openclonk/planet/Experimental.ocd/Ambience.ocd/Script.c

299 lines
8.9 KiB
C

/**
Ambience
Controls sound and music depending on the environment the player is in
@author Sven2
*/
local exec_counter; // counter to distribute execution of players across frames
local last_environment; // array indexed by player number: pointer to environment the player was in last
local environments; // array of available environments for which it is checked if the player is in. sorted by priority.
// Initialization
protected func Initialize()
{
// Base environment
Environment = {
actions = [],
min_change_delay = 1,
min_initial_change_delay = 5,
AddSound = this.Env_AddSound,
AddAction = this.Env_AddAction,
SetMusic = this.Env_SetMusic
};
// Register default environments (overloadable)
this->InitializeEnvironments();
// Periodic execution of ambience events
last_environment = [];
AddTimer(this.Execute, 10);
return true;
}
func InitializeEnvironments()
{
// Register all standard environments
environments = [];
// Underwater: Clonk is swimming in water
var underwater = this.env_underwater = new Environment {};
underwater->SetMusic("underwater");
underwater.CheckPlayer = this.EnvCheck_Underwater;
AddEnvironment(underwater, 1400);
// City: Clonk is surrounded by buildings
var city = this.env_city = new Environment {};
city->SetMusic("city");
city.CheckPlayer = this.EnvCheck_City;
AddEnvironment(city, 1200);
// Lava: Lava material is nearby
var lava = this.env_lava = new Environment {};
lava->SetMusic("lava");
lava.CheckPlayer = this.EnvCheck_Lava;
lava.mat_mask = CreateArray(); // material mask for lava materials. +1 cuz sky.
lava.mat_mask[Material("Lava")+1] = true; // loop over materials and check incindiary instead? Whoever introduces the next lava type can do that...
lava.mat_mask[Material("DuroLava")+1] = true;
lava.min_change_delay = 3; // Easy to miss lava on search.
AddEnvironment(lava, 1000);
// Underground: Clonk in front of tunnel
var underground = this.env_underground = new Environment {};
underground->SetMusic("underground");
underground.CheckPlayer = this.EnvCheck_Underground;
AddEnvironment(underground, 800);
// Mountains: Overground and lots of rock around
var mountains = this.env_mountains = new Environment {};
mountains->SetMusic("mountains");
mountains.CheckPlayer = this.EnvCheck_Mountains;
mountains.mat_mask = CreateArray(); // material mask for mountain materials. +1 cuz sky.
mountains.mat_mask[Material("Rock")+1] = true;
mountains.mat_mask[Material("Granite")+1] = true;
mountains.mat_mask[Material("Ore")+1] = true;
mountains.mat_mask[Material("Gold")+1] = true;
mountains.min_change_delay = 3; // Pretty unstable condition
AddEnvironment(mountains, 600);
// Snow: It's snowing around the clonk
var snow = this.env_snow = new Environment {};
snow->SetMusic("snow");
snow.CheckPlayer = this.EnvCheck_Snow;
snow.min_change_delay = 6; // Persist a while after snowing stopped
snow.mat = Material("Snow");
AddEnvironment(snow, 400);
// Night: Sunlight blocked by planet
var night = this.env_night = new Environment {};
night->SetMusic("night");
night.CheckPlayer = this.EnvCheck_Night;
AddEnvironment(night, 200);
// Overground: Default environment
var overground = this.env_overground = new Environment {};
overground->SetMusic("overground");
overground.CheckPlayer = this.EnvCheck_Overground;
overground->AddSound("UI::Ding", 100);
AddEnvironment(overground, 0);
return true;
}
private func Execute()
{
// Per-player execution every third timer (~.8 seconds)
var i=GetPlayerCount(C4PT_User);
while (i--) if (!(++exec_counter % 3))
{
ExecutePlayer(GetPlayerByIndex(i, C4PT_User));
}
return true;
}
private func ExecutePlayer(int plr)
{
var cursor = GetCursor(plr);
// Determine environment the player is currently in
var environment = nil;
if (cursor)
{
var last_env = last_environment[plr];
var x = cursor->GetX(), y = cursor->GetY();
for (var test_environment in environments)
{
if (environment = test_environment->CheckPlayer(cursor, x, y, test_environment == last_env))
{
// We've found a matchign environment.
// Was it a change? Then check delays first
if (test_environment != last_env)
{
if (last_env && last_env.no_change_delay)
{
// Environment should change but a delay is specified. Keep last environment for now.
--last_env.no_change_delay;
environment = last_env;
break;
}
// New environment and change delay has passed.
environment.no_change_delay = environment.min_initial_change_delay;
Log("%s environment: %s", GetPlayerName(plr), environment.music);
}
else
{
// Was no change: Reset change delays
environment.no_change_delay = Max(environment.no_change_delay, environment.min_change_delay);
}
break;
}
}
}
last_environment[plr] = environment;
if (!environment) return true;
// Music by environment
this->SetPlayList(environment.music, plr, true, 3000);
// Sounds and actions by environment
for (var action in environment.actions)
if (Random(1000) < action.chance)
cursor->Call(action.fn, action.par[0], action.par[1], action.par[2], action.par[3], action.par[4]);
return true;
}
func InitializePlayer(int plr)
{
// Newly joining players should have set playlist immediately (so they don't start playing a random song just to switch it immediately)
ExecutePlayer(plr);
return true;
}
func RemovePlayer(int plr)
{
// Ensure newly joining players don't check on another player's environment
last_environment[plr] = nil;
return true;
}
protected func Activate(int byplr)
{
MessageWindow(this.Description, byplr);
return true;
}
/* Environment functions */
func AddEnvironment(proplist new_env, priority)
{
if (GetType(priority)) new_env.Priority = priority;
this.environments[GetLength(environments)] = new_env;
SortArrayByProperty(this.environments, "Priority", true);
return true;
}
private func Env_AddSound(string snd_name, chance)
{
return Env_AddAction(Global.Sound, snd_name, chance ?? 50);
}
private func Env_AddAction(afn, par0, par1, par2, par3, par4)
{
return this.actions[GetLength(this.actions)] = { fn=afn, par=[par0, par1, par2, par3, par4] };
}
private func Env_SetMusic(string playlist)
{
this.music = playlist;
return true;
}
/* Default environment checks */
private func EnvCheck_Underwater(object cursor, int x, int y, bool is_current)
{
// Clonk should be swimming
if (cursor->GetProcedure() != "SWIM") return nil;
// For initial change, clonk should also be diving: Check for breath below 80%
// Use > instead of >= to ensure 0-breath-clonks can also get the environment
if (!is_current && cursor->GetBreath() > cursor.MaxBreath*4/5) return nil;
return this;
}
private func EnvCheck_City(object cursor, int x, int y, bool is_current)
{
// There must be buildings around the clonk
var building_count = cursor->ObjectCount(cursor->Find_AtRect(-180,-100,360,200), Find_Func("IsStructure"));
// 3 buildings to start the environment. Just 1 building to sustain it.
if (building_count < 3-2*is_current) return nil;
return this;
}
private func EnvCheck_Lava(object cursor, int x, int y, bool is_current)
{
// Check for lava pixels. First check if the last lava pixel we found is still in place.
var search_range;
if (is_current)
{
if (this.mat_mask[GetMaterial(this.last_x, this.last_y)+1])
if (Distance(this.last_x, this.last_y, x, y) < 140)
return this;
search_range = 140;
}
else
{
search_range = 70;
}
// Now search for lava in search range
var ang = Random(360);
for (; search_range >= 0; search_range -= 10)
{
ang += 200;
var x2 = x + Sin(ang, search_range);
var y2 = y + Cos(ang, search_range);
if (this.mat_mask[GetMaterial(x2, y2)+1])
{
// Lava found!
this.last_x = x2;
this.last_y = y2;
return this;
}
}
// No lava found
return nil;
}
private func EnvCheck_Underground(object cursor, int x, int y, bool is_current)
{
// Check for underground: No sky at cursor or above
if (GetMaterial(x,y)<0) return nil;
if (GetMaterial(x,y-30)<0) return nil;
if (GetMaterial(x-10,y-20)<0) return nil;
if (GetMaterial(x+10,y-20)<0) return nil;
return this;
}
private func EnvCheck_Mountains(object cursor, int x, int y, bool is_current)
{
// Check for mountains: Rock materials below
var num_rock;
for (var y2=0; y2<=45; y2+=15)
for (var x2=-75; x2<=75; x2+=15)
num_rock += this.mat_mask[GetMaterial(x+x2,y+y2)+1];
// need 15pts on first check; 5 to sustain
if (num_rock < 15-is_current*10) return nil;
return this;
}
private func EnvCheck_Snow(object cursor, int x, int y, bool is_current)
{
// Must be snowing from above
if (GetPXSCount(this.mat, x-300, y-200, 600, 300) < 20 - is_current*15) return nil;
return this;
}
private func EnvCheck_Night(object cursor, int x, int y, bool is_current)
{
// Night time.
if (!Time->IsNight()) return nil;
return this;
}
private func EnvCheck_Overground(object cursor, int x, int y, bool is_current)
{
// This is the fallback environment
return this;
}
/*-- Proplist --*/
local Name = "$Name$";
local Description = "$Description$";
local Environment;