Beispiel #1
0
func CanBeHit(object from)
{
	if(from && from->GetOwner() != GetOwner() && GetPlayerTeam(GetOwner()) && FindObject(Find_ID(Rule_NoFriendlyFire)))
	{
		if(GetPlayerTeam(GetOwner()) == GetPlayerTeam(from->GetOwner()))
			return false;
	}
	
	return true;
}
public func Interact(object clonk)
{
	if (!dlg_interact || !dlg_name)
		return inherited(clonk, ...);
	var guide = FindObject(Find_ID(TutorialGuide), Find_Owner(clonk->GetOwner()));
	if (!guide)
		return inherited(clonk, ...);
	if (dlg_status == DLG_Status_Stop)
	{
		if (this.guide_was_shown)
		{
			this.guide_was_shown = false;
			guide->ShowGuide();				
		}
	}
	else if (dlg_status != DLG_Status_Remove && dlg_status != DLG_Status_Wait)
	{
		if (!guide->IsHidden())
		{
			this.guide_was_shown = true;
			guide->HideGuide();	
		}
	}
	return inherited(clonk, ...);
}
Beispiel #3
0
func FxFireDashStop(object target, proplist effect, int reason, bool temporary)
{
	if(temporary)
		return;
	
	target->Unstuck();
	target->SetObjectLayer(nil);
	
	target->SetAction("Jump");
	ExplosionEffect(effect.Size2, target->GetX(), target->GetY(),0,0,0);
	
	for(var o in FindObjects(Find_Distance(effect.Size2, target->GetX(), target->GetY()), Find_Func("CanBeHit", target)))
	{
		if(o->GetOwner() == target->GetOwner())
			continue;
			
		var angle = Angle(target->GetX(), target->GetY(), o->GetX(), o->GetY());
		
		o->AddFireHitEffect();
		o->Fling(Sin(angle, 8), -Cos(angle, 8) - 2);
		target->WeaponDamage(o, effect.SpellDamage2);
	}
	
	target->CastObjects(Flame, RandomX(6,8), RandomX(10,25));
	//effect.marker->RemoveObject();
	//effect.clonk->MakeHitable(true);

}
Beispiel #4
0
/** Creates a consruction menu for the calling object. This is supposed to be a crew member, 
	controlled by a player.
	@param producer the producer for which to create the production menu.
	@return a pointer to the created menu, or \c nil if failed.
*/
global func CreateConstructionMenu(object constructor, bool create_at_mouse_pos)
{
	// Safety checks.
	if (!this) return;
	if (!(GetOCF() & OCF_CrewMember)) return;
	if (!(this->~HasMenuControl())) return;

	// Create the menu controller.
	var controller = CreateObject(Library_ConstructionMenu);
	controller->SetMenuObject(this);
	this->SetMenu(controller);
	controller->SetCommander(constructor);
	
	if(create_at_mouse_pos)
	{
		var xy = GetPlayerCursorPos(constructor->GetOwner());
		if(xy)
			controller->SetPosition(xy[0],xy[1],true);
	}
	
	// Add all possible structures to the menu.
	controller->AddMenuStructures(constructor, this);
	
	// Show and return production menu.
	controller->Show();
	return controller;
}
Beispiel #5
0
public func ControlUse(object pClonk, int ix, int iy)
{
	AddEffect("Frostbolt", nil, 100, 1, nil, GetID(), pClonk->GetOwner(), Angle(0,0,ix,iy),pClonk->GetX(), pClonk->GetY());
	Sound("Fireball");
	Sound("Fireball");
	RemoveObject();
	return 1;
}
Beispiel #6
0
func Special3(object clonk, int x, int y, bool released, bool mouseclick, bool abletocast, bool cooldown)
{
	if(!released && !mouseclick && abletocast && !cooldown)
	{
		Sound("UI::Error", false, 50, clonk->GetOwner());
		return 0;
	}
	return 0;
}
Beispiel #7
0
func Launch(object clonk, int x, int y)
{
	if(clonk.TimeTravelMark == nil)
	{
		clonk.TimeTravelMark = [clonk->GetX(), clonk->GetY()];
		clonk.timeposfx = AddEffect("TravelPos", clonk, 1, 1, nil, GetID(), Size);
		clonk.timeposfx.size = Size;
		clonk.timeposfx.dur = Dur;
		clonk->Sound("travel_pos", false, 30, clonk->GetOwner());
		RemoveObject();
		return 1;
	}
Beispiel #8
0
func Launch(object clonk, int x, int y)
{
	shooter = clonk;
	SetController(clonk->GetOwner());
	TargetAngle = Angle(0, 0, x, y);
	
	ImaCharginMaLazor(0, 0, Sin(TargetAngle, MaxLength), Cos(TargetAngle, MaxLength) * -1, TargetAngle);
	clonk->Charge(this, "ChargeStop", ChargeDuration, {});
	
	AddEffect("PreLazor", this, 1, 2, this, nil);
	Sound("Flash::charge", nil, nil, nil, nil, nil, 20);
}
Beispiel #9
0
func Special2(object clonk, int x, int y, bool released, bool mouseclick, bool abletocast,  bool cooldown)
{
	if (released || mouseclick || cooldown) return;
	
	var existing = FindObjects(Find_ID(StickyBomb), Find_Owner(clonk->GetOwner()));
	if (existing)
	{
		SoundAt("UI::Click");
		for (var bomb in existing)
			bomb->BlowUp();
		return;
	}
}
Beispiel #10
0
func Special3(object clonk, int x, int y, bool released, bool mouseclick, bool abletocast, bool cooldown)
{
	var props =
	{
		Alpha = 40,
		Size = Special3Spell.SpellRange*2,
		BlitMode = GFX_BLIT_Additive,
		Rotation = PV_Step(10, 0, 1),
		Attach = ATTACH_Back | ATTACH_MoveRelative
		
	};
	props = Particles_Colored(props, GetPlayerColor(clonk->GetOwner()));
	return CastSpellWithSpellRange(clonk, x, y, released, mouseclick, abletocast, cooldown, props, Special3Spell);
}
Beispiel #11
0
protected func ActivateEntrance(object obj)
{
	if (this->~IsBase() && this->~CanBlockEnemies())
	{
		var for_plr = obj->GetOwner();
		if (Hostile(GetOwner(), for_plr))
		{
			Sound("Error", false, 100, for_plr);
			PlayerMessage(for_plr, "$TxtNoEntryEnemy$", GetPlayerName(GetOwner()));
			return false;
		}
	}
	if (ActIdle()) 
		SetAction("OpenDoor");
	return true;
}
Beispiel #12
0
func ControlUse(object clonk, x, y)
{
	var objdef = clonk.ObjectSpawnDefinition;
	
	
	if (objdef == Marker)
	{
		var marker = clonk->PlaceNewMarker();
		if (marker) marker->SetPosition(clonk->GetX() + x, clonk->GetY() + y);
	}
	else
	{
		clonk->CreateObject(objdef, x, y);
	}
	
	Sound("UI::Click", true, nil, clonk->GetOwner());
}
Beispiel #13
0
func JumpEffect(object clonk, dir)
{
	var from, to;

	if (dir == "Up")
	{
		from = 50; 
		to = 130;
	}
	if (dir == "Left")
	{
		from = -30; 
		to = 50;
	}
	if (dir == "Right")
	{
		from = 130; 
		to = 210;
	}
	if (dir == "Down")
	{
		from = 230; 
		to = 310;
	}

	clonk->Sound("Fire::Inflame", false, 30, nil, nil, nil, -100);
	
	var trailparticles =
	{
		Size = PV_Linear(0, 20),
		Alpha = PV_Linear(255, 0),
		OnCollision = PC_Die(),
		CollisionVertex = 0,
		DampingX = 900, DampingY = 900,
		BlitMode = GFX_BLIT_Additive
	};
	trailparticles = Particles_Colored(trailparticles, GetPlayerColor(clonk->GetOwner()));
	for(var i = from; i < to; i+=5)
	{
		var r = 10;
		var x = Cos(i, r);
		var y = Sin(i, r);
		clonk->CreateParticle("Shockwave", x, y, Cos(i, r), Sin(i, r), 60, trailparticles, 2);
	}
}
Beispiel #14
0
func BlockEffect(object clonk, int radius)
{
	var trailparticles =
	{
		Size = PV_KeyFrames(0, 0, 0, 200, PV_Random(10, 25), 1000, 0),
		Alpha = PV_Linear(255, 0),
		OnCollision = PC_Die(),
		CollisionVertex = 0,
		DampingX = 900, DampingY = 900,
		BlitMode = GFX_BLIT_Additive
	};
	trailparticles = Particles_Colored(trailparticles, GetPlayerColor(clonk->GetOwner()));
	
	clonk->CreateParticle("Shockwave",
		PV_Sin(PV_Random(0, 360, 0, 1), PV_Random(radius - 1, radius + 1, 0, 2)),
		PV_Cos(PV_Random(0, 360, 0, 1), PV_Random(radius - 1, radius + 1, 0, 2)),
		PV_Random(-5, 5), PV_Random(-5, 5), PV_Random(20, 30), trailparticles, 100);
}
Beispiel #15
0
func FxBallShieldStart(object target, proplist effect, int temporary)
{
	effect.dummy = CreateObject(Dummy, target->GetX(), target->GetY(), target->GetOwner());
	effect.dummy.Visibility = VIS_All;
	effect.dummy->SetAction("HangOnto", target);
	effect.shield = ShieldAmount;
	effect.cancel = false;
	
	var props =
		{
			R = 0,
			G = 0,
			B = 255,
			Alpha = 255,
			Size = 40,
			BlitMode = GFX_BLIT_Additive,
			Rotation = PV_Step(10, 0, 1),
			Attach = ATTACH_Back | ATTACH_MoveRelative
			
	};
	effect.dummy->CreateParticle("Shockwave", 0, 0, 0, 0, 0, props);
}
Beispiel #16
0
func FxFireDashTimer(object target, proplist effect, int time)
{
	var a = effect.angle;
		
	var x = target->GetX();
	var y = target->GetY();
	
	target->SetPosition(target->GetX() + Sin(a, 6, effect.angle_prec), target->GetY() + -Cos(a, 6, effect.angle_prec));

	for(var o in FindObjects(Find_Distance(effect.Size1, x, y), Find_Func("CanBeHit", target)))
	{
		if(o->GetOwner() == target->GetOwner())
			continue;
		if(!GetEffect("DashCD", o))
		{
			o->Fling(0, -5);
			AddEffect("DashCD", o, 20, 10);
			o->AddFireHitEffect();
			target->WeaponDamage(o, effect.SpellDamage1);
		}
		
	}
	
	var chaoticspark =
	{
		Size = PV_Linear(1, 0),
		ForceX = PV_KeyFrames(10, 0, PV_Random(-6, 6), 333, PV_Random(-6, -6), 666, PV_Random(6, 6), 1000, PV_Random(-6, 6)),
		ForceY = PV_KeyFrames(10, 0, PV_Random(-8, 5), 333, PV_Random(-8, 5), 666, PV_Random(-10, 10), 1000, PV_Random(-10, 15)),
		Stretch = PV_Speed(1000, 500),
		Rotation = PV_Direction(),
		CollisionVertex = 0,
		OnCollision = PC_Die(),
		R = 255,
		G = PV_Linear(255,100),
		B = PV_Random(0, 100),
		DampingX=950,
		DampingY=950,
		Alpha = PV_Random(100,180),
		BlitMode = GFX_BLIT_Additive
	};
	CreateParticle("Magic", x + RandomX(-5, 5), y + RandomX(-10, 10), RandomX(25, -25) + target->GetXDir(), RandomX(-25, 12) + target->GetYDir(), 50, chaoticspark, 4);


	var firetrailparticles =
	{
		Prototype = Particles_FireTrail(),
		Size = PV_Linear(effect.Size1,0),
		BlitMode = GFX_BLIT_Additive,
		OnCollision=nil,
	};
	CreateParticle("Fire", x, y, PV_Random(-7,7), PV_Random(-7,7), 20, firetrailparticles, 3);
	
	var dist = Distance(x, y, effect.startx + effect.tx, effect.starty + effect.ty);
	if(dist < 10 || (dist > effect.dist + 1 && time > 10))
	{
		effect.clonk->SetObjectLayer(nil);
		return -1;
	}
	else
	{
		//Log("%d %d", dist, effect.dist);
		effect.dist = dist;
	}
	
}
Beispiel #17
0
func CleanUp(object clonk)
{
	for (var bomb in FindObjects(Find_ID(StickyBomb), Find_Owner(clonk->GetOwner())))
		bomb->Remove();
}