Move git root from Client/ to src/ to track all source code: - Client: Game client source (moved to Client/Client/) - Server: Game server source - GameTools: Development tools - CryptoSource: Encryption utilities - database: Database scripts - Script: Game scripts - rylCoder_16.02.2008_src: Legacy coder tools - GMFont, Game: Additional resources 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
167 lines
5.5 KiB
C++
167 lines
5.5 KiB
C++
// CircleParticle.cpp: implementation of the CCircleParticle class.
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//
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//////////////////////////////////////////////////////////////////////
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#include "CircleParticle.h"
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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CCircleParticle::CCircleParticle()
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{
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}
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CCircleParticle::~CCircleParticle()
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{
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}
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void CCircleParticle::Create(vector3 vecPos, vector3 vecTarget)
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{
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vector3 vecDirRand,vecPosRand;
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vecDirRand=vecTarget-vecPos;
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vecDirRand.Normalize();
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m_vecPos=vecPos;
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for(int cParticle=0;cParticle<1000;cParticle++)
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{
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vecPosRand=vector3(Random(),Random(),Random());
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vecPosRand.Normalize();
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vecPosRand*=Random()*20.0f;
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ParticleNode AddNode;
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AddNode.m_vecPos0=vecPosRand;
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AddNode.m_vecPos=AddNode.m_vecPos0;
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AddNode.m_vecVelocity0=vector3(Random()*0.5f,Random()*0.5f,Random()*0.5f);
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AddNode.m_vecVelocity0-=vecDirRand*2.0f;
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AddNode.m_vecVelocity0.Normalize();
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AddNode.m_vecVelocity=AddNode.m_vecVelocity0;
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AddNode.m_vecAccelate=-vecDirRand*0.01f;
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AddNode.m_fSize=4.0f;
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AddNode.m_fFadeTime=(Random()+1.0f)*30.0f;
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AddNode.m_fNowTime=0.0f;
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AddNode.m_clrStartDiffuse.c=0xffffaaaa;
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AddNode.m_clrEndDiffuse.c=0xff000000;
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m_ParticleNodeList.Add(AddNode);
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}
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CTexture::SetPath(FXTEXTUREPATH);
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m_ParticleTexture.Load("Circle.dds");
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}
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bool CCircleParticle::Update(float fUpdateTime)
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{
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m_NowTime+=0.0f;
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m_fNowVelocity+=m_fAcceleration;
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if(m_fNowVelocity>=60.0f)
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m_fNowVelocity=60.0f;
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if(m_NowTime > m_TotalRemainTime)
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return true;
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//m_vecNowPos=(m_vecTarget-m_vecPos)*(m_NowTime/m_TotalRemainTime)+m_vecPos;
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m_vecNowPos=m_vecPos;
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vector3 vecDirRand,vecPosRand;
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for(int cParticle=0;cParticle<m_ParticleNodeList.num;cParticle++)
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{
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if(m_ParticleNodeList[cParticle].m_fNowTime>=m_ParticleNodeList[cParticle].m_fFadeTime)
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{
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m_ParticleNodeList[cParticle].m_fNowTime=0.0f;
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m_ParticleNodeList[cParticle].m_vecPos=m_ParticleNodeList[cParticle].m_vecPos0;
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m_ParticleNodeList[cParticle].m_vecVelocity=m_ParticleNodeList[cParticle].m_vecVelocity0;
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}
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m_ParticleNodeList[cParticle].m_fNowTime+=fUpdateTime;
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m_ParticleNodeList[cParticle].m_vecPos+=m_ParticleNodeList[cParticle].m_vecVelocity;
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m_ParticleNodeList[cParticle].m_vecVelocity+=m_ParticleNodeList[cParticle].m_vecAccelate*m_ParticleNodeList[cParticle].m_fNowTime;
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m_ParticleNodeList[cParticle].m_clrNowDiffuse=color::Interpolation(m_ParticleNodeList[cParticle].m_clrStartDiffuse,
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m_ParticleNodeList[cParticle].m_clrEndDiffuse,
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m_ParticleNodeList[cParticle].m_fNowTime/m_ParticleNodeList[cParticle].m_fFadeTime);
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}
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return false;
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}
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void CCircleParticle::Render(LPDIRECT3DDEVICE8 pd3dDevice)
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{
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pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
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pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
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pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE);
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pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
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pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_CURRENT);
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pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
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pd3dDevice->SetRenderState( D3DRS_LIGHTING,FALSE);
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pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_ONE);
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pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE);
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pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE,TRUE);
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pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
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matrix matInit;
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matInit.MakeIdent();
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pd3dDevice->SetTransform(D3DTS_WORLD,matInit);
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vector3 vecTL(-1.0f,1.0f,0.0f);
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vector3 vecBL(-1.0f,-1.0f,0.0f);
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vector3 vecBR(1.0f,-1.0f,0.0f);
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vector3 vecTR(1.0f,1.0f,0.0f);
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matrix matPosition=*m_matPosition;
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matPosition._41=0.0f;
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matPosition._42=0.0f;
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matPosition._43=0.0f;
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matrix matTL,matBL,matBR,matTR;
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matTL.Translation(vecTL);
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matBL.Translation(vecBL);
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matBR.Translation(vecBR);
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matTR.Translation(vecTR);
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matTL=matTL*matPosition;
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matBL=matBL*matPosition;
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matBR=matBR*matPosition;
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matTR=matTR*matPosition;
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vecTL=matTL.GetLoc();
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vecBL=matBL.GetLoc();
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vecBR=matBR.GetLoc();
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vecTR=matTR.GetLoc();
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LVertex Vertex[4];
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Vertex[0].tu=0.0f;Vertex[0].tv=1.0f;
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Vertex[1].tu=0.0f;Vertex[1].tv=0.0f;
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Vertex[2].tu=1.0f;Vertex[2].tv=1.0f;
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Vertex[3].tu=1.0f;Vertex[3].tv=0.0f;
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pd3dDevice->SetVertexShader(LVERTEXFVF);
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pd3dDevice->SetRenderState(D3DRS_CULLMODE,D3DCULL_NONE);
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pd3dDevice->SetTexture(0,m_ParticleTexture.GetTexture());
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pd3dDevice->SetTexture(1,NULL);
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Vertex[0].spec.c=0x0;Vertex[1].spec.c=0x0;Vertex[2].spec.c=0x0;Vertex[3].spec.c=0x0;
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for(int cParticle=0;cParticle<m_ParticleNodeList.num;cParticle++)
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{
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if(m_ParticleNodeList[cParticle].m_fNowTime>=m_ParticleNodeList[cParticle].m_fFadeTime)
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continue;
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Vertex[0].v=m_ParticleNodeList[cParticle].m_vecPos+vecBL*m_ParticleNodeList[cParticle].m_fSize+m_vecNowPos;
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Vertex[1].v=m_ParticleNodeList[cParticle].m_vecPos+vecTL*m_ParticleNodeList[cParticle].m_fSize+m_vecNowPos;
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Vertex[2].v=m_ParticleNodeList[cParticle].m_vecPos+vecBR*m_ParticleNodeList[cParticle].m_fSize+m_vecNowPos;
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Vertex[3].v=m_ParticleNodeList[cParticle].m_vecPos+vecTR*m_ParticleNodeList[cParticle].m_fSize+m_vecNowPos;
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Vertex[0].diff.c=Vertex[1].diff.c=Vertex[2].diff.c=Vertex[3].diff.c=
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m_ParticleNodeList[cParticle].m_clrNowDiffuse.c;
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pd3dDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP,2,Vertex,sizeof(LVertex));
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}
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pd3dDevice->SetRenderState(D3DRS_CULLMODE,D3DCULL_CCW);
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pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE,TRUE);
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pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE,FALSE);
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}
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