make windbag burst more gradual and slightly depend on mass (#1297)

stable-6.1
Maikel de Vries 2015-04-03 12:21:28 +02:00
parent e2a42de2f2
commit 7ff5478142
3 changed files with 197 additions and 141 deletions

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@ -1,172 +1,223 @@
/*--
Windbag (aka Jar of Winds)
Author: MimmoO
/**
Windbag
Automatically collects air when it is full which can be released into a blast.
@author MimmoO, Maikel
*/
Collect air until you're full, then release it with a blast.
--*/
local fill_amount;
local Amount;
local MaxCap;
local sound;
func Hit()
{
Sound("GeneralHit?");
}
public func GetCarryMode(clonk) { return CARRY_Musket; }
public func GetCarryTransform()
{
return Trans_Mul(Trans_Rotate(220,0,0,1),Trans_Rotate(-30,1,0,0),Trans_Rotate(26,0,1,0));
}
public func GetCarryPhase() { return 600; }
public func FxJarReloadTimer(object target, effect, int time)
{
target->Load();
}
public func DoFullLoad()
{
Amount = MaxCap;
return;
}
protected func Initialize()
{
MaxCap = 60; //Changes duration and power
SetR(-45);
AddEffect("JarReload",this,100,2,this);
sound=false;
AddEffect("IntReload", this, 100, 1, this);
return;
}
protected func ControlUse(object pClonk, iX, iY)
protected func Hit()
{
if (pClonk->GetProcedure() == "ATTACH")
Sound("GeneralHit?");
return;
}
public func GetCarryMode(clonk) { return CARRY_Musket; }
public func GetCarryTransform()
{
return Trans_Mul(Trans_Rotate(220, 0, 0, 1), Trans_Rotate(-30, 1, 0, 0), Trans_Rotate(26, 0, 1, 0));
}
public func GetCarryPhase() { return 600; }
public func IsInventorProduct() { return true; }
/*-- Usage --*/
protected func ControlUse(object clonk, x, y)
{
if (clonk->GetProcedure() == "ATTACH")
return true;
if(!GetEffect("JarReload",this))
if (!GetEffect("IntReload", this) && !GetEffect("IntBurstWind", this))
{
if(!GBackLiquid())
{
FireWeapon(pClonk, iX, iY);
Amount=0;
AddEffect("JarReload",this,100,1,this);
Sound("WindCharge",false,nil,nil,1);
sound=true;
}
if (!GBackLiquid())
BlastWind(clonk, x, y);
return true;
}
else
{
pClonk->Message("Reloading!");
return true;
}
// ChargeSoundStop();
clonk->Message("$MsgReloading$");
return true;
}
protected func Load()
/*-- Loading --*/
public func DoFullLoad()
{
if(Amount <= MaxCap)
{
var R=RandomX(-25,25);
var D=RandomX(19,50);
var A=Random(360);
var SX=Sin(A + R,D);
var SY=Cos(A + R,D);
fill_amount = MaxIntake;
return;
}
public func FxIntReloadStart(object target, proplist effect, int temp)
{
if (temp)
return FX_OK;
effect.Interval = 1;
effect.sound = false;
return FX_OK;
}
public func FxIntReloadTimer(object target, proplist effect, int time)
{
if (fill_amount > MaxIntake)
return FX_Execute_Kill;
if(!GBackSolid(SX,SY) && !GBackLiquid(SX,SY) && !GBackSolid(0,0) && !GBackLiquid(0,0)) //when on a random spot in front is air...
{
if(!sound)
{
Sound("WindCharge",false,nil,nil,1);
sound=true;
}
Amount += 2; //Air is sucked in.
CreateParticle("Air", SX, SY, Sin(A + R,-D / 2), Cos(A + R,-D / 2), 18, {Prototype = Particles_Air(), Size = PV_KeyFrames(0, 0, 0, 250, 3, 1000, 0)});
}
else if(GBackSolid(0,0) || GBackLiquid(0,0))
{
if(sound)
ChargeSoundStop();
}
}
else
if (GBackSolid(0,0) || GBackLiquid(0,0))
{
RemoveEffect("JarReload",this);
ChargeSoundStop();
if (effect.sound)
{
Sound("WindCharge", false, nil, nil, -1);
Sound("WindChargeStop");
effect.sound = false;
}
return FX_OK;
}
var radius = RandomX(12, 24);
var angle = Random(360);
var angle_var = RandomX(-25, 25);
var x = Sin(angle + angle_var, radius);
var y = Cos(angle + angle_var, radius);
// Check for a spot of air from which to take the air in.
if (!GBackSolid(x, y) && !GBackLiquid(x, y) && !GBackSolid(0, 0) && !GBackLiquid(0, 0))
{
if (!effect.sound)
{
Sound("WindCharge", false, nil, nil, 1);
effect.sound = true;
}
// Particles from the point where the air is sucked in.
var air = {
Prototype = Particles_Air(),
Size = PV_KeyFrames(0, 0, 0, 250, 3, 1000, 0)
};
CreateParticle("Air", x, y, -x / 2, -y / 2, 18, air);
// Increase the fill amount proportional to the number of frames.
fill_amount += effect.Interval;
}
return FX_OK;
}
protected func ChargeSoundStop()
public func FxIntReloadStop(object target, proplist effect, int reason, bool temp)
{
Sound("WindCharge",false,nil,nil,-1);
Sound("WindChargeStop");
sound=false;
if (temp)
return FX_OK;
if (effect.sound)
{
Sound("WindCharge", false, nil, nil, -1);
Sound("WindChargeStop");
}
return FX_OK;
}
private func FireWeapon(object pClonk,iX,iY)
/*-- Blasting --*/
private func BlastWind(object clonk, int x, int y)
{
var iAngle=Angle(0,0,iX,iY);
ChargeSoundStop();
if (fill_amount <= 0)
{
fill_amount = 0;
AddEffect("IntReload", this, 100, 1, this);
return;
}
// The blast is handled by an effect.
AddEffect("IntBurstWind", this, 100, 1, this, nil, clonk, x, y);
return;
}
public func FxIntBurstWindStart(object target, proplist effect, int temp, object clonk, int x, int y)
{
if (temp)
return FX_OK;
effect.Interval = 1;
effect.clonk = clonk;
effect.x = clonk->GetX();
effect.y = clonk->GetY();
effect.angle = Angle(0, 0, x, y);
// Sound effect.
Sound("WindGust");
//Find Victims to push
for(var i=10; i<32; i++)
// Particle effect.
for (var dr = 12; dr < 32; dr++)
{
var R = RandomX(-20,20);
var SX = Sin(180 - iAngle + R,i);
var SY = Cos(180 - iAngle + R,i);
if(!GBackSolid(SX,SY))
{
CreateParticle("Air", SX, SY, Sin(180 - iAngle + (R),(Amount / 2) + 25), Cos(180 - iAngle + (R),(Amount / 2) + 25), 36, Particles_Air());
}
}
var sinspeed = Sin(180 - iAngle + (R / 2),(Amount) + 15);
var cosspeed = Cos(180 - iAngle + (R / 2),(Amount) + 15);
if(pClonk->GetAction() != "Walk")
{ //Makes the clonk firing it be pushed backwards a bit
var x = pClonk->GetXDir();
var y = pClonk->GetYDir();
pClonk->SetXDir((x) - (sinspeed / 3));
pClonk->SetYDir((y) - (cosspeed / 3));
}
for( var obj in FindObjects(
Find_Or(
Find_Distance(10,Sin(180 - iAngle,20),Cos(180 - iAngle,20)),
Find_Distance(18,Sin(180 - iAngle,40),Cos(180 - iAngle,40)),
Find_Distance(25,Sin(180 - iAngle,70),Cos(180 - iAngle,70))
),
Find_Not(Find_Category(C4D_Structure)),
Find_Not(Find_Func("IsEnvironment")),
Find_Not(Find_Func("NoWindbagForce")),
Find_Layer(GetObjectLayer()), Find_NoContainer()
)
)
{
if(obj != pClonk && PathFree(pClonk->GetX(),pClonk->GetY(),obj->GetX(),obj->GetY()))
{
//enemys are pushed back
var x = obj->GetXDir();
var y = obj->GetYDir();
obj->SetXDir((x) + sinspeed);
obj->SetYDir((y) + cosspeed);
}
var r = RandomX(-20, 20);
var sx = Sin(effect.angle + r, dr / 2);
var sy = -Cos(effect.angle + r, dr / 2);
var vx = Sin(effect.angle + r, 2 * fill_amount / 3 + 12);
var vy = -Cos(effect.angle + r, 2 * fill_amount / 3 + 12);
if (!GBackSolid(sx, sy))
CreateParticle("Air", sx, sy, vx, vy, 36, Particles_Air());
}
return FX_OK;
}
func IsInventorProduct() { return true; }
public func FxIntBurstWindTimer(object target, proplist effect, int time)
{
if (time > 12)
return FX_Execute_Kill;
// Determine blast strength.
var vx = Sin(effect.angle, 20 * fill_amount + 150);
var vy = -Cos(effect.angle, 20 * fill_amount + 150);
// Change the velocity of the shooter.
if (effect.clonk && effect.clonk->GetAction() != "Walk")
{
var cx = effect.clonk->GetXDir(100);
var cy = effect.clonk->GetYDir(100);
effect.clonk->SetXDir(cx - vx / (8 * time), 100);
effect.clonk->SetYDir(cy - vy / (8 * time), 100);
}
// Move other objects in a cone around the burst direction.
var criteria = Find_And(Find_Not(Find_Category(C4D_Structure)), Find_Not(Find_Func("IsEnvironment")), Find_Not(Find_Func("NoWindbagForce")),
Find_Layer(GetObjectLayer()), Find_NoContainer(), Find_Exclude(effect.clonk), Find_PathFree(effect.clonk));
var dist = 14 + 5 * time / 2;
var rad = 8 + 5 * time / 3;
var cone_x = Sin(effect.angle, dist);
var cone_y = -Cos(effect.angle, dist);
var vx_cone = vx / (2 * time);
var vy_cone = vy / (2 * time);
for (var obj in FindObjects(Find_Distance(rad, cone_x + AbsX(effect.x), cone_y + AbsY(effect.y)), criteria))
{
var ox = obj->GetXDir(100);
var oy = obj->GetYDir(100);
var vx_cone_reduced = vx_cone / 2 + vx_cone / (2 * Max(1, obj->GetMass() / 4));
var vy_cone_reduced = vy_cone / 2 + vy_cone / (2 * Max(1, obj->GetMass() / 4));
obj->SetXDir(ox + vx_cone_reduced, 100);
obj->SetYDir(oy + vy_cone_reduced, 100);
}
return FX_OK;
}
func Definition(def) {
SetProperty("PictureTransformation",Trans_Mul(Trans_Scale(1500),Trans_Rotate(150,0,0,1),Trans_Rotate(-170,1,0,0),Trans_Rotate(10,0,1,0)),def);
public func FxIntBurstWindStop(object target, proplist effect, int reason, bool temp)
{
if (temp)
return FX_OK;
// Reset the fill amount and start reloading.
fill_amount = 0;
AddEffect("IntReload", target, 100, 1, target);
return FX_OK;
}
/*-- Properties --*/
protected func Definition(def)
{
SetProperty("PictureTransformation", Trans_Mul(Trans_Scale(1500), Trans_Rotate(150, 0, 0, 1), Trans_Rotate(-170, 1, 0, 0), Trans_Rotate(10, 0, 1, 0)), def);
}
local Name = "$Name$";
@ -174,3 +225,4 @@ local Description = "$Description$";
local UsageHelp = "$UsageHelp$";
local Collectible = 1;
local Rebuy = true;
local MaxIntake = 30;

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@ -1,3 +1,5 @@
Name=Windbeutel
Description=Enthält komprimierten Wind der in einem Stoß entfesselt werden kann.
UsageHelp=Ziele und drücke [Benutzen], um einen Windstoß in diese Richtung zu entfesseln.
Description=Enthält komprimierten Wind der in einem Stoß entfesselt werden kann.
UsageHelp=Ziele und drücke [Benutzen], um einen Windstoß in diese Richtung zu entfesseln.
MsgReloading=Lädt nach!

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@ -1,3 +1,5 @@
Name=Wind bag
Description=Contains compressed wind that can be released in one gust.
UsageHelp=Aim and press [Use] to release a gust of wind in the direction specified.
UsageHelp=Aim and press [Use] to release a gust of wind in the direction specified.
MsgReloading=Reloading!