55 lines
2.3 KiB
C#
55 lines
2.3 KiB
C#
//-----------------------------------------------------------------------------
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// Torque Game Engine
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//
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// Copyright (c) 2001 GarageGames.Com
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//-----------------------------------------------------------------------------
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// Support function which applies damage to objects within the radius of
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// some effect, usually an explosion. This function will also optionally
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// apply an impulse to each object.
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function radiusDamage(%sourceObject, %position, %radius, %damage, %damageType, %impulse)
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{
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// Use the container system to iterate through all the objects
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// within our explosion radius. We'll apply damage to all ShapeBase
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// objects.
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InitContainerRadiusSearch(%position, %radius, $TypeMasks::ShapeBaseObjectType);
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%halfRadius = %radius / 2;
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while ((%targetObject = containerSearchNext()) != 0) {
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// Calculate how much exposure the current object has to
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// the explosive force. The object types listed are objects
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// that will block an explosion. If the object is totally blocked,
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// then no damage is applied.
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%coverage = calcExplosionCoverage(%position, %targetObject,
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$TypeMasks::InteriorObjectType | $TypeMasks::TerrainObjectType |
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$TypeMasks::ForceFieldObjectType | $TypeMasks::VehicleObjectType);
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if (%coverage == 0)
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continue;
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// Radius distance subtracts out the length of smallest bounding
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// box axis to return an appriximate distance to the edge of the
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// object's bounds, as opposed to the distance to it's center.
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%dist = containerSearchCurrRadiusDist();
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// Calculate a distance scale for the damage and the impulse.
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// Full damage is applied to anything less than half the radius away,
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// linear scale from there.
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%distScale = (%dist < %halfRadius)? 1.0:
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1.0 - ((%dist - %halfRadius) / %halfRadius);
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// Apply the damage
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%targetObject.damage(%sourceObject, %position,
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%damage * %coverage * %distScale, %damageType);
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// Apply the impulse
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if (%impulse) {
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%impulseVec = VectorSub(%targetObject.getWorldBoxCenter(), %position);
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%impulseVec = VectorNormalize(%impulseVec);
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%impulseVec = VectorScale(%impulseVec, %impulse * %distScale);
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%targetObject.applyImpulse(%position, %impulseVec);
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}
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}
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}
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