moved some functions that depend on Object.ocd from the global System.ocg to Objects.ocd/System.ocg (#1473)

The global System.ocg should not cause any errors even if Objects.ocd is not loaded. This means that any functions that depend on certain definitions (e.g. FindLocation) will just not be available.
shapetextures
David Dormagen 2015-12-02 12:37:42 +01:00
parent 871811eac8
commit 178a91f338
6 changed files with 113 additions and 70 deletions

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@ -0,0 +1,77 @@
/*
Contains functions for (visual) effects that require particles or definitions from Objects.ocd to be loaded.
*/
/*
Creates a visual explosion effect at a position.
smoothness (in percent) determines how round the effect will look like
*/
global func ExplosionEffect(int level, int x, int y, int smoothness, bool silent, int damage_level)
{
// Zero-size explosion doesn't affect anything
if (level <= 0) return;
if(!silent) //Does object use it's own explosion sound effect?
{
var grade = BoundBy(level / 10 - 1, 1, 3);
if(GBackLiquid(x, y))
SoundAt(Format("BlastLiquid%d",grade), x, y);
else
SoundAt(Format("Blast%d", grade), x, y);
}
// possibly init particle definitions?
if (!ExplosionParticles_Blast)
ExplosionParticles_Init();
smoothness = smoothness ?? 0;
var level_pow = level ** 2;
var level_pow_fraction = Max(level_pow / 25, 5 * level);
var wilderness_level = level * (100 - smoothness) / 100;
var smoothness_level = level * smoothness / 100;
var smoke_size = PV_KeyFrames(0, 180, level, 1000, level * 2);
var blast_size = PV_KeyFrames(0, 0, 0, 260, level * 2, 1000, level);
var blast_smooth_size = PV_KeyFrames(0, 0, 0, 250, PV_Random(level, level * 2), 1000, level);
var star_size = PV_KeyFrames(0, 0, 0, 500, level * 2, 1000, 0);
var shockwave_size = PV_Linear(0, level * 4);
CreateParticle("SmokeDirty", PV_Random(x - 10,x + 10), PV_Random(y - 10, y + 10), 0, PV_Random(-2, 0), PV_Random(50, 100), {Prototype = ExplosionParticles_Smoke, Size = smoke_size}, Max(2, wilderness_level / 10));
CreateParticle("SmokeDirty", PV_Random(x - 5, x + 5), PV_Random(y - 5, y + 5), PV_Random(-1, 1), PV_Random(-1, 1), PV_Random(20, 40), {Prototype = ExplosionParticles_BlastSmoothBackground, Size = blast_smooth_size}, smoothness_level / 5);
CreateParticle("SmokeDirty", PV_Random(x - 5, x + 5), PV_Random(y - 5, y + 5), PV_Random(-1, 1), PV_Random(-1, 1), PV_Random(20, 40), {Prototype = ExplosionParticles_BlastSmooth, Size = blast_smooth_size}, smoothness_level / 5);
CreateParticle("Dust", PV_Random(x - 5, x + 5), PV_Random(y - 5, y + 5), 0, 0, PV_Random(18, 25), {Prototype = ExplosionParticles_Blast, Size = blast_size}, smoothness_level / 5);
CreateParticle("StarFlash", PV_Random(x - 6, x + 6), PV_Random(y - 6, y + 6), PV_Random(-wilderness_level/4, wilderness_level/4), PV_Random(-wilderness_level/4, wilderness_level/4), PV_Random(10, 12), {Prototype = ExplosionParticles_Star, Size = star_size}, wilderness_level / 3);
CreateParticle("Shockwave", x, y, 0, 0, 15, {Prototype = ExplosionParticles_Shockwave, Size = shockwave_size}, nil);
// cast either some sparks on land or bubbles under water
if(GBackLiquid(x, y) && Global.CastBubbles)
{
Global->CastBubbles(level * 7 / 10, level, x, y);
}
else
{
CreateParticle("Magic", PV_Random(x - 5, x + 5), PV_Random(y - 5, y + 5), PV_Random(-level_pow_fraction, level_pow_fraction), PV_Random(-level_pow_fraction, level_pow_fraction), PV_Random(25, 70), ExplosionParticles_Glimmer, level);
}
// very wild explosion? Smoke trails!
var smoke_trail_count = wilderness_level / 10;
var angle = Random(360);
var failsafe = 0; // against infinite loops
while (smoke_trail_count > 0 && (++failsafe < smoke_trail_count * 10))
{
angle += RandomX(40, 80);
var smokex = Sin(angle, RandomX(level / 4, level / 2));
var smokey = -Cos(angle, RandomX(level / 4, level / 2));
if (GBackSolid(x + smokex, y + smokey))
continue;
var lvl = 2 * wilderness_level;
CreateSmokeTrail(lvl, angle, x + smokex, y + smokey);
smoke_trail_count--;
}
// Temporary light effect
if (level > 5)
Global->CreateLight(x, y, level, Fx_Light.LGT_Blast);
return;
}

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@ -0,0 +1,15 @@
/**
Contains UI related functions that require definitions from Objects.ocd to be loaded.
*/
// The default menu decoration used in most places.
global func GetDefaultMenuDecoration()
{
return GUI_MenuDeco;
}
// Returns the symbol used for aborting or canceling.
global func GetDefaultCancelSymbol()
{
return Icon_Cancel;
}

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@ -185,75 +185,13 @@ global func DoExplosion(int x, int y, int level, object inobj, int cause_plr, ob
/*
Creates a visual explosion effect at a position.
smoothness (in percent) determines how round the effect will look like
*/
global func ExplosionEffect(int level, int x, int y, int smoothness, bool silent, int damage_level)
{
// Zero-size explosion doesn't affect anything
if (level <= 0) return;
if(!silent) //Does object use it's own explosion sound effect?
{
var grade = BoundBy(level / 10 - 1, 1, 3);
if(GBackLiquid(x, y))
SoundAt(Format("BlastLiquid%d",grade), x, y);
else
SoundAt(Format("Blast%d", grade), x, y);
}
// possibly init particle definitions?
if (!ExplosionParticles_Blast)
ExplosionParticles_Init();
smoothness = smoothness ?? 0;
var level_pow = level ** 2;
var level_pow_fraction = Max(level_pow / 25, 5 * level);
var wilderness_level = level * (100 - smoothness) / 100;
var smoothness_level = level * smoothness / 100;
var smoke_size = PV_KeyFrames(0, 180, level, 1000, level * 2);
var blast_size = PV_KeyFrames(0, 0, 0, 260, level * 2, 1000, level);
var blast_smooth_size = PV_KeyFrames(0, 0, 0, 250, PV_Random(level, level * 2), 1000, level);
var star_size = PV_KeyFrames(0, 0, 0, 500, level * 2, 1000, 0);
var shockwave_size = PV_Linear(0, level * 4);
CreateParticle("SmokeDirty", PV_Random(x - 10,x + 10), PV_Random(y - 10, y + 10), 0, PV_Random(-2, 0), PV_Random(50, 100), {Prototype = ExplosionParticles_Smoke, Size = smoke_size}, Max(2, wilderness_level / 10));
CreateParticle("SmokeDirty", PV_Random(x - 5, x + 5), PV_Random(y - 5, y + 5), PV_Random(-1, 1), PV_Random(-1, 1), PV_Random(20, 40), {Prototype = ExplosionParticles_BlastSmoothBackground, Size = blast_smooth_size}, smoothness_level / 5);
CreateParticle("SmokeDirty", PV_Random(x - 5, x + 5), PV_Random(y - 5, y + 5), PV_Random(-1, 1), PV_Random(-1, 1), PV_Random(20, 40), {Prototype = ExplosionParticles_BlastSmooth, Size = blast_smooth_size}, smoothness_level / 5);
CreateParticle("Dust", PV_Random(x - 5, x + 5), PV_Random(y - 5, y + 5), 0, 0, PV_Random(18, 25), {Prototype = ExplosionParticles_Blast, Size = blast_size}, smoothness_level / 5);
CreateParticle("StarFlash", PV_Random(x - 6, x + 6), PV_Random(y - 6, y + 6), PV_Random(-wilderness_level/4, wilderness_level/4), PV_Random(-wilderness_level/4, wilderness_level/4), PV_Random(10, 12), {Prototype = ExplosionParticles_Star, Size = star_size}, wilderness_level / 3);
CreateParticle("Shockwave", x, y, 0, 0, 15, {Prototype = ExplosionParticles_Shockwave, Size = shockwave_size}, nil);
// cast either some sparks on land or bubbles under water
if(GBackLiquid(x, y) && Global.CastBubbles)
{
Global->CastBubbles(level * 7 / 10, level, x, y);
}
else
{
CreateParticle("Magic", PV_Random(x - 5, x + 5), PV_Random(y - 5, y + 5), PV_Random(-level_pow_fraction, level_pow_fraction), PV_Random(-level_pow_fraction, level_pow_fraction), PV_Random(25, 70), ExplosionParticles_Glimmer, level);
}
// very wild explosion? Smoke trails!
var smoke_trail_count = wilderness_level / 10;
var angle = Random(360);
var failsafe = 0; // against infinite loops
while (smoke_trail_count > 0 && (++failsafe < smoke_trail_count * 10))
{
angle += RandomX(40, 80);
var smokex = Sin(angle, RandomX(level / 4, level / 2));
var smokey = -Cos(angle, RandomX(level / 4, level / 2));
if (GBackSolid(x + smokex, y + smokey))
continue;
var lvl = 2 * wilderness_level;
CreateSmokeTrail(lvl, angle, x + smokex, y + smokey);
smoke_trail_count--;
}
// Temporary light effect
if (level>5) CreateLight(x, y, level, Fx_Light.LGT_Blast);
smoothness (in percent) determines how round the effect will look like.
return;
Defined in Objects.ocd/System.ocg because it depends on particles/definitions to be loaded.
*/
global func ExplosionEffect(...)
{
return _inherited(...);
}
/*-- Blast objects & shockwaves --*/

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@ -20,7 +20,7 @@ global func GuiAddCloseButton(proplist menu, proplist target, string callback, p
Priority = 0x0fffff,
Left = "100%-2em", Top = "0%+0em",
Right = "100%", Bottom = "0%+2em",
Symbol = Icon_Cancel,
Symbol = GetDefaultCancelSymbol(),
BackgroundColor = {Std = 0, Hover = 0x50ffff00},
OnMouseIn = GuiAction_SetTag("Hover"),
OnMouseOut = GuiAction_SetTag("Std"),
@ -115,3 +115,9 @@ global func CanBeStackedWith(object other)
{
return this->GetID() == other->GetID();
}
// Returns the default symbol used for the "cancel" icon displayed e.g. in the top-right corner of menus.
global func GetDefaultCancelSymbol()
{
return _inherited(...);
}

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@ -139,10 +139,17 @@ global func MessageWindow(string msg, int for_plr, id icon, string caption)
if (!caption)
caption = GetName();
// Create msg window as regular text
CustomMessage(Format("<c ffff00>%s</c>: %s", caption, msg), nil, for_plr, 0,150, nil, GUI_MenuDeco, icon, MSG_HCenter);
CustomMessage(Format("<c ffff00>%s</c>: %s", caption, msg), nil, for_plr, 0,150, nil, GetDefaultMenuDecoration(), icon, MSG_HCenter);
return true;
}
// Returns the default menu decoration used in most places.
// The return value should be a definition, e.g. GUI_MenuDeco.
global func GetDefaultMenuDecoration()
{
return _inherited(...);
}
// Find a base of the given player. Use index to search through all bases.
global func FindBase (int iPlr, int iIndex)
{