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

277 lines
6.0 KiB
C

/**
Grenade Launcher
A single shot grenade launcher which fires dangerous iron bombs.
@author: Clonkonaut
*/
#include Library_HasExtraSlot
#include Library_RangedWeapon
// Default timing values for animation set
// (Adjusted for speeed multiplier and stored in animation set by Library_RangedWeapon)
local DefaultLoadTime = 80;
local DefaultShootTime = 20;
local is_aiming;
local animation_set;
local loaded;
local reload;
local yOffset;
local holding;
local MuzzleUp; local MuzzleFront; local MuzzleDown; local MuzzleOffset;
/*-- Engine Callbacks --*/
func Initialize(...)
{
//Tweaking options
MuzzleUp = 12;
MuzzleFront = 13;
MuzzleDown = 16;
MuzzleOffset = -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(...);
}
func Hit()
{
Sound("Hits::GeneralHit?");
}
func RejectCollect(id shotid, object shot)
{
// Only collect grenade launcher ammo
if(!(shot->~IsGrenadeLauncherAmmo())) 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);
return holding; // false means stop here and reset the clonk
}
// 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)->~IsGrenadeLauncherAmmo())
FireWeapon(clonk, angle);
Trajectory->Remove(clonk);
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 something inside
var obj = FindObject(Find_Container(clonk), Find_Func("IsGrenadeLauncherAmmo"));
if (obj)
{
obj->Enter(this);
}
}
// something in extraslot
if(!Contents(0))
{
clonk->CancelUse();
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, ix, iy)
{
var angle = Angle(0,0,ix,iy-MuzzleOffset);
angle = Normalize(angle,-180);
clonk->SetAimPosition(angle);
// Show and update trajectory preview only when loaded.
if (loaded)
{
var shot_x = Sin(180 - angle, MuzzleFront);
var shot_y = Cos(180 - angle, MuzzleUp) + MuzzleOffset;
Trajectory->Create(clonk, GetX() + shot_x, GetY() + shot_y, Cos(angle - 90, shooting_strength), Sin(angle - 90, shooting_strength));
}
return true;
}
public func ControlUseCancel(object clonk, int x, int y)
{
clonk->CancelAiming(this);
Trajectory->Remove(clonk);
return true;
}
public func ControlUseStop(object clonk, ix, iy)
{
holding = false;
clonk->StopAim();
return true;
}
public func Reset(clonk)
{
is_aiming = false;
}
func FireWeapon(object clonk, int angle)
{
var shot = Contents(0)->~TakeObject() ?? Contents(0);
var IX=Sin(180-angle,MuzzleFront);
var IY=Cos(180-angle,MuzzleUp)+MuzzleOffset;
shot->LaunchProjectile(angle, 0, shooting_strength, IX, IY);
shot->~Fuse(true);
shot->SetController(clonk->GetController());
loaded = false;
// Reset transformation to indicate empty grenade launcher.
this.PictureTransformation = this.Prototype.PictureTransformation;
Sound("Objects::Weapons::Blunderbuss::GunShoot?");
// Muzzle Flash & gun smoke
if(Abs(Normalize(angle,-180)) > 90)
IY=Cos(180-angle,MuzzleDown)+MuzzleOffset;
var x = Sin(angle, 20);
var y = -Cos(angle, 20);
CreateParticle("Smoke", IX, IY, PV_Random(x - 20, x + 20), PV_Random(y - 20, y + 20), PV_Random(40, 60), Particles_Smoke(), 20);
clonk->CreateMuzzleFlash(IX, IY, angle, 40);
CreateParticle("Flash", 0, 0, 0, 0, 8, Particles_Flash());
}
public func SetLoaded()
{
loaded = true;
// Change picture to indicate being loaded.
this.PictureTransformation = Trans_Mul(Trans_Translate(-3000, 3000, 4000),Trans_Rotate(-45,0,0,1),Trans_Rotate(130,0,1,0));
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()
{
if (is_aiming) return "pos_hand2";
}
public func GetCarryTransform(object clonk, bool idle, bool nohand, bool second_on_back)
{
if (is_aiming)
return Trans_Mul(Trans_Rotate(90,1,0,0), Trans_Rotate(-10,0,0,1));
if (idle)
{
if (!second_on_back)
return Trans_Mul(Trans_Translate(0, 3000), Trans_Rotate(180, 1));
else
return Trans_Mul(Trans_Translate(3000, 3000, -1500), Trans_Rotate(180, 1), Trans_Rotate(-30, 0, 1));
}
if (nohand)
return Trans_Translate(0, -3000);
return Trans_Mul(Trans_Rotate(90,1,0,0), Trans_Rotate(-10,0,0,1));
}
public func OnRelaunchCreation()
{
CreateContents(IronBomb);
}
public func IsExplosive()
{
return !!FindObject(Find_Container(this), Find_Func("IsExplosive"));
}
func Definition(def)
{
def.PictureTransformation = Trans_Mul(Trans_Translate(-3000, 1000, 1500),Trans_Rotate(170,0,1,0),Trans_Rotate(30,0,0,1));
return _inherited(def, ...);
}
/*-- Properties --*/
local Name = "$Name$";
local Description = "$Description$";
local Collectible = true;
local ForceFreeHands = true;
local Components = {Wood = 1, Metal = 3};
// Initial velocity of the bomb
local shooting_strength = 75;
local ExtraSlotFilter = "IsGrenadeLauncherAmmo"; // For editor-provided ammo list