#include "MW4Headers.hpp" #include "LBXWeaponSub.hpp" #include "LBXMover.hpp" #include "SubsystemClassData.hpp" #include #include //############################################################################# //############################### LBXWeaponSub ########################## //############################################################################# LBXWeaponSub::ClassData* LBXWeaponSub::DefaultData = NULL; //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // void LBXWeaponSub::InitializeClass() { Verify(!DefaultData); DefaultData = new ClassData( LBXWeaponSubClassID, "MechWarrior4::LBXWeaponSub", 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); DIRECT_GAME_MODEL_ATTRIBUTE( LBXWeaponSub__GameModel, DisipationStart, m_disipationStart, Scalar ); DIRECT_GAME_MODEL_ATTRIBUTE( LBXWeaponSub__GameModel, MaxDisipation, m_maxDisipation, Scalar ); } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // void LBXWeaponSub::TerminateClass() { Unregister_Object(DefaultData); delete DefaultData; DefaultData = NULL; } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // LBXWeaponSub* LBXWeaponSub::Make( CreateMessage *message, ReplicatorID *base_id ) { Check_Object(message); gos_PushCurrentHeap(Heap); LBXWeaponSub *new_entity = new LBXWeaponSub(DefaultData, message, base_id, NULL); gos_PopCurrentHeap(); Check_Object(new_entity); return new_entity; } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // LBXWeaponSub::LBXWeaponSub( ClassData *class_data, CreateMessage *message, ReplicatorID *base_id, ElementRenderer::Element *element ): ProjectileWeapon(class_data, message, base_id, element) { Check_Pointer(this); Check_Object(message); } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // LBXWeaponSub::~LBXWeaponSub() { } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // void LBXWeaponSub::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; ReplicatorID target_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 ); Check_Object(sitePointer); site_local_to_world = sitePointer->GetLocalToWorld(); LinearMatrix4D direction_matrix = LinearMatrix4D::Identity; direction_matrix.BuildTranslation((Stuff::Point3D)site_local_to_world); direction_matrix.AlignLocalAxisToWorldVector(projectile_direction, Z_Axis, Y_Axis, X_Axis); Vector3D initial_scale = model->initialLinearVelocity; if(GetParentAsVehicle()) { initial_scale.z += GetParentAsVehicle()->currentSpeedMPS; } initial_velocity.linearMotion.Multiply( initial_scale, direction_matrix ); initial_acceleration.linearMotion = model->initialLinearAcceleration; // //------------------------------------ //Create the WeaponMover CreateMessage //------------------------------------ // LBXMover::CreateMessage projectile_create_message( sizeof(WeaponMover::CreateMessage), DefaultEventPriority, CreateMessage::DefaultFlags, class_ID, WeaponMover::DefaultFlags, model->projectileModelResource, direction_matrix, 0.0f, LBXMover::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, model->m_disipationStart, model->m_maxDisipation ); 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); if (vehicleInterface) { vehicleInterface->PlayForce (VehicleInterface::FireProjectileForce); } } } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // void LBXWeaponSub::TestInstance() const { Verify(IsDerivedFrom(DefaultData)); }