//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- // Support function which applies damage to objects within the radius of // some effect, usually an explosion. This function will also optionally // apply an impulse to each object. function radiusDamage(%sourceObject, %position, %radius, %damage, %damageType, %impulse) { // Use the container system to iterate through all the objects // within our explosion radius. We'll apply damage to all ShapeBase // objects. InitContainerRadiusSearch(%position, %radius, $TypeMasks::ShapeBaseObjectType | $TypeMasks::DynamicShapeObjectType); %halfRadius = %radius / 2; while ((%targetObject = containerSearchNext()) != 0) { // Calculate how much exposure the current object has to // the explosive force. The object types listed are objects // that will block an explosion. If the object is totally blocked, // then no damage is applied. %coverage = calcExplosionCoverage(%position, %targetObject, $TypeMasks::InteriorObjectType | $TypeMasks::TerrainObjectType | $TypeMasks::ForceFieldObjectType | $TypeMasks::StaticShapeObjectType | $TypeMasks::VehicleObjectType); if (%coverage == 0) continue; // Radius distance subtracts out the length of smallest bounding // box axis to return an appriximate distance to the edge of the // object's bounds, as opposed to the distance to it's center. %dist = containerSearchCurrRadiusDist(); // Calculate a distance scale for the damage and the impulse. // Full damage is applied to anything less than half the radius away, // linear scale from there. %distScale = (%dist < %halfRadius)? 1.0 : 1.0 - ((%dist - %halfRadius) / %halfRadius); %distScale = mClamp(%distScale,0.0,1.0); // Apply the damage %targetObject.damage(%sourceObject, %position, %damage * %coverage * %distScale, %damageType); // Apply the impulse if (%impulse) { %impulseVec = VectorSub(%targetObject.getWorldBoxCenter(), %position); %impulseVec = VectorNormalize(%impulseVec); %impulseVec = VectorScale(%impulseVec, %impulse * %distScale); %targetObject.applyImpulse(%position, %impulseVec); } } }