openclonk/planet/Objects.ocd/Environment.ocd/Waterfall.ocd/Script.c

208 lines
6.2 KiB
C

/**
Waterfall
Waterfall object, use to place waterfalls in the landscape.
@author Maikel
*/
/*-- Waterfall --*/
global func CreateWaterfall(int x, int y, int strength, string mat)
{
var waterfall = CreateObjectAbove(Waterfall, x, y, NO_OWNER);
if (!mat)
mat = "Water";
waterfall->CreateEffect(waterfall.FxWaterfallLiquidSource, 100, 1, x, y, strength, mat);
return waterfall;
}
local FxWaterfallLiquidSource = new Effect
{
Construction = func(int x, int y, int strength, string mat)
{
this.source_position = [x, y];
this.source_direction = [x, y];
this.source_x = x;
this.source_y = y;
this.source_strength = strength;
this.source_mat = mat;
// Start sound.
Target->Sound("Environment::Waterfall", false, 5 * this.source_strength, nil, 1);
return FX_OK;
},
Timer = func(int time)
{
// Insert liquid at location every frame.
for (var i = 0; i < this.source_strength / 2; i++)
Global->InsertMaterial(Material(this.source_mat), this.source_x, this.source_y, this.xdir + RandomX(-this.xvar, this.xvar), this.ydir + RandomX(-this.yvar, this.yvar));
return FX_OK;
},
Destruction = func()
{
// Stop sound.
Target->Sound("Environment::Waterfall", false, 5 * this.source_strength, nil, -1);
return FX_OK;
},
EditorProps =
{
source_strength = { Name = "$EditorSourceStrength$", EditorHelp = "$EditorSourceStrengthHelp$", Type = "int", Min = 2, Max = 100 },
source_mat = { Name = "$EditorSourceMaterial$", EditorHelp = "$EditorSourceMaterialHelp$", Type = "enum", Options = [
{ Name = "$EditorSourceMaterialWater$", Value = "Water" },
{ Name = "$EditorSourceMaterialAcid$", Value = "Acid" },
{ Name = "$EditorSourceMaterialLava$", Value = "Lava" },
{ Name = "$EditorSourceMaterialDuroLava$", Value = "DuroLava" },
{ Name = "$EditorSourceMaterialOil$", Value = "Oil" }
] },
// TODO: Replace these two properties with an arrow in editor once available.
source_position = { Name = "$EditorSourcePosition$", EditorHelp = "$EditorSourcePositionHelp$", Type = "point", Relative = false, Color = 0x008fff, Set = "SetSourcePosition" },
source_direction = { Name = "$EditorSourceDirection$", EditorHelp = "$EditorSourceDirectionHelp$", Type = "point", Relative = false, Color = 0x006bbb, Set = "SetSourceDirection" }
},
SetSourcePosition = func(array pos)
{
this.source_position = pos;
this.source_x = pos[0];
this.source_y = pos[1];
},
SetSourceDirection = func(array dir)
{
this.source_direction = dir;
this.xdir = dir[0] - this.source_x;
this.ydir = dir[1] - this.source_y;
this.xvar = Abs(this.xdir / 2);
this.yvar = Abs(this.ydir / 2);
}
};
public func SetStrength(int strength)
{
var fx_waterfall = GetEffect("FxWaterfallLiquidSource", this);
if (fx_waterfall)
fx_waterfall.source_strength = BoundBy(strength, 0, 100);
return;
}
public func SetMaterial(int material)
{
var fx_waterfall = GetEffect("FxWaterfallLiquidSource", this);
if (fx_waterfall)
fx_waterfall.source_mat = material;
return;
}
public func SetDirection(int xdir, int ydir, int xvar, int yvar)
{
var fx_waterfall = GetEffect("FxWaterfallLiquidSource", this);
if (fx_waterfall)
{
fx_waterfall.xdir = xdir;
fx_waterfall.ydir = ydir;
fx_waterfall.xvar = xvar;
fx_waterfall.yvar = yvar;
fx_waterfall.source_direction = [fx_waterfall.source_x + xdir, fx_waterfall.source_y + ydir];
}
return;
}
public func SetSoundLocation(int x, int y)
{
SetPosition(x, y);
// Update sound.
var fx_waterfall = GetEffect("FxWaterfallLiquidSource", this);
if (fx_waterfall)
Sound("Environment::Waterfall", false, 5 * fx_waterfall.source_strength, nil, 1);
return;
}
/*-- Liquid Drain --*/
global func CreateLiquidDrain(int x, int y, int strength)
{
var drain = CreateObjectAbove(Waterfall, x, y, NO_OWNER);
drain->CreateEffect(drain.FxWaterfallLiquidDrain, 100, 1, x, y, strength);
return drain;
}
local FxWaterfallLiquidDrain = new Effect
{
Construction = func(int x, int y, int strength)
{
this.drain_position = [x, y];
this.drain_x = x;
this.drain_y = y;
this.drain_strength = strength;
return FX_OK;
},
Timer = func(int time)
{
Global->ExtractLiquidAmount(this.drain_x, this.drain_y, this.drain_strength / 2);
return FX_OK;
},
EditorProps =
{
drain_strength = { Name = "$EditorDrainStrength$", EditorHelp = "$EditorDrainStrengthHelp$", Type = "int", Min = 2, Max = 100},
drain_position = { Name = "$EditorDrainPosition$", EditorHelp = "$EditorDrainPositionHelp$", Type = "point", Relative = false, Color = 0x00ff8f, Set = "SetDrainPosition" }
},
SetDrainPosition = func(array pos)
{
this.drain_position = pos;
this.drain_x = pos[0];
this.drain_y = pos[1];
}
};
/*-- Editor --*/
public func EditorInitialize()
{
// Init waterfall with the source directly above the drain.
this->CreateEffect(this.FxWaterfallLiquidSource, 100, 1, GetX(), GetY() - 40, 10, "Water");
this->CreateEffect(this.FxWaterfallLiquidDrain, 100, 1, GetX(), GetY() + 40, 10);
return;
}
/*-- Scenario Saving --*/
public func SaveScenarioObject(proplist props)
{
if (!inherited(props, ...))
return false;
var fx_source = GetEffect("FxWaterfallLiquidSource", this);
var fx_drain = GetEffect("FxWaterfallLiquidDrain", this);
if (!fx_source && !fx_drain)
return false;
if (fx_source)
{
props->AddCall("SourceEffect", this, "AddSourceEffect", fx_source.source_x, fx_source.source_y, fx_source.source_strength, Format("%v", fx_source.source_mat));
if (fx_source.source_x != GetX() || fx_source.source_y != GetY())
props->AddCall("SoundLocation", this, "SetSoundLocation", GetX(), GetY());
if (fx_source.xdir || fx_source.xdir || fx_source.xvar || fx_source.yvar)
props->AddCall("Direction", this, "SetDirection", fx_source.xdir, fx_source.ydir, fx_source.xvar, fx_source.yvar);
}
if (fx_drain)
props->AddCall("DrainEffect", this, "AddDrainEffect", fx_drain.drain_x, fx_drain.drain_y, fx_drain.drain_strength);
return true;
}
public func AddSourceEffect(int x, int y, int strength, string mat)
{
CreateEffect(this.FxWaterfallLiquidSource, 100, 1, x, y, strength, mat);
return;
}
public func AddDrainEffect(int x, int y, int strength)
{
CreateEffect(this.FxWaterfallLiquidDrain, 100, 1, x, y, strength);
return;
}
/*-- Properties --*/
local Name = "$Name$";
local Description = "$Description$";
local Visibility = VIS_Editor;