1/* 2 * 3 * Copyright (C) 2006 Alun Bestor/The Exult Team 4 * 5 * This program is free software; you can redistribute it and/or modify 6 * it under the terms of the GNU General Public License as published by 7 * the Free Software Foundation; either version 2 of the License, or 8 * (at your option) any later version. 9 * 10 * This program is distributed in the hope that it will be useful, 11 * but WITHOUT ANY WARRANTY; without even the implied warranty of 12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 13 * GNU General Public License for more details. 14 * 15 * You should have received a copy of the GNU General Public License 16 * along with this program; if not, write to the Free Software 17 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. 18 * 19 * Author: Marzo Junior (reorganizing/updating code by Alun Bestor) 20 * Last Modified: 2006-03-19 21 */ 22 23void Bellows shape#(0x1AF) () 24{ 25 //Go to the bellows to operate it 26 if (event == DOUBLECLICK) 27 gotoObject(item, 1, 0, -1, Bellows, item, SCRIPTED); 28 else if (event == SCRIPTED) 29 { 30 var item_frame = get_item_frame(); 31 var starting_frame; 32 //Forge of Virtue bellows 33 if (item_frame >= 3 && item_frame <= 5) 34 starting_frame = 3; 35 //Regular bellows 36 else 37 starting_frame = 0; 38 39 halt_scheduled(); //Stop whatever animation the bellows were doing 40 AVATAR->halt_scheduled(); //And stop what the Avatar was doing too 41 42 //Animate the bellows pumping 43 script item 44 { 45 sfx SOUND_BELLOWS; 46 continue; //I actually have no idea what continue does, since it seems to animate regardless 47 48 frame starting_frame; 49 repeat (NUM_BELLOWS_PUMPS - 1) 50 { 51 next frame; wait 1; 52 next frame; wait 1; 53 previous frame; wait 1; 54 previous frame; wait 1; 55 }; 56 } 57 58 //Animate the Avatar pumping them 59 script AVATAR 60 { 61 face directionFromAvatar(item); 62 repeat (NUM_BELLOWS_PUMPS - 1) 63 { 64 actor frame standing; 65 actor frame bowing; 66 wait 3; 67 actor frame standing; 68 }; 69 } 70 71 var nearby_firepits = find_nearby(SHAPE_FIREPIT, 4, MASK_ALL_UNSEEN); 72 //The firepit animation behaviour is now moved off to its own function, 73 //as it *really* does not belong here 74 for (firepit in nearby_firepits) 75 script firepit { call Firepit; } 76 } 77} 78