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/**
Fire.c
The fire effect ported from the engine. Functions to be used as documented in the docs.
@author Zapper, Maikel
*/
static const FIRE_LIGHT_COLOR = 0xc86400;
// fire drawing modes
static const C4Fx_FireMode_Default = 0; // determine mode by category
static const C4Fx_FireMode_LivingVeg = 2; // C4D_Living and C4D_StaticBack
static const C4Fx_FireMode_StructVeh = 1; // C4D_Structure and C4D_Vehicle
static const C4Fx_FireMode_Object = 3; // other (C4D_Object and no bit set (magic))
static const C4Fx_FireMode_Last = 3; // largest valid fire mode
// Returns whether the object is burning.
// documented in /docs/sdk/script/fn
global func OnFire()
{
if (!this)
return false;
var effect;
if (!(effect=GetEffect("Fire", this)))
return false;
return effect.strength;
}
// Extinguishes the calling object with specified strength.
// documented in /docs/sdk/script/fn
global func Extinguish(strength /* strength between 0 and 100 */)
{
if (!this)
return false;
if (strength == nil)
strength = 100;
else if (!strength)
return false;
var effect = GetEffect("Fire", this);
if (!effect)
return false;
effect.strength = BoundBy(effect.strength - strength, 0, 100);
if (effect.strength == 0)
RemoveEffect(nil, this, effect);
return true;
}
// Incinerates the calling object with specified strength.
// documented in /docs/sdk/script/fn
global func Incinerate(
strength /* strength between 0 and 100 */
, int caused_by /* the player that caused the incineration */
, blasted /* whether the object was incinerated by an explosion */
, incinerating_object /* the object that caused the incineration */)
{
if (!this)
return false;
if (strength == nil)
strength = 100;
else if (!strength)
return false;
var effect = GetEffect("Fire", this);
if (effect)
{
effect.strength = BoundBy(effect.strength + strength, 0, 100);
return true;
}
else
{
effect = AddEffect("Fire", this, 100, 4, this, nil, caused_by, !!blasted, incinerating_object, strength);
return !!effect;
}
}
// Called if the object is submerged in incendiary material (for example in lava).
global func OnInIncendiaryMaterial()
{
if (this->IsInFireproofContainer())
return;
this->DoEnergy(-7, false, FX_Call_EngFire, NO_OWNER);
// The object might have removed itself.
if (!this) return true;
return this->Incinerate(15, NO_OWNER);
}
global func IsInFireproofContainer()
{
if (!this) return false;
if (this->Contained())
{
if (this->Contained().FireproofContainer)
return true;
return this->Contained()->IsInFireproofContainer();
}
return false;
}
// Makes the calling object non flammable.
global func MakeNonFlammable()
{
if (!this)
return;
return AddEffect("IntNonFlammable", this, 300);
}
/*-- Fire Effects --*/
global func FxIntNonFlammableEffect(string new_name)
{
// Block fire effects.
if (WildcardMatch(new_name, "*Fire*"))
return -1;
// All other effects are okay.
return 0;
}
global func FxFireStart(object target, proplist effect, int temp, int caused_by, bool blasted, object incinerating_object, strength)
{
// safety
if (!target) return -1;
// temp readd
if (temp) return 1;
// fail if already on fire
//if (target->OnFire()) return -1;
// Fail if target is dead and has NoBurnDecay, to prevent eternal fires.
if (target->GetCategory() & C4D_Living && !target->GetAlive() && target.NoBurnDecay)
return -1;
// structures must eject contents now, because DoCon is not guaranteed to be executed!
// In extinguishing material
var fire_caused = true;
var burn_to = target.BurnTo;
var mat;
if (MaterialName(mat = GetMaterial(target->GetX(), target->GetY())))
if (GetMaterialVal("Extinguisher", "[Material]", mat))
{
// blasts should changedef in water, too!
if (blasted)
if (burn_to != nil)
target->ChangeDef(burn_to);
// no fire caused
fire_caused = false;
}
// BurnTurnTo
if (fire_caused)
if (burn_to != nil)
target->ChangeDef(burn_to);
// eject contents
var obj;
if (!target->GetDefCoreVal("IncompleteActivity", "DefCore") && !target.NoBurnDecay)
{
for (var i = target->ContentsCount(); obj = target->Contents(--i);)
{
if (target->Contained())
obj->Enter(target->Contained());
else
obj->Exit();
}
// Detach attached objects
for (obj in FindObjects(Find_ActionTarget(target)))
{
if (obj->GetProcedure() == "ATTACH")
obj->SetAction(nil);
}
}
// fire caused?
if (!fire_caused)
{
// if object was blasted but not incinerated (i.e., inside extinguisher), do a script callback
if (blasted)
target->~IncinerationEx(caused_by);
return -1;
}
// determine fire appearance
var fire_mode;
if (!(fire_mode = target->~GetFireMode()))
{
// set default fire modes
var cat = target->GetCategory();
if (cat & (C4D_Living | C4D_StaticBack)) // Tiere, Bäume
fire_mode = C4Fx_FireMode_LivingVeg;
else if (cat & (C4D_Structure | C4D_Vehicle)) // Gebäude und Fahrzeuge sind unten meist kantig
fire_mode = C4Fx_FireMode_StructVeh;
else
fire_mode = C4Fx_FireMode_Object;
}
else if (!Inside(fire_mode, 1, C4Fx_FireMode_Last))
{
DebugLog("Warning: FireMode %d of object %s (%i) is invalid!", fire_mode, target->GetName(), target->GetID());
fire_mode = C4Fx_FireMode_Object;
}
// store causes in effect vars
effect.strength = strength;
effect.mode = fire_mode;
effect.caused_by = caused_by; // used in C4Object::GetFireCause and timer! <- fixme?
effect.blasted = blasted;
effect.incinerating_obj = incinerating_object;
// store fire particles
effect.smoke =
{
R = 255,
G = 255,
B = 255,
CollisionVertex = 1000,
OnCollision = PC_Stop(),
ForceX = PV_Wind(50),
DampingX = PV_Linear(900,999),
ForceY = -7,
DampingY = PV_Linear(1000,PV_Random(650,750)),
Rotation = PV_Random(0, 359),
Phase = PV_Random(0, 3)
};
effect.chaoticspark =
{
Size = PV_Linear(1, 0),
ForceX = PV_KeyFrames(10, 0, PV_Random(-6, 6), 333, PV_Random(-6, -6), 666, PV_Random(6, 6), 1000, PV_Random(-6, 6)),
ForceY = PV_KeyFrames(10, 0, PV_Random(-8, 5), 333, PV_Random(-8, 5), 666, PV_Random(-10, 10), 1000, PV_Random(-10, 15)),
Stretch = PV_Speed(1000, 500),
Rotation = PV_Direction(),
CollisionVertex = 0,
OnCollision = PC_Die(),
R = 255,
G = PV_Linear(255,200),
B = PV_Random(0, 100),
DampingX=950,
DampingY=950,
Alpha = PV_Random(40,140),
BlitMode = GFX_BLIT_Additive
};
effect.redfiredense =
{
R = PV_Random(0, 255),
G = 0,
B = 0,
Alpha = 120,
Rotation = PV_Random(0, 359),
Phase = PV_Random(0, 3),
OnCollision = 0
};
effect.flameborder =
{
R = 255,
G = PV_Linear(255,0),
B = 0,
Phase = PV_Random(0, 4),
OnCollision = PC_Die(),
OnCollision = 0,
Alpha = PV_KeyFrames(0, 0, 0, 100, 80, 600, 80, 1000, 1)
};
effect.sharpflame =
{
R = 255,
G = PV_KeyFrames(0, 0, 255, 666, 0, 627, 0),
B = 0,
Rotation = PV_Random(-5, 5),
Phase = PV_Random(0, 5),
OnCollision = 0,
BlitMode = GFX_BLIT_Additive
};
// Optimization: Only for living beings the flame actually follows the object. That means for all other objects, the flames can be rendered as one batch.
if (target->GetOCF() & OCF_Alive)
{
effect.sharpflame.Attach = ATTACH_MoveRelative;
effect.flameborder.Attach = ATTACH_MoveRelative;
}
// Prepare some more values.
EffectCall(target, effect, "UpdateEffectProperties");
// Reduce checks, smoke and a few other particles if there are other burning objects around.
effect.FreqReduction = 1;
for (var nearby in FindObjects (Find_Distance(effect.height)))
if (nearby->OnFire())
++effect.FreqReduction;
effect.FreqReduction = effect.Interval * BoundBy(effect.FreqReduction / 3, 1, 6);
// Set values
if ((4 * effect.width * effect.height) > 500)
target->Sound("Fire::Inflame", false, 100);
if (target->GetMass() >= 100)
if (target->Sound("Fire::Fire", false, 100, nil, 1))
effect.fire_sound = true;
// callback
target->~Incineration(effect.caused_by);
// Done, success
return FX_OK;
}
global func FxFireUpdateEffectProperties(object target, proplist effect)
{
effect.width = target->GetObjWidth() / 2;
effect.height = target->GetObjHeight() / 2;
effect.fire_width = effect.width * effect.strength / 100 + 1;
effect.fire_height = effect.height * effect.strength / 100 + 2;
effect.pspeed = -effect.fire_height/2;
effect.redfiredense.Size = PV_KeyFrames(0, 0, 1, 500, PV_Random(effect.fire_width/10, effect.fire_width/6), 1000, 1);
var smokesize = effect.fire_width * 2;
if (smokesize > 60) smokesize = 50;
effect.smoke.Size = PV_Linear(smokesize, smokesize * 5);
effect.smoke.Alpha = PV_KeyFrames(0, 0, 1, 50, effect.strength, 1000, 0);
var stretch = 500 * effect.fire_height / effect.fire_width;
effect.maxhgt = effect.fire_height - effect.fire_width * stretch / 1500;
var sharpbottom = 0;
if (GetCategory() & C4D_Structure || GetCategory() & C4D_Vehicle) sharpbottom++;
effect.flameborder.Stretch = stretch;
effect.flameborder.Size = PV_KeyFrames(0, 0, effect.fire_width * (1 + sharpbottom), 500, effect.fire_width * 2, 1000, effect.fire_width);
effect.border_active = (effect.strength > 49) && (effect.fire_height > 10);
effect.sharpflame.Size = PV_KeyFrames(0, 0, effect.fire_width * (2 + sharpbottom), 500, effect.fire_width * 3, 1000, effect.fire_width*2);
effect.sharpflame.Alpha = PV_KeyFrames(0, 0, 0, 350, 190 * effect.strength/100, 700, 190 * effect.strength/100, 1000, 0);
effect.sharpflame.Stretch = stretch;
}
global func FxFireTimer(object target, proplist effect, int time)
{
// safety
if (!target) return FX_Execute_Kill;
// get cause
//if(!GetPlayerName(effect.caused_by)) effect.caused_by=NO_OWNER;;
// strength changes over time
if ((effect.strength < 100) && (time % 8 == 0))
{
if (effect.strength < 50)
{
if (time % 8 == 0)
{
effect.strength = Max(effect.strength - 1, 0);
if (effect.strength <= 0)
return FX_Execute_Kill;
}
}
else
{
effect.strength = Min(100, effect.strength + 2);
if (effect.strength > 49)
{
effect.smoke.R = 127;
effect.smoke.G = 127;
effect.smoke.B = 127;
}
}
// update particle properties that depend on the effect strength
EffectCall(target, effect, "UpdateEffectProperties");
}
// target is in liquid?
if (time % (20 + effect.FreqReduction) == 0)
{
// Extinguish when in water-like materials.
var mat;
if (mat = GetMaterial())
{
if (GetMaterialVal("Extinguisher", "Material", mat))
{
var steam =
{
Size = PV_Linear(effect.width*2, effect.width*4),
Alpha = PV_Linear(87,0),
R = 255,
G = 255,
B = 255,
Rotation = PV_Random(0, 359)
};
CreateParticle("Dust", 0, -5, 0, 0, 180, steam, 2);
return FX_Execute_Kill;
}
}
// Incinerate landscape if possible.
target->IncinerateLandscape(0, 0, effect.caused_by);
// check spreading of fire
if (effect.strength > 10)
{
var container = target->Contained(), inc_objs;
// If contained do not incinerate anything. This would mostly affect inventory items and burns the Clonk too easily while lacking feedback.
if (container)
{
inc_objs = [];
}
// Or if not contained incinerate all objects outside the burning object.
// Do not incinerate inventory objects, since this, too, would mostly affect Clonks and losing one's bow in a fight without noticing it is nothing but annoying to the player.
else
{
inc_objs = FindObjects(Find_AtRect(-effect.width/2, -effect.height/2, effect.width, effect.height), Find_Exclude(target), Find_Layer(target->GetObjectLayer()), Find_NoContainer());
}
// Loop through the selected set of objects and check contact incinerate.
for (var obj in inc_objs)
{
// Check if the obj still exists, an object could be have been removed in this loop.
if (!obj)
continue;
if (obj->GetCategory() & C4D_Living)
if (!obj->GetAlive())
continue;
var inf = obj.ContactIncinerate;
if (!inf)
continue;
var amount = (effect.strength / 3) / Max(1, inf);
if (!amount)
continue;
var old_fire_value = obj->OnFire();
if(old_fire_value < 100) // only if the object was not already fully ablaze
{
// incinerate the other object a bit
obj->Incinerate(Max(10, amount), effect.caused_by, false, effect.incinerating_obj);
// Incinerating other objects weakens the own fire.
// This is done in order to make fires spread slower especially as a chain reaction.
var min = Min(10, effect.strength);
if(effect.strength > 50) min = 50;
effect.strength = BoundBy(effect.strength - amount/2, min, 100);
}
}
}
}
// causes on object
//target->ExecFire(effect_number, caused_by);
if (target->GetAlive())
{
target->DoEnergy(-effect.strength*4, true, FX_Call_EngFire, effect.caused_by);
}
else
{
if ((time*10) % 120 <= effect.strength)
{
target->DoDamage(2, FX_Call_DmgFire, effect.caused_by);
if (target && !Random(2) && !target.NoBurnDecay)
{
target->DoCon(-1);
if (target)
EffectCall(target, effect, "UpdateEffectProperties");
}
}
}
if (!target)
return FX_Execute_Kill;
if (target->Contained())
return FX_OK;
// Fire particles
// Fire denses, smoke, chaotic sparks
if (time % effect.FreqReduction == 0)
{
// A few red fire particles popping up in the higher area. Does not affect very small flames.
if (effect.fire_width + effect.fire_height > 40)
{
if (!Random(2)) CreateParticle("FireDense", PV_Random(-effect.fire_width, effect.pspeed), PV_Random(effect.pspeed, effect.fire_height), PV_Random(-3,3), effect.pspeed, effect.fire_height/2+6, effect.redfiredense);
if (!Random(2)) CreateParticle("FireDense", PV_Random(effect.fire_width/2, effect.fire_width), PV_Random(effect.pspeed, effect.fire_height), PV_Random(-3,3), effect.pspeed, effect.fire_height/2+6, effect.redfiredense);
}
// Smoke
CreateParticle("SmokeThick", PV_Random(-effect.fire_width,effect.fire_width), -effect.fire_height, 0, -6, 300, effect.smoke);
// Chaotic particles
if (!Random(3) && effect.FreqReduction < 14)
CreateParticle("Magic", PV_Random(-effect.fire_width, effect.fire_width), PV_Random(-effect.fire_height, effect.fire_height), PV_Random(25, -25), PV_Random(-25, 12), 50, effect.chaoticspark);
// Flameborders and sharp flames
// Flame borders
if (effect.border_active)
{
CreateParticle("FireBorder", 0, effect.maxhgt, 0, effect.pspeed, 30, effect.flameborder);
}
// Sharp flames
CreateParticle("FireSharp", 0, effect.maxhgt, 0, effect.pspeed, 30, effect.sharpflame);
}
return FX_OK;
}
global func FxFireStop(object target, proplist effect, int reason, bool temp)
{
// safety
if (!target)
return false;
// only if real removal is done
if (temp)
{
return true;
}
// stop sound
if (effect.fire_sound)
target->Sound("Fire::Fire", false, 100, nil, -1);
// callback
target->~Extinguishing();
// done, success
return true;
}
global func FxFireInfo(object target, effect)
{
return Format("Is on %d%% fire.", effect.strength); // todo: <--
}
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