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Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false,
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2026-06-24 21:28:16 -05:00

251 lines
6.6 KiB
C++

#include "MW4Headers.hpp"
#include "LongTomWeapon.hpp"
#include "Missile.hpp"
#include "MWObject.hpp"
#include "SubsystemClassData.hpp"
#include "Torso.hpp"
#include <Adept\Map.hpp>
#include <Adept\Site.hpp>
#include <MLR\MLRTexturePool.hpp>
//#############################################################################
//############################ LongTomWeaponSubsystem #####################
//#############################################################################
LongTomWeaponSubsystem::ClassData*
LongTomWeaponSubsystem::DefaultData = NULL;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
LongTomWeaponSubsystem::InitializeClass()
{
Verify(!DefaultData);
DefaultData =
new ClassData(
LongTomWeaponSubsystemClassID,
"MechWarrior4::LongTomWeaponSubsystem",
MissileWeapon::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
LongTomWeaponSubsystem::TerminateClass()
{
Unregister_Object(DefaultData);
delete DefaultData;
DefaultData = NULL;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
LongTomWeaponSubsystem*
LongTomWeaponSubsystem::Make(
CreateMessage *message,
ReplicatorID *base_id
)
{
Check_Object(message);
gos_PushCurrentHeap(Heap);
LongTomWeaponSubsystem *new_entity =
new LongTomWeaponSubsystem(DefaultData, message, base_id, NULL);
gos_PopCurrentHeap();
Check_Object(new_entity);
return new_entity;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
LongTomWeaponSubsystem::LongTomWeaponSubsystem(
ClassData *class_data,
CreateMessage *message,
ReplicatorID *base_id,
ElementRenderer::Element *element
):
MissileWeapon(class_data, message, base_id, element)
{
Check_Pointer(this);
Check_Object(message);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
LongTomWeaponSubsystem::~LongTomWeaponSubsystem()
{
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
LongTomWeaponSubsystem::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;
//
//-----------------------------------------
//We need to get the forward of the eyesite
//-----------------------------------------
//
UnitVector3D direction;
if (GetParentVehicle()->GetTorso() != 0)
{
//GetParentVehicle()->GetTorso()->GetTwistJointMatrix().GetLocalForwardInWorld(&direction);
LinearMatrix4D pitch_matrix = LinearMatrix4D::Identity;
pitch_matrix.BuildRotation(YawPitchRoll(GetParentVehicle()->GetTorso()->yawValue, GetParentVehicle()->GetTorso()->pitchValue, 0.0f));
//UnitVector3D temp_direction;
//GetParentVehicle()->GetLocalToWorld().GetLocalForwardInWorld(&temp_direction);
//direction.Multiply(temp_direction, pitch_matrix);
LinearMatrix4D direction_mat;
direction_mat.Multiply(pitch_matrix, GetParentVehicle()->GetLocalToWorld());
//SPEWALWAYS(("jerryeds", "%f %f %f", temp_direction.x, temp_direction.y, temp_direction.z));
direction_mat.GetLocalForwardInWorld(&direction);
}
else
{
GetParentVehicle()->GetLocalToWorld().GetLocalForwardInWorld(&direction);
}
//
//-------------------------
//Initialize the velocities
//-------------------------
//
//
initial_velocity.linearMotion.Multiply(
model->initialLinearVelocity,
direction
);
initial_acceleration.linearMotion.x = 0.0f;
initial_acceleration.linearMotion.y = -g_Gravity;
initial_acceleration.linearMotion.z = 0.0f;
ReplicatorID target_id;
target_id = ReplicatorID::Null;
Point3D target_point;
//
//------------------------------------
//Create the Missile CreateMessage
//------------------------------------
//
WeaponMover::CreateMessage projectile_create_message(
sizeof(Missile::CreateMessage),
DefaultEventPriority,
CreateMessage::DefaultFlags,
class_ID,
WeaponMover::DefaultFlags,
model->projectileModelResource,
sitePointer->GetLocalToWorld(),
0.0f,
WeaponMover::ExecutionStateEngine::LinearDragMotionState,
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
);
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);
}
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
Scalar
LongTomWeaponSubsystem::GetDistanceWithAngle(Scalar angle)
{
Check_Object(this);
const GameModel *model = GetGameModel();
Check_Object(model);
if(angle < 0.0f)
return 0.0f;
Scalar muzzle = model->initialLinearVelocity.y;
Scalar value;
angle *= angle;
Scalar temp = angle * angle;
value = 2 * muzzle * muzzle * (Sqrt(Fabs(angle - temp)));
value /= g_Gravity;
return value;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
LongTomWeaponSubsystem::TestInstance() const
{
Verify(IsDerivedFrom(DefaultData));
}