mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-22 13:44:44 +00:00
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.
468 lines
14 KiB
C#
468 lines
14 KiB
C#
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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// Timeouts for corpse deletion.
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$CorpseTimeoutValue = 45 * 1000;
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//----------------------------------------------------------------------------
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// Player Datablock methods
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//----------------------------------------------------------------------------
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function PlayerData::onAdd(%this, %obj)
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{
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// Vehicle timeout
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%obj.mountVehicle = true;
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// Default dynamic armor stats
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%obj.setRechargeRate(%this.rechargeRate);
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%obj.setRepairRate(0);
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}
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function PlayerData::onRemove(%this, %obj)
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{
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if (%obj.client.player == %obj)
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%obj.client.player = 0;
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}
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function PlayerData::onNewDataBlock(%this, %obj)
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{
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}
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//----------------------------------------------------------------------------
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function PlayerData::onMount(%this, %obj, %vehicle, %node)
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{
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// Node 0 is the pilot's position, we need to dismount his weapon.
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if (%node == 0)
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{
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%obj.setTransform("0 0 0 0 0 1 0");
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%obj.setActionThread(%vehicle.getDatablock().mountPose[%node], true, true);
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%obj.lastWeapon = %obj.getMountedImage($WeaponSlot);
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%obj.unmountImage($WeaponSlot);
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%obj.setControlObject(%vehicle);
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if(%obj.getClassName() $= "Player")
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commandToClient(%obj.client, 'toggleVehicleMap', true);
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}
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else
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{
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if (%vehicle.getDataBlock().mountPose[%node] !$= "")
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%obj.setActionThread(%vehicle.getDatablock().mountPose[%node]);
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else
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%obj.setActionThread("root", true);
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}
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}
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function PlayerData::onUnmount(%this, %obj, %vehicle, %node)
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{
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if (%node == 0)
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{
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%obj.mountImage(%obj.lastWeapon, $WeaponSlot);
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%obj.setControlObject("");
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}
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}
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function PlayerData::doDismount(%this, %obj, %forced)
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{
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//echo("\c4PlayerData::doDismount(" @ %this @", "@ %obj.client.nameBase @", "@ %forced @")");
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// This function is called by player.cc when the jump trigger
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// is true while mounted
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%vehicle = %obj.mVehicle;
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if (!%obj.isMounted() || !isObject(%vehicle))
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return;
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// Vehicle must be at rest!
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if ((VectorLen(%vehicle.getVelocity()) <= %vehicle.getDataBlock().maxDismountSpeed ) || %forced)
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{
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// Position above dismount point
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%pos = getWords(%obj.getTransform(), 0, 2);
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%rot = getWords(%obj.getTransform(), 3, 6);
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%oldPos = %pos;
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%vec[0] = " -1 0 0";
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%vec[1] = " 0 0 1";
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%vec[2] = " 0 0 -1";
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%vec[3] = " 1 0 0";
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%vec[4] = "0 -1 0";
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%impulseVec = "0 0 0";
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%vec[0] = MatrixMulVector(%obj.getTransform(), %vec[0]);
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// Make sure the point is valid
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%pos = "0 0 0";
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%numAttempts = 5;
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%success = -1;
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for (%i = 0; %i < %numAttempts; %i++)
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{
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%pos = VectorAdd(%oldPos, VectorScale(%vec[%i], 3));
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if (%obj.checkDismountPoint(%oldPos, %pos))
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{
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%success = %i;
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%impulseVec = %vec[%i];
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break;
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}
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}
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if (%forced && %success == -1)
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%pos = %oldPos;
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%obj.mountVehicle = false;
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%obj.schedule(4000, "mountVehicles", true);
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// Position above dismount point
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%obj.unmount();
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%obj.setTransform(%pos SPC %rot);//%obj.setTransform(%pos);
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//%obj.playAudio(0, UnmountVehicleSound);
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%obj.applyImpulse(%pos, VectorScale(%impulseVec, %obj.getDataBlock().mass));
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// Set player velocity when ejecting
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%vel = %obj.getVelocity();
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%vec = vectorDot( %vel, vectorNormalize(%vel));
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if(%vec > 50)
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{
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%scale = 50 / %vec;
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%obj.setVelocity(VectorScale(%vel, %scale));
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}
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//%obj.vehicleTurret = "";
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}
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else
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messageClient(%obj.client, 'msgUnmount', '\c2Cannot exit %1 while moving.', %vehicle.getDataBlock().nameTag);
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}
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//----------------------------------------------------------------------------
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function PlayerData::onCollision(%this, %obj, %col)
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{
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if (!isObject(%col) || %obj.getState() $= "Dead")
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return;
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// Try and pickup all items
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if (%col.getClassName() $= "Item")
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{
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%obj.pickup(%col);
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return;
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}
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// Mount vehicles
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if (%col.getType() & $TypeMasks::GameBaseObjectType)
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{
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%db = %col.getDataBlock();
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if ((%db.getClassName() $= "WheeledVehicleData" ) && %obj.mountVehicle && %obj.getState() $= "Move" && %col.mountable)
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{
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// Only mount drivers for now.
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ServerConnection.setFirstPerson(0);
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// For this specific example, only one person can fit
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// into a vehicle
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%mount = %col.getMountNodeObject(0);
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if(%mount)
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return;
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// For this specific FPS Example, always mount the player
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// to node 0
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%node = 0;
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%col.mountObject(%obj, %node);
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%obj.mVehicle = %col;
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}
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}
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}
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function PlayerData::onImpact(%this, %obj, %collidedObject, %vec, %vecLen)
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{
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%obj.damage(0, VectorAdd(%obj.getPosition(), %vec), %vecLen * %this.speedDamageScale, "Impact");
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}
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//----------------------------------------------------------------------------
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function PlayerData::damage(%this, %obj, %sourceObject, %position, %damage, %damageType)
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{
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if (!isObject(%obj) || %obj.getState() $= "Dead" || !%damage)
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return;
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%obj.applyDamage(%damage);
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%location = "Body";
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// Deal with client callbacks here because we don't have this
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// information in the onDamage or onDisable methods
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%client = %obj.client;
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%sourceClient = %sourceObject ? %sourceObject.client : 0;
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if (isObject(%client))
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{
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// Determine damage direction
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if (%damageType !$= "Suicide")
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%obj.setDamageDirection(%sourceObject, %position);
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if (%obj.getState() $= "Dead")
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{
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$Game.onDeath(%client, %sourceObject, %sourceClient, %damageType, %location);
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}
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}
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}
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function PlayerData::onDamage(%this, %obj, %delta)
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{
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// This method is invoked by the ShapeBase code whenever the
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// object's damage level changes.
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if (%delta > 0 && %obj.getState() !$= "Dead")
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{
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// Apply a damage flash
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%obj.setDamageFlash(1);
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// If the pain is excessive, let's hear about it.
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if (%delta > 10)
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%obj.playPain();
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}
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}
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// ----------------------------------------------------------------------------
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// The player object sets the "disabled" state when damage exceeds it's
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// maxDamage value. This is method is invoked by ShapeBase state mangement code.
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// If we want to deal with the damage information that actually caused this
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// death, then we would have to move this code into the script "damage" method.
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function PlayerData::onDisabled(%this, %obj, %state)
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{
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// Release the main weapon trigger
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%obj.setImageTrigger(0, false);
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// Toss current mounted weapon and ammo if any
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%item = %obj.getMountedImage($WeaponSlot).item;
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if (isObject(%item))
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{
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%amount = %obj.getInventory(%item.image.ammo);
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if (!%item.image.clip)
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warn("No clip exists to throw for item ", %item);
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if(%amount)
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%obj.throw(%item.image.clip, 1);
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}
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// Toss out a health patch
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%obj.tossPatch();
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%obj.playDeathCry();
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%obj.playDeathAnimation();
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//%obj.setDamageFlash(0.75);
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// Disable any vehicle map
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commandToClient(%obj.client, 'toggleVehicleMap', false);
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// Schedule corpse removal. Just keeping the place clean.
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%obj.schedule($CorpseTimeoutValue - 1000, "startFade", 1000, 0, true);
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%obj.schedule($CorpseTimeoutValue, "delete");
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}
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//-----------------------------------------------------------------------------
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function PlayerData::onLeaveMissionArea(%this, %obj)
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{
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//echo("\c4Leaving Mission Area at POS:"@ %obj.getPosition());
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// Inform the client
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%obj.client.onLeaveMissionArea();
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// Damage over time and kill the coward!
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//%obj.setDamageDt(0.2, "MissionAreaDamage");
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}
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function PlayerData::onEnterMissionArea(%this, %obj)
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{
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//echo("\c4Entering Mission Area at POS:"@ %obj.getPosition());
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// Inform the client
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%obj.client.onEnterMissionArea();
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// Stop the punishment
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//%obj.clearDamageDt();
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}
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//-----------------------------------------------------------------------------
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function PlayerData::onEnterLiquid(%this, %obj, %coverage, %type)
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{
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//echo("\c4this:"@ %this @" object:"@ %obj @" just entered water of type:"@ %type @" for "@ %coverage @"coverage");
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}
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function PlayerData::onLeaveLiquid(%this, %obj, %type)
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{
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//
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}
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//-----------------------------------------------------------------------------
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function PlayerData::onTrigger(%this, %obj, %triggerNum, %val)
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{
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// This method is invoked when the player receives a trigger move event.
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// The player automatically triggers slot 0 and slot one off of triggers #
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// 0 & 1. Trigger # 2 is also used as the jump key.
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}
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//-----------------------------------------------------------------------------
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function PlayerData::onPoseChange(%this, %obj, %oldPose, %newPose)
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{
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// Set the script anim prefix to be that of the current pose
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%obj.setImageScriptAnimPrefix( $WeaponSlot, addTaggedString(%newPose) );
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}
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//-----------------------------------------------------------------------------
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function PlayerData::onStartSprintMotion(%this, %obj)
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{
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%obj.setImageGenericTrigger($WeaponSlot, 0, true);
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}
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function PlayerData::onStopSprintMotion(%this, %obj)
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{
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%obj.setImageGenericTrigger($WeaponSlot, 0, false);
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}
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//-----------------------------------------------------------------------------
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// Player methods
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//-----------------------------------------------------------------------------
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//----------------------------------------------------------------------------
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function Player::kill(%this, %damageType)
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{
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%this.damage(0, %this.getPosition(), 10000, %damageType);
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}
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//----------------------------------------------------------------------------
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function Player::mountVehicles(%this, %bool)
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{
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// If set to false, this variable disables vehicle mounting.
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%this.mountVehicle = %bool;
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}
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function Player::isPilot(%this)
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{
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%vehicle = %this.getObjectMount();
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// There are two "if" statements to avoid a script warning.
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if (%vehicle)
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if (%vehicle.getMountNodeObject(0) == %this)
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return true;
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return false;
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}
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//----------------------------------------------------------------------------
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function Player::playDeathAnimation(%this)
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{
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%numDeathAnimations = %this.getNumDeathAnimations();
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if ( %numDeathAnimations > 0 )
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{
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if (isObject(%this.client))
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{
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if (%this.client.deathIdx++ > %numDeathAnimations)
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%this.client.deathIdx = 1;
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%this.setActionThread("Death" @ %this.client.deathIdx);
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}
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else
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{
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%rand = getRandom(1, %numDeathAnimations);
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%this.setActionThread("Death" @ %rand);
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}
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}
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}
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function Player::playCelAnimation(%this, %anim)
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{
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if (%this.getState() !$= "Dead")
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%this.setActionThread("cel"@%anim);
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}
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//----------------------------------------------------------------------------
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function Player::playDeathCry(%this)
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{
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%this.playAudio(0, DeathCrySound);
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}
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function Player::playPain(%this)
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{
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%this.playAudio(0, PainCrySound);
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}
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// ----------------------------------------------------------------------------
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function Player::setDamageDirection(%player, %sourceObject, %damagePos)
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{
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if (isObject(%sourceObject))
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{
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if (%sourceObject.isField(initialPosition))
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{
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// Projectiles have this field set to the muzzle point of
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// the firing weapon at the time the projectile was created.
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// This gives a damage direction towards the firing player,
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// turret, vehicle, etc. Bullets and weapon fired grenades
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// are examples of projectiles.
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%damagePos = %sourceObject.initialPosition;
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}
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else
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{
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// Other objects that cause damage, such as mines, use their own
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// location as the damage position. This gives a damage direction
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// towards the explosive origin rather than the person that lay the
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// explosives.
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%damagePos = %sourceObject.getPosition();
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}
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}
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// Rotate damage vector into object space
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%damageVec = VectorSub(%damagePos, %player.getWorldBoxCenter());
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%damageVec = VectorNormalize(%damageVec);
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%damageVec = MatrixMulVector(%player.client.getCameraObject().getInverseTransform(), %damageVec);
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// Determine largest component of damage vector to get direction
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%vecComponents = -%damageVec.x SPC %damageVec.x SPC -%damageVec.y SPC %damageVec.y SPC -%damageVec.z SPC %damageVec.z;
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%vecDirections = "Left" SPC "Right" SPC "Bottom" SPC "Front" SPC "Bottom" SPC "Top";
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%max = -1;
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for (%i = 0; %i < 6; %i++)
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{
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%value = getWord(%vecComponents, %i);
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if (%value > %max)
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{
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%max = %value;
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%damageDir = getWord(%vecDirections, %i);
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}
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}
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commandToClient(%player.client, 'setDamageDirection', %damageDir);
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}
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function Player::use(%player, %data)
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{
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// No mounting/using weapons when you're driving!
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if (%player.isPilot())
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return(false);
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Parent::use(%player, %data);
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}
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