forked from Mirrors/openclonk
146 lines
3.4 KiB
C
146 lines
3.4 KiB
C
/*--
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Relaunch container
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Author: Maikel
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This container holds the clonk after relaunches.
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* The time the clonk is held can be specified by calling GetRelaunchRule()->SetRespawnDelay(int time).
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* After that time the clonk is released and OnClonkLeftRelaunch(object clonk) is called in the scenario script.
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* Optionally the clonk can choose a weapon if GetRelaunchWeaponList in the scenario script returns a valid id-array.
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--*/
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local menu;
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local has_selected;
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local crew;
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local hold_crew = false;
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local relaunch_time = 36 * 10;
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// Sets the time, in seconds, the clonk is held in the container.
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public func SetRelaunchTime(int to_time, bool to_hold)
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{
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relaunch_time = to_time * 36;
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hold_crew = to_hold;
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return;
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}
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// Returns the time, in seconds the clonk is held.
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public func GetRelaunchTime() { return relaunch_time / 36; }
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// Retrieve weapon list from scenario.
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private func WeaponList() { return GameCall("RelaunchWeaponList"); }
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public func StartRelaunch(object clonk)
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{
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if (!clonk)
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return;
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// Only 1 clonk can be inside.
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if (crew)
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return;
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// Save clonk for later use.
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crew = clonk;
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clonk->Enter(this);
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ScheduleCall(this, "OpenWeaponMenu", 36, 0, clonk);
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AddEffect("IntTimeLimit", this, 100, 36, this);
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return true;
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}
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private func OpenWeaponMenu(object clonk)
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{
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if (!clonk)
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return;
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if (!menu)
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{
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var weapons = WeaponList();
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if (weapons)
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{
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menu = CreateObject(MenuStyle_Default, nil, nil, clonk->GetOwner());
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menu->SetPermanent();
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menu->SetTitle(Format("$MsgWeapon$", relaunch_time / 36));
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clonk->SetMenu(menu, true);
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if (GetType(GetRelaunchRule().last_used_player_weapons) != C4V_Array)
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GetRelaunchRule().last_used_player_weapons = [];
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for (var weapon in weapons)
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{
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if (GetRelaunchRule().last_used_player_weapons[clonk->GetOwner()] != weapon)
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{
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menu->AddItem(weapon, weapon->GetName(), nil, this, "OnWeaponSelected", weapon);
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}
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}
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menu->Open();
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}
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}
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}
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public func FxIntTimeLimitTimer(object target, effect fx, int fxtime)
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{
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var clonk = crew;
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if (!clonk)
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{
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RemoveObject();
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return FX_Execute_Kill;
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}
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if (fxtime >= relaunch_time)
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{
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if (!has_selected && WeaponList())
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GiveWeapon(RandomElement(WeaponList()));
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RelaunchClonk();
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return FX_Execute_Kill;
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}
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if (menu)
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menu->SetTitle(Format("$MsgWeapon$", (relaunch_time - fxtime) / 36));
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else
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PlayerMessage(clonk->GetOwner(), Format("$MsgRelaunch$", (relaunch_time - fxtime) / 36));
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return FX_OK;
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}
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public func OnWeaponSelected(id weapon)
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{
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if (!crew)
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return;
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GiveWeapon(weapon);
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if (GetRelaunchRule()->GetLastWeaponUse())
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GetRelaunchRule().last_used_player_weapons[crew->GetOwner()] = weapon;
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has_selected = true;
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// Close menu manually, to prevent selecting more weapons.
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if (menu)
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menu->Close();
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if (!hold_crew)
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RelaunchClonk();
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return true;
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}
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private func RelaunchClonk()
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{
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var clonk = crew;
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// When relaunching from disabled state (i.e base respawn), reset view to clonk.
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if (!clonk->GetCrewEnabled())
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{
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clonk->SetCrewEnabled(true);
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SetCursor(clonk->GetOwner(), clonk);
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SetPlrView(clonk->GetOwner(), clonk);
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}
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clonk->Exit();
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GameCall("OnClonkLeftRelaunch", clonk, clonk->GetOwner());
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if (menu)
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menu->Close();
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PlayerMessage(clonk->GetOwner(), "");
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RemoveObject();
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return;
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}
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private func GiveWeapon(id weapon_id)
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{
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var newobj = CreateObjectAbove(weapon_id);
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newobj->~OnRelaunchCreation(crew);
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crew->Collect(newobj);
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return true;
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}
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/*-- Saving --*/
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public func SaveScenarioObject() { return false; }
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