openclonk/planet/Objects.ocd/Libraries.ocd/Flammable.ocd/Script.c

83 lines
2.1 KiB
C

/**
Library_Flammable
Contains the logic for any object/item that is flammable.
Flammable objects (items) shouldn't burn like any other object because dealing with
half burned (con < 100) items is a hassle.
Implement OnBurnDown() to do this things right when the definition change is about to happen.
Return true to prevent regular library behaviour.
@author Clonkonaut
*/
// Obviously, we don't want these items to burn down
local NoBurnDecay = true;
// Items will burn for roughly 2 seconds until changing into a 'burned item' (no longer functional)
// Feel free to change this time in your object (in frames)
local BurnDownTime = 70;
public func Incineration(int caused_by)
{
_inherited(caused_by);
// You shouldn't remove the object in Incineration but let's check anyway
if (!this) return;
CreateEffect(LibraryFlammable, 1, 1, caused_by); // The effect will not last long, so timer 1 should be fine
// Notify the clonk (if held) that this object is now burning
if (Contained())
Contained()->~OnInventoryChange();
}
public func Extinguishing()
{
// Notify the clonk (if held) that this object is no longer burning
if (Contained())
Contained()->~OnInventoryChange();
}
local LibraryFlammable = new Effect {
Construction = func (int caused_by)
{
this.caused_by = caused_by;
},
Timer = func (int time)
{
if (!this.Target->OnFire()) // Extinguished! No harm done
return FX_Execute_Kill;
if (time >= this.Target.BurnDownTime)
{
this.Target->BurnDown(this.caused_by);
return FX_Execute_Kill;
}
}
};
public func BurnDown(int caused_by)
{
if (this->~OnBurnDown())
return;
var burned = CreateObject(BurnedObject, 0, 0, GetOwner());
var container = Contained();
// Take over movement and rotation.
burned->SetXDir(GetXDir(1000), 1000);
burned->SetYDir(GetYDir(1000), 1000);
burned->SetR(GetR());
burned->SetRDir(GetRDir(1000), 1000);
burned->Incinerate(100, caused_by);
RemoveObject(true);
if (container)
burned->Enter(container);
}
public func GetInventoryIconOverlay() // Display a flame in the inventory bar
{
if (!OnFire()) return;
var overlay =
{
Symbol = Icon_Flame
};
return overlay;
}