/*
===========================================================================
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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//////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////
// CSpellFx_Lvl02.cpp
//////////////////////////////////////////////////////////////////////////////////////
//
// Description:
// ARX Spell FX Level 02
//
// Refer to:
// CSpellFx.h
//
// Copyright (c) 1999-2001 ARKANE Studios SA. All rights reserved
//////////////////////////////////////////////////////////////////////////////////////
#include "danae.h"
#include
#include
#include "ARX_Spells.h"
#include "ARX_CSpellFx.h"
#include "ARX_SpellFx_Lvl02.h"
#include "ARX_Particles.h"
#include "ARX_CParticles.h"
#include "ARX_CParticle.h"
#include "ARX_CParticleParams.h"
#include "ARX_Time.h"
#define new new(_NORMAL_BLOCK,__FILE__, __LINE__)
extern CParticleManager * pParticleManager;
//-----------------------------------------------------------------------------
CHeal::CHeal(LPDIRECT3DDEVICE7 m_pd3dDevice)
{
SetDuration(1000);
ulCurrentTime = ulDuration + 1;
pPS = new CParticleSystem();
}
//-----------------------------------------------------------------------------
CHeal::~CHeal()
{
// kill ParticleSystem
if (pPS)
{
delete pPS;
pPS = NULL;
}
}
//-----------------------------------------------------------------------------
void CHeal::Create()
{
SetAngle(MAKEANGLE(player.angle.b));
if (spells[spellinstance].caster == 0)
{
eSrc.x = player.pos.x;
eSrc.y = player.pos.y;
eSrc.z = player.pos.z;
}
else
{
eSrc.x = inter.iobj[spells[spellinstance].caster]->pos.x;
eSrc.y = inter.iobj[spells[spellinstance].caster]->pos.y;
eSrc.z = inter.iobj[spells[spellinstance].caster]->pos.z;
}
pPS->lLightId = GetFreeDynLight();
if (pPS->lLightId != -1)
{
long id = pPS->lLightId;
DynLight[id].exist = 1;
DynLight[id].intensity = 2.3f;
DynLight[id].fallstart = 200.f;
DynLight[id].fallend = 350.f;
DynLight[id].rgb.r = 0.4f;
DynLight[id].rgb.g = 0.4f;
DynLight[id].rgb.b = 1.0f;
DynLight[id].pos.x = eSrc.x;
DynLight[id].pos.y = eSrc.y - 50.f;
DynLight[id].pos.z = eSrc.z;
DynLight[id].duration = 200;
DynLight[id].extras = 0;
}
pPS->SetPos(eSrc);
CParticleParams cp;
cp.iNbMax = 350;
cp.fLife = 800;
cp.fLifeRandom = 2000;
cp.p3Pos.x = 100;
cp.p3Pos.y = 200;
cp.p3Pos.z = 100;
cp.p3Direction.x = 0;
cp.p3Direction.y = -10;
cp.p3Direction.z = 0;
cp.fAngle = DEG2RAD(5);
cp.fSpeed = 120;
cp.fSpeedRandom = 84;
cp.p3Gravity.x = 0;
cp.p3Gravity.y = -10;
cp.p3Gravity.z = 0;
cp.fFlash = 0;
cp.fRotation = 80;
cp.fStartSize = 8;
cp.fStartSizeRandom = 8;
cp.fStartColor[0] = 205;
cp.fStartColor[1] = 205;
cp.fStartColor[2] = 255;
cp.fStartColor[3] = 245;
cp.fStartColorRandom[0] = 50;
cp.fStartColorRandom[1] = 50;
cp.fStartColorRandom[2] = 0;
cp.fStartColorRandom[3] = 10;
cp.fEndSize = 6;
cp.fEndSizeRandom = 4;
cp.fEndColor[0] = 20;
cp.fEndColor[1] = 20;
cp.fEndColor[2] = 30;
cp.fEndColor[3] = 0;
cp.fEndColorRandom[0] = 0;
cp.fEndColorRandom[1] = 0;
cp.fEndColorRandom[2] = 40;
cp.fEndColorRandom[3] = 0;
pPS->SetParams(cp);
pPS->ulParticleSpawn = PARTICLE_CIRCULAR | PARTICLE_BORDER;
pPS->SetTexture("graph\\particles\\heal_0005.bmp", 0, 100);
fSize = 1;
}
//---------------------------------------------------------------------
void CHeal::Update(unsigned long aulTime)
{
ulCurrentTime += aulTime;
if (ulCurrentTime >= ulDuration)
{
return;
}
if (spells[spellinstance].caster == 0)
{
eSrc.x = player.pos.x;
eSrc.y = player.pos.y;
eSrc.z = player.pos.z;
}
else
{
if (ValidIONum(spells[spellinstance].target))
{
eSrc.x = inter.iobj[spells[spellinstance].target]->pos.x;
eSrc.y = inter.iobj[spells[spellinstance].target]->pos.y;
eSrc.z = inter.iobj[spells[spellinstance].target]->pos.z;
}
}
if (pPS->lLightId == -1)
pPS->lLightId = GetFreeDynLight();
if (pPS->lLightId != -1)
{
long id = pPS->lLightId;
DynLight[id].exist = 1;
DynLight[id].intensity = 2.3f;
DynLight[id].fallstart = 200.f;
DynLight[id].fallend = 350.f;
DynLight[id].rgb.r = 0.4f;
DynLight[id].rgb.g = 0.4f;
DynLight[id].rgb.b = 1.0f;
DynLight[id].pos.x = eSrc.x;
DynLight[id].pos.y = eSrc.y - 50.f;
DynLight[id].pos.z = eSrc.z;
DynLight[id].duration = 200;
DynLight[id].extras = 0;
}
unsigned long ulCalc = ulDuration - ulCurrentTime ;
ARX_CHECK_LONG(ulCalc);
long ff = ARX_CLEAN_WARN_CAST_LONG(ulCalc);
if (ff < 1500)
{
pPS->uMaxParticles = 0;
pPS->ulParticleSpawn = PARTICLE_CIRCULAR;
pPS->p3ParticleGravity.x = 0;
pPS->p3ParticleGravity.y = 0;
pPS->p3ParticleGravity.z = 0;
list::iterator i;
for (i = pPS->listParticle.begin(); i != pPS->listParticle.end(); ++i)
{
CParticle * pP = *i;
if (pP->isAlive())
{
pP->fColorEnd[3] = 0;
if (pP->ulTime + ff < pP->ulTTL)
{
pP->ulTime = pP->ulTTL - ff;
}
}
}
}
pPS->SetPos(eSrc);
pPS->Update(aulTime);
}
//---------------------------------------------------------------------
float CHeal::Render(LPDIRECT3DDEVICE7 m_pd3dDevice)
{
if (ulCurrentTime >= ulDuration)
{
return 0.f;
}
pPS->Render(m_pd3dDevice, D3DBLEND_ONE, D3DBLEND_ONE);
return 1;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
float CHarm::Render(LPDIRECT3DDEVICE7 device)
{
return 0;
}
//-----------------------------------------------------------------------------
// ARMOR
//-----------------------------------------------------------------------------
CArmor::CArmor()
{
}
//-----------------------------------------------------------------------------
CArmor::~CArmor()
{
}
//-----------------------------------------------------------------------------
void CArmor::Create(long _ulDuration, int _iNpc)
{
SetDuration(_ulDuration);
if (spellinstance != -1)
{
INTERACTIVE_OBJ * io = inter.iobj[spells[spellinstance].caster];
if ((io) && (!io->halo.flags & HALO_ACTIVE))
{
io->halo.flags |= HALO_ACTIVE;
io->halo.color.r = 0.5f;
io->halo.color.g = 0.5f;
io->halo.color.b = 0.25f;
io->halo.radius = 45.f;
io->halo.dynlight = -1;
spells[spellinstance].longinfo = 1;
}
else spells[spellinstance].longinfo = 0;
}
}
//-----------------------------------------------------------------------------
void CArmor::Update(unsigned long _ulTime)
{
if (!ARXPausedTimer) ulCurrentTime += _ulTime;
}
//-----------------------------------------------------------------------------
float CArmor::Render(LPDIRECT3DDEVICE7 _pD3DDevice)
{
return 0;
}
//-----------------------------------------------------------------------------
// LOWER ARMOR
//-----------------------------------------------------------------------------
CLowerArmor::CLowerArmor()
{
}
//-----------------------------------------------------------------------------
CLowerArmor::~CLowerArmor()
{
}
//-----------------------------------------------------------------------------
void CLowerArmor::Create(long _ulDuration, int _iNpc)
{
SetDuration(_ulDuration);
if (spellinstance != -1)
{
INTERACTIVE_OBJ * io = inter.iobj[spells[spellinstance].target];
if ((io) && (!io->halo.flags & HALO_ACTIVE))
{
io->halo.flags |= HALO_ACTIVE;
io->halo.color.r = 1.f;
io->halo.color.g = 0.05f;
io->halo.color.b = 0.0f;
io->halo.radius = 45.f;
io->halo.dynlight = -1;
spells[spellinstance].longinfo = 1;
}
else spells[spellinstance].longinfo = 0;
}
}
//-----------------------------------------------------------------------------
void CLowerArmor::Update(unsigned long _ulTime)
{
if (!ARXPausedTimer) ulCurrentTime += _ulTime;
}
//-----------------------------------------------------------------------------
float CLowerArmor::Render(LPDIRECT3DDEVICE7 _pD3DDevice)
{
return 0;
}