| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122 |
- //-----------------------------------------------------------------------------
- // 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.
- }
|