#include "../StdH/StdH.h" #include "Entities/BloodSpray.h" #include "Entities/PlayerWeapons.h" #include "Entities/WorldSettingsController.h" #include "Entities/BackgroundViewer.h" static CTextureObject _toRomboidTrail; static CTextureObject _toBombTrail; static CTextureObject _toFirecrackerTrail; static CTextureObject _toSpiralTrail; static CTextureObject _toColoredStarsTrail; static CTextureObject _toFireball01Trail; static CTextureObject _toGrenadeTrail; static CTextureObject _toCannonBall; static CTextureObject _toRocketTrail; static CTextureObject _toVerticalGradient; static CTextureObject _toVerticalGradientAlpha; static CTextureObject _toBlood01Trail; static CTextureObject _toLavaTrailGradient; static CTextureObject _toLavaTrailSmoke; static CTextureObject _toFlamethrowerTrail; static CTextureObject _toBoubble01; static CTextureObject _toBoubble02; static CTextureObject _toBoubble03; static CTextureObject _toStar01; static CTextureObject _toStar02; static CTextureObject _toStar03; static CTextureObject _toStar04; static CTextureObject _toStar05; static CTextureObject _toStar06; static CTextureObject _toStar07; static CTextureObject _toStar08; static CTextureObject _toBlood; static CTextureObject _toWaterfallGradient; static CTextureObject _toGhostbusterBeam; static CTextureObject _toLightning; static CTextureObject _toSand; static CTextureObject _toSandFlowGradient; static CTextureObject _toWater; static CTextureObject _toWaterFlowGradient; static CTextureObject _toLava; static CTextureObject _toLavaFlowGradient; static CTextureObject _toBloodSprayTexture; static CTextureObject _toFlowerSprayTexture; static CTextureObject _toBonesSprayTexture; static CTextureObject _toFeatherSprayTexture; static CTextureObject _toStonesSprayTexture; static CTextureObject _toLavaSprayTexture; static CTextureObject _toBeastProjectileSprayTexture; static CTextureObject _toLavaEruptingTexture; static CTextureObject _toWoodSprayTexture; static CTextureObject _toLavaBombTrailSmoke; static CTextureObject _toLavaBombTrailGradient; static CTextureObject _toElectricitySparks; static CTextureObject _toBeastProjectileTrailTexture; static CTextureObject _toBeastProjectileTrailGradient; static CTextureObject _toBeastBigProjectileTrailTexture; static CTextureObject _toBeastBigProjectileTrailGradient; static CTextureObject _toBeastDebrisTrailGradient; static CTextureObject _toBeastDebrisTrailTexture; static CTextureObject _toRaindrop; static CTextureObject _toSnowdrop; static CTextureObject _toBulletStone; static CTextureObject _toBulletSand; static CTextureObject _toBulletSpark; static CTextureObject _toBulletSmoke; static CTextureObject _toBulletWater; static CTextureObject _toPlayerParticles; static CTextureObject _toWaterfallFoam; static CTextureObject _toMetalSprayTexture; // array for model vertices in absolute space CStaticStackArray avVertices; #define CT_MAX_PARTICLES_TABLE 512 FLOAT afTimeOffsets[CT_MAX_PARTICLES_TABLE]; FLOAT afStarsPositions[CT_MAX_PARTICLES_TABLE][3]; UBYTE auStarsColors[CT_MAX_PARTICLES_TABLE][3]; void InitParticleTables(void); // init particle effects void InitParticles(void) { try { _toRomboidTrail.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\Romboid.tex")); _toBombTrail.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\WhiteBubble.tex")); _toFirecrackerTrail.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\FireCracker.tex")); _toSpiralTrail.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\Smoke01.tex")); _toColoredStarsTrail.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\Star01.tex")); _toFireball01Trail.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\Fireball01.tex")); _toGrenadeTrail.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\Smoke02.tex")); _toCannonBall.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\CannonBall.tex")); _toRocketTrail.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\Smoke06.tex")); _toVerticalGradient.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\VerticalGradient.tex")); _toVerticalGradientAlpha.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\VerticalGradientAlpha.tex")); _toBlood01Trail.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\Blood02.tex")); _toLavaTrailGradient.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\LavaTrailGradient.tex")); _toLavaTrailSmoke.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\LavaTrailSmoke.tex")); _toFlamethrowerTrail.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\FlameThrower01.tex")); _toBoubble01.SetData_t(CTFILENAME("Models\\Items\\Particles\\Boubble01.tex")); _toBoubble02.SetData_t(CTFILENAME("Models\\Items\\Particles\\Boubble02.tex")); _toBoubble03.SetData_t(CTFILENAME("Models\\Items\\Particles\\Boubble03.tex")); _toStar01.SetData_t(CTFILENAME("Models\\Items\\Particles\\Star01.tex")); _toStar02.SetData_t(CTFILENAME("Models\\Items\\Particles\\Star02.tex")); _toStar03.SetData_t(CTFILENAME("Models\\Items\\Particles\\Star03.tex")); _toStar04.SetData_t(CTFILENAME("Models\\Items\\Particles\\Star04.tex")); _toStar05.SetData_t(CTFILENAME("Models\\Items\\Particles\\Star05.tex")); _toStar06.SetData_t(CTFILENAME("Models\\Items\\Particles\\Star06.tex")); _toStar07.SetData_t(CTFILENAME("Models\\Items\\Particles\\Star07.tex")); _toStar08.SetData_t(CTFILENAME("Models\\Items\\Particles\\Star08.tex")); _toWaterfallGradient.SetData_t(CTFILENAME("Models\\Effects\\Heatmaps\\Waterfall08.tex")); _toGhostbusterBeam.SetData_t(CTFILENAME("Models\\Weapons\\GhostBuster\\Projectile\\Ray.tex")); _toLightning.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\Lightning.tex")); _toSand.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\Sand.tex")); _toSandFlowGradient.SetData_t(CTFILENAME("Models\\Effects\\Heatmaps\\SandFlow01.tex")); _toWater.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\Water.tex")); _toWaterFlowGradient.SetData_t(CTFILENAME("Models\\Effects\\Heatmaps\\WaterFlow01.tex")); _toLava.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\Lava.tex")); _toLavaFlowGradient.SetData_t(CTFILENAME("Models\\Effects\\Heatmaps\\LavaFlow01.tex")); _toBloodSprayTexture.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\Blood03.tex")); _toFlowerSprayTexture.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\Flowers.tex")); _toBonesSprayTexture.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\BonesSpill01.tex")); _toFeatherSprayTexture.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\FeatherSpill01.tex")); _toStonesSprayTexture.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\StonesSpill01.tex")); _toLavaSprayTexture.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\LavaSpill01.tex")); _toBeastProjectileSprayTexture.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\BeastProjectileSpill.tex")); _toLavaEruptingTexture.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\LavaErupting.tex")); _toWoodSprayTexture.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\WoodSpill01.tex")); _toLavaBombTrailSmoke.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\LavaBomb.tex")); _toLavaBombTrailGradient.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\LavaBombGradient.tex")); _toBeastDebrisTrailGradient.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\BeastDebrisTrailGradient.tex")); _toBeastProjectileTrailTexture.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\BeastProjectileTrail.tex")); _toBeastProjectileTrailGradient.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\BeastProjectileTrailGradient.tex")); _toBeastBigProjectileTrailTexture.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\BeastBigProjectileTrail.tex")); _toBeastBigProjectileTrailGradient.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\BeastBigProjectileTrailGradient.tex")); _toBeastDebrisTrailTexture.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\BeastDebrisTrail.tex")); _toElectricitySparks.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\ElectricitySparks.tex")); _toRaindrop.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\Raindrop.tex")); _toSnowdrop.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\Snowdrop.tex")); _toBulletStone.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\BulletSpray.tex")); _toBulletWater.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\BulletSprayWater.tex")); _toBulletSand.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\BulletSpraySand.tex")); _toBulletSpark.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\BulletSpark.tex")); _toBulletSmoke.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\SmokeAnim01.tex")); _toPlayerParticles.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\PlayerParticles.tex")); _toWaterfallFoam.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\WaterfallFoam.tex")); _toMetalSprayTexture.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\MetalSpill.tex")); ((CTextureData*)_toLavaTrailGradient .GetData())->Force(TEX_STATIC); ((CTextureData*)_toLavaBombTrailGradient .GetData())->Force(TEX_STATIC); ((CTextureData*)_toBeastDebrisTrailGradient .GetData())->Force(TEX_STATIC); ((CTextureData*)_toBeastProjectileTrailGradient .GetData())->Force(TEX_STATIC); ((CTextureData*)_toBeastBigProjectileTrailGradient.GetData())->Force(TEX_STATIC); ((CTextureData*)_toWaterfallGradient .GetData())->Force(TEX_STATIC); ((CTextureData*)_toSandFlowGradient .GetData())->Force(TEX_STATIC); ((CTextureData*)_toWaterFlowGradient .GetData())->Force(TEX_STATIC); ((CTextureData*)_toLavaFlowGradient .GetData())->Force(TEX_STATIC); } catch(char *strError) { FatalError(TRANS("Unable to obtain texture: %s"), strError); } InitParticleTables(); } // close particle effects void CloseParticles(void) { _toRomboidTrail.SetData(NULL); _toBombTrail.SetData(NULL); _toFirecrackerTrail.SetData(NULL); _toSpiralTrail.SetData(NULL); _toColoredStarsTrail.SetData(NULL); _toFireball01Trail.SetData(NULL); _toRocketTrail.SetData(NULL); _toGrenadeTrail.SetData(NULL); _toCannonBall.SetData(NULL); _toVerticalGradient.SetData(NULL); _toVerticalGradientAlpha.SetData(NULL); _toBlood01Trail.SetData(NULL); _toLavaTrailGradient.SetData(NULL); _toWaterfallGradient.SetData(NULL); _toGhostbusterBeam.SetData( NULL); _toLightning.SetData( NULL); _toLavaTrailSmoke.SetData(NULL); _toFlamethrowerTrail.SetData(NULL); _toBoubble01.SetData(NULL); _toBoubble02.SetData(NULL); _toBoubble03.SetData(NULL); _toStar01.SetData(NULL); _toStar02.SetData(NULL); _toStar03.SetData(NULL); _toStar04.SetData(NULL); _toStar05.SetData(NULL); _toStar06.SetData(NULL); _toStar07.SetData(NULL); _toStar08.SetData(NULL); _toSand.SetData(NULL); _toSandFlowGradient.SetData(NULL); _toWater.SetData(NULL); _toWaterFlowGradient.SetData(NULL); _toLava.SetData(NULL); _toLavaFlowGradient.SetData(NULL); _toLavaBombTrailSmoke.SetData(NULL); _toLavaBombTrailGradient.SetData(NULL); _toBloodSprayTexture.SetData(NULL); _toFlowerSprayTexture.SetData(NULL); _toBonesSprayTexture.SetData(NULL); _toFeatherSprayTexture.SetData(NULL); _toStonesSprayTexture.SetData(NULL); _toLavaSprayTexture.SetData(NULL); _toBeastProjectileSprayTexture.SetData(NULL); _toLavaEruptingTexture.SetData(NULL); _toWoodSprayTexture.SetData(NULL); _toElectricitySparks.SetData(NULL); _toBeastDebrisTrailGradient.SetData(NULL); _toBeastProjectileTrailTexture.SetData(NULL); _toBeastProjectileTrailGradient.SetData(NULL); _toBeastBigProjectileTrailTexture.SetData(NULL); _toBeastBigProjectileTrailGradient.SetData(NULL); _toBeastDebrisTrailTexture.SetData(NULL); _toRaindrop.SetData(NULL); _toSnowdrop.SetData(NULL); _toBulletStone.SetData(NULL); _toBulletWater.SetData(NULL); _toBulletSand.SetData(NULL); _toBulletSpark.SetData(NULL); _toBulletSmoke.SetData(NULL); _toPlayerParticles.SetData(NULL); _toWaterfallFoam.SetData(NULL); _toMetalSprayTexture.SetData(NULL); } void Particles_ViewerLocal(CEntity *penView) { ASSERT(penView!=NULL); // ----------- Obtain world settings controller CWorldSettingsController *pwsc = NULL; // obtain bcg viewer CBackgroundViewer *penBcgViewer = (CBackgroundViewer *) penView->GetWorld()->GetBackgroundViewer(); if( penBcgViewer != NULL) { // obtain world settings controller pwsc = (CWorldSettingsController *) &*penBcgViewer->m_penWorldSettingsController; } // ***** Storm appearing effects // if world settings controller is valid if( (pwsc != NULL) && (pwsc->m_tmStormStart != -1)) { FLOAT fStormFactor = pwsc->GetStormFactor(); if( fStormFactor != 0.0f) { FLOATaabbox3D boxRainMap; CTextureData *ptdRainMap; pwsc->GetHeightMapData( ptdRainMap, boxRainMap); Particles_Rain( penView, 1.25f, 32, fStormFactor, ptdRainMap, boxRainMap); } } } // different particle effects #define ROMBOID_TRAIL_POSITIONS 16 void Particles_RomboidTrail(CEntity *pen) { CLastPositions *plp = pen->GetLastPositions(ROMBOID_TRAIL_POSITIONS); FLOAT fSeconds = _pTimer->GetLerpedCurrentTick(); Particle_PrepareTexture(&_toRomboidTrail, PBT_ADD); Particle_SetTexturePart( 512, 512, 0, 0); for(INDEX iPos = 0; iPoslp_ctUsed; iPos++) { FLOAT3D vPos = plp->GetPosition(iPos); //FLOAT fRand = rand()/FLOAT(RAND_MAX); FLOAT fAngle = fSeconds*256+iPos*2.0f*PI/ROMBOID_TRAIL_POSITIONS; FLOAT fSin = FLOAT(sin(fAngle)); vPos(2) += fSin*iPos/ROMBOID_TRAIL_POSITIONS; FLOAT fSize = (ROMBOID_TRAIL_POSITIONS-iPos)*0.5f/ROMBOID_TRAIL_POSITIONS+0.1f; UBYTE ub = 255-iPos*255/ROMBOID_TRAIL_POSITIONS; Particle_RenderSquare( vPos, fSize, fAngle, RGBToColor(255-ub,ub,255-ub)|ub); } // all done Particle_Flush(); } #define BOMB_TRAIL_POSITIONS 8 #define BOMB_TRAIL_INTERPOSITIONS 4 void Particles_BombTrail_Prepare(CEntity *pen) { pen->GetLastPositions(BOMB_TRAIL_POSITIONS); } void Particles_BombTrail(CEntity *pen) { CLastPositions *plp = pen->GetLastPositions(BOMB_TRAIL_POSITIONS); Particle_PrepareTexture(&_toBombTrail, PBT_ADD); Particle_SetTexturePart( 512, 512, 0, 0); const FLOAT3D *pvPos1; const FLOAT3D *pvPos2 = &plp->GetPosition(plp->lp_ctUsed-1); for(INDEX iPos = plp->lp_ctUsed-1; iPos>=1; iPos--) { pvPos1 = pvPos2; pvPos2 = &plp->GetPosition(iPos); for (INDEX iInter=0; iInterGetLastPositions(FIRECRACKER_TRAIL_POSITIONS); } void Particles_FirecrackerTrail(CEntity *pen) { CLastPositions *plp = pen->GetLastPositions(FIRECRACKER_TRAIL_POSITIONS); Particle_PrepareTexture(&_toFirecrackerTrail, PBT_ADD); Particle_SetTexturePart( 512, 512, 0, 0); if( plp->lp_ctUsed<2) return; const FLOAT3D *pvPos1; const FLOAT3D *pvPos2 = &plp->GetPosition(plp->lp_ctUsed-1); INDEX iParticle = plp->lp_ctUsed*FIRECRACKER_TRAIL_INTERPOSITIONS; for(INDEX iPos = plp->lp_ctUsed-2; iPos>=0; iPos--) { pvPos1 = pvPos2; pvPos2 = &plp->GetPosition(iPos); for (INDEX iInter=0; iInterGetLastPositions(SPIRAL_TRAIL_POSITIONS); FLOAT fSeconds = _pTimer->GetLerpedCurrentTick(); Particle_PrepareTexture(&_toSpiralTrail, PBT_ADD); Particle_SetTexturePart( 512, 512, 0, 0); for(INDEX iPos = 0; iPoslp_ctUsed; iPos++) { FLOAT3D vPos = plp->GetPosition(iPos); FLOAT fAngle = fSeconds*32.0f+iPos*2*PI/SPIRAL_TRAIL_POSITIONS; FLOAT fSin = FLOAT(sin(fAngle)); FLOAT fCos = FLOAT(cos(fAngle)); vPos(1) += fSin*iPos*1.0f/SPIRAL_TRAIL_POSITIONS; vPos(2) += fCos*iPos*1.0f/SPIRAL_TRAIL_POSITIONS; UBYTE ub = iPos*SPIRAL_TRAIL_POSITIONS; Particle_RenderSquare( vPos, 0.2f, fAngle, RGBToColor(ub,ub,ub)|ub); } // all done Particle_Flush(); } static COLOR _aColors[] = { C_WHITE, C_GRAY, C_RED, C_GREEN, C_BLUE, C_CYAN, C_MAGENTA, C_YELLOW, C_ORANGE, C_BROWN, C_PINK, C_lRED, C_lGREEN, C_lBLUE, C_lCYAN, C_lMAGENTA, C_lYELLOW, C_lORANGE, C_lBROWN, C_lPINK }; #define COLORED_STARS_TRAIL_POSITIONS 16 void Particles_ColoredStarsTrail(CEntity *pen) { CLastPositions *plp = pen->GetLastPositions(COLORED_STARS_TRAIL_POSITIONS); FLOAT fSeconds = _pTimer->GetLerpedCurrentTick(); Particle_PrepareTexture(&_toColoredStarsTrail, PBT_ADD); Particle_SetTexturePart( 512, 512, 0, 0); for(INDEX iPos = 0; iPoslp_ctUsed; iPos++) { FLOAT3D vPos1 = plp->GetPosition(iPos); //FLOAT3D vPos2 = vPos1; FLOAT fAngle = fSeconds*64.0f+iPos*2*PI/COLORED_STARS_TRAIL_POSITIONS; FLOAT fSin = FLOAT(sin(fAngle)); //FLOAT fCos = FLOAT(cos(fAngle)); FLOAT fDeltaY = fSin/2.0f; vPos1(2) += fDeltaY; //vPos2(2) -= fDeltaY; FLOAT fRand = rand()/FLOAT(RAND_MAX); INDEX iRandColor = INDEX(fRand*sizeof(_aColors)/sizeof(COLOR)); COLOR colColor1 = _aColors[ iRandColor]; Particle_RenderSquare( vPos1, 0.4f, fAngle, colColor1); } // all done Particle_Flush(); } #define WHITE_LINE_TRAIL_POSITIONS 8 void Particles_WhiteLineTrail(CEntity *pen) { CLastPositions *plp = pen->GetLastPositions(WHITE_LINE_TRAIL_POSITIONS); FLOAT fSeconds = _pTimer->GetLerpedCurrentTick(); Particle_PrepareTexture(&_toSpiralTrail, PBT_ADD); Particle_SetTexturePart( 1, 1, 256, 256); FLOAT3D vOldPos = plp->GetPosition(0); for(INDEX iPos = 1; iPoslp_ctUsed; iPos++) { FLOAT3D vPos = plp->GetPosition(iPos); FLOAT fAngle = fSeconds*4.0f+iPos*PI/WHITE_LINE_TRAIL_POSITIONS; FLOAT fSin = FLOAT(sin(fAngle)); FLOAT fCos = FLOAT(cos(fAngle)); vPos(1) += fSin*iPos*1.0f/WHITE_LINE_TRAIL_POSITIONS; vPos(2) += fCos*iPos*1.0f/WHITE_LINE_TRAIL_POSITIONS; //UBYTE ub = 255-iPos*256/WHITE_LINE_TRAIL_POSITIONS; FLOAT fLerpFactor = FLOAT(iPos)/WHITE_LINE_TRAIL_POSITIONS; COLOR colColor = LerpColor( C_YELLOW, C_dRED, fLerpFactor); Particle_RenderLine( vPos, vOldPos, 0.05f, colColor); vOldPos =vPos; } // all done Particle_Flush(); } #define FIREBALL01_TRAIL_POSITIONS 8 #define FIREBALL01_TRAIL_INTERPOSITIONS 4 #define FIREBALL01_TRAIL_PARTICLES (FIREBALL01_TRAIL_INTERPOSITIONS*FIREBALL01_TRAIL_POSITIONS) void Particles_Fireball01Trail_Prepare(CEntity *pen) { pen->GetLastPositions(FIREBALL01_TRAIL_POSITIONS); } void Particles_Fireball01Trail(CEntity *pen) { CLastPositions *plp = pen->GetLastPositions(FIREBALL01_TRAIL_POSITIONS); Particle_PrepareTexture(&_toFireball01Trail, PBT_ADD); Particle_SetTexturePart( 512, 512, 0, 0); const FLOAT3D *pvPos1; const FLOAT3D *pvPos2 = &plp->GetPosition(plp->lp_ctUsed-1); INDEX iParticle = 0; INDEX iParticlesLiving = plp->lp_ctUsed*FIREBALL01_TRAIL_INTERPOSITIONS; for(INDEX iPos = plp->lp_ctUsed-2; iPos>=0; iPos--) { pvPos1 = pvPos2; pvPos2 = &plp->GetPosition(iPos); COLOR colColor; for (INDEX iInter=0; iInterGetLastPositions(GRENADE_TRAIL_POSITIONS); } void Particles_GrenadeTrail(CEntity *pen) { CLastPositions *plp = pen->GetLastPositions(GRENADE_TRAIL_POSITIONS); FLOAT fSeconds = _pTimer->GetLerpedCurrentTick(); Particle_PrepareTexture(&_toGrenadeTrail, PBT_MULTIPLY); Particle_SetTexturePart( 512, 512, 0, 0); const FLOAT3D *pvPos1; const FLOAT3D *pvPos2 = &plp->GetPosition(0); INDEX iParticle = 0; INDEX iParticlesLiving = plp->lp_ctUsed*GRENADE_TRAIL_INTERPOSITIONS; for(INDEX iPos = 1; iPoslp_ctUsed; iPos++) { pvPos1 = pvPos2; pvPos2 = &plp->GetPosition(iPos); for (INDEX iInter=0; iInterGetLastPositions(CANNON_TRAIL_POSITIONS); } void Particles_CannonBall(CEntity *pen, FLOAT fSpeedRatio) { CLastPositions *plp = pen->GetLastPositions(CANNON_TRAIL_POSITIONS); // FLOAT fSeconds = _pTimer->GetLerpedCurrentTick(); Particle_PrepareTexture(&_toCannonBall, PBT_BLEND); Particle_SetTexturePart( 512, 512, 0, 0); FLOAT3D vOldPos = plp->GetPosition(1); for( INDEX iPos=2; iPoslp_ctUsed; iPos++) { FLOAT3D vPos = plp->GetPosition(iPos); UBYTE ub = UBYTE((255-iPos*256/plp->lp_ctUsed)*fSpeedRatio); FLOAT fSize = (CANNON_TRAIL_POSITIONS-iPos)*0.04f+0.04f; Particle_RenderLine( vPos, vOldPos, fSize, RGBToColor(ub,ub,ub)|ub); vOldPos=vPos; } // all done Particle_Flush(); } #define LAVA_TRAIL_POSITIONS 32 #define LAVA_TRAIL_INTERPOSITIONS 1 void Particles_LavaTrail_Prepare(CEntity *pen) { pen->GetLastPositions(LAVA_TRAIL_POSITIONS); } void Particles_LavaTrail(CEntity *pen) { CLastPositions *plp = pen->GetLastPositions(LAVA_TRAIL_POSITIONS); FLOAT fSeconds = _pTimer->GetLerpedCurrentTick(); CTextureData *pTD = (CTextureData *) _toLavaTrailGradient.GetData(); Particle_PrepareTexture(&_toLavaTrailSmoke, PBT_BLEND); //Particle_PrepareTexture(&_toLavaTrailSmoke, PBT_MULTIPLY); Particle_SetTexturePart( 512, 512, 0, 0); const FLOAT3D *pvPos1; const FLOAT3D *pvPos2 = &plp->GetPosition(0); INDEX iParticle = 0; INDEX iParticlesLiving = plp->lp_ctUsed*LAVA_TRAIL_INTERPOSITIONS; for(INDEX iPos = 1; iPoslp_ctUsed; iPos++) { pvPos1 = pvPos2; pvPos2 = &plp->GetPosition(iPos); for (INDEX iInter=0; iInterGetTexel(PIX(FLOAT(iParticle)/iParticlesLiving*8*1024), 0); Particle_RenderSquare( vPos, fSize, fAngle, col); iParticle++; } } // all done Particle_Flush(); } #define LAVA_BOMB_TRAIL_POSITIONS 16 #define LAVA_BOMB_TRAIL_INTERPOSITIONS 1 void Particles_LavaBombTrail_Prepare(CEntity *pen) { pen->GetLastPositions(LAVA_BOMB_TRAIL_POSITIONS); } void Particles_LavaBombTrail(CEntity *pen, FLOAT fSizeMultiplier) { CLastPositions *plp = pen->GetLastPositions(LAVA_BOMB_TRAIL_POSITIONS); FLOAT fSeconds = _pTimer->GetLerpedCurrentTick(); CTextureData *pTD = (CTextureData *) _toLavaBombTrailGradient.GetData(); Particle_PrepareTexture(&_toLavaBombTrailSmoke, PBT_BLEND); Particle_SetTexturePart( 512, 512, 0, 0); const FLOAT3D *pvPos1; const FLOAT3D *pvPos2 = &plp->GetPosition(0); INDEX iParticle = 0; INDEX iParticlesLiving = plp->lp_ctUsed*LAVA_BOMB_TRAIL_INTERPOSITIONS; for(INDEX iPos = 1; iPoslp_ctUsed; iPos++) { INDEX iRnd = ((ULONG)fSeconds+iPos)%CT_MAX_PARTICLES_TABLE; pvPos1 = pvPos2; pvPos2 = &plp->GetPosition(iPos); if( *pvPos1 == *pvPos2) continue; for (INDEX iInter=0; iInterGetTexel(PIX(FLOAT(iParticle)/iParticlesLiving*8*1024), 0); Particle_RenderSquare( vPos, fSize, fAngle, col); iParticle++; } } // all done Particle_Flush(); } #define BEAST_PROJECTILE_DEBRIS_TRAIL_POSITIONS 8 #define BEAST_PROJECTILE_DEBRIS_TRAIL_INTERPOSITIONS 1 void Particles_BeastProjectileDebrisTrail_Prepare(CEntity *pen) { pen->GetLastPositions(BEAST_PROJECTILE_DEBRIS_TRAIL_POSITIONS); } void Particles_BeastProjectileDebrisTrail(CEntity *pen, FLOAT fSizeMultiplier) { CLastPositions *plp = pen->GetLastPositions(BEAST_PROJECTILE_DEBRIS_TRAIL_POSITIONS); FLOAT fSeconds = _pTimer->GetLerpedCurrentTick(); CTextureData *pTD = (CTextureData *) _toBeastDebrisTrailGradient.GetData(); Particle_PrepareTexture(&_toBeastDebrisTrailTexture, PBT_BLEND); Particle_SetTexturePart( 512, 512, 0, 0); const FLOAT3D *pvPos1; const FLOAT3D *pvPos2 = &plp->GetPosition(0); INDEX iParticle = 0; INDEX iParticlesLiving = plp->lp_ctUsed*BEAST_PROJECTILE_DEBRIS_TRAIL_INTERPOSITIONS; for(INDEX iPos = 1; iPoslp_ctUsed; iPos++) { pvPos1 = pvPos2; pvPos2 = &plp->GetPosition(iPos); for (INDEX iInter=0; iInterGetTexel(PIX(FLOAT(iParticle)/iParticlesLiving*8*1024), 0); Particle_RenderSquare( vPos, fSize, fAngle, col); iParticle++; } } // all done Particle_Flush(); } #define BEAST_PROJECTILE_TRAIL_POSITIONS 32 #define BEAST_PROJECTILE_TRAIL_INTERPOSITIONS 1 void Particles_BeastProjectileTrail_Prepare(CEntity *pen) { pen->GetLastPositions(BEAST_PROJECTILE_TRAIL_POSITIONS); } #define BEAST_PROJECTILE_LINE_PARTICLES 0.4f #define BEAST_PROJECTILE_FADE_OUT 0.3f #define BEAST_PROJECTILE_TOTAL_TIME 0.6f void Particles_BeastProjectileTrail( CEntity *pen, FLOAT fSize, FLOAT fHeight, INDEX ctParticles) { ASSERT( ctParticles<=CT_MAX_PARTICLES_TABLE); FLOAT fNow = _pTimer->GetLerpedCurrentTick(); Particle_PrepareTexture(&_toBeastProjectileTrailTexture, PBT_BLEND); Particle_SetTexturePart( 512, 2048, 0, 0); CTextureData *pTD = (CTextureData *) _toBeastProjectileTrailGradient.GetData(); CPlacement3D pl = pen->GetLerpedPlacement(); FLOATmatrix3D m; MakeRotationMatrixFast(m, pl.pl_OrientationAngle); FLOAT3D vX( m(1,1), m(2,1), m(3,1)); FLOAT3D vY( -m(1,3), -m(2,3), -m(3,3)); FLOAT3D vZ( m(1,2), m(2,2), m(3,2)); FLOAT3D vCenter = pl.pl_PositionVector+vY*fHeight; for( INDEX iStar=0; iStar(1.0f-BEAST_PROJECTILE_FADE_OUT)) fFade=(1-fT)*(1/BEAST_PROJECTILE_FADE_OUT); //else fFade=1.0f; #define GET_POS( time) vCenter + \ vX*(afStarsPositions[iStar][0]*time*fSize*1.5) +\ vY*(-time*time*10.0f+(afStarsPositions[iStar][1]*2+2.0f)*1.2f*time) +\ vZ*(afStarsPositions[iStar][2]*time*fSize*1.5); FLOAT3D vPos = GET_POS( fT); COLOR colStar = pTD->GetTexel( FloatToInt(fT*8192), 0); if( fT>BEAST_PROJECTILE_LINE_PARTICLES) { FLOAT fTimeOld = fT-0.25f; FLOAT3D vOldPos = GET_POS( fTimeOld); Particle_RenderLine( vOldPos, vPos, 0.4f, colStar); } else { Particle_RenderSquare( vPos, 0.5f, fT*360.0f, colStar); } } // all done Particle_Flush(); } #define BEAST_BIG_PROJECTILE_TRAIL_POSITIONS 32 #define BEAST_BIG_PROJECTILE_TRAIL_INTERPOSITIONS 1 void Particles_BeastBigProjectileTrail_Prepare(CEntity *pen) { pen->GetLastPositions(BEAST_BIG_PROJECTILE_TRAIL_POSITIONS); } #define BIG_BEAST_PROJECTILE_LINE_PARTICLES 0.4f #define BIG_BEAST_PROJECTILE_FADE_OUT 0.4f #define BIG_BEAST_PROJECTILE_TOTAL_TIME 0.6f void Particles_BeastBigProjectileTrail( CEntity *pen, FLOAT fSize, FLOAT fZOffset, FLOAT fYOffset, INDEX ctParticles) { ASSERT( ctParticles<=CT_MAX_PARTICLES_TABLE); FLOAT fNow = _pTimer->GetLerpedCurrentTick(); Particle_PrepareTexture(&_toBeastBigProjectileTrailTexture, PBT_BLEND); Particle_SetTexturePart( 512, 2048, 0, 0); CTextureData *pTD = (CTextureData *) _toBeastBigProjectileTrailGradient.GetData(); CPlacement3D pl = pen->GetLerpedPlacement(); FLOATmatrix3D m; MakeRotationMatrixFast(m, pl.pl_OrientationAngle); FLOAT3D vX( m(1,1), m(2,1), m(3,1)); FLOAT3D vY( -m(1,3), -m(2,3), -m(3,3)); FLOAT3D vZ( m(1,2), m(2,2), m(3,2)); FLOAT3D vCenter = pl.pl_PositionVector+vY*fZOffset+vZ*fYOffset; for( INDEX iStar=0; iStar(1.0f-BIG_BEAST_PROJECTILE_FADE_OUT)) fFade=(1-fT)*(1/BIG_BEAST_PROJECTILE_FADE_OUT); else fFade=1.0f; #define GET_POS_BIG( time) vCenter + \ vX*(afStarsPositions[iStar][0]*time*fSize*1.5) +\ vY*(time*time*-15.0f+(afStarsPositions[iStar][1]*2+3.0f)*1.2f*time) +\ vZ*(afStarsPositions[iStar][2]*time*fSize*1.5); FLOAT3D vPos = GET_POS_BIG( fT); COLOR colStar = pTD->GetTexel( FloatToInt(fT*8192), 0); if( fT>BIG_BEAST_PROJECTILE_LINE_PARTICLES) { FLOAT fTimeOld = fT-0.125f; FLOAT3D vOldPos = GET_POS_BIG( fTimeOld); Particle_RenderLine( vOldPos, vPos, 0.6f*fFade, colStar); } else { Particle_RenderSquare( vPos, 0.5, fT*360.0f, colStar); } } // all done Particle_Flush(); } #define ROCKET_TRAIL_POSITIONS 16 #define ROCKET_TRAIL_INTERPOSITIONS 3 void Particles_RocketTrail_Prepare(CEntity *pen) { pen->GetLastPositions(ROCKET_TRAIL_POSITIONS); } void Particles_RocketTrail(CEntity *pen, FLOAT fStretch) { CLastPositions *plp = pen->GetLastPositions(ROCKET_TRAIL_POSITIONS); //FLOAT fSeconds = _pTimer->GetLerpedCurrentTick(); Particle_PrepareTexture(&_toRocketTrail, PBT_ADD); Particle_SetTexturePart( 512, 512, 0, 0); const FLOAT3D *pvPos1; const FLOAT3D *pvPos2 = &plp->GetPosition(1); INDEX iParticle = 0; INDEX iParticlesLiving = plp->lp_ctUsed*ROCKET_TRAIL_INTERPOSITIONS; for( INDEX iPos=2; iPoslp_ctUsed; iPos++) { pvPos1 = pvPos2; pvPos2 = &plp->GetPosition(iPos); if( (*pvPos2 - *pvPos1).Length() == 0.0f) { continue; } for (INDEX iInter=0; iInterGetPosition(1); for( INDEX iPos=2; iPoslp_ctUsed; iPos++) { FLOAT3D vPos = plp->GetPosition(iPos); if( (vPos - vOldPos).Length() == 0.0f) { continue; } UBYTE ub = UBYTE(255-iPos*256/plp->lp_ctUsed); FLOAT fSize = iPos*0.01f*fStretch+0.005f; Particle_RenderLine( vPos, vOldPos, fSize, RGBToColor(ub,ub,ub)|ub); vOldPos=vPos; } // all done Particle_Flush(); } #define BLOOD01_TRAIL_POSITIONS 15 void Particles_BloodTrail(CEntity *pen) { // get blood type const INDEX iBloodType = GetSP()->sp_iBlood; if( iBloodType<1) return; COLOR col; if( iBloodType==3) Particle_PrepareTexture( &_toFlowerSprayTexture, PBT_BLEND); else Particle_PrepareTexture( &_toBloodSprayTexture, PBT_BLEND); CLastPositions *plp = pen->GetLastPositions(BLOOD01_TRAIL_POSITIONS); FLOAT fGA = ((CMovableEntity *)pen)->en_fGravityA; FLOAT3D vGDir = ((CMovableEntity *)pen)->en_vGravityDir; for( INDEX iPos=0; iPoslp_ctUsed; iPos++) { Particle_SetTexturePart( 256, 256, iPos%8, 0); FLOAT3D vPos = plp->GetPosition(iPos); //FLOAT fRand = rand()/FLOAT(RAND_MAX); FLOAT fAngle = iPos*2.0f*PI/BLOOD01_TRAIL_POSITIONS; //FLOAT fSin = FLOAT(sin(fAngle)); FLOAT fT = iPos*_pTimer->TickQuantum; vPos += vGDir*fGA*fT*fT/8.0f; FLOAT fSize = 0.2f-iPos*0.15f/BLOOD01_TRAIL_POSITIONS; UBYTE ub = 255-iPos*255/BLOOD01_TRAIL_POSITIONS; if( iBloodType==3) col = C_WHITE|ub; else if( iBloodType==2) col = RGBAToColor(ub,20,20,ub); else col = RGBAToColor(0,ub,0,ub); Particle_RenderSquare( vPos, fSize, fAngle, col); } // all done Particle_Flush(); } INDEX Particles_FireBreath(CEntity *pen, FLOAT3D vSource, FLOAT3D vTarget, FLOAT tmStart, FLOAT tmStop) { Particle_PrepareTexture( &_toFlamethrowerTrail, PBT_ADD); Particle_SetTexturePart( 512, 512, 0, 0); FLOAT fNow = _pTimer->GetLerpedCurrentTick(); FLOAT fFlameLife = 2; INDEX ctFlames = 32; INDEX ctRendered = 0; FLOAT tmFlameDelta = 0.25f; FLOAT3D vFocus = Lerp( vSource, vTarget, 0.25f); for( INDEX iFlame=0; iFlamefFlameLife || tmFakeStart>tmStop) continue; // calculate fraction part FLOAT fT=fPassedTime/fFlameLife; fT=fT-INDEX(fT); // lerp position FLOAT3D vRnd = FLOAT3D( afStarsPositions[iFlame][0],afStarsPositions[iFlame][1], afStarsPositions[iFlame][2])*10; FLOAT3D vPos = Lerp( vSource, vFocus+vRnd, fT); FLOAT fSize = 5.0f*fT+5.0f; UBYTE ub = CalculateRatio( fT, 0.0f, 1.0f, 0.1f, 0.2f)*255; Particle_RenderSquare( vPos, fSize, fT*(1.0f+afStarsPositions[iFlame*3][1])*360.0f, RGBToColor(ub,ub,ub)|0xFF); ctRendered++; } // all done Particle_Flush(); return ctRendered; } INDEX Particles_Regeneration(CEntity *pen, FLOAT tmStart, FLOAT tmStop, FLOAT fYFactor, BOOL bDeath) { Particle_PrepareTexture( &_toElectricitySparks, PBT_BLEND); Particle_SetTexturePart( 512, 1024, 0, 0); FLOAT3D vCenter = pen->GetLerpedPlacement().pl_PositionVector; FLOAT fNow = _pTimer->GetLerpedCurrentTick(); FLOAT fLife = 1.5; INDEX ctRendered = 0; FLOAT tmDelta = 0.001f; for( INDEX iVtx=0; iVtx<1024*4; iVtx++) { FLOAT tmFakeStart = tmStart+iVtx*tmDelta; FLOAT fPassedTime = fNow-tmFakeStart; if(fPassedTime<0.0f || fPassedTime>fLife || tmFakeStart>tmStop) continue; // calculate fraction part FLOAT fT=fPassedTime/fLife; fT=fT-INDEX(fT); INDEX iRnd = iVtx%CT_MAX_PARTICLES_TABLE; FLOAT3D vRnd= FLOAT3D(afStarsPositions[iRnd][0],afStarsPositions[iRnd][1]+0.5f,afStarsPositions[iRnd][2]); vRnd(1) *= 800.0f; vRnd(2) *= 400.0f; vRnd(3) *= 800.0f; FLOAT3D vSource = vCenter+vRnd; FLOAT3D vDestination = vCenter+vRnd*0.05f; vDestination(2) += 40.0f*fYFactor+vRnd(2)/8.0f*fYFactor; FLOAT3D vPos, vPos2; // lerp position if(bDeath) { vPos = Lerp( vSource, vDestination, 1.0f-fT); } else { vPos = Lerp( vSource, vDestination, fT); } FLOAT fT2 = Clamp(fT-0.025f-fT*fT*0.025f, 0.0f, 1.0f); if(bDeath) { vPos2 = Lerp( vSource, vDestination, 1.0f-fT2); } else { vPos2 = Lerp( vSource, vDestination, fT2); } UBYTE ubR = 192+afStarsPositions[iRnd][0]*64; UBYTE ubG = 192+afStarsPositions[iRnd][1]*64; UBYTE ubB = 192+afStarsPositions[iRnd][2]*64; UBYTE ubA = CalculateRatio( fT, 0.0f, 1.0f, 0.4f, 0.01f)*255; COLOR colLine = RGBToColor( ubR, ubG, ubB) | ubA; FLOAT fSize = 1.0f; Particle_RenderLine( vPos2, vPos, fSize, colLine); ctRendered++; } // flush array avVertices.PopAll(); // all done Particle_Flush(); return ctRendered; } #define SECONDS_PER_PARTICLE 0.01f void Particles_FlameThrower(const CPlacement3D &plEnd, const CPlacement3D &plStart, FLOAT fEndElapsed, FLOAT fStartElapsed) { Particle_PrepareTexture( &_toFlamethrowerTrail, PBT_ADD); Particle_SetTexturePart( 512, 512, 0, 0); const FLOAT3D &vStart = plStart.pl_PositionVector; const FLOAT3D &vEnd = plEnd.pl_PositionVector; FLOAT3D vDelta = (vEnd-vStart)/(fEndElapsed-fStartElapsed); FLOAT fSeconds = _pTimer->GetLerpedCurrentTick(); for(FLOAT fTime = ceil(fStartElapsed/SECONDS_PER_PARTICLE)*SECONDS_PER_PARTICLE; fTime0.75f) ub = 0; else if( fTime>0.5f) ub = (-4*fTime+3)*96; ASSERT(fTime>=0.0f); ASSERT(fSize>=0.0f); FLOAT3D vPos = vStart+vDelta*(fTime-fStartElapsed)+FLOAT3D(0.0f, fRise, 0.0f); Particle_RenderSquare( vPos, fSize, fAngle, RGBToColor(ub,ub,ub)|0xFF); } // all done Particle_Flush(); } void SetupParticleTexture(enum ParticleTexture ptTexture) { switch(ptTexture) { case PT_STAR01: Particle_PrepareTexture(&_toStar01, PBT_ADD); break; case PT_STAR02: Particle_PrepareTexture(&_toStar02, PBT_ADD); break; case PT_STAR03: Particle_PrepareTexture(&_toStar03, PBT_ADD); break; case PT_STAR04: Particle_PrepareTexture(&_toStar04, PBT_ADD); break; case PT_STAR05: Particle_PrepareTexture(&_toStar05, PBT_ADD); break; case PT_STAR06: Particle_PrepareTexture(&_toStar06, PBT_ADD); break; case PT_STAR07: Particle_PrepareTexture(&_toStar07, PBT_ADD); break; case PT_STAR08: Particle_PrepareTexture(&_toStar08, PBT_ADD); break; case PT_BOUBBLE01: Particle_PrepareTexture(&_toBoubble01, PBT_ADD); break; case PT_BOUBBLE02: Particle_PrepareTexture(&_toBoubble02, PBT_ADD); break; case PT_WATER01: Particle_PrepareTexture(&_toBoubble03, PBT_BLEND); break; case PT_WATER02: Particle_PrepareTexture(&_toBoubble03, PBT_BLEND); break; case PT_SANDFLOW: Particle_PrepareTexture(&_toSand, PBT_BLEND); break; case PT_WATERFLOW: Particle_PrepareTexture(&_toWater, PBT_BLEND); break; case PT_LAVAFLOW: Particle_PrepareTexture(&_toLava, PBT_BLEND); break; default: ASSERT(FALSE); } Particle_SetTexturePart( 512, 512, 0, 0); } void InitParticleTables(void) { for( INDEX iStar=0; iStar7.0f) return; FLOAT fNow = _pTimer->GetLerpedCurrentTick(); SetupParticleTexture( ptTexture); const FLOATmatrix3D &m = pen->GetRotationMatrix(); FLOAT3D vY( m(1,2), m(2,2), m(3,2)); CPlacement3D plSource = pen->GetLerpedPlacement(); FLOAT3D vCenter = plSource.pl_PositionVector+vY*fHeight; for( INDEX iStar=0; iStarSTARDUST_EXIST_TIME) continue; FLOAT fFade = -2.0f * Abs(fT*(1.0f/STARDUST_EXIST_TIME)-0.5f)+1.0f; INDEX iRandomFromPlacement = (ULONG)(plSource.pl_PositionVector(1)+plSource.pl_PositionVector(3))&(ctOffsetSpace-1); INDEX iMemeber = iStar+iRandomFromPlacement; const FLOAT3D vPos = vCenter+FLOAT3D( afStarsPositions[iMemeber][0], afStarsPositions[iMemeber][1], afStarsPositions[iMemeber][2])*fSize; COLOR colStar = RGBToColor( auStarsColors[iMemeber][0]*fFade, auStarsColors[iMemeber][1]*fFade, auStarsColors[iMemeber][2]*fFade); Particle_RenderSquare( vPos, 0.15f, 0, colStar|0xFF); } // all done Particle_Flush(); } #define RISING_TOTAL_TIME 5.0f #define RISING_EXIST_TIME 3.0f #define RISING_FADE_IN 0.3f #define RISING_FADE_OUT 0.3f void Particles_Rising(CEntity *pen, FLOAT fStartTime, FLOAT fStopTime, FLOAT fStretchAll, FLOAT fStretchX, FLOAT fStretchY, FLOAT fStretchZ, FLOAT fSize, enum ParticleTexture ptTexture, INDEX ctParticles) { ASSERT( ctParticles<=CT_MAX_PARTICLES_TABLE); if( Particle_GetMipFactor()>7.0f) return; FLOAT fNow = _pTimer->GetLerpedCurrentTick(); SetupParticleTexture( ptTexture); const FLOATmatrix3D &m = pen->GetRotationMatrix(); FLOAT3D vY( m(1,2), m(2,2), m(3,2)); FLOAT3D vCenter = pen->GetLerpedPlacement().pl_PositionVector+vY*fStretchY; FLOAT fPowerFactor = Clamp((fNow - fStartTime)/5.0f,0.0f,1.0f); fPowerFactor *= Clamp(1+(fStopTime-fNow)/5.0f,0.0f,1.0f); //ctParticles = FLOAT(ctParticles) * fPowerFactor; for( INDEX iStar=0; iStar1) continue; FLOAT fFade; if(fF<(RISING_FADE_IN*fPowerFactor)) fFade=fF*(1/(RISING_FADE_IN*fPowerFactor)); else if (fF>(1.0f-RISING_FADE_OUT)) fFade=(1-fF)*(1/RISING_FADE_OUT); else fFade=1.0f; FLOAT3D vPos = vCenter+FLOAT3D( afStarsPositions[iStar][0]*fStretchX, afStarsPositions[iStar][1]*fStretchY, afStarsPositions[iStar][2]*fStretchZ)*fStretchAll+vY*(fF*fStretchAll*0.5f); vPos(1)+=sin(fF*4.0f)*0.05f*fStretchAll; vPos(3)+=cos(fF*4.0f)*0.05f*fStretchAll; UBYTE ub = NormFloatToByte( fFade); COLOR colStar = RGBToColor( ub, ub, ub>>1); Particle_RenderSquare( vPos, fSize*fPowerFactor, 0, colStar|(UBYTE(0xFF*fPowerFactor))); } // all done Particle_Flush(); } #define CT_SPIRAL_PARTICLES 4 #define CT_SPIRAL_TRAIL 10 void Particles_Spiral( CEntity *pen, FLOAT fSize, FLOAT fHeight, enum ParticleTexture ptTexture, INDEX ctParticles) { ASSERT( ctParticles<=CT_MAX_PARTICLES_TABLE); FLOAT fMipFactor = Particle_GetMipFactor(); if( fMipFactor>7.0f) return; fMipFactor = 2.5f-fMipFactor*0.3f; fMipFactor = Clamp( fMipFactor, 0.0f, 1.0f); INDEX ctSpiralTrail = fMipFactor*CT_SPIRAL_TRAIL; if( ctSpiralTrail<=0) return; FLOAT fTrailDelta = 0.1f/fMipFactor; FLOAT fNow = _pTimer->GetLerpedCurrentTick(); SetupParticleTexture( ptTexture); const FLOATmatrix3D &m = pen->GetRotationMatrix(); FLOAT3D vY( m(1,2), m(2,2), m(3,2)); FLOAT3D vCenter = pen->GetLerpedPlacement().pl_PositionVector+vY*fHeight; for( INDEX iStar=0; iStar>1); Particle_RenderSquare( vPos, 0.2f, 0, colStar|0xFF); } } // all done Particle_Flush(); } #define EMANATE_FADE_IN 0.2f #define EMANATE_FADE_OUT 0.6f #define EMANATE_TOTAL_TIME 1.0f #define EMANATE_EXIST_TIME 0.5f void Particles_Emanate( CEntity *pen, FLOAT fSize, FLOAT fHeight, enum ParticleTexture ptTexture, INDEX ctParticles) { ASSERT( ctParticles<=CT_MAX_PARTICLES_TABLE); if( Particle_GetMipFactor()>7.0f) return; FLOAT fNow = _pTimer->GetLerpedCurrentTick(); SetupParticleTexture( ptTexture); const FLOATmatrix3D &m = pen->GetRotationMatrix(); FLOAT3D vY( m(1,2), m(2,2), m(3,2)); FLOAT3D vCenter = pen->GetLerpedPlacement().pl_PositionVector+vY*fHeight; for( INDEX iStar=0; iStar1) continue; FLOAT fFade; if(fF(1.0f-EMANATE_FADE_OUT)) fFade=(1-fF)*(1/EMANATE_FADE_OUT); else fFade=1.0f; FLOAT3D vPos = vCenter+FLOAT3D( afStarsPositions[iStar][0], afStarsPositions[iStar][1], afStarsPositions[iStar][2])*fSize*(fF+0.4f); UBYTE ub = NormFloatToByte( fFade); COLOR colStar = RGBToColor( ub, ub, ub>>1); Particle_RenderSquare( vPos, 0.1f, 0, colStar|0xFF); } // all done Particle_Flush(); } #define WATERFALL_FOAM_FADE_IN 0.1f #define WATERFALL_FOAM_FADE_OUT 0.4f void Particles_WaterfallFoam(CEntity *pen, FLOAT fSizeX, FLOAT fSizeY, FLOAT fSizeZ, FLOAT fParticleSize, FLOAT fSpeed, FLOAT fSpeedY, FLOAT fLife, INDEX ctParticles) { if(fLife<=0) return; Particle_PrepareTexture( &_toWaterfallFoam, PBT_ADD); Particle_SetTexturePart( 512, 512, 0, 0); FLOAT fNow = _pTimer->GetLerpedCurrentTick(); const FLOATmatrix3D &m = pen->GetRotationMatrix(); FLOAT3D vX( m(1,1), m(2,1), m(3,1)); FLOAT3D vY( m(1,2), m(2,2), m(3,2)); FLOAT3D vZ( m(1,3), m(2,3), m(3,3)); FLOAT3D vCenter = pen->GetLerpedPlacement().pl_PositionVector; for( INDEX iFoam=0; iFoam7.0f) return; FLOAT fNow = _pTimer->GetLerpedCurrentTick(); SetupParticleTexture( ptTexture); const FLOATmatrix3D &m = pen->GetRotationMatrix(); FLOAT3D vX( m(1,1), m(2,1), m(3,1)); FLOAT3D vY( m(1,2), m(2,2), m(3,2)); FLOAT3D vZ( m(1,3), m(2,3), m(3,3)); FLOAT3D vCenter = pen->GetLerpedPlacement().pl_PositionVector; for( INDEX iStar=0; iStar1) continue; FLOAT fFade; if(fF(1.0f-EMANATE_FADE_OUT)) fFade=(1-fF)*(1/EMANATE_FADE_OUT); else fFade=1.0f; FLOAT fX = (afStarsPositions[iStar][0]+0.5f)*fSizeX*(1+fF*fAway); FLOAT fY = fSizeY*fF; FLOAT fZ = (afStarsPositions[iStar][2]+0.5f)*fSizeZ*(1+fF*fAway); FLOAT3D vPos = vCenter + vX*fX + vY*fY + vZ*fZ; UBYTE ub = NormFloatToByte( fFade); COLOR colStar = RGBToColor( ub, ub, ub); Particle_RenderSquare( vPos, fParticleSize, 0, colStar|0xFF); } // all done Particle_Flush(); } #define CT_FOUNTAIN_TRAIL 3 #define FOUNTAIN_FADE_IN 0.6f #define FOUNTAIN_FADE_OUT 0.4f #define FOUNTAIN_TOTAL_TIME 0.6f void Particles_Fountain( CEntity *pen, FLOAT fSize, FLOAT fHeight, enum ParticleTexture ptTexture, INDEX ctParticles) { ASSERT( ctParticles<=CT_MAX_PARTICLES_TABLE); FLOAT fNow = _pTimer->GetLerpedCurrentTick(); SetupParticleTexture( ptTexture); CTextureData *pTD = (CTextureData *) _toWaterfallGradient.GetData(); const FLOATmatrix3D &m = pen->GetRotationMatrix(); FLOAT3D vX( m(1,1), m(2,1), m(3,1)); FLOAT3D vY( m(1,2), m(2,2), m(3,2)); FLOAT3D vZ( m(1,3), m(2,3), m(3,3)); FLOAT3D vCenter = pen->GetLerpedPlacement().pl_PositionVector+vY*fHeight; for( INDEX iStar=0; iStar(1.0f-FOUNTAIN_FADE_OUT)) fFade=(1-fT)*(1/FOUNTAIN_FADE_OUT); else fFade=1.0f; fFade *= (CT_FOUNTAIN_TRAIL-iTrail)*(1.0f/CT_FOUNTAIN_TRAIL); FLOAT3D vPos = vCenter + vX*(afStarsPositions[iStar][0]*fT*fSize) + vY*(fT*fT*-5.0f+(afStarsPositions[iStar][1]*2+4.0f)*1.2f*fT) + vZ*(afStarsPositions[iStar][2]*fT*fSize); COLOR colStar = pTD->GetTexel( FloatToInt(fFade*2048), 0); ULONG ulA = FloatToInt( ((colStar&CT_AMASK)>>CT_ASHIFT) * fFade); colStar = (colStar&~CT_AMASK) | (ulA<en_ulID)%CT_MAX_PARTICLES_TABLE; Particle_SetTexturePart( 512, 512, iRnd1%3, 0); FLOAT fT = _pTimer->GetLerpedCurrentTick()-tmStarted; FLOAT fBoxSize = boxOwner.Size().Length(); for(INDEX iSmoke=0; iSmoke<2+fDamage*2; iSmoke++) { INDEX iRnd2 = INDEX(tmStarted*12345.0f+iSmoke+fDamage*10.0f)%(CT_MAX_PARTICLES_TABLE/2); FLOAT fLifeTime = 2.0f+(afStarsPositions[iRnd2][0]+0.5f)*2.0f; FLOAT fRatio = CalculateRatio(fT, 0, fLifeTime, 0.4f, 0.6f); FLOAT fRndAppearX = afStarsPositions[iRnd2][0]*fBoxSize*0.125f; FLOAT fRndAppearZ = afStarsPositions[iRnd2][2]*fBoxSize*0.125f; FLOAT3D vPos = pen->GetLerpedPlacement().pl_PositionVector; vPos(1) += fRndAppearX; vPos(3) += fRndAppearZ; vPos(2) += ((afStarsPositions[iRnd2+4][1]+0.5f)*2.0f+1.5f)*fT+boxOwner.Size()(2)*0.0025f; COLOR col = C_dGRAY|UBYTE(64.0f*fRatio); FLOAT fRotation = afStarsPositions[iRnd2+5][0]*360+fT*200.0f*afStarsPositions[iRnd2+3][0]; FLOAT fSize = 0.025f*fDamage+ (afStarsPositions[iRnd2+6][2]+0.5f)*0.075 + (0.15f+(afStarsPositions[iRnd2+2][1]+0.5f)*0.075f*fBoxSize)*fT; Particle_RenderSquare( vPos, fSize, fRotation, col); } // all done Particle_Flush(); } #define RUNNING_DUST_TRAIL_POSITIONS 3*20 void Particles_RunningDust_Prepare(CEntity *pen) { pen->GetLastPositions(RUNNING_DUST_TRAIL_POSITIONS); } void Particles_RunningDust(CEntity *pen) { Particle_PrepareTexture( &_toBulletSmoke, PBT_BLEND); CLastPositions *plp = pen->GetLastPositions(RUNNING_DUST_TRAIL_POSITIONS); FLOAT3D vOldPos = plp->GetPosition(1); for(INDEX iPos = 2; iPoslp_ctUsed; iPos++) { FLOAT3D vPos = plp->GetPosition(iPos); if( (vPos-vOldPos).Length()<1.0f) continue; FLOAT tmStarted = _pTimer->CurrentTick()-iPos*_pTimer->TickQuantum; INDEX iRnd = INDEX(Abs(vPos(1)*1234.234f+vPos(2)*9834.123f+vPos(3)*543.532f+pen->en_ulID))%(CT_MAX_PARTICLES_TABLE/2); if( iRnd&3) continue; INDEX iRndTex = iRnd*324561+pen->en_ulID; Particle_SetTexturePart( 512, 512, iRndTex%3, 0); FLOAT fLifeTime = 2.8f-(afStarsPositions[iRnd][1]+0.5f)*1.0f; FLOAT fT = _pTimer->GetLerpedCurrentTick()-tmStarted; FLOAT fRatio = CalculateRatio(fT, 0, fLifeTime, 0.1f, 0.25f); FLOAT fRndAppearX = afStarsPositions[iRnd][0]*1.0f; FLOAT fRndSpeedY = (afStarsPositions[iRnd][1]+0.5f)*0.5f; FLOAT fRndAppearZ = afStarsPositions[iRnd][2]*1.0f; vPos(1) += fRndAppearX; vPos(2) += (0.5f+fRndSpeedY)*fT; vPos(3) += fRndAppearZ; FLOAT fRndBlend = 8.0f+(afStarsPositions[iRnd*2][1]+0.5f)*64.0f; UBYTE ubRndH = UBYTE( (afStarsPositions[iRnd][0]+0.5f)*64); UBYTE ubRndS = UBYTE( (afStarsPositions[iRnd][1]+0.5f)*32); UBYTE ubRndV = UBYTE( 128+afStarsPositions[iRnd][0]*64.0f); COLOR col = HSVToColor(ubRndH,ubRndS,ubRndV)|UBYTE(fRndBlend*fRatio); //col=C_RED|CT_OPAQUE; FLOAT fRotation = afStarsPositions[iRnd+5][0]*360+fT*50.0f*afStarsPositions[iRnd+3][0]; FLOAT fSize = 0.75f+(afStarsPositions[iRnd+6][2]+0.5f)*0.25 + // static size (0.4f+(afStarsPositions[iRnd+2][1]+0.5f)*0.4f)*fT; // dinamic size Particle_RenderSquare( vPos, fSize, fRotation, col); vOldPos=vPos; } // all done Particle_Flush(); } void Particles_MetalParts( CEntity *pen, FLOAT tmStarted, FLOATaabbox3D boxOwner, FLOAT fDamage) { Particle_PrepareTexture( &_toMetalSprayTexture, PBT_BLEND); FLOAT fT = _pTimer->GetLerpedCurrentTick()-tmStarted; FLOAT fGA = 30.0f; FLOAT fBoxSize = boxOwner.Size().Length(); for(INDEX iPart=0; iPart<6+fDamage*3.0f; iPart++) { INDEX iRnd = INDEX(tmStarted*12345.0f+iPart)%CT_MAX_PARTICLES_TABLE; FLOAT fLifeTime = 2.0f+(afStarsPositions[iRnd][0]+0.5f)*2.0f; FLOAT fRatio = CalculateRatio(fT, 0, fLifeTime, 0.1f, 0.1f); Particle_SetTexturePart( 256, 256, ((int(tmStarted*100.0f))%8+iPart)%8, 0); FLOAT3D vPos = pen->GetLerpedPlacement().pl_PositionVector; vPos(1) += afStarsPositions[iRnd][0]*fT*15; vPos(2) += afStarsPositions[iRnd][1]*fT*15-fGA/2.0f*fT*fT+boxOwner.Size()(2)*0.25f; vPos(3) += afStarsPositions[iRnd][2]*fT*15; UBYTE ubRndH = UBYTE( 180+afStarsPositions[ int(iPart+tmStarted*10)%CT_MAX_PARTICLES_TABLE][0]*16); UBYTE ubRndS = UBYTE( 12+(afStarsPositions[ int(iPart+tmStarted*10)%CT_MAX_PARTICLES_TABLE][1])*8); //ubRndS = 0; UBYTE ubRndV = 255; COLOR col = HSVToColor(ubRndH, ubRndS, ubRndV)|UBYTE(255.0f*fRatio); FLOAT fRotation = fT*400.0f*afStarsPositions[iRnd][0]; FLOAT fSize = fBoxSize*0.005f+0.125f+afStarsPositions[iRnd][1]*0.025f; Particle_RenderSquare( vPos, fSize, fRotation, col); } // all done Particle_Flush(); } #define ELECTRICITY_SPARKS_FADE_OUT_TIME 0.4f #define ELECTRICITY_SPARKS_TOTAL_TIME 1.0f void Particles_ElectricitySparks( CEntity *pen, FLOAT fTimeAppear, FLOAT fSize, FLOAT fHeight, INDEX ctParticles) { ASSERT( ctParticles<=CT_MAX_PARTICLES_TABLE/2); FLOAT fT = _pTimer->GetLerpedCurrentTick()-fTimeAppear; Particle_PrepareTexture( &_toElectricitySparks, PBT_BLEND); Particle_SetTexturePart( 512, 1024, 0, 0); const FLOATmatrix3D &m = pen->GetRotationMatrix(); FLOAT3D vX( m(1,1), m(2,1), m(3,1)); FLOAT3D vY( m(1,2), m(2,2), m(3,2)); FLOAT3D vZ( m(1,3), m(2,3), m(3,3)); FLOAT3D vCenter = pen->GetLerpedPlacement().pl_PositionVector+vY*fHeight; for( INDEX iSpark=0; iSparkELECTRICITY_SPARKS_TOTAL_TIME) { fFade=0; } else if(fT>ELECTRICITY_SPARKS_FADE_OUT_TIME) { fFade=-1.0f/(ELECTRICITY_SPARKS_TOTAL_TIME-ELECTRICITY_SPARKS_FADE_OUT_TIME)*(fT-ELECTRICITY_SPARKS_TOTAL_TIME); } else { fFade=1.0f; } FLOAT fTold = fT-0.05f; #define SPARK_CURVE( time) \ vCenter + \ vX*(afStarsPositions[iSpark][0]*time*fSize*3) + \ vY*(afStarsPositions[iSpark][1]*10.0f*time-(15.0f+afStarsPositions[iSpark*2][1]*15.0f)*time*time) + \ vZ*(afStarsPositions[iSpark][2]*time*fSize*3); FLOAT3D vPosOld = SPARK_CURVE( fTold); FLOAT3D vPosNew = SPARK_CURVE( fT); UBYTE ubR = 224+(afStarsPositions[iSpark][2]+0.5f)*32; UBYTE ubG = 224+(afStarsPositions[iSpark][2]+0.5f)*32; UBYTE ubB = 160; UBYTE ubA = FloatToInt( 255 * fFade); COLOR colStar = RGBToColor( ubR, ubG, ubB) | ubA; Particle_RenderLine( vPosOld, vPosNew, 0.075f, colStar); } // all done Particle_Flush(); } void Particles_LavaErupting(CEntity *pen, FLOAT fStretchAll, FLOAT fSize, FLOAT fStretchX, FLOAT fStretchY, FLOAT fStretchZ, FLOAT fActivateTime) { FLOAT fT = _pTimer->GetLerpedCurrentTick()-fActivateTime; if( fT>10.0f) return; Particle_PrepareTexture( &_toLavaEruptingTexture, PBT_ADD); INDEX iTexture = ((ULONG)fActivateTime)%3; Particle_SetTexturePart( 512, 512, iTexture, 0); FLOAT fGA = ((CMovableEntity *)pen)->en_fGravityA; INDEX iRnd1 = ((ULONG)fActivateTime)%CT_MAX_PARTICLES_TABLE; INDEX iRnd2 = (~(ULONG)fActivateTime)%CT_MAX_PARTICLES_TABLE; FLOAT fRndAppearX = afStarsPositions[iRnd2][0]*fStretchAll; FLOAT fRndAppearZ = afStarsPositions[iRnd2][1]*fStretchAll; FLOAT fRndRotation = afStarsPositions[iRnd2][2]; FLOAT3D vPos = pen->GetLerpedPlacement().pl_PositionVector; vPos(1) += fRndAppearX+afStarsPositions[iRnd1][0]*fT*fStretchX*10; vPos(2) += (fStretchY+(fStretchY*0.25f*afStarsPositions[iRnd1][1]))*fT-fGA/2.0f*fT*fT; vPos(3) += fRndAppearZ+afStarsPositions[iRnd1][2]*fT*fStretchZ*10; Particle_RenderSquare( vPos, fSize+afStarsPositions[iRnd2][2]*fSize*0.5f, fRndRotation*300*fT, C_WHITE|CT_OPAQUE); // all done Particle_Flush(); } #define CT_ATOMIC_TRAIL 32 void Particles_Atomic( CEntity *pen, FLOAT fSize, FLOAT fHeight, enum ParticleTexture ptTexture, INDEX ctEllipses) { ASSERT( ctEllipses<=CT_MAX_PARTICLES_TABLE); FLOAT fMipFactor = Particle_GetMipFactor(); if( fMipFactor>7.0f) return; fMipFactor = 2.5f-fMipFactor*0.3f; fMipFactor = Clamp(fMipFactor, 0.0f ,1.0f); INDEX ctAtomicTrail = fMipFactor*CT_ATOMIC_TRAIL; if( ctAtomicTrail<=0) return; FLOAT fTrailDelta = 0.075f/fMipFactor; FLOAT fNow = _pTimer->GetLerpedCurrentTick(); SetupParticleTexture( ptTexture); const FLOATmatrix3D &m = pen->GetRotationMatrix(); FLOAT3D vX( m(1,1), m(2,1), m(3,1)); FLOAT3D vY( m(1,2), m(2,2), m(3,2)); FLOAT3D vZ( m(1,3), m(2,3), m(3,3)); FLOAT3D vCenter = pen->GetLerpedPlacement().pl_PositionVector+vY*fHeight; for( INDEX iEllipse=0; iEllipse>3, ub>>3, ub>>2); Particle_RenderSquare( vPos, 0.2f, 0, colStar|0xFF); } } // all done Particle_Flush(); } #define CT_LIGHTNINGS 8 void Particles_Ghostbuster(const FLOAT3D &vSrc, const FLOAT3D &vDst, INDEX ctRays, FLOAT fSize, FLOAT fPower, FLOAT fKneeDivider/*=33.3333333f*/) { Particle_PrepareTexture(&_toGhostbusterBeam, PBT_ADD); Particle_SetTexturePart( 512, 512, 0, 0); // get direction vector FLOAT3D vZ = vDst-vSrc; FLOAT fLen = vZ.Length(); vZ.Normalize(); // get two normal vectors FLOAT3D vX; if (Abs(vZ(2))>0.5) { vX = FLOAT3D(1.0f, 0.0f, 0.0f)*vZ; } else { vX = FLOAT3D(0.0f, 1.0f, 0.0f)*vZ; } FLOAT3D vY = vZ*vX; const FLOAT fStep = fLen/fKneeDivider; for(INDEX iRay = 0; iRayGetLerpedCurrentTick()/1.5f; FLOAT fDT = fT-INDEX(fT); FLOAT fFade = 1-fDT*4.0f; if( fFade>1 || fFade<=0) continue; UBYTE ubFade = NormFloatToByte(fFade*fPower); COLOR colFade = RGBToColor( ubFade, ubFade, ubFade); for(FLOAT fPos=fStep; fPosGetLerpedPlacement().pl_PositionVector; vPos(1) -= fGridSize*ctGrids/2; vPos(3) -= fGridSize*ctGrids/2; SnapFloat( vPos(1), fGridSize); SnapFloat( vPos(2), fGridSize); SnapFloat( vPos(3), fGridSize); FLOAT fNow = _pTimer->GetLerpedCurrentTick(); Particle_PrepareTexture(&_toRaindrop, PBT_BLEND); Particle_SetTexturePart( 512, 4096, 0, 0); FLOAT fMinX = boxRainMap.Min()(1); FLOAT fMinY = boxRainMap.Min()(2); FLOAT fMinZ = boxRainMap.Min()(3); FLOAT fSizeX = boxRainMap.Size()(1); FLOAT fSizeY = boxRainMap.Size()(2); FLOAT fSizeZ = boxRainMap.Size()(3); PIX pixRainMapW = 1; PIX pixRainMapH = 1; if( ptdRainMap != NULL) { pixRainMapW = ptdRainMap->GetPixWidth(); pixRainMapH = ptdRainMap->GetPixHeight(); } //INDEX ctDiscarded=0; for( INDEX iZ=0; iZ=0 && pixX=0 && pixZGetTexel( pixX, pixZ); FLOAT fRainMapY = fMinY+((col>>8)&0xFF)/255.0f*fSizeY; FLOAT fRainY = vRender(2); // if tested raindrop is below ceiling if( fRainY<=fRainMapY) { // don't render it continue; } else if (fRainY-fSizeGetLerpedPlacement().pl_PositionVector; vPos(1) -= fGridSize*ctGrids/2; vPos(3) -= fGridSize*ctGrids/2; SnapFloat( vPos(1), fGridSize); SnapFloat( vPos(2), fGridSize); SnapFloat( vPos(3), fGridSize); FLOAT fNow = _pTimer->GetLerpedCurrentTick(); Particle_PrepareTexture(&_toSnowdrop, PBT_BLEND); Particle_SetTexturePart( 512, 512, 0, 0); for( INDEX iZ=0; iZ0.5) { vX = FLOAT3D(1.0f, 0.0f, 0.0f)*vZ; } else { vX = FLOAT3D(0.0f, 1.0f, 0.0f)*vZ; } // we found ortonormal vectors FLOAT3D vY = vZ*vX; FLOAT fAllowRnd = 4.0f/fRandomDivider; fRandomDivider+=1.0f; vRenderDest = vSrc+ vZ*fKneeLen + vX*(fAllowRnd*afStarsPositions[iRnd][0]*fKneeLen) + vY*(fAllowRnd*afStarsPositions[iRnd][1]*fKneeLen); // get new rnd index iRnd = (iRnd+1) % CT_MAX_PARTICLES_TABLE; // see if we will spawn new branch of lightning FLOAT fRnd = ((1-ctBranches/ctMaxBranches)*ctKnees)*afStarsPositions[iRnd][0]; if( (fRnd < 2.0f) && (fPower>0.25f) ) { ctBranches++; FLOAT3D vNewDirection = (vRenderDest-vSrc).Normalize(); FLOAT3D vNewDst = vSrc + vNewDirection*fLen; // recurse into new branch RenderOneLightningBranch( vSrc, vNewDst, fPath, fTimeStart, fTimeNow, fPower/3.0f, iRnd); } } // calculate color UBYTE ubA = UBYTE(fPower*255*fTimeKiller); // render line Particle_RenderLine( vSrc, vRenderDest, fPower*2, C_WHITE|ubA); // add traveled path fPath += (vRenderDest-vSrc).Length(); if( fPath/LIGHTNING_SPEED > fPassedTime) { bRenderInProgress = FALSE; } vSrc = vRenderDest; } } void Particles_Lightning( FLOAT3D vSrc, FLOAT3D vDst, FLOAT fTimeStart) { Particle_PrepareTexture(&_toLightning, PBT_ADDALPHA); Particle_SetTexturePart( 512, 512, 0, 0); FLOAT fTimeNow = _pTimer->GetLerpedCurrentTick(); // get rnd index INDEX iRnd = (INDEX( fTimeStart*100))%CT_MAX_PARTICLES_TABLE; RenderOneLightningBranch( vSrc, vDst, 0, fTimeStart, fTimeNow, 1.0f, iRnd); // all done Particle_Flush(); } #define CT_SANDFLOW_TRAIL 3 #define SANDFLOW_FADE_OUT 0.25f #define SANDFLOW_TOTAL_TIME 1.0f void Particles_SandFlow( CEntity *pen, FLOAT fStretchAll, FLOAT fSize, FLOAT fHeight, FLOAT fStartTime, FLOAT fStopTime, INDEX ctParticles) { ASSERT( ctParticles<=CT_MAX_PARTICLES_TABLE); FLOAT fNow = _pTimer->GetLerpedCurrentTick(); SetupParticleTexture( PT_SANDFLOW); CTextureData *pTD = (CTextureData *) _toSandFlowGradient.GetData(); const FLOATmatrix3D &m = pen->GetRotationMatrix(); FLOAT3D vX( m(1,1), m(2,1), m(3,1)); FLOAT3D vY( m(1,2), m(2,2), m(3,2)); FLOAT3D vZ( m(1,3), m(2,3), m(3,3)); FLOAT3D vCenter = pen->GetLerpedPlacement().pl_PositionVector; FLOAT fPowerFactor = Clamp((fNow - fStartTime)/2.0f,0.0f,1.0f); fPowerFactor *= Clamp(1+(fStopTime-fNow)/2.0f,0.0f,1.0f); ctParticles = FLOAT(ctParticles) * fPowerFactor; fHeight *= fPowerFactor; for( INDEX iStar=0; iStarfStopTime+2.0f) ) continue; FLOAT fFade; if (fT>(1.0f-SANDFLOW_FADE_OUT)) fFade=(1-fT)*(1/SANDFLOW_FADE_OUT); else fFade=1.0f; fFade *= (CT_SANDFLOW_TRAIL-iTrail)*(1.0f/CT_SANDFLOW_TRAIL); FLOAT3D vPos = vCenter + vX*(afStarsPositions[iStar][0]*fStretchAll*fPowerFactor+fHeight*fT) + vY*(fT*fT*-5.0f+(afStarsPositions[iStar][1]*fPowerFactor*0.1)) + vZ*(afStarsPositions[iStar][2]*fPowerFactor*fT*fStretchAll); COLOR colSand = pTD->GetTexel( FloatToInt(fT*2048), 0); ULONG ulA = FloatToInt( ((colSand&CT_AMASK)>>CT_ASHIFT) * fFade); colSand = (colSand&~CT_AMASK) | (ulA<GetLerpedCurrentTick(); SetupParticleTexture( PT_WATERFLOW); CTextureData *pTD = (CTextureData *) _toWaterFlowGradient.GetData(); const FLOATmatrix3D &m = pen->GetRotationMatrix(); FLOAT3D vX( m(1,1), m(2,1), m(3,1)); FLOAT3D vY( m(1,2), m(2,2), m(3,2)); FLOAT3D vZ( m(1,3), m(2,3), m(3,3)); FLOAT3D vCenter = pen->GetLerpedPlacement().pl_PositionVector; FLOAT fPowerFactor = Clamp((fNow - fStartTime)/2.0f,0.0f,1.0f); fPowerFactor *= Clamp(1+(fStopTime-fNow)/2.0f,0.0f,1.0f); ctParticles = FLOAT(ctParticles) * fPowerFactor; fHeight *= fPowerFactor; for( INDEX iStar=0; iStarfStopTime+2.0f) ) continue; FLOAT fFade; if (fT>(1.0f-WATER_FLOW_FADE_OUT)) fFade=(1-fT)*(1/WATER_FLOW_FADE_OUT); else fFade=1.0f; fFade *= (CT_WATER_FLOW_TRAIL-iTrail)*(1.0f/CT_WATER_FLOW_TRAIL); FLOAT3D vPos = vCenter + vX*(afStarsPositions[iStar][0]*fStretchAll*fPowerFactor+fHeight*fT) + vY*(fT*fT*-5.0f+(afStarsPositions[iStar][1]*fPowerFactor*0.1)) + vZ*(afStarsPositions[iStar][2]*fPowerFactor*fT*fStretchAll); COLOR colWater = pTD->GetTexel( FloatToInt(fT*2048), 0); ULONG ulA = FloatToInt( ((colWater&CT_AMASK)>>CT_ASHIFT) * fFade); colWater = (colWater&~CT_AMASK) | (ulA<GetLerpedCurrentTick(); SetupParticleTexture( PT_LAVAFLOW); CTextureData *pTD = (CTextureData *) _toLavaFlowGradient.GetData(); const FLOATmatrix3D &m = pen->GetRotationMatrix(); FLOAT3D vX( m(1,1), m(2,1), m(3,1)); FLOAT3D vY( m(1,2), m(2,2), m(3,2)); FLOAT3D vZ( m(1,3), m(2,3), m(3,3)); FLOAT3D vCenter = pen->GetLerpedPlacement().pl_PositionVector; FLOAT fPowerFactor = Clamp((fNow - fStartTime)/2.0f,0.0f,1.0f); fPowerFactor *= Clamp(1+(fStopTime-fNow)/2.0f,0.0f,1.0f); ctParticles = FLOAT(ctParticles) * fPowerFactor; fHeight *= fPowerFactor; for( INDEX iStar=0; iStarfStopTime+2.0f) ) continue; FLOAT fFade; if (fT>(1.0f-LAVA_FLOW_FADE_OUT)) fFade=(1-fT)*(1/LAVA_FLOW_FADE_OUT); else fFade=1.0f; fFade *= (CT_LAVA_FLOW_TRAIL-iTrail)*(1.0f/CT_LAVA_FLOW_TRAIL); FLOAT3D vPos = vCenter + vX*(afStarsPositions[iStar][0]*fStretchAll*fPowerFactor+fHeight*fT) + vY*(fT*fT*-4.0f+(afStarsPositions[iStar][1]*fPowerFactor*0.1)) + vZ*(afStarsPositions[iStar][2]*fPowerFactor*fT*fStretchAll); COLOR colLava = pTD->GetTexel( FloatToInt(fT*2048), 0); ULONG ulA = FloatToInt( ((colLava&CT_AMASK)>>CT_ASHIFT) * fFade); colLava = (colLava&~CT_AMASK) | (ulA<GetLerpedPlacement().pl_PositionVector; FLOAT fFadeStart = BULLET_SPRAY_FADEOUT_START; FLOAT fLifeTotal = BULLET_SPRAY_TOTAL_TIME; FLOAT fFadeLen = fLifeTotal-fFadeStart; COLOR colStones = C_WHITE; FLOAT fMipFactor = Particle_GetMipFactor(); FLOAT fDisappear = 1.0f; if( fMipFactor>8.0f) return; if( fMipFactor>6.0f) { fDisappear = 1.0f-(fMipFactor-6.0f)/2.0f; } FLOAT fNow = _pTimer->GetLerpedCurrentTick(); FLOAT fT=(fNow-tmSpawn); if( fT>fLifeTotal) return; INDEX iRnd = INDEX( (tmSpawn*1000.0f)+pen->en_ulID) &63; FLOAT fSizeStart; FLOAT fSpeedStart; FLOAT fConeMultiplier = 1.0f; COLOR colSmoke; switch( eptType) { case EPT_BULLET_WATER: { Particle_PrepareTexture(&_toBulletWater, PBT_BLEND); fSizeStart = 0.08f; fSpeedStart = 1.75f; fConeMultiplier = 0.125f; //FLOAT fFadeStart = BULLET_SPRAY_WATER_FADEOUT_START; //FLOAT fLifeTotal = BULLET_SPRAY_WATER_TOTAL_TIME; //FLOAT fFadeLen = fLifeTotal-fFadeStart; break; } case EPT_BULLET_SAND: { colSmoke = 0xFFE8C000; Particle_PrepareTexture(&_toBulletSand, PBT_BLEND); fSizeStart = 0.15f; fSpeedStart = 0.75f; break; } case EPT_BULLET_RED_SAND: { colSmoke = 0xA0402000; colStones = 0x80503000; Particle_PrepareTexture(&_toBulletSand, PBT_BLEND); fSizeStart = 0.15f; fSpeedStart = 0.75f; break; } default: { colSmoke = C_WHITE; Particle_PrepareTexture(&_toBulletStone, PBT_BLEND); fSizeStart = 0.05f; fSpeedStart = 1.5f; } } FLOAT fGA = 10.0f; // render particles for( INDEX iSpray=0; iSpray<12*fDisappear; iSpray++) { Particle_SetTexturePart( 512, 512, iSpray&3, 0); FLOAT3D vRandomAngle = FLOAT3D( afStarsPositions[ iSpray+iRnd][0]*3.0f* fConeMultiplier, (afStarsPositions[ iSpray+iRnd][1]+1.0f)*3.0f, afStarsPositions[ iSpray+iRnd][2]*3.0f* fConeMultiplier); FLOAT fSpeedRnd = fSpeedStart+afStarsPositions[ iSpray+iRnd*2][2]; FLOAT3D vPos = vEntity + (vDirection+vRandomAngle)*(fT*fSpeedRnd)+vGDir*(fT*fT*fGA); if( (eptType == EPT_BULLET_WATER) && (vPos(2) < vEntity(2)) ) { continue; } FLOAT fSize = fSizeStart + afStarsPositions[ iSpray*2+iRnd*3][0]/20.0f; FLOAT fRotation = fT*500.0f; FLOAT fColorFactor = 1.0f; if( fT>=fFadeStart) { fColorFactor = 1-fFadeLen*(fT-fFadeStart); } UBYTE ubColor = UBYTE(CT_OPAQUE*fColorFactor); COLOR col = colStones|ubColor; Particle_RenderSquare( vPos, fSize, fRotation, col); } Particle_Flush(); //--------------------------------------- if( (fT=BULLET_SPARK_FADEOUT_START) { fColorFactor = 1-BULLET_SPARK_FADEOUT_LEN*(fT-BULLET_SPARK_FADEOUT_START); } UBYTE ubColor = UBYTE(CT_OPAQUE*fColorFactor); COLOR col = RGBToColor(ubColor,ubColor,ubColor)|CT_OPAQUE; Particle_RenderLine( vPos0, vPos1, 0.05f, col); } Particle_Flush(); } //--------------------------------------- if( (fT0.5) { // use cross product of +x axis and plane normal as +s axis vX = FLOAT3D(1.0f, 0.0f, 0.0f)*vY; // if the plane is mostly vertical } else { // use cross product of +y axis and plane normal as +s axis vX = FLOAT3D(0.0f, 1.0f, 0.0f)*vY; } // make +s axis normalized vX.Normalize(); // use cross product of plane normal and +s axis as +t axis vZ = vX*vY; vZ.Normalize(); } void Particles_EmptyShells( CEntity *pen, ShellLaunchData *asldData) { FLOAT tmNow = _pTimer->GetLerpedCurrentTick(); FLOAT fGA = ((CMovableEntity *)pen)->en_fGravityA; FLOAT3D vGDir = ((CMovableEntity *)pen)->en_vGravityDir; INDEX iRow, iColumn; for( INDEX iShell=0; iShell (tmLaunch+fLife) ) continue; FLOAT fTRatio = fT/fLife; INDEX iFrame = INDEX( fTRatio*16*8)%16; iRow = iFrame/4; iColumn = iFrame%4; Particle_SetTexturePart( 256, 256, iColumn, iRow); FLOAT3D vPos = (sld.sld_vPos)+(sld.sld_vSpeed*fT)+(vGDir*(fT*fT*fGA/2.0f)); Particle_RenderSquare( vPos, 0.05f, 0, C_WHITE|CT_OPAQUE); break; } case ESL_SHOTGUN: { FLOAT fLife = 1.5f; if( tmNow > (tmLaunch+fLife) ) continue; FLOAT fTRatio = fT/fLife; INDEX iFrame = INDEX( fTRatio*16*8)%16; iRow = 4+iFrame/4; iColumn = iFrame%4; Particle_SetTexturePart( 256, 256, iColumn, iRow); FLOAT3D vPos = (sld.sld_vPos)+(sld.sld_vSpeed*fT)+(vGDir*(fT*fT*fGA/2.0f)); Particle_RenderSquare( vPos, 0.05f, 0, C_WHITE|CT_OPAQUE); break; } case ESL_BUBBLE: { INDEX iRnd = (INDEX(tmLaunch*1234))%CT_MAX_PARTICLES_TABLE; FLOAT fLife = 4.0f; if( tmNow > (tmLaunch+fLife) ) continue; Particle_SetTexturePart( 512, 512, 2, 0); FLOAT3D vX, vZ; MakeBaseFromVector( sld.sld_vUp, vX, vZ); FLOAT fZF = sin( afStarsPositions[iRnd+2][0]*PI); FLOAT fXF = cos( afStarsPositions[iRnd+2][0]*PI); FLOAT fAmpl = ClampUp( fT+afStarsPositions[iRnd+1][1]+0.5f, 2.0f)/64; FLOAT fFormulae = fAmpl * sin(afStarsPositions[iRnd][1]+fT*afStarsPositions[iRnd][2]*2); FLOAT fColorFactor = 1.0f; if( fT>fLife/2) { fColorFactor = -fT+fLife; } UBYTE ubAlpha = CT_OPAQUE; FLOAT3D vSpeedPower = sld.sld_vSpeed/(1.0f+fT*fT); FLOAT3D vPos = sld.sld_vPos + vX*fFormulae*fXF+ vZ*fFormulae*fZF+ sld.sld_vUp*fT/4.0f*(0.8f+afStarsPositions[iRnd][1]/8.0f)+ vSpeedPower*fT; FLOAT fSize = 0.02f + afStarsPositions[iRnd+3][1]*0.01f; Particle_RenderSquare( vPos, fSize, 0, C_WHITE|ubAlpha); break; } case ESL_SHOTGUN_SMOKE: { FLOAT fLife = 1.0f; if( fT0.0f) { // render smoke INDEX iRnd = (INDEX(tmLaunch*1234))%CT_MAX_PARTICLES_TABLE; //FLOAT fTRatio = fT/fLife; INDEX iColumn = 4+INDEX( iShell)%4; Particle_SetTexturePart( 256, 256, iColumn, 2); FLOAT3D vPos = sld.sld_vPos + sld.sld_vUp*(afStarsPositions[iRnd][0]/2.0f+0.5f)*fT + sld.sld_vSpeed*fT/(1+fT*fT); FLOAT fColorFactor = (fLife-fT)/fLife/(afStarsPositions[iRnd+1][0]*2+4.0f); FLOAT fRotation = afStarsPositions[iShell][1]*200*fT; FLOAT fSize = (0.0125f+fT/(5.0f+afStarsPositions[iRnd+1][0]*2.0f))*sld.sld_fSize; UBYTE ubAlpha = UBYTE(CT_OPAQUE*ClampUp(fColorFactor*sld.sld_fSize, 1.0f)); COLOR colSmoke = C_WHITE; Particle_RenderSquare( vPos, fSize, fRotation, colSmoke|ubAlpha); } break; } case ESL_COLT_SMOKE: { FLOAT fLife = 1.0f; if( fT0.0f) { CPlayer &plr = (CPlayer&)*pen; CPlacement3D plPipe; plr.GetLerpedWeaponPosition(sld.sld_vPos, plPipe); FLOATmatrix3D m; MakeRotationMatrixFast(m, plPipe.pl_OrientationAngle); FLOAT3D vUp( m(1,2), m(2,2), m(3,2)); INDEX iRnd = (INDEX(tmLaunch*1234))%CT_MAX_PARTICLES_TABLE; //FLOAT fTRatio = fT/fLife; INDEX iColumn = 4+INDEX( iShell)%4; Particle_SetTexturePart( 256, 256, iColumn, 2); FLOAT3D vPos = plPipe.pl_PositionVector+vUp*(afStarsPositions[iRnd][0]/4.0f+0.3f)*fT; FLOAT fColorFactor = (fLife-fT)/fLife/(afStarsPositions[iRnd+1][0]*2+4.0f); FLOAT fRotation = afStarsPositions[iShell][1]*500*fT; FLOAT fSize = 0.0025f+fT/(10.0f+(afStarsPositions[iRnd+1][0]+0.5f)*10.0f); UBYTE ubAlpha = UBYTE(CT_OPAQUE*fColorFactor); COLOR colSmoke = C_WHITE; Particle_RenderSquare( vPos, fSize, fRotation, colSmoke|ubAlpha); } break; } } } Particle_Flush(); } #define FADE_IN_LENGHT 1.0f #define FADE_OUT_LENGHT 1.5f #define FADE_IN_START 0.0f #define SPIRIT_SPIRAL_START 1.0f #define FADE_OUT_START 1.75f #define FADE_IN_END (FADE_IN_START+FADE_IN_LENGHT) #define FADE_OUT_END (FADE_OUT_START+FADE_OUT_LENGHT) void Particles_Death(CEntity *pen, TIME tmStart) { FLOAT fMipFactor = Particle_GetMipFactor(); BOOL bVisible = pen->en_pmoModelObject->IsModelVisible( fMipFactor); if( !bVisible) return; FLOAT fTime = _pTimer->GetLerpedCurrentTick()-tmStart; // don't render particles before fade in and after fadeout if( (fTimeFADE_OUT_END)) { return; } FLOAT fPowerTime = pow(fTime-SPIRIT_SPIRAL_START, 2.5f); // fill array with absolute vertices of entity's model and its attached models pen->GetModelVerticesAbsolute(avVertices, 0.05f, fMipFactor); // get entity position and orientation const FLOATmatrix3D &m = pen->GetRotationMatrix(); FLOAT3D vX( m(1,1), m(2,1), m(3,1)); FLOAT3D vY( m(1,2), m(2,2), m(3,2)); FLOAT3D vZ( m(1,3), m(2,3), m(3,3)); FLOAT3D vCenter = pen->GetLerpedPlacement().pl_PositionVector; SetupParticleTexture( PT_STAR07); // calculate color factor (for fade in/out) FLOAT fColorFactor = 1.0f; if( (fTime>=FADE_IN_START) && (fTime<=FADE_IN_END)) { fColorFactor = 1/FADE_IN_LENGHT*(fTime-FADE_IN_START); } else if( (fTime>=FADE_OUT_START) && (fTime<=FADE_OUT_END)) { fColorFactor = -1/FADE_OUT_LENGHT*(fTime-FADE_OUT_END); } UBYTE ubColor = UBYTE(CT_OPAQUE*fColorFactor); COLOR col = RGBToColor(ubColor,ubColor,ubColor)|CT_OPAQUE; INDEX ctVtx = avVertices.Count(); FLOAT fSpeedFactor = 1.0f/ctVtx; // get corp size FLOATaabbox3D box; pen->en_pmoModelObject->GetCurrentFrameBBox(box); FLOAT fHeightStretch = box.Size()(2); FLOAT fStep = ClampDn( fMipFactor, 1.0f); for( FLOAT fVtx=0.0f; fVtxen_pmoModelObject->IsModelVisible( fMipFactor); if( !bVisible) return; FLOAT fTime = _pTimer->GetLerpedCurrentTick()-tmStart; // don't render particles before fade in and after fadeout if( (fTimeAPPEAR_OUT_END)) { return; } //FLOAT fPowerTime = pow(fTime-SPIRIT_SPIRAL_START, 2.5f); // fill array with absolute vertices of entity's model and its attached models pen->GetModelVerticesAbsolute(avVertices, 0.05f, fMipFactor); // get entity position and orientation const FLOATmatrix3D &m = pen->GetRotationMatrix(); FLOAT3D vX( m(1,1), m(2,1), m(3,1)); FLOAT3D vY( m(1,2), m(2,2), m(3,2)); FLOAT3D vZ( m(1,3), m(2,3), m(3,3)); //FLOAT3D vCenter = pen->GetLerpedPlacement().pl_PositionVector; SetupParticleTexture( PT_STAR07); // calculate color factor (for fade in/out) FLOAT fColorFactor = 1.0f; if( (fTime>=APPEAR_IN_START) && (fTime<=APPEAR_IN_END)) { fColorFactor = 1/APPEAR_IN_LENGHT*(fTime-APPEAR_IN_START); } else if( (fTime>=APPEAR_OUT_START) && (fTime<=APPEAR_OUT_END)) { fColorFactor = -1/APPEAR_OUT_LENGHT*(fTime-APPEAR_OUT_END); } UBYTE ubColor = UBYTE(CT_OPAQUE*fColorFactor); COLOR col = RGBToColor(ubColor,ubColor,ubColor)|CT_OPAQUE; INDEX ctVtx = avVertices.Count(); //FLOAT fSpeedFactor = 1.0f/ctVtx; // get corp size FLOATaabbox3D box; pen->en_pmoModelObject->GetCurrentFrameBBox(box); //FLOAT fHeightStretch = box.Size()(2); FLOAT fStep = ClampDn( fMipFactor, 1.0f); for( FLOAT fVtx=0.0f; fVtxGetLerpedPlacement().pl_PositionVector; FLOAT fBoxSize = boxOwner.Size().Length()*0.1f; FLOAT fEnemySizeModifier = (fBoxSize-0.2)/1.0f+1.0f; FLOAT fRotation = 0.0f; // readout blood type const INDEX iBloodType = GetSP()->sp_iBlood; // determine time difference FLOAT fNow = _pTimer->GetLerpedCurrentTick(); // prepare texture switch(sptType) { case SPT_BLOOD: case SPT_SLIME: { if( iBloodType<1) return; if( iBloodType==3) Particle_PrepareTexture( &_toFlowerSprayTexture, PBT_BLEND); else Particle_PrepareTexture( &_toBloodSprayTexture, PBT_BLEND); break; } case SPT_BONES: { Particle_PrepareTexture( &_toBonesSprayTexture, PBT_BLEND); break; } case SPT_FEATHER: { Particle_PrepareTexture( &_toFeatherSprayTexture, PBT_BLEND); fDamagePower*=2.0f; break; } case SPT_STONES: { Particle_PrepareTexture( &_toStonesSprayTexture, PBT_BLEND); fDamagePower*=3.0f; break; } case SPT_WOOD: { Particle_PrepareTexture( &_toWoodSprayTexture, PBT_BLEND); fDamagePower*=5.0f; break; } case SPT_SMALL_LAVA_STONES: { Particle_PrepareTexture( &_toLavaSprayTexture, PBT_BLEND); fDamagePower *= 0.75f; break; } case SPT_LAVA_STONES: { Particle_PrepareTexture( &_toLavaSprayTexture, PBT_BLEND); fDamagePower *=3.0f; break; } case SPT_BEAST_PROJECTILE_SPRAY: { Particle_PrepareTexture( &_toBeastProjectileSprayTexture, PBT_BLEND); fDamagePower*=3.0f; break; } case SPT_ELECTRICITY_SPARKS: { Particle_PrepareTexture( &_toMetalSprayTexture, PBT_BLEND); break; } default: ASSERT(FALSE); return; } FLOAT fT=(fNow-tmStarted); for( INDEX iSpray=0; iSprayBLOOD_SPRAY_FADE_OUT_START) { fSize=(-1/(BLOOD_SPRAY_TOTAL_TIME-BLOOD_SPRAY_FADE_OUT_START))*(fT-BLOOD_SPRAY_TOTAL_TIME); fFade = fSize; } else if( fT>BLOOD_SPRAY_TOTAL_TIME) { fSize=0.0f; fFade =0.0f; } else { fSize=1.0f; fFade = fSize; } FLOAT fMipFactor = Particle_GetMipFactor(); FLOAT fMipSizeAffector = Clamp( fMipFactor/4.0f, 0.05f, 1.0f); fSize *= fMipSizeAffector*fDamagePower*fEnemySizeModifier; FLOAT3D vRandomAngle = FLOAT3D( afStarsPositions[ iSpray][0]*1.75f, (afStarsPositions[ iSpray][1]+1.0f)*1.0f, afStarsPositions[ iSpray][2]*1.75f); FLOAT fSpeedModifier = afStarsPositions[ iSpray+BLOOD_SPRAYS][0]*0.5f; FLOAT fSpeed = BLOOD_SPRAY_SPEED_MIN+(BLOOD_SPRAY_TOTAL_TIME-fT)/BLOOD_SPRAY_TOTAL_TIME; FLOAT3D vPos = vWoundPos + (vSpilDirection+vRandomAngle)*(fT*(fSpeed+fSpeedModifier))+vGDir*(fT*fT*fGA/4.0f); UBYTE ubAlpha = UBYTE(CT_OPAQUE*fFade); FLOAT fSizeModifier = afStarsPositions[ int(iSpray+tmStarted*50)%CT_MAX_PARTICLES_TABLE][1]*0.5+1.0f; COLOR col = C_WHITE|CT_OPAQUE; // prepare texture switch(sptType) { case SPT_BLOOD: { UBYTE ubRndCol = UBYTE( 128+afStarsPositions[ int(iSpray+tmStarted*10)%CT_MAX_PARTICLES_TABLE][0]*64); if( iBloodType==2) col = RGBAToColor( ubRndCol, 0, 0, ubAlpha); if( iBloodType==1) col = RGBAToColor( 0, ubRndCol, 0, ubAlpha); break; } case SPT_SLIME: { UBYTE ubRndCol = UBYTE( 128+afStarsPositions[ int(iSpray+tmStarted*10)%CT_MAX_PARTICLES_TABLE][0]*64); if( iBloodType!=3) col = RGBAToColor(0, ubRndCol, 0, ubAlpha); break; } case SPT_BONES: { UBYTE ubRndH = UBYTE( 8+afStarsPositions[ int(iSpray+tmStarted*10)%CT_MAX_PARTICLES_TABLE][0]*16); UBYTE ubRndS = UBYTE( 96+(afStarsPositions[ int(iSpray+tmStarted*10)%CT_MAX_PARTICLES_TABLE][1]+0.5)*64); UBYTE ubRndV = UBYTE( 64+(afStarsPositions[ int(iSpray+tmStarted*10)%CT_MAX_PARTICLES_TABLE][2])*64); col = HSVToColor(ubRndH, ubRndS, ubRndV)|ubAlpha; fSize/=1.5f; break; } case SPT_FEATHER: { if(iSpray>=BLOOD_SPRAYS/2) { UBYTE ubRndCol = UBYTE( 128+afStarsPositions[ int(iSpray+tmStarted*10)%CT_MAX_PARTICLES_TABLE][0]*64); if( iBloodType==2) col = RGBAToColor( ubRndCol, 0, 0, ubAlpha); if( iBloodType==1) col = RGBAToColor( 0, ubRndCol, 0, ubAlpha); } else { UBYTE ubRndH = UBYTE( 32+afStarsPositions[ int(iSpray+tmStarted*10)%CT_MAX_PARTICLES_TABLE][0]*16); //UBYTE ubRndS = UBYTE( 127+(afStarsPositions[ int(iSpray+tmStarted*10)%CT_MAX_PARTICLES_TABLE][1]+0.5)*128); UBYTE ubRndV = UBYTE( 159+(afStarsPositions[ int(iSpray+tmStarted*10)%CT_MAX_PARTICLES_TABLE][2])*192); col = HSVToColor(ubRndH, 0, ubRndV)|ubAlpha; fSize/=2.0f; fRotation = fT*200.0f; } break; } case SPT_STONES: { UBYTE ubRndH = UBYTE( 24+afStarsPositions[ int(iSpray+tmStarted*10)%CT_MAX_PARTICLES_TABLE][0]*16); UBYTE ubRndS = UBYTE( 32+(afStarsPositions[ int(iSpray+tmStarted*10)%CT_MAX_PARTICLES_TABLE][1]+0.5)*64); UBYTE ubRndV = UBYTE( 196+(afStarsPositions[ int(iSpray+tmStarted*10)%CT_MAX_PARTICLES_TABLE][2])*128); col = HSVToColor(ubRndH, ubRndS, ubRndV)|ubAlpha; fSize*=0.10f; fRotation = fT*200.0f; break; } case SPT_WOOD: { UBYTE ubRndH = UBYTE( 16+afStarsPositions[ int(iSpray+tmStarted*10)%CT_MAX_PARTICLES_TABLE][0]*16); UBYTE ubRndS = UBYTE( 96+(afStarsPositions[ int(iSpray+tmStarted*10)%CT_MAX_PARTICLES_TABLE][1]+0.5)*32); UBYTE ubRndV = UBYTE( 96+(afStarsPositions[ int(iSpray+tmStarted*10)%CT_MAX_PARTICLES_TABLE][2])*96); col = HSVToColor(ubRndH, ubRndS, ubRndV)|ubAlpha; fSize*=0.15f; fRotation = fT*300.0f; break; } case SPT_LAVA_STONES: case SPT_SMALL_LAVA_STONES: { col = C_WHITE|ubAlpha; fSize/=12.0f; fRotation = fT*200.0f; break; } case SPT_BEAST_PROJECTILE_SPRAY: { col = C_WHITE|ubAlpha; fSize/=12.0f; fRotation = fT*200.0f; break; } case SPT_ELECTRICITY_SPARKS: { UBYTE ubRndH = UBYTE( 180+afStarsPositions[ int(iSpray+tmStarted*10)%CT_MAX_PARTICLES_TABLE][0]*16); UBYTE ubRndS = 0; UBYTE ubRndV = 255; col = HSVToColor(ubRndH, ubRndS, ubRndV)|ubAlpha; fSize/=32.0f; fRotation = fT*200.0f; break; } } Particle_RenderSquare( vPos, 0.25f*fSize*fSizeModifier, fRotation, col); } // all done Particle_Flush(); } // spray some stones along obelisk void Particles_DestroyingObelisk(CEntity *penSpray, FLOAT tmStarted) { FLOAT fNow = _pTimer->GetLerpedCurrentTick(); FLOAT fT=(fNow-tmStarted); Particle_PrepareTexture( &_toStonesSprayTexture, PBT_BLEND); FLOAT fTotalTime = 10.0f; FLOAT fFadeOutStart = 7.5f; FLOAT fFadeInEnd = 1.0f; FLOAT3D vG = FLOAT3D(0.0f,-20.0f,0.0f); for( INDEX iStone=0; iStone<128; iStone++) { INDEX idx = int(iStone+tmStarted*33)%CT_MAX_PARTICLES_TABLE; FLOAT3D vSpeed = FLOAT3D( afStarsPositions[ idx][0], afStarsPositions[ idx][1], afStarsPositions[ idx][2]); vSpeed(2) += 0.25f; vSpeed *= 50.0f; // calculate position FLOAT3D vPos = penSpray->GetPlacement().pl_PositionVector + vSpeed*fT + vG*fT*fT; vPos(2) += (afStarsPositions[ int(iStone+tmStarted*100)%CT_MAX_PARTICLES_TABLE][1]+0.5)*116.0f; FLOAT fFade; // apply fade if( fTfFadeOutStart) { fFade = (-1/(fTotalTime-fFadeOutStart))*(fT-fTotalTime); } else if( fT>fTotalTime) { fFade =0.0f; } else { fFade = 1.0f; } UBYTE ubRndH = UBYTE( 16+afStarsPositions[ int(iStone+tmStarted*10)%CT_MAX_PARTICLES_TABLE][0]*8); UBYTE ubRndS = UBYTE( 96+(afStarsPositions[ int(iStone+tmStarted*10)%CT_MAX_PARTICLES_TABLE][1]+0.5)*64); UBYTE ubRndV = UBYTE( 128+(afStarsPositions[ int(iStone+tmStarted*10)%CT_MAX_PARTICLES_TABLE][2])*64); UBYTE ubAlpha = UBYTE(CT_OPAQUE*fFade); COLOR col = HSVToColor(ubRndH, ubRndS, ubRndV)|ubAlpha; FLOAT fSize=(afStarsPositions[ int(iStone+tmStarted*100)%CT_MAX_PARTICLES_TABLE][2]+1.0f)*1.5f; FLOAT fRotation = fT*200.0f; Particle_SetTexturePart( 256, 256, ((int(tmStarted*100.0f))%8+iStone)%8, 0); Particle_RenderSquare( vPos, fSize, fRotation, col); } // all done Particle_Flush(); } // spray some stones along pylon void Particles_DestroyingPylon(CEntity *penSpray, FLOAT3D vDamageDir, FLOAT tmStarted) { FLOAT fNow = _pTimer->GetLerpedCurrentTick(); FLOAT fT=(fNow-tmStarted); Particle_PrepareTexture( &_toStonesSprayTexture, PBT_BLEND); FLOAT fTotalTime = 10.0f; FLOAT fFadeOutStart = 7.5f; FLOAT fFadeInEnd = 1.0f; FLOAT3D vG = FLOAT3D(0.0f,-20.0f,0.0f); const FLOATmatrix3D &m = penSpray->GetRotationMatrix(); for( INDEX iStone=0; iStone<128; iStone++) { INDEX idx = int(iStone+tmStarted*33)%CT_MAX_PARTICLES_TABLE; FLOAT3D vSpeed = vDamageDir+FLOAT3D( afStarsPositions[ idx][0], afStarsPositions[ idx][1], afStarsPositions[ idx][2]); vSpeed *= 50.0f; // calculate position FLOAT3D vPos = penSpray->GetPlacement().pl_PositionVector + vSpeed*fT*m + vG*fT*fT; FLOAT3D vOffset = FLOAT3D(0.0f,0.0f,0.0f); vOffset(1) = (afStarsPositions[ int(iStone+tmStarted*100)%CT_MAX_PARTICLES_TABLE][1])*32.0f; vOffset(2) = (afStarsPositions[ int(iStone+tmStarted*100)%CT_MAX_PARTICLES_TABLE][2]+0.5)*56.0f; vPos += vOffset*m; FLOAT fFade; // apply fade if( fTfFadeOutStart) { fFade = (-1/(fTotalTime-fFadeOutStart))*(fT-fTotalTime); } else if( fT>fTotalTime) { fFade =0.0f; } else { fFade = 1.0f; } UBYTE ubRndH = UBYTE( 16+afStarsPositions[ int(iStone+tmStarted*10)%CT_MAX_PARTICLES_TABLE][0]*8); UBYTE ubRndS = UBYTE( 96+(afStarsPositions[ int(iStone+tmStarted*10)%CT_MAX_PARTICLES_TABLE][1]+0.5)*64); UBYTE ubRndV = UBYTE( 128+(afStarsPositions[ int(iStone+tmStarted*10)%CT_MAX_PARTICLES_TABLE][2])*64); UBYTE ubAlpha = UBYTE(CT_OPAQUE*fFade); COLOR col = HSVToColor(ubRndH, ubRndS, ubRndV)|ubAlpha; FLOAT fSize=(afStarsPositions[ int(iStone+tmStarted*100)%CT_MAX_PARTICLES_TABLE][2]+1.0f)*1.5f; FLOAT fRotation = fT*200.0f; Particle_SetTexturePart( 256, 256, ((int(tmStarted*100.0f))%8+iStone)%8, 0); Particle_RenderSquare( vPos, fSize, fRotation, col); } // all done Particle_Flush(); } // spray some stones in the air void Particles_HitGround(CEntity *penSpray, FLOAT tmStarted, FLOAT fSizeMultiplier) { FLOAT fNow = _pTimer->GetLerpedCurrentTick(); FLOAT fT=(fNow-tmStarted); Particle_PrepareTexture( &_toStonesSprayTexture, PBT_BLEND); FLOAT fTotalTime = 10.0f; FLOAT fFadeOutStart = 7.5f; FLOAT fFadeInEnd = 1.0f; FLOAT3D vG = FLOAT3D(0.0f,-30.0f,0.0f); for( INDEX iStone=0; iStone<64; iStone++) { INDEX idx = int(iStone+tmStarted*33)%CT_MAX_PARTICLES_TABLE; FLOAT3D vSpeed = FLOAT3D( afStarsPositions[ idx][0]*1.5f, (afStarsPositions[ idx][1]+0.5f)*3, afStarsPositions[ idx][2]*1.5f); FLOAT fSpeedMultiplier = (fSizeMultiplier-1)*(0.5f-1.0f)/(0.025f-1.0f)+1.0f; vSpeed *= 50.0f*fSpeedMultiplier; // calculate position FLOAT3D vPos = penSpray->GetPlacement().pl_PositionVector + vSpeed*fT + vG*fT*fT; FLOAT fFade; // apply fade if( fTfFadeOutStart) { fFade = (-1/(fTotalTime-fFadeOutStart))*(fT-fTotalTime); } else if( fT>fTotalTime) { fFade =0.0f; } else { fFade = 1.0f; } UBYTE ubRndH = UBYTE( 16+afStarsPositions[ int(iStone+tmStarted*10)%CT_MAX_PARTICLES_TABLE][0]*8); UBYTE ubRndS = UBYTE( 96+(afStarsPositions[ int(iStone+tmStarted*10)%CT_MAX_PARTICLES_TABLE][1]+0.5)*64); UBYTE ubRndV = UBYTE( 128+(afStarsPositions[ int(iStone+tmStarted*10)%CT_MAX_PARTICLES_TABLE][2])*64); UBYTE ubAlpha = UBYTE(CT_OPAQUE*fFade); COLOR col = HSVToColor(ubRndH, ubRndS, ubRndV)|ubAlpha; FLOAT fSize=(afStarsPositions[ int(iStone+tmStarted*100)%CT_MAX_PARTICLES_TABLE][2]+1.0f)*4.0f*fSizeMultiplier; FLOAT fRotation = fT*200.0f; Particle_SetTexturePart( 256, 256, ((int(tmStarted*100.0f))%8+iStone)%8, 0); Particle_RenderSquare( vPos, fSize, fRotation, col); } // all done Particle_Flush(); }