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LiftLib.aslx
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<?xml version="1.0"?>
<library>
<!--
If you are viewing this on GitHub and want to download it, right click on the RAW button
just above, and select "Save link as..."
-->
<!--
LiftLib v2.3
Quest version: 5.6
Written by: The Pixie, 2011-2018
With thanks to KV
Tutorial and notes here:
https://github.com/ThePix/quest/wiki/Lift-Library
-->
<verb name="press">
<property>press</property>
<pattern>press;push</pattern>
<defaultexpression>"You can't press " + object.article + "."</defaultexpression>
</verb>
<type name="liftroom">
<current_floor type="int">1</current_floor>
<usage_count type="int">0</usage_count>
<lockexits type="boolean">false</lockexits>
<goingup>The lift ascends to ###.</goingup>
<goingdown>The lift descends to ###.</goingdown>
<leavingmsg type="string"></leavingmsg>
<samefloor>Nothing happens. Perhaps because you are already on ###.</samefloor>
<attr name="changedcurrent_floor" type="script">
oldvalue = this.last_floor
currentvalue = this.current_floor
change = oldvalue - currentvalue
if (game.gridmap) {
thisdict = DictionaryItem(player.grid_coordinates, this.name)
if (Grid_GetRoomBooleanForPlayer(game.pov, this, "grid_isdrawn")) {
dictionary remove (thisdict, "z")
dictionary add (thisdict, "z", currentvalue*1.0+change)
Grid_CalculateMapCoordinates (this, game.pov)
Grid_Redraw //THIS CLEARS ANY GRID FILLS!
Grid_DrawPlayerInRoom (game.pov.parent)
}
}
</attr>
<onexit type="script">
LeavingTheLift(this)
</onexit>
</type>
<type name="liftbutton">
<displayverbs type="simplestringlist">Press</displayverbs>
<floor type="int">1</floor>
<pressmsg>You press the button.</pressmsg>
<press type="script">
if (HasString(this, "lockedmessage")) {
msg (this.lockedmessage)
}
else {
_PressButton(this, false)
}
</press>
<move type="script">
// Invoke this to have the lift move to this button's destination
// without any text appearing. The Arrival function is not called
_PressButton(this, true)
</move>
</type>
<type name="liftentrance">
<runscript type="boolean">true</runscript>
<script type="script">
exit = ObjectListItem (ScopeExitsForRoom (this.to), 0)
exit.to = game.pov.parent
game.pov.parent.last_floor = game.pov.parent.parent
MoveObject (game.pov, this.to)
//msg("about to check children of " + this.to.name)
foreach (obj, GetDirectChildren (this.to)) {
if (DoesInherit (obj, "liftbutton")) {
if (obj.to = this.parent) {
this.to.current_floor = obj.floor
//msg("exit setting to " + obj.floor + " a " + TypeOf(obj.floor))
}
}
}
</script>
</type>
<function name="_PressButton" parameters="button, silently">
exit = ObjectListItem (ScopeExitsForRoom (button.parent), 0)
current = exit.to
current_button = null
foreach (o, GetDirectChildren(button.parent)) {
if (o.destination = current) current_button = o
}
if (exit.to = button.destination) {
moved = false
s = button.parent.samefloor
}
else {
moved = true
button.parent.last_floor = button.parent.current_floor
exit.to = button.destination
if (button.parent.current_floor > button.floor) {
s = button.parent.goingdown
}
else {
s = button.parent.goingup
}
button.parent.current_floor = button.floor
if (not current_button = null) {
if (HasString(current_button, "departure")) {
s = current_button.departure + " " + s
}
}
if (HasString(button, "arrival")) {
s = s + " " + button.arrival
}
button.parent.usage_count = button.parent.usage_count + 1
}
// prepend the button pressing message
s = button.pressmsg + " " + s
// Swap ### for the floor name
if (HasString(button, "floorname")) {
s = Replace (s, "###", ToString (button.floorname))
}
else {
s = Replace (s, "###", "floor " + button.floor)
}
if (not silently) {
Arrival(button, s, moved)
}
</function>
<!--
This is called when the player presses a button (but not
when the lift is moved another time).
You can override this to have it print in a fancy way, or to have it do something when
the lift moves.
-->
<function name="Arrival" parameters="button, s, moved">
msg(s)
</function>
<function name="LeavingTheLift" parameters="lift">
if (not lift.leavingmsg = "") {
msg (lift.leavingmsg)
}
</function>
<function name="LiftRoom" type="object" parameters="button">
if (DoesInherit(button, "liftroom")) {
return (button)
}
return (button.parent)
</function>
<function name="LiftExit" type="object" parameters="button">
return (ObjectListItem (ScopeExitsForRoom (LiftRoom(button)), 0))
</function>
<function name="LiftCurrentFloor" type="object" parameters="button">
exit = LiftExit(button)
return (exit.to)
</function>
<function name="LiftCurrentButton" type="object" parameters="button">
current = LiftCurrentFloor(button)
current_button = null
foreach (o, GetDirectChildren(LiftRoom(button))) {
if (o.destination = current) current_button = o
}
return (current_button)
</function>
<function name="LiftAllButtons" type="objectlist" parameters="button">
ol = NewObjectList()
foreach (o, GetDirectChildren(LiftRoom(button))) {
if (DoesInherit(o, "liftbutton")) list add(ol, o)
}
return (ol)
</function>
<function name="LiftAllEntrances" type="objectlist" parameters="button">
ol = NewObjectList()
foreach (o, LiftAllButtons(button)) {
list add(ol, GetObject(GetExitByLink (o.destination, LiftRoom(button))))
}
return (ol)
</function>
<function name="LiftCurrentEntrance" type="object" parameters="button">
return (GetObject(GetExitByLink (LiftCurrentFloor(button), LiftRoom(button))))
</function>
<!-- =================================================== -->
<!-- Tabs -->
<tab>
<parent>_ObjectEditor</parent>
<caption>Lift</caption>
<mustnotinherit>defaultplayer</mustnotinherit>
<control>
<controltype>dropdowntypes</controltype>
<caption>Type</caption>
<types>*=None; liftroom=Lift; liftbutton=Lift Button; liftentrance=Lift Entrance</types>
<width>150</width>
</control>
<control>
<controltype>textbox</controltype>
<caption>Same floor message</caption>
<attribute>samefloor</attribute>
<mustinherit>liftroom</mustinherit>
</control>
<control>
<controltype>textbox</controltype>
<caption>The going up message</caption>
<attribute>goingup</attribute>
<mustinherit>liftroom</mustinherit>
</control>
<control>
<controltype>textbox</controltype>
<caption>The going down message</caption>
<attribute>goingdown</attribute>
<mustinherit>liftroom</mustinherit>
</control>
<control>
<controltype>textbox</controltype>
<caption>The leaving message</caption>
<attribute>leavingmsg</attribute>
<mustinherit>liftroom</mustinherit>
</control>
<control>
<controltype>checkbox</controltype>
<caption>Lock exit after entering lift</caption>
<attribute>lockexits</attribute>
<mustinherit>liftroom</mustinherit>
</control>
<control>
<controltype>textbox</controltype>
<caption>Departure message</caption>
<attribute>departure</attribute>
<mustinherit>editor_room</mustinherit>
<mustinherit>liftbutton</mustinherit>
</control>
<control>
<controltype>textbox</controltype>
<caption>Arrival message</caption>
<attribute>arrival</attribute>
<mustinherit>liftbutton</mustinherit>
</control>
<control>
<controltype>textbox</controltype>
<caption>Press message</caption>
<attribute>pressmsg</attribute>
<mustinherit>liftbutton</mustinherit>
</control>
<control>
<controltype>textbox</controltype>
<caption>Floor name</caption>
<attribute>floorname</attribute>
<mustinherit>liftbutton</mustinherit>
</control>
<control>
<controltype>textbox</controltype>
<caption>Locked message</caption>
<attribute>lockedmessage</attribute>
<mustinherit>liftbutton</mustinherit>
</control>
<control>
<controltype>objects</controltype>
<caption>Destination</caption>
<attribute>destination</attribute>
<mustinherit>liftbutton</mustinherit>
</control>
<control>
<controltype>number</controltype>
<caption>Floor</caption>
<attribute>floor</attribute>
<width>100</width>
<mustinherit>liftbutton</mustinherit>
</control>
</tab>
</library>