Torque3D/Engine/source/afx/ce/afxAreaDamage.cpp
2017-07-26 19:38:34 +01:00

122 lines
4.8 KiB
C++

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