コード例 #1
0
ファイル: playerdeath.cpp プロジェクト: paud/d2x-xl
//	Camera is less than size of CPlayerData away from
void SetCameraPos (CFixVector *vCameraPos, CObject *objP)
{
	CFixVector	vPlayerCameraOffs = *vCameraPos - objP->info.position.vPos;
	int			count = 0;
	fix			xCameraPlayerDist;
	fix			xFarScale;

xCameraPlayerDist = vPlayerCameraOffs.Mag();
if (xCameraPlayerDist < xCameraToPlayerDistGoal) { // 2*objP->info.xSize) {
	//	Camera is too close to CPlayerData CObject, so move it away.
	tFVIQuery	fq;
	tFVIData		hit_data;
	CFixVector	local_p1;

	if (vPlayerCameraOffs.IsZero())
		vPlayerCameraOffs[X] += I2X (1)/16;

	hit_data.hit.nType = HIT_WALL;
	xFarScale = I2X (1);

	while ((hit_data.hit.nType != HIT_NONE) && (count++ < 6)) {
		CFixVector	closer_p1;
		CFixVector::Normalize(vPlayerCameraOffs);
		vPlayerCameraOffs *= xCameraToPlayerDistGoal;

		fq.p0 = &objP->info.position.vPos;
		closer_p1 = objP->info.position.vPos + vPlayerCameraOffs;	//	This is the actual point we want to put the camera at.
		vPlayerCameraOffs *= xFarScale;				//	...but find a point 50% further away...
		local_p1 = objP->info.position.vPos + vPlayerCameraOffs;		//	...so we won't have to do as many cuts.

		fq.p1					= &local_p1;
		fq.startSeg			= objP->info.nSegment;
		fq.radP0				=
		fq.radP1				= 0;
		fq.thisObjNum		= objP->Index ();
		fq.ignoreObjList	= NULL;
		fq.flags				= 0;
		fq.bCheckVisibility = false;
		FindVectorIntersection (&fq, &hit_data);

		if (hit_data.hit.nType == HIT_NONE)
			*vCameraPos = closer_p1;
		else {
			vPlayerCameraOffs = CFixVector::Random();
			xFarScale = I2X (3) / 2;
			}
		}
	}
}
コード例 #2
0
CFixVector *TransformGunPoint (CObject *objP, CFixVector *vGunPoints, int nGun,
										 fix xDelay, ubyte nLaserType, CFixVector *vMuzzle, CFixMatrix *mP)
{
	int						bSpectate = SPECTATOR (objP);
	tObjTransformation*	posP = bSpectate ? &gameStates.app.playerPos : &objP->info.position;
	CFixMatrix				m, *viewP;
	CFixVector				v [2];
#if FULL_COCKPIT_OFFS
	int						bLaserOffs = ((gameStates.render.cockpit.nType == CM_FULL_COCKPIT) &&
												  (objP->Index () == LOCALPLAYER.nObject));
#else
	int						bLaserOffs = 0;
#endif

if (nGun < 0) {	// use center between gunPoints nGun and nGun + 1
	*v = vGunPoints [-nGun] + vGunPoints [-nGun - 1];
//	VmVecScale (VmVecAdd (v, vGunPoints - nGun, vGunPoints - nGun - 1), I2X (1) / 2);
	*v *= (I2X (1) / 2);
}
else {
	v [0] = vGunPoints [nGun];
	if (bLaserOffs)
		v [0] += posP->mOrient.UVec () * LASER_OFFS;
	}
if (!mP)
	mP = &m;
if (bSpectate) {
   viewP = mP;
	*viewP = posP->mOrient.Transpose ();
}
else
   viewP = objP->View ();
v[1] = *viewP * v [0];
memcpy (mP, &posP->mOrient, sizeof (CFixMatrix));
if (nGun < 0)
	v[1] += (*mP).UVec () * (-2 * v->Mag ());
(*vMuzzle) = posP->vPos + v [1];
//	If supposed to fire at a delayed time (xDelay), then move this point backwards.
if (xDelay)
	*vMuzzle += mP->FVec () * (-FixMul (xDelay, WI_speed (nLaserType, gameStates.app.nDifficultyLevel)));
return vMuzzle;
}
コード例 #3
0
ファイル: particles.cpp プロジェクト: paud/d2x-xl
int CParticle::Create (CFixVector *vPos, CFixVector *vDir, CFixMatrix *mOrient,
							  short nSegment, int nLife, int nSpeed, char nParticleSystemType, char nClass,
						     float nScale, tRgbaColorf *colorP, int nCurTime, int bBlowUp,
							  float fBrightness, CFixVector *vEmittingFace)
{

	static tRgbaColorf	defaultColor = {1,1,1,1};

	tRgbaColorf	color;
	CFixVector	vDrift;
	int			nRad, nFrames, nType = particleImageManager.GetType (nParticleSystemType);

if (nScale < 0)
	nRad = (int) -nScale;
else if (gameOpts->render.particles.bSyncSizes)
	nRad = (int) PARTICLE_SIZE (gameOpts->render.particles.nSize [0], nScale);
else
	nRad = (int) nScale;
if (!nRad)
	nRad = I2X (1);
m_nType = nType;
m_bEmissive = (nParticleSystemType == LIGHT_PARTICLES);
m_nClass = nClass;
m_nSegment = nSegment;
m_nBounce = 0;
color = colorP ? *colorP : defaultColor;
m_color [0] =
m_color [1] = color;
if ((nType == BULLET_PARTICLES) || (nType == BUBBLE_PARTICLES)) {
	m_bBright = 0;
	m_nFade = -1;
	}
else {
	m_bBright = (nType == SMOKE_PARTICLES) ? (rand () % 50) == 0 : 0;
	if (colorP) {
		if (nType != LIGHT_PARTICLES) {
			m_color [0].red *= RANDOM_FADE;
			m_color [0].green *= RANDOM_FADE;
			m_color [0].blue *= RANDOM_FADE;
			}
		m_nFade = 0;
		}
	else {
		m_color [0].red = 1.0f;
		m_color [0].green = 0.5f;
		m_color [0].blue = 0.0f;
		m_nFade = 2;
		}
	if (m_bEmissive)
		m_color [0].alpha = (float) (SMOKE_START_ALPHA + 64) / 255.0f;
	else if (nParticleSystemType != GATLING_PARTICLES) {
		if (!colorP)
			m_color [0].alpha = (float) (SMOKE_START_ALPHA + randN (64)) / 255.0f;
		else {
			if (colorP->alpha < 0)
				m_color [0].alpha = -colorP->alpha;
			else {
				if (2 == (m_nFade = (char) colorP->alpha)) {
					m_color [0].red = 1.0f;
					m_color [0].green = 0.5f;
					m_color [0].blue = 0.0f;
					}
				m_color [0].alpha = (float) (SMOKE_START_ALPHA + randN (64)) / 255.0f;
				}
			}
		}
#if 1
	if (gameOpts->render.particles.bDisperse && !m_bBright) {
		fBrightness = 1.0f - fBrightness;
		m_color [0].alpha += fBrightness * fBrightness / 8.0f;
		}
#endif
	}
//nSpeed = (int) (sqrt (nSpeed) * (float) I2X (1));
nSpeed *= I2X (1);
if (vDir) {
	CAngleVector	a;
	CFixMatrix		m;
	float				d;
	a [PA] = randN (I2X (1) / 4) - I2X (1) / 8;
	a [BA] = randN (I2X (1) / 4) - I2X (1) / 8;
	a [HA] = randN (I2X (1) / 4) - I2X (1) / 8;
	m = CFixMatrix::Create (a);
	vDrift = m * (*vDir);
	CFixVector::Normalize (vDrift);
	d = (float) CFixVector::DeltaAngle (vDrift, *vDir, NULL);
	if (d) {
		d = (float) exp ((I2X (1) / 8) / d);
		nSpeed = (fix) ((float) nSpeed / d);
		}
#if 0
	if (!colorP)	// hack for static particleSystem w/o user defined color
		m_color [0].green =
		m_color [0].blue = 1.0f;
#endif
	vDrift *= nSpeed;
	if ((nType == SMOKE_PARTICLES) || (nType == BUBBLE_PARTICLES))
		m_vDir = *vDir * (I2X (3) / 4 + I2X (randN (16)) / 64);
	else
		m_vDir = *vDir;
	m_bHaveDir = 1;
	}
else {
	CFixVector	vOffs;
	vDrift [X] = nSpeed - randN (2 * nSpeed);
	vDrift [Y] = nSpeed - randN (2 * nSpeed);
	vDrift [Z] = nSpeed - randN (2 * nSpeed);
	vOffs = vDrift;
	m_vDir.SetZero ();
	m_bHaveDir = 1;
	}
m_vDrift = vDrift;
if (vEmittingFace)
	m_vPos = *RandomPointOnQuad (vEmittingFace, vPos);
else if (nType != BUBBLE_PARTICLES)
	m_vPos = *vPos + vDrift * (I2X (1) / 64);
else {
	//m_vPos = *vPos + vDrift * (I2X (1) / 32);
	nSpeed = vDrift.Mag () / 16;
	vDrift = CFixVector::Avg ((*mOrient).RVec () * (nSpeed - randN (2 * nSpeed)), (*mOrient).UVec () * (nSpeed - randN (2 * nSpeed)));
	m_vPos = *vPos + vDrift + (*mOrient).FVec () * (I2X (1) / 2 - randN (I2X (1)));
#if 1
	m_vDrift.SetZero ();
#else
	CFixVector::Normalize (m_vDrift);
	m_vDrift *= I2X (32);
#endif
	}
if ((nType != BUBBLE_PARTICLES) && mOrient) {
		CAngleVector	vRot;
		CFixMatrix		mRot;

	vRot [BA] = 0;
	vRot [PA] = 2048 - ((d_rand () % 9) * 512);
	vRot [HA] = 2048 - ((d_rand () % 9) * 512);
	mRot = CFixMatrix::Create (vRot);
	m_mOrient = *mOrient * mRot;
	}
if (nLife < 0)
	nLife = -nLife;
if (nType == SMOKE_PARTICLES) {
	if (gameOpts->render.particles.bDisperse)
		nLife = (nLife * 2) / 3;
	nLife = nLife / 2 + randN (nLife / 2);
	}
m_nLife =
m_nTTL = nLife;
m_nMoved = nCurTime;
m_nDelay = 0; //bStart ? randN (nLife) : 0;
if (nType == SMOKE_PARTICLES)
	nRad += randN (nRad);
else if (nType == BUBBLE_PARTICLES)
	nRad = nRad / 10 + randN (9 * nRad / 10);
else
	nRad *= 2;
if ((m_bBlowUp = bBlowUp)) {
	m_nRad = nRad / 2;
	m_nWidth =
	m_nHeight = m_nRad;
	m_nRad += m_nRad / bBlowUp;
	}
else {
	m_nWidth =
	m_nHeight = nRad;
	m_nRad = nRad / 2;
	}
nFrames = nParticleFrames [0][nType];
if (nType == BULLET_PARTICLES) {
	m_nFrame = 0;
	m_nRotFrame = 0;
	m_nOrient = 3;
	}
else if (nType == BUBBLE_PARTICLES) {
	m_nFrame = rand () % (nFrames * nFrames);
	m_nRotFrame = 0;
	m_nOrient = 0;
	}
else if (nType == LIGHT_PARTICLES) {
	m_nFrame = 0;
	m_nRotFrame = 0;
	m_nOrient = 0;
	}
else {
	m_nFrame = rand () % (nFrames * nFrames);
	m_nRotFrame = m_nFrame / 2;
	m_nOrient = rand () % 4;
	}
#if 1
if (m_bEmissive)
	m_color [0].alpha *= ParticleBrightness (colorP);
else if (nParticleSystemType == SMOKE_PARTICLES)
	m_color [0].alpha /= colorP ? color.red + color.green + color.blue + 2 : 2;
else if (nParticleSystemType == BUBBLE_PARTICLES)
	m_color [0].alpha /= 2;
else if (nParticleSystemType == LIGHT_PARTICLES)
	m_color [0].alpha /= 5;
#	if 0
else if (nParticleSystemType == GATLING_PARTICLES)
	;//m_color [0].alpha /= 6;
#	endif
#endif
return 1;
}