forked from Mirrors/openclonk
185 lines
3.5 KiB
C
185 lines
3.5 KiB
C
/*
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Dynamite
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Author: Newton
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A volatile tool that can be pressed into walls
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for accurate mining, burning a short fuse before exploding.
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*/
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public func ControlUse(object clonk, num x, num y, bool box)
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{
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// if already activated, nothing (so, throw)
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if(GetAction() == "Fuse" || box)
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{
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if(Place(clonk,x,y,box))
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return true;
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// if placed with the box, we are more tolerant where the
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// user clicks and search for other positions too
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else if(box)
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{
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// get rough direction (left, right, up down)
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var angle = (Angle(0,0,x,y)+45)/90*90;
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var plusminus = -1;
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// first check if it is possible to place the dynamite
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// in roughly the same direction as he clicked, then
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// in each left or right of that direction and then
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// in the opposite direction.
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for(var i=0; i<=3; ++i)
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{
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angle += plusminus * i * 90;
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x = Sin(angle, 300);
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y = -Cos(angle, 300);
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if(Place(clonk,x,y,box))
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return true;
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plusminus *= -1;
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}
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}
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}
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else
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{
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Fuse();
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return true;
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}
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return false;
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}
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private func Place(object clonk, num x, num y, bool box)
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{
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var angle = Angle(0,0,x,y);
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var pos = GetWall(angle);
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if(pos)
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{
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if(box) SetReady();
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// put into ...
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Sound("Connect");
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Exit(pos[0], pos[1], Angle(pos[0],pos[1]));
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SetPosition(clonk->GetX()+pos[0], clonk->GetY()+pos[1]);
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return true;
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}
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return false;
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}
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public func Fuse()
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{
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if(GetAction() != "Fuse")
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{
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if(!FindObject(Find_Category(C4D_StaticBack), Find_Func("IsFuse"), Find_ActionTargets(this))) Sound("Fuse");
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SetAction("Fuse");
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}
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}
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// returns true if there is a wall in direction in which "clonk" looks
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// and puts the offset to the wall into "xo, yo" - looking from the clonk
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private func GetWall(angle)
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{
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var dist = 12;
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for(var dist = 12; dist < 18; dist++)
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{
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var x = Sin(angle, dist);
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var y = -Cos(angle, dist);
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if(GBackSolid(x, y))
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{
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return [Sin(angle, dist-5), -Cos(angle, dist-5)];
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}
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}
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return false;
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}
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protected func Hit() { Sound("GeneralHit?"); }
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protected func Incineration() { Extinguish(); Fuse(); }
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protected func RejectEntrance()
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{
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return GetAction() == "Fuse" || GetAction() == "Ready";
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}
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// Controle of the Dynamite box
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public func SetReady()
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{
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SetAction("Ready");
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}
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// Controle of the Dynamite box
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public func SetFuse()
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{
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SetAction("Fuse");
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}
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public func Reset()
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{
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SetAction("Idle");
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}
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private func Fusing()
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{
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var sin=Sin(180-GetR(),5);
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var cos=Cos(180-GetR(),5);
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if(Contained()!=nil)
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{
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//If the dynamite is held, sparks come from clonk's center.
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sin=0;
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cos=0;
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}
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// Effekt
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if(GetActTime() < 120)
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CastParticles("Spark",1,20,sin,cos,15,25,RGB(255,200,0),RGB(255,255,150));
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// Explosion
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else if(GetActTime() > 140)
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DoExplode();
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}
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public func OnFuseFinished()
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{
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DoExplode();
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}
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public func DoExplode()
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{
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// Activate all fuses
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for(var obj in FindObjects(Find_Category(C4D_StaticBack), Find_Func("IsFuse"), Find_ActionTargets(this)))
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obj->~StartFusing(this);
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Explode(18);
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}
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public func IsChemicalProduct() { return true; }
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local ActMap = {
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Fuse = {
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Prototype = Action,
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Name = "Fuse",
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Procedure = DFA_NONE,
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NextAction = "Fuse",
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Delay = 1,
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Length = 1,
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FacetBase = 1,
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Sound = "Fusing",
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StartCall = "Fusing"
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},
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Ready = {
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Prototype = Action,
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Name = "Ready",
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Procedure = DFA_NONE,
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NextAction = "Ready",
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Delay = 1,
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Length = 1,
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FacetBase = 1,
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}
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};
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local Name = "$Name$";
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local Description = "$Description$";
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local UsageHelp = "$UsageHelp$";
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local Collectible = 1;
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local Rebuy = true;
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local BlastIncinerate = 1;
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local ContactIncinerate = 1;
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