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