//----------------------------------------------------------------------------- // 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. //----------------------------------------------------------------------------- // This file contains ShapeBase methods used by all the derived classes //----------------------------------------------------------------------------- // ShapeBase object //----------------------------------------------------------------------------- // A raycast helper function to keep from having to duplicate code everytime // that a raycast is needed. // %this = the object doing the cast, usually a player // %range = range to search // %mask = what to look for function ShapeBase::doRaycast(%this, %range, %mask) { // get the eye vector and eye transform of the player %eyeVec = %this.getEyeVector(); %eyeTrans = %this.getEyeTransform(); // extract the position of the player's camera from the eye transform (first 3 words) %eyePos = getWord(%eyeTrans, 0) SPC getWord(%eyeTrans, 1) SPC getWord(%eyeTrans, 2); // normalize the eye vector %nEyeVec = VectorNormalize(%eyeVec); // scale (lengthen) the normalized eye vector according to the search range %scEyeVec = VectorScale(%nEyeVec, %range); // add the scaled & normalized eye vector to the position of the camera %eyeEnd = VectorAdd(%eyePos, %scEyeVec); // see if anything gets hit %searchResult = containerRayCast(%eyePos, %eyeEnd, %mask, %this); return %searchResult; } //----------------------------------------------------------------------------- function ShapeBase::damage(%this, %sourceObject, %position, %damage, %damageType) { // All damage applied by one object to another should go through this method. // This function is provided to allow objects some chance of overriding or // processing damage values and types. As opposed to having weapons call // ShapeBase::applyDamage directly. Damage is redirected to the datablock, // this is standard procedure for many built in callbacks. if (isObject(%this)) %this.getDataBlock().damage(%this, %sourceObject, %position, %damage, %damageType); } //----------------------------------------------------------------------------- function ShapeBase::setDamageDt(%this, %damageAmount, %damageType) { // This function is used to apply damage over time. The damage is applied // at a fixed rate (50 ms). Damage could be applied over time using the // built in ShapBase C++ repair functions (using a neg. repair), but this // has the advantage of going through the normal script channels. if (%this.getState() !$= "Dead") { %this.damage(0, "0 0 0", %damageAmount, %damageType); %this.damageSchedule = %this.schedule(50, "setDamageDt", %damageAmount, %damageType); } else %this.damageSchedule = ""; } function ShapeBase::clearDamageDt(%this) { if (%this.damageSchedule !$= "") { cancel(%this.damageSchedule); %this.damageSchedule = ""; } } function GameBase::damage(%this, %sourceObject, %position, %damage, %damageType) { // All damage applied by one object to another should go through this method. // This function is provided to allow objects some chance of overriding or // processing damage values and types. As opposed to having weapons call // ShapeBase::applyDamage directly. Damage is redirected to the datablock, // this is standard procedure for many built in callbacks. %datablock = %this.getDataBlock(); if ( isObject( %datablock ) ) %datablock.damage(%this, %sourceObject, %position, %damage, %damageType); } //----------------------------------------------------------------------------- // ShapeBase datablock //----------------------------------------------------------------------------- function ShapeBaseData::damage(%this, %obj, %source, %position, %amount, %damageType) { // Ignore damage by default. This empty method is here to // avoid console warnings. }