mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-01 14:15:53 +01:00
24cb244d43
This was a _ton_ of changes, made 15 years ago, so there are probably some problems to work out still. Among others: Engine/Base/Stream.* was mostly abandoned and will need to be re-ported. Still, this is a pretty good start, and probably holds a world record for lines of changes or something. :)
204 lines
6.7 KiB
JavaScript
204 lines
6.7 KiB
JavaScript
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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%{
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#include "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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33 BOOL m_bShakeFadeIn = FALSE, // TRUE = intensify over time, FALSE = start immediately and falloff
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28 CEntityPointer m_penEnvPartHolder "Environment Particles Holder" 'T',
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29 BOOL m_bNoSaveGame "No QuickSave on level start"= FALSE, // TRUE means no quicksave will be made when starting this level
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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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45 COLOR m_colGlade = COLOR(C_WHITE|CT_TRANSPARENT),
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50 COLOR m_colBlendStart = COLOR(C_WHITE|CT_TRANSPARENT),
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51 COLOR m_colBlendStop = COLOR(C_WHITE|CT_OPAQUE),
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52 COLOR m_colShadeStart = COLOR(C_WHITE|CT_OPAQUE),
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53 COLOR m_colShadeStop = COLOR(C_GRAY|CT_OPAQUE),
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55 BOOL m_bApplyShadingToModels "Apply shading to models" = FALSE,
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//60 FLOAT m_tmRainStart = -1.0f, // Rain start time
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//61 FLOAT m_tmRainEnd = -1.0f, // Rain end time
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62 FLOAT m_tmStormAppearTime = 10.0f,
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63 FLOAT m_tmStormDisappearTime = 10.0f,
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70 CEntityPointer m_penScrollHolder,
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71 CEntityPointer m_penTextFXHolder,
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72 CEntityPointer m_penCreditsHolder,
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73 CEntityPointer m_penHudPicFXHolder,
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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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BOOL IsTargetValid(SLONG slPropertyOffset, CEntity *penTarget)
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{
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if( slPropertyOffset == _offsetof(CWorldSettingsController, m_penEnvPartHolder))
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{
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if (IsOfClass(penTarget, "EnvironmentParticlesHolder")) { return TRUE; }
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else { return FALSE; }
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}
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return CEntity::IsTargetValid(slPropertyOffset, penTarget);
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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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TIME tmNow = _pTimer->GetLerpedCurrentTick();
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// if we have storm
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if( tmNow>m_tmStormStart && tmNow<m_tmStormEnd+m_tmStormDisappearTime)
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{
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// storm is on
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if( tmNow>m_tmStormStart+m_tmStormAppearTime && 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)/m_tmStormDisappearTime;
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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)/m_tmStormAppearTime;
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}
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}
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return fStormFactor;
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}
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/* Handle an event, return false if the event is not handled. */
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BOOL HandleEvent(const CEntityEvent &ee)
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{
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if( ee.ee_slEvent==EVENTCODE_EScroll)
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{
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EScroll escr = ((EScroll &) ee);
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if( escr.bStart)
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{
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m_penScrollHolder=escr.penSender;
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}
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else
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{
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if( m_penScrollHolder==escr.penSender)
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{
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m_penScrollHolder=NULL;
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}
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}
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return TRUE;
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}
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if( ee.ee_slEvent==EVENTCODE_ETextFX)
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{
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ETextFX etfx = ((ETextFX &) ee);
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if( etfx.bStart)
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{
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m_penTextFXHolder=etfx.penSender;
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}
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else
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{
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if( m_penTextFXHolder==etfx.penSender)
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{
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m_penTextFXHolder=NULL;
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}
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}
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return TRUE;
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}
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if( ee.ee_slEvent==EVENTCODE_EHudPicFX)
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{
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EHudPicFX ehpfx = ((EHudPicFX &) ee);
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if( ehpfx.bStart)
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{
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m_penHudPicFXHolder=ehpfx.penSender;
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}
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else
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{
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if( m_penHudPicFXHolder==ehpfx.penSender)
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{
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m_penHudPicFXHolder=NULL;
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}
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}
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return TRUE;
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}
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if( ee.ee_slEvent==EVENTCODE_ECredits)
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{
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ECredits ecr = ((ECredits &) ee);
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if( ecr.bStart)
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{
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m_penCreditsHolder=ecr.penSender;
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}
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else
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{
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if( m_penCreditsHolder==ecr.penSender)
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{
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m_penCreditsHolder=NULL;
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}
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}
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return TRUE;
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}
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return FALSE;
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}
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procedures:
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Main(EVoid)
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{
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m_penScrollHolder=NULL;
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m_penTextFXHolder=NULL;
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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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// 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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