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/**
Ladder Climbing
Gives the ability to clonks climb on ladders, to be included by the clonk.
@author Randrian
*/
public func Definition(proplist def)
{
// Only add action if included by clonk.
if (!def.ActMap)
return _inherited(def);
// Add actions for climbing and overload jumping actions to search for ladders.
def.ActMap = {
Prototype = def.ActMap,
Climb = {
Prototype = Action,
Name = "Climb",
Directions = 2,
Length = 0,
Delay = 0,
Wdt = 8,
Hgt = 20,
Procedure = DFA_FLOAT,
},
Jump = {
Prototype = def.ActMap.Jump,
StartCall = "StartSearchLadder",
// Save the old phasecall of the jump.
StartCallLadderOverloaded = def.ActMap.Jump.StartCall
},
WallJump = {
Prototype = def.ActMap.WallJump,
StartCall = "StartSearchLadder",
// Save the old phasecall of the wall jump.
StartCallLadderOverloaded = def.ActMap.WallJump.StartCall
}
};
return _inherited(def);
}
public func GetTurnPhase() { return _inherited(...); }
public func SetTurnType() { return _inherited(...); }
public func SetHandAction() { return _inherited(...); }
// Should be overloaded, and add a climb animation here
public func StartScale() { return _inherited(...); }
/*-- Ladder Searching --*/
public func StartSearchLadder()
{
// Call the overwriten old phase call.
if (GetAction() == "Jump" && this.ActMap.Jump.StartCallLadderOverloaded)
Call(this.ActMap.Jump.StartCallLadderOverloaded);
if (GetAction() == "WallJump" && this.ActMap.WallJump.StartCallLadderOverloaded)
Call(this.ActMap.WallJump.StartCallLadderOverloaded);
// Add an effect to search for ladders.
ScheduleCall(this, this.AddSearchLadderEffect, 1, 1);
return;
}
public func AddSearchLadderEffect()
{
if (!GetEffect("IntSearchLadder", this))
AddEffect("IntSearchLadder", this, 1, 2, this);
FxIntSearchLadderTimer();
return;
}
public func GetLadderScaleAnimation()
{
var animation = _inherited(...);
if (animation)
return animation;
return "Scale";
}
public func FxIntSearchLadderTimer(object target, proplist effect, int time)
{
// Only search for a ladder if jumping.
if (GetAction() != "Jump" && GetAction() != "WallJump")
return FX_Execute_Kill;
// Find a ladder which can be climbed.
var ladder;
for (ladder in FindObjects(Find_AtRect(-5, -10, 10, 8), Find_NoContainer(), Find_Property("IsLadder"), Find_Layer(GetObjectLayer())))
{
// Don't climb ladders that are blocked.
if (ladder->~CanNotBeClimbed(false, this) || IsBlockedLadder(ladder))
continue;
SetAction("Climb");
ladder->~OnLadderGrab(this);
PlayAnimation(GetLadderScaleAnimation(), CLONK_ANIM_SLOT_Movement, Anim_Y(0, GetAnimationLength(GetLadderScaleAnimation()), 0, 15), Anim_Linear(0, 0, 1000, 5, ANIM_Remove));
AddEffect("IntClimbControl", this, 1, 1, this, nil, ladder);
return FX_Execute_Kill;
}
return FX_OK;
}
public func FxIntSearchLadderStop(object target, proplist effect, reason, tmp)
{
if (tmp)
return FX_OK;
return FX_OK;
}
/*-- Ladder Block --*/
private func AddLadderBlock(object ladder, int duration)
{
AddEffect("IntBlockLadder", this, 100, duration, this, nil, ladder);
return;
}
private func IsBlockedLadder(object ladder)
{
var index = 0;
var fx;
while (fx = GetEffect("IntBlockLadder", this, index++))
if (fx.ladder && fx.ladder->IsSameLadder(ladder))
return true;
return false;
}
public func FxIntBlockLadderStart(object target, effect fx, int tmp, object to_ladder)
{
if (tmp)
return FX_OK;
fx.ladder = to_ladder;
return FX_OK;
}
public func FxIntBlockLadderTimer(object target, effect fx, int time)
{
return FX_Execute_Kill;
}
/*-- Ladder Control --*/
public func FxIntClimbControlStart(object target, effect fx, int tmp, object ladder)
{
if (tmp)
return FX_OK;
fx.ladder = ladder;
SetXDir(0);
SetYDir(0);
SetComDir(COMD_Stop);
// Start on an even segment.
fx.odd = 0;
// Correctly initalize the relative y-position of the clonk to the segment.
var data = fx.ladder->GetLadderData();
var sy = data[1], ey = data[3];
var cy = GetY(1000);
var posy = 0;
if (ey - sy != 0)
posy = 100 * (cy - sy) / (ey - sy);
fx.pos = BoundBy(posy, 0, 100);
// Set some stuff for the clonk.
SetHandAction(1);
SetTurnType(1);
return FX_OK;
}
public func LadderStep(object target, effect fx, int climb_direction)
{
if (climb_direction != 1 && climb_direction != -1)
return fx.ladder != nil;
// Store old segment to forward to blocking.
var old_ladder_segment = fx.ladder;
// Increase position depending on direction and move to new segment if needed.
fx.pos += 10 * climb_direction;
if (fx.pos > 100)
{
fx.pos = 0;
fx.ladder = fx.ladder->GetNextLadder();
fx.odd = !fx.odd;
}
if (fx.pos < 0)
{
fx.pos = 100;
fx.ladder = fx.ladder->GetPreviousLadder();
fx.odd = !fx.odd;
}
// If no ladder has been found scale or jump off.
if (fx.ladder == nil)
{
var contact = GetContact(-1);
if (contact & CNAT_Left || contact & CNAT_Right)
{
SetAction("Scale");
old_ladder_segment->~OnLadderReleased(this);
return false;
}
AddLadderBlock(old_ladder_segment, 10);
SetAction("Jump");
// Increase speed if moving up.
if (climb_direction == 1)
{
SetXDir(-5 + 10 * GetDir());
SetYDir(-5);
}
old_ladder_segment->~OnLadderReleased(this);
return false;
}
return true;
}
public func FxIntClimbControlTimer(object target, effect fx, int time)
{
if (GetAction() != "Climb" || Contained())
return FX_Execute_Kill;
if (!fx.ladder || fx.ladder->~CanNotBeClimbed(true, this))
{
AddLadderBlock(fx.ladder, 5);
SetAction("Jump");
SetXDir(-5 + 10 * GetDir());
SetYDir(-5);
return FX_Execute_Kill;
}
// Progress movement in the controlled direction.
var climb_direction = 0;
if (GetComDir() == COMD_Down)
climb_direction = -1;
if (GetComDir() == COMD_Up)
climb_direction = 1;
// LadderStep advances the ladder segment or the ladder position.
if (climb_direction && !LadderStep(target, fx, climb_direction))
return FX_Execute_Kill;
// Move the clonk along the ladder according to the new pos/segment.
var data = fx.ladder->GetLadderData();
var startx = data[0], starty = data[1], endx = data[2], endy = data[3], angle = data[4];
var x = startx + (endx - startx) * fx.pos / 100 + 5000 - 100 * GetTurnPhase();
var y = starty + (endy - starty) * fx.pos / 100;
var lx = LadderToLandscapeCoordinates(x);
var ly = LadderToLandscapeCoordinates(y);
var old_x = GetX(), old_y = GetY();
if (Abs(old_x - lx) + Abs(old_y - ly) > 10 && time > 1)
return FX_Execute_Kill;
SetPosition(lx, ly);
SetXDir(0);
SetYDir(0);
SetLadderRotation(-angle, x - GetX() * 1000, y - GetY() * 1000);
// Handle if the clonk gets stuck.
if (Stuck())
{
var dir = -1;
if (GetDir() == DIR_Left)
dir = 1;
for (var i = 1; i <= 5; i++)
{
SetPosition(LadderToLandscapeCoordinates(x) + i * dir, LadderToLandscapeCoordinates(y));
if (!Stuck())
break;
}
if (Stuck())
SetPosition(LadderToLandscapeCoordinates(x) + 5 * dir, LadderToLandscapeCoordinates(y));
}
if (Stuck())
{
// Revert Position and step.
SetPosition(old_x, old_y);
if (climb_direction)
LadderStep(target, fx, -climb_direction);
// If we are too far left or right try to turn.
if (GetDir() == DIR_Left && LadderToLandscapeCoordinates(x) - 2 > GetX())
{
SetComDir(COMD_Right);
SetDir(DIR_Right);
}
else if (GetDir() == DIR_Right && LadderToLandscapeCoordinates(x) + 2 < GetX())
{
SetComDir(COMD_Left);
SetDir(DIR_Left);
}
}
else
{
fx.ladder->~OnLadderClimb(this);
}
// Make the animation synchron with movement.
// TODO: this only makes the feet synchronous for the arms the animation has to be adapted.
var animation = GetRootAnimation(5);
if (animation != nil)
{
if (GetAnimationName(animation) != nil)
{
var length = GetAnimationLength(GetAnimationName(animation));
var pos = fx.pos * length / 200 + length / 2 * fx.odd;
SetAnimationPosition(animation, Anim_Const(pos));
}
}
// Start walking or hangling if the clonk makes contact with the floor or ceiling.
var contact = GetContact(-1);
if (contact)
{
if (contact & CNAT_Top && GetComDir() == COMD_Up)
{
SetAction("Hangle");
if (GetDir() == 0)
{
SetComDir(COMD_Right);
SetDir(1);
}
else
{
SetComDir(COMD_Left);
SetDir(0);
}
return FX_Execute_Kill;
}
if (contact & CNAT_Bottom && GetComDir() == COMD_Down)
{
SetAction("Walk");
return FX_Execute_Kill;
}
}
return FX_OK;
}
private func LadderToLandscapeCoordinates(int x)
{
// Round to the next thousand.
return (x + 500) / 1000;
}
public func FxIntClimbControlStop(object target, effect fx, int reason, bool tmp)
{
if (tmp)
return FX_OK;
if (GetAction() == "Climb")
SetAction("Walk");
if (fx.ladder)
fx.ladder->~OnLadderReleased(this);
SetLadderRotation(0);
SetHandAction(0);
return FX_OK;
}
public func FxIntClimbControlControl(object target, effect fx, int ctrl, int x, int y, int strength, bool repeat, int status)
{
// Only handle movement controls.
if (ctrl != CON_Up && ctrl != CON_Down && ctrl != CON_Right && ctrl != CON_Left)
return false;
// Perform actions on key down and not on release.
if (status != CONS_Down)
return false;
// Move up and down by setting com dir.
if (ctrl == CON_Up)
{
SetComDir(COMD_Up);
return true;
}
if (ctrl == CON_Down)
{
SetComDir(COMD_Down);
return true;
}
// Handle left and right controls.
if (ctrl == CON_Left)
{
if (GetDir() == DIR_Left)
{
// Switch to the other side of the ladder.
if (GetComDir() == COMD_Stop)
{
SetPosition(GetX() - 10, GetY());
if (!Stuck())
{
SetComDir(COMD_Right);
SetDir(DIR_Right);
}
SetPosition(GetX() + 10, GetY());
}
SetComDir(COMD_Stop);
}
else
{
// Let go of the ladder and remove the effect.
AddLadderBlock(fx.ladder, 5);
if (GetComDir() == COMD_Up)
this->ObjectCommand("Jump");
else
this->ObjectComLetGo(-10);
RemoveEffect(nil, target, fx);
}
return true;
}
if (ctrl == CON_Right)
{
if (GetDir() == DIR_Right)
{
// Switch to the other side of the ladder.
if (GetComDir() == COMD_Stop)
{
SetPosition(GetX() + 10, GetY());
if (!Stuck())
{
SetComDir(COMD_Left);
SetDir(DIR_Left);
}
SetPosition(GetX() - 10, GetY());
}
SetComDir(COMD_Stop);
}
else
{
// Let go of the ladder and remove the effect.
AddLadderBlock(fx.ladder, 5);
if (GetComDir() == COMD_Up)
this->ObjectCommand("Jump");
else
this->ObjectComLetGo(10);
RemoveEffect(nil, target, fx);
}
return true;
}
return true;
}
public func SetLadderRotation(int r, int xoff, int yoff)
{
SetMeshTransformation(Trans_Mul(Trans_Translate(0, -10000), Trans_Rotate(-r, 0, 0, 1), Trans_Translate(xoff, 10000 + yoff)), CLONK_MESH_TRANSFORM_SLOT_Rotation_Ladder);
return;
}
// Defined to prevent an error, because SetMeshTransformation is overloaded by the clonk.
func SetMeshTransformation() { return _inherited(...); }
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