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
|
/*--
Object restorer
Author: Maikel
Restores an object and transports it back to its original position or container,
can be used to prevent players from messing up tutorials by wasting items.
--*/
/*-- Object Restoration --*/
local particles;
protected func Initialize()
{
particles =
{
Size = PV_Linear(10, 0),
Stretch = PV_Speed(1000, 1000),
Rotation = PV_Direction(),
Alpha = PV_KeyFrames(0, 0, 0, 100, 64, 1000, 64),
R = PV_Random(180, 200),
G = PV_Random(180, 200),
B = PV_Random(220, 255),
DampingX = 900, DampingY = 900
};
return;
}
public func SetRestoreObject(object to_restore, object to_container, int to_x, int to_y, int to_r, string ctrl_string)
{
to_restore->Enter(this);
var effect = AddEffect("Restore", this, 100, 1, this);
effect.to_restore = to_restore;
effect.to_container = to_container;
effect.to_x = to_x;
effect.to_y = to_y;
effect.to_r = to_r;
effect.ctrl_string = ctrl_string;
return;
}
protected func FxRestoreStart(object target, effect, int temporary)
{
effect.init_x = target->GetX();
effect.init_y = target->GetY();
return 1;
}
protected func FxRestoreTimer(object target, effect, int time)
{
// Remove effect if there is nothing to restore.
if (!effect.to_restore)
return -1;
// Get coordinates.
var init_x = effect.init_x;
var init_y = effect.init_y;
var to_container = effect.to_container;
if (to_container)
{
var to_x = to_container->GetX();
var to_y = to_container->GetY();
}
else
{
var to_x = effect.to_x;
var to_y = effect.to_y;
}
// Are the coordinates specified now, if not remove effect.
if (to_x == nil || to_y == nil)
{
effect.to_restore->RemoveObject();
return -1;
}
// Move to the object with a weighed sin-wave centered around the halfway point.
var length = Distance(init_x, init_y, to_x, to_y);
// Remove effect if animation is done.
if (2 * time > length || length == 0)
return -1;
var angle = Angle(init_x, init_y, to_x, to_y);
var std_dev = Min(length / 16, 40);
var dev;
if (time < length / 4)
dev = 4 * std_dev * time / length;
else
dev = 2 * std_dev - 4 * std_dev * time / length;
// Set container to current location to shift view.
var x = init_x + Sin(angle, 2 * time);
var y = init_y - Cos(angle, 2 * time);
target->SetPosition(x, y);
CreateParticle("SphereSpark", 0, 0, 0, 0, 36, particles, 1);
return 1;
}
protected func FxRestoreStop(object target, effect, int reason, bool temporary)
{
var to_restore = effect.to_restore;
var to_container = effect.to_container;
var to_x = effect.to_x;
var to_y = effect.to_y;
var to_r = effect.to_r;
var ctrl_string = effect.ctrl_string;
// Only if there is something to restore.
if (to_restore)
{
to_restore->Exit();
if (to_container)
to_restore->Enter(to_container);
else
{
to_restore->SetPosition(to_x, to_y);
to_restore->SetR(to_r);
}
// Restored object might have been removed on enter (Stackable).
if (to_restore)
{
// Add new restore mode, either standard one or effect supplied in EffectVar 4.
if (ctrl_string)
{
var new_effect = AddEffect(ctrl_string, to_restore, 100, 10);
new_effect.to_container = to_container;
new_effect.to_x = to_x;
new_effect.to_y = to_y;
new_effect.to_r = to_r;
}
else
to_restore->AddRestoreMode(to_container, to_x, to_y, to_r);
}
// Add particle effect.
for (var i = 0; i < 20; i++)
{
if (to_container)
{
to_x = to_container->GetX();
to_y = to_container->GetY();
}
CreateParticle("SphereSpark", to_x - GetX(), to_y - GetY(), PV_Random(-50, 50), PV_Random(-50, 50), PV_Random(2, 10), particles, 10);
}
// Sound.
//TODO new sound.
}
// Remove restoral object.
if (target)
target->RemoveObject();
return 1;
}
/*-- Global restoration on destruction --*/
// Adds an effect to restore an item on destruction.
global func AddRestoreMode(object to_container, int to_x, int to_y, int to_r)
{
if (!this)
return;
var effect = AddEffect("RestoreMode", this, 100);
if (to_container == nil) to_container = Contained();
if (to_x == nil) to_x = GetX();
if (to_y == nil) to_y = GetY();
if (to_r == nil) to_r = GetR();
effect.to_container = to_container;
effect.to_x = to_x;
effect.to_y = to_y;
effect.to_r = to_r;
return;
}
global func RemoveRestoreMode()
{
if (!this)
return;
return RemoveEffect("RestoreMode", this);
}
// Destruction check, uses Fx*Stop to detect item removal.
// Effectvar 0: Container to which must be restored.
// Effectvar 1: x-coordinate to which must be restored.
// Effectvar 2: y-coordinate to which must be restored.
global func FxRestoreModeStop(object target, effect, int reason, bool temporary)
{
if (reason == 3)
{
var restorer = CreateObjectAbove(ObjectRestorer, 0, 0, NO_OWNER);
var x = BoundBy(target->GetX(), 0, LandscapeWidth());
var y = BoundBy(target->GetY(), 0, LandscapeHeight());
restorer->SetPosition(x, y);
var to_container = effect.to_container;
var to_x = effect.to_x;
var to_y = effect.to_y;
var to_r = effect.to_r;
var restored = CreateObjectAbove(target->GetID(), 0, 0, target->GetOwner());
if (restored)
{
restorer->SetRestoreObject(restored, to_container, to_x, to_y, to_r);
}
}
return 1;
}
/* Scenario saving: Objects with restoration effect are stored. Restorations "on the way" are not. */
func SaveScenarioObject() { return false; }
global func FxRestoreModeSaveScen(obj, effect, props)
{
props->AddCall("Restore", obj, "AddRestoreMode", effect.to_container, effect.to_x, effect.to_y);
return true;
}
local Name = "$Name$";
local Description = "$Description$";
|