forked from Mirrors/openclonk
370 lines
8.4 KiB
C
370 lines
8.4 KiB
C
/*
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Grapple Hook
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Author: Randrian
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The hook can be shot with the grappling bow.
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On impact the hook will stick to the ground
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The hook also controls the swinging controls for the clonk
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*/
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local rope; // The rope is the connection between the hook
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local clonk;
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local pull;
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local grappler;
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local fx_hook;
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public func ArrowStrength() { return 10; }
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public func GetRope() { return rope; }
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public func New(object new_clonk, object new_rope)
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{
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SetObjDrawTransform(0, 1, 0, 0, 0, 0, 0); // Hide
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clonk = new_clonk;
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rope = new_rope;
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}
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public func Launch(float angle, num str, object shooter, object bow)
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{
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SetObjDrawTransform(0, 1, 0, 0, 0, 0, 0); // Hide
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Exit();
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pull = 0;
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// Create rope
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rope = CreateObject(GrappleRope, 0, 0, NO_OWNER);
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rope->Connect(this, bow);
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rope->ConnectLoose();
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clonk = shooter;
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grappler = bow;
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var xdir = Sin(angle,str);
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var ydir = Cos(angle,-str);
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SetXDir(xdir);
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SetYDir(ydir);
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SetR(angle);
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Sound("ArrowShoot?");
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AddEffect("InFlight", this, 1, 1, this);
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}
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public func Destruction()
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{
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if(rope)
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rope->HookRemoved();
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}
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private func Stick()
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{
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if (GetEffect("InFlight",this))
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{
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Sound("ArrowHitGround");
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RemoveEffect("InFlight",this);
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SetXDir(0);
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SetYDir(0);
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SetRDir(0);
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// Stick in landscape (vertex 3-7)
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SetVertex(2, VTX_X, 0, 2);
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SetVertex(2, VTX_Y, -6, 2);
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SetVertex(3, VTX_X, -3, 2);
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SetVertex(3, VTX_Y, -4, 2);
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SetVertex(4, VTX_X, 3, 2);
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SetVertex(4, VTX_Y, -4, 2);
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SetVertex(5, VTX_X, 4, 2);
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SetVertex(5, VTX_Y, -1, 2);
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SetVertex(6, VTX_X, -4, 2);
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SetVertex(6, VTX_Y, -1, 2);
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rope->HockAnchored();
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for(var obj in FindObjects(Find_ID(GrappleBow), Find_Container(clonk)))
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if(obj != grappler)
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obj->DrawRopeIn();
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// StartPull();
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ScheduleCall(this, "StartPull", 5); // TODO
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}
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}
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public func StartPull()
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{
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pull = 1;
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fx_hook = AddEffect("IntGrappleControl", clonk, 1, 1, this);
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if(clonk->GetAction() == "Jump")
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{
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rope->AdjustClonkMovement();
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rope->ConnectPull();
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fx_hook.var5 = 1;
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fx_hook.var6 = 10;
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}
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}
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public func Hit(x, y)
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{
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Stick();
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}
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// rotate arrow according to speed
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public func FxInFlightStart(object target, effect, int temp)
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{
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if(temp) return;
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effect.x = target->GetX();
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effect.y = target->GetY();
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}
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public func FxInFlightTimer(object target, effect, int time)
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{
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var oldx = effect.x;
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var oldy = effect.y;
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var newx = GetX();
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var newy = GetY();
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// and additionally, we need one check: If the arrow has no speed
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// anymore but is still in flight, we'll remove the hit check
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if(oldx == newx && oldy == newy)
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{
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// but we give the arrow 5 frames to speed up again
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effect.countdown++;
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if(effect.countdown >= 10)
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return Hit();
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}
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else
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effect.countdown = 0;
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// rotate arrow according to speed
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var anglediff = Normalize(Angle(oldx,oldy,newx,newy)-GetR(),-180);
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SetRDir(anglediff/2);
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effect.x = newx;
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effect.y = newy;
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return;
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}
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public func Entrance(object container)
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{
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if(container->GetID() == GrappleBow) return;
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if (rope)
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rope->BreakRope();
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RemoveObject();
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return;
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}
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public func OnRopeBreak()
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{
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RemoveEffect(nil, clonk, fx_hook);
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RemoveObject();
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return;
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}
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local Name = "$Name$";
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/*-- Grapple rope controls --*/
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public func FxIntGrappleControlControl(object target, fxnum, ctrl, x,y,strength, repeat, release)
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{
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// Cancel this effect if clonk is now attached to something
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if (target->GetProcedure() == "ATTACH") {
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RemoveEffect(nil,target,fxnum);
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return false;
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}
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if(ctrl != CON_Up && ctrl != CON_Down && ctrl != CON_Right && ctrl != CON_Left) return false;
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if(ctrl == CON_Right)
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{
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fxnum.mv_right = !release;
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if(release)
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{
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if(fxnum.lastkey == CON_Right)
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{
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target->SetDir(0);
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target->UpdateTurnRotation();
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}
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fxnum.lastkey = CON_Right;
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fxnum.keyTimer = 10;
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}
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}
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if(ctrl == CON_Left)
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{
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fxnum.mv_left = !release;
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if(release)
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{
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if(fxnum.lastkey == CON_Left)
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{
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target->SetDir(1);
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target->UpdateTurnRotation();
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}
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fxnum.lastkey = CON_Left;
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fxnum.keyTimer = 10;
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}
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}
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if(ctrl == CON_Up)
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{
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fxnum.mv_up = !release;
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if(target->GetAction() == "Jump" && !release && pull)
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rope->ConnectPull();
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}
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if(ctrl == CON_Down)
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{
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fxnum.mv_down = !release;
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}
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// never swallow the control
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return false;
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}
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local iSwingAnimation;
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// Effect for smooth movement.
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public func FxIntGrappleControlTimer(object target, fxnum, int time)
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{
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// Cancel this effect if clonk is now attached to something
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// this check is also in the timer because on a high control rate
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// (higher than 1 actually), the timer could be called first
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if (target->GetProcedure() == "ATTACH")
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return -1;
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// Also cancel if the clonk is contained
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if (target->Contained())
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return -1;
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if(fxnum.keyTimer)
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{
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fxnum.keyTimer--;
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if(fxnum.keyTimer == 0)
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fxnum.lastkey = 0;
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}
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// Movement.
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if (fxnum.mv_up)
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if (rope)
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{
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var iSpeed = 10-Cos(target->GetAnimationPosition(fxnum.Climb)*360*2/target->GetAnimationLength("RopeClimb")-45, 10);
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fxnum.speedCounter += iSpeed;
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if(fxnum.speedCounter > 20)
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{
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rope->DoLength(-1);
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fxnum.speedCounter -= 20;
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}
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}
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if (fxnum.mv_down)
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if (rope)
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rope->DoLength(+1);
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if (fxnum.mv_left)
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{
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rope->DoSpeed(-10);
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}
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if (fxnum.mv_right)
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{
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rope->DoSpeed(+10);
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}
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if(target->GetAction() == "Tumble" && target->GetActTime() > 10)
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target->SetAction("Jump");
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if(target->GetAction() != "Jump")
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{
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if(rope->GetConnectStatus())
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rope->ConnectLoose();
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}
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if(target->GetAction() == "Jump" && rope->PullObjects() && !fxnum.var6)
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{
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if(!fxnum.ani_mode)
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{
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target->SetTurnType(1);
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if(!target->GetHandAction())
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target->SetHandAction(-1);
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}
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/* target->SetObjDrawTransform(1000, 0, 3000, 0, 1000);
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if(target->GetDir())
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SetObjDrawTransform(1000, 0, -3000, 0, 1000);*/
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if(fxnum.mv_up)
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{
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if(fxnum.ani_mode != 2)
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{
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fxnum.ani_mode = 2;
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fxnum.Climb = target->PlayAnimation("RopeClimb", 10, Anim_Linear(target->GetAnimationLength("RopeClimb")/2, 0, target->GetAnimationLength("RopeClimb"), 35), Anim_Linear(0, 0, 1000, 5, ANIM_Remove));
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fxnum.speedCounter = 0;
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}
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}
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else if(fxnum.mv_down)
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{
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if(fxnum.ani_mode != 3)
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{
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fxnum.ani_mode = 3;
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target->PlayAnimation("RopeDown", 10, Anim_Const(0), Anim_Linear(0, 0, 1000, 5, ANIM_Remove));
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}
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}
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else if(fxnum.mv_left || fxnum.mv_right)
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{
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var start = target->GetAnimationLength("RopeSwing")/2;
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var length = target->GetAnimationLength("RopeSwing");
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var dir = 0;
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if( (fxnum.mv_left && !target->GetDir())
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|| (!fxnum.mv_left && target->GetDir())
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) dir = 1;
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if(fxnum.ani_mode != 4+dir)
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{
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iSwingAnimation = target->PlayAnimation("RopeSwing", 10, Anim_Linear(start, length*dir, length*(!dir), 35, ANIM_Hold), Anim_Linear(0, 0, 1000, 5, ANIM_Remove));
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fxnum.ani_mode = 4+dir;
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}
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}
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else if(fxnum.ani_mode != 1)
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{
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fxnum.ani_mode = 1;
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target->PlayAnimation("OnRope", 10, Anim_Linear(0, 0, target->GetAnimationLength("OnRope"), 35*2, ANIM_Loop), Anim_Linear(0, 0, 1000, 5, ANIM_Remove));
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}
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var angle = rope->GetClonkAngle();
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var off = rope->GetClonkOff();
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// off = [0,0];
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//var pos = rope->GetClonkPos();
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//target->SetPosition(pos[0], pos[1], nil, Rope_Precision);
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target.MyAngle = angle;
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//angle = 0;
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target->SetMeshTransformation(Trans_Translate(-off[0]*10+3000*(1-2*target->GetDir()),-off[1]*10), 2);
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target->SetMeshTransformation(Trans_RotX(angle,500,11000),3);//-6000,12000), 3);
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}
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else if(fxnum.ani_mode)
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{
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target->SetMeshTransformation(0, 2);
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target->SetMeshTransformation(0, 3);
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// target->SetObjDrawTransform(1000, 0, 0, 0, 1000);
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target->StopAnimation(target->GetRootAnimation(10));
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if(!target->GetHandAction())
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target->SetHandAction(0);
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fxnum.ani_mode = 0;
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}
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if(fxnum.var6) fxnum.var6--;
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return FX_OK;
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}
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global func Trans_RotX(num rotation, num ox, num oy)
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{
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return Trans_Mul(Trans_Translate(-ox, -oy), Trans_Rotate(rotation,0,0,1), Trans_Translate(ox, oy));
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}
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public func FxIntGrappleControlStop(object target, fxnum, int reason, int tmp)
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{
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if(tmp) return;
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target->SetTurnType(0);
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target->SetMeshTransformation(0, 2);
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target->SetMeshTransformation(0, 3);
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target->StopAnimation(target->GetRootAnimation(10));
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// target->SetObjDrawTransform();
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if(!target->GetHandAction())
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target->SetHandAction(0);
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// grapple hook == this:
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// if the hook is not already drawing in, break the rope
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if(!GetEffect("DrawIn", this->GetRope()))
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{
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this->GetRope()->BreakRope();
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}
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}
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public func NoWindjarForce() { return true; }
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