/*
* Copyright 2011-2012 Arx Libertatis Team (see the AUTHORS file)
*
* This file is part of Arx Libertatis.
*
* Arx Libertatis 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 Libertatis 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 Libertatis. If not, see .
*/
/* Based on:
===========================================================================
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.
===========================================================================
*/
// Copyright (c) 1999-2001 ARKANE Studios SA. All rights reserved
#include "graphics/spells/Spells02.h"
#include
#include "core/Core.h"
#include "core/GameTime.h"
#include "game/EntityManager.h"
#include "game/Player.h"
#include "game/Spells.h"
#include "graphics/particle/Particle.h"
#include "graphics/particle/ParticleParams.h"
#include "graphics/particle/ParticleSystem.h"
#include "scene/Light.h"
#include "scene/Interactive.h"
CHeal::CHeal()
{
SetDuration(1000);
ulCurrentTime = ulDuration + 1;
pPS = new ParticleSystem();
}
CHeal::~CHeal() {
delete pPS, pPS = NULL;
}
void CHeal::Create() {
SetAngle(MAKEANGLE(player.angle.b));
if(spells[spellinstance].caster == 0) {
eSrc = player.pos;
} else {
eSrc = entities[spells[spellinstance].caster]->pos;
}
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);
ParticleParams cp;
memset(&cp, 0, sizeof(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 = radians(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;
cp.iBlendMode = 0;
pPS->SetParams(cp);
pPS->ulParticleSpawn = PARTICLE_CIRCULAR | PARTICLE_BORDER;
pPS->SetTexture("graph/particles/heal_0005", 0, 100);
fSize = 1;
}
//---------------------------------------------------------------------
void CHeal::Update(unsigned long aulTime)
{
ulCurrentTime += aulTime;
if (ulCurrentTime >= ulDuration)
{
return;
}
if(spells[spellinstance].caster == 0) {
eSrc = player.pos;
} else if(ValidIONum(spells[spellinstance].target)) {
eSrc = entities[spells[spellinstance].target]->pos;
}
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_assert(ulCalc <= LONG_MAX);
long ff = static_cast(ulCalc);
if (ff < 1500)
{
pPS->uMaxParticles = 0;
pPS->ulParticleSpawn = PARTICLE_CIRCULAR;
pPS->p3ParticleGravity = Vec3f::ZERO;
std::list::iterator i;
for (i = pPS->listParticle.begin(); i != pPS->listParticle.end(); ++i)
{
Particle * 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()
{
if (ulCurrentTime >= ulDuration)
{
return 0.f;
}
pPS->Render();
return 1;
}
//-----------------------------------------------------------------------------
// ARMOR
//-----------------------------------------------------------------------------
CArmor::CArmor()
{
}
//-----------------------------------------------------------------------------
CArmor::~CArmor()
{
}
//-----------------------------------------------------------------------------
void CArmor::Create(long _ulDuration) {
SetDuration(_ulDuration);
if (spellinstance != -1)
{
Entity * io = entities[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 (!arxtime.is_paused()) ulCurrentTime += _ulTime;
}
//-----------------------------------------------------------------------------
float CArmor::Render() {
return 0;
}
//-----------------------------------------------------------------------------
// LOWER ARMOR
//-----------------------------------------------------------------------------
CLowerArmor::CLowerArmor()
{
}
//-----------------------------------------------------------------------------
CLowerArmor::~CLowerArmor()
{
}
//-----------------------------------------------------------------------------
void CLowerArmor::Create(long _ulDuration) {
SetDuration(_ulDuration);
if (spellinstance != -1)
{
Entity * io = entities[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 (!arxtime.is_paused()) ulCurrentTime += _ulTime;
}
//-----------------------------------------------------------------------------
float CLowerArmor::Render() {
return 0;
}