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

122 lines
4.9 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.
//-----------------------------------------------------------------------------
// This file contains ShapeBase methods used by all the derived classes
//-----------------------------------------------------------------------------
// 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 ShapeBaseData::damage(%this, %obj, %source, %position, %amount, %damageType)
{
// Ignore damage by default. This empty method is here to
// avoid console warnings.
}