mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-24 19:30:26 +01:00
125 lines
4.5 KiB
C++
125 lines
4.5 KiB
C++
605
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%{
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#include "Entities/StdH/StdH.h"
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%}
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class CWorldSettingsController: CEntity {
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name "WorldSettingsController";
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thumbnail "Thumbnails\\WorldSettingsController.tbn";
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features "IsTargetable", "HasName", "IsImportant";
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properties:
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1 FLOAT m_tmStormStart = -1.0f, // storm start time
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2 CTString m_strName "Name" 'N' = "World settings controller", // class name
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3 FLOAT m_tmLightningStart = -1.0f, // lightning start time
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4 FLOAT m_fLightningPower = 1.0f, // lightning power
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5 FLOAT m_tmStormEnd = -1.0f, // storm end time
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6 FLOAT m_tmPyramidPlatesStart = 1e6, // time when pyramid plates blend started
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7 FLOAT m_tmActivatedPlate1 = 1e6, // time when plate 1 has been activated
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8 FLOAT m_tmDeactivatedPlate1 = 1e6, // time when plate 1 has been deactivated
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9 FLOAT m_tmActivatedPlate2 = 1e6, // time when plate 2 has been activated
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10 FLOAT m_tmDeactivatedPlate2 = 1e6, // time when plate 2 has been deactivated
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11 FLOAT m_tmActivatedPlate3 = 1e6, // time when plate 3 has been activated
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12 FLOAT m_tmDeactivatedPlate3 = 1e6, // time when plate 3 has been deactivated
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13 FLOAT m_tmActivatedPlate4 = 1e6, // time when plate 4 has been activated
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14 FLOAT m_tmDeactivatedPlate4 = 1e6, // time when plate 4 has been deactivated
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15 FLOAT m_tmPyramidMorphRoomActivated = 1e6, // time when pyramid morph room has been activated
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20 FLOAT m_tmShakeStarted = -1.0f, // time when shaking started
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21 FLOAT3D m_vShakePos = FLOAT3D(0,0,0), // shake position
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22 FLOAT m_fShakeFalloff = 100.0f, // fall off with distance
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23 FLOAT m_fShakeFade = 1.0f, // fall off with time
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24 FLOAT m_fShakeIntensityY = 1.0f, // shake strength
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25 FLOAT m_tmShakeFrequencyY = 1.0f, // shake strength
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26 FLOAT m_fShakeIntensityB = 1.0f, // shake strength
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27 FLOAT m_tmShakeFrequencyB = 1.0f, // shake strength
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31 FLOAT m_fShakeIntensityZ = 1.0f, // shake strength
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32 FLOAT m_tmShakeFrequencyZ = 1.0f, // shake strength
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28 CTFileName m_fnHeightMap "Height map" 'R' = CTString(""),
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29 CModelObject m_moHeightMapHolder,
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30 FLOATaabbox3D m_boxHeightMap "Height map box" 'B' = FLOATaabbox3D(FLOAT3D(0,0,0), FLOAT3D(1,1,1)),
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41 FLOAT m_tmGlaringStarted = -1.0f, // glaring start time
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42 FLOAT m_tmGlaringEnded = -1.0f, // glaring end time
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43 FLOAT m_fGlaringFadeInRatio = 0.1f, // glaring fade in ratio
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44 FLOAT m_fGlaringFadeOutRatio = 0.1f, // glaring fade out ratio
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components:
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1 model MODEL_WORLD_SETTINGS_CONTROLLER "Models\\Editor\\WorldSettingsController.mdl",
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2 texture TEXTURE_WORLD_SETTINGS_CONTROLLER "Models\\Editor\\WorldSettingsController.tex"
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functions:
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void Precache(void)
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{
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CTextureData *ptdHeightMap = (CTextureData *) m_moHeightMapHolder.mo_toTexture.GetData();
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if( ptdHeightMap!=NULL)
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{
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ptdHeightMap->Force(TEX_STATIC);
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}
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}
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FLOAT GetStormFactor(void)
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{
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FLOAT fStormFactor = 0.0f;
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FLOAT fStormAppearLen = 10.0f;
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TIME tmNow = _pTimer->GetLerpedCurrentTick();
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// if we have storm
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if( tmNow>m_tmStormStart && tmNow<m_tmStormEnd+fStormAppearLen)
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{
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// storm is on
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if( tmNow>m_tmStormStart+fStormAppearLen && tmNow<m_tmStormEnd)
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{
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fStormFactor = 1.0f;
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}
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// storm is turning off
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else if( tmNow>m_tmStormEnd)
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{
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fStormFactor = 1.0f-(tmNow-m_tmStormEnd)/fStormAppearLen;
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}
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// storm is turning on
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else
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{
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fStormFactor = (tmNow-m_tmStormStart)/fStormAppearLen;
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}
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}
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return fStormFactor;
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}
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void GetHeightMapData(CTextureData *&ptdHeightMap, FLOATaabbox3D &boxHeightMap)
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{
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ptdHeightMap = (CTextureData *) m_moHeightMapHolder.mo_toTexture.GetData();
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boxHeightMap = m_boxHeightMap;
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}
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procedures:
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Main(EVoid)
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{
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// set appearance
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InitAsEditorModel();
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SetPhysicsFlags(EPF_MODEL_IMMATERIAL);
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SetCollisionFlags(ECF_IMMATERIAL);
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// try to obtain height map
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if( m_fnHeightMap != CTString(""))
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{
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try
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{
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m_moHeightMapHolder.mo_toTexture.SetData_t(m_fnHeightMap);
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} catch (char *strError) {
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WarningMessage(strError);
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}
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}
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// set appearance
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SetModel(MODEL_WORLD_SETTINGS_CONTROLLER);
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SetModelMainTexture(TEXTURE_WORLD_SETTINGS_CONTROLLER);
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m_tmStormStart = 1e5-1.0f;
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m_tmStormEnd = 1e5;
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// do nothing
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return;
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}
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};
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