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.
251 lines
6.6 KiB
C++
251 lines
6.6 KiB
C++
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#include "MW4Headers.hpp"
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#include "LongTomWeapon.hpp"
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#include "Missile.hpp"
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#include "MWObject.hpp"
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#include "SubsystemClassData.hpp"
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#include "Torso.hpp"
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#include <Adept\Map.hpp>
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#include <Adept\Site.hpp>
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#include <MLR\MLRTexturePool.hpp>
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//#############################################################################
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//############################ LongTomWeaponSubsystem #####################
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//#############################################################################
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LongTomWeaponSubsystem::ClassData*
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LongTomWeaponSubsystem::DefaultData = NULL;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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LongTomWeaponSubsystem::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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LongTomWeaponSubsystemClassID,
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"MechWarrior4::LongTomWeaponSubsystem",
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MissileWeapon::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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(Subsystem::StreamCreate) CreateStream
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);
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Register_Object(DefaultData);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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LongTomWeaponSubsystem::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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LongTomWeaponSubsystem*
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LongTomWeaponSubsystem::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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LongTomWeaponSubsystem *new_entity =
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new LongTomWeaponSubsystem(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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LongTomWeaponSubsystem::LongTomWeaponSubsystem(
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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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MissileWeapon(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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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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LongTomWeaponSubsystem::~LongTomWeaponSubsystem()
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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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LongTomWeaponSubsystem::CreateProjectile(Time till)
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{
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Check_Object(this);
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const GameModel *model = GetGameModel();
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Check_Object(model);
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if(model->projectileModelResource != ResourceID::Null)
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{
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//
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//---------------------------------
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//Get the ClassID from the Resource
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//---------------------------------
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//
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ClassID class_ID;
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class_ID = GetClassIDFromDataListID(model->projectileModelResource);
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Verify(class_ID != NullClassID);
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ReplicatorID site_id = ReplicatorID::Null;
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Normal3D target_normal;
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Motion3D initial_velocity = Motion3D::Identity;
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Motion3D initial_acceleration = Motion3D::Identity;
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//
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//-----------------------------------------
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//We need to get the forward of the eyesite
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//-----------------------------------------
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//
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UnitVector3D direction;
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if (GetParentVehicle()->GetTorso() != 0)
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{
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//GetParentVehicle()->GetTorso()->GetTwistJointMatrix().GetLocalForwardInWorld(&direction);
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LinearMatrix4D pitch_matrix = LinearMatrix4D::Identity;
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pitch_matrix.BuildRotation(YawPitchRoll(GetParentVehicle()->GetTorso()->yawValue, GetParentVehicle()->GetTorso()->pitchValue, 0.0f));
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//UnitVector3D temp_direction;
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//GetParentVehicle()->GetLocalToWorld().GetLocalForwardInWorld(&temp_direction);
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//direction.Multiply(temp_direction, pitch_matrix);
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LinearMatrix4D direction_mat;
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direction_mat.Multiply(pitch_matrix, GetParentVehicle()->GetLocalToWorld());
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//SPEWALWAYS(("jerryeds", "%f %f %f", temp_direction.x, temp_direction.y, temp_direction.z));
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direction_mat.GetLocalForwardInWorld(&direction);
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}
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else
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{
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GetParentVehicle()->GetLocalToWorld().GetLocalForwardInWorld(&direction);
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}
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//
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//-------------------------
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//Initialize the velocities
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//-------------------------
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//
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//
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initial_velocity.linearMotion.Multiply(
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model->initialLinearVelocity,
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direction
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);
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initial_acceleration.linearMotion.x = 0.0f;
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initial_acceleration.linearMotion.y = -g_Gravity;
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initial_acceleration.linearMotion.z = 0.0f;
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ReplicatorID target_id;
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target_id = ReplicatorID::Null;
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Point3D target_point;
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//
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//------------------------------------
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//Create the Missile CreateMessage
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//------------------------------------
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//
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WeaponMover::CreateMessage projectile_create_message(
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sizeof(Missile::CreateMessage),
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DefaultEventPriority,
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CreateMessage::DefaultFlags,
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class_ID,
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WeaponMover::DefaultFlags,
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model->projectileModelResource,
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sitePointer->GetLocalToWorld(),
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0.0f,
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WeaponMover::ExecutionStateEngine::LinearDragMotionState,
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NameTable::NullObjectID,
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Entity::DefaultAlignment,
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initial_velocity,
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initial_acceleration,
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model->damageAmount,
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model->heatToDeal,
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model->maxDistance,
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// MSL 5.03 Min Distance
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// model->minDistance,
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GetParentVehicle()->GetReplicatorID(),
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model->splashRadius,
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model->percentageOfDamageToDirectHit,
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model->minPercentageOfDamageToSphereHit,
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model->maxPercentageOfDamageToSphereHit,
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model->itemID
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);
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MemoryStream stream(&projectile_create_message, projectile_create_message.messageLength);
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Entity *entity;
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ReplicatorID projectile_id = Connection::Hermit->GetNextReplicatorID();
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entity = CreateEntity(&stream, &projectile_id, false);
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Check_Object(entity);
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Map::GetInstance()->AddChild(entity);
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}
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Scalar
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LongTomWeaponSubsystem::GetDistanceWithAngle(Scalar angle)
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{
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Check_Object(this);
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const GameModel *model = GetGameModel();
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Check_Object(model);
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if(angle < 0.0f)
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return 0.0f;
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Scalar muzzle = model->initialLinearVelocity.y;
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Scalar value;
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angle *= angle;
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Scalar temp = angle * angle;
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value = 2 * muzzle * muzzle * (Sqrt(Fabs(angle - temp)));
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value /= g_Gravity;
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return value;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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LongTomWeaponSubsystem::TestInstance() const
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{
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Verify(IsDerivedFrom(DefaultData));
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}
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