mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-25 07:14:50 +01:00
177 lines
4.8 KiB
C++
177 lines
4.8 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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616
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%{
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#include "StdH.h"
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#define RAND_05 (FLOAT(rand())/RAND_MAX-0.5f)
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#define LAUNCH_SPEED 32.0f
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%}
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class CFireworks : CRationalEntity {
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name "Fireworks";
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thumbnail "Thumbnails\\Eruptor.tbn";
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features "IsTargetable", "HasName";
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properties:
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1 RANGE m_rRndRadius "Random radius" = 50.0f,
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10 CSoundObject m_soFly,
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11 CSoundObject m_soExplosion,
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12 FLOAT m_tmActivated=0.0f,
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20 CTString m_strName "Name" 'N' ="",
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50 FLOAT m_tmLastAnimation=0.0f,
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{
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CEmiter m_emEmiter;
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}
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components:
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1 model MODEL_MARKER "Models\\Editor\\Axis.mdl",
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2 texture TEXTURE_MARKER "Models\\Editor\\Vector.tex",
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3 sound SOUND_FLY "SoundsMP\\Misc\\Whizz.wav",
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4 sound SOUND_EXPLODE "SoundsMP\\Misc\\Firecrackers.wav",
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functions:
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void Read_t( CTStream *istr) // throw char *
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{
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CRationalEntity::Read_t(istr);
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m_emEmiter.Read_t(*istr);
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}
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void Write_t( CTStream *istr) // throw char *
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{
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CRationalEntity::Write_t(istr);
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m_emEmiter.Write_t(*istr);
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}
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void RenderParticles(void)
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{
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FLOAT tmNow = _pTimer->CurrentTick();
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if( tmNow>m_tmLastAnimation)
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{
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FLOAT fRatio=CalculateRatio(m_tmActivated-tmNow,0.0f,6.0f,1,0);
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FLOAT fGPower=(Min(fRatio,0.5f)-0.5f)*2.0f*10.0f;
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m_emEmiter.em_vG=FLOAT3D(0, fGPower, 0);
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m_emEmiter.AnimateParticles();
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m_tmLastAnimation=tmNow;
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for(INDEX i=0; i<m_emEmiter.em_aepParticles.Count(); i++)
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{
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CEmittedParticle &ep=m_emEmiter.em_aepParticles[i];
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if(ep.ep_tmEmitted<0) {continue;};
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FLOAT fLiving=tmNow-ep.ep_tmEmitted;
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FLOAT fSpeed=0.0f;
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if( fLiving>=6.0f)
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{
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fSpeed=0.0f;
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}
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else
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{
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//fSpeed=(0.996f+0.387f*fLiving-0.158f*fLiving*fLiving)*LAUNCH_SPEED;
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fSpeed=(1.77f*pow(0.421f,fLiving))*LAUNCH_SPEED;
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/*
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FLOAT fSpeedRatio=1.0f-(Clamp(fLiving,2.0f,4.0f)-2.0f)/2.0f;
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fSpeed=fSpeedRatio*LAUNCH_SPEED;
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*/
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}
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FLOAT3D vNormalized=ep.ep_vSpeed;
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vNormalized.Normalize();
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ep.ep_vSpeed=vNormalized*(4.0f+fSpeed);
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}
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}
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m_emEmiter.RenderParticles();
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}
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procedures:
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SpawnFireworks()
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{
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PlaySound(m_soFly, SOUND_FLY, 0);
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autowait(GetSoundLength(SOUND_FLY));
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PlaySound(m_soExplosion, SOUND_EXPLODE, 0);
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// add emited firework sparks
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FLOAT3D vRndPos=FLOAT3D( RAND_05, RAND_05, RAND_05)*m_rRndRadius;
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FLOAT3D vPos=GetPlacement().pl_PositionVector+vRndPos;
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m_emEmiter.em_vG=FLOAT3D(0,0,0);
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m_emEmiter.em_iGlobal=FRnd()*16;
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UBYTE ubRndH = UBYTE( FRnd()*255);
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UBYTE ubRndS = UBYTE( 255);
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UBYTE ubRndV = UBYTE( 255);
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m_emEmiter.em_colGlobal=C_WHITE|CT_OPAQUE;//HSVToColor(ubRndH, ubRndS, ubRndV)|CT_OPAQUE;
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FLOAT tmNow = _pTimer->CurrentTick();
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m_tmActivated=tmNow;
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INDEX ctSparks=128;
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for( INDEX iSpark=0; iSpark<ctSparks; iSpark++)
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{
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FLOAT tmBirth=tmNow+(iSpark+RAND_05)*_pTimer->TickQuantum/ctSparks*2.0f;
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FLOAT fLife=4.0f+RAND_05*2.0f;
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FLOAT fStretch=(1.0f+RAND_05*0.25f)*2.5f;
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FLOAT3D vSpeed=FLOAT3D( RAND_05, RAND_05, RAND_05);
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vSpeed=vSpeed.Normalize()*LAUNCH_SPEED;
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FLOAT fRotSpeed=RAND_05*360.0f;
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/*
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UBYTE ubRndH = UBYTE( FRnd()*16);
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UBYTE ubRndS = UBYTE( 255);
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UBYTE ubRndV = UBYTE( 255);
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COLOR col=HSVToColor(ubRndH, ubRndS, ubRndV)|CT_OPAQUE;
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*/
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COLOR col=C_WHITE|CT_OPAQUE;
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m_emEmiter.AddParticle(vPos, vSpeed, RAND_05*360.0f, fRotSpeed, tmBirth, fLife, fStretch, col);
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}
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return EReturn();
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}
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Main()
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{
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// init model
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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_MARKER);
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SetModelMainTexture(TEXTURE_MARKER);
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GetModelObject()->StretchModel(FLOAT3D(4.0f, 4.0f, 4.0f));
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autowait(_pTimer->TickQuantum);
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m_emEmiter.Initialize(this);
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m_emEmiter.em_etType=ET_FIREWORKS01;
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// wait to be triggered
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wait() {
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on (EBegin) : { resume; }
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on (ETrigger) :
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{
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call SpawnFireworks();
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}
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otherwise (): { resume; }
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}
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return;
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}
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};
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