void ChangeLevelIconGui::update(const Rectf & parent) { m_rect = createChild(parent, Anchor_TopRight, m_size * m_scale, Anchor_TopRight); float wave = timeWaveSin(g_gameTime.now(), GameDurationMsf(314.159f)); m_intensity = 0.9f - wave * 0.5f + Random::getf(0.f, 0.1f); m_intensity = glm::clamp(m_intensity, 0.f, 1.f); }
void ManageQuakeFX(Camera * cam) { if(QuakeFx.intensity > 0.f) { GameDuration tim = g_gameTime.now() - QuakeFx.start; if(tim >= QuakeFx.duration) { QuakeFx.intensity = 0.f; return; } float itmod = 1.f - (tim / QuakeFx.duration); float periodicity = 0; if(QuakeFx.frequency > 0.f) { periodicity = timeWaveSin(g_gameTime.now(), GameDurationMsf(628.319f / QuakeFx.frequency)); } float truepower = periodicity * QuakeFx.intensity * itmod * 0.01f; float halfpower = truepower * .5f; cam->m_pos += arx::randomVec(-halfpower, halfpower); cam->angle.setPitch(cam->angle.getPitch() + Random::getf() * truepower - halfpower); cam->angle.setYaw(cam->angle.getYaw() + Random::getf() * truepower - halfpower); cam->angle.setRoll(cam->angle.getRoll() + Random::getf() * truepower - halfpower); } }
void NegateMagicSpell::Update() { LaunchAntiMagicField(); if(m_target == EntityHandle_Player) { m_pos = player.basePosition(); } else { Entity * target = entities.get(m_target); if(target) { m_pos = target->pos; } } Vec3f stitepos = m_pos - Vec3f(0.f, 10.f, 0.f); RenderMaterial mat; mat.setLayer(RenderMaterial::Decal); mat.setDepthTest(true); mat.setTexture(tex_sol); mat.setBlendType(RenderMaterial::Additive); for(int i = 0; i < 360; i++) { float t = Random::getf(); if(t < 0.04f) { PARTICLE_DEF * pd = createParticle(); if(!pd) { break; } pd->ov = stitepos + arx::randomOffsetXZ(150.f); pd->move = Vec3f(0.f, Random::getf(-3.f, 0.f), 0.f); pd->siz = 0.3f; pd->tolive = Random::getu(2000, 4000); pd->tc = tex_p2; pd->m_flags = FADE_IN_AND_OUT | ROTATING | DISSIPATING | SUBSTRACT; pd->m_rotation = 0.0000001f; } } float rot = timeWaveSaw(g_gameTime.now(), GameDurationMs(18000)) * 360.f; Anglef stiteangle(0.f, -rot, 0.f); float scalediff = timeWaveSin(g_gameTime.now(), GameDurationMsf(1570.79632f)); { Color3f stitecolor = Color3f::gray(.4f); Vec3f stitescale = Vec3f(3.f + 0.5f * scalediff); Draw3DObject(ssol, stiteangle, stitepos, stitescale, stitecolor, mat); } { Color3f stitecolor = Color3f(.5f, 0.f, .5f); Vec3f stitescale = Vec3f(3.1f + 0.2f * scalediff); Draw3DObject(ssol, stiteangle, stitepos, stitescale, stitecolor, mat); } }
Result execute(Context & context) { float intensity = context.getFloat(); float duration = context.getFloat(); float period = context.getFloat(); DebugScript(' ' << intensity << ' ' << duration << ' ' << period); AddQuakeFX(intensity, GameDurationMsf(duration), period, true); return Success; }
void LightningStrikeSpell::Launch() { Vec3f target(0.f, 0.f, -500.f); m_lightning.Create(Vec3f(0.f), target); m_lightning.SetDuration(GameDurationMsf(500 * m_level)); m_lightning.m_isMassLightning = false; m_duration = m_lightning.m_duration; m_hasDuration = true; ARX_SOUND_PlaySFX(g_snd.SPELL_LIGHTNING_START, &m_caster_pos); m_snd_loop = ARX_SOUND_PlaySFX_loop(g_snd.SPELL_LIGHTNING_LOOP, &m_caster_pos, 1.f); }
void RuneOfGuardingSpell::Update() { EERIE_LIGHT * light = lightHandleGet(m_light); if(light) { float fa = Random::getf(0.85f, 1.0f); light->intensity = 0.7f + 2.3f * fa; light->fallend = 350.f; light->fallstart = 150.f; light->rgb = Color3f(1.0f, 0.2f, 0.2f); light->creationTime = g_gameTime.now(); light->duration = GameDurationMs(200); } Vec3f pos = m_pos + Vec3f(0.f, -20.f, 0.f); RenderMaterial mat; mat.setDepthTest(true); mat.setBlendType(RenderMaterial::Additive); Anglef stiteangle; Color3f stitecolor; float stiteangleb = m_elapsed / GameDurationMs(100); stiteangle.setPitch(0); stiteangle.setRoll(0); stiteangle.setYaw(stiteangleb * 0.1f); stitecolor = Color3f(0.4f, 0.4f, 0.6f); float scale = std::sin(m_elapsed / GameDurationMsf(66.6666666f)); Vec3f stitescale = Vec3f(1.f, -0.1f, 1.f); Draw3DObject(slight, stiteangle, pos, stitescale, stitecolor, mat); stiteangle.setYaw(stiteangleb); stitecolor = Color3f(0.6f, 0.f, 0.f); stitescale = Vec3f(2.f) * (1.f + 0.01f * scale); Draw3DObject(ssol, stiteangle, pos, stitescale, stitecolor, mat); stitecolor = Color3f(0.6f, 0.3f, 0.45f); stitescale = Vec3f(1.8f) * (1.f + 0.02f * scale); Draw3DObject(srune, stiteangle, pos, stitescale, stitecolor, mat); for(int n = 0; n < 4; n++) { PARTICLE_DEF * pd = createParticle(); if(!pd) { break; } pd->ov = pos + arx::randomOffsetXZ(40.f); pd->move = arx::linearRand(Vec3f(-0.8f, -4.f, -0.8f), Vec3f(0.8f, 0.f, 0.8f)); pd->scale = Vec3f(-0.1f); pd->tolive = Random::getu(2600, 3200); pd->tc = tex_p2; pd->siz = 0.3f; pd->rgb = Color3f(.4f, .4f, .6f); } Sphere sphere = Sphere(m_pos, std::max(m_level * 15.f, 50.f)); if(CheckAnythingInSphere(sphere, m_caster, CAS_NO_SAME_GROUP | CAS_NO_BACKGROUND_COL | CAS_NO_ITEM_COL | CAS_NO_FIX_COL | CAS_NO_DEAD_COL)) { spawnFireHitParticle(m_pos, 0); PolyBoomAddScorch(m_pos); LaunchFireballBoom(m_pos, m_level); DoSphericDamage(Sphere(m_pos, 30.f * m_level), 4.f * m_level, DAMAGE_AREA, DAMAGE_TYPE_FIRE | DAMAGE_TYPE_MAGICAL, m_caster); ARX_SOUND_PlaySFX(g_snd.SPELL_RUNE_OF_GUARDING_END, &m_pos); requestEnd(); } }
void RepelUndeadSpell::Update() { Vec3f pos = entities[m_target]->pos; float rot; if(m_target == EntityHandle_Player) { rot = player.angle.getYaw(); } else { rot = entities[m_target]->angle.getYaw(); } m_pos = pos; m_yaw = rot; RenderMaterial mat; mat.setDepthTest(true); mat.setBlendType(RenderMaterial::Additive); Anglef eObjAngle; eObjAngle.setYaw(m_yaw); eObjAngle.setPitch(0); eObjAngle.setRoll(0); float wave = timeWaveSin(g_gameTime.now(), GameDurationMsf(6283.185307f)); float vv = (1.f + wave) * 0.5f + 1.1f; Draw3DObject(ssol, eObjAngle, m_pos + Vec3f(0.f, -5.f, 0.f), Vec3f(vv), Color3f(0.6f, 0.6f, 0.8f), mat); vv *= 100.f; for(int n = 0; n < 4; n++) { PARTICLE_DEF * pd = createParticle(); if(!pd) { break; } // XXX was this supposed to be sphericalRand ? Vec2f d = arx::diskRand(vv); pd->ov = m_pos + Vec3f(d.x, 0.f, d.y); pd->move = arx::linearRand(Vec3f(-0.8f, -4.f, -0.8f), Vec3f(0.8f, 0.f, 0.8f)); pd->scale = Vec3f(-0.1f); pd->tolive = Random::getu(2600, 3200); pd->tc = tex_p2; pd->siz = 0.3f; pd->rgb = Color3f(.4f, .4f, .6f); } EERIE_LIGHT * light = dynLightCreate(m_light); if(light) { light->intensity = 2.3f; light->fallend = 350.f; light->fallstart = 150.f; light->rgb = Color3f(0.8f, 0.8f, 1.f); light->pos = m_pos + Vec3f(0.f, -50.f, 0.f); light->duration = GameDurationMs(200); light->creationTime = g_gameTime.now(); } if (m_target == EntityHandle_Player) ARX_SOUND_RefreshPosition(m_snd_loop, entities[m_target]->pos); }