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/**
Lamp Library
Include this by all lamps that should hang outside buildings.
@author Clonkonaut
*/
/** Must define a dummy definition (i.e. the object which is shown outside the building)
*/
public func DummyDefinition() {}
/** Whether or not the lamp is on (true then).
*/
local lib_lamp_lit;
/** This is a lamp.
*/
public func IsLamp() { return true; }
/** Lamp property: How far it shines.
*/
public func GetLampRange() { return 160; }
/** Lamp property: How far it shines into material.
*/
public func GetLampFadeRange() { return 160; }
/** Lamp property: Which color it shines in.
*/
public func GetLampColor() { return FIRE_LIGHT_COLOR; }
/** Overload as needed to define a custom offset by the lamp.
*/
public func LampOffset() {}
/*-- Convenient calls --*/
/** Standard turning on procedure. Overload as needed.
Default behaviour: lib_lamp_lit to true, light range 80,60, inherited
*/
public func TurnOn()
{
if (lib_lamp_lit) return false;
_inherited(...);
TurnLightOn();
lib_lamp_lit = true;
return true;
}
func TurnLightOn()
{
SetLightRange(this->GetLampRange(), this->GetLampFadeRange());
SetLightColor(this->GetLampColor());
}
/** Standard turning off procedure. Overload as needed.
Default behaviour: lib_lamp_lit to false, light range 0,0, inherited
*/
public func TurnOff()
{
if (!lib_lamp_lit) return false;
_inherited(...);
TurnLightOff();
lib_lamp_lit = false;
return true;
}
func TurnLightOff()
{
SetLightRange(0, 0);
}
// Returns whether the lamp currently is a source of light.
public func IsLightSource()
{
return lib_lamp_lit;
}
/*-- Usage --*/
/** Standard control procedure. Overload as needed.
Default behaviour: If clonk is ready, either turn on or off.
*/
public func ControlUse(object clonk)
{
// Only do something if the clonk can do an action.
if (!clonk->HasHandAction())
return true;
// Turn on or off
if (lib_lamp_lit) {
TurnOff();
} else {
TurnOn();
}
Sound("UI::Click2");
return true;
}
/*-- Further stuff --*/
/** Calls LampDeparture() in the departed object.
*/
public func Departure(object container)
{
container->~LampDeparture(this);
}
/** Calls LampDestruction() in a container if contained.
*/
public func Destruction()
{
if (Contained()) Contained()->~LampDestruction(this);
}
/** Scenario saving: Store whether lamp is on
*/
public func SaveScenarioObject(props, ...)
{
if (!_inherited(props, ...)) return false;
if (lib_lamp_lit) props->AddCall("Lamp", this, "TurnOn");
return true;
}
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