TribesReplay/base/scripts/deployables.cs
Robert MacGregor 7f1fccfdff v23669 (06/25/01):
- (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them.

- (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water.

- (bug fix) Immersion iForce force feedback mouse is now working properly again.

- (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest.

- (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server.

- (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field.

- (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry)

- (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions.

- (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game.

- (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat.

- (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion.

- (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling.

- (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting.

- (bug fix) Fixed a problem with the ELF gun effect that was causing hangs.

- (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.)

- (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs.

- (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs.

- (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging.

- (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off.

- (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account.

- (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered.

- (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed.

- (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.)

- (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this.

- (improvement) Old Password is now required in order to enter a New Password when editing your account.

- (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive.

- (improvement) Made more room for player names to display on the Server Info box.

- (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.)

- (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level.

- (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.)

- (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area.

- (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another.

- (improvement) Added observer points to Tombstone (it previously had none).

- (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.)

- (community) Player histories are now accurate.

- (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-17 23:22:55 -04:00

1353 lines
41 KiB
C#

// deployable objects script
//
// remote pulse sensor, remote motion sensor, remote turrets (indoor
// and outdoor), remote inventory station, remote ammo station
// Note: cameras are treated as grenades, not "regular" deployables
$TurretIndoorSpaceRadius = 20; // deployed turrets must be this many meters apart
$InventorySpaceRadius = 20; // deployed inventory must be this many meters apart
$TurretIndoorSphereRadius = 50; // radius for turret frequency check
$TurretIndoorMaxPerSphere = 4; // # of turrets allowed in above radius
$TurretOutdoorSpaceRadius = 25; // deployed turrets must be this many meters apart
$TurretOutdoorSphereRadius = 60; // radius for turret frequency check
$TurretOutdoorMaxPerSphere = 4; // # of turrets allowed in above radius
$TeamDeployableMax[InventoryDeployable] = 5;
$TeamDeployableMax[TurretIndoorDeployable] = 10;
$TeamDeployableMax[TurretOutdoorDeployable] = 10;
$TeamDeployableMax[PulseSensorDeployable] = 15;
$TeamDeployableMax[MotionSensorDeployable] = 15;
$TeamDeployableMin[TurretIndoorDeployable] = 4;
$TeamDeployableMin[TurretOutdoorDeployable] = 4;
$NotDeployableReason::None = 0;
$NotDeployableReason::MaxDeployed = 1;
$NotDeployableReason::NoSurfaceFound = 2;
$NotDeployableReason::SlopeTooGreat = 3;
$NotDeployableReason::SelfTooClose = 4;
$NotDeployableReason::ObjectTooClose = 5;
$NotDeployableReason::NoTerrainFound = 6;
$NotDeployableReason::NoInteriorFound = 7;
$NotDeployableReason::TurretTooClose = 8;
$NotDeployableReason::TurretSaturation = 9;
$NotDeployableReason::SurfaceTooNarrow = 10;
$NotDeployableReason::InventoryTooClose = 11;
$MinDeployableDistance = 2.5;
$MaxDeployableDistance = 5.0; //meters from body
// --------------------------------------------
// sound datablocks
// --------------------------------------------
datablock AudioProfile(TurretDeploySound)
{
fileName = "fx/packs/turret_place.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(SensorDeploySound)
{
fileName = "fx/powered/sensor_activate.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(MotionSensorDeploySound)
{
fileName = "fx/powered/motion_sensor_activate.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(StationDeploySound)
{
fileName = "fx/packs/inventory_deploy.wav";
description = AudioClose3d;
preload = true;
};
// --------------------------------------------
// deployable debris definition
datablock DebrisData( DeployableDebris )
{
explodeOnMaxBounce = false;
elasticity = 0.40;
friction = 0.5;
lifetime = 17.0;
lifetimeVariance = 0.0;
minSpinSpeed = 60;
maxSpinSpeed = 600;
numBounces = 10;
bounceVariance = 0;
staticOnMaxBounce = true;
useRadiusMass = true;
baseRadius = 0.2;
velocity = 5.0;
velocityVariance = 2.5;
};
// --------------------------------------------
// deployable inventory station
datablock StaticShapeData(DeployedStationInventory) : StaticShapeDamageProfile
{
className = Station;
shapeFile = "deploy_inventory.dts";
maxDamage = 0.70;
destroyedLevel = 0.70;
disabledLevel = 0.42;
explosion = DeployablesExplosion;
expDmgRadius = 8.0;
expDamage = 0.35;
expImpulse = 500.0;
dynamicType = $TypeMasks::StationObjectType;
isShielded = true;
energyPerDamagePoint = 110;
maxEnergy = 50;
rechargeRate = 0.20;
renderWhenDestroyed = false;
doesRepair = true;
deployedObject = true;
cmdCategory = "DSupport";
cmdIcon = CMDStationIcon;
cmdMiniIconName = "commander/MiniIcons/com_inventory_grey";
targetNameTag = 'Deployable';
targetTypeTag = 'Station';
debrisShapeName = "debris_generic_small.dts";
debris = DeployableDebris;
heatSignature = 0;
};
datablock ShapeBaseImageData(InventoryDeployableImage)
{
mass = 15;
emap = true;
shapeFile = "pack_deploy_inventory.dts";
item = InventoryDeployable;
mountPoint = 1;
offset = "0 0 0";
deployed = DeployedStationInventory;
heatSignature = 0;
stateName[0] = "Idle";
stateTransitionOnTriggerDown[0] = "Activate";
stateName[1] = "Activate";
stateScript[1] = "onActivate";
stateTransitionOnTriggerUp[1] = "Idle";
isLarge = true;
maxDepSlope = 30;
deploySound = StationDeploySound;
flatMinDeployDis = 1.0;
flatMaxDeployDis = 5.0;
minDeployDis = 2.5;
maxDeployDis = 5.0;
};
datablock ItemData(InventoryDeployable)
{
className = Pack;
catagory = "Deployables";
shapeFile = "pack_deploy_inventory.dts";
mass = 3.0;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 1;
rotate = false;
image = "InventoryDeployableImage";
pickUpName = "an inventory pack";
heatSignature = 0;
computeCRC = true;
emap = true;
};
// --------------------------------------------
// deployable motion sensor
datablock SensorData(DeployMotionSensorObj)
{
detects = true;
detectsUsingLOS = true;
detectsActiveJammed = false;
detectsPassiveJammed = true;
detectsCloaked = true;
detectionPings = false;
detectMinVelocity = 2;
detectRadius = 60;
};
datablock StaticShapeData(DeployedMotionSensor) : StaticShapeDamageProfile
{
className = Sensor;
shapeFile = "deploy_sensor_motion.dts";
maxDamage = 0.6;
destroyedLevel = 0.6;
disabledLevel = 0.4;
explosion = DeployablesExplosion;
dynamicType = $TypeMasks::SensorObjectType;
deployedObject = true;
cmdCategory = "DSupport";
cmdIcon = CMDSensorIcon;
cmdMiniIconName = "commander/MiniIcons/com_deploymotionsensor";
targetNameTag = 'Deployable Motion';
targetTypeTag = 'Sensor';
sensorData = DeployMotionSensorObj;
sensorRadius = DeployMotionSensorObj.detectRadius;
sensorColor = "9 136 255";
deployAmbientThread = true;
debrisShapeName = "debris_generic_small.dts";
debris = DeployableDebris;
heatSignature = 0;
};
datablock ShapeBaseImageData(MotionSensorDeployableImage)
{
shapeFile = "pack_deploy_sensor_motion.dts";
item = MotionSensorDeployable;
mountPoint = 1;
offset = "0 0 0";
deployed = DeployedMotionSensor;
stateName[0] = "Idle";
stateTransitionOnTriggerDown[0] = "Activate";
stateName[1] = "Activate";
stateScript[1] = "onActivate";
stateTransitionOnTriggerUp[1] = "Idle";
maxDepSlope = 360;
deploySound = MotionSensorDeploySound;
emap = true;
heatSignature = 1;
minDeployDis = 0.5;
maxDeployDis = 5.0; //meters from body
};
datablock ItemData(MotionSensorDeployable)
{
className = Pack;
catagory = "Deployables";
shapeFile = "pack_deploy_sensor_motion.dts";
mass = 2.0;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 1;
rotate = false;
image = "MotionSensorDeployableImage";
pickUpName = "a motion sensor pack";
computeCRC = true;
emap = true;
heatSignature = 0;
//maxSensors = 3;
maxSensors = 2;
};
// --------------------------------------------
// deployable pulse sensor
datablock SensorData(DeployPulseSensorObj)
{
detects = true;
detectsUsingLOS = true;
detectsPassiveJammed = false;
detectsCloaked = false;
detectionPings = true;
detectRadius = 150;
};
datablock StaticShapeData(DeployedPulseSensor) : StaticShapeDamageProfile
{
className = Sensor;
shapeFile = "deploy_sensor_pulse.dts";
maxDamage = 0.6;
destroyedLevel = 0.6;
disabledLevel = 0.4;
explosion = DeployablesExplosion;
dynamicType = $TypeMasks::SensorObjectType;
deployedObject = true;
cmdCategory = "DSupport";
cmdIcon = CMDSensorIcon;
cmdMiniIconName = "commander/MiniIcons/com_deploypulsesensor";
targetNameTag = 'Deployable';
targetTypeTag = 'Pulse Sensor';
sensorData = DeployPulseSensorObj;
sensorRadius = DeployPulseSensorObj.detectRadius;
sensorColor = "255 194 9";
deployAmbientThread = true;
debrisShapeName = "debris_generic_small.dts";
debris = DeployableDebris;
heatSignature = 0;
};
datablock ShapeBaseImageData(PulseSensorDeployableImage)
{
shapeFile = "pack_deploy_sensor_pulse.dts";
item = PulseSensorDeployable;
mountPoint = 1;
offset = "0 0 0";
deployed = DeployedPulseSensor;
stateName[0] = "Idle";
stateTransitionOnTriggerDown[0] = "Activate";
stateName[1] = "Activate";
stateScript[1] = "onActivate";
stateTransitionOnTriggerUp[1] = "Idle";
deploySound = SensorDeploySound;
maxDepSlope = 40;
emap = true;
heatSignature = 0;
minDeployDis = 0.5;
maxDeployDis = 5.0; //meters from body
};
datablock ItemData(PulseSensorDeployable)
{
className = Pack;
catagory = "Deployables";
shapeFile = "pack_deploy_sensor_pulse.dts";
mass = 2.0;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 1;
rotate = false;
image = "PulseSensorDeployableImage";
pickUpName = "a pulse sensor pack";
computeCRC = true;
emap = true;
maxSensors = 2;
};
// --------------------------------------------
// deployable outdoor turret
datablock ShapeBaseImageData(TurretOutdoorDeployableImage)
{
mass = 15;
shapeFile = "pack_deploy_turreto.dts";
item = TurretOutdoorDeployable;
mountPoint = 1;
offset = "0 0 0";
deployed = TurretDeployedOutdoor;
stateName[0] = "Idle";
stateTransitionOnTriggerDown[0] = "Activate";
stateName[1] = "Activate";
stateScript[1] = "onActivate";
stateTransitionOnTriggerUp[1] = "Idle";
maxDamage = 4.5;
destroyedLevel = 4.5;
disabledLevel = 4.0;
isLarge = true;
emap = true;
maxDepSlope = 40;
deploySound = TurretDeploySound;
minDeployDis = 0.5;
maxDeployDis = 5.0; //meters from body
};
datablock ItemData(TurretOutdoorDeployable)
{
className = Pack;
catagory = "Deployables";
shapeFile = "pack_deploy_turreto.dts";
mass = 3.0;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 1;
rotate = false;
image = "TurretOutdoorDeployableImage";
pickUpName = "a landspike turret pack";
computeCRC = true;
emap = true;
};
// --------------------------------------------
// deployable indoor turret (3 varieties -- floor, wall and ceiling)
datablock ShapeBaseImageData(TurretIndoorDeployableImage)
{
mass = 15;
shapeFile = "pack_deploy_turreti.dts";
item = TurretIndoorDeployable;
mountPoint = 1;
offset = "0 0 0";
stateName[0] = "Idle";
stateTransitionOnTriggerDown[0] = "Activate";
stateName[1] = "Activate";
stateScript[1] = "onActivate";
stateTransitionOnTriggerUp[1] = "Idle";
isLarge = true;
emap = true;
maxDepSlope = 360;
deploySound = TurretDeploySound;
minDeployDis = 0.5;
maxDeployDis = 5.0; //meters from body
};
datablock ItemData(TurretIndoorDeployable)
{
className = Pack;
catagory = "Deployables";
shapeFile = "pack_deploy_turreti.dts";
mass = 3.0;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 1;
rotate = false;
image = "TurretIndoorDeployableImage";
pickUpName = "a spider clamp turret pack";
computeCRC = true;
emap = true;
};
// --------------------------------------------
// miscellaneous yet handy functions
function posFromTransform(%transform)
{
// the first three words of an object's transform are the object's position
%position = getWord(%transform, 0) @ " " @ getWord(%transform, 1) @ " " @ getWord(%transform, 2);
return %position;
}
function rotFromTransform(%transform)
{
// the last four words of an object's transform are the object's rotation
%rotation = getWord(%transform, 3) @ " " @ getWord(%transform, 4) @ " " @ getWord(%transform, 5) @ " " @ getWord(%transform, 6);
return %rotation;
}
function posFromRaycast(%transform)
{
// the 2nd, 3rd, and 4th words returned from a successful raycast call are the position of the point
%position = getWord(%transform, 1) @ " " @ getWord(%transform, 2) @ " " @ getWord(%transform, 3);
return %position;
}
function normalFromRaycast(%transform)
{
// the 5th, 6th and 7th words returned from a successful raycast call are the normal of the surface
%norm = getWord(%transform, 4) @ " " @ getWord(%transform, 5) @ " " @ getWord(%transform, 6);
return %norm;
}
function addToDeployGroup(%object)
{
// all deployables should go into a special group for AI purposes
%depGroup = nameToID("MissionCleanup/Deployables");
if(%depGroup <= 0) {
%depGroup = new SimGroup("Deployables");
MissionCleanup.add(%depGroup);
}
%depGroup.add(%object);
}
function Deployables::searchView(%obj, %searchRange, %mask)
{
// get the eye vector and eye transform of the player
%eyeVec = %obj.getEyeVector();
%eyeTrans = %obj.getEyeTransform();
// extract the position of the player's camera from the eye transform (first 3 words)
%eyePos = posFromTransform(%eyeTrans);
// normalize the eye vector
%nEyeVec = VectorNormalize(%eyeVec);
// scale (lengthen) the normalized eye vector according to the search range
%scEyeVec = VectorScale(%nEyeVec, %searchRange);
// add the scaled & normalized eye vector to the position of the camera
%eyeEnd = VectorAdd(%eyePos, %scEyeVec);
// see if anything gets hit
%searchResult = containerRayCast(%eyePos, %eyeEnd, %mask, 0);
return %searchResult;
}
//-----------------------//
// Deployable Procedures //
//-----------------------//
//-------------------------------------------------
function ShapeBaseImageData::testMaxDeployed(%item, %plyr)
{
if(%item.item $= TurretOutdoorDeployable || %item.item $= TurretIndoorDeployable)
%itemCount = countTurretsAllowed(%item.item);
else
%itemCount = $TeamDeployableMax[%item.item];
return $TeamDeployedCount[%plyr.team, %item.item] >= %itemCount;
}
//-------------------------------------------------
function ShapeBaseImageData::testNoSurfaceInRange(%item, %plyr)
{
return ! Deployables::searchView(%plyr, $MaxDeployDistance, $TypeMasks::TerrainObjectType | $TypeMasks::InteriorObjectType);
}
//-------------------------------------------------
function ShapeBaseImageData::testSlopeTooGreat(%item)
{
if (%item.surface)
{
return getTerrainAngle(%item.surfaceNrm) > %item.maxDepSlope;
}
}
//-------------------------------------------------
function ShapeBaseImageData::testSelfTooClose(%item, %plyr)
{
InitContainerRadiusSearch(%item.surfacePt, $MinDeployDistance, $TypeMasks::PlayerObjectType);
return containerSearchNext() == %plyr;
}
//-------------------------------------------------
function ShapeBaseImageData::testObjectTooClose(%item)
{
InitContainerRadiusSearch( %item.surfacePt, $MinDeployDistance,
$TypeMasks::VehicleObjectType | $TypeMasks::MoveableObjectType |
$TypeMasks::StaticShapeObjectType | $TypeMasks::StaticTSObjectType |
$TypeMasks::ForceFieldObjectType | $TypeMasks::ItemObjectType |
$TypeMasks::PlayerObjectType | $TypeMasks::TurretObjectType);
%test = containerSearchNext();
return %test;
}
//-------------------------------------------------
function TurretOutdoorDeployableImage::testNoTerrainFound(%item)
{
return %item.surface.getClassName() !$= TerrainBlock;
}
function ShapeBaseImageData::testNoTerrainFound(%item, %surface)
{
//don't check this for non-Landspike turret deployables
}
//-------------------------------------------------
function TurretIndoorDeployableImage::testNoInteriorFound(%item)
{
return %item.surface.getClassName() !$= InteriorInstance;
}
function ShapeBaseImageData::testNoInteriorFound(%item, %surface)
{
//don't check this for non-Clasping turret deployables
}
//-------------------------------------------------
function TurretIndoorDeployableImage::testHavePurchase(%item, %xform)
{
%footprintRadius = 0.34;
%collMask = $TypeMasks::InteriorObjectType;
return %item.deployed.checkDeployPurchase(%xform, %footprintRadius, %collMask);
}
function ShapeBaseImageData::testHavePurchase(%item, %xform)
{
//don't check this for non-Clasping turret deployables
return true;
}
//-------------------------------------------------
function ShapeBaseImageData::testInventoryTooClose(%item, %plyr)
{
return false;
}
function InventoryDeployableImage::testInventoryTooClose(%item, %plyr)
{
InitContainerRadiusSearch(%item.surfacePt, $InventorySpaceRadius, $TypeMasks::StaticShapeObjectType);
// old function was only checking whether the first object found was a turret -- also wasn't checking
// which team the object was on
%turretInRange = false;
while((%found = containerSearchNext()) != 0)
{
%foundName = %found.getDataBlock().getName();
if( (%foundName $= DeployedStationInventory) )
if (%found.team == %plyr.team)
{
%turretInRange = true;
break;
}
}
return %turretInRange;
}
function TurretIndoorDeployableImage::testTurretTooClose(%item, %plyr)
{
InitContainerRadiusSearch(%item.surfacePt, $TurretIndoorSpaceRadius, $TypeMasks::StaticShapeObjectType);
// old function was only checking whether the first object found was a turret -- also wasn't checking
// which team the object was on
%turretInRange = false;
while((%found = containerSearchNext()) != 0)
{
%foundName = %found.getDataBlock().getName();
if((%foundname $= TurretDeployedFloorIndoor) || (%foundName $= TurretDeployedWallIndoor) || (%foundName $= TurretDeployedCeilingIndoor) || (%foundName $= TurretDeployedOutdoor) )
if (%found.team == %plyr.team)
{
%turretInRange = true;
break;
}
}
return %turretInRange;
}
function TurretOutdoorDeployableImage::testTurretTooClose(%item, %plyr)
{
InitContainerRadiusSearch(%item.surfacePt, $TurretOutdoorSpaceRadius, $TypeMasks::StaticShapeObjectType);
// old function was only checking whether the first object found was a turret -- also wasn't checking
// which team the object was on
%turretInRange = false;
while((%found = containerSearchNext()) != 0)
{
%foundName = %found.getDataBlock().getName();
if((%foundname $= TurretDeployedFloorIndoor) || (%foundName $= TurretDeployedWallIndoor) || (%foundName $= TurretDeployedCeilingIndoor) || (%foundName $= TurretDeployedOutdoor) )
if (%found.team == %plyr.team)
{
%turretInRange = true;
break;
}
}
return %turretInRange;
}
function ShapeBaseImageData::testTurretTooClose(%item, %plyr)
{
//don't check this for non-turret deployables
}
//-------------------------------------------------
function TurretIndoorDeployableImage::testTurretSaturation(%item)
{
%highestDensity = 0;
InitContainerRadiusSearch(%item.surfacePt, $TurretIndoorSphereRadius, $TypeMasks::StaticShapeObjectType);
%found = containerSearchNext();
while(%found)
{
%foundName = %found.getDataBlock().getName();
if((%foundname $= TurretDeployedFloorIndoor) || (%foundName $= TurretDeployedWallIndoor) || (%foundName $= TurretDeployedCeilingIndoor) || (%foundName $= TurretDeployedOutdoor) )
{
//found one
%numTurretsNearby++;
%nearbyDensity = testNearbyDensity(%found, $TurretIndoorSphereRadius);
if (%nearbyDensity > %highestDensity)
%highestDensity = %nearbyDensity;
}
%found = containerSearchNext();
}
if (%numTurretsNearby > %highestDensity)
%highestDensity = %numTurretsNearby;
return %highestDensity > $TurretIndoorMaxPerSphere;
}
function TurretOutdoorDeployableImage::testTurretSaturation(%item)
{
%highestDensity = 0;
InitContainerRadiusSearch(%item.surfacePt, $TurretOutdoorSphereRadius, $TypeMasks::StaticShapeObjectType);
%found = containerSearchNext();
while(%found)
{
%foundName = %found.getDataBlock().getName();
if((%foundname $= TurretDeployedFloorIndoor) || (%foundName $= TurretDeployedWallIndoor) || (%foundName $= TurretDeployedCeilingIndoor) || (%foundName $= TurretDeployedOutdoor) )
{
//found one
%numTurretsNearby++;
%nearbyDensity = testNearbyDensity(%found, $TurretOutdoorSphereRadius);
if (%nearbyDensity > %highestDensity)
%highestDensity = %nearbyDensity;
}
%found = containerSearchNext();
}
if (%numTurretsNearby > %highestDensity)
%highestDensity = %numTurretsNearby;
return %highestDensity > $TurretOutdoorMaxPerSphere;
}
function ShapeBaseImageData::testTurretSaturation(%item, %surfacePt)
{
//don't check this for non-turret deployables
}
function testNearbyDensity(%item, %radius)
{
//this checks how many turrets are in adjacent spheres in case placing a new one overloads them.
%surfacePt = posFromTransform(%item.getTransform());
%turretCount = 0;
InitContainerRadiusSearch(%surfacePt, %radius, $TypeMasks::StaticShapeObjectType);
%found = containerSearchNext();
while(%found)
{
%foundName = %found.getDataBlock().getName();
if((%foundname $= TurretDeployedFloorIndoor) || (%foundName $= TurretDeployedWallIndoor) || (%foundName $= TurretDeployedCeilingIndoor) || (%foundName $= TurretDeployedOutdoor) )
%turretCount++;
%found = containerSearchNext();
}
return %turretCount;
}
//-------------------------------------------------
//if this function, or any of the included tests are changed, those changes need to be reflected in function:
//AIODeployEquipment::weight(%this, %client, %level), found in aiObjectives.cs --tinman
function ShapeBaseImageData::testInvalidDeployConditions(%item, %plyr, %slot)
{
cancel(%plyr.deployCheckThread);
%disqualified = $NotDeployableReason::None; //default
$MaxDeployDistance = %item.maxDeployDis;
$MinDeployDistance = %item.minDeployDis;
%surface = Deployables::searchView(%plyr,
$MaxDeployDistance,
($TypeMasks::TerrainObjectType |
$TypeMasks::InteriorObjectType));
if (%surface)
{
%surfacePt = posFromRaycast(%surface);
%surfaceNrm = normalFromRaycast(%surface);
// Check that point to see if anything is objstructing it...
%eyeTrans = %plyr.getEyeTransform();
%eyePos = posFromTransform(%eyeTrans);
%searchResult = containerRayCast(%eyePos, %surfacePt, -1, %plyr);
if (!%searchResult)
{
%item.surface = %surface;
%item.surfacePt = %surfacePt;
%item.surfaceNrm = %surfaceNrm;
}
else
{
if(checkPositions(%surfacePT, posFromRaycast(%searchResult)))
{
%item.surface = %surface;
%item.surfacePt = %surfacePt;
%item.surfaceNrm = %surfaceNrm;
}
else
{
// Don't set the item
%disqualified = $NotDeployableReason::ObjectTooClose;
}
}
if(!getTerrainAngle(%surfaceNrm) && %item.flatMaxDeployDis !$= "")
{
$MaxDeployDistance = %item.flatMaxDeployDis;
$MinDeployDistance = %item.flatMinDeployDis;
}
}
if (%item.testMaxDeployed(%plyr))
{
%disqualified = $NotDeployableReason::MaxDeployed;
}
else if (%item.testNoSurfaceInRange(%plyr))
{
%disqualified = $NotDeployableReason::NoSurfaceFound;
}
else if (%item.testNoTerrainFound(%surface))
{
%disqualified = $NotDeployableReason::NoTerrainFound;
}
else if (%item.testNoInteriorFound())
{
%disqualified = $NotDeployableReason::NoInteriorFound;
}
else if (%item.testSlopeTooGreat(%surface, %surfaceNrm))
{
%disqualified = $NotDeployableReason::SlopeTooGreat;
}
else if (%item.testSelfTooClose(%plyr, %surfacePt))
{
%disqualified = $NotDeployableReason::SelfTooClose;
}
else if (%item.testObjectTooClose(%surfacePt))
{
%disqualified = $NotDeployableReason::ObjectTooClose;
}
else if (%item.testTurretTooClose(%plyr))
{
%disqualified = $NotDeployableReason::TurretTooClose;
}
else if (%item.testInventoryTooClose(%plyr))
{
%disqualified = $NotDeployableReason::InventoryTooClose;
}
else if (%item.testTurretSaturation())
{
%disqualified = $NotDeployableReason::TurretSaturation;
}
else if (%disqualified == $NotDeployableReason::None)
{
// Test that there are no objstructing objects that this object
// will intersect with
//
%rot = %item.getInitialRotation(%plyr);
if(%item.deployed.className $= "DeployedTurret")
{
%xform = %item.deployed.getDeployTransform(%item.surfacePt, %item.surfaceNrm);
}
else
{
%xform = %surfacePt SPC %rot;
}
if (!%item.deployed.checkDeployPos(%xform))
{
%disqualified = $NotDeployableReason::ObjectTooClose;
}
else if (!%item.testHavePurchase(%xform))
{
%disqualified = $NotDeployableReason::SurfaceTooNarrow;
}
}
if (%plyr.getMountedImage($BackpackSlot) == %item) //player still have the item?
{
if (%disqualified)
activateDeploySensorRed(%plyr);
else
activateDeploySensorGrn(%plyr);
if (%plyr.client.deployPack == true)
%item.attemptDeploy(%plyr, %slot, %disqualified);
else
{
%plyr.deployCheckThread = %item.schedule(25, "testInvalidDeployConditions", %plyr, %slot); //update checks every 50 milliseconds
}
}
else
deactivateDeploySensor(%plyr);
}
function checkPositions(%pos1, %pos2)
{
%passed = true;
if((mFloor(getWord(%pos1, 0)) - mFloor(getWord(%pos2,0))))
%passed = false;
if((mFloor(getWord(%pos1, 1)) - mFloor(getWord(%pos2,1))))
%passed = false;
if((mFloor(getWord(%pos1, 2)) - mFloor(getWord(%pos2,2))))
%passed = false;
return %passed;
}
function ShapeBaseImageData::attemptDeploy(%item, %plyr, %slot, %disqualified)
{
deactivateDeploySensor(%plyr);
Deployables::displayErrorMsg(%item, %plyr, %slot, %disqualified);
}
function activateDeploySensorRed(%pl)
{
if(%pl.deploySensor !$= "red")
{
messageClient(%pl.client, 'msgDeploySensorRed', "");
%pl.deploySensor = "red";
}
}
function activateDeploySensorGrn(%pl)
{
if(%pl.deploySensor !$= "green")
{
messageClient(%pl.client, 'msgDeploySensorGrn', "");
%pl.deploySensor = "green";
}
}
function deactivateDeploySensor(%pl)
{
if (%pl.deploySensor !$= "")
{
messageClient(%pl.client, 'msgDeploySensorOff', "");
%pl.deploySensor = "";
}
}
function Deployables::displayErrorMsg(%item, %plyr, %slot, %error)
{
deactivateDeploySensor(%plyr);
%errorSnd = '~wfx/misc/misc.error.wav';
switch (%error)
{
case $NotDeployableReason::None:
%item.onDeploy(%plyr, %slot);
messageClient(%plyr.client, 'MsgTeamDeploySuccess', "");
return;
case $NotDeployableReason::NoSurfaceFound:
%msg = '\c2Item must be placed within reach.%1';
case $NotDeployableReason::MaxDeployed:
%msg = '\c2Your team\'s control network has reached its capacity for this item.%1';
case $NotDeployableReason::SlopeTooGreat:
%msg = '\c2Surface is too steep to place this item on.%1';
case $NotDeployableReason::SelfTooClose:
%msg = '\c2You are too close to the surface you are trying to place the item on.%1';
case $NotDeployableReason::ObjectTooClose:
%msg = '\c2You cannot place this item so close to another object.%1';
case $NotDeployableReason::NoTerrainFound:
%msg = '\c2You must place this on outdoor terrain.%1';
case $NotDeployableReason::NoInteriorFound:
%msg = '\c2You must place this on a solid surface.%1';
case $NotDeployableReason::TurretTooClose:
%msg = '\c2Interference from a nearby turret prevents placement here.%1';
case $NotDeployableReason::TurretSaturation:
%msg = '\c2There are too many turrets nearby.%1';
case $NotDeployableReason::SurfaceTooNarrow:
%msg = '\c2There is not adequate surface to clamp to here.%1';
case $NotDeployableReason::InventoryTooClose:
%msg = '\c2Interference from a nearby inventory prevents placement here.%1';
default:
%msg = '\c2Deploy failed.';
}
messageClient(%plyr.client, 'MsgDeployFailed', %msg, %errorSnd);
}
function ShapeBaseImageData::onActivate(%data, %obj, %slot)
{
//Tinman - apparently, anything that uses the generic onActivate() method is a deployable.
//repair packs, cloak packs, shield, etc... all overload this method...
%data.testInvalidDeployConditions(%obj, %slot);
//whether the test passed or not, reset the image trigger (deployables don't have an on/off toggleable state)
%obj.setImageTrigger(%slot, false);
}
function ShapeBaseImageData::onDeploy(%item, %plyr, %slot)
{
if(%item.item $= "MotionSensorDeployable" || %item.item $= "PulseSensorDeployable")
{
%plyr.deploySensors--;
%plyr.client.updateSensorPackText(%plyr.deploySensors);
if(%plyr.deploySensors <= 0)
{
// take the deployable off the player's back and out of inventory
%plyr.unmountImage(%slot);
%plyr.decInventory(%item.item, 1);
}
}
else
{
// take the deployable off the player's back and out of inventory
%plyr.unmountImage(%slot);
%plyr.decInventory(%item.item, 1);
}
// create the actual deployable
%rot = %item.getInitialRotation(%plyr);
if(%item.deployed.className $= "DeployedTurret")
%className = "Turret";
else
%className = "StaticShape";
%deplObj = new (%className)() {
dataBlock = %item.deployed;
};
// set orientation
if(%className $= "Turret")
%deplObj.setDeployRotation(%item.surfacePt, %item.surfaceNrm);
else
%deplObj.setTransform(%item.surfacePt SPC %rot);
// set the recharge rate right away
if(%deplObj.getDatablock().rechargeRate)
%deplObj.setRechargeRate(%deplObj.getDatablock().rechargeRate);
// set team, owner, and handle
%deplObj.team = %plyr.client.Team;
%deplObj.owner = %plyr.client;
// 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();
return %deplObj;
}
function ShapeBaseImageData::getInitialRotation(%item, %plyr)
{
return rotFromTransform(%plyr.getTransform());
}
function MotionSensorDeployableImage::getInitialRotation(%item, %plyr)
{
%rotAxis = vectorNormalize(vectorCross(%item.surfaceNrm, "0 0 1"));
if (getWord(%item.surfaceNrm, 2) == 1 || getWord(%item.surfaceNrm, 2) == -1)
%rotAxis = vectorNormalize(vectorCross(%item.surfaceNrm, "0 1 0"));
return %rotAxis SPC mACos(vectorDot(%item.surfaceNrm, "0 0 1"));
}
function MotionSensorDeployable::onPickup(%this, %pack, %player, %amount)
{
// %this = Sensor pack datablock
// %pack = Sensor pack object number
// %player = player
// %amount = amount picked up (1)
if(%pack.sensors $= "")
{
// assume that this is a pack that has been placed in a mission
// this case was handled in ::onInventory below (max sensors);
}
else
{
// find out how many sensor were in the pack
%player.deploySensors = %pack.sensors;
%player.client.updateSensorPackText(%player.deploySensors);
}
}
function MotionSensorDeployable::onThrow(%this,%pack,%player)
{
// %this = Sensor pack datablock
// %pack = Sensor pack object number
// %player = player
%player.throwSensorPack = 1;
%pack.sensors = %player.deploySensors;
%player.deploySensors = 0;
%player.client.updateSensorPackText(%player.deploySensors);
// do the normal ItemData::onThrow stuff -- sound and schedule deletion
serverPlay3D(ItemThrowSound, %player.getTransform());
%pack.schedulePop();
}
function MotionSensorDeployable::onInventory(%this,%player,%value)
{
// %this = Sensor pack datablock
// %player = player
// %value = 1 if gaining a pack, 0 if losing a pack
if(%player.getClassName() $= "Player")
{
if(%value)
{
// player picked up or bought a motion sensor pack
%player.deploySensors = %this.maxSensors;
%player.client.updateSensorPackText(%player.deploySensors);
}
else
{
// player dropped or sold a motion sensor pack
if(%player.throwSensorPack)
{
// player threw the pack
%player.throwSensorPack = 0;
// everything handled in ::onThrow above
}
else
{
//the pack was sold at an inventory station, or unmounted because the player
// used all the sensors
%player.deploySensors = 0;
%player.client.updateSensorPackText(%player.deploySensors);
}
}
}
Pack::onInventory(%this,%player,%value);
}
function PulseSensorDeployable::onPickup(%this, %pack, %player, %amount)
{
// %this = Sensor pack datablock
// %pack = Sensor pack object number
// %player = player
// %amount = amount picked up (1)
if(%pack.sensors $= "")
{
// assume that this is a pack that has been placed in a mission
// this case was handled in ::onInventory below (max sensors);
}
else
{
// find out how many sensor were in the pack
%player.deploySensors = %pack.sensors;
%player.client.updateSensorPackText(%player.deploySensors);
}
}
function PulseSensorDeployable::onThrow(%this,%pack,%player)
{
// %this = Sensor pack datablock
// %pack = Sensor pack object number
// %player = player
%player.throwSensorPack = 1;
%pack.sensors = %player.deploySensors;
%player.deploySensors = 0;
%player.client.updateSensorPackText(%player.deploySensors);
// do the normal ItemData::onThrow stuff -- sound and schedule deletion
serverPlay3D(ItemThrowSound, %player.getTransform());
%pack.schedulePop();
}
function PulseSensorDeployable::onInventory(%this,%player,%value)
{
// %this = Sensor pack datablock
// %player = player
// %value = 1 if gaining a pack, 0 if losing a pack
if(%player.getClassName() $= "Player")
{
if(%value)
{
// player picked up or bought a motion sensor pack
%player.deploySensors = %this.maxSensors;
%player.client.updateSensorPackText(%player.deploySensors);
}
else
{
// player dropped or sold a motion sensor pack
if(%player.throwSensorPack)
{
// player threw the pack
%player.throwSensorPack = 0;
// everything handled in ::onThrow above
}
else
{
//the pack was sold at an inventory station, or unmounted because the player
// used all the sensors
%player.deploySensors = 0;
%player.client.updateSensorPackText(%player.deploySensors);
}
}
}
Pack::onInventory(%this,%player,%value);
}
function TurretIndoorDeployableImage::getInitialRotation(%item, %plyr)
{
%surfaceAngle = getTerrainAngle(%item.surfaceNrm);
if(%surfaceAngle > 155)
%item.deployed = TurretDeployedCeilingIndoor;
else if(%surfaceAngle > 45)
%item.deployed = TurretDeployedWallIndoor;
else
%item.deployed = TurretDeployedFloorIndoor;
}
function TurretIndoorDeployable::onPickup(%this, %obj, %shape, %amount)
{
// created to prevent console errors
}
function TurretOutdoorDeployable::onPickup(%this, %obj, %shape, %amount)
{
// created to prevent console errors
}
function InventoryDeployable::onPickup(%this, %obj, %shape, %amount)
{
// created to prevent console errors
}
// ---------------------------------------------------------------------------------------
// deployed station functions
function DeployedStationInventory::onEndSequence(%data, %obj, %thread)
{
Parent::onEndSequence(%data, %obj, %thread);
if(%thread == $DeployThread)
{
%trigger = new Trigger()
{
dataBlock = stationTrigger;
polyhedron = "-0.125 0.0 0.1 0.25 0.0 0.0 0.0 -0.7 0.0 0.0 0.0 1.0";
};
MissionCleanup.add(%trigger);
%trans = %obj.getTransform();
%vSPos = getWords(%trans,0,2);
%vRot = getWords(%trans,3,5);
%vAngle = getWord(%trans,6);
%matrix = VectorOrthoBasis(%vRot @ " " @ %vAngle + 0.0);
%yRot = getWords(%matrix, 3, 5);
%pos = vectorAdd(%vSPos, vectorScale(%yRot, -0.1));
%trigger.setTransform(%pos @ " " @ %vRot @ " " @ %vAngle);
// associate the trigger with the station
%trigger.station = %obj;
%trigger.mainObj = %obj;
%trigger.disableObj = %obj;
%obj.trigger = %trigger;
}
}
//--------------------------------------------------------------------------
//DeployedMotionSensor:
//--------------------------------------------------------------------------
function DeployedMotionSensor::onDestroyed(%this, %obj, %prevState)
{
//%obj.hide(true);
Parent::onDestroyed(%this, %obj, %prevState);
$TeamDeployedCount[%obj.team, MotionSensorDeployable]--;
%obj.schedule(500, "delete");
}
//--------------------------------------------------------------------------
//DeployedPulseSensor:
//--------------------------------------------------------------------------
function PulseSensorDeployableImage::onActivate(%data, %obj, %slot)
{
Parent::onActivate( %data, %obj, %slot );
//%data.testInvalidDeployConditions(%obj, %slot);
}
function DeployedPulseSensor::onDestroyed(%this, %obj, %prevState)
{
Parent::onDestroyed(%this, %obj, %prevState);
$TeamDeployedCount[%obj.team, PulseSensorDeployable]--;
%obj.schedule(300, "delete");
}
// ---------------------------------------------------------------------------------------
// deployed turret functions
function DeployedTurret::onAdd(%data, %obj)
{
Parent::onAdd(%data, %obj);
// auto-mount the barrel
%obj.mountImage(%data.barrel, 0, false);
}
function DeployedTurret::onDestroyed(%this, %obj, %prevState)
{
Parent::onDestroyed(%this, %obj, %prevState);
%turType = %this.getName();
// either it'll be an outdoor turret, or one of the three types of indoor turret
// (floor, ceiling, wall)
if(%turType $= "TurretDeployedOutdoor")
%turType = "TurretOutdoorDeployable";
else
%turType = "TurretIndoorDeployable";
// decrement team count
$TeamDeployedCount[%obj.team, %turType]--;
%obj.schedule(700, "delete");
}
function countTurretsAllowed(%type)
{
for(%j = 1; %j < Game.numTeams; %j++)
%teamPlayerCount[%j] = 0;
%numClients = ClientGroup.getCount();
for(%i = 0; %i < %numClients; %i++)
{
%cl = ClientGroup.getObject(%i);
if(%cl.team > 0)
%teamPlayerCount[%cl.team]++;
}
// the bigger team determines the number of turrets allowed
%maxPlayers = %teamPlayerCount[1] > %teamPlayerCount[2] ? %teamPlayerCount[1] : %teamPlayerCount[2];
// each team can have 1 turret of each type (indoor/outdoor) for every 2 players
// minimum and maximums are defined in deployables.cs
%teamTurretMax = mFloor(%maxPlayers / 2);
if(%teamTurretMax < $TeamDeployableMin[%type])
%teamTurretMax = $TeamDeployableMin[%type];
else if(%teamTurretMax > $TeamDeployableMax[%type])
%teamTurretMax = $TeamDeployableMax[%type];
return %teamTurretMax;
}