Torque3D/Templates/Full/game/scripts/server/shapeBase.cs
2012-09-19 11:54:25 -04:00

109 lines
4.3 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 = "";
}
}
//-----------------------------------------------------------------------------
// ShapeBase datablock
//-----------------------------------------------------------------------------
function ShapeBaseData::damage(%this, %obj, %position, %source, %amount, %damageType)
{
// Ignore damage by default. This empty method is here to
// avoid console warnings.
}