File: Script.c

package info (click to toggle)
openclonk 8.1-2
  • links: PTS, VCS
  • area: main
  • in suites: bullseye
  • size: 169,500 kB
  • sloc: cpp: 180,478; ansic: 108,988; xml: 31,371; python: 1,223; php: 767; makefile: 139; sh: 101; javascript: 34
file content (148 lines) | stat: -rw-r--r-- 2,655 bytes parent folder | download | duplicates (6)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
/**
	Status Symbol
	Shows a certain state of an object.
	
	@author Zapper, Maikel
*/


local symbol;

public func Init(object to)
{
	SetAction("Be", to);
	
	// Above the object.
	var hgt = to->GetDefCoreVal("Height", "DefCore") / 2;
	SetVertex(0, VTX_Y, hgt);
	var x = to->GetVertex(0, VTX_X);
	SetVertex(0, VTX_X, x);
	// Set plane to be higher than the object attached to.
	this.Plane = Max(to.Plane + 1, 1000);	
	return;
}

public func GetStatusSymbolHelper(object to)
{
	var obj = FindObject(Find_ID(StatusSymbol), Find_ActionTarget(to));
	if (obj) 
		return obj;
	obj = CreateObject(StatusSymbol, 0, 0, to->GetOwner());
	obj->Init(to);
	return obj;
}

global func ShowStatusSymbol(id symbol)
{
	if (!this) 
		return false;
	var h = StatusSymbol->GetStatusSymbolHelper(this);
	if(!h) 
		return false;
	
	h->AddSymbol(symbol);
	return true;
}

global func RemoveStatusSymbol(id symbol)
{
	if (!this) 
		return false;
	var h = StatusSymbol->GetStatusSymbolHelper(this);
	if (!h) 
		return false;
	h->RemoveSymbol(symbol);
	return true;
}

public func AddSymbol(id symbol_id)
{
	symbol = symbol_id;
	Update();
}

public func RemoveSymbol(id symbol_id)
{
	if (symbol != symbol_id)
		return;
	symbol = nil;
	Update();
}

public func Update()
{
	if (!symbol)
	{
		SetGraphics();
		this.Visibility = VIS_None;
		return;
	}
	SetShape(symbol->GetDefOffset(0), symbol->GetDefOffset(1), symbol->GetDefWidth(), symbol->GetDefHeight());
	SetGraphics(nil, symbol);
	Blink();
	return;
}

public func Blink()
{
	if (GetEffect("Blinking", this))
		RemoveEffect("Blinking", this);
	AddEffect("Blinking", this, 1, 16, this);
	return;
}

protected func FxBlinkingStart(object target, proplist effect, int temp)
{
	if (temp) 
		return FX_OK;
	// Set interval to a fixed number of frames.
	effect.Interval = 16;
	// Set initial visibility to visible.
	this.Visibility = this->GetActionTarget().Visibility;
	effect.visible = true;	
	return FX_OK;
}

protected func FxBlinkingTimer(object target, proplist effect)
{
	if (effect.visible)
	{
		effect.visible = false;	
		this.Visibility = VIS_None;
	}
	else
	{
		effect.visible = true;	
		this.Visibility = this->GetActionTarget().Visibility;
	}
	return FX_OK;
}

// Callback from the engine: this symbol has lost its parent.
protected func AttachTargetLost()
{
	return RemoveObject();
}
	
public func SaveScenarioObject() { return false; }


/*-- Properties --*/

local Name = "$Name$";
local Description = "$Description$";
local Plane = 1000;

local ActMap =
{
	Be = 
	{
		Prototype = Action,
		Name = "Be",
		Procedure = DFA_ATTACH,
		NextAction = "Be",
		Length = 1,
		FacetBase = 1,
		AbortCall = "AttachTargetLost"
	}
};