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

1191 lines
35 KiB
C

/*
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.
The controls in System.ocg/PlayerControl.c only provide basic movement
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.
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
The following callbacks are made to other objects:
*Stop
*Left, *Right, *Up, *Down
*Use, *UseStop, *UseStart, *UseHolding, *UseCancel
wheras * is 'Contained' if the clonk is contained and otherwise (riding,
pushing, to self) it is 'Control'. The item in the inventory only gets
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
*/
// make use of other sub-libraries
#include Library_Inventory
#include Library_ClonkInventoryControl
#include Library_ClonkInteractionControl
#include Library_ClonkGamepadControl
// used for interaction with objects
static const ACTIONTYPE_INVENTORY = 0;
static const ACTIONTYPE_VEHICLE = 1;
static const ACTIONTYPE_STRUCTURE = 2;
static const ACTIONTYPE_SCRIPT = 3;
static const ACTIONTYPE_EXTRA = 4;
// elevators within this range (x) can be called
static const ELEVATOR_CALL_DISTANCE = 30;
// default throwing angle used while the Clonk isn't aiming
static const DEFAULT_THROWING_ANGLE = 500;
/* ++++++++++++++++++++++++ Clonk Inventory Control ++++++++++++++++++++++++ */
/*
used properties
this.control.hotkeypressed: used to determine if an interaction has already been handled by a hotkey (space + 1-9)
this.control.current_object: object that is being used at the moment
this.control.using_type: way of usage
this.control.alt: alternate usage by right mouse button
this.control.mlastx: last x position of the cursor
this.control.mlasty: last y position of the cursor
this.control.noholdingcallbacks: whether to do HoldingUseControl callbacks
this.control.shelved_command: command (function) with condition that will be executed when the condition is met
used for example to re-call *Use/Throw commands when the Clonk finished scaling
this.control.menu: the menu that is currently assigned to the Clonk. Use the methods SetMenu/GetMenu/etc to access it.
*/
/* Item limit */
local MaxContentsCount = 5; // Size of the clonks inventory
local HandObjects = 1; // Amount of hands to select items
public func NoStackedContentMenu() { return true; } // Contents-Menu shall display each object in a seperate slot
/* ################################################# */
protected func Construction()
{
if(this.control == nil)
this.control = {};
this.control.hotkeypressed = false;
this.control.alt = false;
this.control.current_object = nil;
this.control.using_type = nil;
this.control.shelved_command = nil;
this.control.menu = nil;
return _inherited(...);
}
public func GetUsedObject() { return this.control.current_object; }
// 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(...); }
// ...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();
}
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,...);
}
/** Returns additional interactions the clonk possesses as an array of function pointers.
Returned Proplist contains:
Fn = Name of the function to call
Object = Object to call the function in. Will also be displayed on the interaction-button
Description = A description of what the interaction does
IconID = ID of the definition that contains the icon (like GetInteractionMetaInfo)
IconName = Name of the graphic for the icon (like GetInteractionMetaInfo)
Priority = Where to sort in in the interaction-list. 0=front, 10=after script, 20=after vehicles, 30=after structures, nil means no preverence
*/
public func GetExtraInteractions()
{
var functions = _inherited(...) ?? [];
// flipping construction-preview
var effect;
if(effect = GetEffect("ControlConstructionPreview", this))
{
if(effect.flipable)
PushBack(functions, {Fn = "Flip", Description=ConstructionPreviewer->GetFlipDescription(), Object=effect.preview, IconID=ConstructionPreviewer_IconFlip, Priority=0});
}
// call elevator cases
var elevators = FindObjects(Find_ID(ElevatorCase), Find_InRect(-ELEVATOR_CALL_DISTANCE, AbsY(0), ELEVATOR_CALL_DISTANCE * 2, GetY() + AbsY(LandscapeHeight())), Find_Func("Ready", this));
for (var elevator in elevators)
PushBack(functions, { Fn = "CallCase", Object=elevator, Description=elevator->GetCallDescription(), Priority=0 });
return functions;
}
/* +++++++++++++++++++++++++++ Clonk Control +++++++++++++++++++++++++++ */
/* Main control function */
public func ObjectControl(int plr, int ctrl, int x, int y, int strength, bool repeat, int status)
{
if (!this)
return false;
// Contents menu
if (ctrl == CON_Contents && status == CONS_Down)
{
// Close any menu if open.
if (GetMenu())
{
var is_content = GetMenu()->~IsContentMenu();
// unclosable menu? bad luck
if (!TryCancelMenu()) return true;
// If contents menu, don't open new one and return.
if (is_content)
return true;
}
// Open contents menu.
CancelUse();
GUI_ObjectInteractionMenu->CreateFor(this);
// the interaction menu calls SetMenu(this) in the clonk
// so after this call menu = the created menu
if(GetMenu())
GetMenu()->~Show();
return true;
}
/* 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 (this.control.current_object && ctrl == CON_Aim)
{
if (this.control.alt) ctrl = CON_UseAlt;
else ctrl = CON_Use;
repeat = true;
status = CONS_Down;
}
// controls except a few reset a previously given command
else if (status != CONS_Moved)
SetCommand("None");
/* 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)
{
var success = VirtualCursor()->Aim(ctrl,this,strength,repeat,status);
// in any case, CON_Aim* is called but it is only successful if the virtual cursor is aiming
return success && VirtualCursor()->IsAiming();
}
// Simulate a mouse cursor for gamepads.
if (HasVirtualCursor())
{
x = this.control.mlastx;
y = this.control.mlasty;
}
// 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
else if (ctrl == CON_Use || ctrl == CON_UseAlt)
{
this.control.mlastx = x;
this.control.mlasty = y;
}
var proc = GetProcedure();
// building, vehicle, mount, contents, menu control
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;
// menu
if (this.control.menu)
{
return Control2Menu(ctrl, x,y,strength, repeat, status);
}
var contents = this->GetHandItem(0);
// usage
var use = (ctrl == CON_Use || ctrl == CON_UseAlt);
if (use)
{
if (house)
{
return ControlUse2Script(ctrl, x, y, strength, repeat, status, house);
}
// control to grabbed vehicle
else if (vehicle && proc == "PUSH")
{
return ControlUse2Script(ctrl, x, y, strength, repeat, status, 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, status, vehicle))
return true;
else
{
// handled if the horse is the used object
// ("using" is set to the object in StartUseControl - when the
// object returns true on that callback. Exactly what we want)
if (this.control.current_object == vehicle) return true;
// has been cancelled (it is not the start of the usage but no object is used)
if (!this.control.current_object && (repeat || status == CONS_Up)) return true;
}
}
// releasing the use-key always cancels shelved commands (in that case no this.control.current_object exists)
if(status == CONS_Up) StopShelvedCommand();
// 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 || (status == CONS_Up && this.control.current_object))
{
if (ControlUse2Script(ctrl, x, y, strength, repeat, status, contents))
return true;
}
}
// A click on throw can also just abort usage without having any other effects.
// todo: figure out if wise.
var currently_in_use = this.control.current_object != nil;
if (ctrl == CON_Throw && currently_in_use && status == CONS_Down)
{
CancelUse();
return true;
}
// Throwing and dropping
// only if not in house, not grabbing a vehicle and an item selected
// only act on press, not release
if (ctrl == CON_Throw && !house && (!vehicle || proc == "ATTACH" || proc == "PUSH") && status == CONS_Down)
{
if (contents)
{
// Object overloaded throw control?
// Call this before QueryRejectDeparture to allow alternate use of non-droppable objects
if (contents->~ControlThrow(this, x, y))
return true;
// The object does not want to be dropped? Still handle command.
if (contents->~QueryRejectDeparture(this))
return true;
// Quick-stash into grabbed vehicle?
if (vehicle && proc == "PUSH" && vehicle->~IsContainer())
{
CancelUse();
vehicle->Collect(contents);
if (!contents || contents->Contained() != this)
Sound("Hits::SoftTouch*", false, nil, GetOwner());
return true;
}
// just drop in certain situations
var only_drop = proc == "SCALE" || proc == "HANGLE" || proc == "SWIM";
// also drop if no throw would be possible anyway
if (only_drop || Distance(0, 0, x, y) < 10 || (Abs(x) < 10 && y > 10))
only_drop = true;
// throw
CancelUse();
if (only_drop)
return ObjectCommand("Drop", contents);
else
{
if (HasVirtualCursor() && !VirtualCursor()->IsActive())
{
var angle = DEFAULT_THROWING_ANGLE * (GetDir()*2 - 1);
x = +Sin(angle, CURSOR_Radius, 10);
y = -Cos(angle, CURSOR_Radius, 10);
}
return ObjectCommand("Throw", contents, x, y);
}
}
}
// 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)
{
return ControlMovement2Script(ctrl, x, y, strength, repeat, status, house);
}
else if (vehicle)
{
if (ControlMovement2Script(ctrl, x, y, strength, repeat, status, vehicle)) return true;
}
return ObjectControlMovement(plr, ctrl, strength, status);
}
// Do a roll on landing or when standing. This means that the CON_Down was not handled previously.
if (ctrl == CON_Roll && ComDir2XY(GetComDir())[0] != 0)
{
if (this->IsWalking())
{
if (this->Stuck())
{
// Still show some visual feedback for the player.
this->DoKneel();
}
else
{
this->DoRoll();
}
return true;
}
}
// Fall through half-solid mask
if (ctrl == CON_FallThrough)
{
if(status == CONS_Down)
{
if (this->IsWalking())
{
HalfVehicleFadeJumpStart();
}
}
else
{
HalfVehicleFadeJumpStop();
}
return true;
}
// hotkeys action bar hotkeys
var hot = 0;
if (ctrl == CON_InteractionHotkey0) hot = 10;
if (ctrl == CON_InteractionHotkey1) hot = 1;
if (ctrl == CON_InteractionHotkey2) hot = 2;
if (ctrl == CON_InteractionHotkey3) hot = 3;
if (ctrl == CON_InteractionHotkey4) hot = 4;
if (ctrl == CON_InteractionHotkey5) hot = 5;
if (ctrl == CON_InteractionHotkey6) hot = 6;
if (ctrl == CON_InteractionHotkey7) hot = 7;
if (ctrl == CON_InteractionHotkey8) hot = 8;
if (ctrl == CON_InteractionHotkey9) hot = 9;
if (hot > 0)
{
this.control.hotkeypressed = true;
this->~ControlHotkey(hot-1);
this->~StopInteractionCheck(); // for GUI_Controller_ActionBar
return true;
}
// Unhandled control
return _inherited(plr, ctrl, x, y, strength, repeat, status, ...);
}
// A wrapper to SetCommand to catch special behaviour for some actions.
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
if (command == "Throw") return this->~ControlThrow(target,tx,ty);
else if (command == "Jump") return this->~ControlJump();
// else standard command
else
{
// Make sure to not recollect the item immediately on drops.
if (command == "Drop")
{
// Disable collection for a moment.
if (target) this->OnDropped(target);
}
return 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)
}
/*
Called by the engine before a command is executed.
Beware that this is NOT called when SetCommand was called by a script.
At this point I am not sure whether we need this callback at all.
*/
public func ControlCommand(string command, object target, int tx, int ty)
{
if (command == "Drop")
{
// Disable collection for a moment.
if (target) this->OnDropped(target);
}
return _inherited(command, target, tx, ty, ...);
}
public func ShelveCommand(object condition_obj, string condition, object callback_obj, string callback, proplist data)
{
this.control.shelved_command = { cond = condition, cond_obj = condition_obj, callback = callback, callback_obj = callback_obj, data = data };
AddEffect("ShelvedCommand", this, 1, 5, this);
}
public func StopShelvedCommand()
{
this.control.shelved_command = nil;
if(GetEffect("ShelvedCommand", this))
RemoveEffect("ShelvedCommand", this);
}
func FxShelvedCommandTimer(_, effect, time)
{
if(!this.control.shelved_command) return -1;
if(!this.control.shelved_command.callback_obj) return -1;
if(!this.control.shelved_command.cond_obj) return -1;
if(!this.control.shelved_command.cond_obj->Call(this.control.shelved_command.cond, this.control.shelved_command.data)) return 1;
this.control.shelved_command.callback_obj->Call(this.control.shelved_command.callback, this.control.shelved_command.data);
return -1;
}
func FxShelvedCommandStop(target, effect, reason, temp)
{
if(temp) return;
this.control.shelved_command = nil;
}
/* ++++++++++++++++++++++++ Use Controls ++++++++++++++++++++++++ */
public func CancelUse()
{
if (!this.control.current_object)
{
// just forget any possibly stored actions
StopShelvedCommand();
return;
}
// use the saved x,y coordinates for canceling
CancelUseControl(this.control.mlastx, this.control.mlasty);
}
// to be called during usage of an object to re-start usage as soon as possible
func PauseUse(object obj, string custom_condition, proplist data)
{
// cancel use first, since it removes old shelved commands
if(this.control.started_use)
{
CancelUse();
this.control.started_use = false;
}
var callback_obj = this;
if(custom_condition != nil)
{
callback_obj = obj;
}
else custom_condition = "CanReIssueCommand";
data = data ?? {};
data.obj = obj;
data.ctrl = CON_Use;
ShelveCommand(callback_obj, custom_condition, this, "ReIssueCommand", data);
}
func DetermineUsageType(object obj)
{
if(!obj) return nil;
// house
if (obj == Contained())
return C4D_Structure;
// object
if (obj->Contained() == this)
return C4D_Object;
// vehicle
var proc = GetProcedure();
if (obj == GetActionTarget())
if (proc == "ATTACH" && proc == "PUSH")
return C4D_Vehicle;
// unknown
return nil;
}
func GetUseCallString(string action)
{
// Control... or Contained...
var control_string = "Control";
if (this.control.using_type == C4D_Structure)
control_string = "Contained";
// ..Use.. or ..UseAlt...
var estr = "";
if (this.control.alt && this.control.using_type != C4D_Object)
estr = "Alt";
// Action
if (!action)
action = "";
return Format("~%sUse%s%s", control_string, estr, action);
}
func CanReIssueCommand(proplist data)
{
if (!data.obj) return false;
if(data.ctrl == CON_Use)
return !data.obj->~RejectUse(this);
}
func ReIssueCommand(proplist data)
{
if(data.ctrl == CON_Use)
return StartUseControl(data.ctrl, this.control.mlastx, this.control.mlasty, data.obj);
}
func StartUseControl(int ctrl, int x, int y, object obj)
{
this.control.started_use = false;
if(obj->~RejectUse(this))
{
// remember for later:
PauseUse(obj);
// but still catch command
return true;
}
// Disable climb/hangle actions for the duration of this use
if (obj.ForceFreeHands && !GetEffect("IntControlFreeHands", this)) AddEffect("IntControlFreeHands", this, 130, 0, this);
obj->SetController(GetController());
this.control.current_object = obj;
this.control.using_type = DetermineUsageType(obj);
this.control.alt = ctrl != CON_Use;
if (HasVirtualCursor())
{
var cursor = VirtualCursor(), angle;
if (!cursor->IsActive() && (angle = obj->~DefaultCrosshairAngle(this, GetDir()*2 - 1)))
{
x = +Sin(angle, CURSOR_Radius, 10);
y = -Cos(angle, CURSOR_Radius, 10);
}
cursor->StartAim(this, angle);
}
var hold_enabled = obj->Call("~HoldingEnabled");
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);
this.control.noholdingcallbacks = handled;
}
else
{
// *Start was handled. So clean up possible old noholdingcallbacks-values.
this.control.noholdingcallbacks = false;
}
if (!handled)
{
this.control.current_object = nil;
this.control.using_type = nil;
if (hold_enabled)
SetPlayerControlEnabled(GetOwner(), CON_Aim, false);
return false;
}
else
{
this.control.started_use = true;
// add helper effect that prevents errors when objects are suddenly deleted by quickly cancelling their use beforehand
AddEffect("ItemRemovalCheck", this.control.current_object, 1, 100, this, nil); // the slow timer is arbitrary and will just clean up the effect if necessary
}
return handled;
}
func CancelUseControl(int x, int y)
{
// forget possibly stored commands
StopShelvedCommand();
// to horse first (if there is one)
var horse = GetActionTarget();
if(horse && GetProcedure() == "ATTACH" && this.control.current_object != horse)
StopUseControl(x, y, horse, true);
return StopUseControl(x, y, this.control.current_object, true);
}
func StopUseControl(int x, int y, object obj, bool cancel)
{
var stop = "Stop";
if (cancel) stop = "Cancel";
// ControlUseStop, ControlUseAltStop, ContainedUseAltStop, ContainedUseCancel, etc...
var handled = obj->Call(GetUseCallString(stop),this,x,y);
if (obj == this.control.current_object)
{
// 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)
{
// look for correct removal helper effect and remove it
var effect_index = 0;
var removal_helper = nil;
do
{
removal_helper = GetEffect("ItemRemovalCheck", this.control.current_object, effect_index++);
if (!removal_helper) break;
if (removal_helper.CommandTarget != this) continue;
break;
} while (true);
RemoveEffect("IntControlFreeHands", this); // make sure we can climb again
this.control.current_object = nil;
this.control.using_type = nil;
this.control.alt = false;
if (removal_helper)
{
RemoveEffect(nil, nil, removal_helper, true);
}
}
this.control.noholdingcallbacks = false;
SetPlayerControlEnabled(GetOwner(), CON_Aim, false);
if (virtual_cursor)
virtual_cursor->StopAim();
}
return handled;
}
func HoldingUseControl(int ctrl, int x, int y, object obj)
{
var mex = x;
var mey = y;
//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 like that 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);
}
}
}
var handled = obj->Call(GetUseCallString("Holding"),this,mex,mey);
return handled;
}
// very infrequent timer to prevent dangling effects, this is not necessary for correct functioning
func FxItemRemovalCheckTimer(object target, proplist effect, int time)
{
if (!effect.CommandTarget) return -1;
if (effect.CommandTarget.control.current_object != target) return -1;
return 1;
}
// this will be called when an inventory object (that is in use) is suddenly removed
func FxItemRemovalCheckStop(object target, proplist effect, int reason, bool temporary)
{
if (temporary) return;
// only trigger when the object has been removed
if (reason != FX_Call_RemoveClear) return;
// safety
if (!effect.CommandTarget) return;
if (effect.CommandTarget.control.current_object != target) return;
// quickly cancel use in a clean way while the object is still available
effect.CommandTarget->CancelUse();
return;
}
// Control use redirected to script
func ControlUse2Script(int ctrl, int x, int y, int strength, bool repeat, int status, object obj)
{
// standard use
if (ctrl == CON_Use || ctrl == CON_UseAlt)
{
if (status == CONS_Down && !repeat)
{
return StartUseControl(ctrl,x, y, obj);
}
else if (status == CONS_Up && (obj == this.control.current_object || obj == GetActionTarget()))
{
return StopUseControl(x, y, obj);
}
}
// more use (holding)
if (ctrl == CON_Use || ctrl == CON_UseAlt)
{
if (status == CONS_Up)
{
// leftover use release
CancelUse();
return true;
}
else if (status == CONS_Down && repeat && !this.control.noholdingcallbacks)
{
return HoldingUseControl(ctrl, x, y, obj);
}
}
return false;
}
// Control use redirected to script
func ControlMovement2Script(int ctrl, int x, int y, int strength, bool repeat, int status, object obj)
{
// overloads of movement commandos
if (ctrl == CON_Left || ctrl == CON_Right || ctrl == CON_Down || ctrl == CON_Up || ctrl == CON_Jump)
{
var control_string = "Control";
if (Contained() == obj)
control_string = "Contained";
if (status == CONS_Up)
{
// if any movement key has been released, ControlStop is called
if (obj->Call(Format("~%sStop", control_string), this, ctrl))
return true;
}
else
{
// what about gamepad-deadzone?
if (strength != nil && strength < CON_Gamepad_Deadzone)
return true;
// Control*
if (ctrl == CON_Left) if (obj->Call(Format("~%sLeft",control_string),this)) return true;
if (ctrl == CON_Right) if (obj->Call(Format("~%sRight",control_string),this)) return true;
if (ctrl == CON_Up) if (obj->Call(Format("~%sUp",control_string),this)) return true;
if (ctrl == CON_Down) if (obj->Call(Format("~%sDown",control_string),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;
}
}
}
// Effect to free/unfree hands by disabling/enabling scale and hangle procedures
public func FxIntControlFreeHandsStart(object target, proplist fx, int temp)
{
// Process on non-temp as well in case scale/handle effects need to stack
// Stop current action
var proc = GetProcedure();
if (proc == "SCALE" || proc == "HANGLE") SetAction("Walk");
// Make sure ActMap is writable
if (this.ActMap == this.Prototype.ActMap) this.ActMap = new this.ActMap{};
// Kill scale/hangle effects
fx.act_scale = this.ActMap.Scale;
this.ActMap.Scale = nil;
fx.act_hangle = this.ActMap.Hangle;
this.ActMap.Hangle = nil;
return FX_OK;
}
public func FxIntControlFreeHandsStop(object target, proplist fx, int reason, bool temp)
{
// Restore scale/hangle effects (engine will handle re-grabbing walls if needed)
if (fx.act_scale) this.ActMap.Scale = fx.act_scale;
if (fx.act_hangle) this.ActMap.Hangle = fx.act_hangle;
return FX_OK;
}
// returns true if the clonk is able to enter a building (procedurewise)
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;
}
public func IsMounted() { return GetProcedure() == "ATTACH"; }
/* +++++++++++++++++++++++ Menu control +++++++++++++++++++++++ */
func HasMenuControl()
{
return true;
}
// helper function that can be attached to a proplist to set callbacks on-the-fly
func GetTrue() { return true; }
/*
Sets the menu this Clonk currently has focus of. Old menus that have been opened via SetMenu will be closed, making sure that only one menu is open at a time.
Additionally, the Clonk's control is disabled while a menu is open.
The menu parameter can either be an object that closes its menu via a Close() callback or it can be a menu ID as returned by GuiOpen. When /menu/ is such an ID,
the menu will be closed via GuiClose when a new menu is opened. If you need to do cleaning up, you will have to use the OnClose callback of the menu.
When you call SetMenu with a menu ID, you should also call clonk->MenuClosed(), once your menu is closed.
*/
func SetMenu(new_menu, bool unclosable)
{
unclosable = unclosable ?? false;
var current_menu = this.control.menu;
// no news?
if (new_menu) // if new_menu==nil, it is important that we still do the cleaning-up below even if we didn't have a menu before (see MenuClosed())
if (current_menu == new_menu) return;
// close old one!
if (current_menu != nil)
{
if (GetType(current_menu) == C4V_C4Object)
current_menu->Close();
else if (GetType(current_menu) == C4V_PropList)
GuiClose(current_menu.ID);
else
FatalError("Library_ClonkControl::SetMenu() was called with invalid parameter.");
}
else
{
// we have a new menu but didn't have another one before? Enable menu controls!
if (new_menu)
{
CancelUse();
// stop clonk
SetComDir(COMD_Stop);
if (PlayerHasVirtualCursor(GetOwner()))
VirtualCursor()->StartAim(this, 0, new_menu);
else
{
if (GetType(new_menu) == C4V_C4Object && new_menu->~CursorUpdatesEnabled())
SetPlayerControlEnabled(GetOwner(), CON_GUICursor, true);
SetPlayerControlEnabled(GetOwner(), CON_GUIClick1, true);
SetPlayerControlEnabled(GetOwner(), CON_GUIClick2, true);
}
}
}
if (new_menu)
{
if (GetType(new_menu) == C4V_C4Object)
{
this.control.menu = new_menu;
}
else if (GetType(new_menu) == C4V_Int)
{
// add a proplist, so that it is always safe to call functions on clonk->GetMenu()
this.control.menu =
{
ID = new_menu
};
}
else
FatalError("Library_ClonkControl::SetMenu called with invalid parameter!");
// make sure the menu is unclosable even if it is just a GUI ID
if (unclosable)
{
this.control.menu.Unclosable = Library_ClonkControl.GetTrue;
}
}
else
{
// always disable cursors, even if no old menu existed, because it can happen that a menu removes itself and thus the Clonk never knows whether the cursors are active or not
RemoveVirtualCursor(); // for gamepads
SetPlayerControlEnabled(GetOwner(), CON_GUICursor, false);
SetPlayerControlEnabled(GetOwner(), CON_GUIClick1, false);
SetPlayerControlEnabled(GetOwner(), CON_GUIClick2, false);
this.control.menu = nil;
}
return this.control.menu;
}
func MenuClosed()
{
// make sure not to clean up the menu again
this.control.menu = nil;
// and remove cursors etc.
SetMenu(nil);
}
/*
Returns the current menu or nil. If a menu is returned, it is always a proplist (but not necessarily an object).
Stuff like if (clonk->GetMenu()) clonk->GetMenu()->~IsClosable(); is always safe.
If you want to remove the menu, the suggested method is clonk->TryCancelMenu() to handle unclosable menus correctly.
*/
func GetMenu()
{
// No new-style menu set? Return the classic menu ID. This is deprecated and should be removed in some future.
// This function must return a proplist, but clashes with the engine-defined "GetMenu".
// This workaround here at least allows developers to reach the Clonk's menu ID.
if (this.control.menu == nil)
{
var menu_id = inherited(...);
if (menu_id) return {ID = menu_id};
}
return this.control.menu;
}
// Returns true when an existing menu was closed
func CancelMenu()
{
if (this.control.menu)
{
SetMenu(nil);
return true;
}
return false;
}
// Tries to cancel a non-unclosable menu. Returns true when there is no menu left after this call (even if there never was one).
func TryCancelMenu()
{
if (!this.control.menu) return true;
if (this.control.menu->~Unclosable()) return false;
CancelMenu();
return true;
}
public func RejectShiftCursor()
{
if (this.control.menu && this.control.menu->~Unclosable()) return true;
return _inherited(...);
}
public func OnShiftCursor()
{
TryCancelMenu();
return _inherited(...);
}
/* +++++++++++++++ Throwing, jumping +++++++++++++++ */
// Throwing
func DoThrow(object obj, int angle)
{
// parameters...
var iX, iY, iR, iXDir, iYDir, iRDir;
iX = 4; if (!GetDir()) iX = -iX;
iY = Cos(angle,-4);
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;
}
// custom throw
// implemented in Clonk.ocd/Animations.ocd
public func ControlThrow() { return _inherited(...); }
public func ControlJump()
{
var ydir = 0;
if (GetProcedure() == "WALK")
{
ydir = this.JumpSpeed;
}
if (InLiquid())
{
if (!GBackSemiSolid(0,-5))
ydir = BoundBy(this.JumpSpeed * 3 / 5, 240, 380);
}
// Jump speed of the wall kick is halved.
if (GetProcedure() == "SCALE" || GetAction() == "Climb")
{
ydir = this.JumpSpeed/2;
}
if (ydir && !Stuck())
{
SetPosition(GetX(),GetY()-1);
// Wall kick if scaling or climbing.
if(GetProcedure() == "SCALE" || GetAction() == "Climb")
{
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;
}
}
return false;
}
// Interaction with clonks is special:
// * The clonk opening the menu should always have higher priority so the clonk is predictably selected on the left side even if standing behind e.g. a crate
// * Other clonks should be behind because interaction with them is rare but having your fellow players stand in front of a building is very common
// (Allies also tend to run in front just when you opened that menu...)
func GetInteractionPriority(object target)
{
// Self with high priority
if (target == this) return 100;
// Dead Clonks are shown (for a death message e.g.) but sorted to the bottom.
if (!GetAlive()) return -190;
var owner = NO_OWNER;
if (target) owner = target->GetOwner();
// Prefer own clonks for item transfer
if (owner == GetOwner()) return -100;
// If no own clonk, prefer friendly
if (!Hostile(owner, GetOwner())) return -120;
// Hostile clonks? Lowest priority.
return -200;
}