File: Script.c

package info (click to toggle)
openclonk 8.1-3
  • links: PTS, VCS
  • area: main
  • in suites: bookworm
  • size: 169,516 kB
  • sloc: cpp: 180,479; ansic: 108,988; xml: 31,371; python: 1,223; php: 767; makefile: 145; sh: 101; javascript: 34
file content (188 lines) | stat: -rw-r--r-- 4,626 bytes parent folder | download | duplicates (5)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
/** 
	Trunk 
	Dead trunk which was once part of a tree.
	
	@author Maikel, Randrian
*/


protected func Initialize()
{
	SetProperty("MeshTransformation", Trans_Rotate(RandomX(0, 359), 0, 1, 0));
	return;
}

public func IsPlant() { return true; }
public func IsTree() { return true; }

// Not supported by this tree
public func CreateObjectInTreetop() { return nil; }

public func IsStanding() { return GetCategory() & C4D_StaticBack; }

public func ChopDown()
{
	// Use Special Vertex Mode 1 (see documentation) so the removed vertex won't come back when rotating the tree.
	SetVertex(3, VTX_Y, 0, 1);
	// Remove the bottom vertex
	RemoveVertex(3);
	// Make pushable
	this.Touchable = 1;
	this.Plane = 300;
	SetCategory(GetCategory()&~C4D_StaticBack);
	if (Stuck())
	{
		var i = 5;
		while(Stuck() && i)
		{
			SetPosition(GetX(), GetY()-1);
			i--;
		}
	}
	// Effect
	Sound("Environment::Tree::Crack");
	AddEffect("TreeFall", this, 1, 1, nil, Library_Plant);
}

private func MaxDamage()
{
	return 50;
}

protected func Damage()
{
	// Max damage reached -> fall down
	if (GetDamage() > MaxDamage() && IsStanding()) ChopDown();
	if(!IsStanding() && OnFire() && GetDamage() > MaxDamage() * 2)
		BurstIntoAshes();
	_inherited(...);
}

func BurstIntoAshes()
{
	var particles =
	{
		Prototype = Particles_Dust(),
		R = 50, G = 50, B = 50,
		Size = PV_KeyFrames(0, 0, 0, 200, PV_Random(2, 10), 1000, 0),
	};
	
	var r = GetR();
	var size = GetCon() * 110 / 100;
	
	for(var cnt = 0; cnt < 10; ++cnt)
	{
		var distance = Random(size/2);
		var x = Sin(r, distance);
		var y = -Cos(r, distance);
		
		for(var mirror = -1; mirror <= 1; mirror += 2)
		{
			CreateParticle("Dust", x * mirror, y * mirror, PV_Random(-3, 3), PV_Random(-3, -3), PV_Random(18, 1 * 36), particles, 2);
			CastPXS("Ashes", 5, 30, x * mirror, y * mirror);
		}
	}
	RemoveObject();
}


/*-- Placement --*/

// Place an amount of trunks in the specified rectangle. Settings:
// size = [min, max]: Random size (con) between min and max.
// underground = true/false: whether to place only underground.
public func Place(int amount, proplist area, proplist settings)
{
	// Only allow definition call.
	if (this != Trunk) 
		return;
	// Default parameters.
	if (!settings) 
		settings = { size = [80, 100] };
	if (!settings.size) 
		settings.size = [80, 100];
	var loc_area = nil;
	if (area) 
		loc_area = Loc_InArea(area);
	var loc_background;
	if (settings.underground == nil)
		loc_background = Loc_Or(Loc_Sky(), Loc_Tunnel());
	else if (settings.underground)
		loc_background = Loc_Tunnel();
	else
		loc_background = Loc_Sky();	
		
	var trunks = [];	
	for (var i = 0; i < amount; i++)
	{
		var size = RandomX(settings.size[0], settings.size[1]);
		var loc = FindLocation(loc_background, Loc_Not(Loc_Liquid()), Loc_Wall(CNAT_Left | CNAT_Right | CNAT_Top, Loc_Or(Loc_Material("Granite"), Loc_Material("Rock"), Loc_MaterialVal("Soil", "Material", nil, 1))), loc_area);
		if (!loc)
			continue;
		var trunk = CreateObject(Trunk);
		trunk->SetPosition(loc.x, loc.y);
		trunk->SetCon(size);
		if (!Random(3))
			trunk.Plane = 510; 
		// Adjust orientation and position with respect to landscape.
		trunk->AdjustOrientation();
		trunk->AdjustPosition();
		// Retry if the center is add a solid location.
		if (trunk->GBackSolid())
		{
			trunk->RemoveObject();
			i--;
			continue;		
		}		
		PushBack(trunks, trunk);	
	}
	return trunks;
}

// Adjust the orientation of the trunk with respect to material.
public func AdjustOrientation()
{
	// Make sure it is not stuck in solid with its center.
	var dx = 0;
	if (GBackSolid(-2, 0) && !GBackSolid(2, 0))
		dx = 3;
	if (GBackSolid(2, 0) && !GBackSolid(-2, 0))	
		dx = -3;
	var dy = 0;
	if (GBackSolid(0, -2) && !GBackSolid(0, 2))
		dy = 3;
	if (GBackSolid(0, 2) && !GBackSolid(0, -2))	
		dy = -3;
	SetPosition(GetX() + dx, GetY() + dy);
	
	// Check for increasing radius.
	for (var d = 0; d < 30 * GetCon() / 100; d++)
		// Check 8 directions.
		for (var angle = 0; angle < 360; angle += 45)
			if (GBackSolid(-Sin(angle, d), Cos(angle, d)))
				return SetR(RandomX(angle - 10, angle + 10));
	return;
}

// Adjust position with respect to material.
public func AdjustPosition()
{
	var angle = GetR();
	// Find distance to material.
	var d = 0;
	while (!GBackSolid(-Sin(angle, d), Cos(angle, d)) && d < 24 * GetCon() / 100)
		d++;
	// Adjust position.
	var size = 15 * GetCon() / 100;
	SetPosition(GetX() - Sin(angle, d - size), GetY() + Cos(angle, d - size));
	return;
}


/*-- Properties --*/

local Name = "$Name$";
local BlastIncinerate = 1;
local ContactIncinerate = 3;
local Placement = 4;
local Components = {Wood = 3};