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/*--
Cannon
Author: Ringwaul
Fires objects great distances.
--*/
#include Library_HasExtraSlot
#include Library_ElevatorControl
#include Library_Destructible
local animAim;
local animTurn;
local turnDir;
local Fire_Velocity = 175;
public func IsArmoryProduct() { return true; }
public func IsVehicle() { return true; }
protected func Initialize()
{
turnDir = 1;
SetAction("Roll");
animAim = PlayAnimation("Aim", 1, Anim_Const(0));
animTurn = PlayAnimation("TurnRight", 5, Anim_Const(0));
}
//some left-overs from Lorry script. Not sure of it's purpose...
protected func ContactLeft()
{
if(Stuck() && !Random(5)) SetRDir(RandomX(-7, +7));
}
protected func ContactRight()
{
if(Stuck() && !Random(5)) SetRDir(RandomX(-7, +7));
}
protected func RejectCollect(id def, object obj)
{
// Only accept powder kegs.
if (def != PowderKeg)
return true;
// Only one powder keg at a time.
if (ContentsCount() >= 1)
return true;
return false;
}
/*-- Control --*/
public func ControlUseStart(object clonk, int ix, int iy)
{
var result = CheckForKeg(clonk);
if (!result)
{
clonk->CancelUse();
return true;
}
if (!clonk->GetHandItem(0))
{
PlayerMessage(clonk->GetOwner(),"$TxtNeedsAmmo$");
clonk->CancelUse();
return true;
}
if(clonk->GetOwner() != GetOwner()) SetOwner(clonk->GetOwner());
//Animation
var r = ConvertAngle(Angle(0,0,ix,iy));
SetAnimationPosition(animAim, Anim_Const(AnimAngle(r)*3954444/100000)); //conversion. Apparently 90 blender frames is 3559 ogre frames.
return true;
}
private func CheckForKeg(object clonk)
{
// Check for powderkeg, is the only content.
if (!Contents(0))
{
// Look for a keg inside the shooter.
var keg = FindObject(Find_Container(clonk), Find_ID(PowderKeg));
if (keg) // If there is a keg, put into cannon.
{
keg->Exit();
keg->Enter(this);
Sound("Hits::Materials::Wood::WoodHit?");
}
else // No keg, stop using cannon.
{
PlayerMessage(clonk->GetOwner(),"$TxtNeedsGunp$");
return false;
}
}
return true;
}
public func HoldingEnabled() { return true; }
local angPrec = 1000;
public func ControlUseHolding(object clonk, int ix, int iy)
{
if (!clonk) return true;
var r = ConvertAngle(Angle(0,0,ix,iy,angPrec));
var iColor = RGB(255,255,255);
if (!Contents(0) || GetEffect("IntCooldown",this))
iColor = RGB(255,0,0);
Trajectory->Create(this, GetX() + 5, GetY() + 2, Cos(r - 90 * angPrec, Fire_Velocity,angPrec), Sin(r - 90 * angPrec, Fire_Velocity,angPrec));
SetCannonAngle(r);
return true;
}
public func SetCannonAngle(int r)
{
return SetAnimationPosition(animAim, Anim_Const(AnimAngle(r/angPrec)*3954444/100000));
}
private func AnimAngle(int angle)
{
//Conversion for animation
var r = Normalize(angle,-180);
r = r - GetR();
r = Abs(r);
r = 180-r-90;
r = BoundBy(r,0,90);
return r;
}
private func ConvertAngle(int angle)
{
var nR = BoundBy(Normalize(angle,-180 * angPrec,angPrec), (-90 * angPrec) + (GetR() * angPrec), (90 * angPrec) + (GetR() * angPrec));
//var r2 = nR - GetR() * angPrec;
//debug messages
//Message(Format("nR = %d|rL = %d",nR,r2));
//Turn the cannon into the pointed direction
if(nR - (GetR() * angPrec) < 0 && turnDir == 1) TurnCannon(0);
if(nR - (GetR() * angPrec) > 0 && turnDir == 0) TurnCannon(1);
//renormalize the angle to 0/360 from -180/180
return Normalize(nR,0,angPrec);
}
public func ControlUseStop(object clonk, int ix, int iy)
{
Trajectory->Remove(this);
if (!CheckForKeg(clonk))
return true;
var projectile = clonk->GetHandItem(0);
if (!projectile) // Needs a projectile
{
PlayerMessage(clonk->GetOwner(),"$TxtNeedsAmmo$");
return true;
}
//Can't fire if cannon is cooling down or turning
if(GetEffect("IntCooldown",this) || GetEffect("IntTurning",this)) return true;
if (projectile)
{
DoFire(projectile, clonk, Angle(0,0,ix,iy,angPrec));
var powder = Contents(0)->GetPowderCount();
if(powder >= 1 || projectile->~IsSelfPropellent())
{
var powderkeg = Contents(0);
//If there is a powder keg, take powder from it
powderkeg->DoPowderCount(-1);
DoFire(projectile, clonk, Angle(0,0,ix,iy, angPrec));
AddEffect("IntCooldown",this,1,1,this);
if(powderkeg->GetPowderCount() == 0)
{
powderkeg->RemoveObject();
CreateObjectAbove(Barrel);
}
}
}
return true;
}
public func ControlUseCancel()
{
Trajectory->Remove(this);
return true;
}
//Stops the player from shooting for the defined amount of frames
public func FxIntCooldownTimer(object target, effect, int timer)
{
if(timer > 72) return -1;
}
func ControlLeft(object clonk)
{
if(turnDir == 1){
TurnCannon(0);
}
}
func ControlRight(object clonk)
{
if(turnDir == 0){
TurnCannon(1);
}
}
public func TurnCannon(int dir, bool instant)
{
turnDir = dir;
//Remove any old effect
if(GetEffect("IntTurnCannon", this)) RemoveEffect("IntTurnCannon", this);
// Instant turn?
if (instant)
{
// Simply set anim position to desired side
var target = 0;
if (dir == DIR_Left) target = GetAnimationLength("TurnRight");
SetAnimationPosition(animTurn, Anim_Const(target));
}
else
{
// Non-instant turn: Add timer to adjust animation (I wonder why it's not just using Anim_Linear?)
return AddEffect("IntTurnCannon", this, 1, 1, this);
}
}
func FxIntTurnCannonTimer(object cannon, proplist effect, int timer)
{
var current = GetAnimationPosition(animTurn);
var target = GetAnimationLength("TurnRight");
if(turnDir == 1) target = 0;
var tickAmount = 50; //by how much the animation will move forward each frame
//advance turn animation
if((current != GetAnimationLength("TurnRight") && turnDir == 0) || (current != 0 && turnDir == 1)){
SetAnimationPosition(animTurn, Anim_Const(MoveTowards(current, target, tickAmount)));
}
else return -1;
}
protected func DoFire(object iammo, object clonk, int angle)
{
//Don't excede possible trajectory
var r = Normalize(angle,-180 * angPrec, angPrec);
if(r > 90 * angPrec + GetR() * angPrec) r = 90 * angPrec + GetR() * angPrec;
if(r < -90 * angPrec + GetR() * angPrec) r = -90 * angPrec + GetR() * angPrec;
//Send ammo flying
iammo->SetR(r / angPrec);
iammo->SetRDir(-4 + Random(9));
iammo->LaunchProjectile(r, 17, Fire_Velocity, 0,0, angPrec);
if (clonk)
iammo->SetController(clonk->GetController());
iammo->~OnCannonShot(this);
//Particles
var dist = 25;
var px = Cos(r/angPrec - 90,dist);
var py = Sin(r/angPrec - 90,dist) - 4;
CreateParticle("Flash", px, py, 0, 0, 8, Particles_Flash());
var x = Sin(r/angPrec, 20);
var y = -Cos(r/angPrec, 20);
CreateParticle("Smoke", px, py, PV_Random(x - 20, x + 20), PV_Random(y - 20, y + 20), PV_Random(40, 60), Particles_Smoke(), 20);
CreateMuzzleFlash(px, py, r / angPrec, 60);
//sound
Sound("Fire::Blast3");
}
local ActMap = {
Roll = {
Prototype = Action,
Name = "Roll",
Procedure = DFA_NONE,
Directions = 1,
FlipDir = 1,
Length = 50,
Delay = 2,
X = 0,
Y = 0,
Wdt = 22,
Hgt = 16,
NextAction = "Roll",
},
};
local Name = "$Name$";
local Description = "$Description$";
local Touchable = 1;
local BorderBound = C4D_Border_Sides;
local ContactCalls = true;
local Components = {Metal = 4, Wood = 2};
local HitPoints = 150;
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