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.
507 lines
12 KiB
C++
507 lines
12 KiB
C++
//===========================================================================//
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// File: Mech.hpp
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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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// 09/22/98 BDD Inital base Mech class based off Vehicle //
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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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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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#pragma once
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#include "MW4.hpp"
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#include "Vehicle.hpp"
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#pragma warning (push)
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#include <vector>
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#pragma warning (pop)
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namespace Adept
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{
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class Effect;
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}
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namespace MechWarrior4
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{
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class Airplane;
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class Subsystem;
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extern DWORD Executed_Airplane_Count;
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//##########################################################################
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//############### Airplane::ExecutionStateEngine #####################
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//##########################################################################
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class Airplane__ExecutionStateEngine:
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public Vehicle__ExecutionStateEngine
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{
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public:
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static void
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InitializeClass();
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static void
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TerminateClass();
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typedef Vehicle__ExecutionStateEngine BaseClass;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Run-time Construction and Destruction Support
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//
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public:
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typedef Airplane__ExecutionStateEngine*
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(*Factory)(
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Airplane *entity,
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FactoryRequest *request
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);
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static Airplane__ExecutionStateEngine*
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Make(
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Airplane *mover,
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FactoryRequest *request
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);
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protected:
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Airplane__ExecutionStateEngine(
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ClassData *class_data,
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Airplane *mover,
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FactoryRequest *request
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Class Data support
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//
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public:
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static ClassData
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*DefaultData;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// State stuff
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//
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public:
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enum {
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TakingOffMotionState = Vehicle::ExecutionStateEngine::StateCount,
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LandingMotionState,
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CrashingDeathState,
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TaxiState,
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PopupState,
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PopdownState,
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FloatState,
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StateCount
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};
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int
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RequestState(
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int new_state,
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void* data = NULL
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);
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protected:
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static const StateEntry
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StateEntries[];
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Test Support
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//
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public:
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void
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TestInstance() const;
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};
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//##########################################################################
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//##################### Airplane::ModelResource #######################
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//##########################################################################
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class Airplane__GameModel:
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public Vehicle__GameModel
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{
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public:
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Stuff::Scalar
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flyingAltitude;
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Stuff::Radian
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tiltSpeed;
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Stuff::Radian
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tiltDegree;
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Stuff::Scalar
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percentageOfTurnToStartTilt;
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Stuff::Scalar
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percentageOfSpeedToStartTilt;
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Stuff::Radian
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pitchSpeed;
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Stuff::Radian
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pitchDegree;
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Stuff::Scalar
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percentageOfSpeedToStartPitch;
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Stuff::Scalar maxClimb,maxDescent;
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Stuff::Scalar
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maxTurnAngle,
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thrusterAcceleration,
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takeOffSpeed;
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Adept::ResourceID
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takeOffResource,
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takeOffGroundResource,
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landingResource,
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landingGroundResource;
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static bool
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ReadAndVerify(
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Airplane__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 = 128
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);
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static void
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ConstructGameModel(Script *script);
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enum {
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FlyingAltitudeAttributeID = Vehicle__GameModel::NextAttributeID,
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TiltSpeedAttributeID,
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TiltDegreeAttributeID,
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PercentageOfTurnToStartTiltAttributeID,
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PercentageOfSpeedToStartTiltAttributeID,
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MaxTurnAngleAttributeID,
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ThrusterAccelerationAttributeID,
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PitchSpeedAttributeID,
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PitchDegreeAttributeID,
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PercentageOfSpeedToStartPitchAttributeID,
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TakeOffSpeedAttributeID,
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MaxClimbAttributeID,
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MaxDescentAttributeID,
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TakeOffResourceAttributeID,
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TakeOffGroundResourceAttributeID,
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LandingResourceAttributeID,
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LandingGroundResourceAttributeID,
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NextAttributeID
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};
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};
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//##########################################################################
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//################## Mech::CreateMessage #############################
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//##########################################################################
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class Airplane__CreateMessage:
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public Vehicle__CreateMessage
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{
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public:
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Stuff::Scalar
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altitude;
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Airplane__CreateMessage(
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size_t length,
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int priority,
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int message_flags,
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Stuff::RegisteredClass::ClassID class_id,
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int replicator_flags,
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const ResourceID& instance_id,
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const Stuff::LinearMatrix4D &creation_matrix,
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Stuff::Scalar age,
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int execution_state,
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int name_id,
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int entity_alignment,
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const Stuff::Motion3D &initial_velocity,
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const Stuff::Motion3D &initial_acceleration,
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const char *entity_name,
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const ResourceID& armature_id,
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const Adept::ResourceID& site_id,
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const ResourceID& subsystem_id,
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const ResourceID& damage_id,
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char skin_prefix,
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int team_prefix,
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int pilot_prefix,
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int name_index,
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bool has_instance_name,
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Stuff::Scalar plane_altitude
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):
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Vehicle__CreateMessage(
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length,
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priority,
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message_flags,
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class_id,
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replicator_flags,
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instance_id,
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creation_matrix,
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age,
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execution_state,
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name_id,
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entity_alignment,
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initial_velocity,
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initial_acceleration,
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entity_name,
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armature_id,
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site_id,
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subsystem_id,
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damage_id,
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skin_prefix,
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team_prefix,
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pilot_prefix,
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name_index,
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has_instance_name
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),
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altitude(plane_altitude)
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{};
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static void
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ConstructCreateMessage(Script *script);
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};
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//##########################################################################
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//############################ Airplane ###############################
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//##########################################################################
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//-------------------------------------------------------------------------
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// The following helper classes must always be typedef'd or overriden by an
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// inheritor
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//
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typedef Vehicle__ClassData Airplane__ClassData;
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typedef Vehicle__Message Airplane__Message;
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//----------------------- End of inheritance stuff ------------------------
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class Airplane:
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public Vehicle
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{
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friend class MovementClass;
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public:
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static void
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InitializeClass();
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static void
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TerminateClass();
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typedef Vehicle BaseClass;
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//##########################################################################
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// Inheritance support
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//
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public:
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typedef Airplane__ClassData ClassData;
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typedef Airplane__GameModel GameModel;
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typedef Airplane__Message Message;
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typedef Airplane__ExecutionStateEngine ExecutionStateEngine;
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typedef Airplane__CreateMessage CreateMessage;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Run-time Construction and Destruction Support
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//
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public:
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static Airplane*
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Make(
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CreateMessage *message,
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ReplicatorID *base_id
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);
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Adept::Replicator::CreateMessage*
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SaveMakeMessage(MemoryStream *stream, Adept::ResourceFile *res_file);
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void
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SaveInstanceText(Stuff::Page *instance_page);
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void
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Respawn(Adept::Entity::CreateMessage *message);
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void
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CommonCreation(CreateMessage *message);
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void
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LoadAnimationScripts();
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protected:
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Airplane(
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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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~Airplane();
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void
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Reuse(
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const CreateMessage *message,
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ReplicatorID *base_id
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Class Data support
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//
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public:
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static ClassData
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*DefaultData;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Game Model Support
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//
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public:
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const GameModel*
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GetGameModel()
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{
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Check_Object(this);
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return Cast_Pointer(const GameModel*,gameModelResource.GetPointer());
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Execution Support
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//
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protected:
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static stlport::vector<Scalar> *m_Heights;
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bool m_OnGround;
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public:
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void AdjustAltitude (void);
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bool OnGround (void)
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{ return m_OnGround; }
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void
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PreCollisionExecute(Stuff::Time till);
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void
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PostCollisionExecute(Stuff::Time till);
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virtual void
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TakeOff(Stuff::Scalar runway_distance);
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void
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Land(void);
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void
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Popup(Stuff::Scalar to_height);
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void
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Popdown(Stuff::Scalar to_height);
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void
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Float(const Stuff::Point3D& dest);
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Stuff::Point3D
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takeOffTargetPosition;
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Stuff::Point3D
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takeOffIntermidiatePosition;
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Stuff::Point3D
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takeOffFinalOffset;
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bool
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shouldBeDone;
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bool
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shouldDie;
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bool
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shouldLeaveReckage;
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Stuff::Scalar flyingAltitude;
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Stuff::Scalar m_AttackAltitude;
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bool m_Attacking;
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Stuff::Point3D&
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EstimateFuturePosition(
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Stuff::Point3D *new_position,
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Stuff::Scalar seconds,
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bool consider_terrain = true
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);
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Stuff::SlotOf<Adept::Effect *>
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m_crashingEffect;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Attribute Support
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//
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public:
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enum {
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TakingOffSFXAttributeID = Vehicle::NextAttributeID,
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InAirSFXAttributeID,
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IdleSFXAttributeID,
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NextAttributeID
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};
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public:
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int
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takingOffSFX,
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inAirSFX,
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idleSFX,
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dyingSFX;
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bool
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hasTakeOffAnimationLoaded;
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void SetTakingOff()
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{Check_Pointer(this); takingOffSFX = 1; inAirSFX = 0; idleSFX = 0; dyingSFX = 0;}
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void SetInAir()
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{Check_Pointer(this); takingOffSFX = 0; inAirSFX = 1; idleSFX = 0; dyingSFX = 0;}
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void SetIdle()
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{Check_Pointer(this); takingOffSFX = 0; inAirSFX = 0; idleSFX = 1; dyingSFX = 0;}
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void SetDying()
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{Check_Pointer(this); takingOffSFX = 0; inAirSFX = 0; idleSFX = 0; dyingSFX = 1;}
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void SetDead()
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{Check_Pointer(this); takingOffSFX = 0; inAirSFX = 0; idleSFX = 0; dyingSFX = 0;}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Tilt Stuff
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//
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Stuff::Scalar tiltAngle;
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Stuff::Scalar tiltRequest;
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Stuff::Scalar pitchAngle;
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Stuff::Scalar pitchRequest;
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void TiltPlane(Stuff::Scalar time_slice);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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public:
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void TurnOn();
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void TurnOff();
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virtual void LandingMovementSimulation(Stuff::Time till);
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void FlyingMovementSimulation(Stuff::Time till);
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void TakeOffMovementSimulation(Stuff::Time till);
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void PopUpOrDownSimulation(Stuff::Scalar time_slice, Stuff::Scalar height);
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void FloatSimulation(Stuff::Scalar time_slice);
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void ComputeForwardSpeed(Stuff::Scalar time_slice);
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virtual void
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TakeOffThrusterSimulation(Stuff::Time till, const Stuff::Vector3D& new_velocity, const Stuff::Vector3D& instantanious_angular_velocity,bool canswitch);
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void
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CrashingDeathMovementSimulation(Stuff::Time till);
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void
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ReactToDestruction(int damage_mode, int damage_type);
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bool
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CollisionHandler(
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Stuff::LinearMatrix4D *new_position,
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Stuff::DynamicArrayOf<CollisionData> *collisions
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);
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void
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GetNetworkPosition(Stuff::Point3D ¤t_position, Stuff::YawPitchRoll ¤t_rotation);
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private:
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Stuff::Scalar m_PopupHeight;
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Stuff::Scalar m_PopdownHeight;
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Stuff::Scalar m_PopupClimbSpeed;
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Stuff::Point3D m_FloatTargetPosition;
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Stuff::Scalar m_FloatSpeed;
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Stuff::YawPitchRoll m_YPR;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Test Support
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//
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public:
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void
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TestInstance() const;
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};
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inline Airplane__ExecutionStateEngine::Airplane__ExecutionStateEngine(
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ClassData *class_data,
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Airplane *mover,
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FactoryRequest *request
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):
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BaseClass(class_data, mover, request)
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{}
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}
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