コード例 #1
0
static Vec3f GetChestPos(EntityHandle num) {
	
	if(num == EntityHandle_Player) {
		return player.pos + Vec3f(0.f, 70.f, 0.f);
	}

	if(ValidIONum(num)) {
		ObjVertHandle idx = GetGroupOriginByName(entities[num]->obj, "chest");

		if(idx != ObjVertHandle()) {
			return entities[num]->obj->vertexlist3[idx.handleData()].v;
		} else {
			return entities[num]->pos + Vec3f(0.f, -120.f, 0.f);
		}
	} else {
		// should not happen
		return Vec3f_ZERO;
	}
}
コード例 #2
0
ファイル: SpellsLvl07.cpp プロジェクト: bsxf-47/ArxLibertatis
static Vec3f GetChestPos(EntityHandle num) {
	
	if(num == EntityHandle_Player) {
		return player.pos + Vec3f(0.f, 70.f, 0.f);
	}
	
	Entity * io = entities.get(num);
	if(!io) {
		// should not happen
		return Vec3f(0.f);
	}
	
	ObjVertHandle idx = GetGroupOriginByName(io->obj, "chest");
	
	if(idx != ObjVertHandle()) {
		return io->obj->vertexWorldPositions[idx.handleData()].v;
	}
	
	return io->pos + Vec3f(0.f, -120.f, 0.f);
}
コード例 #3
0
void LightningStrikeSpell::Update() {
	
	float fBeta = 0.f;
	float falpha = 0.f;
	
	Entity * caster = entities[m_caster];
	ObjVertHandle idx = GetGroupOriginByName(caster->obj, "chest");
	if(idx != ObjVertHandle()) {
		m_caster_pos = caster->obj->vertexlist3[idx.handleData()].v;
	} else {
		m_caster_pos = caster->pos;
	}
	
	if(m_caster == EntityHandle_Player) {
		falpha = -player.angle.getPitch();
		fBeta = player.angle.getYaw();
	} else {
		fBeta = caster->angle.getYaw();
		if(ValidIONum(caster->targetinfo) && caster->targetinfo != m_caster) {
			const Vec3f & p1 = m_caster_pos;
			Vec3f p2 = GetChestPos(caster->targetinfo);
			falpha = MAKEANGLE(glm::degrees(getAngle(p1.y, p1.z, p2.y, p2.z + glm::distance(Vec2f(p2.x, p2.z), Vec2f(p1.x, p1.z))))); //alpha entre orgn et dest;
		} else if(ValidIONum(m_target)) {
			const Vec3f & p1 = m_caster_pos;
			Vec3f p2 = GetChestPos(m_target);
			falpha = MAKEANGLE(glm::degrees(getAngle(p1.y, p1.z, p2.y, p2.z + glm::distance(Vec2f(p2.x, p2.z), Vec2f(p1.x, p1.z))))); //alpha entre orgn et dest;
		}
	}
	
	m_lightning.m_pos = m_caster_pos;
	m_lightning.m_beta = fBeta;
	m_lightning.m_alpha = falpha;
	
	m_lightning.m_caster = m_caster;
	m_lightning.m_level = m_level;
	
	m_lightning.Update(ArxDurationMs(g_framedelay));
	m_lightning.Render();
	
	ARX_SOUND_RefreshPosition(m_snd_loop, entities[m_caster]->pos);
}
コード例 #4
0
void ConfuseSpell::Update() {
	
	Vec3f pos = entities[m_target]->pos;
	if(m_target != EntityHandle_Player) {
		pos.y += entities[m_target]->physics.cyl.height - 30.f;
	}
	
	ObjVertHandle idx = entities[m_target]->obj->fastaccess.head_group_origin;
	if(idx != ObjVertHandle()) {
		pos = entities[m_target]->obj->vertexlist3[idx.handleData()].v;
		pos.y -= 50.f;
	}
	
	eCurPos = pos;
	
	RenderMaterial mat;
	mat.setDepthTest(false);
	mat.setBlendType(RenderMaterial::Additive);
	mat.setTexture(tex_trail);
	
	Anglef stiteangle = Anglef(0.f, -glm::degrees(arxtime.now_f() * ( 1.0f / 500 )), 0.f);
	
	{
		AnimationDuration delta = AnimationDurationUs(s64(g_framedelay * 1000.f));
		EERIEDrawAnimQuatUpdate(spapi, animlayer, stiteangle, eCurPos, delta, NULL, false);
		EERIEDrawAnimQuatRender(spapi, eCurPos, NULL, 0.f);
	}
	
	for(int i = 0; i < 6; i++) {
		
		PARTICLE_DEF * pd = createParticle();
		if(!pd) {
			break;
		}
		
		Vec2f p = glm::diskRand(15.f);
		pd->ov = eCurPos + Vec3f(p.x, 0.f, p.y);
		
		pd->move = Vec3f(0.f, Random::getf(1.f, 4.f), 0.f);
		pd->siz = 0.25f;
		pd->tolive = Random::getu(2300, 3300);
		pd->tc = tex_p1;
		pd->m_flags = PARTICLE_GOLDRAIN | FADE_IN_AND_OUT | ROTATING | DISSIPATING;
		pd->m_rotation = 0.0000001f;
		
		Color3f baseColor = Color3f(0.4f, 0.2f, 0.4f);
		Color3f randomFactor = Color3f(0.4f, 0.6f, 0.4f);
		Color3f c = baseColor + randomColor3f() * randomFactor;
		while(glm::abs(c.r - c.g) > 0.3f && glm::abs(c.g - c.b) > 0.3f) {
			c = baseColor + randomColor3f() * randomFactor;
		}
		pd->rgb = c * Color3f(0.8f, 0.8f, 0.8f);
	}
	
	EERIE_LIGHT * light = dynLightCreate(m_light);
	if(light) {
		light->intensity = 1.3f;
		light->fallstart = 180.f;
		light->fallend   = 420.f;
		light->rgb = Color3f(0.3f, 0.3f, 0.5f) + Color3f(0.2f, 0.f, 0.2f) * randomColor3f();
		light->pos = eCurPos;
		light->duration = ArxDurationMs(200);
		light->extras = 0;
	}
}