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

209 lines
4.8 KiB
C

/**
Lorry
Transportation and storage for up to 50 objects.
@authors Maikel
*/
#include Library_ElevatorControl
local content_menu;
local drive_anim;
local tremble_anim;
local wheel_sound;
local rot_wheels;
local tremble;
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));
}
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));
rot_wheels = 0;
tremble = 0;
AddTimer("TurnWheels", 1);
}
public func IsLorry() { return true; }
public func IsVehicle() { return true; }
public func IsContainer() { return true; }
public func IsToolProduct() { return true; }
protected func Hit3()
{
Sound("Hits::Materials::Metal::DullMetalHit?");
}
/*-- Contents --*/
private func MaxContentsCount()
{
return 50;
}
protected func RejectCollect(id object_id, object obj)
{
// Objects can still be collected.
if (ContentsCount() < this->MaxContentsCount())
{
Sound("Objects::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("Hits::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);
}
/*-- Movement --*/
protected func ContactLeft()
{
if (Stuck() && !Random(5))
SetRDir(RandomX(-7, +7));
}
protected func ContactRight()
{
if (Stuck() && !Random(5))
SetRDir(RandomX(-7, +7));
}
public func TurnWheels()
{
// TODO: Use Anim_X(Dir), keep from timer=1
// TODO: Could also use GetAnimationPosition() instead of these local variables...
rot_wheels += GetXDir() * 20;
while (rot_wheels < 0)
rot_wheels += 2000;
while (rot_wheels > 2000)
rot_wheels -= 2000;
SetAnimationPosition(drive_anim, Anim_Const(rot_wheels));
if (Random(100) < Abs(GetXDir()))
{
tremble += 100;
if (tremble < 0) tremble += 2000;
if (tremble > 2000) tremble -= 2000;
SetAnimationPosition(tremble_anim, Anim_Const(tremble));
}
if (Abs(GetXDir()) > 1 && !wheel_sound)
{
if (!wheel_sound)
Sound("Structures::WheelsTurn", false, nil, nil, 1);
wheel_sound = true;
}
else if (wheel_sound && !GetXDir())
{
Sound("Structures::WheelsTurn", false, nil, nil, -1);
wheel_sound = false;
}
}
protected func Damage(int change, int cause, int by_player)
{
// Only explode the lorry on blast damage.
if (cause != FX_Call_DmgBlast)
return _inherited(change, cause, by_player, ...);
// Explode the lorry when it has taken to much damage.
if (GetDamage() > 100)
{
// Only exit objects and parts if this lorry is not contained.
if (!Contained())
{
// First eject the contents in different directions.
for (obj in FindObjects(Find_Container(this)))
{
var speed = RandomX(3, 5);
var angle = Random(360);
var dx = Cos(angle, speed);
var dy = Sin(angle, speed);
obj->Exit(RandomX(-4, 4), RandomX(-4, 4), Random(360), dx, dy, RandomX(-20, 20));
obj->SetController(by_player);
}
// Toss around some fragments with particles attached.
for (var i = 0; i < 6; i++)
{
var fragment = CreateObject(LorryFragment, RandomX(-4, 4), RandomX(-4, 4), GetOwner());
var speed = RandomX(40, 60);
var angle = Random(360);
var dx = Cos(angle, speed);
var dy = Sin(angle, speed);
fragment->SetXDir(dx, 10);
fragment->SetYDir(dy, 10);
fragment->SetR(360);
fragment->SetRDir(RandomX(-20, 20));
// Set the controller of the fragments to the one causing the blast for kill tracing.
fragment->SetController(by_player);
// Incinerate the fragments.
fragment->Incinerate();
}
}
// Remove the lorry itself, eject possible contents as they might have entered again.
// Or let the engine eject the contents if it is inside a container.
return RemoveObject(true);
}
return _inherited(change, cause, by_player, ...);
}
/*-- Properties --*/
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",
},
};
public func Definition(proplist 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;