File: Script.c

package info (click to toggle)
openclonk 7.0-4
  • links: PTS, VCS
  • area: main
  • in suites: stretch
  • size: 145,828 kB
  • ctags: 33,094
  • sloc: cpp: 163,891; ansic: 82,846; xml: 29,876; python: 1,203; php: 767; makefile: 138; sh: 77
file content (308 lines) | stat: -rwxr-xr-x 8,232 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
/**
	CarryHeavyControl

	Handles the control of carry-heavy-objects as inventory objects.
	Depends on Clonk Control and Inventory
*/

local lib_carryheavy_obj; // object beeing carried with carryheavy

public func GetCarryHeavy() { return lib_carryheavy_obj; }
public func IsCarryingHeavy() { return lib_carryheavy_obj != nil; }

/* Overloads for Inventory */

// Check if we can carry a carry heavy object
protected func RejectCollect(id objid, object obj)
{
	// Carry heavy only gets picked up if none held already
	if(this.inventory.force_collection && obj->~IsCarryHeavy())
	{
		// Collection of that object magically disabled?
		if(GetEffect("NoCollection", obj)) return true;
		
		// Do callbacks to control effects to see if the effect blocks picking up a carry heavy object.
		var block_carry_heavy = false;
		var count = GetEffectCount("*Control*", this), control_effect;
		while (count--)
		{
			control_effect = GetEffect("*Control*", this, count);
			if (control_effect && EffectCall(this, control_effect, "RejectCarryHeavyPickUp", obj))
			{
				block_carry_heavy = true;
				break;
			}
		}

		// Don't pick up if already carrying a heavy object or if it is blocked.
		if (IsCarryingHeavy() || block_carry_heavy)
		{
			CustomMessage("$TxtHandsFull$", this, this->GetController(), 0, 0, 0xff0000);
			return true;
		}
		return false;
	}

	return _inherited(objid,obj,...);
}

// Start visual effect when picking up carry heavy objects
public func Collection2(object obj)
{
	if(obj->~IsCarryHeavy()) // we can assume that we don't have a carryheavy object yet. If we do, Scripters are to blame.
	{
		CarryHeavy(obj);
		DoLiftCarryHeavy(obj);
		return true;
	}
	return _inherited(obj,...);
}

public func GetHandItem(int i)
{
	// carrying a carry heavy item always returns said item. (he holds it in both hands, after all!)
	if (IsCarryingHeavy())
		return GetCarryHeavy();
	return _inherited(i, ...);
}

public func SetHandItemPos(int hand, int inv)
{
	// can't use anything except carryheavy if carrying heavy object.
	if(IsCarryingHeavy())
		return nil;
	return _inherited(hand, inv, ...);
}

// Delete internal variables
public func Ejection(object obj)
{
	// carry heavy special treatment
	if(obj == GetCarryHeavy())
	{
		StopCarryHeavy();
		return true;
	}
	return _inherited(obj,...);
}

// Delete internal variables
public func ContentsDestruction(object obj)
{
	// check if it was carryheavy
	if(obj == GetCarryHeavy())
	{
		StopCarryHeavy();
	}

	return _inherited(obj, ...);
}

/* Overloads for Clonk Control */

public func GetExtraInteractions()
{
	var functions = _inherited(...);

	// dropping carry heavy
	if(IsCarryingHeavy() && GetAction() == "Walk")
	{
		var ch = GetCarryHeavy();
		PushBack(functions, {Fn = "DropCarryHeavy", Description=ch->GetDropDescription(), Object=this, IconName="", IconID=Icon_LetGo, Priority=1});
	}
	return functions;
}

/* Carry heavy stuff */

/** Tells the clonk that he is carrying the given carry heavy object */
public func CarryHeavy(object target)
{
	if(!target)
		return;
	// actually.. is it a carry heavy object?
	if(!target->~IsCarryHeavy())
		return;
	// only if not carrying a heavy objcet already
	if(IsCarryingHeavy())
		return;

	lib_carryheavy_obj = target;

	if(target->Contained() != this)
		target->Enter(this);

	// Update attach stuff
	this->~OnSlotFull();
	
	// Do callbacks to control effects for this clonk that a carry heavy object has been picked up.
	var count = GetEffectCount("*Control*", this), control_effect;
	while (count--)
	{
		control_effect = GetEffect("*Control*", this, count);
		if (control_effect)
			EffectCall(this, control_effect, "OnCarryHeavyPickUp", target);
	}

	return true;
}

/** Drops the carried heavy object, if any */
public func DropCarryHeavy()
{
	// only if actually possible
	if(!IsCarryingHeavy())
		return;

	DoDropCarryHeavy(GetCarryHeavy());
	StopCarryHeavy();

	return true;
}

// Internal function to clear carryheavy-status
private func StopCarryHeavy()
{
	if(!IsCarryingHeavy())
		return;

	lib_carryheavy_obj = nil;
	this->~OnSlotEmpty();
}

/* Lifting / dropping effect */

local lib_carryheavy_lifttime = 45;

private func DoLiftCarryHeavy(object obj)
{
	if (!obj || !obj->~IsCarryHeavy())
		return;
	if (obj->Contained() != this)
		return;
	// If inside something or not walking, skip the animation
	if (Contained() || GetAction() != "Walk")
		return;
	AddEffect("IntLiftHeavy", this, 1, 1, this, nil, obj);
}

private func DoDropCarryHeavy(object obj)
{
	if (!obj || !obj->~IsCarryHeavy())
		return;
	if (obj->Contained() != this)
		return;
	// If inside something or not walking, skip the animation
	if (Contained() || GetAction() != "Walk")
		return;
	AddEffect("IntDropHeavy", this, 1, 1, this, nil, obj);
}

private func FxIntLiftHeavyStart(object me, proplist effect, bool tmp, object to_lift)
{
	//Stop the clonk from moving, and tell the clonk's control library
	//it now has a hand action
	me->SetTurnForced(GetDir());
	me->SetHandAction(1);
	SetAction("Stand");
	//Stop the clonk if he is moving
	if(GetXDir() != 0) SetXDir();

	//Attach the mesh of the object. It is not displayed normally because the
	//hands are told they have an action in the next few lines
	effect.mesh = AttachMesh(to_lift, "pos_tool1", to_lift->GetCarryBone(), to_lift->~GetCarryTransform(this));

	//Play the animation of the clonk picking up the object
	effect.anim = PlayAnimation("CarryArmsPickup", CLONK_ANIM_SLOT_Arms, Anim_Linear(0,0, GetAnimationLength("CarryArmsPickup"), lib_carryheavy_lifttime, ANIM_Remove), Anim_Const(1000));

	effect.obj = to_lift;
}

private func FxIntLiftHeavyTimer(object me, proplist effect, int time)
{
	//If the clonk moves, he'll stop lifting and drop the object
	if(time < lib_carryheavy_lifttime)
	{
		// first 2/3 of time, clonk will drop the object
		if(time < lib_carryheavy_lifttime * 2 / 3)
		{
			if(GetAction() != "Stand" || me->IsJumping() || Abs(GetXDir()) > 0)
			{
				effect.fail = true;
				return FX_Execute_Kill;
			}
		}
		else
		{
			if(GetAction() != "Stand")
				return FX_Execute_Kill;
		}
	}
	//When the clonk has finished lifting, remove movement-restrictions
	if(time >= lib_carryheavy_lifttime)
		return FX_Execute_Kill;
	// Object got moved out during lifting
	if(!effect.obj || effect.obj->Contained() != this)
		return FX_Execute_Kill;
}

private func FxIntLiftHeavyStop(object me, proplist effect)
{
	// If failed, drop the object
	if(effect.fail && effect.obj && effect.obj->Contained() == this)
		effect.obj->Exit(0,9);

	DetachMesh(effect.mesh);
	StopAnimation(effect.anim);
	me->SetTurnForced(-1);
	me->SetHandAction(0);
	if(GetAction() == "Stand") SetAction("Walk");
}

private func FxIntDropHeavyStart(object me, proplist effect, bool tmp, object to_lift)
{
	if(GetEffect("IntCarryHeavy"))
		RemoveEffect("IntCarryHeavy", this, nil, true);

	//Stop the clonk from moving, and tell the clonk's control library
	//it now has a hand action
	me->SetTurnForced(GetDir());
	me->SetHandAction(1);
	SetAction("Stand");
	//Stop the clonk if he is moving
	if(GetXDir() != 0) SetXDir();

	//Attach the mesh of the object. It is not displayed normally because the
	//hands are told they have an action in the next few lines
	effect.mesh = AttachMesh(to_lift, "pos_tool1", to_lift->GetCarryBone(), to_lift->~GetCarryTransform(this));

	//Play the animation of the clonk setting down the object
	effect.anim = PlayAnimation("CarryArmsPickup", CLONK_ANIM_SLOT_Arms, Anim_Linear(GetAnimationLength("CarryArmsPickup"), GetAnimationLength("CarryArmsPickup"), 0, lib_carryheavy_lifttime, ANIM_Remove), Anim_Const(1000));

	effect.obj = to_lift;
}

private func FxIntDropHeavyTimer(object me, proplist effect, int time)
{
	if (time >= lib_carryheavy_lifttime)
		return FX_Execute_Kill;
	if (GetAction() != "Stand")
		return FX_Execute_Kill;
	if (!effect.obj)
		return FX_Execute_Kill;
	if (effect.obj->Contained() != this)
		return FX_Execute_Kill;
}

private func FxIntDropHeavyStop(object me, proplist effect)
{
	// Drop the object
	if(effect.obj && effect.obj->Contained() == this)
		effect.obj->Exit(0,9);

	DetachMesh(effect.mesh);
	StopAnimation(effect.anim);
	me->SetTurnForced(-1);
	me->SetHandAction(0);
	if(GetAction() == "Stand") SetAction("Walk");
}