#include "MW4Headers.hpp" #include "NarcWeaponSubsystem.hpp" #include "Narc.hpp" #include "MWObject.hpp" #include "SubsystemClassData.hpp" #include #include #include //############################################################################# //############################### NarcWeapon ############################ //############################################################################# NarcWeapon::ClassData* NarcWeapon::DefaultData = NULL; //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // void NarcWeapon::InitializeClass() { Verify(!DefaultData); DefaultData = new ClassData( NarcWeaponClassID, "MechWarrior4::NarcWeapon", 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 NarcWeapon::TerminateClass() { Unregister_Object(DefaultData); delete DefaultData; DefaultData = NULL; } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // NarcWeapon* NarcWeapon::Make( CreateMessage *message, ReplicatorID *base_id ) { Check_Object(message); gos_PushCurrentHeap(Heap); NarcWeapon *new_entity = new NarcWeapon(DefaultData, message, base_id, NULL); gos_PopCurrentHeap(); Check_Object(new_entity); return new_entity; } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // NarcWeapon::NarcWeapon( ClassData *class_data, CreateMessage *message, ReplicatorID *base_id, ElementRenderer::Element *element ): ProjectileWeapon(class_data, message, base_id, element) { Check_Pointer(this); Check_Object(message); } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // NarcWeapon::~NarcWeapon() { } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // void NarcWeapon::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; Point3D site_local_to_world; // //------------------------- //Initialize the velocities //------------------------- // Check_Object(sitePointer); site_local_to_world = sitePointer->GetLocalToWorld(); Vector3D projectile_direction; Point3D target_point; targetQuery.m_line->FindEnd(&target_point); projectile_direction.Subtract( target_point, site_local_to_world ); LinearMatrix4D direction_matrix; direction_matrix = GetLocalToWorld(); direction_matrix.AlignLocalAxisToWorldVector(projectile_direction, Z_Axis, Y_Axis, X_Axis); initial_velocity.linearMotion.Multiply( model->initialLinearVelocity, direction_matrix ); initial_acceleration.linearMotion = model->initialLinearAcceleration; int alignment = GetParentVehicle()->GetAlignment(); // //-------------------------------- //Create the Missile CreateMessage //-------------------------------- // Narc::CreateMessage projectile_create_message( sizeof(Narc::CreateMessage), DefaultEventPriority, CreateMessage::DefaultFlags, class_ID, WeaponMover::DefaultFlags, model->projectileModelResource, sitePointer->GetLocalToWorld(), 0.0f, Narc::ExecutionStateEngine::StraightLineMotionState, NameTable::NullObjectID, alignment, 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); } } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // void NarcWeapon::TestInstance() const { Verify(IsDerivedFrom(DefaultData)); }