forked from Mirrors/openclonk
120 lines
2.8 KiB
C
120 lines
2.8 KiB
C
/*
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ObjectFade Rule
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Author: Caesar
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Removes unused objects. Like Hazard-Arena.
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TODO:
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Use ChangeEffect properly to save calls
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*/
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local fade_time = 18;
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public func Activate(int by_plr)
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{
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MessageWindow(this.Description, by_plr);
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return true;
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}
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public func DoFadeTime(int to_add)
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{
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fade_time += to_add;
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return;
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}
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protected func Initialize()
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{
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if(ObjectCount(Find_ID(Rule_ObjectFade), Find_Exclude(this))) {
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FindObject(Find_ID(Rule_ObjectFade), Find_Exclude(this))->DoFadeTime(36);
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return RemoveObject();
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}
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AddTimer("Timer");
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}
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protected func Timer()
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{
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for (var fade in FindObjects(Find_Category(C4D_Object), Find_NoContainer(), Find_Not(Find_OCF(OCF_HitSpeed1))))
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{
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if (!CheckFadeConditions(fade)) continue;
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if (GetEffect("IntFadeOut*", fade)) continue;
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AddEffect("IntFadeOutCandidate", fade, 1, 36, this, Rule_ObjectFade);
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}
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}
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public func FxIntFadeOutCandidateTimer(object target, effect, int time)
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{
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// Re-check condition a few times
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if (!CheckFadeConditions(target)) return FX_Execute_Kill;
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if (time > 300)
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{
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// OK - now fade out
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AddEffect("IntFadeOut", target, 100, 1, this, Rule_ObjectFade);
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return FX_Execute_Kill;
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}
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return FX_OK;
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}
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public func FadeOutObject(object target)
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{
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// Definition or hooked call: Fade out an object (even if rule is not active)
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return AddEffect("IntFadeOut", target, 100, 1, nil, Rule_ObjectFade);
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}
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func CheckFadeConditions(object fade)
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{
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// Moving objects should not.
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// Allow small movement because engine physics bug sometimes cause objects to wiggle forever
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if (Distance(fade->GetXDir(), fade->GetYDir()) > 4) return false;
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// No InEarth objects
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if (fade->GBackSolid()) return false;
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// No objects that explicitely want to stay
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if (fade->~HasNoFadeOut()) return false;
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// Not if picked up
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if (fade->Contained()) return false;
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// Fade out OK
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return true;
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}
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public func FxIntFadeOutStart(object target, effect)
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{
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effect.x = target->GetX();
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effect.y = target->GetY();
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effect.color = target->GetClrModulation() & 0x00ffffff; //Safe pure rgb
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effect.alpha = target->GetClrModulation() >> 24 & 255; //Safe alpha
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}
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public func FxIntFadeOutTimer(object target, effect, int time)
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{
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if (time < fade_time * 2/3)
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return;
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if (!(target->Contained()) && effect.x == target->GetX() && effect.y == target->GetY())
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{
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if(time >= fade_time)
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{
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target->RemoveObject();
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return -1;
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}
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}
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else
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{
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target->SetClrModulation(effect.alpha << 24 | effect.color);
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return -1;
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}
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target->SetClrModulation(((fade_time - time) * effect.alpha / (fade_time/3)) << 24 | effect.color);
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return 1;
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}
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public func FxIntFadeOutTimerEffect(string new_effect_name)
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{
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if (new_effect_name == "IntFadeOut")
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return -1;
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}
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local Name = "Object Fade";
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local Description = "$Description$";
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local Visibility = VIS_Editor;
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local EditorPlacementLimit = 1; // Rules are to be placed only once
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