forked from Mirrors/openclonk
135 lines
3.3 KiB
C
135 lines
3.3 KiB
C
/**
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Simple, static ladder
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Cannot be built ingame and must be placed by designers. Use the SetLength() function to make it as long as you wish.
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@authors: Clonkonaut
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*/
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local segments;
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local SegmentHeight = 8;
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func Initialize()
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{
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// Create ladder segments to climb on.
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CreateSegments();
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}
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private func GetSegmentCount()
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{
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return GetLength(segments);
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}
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public func SetLength(int segment_count, int extension_direction)
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{
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// Adjust the length of the ladder
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// segment_count: New number of segments
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// extension_direction: Which end of the ladder to expand/shrink. 0: Top and bottom. +1: Bottom. -1: Top
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var old_segment_count = GetSegmentCount();
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if (old_segment_count == segment_count) return;
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if (segment_count < 2) return;
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for (var segment in segments)
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segment->RemoveObject();
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var new_height = segment_count * SegmentHeight;
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SetShape(-3, new_height / -2, 5, new_height);
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if (extension_direction)
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{
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var height_diff = (segment_count - old_segment_count) * SegmentHeight;
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MovePosition(0, height_diff/2 * extension_direction);
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}
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CreateSegments();
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}
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/*-- Ladder Control --*/
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// Creates the segments which control the climbing.
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func CreateSegments()
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{
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segments = [];
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var nr_segments = (GetBottom() - GetTop()) / SegmentHeight;
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for (var index = 0; index < nr_segments; index++)
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{
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var y = GetTop() + index * SegmentHeight;
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var segment = CreateObject(MetalLadderSegment, 0, y+4);
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segment->SetMaster(this, index);
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// Store the segments.
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PushBack(segments, segment);
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// Set next and previous segment for climbing control.
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if (index > 0)
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{
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segments[index - 1]->SetPreviousLadder(segment);
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segment->SetNextLadder(segments[index - 1]);
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}
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}
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}
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public func OnLadderGrab(object clonk, object segment, int segment_index)
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{
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segment->Sound("Clonk::Action::Grab");
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}
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public func OnLadderClimb(object clonk, object segment, int segment_index)
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{
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if (clonk->GetComDir() == COMD_Up || clonk->GetComDir() == COMD_Down)
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if (!Random(20))
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segment->Sound("Clonk::Movement::Rustle?", {volume = 35});
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}
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public func OnLadderReleased(object clonk, object segment, int segment_index)
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{
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segment->Sound("Clonk::Action::UnGrab", {volume = 50});
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}
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/*-- Saving --*/
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// Save placed ladder segments in scenarios.
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public func SaveScenarioObject(props)
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{
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if (!inherited(props, ...))
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return false;
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props->AddCall("Length", this, "SetLength", GetLength(segments));
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return true;
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}
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/* Editor dragging */
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private func GetTopHandle() { return [0, GetSegmentCount() * SegmentHeight / -2]; }
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private func SetTopHandle(pt) { SetLength(Max(2, (GetBottom() - pt[1] + SegmentHeight/2) / SegmentHeight), -1); }
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private func GetBottomHandle() { return [0, GetSegmentCount() * SegmentHeight / 2]; }
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private func SetBottomHandle(pt) { SetLength(Max(2, (pt[1] - GetTop() + SegmentHeight/2) / SegmentHeight), +1); }
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public func Definition(def)
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{
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// Drag handles for ladder length
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if (!def.EditorProps) def.EditorProps = {};
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def.EditorProps.top_handle = {
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Name="$TopHandle$",
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Type="point",
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Relative=true,
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HorizontalFix=true,
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AsyncGet="GetTopHandle",
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Set="SetTopHandle",
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Priority=1,
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Color=0x80ff00 };
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def.EditorProps.bottom_handle = {
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Name="$BottomHandle$",
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Type="point",
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Relative=true,
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HorizontalFix=true,
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AsyncGet="GetBottomHandle",
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Set="SetBottomHandle",
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Color=0xff8000 };
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}
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/*-- Properties --*/
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local Name = "$Name$";
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local Plane = 221;
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