TribesReplay/base/scripts/vehicles/vehicle.cs
Robert MacGregor 7d0bae2fd4 v23115 (05/30/01):
- (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server.  The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server).  So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected.  In addition, a LAN server will only allow 4 unique Class C ids at any one time.  This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole.

- (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle.

- (bug fix) Fixed a bug that could reset your Shape Detail setting to max

- (bug fix) Client join message name correction

- (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.).

- (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies.

- (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks.

- (bug fix) Found a particle crash issue and plugged it up good.

- (bug fix) Fixed a shield impact internal compile error that was crunching frame rate.

- (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed.

- (bug fix) A rare crash that occurred with the Radeon VE card has been resolved.

- (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field.

- (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed.

- (optimization) The following missions were refined in order to optimize framerate:
	Alcatraz
	Caldera
	Flashpoint
	Gauntlet
	IceBound
	Insalubria
	Overreach
	Respite
	Sirocco

- (optimization) Adjusted the LOD of the logo projectors found in CnH missions.

- (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile.

- (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right?

- (optimization) Missile sound script calls moved from script into code for faster processing.

- (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue.

- (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks:

- (memory leak) Fixed a memory leak in our fancy text list control and the gui text list.

- (memory leak) Fixed a memory leak involving memory use and resource allocation.

- (improvement) Targeting laser prediction should be better now.

- (improvement) You can specify a server's IP address manually at the join screen

- (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password.

- (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle.

- (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle).

- (improvement) The jetpack effect was reverted back to the old effect (by popular demand).

- (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened.

- (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health.

- (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage.

- (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver.

- (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate.

- (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense).

- (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive.

- (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets.

- (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-17 23:20:27 -04:00

1441 lines
44 KiB
C#

// Notes:
// - respawning vehicles with turrets (bomber/tank) will not setup the turret properly
//Damage Rate for entering Liquid
$VehicleDamageLava = 0.0325;
$VehicleDamageHotLava = 0.0325;
$VehicleDamageCrustyLava = 0.0325;
$NumVehiclesDeploy = 0;
//**************************************************************
//* GENERAL PURPOSE FUNCTIONS
//**************************************************************
function VehicleData::onAdd(%data, %obj)
{
Parent::onAdd(%data, %obj);
if((%data.sensorData !$= "") && (%obj.getTarget() != -1))
setTargetSensorData(%obj.getTarget(), %data.sensorData);
%obj.setRechargeRate(%data.rechargeRate);
// set full energy
%obj.setEnergyLevel(%data.MaxEnergy);
if(%obj.disableMove)
%obj.immobilized = true;
if(%obj.deployed)
{
if($countDownStarted)
%data.schedule(($Host::WarmupTime * 1000) / 2, "vehicleDeploy", %obj, 0, 1);
else
{
$VehiclesDeploy[$NumVehiclesDeploy] = %obj;
$NumVehiclesDeploy++;
}
}
if(%obj.mountable || %obj.mountable $= "")
%data.isMountable(%obj, true);
else
%data.isMountable(%obj, false);
%obj.setSelfPowered();
// %data.canObserve = true;
}
function VehicleData::onRemove(%this, %obj)
{
// if there are passengers/driver, kick them out
%this.deleteAllMounted(%obj);
for(%i = 0; %i < %obj.getDatablock().numMountPoints; %i++)
if (%obj.getMountNodeObject(%i)) {
%passenger = %obj.getMountNodeObject(%i);
%passenger.unmount();
}
vehicleListRemove(%obj.getDataBlock(), %obj);
if(%obj.lastPilot.lastVehicle == %obj)
%obj.lastPilot.lastVehicle = "";
Parent::onRemove(%this, %obj);
}
function VehicleData::onDamage(%this,%obj)
{
%damage = %obj.getDamageLevel();
if (%damage >= %this.destroyedLevel)
{
if(%obj.getDamageState() !$= "Destroyed")
{
if(%obj.respawnTime !$= "")
%obj.marker.schedule = %obj.marker.data.schedule(%obj.respawnTime, "respawn", %obj.marker);
%obj.setDamageState(Destroyed);
}
}
else
{
if(%obj.getDamageState() !$= "Enabled")
%obj.setDamageState(Enabled);
}
}
function VehicleData::playerDismounted(%data, %obj, %player)
{
//this function is declared to prevent console error msg spam...
}
function HoverVehicle::useCreateHeight()
{
//this function is declared to prevent console error msg spam...
}
function WheeledVehicle::useCreateHeight()
{
//this function is declared to prevent console error msg spam...
}
function AssaultVehicle::onDamage(%this, %obj)
{
(%obj.getMountNodeObject(10)).setDamagelevel(%obj.getDamageLevel());
Parent::onDamage(%this, %obj);
}
function BomberFlyer::onDamage(%this, %obj)
{
(%obj.getMountNodeObject(10)).setDamagelevel(%obj.getDamageLevel());
Parent::onDamage(%this, %obj);
}
function MobileBaseVehicle::onDamage(%this, %obj)
{
if(isObject(%obj.getMountNodeObject(1)))
(%obj.getMountNodeObject(1)).setDamagelevel(%obj.getDamageLevel());
Parent::onDamage(%this, %obj);
}
function VehicleData::onEnterLiquid(%data, %obj, %coverage, %type)
{
switch(%type)
{
case 0:
//Water
%obj.setHeat(0.0);
case 1:
//Ocean Water
%obj.setHeat(0.0);
case 2:
//River Water
%obj.setHeat(0.0);
case 3:
//Stagnant Water
%obj.setHeat(0.0);
case 4:
//Lava
%obj.liquidDamage(%data, $VehicleDamageLava, $DamageType::Lava);
case 5:
//Hot Lava
%obj.liquidDamage(%data, $VehicleDamageHotLava, $DamageType::Lava);
case 6:
//Crusty Lava
%obj.liquidDamage(%data, $VehicleDamageCrustyLava, $DamageType::Lava);
case 7:
//Quick Sand
}
}
function FlyingVehicle::liquidDamage(%obj, %data, %damageAmount, %damageType)
{
if(%obj.getDamageState() !$= "Destroyed")
{
%data.damageObject(%obj, 0, "0 0 0", %damageAmount, %damageType);
%obj.lDamageSchedule = %obj.schedule(50, "liquidDamage", %data, %damageAmount, %damageType);
passengerLiquidDamage(%obj, %damageAmount, %damageType);
}
else
%obj.lDamageSchedule = "";
}
function WheeledVehicle::liquidDamage(%obj, %data, %damageAmount, %damageType)
{
if(%obj.getDamageState() !$= "Destroyed")
{
%data.damageObject(%obj, 0, "0 0 0", %damageAmount, %damageType);
%obj.lDamageSchedule = %obj.schedule(50, "liquidDamage", %data, %damageAmount, %damageType);
passengerLiquidDamage(%obj, %damageAmount, %damageType);
}
else
%obj.lDamageSchedule = "";
}
function HoverVehicle::liquidDamage(%obj, %data, %damageAmount, %damageType)
{
if(%obj.getDamageState() !$= "Destroyed")
{
%data.damageObject(%obj, 0, "0 0 0", %damageAmount, %damageType);
%obj.lDamageSchedule = %obj.schedule(50, "liquidDamage", %data, %damageAmount, %damageType);
passengerLiquidDamage(%obj, %damageAmount, %damageType);
}
else
%obj.lDamageSchedule = "";
}
function passengerLiquidDamage(%obj, %damageAmount, %damageType)
{
for(%i = %num; %i < %obj.getDataBlock().numMountPoints; %i++)
if (%p = %obj.getMountNodeObject(%i))
%p.liquidDamage(%p.getDatablock(), $DamageLava, $DamageType::Lava);
}
function VehicleData::onLeaveLiquid(%data, %obj, %type)
{
switch(%type)
{
case 0:
//Water
%obj.setHeat(1.0);
case 1:
//Ocean Water
%obj.setHeat(1.0);
case 2:
//River Water
%obj.setHeat(1.0);
case 3:
//Stagnant Water
%obj.setHeat(1.0);
case 4:
//Lava
case 5:
//Hot Lava
case 6:
//Crusty Lava
case 7:
//Quick Sand
}
if(%obj.lDamageSchedule !$= "")
{
cancel(%obj.lDamageSchedule);
%obj.lDamageSchedule = "";
}
}
function VehicleData::onDestroyed(%data, %obj, %prevState)
{
radiusVehicleExplosion(%data, %obj);
if(%obj.turretObject)
if(%obj.turretObject.getControllingClient())
%obj.turretObject.getDataBlock().playerDismount(%obj.turretObject);
for(%i = 0; %i < %obj.getDatablock().numMountPoints; %i++)
{
if (%obj.getMountNodeObject(%i)) {
%flingee = %obj.getMountNodeObject(%i);
%flingee.getDataBlock().doDismount(%flingee, true);
%xVel = 250.0 - (getRandom() * 500.0);
%yVel = 250.0 - (getRandom() * 500.0);
%zVel = (getRandom() * 100.0) + 50.0;
%flingVel = %xVel @ " " @ %yVel @ " " @ %zVel;
%flingee.applyImpulse(%flingee.getTransform(), %flingVel);
%flingee.damage(0, %obj.getPosition(), 0.4, $DamageType::Explosion);
}
}
%obj.schedule(2000, "delete");
}
function radiusVehicleExplosion(%data, %vehicle)
{
// this is a modified version of RadiusExplosion() from projectiles.cs
%position = %vehicle.getPosition();
InitContainerRadiusSearch(%position, %data.explosionRadius, $TypeMasks::PlayerObjectType |
$TypeMasks::VehicleObjectType |
$TypeMasks::MoveableObjectType |
$TypeMasks::StaticShapeObjectType |
$TypeMasks::ForceFieldObjectType |
$TypeMasks::TurretObjectType |
$TypeMasks::ItemObjectType);
%numTargets = 0;
while ((%targetObject = containerSearchNext()) != 0)
{
if(%targetObject == %vehicle)
continue;
%dist = containerSearchCurrRadDamageDist();
if (%dist > %data.explosionRadius)
continue;
if (%targetObject.isMounted())
{
%mount = %targetObject.getObjectMount();
if(%mount == %vehicle)
continue;
%found = -1;
for (%i = 0; %i < %mount.getDataBlock().numMountPoints; %i++)
{
if (%mount.getMountNodeObject(%i) == %targetObject)
{
%found = %i;
break;
}
}
if (%found != -1)
{
if (%mount.getDataBlock().isProtectedMountPoint[%found] && (%mount != %vehicle))
continue;
}
}
%targets[%numTargets] = %targetObject;
%targetDists[%numTargets] = %dist;
%numTargets++;
}
for (%i = 0; %i < %numTargets; %i++)
{
%targetObject = %targets[%i];
%dist = %targetDists[%i];
%coverage = calcExplosionCoverage(%position, %targetObject,
($TypeMasks::InteriorObjectType |
$TypeMasks::TerrainObjectType |
$TypeMasks::ForceFieldObjectType));
if (%coverage == 0)
continue;
%amount = (1.0 - (%dist / %data.explosionRadius)) * %coverage * %data.explosionDamage;
%targetData = %targetObject.getDataBlock();
%momVec = "0 0 1";
if(%amount > 0)
%targetData.damageObject(%targetObject, %sourceObject, %position, %amount, $DamageType::Explosion, %momVec);
}
}
function VehicleData::deleteAllMounted()
{
}
//**************************************************************
//* VEHICLE CREATION
//**************************************************************
// (NOTE: No entry for Wildcat Grav Cycle is here. -- DG)
//----------------------------
// SHRIKE SCOUT FLIER
//----------------------------
function ScoutFlyer::onAdd(%this, %obj)
{
Parent::onAdd(%this, %obj);
%obj.mountImage(ScoutChaingunParam, 0);
%obj.mountImage(ScoutChaingunImage, 2);
%obj.mountImage(ScoutChaingunPairImage, 3);
%obj.nextWeaponFire = 2;
%obj.schedule(5500, "playThread", $ActivateThread, "activate");
}
//----------------------------
// THUNDERSWORD BOMBER
//----------------------------
function BomberFlyer::onAdd(%this, %obj)
{
Parent::onAdd(%this, %obj);
%turret = TurretData::create(BomberTurret);
MissionCleanup.add(%turret);
%turret.team = %obj.teamBought;
%turret.selectedWeapon = 1;
%turret.setSelfPowered();
%obj.mountObject(%turret, 10);
%turret.mountImage(BomberTurretBarrel,2);
%turret.mountImage(BomberTurretBarrelPair,3);
%turret.mountImage(BomberBombImage, 4);
%turret.mountImage(BomberBombPairImage, 5);
%turret.mountImage(BomberTargetingImage, 6);
%obj.turretObject = %turret;
%turret.vehicleMounted = %obj;
//vehicle turrets should not auto fire at targets
%turret.setAutoFire(false);
//for this particular weapon - a non-firing datablock used only so the AI can aim the turret
//Also needed so we can set the turret parameters..
%turret.mountImage(AIAimingTurretBarrel, 0);
// setup the turret's target info
setTargetSensorGroup(%turret.getTarget(), %turret.team);
setTargetNeverVisMask(%turret.getTarget(), 0xffffffff);
}
//----------------------------
// HAVOC TRANSPORT FLIER
//----------------------------
function HAPCFlyer::onAdd(%this, %obj)
{
Parent::onAdd(%this, %obj);
%obj.schedule(6000, "playThread", $ActivateThread, "activate");
}
//----------------------------
// BEOWULF ASSAULT VEHICLE
//----------------------------
function AssaultVehicle::onAdd(%this, %obj)
{
Parent::onAdd(%this, %obj);
%turret = TurretData::create(AssaultPlasmaTurret);
%turret.selectedWeapon = 1;
MissionCleanup.add(%turret);
%turret.team = %obj.teamBought;
%turret.setSelfPowered();
%obj.mountObject(%turret, 10);
%turret.mountImage(AssaultPlasmaTurretBarrel, 2);
%turret.mountImage(AssaultMortarTurretBarrel, 4);
%obj.turretObject = %turret;
//vehicle turrets should not auto fire at targets
%turret.setAutoFire(false);
//Needed so we can set the turret parameters..
%turret.mountImage(AssaultTurretParam, 0);
%obj.schedule(6000, "playThread", $ActivateThread, "activate");
// set the turret's target info
setTargetSensorGroup(%turret.getTarget(), %turret.team);
setTargetNeverVisMask(%turret.getTarget(), 0xffffffff);
}
//----------------------------
// JERICHO FORWARD BASE (Mobile Point Base)
//----------------------------
function MobileBaseVehicle::onAdd(%this, %obj)
{
Parent::onAdd(%this, %obj);
%obj.station = "";
%obj.turret = "";
%obj.beacon = "";
%obj.schedule(5000, "playThread", $AmbientThread, "ambient");
}
//**************************************************************
//* MULTI-CREW VEHICLE DELETION
//**************************************************************
//----------------------------
//BEOWULF ASSAULT VEHICLE
//----------------------------
function AssaultVehicle::deleteAllMounted(%data, %obj)
{
%turret = %obj.getMountNodeObject(10);
if(!%turret)
return;
if(%client = %turret.getControllingClient())
{
%client.player.setControlObject(%client.player);
%client.player.mountImage(%client.player.lastWeapon, $WeaponSlot);
%client.player.mountVehicle = false;
}
%turret.delete();
}
//----------------------------
// THUNDERSWORD BOMBER
//----------------------------
function BomberFlyer::deleteAllMounted(%data, %obj)
{
if(%obj.beacon)
%obj.beacon.delete();
%turret = %obj.getMountNodeObject(10);
if(!%turret)
return;
%turret.altTrigger = 0;
%turret.fireTrigger = 0;
if(%client = %turret.getControllingClient())
{
commandToClient(%client, 'endBomberSight');
%client.player.setControlObject(%client.player);
%client.player.mountImage(%client.player.lastWeapon, $WeaponSlot);
%client.player.mountVehicle = false;
%client.player.bomber = false;
}
%turret.delete();
}
//----------------------------
// JERICHO FORWARD BASE
//----------------------------
function MobileBaseVehicle::deleteAllMounted(%data, %obj)
{
if(%obj.station !$= "")
{
%obj.station.getDataBlock().onLosePowerDisabled(%obj.station);
%obj.unmountObject(%obj.station);
%obj.station.trigger.delete();
%obj.station.delete();
}
if(%obj.turret !$= "")
{
%obj.turret.getDataBlock().onLosePowerDisabled(%obj.turret);
%obj.unmountObject(%obj.turret);
%obj.turret.delete();
}
if(isObject(%obj.shield))
%obj.shield.delete();
if (isObject(%obj.teleporter))
{
%obj.teleporter.setThreadDir($ActivateThread, FALSE);
%obj.teleporter.playThread($ActivateThread,"activate");
%obj.teleporter.playAudio($ActivateSound, StationTeleportDeacitvateSound);
}
if(isObject(%obj.beacon))
{
%obj.beacon.delete();
}
}
//**************************************************************
//* WEAPON MOUNTING ON VEHICLES
//**************************************************************
//----------------------------
// SHRIKE SCOUT FLIER
//----------------------------
function ScoutFlyer::playerMounted(%data, %obj, %player, %node)
{
// scout flyer == SUV (single-user vehicle)
commandToClient(%player.client, 'setHudMode', 'Pilot', "Shrike", %node);
$numVWeapons = 1;
}
//----------------------------
// THUNDERSWORD BOMBER
//----------------------------
function BomberFlyer::playerMounted(%data, %obj, %player, %node)
{
if(%node == 0)
{
// pilot position
%player.setPilot(true);
commandToClient(%player.client, 'setHudMode', 'Pilot', "Bomber", %node);
}
else if(%node == 1)
{
// bombardier position
%turret = %obj.getMountNodeObject(10);
%player.vehicleTurret = %turret;
%player.setTransform("0 0 0 0 0 1 0");
%player.lastWeapon = %player.getMountedImage($WeaponSlot);
%player.unmountImage($WeaponSlot);
if(!%player.client.isAIControlled())
{
%player.setControlObject(%turret);
%player.client.setObjectActiveImage(%turret, 2);
}
commandToClient(%player.client, 'startBomberSight');
%turret.bomber = %player;
$bWeaponActive = 0;
%obj.getMountNodeObject(10).selectedWeapon = 1;
commandToClient(%player.client,'SetWeaponryVehicleKeys', true);
commandToClient(%player.client, 'setHudMode', 'Pilot', "Bomber", %node);
}
else
{
// tail gunner position
commandToClient(%player.client, 'setHudMode', 'Passenger', "Bomber", %node);
}
// build a space-separated string representing passengers
// 0 = no passenger; 1 = passenger (e.g. "1 0 0 ")
%passString = buildPassengerString(%obj);
// send the string of passengers to all mounted players
for(%i = 0; %i < %data.numMountPoints; %i++)
if(%obj.getMountNodeObject(%i) > 0)
commandToClient(%obj.getMountNodeObject(%i).client, 'checkPassengers', %passString);
}
//----------------------------
// HAVOC TRANSPORT FLIER
//----------------------------
function HAPCFlyer::playerMounted(%data, %obj, %player, %node)
{
if(%node == 0) {
// pilot position
commandToClient(%player.client, 'setHudMode', 'Pilot', "HAPC", %node);
}
else {
// all others
commandToClient(%player.client, 'setHudMode', 'Passenger', "HAPC", %node);
}
// build a space-separated string representing passengers
// 0 = no passenger; 1 = passenger (e.g. "1 0 0 1 1 0 ")
%passString = buildPassengerString(%obj);
// send the string of passengers to all mounted players
for(%i = 0; %i < %data.numMountPoints; %i++)
if(%obj.getMountNodeObject(%i) > 0)
commandToClient(%obj.getMountNodeObject(%i).client, 'checkPassengers', %passString);
}
//----------------------------
// WILDCAT GRAV CYCLE
//----------------------------
function ScoutVehicle::playerMounted(%data, %obj, %player, %node)
{
// scout vehicle == SUV (single-user vehicle)
commandToClient(%player.client, 'setHudMode', 'Pilot', "Hoverbike", %node);
}
//----------------------------
// BEOWULF ASSAULT VEHICLE
//----------------------------
function AssaultVehicle::playerMounted(%data, %obj, %player, %node)
{
if(%node == 0) {
// driver position
// is there someone manning the turret?
%turreteer = %obj.getMountedNodeObject(1);
commandToClient(%player.client, 'setHudMode', 'Pilot', "Assault", %node);
}
else if(%node == 1)
{
// turreteer position
%turret = %obj.getMountNodeObject(10);
%player.vehicleTurret = %turret;
%player.setTransform("0 0 0 0 0 1 0");
%player.lastWeapon = %player.getMountedImage($WeaponSlot);
%player.unmountImage($WeaponSlot);
if(!%player.client.isAIControlled())
{
%player.setControlObject(%turret);
%player.client.setObjectActiveImage(%turret, 2);
}
%turret.turreteer = %player;
// if the player is the turreteer, show vehicle's weapon icons
//commandToClient(%player.client, 'showVehicleWeapons', %data.getName());
//%player.client.setVWeaponsHudActive(1); // plasma turret icon (default)
$aWeaponActive = 0;
commandToClient(%player.client,'SetWeaponryVehicleKeys', true);
%obj.getMountNodeObject(10).selectedWeapon = 1;
commandToClient(%player.client, 'setHudMode', 'Pilot', "Assault", %node);
}
// build a space-separated string representing passengers
// 0 = no passenger; 1 = passenger (e.g. "1 0 ")
%passString = buildPassengerString(%obj);
// send the string of passengers to all mounted players
for(%i = 0; %i < %data.numMountPoints; %i++)
if(%obj.getMountNodeObject(%i) > 0)
commandToClient(%obj.getMountNodeObject(%i).client, 'checkPassengers', %passString);
}
//----------------------------
// JERICHO FORWARD BASE
//----------------------------
function MobileBaseVehicle::playerMounted(%data, %obj, %player, %node)
{
// MPB vehicle == SUV (single-user vehicle)
commandToClient(%player.client, 'setHudMode', 'Pilot', "MPB", %node);
if(%obj.deploySchedule)
{
%obj.deploySchedule.clear();
%obj.deploySchedule = "";
}
if(%obj.deployed !$= "" && %obj.deployed == 1)
{
%obj.setThreadDir($DeployThread, false);
%obj.playThread($DeployThread,"deploy");
%obj.playAudio($DeploySound, MobileBaseUndeploySound);
%obj.station.setThreadDir($DeployThread, false);
%obj.station.getDataBlock().onLosePowerDisabled(%obj.station);
%obj.station.clearSelfPowered();
%obj.station.goingOut=false;
%obj.station.notDeployed = 1;
%obj.station.playAudio($DeploySound, MobileBaseStationUndeploySound);
%obj.turret.setThreadDir($DeployThread, false);
%obj.turret.clearTarget();
%obj.turret.setTarget(-1);
%obj.turret.playAudio($DeploySound, MobileBaseTurretUndeploySound);
%obj.shield.open();
%obj.shield.schedule(1000,"delete");
%obj.deploySchedule = "";
%obj.teleporter.setThreadDir($ActivateThread, FALSE);
%obj.teleporter.playThread($ActivateThread,"activate");
%obj.teleporter.playAudio($ActivateSound, StationTeleportDeacitvateSound);
%obj.fullyDeployed = 0;
%obj.noEnemyControl = 0;
}
%obj.deployed = 0;
}
function buildPassengerString(%vehicle)
{
%passStr = "";
for(%i = 0; %i < %vehicle.getDatablock().numMountPoints; %i++)
{
if(%vehicle.getMountNodeObject(%i) > 0)
%passStr = %passStr @ "1 ";
else
%passStr = %passStr @ "0 ";
}
return %passStr;
}
function MobileBaseVehicle::playerDismounted(%data, %obj, %player)
{
%obj.schedule(500, "deployVehicle", %data, %player);
}
function WheeledVehicle::deployVehicle(%obj, %data, %player)
{
if (!%data.vehicleDeploy(%obj, %player))
%obj.schedule(500, "deployVehicle", %data, %player);
}
//**************************************************************
//* JERICHO DEPLOYMENT and UNDEPLOYMENT
//**************************************************************
function MobileBaseVehicle::vehicleDeploy(%data, %obj, %player, %force)
{
if(VectorLen(%obj.getVelocity()) <= 0.1 || %force)
{
%deployMessage = "";
if( (%deployMessage = %data.checkTurretDistance(%obj)) $= "" || %force)
{
if(%obj.station $= "")
{
if( (%deployMessage = %data.checkDeploy(%obj)) $= "" || %force)
{
%obj.station = new StaticShape() {
scale = "1 1 1";
dataBlock = "MobileInvStation";
lockCount = "0";
homingCount = "0";
team = %obj.team;
vehicle = %obj;
};
%obj.station.startFade(0,0,true);
%obj.mountObject(%obj.station, 2);
%obj.station.getDataBlock().createTrigger(%obj.station);
%obj.station.setSelfPowered();
%obj.station.playThread($PowerThread,"Power");
%obj.station.playAudio($HumSound,StationHumSound);
%obj.station.vehicle = %obj;
%obj.turret = new turret() {
scale = "1 1 1";
dataBlock = "MobileTurretBase";
lockCount = "0";
homingCount = "0";
team = %obj.team;
};
%obj.turret.setDamageLevel(%obj.getDamageLevel());
%obj.mountObject(%obj.turret, 1);
%obj.turret.setSelfPowered();
%obj.turret.playThread($PowerThread,"Power");
%obj.turret.mountImage(MissileBarrelLarge, 0 ,false);
%obj.beacon = new ScopeAlwaysShape() {
dataBlock = "DeployedBeacon";
position = %obj.position;
rotation = %obj.rotation;
team = %obj.team;
};
%obj.beacon.setBeaconType(friend);
%obj.beacon.setTarget(%obj.team);
checkSpawnPos(%obj, 20);
}
}
else
{
%obj.station.setSelfPowered();
%obj.station.playThread($PowerThread,"Power");
%obj.turret.setSelfPowered();
%obj.turret.playThread($PowerThread,"Power");
}
if(%deployMessage $= "" || %force)
{
if(%obj.turret.getTarget() == -1)
%obj.turret.setTarget(%obj.turret.target);
%obj.turret.setThreadDir($DeployThread, true);
%obj.turret.playThread($DeployThread,"deploy");
%obj.turret.playAudio($DeploySound, MobileBaseTurretDeploySound);
%obj.station.notDeployed = 1;
%obj.setThreadDir($DeployThread, true);
%obj.playThread($DeployThread,"deploy");
%obj.playAudio($DeploySound, MobileBaseDeploySound);
%obj.deployed = 1;
%obj.deploySchedule = "";
%obj.disableMove = true;
%obj.setFrozenState(true);
if(isObject(%obj.shield))
%obj.shield.delete();
%obj.shield = new forceFieldBare()
{
scale = "1.22 1.8 1.1";
dataBlock = "defaultTeamSlowFieldBare";
team = %obj.team;
};
%obj.shield.open();
setTargetSensorData(%obj.getTarget(), MPBDeployedSensor);
}
}
if(%deployMessage !$= "")
messageClient(%player.client, '', %deployMessage);
return true;
}
else
{
return false;
}
}
function MobileBaseVehicle::onEndSequence(%data, %obj, %thread)
{
if(%thread == $DeployThread && !%obj.deployed)
{
%obj.unmountObject(%obj.station);
%obj.station.trigger.delete();
%obj.station.delete();
%obj.station = "";
%obj.beacon.delete();
%obj.unmountObject(%obj.turret);
%obj.turret.delete();
%obj.turret = "";
if(!%obj.immobilized)
{
%obj.disableMove = false;
%obj.setFrozenState(false);
}
setTargetSensorData(%obj.getTarget(), %data.sensorData);
}
else
{
%obj.station.startFade(0,0,false);
%obj.station.setThreadDir($DeployThread, true);
%obj.station.playThread($DeployThread,"deploy");
%obj.station.playAudio($DeploySound, MobileBaseStationDeploySound);
%obj.station.goingOut = true;
%obj.shield.setTransform(%obj.getSlotTransform(3));
%obj.shield.close();
%obj.isDeployed = true;
%obj.noEnemyControl = 1;
}
Parent::onEndSequence(%data, %obj, %thread);
}
function MobileInvStation::onEndSequence(%data, %obj, %thread)
{
if(!%obj.goingOut)
%obj.startFade(0,0,true);
else
{
%obj.notDeployed = 0;
%obj.vehicle.fullyDeployed = 1;
%obj.vehicle.teleporter.setThreadDir($ActivateThread, TRUE);
%obj.vehicle.teleporter.playThread($ActivateThread,"activate");
%obj.vehicle.teleporter.playAudio($ActivateSound, StationTeleportAcitvateSound);
}
Parent::onEndSequence(%data, %obj, %thread);
}
function MobileBaseVehicle::checkDeploy(%data, %obj)
{
%mask = $TypeMasks::VehicleObjectType | $TypeMasks::MoveableObjectType |
$TypeMasks::StaticShapeObjectType | $TypeMasks::ForceFieldObjectType |
$TypeMasks::ItemObjectType | $TypeMasks::PlayerObjectType |
$TypeMasks::TurretObjectType | //$TypeMasks::StaticTSObjectType |
$TypeMasks::InteriorObjectType;
//%slot 1 = turret %slot 2 = station
%height[1] = 0;
%height[2] = 0;
%radius[1] = 2.4;
%radius[2] = 2.4;
%stationFailed = false;
%turretFailed = false;
for(%x = 1; %x < 3; %x++)
{
%posXY = getWords(%obj.getSlotTransform(%x), 0, 1);
%posZ = (getWord(%obj.getSlotTransform(%x), 2) + %height[%x]);
InitContainerRadiusSearch(%posXY @ " " @ %posZ, %radius[%x], %mask);
while ((%objFound = ContainerSearchNext()) != 0)
{
if(%objFound != %obj)
{
if(%x == 1)
%turretFailed = true;
else
%stationFailed = true;
break;
}
}
}
//If turret, station or both fail the send back the error message...
if(%turretFailed && %stationFailed)
return "Both Turret and Station are blocked and unable to deploy.";
if(%turretFailed)
return "Turret is blocked and unable to deploy.";
if(%stationFailed)
return "Station is blocked and unable to deploy.";
//Check the station for collision with the Terrain
%mat = %obj.getTransform();
for(%x = 1; %x < 7; %x+=2)
{
%startPos = MatrixMulPoint(%mat, %data.stationPoints[%x]);
%endPos = MatrixMulPoint(%mat, %data.stationPoints[%x+1]);
%rayCastObj = containerRayCast(%startPos, %endPos, $TypeMasks::TerrainObjectType, 0);
if(%rayCastObj)
return "Station is blocked by terrain and unable to deploy.";
}
return "";
}
function MobileBaseVehicle::checkTurretDistance(%data, %obj)
{
%pos = getWords(%obj.getTransform(), 0, 2);
InitContainerRadiusSearch(%pos, 100, $TypeMasks::TurretObjectType | $TypeMasks::InteriorObjectType);
while ((%objFound = ContainerSearchNext()) != 0)
{
if(%objFound.getType() & $TypeMasks::TurretObjectType)
{
if(%objFound.getDataBlock().ClassName $= "TurretBase")
return "Turret Base is in the area. Unable to deploy.";
}
else
{
%subStr = getSubStr(%objFound.interiorFile, 1, 4);
if(%subStr !$= "rock" && %subStr !$= "spir" && %subStr !$= "misc")
return "Building is in the area. Unable to deploy.";
}
}
return "";
}
//**************************************************************
//* VEHICLE INVENTORY MANAGEMENT
//**************************************************************
//--------------------------------------------------------------
// NUMBER OF PURCHASEABLE VEHICLES PER TEAM
//--------------------------------------------------------------
$VehicleRespawnTime = 15000;
$Vehiclemax[ScoutVehicle] = 4;
$VehicleMax[AssaultVehicle] = 3;
$VehicleMax[MobileBaseVehicle] = 1;
$VehicleMax[ScoutFlyer] = 4;
$VehicleMax[BomberFlyer] = 2;
$VehicleMax[HAPCFlyer] = 2;
function vehicleListRemove(%data, %obj)
{
%blockName = %data.getName();
for($i = 0; %i < $VehicleMax[%blockName]; %i++)
if($VehicleInField[%obj.team, %blockName, %i] == %obj)
{
$VehicleInField[%obj.team, %blockName, %i] = 0;
$VehicleTotalCount[%obj.team, %blockName]--;
break;
}
}
function vehicleListAdd(%blockName, %obj)
{
for($i = 0; %i < $VehicleMax[%blockName]; %i++)
{
if($VehicleInField[%obj.team, %blockName, %i] $= "" || $VehicleInField[%obj.team, %blockName, %i] == 0)
{
$VehicleInField[%obj.team, %blockName, %i] = %obj;
$VehicleTotalCount[%obj.team, %blockName]++;
break;
}
}
}
function clearVehicleCount(%team)
{
$VehicleTotalCount[%team, ScoutVehicle] = 0;
$VehicleTotalCount[%team, AssaultVehicle] = 0;
$VehicleTotalCount[%team, MobileBaseVehicle] = 0;
$VehicleTotalCount[%team, ScoutFlyer] = 0;
$VehicleTotalCount[%team, BomberFlyer] = 0;
$VehicleTotalCount[%team, HAPCFlyer] = 0;
}
//**************************************************************
//* VEHICLE HUD SEAT INDICATOR LIGHTS
//**************************************************************
function findAIEmptySeat(%vehicle, %player)
{
%dataBlock = %vehicle.getDataBlock();
if (%dataBlock.getName() $= "BomberFlyer")
%num = 2;
else
%num = 1;
%node = -1;
for(%i = %num; %i < %dataBlock.numMountPoints; %i++)
{
if (!%vehicle.getMountNodeObject(%i))
{
//cheap hack - for now, AI's will mount the next available node regardless of where they collided
%node = %i;
break;
}
}
//return the empty seat
return %node;
}
function findEmptySeat(%vehicle, %player, %forceNode)
{
%minNode = 1;
%node = -1;
%dataBlock = %vehicle.getDataBlock();
%dis = %dataBlock.minMountDist;
%playerPos = getWords(%player.getTransform(), 0, 2);
%message = "";
if(%dataBlock.lightOnly)
{
if(%player.client.armor $= "Light")
%minNode = 0;
else
%message = '\c2Only Scout Armors can pilot this vehicle.~wfx/misc/misc.error.wav';
}
else if(%player.client.armor $= "Light" || %player.client.armor $= "Medium")
%minNode = 0;
else
%minNode = findFirstHeavyNode(%dataBlock);
if(%forceNode !$= "")
%node = %forceNode;
else
{
for(%i = 0; %i < %dataBlock.numMountPoints; %i++)
if(!%vehicle.getMountNodeObject(%i))
{
%seatPos = getWords(%vehicle.getSlotTransform(%i), 0, 2);
%disTemp = VectorLen(VectorSub(%seatPos, %playerPos));
if(%disTemp <= %dis)
{
%node = %i;
%dis = %disTemp;
}
}
}
if(%node != -1 && %node < %minNode)
{
if(%message $= "")
{
if(%node == 0)
%message = '\c2Only Scout or Assault Armors can pilot this vehicle.~wfx/misc/misc.error.wav';
else
%message = '\c2Only Scout or Assault Armors can use that position.~wfx/misc/misc.error.wav';
}
messageClient(%player.client, 'MsgArmorCantMountVehicle', %message);
%node = -1;
}
return %node;
}
function findFirstHeavyNode(%data)
{
for(%i = 0; %i < %data.numMountPoints; %i++)
if(%data.mountPose[%i] $= "")
return %i;
return %data.numMountPoints;
}
//**************************************************************
//* DAMAGE FUNCTIONS
//**************************************************************
function VehicleData::damageObject(%data, %targetObject, %sourceObject, %position, %amount, %damageType, %momVec)
{
// check for team damage
%sourceClient = %sourceObject ? %sourceObject.getOwnerClient() : 0;
%targetTeam = getTargetSensorGroup(%targetObject.getTarget());
if(%sourceClient)
%sourceTeam = %sourceClient.getSensorGroup();
else if(isObject(%sourceObject) && %sourceObject.getClassName() $= "Turret")
%sourceTeam = getTargetSensorGroup(%sourceObject.getTarget());
else
%sourceTeam = %sourceObject ? getTargetSensorGroup(%sourceObject.getTarget()) : -1;
if(!$teamDamage && (%targetTeam == %sourceTeam) && %targetObject.getDamagePercent() > 0.5)
return;
// Scale damage type & include shield calculations...
if (%data.isShielded)
%amount = %data.checkShields(%targetObject, %position, %amount, %damageType);
%damageScale = %data.damageScale[%damageType];
if(%damageScale !$= "")
%amount *= %damageScale;
if(%amount != 0)
%targetObject.applyDamage(%amount);
if(%targetObject.getDamageState() $= "Destroyed" )
{
if( %momVec !$= "")
%targetObject.setMomentumVector(%momVec);
}
}
function VehicleData::onImpact(%data, %vehicleObject, %collidedObject, %vec, %vecLen)
{
if(%vecLen > %data.minImpactSpeed)
%data.damageObject(%vehicleObject, 0, VectorAdd(%vec, %vehicleObject.getPosition()),
%vecLen * %data.speedDamageScale, $DamageType::Ground);
// associated "crash" sounds
if(%vecLen > %vDataBlock.hardImpactSpeed)
%vehicleObject.playAudio(0, %vDataBlock.hardImpactSound);
else if(%vecLen > %vDataBlock.softImpactSpeed)
%vehicleObject.playAudio(0, %vDataBlock.softImpactSound);
}
//**************************************************************
//* VEHICLE TIMEOUTS
//**************************************************************
function vehicleAbandonTimeOut(%vehicle)
{
if(%vehicle.getDatablock().cantAbandon $= "" && %vehicle.lastPilot $= "")
{
for(%i = 0; %i < %vehicle.getDatablock().numMountPoints; %i++)
if (%vehicle.getMountNodeObject(%i))
{
%passenger = %vehicle.getMountNodeObject(%i);
if(%passenger.lastVehicle !$= "")
schedule(15000, %passenger.lastVehicle,"vehicleAbandonTimeOut", %passenger.lastVehicle);
%passenger.lastVehicle = %vehicle;
%vehicle.lastPilot = %passenger;
return;
}
if(%vehicle.respawnTime !$= "")
%vehicle.marker.schedule = %vehicle.marker.data.schedule(%vehicle.respawnTime, "respawn", %vehicle.marker);
%vehicle.mountable = 0;
%vehicle.startFade(1000, 0, true);
%vehicle.schedule(1001, "delete");
}
}
//------------------------------------------------------------------------------
function HoverVehicleData::create(%block, %team, %oldObj)
{
if(%oldObj $= "")
{
%obj = new HoverVehicle()
{
dataBlock = %block;
respawn = "0";
teamBought = %team;
team = %team;
};
}
else
{
%obj = new HoverVehicle()
{
dataBlock = %data;
respawn = "0";
teamBought = %team;
team = %team;
mountable = %oldObj.mountable;
disableMove = %oldObj.disableMove;
resetPos = %oldObj.resetPos;
respawnTime = %oldObj.respawnTime;
marker = %oldObj;
};
}
return(%obj);
}
function WheeledVehicleData::create(%data, %team, %oldObj)
{
if(%oldObj $= "")
{
%obj = new WheeledVehicle()
{
dataBlock = %data;
respawn = "0";
teamBought = %team;
team = %team;
};
}
else
{
%obj = new WheeledVehicle()
{
dataBlock = %data;
respawn = "0";
teamBought = %team;
team = %team;
mountable = %oldObj.mountable;
disableMove = %oldObj.disableMove;
resetPos = %oldObj.resetPos;
deployed = %oldObj.deployed;
respawnTime = %oldObj.respawnTime;
marker = %oldObj;
};
}
return(%obj);
}
function FlyingVehicleData::create(%data, %team, %oldObj)
{
if(%oldObj $= "")
{
%obj = new FlyingVehicle()
{
dataBlock = %data;
respawn = "0";
teamBought = %team;
team = %team;
};
}
else
{
%obj = new FlyingVehicle()
{
dataBlock = %data;
teamBought = %team;
team = %team;
mountable = %oldObj.mountable;
disableMove = %oldObj.disableMove;
resetPos = %oldObj.resetPos;
respawnTime = %oldObj.respawnTime;
marker = %oldObj;
};
}
return(%obj);
}
function FlyingVehicleData::switchSidesSetPos(%data, %oldObj)
{
%team = %oldObj.curTeam == 1 ? 2 : 1;
%oldObj.curTeam = %team;
%obj = new FlyingVehicle()
{
dataBlock = %data;
teamBought = %team;
team = %team;
mountable = %oldObj.mountable;
disableMove = %oldObj.disableMove;
resetPos = %oldObj.resetPos;
respawnTime = %oldObj.respawnTime;
marker = %oldObj;
};
%obj.setTransform(%oldObj.getTransform());
return(%obj);
}
function WheeledVehicleData::switchSidesSetPos(%data, %oldObj)
{
%team = %oldObj.curTeam == 1 ? 2 : 1;
%oldObj.curTeam = %team;
%obj = new WheeledVehicle()
{
dataBlock = %data;
respawn = "0";
teamBought = %team;
team = %team;
mountable = %oldObj.mountable;
disableMove = %oldObj.disableMove;
resetPos = %oldObj.resetPos;
deployed = %oldObj.deployed;
respawnTime = %oldObj.respawnTime;
marker = %oldObj;
};
%obj.setTransform(%oldObj.getTransform());
return(%obj);
}
function HoverVehicleData::switchSides(%data, %oldObj)
{
%team = %oldObj.curTeam == 1 ? 2 : 1;
%oldObj.curTeam = %team;
%obj = new HoverVehicle()
{
dataBlock = %data;
respawn = "0";
teamBought = %team;
team = %team;
mountable = %oldObj.mountable;
disableMove = %oldObj.disableMove;
resetPos = %oldObj.resetPos;
respawnTime = %oldObj.respawnTime;
marker = %oldObj;
};
%obj.setTransform(%oldObj.getTransform());
return(%obj);
}
function resetNonStaticObjPositions()
{
MissionGroup.setupPositionMarkers(false);
MissionCleanup.positionReset();
}
function next(%team)
{
ResetObjsPositions(%team);
}
function SimGroup::positionReset(%group)
{
for(%i = %group.getCount() - 1; %i >=0 ; %i--)
{
%obj = %group.getObject(%i);
if(%obj.resetPos && %obj.getName() !$= PosMarker)
%obj.delete();
else
%obj.positionReset();
}
for(%i = 0; %i < %group.getCount(); %i++)
{
%obj = %group.getObject(%i);
if(%obj.getName() $= PosMarker)
{
cancel(%obj.schedule);
%newObj = %obj.data.switchSidesSetPos(%obj);
MissionCleanup.add(%newObj);
setTargetSensorGroup(%newObj.target, %newObj.team);
}
else
%obj.positionReset();
}
}
function VehicleData::respawn(%data, %marker)
{
%mask = $TypeMasks::PlayerObjectType | $TypeMasks::VehicleObjectType | $TypeMasks::TurretObjectType;
InitContainerRadiusSearch(%marker.getWorldBoxCenter(), %data.checkRadius, %mask);
if(containerSearchNext() == 0)
{
%newObj = %data.create(%marker.curTeam, %marker);
%newObj.startFade(1000, 0, false);
%newObj.setTransform(%marker.getTransform());
setTargetSensorGroup(%newObj.target, %newObj.team);
MissionCleanup.add(%newObj);
}
else
{
%marker.schedule = %data.schedule(3000, "respawn", %marker);
}
}
function SimObject::positionReset(%group, %team)
{
//Used to avoid warnings
}
function Terraformer::positionReset(%group, %team)
{
//Used to avoid warnings
}
function SimGroup::setupPositionMarkers(%group, %create)
{
for(%i = %group.getCount() - 1; %i >= 0; %i--)
{
%obj = %group.getObject(%i);
if(%obj.resetPos || %obj.respawnTime !$= "")
{
if(%create)
{
%marker = %obj.getDataBlock().createPositionMarker(%obj);
MissionCleanup.add(%marker);
%obj.marker = %marker;
}
else
{
%obj.delete();
}
}
else
%obj.setupPositionMarkers(%create);
}
}
function SimObject::setupPositionMarkers(%group, %create)
{
//Used to avoid warnings
}
function VehicleData::createPositionMarker(%data, %obj)
{
%marker = new Trigger(PosMarker)
{
dataBlock = markerTrigger;
mountable = %obj.mountable;
disableMove = %obj.disableMove;
resetPos = %obj.resetPos;
data = %obj.getDataBlock().getName();
deployed = %obj.deployed;
curTeam = %obj.team;
respawnTime = %obj.respawnTime;
};
%marker.setTransform(%obj.getTransform());
return %marker;
}
function VehicleData::hasDismountOverrides(%data, %obj)
{
return false;
}