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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301
|
/**
Rockfall
Big pieces of rock that fall down cliffs.
@author Maikel
*/
/*-- Disaster Control --*/
public func SetChance(int chance)
{
if (this != Rockfall)
return;
var effect = GetEffect("IntRockfallControl");
if (!effect)
effect = AddEffect("IntRockfallControl", nil, 100, 20, nil, Rockfall);
effect.chance = chance;
return;
}
public func GetChance()
{
if (this != Rockfall)
return;
var effect = GetEffect("IntRockfallControl");
if (effect)
return effect.chance;
return;
}
public func SetArea(proplist rect)
{
if (this != Rockfall)
return;
var effect = GetEffect("IntRockfallControl");
if (effect)
effect.area = rect;
return;
}
public func SetExplosiveness(int explosiveness)
{
if (this != Rockfall)
return;
var effect = GetEffect("IntRockfallControl");
if (!effect)
return;
effect.explosiveness = explosiveness;
return;
}
// Sets the spawn distance from crew members.
public func SetSpawnDistance(int dist)
{
if (this != Rockfall)
return;
var effect = GetEffect("IntRockfallControl");
if (!effect)
return;
effect.spawn_distance = dist;
return;
}
protected func FxIntRockfallControlTimer(object target, proplist effect, int time)
{
if (Random(100) < effect.chance && !Random(6))
{
// Attempt to find a suitable location for the rock to be created.
var x, y;
var max_tries = 500;
for (var i = 0; i < max_tries; i++)
{
var x = Random(LandscapeWidth());
var y = 0;
if (effect.area)
{
x = effect.area.x + Random(effect.area.wdt);
y = effect.area.y + Random(effect.area.hgt);
}
if (effect.spawn_distance)
{
var dist = (max_tries - i) * effect.spawn_distance / max_tries;
if (FindObject(Find_OCF(OCF_CrewMember), Find_Distance(dist, x, y)))
continue;
}
break;
}
// Explosive rocks demanded?
var explosive = effect.explosiveness && Random(100) < effect.explosiveness;
// Launch rockfall of varying sizes between 40 and 120.
LaunchRockfall(x, y, 80 + Random(41), RandomX(-2, 2), RandomX(4, 8), explosive);
}
return FX_OK;
}
// Scenario saving through an effect call.
public func FxIntRockfallControlSaveScen(obj, fx, props)
{
props->Add("Rockfall", "Rockfall->SetChance(%d)", fx.chance);
props->Add("Rockfall", "Rockfall->SetArea(%v)", fx.area);
if (fx.explosiveness)
props->Add("Rockfall", "Rockfall->SetExplosiveness(%d)", fx.explosiveness);
if (fx.spawn_distance)
props->Add("Rockfall", "Rockfall->SetSpawnDistance(%d)", fx.spawn_distance);
return true;
}
// Launches an earthquake with epicenter (x,y).
global func LaunchRockfall(int x, int y, int size, int xdir, int ydir, bool explosive)
{
// The rockfall size is constrained between 40 and 120%.
size = BoundBy(size, 40, 120);
// Rockfall should be launched in the free.
if (GBackSemiSolid(x, y))
return false;
// Create rock and adjust its size.
var rock = CreateObject(Rockfall, x, y);
rock->SetCon(size);
// Remove rock if stuck.
if (rock->Stuck())
return rock->RemoveObject();
// Set speed and rotation.
rock->SetXDir(xdir);
rock->SetYDir(ydir);
rock->SetR(Random(360));
rock->SetRDir(RandomX(-6, 6));
// Make explosive
if (explosive)
rock->MakeExplosive();
return true;
}
/*-- Rockfall --*/
local damage, is_explosive;
protected func Construction()
{
damage = 0;
this.MeshTransformation = Trans_Scale(2000, 2000, 2000);
// Add an effect for rolling then the rock is just lying around.
AddEffect("IntRockMovement", this, 100, 4, this);
return;
}
public func MakeExplosive()
{
is_explosive = true;
SetClrModulation(0xffff0000);
return true;
}
protected func FxIntRockRollStart(object target, proplist effect, int temporary)
{
if (temporary)
return 1;
effect.damtime = 0;
return 1;
}
protected func FxIntRockMovementTimer(object target, proplist effect, int time)
{
// If rock is not moving give it a kick.
if (GetXDir() == 0 || GetYDir() == 0)
{
SetXDir(RandomX(-160, 160), 100);
SetYDir(-60 - Random(60), 100);
SetRDir(GetRDir() + RandomX(-2, 2));
}
// Damage rock every 120 frames to make sure it breaks at some point.
effect.damtime += 4;
if (effect.damtime > 120)
{
effect.damtime = 0;
damage++;
}
return 1;
}
protected func Hit(int dx, int dy)
{
// Acid kills rockfall
if (GetMaterialVal("Corrosive", "Material", GetMaterial()))
{
Sound("Liquids::Pshshsh");
var sz = Max(GetCon()/10, 5);
var particles = new Particles_Dust() { Size = sz*3, };
if (is_explosive)
{ particles.R = 200; particles.G =100; particles.B = 0; }
else
{ particles.R = 100; particles.G =200; particles.B = 100; }
CreateParticle("Dust", PV_Random(-sz, sz), PV_Random(-sz, sz), PV_Random(-3, 3), PV_Random(-3, -3), PV_Random(36, 2 * 36), particles, sz/2);
return RemoveObject();
}
// Determine caused damage to this rock by impact.
damage += Distance(dx, dy, 0, 0) / 100;
if (damage > 12)
return SplitRock();
// Rebounce or crack on downward hit.
if (dy > 0)
{
SetXDir(dx + RandomX(-160, 160), 100);
SetYDir(Min(-60, -7 * dy / 10) - Random(60), 100);
SetRDir(GetRDir() + RandomX(-2, 2));
}
// Some particles and smoke.
if (GetMaterial(0, 9 * GetCon() / 100))
{
var clr = GetAverageTextureColor(GetTexture(0, 9 * GetCon() / 100));
var particles =
{
Prototype = Particles_Dust(),
R = (clr >> 16) & 0xff,
G = (clr >> 8) & 0xff,
B = clr & 0xff,
Size = 4,
};
CreateParticle("Dust", PV_Random(-2, 2), 8 * GetCon() / 100, PV_Random(-3, 3), PV_Random(-2, -3), PV_Random(36, 2 * 36), particles, 2);
}
// Fling living beings near impact point for a big hit.
if (GetCon() > 80 && dy > 60)
{
for (var obj in FindObjects(Find_NoContainer(), Find_OCF(OCF_Alive), Find_InRect(-16, -8, 32, 24)))
{
if (!Random(3) || !obj->GetAction())
continue;
var act = obj.ActMap[obj->GetAction()];
if (act.Attach || (act.Procedure && act.Procedure != DFA_FLIGHT && act.Procedure != DFA_LIFT && act.Procedure != DFA_FLOAT && act.Procedure != DFA_ATTACH && act.Procedure != DFA_CONNECT))
obj->Fling(Random(3) - 1);
}
}
// Sound.
Sound("Environment::Disasters::EarthquakeEnd", nil, 3 * GetCon() / 2);
StonyObjectHit(dx, dy);
return;
}
private func SplitRock()
{
var con = GetCon(), erock;
// Explosive rocks do some damage
if (is_explosive)
if (erock = CreateObjectAbove(Rock, 0, 4, GetController()))
erock->Explode(Max(15 * con / 100, 3));
// Split the rock into smaller ones if it is big enough.
if (con > 40)
{
while (con > 0)
{
var rock = CreateObjectAbove(Rockfall);
var rock_con = Max(30, GetCon() / 2 + RandomX(-20, 20));
rock->SetCon(rock_con);
con -= 2 * rock_con / 3;
rock->SetXDir(RandomX(-100, 100), 100);
rock->SetYDir(RandomX(-200, -100), 100);
rock->SetRDir(RandomX(-6, 6));
if (is_explosive)
rock->MakeExplosive();
}
}
// Some particles.
var rock_explode =
{
Size = PV_KeyFrames(0, 180, 25, 1000, 50),
DampingY = PV_Random(890, 920, 5),
DampingX = PV_Random(900, 930, 5),
ForceY=-1,
ForceX = PV_Wind(20, PV_Random(-2, 2)),
Rotation=PV_Random(0,360,0),
R=PV_KeyFrames(0, 0, 255, 260, 64, 1000, 64),
G=PV_KeyFrames(0, 0, 128, 260, 64, 1000, 64),
B=PV_KeyFrames(0, 0, 0, 260, 108, 1000, 108),
Alpha = PV_KeyFrames(0, 0, 0, 100, 20, 500, 20, 1000, 0)
};
CreateParticle("SmokeDirty", PV_Random(-5, 5), PV_Random(-5, 5), 0, PV_Random(-2, 0), PV_Random(50, 100), rock_explode, 8);
// Some sound effects.
Sound("Environment::Disasters::EarthquakeEnd", nil, 100);
RemoveObject();
return;
}
/*-- Proplist --*/
local Name = "$Name$";
|