102 lines
3.7 KiB
Haskell
102 lines
3.7 KiB
Haskell
module Dodge.Projectile.Create where
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import Dodge.SoundLogic
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import Dodge.Reloading
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import Control.Monad
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import Data.Maybe
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import Dodge.Data.World
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import Geometry
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import qualified IntMapHelp as IM
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import LensHelp
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import qualified SDL
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createProjectile :: Item -> Muzzle -> Item -> Creature -> World -> World
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createProjectile ammoitem muz itm cr = fromMaybe failsound $ do
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x <- ammoitem ^? itUse . amagLoadStatus . iaLoaded
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guard $ x > 0
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matype <- ammoitem ^? itUse . amagType
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guard $ matype == ProjectileAmmo
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j <- ammoitem ^? itLocation . ipInvID
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pt <- ammoitem ^? itUse . amagParams . ampPjCreation
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return $ case pt of
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CreateShell -> fireShell ammoitem muz itm cr . extrafuncs j
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CreateTrackingShell -> fireTrackingShell ammoitem muz itm cr . extrafuncs j
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where
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--extrafuncs j = cancelanyreloading . startthesound . useammo j
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extrafuncs j = startthesound . useammo j
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useammo j = cWorld . lWorld . creatures . ix (_crID cr) . crInv . ix j . itUse . amagLoadStatus . iaLoaded -~ 1
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--cancelanyreloading = cWorld . lWorld . creatures . ix (_crID cr) %~ crCancelReloading
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-- the sound should be moved to the projectile firing
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startthesound = soundMultiFrom [CrWeaponSound (_crID cr) j | j <- [0..3]] (_crPos cr) tap4S Nothing
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failsound w' = case w' ^? input . mouseButtons . ix SDL.ButtonLeft of
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Just 0 -> soundStart (CrReloadSound (_crID cr)) (_crPos cr) click1S Nothing w'
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_ -> soundContinue (CrReloadSound (_crID cr)) (_crPos cr) click1S Nothing w'
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fireShell :: Item -> Muzzle -> Item -> Creature -> World -> World
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fireShell ammoitem muz it cr =
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makeShell
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ammoitem
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muz
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it
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cr
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[ PJShellCollisionCheck
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, PJDecTimMvVel
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, PJSpin 335 (_crID cr) spinamount
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, PJThrust (350 - thrustdelay) 0
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, PJReduceSpin (1 - fromIntegral spindrag * 2 / 200)
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]
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where
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params = _itParams it
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spindrag = _shellSpinDrag params
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spinamount = _shellSpinAmount params
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thrustdelay = _shellThrustDelay params
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makeShell :: Item -> Muzzle -> Item -> Creature -> [ProjectileUpdate] -> World -> World
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makeShell ammoitem muz it cr theupdate w = fromMaybe w $ do
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aparams <- ammoitem ^? itUse . amagParams
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return $
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w & cWorld . lWorld . projectiles . at i
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?~ Shell
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{ _prjPos = pos
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, _prjZ = 20
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, _prjStartPos = pos
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, _prjVel = rotateV dir (V2 1 0)
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, _prjDraw = DrawShell
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, _prjID = i
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, _prjAcc = rotateV dir (V2 3 0)
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, _prjDir = dir
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, _prjSpin = 0
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, _prjPayload = _ampPayload aparams
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, _prjTimer = 350
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, _prjUpdates = theupdate
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, _prjMITID = Just $ _itID it
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}
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where
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i = IM.newKey $ w ^. cWorld . lWorld . projectiles -- _props (_cWorld w)
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dir = _crDir cr + _mzRot muz
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pos = _crPos cr +.+ rotateV dir (_mzPos muz)
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--am = _heldConsumption $ _itUse it
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fireTrackingShell :: Item -> Muzzle -> Item -> Creature -> World -> World
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fireTrackingShell ammoitem muz it cr = fromMaybe id $ do
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return $
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makeShell
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ammoitem
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muz
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it
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cr
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[ PJRemoteShellCollisionCheck
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, PJDecTimMvVel
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, PJSpin 335 (_crID cr) spinamount
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, PJTrack (350 - thrustdelay) 0 (_itID it)
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, PJThrust (350 - thrustdelay) 0
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, PJReduceSpin (1 - fromIntegral spindrag * 2 / 200)
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]
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where
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spinamount = _shellSpinAmount params
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thrustdelay = _shellThrustDelay params
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spindrag = _shellSpinDrag params
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params = _itParams it
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