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