openclonk/planet/Objects.ocd/Environment.ocd/Cloud.ocd/Script.c

317 lines
6.8 KiB
C

/**
Cloud
Generic cloud, features: rain (water, acid) and thunder.
The clouds have periods of condensing, idle and raining.
Different types of rain (water, acid) are hardcoded.
@authors Ringwaul, Maikel
*/
// Cloud modes: idle, raining, condensing.
static const CLOUD_ModeIdle = 0;
static const CLOUD_ModeRaining = 1;
static const CLOUD_ModeCondensing = 2;
local mode;
// The time a cloud is in this mode.
local mode_time;
local lightning_chance; // chance of lightning strikes 0-100.
local evap_x; // x coordinate for evaporation
local rain; // Number of liquid pixels the cloud holds.
local rain_mat; // Precipitation type from scenario or other.
local rain_amount; // Precipitation amount from scenario or other.
local rain_max; // Max rain the cloud can hold.
// This is an environment object (e.g., shouldn't be a target for the lift tower)
public func IsEnvironment() { return true; }
protected func Initialize()
{
// Clouds start idle.
mode = CLOUD_ModeIdle;
mode_time = 360 + RandomX(-60, 60);
// Default values for rain.
rain = 0;
rain_max = 960;
// Cloud defaults
lightning_chance = 0;
evap_x = 0;
DoCon(Random(75));
SetAction("Fly");
SetComDir(COMD_None);
SetPhase(RandomX(1,16));
// Push low flying clouds up to proper height
while (MaterialDepthCheck(GetX(), GetY(), "Sky", 150) != true)
{
SetPosition(GetX(), GetY()-1);
}
// Failsafe for stupid grounded clouds
if (GetMaterial(0, 30) != Material("Sky"))
SetPosition(GetX(), GetY() - 180);
// Add effect to process all cloud features.
AddEffect("ProcessCloud", this, 100, 5, this);
return;
}
/*-- Definition call interface --*/
// Id call: Creates the indicated number of clouds.
public func Place(int count)
{
if (this != Cloud)
return;
while (count > 0)
{
var pos;
if ((pos = FindPosInMat("Sky", 0, 0, LandscapeWidth(), LandscapeHeight())) && MaterialDepthCheck(pos[0], pos[1], "Sky", 200))
{
CreateObject(Cloud, pos[0], pos[1], NO_OWNER);
count--;
}
}
return;
}
// Changes the precipitation type of this cloud.
// Also an id call: Changes all clouds to this settings.
public func SetPrecipitation(string mat, int amount)
{
// Called to proplist: change all clouds.
if (this == Cloud)
{
for (var cloud in FindObjects(Find_ID(Cloud)))
cloud->SetPrecipitation(mat, amount);
}
else // Otherwise change the clouds precipitation.
{
rain_mat = mat;
rain_amount = amount;
// Also change rain content.
rain = amount * rain_max / 100;
}
return;
}
// Changes the lightning frequency type of this cloud.
// Also an id call: Changes all clouds to this settings.
public func SetLightning(int freq)
{
// Called to proplist: change all clouds.
if (this == Cloud)
{
for (var cloud in FindObjects(Find_ID(Cloud)))
cloud->SetLightning(freq);
}
else // Otherwise change this clouds lightning.
{
lightning_chance = freq;
}
return;
}
public func SetRain(int to_rain)
{
rain = BoundBy(to_rain, 0, rain_max);
return;
}
/*-- Cloud processing --*/
protected func FxProcessCloudStart(object target, proplist effect, int temporary)
{
// Make sure the effect interval is 5.
if (!temporary)
effect.Interval = 5;
return 1;
}
protected func FxProcessCloudTimer()
{
// Move clouds.
MoveCloud();
// Update mode time.
mode_time--;
if (mode_time <= 0)
{
// Change mode, reset timer.
mode = (mode + 1) % 3;
mode_time = 480 + RandomX(-90, 90);
}
// Process modes.
if (mode == CLOUD_ModeIdle)
{
/* Empty */
}
else if (mode == CLOUD_ModeRaining)
{
Precipitation();
ThunderStrike();
}
else if (mode == CLOUD_ModeCondensing)
{
Evaporation();
}
// Update cloud appearance.
ShadeCloud();
return 1;
}
private func MoveCloud()
{
// Move according to wind.
var wind = GetWind();
if (wind >= 7)
SetXDir(Random(355), 1000);
else if (wind <= -7)
SetXDir(-Random(355), 1000);
else
SetXDir();
// Loop clouds around the map.
if (GetX() >= LandscapeWidth() - 10)
SetPosition(12, GetY());
if (GetX() <= 10)
SetPosition(LandscapeWidth()-12, GetY());
// Some other safety.
if (GetY() <= 5)
SetPosition(0, 6);
if (GetYDir()!=0)
SetYDir(0);
while (Stuck())
SetPosition(GetX(), GetY() - 5);
return;
}
private func Precipitation()
{
if (!rain_mat)
return;
// Precipitaion: water or snow.
if (rain > 0)
{
RainDrop(rain_mat);
rain--;
}
// If out of liquids, skip mode.
if (rain == 0)
mode_time = 0;
return;
}
// Raindrop somewhere from the cloud.
private func RainDrop(string mat)
{
// Check if liquid is maybe in frozen form.
var temp = GetTemperature();
var melt_temp = GetMaterialVal("BelowTempConvert", "Material", Material(mat));
if (temp < melt_temp)
mat = GetMaterialVal("BelowTempConvertTo", "Material", Material(mat));
// Create rain drop.
var angle = RandomX(0, 359);
var dist = Random(51);
CastPXS(mat, 1, 1, Sin(angle,dist),Cos(angle,dist));
}
// Launches possibly one thunder strike from the cloud.
private func ThunderStrike()
{
// Determine whether to launch a strike.
if (rain < 100)
return;
if (Random(100) >= lightning_chance || Random(15))
return;
// Find random position in the cloud.
var con = GetCon();
var wdt = GetDefWidth() * con / 250;
var hgt = GetDefHeight() * con / 350;
var x = GetX() + RandomX(-wdt, wdt);
var y = GetY() + RandomX(-hgt, hgt);
var str = 2 * con / 3 + RandomX(-15, 15);
// Launch lightning.
return LaunchLightning(x, y, str, 0, str / 5, str / 10, str / 10, true);
}
// Tries to evaporate liquids from the surface.
protected func Evaporation()
{
var prec = 5;
// Found enough water/acid, skip condensing phase.
if (rain >= 960)
{
mode_time = 0;
return;
}
// determine new x coordinate from the cloud to test for liquids.
var wdt = GetDefWidth() * GetCon() * 3 / 4;
evap_x += prec;
if (evap_x > wdt)
evap_x = - wdt;
// Test the line downwards from this coordinate.
var y = 0;
while (!GBackSemiSolid(evap_x, y) && y < LandscapeHeight())
y += prec;
// Try to extract the specified material.
if(GetMaterial(evap_x, y) == Material(rain_mat))
{
ExtractMaterialAmount(evap_x, y, Material("Water"), 3);
rain += 3;
}
// Also add some rain by scenario value.
if (Random(100) < rain_amount)
rain += 1 + Random(3);
return;
}
//Shades the clouds based on iSize: the water density value of the cloud.
private func ShadeCloud()
{
var cloud_alpha = Min((rain+50)*425/1000, 255);
var shade2 = BoundBy(Max(0,rain-600) + lighting_shade, 0, 255);
SetClrModulation(RGBa(255-shade2, 255-shade2, 255-shade2, cloud_alpha));
}
// Utilized by time to make clouds invisible at night
local lighting_shade;
public func SetLightingShade(int darkness)
{
lighting_shade = darkness;
}
local ActMap = {
Fly = {
Prototype = Action,
Name = "Fly",
Procedure = DFA_FLOAT,
Speed = 20,
Accel = 16,
Decel = 16,
X = 0,
Y = 0,
Wdt = 512,
Hgt = 350,
Length = 16,
Delay = 0,
NextAction = "Fly",
TurnAction = "Turn",
},
};
local Name = "Cloud";