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- 2007-2-22
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Turn around...I'm rig
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楼主 |
发表于 2007-11-9 14:02:19
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7)天气
//需要自备很多图
DEFINE weather_rain = 1; //Regen
DEFINE weather_storm = 2; //Gewitter
DEFINE weather_snow = 3; //Schnee
define rain_fog = 50;
define sky_color_rain = 80;
define snow_fog = 40;
var weather;
var weather_strength;
var weather_timer;
var weather_mem;
var distance;
var mypos;
var myangle;
var night;
var act_weather = 9;
bmap slider = <slider.pcx>;
bmap slider_background = <slider_b.pcx>;
bmap akt_w = <akt_w.pcx>;
string empty_str = " ";
string fog_str = "CAMERA.FOG =";
string rain_str = "RAIN PARTICLE =";
string snow_str = "SNOW PARTICLE =";
TEXT panel_txt {
POS_X = 0;
POS_Y = 60;
FONT = standard_font;
STRING = empty_str;
}
PANEL fog_panel {
POS_X = 10;
POS_Y = 35;
BMAP slider_background;
DIGITS 065,25,3,standard_font,1,camera.fog;
HSLIDER 0,0,100,slider,0,100,camera.fog;
FLAGS = refresh,overlay;
}
PANEL weather_particel_panel {
POS_X = 10;
POS_Y = 35;
BMAP slider_background;
DIGITS 80,25,3,standard_font,1,weather_strength;
HSLIDER 0,0,100,slider,0,100,weather_strength;
FLAGS = refresh,overlay;
}
BMAP sky = <sky.pcx>;
BMAP sky_light = <sky_light.pcx>;
BMAP sky_light2 = <sky_light2.pcx>;
BMAP cloud =<cloud.pcx>;
BMAP sky_day = <sky_day.pcx>;
BMAP cloud_day =<cloud_d.pcx>;
BMAP drop = <drop.pcx>;
BMAP snow = <snow.pcx>;
BMAP raining = <rain.pcx>;
BMAP snowing = <snowfall.pcx>;
BMAP day = <day.pcx>;
BMAP night_p = <night.pcx>;
BMAP th_storm= <thstorm.pcx>;
BMAP fog_p = <fog.pcx>;
BMAP lightn = <lightn.pcx>;
BMAP tornado = <tor_ic.pcx>;
BMAP fog_sky = <fog_sky.pcx>;
PANEL weather_panel {
POS_X = 30;
POS_Y = 440;
BUTTON 0,0,snowing,snowing,snowing,start_snow,null,null;
BUTTON 40,0,raining,raining,raining,start_rain,null,null;
BUTTON 80,0,th_storm,th_storm,th_storm,start_storm,null,null;
BUTTON 120,0,fog_p,fog_p,fog_p,start_fog,null,null;
BUTTON 160,0,lightn,lightn,lightn,lightning,null,null;
BUTTON 200,0,day,day,day,set_day,null,null;
BUTTON 240,0,night_p,night_p,night_p,set_night,null,null;
BUTTON 280,0,tornado,tornado,tornado,null,null,null;
flags = refresh;
}
PANEL act_weather_panel {
POS_X = 26;
POS_Y = 436;
hbar 0,0,320,akt_w,40,act_weather;
flags = refresh,transparent;
}
SOUND thunder = <thunder.wav>;
SOUND rain = <rain.wav>;
#'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
# Schnee
#'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
function stop_snow;
function start_snow ()
{
if (weather == weather_snow)
{
weather_particel_panel.visible = off;
fog_panel.visible = off;
panel_txt.string = empty_str;
act_weather = 9;
stop_snow ();
return;
}
if (weather == weather_rain || weather == weather_storm) {return;}
act_weather = 0;
weather_particel_panel.visible = on;
fog_panel.visible = off;
panel_txt.string = snow_str;
let_it_snow ();
}
function let_it_snow ()
{
if (weather == weather_snow) {stop_snow (); return;}
if (weather == weather_rain || weather == weather_storm) {return;}
weather = weather_snow;
weather_strength = 80;
snow_akt ();
if (night == 0)
{
fog_color = 1;
camera.fog = snow_fog;
}
}
function stop_snow ()
{
if (night == 0)
{
camera.fog = 0;
fog_color = 0;
}
weather = 0;
}
function snow_eff ()
{
my.bmap = snow;
my.lifespan = 40;
my.x += random(1000)-500;
my.y += random(1000)-500;
my.z += random(100)-50;
my.move = on;
my.flare = on;
my.vel_x = random(16)-8;
my.vel_y = random(16)-8;
my.vel_z = -6;
my.function = null;
}
function snow_akt ()
{
WHILE (weather == weather_snow)
{
set_cam_pos ();
distance = 200;
set_pos ();
MyPos.Z = CAMERA.Z + 150;
effect (snow_eff,weather_strength,MyPos,nullskill);
wait (3);
}
}
#'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
# Regen
#'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
function stop_rain;
function start_rain ()
{
if (weather == weather_rain)
{
stop_rain ();
weather_particel_panel.visible = off;
fog_panel.visible = off;
panel_txt.string = empty_str;
act_weather = 9;
return;
}
if (weather == weather_snow || weather == weather_storm) {return;}
act_weather = 1;
weather_particel_panel.visible = on;
fog_panel.visible = off;
panel_txt.string = rain_str;
let_it_rain ();
}
function let_it_rain ()
{
if (weather == weather_rain) {stop_rain (); return;}
if (weather == weather_snow || weather == weather_storm) {return;}
weather = weather_rain;
play_loop (rain,30);
weather_mem = result;
weather_strength = 70;
rain_akt ();
if (night == 0)
{
fog_color = 1;
sky_color.red = sky_color_rain;
sky_color.green= sky_color_rain;
sky_color.blue = sky_color_rain;
camera.fog = rain_fog;
}
}
function stop_rain ()
{
stop_sound (weather_mem);
if (night == 0)
{
sky_color.red = 250;
sky_color.green= 250;
sky_color.blue = 250;
camera.fog = 0;
fog_color = 0;
}
weather = 0;
}
function rain_eff ()
{
my.bmap = drop;
my.lifespan = 20;
my.x += random(1000)-500;
my.y += random(1000)-500;
my.z += random(100)-50;
my.move = on;
my.flare = on;
my.vel_x = 0;
my.vel_y = 0;
my.vel_z = -40;
my.size = 8;
my.function = null;
}
function rain_akt ()
{
WHILE (weather == weather_storm || weather == weather_rain)
{
set_cam_pos ();
distance = 200;
set_pos ();
MyPos.Z = CAMERA.Z + 200;
effect (rain_eff,weather_strength,MyPos,nullskill);
wait (3);
}
}
#'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
# Gewitter
#'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
function start_storm ()
{
if (weather == weather_snow || weather == weather_rain) {return;}
if (weather == weather_storm)
{
stop_rain ();
weather_particel_panel.visible = off;
fog_panel.visible = off;
panel_txt.string = empty_str;
act_weather = 9;
return;
}
storm ();
wait (1);
act_weather = 2;
weather_particel_panel.visible = on;
fog_panel.visible = off;
panel_txt.string = rain_str;
}
function storm ()
{
if (weather == weather_snow || weather == weather_rain) {return;}
if (weather == weather_storm) {stop_rain (); return;}
let_it_rain ();
weather = weather_storm;
anfang:
weather_timer = RANDOM(100)+150;
WHILE (weather_timer > 0)
{
weather_timer -= 1*time;
WAIT (1);
}
IF (weather == weather_storm)
{
lightning ();
GOTO anfang;
}
}
#'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
# Blitze
#'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
function lightning ()
{
temp = RANDOM(20);
IF (temp <=10 ) {lightning1 ();}
ELSE {lightning2 ();}
}
function lightning1 ()
{
create <blitz.pcx>,temp,lightning_ent;
play_sound (thunder,50);
SKY_MAP = sky_light;
if (night) {CAMERA.FOG -= 80;}
wait (1);
SKY_MAP = sky_light2;
if (night) {CAMERA.FOG += 30;}
wait (2);
if (night) {CAMERA.FOG += 20;}
wait (1);
SKY_MAP = sky_light;
if (night) {CAMERA.FOG -= 40;}
wait (3);
SKY_MAP = sky_light2;
if (night) {CAMERA.FOG += 30;}
wait (1);
SKY_MAP = sky;
if (night) {CAMERA.FOG += 40;}
wait (2);
SKY_MAP = sky_light2;
if (night) {CAMERA.FOG -= 30;}
wait (1);
if (night == 1) {SKY_MAP = sky;}
else {SKY_MAP = sky_day;}
if (night) {CAMERA.FOG += 30;}
}
function lightning2 ()
{
create <blitz.pcx>,temp,lightning_ent;
play_sound (thunder,50);
SKY_MAP = sky_light;
if (night) {CAMERA.FOG -= 80;}
wait (4);
SKY_MAP = sky_light2;
if (night) {CAMERA.FOG += 50;}
wait (3);;
SKY_MAP = sky_light;
if (night) {CAMERA.FOG -= 40;}
wait (2);
if (night == 1) {SKY_MAP = sky;}
else {SKY_MAP = sky_day;}
if (night) {CAMERA.FOG += 70;}
}
function lightning_ent ()
{
temp = ent_path ("lightning_path");
if (temp == 0) {goto blitz_end;}
temp.z = int(random(temp)+1);
ent_waypoint (temp,temp.z);
vec_set (my.pos,temp);
my.flare = on;
my.blend = on;
my.scale_x = 2;
my.scale_y = 5;
wait (10);
blitz_end:
remove me;
}
#'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
# NEBEL
#'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
function start_fog ()
{
if (weather != 0 || night) {return;}
if (fog_color != 3)
{
act_weather = 3;
weather_particel_panel.visible = off;
fog_panel.visible = on;
panel_txt.string = fog_str;
}
else
{
act_weather = 9;
weather_particel_panel.visible = off;
fog_panel.visible = off;
panel_txt.string = empty_str;
}
set_fog ();
}
function set_fog ()
{
if (weather != 0 || night) {return;}
if (fog_color != 3)
{
fog_color = 4;//3;
camera.fog = 50;
sky_map = fog_sky;
cloud_map = fog_sky;
}
else
{
fog_color = 0;
sky_map = sky_day;
cloud_map = cloud_day;
}
}
#'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
# TAG / NACHT
#'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
function set_day ()
{
if (night == 0) {return;}
SKY_MAP = sky_day;
CLOUD_MAP = cloud_day;
sky_color.red = 25;
sky_color.green= 25;
sky_color.blue = 25;
night = 0;
while (1)
{
sky_color.red += 25*time;
sky_color.green += 25*time;
sky_color.blue += 25*time;
camera.fog -= 5 * time;
if (weather == 0)
{
if (sky_color.red >= 250 && sky_color.green >= 250 && sky_color.blue >= 250)
{
fog_color = 0;
sky_color.red = 250;
sky_color.green = 250;
sky_color.blue = 250;
break;
}
}
if (weather == weather_snow)
{
if (sky_color.red >= 250 && sky_color.green >= 250 && sky_color.blue >= 250)
{
fog_color = 1;
camera.fog = snow_fog;
break;
}
}
if (weather == weather_rain || weather == weather_storm)
{
if (sky_color.red >= sky_color_rain && sky_color.green >= sky_color_rain && sky_color.blue >= sky_color_rain)
{
fog_color = 1;
camera.fog = rain_fog;
sky_color.red = sky_color_rain;
sky_color.green= sky_color_rain;
sky_color.blue = sky_color_rain;
break;
}
}
wait (1);
}
}
function set_night ()
{
if (night) {return;}
night = 1;
fog_color = 1;
while (1)
{
sky_color.red -= 25*time;
sky_color.green -= 25*time;
sky_color.blue -= 25*time;
camera.fog += 5 * time;
if (camera.fog > 80) {camera.fog = 80;}
if (sky_color.red <= 25) {break;}
wait (1);
}
SKY_MAP = sky;
CLOUD_MAP = cloud;
camera.fog = 80;
sky_color.red = 250;
sky_color.green= 250;
sky_color.blue = 250;
}
#'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
function set_pos ()
{
temp.X = COS(MyAngle.PAN);
temp.Y = SIN(MyAngle.PAN);
temp.Z = distance*COS(MyAngle.TILT);
MyPos.X = MyPos.X + temp.Z*temp.X;
MyPos.Y = MyPos.Y + temp.Z*temp.Y;
MyPos.Z = MyPos.Z + distance*SIN(MyAngle.TILT);
}
function set_cam_pos ()
{
vec_set (MyPos,camera.pos);
MyAngle.PAN = CAMERA.PAN;
}
#'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
//on_1 = let_it_snow;
on_2 = let_it_rain;
//on_3 = storm;
//on_4 = set_fog;
//on_5 = lightning;
//on_6 = set_day;
//on_7 = set_night; |
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