/*
===========================================================================
ARX FATALIS GPL Source Code
Copyright (C) 1999-2010 Arkane Studios SA, a ZeniMax Media company.
This file is part of the Arx Fatalis GPL Source Code ('Arx Fatalis Source Code').
Arx Fatalis Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public
License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
Arx Fatalis Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied
warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with Arx Fatalis Source Code. If not, see
.
In addition, the Arx Fatalis Source Code is also subject to certain additional terms. You should have received a copy of these
additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Arx
Fatalis Source Code. If not, please request a copy in writing from Arkane Studios at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing Arkane Studios, c/o
ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
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// @@@ @@@ @@ @@ STUDIOS //
//////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////
// CSpellFx_Lvl08.cpp
//////////////////////////////////////////////////////////////////////////////////////
//
// Description:
// ARX Spell FX Level 08
//
// Refer to:
// CSpellFx.h
//
// Copyright (c) 1999-2001 ARKANE Studios SA. All rights reserved
//////////////////////////////////////////////////////////////////////////////////////
#include
#include
#include
#include
#include
#include
#include "ARX_SpellFx_Lvl08.h"
#include
#include
//-----------------------------------------------------------------------------
CExplosion::~CExplosion()
{
this->Kill();
}
//-----------------------------------------------------------------------------
void CExplosion::Kill(void)
{
if (disqued3d)
{
free((void *)disqued3d);
disqued3d = NULL;
}
if (disquevertex)
{
free((void *)disquevertex);
disquevertex = NULL;
}
if (disqueind)
{
free((void *)disqueind);
disqueind = NULL;
}
if (tactif)
{
int nb = (disquenbvertex >> 1);
while (nb--)
{
if (tactif[nb] >= 0)
{
DynLight[tactif[nb]].exist = 0;
}
}
free((void *)tactif);
tactif = NULL;
}
}
//-----------------------------------------------------------------------------
void CExplosion::Update(unsigned long _ulTime)
{
float a;
switch (key)
{
case 0:
//elargissement du disque
a = (float)ulCurrentTime / 1000.f;
if (a > 1.f)
{
a = 0.f;
key++;
}
if (!ARXPausedTimer) ulCurrentTime += _ulTime;
scale = a;
break;
case 1:
//avancé du disque
scale = (float)ulCurrentTime / (float)ulDuration;
if (!ARXPausedTimer) ulCurrentTime += _ulTime;
if (ulCurrentTime >= ulDuration)
{
scale = 1.f;
key++;
}
break;
case 2:
Kill();
key++;
break;
}
}
//-----------------------------------------------------------------------------
void CExplosion::ExplosionAddParticule(int num, D3DTLVERTEX * v, TextureContainer * tp)
{
if (DoSphericDamage((EERIE_3D *)v, 4.f, 30.f, DAMAGE_AREA, DAMAGE_TYPE_MAGICAL | DAMAGE_TYPE_FIRE, 0)) // 0=player source
{
EERIE_3D hit;
hit.x = v->sx;
hit.y = v->sy;
hit.z = v->sz;
DynLight[tactif[num]].exist = 0;
tactif[num] = -1;
ARX_BOOMS_Add(&hit);
Add3DBoom(&hit, NULL);
}
if (rnd() > .25f)
{
int j = ARX_PARTICLES_GetFree();
if ((j != -1) && (!ARXPausedTimer))
{
ParticleCount++;
particle[j].exist = 1;
particle[j].zdec = 0;
particle[j].ov.x = v->sx;
particle[j].ov.y = v->sy;
particle[j].ov.z = v->sz;
particle[j].move.x = 0.f;
particle[j].move.y = rnd();
particle[j].move.z = 0.f;
particle[j].siz = 10.f + 20.f * rnd();
particle[j].tolive = 500 + (unsigned long)(float)(rnd() * 500.f);
particle[j].scale.x = 1.f;
particle[j].scale.y = 1.f;
particle[j].scale.z = 1.f;
particle[j].timcreation = lARXTime;
particle[j].tc = tp;
particle[j].special = FIRE_TO_SMOKE | FADE_IN_AND_OUT | ROTATING | MODULATE_ROTATION;
particle[j].fparam = 0.0000001f;
particle[j].r = 1.f;
particle[j].g = 1.f;
particle[j].b = 1.f;
}
}
}
//-----------------------------------------------------------------------------
void CExplosion::Collision(int num, EERIE_3D * v, EERIE_3D * dir)
{
EERIE_3D hit;
EERIEPOLY * tp = NULL;
if (EERIELaunchRay3(v, dir, &hit, tp, 1) != 0) //@seb: ray cast more accurate
{
DynLight[tactif[num]].exist = 0;
tactif[num] = -1;
ARX_BOOMS_Add(&hit);
Add3DBoom(&hit, NULL);
}
}
//-----------------------------------------------------------------------------
float CExplosion::Render(LPDIRECT3DDEVICE7 device)
{
if (this->key > 1) return 0;
SETALPHABLEND(device, TRUE);
SETZWRITE(device, FALSE);
device->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ONE);
device->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ONE);
//calcul du disque
D3DTLVERTEX d3dvs, *d3dv;
EERIE_3D * vertex;
int nb, col, col2;
float rin;
switch (key)
{
case 0:
rin = 255.f * scale;
vertex = disquevertex;
d3dv = disqued3d;
nb = disquenbvertex >> 1;
while (nb)
{
d3dvs.sx = pos.x + (vertex + 1)->x + ((vertex->x - (vertex + 1)->x) * scale);
d3dvs.sy = pos.y;
d3dvs.sz = pos.z + (vertex + 1)->z + ((vertex->z - (vertex + 1)->z) * scale);
EE_RTP(&d3dvs, d3dv);
d3dv->color = RGBA_MAKE(255, 200, 0, 255);
vertex++;
d3dv++;
d3dvs.sx = pos.x + vertex->x;
d3dvs.sy = pos.y;
d3dvs.sz = pos.z + vertex->z;
EE_RTP(&d3dvs, d3dv);
if (!ARXPausedTimer) d3dv->color = RGBA_MAKE((int)(rin * rnd()), 0, 0, 255);
vertex++;
d3dv++;
nb--;
}
if (rnd() > .25f)
{
int j = ARX_PARTICLES_GetFree();
if ((j != -1) && (!ARXPausedTimer))
{
ParticleCount++;
particle[j].exist = 1;
particle[j].zdec = 0;
float a = DEG2RAD(360.f * scale);
float b = rin;
particle[j].ov.x = pos.x + b * EEcos(a);
particle[j].ov.y = pos.y;
particle[j].ov.z = pos.z + b * EEsin(a);
particle[j].move.x = 0.f;
particle[j].move.y = rnd();
particle[j].move.z = 0.f;
particle[j].siz = 10.f + 10.f * rnd();
particle[j].tolive = 500 + (unsigned long)(float)(rnd() * 500.f);
particle[j].scale.x = 1.f;
particle[j].scale.y = 1.f;
particle[j].scale.z = 1.f;
particle[j].timcreation = lARXTime;
particle[j].tc = tp;
particle[j].special = FADE_IN_AND_OUT | ROTATING | MODULATE_ROTATION | DISSIPATING;
particle[j].fparam = 0.0000001f;
particle[j].r = 1.f;
particle[j].g = 1.f;
particle[j].b = 1.f;
}
j = ARX_PARTICLES_GetFree();
if ((j != -1) && (!ARXPausedTimer))
{
ParticleCount++;
particle[j].exist = 1;
particle[j].zdec = 0;
float a = DEG2RAD(-360.f * scale);
float b = this->rin;
particle[j].ov.x = pos.x + b * EEcos(a);
particle[j].ov.y = pos.y;
particle[j].ov.z = pos.z + b * EEsin(a);
particle[j].move.x = 0.f;
particle[j].move.y = rnd();
particle[j].move.z = 0.f;
particle[j].siz = 10.f + 10.f * rnd();
particle[j].tolive = 500 + (unsigned long)(float)(rnd() * 500.f);
particle[j].scale.x = 1.f;
particle[j].scale.y = 1.f;
particle[j].scale.z = 1.f;
particle[j].timcreation = lARXTime;
particle[j].tc = tp;
particle[j].special = FADE_IN_AND_OUT | ROTATING | MODULATE_ROTATION | DISSIPATING;
particle[j].fparam = 0.0000001f;
particle[j].r = 1.f;
particle[j].g = 1.f;
particle[j].b = 1.f;
}
}
if (rnd() > .1f)
{
int j = ARX_PARTICLES_GetFree();
if ((j != -1) && (!ARXPausedTimer))
{
ParticleCount++;
particle[j].exist = 1;
particle[j].zdec = 0;
float a = rnd() * 360.f;
float b = rin * rnd();
particle[j].ov.x = pos.x + b * EEcos(a);
particle[j].ov.y = pos.y + 70.f;
particle[j].ov.z = pos.z + b * EEsin(a);
particle[j].move.x = 0.f;
particle[j].move.y = -(5.f + 10.f * rnd());
particle[j].move.z = 0.f;
particle[j].siz = 10.f + 20.f * rnd();
particle[j].tolive = 1000 + (unsigned long)(float)(rnd() * 1000.f);
particle[j].scale.x = 1.f;
particle[j].scale.y = 1.f;
particle[j].scale.z = 1.f;
particle[j].timcreation = lARXTime;
particle[j].tc = tp2;
particle[j].special = FADE_IN_AND_OUT | ROTATING | MODULATE_ROTATION | DISSIPATING;
particle[j].fparam = 0.0000001f;
particle[j].r = 1.f;
particle[j].g = 1.f;
particle[j].b = 1.f;
}
}
break;
case 1:
D3DTLVERTEX d3dvs2;
rin = 1.f + (puissance * scale);
vertex = disquevertex;
d3dv = disqued3d;
nb = disquenbvertex >> 1;
float a = 1.f - scale;
col = RGBA_MAKE((int)(255.f * a), (int)(200.f * a), 0, 255);
col2 = RGBA_MAKE((int)(255.f * a * rnd()), 0, 0, 0);
while (nb--)
{
d3dvs.sx = pos.x + vertex->x * rin;
d3dvs.sy = pos.y;
d3dvs.sz = pos.z + vertex->z * rin;
vertex++;
d3dvs2.sx = pos.x + vertex->x * rin;
d3dvs2.sy = pos.y;
d3dvs2.sz = pos.z + vertex->z * rin;
vertex++;
if (tactif[nb] >= 0)
{
EERIE_3D pos, dir;
pos.x = d3dvs2.sx;
pos.y = d3dvs2.sy;
pos.z = d3dvs2.sz;
dir.x = d3dvs.sx;
dir.y = d3dvs.sy;
dir.z = d3dvs.sz;
DynLight[tactif[nb]].pos.x = dir.x;
DynLight[tactif[nb]].pos.y = dir.y;
DynLight[tactif[nb]].pos.z = dir.z;
DynLight[tactif[nb]].intensity = .7f + 2.f * rnd();
Collision(nb, &pos, &dir);
ExplosionAddParticule(nb, &d3dvs, tp);
}
EE_RTP(&d3dvs, d3dv);
if (!ARXPausedTimer) d3dv->color = col;
d3dv++;
EE_RTP(&d3dvs2, d3dv);
if (!ARXPausedTimer) d3dv->color = col2;
d3dv++;
}
break;
}
//tracé du disque
SETCULL(device, D3DCULL_NONE);
device->SetTexture(0, NULL);
device->DrawIndexedPrimitive(D3DPT_TRIANGLESTRIP, D3DFVF_TLVERTEX, disqued3d, disquenbvertex, (unsigned short *)disqueind, disquenbvertex + 2, 0);
device->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ONE);
device->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ZERO);
SETALPHABLEND(device, FALSE);
SETZWRITE(device, TRUE);
return 0;
}