forked from Mirrors/openclonk
209 lines
4.8 KiB
C
209 lines
4.8 KiB
C
/**
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Lorry
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Transportation and storage for up to 50 objects.
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@authors Maikel
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*/
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#include Library_ElevatorControl
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local content_menu;
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local drive_anim;
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local tremble_anim;
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local wheel_sound;
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local rot_wheels;
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local tremble;
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protected func Construction()
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{
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PlayAnimation("Open", 1, Anim_Linear(0, 0, 1, 20, ANIM_Hold), Anim_Const(1000));
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SetProperty("MeshTransformation", Trans_Rotate(13, 0, 1, 0));
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}
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protected func Initialize()
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{
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drive_anim = PlayAnimation("Drive", 5, Anim_Const(0), Anim_Const(500) /* ignored anyway */);
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tremble_anim = PlayAnimation("Tremble", 5, Anim_Const(0), Anim_Const(500));
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rot_wheels = 0;
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tremble = 0;
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AddTimer("TurnWheels", 1);
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}
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public func IsLorry() { return true; }
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public func IsVehicle() { return true; }
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public func IsContainer() { return true; }
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public func IsToolProduct() { return true; }
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protected func Hit3()
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{
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Sound("Hits::Materials::Metal::DullMetalHit?");
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}
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/*-- Contents --*/
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private func MaxContentsCount()
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{
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return 50;
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}
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protected func RejectCollect(id object_id, object obj)
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{
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// Objects can still be collected.
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if (ContentsCount() < this->MaxContentsCount())
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{
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Sound("Objects::Clonk");
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return false;
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}
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// The object cannot be collected, notify carrier?
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if (obj->Contained())
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Message("$TxtLorryisfull$");
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else
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{
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// If not carried, objects slide over the lorry.
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if (Abs(obj->GetXDir()) > 5)
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{
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obj->SetYDir(-2);
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obj->SetRDir(0);
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Sound("Hits::SoftHit*");
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}
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}
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// Reject collection.
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return true;
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}
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// Automatic unloading in buildings.
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protected func Entrance(object container)
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{
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// Only in buildings
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if (container->GetCategory() & (C4D_StaticBack | C4D_Structure))
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// Not if the building prohibits this action.
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if (!container->~NoLorryEjection(this))
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// Empty lorry.
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container->GrabContents(this);
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}
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/*-- Movement --*/
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protected func ContactLeft()
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{
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if (Stuck() && !Random(5))
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SetRDir(RandomX(-7, +7));
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}
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protected func ContactRight()
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{
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if (Stuck() && !Random(5))
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SetRDir(RandomX(-7, +7));
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}
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public func TurnWheels()
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{
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// TODO: Use Anim_X(Dir), keep from timer=1
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// TODO: Could also use GetAnimationPosition() instead of these local variables...
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rot_wheels += GetXDir() * 20;
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while (rot_wheels < 0)
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rot_wheels += 2000;
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while (rot_wheels > 2000)
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rot_wheels -= 2000;
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SetAnimationPosition(drive_anim, Anim_Const(rot_wheels));
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if (Random(100) < Abs(GetXDir()))
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{
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tremble += 100;
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if (tremble < 0) tremble += 2000;
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if (tremble > 2000) tremble -= 2000;
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SetAnimationPosition(tremble_anim, Anim_Const(tremble));
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}
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if (Abs(GetXDir()) > 1 && !wheel_sound)
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{
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if (!wheel_sound)
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Sound("Structures::WheelsTurn", false, nil, nil, 1);
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wheel_sound = true;
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}
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else if (wheel_sound && !GetXDir())
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{
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Sound("Structures::WheelsTurn", false, nil, nil, -1);
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wheel_sound = false;
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}
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}
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protected func Damage(int change, int cause, int by_player)
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{
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// Only explode the lorry on blast damage.
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if (cause != FX_Call_DmgBlast)
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return _inherited(change, cause, by_player, ...);
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// Explode the lorry when it has taken to much damage.
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if (GetDamage() > 100)
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{
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// Only exit objects and parts if this lorry is not contained.
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if (!Contained())
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{
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// First eject the contents in different directions.
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for (obj in FindObjects(Find_Container(this)))
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{
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var speed = RandomX(3, 5);
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var angle = Random(360);
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var dx = Cos(angle, speed);
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var dy = Sin(angle, speed);
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obj->Exit(RandomX(-4, 4), RandomX(-4, 4), Random(360), dx, dy, RandomX(-20, 20));
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obj->SetController(by_player);
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}
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// Toss around some fragments with particles attached.
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for (var i = 0; i < 6; i++)
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{
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var fragment = CreateObject(LorryFragment, RandomX(-4, 4), RandomX(-4, 4), GetOwner());
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var speed = RandomX(40, 60);
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var angle = Random(360);
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var dx = Cos(angle, speed);
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var dy = Sin(angle, speed);
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fragment->SetXDir(dx, 10);
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fragment->SetYDir(dy, 10);
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fragment->SetR(360);
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fragment->SetRDir(RandomX(-20, 20));
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// Set the controller of the fragments to the one causing the blast for kill tracing.
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fragment->SetController(by_player);
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// Incinerate the fragments.
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fragment->Incinerate();
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}
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}
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// Remove the lorry itself, eject possible contents as they might have entered again.
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// Or let the engine eject the contents if it is inside a container.
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return RemoveObject(true);
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}
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return _inherited(change, cause, by_player, ...);
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}
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/*-- Properties --*/
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local ActMap = {
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Drive = {
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Prototype = Action,
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Name = "Drive",
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Procedure = DFA_NONE,
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Directions = 2,
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FlipDir = 1,
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Length = 20,
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Delay = 2,
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X = 0,
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Y = 0,
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Wdt = 22,
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Hgt = 16,
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NextAction = "Drive",
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//Animation = "Drive",
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},
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};
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public func Definition(proplist def)
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{
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SetProperty("PictureTransformation", Trans_Mul(Trans_Rotate(-25, 1, 0, 0), Trans_Rotate(40, 0, 1, 0)), def);
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}
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local Name = "$Name$";
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local Description = "$Description$";
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local Touchable = 1;
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local Rebuy = true;
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