Torque3D/Templates/Modules/FPSGameplay/scripts/server/vehicle.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

131 lines
4.6 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.
//-----------------------------------------------------------------------------
// 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::onRemove(%this, %obj)
{
//echo("\c4VehicleData::onRemove("@ %this.getName() @", "@ %obj.getClassName() @")");
// if there are passengers/driver, kick them out
for(%i = 0; %i < %obj.getDatablock().numMountPoints; %i++)
{
if (%obj.getMountNodeObject(%i))
{
%passenger = %obj.getMountNodeObject(%i);
%passenger.getDataBlock().doDismount(%passenger, true);
}
}
}
// ----------------------------------------------------------------------------
// 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;
}