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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.
- //-----------------------------------------------------------------------------
- // 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;
- }
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