openclonk/planet/Experimental.ocf/CableLorrys.ocs/CableCars.ocd/Vehicles.ocd/Lorry.ocd/Script.c

144 lines
2.9 KiB
C

/*-- Lorry --*/
#include Library_CableCar
local content_menu;
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));
}
public func IsLorry() { return true; }
public func IsToolProduct() { return true; }
local drive_anim;
local tremble_anim;
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));
iRotWheels = 0;
AddTimer("TurnWheels", 1);
iTremble = 0;
iMovementSpeed = 2;
return _inherited(...);
}
private func Disengaged()
{
SetAction("Drive");
}
/*-- Movement --*/
protected func ContactLeft()
{
if (Stuck() && !Random(5))
SetRDir(RandomX(-7, +7));
}
protected func ContactRight()
{
if (Stuck() && !Random(5))
SetRDir(RandomX(-7, +7));
}
/*-- Contents --*/
private func MaxContentsCount()
{
return 50;
}
protected func RejectCollect(id object_id, object obj)
{
if (ContentsCount() < this->MaxContentsCount())
{
Sound("Objects::Clonk");
return false;
}
if (obj->Contained())
return Message("$TxtLorryisfull$");
return _inherited(...);
}
// 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);
}
local iRotWheels;
local iTremble;
func TurnWheels()
{
// TODO: Use Anim_X(Dir), keep from timer=1
// TODO: Could also use GetAnimationPosition() instead of these local variables...
iRotWheels += GetXDir()*2000/100; // Einmal rum (20 frames mal 10fps) nach 10 m
while(iRotWheels < 0) iRotWheels += 2000;
while(iRotWheels > 2000) iRotWheels -= 2000;
SetAnimationPosition(drive_anim, Anim_Const(iRotWheels));
if(Random(100) < Abs(GetXDir()))
{
iTremble += 100;
if(iTremble < 0) iTremble += 2000;
if(iTremble > 2000) iTremble -= 2000;
SetAnimationPosition(tremble_anim, Anim_Const(iTremble));
}
}
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",
},
OnRail = {
Prototype = Action,
Name = "OnRail",
Procedure = DFA_FLOAT,
Directions = 2,
FlipDir = 1,
Length = 1,
Delay = 1,
X = 0,
Y = 0,
Wdt = 22,
Hgt = 16,
StartCall="OnRail",
NextAction = "OnRail",
//Animation = "Drive",
},
};
func Definition(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;