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