TribesReplay/base/scripts/projectiles.cs
Robert MacGregor f9ca0b52f9 v22337 (04/13/01):
**SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily.

**FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided.

*There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs.

*There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now.

*A stray underground generator was removed from Caldera.

*The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name.

*If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle.

*Bounty & Hunter: The player icons on the command maps are now the correct colors.

*More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated.

*The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again.

*Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; )

*Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed.

*Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible.

*Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.)

*Fixed a small texture leak on 3Space objects.

*Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-17 23:07:50 -04:00

572 lines
18 KiB
C#

//--------------------------------------------------------------------------
// Projectiles.cs: Note that the actual projectile blocks are stored with
// with weapon that uses them in base/scripts/weapons/*.cs,
// the blocks below are only to illustrate the default values
// for each block type. Also, ProjectileData cannot be used
// as a concrete datablock type.
// Inheritance:
// ProjectileData : GameBaseData
// LinearProjectileData : ProjectileData
// LinearFlareProjectileData : LinearProjectileData
// GrenadeProjectileData : ProjectileData
// SeekerProjectileData : ProjectileData
// SniperProjectileData : ProjectileData
//
//--------------------------------------------------------------------------
//-------------------------------------- Default functions
//
function ProjectileData::onCollision(%data, %projectile, %targetObject, %modifier, %position, %normal)
{
%targetObject.damage(%projectile.sourceObject, %position, %data.directDamage * %modifier, %data.directDamageType);
}
function SniperProjectileData::onCollision(%data, %projectile, %targetObject, %modifier, %position, %normal)
{
%damageAmount = %data.directDamage * %projectile.damageFactor;
if(%targetObject.getDataBlock().getClassName() $= "PlayerData")
{
%damLoc = firstWord(%targetObject.getDamageLocation(%position));
if(%damLoc $= "head")
{
%targetObject.getOwnerClient().headShot = 1;
%modifier = %data.rifleHeadMultiplier;
}
else
{
%modifier = 1;
%targetObject.getOwnerClient().headShot = 0;
}
}
%targetObject.damage(%projectile.sourceObject, %position, %modifier * %damageAmount, %data.directDamageType);
}
function TurretImageData::onFire( %data, %obj, %slot )
{
if( %data.muzzleFlash !$= "" )
{
%flash = new Shockwave()
{
dataBlock = %data.muzzleFlash;
pos = %obj.getMuzzlePoint(%slot);
normal = %obj.getMuzzleVector(%slot);
};
}
Parent::onFire( %data, %obj, %slot );
}
function ShapeBaseImageData::onFire(%data, %obj, %slot)
{
%data.lightStart = getSimTime();
if( %obj.station $= "" && %obj.isCloaked() )
{
if( %obj.respawnCloakThread !$= "" )
{
Cancel(%obj.respawnCloakThread);
%obj.setCloaked( false );
%obj.respawnCloakThread = "";
}
else
{
if( %obj.getEnergyLevel() > 20 )
{
%obj.setCloaked( false );
%obj.reCloak = %obj.schedule( 500, "setCloaked", true );
}
}
}
%vehicle = 0;
if(%data.usesEnergy)
{
if(%data.useMountEnergy)
{
%useEnergyObj = %obj.getObjectMount();
if(!%useEnergyObj)
%useEnergyObj = %obj;
%energy = %useEnergyObj.getEnergyLevel();
%vehicle = %useEnergyObj;
}
else
%energy = %obj.getEnergyLevel();
if(%energy < %data.minEnergy)
return;
}
if(%data.projectileSpread)
{
%vector = %obj.getMuzzleVector(%slot);
%x = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%y = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%z = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%vector = MatrixMulVector(%mat, %vector);
%p = new (%data.projectileType)() {
dataBlock = %data.projectile;
initialDirection = %vector;
initialPosition = %obj.getMuzzlePoint(%slot);
sourceObject = %obj;
sourceSlot = %slot;
vehicleObject = %vehicle;
};
}
else
{
%p = new (%data.projectileType)() {
dataBlock = %data.projectile;
initialDirection = %obj.getMuzzleVector(%slot);
initialPosition = %obj.getMuzzlePoint(%slot);
sourceObject = %obj;
sourceSlot = %slot;
vehicleObject = %vehicle;
};
}
if (isObject(%obj.lastProjectile) && %obj.deleteLastProjectile)
%obj.lastProjectile.delete();
%obj.lastProjectile = %p;
%obj.deleteLastProjectile = %data.deleteLastProjectile;
MissionCleanup.add(%p);
// AI hook
if(%obj.client)
%obj.client.projectile = %p;
if(%data.usesEnergy)
{
if(%data.useMountEnergy)
%useEnergyObj.setEnergyLevel(%energy - %data.fireEnergy);
else
%obj.setEnergyLevel(%energy - %data.fireEnergy);
}
else
%obj.decInventory(%data.ammo,1);
return %p;
}
function ShapeBaseImageData::onUnmount(%data, %obj, %slot)
{
if (%data.deleteLastProjectile && isObject(%obj.lastProjectile))
{
%obj.lastProjectile.delete();
%obj.lastProjectile = "";
}
}
function TurretImageData::deconstruct(%data, %obj, %slot)
{
if (%data.deleteLastProjectile && isObject(%obj.lastProjectile))
{
%obj.lastProjectile.delete();
%obj.lastProjectile = "";
}
}
function ShapeBaseImageData::deconstruct(%data, %obj, %slot)
{
if (%data.deleteLastProjectile && isObject(%obj.lastProjectile))
{
%obj.lastProjectile.delete();
%obj.lastProjectile = "";
}
}
function MissileLauncherImage::onFire(%data,%obj,%slot)
{
%p = Parent::onFire(%data, %obj, %slot);
MissileSet.add(%p);
%target = %obj.getLockedTarget();
if(%target)
%p.setObjectTarget(%target);
else if(%obj.isLocked())
%p.setPositionTarget(%obj.getLockedPosition());
else
%p.setNoTarget();
}
function MissileLauncherImage::onWetFire(%data, %obj, %slot)
{
%p = Parent::onFire(%data, %obj, %slot);
MissileSet.add(%p);
%p.setObjectTarget(0);
}
//--------------------------------------------------------------------------
function MissileBarrelLarge::onFire(%data,%obj,%slot)
{
%p = Parent::onFire(%data,%obj,%slot);
if (%obj.getControllingClient())
{
// a player is controlling the turret
%target = %obj.getLockedTarget();
}
else
{
// The ai is controlling the turret
%target = %obj.getTargetObject();
}
if(%target)
%p.setObjectTarget(%target);
else if(%obj.isLocked())
%p.setPositionTarget(%obj.getLockedPosition());
else
%p.setNoTarget(); // set as unguided. Only happens when itchy trigger can't wait for lock tone.
}
//add mortars to the "grenade set" so the AI's can avoid them better...
function MortarImage::onFire(%data,%obj,%slot)
{
%p = Parent::onFire(%data, %obj, %slot);
AIGrenadeThrown(%p);
}
function SniperRifleImage::onFire(%data,%obj,%slot)
{
if(!%obj.hasEnergyPack)
{
// siddown Junior, you can't use it
serverPlay3D(SniperRifleDryFireSound, %obj.getTransform());
return;
}
%pct = %obj.getEnergyLevel() / %obj.getDataBlock().maxEnergy;
%p = new (%data.projectileType)() {
dataBlock = %data.projectile;
initialDirection = %obj.getMuzzleVector(%slot);
initialPosition = %obj.getMuzzlePoint(%slot);
sourceObject = %obj;
damageFactor = %pct * %pct;
sourceSlot = %slot;
};
%p.setEnergyPercentage(%pct);
%obj.lastProjectile = %p;
MissionCleanup.add(%p);
serverPlay3D(SniperRifleFireSound, %obj.getTransform());
// AI hook
if(%obj.client)
%obj.client.projectile = %p;
%obj.setEnergyLevel(0);
}
function ElfGunImage::onFire(%data, %obj, %slot)
{
%p = Parent::onFire(%data, %obj, %slot);
if(!%p.hasTarget())
%obj.playAudio(0, ELFFireWetSound);
}
function TargetingLaserImage::onFire(%data,%obj,%slot)
{
%p = Parent::onFire(%data, %obj, %slot);
%p.setTarget(%obj.team);
}
function ShockLanceImage::onFire(%this, %obj, %slot)
{
if( %obj.isCloaked() )
{
if( %obj.respawnCloakThread !$= "" )
{
Cancel(%obj.respawnCloakThread);
%obj.setCloaked( false );
}
else
{
if( %obj.getEnergyLevel() > 20 )
{
%obj.setCloaked( false );
%obj.reCloak = %obj.schedule( 500, "setCloaked", true );
}
}
}
%muzzlePos = %obj.getMuzzlePoint(%slot);
%muzzleVec = %obj.getMuzzleVector(%slot);
%endPos = VectorAdd(%muzzlePos, VectorScale(%muzzleVec, %this.projectile.extension));
%damageMasks = $TypeMasks::PlayerObjectType | $TypeMasks::VehicleObjectType |
$TypeMasks::StationObjectType | $TypeMasks::GeneratorObjectType |
$TypeMasks::SensorObjectType | $TypeMasks::TurretObjectType;
%everythingElseMask = $TypeMasks::TerrainObjectType |
$TypeMasks::InteriorObjectType |
$TypeMasks::ForceFieldObjectType |
$TypeMasks::StaticObjectType |
$TypeMasks::MoveableObjectType |
$TypeMasks::DamagableItemObjectType;
// did I miss anything? players, vehicles, stations, gens, sensors, turrets
%hit = ContainerRayCast(%muzzlePos, %endPos, %damageMasks | %everythingElseMask, %obj);
%noDisplay = true;
if (%hit !$= "0")
{
%obj.setEnergyLevel(%obj.getEnergyLevel() - %this.hitEnergy);
%hitobj = getWord(%hit, 0);
%hitpos = getWord(%hit, 1) @ " " @ getWord(%hit, 2) @ " " @ getWord(%hit, 3);
if ( %hitObj.getType() & %damageMasks )
{
%hitobj.applyImpulse(%hitpos, VectorScale(%muzzleVec, %this.projectile.impulse));
%obj.playAudio(0, ShockLanceHitSound);
// This is truly lame, but we need the sourceobject property present...
%p = new ShockLanceProjectile() {
dataBlock = %this.projectile;
initialDirection = %obj.getMuzzleVector(%slot);
initialPosition = %obj.getMuzzlePoint(%slot);
sourceObject = %obj;
sourceSlot = %slot;
targetId = %hit;
};
MissionCleanup.add(%p);
%damageMultiplier = 1.0;
if(%hitObj.getDataBlock().getClassName() $= "PlayerData")
{
// Now we see if we hit from behind...
%forwardVec = %hitobj.getForwardVector();
%objDir2D = getWord(%forwardVec, 0) @ " " @ getWord(%forwardVec,1) @ " " @ "0.0";
%objPos = %hitObj.getPosition();
%dif = VectorSub(%objPos, %muzzlePos);
%dif = getWord(%dif, 0) @ " " @ getWord(%dif, 1) @ " 0";
%dif = VectorNormalize(%dif);
%dot = VectorDot(%dif, %objDir2D);
// 120 Deg angle test...
// 1.05 == 60 degrees in radians
if (%dot >= mCos(1.05)) {
// Rear hit
%damageMultiplier = 3.0;
}
}
%totalDamage = %this.Projectile.DirectDamage * %damageMultiplier;
%hitObj.getDataBlock().damageObject(%hitobj, %p.sourceObject, %hitpos, %totalDamage, $DamageType::ShockLance);
%noDisplay = false;
}
}
if( %noDisplay )
{
// Miss
%obj.setEnergyLevel(%obj.getEnergyLevel() - %this.missEnergy);
%obj.playAudio(0, ShockLanceMissSound);
%p = new ShockLanceProjectile() {
dataBlock = %this.projectile;
initialDirection = %obj.getMuzzleVector(%slot);
initialPosition = %obj.getMuzzlePoint(%slot);
sourceObject = %obj;
sourceSlot = %slot;
};
MissionCleanup.add(%p);
}
}
$ELFZapSound = 2;
$ELFFireSound = 3;
function ELFProjectileData::zapTarget(%data, %projectile, %target, %targeter)
{
%oldERate = %target.getRechargeRate();
%target.setRechargeRate(%oldERate - %data.drainEnergy);
%projectile.checkELFStatus(%data, %target, %targeter);
}
function ELFProjectileData::unzapTarget(%data, %projectile, %target, %targeter)
{
cancel(%projectile.ELFrecur);
%target.stopAudio($ELFZapSound);
%targeter.stopAudio($ELFFireSound);
%target.zapSound = false;
%targeter.zappingSound = false;
if(!%target.isDisabled())
{
%oldERate = %target.getRechargeRate();
%target.setRechargeRate(%oldERate + %data.drainEnergy);
}
}
function ELFProjectileData::targetDestroyedCancel(%data, %projectile, %target, %targeter)
{
cancel(%projectile.ELFrecur);
%target.stopAudio($ELFZapSound);
%targeter.stopAudio($ELFFireSound);
%target.zapSound = false;
%targeter.zappingSound = false;
%projectile.delete();
}
function ELFProjectile::checkELFStatus(%this, %data, %target, %targeter)
{
if(isObject(%target))
{
if(%target.getDamageState() $= "Destroyed")
{
%data.targetDestroyedCancel(%this, %target, %targeter);
return;
}
%enLevel = %target.getEnergyLevel();
if(%enLevel < 1.0)
{
%dataBlock = %target.getDataBlock();
%dataBlock.damageObject(%target, %this.sourceObject, %target.getPosition(), %data.drainHealth, %data.directDamageType);
}
else
{
%normal = "0.0 0.0 1.0";
%target.playShieldEffect( %normal );
}
%this.ELFrecur = %this.schedule(32, checkELFStatus, %data, %target, %targeter);
%targeter.playAudio($ELFFireSound, ELFGunFireSound);
if(!%target.zapSound)
{
%target.playAudio($ELFZapSound, ELFHitTargetSound);
%target.zapSound = true;
%targeter.zappingSound = true;
}
}
else if(%targeter.zappingSound)
{
%targeter.stopAudio($ELFFireSound);
%targeter.zappingSound = false;
}
}
function RadiusExplosion(%explosionSource, %position, %radius, %damage, %impulse, %sourceObject, %damageType)
{
InitContainerRadiusSearch(%position, %radius, $TypeMasks::PlayerObjectType |
$TypeMasks::VehicleObjectType |
$TypeMasks::StaticShapeObjectType |
$TypeMasks::TurretObjectType |
$TypeMasks::ItemObjectType);
%numTargets = 0;
while ((%targetObject = containerSearchNext()) != 0)
{
%dist = containerSearchCurrRadDamageDist();
if (%dist > %radius)
continue;
if (%targetObject.isMounted())
{
%mount = %targetObject.getObjectMount();
%found = -1;
for (%i = 0; %i < %mount.getDataBlock().numMountPoints; %i++)
{
if (%mount.getMountNodeObject(%i) == %targetObject)
{
%found = %i;
break;
}
}
if (%found != -1)
{
if (%mount.getDataBlock().isProtectedMountPoint[%found])
{
continue;
}
}
}
%targets[%numTargets] = %targetObject;
%targetDists[%numTargets] = %dist;
%numTargets++;
}
for (%i = 0; %i < %numTargets; %i++)
{
%targetObject = %targets[%i];
%dist = %targetDists[%i];
%coverage = calcExplosionCoverage(%position, %targetObject,
($TypeMasks::InteriorObjectType |
$TypeMasks::TerrainObjectType |
$TypeMasks::ForceFieldObjectType |
$TypeMasks::VehicleObjectType));
if (%coverage == 0)
continue;
%amount = (1.0 - (%dist / %radius)) * %coverage * %damage;
%data = %targetObject.getDataBlock();
%className = %data.className;
if (%impulse && %data.shouldApplyImpulse(%targetObject))
{
%p = %targetObject.getWorldBoxCenter();
%momVec = VectorSub(%p, %position);
%momVec = VectorNormalize(%momVec);
%impulseVec = VectorScale(%momVec, %impulse * (1.0 - (%dist / %radius)));
%doImpulse = true;
}
else if( %className $= WheeledVehicleData || %className $= FlyingVehicleData || %className $= HoverVehicleData )
{
%p = %targetObject.getWorldBoxCenter();
%momVec = VectorSub(%p, %position);
%momVec = VectorNormalize(%momVec);
%impulseVec = VectorScale(%momVec, %impulse * (1.0 - (%dist / %radius)));
if( getWord( %momVec, 2 ) < -0.5 )
%momVec = "0 0 1";
// Add obj's velocity into the momentum vector
%velocity = %targetObject.getVelocity();
//%momVec = VectorNormalize( vectorAdd( %momVec, %velocity) );
%doImpulse = true;
}
else
{
%momVec = "0 0 1";
%doImpulse = false;
}
if(%amount > 0)
%data.damageObject(%targetObject, %sourceObject, %position, %amount, %damageType, %momVec);
else if( %explosionSource.getDataBlock().getName() $= "ConcussionGrenadeThrown" && %data.getClassName() $= "PlayerData" )
%data.applyConcussion( %dist, %radius, %sourceObject, %targetObject );
if( %doImpulse )
%targetObject.applyImpulse(%position, %impulseVec);
}
}
function ProjectileData::onExplode(%data, %proj, %pos, %mod)
{
if (%data.hasDamageRadius)
RadiusExplosion(%proj, %pos, %data.damageRadius, %data.indirectDamage, %data.kickBackStrength, %proj.sourceObject, %data.radiusDamageType);
}
function Flag::shouldApplyImpulse(%data, %obj)
{
if(%obj.isHome)
return false;
else
return true;
}