T2-ACCM/scripts/packs/door.cs
2013-03-17 23:06:38 -04:00

398 lines
11 KiB
C#

//client.player.setInventory(doorDeployable,1,true);
//---------------------------------------------------------
// Deployable mspine, Code by Parousia
//---------------------------------------------------------
datablock StaticShapeData(DeployedDoor) : StaticShapeDamageProfile {
className = "door";
shapeFile = "Pmiscf.dts"; // b or dmiscf.dts, alternate
maxDamage = 5;
destroyedLevel = 5;
disabledLevel = 4;
isShielded = true;
energyPerDamagePoint = 60;
maxEnergy = 100;
rechargeRate = 0.25;
explosion = HandGrenadeExplosion;
expDmgRadius = 3.0;
expDamage = 0.1;
expImpulse = 200.0;
dynamicType = $TypeMasks::StaticShapeObjectType;
deployedObject = true;
cmdCategory = "DSupport";
cmdIcon = CMDSensorIcon;
cmdMiniIconName = "commander/MiniIcons/com_deploymotionsensor";
targetNameTag = 'Door';
deployAmbientThread = true;
debrisShapeName = "debris_generic_small.dts";
debris = DeployableDebris;
heatSignature = 0;
needsPower = true;
};
datablock ShapeBaseImageData(DoorDeployableImage) {
mass = 1;
emap = true;
shapeFile = "stackable1s.dts";
item = DoorDeployable;
mountPoint = 1;
offset = "0 0 0";
deployed = DeployedDoor;
heatSignature = 0;
stateName[0] = "Idle";
stateTransitionOnTriggerDown[0] = "Activate";
stateName[1] = "Activate";
stateScript[1] = "onActivate";
stateTransitionOnTriggerUp[1] = "Idle";
isLarge = false;
maxDepSlope = 360;
deploySound = ItemPickupSound;
minDeployDis = 0;
maxDeployDis = 50.0;
};
datablock ItemData(DoorDeployable) {
className = Pack;
catagory = "Deployables";
shapeFile = "stackable1s.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 1;
rotate = true;
image = "DoorDeployableImage";
pickUpName = "a door pack";
heatSignature = 0;
emap = true;
};
function DoorDeployableImage::testObjectTooClose(%item) {
return "";
}
function DoorDeployableImage::testNoTerrainFound(%item) {
// don't check this for non-Landspike turret deployables
}
function DoorDeployable::onPickup(%this, %obj, %shape, %amount) {
// created to prevent console errors
}
function doorDeployableImage::onMount(%data, %obj, %node) {
%obj.hasDoor = true; // set for blastcheck
%obj.packSet = 0;
%obj.expertSet = 3;
displayPowerFreq(%obj);
}
function doorDeployableImage::onUnmount(%data, %obj, %node) {
%obj.hasDoor = "";
%obj.packSet = 0;
%obj.expertSet = 0;
}
function doorDeployableImage::onDeploy(%item, %plyr, %slot) {
%className = "StaticShape";
%grounded = 0;
if (%item.surface.getClassName() $= TerrainBlock)
%grounded = 1;
%playerVector = vectorNormalize(-1 * getWord(%plyr.getEyeVector(),1) SPC getWord(%plyr.getEyeVector(),0) SPC "0");
if (%item.surfaceinher == 0) {
if (vAbs(floorVec(%item.surfaceNrm,100)) $= "0 0 1"){
%item.surfaceNrm2 = %playerVector;
}
else{
%item.surfaceNrm2 = vectorNormalize(vectorCross(%item.surfaceNrm,"0 0 1"));
}
}
%rot1 = fullRot(%item.surfaceNrm,%item.surfaceNrm2);
%scale1 = "0.5 6 160";
%scale2 = "0.5 8 160";
%dataBlock = %item.deployed;
%space = rayDist(%item.surfacePt SPC %item.surfaceNrm,%scale1,$AllObjMask);
if (%space != getWord(%scale1,1))
%type = true;
%scale1 = getWord(%scale1,0) SPC getWord(%scale1,0) SPC %space;
%mCenter = "0 0 -0.5";
%pad = pad(%item.surfacePt SPC %item.surfaceNrm SPC %item.surfaceNrm2,%scale2,%mCenter);
%scale2 = getWords(%pad,0,2);
%item.surfacePt2 = getWords(%pad,3,5);
//%vec1 = realVec(getWord(%item.surface,0),%item.surfaceNrm);
//%vec1 = realVec(%pad,%item.surfaceNrm);
%vec1 =validateVal(MatrixMulVector("0 0 0",%item.surfaceNrm));
if (!%scaleIsSet){
%scale1 = vectorMultiply(%scale1,1/4 SPC 1/3 SPC 2);
%scale2 = vectorMultiply(%scale2,1/4 SPC 1/3 SPC 2);
%x = (getWord(%scale2,1)/0.166666)*0.125;
%scale3 = %x SPC 0.166666 SPC getWord(%scale1,2);
}
%dir1 = VectorNormalize(vectorSub(%item.surfacePt,%item.surfacePt2));
%adjust1 = vectorNormalize(vectorProject(%dir1,vectorCross(%item.surfaceNrm,%item.surfaceNrm2)));
%offset1 = -0.5;
%adjust1 = vectorScale(%adjust1,-0.5 * %offset1);
%deplObj = new (%className)() {
dataBlock = %dataBlock;
scale = %scale3;
};
%deplObj.closedscale = %scale3;
%deplObj.openedscale = getwords(%scale3,0,1) SPC 0.1;
//////////////////////////Apply settings//////////////////////////////
// exact:
//%deplObj.setTransform(%item.surfacePt SPC %rot1);
%deplObj.setTransform(vectorAdd(VectorAdd(%item.surfacePt2, VectorScale(%vec1,getword(%scale3,2)/-4)),%adjust1) SPC %rot1);
// misc info
addDSurface(%item.surface,%deplObj);
// [[Settings]]:
%deplObj.grounded = %grounded;
%deplObj.needsFit = 1;
%deplObj.isdoor = 1;
// [[Normal Stuff]]:
// set team, owner, and handle
%deplObj.team = %plyr.client.team;
%deplObj.setOwner(%plyr);
// set power frequency
%deplObj.powerFreq = %plyr.powerFreq;
// set the sensor group if it needs one
if (%deplObj.getTarget() != -1)
setTargetSensorGroup(%deplObj.getTarget(), %plyr.client.team);
// place the deployable in the MissionCleanup/Deployables group (AI reasons)
addToDeployGroup(%deplObj);
//let the AI know as well...
AIDeployObject(%plyr.client, %deplObj);
// play the deploy sound
serverPlay3D(%item.deploySound, %deplObj.getTransform());
// increment the team count for this deployed object
$TeamDeployedCount[%plyr.team, %item.item]++;
%deplObj.deploy();
%deplobj.timeout = getWord($expertSetting["Door", %plyr.expertSet], 0);
%deplobj.hasslided = 0;
%deplobj.state = "Closed";
if (%plyr.packset==0)
%deplobj.toggletype=0;
if (%plyr.packset==1)
%deplobj.toggletype=1;
if (%plyr.packset==2) {
%deplobj.powercontrol=1;
%deplobj.toggletype=1;
}
if (%plyr.packset==3) {
%deplobj.powercontrol=2;
%deplobj.toggletype=1;
}
if (%plyr.packset==4) {
%deplobj.collisionType = 1;
%deplobj.toggletype=0; // This is left mostly as a reference.
}
if (%plyr.packset==5)
{
%deplobj.collisionType = 2;
%deplobj.accessLevel = 1;
%deplobj.toggletype=0; // This is left mostly as a reference.
messageClient(%plyr.client, "", "\c2Use \c3/setAccess [level] \c2- to set the access level needed for this door, use \c3/setPAccess [name] [level] \c2- to set someone's access level over your pieces.");
}
if (%plyr.packset==6) {
%deplobj.collisionType = 3;
%deplobj.toggletype=0; // This is left mostly as a reference.
}
if (%plyr.packset==7) {
%deplobj.collisionType = 4;
%deplobj.toggletype=0; // This is left mostly as a reference.
}
%deplobj.canmove = true;
// Power object
checkPowerObject(%deplObj); // Keep this down here. It updates the state of the powered doors.
return %deplObj;
}
function Deployeddoor::onDestroyed(%this, %obj, %prevState) {
if (%obj.isRemoved)
return;
%obj.isRemoved = true;
Parent::onDestroyed(%this, %obj, %prevState);
$TeamDeployedCount[%obj.team, DoorDeployable]--;
remDSurface(%obj);
%obj.schedule(500,"delete");
cascade(%obj);
fireBallExplode(%obj,1);
}
function Deployeddoor::disassemble(%data,%plyr,%hTgt) {
disassemble(%data,%plyr,%hTgt);
}
function doorDeployableImage::onMount(%data,%obj,%node) {
%obj.hasdoor = true; // set for mspinecheck
%obj.packSet = 0;
%obj.expertSet = 0;
displayPowerFreq(%obj);
}
function doorDeployableImage::onUnmount(%data,%obj,%node) {
%obj.hasdoor = "";
%obj.packSet = 0;
%obj.expertSet = 0;
}
function Deployeddoor::onGainPowerEnabled(%data,%obj) {
if(%obj.canmove == true && %obj.powercontrol >= 1)
{
if(%obj.powerControl == 1 && %obj.state !$= "opened") // open when powered
schedule(10, 0, "open", %obj);
else if(%obj.powerControl == 2 && %obj.state !$= "closed") // closed when powered
schedule(10, 0, "close", %obj, 1);
}
Parent::onGainPowerEnabled(%data,%obj);
}
function Deployeddoor::onLosePowerDisabled(%data,%obj) {
if(%obj.canmove == true && %obj.powercontrol >= 1)
{
if(%obj.powerControl == 1 && %obj.state !$= "closed") // open when unpowered
schedule(10, 0, "close", %obj, 1);
else if(%obj.powerControl == 2 && %obj.state !$= "opened") // closed when unpowered
schedule(10, 0, "open", %obj);
}
Parent::onLosePowerDisabled(%data,%obj);
}
function DeployedDoor::onCollision(%data, %obj, %col)
{
if(%obj.canMove == true && %obj.collisionType > 0 && %col.getDataBlock().getClassName() $= "PlayerData")
{
switch$(%obj.collisionType)
{
case 1:
Open(%obj);
case 2:
if(%col.client.givenAccess[%obj.getOwner()] >= %obj.accessLevel || %obj.getOwner() == %col.client)
Open(%obj);
else
messageClient(%col.client, "", "\c3Access denied. \c2You need \c3level-"@%obj.accessLevel@"\c2 from \c3"@%obj.getOwner().nameBase@"\c2 to access this door.");
case 3:
if(%obj.getOwner() == %col.client)
Open(%obj);
else
messageClient(%col.client, "", "\c3Access denied. \c2This door is only for \c3"@%obj.getOwner().nameBase@"\c2.");
case 4:
if(%col.client.isAdmin || %obj.getOwner() == %col.client)
Open(%obj);
else
messageClient(%col.client, "", "\c3Access denied. \c2This door is for \c3admins \c2or \c3"@%obj.getOwner().nameBase@"\c2 only.");
}
}
// Don't call parent! It causes console spam!
// -- Eolk
}
////////////////////
////////////////////
function open(%obj)
{
if (!isObject(%obj))
return;
if (%obj.canmove == true)
{
%obj.moving = "open";
%obj.prevscale = %obj.scale;
%obj.closedscale= %obj.scale;
%obj.canmove = false;
}
if (getWord(%obj.scale, 2) < 0.3)
{
%obj.issliding = 0;
%obj.scale = getWord(%obj.scale,0) SPC getWord(%obj.scale,1) SPC 0.1;
%obj.settransform(%obj.gettransform());
%obj.state = "opened";
%obj.openedscale= %obj.scale;
if (%obj.toggletype == 0)
schedule(%obj.timeout * 1000, 0, "close", %obj, 1);
else
%obj.canmove = true;
return;
}
%obj.scale = getWord(%obj.scale, 0) SPC getWord(%obj.scale, 1) SPC getWord(%obj.prevscale ,2) - 0.4;
%obj.settransform(%obj.gettransform());
%obj.prevscale = %obj.scale;
schedule(40, 0, "open", %obj);
}
/////////////////////
/////////////////////
function close(%obj,%timeout)
{
if (!isObject(%obj))
return;
if (%obj.canmove == true)
{
%obj.moving = "close";
%obj.prevscale =%obj.scale;
%obj.openedscale=%obj.scale;
%obj.canmove = false;
}
if (getWord(%obj.scale, 2) > getWord(%obj.closedscale, 2) - 0.2)
{
%obj.issliding = 0;
%obj.scale = getWord(%obj.scale,0) SPC getWord(%obj.scale,1) SPC getWord(%obj.closedscale,2);
%obj.settransform(%obj.gettransform());
%obj.state = "closed";
%obj.closedscale= %obj.scale;
%obj.canmove = true;
return;
}
%obj.scale = getWord(%obj.scale, 0) SPC getWord(%obj.scale, 1) SPC getWord(%obj.prevscale, 2) + 0.4;
%obj.settransform(%obj.gettransform());
%obj.prevscale = %obj.scale;
schedule(40, 0, "close", %obj);
}