construction-mod/scripts/projectiles.cs
2025-06-05 12:37:16 +02:00

684 lines
21 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)
{
if(isObject(%targetObject)) // Console spam fix - ToS. z0ddm0d
{
%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(isObject(%targetObject)) // Console spam fix - ToS. z0ddm0d
{
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 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 );
}
}
}
if( %obj.client > 0 )
{
%obj.setInvincibleMode(0 ,0.00);
%obj.setInvincible( false ); // fire your weapon and your invincibility goes away.
}
%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(%data.useCapacitor && %data.usesEnergy)
{
if( %useEnergyObj.turretObject.getCapacitorLevel() < %data.minEnergy )
{
return;
}
}
else if(%energy < %data.minEnergy)
return;
}
// ---------------------------------------------------------------------
// Code streamlining - ToS. z0ddm0d
if(%data.projectileSpread)
{
%vec = %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, %vec);
}
else
{
%vector = %obj.getMuzzleVector(%slot);
}
%initialPos = %obj.getMuzzlePoint(%slot);
if (%data.muzzleSlots) {
%nrm = %vector;
%nrm2 = vectorNormalize(vectorCross("0 0 -1",%nrm));
%nrm3 = vectorNormalize(vectorCross(%nrm2,%nrm));
%offsetVec = %data.muzzleSlotOffset[%obj.currentMuzzleSlot];
%initialPos = vectorAdd(%initialPos,vectorScale(%nrm2,getWord(%offsetVec,0)));
%initialPos = vectorAdd(%initialPos,vectorScale(%nrm,getWord(%offsetVec,1)));
%initialPos = vectorAdd(%initialPos,vectorScale(%nrm3,getWord(%offsetVec,2)));
%obj.currentMuzzleSlot++;
if (%obj.currentMuzzleSlot > %data.muzzleSlots - 1)
%obj.currentMuzzleSlot = 0;
}
%p = new (%data.projectileType)() {
dataBlock = %data.projectile;
initialDirection = %vector;
initialPosition = %initialPos;
sourceObject = %obj;
sourceSlot = %slot;
vehicleObject = %vehicle;
};
// End streamlining
// ---------------------------------------------------------------------
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)
{
if( %data.useCapacitor )
{
%vehicle.turretObject.setCapacitorLevel( %vehicle.turretObject.getCapacitorLevel() - %data.fireEnergy );
}
else
%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);
%obj.posLaze = 1;
}
function TargetingLaserImage::deconstruct(%data, %obj, %slot)
{
%obj.posLaze = 0;
Parent::deconstruct(%data, %obj, %slot);
}
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.teamDamageStateOnZap = $teamDamage;
%teammates = %target.client.team == %targeter.client.team;
if( %target.teamDamageStateOnZap || !%teammates )
%target.setRechargeRate(%oldERate - %data.drainEnergy);
else
%target.setRechargeRate(%oldERate);
%projectile.checkELFStatus(%data, %target, %targeter);
}
function ELFProjectileData::unzapTarget(%data, %projectile, %target, %targeter)
{
cancel(%projectile.ELFrecur);
%target.stopAudio($ELFZapSound);
%targeter.stopAudio($ELFFireSound);
%target.zapSound = false;
%targeter.zappingSound = false;
%teammates = %target.client.team == %targeter.client.team;
if(!%target.isDestroyed())
{
%oldERate = %target.getRechargeRate();
if( %target.teamDamageStateOnZap || !%teammates )
%target.setRechargeRate(%oldERate + %data.drainEnergy);
else
%target.setRechargeRate(%oldERate);
}
}
function ELFProjectileData::targetDestroyedCancel(%data, %projectile, %target, %targeter)
{
cancel(%projectile.ELFrecur);
%target.stopAudio($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($ELFZapSound, ELFHitTargetSound);
%target.zapSound = true;
%targeter.zappingSound = true;
}
}
// -------------------------------------------------------
// z0dd - ZOD, 5/27/02. Stop firing if there is no target,
// fixes continuous fire bug.
//else if(%targeter.zappingSound)
//{
// %targeter.stopAudio($ELFFireSound);
// %targeter.zappingSound = false;
//}
else
{
if(%targeter.zappingSound)
{
%targeter.stopAudio($ELFFireSound);
%targeter.zappingSound = false;
}
%data.targetDestroyedCancel(%this, %target, %targeter);
return;
}
// End z0dd - ZOD
// -------------------------------------------------------
}
function RadiusExplosion(%explosionSource, %position, %radius, %damage, %impulse, %sourceObject, %damageType)
{
InitContainerRadiusSearch(%position, %radius, $TypeMasks::PlayerObjectType |
$TypeMasks::VehicleObjectType |
$TypeMasks::StaticShapeObjectType |
$TypeMasks::TurretObjectType |
$TypeMasks::ForceFieldObjectType |
$TypeMasks::ItemObjectType);
%numTargets = 0;
while ((%targetObject = containerSearchNext()) != 0)
{
if (%targetObject.isRemoved)
continue;
%dist = containerSearchCurrRadDamageDist();
if (%dist > %radius)
continue;
if (!(%targetObject.getType() & $TypeMasks::ForceFieldObjectType)) {
if (%targetObject.isMounted()) {
%mount = %targetObject.getObjectMount();
%found = -1;
for (%i = 0; %i < %mount.getDataBlock().numMountPoints; %i++) {
if (%mount.getMountNodeObject(%i) == %targetObject) {
%found = %i;
break;
}
}
if (%found != -1) {
if (%mount.getDataBlock().isProtectedMountPoint[%found]) {
continue;
}
}
}
}
%targets[%numTargets] = %targetObject;
%targetDists[%numTargets] = %dist;
%numTargets++;
}
for (%i = 0; %i < %numTargets; %i++)
{
%targetObject = %targets[%i];
%dist = %targetDists[%i];
%coverage = calcExplosionCoverage(%position, %targetObject,
($TypeMasks::InteriorObjectType |
$TypeMasks::TerrainObjectType |
$TypeMasks::ForceFieldObjectType |
$TypeMasks::VehicleObjectType));
if (%coverage == 1)
%coverage = calcBuildingInWay(%position, %targetObject);
if (%coverage == 0)
continue;
//if ( $splashTest )
%amount = (1.0 - ((%dist / %radius) * 0.88)) * %coverage * %damage;
//else
//%amount = (1.0 - (%dist / %radius)) * %coverage * %damage;
//error( "damage: " @ %amount @ " at distance: " @ %dist @ " radius: " @ %radius @ " maxDamage: " @ %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;
}
// ---------------------------------------------------------------------------
// z0dd - ZOD, 5/8/02. Removed Wheeled Vehicle to eliminate the flying MPB bug
// caused by tossing concussion grenades under a deployed MPB.
//else if( %className $= WheeledVehicleData || %className $= FlyingVehicleData || %className $= HoverVehicleData )
else if( %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, %explosionSource.theClient, %explosionSource);
else if( %explosionSource.getDataBlock().getName() $= "ConcussionGrenadeThrown" && %data.getClassName() $= "PlayerData" ) {
%data.applyConcussion( %dist, %radius, %sourceObject, %targetObject );
if(!$teamDamage && %sourceObject != %targetObject && %sourceObject.client.team == %targetObject.client.team)
messageClient(%targetObject.client, 'msgTeamConcussionGrenade', '\c1You were hit by %1\'s concussion grenade.', getTaggedString(%sourceObject.client.name));
}
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;
}
// TODO - update
function calcBuildingInWay(%position, %targetObject) {
%targetPos = posFromTransform(%targetObject.getWorldBoxCenter());
// %vec = vectorNormalize(vectorSub(%position,%targetPos));
// %sourcePos = vectorAdd(%position,vectorScale(%vec,0.125));
%sourcePos = %position;
%mask = $TypeMasks::StaticObjectType;
%found = containerRayCast(%sourcePos, %targetPos, %mask);
if (%found) {
if ((%found.getClassName() $= InteriorInstance) || (%found.getClassName() $= TerrainBlock) || (%found.getClassName() $= TSStatic))
return 1;
if (%found == %targetObject)
return 1;
if (%found.getDataBlock().className $= "wall"
|| %found.getDataBlock().className $= "wWall"
|| %found.getDataBlock().className $= "spine"
|| %found.getDataBlock().className $= "mSpine"
|| %found.getDataBlock().className $= "floor"
|| %found.getDataBlock().className $= "forcefield")
return 0;
else {
%found = containerRayCast(%sourcePos, %targetPos, %mask, %found);
if (%found) {
if ((%found.getClassName() $= InteriorInstance) || (%found.getClassName() $= TerrainBlock) || (%found.getClassName() $= TSStatic))
return 1;
if (%found == %targetObject)
return 1;
if (%found.getDataBlock().className $= "wall"
|| %found.getDataBlock().className $= "wWall"
|| %found.getDataBlock().className $= "spine"
|| %found.getDataBlock().className $= "mSpine"
|| %found.getDataBlock().className $= "floor"
|| %found.getDataBlock().className $= "forcefield")
return 0;
}
}
}
return 1;
}