#include "MW4Headers.hpp" #include "HighExplosiveWeapon.hpp" #include "Explosive.hpp" #include "MWObject.hpp" #include "SubsystemClassData.hpp" #include "MWApplication.hpp" #include #include #include #include //############################################################################# //############################### HighExplosiveWeapon ################### //############################################################################# HighExplosiveWeapon::ClassData* HighExplosiveWeapon::DefaultData = NULL; //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // void HighExplosiveWeapon::InitializeClass() { Verify(!DefaultData); DefaultData = new ClassData( HighExplosiveWeaponClassID, "MechWarrior4::HighExplosiveWeapon", ProjectileWeapon::DefaultData, 0, NULL, (Entity::Factory)Make, (Entity::CreateMessage::Factory)CreateMessage::ConstructCreateMessage, ExecutionStateEngine::DefaultData, (Entity::GameModel::Factory)GameModel::ConstructGameModel, NULL, (Entity::GameModel::ReadAndVerifier)GameModel::ReadAndVerify, (Entity::GameModel::ModelWrite)GameModel::WriteToText, (Entity::GameModel::ModelSave)GameModel::SaveGameModel, (Subsystem::StreamCreate) CreateStream ); Register_Object(DefaultData); } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // void HighExplosiveWeapon::TerminateClass() { Unregister_Object(DefaultData); delete DefaultData; DefaultData = NULL; } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // HighExplosiveWeapon* HighExplosiveWeapon::Make( CreateMessage *message, ReplicatorID *base_id ) { Check_Object(message); gos_PushCurrentHeap(Heap); HighExplosiveWeapon *new_entity = new HighExplosiveWeapon(DefaultData, message, base_id, NULL); gos_PopCurrentHeap(); Check_Object(new_entity); return new_entity; } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // HighExplosiveWeapon::HighExplosiveWeapon( ClassData *class_data, CreateMessage *message, ReplicatorID *base_id, ElementRenderer::Element *element ): ProjectileWeapon(class_data, message, base_id, element) { Check_Pointer(this); Check_Object(message); } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // HighExplosiveWeapon::~HighExplosiveWeapon() { } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // void HighExplosiveWeapon::CreateProjectile(Time till) { Check_Object(this); const GameModel *model = GetGameModel(); Check_Object(model); if(model->projectileModelResource != ResourceID::Null) { // //--------------------------------- //Get the ClassID from the Resource //--------------------------------- // ClassID class_ID; class_ID = GetClassIDFromDataListID(model->projectileModelResource); Verify(class_ID != NullClassID); ReplicatorID site_id = ReplicatorID::Null; Normal3D target_normal; Motion3D initial_velocity = Motion3D::Identity; Motion3D initial_acceleration = Motion3D::Identity; LinearMatrix4D site_local_to_world; // //------------------------- //Initialize the velocities //------------------------- // Check_Object(sitePointer); site_local_to_world = sitePointer->GetLocalToWorld(); Vector3D direction; Point3D target_point; targetQuery.m_line->FindEnd(&target_point); direction.Subtract(target_point,(Stuff::Point3D)site_local_to_world); LinearMatrix4D direction_matrix = LinearMatrix4D::Identity; direction_matrix.BuildTranslation((Stuff::Point3D)site_local_to_world); direction_matrix.AlignLocalAxisToWorldVector(direction, Z_Axis, Y_Axis, X_Axis); initial_velocity.linearMotion.Multiply( model->initialLinearVelocity, direction_matrix ); initial_acceleration.linearMotion = model->initialLinearAcceleration; ReplicatorID target_id; target_id = ReplicatorID::Null; Entity *ray_source = targetQueryEntity.GetCurrent(); if(ray_source) { Check_Object(ray_source); target_id = ray_source->GetReplicatorID(); } // //-------------------------------- //Create the Missile CreateMessage //-------------------------------- // Explosive::CreateMessage projectile_create_message( sizeof(Explosive::CreateMessage), DefaultEventPriority, CreateMessage::DefaultFlags, class_ID, Explosive::DefaultFlags, model->projectileModelResource, sitePointer->GetLocalToWorld(), 0.0f, Explosive::ExecutionStateEngine::StraightLineMotionState, NameTable::NullObjectID, Entity::DefaultAlignment, initial_velocity, initial_acceleration, model->damageAmount, model->heatToDeal, model->maxDistance, // MSL 5.03 Min Distance // model->minDistance, GetParentVehicle()->GetReplicatorID(), model->splashRadius, model->percentageOfDamageToDirectHit, model->minPercentageOfDamageToSphereHit, model->maxPercentageOfDamageToSphereHit, model->itemID ); MemoryStream stream(&projectile_create_message, projectile_create_message.messageLength); Entity *entity; ReplicatorID projectile_id = Connection::Hermit->GetNextReplicatorID(); entity = CreateEntity(&stream, &projectile_id, false); Check_Object(entity); Map::GetInstance()->AddChild(entity); DamageObject *center_torso = GetParentVehicle()->damageObjects.Find(DamageObject::CenterTorsoArmorZone); if(center_torso) { Entity *torso_entity = center_torso->parentEntity; Check_Object(torso_entity); ReplicatorID id = GetParentVehicle()->GetReplicatorID(); //This is a hack...grab our center torsos //First blow the shit out of ourselves! Normal3D normal(0.0f, 1.0f, 0.0f); Point3D damage_location; damage_location = GetLocalToWorld(); // MSL 5.06 Armor Mode MWApplication *m_App; m_App = MWApplication::GetInstance (); m_ArmorMode = m_App->GetLocalNetParams()->m_armormodeOn; Adept::Entity__TakeDamageMessage message( id, id, 200, m_ArmorMode, HighExplosiveDamageType, normal, damage_location, model->heatToDeal, false, model->itemID ); torso_entity->Receive(&message); } } } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // void HighExplosiveWeapon::TestInstance() const { Verify(IsDerivedFrom(DefaultData)); }