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- //-----------------------------------------------------------------------------
- // 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);
- }
- }
- }
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