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
|
// A pilot which tells about the sky islands.
#appendto Dialogue
public func Dlg_Pilot_Init(object clonk)
{
AddEffect("IntPilot", clonk, 100, 5, this);
return true;
}
public func Dlg_Pilot_1(object clonk)
{
MessageBox(Format("$DlgPilotHello$", dlg_target->GetName()), clonk, dlg_target);
return true;
}
public func Dlg_Pilot_2(object clonk)
{
MessageBox("$DlgPilotReply$", clonk, clonk);
return true;
}
public func Dlg_Pilot_3(object clonk)
{
MessageBox("$DlgPilotBats$", clonk, dlg_target);
return true;
}
public func Dlg_Pilot_4(object clonk)
{
MessageBox("$DlgPilotAgainstBats$", clonk, clonk);
return true;
}
public func Dlg_Pilot_5(object clonk)
{
MessageBox("$DlgPilotBowArrow$", clonk, dlg_target);
return true;
}
public func Dlg_Pilot_6(object clonk)
{
MessageBox("$DlgPilotHaveBow$", clonk, clonk);
return true;
}
public func Dlg_Pilot_7(object clonk)
{
MessageBox("$DlgPilotArmory$", clonk, dlg_target);
return true;
}
public func Dlg_Pilot_8(object clonk)
{
MessageBox("$DlgPilotFallOff$", clonk, clonk);
return true;
}
public func Dlg_Pilot_9(object clonk)
{
var interact = GetPlayerControlAssignment(clonk->GetOwner(), CON_Interact, true, true);
MessageBox(Format("$DlgPilotRescue$", interact), clonk, dlg_target);
StopDialogue();
SetDialogueProgress(1);
return true;
}
public func Dlg_Pilot_Closed(object clonk)
{
GameCall("OnHasTalkedToPilot", clonk);
return true;
}
public func FxIntPilotStart(object target, proplist effect, int temp)
{
if (temp)
return FX_OK;
// Give the pilot a teleglove.
effect.glove = target->CreateContents(TeleGlove);
effect.glove->SetObjectLayer();
return FX_OK;
}
public func FxIntPilotTimer(object target, proplist effect, int time)
{
var lorry = target->FindObject(Find_ID(Lorry), Find_AnyLayer(), Find_Distance(100));
// Check if a gem comes near and then catch it with the teleglove.
for (var gem in target->FindObjects(Find_ID(Ruby), Find_Distance(effect.glove->GetTeleGloveReach() - 15), Find_NoContainer(), Find_AnyLayer(), Find_Not(Find_Property("has_been_telegloved")), Sort_Distance()))
{
var to_x = lorry->GetX();
var to_y = lorry->GetY();
// Only if the gem is not stuck and the path to the lorry is free.
if (!PathFree(gem->GetX(), gem->GetY(), to_x, to_y) || gem->Stuck())
continue;
// Only if the gem is not controlled by another glove.
if (GetEffect("TeleGloveWeight", gem))
continue;
if (!GetEffect("IntControlGem", target))
AddEffect("IntControlGem", target, 100, 1, this, nil, gem, effect.glove);
break;
}
return FX_OK;
}
public func FxIntControlGemStart(object target, proplist effect, int temp, object gem, object glove)
{
if (temp)
return FX_OK;
effect.gem = gem;
effect.glove = glove;
effect.startx = gem->GetX();
effect.starty = gem->GetY();
// Determine time it takes to move the gem.
var lorry = target->FindObject(Find_ID(Lorry), Find_AnyLayer(), Find_Distance(100));
effect.move_time = 2 * Distance(effect.startx, effect.starty, lorry->GetX(), lorry->GetY()) / 3;
// Start using the teleglove.
effect.glove->ControlUseStart(target, effect.gem->GetX() - target->GetX(), effect.gem->GetY() - target->GetY());
// Play a confirm sound and show a short message.
target->PlaySoundConfirm();
target->Message(Translate(Format("DlgPilotGem%d", Random(3))));
return FX_OK;
}
public func FxIntControlGemTimer(object target, proplist effect, int time)
{
var lorry = target->FindObject(Find_ID(Lorry), Find_AnyLayer(), Find_Distance(100));
if (!lorry || time > effect.move_time)
return FX_Execute_Kill;
var ox = effect.startx;
var oy = effect.starty;
var tx = lorry->GetX();
var ty = lorry->GetY() - 12;
var new_x = ox + time * (tx - ox) / (effect.move_time);
var new_y = oy + time * (ty - oy) / (effect.move_time);
effect.glove->ControlUseHolding(target, new_x - target->GetX(), new_y - target->GetY());
return FX_OK;
}
public func FxIntControlGemStop(object target, proplist effect, int reason, bool temp)
{
if (temp)
return FX_OK;
var lorry = target->FindObject(Find_ID(Lorry), Find_AnyLayer(), Find_Distance(100));
if (lorry && ObjectDistance(lorry, effect.gem) < 24)
effect.gem.has_been_telegloved = true;
effect.glove->ControlUseStop(target);
return FX_OK;
}
|