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120 lines
3.8 KiB
Plaintext
120 lines
3.8 KiB
Plaintext
/**********************************************************************
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* Copyright (c)2000-2002 Sony Online Entertainment Inc.
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* All Rights Reserved
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*
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* Title: destructible_building
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* Description: script that goes destructible buildings.
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*
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* @author $Author:$
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* @version $Revision:$
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**********************************************************************/
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/***** INCLUDES ********************************************************/
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include library.battlefield;
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include library.player_structure;
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/***** CONSTANTS *******************************************************/
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/***** TRIGGERS ********************************************************/
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trigger OnFollowMoving(obj_id target)
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{
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// Check to make sure the critter stays in the battlefield. If not, destroy it.
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region bf = battlefield.getBattlefield(self);
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if (bf == null)
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destroyObject(self);
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return SCRIPT_CONTINUE;
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}
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trigger OnIncapacitated(obj_id killer)
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{
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LOG("LOG_CHANNEL", "battlefield.battlefield_object::OnIncapacitated -- " + self + " " + killer);
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if (battlefield.isBattlefieldSpawned(self))
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{
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region bf = battlefield.getBattlefield(self);
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obj_id master_object = battlefield.getMasterObjectFromRegion(bf);
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battlefield.registerBattlefieldKill(killer, self, master_object);
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}
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return SCRIPT_CONTINUE;
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}
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trigger OnDestroy()
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{
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// LOG("LOG_CHANNEL", "battlefield.battlefield_object::OnDestroy -- " + self);
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// If the object was a mob spawned by the battlefield, we must update the spawner upon it's destruction
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// if the battlefield is still active.
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if (battlefield.isBattlefieldSpawned(self))
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{
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obj_id master_object = getObjIdObjVar(self, battlefield.VAR_SPAWNED_BATTLEFIELD);
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if (master_object == null)
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{
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LOG("LOG_CHANNEL", "battlefield.battlefield_object::OnDestroy (" + self + ") -- Battlefield object is null.");
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return SCRIPT_CONTINUE;
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}
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if (battlefield.isBattlefieldActive(master_object))
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{
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obj_id spawner = getObjIdObjVar(self, battlefield.VAR_SPAWNED_BY);
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if (spawner == null)
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{
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LOG("LOG_CHANNEL", "battlefield.battlefield_object::OnDestroy (" + self + ") -- Spawned_by is null.");
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}
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else
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{
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if (spawner.isLoaded())
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{
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// This should always be loaded, but check just to make sure.
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if (hasObjVar(spawner, battlefield.VAR_SPAWNER_CURRENT_POPULATION))
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{
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// If the spawner isn't keeping track of current population, don't decrement the counter.
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int population = getIntObjVar(spawner, battlefield.VAR_SPAWNER_CURRENT_POPULATION);
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setObjVar(spawner, battlefield.VAR_SPAWNER_CURRENT_POPULATION, population - 1);
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LOG("LOG_CHANNEL", "population ->" + population);
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}
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}
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else
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LOG("LOG_CHANNEL", "battlefield.battlefield_object::OnDestroy -- spawner " + spawner + " is not loaded.");
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}
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// Clear the reference of the spawned mob from the battlefield. If the battlefield is active,
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// the spawned mob was destroyed through the death/decay mechanics and not removeBattlefieldObject.
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battlefield.removeFromBattlefieldObjectList(master_object, self);
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}
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}
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return SCRIPT_CONTINUE;
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}
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/***** MESSAGEHANDLERS *************************************************/
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messageHandler msgDestroyBattlefieldObject()
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{
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//LOG("LOG_CHANNEL", "battlefield.battlefield_object::msgDestroyBattlefieldObject -- " + self);
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if (player_structure.isBuilding(self))
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{
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// If we are in a building, we need to kick everyone out of it before destroying.
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obj_id[] players = player_structure.getPlayersInBuilding(self);
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if (players != null)
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{
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for (int i = 0; i < players.length; i++)
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expelFromBuilding(players[i]);
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}
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}
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destroyObject(self);
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return SCRIPT_CONTINUE;
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}
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/***** COMMANDHANDLERS *************************************************/
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/***** FUNCTIONS *******************************************************/
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