1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255
|
/**
Blunderbuss
Shoots up to five bullets at once, ideal short range weapon.
@author: Ringwaul
*/
#include Library_HasExtraSlot
#include Library_RangedWeapon
local is_aiming;
local animation_set;
local loaded;
local holding;
local musk_up, musk_front, musk_down, musk_offset;
// Default timing values for animation set
// (Adjusted for speeed multiplier and stored in animation set by Library_RangedWeapon)
local DefaultLoadTime = 80;
local DefaultShootTime = 20;
/*-- Engine Callbacks --*/
public func Initialize(...)
{
// Tweaking options
musk_up = 12;
musk_front = 13;
musk_down = 16;
musk_offset = -8;
loaded = false;
is_aiming = false;
animation_set = {
AimMode = AIM_Position, // The aiming animation is done by adjusting the animation position to fit the angle.
AnimationAim = "MusketAimArms",
AnimationLoad = "MusketLoadArms",
AnimationShoot = nil,
WalkSpeed = 84,
WalkBack = 56,
};
return _inherited(...);
}
public func Hit()
{
Sound("Hits::GeneralHit?");
}
public func RejectCollect(id shotid, object shot)
{
// Only collect blunderbuss-ammo, which are bullets.
if (shot->~IsBullet())
return false;
return true;
}
/*-- Callbacks --*/
public func GetAnimationSet() { return animation_set; }
// Callback from the clonk when loading is finished.
public func FinishedLoading(object clonk)
{
SetLoaded();
if (holding)
clonk->StartAim(this);
// False means stop here and reset the clonk.
return holding;
}
// Callback from the clonk, when he actually has stopped aiming.
public func FinishedAiming(object clonk, int angle)
{
if (!loaded) return;
// Fire
if (Contents(0) && Contents(0)->IsBullet())
FireWeapon(clonk, angle);
clonk->StartShoot(this);
return true;
}
// Can only be stacked with same state: loaded vs. non-loaded.
public func CanBeStackedWith(object other)
{
return this->IsLoaded() == other->~IsLoaded() && inherited(other, ...);
}
/*-- 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)
{
// Nothing in extraslot?
if (!Contents(0))
{
// Put some bullets into the blunderbuss.
var obj;
if (obj = FindObject(Find_Container(clonk), Find_Func("IsBullet")))
obj->Enter(this);
}
// Something in extraslot?
if (!Contents(0))
{
clonk->CancelUse();
Sound("Objects::Weapons::Blunderbuss::Click*");
return true;
}
is_aiming = true;
holding = true;
// Reload weapon if not loaded yet.
if (!loaded)
clonk->StartLoad(this);
else
clonk->StartAim(this);
ControlUseHolding(clonk, x, y);
return true;
}
public func ControlUseHolding(object clonk, int x, int y)
{
var angle = Angle(0, 0, x, y - musk_offset);
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, int x, int y)
{
holding = false;
clonk->StopAim();
return true;
}
public func Reset(clonk)
{
is_aiming = false;
}
public func FireWeapon(object clonk, int angle)
{
// Calculate offset for shot and effects.
var off_x = Sin(180 - angle, musk_front);
var off_y = Cos(180 - angle, musk_up) + musk_offset;
if (Abs(Normalize(angle, -180)) > 90)
off_y = Cos(180 - angle, musk_down) + musk_offset;
// Shoot up to five bullets at the same time.
for (var cnt = 0; cnt < this.BulletsPerShot; cnt++)
{
if (!Contents(0))
break;
var shot = Contents(0)->TakeObject();
shot->Launch(clonk, angle * 100 + RandomX(-this.BulletSpread, this.BulletSpread), RandomX(-1, 1), RandomX(this.BulletSpeed[0], this.BulletSpeed[1]), off_x, off_y, 100);
}
// Muzzle Flash & gun smoke.
var x = Sin(angle, 20);
var y = -Cos(angle, 20);
CreateParticle("Smoke", off_x, off_y, PV_Random(x - 20, x + 20), PV_Random(y - 20, y + 20), PV_Random(40, 60), Particles_Smoke(), 20);
clonk->CreateMuzzleFlash(off_x, off_y, angle, 20);
CreateParticle("Flash", 0, 0, 0, 0, 8, Particles_Flash());
// Change picture to indicate being unloaded.
loaded = false;
this.PictureTransformation = Trans_Mul(Trans_Translate(1500, 0, -1500), Trans_Rotate(170, 0, 1, 0), Trans_Rotate(30, 0, 0, 1));
// Gun blast sound.
Sound("Objects::Weapons::Blunderbuss::GunShoot?");
return;
}
public func SetLoaded()
{
loaded = true;
// Change picture to indicate being loaded.
this.PictureTransformation = Trans_Mul(Trans_Translate(500, 1000, 0), Trans_Rotate(130, 0, 1, 0), Trans_Rotate(20, 0, 0, 1));
return;
}
public func IsLoaded() { return loaded; }
/*-- 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;
return CARRY_Blunderbuss;
}
public func GetCarrySpecial(clonk)
{
if (is_aiming) return "pos_hand2";
}
public func GetCarryTransform()
{
return Trans_Rotate(90, 1, 0, 0);
}
public func OnRelaunchCreation()
{
CreateContents(LeadBullet);
}
public func Definition(def)
{
SetProperty("PictureTransformation", Trans_Mul(Trans_Translate(1500, 0, -1500), Trans_Rotate(170, 0, 1, 0), Trans_Rotate(30, 0, 0, 1)), def);
return _inherited(def, ...);
}
/*-- Properties --*/
local Name = "$Name$";
local Description = "$Description$";
local Collectible = true;
local ForceFreeHands = true;
local Components = {Wood = 1, Metal = 2};
local BulletsPerShot = 5;
local BulletSpread = 300;
local BulletSpeed = [196, 204];
local ExtraSlotFilter = "IsBullet"; // For editor-provided ammo list
|