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- //-----------------------------------------------------------------------------
- // Torque Game Engine
- // Copyright (C) GarageGames.com, Inc.
- //-----------------------------------------------------------------------------
-
- // This file contains Weapon and Ammo Class/"namespace" helper methods
- // as well as hooks into the inventory system. These functions are not
- // attached to a specific C++ class or datablock, but define a set of
- // methods which are part of dynamic namespaces "class". The Items
- // include these namespaces into their scope using the ItemData and
- // ItemImageData "className" variable.
-
- // All ShapeBase images are mounted into one of 8 slots on a shape.
- // This weapon system assumes all primary weapons are mounted into
- // this specified slot:
- $WeaponSlot = 0;
-
-
- //-----------------------------------------------------------------------------
- // Audio profiles
-
- datablock AudioProfile(WeaponUseSound)
- {
- filename = "~/data/sound/weapon_switch.ogg";
- description = AudioClose3d;
- preload = true;
- };
-
- datablock AudioProfile(WeaponPickupSound)
- {
- filename = "~/data/sound/weapon_pickup.ogg";
- description = AudioClose3d;
- preload = true;
- };
-
- datablock AudioProfile(AmmoPickupSound)
- {
- filename = "~/data/sound/ammo_pickup.ogg";
- description = AudioClose3d;
- preload = true;
- };
-
-
- //-----------------------------------------------------------------------------
- // Weapon Class
- //-----------------------------------------------------------------------------
-
- function Weapon::onUse(%data,%obj)
- {
- // Default behavoir for all weapons is to mount it into the
- // this object's weapon slot, which is currently assumed
- // to be slot 0
- if (%obj.getMountedImage($WeaponSlot) != %data.image.getId()) {
- serverPlay3D(WeaponUseSound,%obj.getTransform());
- %obj.mountImage(%data.image, $WeaponSlot);
- if (%obj.client)
- messageClient(%obj.client, 'MsgWeaponUsed', '\c0Weapon selected');
- }
- }
-
- function Weapon::onPickup(%this, %obj, %shape, %amount)
- {
- // The parent Item method performs the actual pickup.
- // For player's we automatically use the weapon if the
- // player does not already have one in hand.
- if (Parent::onPickup(%this, %obj, %shape, %amount)) {
- serverPlay3D(WeaponPickupSound,%obj.getTransform());
- if (%shape.getClassName() $= "Player" &&
- %shape.getMountedImage($WeaponSlot) == 0) {
- %shape.use(%this);
- }
- }
- }
-
- function Weapon::onInventory(%this,%obj,%amount)
- {
- // Weapon inventory has changed, make sure there are no weapons
- // of this type mounted if there are none left in inventory.
- if (!%amount && (%slot = %obj.getMountSlot(%this.image)) != -1)
- %obj.unmountImage(%slot);
- }
-
-
- //-----------------------------------------------------------------------------
- // Weapon Image Class
- //-----------------------------------------------------------------------------
-
- function WeaponImage::onMount(%this,%obj,%slot)
- {
- // Images assume a false ammo state on load. We need to
- // set the state according to the current inventory.
- if (%obj.getInventory(%this.ammo))
- %obj.setImageAmmo(%slot,true);
- }
-
-
- //-----------------------------------------------------------------------------
- // Ammmo Class
- //-----------------------------------------------------------------------------
-
- function Ammo::onPickup(%this, %obj, %shape, %amount)
- {
- // The parent Item method performs the actual pickup.
- if (Parent::onPickup(%this, %obj, %shape, %amount)) {
- serverPlay3D(AmmoPickupSound,%obj.getTransform());
- }
- }
-
- function Ammo::onInventory(%this,%obj,%amount)
- {
- // The ammo inventory state has changed, we need to update any
- // mounted images using this ammo to reflect the new state.
- for (%i = 0; %i < 8; %i++) {
- if ((%image = %obj.getMountedImage(%i)) > 0)
- if (isObject(%image.ammo) && %image.ammo.getId() == %this.getId())
- %obj.setImageAmmo(%i,%amount != 0);
- }
- }
-