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.
371 lines
8.5 KiB
C++
371 lines
8.5 KiB
C++
//===========================================================================//
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// File: ProjectileWeapon.hpp
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 05/18/99 DPB Created File
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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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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 "Weapon.hpp"
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namespace MechWarrior4
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{
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class Vehicle;
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class ProjectileWeapon;
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class AmmoBay;
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//##########################################################################
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//############### Projectile::ExecutionStateEngine ###################
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//##########################################################################
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class ProjectileWeapon__ExecutionStateEngine:
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public Weapon__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 Weapon__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 ProjectileWeapon__ExecutionStateEngine*
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(*Factory)(
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ProjectileWeapon *weapon,
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FactoryRequest *request
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);
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static ProjectileWeapon__ExecutionStateEngine*
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Make(
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ProjectileWeapon *weapon,
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FactoryRequest *request
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);
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protected:
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ProjectileWeapon__ExecutionStateEngine(
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ClassData *class_data,
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ProjectileWeapon *weapon,
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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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FiringState = Weapon__ExecutionStateEngine::StateCount,
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ReloadingState,
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JammedState,
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HeatJammedState,
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AmmoFireState,
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RechargingState,
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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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//##################### ProjectileWeapon::GameModel ###################
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//##########################################################################
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class ProjectileWeapon__GameModel;
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typedef Weapon__ClassData ProjectileWeapon__ClassData;
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typedef Weapon__Message ProjectileWeapon__Message;
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typedef Weapon__CreateMessage ProjectileWeapon__CreateMessage;
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class ProjectileWeapon__GameModel:
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public Weapon__GameModel
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{
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public:
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typedef Weapon__GameModel BaseClass;
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Stuff::Scalar
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fireRate;
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Stuff::Vector3D
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initialLinearVelocity;
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Stuff::Vector3D
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initialLinearAcceleration;
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Adept::ResourceID
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projectileModelResource;
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Stuff::Scalar
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targetLockTime;
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Stuff::Scalar
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m_timeToPotentialJam;
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Stuff::Scalar
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m_timeToJam;
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Stuff::Scalar
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m_heatToJam;
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Stuff::Scalar
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m_heatToUnjam;
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// Time for which RTX will be unavailable after jamming
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Stuff::Scalar
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m_timeToUnjam;
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// MSL 5.03 Ammo Bay Fire
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Stuff::Scalar
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m_timeToAmmoBay;
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enum {
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FireRateAttributeID = Weapon__GameModel::NextAttributeID,
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InitialLinearVelocityAttributeID,
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InitialLinearAccelerationAttributeID,
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ProjectileModelResourceAttributeID,
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TargetLockTimeAttributeID,
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TimeToPotentialJamAttributeID,
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TimeToJamAttributeID,
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TimeToUnjamAttributeID,
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HeatToJamAttributeID,
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HeatToUnjamAttributeID,
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TimeToAmmoBayAttributeID,
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NextAttributeID
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};
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static bool
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ReadAndVerify(
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ProjectileWeapon__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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};
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//##########################################################################
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//########################### ProjectileWeapon ########################
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//##########################################################################
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class ProjectileWeapon:
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public Weapon
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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 Weapon 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 ProjectileWeapon__ClassData ClassData;
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typedef ProjectileWeapon__GameModel GameModel;
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typedef ProjectileWeapon__Message Message;
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typedef ProjectileWeapon__ExecutionStateEngine ExecutionStateEngine;
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typedef ProjectileWeapon__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 ProjectileWeapon*
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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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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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protected:
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ProjectileWeapon(
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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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~ProjectileWeapon();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Class Data & 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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{return Cast_Pointer(const GameModel*, gameModelResource.GetPointer());}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Shared 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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// Attribute Support
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//
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public:
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enum {
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ProjectileStartSFXAttributeID = Weapon::NextAttributeID,
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NextAttributeID
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};
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public:
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//
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// Attributes
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//
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int
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projectileStartSFX;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Simulation Support
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//
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public:
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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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CreateProjectile(Stuff::Time till);
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void
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CleanUpProjectiles();
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void
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DestroySubsystem();
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bool
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ReadyToFire(void);
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void
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StartJamState();
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Origin3D *initialPositions;
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// MSL 5.03 Weapon Jammed
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void
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StartHeatJamState();
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// MSL 5.03 Ammo Bay Fire
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void
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StartFireState();
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Stuff::Time
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m_jamStartTime;
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// Last time that the player started firing the RTX
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Stuff::Time
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m_fireStartTime;
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// Time at which the RTX stopped firing
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Stuff::Time
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m_fireEndTime;
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// MSL 5.03 Ammo Bay Fire
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Stuff::Time
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m_ammofireStartTime;
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// Time we first entered recharge. Used to help minimize difference between server and client on what the
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// cumulative fire time is. Server enters recharge more often when packets aren't arriving faster than .25 seconds.
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Stuff::Time
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m_enterRecharge;
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bool
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m_jamThisFrame;
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bool
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m_heatJamThisFrame;
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bool
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fireRequest;
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int
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projectilesFired;
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// MSL 5.06 Armor Mode
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int
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m_ArmorMode;
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Adept::Entity::CollisionQuery
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targetQuery;
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Stuff::Line3D collisionLine;
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Stuff::Normal3D collisionNormal;
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Stuff::SlotOf<Adept::Entity *>
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targetQueryEntity;
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AmmoBay
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*ammoBay;
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protected:
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void
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Fire(Adept::Entity::CollisionQuery *query,
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Stuff::Time time_locked,
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const Stuff::Point3D& lockedTargetEntityPartOffset);
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void QuickFire (Adept::Entity *target);
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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
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ProjectileWeapon__ExecutionStateEngine::ProjectileWeapon__ExecutionStateEngine(
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ClassData *class_data,
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ProjectileWeapon *mover,
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FactoryRequest *request
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):
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Weapon__ExecutionStateEngine(class_data, mover, request)
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{
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}
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}
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