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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386
|
/**
Catapult
Tosses objects farther than a clonk can, withour requiring gunpowder.
@author Ringwaul
*/
#include Library_ElevatorControl
#include Library_Destructible
local aim_anim;
local turn_anim;
local olddir;
local dir;
local clonkmesh;
// Shooting strength for normal launching and self launches.
static const CATAPULT_MaxPower = 100;
static const CATAPULT_MaxPower_SelfLaunch = 75;
public func IsVehicle() { return true; }
public func IsArmoryProduct() { return true; }
public func FitsInDoubleElevator() { return true; }
protected func Initialize()
{
dir = DIR_Right;
olddir = DIR_Right;
SetAction("Roll");
aim_anim = PlayAnimation("ArmPosition", 1, Anim_Const(0));
turn_anim = PlayAnimation("TurnRight", 5, Anim_Const(GetAnimationLength("TurnRight")));
}
protected func ContactLeft()
{
if (Stuck() && !Random(5))
SetRDir(RandomX(-7, +7));
}
protected func ContactRight()
{
if (Stuck() && !Random(5))
SetRDir(RandomX(-7, +7));
}
public func SetDir(int to_dir)
{
if (to_dir == DIR_Left)
{
turn_anim = PlayAnimation("TurnLeft", 5, Anim_Const(GetAnimationLength("TurnLeft")));
dir = DIR_Left;
}
if (to_dir == DIR_Right)
{
turn_anim = PlayAnimation("TurnRight", 5, Anim_Const(GetAnimationLength("TurnRight")));
dir = DIR_Right;
}
return inherited(dir, ...);
}
/*-- Controls --*/
// Activate turn animations
func ControlLeft(object clonk)
{
dir = DIR_Left;
if (dir != olddir)
{
olddir = dir;
// If the animation is playing for the other direction, turn back from where it already is in the animation.
var animstart = 0;
if (GetAnimationPosition(turn_anim) != GetAnimationLength("TurnRight"))
animstart = GetAnimationLength("TurnRight") - GetAnimationPosition(turn_anim);
turn_anim = PlayAnimation("TurnLeft", 5, Anim_Linear(animstart, 0, GetAnimationLength("TurnLeft"), Max(36 - (animstart * 204617 / 10000000), 1), ANIM_Hold));
}
}
func ControlRight(object clonk)
{
dir = DIR_Right;
if (dir != olddir)
{
olddir = dir;
// If the animation is playing for the other direction, turn back from where it already is in the animation.
var animstart = 0;
if (GetAnimationPosition(turn_anim) != GetAnimationLength("TurnLeft"))
animstart = GetAnimationLength("TurnLeft") - GetAnimationPosition(turn_anim);
turn_anim = PlayAnimation("TurnRight", 5, Anim_Linear(animstart, 0, GetAnimationLength("TurnRight"), Max(36 - (animstart * 204617 / 10000000), 1), ANIM_Hold));
}
}
public func TurnLeft()
{
// Instantly set catapult orientation to face left
var len = GetAnimationLength("TurnLeft");
turn_anim = PlayAnimation("TurnLeft", 5, Anim_Linear(len, 0, len, 1, ANIM_Hold));
dir = olddir = DIR_Left;
return true;
}
public func HoldingEnabled() { return true; }
public func ControlUseStart(object clonk)
{
return true;
}
public func ControlUseHolding(object clonk, int x, int y)
{
var power = DefinePower(x, y);
DoArmAnimation(power);
ShowTrajectory(power);
return true;
}
public func ControlUseStop(object clonk, int x, int y)
{
DoFire(clonk, DefinePower(x,y));
return true;
}
public func ControlUseCancel(object clonk)
{
Trajectory->Remove(this);
return true;
}
public func ContainedUseStart(object clonk, int x, int y)
{
return true;
}
public func ContainedUseHolding(object clonk, int x, int y)
{
var power = DefinePower(x, y, CATAPULT_MaxPower_SelfLaunch);
DoArmAnimation(power);
ShowTrajectory(power);
return true;
}
public func ContainedUseStop(object clonk, int x, int y)
{
DoFire(clonk, DefinePower(x, y, CATAPULT_MaxPower_SelfLaunch));
return true;
}
public func ContainedUseCancel(object clonk)
{
Trajectory->Remove(this);
return true;
}
/*-- Shooting --*/
// Define the catapult power according to where the player aims.
// Power will try to match such that the trajectory goes through (x, y).
public func DefinePower(int x, int y, int max_power)
{
if (max_power == nil)
max_power = CATAPULT_MaxPower;
var min_power = 20;
// Correct coordinates for the projectile exit.
var exit = GetProjectileExit();
x -= exit[0];
y -= exit[1];
// Ensure max_power if aiming above the diagonal line.
if (y + (2 * dir - 1) * x <= 0)
return max_power;
// Calculate the exit speed using a 45 degree angle.
var vsquared = x**2 * GetGravity() / (y + (2 * dir - 1) * x);
if (vsquared < 0)
return min_power;
return BoundBy(Sqrt(vsquared), min_power, max_power);
}
public func DoArmAnimation(int power)
{
SetAnimationPosition(aim_anim, Anim_Const(759 - (power * 759 / 100)));
return;
}
public func ShowTrajectory(int power)
{
var exit = GetProjectileExit();
var x = GetX() + exit[0];
var y = GetY() + exit[1];
var angle = exit[2] + GetR();
var xdir = Sin(angle, power);
var ydir = -Cos(angle, power);
Trajectory->Create(this, x, y, xdir, ydir);
return;
}
protected func DoFire(object clonk, int power)
{
// Play the fire animation.
aim_anim = PlayAnimation("ArmPosition", 1, Anim_Linear(GetAnimationPosition(aim_anim), 0, GetAnimationLength("ArmPosition"), 3, ANIM_Hold));
// Sound.
Sound("Objects::Catapult_Launch");
// Remove trajectory display.
Trajectory->Remove(this);
// The clonk will be the projectile if he sits in the catapult.
var projectile;
if (clonk && (clonk->Contained() == this))
projectile = clonk;
// If clonk isn't sitting in there, shoot stuff placed into the catapult
if (!projectile)
projectile = Contents(0);
// Otherwise, fire what is in the clonk's hand.
if (!projectile)
projectile = clonk->GetHandItem(0);
// Don't do anything further if there is no projectile.
if (!projectile)
return;
// Find the spot of the catapult's arm depending on rotation.
var exit = GetProjectileExit();
var x = exit[0];
var y = exit[1];
var angle = exit[2] + GetR();
projectile->Exit();
// Put the ammo at the catapult's arm.
projectile->SetPosition(GetX() + x, GetY() + y);
// Special behavior for crew members.
if (projectile->GetOCF() & OCF_CrewMember)
{
CatapultDismount(projectile);
projectile->SetAction("Tumble");
// Make sure the Clonk can't shoot itself into solid material.
if (projectile->Stuck())
{
// First, try to just put the Clonk a few pixels lower - might still look okay in some situations.
for (var i = 0; i <= 4; ++i)
{
projectile->SetPosition(projectile->GetX(), projectile->GetY() + 2);
if (!projectile->Stuck())
break;
}
// Then as a safeguard, just place the Clonk at the catapult's feet and do nothing.
if (projectile->Stuck())
{
projectile->SetPosition(GetX(), GetY());
// Still stuck? Then we don't actually care if stuck here or at the end of the arm.
if (projectile->Stuck())
{
// Go back to normal shooting position.
projectile->SetPosition(GetX() + x, GetY() + y);
}
else
{
// We set the Clonk back down on the ground. This is not a normal shot.
angle = 0;
power = 20;
}
}
}
}
// Set the speed of the projectile.
projectile->SetVelocity(angle + GetR(), power);
return;
}
private func GetProjectileExit()
{
var xdir = 1;
if (dir == DIR_Left)
xdir = -1;
var x = 8 * xdir;
var y = -28;
var angle = 45 * xdir;
return [x, y, angle];
}
public func ActivateEntrance(object clonk)
{
var cnt = ObjectCount(Find_Container(this), Find_OCF(OCF_CrewMember));
if (cnt > 0)
{
if (clonk->Contained() == this)
{
CatapultDismount(clonk);
clonk->Exit();
}
return;
}
if (cnt == 0)
{
clonk->Enter(this);
SetOwner(clonk->GetController());
clonkmesh = AttachMesh(clonk,"shot","skeleton_body",Trans_Mul(Trans_Rotate(180, 1, 0, 0), Trans_Translate(-3000, 1000, 0)), AM_DrawBefore);
clonk->PlayAnimation("CatapultSit", CLONK_ANIM_SLOT_Movement, Anim_Const(0), Anim_Const(1000));
DoArmAnimation(CATAPULT_MaxPower_SelfLaunch);
}
return;
}
public func CatapultDismount(object clonk)
{
clonk->StopAnimation(clonk->GetRootAnimation(CLONK_ANIM_SLOT_Movement));
DetachMesh(clonkmesh);
clonkmesh = nil;
return true;
}
/* Register enemy spawn with catapult */
func Definition(proplist def)
{
def.PictureTransformation = Trans_Mul(Trans_Translate(-1000, -4000, 0), Trans_Rotate(-20, 1, 0, 0), Trans_Rotate(35, 0, 1, 0));
var spawn_editor_props = { Type="proplist", Name=def->GetName(), EditorProps= {
Gunner = new EnemySpawn->GetAICreatureEditorProps(EnemySpawn->GetAIClonkDefaultPropValues("Firestone"), "$NoGunnerHelp$") { Name="$Gunner$", EditorHelp="$GunnerHelp$" },
} };
var spawn_default_values = {
Gunner = { Type="Clonk", Properties=EnemySpawn->GetAIClonkDefaultPropValues("Firestone") },
};
EnemySpawn->AddEnemyDef("Catapult",
{ SpawnType=Catapult,
SpawnFunction=def.SpawnCatapult,
OffsetAttackPathByPos=false,
GetInfoString=def.GetSpawnInfoString },
spawn_default_values,
spawn_editor_props);
}
private func SpawnCatapult(array pos, proplist enemy_data, proplist enemy_def, array attack_path, object spawner)
{
// First spawn the catapult
var catapult = CreateObjectAbove(Catapult, pos[0], pos[1], g_enemyspawn_player);
catapult->Unstick(10);
if (!catapult) return;
// Next let a clonk steer the catapult
var clonk = EnemySpawn->SpawnAICreature(enemy_data.Gunner, pos, enemy_def, attack_path, spawner);
if (!clonk) return;
clonk->SetAction("Push", catapult);
// Set attack mode
AI->SetVehicle(clonk, catapult);
// Only the clonk is an actual enemy
return clonk;
}
private func GetSpawnInfoString(proplist enemy_data)
{
// Prepend balloon to clonk info string
return Format("{{Catapult}}%s", EnemySpawn->GetAICreatureInfoString(enemy_data.Gunner));
}
/* Properties */
local Name = "$Name$";
local Description = "$Description$";
local Touchable = 1;
local BorderBound = C4D_Border_Sides;
local ContactCalls = true;
local Components = {Metal = 1, Wood = 6};
local HitPoints = 100;
local ActMap = {
Roll = {
Prototype = Action,
Name = "Roll",
Procedure = DFA_NONE,
Directions = 2,
//FlipDir = 1,
Length = 50,
Delay = 2,
X = 0,
Y = 0,
Wdt = 22,
Hgt = 16,
NextAction = "Roll",
},
};
|