forked from Mirrors/openclonk
1026 lines
20 KiB
C
1026 lines
20 KiB
C
/*
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Clonk
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Author: Randrian
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The protoganist of the game. Witty and nimble if skillfully controlled ;-)
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*/
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// selectable by HUD and some performance optimizations for the HUD updates
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#include Library_HUDAdapter
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// standard controls
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#include Library_ClonkControl
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// manager for aiming
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#include Library_AimManager
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#include Clonk_Animations
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// un-comment them as soon as the new controls work with context menus etc.^
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// Context menu
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//#include Library_ContextMenu
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// Auto production
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//#include Library_AutoProduction
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// ladder climbing
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#include Library_CanClimbLadder
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/* Initialization */
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protected func Construction()
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{
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_inherited(...);
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SetAction("Walk");
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SetDir(Random(2));
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// Broadcast for rules
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GameCallEx("OnClonkCreation", this);
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AddEffect("IntTurn", this, 1, 1, this);
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AddEffect("IntEyes", this, 1, 35+Random(4), this);
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AttachBackpack();
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iHandMesh = [0,0];
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SetSkin(0);
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}
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/* When adding to the crew of a player */
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protected func Recruitment(int iPlr)
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{
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//The clonk's appearance
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//Player settings can be overwritten for individual Clonks. In your clonk file: "ExtraData=1;Skin=iX" (X = chosen skin)
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var skin = GetCrewExtraData("Skin");
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if (skin == nil) skin = GetPlrClonkSkin(iPlr);
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if(skin != nil) SetSkin(skin);
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else SetSkin(Random(GetSkinCount()));
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// Broadcast for crew
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GameCallEx("OnClonkRecruitment", this, iPlr);
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return _inherited(iPlr,...);
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}
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protected func DeRecruitment(int iPlr) {
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// Broadcast for crew
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GameCallEx("OnClonkDeRecruitment", this, iPlr);
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return _inherited(iPlr,...);
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}
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protected func ControlCommand(szCommand, pTarget, iTx, iTy, pTarget2, Data)
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{
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// RejectConstruction Callback for building via Drag'n'Drop form a building menu
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// TODO: Check if we still need this with the new system
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if(szCommand == "Construct")
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{
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if(Data->~RejectConstruction(iTx - GetX(), iTy - GetY(), this) )
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{
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return 1;
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}
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}
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// No overloaded command
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return 0;
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}
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/* Transformation */
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public func Redefine(idTo)
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{
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// save data of activity
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var phs=GetPhase(),act=GetAction();
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// Transform
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ChangeDef(idTo);
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// restore action
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var chg=SetAction(act);
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if (!chg) SetAction("Walk");
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if (chg) SetPhase(phs);
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// Done
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return 1;
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}
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/* Events */
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protected func CatchBlow()
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{
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if (GetAction() == "Dead") return;
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if (!Random(5)) Hurt();
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}
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protected func Hurt()
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{
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if(gender == 0)
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Sound("Hurt?");
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else
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Sound("FHurt?");
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}
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protected func Grab(object pTarget, bool fGrab)
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{
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Sound("Grab");
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}
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protected func Get()
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{
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Sound("Grab");
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}
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protected func Put()
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{
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Sound("Grab");
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}
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protected func Death(int killed_by)
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{
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// this must be done first, before any goals do funny stuff with the clonk
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_inherited(killed_by,...);
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// Info-broadcasts for dying clonks.
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GameCallEx("OnClonkDeath", this, killed_by);
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// The broadcast could have revived the clonk.
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if (GetAlive())
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return;
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// Some effects on dying.
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if (!this.silent_death)
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{
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if(gender == 0)
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Sound("Die");
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else
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Sound("FDie");
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DeathAnnounce();
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}
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CloseEyes(1);
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return true;
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}
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protected func Destruction(...)
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{
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_inherited(...);
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// If the clonk wasn't dead yet, he will be now.
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// Always kill clonks first. This will ensure relaunch scripts, enemy kill counters, etc. are called
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// even if clonks die in some weird way that causes direct removal
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// (To prevent a death callback, you can use SetAlive(false); RemoveObject();)
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if (GetAlive()) { this.silent_death=true; Kill(); }
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return true;
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}
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protected func DeepBreath()
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{
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Sound("Breath");
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}
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protected func CheckStuck()
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{
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// Prevents getting stuck on middle vertex
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if(!GetXDir()) if(Abs(GetYDir()) < 5)
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if(GBackSolid(0, 3))
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SetPosition(GetX(), GetY() + 1);
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}
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public func Eat(object food)
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{
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if(GetProcedure() == "WALK")
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{
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DoEnergy(food->NutritionalValue());
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food->RemoveObject();
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Sound("Munch?");
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SetAction("Eat");
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}
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}
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func DigOutObject(object obj)
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{
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// Collect fragile objects when dug out
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if (obj->GetDefFragile())
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return Collect(obj,nil,nil,true);
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return false;
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}
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// Building material bridges (like loam bridge)
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func Bridge()
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{
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var proc = GetProcedure();
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// Clonk must stand on ground. Allow during SCALE; but Clonk won't keep animation if he's not actually near the ground
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if (proc != "WALK" && proc != "SCALE")
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return false;
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if (proc == "WALK")
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SetAction("BridgeStand");
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else
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SetAction("BridgeScale");
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SetComDir(COMD_Stop);
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SetXDir(0);
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SetYDir(0);
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return true;
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}
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/* Status */
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// TODO: Make this more sophisticated, readd turn animation and other
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// adaptions
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public func IsClonk() { return true; }
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public func IsPrey() { return true; }
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public func IsJumping(){return WildcardMatch(GetAction(), "*Jump*");}
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public func IsWalking(){return GetProcedure() == "WALK";}
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public func IsBridging(){return WildcardMatch(GetAction(), "Bridge*");}
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/* Carry items on the clonk */
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local iHandMesh;
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local fHandAction;
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local fBothHanded;
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func OnSelectionChanged(int oldslot, int newslot, bool secondaryslot)
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{
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AttachHandItem(secondaryslot);
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return _inherited(oldslot, newslot, secondaryslot);
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}
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func OnSlotEmpty(int slot)
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{
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AttachHandItem(slot);
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return _inherited(slot);
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}
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func OnSlotFull(int slot)
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{
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AttachHandItem(slot);
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return _inherited(slot);
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}
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public func DetachObject(object obj)
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{
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if(GetHandItem(0) == obj)
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DetachHandItem(0);
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if(GetHandItem(1) == obj)
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DetachHandItem(1);
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}
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func DetachHandItem(bool secondary)
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{
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if(iHandMesh[secondary])
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DetachMesh(iHandMesh[secondary]);
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iHandMesh[secondary] = 0;
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}
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func AttachHandItem(bool secondary)
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{
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DetachHandItem(secondary);
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UpdateAttach();
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}
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func UpdateAttach()
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{
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StopAnimation(GetRootAnimation(6));
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DoUpdateAttach(0);
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DoUpdateAttach(1);
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}
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func DoUpdateAttach(bool sec)
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{
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var obj = GetHandItem(sec);
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var other_obj = GetHandItem(!sec);
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if(!obj) return;
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var iAttachMode = obj->~GetCarryMode(this);
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if(iAttachMode == CARRY_None) return;
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if(iHandMesh[sec])
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{
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DetachMesh(iHandMesh[sec]);
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iHandMesh[sec] = 0;
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}
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var bone = "main";
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var bone2;
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if(obj->~GetCarryBone()) bone = obj->~GetCarryBone(this);
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if(obj->~GetCarryBone2()) bone2 = obj->~GetCarryBone2(this);
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else bone2 = bone;
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var nohand = 0;
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if(!HasHandAction(sec, 1)) nohand = 1;
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var trans = obj->~GetCarryTransform(this, sec, nohand);
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var pos_hand = "pos_hand2";
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if(sec) pos_hand = "pos_hand1";
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var pos_back = "pos_back1";
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if(sec) pos_back = "pos_back2";
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var closehand = "Close2Hand";
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if(sec) closehand = "Close1Hand";
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if(!sec) fBothHanded = 0;
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var special = obj->~GetCarrySpecial(this);
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var special_other;
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if(other_obj) special_other = other_obj->~GetCarrySpecial(this);
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if(special)
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{
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iHandMesh[sec] = AttachMesh(obj, special, bone, trans);
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iAttachMode = 0;
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}
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if(iAttachMode == CARRY_Hand)
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{
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if(HasHandAction(sec, 1))
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{
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iHandMesh[sec] = AttachMesh(obj, pos_hand, bone, trans);
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PlayAnimation(closehand, 6, Anim_Const(GetAnimationLength(closehand)), Anim_Const(1000));
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}
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}
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else if(iAttachMode == CARRY_HandBack)
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{
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if(HasHandAction(sec, 1))
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{
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iHandMesh[sec] = AttachMesh(obj, pos_hand, bone, trans);
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PlayAnimation(closehand, 6, Anim_Const(GetAnimationLength(closehand)), Anim_Const(1000));
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}
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else
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iHandMesh[sec] = AttachMesh(obj, pos_back, bone2, trans);
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}
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else if(iAttachMode == CARRY_HandAlways)
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{
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iHandMesh[sec] = AttachMesh(obj, pos_hand, bone, trans);
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PlayAnimation(closehand, 6, Anim_Const(GetAnimationLength(closehand)), Anim_Const(1000));
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}
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else if(iAttachMode == CARRY_Back)
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{
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iHandMesh[sec] = AttachMesh(obj, pos_back, bone2, trans);
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}
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else if(iAttachMode == CARRY_BothHands)
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{
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if(sec) return;
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if(HasHandAction(sec, 1) && !sec && !special_other)
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{
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iHandMesh[sec] = AttachMesh(obj, "pos_tool1", bone, trans);
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PlayAnimation("CarryArms", 6, Anim_Const(obj->~GetCarryPhase(this)), Anim_Const(1000));
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fBothHanded = 1;
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}
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}
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else if(iAttachMode == CARRY_Spear)
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{
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if(HasHandAction(sec, 1) && !sec)
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{
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PlayAnimation("CarrySpear", 6, Anim_Const(0), Anim_Const(1000));
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}
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else
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iHandMesh[sec] = AttachMesh(obj, pos_back, bone2, trans);
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}
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else if(iAttachMode == CARRY_Musket)
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{
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if(HasHandAction(sec, 1) && !sec)
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{
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iHandMesh[sec] = AttachMesh(obj, "pos_hand2", bone, trans);
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PlayAnimation("CarryMusket", 6, Anim_Const(0), Anim_Const(1000));
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fBothHanded = 1;
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}
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else
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iHandMesh[sec] = AttachMesh(obj, pos_back, bone2, trans);
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}
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else if(iAttachMode == CARRY_Grappler)
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{
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if(HasHandAction(sec, 1) && !sec)
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{
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iHandMesh[sec] = AttachMesh(obj, "pos_hand2", bone, trans);
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PlayAnimation("CarryCrossbow", 6, Anim_Const(0), Anim_Const(1000));
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fBothHanded = 1;
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}
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else
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iHandMesh[sec] = AttachMesh(obj, pos_back, bone2, trans);
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}
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}//AttachMesh(DynamiteBox, "pos_tool1", "main", Trans_Translate(0,0,0));
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public func GetHandMesh(object obj)
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{
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if(GetHandItem(0) == obj)
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return iHandMesh[0];
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if(GetHandItem(1) == obj)
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return iHandMesh[1];
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}
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static const CARRY_None = 0;
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static const CARRY_Hand = 1;
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static const CARRY_HandBack = 2;
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static const CARRY_HandAlways = 3;
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static const CARRY_Back = 4;
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static const CARRY_BothHands = 5;
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static const CARRY_Spear = 6;
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static const CARRY_Musket = 7;
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static const CARRY_Grappler = 8;
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func HasHandAction(sec, just_wear)
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{
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if(sec && fBothHanded)
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return false;
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if(just_wear)
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{
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if( HasActionProcedure() && !fHandAction ) // For wear purpose fHandAction==-1 also blocks
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return true;
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}
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else
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{
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if( HasActionProcedure() && (!fHandAction || fHandAction == -1) )
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return true;
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}
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return false;
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}
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func HasActionProcedure()
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{
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var action = GetAction();
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if (action == "Walk" || action == "Jump" || action == "WallJump" || action == "Kneel" || action == "Ride" || action == "BridgeStand")
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return true;
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return false;
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}
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public func ReadyToAction(fNoArmCheck)
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{
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if(!fNoArmCheck)
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return HasActionProcedure();
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return HasHandAction(0);
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}
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public func SetHandAction(bool fNewValue)
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{
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if(fNewValue > 0)
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fHandAction = 1; // 1 means can't use items and doesn't draw items in hand
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else if(fNewValue < 0)
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fHandAction = -1; // just don't draw items in hand can still use them
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else
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fHandAction = 0;
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UpdateAttach();
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}
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public func GetHandAction()
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{
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if(fHandAction == 1)
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return true;
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return false;
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}
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/* Mesh transformations */
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local mesh_transformation_list;
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func SetMeshTransformation(array transformation, int layer)
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{
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if(!mesh_transformation_list) mesh_transformation_list = [];
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if(GetLength(mesh_transformation_list) < layer)
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SetLength(mesh_transformation_list, layer+1);
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mesh_transformation_list[layer] = transformation;
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var all_transformations = nil;
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for(var trans in mesh_transformation_list)
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{
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if(!trans) continue;
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if(all_transformations)
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all_transformations = Trans_Mul(trans, all_transformations);
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else
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all_transformations = trans;
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}
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SetProperty("MeshTransformation", all_transformations);
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}
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/* Backpack */
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local backpack;
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func AttachBackpack()
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{
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//Places a backpack onto the clonk
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backpack = AttachMesh(BackpackGraphic, "skeleton_body", "main",
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Trans_Mul(Trans_Rotate(180,0,1,0), Trans_Scale(700,700,400), Trans_Translate(0,4000,1000)));
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}
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func RemoveBackpack()
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{
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if(backpack)
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{
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DetachMesh(backpack);
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backpack = nil;
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}
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else return false;
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}
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// calback from engine
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func OnMaterialChanged(int new, int old)
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{
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if(!GetAlive()) return;
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var newdens = GetMaterialVal("Density","Material",new);
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var olddens = GetMaterialVal("Density","Material",old);
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var newliquid = (newdens >= C4M_Liquid) && (newdens < C4M_Solid);
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var oldliquid = (olddens >= C4M_Liquid) && (olddens < C4M_Solid);
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// into water
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if(newliquid && !oldliquid)
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AddEffect("Bubble", this, 1, 8, this);
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// out of water
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else if(!newliquid && oldliquid)
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RemoveEffect("Bubble", this);
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}
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func FxBubbleTimer(pTarget, effect, iTime)
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{
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if(GBackLiquid(0,-5))
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{
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var mouth_off = GetCon()/11;
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var iRot = GetSwimRotation();
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var mouth_off_x = Sin(iRot, mouth_off), mouth_off_y = Cos(iRot, mouth_off);
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// Search for bubbles to breath from
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var bubble = FindObject(Find_Func("CanBeBreathed", this), Find_AtRect(mouth_off_x-mouth_off/2, mouth_off_y, mouth_off, mouth_off/3));
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if (bubble)
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{
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bubble->~OnClonkBreath(this);
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}
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else if (!Random(6))
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{
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// Make your own bubbles
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Bubble(1, mouth_off_x, mouth_off_y);
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}
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}
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}
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func QueryCatchBlow(object obj)
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{
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var r=0;
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var e=0;
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var i=0;
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// Blocked by object effects?
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while(e=GetEffect("*", obj, i++))
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if(EffectCall(obj, e, "QueryHitClonk", this))
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return true;
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// Blocked by Clonk effects?
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i=0;
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while(e=GetEffect("*Control*", this, i++))
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{
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if(EffectCall(this, e, "QueryCatchBlow", obj))
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{
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r=true;
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break;
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}
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|
|
|
}
|
|
if(r) return r;
|
|
// No blocking
|
|
return _inherited(obj, ...);
|
|
}
|
|
|
|
local gender, skin, skin_name;
|
|
|
|
func SetSkin(int new_skin)
|
|
{
|
|
// Remember skin
|
|
skin = new_skin;
|
|
|
|
//Adventurer
|
|
if(skin == 0)
|
|
{ SetGraphics(skin_name = nil);
|
|
gender = 0; }
|
|
|
|
//Steampunk
|
|
if(skin == 1)
|
|
{ SetGraphics(skin_name = "Steampunk");
|
|
gender = 1; }
|
|
|
|
//Alchemist
|
|
if(skin == 2)
|
|
{ SetGraphics(skin_name = "Alchemist");
|
|
gender = 0; }
|
|
|
|
//Farmer
|
|
if(skin == 3)
|
|
{ SetGraphics(skin_name = "Farmer");
|
|
gender = 1; }
|
|
|
|
RemoveBackpack(); //add a backpack
|
|
AttachBackpack();
|
|
SetAction("Jump"); //refreshes animation
|
|
|
|
return skin;
|
|
}
|
|
func GetSkinCount() { return 4; }
|
|
|
|
func GetSkin() { return skin; }
|
|
func GetSkinName() { return skin_name; }
|
|
|
|
//Portrait definition of this Clonk for messages
|
|
func GetPortrait()
|
|
{
|
|
return this.portrait ?? { Source = GetID(), Name = Format("Portrait%s", skin_name ?? ""), Color = GetColor() };
|
|
}
|
|
|
|
func SetPortrait(proplist custom_portrait)
|
|
{
|
|
this.portrait = custom_portrait;
|
|
return true;
|
|
}
|
|
|
|
/* Scenario saving */
|
|
|
|
func SaveScenarioObject(props)
|
|
{
|
|
if (!inherited(props, ...)) return false;
|
|
// Skins override mesh material
|
|
if (skin)
|
|
{
|
|
props->Remove("MeshMaterial");
|
|
props->AddCall("Skin", this, "SetSkin", skin);
|
|
}
|
|
// Direction is randomized at creation and there's no good way to find
|
|
// out if the user wanted that specific direction. So just always save
|
|
// it, because that's what scenario designer usually wants.
|
|
if (!props->HasProp("Dir")) props->AddCall("Dir", this, "SetDir", GetConstantNameByValueSafe(GetDir(),"DIR_"));
|
|
// Custom portraits for dialogues
|
|
if (this.portrait) props->AddCall("Portrait", this, "SetPortrait", this.portrait);
|
|
return true;
|
|
}
|
|
|
|
|
|
/* AI editor helper */
|
|
|
|
func EditCursorSelection(...)
|
|
{
|
|
var ai = S2AI->GetAI(this);
|
|
if (ai) Call(S2AI.EditCursorSelection, ai, ...);
|
|
return _inherited(...);
|
|
}
|
|
|
|
func EditCursorDeselection(...)
|
|
{
|
|
var ai = S2AI->GetAI(this);
|
|
if (ai) Call(S2AI.EditCursorDeselection, ai, ...);
|
|
return _inherited(...);
|
|
}
|
|
|
|
func AI_Add()
|
|
{
|
|
// Create AI and re-select
|
|
S2AI->AddAI(this);
|
|
EditCursorDeselection();
|
|
EditCursorSelection();
|
|
return true;
|
|
}
|
|
|
|
func FlipDir()
|
|
{
|
|
// Look the other way. If an AI is attached, also update its home position.
|
|
var new_dir = 1-GetDir();
|
|
if (this.ai) this.ai.home_dir = new_dir;
|
|
return SetDir(new_dir);
|
|
}
|
|
|
|
local EditCursorCommands = ["AI_Add()", "FlipDir()"];
|
|
|
|
/* Act Map */
|
|
|
|
local ActMap = {
|
|
Walk = {
|
|
Prototype = Action,
|
|
Name = "Walk",
|
|
Procedure = DFA_WALK,
|
|
Accel = 16,
|
|
Decel = 22,
|
|
Speed = 200,
|
|
Directions = 2,
|
|
FlipDir = 0,
|
|
Length = 1,
|
|
Delay = 0,
|
|
X = 0,
|
|
Y = 0,
|
|
Wdt = 8,
|
|
Hgt = 20,
|
|
StartCall = "StartWalk",
|
|
AbortCall = "StopWalk",
|
|
// InLiquidAction = "Swim",
|
|
},
|
|
Stand = {
|
|
Prototype = Action,
|
|
Name = "Stand",
|
|
Procedure = DFA_THROW,
|
|
Directions = 2,
|
|
FlipDir = 0,
|
|
Length = 1,
|
|
Delay = 0,
|
|
X = 0,
|
|
Y = 0,
|
|
Wdt = 8,
|
|
Hgt = 20,
|
|
StartCall = "StartStand",
|
|
InLiquidAction = "Swim",
|
|
},
|
|
Kneel = {
|
|
Prototype = Action,
|
|
Name = "Kneel",
|
|
Procedure = DFA_KNEEL,
|
|
Directions = 2,
|
|
FlipDir = 0,
|
|
Length = 1,
|
|
Delay = 0,
|
|
X = 0,
|
|
Y = 0,
|
|
Wdt = 8,
|
|
Hgt = 20,
|
|
// StartCall = "StartKneel",
|
|
InLiquidAction = "Swim",
|
|
},
|
|
Roll = {
|
|
Prototype = Action,
|
|
Name = "Roll",
|
|
Procedure = DFA_NONE,
|
|
Directions = 2,
|
|
FlipDir = 0,
|
|
Length = 1,
|
|
Delay = 0,
|
|
X = 0,
|
|
Y = 0,
|
|
Wdt = 8,
|
|
Hgt = 20,
|
|
StartCall = "StartRoll",
|
|
NextAction = "Walk",
|
|
InLiquidAction = "Swim",
|
|
},
|
|
Scale = {
|
|
Prototype = Action,
|
|
Name = "Scale",
|
|
Procedure = DFA_SCALE,
|
|
Speed = 60,
|
|
Accel = 20,
|
|
Directions = 2,
|
|
Length = 1,
|
|
Delay = 0,
|
|
X = 0,
|
|
Y = 20,
|
|
Wdt = 8,
|
|
Hgt = 20,
|
|
OffX = 0,
|
|
OffY = 0,
|
|
StartCall = "StartScale",
|
|
AbortCall = "StopScale",
|
|
},
|
|
Tumble = {
|
|
Prototype = Action,
|
|
Name = "Tumble",
|
|
Procedure = DFA_FLIGHT,
|
|
Speed = 200,
|
|
Accel = 0,
|
|
Directions = 2,
|
|
Length = 1,
|
|
Delay = 0,
|
|
X = 0,
|
|
Y = 40,
|
|
Wdt = 8,
|
|
Hgt = 20,
|
|
NextAction = "Tumble",
|
|
ObjectDisabled = 1,
|
|
InLiquidAction = "Swim",
|
|
StartCall = "StartTumble",
|
|
AbortCall = "StopTumble",
|
|
EndCall = "CheckStuck",
|
|
},
|
|
Dig = {
|
|
Prototype = Action,
|
|
Name = "Dig",
|
|
Procedure = DFA_DIG,
|
|
Speed = 50,
|
|
Directions = 2,
|
|
Length = 16,
|
|
Delay = 0,//15*3*0,
|
|
X = 0,
|
|
Y = 60,
|
|
Wdt = 8,
|
|
Hgt = 20,
|
|
NextAction = "Dig",
|
|
StartCall = "StartDigging",
|
|
AbortCall = "StopDigging",
|
|
DigFree = 11,
|
|
// InLiquidAction = "Swim",
|
|
Attach = CNAT_Left | CNAT_Right | CNAT_Bottom,
|
|
},
|
|
BridgeStand = {
|
|
Prototype = Action,
|
|
Name = "BridgeStand",
|
|
Procedure = DFA_THROW,
|
|
Directions = 2,
|
|
Length = 16,
|
|
Delay = 1,
|
|
X = 0,
|
|
Y = 60,
|
|
Wdt = 8,
|
|
Hgt = 20,
|
|
NextAction = "BridgeStand",
|
|
StartCall = "StartStand",
|
|
InLiquidAction = "Swim",
|
|
},
|
|
BridgeScale = {
|
|
Prototype = Action,
|
|
Name = "BridgeScale",
|
|
Procedure = DFA_THROW,
|
|
Directions = 2,
|
|
Length = 16,
|
|
Delay = 1,
|
|
X = 0,
|
|
Y = 60,
|
|
Wdt = 8,
|
|
Hgt = 20,
|
|
NextAction = "BridgeScale",
|
|
InLiquidAction = "Swim",
|
|
},
|
|
Swim = {
|
|
Prototype = Action,
|
|
Name = "Swim",
|
|
Procedure = DFA_SWIM,
|
|
Speed = 96,
|
|
Accel = 7,
|
|
Decel = 9,
|
|
Directions = 2,
|
|
Length = 1,
|
|
Delay = 0,
|
|
X = 0,
|
|
Y = 80,
|
|
Wdt = 8,
|
|
Hgt = 20,
|
|
OffX = 0,
|
|
OffY = 0,
|
|
// SwimOffset = -5,
|
|
StartCall = "StartSwim",
|
|
AbortCall = "StopSwim",
|
|
},
|
|
Hangle = {
|
|
Prototype = Action,
|
|
Name = "Hangle",
|
|
Procedure = DFA_HANGLE,
|
|
Speed = 48,
|
|
Accel = 20,
|
|
Directions = 2,
|
|
Length = 1,
|
|
Delay = 0,
|
|
X = 0,
|
|
Y = 100,
|
|
Wdt = 8,
|
|
Hgt = 20,
|
|
OffX = 0,
|
|
OffY = 3,
|
|
StartCall = "StartHangle",
|
|
AbortCall = "StopHangle",
|
|
InLiquidAction = "Swim",
|
|
},
|
|
Jump = {
|
|
Prototype = Action,
|
|
Name = "Jump",
|
|
Procedure = DFA_FLIGHT,
|
|
Speed = 200,
|
|
Accel = 14,
|
|
Directions = 2,
|
|
Length = 1,
|
|
Delay = 0,
|
|
X = 0,
|
|
Y = 120,
|
|
Wdt = 8,
|
|
Hgt = 20,
|
|
InLiquidAction = "Swim",
|
|
PhaseCall = "CheckStuck",
|
|
StartCall = "StartJump",
|
|
},
|
|
WallJump = {
|
|
Prototype = Action,
|
|
Name = "WallJump",
|
|
Procedure = DFA_FLIGHT,
|
|
Speed = 200,
|
|
Accel = 14,
|
|
Directions = 2,
|
|
Length = 1,
|
|
Delay = 0,
|
|
X = 0,
|
|
Y = 120,
|
|
Wdt = 8,
|
|
Hgt = 20,
|
|
InLiquidAction = "Swim",
|
|
PhaseCall = "CheckStuck",
|
|
},
|
|
Dive = {
|
|
Prototype = Action,
|
|
Name = "Dive",
|
|
Procedure = DFA_FLIGHT,
|
|
Speed = 200,
|
|
Accel = 16,
|
|
Directions = 2,
|
|
Length = 8,
|
|
Delay = 4,
|
|
X = 0,
|
|
Y = 160,
|
|
Wdt = 8,
|
|
Hgt = 20,
|
|
NextAction = "Hold",
|
|
ObjectDisabled = 1,
|
|
InLiquidAction = "Swim",
|
|
PhaseCall = "CheckStuck",
|
|
},
|
|
Dead = {
|
|
Prototype = Action,
|
|
Name = "Dead",
|
|
Directions = 2,
|
|
X = 0,
|
|
Y = 240,
|
|
Wdt = 8,
|
|
Hgt = 20,
|
|
Length = 1,
|
|
Delay = 0,
|
|
NextAction = "Hold",
|
|
StartCall = "StartDead",
|
|
NoOtherAction = 1,
|
|
ObjectDisabled = 1,
|
|
},
|
|
Ride = {
|
|
Prototype = Action,
|
|
Name = "Ride",
|
|
Procedure = DFA_ATTACH,
|
|
Directions = 2,
|
|
Length = 1,
|
|
Delay = 0,
|
|
X = 128,
|
|
Y = 120,
|
|
Wdt = 8,
|
|
Hgt = 20,
|
|
StartCall = "StartRiding",
|
|
AbortCall = "StopRiding",
|
|
InLiquidAction = "Swim",
|
|
},
|
|
Push = {
|
|
Prototype = Action,
|
|
Name = "Push",
|
|
Procedure = DFA_PUSH,
|
|
Speed = 200,
|
|
Accel = 100,
|
|
Directions = 2,
|
|
Length = 8,
|
|
Delay = 15,
|
|
X = 128,
|
|
Y = 140,
|
|
Wdt = 8,
|
|
Hgt = 20,
|
|
NextAction = "Push",
|
|
StartCall = "StartPushing",
|
|
AbortCall = "StopPushing",
|
|
InLiquidAction = "Swim",
|
|
},
|
|
Build = {
|
|
Prototype = Action,
|
|
Name = "Build",
|
|
Directions = 2,
|
|
Length = 8,
|
|
Delay = 15,
|
|
X = 128,
|
|
Y = 140,
|
|
Wdt = 8,
|
|
Hgt = 20,
|
|
NextAction = "Build",
|
|
InLiquidAction = "Swim",
|
|
Attach = CNAT_Bottom,
|
|
},
|
|
HangOnto = {
|
|
Prototype = Action,
|
|
Name = "HangOnto",
|
|
Procedure = DFA_ATTACH,
|
|
Directions = 2,
|
|
Length = 1,
|
|
Delay = 0,
|
|
X = 128,
|
|
Y = 120,
|
|
Wdt = 8,
|
|
Hgt = 20,
|
|
StartCall = "StartHangOnto",
|
|
AbortCall = "AbortHangOnto",
|
|
InLiquidAction = "Swim",
|
|
},
|
|
Eat = {
|
|
Prototype = Action,
|
|
Name = "Eat",
|
|
Procedure = DFA_NONE,
|
|
Directions = 2,
|
|
Length = 1,
|
|
Delay = 45,
|
|
X = 0,
|
|
Y = 0,
|
|
Wdt = 8,
|
|
Hgt = 20,
|
|
StartCall = "StartEat",
|
|
NextAction = "Walk",
|
|
InLiquidAction = "Swim",
|
|
Attach=CNAT_Bottom,
|
|
},
|
|
};
|
|
local Name = "Clonk";
|
|
local MaxEnergy = 50000;
|
|
local MaxBreath = 720; // Clonk can breathe for 20 seconds under water.
|
|
local JumpSpeed = 400;
|
|
local ThrowSpeed = 294;
|
|
local NoBurnDecay = 1;
|
|
local ContactIncinerate = 10;
|
|
|
|
func Definition(def) {
|
|
// Set perspective
|
|
SetProperty("PictureTransformation", Trans_Mul(Trans_Translate(0,1000,5000), Trans_Rotate(70,0,1,0)), def);
|
|
|
|
_inherited(def);
|
|
}
|