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2026-06-24 21:28:16 -05:00

305 lines
6.9 KiB
C++

#pragma once
#include "MW4.hpp"
#include "Vehicle.hpp"
namespace Adept
{
class DamageObject;
}
namespace MechWarrior4
{
class Mech;
class Weapon;
class MWInternalDamageObject;
class MFB;
//##########################################################################
//############################ MFB ###################################
//##########################################################################
//-------------------------------------------------------------------------
// The following helper classes must always be typedef'd or overriden by an
// inheritor
//
typedef Vehicle__Message MFB__Message;
typedef Vehicle__UpdateMessage MFB__UpdateMessage;
typedef Vehicle__CreateMessage MFB__CreateMessage;
typedef Vehicle__ClassData MFB__ClassData;
extern DWORD Executed_MFB_Count;
//##########################################################################
//############### MFB::GameModel ##################################
//##########################################################################
class MFB__GameModel:
public Vehicle::GameModel
{
public:
typedef Vehicle::GameModel BaseClass;
Adept::ResourceID
m_repairEffectResource;
Stuff::Vector3D m_repairCenterOffset;
Stuff::Scalar m_repairDistance;
enum {
RepairEffectResourceAttributeID = Vehicle__GameModel::NextAttributeID,
RepairCenterOffsetAttributeID,
RepairDistanceAttributeID,
NextAttributeID
};
static bool
ReadAndVerify(
MFB__GameModel *model,
ModelAttributeEntry *attribute_entry,
const char *data,
char **error,
int error_buffer = 128
);
static void
ConstructGameModel(Script *script);
};
//##########################################################################
//############### MFB::ExecutionStateEngine #######################
//##########################################################################
class MFB__ExecutionStateEngine:
public Vehicle::ExecutionStateEngine
{
public:
static void
InitializeClass();
static void
TerminateClass();
typedef Vehicle::ExecutionStateEngine BaseClass;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Run-time Construction and Destruction Support
//
public:
typedef MFB__ExecutionStateEngine*
(*Factory)(
MFB *entity,
FactoryRequest *request
);
static MFB__ExecutionStateEngine*
Make(
MFB *mover,
FactoryRequest *request
);
protected:
MFB__ExecutionStateEngine(
ClassData *class_data,
MFB *mover,
FactoryRequest *request
);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class Data support
//
public:
static ClassData
*DefaultData;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// State stuff
//
public:
enum {
RepairState = Vehicle::ExecutionStateEngine::StateCount,
OpeningMotionState,
StateCount
};
protected:
static const StateEntry
StateEntries[];
public:
int
RequestState(
int new_state,
void* data = NULL
);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Test Support
//
public:
void
TestInstance() const;
};
//----------------------- End of inheritance stuff ------------------------
class MFB:
public Vehicle
{
public:
static void
InitializeClass();
static void
TerminateClass();
typedef Vehicle BaseClass;
//##########################################################################
// Inheritance support
//
public:
typedef MFB__ClassData ClassData;
typedef MFB__GameModel GameModel;
typedef MFB__Message Message;
typedef MFB__ExecutionStateEngine ExecutionStateEngine;
typedef MFB__CreateMessage CreateMessage;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Run-time Construction and Destruction Support
//
public:
static MFB*
Make(
CreateMessage *message,
ReplicatorID *base_id
);
void
SaveInstanceText(Stuff::Page *page);
protected:
MFB(
ClassData *class_data,
CreateMessage *message,
ReplicatorID *base_id,
ElementRenderer::Element *element
);
void
Respawn(Adept::Entity::CreateMessage *message);
void
CommonCreation(CreateMessage *message);
void
Reuse(
const CreateMessage *message,
ReplicatorID *base_id
);
~MFB();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class Data support
//
public:
static ClassData
*DefaultData;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Game Model Support
//
public:
const GameModel*
GetGameModel()
{
Check_Object(this);
return Cast_Pointer(const GameModel*,gameModelResource.GetPointer());
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Execution Support
//
public:
MoverAI *m_CurrentMechUsing; // for the ai to use to store which mech is about to the fieldbase
void
TurnOn();
void
PreCollisionExecute(Stuff::Time till);
void
PostCollisionExecute(Stuff::Time till);
bool
CollisionHandler(
Stuff::LinearMatrix4D *new_position,
Stuff::DynamicArrayOf<CollisionData> *collisions
);
void
RepairTargetMech(Stuff::Scalar time_slice);
void
StartNewMech(Mech *new_mech);
void
ShutMFBDown();
void
CreateRepairEffect();
void
ReactToDestruction(int damage_mode, int damage_type);
enum{
FixingGimpState = 0,
ReloadingAmmoState,
ReloadingCoolantState,
FixingInternalState,
FixingArmorState
};
typedef ChainIteratorOf<Weapon *>
WeaponIteratorType;
typedef SortedChainIteratorOf<MWInternalDamageObject *, int>
InternalIteratorType;
typedef SortedChainIteratorOf<Adept::DamageObject *, int>
ArmorIteratorType;
bool IsWithin(Entity *target,Vector3D offset,Scalar distance,bool ignorey = false);
static MFB *IsWithinMFB(Mech *mech);
static Stuff::ChainOf<MFB*>
*s_MFBs;
protected:
//Scalar m_RepairDistance;
Stuff::SlotOf<Mech *>
m_repairingMech;
Stuff::SlotOf<Effect *>
m_repairEffect;
int
m_currentState;
Stuff::Time
m_nextRepairTime;
WeaponIteratorType
*m_weaponIterator;
InternalIteratorType
*m_internalIterator;
ArmorIteratorType
*m_armorIterator;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Test Support
//
public:
void
TestInstance() const;
};
inline
MFB__ExecutionStateEngine::MFB__ExecutionStateEngine(
ClassData *class_data,
MFB *mover,
FactoryRequest *request
):
BaseClass(class_data, mover, request)
{
}
}