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.
146 lines
3.9 KiB
C++
146 lines
3.9 KiB
C++
//===========================================================================//
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// File: Weapon_Tool.cpp
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 09/09/98 JSE Inital base class based off of Shadowrun/Adept
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// 09/24/98 BDB Inital Weapon subsystem class based off of Subsystem_Tool.cpp
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//---------------------------------------------------------------------------//
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// Copyright (C) 1998, Fasa Interactive //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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#include "MW4Headers.hpp"
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#include "SearchLight.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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SearchLight__CreateMessage::ConstructCreateMessage(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 *message_stream = script->messageStream;
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Check_Object(message_stream);
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message_stream->AllocateBytes(sizeof(SearchLight__CreateMessage));
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Subsystem__CreateMessage::ConstructCreateMessage(script);
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SearchLight__CreateMessage *message =
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Cast_Pointer(
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SearchLight__CreateMessage*,
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message_stream->GetPointer()
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);
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message->messageLength = sizeof(*message);
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//
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//---------------------------
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// Point at the notation file
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//---------------------------
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//
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Page *page = script->instancePage;
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Check_Object(page);
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Check_Object(Tool::Instance);
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const char *site_name;
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page->GetEntry("Site", &site_name, true);
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Check_Pointer(site_name);
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Str_Copy(message->siteName, _strlwr((char*)site_name), sizeof(message->siteName));
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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SearchLight::SaveInstanceText(Page *instance_page)
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{
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Check_Object(this);
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Subsystem::SaveInstanceText(instance_page);
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instance_page->SetEntry("Site", (const char *)siteName);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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SearchLight__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(SearchLight__GameModel));
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Subsystem__GameModel::ConstructGameModel(script);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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bool
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SearchLight__GameModel::ReadAndVerify(
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SearchLight__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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Subsystem__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 LightEntityResourceAttributeID:
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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 LightConeResourceAttributeID:
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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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}
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return result;
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}
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