void effect::drawaura(rpgent *d, float size, int type, int elapse)
{
	if(size <= 0) return;

	size *= this->size;
	int fade, gravity, num;
	setvars(this, type, fade, gravity, num);

	num *= .2 * PI * d->radius / (1 + size) * partmul * (elapse ? logf(elapse) / 3 : 1);
	if(elapse && !num && rnd(int(10 / partmul))) return; //sometimes particles should not be drawn
	num = max<int>(1, num);

	loopi(num)
	{
		vec pos = vec(rnd(360) * RAD, 0).mul(d->radius + size).add(d->feetpos());
		switch(particle)
		{
			case PART_EXPLOSION:
			case PART_EXPLOSION_BLUE:
				particle_fireball(pos, size, particle, fade, colour, size);
				break;
			case PART_STREAK:
			case PART_LIGHTNING:
				if(!curtime) return;
				particle_flare(pos, vec(0, 0, d->eyeheight + d->aboveeye).add(pos), fade, particle, colour, size);
				break;
			default:
				if(gravity >= 0)
					pos.add(vec(0, 0, d->eyeheight + d->aboveeye));

				particle_splash(particle, 2, fade, pos, colour, size, max<int>(1, size * 2), gravity);
				break;
		}
	}
}
void effect::drawcone(vec &o, vec dir, vec &axis, int angle, float radius, float size, int type, int elapse)
{
	if(size <= 0) return;

	size *= this->size;
	int fade, gravity, num;
	setvars(this, type, fade, gravity, num);

	num *= angle * (particle == PART_STREAK || particle == PART_LIGHTNING ? 1 : partmul) /
		size / 30 * (elapse ? logf(elapse) / 3 : 1);
	num = max<int>(1, num);

	loopi(num)
	{
		vec ray = vec(dir).rotate(rnd(angle + 1) * RAD, axis).rotate(rnd(360), dir).mul(radius);
		switch(particle)
		{
			case PART_EXPLOSION:
			case PART_EXPLOSION_BLUE:
				ray.mul(rnd(101)/100.f).add(o);
				particle_fireball(ray, size, particle, fade, colour, size);
				break;
			case PART_STREAK:
			case PART_LIGHTNING:
				if(!curtime) return;
				particle_flare(o, ray.add(o), fade, particle, colour, size);
				break;
			default:
				ray.mul(rnd(101)/100.f).add(o);
				particle_splash(particle, 2, fade, ray, colour, size, max<int>(1, size * 2), gravity);
				break;
		}
	}
}
Exemple #3
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    void rpgent::tryattack(vec &lookatpos, rpgobj &weapon)
    {
        if(lastmillis-lastaction<weapon.s_attackrate) return;

        lastaction = lastmillis;

        switch(weapon.s_usetype)
        {
            case 1:
                if(!weapon.s_damage) return;
                weapon.usesound(this);
                loopallrpgobjsexcept(ro) tryattackobj(*eo, weapon);
                break;

            case 2:
            {
                if(!weapon.s_damage) return;
                weapon.usesound(this);
                particle_splash(PART_SPARK, 200, 250, lookatpos, 0xB49B4B, 0.24f);
                vec flarestart = o;
                flarestart.z -= 2;
                particle_flare(flarestart, lookatpos, 600, PART_STREAK, 0xFFC864, 0.28f);  // FIXME hudgunorigin(), and shorten to maxrange
                float bestdist = 1e16f;
                rpgobj *best = NULL;
                loopallrpgobjsexcept(ro)
                {
                    if(eo->ent->state!=CS_ALIVE) continue;
                    if(!intersect(eo->ent, o, lookatpos)) continue;
                    float dist = o.dist(eo->ent->o);
                    if(dist<weapon.s_maxrange && dist<bestdist)
                    {
                        best = eo;
                        bestdist = dist;
                    }
                }
                if(best) weapon.useaction(*best, *this, true);
                break;
            }
            case 3:
                if(weapon.s_maxrange)   // projectile, cast on target
                {
                    if(magicprojectile) return;     // only one in the air at once
                    if(!ro->usemana(weapon)) return;

                    magicprojectile = true;
                    mpweapon = &weapon;
                    mppos = o;
                    //mpdir = vec(yaw*RAD, pitch*RAD);
                    float worlddist = lookatpos.dist(o, mpdir);
                    mpdir.normalize();
                    mpdist = min(float(weapon.s_maxrange), worlddist);
                }
                else
                {
                    weapon.useaction(*ro, *this, true);   // cast on self
                }
                break;
        }
    }
void effect::drawsplash(vec &o, vec dir, float radius, float size, int type, int elapse)
{
	if(size <= 0) return;

	size *= this->size;
	int fade, gravity, num;
	setvars(this, type, fade, gravity, num);
	num *= .1 * radius / (1 + size) * partmul * (elapse ? logf(elapse) / 3 : 1);
	if(elapse && !num && rnd(int(10 / partmul))) return; //sometimes particles should not be drawn
	num = max(1, num);

	switch(particle)
	{
		case PART_EXPLOSION:
		case PART_EXPLOSION_BLUE:
			particle_fireball(o, radius ? radius : size, particle, fade, colour, size);
			break;
		case PART_STREAK:
		case PART_LIGHTNING:
			if(!curtime) break;

			if(!radius) //assume num == 1
			{
				vec offset = vec(dir).mul(-2 * size).add(o);
				particle_flare(offset, o, fade, particle, colour, size);
			}
			else
			{
				num = (num / 2 + num % 2);
				loopi(num)
				{
					vec offset = vec(rnd(360) * RAD, (90 - rnd(180)) * RAD).mul(radius);
					vec offset2 = vec(rnd(360) * RAD, rnd(360) * RAD).mul(radius);
					particle_flare(vec(o).sub(offset), vec(o).add(offset2), fade, particle, colour, size);
				}
			}
			break;
		default:
			particle_splash(particle, num, fade, o, colour, size, max<int>(1, radius), gravity);
			break;
	}
}
bool effect::drawline(vec &from, vec &to, float size, int type, int elapse)
{
	if(size <= 0) return false;

	size *= this->size;
	int fade, gravity, num;
	setvars(this, type, fade, gravity, num);
	num *= from.dist(to) / (10 * size) * partmul * (elapse ? logf(elapse) / 3 : 1);
	if(particle == PART_STREAK || particle == PART_LIGHTNING)
		num /= 2;

	num = min<int>(min(num, linemaxsteps), from.dist(to) / linemininterval);
	if(!num) return false;
	vec delta = vec(to).sub(from).div(num);

	loopi(num)
	{
		switch(particle)
		{
			case PART_EXPLOSION:
			case PART_EXPLOSION_BLUE:
				particle_fireball(from, size * 2, particle, fade, colour, size * 2);
				break;
			case PART_STREAK:
			case PART_LIGHTNING:
			{
				if(!curtime) return false;
				vec start = vec(rnd(360) * RAD, rnd(360) * RAD).mul(4 * size).add(from);
				vec end = vec(delta).mul(1.5).add(start);

				particle_flare(start, end, fade, particle, colour, size);
				break;
			}
			default:
				particle_splash(particle, 2, fade, from, colour, size, max<int>(1, size * 5), gravity);
				break;
		}
		from.add(delta);
	}

	return true;
}