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
|
/**
HitCheck.c
Effect for hit checking.
Facilitates any hit check of a projectile. The Projectile hits anything
which is either alive or returns for IsProjectileTarget(object projectile,
object shooter) true. If the projectile hits something, it calls
HitObject(object target) in the projectile.
@author Newton, Boni
*/
global func FxHitCheckStart(object target, proplist effect, int temp, object by_obj, bool never_shooter)
{
if (temp)
return;
effect.x = target->GetX();
effect.y = target->GetY();
if (!by_obj || GetType(by_obj) != C4V_C4Object)
by_obj = target;
if (by_obj->Contained())
by_obj = by_obj->Contained();
effect.shooter = by_obj;
effect.live = false;
effect.never_shooter = never_shooter;
// C4D_Object has a hitcheck too -> change to vehicle to supress that.
if (target->GetCategory() & C4D_Object)
target->SetCategory((target->GetCategory() - C4D_Object) | C4D_Vehicle);
return;
}
global func FxHitCheckStop(object target, proplist effect, int reason, bool temp)
{
if (temp)
return;
target->SetCategory(target->GetID()->GetCategory());
return;
}
global func FxHitCheckDoCheck(object target, proplist effect)
{
var obj;
// rather search in front of the projectile, since a hit might delete the effect,
// and clonks can effectively hide in front of walls.
var oldx = target->GetX();
var oldy = target->GetY();
var newx = target->GetX() + target->GetXDir() / 10;
var newy = target->GetY() + target->GetYDir() / 10;
var dist = Distance(oldx, oldy, newx, newy);
var shooter = effect.shooter;
var live = effect.live;
if (live)
shooter = target;
if (dist <= Max(1, Max(Abs(target->GetXDir()), Abs(target->GetYDir()))) * 2)
{
// We search for objects along the line on which we moved since the last check
// and sort by distance (closer first).
for (obj in FindObjects(Find_OnLine(oldx, oldy, newx, newy),
Find_NoContainer(),
Find_Layer(target->GetObjectLayer()),
Find_PathFree(target),
Sort_Distance(oldx, oldy)))
{
// Excludes
if (!obj) continue; // hit callback of one object might have removed other objects
if(obj == target) continue;
if(obj == shooter) continue;
// Unlike in hazard, there is no NOFF rule (yet)
// CheckEnemy
//if(!CheckEnemy(obj,target)) continue;
// IsProjectileTarget will be hit (defaults to true for OCF_Alive).
if (obj->~IsProjectileTarget(target, shooter))
{
target->~HitObject(obj);
if (!target)
return;
}
}
}
return;
}
global func FxHitCheckEffect(string newname)
{
if (newname == "HitCheck")
return -2;
return;
}
global func FxHitCheckAdd(object target, proplist effect, string neweffectname, int newtimer, by_obj, never_shooter)
{
effect.x = target->GetX();
effect.y = target->GetY();
if (!by_obj)
by_obj = target;
if (by_obj->Contained())
by_obj = by_obj->Contained();
effect.shooter = by_obj;
effect.live = false;
effect.never_shooter = never_shooter;
return;
}
global func FxHitCheckTimer(object target, proplist effect, int time)
{
EffectCall(target, effect, "DoCheck");
// It could be that it hit something and removed itself. thus check if target is still there.
// The effect will be deleted right after this.
if (!target)
return -1;
effect.x = target->GetX();
effect.y = target->GetY();
var live = effect.live;
var never_shooter = effect.never_shooter;
var shooter = effect.shooter;
// The projectile will be only switched to "live", meaning that it can hit the
// shooter himself when the shot exited the shape of the shooter one time.
if (!never_shooter)
{
if (!live)
{
var ready = true;
// We search for all objects with the id of our shooter.
if (shooter)
{
if (FindObject(Find_AtPoint(target->GetX(), target->GetY()), Find_InArray([shooter])))
{
// we may not switch to "live" yet.
ready = false;
}
}
// Otherwise, the shot will be live.
if (ready)
effect.live = true;
}
}
return;
}
global func IsProjectileTarget(object projectile, object shooter)
{
return GetOCF() & OCF_Alive;
}
/*
Checks whether an object is ready to take damage from this object, calling QueryCatchBlow.
*/
global func WeaponCanHit(object target)
{
if (target->~QueryCatchBlow(this)) return false;
if (!target || !this) return false;
return true;
}
/*
Deals damage to an object, draining either energy for living things or dealing damage otherwise.
CatchBlow is called on the target if it's alive.
*/
global func WeaponDamage(object target, int damage, int damage_type, bool exact_damage)
{
if (!this || !target) return;
damage_type = damage_type ?? FX_Call_EngObjHit;
var true_damage = damage;
if (exact_damage) true_damage = damage / 1000;
if (target->GetAlive())
{
target->DoEnergy(-damage, exact_damage, damage_type, GetController());
if (!target) return;
target->~CatchBlow(-true_damage, this);
}
else
{
target->DoDamage(true_damage, damage_type, GetController());
}
}
/*
Tumbles an object based on this object's speed and mass.
strength = 100 means using 100% of the own mass for tumbling the other object.
*/
global func WeaponTumble(object target, int strength)
{
if (!this || !target) return;
strength = strength ?? 100;
if (strength <= 0) return;
if (target->GetAlive())
{
target->SetAction("Tumble");
// Constrained by conservation of linear momentum, unrealism != 1 for unrealistic behaviour.
var unrealism = 3;
var mass = strength * GetMass() / 100;
var obj_mass = target->GetMass();
target->SetXDir((target->GetXDir() * obj_mass + GetXDir() * mass * unrealism) / (mass + obj_mass));
target->SetYDir((target->GetYDir() * obj_mass + GetYDir() * mass * unrealism) / (mass + obj_mass));
}
}
|