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139 lines
3.5 KiB
C++

//===========================================================================//
// 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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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;
}