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/**
Deployed Balloon
Helper object for the balloon.
*/
local rider;
local cargo, has_cargo=false, old_cargo_action;
local parent;
local deployment_yoffset=50;
protected func Initialize()
{
SetAction("Inflate");
SetComDir(COMD_None);
// Control direction determines the horizontal movement of the balloon.
var fx = AddEffect("ControlFloat", this, 100, 1, this);
fx.control_dir = nil;
// Create some air particles on inflation.
CreateParticle("Air", PV_Random(-1, 1), PV_Random(15, 17), PV_Random(-3, 3), PV_Random(0, 2), 18, Particles_Air(), 20);
return;
}
public func SetRider(object clonk)
{
rider = clonk;
}
public func SetInflated()
{
// Skip inflating animation.
if (GetAction() == "Inflate")
SetAction("Float");
}
// Sets a cargo object that is held by the balloon
// (only works with objects that do not themselves have an action)
// attach_vertex: Vertex in attached object to stick to the balloon
// xoff, yoff: Move attachment vertex on balloon by this
// deploy_yoff: Move deployment vertices vertically by this (for e.g. firestones to not drop and explode)
public func SetCargo(object new_cargo, int attach_vertex, int xoff, int yoff, int deploy_yoff)
{
DropCargo(); // drop any previous
cargo = new_cargo;
has_cargo = !!cargo;
if (has_cargo)
{
old_cargo_action = cargo->GetAction();
if (new_cargo.ActMap)
{
if (new_cargo.ActMap == new_cargo.Prototype.ActMap) new_cargo.ActMap = new new_cargo.ActMap {};
}
else
{
new_cargo.ActMap = { };
}
new_cargo.ActMap.BalloonDeployedAttach = new Action {
Prototype = Action,
Name = "BalloonDeployedAttach",
Procedure = DFA_ATTACH,
Delay = 9999999,
Length = 1,
FacetBase = 1,
};
cargo->SetAction("BalloonDeployedAttach", this);
cargo->SetActionData(attach_vertex<<8);
SetVertex(0, VTX_X, xoff);
SetVertex(0, VTX_Y, yoff + 30);
deployment_yoffset = deploy_yoff + 50;
SetVertex(8, VTX_Y, deploy_yoff + 35);
SetVertex(9, VTX_Y, deploy_yoff + 30);
SetVertex(10, VTX_Y, deploy_yoff + 30);
}
return true;
}
public func DropCargo()
{
if (has_cargo && cargo)
{
cargo->SetAction(old_cargo_action);
cargo = nil;
has_cargo = false;
return true;
}
}
public func SetParent(object balloon)
{
parent = balloon;
}
public func GetParent()
{
return parent;
}
private func Deflate()
{
DropCargo();
if (GetAction() != "Deflate")
{
SetAction("Deflate");
SetComDir(COMD_None);
}
}
private func DeflateEffect()
{
var act_time = GetActTime();
CreateParticle("Air", PV_Random(-1, 1), PV_Random(-1, 5), PV_Random(-act_time, act_time), PV_Random(-act_time, act_time), 18, Particles_Air(), act_time);
// Release rider before being fully deflated, so the he/she can start scaling/walking right away.
if (act_time >= 4 && rider)
{
rider->SetAction("Jump");
rider->SetSpeed(GetXDir(), GetYDir());
rider->SetComDir(COMD_Stop);
rider = nil;
}
return;
}
private func Pack()
{
// Ensure the rider is released from the balloon.
if (rider)
{
rider->SetAction("Jump");
rider->SetSpeed(GetXDir(), GetYDir());
rider->SetComDir(COMD_Stop);
}
RemoveObject();
}
public func RejectWindbagForce() { return true; }
/*-- Controls --*/
public func ControlLeft()
{
var fx = GetEffect("ControlFloat", this);
if (fx)
fx.control_dir = -1;
return true;
}
public func ControlRight()
{
var fx = GetEffect("ControlFloat", this);
if (fx)
fx.control_dir = 1;
return true;
}
public func ControlDown()
{
Deflate();
return true;
}
public func ControlUp()
{
var fx = GetEffect("ControlFloat", this);
if (fx)
fx.control_dir = 0;
return true;
}
public func FxControlFloatTimer(object target, effect fx, int time)
{
var speed = 7;
// Normalize vertical speed.
if (GetYDir() > speed) SetYDir(GetYDir() - 1);
if (GetYDir() < speed) SetYDir(GetYDir() + 1);
// Adjust horizontal speed, according to control and max speed.
var xdir = GetXDir();
var xdir_dev = fx.control_dir;
if (xdir > speed * 3)
xdir_dev = -1;
else if (xdir < -speed * 3)
xdir_dev = 1;
else if (xdir_dev == 0)
{
if (xdir > 0)
xdir_dev = -1;
if (xdir < 0)
xdir_dev = 1;
}
SetXDir(xdir + xdir_dev);
// Has a bottom vertex hit? Is the balloon stuck in material? Is the cargo gone? Then deflate.
if (GetContact(-1) & CNAT_Bottom || Stuck() || (has_cargo && (!cargo || cargo->Contained())))
{
Deflate();
return FX_Execute_Kill;
}
if (GBackSolid(0, deployment_yoffset) || GBackLiquid(0, deployment_yoffset))
{
Deflate();
return FX_OK;
}
}
/*-- Floating --*/
// Make the balloon float around its position.
public func MakeFloat()
{
RemoveEffect("ControlFloat", this);
AddEffect("FloatBalloon", this, 100, 1, this);
return;
}
public func FxFloatBalloonTimer(object target, effect fx, int time)
{
var ysin = time % 360;
target->SetYDir(Sin(ysin, 2));
return FX_OK;
}
/*-- Event Handling --*/
// Called when the clonk unmounts for whatever reason.
protected func OnUnmount(object clonk)
{
// Assume that if the clonk is now tumbling he could not have held on to the balloon.
if (clonk == rider && clonk->GetAction() == "Tumble")
{
// Therefore we drop the balloon.
if (parent)
parent->Exit(0, 0, 0, clonk->GetXDir(), clonk->GetYDir());
rider = nil;
Deflate();
}
return;
}
public func IsProjectileTarget(object projectile, object shooter)
{
// If there is no projectile assume it is a general request and thus return true.
if (!projectile)
return true;
// Exclude the bottom triangle edges from the hitbox such that projectiles can be shot while hanging on the balloon.
var dx = GetX() - projectile->GetX();
var dy = GetY() - projectile->GetY() + GetBottom();
return dy > Abs(dx);
}
public func OnProjectileHit(object projectile)
{
// Pop the balloon and tumble the rider.
CreateParticle("Air", 0, -10, PV_Random(-10, 10), PV_Random(-10, 10), 10, Particles_Air(), 30);
Sound("Objects::Balloon::Pop");
// Remove the parent balloon object as it is destroyed.
if (parent)
parent->RemoveObject();
// Drop the rider and set its killer in case it tumbles out of the map.
if (rider)
{
rider->SetSpeed(GetXDir(), GetYDir());
rider->SetKiller(projectile->GetController());
rider->SetAction("Tumble");
}
// Drop anything being transported.
DropCargo();
// We're done.
RemoveObject();
}
public func IsLightningStrikable(object lightning) { return true; }
// Could store and restore the deployed balloon, but all the
// dependencies to be set when recreating this mid-animation
// will probably cause more upwards incompatibilities than benefit
public func SaveScenarioObject() { return false; }
/*-- Properties --*/
local ActMap = {
Float = {
Prototype = Action,
Name = "Float",
Procedure = DFA_FLOAT,
Directions = 1,
Length = 144,
Delay = 1,
NextAction = "Float",
Animation = "Fly",
},
Inflate = {
Prototype = Action,
Name = "Inflate",
Procedure = DFA_FLOAT,
Directions = 1,
Length = 20,
Delay = 1,
NextAction = "Float",
Animation = "Inflate",
},
Deflate = {
Prototype = Action,
Name = "Deflate",
Procedure = DFA_FLOAT,
Directions = 1,
Length = 10,
Delay = 1,
PhaseCall = "DeflateEffect",
EndCall = "Pack",
AbortCall = "Pack",
NextAction = "Idle",
Animation = "Deflate",
},
};
local Name = "$Name$";
local BorderBound = C4D_Border_Sides;
local ContactCalls = true;
local Plane = 300;
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