Example #1
0
void CArrow::Update(float eTime)
{
	IScene::Update(eTime);
	pos.x += cos(rot) * speed * eTime;
	pos.y += sin(rot) * speed * eTime;
	if (pos.y > App::HEIGHT + 200)
	{
		this->parent->PopScene(this);
		return;
	}

	RECT arrowRect, playerRect, tempRect;
	//RECT ¼³Á¤
	arrowRect.left   = pos.x + rotatingCenter.x - 1;
	arrowRect.right  = pos.x + rotatingCenter.x + 1;
	arrowRect.top    = pos.y + rotatingCenter.y - 1;
	arrowRect.bottom = pos.y + rotatingCenter.y + 1;

	CGameScene *gs = (CGameScene*)this->parent->parent;
	CPlayer *player = gs->m_pPlayer;
	playerRect.left = player->pos.x;
	playerRect.right = player->pos.x + player->normalAni->width;
	playerRect.top = player->pos.y;
	playerRect.bottom = player->pos.y + player->normalAni->height;
	//
	if (IntersectRect(&tempRect, &playerRect, &arrowRect) == true)
	{
		CParticleSystem *p = gs->PushEffect(pos.x + rotatingCenter.x, pos.y + rotatingCenter.y);
		p->start();
		this->parent->PopScene(this);
		return;
	}
}
Example #2
0
CParticleSystem* CGameScene::PushEffect(float x, float y)
{
	CParticleSystem *p = new CParticleSystem("resource/particle/particle.png",50);
	p->SetPosition(x, y);
	m_pEffectScene->PushScene(p);
	return p;
}
Example #3
0
//=======================================================================
/////////////////////////////////////////
// temp until there is a clone method  //
/////////////////////////////////////////
NL3D::CPSLocatedBindable	*DupPSLocatedBindable(CPSLocatedBindable *in)
{
	if (!in) return NULL;
	try
	{
		// if no owner, can copy the object directy
		if (in->getOwner() == NULL)
		{
			return DupSerializable<CDupPolymorphicObjPolicy>(in);
		}
		else
		{
			CParticleSystem *srcPS = in->getOwner()->getOwner();
			std::auto_ptr<CParticleSystem> newPS(DupSerializable<CDupObjPolicy>(srcPS));
			// scene pointer is not serialised, but 'detach' may need the scene to be specified
			newPS->setScene(in->getOwner()->getOwner()->getScene());
			//
			uint index	  = srcPS->getIndexOf(*(in->getOwner()));
			uint subIndex = in->getOwner()->getIndexOf(in);
			//
			newPS->setScene(in->getOwner()->getScene()); // 'unbind' require the scene to be attached
			CPSLocated *loc = NLMISC::safe_cast<CPSLocated *>(newPS->getProcess(index));
			return loc->unbind(subIndex);
		}
	}
	catch (NLMISC::EStream &e)
	{
		nlwarning (e.what());
		return NULL;
	}
}
void CParticleSystemManager::AddNewSystem(const std::string &name)
{
	TParticleSystemSettings* settings = CORE->GetParticleSettingsManager()->GetResource(name);
	assert(settings);

	CParticleSystem* system = new CParticleSystem(name, settings);
	this->AddResource(name, system);
	system->Initialize();
}
Example #5
0
void CParticleSystemManager :: UpdateSystems( void )
{
	float		frametime;
	static int	framecount = -1;
	AURSTATE		state;

	// HACKHACK: don't evaluate particles when executes many times at same frame
	// e.g. mirror rendering
	if( framecount != tr.realframecount )
	{
		frametime = RI.refdef.frametime;
		framecount = tr.realframecount;
	}
	else frametime = 0.0f;
	
	CParticleSystem *pSystem;
	CParticleSystem *pLast = NULL;

	pSystem = m_pFirstSystem;

	while( pSystem )
	{
		state = pSystem->UpdateSystem( frametime );

		if( state != AURORA_REMOVE )
		{
			if( state == AURORA_DRAW )
				pSystem->DrawSystem();

			pLast = pSystem;
			pSystem = pSystem->m_pNextSystem;
		}
		else
		{
			// delete this system
			if( pLast )
			{
				pLast->m_pNextSystem = pSystem->m_pNextSystem;
				delete pSystem;
				pSystem = pLast->m_pNextSystem;
			}
			else
			{
				// deleting the first system
				m_pFirstSystem = pSystem->m_pNextSystem;
				delete pSystem;
				pSystem = m_pFirstSystem;
			}
		}
	}

	gEngfuncs.pTriAPI->RenderMode(kRenderNormal);
}
Example #6
0
void CParticleManager::Cleanup (void)
{
WaitForEffectsThread ();
int nCurrent = -1;
for (CParticleSystem* systemP = GetFirst (nCurrent), * nextP = NULL; systemP; systemP = nextP) {
	nextP = GetNext (nCurrent);
	if (systemP->m_bDestroy) {
		systemP->Destroy ();
		m_systems.Push (systemP->m_nId);
		}
	}
}
void CParticleManager::Render(LPDIRECT3DDEVICE7 _lpD3DDevice)
{
	int ilekel = 0;
	list<CParticleSystem *>::iterator i;

	for (i = listParticleSystem.begin(); i != listParticleSystem.end(); ++i)
	{
		CParticleSystem * p = *i;
		p->Render(_lpD3DDevice);
		ilekel++;
	}
}
Example #8
0
void CEnemy1::Update(float eTime)
{
	IEnemy::Update(eTime);
	CGameScene *gs = (CGameScene*)this->parent->parent;
	
	if (hp <= 0)
	{
		CParticleSystem *p = gs->PushEffect(pos.x + ani->width/2, pos.y + ani->height/2 + 55.0f);
		p->setScalep(4.0f, 5.0f);
		p->direction = -90;
		p->spread = 30;
		p->setSpeed(400.0f, 700.0f);
		p->start();


		CGSoundManager * sm = App::GetInstance()->g_pSoundManager;
		sm->Play(2);
		
		this->parent->PopScene(this);
		return;
	}

	time += eTime;
	time2 += eTime;
	if (pos.y < 50)
	{
		pos.y += 150 * eTime;
		if (pos.y > 50) pos.y = 50;
	}

	if (time > 3.0f)
	{
		gs->PushEffect(this->pos.x+20, this->pos.y + 140);
		gs->PushArrow(this->pos.x - 65, this->pos.y + 170, D3DX_PI / 2);
		gs->PushArrow(this->pos.x - 65, this->pos.y + 170, D3DX_PI / 2 - 0.4);
		gs->PushArrow(this->pos.x - 65, this->pos.y + 170, D3DX_PI / 2 + 0.4);
		time = 0.f;
	}

	if (time2 > 7.0f)
	{
		pos.y += 700 * eTime;
	}

	if (pos.y > App::HEIGHT)
	{
		this->parent->PopScene(this);
		return;
	}

}
Example #9
0
///===========================================================================
void	CParticleSystemShape::render(IDriver *drv, CTransformShape *trans, bool passOpaque)
{
	H_AUTO ( NL3D_Particles_Render );
	nlassert(drv);
	CParticleSystemModel *psm = NLMISC::safe_cast<CParticleSystemModel *>(trans);
	if (psm->_Invalidated) return;
	CParticleSystem *ps = psm->getPS();
	/// has the system been triggered yet ?
	if (!ps) return;

	TAnimationTime delay = psm->getEllapsedTime();
	nlassert(ps->getScene());

	///////////////////////
	// render particles  //
	///////////////////////

	/// if sharing is enabled,  we should resetup the system matrix
	if (ps->isSharingEnabled())
	{
		ps->setSysMat(&(psm->getWorldMatrix()));
		ps->setUserMatrix(&(psm->getUserMatrix()));
	}

	// Setup the matrix.
	/// drv->setupModelMatrix(trans->getWorldMatrix());

	ps->setDriver(drv);
	// draw particle
	PARTICLES_CHECK_MEM;
	if (passOpaque)
	{
		PSLookAtRenderTime = 0;
		//NLMISC::TTicks start = NLMISC::CTime::getPerformanceTime();
		ps->step(CParticleSystem::SolidRender, delay, *this, *psm);
		/*NLMISC::TTicks end = NLMISC::CTime::getPerformanceTime();
		nlinfo("Solid render time time = %.2f", (float) (1000 * NLMISC::CTime::ticksToSecond(end - start)));
		nlinfo("LookAt Render time = %.2f", (float) (1000 * NLMISC::CTime::ticksToSecond(PSLookAtRenderTime)));	*/
	}
	else
	{
		//PSLookAtRenderTime = 0;
		//NLMISC::TTicks start = NLMISC::CTime::getPerformanceTime();
		ps->step(CParticleSystem::BlendRender, delay, *this, *psm);
		/*NLMISC::TTicks end = NLMISC::CTime::getPerformanceTime();
		nlinfo("Blend render time time = %.2f", (float) (1000 * NLMISC::CTime::ticksToSecond(end - start)));
		nlinfo("LookAt Render time = %.2f", (float) (1000 * NLMISC::CTime::ticksToSecond(PSLookAtRenderTime)));	*/
	}
	PARTICLES_CHECK_MEM;
	if (psm->isToolDisplayEnabled())
	{
		ps->step(CParticleSystem::ToolRender, delay, *this, *psm);
		PARTICLES_CHECK_MEM;
	}
}
Example #10
0
void CGameScene::Update(float eTime)
{
	IScene::Update(eTime);
	time += eTime;
	bulletTime += eTime;

	if (time >= delay)
	{
		delay = (float)(rand() % 1000) / 300.f;
		time = 0.f;
		//this->PushArrow(rand() % App::WIDTH, -200.0f);
		this->PushEnemy1(rand() % App::WIDTH, -200.0f);
	}

	//this->PushEffect(rand() % App::WIDTH, rand() % App::HEIGHT);

	for (auto iter = m_pBulletScene->children.begin(); iter != m_pBulletScene->children.end();iter++)
	{
		CBullet *bullet = (CBullet*)(*iter);
		
		RECT bulletRect;
		bulletRect.left = bullet->pos.x;
		bulletRect.top = bullet->pos.y;
		bulletRect.right = bullet->pos.x + bullet->sprite->width;
		bulletRect.bottom = bullet->pos.y + bullet->sprite->height;

		for (auto iter2 = m_pEnemyScene->children.begin(); iter2 != m_pEnemyScene->children.end();iter2++)
		{
			IEnemy *enemy = (IEnemy*)(*iter2);
			
			RECT enemyRect;
			enemyRect.left = enemy->pos.x;
			enemyRect.top = enemy->pos.y;
			enemyRect.right = enemy->pos.x + enemy->width;
			enemyRect.bottom = enemy->pos.y + enemy->height;

			RECT t;
			if (IntersectRect(&t, &bulletRect, &enemyRect) == true)
			{
				CParticleSystem *p = PushEffect(bullet->pos.x, bullet->pos.y);
				p->start();
				bullet->available = false;
				enemy->hit();
				break;
			}
		}
	}

}
// tbh highly inefficent but we shouldn't have any large number of ps's,
// and we won't be force removing very often so this won't be too bad
void CParticleSystemManager::RemoveSystem( unsigned int iSystem )
{
	unsigned int i = 0;
	unsigned int iSystems = m_pParticleSystems.size();
	CParticleSystem *pSystem = NULL;
	for (; i < iSystems; i++)
	{
		pSystem = m_pParticleSystems[i];
		// i != the system id, as the server or the client can generate these
		if(pSystem && pSystem->SystemID() == iSystem) {
			delete pSystem;
			m_pParticleSystems.erase(m_pParticleSystems.begin() + i);
			i--;
			iSystems--;
		}
	}
}
Example #12
0
///===========================================================================
void CParticleSystemShape::buildFromPS(const CParticleSystem &ps)
{
	// must be sure that we are writting in the stream
	if (_ParticleSystemProto.isReading())
	{
		_ParticleSystemProto.invert();
	}

	// to have const correctness in the prototype, we must do this...
	CParticleSystem *myPs = const_cast<CParticleSystem *>(&ps);
	nlassert(myPs);
	// build the prototype
	_ParticleSystemProto.serialPtr(myPs);

	// mirror some system values
	_MaxViewDist = myPs->getMaxViewDist();
	_DestroyWhenOutOfFrustum = myPs->doesDestroyWhenOutOfFrustum();
	_DestroyModelWhenOutOfRange = myPs->getDestroyModelWhenOutOfRange();
	if (!myPs->getAutoComputeBBox())
	{
		_UsePrecomputedBBox = true;
		myPs->computeBBox(_PrecomputedBBox);
	}
	else
	{
		_UsePrecomputedBBox = false;
	}
	_Sharing = myPs->isSharingEnabled();
}
Example #13
0
void CParticleManager::RebuildSystemList (void)
{
#if 0
m_nUsed =
m_nFree = -1;
CParticleSystem *systemP = m_systems;
for (int i = 0; i < MAX_PARTICLE_SYSTEMS; i++, systemP++) {
	if (systemP->HasEmitters ()) {
		systemP->SetNext (m_nUsed);
		m_nUsed = i;
		}
	else {
		systemP->Destroy ();
		systemP->SetNext (m_nFree);
		m_nFree = i;
		}
	}
#endif
}
//-----------------------------------------------------------------------------
void CParticleManager::Update(long _lTime)
{
	if (!listParticleSystem.size()) return;

	list<CParticleSystem *>::iterator i;
	i = listParticleSystem.begin();

	while (i != listParticleSystem.end())
	{
		CParticleSystem * p = *i;
		++i;

		if (!p->IsAlive())
		{
			delete p;
			listParticleSystem.remove(p);
		}
		else
		{
			p->Update(_lTime);
		}
	}
}
Example #15
0
void CParticleManager::Init (void)
{
#if OGL_VERTEX_BUFFERS
	GLfloat	pf = colorBuffer;

for (i = 0; i < VERT_BUFFER_SIZE; i++, pf++) {
	*pf++ = 1.0f;
	*pf++ = 1.0f;
	*pf++ = 1.0f;
	}
#endif
if (!m_objectSystems.Buffer ()) {
	if (!m_objectSystems.Create (LEVEL_OBJECTS)) {
		Shutdown ();
		extraGameInfo [0].bUseParticles = 0;
		return;
		}
	m_objectSystems.Clear (0xff);
	}
if (!m_objExplTime.Buffer ()) {
	if (!m_objExplTime.Create (LEVEL_OBJECTS)) {
		Shutdown ();
		extraGameInfo [0].bUseParticles = 0;
		return;
		}
	m_objExplTime.Clear (0);
	}
if (!m_systems.Create (MAX_PARTICLE_SYSTEMS)) {
	Shutdown ();
	extraGameInfo [0].bUseParticles = 0;
	return;
	}
int i = 0;
int nCurrent = m_systems.FreeList ();
for (CParticleSystem* systemP = m_systems.GetFirst (nCurrent); systemP; systemP = GetNext (nCurrent))
	systemP->Init (i++);
}
Example #16
0
void CGameScene::PushEffect(float x, float y) {
	CParticleSystem *p = new CParticleSystem("resource/particle/particle.png", 50);
	p->SetPosition(x, y);
	p->setScalep(1, 1);
	p->setColor1(400, 200, 220, 200);
	p->setLife(0.2, 0.3);
	m_pEffectScene->PushScene(p);
	p->start();
}
CEmpoweringCurse::CEmpoweringCurse(void)
{
	duration = 0;
	ChatBubbleID = CSGD_TextureManager::GetInstance()->LoadTexture(_T("Resources/Graphics/ChatBubble.png"));
	for(unsigned int i = 0; i < CEnemy::GetInstance()->GetUnits().size(); i++)
	{
		CParticleSystem* power = new CParticleSystem;
		power->LoadEffect("Empower","Resources/XMLFiles/EmpoweringCurse.xml");
		power->CreateEmitter("Empower");
		power->GetEffect(0)->KillParticles();
		pEmpower.push_back(power);
	}

	empowerID = CSGD_XAudio2::GetInstance()->SFXLoadSound(_T("Resources/Sounds/empowering_curse.wav"));
	CSGD_XAudio2::GetInstance()->SFXPlaySound(empowerID);

	pFont = CGame::GetInstance()->GetFont();
	bChat = false;
	{
		int randNum = rand() % 100;
		if(randNum < 50)
		{

			bChat = true;

			phrase.push_back(_T("Kill the living!"));
			phrase.push_back(_T("MORE CHAOS!!!"));
			phrase.push_back(_T("Leave nothing!"));

			this->phraseToUse = rand() % 3;
		}

	}


}
//-----------------------------------------------------------------------------
// Purpose: Stick to an entity (using hierarchy if we can)
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CWeaponStriderBuster::StickToEntity( CBaseEntity *pOther )
{
	// Make sure the object is travelling fast enough to stick
	if ( m_flCollisionSpeedSqr > 50 && !m_bNoseDiving )
	{
		// See if this is a valid strider bit
		if ( ShouldStickToEntity( pOther ) )
		{
			// Attempt to constraint to it
			if ( CreateConstraintToObject( pOther ) )
			{
				// Only works for striders, at the moment
				CBaseEntity *pFollowParent = pOther->GetOwnerEntity();
				if ( pFollowParent == NULL )
					return false;

				// Allows us to identify our constrained object later
				SetOwnerEntity( pFollowParent );

				// Make a sound
				EmitSound( "Weapon_StriderBuster.StickToEntity" );
				
				DispatchParticleEffect( "striderbuster_attach", GetAbsOrigin(), GetAbsAngles(), NULL );

				if( striderbuster_use_particle_flare.GetBool() )
				{
					// We don't have to save any pointers or handles to this because it's parented to the buster.
					// So it will die when the buster dies. Yay.
					CParticleSystem *pFlare = (CParticleSystem *) CreateEntityByName( "info_particle_system" );
					
					if ( pFlare != NULL )
					{
						pFlare->KeyValue( "start_active", "1" );
						pFlare->KeyValue( "effect_name", "striderbuster_attached_pulse" );
						pFlare->SetParent( this );
						pFlare->SetLocalOrigin( vec3_origin );
						DispatchSpawn( pFlare );
						pFlare->Activate();
					}
				}
				else
				{
					// Create a glow sprite
					m_hGlowSprite = CSprite::SpriteCreate( "sprites/orangeflare1.vmt", GetLocalOrigin(), false );

					Assert( m_hGlowSprite );
					if ( m_hGlowSprite != NULL )
					{
						m_hGlowSprite->TurnOn();
						m_hGlowSprite->SetTransparency( kRenderWorldGlow, 255, 255, 255, 255, kRenderFxNoDissipation );
						m_hGlowSprite->SetAbsOrigin( GetAbsOrigin() );
						m_hGlowSprite->SetScale( 5.0f );
						m_hGlowSprite->m_nRenderFX = kRenderFxStrobeFaster;
						m_hGlowSprite->SetGlowProxySize( 16.0f );
						m_hGlowSprite->SetParent( this );
					}
				}

				// Stop touching things
				SetTouch( NULL );

				// Must be a strider
				CNPC_Strider *pStrider = dynamic_cast<CNPC_Strider *>(pFollowParent);
				if ( pStrider == NULL )
					return false;

				// Notify the strider we're attaching to him
				pStrider->StriderBusterAttached( this );
				
				m_OnAttachToStrider.FireOutput( this, this );

				// Start the ping sound.
				SetContextThink( &CWeaponStriderBuster::BusterPingThink, gpGlobals->curtime + BUSTER_PING_SOUND_FREQ, s_pBusterPingThinkContext );
				
				// Don't autodelete this one!
				WeaponManager_RemoveManaged( this );

				return true;
			}

			return false;
		}
	}

	return false;
}
// updates all systems
void CParticleSystemManager::UpdateSystems( void )
{
	CParticleSystem *pSystem = NULL;
	signed int i = 0;
	signed int iSystems = (signed)m_pParticleSystems.size();
	// iterate through all the particle systems, drawing each
	for (; i < iSystems; i++)
	{
		pSystem = m_pParticleSystems[i];
		// remove the system if the system requests it
		if( pSystem && pSystem->DrawSystem() == false)
		{
			delete pSystem;
			m_pParticleSystems.erase((m_pParticleSystems.begin() + i));
			i--;
			iSystems--;
		}
	}

	// we couldn't return earlier as we need to have the sorting before the ps updating
	// however no sorting when we can't see the particles
	if(CheckDrawSystem() == false)
		return;

	int iParticles = m_pParticles.size();
	if(iParticles > 1) {
		// calculate the fraction of a second between sorts
		float flTimeSinceLastSort = (gEngfuncs.GetClientTime() - m_flLastSort);
		// 1 / time between sorts will give us a number like 5
		// if it is less than the particlesorts cvar then it is a small value 
		// and therefore a long time since last sort
		if((((int)(1 / flTimeSinceLastSort)) < g_ParticleSorts->value)) {
			m_flLastSort = gEngfuncs.GetClientTime();
			std::sort(m_pParticles.begin(), m_pParticles.end(), less_than);
		}
	}

	if(iParticles > 0) {
		// prepare opengl
		Particle_InitOpenGL();

		float flTimeSinceLastDraw = TimeSinceLastDraw();
		// loop through all particles drawing them
		// they have already been tested and updated in their pss' draw sys func
		// we've reversed the greater than order, so that oldest particles are at 0
		// further away particles and recently added particles get drawn first
		CParticle *pParticle = NULL;
		for(i = 0; i < iParticles ; i++)
		{
			if(m_pParticles[i]) {
				pParticle = m_pParticles[i];
				if(pParticle && pParticle->Test()) {
					pParticle->Update(flTimeSinceLastDraw);
					if(g_iUser1 != OBS_MAP_FREE && g_iUser1 != OBS_MAP_CHASE) {
						// unfortunately we have to prepare every particle now
						// as we can't prepare for a batch of the same type anymore
						pParticle->Prepare(); 
						pParticle->Draw();
					}
				} else {
					RemoveParticle(pParticle);
					i--;
					iParticles--;
				}
			}
		}
		Particle_FinishOpenGL();
	}

	// print out how fast we've been drawing the systems in debug mode
	if (g_ParticleDebug->value != 0 && ((m_flLastSort + 0.5) <= gEngfuncs.GetClientTime()))
	{
		gEngfuncs.Con_Printf("%i Particles Drawn this pass in %i systems ", m_pParticles.size(), m_pParticleSystems.size());
		gEngfuncs.Con_Printf("%i Textures in Cache\n\0", m_pTextures.size());
	}

	m_flLastDraw = gEngfuncs.GetClientTime();
}
Example #20
0
///===========================================================================
void CParticleSystemShape::flushTextures(IDriver &driver, uint selectedTexture)
{
	// if textures are already flushed, no-op
	if (!_CachedTex.empty()) return;
	if (_SharedSystem)
	{
		_SharedSystem->enumTexs(_CachedTex, driver);
	}
	else
	{
		s_PSSMutex.enter();

		// must create an instance just to flush the textures
		CParticleSystem *myInstance = NULL;

		#ifdef PS_FAST_ALLOC
			nlassert(PSBlockAllocator == NULL);
			NLMISC::CContiguousBlockAllocator blockAllocator;
			PSBlockAllocator = &blockAllocator;
			blockAllocator.init(300000); // we release memory just after, and we don't want to fragment the memory, so provide large enough mem
		#endif
		// serialize from the memory stream
		if (!_ParticleSystemProto.isReading()) // we must be sure that we are reading the stream
		{
			_ParticleSystemProto.invert();
		}
		_ParticleSystemProto.resetPtrTable();
		_ParticleSystemProto.seek(0, NLMISC::IStream::begin);
		_ParticleSystemProto.serialPtr(myInstance); // instanciate the system
		#ifdef PS_FAST_ALLOC
			_NumBytesWanted = blockAllocator.getNumAllocatedBytes(); // next allocation will be fast because we know how much memory to allocate
		#endif
		myInstance->enumTexs(_CachedTex, driver);
		// tmp
		/*
		#ifdef NL_DEBUG
			for(uint k = 0; k < myInstance->getNbProcess(); ++k)
			{
				CPSLocated *loc = (CPSLocated *) myInstance->getProcess(k);
				for(uint l = 0; l < loc->getNbBoundObjects(); ++l)
				{
					if (dynamic_cast<CPSCentralGravity *>(loc->getBoundObject(l)))
					{
						nlwarning("PS %s uses central gravity", myInstance->getName().c_str());
						break;
					}
				}
			}
		#endif */
		// sort the process inside the fx
		myInstance->getSortingByEmitterPrecedence(_ProcessOrder);
		delete myInstance;
		#ifdef PS_FAST_ALLOC
			PSBlockAllocator = NULL;
		#endif
		s_PSSMutex.leave();
	}
	for(uint k = 0; k < _CachedTex.size(); ++k)
	{
		//nlinfo(_CachedTex[k]->getShareName().c_str());
		if (_CachedTex[k])
		{
			_CachedTex[k]->setTextureCategory(CPSTextureCategory::get());
			driver.setupTexture(*_CachedTex[k]);
		}
	}
}
Example #21
0
///===========================================================================
CParticleSystem *CParticleSystemShape::instanciatePS(CScene &scene, NLMISC::CContiguousBlockAllocator *blockAllocator /*= NULL*/)
{
	if (_Sharing && _SharedSystem != NULL) // is sharing enabled, and is a system already instanciated
	{
		return _SharedSystem;
	}

	// avoid prb with concurrent thread (may happen if an instance group containing ps is loaded in background)
	s_PSSMutex.enter();


	#ifdef PS_FAST_ALLOC
		nlassert(PSBlockAllocator == NULL);
		if (blockAllocator)
		{
			// set new allocator for particle system memory
			PSBlockAllocator = blockAllocator;
			blockAllocator->init(_NumBytesWanted); // if size wanted is already known, set it
		}
	#endif

	//NLMISC::TTicks start = NLMISC::CTime::getPerformanceTime();
	// copy the datas
	CParticleSystem *myInstance = NULL;

	// serialize from the memory stream
	if (!_ParticleSystemProto.isReading()) // we must be sure that we are reading the stream
	{
		_ParticleSystemProto.invert();
	}

	_ParticleSystemProto.resetPtrTable();
	_ParticleSystemProto.seek(0, NLMISC::IStream::begin);

//	NLMISC::TTicks start = NLMISC::CTime::getPerformanceTime();
	_ParticleSystemProto.serialPtr(myInstance); // instanciate the system
/*	NLMISC::TTicks end = NLMISC::CTime::getPerformanceTime();
	nlinfo("instanciation time = %.2f", (float) (1000 * NLMISC::CTime::ticksToSecond(end - start)));
*/

	myInstance->setScene(&scene);

	if (_CachedTex.empty() && scene.getDriver())
	{
		//nlinfo("flushing texs");
		// load && cache textures
		myInstance->enumTexs(_CachedTex, *scene.getDriver());
		for(uint k = 0; k < _CachedTex.size(); ++k)
		{
			if (_CachedTex[k])
			{
				_CachedTex[k]->setTextureCategory(CPSTextureCategory::get());
				scene.getDriver()->setupTexture (*(ITexture *)_CachedTex[k]);
			}
		}
	}
	else
	{
		/*
		for(uint k = 0; k < _CachedTex.size(); ++k)
		{
			nlinfo(_CachedTex[k]->getShareName().c_str());
		}
		*/
	}

	// tmp

	if (_Sharing)
	{
		_SharedSystem = myInstance; // set this as the first shared instance
	}

	#ifdef PS_FAST_ALLOC
		if (blockAllocator)
		{
			_NumBytesWanted = blockAllocator->getNumAllocatedBytes(); // now we know the number of wanted bytes, subsequent alloc can be much faster
			PSBlockAllocator = NULL;
		}
	#endif

	s_PSSMutex.leave();

	/*NLMISC::TTicks end = NLMISC::CTime::getPerformanceTime();
	nlinfo("instanciation time = %.2f", (float) (1000 * NLMISC::CTime::ticksToSecond(end - start)));	*/
	return myInstance;
}
Example #22
0
	void UpdateScene(void)
	{
		particles.Spawn();
		redraw();
	}
//-----------------------------------------------------------------------------
void LaunchPoisonExplosion(EERIE_3D * aePos)
{
	// système de partoches pour l'explosion
	CParticleSystem * pPS = new CParticleSystem();
	CParticleParams cp;
	cp.iNbMax = 80; 
	cp.fLife = 1500;
	cp.fLifeRandom = 500;
	cp.p3Pos.x = 5;
	cp.p3Pos.y = 5;
	cp.p3Pos.z = 5;
	cp.p3Direction.x = 0;
	cp.p3Direction.y = 4;
	cp.p3Direction.z = 0;
	cp.fAngle = DEG2RAD(360);
	cp.fSpeed = 200;
	cp.fSpeedRandom = 0;
	cp.p3Gravity.x = 0;
	cp.p3Gravity.y = 17;
	cp.p3Gravity.z = 0;
	cp.fFlash = 0;
	cp.fRotation = 80;
	cp.bRotationRandomDirection = true;
	cp.bRotationRandomStart = true;

	cp.fStartSize = 5;
	cp.fStartSizeRandom = 3;
	cp.fStartColor[0] = 0;
	cp.fStartColor[1] = 76;
	cp.fStartColor[2] = 0;
	cp.fStartColor[3] = 0;
	cp.fStartColorRandom[0] = 0;
	cp.fStartColorRandom[1] = 0;
	cp.fStartColorRandom[2] = 0;
	cp.fStartColorRandom[3] = 150; 
	cp.bStartLock = false;

	cp.fEndSize = 30;
	cp.fEndSizeRandom = 5;
	cp.fEndColor[0] = 0;
	cp.fEndColor[1] = 0;
	cp.fEndColor[2] = 0;
	cp.fEndColor[3] = 0;
	cp.fEndColorRandom[0] = 0;
	cp.fEndColorRandom[1] = 25; 
	cp.fEndColorRandom[2] = 0;
	cp.fEndColorRandom[3] = 20; 
	cp.bEndLock = false;

	cp.iBlendMode = 3;
	cp.iFreq = -1;
	cp.bTexInfo = FALSE;
	pPS->SetParams(cp);
	pPS->ulParticleSpawn = 0;
	pPS->SetTexture("graph\\particles\\big_greypouf.bmp", 0, 200);

	pPS->SetPos(*aePos);
	pPS->Update(0);
	pPS->iParticleNbMax = 0;

	list<CParticle *>::iterator i;

	for (i = pPS->listParticle.begin(); i != pPS->listParticle.end(); ++i)
	{
		CParticle * pP = *i;

		if (pP->isAlive())
		{
			if (pP->p3Velocity.y >= 0.5f * 200)
				pP->p3Velocity.y = 0.5f * 200;

			if (pP->p3Velocity.y <= -0.5f * 200)
				pP->p3Velocity.y = -0.5f * 200;
		}
	}

	if (pParticleManager)
	{
		pParticleManager->AddSystem(pPS);
	}
}
Example #24
0
//-----------------------------------------------------------------------------
void LaunchMagicMissileExplosion(EERIE_3D & _ePos, int t = 0, long spellinstance = -1)
{
	// système de partoches pour l'explosion
	CParticleSystem * pPS = new CParticleSystem();
	CParticleParams cp;
	cp.iNbMax = 100 + t * 50;
	cp.fLife = 1500;
	cp.fLifeRandom = 0;
	cp.p3Pos.x = 10;
	cp.p3Pos.y = 10;
	cp.p3Pos.z = 10;
	cp.p3Direction.x = 0;
	cp.p3Direction.y = -10;
	cp.p3Direction.z = 0;
	cp.fAngle = DEG2RAD(360);
	cp.fSpeed = 130;
	cp.fSpeedRandom = 100;
	cp.p3Gravity.x = 0;
	cp.p3Gravity.y = 10;
	cp.p3Gravity.z = 0;
	cp.fFlash = 0;
	cp.fRotation = 16;

	cp.fStartSize = 5;
	cp.fStartSizeRandom = 10;


	cp.fEndSize = 0;
	cp.fEndSizeRandom = 2;

	if ((spellinstance >= 0) && (spells[spellinstance].caster == 0) && (cur_mr == 3))
	{
		cp.fStartSize = 20;
		cp.fSpeed = 13;
		cp.fSpeedRandom = 10;
		cp.fStartColorRandom[0] = 0;
		cp.fStartColorRandom[1] = 0;
		cp.fStartColorRandom[2] = 0;
		cp.fStartColorRandom[3] = 0;

		cp.fStartColor[0] = 0;
		cp.fStartColor[1] = 0;
		cp.fStartColor[2] = 0;
		cp.fStartColor[3] = 0;
		cp.fEndColor[0] = 255;
		cp.fEndColor[1] = 40;
		cp.fEndColor[2] = 120;
		cp.fEndColor[3] = 10;//55;
		pPS->SetTexture("graph\\particles\\(fx)_mr.bmp", 0, 500);
	}
	else
	{
		cp.fStartColorRandom[0] = 100;
		cp.fStartColorRandom[1] = 100;
		cp.fStartColorRandom[2] = 100;
		cp.fStartColorRandom[3] = 100;

		cp.fStartColor[0] = 110;
		cp.fStartColor[1] = 110;
		cp.fStartColor[2] = 110;
		cp.fStartColor[3] = 110;
		cp.fEndColor[0] = 0;
		cp.fEndColor[1] = 0;
		cp.fEndColor[2] = 120;
		cp.fEndColor[3] = 10;
		pPS->SetTexture("graph\\particles\\magicexplosion.bmp", 0, 500);
	}

	cp.fEndColorRandom[0] = 50;
	cp.fEndColorRandom[1] = 50;
	cp.fEndColorRandom[2] = 50;
	cp.fEndColorRandom[3] = 50;

	pPS->SetParams(cp);
	pPS->ulParticleSpawn = 0;


	EERIE_3D eP;
	eP.x = _ePos.x;
	eP.y = _ePos.y;
	eP.z = _ePos.z;

	pPS->SetPos(eP);
	pPS->Update(0);
	pPS->iParticleNbMax = 0;

	long id = GetFreeDynLight();

	if (id != -1)
	{
		DynLight[id].exist = 1;
		DynLight[id].intensity = 2.3f;
		DynLight[id].fallstart = 250.f;
		DynLight[id].fallend   = 420.f;

		if ((spellinstance >= 0) && (spells[spellinstance].caster == 0) && (cur_mr == 3))
		{
			DynLight[id].rgb.r = 1.f;
			DynLight[id].rgb.g = 0.3f;
			DynLight[id].rgb.b = .8f;
		}
		else
		{
			DynLight[id].rgb.r = 0.f;
			DynLight[id].rgb.g = 0.f;
			DynLight[id].rgb.b = .8f;
		}

		DynLight[id].pos.x = eP.x;
		DynLight[id].pos.y = eP.y;
		DynLight[id].pos.z = eP.z;
		DynLight[id].duration = 1500;
	}

	if (pParticleManager)
	{
		pParticleManager->AddSystem(pPS);
	}

	ARX_SOUND_PlaySFX(SND_SPELL_MM_HIT, &_ePos);
}