openclonk/planet/Objects.ocd/Vegetation.ocd/Trunk.ocd/Script.c

181 lines
4.2 KiB
C

/**
Trunk
Dead trunk which was once part of a tree.
@author Maikel, Randrian
*/
protected func Initialize()
{
SetProperty("MeshTransformation", Trans_Rotate(RandomX(0, 359), 0, 1, 0));
return;
}
public func IsPlant() { return true; }
public func IsTree() { return true; }
public func IsStanding() { return GetCategory() & C4D_StaticBack; }
public func ChopDown()
{
// Use Special Vertex Mode 1 (see documentation) so the removed vertex won't come back when rotating the tree.
SetVertex(3, VTX_Y, 0, 1);
// Remove the bottom vertex
RemoveVertex(3);
// Make pushable
this.Touchable = 1;
this.Plane = 300;
SetCategory(GetCategory()&~C4D_StaticBack);
if (Stuck())
{
var i = 5;
while(Stuck() && i)
{
SetPosition(GetX(), GetY()-1);
i--;
}
}
// Effect
Sound("TreeCrack");
AddEffect("TreeFall", this, 1, 1, nil, Library_Plant);
}
private func MaxDamage()
{
return 50;
}
protected func Damage()
{
// Max damage reached -> fall down
if (GetDamage() > MaxDamage() && IsStanding()) ChopDown();
if(!IsStanding() && OnFire() && GetDamage() > MaxDamage() * 2)
BurstIntoAshes();
_inherited(...);
}
func BurstIntoAshes()
{
var particles =
{
Prototype = Particles_Dust(),
R = 50, G = 50, B = 50,
Size = PV_KeyFrames(0, 0, 0, 200, PV_Random(2, 10), 1000, 0),
};
var r = GetR();
var size = GetCon() * 110 / 100;
for(var cnt = 0; cnt < 10; ++cnt)
{
var distance = Random(size/2);
var x = Sin(r, distance);
var y = -Cos(r, distance);
for(var mirror = -1; mirror <= 1; mirror += 2)
{
CreateParticle("Dust", x * mirror, y * mirror, PV_Random(-3, 3), PV_Random(-3, -3), PV_Random(18, 1 * 36), particles, 2);
CastPXS("Ashes", 5, 30, x * mirror, y * mirror);
}
}
RemoveObject();
}
/*-- Placement --*/
// Place an amount of trunks in the specified rectangle. Settings:
// size = [min, max]: Random size (con) between min and max.
// underground = true/false: whether to place only underground.
public func Place(int amount, proplist rectangle, proplist settings)
{
// Only allow definition call.
if (this != Trunk)
return;
// Default parameters.
if (!settings)
settings = { size = [80, 100] };
if (!settings.size)
settings.size = [80, 100];
var loc_area = nil;
if (rectangle)
loc_area = Loc_InRect(rectangle);
var loc_background = Loc_Or(Loc_Sky(), Loc_Tunnel());
if (settings.underground)
loc_background = Loc_Tunnel();
var trunks = [];
for (var i = 0; i < amount; i++)
{
var size = RandomX(settings.size[0], settings.size[1]);
var loc = FindLocation(loc_background, Loc_Not(Loc_Liquid()), Loc_Wall(CNAT_Left | CNAT_Right | CNAT_Top), loc_area);
if (!loc)
continue;
var trunk = CreateObjectAbove(Trunk);
trunk->SetPosition(loc.x, loc.y);
trunk->SetCon(size);
if (!Random(3))
trunk.Plane = 510;
// Adjust orientation and position with respect to landscape.
trunk->AdjustOrientation();
trunk->AdjustPosition();
// Retry if the center is add a solid location.
if (trunk->GBackSolid())
{
trunk->RemoveObject();
i--;
continue;
}
PushBack(trunks, trunk);
}
return trunks;
}
// Adjust the orientation of the trunk with respect to material.
public func AdjustOrientation()
{
// Make sure it is not stuck in solid with its center.
var dx = 0;
if (GBackSolid(-2, 0) && !GBackSolid(2, 0))
dx = 3;
if (GBackSolid(2, 0) && !GBackSolid(-2, 0))
dx = -3;
var dy = 0;
if (GBackSolid(0, -2) && !GBackSolid(0, 2))
dy = 3;
if (GBackSolid(0, 2) && !GBackSolid(0, -2))
dy = -3;
SetPosition(GetX() + dx, GetY() + dy);
// Check for increasing radius.
for (var d = 0; d < 30 * GetCon() / 100; d++)
// Check 8 directions.
for (var angle = 0; angle < 360; angle += 45)
if (GBackSolid(-Sin(angle, d), Cos(angle, d)))
return SetR(RandomX(angle - 10, angle + 10));
return;
}
// Adjust position with respect to material.
public func AdjustPosition()
{
var angle = GetR();
// Find distance to material.
var d = 0;
while (!GBackSolid(-Sin(angle, d), Cos(angle, d)) && d < 24 * GetCon() / 100)
d++;
// Adjust position.
var size = 15 * GetCon() / 100;
SetPosition(GetX() - Sin(angle, d - size), GetY() + Cos(angle, d - size));
return;
}
/*-- Properties --*/
local Name = "$Name$";
local BlastIncinerate = 1;
local ContactIncinerate = 3;
local Placement = 4;