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/*-- Elevator --*/
#include Library_Structure
#include Library_Ownable
// used in the elevator case
static const Elevator_needed_power = 20;
local case, rope;
local partner, slave;
/* Editing helpers */
// Frees a rectangle for the case
public func CreateShaft(int length)
{
// Move the case out of the way
case->SetPosition(case->GetX(), GetY()-10);
ClearFreeRect(GetX() + 7 - 38*GetDir(), GetY() + 20, 24, length + 13);
// Move the case back
case->SetPosition(case->GetX(), GetY()+20);
}
// Move case to specified absolute y position
public func SetCasePosition(int y)
{
if (case) return case->SetPosition(case->GetX(), y);
return false;
}
// Overloaded to reposition the case
public func SetDir(new_dir, ...)
{
var r = inherited(new_dir, ...);
// Update position of child objects on direction change
if (case) case->SetPosition(GetX() -19 * GetCalcDir(), case->GetY());
if (rope) rope->SetPosition(GetX() -19 * GetCalcDir(), rope->GetY());
// Set mesh transformation so that the rope on the mesh fits the rope from the elevator case.
if (new_dir == DIR_Left)
{
this.MeshTransformation = Trans_Rotate(-44,0,1,0);
}
else
{
this.MeshTransformation = Trans_Rotate(-47,0,1,0);
}
return r;
}
// Forward config to case
public func SetNoPowerNeed(bool to_val)
{
if (case) return case->SetNoPowerNeed(to_val);
return false;
}
private func EditCursorMoved()
{
// Move case and rope along with elevator in editor mode
if (case) case->SetPosition(GetX() + GetCaseXOff(), case->GetY());
if (rope) rope->SetPosition(GetX() + GetCaseXOff(), GetY() - 13);
return true;
}
// return default horizontal offset of case/rope to elevator
public func GetCaseXOff() { return -19 * GetCalcDir(); }
/* Initialization */
private func Construction()
{
// Set default mesh transformation.
SetDir(DIR_Left);
SetAction("Default");
wheel_anim = PlayAnimation("winchSpin", 1, Anim_Const(0), Anim_Const(1000));
return _inherited(...);
}
public func IsHammerBuildable() { return true; }
private func Initialize()
{
SetCategory(C4D_StaticBack);
CreateCase();
CreateRope();
if (partner)
{
if (Inside(partner->GetY(), GetY()-3, GetY()+3))
{
partner->LetsBecomeFriends(this);
SetPosition(GetX(), partner->GetY());
}
else
partner = nil;
}
return _inherited(...);
}
private func CreateCase()
{
case = CreateObjectAbove(ElevatorCase, GetCaseXOff(), 33, GetOwner());
if (case) case->Connect(this);
}
public func GetCase()
{
return case;
}
private func CreateRope()
{
rope = CreateObjectAbove(ElevatorRope, GetCaseXOff(), -11, GetOwner());
if (rope) rope->SetAction("Be", case.back);
}
/* Destruction */
private func Destruction()
{
if(rope) rope->RemoveObject();
if(case) case->LostElevator();
if (partner) partner->LoseCombination();
}
public func LostCase()
{
if(partner) partner->LoseCombination();
if(rope) rope->RemoveObject();
StopEngine();
// for now: the elevator dies, too
Incinerate();
}
/* Effects */
local wheel_anim, case_speed;
public func StartEngine(int direction, bool silent)
{
if (!case) return;
if (!silent)
{
Sound("Structures::Elevator::Start", {custom_falloff_distance = 400});
ScheduleCall(this, "EngineLoop", 34);
}
if (wheel_anim == nil) // If for some reason the animation has stopped
wheel_anim = PlayAnimation("winchSpin", 1, Anim_Const(0), Anim_Const(1000));
var begin, end;
if (direction == COMD_Up) // Either that or COMD_Down
{
begin = GetAnimationLength("winchSpin");
end = 0;
}
else
{
begin = 0;
end = GetAnimationLength("winchSpin");
}
case_speed = Abs(case->GetYDir());
var speed = 80 - case_speed * 2;
SetAnimationPosition(wheel_anim, Anim_Linear(GetAnimationPosition(wheel_anim), begin, end, speed, ANIM_Loop));
}
public func EngineLoop()
{
Sound("Structures::Elevator::Moving", {loop_count = 1, custom_falloff_distance = 400});
}
public func StopEngine(bool silent)
{
if (!silent)
{
Sound("Structures::Elevator::Moving", {loop_count = -1});
ClearScheduleCall(this, "EngineLoop");
Sound("Structures::Elevator::Stop", {custom_falloff_distance = 400});
}
if (wheel_anim == nil) return;
case_speed = nil;
SetAnimationPosition(wheel_anim, Anim_Const(GetAnimationPosition(wheel_anim)));
}
// Adjusting the turning speed of the wheel to the case's speed
private func UpdateTurnSpeed()
{
if (!case) return;
if (case_speed == nil || wheel_anim == nil) return;
if (Abs(case->GetYDir()) != case_speed)
{
var begin, end;
if (case->GetYDir() < 0) // Either that or COMD_Down
{
begin = GetAnimationLength("winchSpin");
end = 0;
}
else
{
begin = 0;
end = GetAnimationLength("winchSpin");
}
case_speed = Abs(case->GetYDir());
var speed = 80 - case_speed * 2;
SetAnimationPosition(wheel_anim, Anim_Linear(GetAnimationPosition(wheel_anim), begin, end, speed, ANIM_Loop));
}
}
/* Construction preview */
// Definition call by the construction previewer
public func ConstructionPreview(object previewer, int overlay, int dir)
{
if (GetType(this) != C4V_Def) return;
previewer->SetGraphics(nil, Elevator_Case_Front, overlay, GFXOV_MODE_Base);
previewer->SetObjDrawTransform(1000, 0, -19000 * (dir*2-1), 0, 1000, 17000, overlay);
return true;
}
// Sticking to other elevators
public func ConstructionCombineWith() { return "CanCombineElevator"; }
public func ConstructionCombineDirection(object other)
{
if (!other) return CONSTRUCTION_STICK_Left | CONSTRUCTION_STICK_Right;
// Only combine when facing correctly
if (other->GetDir() == DIR_Left)
return CONSTRUCTION_STICK_Right;
return CONSTRUCTION_STICK_Left;
}
// Called to determine if sticking is possible
public func CanCombineElevator(object previewer)
{
if (!previewer) return true;
if (GetDir() == DIR_Left)
{
if (previewer.direction == DIR_Right && previewer->GetX() > GetX()) return true;
}
else
{
if (previewer.direction == DIR_Left && previewer->GetX() < GetX()) return true;
}
return false;
}
// Called when the elevator construction site is created
public func CombineWith(object other)
{
// Save for use in Initialize
partner = other;
}
// Special requirements for the basement of the elevator.
public func GetBasementWidth() { return 36; }
public func GetBasementOffset() { return [11 * (2 * GetDir() - 1), 0]; }
/* Combination */
// Called by a new elevator next to this one
// The other elevator will be the slave
public func LetsBecomeFriends(object other)
{
partner = other;
other.slave = true; // Note: This is liberal slavery
if (case) case->StartConnection(other.case);
}
// Partner was destroyed or moved
public func LoseCombination()
{
partner = nil;
slave = false;
if (case) case->LoseConnection();
}
// Called by our case because the case has a timer anyway
public func CheckSlavery()
{
// Check if somehow we moved away from our fellow
if (ObjectDistance(partner) > 62 || !Inside(partner->GetY(), GetY()-1, GetY()+1))
{
LoseCombination();
partner->LoseCombination();
}
}
/* Scenario saving */
public func SaveScenarioObject(props)
{
if (!inherited(props, ...)) return false;
props->Remove("Category");
if (partner && slave)
{
props->AddCall("Friends", partner, "LetsBecomeFriends", this);
}
if (case && case->GetY() > GetY() + 20)
{
props->AddCall("Shaft", this, "CreateShaft", case->GetY() - GetY() - 20);
props->AddCall("Shaft", this, "SetCasePosition", case->GetY());
}
return true;
}
local ActMap = {
Default = {
Prototype = Action,
Name = "Default",
Procedure = DFA_NONE,
Directions = 2,
FlipDir = 1,
Length = 1,
Delay = 3,
FacetBase = 1,
NextAction = "Default",
EndCall = "UpdateTurnSpeed",
},
};
private func Definition(def) {
SetProperty("PictureTransformation", Trans_Mul(Trans_Rotate(-20,1,0), Trans_Rotate(-20, 0, 1, 0)));
return _inherited(def, ...);
}
local Name = "$Name$";
local Description = "$Description$";
local BlastIncinerate = 100;
local HitPoints = 70;
local Plane = 249;
local Components = {Wood = 3, Metal = 1};
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