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/**
Dynamite
A volatile tool that can be pressed into wallsfor accurate mining, burning a short fuse before exploding.
@author: Newton
*/
/*-- Engine Callbacks --*/
// time in frames until explosion
local FuseTime = 140;
func Hit()
{
Sound("Hits::GeneralHit?");
}
func Incineration(int caused_by)
{
Extinguish();
Fuse();
SetController(caused_by);
}
public func Entrance(object new_container)
{
// Collection back into dynamite box: Kill any connected fuses
if (new_container && new_container->~IsDynamiteBox())
{
var fuses = FindObjects(Find_Category(C4D_StaticBack), Find_Func("IsFuse"), Find_ActionTargets(this));
if (GetLength(fuses) >= 2)
{
// Two fuses? Then bridge over this stick
var t1 = fuses[0]->GetConnectedItem(this);
var t2 = fuses[1]->GetConnectedItem(this);
fuses[0]->Connect(t1, t2);
fuses[0] = nil;
}
for (var fuse in fuses) if (fuse) fuse->RemoveObject();
}
}
/*-- Callbacks --*/
public func OnCannonShot(object cannon)
{
Fuse();
}
// Drop fusing dynamite on death to prevent explosion directly after respawn
public func IsDroppedOnDeath(object clonk)
{
return (GetAction() == "Fuse");
}
public func IsFusing()
{
return GetAction() == "Fuse";
}
// Called by the Dynamite box
public func SetReady()
{
SetAction("Ready");
}
// Called by the Dynamite box
public func SetFuse()
{
SetAction("Fuse");
// Object can't be collected anymore when it fuses.
this.Collectible = false;
}
public func Reset()
{
SetAction("Idle");
// Object can be collected again.
this.Collectible = true;
}
public func OnFuseFinished(object fuse)
{
SetController(fuse->GetController());
DoExplode();
}
public func IsInfiniteStackCount()
{
return false;
}
public func IsGrenadeLauncherAmmo() { return true; }
/*-- Usage --*/
public func ControlUse(object clonk, int x, int y)
{
return ControlPlace(clonk, x, y, GetLength(FindFuses()));
}
private func FindFuses()
{
return FindObjects(Find_Category(C4D_StaticBack), Find_Func("IsFuse"), Find_ActionTargets(this));
}
public func ControlPlace(object clonk, int x, int y, bool box)
{
// if already activated, nothing (so, throw)
if(GetAction() == "Fuse" || box)
{
if(Place(clonk,x,y,box))
return true;
// if placed with the box, we are more tolerant where the
// user clicks and search for other positions too
else if(box)
{
// get rough direction (left, right, up down)
var angle = (Angle(0,0,x,y)+45)/90*90;
var plusminus = -1;
// first check if it is possible to place the dynamite
// in roughly the same direction as he clicked, then
// in each left or right of that direction and then
// in the opposite direction.
for(var i=0; i<=3; ++i)
{
angle += plusminus * i * 90;
x = Sin(angle, 300);
y = -Cos(angle, 300);
if(Place(clonk,x,y,box))
return true;
plusminus *= -1;
}
}
}
else
{
Fuse();
return true;
}
return false;
}
public func Fuse()
{
if (GetAction() != "Fuse")
{
if (!GetLength(FindFuses()))
Sound("Fire::Fuse");
SetAction("Fuse");
// Object can't be collected anymore when it fuses.
this.Collectible = false;
}
}
func Place(object clonk, int x, int y, bool box)
{
var angle = Angle(0,0,x,y);
var pos = GetWall(angle);
if(pos)
{
if(box) SetReady();
// put into ...
Sound("Objects::Connect");
Exit(pos[0], pos[1], Angle(pos[0],pos[1]));
SetPosition(clonk->GetX()+pos[0], clonk->GetY()+pos[1]);
return true;
}
return false;
}
// returns true if there is a wall in direction in which "clonk" looks
// and puts the offset to the wall into "xo, yo" - looking from the clonk
func GetWall(int angle)
{
var dist = 12;
for (var dist = 12; dist < 18; dist++)
{
var x = Sin(angle, dist);
var y = -Cos(angle, dist);
if (GBackSolid(x, y))
return [Sin(angle, dist-5), -Cos(angle, dist-5)];
}
return false;
}
func Fusing()
{
var x = Sin(GetR(), 5);
var y = -Cos(GetR(), 5);
if (Contained()!=nil)
{
//If the dynamite is held, sparks come from clonk's center.
x = y = 0;
}
// Effect: fire particles.
if (GetActTime() < FuseTime - 20)
CreateParticle("Fire", x, y, PV_Random(x - 5, x + 5), PV_Random(y - 15, y + 5), PV_Random(10, 40), Particles_Glimmer(), 3);
// Explosion: after fusetime is over.
else if (GetActTime() > FuseTime)
DoExplode();
return;
}
public func DoExplode()
{
// Activate all fuses.
for (var obj in FindFuses())
obj->~StartFusing(this);
Explode(26);
}
public func IsExplosive() { return true; }
/*-- Scenario saving --*/
// Do not save within dynamite box - will be handled by box
public func SaveScenarioObject(props, ...)
{
var c = Contained();
if (c && c->~IsDynamiteBox()) return false;
return inherited(props, ...);
}
/*-- Production --*/
public func IsChemicalProduct() { return true; }
/*-- Properties --*/
local ActMap = {
Fuse = {
Prototype = Action,
Name = "Fuse",
Procedure = DFA_NONE,
NextAction = "Fuse",
Delay = 1,
Length = 1,
FacetBase = 1,
Sound = "Fire::FuseLoop",
StartCall = "Fusing"
},
Ready = {
Prototype = Action,
Name = "Ready",
Procedure = DFA_NONE,
NextAction = "Ready",
Delay = 1,
Length = 1,
FacetBase = 1,
}
};
local Name = "$Name$";
local Description = "$Description$";
local Collectible = true;
local BlastIncinerate = 1;
local ContactIncinerate = 1;
local Components = {Coal = 1, Firestone = 1};
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