439 lines
16 KiB
C++
439 lines
16 KiB
C++
|
/*
|
||
|
** Command & Conquer Renegade(tm)
|
||
|
** Copyright 2025 Electronic Arts Inc.
|
||
|
**
|
||
|
** This program is free software: you can redistribute it and/or modify
|
||
|
** it under the terms of the GNU General Public License as published by
|
||
|
** the Free Software Foundation, either version 3 of the License, or
|
||
|
** (at your option) any later version.
|
||
|
**
|
||
|
** This program is distributed in the hope that it will be useful,
|
||
|
** but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||
|
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||
|
** GNU General Public License for more details.
|
||
|
**
|
||
|
** You should have received a copy of the GNU General Public License
|
||
|
** along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||
|
*/
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
*** Confidential - Westwood Studios ***
|
||
|
***********************************************************************************************
|
||
|
* *
|
||
|
* Project Name : Commando *
|
||
|
* *
|
||
|
* $Archive:: /Commando/Code/Combat/explosion.cpp $*
|
||
|
* *
|
||
|
* $Author:: Steve_t $*
|
||
|
* *
|
||
|
* $Modtime:: 1/15/02 2:07p $*
|
||
|
* *
|
||
|
* $Revision:: 69 $*
|
||
|
* *
|
||
|
*---------------------------------------------------------------------------------------------*
|
||
|
* Functions: *
|
||
|
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
|
||
|
|
||
|
|
||
|
#include "explosion.h"
|
||
|
#include "debug.h"
|
||
|
#include "damage.h"
|
||
|
#include "combat.h"
|
||
|
#include "sound3d.h"
|
||
|
#include "combatchunkid.h"
|
||
|
#include "simpledefinitionfactory.h"
|
||
|
#include "persistfactory.h"
|
||
|
#include "timeddecophys.h"
|
||
|
#include "wwaudio.h"
|
||
|
#include "gameobjmanager.h"
|
||
|
#include "physicalgameobj.h"
|
||
|
#include "crandom.h"
|
||
|
#include "assets.h"
|
||
|
#include "htree.h"
|
||
|
#include "hanim.h"
|
||
|
#include "smartgameobj.h"
|
||
|
#include "building.h"
|
||
|
#include "scexplosionevent.h"
|
||
|
|
||
|
/*
|
||
|
** ExplosionDefinitionClass
|
||
|
*/
|
||
|
SimplePersistFactoryClass<ExplosionDefinitionClass, CHUNKID_EXPLOSION_DEF> _ExplosionDefPersistFactory;
|
||
|
|
||
|
DECLARE_DEFINITION_FACTORY(ExplosionDefinitionClass, CLASSID_DEF_EXPLOSION, "Explosion") _ExplosionDefDefFactory;
|
||
|
|
||
|
uint32 ExplosionDefinitionClass::Get_Class_ID (void) const { return CLASSID_DEF_EXPLOSION; }
|
||
|
const PersistFactoryClass & ExplosionDefinitionClass::Get_Factory (void) const { return _ExplosionDefPersistFactory; }
|
||
|
|
||
|
ExplosionDefinitionClass::ExplosionDefinitionClass( void ) :
|
||
|
PhysDefID( 0 ),
|
||
|
SoundDefID( 0 ),
|
||
|
DamageRadius( 0 ),
|
||
|
DamageStrength( 0 ),
|
||
|
DamageWarhead( 0 ),
|
||
|
DamageIsScaled( true ),
|
||
|
DecalSize( 10 ),
|
||
|
AnimatedExplosion( true ),
|
||
|
CameraShakeIntensity( 0.0f ),
|
||
|
CameraShakeRadius( 25.0f ),
|
||
|
CameraShakeDuration( 1.5f )
|
||
|
{
|
||
|
#ifdef PARAM_EDITING_ON
|
||
|
MODEL_DEF_PARAM( ExplosionDefinitionClass, PhysDefID, "TimedDecorationPhysDef" );
|
||
|
EDITABLE_PARAM( ExplosionDefinitionClass, ParameterClass::TYPE_SOUNDDEFINITIONID, SoundDefID );
|
||
|
EDITABLE_PARAM( ExplosionDefinitionClass, ParameterClass::TYPE_FLOAT, DamageRadius );
|
||
|
EDITABLE_PARAM( ExplosionDefinitionClass, ParameterClass::TYPE_FLOAT, DamageStrength );
|
||
|
|
||
|
// EDITABLE_PARAM( ExplosionDefinitionClass, ParameterClass::TYPE_INT, DamageWarhead );
|
||
|
EnumParameterClass *param;
|
||
|
param = new EnumParameterClass( &DamageWarhead );
|
||
|
param->Set_Name ( "Warhead" );
|
||
|
for ( int i = 0; i < ArmorWarheadManager::Get_Num_Warhead_Types(); i++ ) {
|
||
|
param->Add_Value ( ArmorWarheadManager::Get_Warhead_Name( i ), i );
|
||
|
}
|
||
|
GENERIC_EDITABLE_PARAM(ExplosionDefinitionClass,param)
|
||
|
|
||
|
EDITABLE_PARAM( ExplosionDefinitionClass, ParameterClass::TYPE_BOOL, DamageIsScaled );
|
||
|
EDITABLE_PARAM( ExplosionDefinitionClass, ParameterClass::TYPE_FILENAME, DecalFilename );
|
||
|
EDITABLE_PARAM( ExplosionDefinitionClass, ParameterClass::TYPE_FLOAT, DecalSize );
|
||
|
EDITABLE_PARAM( ExplosionDefinitionClass, ParameterClass::TYPE_BOOL, AnimatedExplosion );
|
||
|
|
||
|
FLOAT_EDITABLE_PARAM( ExplosionDefinitionClass, CameraShakeIntensity, 0.0f, 1.0f);
|
||
|
FLOAT_UNITS_PARAM( ExplosionDefinitionClass, CameraShakeRadius, 0.01f, 1000.0f, "meters");
|
||
|
FLOAT_UNITS_PARAM( ExplosionDefinitionClass, CameraShakeDuration, 0.01f, 60.0f, "seconds");
|
||
|
#endif //PARAM_EDITING_ON
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
**
|
||
|
*/
|
||
|
enum {
|
||
|
CHUNKID_EXPLOSION_DEF_VARIABLES = 0317001525,
|
||
|
CHUNKID_EXPLOSION_DEF_PARENT,
|
||
|
|
||
|
MICROCHUNKID_EXPLOSION_DEF_PHYS_DEF_ID = 1,
|
||
|
MICROCHUNKID_EXPLOSION_DEF_SOUND_DEF_ID,
|
||
|
MICROCHUNKID_EXPLOSION_DEF_DAMAGE_RADIUS,
|
||
|
MICROCHUNKID_EXPLOSION_DEF_DAMAGE_STRENGTH,
|
||
|
MICROCHUNKID_EXPLOSION_DEF_DAMAGE_WARHEAD,
|
||
|
MICROCHUNKID_EXPLOSION_DEF_DAMAGE_IS_SCALED,
|
||
|
MICROCHUNKID_EXPLOSION_DEF_DECAL_FILENAME,
|
||
|
MICROCHUNKID_EXPLOSION_DEF_DECAL_SIZE,
|
||
|
XXXMICROCHUNKID_EXPLOSION_DEF_ANIMATION,
|
||
|
MICROCHUNKID_EXPLOSION_DEF_ANIMATED_EXPLOLSION,
|
||
|
MICROCHUNKID_EXPLOSION_DEF_CAMERASHAKEINTENSITY,
|
||
|
MICROCHUNKID_EXPLOSION_DEF_CAMERASHAKERADIUS,
|
||
|
MICROCHUNKID_EXPLOSION_DEF_CAMERASHAKEDURATION,
|
||
|
};
|
||
|
|
||
|
bool ExplosionDefinitionClass::Save( ChunkSaveClass & csave )
|
||
|
{
|
||
|
csave.Begin_Chunk( CHUNKID_EXPLOSION_DEF_PARENT );
|
||
|
DefinitionClass::Save( csave );
|
||
|
csave.End_Chunk();
|
||
|
|
||
|
csave.Begin_Chunk( CHUNKID_EXPLOSION_DEF_VARIABLES );
|
||
|
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_EXPLOSION_DEF_PHYS_DEF_ID, PhysDefID );
|
||
|
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_EXPLOSION_DEF_SOUND_DEF_ID, SoundDefID );
|
||
|
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_EXPLOSION_DEF_DAMAGE_RADIUS, DamageRadius )
|
||
|
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_EXPLOSION_DEF_DAMAGE_STRENGTH, DamageStrength );
|
||
|
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_EXPLOSION_DEF_DAMAGE_WARHEAD, DamageWarhead );
|
||
|
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_EXPLOSION_DEF_DAMAGE_IS_SCALED, DamageIsScaled );
|
||
|
WRITE_MICRO_CHUNK_WWSTRING( csave, MICROCHUNKID_EXPLOSION_DEF_DECAL_FILENAME, DecalFilename );
|
||
|
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_EXPLOSION_DEF_DECAL_SIZE, DecalSize );
|
||
|
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_EXPLOSION_DEF_ANIMATED_EXPLOLSION, AnimatedExplosion );
|
||
|
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_EXPLOSION_DEF_CAMERASHAKEINTENSITY, CameraShakeIntensity);
|
||
|
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_EXPLOSION_DEF_CAMERASHAKERADIUS, CameraShakeRadius);
|
||
|
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_EXPLOSION_DEF_CAMERASHAKEDURATION, CameraShakeDuration);
|
||
|
csave.End_Chunk();
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
bool ExplosionDefinitionClass::Load( ChunkLoadClass &cload )
|
||
|
{
|
||
|
while (cload.Open_Chunk()) {
|
||
|
switch(cload.Cur_Chunk_ID()) {
|
||
|
|
||
|
case CHUNKID_EXPLOSION_DEF_PARENT:
|
||
|
DefinitionClass::Load( cload );
|
||
|
break;
|
||
|
|
||
|
case CHUNKID_EXPLOSION_DEF_VARIABLES:
|
||
|
while (cload.Open_Micro_Chunk()) {
|
||
|
switch(cload.Cur_Micro_Chunk_ID()) {
|
||
|
READ_MICRO_CHUNK( cload, MICROCHUNKID_EXPLOSION_DEF_PHYS_DEF_ID, PhysDefID );
|
||
|
READ_MICRO_CHUNK( cload, MICROCHUNKID_EXPLOSION_DEF_SOUND_DEF_ID, SoundDefID );
|
||
|
READ_MICRO_CHUNK( cload, MICROCHUNKID_EXPLOSION_DEF_DAMAGE_RADIUS, DamageRadius )
|
||
|
READ_MICRO_CHUNK( cload, MICROCHUNKID_EXPLOSION_DEF_DAMAGE_STRENGTH, DamageStrength );
|
||
|
READ_MICRO_CHUNK( cload, MICROCHUNKID_EXPLOSION_DEF_DAMAGE_WARHEAD, DamageWarhead );
|
||
|
READ_MICRO_CHUNK( cload, MICROCHUNKID_EXPLOSION_DEF_DAMAGE_IS_SCALED, DamageIsScaled );
|
||
|
READ_MICRO_CHUNK_WWSTRING( cload, MICROCHUNKID_EXPLOSION_DEF_DECAL_FILENAME, DecalFilename );
|
||
|
READ_MICRO_CHUNK( cload, MICROCHUNKID_EXPLOSION_DEF_DECAL_SIZE, DecalSize );
|
||
|
READ_MICRO_CHUNK( cload, MICROCHUNKID_EXPLOSION_DEF_ANIMATED_EXPLOLSION, AnimatedExplosion );
|
||
|
READ_MICRO_CHUNK( cload, MICROCHUNKID_EXPLOSION_DEF_CAMERASHAKEINTENSITY, CameraShakeIntensity);
|
||
|
READ_MICRO_CHUNK( cload, MICROCHUNKID_EXPLOSION_DEF_CAMERASHAKERADIUS, CameraShakeRadius);
|
||
|
READ_MICRO_CHUNK( cload, MICROCHUNKID_EXPLOSION_DEF_CAMERASHAKEDURATION, CameraShakeDuration);
|
||
|
default:
|
||
|
Debug_Say(( "Unrecognized ExplosionDef Variable chunkID\n" ));
|
||
|
break;
|
||
|
}
|
||
|
cload.Close_Micro_Chunk();
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
Debug_Say(( "Unrecognized ExplosionDef chunkID\n" ));
|
||
|
break;
|
||
|
|
||
|
}
|
||
|
cload.Close_Chunk();
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
**
|
||
|
*/
|
||
|
void ExplosionManager::Create_Explosion_At( int explosion_def_id, const Vector3 & pos, ArmedGameObj * damager, const Vector3 & blast_direction, DamageableGameObj * force_victim )
|
||
|
{
|
||
|
Matrix3D up_tm(1);
|
||
|
up_tm.Set_Translation( pos );
|
||
|
|
||
|
Create_Explosion_At( explosion_def_id, up_tm, damager, blast_direction, force_victim );
|
||
|
}
|
||
|
|
||
|
void ExplosionManager::Create_Explosion_At( int explosion_def_id, const Matrix3D & up_tm, ArmedGameObj * damager, const Vector3 & blast_direction, DamageableGameObj * force_victim )
|
||
|
{
|
||
|
// Make a camera convention transform pointing in the blast direction
|
||
|
Vector3 pos = up_tm.Get_Translation();
|
||
|
|
||
|
#ifdef WWDEBUG
|
||
|
if (blast_direction.Length2() < WWMATH_EPSILON) {
|
||
|
WWDEBUG_SAY(("ExplosionManager::Create_Explosion_At - Invalid Blast Direction! %f %f %f\r\n",blast_direction.X,blast_direction.Y,blast_direction.Z));
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
Matrix3D blast_tm;
|
||
|
blast_tm.Look_At( pos, pos + blast_direction, FreeRandom.Get_Float( 0, DEG_TO_RADF( 360 ) ) );
|
||
|
|
||
|
// Find Explosion Def
|
||
|
ExplosionDefinitionClass * explosion_def = (ExplosionDefinitionClass *)DefinitionMgrClass::Find_Definition( explosion_def_id );
|
||
|
if ( explosion_def == NULL ) {
|
||
|
Debug_Say(( "Explosion Def %d not found\n", explosion_def_id ));
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
WWASSERT( explosion_def );
|
||
|
|
||
|
// Make the Phys Object
|
||
|
if ( explosion_def->PhysDefID != 0 ) {
|
||
|
//if ( explosion_def->PhysDefID != 0 ) {
|
||
|
PhysDefClass * phys_def = (PhysDefClass *)DefinitionMgrClass::Find_Definition( explosion_def->PhysDefID );
|
||
|
if ( phys_def != NULL ) {
|
||
|
WWASSERT( phys_def );
|
||
|
WWASSERT( phys_def->Is_Type( "TimedDecorationPhysDef" ) );
|
||
|
TimedDecorationPhysClass * explosion = (TimedDecorationPhysClass *)phys_def->Create();
|
||
|
if ( explosion ) {
|
||
|
RenderObjClass * model = explosion->Peek_Model();
|
||
|
WWASSERT(model != NULL);
|
||
|
if (model != NULL) {
|
||
|
|
||
|
explosion->Set_Transform( up_tm );
|
||
|
|
||
|
if (model->Get_HTree() != NULL && explosion_def->AnimatedExplosion) {
|
||
|
|
||
|
// Auto play an explosion anim if we find it
|
||
|
StringClass exp_anim_name;
|
||
|
exp_anim_name.Format( "%s.%s",
|
||
|
model->Get_HTree()->Get_Name(),
|
||
|
model->Get_HTree()->Get_Name() );
|
||
|
WWASSERT(WW3DAssetManager::Get_Instance() != NULL);
|
||
|
HAnimClass * anim = WW3DAssetManager::Get_Instance()->Get_HAnim( exp_anim_name );
|
||
|
if ( anim != NULL ) {
|
||
|
model->Set_Animation( anim, 0, RenderObjClass::ANIM_MODE_ONCE );
|
||
|
anim->Release_Ref();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
WWASSERT(COMBAT_SCENE != NULL);
|
||
|
COMBAT_SCENE->Add_Dynamic_Object( explosion );
|
||
|
}
|
||
|
explosion->Release_Ref();
|
||
|
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Make the decal
|
||
|
if ( !explosion_def->DecalFilename.Is_Empty() ) {
|
||
|
StringClass new_name(true);
|
||
|
::Strip_Path_From_Filename( new_name, explosion_def->DecalFilename );
|
||
|
PhysicsSceneClass::Get_Instance()->Create_Decal( blast_tm, new_name,
|
||
|
explosion_def->DecalSize, false, NULL );
|
||
|
}
|
||
|
|
||
|
|
||
|
// Apply the damage
|
||
|
// if ( CombatManager::I_Am_Server() ) Clients can create damage now...
|
||
|
{
|
||
|
float radius = explosion_def->DamageRadius;
|
||
|
WWASSERT(WWMath::Is_Valid_Float(radius));
|
||
|
if (radius > 0.0f) {
|
||
|
|
||
|
WWASSERT(pos.Is_Valid());
|
||
|
|
||
|
// Create an offense object to carry the damage information
|
||
|
OffenseObjectClass offense( explosion_def->DamageStrength, explosion_def->DamageWarhead, damager );
|
||
|
|
||
|
// Loop over all game objects, appling damage to those close enough
|
||
|
SLNode<BaseGameObj> *objnode;
|
||
|
for ( objnode = GameObjManager::Get_Game_Obj_List()->Head(); objnode; objnode = objnode->Next()) {
|
||
|
|
||
|
PhysicalGameObj *obj = objnode->Data()->As_PhysicalGameObj();
|
||
|
|
||
|
// If this object is the force victim, give him it all!
|
||
|
if ( objnode->Data() == force_victim ) {
|
||
|
|
||
|
// physical objs take extended damage
|
||
|
if ( obj != NULL ) {
|
||
|
obj->Apply_Damage_Extended( offense );
|
||
|
} else {
|
||
|
force_victim->Apply_Damage( offense );
|
||
|
}
|
||
|
|
||
|
} else {
|
||
|
|
||
|
if ( obj && obj->Peek_Physical_Object() ) { // zones have no phy obj CHANGE THIS
|
||
|
|
||
|
if ( !obj->Takes_Explosion_Damage() ) { // Cinematics shouldn't take explosion damage
|
||
|
continue; // Because that don't exist where they are drawn
|
||
|
}
|
||
|
|
||
|
Vector3 obj_pos,v;
|
||
|
obj_pos = obj->Get_Bullseye_Position();
|
||
|
WWASSERT(obj_pos.Is_Valid());
|
||
|
v = obj_pos - pos;
|
||
|
float dist = v.Length();
|
||
|
|
||
|
#ifdef WWDEBUG
|
||
|
if (!WWMath::Is_Valid_Float(dist)) {
|
||
|
WWDEBUG_SAY(("Explosion Distance Bug!\r\n"));
|
||
|
Vector3 obj_pos;
|
||
|
obj->Get_Position(&obj_pos);
|
||
|
WWDEBUG_SAY((" explosion pos: %f, %f, %f object pos: %f, %f, %f\r\n",pos.X,pos.Y,pos.Z,obj_pos.X,obj_pos.Y,obj_pos.Z));
|
||
|
WWDEBUG_SAY((" object definition name: %s\r\n", obj->Get_Definition().Get_Name()));
|
||
|
WWDEBUG_SAY((" explosion definition name; %s\r\n", explosion_def->Get_Name()));
|
||
|
}
|
||
|
#endif
|
||
|
WWASSERT(WWMath::Is_Valid_Float(dist));
|
||
|
if ( dist <= radius ) {
|
||
|
float scale = 1.0f;
|
||
|
if ( explosion_def->DamageIsScaled ) {
|
||
|
WWASSERT(radius > WWMATH_EPSILON);
|
||
|
scale = 1.0 - (dist / radius);
|
||
|
WWASSERT(WWMath::Is_Valid_Float(scale));
|
||
|
}
|
||
|
|
||
|
// Check for collisions in the path of the object
|
||
|
CastResultStruct res;
|
||
|
LineSegClass ray(obj_pos,pos);
|
||
|
PhysRayCollisionTestClass raytest(ray,&res,obj->Peek_Physical_Object()->Get_Collision_Group(),COLLISION_TYPE_PROJECTILE);
|
||
|
raytest.CheckDynamicObjs = false;
|
||
|
|
||
|
PhysicsSceneClass::Get_Instance()->Cast_Ray(raytest);
|
||
|
|
||
|
if (res.Fraction < 1.0f - WWMATH_EPSILON) {
|
||
|
scale *= 0.25f;
|
||
|
}
|
||
|
|
||
|
// Apply the damage
|
||
|
obj->Apply_Damage_Extended( offense, scale, v );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Make the Sound
|
||
|
if ( explosion_def->SoundDefID != 0 ) {
|
||
|
RefCountedGameObjReference *owner_ref = new RefCountedGameObjReference;
|
||
|
owner_ref->Set_Ptr( damager );
|
||
|
WWAudioClass::Get_Instance()->Create_Instant_Sound( explosion_def->SoundDefID, up_tm, owner_ref );
|
||
|
REF_PTR_RELEASE( owner_ref );
|
||
|
}
|
||
|
|
||
|
// Make the camera shake!
|
||
|
if ( explosion_def->CameraShakeIntensity > 0.0f ) {
|
||
|
COMBAT_SCENE->Add_Camera_Shake( pos,
|
||
|
explosion_def->CameraShakeRadius,
|
||
|
explosion_def->CameraShakeDuration,
|
||
|
explosion_def->CameraShakeIntensity );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
void ExplosionManager::Explosion_Damage_Building( int explosion_def_id, BuildingGameObj * building, bool mct_damage, ArmedGameObj * damager )
|
||
|
{
|
||
|
// if ( CombatManager::I_Am_Server() ) Clients can make damage now
|
||
|
{
|
||
|
// Find Explosion Def
|
||
|
ExplosionDefinitionClass * explosion_def = (ExplosionDefinitionClass *)DefinitionMgrClass::Find_Definition( explosion_def_id );
|
||
|
WWASSERT( explosion_def );
|
||
|
|
||
|
OffenseObjectClass offense( explosion_def->DamageStrength, explosion_def->DamageWarhead, damager );
|
||
|
building->Apply_Damage_Building( offense, mct_damage );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
** Broadcastes server explosion event
|
||
|
*/
|
||
|
void ExplosionManager::Server_Explode( int explosion_def_id, const Vector3 & pos, int owner_id, DamageableGameObj * force_victim )
|
||
|
{
|
||
|
WWASSERT( CombatManager::I_Am_Server() );
|
||
|
|
||
|
cScExplosionEvent * event = new cScExplosionEvent();
|
||
|
if ( event ) {
|
||
|
int victim_id = 0;
|
||
|
if ( force_victim ) {
|
||
|
victim_id = force_victim->Get_ID();
|
||
|
}
|
||
|
event->Init( explosion_def_id, pos, owner_id, victim_id );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void ExplosionManager::Explode( int explosion_def_id, const Vector3 & pos, int owner_id, int victim_id )
|
||
|
{
|
||
|
if ( explosion_def_id != 0 ) {
|
||
|
ArmedGameObj * owner = NULL;
|
||
|
if ( owner_id != 0 ) {
|
||
|
owner = GameObjManager::Find_SmartGameObj( owner_id );
|
||
|
}
|
||
|
DamageableGameObj * force_victim = NULL;
|
||
|
if ( victim_id != 0 ) {
|
||
|
force_victim = GameObjManager::Find_PhysicalGameObj( victim_id );
|
||
|
}
|
||
|
Create_Explosion_At( explosion_def_id, pos, owner, Vector3( 0,0,-1), force_victim );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/* 04/23/01 - reenabling - in the hopes that sr was to blame
|
||
|
#ifdef WWDEBUG
|
||
|
char computer_name[200];
|
||
|
DWORD size = sizeof(computer_name);
|
||
|
GetComputerName(computer_name, &size);
|
||
|
if (cMiscUtil::Is_String_Same(computer_name, "TOMSS2")) {
|
||
|
//return;
|
||
|
is_enabled = false;
|
||
|
}
|
||
|
#endif // WWDEBUG
|
||
|
/**/
|