//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// // 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 "console/consoleTypes.h" #include "core/stream/bitStream.h" #include "lighting/lightInfo.h" #include "T3D/projectile.h" #include "afx/ce/afxMachineGun.h" //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// // afxMachineGunData IMPLEMENT_CO_DATABLOCK_V1(afxMachineGunData); ConsoleDocClass( afxMachineGunData, "@brief A datablock that specifies a Machine Gun effect.\n\n" "Machine Gun is a simple but useful effect for rapidly shooting standard Torque Projectile objects. For performance " "reasons, keep in mind that each bullet is a separate Projectile object, which is not a very lightweight object." "\n\n" "@ingroup afxEffects\n" "@ingroup AFX\n" "@ingroup Datablocks\n" ); afxMachineGunData::afxMachineGunData() { projectile_data = 0; rounds_per_minute = 60; } afxMachineGunData::afxMachineGunData(const afxMachineGunData& other, bool temp_clone) : GameBaseData(other, temp_clone) { projectile_data = other.projectile_data; rounds_per_minute = other.rounds_per_minute; } #define myOffset(field) Offset(field, afxMachineGunData) void afxMachineGunData::initPersistFields() { addField("projectile", TYPEID(), myOffset(projectile_data), "A ProjectileData datablock describing the projectile to be launched."); addField("roundsPerMinute", TypeS32, myOffset(rounds_per_minute), "Specifies the number of projectiles fired over a minute of time. A value of 1200 " "will create 20 projectiles per second.\n" "Sample values for real machine guns:\n" " AK-47 = 600, M16 = 750-900, UZI = 600"); Parent::initPersistFields(); // disallow some field substitutions disableFieldSubstitutions("projectile"); } bool afxMachineGunData::onAdd() { if (Parent::onAdd() == false) return false; if (projectile_data) { if (getId() >= DataBlockObjectIdFirst && getId() <= DataBlockObjectIdLast) { SimObjectId pid = projectile_data->getId(); if (pid < DataBlockObjectIdFirst || pid > DataBlockObjectIdLast) { Con::errorf(ConsoleLogEntry::General,"afxMachineGunData: bad ProjectileData datablock."); return false; } } } return true; } void afxMachineGunData::packData(BitStream* stream) { Parent::packData(stream); if (stream->writeFlag(projectile_data)) stream->writeRangedU32(projectile_data->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast); stream->write(rounds_per_minute); } void afxMachineGunData::unpackData(BitStream* stream) { Parent::unpackData(stream); if (stream->readFlag()) { SimObjectId id = stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast); Sim::findObject(id, projectile_data); } stream->read(&rounds_per_minute); } //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//