mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-25 19:55:54 +01:00
1a2ccb8f50
Conflicts: Sources/Ecc/Parser.cpp Sources/Ecc/Scanner.cpp Sources/Engine/Base/Scanner.cpp Sources/Engine/GameAgent/GameAgent.cpp Sources/Engine/Graphics/Gfx_wrapper.h Sources/Engine/Network/Network.cpp Sources/Engine/Sound/SoundDecoder.h Sources/Engine/Templates/HashTableTemplate.cpp Sources/Engine/Terrain/Terrain.h Sources/EntitiesMP/ParticleCloudsHolder.es Sources/EntitiesMP/ParticleCloudsMarker.es Sources/SeriousSam/CDCheck.h Sources/SeriousSam/Menu.cpp Sources/SeriousSam/MenuGadgets.cpp Sources/SeriousSam/SeriousSam.cpp Sources/SeriousSam/SplashScreen.cpp Sources/SeriousSam/StdH.cpp Sources/SeriousSam/StdH.h Sources/Shaders/StdH.cpp
290 lines
8.8 KiB
C++
290 lines
8.8 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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223
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%{
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#include "EntitiesMP/StdH/StdH.h"
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%}
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enum ParticlesHolderType {
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1 PHT_SPIRAL "Spiral",
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2 PHT_EMANATE "Emanate",
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3 PHT_STARDUST "Stardust",
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4 PHT_ATOMIC "Atomic",
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5 PHT_RISING "Rising",
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6 PHT_FOUNTAIN "Fountain",
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7 PHT_SMOKE "Smoke",
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8 PHT_BLOOD "Blood",
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9 PHT_EMANATEPLANE "EmanatePlane",
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10 PHT_SANDFLOW "SandFlow",
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11 PHT_WATERFLOW "WaterFlow",
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12 PHT_LAVAFLOW "Lava Flow",
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13 PHT_LAVAERUPTING "Lava Erupting",
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14 PHT_WATERFALLFOAM "Waterfall foam",
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15 PHT_CHIMNEYSMOKE "Chimney smoke",
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16 PHT_WATERFALL "Waterfall",
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17 PHT_TWISTER "Twister",
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18 PHT_ROCKETMOTOR "Rocket motor",
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19 PHT_COLLECT_ENERGY "Collect energy",
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};
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class CParticlesHolder : CMovableModelEntity {
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name "ParticlesHolder";
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thumbnail "Thumbnails\\ParticlesHolder.tbn";
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features "HasName", "HasDescription";
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properties:
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1 enum ParticlesHolderType m_phtType "Type" 'Y' = PHT_SPIRAL,
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2 enum ParticleTexture m_ptTexture "Texture" 'T' = PT_STAR01,
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3 INDEX m_ctCount "Count" 'C' = 16,
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4 FLOAT m_fStretchAll "StretchAll" 'S' = 1.0f,
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5 FLOAT m_fStretchX "StretchX" 'X' = 1.0f,
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6 FLOAT m_fStretchY "StretchY" 'Y' = 1.0f,
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7 FLOAT m_fStretchZ "StretchZ" 'Z' = 1.0f,
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8 CTString m_strName "Name" 'N' ="",
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12 CTString m_strDescription = "",
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13 BOOL m_bBackground "Background" 'B' = FALSE, // set if model is rendered in background
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21 BOOL m_bTargetable "Targetable" = FALSE, // st if model should be targetable
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30 FLOAT m_fSize "Size" = 0.1f,
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31 FLOAT m_fParam1 "Param1" 'P' = 1.0f,
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32 FLOAT m_fParam2 "Param2" = 1.0f,
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33 FLOAT m_fParam3 "Param3" = 1.0f,
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34 BOOL m_bActive "Active" 'A' = TRUE, // is particles are active
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35 FLOAT m_fActivateTime = 0.0f,
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36 FLOAT m_fDeactivateTime = -10000.0f,
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37 FLOAT m_fMipFactorDisappear "Disappear mip factor" = 8.0f,
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components:
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1 model MODEL_TELEPORT "Models\\Editor\\Teleport.mdl",
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2 texture TEXTURE_TELEPORT "Models\\Editor\\BoundingBox.tex",
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functions:
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// render particles
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void RenderParticles(void)
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{
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if( !m_bActive)
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{
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return;
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}
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switch (m_phtType)
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{
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case PHT_SPIRAL :
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Particles_Spiral(this, m_fStretchAll, m_fStretchAll/2, m_ptTexture, m_ctCount);
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break;
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case PHT_EMANATE :
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Particles_Emanate(this, m_fStretchAll, m_fStretchAll/2, m_ptTexture, m_ctCount, m_fMipFactorDisappear);
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break;
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case PHT_STARDUST :
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Particles_Stardust(this, m_fStretchAll, m_fStretchAll/2, m_ptTexture, m_ctCount);
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break;
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case PHT_ATOMIC :
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Particles_Atomic(this, m_fStretchAll, m_fStretchAll/2, m_ptTexture, m_ctCount);
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break;
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case PHT_RISING :
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Particles_Rising(this, m_fActivateTime, m_fDeactivateTime, m_fStretchAll, m_fStretchX, m_fStretchY, m_fStretchZ, m_fSize, m_ptTexture, m_ctCount);
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break;
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case PHT_FOUNTAIN :
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Particles_Fountain(this, m_fStretchAll, m_fStretchAll/2, m_ptTexture, m_ctCount);
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break;
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case PHT_SMOKE :
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Particles_GrenadeTrail(this);
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break;
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case PHT_BLOOD :
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Particles_BloodTrail(this);
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break;
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case PHT_EMANATEPLANE:
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Particles_EmanatePlane(this,
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m_fStretchX, m_fStretchY, m_fStretchZ, m_fSize,
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m_fParam1, m_fParam2, m_ptTexture, m_ctCount, m_fMipFactorDisappear);
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break;
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case PHT_SANDFLOW :
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Particles_SandFlow(this, m_fStretchAll, m_fSize, m_fParam1, m_fActivateTime, m_fDeactivateTime, m_ctCount);
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break;
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case PHT_WATERFLOW :
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Particles_WaterFlow(this, m_fStretchAll, m_fSize, m_fParam1, m_fActivateTime, m_fDeactivateTime, m_ctCount);
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break;
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case PHT_LAVAFLOW :
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Particles_LavaFlow(this, m_fStretchAll, m_fSize, m_fParam1, m_fActivateTime, m_fDeactivateTime, m_ctCount);
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break;
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case PHT_LAVAERUPTING:
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Particles_LavaErupting(this, m_fStretchAll, m_fSize, m_fStretchX, m_fStretchY, m_fStretchZ, m_fActivateTime);
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break;
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case PHT_WATERFALLFOAM:
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Particles_WaterfallFoam(this,
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m_fStretchX, m_fStretchY, m_fStretchZ, m_fSize,
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m_fParam1, m_fParam2, m_fParam3, m_ctCount);
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break;
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case PHT_CHIMNEYSMOKE:
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Particles_ChimneySmoke(this, m_ctCount, m_fStretchAll, m_fMipFactorDisappear);
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break;
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case PHT_ROCKETMOTOR:
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Particles_RocketMotorBurning(this, m_ctCount,
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FLOAT3D(m_fStretchX,m_fStretchY,m_fStretchZ), m_fSize, m_ctCount);
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break;
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case PHT_COLLECT_ENERGY:
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Particles_CollectEnergy(this, m_fActivateTime, m_fActivateTime+2.0f);
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break;
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case PHT_TWISTER:
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Particles_Twister(this, 1.0f, 0.0f, 1e6, 1.0f);
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break;
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case PHT_WATERFALL:
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Particles_Waterfall(this, m_ctCount, m_fStretchAll, m_fStretchX, m_fStretchY, m_fStretchZ,
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m_fSize, m_fMipFactorDisappear, m_fParam1);
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break;
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}
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}
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BOOL IsTargetable(void) const
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{
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return m_bTargetable;
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}
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// apply mirror and stretch to the entity
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void MirrorAndStretch(FLOAT fStretch, BOOL bMirrorX)
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{
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m_fStretchAll*=fStretch;
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if (bMirrorX) {
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m_fStretchX = -m_fStretchX;
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}
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}
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// Stretch model
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void StretchModel(void) {
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// stretch factors must not have extreme values
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if (Abs(m_fStretchX) < 0.01f) { m_fStretchX = 0.01f; }
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if (Abs(m_fStretchY) < 0.01f) { m_fStretchY = 0.01f; }
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if (Abs(m_fStretchZ) < 0.01f) { m_fStretchZ = 0.01f; }
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if (m_fStretchAll< 0.01f) { m_fStretchAll = 0.01f; }
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if (Abs(m_fStretchX) >100.0f) { m_fStretchX = 100.0f*Sgn(m_fStretchX); }
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if (Abs(m_fStretchY) >100.0f) { m_fStretchY = 100.0f*Sgn(m_fStretchY); }
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if (Abs(m_fStretchZ) >100.0f) { m_fStretchZ = 100.0f*Sgn(m_fStretchZ); }
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if (m_fStretchAll>100.0f) { m_fStretchAll = 100.0f; }
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GetModelObject()->StretchModel( FLOAT3D(
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m_fStretchAll*m_fStretchX,
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m_fStretchAll*m_fStretchY,
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m_fStretchAll*m_fStretchZ) );
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ModelChangeNotify();
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};
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CPlacement3D GetLerpedPlacement(void) const
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{
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return CEntity::GetLerpedPlacement(); // we never move anyway, so let's be able to be parented
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}
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// returns bytes of memory used by this object
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SLONG GetUsedMemory(void)
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{
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// initial
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SLONG slUsedMemory = sizeof(CParticlesHolder) - sizeof(CMovableModelEntity) + CMovableModelEntity::GetUsedMemory();
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// add some more
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slUsedMemory += m_strName.Length();
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slUsedMemory += m_strDescription.Length();
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return slUsedMemory;
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}
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procedures:
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// particles are active
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Active()
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{
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m_bActive = TRUE;
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while( TRUE)
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{
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// wait defined time
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wait( m_fParam2+FRnd()*m_fParam3)
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{
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on (ETimer) :
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{
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// for randomly spawned particles
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if( m_phtType == PHT_LAVAERUPTING)
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{
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// spawn new particles
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m_fActivateTime = _pTimer->CurrentTick();
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}
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stop;
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}
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on (EBegin) :
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{
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resume;
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}
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on (EDeactivate) :
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{
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m_fDeactivateTime = _pTimer->CurrentTick();
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jump Inactive();
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}
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}
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}
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};
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// particles are not active
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Inactive() {
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m_bActive = FALSE;
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wait()
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{
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on (EBegin) : { resume; }
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on (EActivate) :
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{
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m_fActivateTime = _pTimer->CurrentTick();
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m_fDeactivateTime = _pTimer->CurrentTick()+10000.0f;
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jump Active();
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}
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}
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};
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Main()
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{
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InitAsEditorModel();
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SetPhysicsFlags(EPF_MODEL_IMMATERIAL);
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SetCollisionFlags(ECF_IMMATERIAL);
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// set appearance
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StretchModel();
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SetModel(MODEL_TELEPORT);
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ModelChangeNotify();
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SetModelMainTexture(TEXTURE_TELEPORT);
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if (m_bBackground) {
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SetFlags(GetFlags()|ENF_BACKGROUND);
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} else {
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SetFlags(GetFlags()&~ENF_BACKGROUND);
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}
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en_fGravityA = 30.0f;
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GetPitchDirection(-90.0f, en_vGravityDir);
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m_fActivateTime = 0.0f;
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m_fDeactivateTime = -10000.0f;
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if (m_bActive) {
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jump Active();
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} else {
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jump Inactive();
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}
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return;
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}
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};
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