Script - Flashy Deaths (new)

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Revision as of 07:22, 22 March 2009 by Wanderer (talk | contribs) (short description for the second cfg file)
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Function

New version of the flashy deaths effect by Wanderer. You may wish to check out the script's thread on HLP.

Please note that this script requires two additional files in .cfg format whose specs can be found below.

Table Entry

We'll call this deto-sct.tbm

#Conditional Hooks

$Application: FS2_Open
$On Mission Start:

[

---------------
-- functions --
---------------

--- get newline and make sure its lowercase
function get_next_line(nfile)
   -- read the line
   nline = nfile:read("*l")
   -- change to lowercase
   if nline ~= nil then
      nline = nline:lower()
   end
   return nline
end

--- find keyword and return the place where it ends
function find_keyword(line_to_parse, keyword)
   -- find any instances of the keyword
   keyword = keyword:lower()
   key_s, key_e = line_to_parse:find(keyword)

   -- if we cant find a thing
   if key_s == nil then
      return nil
   end
   return key_e
end

--- function to initialize the vars
function init_entry(name)
   arrayShipW[name] = 0
   arrayShipH[name] = 0
   arrayShipL[name] = 0
   arrayShipDetRadius[name] = 0
   arrayShipDetEffects[name] = { }
   arrayShipDetMult[name] = 1
   arrayShipFlsRadius[name] = 0
   arrayShipFlsEffect[name] = 0
end

--- specific parsing funcs to make things easier to read ---
--- string or rather substring parser
function parse_string(start_key, line_to_parse)
   local substring = line_to_parse:sub(start_key)
   -- remove empty spaces
   local substring_start = substring:find("%a")
   substring = substring:sub(substring_start)
   return substring
end

--- function to parse numbers
function parse_number(start_key, line_to_parse)
   result = line_to_parse:match("%d+", e_key)
   return tonumber(result)
end

--- function to parse arrays of numbers
function parse_number_array(start_key, line_to_parse)
   -- stuff the array
   local r = { }
   for p in line_to_parse:gmatch("%d+") do
      p = tonumber(p)
      p = math.floor(p)
      table.insert(r, p)
   end
   return r
end

--- function to parse things
function parse_entry(keyword, flashfile, type, use_same_line)
   local new_entry = nil
   local return_val
   local return_array = {}
   local c_line
   if use_same_line == false then
      c_line = get_next_line(flashfile)
      if c_line == nil then
         -- end of file
         return -2, false, return_array
      end
      while c_line:len() == 0 do
         c_line = get_next_line(flashfile)
      end
      new_entry = find_keyword(c_line, "Name:")
   else
      c_line = use_same_line
   end

   -- check if we found a new entry
   if new_entry == nil then
      c_key = find_keyword(c_line, keyword)
      if c_key == nil then
         -- we didn't find the thing...
         return -1, c_line, return_array
      end
      if type == "n" then
         -- soo... parse a number
         return_val = parse_number(c_key, c_line)
         return return_val, false, return_array
      elseif type == "array_n" then
         -- soo... parse an array of numbers
         return_array = parse_number_array(c_key, c_line)
         return_val = #return_array
         return return_val, false, return_array
      end
   else
      -- found new entry instead...
      return -2, c_line, return_array
   end
end

-----------------------------------------------
-- loading the flash animations
function parse_flash_ani_file(n_file)
   local something_to_parse = true
   while something_to_parse == true do
      local c_line = get_next_line(n_file)

      -- if we are at end of file, stop the loop
      if c_line == nil then
         something_to_parse = false
         break
      end

      local entry_start = find_keyword(c_line, "Filename:")

      -- if we found something else, try next line
      if entry_start ~= nil then
         -- ok... so we should have a good entry candidate and all that
         local current_entry = parse_string(entry_start, c_line)
         animation = gr.loadTexture(current_entry, true)
         table.insert(arrayDetEffects, animation)
         if animation:isValid() == false then
            ba.warning("Animation defined in " .. filename_flashani .. " " .. current_entry .. " is invalid")
         end
      end
   end
end

-- actual flash effect parsing function
function parse_flash_file(flashfile)
   -- pick first line
   entries_left = true
   use_same_line = false
   while entries_left == true do
      -- find ship name
      if use_same_line == false then
         use_same_line = get_next_line(flashfile)
      end
      if use_same_line == nil then
         -- end of file
         entries_left = false
         break
      end
      if use_same_line:len() == 0 then
         use_same_line = false
      else
         entry_start = find_keyword(use_same_line, "Name:")
         if entry_start ~= nil then
            -- insert while loop here to enable breaks as next statements
            while entry_start ~= nil do
               current_entry = parse_string(entry_start, use_same_line)
               -- init the entry
               init_entry(current_entry)
               use_same_line = false
               local temp_val = nil
               local temp_arr = nil
               entry_start = nil

               -- detonation box width
               temp_val, use_same_line = parse_entry("Width:", flashfile, "n", use_same_line)
               if temp_val == -2 then
                  break
               else
                  arrayShipW[current_entry] = temp_val
               end

               -- detonation box height
               temp_val, use_same_line = parse_entry("Height:", flashfile, "n", use_same_line)
               if temp_val == -2 then
                  break
               else
                  arrayShipH[current_entry] = temp_val
               end

               -- detonation box lenght
               temp_val, use_same_line = parse_entry("Length:", flashfile, "n", use_same_line)
               if temp_val == -2 then
                  break
               else
                  arrayShipL[current_entry] = temp_val
               end

               -- detonation radius
               temp_val, use_same_line = parse_entry("Detonation Radius:", flashfile, "n", use_same_line)
               if temp_val == -2 then
                  break
               else
                  arrayShipDetRadius[current_entry] = temp_val
               end
               -- random detonation effects
               local temp_arr = {}
               temp_val, use_same_line, temp_arr = parse_entry("Detonation Effects:", flashfile, "array_n", use_same_line)
               if temp_val == -2 then
                  break
               else
                  arrayShipDetEffects[current_entry] = temp_arr
               end

               -- multiplier for the detonation occurrance
               temp_val, use_same_line = parse_entry("Detonation Multiplier:", flashfile, "n", use_same_line)
               if temp_val == -2 then
                  break
               else
                  arrayShipDetMult[current_entry] = temp_val
               end

               -- final flash radius
               temp_val, use_same_line = parse_entry("Flash Radius:", flashfile, "n", use_same_line)
               if temp_val == -2 then
                  break
               else
                  arrayShipFlsRadius[current_entry] = temp_val
               end

               -- flash effect
               temp_val, use_same_line = parse_entry("Flash Effect:", flashfile, "n", use_same_line)
               if temp_val == -2 then
                  break
               else
                  math.floor(temp_val)
                  arrayShipFlsEffect[current_entry] = temp_val
               end
            end
         else
            use_same_line = get_next_line(flashfile)
         end
      end
   end
end

----------
-- main --
----------

-- init arrays
arrayShipName = {}
arrayShipW = {}
arrayShipH = {}
arrayShipL = {}
arrayShipDetRadius = {}
arrayShipDetEffects = {}
arrayShipDetMult = {}
arrayShipFlsRadius = {}
arrayShipFlsEffect = {}
arrayDetEffects = {}

-- open reference file, if any
-- if failed... pass the script
filename_flash = "expl_flashes.cfg"
filename_flashani = "exp_ani_flashes.cfg"
if ((cf.fileExists(filename_flash, "data/tables/", false) == true) and (cf.fileExists(filename_flashani, "data/tables/", false) == true)) then
   boolflashfileOK = true
end

if boolflashfileOK then
   -- open to read the contents
   flashanifile = cf.openFile(filename_flashani, "r", "data/tables/")
   -- parse contents
   parse_flash_ani_file(flashanifile)
   -- close the file
   flashanifile:close()

   -- continue with the rest in similar manner
   flashfile = cf.openFile(filename_flash, "r", "data/tables/")
   parse_flash_file(flashfile)
   flashfile:close()

   -- setup rest of the required stuff
   math.randomseed( os.time() )
   floatCounter = {}
   vectorNull = ba.createVector(0,0,0)
   arrayFlashShipList = {}
   arrayFlashShips = {}
   arrayFlashShipClass = {}
   arrayFlashShipPosition = {}
   arrayFlashedShips = {}
else
   ba.warning("Failed to initialize flashy deaths script")
end

]

$State: GS_STATE_GAME_PLAY
$On Frame:

[

floatMissionTime = mn.getMissionTime()

if ((floatMissionTime ~= nil) and boolflashfileOK) then

   floatFrameTime = ba.getFrametime(true)

   floatRandom = math.random()
   integerShips = #mn.Ships

   for h = 1, integerShips do
      objectShip = mn.Ships[h]
      stringShipClass = objectShip.Class.Name:lower()

      --ONLY SHIPS WITH EFFECTS--

      if ((arrayShipFlsRadius[stringShipClass] ~= nil) and (arrayShipDetRadius[stringShipClass] ~= nil)) then
         stringShipName = objectShip.Name
         floatHP = objectShip.HitpointsLeft

         if floatHP <= 0 then

            vectorShipPosition = objectShip.Position

            if arrayShipFlsRadius[stringShipClass] > 0 then
               if arrayFlashShipList[stringShipName] == nil then
                  arrayFlashShipList[stringShipName] = 1
                  arrayFlashShipClass[stringShipName] = stringShipClass
                  table.insert(arrayFlashShips,stringShipName)
               end
            end

            if arrayShipDetRadius[stringShipClass] > 0 then
               arrayFlashShipPosition[stringShipName] = vectorShipPosition

               if floatCounter[stringShipName] == nil then
                  floatCounter[stringShipName] = 0

               end

               floatRandom = math.random()
               local n_ShpDetEffects = #arrayShipDetEffects[stringShipClass]

               while floatCounter[stringShipName] > floatRandom do
                  floatCounter[stringShipName] = floatCounter[stringShipName] - floatRandom
                  orientationShip = objectShip.Orientation
                  local number_of_attempts = arrayShipDetMult[stringShipClass]
                  local n_partials
                  number_of_attempts, n_partials = math.modf(number_of_attempts)
                  if n_partials ~= 0 then
                     if math.random() > n_partials then
                        number_of_attempts = number_of_attempts + 1
                     end
                  end
                  for n = 1,number_of_attempts do
                     local floatRand_1 = (math.random() - 0.5) * arrayShipW[stringShipClass]
                     local floatRand_2 = (math.random() - 0.5) * arrayShipH[stringShipClass]
                     local floatRand_3 = (math.random() - 0.5) * arrayShipL[stringShipClass]
                     local vectorRand = ba.createVector(floatRand_1,floatRand_2,floatRand_3)
                     local floatDetoSize = (math.random() + 0.5) * arrayShipDetRadius[stringShipClass]
                     local vectorOrientedRand = orientationShip:unrotateVector(vectorRand)
                     local vectorDetoPosition = vectorShipPosition + vectorOrientedRand
                     local l_arrayShpDetEffects = arrayShipDetEffects[stringShipClass]
                     if n_ShpDetEffects == 1 then
                        animationDet = l_arrayShpDetEffects[1]
                        if animationDet:isValid() then
                           ts.createParticle(vectorDetoPosition,vectorNull,floatFrameTime,floatDetoSize,PARTICLE_BITMAP,-1,false,animationDet)
                        end
                     elseif n_ShpDetEffects > 1 then
                        numberRandomID = math.random(n_ShpDetEffects)
                        animationDet = arrayDetEffects[l_arrayShpDetEffects[numberRandomID]]
                        if animationDet:isValid() then
                           ts.createParticle(vectorDetoPosition,vectorNull,floatFrameTime,floatDetoSize,PARTICLE_BITMAP,-1,false,animationDet)
                        end
                     end
                  end

                  if floatCounter[stringShipName] <= 0 then
                     floatCounter[stringShipName] = 0
                  else
                     floatRandom = math.random()
                  end

               end

               floatCounter[stringShipName] = floatCounter[stringShipName] + floatFrameTime
            end

         end

      end

      floatFlashShips = #arrayFlashShips

      for x=1,floatFlashShips do
      stringFlashShipName = arrayFlashShips[x]

         if arrayFlashShipList[stringFlashShipName] == 1 then

            if mn.Ships[stringFlashShipName]:isValid() == false then
               arrayFlashShipList[stringFlashShipName] = nil
               local vectorFlashPosition = arrayFlashShipPosition[stringFlashShipName]
               arrayFlashShipPosition[stringFlashShipName] = nil
               local stringFlashClass = arrayFlashShipClass[stringFlashShipName]
               arrayFlashShipClass[stringFlashShipName] = nil
               local floatFlashRadius = (math.random() + 0.5) * arrayShipFlsRadius[stringFlashClass]
               local animationFlash = arrayDetEffects[arrayShipFlsEffect[stringFlashClass]]
               if animationFlash:isValid() then
                  ts.createParticle(vectorFlashPosition,vectorNull,floatFrameTime,floatFlashRadius,PARTICLE_BITMAP,-1,false,animationFlash)
               end
               table.insert(arrayFlashedShips,x)
            end

         end

      end

      integerFlashedShips = #arrayFlashedShips
      if integerFlashedShips > 0 then

         for o=integerFlashedShips,1,-1 do
            table.remove(arrayFlashShips,arrayFlashedShips[o])

         end

         arrayFlashedShips = nil
         arrayFlashedShips = {}

      end

   end

end

]

$Application: FS2_Open
$On Mission End:

[

-- kill the arrays...
if boolflashfileOK then
   arrayShipName = nil
   arrayShipW = nil
   arrayShipH = nil
   arrayShipL = nil
   arrayShipDetRadius = nil
   arrayShipDetEffects = nil
   arrayShipFlsRadius = nil
   arrayShipFlsEffect = nil
   local n_effects = #arrayDetEffects
   for j=1,n_effects do
      arrayDetEffects[j]:unload()
   end
   arrayDetEffects = nil

   floatCounter = nil
   arrayFlashShipList = nil
   arrayFlashShips = nil
   arrayFlashShipClass = nil
   arrayFlashShipPosition = nil
   arrayFlashedShips = nil

   boolflashfileOK = nil
end

]

#End

expl_flashes.cfg

Please note that the following list isn't complete yet.

Name: defines the ship for which this entry is made for
Width: & Height: & Length: define the dimensions inside which the detonations occur
Detonation Radius: defines the radius (base radius) of the detonation effects
Detonation Effects: list of ID values of the effects (defined in the other cfg file), may have multiple ones
Detonation Multiplier: multiplier which controls the amount of explosions triggered. 0.2 is 80% decrease, 1.2 is 20% increase
Flash Radius: defines the radius of the flash when ship actually goes away
Flash Effect: ID values of the flash effect, as listed in line order entry in additional cfg

==Terran==
Name:			GTDr Amazon Advanced
Width:			80
Height:		100
Length:		200
Detonation Radius:	100
Detonation Effects:	2, 3
Flash Radius:		750
Flash Effect:		1

Name:			GTFr Triton
Width:			110
Height:		130
Length:		250
Detonation Radius:	100
Detonation Effects:	2, 3
Flash Radius:		750
Flash Effect:		1

Name:			TC-Tri
Width:			110
Height:		130
Length:		250
Detonation Radius:	100
Detonation Effects:	2, 3
Flash Radius:		750
Flash Effect:		1

Name:			GTFr Poseidon
Width:			35
Height:		30
Length:		60
Detonation Radius:	25
Detonation Effects:	2, 3
Flash Radius:		700
Flash Effect:		1

Name:			@GTC Fenris
Width:			150
Height:		200
Length:		250
Detonation Radius:	100
Detonation Effects:	2, 3
Flash Radius:		1000
Flash Effect:		1

Name:			GTM Hippocrates
Width:			80
Height:		275
Length:		375
Detonation Radius:	200
Detonation Effects:	2, 3
Flash Radius:		1700
Flash Effect:		1

Name:			GTC Leviathan
Width:			150
Height:		200
Length:		250
Detonation Radius:	100
Detonation Effects:	2, 3
Flash Radius:		1000
Flash Effect:		1

Name:			GTSc Faustus
Width:			95
Height:		85
Length:		160
Detonation Radius:	50
Detonation Effects:	2, 3
Flash Radius:		800
Flash Effect:		1

Name:			GTG Zephyrus
Width:			80
Height:		70
Length:		255
Detonation Radius:	80
Detonation Effects:	2, 3
Flash Radius:		800
Flash Effect:		1

Name:			GTA Charbydis
Width:			60
Height:		90
Length:		110
Detonation Radius:	75
Detonation Effects:	2, 3
Flash Radius:		600
Flash Effect:		1

Name:			GTD Orion
Width:			500
Height:		500
Length:		1900
Detonation Radius:	500
Detonation Effects:	2, 3
Flash Radius:		2500
Flash Effect:		1

Name:			GTD Hecate
Width:			700
Height:		500
Length:		1900
Detonation Radius:	500
Detonation Effects:	2, 3
Flash Radius:		2500
Flash Effect:		1

Name:			GTD Hades
Width:			700
Height:		500
Length:		3200
Detonation Radius:	800
Detonation Effects:	2, 3
Flash Radius:		4000
Flash Effect:		1

Name:			GTI Arcadia
Width:			1000
Height:		1200
Length:		800
Detonation Radius:	1000
Detonation Effects:	2, 3
Flash Radius:		5000
Flash Effect:		1

Name:			GTVA Colossus
Width:			10000
Height:		12000
Length:		8000
Detonation Radius:	10000
Detonation Effects:	2, 3
Flash Radius:		50000
Flash Effect:		1

Name:			GTCv Deimos
Width:			350
Height:		400
Length:		750
Detonation Radius:	200
Detonation Effects:	2, 3
Flash Radius:		1500
Flash Effect:		1

Name:			GTC Aeolus
Width:			80
Height:		90
Length:		275
Detonation Radius:	100
Detonation Effects:	2, 3
Flash Radius:		1000
Flash Effect:		1

Name:			NTF Iceni
Width:			400
Height:		450
Length:		1000
Detonation Radius:	300
Detonation Effects:	2, 3
Flash Radius:		1500
Flash Effect:		1

Name:			NTF Boadicea
Width:			10000
Height:		12000
Length:		8000
Detonation Radius:	10000
Detonation Effects:	2, 3
Flash Radius:		50000
Flash Effect:		1

Name:			@GTT Elysium
Width:			35
Height:		45
Length:		35
Detonation Radius:	25
Detonation Effects:	2, 3
Flash Radius:		500
Flash Effect:		1

Name:			@GTT Argo
Width:			95
Height:		70
Length:		160
Detonation Radius:	75
Detonation Effects:	2, 3
Flash Radius:		600
Flash Effect:		1

Name:			GTI Ganymede
Width:			10000
Height:		12000
Length:		8000
Detonation Radius:	10000
Detonation Effects:	2, 3
Flash Radius:		50000
Flash Effect:		1

Name:			Knossos
Width:			10000
Height:		12000
Length:		8000
Detonation Radius:	10000
Detonation Effects:	2, 3
Flash Radius:		50000
Flash Effect:		1

Name:			TC-Meson Bomb
Width:			10000
Height:		12000
Length:		8000
Detonation Radius:	10000
Detonation Effects:	2, 3
Flash Radius:		50000
Flash Effect:		1

==Vasudan==

Name:			PVFr Ma'at
Width:			20
Height:		20
Length:		55
Detonation Radius:	25
Detonation Effects:	2, 3
Flash Radius:		600
Flash Effect:		1

Name:			GVFr Bes
Width:			25
Height:		15
Length:		60
Detonation Radius:	25
Detonation Effects:	2, 3
Flash Radius:		600
Flash Effect:		1

Name:			GVFr Satis
Width:			45
Height:		50
Length:		110
Detonation Radius:	50
Detonation Effects:	2, 3
Flash Radius:		800
Flash Effect:		1

Name:			GVG Anuket
Width:			85
Height:		80
Length:		350
Detonation Radius:	100
Detonation Effects:	2, 3
Flash Radius:		900
Flash Effect:		1

Name:			GVC Aten
Width:			150
Height:		50
Length:		240
Detonation Radius:	100
Detonation Effects:	2, 3
Flash Radius:		1000
Flash Effect:		1

Name:			GVC Mentu
Width:			180
Height:		140
Length:		325
Detonation Radius:	100
Detonation Effects:	2, 3
Flash Radius:		800
Flash Effect:		1

Name:			GVCv Sobek
Width:			275
Height:		275
Length:		620
Detonation Radius:	200
Detonation Effects:	2, 3
Flash Radius:		1500
Flash Effect:		1

Name:			GVD Typhon
Width:			700
Height:		300
Length:		2200
Detonation Radius:	500
Detonation Effects:	2, 3
Flash Radius:		2500
Flash Effect:		1

Name:			GVA Setekh
Width:			100
Height:		100
Length:		200
Detonation Radius:	75
Detonation Effects:	2, 3
Flash Radius:		600
Flash Effect:		1

Name:			GVD Hatshepsut
Width:			700
Height:		600
Length:		2200
Detonation Radius:	500
Detonation Effects:	2, 3
Flash Radius:		2500
Flash Effect:		1

Name:			GTSG Mjolnir
Width:			100
Height:		110
Length:		90
Detonation Radius:	40
Detonation Effects:	2, 3
Flash Radius:		500
Flash Effect:		1

exp_ani_flashes.cfg

Contains an ordered list of animations. First defined effect gets ID number 1, second gets ID number 2 and so on. These ID numbers are used in Detonation Effects: and Flash Effect: entries to define the desired animations.

Filename: EXP_flash
Filename: exp04
Filename: exp05

Notes

As stated above the shiplist isn't complete yet, meaning that the destruction of any ships other than the ones specified in the current expl_flashes.cfg will not trigger any effect.