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/**
Grapple Hook
The hook can be shot with the grappling bow. On impact the hook will stick to the ground.
The hook also controls the swinging controls for the clonk.
@author Randrian
*/
local rope; // The rope is the connection between the hook and the bow.
local clonk;
local pull;
local grappler;
local fx_hook;
public func GetRope() { return rope; }
public func New(object new_clonk, object new_rope)
{
// Hook graphics are handled by rope.
this.Visibility = VIS_None;
clonk = new_clonk;
rope = new_rope;
}
public func Launch(int angle, int str, object shooter, object bow)
{
// Hook graphics are handled by rope.
this.Visibility = VIS_None;
Exit();
pull = false;
// Create rope.
rope = CreateObject(GrappleRope);
rope->Connect(this, bow);
rope->ConnectLoose();
clonk = shooter;
grappler = bow;
var xdir = Sin(angle, str);
var ydir = Cos(angle, -str);
SetXDir(xdir);
SetYDir(ydir);
SetR(angle);
Sound("Objects::Arrow::Shoot?");
AddEffect("InFlight", this, 1, 1, this);
}
public func Destruction()
{
if (rope)
rope->HookRemoved();
}
private func Stick()
{
if (GetEffect("InFlight",this))
{
Sound("Objects::Arrow::HitGround");
RemoveEffect("InFlight", this);
SetXDir(0);
SetYDir(0);
SetRDir(0);
// Stick in landscape (vertex 3-7)
SetVertex(2, VTX_X, 0, 2);
SetVertex(2, VTX_Y, -6, 2);
SetVertex(3, VTX_X, -3, 2);
SetVertex(3, VTX_Y, -4, 2);
SetVertex(4, VTX_X, 3, 2);
SetVertex(4, VTX_Y, -4, 2);
SetVertex(5, VTX_X, 4, 2);
SetVertex(5, VTX_Y, -1, 2);
SetVertex(6, VTX_X, -4, 2);
SetVertex(6, VTX_Y, -1, 2);
// Stick successful?
if (!Stuck())
{
// If not, draw in to prevent hook from dragging you down
if (grappler) grappler->DrawRopeIn();
return true;
}
rope->HookAnchored();
// Draw in possible other active grapplers the clonk is using once this hook hits a solid area and sticks.
for (var obj in FindObjects(Find_ID(GrappleBow), Find_Container(clonk)))
if (obj != grappler)
obj->DrawRopeIn();
ScheduleCall(this, "StartPull", 5); // TODO
}
}
public func StartPull()
{
pull = true;
fx_hook = AddEffect("IntGrappleControl", clonk, 1, 1, this);
if (clonk->GetAction() == "Jump")
{
rope->AdjustClonkMovement();
rope->ConnectPull();
fx_hook.var5 = 1;
fx_hook.var6 = 10;
}
}
public func Hit()
{
Stick();
}
public func FxInFlightStart(object target, proplist effect, int temp)
{
if(temp) return;
effect.x = target->GetX();
effect.y = target->GetY();
}
public func FxInFlightTimer(object target, proplist effect, int time)
{
var oldx = effect.x;
var oldy = effect.y;
var newx = GetX();
var newy = GetY();
// and additionally, we need one check: If the hook has no speed
// anymore but is still in flight, we'll remove the hit check
if (oldx == newx && oldy == newy)
{
// but we give the arrow 5 frames to speed up again
effect.countdown++;
if (effect.countdown >= 10)
return Hit();
}
else
effect.countdown = 0;
// Rotate hook according to speed
var anglediff = Normalize(Angle(oldx, oldy ,newx, newy) - GetR(), -180);
SetRDir(anglediff / 2);
effect.x = newx;
effect.y = newy;
return FX_OK;
}
public func Entrance(object container)
{
if(container->GetID() == GrappleBow) return;
if (rope)
rope->BreakRope();
RemoveObject();
return;
}
public func OnRopeBreak()
{
// Remove control effect for the grapple bow, but only if it exists.
// Otherwise RemoveEffect with fx_hook == nil removes another effect in the clonk.
if (fx_hook)
RemoveEffect(nil, clonk, fx_hook);
RemoveObject();
return;
}
/*-- Grapple rope controls --*/
public func FxIntGrappleControlControl(object target, proplist effect, int ctrl, int x, int y, int strength, bool repeat, int status)
{
if (status == CONS_Moved) return false;
var release = status == CONS_Up;
// Cancel this effect if clonk is now attached to something.
if (target->GetProcedure() == "ATTACH")
{
RemoveEffect(nil, target, effect);
return false;
}
if (ctrl != CON_Up && ctrl != CON_Down && ctrl != CON_Right && ctrl != CON_Left)
return false;
if (ctrl == CON_Right)
{
effect.mv_right = !release;
if (release)
{
if (effect.lastkey == CON_Right)
{
target->SetDir(0);
target->UpdateTurnRotation();
}
effect.lastkey = CON_Right;
effect.keyTimer = 10;
}
}
if (ctrl == CON_Left)
{
effect.mv_left = !release;
if (release)
{
if (effect.lastkey == CON_Left)
{
target->SetDir(1);
target->UpdateTurnRotation();
}
effect.lastkey = CON_Left;
effect.keyTimer = 10;
}
}
if (ctrl == CON_Up)
{
effect.mv_up = !release;
if ((target->GetAction() == "Jump" || target->GetAction() == "WallJump") && !release && pull)
rope->ConnectPull();
}
if (ctrl == CON_Down)
{
effect.mv_down = !release;
}
// Never swallow the control.
return false;
}
// Effect for smooth movement.
public func FxIntGrappleControlTimer(object target, proplist effect, int time)
{
// Cancel this effect if clonk is now attached to something
// this check is also in the timer because on a high control rate
// (higher than 1 actually), the timer could be called first
if (target->GetProcedure() == "ATTACH")
return FX_Execute_Kill;
// Also cancel if the clonk is contained
if (target->Contained())
return FX_Execute_Kill;
if (effect.keyTimer)
{
effect.keyTimer--;
if (effect.keyTimer == 0)
effect.lastkey = 0;
}
// Movement.
if (effect.mv_up && rope)
{
var iSpeed = 10 - Cos(target->GetAnimationPosition(effect.Climb) * 360 * 2 / target->GetAnimationLength("RopeClimb") - 45, 10);
effect.speedCounter += iSpeed;
if (effect.speedCounter > 20)
{
rope->DoLength(-1);
effect.speedCounter -= 20;
}
}
if (effect.mv_down)
if (rope)
rope->DoLength(+1);
if (effect.mv_left)
{
rope->DoSpeed(-10);
}
if (effect.mv_right)
{
rope->DoSpeed(+10);
}
if (target->GetAction() == "Tumble" && target->GetActTime() > 10)
target->SetAction("Jump");
if (target->GetAction() != "Jump" && target->GetAction() != "WallJump")
{
if (rope->GetConnectStatus())
rope->ConnectLoose();
}
if ((target->GetAction() == "Jump" || target->GetAction() == "WallJump") && rope->PullObjects() && !effect.var6)
{
if (!effect.ani_mode)
{
target->SetTurnType(1);
if (!target->GetHandAction())
target->SetHandAction(-1);
}
if (effect.mv_up)
{
if (effect.ani_mode != 2)
{
effect.ani_mode = 2;
effect.Climb = target->PlayAnimation("RopeClimb", CLONK_ANIM_SLOT_Arms, Anim_Linear(target->GetAnimationLength("RopeClimb")/2, 0, target->GetAnimationLength("RopeClimb"), 35), Anim_Linear(0, 0, 1000, 5, ANIM_Remove));
effect.speedCounter = 0;
}
}
else if (effect.mv_down)
{
if (effect.ani_mode != 3)
{
effect.ani_mode = 3;
target->PlayAnimation("RopeDown", CLONK_ANIM_SLOT_Arms, Anim_Const(0), Anim_Linear(0, 0, 1000, 5, ANIM_Remove));
}
}
else if (effect.mv_left || effect.mv_right)
{
var length = target->GetAnimationLength("RopeSwing");
var start = length / 2;
var dir = 0;
if ((effect.mv_left && !target->GetDir()) || (!effect.mv_left && target->GetDir()))
dir = 1;
if (effect.ani_mode != 4 + dir)
{
target->PlayAnimation("RopeSwing", CLONK_ANIM_SLOT_Arms, Anim_Linear(start, length * dir, length*(!dir), 35, ANIM_Hold), Anim_Linear(0, 0, 1000, 5, ANIM_Remove));
effect.ani_mode = 4 + dir;
}
}
else if (effect.ani_mode != 1)
{
effect.ani_mode = 1;
target->PlayAnimation("OnRope", CLONK_ANIM_SLOT_Arms, Anim_Linear(0, 0, target->GetAnimationLength("OnRope"), 35 * 2, ANIM_Loop), Anim_Linear(0, 0, 1000, 5, ANIM_Remove));
}
var angle = rope->GetClonkAngle();
var off = rope->GetClonkOff();
target->SetMeshTransformation(Trans_Translate(-off[0] * 10 + 3000 * (1 - 2 * target->GetDir()), -off[1] * 10), CLONK_MESH_TRANSFORM_SLOT_Translation_Hook);
target->SetMeshTransformation(Trans_RotX(angle, 500, 11000), CLONK_MESH_TRANSFORM_SLOT_Rotation_Hook);
}
else if (effect.ani_mode)
{
target->SetMeshTransformation(0, CLONK_MESH_TRANSFORM_SLOT_Translation_Hook);
target->SetMeshTransformation(0, CLONK_MESH_TRANSFORM_SLOT_Rotation_Hook);
target->StopAnimation(target->GetRootAnimation(10));
if (!target->GetHandAction())
target->SetHandAction(0);
effect.ani_mode = 0;
}
if (effect.var6)
effect.var6--;
return FX_OK;
}
public func FxIntGrappleControlOnCarryHeavyPickUp(object target, proplist effect, object heavy_object)
{
// Remove the control effect when a carry-heavy object is picked up.
// The rope will then be drawn in automatically.
RemoveEffect(nil, target, effect);
return;
}
public func FxIntGrappleControlRejectCarryHeavyPickUp(object target, proplist effect, object heavy_object)
{
// Block picking up carry-heavy objects when this clonk is hanging on a rope.
if (rope->PullObjects())
return true;
return false;
}
public func FxIntGrappleControlStop(object target, proplist effect, int reason, int tmp)
{
if (tmp)
return FX_OK;
target->SetTurnType(0);
target->SetMeshTransformation(0, CLONK_MESH_TRANSFORM_SLOT_Translation_Hook);
target->SetMeshTransformation(0, CLONK_MESH_TRANSFORM_SLOT_Rotation_Hook);
target->StopAnimation(target->GetRootAnimation(10));
if (!target->GetHandAction())
target->SetHandAction(0);
// If the hook is not already drawing in, break the rope.
if (!GetEffect("DrawIn", this->GetRope()))
{
this->GetRope()->BreakRope();
}
return FX_OK;
}
private func Trans_RotX(int rotation, int ox, int oy)
{
return Trans_Mul(Trans_Translate(-ox, -oy), Trans_Rotate(rotation, 0, 0, 1), Trans_Translate(ox, oy));
}
public func RejectWindbagForce() { return true; }
// Only the grappler is stored.
public func SaveScenarioObject() { return false; }
/*-- Properties --*/
local Name = "$Name$";
local Plane = 300;
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