//----------------------------------------------------------------------------- // 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. //----------------------------------------------------------------------------- // Parenting is in place for WheeledVehicleData to VehicleData. This should // make it easier for people to simply drop in new (generic) vehicles. All that // the user needs to create is a set of datablocks for the new wheeled vehicle // to use. This means that no (or little) scripting should be necessary. // Special, or unique vehicles however will still require some scripting. They // may need to override the onAdd() function in order to mount weapons, // differing tires/springs, etc., almost everything else is taken care of in the // WheeledVehicleData and VehicleData methods. This helps us by not having to // duplicate the same code for every new vehicle. // In theory this would work for HoverVehicles and FlyingVehicles also, but // hasn't been tested or fully implemented for those classes -- yet. function VehicleData::onAdd(%this, %obj) { %obj.setRechargeRate(%this.rechargeRate); %obj.setEnergyLevel(%this.MaxEnergy); %obj.setRepairRate(0); if (%obj.mountable || %obj.mountable $= "") %this.isMountable(%obj, true); else %this.isMountable(%obj, false); if (%this.nameTag !$= "") %obj.setShapeName(%this.nameTag); } function VehicleData::onRemove(%this, %obj) { //echo("\c4VehicleData::onRemove("@ %this.getName() @", "@ %obj.getClassName() @")"); // if there are passengers/driver, kick them out for(%i = 0; %i < %obj.getDatablock().numMountPoints; %i++) { if (%obj.getMountNodeObject(%i)) { %passenger = %obj.getMountNodeObject(%i); %passenger.getDataBlock().doDismount(%passenger, true); } } } // ---------------------------------------------------------------------------- // Vehicle player mounting and dismounting // ---------------------------------------------------------------------------- function VehicleData::isMountable(%this, %obj, %val) { %obj.mountable = %val; } function VehicleData::mountPlayer(%this, %vehicle, %player) { //echo("\c4VehicleData::mountPlayer("@ %this.getName() @", "@ %vehicle @", "@ %player.client.nameBase @")"); if (isObject(%vehicle) && %vehicle.getDamageState() !$= "Destroyed") { %player.startFade(1000, 0, true); %this.schedule(1000, "setMountVehicle", %vehicle, %player); %player.schedule(1500, "startFade", 1000, 0, false); } } function VehicleData::setMountVehicle(%this, %vehicle, %player) { //echo("\c4VehicleData::setMountVehicle("@ %this.getName() @", "@ %vehicle @", "@ %player.client.nameBase @")"); if (isObject(%vehicle) && %vehicle.getDamageState() !$= "Destroyed") { %node = %this.findEmptySeat(%vehicle, %player); if (%node >= 0) { //echo("\c4Mount Node: "@ %node); %vehicle.mountObject(%player, %node); //%player.playAudio(0, MountVehicleSound); %player.mVehicle = %vehicle; } } } function VehicleData::findEmptySeat(%this, %vehicle, %player) { //echo("\c4This vehicle has "@ %this.numMountPoints @" mount points."); for (%i = 0; %i < %this.numMountPoints; %i++) { %node = %vehicle.getMountNodeObject(%i); if (%node == 0) return %i; } return -1; } function VehicleData::switchSeats(%this, %vehicle, %player) { for (%i = 0; %i < %this.numMountPoints; %i++) { %node = %vehicle.getMountNodeObject(%i); if (%node == %player || %node > 0) continue; if (%node == 0) return %i; } return -1; }