Torque3D/Templates/Modules/FPSGameplay/scripts/server/item.cs
Areloch d680dc9934 Initial implementation of the new Base Game Template and some starting modules.
This makes some tweaks to the engine to support this, specifically, it tweaks the hardcoded shaderpaths to defer to a pref variable, so none of the shader paths are hardcoded.

Also tweaks how post effects read in texture files, removing a bizzare filepath interpretation choice, where if the file path didn't start with "/" it forcefully appended the script's file path. This made it impossible to have images not in the same dir as the script file defining the post effect.

This was changed and the existing template's post effects tweaked for now to just add "./" to those few paths impacted, as well as the perf vars to support the non-hardcoded shader paths in the engine.
2017-02-24 02:40:56 -06:00

152 lines
5.2 KiB
C#

//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
// These scripts make use of dynamic attribute values on Item datablocks,
// these are as follows:
//
// maxInventory Max inventory per object (100 bullets per box, etc.)
// pickupName Name to display when client pickups item
//
// Item objects can have:
//
// count The # of inventory items in the object. This
// defaults to maxInventory if not set.
// Respawntime is the amount of time it takes for a static "auto-respawn"
// object, such as an ammo box or weapon, to re-appear after it's been
// picked up. Any item marked as "static" is automaticlly respawned.
$Item::RespawnTime = 30 * 1000;
// Poptime represents how long dynamic items (those that are thrown or
// dropped) will last in the world before being deleted.
$Item::PopTime = 30 * 1000;
//-----------------------------------------------------------------------------
// ItemData base class methods used by all items
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
function Item::respawn(%this)
{
// This method is used to respawn static ammo and weapon items
// and is usually called when the item is picked up.
// Instant fade...
%this.startFade(0, 0, true);
%this.setHidden(true);
// Shedule a reapearance
%this.schedule($Item::RespawnTime, "setHidden", false);
%this.schedule($Item::RespawnTime + 100, "startFade", 1000, 0, false);
}
function Item::schedulePop(%this)
{
// This method deletes the object after a default duration. Dynamic
// items such as thrown or drop weapons are usually popped to avoid
// world clutter.
%this.schedule($Item::PopTime - 1000, "startFade", 1000, 0, true);
%this.schedule($Item::PopTime, "delete");
}
//-----------------------------------------------------------------------------
// Callbacks to hook items into the inventory system
function ItemData::onThrow(%this, %user, %amount)
{
// Remove the object from the inventory
if (%amount $= "")
%amount = 1;
if (%this.maxInventory !$= "")
if (%amount > %this.maxInventory)
%amount = %this.maxInventory;
if (!%amount)
return 0;
%user.decInventory(%this,%amount);
// Construct the actual object in the world, and add it to
// the mission group so it's cleaned up when the mission is
// done. The object is given a random z rotation.
%obj = new Item()
{
datablock = %this;
rotation = "0 0 1 "@ (getRandom() * 360);
count = %amount;
};
MissionGroup.add(%obj);
%obj.schedulePop();
return %obj;
}
function ItemData::onPickup(%this, %obj, %user, %amount)
{
// Add it to the inventory, this currently ignores the request
// amount, you get what you get. If the object doesn't have
// a count or the datablock doesn't have maxIventory set, the
// object cannot be picked up.
// See if the object has a count
%count = %obj.count;
if (%count $= "")
{
// No, so check the datablock
%count = %this.count;
if (%count $= "")
{
// No, so attempt to provide the maximum amount
if (%this.maxInventory !$= "")
{
if (!(%count = %this.maxInventory))
return;
}
else
%count = 1;
}
}
%user.incInventory(%this, %count);
// Inform the client what they got.
if (%user.client)
messageClient(%user.client, 'MsgItemPickup', '\c0You picked up %1', %this.pickupName);
// If the item is a static respawn item, then go ahead and
// respawn it, otherwise remove it from the world.
// Anything not taken up by inventory is lost.
if (%obj.isStatic())
%obj.respawn();
else
%obj.delete();
return true;
}
function ItemData::createItem(%data)
{
%obj = new Item()
{
dataBlock = %data;
static = true;
rotate = true;
};
return %obj;
}