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Torque/SDK/example/demo/server/scripts/item.cs
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130
Torque/SDK/example/demo/server/scripts/item.cs
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//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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// These scripts make use of dynamic attribute values on Item datablocks,
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// these are as follows:
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//
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// maxInventory Max inventory per object (100 bullets per box, etc.)
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// pickupName Name to display when client pickups item
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//
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// Item objects can have:
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//
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// count The # of inventory items in the object. This
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// defaults to maxInventory if not set.
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// Respawntime is the amount of time it takes for a static "auto-respawn"
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// object, such as an ammo box or weapon, to re-appear after it's been
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// picked up. Any item marked as "static" is automaticlly respawned.
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$Item::RespawnTime = 20 * 1000;
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// Poptime represents how long dynamic items (those that are thrown or
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// dropped) will last in the world before being deleted.
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$Item::PopTime = 10 * 1000;
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//-----------------------------------------------------------------------------
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// ItemData base class methods used by all items
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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function Item::respawn(%this)
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{
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// This method is used to respawn static ammo and weapon items
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// and is usually called when the item is picked up.
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// Instant fade...
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%this.startFade(0, 0, true);
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%this.setHidden(true);
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// Shedule a reapearance
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%this.schedule($Item::RespawnTime, "setHidden", false);
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%this.schedule($Item::RespawnTime + 100, "startFade", 1000, 0, false);
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}
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function Item::schedulePop(%this)
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{
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// This method deletes the object after a default duration. Dynamic
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// items such as thrown or drop weapons are usually popped to avoid
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// world clutter.
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%this.schedule($Item::PopTime - 1000, "startFade", 1000, 0, true);
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%this.schedule($Item::PopTime, "delete");
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}
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//-----------------------------------------------------------------------------
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// Callbacks to hook items into the inventory system
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function ItemData::onThrow(%this,%user,%amount)
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{
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// Remove the object from the inventory
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if (%amount $= "")
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%amount = 1;
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if (%this.maxInventory !$= "")
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if (%amount > %this.maxInventory)
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%amount = %this.maxInventory;
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if (!%amount)
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return 0;
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%user.decInventory(%this,%amount);
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// Construct the actual object in the world, and add it to
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// the mission group so it's cleaned up when the mission is
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// done. The object is given a random z rotation.
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%obj = new Item() {
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datablock = %this;
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rotation = "0 0 1 " @ (getRandom() * 360);
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count = %amount;
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};
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MissionGroup.add(%obj);
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%obj.schedulePop();
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return %obj;
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}
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function ItemData::onPickup(%this,%obj,%user,%amount)
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{
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// Add it to the inventory, this currently ignores the request
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// amount, you get what you get. If the object doesn't have
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// a count or the datablock doesn't have maxIventory set, the
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// object cannot be picked up.
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%count = %obj.count;
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if (%count $= "")
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if (%this.maxInventory !$= "") {
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if (!(%count = %this.maxInventory))
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return;
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}
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else
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%count = 1;
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%user.incInventory(%this,%count);
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// Inform the client what they got.
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if (%user.client)
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messageClient(%user.client, 'MsgItemPickup', '\c0You picked up %1', %this.pickupName);
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// If the item is a static respawn item, then go ahead and
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// respawn it, otherwise remove it from the world.
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// Anything not taken up by inventory is lost.
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if (%obj.isStatic())
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%obj.respawn();
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else
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%obj.delete();
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return true;
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}
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//-----------------------------------------------------------------------------
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// Hook into the mission editor.
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function ItemData::create(%data)
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{
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// The mission editor invokes this method when it wants to create
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// an object of the given datablock type. For the mission editor
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// we always create "static" re-spawnable rotating objects.
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%obj = new Item() {
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dataBlock = %data;
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static = true;
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rotate = true;
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};
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return %obj;
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}
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