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cog_gen_doorlocked1side.cog
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Text File
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1999-11-15
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4KB
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154 lines
# Jones 3D Cog Script
#
# gen_DoorLocked1Side.cog
#
# This script will handle a door that can be opened from
# one side only. Once it has been opened once it will
# open from both sides.
#
# You have to link in the sector into which the player
# is when you want the door to open.
#
# [YB]
#
# 8/28/97 Added clicking sounds [DB]
#
# (C) 1997 LucasArts Entertainment Co. All Rights Reserved
# ========================================================================================
symbols
message startup
message activate
message arrived
message blocked
thing door0 linkid=0 mask=0x405
thing door1 linkid=1 mask=0x405
thing door2 linkid=2 mask=0x405
thing door3 linkid=3 mask=0x405
flex movespeed=8.0
flex sleeptime=2.0
sector correctside
float lightValueR=0.5
float lightValueG=0.5
float lightValueB=0.5
vector vecLightValue local
# sound dialogue=i00ky73t.wav
# sound wav0=lvrclik2.wav
sector doorsector local
int numdoors local
int doorstatus local
int movestatus local
int opened=0 local
int said_locked=0 local
# subroutines
flex open_doors=0.0 local
flex close_doors=0.0 local
flex checkstatus=0.0 local
end
# ========================================================================================
code
startup:
if (door0 >= 0) numdoors = numdoors + 1;
if (door1 >= 0) numdoors = numdoors + 1;
if (door2 >= 0) numdoors = numdoors + 1;
if (door3 >= 0) numdoors = numdoors + 1;
doorsector = getthingsector(door0);
sectoradjoins(doorsector, 0);
// add light to door sector
vecLightValue = VectorSet(lightValueR, lightValueG, lightValueB);
sectorlight(doorsector, vecLightValue, 0.0);
return;
# ........................................................................................
activate:
if((opened == 1) || (GetThingSector(GetSourceRef()) == correctside))
{
call checkstatus;
if (movestatus) return;
if (doorstatus == 0)
{ // all pieces are at frame 0
sectoradjoins(doorsector, 1);
call open_doors;
opened = 1;
}
}
else
if (said_locked == 0)
{
// playsoundlocal(dialogue, 1, 0, 132);
// jkPrintUNIString(-1, 1001);
said_locked=1;
}
else
{
// PlaySoundThing(wav0, door0, 1.0, -1, -1, 0);
}
return;
# ........................................................................................
arrived:
call checkstatus;
if (movestatus) return;
if (doorstatus == numdoors) { // all pieces are at frame 1
sleep(sleeptime);
call close_doors;
} else if (doorstatus == 0) { // all pieces are at frame 0
sectoradjoins(doorsector, 0);
}
return;
# ........................................................................................
blocked:
call open_doors;
return;
# ........................................................................................
open_doors:
movetoframe(door0, 1, movespeed);
if (door1 >= 0) movetoframe(door1, 1, movespeed);
if (door2 >= 0) movetoframe(door2, 1, movespeed);
if (door3 >= 0) movetoframe(door3, 1, movespeed);
return;
close_doors:
movetoframe(door0, 0, movespeed);
if (door1 >= 0) movetoframe(door1, 0, movespeed);
if (door2 >= 0) movetoframe(door2, 0, movespeed);
if (door3 >= 0) movetoframe(door3, 0, movespeed);
return;
checkstatus:
movestatus = ismoving(door0);
if (door1 >= 0) movestatus = movestatus + ismoving(door1);
if (door2 >= 0) movestatus = movestatus + ismoving(door2);
if (door3 >= 0) movestatus = movestatus + ismoving(door3);
doorstatus = getcurframe(door0);
if (door1 >= 0) doorstatus = doorstatus + getcurframe(door1);
if (door2 >= 0) doorstatus = doorstatus + getcurframe(door2);
if (door3 >= 0) doorstatus = doorstatus + getcurframe(door3);
return;
end