/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */ 616 %{ #include "StdH.h" #define RAND_05 (FLOAT(rand())/RAND_MAX-0.5f) #define LAUNCH_SPEED 32.0f %} class CFireworks : CRationalEntity { name "Fireworks"; thumbnail "Thumbnails\\Eruptor.tbn"; features "IsTargetable", "HasName"; properties: 1 RANGE m_rRndRadius "Random radius" = 50.0f, 10 CSoundObject m_soFly, 11 CSoundObject m_soExplosion, 12 FLOAT m_tmActivated=0.0f, 20 CTString m_strName "Name" 'N' ="", 50 FLOAT m_tmLastAnimation=0.0f, { CEmiter m_emEmiter; } components: 1 model MODEL_MARKER "Models\\Editor\\Axis.mdl", 2 texture TEXTURE_MARKER "Models\\Editor\\Vector.tex", 3 sound SOUND_FLY "SoundsMP\\Misc\\Whizz.wav", 4 sound SOUND_EXPLODE "SoundsMP\\Misc\\Firecrackers.wav", functions: void Read_t( CTStream *istr) // throw char * { CRationalEntity::Read_t(istr); m_emEmiter.Read_t(*istr); } void Write_t( CTStream *istr) // throw char * { CRationalEntity::Write_t(istr); m_emEmiter.Write_t(*istr); } void RenderParticles(void) { FLOAT tmNow = _pTimer->CurrentTick(); if( tmNow>m_tmLastAnimation) { FLOAT fRatio=CalculateRatio(m_tmActivated-tmNow,0.0f,6.0f,1,0); FLOAT fGPower=(Min(fRatio,0.5f)-0.5f)*2.0f*10.0f; m_emEmiter.em_vG=FLOAT3D(0, fGPower, 0); m_emEmiter.AnimateParticles(); m_tmLastAnimation=tmNow; for(INDEX i=0; i=6.0f) { fSpeed=0.0f; } else { //fSpeed=(0.996f+0.387f*fLiving-0.158f*fLiving*fLiving)*LAUNCH_SPEED; fSpeed=(1.77f*pow(0.421f,fLiving))*LAUNCH_SPEED; /* FLOAT fSpeedRatio=1.0f-(Clamp(fLiving,2.0f,4.0f)-2.0f)/2.0f; fSpeed=fSpeedRatio*LAUNCH_SPEED; */ } FLOAT3D vNormalized=ep.ep_vSpeed; vNormalized.Normalize(); ep.ep_vSpeed=vNormalized*(4.0f+fSpeed); } } m_emEmiter.RenderParticles(); } procedures: SpawnFireworks() { PlaySound(m_soFly, SOUND_FLY, 0); autowait(GetSoundLength(SOUND_FLY)); PlaySound(m_soExplosion, SOUND_EXPLODE, 0); // add emited firework sparks FLOAT3D vRndPos=FLOAT3D( RAND_05, RAND_05, RAND_05)*m_rRndRadius; FLOAT3D vPos=GetPlacement().pl_PositionVector+vRndPos; m_emEmiter.em_vG=FLOAT3D(0,0,0); m_emEmiter.em_iGlobal=(INDEX) (FRnd()*16); UBYTE ubRndH = UBYTE( FRnd()*255); UBYTE ubRndS = UBYTE( 255); UBYTE ubRndV = UBYTE( 255); m_emEmiter.em_colGlobal=C_WHITE|CT_OPAQUE;//HSVToColor(ubRndH, ubRndS, ubRndV)|CT_OPAQUE; FLOAT tmNow = _pTimer->CurrentTick(); m_tmActivated=tmNow; INDEX ctSparks=128; for( INDEX iSpark=0; iSparkTickQuantum/ctSparks*2.0f; FLOAT fLife=4.0f+RAND_05*2.0f; FLOAT fStretch=(1.0f+RAND_05*0.25f)*2.5f; FLOAT3D vSpeed=FLOAT3D( RAND_05, RAND_05, RAND_05); vSpeed=vSpeed.Normalize()*LAUNCH_SPEED; FLOAT fRotSpeed=RAND_05*360.0f; /* UBYTE ubRndH = UBYTE( FRnd()*16); UBYTE ubRndS = UBYTE( 255); UBYTE ubRndV = UBYTE( 255); COLOR col=HSVToColor(ubRndH, ubRndS, ubRndV)|CT_OPAQUE; */ COLOR col=C_WHITE|CT_OPAQUE; m_emEmiter.AddParticle(vPos, vSpeed, RAND_05*360.0f, fRotSpeed, tmBirth, fLife, fStretch, col); } return EReturn(); } Main() { // init model InitAsEditorModel(); SetPhysicsFlags(EPF_MODEL_IMMATERIAL); SetCollisionFlags(ECF_IMMATERIAL); // set appearance SetModel(MODEL_MARKER); SetModelMainTexture(TEXTURE_MARKER); GetModelObject()->StretchModel(FLOAT3D(4.0f, 4.0f, 4.0f)); autowait(_pTimer->TickQuantum); m_emEmiter.Initialize(this); m_emEmiter.em_etType=ET_FIREWORKS01; // wait to be triggered wait() { on (EBegin) : { resume; } on (ETrigger) : { call SpawnFireworks(); } otherwise (): { resume; } } return; } };