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firestorm/Gameleap/code/mw4/Code/MW4/LBXMover.cpp
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133 lines
3.5 KiB
C++

#include "MW4Headers.hpp"
#include "LBXMover.hpp"
#include "MWEntityManager.hpp"
//#############################################################################
//############################### LBXMover ###############################
//#############################################################################
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
LBXMover::ClassData*
LBXMover::DefaultData = NULL;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
LBXMover::InitializeClass()
{
Verify(!DefaultData);
DefaultData =
new ClassData(
LBXMoverClassID,
"MechWarrior4::LBXMover",
BaseClass::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
LBXMover::TerminateClass()
{
Unregister_Object(DefaultData);
delete DefaultData;
DefaultData = NULL;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
LBXMover*
LBXMover::Make(
CreateMessage *message,
ReplicatorID *base_id
)
{
Check_Object(message);
gos_PushCurrentHeap(Heap);
Check_Object(EntityManager::GetInstance());
LBXMover *new_entity;
Entity *entity = EntityManager::GetInstance()->RequestFromArmory(message->dataListID);
if (entity)
{
new_entity = Cast_Object(LBXMover*, entity);
new_entity->Reuse(message, base_id);
}
else
new_entity = new LBXMover(DefaultData, message, base_id, NULL);
gos_PopCurrentHeap();
Check_Object(new_entity);
return new_entity;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
LBXMover::LBXMover(
ClassData *class_data,
CreateMessage *message,
ReplicatorID *base_id,
ElementRenderer::Element *element
):
WeaponMover(class_data, message, base_id, element)
{
Check_Pointer(this);
Check_Object(message);
m_disipationStart = message->disipationStart;
m_maxDisipation = message->maxDisipation;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
LBXMover::~LBXMover()
{
Check_Object(this);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
LBXMover::PostCollision(Stuff::DynamicArrayOf<CollisionData> *collisions)
{
Check_Object(this);
//First we need to check the damage based upon our distance and falloff
Vector3D distance;
Point3D current_position;
ElementRenderer::Element *element = GetElement();
current_position = element->GetNewLocalToParent();
distance.Subtract(current_position, startPoint);
Scalar length = distance.GetLength();
if(length > m_disipationStart)
{
Verify(m_disipationStart + SMALL < maxDistance);
length -= m_disipationStart;
Scalar ratio = 1.0f - length*(1.0f - m_maxDisipation)/(maxDistance - m_disipationStart);
damageAmount *= ratio;
}
BaseClass::PostCollision(collisions);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
LBXMover::TestInstance() const
{
Verify(IsDerivedFrom(DefaultData));
}