mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-25 07:14:50 +01:00
276 lines
7.5 KiB
C++
276 lines
7.5 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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607
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%{
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#include "StdH.h"
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#include "EntitiesMP/BackgroundViewer.h"
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#include "EntitiesMP/WorldSettingsController.h"
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#include "EntitiesMP/Light.h"
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%}
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%{
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struct ThunderInfo
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{
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INDEX ti_iSound;
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FLOAT ti_fThunderStrikeDelay;
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};
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struct ThunderInfo _atiThunderSounds[3] =
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{
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{ SOUND_THUNDER1, 0.6f},
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{ SOUND_THUNDER2, 0.0f},
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{ SOUND_THUNDER3, 0.0f},
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};
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%}
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class CLightning: CMovableModelEntity {
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name "Lightning";
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thumbnail "Thumbnails\\Lightning.tbn";
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features "IsTargetable", "HasName";
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properties:
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1 CEntityPointer m_penTarget "Target" 'T' COLOR(C_BLUE|0xFF), // ptr to lightninig target
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2 CEntityPointer m_penwsc, // ptr to world settings controller
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3 CTString m_strName "Name" 'N' = "Lightning", // class name
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4 FLOAT m_tmLightningStart = -1.0f, // lightning start time
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5 CSoundObject m_soThunder, // sound channel
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6 BOOL m_bBackground "Background" 'B' =FALSE,
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7 CEntityPointer m_penLight "Light" 'L' COLOR(C_CYAN|0xFF), // ptr to light
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8 ANIMATION m_iLightAnim "Light Animation" 'A' = 0,
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9 INDEX m_iSoundPlaying = 0,
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10 FLOAT m_fLightningPower "Lightning power" 'P' = 1.0f, // lightning's ligting power
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11 FLOAT m_fSoundDelay "Sound delay" 'D' = 0.0f, // thunder's delay
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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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3 sound SOUND_THUNDER1 "Sounds\\Environment\\Thunders\\Thunder1.wav",
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4 sound SOUND_THUNDER2 "Sounds\\Environment\\Thunders\\Thunder2.wav",
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5 sound SOUND_THUNDER3 "Sounds\\Environment\\Thunders\\Thunder3.wav",
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functions:
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void Precache(void)
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{
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CMovableModelEntity::Precache();
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PrecacheSound(SOUND_THUNDER1);
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PrecacheSound(SOUND_THUNDER2);
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PrecacheSound(SOUND_THUNDER3);
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}
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/* Get anim data for given animation property - return NULL for none. */
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CAnimData *GetAnimData(SLONG slPropertyOffset)
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{
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if (m_penLight==NULL) {
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return NULL;
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}
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// if light entity
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if (IsOfClass(m_penLight, "Light"))
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{
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CLight *penLight = (CLight*)&*m_penLight;
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if (slPropertyOffset==offsetof(CLightning, m_iLightAnim))
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{
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return penLight->m_aoLightAnimation.GetData();
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}
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}
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else
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{
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WarningMessage("Target '%s' is not of light class!", m_penLight->GetName());
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}
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return NULL;
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};
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void RenderParticles(void)
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{
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if( m_penTarget==NULL || m_tmLightningStart == -1) {return;};
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TIME tmNow = _pTimer->GetLerpedCurrentTick();
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// if lightning is traveling
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if(
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((tmNow-m_tmLightningStart) > 0.0f) &&
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((tmNow-m_tmLightningStart) < 1.5f) )
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{
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// render lightning particles
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FLOAT3D vSrc = GetPlacement().pl_PositionVector;
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FLOAT3D vDst = m_penTarget->GetPlacement().pl_PositionVector;
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Particles_Lightning( vSrc, vDst, m_tmLightningStart);
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}
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}
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procedures:
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LightningStike()
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{
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// choose random sound
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m_iSoundPlaying = 1+IRnd()%( ARRAYCOUNT(_atiThunderSounds)-1);
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if( m_fSoundDelay != 0)
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{
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m_iSoundPlaying=0;
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}
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m_soThunder.SetVolume(1.5f*m_fLightningPower, 1.5f*m_fLightningPower);
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m_soThunder.SetPitch(Lerp(0.9f, 1.2f, FRnd()));
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if( m_fSoundDelay == 0.0f)
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{
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// play thunder !
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PlaySound(m_soThunder, _atiThunderSounds[ m_iSoundPlaying].ti_iSound, 0);
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}
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// wait for sound to progress to lightning strike
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if (_atiThunderSounds[ m_iSoundPlaying].ti_fThunderStrikeDelay>0.0f) {
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autowait( _atiThunderSounds[ m_iSoundPlaying].ti_fThunderStrikeDelay);
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}
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// remember current time as lightning start time
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TIME tmNow = _pTimer->CurrentTick();
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m_tmLightningStart = tmNow;
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// also in world settings controller
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((CWorldSettingsController *)&*m_penwsc)->m_tmLightningStart = tmNow;
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// set power of lightning
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((CWorldSettingsController *)&*m_penwsc)->m_fLightningPower = m_fLightningPower;
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// trigger light animation
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if( m_penLight != NULL)
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{
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EChangeAnim eChange;
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eChange.iLightAnim = m_iLightAnim;
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eChange.bLightLoop = FALSE;
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m_penLight->SendEvent(eChange);
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}
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if( m_fSoundDelay != 0.0f)
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{
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// wait given delay time
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autowait( m_fSoundDelay);
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// play thunder !
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PlaySound(m_soThunder, _atiThunderSounds[ m_iSoundPlaying].ti_iSound, 0);
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}
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// wait until end of sound
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wait( GetSoundLength(_atiThunderSounds[ m_iSoundPlaying].ti_iSound)-
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_atiThunderSounds[ m_iSoundPlaying].ti_fThunderStrikeDelay)
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{
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on (ETimer) :
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{
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stop;
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}
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otherwise() :
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{
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resume;
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};
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}
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return EBegin();
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}
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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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// set appearance
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SetModel(MODEL_TELEPORT);
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SetModelMainTexture(TEXTURE_TELEPORT);
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// see if it is lightning on background
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if (m_bBackground)
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{
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SetFlags(GetFlags()|ENF_BACKGROUND);
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}
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else
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{
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SetFlags(GetFlags()&~ENF_BACKGROUND);
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}
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// obtain bcg viewer entity
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CBackgroundViewer *penBcgViewer = (CBackgroundViewer *) GetWorld()->GetBackgroundViewer();
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if( penBcgViewer == NULL)
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{
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// don't do anything
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return;
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}
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// obtain world settings controller
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m_penwsc = penBcgViewer->m_penWorldSettingsController;
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if( m_penwsc == NULL)
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{
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// don't do anything
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return;
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}
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// must be world settings controller entity
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if (!IsOfClass(m_penwsc, "WorldSettingsController"))
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{
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// don't do anything
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return;
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}
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// lightning target must be marker
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if( (m_penTarget == NULL) || (!IsOfClass(m_penTarget, "Marker")) )
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{
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if( m_penTarget != NULL)
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{
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WarningMessage("Target '%s' is not of Marker class!", m_penTarget->GetName());
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}
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// don't do anything
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return;
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}
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// stretch model
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FLOAT3D vDirection =
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(m_penTarget->GetPlacement().pl_PositionVector-
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GetPlacement().pl_PositionVector);
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FLOAT3D vStretch = vDirection;
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vStretch(1) = 1.0f;
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vStretch(2) = 1.0f;
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vStretch(3) = -vDirection.Length();
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// set entity orientation
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CPlacement3D pl = GetPlacement();
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DirectionVectorToAngles(vDirection.Normalize(), pl.pl_OrientationAngle);
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SetPlacement(pl);
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GetModelObject()->StretchModel(vStretch);
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ModelChangeNotify();
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// correct power factor to fall under 0-1 boundaries
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m_fLightningPower = Clamp( m_fLightningPower, 0.0f, 1.0f);
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// spawn in world editor
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autowait(0.1f);
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while (TRUE)
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{
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wait()
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{
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on (EBegin) : { resume; }
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on (ETrigger eTrigger) :
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{
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call LightningStike();
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resume;
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}
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otherwise() :
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{
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resume;
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};
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};
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}
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}
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};
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