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

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;
}