Imports the current Win32 source for the pod-racing game 'Red Planet', built on the MUNGA engine and its L4 (Win32/DirectX) platform layer: - MUNGA / MUNGA_L4: cross-platform engine core and Win32 backend - RP / RP_L4: Red Planet game logic and Win32 application - DivLoader, Setup1: asset loader and installer project - lib, MUNGA_L4/openal, MUNGA_L4/sos: third-party audio dependencies Removed stale Subversion metadata and added .gitignore/.gitattributes. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
117 lines
2.1 KiB
C++
117 lines
2.1 KiB
C++
#pragma once
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#include "node.h"
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#include "cstr.h"
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#include "resource.h"
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#include "scalar.h"
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class NotationFile;
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struct ScenarioRole__ModelResource
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{
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Scalar killBonus, damageReceivedModifier, damageInflictedModifier, damageBias, friendlyFirePenalty;
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int returnFromDeath;
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};
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class ScenarioRole : public Node
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{
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public:
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Scalar CalcDamageReceivedScore(const Scalar &damage_received);
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protected:
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Scalar damageInflictedModifier, damageReceivedModifier, friendlyFirePenalty, damageBias, killBonus;
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CString roleName;
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int returnFromDeath;
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public:
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const int GetReturnFromDeath()
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{
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Check(this);
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return returnFromDeath;
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}
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Scalar GetDamageInflictedModifier() const
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{
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Check(this);
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return damageInflictedModifier;
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}
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Scalar GetDamageReceivedModifier() const
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{
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Check(this);
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return damageReceivedModifier;
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}
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Scalar GetFriendlyFirePenalty() const
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{
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Check(this);
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return friendlyFirePenalty;
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}
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Scalar GetDamageBias() const
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{
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Check(this);
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return damageBias;
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}
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Scalar GetKillBonus() const
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{
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Check(this);
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return killBonus;
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}
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CString GetRoleName() const
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{
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Check(this);
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return roleName;
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}
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void SetDamageInflictedModifier(const Scalar &value)
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{
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Check(this);
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damageInflictedModifier = value;
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}
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void SetDamageReceivedModifier(const Scalar value)
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{
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Check(this);
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damageReceivedModifier = value;
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}
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void SetFriendlyFirePenalty(const Scalar &value)
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{
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Check(this);
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friendlyFirePenalty = value;
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}
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void SetDamageBias(const Scalar &value)
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{
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Check(this);
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damageBias = value;
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}
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void SetKillBonus(const Scalar &value)
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{
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Check(this);
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killBonus = value;
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}
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void SetReturnFromDeath(const int &value)
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{
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Check(this);
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returnFromDeath = value;
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}
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public:
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typedef ScenarioRole__ModelResource ModelResource;
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ScenarioRole(const CString &role_name, const CString &model_file);
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ScenarioRole(const CString &role_name);
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~ScenarioRole();
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static ResourceDescription::ResourceID CreateModelResource(ResourceFile *resource_file, const char* model_name, NotationFile * model_file, const ResourceDirectories *directories, ModelResource *model = NULL);
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};
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