forked from Mirrors/openclonk
332 lines
8.6 KiB
C
332 lines
8.6 KiB
C
/*-- Sword --*/
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#include Library_MeleeWeapon
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static const Sword_Standard_StrikingLength = 15; // in frames
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func Hit()
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{
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Sound("LightMetalHit?");
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}
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public func Initialize()
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{
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PlayAnimation("Base", 5, Anim_Const(0), Anim_Const(1000));
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return _inherited(...);
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}
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public func GetCarryMode() { return CARRY_HandBack; }
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public func GetCarryBone() { return "main"; }
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public func GetCarrySpecial(clonk) { return carry_bone; }
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public func GetCarryTransform(clonk, sec, back)
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{
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if(back) return Trans_Mul(Trans_Rotate(180,0,0,1), Trans_Rotate(90,0,1,0), Trans_Translate(0,-7000,0));
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return Trans_Rotate(90, 0, 1, 0);
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}
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local magic_number;
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local carry_bone;
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public func ControlUse(object clonk, num x, num y)
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{
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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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var slow=GetEffect("SwordStrikeSlow", clonk);
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var arm = "R";
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carry_bone = "pos_hand2";
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if(clonk->GetHandPosByItemPos(clonk->GetItemPos(this)) == 1)
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{
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arm = "L";
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carry_bone = "pos_hand1";
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}
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var rand = Random(2)+1;
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var animation = Format("SwordSlash%d.%s", rand, arm);
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var animation_sword = Format("Strike%d", rand);
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var downwards_stab = false;
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// figure out the kind of attack to use
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var length = Sword_Standard_StrikingLength;
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if(clonk->IsWalking())
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{
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if(!GetEffect("SwordStrikeStop", clonk))
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AddEffect("SwordStrikeStop", clonk, 2, length, this);
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} else
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if(clonk->IsJumping())
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{
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rand = 1;
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if(clonk->GetYDir() < -5) rand = 2;
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animation = Format("SwordJump%d.%s",rand,arm);
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if(!slow && !GetEffect("DelayTranslateVelocity", clonk))
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{
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// check whether the player aims below the Clonk
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var a=Angle(0, 0, x,y);
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var x_dir = Sin(a, 60);
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if(Inside(a, 35+90, 35+180)) // the player aims downwards
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if((BoundBy(x_dir, -1, 1) == BoundBy(clonk->GetXDir(), -1, 1)) || (clonk->GetXDir() == 0)) // the player aims into the direction the Clonk is already jumping
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{
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clonk->SetXDir(x_dir);
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clonk->SetYDir(-Cos(a, 60));
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AddEffect("DelayTranslateVelocity", clonk, 2, 3, nil, Library_MeleeWeapon);
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// modified animation
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length = 50;
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animation = Format("SwordSlash1.%s", arm);
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downwards_stab = true;
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if(GetEffect("Fall", clonk)) RemoveEffect("Fall", clonk);
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// visual effect
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AddEffect("VisualJumpStrike", clonk, 1, 2, nil, Sword);
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}
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}
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}
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//else return true;*/
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if(!clonk->IsWalking() && !clonk->IsJumping()) return true;
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if(!downwards_stab)
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{
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PlayWeaponAnimation(clonk, animation, 10, Anim_Linear(0, 0, clonk->GetAnimationLength(animation), length, ANIM_Remove), Anim_Const(1000));
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PlayAnimation(animation_sword, 10, Anim_Linear(0, 0, GetAnimationLength(animation_sword), length, ANIM_Remove), Anim_Const(1000));
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}
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else
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{
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PlayWeaponAnimation(clonk, animation, 10, Anim_Linear(0, 0, (clonk->GetAnimationLength(animation)*3)/4, 5, ANIM_Hold), Anim_Const(1000));
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PlayAnimation(animation_sword, 10, Anim_Linear(GetAnimationLength(animation_sword)/2, 0, GetAnimationLength(animation_sword), length, ANIM_Remove), Anim_Const(1000));
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}
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clonk->UpdateAttach();
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// this means that the sword can only hit an object every X frames
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// change it to something that changes every strike if you want the sword to be able to hit the same enemy with different
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// strikes regardless of the time in between
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magic_number = ObjectNumber();
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StartWeaponHitCheckEffect(clonk, length, 1);
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this->Sound("WeaponSwing?", false, nil, nil, nil);
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return true;
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}
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func FxVisualJumpStrikeStart(target, effect, temp)
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{
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if(temp) return;
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effect.x_add = 20;
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if(target->GetXDir() < 0) effect.x_add *= -1;
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effect.visual = CreateObject(Sword_JumpEffect, 0, 0, nil);
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effect.visual->Point({x = target->GetX() + effect.x_add, y = target->GetY() + 10}, {x = target->GetX() + effect.x_add, y = target->GetY() + 10});
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}
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func FxVisualJumpStrikeTimer(target, effect, time)
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{
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if(!target->~IsJumping())
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{
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effect.visual->FadeOut();
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effect.visual = nil;
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return -1;
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}
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effect.visual->Point(nil, {x = target->GetX() + effect.x_add, y = target->GetY() + 10});
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}
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func FxVisualJumpStrikeStop(target, effect, reason, temp)
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{
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if(temp) return;
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if(!effect.visual) return;
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effect.visual->FadeOut();
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}
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func OnWeaponHitCheckStop(clonk)
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{
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carry_bone = nil;
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clonk->UpdateAttach();
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if(GetEffect("SwordStrikeSpeedUp", clonk))
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RemoveEffect("SwordStrikeSpeedUp", clonk);
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if(clonk->IsJumping())
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{
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if(!GetEffect("Fall", clonk))
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AddEffect("Fall",clonk,1,1,clonk);
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}
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if(GetEffect("SwordStrikeStop", clonk))
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RemoveEffect("SwordStrikeStop", clonk);
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return;
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}
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// called when the strike expired before end of length (aborted)
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func WeaponStrikeExpired()
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{
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}
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func SwordDamage(num shield)
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{
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return ((100-shield)*9*1000 / 100);
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}
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func CheckStrike(iTime)
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{
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//if(iTime < 20) return;
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var offset_x=7;
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var offset_y=0;
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if(Contained()->GetDir() == DIR_Left) offset_x*=-1;
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if(!(Contained()->GetContact(-1) & CNAT_Bottom))
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offset_y=10;
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var width=10;
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var height=20;
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var angle=0;
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var doBash=Abs(Contained()->GetXDir()) > 5 || Abs(Contained()->GetYDir()) > 5;
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if(!doBash) doBash=Contained()->GetContact(-1) & CNAT_Bottom;
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if(doBash)
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{
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if(Contained()->GetDir() == DIR_Left)
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angle=-(Max(5, Abs(Contained()->GetXDir())));
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else angle=(Max(5, Abs(Contained()->GetXDir())));
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}
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for(var obj in FindObjects(Find_AtRect(offset_x - width/2, offset_y - height/2, width, height),
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Find_NoContainer(),
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Find_Exclude(Contained()),
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Find_Layer(GetObjectLayer())))
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{
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if (obj->~IsProjectileTarget(this, Contained()) || obj->GetOCF() & OCF_Alive)
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{
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var effect_name=Format("HasBeenHitBySwordEffect%d", magic_number);
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var sword_name=Format("HasBeenHitBySword%d", this->ObjectNumber());
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var first=true;
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// don't hit objects twice
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if(!GetEffect(effect_name, obj))
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{
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AddEffect(effect_name, obj, 1, Sword_Standard_StrikingLength, nil, 0);
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if(GetEffect(sword_name, obj))
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{
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//Log("successive hit");
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first=false;
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}
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else
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{
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//Log("first hit overall");
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AddEffect(sword_name, obj, 1, 40, nil, 0);
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}
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// Reduce damage by shield
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var shield=ApplyShieldFactor(Contained(), obj, 0); // damage out of scope?
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if(shield == 100)
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continue;
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// fixed damage (9)
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var damage = SwordDamage(shield);
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ProjectileHit(obj, damage, ProjectileHit_no_query_catch_blow_callback | ProjectileHit_exact_damage | ProjectileHit_no_on_projectile_hit_callback, FX_Call_EngGetPunched);
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// object has not been deleted?
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if(obj)
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{
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if(offset_y)
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ApplyWeaponBash(obj, 100, 0);
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else
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if(!first)
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ApplyWeaponBash(obj, damage/50, Angle(0, 0, angle, -10));
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else
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if(!offset_y)
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DoWeaponSlow(obj, 300);
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// Particle effect
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var x=-1;
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var p="Slice2";
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if(Contained()->GetDir() == DIR_Right)
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{
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x=1;
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p="Slice1";
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}
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CreateParticle(p, AbsX(obj->GetX())+RandomX(-1,1), AbsY(obj->GetY())+RandomX(-1,1), 0, 0, 100, RGB(255,255,255), obj);
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}
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// sound and done. We can only hit one target
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Sound("WeaponHit?", false);
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break;
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}
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}
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}
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}
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func FxSwordStrikeStopStart(pTarget, effect, iTemp)
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{
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if(iTemp) return;
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pTarget->PushActionSpeed("Walk", (pTarget.ActMap.Walk.Speed)/100);
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}
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func FxSwordStrikeStopStop(pTarget, effect, iCause, iTemp)
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{
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if(iTemp) return;
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pTarget->PopActionSpeed("Walk");
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}
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func FxSwordStrikeStopTimer(pTarget, effect)
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{
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return -1;
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}
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func FxSwordStrikeSpeedUpStart(pTarget, effect, iTemp)
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{
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pTarget->PushActionSpeed("Walk", pTarget.ActMap.Walk.Speed * 3);
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pTarget.ActMap.Walk.Accel = 210;
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}
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func FxSwordStrikeSpeedUpTimer(pTarget, effect, iEffectTime)
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{
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if(!pTarget->GetContact( -1) & CNAT_Bottom)
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return -1;
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if(iEffectTime > 35*2) return -1;
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}
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func FxSwordStrikeSpeedUpStop(pTarget, effect, iCause, iTemp)
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{
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pTarget->PopActionSpeed("Walk");
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if(iTemp) return;
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if(!pTarget->GetAlive()) return;
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AddEffect("SwordStrikeSlow", pTarget, 1, 5, nil, Sword, effect.Time);
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}
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func FxSwordStrikeSlowStart(pTarget, effect, iTemp, iTime)
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{
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pTarget->PushActionSpeed("Walk", pTarget.ActMap.Walk.Speed / 3);
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if(iTemp) return;
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effect.starttime = iTime;
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}
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func FxSwordStrikeSlowTimer(pTarget, effect, iEffectTime)
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{
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if(iEffectTime > effect.starttime) return -1;
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}
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func FxSwordStrikeSlowStop(pTarget, effect, iCause, iTemp)
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{
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pTarget->PopActionSpeed("Walk");
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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(20, 0, 0, 1),def);
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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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