openclonk/planet/Arena.ocf/HotIce.ocs/System.ocg/MiamiEffects.c

117 lines
4.8 KiB
C

/*
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)
{
if (g_theme != MiamiIce) return inherited(level, x, y, smoothness, silent, damage_level, ...);
// Zero-size explosion doesn't affect anything
if (level <= 0) return;
if(!silent) //Does object use it's own explosion sound effect?
{
// Select sound according to level: from 1 to 3, add the * to allow alternatives.
var grade = BoundBy(level / 10 - 1, 1, 3);
if(GBackLiquid(x, y))
SoundAt(Format("Fire::BlastLiquid%d*",grade), x, y);
else
SoundAt(Format("Fire::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);
var clr = HSL(Random(255), 255, 100);
CreateParticle("SmokeDirty", PV_Random(x - 10,x + 10), PV_Random(y - 10, y + 10), 0, PV_Random(-2, 0), PV_Random(50, 100), {Prototype = Particles_Colored(ExplosionParticles_Smoke, clr), 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 = Particles_Colored(ExplosionParticles_BlastSmoothBackground, clr), 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 = Particles_Colored(ExplosionParticles_BlastSmooth, clr), 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 = Particles_Colored(ExplosionParticles_Blast, clr), 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 = Particles_Colored(ExplosionParticles_Star, clr), Size = star_size}, wilderness_level / 3);
CreateParticle("Shockwave", x, y, 0, 0, 15, {Prototype = Particles_Colored(ExplosionParticles_Shockwave, clr), 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), Particles_Colored(ExplosionParticles_Glimmer, clr), 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, clr);
smoke_trail_count--;
}
// Temporary light effect
if (level > 5)
Global->CreateLight(x, y, level, Fx_Light.LGT_Blast);
return;
}
global func FxSmokeTrailStart(object target, proplist e, int temp, int color)
{
if (g_theme != MiamiIce) return inherited(target, e, temp, color, ...);
if (temp)
return;
e.color = color ?? RGBa(255, 128, 0, 200);
var c = SplitRGBaValue(color);
var alpha = (e.color >> 24) & 0xff;
e.particles_smoke =
{
R = c.R,
G = c.G,
B = c.B,
Alpha = PV_KeyFrames(0, 0, alpha/4, 200, alpha, 1000, 0),
Rotation = PV_Random(-45,45),
ForceX = PV_Wind(20),
ForceY = PV_Gravity(-10),
};
e.particles_blast =
{
R = PV_Linear((e.color >> 16) & 0xff, 0),
G = PV_Linear((e.color >> 8) & 0xff, 0),
B = PV_Linear((e.color >> 0) & 0xff, 0),
Alpha = PV_KeyFrames(0, 0, alpha, 500, 3*alpha/4, 1000, 0),
Rotation = PV_Direction(),
BlitMode = GFX_BLIT_Additive,
Stretch = PV_Speed(1500, 1000)
};
}