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.
152 lines
4.1 KiB
C++
152 lines
4.1 KiB
C++
#include "MW4Headers.hpp"
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#include "ObservationVehicle.hpp"
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#include <Adept\CollisionGrid.hpp>
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#include <Adept\EntityClassData.hpp>
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#include <ElementRenderer\Element.hpp>
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//#############################################################################
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//############################### ObservationVehicle ##############################
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//#############################################################################
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ObservationVehicle::ClassData* ObservationVehicle::DefaultData = NULL;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void ObservationVehicle::InitializeClass()
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{
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Verify(!DefaultData);
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DefaultData =
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new ClassData(
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ObservationVehicleClassID,
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"MechWarrior4::ObservationVehicle",
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BaseClass::DefaultData,
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0, NULL,
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(Entity::Factory)Make,
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(Entity::CreateMessage::Factory)CreateMessage::ConstructCreateMessage,
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ExecutionStateEngine::DefaultData,
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(Entity::GameModel::Factory)GameModel::ConstructGameModel,
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(Entity::GameModel::Factory)GameModel::ConstructOBBStream,
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(Entity::GameModel::ReadAndVerifier)GameModel::ReadAndVerify,
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(Entity::GameModel::ModelWrite)GameModel::WriteToText,
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(Entity::GameModel::ModelSave)GameModel::SaveGameModel,
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AnimationStateEngine::Make
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);
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Register_Object(DefaultData);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void ObservationVehicle::TerminateClass()
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{
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Unregister_Object(DefaultData);
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delete DefaultData;
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DefaultData = NULL;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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ObservationVehicle* ObservationVehicle::Make(CreateMessage *message,ReplicatorID *base_id)
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{
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Check_Object(message);
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ObservationVehicle *new_entity =
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new ObservationVehicle(DefaultData, message, base_id, NULL);
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Check_Object(new_entity);
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return new_entity;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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ObservationVehicle::ObservationVehicle(ClassData *class_data,CreateMessage *message,ReplicatorID *base_id,ElementRenderer::Element *element):
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Vehicle(class_data, message, base_id, element)
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{
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Check_Pointer(this);
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Check_Object(message);
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//Make sure it doesn't show up on sensor
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SetVisibleOnSensors(false);
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//executionState->RequestState(ExecutionStateEngine::DrivingMotionState);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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ObservationVehicle::~ObservationVehicle()
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{
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void ObservationVehicle::TurnOn (void)
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{
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lastParameterization = gos_GetElapsedTime ();
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executionState->RequestState(ExecutionStateEngine::DrivingMotionState);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void ObservationVehicle::TestInstance() const
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{
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Verify(IsDerivedFrom(DefaultData));
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void ObservationVehicle::PreCollisionExecute(Stuff::Time till)
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{
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Check_Object(this);
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PRECOLLISION_LOGIC("ObservationVehicle");
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UsePostCollision ();
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// find the ground...
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//
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//----------------------------------------------
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// Cast a ray down to see what we are driving on
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//----------------------------------------------
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//
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LinearMatrix4D new_local_to_world;
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UnitQuaternion rotation;
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rotation = GetLocalToWorld();
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Point3D position;
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position = GetLocalToWorld();
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Stuff::Line3D line;
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line.m_length = 1000.0f;
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line.m_direction = Vector3D::Down;
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line.m_origin = position;
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line.m_origin.y += 500.0f;
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Stuff::Normal3D normal;
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CollisionQuery query(&line, &normal, CanBeWalkedOnFlag, this);
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Check_Object(CollisionGrid::Instance);
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if (CollisionGrid::Instance->ProjectLine(&query))
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{
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line.FindEnd(&position);
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position.y += 4.0f;
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}
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new_local_to_world.BuildTranslation(position);
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new_local_to_world.BuildRotation(rotation);
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SetNewLocalToParent(new_local_to_world);
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BaseClass::PreCollisionExecute (till);
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}
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