T2-BoL/scripts/packs/c4.cs
2015-08-30 02:30:29 -04:00

315 lines
9.7 KiB
PHP

//--------------------------------------------------------------------------
// C4
// Used only in Search & Destroy gameMode
// When deployed (must be deploying on an objective) a timer is started
// When the timer runs out, objective goes boom and offence wins
// But the bomb can be defused by defence.
//--------------------------------------------------------------------------
//--------------------------------------------------------------------------
// Projectile
//-------------------------------------------------------------------------
// shapebase datablocks
datablock ShapeBaseImageData(C4Image)
{
shapeFile = "pack_upgrade_satchel.dts";
item = C4Charge;
mountPoint = 1;
offset = "0 0 0";
emap = true;
};
datablock ItemData(C4Charge)
{
className = Pack;
catagory = "Packs";
image = C4Image;
shapeFile = "pack_upgrade_satchel.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
rotate = true;
pickUpName = "a C4";
computeCRC = true;
};
datablock StaticShapeData(C4Deployed) : StaticShapeDamageProfile
{
shapeFile = "pack_upgrade_satchel.dts";
explosion = SatchelMainExplosion;
underwaterExplosion = UnderwaterSatchelMainExplosion;
armDelay = 2500;
maxDamage = 0.6;
disabledLevel = 0.5;
destroyedLevel = 0.6;
dynamicType = $TypeMasks::StaticShapeObjectType;
renderWhenDestroyed = false;
kickBackStrength = 4000;
};
//--------------------------------------------------------------------------
function C4::onUse(%this, %obj)
{
%item = new Item() {
dataBlock = SatchelChargeTossed;
rotation = "0 0 1 " @ (getRandom() * 360);
};
MissionCleanup.add(%item);
// take pack out of inventory and unmount image
%obj.decInventory(SatchelCharge, 1);
%obj.throwObject(%item);
%item.sourceObject = %obj;
// z0dd - ZOD, 5/16/02. Schedule a check to see if the satchel is at rest but not stuck to anything
%item.checkCount = 0;
%item.velocCheck = %item.getDataBlock().schedule(1000, "checkVelocity", %item);
}
function initArmSatchelCharge(%satchel)
{
// "deet deet deet" sound
%satchel.playAudio(1, SatchelChargeActivateSound);
// also need to play "antenna extending" animation
%satchel.playThread(0, "deploy");
%satchel.playThread(1, "activate");
// delay the actual arming until after sound is done playing
schedule( 2200, 0, "armSatchelCharge", %satchel );
}
function armSatchelCharge(%satchel)
{
%satchel.armed = true;
commandToClient( %satchel.sourceObject.client, 'setSatchelArmed' );
}
function detonateSatchelCharge(%player)
{
%satchelCharge = %player.thrownChargeId;
// can't detonate the satchel charge if it isn't armed
if(!%satchelCharge.armed)
return;
//error("Detonating satchel charge #" @ %satchelCharge @ " for player #" @ %player);
if(%satchelCharge.getDamageState() !$= Destroyed)
{
%satchelCharge.setDamageState(Destroyed);
%satchelCharge.blowup();
}
// Clear the player's HUD:
%player.client.clearBackpackIcon();
}
function SatchelChargeThrown::onEnterLiquid(%data, %obj, %coverage, %type)
{
// lava types
if(%type >=4 && %type <= 6)
{
if(%obj.getDamageState() !$= "Destroyed")
{
%obj.armed = true;
detonateSatchelCharge(%obj.sourceObject);
return;
}
}
// quickSand
if(%type == 7)
if(isObject(%obj.sourceObject))
%obj.sourceObject.thrownChargeId = 0;
Parent::onEnterLiquid(%data, %obj, %coverage, %type);
}
function SatchelChargeImage::onMount(%data, %obj, %node)
{
%obj.thrownChargeId = 0;
}
function SatchelChargeImage::onUnmount(%data, %obj, %node)
{
}
function SatchelChargeThrown::onDestroyed(%this, %object, %lastState)
{
if(%object.kaboom)
return;
else
{
%object.kaboom = true;
// the "thwart" flag is set if the charge is destroyed with weapons rather
// than detonated. A less damaging explosion, but visually the same scale.
if(%object.thwart)
{
messageClient(%object.sourceObject.client, 'msgSatchelChargeDetonate', "\c2Satchel charge destroyed.");
%dmgRadius = 15; // z0dd - ZOD, 9/27/02. Was 10
%dmgMod = 0.35; // z0dd - ZOD, 9/27/02. Was 0.3
%expImpulse = 2000; // z0dd - ZOD, 9/27/02. Was 1000
%dmgType = $DamageType::Explosion;
}
else
{
messageClient(%object.sourceObject.client, 'msgSatchelChargeDetonate', "\c2Satchel charge detonated!");
%dmgRadius = 25; // z0dd - ZOD, 9/27/02. Was 20
%dmgMod = 1.15; // z0dd - ZOD, 9/27/02. Was 1.0
%expImpulse = 5000; // z0dd - ZOD, 9/27/02. Was 2500
%dmgType = $DamageType::SatchelCharge;
}
%object.blowingUp = true;
RadiusExplosion(%object, %object.getPosition(), %dmgRadius, %dmgMod, %expImpulse, %object.sourceObject, %dmgType);
%object.schedule(1000, "delete");
}
// --------------------------------------------------------------------------------
// z0dd - ZOD, 4/25/02. Satchel bug fix. Prior to fix, clients couldn't pick up
// packs when satchel was destroyed from dmg
if(isObject(%object.sourceObject))
%object.sourceObject.thrownChargeId = 0;
// --------------------------------------------------------------------------------
}
function SatchelChargeThrown::onCollision(%data,%obj,%col)
{
// Do nothing...
}
function SatchelChargeThrown::damageObject(%data, %targetObject, %sourceObject, %position, %amount, %damageType)
{
if (!%object.blowingUp)
{
%targetObject.damaged += %amount;
if(%targetObject.damaged >= %targetObject.getDataBlock().maxDamage &&
%targetObject.getDamageState() !$= Destroyed)
{
%targetObject.thwart = true;
%targetObject.setDamageState(Destroyed);
%targetObject.blowup();
// clear the player's HUD:
%targetObject.sourceObject.client.clearBackPackIcon();
}
}
}
function SatchelCharge::onPickup(%this, %obj, %shape, %amount)
{
// created to prevent console errors
}
//**************************************************************
// STICKY SATCHEL FUNCTIONS: z0dd - ZOD, 5/16/02
//**************************************************************
function SatchelChargeTossed::onEnterLiquid(%data, %obj, %coverage, %type)
{
// If it lands in lava or quicksand, delete it
if(%type >=4 && %type <= 7)
{
cancel(%obj.velocCheck);
if(isObject(%obj.sourceObject))
%obj.sourceObject.thrownChargeId = 0;
%obj.sourceObject.client.clearBackPackIcon();
%obj.schedule(100, "delete");
}
else
cancel(%obj.velocCheck);
}
function SatchelChargeTossed::onLeaveLiquid(%data, %obj, %type)
{
// On the off chance it passes through to air, reschedule the velocity check
%obj.checkCount = 0;
%obj.velocCheck = %obj.getDataBlock().schedule(1000, "checkVelocity", %obj);
}
function SatchelChargeTossed::onCollision(%data, %obj, %col)
{
// Lets keep thing from floating mid air, the check velocity should handle it afterwards
if(%col.getType() & ($TypeMasks::PlayerObjectType | $TypeMasks::VehicleObjectType | $TypeMasks::TurretObjectType))
{
%vec = (-1.0 + getRandom() * 2.0) SPC (-1.0 + getRandom() * 2.0) SPC getRandom();
%vec = vectorScale(%vec, 15);
%pos = %col.getWorldBoxCenter();
%obj.applyImpulse(%pos, %vec);
}
}
function SatchelChargeTossed::checkVelocity(%data, %item)
{
%item.checkCount++;
if(VectorLen(%item.getVelocity()) < 0.1)
{
// Satchel has come to rest but not activated, probably on a
// staticshape (station, gen, etc) lets force activation
cancel(%item.velocCheck);
activateSatchel(posFromTransform(%item.getTransform()), rotFromTransform(%item.getTransform()), %item.sourceObject);
%item.schedule(100, "delete");
}
else if(%item.checkCount >= 6)
{
// satchel's still moving but it's been checked several times,
// probably thrown off face of earth, delete it
cancel(%item.velocCheck);
if(isObject(%item.sourceObject))
%item.sourceObject.thrownChargeId = 0;
%item.sourceObject.client.clearBackPackIcon();
%item.schedule(100, "delete");
}
else
{
// check back in a little while
%item.velocCheck = %data.schedule(1000, "checkVelocity", %item);
}
}
function SatchelChargeTossed::onStickyCollision(%data, %obj)
{
// We have sticky! Lets setup for the actual charge
cancel(%obj.velocCheck);
%pos = %obj.getLastStickyPos();
%norm = %obj.getLastStickyNormal();
%intAngle = getTerrainAngle(%norm);
%rotAxis = vectorNormalize(vectorCross(%norm, "0 0 1"));
if (getWord(%norm, 2) == 1 || getWord(%norm, 2) == -1)
%rotAxis = vectorNormalize(vectorCross(%norm, "0 1 0"));
%rot = %rotAxis @ " " @ %intAngle;
activateSatchel(%pos, %rot, %obj.sourceObject);
%obj.schedule(50, "delete");
}
function activateSatchel(%pos, %rot, %source)
{
// Create the charge and schedule arming
%satchel = new StaticShape() {
dataBlock = SatchelChargeThrown;
sourceObject = %source;
position = %pos;
rotation = %rot;
};
MissionCleanup.add(%satchel);
%source.thrownChargeId = %satchel;
%satchel.armed = false;
%satchel.damaged = 0.0;
%satchel.thwart = false;
// arm itself 2.5 seconds after creation
schedule(%satchel.getDatablock().armDelay, %satchel, "initArmSatchelCharge", %satchel);
messageClient(%source.client, 'MsgSatchelChargePlaced', "\c2Satchel charge deployed.");
}