//===========================================================================// // File: Weapon_Tool.cpp //---------------------------------------------------------------------------// // Date Who Modification // // -------- --- ---------------------------------------------------------- // // 09/09/98 JSE Inital base class based off of Shadowrun/Adept // 09/24/98 BDB Inital Weapon subsystem class based off of Subsystem_Tool.cpp //---------------------------------------------------------------------------// // Copyright (C) 1998, Fasa Interactive // // All Rights reserved worldwide // // This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL // //===========================================================================// #include "MW4Headers.hpp" #include "AMS.hpp" #include "MWTool.hpp" //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // void AMS__CreateMessage::ConstructCreateMessage(Script *script) { Check_Object(script); // //-------------- // Set up stream //-------------- // MemoryStream *message_stream = script->messageStream; Check_Object(message_stream); message_stream->AllocateBytes(sizeof(AMS__CreateMessage)); BaseClass::ConstructCreateMessage(script); AMS__CreateMessage *message = Cast_Pointer( AMS__CreateMessage*, message_stream->GetPointer() ); message->messageLength = sizeof(*message); // //--------------------------- // Point at the notation file //--------------------------- // Page *page = script->instancePage; Check_Object(page); Check_Object(Tool::Instance); int ammo_count; if(page->GetEntry("AmmoCount", &ammo_count)) { message->ammoCount = ammo_count; } else { message->ammoCount = -1; } } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // void AMS::SaveInstanceText(Page *instance_page) { Check_Object(this); BaseClass::SaveInstanceText(instance_page); instance_page->SetEntry("AmmoCount", ammoCount); } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // void AMS__GameModel::ConstructGameModel(Script *script) { Check_Object(script); // //-------------- // Set up stream //-------------- // MemoryStream *model_stream = script->modelStream; Check_Object(model_stream); model_stream->AllocateBytes(sizeof(AMS__GameModel)); BaseClass::ConstructGameModel(script); } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // bool AMS__GameModel::ReadAndVerify( AMS__GameModel *model, ModelAttributeEntry *attribute_entry, const char *data, char **error, int error_buffer ) { Check_Object(attribute_entry); bool result = false; bool valid_data = (*data != '\0'); // //---------------------------------------- //Read in the values from the data entered //---------------------------------------- // result = BaseClass::ReadAndVerify( model, attribute_entry, data, error, error_buffer ); // //--------------------------- //Verify all the model values //--------------------------- // switch(attribute_entry->attributeID) { case AMSEffectResourceAttributeID: { if(!valid_data) { ResourceID value = ResourceID::Null; attribute_entry->SetValue(model, (void *)&value); result = true; } break; } } return result; }