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Text File  |  2010-08-31  |  5KB  |  159 lines

  1. --------------------------------------------------------------------------------
  2. -- Weapon Spear + Projectile Spear
  3. -- Original Carnage Contest Weapon
  4. -- Script by DC, August 2009, www.UnrealSoftware.de
  5. --------------------------------------------------------------------------------
  6.  
  7. -- Setup Tables
  8. if cc==nil then cc={} end
  9. cc.spear={}
  10. cc.spear.spear={}
  11.  
  12. -- Load & Prepare Ressources
  13. cc.spear.gfx_wpn=loadgfx("weapons/spear.bmp")                -- Weapon Image
  14. setmidhandle(cc.spear.gfx_wpn)
  15. cc.spear.sfx_attack=loadsfx("arrow_shoot.ogg")                -- Attack Sound
  16. cc.spear.sfx_impact=loadsfx("arrow_impact.ogg")                -- Impact Sound
  17.  
  18. --------------------------------------------------------------------------------
  19. -- Weapon: Spear
  20. --------------------------------------------------------------------------------
  21.  
  22. cc.spear.id=addweapon("cc.spear","Spear",cc.spear.gfx_wpn,3)    -- Add Weapon (3 uses)
  23. cc.spear.ammo=1                                                    -- 1 Spear
  24.  
  25. function cc.spear.draw()                                        -- Draw
  26.     if cc.spear.ammo-weapon_shots>0 then
  27.         setblend(blend_alpha)
  28.         setalpha(1)
  29.         setcolor(255,255,255)
  30.         drawinhand(cc.spear.gfx_wpn,6,0)
  31.     end
  32.     -- HUD Crosshair
  33.     if cc.spear.ammo-weapon_shots>0 then
  34.         hudcrosshair(7,3)
  35.     end
  36. end
  37.  
  38. function cc.spear.attack(attack)                                -- Attack
  39.     -- Decrement timer
  40.     if weapon_timer>0 then
  41.         weapon_timer=weapon_timer-1
  42.     end
  43.     -- Attack
  44.     if weapon_shots<cc.spear.ammo and weapon_timer<=0 and attack==1 then
  45.         -- No more weapon switching!
  46.         useweapon(0)
  47.         -- Reset Timer
  48.         weapon_timer=25
  49.         -- Attack
  50.         playsound(cc.spear.sfx_attack)
  51.         weapon_shots=weapon_shots+1
  52.         id=createprojectile(cc.spear.spear.id)
  53.         projectiles[id]={}
  54.         -- Ignore collision with current player at beginning
  55.         projectiles[id].ignore=playercurrent()
  56.         -- Set initial position of projectile
  57.         projectiles[id].x=getplayerx(0)+(7*getplayerdirection(0))-math.sin(math.rad(getplayerrotation(0)))*5.0
  58.         projectiles[id].y=getplayery(0)+3+math.cos(math.rad(getplayerrotation(0)))*5.0
  59.         -- Set speed of projectile
  60.         projectiles[id].sx=math.sin(math.rad(getplayerrotation(0)))*7.0
  61.         projectiles[id].sy=-math.cos(math.rad(getplayerrotation(0)))*7.0
  62.         -- Initial movement
  63.         projectiles[id].x=projectiles[id].x-projectiles[id].sx*1.5
  64.         projectiles[id].y=projectiles[id].y-projectiles[id].sy*1.5
  65.         for i=1,4,1 do
  66.             if cc.spear.spear.move(id)==1 then
  67.                 break
  68.             end
  69.         end
  70.         -- Effects
  71.         recoil(3)
  72.         -- End Turn
  73.         if (weapon_shots>=cc.spear.ammo) then
  74.             endturn()
  75.         end
  76.     end
  77. end
  78.  
  79. --------------------------------------------------------------------------------
  80. -- Projectile: Spear
  81. --------------------------------------------------------------------------------
  82.  
  83. cc.spear.spear.id=addprojectile("cc.spear.spear")        -- Add Projectile
  84.  
  85. function cc.spear.spear.draw(id)                        -- Draw
  86.     -- Setup draw mode
  87.     setblend(blend_alpha)
  88.     setalpha(1)
  89.     setcolor(255,255,255)
  90.     setscale(1,1)
  91.     -- Calculate projectile rotation
  92.     setrotation(math.deg(math.atan2(projectiles[id].sx,-projectiles[id].sy)))
  93.     -- Draw projectile
  94.     drawimage(cc.spear.gfx_wpn,projectiles[id].x,projectiles[id].y)
  95.     -- Draw arrow if out of Screen
  96.     outofscreenarrow(projectiles[id].x,projectiles[id].y)
  97. end
  98.  
  99. function cc.spear.spear.update(id)                        -- Update
  100.     -- Wind + Gravity influence on speed
  101.     projectiles[id].sx=projectiles[id].sx+getwind()*0.1
  102.     projectiles[id].sy=projectiles[id].sy+getgravity()*1.5
  103.     -- Move
  104.     cc.spear.spear.move(id)
  105. end
  106.  
  107. function cc.spear.spear.move(id)
  108.     rot=math.deg(math.atan2(projectiles[id].sx,-projectiles[id].sy))
  109.     -- Move (in substep loop for optimal collision precision)
  110.     msubt=math.ceil(math.max(math.abs(projectiles[id].sx),math.abs(projectiles[id].sy))/3)
  111.     msubx=projectiles[id].sx/msubt
  112.     msuby=projectiles[id].sy/msubt
  113.     for i=1,msubt,1 do
  114.         projectiles[id].x=projectiles[id].x+msubx
  115.         projectiles[id].y=projectiles[id].y+msuby        
  116.         -- Collision
  117.         if collision(col3x3,projectiles[id].x+math.sin(math.rad(rot))*13,projectiles[id].y-math.cos(math.rad(rot))*13)==1 then
  118.             if terraincollision()==1 or objectcollision()>0 or playercollision()~=projectiles[id].ignore then
  119.                 if playercollision()~=0 then
  120.                     -- Cause Player damage
  121.                     playerpush(playercollision(),projectiles[id].sx/3.0,projectiles[id].sy/3.0)
  122.                     playerdamage(playercollision(),35)
  123.                     blood(projectiles[id].x+math.sin(math.rad(rot))*13,projectiles[id].y-math.cos(math.rad(rot))*13)
  124.                     playsound(sfx_splatter3)
  125.                 elseif objectcollision()>0 then
  126.                     -- Cause Object Damage
  127.                     objectdamage(objectcollision(),35)
  128.                 else
  129.                     -- Draw spear in terrain
  130.                     terrainimage(cc.spear.gfx_wpn,projectiles[id].x,projectiles[id].y,0,rot)
  131.                 end
  132.                 -- Effects
  133.                 playsound(cc.spear.sfx_impact)
  134.                 particle(p_smoke,projectiles[id].x+math.sin(math.rad(rot))*14,projectiles[id].y-math.cos(math.rad(rot))*14)
  135.                 particlefadealpha(0.006)
  136.                 -- Free projectile
  137.                 freeprojectile(id)
  138.                 return 1
  139.             end
  140.         else
  141.             projectiles[id].ignore=0
  142.         end
  143.         -- Water
  144.         if (projectiles[id].y)>getwatery()+5 then
  145.             -- Effects
  146.             particle(p_waterhit,projectiles[id].x,projectiles[id].y)
  147.             if math.random(1,2)==1 then
  148.                 playsound(sfx_hitwater2)
  149.             else
  150.                 playsound(sfx_hitwater3)
  151.             end
  152.             -- Free projectile
  153.             freeprojectile(id)
  154.             return 1
  155.         end
  156.     end
  157.     -- Scroll to projectile
  158.     scroll(projectiles[id].x,projectiles[id].y)
  159. end