示例#1
0
void CMultiMagicMissile::CheckCollision()
{
	if(!pTab)
		return;

		for(unsigned int i = 0; i < uiNumber; i++) {
			if(pTab[i]) {
				CMagicMissile * pMM = (CMagicMissile *) pTab[i];

				if(!pMM->bExplo) {
					
					EERIE_SPHERE sphere;
					sphere.origin = pMM->eCurPos;
					sphere.radius	= 10.f;

					if(spellinstance != -1 && (CheckAnythingInSphere(&sphere, spells[spellinstance].caster, CAS_NO_SAME_GROUP)))
					{
						LaunchMagicMissileExplosion(pMM->eCurPos, 0, spellinstance);
						ARX_NPC_SpawnAudibleSound(&pMM->eCurPos, entities[spells[spellinstance].caster]);

						pMM->SetTTL(1000);
						pMM->bExplo = true;
						pMM->bMove  = false;

						if(pMM->lLightId != -1)
							pMM->lLightId = -1;

						long ttt = ARX_DAMAGES_GetFree();

						if(ttt != -1) {
							damages[ttt].pos = pMM->eCurPos;
							damages[ttt].radius	= 80.f;
							damages[ttt].damages = (4 + spells[spellinstance].caster_level * ( 1.0f / 5 )) * .8f; 
							damages[ttt].area	= DAMAGE_FULL;
							damages[ttt].duration = -1;
							damages[ttt].source	= spells[spellinstance].caster;
							damages[ttt].flags	= DAMAGE_FLAG_DONT_HURT_SOURCE;
							damages[ttt].type	= DAMAGE_TYPE_MAGICAL;
							damages[ttt].exist	= true;
						}

						Color3f rgb(.3f, .3f, .45f);
						ARX_PARTICLES_Add_Smoke(&pMM->eCurPos, 0, 6, &rgb);
					}
				}
			}
		}
}
示例#2
0
void CMultiMagicMissile::CheckCollision(float level, EntityHandle caster)
{
	for(size_t i = 0; i < pTab.size(); i++) {
		CMagicMissile * missile = (CMagicMissile *) pTab[i];
		
		if(missile->bExplo)
			continue;
			
		Sphere sphere;
		sphere.origin = missile->eCurPos;
		sphere.radius	= 10.f;
		
		if(CheckAnythingInSphere(sphere, caster, CAS_NO_SAME_GROUP))
		{
			LaunchMagicMissileExplosion(missile->eCurPos, m_mrCheat);
			ARX_NPC_SpawnAudibleSound(missile->eCurPos, entities[caster]);
			
			missile->SetTTL(1000);
			missile->bExplo = true;
			missile->bMove  = false;
			
			missile->lLightId = LightHandle::Invalid;
			
			DamageParameters damage;
			damage.pos = missile->eCurPos;
			damage.radius = 80.f;
			damage.damages = (4 + level * ( 1.0f / 5 )) * .8f;
			damage.area	= DAMAGE_FULL;
			damage.duration = -1;
			damage.source = caster;
			damage.flags = DAMAGE_FLAG_DONT_HURT_SOURCE;
			damage.type = DAMAGE_TYPE_MAGICAL;
			DamageCreate(damage);
			
			Color3f rgb(.3f, .3f, .45f);
			ARX_PARTICLES_Add_Smoke(&missile->eCurPos, 0, 6, &rgb);
		}
	}
}
示例#3
0
void RuneOfGuardingSpell::Update(float timeDelta)
{
	if(m_pSpellFx) {
		m_pSpellFx->Update(timeDelta);
		m_pSpellFx->Render();
		CRuneOfGuarding * pCRG=(CRuneOfGuarding *)m_pSpellFx;

		if (pCRG)
		{
			Sphere sphere;
			sphere.origin = pCRG->eSrc;
			sphere.radius=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))
			{
				ARX_BOOMS_Add(pCRG->eSrc);
				LaunchFireballBoom(&pCRG->eSrc,(float)m_level);
				DoSphericDamage(pCRG->eSrc, 4.f * m_level, 30.f * m_level, DAMAGE_AREA, DAMAGE_TYPE_FIRE | DAMAGE_TYPE_MAGICAL, m_caster);
				m_duration=0;
				ARX_SOUND_PlaySFX(SND_SPELL_RUNE_OF_GUARDING_END, &sphere.origin);
			}
		}
	}
}
示例#4
0
void ManageCombatModeAnimations() {
	arx_assert(entities.player());
		
	Entity * const io = entities.player();
	
	AnimLayer & layer1 = io->animlayer[1];

	ANIM_HANDLE ** alist=io->anims;
	WeaponType weapontype = ARX_EQUIPMENT_GetPlayerWeaponType();
	
	if(weapontype == WEAPON_BARE && LAST_WEAPON_TYPE != weapontype) {
		if(layer1.cur_anim != alist[ANIM_BARE_WAIT]) {
			changeAnimation(io, 1, alist[ANIM_BARE_WAIT]);
			AimTime = 0;
		}
	}
	
	switch(weapontype) {
		case WEAPON_BARE:	// BARE HANDS PLAYER MANAGEMENT

			if(layer1.cur_anim == alist[ANIM_BARE_WAIT]) {
				AimTime = 0;
				if(eeMousePressed1()) {
					changeAnimation(io, 1, alist[ANIM_BARE_STRIKE_LEFT_START + CurrFightPos * 3]);
					io->isHit = false;
				}
			}

			// Now go for strike cycle...
			for(long j = 0; j < 4; j++) {
				if(layer1.cur_anim == alist[ANIM_BARE_STRIKE_LEFT_START+j*3] && (layer1.flags & EA_ANIMEND)) {
					changeAnimation(io, 1, alist[ANIM_BARE_STRIKE_LEFT_CYCLE + j * 3], EA_LOOP);
					AimTime = (unsigned long)(arxtime);
				} else if(layer1.cur_anim == alist[ANIM_BARE_STRIKE_LEFT_CYCLE+j*3] && !eeMousePressed1()) {
					changeAnimation(io, 1, alist[ANIM_BARE_STRIKE_LEFT + j * 3]);
					strikeSpeak(io);
					SendIOScriptEvent(io, SM_STRIKE, "bare");
					PlayerWeaponBlocked = -1;
					CurrFightPos = 0;
					AimTime = 0;
				} else if(layer1.cur_anim == alist[ANIM_BARE_STRIKE_LEFT+j*3]) {
					if(layer1.flags & EA_ANIMEND) {
						changeAnimation(io, 1, alist[ANIM_BARE_WAIT], EA_LOOP);
						CurrFightPos = 0;
						AimTime = (unsigned long)(arxtime);
						PlayerWeaponBlocked = -1;
					} else if(layer1.ctime > layer1.cur_anim->anims[layer1.altidx_cur]->anim_time * 0.2f
							&& layer1.ctime < layer1.cur_anim->anims[layer1.altidx_cur]->anim_time * 0.8f
							&& PlayerWeaponBlocked == -1
					) {
						long id = -1;
						
						if(layer1.cur_anim == alist[ANIM_BARE_STRIKE_LEFT]) {
							id = io->obj->fastaccess.left_attach;
						} else { // Strike Right
							id = io->obj->fastaccess.primary_attach;
						}
						
						if(id != -1) {
							Sphere sphere;
							sphere.origin = io->obj->vertexlist3[id].v;
							sphere.radius = 25.f;
							
							EntityHandle num;
							
							if(CheckAnythingInSphere(sphere, PlayerEntityHandle, 0, &num)) {
								float dmgs = (player.m_miscFull.damages + 1) * STRIKE_AIMTIME;
								
								if(ARX_DAMAGES_TryToDoDamage(io->obj->vertexlist3[id].v, dmgs, 40, PlayerEntityHandle)) {
									PlayerWeaponBlocked = layer1.ctime;
								}
								
								ARX_PARTICLES_Spawn_Spark(sphere.origin, int(dmgs), 2);
								
								if(ValidIONum(num)) {
									ARX_SOUND_PlayCollision(entities[num]->material, MATERIAL_FLESH, 1.f, 1.f, sphere.origin, NULL);
								}
							}
						}
					}
				}
			}

		break;
		case WEAPON_DAGGER: // DAGGER PLAYER MANAGEMENT
			
			// Waiting and receiving Strike Impulse
			if(layer1.cur_anim == alist[ANIM_DAGGER_WAIT]) {
				AimTime = 0;
				if(eeMousePressed1()) {
					changeAnimation(io, 1, alist[ANIM_DAGGER_STRIKE_LEFT_START + CurrFightPos * 3]);
					io->isHit = false;
				}
			}

			// Now go for strike cycle...
			for(long j = 0; j < 4; j++) {
				if(layer1.cur_anim == alist[ANIM_DAGGER_STRIKE_LEFT_START+j*3] && (layer1.flags & EA_ANIMEND)) {
					changeAnimation(io, 1, alist[ANIM_DAGGER_STRIKE_LEFT_CYCLE + j * 3], EA_LOOP);
					AimTime = (unsigned long)(arxtime);
				} else if(layer1.cur_anim == alist[ANIM_DAGGER_STRIKE_LEFT_CYCLE+j*3] && !eeMousePressed1()) {
					changeAnimation(io, 1, alist[ANIM_DAGGER_STRIKE_LEFT + j * 3]);
					strikeSpeak(io);
					SendIOScriptEvent(io, SM_STRIKE, "dagger");
					CurrFightPos = 0;
					AimTime = 0;
				} else if(layer1.cur_anim == alist[ANIM_DAGGER_STRIKE_LEFT+j*3]) {
					if(layer1.ctime > layer1.cur_anim->anims[layer1.altidx_cur]->anim_time * 0.3f
						&& layer1.ctime < layer1.cur_anim->anims[layer1.altidx_cur]->anim_time * 0.7f)
					{
						Entity * weapon = entities[player.equiped[EQUIP_SLOT_WEAPON]];
						
						if(PlayerWeaponBlocked == -1
							&& ARX_EQUIPMENT_Strike_Check(io, weapon, STRIKE_AIMTIME, 0))
						{
							PlayerWeaponBlocked = layer1.ctime;
						}
					}

					if(layer1.flags & EA_ANIMEND) {
						changeAnimation(io, 1, alist[ANIM_DAGGER_WAIT], EA_LOOP);
						layer1.flags &= ~(EA_PAUSED | EA_REVERSE);
						CurrFightPos = 0;
						AimTime = (unsigned long)(arxtime);
						PlayerWeaponBlocked = -1;
					}

					if(PlayerWeaponBlocked != -1 && layer1.ctime < layer1.cur_anim->anims[layer1.altidx_cur]->anim_time * 0.9f) {
						Entity * weapon = entities[player.equiped[EQUIP_SLOT_WEAPON]];
						ARX_EQUIPMENT_Strike_Check(io, weapon, STRIKE_AIMTIME, 1);
					}
				}
			}

		break;
		case WEAPON_1H: // 1HANDED PLAYER MANAGEMENT
			
			// Waiting and Received Strike Impulse
			if(layer1.cur_anim == alist[ANIM_1H_WAIT]) {
				AimTime = 0;
				if(eeMousePressed1()) {
					changeAnimation(io, 1, alist[ANIM_1H_STRIKE_LEFT_START + CurrFightPos * 3]);
					io->isHit = false;
				}
			}

			// Now go for strike cycle...
			for(long j = 0; j < 4; j++) {
				if(layer1.cur_anim == alist[ANIM_1H_STRIKE_LEFT_START+j*3] && (layer1.flags & EA_ANIMEND)) {
					changeAnimation(io, 1, alist[ANIM_1H_STRIKE_LEFT_CYCLE + j * 3], EA_LOOP);
					AimTime = (unsigned long)(arxtime);
				} else if(layer1.cur_anim == alist[ANIM_1H_STRIKE_LEFT_CYCLE+j*3] && !eeMousePressed1()) {
					changeAnimation(io, 1, alist[ANIM_1H_STRIKE_LEFT + j * 3]);
					strikeSpeak(io);
					SendIOScriptEvent(io, SM_STRIKE, "1h");
					CurrFightPos = 0;
					AimTime = 0;
				} else if(layer1.cur_anim == alist[ANIM_1H_STRIKE_LEFT+j*3]) {
					if(layer1.ctime > layer1.cur_anim->anims[layer1.altidx_cur]->anim_time * 0.3f
						&& layer1.ctime < layer1.cur_anim->anims[layer1.altidx_cur]->anim_time * 0.7f)
					{
						Entity * weapon = entities[player.equiped[EQUIP_SLOT_WEAPON]];
						
						if(PlayerWeaponBlocked == -1
							&& ARX_EQUIPMENT_Strike_Check(io, weapon, STRIKE_AIMTIME, 0))
						{
							PlayerWeaponBlocked = layer1.ctime;
						}
					}

					if(layer1.flags & EA_ANIMEND) {
						changeAnimation(io, 1, alist[ANIM_1H_WAIT], EA_LOOP);
						layer1.flags &= ~(EA_PAUSED | EA_REVERSE);
						CurrFightPos = 0;
						AimTime = 0;
						PlayerWeaponBlocked = -1;
					}

					if(PlayerWeaponBlocked != -1 && layer1.ctime < layer1.cur_anim->anims[layer1.altidx_cur]->anim_time * 0.9f) {
						Entity * weapon = entities[player.equiped[EQUIP_SLOT_WEAPON]];
						ARX_EQUIPMENT_Strike_Check(io, weapon, STRIKE_AIMTIME, 1);
					}
				}
			}
		break;
		case WEAPON_2H: // 2HANDED PLAYER MANAGEMENT
			
			// Waiting and Receiving Strike Impulse
			if(layer1.cur_anim == alist[ANIM_2H_WAIT]) {
				AimTime = 0;
				if(eeMousePressed1()) {
					changeAnimation(io, 1, alist[ANIM_2H_STRIKE_LEFT_START + CurrFightPos * 3]);
					io->isHit = false;
				}
			}

			// Now go for strike cycle...
			for(long j = 0; j < 4; j++) {
				if(layer1.cur_anim == alist[ANIM_2H_STRIKE_LEFT_START+j*3] && (layer1.flags & EA_ANIMEND)) {
					changeAnimation(io, 1, alist[ANIM_2H_STRIKE_LEFT_CYCLE + j * 3], EA_LOOP);
					AimTime = (unsigned long)(arxtime);
				} else if(layer1.cur_anim == alist[ANIM_2H_STRIKE_LEFT_CYCLE+j*3] && !eeMousePressed1()) {
					changeAnimation(io, 1, alist[ANIM_2H_STRIKE_LEFT + j * 3]);
					strikeSpeak(io);
					SendIOScriptEvent(io, SM_STRIKE, "2h");
					CurrFightPos = 0;
					AimTime = 0;
				} else if(layer1.cur_anim == alist[ANIM_2H_STRIKE_LEFT+j*3]) {
					if(layer1.ctime > layer1.cur_anim->anims[layer1.altidx_cur]->anim_time * 0.3f
						&& layer1.ctime < layer1.cur_anim->anims[layer1.altidx_cur]->anim_time * 0.7f)
					{
						Entity * weapon = entities[player.equiped[EQUIP_SLOT_WEAPON]];
						
						if(PlayerWeaponBlocked == -1
							&& ARX_EQUIPMENT_Strike_Check(io, weapon, STRIKE_AIMTIME, 0))
						{
							PlayerWeaponBlocked = layer1.ctime;
						}
					}

					if(layer1.flags & EA_ANIMEND) {
						changeAnimation(io, 1, alist[ANIM_2H_WAIT], EA_LOOP);
						layer1.flags &= ~(EA_PAUSED | EA_REVERSE);
						CurrFightPos = 0;
						AimTime = 0;
						PlayerWeaponBlocked = -1;
					}

					if(PlayerWeaponBlocked != -1 && layer1.ctime < layer1.cur_anim->anims[layer1.altidx_cur]->anim_time * 0.9f) {
						Entity * weapon = entities[player.equiped[EQUIP_SLOT_WEAPON]];
						ARX_EQUIPMENT_Strike_Check(io, weapon, STRIKE_AIMTIME, 1);
					}
				}
			}
		break;
		case WEAPON_BOW: // MISSILE PLAYER MANAGEMENT
			if(layer1.cur_anim == alist[ANIM_MISSILE_STRIKE_CYCLE]) {
				if(GLOBAL_SLOWDOWN != 1.f)
					BOW_FOCAL += Original_framedelay;
				else
					BOW_FOCAL += framedelay;

				if(BOW_FOCAL > 710)
					BOW_FOCAL = 710;
			}

			// Waiting and Receiving Strike Impulse
			if(layer1.cur_anim == alist[ANIM_MISSILE_WAIT]) {
				AimTime = (unsigned long)(arxtime);

				if(eeMousePressed1() && Player_Arrow_Count() > 0) {
					changeAnimation(io, 1, alist[ANIM_MISSILE_STRIKE_PART_1]);
					io->isHit = false;
				}
			}

			if(layer1.cur_anim == alist[ANIM_MISSILE_STRIKE_PART_1] && (layer1.flags & EA_ANIMEND)) {
				AimTime = 0;
				changeAnimation(io, 1, alist[ANIM_MISSILE_STRIKE_PART_2]);
				EERIE_LINKEDOBJ_LinkObjectToObject(io->obj, arrowobj, "left_attach", "attach", NULL);
			}

			// Now go for strike cycle...
			if(layer1.cur_anim == alist[ANIM_MISSILE_STRIKE_PART_2] && (layer1.flags & EA_ANIMEND)) {
				changeAnimation(io, 1, alist[ANIM_MISSILE_STRIKE_CYCLE], EA_LOOP);
				AimTime = (unsigned long)(arxtime);
			} else if(layer1.cur_anim == alist[ANIM_MISSILE_STRIKE_CYCLE] && !eeMousePressed1()) {
				EERIE_LINKEDOBJ_UnLinkObjectFromObject(io->obj, arrowobj);
				changeAnimation(io, 1, alist[ANIM_MISSILE_STRIKE]);
				SendIOScriptEvent(io, SM_STRIKE, "bow");
				StrikeAimtime();
				STRIKE_AIMTIME = (float)(BOW_FOCAL)/710.f;
				Entity * quiver = Player_Arrow_Count_Decrease();
				float poisonous = 0.f;

				if(quiver) {
					poisonous = quiver->poisonous;
					if(quiver->poisonous_count > 0) {
						quiver->poisonous_count--;

						if(quiver->poisonous_count <= 0)
							quiver->poisonous = 0;
					}

					ARX_DAMAGES_DurabilityLoss(quiver, 1.f);

					// TODO is this needed ?, quivers seem to self destruct via script, but maybe not all
					if(ValidIOAddress(quiver) && quiver->durability <= 0.f) {
						ARX_INTERACTIVE_DestroyIOdelayed(quiver);
					}
				}

				float aimratio = STRIKE_AIMTIME;

				if(sp_max && poisonous < 3.f)
					poisonous = 3.f;

				Vec3f orgPos = player.pos + Vec3f(0.f, 40.f, 0.f);

				if(io->obj->fastaccess.left_attach >= 0) {
					orgPos = io->obj->vertexlist3[io->obj->fastaccess.left_attach].v;
				}

				Anglef orgAngle = player.angle;

				PlayerLaunchArrow_Test(aimratio, poisonous, orgPos, orgAngle);

				if(sp_max) {
					Anglef angle;
					Vec3f pos = player.pos + Vec3f(0.f, 40.f, 0.f);
					
					angle.setYaw(player.angle.getYaw());
					angle.setPitch(player.angle.getPitch() + 8);
					angle.setRoll(player.angle.getRoll());
					PlayerLaunchArrow_Test(aimratio, poisonous, pos, angle);
					angle.setYaw(player.angle.getYaw());
					angle.setPitch(player.angle.getPitch() - 8);
					PlayerLaunchArrow_Test(aimratio, poisonous, pos, angle);
					angle.setYaw(player.angle.getYaw());
					angle.setPitch(player.angle.getPitch() + 4.f);
					PlayerLaunchArrow_Test(aimratio, poisonous, pos, angle);
					angle.setYaw(player.angle.getYaw());
					angle.setPitch(player.angle.getPitch() - 4.f);
					PlayerLaunchArrow_Test(aimratio, poisonous, pos, angle);
				}

				AimTime = 0;
			} else if(layer1.cur_anim == alist[ANIM_MISSILE_STRIKE]) {
				BOW_FOCAL -= Original_framedelay;

				if(BOW_FOCAL < 0)
					BOW_FOCAL = 0;

				if(layer1.flags & EA_ANIMEND) {
					BOW_FOCAL = 0;
					changeAnimation(io, 1, alist[ANIM_MISSILE_WAIT], EA_LOOP);
					AimTime = 0;
					PlayerWeaponBlocked = -1;
					EERIE_LINKEDOBJ_UnLinkObjectFromObject(io->obj, arrowobj);
				}
			}
		break;
	}

	LAST_WEAPON_TYPE = weapontype;
}
示例#5
0
void CLightning::Render()
{
	if(ulCurrentTime >= ulDuration)
		return;
	
	if(m_iTTL <= 0) {
		fTotoro = 0;
		fMySize = 2;
		ReCreate(8);
	}
	
	Vec3f ePos;
	
	float fBeta = 0.f;
	float falpha = 0.f;
	
	if(m_isMassLightning) {
		ePos = Vec3f_ZERO;
	} else {
		ePos = m_pos;
		fBeta = m_beta;
		falpha = m_alpha;
	}
	
	float f = 1.5f * fMySize;
	m_cnodetab[0].f = randomVec(-f, f);
	
	RenderMaterial mat;
	mat.setCulling(Renderer::CullNone);
	mat.setDepthTest(false);
	mat.setBlendType(RenderMaterial::Additive);
	
	float fbeta = fBeta + rnd() * 2 * fMySize;

	for(size_t i = 0; i < m_nbtotal && i <= fTotoro; i++) {
		CLightningNode & node = m_cnodetab[i];
		
		Vec3f astart = m_cnodetab[node.parent].pos + m_cnodetab[node.parent].f;
		float temp = 1.5f * fMySize;
		Vec3f z_z = m_cnodetab[node.parent].f + randomVec(-temp, temp);
		float zz = node.size + node.size * 0.3f * rnd();
		float xx = node.size * glm::cos(glm::radians(-fbeta));
		node.f = z_z;
		
		Vec3f a = node.pos + z_z;
		if(!m_isMassLightning) {
			Vec3f vv2;
			Vec3f vv1 = astart;
			vv1 = VRotateX(vv1, (falpha));  
			vv2 = VRotateY(vv1, 180 - MAKEANGLE(fBeta));
			astart = vv2;
			vv1 = a;
			vv1 = VRotateX(vv1, (falpha)); 
			vv2 = VRotateY(vv1, 180 - MAKEANGLE(fBeta));
			a = vv2;
			astart += ePos;
			a += ePos;
		}
		
		if(i % 4 == 0) {
			Sphere sphere;
			sphere.origin = a;
			sphere.radius = std::min(node.size, 50.f);

			if(CheckAnythingInSphere(sphere, m_caster, CAS_NO_SAME_GROUP)) {

				DamageParameters damage;
				damage.pos = sphere.origin;
				damage.radius = sphere.radius;
				damage.damages = m_fDamage * m_level * ( 1.0f / 3 );
				damage.area = DAMAGE_FULL;
				damage.duration = 1;
				damage.source = m_caster;
				damage.flags = DAMAGE_FLAG_DONT_HURT_SOURCE | DAMAGE_FLAG_ADD_VISUAL_FX;
				damage.type = DAMAGE_TYPE_FAKEFIRE | DAMAGE_TYPE_MAGICAL | DAMAGE_TYPE_LIGHTNING;
				DamageCreate(damage);
			}
		}
		
		{
		TexturedQuad q;
		
		q.v[0].color = Color(255, 255, 255, 255).toRGBA();
		q.v[1].color = Color(0, 0, 90, 255).toRGBA();
		q.v[2].color = Color(0, 0, 90, 255).toRGBA();
		q.v[3].color = Color(255, 255, 255, 255).toRGBA();
		q.v[0].uv = Vec2f(0.5f, 0.f);
		q.v[1].uv = Vec2f_ZERO;
		q.v[2].uv = Vec2f_Y_AXIS;
		q.v[3].uv = Vec2f(0.5f, 1.f);
		q.v[0].p = astart;
		q.v[1].p = astart + Vec3f(0.f, zz, 0.f);
		q.v[2].p = a + Vec3f(0.f, zz, 0.f);
		q.v[3].p = a;
		
		drawQuadRTP(mat, q);
		}
		
		{
		TexturedQuad q;

		q.v[0].color = Color(255, 255, 255, 255).toRGBA();
		q.v[1].color = Color(0, 0, 90, 255).toRGBA();
		q.v[2].color = Color(0, 0, 90, 255).toRGBA();
		q.v[3].color = Color(255, 255, 255, 255).toRGBA();
		q.v[0].uv = Vec2f(0.5f, 0.f);
		q.v[1].uv = Vec2f_X_AXIS;
		q.v[2].uv = Vec2f_ONE;
		q.v[3].uv = Vec2f(0.5f, 1.f);
		q.v[0].p = astart;
		q.v[1].p = astart - Vec3f(0.f, zz, 0.f);
		q.v[2].p = a - Vec3f(0.f, zz, 0.f);
		q.v[3].p = a;
		
		drawQuadRTP(mat, q);
		}
		
		zz *= glm::sin(glm::radians(fbeta));
		
		{
		TexturedQuad q;
		
		q.v[0].color = Color(255, 255, 255, 255).toRGBA();
		q.v[1].color = Color(0, 0, 90, 255).toRGBA();
		q.v[2].color = Color(0, 0, 90, 255).toRGBA();
		q.v[3].color = Color(255, 255, 255, 255).toRGBA();
		q.v[0].uv = Vec2f(0.5f, 0.f);
		q.v[1].uv = Vec2f_X_AXIS;
		q.v[2].uv = Vec2f_ONE;
		q.v[3].uv = Vec2f(0.5f, 1.f);
		q.v[0].p = astart;
		q.v[1].p = astart + Vec3f(xx, 0.f, zz);
		q.v[2].p = a + Vec3f(xx, 0.f, zz);
		q.v[3].p = a;
		
		drawQuadRTP(mat, q);
		}
		
		{
		TexturedQuad q;
		
		q.v[0].color = Color(255, 255, 255, 255).toRGBA();
		q.v[1].color = Color(0, 0, 90, 255).toRGBA();
		q.v[2].color = Color(0, 0, 90, 255).toRGBA();
		q.v[3].color = Color(255, 255, 255, 255).toRGBA();
		q.v[0].uv = Vec2f(0.5f, 0.f);
		q.v[1].uv = Vec2f_ZERO;
		q.v[2].uv = Vec2f_Y_AXIS;
		q.v[3].uv = Vec2f(0.5f, 1.f);
		q.v[0].p = astart;
		q.v[1].p = astart - Vec3f(xx, 0.f, zz);
		q.v[2].p = a - Vec3f(xx, 0.f, zz);
		q.v[3].p = a;
		
		drawQuadRTP(mat, q);
		}
	}
}
//***********************************************************************************************
// flags & 1 = blood spawn only
//-----------------------------------------------------------------------------------------------
//***********************************************************************************************
bool ARX_EQUIPMENT_Strike_Check(Entity * io_source, Entity * io_weapon, float ratioaim, long flags, EntityHandle targ) {
	
	ARX_PROFILE_FUNC();
	
	arx_assert(io_source);
	arx_assert(io_weapon);
	
	bool ret = false;
	EntityHandle source = io_source->index();
	EntityHandle weapon = io_weapon->index();
	Sphere sphere;

	EXCEPTIONS_LIST_Pos = 0;

	float drain_life = ARX_EQUIPMENT_GetSpecialValue(io_weapon, IO_SPECIAL_ELEM_DRAIN_LIFE);
	float paralyse = ARX_EQUIPMENT_GetSpecialValue(io_weapon, IO_SPECIAL_ELEM_PARALYZE);

	BOOST_FOREACH(const EERIE_ACTIONLIST & action, io_weapon->obj->actionlist) {
		
		float rad = GetHitValue(action.name);

		if(rad == -1)
			continue;
		
		sphere.origin = actionPointPosition(io_weapon->obj, action.idx);
		sphere.radius = rad; 

		if(source != PlayerEntityHandle)
			sphere.radius += 15.f;

		std::vector<EntityHandle> sphereContent;

		if(CheckEverythingInSphere(sphere, source, targ, sphereContent)) {
			BOOST_FOREACH(const EntityHandle & content, sphereContent) {
				if(ValidIONum(content)
						&& !(entities[content]->ioflags & IO_BODY_CHUNK))
				{
					long HIT_SPARK = 0;
					EXCEPTIONS_LIST[EXCEPTIONS_LIST_Pos] = content;
					EXCEPTIONS_LIST_Pos++;

					if(EXCEPTIONS_LIST_Pos >= MAX_IN_SPHERE)
						EXCEPTIONS_LIST_Pos--;

					Entity * target = entities[content];
			
					Vec3f pos;
					Color color = Color::white;
					long hitpoint = -1;
					float curdist = 999999.f;
					
					Vec3f vector = (sphere.origin - target->pos) * Vec3f(1.f, 0.5f, 1.f);
					vector = glm::normalize(vector);

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

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

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

					if(hitpoint >= 0) {
						color = (target->ioflags & IO_NPC) ? target->_npcdata->blood_color : Color::white;
						pos = target->obj->vertexlist3[hitpoint].v;
					}
					else ARX_DEAD_CODE(); 
					
					float dmgs = 0.f;
					if(!(flags & 1)) {
						Vec3f posi;

						if(hitpoint >= 0) {
							posi = target->obj->vertexlist3[hitpoint].v;
							dmgs = ARX_EQUIPMENT_ComputeDamages(io_source, target, ratioaim, &posi);
						} else {
							dmgs = ARX_EQUIPMENT_ComputeDamages(io_source, target, ratioaim);
						}

						if(target->ioflags & IO_NPC) {
							ret = true;
							target->spark_n_blood = 0;
							target->_npcdata->SPLAT_TOT_NB = 0;

							if(drain_life > 0.f) {
								float life_gain = std::min(dmgs, drain_life);
								life_gain = std::min(life_gain, target->_npcdata->lifePool.current);
								life_gain = std::max(life_gain, 0.f);
								ARX_DAMAGES_HealInter(io_source, life_gain);
							}

							if(paralyse > 0.f) {
								float ptime = std::min(dmgs * 1000.f, paralyse);
								ARX_SPELLS_Launch(SPELL_PARALYSE, weapon, SPELLCAST_FLAG_NOMANA | SPELLCAST_FLAG_NOCHECKCANCAST
												  , 5, content, (long)(ptime));
							}
						}

						if(io_source == entities.player())
							ARX_DAMAGES_DurabilityCheck(io_weapon, 0.2f);
					}

					if(dmgs > 0.f || ((target->ioflags & IO_NPC) && target->spark_n_blood == SP_BLOODY)) {
						if(target->ioflags & IO_NPC) {
							target->spark_n_blood = SP_BLOODY;

							if(!(flags & 1)) {
								ARX_PARTICLES_Spawn_Splat(pos, dmgs, color);

								Sphere sp;
								float power;
								power = (dmgs * ( 1.0f / 40 )) + 0.7f;
								Vec3f vect;
								vect.x = target->obj->vertexlist3[hitpoint].v.x - io_source->pos.x;
								vect.y = 0;
								vect.z = target->obj->vertexlist3[hitpoint].v.z - io_source->pos.z;
								vect = glm::normalize(vect);
								sp.origin.x = target->obj->vertexlist3[hitpoint].v.x + vect.x * 30.f;
								sp.origin.y = target->obj->vertexlist3[hitpoint].v.y;
								sp.origin.z = target->obj->vertexlist3[hitpoint].v.z + vect.z * 30.f;
								sp.radius = 3.5f * power * 20;

								if(CheckAnythingInSphere(sp, PlayerEntityHandle, CAS_NO_NPC_COL)) {
									Color3f rgb = color.to<float>();
									
									Sphere splatSphere;
									splatSphere.origin = sp.origin;
									splatSphere.radius = 30.f;
									SpawnGroundSplat(splatSphere, rgb, 1);
								}
							}

							ARX_PARTICLES_Spawn_Blood2(pos, dmgs, color, target);
						} else {
							if(target->ioflags & IO_ITEM)
								ARX_PARTICLES_Spawn_Spark(pos, Random::get(0, 3), SpawnSparkType_Default);
							else
								ARX_PARTICLES_Spawn_Spark(pos, Random::get(0, 30), SpawnSparkType_Default);

							ARX_NPC_SpawnAudibleSound(pos, io_source);

							if(io_source == entities.player())
								HIT_SPARK = 1;
						}
					} else if((target->ioflags & IO_NPC) && (dmgs <= 0.f || target->spark_n_blood == SP_SPARKING)) {
						unsigned int nb;

						if(target->spark_n_blood == SP_SPARKING)
							nb = Random::get(0, 3);
						else
							nb = 30;

						if(target->ioflags & IO_ITEM)
							nb = 1;

						ARX_PARTICLES_Spawn_Spark(pos, nb, SpawnSparkType_Default);
						ARX_NPC_SpawnAudibleSound(pos, io_source);
						target->spark_n_blood = SP_SPARKING;

						if(!(target->ioflags & IO_NPC))
							HIT_SPARK = 1;
					} else if(dmgs <= 0.f && ((target->ioflags & IO_FIX) || (target->ioflags & IO_ITEM))) {
						unsigned int nb;

						if(target->spark_n_blood == SP_SPARKING)
							nb = Random::get(0, 3);
						else
							nb = 30;

						if(target->ioflags & IO_ITEM)
							nb = 1;

						ARX_PARTICLES_Spawn_Spark(pos, nb, SpawnSparkType_Default);
						ARX_NPC_SpawnAudibleSound(pos, io_source);
						target->spark_n_blood = SP_SPARKING;

						if (!(target->ioflags & IO_NPC))
							HIT_SPARK = 1;
					}

					if(HIT_SPARK) {
						if(!io_source->isHit) {
							ARX_DAMAGES_DurabilityCheck(io_weapon, 1.f);
							io_source->isHit = true;
							
								std::string _weapon_material = "metal";
								const std::string * weapon_material = &_weapon_material;

								if(!io_weapon->weaponmaterial.empty()) {
									weapon_material = &io_weapon->weaponmaterial;
								}

								char bkg_material[128];

								if(ARX_MATERIAL_GetNameById(target->material, bkg_material))
									ARX_SOUND_PlayCollision(*weapon_material, bkg_material, 1.f, 1.f, sphere.origin, NULL);
						}
					}
				}
			}
		}

		const EERIEPOLY * ep = CheckBackgroundInSphere(sphere);
		if(ep) {
			if(io_source == entities.player()) {
				if(!io_source->isHit) {
					ARX_DAMAGES_DurabilityCheck(io_weapon, 1.f);
					io_source->isHit = true;
					
						std::string _weapon_material = "metal";
						const std::string * weapon_material = &_weapon_material;
						if(!io_weapon->weaponmaterial.empty()) {
							weapon_material = &io_weapon->weaponmaterial;
						}

						std::string bkg_material = "earth";

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

						ARX_SOUND_PlayCollision(*weapon_material, bkg_material, 1.f, 1.f, sphere.origin, io_source);
				}
			}

			ARX_PARTICLES_Spawn_Spark(sphere.origin, Random::get(0, 10), SpawnSparkType_Default);
			ARX_NPC_SpawnAudibleSound(sphere.origin, io_source);
		}
	}

	return ret;
}
示例#7
0
void ARX_PARTICLES_Update(EERIE_CAMERA * cam)  {
	
	ARX_PROFILE_FUNC();
	
	if(!ACTIVEBKG) {
		return;
	}
	
	if(ParticleCount == 0) {
		return;
	}
	
	const ArxInstant now = arxtime.now();
	
	long pcc = ParticleCount;
	
	for(size_t i = 0; i < MAX_PARTICLES && pcc > 0; i++) {

		PARTICLE_DEF * part = &particle[i];
		if(!part->exist) {
			continue;
		}

		long framediff = part->timcreation + part->tolive - now;
		long framediff2 = now - part->timcreation;
		
		if(framediff2 < long(part->delay)) {
			continue;
		}
		
		if(part->delay > 0) {
			part->timcreation += part->delay;
			part->delay=0;
			if((part->m_flags & DELAY_FOLLOW_SOURCE) && part->sourceionum != EntityHandle()
					&& entities[part->sourceionum]) {
				part->ov = *part->source;
				Entity * target = entities[part->sourceionum];
				Vec3f vector = (part->ov - target->pos) * Vec3f(1.f, 0.5f, 1.f);
				vector = glm::normalize(vector);
				part->move = vector * Vec3f(18.f, 5.f, 18.f) + randomVec(-0.5f, 0.5f);
				
			}
			continue;
		}
		
		if(!part->is2D) {

			EERIE_BKG_INFO * bkgData = getFastBackgroundData(part->ov.x, part->ov.z);

			if(!bkgData || !bkgData->treat) {
				part->exist = false;
				ParticleCount--;
				continue;
			}
		}
		
		if(framediff <= 0) {
			if((part->m_flags & FIRE_TO_SMOKE) && Random::getf() > 0.7f) {
				
				part->ov += part->move;
				part->tolive = part->tolive * 1.375f;
				part->m_flags &= ~FIRE_TO_SMOKE;
				part->tc = smokeparticle;
				part->scale = glm::abs(part->scale * 2.4f);
				part->rgb = Color3f::gray(.45f);
				part->move *= 0.5f;
				part->siz *= 1.f / 3;
				part->timcreation = now;
				
				framediff = part->tolive;
				
			} else {
				part->exist = false;
				ParticleCount--;
				continue;
			}
		}
		
		float val = (part->tolive - framediff) * 0.01f;
		
		Vec3f in = part->ov + part->move * val;
		Vec3f inn = in;
		
		if(part->m_flags & GRAVITY) {
			in.y = inn.y = inn.y + 1.47f * val * val;
		}
		
		float fd = float(framediff2) / float(part->tolive);
		float r = 1.f - fd;
		if(part->m_flags & FADE_IN_AND_OUT) {
			long t = part->tolive / 2;
			if(framediff2 <= t) {
				r = float(framediff2) / float(t);
			} else {
				r = 1.f - float(framediff2 - t) / float(t);
			}
		}
		
		if(!part->is2D) {
			
			Sphere sp;
			sp.origin = in;
			
			TexturedVertex out;
			EE_RTP(inn, out);
			
			if(out.rhw < 0 || out.p.z > cam->cdepth * fZFogEnd) {
				continue;
			}
			
			if(part->m_flags & SPLAT_GROUND) {
				float siz = part->siz + part->scale.x * fd;
				sp.radius = siz * 10.f;
				if(CheckAnythingInSphere(sp, EntityHandle_Player, CAS_NO_NPC_COL)) {
					if(Random::getf() < 0.9f) {
						Color3f rgb = part->rgb;
						PolyBoomAddSplat(sp, rgb, 0);
					}
					part->exist = false;
					ParticleCount--;
					continue;
				}
			}
			
			if(part->m_flags & SPLAT_WATER) {
				float siz = part->siz + part->scale.x * fd;
				sp.radius = siz * Random::getf(10.f, 30.f);
				if(CheckAnythingInSphere(sp, EntityHandle_Player, CAS_NO_NPC_COL)) {
					if(Random::getf() < 0.9f) {
						Color3f rgb = part->rgb * 0.5f;
						PolyBoomAddSplat(sp, rgb, 2);
					}
					part->exist = false;
					ParticleCount--;
					continue;
				}
			}
			
			if((part->m_flags & DISSIPATING) && out.p.z < 0.05f) {
				out.p.z *= 20.f;
				r *= out.p.z;
			}
		}
		
		if(r <= 0.f) {
			pcc--;
			continue;
		}
		
		if(part->m_flags & PARTICLE_GOLDRAIN) {
			float v = Random::getf(-0.1f, 0.1f);
			if(part->rgb.r + v <= 1.f && part->rgb.r + v > 0.f
				&& part->rgb.g + v <= 1.f && part->rgb.g + v > 0.f
				&& part->rgb.b + v <= 1.f && part->rgb.b + v > 0.f) {
				part->rgb = Color3f(part->rgb.r + v, part->rgb.g + v, part->rgb.b + v);
			}
		}
		
		Color color = (part->rgb * r).to<u8>();
		if(player.m_improve) {
			color.g = 0;
		}
		
		TextureContainer * tc = part->tc;
		if(tc == explo[0] && (part->m_flags & PARTICLE_ANIMATED)) {
			long animrange = part->cval2 - part->cval1;
			long num = long(float(framediff2) / float(part->tolive) * animrange);
			num = glm::clamp(num, long(part->cval1), long(part->cval2));
			tc = explo[num];
		}
		
		float siz = part->siz + part->scale.x * fd;

		RenderMaterial mat;
		mat.setTexture(tc);
		mat.setDepthTest(!(part->m_flags & PARTICLE_NOZBUFFER));
		
		if(part->m_flags & PARTICLE_SUB2) {
			mat.setBlendType(RenderMaterial::Subtractive2);
			color.a = glm::clamp(r * 1.5f, 0.f, 1.f) * 255;
		} else if(part->m_flags & SUBSTRACT) {
			mat.setBlendType(RenderMaterial::Subtractive);
		} else {
			mat.setBlendType(RenderMaterial::Additive);
		}
		
		if(part->m_flags & ROTATING) {
			if(!part->is2D) {
				float rott = MAKEANGLE(float(now + framediff2) * part->m_rotation);
				
				float temp = (part->zdec) ? 0.0001f : 2.f;
				float size = std::max(siz, 0.f);
				EERIEAddSprite(mat, in, size, color, temp, rott);
				
			}
		} else if(part->is2D) {
			
			float siz2 = part->siz + part->scale.y * fd;
			EERIEAddBitmap(mat, in, siz, siz2, tc, color);
			
		} else {
			
			float temp = (part->zdec) ? 0.0001f : 2.f;
			EERIEAddSprite(mat, in, siz, color, temp);
			
		}
		
		pcc--;
	}
}
示例#8
0
void RuneOfGuardingSpell::Update(float timeDelta) {
	
	ulCurrentTime += timeDelta;
	
	if(lightHandleIsValid(m_light)) {
		EERIE_LIGHT * light = lightHandleGet(m_light);
		
		float fa = 1.0f - rnd() * 0.15f;
		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->time_creation = (unsigned long)(arxtime);
		light->duration = 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 = float(ulCurrentTime) * 0.01f;
	stiteangle.setYaw(0);
	stiteangle.setRoll(0);
	
	stiteangle.setPitch(stiteangleb * 0.1f);
	stitecolor = Color3f(0.4f, 0.4f, 0.6f);
	float scale = std::sin(ulCurrentTime * 0.015f);
	Vec3f stitescale = Vec3f(1.f, -0.1f, 1.f);
	
	Draw3DObject(slight, stiteangle, pos, stitescale, stitecolor, mat);
	
	stiteangle.setPitch(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 + (Vec3f(40.f, 0.f, 40.f) * Vec3f(frand2(), 0.f, frand2()));
		pd->move = Vec3f(0.8f, -4.f, 0.8f) * Vec3f(frand2(), rnd(), frand2());
		pd->scale = Vec3f(-0.1f);
		pd->tolive = Random::get(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)) {
		ARX_BOOMS_Add(m_pos);
		LaunchFireballBoom(m_pos, (float)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(SND_SPELL_RUNE_OF_GUARDING_END, &m_pos);
		m_duration = 0;
	}
}
示例#9
0
//-----------------------------------------------------------------------------
void CMultiMagicMissile::CheckCollision(float _fPlayer_Magic_Level)
{
	if (pTab)
	{
		for (UINT i = 0 ; i < uiNumber ; i++)
		{
			if (pTab[i])
			{
				CMagicMissile * pMM = (CMagicMissile *) pTab[i];

				if (pMM->bExplo == false)
				{
					EERIE_SPHERE sphere;
					sphere.origin.x = pMM->eCurPos.x;
					sphere.origin.y = pMM->eCurPos.y;
					sphere.origin.z = pMM->eCurPos.z;
					sphere.radius	= 10.f;

					if ((spellinstance != -1) && (CheckAnythingInSphere(&sphere, spells[spellinstance].caster, CAS_NO_SAME_GROUP)))
					{
 

						EERIE_3D eE3D;
						eE3D.x = pMM->eCurPos.x;
						eE3D.y = pMM->eCurPos.y;
						eE3D.z = pMM->eCurPos.z;
						LaunchMagicMissileExplosion(pMM->eCurPos, 0, spellinstance);
						ARX_NPC_SpawnAudibleSound(&pMM->eCurPos, inter.iobj[spells[spellinstance].caster]);

						pMM->SetTTL(1000);
						pMM->bExplo = true;
						pMM->bMove  = false;

						if (pMM->lLightId != -1)
						{
							pMM->lLightId = -1;
						}

						long ttt = ARX_DAMAGES_GetFree();

						if (ttt != -1)
						{
							damages[ttt].pos.x	= pMM->eCurPos.x;
							damages[ttt].pos.y	= pMM->eCurPos.y;
							damages[ttt].pos.z	= pMM->eCurPos.z;
							damages[ttt].radius	= 80.f;
							damages[ttt].damages = (4 + spells[spellinstance].caster_level * DIV5) * .8f; 
							damages[ttt].area	= DAMAGE_FULL;
							damages[ttt].duration = -1;
							damages[ttt].source	= spells[spellinstance].caster;
							damages[ttt].flags	= DAMAGE_FLAG_DONT_HURT_SOURCE;
							damages[ttt].type	= DAMAGE_TYPE_MAGICAL;
							damages[ttt].exist	= TRUE;
						}

						EERIE_RGB rgb;
						rgb.r = 0.3f;
						rgb.g = 0.3f;
						rgb.b = 0.45f;
						ARX_PARTICLES_Add_Smoke(&pMM->eCurPos, 0, 6, &rgb);
					}
				}
			}
		}
	}
}
示例#10
0
void MagicMissileSpell::Update() {
	
	
	for(size_t i = 0; i < pTab.size(); i++) {
		CMagicMissile * missile = pTab[i];
		
		if(missile->bExplo)
			continue;
			
		Sphere sphere = Sphere(missile->eCurPos, 10.f);
		
		if(CheckAnythingInSphere(sphere, m_caster, CAS_NO_SAME_GROUP)) {
			
			LaunchMagicMissileExplosion(missile->eCurPos, m_mrCheat);
			ARX_NPC_SpawnAudibleSound(missile->eCurPos, entities[m_caster]);
			
			missile->SetTTL(ArxDurationMs(1000));
			missile->bExplo = true;
			missile->bMove  = false;
			
			missile->lLightId = LightHandle();
			
			DamageParameters damage;
			damage.pos = missile->eCurPos;
			damage.radius = 80.f;
			damage.damages = (4 + m_level * ( 1.0f / 5 )) * .8f;
			damage.area	= DAMAGE_FULL;
			damage.duration = ArxDuration(-1);
			damage.source = m_caster;
			damage.flags = DAMAGE_FLAG_DONT_HURT_SOURCE;
			damage.type = DAMAGE_TYPE_MAGICAL;
			DamageCreate(damage);
			
			Color3f rgb(.3f, .3f, .45f);
			ARX_PARTICLES_Add_Smoke(missile->eCurPos, 0, 6, rgb);
		}
	}
	
	for(size_t i = 0 ; i < pTab.size() ; i++) {
		pTab[i]->Update(ArxDurationMs(g_framedelay));
	}
	
	{ // CheckAllDestroyed
		long nbmissiles	= 0;
		
		for(size_t i = 0; i < pTab.size(); i++) {
			CMagicMissile *pMM = pTab[i];
			if(pMM->bMove)
				nbmissiles++;
		}
		
		if(nbmissiles == 0)
			m_duration = ArxDuration_ZERO;
	}
	
	for(size_t i = 0; i < pTab.size(); i++) {
		pTab[i]->Render();
		
		CMagicMissile * pMM = pTab[i];
		
		EERIE_LIGHT * el = lightHandleGet(pMM->lLightId);
		if(el) {
			el->intensity		= 0.7f + 2.3f * pMM->lightIntensityFactor;
			el->pos = pMM->eCurPos;
			el->creationTime	= arxtime.now();
		}
	}
}
示例#11
0
void ManageCombatModeAnimations() {
	
	arx_assert(entities.player());
	
	if(player.m_aimTime > 0) {
		player.m_aimTime += g_platformTime.lastFrameDuration();
	}
	
	Entity * const io = entities.player();
	
	AnimLayer & layer1 = io->animlayer[1];
	
	ANIM_HANDLE ** alist = io->anims;
	WeaponType weapontype = ARX_EQUIPMENT_GetPlayerWeaponType();
	
	if(weapontype == WEAPON_BARE && LAST_WEAPON_TYPE != weapontype) {
		if(layer1.cur_anim != alist[ANIM_BARE_WAIT]) {
			changeAnimation(io, 1, alist[ANIM_BARE_WAIT]);
			player.m_aimTime = 0;
		}
	}
	
	switch(weapontype) {
		case WEAPON_BARE: { // BARE HANDS PLAYER MANAGEMENT
			if(layer1.cur_anim == alist[ANIM_BARE_WAIT]) {
				player.m_aimTime = 0;
				if(eeMousePressed1()) {
					changeAnimation(io, 1, alist[ANIM_BARE_STRIKE_LEFT_START + player.m_strikeDirection * 3]);
					io->isHit = false;
				}
			}
			
			// Now go for strike cycle...
			for(long j = 0; j < 4; j++) {
				if(layer1.cur_anim == alist[ANIM_BARE_STRIKE_LEFT_START + j * 3] && (layer1.flags & EA_ANIMEND)) {
					changeAnimation(io, 1, alist[ANIM_BARE_STRIKE_LEFT_CYCLE + j * 3], EA_LOOP);
					player.m_aimTime = PlatformDuration::ofRaw(1);
				} else if(layer1.cur_anim == alist[ANIM_BARE_STRIKE_LEFT_CYCLE + j * 3] && !eeMousePressed1()) {
					changeAnimation(io, 1, alist[ANIM_BARE_STRIKE_LEFT + j * 3]);
					strikeSpeak(io);
					SendIOScriptEvent(NULL, io, SM_STRIKE, "bare");
					player.m_weaponBlocked = AnimationDuration::ofRaw(-1); // TODO inband signaling AnimationDuration
					player.m_strikeDirection = 0;
					player.m_aimTime = 0;
				} else if(layer1.cur_anim == alist[ANIM_BARE_STRIKE_LEFT + j * 3]) {
					if(layer1.flags & EA_ANIMEND) {
						changeAnimation(io, 1, alist[ANIM_BARE_WAIT], EA_LOOP);
						player.m_strikeDirection = 0;
						player.m_aimTime = PlatformDuration::ofRaw(1);
						player.m_weaponBlocked = AnimationDuration::ofRaw(-1);
					} else if( layer1.ctime > layer1.currentAltAnim()->anim_time * 0.2f
					        && layer1.ctime < layer1.currentAltAnim()->anim_time * 0.8f
					        && player.m_weaponBlocked == AnimationDuration::ofRaw(-1)) {
						
						ActionPoint id = ActionPoint();
						if(layer1.cur_anim == alist[ANIM_BARE_STRIKE_LEFT]) {
							id = io->obj->fastaccess.left_attach;
						} else { // Strike Right
							id = io->obj->fastaccess.primary_attach;
						}
						
						if(id != ActionPoint()) {
							Sphere sphere;
							sphere.origin = actionPointPosition(io->obj, id);
							sphere.radius = 25.f;
							
							EntityHandle num;
							
							if(CheckAnythingInSphere(sphere, EntityHandle_Player, 0, &num)) {
								float dmgs = (player.m_miscFull.damages + 1) * player.m_strikeAimRatio;
								
								if(ARX_DAMAGES_TryToDoDamage(actionPointPosition(io->obj, id), dmgs, 40, EntityHandle_Player)) {
									player.m_weaponBlocked = layer1.ctime;
								}
								
								ParticleSparkSpawnContinous(sphere.origin, unsigned(dmgs), SpawnSparkType_Success);
								
								if(ValidIONum(num)) {
									static PlatformInstant lastHit = 0;
									PlatformInstant now = g_platformTime.frameStart();
									if(now - lastHit > toPlatformDuration(layer1.ctime)) {
										ARX_SOUND_PlayCollision(entities[num]->material, MATERIAL_FLESH, 1.f, 1.f, sphere.origin, NULL);
										lastHit = now;
									}
								}
							}
						}
					}
				}
			}
			break;
		}
		case WEAPON_DAGGER: { // DAGGER PLAYER MANAGEMENT
			// Waiting and receiving Strike Impulse
			if(layer1.cur_anim == alist[ANIM_DAGGER_WAIT]) {
				player.m_aimTime = 0;
				if(eeMousePressed1()) {
					changeAnimation(io, 1, alist[ANIM_DAGGER_STRIKE_LEFT_START + player.m_strikeDirection * 3]);
					io->isHit = false;
				}
			}
			
			// Now go for strike cycle...
			for(long j = 0; j < 4; j++) {
				if(layer1.cur_anim == alist[ANIM_DAGGER_STRIKE_LEFT_START + j * 3] && (layer1.flags & EA_ANIMEND)) {
					changeAnimation(io, 1, alist[ANIM_DAGGER_STRIKE_LEFT_CYCLE + j * 3], EA_LOOP);
					player.m_aimTime = PlatformDuration::ofRaw(1);
				} else if(layer1.cur_anim == alist[ANIM_DAGGER_STRIKE_LEFT_CYCLE + j * 3] && !eeMousePressed1()) {
					changeAnimation(io, 1, alist[ANIM_DAGGER_STRIKE_LEFT + j * 3]);
					strikeSpeak(io);
					SendIOScriptEvent(NULL, io, SM_STRIKE, "dagger");
					player.m_strikeDirection = 0;
					player.m_aimTime = 0;
				} else if(layer1.cur_anim == alist[ANIM_DAGGER_STRIKE_LEFT + j * 3]) {
					if(   layer1.ctime > layer1.currentAltAnim()->anim_time * 0.3f
					   && layer1.ctime < layer1.currentAltAnim()->anim_time * 0.7f
					) {
						Entity * weapon = entities[player.equiped[EQUIP_SLOT_WEAPON]];
						
						if(player.m_weaponBlocked == AnimationDuration::ofRaw(-1)
							&& ARX_EQUIPMENT_Strike_Check(io, weapon, player.m_strikeAimRatio, 0))
						{
							player.m_weaponBlocked = layer1.ctime;
						}
					}
					
					if(layer1.flags & EA_ANIMEND) {
						changeAnimation(io, 1, alist[ANIM_DAGGER_WAIT], EA_LOOP);
						layer1.flags &= ~(EA_PAUSED | EA_REVERSE);
						player.m_strikeDirection = 0;
						player.m_aimTime = PlatformDuration::ofRaw(1);
						player.m_weaponBlocked = AnimationDuration::ofRaw(-1);
					}
					
					if(   player.m_weaponBlocked != AnimationDuration::ofRaw(-1)
					   && layer1.ctime < layer1.currentAltAnim()->anim_time * 0.9f
					) {
						Entity * weapon = entities[player.equiped[EQUIP_SLOT_WEAPON]];
						ARX_EQUIPMENT_Strike_Check(io, weapon, player.m_strikeAimRatio, 1);
					}
				}
			}
			break;
		}
		case WEAPON_1H: { // 1HANDED PLAYER MANAGEMENT
			// Waiting and Received Strike Impulse
			if(layer1.cur_anim == alist[ANIM_1H_WAIT]) {
				player.m_aimTime = 0;
				if(eeMousePressed1()) {
					changeAnimation(io, 1, alist[ANIM_1H_STRIKE_LEFT_START + player.m_strikeDirection * 3]);
					io->isHit = false;
				}
			}
			
			// Now go for strike cycle...
			for(long j = 0; j < 4; j++) {
				if(layer1.cur_anim == alist[ANIM_1H_STRIKE_LEFT_START + j * 3] && (layer1.flags & EA_ANIMEND)) {
					changeAnimation(io, 1, alist[ANIM_1H_STRIKE_LEFT_CYCLE + j * 3], EA_LOOP);
					player.m_aimTime = PlatformDuration::ofRaw(1);
				} else if(layer1.cur_anim == alist[ANIM_1H_STRIKE_LEFT_CYCLE + j * 3] && !eeMousePressed1()) {
					changeAnimation(io, 1, alist[ANIM_1H_STRIKE_LEFT + j * 3]);
					strikeSpeak(io);
					SendIOScriptEvent(NULL, io, SM_STRIKE, "1h");
					player.m_strikeDirection = 0;
					player.m_aimTime = 0;
				} else if(layer1.cur_anim == alist[ANIM_1H_STRIKE_LEFT + j * 3]) {
					if(   layer1.ctime > layer1.currentAltAnim()->anim_time * 0.3f
					   && layer1.ctime < layer1.currentAltAnim()->anim_time * 0.7f
					) {
						Entity * weapon = entities[player.equiped[EQUIP_SLOT_WEAPON]];
						
						if(player.m_weaponBlocked == AnimationDuration::ofRaw(-1)
							&& ARX_EQUIPMENT_Strike_Check(io, weapon, player.m_strikeAimRatio, 0))
						{
							player.m_weaponBlocked = layer1.ctime;
						}
					}
					
					if(layer1.flags & EA_ANIMEND) {
						changeAnimation(io, 1, alist[ANIM_1H_WAIT], EA_LOOP);
						layer1.flags &= ~(EA_PAUSED | EA_REVERSE);
						player.m_strikeDirection = 0;
						player.m_aimTime = 0;
						player.m_weaponBlocked = AnimationDuration::ofRaw(-1);
					}
					
					if(   player.m_weaponBlocked != AnimationDuration::ofRaw(-1)
					   && layer1.ctime < layer1.currentAltAnim()->anim_time * 0.9f
					) {
						Entity * weapon = entities[player.equiped[EQUIP_SLOT_WEAPON]];
						ARX_EQUIPMENT_Strike_Check(io, weapon, player.m_strikeAimRatio, 1);
					}
				}
			}
			break;
		}
		case WEAPON_2H: { // 2HANDED PLAYER MANAGEMENT
			// Waiting and Receiving Strike Impulse
			if(layer1.cur_anim == alist[ANIM_2H_WAIT]) {
				player.m_aimTime = 0;
				if(eeMousePressed1()) {
					changeAnimation(io, 1, alist[ANIM_2H_STRIKE_LEFT_START + player.m_strikeDirection * 3]);
					io->isHit = false;
				}
			}
			
			// Now go for strike cycle...
			for(long j = 0; j < 4; j++) {
				if(layer1.cur_anim == alist[ANIM_2H_STRIKE_LEFT_START + j * 3] && (layer1.flags & EA_ANIMEND)) {
					changeAnimation(io, 1, alist[ANIM_2H_STRIKE_LEFT_CYCLE + j * 3], EA_LOOP);
					player.m_aimTime = PlatformDuration::ofRaw(1);
				} else if(layer1.cur_anim == alist[ANIM_2H_STRIKE_LEFT_CYCLE + j * 3] && !eeMousePressed1()) {
					changeAnimation(io, 1, alist[ANIM_2H_STRIKE_LEFT + j * 3]);
					strikeSpeak(io);
					SendIOScriptEvent(NULL, io, SM_STRIKE, "2h");
					player.m_strikeDirection = 0;
					player.m_aimTime = 0;
				} else if(layer1.cur_anim == alist[ANIM_2H_STRIKE_LEFT + j * 3]) {
					if(   layer1.ctime > layer1.currentAltAnim()->anim_time * 0.3f
					   && layer1.ctime < layer1.currentAltAnim()->anim_time * 0.7f
					) {
						Entity * weapon = entities[player.equiped[EQUIP_SLOT_WEAPON]];
						
						if(player.m_weaponBlocked == AnimationDuration::ofRaw(-1)
							&& ARX_EQUIPMENT_Strike_Check(io, weapon, player.m_strikeAimRatio, 0))
						{
							player.m_weaponBlocked = layer1.ctime;
						}
					}
					
					if(layer1.flags & EA_ANIMEND) {
						changeAnimation(io, 1, alist[ANIM_2H_WAIT], EA_LOOP);
						layer1.flags &= ~(EA_PAUSED | EA_REVERSE);
						player.m_strikeDirection = 0;
						player.m_aimTime = 0;
						player.m_weaponBlocked = AnimationDuration::ofRaw(-1);
					}
					
					if(   player.m_weaponBlocked != AnimationDuration::ofRaw(-1)
					   && layer1.ctime < layer1.currentAltAnim()->anim_time * 0.9f
					) {
						Entity * weapon = entities[player.equiped[EQUIP_SLOT_WEAPON]];
						ARX_EQUIPMENT_Strike_Check(io, weapon, player.m_strikeAimRatio, 1);
					}
				}
			}
			break;
		}
		case WEAPON_BOW: { // MISSILE PLAYER MANAGEMENT
			if(layer1.cur_anim == alist[ANIM_MISSILE_STRIKE_CYCLE]) {
				player.m_bowAimRatio += bowZoomFromDuration(toMs(g_platformTime.lastFrameDuration()));
				
				if(player.m_bowAimRatio > 1.f)
					player.m_bowAimRatio = 1.f;
			}
			
			// Waiting and Receiving Strike Impulse
			if(layer1.cur_anim == alist[ANIM_MISSILE_WAIT]) {
				player.m_aimTime = PlatformDuration::ofRaw(1);
				
				if(eeMousePressed1() && Player_Arrow_Count() > 0) {
					changeAnimation(io, 1, alist[ANIM_MISSILE_STRIKE_PART_1]);
					io->isHit = false;
				}
			}
			
			if(layer1.cur_anim == alist[ANIM_MISSILE_STRIKE_PART_1] && (layer1.flags & EA_ANIMEND)) {
				player.m_aimTime = 0;
				changeAnimation(io, 1, alist[ANIM_MISSILE_STRIKE_PART_2]);
				EERIE_LINKEDOBJ_LinkObjectToObject(io->obj, arrowobj, "left_attach", "attach", NULL);
			}
			
			// Now go for strike cycle...
			if(layer1.cur_anim == alist[ANIM_MISSILE_STRIKE_PART_2] && (layer1.flags & EA_ANIMEND)) {
				changeAnimation(io, 1, alist[ANIM_MISSILE_STRIKE_CYCLE], EA_LOOP);
				player.m_aimTime = PlatformDuration::ofRaw(1);
			} else if(layer1.cur_anim == alist[ANIM_MISSILE_STRIKE_CYCLE] && !eeMousePressed1()) {
				EERIE_LINKEDOBJ_UnLinkObjectFromObject(io->obj, arrowobj);
				changeAnimation(io, 1, alist[ANIM_MISSILE_STRIKE]);
				SendIOScriptEvent(NULL, io, SM_STRIKE, "bow");
				StrikeAimtime();
				player.m_strikeAimRatio = player.m_bowAimRatio;
				Entity * quiver = Player_Arrow_Count_Decrease();
				float poisonous = 0.f;
				
				if(quiver) {
					poisonous = quiver->poisonous;
					if(quiver->poisonous_count > 0) {
						quiver->poisonous_count--;
						
						if(quiver->poisonous_count <= 0)
							quiver->poisonous = 0;
					}
					
					ARX_DAMAGES_DurabilityLoss(quiver, 1.f);
					
					// TODO is this needed ?, quivers seem to self destruct via script, but maybe not all
					if(ValidIOAddress(quiver) && quiver->durability <= 0.f) {
						ARX_INTERACTIVE_DestroyIOdelayed(quiver);
					}
				}
				
				float aimratio = player.m_strikeAimRatio;
				
				if(sp_max && poisonous < 3.f)
					poisonous = 3.f;
				
				Vec3f orgPos = player.pos + Vec3f(0.f, 40.f, 0.f);
				
				if(io->obj->fastaccess.left_attach != ActionPoint()) {
					orgPos = actionPointPosition(io->obj, io->obj->fastaccess.left_attach);
				}
				
				Anglef orgAngle = player.angle;
				
				PlayerLaunchArrow_Test(aimratio, poisonous, orgPos, orgAngle);
				
				if(sp_max) {
					Anglef angle;
					Vec3f pos = player.pos + Vec3f(0.f, 40.f, 0.f);
					
					angle.setPitch(player.angle.getPitch());
					angle.setYaw(player.angle.getYaw() + 8);
					angle.setRoll(player.angle.getRoll());
					PlayerLaunchArrow_Test(aimratio, poisonous, pos, angle);
					angle.setPitch(player.angle.getPitch());
					angle.setYaw(player.angle.getYaw() - 8);
					PlayerLaunchArrow_Test(aimratio, poisonous, pos, angle);
					angle.setPitch(player.angle.getPitch());
					angle.setYaw(player.angle.getYaw() + 4.f);
					PlayerLaunchArrow_Test(aimratio, poisonous, pos, angle);
					angle.setPitch(player.angle.getPitch());
					angle.setYaw(player.angle.getYaw() - 4.f);
					PlayerLaunchArrow_Test(aimratio, poisonous, pos, angle);
				}
				
				player.m_aimTime = 0;
			} else if(layer1.cur_anim == alist[ANIM_MISSILE_STRIKE]) {
				player.m_bowAimRatio -= bowZoomFromDuration(toMs(g_platformTime.lastFrameDuration()));
				
				if(player.m_bowAimRatio < 0)
					player.m_bowAimRatio = 0;
				
				if(layer1.flags & EA_ANIMEND) {
					player.m_bowAimRatio = 0;
					changeAnimation(io, 1, alist[ANIM_MISSILE_WAIT], EA_LOOP);
					player.m_aimTime = 0;
					player.m_weaponBlocked = AnimationDuration::ofRaw(-1);
					EERIE_LINKEDOBJ_UnLinkObjectFromObject(io->obj, arrowobj);
				}
			}
			break;
		}
	}
	
	LAST_WEAPON_TYPE = weapontype;
}
示例#12
0
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();
	}
}