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/*--
Javelin
A simple but dangerous throwing weapon.
@author: Ringwaul
--*/
#include Library_Stackable
#include Library_RangedWeapon
#include Library_Flammable
// Default timing values for animation set
// (Adjusted for speeed multiplier and stored in animation set by Library_RangedWeapon)
local DefaultShootTime = 16;
local DefaultShootTime2 = 8;
local animation_set;
local aiming;
/*-- Engine Callbacks --*/
func Initialize(...)
{
animation_set = {
AimMode = AIM_Position, // The aiming animation is done by adjusting the animation position to fit the angle
AnimationAim = "SpearAimArms",
AnimationShoot = "SpearThrowArms",
AnimationShoot2 = "SpearThrow2Arms",
AnimationShoot3 = "SpearThrow3Arms",
WalkBack = 0,
};
return _inherited(...);
}
func Hit()
{
if(GetEffect("Flight",this))
{
Stick();
Sound("Objects::Weapons::Javelin::HitGround");
}
else
Sound("Hits::Materials::Wood::WoodHit?");
}
func Entrance()
{
// reset sticky-vertex
SetVertex(2,VTX_Y,0,1);
}
/*-- Callbacks --*/
public func MaxStackCount() { return 3; }
public func GetAnimationSet() { return animation_set; }
// Callback from the clonk, when he actually has stopped aiming
public func FinishedAiming(object clonk, int angle)
{
clonk->StartShoot(this);
return true;
}
// Called in the half of the shoot animation (when ShootTime2 is over)
public func DuringShoot(object clonk, int angle)
{
DoThrow(clonk, angle);
}
//slightly modified HitObject() from arrow
public func HitObject(object obj)
{
var relx = GetXDir() - obj->GetXDir();
var rely = GetYDir() - obj->GetYDir();
var speed = Sqrt(relx*relx+rely*rely);
var dmg = JavelinStrength() * speed * 1000 / 60;
if (WeaponCanHit(obj))
{
if (obj->GetAlive())
Sound("Hits::ProjectileHitLiving?");
else
Sound("Objects::Weapons::Javelin::HitGround");
obj->~OnProjectileHit(this);
WeaponDamage(obj, dmg, FX_Call_EngObjHit, true);
WeaponTumble(obj, this->TumbleStrength());
if (!this) return;
}
Stick();
}
/*-- Usage --*/
public func HoldingEnabled() { return true; }
public func RejectUse(object clonk)
{
return !clonk->HasHandAction(false, false, true);
}
public func ControlUseStart(object clonk, int x, int y)
{
aiming = 1;
clonk->StartAim(this);
ControlUseHolding(clonk, x, y);
Sound("Objects::Weapons::Javelin::Draw");
return 1;
}
public func ControlUseHolding(object clonk, ix, iy)
{
var angle = Angle(0,0,ix,iy);
angle = Normalize(angle,-180);
clonk->SetAimPosition(angle);
return true;
}
public func ControlUseCancel(object clonk, int x, int y)
{
clonk->CancelAiming(this);
return true;
}
public func ControlUseStop(object clonk, ix, iy)
{
if(aiming)
clonk->StopAim();
return true;
}
// Note that the javelin damage also takes the speed into account. A direct eye-to-eye hit will do roughly this damage.
public func JavelinStrength() { return 16; }
public func TumbleStrength() { return 100; }
public func Reset(clonk)
{
aiming = 0;
}
public func DoThrow(object clonk, int angle)
{
var javelin = TakeObject();
var div = 60; // 40% is converted to the direction of the throwing angle.
var xdir = clonk->GetXDir(1000);
var ydir = clonk->GetYDir(1000);
var speed = clonk.ThrowSpeed * shooting_strength + (100 - div) * Sqrt(xdir**2 + ydir**2) / 100;
var jav_x = div * xdir / 100 + Sin(angle, speed);
var jav_y = div * ydir / 100 - Cos(angle, speed);
SetController(clonk->GetController());
javelin->AddEffect("Flight",javelin,1,1,javelin,nil);
javelin->AddEffect("HitCheck",javelin,1,1,nil,nil,clonk);
javelin->SetXDir(jav_x, 1000);
javelin->SetYDir(jav_y, 1000);
javelin->SetPosition(clonk->GetX(), clonk->GetY() - 6);
Sound("Objects::Weapons::Javelin::Throw?");
aiming = -1;
clonk->UpdateAttach();
return javelin;
}
func Stick()
{
if(GetEffect("Flight",this))
{
SetXDir(0);
SetYDir(0);
SetRDir(0);
RemoveEffect("Flight",this);
RemoveEffect("HitCheck",this);
var x=Sin(GetR(),+16);
var y=Cos(GetR(),-16);
var mat = GetMaterial(x,y);
if(mat != -1)
{
//if(GetMaterialVal("DigFree","Material",mat))
//{
// stick in landscape
SetVertex(2,VTX_Y,-18,1);
//}
}
return;
}
}
func FxFlightStart(object target, effect fx, int temp)
{
if (temp)
return FX_OK;
target.Collectible = false;
target->SetR(Angle(0,0,target->GetXDir(),target->GetYDir()));
target->SetVertex(1, VTX_Y, 0, 1);
return FX_OK;
}
func FxFlightTimer(object target, effect fx, int time)
{
//Using Newton's arrow rotation. This would be much easier if we had arctan :(
var oldx = fx.x;
var oldy = fx.y;
var newx = GetX();
var newy = GetY();
var anglediff = Normalize(Angle(oldx,oldy,newx,newy)-GetR(),-180);
target->SetRDir(anglediff/2);
fx.x = newx;
fx.y = newy;
target->SetR(Angle(0,0,target->GetXDir(),target->GetYDir()));
if (time == 10)
target->SetVertex(1, VTX_Y, 13, 1);
return FX_OK;
}
func FxFlightStop(object target, effect fx, int reason, bool temp)
{
if (temp)
return FX_OK;
target.Collectible = true;
target->SetVertex(1, VTX_Y, 13, 1);
return FX_OK;
}
/*-- Production --*/
public func IsWeapon() { return true; }
public func IsArmoryProduct() { return true; }
/*-- Display --*/
public func GetCarryMode(object clonk, bool idle, bool nohand)
{
if (idle || nohand)
return CARRY_Back;
if (aiming > 0)
return CARRY_Hand;
return CARRY_Spear;
}
public func GetCarryBone() { return "Javelin"; }
public func GetCarrySpecial(clonk)
{
if(aiming > 0) return "pos_hand2";
}
public func GetCarryTransform()
{
if(aiming == 1) return Trans_Rotate(180, 0, 0, 1);
}
func Definition(def, ...) {
SetProperty("PictureTransformation", Trans_Mul(Trans_Rotate(40,0,0,1),Trans_Rotate(-10,1,0,0)),def);
return _inherited(def, ...);
}
/*-- Properties --*/
local Name = "$Name$";
local Description = "$Description$";
local Collectible = true;
local ForceFreeHands = true;
local Components = {Wood = 2, Metal = 1};
local BlastIncinerate = 30;
local MaterialIncinerate = true;
// Multiplication factor to clonk.ThrowSpeed
local shooting_strength = 21;
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