forked from Mirrors/openclonk
191 lines
4.3 KiB
C
191 lines
4.3 KiB
C
/*-- Item Spark --*/
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/*
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global func StartItemSparks(int rate, bool mirror)
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starts the spawning of sparks.
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rate is the average frequency and ranges from 0 to 1000.
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if mirror is true, the sparks are mirrored along LandscapeWidth()/2
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global func StopItemSparks()
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self-explanatory
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scenario callbacks:
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func GetSparkItem(float x, float y)
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returns the item ID one spark should spawn.
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called at the creation of the sparks (x=nil, y=nil) for mirrored sparks and on Hit() again, if it returned nil before
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func GetSparkRange()
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returns the area where the sparks spawn as an array, standard equals return [0, LandscapeWidth()]
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func SetupSparkItem(object obj)
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called after an item is spawned. Can be used to put arrows into bows, for example
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*/
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local toSpawn;
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global func StartItemSparks(num rate, bool mirror)
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{
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AddEffect("GlobalItemSparks", nil, 1, 5, nil, nil, rate, mirror);
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}
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global func StopItemSparks()
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{
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RemoveEffect("GlobalItemSparks");
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}
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global func FxGlobalItemSparksStart(_, effect, temp, rate, mir)
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{
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if(temp) return;
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effect.rate=rate;
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effect.mirror=mir;
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}
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global func FxGlobalItemSparksTimer(_, effect, time)
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{
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if(Random(1000) >= effect.rate) return;
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var range=GameCall("GetSparkRange");
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var max, start;
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if(range != nil)
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{
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start=range[0];
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max=range[1]-start;
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if(effect.mirror) if(max>LandscapeWidth()) max=LandscapeWidth();
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}
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else
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{
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max=LandscapeWidth();
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start=0;
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}
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if(effect.mirror){ max/=2; if(Random(2)) start=LandscapeWidth()/2;}
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var x=Random(max)+start;
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var failsafe=0;
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while(failsafe++ < 100 && GBackSolid(x, 1)) x=Random(max)+start;
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if(failsafe >= 100) return;
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// mirrors requires free sky
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var what=GameCall("GetSparkItem", nil, nil);
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var count=0;
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if(effect.mirror)
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{
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if(x > LandscapeWidth()/2)
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{
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x-=LandscapeWidth()/2;
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x=LandscapeWidth()/2-x;
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}
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count=2;
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var s=CreateObject(ItemSpark, LandscapeWidth()-x, 1, NO_OWNER);
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s.toSpawn=what;
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}
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var s=CreateObject(ItemSpark, x, 1, NO_OWNER);
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s.toSpawn=what;
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}
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protected func Initialize()
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{
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AddEffect("Sparkle", this, 1, 2, this);
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AddEffect("CheckStuck", this, 1, 30);
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}
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func FxCheckStuckTimer(_, effect)
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{
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if(!GBackSolid(0, 1)) return 1;
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DoSpawn();
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return -1;
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}
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func FxSparkleTimer(_, effect)
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{
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//var x=RandomX(-4, 4);
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//var p="ItemSpark";
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//if(Random(2)) p="ItemSparkA";
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//CreateParticle(p, x, (4-Abs(x))/2, -x/2, -3, 40, RGBa(50,50,150+Random(100), 200), nil);
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CreateParticle("ItemSpark", 0, 0, 0, GetYDir(), 40, RGBa(50,50,150+Random(100), 255), this, true);
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CreateParticle("ItemSparkA", 0, 0, 0, GetYDir(), 20, RGBa(50,50,200+Random(50), 255), this, false);
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if(!Random(36))
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for(var i=0;i<3;++i)
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{
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var e=AddEffect("SparkleDeath", nil, 5, 1, nil, GetID());
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e.x=GetX();
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e.y=GetY();
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e.velX=RandomX(-10,10);
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e.velY=RandomX(-2,2);;
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e.size=40+Random(10);
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e.from=this;
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e.vAcc=1;
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}
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}
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func FxSparkleDeathStart(_, effect, temp, x, y, velX, velY, size)
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{
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if(temp) return;
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effect.target=_;
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effect.xT=0;
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effect.yT=0;
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}
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func FxSparkleDeathTimer(_, effect, effect_time)
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{
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if(effect.size <= 5) return -1;
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if(GBackSolid(AbsX(effect.x), AbsY(effect.y)))
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{
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effect.velX*=-1;
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effect.velY*=-1;
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}
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CreateParticle("ItemSpark", AbsX(effect.x), AbsY(effect.y), 0, 0, effect.size, RGBa(50,50,150, 175), effect.from, true);
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CreateParticle("ItemSparkA", AbsX(effect.x), AbsY(effect.y), 0, 0, effect.size/2, RGBa(50,50,255, 175), effect.from, false);
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effect.xT+=effect.velX;
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effect.yT+=effect.velY;
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effect.velY+=effect.vAcc;
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var f=0;
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while(Abs(effect.xT) > 10){if(effect.xT > 0) f=1; else f=-1; effect.x+=f; effect.xT-=f*10;}
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while(Abs(effect.yT) > 10){if(effect.yT > 0) f=1; else f=-1; effect.y+=f; effect.yT-=f*10;}
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effect.size-=2;
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}
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func DoSpawn()
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{
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if(toSpawn == nil)
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toSpawn=GameCall("GetSparkItem", GetX(), GetY());
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var o=CreateObject(toSpawn, 0, 0, NO_OWNER);
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o->SetYDir(-1);
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GameCall("SetupSparkItem", o);
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for(var cnt=0;cnt<5;++cnt)
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{
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var effect=AddEffect("SparkleDeath", nil, 5, 1, nil, GetID());
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effect.x=GetX();
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effect.y=GetY();
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effect.velX=RandomX(-10,10);
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effect.velY=RandomX(-50,-30);
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effect.size=25+Random(10);
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effect.from=this;
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effect.vAcc=5;
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}
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AddEffect("Off", this, 1, 30*4, this);
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RemoveEffect("Sparkle", this);
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this.Plane=501;
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}
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func FxOffStop(_, effect, reason, temp)
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{
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if(temp) return;
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if(this) RemoveObject();
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}
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func Hit()
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{
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if(GetEffect("Off", this)) return SetSpeed();
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DoSpawn();
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}
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