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

225 lines
4.8 KiB
C

/*--
Javelin
Author: Ringwaul
A simple but dangerous throwing weapon.
--*/
#include Library_Stackable
public func MaxStackCount() { return 3; }
local animation_set;
func Initialize()
{
animation_set = {
AimMode = AIM_Position, // The aiming animation is done by adjusting the animation position to fit the angle
AnimationAim = "SpearAimArms",
AnimationShoot = "SpearThrowArms",
AnimationShoot2 = "SpearThrow2Arms",
AnimationShoot3 = "SpearThrow3Arms",
ShootTime = 16,
ShootTime2 = 8,
WalkBack = 0,
};
}
public func GetAnimationSet() { return animation_set; }
local fAiming;
public func GetCarryMode(clonk) { if(fAiming >= 0) return CARRY_HandBack; }
public func GetCarryBone() { return "Javelin"; }
public func GetCarrySpecial(clonk) { if(fAiming > 0) return "pos_hand2"; }
public func GetCarryTransform() { if(fAiming == 1) return Trans_Rotate(180, 1, 0, 0); }
public func ControlUseStart(object clonk, num x, num y)
{
// if the clonk doesn't have an action where he can use it's hands do nothing
if(!clonk->HasHandAction())
return true;
fAiming = true;
clonk->StartAim(this);
ControlUseHolding(clonk, x, y);
Sound("DrawJavelin");
return 1;
}
public func HoldingEnabled() { return true; }
func ControlUseHolding(object clonk, ix, iy)
{
var angle = Angle(0,0,ix,iy);
angle = Normalize(angle,-180);
clonk->SetAimPosition(angle);
return true;
}
protected func ControlUseStop(object clonk, ix, iy)
{
if(fAiming)
clonk->StopAim();
return true;
}
// Callback from the clonk, when he actually has stopped aiming
public func FinishedAiming(object clonk, float angle)
{
clonk->StartShoot(this);
return true;
}
public func ControlUseCancel(object clonk, num x, num y)
{
clonk->CancelAiming(this);
return true;
}
public func Reset(clonk)
{
fAiming = 0;
}
// Called in the half of the shoot animation (when ShootTime2 is over)
public func DuringShoot(object clonk, float angle)
{
DoThrow(clonk, angle);
}
public func DoThrow(object clonk, float angle)
{
var javelin=TakeObject();
var div = 60; // 40% is converted to the direction of the throwing angle.
var xdir = clonk->GetXDir(1000);
var ydir = clonk->GetYDir(1000);
var speed = clonk.ThrowSpeed * 21 + (100 - div) * Sqrt(xdir**2 + ydir**2) / 100;
var jav_x = div * xdir / 100 + Sin(angle, speed);
var jav_y = div * ydir / 100 - Cos(angle, speed);
javelin->SetXDir(jav_x, 1000);
javelin->SetYDir(jav_y, 1000);
javelin->SetPosition(javelin->GetX(),javelin->GetY()+6);
SetController(clonk->GetController());
javelin->AddEffect("Flight",javelin,1,1,javelin,nil);
javelin->AddEffect("HitCheck",javelin,1,1,nil,nil,clonk);
Sound("ThrowJavelin?");
fAiming = -1;
clonk->UpdateAttach();
}
protected func JavelinStrength() { return 14; }
//slightly modified HitObject() from arrow
public func HitObject(object obj)
{
var relx = GetXDir() - obj->GetXDir();
var rely = GetYDir() - obj->GetYDir();
var speed = Sqrt(relx*relx+rely*rely);
var dmg = JavelinStrength()*speed/100;
ProjectileHit(obj,dmg,ProjectileHit_tumble);
Stick();
}
// called by successful hit of object after from ProjectileHit(...)
public func OnStrike(object obj)
{
if(obj->GetAlive())
Sound("ProjectileHitLiving?");
else
Sound("JavelinHitGround");
}
protected func Hit()
{
if(GetEffect("Flight",this))
{
Stick();
Sound("JavelinHitGround");
}
else
Sound("WoodHit?");
}
protected func Stick()
{
if(GetEffect("Flight",this))
{
SetXDir(0);
SetYDir(0);
SetRDir(0);
RemoveEffect("Flight",this);
RemoveEffect("HitCheck",this);
var x=Sin(GetR(),+16);
var y=Cos(GetR(),-16);
var mat = GetMaterial(x,y);
if(mat != -1)
{
//if(GetMaterialVal("DigFree","Material",mat))
//{
// stick in landscape
SetVertex(2,VTX_Y,-18,1);
//}
}
return;
}
}
func Entrance()
{
// reset sticky-vertex
SetVertex(2,VTX_Y,0,1);
}
protected func FxFlightStart(object pTarget, effect)
{
pTarget->SetProperty("Collectible",0);
pTarget->SetR(Angle(0,0,pTarget->GetXDir(),pTarget->GetYDir()));
}
protected func FxFlightTimer(object pTarget, effect, int iEffectTime)
{
//Using Newton's arrow rotation. This would be much easier if we had tan^-1 :(
var oldx = effect.x;
var oldy = effect.y;
var newx = GetX();
var newy = GetY();
var anglediff = Normalize(Angle(oldx,oldy,newx,newy)-GetR(),-180);
pTarget->SetRDir(anglediff/2);
effect.x = newx;
effect.y = newy;
pTarget->SetR(Angle(0,0,pTarget->GetXDir(),pTarget->GetYDir()));
}
protected func FxFlightStop(object pTarget, effect)
{
pTarget->SetProperty("Collectible", 1);
}
public func IsWeapon() { return true; }
public func IsArmoryProduct() { return true; }
func Definition(def) {
SetProperty("PictureTransformation", Trans_Mul(Trans_Rotate(40,0,0,1),Trans_Rotate(-10,1,0,0)),def);
}
local Collectible = 1;
local Name = "$Name$";
local Description = "$Description$";
local Rebuy = true;