using Barotrauma.Lights; using Microsoft.Xna.Framework; using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace Barotrauma { class FireSource { static Sound fireSoundBasic, fireSoundLarge; const float OxygenConsumption = 50.0f; const float GrowSpeed = 5.0f; private int basicSoundIndex, largeSoundIndex; Hull hull; LightSource lightSource; Vector2 position; Vector2 size; public Vector2 Size { get { return size; } } public FireSource(Vector2 position) { hull = Hull.FindHull(position); if (hull == null) return; if (fireSoundBasic==null) { fireSoundBasic = Sound.Load("Content/Sounds/fire.ogg"); fireSoundLarge = Sound.Load("Content/Sounds/firelarge.ogg"); } lightSource = new LightSource(position, 50.0f, new Color(1.0f, 0.9f, 0.6f)); hull.AddFireSource(this); this.position = position - new Vector2(-5.0f, 5.0f); //this.position.Y = hull.Rect.Y - hull.Rect.Height; size = new Vector2(10.0f, 10.0f); } private void LimitSize() { position.X = Math.Max(hull.Rect.X, position.X); position.Y = Math.Min(hull.Rect.Y, position.Y); size.X = Math.Min(hull.Rect.Width - (position.X - hull.Rect.X), size.X); size.Y = Math.Min(hull.Rect.Height - (hull.Rect.Y - position.Y), size.Y); } public static void UpdateAll(List fireSources, float deltaTime) { for (int i = fireSources.Count - 1; i >= 0; i--) { fireSources[i].Update(deltaTime); } //combine overlapping fires for (int i = fireSources.Count - 1; i >= 0; i--) { for (int j = i-1; j>=0 ; j--) { i = Math.Min(i, fireSources.Count - 1); j = Math.Min(j, i - 1); if (!fireSources[i].CheckOverLap(fireSources[j])) continue; fireSources[j].position.X = Math.Min(fireSources[i].position.X, fireSources[j].position.X); fireSources[j].size.X = Math.Max(fireSources[i].position.X + fireSources[i].size.X, fireSources[j].position.X + fireSources[j].size.X) - fireSources[j].position.X; fireSources[i].Remove(); } } } private bool CheckOverLap(FireSource fireSource) { return !(position.X > fireSource.position.X + fireSource.size.X && position.X + size.X < fireSource.position.X); } public void Update(float deltaTime) { float count = Rand.Range(0.0f, (float)Math.Sqrt(size.X)/2.0f); basicSoundIndex = fireSoundBasic.Loop(basicSoundIndex, Math.Min(size.X/100.0f,1.0f), position+size/2.0f, 2000.0f); largeSoundIndex = fireSoundLarge.Loop(largeSoundIndex, MathHelper.Clamp((size.X-200.0f) / 100.0f, 0.0f, 1.0f), position + size / 2.0f, 2000.0f); if (size.X>50.0f) { this.position.Y = MathHelper.Lerp(this.position.Y, hull.Rect.Y - hull.Rect.Height, deltaTime); } for (int i = 0; i < count; i++ ) { float normalizedPos = 0.5f-(i / count); Vector2 spawnPos = new Vector2(position.X + Rand.Range(0.0f, size.X), Rand.Range(position.Y - size.Y, position.Y)+10.0f); Vector2 speed = new Vector2((spawnPos.X - (position.X + size.X/2.0f)), (float)Math.Sqrt(size.X)*Rand.Range(10.0f,15.0f)); var particle = GameMain.ParticleManager.CreateParticle("flame", spawnPos, speed, 0.0f, hull); if (particle == null) continue; if (Rand.Int(20) == 1) particle.OnChangeHull = OnChangeHull; particle.Size *= MathHelper.Clamp(size.X/100.0f * (hull.Oxygen/hull.FullVolume), 0.5f, 4.0f); } DamageCharacters(deltaTime); DamageItems(deltaTime); if (hull.Volume > 0.0f) Extinquish(deltaTime); lightSource.Range = Math.Max(size.X, size.Y)*Rand.Range(8.0f, 10.0f)/2.0f; lightSource.Color = new Color(1.0f, 0.9f, 0.6f) * Rand.Range(0.8f, 1.0f); hull.Oxygen -= size.X*deltaTime*OxygenConsumption; float growModifier = hull.OxygenPercentage < 20.0f ? (hull.OxygenPercentage/10.0f)-1.0f : 1.0f; position.X -= GrowSpeed * growModifier * 0.5f * deltaTime; //position.Y += GrowSpeed*0.5f * deltaTime; size.X += GrowSpeed * growModifier * deltaTime; //size.Y += GrowSpeed * deltaTime; LimitSize(); } private void OnChangeHull(Vector2 pos, Hull particleHull) { if (particleHull == hull || particleHull==null) return; if (particleHull.FireSources.Find(fs => pos.X > fs.position.X && pos.X < fs.position.X+fs.size.X)!=null) return; new FireSource(new Vector2(pos.X, particleHull.Rect.Y-particleHull.Rect.Height + 5.0f)); } private void DamageCharacters(float deltaTime) { if (size.X <= 0.0f) return; foreach (Character c in Character.CharacterList) { if (c.AnimController.CurrentHull == null) continue; float range = (float)Math.Sqrt(size.X) * 10.0f; if (c.Position.X < position.X - range || c.Position.X > position.X + size.X + range) continue; if (c.Position.Y < position.Y - size.Y || c.Position.Y > hull.Rect.Y) continue; c.Health -= (float)Math.Sqrt(size.X) * deltaTime; } } private void DamageItems(float deltaTime) { if (size.X <= 0.0f) return; foreach (Item item in Item.ItemList) { if (item.CurrentHull != hull || item.FireProof || item.Condition <= 0.0f) continue; float range = (float)Math.Sqrt(size.X) * 10.0f; if (item.Position.X < position.X - range || item.Position.X > position.X + size.X + range) continue; if (item.Position.Y < position.Y - size.Y || item.Position.Y > hull.Rect.Y) continue; item.Condition -= (float)Math.Sqrt(size.X) * deltaTime; item.ApplyStatusEffects(ActionType.OnFire, deltaTime); } } private void Extinquish(float deltaTime) { float extinquishAmount = Math.Min(hull.Volume / 100.0f, size.X); float steamCount = Rand.Range(-5.0f, (float)Math.Sqrt(extinquishAmount)); for (int i = 0; i < steamCount; i++) { Vector2 spawnPos = new Vector2(position.X + size.X * (i / steamCount) + Rand.Range(-5.0f, 5.0f), Rand.Range(position.Y - size.Y, position.Y) + 10.0f); Vector2 speed = new Vector2((spawnPos.X - (position.X + size.X / 2.0f)), (float)Math.Sqrt(size.X) * Rand.Range(20.0f, 25.0f)); var particle = GameMain.ParticleManager.CreateParticle("steam", spawnPos, speed, 0.0f, hull); if (particle == null) continue; particle.Size *= MathHelper.Clamp(size.X / 10.0f, 0.5f, 3.0f); } position.X += extinquishAmount * 0.1f / 2.0f; size.X -= extinquishAmount * 0.1f; hull.Volume -= extinquishAmount; if (size.X < 1.0f) Remove(); } public void Remove() { lightSource.Remove(); if (basicSoundIndex > -1) Sounds.SoundManager.Stop(basicSoundIndex); if (largeSoundIndex > -1) Sounds.SoundManager.Stop(largeSoundIndex); hull.RemoveFire(this); } } }