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.
246 lines
6.1 KiB
C++
246 lines
6.1 KiB
C++
#include "MW4Headers.hpp"
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#include "Explosive.hpp"
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#include "MWDamageObject.hpp"
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#include "MWApplication.hpp"
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#include <Adept\Effect.hpp>
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#include <Adept\Map.hpp>
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#include <Adept\EntityManager.hpp>
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#include <Adept\CollisionGrid.hpp>
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#include <Adept\CollisionVolume.hpp>
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//#############################################################################
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//############################### Explosive ##############################
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//#############################################################################
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Explosive::ClassData*
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Explosive::DefaultData = NULL;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Explosive::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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ExplosiveClassID,
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"MechWarrior4::Explosive",
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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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NULL,
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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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);
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Register_Object(DefaultData);
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DIRECT_GAME_MODEL_ATTRIBUTE(
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Explosive__GameModel,
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TimerLength,
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timerLength,
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Scalar
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);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Explosive::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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Explosive*
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Explosive::Make(
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CreateMessage *message,
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ReplicatorID *base_id
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)
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{
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Check_Object(message);
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gos_PushCurrentHeap(Heap);
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Check_Object(EntityManager::GetInstance());
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Explosive *new_entity;
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Entity *entity = EntityManager::GetInstance()->RequestFromArmory(message->dataListID);
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if (entity)
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{
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new_entity = Cast_Object(Explosive*, entity);
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new_entity->Reuse(message, base_id);
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}
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else
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new_entity = new Explosive(DefaultData, message, base_id, NULL);
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gos_PopCurrentHeap();
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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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Explosive::Explosive(
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ClassData *class_data,
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CreateMessage *message,
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ReplicatorID *base_id,
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ElementRenderer::Element *element
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):
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WeaponMover(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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lastParameterization = gos_GetElapsedTime();
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Explosive::~Explosive()
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{
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DESTRUCTOR("Explosive");
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Check_Object(this);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Explosive::PreCollisionExecute(Time till)
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{
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Check_Object(this);
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PRECOLLISION_LOGIC("Explosive");
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UsePostCollision();
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BaseClass::PreCollisionExecute(till);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Explosive::PostCollisionExecute(Time till)
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{
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Check_Object(this);
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POSTCOLLISION_LOGIC("Explosive");
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WeaponMover::PostCollisionExecute(till);
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const GameModel *model = GetGameModel();
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Check_Object(model);
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if(GetTimeParameter(till) >= model->timerLength)
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{
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//
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//----------------------
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//We blow up and go boom
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//----------------------
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//
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DynamicArrayOf<CollisionData> collision_data(1);
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collision_data[0].m_timeSlice = 0.0f;
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collision_data[0].m_worldIntersectionPoint = GetLocalToWorld();
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collision_data[0].m_normal.x = 0.0f;
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collision_data[0].m_normal.y = 1.0f;
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collision_data[0].m_normal.z = 0.0f;
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collision_data[0].m_otherNormal.x = 0.0f;
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collision_data[0].m_otherNormal.y = 1.0f;
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collision_data[0].m_otherNormal.z = 0.0f;
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collision_data[0].m_otherEntity = NULL;
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PostCollision(&collision_data);
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SentenceToDeathRow();
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}
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void Explosive::DealSplashDamage(const CollisionData *data)
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{
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Check_Object(this);
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Check_Object(CollisionGrid::Instance);
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extern g_nMR;
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if (g_nMR == 2)
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return;
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if (!Network::GetInstance()->AmIServer())
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return;
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Stuff::Sphere sphere;
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sphere.center = GetLocalToWorld();
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sphere.radius = splashRadius;
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CollisionGrid::Instance->FindEntitiesWithin(sphere, (Adept::CollisionGrid::WithinCallback)SplashCallBack, this);
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if (splashSize == 0)
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return;
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// iterate the list
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ChainIteratorOf<Entity *> splashed_entities(&splashedEntities);
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Entity *hit_entity;
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while((hit_entity = splashed_entities.ReadAndNext()) != NULL)
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{
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if (hit_entity->damageObject)
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hit_entity->damageObject->ClearTakenDamageFromThisEvent();
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}
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// Set the damage object that received direct damage so it won't take more.
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splashed_entities.First();
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while((hit_entity = splashed_entities.GetCurrent()) != NULL)
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{
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if (hit_entity->damageObject)
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{
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//
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// If there is a damage object verify we aren't hitting it twice
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//
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if (!hit_entity->damageObject->GetTakenDamageFromThisEvent())
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{
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hit_entity->damageObject->SetTakenDamageFromThisEvent() ;
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}
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else
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{
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splashed_entities.Remove();
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continue;
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}
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}
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// MSL 5.06 Armor Mode
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MWApplication *m_App;
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m_App = MWApplication::GetInstance ();
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m_ArmorMode = m_App->GetLocalNetParams()->m_armormodeOn;
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Verify(splashSize != 0);
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Adept::Entity__TakeDamageMessage message(
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hit_entity->GetReplicatorID(),
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inflictingEntityID,
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damageAmount,
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m_ArmorMode,
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SplashDamageType,
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data->m_normal,
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data->m_worldIntersectionPoint,
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heatAmount,
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false,
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itemID
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);
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hit_entity->Receive(&message);
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splashed_entities.Remove();
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}
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Explosive::TestInstance() const
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{
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Verify(IsDerivedFrom(DefaultData));
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}
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