forked from Mirrors/openclonk
307 lines
7.1 KiB
C
307 lines
7.1 KiB
C
/**
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Shield
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Offers protection against all kinds of attacks.
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*/
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#include Library_MeleeWeapon
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local iAngle; // -180 .. 180
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local aim_anim;
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local carry_bone;
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local mTrans;
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local solid_mask_helper;
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/*-- Engine Callbacks --*/
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func Hit()
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{
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Sound("Hits::Materials::Metal::DullMetalHit?");
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}
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// Colour by owner
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func Entrance(object container)
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{
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if(container->GetOwner() != NO_OWNER) SetColor(GetPlayerColor(container->GetOwner()));
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}
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/*-- Callbacks --*/
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public func HitByWeapon(by, iDamage)
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{
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var object_angle = Angle(GetX(), GetY(), by->GetX(), by->GetY());
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var shield_angle = iAngle;
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// angle difference: 0..180
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var angle_diff = Abs(Normalize(shield_angle - object_angle, -180));
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if (angle_diff > 45)
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return 0;
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Sound("Objects::Weapons::Shield::MetalHit?");
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// bash him hard!
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ApplyWeaponBash(by, 100, iAngle);
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// uber advantage in melee combat
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AddEffect("ShieldBlockWeaponCooldown", by, 1, 30, this);
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// shield factor
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return 100;
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}
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/*-- Usage --*/
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public func HoldingEnabled() { return true; }
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public func RejectUse(object clonk)
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{
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return !clonk->HasHandAction() || !clonk->IsWalking() || !CanStrikeWithWeapon(clonk);
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}
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public func ControlUseStart(object clonk, int x, int y)
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{
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StartUsage(clonk);
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UpdateShieldAngle(clonk, x, y);
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return true;
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}
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public func ControlUseHolding(object clonk, int x, int y)
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{
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UpdateShieldAngle(clonk, x, y);
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}
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public func ControlUseCancel(object clonk)
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{
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EndUsage(clonk);
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if (GetEffect("IntShieldSuspend", clonk))
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RemoveEffect("IntShieldSuspend", clonk);
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}
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public func ControlUseStop(object clonk)
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{
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ControlUseCancel(clonk);
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}
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func StartUsage(object clonk)
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{
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var hand;
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// which animation to use? (which hand)
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if (clonk->GetHandPosByItemPos(clonk->GetItemPos(this)) == 0)
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{
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carry_bone = "pos_hand2";
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hand = "ShieldArms.R";
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}
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else
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{
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carry_bone = "pos_hand1";
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hand = "ShieldArms.L";
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}
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aim_anim = clonk->PlayAnimation(hand, CLONK_ANIM_SLOT_Arms, Anim_Const(clonk->GetAnimationLength(hand)/2), Anim_Const(1000));
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var handLR;
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if (clonk->GetHandPosByItemPos(clonk->GetItemPos(this)) == 0)
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handLR = "R";
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else
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handLR = "L";
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clonk->UpdateAttach();
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clonk->ReplaceAction("Stand", [Format("ShieldStandUp.%s",handLR), Format("ShieldStandDown.%s",handLR), 500]);
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clonk->ReplaceAction("Walk", [Format("ShieldWalkUp.%s",handLR), Format("ShieldWalkDown.%s",handLR), 500]);
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clonk->ReplaceAction("Run", [Format("ShieldWalkUp.%s",handLR), Format("ShieldWalkDown.%s",handLR), 500]);
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StartWeaponHitCheckEffect(clonk, -1, 1);
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if (!GetEffect("ShieldStopControl", clonk))
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AddEffect("ShieldStopControl", clonk, 2, 5, this);
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clonk->SetTurnType(1, 1);
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}
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func EndUsage(object clonk)
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{
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carry_bone = nil;
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aim_anim = nil;
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iAngle = 0;
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clonk->StopAnimation(clonk->GetRootAnimation(10));
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clonk->UpdateAttach();
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clonk->ReplaceAction("Stand", nil);
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clonk->ReplaceAction("Walk", nil);
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clonk->ReplaceAction("Run", nil);
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AdjustSolidMaskHelper();
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if (GetEffect("ShieldStopControl", clonk))
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RemoveEffect("ShieldStopControl", clonk);
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clonk->SetTurnForced(-1);
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clonk->SetTurnType(0, -1);
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StopWeaponHitCheckEffect(clonk);
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}
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func UpdateShieldAngle(object clonk, int x, int y)
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{
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var angle = Normalize(Angle(0, 0, x, y), -180);
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angle = BoundBy(angle, -150, 150);
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iAngle = angle;
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var weight = 0;
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if (Abs(angle) > 90)
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weight = 1000 * (Abs(angle) - 60) / 90;
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var handLR;
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if (clonk->GetHandPosByItemPos(clonk->GetItemPos(this)) == 0)
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handLR = "R";
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else
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handLR = "L";
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clonk->ReplaceAction("Stand", [Format("ShieldStandUp.%s",handLR), Format("ShieldStandDown.%s",handLR), weight]);
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clonk->ReplaceAction("Walk", [Format("ShieldWalkUp.%s",handLR), Format("ShieldWalkDown.%s",handLR), weight]);
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clonk->ReplaceAction("Run", [Format("ShieldWalkUp.%s",handLR), Format("ShieldWalkDown.%s",handLR), weight]);
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if(angle > 0) clonk->SetTurnForced(DIR_Right);
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else clonk->SetTurnForced(DIR_Left);
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clonk->SetAnimationPosition(aim_anim, Anim_Const(Abs(angle) * 11111 / 1000));
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AdjustSolidMaskHelper();
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}
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// Adjust solid mask of shield
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// if the shield is held up, it has a solid mask on which other clonks can climb onto
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func AdjustSolidMaskHelper()
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{
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if (aim_anim && Contained() && Abs(iAngle) <= 20)
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{
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if (!solid_mask_helper)
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{
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solid_mask_helper = CreateObjectAbove(Shield_SolidMask, 0, 0, NO_OWNER);
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solid_mask_helper->SetAction("Attach", Contained());
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}
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}
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else
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{
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if (solid_mask_helper)
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return solid_mask_helper->RemoveObject();
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else
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return;
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}
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var angle = BoundBy(iAngle, -115, 115);
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solid_mask_helper->SetR(angle - 90);
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var distance = 8;
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var y_adjust = -5;
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var x_adjust = 1;
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if (Contained()->GetDir() == DIR_Left)
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x_adjust = -1;
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var x = Sin(angle, distance) + x_adjust;
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var y = -Cos(angle, distance) + y_adjust;
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solid_mask_helper->SetVertexXY(0, -x, -y);
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}
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func FxShieldStopControlStart(object target, effect, temp)
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{
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target->PushActionSpeed("Walk", 84);
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if(temp) return;
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}
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func FxShieldStopControlStop(object target, effect, iCause, temp)
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{
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target->PopActionSpeed("Walk");
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if(temp) return;
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}
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func FxShieldStopControlTimer(object target, effect)
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{
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// suspend usage if not walking
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if (!target->IsWalking())
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{
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target->PauseUse(this);
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return -1;
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}
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return 1;
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}
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func FxShieldStopControlQueryCatchBlow(object target, effect, object obj)
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{
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if (obj->GetOCF() & OCF_Alive)
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return false;
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// angle of shield
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var shield_angle = iAngle;
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// angle of object
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var object_angle;
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if (obj->GetXDir() || obj->GetYDir())
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object_angle = Angle(obj->GetXDir(), obj->GetYDir(), 0, 0);
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else
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object_angle = Angle(GetX(), GetY(), obj->GetX(), obj->GetY());
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// angle difference: 0..180
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var angle_diff = Abs(Normalize(shield_angle - object_angle, -180));
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// objects hits if the angle difference is greater than 45 degrees
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if (angle_diff > 45)
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return false;
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// projectile bounces off
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var sxd = Sin(shield_angle, 15);
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var syd = -Cos(shield_angle, 15);
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var xd = obj->GetXDir();
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var yd = obj->GetYDir();
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obj->SetXDir(-xd / 3 + sxd);
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obj->SetYDir(-yd / 3 + syd);
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// dont collect blocked objects
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AddEffect("NoCollection", obj, 1, 30);
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Sound("Objects::Weapons::Shield::MetalHit?");
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return true;
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}
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/*-- Production --*/
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public func IsWeapon() { return true; }
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public func IsArmoryProduct() { return true; }
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/*-- Display --*/
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public func GetCarryMode() { return CARRY_HandBack; }
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public func GetCarrySpecial(clonk) { return carry_bone; }
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public func GetCarryTransform(clonk, sec, back)
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{
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if (aim_anim && !sec)
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return Trans_Mul(Trans_Rotate(180, 0, 1, 0), Trans_Rotate(90, 0, 1, 0));
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if (aim_anim && sec)
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return Trans_Mul(Trans_Rotate(180, 0, 0, 1), Trans_Rotate(90, 0, 1, 1));
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if (mTrans != nil)
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return mTrans;
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if (!sec)
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{
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if (back)
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return Trans_Mul(Trans_Rotate(-90, 0, 1, 0), Trans_Translate(0, -400, 0));
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return nil;
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}
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if(back) return Trans_Mul(Trans_Mul(Trans_Rotate(90, 0, 1, 0),Trans_Rotate(180, 1, 0, 0)),Trans_Translate(0,-400,1000));
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return Trans_Rotate(180, 0, 0, 1);
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}
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func Definition(def)
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{
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SetProperty("PictureTransformation",Trans_Mul(Trans_Translate(1000,-500),Trans_Rotate(20,1,1,-1),Trans_Scale(1200)),def);
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}
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/*-- Properties --*/
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local Name = "$Name$";
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local Description = "$Description$";
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local Collectible = true;
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local Components = {Wood = 1, Metal = 1};
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