hitpoint].v.x + vect.x * 30.f; sp.origin.y = target->obj->vertexlist3[hitpoint].v.y; sp.origin.z = target->obj->vertexlist3[hitpoint].v.z + vect.z * 30.f; sp.radius = 3.5f * power * 20; if(CheckAnythingInSphere(sp, PlayerEntityHandle, CAS_NO_NPC_COL)) { Color3f rgb = color.to<float>(); Sphere splatSphere; splatSphere.origin = sp.origin; splatSphere.radius = 30.f; SpawnGroundSplat(splatSphere, rgb, 1); } } ARX_PARTICLES_Spawn_Blood2(pos, dmgs, color, target); } else { if(target->ioflags & IO_ITEM) ARX_PARTICLES_Spawn_Spark(pos, Random::get(0, 3), SpawnSparkType_Default); else ARX_PARTICLES_Spawn_Spark(pos, Random::get(0, 30), SpawnSparkType_Default); ARX_NPC_SpawnAudibleSound(pos, io_source); if(io_source == entities.player()) HIT_SPARK = 1; } } else if((target->ioflags & IO_NPC) && (dmgs <= 0.f || target->spark_n_blood == SP_SPARKING)) { unsigned int nb; if(target->spark_n_blood == SP_SPARKING) nb = Random::get(0, 3); else nb = 30; if(target->ioflags & IO_ITEM) nb = 1; ARX_PARTICLES_Spawn_Spark(pos, nb, SpawnSparkType_Default); ARX_NPC_SpawnAudibleSound(pos, io_source); target->spark_n_blood = SP_SPARKING; if(!(target->ioflags & IO_NPC)) HIT_SPARK = 1; } else if(dmgs <= 0.f && ((target->ioflags & IO_FIX) || (target->ioflags & IO_ITEM))) { unsigned int nb; if(target->spark_n_blood == SP_SPARKING) nb = Random::get(0, 3); else nb = 30; if(target->ioflags & IO_ITEM) nb = 1; ARX_PARTICLES_Spawn_Spark(pos, nb, SpawnSparkType_Default); ARX_NPC_SpawnAudibleSound(pos, io_source); target->spark_n_blood = SP_SPARKING; if (!(target->ioflags & IO_NPC)) HIT_SPARK = 1; } if(HIT_SPARK) { if(!io_source->isHit) { ARX_DAMAGES_DurabilityCheck(io_weapon, 1.f); io_source->isHit = true; std::string _weapon_material = "metal"; const std::string * weapon_material = &_weapon_material; if(!io_weapon->weaponmaterial.empty()) { weapon_material = &io_weapon->weaponmaterial; } char bkg_material[128]; if(ARX_MATERIAL_GetNameById(target->material, bkg_material)) ARX_SOUND_PlayCollision(*weapon_material, bkg_material, 1.f, 1.f, sphere.origin, NULL); } } } } } const EERIEPOLY * ep = CheckBackgroundInSphere(sphere); if(ep) { if(io_source == entities.player()) { if(!io_source->isHit) { ARX_DAMAGES_DurabilityCheck(io_weapon, 1.f); io_source->isHit = true; std::string _weapon_material = "metal"; const std::string * weapon_material = &_weapon_material; if(!io_weapon->weaponmaterial.empty()) { weapon_material = &io_weapon->weaponmaterial; } std::string bkg_material = "earth"; if(ep && ep->tex && !ep->tex->m_texName.empty()) bkg_material = GetMaterialString(ep->tex->m_texName); ARX_SOUND_PlayCollision(*weapon_material, bkg_material, 1.f, 1.f, sphere.origin, io_source); } } ARX_PARTICLES_Spawn_Spark(sphere.origin, Random::get(0, 10), SpawnSparkType_Default); ARX_NPC_SpawnAudibleSound(sphere.origin, io_source); } } return ret; }
void ARX_THROWN_OBJECT_Manage(unsigned long time_offset) { for(size_t i = 0; i < MAX_THROWN_OBJECTS; i++) { ARX_THROWN_OBJECT *thrownObj = &Thrown[i]; if(!(thrownObj->flags & ATO_EXIST)) continue; { // Is Object Visible & Near ? EERIE_BKG_INFO * bkgData = getFastBackgroundData(thrownObj->position.x, thrownObj->position.z); if(!bkgData || !bkgData->treat) { continue; } // Now render object ! if(!thrownObj->obj) continue; TransformInfo t(thrownObj->position, thrownObj->quat); DrawEERIEInter_ModelTransform(thrownObj->obj, t); if((thrownObj->flags & ATO_FIERY) && (thrownObj->flags & ATO_MOVING) && !(thrownObj->flags & ATO_UNDERWATER)) { LightHandle id = GetFreeDynLight(); if(lightHandleIsValid(id) && framedelay > 0) { EERIE_LIGHT * light = lightHandleGet(id); light->intensity = 1.f; light->fallstart = 100.f; light->fallend = 240.f; light->rgb = Color3f(1.f, .8f, .6f) - randomColor3f() * Color3f(.2f, .2f, .2f); light->pos = thrownObj->position; light->ex_flaresize = 40.f; light->extras |= EXTRAS_FLARE; light->duration = static_cast<long>(framedelay * 0.5f); } float p = 3.f; while(p > 0.f) { p -= 0.5f; if(thrownObj->obj) { long notok = 10; std::vector<EERIE_FACE>::iterator it; while(notok-- > 0) { it = Random::getIterator(thrownObj->obj->facelist); arx_assert(it != thrownObj->obj->facelist.end()); if(it->facetype & POLY_HIDE) continue; notok = -1; } if(notok < 0) { Vec3f pos = thrownObj->obj->vertexlist3[it->vid[0]].v; createFireParticles(pos, 2, 180); } } } } if(thrownObj->pRuban) { thrownObj->pRuban->SetNextPosition(thrownObj->position); thrownObj->pRuban->Update(time_offset); } Vec3f original_pos; if(thrownObj->flags & ATO_MOVING) { long need_kill = 0; float mod = (float)time_offset * thrownObj->velocity; original_pos = thrownObj->position; thrownObj->position.x += thrownObj->vector.x * mod; float gmod = 1.f - thrownObj->velocity; gmod = glm::clamp(gmod, 0.f, 1.f); thrownObj->position.y += thrownObj->vector.y * mod + (time_offset * gmod); thrownObj->position.z += thrownObj->vector.z * mod; CheckForIgnition(Sphere(original_pos, 10.f), 0, 2); Vec3f wpos = thrownObj->position; wpos.y += 20.f; EERIEPOLY * ep = EEIsUnderWater(wpos); if(thrownObj->flags & ATO_UNDERWATER) { if(!ep) { thrownObj->flags &= ~ATO_UNDERWATER; ARX_SOUND_PlaySFX(SND_PLOUF, &thrownObj->position); } } else if(ep) { thrownObj->flags |= ATO_UNDERWATER; ARX_SOUND_PlaySFX(SND_PLOUF, &thrownObj->position); } // Check for collision MUST be done after DRAWING !!!! long nbact = thrownObj->obj->actionlist.size(); for(long j = 0; j < nbact; j++) { float rad = GetHitValue(thrownObj->obj->actionlist[j].name); if(rad == -1) continue; rad *= .5f; const Vec3f v0 = thrownObj->obj->vertexlist3[thrownObj->obj->actionlist[j].idx].v; Vec3f dest = original_pos + thrownObj->vector * 95.f; Vec3f orgn = original_pos - thrownObj->vector * 25.f; EERIEPOLY * ep = CheckArrowPolyCollision(orgn, dest); if(ep) { ARX_PARTICLES_Spawn_Spark(v0, 14, 0); CheckExp(i); if(ValidIONum(thrownObj->source)) ARX_NPC_SpawnAudibleSound(v0, entities[thrownObj->source]); thrownObj->flags &= ~ATO_MOVING; thrownObj->velocity = 0.f; std::string bkg_material = "earth"; if(ep && ep->tex && !ep->tex->m_texName.empty()) bkg_material = GetMaterialString(ep->tex->m_texName); if(ValidIONum(thrownObj->source)) { char weapon_material[64] = "dagger"; ARX_SOUND_PlayCollision(weapon_material, bkg_material, 1.f, 1.f, v0, entities[thrownObj->source]); } thrownObj->position = original_pos; j = 200; } else if(IsPointInField(v0)) { ARX_PARTICLES_Spawn_Spark(v0, 24, 0); CheckExp(i); if (ValidIONum(thrownObj->source)) ARX_NPC_SpawnAudibleSound(v0, entities[thrownObj->source]); thrownObj->flags &= ~ATO_MOVING; thrownObj->velocity = 0.f; if(ValidIONum(thrownObj->source)) { char weapon_material[64] = "dagger"; char bkg_material[64] = "earth"; ARX_SOUND_PlayCollision(weapon_material, bkg_material, 1.f, 1.f, v0, entities[thrownObj->source]); } thrownObj->position = original_pos; j = 200; need_kill = 1; } else { for(float precision = 0.5f; precision <= 6.f; precision += 0.5f) { Sphere sphere; sphere.origin = v0 + thrownObj->vector * precision * 4.5f; sphere.radius = rad + 3.f; std::vector<EntityHandle> sphereContent; if(CheckEverythingInSphere(sphere, thrownObj->source, EntityHandle::Invalid, sphereContent)) { for(size_t jj = 0; jj < sphereContent.size(); jj++) { if(ValidIONum(sphereContent[jj]) && sphereContent[jj] != thrownObj->source) { Entity * target = entities[sphereContent[jj]]; if(target->ioflags & IO_NPC) { Vec3f pos; Color color = Color::none; long hitpoint = -1; float curdist = 999999.f; for(size_t ii = 0 ; ii < target->obj->facelist.size() ; ii++) { if(target->obj->facelist[ii].facetype & POLY_HIDE) continue; short vid = target->obj->facelist[ii].vid[0]; float d = glm::distance(sphere.origin, target->obj->vertexlist3[vid].v); if(d < curdist) { hitpoint = target->obj->facelist[ii].vid[0]; curdist = d; } } if(hitpoint >= 0) { color = target->_npcdata->blood_color; pos = target->obj->vertexlist3[hitpoint].v; } if(thrownObj->source == 0) { float damages = ARX_THROWN_ComputeDamages(i, thrownObj->source, sphereContent[jj]); if(damages > 0.f) { arx_assert(hitpoint >= 0); if(target->ioflags & IO_NPC) { target->_npcdata->SPLAT_TOT_NB = 0; ARX_PARTICLES_Spawn_Blood2(original_pos, damages, color, target); } ARX_PARTICLES_Spawn_Blood2(pos, damages, color, target); ARX_DAMAGES_DamageNPC(target, damages, thrownObj->source, false, &pos); if(Random::getf(0.f, 100.f) > target->_npcdata->resist_poison) { target->_npcdata->poisonned += thrownObj->poisonous; } CheckExp(i); } else { ARX_PARTICLES_Spawn_Spark(v0, 14, 0); ARX_NPC_SpawnAudibleSound(v0, entities[thrownObj->source]); } } } else { // not NPC if(target->ioflags & IO_FIX) { if(ValidIONum(thrownObj->source)) ARX_DAMAGES_DamageFIX(target, 0.1f, thrownObj->source, false); } ARX_PARTICLES_Spawn_Spark(v0, 14, 0); if(ValidIONum(thrownObj->source)) ARX_NPC_SpawnAudibleSound(v0, entities[thrownObj->source]); CheckExp(i); } // Need to deal damages ! thrownObj->flags &= ~ATO_MOVING; thrownObj->velocity = 0.f; need_kill = 1; precision = 500.f; j = 200; } } } } } } if(need_kill) ARX_THROWN_OBJECT_Kill(i); } } } }