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- //-----------------------------------------------------------------------------
- // Torque Game Engine
- // Copyright (C) GarageGames.com, Inc.
- //-----------------------------------------------------------------------------
-
- // Support function which applies damage to objects within the radius of
- // some effect, usually an explosion. This function will also optionally
- // apply an impulse to each object.
-
- function radiusDamage(%sourceObject, %position, %radius, %damage, %damageType, %impulse)
- {
- // Use the container system to iterate through all the objects
- // within our explosion radius. We'll apply damage to all ShapeBase
- // objects.
- InitContainerRadiusSearch(%position, %radius, $TypeMasks::ShapeBaseObjectType);
-
- %halfRadius = %radius / 2;
- while ((%targetObject = containerSearchNext()) != 0) {
-
- // Calculate how much exposure the current object has to
- // the explosive force. The object types listed are objects
- // that will block an explosion. If the object is totally blocked,
- // then no damage is applied.
- %coverage = calcExplosionCoverage(%position, %targetObject,
- $TypeMasks::InteriorObjectType | $TypeMasks::TerrainObjectType |
- $TypeMasks::ForceFieldObjectType | $TypeMasks::VehicleObjectType);
- if (%coverage == 0)
- continue;
-
- // Radius distance subtracts out the length of smallest bounding
- // box axis to return an appriximate distance to the edge of the
- // object's bounds, as opposed to the distance to it's center.
- %dist = containerSearchCurrRadiusDist();
-
- // Calculate a distance scale for the damage and the impulse.
- // Full damage is applied to anything less than half the radius away,
- // linear scale from there.
- %distScale = (%dist < %halfRadius)? 1.0:
- 1.0 - ((%dist - %halfRadius) / %halfRadius);
-
- // Apply the damage
- %targetObject.damage(%sourceObject, %position,
- %damage * %coverage * %distScale, %damageType);
-
- // Apply the impulse
- if (%impulse)
- {
- %impulseVec = VectorSub(%targetObject.getWorldBoxCenter(), %position);
- %impulseVec = VectorNormalize(%impulseVec);
- %impulseVec = VectorScale(%impulseVec, %impulse * %distScale);
- %targetObject.applyImpulse(%position, %impulseVec);
- }
- }
- }
-