//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// // Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames // Copyright (C) 2015 Faust Logic, Inc. // // 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. // //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// #include "afx/arcaneFX.h" #include "afx/ce/afxAreaDamage.h" //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// // afxAreaDamageData IMPLEMENT_CO_DATABLOCK_V1(afxAreaDamageData); ConsoleDocClass( afxAreaDamageData, "@brief A datablock that specifies an Area Damage effect.\n\n" "An Area Damage effect is useful for assigning area damage with unusual timing that must be synchronized with other " "effects. Negative damage amounts can be used for healing effects." "\n\n" "The primary difference between afxAreaDamageData and afxDamageData, which is also capable of inflicting area damage, " "is that afxAreaDamageData effects calculate the area damage in C++ code rather than calling out to the script function " "radiusDamage(). In cases where area damage needs to be inflicted repeatedly or in areas crowded with many targets, " "afxAreaDamageData is likely to get better performance." "\n\n" "@ingroup afxEffects\n" "@ingroup AFX\n" "@ingroup Datablocks\n" ); afxAreaDamageData::afxAreaDamageData() { flavor = ST_NULLSTRING; amount = 0; radius = 0; impulse = 0; notify_damage_src = false; exclude_cons_obj = false; } afxAreaDamageData::afxAreaDamageData(const afxAreaDamageData& other, bool temp_clone) : GameBaseData(other, temp_clone) { flavor = other.flavor; amount = other.amount; radius = other.radius; impulse = other.impulse; notify_damage_src = other.notify_damage_src; exclude_cons_obj = other.exclude_cons_obj; } #define myOffset(field) Offset(field, afxAreaDamageData) void afxAreaDamageData::initPersistFields() { addField("flavor", TypeString, myOffset(flavor), "An arbitrary string which is passed as an argument to a spell's onDamage() script " "method. It is used to classify a type of damage such as 'melee', 'magical', or " "'fire'."); addField("damage", TypeF32, myOffset(amount), "An amount of area damage to inflict on a target. Objects within half the radius " "receive full damage which then diminishes out to the full distance of the specified " "radius."); addField("radius", TypeF32, myOffset(radius), "Radius centered at the effect position in which damage will be applied."); addField("impulse", TypeF32, myOffset(impulse), "Specifies an amount of force to apply to damaged objects. Objects within half the " "radius receive full impulse which then diminishes out to the full distance of the " "specified radius."); addField("notifyDamageSource", TypeBool, myOffset(notify_damage_src), "When true, the onInflictedAreaDamage() method of the damaged object will be called " "to notify it of the damage. This is useful for starting some effects or action that " "responds to the damage."); addField("excludeConstraintObject", TypeBool, myOffset(exclude_cons_obj), "When true, the object specified as the effect's primary position constraint will not " "receive any damage."); Parent::initPersistFields(); } bool afxAreaDamageData::onAdd() { if (Parent::onAdd() == false) return false; return true; } void afxAreaDamageData::packData(BitStream* stream) { Parent::packData(stream); } void afxAreaDamageData::unpackData(BitStream* stream) { Parent::unpackData(stream); } //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//