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firestorm/Gameleap/code/mw4/Code/MW4/Explosive.cpp
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246 lines
6.1 KiB
C++

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