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/**
Airship
Lighter-than-air travel and transport vehicle. The airship uses an attached hitbox object for the balloon.
@authors Ringwaul
*/
// Airship is destructible.
#include Library_Destructible
// Graphic module variables for animation
local propanim, turnanim;
local throttle;
local enginesound;
// Rectangle defining where to look for objects contained in the gondola.
local gondola = [-20, -2, 40, 30];
protected func Initialize()
{
SetAction("Fly");
SetComDir(COMD_None);
throttle = 0;
// init graphics
propanim = PlayAnimation("Flight", 5, Anim_Const(0));
// The airship starts facing left; so default to that value
SetDir(DIR_Left);
turnanim = PlayAnimation("TurnLeft", 10, Anim_Const(GetAnimationLength("TurnLeft")));
// Start the Airship behaviour
AddEffect("IntAirshipMovement", this, 1, 1, this);
}
public func FxIntAirshipMovementStart(object target, proplist effect, int temporary)
{
if (temporary)
return 1;
SetComDir(COMD_Stop);
effect.AnimDir = DIR_Left;
return 1;
}
//Moves the propeller 1 tick per call
func AnimationForward()
{
var i = 50;
//Loop animation
if(GetAnimationPosition(propanim) + i > GetAnimationLength("Flight"))
{
SetAnimationPosition(propanim, Anim_Const(GetAnimationPosition(propanim) + i - GetAnimationLength("Flight")));
return 1;
}
//advance animation
else
{
SetAnimationPosition(propanim, Anim_Const(GetAnimationPosition(propanim) + i));
return 1;
}
//SoundEffect?
}
public func GetTurnAngle()
{
var dir = GetAnimDir();
var r = GetAnimationPosition(turnanim) * 1242 / 10000;
if (dir == DIR_Left)
r = 180 - r;
return r;
}
public func FxIntAirshipMovementTimer(object target, proplist effect, int time)
{
// Is the engine running?
if (GetComDir() != COMD_Stop && HasAirshipPilot())
{
//Turn the propeller
AnimationForward();
// Emit engine smoke
var i = 20;
var colour = 240;
// Is the airship facing right?
if (effect.AnimDir == DIR_Right)
i = -25;
if (GetAnimationPosition(turnanim) == GetAnimationLength("TurnLeft")) //Don't smoke if turning... airship blocks view
{
var particles =
{
Prototype = Particles_Smoke(),
R = colour, G = colour, B = colour
};
CreateParticle("Smoke", i, 18, 0, 0, PV_Random(36, 2 * 36), particles, 2);
}
// Fan-blade sound
if (enginesound < 50)
{
// Fade pitch from -45 to 0
enginesound += 5;
Sound("Structures::FanLoop", {loop_count = 1, pitch = enginesound - 50});
}
}
else if(enginesound)
{
// Fade pitch from 0 to minimum -45, then turn off
enginesound = Max(enginesound - 10);
if (enginesound)
Sound("Structures::FanLoop", {loop_count = 1, pitch = enginesound - 50});
else
Sound("Structures::FanLoop", {loop_count = -1});
}
// Wind movement if in the air
if (!GetContact(-1))
{
/* TODO: Implement */
}
// Fall down if there no pilot and ground.
if (!HasAirshipPilot())
{
if (GetContact(-1) & CNAT_Bottom)
SetComDir(COMD_Stop);
else
SetComDir(COMD_Down);
}
//Rise in water
//if (GBackLiquid(0,25))
//effect.SpeedY = -10;
//if (GBackLiquid(0,25) && !GBackLiquid(0,24) && effect.SpeedY > 1)
//effect.SpeedY = 0;
// Turn the airship around if needed
if (effect.AnimDir == DIR_Left && GetXDir(100) > 30)
if (GetComDir() == COMD_Right || GetComDir() == COMD_UpRight || GetComDir() == COMD_DownRight)
target->TurnAirship(DIR_Right);
if (effect.AnimDir == DIR_Right && GetXDir(100) < -30)
if (GetComDir() == COMD_Left || GetComDir() == COMD_UpLeft || GetComDir() == COMD_DownLeft)
target->TurnAirship(DIR_Left);
//Log("animdir: %v, xdir: %v, comdir: %v", effect.AnimDir, GetXDir(100), GetComDir());
return 1;
}
public func TurnAirship(int to_dir, bool instant)
{
// Default direction is left
var animName = "TurnLeft";
if (to_dir == DIR_Right)
animName = "TurnRight";
turnanim = PlayAnimation(animName, 10, Anim_Linear(0, GetAnimationLength(animName) * !!instant, GetAnimationLength(animName), 36, ANIM_Hold));
SetAnimDir(to_dir);
return;
}
public func SetAnimDir(int to_dir)
{
var effect = GetEffect("IntAirshipMovement", this);
if (effect)
effect.AnimDir = to_dir;
return;
}
public func GetAnimDir()
{
var effect = GetEffect("IntAirshipMovement", this);
if (effect)
return effect.AnimDir;
return;
}
/* -- Control Inputs -- */
//These are routed into the Airship's behaviour (in the function above)
func ControlLeft(object clonk)
{
if (GetComDir() == COMD_Up)
SetComDir(COMD_UpLeft);
else if (GetComDir() == COMD_Down)
SetComDir(COMD_DownLeft);
else
SetComDir(COMD_Left);
return true;
}
func ControlRight(object clonk)
{
if (GetComDir() == COMD_Up)
SetComDir(COMD_UpRight);
else if (GetComDir() == COMD_Down)
SetComDir(COMD_DownRight);
else
SetComDir(COMD_Right);
return true;
}
func ControlUp(object clonk)
{
if (GetComDir() == COMD_Left)
SetComDir(COMD_UpLeft);
else if (GetComDir() == COMD_Right)
SetComDir(COMD_UpRight);
else
SetComDir(COMD_Up);
return true;
}
func ControlDown(object clonk)
{
if (GetComDir() == COMD_Left)
SetComDir(COMD_DownLeft);
else if (GetComDir() == COMD_Right)
SetComDir(COMD_DownRight);
else
SetComDir(COMD_Down);
return true;
}
func ControlStop(object clonk, int control)
{
var comdir = GetComDir();
var newdir;
if (control == CON_Left)
{
if (comdir == COMD_Left)
newdir = COMD_Stop;
if (comdir == COMD_UpLeft)
newdir = COMD_Up;
if (comdir == COMD_DownLeft)
newdir = COMD_Down;
}
if (control == CON_Right)
{
if (comdir == COMD_Right)
newdir = COMD_Stop;
if (comdir == COMD_UpRight)
newdir = COMD_Up;
if (comdir == COMD_DownRight)
newdir = COMD_Down;
}
if (control == CON_Up)
{
if (comdir == COMD_Up)
newdir = COMD_Stop;
if (comdir == COMD_UpLeft)
newdir = COMD_Left;
if (comdir == COMD_UpRight)
newdir = COMD_Right;
}
if (control == CON_Down)
{
if (comdir == COMD_Down)
newdir = COMD_Stop;
if (comdir == COMD_DownLeft)
newdir = COMD_Left;
if (comdir == COMD_DownRight)
newdir = COMD_Right;
}
SetComDir(newdir);
return true;
}
/*-- Pilot & Crew --*/
private func HasAirshipPilot()
{
// Looks for a clonk within the gondola.
return !!FindObject(Find_ID(Clonk), Find_OCF(OCF_Alive), Find_InRect(gondola[0], gondola[1], gondola[2], gondola[3]));
}
public func IsInsideGondola(object clonk)
{
if (!clonk)
return false;
return Inside(clonk->GetX() - GetX(), this.gondola[0], this.gondola[2]) && Inside(clonk->GetY() - GetY(), this.gondola[1], this.gondola[3]);
}
public func GetCrewMembers()
{
return FindObjects(Find_InRect(this.gondola[0], this.gondola[1], this.gondola[2], this.gondola[3]), Find_Owner(GetOwner()), Find_OCF(OCF_Alive));
}
/*-- Projectile Target --*/
// Only is a projectile target if the projectile hits the balloon part of the airship.
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;
// Ensure the hitbox overlaps roughly with the balloon part.
var dx = GetX() - projectile->GetX();
var dy = GetY() - projectile->GetY();
return Abs(dx) <= 21 && dy > 0;
}
/*-- Destruction --*/
// Destroyed by any type of damage.
public func IsDestroyedByExplosions() { return false; }
// Custom explosion on callback from destructible library.
public func OnDestruction(int change, int cause, int by_player)
{
SetController(by_player);
AirshipDeath();
return true;
}
private func AirshipDeath()
{
//First let's create the burnt airship
var burntairship = CreateObjectAbove(Airship_Burnt,0,27); //27 pixels down to align ruin with original
//Now let's copy it's animation, and hold it there
var animspot;
animspot = GetAnimationPosition(turnanim);
if (turnanim == -1)
burntairship->PlayAnimation("TurnLeft", 10, Anim_Const(animspot)); // this doesn't make sense
else
burntairship->PlayAnimation("TurnRight", 10, Anim_Const(animspot));
// Set ruin on fire: set controller of the fire to the cause of the death (which is the current controller of the airship).
burntairship->Incinerate(100, GetController());
// Make sure engine sound is gone
Sound("Structures::FanLoop",nil,nil,nil,-1);
// This object has served its purpose.
Explode(20);
}
public func IsShipyardProduct() { return true; }
public func IsVehicle() { return true; }
local ActMap = {
Fly = {
Prototype = Action,
Name = "Fly",
Procedure = DFA_FLOAT,
Directions = 1,
X = 0,
Y = 0,
Wdt = 64,
Hgt = 54,
Speed = 100,
Accel = 4,
Decel = 8,
NextAction = "Fly",
},
};
/* Register enemy spawn with catapult */
func Definition(proplist def)
{
def.PictureTransformation = Trans_Mul(Trans_Rotate(-25,1,0,0),Trans_Rotate(40,0,1,0));
if (def == Airship)
{
var spawn_editor_props = { Type="proplist", Name=def->GetName(), EditorProps= {
Pilot = new EnemySpawn->GetAICreatureEditorProps(nil, "$NoPilotHelp$") { Name="$Pilot$", EditorHelp="$PilotHelp$" },
FlySpeed = { Name="$FlySpeed$", EditorHelp="$FlySpeedHelp$", Type="int", Min=5, Max=10000 },
Crew = { Name="$Crew$", EditorHelp="$CrewHelp$", Type="array", Elements=EnemySpawn->GetAICreatureEditorProps(EnemySpawn->GetAIClonkDefaultPropValues("Firestone")) },
HitPoints = { Name="$HitPoints$", EditorHelp="$HitPointsHelp$", Type="int", Min=1, Max=1000000 },
} };
var spawn_default_values = {
Pilot = { Type="Clonk", Properties=EnemySpawn->GetAIClonkDefaultPropValues() },
FlySpeed = def.FlySpeed,
Crew = [ { Type="Clonk", Properties=EnemySpawn->GetAIClonkDefaultPropValues("BowArrow", true) } ],
HitPoints = def.HitPoints,
};
EnemySpawn->AddEnemyDef("Airship",
{ SpawnType=Airship,
SpawnFunction=def.SpawnAirship,
OffsetAttackPathByPos=true,
GetInfoString=def.GetSpawnInfoString },
spawn_default_values, spawn_editor_props);
}
}
private func SpawnAirship(array pos, proplist enemy_data, proplist enemy_def, array attack_path, object spawner)
{
// Spawn the boomattack
var airship = CreateObjectAbove(Airship, pos[0], pos[1]+15, g_enemyspawn_player);
var rval = [airship], n=1;
if (!airship) return;
airship->TurnAirship(attack_path[0].X > pos[0], true);
// Airship settings
airship.FlySpeed = enemy_data.FlySpeed;
airship.HitPoints = enemy_data.HitPoints;
// Pilot
var clonk, pilot;
airship.pilot = pilot = EnemySpawn->SpawnAICreature(enemy_data.Pilot, pos, enemy_def, attack_path, spawner);
if (pilot)
{
pilot->SetAction("Push", airship);
rval[n++] = pilot;
// Set attack mode
AI->SetVehicle(pilot, airship);
}
// Crew
if (enemy_data.Crew)
{
var idx = 0;
for (var crew_data in enemy_data.Crew)
{
var xpos = pos[0] - 15 + 30 * idx / Max(1, GetLength(enemy_data.Crew)-1);
clonk = EnemySpawn->SpawnAICreature(crew_data, [xpos, pos[1]], enemy_def, attack_path, spawner);
if (clonk)
{
rval[n++] = clonk;
clonk.commander = pilot;
var ai = clonk->~GetAI();
if (ai) ai.commander = pilot;
}
++idx;
}
}
// Return airship and all created enemies
return rval;
}
private func GetSpawnInfoString(proplist enemy_data)
{
var s = "{{Airship}}";
if (enemy_data.Pilot && enemy_data.Pilot.Type == "Clonk")
{
s = Format("%s%s", s, EnemySpawn->GetAIClonkInfoString(enemy_data.Pilot.Properties));
}
if (enemy_data.Crew)
{
for (var crew_data in enemy_data.Crew)
{
if (crew_data && crew_data.Type == "Clonk")
{
s = Format("%s%s", s, EnemySpawn->GetAIClonkInfoString(crew_data.Properties));
}
}
}
return s;
}
/* Properties */
local Name = "$Name$";
local Description = "$Description$";
local Touchable = 2;
local Plane = 500;
local SolidMaskPlane = 275;
local BorderBound = C4D_Border_Sides | C4D_Border_Top | C4D_Border_Bottom;
local HitPoints = 30;
local Components = {Metal = 4, Wood = 4, Cloth = 2};
public func IsAirship() { return true; }
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