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- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
- // 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);
- }
- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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