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- --------------------------------------------------------------------------------
- -- Weapon Sentry
- -- Original Carnage Contest Weapon
- -- Script by DC, September 2010, www.UnrealSoftware.de
- --------------------------------------------------------------------------------
-
- -- Setup Tables
- if cc==nil then cc={} end
- cc.sentry={}
- cc.sentry.sen={}
- cc.sentry.bullet={}
-
- -- Load & Prepare Ressources
- cc.sentry.sfx_place=loadsfx("throw.ogg") -- Attack Sound
- cc.sentry.sfx_bounce=loadsfx("bounce.wav") -- Bounce
- cc.sentry.gfx_wpn=loadgfx("buildings/sentry.bmp") -- Sentry
- setmidhandle(cc.sentry.gfx_wpn)
- cc.sentry.gfx_gun=loadgfx("buildings/sentry_gun.bmp") -- Gun
- cc.sentry.gfx_icon=loadgfx("buildings/sentry_icon.bmp") -- Icon
- setmidhandle(cc.sentry.gfx_icon)
- cc.sentry.gfx_pro=loadgfx("weapons/shot.bmp") -- Projectile Image
- setmidhandle(cc.sentry.gfx_pro)
- cc.sentry.sfx_attack=loadsfx("sentry.ogg") -- Attack Sound
-
- --------------------------------------------------------------------------------
- -- Weapon: Sentry
- --------------------------------------------------------------------------------
-
- cc.sentry.id=addweapon("cc.sentry","Sentry",cc.sentry.gfx_icon,0,2) -- Add Weapon (0 uses, first in round 2)
-
- function cc.sentry.draw() -- Draw
- -- HUD Positioning
- if weapon_shots==0 then
- hudpositioning(pos_build,cc.sentry.gfx_wpn,30,1,1,1)
- -- HUD Info
- hudinfo("The sentry will point into the same direction as you do!")
- end
- end
-
- function cc.sentry.attack(attack) -- Attack
- if (weapon_shots<=0) and (weapon_position==1) then
- -- No more weapon switching!
- useweapon(0)
- playsound(cc.sentry.sfx_place)
- weapon_shots=weapon_shots+1
- createobject(cc.sentry.sen.id,weapon_x,weapon_y)
- -- End Turn
- endturn()
- end
- end
-
- --------------------------------------------------------------------------------
- -- Projectile: Bullet
- --------------------------------------------------------------------------------
-
- cc.sentry.bullet.id=addprojectile("cc.sentry.bullet") -- Add Projectile
-
- function cc.sentry.bullet.draw(id) -- Draw
- -- Setup draw mode
- setblend(blend_light)
- setalpha(1)
- setcolor(255,255,0)
- setscale(1,1)
- -- Calculate projectile rotation
- setrotation(math.deg(math.atan2(projectiles[id].sx,-projectiles[id].sy)))
- -- Draw projectile
- drawimage(cc.sentry.gfx_pro,projectiles[id].x,projectiles[id].y)
- -- Draw Arrow if out of Screen
- outofscreenarrow(projectiles[id].x,projectiles[id].y)
- end
-
- function cc.sentry.bullet.update(id) -- Update
- -- Wind + Gravity influence on speed
- projectiles[id].sx=projectiles[id].sx+getwind()*0.02
- projectiles[id].sy=projectiles[id].sy+getgravity()*0.75
- -- Move
- cc.sentry.bullet.move(id)
- end
-
- function cc.sentry.bullet.move(id)
- rot=math.deg(math.atan2(projectiles[id].sx,-projectiles[id].sy))
- -- Move (in substep loop for optimal collision precision)
- msubt=math.ceil(math.max(math.abs(projectiles[id].sx),math.abs(projectiles[id].sy))/3)
- msubx=projectiles[id].sx/msubt
- msuby=projectiles[id].sy/msubt
- for i=1,msubt,1 do
- projectiles[id].x=projectiles[id].x+msubx
- projectiles[id].y=projectiles[id].y+msuby
- -- Collision
- if collision(col3x3,projectiles[id].x+math.sin(math.rad(rot))*20,projectiles[id].y-math.cos(math.rad(rot))*20,1,1,1,-1,projectiles[id].ignore)==1 then
- -- Cause damage
- if playercollision()~=0 then
- playerpush(playercollision(),projectiles[id].sx/10.0,projectiles[id].sy/10.0)
- playerdamage(playercollision(),5)
- blood(projectiles[id].x+math.sin(math.rad(rot))*20,projectiles[id].y-math.cos(math.rad(rot))*20)
- elseif objectcollision()>0 then
- objectdamage(objectcollision(),5)
- end
- -- Destroy terrain
- for j=20,22,1 do
- terraincircle(projectiles[id].x+math.sin(math.rad(rot))*j,projectiles[id].y-math.cos(math.rad(rot))*j,3,0x00000000)
- end
- -- Effects
- playsound(sfx_ricochet1)
- particle(p_smoke,projectiles[id].x+math.sin(math.rad(rot))*21,projectiles[id].y-math.cos(math.rad(rot))*21)
- particlefadealpha(0.006)
- particle(p_muzzle,projectiles[id].x+math.sin(math.rad(rot))*21,projectiles[id].y-math.cos(math.rad(rot))*21)
- -- Free projectile
- freeprojectile(id)
- return 1
- end
- -- Water
- if (projectiles[id].y)>getwatery()+5 then
- -- Effects
- particle(p_waterhit,projectiles[id].x,projectiles[id].y)
- if math.random(1,2)==1 then
- playsound(sfx_hitwater2)
- else
- playsound(sfx_hitwater3)
- end
- -- Free projectile
- freeprojectile(id)
- return 1
- end
- end
- end
-
- --------------------------------------------------------------------------------
- -- Object: Sentry
- --------------------------------------------------------------------------------
-
- cc.sentry.sen.id=addobject("cc.sentry.sen",cc.sentry.gfx_wpn) -- Add Object
-
- function cc.sentry.sen.setup(id,parameter)
- if objects==nil then objects={} end
- objects[id]={}
- objects[id].sy=0
- objects[id].timer=0
- objects[id].burst=0
- objects[id].burstrow=0
- objects[id].health=30
- objects[id].dir=getplayerdirection(0)
- objects[id].owner=playercurrent()
- end
-
- function cc.sentry.sen.draw(id,x,y)
- -- Setup draw mode
- setblend(blend_alpha)
- setalpha(1)
- setcolor(255,255,255)
- setscale(1,1)
- setrotation(0)
- -- Draw Sentry
- drawimage(cc.sentry.gfx_wpn,x,y)
- -- Draw Gun
- setscale(objects[id].dir,1)
- if objects[id].dir==1 then
- drawimage(cc.sentry.gfx_gun,x+4,y-6)
- else
- drawimage(cc.sentry.gfx_gun,x-3,y-6)
- end
- end
-
- function cc.sentry.sen.update(id,x,y)
- -- Gravity influence on speed
- objects[id].sy=objects[id].sy+getgravity()
- -- Move (in substep loop for optimal collision precision)
- msubt=math.ceil(math.abs(objects[id].sy)/15)
- msuby=objects[id].sy/msubt
- for i=1,msubt,1 do
- y=y+msuby
- -- Collision
- if collision(cc.sentry.gfx_wpn,x,y,1,1,1,-1,id)==1 then
- if (math.abs(objects[id].sy)>0.5) then playsound(cc.sentry.sfx_bounce) end
- y=y-msuby
- objects[id].sy=-objects[id].sy*0.3
- msuby=-msuby*0.3
- end
- -- Water
- if y>getwatery()+5 then
- -- Effects
- particle(p_waterhit,x,y)
- playsound(sfx_hitwater1)
- -- Remove
- removeobject(id)
- return
- end
- end
- objectposition(id,x,y)
- -- Scan for Enemies / Shoot
- if objects[id].burst==0 then
- objects[id].timer=objects[id].timer+1
- if objects[id].timer>=50 then
- -- Scan Blink
- particle(p_muzzle,x,y-6)
- local team=getplayerteam(objects[id].owner)
- if team==0 then particlecolor(0,255,0) end
- if team==1 then particlecolor(255,255,0) end
- if team==2 then particlecolor(255,0,0) end
- if team==3 then particlecolor(80,200,255) end
- if team==4 then particlecolor(180,60,255) end
- if team==5 then particlecolor(255,180,0) end
- if team==6 then particlecolor(0,180,0) end
- if team==7 then particlecolor(50,100,255) end
- particlesize(0.25,0.25)
- particlealpha(1.0)
- particlefadealpha(0.05)
- -- Scan all players
- objects[id].timer=0
- local players=playertable(0,0)
- local ownally=getplayeralliance(objects[id].owner)
- for i=1,#players do
- -- Enemy?
- if getplayeralliance(players[i])~=ownally then
- -- In Range?
- if math.abs(getplayery(players[i])-y)<30 then
- if math.abs(getplayerx(players[i])-x)<400 then
- -- Righ Direction?
- if (objects[id].dir==1 and getplayerx(players[i])>x) or (objects[id].dir==-1 and getplayerx(players[i])<x) then
- -- Something blocking?
- local dist=(math.abs(getplayerx(players[i])-x))-8
- local tx=x+objects[id].dir*14
- local ty=y-3
- local ok=1
- for offsetx=1,dist,5 do
- if collision(col3x3,tx+offsetx*objects[id].dir,ty,1,1,1,players[i])==1 then
- ok=0; break;
- end
- end
- if ok==1 then
- -- Ready to fire!
- objects[id].burst=1
- objects[id].burstrow=objects[id].burstrow+1
- if objects[id].burstrow>=6 then
- -- Overheating! (don't shoot for 10 seconds after 5 bursts)
- objects[id].burst=0
- objects[id].timer=(-50)*10
- playsound(sfx_steam)
- particle(p_smoke,x,y-6); particle(p_smoke,x,y-10); particle(p_smoke,x-3,y-8); particle(p_smoke,x+3,y-8)
- particle(p_spark,x,y-9); particle(p_spark,x-4,y-9); particle(p_spark,x+4,y-9)
- end
- end
- end
- end
- end
- end
- end
- if objects[id].burst==0 then
- objects[id].burstrow=0
- end
- end
- else
- if getframe()%5==0 then
- objects[id].burst=objects[id].burst+1
- if objects[id].burst>10 then
- -- Burst Done!
- objects[id].burst=0
- objects[id].timer=0
- else
- -- Shoot!
- playsound(cc.sentry.sfx_attack)
- local pid=createprojectile(cc.sentry.bullet.id)
- projectiles[pid]={}
- -- Ignore Object
- projectiles[pid].ignore=id
- -- Set initial position of projectile
- projectiles[pid].x=x+objects[id].dir*14
- projectiles[pid].y=y-3
- -- Set speed of projectile
- math.randomseed(objects[id].burst*12345)
- offset=-6.0+math.random()*12.0
- projectiles[pid].sx=math.sin(math.rad(90*objects[id].dir+offset))*15.0
- projectiles[pid].sy=-math.cos(math.rad(90*objects[id].dir+offset))*15.0
- -- Initial movement
- projectiles[pid].x=projectiles[pid].x-objects[id].dir*20
- cc.sentry.bullet.move(pid)
- -- Effects
- particle(p_muzzle,projectiles[pid].x,projectiles[pid].y)
- particle(p_smoke,projectiles[pid].x,projectiles[pid].y)
- particlespeed(-0.2+math.random()*0.4+getwind()*10.0,-1.0+math.random()*0.6)
- particlefadealpha(0.005)
- particle(p_bullet,x,y-7)
- end
- end
- return 1
- end
- end
-
- function cc.sentry.sen.damage(id,damage)
- if objects[id].health>0 then
- objects[id].health=objects[id].health-damage
- if objects[id].health<=0 then
- local x=getobjectx(id)
- local y=getobjecty(id)
- -- Destroy terrain
- terrainexplosion(x,y,35,1)
- -- Crater
- grey=math.random(0,40)
- if math.random(0,1)==1 then
- terrainalphaimage(gfx_crater100,x,y,math.random(6,9)*0.1,grey,grey,grey)
- else
- terrainalphaimage(gfx_crater125,x,y,math.random(6,9)*0.1,grey,grey,grey)
- end
- -- Remove
- removeobject(id)
- -- Cause damage
- arealdamage(x,y,65,35)
- end
- end
- end
-