openclonk/planet/Objects.ocd/Vehicles.ocd/Lorry.ocd/Script.c

152 lines
3.1 KiB
C

/*-- Lorry --*/
#include Library_ElevatorControl
local content_menu;
protected func Construction()
{
PlayAnimation("Open", 1, Anim_Linear(0, 0, 1, 20, ANIM_Hold), Anim_Const(1000));
SetProperty("MeshTransformation",Trans_Rotate(13,0,1,0));
}
public func IsLorry() { return true; }
public func IsVehicle() { return true; }
public func IsContainer() { return true; }
public func IsToolProduct() { return true; }
local drive_anim;
local tremble_anim;
local wheel_sound;
protected func Initialize()
{
drive_anim = PlayAnimation("Drive", 5, Anim_Const(0), Anim_Const(500) /* ignored anyway */);
tremble_anim = PlayAnimation("Tremble", 5, Anim_Const(0), Anim_Const(500));
iRotWheels = 0;
iTremble = 0;
AddTimer("TurnWheels", 1);
}
/*-- Movement --*/
protected func ContactLeft()
{
if (Stuck() && !Random(5))
SetRDir(RandomX(-7, +7));
}
protected func ContactRight()
{
if (Stuck() && !Random(5))
SetRDir(RandomX(-7, +7));
}
func Hit3()
{
Sound("DullMetalHit?");
}
/*-- Contents --*/
private func MaxContentsCount()
{
return 50;
}
protected func RejectCollect(id object_id, object obj)
{
// objects can still be collected
if (ContentsCount() < MaxContentsCount())
{
Sound("Clonk");
return false;
}
// the object cannot be collected, notify carrier?
if (obj->Contained())
Message("$TxtLorryisfull$");
else
{
// if not carried, objects slide over the lorry
if(Abs(obj->GetXDir()) > 5)
{
obj->SetYDir(-2);
obj->SetRDir(0);
Sound("SoftHit*");
}
}
// reject collection
return true;
}
// Automatic unloading in buildings.
protected func Entrance(object container)
{
// Only in buildings
if (container->GetCategory() & (C4D_StaticBack | C4D_Structure))
// Not if the building prohibits this action.
if (!container->~NoLorryEjection(this))
// Empty lorry.
container->GrabContents(this);
}
local iRotWheels;
local iTremble;
func TurnWheels()
{
// TODO: Use Anim_X(Dir), keep from timer=1
// TODO: Could also use GetAnimationPosition() instead of these local variables...
iRotWheels += GetXDir()*2000/100; // Einmal rum (20 frames mal 10fps) nach 10 m
while(iRotWheels < 0) iRotWheels += 2000;
while(iRotWheels > 2000) iRotWheels -= 2000;
SetAnimationPosition(drive_anim, Anim_Const(iRotWheels));
if(Random(100) < Abs(GetXDir()))
{
iTremble += 100;
if(iTremble < 0) iTremble += 2000;
if(iTremble > 2000) iTremble -= 2000;
SetAnimationPosition(tremble_anim, Anim_Const(iTremble));
}
if (Abs(GetXDir()) > 1 && !wheel_sound)
{
if (!wheel_sound) Sound("WheelsTurn", false, nil, nil, 1);
wheel_sound = true;
}
else if (wheel_sound && !GetXDir())
{
Sound("WheelsTurn", false, nil, nil, -1);
wheel_sound = false;
}
}
local ActMap = {
Drive = {
Prototype = Action,
Name = "Drive",
Procedure = DFA_NONE,
Directions = 2,
FlipDir = 1,
Length = 20,
Delay = 2,
X = 0,
Y = 0,
Wdt = 22,
Hgt = 16,
NextAction = "Drive",
//Animation = "Drive",
},
};
func Definition(def)
{
SetProperty("PictureTransformation",Trans_Mul(Trans_Rotate(-25,1,0,0),Trans_Rotate(40,0,1,0)),def);
}
local Name = "$Name$";
local Description = "$Description$";
local Touchable = 1;
local Rebuy = true;