effect/system to effect_system

effect/effect to effect/particle_effect
make foam an effect again
move explosion_particles.dm to effect_system folder
OOP effect code, addtimers, QDEL_IN
fixed reagent explosions never having a flash range due to a typo
This commit is contained in:
uraniummeltdown
2017-11-04 18:21:51 +04:00
parent f414d5065d
commit 5c4f4ec5e5
9 changed files with 273 additions and 390 deletions
@@ -5,43 +5,68 @@ it needs to create more trails.A beaker could have a steam_trail_follow system s
would spawn and follow the beaker, even if it is carried or thrown.
*/
/obj/effect/effect
name = "effect"
icon = 'icons/effects/effects.dmi'
/obj/effect/particle_effect
name = "particle effect"
mouse_opacity = 0
unacidable = 1//So effect are not targeted by alien acid.
unacidable = 1//So effects are not targeted by alien acid.
/obj/effect/effect/New()
/obj/effect/particle_effect/New()
..()
if(ticker)
cameranet.updateVisibility(src)
/obj/effect/effect/Destroy()
/obj/effect/particle_effect/Destroy()
if(ticker)
cameranet.updateVisibility(src)
return ..()
/datum/effect/system
/datum/effect_system
var/number = 3
var/cardinals = 0
var/turf/location
var/atom/holder
var/setup = 0
var/effect_type
var/total_effects = 0
/datum/effect/system/Destroy()
/datum/effect_system/Destroy()
holder = null
location = null
return ..()
/datum/effect/system/proc/set_up(n = 3, c = 0, turf/loc)
/datum/effect_system/proc/set_up(n = 3, c = 0, loca)
if(n > 10)
n = 10
number = n
cardinals = c
location = loc
setup = 1
if(isturf(loca))
location = loca
else
location = get_turf(loca)
/datum/effect/system/proc/attach(atom/atom)
/datum/effect_system/proc/attach(atom/atom)
holder = atom
/datum/effect/system/proc/start()
/datum/effect_system/proc/start()
for(var/i in 1 to number)
if(total_effects > 20)
return
addtimer(src, "generate_effect", 0)
/datum/effect_system/proc/generate_effect()
if(holder)
location = get_turf(holder)
var/obj/effect/E = new effect_type(location)
total_effects++
var/direction
if(cardinals)
direction = pick(cardinal)
else
direction = pick(alldirs)
var/steps_amt = pick(1,2,3)
for(var/j in 1 to steps_amt)
sleep(5)
step(E,direction)
addtimer(src, "decrement_total_effect", 20)
/datum/effect_system/proc/decrement_total_effect()
total_effects--
@@ -0,0 +1,61 @@
/obj/effect/particle_effect/expl_particles
name = "explosive particles"
icon_state = "explosion_particle"
opacity = 1
anchored = 1
/obj/effect/particle_effect/expl_particles/New()
..()
QDEL_IN(src, 15)
/datum/effect_system/expl_particles
number = 10
/datum/effect_system/expl_particles/start()
for(var/i in 1 to number)
spawn(0)
var/obj/effect/particle_effect/expl_particles/expl = new /obj/effect/particle_effect/expl_particles(location)
var/direct = pick(alldirs)
var/steps_amt = pick(1;25,2;50,3,4;200)
for(var/j in 1 to steps_amt)
sleep(1)
step(expl,direct)
/obj/effect/explosion
name = "explosive particles"
icon = 'icons/effects/96x96.dmi'
icon_state = "explosion"
opacity = 1
anchored = 1
mouse_opacity = 0
pixel_x = -32
pixel_y = -32
/obj/effect/explosion/New()
..()
QDEL_IN(src, 10)
/datum/effect_system/explosion
/datum/effect_system/explosion/set_up(loca)
if(isturf(loca))
location = loca
else
location = get_turf(loca)
/datum/effect_system/explosion/start()
new/obj/effect/explosion(location)
var/datum/effect_system/expl_particles/P = new/datum/effect_system/expl_particles()
P.set_up(10,location)
P.start()
/datum/effect_system/explosion/smoke
/datum/effect_system/explosion/smoke/proc/create_smoke()
var/datum/effect_system/smoke_spread/S = new
S.set_up(5,0,location,null)
S.start()
/datum/effect_system/explosion/smoke/start()
..()
addtimer(src, "create_smoke", 5)
@@ -2,21 +2,19 @@
// Similar to smoke, but spreads out more
// metal foams leave behind a foamed metal wall
/obj/structure/foam
/obj/effect/particle_effect/foam
name = "foam"
icon = 'icons/effects/effects.dmi'
icon_state = "foam"
opacity = 0
anchored = 1
density = 0
layer = OBJ_LAYER + 0.9
mouse_opacity = 0
animate_movement = 0
var/amount = 3
var/expand = 1
var/metal = 0
/obj/structure/foam/New(loc, ismetal=0)
/obj/effect/particle_effect/foam/New(loc, ismetal=0)
..(loc)
icon_state = "[ismetal ? "m":""]foam"
if(!ismetal && reagents)
@@ -47,7 +45,7 @@
return
// on delete, transfer any reagents to the floor
/obj/structure/foam/Destroy()
/obj/effect/particle_effect/foam/Destroy()
if(!metal && reagents)
reagents.handle_reactions()
for(var/atom/A in oview(1, src))
@@ -58,7 +56,7 @@
reagents.reaction(A, TOUCH, fraction)
return ..()
/obj/structure/foam/process()
/obj/effect/particle_effect/foam/process()
if(--amount < 0)
return
@@ -71,11 +69,11 @@
if(!T.Enter(src))
continue
var/obj/structure/foam/F = locate() in T
var/obj/effect/particle_effect/foam/F = locate() in T
if(F)
continue
F = new /obj/structure/foam(T, metal)
F = new /obj/effect/particle_effect/foam(T, metal)
F.amount = amount
if(!metal)
F.create_reagents(15)
@@ -86,14 +84,14 @@
// foam disolves when heated
// except metal foams
/obj/structure/foam/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
/obj/effect/particle_effect/foam/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(!metal && prob(max(0, exposed_temperature - 475)))
flick("[icon_state]-disolve", src)
spawn(5)
qdel(src)
/obj/structure/foam/Crossed(atom/movable/AM)
/obj/effect/particle_effect/foam/Crossed(atom/movable/AM)
if(metal)
return
@@ -109,16 +107,17 @@
var/fraction = 5 / reagents.total_volume
reagents.reaction(M, TOUCH, fraction)
/datum/effect/system/foam_spread
/datum/effect_system/foam_spread
effect_type = /obj/effect/particle_effect/foam
var/amount = 5 // the size of the foam spread.
var/list/carried_reagents // the IDs of reagents present when the foam was mixed
var/metal = 0 // 0=foam, 1=metalfoam, 2=ironfoam
var/temperature = T0C
var/list/banned_reagents = list("smoke_powder", "fluorosurfactant", "stimulants")
/datum/effect/system/foam_spread/set_up(amt=5, loca, datum/reagents/carry = null, metalfoam = 0)
/datum/effect_system/foam_spread/set_up(amt=5, loca, datum/reagents/carry = null, metalfoam = 0)
amount = min(round(amt/5, 1), 7)
if(istype(loca, /turf/))
if(isturf(loca))
location = loca
else
location = get_turf(loca)
@@ -135,15 +134,15 @@
for(var/datum/reagent/R in carry.reagent_list)
carried_reagents[R.id] = R.volume
/datum/effect/system/foam_spread/start()
/datum/effect_system/foam_spread/start()
spawn(0)
var/obj/structure/foam/F = locate() in location
var/obj/effect/particle_effect/foam/F = locate() in location
if(F)
F.amount += amount
F.amount = min(F.amount, 27)
return
F = new /obj/structure/foam(location, metal)
F = new /obj/effect/particle_effect/foam(location, metal)
F.amount = amount
if(!metal) // don't carry other chemicals if a metal foam
@@ -1,69 +1,96 @@
/////////////////////////////////////////////
//////// Attach an Ion trail to any object, that spawns when it moves (like for the jetpack)
//////// Attach a trail to any object, that spawns when it moves (like for the jetpack)
/// just pass in the object to attach it to in set_up
/// Then do start() to start it and stop() to stop it, obviously
/// and don't call start() in a loop that will be repeated otherwise it'll get spammed!
/////////////////////////////////////////////
/obj/effect/effect/ion_trails
name = "ion trails"
icon_state = "ion_trails"
anchored = 1.0
/datum/effect/system/ion_trail_follow
/datum/effect_system/trail_follow
var/turf/oldposition
var/processing = 1
var/on = 1
/datum/effect/system/ion_trail_follow/Destroy()
/datum/effect_system/trail_follow/set_up(atom/atom)
attach(atom)
oldposition = get_turf(atom)
/datum/effect_system/trail_follow/Destroy()
oldposition = null
return ..()
/datum/effect/system/ion_trail_follow/set_up(atom/atom)
attach(atom)
/datum/effect_system/trail_follow/proc/stop()
processing = 0
on = 0
oldposition = null
/datum/effect/system/ion_trail_follow/start() //Whoever is responsible for this abomination of code should become an hero
if(!src.on)
src.on = 1
src.processing = 1
if(src.processing)
src.processing = 0
/datum/effect_system/trail_follow/steam
effect_type = /obj/effect/particle_effect/steam
/datum/effect_system/trail_follow/steam/start() //Whoever is responsible for this abomination of code should become an hero
if(!on)
on = 1
processing = 1
if(!oldposition)
oldposition = get_turf(holder)
if(processing)
processing = 0
if(number < 3)
var/obj/effect/particle_effect/steam/I = new effect_type(oldposition)
number++
I.dir = holder.dir
oldposition = get_turf(holder)
spawn(10)
qdel(I)
number--
spawn(2)
if(on)
processing = 1
start()
/obj/effect/particle_effect/ion_trails
name = "ion trails"
icon_state = "ion_trails"
anchored = 1
/datum/effect_system/trail_follow/ion
effect_type = /obj/effect/particle_effect/ion_trails
/datum/effect_system/trail_follow/ion/start() //Whoever is responsible for this abomination of code should become an hero
if(!on)
on = 1
processing = 1
if(processing)
processing = 0
var/turf/T = get_turf(src.holder)
if(T != src.oldposition)
if(T != oldposition)
if(!has_gravity(T))
var/obj/effect/effect/ion_trails/I = new /obj/effect/effect/ion_trails(src.oldposition)
I.dir = src.holder.dir
var/obj/effect/particle_effect/ion_trails/I = new effect_type(oldposition)
I.dir = holder.dir
flick("ion_fade", I)
I.icon_state = ""
spawn(20)
if(I)
qdel(I)
src.oldposition = T
qdel(I)
oldposition = T
spawn(2)
if(src.on)
src.processing = 1
src.start()
if(on)
processing = 1
start()
/datum/effect/system/ion_trail_follow/proc/stop()
src.processing = 0
src.on = 0
oldposition = null
/datum/effect/system/ion_trail_follow/space_trail
/datum/effect_system/trail_follow/ion/space_trail
var/turf/oldloc // secondary ion trail loc
var/turf/currloc
/datum/effect/system/ion_trail_follow/space_trail/Destroy()
/datum/effect_system/trail_follow/ion/space_trail/Destroy()
oldloc = null
currloc = null
return ..()
/datum/effect/system/ion_trail_follow/space_trail/start()
if(!src.on)
src.on = 1
src.processing = 1
if(src.processing)
src.processing = 0
/datum/effect_system/trail_follow/ion/space_trail/start()
if(!on)
on = 1
processing = 1
if(processing)
processing = 0
spawn(0)
var/turf/T = get_turf(src.holder)
if(currloc != T)
@@ -89,11 +116,11 @@
src.oldloc = get_step(oldposition,NORTH)
//src.oldloc = get_step(oldloc,EAST)
if(istype(T, /turf/space))
var/obj/effect/effect/ion_trails/I = new /obj/effect/effect/ion_trails(src.oldposition)
var/obj/effect/effect/ion_trails/II = new /obj/effect/effect/ion_trails(src.oldloc)
var/obj/effect/particle_effect/ion_trails/I = new effect_type(oldposition)
var/obj/effect/particle_effect/ion_trails/II = new effect_type(oldloc)
//src.oldposition = T
I.dir = src.holder.dir
II.dir = src.holder.dir
I.dir = holder.dir
II.dir = holder.dir
flick("ion_fade", I)
flick("ion_fade", II)
I.icon_state = ""
@@ -104,32 +131,31 @@
if(II)
qdel(II)
spawn(2)
if(src.on)
src.processing = 1
src.start()
if(on)
processing = 1
start()
currloc = T
//Reagent-based explosion effect
/datum/effect/system/reagents_explosion
/datum/effect_system/reagents_explosion
var/amount // TNT equivalent
var/flashing = 0 // does explosion creates flash effect?
var/flashing_factor = 0 // factor of how powerful the flash effect relatively to the explosion
/datum/effect/system/reagents_explosion/set_up(amt, loc, flash = 0, flash_fact = 0)
/datum/effect_system/reagents_explosion/set_up(amt, loca, flash = 0, flash_fact = 0)
amount = amt
if(istype(loc, /turf/))
location = loc
if(isturf(loca))
location = loca
else
location = get_turf(loc)
location = get_turf(loca)
flashing = flash
flashing_factor = flash_fact
return
/datum/effect/system/reagents_explosion/start()
/datum/effect_system/reagents_explosion/start()
if(amount <= 2)
var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(2, 1, location)
s.start()
@@ -156,7 +182,7 @@
if(round(amount/3) > 0)
light = min (MAX_EX_LIGHT_RANGE, light + round(amount/3))
if(flash && flashing_factor)
if(flashing && flashing_factor)
flash += (round(amount/4) * flashing_factor)
for(var/mob/M in viewers(8, location))
@@ -164,7 +190,7 @@
explosion(location, devastation, heavy, light, flash)
/datum/effect/system/reagents_explosion/proc/holder_damage(atom/holder)
/datum/effect_system/reagents_explosion/proc/holder_damage(atom/holder)
if(holder)
var/dmglevel = 4
@@ -4,7 +4,7 @@
// in case you wanted a vent to always smoke north for example
/////////////////////////////////////////////
/obj/effect/effect/smoke
/obj/effect/particle_effect/smoke
name = "smoke"
icon_state = "smoke"
icon = 'icons/effects/96x96.dmi'
@@ -12,12 +12,11 @@
pixel_y = -32
opacity = 1
anchored = 0
mouse_opacity = 0
var/steps = 0
var/lifetime = 5
var/direction
/obj/effect/effect/smoke/proc/fade_out(frames = 16)
/obj/effect/particle_effect/smoke/proc/fade_out(frames = 16)
if(alpha == 0) //Handle already transparent case
return
if(frames == 0)
@@ -29,21 +28,21 @@
set_opacity(0)
stoplag()
/obj/effect/effect/smoke/New()
/obj/effect/particle_effect/smoke/New()
..()
processing_objects |= src
lifetime += rand(-1,1)
/obj/effect/effect/smoke/Destroy()
/obj/effect/particle_effect/smoke/Destroy()
processing_objects.Remove(src)
return ..()
/obj/effect/effect/smoke/proc/kill_smoke()
/obj/effect/particle_effect/smoke/proc/kill_smoke()
processing_objects.Remove(src)
addtimer(src, "fade_out", 0)
QDEL_IN(src, 10)
/obj/effect/effect/smoke/process()
/obj/effect/particle_effect/smoke/process()
lifetime--
if(lifetime < 1)
kill_smoke()
@@ -53,12 +52,12 @@
steps--
return 1
/obj/effect/effect/smoke/Crossed(mob/living/M)
/obj/effect/particle_effect/smoke/Crossed(mob/living/M)
if(!istype(M))
return
smoke_mob(M)
/obj/effect/effect/smoke/proc/smoke_mob(mob/living/carbon/C)
/obj/effect/particle_effect/smoke/proc/smoke_mob(mob/living/carbon/C)
if(!istype(C))
return FALSE
if(lifetime<1)
@@ -71,31 +70,31 @@
addtimer(src, "remove_smoke_delay", 10, FALSE, C)
return TRUE
/obj/effect/effect/smoke/proc/remove_smoke_delay(mob/living/carbon/C)
/obj/effect/particle_effect/smoke/proc/remove_smoke_delay(mob/living/carbon/C)
if(C)
C.smoke_delay = 0
/datum/effect/system/smoke_spread
/datum/effect_system/smoke_spread
effect_type = /obj/effect/particle_effect/smoke
var/direction
var/smoke_type = /obj/effect/effect/smoke
/datum/effect/system/smoke_spread/set_up(n = 5, c = 0, loca, direct)
/datum/effect_system/smoke_spread/set_up(n = 5, c = 0, loca, direct)
if(n > 20)
n = 20
number = n
cardinals = c
if(istype(loca, /turf/))
if(isturf(loca))
location = loca
else
location = get_turf(loca)
if(direct)
direction = direct
/datum/effect/system/smoke_spread/start()
/datum/effect_system/smoke_spread/start()
for(var/i=0, i<number, i++)
if(holder)
location = get_turf(holder)
var/obj/effect/effect/smoke/S = new smoke_type(location)
var/obj/effect/particle_effect/smoke/S = new effect_type(location)
if(!direction)
if(cardinals)
S.direction = pick(cardinal)
@@ -110,22 +109,22 @@
// Bad smoke
/////////////////////////////////////////////
/obj/effect/effect/smoke/bad
/obj/effect/particle_effect/smoke/bad
lifetime = 8
/obj/effect/effect/smoke/bad/process()
/obj/effect/particle_effect/smoke/bad/process()
if(..())
for(var/mob/living/carbon/M in range(1,src))
smoke_mob(M)
/obj/effect/effect/smoke/bad/smoke_mob(mob/living/carbon/M)
/obj/effect/particle_effect/smoke/bad/smoke_mob(mob/living/carbon/M)
if(..())
M.drop_item()
M.adjustOxyLoss(1)
M.emote("cough")
return 1
/obj/effect/effect/smoke/bad/CanPass(atom/movable/mover, turf/target, height=0)
/obj/effect/particle_effect/smoke/bad/CanPass(atom/movable/mover, turf/target, height=0)
if(height==0)
return 1
if(istype(mover, /obj/item/projectile/beam))
@@ -133,23 +132,23 @@
B.damage = (B.damage/2)
return 1
/datum/effect/system/smoke_spread/bad
smoke_type = /obj/effect/effect/smoke/bad
/datum/effect_system/smoke_spread/bad
effect_type = /obj/effect/particle_effect/smoke/bad
/////////////////////////////////////////////
// Nanofrost smoke
/////////////////////////////////////////////
/obj/effect/effect/smoke/freezing
/obj/effect/particle_effect/smoke/freezing
name = "nanofrost smoke"
color = "#B2FFFF"
opacity = 0
/datum/effect/system/smoke_spread/freezing
smoke_type = /obj/effect/effect/smoke/freezing
/datum/effect_system/smoke_spread/freezing
effect_type = /obj/effect/particle_effect/smoke/freezing
var/blast = 0
/datum/effect/system/smoke_spread/freezing/proc/Chilled(atom/A)
/datum/effect_system/smoke_spread/freezing/proc/Chilled(atom/A)
if(istype(A, /turf/simulated))
var/turf/simulated/T = A
if(T.air)
@@ -177,11 +176,11 @@
for(var/obj/item/Item in T)
Item.extinguish()
/datum/effect/system/smoke_spread/freezing/set_up(n = 5, c = 0, loca, direct, blasting = 0)
/datum/effect_system/smoke_spread/freezing/set_up(n = 5, c = 0, loca, direct, blasting = 0)
..()
blast = blasting
/datum/effect/system/smoke_spread/freezing/start()
/datum/effect_system/smoke_spread/freezing/start()
if(blast)
for(var/turf/T in RANGE_TURFS(2, location))
Chilled(T)
@@ -191,56 +190,56 @@
// Sleep smoke
/////////////////////////////////////////////
/obj/effect/effect/smoke/sleeping
/obj/effect/particle_effect/smoke/sleeping
color = "#9C3636"
lifetime = 10
/obj/effect/effect/smoke/sleeping/process()
/obj/effect/particle_effect/smoke/sleeping/process()
if(..())
for(var/mob/living/carbon/M in range(1,src))
smoke_mob(M)
/obj/effect/effect/smoke/sleeping/smoke_mob(mob/living/carbon/M)
/obj/effect/particle_effect/smoke/sleeping/smoke_mob(mob/living/carbon/M)
if(..())
M.drop_item()
M.Sleeping(max(M.sleeping,10))
M.emote("cough")
return 1
/datum/effect/system/smoke_spread/sleeping
smoke_type = /obj/effect/effect/smoke/sleeping
/datum/effect_system/smoke_spread/sleeping
effect_type = /obj/effect/particle_effect/smoke/sleeping
/////////////////////////////////////////////
// Chem smoke
/////////////////////////////////////////////
/obj/effect/effect/smoke/chem
/obj/effect/particle_effect/smoke/chem
icon = 'icons/effects/chemsmoke.dmi'
opacity = 0
lifetime = 10
/datum/effect/system/smoke_spread/chem
smoke_type = /obj/effect/effect/smoke/chem
/datum/effect_system/smoke_spread/chem
effect_type = /obj/effect/particle_effect/smoke/chem
var/obj/chemholder
/datum/effect/system/smoke_spread/chem/New()
/datum/effect_system/smoke_spread/chem/New()
..()
chemholder = new/obj()
var/datum/reagents/R = new/datum/reagents(500)
chemholder.reagents = R
R.my_atom = chemholder
/datum/effect/system/smoke_spread/chem/Destroy()
/datum/effect_system/smoke_spread/chem/Destroy()
QDEL_NULL(chemholder)
return ..()
/datum/effect/system/smoke_spread/chem/set_up(datum/reagents/carry = null, n = 5, c = 0, loca, direct, silent = 0)
/datum/effect_system/smoke_spread/chem/set_up(datum/reagents/carry = null, n = 5, c = 0, loca, direct, silent = 0)
if(n > 20)
n = 20
number = n
cardinals = c
if(istype(loca, /turf/))
if(isturf(loca))
location = loca
else
location = get_turf(loca)
@@ -273,9 +272,9 @@
msg_admin_attack("A chemical smoke reaction has taken place in ([whereLink]). No associated key. CODERS: carry.my_atom may be null.", 0, 1)
log_game("A chemical smoke reaction has taken place in ([where])[contained]. No associated key. CODERS: carry.my_atom may be null.")
/datum/effect/system/smoke_spread/chem/start(effect_range = 2)
/datum/effect_system/smoke_spread/chem/start(effect_range = 2)
var/color = mix_color_from_reagents(chemholder.reagents.reagent_list)
var/obj/effect/effect/smoke/chem/smokeholder = new smoke_type(location)
var/obj/effect/particle_effect/smoke/chem/smokeholder = new effect_type(location)
for(var/atom/A in view(effect_range, smokeholder))
chemholder.reagents.reaction(A)
if(iscarbon(A))
@@ -286,7 +285,7 @@
for(var/i=0, i<number, i++)
if(holder)
location = get_turf(holder)
var/obj/effect/effect/smoke/chem/S = new smoke_type(location)
var/obj/effect/particle_effect/smoke/chem/S = new effect_type(location)
if(!direction)
if(cardinals)
S.direction = pick(cardinal)
@@ -5,141 +5,54 @@
// will always spawn at the items location.
/////////////////////////////////////////////
/obj/effect/effect/sparks
/obj/effect/particle_effect/sparks
name = "sparks"
desc = "it's a spark what do you need to know?"
icon_state = "sparks"
anchored = 1.0
mouse_opacity = 0
var/amount = 6.0
anchored = 1
var/hotspottemp = 1000
/obj/effect/effect/sparks/New()
/obj/effect/particle_effect/sparks/New()
..()
playsound(src.loc, "sparks", 100, 1)
playsound(loc, "sparks", 100, 1)
var/turf/T = loc
if(istype(T, /turf))
T.hotspot_expose(1000, 100)
QDEL_IN(src, 100)
if(isturf(T))
T.hotspot_expose(hotspottemp, 100)
QDEL_IN(src, 20)
/obj/effect/effect/sparks/Destroy()
var/turf/T = src.loc
if(istype(T, /turf))
T.hotspot_expose(1000,100)
/obj/effect/particle_effect/sparks/Destroy()
var/turf/T = loc
if(isturf(T))
T.hotspot_expose(hotspottemp,100)
return ..()
/obj/effect/effect/sparks/Move()
/obj/effect/particle_effect/sparks/Move()
..()
var/turf/T = src.loc
if(istype(T, /turf))
T.hotspot_expose(1000,100)
return
var/turf/T = loc
if(isturf(T))
T.hotspot_expose(hotspottemp,100)
/datum/effect/system/spark_spread
var/total_sparks = 0 // To stop it being spammed and lagging!
/datum/effect/system/spark_spread/set_up(n = 3, c = 0, loca)
if(n > 10)
n = 10
number = n
cardinals = c
if(istype(loca, /turf/))
location = loca
else
location = get_turf(loca)
/datum/effect/system/spark_spread/start()
var/i = 0
for(i=0, i<src.number, i++)
if(src.total_sparks > 20)
return
spawn(0)
if(holder)
src.location = get_turf(holder)
var/obj/effect/effect/sparks/sparks = new /obj/effect/effect/sparks(src.location)
src.total_sparks++
var/direction
if(src.cardinals)
direction = pick(cardinal)
else
direction = pick(alldirs)
for(i=0, i<pick(1,2,3), i++)
sleep(5)
step(sparks,direction)
spawn(20)
qdel(sparks)
src.total_sparks--
/datum/effect_system/spark_spread
effect_type = /obj/effect/particle_effect/sparks
//////////////////////////////////
//////SPARKLE FIREWORKS
/////////////////////////////////
////////////////////////////
/obj/effect/sparkles
/obj/effect/particle_effect/sparks/sparkles
name = "sparkle"
icon = 'icons/obj/fireworks.dmi'//findback
icon_state = "sparkel"
var/amount = 6.0
anchored = 1.0
mouse_opacity = 0
hotspottemp = 3000
/obj/effect/sparkles/New()
..()
/obj/effect/particle_effect/sparks/sparkles/New()
var/icon/I = new(src.icon,src.icon_state)
var/r = rand(0,255)
var/g = rand(0,255)
var/b = rand(0,255)
I.Blend(rgb(r,g,b),ICON_MULTIPLY)
src.icon = I
playsound(src.loc, "sparks", 100, 1)
var/turf/T = src.loc
if(istype(T, /turf))
T.hotspot_expose(3000,100)
QDEL_IN(src, 100)
return
/obj/effect/sparkles/Destroy()
var/turf/T = src.loc
if(istype(T, /turf))
T.hotspot_expose(3000,100)
return ..()
/obj/effect/sparkles/Move()
..()
var/turf/T = src.loc
if(istype(T, /turf))
T.hotspot_expose(3000,100)
return
/datum/effect/system/sparkle_spread
var/total_sparks = 0 // To stop it being spammed and lagging!
/datum/effect/system/sparkle_spread/set_up(n = 3, c = 0, loca)
if(n > 10)
n = 10
number = n
cardinals = c
if(istype(loca, /turf/))
location = loca
else
location = get_turf(loca)
/datum/effect/system/sparkle_spread/start()
var/i = 0
for(i=0, i<src.number, i++)
if(src.total_sparks > 20)
return
spawn(0)
if(holder)
src.location = get_turf(holder)
var/obj/effect/sparkles/sparks = new(src.location)
src.total_sparks++
var/direction
if(src.cardinals)
direction = pick(cardinal)
else
direction = pick(alldirs)
for(i=0, i<pick(1,2,3), i++)
sleep(5)
step(sparks,direction)
spawn(20)
qdel(sparks)
src.total_sparks--
/datum/effect_system/sparkle_spread
effect_type = /obj/effect/particle_effect/sparks/sparkles
@@ -1,20 +1,18 @@
//WATER EFFECTS
/obj/effect/effect/water
/obj/effect/particle_effect/water
name = "water"
icon = 'icons/effects/effects.dmi'
icon_state = "extinguish"
mouse_opacity = 0
var/life = 15.0
/obj/effect/effect/water/New()
/obj/effect/particle_effect/water/New()
..()
//var/turf/T = src.loc
//if(istype(T, /turf))
// T.firelevel = 0 //TODO: FIX
QDEL_IN(src, 70)
return
/obj/effect/effect/water/Move(turf/newloc)
/obj/effect/particle_effect/water/Move(turf/newloc)
//var/turf/T = src.loc
//if(istype(T, /turf))
// T.firelevel = 0 //TODO: FIX
@@ -25,7 +23,7 @@
return 0
.=..()
/obj/effect/effect/water/Bump(atom/A)
/obj/effect/particle_effect/water/Bump(atom/A)
if(reagents)
reagents.reaction(A)
if(istype(A,/atom/movable))
@@ -42,90 +40,20 @@
// will always spawn at the items location, even if it's moved.
/* Example:
var/datum/effect/system/steam_spread/steam = new /datum/effect/system/steam_spread() -- creates new system
var/datum/effect_system/steam_spread/steam = new /datum/effect_system/steam_spread() -- creates new system
steam.set_up(5, 0, mob.loc) -- sets up variables
OPTIONAL: steam.attach(mob)
steam.start() -- spawns the effect
*/
/////////////////////////////////////////////
/obj/effect/effect/steam
/obj/effect/particle_effect/steam
name = "steam"
icon = 'icons/effects/effects.dmi'
icon_state = "extinguish"
density = 0
/datum/effect/system/steam_spread
/obj/effect/particle_effect/steam/New()
..()
QDEL_IN(src, 20)
/datum/effect/system/steam_spread/set_up(n = 3, c = 0, turf/loc)
if(n > 10)
n = 10
number = n
cardinals = c
location = loc
/datum/effect/system/steam_spread/start()
var/i = 0
for(i=0, i<src.number, i++)
spawn(0)
if(holder)
src.location = get_turf(holder)
var/obj/effect/effect/steam/steam = new /obj/effect/effect/steam(src.location)
var/direction
if(src.cardinals)
direction = pick(cardinal)
else
direction = pick(alldirs)
for(i=0, i<pick(1,2,3), i++)
sleep(5)
step(steam,direction)
spawn(20)
if(steam)
qdel(steam)
/////////////////////////////////////////////
//////// Attach a steam trail to an object (eg. a reacting beaker) that will follow it
// even if it's carried of thrown.
/////////////////////////////////////////////
/datum/effect/system/steam_trail_follow
var/turf/oldposition
var/processing = 1
var/on = 1
/datum/effect/system/steam_trail_follow/Destroy()
oldposition = null
return ..()
/datum/effect/system/steam_trail_follow/set_up(atom/atom)
attach(atom)
oldposition = get_turf(atom)
/datum/effect/system/steam_trail_follow/start()
if(!src.on)
src.on = 1
src.processing = 1
if(src.processing)
src.processing = 0
spawn(0)
if(src.number < 3)
var/obj/effect/effect/steam/I = new /obj/effect/effect/steam(src.oldposition)
src.number++
src.oldposition = get_turf(holder)
I.dir = src.holder.dir
spawn(10)
if(I)
qdel(I)
src.number--
spawn(2)
if(src.on)
src.processing = 1
src.start()
else
spawn(2)
if(src.on)
src.processing = 1
src.start()
/datum/effect/system/steam_trail_follow/proc/stop()
src.processing = 0
src.on = 0
/datum/effect_system/steam_spread
effect_type = /obj/effect/particle_effect/steam
@@ -1,68 +0,0 @@
/obj/effect/expl_particles
name = "explosive particles"
icon = 'icons/effects/effects.dmi'
icon_state = "explosion_particle"
opacity = 1
anchored = 1
mouse_opacity = 0
/obj/effect/expl_particles/New()
..()
spawn (15)
qdel(src)
return
/obj/effect/expl_particles/Move()
..()
return
/datum/effect/system/expl_particles
number = 10
/datum/effect/system/expl_particles/set_up(n = 10, loca)
number = n
if(istype(loca, /turf/)) location = loca
else location = get_turf(loca)
/datum/effect/system/expl_particles/start()
var/i = 0
for(i=0, i<src.number, i++)
spawn(0)
var/obj/effect/expl_particles/expl = new /obj/effect/expl_particles(src.location)
var/direct = pick(alldirs)
for(i=0, i<pick(1;25,2;50,3,4;200), i++)
sleep(1)
step(expl,direct)
/obj/effect/explosion
name = "explosive particles"
icon = 'icons/effects/96x96.dmi'
icon_state = "explosion"
opacity = 1
anchored = 1
mouse_opacity = 0
pixel_x = -32
pixel_y = -32
/obj/effect/explosion/New()
..()
spawn (10)
qdel(src)
/datum/effect/system/explosion/set_up(turf/loc)
..(loc=loc)
/datum/effect/system/explosion/start()
new/obj/effect/explosion( location )
var/datum/effect/system/expl_particles/P = new/datum/effect/system/expl_particles()
P.set_up(10,location)
P.start()
/datum/effect/system/explosion/smoke
/datum/effect/system/explosion/smoke/start()
..()
spawn(5)
var/datum/effect/system/smoke_spread/S = new
S.set_up(5,0,location,null)
S.start()
+1 -1
View File
@@ -689,7 +689,6 @@
#include "code\game\objects\effects\anomalies.dm"
#include "code\game\objects\effects\bump_teleporter.dm"
#include "code\game\objects\effects\effects.dm"
#include "code\game\objects\effects\explosion_particles.dm"
#include "code\game\objects\effects\forcefields.dm"
#include "code\game\objects\effects\gibs.dm"
#include "code\game\objects\effects\glowshroom.dm"
@@ -714,6 +713,7 @@
#include "code\game\objects\effects\decals\Cleanable\robots.dm"
#include "code\game\objects\effects\decals\Cleanable\tracks.dm"
#include "code\game\objects\effects\effect_system\effect_system.dm"
#include "code\game\objects\effects\effect_system\effects_explosion.dm"
#include "code\game\objects\effects\effect_system\effects_foam.dm"
#include "code\game\objects\effects\effect_system\effects_other.dm"
#include "code\game\objects\effects\effect_system\effects_smoke.dm"