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c-script to lite-c conversion #264586
05/07/09 04:51
05/07/09 04:51
Joined: Apr 2007
Posts: 35
texas
over_board Offline OP
Newbie
over_board  Offline OP
Newbie

Joined: Apr 2007
Posts: 35
texas
I would LOVE someone eternaly and might even fly all the way to your house to perform sexual favors...if some one could convert this script for me...i made it with the demo version of seed it a loooong time ago and wish to use it in my new project but am not good enough with lite c to convert it...


New progammer for... Initiate Games (c) 2007 and Sckratch Magazine (c) 2007 http://www.sckratchmagazine.com
Re: c-script to lite-c conversion [Re: over_board] #264614
05/07/09 09:49
05/07/09 09:49
Joined: Jul 2008
Posts: 553
Singapore
delinkx Offline
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delinkx  Offline
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Joined: Jul 2008
Posts: 553
Singapore
smile wats ur gender btw ?


A7 commercial Team / VC++ 2008 Pro
homepage | twitter | facebook
Re: c-script to lite-c conversion [Re: delinkx] #264625
05/07/09 10:27
05/07/09 10:27
Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
VeT Offline

Serious User
VeT  Offline

Serious User

Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
yes-yes... from your gender, it depends how quick you'd get help laugh


1st prize: Lite-C and Newton 2.17 by Vasilenko Vitaliy

Newton2 videos: http://tinyurl.com/NewtonVideos
LiteC+Newton2 discussion: http://tinyurl.com/NewtonWrapperDiscussion
Latest LiteC+Newton2 version(v23, from 29.10.2009): http://depositfiles.com/files/ae1l0tpro
Re: c-script to lite-c conversion [Re: VeT] #264671
05/07/09 13:30
05/07/09 13:30
Joined: Jul 2008
Posts: 553
Singapore
delinkx Offline
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delinkx  Offline
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Joined: Jul 2008
Posts: 553
Singapore
;-)


A7 commercial Team / VC++ 2008 Pro
homepage | twitter | facebook
Re: c-script to lite-c conversion [Re: delinkx] #264734
05/07/09 20:30
05/07/09 20:30
Joined: May 2008
Posts: 331
Lithuania, Vilnius
Jaxas Offline
Senior Member
Jaxas  Offline
Senior Member

Joined: May 2008
Posts: 331
Lithuania, Vilnius
@VeT do you really fall on that trick? laugh


The smaller the bug, the harder it is to kill.
_________________________________________
Forklift DEMO (3dgs)
Re: c-script to lite-c conversion [Re: Jaxas] #264775
05/08/09 05:13
05/08/09 05:13
Joined: Apr 2007
Posts: 35
texas
over_board Offline OP
Newbie
over_board  Offline OP
Newbie

Joined: Apr 2007
Posts: 35
texas
almost forgot to post the script...
Code:
 
font fntmyseed = "Arial",1,30;
text txt_myseed{
	layer=1;
	pos_x=20;
	pos_y=20;
	font = fntmyseed;
	strings = 1;
	string  = "                                          ";
}
//---------------------------------------------------------------------------------------------
# object properties
var gv_myseed_dev[999999]; // object defined!
var gv_myseed_lod[999999]; // lod-level of the object
var gv_myseed_del[999999]; // detail-level of the object (0..9)
var gv_myseed_ptr[999999]; // pointer to object-entity
var gv_myseed_typ[999999]; // type of the object (0/1/2 = r/g/b)
var gv_myseed_mdlid[999999]; // id of the objects model;
var gv_myseed_x[999999]; // x-pos of the object
var gv_myseed_y[999999]; // y-pos of the object
var gv_myseed_z[999999]; // z-pos of the object
var gv_myseed_sclx[999999]; // x-scale of the object
var gv_myseed_scly[999999]; // y-scale of the object
var gv_myseed_sclz[999999]; // z-scale of the object
var gv_myseed_pan[999999]; // pan of the object
var gv_myseed_tilt[999999]; // tilt of the object
var gv_myseed_roll[999999]; // roll of the object
var gv_myseed_wind1[999999]; // wind1 of the object
var gv_myseed_wind2[999999]; // wind2 of the object
var gv_myseed_anm[999999]; // anim-cnt of the object
var gv_myseed_matptr[999999]; // default-material-pointer of the object

# object counter
var gv_myseed_cnt = -1;      // global object counter
var gv_myseed_curobj  = 0;   // global object index

# detail-level counter
var gv_detlevel = 0;

# trace-handle
entity* ge_myseed_ent;    // trace entity

# models for blue part of seedmap
text mdlos_myseed0{strings=3;string="mdl__weed4.mdl","mdl__weed5.mdl","wbgrasstall.mdl";}
# models for green part of seedmap
text mdlos_myseed1{strings=4;string="mdl__flow2.mdl","mdl__flow3.mdl","mdl__weed1.mdl","wbgrass.mdl";}
# models for red part of seedmap
text mdlos_myseed2{strings=3;string="mdl__shr16.mdl","mdl__shr2.mdl","mdl__shr9.mdl";}

# seedmap definition
var			gv_seedmapskin_myseed = 3;		// models skin id
bmap*		bmp_seedmap_myseed;
string		str_seedmap_myseed	= <>;		// only if extern seedmap (terrain-map will be used)

var gv_myseedobj_used[3];
var gv_myseeddichte[3];
var gv_myseedsmapsize[2];
var gv_myseedterrsize[2];
var gv_myseedcolrel[3];
var gv_myseedspread[3];
var gv_myseedformat;
var gv_myseedpstart[2] = 0, 0;
var gv_myseedtotal_scale[2];
var gv_myseedfx;
var gv_myseedfy;
//===================================================================================================
function scanline_myseed(lv_x){
var lv_y;
var lv_c;
var lv_col[3];
var lv_pixel;
var lv_alpha;
var lv_totdepth = 10;

		lv_y=gv_myseedsmapsize[1];
		while(lv_y>0){
			// get pixel & color
			lv_pixel = pixel_for_bmap(bmp_seedmap_myseed, lv_x, lv_y);
			pixel_to_vec(lv_col, lv_alpha, gv_myseedformat, lv_pixel);

			// seed
			lv_c=0;
			while(lv_c<3){
				// only if used
				if(gv_myseedobj_used[lv_c]){

					// set an object if neccesery
					if((gv_myseedcolrel[lv_c] && random(255)<lv_col[lv_c]*gv_myseeddichte[lv_c]*(lv_totdepth*0.001)) || (!gv_myseedcolrel[lv_c] && lv_col[lv_c]>0 && random(1)<gv_myseeddichte[lv_c]*(lv_totdepth*0.001))){
						temp.x = (my.min_x-my.x) + gv_myseedpstart[0] + (lv_x+1) * gv_myseedtotal_scale[0];
						temp.y = (my.max_y-my.y) + gv_myseedpstart[1] - (lv_y+1) * gv_myseedtotal_scale[1];
						// random placement in its area
						if(gv_myseedspread[lv_c]==on){
							temp.x+=-random(gv_myseedfx)*0.5+random(gv_myseedfx);
							temp.y+=-random(gv_myseedfy)*0.5+random(gv_myseedfy);
						}
						temp.z = my.max_z;
						vec_rotate(temp, vector(my.pan+0,my.tilt,my.roll));
						vec_add(temp, my.x);
						temp.z = my.max_z;

						// "create" object
						gv_myseed_cnt+=1;
						gv_myseed_ptr[gv_myseed_cnt] = null; // pointer to object (if exists)
						gv_myseed_typ[gv_myseed_cnt] = lv_c; // type of object (r/g/b)
						gv_myseed_x[gv_myseed_cnt] = temp.x;
						gv_myseed_y[gv_myseed_cnt] = temp.y;
						gv_myseed_z[gv_myseed_cnt] = temp.z;
						gv_myseed_pan[gv_myseed_cnt] = 0;
						gv_myseed_tilt[gv_myseed_cnt] = 0;
						gv_myseed_roll[gv_myseed_cnt] = 0;
						gv_myseed_wind1[gv_myseed_cnt] = 0;
						gv_myseed_wind2[gv_myseed_cnt] = 0;
					}
				}
				lv_c+=1;
			}
			lv_y-=1;
		}
}
//===================================================================================================
// must be set or included as/to the terrains action
action seed_myseed(){
var lv_x;
var lv_maxloops;

	// set models borders
	c_setminmax(me);


	// random seed
	lv_x=0;while(lv_x<2){random(1);lv_x+=1;}

	// get seedmaps bmp
	if(str_len(str_seedmap_myseed)>1){
		you=ent_create(str_seedmap_myseed,nullvector,null);
		you.invisible=on;you.passable=on;
		bmp_seedmap_myseed=bmap_for_entity(you,1);
	}else{
		bmp_seedmap_myseed=bmap_for_entity(my,gv_seedmapskin_myseed);
	}

	// check if object is used
	gv_myseedobj_used[0]=on;
	gv_myseedobj_used[1]=on;
	gv_myseedobj_used[2]=on;

	// set seeddepth per object in o/oo
	gv_myseeddichte[0]=0.25;
	gv_myseeddichte[1]=0.06;
	gv_myseeddichte[2]=0.2;

	// get the seedmap size
	gv_myseedsmapsize[0]=bmap_width(bmp_seedmap_myseed);
	gv_myseedsmapsize[1]=bmap_height(bmp_seedmap_myseed);

	// get terrain-size & left
	gv_myseedterrsize[0]=my.max_x-my.min_x;
	gv_myseedterrsize[1]=my.max_y-my.min_y;

	gv_myseedfx=gv_myseedterrsize[0]/gv_myseedsmapsize[0];
	gv_myseedfy=gv_myseedterrsize[1]/gv_myseedsmapsize[1];

	gv_myseedtotal_scale[0]=gv_myseedfx;
	gv_myseedtotal_scale[1]=gv_myseedfy;

	//seedmap locken
	gv_myseedformat = bmap_lock(bmp_seedmap_myseed, 0);
	
	// seed is colordepth related?
	gv_myseedcolrel[0]=on;
	gv_myseedcolrel[1]=on;
	gv_myseedcolrel[2]=on;
	
	// seed within the grid
	gv_myseedspread[0]=on;
	gv_myseedspread[1]=on;
	gv_myseedspread[2]=on;
	
	// alle Punkte der seedmap betrachten....
	lv_x=gv_myseedsmapsize[0];
	lv_maxloops=max_loops;
	max_loops = 999999;
	while(lv_x>0){
		scanline_myseed(lv_x);
		lv_x-=1;
	}

	bmap_unlock(bmp_seedmap_myseed);
	max_loops=lv_maxloops; // reset max_loops

	// take controll...


	//weather effect
	//param: type(0=rain, 1=snow, 2=hail), speed, particles

	// add here more seed-actions vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
	// e.g.: seed_seed2();

	// add here more seed-actions ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
}
//===================================================================================================
function setmyseedprops2 {

	// set physic properties...
	// set properties...
	my.invisible=off;
	my.unlit=off;
	my.transparent=off;
	my.overlay=off;
	my.flare=off;
	my.bright=off;
	my.nofilter=off;
	my.nofog=off;
	my.shadow=off;
	my.cast=off;
	my.metal=off;
	my.passable=off;
	my.polygon=off;
	my.ambient=0;
	my.albedo=50;
	my.skin=0;


	// skills

	// flags

	// transparent
	my.transparent=on;

	// detail-level-ID
	gv_detlevel=(gv_detlevel+1)%10;
	gv_myseed_del[gv_myseed_curobj]=gv_detlevel;

	// material-pointer
	if(my.material!=null){
		gv_myseed_matptr[gv_myseed_curobj]=handle(my.material);
	}else{
		gv_myseed_matptr[gv_myseed_curobj]=null;
	}


	// define object presentation
	if(!gv_myseed_dev[gv_myseed_curobj]){
	gv_myseed_dev[gv_myseed_curobj]=on;

		// rotate
		c_trace(vector(me.x,me.y,me.z+1000),vector(me.x,me.y,me.z-2000),ignore_passable | ignore_push | ignore_models | use_polygon | ignore_me);
		vec_to_angle(my.pan,normal);
		my.tilt+=-90;

		// scale...
		my.scale_x=1;
		my.scale_y=1;
		my.scale_z=1;
		gv_myseed_sclx[gv_myseed_curobj]=my.scale_x;
		gv_myseed_scly[gv_myseed_curobj]=my.scale_y;
		gv_myseed_sclz[gv_myseed_curobj]=my.scale_z;

		// angles...
		gv_myseed_pan[gv_myseed_curobj]=my.pan;
		gv_myseed_tilt[gv_myseed_curobj]=my.tilt;
		gv_myseed_roll[gv_myseed_curobj]=my.roll;

		// adjust...
		c_setminmax(me);
	}else{
		vec_set(my.x, vector(gv_myseed_x[gv_myseed_curobj],gv_myseed_y[gv_myseed_curobj],gv_myseed_z[gv_myseed_curobj]));
		my.scale_x=gv_myseed_sclx[gv_myseed_curobj];
		my.scale_y=gv_myseed_scly[gv_myseed_curobj];
		my.scale_z=gv_myseed_sclz[gv_myseed_curobj];
		vec_set(my.pan, vector(gv_myseed_pan[gv_myseed_curobj],gv_myseed_tilt[gv_myseed_curobj],gv_myseed_roll[gv_myseed_curobj]));
	}


}
//------------------------------------------------------------------------------------------------------
function setmyseedprops1 {

	// set physic properties...
	// set properties...
	my.invisible=off;
	my.unlit=off;
	my.transparent=off;
	my.overlay=off;
	my.flare=off;
	my.bright=off;
	my.nofilter=off;
	my.nofog=off;
	my.shadow=off;
	my.cast=off;
	my.metal=off;
	my.passable=off;
	my.polygon=off;
	my.ambient=0;
	my.albedo=50;
	my.skin=0;


	// skills

	// flags

	// transparent
	my.transparent=on;

	// detail-level-ID
	gv_detlevel=(gv_detlevel+1)%10;
	gv_myseed_del[gv_myseed_curobj]=gv_detlevel;

	// material-pointer
	if(my.material!=null){
		gv_myseed_matptr[gv_myseed_curobj]=handle(my.material);
	}else{
		gv_myseed_matptr[gv_myseed_curobj]=null;
	}


	// define object presentation
	if(!gv_myseed_dev[gv_myseed_curobj]){
	gv_myseed_dev[gv_myseed_curobj]=on;

		// rotate
		c_trace(vector(me.x,me.y,me.z+1000),vector(me.x,me.y,me.z-2000),ignore_passable | ignore_push | ignore_models | use_polygon | ignore_me);
		vec_to_angle(my.pan,normal);
		my.tilt+=-90;

		// scale...
		my.scale_x=1;
		my.scale_y=1;
		my.scale_z=1;
		gv_myseed_sclx[gv_myseed_curobj]=my.scale_x;
		gv_myseed_scly[gv_myseed_curobj]=my.scale_y;
		gv_myseed_sclz[gv_myseed_curobj]=my.scale_z;

		// angles...
		gv_myseed_pan[gv_myseed_curobj]=my.pan;
		gv_myseed_tilt[gv_myseed_curobj]=my.tilt;
		gv_myseed_roll[gv_myseed_curobj]=my.roll;

		// adjust...
		c_setminmax(me);
	}else{
		vec_set(my.x, vector(gv_myseed_x[gv_myseed_curobj],gv_myseed_y[gv_myseed_curobj],gv_myseed_z[gv_myseed_curobj]));
		my.scale_x=gv_myseed_sclx[gv_myseed_curobj];
		my.scale_y=gv_myseed_scly[gv_myseed_curobj];
		my.scale_z=gv_myseed_sclz[gv_myseed_curobj];
		vec_set(my.pan, vector(gv_myseed_pan[gv_myseed_curobj],gv_myseed_tilt[gv_myseed_curobj],gv_myseed_roll[gv_myseed_curobj]));
	}


}
//------------------------------------------------------------------------------------------------------
function setmyseedprops0 {

	// set physic properties...
	// set properties...
	my.invisible=off;
	my.unlit=off;
	my.transparent=off;
	my.overlay=off;
	my.flare=off;
	my.bright=off;
	my.nofilter=off;
	my.nofog=off;
	my.shadow=off;
	my.cast=off;
	my.metal=off;
	my.passable=off;
	my.polygon=off;
	my.ambient=0;
	my.albedo=50;
	my.skin=0;


	// skills

	// flags

	// transparent
	my.transparent=on;

	// detail-level-ID
	gv_detlevel=(gv_detlevel+1)%10;
	gv_myseed_del[gv_myseed_curobj]=gv_detlevel;

	// material-pointer
	if(my.material!=null){
		gv_myseed_matptr[gv_myseed_curobj]=handle(my.material);
	}else{
		gv_myseed_matptr[gv_myseed_curobj]=null;
	}


	// define object presentation
	if(!gv_myseed_dev[gv_myseed_curobj]){
	gv_myseed_dev[gv_myseed_curobj]=on;

		// rotate
		c_trace(vector(me.x,me.y,me.z+1000),vector(me.x,me.y,me.z-2000),ignore_passable | ignore_push | ignore_models | use_polygon | ignore_me);
		vec_to_angle(my.pan,normal);
		my.tilt+=-90;

		// scale...
		my.scale_x=1;
		my.scale_y=1;
		my.scale_z=1;
		gv_myseed_sclx[gv_myseed_curobj]=my.scale_x;
		gv_myseed_scly[gv_myseed_curobj]=my.scale_y;
		gv_myseed_sclz[gv_myseed_curobj]=my.scale_z;

		// angles...
		gv_myseed_pan[gv_myseed_curobj]=my.pan;
		gv_myseed_tilt[gv_myseed_curobj]=my.tilt;
		gv_myseed_roll[gv_myseed_curobj]=my.roll;

		// adjust...
		c_setminmax(me);
	}else{
		vec_set(my.x, vector(gv_myseed_x[gv_myseed_curobj],gv_myseed_y[gv_myseed_curobj],gv_myseed_z[gv_myseed_curobj]));
		my.scale_x=gv_myseed_sclx[gv_myseed_curobj];
		my.scale_y=gv_myseed_scly[gv_myseed_curobj];
		my.scale_z=gv_myseed_sclz[gv_myseed_curobj];
		vec_set(my.pan, vector(gv_myseed_pan[gv_myseed_curobj],gv_myseed_tilt[gv_myseed_curobj],gv_myseed_roll[gv_myseed_curobj]));
	}


}
//------------------------------------------------------------------------------------------------------
// function for the objects...
function seed_myseed_fkt(){
var lv_cnt = 0;
var lv_vdist[3] = 5000, 5000, 5000; // fade distances
var lv_dist;
var lv_zdist;

	 // set position
  lv_cnt=0;
  while(lv_cnt<=gv_myseed_cnt){
	gv_myseed_dev[lv_cnt]=off;

    if(gv_myseed_typ[lv_cnt]==2){
      gv_myseed_z[lv_cnt]-=c_trace(vector(gv_myseed_x[lv_cnt],gv_myseed_y[lv_cnt],gv_myseed_z[lv_cnt]),vector(gv_myseed_x[lv_cnt],gv_myseed_y[lv_cnt],gv_myseed_z[lv_cnt]-10000),ignore_passable | ignore_push | ignore_models | use_polygon | ignore_me);
    }

    if(gv_myseed_typ[lv_cnt]==1){
      gv_myseed_z[lv_cnt]-=c_trace(vector(gv_myseed_x[lv_cnt],gv_myseed_y[lv_cnt],gv_myseed_z[lv_cnt]),vector(gv_myseed_x[lv_cnt],gv_myseed_y[lv_cnt],gv_myseed_z[lv_cnt]-10000),ignore_passable | ignore_push | ignore_models | use_polygon | ignore_me);
    }

    if(gv_myseed_typ[lv_cnt]==0){
      gv_myseed_z[lv_cnt]-=c_trace(vector(gv_myseed_x[lv_cnt],gv_myseed_y[lv_cnt],gv_myseed_z[lv_cnt]),vector(gv_myseed_x[lv_cnt],gv_myseed_y[lv_cnt],gv_myseed_z[lv_cnt]-10000),ignore_passable | ignore_push | ignore_models | use_polygon | ignore_me);
    }

    lv_cnt+=1;
  }

	while(1){
		// loop - all objects
		lv_cnt=0;
		while(lv_cnt<=gv_myseed_cnt){
			gv_myseed_curobj=lv_cnt;
			
			// add user defined functions here.vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
			if(gv_myseed_typ[lv_cnt]==2){
				# add your functions for type 0 models here!
			}
			if(gv_myseed_typ[lv_cnt]==1){
				# add your functions for type 1 models here!
			}
			if(gv_myseed_typ[lv_cnt]==0){
				# add your functions for type 2 models here!
			}
			// add user defined functions here.^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
			
			// visible distance
			if(gv_myseed_typ[lv_cnt]==2){
					lv_zdist=gv_myseed_z[lv_cnt];
					lv_dist=vec_dist(vector(gv_myseed_x[lv_cnt],gv_myseed_y[lv_cnt],lv_zdist),camera.x);
			}
			if(gv_myseed_typ[lv_cnt]==1){
					lv_zdist=gv_myseed_z[lv_cnt];
					lv_dist=vec_dist(vector(gv_myseed_x[lv_cnt],gv_myseed_y[lv_cnt],lv_zdist),camera.x);
			}
			if(gv_myseed_typ[lv_cnt]==0){
					lv_zdist=gv_myseed_z[lv_cnt];
					lv_dist=vec_dist(vector(gv_myseed_x[lv_cnt],gv_myseed_y[lv_cnt],lv_zdist),camera.x);
			}
			
			if(lv_dist>lv_vdist[gv_myseed_typ[lv_cnt]]*2){
				if(gv_myseed_ptr[lv_cnt]!=null){
					you=gv_myseed_ptr[lv_cnt];
					you.invisible=on;
					//you.transparent=on;
				}
			}else{
				// create
				if(!gv_myseed_ptr[lv_cnt]){
					if(gv_myseed_typ[lv_cnt]==0){
						gv_myseed_mdlid[lv_cnt]=int(random(mdlos_myseed0.strings));
						gv_myseed_ptr[lv_cnt]=ent_create(mdlos_myseed0.string[gv_myseed_mdlid[lv_cnt]],vector(gv_myseed_x[lv_cnt],gv_myseed_y[lv_cnt],gv_myseed_z[lv_cnt]),setmyseedprops0);
						you=gv_myseed_ptr[lv_cnt];
					}
					if(gv_myseed_typ[lv_cnt]==1){
						gv_myseed_mdlid[lv_cnt]=int(random(mdlos_myseed1.strings));
						gv_myseed_ptr[lv_cnt]=ent_create(mdlos_myseed1.string[gv_myseed_mdlid[lv_cnt]],vector(gv_myseed_x[lv_cnt],gv_myseed_y[lv_cnt],gv_myseed_z[lv_cnt]),setmyseedprops1);
						you=gv_myseed_ptr[lv_cnt];
					}
					if(gv_myseed_typ[lv_cnt]==2){
						gv_myseed_mdlid[lv_cnt]=int(random(mdlos_myseed2.strings));
						gv_myseed_ptr[lv_cnt]=ent_create(mdlos_myseed2.string[gv_myseed_mdlid[lv_cnt]],vector(gv_myseed_x[lv_cnt],gv_myseed_y[lv_cnt],gv_myseed_z[lv_cnt]),setmyseedprops2);
						you=gv_myseed_ptr[lv_cnt];
					}
				}
				// fade?
				if(lv_dist>lv_vdist[gv_myseed_typ[lv_cnt]]){
					you=gv_myseed_ptr[lv_cnt];
					you.invisible=off;
					//you.transparent=on;
					if(gv_myseed_typ[lv_cnt]==2){you.alpha=clamp((-((lv_dist/lv_vdist[gv_myseed_typ[lv_cnt]])-2))*100,0,100);}
					if(gv_myseed_typ[lv_cnt]==1){you.alpha=clamp((-((lv_dist/lv_vdist[gv_myseed_typ[lv_cnt]])-2))*100,0,100);}
					if(gv_myseed_typ[lv_cnt]==0){you.alpha=clamp((-((lv_dist/lv_vdist[gv_myseed_typ[lv_cnt]])-2))*100,0,100);}
				}else{
					you=gv_myseed_ptr[lv_cnt];
					if(gv_myseed_typ[lv_cnt]==2){you.alpha=100;}
					if(gv_myseed_typ[lv_cnt]==1){you.alpha=100;}
					if(gv_myseed_typ[lv_cnt]==0){you.alpha=100;}
					//you.transparent=off;
				}

			}

			// animations
			// motions
			lv_cnt+=1;
		}
		wait(1);
	}
}
//---------------------------------------------------------------------------------------------
define _fadedist, skill1;
//uses: _fadedist;
action fade_myseed_object{
var lv_dist;

	my.transparent=on;
	while(1){
		lv_dist=vec_dist(my.x,camera.x);
		// fade?
		if(lv_dist>my._fadedist){
			my.invisible=off;
			my.alpha=clamp((-((lv_dist/my._fadedist)-2))*100,0,100);
		}else{
			my.alpha=100;
		}
		wait(1);
	}
}
//---------------------------------------------------------------------------------------------
function save_myseed_list {
var lv_fh;
var lv_c = 0;
var lv_ml;

	str_cpy(txt_myseed.string[0],"saveing...");
	txt_myseed.visible=on;wait(1);

	lv_ml=max_loops;
	max_loops=999999;
	lv_fh=file_open_write("object_myseed.3ol");
	if(lv_fh==0){str_cpy(txt_myseed.string[0],"error!");beep;sleep(1);return(0);}
	file_var_write(lv_fh,gv_myseed_cnt); // number of objects
	while(lv_c<=gv_myseed_cnt){
		file_var_write(lv_fh,gv_myseed_typ[lv_c]);
		file_var_write(lv_fh,gv_myseed_x[lv_c]);
		file_var_write(lv_fh,gv_myseed_y[lv_c]);
		file_var_write(lv_fh,gv_myseed_z[lv_c]);
		file_var_write(lv_fh,gv_myseed_sclx[lv_c]);
		file_var_write(lv_fh,gv_myseed_scly[lv_c]);
		file_var_write(lv_fh,gv_myseed_sclz[lv_c]);
		file_var_write(lv_fh,gv_myseed_pan[lv_c]);
		file_var_write(lv_fh,gv_myseed_tilt[lv_c]);
		file_var_write(lv_fh,gv_myseed_roll[lv_c]);
		lv_c+=1;
	}
	file_close(lv_fh);
	max_loops=lv_ml;
	str_cpy(txt_myseed.string[0],"saved!");
	sleep(1);
	txt_myseed.visible=off;
}
//---------------------------------------------------------------------------------------------
function load_myseed_list {
var lv_fh;
var lv_c = 0;
var lv_ml;

	on_l=null; // don`t double load
	lv_ml=max_loops;
	max_loops=999999;
	str_cpy(txt_myseed.string[0],"loading...!");
	txt_myseed.visible=on;wait(1);
	lv_fh=file_open_read("object_myseed.3ol"); // <--- change the name of your objectlist here
	if(lv_fh==0){str_cpy(txt_myseed.string[0],"error!");beep;sleep(1);return(0);}
	lv_c=0;

	// erase actual object
	while(lv_c<gv_myseed_cnt){
		you=gv_myseed_ptr[lv_c];
		if(you){ent_remove(you);}
		lv_c+=1;
	}

	gv_myseed_cnt=file_var_read(lv_fh);
	lv_c=0;
	while(lv_c<gv_myseed_cnt){
		gv_myseed_typ[lv_c]=file_var_read(lv_fh);
		gv_myseed_x[lv_c]=file_var_read(lv_fh);
		gv_myseed_y[lv_c]=file_var_read(lv_fh);
		gv_myseed_z[lv_c]=file_var_read(lv_fh);
		gv_myseed_sclx[lv_c]=file_var_read(lv_fh);
		gv_myseed_scly[lv_c]=file_var_read(lv_fh);
		gv_myseed_sclz[lv_c]=file_var_read(lv_fh);
		gv_myseed_pan[lv_c]=file_var_read(lv_fh);
		gv_myseed_tilt[lv_c]=file_var_read(lv_fh);
		gv_myseed_roll[lv_c]=file_var_read(lv_fh);
		gv_myseed_ptr[lv_c]=null;
		lv_c+=1;
	};
	file_close(lv_fh);
	max_loops=lv_ml;
	str_cpy(txt_myseed.string[0],"creating...");
	wait(3);
	txt_myseed.visible=off;
	on_l=load_myseed_list;
}
// ##############################################################################################
// ##################### EOF -=- part copyright by gameus (www.gameus.de) #######################


Last edited by over_board; 05/08/09 05:14.

New progammer for... Initiate Games (c) 2007 and Sckratch Magazine (c) 2007 http://www.sckratchmagazine.com
Re: c-script to lite-c conversion [Re: over_board] #264778
05/08/09 05:39
05/08/09 05:39
Joined: Jul 2008
Posts: 553
Singapore
delinkx Offline
User
delinkx  Offline
User

Joined: Jul 2008
Posts: 553
Singapore
i guess u also ALMOST forgot to post the "chick" ! lol.. ;-)


A7 commercial Team / VC++ 2008 Pro
homepage | twitter | facebook
Re: c-script to lite-c conversion [Re: delinkx] #264786
05/08/09 07:17
05/08/09 07:17
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
Expert
EvilSOB  Offline
Expert

Joined: Feb 2008
Posts: 3,232
Australia
Heres a basic convert, compiles fine but untested as it only seems to be an include file.
And I therefore have no idea how to implement it for testing.

I havent done any real lite-c optimisation, cause its so huge, but it should be fine all the same.

If you have any problems let us know.

Enjoy laugh
Click to reveal..
Code:

FONT* fntmyseed = "Arial#30b";
TEXT*	txt_myseed = 
{
	layer =1;
	pos_x =20;
	pos_y =20;
	font  = fntmyseed;
	string("                                          ");
}
//---------------------------------------------------------------------------------------------
// object properties
var gv_myseed_dev[999999]; 	// object defined!
var gv_myseed_lod[999999]; 	// lod-level of the object
var gv_myseed_del[999999]; 	// detail-level of the object (0..9)
var gv_myseed_ptr[999999]; 	// pointer to object-entity
var gv_myseed_typ[999999]; 	// type of the object (0/1/2 = r/g/b)
var gv_myseed_mdlid[999999]; 	// id of the objects model;
var gv_myseed_x[999999]; 		// x-pos of the object
var gv_myseed_y[999999]; 		// y-pos of the object
var gv_myseed_z[999999]; 		// z-pos of the object
var gv_myseed_sclx[999999]; 	// x-scale of the object
var gv_myseed_scly[999999]; 	// y-scale of the object
var gv_myseed_sclz[999999]; 	// z-scale of the object
var gv_myseed_pan[999999]; 	// pan of the object
var gv_myseed_tilt[999999]; 	// tilt of the object
var gv_myseed_roll[999999]; 	// roll of the object
var gv_myseed_wind1[999999]; 	// wind1 of the object
var gv_myseed_wind2[999999]; 	// wind2 of the object
var gv_myseed_anm[999999]; 	// anim-cnt of the object
var gv_myseed_matptr[999999]; // default-material-pointer of the object

// object counter
var gv_myseed_cnt 	= -1;		// global object counter
var gv_myseed_curobj	= 0;		// global object index

// detail-level counter
var gv_detlevel 		= 0;

// trace-handle
ENTITY* 	ge_myseed_ent;    // trace entity

// models for blue part of seedmap
TEXT* mdlos_myseed0 = {string("mdl__weed4.mdl","mdl__weed5.mdl","wbgrasstall.mdl");					}
// models for green part of seedmap
TEXT* mdlos_myseed1 = {string("mdl__flow2.mdl","mdl__flow3.mdl","mdl__weed1.mdl","wbgrass.mdl");}
// models for red part of seedmap
TEXT* mdlos_myseed2 = {	string("mdl__shr16.mdl","mdl__shr2.mdl","mdl__shr9.mdl");					}

// seedmap definition
var		gv_seedmapskin_myseed	= 3;		// models skin id
BMAP*		bmp_seedmap_myseed;
STRING*	str_seedmap_myseed	= "";		// only if extern seedmap (terrain-map will be used)

var gv_myseedobj_used[3];
var gv_myseeddichte[3];
var gv_myseedsmapsize[2];
var gv_myseedterrsize[2];
var gv_myseedcolrel[3];
var gv_myseedspread[3];
var gv_myseedformat;
var gv_myseedpstart[2] = { 0, 0 };
var gv_myseedtotal_scale[2];
var gv_myseedfx;
var gv_myseedfy;

VECTOR temp;
#define	on		1
#define	off	0

//===================================================================================================
function scanline_myseed(var lv_x)
{
	var lv_y;
	var lv_c;
	var lv_col[3];
	var lv_pixel;
	var lv_alpha;
	var lv_totdepth = 10;
	lv_y=gv_myseedsmapsize[1];
	while(lv_y>0)
	{
		// get pixel & color
		lv_pixel = pixel_for_bmap(bmp_seedmap_myseed, lv_x, lv_y);
		pixel_to_vec(lv_col, lv_alpha, gv_myseedformat, lv_pixel);
		// seed
		lv_c=0;
		while(lv_c<3)
		{	// only if used
			if(gv_myseedobj_used[lv_c])
			{	// set an object if neccesery
				if((gv_myseedcolrel[lv_c] && random(255)<lv_col[lv_c]*gv_myseeddichte[lv_c]*(lv_totdepth*0.001)) 
				||(!gv_myseedcolrel[lv_c] && lv_col[lv_c]>0 && random(1)<gv_myseeddichte[lv_c]*(lv_totdepth*0.001)))
				{	temp.x = (my.min_x-my.x) + gv_myseedpstart[0] + (lv_x+1) * gv_myseedtotal_scale[0];
					temp.y = (my.max_y-my.y) + gv_myseedpstart[1] - (lv_y+1) * gv_myseedtotal_scale[1];
					// random placement in its area
					if(gv_myseedspread[lv_c]==on)
					{	temp.x+=-random(gv_myseedfx)*0.5+random(gv_myseedfx);
						temp.y+=-random(gv_myseedfy)*0.5+random(gv_myseedfy);
					}
					temp.z = my.max_z;
					vec_rotate(temp, vector(my.pan+0,my.tilt,my.roll));
					vec_add(temp, my.x);
					temp.z = my.max_z;
					// "create" object
					gv_myseed_cnt+=1;
					gv_myseed_ptr[gv_myseed_cnt] = NULL; // pointer to object (if exists)
					gv_myseed_typ[gv_myseed_cnt] = lv_c; // type of object (r/g/b)
					gv_myseed_x[gv_myseed_cnt] = temp.x;
					gv_myseed_y[gv_myseed_cnt] = temp.y;
					gv_myseed_z[gv_myseed_cnt] = temp.z;
					gv_myseed_pan[gv_myseed_cnt] = 0;
					gv_myseed_tilt[gv_myseed_cnt] = 0;
					gv_myseed_roll[gv_myseed_cnt] = 0;
					gv_myseed_wind1[gv_myseed_cnt] = 0;
					gv_myseed_wind2[gv_myseed_cnt] = 0;
				}
			}
			lv_c+=1;
		}
		lv_y-=1;
	}
}
//
//===================================================================================================
// must be set or included as/to the terrains action
action seed_myseed()
{
	var lv_x;
	var lv_maxloops;
	// set models borders
	wait(1);
	c_setminmax(me);
	// random seed
	lv_x=0;while(lv_x<2)		{	random(1);	lv_x+=1;	}
	// get seedmaps bmp
	if(str_len(str_seedmap_myseed)>1)
	{
		you=ent_create(str_seedmap_myseed, nullvector, NULL);
		set(you,INVISIBLE|PASSABLE);
		bmp_seedmap_myseed=bmap_for_entity(you,1);
	}
	else	bmp_seedmap_myseed=bmap_for_entity(my,gv_seedmapskin_myseed);
	// check if object is used
	gv_myseedobj_used[0]=on;
	gv_myseedobj_used[1]=on;
	gv_myseedobj_used[2]=on;
	// set seeddepth per object in o/oo
	gv_myseeddichte[0]=0.25;
	gv_myseeddichte[1]=0.06;
	gv_myseeddichte[2]=0.2;
	// get the seedmap size
	gv_myseedsmapsize[0]=bmap_width(bmp_seedmap_myseed);
	gv_myseedsmapsize[1]=bmap_height(bmp_seedmap_myseed);
	// get terrain-size & left
	gv_myseedterrsize[0]=my.max_x-my.min_x;
	gv_myseedterrsize[1]=my.max_y-my.min_y;
	gv_myseedfx=gv_myseedterrsize[0]/gv_myseedsmapsize[0];
	gv_myseedfy=gv_myseedterrsize[1]/gv_myseedsmapsize[1];
	gv_myseedtotal_scale[0]=gv_myseedfx;
	gv_myseedtotal_scale[1]=gv_myseedfy;
	//seedmap locken
	gv_myseedformat = bmap_lock(bmp_seedmap_myseed, 0);
	// seed is colordepth related?
	gv_myseedcolrel[0]=on;
	gv_myseedcolrel[1]=on;
	gv_myseedcolrel[2]=on;
	// seed within the grid
	gv_myseedspread[0]=on;
	gv_myseedspread[1]=on;
	gv_myseedspread[2]=on;
	// alle Punkte der seedmap betrachten....
	lv_x=gv_myseedsmapsize[0];
	lv_maxloops=max_loops;
	max_loops = 999999;
	while(lv_x>0)	{	scanline_myseed(lv_x);	lv_x-=1;	}
	bmap_unlock(bmp_seedmap_myseed);
	max_loops=lv_maxloops; // reset max_loops
	// take controll...

	//weather effect
	//param: type(0=rain, 1=snow, 2=hail), speed, particles

	// add here more seed-actions vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
	// e.g.: seed_seed2();

	// add here more seed-actions ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
}
//
//===================================================================================================
//
function setmyseedprops2()
{
	// set physic properties...
	// set properties...
	reset(my,INVISIBLE|UNLIT|TRANSLUCENT|OVERLAY|BRIGHT|NOFILTER);
	reset(my,NOFOG|SHADOW|CAST|METAL|PASSABLE|POLYGON);
	my.ambient=0;
	my.albedo=50;
	my.skin=0;

	// skills

	// flags

	// transparent
	set(my,TRANSLUCENT);

	// detail-level-ID
	gv_detlevel=(gv_detlevel+1)%10;
	gv_myseed_del[gv_myseed_curobj]=gv_detlevel;

	// material-pointer
	if(my.material!=NULL)
		gv_myseed_matptr[gv_myseed_curobj]=handle(my.material);
	else
		gv_myseed_matptr[gv_myseed_curobj]=NULL;

	// define object presentation
	if(!gv_myseed_dev[gv_myseed_curobj])
	{	gv_myseed_dev[gv_myseed_curobj]=on;
		// rotate
		c_trace(vector(me.x,me.y,me.z+1000),vector(me.x,me.y,me.z-2000),IGNORE_PASSABLE|IGNORE_PUSH|IGNORE_MODELS|USE_POLYGON|IGNORE_ME);
		vec_to_angle(my.pan,normal);
		my.tilt+=-90;
		// scale...
		my.scale_x=1;
		my.scale_y=1;
		my.scale_z=1;
		gv_myseed_sclx[gv_myseed_curobj]=my.scale_x;
		gv_myseed_scly[gv_myseed_curobj]=my.scale_y;
		gv_myseed_sclz[gv_myseed_curobj]=my.scale_z;
		// angles...
		gv_myseed_pan[gv_myseed_curobj]=my.pan;
		gv_myseed_tilt[gv_myseed_curobj]=my.tilt;
		gv_myseed_roll[gv_myseed_curobj]=my.roll;
		// adjust...
		c_setminmax(me);
	}
	else
	{
		vec_set(my.x, vector(gv_myseed_x[gv_myseed_curobj],gv_myseed_y[gv_myseed_curobj],gv_myseed_z[gv_myseed_curobj]));
		my.scale_x=gv_myseed_sclx[gv_myseed_curobj];
		my.scale_y=gv_myseed_scly[gv_myseed_curobj];
		my.scale_z=gv_myseed_sclz[gv_myseed_curobj];
		vec_set(my.pan, vector(gv_myseed_pan[gv_myseed_curobj],gv_myseed_tilt[gv_myseed_curobj],gv_myseed_roll[gv_myseed_curobj]));
	}
}
//
//------------------------------------------------------------------------------------------------------
//
function setmyseedprops1()
{
	// set physic properties...
	// set properties...
	reset(my,INVISIBLE|UNLIT|TRANSLUCENT|OVERLAY|BRIGHT|NOFILTER);
	reset(my,NOFOG|SHADOW|CAST|METAL|PASSABLE|POLYGON);
	my.ambient=0;
	my.albedo=50;
	my.skin=0;


	// skills

	// flags

	// transparent
	set(my,TRANSLUCENT);

	// detail-level-ID
	gv_detlevel=(gv_detlevel+1)%10;
	gv_myseed_del[gv_myseed_curobj]=gv_detlevel;

	// material-pointer
	if(my.material!=NULL)
		gv_myseed_matptr[gv_myseed_curobj]=handle(my.material);
	else
		gv_myseed_matptr[gv_myseed_curobj]=NULL;

	// define object presentation
	if(!gv_myseed_dev[gv_myseed_curobj])
	{
		gv_myseed_dev[gv_myseed_curobj]=on;
		// rotate
		c_trace(vector(me.x,me.y,me.z+1000),vector(me.x,me.y,me.z-2000),IGNORE_PASSABLE|IGNORE_PUSH|IGNORE_MODELS|USE_POLYGON|IGNORE_ME);
		vec_to_angle(my.pan,normal);
		my.tilt+=-90;

		// scale...
		my.scale_x=1;
		my.scale_y=1;
		my.scale_z=1;
		gv_myseed_sclx[gv_myseed_curobj]=my.scale_x;
		gv_myseed_scly[gv_myseed_curobj]=my.scale_y;
		gv_myseed_sclz[gv_myseed_curobj]=my.scale_z;

		// angles...
		gv_myseed_pan[gv_myseed_curobj]=my.pan;
		gv_myseed_tilt[gv_myseed_curobj]=my.tilt;
		gv_myseed_roll[gv_myseed_curobj]=my.roll;

		// adjust...
		c_setminmax(me);
	}
	else
	{
		vec_set(my.x, vector(gv_myseed_x[gv_myseed_curobj],gv_myseed_y[gv_myseed_curobj],gv_myseed_z[gv_myseed_curobj]));
		my.scale_x=gv_myseed_sclx[gv_myseed_curobj];
		my.scale_y=gv_myseed_scly[gv_myseed_curobj];
		my.scale_z=gv_myseed_sclz[gv_myseed_curobj];
		vec_set(my.pan, vector(gv_myseed_pan[gv_myseed_curobj],gv_myseed_tilt[gv_myseed_curobj],gv_myseed_roll[gv_myseed_curobj]));
	}
}
//
//------------------------------------------------------------------------------------------------------
//
function setmyseedprops0()
{
	// set physic properties...
	// set properties...
	reset(my,INVISIBLE|UNLIT|TRANSLUCENT|OVERLAY|BRIGHT|NOFILTER);
	reset(my,NOFOG|SHADOW|CAST|METAL|PASSABLE|POLYGON);
	my.ambient=0;
	my.albedo=50;
	my.skin=0;


	// skills

	// flags

	// transparent
	set(my,TRANSLUCENT);

	// detail-level-ID
	gv_detlevel=(gv_detlevel+1)%10;
	gv_myseed_del[gv_myseed_curobj]=gv_detlevel;

	// material-pointer
	if(my.material!=NULL)
		gv_myseed_matptr[gv_myseed_curobj]=handle(my.material);
	else
		gv_myseed_matptr[gv_myseed_curobj]=NULL;

	// define object presentation
	if(!gv_myseed_dev[gv_myseed_curobj])
	{
		gv_myseed_dev[gv_myseed_curobj]=on;
		// rotate
		c_trace(vector(me.x,me.y,me.z+1000),vector(me.x,me.y,me.z-2000),IGNORE_PASSABLE|IGNORE_PUSH|IGNORE_MODELS|USE_POLYGON|IGNORE_ME);
		vec_to_angle(my.pan,normal);
		my.tilt+=-90;

		// scale...
		my.scale_x=1;
		my.scale_y=1;
		my.scale_z=1;
		gv_myseed_sclx[gv_myseed_curobj]=my.scale_x;
		gv_myseed_scly[gv_myseed_curobj]=my.scale_y;
		gv_myseed_sclz[gv_myseed_curobj]=my.scale_z;

		// angles...
		gv_myseed_pan[gv_myseed_curobj]=my.pan;
		gv_myseed_tilt[gv_myseed_curobj]=my.tilt;
		gv_myseed_roll[gv_myseed_curobj]=my.roll;

		// adjust...
		c_setminmax(me);
	}
	else
	{
		vec_set(my.x, vector(gv_myseed_x[gv_myseed_curobj],gv_myseed_y[gv_myseed_curobj],gv_myseed_z[gv_myseed_curobj]));
		my.scale_x=gv_myseed_sclx[gv_myseed_curobj];
		my.scale_y=gv_myseed_scly[gv_myseed_curobj];
		my.scale_z=gv_myseed_sclz[gv_myseed_curobj];
		vec_set(my.pan, vector(gv_myseed_pan[gv_myseed_curobj],gv_myseed_tilt[gv_myseed_curobj],gv_myseed_roll[gv_myseed_curobj]));
	}
}
//
//------------------------------------------------------------------------------------------------------
//
// function for the objects...
function seed_myseed_fkt()
{
	var lv_cnt = 0;
	var lv_vdist[3];	vec_set(lv_vdist[0], vector(5000, 5000, 5000)); // fade distances
	var lv_dist;
	var lv_zdist;
	 // set position
	 lv_cnt=0;
	while(lv_cnt<=gv_myseed_cnt)
	{	gv_myseed_dev[lv_cnt]=off;
		if(gv_myseed_typ[lv_cnt]==2)
			gv_myseed_z[lv_cnt]-=c_trace(vector(gv_myseed_x[lv_cnt],gv_myseed_y[lv_cnt],gv_myseed_z[lv_cnt]),vector(gv_myseed_x[lv_cnt],gv_myseed_y[lv_cnt],gv_myseed_z[lv_cnt]-10000),IGNORE_PASSABLE|IGNORE_PUSH|IGNORE_MODELS|USE_POLYGON|IGNORE_ME);
		if(gv_myseed_typ[lv_cnt]==1)
			gv_myseed_z[lv_cnt]-=c_trace(vector(gv_myseed_x[lv_cnt],gv_myseed_y[lv_cnt],gv_myseed_z[lv_cnt]),vector(gv_myseed_x[lv_cnt],gv_myseed_y[lv_cnt],gv_myseed_z[lv_cnt]-10000),IGNORE_PASSABLE|IGNORE_PUSH|IGNORE_MODELS|USE_POLYGON|IGNORE_ME);
		if(gv_myseed_typ[lv_cnt]==0)
			gv_myseed_z[lv_cnt]-=c_trace(vector(gv_myseed_x[lv_cnt],gv_myseed_y[lv_cnt],gv_myseed_z[lv_cnt]),vector(gv_myseed_x[lv_cnt],gv_myseed_y[lv_cnt],gv_myseed_z[lv_cnt]-10000),IGNORE_PASSABLE|IGNORE_PUSH|IGNORE_MODELS|USE_POLYGON|IGNORE_ME);
		lv_cnt+=1;
	}

	while(1)
	{	// loop - all objects
		lv_cnt=0;
		while(lv_cnt<=gv_myseed_cnt)
		{	gv_myseed_curobj=lv_cnt;
			// add user defined functions here.vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
			if(gv_myseed_typ[lv_cnt]==2)	
			{
				// add your functions for type 0 models here!
			}
			if(gv_myseed_typ[lv_cnt]==1)
			{
				// add your functions for type 1 models here!
			}
			if(gv_myseed_typ[lv_cnt]==0)
			{
				// add your functions for type 2 models here!
			}
			// add user defined functions here.^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
			//
			// visible distance
			if(gv_myseed_typ[lv_cnt]==2)
			{	lv_zdist=gv_myseed_z[lv_cnt];
				lv_dist=vec_dist(vector(gv_myseed_x[lv_cnt],gv_myseed_y[lv_cnt],lv_zdist),camera.x);
			}
			if(gv_myseed_typ[lv_cnt]==1)
			{	lv_zdist=gv_myseed_z[lv_cnt];
				lv_dist=vec_dist(vector(gv_myseed_x[lv_cnt],gv_myseed_y[lv_cnt],lv_zdist),camera.x);
			}
			if(gv_myseed_typ[lv_cnt]==0)
			{	lv_zdist=gv_myseed_z[lv_cnt];
				lv_dist=vec_dist(vector(gv_myseed_x[lv_cnt],gv_myseed_y[lv_cnt],lv_zdist),camera.x);
			}
			if(lv_dist>lv_vdist[gv_myseed_typ[lv_cnt]]*2)
			{	if(gv_myseed_ptr[lv_cnt]!=NULL)
				{	you=gv_myseed_ptr[lv_cnt];
					set(you,INVISIBLE);
					//set(you,TRANSLUCENT);
				}
			}
			else
			{	// create
				if(!gv_myseed_ptr[lv_cnt])
				{	if(gv_myseed_typ[lv_cnt]==0)
					{	
						gv_myseed_mdlid[lv_cnt] = integer(random((mdlos_myseed0.strings)));
						gv_myseed_ptr[lv_cnt]=ent_create((mdlos_myseed0.pstring)[gv_myseed_mdlid[lv_cnt]],vector(gv_myseed_x[lv_cnt],gv_myseed_y[lv_cnt],gv_myseed_z[lv_cnt]),setmyseedprops0);
						you=gv_myseed_ptr[lv_cnt];
					}
					if(gv_myseed_typ[lv_cnt]==1)
					{	gv_myseed_mdlid[lv_cnt]=integer(random(mdlos_myseed1.strings));
						gv_myseed_ptr[lv_cnt]=ent_create((mdlos_myseed1.pstring)[gv_myseed_mdlid[lv_cnt]],vector(gv_myseed_x[lv_cnt],gv_myseed_y[lv_cnt],gv_myseed_z[lv_cnt]),setmyseedprops1);
						you=gv_myseed_ptr[lv_cnt];
					}
					if(gv_myseed_typ[lv_cnt]==2)
					{	gv_myseed_mdlid[lv_cnt]=integer(random(mdlos_myseed2.strings));
						gv_myseed_ptr[lv_cnt]=ent_create((mdlos_myseed2.pstring)[gv_myseed_mdlid[lv_cnt]],vector(gv_myseed_x[lv_cnt],gv_myseed_y[lv_cnt],gv_myseed_z[lv_cnt]),setmyseedprops2);
						you=gv_myseed_ptr[lv_cnt];
					}
				}
				// fade?
				if(lv_dist>lv_vdist[gv_myseed_typ[lv_cnt]])
				{	you=gv_myseed_ptr[lv_cnt];
					reset(you,INVISIBLE);
					//set(you,TRANSLUCENT);
					if(gv_myseed_typ[lv_cnt]==2)	you.alpha=clamp((-((lv_dist/lv_vdist[gv_myseed_typ[lv_cnt]])-2))*100,0,100);
					if(gv_myseed_typ[lv_cnt]==1)	you.alpha=clamp((-((lv_dist/lv_vdist[gv_myseed_typ[lv_cnt]])-2))*100,0,100);
					if(gv_myseed_typ[lv_cnt]==0)	you.alpha=clamp((-((lv_dist/lv_vdist[gv_myseed_typ[lv_cnt]])-2))*100,0,100);
				}
				else
				{	you=gv_myseed_ptr[lv_cnt];
					if(gv_myseed_typ[lv_cnt]==2)	you.alpha=100;
					if(gv_myseed_typ[lv_cnt]==1)	you.alpha=100;
					if(gv_myseed_typ[lv_cnt]==0)	you.alpha=100;
					//reset(you,TRANSLUCENT);
				}
			}
			// animations
			// motions
			lv_cnt+=1;
		}
		wait(1);
	}
}
//
//---------------------------------------------------------------------------------------------
//
#define	_fadedist	skill1
//uses: _fadedist;
action fade_myseed_object()
{
	var lv_dist;
	set(my,TRANSLUCENT);
	while(1)
	{	lv_dist=vec_dist(my.x,camera.x);
		// fade?
		if(lv_dist>my._fadedist)
		{	reset(my,INVISIBLE);
			my.alpha=clamp((-((lv_dist/my._fadedist)-2))*100,0,100);
		}
		else	my.alpha=100;
		wait(1);
	}
}
//
//---------------------------------------------------------------------------------------------
//
function save_myseed_list()
{
	var lv_fh;
	var lv_c = 0;
	var lv_ml;
	str_cpy((txt_myseed.pstring)[0],"saving...");
	set(txt_myseed,SHOW);	wait(1);
	lv_ml=max_loops;
	max_loops=999999;
	lv_fh=file_open_write("object_myseed.3ol");
	if(lv_fh==0)	{	str_cpy((txt_myseed.pstring)[0],"error!");	beep();	wait(-1);	return(0);	}
	file_var_write(lv_fh,gv_myseed_cnt); // number of objects
	while(lv_c<=gv_myseed_cnt)
	{	file_var_write(lv_fh,gv_myseed_typ[lv_c]);
		file_var_write(lv_fh,gv_myseed_x[lv_c]);
		file_var_write(lv_fh,gv_myseed_y[lv_c]);
		file_var_write(lv_fh,gv_myseed_z[lv_c]);
		file_var_write(lv_fh,gv_myseed_sclx[lv_c]);
		file_var_write(lv_fh,gv_myseed_scly[lv_c]);
		file_var_write(lv_fh,gv_myseed_sclz[lv_c]);
		file_var_write(lv_fh,gv_myseed_pan[lv_c]);
		file_var_write(lv_fh,gv_myseed_tilt[lv_c]);
		file_var_write(lv_fh,gv_myseed_roll[lv_c]);
		lv_c+=1;
	}
	file_close(lv_fh);
	max_loops=lv_ml;
	str_cpy((txt_myseed.pstring)[0],"saved!");
	wait(-1);
	reset(txt_myseed,SHOW);
}
//
//---------------------------------------------------------------------------------------------
//
function load_myseed_list()
{
	var lv_fh;
	var lv_c = 0;
	var lv_ml;
	on_l=NULL; // don`t double load
	lv_ml=max_loops;
	max_loops=999999;
	str_cpy((txt_myseed.pstring)[0],"loading...!");
	set(txt_myseed,SHOW);	wait(1);
	lv_fh=file_open_read("object_myseed.3ol"); // <--- change the name of your objectlist here
	if(lv_fh==0)	{	str_cpy((txt_myseed.pstring)[0],"error!");	beep();	wait(-1);	return(0);	}
	lv_c=0;
	// erase actual object
	while(lv_c<gv_myseed_cnt)
	{	you=gv_myseed_ptr[lv_c];
		if(you)	ent_remove(you);
		lv_c+=1;
	}
	gv_myseed_cnt=file_var_read(lv_fh);
	lv_c=0;
	while(lv_c<gv_myseed_cnt)
	{	gv_myseed_typ[lv_c]=file_var_read(lv_fh);
		gv_myseed_x[lv_c]=file_var_read(lv_fh);
		gv_myseed_y[lv_c]=file_var_read(lv_fh);
		gv_myseed_z[lv_c]=file_var_read(lv_fh);
		gv_myseed_sclx[lv_c]=file_var_read(lv_fh);
		gv_myseed_scly[lv_c]=file_var_read(lv_fh);
		gv_myseed_sclz[lv_c]=file_var_read(lv_fh);
		gv_myseed_pan[lv_c]=file_var_read(lv_fh);
		gv_myseed_tilt[lv_c]=file_var_read(lv_fh);
		gv_myseed_roll[lv_c]=file_var_read(lv_fh);
		gv_myseed_ptr[lv_c]=NULL;
		lv_c+=1;
	}
	file_close(lv_fh);
	max_loops=lv_ml;
	str_cpy((txt_myseed.pstring)[0],"creating...");
	wait(3);
	reset(txt_myseed,SHOW);
	on_l=load_myseed_list;
}
// ##############################################################################################
// ##################### EOF -=- part copyright by gameus (www.gameus.de) #######################



"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial
Re: c-script to lite-c conversion [Re: EvilSOB] #265763
05/14/09 02:50
05/14/09 02:50
Joined: Apr 2007
Posts: 35
texas
over_board Offline OP
Newbie
over_board  Offline OP
Newbie

Joined: Apr 2007
Posts: 35
texas
its saying that SHOW is an undeclared identifier...


New progammer for... Initiate Games (c) 2007 and Sckratch Magazine (c) 2007 http://www.sckratchmagazine.com
Re: c-script to lite-c conversion [Re: over_board] #265765
05/14/09 03:30
05/14/09 03:30
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
Expert
EvilSOB  Offline
Expert

Joined: Feb 2008
Posts: 3,232
Australia
You must be using an slightly older version of A7.
Replace it with VISIBLE instead


"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial
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