diff --git a/Classic/scripts/weapTurretCode.cs b/Classic/scripts/weapTurretCode.cs new file mode 100644 index 0000000..2d34adf --- /dev/null +++ b/Classic/scripts/weapTurretCode.cs @@ -0,0 +1,985 @@ +//-------------------------------------- Ammo functions +function Ammo::onCollision(%data, %obj, %col) +{ + // %data = datablock of object; %obj = object number + // %col = thing that collided with object (hopefully a player) + + if (%col.getDataBlock().className $= Armor) + { + %ammoName = %data.getName(); + %ammoStore = %col.inv[%ammoName]; + + // if player has ammo pack, increase max amount of ammo + if(%col.getMountedImage($BackpackSlot) != 0) + { + if(%col.getMountedImage($BackpackSlot).getName() $= "AmmoPackImage") + %aMax = (%col.getDataBlock().max[%ammoName]) + AmmoPack.max[%ammoName]; + else + %aMax = %col.getDataBlock().max[%ammoName]; + } + else + %aMax = %col.getDataBlock().max[%ammoName]; + + if(%col.inv[%ammoName] < %aMax) + { + if( %obj.ammoStore $= "" ) + %obj.ammoStore = $AmmoIncrement[ %ammoName ]; + + %col.incInventory(%ammoName, %obj.ammoStore); + serverPlay3D(ItemPickupSound, %col.getTransform()); + %obj.respawn(); + if (%col.client > 0) + messageClient(%col.client, 'MsgItemPickup', '\c0You picked up %1.', %data.pickUpName); + } + } +} + +function GrenadeThrown::onCollision(%data, %obj, %col) +{ + // nothing you can do now... +} + +function HandInventory::onCollision(%data, %obj, %col) +{ + // %data = datablock of object; %obj = object number + // %col = thing that collided with object (hopefully a player) + if (%col.getDataBlock().className $= Armor) + { + %ammoName = %data.getName(); + %ammoStore = %col.inv[%ammoName]; + + // if player has ammo pack, increase max amount of ammo + if(%col.getMountedImage($BackpackSlot) != 0) + { + if(%col.getMountedImage($BackpackSlot).getName() $= "AmmoPackImage") + %aMax = (%col.getDataBlock().max[%ammoName]) + AmmoPack.max[%ammoName]; + else + %aMax = %col.getDataBlock().max[%ammoName]; + } + else + %aMax = %col.getDataBlock().max[%ammoName]; + + if(%data.isGrenade) + { + // it's a grenade -- see if it matches the type the player is carrying + %pgType = "None"; + for(%x = 0; $InvGrenade[%x] !$= ""; %x++) + { + %gren = $NameToInv[$InvGrenade[%x]]; + if(%col.inv[%gren] > 0) + { + %pgType = %gren; + break; + } + } + if((%pgType $= "None") || (%pgType $= %ammoName)) + { + // player either has no grenades or this type of grenades -- OK to pick up more + %canPickup = true; + } + else + { + // player has a different kind of grenade -- don't pick this kind up + %canPickup = false; + } + } + else if(%data.isMine) // z0dd - ZOD, 5/19/03. Check mines too! + { + // it's a mine -- see if it matches the type the player is carrying + %pmType = "None"; + for(%y = 0; $InvMine[%y] !$= ""; %y++) + { + %mine = $NameToInv[$InvMine[%y]]; + if(%col.inv[%mine] > 0) + { + %pmType = %mine; + break; + } + } + if((%pmType $= "None") || (%pmType $= %ammoName)) + { + // player either has no mines or this type of mine -- OK to pick up more + %canPickup = true; + } + else + { + // player has a different kind of mine -- don't pick this kind up + %canPickup = false; + } + } + else + %canPickup = true; + + if(%canPickup) + { + if(%col.inv[%ammoName] < %aMax) + { + //------------------------------------------------------------------------------------------- + // z0dd - ZOD, 4/17/02. Don't allow player to pickup full ammo if they tossed less than full. + if( %obj.ammoStore $= "" ) + %obj.ammoStore = $AmmoIncrement[ %ammoName ]; + %col.incInventory(%ammoName, %obj.ammoStore); + //------------------------------------------------------------------------------------------- + serverPlay3D(ItemPickupSound, %col.getTransform()); + %obj.respawn(); + if (%col.client > 0) + messageClient(%col.client, 'MsgItemPickup', '\c0You picked up %1.', %data.pickUpName); + } + } + } +} + +//-------------------------------------- Specific turret functions + +function SentryTurret::onAdd(%data, %obj) +{ + Parent::onAdd(%data, %obj); + + //error("error"); + %obj.mountImage(%data.barrel, 0, true); +} + +function TurretDeployedCamera::onAdd(%this, %obj) +{ + Parent::onAdd(%this, %obj); + %obj.mountImage(DeployableCameraBarrel, 0, true); + %obj.setRechargeRate(%this.rechargeRate); + + %obj.setAutoFire(false); // z0dd - ZOD, 4/17/02. Server crash fix related to controlable cameras +} + +function TurretDeployedCamera::onDestroyed(%this, %obj, %prevState) +{ + Parent::onDestroyed(%this, %obj, %prevState); + $TeamDeployedCount[%obj.team, DeployedCamera]--; + // doesn't seem to delete itself, so... + %obj.schedule(500, "delete"); +} + +function ScoutFlyer::onTrigger(%data, %obj, %trigger, %state) +{ + // data = ScoutFlyer datablock + // obj = ScoutFlyer object number + // trigger = 0 for "fire", 1 for "jump", 3 for "thrust" + // state = 1 for firing, 0 for not firing + if(%trigger == 0) + { + switch (%state) { + case 0: + %obj.fireWeapon = false; + %obj.setImageTrigger(2, false); + %obj.setImageTrigger(3, false); + case 1: + %obj.fireWeapon = true; + if(%obj.nextWeaponFire == 2) { + %obj.setImageTrigger(2, true); + %obj.setImageTrigger(3, false); + } + else { + %obj.setImageTrigger(2, false); + %obj.setImageTrigger(3, true); + } + } + } +} + +function ScoutFlyer::playerDismounted(%data, %obj, %player) +{ + %obj.fireWeapon = false; + %obj.setImageTrigger(2, false); + %obj.setImageTrigger(3, false); + setTargetSensorGroup(%obj.getTarget(), %obj.team); + + if( %player.client.observeCount > 0 ) + resetObserveFollow( %player.client, true ); +} + +function ScoutChaingunImage::onFire(%data,%obj,%slot) +{ + // obj = ScoutFlyer object number + // slot = 2 + + Parent::onFire(%data,%obj,%slot); + %obj.nextWeaponFire = 3; + schedule(%data.fireTimeout, 0, "fireNextGun", %obj); +} + +function ScoutChaingunPairImage::onFire(%data,%obj,%slot) +{ + // obj = ScoutFlyer object number + // slot = 3 + + Parent::onFire(%data,%obj,%slot); + %obj.nextWeaponFire = 2; + schedule(%data.fireTimeout, 0, "fireNextGun", %obj); +} + +function fireNextGun(%obj) +{ + if(%obj.fireWeapon) + { + if(%obj.nextWeaponFire == 2) + { + %obj.setImageTrigger(2, true); + %obj.setImageTrigger(3, false); + } + else + { + %obj.setImageTrigger(2, false); + %obj.setImageTrigger(3, true); + } + } + else + { + %obj.setImageTrigger(2, false); + %obj.setImageTrigger(3, false); + } +} + +function ScoutChaingunImage::onTriggerDown(%this, %obj, %slot) +{ +} + +function ScoutChaingunImage::onTriggerUp(%this, %obj, %slot) +{ +} + +function ScoutChaingunImage::onMount(%this, %obj, %slot) +{ +// %obj.setImageAmmo(%slot,true); +} + +function ScoutChaingunPairImage::onMount(%this, %obj, %slot) +{ +// %obj.setImageAmmo(%slot,true); +} + +function ScoutChaingunImage::onUnmount(%this,%obj,%slot) +{ +} + +function ScoutChaingunPairImage::onUnmount(%this,%obj,%slot) +{ +} + + +function BomberTurret::onDamage(%data, %obj) +{ + %newDamageVal = %obj.getDamageLevel(); + if(%obj.lastDamageVal !$= "") + if(isObject(%obj.getObjectMount()) && %obj.lastDamageVal > %newDamageVal) + %obj.getObjectMount().setDamageLevel(%newDamageVal); + %obj.lastDamageVal = %newDamageVal; +} + +function BomberTurret::damageObject(%this, %targetObject, %sourceObject, %position, %amount, %damageType ,%vec, %client, %projectile) +{ + //If vehicle turret is hit then apply damage to the vehicle + %vehicle = %targetObject.getObjectMount(); + if(%vehicle) + %vehicle.getDataBlock().damageObject(%vehicle, %sourceObject, %position, %amount, %damageType, %vec, %client, %projectile); +} + +function VehicleTurret::onEndSequence(%data, %obj, %thread) +{ + if($DeployThread == %thread) + %obj.stopThread($DeployThread); +} + +function BomberTurret::onTrigger(%data, %obj, %trigger, %state) +{ + //error("onTrigger: trigger = " @ %trigger @ ", state = " @ %state); + //error("obj = " @ %obj @ ", class " @ %obj.getClassName()); + switch (%trigger) + { + case 0: + %obj.fireTrigger = %state; + if(%obj.selectedWeapon == 1) + { + %obj.setImageTrigger(4, false); + if(%obj.getImageTrigger(6)) + { + %obj.setImageTrigger(6, false); + ShapeBaseImageData::deconstruct(%obj.getMountedImage(6), %obj); + } + if(%state) + %obj.setImageTrigger(2, true); + else + %obj.setImageTrigger(2, false); + } + else if(%obj.selectedWeapon == 2) + { + %obj.setImageTrigger(2, false); + if(%obj.getImageTrigger(6)) + { + %obj.setImageTrigger(6, false); + ShapeBaseImageData::deconstruct(%obj.getMountedImage(6), %obj); + } + if(%state) + %obj.setImageTrigger(4, true); + else + %obj.setImageTrigger(4, false); + } + else + { + %obj.setImageTrigger(2, false); + %obj.setImageTrigger(4, false); + if(%state) + %obj.setImageTrigger(6, true); + else + { + %obj.setImageTrigger(6, false); + BomberTargetingImage::deconstruct(%obj.getMountedImage(6), %obj); + } + } + + case 2: + if(%state) + { + %obj.getDataBlock().playerDismount(%obj); + } + } +} + +function BomberTurret::playerDismount(%data, %obj) +{ + //Passenger Exiting + %obj.fireTrigger = 0; + %obj.setImageTrigger(2, false); + %obj.setImageTrigger(4, false); + if(%obj.getImageTrigger(6)) + { + %obj.setImageTrigger(6, false); + ShapeBaseImageData::deconstruct(%obj.getMountedImage(6), %obj); + } + %client = %obj.getControllingClient(); + %client.player.isBomber = false; + commandToClient(%client, 'endBomberSight'); +// %client.player.setControlObject(%client.player); + %client.player.mountVehicle = false; +// %client.player.getDataBlock().doDismount(%client.player); + + //turret auto fire if ai mounted, if ai, %client = -1 - Lagg... + if (%client > 0) + { + if(%client.player.getState() !$= "Dead") + %client.player.mountImage(%client.player.lastWeapon, $WeaponSlot); + } + setTargetSensorGroup(%obj.getTarget(), 0); + setTargetNeverVisMask(%obj.getTarget(), 0xffffffff); +} + +//function BomberTurret::getHudNum(%data, %num) +//{ +// if(%num == 1) +// return 0; +// else +// return 4; +//} + +function AIAimingTurretBarrel::onFire(%this,%obj,%slot) +{ +} + +function BomberBombImage::onUnmount(%this,%obj,%slot) +{ +} + +function BomberBombPairImage::onUnmount(%this,%obj,%slot) +{ +} + +function BomberTurretBarrel::firePair(%this, %obj, %slot) +{ + %obj.setImageTrigger( 3, true); +} + +function BomberTurretBarrelPair::stopFire(%this, %obj, %slot) +{ + %obj.setImageTrigger( 3, false); +} + +function BomberTurretBarrelPair::onMount(%this, %obj, %slot) +{ +// %obj.setImageAmmo(%slot,true); +} + +function BomberTurretBarrel::onMount(%this, %obj, %slot) +{ +// %obj.setImageAmmo(%slot,true); +} + +function BomberBombImage::firePair(%this, %obj, %slot) +{ + %obj.setImageTrigger( 5, true); +} + +function BomberBombPairImage::stopFire(%this, %obj, %slot) +{ + %obj.setImageTrigger( 5, false); +} + +function BomberBombPairImage::onMount(%this, %obj, %slot) +{ +// %obj.setImageAmmo(%slot,true); +} + +function BomberBombImage::onMount(%this, %obj, %slot) +{ +} + +function BomberBombImage::onUnmount(%this,%obj,%slot) +{ +} + +function BomberBombPairImage::onUnmount(%this,%obj,%slot) +{ +} + +function MobileTurretBase::onAdd(%this, %obj) +{ + Parent::onAdd(%this, %obj); + setTargetSensorGroup(%obj.target, %obj.team); +// setTargetNeverVisMask(%obj.target, 0xffffffff); // z0dd - ZOD, 4/17/02. Causes mpb sensor to be shown in middle of map on cmd screen instead of MPB as origin. no idea why +} + +function MobileTurretBase::onDamage(%data, %obj) +{ + %newDamageVal = %obj.getDamageLevel(); + if(%obj.lastDamageVal !$= "") + if(isObject(%obj.getObjectMount()) && %obj.lastDamageVal > %newDamageVal) + %obj.getObjectMount().setDamageLevel(%newDamageVal); + %obj.lastDamageVal = %newDamageVal; +} + +function MobileTurretBase::damageObject(%this, %targetObject, %sourceObject, %position, %amount, %damageType ,%vec, %client, %projectile) +{ + //If vehicle turret is hit then apply damage to the vehicle + %vehicle = %targetObject.getObjectMount(); + if(%vehicle) + %vehicle.getDataBlock().damageObject(%vehicle, %sourceObject, %position, %amount, %damageType, %vec, %client, %projectile); +} + +function MobileTurretBase::onEndSequence(%data, %obj, %thread) +{ + //Used so that the parent wont be called.. +} + +function AssaultPlasmaTurret::onDamage(%data, %obj) +{ + %newDamageVal = %obj.getDamageLevel(); + if(%obj.lastDamageVal !$= "") + if(isObject(%obj.getObjectMount()) && %obj.lastDamageVal > %newDamageVal) + %obj.getObjectMount().setDamageLevel(%newDamageVal); + %obj.lastDamageVal = %newDamageVal; +} + +function AssaultPlasmaTurret::damageObject(%this, %targetObject, %sourceObject, %position, %amount, %damageType ,%vec, %client, %projectile) +{ + //If vehicle turret is hit then apply damage to the vehicle + %vehicle = %targetObject.getObjectMount(); + if(%vehicle) + %vehicle.getDataBlock().damageObject(%vehicle, %sourceObject, %position, %amount, %damageType, %vec, %client, %projectile); +} + +function AssaultPlasmaTurret::onTrigger(%data, %obj, %trigger, %state) +{ + switch (%trigger) { + case 0: + %obj.fireTrigger = %state; + if(%obj.selectedWeapon == 1) + { + %obj.setImageTrigger(4, false); + if(%state) + %obj.setImageTrigger(2, true); + else + %obj.setImageTrigger(2, false); + } + else + { + %obj.setImageTrigger(2, false); + if(%state) + %obj.setImageTrigger(4, true); + else + %obj.setImageTrigger(4, false); + } + case 2: + if(%state) + { + %obj.getDataBlock().playerDismount(%obj); + } + } +} + +function AssaultPlasmaTurret::playerDismount(%data, %obj) +{ + //Passenger Exiting + %obj.fireTrigger = 0; + %obj.setImageTrigger(2, false); + %obj.setImageTrigger(4, false); + %client = %obj.getControllingClient(); +// %client.setControlObject(%client.player); + //turret auto fire if ai mounted, if ai, %client = -1 - Lagg... + if (%client > 0) + { + %client.player.mountImage(%client.player.lastWeapon, $WeaponSlot); + } + %client.player.mountVehicle = false; + setTargetSensorGroup(%obj.getTarget(), 0); + setTargetNeverVisMask(%obj.getTarget(), 0xffffffff); +// %client.player.getDataBlock().doDismount(%client.player); +} + +//function AssaultPlasmaTurret::getHudNum(%data, %num) +//{ +// if(%num == 1) +// return 1; +// else +// return 3; +//} + + +// ------------------------------------------ +// camera functions +// ------------------------------------------ + +$CameraDeployTime = 1000; +$CameraDeployCheckMax = 6; +$CameraMinVelocity = 0.1; + +function CameraGrenadeThrown::onThrow(%this, %gren) +{ + // schedule a check to see if the camera is at rest but not deployed + %gren.checkCount = 0; + %gren.velocCheck = %this.schedule($CameraDeployTime, "checkCameraDeploy", %gren); +} + +function CameraGrenadeThrown::onStickyCollision(%data, %obj) +{ + cancel(%obj.velocCheck); + %pos = %obj.getLastStickyPos(); + %norm = %obj.getLastStickyNormal(); + + %intAngle = getTerrainAngle(%norm); // staticShape.cs + %rotAxis = vectorNormalize(vectorCross(%norm, "0 0 1")); + if (getWord(%norm, 2) == 1 || getWord(%norm, 2) == -1) + %rotAxis = vectorNormalize(vectorCross(%norm, "0 1 0")); + + %rotation = %rotAxis @ " " @ %intAngle; + %dcSucc = activateCamera(%pos, %rotation, %obj.sourceObject, %obj.sourceObject.team); + if(%dcSucc == 0) + messageClient(%obj.sourceObject.client, 'MsgDeployFailed', '\c2Your team\'s control network has reached its capacity for this item.~wfx/misc/misc.error.wav'); + %obj.schedule(50,"delete"); +} + +function CameraGrenadeThrown::checkCameraDeploy(%this, %gren) +{ + %gren.checkCount++; + if(VectorLen(%gren.getVelocity()) < $CameraMinVelocity) + { + // camera has come to rest but not deployed -- probably on a staticshape (station, gen, etc) + // no resolution, so get rid of it + %gren.schedule(50, "delete"); + } + else if(%gren.checkCount >= $CameraDeployCheckMax) + { + // camera's still moving but it's been check several times -- it was thrown from too great + // a height or off the edge of the world -- delete it + %gren.schedule(50, "delete"); + } + else + { + // check back in a little while + %gren.velocCheck = %this.schedule($CameraDeployTime, "checkCameraDeploy", %gren); + } +} + +function activateCamera(%position, %rotation, %sourceObj, %team) +{ + if($TeamDeployedCount[%team, DeployedCamera] >= $TeamDeployableMax[DeployedCamera]) + { + // team has too many cameras deployed already, don't deploy this one + return 0; + } + %dCam = new Turret() + { + dataBlock = "TurretDeployedCamera"; + team = %team; + needsNoPower = true; + owner = %sourceObj.client; + ownerHandle = %sourceObj.client.handle; + position = %position; + rotation = %rotation; + }; + addToDeployGroup(%dCam); + + if(%dCam.getTarget() != -1) + setTargetSensorGroup(%dCam.getTarget(), %team); + + %dCam.playAudio($DeploySound, CameraGrenadeAttachSound); + %dCam.deploy(); + %dCam.playThread($AmbientThread, "ambient"); + + // increment team's deployed count for cameras + $TeamDeployedCount[%team, DeployedCamera]++; + return 1; +} + +function FlareGrenade::onUse(%this, %obj) +{ + // a stripped-down version of HandInventory::onUse from weapons.cs + if(Game.handInvOnUse(%data, %obj)) { + %obj.decInventory(%this, 1); + %p = new FlareProjectile() { + dataBlock = FlareGrenadeProj; + initialDirection = %obj.getEyeVector(); + initialPosition = getBoxCenter(%obj.getWorldBox()); + sourceObject = %obj; + sourceSlot = 0; + }; + FlareSet.add(%p); + MissionCleanup.add(%p); + serverPlay3D(GrenadeThrowSound, getBoxCenter(%obj.getWorldBox())); + %p.schedule(6000, "delete"); + // miscellaneous grenade-throwing cleanup stuff + %obj.lastThrowTime[%data] = getSimTime(); + %obj.throwStrength = 0; + } +} + +// uncomment when explosion type can be set from script (dont want underwater explosion here) +//function grenadeOnEnterLiquid(%data, %obj, %coverage, %type, %flash) +//{ +// // 4: Lava +// // 5: Hot Lava +// // 6: Crusty Lava +// if(%type >=4 && %type <= 6) +// { +// if(%obj.getDamageState() !$= "Destroyed") +// { +// cancel(%obj.detThread); +// if(%flash) +// detonateFlashGrenade(%obj); +// else +// detonateGrenade(%obj); +// return(true); +// } +// } +// +// // flash grenades do not ignore quicksand +// if((%type == 7) && !%flash) +// return(true); +// +// return(false); +//} + +function GrenadeThrown::onThrow(%this, %gren) +{ + AIGrenadeThrown(%gren); + %gren.detThread = schedule(1500, %gren, "detonateGrenade", %gren); +} + +//function GrenadeThrown::onEnterLiquid(%data, %obj, %coverage, %type) +//{ +// if(!grenadeOnEnterLiquid(%data, %obj, %coverage, %type, false)) +// Parent::onEnterLiquid(%data, %obj, %coverage, %type); +//} + +function ConcussionGrenadeThrown::onThrow(%this, %gren) +{ + AIGrenadeThrown(%gren); + %gren.detThread = schedule(2000, %gren, "detonateGrenade", %gren); +} + +//function ConcussionGrenadeThrown::onEnterLiquid(%data, %obj, %coverage, %type) +//{ +// if(!grenadeOnEnterLiquid(%data, %obj, %coverage, %type, false)) +// Parent::onEnterLiquid(%data, %obj, %coverage, %type); +//} + +function detonateGrenade(%obj) +{ + %obj.setDamageState(Destroyed); + %data = %obj.getDataBlock(); + RadiusExplosion( %obj, %obj.getPosition(), %data.damageRadius, %data.indirectDamage, + %data.kickBackStrength, %obj.sourceObject, %data.radiusDamageType); + %obj.schedule(500,"delete"); +} + +function FlashGrenadeThrown::onThrow(%this, %gren) +{ + %gren.detThread = schedule(2000, %gren, "detonateFlashGrenade", %gren); +} + +//function FlashGrenadeThrown::onEnterLiquid(%data, %obj, %coverage, %type) +//{ +// if(!grenadeOnEnterLiquid(%data, %obj, %coverage, %type, true)) +// Parent::onEnterLiquid(%data, %obj, %coverage, %type); +//} + +function detonateFlashGrenade(%hg) +{ + %maxWhiteout = %hg.getDataBlock().maxWhiteout; + %thrower = %hg.sourceObject.client; + %hg.setDamageState(Destroyed); + %hgt = %hg.getTransform(); + %plX = firstword(%hgt); + %plY = getWord(%hgt, 1); + %plZ = getWord(%hgt, 2); + %pos = %plX @ " " @ %plY @ " " @ %plZ; + //all this stuff below ripped from projectiles.cs + + InitContainerRadiusSearch(%pos, 100.0, $TypeMasks::PlayerObjectType | + $TypeMasks::TurretObjectType); + + while ((%damage = containerSearchNext()) != 0) + { + %dist = containerSearchCurrDist(); + + %eyeXF = %damage.getEyeTransform(); + %epX = firstword(%eyeXF); + %epY = getWord(%eyeXF, 1); + %epZ = getWord(%eyeXF, 2); + %eyePos = %epX @ " " @ %epY @ " " @ %epZ; + %eyeVec = %damage.getEyeVector(); + + // Make sure we can see the thing... + if (ContainerRayCast(%eyePos, %pos, $TypeMasks::TerrainObjectType | + $TypeMasks::InteriorObjectType | + $TypeMasks::StaticObjectType, %damage) !$= "0") + { + continue; + } + + %distFactor = 1.0; + if (%dist >= 100) + %distFactor = 0.0; + else if (%dist >= 20) { + %distFactor = 1.0 - ((%dist - 20.0) / 80.0); + } + + %dif = VectorNormalize(VectorSub(%pos, %eyePos)); + %dot = VectorDot(%eyeVec, %dif); + + %difAcos = mRadToDeg(mAcos(%dot)); + %dotFactor = 1.0; + if (%difAcos > 60) + %dotFactor = ((1.0 - ((%difAcos - 60.0) / 120.0)) * 0.2) + 0.3; + else if (%difAcos > 45) + %dotFactor = ((1.0 - ((%difAcos - 45.0) / 15.0)) * 0.5) + 0.5; + + %totalFactor = %dotFactor * %distFactor; + + %prevWhiteOut = %damage.getWhiteOut(); + + if(!%prevWhiteOut) + if(!$teamDamage) + { + if(%damage.client != %thrower && %damage.client.team == %thrower.team) + messageClient(%damage.client, 'teamWhiteOut', '\c1You were hit by %1\'s whiteout grenade.', getTaggedString(%thrower.name)); + } + + %whiteoutVal = %prevWhiteOut + %totalFactor; + if(%whiteoutVal > %maxWhiteout) + { + //error("whitout at max"); + %whiteoutVal = %maxWhiteout; + } + //bot cheat! don't blind the thrower - Lagg... 1-8-2004 + if (%damage.client == %thrower && %thrower.isAIControlled()) + continue; + + %damage.setWhiteOut( %whiteoutVal ); + } + %hg.schedule( 500, "delete" ); +} + +// ---------------------------------------------- +// mine functions +// ---------------------------------------------- + + +function MineDeployed::onThrow(%this, %mine, %thrower) +{ + %mine.armed = false; + %mine.damaged = 0; + %mine.detonated = false; + %mine.depCount = 0; + %mine.theClient = %thrower.client; + $TeamDeployedCount[%mine.sourceObject.team, MineDeployed]++; // z0dd - ZOD, 8/13/02, Moved this from deployMineCheck to here. Fixes mine count bug + + schedule(1500, %mine, "deployMineCheck", %mine, %thrower); +} + +function deployMineCheck(%mineObj, %player) +{ + if(%mineObj.depCount > %mineObj.getDatablock().maxDepCount) + explodeMine(%mineObj, true); + + // wait until the mine comes to rest + if(%mineObj.getVelocity() $= "0 0 0") + { + // 2-second delay before mine is armed -- let deploy thread play out etc. + schedule(%mineObj.getDatablock().armTime, %mineObj, "armDeployedMine", %mineObj); + + // check for other deployed mines in the vicinity + InitContainerRadiusSearch(%mineObj.getWorldBoxCenter(), %mineObj.getDatablock().spacing, $TypeMasks::ItemObjectType); + while((%itemObj = containerSearchNext()) != 0) + { + if(%itemObj == %mineObj) + continue; + %ioType = %itemObj.getDatablock().getName(); + if(%ioType $= "MineDeployed") + schedule(100, %mineObj, "explodeMine", %mineObj, true); + else + continue; + } + // play "deploy" thread + %mineObj.playThread(0, "deploy"); + serverPlay3D(MineDeploySound, %mineObj.getTransform()); + %mineTeam = %mineObj.sourceObject.team; + //$TeamDeployedCount[%mineTeam, MineDeployed]++; // z0dd - ZOD, 8/13/02, Moved the increment to MineDeployed::onThrow. Fixes mine count bug + if($TeamDeployedCount[%mineTeam, MineDeployed] > $TeamDeployableMax[MineDeployed]) + { + messageClient( %player.client, '', 'Maximum allowable mines deployed.' ); + schedule(100, %mineObj, "explodeMine", %mineObj, true); + } + else + { + //start the thread that keeps checking for objects near the mine... + mineCheckVicinity(%mineObj); + + //let the AI know *after* it's come to rest... + AIDeployMine(%mineObj); + + //let the game know there's a deployed mine + Game.notifyMineDeployed(%mineObj); + } + } + else + { + //schedule this deploy check again a little later + %mineObj.depCount++; + schedule(500, %mineObj, "deployMineCheck", %mineObj, %player); + } +} + +function armDeployedMine(%mine) +{ + %mine.armed = true; +} + +function mineCheckVicinity(%mine) +{ + // this function is called after the mine has been deployed. It will check the + // immediate area around the mine (2.5 meters at present) for players or vehicles + // passing by, and detonate if any are found. This is to extend the range of the + // mine so players don't have to collide with them to set them off. + + // don't bother to check if mine isn't armed yet + if(%mine.armed) + { + // don't keep checking if mine is already detonating + if(!%mine.boom) + { + // the actual check for objects in the area + %mineLoc = %mine.getWorldBoxCenter(); + %masks = $TypeMasks::PlayerObjectType | $TypeMasks::VehicleObjectType; + %detonateRange = %mine.getDatablock().proximity; + %noExplode = 0; + InitContainerRadiusSearch(%mineLoc, %detonateRange, %masks); + while((%tgt = containerSearchNext()) != 0) + { + if(!$TeamDamage) + { + if(%mine.team == %tgt.team) + %noExplode = 1; + } + if(%noExplode == 0) + { + %mine.detonated = true; + schedule(50, %mine, "explodeMine", %mine, false); + break; + } + } + } + } + // if nothing set off the mine, schedule another check + if(!%mine.detonated) + schedule(300, %mine, "mineCheckVicinity", %mine); +} + +function MineDeployed::onCollision(%data, %obj, %col) +{ + // don't detonate if mine isn't armed yet + if(!%obj.armed) + return; + + // don't detonate if mine is already detonating + if(%obj.boom) + return; + + %noExplode = 0; + //check to see what it is that collided with the mine + %struck = %col.getClassName(); + if(%struck $= "Player" || %struck $= "WheeledVehicle" || %struck $= "FlyingVehicle") + { + if(!$teamDamage) + { + if(%obj.team == %col.getOwnerClient().team) + %noExplode = 1; + } + if(%noExplode == 0) + { + //error("Mine detonated due to collision with #"@%col@" ("@%struck@"); armed = "@%obj.armed); + explodeMine(%obj, false); + } + } +} + +function explodeMine(%mo, %noDamage) +{ + %mo.noDamage = %noDamage; + %mo.setDamageState(Destroyed); +} + +function MineDeployed::damageObject(%data, %targetObject, %sourceObject, %position, %amount, %damageType) +{ + // ----------------------------- + // z0dd - ZOD, 5/09/04. If gameplay changes in affect, no mine disc + if($Host::ClassicLoadMineChanges) + { + if(!%targetObject.armed) + return; + } + // ----------------------------- + + if(%targetObject.boom) + return; + + %targetObject.damaged += %amount; + + if(%targetObject.damaged >= %data.maxDamage) + { + %targetObject.setDamageState(Destroyed); + } +} + +function MineDeployed::onDestroyed(%data, %obj, %lastState) +{ + %obj.boom = true; + %mineTeam = %obj.team; + $TeamDeployedCount[%mineTeam, MineDeployed]--; + // %noDamage is a boolean flag -- don't want to set off all other mines in + // vicinity if there's a "mine overload", so apply no damage/impulse if true + if(!%obj.noDamage) + RadiusExplosion(%obj, + %obj.getPosition(), + %data.damageRadius, + %data.indirectDamage, + %data.kickBackStrength, + %obj.sourceObject, + %data.radiusDamageType); + + %obj.schedule(600, "delete"); +}