Files
Cyd 2b8ca921cb Initial full mirror of c:\VWE (source + assets + toolchain + outputs) via Git LFS
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.
2026-06-24 21:28:16 -05:00

296 lines
7.1 KiB
C++

//===========================================================================//
// File: BeamWeapon.hpp
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// 09/09/98 JSE Inital base class based off of Shadowrun/Adept
// 09/24/98 BDB Inital Weapon subsystem based off of Subsystem.hpp
// 10/19/98 BDB Created LauchedWeapon subsytem based off of Weapon //
//---------------------------------------------------------------------------//
// Copyright (C) 1998, Fasa Interactive //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#pragma once
#include "MW4.hpp"
#include "Weapon.hpp"
namespace MechWarrior4
{
class Vehicle;
class CollisionGroup;
class BeamWeapon;
class BeamEntity;
//##########################################################################
//############### BeamWeapon::ExecutionStateEngine ###################
//##########################################################################
class BeamWeapon__ExecutionStateEngine:
public Weapon::ExecutionStateEngine
{
public:
static void
InitializeClass();
static void
TerminateClass();
typedef Weapon::ExecutionStateEngine BaseClass;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Run-time Construction and Destruction Support
//
public:
typedef BeamWeapon__ExecutionStateEngine*
(*Factory)(
BeamWeapon *weapon,
FactoryRequest *request
);
static BeamWeapon__ExecutionStateEngine*
Make(
BeamWeapon *weapon,
FactoryRequest *request
);
protected:
BeamWeapon__ExecutionStateEngine(
ClassData *class_data,
BeamWeapon *weapon,
FactoryRequest *request
);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class Data support
//
public:
static ClassData
*DefaultData;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// State stuff
//
public:
enum {
FiringState = Weapon::ExecutionStateEngine::StateCount,
RechargingState,
StateCount
};
int
RequestState(
int new_state,
void* data = NULL
);
protected:
static const StateEntry
StateEntries[];
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Test Support
//
public:
void
TestInstance() const;
};
//##########################################################################
//########################### BeamWeapon::GameModel ###################
//##########################################################################
class BeamWeapon__GameModel;
typedef Weapon__ClassData BeamWeapon__ClassData;
typedef Weapon__Message BeamWeapon__Message;
typedef Weapon__CreateMessage BeamWeapon__CreateMessage;
class BeamWeapon__GameModel:
public Weapon::GameModel
{
public:
typedef Weapon::GameModel BaseClass;
Stuff::Scalar
fireDuration;
Adept::ResourceID
beamModelResource;
enum {
FireDurationAttributeID = Weapon__GameModel::NextAttributeID,
BeamModelResourceAttributeID,
NextAttributeID
};
static bool
ReadAndVerify(
BeamWeapon__GameModel *model,
ModelAttributeEntry *attribute_entry,
const char *data,
char **error,
int error_buffer = 128
);
static void
ConstructGameModel(Script *script);
};
//##########################################################################
//########################### BeamWeapon ##############################
//##########################################################################
class BeamWeapon:
public Weapon
{
public:
static void
InitializeClass();
static void
TerminateClass();
typedef Weapon BaseClass;
//##########################################################################
// Inheritance support
//
public:
typedef BeamWeapon__ClassData ClassData;
typedef BeamWeapon__GameModel GameModel;
typedef BeamWeapon__Message Message;
typedef BeamWeapon__ExecutionStateEngine ExecutionStateEngine;
typedef BeamWeapon__CreateMessage CreateMessage;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Run-time Construction and Destruction Support
//
public:
static BeamWeapon*
Make(
CreateMessage *message,
ReplicatorID *base_id
);
void
CommonCreation(CreateMessage *message);
void
Respawn(Adept::Entity::CreateMessage *message);
protected:
BeamWeapon(
ClassData *class_data,
CreateMessage *message,
ReplicatorID *base_id,
ElementRenderer::Element *element
);
~BeamWeapon();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class Data & Game Model Support
//
public:
const GameModel*
GetGameModel()
{return Cast_Pointer(const GameModel*, gameModelResource.GetPointer());}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Shared Data support
//
public:
static ClassData
*DefaultData;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Attribute Support
//
public:
enum {
BeamDistanceAttributeID = Weapon::NextAttributeID,
BeamStartSFXAttributeID,
NextAttributeID
};
public:
//
// Attributes
//
int beamStartSFX;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Simulation Support
//
public:
void
PreCollisionExecute(Stuff::Time till);
void
PostCollisionExecute(Stuff::Time till);
void
DestroySubsystem();
virtual void
CleanUpCreatedBeam();
bool
ReadyToFire(void);
virtual void
CreateBeam();
// MSL 5.06 Armor Mode
int
m_ArmorMode;
bool
fireRequest;
Stuff::Scalar
beamRechargeTime;
Stuff::Scalar
beamDistance;
Stuff::Scalar
accumlatedRechargeTime;
Stuff::Scalar
accumlatedDuration;
Adept::Entity::CollisionQuery
targetQuery;
Stuff::Line3D collisionLine;
Stuff::Normal3D collisionNormal;
Stuff::SlotOf<BeamEntity*>
beamEntity;
protected:
void
Fire(Adept::Entity::CollisionQuery *query,
Stuff::Time time_locked,
const Stuff::Point3D& lockedTargetEntityPartOffset);
virtual void QuickFire (Adept::Entity *target);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Test Support
//
public:
void
TestInstance() const;
};
inline BeamWeapon__ExecutionStateEngine::BeamWeapon__ExecutionStateEngine(
ClassData *class_data,
BeamWeapon *weapon,
FactoryRequest *request
):
BaseClass(class_data, weapon, request)
{}
}