The user was right: a dead mech turns into a pile of wreckage. The authentic
1995 chain, recovered end-to-end:
kill -> the victim's per-mech DEATH ModelList ('blhdead'/'lokdead'/'owndead'/
'thrdead', .RES ids 22-25) -> its authored effects: 104 (the WRECK script) +
1007 (dnboom big explosion) + 1001 (ddthsmk rubble smoke plume) + a damage-
smoke burst (3/4/5/15).
Effect 104 = ExplosionScripts case 4 (part_008.c:2663, LIVE in the 1996 binary;
the "disabled" warning is case 6): loads the destroyed hulk + flamesml/flamebig
flame meshes with sweep flicker. Every mech ships its hulk (BLHDBR/MADDBR/
LOKDBR/... + GENDBR generic); the 1996 script hardcoded thrdbr.bgf (dev
shortcut) -- we use the victim's own.
Reconstructed as BTL4VideoRenderer::SwapToWreck: hide every segment mesh, hang
"<prefix>dbr.bgf" on the tree root (pending-swap if death precedes tree build);
routed from the engine's ExplosionClassID dispatch (effect 104 ->
BTSwapMechToWreck(explosion->GetEntityHit())). The kill now fires the
authentic 'blhdead' resource (manual 7+1 pfx calls removed -- the list carries
1007/1001 itself). Verified live:
[death] firing authentic death list 'blhdead' id=22
** effect_number = 104
[BTrender] wreck swap: victim -> 'blhdbr.bgf'
Follow-ups noted: mesh flames + hulk settle (cosmetic), DeathSplash.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
192 lines
4.3 KiB
C++
192 lines
4.3 KiB
C++
#pragma once
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#include "entity.h"
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#include "boxsolid.h"
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#include "table.h"
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//##########################################################################
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//##################### Explosion::ModelResource #####################
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//##########################################################################
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struct Explosion__ModelResource
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{
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ObjectID resourceTableObjectID;
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Scalar explosionDuration;
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};
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//##########################################################################
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//########################### Explosion ##############################
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//##########################################################################
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class Explosion__MakeMessage;
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class Damage;
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class Mover;
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class Explosion : public Entity
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{
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Shared Data support
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//
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public:
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static Derivation *GetClassDerivations();
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static SharedData DefaultData;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Model Support
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//
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public:
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typedef Explosion__ModelResource
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ModelResource;
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typedef void
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(Explosion::*Performance)(Scalar time_slice);
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void
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SetPerformance(Performance performance)
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{
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Check(this);
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activePerformance = (Simulation::Performance)performance;
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}
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void
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ExplosionSimulation(Scalar time_slice);
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static ResourceDescription::ResourceID
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Explosion::CreateModelResource(
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ResourceFile *resource_file,
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const char *model_name,
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NotationFile *model_file,
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const ResourceDirectories *directories
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);
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typedef ChainIteratorOf<Entity*> EntityIterator;
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void
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SplashDamage(
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EntityID inflicting,
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Damage &damage,
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Scalar collisionRadius,
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Vector3D offset = Vector3D::Identity,
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Entity *exludedEntities = NULL
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Construction and Destruction
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//
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public:
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typedef Explosion__MakeMessage
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MakeMessage;
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static Explosion*
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Make(MakeMessage *creation_message);
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Explosion(
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MakeMessage *creation_message,
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SharedData &virtual_data = DefaultData
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);
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~Explosion();
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Logical
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TestInstance() const;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Construction and Destruction
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//
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public:
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Enumeration
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GetInterestPriority(Entity *linked_entity);
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// The entity this explosion hit. Read by the BT death-wreck render script
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// (effect 104: swap the victim's visual to its <mech>dbr burning hulk).
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Entity *GetEntityHit() { return entityHit; }
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Protected Data
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//
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protected:
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Scalar
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explosionDuration;
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Entity
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*entityHit;
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Entity
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*creatingEntity;
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Point3D
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localHitPosition;
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};
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//##########################################################################
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//##################### Explosion::MakeMessage #######################
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//##########################################################################
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class Explosion__MakeMessage:
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public Entity::MakeMessage
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{
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public:
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EntityID
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entityHitID;
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EntityID
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creatingEntityID;
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Explosion__MakeMessage(
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Receiver::MessageID message_ID,
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size_t length,
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Entity::ClassID class_ID,
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const EntityID &owner_ID,
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ResourceDescription::ResourceID resource_ID,
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LWord instance_flags,
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const Origin &origin,
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const EntityID &entity_hit_ID,
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const EntityID &creating_entity_ID
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):
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Entity::MakeMessage(
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message_ID,
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length,
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class_ID,
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owner_ID,
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resource_ID,
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instance_flags,
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origin
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),
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entityHitID(entity_hit_ID),
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creatingEntityID(creating_entity_ID)
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{}
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};
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//##########################################################################
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//###################### ExplosionResourceTable ######################
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//##########################################################################
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class ExplosionResourceTable:
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public Plug
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{
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public:
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typedef PlugOf<ResourceDescription::ResourceID>
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ResourceIDPlug;
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ExplosionResourceTable(PlugStream *stream);
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~ExplosionResourceTable();
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static void
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BuildFromPage(
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ObjectStream *stream,
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NameList *name_list,
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ClassID class_ID,
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ObjectID object_ID
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);
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Logical
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TestInstance() const;
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ResourceDescription::ResourceID
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FindResourceID(Enumeration material_type);
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ResourceDescription::ResourceID
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FindResourceID(Entity *entity_hit);
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private:
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TableOf<ResourceIDPlug*, Enumeration>
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resourceIDSocket;
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};
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