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4.4 KiB
C++

//===========================================================================//
// File: Buidling.hpp
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// 05/06/99 DPB Inital base class
//---------------------------------------------------------------------------//
// Copyright (C) 1998, Fasa Interactive //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#pragma once
#include "MW4.hpp"
#include "MWObject.hpp"
#include "SensorCellMap.hpp"
namespace MechWarrior4
{
extern DWORD Executed_Building_Count;
//##########################################################################
//########################### Building ################################
//##########################################################################
typedef MWObject__ClassData Building__ClassData;
typedef MWObject__Message Building__Message;
typedef MWObject__ExecutionStateEngine Building__ExecutionStateEngine;
typedef MWObject__CreateMessage Building__CreateMessage;
typedef MWObject__GameModel Building__GameModel;
class Building:
public MWObject
{
public:
static void
InitializeClass();
static void
TerminateClass();
//##########################################################################
// Inheritance support
//
public:
typedef Building__ClassData ClassData;
typedef Building__GameModel GameModel;
typedef Building__Message Message;
typedef Building__ExecutionStateEngine ExecutionStateEngine;
typedef Building__CreateMessage CreateMessage;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Run-time Construction and Destruction Support
//
public:
static Building*
Make(
CreateMessage *message,
ReplicatorID *base_id
);
void
CommonCreation(CreateMessage *message);
void
Respawn(Adept::Entity::CreateMessage *message);
protected:
Building(
ClassData *class_data,
CreateMessage *message,
ReplicatorID *base_id,
ElementRenderer::Element *element
);
~Building();
void
Reuse(
const CreateMessage *message,
ReplicatorID *base_id
);
void
LoadAnimationScripts();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class Data & Game Model Support
//
public:
virtual void TurnOn (void);
virtual void TurnOff (void);
int
GetTableArray()
{Check_Object(this); return Adept::NameTable::BuildingArray;}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Damage/Destruction Support
//
public:
void
ReactToHit(const Adept::Entity__TakeDamageMessage *message,Adept::DamageObject *part_hit);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Shared Data support
//
public:
static ClassData
*DefaultData;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Simulation Support
//
public:
int
GetExecutionSlot();
void
PreCollisionExecute(Stuff::Time till);
#if defined(LAB_ONLY)
void
SyncMatrices(bool update_matrix);
#endif
virtual
//I need over ride ReactToDestruction in Turret to score them seperatly
void
ReactToDestruction(int damage_mode, int damage_type);
Stuff::Scalar
FriendlyFireDamageMultiplier() const;
virtual void
GetLineOfSight(Stuff::LinearMatrix4D& line_of_sight);
bool m_AddedToSensorCellMap;
//should this building be scored?
bool m_scoreThisBuilding;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Sensor Cell Map Support
//
static bool
m_BuildingsAddedToCellMap;
static void
AddAllBuildingsToSensorCellMap();
static void
RemoveAllBuildingsFromSensorCellMap();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Test Support
//
public:
void
TestInstance() const;
};
}