Пример #1
0
static void ARX_TEMPORARY_TrySound(Entity * source, Material collisionMaterial, float volume) {
	
	if(source->ioflags & IO_BODY_CHUNK)
		return;
	
	ArxInstant now = arxtime.now();
	
	if(now > source->soundtime) {
		
		source->soundcount++;
		
		if(source->soundcount < 5) {
			Material material;
			if(EEIsUnderWater(source->pos))
				material = MATERIAL_WATER;
			else if(source->material)
				material = source->material;
			else
				material = MATERIAL_STONE;
			
			if(volume > 1.f)
				volume = 1.f;
			
			long soundLength = ARX_SOUND_PlayCollision(material, collisionMaterial, volume, 1.f, source->pos, source);
			
			source->soundtime = now + ArxDurationMs(soundLength >> 4) + ArxDurationMs(50);
		}
Пример #2
0
//-----------------------------------------------------------------------------
// Updates all currently launched projectiles
void ARX_MISSILES_Update()
{
	TextureContainer * tc = TC_fire; 

	unsigned long tim = (unsigned long)(arxtime);

	for(unsigned long i(0); i < MAX_MISSILES; i++) {
		if(missiles[i].type == MISSILE_NONE)
			continue;

		long framediff = missiles[i].timecreation + missiles[i].tolive - tim;

		if(framediff < 0) {
			ARX_MISSILES_Kill(i);
			continue;
		}

		long framediff3 = tim - missiles[i].timecreation;

		switch(missiles[i].type) {
			case MISSILE_NONE:
			break;
			case MISSILE_FIREBALL: {
				Vec3f pos;

				pos = missiles[i].startpos + missiles[i].velocity * Vec3f(framediff3);

				if(missiles[i].longinfo != -1) {
					DynLight[missiles[i].longinfo].pos = pos;
				}

				Vec3f orgn = missiles[i].lastpos;
				Vec3f dest = pos;
				
				Vec3f tro = Vec3f(70.f);
				
				EERIEPOLY *ep = GetMinPoly(dest.x, dest.y, dest.z);
				EERIEPOLY *epp = GetMaxPoly(dest.x, dest.y, dest.z);

				if(closerThan(player.pos, pos, 200.f)) {
					ARX_MISSILES_Kill(i);
					ARX_BOOMS_Add(&pos);
					Add3DBoom(&pos);
					DoSphericDamage(&dest, 180.0F, 200.0F, DAMAGE_AREAHALF, DAMAGE_TYPE_FIRE | DAMAGE_TYPE_MAGICAL);
					break;
				}

				if(ep && ep->center.y < dest.y) {
					ARX_MISSILES_Kill(i);
					ARX_BOOMS_Add(&dest);
					Add3DBoom(&dest);
					DoSphericDamage(&dest, 180.0F, 200.0F, DAMAGE_AREAHALF, DAMAGE_TYPE_FIRE | DAMAGE_TYPE_MAGICAL);
					break;
				}

				if(epp && epp->center.y > dest.y) {
					ARX_MISSILES_Kill(i);
					ARX_BOOMS_Add(&dest);
					Add3DBoom(&dest);
					DoSphericDamage(&dest, 180.0F, 200.0F, DAMAGE_AREAHALF, DAMAGE_TYPE_FIRE | DAMAGE_TYPE_MAGICAL);
					break;
				}

				Vec3f hit;
				EERIEPOLY *tp = NULL;
				if(EERIELaunchRay3(&orgn, &dest, &hit, tp, 1)) {
					ARX_MISSILES_Kill(i);
					ARX_BOOMS_Add(&hit);
					Add3DBoom(&hit);
					DoSphericDamage(&dest, 180.0F, 200.0F, DAMAGE_AREAHALF, DAMAGE_TYPE_FIRE | DAMAGE_TYPE_MAGICAL);
					break;
				}

				if(!EECheckInPoly(&dest) || EEIsUnderWater(&dest)) {
					ARX_MISSILES_Kill(i);
					ARX_BOOMS_Add(&dest);
					Add3DBoom(&dest);
					DoSphericDamage(&dest, 180.0F, 200.0F, DAMAGE_AREAHALF, DAMAGE_TYPE_FIRE | DAMAGE_TYPE_MAGICAL);
					break;
				}

				long ici = IsCollidingAnyInter(dest.x, dest.y, dest.z, &tro);

				if(ici != -1 && ici != missiles[i].owner) {
					ARX_MISSILES_Kill(i);
					ARX_BOOMS_Add(&dest);
					Add3DBoom(&dest);
					DoSphericDamage(&dest, 180.0F, 200.0F, DAMAGE_AREAHALF, DAMAGE_TYPE_FIRE | DAMAGE_TYPE_MAGICAL);
					break;
				}
				
				PARTICLE_DEF * pd = createParticle();
				if(pd) {
					pd->ov = pos;
					pd->move = missiles[i].velocity;
					pd->move += Vec3f(3.f - 6.f * rnd(), 4.f - 12.f * rnd(), 3.f - 6.f * rnd());
					pd->tolive = Random::get(500, 1000);
					pd->tc = tc;
					pd->siz = 12.f * float(missiles[i].tolive - framediff3) * (1.f / 4000);
					pd->scale = randomVec(15.f, 20.f);
					pd->special = FIRE_TO_SMOKE;
				}
				
				missiles[i].lastpos = pos;
				
				break;
			}
		}

		missiles[i].lastupdate = tim;
	}
}
Пример #3
0
//-----------------------------------------------------------------------------
// Updates all currently launched projectiles
void ARX_MISSILES_Update() {
	
	ARX_PROFILE_FUNC();
	
	TextureContainer * tc = TC_fire; 

	unsigned long tim = (unsigned long)(arxtime);

	for(unsigned long i(0); i < MAX_MISSILES; i++) {
		if(missiles[i].type == MISSILE_NONE)
			continue;

		long framediff = missiles[i].timecreation + missiles[i].tolive - tim;

		if(framediff < 0) {
			ARX_MISSILES_Kill(i);
			continue;
		}

		long framediff3 = tim - missiles[i].timecreation;

		switch(missiles[i].type) {
			case MISSILE_NONE:
			break;
			case MISSILE_FIREBALL: {
				Vec3f pos;

				pos = missiles[i].startpos + missiles[i].velocity * Vec3f(framediff3);

				if(lightHandleIsValid(missiles[i].longinfo)) {
					EERIE_LIGHT * light = lightHandleGet(missiles[i].longinfo);
					
					light->pos = pos;
				}

				Vec3f orgn = missiles[i].lastpos;
				Vec3f dest = pos;
				
				Vec3f tro = Vec3f(70.f);
				
				EERIEPOLY *ep = GetMinPoly(dest);
				EERIEPOLY *epp = GetMaxPoly(dest);

				if(closerThan(player.pos, pos, 200.f)) {
					ARX_MISSILES_Kill(i);
					ARX_BOOMS_Add(pos);
					Add3DBoom(pos);
					DoSphericDamage(Sphere(dest, 200.0F), 180.0F, DAMAGE_AREAHALF, DAMAGE_TYPE_FIRE | DAMAGE_TYPE_MAGICAL);
					break;
				}

				if(ep && ep->center.y < dest.y) {
					ARX_MISSILES_Kill(i);
					ARX_BOOMS_Add(dest);
					Add3DBoom(dest);
					DoSphericDamage(Sphere(dest, 200.0F), 180.0F, DAMAGE_AREAHALF, DAMAGE_TYPE_FIRE | DAMAGE_TYPE_MAGICAL);
					break;
				}

				if(epp && epp->center.y > dest.y) {
					ARX_MISSILES_Kill(i);
					ARX_BOOMS_Add(dest);
					Add3DBoom(dest);
					DoSphericDamage(Sphere(dest, 200.0F), 180.0F, DAMAGE_AREAHALF, DAMAGE_TYPE_FIRE | DAMAGE_TYPE_MAGICAL);
					break;
				}

				Vec3f hit;
				if(EERIELaunchRay3(orgn, dest, hit, 1)) {
					ARX_MISSILES_Kill(i);
					ARX_BOOMS_Add(hit);
					Add3DBoom(hit);
					DoSphericDamage(Sphere(dest, 200.0F), 180.0F, DAMAGE_AREAHALF, DAMAGE_TYPE_FIRE | DAMAGE_TYPE_MAGICAL);
					break;
				}

				if(!CheckInPoly(dest) || EEIsUnderWater(dest)) {
					ARX_MISSILES_Kill(i);
					ARX_BOOMS_Add(dest);
					Add3DBoom(dest);
					DoSphericDamage(Sphere(dest, 200.0F), 180.0F, DAMAGE_AREAHALF, DAMAGE_TYPE_FIRE | DAMAGE_TYPE_MAGICAL);
					break;
				}

				EntityHandle ici = IsCollidingAnyInter(dest, tro);

				if(ici != EntityHandle() && ici != missiles[i].owner) {
					ARX_MISSILES_Kill(i);
					ARX_BOOMS_Add(dest);
					Add3DBoom(dest);
					DoSphericDamage(Sphere(dest, 200.0F), 180.0F, DAMAGE_AREAHALF, DAMAGE_TYPE_FIRE | DAMAGE_TYPE_MAGICAL);
					break;
				}
				
				PARTICLE_DEF * pd = createParticle();
				if(pd) {
					pd->ov = pos;
					pd->move = missiles[i].velocity;
					pd->move += Vec3f(3.f, 4.f, 3.f) + Vec3f(-6.f, -12.f, -6.f) * randomVec3f();
					pd->tolive = Random::get(500, 1000);
					pd->tc = tc;
					pd->siz = 12.f * float(missiles[i].tolive - framediff3) * (1.f / 4000);
					pd->scale = randomVec(15.f, 20.f);
					pd->special = FIRE_TO_SMOKE;
				}
				
				missiles[i].lastpos = pos;
				
				break;
			}
		}

		missiles[i].lastupdate = tim;
	}
}
Пример #4
0
void ARX_THROWN_OBJECT_Manage(unsigned long time_offset)
{
	for(size_t i = 0; i < MAX_THROWN_OBJECTS; i++) {
		ARX_THROWN_OBJECT *thrownObj = &Thrown[i];
		if(!(thrownObj->flags & ATO_EXIST))
			continue;

		{
		// Is Object Visible & Near ?

		EERIE_BKG_INFO * bkgData = getFastBackgroundData(thrownObj->position.x, thrownObj->position.z);

		if(!bkgData || !bkgData->treat) {
			continue;
		}

		// Now render object !
		if(!thrownObj->obj)
			continue;

		TransformInfo t(thrownObj->position, thrownObj->quat);
		DrawEERIEInter_ModelTransform(thrownObj->obj, t);

		if((thrownObj->flags & ATO_FIERY) && (thrownObj->flags & ATO_MOVING)
		   && !(thrownObj->flags & ATO_UNDERWATER)) {

			LightHandle id = GetFreeDynLight();
			if(lightHandleIsValid(id) && framedelay > 0) {
				EERIE_LIGHT * light = lightHandleGet(id);
				
				light->intensity = 1.f;
				light->fallstart = 100.f;
				light->fallend   = 240.f;
				light->rgb = Color3f(1.f, .8f, .6f) - randomColor3f() * Color3f(.2f, .2f, .2f);
				light->pos = thrownObj->position;
				light->ex_flaresize = 40.f;
				light->extras |= EXTRAS_FLARE;
				light->duration = static_cast<long>(framedelay * 0.5f);
			}

			float p = 3.f;

			while(p > 0.f) {
				p -= 0.5f;

				if(thrownObj->obj) {
					long notok = 10;
					std::vector<EERIE_FACE>::iterator it;

					while(notok-- > 0) {
						it = Random::getIterator(thrownObj->obj->facelist);
						arx_assert(it != thrownObj->obj->facelist.end());

						if(it->facetype & POLY_HIDE)
							continue;

						notok = -1;
					}

					if(notok < 0) {
						Vec3f pos = thrownObj->obj->vertexlist3[it->vid[0]].v;

						createFireParticles(pos, 2, 180);
					}
				}
			}
		}

		if(thrownObj->pRuban) {
			thrownObj->pRuban->SetNextPosition(thrownObj->position);
			thrownObj->pRuban->Update(time_offset);
		}

		Vec3f original_pos;

		if(thrownObj->flags & ATO_MOVING) {
			long need_kill = 0;
			float mod = (float)time_offset * thrownObj->velocity;
			original_pos = thrownObj->position;
			thrownObj->position.x += thrownObj->vector.x * mod;
			float gmod = 1.f - thrownObj->velocity;

			gmod = glm::clamp(gmod, 0.f, 1.f);

			thrownObj->position.y += thrownObj->vector.y * mod + (time_offset * gmod);
			thrownObj->position.z += thrownObj->vector.z * mod;

			CheckForIgnition(Sphere(original_pos, 10.f), 0, 2);

			Vec3f wpos = thrownObj->position;
			wpos.y += 20.f;
			EERIEPOLY * ep = EEIsUnderWater(wpos);

			if(thrownObj->flags & ATO_UNDERWATER) {
				if(!ep) {
					thrownObj->flags &= ~ATO_UNDERWATER;
					ARX_SOUND_PlaySFX(SND_PLOUF, &thrownObj->position);
				}
			} else if(ep) {
				thrownObj->flags |= ATO_UNDERWATER;
				ARX_SOUND_PlaySFX(SND_PLOUF, &thrownObj->position);
			}

			// Check for collision MUST be done after DRAWING !!!!
			long nbact = thrownObj->obj->actionlist.size();

			for(long j = 0; j < nbact; j++) {
				float rad = GetHitValue(thrownObj->obj->actionlist[j].name);

				if(rad == -1)
					continue;

				rad *= .5f;

				const Vec3f v0 = thrownObj->obj->vertexlist3[thrownObj->obj->actionlist[j].idx].v;
				Vec3f dest = original_pos + thrownObj->vector * 95.f;
				Vec3f orgn = original_pos - thrownObj->vector * 25.f;
				EERIEPOLY * ep = CheckArrowPolyCollision(orgn, dest);

				if(ep) {
					ARX_PARTICLES_Spawn_Spark(v0, 14, 0);
					CheckExp(i);

					if(ValidIONum(thrownObj->source))
						ARX_NPC_SpawnAudibleSound(v0, entities[thrownObj->source]);

					thrownObj->flags &= ~ATO_MOVING;
					thrownObj->velocity = 0.f;
					
					std::string bkg_material = "earth";

					if(ep && ep->tex && !ep->tex->m_texName.empty())
						bkg_material = GetMaterialString(ep->tex->m_texName);

					if(ValidIONum(thrownObj->source)) {
						char weapon_material[64] = "dagger";
						
						ARX_SOUND_PlayCollision(weapon_material, bkg_material, 1.f, 1.f, v0, entities[thrownObj->source]);
					}

					thrownObj->position = original_pos;
					j = 200;
				} else if(IsPointInField(v0)) {
					ARX_PARTICLES_Spawn_Spark(v0, 24, 0);
					CheckExp(i);

					if (ValidIONum(thrownObj->source))
						ARX_NPC_SpawnAudibleSound(v0, entities[thrownObj->source]);

					thrownObj->flags &= ~ATO_MOVING;
					thrownObj->velocity = 0.f;
					
					if(ValidIONum(thrownObj->source)) {
						char weapon_material[64] = "dagger";
						char bkg_material[64] = "earth";
						
						ARX_SOUND_PlayCollision(weapon_material, bkg_material, 1.f, 1.f, v0, entities[thrownObj->source]);
					}

					thrownObj->position = original_pos;
					j = 200;
					need_kill = 1;
				} else {
					for(float precision = 0.5f; precision <= 6.f; precision += 0.5f) {
						Sphere sphere;
						sphere.origin = v0 + thrownObj->vector * precision * 4.5f;
						sphere.radius = rad + 3.f;

						std::vector<EntityHandle> sphereContent;

						if(CheckEverythingInSphere(sphere, thrownObj->source, EntityHandle::Invalid, sphereContent)) {
							for(size_t jj = 0; jj < sphereContent.size(); jj++) {

								if(ValidIONum(sphereContent[jj])
										&& sphereContent[jj] != thrownObj->source)
								{

									Entity * target = entities[sphereContent[jj]];

									if(target->ioflags & IO_NPC) {
										Vec3f pos;
										Color color = Color::none;
										long hitpoint = -1;
										float curdist = 999999.f;

										for(size_t ii = 0 ; ii < target->obj->facelist.size() ; ii++) {
											if(target->obj->facelist[ii].facetype & POLY_HIDE)
												continue;

											short vid = target->obj->facelist[ii].vid[0];
											float d = glm::distance(sphere.origin, target->obj->vertexlist3[vid].v);

											if(d < curdist) {
												hitpoint = target->obj->facelist[ii].vid[0];
												curdist = d;
											}
										}

										if(hitpoint >= 0) {
											color = target->_npcdata->blood_color;
											pos = target->obj->vertexlist3[hitpoint].v;
										}

										if(thrownObj->source == 0) {
											float damages = ARX_THROWN_ComputeDamages(i, thrownObj->source, sphereContent[jj]);

											if(damages > 0.f) {
												arx_assert(hitpoint >= 0);

												if(target->ioflags & IO_NPC) {
													target->_npcdata->SPLAT_TOT_NB = 0;
													ARX_PARTICLES_Spawn_Blood2(original_pos, damages, color, target);
												}

												ARX_PARTICLES_Spawn_Blood2(pos, damages, color, target);
												ARX_DAMAGES_DamageNPC(target, damages, thrownObj->source, false, &pos);

												if(Random::getf(0.f, 100.f) > target->_npcdata->resist_poison) {
													target->_npcdata->poisonned += thrownObj->poisonous;
												}

												CheckExp(i);
											} else {
												ARX_PARTICLES_Spawn_Spark(v0, 14, 0);
												ARX_NPC_SpawnAudibleSound(v0, entities[thrownObj->source]);
											}
										}
									} else {
										// not NPC
										if(target->ioflags & IO_FIX) {
											if(ValidIONum(thrownObj->source))
												ARX_DAMAGES_DamageFIX(target, 0.1f, thrownObj->source, false);
										}

										ARX_PARTICLES_Spawn_Spark(v0, 14, 0);

										if(ValidIONum(thrownObj->source))
											ARX_NPC_SpawnAudibleSound(v0, entities[thrownObj->source]);

										CheckExp(i);
									}

									// Need to deal damages !
									thrownObj->flags &= ~ATO_MOVING;
									thrownObj->velocity = 0.f;
									need_kill = 1;
									precision = 500.f;
									j = 200;
								}
							}
						}
					}
				}
			}

			if(need_kill)
				ARX_THROWN_OBJECT_Kill(i);
		}
		}
	}
}
Пример #5
0
//-----------------------------------------------------------------------------
// Updates all currently launched projectiles
void ARX_MISSILES_Update()
{
	long framediff, framediff3;
	Vec3f orgn, dest, hit;
	TextureContainer * tc = TC_fire; 
	EERIEPOLY *tp = NULL;
	unsigned long tim = ARXTimeUL();

	for (unsigned long i(0); i < MAX_MISSILES; i++) 
	{
		if (missiles[i].type == MISSILE_NONE) continue;

		framediff = missiles[i].timecreation + missiles[i].tolive - tim;

		if (framediff < 0)
		{
			ARX_MISSILES_Kill(i);
			continue;
		}

		framediff3 = tim - missiles[i].timecreation;

		switch (missiles[i].type)
		{
			case MISSILE_NONE: break;
			case MISSILE_FIREBALL: {
				Vec3f pos;

				pos = missiles[i].startpos + missiles[i].velocity * framediff3;

				if (missiles[i].longinfo != -1)
				{
					DynLight[missiles[i].longinfo].pos = pos;
				}

#ifdef BUILD_EDITOR
				if (USE_COLLISIONS)
#endif
				{
					orgn = missiles[i].lastpos;
					dest = pos;
					
					EERIEPOLY *ep;
					EERIEPOLY *epp;
					Vec3f tro;
					tro.x = 70.0F;
					tro.y = 70.0F;
					tro.z = 70.0F;

					CURRENTINTER = NULL;
					ep = GetMinPoly(dest.x, dest.y, dest.z);
					epp = GetMaxPoly(dest.x, dest.y, dest.z);

					if(closerThan(player.pos, pos, 200.f)) {
						ARX_MISSILES_Kill(i);
						ARX_BOOMS_Add(&pos);
						Add3DBoom(&pos);
						DoSphericDamage(&dest, 180.0F, 200.0F, DAMAGE_AREAHALF, DAMAGE_TYPE_FIRE | DAMAGE_TYPE_MAGICAL);
						break;
					}

					if (ep  && ep->center.y < dest.y)
					{
						ARX_MISSILES_Kill(i);
						ARX_BOOMS_Add(&dest);
						Add3DBoom(&dest);
						DoSphericDamage(&dest, 180.0F, 200.0F, DAMAGE_AREAHALF, DAMAGE_TYPE_FIRE | DAMAGE_TYPE_MAGICAL);
						break;
					}

					if (epp && epp->center.y > dest.y)
					{
						ARX_MISSILES_Kill(i);
						ARX_BOOMS_Add(&dest);
						Add3DBoom(&dest);
						DoSphericDamage(&dest, 180.0F, 200.0F, DAMAGE_AREAHALF, DAMAGE_TYPE_FIRE | DAMAGE_TYPE_MAGICAL);
						break;
					}

					if (EERIELaunchRay3(&orgn, &dest, &hit, tp, 1))
					{
						ARX_MISSILES_Kill(i);
						ARX_BOOMS_Add(&hit);
						Add3DBoom(&hit);
						DoSphericDamage(&dest, 180.0F, 200.0F, DAMAGE_AREAHALF, DAMAGE_TYPE_FIRE | DAMAGE_TYPE_MAGICAL);
						break;
					}

					if ( !EECheckInPoly(&dest) || EEIsUnderWater(&dest) )
					{
						ARX_MISSILES_Kill(i);
						ARX_BOOMS_Add(&dest);
						Add3DBoom(&dest);
						DoSphericDamage(&dest, 180.0F, 200.0F, DAMAGE_AREAHALF, DAMAGE_TYPE_FIRE | DAMAGE_TYPE_MAGICAL);
						break;
					}

					long ici = IsCollidingAnyInter(dest.x, dest.y, dest.z, &tro);

					if (ici != -1 && ici != missiles[i].owner)
					{
						ARX_MISSILES_Kill(i);
						ARX_BOOMS_Add(&dest);
						Add3DBoom(&dest);
						DoSphericDamage(&dest, 180.0F, 200.0F, DAMAGE_AREAHALF, DAMAGE_TYPE_FIRE | DAMAGE_TYPE_MAGICAL);
						break;
					}
				}

				long j = ARX_PARTICLES_GetFree();

				if (j != -1 && !ARXPausedTimer)
				{
					ParticleCount++;
					particle[j].exist = true;
					particle[j].zdec = 0;
					particle[j].ov.x = pos.x;
					particle[j].ov.y = pos.y;
					particle[j].ov.z = pos.z;
					particle[j].move.x = missiles[i].velocity.x + 3.0f - 6.0F * rnd();
					particle[j].move.y = missiles[i].velocity.y + 4.0F - 12.0F * rnd();
					particle[j].move.z = missiles[i].velocity.z + 3.0F - 6.0F * rnd();
					particle[j].timcreation = tim;
					particle[j].tolive = 500 + (unsigned long)(rnd() * 500.f);
					particle[j].tc = tc;
					particle[j].siz = 12.0F * (float)(missiles[i].tolive - framediff3) * ( 1.0f / 4000 );
					particle[j].scale.x = 15.0F + rnd() * 5.0F;
					particle[j].scale.y = 15.0F + rnd() * 5.0F;
					particle[j].scale.z = 15.0F + rnd() * 5.0F;
					particle[j].special = FIRE_TO_SMOKE;
				}

				missiles[i].lastpos.x = pos.x;
				missiles[i].lastpos.y = pos.y;
				missiles[i].lastpos.z = pos.z;

				break;
			}
		}

		missiles[i].lastupdate = tim;
	}
}