openclonk/planet/Objects.ocd/Items.ocd/Weapons.ocd/Blunderbuss.ocd/Script.c

256 lines
5.6 KiB
C

/**
Blunderbuss
Shoots up to five bullets at once, ideal short range weapon.
@author: Ringwaul
*/
#include Library_HasExtraSlot
#include Library_RangedWeapon
local is_aiming;
local animation_set;
local loaded;
local holding;
local musk_up, musk_front, musk_down, musk_offset;
// Default timing values for animation set
// (Adjusted for speeed multiplier and stored in animation set by Library_RangedWeapon)
local DefaultLoadTime = 80;
local DefaultShootTime = 20;
/*-- Engine Callbacks --*/
public func Initialize(...)
{
// Tweaking options
musk_up = 12;
musk_front = 13;
musk_down = 16;
musk_offset = -8;
loaded = false;
is_aiming = false;
animation_set = {
AimMode = AIM_Position, // The aiming animation is done by adjusting the animation position to fit the angle.
AnimationAim = "MusketAimArms",
AnimationLoad = "MusketLoadArms",
AnimationShoot = nil,
WalkSpeed = 84,
WalkBack = 56,
};
return _inherited(...);
}
public func Hit()
{
Sound("Hits::GeneralHit?");
}
public func RejectCollect(id shotid, object shot)
{
// Only collect blunderbuss-ammo, which are bullets.
if (shot->~IsBullet())
return false;
return true;
}
/*-- Callbacks --*/
public func GetAnimationSet() { return animation_set; }
// Callback from the clonk when loading is finished.
public func FinishedLoading(object clonk)
{
SetLoaded();
if (holding)
clonk->StartAim(this);
// False means stop here and reset the clonk.
return holding;
}
// Callback from the clonk, when he actually has stopped aiming.
public func FinishedAiming(object clonk, int angle)
{
if (!loaded) return;
// Fire
if (Contents(0) && Contents(0)->IsBullet())
FireWeapon(clonk, angle);
clonk->StartShoot(this);
return true;
}
// Can only be stacked with same state: loaded vs. non-loaded.
public func CanBeStackedWith(object other)
{
return this->IsLoaded() == other->~IsLoaded() && inherited(other, ...);
}
/*-- Usage --*/
public func HoldingEnabled() { return true; }
public func RejectUse(object clonk)
{
return !clonk->HasHandAction(false, false, true);
}
public func ControlUseStart(object clonk, int x, int y)
{
// Nothing in extraslot?
if (!Contents(0))
{
// Put some bullets into the blunderbuss.
var obj;
if (obj = FindObject(Find_Container(clonk), Find_Func("IsBullet")))
obj->Enter(this);
}
// Something in extraslot?
if (!Contents(0))
{
clonk->CancelUse();
Sound("Objects::Weapons::Blunderbuss::Click*");
return true;
}
is_aiming = true;
holding = true;
// Reload weapon if not loaded yet.
if (!loaded)
clonk->StartLoad(this);
else
clonk->StartAim(this);
ControlUseHolding(clonk, x, y);
return true;
}
public func ControlUseHolding(object clonk, int x, int y)
{
var angle = Angle(0, 0, x, y - musk_offset);
angle = Normalize(angle, -180);
clonk->SetAimPosition(angle);
return true;
}
public func ControlUseCancel(object clonk, int x, int y)
{
clonk->CancelAiming(this);
return true;
}
public func ControlUseStop(object clonk, int x, int y)
{
holding = false;
clonk->StopAim();
return true;
}
public func Reset(clonk)
{
is_aiming = false;
}
public func FireWeapon(object clonk, int angle)
{
// Calculate offset for shot and effects.
var off_x = Sin(180 - angle, musk_front);
var off_y = Cos(180 - angle, musk_up) + musk_offset;
if (Abs(Normalize(angle, -180)) > 90)
off_y = Cos(180 - angle, musk_down) + musk_offset;
// Shoot up to five bullets at the same time.
for (var cnt = 0; cnt < this.BulletsPerShot; cnt++)
{
if (!Contents(0))
break;
var shot = Contents(0)->TakeObject();
shot->Launch(clonk, angle * 100 + RandomX(-this.BulletSpread, this.BulletSpread), RandomX(-1, 1), RandomX(this.BulletSpeed[0], this.BulletSpeed[1]), off_x, off_y, 100);
}
// Muzzle Flash & gun smoke.
var x = Sin(angle, 20);
var y = -Cos(angle, 20);
CreateParticle("Smoke", off_x, off_y, PV_Random(x - 20, x + 20), PV_Random(y - 20, y + 20), PV_Random(40, 60), Particles_Smoke(), 20);
clonk->CreateMuzzleFlash(off_x, off_y, angle, 20);
CreateParticle("Flash", 0, 0, 0, 0, 8, Particles_Flash());
// Change picture to indicate being unloaded.
loaded = false;
this.PictureTransformation = Trans_Mul(Trans_Translate(1500, 0, -1500), Trans_Rotate(170, 0, 1, 0), Trans_Rotate(30, 0, 0, 1));
// Gun blast sound.
Sound("Objects::Weapons::Blunderbuss::GunShoot?");
return;
}
public func SetLoaded()
{
loaded = true;
// Change picture to indicate being loaded.
this.PictureTransformation = Trans_Mul(Trans_Translate(500, 1000, 0), Trans_Rotate(130, 0, 1, 0), Trans_Rotate(20, 0, 0, 1));
return;
}
public func IsLoaded() { return loaded; }
/*-- Production --*/
public func IsWeapon() { return true; }
public func IsArmoryProduct() { return true; }
/*-- Display --*/
public func GetCarryMode(object clonk, bool idle, bool nohand)
{
if (idle || nohand)
return CARRY_Back;
return CARRY_Blunderbuss;
}
public func GetCarrySpecial(clonk)
{
if (is_aiming) return "pos_hand2";
}
public func GetCarryTransform()
{
return Trans_Rotate(90, 1, 0, 0);
}
public func OnRelaunchCreation()
{
CreateContents(LeadBullet);
}
public func Definition(def)
{
SetProperty("PictureTransformation", Trans_Mul(Trans_Translate(1500, 0, -1500), Trans_Rotate(170, 0, 1, 0), Trans_Rotate(30, 0, 0, 1)), def);
return _inherited(def, ...);
}
/*-- Properties --*/
local Name = "$Name$";
local Description = "$Description$";
local Collectible = true;
local ForceFreeHands = true;
local Components = {Wood = 1, Metal = 2};
local BulletsPerShot = 5;
local BulletSpread = 300;
local BulletSpeed = [196, 204];
local ExtraSlotFilter = "IsBullet"; // For editor-provided ammo list