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sfall/artifacts/example_mods/rain/data/scripts/gltsrain.ssl
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procedure start;
variable weather;
variable region;
variable map;
variable season;
variable rainshaderdef;
variable snowshaderdef;
variable sandshaderdef;
variable rainshaderesc;
variable snowshaderesc;
variable sandshaderesc;
variable rainshaderinv;
variable snowshaderinv;
variable sandshaderinv;
variable rainshadermap;
variable snowshadermap;
variable sandshadermap;
variable rainshaderskd;
variable snowshaderskd;
variable sandshaderskd;
variable cshader;
variable map_has_weather;
variable active;
variable w1; //Begin
variable w2; //End
variable w3; //Special
variable increase;
//0 - nothing
//1 - -1 perception, +2 ac
//2 - -2 perception, +4 ac
//3 - -3 perception, +6 ac
//4 - -1 endurance, -3 perception, +4 ac
//5 - -4 perception, +8 ac
variable penelty;
variable last_game_time;
procedure update_penelty(variable newpenelty) begin
if(penelty==newpenelty) then begin
return;
end
if(penelty==1) then begin
set_pc_extra_stat(1, get_pc_extra_stat(1) + 1);
set_pc_extra_stat(9, get_pc_extra_stat(9) - 2);
end else if(penelty==2) then begin
set_pc_extra_stat(1, get_pc_extra_stat(1) + 2);
set_pc_extra_stat(9, get_pc_extra_stat(9) - 4);
end else if(penelty==2) then begin
set_pc_extra_stat(1, get_pc_extra_stat(1) + 3);
set_pc_extra_stat(9, get_pc_extra_stat(9) - 6);
end else if(penelty==4) then begin
set_pc_extra_stat(1, get_pc_extra_stat(1) + 3);
set_pc_extra_stat(2, get_pc_extra_stat(2) + 1);
set_pc_extra_stat(9, get_pc_extra_stat(9) - 4);
end else if(penelty==5) then begin
set_pc_extra_stat(1, get_pc_extra_stat(1) + 4);
set_pc_extra_stat(9, get_pc_extra_stat(9) - 8);
end
penelty:=newpenelty;
set_sfall_global("tsrain01", penelty);
if(penelty==1) then begin
set_pc_extra_stat(1, get_pc_extra_stat(1) - 1);
set_pc_extra_stat(9, get_pc_extra_stat(9) + 2);
end else if(penelty==2) then begin
set_pc_extra_stat(1, get_pc_extra_stat(1) - 2);
set_pc_extra_stat(9, get_pc_extra_stat(9) + 4);
end else if(penelty==2) then begin
set_pc_extra_stat(1, get_pc_extra_stat(1) - 3);
set_pc_extra_stat(9, get_pc_extra_stat(9) + 6);
end else if(penelty==4) then begin
set_pc_extra_stat(1, get_pc_extra_stat(1) - 3);
set_pc_extra_stat(2, get_pc_extra_stat(2) - 1);
set_pc_extra_stat(9, get_pc_extra_stat(9) + 4);
end else if(penelty==5) then begin
set_pc_extra_stat(1, get_pc_extra_stat(1) - 4);
set_pc_extra_stat(9, get_pc_extra_stat(9) + 8);
end
end
procedure update_shader(variable shader) begin
if(shader==cshader) then begin
return;
end
if(cshader==1) then begin
deactivate_shader(rainshaderdef);
deactivate_shader(rainshaderesc);
deactivate_shader(rainshaderinv);
deactivate_shader(rainshadermap);
deactivate_shader(rainshaderskd);
end else if(cshader==2) then begin
deactivate_shader(snowshaderdef);
deactivate_shader(snowshaderesc);
deactivate_shader(snowshaderinv);
deactivate_shader(snowshadermap);
deactivate_shader(snowshaderskd);
end else if(cshader==3) then begin
deactivate_shader(sandshaderdef);
deactivate_shader(sandshaderesc);
deactivate_shader(sandshaderinv);
deactivate_shader(sandshadermap);
deactivate_shader(sandshaderskd);
end
if(shader==1) then begin
activate_shader(rainshaderdef);
activate_shader(rainshaderesc);
activate_shader(rainshaderinv);
activate_shader(rainshadermap);
activate_shader(rainshaderskd);
end else if(shader==2) then begin
activate_shader(snowshaderdef);
activate_shader(snowshaderesc);
activate_shader(snowshaderinv);
activate_shader(snowshadermap);
activate_shader(snowshaderskd);
end else if(shader==3) then begin
activate_shader(sandshaderdef);
activate_shader(sandshaderesc);
activate_shader(sandshaderinv);
activate_shader(sandshadermap);
activate_shader(sandshaderskd);
end
cshader:=shader;
if(shader==0) then begin
force_graphics_refresh(0);
call update_penelty(0);
end else begin
force_graphics_refresh(1);
end
end
procedure on_game_load begin
variable tmp;
if(graphics_funcs_available==0) then begin
display_msg("Weather mod error: Shader functions not available");
return;
end
if(get_shader_version<20) then begin
display_msg("Weather mod error: Graphics card does not support sm2 shaders");
return;
end
rainshaderdef:=load_shader("weather\\rain-def.fx");
snowshaderdef:=load_shader("weather\\snow-def.fx");
sandshaderdef:=load_shader("weather\\sand-def.fx");
rainshaderesc:=load_shader("weather\\rain-esc.fx");
snowshaderesc:=load_shader("weather\\snow-esc.fx");
sandshaderesc:=load_shader("weather\\sand-esc.fx");
rainshaderinv:=load_shader("weather\\rain-inv.fx");
snowshaderinv:=load_shader("weather\\snow-inv.fx");
sandshaderinv:=load_shader("weather\\sand-inv.fx");
rainshadermap:=load_shader("weather\\rain-map.fx");
snowshadermap:=load_shader("weather\\snow-map.fx");
sandshadermap:=load_shader("weather\\sand-map.fx");
rainshaderskd:=load_shader("weather\\rain-skd.fx");
snowshaderskd:=load_shader("weather\\snow-skd.fx");
sandshaderskd:=load_shader("weather\\sand-skd.fx");
if(rainshaderdef==-1 or snowshaderdef==-1 or sandshaderdef==-1) then begin
display_msg("Weather mod error: Could not load default shaders");
return;
end
if(rainshaderesc==-1 or snowshaderesc==-1 or sandshaderesc==-1) then begin
display_msg("Weather mod error: Could not load escape shaders");
return;
end
if(rainshaderinv==-1 or snowshaderinv==-1 or sandshaderinv==-1) then begin
display_msg("Weather mod error: Could not load inventory shaders");
return;
end
if(rainshadermap==-1 or snowshadermap==-1 or sandshadermap==-1) then begin
display_msg("Weather mod error: Could not load automap shaders");
return;
end
if(rainshaderskd==-1 or snowshaderskd==-1 or sandshaderskd==-1) then begin
display_msg("Weather mod error: Could not load skilldex shaders");
return;
end
tmp:=get_shader_texture(rainshaderdef, 2);
set_shader_texture(rainshaderesc, "tex2", tmp);
set_shader_texture(rainshaderinv, "tex2", tmp);
set_shader_texture(rainshadermap, "tex2", tmp);
set_shader_texture(rainshaderskd, "tex2", tmp);
tmp:=get_shader_texture(snowshaderdef, 2);
set_shader_texture(snowshaderesc, "tex2", tmp);
set_shader_texture(snowshaderinv, "tex2", tmp);
set_shader_texture(snowshadermap, "tex2", tmp);
set_shader_texture(snowshaderskd, "tex2", tmp);
tmp:=get_shader_texture(sandshaderdef, 2);
set_shader_texture(sandshaderesc, "tex2", tmp);
set_shader_texture(sandshaderinv, "tex2", tmp);
set_shader_texture(sandshadermap, "tex2", tmp);
set_shader_texture(sandshaderskd, "tex2", tmp);
tmp:=get_shader_texture(rainshaderdef, 1);
set_shader_texture(snowshaderdef, "tex1", tmp);
set_shader_texture(sandshaderdef, "tex1", tmp);
tmp:=get_shader_texture(rainshaderesc, 1);
set_shader_texture(snowshaderesc, "tex1", tmp);
set_shader_texture(sandshaderesc, "tex1", tmp);
tmp:=get_shader_texture(rainshaderinv, 1);
set_shader_texture(snowshaderinv, "tex1", tmp);
set_shader_texture(sandshaderinv, "tex1", tmp);
tmp:=get_shader_texture(rainshadermap, 1);
set_shader_texture(snowshadermap, "tex1", tmp);
set_shader_texture(sandshadermap, "tex1", tmp);
tmp:=get_shader_texture(rainshaderskd, 1);
set_shader_texture(snowshaderskd, "tex1", tmp);
set_shader_texture(sandshaderskd, "tex1", tmp);
set_shader_mode(rainshaderdef, 30653);//0x77bd
set_shader_mode(snowshaderdef, 30653);
set_shader_mode(sandshaderdef, 30653);
set_shader_mode(rainshaderesc, 30645);//0x77b5
set_shader_mode(snowshaderesc, 30645);
set_shader_mode(sandshaderesc, 30645);
set_shader_mode(rainshaderinv, 26557);//0x67bd
set_shader_mode(snowshaderinv, 26557);
set_shader_mode(sandshaderinv, 26557);
set_shader_mode(rainshadermap, 22461);//0x57bd
set_shader_mode(snowshadermap, 22461);
set_shader_mode(sandshadermap, 22461);
set_shader_mode(rainshaderskd, 14269);//0x37bd
set_shader_mode(snowshaderskd, 14269);
set_shader_mode(sandshaderskd, 14269);
set_shader_mode(rainshaderesc, 2147483656);//0x80000008
set_shader_mode(snowshaderesc, 2147483656);
set_shader_mode(sandshaderesc, 2147483656);
set_shader_mode(rainshaderinv, 2147487744);//0x80001000
set_shader_mode(snowshaderinv, 2147487744);
set_shader_mode(sandshaderinv, 2147487744);
set_shader_mode(rainshadermap, 2147491840);//0x80002000
set_shader_mode(snowshadermap, 2147491840);
set_shader_mode(sandshadermap, 2147491840);
set_shader_mode(rainshaderskd, 2147500032);//0x80004000
set_shader_mode(snowshaderskd, 2147500032);
set_shader_mode(sandshaderskd, 2147500032);
set_global_script_repeat(50);
region:=-1;
map:=-1;
active:=0;
last_game_time:=-100;
map_has_weather:=0;
cshader:=0;
increase:=1;
penelty:=get_sfall_global_int("tsrain01");
end
procedure update_season begin
variable month;
month:=get_month;
if ( month == 12) then begin
month:=0;
end
if(month<=3) then begin
season:="win";
end else if(month<=6) then begin
season:="spr";
end else if(month<=9) then begin
season:="sum";
end else begin
season:="aut";
end
end
procedure update_region begin
variable initial;
variable tmp;
variable rain;
variable snow;
variable sand;
//display_msg("Update region: "+region);
if(region==-1) then begin
call update_shader(0);
active:=0;
return;
end
tmp:=get_ini_setting("weather.ini|r"+region+season+"|override");
if(tmp==0) then begin
initial:="weather.ini|r"+region+season+"|";
end else begin
initial:="weather.ini|r"+region+"|";
end
w1:=get_ini_setting(initial+"start");
w2:=get_ini_setting(initial+"end");
w3:=get_ini_setting(initial+"special");
rain:=get_ini_setting(initial+"rain");
snow:=get_ini_setting(initial+"snow");
sand:=get_ini_setting(initial+"sand");
if(w1==-1 or w2==-1 or w3==-1 or rain==-1 or snow==-1 or sand==-1) then begin
active:=0;
end else begin
snow:=snow+rain;
sand:=sand+snow;
tmp:=random(1,100);
if(tmp<=rain) then begin
//display_msg("It's raining");
active:=1;
end else if(tmp<=snow) then begin
//display_msg("It's snowing");
active:=2;
end else if(tmp<=sand) then begin
//display_msg("It's sandstorming");
active:=3;
end else begin
//display_msg("No weather");
active:=0;
end
end
call update_shader(active);
end
procedure update_weather begin
variable tmp;
//display_msg("Update weather: "+weather);
if(weather<=w1 or map_has_weather==0) then begin
call update_shader(0);
end else begin
call update_shader(active);
tmp:=(weather-w1)*(1.0/(w2-w1));
if(tmp>1.0) then begin
tmp:=1.0;
end
if(active==1) then begin
set_shader_float(rainshaderdef, "speed", 500 - (tmp*300));
set_shader_float(rainshaderdef, "multi", 1.5 + tmp*6.5);
set_shader_float(rainshaderesc, "speed", 500 - (tmp*300));
set_shader_float(rainshaderesc, "multi", 1.5 + tmp*6.5);
set_shader_float(rainshaderinv, "speed", 500 - (tmp*300));
set_shader_float(rainshaderinv, "multi", 1.5 + tmp*6.5);
set_shader_float(rainshadermap, "speed", 500 - (tmp*300));
set_shader_float(rainshadermap, "multi", 1.5 + tmp*6.5);
set_shader_float(rainshaderskd, "speed", 500 - (tmp*300));
set_shader_float(rainshaderskd, "multi", 1.5 + tmp*6.5);
if(tmp<0.7) then begin
call update_penelty(0);
end else if(tmp<0.99) then begin
call update_penelty(1);
end else begin
call update_penelty(2);
end
end else if(active==2) then begin
set_shader_float(snowshaderdef, "speed", 800 - (tmp*200));
set_shader_float(snowshaderdef, "multi", 0.5 + tmp*0.5);
set_shader_float(snowshaderesc, "speed", 800 - (tmp*200));
set_shader_float(snowshaderesc, "multi", 0.5 + tmp*0.5);
set_shader_float(snowshaderinv, "speed", 800 - (tmp*200));
set_shader_float(snowshaderinv, "multi", 0.5 + tmp*0.5);
set_shader_float(snowshadermap, "speed", 800 - (tmp*200));
set_shader_float(snowshadermap, "multi", 0.5 + tmp*0.5);
set_shader_float(snowshaderskd, "speed", 800 - (tmp*200));
set_shader_float(snowshaderskd, "multi", 0.5 + tmp*0.5);
if(tmp<0.2) then begin
call update_penelty(0);
end else if(tmp<0.5) then begin
call update_penelty(1);
end else if(tmp<0.9) then begin
call update_penelty(2);
end else begin
call update_penelty(4);
end
end else begin
set_shader_float(sandshaderdef, "speed", 400 - (tmp*200));
set_shader_float(sandshaderdef, "multi", tmp);
set_shader_float(sandshaderesc, "speed", 400 - (tmp*200));
set_shader_float(sandshaderesc, "multi", tmp);
set_shader_float(sandshaderinv, "speed", 400 - (tmp*200));
set_shader_float(sandshaderinv, "multi", tmp);
set_shader_float(sandshadermap, "speed", 400 - (tmp*200));
set_shader_float(sandshadermap, "multi", tmp);
set_shader_float(sandshaderskd, "speed", 400 - (tmp*200));
set_shader_float(sandshaderskd, "multi", tmp);
if(tmp<0.3) then begin
call update_penelty(1);
end else if(tmp<0.6) then begin
call update_penelty(2);
end else if(tmp<0.9) then begin
call update_penelty(3);
end else begin
call update_penelty(5);
end
end
//display_msg("Shader active: "+tmp);
end
end
procedure modify_weather(variable amount) begin
if(active==0 or amount==0) then begin
return;
end
if(random(1,100)>95) then begin
increase:=increase*(-1);
end
while(amount>0) do begin
weather:=weather+increase;
amount:=amount-1;
end
call update_weather;
end
procedure randomize_weather begin
if(active==0) then begin
return;
end
weather:=random(0,100);
//weather:=0;
call update_weather;
end
procedure start begin
variable tmp;
if (game_loaded) then begin
call on_game_load;
return;
end
tmp:=cur_map_index;
if(tmp!=map) then begin
map:=tmp;
tmp:=get_ini_setting("weather.ini|maps|r"+map);
map_has_weather:=get_ini_setting("weather.ini|maps|a"+map);
if(map_has_weather==-1) then begin
map_has_weather:=0;
end
//display_msg("Map change: "+map+", "+tmp);
if(tmp!=region) then begin
region:=tmp;
call update_region;
call randomize_weather;
last_game_time:=game_time/200;
return;
end
call update_weather;
return;
end
if(active==0) then begin
return;
end
tmp:=game_time/200;
if(tmp!=last_game_time) then begin
display_msg("Clock change: "+last_game_time+" -> "+tmp);
if(tmp-last_game_time>100) then begin
call randomize_weather;
end else begin
call modify_weather(tmp-last_game_time);
end
last_game_time:=tmp;
return;
end
//Lightening goes here
end