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/**
Grapple Rope
The rope used for grappling devices. Connect(obj1, obj2) connects two objects,
BreakRope() breaks the rope, DrawIn() draws the hook in.
@author Randrian
*/
#include Library_Rope
local has_hook_anchored;
local last_point;
// Call this to break the rope.
public func BreakRope()
{
if (lib_rope_length == -1)
return;
lib_rope_length = -1;
var act1 = lib_rope_objects[0][0];
var act2 = lib_rope_objects[1][0];
SetAction("Idle");
// Notify action targets.
if (act1 != nil)
act1->~OnRopeBreak();
if (act2 != nil)
act2->~OnRopeBreak();
RemoveRope();
RemoveObject();
return;
}
/*-- Rope Callbacks --*/
// From the rope library: to be overloaded for special segment behaviour.
private func CreateSegment(int index, object previous)
{
if (index == 0)
return;
var segment;
segment = CreateObjectAbove(GrappleRope);
return segment;
}
/*-- Rope connecting --*/
// Connects two objects to the rope, but the length will vary on their positions.
public func Connect(object obj1, object obj2)
{
StartRopeConnect(obj1, obj2);
SetMaxLength(100);
has_hook_anchored = false;
SetAction("Hide");
AddEffect("IntHang", this, 1, 1, this);
return;
}
public func GetConnectStatus() { return !lib_rope_length_auto; }
// Callback form the hook, when it hits ground.
public func HookAnchored()
{
has_hook_anchored = true;
}
public func HookRemoved()
{
var new_hook = CreateObjectAbove(GrappleHook);
new_hook->New(lib_rope_objects[1][0]->Contained(), this);
lib_rope_objects[1][0]->SetHook(new_hook);
lib_rope_objects[0][0] = new_hook;
DrawIn();
}
/* Callback form the rope library */
public func MaxLengthReached()
{
var clonk = lib_rope_objects[1][0];
if (clonk->Contained())
clonk = clonk->Contained();
if (!has_hook_anchored)
{
for (var i = 0; i < lib_rope_particle_count; i++)
{
lib_rope_particles[i].oldx = lib_rope_particles[i].x;
lib_rope_particles[i].oldy = lib_rope_particles[i].y;
}
DrawIn(true);
}
}
// Adjust speed on swinging.
public func DoSpeed(int value)
{
var speed = lib_rope_particles[-1].x - lib_rope_particles[-1].oldx;
if (speed * value > 0)
value += speed / 10;
lib_rope_particles[-1].oldx -= value;
}
public func FxIntHangTimer() { TimeStep(); }
public func FxDrawInTimer()
{
if (lib_rope_length < 15)
{
BreakRope();
return -1;
}
DoLength(-5);
if (!has_hook_anchored)
{
for (var i = 0; i < lib_rope_particle_count; i++)
{
lib_rope_particles[i].oldx = lib_rope_particles[i].x;
lib_rope_particles[i].oldy = lib_rope_particles[i].y;
}
DoLength(-3);
}
}
public func DrawIn(bool no_control)
{
if (!GetEffect("DrawIn", this))
{
AddEffect("DrawIn", this, 1, 1, this);
SetFixed(false, true);
lib_rope_objects[0][0]->SetXDir();
lib_rope_objects[0][0]->SetYDir();
ConnectPull();
var clonk = lib_rope_objects[1][0];
if (clonk->Contained())
clonk = clonk->Contained();
if (!no_control)
{
// Make sure to only remove control effects for this rope.
var control_effect = GetEffect("IntGrappleControl", clonk);
if (control_effect && control_effect.CommandTarget->GetRope() == this)
RemoveEffect(nil, clonk, control_effect);
}
}
}
public func AdjustClonkMovement()
{
var clonk = lib_rope_objects[1][0];
if (clonk->Contained())
clonk = clonk->Contained();
var rope_vector = Vec_Sub([lib_rope_particles[-1].x, lib_rope_particles[-1].y], [lib_rope_particles[-2].x, lib_rope_particles[-2].y]);
var clonk_speed = [clonk->GetXDir(LIB_ROPE_Precision), clonk->GetYDir(LIB_ROPE_Precision)];
var rope_orthogonal = [rope_vector[1], -rope_vector[0]];
var new_speed = Vec_Dot(rope_orthogonal, clonk_speed)/Vec_Length(rope_orthogonal);
var clonk_newspeed = Vec_Normalize(rope_orthogonal, new_speed);
clonk->SetXDir(clonk_newspeed[0], LIB_ROPE_Precision);
clonk->SetYDir(clonk_newspeed[1], LIB_ROPE_Precision);
}
public func UpdateLines()
{
var oldangle;
for (var i = 1; i < lib_rope_particle_count; i++)
{
// Update the Position of the segment
lib_rope_segments[i]->SetPosition(GetPartX(i), GetPartY(i));
// Calculate the angle to the previous segment
var angle = Angle(lib_rope_particles[i].x, lib_rope_particles[i].y, lib_rope_particles[i-1].x, lib_rope_particles[i-1].y);
// Draw the left line
var start = [lib_rope_particles[i-1].x, lib_rope_particles[i-1].y];
var end = [lib_rope_particles[i].x, lib_rope_particles[i].y];
if (i == 1 && lib_rope_particle_count > 2)
{
angle = Angle(lib_rope_particles[2].x, lib_rope_particles[2].y, lib_rope_particles[0].x, lib_rope_particles[0].y);
end = [lib_rope_particles[0].x, lib_rope_particles[0].y];
end[0] += -Sin(angle, 45 * LIB_ROPE_Precision / 10);
end[1] += +Cos(angle, 45 * LIB_ROPE_Precision / 10);
}
if (i == 2)
{
angle = Angle(lib_rope_particles[2].x, lib_rope_particles[2].y, lib_rope_particles[0].x, lib_rope_particles[0].y);
start = [lib_rope_particles[0].x, lib_rope_particles[0].y];
start[0] += -Sin(angle, 45 * LIB_ROPE_Precision / 10);
start[1] += +Cos(angle, 45 * LIB_ROPE_Precision / 10);
}
var diff = Vec_Sub(end, start);
var point = Vec_Add(start, Vec_Div(diff, 2));
var length = Vec_Length(diff) * 1000 / LIB_ROPE_Precision / 10;
if (i == lib_rope_particle_count - 1)
{
var old = [lib_rope_particles[i - 2].x, lib_rope_particles[i - 2].y];
var old_diff = Vec_Sub(start, old);
var o_length = Vec_Length(old_diff) * 1000 / LIB_ROPE_Precision / 10;
if (!o_length)
diff = old_diff;
else
diff = Vec_Div(Vec_Mul(old_diff, length), o_length);
point = Vec_Add(start, Vec_Div(diff, 2));
last_point = point;
}
var diffangle = Angle(diff[0], diff[1], 0, 0);
if (i == 1)
{
lib_rope_segments[i]->SetGraphics(nil, GrappleHook);
lib_rope_segments[i].MeshTransformation = Trans_Mul(Trans_Translate(0, -7000, 0), Trans_Scale(1500), Trans_Rotate(angle, 0, 0, 1));
point[0] += -Cos(diffangle, 15 * LIB_ROPE_Precision / 10) + Sin(diffangle, 4 * LIB_ROPE_Precision);
point[1] += -Cos(diffangle, 4 * LIB_ROPE_Precision) - Sin(diffangle, 15 * LIB_ROPE_Precision / 10);
length = 1000;
}
// Only apply line transform to the rope segments and not to the hook.
if (i != 1)
SetLineTransform(lib_rope_segments[i], -diffangle, point[0] * 10 - GetPartX(i) * 1000, point[1] * 10 - GetPartY(i) * 1000, length);
// Remember the angle.
oldangle = angle;
}
return;
}
public func GetClonkAngle()
{
if (lib_rope_particle_count > 3)
return Angle(lib_rope_particles[-2].x, lib_rope_particles[-2].y, lib_rope_particles[-3].x, lib_rope_particles[-3].y);
return 0;
}
public func GetClonkPos()
{
return [lib_rope_particles[-1].x, lib_rope_particles[-1].y];
}
public func GetClonkOff()
{
return Vec_Sub(GetClonkPos(), last_point);
}
public func SetLineTransform(object obj, int r, int xoff, int yoff, int length, int layer, int mirror_segments)
{
if (!mirror_segments)
mirror_segments = 1;
var fsin = Sin(r, 1000), fcos = Cos(r, 1000);
// Set matrix values.
obj->SetObjDrawTransform (
+fcos * mirror_segments, +fsin * length / 1000, xoff,
-fsin * mirror_segments, +fcos * length / 1000, yoff, layer
);
}
/*-- Library Overloads --*/
public func ForcesOnObjects()
{
if (!lib_rope_length)
return;
var redo = LengthAutoTryCount();
while (lib_rope_length_auto && redo)
{
var speed = Vec_Length(Vec_Sub([lib_rope_particles[-1].x, lib_rope_particles[-1].y], [lib_rope_particles[-1].oldx, lib_rope_particles[-1].oldy]));
if (lib_rope_length == GetMaxLength())
{
if (ObjContact(lib_rope_objects[1][0]))
speed = 40;
else
speed = 100;
}
if (speed > 150)
DoLength(1);
else if (speed < 50)
DoLength(-1); // TODO not just obj 1
else
redo = 0;
if (redo > 0)
redo --;
}
var j = 0;
if (PullObjects())
{
for (var i = 0; i < 2; i++)
{
if (i == 1)
j = lib_rope_particle_count-1;
var obj = lib_rope_objects[i][0];
if (obj == nil || !lib_rope_objects[i][1])
continue;
if (obj->Contained())
obj = obj->Contained();
if (obj->GetAction() == "Walk" || obj->GetAction() == "Scale" || obj->GetAction() == "Hangle" || obj->GetAction() == "Climb")
obj->SetAction("Jump");
var xdir = BoundBy(lib_rope_particles[j].x - lib_rope_particles[j].oldx, -300, 300);
var ydir = BoundBy(lib_rope_particles[j].y - lib_rope_particles[j].oldy, -300, 300);
obj->SetXDir(xdir, LIB_ROPE_Precision);
obj->SetYDir(ydir, LIB_ROPE_Precision);
}
}
}
// Only the grappler is stored.
public func SaveScenarioObject() { return false; }
local ActMap = {
Hide = {
Prototype = Action,
Name = "Hide",
},
};
local Name = "$Name$";
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