Serious-Engine/Sources/EntitiesMP/WorldSettingsController.es
Ryan C. Gordon 1a2ccb8f50 Merge github.com:Croteam-Official/Serious-Engine
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
2016-04-02 23:56:12 -04:00

217 lines
7.3 KiB
C++

/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
605
%{
#include "EntitiesMP/StdH/StdH.h"
%}
class CWorldSettingsController: CEntity {
name "WorldSettingsController";
thumbnail "Thumbnails\\WorldSettingsController.tbn";
features "IsTargetable", "HasName", "IsImportant";
properties:
1 FLOAT m_tmStormStart = -1.0f, // storm start time
2 CTString m_strName "Name" 'N' = "World settings controller", // class name
3 FLOAT m_tmLightningStart = -1.0f, // lightning start time
4 FLOAT m_fLightningPower = 1.0f, // lightning power
5 FLOAT m_tmStormEnd = -1.0f, // storm end time
6 FLOAT m_tmPyramidPlatesStart = 1e6, // time when pyramid plates blend started
7 FLOAT m_tmActivatedPlate1 = 1e6, // time when plate 1 has been activated
8 FLOAT m_tmDeactivatedPlate1 = 1e6, // time when plate 1 has been deactivated
9 FLOAT m_tmActivatedPlate2 = 1e6, // time when plate 2 has been activated
10 FLOAT m_tmDeactivatedPlate2 = 1e6, // time when plate 2 has been deactivated
11 FLOAT m_tmActivatedPlate3 = 1e6, // time when plate 3 has been activated
12 FLOAT m_tmDeactivatedPlate3 = 1e6, // time when plate 3 has been deactivated
13 FLOAT m_tmActivatedPlate4 = 1e6, // time when plate 4 has been activated
14 FLOAT m_tmDeactivatedPlate4 = 1e6, // time when plate 4 has been deactivated
15 FLOAT m_tmPyramidMorphRoomActivated = 1e6, // time when pyramid morph room has been activated
20 FLOAT m_tmShakeStarted = -1.0f, // time when shaking started
21 FLOAT3D m_vShakePos = FLOAT3D(0,0,0), // shake position
22 FLOAT m_fShakeFalloff = 100.0f, // fall off with distance
23 FLOAT m_fShakeFade = 1.0f, // fall off with time
24 FLOAT m_fShakeIntensityY = 1.0f, // shake strength
25 FLOAT m_tmShakeFrequencyY = 1.0f, // shake strength
26 FLOAT m_fShakeIntensityB = 1.0f, // shake strength
27 FLOAT m_tmShakeFrequencyB = 1.0f, // shake strength
31 FLOAT m_fShakeIntensityZ = 1.0f, // shake strength
32 FLOAT m_tmShakeFrequencyZ = 1.0f, // shake strength
33 BOOL m_bShakeFadeIn = FALSE, // TRUE = intensify over time, FALSE = start immediately and falloff
28 CEntityPointer m_penEnvPartHolder "Environment Particles Holder" 'T',
29 BOOL m_bNoSaveGame "No QuickSave on level start"= FALSE, // TRUE means no quicksave will be made when starting this level
//28 CTFileName m_fnHeightMap "Height map" 'R' = CTString(""),
//29 CModelObject m_moHeightMapHolder,
//30 FLOATaabbox3D m_boxHeightMap "Height map box" 'B' = FLOATaabbox3D(FLOAT3D(0,0,0), FLOAT3D(1,1,1)),
41 FLOAT m_tmGlaringStarted = -1.0f, // glaring start time
42 FLOAT m_tmGlaringEnded = -1.0f, // glaring end time
43 FLOAT m_fGlaringFadeInRatio = 0.1f, // glaring fade in ratio
44 FLOAT m_fGlaringFadeOutRatio = 0.1f, // glaring fade out ratio
45 COLOR m_colGlade = COLOR(C_WHITE|CT_TRANSPARENT),
50 COLOR m_colBlendStart = COLOR(C_WHITE|CT_TRANSPARENT),
51 COLOR m_colBlendStop = COLOR(C_WHITE|CT_OPAQUE),
52 COLOR m_colShadeStart = COLOR(C_WHITE|CT_OPAQUE),
53 COLOR m_colShadeStop = COLOR(C_GRAY|CT_OPAQUE),
55 BOOL m_bApplyShadingToModels "Apply shading to models" = FALSE,
//60 FLOAT m_tmRainStart = -1.0f, // Rain start time
//61 FLOAT m_tmRainEnd = -1.0f, // Rain end time
62 FLOAT m_tmStormAppearTime = 10.0f,
63 FLOAT m_tmStormDisappearTime = 10.0f,
70 CEntityPointer m_penScrollHolder,
71 CEntityPointer m_penTextFXHolder,
72 CEntityPointer m_penCreditsHolder,
73 CEntityPointer m_penHudPicFXHolder,
components:
1 model MODEL_WORLD_SETTINGS_CONTROLLER "Models\\Editor\\WorldSettingsController.mdl",
2 texture TEXTURE_WORLD_SETTINGS_CONTROLLER "Models\\Editor\\WorldSettingsController.tex"
functions:
BOOL IsTargetValid(SLONG slPropertyOffset, CEntity *penTarget)
{
if( slPropertyOffset == _offsetof(CWorldSettingsController, m_penEnvPartHolder))
{
if (IsOfClass(penTarget, "EnvironmentParticlesHolder")) { return TRUE; }
else { return FALSE; }
}
return CEntity::IsTargetValid(slPropertyOffset, penTarget);
}
FLOAT GetStormFactor(void)
{
FLOAT fStormFactor = 0.0f;
TIME tmNow = _pTimer->GetLerpedCurrentTick();
// if we have storm
if( tmNow>m_tmStormStart && tmNow<m_tmStormEnd+m_tmStormDisappearTime)
{
// storm is on
if( tmNow>m_tmStormStart+m_tmStormAppearTime && tmNow<m_tmStormEnd)
{
fStormFactor = 1.0f;
}
// storm is turning off
else if( tmNow>m_tmStormEnd)
{
fStormFactor = 1.0f-(tmNow-m_tmStormEnd)/m_tmStormDisappearTime;
}
// storm is turning on
else
{
fStormFactor = (tmNow-m_tmStormStart)/m_tmStormAppearTime;
}
}
return fStormFactor;
}
/* Handle an event, return false if the event is not handled. */
BOOL HandleEvent(const CEntityEvent &ee)
{
if( ee.ee_slEvent==EVENTCODE_EScroll)
{
EScroll escr = ((EScroll &) ee);
if( escr.bStart)
{
m_penScrollHolder=escr.penSender;
}
else
{
if( m_penScrollHolder==escr.penSender)
{
m_penScrollHolder=NULL;
}
}
return TRUE;
}
if( ee.ee_slEvent==EVENTCODE_ETextFX)
{
ETextFX etfx = ((ETextFX &) ee);
if( etfx.bStart)
{
m_penTextFXHolder=etfx.penSender;
}
else
{
if( m_penTextFXHolder==etfx.penSender)
{
m_penTextFXHolder=NULL;
}
}
return TRUE;
}
if( ee.ee_slEvent==EVENTCODE_EHudPicFX)
{
EHudPicFX ehpfx = ((EHudPicFX &) ee);
if( ehpfx.bStart)
{
m_penHudPicFXHolder=ehpfx.penSender;
}
else
{
if( m_penHudPicFXHolder==ehpfx.penSender)
{
m_penHudPicFXHolder=NULL;
}
}
return TRUE;
}
if( ee.ee_slEvent==EVENTCODE_ECredits)
{
ECredits ecr = ((ECredits &) ee);
if( ecr.bStart)
{
m_penCreditsHolder=ecr.penSender;
}
else
{
if( m_penCreditsHolder==ecr.penSender)
{
m_penCreditsHolder=NULL;
}
}
return TRUE;
}
return FALSE;
}
procedures:
Main(EVoid)
{
m_penScrollHolder=NULL;
m_penTextFXHolder=NULL;
// set appearance
InitAsEditorModel();
SetPhysicsFlags(EPF_MODEL_IMMATERIAL);
SetCollisionFlags(ECF_IMMATERIAL);
// set appearance
SetModel(MODEL_WORLD_SETTINGS_CONTROLLER);
SetModelMainTexture(TEXTURE_WORLD_SETTINGS_CONTROLLER);
m_tmStormStart = 1e5-1.0f;
m_tmStormEnd = 1e5;
// do nothing
return;
}
};