//===========================================================================// // File: RTXWeaponSub_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 // 10/19/98 BDB Created LauchedWeapon subsytem based off of Weapon // //---------------------------------------------------------------------------// // Copyright (C) 1998, Fasa Interactive // // All Rights reserved worldwide // // This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL // //===========================================================================// #include "MW4Headers.hpp" #include "RTXWeaponSub.hpp" #include "MWTool.hpp" //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // void RTXWeaponSub__GameModel::ConstructGameModel(Script *script) { Check_Object(script); // //-------------- // Set up stream //-------------- // MemoryStream *model_stream = script->modelStream; Check_Object(model_stream); model_stream->AllocateBytes(sizeof(RTXWeaponSub__GameModel)); Weapon__GameModel::ConstructGameModel(script); #if 0 RTXWeaponSub__GameModel *model = Cast_Pointer(RTXWeaponSub__GameModel*, model_stream->GetPointer()); // //------------------------------------ // Set up the The Beam Entity Resource //------------------------------------ // NotationFile *model_file = script->modelFile; Check_Object(model_file); Check_Object(Tool::Instance); Tool::Instance->PushFilePath(model_file); model->projectileModelID = ResourceID::Null; const char *projectile_entity_name; if(model_file->GetEntry("GameData", "ProjectileResource", &projectile_entity_name)) { Resource projectile_resource; Tool::Instance->ConstructDataList(&projectile_resource, projectile_entity_name); Check_Object(&projectile_resource); Verify(projectile_resource.DoesResourceExist()); model->projectileModelID = projectile_resource.GetResourceID(); } Tool::Instance->PopFilePath(); #endif } //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // bool RTXWeaponSub__GameModel::ReadAndVerify( RTXWeaponSub__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 = Weapon__GameModel::ReadAndVerify( model, attribute_entry, data, error, error_buffer ); // //--------------------------- //Verify all the model values //--------------------------- // switch(attribute_entry->attributeID) { case FireRateAttributeID: { if(!valid_data) { Scalar value = 1.0f; attribute_entry->SetValue(model, &value); result = true; } if (model->fireRate <= 0) { _snprintf( *error, error_buffer, "{[GameData]FireRate=%f}: value must be > 0!", model->fireRate ); result = false; } break; } case InitialLinearVelocityAttributeID: { if(!valid_data) { Vector3D value = Vector3D::Identity; attribute_entry->SetValue(model, &value); result = true; } if (model->initialLinearVelocity.x < 0) { _snprintf( *error, error_buffer, "{[GameData]InitialLinearVelocity=%f %f %f}: value must be > 0!", model->initialLinearVelocity.x, model->initialLinearVelocity.y, model->initialLinearVelocity.z ); result = false; } break; } case InitialLinearAccelerationAttributeID: { if(!valid_data) { Vector3D value = Vector3D::Identity; attribute_entry->SetValue(model, &value); result = true; } if ((model->initialLinearAcceleration.x < 0) || (model->initialLinearAcceleration.z < 0)) { _snprintf( *error, error_buffer, "{[GameData]InitialLinearAcceleration=%f %f %f}: value must be > 0!", model->initialLinearAcceleration.x, model->initialLinearAcceleration.y, model->initialLinearAcceleration.z ); result = false; } break; } case ProjectileModelResourceAttributeID: { if(!valid_data) { ResourceID value = ResourceID::Null; attribute_entry->SetValue(model, (void *)&value); result = true; } break; } case TargetLockTimeAttributeID: { if(!valid_data) { Scalar value = 0.0f; attribute_entry->SetValue(model, &value); result = true; } if (model->targetLockTime < 0) { _snprintf( *error, error_buffer, "{[GameData]TargetLockTime=%f}: value must be >= 0!", model->targetLockTime ); result = false; } break; } } return result; }