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.
140 lines
3.0 KiB
C++
140 lines
3.0 KiB
C++
#include "MW4Headers.hpp"
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#include "ArtilleryMark.hpp"
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#include "MWTool.hpp"
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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ArtilleryMark__GameModel::ConstructGameModel(Script *script)
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{
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Check_Object(script);
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//
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//--------------
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// Set up stream
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//--------------
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//
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MemoryStream *model_stream = script->modelStream;
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Check_Object(model_stream);
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model_stream->AllocateBytes(sizeof(ArtilleryMark__GameModel));
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StickyMover__GameModel::ConstructGameModel(script);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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bool
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ArtilleryMark__GameModel::ReadAndVerify(
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ArtilleryMark__GameModel *model,
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ModelAttributeEntry *attribute_entry,
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const char *data,
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char **error,
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int error_buffer
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)
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{
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Check_Object(attribute_entry);
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bool result = false;
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bool valid_data = (*data != '\0');
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//
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//----------------------------------------
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//Read in the values from the data entered
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//----------------------------------------
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//
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result =
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StickyMover__GameModel::ReadAndVerify(
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model,
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attribute_entry,
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data,
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error,
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error_buffer
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);
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//
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//---------------------------
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//Verify all the model values
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//---------------------------
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//
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switch(attribute_entry->attributeID)
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{
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case ArtilleryModelResourceAttributeID:
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{
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if(!valid_data)
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{
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ResourceID value = ResourceID::Null;
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attribute_entry->SetValue(model, (void *)&value);
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result = true;
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}
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break;
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}
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case InitialLinearVelocityAttributeID:
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{
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if(!valid_data)
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{
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Vector3D value = Vector3D::Identity;
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attribute_entry->SetValue(model, &value);
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result = true;
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}
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if (model->initialLinearVelocity.x < 0)
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{
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_snprintf(
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*error,
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error_buffer,
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"{[GameData]InitialLinearVelocity=%f %f %f}: value must be > 0!",
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model->initialLinearVelocity.x,
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model->initialLinearVelocity.y,
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model->initialLinearVelocity.z
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);
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result = false;
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}
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break;
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}
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case InitialLinearAccelerationAttributeID:
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{
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if(!valid_data)
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{
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Vector3D value = Vector3D::Identity;
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attribute_entry->SetValue(model, &value);
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result = true;
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}
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if ((model->initialLinearAcceleration.x < 0) ||
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(model->initialLinearAcceleration.z < 0))
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{
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_snprintf(
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*error,
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error_buffer,
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"{[GameData]InitialLinearAcceleration=%f %f %f}: value must be > 0!",
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model->initialLinearAcceleration.x,
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model->initialLinearAcceleration.y,
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model->initialLinearAcceleration.z
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);
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result = false;
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}
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break;
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}
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case DamageAmountAttributeID:
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{
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if(!valid_data)
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{
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Scalar value = 0.0f;
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attribute_entry->SetValue(model, &value);
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result = true;
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}
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if (model->damageAmount < 0)
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{
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_snprintf(
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*error,
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error_buffer,
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"{[GameData]DamageAmount=%f}: value must be >= 0!",
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model->damageAmount
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);
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result = false;
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}
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break;
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}
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}
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return result;
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} |