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Cyd 2b8ca921cb Initial full mirror of c:\VWE (source + assets + toolchain + outputs) via Git LFS
Complete disaster-recovery snapshot: engine/game source, game data assets,
VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive.
Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false,
no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
2026-06-24 21:28:16 -05:00

239 lines
5.8 KiB
C++

#include "MW4Headers.hpp"
#include "EffectGenerator.hpp"
#include <Adept\Effect.hpp>
#include <Adept\Map.hpp>
#include <Adept\Mission.hpp>
//#############################################################################
//############################### EffectGenerator #######################
//#############################################################################
EffectGenerator::ClassData*
EffectGenerator::DefaultData = NULL;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
EffectGenerator::InitializeClass()
{
Verify(!DefaultData);
DefaultData =
new ClassData(
EffectGeneratorClassID,
"MechWarrior4::EffectGenerator",
Entity::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
);
Register_Object(DefaultData);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
EffectGenerator::TerminateClass()
{
Unregister_Object(DefaultData);
delete DefaultData;
DefaultData = NULL;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
EffectGenerator*
EffectGenerator::Make(
CreateMessage *message,
ReplicatorID *base_id
)
{
Check_Object(message);
gos_PushCurrentHeap(Heap);
EffectGenerator *new_entity =
new EffectGenerator(DefaultData, message, base_id, NULL);
gos_PopCurrentHeap();
Check_Object(new_entity);
return new_entity;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
EffectGenerator::ClearAllEffects()
{
Check_Object(this);
ChainIteratorOf<Adept::Effect *> citr(&effectChain);
citr.First();
Adept::Effect *eft;
while((eft=citr.ReadAndNext())!=NULL)
{
eft->SentenceToDeathRow();
}
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
EffectGenerator::~EffectGenerator()
{
DESTRUCTOR("EffectGenerator");
Check_Object(this);
ClearAllEffects();
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
EffectGenerator::EffectGenerator(
ClassData *class_data,
CreateMessage *message,
ReplicatorID *base_id,
ElementRenderer::Element *element
):
Entity(class_data, message, base_id, element),
effectChain(NULL)
{
Check_Pointer(this);
Check_Object(message);
effectResourceID = message->effectResourceID;
m_nightOnly=message->m_nightOnly;
m_randomizeTime=message->m_randomizeTime;
nextDelay=timeDelay=message->timeDelay;
replay=true;
shouldCreateEffect = false;
lastParameterization = gos_GetElapsedTime();
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
EffectGenerator::PreCollisionExecute(Stuff::Time till)
{
Check_Object(this);
Check_Object(executionState);
PRECOLLISION_LOGIC("EffectGenerator");
if(!(m_nightOnly && !Mission::GetInstance()->m_isNightMission))
{
if((GetTimeParameter(till) > nextDelay) || (shouldCreateEffect))
{
shouldCreateEffect = true;
lastParameterization = gos_GetElapsedTime();
UsePostCollision();
}
}
Entity::PreCollisionExecute(till);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
EffectGenerator::PostCollisionExecute(Stuff::Time till)
{
Check_Object(this);
POSTCOLLISION_LOGIC("EffectGenerator");
if(shouldCreateEffect)
{
shouldCreateEffect = false;
CreateEffect();
if(m_randomizeTime)
if(timeDelay>1.0)
nextDelay=(Stuff::Random::GetFraction()*(timeDelay-1.0f))+1.0f;
else
nextDelay=Stuff::Random::GetFraction();
}
Entity::PostCollisionExecute(till);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
EffectGenerator::PlayEffect()
{
Check_Object(this);
ClearAllEffects();
replay = true;
shouldCreateEffect = true;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
EffectGenerator::KillEffect()
{
Check_Object(this);
ClearAllEffects();
replay=false;
shouldCreateEffect = false;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
EffectGenerator::CreateEffect()
{
Check_Object(this);
if(!replay) return;
if(effectResourceID == ResourceID::Null)
return;
Resource resource(effectResourceID);
Verify(resource.DoesResourceExist());
ClassID class_ID;
class_ID = Entity::GetClassIDFromDataListID(effectResourceID);
Verify(class_ID != NullClassID);
Effect::CreateMessage effect_create_message(
sizeof(Effect::CreateMessage),
DefaultEventPriority,
Entity::CreateMessage::DefaultFlags,
class_ID,
Effect::DefaultFlags,
effectResourceID,
GetLocalToWorld(),
0.0f,
Entity::ExecutionStateEngine::AlwaysExecuteState,
NameTable::NullObjectID,
Entity::DefaultAlignment
);
MemoryStream stream(&effect_create_message, effect_create_message.messageLength);
ReplicatorID effect_rep_id = Connection::Hermit->GetNextReplicatorID();
Effect *effect;
effect = Cast_Object(Effect *,Entity::CreateEntity(&stream, &effect_rep_id, false));
Check_Object(effect);
Check_Object(Map::GetInstance());
if(effect->IsLooped()) replay=false;
Map::GetInstance()->AddChild(effect);
effectChain.Add(effect);
effect->SyncMatrices(true);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
EffectGenerator::TestInstance() const
{
Verify(IsDerivedFrom(DefaultData));
}