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- --------------------------------------------------------------------------------
- -- Weapon Bow + Projectile Arrow
- -- Original Carnage Contest Weapon
- -- Script by DC, August 2009, www.UnrealSoftware.de
- --------------------------------------------------------------------------------
-
- -- Setup Tables
- if cc==nil then cc={} end
- cc.bow={}
- cc.bow.arrow={}
-
- -- Load & Prepare Ressources
- cc.bow.gfx_wpn0=loadgfx("weapons/bow0.bmp") -- Weapon Image Frame 0
- setmidhandle(cc.bow.gfx_wpn0)
- cc.bow.gfx_wpn1=loadgfx("weapons/bow1.bmp") -- Weapon Image Frame 1
- setmidhandle(cc.bow.gfx_wpn1)
- cc.bow.gfx_pro=loadgfx("weapons/arrow.bmp") -- Projectile Image
- setmidhandle(cc.bow.gfx_pro)
- cc.bow.sfx_attack=loadsfx("arrow_shoot.ogg") -- Attack Sound
- cc.bow.sfx_impact=loadsfx("arrow_impact.ogg") -- Impact Sound
-
- --------------------------------------------------------------------------------
- -- Weapon: bow
- --------------------------------------------------------------------------------
-
- cc.bow.id=addweapon("cc.bow","Bow",cc.bow.gfx_wpn0,1) -- Add Weapon (1 use)
- cc.bow.ammo=5 -- 5 arrows
-
- function cc.bow.draw() -- Draw
- setblend(blend_alpha)
- setalpha(1)
- setcolor(255,255,255)
- if cc.bow.ammo-weapon_shots>0 and weapon_timer<=0 then
- drawinhand(cc.bow.gfx_wpn1,6,0)
- else
- drawinhand(cc.bow.gfx_wpn0,6,0)
- end
- -- Arrow
- if cc.bow.ammo-weapon_shots>0 and weapon_timer<=0 and getplayeraction(0)==0 then
- setrotation(getplayerrotation(0))
- setscale(getplayerdirection(0),1)
- drawimage(cc.bow.gfx_pro,getplayerx(0)+7*getplayerdirection(0),getplayery(0)+3)
- end
- -- HUD ammobar
- if cc.bow.ammo-weapon_shots>0 then
- hudammobar(cc.bow.ammo-weapon_shots,cc.bow.ammo)
- end
- -- HUD Crosshair
- if cc.bow.ammo-weapon_shots>0 then
- hudcrosshair(7,3)
- end
- end
-
- function cc.bow.attack(attack) -- Attack
- -- Decrement timer
- if weapon_timer>0 then
- weapon_timer=weapon_timer-1
- end
- -- Attack
- if weapon_shots<cc.bow.ammo and weapon_timer<=0 and attack==1 then
- -- No more weapon switching!
- useweapon(0)
- -- Reset Timer
- weapon_timer=30
- -- Attack
- playsound(cc.bow.sfx_attack)
- weapon_shots=weapon_shots+1
- id=createprojectile(cc.bow.arrow.id)
- projectiles[id]={}
- -- Ignore collision with current player at beginning
- projectiles[id].ignore=playercurrent()
- -- Set initial position of projectile
- projectiles[id].x=getplayerx(0)+(7*getplayerdirection(0))-math.sin(math.rad(getplayerrotation(0)))*5.0
- projectiles[id].y=getplayery(0)+3+math.cos(math.rad(getplayerrotation(0)))*5.0
- -- Set speed of projectile
- projectiles[id].sx=math.sin(math.rad(getplayerrotation(0)))*9.0
- projectiles[id].sy=-math.cos(math.rad(getplayerrotation(0)))*9.0
- -- Initial movement
- projectiles[id].x=projectiles[id].x-projectiles[id].sx*1.0
- projectiles[id].y=projectiles[id].y-projectiles[id].sy*1.0
- for i=1,3,1 do
- if cc.bow.arrow.move(id)==1 then
- break
- end
- end
- -- Effects
-
- -- End Turn
- if (weapon_shots>=cc.bow.ammo) then
- endturn()
- end
- end
- end
-
- --------------------------------------------------------------------------------
- -- Projectile: arrow
- --------------------------------------------------------------------------------
-
- cc.bow.arrow.id=addprojectile("cc.bow.arrow") -- Add Projectile
-
- function cc.bow.arrow.draw(id) -- Draw
- -- Setup draw mode
- setblend(blend_alpha)
- setalpha(1)
- setcolor(255,255,255)
- setscale(1,1)
- -- Calculate projectile rotation
- setrotation(math.deg(math.atan2(projectiles[id].sx,-projectiles[id].sy)))
- -- Draw projectile
- drawimage(cc.bow.gfx_pro,projectiles[id].x,projectiles[id].y)
- -- Draw Arrow if out of Screen
- outofscreenarrow(projectiles[id].x,projectiles[id].y)
- end
-
- function cc.bow.arrow.update(id) -- Update
- -- Wind + Gravity influence on speed
- projectiles[id].sx=projectiles[id].sx+getwind()*0.1
- projectiles[id].sy=projectiles[id].sy+getgravity()*1.5
- -- Move
- cc.bow.arrow.move(id)
- end
-
- function cc.bow.arrow.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))*8,projectiles[id].y-math.cos(math.rad(rot))*8)==1 then
- if terraincollision()==1 or objectcollision()>0 or playercollision()~=projectiles[id].ignore then
- if playercollision()~=0 then
- -- Cause Player damage
- playerpush(playercollision(),projectiles[id].sx/10.0,projectiles[id].sy/10.0)
- playerdamage(playercollision(),7)
- blood(projectiles[id].x+math.sin(math.rad(rot))*8,projectiles[id].y-math.cos(math.rad(rot))*8)
- playsound(sfx_splatter3)
- elseif objectcollision()>0 then
- -- Cause Object damage
- objectdamage(objectcollision(),7)
- else
- -- Draw Arrow in terrain
- terrainimage(cc.bow.gfx_pro,projectiles[id].x,projectiles[id].y,0,rot)
- end
- -- Effects
- playsound(cc.bow.sfx_impact)
- particle(p_smoke,projectiles[id].x+math.sin(math.rad(rot))*8,projectiles[id].y-math.cos(math.rad(rot))*8)
- particlefadealpha(0.006)
- -- Free projectile
- freeprojectile(id)
- return 1
- end
- else
- projectiles[id].ignore=0
- 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
-