コード例 #1
0
//-----------------------------------------------------------------------------
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);
	}
}
コード例 #2
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);
}