openclonk/planet/Objects.ocd/Items.ocd/Tools.ocd/Balloon.ocd/Script.c

102 lines
2.7 KiB
C

/**
Balloon
Inflatable balloon which acts like a parachute.
*/
public func RejectUse(object clonk)
{
// Disallow if directly above ground or water or if the Clonk is already holding onto something.
return GBackSemiSolid(0, 15) || clonk->GetActionTarget() != nil;
}
public func ControlUseStart(object clonk)
{
// Create the balloon and set its speed and rider.
var balloon = CreateObjectAbove(BalloonDeployed, 0, 5);
balloon->SetSpeed(clonk->GetXDir(), clonk->GetYDir());
balloon->SetRider(clonk);
balloon->SetParent(this);
// Sound.
Sound("Objects::Balloon::Inflate");
// Make the clonk ride the balloon.
clonk->SetAction("Ride", balloon);
// Make sure clonk is not diving.
var side = ["L", "R"][Random(2)];
clonk->PlayAnimation(Format("Jump.%s", side), CLONK_ANIM_SLOT_Movement, Anim_Linear(clonk->GetAnimationLength("Jump.L"), 0, clonk->GetAnimationLength("Jump.L"), 36, ANIM_Hold), Anim_Linear(0, 0, 1000, 5, ANIM_Remove));
return true;
}
// Ensure the balloon is not dropped or thrown.
public func QueryRejectDeparture(object clonk)
{
if (!clonk)
return false;
if (!clonk->GetActionTarget())
return false;
if (clonk->GetAction() == "Ride" && clonk->GetActionTarget()->~GetParent() == this)
return true;
return false;
}
public func Hit()
{
Sound("Hits::GeneralHit?");
}
public func IsInventorProduct() { return true; }
/* Register enemy spawn with balloon */
public func Definition(def)
{
var spawn_editor_props = { Type="proplist", Name=def->GetName(), EditorProps= {
Rider = new EnemySpawn->GetAICreatureEditorProps(nil, "$NoRiderHelp$") { Name="$Rider$", EditorHelp="$RiderHelp$" },
} };
var spawn_default_values = {
Rider = nil,
};
EnemySpawn->AddEnemyDef("Balloon",
{ SpawnType=Balloon,
SpawnFunction=def.SpawnBalloon,
OffsetAttackPathByPos=true,
GetInfoString=def.GetSpawnInfoString },
spawn_default_values,
spawn_editor_props);
}
private func SpawnBalloon(array pos, proplist enemy_data, proplist enemy_def, array attack_path, object spawner)
{
// First spawn a clonk. Then let the clonk open a balloon.
var clonk = EnemySpawn->SpawnAICreature(enemy_data.Rider, pos, enemy_def, attack_path, spawner);
if (!clonk) return;
var balloon = clonk->CreateContents(Balloon);
if (balloon)
{
// Balloon needs to be added to inventory
AI->BindInventory(clonk);
// Open it!
balloon->ControlUseStart(clonk);
}
// Only the clonk is an actual enemy
return clonk;
}
private func GetSpawnInfoString(proplist enemy_data)
{
// Prepend balloon to clonk info string
return Format("{{Balloon}}%s", EnemySpawn->GetAICreatureInfoString(enemy_data.Rider));
}
/*-- Properties --*/
local Collectible = true;
local Name = "$Name$";
local Description = "$Description$";
local Components = {Cloth = 2};