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

143 lines
3.6 KiB
C

/*--
Waterfall
Author: Maikel
Waterfall object, use to place waterfalls in the landscape.
--*/
protected func Initialize()
{
return;
}
/*-- Waterfall --*/
global func CreateWaterfall(int x, int y, int strength, string mat)
{
var fall = CreateObjectAbove(Waterfall, x, y, NO_OWNER);
if (!mat) mat = "Water";
AddEffect("IntWaterfall", fall, 100, 1, fall, nil, x, y, strength, mat);
return fall;
}
protected func FxIntWaterfallStart(object target, proplist effect, int temporary, int x, int y, int strength, string mat)
{
if (temporary)
return 1;
effect.X = x;
effect.Y = y;
effect.Strength = strength;
effect.Material = mat;
// Start sound.
target->Sound("Environment::Waterfall", false, 5 * effect.Strength, nil, 1);
return 1;
}
protected func FxIntWaterfallTimer(object target, proplist effect)
{
// Insert liquid at location every frame.
for (var i = 0; i < effect.Strength / 2; i++)
InsertMaterial(Material(effect.Material), AbsX(effect.X), AbsY(effect.Y), effect.XDir + Random(effect.XVar), effect.YDir + Random(effect.YVar));
return 1;
}
protected func FxIntWaterfallStop(object target, proplist effect, bool temporary)
{
if (temporary)
return 1;
// Stop sound.
target->Sound("Environment::Waterfall", false, 5 * effect.Strength, nil, -1);
return 1;
}
public func SetStrength(int strength)
{
var effect = GetEffect("IntWaterfall", this);
if (effect)
effect.Strength = BoundBy(strength, 0, 100);
return;
}
public func SetMaterial(int material)
{
var effect = GetEffect("IntWaterfall", this);
if (effect)
effect.Material = material;
return;
}
public func SetDirection(int xdir, int ydir, int xvar, int yvar)
{
var effect = GetEffect("IntWaterfall", this);
if (effect)
{
effect.XDir = xdir;
effect.YDir = ydir;
effect.XVar = xvar;
effect.YVar = yvar;
}
return;
}
public func SetSoundLocation(int x, int y)
{
SetPosition(x, y);
// Update sound.
var effect = GetEffect("IntWaterfall", this);
if (effect)
Sound("Environment::Waterfall", false, 5 * effect.Strength, nil, 1);
return;
}
// Scenario saving
func SaveScenarioObject(props)
{
if (!inherited(props, ...)) return false;
var fx_waterfall = GetEffect("IntWaterfall", this), fx_drain = GetEffect("IntLiquidDrain", this);
if (!fx_waterfall && !fx_drain) return false; // effects lost? don't save dead object then
// Waterfall has its own creation procedure
props->RemoveCreation();
if (fx_waterfall)
{
props->Add(SAVEOBJ_Creation, "CreateWaterfall(%d,%d,%d,%v)",fx_waterfall.X, fx_waterfall.Y, fx_waterfall.Strength, fx_waterfall.Material);
if (fx_waterfall.X != GetX() || fx_waterfall.Y != GetY()) props->AddCall("Position", this, "SetSoundLocation", GetX(), GetY());
if (fx_waterfall.XDir || fx_waterfall.YDir || fx_waterfall.XVar || fx_waterfall.YVar)
props->AddCall("Direction", this, "SetDirection", fx_waterfall.XDir, fx_waterfall.YDir, fx_waterfall.XVar, fx_waterfall.YVar);
}
if (fx_drain) props->Add(SAVEOBJ_Creation, "CreateLiquidDrain(%d,%d,%d);",fx_drain.X, fx_drain.Y, fx_drain.Strength);
return true;
}
/*-- Liquid Drain --*/
global func CreateLiquidDrain(int x, int y, int strength)
{
var drain = CreateObjectAbove(Waterfall, x, y, NO_OWNER);
AddEffect("IntLiquidDrain", drain, 100, 1, drain, nil, x, y, strength);
return drain;
}
protected func FxIntLiquidDrainStart(object target, proplist effect, int temporary, int x, int y, int strength)
{
if (temporary)
return 1;
effect.X = x;
effect.Y = y;
effect.Strength = strength;
return 1;
}
protected func FxIntLiquidDrainTimer(object target, proplist effect)
{
ExtractLiquidAmount(AbsX(effect.X), AbsY(effect.Y),effect.Strength / 2);
return 1;
}
local Name = "$Name$";