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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294
|
/*--
Melee weapons
Author: Zapper
Generic weapon template
--*/
local hWeaponAnimStrike;
func Construction()
{
hWeaponAnimStrike = nil;
return _inherited(...);
}
func CheckStrike()
{
return _inherited(...);
}
public func CanStrikeWithWeapon(clonk)
{
if(!(clonk->~IsClonk())) return false;
if(GetEffect("*WeaponCooldown*", clonk))
{
return false;
}
if(GetEffect("*WeaponCharge", clonk))
{
return false;
}
return true;
}
func FxDelayTranslateVelocityTimer(pTarget, effect, iEffectTime)
{
if(pTarget->GetContact(-1) & CNAT_Bottom) return -1;
return 1;
}
func FxDelayTranslateVelocityStop(pTarget, effect, reason, temp)
{
if(temp) return;
if(!(pTarget->GetContact(-1) & CNAT_Bottom))
if(Sqrt(pTarget->GetXDir()**2 + pTarget->GetYDir()**2) > 10)
pTarget->SetSpeed(pTarget->GetXDir()/3, pTarget->GetYDir()/3);
}
func FxIntWeaponChargeStart(pTarget, effect, iTemp, length)
{
if(iTemp) return;
// saved velocity
effect.velocity = 0;
// save length
effect.length = length;
}
func FxIntWeaponChargeTimer(pTarget, effect, iEffectTime)
{
if(this->Contained() != pTarget) return -1;
if(!pTarget->~IsWalking() && !pTarget->~IsJumping()) return -1;
var strikeTime=effect.length;
if(strikeTime != -1 && iEffectTime > strikeTime)
{
this->~WeaponStrikeExpired();
return -1;
}
this->CheckStrike(iEffectTime);
}
func FxIntWeaponChargeStop(pTarget, effect, iReason, iTemp)
{
if(iTemp) return;
if(!pTarget) return;
if(this)
{
this->StopWeaponAnimation(pTarget);
this->~OnWeaponHitCheckStop(pTarget);
}
}
func FxIntWeaponChargeAddWeaponSlow(pTarget, effect, iStrength)
{
effect.slow += iStrength;
}
func FxIntWeaponChargeGetWeaponSlow(pTarget, effect)
{
return effect.slow;
}
func FxIntWeaponChargeGetBash(pTarget, effect)
{
return 0;
}
func FxIntWeaponChargeHitByWeapon(pTarget, effect)
{
return this->~HitByWeapon(...);
}
func FxIntIsBeingStruckStart(pTarget, effect, iTemp, iDamage, angle, object from)
{
if(iTemp) return;
effect.delay = 3;
effect.damage = iDamage;
effect.angle = angle;
effect.from = from;
effect.from_player = NO_OWNER;
if (from)
effect.from_player = from->GetOwner();
}
func FxIntIsBeingStruckTimer(pTarget, effect, iEffectTime)
{
if(effect.delay -- == 0)
{
// FALCON PUNCH
if(pTarget->GetContact(-1) & CNAT_Bottom)
{
if(!pTarget->Stuck())
{
pTarget->SetPosition(pTarget->GetX(), pTarget->GetY()-1);
if(pTarget->Stuck()) pTarget->SetPosition(pTarget->GetX(), pTarget->GetY()+1);
}
if(effect.damage > 60)
pTarget->Fling();
}
pTarget->SetXDir(Sin(effect.angle, effect.damage ), 100);
pTarget->SetYDir(-Abs(Cos(effect.angle, effect.damage )), 100);
// in case the object is flung down a cliff
if (effect.from_player != NO_OWNER)
pTarget->SetKiller(effect.from_player);
return -1;
}
return true;
}
func FxIntIsBeingStruckEffect(string szNewEffectName, object pTarget)
{
if(szNewEffectName == "IntIsBeingStruck") return -2;
return 0;
}
func FxIntIsBeingStruckAdd (object pTarget, effect, string szNewEffectName, int iNewEffectTimer, int damage, int angle)
{
// reset delay
effect.delay = 3;
// add damage!
if(damage > effect.damage)
effect.damage = damage;
else
effect.var1 = (effect.damage*2 + damage) / 2;
// check angle
if(!effect.angle)
effect.angle = angle;
else if(angle)
// should actually set the new angle to the average between the old and the new one. but I don't feel like doing such calculations now
// let's see if anyone notices it
effect.angle = angle;
}
func GetStrikeAnimation()
{
return "StrikeArms";
}
func StopWeaponAnimation(pTarget)
{
if(hWeaponAnimStrike == nil) return;
pTarget->StopAnimation(hWeaponAnimStrike);
hWeaponAnimStrike = nil;
}
func PlayWeaponAnimation(pTarget)
{
if(hWeaponAnimStrike != nil) StopWeaponAnimation(pTarget);
hWeaponAnimStrike = pTarget->PlayAnimation(...);
}
func GetRelativeVelocity(pObject1, pObject2)
{
var b=0;
var xVel=Abs(pObject1->GetXDir());
if(BoundBy(pObject1->GetXDir(), -1, 1) != BoundBy(pObject2->GetXDir(), -1, 1))
xVel+=Abs(pObject2->GetXDir());
else xVel-=Abs(pObject2->GetXDir());
var yVel=Abs(pObject1->GetYDir());
if(BoundBy(pObject1->GetYDir(), -1, 1) != BoundBy(pObject2->GetYDir(), -1, 1))
yVel+=Abs(pObject2->GetYDir());
else yVel-=Abs(pObject2->GetYDir());
b = Sqrt((xVel**2)+(yVel**2));
return b;
}
func ApplyShieldFactor(pFrom, pTo, damage)
{
// totally prevent the strike?
if(pTo->~QueryCatchBlow(pFrom)) return 100;
var state=0;
var shield=-1;
for(;state <= 1;state++)
{
var effect_name="*Shield*";
if(state == 1) effect_name="IntWeaponCharge";
var iEffect;
var i=0;
while(iEffect=GetEffect(effect_name, pTo, i++))
{
var s=EffectCall(pTo, iEffect, "HitByWeapon", pFrom, damage);
if(s && shield == -1) shield=s;
else if(s)
{
shield=(100-(((100-s)*(100-shield))/100));
}
}
}
if(shield == -1) return 0;
return shield;
}
func StartWeaponHitCheckEffect(pClonk, iLength, iInterval)
{
AddEffect("IntWeaponCharge", pClonk, 10, iInterval, this, nil, iLength);
}
func StopWeaponHitCheckEffect(pClonk)
{
if(GetEffect("IntWeaponCharge", pClonk))
RemoveEffect("IntWeaponCharge", pClonk);
}
func DoWeaponSlow(pClonk, iStrength)
{
var e=GetEffect("IntWeaponCharge", pClonk);
var s=Sqrt( (pClonk->GetXDir(1000)) ** 2 + (pClonk->GetYDir(1000)) ** 2);
var angle=Angle(0,0,pClonk->GetXDir(), pClonk->GetYDir());
s-=iStrength;
if(s < 0) s=0;
pClonk->SetXDir(Sin(angle, s), 1000);
pClonk->SetYDir(-Cos(angle, s), 1000);
if(e)
EffectCall(nil, e, "AddWeaponSlow", iStrength);
return true;
}
func GetWeaponSlow(pClonk)
{
var e=GetEffect("IntWeaponCharge", pClonk);
if(!e) return 0;
return EffectCall(nil, e, "GetWeaponSlow");
}
func ApplyWeaponBash(pTo, int strength, angle, object from)
{
from = from ?? this;
AddEffect("IntIsBeingStruck", pTo, 2, 1, nil, GetID(), strength, angle, from);
}
func TranslateVelocity(object pTarget, int angle, int iLimited, int iExtraVelocity)
{
var speed=Sqrt((pTarget->GetXDir(100) ** 2) + (pTarget->GetYDir(100) ** 2)) + iExtraVelocity;
var a=Angle(0, 0, pTarget->GetXDir(), pTarget->GetYDir());
if(iLimited)
{
angle+=360;
a+=360;
angle=BoundBy(angle, a-iLimited, a+iLimited);
}
pTarget->SetXDir(Sin(angle, speed), 100);
pTarget->SetYDir(-Cos(angle, speed), 100);
}
|