forked from Mirrors/openclonk
233 lines
5.4 KiB
C
233 lines
5.4 KiB
C
/*-- Club --*/
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#include Library_MeleeWeapon
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private func Hit()
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{
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Sound("WoodHit?");
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}
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public func GetCarryMode() { return CARRY_HandBack; }
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public func GetCarrySpecial(clonk)
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{
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if(fAiming)
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{
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if(clonk->GetHandPosByItemPos(clonk->GetItemPos(this)) == 1)
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return "pos_hand1";
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else
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return "pos_hand2";
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}
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}
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local animation_set;
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func Initialize()
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{
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ClubChangeHandAnims("R");
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}
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private func ClubChangeHandAnims(string hand)
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{
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if(hand == "R")
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{
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//Changes which (R/L) animation is used
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animation_set = {
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AimMode = AIM_Weight,
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AnimationAim = Format("BatAimArms.R",hand),
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AnimationAim2 = Format("BatAim2Arms.R",hand),
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AimTime = 35*3,
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AnimationShoot = Format("BatStrikeArms.R",hand),
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AnimationShoot2 = Format("BatStrike2Arms.R",hand),
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ShootTime = 35/2,
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ShootTime2 = (35/2)*6/19, // At 6/19 of the shooting animation
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};
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}
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else
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{
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//Changes which (R/L) animation is used
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animation_set = {
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AimMode = AIM_Weight,
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AnimationAim = "BatAimArms.L",
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AnimationAim2 = "BatAim2Arms.L",
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AimTime = 35*3,
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AnimationShoot = "BatStrikeArms.L",
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AnimationShoot2 = "BatStrike2Arms.L",
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ShootTime = 35/2,
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ShootTime2 = (35/2)*6/19, // At 6/19 of the shooting animation
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};
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}
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}
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public func GetAnimationSet() { return animation_set; }
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public func HoldingEnabled() { return true; }
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local fAiming;
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public func ControlUseStart(object clonk, num x, num y)
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{
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if(clonk->GetHandPosByItemPos(clonk->GetItemPos(this)) == 0)
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ClubChangeHandAnims("R");
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else
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ClubChangeHandAnims("L");
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// cooldown?
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if(!CanStrikeWithWeapon(clonk)) return true;
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// if the clonk doesn't have an action where he can use it's hands do nothing
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if(!clonk->HasHandAction())
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return true;
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fAiming = true;
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clonk->StartAim(this);
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return 1;
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}
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public func HoldingEnabled() { return true; }
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func ControlUseHolding(object clonk, ix, iy)
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{
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var angle = Angle(0,0,ix,iy);
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angle = Normalize(angle,-180);
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clonk->SetAimPosition(angle);
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return true;
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}
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public func ControlUseStop(object clonk, ix, iy)
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{
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clonk->StopAim();
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return true;
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}
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// Callback from the clonk, when he actually has stopped aiming
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public func FinishedAiming(object clonk, float angle)
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{
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clonk->StartShoot(this);
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// since the Clonk internal callback is only once, we cannot use it
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// ..
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AddEffect("DuringClubShootControl", clonk, 1, 1, this, nil, angle);
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// aaaand, a cooldown
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AddEffect("ClubWeaponCooldown", clonk, 1, 5, this);
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return true;
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}
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protected func ControlUseCancel(object clonk, num x, num y)
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{
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clonk->CancelAiming(this);
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return true;
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}
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public func Reset(clonk)
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{
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fAiming = 0;
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}
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// Called in the half of the shoot animation (when ShootTime2 is over)
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public func DuringShoot(object clonk, float angle)
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{
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// called only once. We don't want it only once..
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// DoStrike(clonk, angle);
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}
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func FxDuringClubShootControlStart(target, effect, temp, p1)
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{
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if(temp) return;
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effect.angle=p1;
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}
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func FxDuringClubShootControlStop(target, effect, reason, temp)
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{
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if(temp) return;
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AddEffect("AfterClubShootControl", target, 1, 15, this);
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}
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func FxDuringClubShootControlTimer(target, effect, effect_time)
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{
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if(effect_time > 16) return -1;
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if(!this) return -1;
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this->DoStrike(target, effect.angle);
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}
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// you are not going to be hit by objects you fling away
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func FxDuringClubShootControlQueryCatchBlow(object target, effect, object obj)
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{
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this->DoStrike(target, effect.angle);
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var en=Format("CannotBeHitTwiceBy%d", this->ObjectNumber());
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if(GetEffect(en, obj)) return true;
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return false;
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}
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func FxAfterClubShootControlTimer()
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{
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return -1;
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}
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func FxAfterClubShootControlQueryCatchBlow(object target, effect, object obj)
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{
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var en=Format("CannotBeHitTwiceBy%d", this->ObjectNumber());
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if(GetEffect(en, obj)) return true;
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return false;
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}
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func DoStrike(clonk, angle)
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{
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var x=Sin(angle, 7);
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var y=-Cos(angle, 7);
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var found=false;
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for(var obj in FindObjects(Find_Distance(7, x, y), Find_Or(Find_OCF(OCF_Alive), Find_Category(C4D_Object), Find_Category(C4D_Vehicle)), Find_Exclude(clonk), Find_NoContainer(), Find_Layer(GetObjectLayer())))
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{
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if(obj->Stuck()) continue;
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// vehicles are only hit if they are pseudo vehicles. Bad system - has to be changed in the future
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if(obj->GetCategory() & C4D_Vehicle)
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if(!GetEffect("HitCheck", obj)) continue;
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var en=Format("CannotBeHitTwiceBy%d", this->ObjectNumber());
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if(GetEffect(en, obj)) continue;
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if(obj->GetOCF() & OCF_Alive)
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{
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var damage=5*1000;
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ApplyWeaponBash(obj, 400, angle);
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obj->DoEnergy(-damage, true, FX_Call_EngGetPunched, clonk->GetOwner());
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}
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else
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{
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var div=100;
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if(obj->GetContact(-1)) div*=10;
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// mass/size factor
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var fac1=10000/Max(2, obj->GetMass());
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var fac2=BoundBy(10-Abs(obj->GetDefCoreVal("Width", "DefCore")-obj->GetDefCoreVal("Height", "DefCore")), 1, 10);
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var speed=(3000 * fac1 * fac2) / 10 / 1000;
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obj->SetXDir((obj->GetXDir(100) + Sin(angle, speed)) / 2, div);
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obj->SetYDir((obj->GetYDir(100) - Cos(angle, speed)) / 2, div);
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}
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AddEffect(en, obj, 1, 15, nil);
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found=true;
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break;
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}
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if(found)
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RemoveEffect("DuringClubShoot", clonk);
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}
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public func IsWeapon() { return true; }
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public func IsArmoryProduct() { return true; }
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func Definition(def) {
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SetProperty("PictureTransformation",Trans_Rotate(-30,0,0,1),def);
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}
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local Collectible = 1;
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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 Rebuy = true;
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