diff --git a/Engine/source/T3D/shapeBase.cpp b/Engine/source/T3D/shapeBase.cpp index e164c8394..b3d2e1db1 100644 --- a/Engine/source/T3D/shapeBase.cpp +++ b/Engine/source/T3D/shapeBase.cpp @@ -172,6 +172,8 @@ ShapeBaseData::ShapeBaseData() density( 1.0f ), maxEnergy( 0.0f ), maxDamage( 1.0f ), + mCollisionMul(0.0f), + mImpactMul(0.0f), repairRate( 0.0033f ), disabledLevel( 1.0f ), destroyedLevel( 1.0f ), @@ -229,6 +231,8 @@ ShapeBaseData::ShapeBaseData(const ShapeBaseData& other, bool temp_clone) : Game density = other.density; maxEnergy = other.maxEnergy; maxDamage = other.maxDamage; + mCollisionMul = other.mCollisionMul; + mImpactMul = other.mImpactMul; repairRate = other.repairRate; disabledLevel = other.disabledLevel; destroyedLevel = other.destroyedLevel; @@ -585,6 +589,10 @@ void ShapeBaseData::initPersistFields() addField( "isInvincible", TypeBool, Offset(isInvincible, ShapeBaseData), "Invincible flag; when invincible, the object cannot be damaged or " "repaired." ); + addFieldV("collisionMul", TypeRangedF32, Offset(mCollisionMul, ShapeBaseData), &CommonValidators::PositiveFloat, + "collision damage multiplier"); + addFieldV("impactMul", TypeRangedF32, Offset(mImpactMul, ShapeBaseData), &CommonValidators::PositiveFloat, + "impact damage multiplier"); endGroup( "Damage/Energy" ); addGroup( "Camera", "The settings used by the shape when it is the camera." ); diff --git a/Engine/source/T3D/shapeBase.h b/Engine/source/T3D/shapeBase.h index 131992fa9..b34e544bf 100644 --- a/Engine/source/T3D/shapeBase.h +++ b/Engine/source/T3D/shapeBase.h @@ -584,6 +584,8 @@ public: F32 density; F32 maxEnergy; F32 maxDamage; + F32 mCollisionMul; + F32 mImpactMul; F32 repairRate; ///< Rate per tick. F32 disabledLevel; diff --git a/Templates/BaseGame/game/data/DamageModel/DamageModel.module b/Templates/BaseGame/game/data/DamageModel/DamageModel.module new file mode 100644 index 000000000..0bce1ed70 --- /dev/null +++ b/Templates/BaseGame/game/data/DamageModel/DamageModel.module @@ -0,0 +1,11 @@ + + + diff --git a/Templates/BaseGame/game/data/DamageModel/DamageModel.tscript b/Templates/BaseGame/game/data/DamageModel/DamageModel.tscript new file mode 100644 index 000000000..3268a5b9e --- /dev/null +++ b/Templates/BaseGame/game/data/DamageModel/DamageModel.tscript @@ -0,0 +1,48 @@ +function DamageModel::onCreate(%this) +{ +} + +function DamageModel::onDestroy(%this) +{ +} + +//This is called when the server is initially set up by the game application +function DamageModel::initServer(%this) +{ +} + +//This is called when the server is created for an actual game/map to be played +function DamageModel::onCreateGameServer(%this) +{ + %this.registerDatablock("./scripts/managedData/managedParticleData"); + %this.registerDatablock("./scripts/managedData/managedParticleEmitterData"); + %this.queueExec("./scripts/server/utility"); + %this.queueExec("./scripts/server/radiusDamage"); + %this.queueExec("./scripts/server/projectile"); + %this.queueExec("./scripts/server/weapon"); + %this.queueExec("./scripts/server/shapeBase"); + %this.queueExec("./scripts/server/vehicle"); + %this.queueExec("./scripts/server/player"); +} + +//This is called when the server is shut down due to the game/map being exited +function DamageModel::onDestroyGameServer(%this) +{ +} + +//This is called when the client is initially set up by the game application +function DamageModel::initClient(%this) +{ + %this.queueExec("./guis/damageGuiOverlay.gui"); + %this.queueExec("./scripts/client/playGui"); +} + +//This is called when a client connects to a server +function DamageModel::onCreateClientConnection(%this) +{ +} + +//This is called when a client disconnects from a server +function DamageModel::onDestroyClientConnection(%this) +{ +} diff --git a/Templates/BaseGame/game/data/DamageModel/guis/damageGuiOverlay.asset.taml b/Templates/BaseGame/game/data/DamageModel/guis/damageGuiOverlay.asset.taml new file mode 100644 index 000000000..ab0935549 --- /dev/null +++ b/Templates/BaseGame/game/data/DamageModel/guis/damageGuiOverlay.asset.taml @@ -0,0 +1 @@ + diff --git a/Templates/BaseGame/game/data/DamageModel/guis/damageGuiOverlay.gui b/Templates/BaseGame/game/data/DamageModel/guis/damageGuiOverlay.gui new file mode 100644 index 000000000..2c8ee1fe6 --- /dev/null +++ b/Templates/BaseGame/game/data/DamageModel/guis/damageGuiOverlay.gui @@ -0,0 +1,285 @@ +//--- OBJECT WRITE BEGIN --- +$guiContent = new GuiContainer(DamageGuiOverlay) { + isContainer = "1"; + Profile = "GuiContentProfile"; + HorizSizing = "relative"; + VertSizing = "relative"; + position = "0 0"; + Extent = "1024 768"; + MinExtent = "8 8"; + canSave = "1"; + Visible = "1"; + tooltipprofile = "GuiToolTipProfile"; + hovertime = "1000"; + canSaveDynamicFields = "1"; + Enabled = "1"; + helpTag = "0"; + noCursor = "1"; + new GuiShapeNameHud() { + fillColor = "0 0 0 0.25"; + frameColor = "0 1 0 1"; + textColor = "0 1 0 1"; + showFill = "0"; + showFrame = "0"; + verticalOffset = "0.2"; + distanceFade = "0.1"; + isContainer = "0"; + Profile = "GuiModelessDialogProfile"; + HorizSizing = "width"; + VertSizing = "height"; + position = "0 0"; + Extent = "1024 768"; + MinExtent = "8 8"; + canSave = "1"; + Visible = "1"; + tooltipprofile = "GuiToolTipProfile"; + hovertime = "1000"; + canSaveDynamicFields = "0"; + }; + new GuiCrossHairHud(Reticle) { + damageFillColor = "0 1 0 1"; + damageFrameColor = "1 0.6 0 1"; + damageRect = "50 4"; + damageOffset = "0 10"; + bitmapAsset = "FPSEquipment:blank_image"; + wrap = "0"; + isContainer = "0"; + Profile = "GuiModelessDialogProfile"; + HorizSizing = "center"; + VertSizing = "center"; + position = "496 368"; + Extent = "32 32"; + MinExtent = "8 8"; + canSave = "1"; + Visible = "1"; + tooltipprofile = "GuiToolTipProfile"; + hovertime = "1000"; + canSaveDynamicFields = "0"; + }; + new GuiCrossHairHud(ZoomReticle) { + damageFillColor = "0 1 0 1"; + damageFrameColor = "1 0.6 0 1"; + damageRect = "50 4"; + damageOffset = "0 10"; + bitmapAsset = "DamageModel:bino_image"; + wrap = "0"; + isContainer = "0"; + Profile = "GuiModelessDialogProfile"; + HorizSizing = "width"; + VertSizing = "height"; + position = "0 0"; + Extent = "1024 768"; + MinExtent = "8 8"; + canSave = "1"; + Visible = "0"; + tooltipprofile = "GuiToolTipProfile"; + hovertime = "1000"; + canSaveDynamicFields = "0"; + }; + new GuiBitmapBorderCtrl(WeaponHUD) { + isContainer = "0"; + Profile = "ChatHudBorderProfile"; + HorizSizing = "right"; + VertSizing = "top"; + position = "78 693"; + Extent = "124 72"; + MinExtent = "8 8"; + canSave = "1"; + Visible = "1"; + tooltipprofile = "GuiToolTipProfile"; + hovertime = "1000"; + canSaveDynamicFields = "0"; + + new GuiBitmapCtrl() { + bitmap = "UI:hudfill_image"; + wrap = "0"; + isContainer = "0"; + Profile = "GuiDefaultProfile"; + HorizSizing = "width"; + VertSizing = "height"; + position = "8 8"; + Extent = "108 56"; + MinExtent = "8 8"; + canSave = "1"; + Visible = "1"; + tooltipprofile = "GuiToolTipProfile"; + hovertime = "1000"; + canSaveDynamicFields = "0"; + }; + new GuiBitmapCtrl(PreviewImage) { + bitmapAsset = "UI:hudfill_image"; + wrap = "0"; + isContainer = "0"; + Profile = "GuiDefaultProfile"; + HorizSizing = "width"; + VertSizing = "height"; + position = "8 8"; + Extent = "108 56"; + MinExtent = "8 2"; + canSave = "1"; + Visible = "1"; + tooltipprofile = "GuiToolTipProfile"; + hovertime = "1000"; + canSaveDynamicFields = "0"; + }; + new GuiTextCtrl(AmmoAmount) { + maxLength = "255"; + Margin = "0 0 0 0"; + Padding = "0 0 0 0"; + AnchorTop = "0"; + AnchorBottom = "0"; + AnchorLeft = "0"; + AnchorRight = "0"; + isContainer = "0"; + Profile = "HudTextItalicProfile"; + HorizSizing = "right"; + VertSizing = "top"; + position = "40 8"; + Extent = "120 16"; + MinExtent = "8 8"; + canSave = "1"; + Visible = "1"; + tooltipprofile = "GuiToolTipProfile"; + hovertime = "1000"; + canSaveDynamicFields = "0"; + }; + }; + new GuiHealthTextHud() { + fillColor = "0 0 0 0.65"; + frameColor = "0 0 0 1"; + textColor = "1 1 1 1"; + warningColor = "1 0 0 1"; + showFill = "1"; + showFrame = "1"; + showTrueValue = "0"; + showEnergy = "0"; + warnThreshold = "25"; + pulseThreshold = "15"; + pulseRate = "750"; + position = "5 693"; + extent = "72 72"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "top"; + profile = "GuiBigTextProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "0"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiControl(DamageHUD) { + position = "384 256"; + extent = "256 256"; + minExtent = "8 2"; + horizSizing = "center"; + vertSizing = "center"; + profile = "GuiDefaultProfile"; + visible = "1"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "1"; + canSave = "1"; + canSaveDynamicFields = "0"; + + new GuiBitmapCtrl(DamageFront) { + bitmapAsset = "DamageModel:damageFront_image"; + wrap = "0"; + position = "0 0"; + extent = "256 32"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiDefaultProfile"; + visible = "0"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "0"; + internalName = "Damage[Front]"; + hidden = "1"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiBitmapCtrl(DamageTop) { + bitmapAsset = "DamageModel:damageTop_image"; + wrap = "0"; + position = "0 0"; + extent = "256 32"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiDefaultProfile"; + visible = "0"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "0"; + internalName = "Damage[Top]"; + hidden = "1"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiBitmapCtrl(DamageBottom) { + bitmapAsset = "DamageModel:damageBottom_image"; + wrap = "0"; + position = "0 224"; + extent = "256 32"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiDefaultProfile"; + visible = "0"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "0"; + internalName = "Damage[Bottom]"; + hidden = "1"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiBitmapCtrl(DamageLeft) { + bitmapAsset = "DamageModel:damageLeft_image"; + wrap = "0"; + position = "0 0"; + extent = "32 256"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiDefaultProfile"; + visible = "0"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "0"; + internalName = "Damage[Left]"; + hidden = "1"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + new GuiBitmapCtrl(DamageRight) { + bitmapAsset = "DamageModel:damageRight_image"; + wrap = "0"; + position = "224 0"; + extent = "32 256"; + minExtent = "8 2"; + horizSizing = "right"; + vertSizing = "bottom"; + profile = "GuiDefaultProfile"; + visible = "0"; + active = "1"; + tooltipProfile = "GuiToolTipProfile"; + hovertime = "1000"; + isContainer = "0"; + internalName = "Damage[Right]"; + hidden = "1"; + canSave = "1"; + canSaveDynamicFields = "0"; + }; + }; +}; +//--- OBJECT WRITE END --- diff --git a/Templates/BaseGame/game/data/DamageModel/images/crosshair.png b/Templates/BaseGame/game/data/DamageModel/images/crosshair.png new file mode 100644 index 000000000..06bcf5c6c Binary files /dev/null and b/Templates/BaseGame/game/data/DamageModel/images/crosshair.png differ diff --git a/Templates/BaseGame/game/data/DamageModel/images/crosshair_blue.png b/Templates/BaseGame/game/data/DamageModel/images/crosshair_blue.png new file mode 100644 index 000000000..d5b0485d7 Binary files /dev/null and b/Templates/BaseGame/game/data/DamageModel/images/crosshair_blue.png differ diff --git a/Templates/BaseGame/game/data/DamageModel/images/crosshair_blue_image.asset.taml b/Templates/BaseGame/game/data/DamageModel/images/crosshair_blue_image.asset.taml new file mode 100644 index 000000000..0962854e3 --- /dev/null +++ b/Templates/BaseGame/game/data/DamageModel/images/crosshair_blue_image.asset.taml @@ -0,0 +1,3 @@ + diff --git a/Templates/BaseGame/game/data/DamageModel/images/damageBottom.png b/Templates/BaseGame/game/data/DamageModel/images/damageBottom.png new file mode 100644 index 000000000..883935ba8 Binary files /dev/null and b/Templates/BaseGame/game/data/DamageModel/images/damageBottom.png differ diff --git a/Templates/BaseGame/game/data/DamageModel/images/damageBottom_image.asset.taml b/Templates/BaseGame/game/data/DamageModel/images/damageBottom_image.asset.taml new file mode 100644 index 000000000..044292120 --- /dev/null +++ b/Templates/BaseGame/game/data/DamageModel/images/damageBottom_image.asset.taml @@ -0,0 +1,3 @@ + diff --git a/Templates/BaseGame/game/data/DamageModel/images/damageFront.png b/Templates/BaseGame/game/data/DamageModel/images/damageFront.png new file mode 100644 index 000000000..ff759fc7c Binary files /dev/null and b/Templates/BaseGame/game/data/DamageModel/images/damageFront.png differ diff --git a/Templates/BaseGame/game/data/DamageModel/images/damageFront_image.asset.taml b/Templates/BaseGame/game/data/DamageModel/images/damageFront_image.asset.taml new file mode 100644 index 000000000..3b6d5836f --- /dev/null +++ b/Templates/BaseGame/game/data/DamageModel/images/damageFront_image.asset.taml @@ -0,0 +1,3 @@ + diff --git a/Templates/BaseGame/game/data/DamageModel/images/damageLeft.png b/Templates/BaseGame/game/data/DamageModel/images/damageLeft.png new file mode 100644 index 000000000..9562db1dd Binary files /dev/null and b/Templates/BaseGame/game/data/DamageModel/images/damageLeft.png differ diff --git a/Templates/BaseGame/game/data/DamageModel/images/damageLeft_image.asset.taml b/Templates/BaseGame/game/data/DamageModel/images/damageLeft_image.asset.taml new file mode 100644 index 000000000..66e90be28 --- /dev/null +++ b/Templates/BaseGame/game/data/DamageModel/images/damageLeft_image.asset.taml @@ -0,0 +1,3 @@ + diff --git a/Templates/BaseGame/game/data/DamageModel/images/damageRight.png b/Templates/BaseGame/game/data/DamageModel/images/damageRight.png new file mode 100644 index 000000000..3a9a626cc Binary files /dev/null and b/Templates/BaseGame/game/data/DamageModel/images/damageRight.png differ diff --git a/Templates/BaseGame/game/data/DamageModel/images/damageRight_image.asset.taml b/Templates/BaseGame/game/data/DamageModel/images/damageRight_image.asset.taml new file mode 100644 index 000000000..b9d0b382d --- /dev/null +++ b/Templates/BaseGame/game/data/DamageModel/images/damageRight_image.asset.taml @@ -0,0 +1,3 @@ + diff --git a/Templates/BaseGame/game/data/DamageModel/images/damageTop.png b/Templates/BaseGame/game/data/DamageModel/images/damageTop.png new file mode 100644 index 000000000..ff759fc7c Binary files /dev/null and b/Templates/BaseGame/game/data/DamageModel/images/damageTop.png differ diff --git a/Templates/BaseGame/game/data/DamageModel/images/damageTop_image.asset.taml b/Templates/BaseGame/game/data/DamageModel/images/damageTop_image.asset.taml new file mode 100644 index 000000000..52eb13ffb --- /dev/null +++ b/Templates/BaseGame/game/data/DamageModel/images/damageTop_image.asset.taml @@ -0,0 +1,3 @@ + diff --git a/Templates/BaseGame/game/data/DamageModel/scripts/client/playGui.tscript b/Templates/BaseGame/game/data/DamageModel/scripts/client/playGui.tscript new file mode 100644 index 000000000..77f533cce --- /dev/null +++ b/Templates/BaseGame/game/data/DamageModel/scripts/client/playGui.tscript @@ -0,0 +1,53 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// PlayGui is the main TSControl through which the game is viewed. +// The PlayGui also contains the hud controls. +//----------------------------------------------------------------------------- + +function DamageModel::Playgui_onWake(%this) +{ + Canvas.pushDialog(DamageGuiOverlay); +} + +function DamageModel::Playgui_onSleep(%this) +{ + Canvas.popDialog(DamageGuiOverlay); +} + +function DamageModel::Playgui_clearHud( %this ) +{ + Canvas.popDialog(DamageGuiOverlay); +} + +function clientCmdSetDamageDirection(%direction) +{ + %ctrl = DamageHUD.findObjectByInternalName("damage[" @ %direction@"]"); + if (isObject(%ctrl)) + { + // Show the indicator, and schedule an event to hide it again + cancelAll(%ctrl); + %ctrl.setVisible(true); + %ctrl.schedule(1500, setVisible, false); + } +} \ No newline at end of file diff --git a/Templates/BaseGame/game/data/DamageModel/scripts/server/player.tscript b/Templates/BaseGame/game/data/DamageModel/scripts/server/player.tscript new file mode 100644 index 000000000..b874c9f5c --- /dev/null +++ b/Templates/BaseGame/game/data/DamageModel/scripts/server/player.tscript @@ -0,0 +1,42 @@ +function PlayerData::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(%rootObj, %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; + + %location = "Body"; + if (isObject(%client)) + { + if (%rootObj.getDamageState() !$= "Enabled") + { + callGamemodeFunction("onDeath", %client, %sourceObject, %sourceClient, %damageType, %location); + } + } +} + +function PlayerData::onDamage(%this, %obj, %delta) +{ + Parent::onDamage(%this, %obj, %delta); + + // This method is invoked by the ShapeBase code whenever the + // object's damage level changes. + if (%delta > 0 && %obj.getDamageState() !$= "Destroyed") + { + // If the pain is excessive, let's hear about it. + if (%delta > 10) + %obj.playPain(); + } +} \ No newline at end of file diff --git a/Templates/BaseGame/game/data/DamageModel/scripts/server/projectile.tscript b/Templates/BaseGame/game/data/DamageModel/scripts/server/projectile.tscript new file mode 100644 index 000000000..1af454f61 --- /dev/null +++ b/Templates/BaseGame/game/data/DamageModel/scripts/server/projectile.tscript @@ -0,0 +1,46 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +// "Universal" script methods for projectile damage handling. You can easily +// override these support functions with an equivalent namespace method if your +// weapon needs a unique solution for applying damage. + +function ProjectileData::onCollision(%data, %proj, %col, %fade, %pos, %normal) +{ + //echo("ProjectileData::onCollision("@%data.getName()@", "@%proj@", "@%col.getClassName()@", "@%fade@", "@%pos@", "@%normal@")"); + + // Apply damage to the object all shape base objects + if (%data.directDamage > 0) + { + if (%col.getType() & ($TypeMasks::ShapeBaseObjectType)) + %col.damage(%proj, %pos, %data.directDamage, %data.damageType); + } +} + +function ProjectileData::onExplode(%data, %proj, %position, %mod) +{ + //echo("ProjectileData::onExplode("@%data.getName()@", "@%proj@", "@%position@", "@%mod@")"); + + // Damage objects within the projectiles damage radius + if (%data.damageRadius > 0) + radiusDamage(%proj, %position, %data.damageRadius, %data.radiusDamage, %data.damageType, %data.areaImpulse); +} diff --git a/Templates/BaseGame/game/data/DamageModel/scripts/server/radiusDamage.tscript b/Templates/BaseGame/game/data/DamageModel/scripts/server/radiusDamage.tscript new file mode 100644 index 000000000..91255f25c --- /dev/null +++ b/Templates/BaseGame/game/data/DamageModel/scripts/server/radiusDamage.tscript @@ -0,0 +1,73 @@ +//----------------------------------------------------------------------------- +// 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. +//----------------------------------------------------------------------------- + +// Support function which applies damage to objects within the radius of +// some effect, usually an explosion. This function will also optionally +// apply an impulse to each object. + +function radiusDamage(%sourceObject, %position, %radius, %damage, %damageType, %impulse) +{ + // Use the container system to iterate through all the objects + // within our explosion radius. We'll apply damage to all ShapeBase + // objects. + InitContainerRadiusSearch(%position, %radius, $TypeMasks::ShapeBaseObjectType | $TypeMasks::DynamicShapeObjectType); + + %halfRadius = %radius / 2; + while ((%targetObject = containerSearchNext()) != 0) + { + // Calculate how much exposure the current object has to + // the explosive force. The object types listed are objects + // that will block an explosion. If the object is totally blocked, + // then no damage is applied. + %coverage = calcExplosionCoverage(%position, %targetObject, + $TypeMasks::InteriorObjectType | + $TypeMasks::TerrainObjectType | + $TypeMasks::ForceFieldObjectType | + $TypeMasks::StaticShapeObjectType | + $TypeMasks::VehicleObjectType); + if (%coverage == 0) + continue; + + // Radius distance subtracts out the length of smallest bounding + // box axis to return an appriximate distance to the edge of the + // object's bounds, as opposed to the distance to it's center. + %dist = containerSearchCurrRadiusDist(); + + // Calculate a distance scale for the damage and the impulse. + // Full damage is applied to anything less than half the radius away, + // linear scale from there. + %distScale = (%dist < %halfRadius)? 1.0 : 1.0 - ((%dist - %halfRadius) / %halfRadius); + %distScale = mClamp(%distScale,0.0,1.0); + + // Apply the damage + %targetObject.damage(%sourceObject, %position, %damage * %coverage * %distScale, %damageType); + + // Apply the impulse + if (%impulse) + { + %impulseVec = VectorSub(%targetObject.getWorldBoxCenter(), %position); + %impulseVec = VectorNormalize(%impulseVec); + %impulseVec = VectorScale(%impulseVec, %impulse * %distScale); + %targetObject.applyImpulse(%position, %impulseVec); + } + } +} diff --git a/Templates/BaseGame/game/data/DamageModel/scripts/server/shapeBase.tscript b/Templates/BaseGame/game/data/DamageModel/scripts/server/shapeBase.tscript new file mode 100644 index 000000000..2a1b01fae --- /dev/null +++ b/Templates/BaseGame/game/data/DamageModel/scripts/server/shapeBase.tscript @@ -0,0 +1,289 @@ +//----------------------------------------------------------------------------- +// 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) +{ + %client = (%obj.client) ? %obj.client : %obj.getControllingClient(); + if (!%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(%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(%client, 'setDamageDirection', %damageDir); +} + + +function ShapeBaseData::onCollision(%this, %obj, %collObj, %vec, %len ) +{ + if (!isObject(%obj) || %obj.getDamageState() $= "Destroyed") + 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() $= "Destroyed") + 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() $= "Destroyed" || !%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 (%obj.getDamageState() $= "Destroyed") + { + callGamemodeFunction("onDeath", %client, %sourceObject, %sourceClient, %damageType, ""); + } + } +} + +function ShapeBaseData::onDamage(%this, %obj, %delta) +{ + // This method is invoked by the ShapeBase code whenever the + // object's damage level changes. + if (%delta > 0 && %obj.getDamageState() !$= "Destroyed") + { + // 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) +{ + if (isMethod(Parent, "onRemove")) + Parent::onRemove(%this, %obj); + + deleteMountchain(%obj); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/data/DamageModel/scripts/server/utility.tscript b/Templates/BaseGame/game/data/DamageModel/scripts/server/utility.tscript new file mode 100644 index 000000000..c74f8ee50 --- /dev/null +++ b/Templates/BaseGame/game/data/DamageModel/scripts/server/utility.tscript @@ -0,0 +1,34 @@ +function findRootObject(%obj) +{ if (!isObject(%obj)) return -1; + %ret = %obj; + if (isObject(%obj.getObjectMount())) + %ret = findRootObject(%obj.getObjectMount()); + return %ret; +} + +function deleteMountchain(%obj) +{ + if (!isObject(%obj)) return; + %count = %obj.getMountedObjectCount(); + for (%i=%count; %i>=0; %i--) + { + if (isObject(%obj.getMountedObject(%i))) + deleteMountchain(%obj.getMountedObject(%i)); + } + if (%obj.isMounted()) + %obj.delete(); +} + + +function setMountChainDamage(%obj,%damagePercent) +{ + if (!isObject(%obj)) return; + %count = %obj.getMountedObjectCount(); + for (%i=0; %i<%count; %i++) + { + if (isObject(%obj.getMountedObject(%i))) + setMountChainDamage(%obj.getMountedObject(%i),%damagePercent); + } + + %obj.setDamageLevel(%obj.getMaxDamage()*%damagePercent); +} \ No newline at end of file diff --git a/Templates/BaseGame/game/data/DamageModel/scripts/server/vehicle.tscript b/Templates/BaseGame/game/data/DamageModel/scripts/server/vehicle.tscript new file mode 100644 index 000000000..fec8c9ecd --- /dev/null +++ b/Templates/BaseGame/game/data/DamageModel/scripts/server/vehicle.tscript @@ -0,0 +1,134 @@ +//----------------------------------------------------------------------------- +// 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::onDestroyed(%this, %obj, %state) +{ + //echo("\c4VehicleData::onRemove("@ %this.getName() @", "@ %obj.getClassName() @")"); + // if there are passengers/driver, kick them out + if (!%this.killPassengers) + { + for(%i = 0; %i < %obj.getMountedObjectCount(); %i++) + { + if (%obj.getMountedObject(%i)) + { + %passenger = %obj.getMountedObject(%i); + if (%passenger.isMemberOfClass("Player")) + %passenger.getDataBlock().doDismount(%passenger, true); + } + } + } + Parent::onDestroyed(%this, %obj, %state); +} + +// ---------------------------------------------------------------------------- +// 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; +} diff --git a/Templates/BaseGame/game/data/DamageModel/scripts/server/weapon.tscript b/Templates/BaseGame/game/data/DamageModel/scripts/server/weapon.tscript new file mode 100644 index 000000000..8cb476614 --- /dev/null +++ b/Templates/BaseGame/game/data/DamageModel/scripts/server/weapon.tscript @@ -0,0 +1,645 @@ +//----------------------------------------------------------------------------- +// 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 Weapon and Ammo Class/"namespace" helper methods as well +// as hooks into the inventory system. These functions are not attached to a +// specific C++ class or datablock, but define a set of methods which are part +// of dynamic namespaces "class". The Items include these namespaces into their +// scope using the ItemData and ItemImageData "className" variable. +// ---------------------------------------------------------------------------- + +// All ShapeBase images are mounted into one of 8 slots on a shape. This weapon +// system assumes all primary weapons are mounted into this specified slot: +$WeaponSlot = 0; + +//----------------------------------------------------------------------------- +// Weapon Class +//----------------------------------------------------------------------------- + +function Weapon::onUse(%data, %obj) +{ + // Default behavior for all weapons is to mount it into the object's weapon + // slot, which is currently assumed to be slot 0 + if (%obj.getMountedImage($WeaponSlot) != %data.image.getId()) + { + serverPlay3D(WeaponUseSound, %obj.getTransform()); + + %obj.mountImage(%data.image, $WeaponSlot); + if (%obj.client) + { + if (%data.description !$= "") + messageClient(%obj.client, 'MsgWeaponUsed', '\c0%1 selected.', %data.description); + else + messageClient(%obj.client, 'MsgWeaponUsed', '\c0Weapon selected'); + } + + // If this is a Player class object then allow the weapon to modify allowed poses + if (%obj.isInNamespaceHierarchy("Player")) + { + // Start by allowing everything + %obj.allowAllPoses(); + + // Now see what isn't allowed by the weapon + + %image = %data.image; + + if (%image.jumpingDisallowed) + %obj.allowJumping(false); + + if (%image.jetJumpingDisallowed) + %obj.allowJetJumping(false); + + if (%image.sprintDisallowed) + %obj.allowSprinting(false); + + if (%image.crouchDisallowed) + %obj.allowCrouching(false); + + if (%image.proneDisallowed) + %obj.allowProne(false); + + if (%image.swimmingDisallowed) + %obj.allowSwimming(false); + } + } +} + +function Weapon::onPickup(%this, %obj, %shape, %amount) +{ + // The parent Item method performs the actual pickup. + // For player's we automatically use the weapon if the + // player does not already have one in hand. + if (Parent::onPickup(%this, %obj, %shape, %amount)) + { + serverPlay3D(WeaponPickupSound, %shape.getTransform()); + if (%shape.getClassName() $= "Player" && %shape.getMountedImage($WeaponSlot) == 0) + %shape.use(%this); + } +} + +function Weapon::onInventory(%this, %obj, %amount) +{ + // Weapon inventory has changed, make sure there are no weapons + // of this type mounted if there are none left in inventory. + if (!%amount && (%slot = %obj.getMountSlot(%this.image)) != -1) + %obj.unmountImage(%slot); +} + +//----------------------------------------------------------------------------- +// Weapon Image Class +//----------------------------------------------------------------------------- + +function WeaponImage::onMount(%this, %obj, %slot) +{ + // Images assume a false ammo state on load. We need to + // set the state according to the current inventory. + if(%this.isField("clip")) + { + // Use the clip system for this weapon. Check if the player already has + // some ammo in a clip. + if (%obj.getInventory(%this.ammo)) + { + %obj.setImageAmmo(%slot, true); + %currentAmmo = %obj.getInventory(%this.ammo); + } + else if(%obj.getInventory(%this.clip) > 0) + { + // Fill the weapon up from the first clip + %obj.setInventory(%this.ammo, %this.ammo.maxInventory); + %obj.setImageAmmo(%slot, true); + + // Add any spare ammo that may be "in the player's pocket" + %currentAmmo = %this.ammo.maxInventory; + %amountInClips += %obj.getFieldValue( "remaining" @ %this.ammo.getName()); + } + else + { + %currentAmmo = 0 + %obj.getFieldValue( "remaining" @ %this.ammo.getName()); + } + + %amountInClips = %obj.getInventory(%this.clip); + %amountInClips *= %this.ammo.maxInventory; + + if (%obj.client !$= "" && !%obj.isAiControlled) + %obj.client.RefreshWeaponHud(%currentAmmo, %this.item.previewImage, %this.item.reticle, %this.item.zoomReticle, %amountInClips); + } + else if(%this.ammo !$= "") + { + // Use the ammo pool system for this weapon + if (%obj.getInventory(%this.ammo)) + { + %obj.setImageAmmo(%slot, true); + %currentAmmo = %obj.getInventory(%this.ammo); + } + else + %currentAmmo = 0; + + if (%obj.client !$= "" && !%obj.isAiControlled) + %obj.client.RefreshWeaponHud( 1, %this.item.previewImage, %this.item.reticle, %this.item.zoomReticle, %currentAmmo ); + } +} + +function WeaponImage::onUnmount(%this, %obj, %slot) +{ + if (%obj.client !$= "" && !%obj.isAiControlled) + %obj.client.RefreshWeaponHud(0, "", ""); +} + +// ---------------------------------------------------------------------------- +// A "generic" weaponimage onFire handler for most weapons. Can be overridden +// with an appropriate namespace method for any weapon that requires a custom +// firing solution. + +// projectileSpread is a dynamic property declared in the weaponImage datablock +// for those weapons in which bullet skew is desired. Must be greater than 0, +// otherwise the projectile goes straight ahead as normal. lower values give +// greater accuracy, higher values increase the spread pattern. +// ---------------------------------------------------------------------------- + +function WeaponImage::onFire(%this, %obj, %slot) +{ + //echo("\c4WeaponImage::onFire( "@%this.getName()@", "@%obj.client.nameBase@", "@%slot@" )"); + + // Make sure we have valid data + if (!isObject(%this.projectile)) + { + error("WeaponImage::onFire() - Invalid projectile datablock"); + return; + } + + // Decrement inventory ammo. The image's ammo state is updated + // automatically by the ammo inventory hooks. + if ( !%this.infiniteAmmo ) + %obj.decInventory(%this.ammo, 1); + + // Get the player's velocity, we'll then add it to that of the projectile + %objectVelocity = %obj.getVelocity(); + + %numProjectiles = %this.projectileNum; + if (%numProjectiles == 0) + %numProjectiles = 1; + + for (%i = 0; %i < %numProjectiles; %i++) + { + if (%this.projectileSpread) + { + // We'll need to "skew" this projectile a little bit. We start by + // getting the straight ahead aiming point of the gun + %vec = %obj.getMuzzleVector(%slot); + + // Then we'll create a spread matrix by randomly generating x, y, and z + // points in a circle + %matrix = ""; + for(%j = 0; %j < 3; %j++) + %matrix = %matrix @ (getRandom() - 0.5) * 2 * 3.1415926 * %this.projectileSpread @ " "; + %mat = MatrixCreateFromEuler(%matrix); + + // Which we'll use to alter the projectile's initial vector with + %muzzleVector = MatrixMulVector(%mat, %vec); + %muzzleVector = VectorScale(VectorNormalize(%muzzleVector), %this.projectileSpread *2); + %muzzleVector = VectorAdd(%muzzleVector, %vec); + } + else + { + // Weapon projectile doesn't have a spread factor so we fire it using + // the straight ahead aiming point of the gun + %muzzleVector = %obj.getMuzzleVector(%slot); + } + + // Add player's velocity + %muzzleVelocity = VectorAdd( + VectorScale(%muzzleVector, %this.projectile.muzzleVelocity), + VectorScale(%objectVelocity, %this.projectile.velInheritFactor)); + + // Create the projectile object + %p = new (%this.projectileType)() + { + dataBlock = %this.projectile; + initialVelocity = %muzzleVelocity; + initialPosition = %obj.getMuzzlePoint(%slot); + sourceObject = %obj; + sourceSlot = %slot; + client = %obj.client; + sourceClass = %obj.getClassName(); + }; + MissionCleanup.add(%p); + } +} + +// ---------------------------------------------------------------------------- +// A "generic" weaponimage onAltFire handler for most weapons. Can be +// overridden with an appropriate namespace method for any weapon that requires +// a custom firing solution. +// ---------------------------------------------------------------------------- + +function WeaponImage::onAltFire(%this, %obj, %slot) +{ + //echo("\c4WeaponImage::onAltFire("@%this.getName()@", "@%obj.client.nameBase@", "@%slot@")"); + + // Decrement inventory ammo. The image's ammo state is updated + // automatically by the ammo inventory hooks. + %obj.decInventory(%this.ammo, 1); + + // Get the player's velocity, we'll then add it to that of the projectile + %objectVelocity = %obj.getVelocity(); + + %numProjectiles = %this.altProjectileNum; + if (%numProjectiles == 0) + %numProjectiles = 1; + + for (%i = 0; %i < %numProjectiles; %i++) + { + if (%this.altProjectileSpread) + { + // We'll need to "skew" this projectile a little bit. We start by + // getting the straight ahead aiming point of the gun + %vec = %obj.getMuzzleVector(%slot); + + // Then we'll create a spread matrix by randomly generating x, y, and z + // points in a circle + %matrix = ""; + for(%i = 0; %i < 3; %i++) + %matrix = %matrix @ (getRandom() - 0.5) * 2 * 3.1415926 * %this.altProjectileSpread @ " "; + %mat = MatrixCreateFromEuler(%matrix); + + // Which we'll use to alter the projectile's initial vector with + %muzzleVector = MatrixMulVector(%mat, %vec); + } + else + { + // Weapon projectile doesn't have a spread factor so we fire it using + // the straight ahead aiming point of the gun. + %muzzleVector = %obj.getMuzzleVector(%slot); + } + + // Add player's velocity + %muzzleVelocity = VectorAdd( + VectorScale(%muzzleVector, %this.altProjectile.muzzleVelocity), + VectorScale(%objectVelocity, %this.altProjectile.velInheritFactor)); + + // Create the projectile object + %p = new (%this.projectileType)() + { + dataBlock = %this.altProjectile; + initialVelocity = %muzzleVelocity; + initialPosition = %obj.getMuzzlePoint(%slot); + sourceObject = %obj; + sourceSlot = %slot; + client = %obj.client; + }; + MissionCleanup.add(%p); + } +} + +// ---------------------------------------------------------------------------- +// A "generic" weaponimage onWetFire handler for most weapons. Can be +// overridden with an appropriate namespace method for any weapon that requires +// a custom firing solution. +// ---------------------------------------------------------------------------- + +function WeaponImage::onWetFire(%this, %obj, %slot) +{ + //echo("\c4WeaponImage::onWetFire("@%this.getName()@", "@%obj.client.nameBase@", "@%slot@")"); + + // Decrement inventory ammo. The image's ammo state is updated + // automatically by the ammo inventory hooks. + %obj.decInventory(%this.ammo, 1); + + // Get the player's velocity, we'll then add it to that of the projectile + %objectVelocity = %obj.getVelocity(); + + %numProjectiles = %this.projectileNum; + if (%numProjectiles == 0) + %numProjectiles = 1; + + for (%i = 0; %i < %numProjectiles; %i++) + { + if (%this.wetProjectileSpread) + { + // We'll need to "skew" this projectile a little bit. We start by + // getting the straight ahead aiming point of the gun + %vec = %obj.getMuzzleVector(%slot); + + // Then we'll create a spread matrix by randomly generating x, y, and z + // points in a circle + %matrix = ""; + for(%j = 0; %j < 3; %j++) + %matrix = %matrix @ (getRandom() - 0.5) * 2 * 3.1415926 * %this.wetProjectileSpread @ " "; + %mat = MatrixCreateFromEuler(%matrix); + + // Which we'll use to alter the projectile's initial vector with + %muzzleVector = MatrixMulVector(%mat, %vec); + } + else + { + // Weapon projectile doesn't have a spread factor so we fire it using + // the straight ahead aiming point of the gun. + %muzzleVector = %obj.getMuzzleVector(%slot); + } + + // Add player's velocity + %muzzleVelocity = VectorAdd( + VectorScale(%muzzleVector, %this.wetProjectile.muzzleVelocity), + VectorScale(%objectVelocity, %this.wetProjectile.velInheritFactor)); + + // Create the projectile object + %p = new (%this.projectileType)() + { + dataBlock = %this.wetProjectile; + initialVelocity = %muzzleVelocity; + initialPosition = %obj.getMuzzlePoint(%slot); + sourceObject = %obj; + sourceSlot = %slot; + client = %obj.client; + }; + MissionCleanup.add(%p); + } +} + +//----------------------------------------------------------------------------- +// Clip Management +//----------------------------------------------------------------------------- + +function WeaponImage::onClipEmpty(%this, %obj, %slot) +{ + //echo("WeaponImage::onClipEmpty: " SPC %this SPC %obj SPC %slot); + + // Attempt to automatically reload. Schedule this so it occurs + // outside of the current state that called this method + %this.schedule(0, "reloadAmmoClip", %obj, %slot); +} + +function WeaponImage::reloadAmmoClip(%this, %obj, %slot) +{ + //echo("WeaponImage::reloadAmmoClip: " SPC %this SPC %obj SPC %slot); + + // Make sure we're indeed the currect image on the given slot + if (%this != %obj.getMountedImage(%slot)) + return; + + if ( %this.isField("clip") ) + { + if (%obj.getInventory(%this.clip) > 0) + { + %obj.decInventory(%this.clip, 1); + %obj.setInventory(%this.ammo, %this.ammo.maxInventory); + %obj.setImageAmmo(%slot, true); + } + else + { + %amountInPocket = %obj.getFieldValue( "remaining" @ %this.ammo.getName()); + if ( %amountInPocket ) + { + %obj.setFieldValue( "remaining" @ %this.ammo.getName(), 0); + %obj.setInventory( %this.ammo, %amountInPocket ); + %obj.setImageAmmo( %slot, true ); + } + } + + } +} + +function WeaponImage::clearAmmoClip( %this, %obj, %slot ) +{ + //echo("WeaponImage::clearAmmoClip: " SPC %this SPC %obj SPC %slot); + + // if we're not empty put the remaining bullets from the current clip + // in to the player's "pocket". + + if ( %this.isField( "clip" ) ) + { + // Commenting out this line will use a "hard clip" system, where + // A player will lose any ammo currently in the gun when reloading. + %pocketAmount = %this.stashSpareAmmo( %obj ); + + if ( %obj.getInventory( %this.clip ) > 0 || %pocketAmount != 0 ) + %obj.setImageAmmo(%slot, false); + } +} +function WeaponImage::stashSpareAmmo( %this, %player ) +{ + // If the amount in our pocket plus what we are about to add from the clip + // Is over a clip, add a clip to inventory and keep the remainder + // on the player + if (%player.getInventory( %this.ammo ) < %this.ammo.maxInventory ) + { + %nameOfAmmoField = "remaining" @ %this.ammo.getName(); + + %amountInPocket = %player.getFieldValue( %nameOfAmmoField ); + + %amountInGun = %player.getInventory( %this.ammo ); + + %combinedAmmo = %amountInGun + %amountInPocket; + + // Give the player another clip if the amount in our pocket + the + // Amount in our gun is over the size of a clip. + if ( %combinedAmmo >= %this.ammo.maxInventory ) + { + %player.setFieldValue( %nameOfAmmoField, %combinedAmmo - %this.ammo.maxInventory ); + %player.incInventory( %this.clip, 1 ); + } + else if ( %player.getInventory(%this.clip) > 0 )// Only put it back in our pocket if we have clips. + %player.setFieldValue( %nameOfAmmoField, %combinedAmmo ); + + return %player.getFieldValue( %nameOfAmmoField ); + + } + + return 0; + +} + +//----------------------------------------------------------------------------- +// Clip Class +//----------------------------------------------------------------------------- + +function AmmoClip::onPickup(%this, %obj, %shape, %amount) +{ + // The parent Item method performs the actual pickup. + if (Parent::onPickup(%this, %obj, %shape, %amount)) + serverPlay3D(AmmoPickupSound, %shape.getTransform()); + + // The clip inventory state has changed, we need to update the + // current mounted image using this clip to reflect the new state. + if ((%image = %shape.getMountedImage($WeaponSlot)) > 0) + { + // Check if this weapon uses the clip we just picked up and if + // there is no ammo. + if (%image.isField("clip") && %image.clip.getId() == %this.getId()) + { + %outOfAmmo = !%shape.getImageAmmo($WeaponSlot); + + %currentAmmo = %shape.getInventory(%image.ammo); + + if ( isObject( %image.clip ) ) + %amountInClips = %shape.getInventory(%image.clip); + + %amountInClips *= %image.ammo.maxInventory; + %amountInClips += %obj.getFieldValue( "remaining" @ %this.ammo.getName() ); + + %shape.client.setAmmoAmountHud(%currentAmmo, %amountInClips ); + + if (%outOfAmmo) + { + %image.onClipEmpty(%shape, $WeaponSlot); + } + } + } +} + +//----------------------------------------------------------------------------- +// Ammmo Class +//----------------------------------------------------------------------------- + +function Ammo::onPickup(%this, %obj, %shape, %amount) +{ + // The parent Item method performs the actual pickup. + if (Parent::onPickup(%this, %obj, %shape, %amount)) + serverPlay3D(AmmoPickupSound, %shape.getTransform()); +} + +function Ammo::onInventory(%this, %obj, %amount) +{ + // The ammo inventory state has changed, we need to update any + // mounted images using this ammo to reflect the new state. + for (%i = 0; %i < 8; %i++) + { + if ((%image = %obj.getMountedImage(%i)) > 0) + if (isObject(%image.ammo) && %image.ammo.getId() == %this.getId()) + { + %obj.setImageAmmo(%i, %amount != 0); + %currentAmmo = %obj.getInventory(%this); + + if (%obj.getClassname() $= "Player") + { + if ( isObject( %this.clip ) ) + { + %amountInClips = %obj.getInventory(%this.clip); + %amountInClips *= %this.maxInventory; + %amountInClips += %obj.getFieldValue( "remaining" @ %this.getName() ); + } + else //Is a single fire weapon, like the grenade launcher. + { + %amountInClips = %currentAmmo; + %currentAmmo = 1; + } + + if (%obj.client !$= "" && !%obj.isAiControlled) + %obj.client.setAmmoAmountHud(%currentAmmo, %amountInClips); + } + } + } +} + +// ---------------------------------------------------------------------------- +// Weapon cycling +// ---------------------------------------------------------------------------- + +function ShapeBase::clearWeaponCycle(%this) +{ + %this.totalCycledWeapons = 0; +} + +function ShapeBase::addToWeaponCycle(%this, %weapon) +{ + %this.cycleWeapon[%this.totalCycledWeapons++ - 1] = %weapon; +} + +function ShapeBase::cycleWeapon(%this, %direction) +{ + // Can't cycle what we don't have + if (%this.totalCycledWeapons == 0) + return; + + // Find out the index of the current weapon, if any (not all + // available weapons may be part of the cycle) + %currentIndex = -1; + if (%this.getMountedImage($WeaponSlot) != 0) + { + %curWeapon = %this.getMountedImage($WeaponSlot).item.getName(); + for (%i=0; %i<%this.totalCycledWeapons; %i++) + { + if (%this.cycleWeapon[%i] $= %curWeapon) + { + %currentIndex = %i; + break; + } + } + } + + // Get the next weapon index + %nextIndex = 0; + %dir = 1; + if (%currentIndex != -1) + { + if (%direction $= "prev") + { + %dir = -1; + %nextIndex = %currentIndex - 1; + if (%nextIndex < 0) + { + // Wrap around to the end + %nextIndex = %this.totalCycledWeapons - 1; + } + } + else + { + %nextIndex = %currentIndex + 1; + if (%nextIndex >= %this.totalCycledWeapons) + { + // Wrap back to the beginning + %nextIndex = 0; + } + } + } + + // We now need to check if the next index is a valid weapon. If not, + // then continue to cycle to the next weapon, in the appropriate direction, + // until one is found. If nothing is found, then do nothing. + %found = false; + for (%i=0; %i<%this.totalCycledWeapons; %i++) + { + %weapon = %this.cycleWeapon[%nextIndex]; + if (%weapon !$= "" && %this.hasInventory(%weapon) && %this.hasAmmo(%weapon)) + { + // We've found out weapon + %found = true; + break; + } + + %nextIndex = %nextIndex + %dir; + if (%nextIndex < 0) + { + %nextIndex = %this.totalCycledWeapons - 1; + } + else if (%nextIndex >= %this.totalCycledWeapons) + { + %nextIndex = 0; + } + } + + if (%found) + { + %this.use(%this.cycleWeapon[%nextIndex]); + } +}