openclonk/planet/Objects.ocd/Libraries.ocd/ClonkControl.ocd/Script.c

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/*
Standard clonk controls
Author: Newton
This object provides handling of the clonk controls including item
management, backpack controls and standard throwing behaviour. It
should be included into any clonk/crew definition.
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The controls in System.ocg/PlayerControl.c only provide basic movement
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handling, namely the movement left, right, up and down. The rest is
handled here:
Grabbing, ungrabbing, shifting and pushing vehicles into buildings;
entering and exiting buildings; throwing, dropping; backpack control,
(object) menu control, hotkey controls, usage and it's callbacks and
forwards to script. Also handled by this library is the aiming with
the gamepad conrols.
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Objects that inherit this object need to return _inherited() in the
following callbacks (if defined):
Construction, Collection2, Ejection, RejectCollect, Departure,
Entrance, AttachTargetLost, CrewSelection, Death,
Destruction, OnActionChanged
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The following callbacks are made to other objects:
*Stop
*Left, *Right, *Up, *Down
*Use, *UseStop, *UseStart, *UseHolding, *UseCancel
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wheras * is 'Contained' if the clonk is contained and otherwise (riding,
pushing, to self) it is 'Control'. The item in the inventory only gets
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the Use*-calls. If the callback is handled, you should return true.
Currently, this is explained more in detail here:
http://forum.openclonk.org/topic_show.pl?tid=337
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The inventory management:
The objects in the inventory are saved (parallel to Contents()) in the
array 'inventory'. They are accessed via GetItem(i) and GetItemPos(obj).
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Other functions are MaxContentsCount() (defines the maximum number of
contents)
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*/
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/* ++++++++++++++++++++++++ Clonk Inventory Control ++++++++++++++++++++++++ */
local indexed_inventory;
local disableautosort;
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local force_collection;
local inventory;
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/* Item limit */
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private func HandObjects() { return 2; }
public func MaxContentsCount() { return 7; }
public func NoStackedContentMenu() { return true; }
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/* Get the ith item in the inventory */
// the first two are in the hands
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public func GetItem(int i)
{
if (i >= GetLength(inventory))
return nil;
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if (i < 0) return nil;
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return inventory[i];
}
// For the HUD: this object shows its items in the HUD (i.e. has the GetItem function)
public func HUDShowItems() { return true; }
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/* Search the index of an item */
public func GetItemPos(object item)
{
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if (item)
if (item->Contained() == this)
{
var i = 0;
for(var obj in inventory)
{
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if (obj == item) return i;
++i;
}
}
return nil;
}
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/* Switch two items in the clonk's inventory */
public func Switch2Items(int one, int two)
{
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// no valid inventory index: cancel
if (!Inside(one,0,MaxContentsCount()-1)) return;
if (!Inside(two,0,MaxContentsCount()-1)) return;
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// switch them around
var temp = inventory[one];
inventory[one] = inventory[two];
inventory[two] = temp;
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// callbacks: cancel use
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if (using == inventory[one] || using == inventory[two])
CancelUse();
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// callbacks: (de)selection
if (one < HandObjects())
if (inventory[two]) inventory[two]->~Deselection(this,one);
if (two < HandObjects())
if (inventory[one]) inventory[one]->~Deselection(this,two);
if (one < HandObjects())
if (inventory[one]) inventory[one]->~Selection(this,one);
if (two < HandObjects())
if (inventory[two]) inventory[two]->~Selection(this,two);
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// callbacks: to self, for HUD
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if (one < HandObjects())
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{
if (inventory[one])
this->~OnSlotFull(one);
else
this->~OnSlotEmpty(one);
}
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if (two < HandObjects())
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{
if (inventory[two])
this->~OnSlotFull(two);
else
this->~OnSlotEmpty(two);
}
}
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/* Overload of Collect function */
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public func Collect(object item, bool ignoreOCF, int pos, bool force)
{
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force_collection = force;
var success = false;
if (pos == nil)
{
success = _inherited(item,ignoreOCF);
force_collection = false;
return success;
}
// fail if the specified slot is full
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if (GetItem(pos) == nil)
{
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if (item)
{
pos = BoundBy(pos,0,MaxContentsCount()-1);
disableautosort = true;
// collect but do not sort in_
// Collection2 will be called which attempts to automatically sort in
// the collected item into the next free inventory slot. Since 'pos'
// is given as a parameter, we don't want that to happen and sort it
// in manually afterwards
var success = _inherited(item);
disableautosort = false;
if (success)
{
inventory[pos] = item;
if (pos < HandObjects())
this->~OnSlotFull(pos);
}
}
}
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force_collection = false;
return success;
}
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// disable ShiftContents for objects with ClonkControl.ocd
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global func ShiftContents()
{
if (this)
if (this->~HandObjects() != nil)
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return false;
return _inherited(...);
}
/* ################################################# */
protected func Construction()
{
menu = nil;
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// inventory variables
indexed_inventory = 0;
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inventory = CreateArray();
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force_collection = false;
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// using variables
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alt = false;
using = nil;
using_type = nil;
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return _inherited(...);
}
protected func Collection2(object obj)
{
var sel = 0;
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// See Collect()
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if (disableautosort) return _inherited(obj,...);
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var success = false;
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// into selected area if empty
if (!inventory[0])
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{
inventory[0] = obj;
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success = true;
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}
// otherwise, next if empty
else
{
for(var i = 1; i < MaxContentsCount(); ++i)
{
sel = i % MaxContentsCount();
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if (!inventory[sel])
{
indexed_inventory++;
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inventory[sel] = obj;
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success = true;
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break;
}
}
}
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// callbacks
if (success)
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if (sel < HandObjects())
this->~OnSlotFull(sel);
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if (sel == 0 || sel == 1)
obj->~Selection(this,sel == 1);
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return _inherited(obj,...);
}
protected func Ejection(object obj)
{
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// if an object leaves this object
// find obj in array and delete (cancel using too)
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var i = 0;
var success = false;
for(var item in inventory)
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{
if (obj == item)
{
inventory[i] = nil;
indexed_inventory--;
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success = true;
break;
}
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++i;
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}
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if (using == obj) CancelUse();
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// callbacks
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if (success)
if (i < HandObjects())
this->~OnSlotEmpty(i);
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if (i == 0 || i == 1)
obj->~Deselection(this,i == 1);
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// we have over-weight? Put the next unindexed object inside that slot
// this happens if the clonk is stuffed full with items he can not
// carry via Enter, CreateContents etc.
if (ContentsCount() > indexed_inventory && !inventory[i])
{
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for(var c = 0; c < ContentsCount(); ++c)
{
if (GetItemPos(Contents(c)) == nil)
{
// found it! Collect it properly
inventory[i] = Contents(c);
indexed_inventory++;
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if (i < HandObjects())
this->~OnSlotFull(i);
if (i == 0 || i == 1)
Contents(c)->~Selection(this,i == 1);
break;
}
}
}
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_inherited(obj,...);
}
protected func RejectCollect(id objid, object obj)
{
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// collection of that object magically disabled?
if(GetEffect("NoCollection", obj)) return true;
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//No collection if the clonk is carrying a 'carry-heavy' object
if(GetEffect("IntCarryHeavy", this) || GetEffect("IntLiftHeavy", this)) return true;
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// try to stuff obj into an object with an extra slot
for(var i=0; Contents(i); ++i)
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if (Contents(i)->~HasExtraSlot())
if (!(Contents(i)->Contents(0)))
if (Contents(i)->Collect(obj,true))
return true;
// try to stuff an object in clonk into obj if it has an extra slot
if (obj->~HasExtraSlot())
if (!(obj->Contents(0)))
for(var i=0; Contents(i); ++i)
if (obj->Collect(Contents(i),true))
return false;
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// check max contents
if (ContentsCount() >= MaxContentsCount()) return true;
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// check if the two first slots are full. If the overloaded
// Collect() is called, this check will be skipped
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if (!force_collection)
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if (GetItem(0) && GetItem(1))
return true;
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return _inherited(objid,obj,...);
}
// To allow transfer of contents which are not allowed through collection.
public func AllowTransfer(object obj)
{
// Only check max contents.
if (ContentsCount() >= MaxContentsCount())
return false;
return true;
}
public func GetUsedObject() { return using; }
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/* ################################################# */
// The using-command hast to be canceled if the clonk is entered into
// or exited from a building.
protected func Entrance() { CancelUse(); return _inherited(...); }
protected func Departure() { CancelUse(); return _inherited(...); }
// The same for vehicles
protected func AttachTargetLost() { CancelUse(); return _inherited(...); }
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// ...aaand the same for when the clonk is deselected
protected func CrewSelection(bool unselect)
{
if (unselect)
{
// cancel usage on unselect first...
CancelUse();
// and if there is still a menu, cancel it too...
CancelMenu();
}
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return _inherited(unselect,...);
}
protected func Destruction()
{
// close open menus, cancel usage...
CancelUse();
CancelMenu();
return _inherited(...);
}
protected func Death()
{
// close open menus, cancel usage...
CancelUse();
CancelMenu();
return _inherited(...);
}
protected func OnActionChanged(string oldaction)
{
var old_act = this["ActMap"][oldaction];
var act = this["ActMap"][GetAction()];
var old_proc = 0;
if(old_act) old_proc = old_act["Procedure"];
var proc = 0;
if(act) proc = act["Procedure"];
// if the object's procedure has changed from a non Push/Attach
// to a Push/Attach action or the other way round, the usage needs
// to be cancelled
if (proc != old_proc)
{
if (proc == DFA_PUSH || proc == DFA_ATTACH
|| old_proc == DFA_PUSH || old_proc == DFA_ATTACH)
{
CancelUse();
}
}
return _inherited(oldaction,...);
}
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/* +++++++++++++++++++++++++++ Clonk Control +++++++++++++++++++++++++++ */
local using, using_type;
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local alt;
local mlastx, mlasty;
local virtual_cursor;
local noholdingcallbacks;
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/* Main control function */
public func ObjectControl(int plr, int ctrl, int x, int y, int strength, bool repeat, bool release)
{
if (!this)
return false;
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//Log(Format("%d, %d, %s, strength: %d, repeat: %v, release: %v", x,y,GetPlayerControlName(ctrl), strength, repeat, release),this);
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// Backpack menu
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if (ctrl == CON_Backpack)
{
// close if menu was open
if(GetMenu())
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{
var is_backpack = GetMenu()->~GetSymbol() == Icon_Backpack;
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GetMenu()->RemoveObject();
SetMenu(nil);
// If backpack menu, don't open new one and return.
if (is_backpack)
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return true;
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}
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// Cancel usage
CancelUse();
CreateRingMenu(Icon_Backpack,this);
// CreateRingMenu calls SetMenu(this) in the clonk,
// so after this call menu = the created menu
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// for all contents in the clonks except the first two (hand slots)
for(var i = 2; i < MaxContentsCount(); ++i)
{
// put them in the menu
var item = GetItem(i);
GetMenu()->AddItem(item,nil,i);
}
// finally, show the menu.
GetMenu()->Show();
return true;
}
// Contents menu
if (ctrl == CON_Contents)
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{
// Close any menu if open.
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if (GetMenu())
{
var is_content = GetMenu()->~IsContentMenu();
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GetMenu()->RemoveObject();
SetMenu(nil);
// If contents menu, don't open new one and return.
if (is_content)
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return true;
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}
// Open contents menu.
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CancelUse();
CreateContentsMenus();
// CreateContentsMenus calls SetMenu(this) in the clonk
// so after this call menu = the created menu
GetMenu()->Show();
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return true;
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}
/* aiming with mouse:
The CON_Aim control is transformed into a use command. Con_Use if
repeated does not bear the updated x,y coordinates, that's why this
other control needs to be issued and transformed. CON_Aim is a
control which is issued on mouse move but disabled when not aiming
or when HoldingEnabled() of the used item does not return true.
For the rest of the control code, it looks like the x,y coordinates
came from CON_Use.
*/
if (using && ctrl == CON_Aim)
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{
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if (alt) ctrl = CON_UseAlt;
else ctrl = CON_Use;
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repeat = true;
release = false;
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}
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// controls except a few reset a previously given command
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else SetCommand("None");
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/* aiming with analog pad or keys:
This works completely different. There are CON_AimAxis* and CON_Aim*,
both work about the same. A virtual cursor is created which moves in a
circle around the clonk and is controlled via these CON_Aim* functions.
CON_Aim* is normally on the same buttons as the movement and has a
higher priority, thus is called first. The aim is always done, even if
the clonk is not aiming. However this returns only true (=handled) if
the clonk is really aiming. So if the clonk is not aiming, the virtual
cursor aims into the direction in which the clonk is running and e.g.
CON_Left is still called afterwards. So if the clonk finally starts to
aim, the virtual cursor already aims into the direction in which he ran
*/
if (ctrl == CON_AimAxisUp || ctrl == CON_AimAxisDown || ctrl == CON_AimAxisLeft || ctrl == CON_AimAxisRight
|| ctrl == CON_AimUp || ctrl == CON_AimDown || ctrl == CON_AimLeft || ctrl == CON_AimRight)
{
var success = VirtualCursor()->Aim(ctrl,this,strength,repeat,release);
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// in any case, CON_Aim* is called but it is only successful if the virtual cursor is aiming
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return success && VirtualCursor()->IsAiming();
}
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// save last mouse position:
// if the using has to be canceled, no information about the current x,y
// is available. Thus, the last x,y position needs to be saved
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if (ctrl == CON_Use || ctrl == CON_UseAlt)
{
mlastx = x;
mlasty = y;
}
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// hotkeys (inventory, vehicle and structure control)
var hot = 0;
if (ctrl == CON_Hotkey0) hot = 10;
if (ctrl == CON_Hotkey1) hot = 1;
if (ctrl == CON_Hotkey2) hot = 2;
if (ctrl == CON_Hotkey3) hot = 3;
if (ctrl == CON_Hotkey4) hot = 4;
if (ctrl == CON_Hotkey5) hot = 5;
if (ctrl == CON_Hotkey6) hot = 6;
if (ctrl == CON_Hotkey7) hot = 7;
if (ctrl == CON_Hotkey8) hot = 8;
if (ctrl == CON_Hotkey9) hot = 9;
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if (hot > 0)
{
this->~ControlHotkey(hot-1);
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return true;
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}
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var proc = GetProcedure();
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// cancel usage
if (using && ctrl == CON_CancelUse)
{
CancelUse();
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return true;
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}
// Push controls
if (ctrl == CON_Grab || ctrl == CON_Ungrab || ctrl == CON_PushEnter || ctrl == CON_GrabPrevious || ctrl == CON_GrabNext)
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return ObjectControlPush(plr, ctrl);
// Entrance controls
if (ctrl == CON_Enter || ctrl == CON_Exit)
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return ObjectControlEntrance(plr,ctrl);
// Interact controls
if (ctrl == CON_Interact)
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return ObjectControlInteract(plr,ctrl);
// building, vehicle, mount, contents, menu control
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var house = Contained();
var vehicle = GetActionTarget();
// the clonk can have an action target even though he lost his action.
// That's why the clonk may only interact with a vehicle if in an
// appropiate procedure:
if (proc != "ATTACH" && proc != "PUSH")
vehicle = nil;
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// menu
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if (menu)
{
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return Control2Menu(ctrl, x,y,strength, repeat, release);
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}
var contents = GetItem(0);
var contents2 = GetItem(1);
// usage
var use = (ctrl == CON_Use || ctrl == CON_UseDelayed || ctrl == CON_UseAlt || ctrl == CON_UseAltDelayed);
if (use)
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{
if (house)
{
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return ControlUse2Script(ctrl, x, y, strength, repeat, release, house);
}
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// control to grabbed vehicle
else if (vehicle && proc == "PUSH")
{
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return ControlUse2Script(ctrl, x, y, strength, repeat, release, vehicle);
}
else if (vehicle && proc == "ATTACH")
{
/* objects to which clonks are attached (like horses, mechs,...) have
a special handling:
Use controls are, forwarded to the
horse but if the control is considered unhandled (return false) on
the start of the usage, the control is forwarded further to the
item. If the item then returns true on the call, that item is
regarded as the used item for the subsequent ControlUse* calls.
BUT the horse always gets the ControlUse*-calls that'd go to the used
item, too and before it so it can decide at any time to cancel its
usage via CancelUse().
*/
if (ControlUse2Script(ctrl, x, y, strength, repeat, release, vehicle))
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return true;
else
{
// handled if the horse is the used object
// ("using" is set to the object in StartUse(Delayed)Control - when the
// object returns true on that callback. Exactly what we want)
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if (using == vehicle) return true;
// has been cancelled (it is not the start of the usage but no object is used)
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if (!using && (repeat || release)) return true;
}
}
// Release commands are always forwarded even if contents is 0, in case we
// need to cancel use of an object that left inventory
if ((contents || (release && using)) && (ctrl == CON_Use || ctrl == CON_UseDelayed))
{
if (ControlUse2Script(ctrl, x, y, strength, repeat, release, contents))
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return true;
}
else if ((contents2 || (release && using)) && (ctrl == CON_UseAlt || ctrl == CON_UseAltDelayed))
{
if (ControlUse2Script(ctrl, x, y, strength, repeat, release, contents2))
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return true;
}
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}
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// Collecting
if (ctrl == CON_Collect)
{
var dx = -GetDefWidth()/2, dy = -GetDefHeight()/2;
var wdt = GetDefWidth(), hgt = GetDefHeight();
var obj = FindObject(Find_InRect(dx,dy,wdt,hgt), Find_OCF(OCF_Collectible), Find_NoContainer());
if(obj)
{
// hackery to prevent the clonk from rejecting the collect because it is not being
// collected into the hands
Collect(obj,nil,nil,true);
}
}
// Throwing and dropping
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// only if not in house, not grabbing a vehicle and an item selected
if (!house && (!vehicle || proc == "ATTACH"))
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{
if (contents)
{
// throw
if (ctrl == CON_Throw)
{
CancelUse();
if (proc == "SCALE" || proc == "HANGLE")
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return ObjectCommand("Drop", contents);
else
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return ObjectCommand("Throw", contents, x, y);
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}
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// throw delayed
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if (ctrl == CON_ThrowDelayed)
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{
CancelUse();
if (release)
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{
VirtualCursor()->StopAim();
if (proc == "SCALE" || proc == "HANGLE")
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return ObjectCommand("Drop", contents);
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else
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return ObjectCommand("Throw", contents, mlastx, mlasty);
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}
else
{
VirtualCursor()->StartAim(this);
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return true;
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}
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}
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// drop
if (ctrl == CON_Drop)
{
CancelUse();
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return ObjectCommand("Drop", contents);
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}
}
// same for contents2 (copypasta)
if (contents2)
{
// throw
if (ctrl == CON_ThrowAlt)
{
CancelUse();
if (proc == "SCALE" || proc == "HANGLE")
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return ObjectCommand("Drop", contents2);
else
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return ObjectCommand("Throw", contents2, x, y);
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}
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// throw delayed
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if (ctrl == CON_ThrowAltDelayed)
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{
CancelUse();
if (release)
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{
VirtualCursor()->StopAim();
if (proc == "SCALE" || proc == "HANGLE")
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return ObjectCommand("Drop", contents2);
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else
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return ObjectCommand("Throw", contents2, mlastx, mlasty);
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}
else
{
CancelUse();
VirtualCursor()->StartAim(this);
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return true;
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}
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}
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// drop
if (ctrl == CON_DropAlt)
{
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return ObjectCommand("Drop", contents2);
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}
}
}
// Movement controls (defined in PlayerControl.c, partly overloaded here)
if (ctrl == CON_Left || ctrl == CON_Right || ctrl == CON_Up || ctrl == CON_Down || ctrl == CON_Jump)
{
// forward to script...
if (house)
{
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return ControlMovement2Script(ctrl, x, y, strength, repeat, release, house);
}
else if (vehicle)
{
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if (ControlMovement2Script(ctrl, x, y, strength, repeat, release, vehicle)) return true;
}
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return ObjectControlMovement(plr, ctrl, strength, release);
}
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// Unhandled control
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return false;
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}
public func ObjectControlMovement(int plr, int ctrl, int strength, bool release)
{
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// from PlayerControl.c
var result = inherited(plr,ctrl,strength,release,...);
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// do the following only if strength >= CON_Gamepad_Deadzone
if(!release)
if(strength != nil && strength < CON_Gamepad_Deadzone)
return result;
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virtual_cursor = FindObject(Find_ID(GUI_Crosshair),Find_Owner(GetOwner()));
if(!virtual_cursor) return result;
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// change direction of virtual_cursor
if(!release)
virtual_cursor->Direction(ctrl);
return result;
}
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public func ObjectCommand(string command, object target, int tx, int ty, object target2)
{
// special control for throw and jump
// but only with controls, not with general commands
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if (command == "Throw") this->~ControlThrow(target,tx,ty);
else if (command == "Jump") this->~ControlJump();
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// else standard command
else SetCommand(command,target,tx,ty,target2);
// this function might be obsolete: a normal SetCommand does make a callback to
// script before it is executed: ControlCommand(szCommand, pTarget, iTx, iTy)
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}
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/* ++++++++++++++++++++++++ Use Controls ++++++++++++++++++++++++ */
public func CancelUse()
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{
if (!using) return;
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// use the saved x,y coordinates for canceling
CancelUseControl(mlastx, mlasty);
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}
// for testing if the calls in ControlUse2Script are issued correctly
//global func Call(string call)
//{
// Log("calling %s to %s",call,GetName());
// return inherited(call,...);
//}
private func DetermineUsageType(object obj)
{
// house
if (obj == Contained())
return C4D_Structure;
// object
if (obj)
if (obj->Contained() == this)
return C4D_Object;
// vehicle
var proc = GetProcedure();
if (obj == GetActionTarget())
if (proc == "ATTACH" && proc == "PUSH")
return C4D_Vehicle;
// unkown
return nil;
}
private func GetUseCallString(string action) {
// Control... or Contained...
var control = "Control";
if (using_type == C4D_Structure) control = "Contained";
// ..Use.. or ..UseAlt...
var estr = "";
if (alt && using_type != C4D_Object) estr = "Alt";
// Action
if (!action) action = "";
return Format("~%sUse%s%s",control,estr,action);
}
private func StartUseControl(int ctrl, int x, int y, object obj)
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{
using = obj;
using_type = DetermineUsageType(obj);
alt = ctrl != CON_Use;
var hold_enabled = obj->Call("~HoldingEnabled");
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if (hold_enabled)
SetPlayerControlEnabled(GetOwner(), CON_Aim, true);
// first call UseStart. If unhandled, call Use (mousecontrol)
var handled = obj->Call(GetUseCallString("Start"),this,x,y);
if (!handled)
{
handled = obj->Call(GetUseCallString(),this,x,y);
noholdingcallbacks = handled;
}
if (!handled)
{
using = nil;
using_type = nil;
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if (hold_enabled)
SetPlayerControlEnabled(GetOwner(), CON_Aim, false);
return false;
}
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return handled;
}
private func StartUseDelayedControl(int ctrl, object obj)
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{
using = obj;
using_type = DetermineUsageType(obj);
alt = ctrl != CON_UseDelayed;
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VirtualCursor()->StartAim(this);
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2010-02-02 15:09:56 +00:00
// call UseStart
var handled = obj->Call(GetUseCallString("Start"),this,mlastx,mlasty);
noholdingcallbacks = !handled;
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return handled;
}
private func CancelUseControl(int x, int y)
{
// to horse first (if there is one)
var horse = GetActionTarget();
if(horse && GetProcedure() == "ATTACH" && using != horse)
StopUseControl(x, y, horse, true);
return StopUseControl(x, y, using, true);
}
private func StopUseControl(int x, int y, object obj, bool cancel)
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{
var stop = "Stop";
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if (cancel) stop = "Cancel";
// ControlUseStop, ControlUseAltStop, ContainedUseAltStop, ContainedUseCancel, etc...
var handled = obj->Call(GetUseCallString(stop),this,x,y);
if (obj == using)
{
// if ControlUseStop returned -1, the current object is kept as "used object"
// but no more callbacks except for ControlUseCancel are made. The usage of this
// object is finally cancelled on ControlUseCancel.
if(cancel || handled != -1)
{
using = nil;
using_type = nil;
alt = false;
}
noholdingcallbacks = false;
SetPlayerControlEnabled(GetOwner(), CON_Aim, false);
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if (virtual_cursor)
virtual_cursor->StopAim();
}
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return handled;
}
private func HoldingUseControl(int ctrl, int x, int y, object obj)
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{
var mex = x;
var mey = y;
if (ctrl == CON_UseDelayed || ctrl == CON_UseAltDelayed)
{
mex = mlastx;
mey = mlasty;
}
//Message("%d,%d",this,mex,mey);
// automatic adjustment of the direction
// --------------------
// if this is desired for ALL objects is the question, we will find out.
// For now, this is done for items and vehicles, not for buildings and
// mounts (naturally). If turning vehicles just liket hat without issuing
// a turning animation is the question. But after all, the clonk can turn
// by setting the dir too.
// not riding and not in building not while scaling
if (GetProcedure() != "ATTACH" && !Contained() && GetProcedure() != "SCALE")
{
// pushing vehicle: object to turn is the vehicle
var dir_obj = GetActionTarget();
if (GetProcedure() != "PUSH") dir_obj = nil;
// otherwise, turn the clonk
if (!dir_obj) dir_obj = this;
if ((dir_obj->GetComDir() == COMD_Stop && dir_obj->GetXDir() == 0) || dir_obj->GetProcedure() == "FLIGHT")
{
if (dir_obj->GetDir() == DIR_Left)
{
if (mex > 0)
dir_obj->SetDir(DIR_Right);
}
else
{
if (mex < 0)
dir_obj->SetDir(DIR_Left);
}
}
}
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var handled = obj->Call(GetUseCallString("Holding"),this,mex,mey);
2010-02-04 01:08:21 +00:00
return handled;
}
private func StopUseDelayedControl(object obj)
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{
// ControlUseStop, ControlUseAltStop, ContainedUseAltStop, etc...
var handled = obj->Call(GetUseCallString("Stop"),this,mlastx,mlasty);
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if (!handled)
handled = obj->Call(GetUseCallString(),this,mlastx,mlasty);
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if (obj == using)
{
VirtualCursor()->StopAim();
// see StopUseControl
if(handled != -1)
{
using = nil;
using_type = nil;
alt = false;
}
noholdingcallbacks = false;
}
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return handled;
}
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/* Control to menu */
2010-03-22 15:40:54 +00:00
private func Control2Menu(int ctrl, int x, int y, int strength, bool repeat, bool release)
{
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/* all this stuff is already done on a higher layer - in playercontrol.c
now this is just the same for gamepad control */
if (!PlayerHasVirtualCursor(GetOwner()))
2012-01-19 14:03:36 +00:00
return true;
// fix pos of x and y
var mex = mlastx+GetX()-GetMenu()->GetX();
var mey = mlasty+GetY()-GetMenu()->GetY();
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// update angle for visual effect on the menu
if (repeat)
{
if (ctrl == CON_UseDelayed || ctrl == CON_UseAltDelayed)
this->GetMenu()->~UpdateCursor(mex,mey);
}
2010-03-25 23:56:55 +00:00
// click on menu
if (release)
{
// select
if (ctrl == CON_UseDelayed || ctrl == CON_UseAltDelayed)
this->GetMenu()->~OnMouseClick(mex,mey, ctrl == CON_UseAltDelayed);
}
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return true;
}
// Control use redirected to script
private func ControlUse2Script(int ctrl, int x, int y, int strength, bool repeat, bool release, object obj)
{
// click on secondary cancels primary and the other way round
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if (using)
{
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if (ctrl == CON_Use && alt || ctrl == CON_UseAlt && !alt
|| ctrl == CON_UseDelayed && alt || ctrl == CON_UseAltDelayed && !alt)
{
CancelUseControl(x, y);
return true;
}
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}
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// standard use
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if (ctrl == CON_Use || ctrl == CON_UseAlt)
{
if (!release && !repeat)
{
return StartUseControl(ctrl,x, y, obj);
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}
2010-10-09 13:30:56 +00:00
else if (release && obj == using)
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{
return StopUseControl(x, y, obj);
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}
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}
// gamepad use
else if (ctrl == CON_UseDelayed || ctrl == CON_UseAltDelayed)
{
if (!release && !repeat)
{
return StartUseDelayedControl(ctrl, obj);
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}
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else if (release && obj == using)
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{
return StopUseDelayedControl(obj);
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}
}
// more use (holding)
if (ctrl == CON_Use || ctrl == CON_UseAlt || ctrl == CON_UseDelayed || ctrl == CON_UseAltDelayed)
{
2010-03-22 18:33:24 +00:00
if (release)
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{
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// leftover use release
CancelUse();
return true;
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}
2010-03-22 18:33:24 +00:00
else if (repeat && !noholdingcallbacks)
2009-12-29 13:44:16 +00:00
{
return HoldingUseControl(ctrl, x, y, obj);
2009-12-29 13:44:16 +00:00
}
}
return false;
}
// Control use redirected to script
private func ControlMovement2Script(int ctrl, int x, int y, int strength, bool repeat, bool release, object obj)
{
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// overloads of movement commandos
if (ctrl == CON_Left || ctrl == CON_Right || ctrl == CON_Down || ctrl == CON_Up || ctrl == CON_Jump)
2009-12-29 13:44:16 +00:00
{
var control = "Control";
if (Contained() == obj) control = "Contained";
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if (release)
{
// if any movement key has been released, ControlStop is called
if (obj->Call(Format("~%sStop",control),this,ctrl)) return true;
2009-12-29 13:44:16 +00:00
}
else
{
2010-02-24 22:53:17 +00:00
// what about deadzone?
if (strength != nil && strength < CON_Gamepad_Deadzone)
return true;
2009-12-29 13:44:16 +00:00
// Control*
if (ctrl == CON_Left) if (obj->Call(Format("~%sLeft",control),this)) return true;
if (ctrl == CON_Right) if (obj->Call(Format("~%sRight",control),this)) return true;
if (ctrl == CON_Up) if (obj->Call(Format("~%sUp",control),this)) return true;
if (ctrl == CON_Down) if (obj->Call(Format("~%sDown",control),this)) return true;
// for attached (e.g. horse: also Jump command
if (GetProcedure() == "ATTACH")
if (ctrl == CON_Jump) if (obj->Call("ControlJump",this)) return true;
2009-12-29 13:44:16 +00:00
}
}
2009-12-29 13:44:16 +00:00
}
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// returns true if the clonk is able to enter a building (procedurewise)
2009-12-29 13:44:16 +00:00
public func CanEnter()
{
var proc = GetProcedure();
if (proc != "WALK" && proc != "SWIM" && proc != "SCALE" &&
proc != "HANGLE" && proc != "FLOAT" && proc != "FLIGHT" &&
proc != "PUSH") return false;
return true;
}
// Handles enter and exit
private func ObjectControlEntrance(int plr, int ctrl)
{
// enter
if (ctrl == CON_Enter)
{
// contained
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if (Contained()) return false;
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// enter only if... one can
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if (!CanEnter()) return false;
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// a building with an entrance at right position is there?
var obj = GetEntranceObject();
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if (!obj) return false;
2009-12-29 13:44:16 +00:00
ObjectCommand("Enter", obj);
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return true;
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}
// exit
if (ctrl == CON_Exit)
{
2011-03-06 15:59:58 +00:00
if (!Contained()) return false;
2009-12-29 13:44:16 +00:00
ObjectCommand("Exit");
2011-03-06 15:59:58 +00:00
return true;
2009-12-29 13:44:16 +00:00
}
2011-03-06 15:59:58 +00:00
return false;
2009-12-29 13:44:16 +00:00
}
private func ObjectControlInteract(int plr, int ctrl)
{
2011-10-26 21:03:12 +00:00
var interactables = FindObjects(Find_Or(Find_Container(this), Find_AtPoint(0,0)),
Find_Func("IsInteractable",this), Find_Layer(GetObjectLayer()));
// if there are several interactable objects, just call the first that returns true
for (var interactable in interactables)
{
if (interactable->~Interact(this))
{
return true;
}
}
return false;
}
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// Handles push controls
private func ObjectControlPush(int plr, int ctrl)
{
2011-03-06 15:59:58 +00:00
if (!this) return false;
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var proc = GetProcedure();
// grabbing
if (ctrl == CON_Grab)
{
// grab only if he walks
2011-03-06 15:59:58 +00:00
if (proc != "WALK") return false;
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// only if there is someting to grab
2010-09-20 22:53:16 +00:00
var obj = FindObject(Find_OCF(OCF_Grab), Find_AtPoint(0,0), Find_Exclude(this), Find_Layer(GetObjectLayer()));
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if (!obj) return false;
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// grab
ObjectCommand("Grab", obj);
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return true;
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}
// grab next/previous
if (ctrl == CON_GrabNext)
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return ShiftVehicle(plr, false);
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if (ctrl == CON_GrabPrevious)
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return ShiftVehicle(plr, true);
2009-12-29 13:44:16 +00:00
// ungrabbing
if (ctrl == CON_Ungrab)
{
// ungrab only if he pushes
2011-03-06 15:59:58 +00:00
if (proc != "PUSH") return false;
2009-12-29 13:44:16 +00:00
ObjectCommand("UnGrab");
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return true;
2009-12-29 13:44:16 +00:00
}
// push into building
if (ctrl == CON_PushEnter)
{
2011-03-06 15:59:58 +00:00
if (proc != "PUSH") return false;
2009-12-29 13:44:16 +00:00
// respect no push enter
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if (GetActionTarget()->GetDefCoreVal("NoPushEnter","DefCore")) return false;
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// a building with an entrance at right position is there?
var obj = GetActionTarget()->GetEntranceObject();
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if (!obj) return false;
2009-12-29 13:44:16 +00:00
ObjectCommand("PushTo", GetActionTarget(), 0, 0, obj);
2011-03-06 15:59:58 +00:00
return true;
2009-12-29 13:44:16 +00:00
}
}
// grabs the next/previous vehicle (if there is any)
private func ShiftVehicle(int plr, bool back)
{
if (!this) return false;
if (GetProcedure() != "PUSH") return false;
var lorry = GetActionTarget();
// get all grabbable objects
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var objs = FindObjects(Find_OCF(OCF_Grab), Find_AtPoint(0,0), Find_Exclude(this), Find_Layer(GetObjectLayer()));
2009-12-29 13:44:16 +00:00
// nothing to switch to (there is no other grabbable object)
if (GetLength(objs) <= 1) return false;
// find out at what index of the array objs the vehicle is located
var index = 0;
for(var obj in objs)
{
if (obj == lorry) break;
index++;
}
// get the next/previous vehicle
if (back)
{
--index;
if (index < 0) index = GetLength(objs)-1;
}
else
{
++index;
if (index >= GetLength(objs)) index = 0;
}
ObjectCommand("Grab", objs[index]);
2009-12-29 13:44:16 +00:00
return true;
}
2009-12-29 13:44:16 +00:00
2010-03-25 23:56:55 +00:00
/* Virtual cursor stuff */
// get virtual cursor, if noone is there, create it
2010-02-02 15:09:56 +00:00
private func VirtualCursor()
{
if (!virtual_cursor)
2010-02-02 15:09:56 +00:00
{
virtual_cursor = FindObject(Find_ID(GUI_Crosshair),Find_Owner(GetOwner()));
2010-02-04 01:08:21 +00:00
}
if (!virtual_cursor)
2010-02-04 01:08:21 +00:00
{
virtual_cursor = CreateObject(GUI_Crosshair,0,0,GetOwner());
2010-02-02 15:09:56 +00:00
}
2010-02-04 01:08:21 +00:00
2010-02-02 15:09:56 +00:00
return virtual_cursor;
}
2010-03-25 23:56:55 +00:00
// virtual cursor is visible
2010-02-04 01:08:21 +00:00
private func VirtualCursorAiming()
{
if (!virtual_cursor) return false;
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return virtual_cursor->IsAiming();
}
2010-03-25 23:56:55 +00:00
// store pos of virtual cursor into mlastx, mlasty
2010-02-04 01:08:21 +00:00
public func UpdateVirtualCursorPos()
{
mlastx = VirtualCursor()->GetX()-GetX();
mlasty = VirtualCursor()->GetY()-GetY();
}
public func TriggerHoldingControl()
{
// using has been commented because it must be possible to use the virtual
// cursor aim also without a used object - for menus
// However, I think the check for 'using' here is just an unecessary safeguard
// since there is always a using-object if the clonk is aiming for a throw
// or a use. If the clonk uses it, there will be callbacks that cancel the
// callbacks to the virtual cursor
// - Newton
if (/*using && */!noholdingcallbacks)
2010-02-04 01:08:21 +00:00
{
var ctrl;
if (alt) ctrl = CON_UseAltDelayed;
else ctrl = CON_UseDelayed;
ObjectControl(GetOwner(), ctrl, 0, 0, 0, true, false);
}
}
public func IsMounted() { return GetProcedure() == "ATTACH"; }
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/* +++++++++++++++++++++++ Menu control +++++++++++++++++++++++ */
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local menu;
func HasMenuControl()
{
return true;
}
func SetMenu(object m)
{
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// already the same
if (menu == m && m)
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{
return;
}
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// no multiple menus: close old one
if (menu && m)
{
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menu->RemoveObject();
}
// new one
menu = m;
if (menu)
{
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CancelUse();
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// stop clonk
SetComDir(COMD_Stop);
if (PlayerHasVirtualCursor(GetOwner()))
VirtualCursor()->StartAim(this,false,menu);
else
{
if (menu->~CursorUpdatesEnabled())
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SetPlayerControlEnabled(GetOwner(), CON_GUICursor, true);
SetPlayerControlEnabled(GetOwner(), CON_GUIClick1, true);
SetPlayerControlEnabled(GetOwner(), CON_GUIClick2, true);
}
}
// close menu
if (!menu)
{
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if (virtual_cursor)
virtual_cursor->StopAim();
SetPlayerControlEnabled(GetOwner(), CON_GUICursor, false);
SetPlayerControlEnabled(GetOwner(), CON_GUIClick1, false);
SetPlayerControlEnabled(GetOwner(), CON_GUIClick2, false);
}
}
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func MenuClosed()
{
SetMenu(nil);
}
func GetMenu()
{
return menu;
}
func CancelMenu()
{
if (menu) menu->Close();
}
func ReinitializeControls()
{
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if(PlayerHasVirtualCursor(GetOwner()))
{
// if is aiming or in menu and no virtual cursor is there? Create one
if (!virtual_cursor)
if (menu || using)
VirtualCursor()->StartAim(this,false,menu);
}
else
{
// remove any virtual cursor
if (virtual_cursor)
virtual_cursor->RemoveObject();
}
}
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/* Backpack control */
func Selected(object mnu, object mnu_item, bool alt)
{
var backpack_index = mnu_item->GetExtraData();
var hands_index = 0;
if (alt) hands_index = 1;
// Update menu
var show_new_item = GetItem(hands_index);
mnu_item->SetSymbol(show_new_item);
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// swap index with backpack index
Switch2Items(hands_index, backpack_index);
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}
/* +++++++++++++++ Throwing, jumping +++++++++++++++ */
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// Throwing
private func DoThrow(object obj, int angle)
{
// parameters...
var iX, iY, iR, iXDir, iYDir, iRDir;
iX = 8; if (!GetDir()) iX = -iX;
iY = Cos(angle,-8);
iR = Random(360);
iRDir = RandomX(-10,10);
iXDir = Sin(angle,this.ThrowSpeed);
iYDir = Cos(angle,-this.ThrowSpeed);
// throw boost (throws stronger upwards than downwards)
if (iYDir < 0) iYDir = iYDir * 13/10;
if (iYDir > 0) iYDir = iYDir * 8/10;
// add own velocity
iXDir += GetXDir(100)/2;
iYDir += GetYDir(100)/2;
// throw
obj->Exit(iX, iY, iR, 0, 0, iRDir);
obj->SetXDir(iXDir,100);
obj->SetYDir(iYDir,100);
return true;
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}
// custom throw
public func ControlThrow(object target, int x, int y)
{
// standard throw after all
if (!x && !y) return false;
if (!target) return false;
return false;
}
public func ControlJump()
{
var ydir = 0;
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if (GetProcedure() == "WALK")
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{
ydir = this.JumpSpeed;
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}
if (InLiquid())
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{
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if (!GBackSemiSolid(0,-5))
ydir = BoundBy(this.JumpSpeed * 3 / 5, 240, 380);
}
if (GetProcedure() == "SCALE")
{
ydir = this.JumpSpeed/2;
}
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if (ydir && !Stuck())
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{
SetPosition(GetX(),GetY()-1);
//Wall kick
if(GetProcedure() == "SCALE")
{
AddEffect("WallKick",this,1);
SetAction("Jump");
var xdir;
if(GetDir() == DIR_Right)
{
xdir = -1;
SetDir(DIR_Left);
}
else if(GetDir() == DIR_Left)
{
xdir = 1;
SetDir(DIR_Right);
}
SetYDir(-ydir * GetCon(), 100 * 100);
SetXDir(xdir * 17);
return true;
}
//Normal jump
else
{
SetAction("Jump");
SetYDir(-ydir * GetCon(), 100 * 100);
return true;
}
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}
return false;
}
func FxIsWallKickStart(object target, int num, bool temp)
{
return 1;
}