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re3/src/objects/ObjectData.cpp

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#include "common.h"
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#include "main.h"
#include "ModelInfo.h"
#include "Object.h"
#include "FileMgr.h"
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#include "ObjectData.h"
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CObjectInfo CObjectData::ms_aObjectInfo[NUMOBJECTINFO];
// Another ugly file reader
void
CObjectData::Initialise(const char *filename)
{
char *p, *lp;
char line[1024], name[256];
int id;
float percentSubmerged;
int damageEffect, responseCase, camAvoid;
CBaseModelInfo *mi;
CFileMgr::SetDir("");
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CFileMgr::LoadFile(filename, work_buff, sizeof(work_buff), "r");
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id = 0;
p = (char*)work_buff;
while(*p != '*'){
// skip over white space and comments
while(*p == ' ' || *p == '\n' || *p == '\r' || *p == ';')
if(*p == ';')
while(*p != '\n' && *p != '*')
p++;
else
p++;
if(*p == '*')
break;
// read one line
lp = line;
while(*p != '\n' && *p != '*'){
*lp++ = *p == ',' ? ' ' : *p;
p++;
}
if(*p == '\n')
p++;
*lp = '\0'; // FIX: game wrote '\n' here
assert(id < NUMOBJECTINFO);
sscanf(line, "%s %f %f %f %f %f %f %f %d %d %d", name,
&ms_aObjectInfo[id].m_fMass,
&ms_aObjectInfo[id].m_fTurnMass,
&ms_aObjectInfo[id].m_fAirResistance,
&ms_aObjectInfo[id].m_fElasticity,
&percentSubmerged,
&ms_aObjectInfo[id].m_fUprootLimit,
&ms_aObjectInfo[id].m_fCollisionDamageMultiplier,
&damageEffect, &responseCase, &camAvoid);
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ms_aObjectInfo[id].m_fBuoyancy = 100.0f/percentSubmerged * GRAVITY *ms_aObjectInfo[id].m_fMass;
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ms_aObjectInfo[id].m_nCollisionDamageEffect = damageEffect;
ms_aObjectInfo[id].m_nSpecialCollisionResponseCases = responseCase;
ms_aObjectInfo[id].m_bCameraToAvoidThisObject = camAvoid;
mi = CModelInfo::GetModelInfo(name, nil);
if(mi)
mi->SetObjectID(id++);
else
debug("CObjectData: Cannot find object %s\n", name);
}
}
void
CObjectData::SetObjectData(int32 modelId, CObject &object)
{
CObjectInfo *objinfo;
if(CModelInfo::GetModelInfo(modelId)->GetObjectID() == -1)
return;
objinfo = &ms_aObjectInfo[CModelInfo::GetModelInfo(modelId)->GetObjectID()];
object.m_fMass = objinfo->m_fMass;
object.m_fTurnMass = objinfo->m_fTurnMass;
object.m_fAirResistance = objinfo->m_fAirResistance;
object.m_fElasticity = objinfo->m_fElasticity;
object.m_fBuoyancy = objinfo->m_fBuoyancy;
object.m_fUprootLimit = objinfo->m_fUprootLimit;
object.m_fCollisionDamageMultiplier = objinfo->m_fCollisionDamageMultiplier;
object.m_nCollisionDamageEffect = objinfo->m_nCollisionDamageEffect;
object.m_nSpecialCollisionResponseCases = objinfo->m_nSpecialCollisionResponseCases;
object.m_bCameraToAvoidThisObject = objinfo->m_bCameraToAvoidThisObject;
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if(object.m_fMass >= 99998.0f){
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object.bInfiniteMass = true;
object.bAffectedByGravity = false;
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object.bExplosionProof = true;
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}
}