//----------------------------------------------------------------------------- // 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 $DeathDuration = 10000; $CorpseTimeoutValue = 20000; //----------------------------------------------------------------------------- // 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 GameBaseData::damage(%this, %obj, %source, %position, %amount, %damageType) { // Ignore damage by default. This empty method is here to // avoid console warnings. } function ShapeBaseData::onAdd(%this, %obj) { %obj.setDamageState("Enabled"); } function ShapeBaseData::setDamageDirection(%this, %obj, %sourceObject, %damagePos) { if (!%obj.client) return; if (%damagePos $= "" && isObject(%sourceObject)) { if (%sourceObject.isField(initialPosition)) { // Projectiles have this field set to the muzzle point of // the firing weapon at the time the projectile was created. // This gives a damage direction towards the firing object, // turret, vehicle, etc. Bullets and weapon fired grenades // are examples of projectiles. %damagePos = %sourceObject.initialPosition; } else { // Other objects that cause damage, such as mines, use their own // location as the damage position. This gives a damage direction // towards the explosive origin rather than the person that lay the // explosives. %damagePos = %sourceObject.getPosition(); } } // Rotate damage vector into object space %damageVec = VectorSub(%damagePos, %obj.getWorldBoxCenter()); %damageVec = VectorNormalize(%damageVec); %damageVec = MatrixMulVector(%obj.client.getCameraObject().getInverseTransform(), %damageVec); // Determine largest component of damage vector to get direction %vecComponents = -%damageVec.x SPC %damageVec.x SPC -%damageVec.y SPC %damageVec.y SPC -%damageVec.z SPC %damageVec.z; %vecDirections = "Left" SPC "Right" SPC "Bottom" SPC "Front" SPC "Bottom" SPC "Top"; %max = -1; for (%i = 0; %i < 6; %i++) { %value = getWord(%vecComponents, %i); if (%value > %max) { %max = %value; %damageDir = getWord(%vecDirections, %i); } } commandToClient(%obj.client, 'setDamageDirection', %damageDir); } function ShapeBaseData::onCollision(%this, %obj, %collObj, %vec, %len ) { if ((!isObject(%obj) || %obj.getDamageState() !$= "Enabled")) return; //echo(%this SPC %obj SPC %collObj SPC %vec SPC %len ); %dmgPos = VectorSub(%obj.getPosition(), %vec); %dmgAmt = %len/%this.minImpactSpeed * %this.collisionMul; %this.damage(%obj, %collObj, %dmgPos, %dmgAmt, "impact"); } function ShapeBaseData::onImpact(%this, %obj, %collObj, %vec, %len ) { if ((!isObject(%obj) || %obj.getDamageState() !$= "Enabled")) return; //echo(%this SPC %obj SPC %collObj SPC %vec SPC %len ); %dmgPos = VectorSub(%obj.getPosition(), %vec); %dmgAmt = %len/%this.minImpactSpeed * %this.impactMul; %this.damage(%obj, %collObj, %dmgPos, %dmgAmt, "impact"); } //---------------------------------------------------------------------------- function ShapeBaseData::damage(%this, %obj, %sourceObject, %position, %damage, %damageType) { if (!isObject(%obj) || %obj.getDamageState() !$= "Enabled" || !%damage) return; %rootObj = %obj; if (%obj.healthFromMount) %rootObj = findRootObject(%obj); %rootObj.applyDamage(%damage); %this.onDamage(%rootObj, %damage); %this.setDamageDirection(%obj, %sourceObject, %position); // Deal with client callbacks here because we don't have this // information in the onDamage or onDisable methods %client = %rootObj.client; %sourceClient = %sourceObject ? %sourceObject.client : 0; if (isObject(%client)) { if (%rootObj.getDamageState() !$= "Enabled") { callGamemodeFunction("onDeath", %client, %sourceObject, %sourceClient, %damageType, ""); } } } function ShapeBaseData::onDamage(%this, %obj, %delta) { // This method is invoked by the ShapeBase code whenever the // object's damage level changes. if (%delta > 0 && %obj.getDamageState() $= "Enabled") { // Apply a damage flash %obj.setDamageFlash(1); //total raw damage allowed to be stored if (%this.maxDamage> 1.0 && %obj.getDamageLevel() >= %this.maxDamage) %obj.setDamageState("Destroyed"); //damage before we are considered destroyed (can animate via "damage" thread) else if (%this.destroyedLevel> 1.0 && %obj.getDamageLevel() >= %this.destroyedLevel) %obj.setDamageState("Destroyed"); //optional additional disabled level else if (%this.disabledLevel> 1.0 && %obj.getDamageLevel() >= %this.disabledLevel) %obj.setDamageState("Disabled"); } } function ShapeBaseData::onDisabled(%this, %obj, %state) { // Release the weapon triggers for (%slot = 0; %slot<4; %slot++) { if (%obj.getMountedImage(%slot)) %obj.setImageTrigger(%slot, false); } } function ShapeBaseData::onDestroyed(%this, %obj, %state) { // Release the weapon triggers for (%slot = 0; %slot<4; %slot++) { if (%obj.getMountedImage(%slot)) %obj.setImageTrigger(%slot, false); } if (%obj.client) { %obj.client.player = 0; %obj.client.schedule($DeathDuration, "spawnControlObject"); } // Schedule corpse removal. Just keeping the place clean. %obj.schedule($CorpseTimeoutValue - 1000, "startFade", 1000, 0, true); %obj.schedule($CorpseTimeoutValue, "delete"); %obj.schedule($CorpseTimeoutValue,"blowUp"); } function ShapeBaseData::onRemove(%this, %obj) { Parent::onRemove(%this, %obj); deleteMountchain(%obj); }