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firestorm/Gameleap/code/mw4/Code/MW4/HighExplosiveWeapon.cpp
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238 lines
6.5 KiB
C++

#include "MW4Headers.hpp"
#include "HighExplosiveWeapon.hpp"
#include "Explosive.hpp"
#include "MWObject.hpp"
#include "SubsystemClassData.hpp"
#include "MWApplication.hpp"
#include <Adept\Map.hpp>
#include <Adept\Site.hpp>
#include <Adept\DamageObject.hpp>
#include <MLR\MLRTexturePool.hpp>
//#############################################################################
//############################### HighExplosiveWeapon ###################
//#############################################################################
HighExplosiveWeapon::ClassData*
HighExplosiveWeapon::DefaultData = NULL;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
HighExplosiveWeapon::InitializeClass()
{
Verify(!DefaultData);
DefaultData =
new ClassData(
HighExplosiveWeaponClassID,
"MechWarrior4::HighExplosiveWeapon",
ProjectileWeapon::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,
(Subsystem::StreamCreate) CreateStream
);
Register_Object(DefaultData);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
HighExplosiveWeapon::TerminateClass()
{
Unregister_Object(DefaultData);
delete DefaultData;
DefaultData = NULL;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
HighExplosiveWeapon*
HighExplosiveWeapon::Make(
CreateMessage *message,
ReplicatorID *base_id
)
{
Check_Object(message);
gos_PushCurrentHeap(Heap);
HighExplosiveWeapon *new_entity =
new HighExplosiveWeapon(DefaultData, message, base_id, NULL);
gos_PopCurrentHeap();
Check_Object(new_entity);
return new_entity;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
HighExplosiveWeapon::HighExplosiveWeapon(
ClassData *class_data,
CreateMessage *message,
ReplicatorID *base_id,
ElementRenderer::Element *element
):
ProjectileWeapon(class_data, message, base_id, element)
{
Check_Pointer(this);
Check_Object(message);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
HighExplosiveWeapon::~HighExplosiveWeapon()
{
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
HighExplosiveWeapon::CreateProjectile(Time till)
{
Check_Object(this);
const GameModel *model = GetGameModel();
Check_Object(model);
if(model->projectileModelResource != ResourceID::Null)
{
//
//---------------------------------
//Get the ClassID from the Resource
//---------------------------------
//
ClassID class_ID;
class_ID = GetClassIDFromDataListID(model->projectileModelResource);
Verify(class_ID != NullClassID);
ReplicatorID site_id = ReplicatorID::Null;
Normal3D target_normal;
Motion3D initial_velocity = Motion3D::Identity;
Motion3D initial_acceleration = Motion3D::Identity;
LinearMatrix4D site_local_to_world;
//
//-------------------------
//Initialize the velocities
//-------------------------
//
Check_Object(sitePointer);
site_local_to_world = sitePointer->GetLocalToWorld();
Vector3D direction;
Point3D target_point;
targetQuery.m_line->FindEnd(&target_point);
direction.Subtract(target_point,(Stuff::Point3D)site_local_to_world);
LinearMatrix4D direction_matrix = LinearMatrix4D::Identity;
direction_matrix.BuildTranslation((Stuff::Point3D)site_local_to_world);
direction_matrix.AlignLocalAxisToWorldVector(direction, Z_Axis, Y_Axis, X_Axis);
initial_velocity.linearMotion.Multiply(
model->initialLinearVelocity,
direction_matrix
);
initial_acceleration.linearMotion = model->initialLinearAcceleration;
ReplicatorID target_id;
target_id = ReplicatorID::Null;
Entity *ray_source = targetQueryEntity.GetCurrent();
if(ray_source)
{
Check_Object(ray_source);
target_id = ray_source->GetReplicatorID();
}
//
//--------------------------------
//Create the Missile CreateMessage
//--------------------------------
//
Explosive::CreateMessage projectile_create_message(
sizeof(Explosive::CreateMessage),
DefaultEventPriority,
CreateMessage::DefaultFlags,
class_ID,
Explosive::DefaultFlags,
model->projectileModelResource,
sitePointer->GetLocalToWorld(),
0.0f,
Explosive::ExecutionStateEngine::StraightLineMotionState,
NameTable::NullObjectID,
Entity::DefaultAlignment,
initial_velocity,
initial_acceleration,
model->damageAmount,
model->heatToDeal,
model->maxDistance,
// MSL 5.03 Min Distance
// model->minDistance,
GetParentVehicle()->GetReplicatorID(),
model->splashRadius,
model->percentageOfDamageToDirectHit,
model->minPercentageOfDamageToSphereHit,
model->maxPercentageOfDamageToSphereHit,
model->itemID
);
MemoryStream stream(&projectile_create_message, projectile_create_message.messageLength);
Entity *entity;
ReplicatorID projectile_id = Connection::Hermit->GetNextReplicatorID();
entity = CreateEntity(&stream, &projectile_id, false);
Check_Object(entity);
Map::GetInstance()->AddChild(entity);
DamageObject *center_torso = GetParentVehicle()->damageObjects.Find(DamageObject::CenterTorsoArmorZone);
if(center_torso)
{
Entity *torso_entity = center_torso->parentEntity;
Check_Object(torso_entity);
ReplicatorID id = GetParentVehicle()->GetReplicatorID();
//This is a hack...grab our center torsos
//First blow the shit out of ourselves!
Normal3D normal(0.0f, 1.0f, 0.0f);
Point3D damage_location;
damage_location = GetLocalToWorld();
// MSL 5.06 Armor Mode
MWApplication *m_App;
m_App = MWApplication::GetInstance ();
m_ArmorMode = m_App->GetLocalNetParams()->m_armormodeOn;
Adept::Entity__TakeDamageMessage message(
id,
id,
200,
m_ArmorMode,
HighExplosiveDamageType,
normal,
damage_location,
model->heatToDeal,
false,
model->itemID
);
torso_entity->Receive(&message);
}
}
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
HighExplosiveWeapon::TestInstance() const
{
Verify(IsDerivedFrom(DefaultData));
}